Welcome to Degrees of Lewdity Plus <<print StartConfig.version>><<if StartConfig.versionName>> <<print StartConfig.versionName>><</if>>. We're making a few changes to your game so it supports this latest version.
Remember to update your save if things appear to be working.
<<silently>>
<<variablesVersionUpdate>>
<<pregnancyVar>>
<<setFont>>
<<set $runWardrobeSanityChecker to true>>
<</silently>>
Looks like we're done already.
<<link [[Resume|$navigation.stack.last()]]>><<run $navigation.stack.pop()>><</link>>Welcome back to Degrees of Lewdity Plus <<- StartConfig.version>><<if StartConfig.versionName>> <<print StartConfig.versionName>><</if>>.
<br><br>
You have switched to an older version of the game, from <<- $saveVersions.last()>>, so we just want to confirm you know what you're doing.
<br><br>
<<link [[Confirm|$passagePrev]]>><</link>>
<br>
<span class="red">If you want to avoid potential issues, go back to the latest version.</span>Welcome back to Degrees of Lewdity <<- StartConfig.version>><<if StartConfig.versionName>> <<print StartConfig.versionName>><</if>>.
<br><br>
You have switched from a modded version of the game, from <<- $saveVersions.last()>> back to Vanilla. <span class="red">This is dangerous, ''DO NOT'' report bugs to the Vanilla Developer Team.</span>.
<br><br>
<<link [[Confirm|$passagePrev]]>><</link>>
<br>
<span class="red">If you want to avoid potential issues, create a new save or stay with the mod.</span><<if $intro is undefined>>
<<gameStartOnly>>
<</if>>
<<if $options.images is 1>>
<span id="bannerStyle">
<<if $feats.allSaves.points isnot undefined>>
<<if ($feats.allSaves.points gte 200 and $bannerstyleintro.gold is false) or $bannerstyle is "gold">>
<<set $bannerstyleintro.gold to true>>
<<set $bannerstyleintro.silver to true>>
<<set $bannerstyleintro.bronze to true>>
<<set $bannerstyleintro.blood to true>>
<<set $bannerstyleintro.alien to true>>
<img class="resize" src="img/misc/bannerGold.png">
<<elseif ($feats.allSaves.points gte 150 and $bannerstyleintro.silver is false) or $bannerstyle is "silver">>
<<set $bannerstyleintro.silver to true>>
<<set $bannerstyleintro.bronze to true>>
<<set $bannerstyleintro.blood to true>>
<<set $bannerstyleintro.alien to true>>
<img class="resize" src="img/misc/bannerSilver.png">
<<elseif ($feats.allSaves.points gte 100 and $bannerstyleintro.bronze is false) or $bannerstyle is "bronze">>
<<set $bannerstyleintro.bronze to true>>
<<set $bannerstyleintro.blood to true>>
<<set $bannerstyleintro.alien to true>>
<img class="resize" src="img/misc/bannerBronze.png">
<<elseif ($feats.allSaves.points gte 50 and $bannerstyleintro.blood is false) or $bannerstyle is "blood">>
<<set $bannerstyleintro.blood to true>>
<<set $bannerstyleintro.alien to true>>
<img class="resize" src="img/misc/bannerBlood.png">
<<elseif ($feats.allSaves.points gte 25 and $bannerstyleintro.alien is false) or $bannerstyle is "alien">>
<<set $bannerstyleintro.alien to true>>
<img class="resize" src="img/misc/bannerAlien.png">
<<elseif $bannerstyle is "none">>
<<else>>
<!-- <<banner>> -->
<img class="resize" src="img/misc/banner.png">
<</if>>
<<elseif $bannerstyle is "none">>
<<else>>
<!-- <<banner>> -->
<img class="resize" src="img/misc/banner.png">
<</if>>
</span>
<</if>>
This work of fiction contains content of a sexual nature and is inappropriate for minors. All characters <span class="camouflage text" onclick="V.debug = 1, V.options.debugdisable = 'f', V.options.historyControls = true">de</span>picted are at least 18 years of age. Everything is consensual role play, and any animals are actually people in costumes.
<br><br>
<div class="small-description">
- Save files are stored in your browser's cache. Save to file or text in the "Export/Import" tab in "Saves" to avoid losing them.
<br>
- Be sure to check the "Options" tab on the sidebar for more in-game settings!
<br><br>
<div class="no-numberify">
<<button "DOL+ CREDITS">>
<<overlayReplace "DoLPCredits">>
<</button>>
</div>
<br><br></div>
<<set $settingsExitPassage to "Start2">>
<<initsettings>>
<div id="settingsStart">
<<settingsStart>>
</div><<variablesStart2>>
Welcome to the alpha of Degrees of Lewdity Plus!
<br><br>
If you want to avoid trouble, dress modestly and stick to safe, well-lit areas. Nights are particularly dangerous. Dressing lewd will attract attention, both good and bad.
<br><br>
<<if Time.season is "winter">>
The school year starts on the first Monday of January at <<ampm 9 0>>. The bus service is the easiest way to get around town. Don't forget your uniform and backpack!
<<elseif Time.season is "spring" or Time.season is "summer">>
School starts tomorrow at <<ampm 9 0>>. The bus service is the easiest way to get around town. Don't forget your uniform and backpack!
<<else>>
The new school year starts tomorrow at <<ampm 9 00>>. The bus service is the easiest way to get around town. Don't forget your uniform and backpack!
<</if>>
<br><br>
<<doVersionCheck>>
<<link [[Next|Orphanage Intro]]>><</link>>
<br><br>
<<if $debug is 1>>
These options start with cheats enabled and £5000
<br>
<<link [[Standard start|Orphanage Intro]]>><<cheatStart>><</link>>
<br>
<<link [[School Start|Oxford Street]]>><<cheatStart>><<pass 1 day>><</link>>
<br>
<<link [[Science Start|Oxford Street]]>><<cheatStart>><<pass 1 day>><<pass 2 hours>><</link>>
<br>
<<link [[Maths Start|Oxford Street]]>><<cheatStart>><<pass 1 day>><<pass 3 hours>><</link>>
<br>
<<link [[English Start|Oxford Street]]>><<cheatStart>><<pass 1 day>><<pass 4 hours>><</link>>
<br>
<<link [[History Start|Oxford Street]]>><<cheatStart>><<pass 1 day>><<pass 6 hours>><</link>>
<br>
<<link [[Swimming Start|Oxford Street]]>><<cheatStart>><<pass 1 day>><<pass 7 hours>><</link>>
<br>
<<link [[Testing Room]]>><<cheatStart>><<upperstrip>><<lowerstrip>><<underlowerstrip>><</link>>
<br>
<<link [[Robin Low Trauma Low Love|Robin's Room Entrance]]>><<cheatStart>><<npc Robin>><<endevent>><<set C.npc.Robin.love to 0>><<set C.npc.Robin.init to 1>><<set $trauma to ($traumamax / 7) * 2>><<trauma 60>><</link>>
<br>
<<link [[Robin Low Trauma Medium Love|Robin's Room Entrance]]>><<cheatStart>><<npc Robin>><<endevent>><<set C.npc.Robin.love to 50>><<set C.npc.Robin.init to 1>><<set $trauma to ($traumamax / 7) * 2>><<trauma 60>><</link>>
<br>
<<link [[Robin Low Trauma High Love|Robin's Room Entrance]]>><<cheatStart>><<npc Robin>><<endevent>><<set C.npc.Robin.love to 90>><<set C.npc.Robin.init to 1>><<set $trauma to ($traumamax / 7) * 2>><<trauma 60>><</link>>
<br>
<<link [[Robin High Trauma Low Love|Robin's Room Entrance]]>><<cheatStart>><<npc Robin>><<endevent>><<set C.npc.Robin.love to 0>><<set C.npc.Robin.init to 1>><<set $trauma to ($traumamax / 7) * 4>><<trauma 60>><</link>>
<br>
<<link [[Robin High Trauma Medium Love|Robin's Room Entrance]]>><<cheatStart>><<npc Robin>><<endevent>><<set C.npc.Robin.love to 50>><<set C.npc.Robin.init to 1>><<set $trauma to ($traumamax / 7) * 4>><<trauma 60>><</link>>
<br>
<<link [[Robin High Trauma High Love|Robin's Room Entrance]]>><<cheatStart>><<npc Robin>><<endevent>><<set C.npc.Robin.love to 90>><<set C.npc.Robin.init to 1>><<set $trauma to ($traumamax / 7) * 4>><<trauma 60>><</link>>
<br>
<<link [[Robin After Paying Police With Money|Robin's Room Entrance]]>><<cheatStart>><<npc Robin>><<endevent>><<set $daily.robin.policePay to 1>><<set C.npc.Robin.init to 1>><<set $trauma to ($traumamax / 7) * 4>><<trauma 60>><</link>>
<br>
<<link [[Robin After Paying Police With Body|Robin's Room Entrance]]>><<cheatStart>><<npc Robin>><<endevent>><<set $daily.robin.policeBody to 1>><<set C.npc.Robin.init to 1>><<set $trauma to ($traumamax / 7) * 4>><<trauma 60>><</link>>
<br>
<<link [[Robin's Debt Paid|Robin's Room Entrance]]>><<cheatStart>><<npc Robin>><<endevent>><<set $robinpaid to 1>><<set C.npc.Robin.init to 1>><<set $trauma to ($traumamax / 7) * 4>><<trauma 60>><</link>>
<br><br>
<<link [[Black Wolf|ForestHuntDebug]]>><<cheatStart>><<npc "Black Wolf">><<ruined>><<endevent>><<set $blackwolfhunt to 1>><<set $wolfpacktrust to 10>><</link>>
<br><br>
<<link [[Winter Start|Orphanage Intro]]>><<set Time.startDate to new DateTime(2022, 12, 4, 7)>><</link>> (Begins the game at the start of winter. For testing.)
<br>
<<link [[Christmas Start|Orphanage Intro]]>><<npc Kylar>><<person1>><<endevent>><<set C.npc.Kylar.state to "active">><<set Time.startDate to new DateTime(2022, 12, 23, 7)>><<money 50000 "debug">><</link>> (Begins the game two days before Christmas. For testing.)
<br>
<<link [[Valentine's Day Start|Orphanage Intro]]>><<set Time.startDate to new DateTime(2022, 2, 12, 7)>><</link>> (Begins the game 2 days before Valentine's Day. For testing.)
<br>
<</if>><<widget "versioninfo">>
<h3>Degrees of Lewdity Plus <<print StartConfig.version>></h3>
<<if StartConfig.versionName>>
<h4><<print StartConfig.versionName>></h4>
<</if>>
<<if StartConfig.sneaky>>
<h4 class="orange">SNEAKY BUILD</h4>
<</if>>
<</widget>>
<<widget "linkinformation">>
<div class="m-2">
<p class="gold m-0">Official Vanilla website</p>
[[vrelnir.com|"https://www.vrelnir.com"]]
</div>
<div class="m-2">
<p class="gold m-0">Vanilla Changelog and information</p>
[[vrelnir.blogspot.com|"https://vrelnir.blogspot.com"]]
</div>
<div class="m-2">
<p class="gold m-0">DoLP Changelog and Releases</p>
[[gitgud.io/Andrest07/degrees-of-lewdity-plus/-/releases|"https://gitgud.io/Andrest07/degrees-of-lewdity-plus/-/releases"]]
</div>
<div class="m-2">
<p class="gold m-0">Vanilla Wiki</p>
[[degreesoflewdity.miraheze.org/wiki/Main_Page|"https://degreesoflewdity.miraheze.org/wiki/Main_Page"]]
</div>
<div class="m-2">
<p class="gold m-0">DoLP Wiki</p>
[[dolmodding.miraheze.org/wiki/DoL_Plus|"https://dolmodding.miraheze.org/wiki/DoL_Plus"]]
</div>
<div class="m-2">
<p class="gold m-0">Support Vanilla development</p>
[[subscribestar.adult/vrelnir|"https://subscribestar.adult/vrelnir"]]
<p class="gold m-0">Support DoLP development</p>
[[patreon.com/DegreesofLewdityPlus|"https://www.patreon.com/DegreesofLewdityPlus"]]
</div>
<<if StartConfig.sourceLinkEnabled>>
<div class="m-2">
<p class="gold m-0">Vanilla Source code</p>
[[gitgud.io/Vrelnir|"https://gitgud.io/Vrelnir/degrees-of-lewdity"]]
</div>
<div class="m-2">
<p class="gold m-0">DoLP Source code</p>
[[gitgud.io/Andrest07|"https://gitgud.io/Andrest07/degrees-of-lewdity-plus"]]
</div>
<</if>>
<<if StartConfig.socialMediaEnabled>>
<div class="m-2">
<p class="gold m-0">Official Vanilla Discord</p>
[[discord.gg/VznUtEh|"https://discord.gg/VznUtEh"]]
</div>
<div class="m-2">
<p class="gold m-0">Official Modding Discord</p>
[[discord.gg/mGpRSn9qMF|"https://discord.gg/mGpRSn9qMF"]]
</div>
<div class="m-2">
<p class="gold m-0">Official DoLP Discord</p>
[[discord.gg/H8PRRw8ZvN|"https://discord.gg/H8PRRw8ZvN"]]
</div>
<</if>>
<</widget>><<set $demo to $demo or {
type: "human",
position: "missionary",
consent: true,
debug: true,
}>>
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<div class="combat-init">
<<switch $demo.type>>
<<case "human">>
<p class="text-muted">Man init</p>
<<maninit>>
<<case "bestial">>
<p class="text-muted">Beast init</p>
<<beastCombatInit>>
<</switch>>
<<if $demo.consent>>
<<consensual>>
<<set $consensual to 1>>
<<else>>
<<molested>>
<<set $consensual to 0>>
<</if>>
<<set $position to $demo.position>>
</div>
<</if>>
<<if $demo.type is "tentacles">>
<div class="combat-state">
<p class="text-muted">State tentacles</p>
<<statetentacles>>
</div>
<</if>>
<div class="combat-effects">
<p class="text-muted">Effects</p>
<<effects>>
</div>
<div class="combat-effectsman">
<p class="text-muted">Effects man</p>
<<effectsman>>
</div>
<div class="combat-man">
<<switch $demo.type>>
<<case "human">>
<p class="text-muted">Man</p>
<<man>>
<<case "bestial">>
<p class="text-muted">Beast</p>
<<beast>>
<</switch>>
</div>
<<if $demo.type.includes("human")>>
<div class="combat-state">
<p class="text-muted">State man</p>
<<stateman>>
</div>
<</if>>
<div class="combat-actions">
<p class="text-muted">Animate combat</p>
<<animateCombat>>
</div>
<div class="combat-actions">
<p class="text-muted">Actions man</p>
<<actionsman>>
</div>
<span id="next"><<link [[Next|$passage]]>><</link>></span><<nexttext>>
<<link [[Bedroom|Bedroom]]>>
<<endcombatdemo>>
<</link>>
<br><br><<set $demo to $demo or {
type: "human",
position: "missionary",
consent: true,
debug: true,
}>>
<<endcombat>>
Configure setup for the combat system:<br><br>
Type:
<div>
<label><<radiobutton "$demo.type" "human" autocheck>> Human</label>
<label><<radiobutton "$demo.type" "animal" autocheck>> Bestial</label>
</div>
Consent:
<div>
<label><<radiobutton "$demo.consent" true autocheck>> Consensual</label>
<label><<radiobutton "$demo.consent" false autocheck>> Non-con</label>
</div>
Debugging:
<div>
<label><<radiobutton "$demo.debug" true autocheck>> Enabled</label>
<label><<radiobutton "$demo.debug" false autocheck>> Disabled</label>
</div>
<div id="combat-setup">
<<combatsetup>>
</div>
<<combatdemotools>>
<br>
<<link [[Start|Combat Demo]]>><<set $sexstart to 1>><</link>>
<br>
<<link [[Editor|Canvas Combat Editor]]>><<set $sexstart to 1>><</link>>
<br><br>
<<link [[Bedroom|Bedroom]]>><</link>>
<br>
<<link [[Clothing store|Shopping Centre Top]]>><</link>>
<br>
<<link [[Forest store|Forest Shop]]>><</link>><<set $demo to $demo or {
type: "human",
position: "missionary",
consent: true,
debug: true,
}>>
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<div class="combat-init">
<<switch $demo.type>>
<<case "human">>
<p class="text-muted">Man init</p>
<<maninit>>
<<case "bestial">>
<p class="text-muted">Beast init</p>
<<beastCombatInit>>
<</switch>>
<<if $demo.consent>>
<<consensual>>
<<set $consensual to 1>>
<<else>>
<<molested>>
<<set $consensual to 0>>
<</if>>
<<set $position to $demo.position>>
</div>
<</if>>
<<if $demo.type is "tentacles">>
<div class="combat-state">
<p class="text-muted">State tentacles</p>
<<statetentacles>>
</div>
<</if>>
<div class="combat-effects">
<p class="text-muted">Effects</p>
<<effects>>
</div>
<div class="combat-effectsman">
<p class="text-muted">Effects man</p>
<<effectsman>>
</div>
<div class="combat-man">
<<switch $demo.type>>
<<case "human">>
<p class="text-muted">Man</p>
<<man>>
<<case "bestial">>
<p class="text-muted">Beast</p>
<<beast>>
<</switch>>
</div>
<<if $demo.type.includes("human")>>
<div class="combat-state">
<p class="text-muted">State man</p>
<<stateman>>
</div>
<</if>>
<div class="combat-actions">
<p class="text-muted">Animate combat</p>
<<animateCombat>>
</div>
<div class="combat-actions">
<p class="text-muted">Actions man</p>
<<actionsman>>
</div>
<span id="next"><<link [[Next|$passage]]>><</link>></span><<nexttext>>
<<link [[Bedroom|Bedroom]]>>
<<endcombatdemo>>
<</link>>
<br><br>
<<combatdemotools>>
<br>
<<if $demo.consent>>
<<link [[Set to Rape|$passage]]>>
<<set $demo.consent to false>>
<<endcombat>>
<<set $sexstart to 1>>
<</link>>
<<else>>
<<link [[Set to Consensual|$passage]]>>
<<set $demo.consent to true>>
<<endcombat>>
<<set $sexstart to 1>>
<</link>>
<</if>>
<br><br>
<<if $position isnot "wall">>
<<link [[Set to missionary|$passage]]>>
<<set $demo.position to "missionary">>
<<endcombat>>
<<set $sexstart to 1>>
<</link>> |
<<link [[Set to doggy|$passage]]>>
<<set $demo.position to "doggy">>
<<endcombat>>
<<set $sexstart to 1>>
<</link>> |
<<link [[Don't set position|$passage]]>>
<<set $demo.position to 0>>
<<endcombat>>
<<set $sexstart to 1>>
<</link>> |
<br><br>
<</if>><<link [[Bedroom]]>><</link>>
<hr>
<!-- "divsex" is cache slot id to preserve layer caches between passages -->
<<selectmodel "sexdemo" "divsex">>
<<set _modeloptions.animation_speed to "fast">>
<<set _modeloptions.position to "doggy">>
<<set _modeloptions.penis to "default">>
<<set _modeloptions.vagina to true>>
<<set _modeloptions.worn.under_lower.index to 1>>
<<set _modeloptions.worn.under_lower.state to "totheside">>
<<set _modeloptions.worn.under_lower.colour to "blue">>
<<set _modeloptions.xray_vaginal_show to true>>
<<set _modeloptions.close_vagina_show to true>>
<<set _modeloptions.vagina_state to "penetrated">>
<<set _modeloptions.vagina_penetrator to "tentacle">>
<<set _modeloptions.vagina_penetrator_size to 5>>
<<set _modeloptions.vagina_cumming to true>>
<<animatemodel "">>
<!-- Editor hooks to "last model" -->
<<canvasModelEditor>><<widget "animateCombat">>
<<if !$options.images or !$options.combatImages>>
<<exit>>
<</if>>
<<if $position is "stalk">>
<<exit>>
<</if>>
<<if $debug>>
<<addLayerDialog>>
<</if>>
<<canvasCombatEditor>>
<!-- Centres the inner grid -->
<div class="d-flex flex-row flex-centre flex-wrap">
<!-- Organises canvas windows into a grid -->
<div class="combat-grid d-grid">
<div class="combat-centre">
<!-- Top row - Contains miniture viewports -->
<div class="combat-close d-flex flex-row justify-content-center">
<div class="combat-close-chest">
<<selectmodel "combatCloseChest" "divCloseChest">>
<<animatemodel "">>
</div>
<div class="combat-close-penis">
<<selectmodel "combatClosePenis" "divClosePenis">>
<<animatemodel "">>
</div>
<div class="combat-close-vagina">
<<selectmodel "combatCloseVagina" "divCloseVagina">>
<<animatemodel "">>
</div>
<div class="combat-close-arse">
<<selectmodel "combatCloseArse" "divCloseArse">>
<<animatemodel "">>
</div>
</div>
<!-- Main canvas container. -->
<div class="combat-main d-flex justify-content-center position-relative">
<<setup-multi-canvas "combatMain" "combatMainPc" "combatMainPc0">>
<<for $_npcIndex, $_npc range $NPCList>>
<<if CombatRenderer.npcTypes.includes($_npc.type)>>
<<set _metadata to { index: $_npcIndex }>>
<<add-multi-canvas "combatMain" "combatMainNpc" `"combatMainNpc" + $_npcIndex` _metadata>>
<</if>>
<</for>>
<<add-multi-canvas "combatMain" "combatMainSwarm" "combatMainSwarm0">>
<<reset-multi-canvas "combatMain">>
<<start-multi-canvas-rendering "combatMain">>
<<set _animspeed to NpcCombatMapper.getNpcAnimationSpeed()>>
</div>
</div>
<<if XrayCombatMapper.isPcBlowjobVisible()>>
<div class="combat-xray-penis">
<<selectmodel "combatXrayPenis" "divXrayPenis">>
<<animatemodel "w-100 mw-256">>
</div>
<</if>>
<<if XrayCombatMapper.isPcVaginaVisible()>>
<div class="combat-xray-vagina">
<<selectmodel "combatXrayVagina" "divXrayVagina">>
<<animatemodel "w-100 mw-256">>
</div>
<</if>>
<<if XrayCombatMapper.isPcAnusVisible()>>
<div class="combat-xray-arse">
<<selectmodel "combatXrayArse" "divXrayArse">>
<<animatemodel "w-100 mw-256">>
</div>
<</if>>
</div>
</div>
<<if $debug>>
<<set _crOverrides to {}>>
<<set _options to T.multiCombatModels.combatMain.models.combatMainPc0.options>>
<div class="combat">
<<bindCombatDebugControls>>
<details>
<summary class="d-flex flex-row justify-content-between">
<span>Layers</span>
<<if CombatEditor.layersChecked>>
<input type="checkbox" name="layers" checked />
<<else>>
<input type="checkbox" name="layers" />
<</if>>
</summary>
<div @class="'combat-layers ' + (CombatEditor.layersChecked ? 'show-first' : '')">
<<addLayerElements>>
</div>
</details>
<details>
<summary>Main options</summary>
<label class="d-inline-flex flex-column">
Position:
<<listbox "$position" autoselect>>
<<optionsfrom setup.positions>>
<</listbox>>
</label>
<<set _crOverrides.legFrontPosition to PlayerCombatMapper.mapPcToLegFrontPosition(_options)>>
<label class="d-inline-flex flex-column">
Front leg:
<<listbox "_crOverrides.legFrontPosition" autoselect>>
<<optionsfrom setup.legPositions>>
<</listbox>>
</label>
<<set _crOverrides.legBackPosition to PlayerCombatMapper.mapPcToLegBackPosition(_options)>>
<label class="d-inline-flex flex-column">
Back leg:
<<listbox "_crOverrides.legBackPosition" autoselect>>
<<optionsfrom setup.legPositions>>
<</listbox>>
</label>
<<set _crOverrides.animFrames to PlayerCombatMapper.getPcAnimationFrameCount(_options)>>
<label class="d-inline-flex flex-column">
Frames:
<<listbox "_crOverrides.animFrames" autoselect>>
<<option "4" 4>>
<<option "2" 2>>
<</listbox>>
</label>
<<set _crOverrides.animSpeed to PlayerCombatMapper.getPcAnimationSpeed(_options)>>
<label class="d-inline-flex flex-column">
Speed:
<<listbox "_crOverrides.animSpeed" autoselect>>
<<option "VFast" "vfast">>
<<option "Fast" "fast">>
<<option "Mid" "mid">>
<<option "Slow" "slow">>
<<option "Idle" "idle">>
<</listbox>>
</label>
</details>
<details>
<summary>Clothing options</summary>
<div class="d-grid grid-auto-2 gap-1">
<<for _slot range Object.keys($worn)>>
<<set _wornSetup to CombatRenderer.getClothingSetupBySlot(_slot)>>
<<set _source to CombatRenderer.getSourceClothing(_slot, _wornSetup)>>
<<set _worn to $worn[_slot]>>
<<capture _worn, _wornSetup, _source>>
<div class="d-flex flex-column border rounded justify-content-space-between p-1">
<label class="d-flex flex-row justify-content-space-between">
<<= _slot>>
</label>
<label class="d-flex flex-row justify-content-space-between">
<<= _wornSetup.name_cap>>
</label>
<label class="d-flex flex-row justify-content-space-between">
<<= _source.variable>>
</label>
<label class="d-flex flex-row justify-content-space-between">
State:
<<listbox "_worn.state" autoselect>>
<<optionsfrom setup.clothingStates>>
<</listbox>>
</label>
</div>
<</capture>>
<</for>>
</div>
</details>
</div>
<</if>>
<</widget>>
<<widget "endcombatdemo">>
<<run delete $demo>>
<<endcombat>>
<</widget>>
<<widget "combatsetup">>
<div class="d-flex flex-horizontal flex-wrap gap-2 my-2">
<<for _i = 0; _i lt $NPCList.length; _i++>>
<<set _npc to $NPCList[_i]>>
<<if _npc.type eq null>>
<<continue>>
<</if>>
<<capture _npc>>
<div class="p-2 border border-primary">
Type: <<- _npc.type>>
Sex: <<- _npc.gender>>
Appearance: <<- _npc.pronoun>>
</div>
<</capture>>
<</for>>
</div>
<div class="d-flex flex-vertical">
<<button "Add human">>
<<generateNPC `$NPCList.countWith(a => a.type) + 1`>>
<<replace "#combat-setup">>
<<combatsetup>>
<</replace>>
<</button>>
<<listbox "_animalType" autoselect>>
<<optionsfrom $BeastList>>
<</listbox>>
<<button `"Set " + _animalType`>>
<<beastNEWinit `$NPCList.countWith(a => a.type) + 1` _animalType>>
<<replace "#combat-setup">>
<<combatsetup>>
<</replace>>
<</button>>
<<button "Clear">>
<<endevent>>
<<replace "#combat-setup">>
<<combatsetup>>
<</replace>>
<</button>>
</div>
<</widget>>
<<widget "combatdemotools">>
Tools:
<div>
<div id="tools-random-peek">
Next random: <<- State.prng.peek(1)>>
</div>
<<button "Randomly shift RNG">>
<<script>>
const iterations = Math.trunc(Math.random() * 1000);
for (let index = 0; index < iterations; index++) {
State.random();
}
<</script>>
<<replace "#tools-random-peek">>
Next random: <<- State.prng.peek(1)>>
<</replace>>
<</button>>
</div>
<</widget>>/*Add new hairstyles here. Please put in alphabetical order!
alt: Alternate hairstyle to use for certain styles of headwear
alt_head_type: Type of headwear that alt style is used for*/
/*Side Styles*/
<<widget "init_hairsides">>
<<set setup.hairstyles.sides to [
{name: "natural",
name_cap: "Natural",
variable: "default",
hasCombatImg: true,
type: ["loose", "wavy"],
shop: ["mirrorhair"],
},
{name: "afro",
name_cap: "Afro",
variable: "fro",
type: ["textured", "loose"],
shop: ["mirrorhair"],
},
{name: "afro pouf",
name_cap: "Afro Pouf",
variable: "afro pouf",
type: ["textured", "ponytail"],
shop: ["mirrorhair"],
},
{name: "afro puffs",
name_cap: "Afro Puffs",
variable: "afro puffs",
type: ["textured", "pigtails"],
shop: ["mirrorhair"],
},
{name: "all down",
name_cap: "All Down",
variable: "all down",
type: ["loose"],
shop: ["mirrorhair"],
},
{name: "bedhead",
name_cap: "Bedhead",
variable: "bedhead",
type: ["loose"],
shop: ["mirrorhair"],
},
{name: "braid left",
name_cap: "Braid Left",
variable: "braid left",
type: ["braids"],
shop: ["mirrorhair"],
},
{name: "braid right",
name_cap: "Braid Right",
variable: "braid right",
type: ["braids"],
shop: ["mirrorhair"],
},
{name: "bubble tails",
name_cap: "Bubble Tails",
variable: "bubble tails",
type: ["pigtails"],
shop: ["mirrorhair"],
},
{name: "crescent tails",
name_cap: "Crescent Tails",
variable: "crescent tails",
type: ["pigtails"],
shop: ["mirrorhair"],
},
{name: "curly",
name_cap: "Curly",
variable: "curl",
type: ["loose", "curly"],
shop: ["mirrorhair"],
},
{name: "curly pigtails",
name_cap: "Curly Pigtails",
variable: "curly pigtails",
type: ["pigtails", "curly"],
alt: "shaved",
alt_head_type: ["veil"],
shop: ["mirrorhair"],
},
{name: "curly side up",
name_cap: "Curly Side Up",
variable: "curly side up",
type: ["curly", "loose"],
shop: ["mirrorhair"],
},
{name: "defined curls",
name_cap: "Defined Curls",
variable: "defined curl",
type: ["loose", "curly"],
shop: ["mirrorhair"],
},
{name: "draggletail",
name_cap: "Draggletail",
variable: "messy ponytail",
type: ["ponytail"],
shop: ["mirrorhair"],
},
{name: "dreads",
name_cap: "Dreads",
variable: "dreads",
type: ["braids", "textured"],
shop: ["mirrorhair"],
},
{name: "drill ringlets",
name_cap: "Drill Ringlets",
variable: "drill ringlets",
type: ["curly", "loose"],
shop: ["mirrorhair"],
},
{name: "flat ponytail",
name_cap: "Flat Ponytail",
variable: "flat ponytail",
type: ["ponytail", "sleek"],
shop: ["mirrorhair"],
},
{name: "fluffy ponytail",
name_cap: "Fluffy Ponytail",
variable: "fluffy ponytail",
type: ["ponytail", "wavy"],
alt: "shaved",
alt_head_type: ["veil"],
shop: ["mirrorhair"],
},
{name: "french bob",
name_cap: "French Bob",
variable: "french bob",
type: ["loose", "sleek", "short"],
shop: ["mirrorhair"],
},
{name: "half-up",
name_cap: "Half-up",
variable: "half-up",
type: ["loose"],
alt: "all down",
alt_head_type: ["hat", "veil"],
shop: ["mirrorhair"],
},
{name: "half-up twintail",
name_cap: "Half-up Twintail",
variable: "half up twintail",
type: ["loose", "pigtails"],
alt: "princess wave",
alt_head_type: ["hat", "veil"],
shop: ["mirrorhair"],
},
{name: "heart braids",
name_cap: "Heart Braids",
variable: "heart braid",
type: ["braids", "loose", "wavy"],
shop: ["mirrorhair"],
},
{name: "jellyfish ponytail",
name_cap: "Jellyfish Ponytail",
variable: "jellyfish ponytail",
type: ["ponytail", "curly"],
shop: ["mirrorhair"],
},
{name: "jellyfish twintails",
name_cap: "Jellyfish Twintails",
variable: "jellyfish twintails",
type: ["pigtails", "curly"],
shop: ["mirrorhair"],
},
{name: "layered bob",
name_cap: "Layered Bob",
variable: "layered bob",
hasCombatImg: true,
type: ["short", "loose", "sleek"],
shop: ["mirrorhair"],
},
{name: "left fishtail",
name_cap: "Left Fishtail",
variable: "left fishtail",
type: ["loose", "braids"],
shop: ["mirrorhair"],
},
{name: "loop braids",
name_cap: "Loop Braids",
variable: "loop braid",
type: ["braids", "pigtails"],
alt: "shaved",
alt_head_type: ["veil"],
shop: ["mirrorhair"],
},
{name: "loose",
name_cap: "Loose",
variable: "loose",
type: ["loose", "sleek"],
shop: ["mirrorhair"],
},
{name: "low tails",
name_cap: "Low Tails",
variable: "low tails",
type: ["pigtails"],
shop: ["mirrorhair"],
},
{name: "messy",
name_cap: "Messy",
variable: "messy",
type: ["short"],
shop: ["mirrorhair"],
},
{name: "messy bun",
name_cap: "Messy Bun",
variable: "messy bun",
type: ["buns"],
shop: ["mirrorhair"],
},
{name: "neat",
name_cap: "Neat",
variable: "neat",
type: ["loose", "sleek"],
shop: ["mirrorhair"],
},
{name: "pigtails",
name_cap: "Pigtails",
variable: "pigtails",
type: ["pigtails", "sleek"],
shop: ["mirrorhair"],
},
{name: "ponytail",
name_cap: "Ponytail",
variable: "ponytail",
type: ["ponytail", "sleek"],
shop: ["mirrorhair"],
},
{name: "princess twintails",
name_cap: "Princess Twintails",
variable: "princess twintails",
alt: "shaved",
alt_head_type: ["veil"],
type: ["wavy", "pigtails"],
shop: ["mirrorhair"],
},
{name: "princess wave",
name_cap: "Princess Wave",
variable: "princess wave",
type: ["loose", "wavy"],
shop: ["mirrorhair"],
},
{name: "ribbon tail",
name_cap: "Ribbon Tail",
variable: "ribbon tail",
type: ["loose"],
alt: "shaved",
alt_head_type: ["veil"],
shop: ["mirrorhair"],
},
{name: "right fishtail",
name_cap: "Right Fishtail",
variable: "right fishtail",
type: ["loose", "braids"],
shop: ["mirrorhair"],
},
{name: "ruffled",
name_cap: "Ruffled",
variable: "ruffled",
type: ["loose", "wavy"],
shop: ["mirrorhair"],
},
{name: "sailor buns",
name_cap: "Sailor Buns",
variable: "sailor buns",
type: ["buns", "loose"],
alt: "shaved",
alt_head_type: ["veil"],
shop: ["mirrorhair"],
},
{name: "scorpion tails",
name_cap: "Scorpion Tails",
variable: "scorpion tails",
type: ["pigtails"],
alt: "bubble tails",
alt_head_type: ["veil"],
shop: ["mirrorhair"],
},
{name: "shaved",
name_cap: "Shaved",
variable: "shaved",
type: ["short"],
shop: ["mirrorhair"],
},
{name: "short",
name_cap: "Short",
variable: "short",
hasCombatImg: true,
type: ["short"],
shop: ["mirrorhair"],
},
{name: "short spiky",
name_cap: "Short Spiky",
variable: "short spiky",
type: ["loose", "short"],
shop: ["mirrorhair"],
},
{name: "straight bob",
name_cap: "Straight bob",
variable: "straight bob",
type: ["loose", "sleek", "short"],
shop: ["mirrorhair"],
},
{name: "sidecut",
name_cap: "Sidecut",
variable: "sidecut",
type: ["loose", "curly"],
shop: ["mirrorhair"],
},
{name: "sidetail left",
name_cap: "Sidetail Left",
variable: "sidetail left",
type: ["ponytail"],
shop: ["mirrorhair"],
},
{name: "sidetail right",
name_cap: "Sidetail Right",
variable: "sidetail right",
type: ["ponytail"],
shop: ["mirrorhair"],
},
{name: "sleek",
name_cap: "Sleek",
variable: "sleek",
type: ["loose", "sleek"],
shop: ["mirrorhair"],
},
{name: "space buns",
name_cap: "Space Buns",
variable: "space buns",
type: ["buns", "loose", "sleek"],
shop: ["mirrorhair"],
},
{name: "straight",
name_cap: "Straight",
variable: "straight",
type: ["loose", "sleek"],
shop: ["mirrorhair"],
},
{name: "swept left",
name_cap: "Swept Left",
variable: "swept left",
type: ["loose", "sleek"],
shop: ["mirrorhair"],
},
{name: "thick pigtails",
name_cap: "Thick Pigtails",
variable: "thick pigtails",
type: ["pigtails"],
alt: "shaved",
alt_head_type: ["veil"],
shop: ["mirrorhair"],
},
{name: "thick ponytail",
name_cap: "Thick Ponytail",
variable: "thick ponytail",
type: ["ponytail"],
alt: "shaved",
alt_head_type: ["veil"],
shop: ["mirrorhair"],
},
{name: "thick sidetail",
name_cap: "Thick Sidetail",
variable: "thick sidetail",
type: ["ponytail"],
alt: "shaved",
alt_head_type: ["veil"],
shop: ["mirrorhair"],
},
{name: "thick twintails",
name_cap: "Thick Twintails",
variable: "thick twintails",
type: ["pigtails"],
alt: "shaved",
alt_head_type: ["veil"],
shop: ["mirrorhair"],
},
{name: "twin braids",
name_cap: "Twin Braids",
variable: "twin braids",
type: ["braids"],
shop: ["mirrorhair"],
},
{name: "twin fishtails",
name_cap: "Twin Fishtails",
variable: "twin fishtails",
type: ["loose", "braids"],
shop: ["mirrorhair"],
},
{name: "twintails",
name_cap: "Twintails",
variable: "twintails",
type: ["pigtails"],
shop: ["mirrorhair"],
},
{name: "twin double braids",
name_cap: "Twin Double Braids",
variable: "twin double braids",
type: ["braids"],
shop: ["mirrorhair"],
},
]>>
<</widget>>
/*Fringe Styles */
<<widget "init_hairfringe">>
<<set setup.hairstyles.fringe to [
{name: "natural",
name_cap: "Natural",
variable: "default",
type: ["short"],
shop: ["mirrorhair"],
},
{name: "aerial",
name_cap: "Aerial",
variable: "aerial",
type: ["sleek"],
shop: ["mirrorhair"],
},
{name: "blunt locks",
name_cap: "Blunt Locks",
variable: "blunt locks",
type: ["loose", "sleek"],
shop: ["mirrorhair"],
},
{name: "bowl cut",
name_cap: "Bowl Cut",
variable: "bowl",
type: ["loose", "sleek"],
shop: ["mirrorhair"],
},
{name: "bedhead",
name_cap: "Bedhead",
variable: "bedhead",
type: ["short"],
shop: ["mirrorhair"],
},
{name: "buzzcut",
name_cap: "Buzzcut",
variable: "buzzcut",
hasCombatImg: true,
type: ["short"],
shop: ["mirrorhair"],
},
{name: "curtain",
name_cap: "Curtain",
variable: "curtain",
hasCombatImg: true,
type: ["short", "sleek"],
shop: ["mirrorhair"],
},
{name: "drill ringlets",
name_cap: "Drill Ringlets",
variable: "drill ringlets",
type: ["curly", "loose"],
shop: ["mirrorhair"],
},
{name: "dreadlocks",
name_cap: "Dreadlocks",
variable: "dreadlocks",
type: ["textured", "short"],
shop: ["mirrorhair"],
},
{name: "dread bun",
name_cap: "Dread Bun",
variable: "dread bun",
type: ["textured", "buns"],
shop: ["mirrorhair"],
},
{name: "emo",
name_cap: "Emo",
variable: "emo",
type: ["wavy", "short"],
shop: ["mirrorhair"],
},
{name: "emo left",
name_cap: "Emo Left",
variable: "emo left",
type: ["wavy", "short"],
shop: ["mirrorhair"],
},
{name: "emo right",
name_cap: "Emo Right",
variable: "emo right",
type: ["wavy", "short"],
shop: ["mirrorhair"],
},
{name: "flat",
name_cap: "Flat",
variable: "flat",
type: ["short", "sleek"],
shop: ["mirrorhair"],
},
{name: "framed",
name_cap: "Framed",
variable: "framed",
type: ["loose", "sleek"],
shop: ["mirrorhair"],
},
{name: "fro",
name_cap: "Fro",
variable: "fro",
type: ["textured", "loose"],
shop: ["mirrorhair"],
},
{name: "front braids",
name_cap: "Front Braids",
variable: "front braids",
type: ["braids", "pigtails"],
shop: ["mirrorhair"],
},
{name: "hime",
name_cap: "Hime",
variable: "hime",
hasCombatImg: true,
type: ["loose", "sleek"],
shop: ["mirrorhair"],
},
{name: "loose",
name_cap: "Loose",
variable: "loose",
type: ["loose"],
shop: ["mirrorhair"],
},
{name: "messy",
name_cap: "Messy",
variable: "messy",
type: ["short"],
shop: ["mirrorhair"],
},
{name: "messy curls",
name_cap: "Messy curls",
variable: "messy curls",
type: ["short", "curly"],
shop: ["mirrorhair"],
},
{name: "middle part",
name_cap: "Middle part",
variable: "middlepart",
type: ["sleek"],
shop: ["mirrorhair"],
},
{name: "milkmaid braid",
name_cap: "Milkmaid braid",
variable: "milkmaid",
type: ["braid"],
shop: ["mirrorhair"],
},
{name: "mohawk",
name_cap: "Mohawk",
variable: "mohawk",
hasCombatImg: true,
type: ["short"],
shop: ["mirrorhair"],
},
{name: "overgrown",
name_cap: "Overgrown",
variable: "overgrown",
type: ["short", "sleek"],
shop: ["mirrorhair"],
},
{name: "parted",
name_cap: "Parted",
variable: "parted",
type: ["short", "sleek"],
shop: ["mirrorhair"],
},
{name: "princess wave",
name_cap: "Princess Wave",
variable: "princess wave",
type: ["loose", "wavy"],
shop: ["mirrorhair"],
},
{name: "quiff",
name_cap: "Quiff",
variable: "quiff",
type: ["short", "sleek"],
shop: ["mirrorhair"],
},
{name: "ringlet curls",
name_cap: "Ringlet Curls",
variable: "ringlet curl",
type: ["curly", "loose"],
shop: ["mirrorhair"],
},
{name: "ringlets",
name_cap: "Ringlets",
variable: "ringlets",
type: ["curly", "loose"],
shop: ["mirrorhair"],
},
{name: "ruffled",
name_cap: "Ruffled",
variable: "ruffled",
type: ["loose", "wavy"],
shop: ["mirrorhair"],
},
{name: "sectioned",
name_cap: "Sectioned",
variable: "sectioned",
type: ["straight"],
shop: ["mirrorhair"],
},
{name: "sidecut",
name_cap: "Sidecut",
variable: "sidecut",
type: ["loose", "curly"],
shop: ["mirrorhair"],
},
{name: "side braid",
name_cap: "Side Braid",
variable: "sideswept braid",
type: ["braids", "curly"],
shop: ["mirrorhair"],
},
{name: "side-pinned",
name_cap: "Side-pinned",
variable: "side-pinned",
type: ["loose", "sleek"],
shop: ["mirrorhair"],
},
{name: "short air vents",
name_cap: "Short Air Vents",
variable: "short air vents",
type: ["loose", "sleek"],
shop: ["mirrorhair"],
},
{name: "sleek",
name_cap: "Sleek",
variable: "sleek",
type: ["loose", "sleek"],
shop: ["mirrorhair"],
},
{name: "split",
name_cap: "Split",
variable: "split",
type: ["loose", "sleek"],
shop: ["mirrorhair"],
},
{name: "straight",
name_cap: "Straight",
variable: "straight",
type: ["loose", "sleek"],
shop: ["mirrorhair"],
},
{name: "straight curls",
name_cap: "Straight Curls",
variable: "straight curl",
type: ["curly", "short"],
shop: ["mirrorhair"],
},
{name: "straight tails",
name_cap: "Straight Tails",
variable: "straight tails",
type: ["loose", "sleek"],
shop: ["mirrorhair"],
},
{name: "swept back",
name_cap: "Swept Back",
variable: "swept back",
type: ["short", "sleek"],
shop: ["mirrorhair"],
},
{name: "swept left",
name_cap: "Swept Left",
variable: "swept left",
type: ["short", "sleek"],
shop: ["mirrorhair"],
},
{name: "thin flaps",
name_cap: "Thin Flaps",
variable: "thin flaps",
type: ["loose"],
shop: ["mirrorhair"],
},
{name: "tied back",
name_cap: "Tied Back",
variable: "tied back",
type: ["short", "sleek"],
shop: ["mirrorhair"],
},
{name: "trident",
name_cap: "Trident",
variable: "trident",
type: ["loose", "sleek"],
shop: ["mirrorhair"],
},
{name: "wide flaps",
name_cap: "Wide Flaps",
variable: "wide flaps",
hasCombatImg: true,
type: ["loose", "sleek"],
shop: ["mirrorhair"],
},
{name: "loose antenna",
name_cap: "Loose Antenna",
variable: "loose antenna",
type: ["loose"],
shop: ["mirrorhair"],
},
]>>
<</widget>>
<<widget "hair_data">>
<<set setup.hairstyles to {}>>
<<init_hairfringe>>
<<init_hairsides>>
<<set setup.hairTraits = [...new Set(Object.keys(setup.hairstyles).flatMap(x => setup.hairstyles[x]).flatMap(x => x.type))]>>
<</widget>><<widget "npcList">>
<<script>>
const NPCList = [];
for (let idx = 0; idx < 6; ++idx) {
NPCList.push(clone(setup.baseNPC));
/* carry over values from existing generated npcs and add current index */
/* uses .description to detect if npc is not a stub, in case of trouble try another variable */
if (V.NPCList && V.NPCList[idx].description) {
const npc = NPCList[idx];
npc.index = idx;
Object.assign(npc, V.NPCList[idx]);
if (!npc.type) npc.type = "human";
}
}
V.NPCList = clone(NPCList);
<</script>>
/* should this even be here? */
<<set $BeastList to ["dog","cat","pig","wolf","dolphin","lizard","bear","boar","creature","horse","fox","hawk","cow","spider"]>>
<<set $npcListVersion to 3>>
<</widget>><<widget "npcNamed">>
<!-- To add new Named NPC, add new npc name to setup.NPCNameList in variables-static.twee, and tag values to end. Rest of code should automatically scope based on size of list. -->
<!-- NPC descriptions is set as names, and their titles are being established for compatibility with general NPCs -->
<<if $npcNamedVersion is 1>>
<<set _tempNPCName to clone($NPCName)>>
<</if>>
<<set $NPCName = []>>
<<for _npc range setup.NPCNameList>>
<<run $NPCName.push(clone(setup.baseNNPC))>>
<</for>>
<<set $NPCNameList to setup.NPCNameList>> /* temporary compatibility layer before full C.npc conversion */
<!-- Draft default pronoun list. Random selection is part of initNPCgender widget -->
/% <<set _pro to ["m","f","f","m","m","m","m","m","f","f","m","m","f","m","f","m","m","m","f","m","m","m","m","m","f","m","m"]>> %/
<<set _tit to ["businessperson", "caretaker", "brothel owner", "dance coach", "club owner","English teacher","hunter", "shopkeeper", "doctor", "pious", "loner", "criminal", "headteacher", "swimming teacher", "sewer dweller", "maths teacher", "orphan", "cafe owner", "science teacher", "bully", "history teacher", "alpha", "photographer", "mayor", "farmer", "farmhand", "terror", "smuggler", "faithful", "reflection", "pirate"]>>
<<set _ins to ["weak", "weak", "looks", "ethics", "ethics", "ethics", "looks", "weak", "skill", "ethics", "weak", "skill", "skill", "ethics", "weak", "ethics", "ethics", "ethics", "ethics", "looks", "skill", "weak", "skill", "looks", "looks", "weak", "looks", "ethics", "skill", "looks", "skill"]>>
<!-- Type needs to conform to beast type: wolf, dog, etc. -->
<<set _tpe to ["human", "human", "human", "human", "human", "human", "human", "human", "human", "human", "human", "human", "human", "human", "human", "human", "human", "human", "human", "human", "human", "wolf", "human", "human", "human", "human", "hawk", "human", "human", "human", "human"]>>
<<set _swi to ["a","a","a","a","a","a","a","t","a","a","t","a","a","a","a","a","t","a","a","t","a","a","a","a","a","t","a","a","t","a", "a"]>>
<<for _i to 0; _i lt $NPCName.length; _i++>>
<<set $NPCName[_i].nam to $NPCNameList[_i]>>
<<set $NPCName[_i].description to $NPCNameList[_i]>>
<<set $NPCName[_i].title to _tit[_i]>>
<<set $NPCName[_i].chastity to {penis:"", vagina:"", anus:""}>>
<<set $NPCName[_i].insecurity to _ins[_i]>>
<<if _swi[_i] is "t">>
<<set $NPCName[_i].adult to 0>>
<<set $NPCName[_i].teen to 1>>
<<else>>
<<set $NPCName[_i].adult to 1>>
<<set $NPCName[_i].teen to 0>>
<</if>>
<<set $NPCName[_i].type to _tpe[_i]>>
<<set $NPCName[_i].purity to 0>>
<<set $NPCName[_i].corruption to 0>>
<<if _tpe[_i] is "wolf">>
<<set $NPCName[_i].claws to "claws">> <!-- Adjusted Wolf and Hawk for the changes converting $claws to .claws -->
<<elseif _tpe[_i] is "hawk">>
<<set $NPCName[_i].claws to "talons">>
<</if>>
<<set $NPCName[_i].maxOrgasms to 1>>
<</for>>
<<generateNPCNameHairAndEyeColors true>>
<<npcPregnancyUpdater>>
<</widget>>
<<widget "npcNamedUpdate">>/*Applies new system to old saves, and carries over relevant variables.*/
<<if $npcNamedVersion isnot 2>><!-- Needed for compatibility with V2.5 and prior saves -->
<<npcNamed>>
<<for _e to 0; _e lt $NPCNameList.length; _e++>>
<<set _lowerCaseName to $NPCNameList[_e].toLowerCase()>>
<<set _upperCaseName to $NPCNameList[_e]>>
<<if $npcNamedVersion is undefined>>
/* .init and .pronoun can't be set within an easy loop */
<<if V['init' + _lowerCaseName] isnot undefined>>
<<set C.npc[_upperCaseName].init to V['init' + _lowerCaseName]>>
<<run delete V['init' + _lowerCaseName]>>
<</if>>
<<if V[_lowerCaseName + 'gender'] isnot undefined>>
<<set C.npc[_upperCaseName].pronoun to V[_lowerCaseName + 'gender']>>
/* do not unset old gender, it is still needed within a loop */
<</if>>
/* set new npc attribute vars and remove old ones in a loop */
<<for _attribute range ["trust", "love", "dom", "lust", "rage", "state", "trauma", "gender", "penissize", "penisdesc", "penis", "vagina"]>>
<<if V[_lowerCaseName + _attribute] isnot undefined>>
<<set C.npc[_upperCaseName][_attribute] to V[_lowerCaseName + _attribute]>>
<<run delete V[_lowerCaseName + _attribute]>>
<</if>>
<</for>>
<<elseif $npcNamedVersion is 1>>
<<if V[_lowerCaseName + 'gender'] isnot undefined>>
<<set C.npc[_upperCaseName].pronoun to V[_lowerCaseName + 'gender']>>
<<run delete V[_lowerCaseName + 'gender']>>
<</if>>
<<if V[_lowerCaseName + 'penis'] isnot undefined>>
<<set C.npc[_upperCaseName].penis to V[_lowerCaseName + 'penis']>>
<<run delete V[_lowerCaseName + 'penis']>>
<</if>>
<<if V[_lowerCaseName + 'vagina'] isnot undefined>>
<<set C.npc[_upperCaseName].vagina to V[_lowerCaseName + 'vagina']>>
<<run delete V[_lowerCaseName + 'vagina']>>
<</if>>
<</if>>
<</for>>
<<set $npcNamedVersion to 2>>
<<updateNewNamedNpcs>>
<</if>>
<</widget>>
<<widget "newNamedNpc">>
<<if _args[0]>>
<<if !$NPCNameList.includes(_args[0].nam)>>
<<set _values to clone(_args[0])>>
<<set _valueKeys to Object.keys(_values)>>
<<set _nnpc to clone(setup.baseNNPC)>>
<<for _i to 0; _i lt _valueKeys.length; _i++>>
<<set _nnpc[_valueKeys[_i]] to _values[_valueKeys[_i]]>>
<</for>>
<<if !_nnpc.description>><<set _nnpc.description to _nnpc.nam>><</if>>
<<set $NPCName.push(clone(_nnpc))>>
<<set $NPCNameList.push(clone(_nnpc.nam))>>
<<initNNPCVirginity $NPCName.length-1>>
<<initnpcgendersingle $NPCName.length-1>>
<</if>>
<</if>>
<</widget>>
<<widget "updateNewNamedNpcs">>
<<if $npcListVersion gte 1>>
<<set _newNNPCs to {
"blackwolf": {nam : "Black Wolf", title: "alpha", insecurity: "weak", adult: 1, type: "wolf", claws: "claws"},
"niki": {nam : "Niki", title: "photographer", insecurity: "skill", adult: 1},
"quinn": {nam : "Quinn", title: "mayor", insecurity: "looks", adult: 1},
"remy": {nam : "Remy", title: "farmer", insecurity: "looks", adult: 1},
"alex": {nam : "Alex", title: "farmhand", insecurity: "weak", teen: 1},
"greathawk": {nam : "Great Hawk", title: "terror", insecurity: "looks", adult: 1, type: "hawk", claws: "talons"},
"wren": {nam : "Wren", title: "smuggler", insecurity: "ethics", adult: 1},
"sydney": {nam : "Sydney", title: "faithful", insecurity: "skill", teen: 1},
"ivorywraith": {nam : "Ivory Wraith", title: "reflection", insecurity: "looks", adult: 1},
"zephyr": {nam : "Zephyr", title: "captain", insecurity: "skill", adult: 1}
}>>
<<for _npc range Object.keys(_newNNPCs)>>
<<if !$NPCNameList.includes(_newNNPCs[_npc].nam)>>
<<newNamedNpc _newNNPCs[_npc]>>
<<set _npcsAdded to true>>
<</if>>
<</for>>
<<if _npcsAdded is true>>
<<generateNPCNameHairAndEyeColors>>
<</if>>
<</if>>
<</widget>>
<<widget "generateNPCNameHairAndEyeColors">>
<<for _i to 0; _i lt $NPCName.length; _i++>>
<<switch $NPCName[_i].nam>>
<<case "Whitney">>
<<if $NPCName[_i].eyeColour is 0 or $NPCName[_i].eyeColour is undefined>>
<<set $NPCName[_i].eyeColour to ["purple","dark blue","light blue","amber","hazel","green","red","pink","grey", "light grey", "lime green"].pluck()>>
<</if>>
<<if $NPCName[_i].hairColour is 0 or $NPCName[_i].hairColour is undefined or _args[0] is "default">>
<<set $NPCName[_i].hairColour to "blond">>
<</if>>
<<case "Jordan">>
<<if $NPCName[_i].eyeColour is 0 or $NPCName[_i].eyeColour is undefined or _args[0] is "default">>
<<set $NPCName[_i].eyeColour to "light blue">>
<<set $NPCName[_i].hairColour to "blond">>
<</if>>
<<case "Leighton">>
<<if $NPCName[_i].eyeColour is 0 or $NPCName[_i].eyeColour is undefined or _args[0] is "default">>
<<set $NPCName[_i].eyeColour to "green">>
<<set $NPCName[_i].hairColour to "black">>
<</if>>
<<case "Landry">>
<<if $NPCName[_i].eyeColour is 0 or $NPCName[_i].eyeColour is undefined>>
<<set $NPCName[_i].eyeColour to ["purple","dark blue","light blue","amber","hazel","green","red","pink","grey", "light grey", "lime green"].pluck()>>
<</if>>
<<if $NPCName[_i].hairColour is 0 or $NPCName[_i].hairColour is undefined or _args[0] is "default">>
<<set $NPCName[_i].hairColour to "black">>
<</if>>
<<case "Darryl">>
<<if $NPCName[_i].eyeColour is 0 or $NPCName[_i].eyeColour is undefined>>
<<set $NPCName[_i].eyeColour to ["purple","dark blue","light blue","amber","hazel","green","red","pink","grey", "light grey", "lime green"].pluck()>>
<</if>>
<<if $NPCName[_i].hairColour is 0 or $NPCName[_i].hairColour is undefined or _args[0] is "default">>
<<set $NPCName[_i].hairColour to "brown">>
<</if>>
<<case "River">>
<<if $NPCName[_i].eyeColour is 0 or $NPCName[_i].eyeColour is undefined or _args[0] is "default">>
<<set $NPCName[_i].eyeColour to "light blue">>
<<set $NPCName[_i].hairColour to "brown">>
<</if>>
<<case "Kylar" "Bailey">>
<<if $NPCName[_i].eyeColour is 0 or $NPCName[_i].eyeColour is undefined>>
<<set $NPCName[_i].eyeColour to ["purple","dark blue","light blue","amber","hazel","green","red","pink","grey", "light grey", "lime green"].pluck()>>
<</if>>
<<if $NPCName[_i].hairColour is 0 or $NPCName[_i].hairColour is undefined or _args[0] is "default">>
<<set $NPCName[_i].hairColour to ["black","brown"].pluck()>>
<</if>>
<<case "Gwylan">>
<<if $NPCName[_i].eyeColour is 0 or $NPCName[_i].eyeColour is undefined>>
<<set $NPCName[_i].eyeColour to ["purple","dark blue","light blue","amber","hazel","green","red","pink","grey", "light grey", "lime green"].pluck()>>
<</if>>
<<if $NPCName[_i].hairColour is 0 or $NPCName[_i].hairColour is undefined or _args[0] is "default">>
<<set $NPCName[_i].hairColour to "mousy">>
<</if>>
<<case "Doren">>
<<if $NPCName[_i].eyeColour is 0 or $NPCName[_i].eyeColour is undefined>>
<<set $NPCName[_i].eyeColour to ["purple","dark blue","light blue","amber","hazel","green","red","pink","grey", "light grey", "lime green"].pluck()>>
<</if>>
<<if $NPCName[_i].hairColour is 0 or $NPCName[_i].hairColour is undefined or _args[0] is "default">>
<<set $NPCName[_i].hairColour to "red">>
<</if>>
<<case "Charlie" "Morgan">>
<<if $NPCName[_i].eyeColour is 0 or $NPCName[_i].eyeColour is undefined>>
<<set $NPCName[_i].eyeColour to ["purple","dark blue","light blue","amber","hazel","green","red","pink","grey", "light grey", "lime green"].pluck()>>
<</if>>
<<if $NPCName[_i].hairColour is 0 or $NPCName[_i].hairColour is undefined or _args[0] is "default">>
<<set $NPCName[_i].hairColour to "ginger">>
<</if>>
<<case "Black Wolf">>
<<if $NPCName[_i].eyeColour is 0 or $NPCName[_i].eyeColour is undefined>>
<<set $NPCName[_i].eyeColour to ["purple","dark blue","light blue","amber","hazel","green","red","pink","grey", "light grey", "lime green"].pluck()>>
<</if>>
<<if $NPCName[_i].hairColour is 0 or $NPCName[_i].hairColour is undefined or _args[0] is "default">>
<<set $NPCName[_i].hairColour to "black">>
<</if>>
<<case "Remy">>
<<if $NPCName[_i].eyeColour is 0 or $NPCName[_i].eyeColour is undefined>>
<<set $NPCName[_i].eyeColour to "green">>
<</if>>
<<if $NPCName[_i].hairColour is 0 or $NPCName[_i].hairColour is undefined or _args[0] is "default">>
<<set $NPCName[_i].hairColour to "brown">>
<</if>>
<<case "Alex">>
<<if $NPCName[_i].eyeColour is 0 or $NPCName[_i].eyeColour is undefined>>
<<set $NPCName[_i].eyeColour to "green">>
<</if>>
<<if $NPCName[_i].hairColour is 0 or $NPCName[_i].hairColour is undefined or _args[0] is "default">>
<<set $NPCName[_i].hairColour to "red">>
<</if>>
<<case "Great Hawk">>
<<if $NPCName[_i].eyeColour is 0 or $NPCName[_i].eyeColour is undefined>>
<<set $NPCName[_i].eyeColour to "light blue">>
<</if>>
<<if $NPCName[_i].hairColour is 0 or $NPCName[_i].hairColour is undefined or _args[0] is "default">>
<<set $NPCName[_i].hairColour to "brown">>
<</if>>
<<case "Wren">>
<<if $NPCName[_i].eyeColour is 0 or $NPCName[_i].eyeColour is undefined or _args[0] is "default">>
<<set $NPCName[_i].eyeColour to "brown">>
<<set $NPCName[_i].hairColour to "blond">>
<</if>>
<<case "Sydney">>
<<if $NPCName[_i].eyeColour is 0 or $NPCName[_i].eyeColour is undefined>>
<<set $NPCName[_i].eyeColour to "amber">>
<</if>>
<<if $NPCName[_i].hairColour is 0 or $NPCName[_i].hairColour is undefined or _args[0] is "default">>
<<set $NPCName[_i].hairColour to "strawberryblond">>
<</if>>
<<case "Ivory Wraith">>
<<if $NPCName[_i].eyeColour is 0 or $NPCName[_i].eyeColour is undefined>>
<<set $NPCName[_i].eyeColour to "dark blue">>
<</if>>
<<if $NPCName[_i].hairColour is 0 or $NPCName[_i].hairColour is undefined or _args[0] is "default">>
<<set $NPCName[_i].hairColour to "white">>
<</if>>
<<case "Zephyr">>
<<if $NPCName[_i].eyeColour is 0 or $NPCName[_i].eyeColour is undefined or _args[0] is "default">>
<<set $NPCName[_i].eyeColour to "green">>
<<set $NPCName[_i].hairColour to "black">>
<</if>>
<<case "Harper">>
<<if $NPCName[_i].eyeColour is 0 or $NPCName[_i].eyeColour is undefined>>
<<set $NPCName[_i].eyeColour to ["purple","dark blue","light blue","amber","hazel","green","red","pink","grey", "light grey", "lime green"].pluck()>>
<</if>>
<<if $NPCName[_i].hairColour is 0 or $NPCName[_i].hairColour is undefined or _args[0] is "default">>
<<set $NPCName[_i].hairColour to "blond">>
<</if>>
<<default>>
<<if $NPCName[_i].eyeColour is 0 or $NPCName[_i].eyeColour is undefined>>
<<set $NPCName[_i].eyeColour to ["purple","dark blue","light blue","amber","hazel","green","red","pink","grey", "light grey", "lime green"].pluck()>>
<<set $NPCName[_i].hairColour to ["red","black","brown","lightbrown","blond","platinumblond","strawberryblond","ginger"].pluck()>>
<</if>>
<</switch>>
<</for>>
<</widget>>
<<widget "initAllNNPCVirginities">>
<<for _i to 0; _i lt $NPCNameList.length; _i++>>
<<initNNPCVirginity _i>>
<</for>>
<</widget>>
<<widget "initNNPCVirginity">>
<<set $NPCName[_args[0]].purity to 0>>
<<set $NPCName[_args[0]].corruption to 0>>
<<set $NPCName[_args[0]].virginity to clone(setup.NPCVirginityTypesVirgin)>>
<<set $NPCName[_args[0]].chastity to {penis:"", vagina:"", anus:""}>>
<<switch $NPCNameList[_args[0]]>>
<<case "Sydney">>
/* Has all virginities + temple virginity. */
<<set $NPCName[_args[0]].virginity to {"anal": true, "oral": true, "penile": true, "vaginal": true, "handholding": true, "temple": true, "kiss": true}>>
<<case "Robin" "Kylar" "Great Hawk">>
/* Has all virginities. */
<<case "Jordan">>
/* Has anal, oral, penile/vaginal, and kiss virginities. Missing handholding. */
<<set $NPCName[_args[0]].virginity.handholding to false>>
<<case "Black Wolf">>
/* Has anal, oral, kiss, and handholding virginities. Missing penile/vaginal. */
<<set $NPCName[_args[0]].virginity.penile to false>>
<<set $NPCName[_args[0]].virginity.vaginal to false>>
<<case "Gwylan" "Zephyr">>
/* Missing all virginities. */
<<set $NPCName[_args[0]].virginity to clone(setup.NPCVirginityTypes)>>
<<case "Charlie">>
/* Has oral, anal, and vaginal/penile virginities. Missing kiss and handholding. */
<<set $NPCName[_args[0]].virginity.kiss to false>>
<<set $NPCName[_args[0]].virginity.handholding to false>>
<<case "Eden">>
/* Has anal, oral and handholding virginity. Missing penile/vaginal and kiss. */
<<set $NPCName[_args[0]].virginity.penile to false>>
<<set $NPCName[_args[0]].virginity.vaginal to false>>
<<set $NPCName[_args[0]].virginity.kiss to false>>
<<case "Sam" "Mason">>
/* Has anal and oral virginity. Missing penile/vaginal, kiss, and handholding. */
<<set $NPCName[_args[0]].virginity.penile to false>>
<<set $NPCName[_args[0]].virginity.vaginal to false>>
<<set $NPCName[_args[0]].virginity.kiss to false>>
<<set $NPCName[_args[0]].virginity.handholding to false>>
<<case "Alex" "Darryl" "Sirris" "Briar" "Wren" "Ivory Wraith">>
/* Missing all virginities. */
<<set $NPCName[_args[0]].virginity to clone(setup.NPCVirginityTypes)>>
<<default>>
/* Defaults to only having anal virginity. */
<<set $NPCName[_args[0]].virginity.oral to false>>
<<set $NPCName[_args[0]].virginity.penile to false>>
<<set $NPCName[_args[0]].virginity.vaginal to false>>
<<set $NPCName[_args[0]].virginity.kiss to false>>
<<set $NPCName[_args[0]].virginity.handholding to false>>
<</switch>>
<</widget>><<widget "pregnancyVar">>
<<if $pregnancyStats is undefined>>
<<set $pregnancyStats to {
playerChildren:0,
humanChildren:0,
wolfChildren:0,
npcChildren:0,
npcChildrenUnrelatedToPlayer:0,
npcTotalBirthEvents:0,
humanToysUnlocked: false,
wolfToysUnlocked: false,
hawkToysUnlocked: false,
mother: 0,
aftermorningpills: 0,
pregnancyTestsTaken: 0,
parasiteBook: 0,
parasiteDoctorEvents: 0,
awareOfBirthId: {},
}>>
<</if>>
<<containersInit>>
<<if $objectVersion.prenancyObjectRepair isnot 2>>
<<prenancyObjectRepair>>
<<set $objectVersion.prenancyObjectRepair to 2>>
<</if>>
<<if $pregnancyStats.morningSicknessGeneral is undefined>>
<<set $pregnancyStats.morningSicknessGeneral to 0>>
<<set $pregnancyStats.morningSicknessWaking to 0>>
<<set $pregnancyStats.parasiteBook to 0>>
<</if>>
<<if $pregnancyStats.awareOfBirthId is undefined>>
/*
This will track when the player or npc is aware of a specific pregnancy
'birthid:["pc","NPCNameIndex"]'
*/
<<set $pregnancyStats.awareOfBirthId to {}>>
<</if>>
<<if $pregnancyStats.childInteractions is undefined>>
<<set $pregnancyStats.childInteractions to 0>>
<<set $pregnancyStats.childBreastfedInteractions to 0>>
<<set $pregnancyStats.childBottlefedInteractions to 0>>
<<set $pregnancyStats.childFirstWordInteractions to 0>>
<<set $pregnancyStats.orphanageInteractions to 0>>
<<set $pregnancyStats.orphanageMilkBottles to 0>>
<<set $pregnancyStats.orphanageMilkBottlesTotal to 0>>
<</if>>
<<if $pregnancyStats.playerVirginBirths is undefined>>
<<set $pregnancyStats.playerVirginBirths to []>>
<<set $pregnancyStats.totalDaysPregnant to 0>>
<<set $pregnancyStats.totalDaysPregnancyKnown to 0>>
<</if>>
<<if $pregnancyStats.parasiteBook is undefined>>
<<set $pregnancyStats.parasiteBook to 0>>
<</if>>
<<if $pregnancyStats.parasiteDoctorEvents is undefined>>
<<set $pregnancyStats.parasiteDoctorEvents to 0>>
<</if>>
<<if $pregnancyStats.talkedAboutPregnancy is undefined>>
/*
This will track when the player or npc has ever talked about specific pregnancy, the set should be during the pregnancy only
'birthid:["pc","NPCNameIndex"]'
*/
<<set $pregnancyStats.talkedAboutPregnancy to {}>>
<</if>>
<<if $pregnancyStats.hawkChildren is undefined>>
<<set $pregnancyStats.hawkChildren to 0>>
<</if>>
<</widget>>
<<widget "containersInit">>
<<if $container is undefined>>
<<set $container to {
"lastLocation": null,
"list":["home", "lake"],
"home":{
"upgrades":{
"capacity":0,
"foodStorage":0,
"luxury":0
},
"name": "Tiny Fish Tank",
"count": 0,
"maxCount": 1,
"daysSinceFed": 0,
"maxDaysWithoutFood": 3,
"creatures":{
0: null
},
"deadCreatures": 0,
"visited": false,
"leaveLink": "Bedroom"
},
"portable":{
"creatures":[],
"value":0
},
"lake":{
"upgrades":{
"capacity":0,
"foodStorage":0,
"luxury":0
},
"name": "pond",
"count": 0,
"maxCount": 3,
"daysSinceFed": 0,
"maxDaysWithoutFood": 31,
"creatures":{
0: null
},
"deadCreatures": 0,
"visited": false,
"leaveLink": "Lake Waterfall"
}
}>>
<</if>>
<<if $container.home.kylarDelay is undefined>>
<<set $container.home.kylarDelay to 0>>
<<set $container.home.kylarFed to false>>
<<set $container.home.kylarHelp to false>>
<</if>>
<<if $container.farm is undefined>>
<<set $container.farm to {
"upgrades":{
"capacity":0,
"foodStorage":0,
"luxury":0
},
"name": "Parasite Barn",
"count": 0,
"maxCount": 5,
"daysSinceFed": 0,
"maxDaysWithoutFood": 14,
"creatures":{
0: null
},
"deadCreatures": 0,
"visited": false,
"leaveLink": "Farm Work"
}>>
<<set $container.list.pushUnique("farm")>>
<</if>>
<<if $pregnancyStats.parasiteTypesSeen is undefined or $pregnancyStats.parasiteVariantsSeen is undefined>>
<<set $pregnancyStats.parasiteTypesSeen to []>><<set $pregnancyStats.parasiteVariantsSeen to []>>
<<for _i range $container.list>>
<<for _o to 0; _o lt $container[_i].maxCount; _o++>>
<<if $container[_i].creatures[_o] isnot undefined and $container[_i].creatures[_o] isnot null>>
<<if $container[_i].creatures[_o].creature.includes("Tentacle")>>
<<set $pregnancyStats.parasiteTypesSeen.pushUnique("Tentacle")>>
<<elseif $container[_i].creatures[_o].creature.includes("Vine")>>
<<set $pregnancyStats.parasiteTypesSeen.pushUnique("Vine")>>
<<elseif $container[_i].creatures[_o].creature.includes("Slime")>>
<<set $pregnancyStats.parasiteTypesSeen.pushUnique("Slime")>>
<<else>>
<<set $pregnancyStats.parasiteTypesSeen.pushUnique($container[_i].creatures[_o].creature)>>
<</if>>
<<if $container[_i].creatures[_o].creature.includes("Pale")>>
<<set $pregnancyStats.parasiteVariantsSeen.pushUnique("Pale")>>
<<elseif $container[_i].creatures[_o].creature.includes("Metal")>>
<<set $pregnancyStats.parasiteVariantsSeen.pushUnique("Metal")>>
<</if>>
<<else>>
<<break>>
<</if>>
<</for>>
<</for>>
<</if>>
<<if $containerVine or $containerMetal or $containerPale>>
<<unset $containerVine, $containerMetal, $containerPale>>
<</if>>
<</widget>>
<<widget "prenancyObjectRepair">>
<<set _pregnancy to $sexStats.anus.pregnancy>>
<<if _pregnancy.type is "parasite">>
<<for _i to 0; _i lt 4; _i++>>
<<if _pregnancy.fetus[_i]>>
<<if _pregnancy.fetus[_i].creature is undefined>>
<<set _pregnancy.fetus[_i].creature to either("Tentacle","Spider","Fish","Snake","Eel")>>
<</if>>
<</if>>
<</for>>
<</if>>
<<set _list to ["home", "lake", "farm", "portable"]>>
<<for _i to 0; _i lt _list.length; _i++>>
<<set _container to $container[_list[_i]]>>
<<for _j to 0; _j lt _container.maxCount; _j++>>
<<if _container.creatures[_j] isnot undefined and _container.creatures[_j] isnot null>>
<<if _container.creatures[_j].creature is undefined>>
<<set _container.creatures[_j].creature to either("Tentacle","Spider","Fish","Snake","Eel")>>
<</if>>
<</if>>
<<if _container.upgrades.luxury is undefined>>
<<set _container.upgrades.luxury to 0>>
<</if>>
<</for>>
<</for>>
<</widget>><!--Needs to be json strings, not json objects-->
<<widget "presets">>
<<unset _preset>>
<<unset _presetName>>
<<if _args[0]>>
<<switch _args[0]>>
<<case "vrelDefault">>
<<set _preset to '{"general":{"options":{"tipdisable":"f","numberify_enabled":1,"timestyle":"military","showCaptionText":true,"sidebarStats":"disabled","sidebarTime":"disabled","combatControls":"radio","images":1,"silhouetteEnabled":true,"tanImgEnabled":true,"sidebarAnimations":true,"blinkingEnabled":true,"combatAnimations":true},{"map":{"movement":true,"top":false,"markers":false},"malechance":50,"dgchance":0,"cbchance":0,"malevictimchance":50,"homochance":4,"breast_mod":0,"penis_mod":0,"blackchance":10,"straponchance":0,"alluremod":1,"beastmalechance":80,"monsterchance":50,"monsterhallucinations":"t","blackwolfmonster":0,"bestialitydisable":"f","swarmdisable":"f","slimedisable":"f","voredisable":"f","tentacledisable":"f","analdisable":"f","analdoubledisable":"f","footdisable":"f","analingusdisablegiving":"f","analingusdisablereceiving":"f","vaginaldoubledisable":"f","transformdisable":"f","transformdisabledivine":"f","breastfeedingdisable":"f","analpregdisable":"f","watersportsdisable":"f","facesitdisable":"f","spiderdisable":"f","bodywritingdisable":"f","parasitedisable":"f","slugdisable":"f","waspdisable":"f","lurkerdisable":"f","beedisable":"f","horsedisable":"f","pregnancyspeechdisable":"f","breastsizemax":12,"bottomsizemax":8,"penissizemax":4,"penissizemin":-1,"debugdisable":"t","statdisable":"f","cheatdisabletoggle":"t","confirmSave":false,"confirmLoad":false,"confirmDelete":true,"reducedLineHeight":false},"npc":{"Avery":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Bailey":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Briar":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Charlie":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Darryl":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Doren":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Eden":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Gwylan":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Harper":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Jordan":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Kylar":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Landry":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Leighton":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Mason":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Morgan":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"River":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Robin":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Sam":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Sirris":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Whitney":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Winter":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Black Wolf":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Niki":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Quinn":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Remy":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Alex":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Great Hawk":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0}, "Zephyr":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0}},"starting":{"player":{"gender":"f","gender_body":"a","bodyshape":"slender","ballsExist":false,"freckles":false,"breastsize":0,"penissize":1,"bottomsize":0},"skinColor":{"natural":"light","range":0},"bodysize":2,"breastsensitivity":1,"genitalsensitivity":1,"eyeselect":"purple","hairselect":"red","hairlength":200,"awareselect":"innocent","background":"waif","gamemode":"normal","asphyxiaLvl":3,"pbdisable":"t"}}'>>
<<case "lollipopScythe">>
<<set _preset to '{"general":{"options":{"tipdisable":"t","numberify_enabled":1,"timestyle":"military","showCaptionText":true,"sidebarStats":"disabled","sidebarTime":"disabled","combatControls":"radio","images":1,"silhouetteEnabled":true,"tanImgEnabled":true,"sidebarAnimations":true,"blinkingEnabled":true,"combatAnimations":true},"map":{"movement":true,"top":true,"markers":true},"malechance":75,"dgchance":25,"cbchance":0,"malevictimchance":90,"homochance":75,"breast_mod":0,"penis_mod":2,"blackchance":10,"straponchance":25,"alluremod":1,"beastmalechance":100,"monsterchance":0,"monsterhallucinations":"t","blackwolfmonster":0,"bestialitydisable":"f","swarmdisable":"f","slimedisable":"f","voredisable":"f","tentacledisable":"f","analdisable":"f","analdoubledisable":"t","footdisable":"f","analingusdisablegiving":"f","analingusdisablereceiving":"f","vaginaldoubledisable":"t","transformdisable":"f","transformdisabledivine":"f","breastfeedingdisable":"f","analpregdisable":"f","watersportsdisable":"f","facesitdisable":"f","spiderdisable":"f","bodywritingdisable":"f","parasitedisable":"f", "slugdisable":"f", "waspdisable":"f", "lurkerdisable":"f", "beedisable":"f","horsedisable":"f","pregnancyspeechdisable":"f","breastsizemax":12,"bottomsizemax":8,"penissizemax":4,"penissizemin":-1,"debugdisable":"f","statdisable":"f","cheatdisabletoggle":"t","confirmSave":false,"confirmLoad":false,"confirmDelete":true,"reducedLineHeight":true},"npc":{"Avery":{"pronoun":"m","gender":"m","penissize":4,"breastsize":0},"Bailey":{"pronoun":"m","gender":"m","penissize":1,"breastsize":0},"Briar":{"pronoun":"m","gender":"m","penissize":3,"breastsize":0},"Charlie":{"pronoun":"m","gender":"m","penissize":3,"breastsize":0},"Darryl":{"pronoun":"m","gender":"m","penissize":2,"breastsize":0},"Doren":{"pronoun":"m","gender":"m","penissize":2,"breastsize":0},"Eden":{"pronoun":"m","gender":"m","penissize":4,"breastsize":0},"Gwylan":{"pronoun":"f","gender":"f","penissize":0,"breastsize":5},"Harper":{"pronoun":"m","gender":"m","penissize":4,"breastsize":0},"Jordan":{"pronoun":"m","gender":"m","penissize":1,"breastsize":0},"Kylar":{"pronoun":"m","gender":"m","penissize":3,"breastsize":0},"Landry":{"pronoun":"m","gender":"m","penissize":3,"breastsize":0},"Leighton":{"pronoun":"m","gender":"m","penissize":1,"breastsize":0},"Mason":{"pronoun":"m","gender":"m","penissize":3,"breastsize":0},"Morgan":{"pronoun":"f","gender":"f","penissize":0,"breastsize":5},"River":{"pronoun":"m","gender":"m","penissize":2,"breastsize":0},"Robin":{"pronoun":"m","gender":"m","penissize":2,"breastsize":0},"Sam":{"pronoun":"m","gender":"m","penissize":2,"breastsize":0},"Sirris":{"pronoun":"m","gender":"m","penissize":3,"breastsize":0},"Whitney":{"pronoun":"m","gender":"m","penissize":3,"breastsize":0},"Winter":{"pronoun":"m","gender":"m","penissize":3,"breastsize":0},"Black Wolf":{"pronoun":"m","gender":"m","penissize":4,"breastsize":0},"Niki":{"pronoun":"f","gender":"f","penissize":0,"breastsize":3},"Quinn":{"pronoun":"m","gender":"m","penissize":4,"breastsize":0},"Remy":{"pronoun":"m","gender":"m","penissize":2,"breastsize":0},"Alex":{"pronoun":"m","gender":"m","penissize":4,"breastsize":0},"Great Hawk":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Zephyr":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0}},"starting":{"player":{"gender":"h","gender_body":"f","bodyshape":"curvy","ballsExist":true,"freckles":false,"breastsize":4,"penissize":0,"bottomsize":0},"skinColor":{"natural":"light","range":40},"bodysize":0,"breastsensitivity":3,"genitalsensitivity":3,"eyeselect":"pink","hairselect":"platinumblond","hairlength":400,"awareselect":"innocent","background":"beautiful","gamemode":"hard","asphyxiaLvl":3,"pbdisable":"t"}}'>>
<<case "purityGuy">>
<<set _preset to '{"general":{"options":{"tipdisable":"f","numberify_enabled":1,"timestyle":"ampm","showCaptionText":true,"sidebarStats":"all","sidebarTime":"top","combatControls":"radio","images":1,"silhouetteEnabled":true,"tanImgEnabled":true,"sidebarAnimations":true,"blinkingEnabled":true,"combatAnimations":true},"map":{"movement":true,"top":false,"markers":true},"malechance":50,"dgchance":0,"cbchance":0,"malevictimchance":10,"homochance":10,"breast_mod":0,"penis_mod":0,"blackchance":0,"straponchance":0,"alluremod":1.2,"beastmalechance":50,"monsterchance":100,"monsterhallucinations":"f","blackwolfmonster":2,"bestialitydisable":"f","swarmdisable":"t","slimedisable":"f","voredisable":"f","tentacledisable":"f","analdisable":"f","analdoubledisable":"t","footdisable":"f","analingusdisablegiving":"f","analingusdisablereceiving":"f","vaginaldoubledisable":"t","transformdisable":"f","transformdisabledivine":"f","breastfeedingdisable":"f","analpregdisable":"f","watersportsdisable":"t","facesitdisable":"f","spiderdisable":"f","bodywritingdisable":"f","parasitedisable":"f","slugdisable":"f","waspdisable":"f","lurkerdisable":"f","beedisable":"f","horsedisable":"f","pregnancyspeechdisable":"f","breastsizemax":6,"bottomsizemax":4,"penissizemax":4,"penissizemin":-1,"debugdisable":"f","statdisable":"f","cheatdisabletoggle":"t","confirmSave":true,"confirmLoad":true,"confirmDelete":true,"reducedLineHeight":false},"npc":{"Avery":{"pronoun":"f","gender":"f","penissize":1,"breastsize":4},"Bailey":{"pronoun":"m","gender":"m","penissize":3,"breastsize":2},"Briar":{"pronoun":"m","gender":"m","penissize":3,"breastsize":0},"Charlie":{"pronoun":"m","gender":"m","penissize":2,"breastsize":0},"Darryl":{"pronoun":"m","gender":"m","penissize":3,"breastsize":0},"Doren":{"pronoun":"m","gender":"m","penissize":1,"breastsize":0},"Eden":{"pronoun":"m","gender":"m","penissize":3,"breastsize":0},"Gwylan":{"pronoun":"f","gender":"f","penissize":1,"breastsize":0},"Harper":{"pronoun":"m","gender":"m","penissize":2,"breastsize":0},"Jordan":{"pronoun":"f","gender":"f","penissize":3,"breastsize":5},"Kylar":{"pronoun":"m","gender":"m","penissize":3,"breastsize":0},"Landry":{"pronoun":"m","gender":"m","penissize":2,"breastsize":0},"Leighton":{"pronoun":"m","gender":"m","penissize":2,"breastsize":0},"Mason":{"pronoun":"f","gender":"f","penissize":3,"breastsize":2},"Morgan":{"pronoun":"f","gender":"f","penissize":3,"breastsize":3},"River":{"pronoun":"f","gender":"f","penissize":3,"breastsize":0},"Robin":{"pronoun":"m","gender":"m","penissize":3,"breastsize":0},"Sam":{"pronoun":"f","gender":"f","penissize":1,"breastsize":3},"Sirris":{"pronoun":"f","gender":"f","penissize":3,"breastsize":0},"Whitney":{"pronoun":"f","gender":"f","penissize":4,"breastsize":0},"Winter":{"pronoun":"m","gender":"m","penissize":2,"breastsize":0},"Black Wolf":{"pronoun":"m","gender":"m","penissize":3,"breastsize":0},"Niki":{"pronoun":"f","gender":"f","penissize":3,"breastsize":2},"Quinn":{"pronoun":"m","gender":"m","penissize":3,"breastsize":0},"Remy":{"pronoun":"m","gender":"m","penissize":2,"breastsize":0},"Alex":{"pronoun":"f","gender":"f","penissize":1,"breastsize":0},"Great Hawk":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Zephyr":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0}},"starting":{"player":{"gender":"f","gender_body":"f","bodyshape":"curvy","ballsExist":false,"freckles":false,"breastsize":3,"penissize":1,"bottomsize":1},"skinColor":{"natural":"light","range":0},"bodysize":2,"breastsensitivity":1,"genitalsensitivity":1,"eyeselect":"amber","hairselect":"blond","hairlength":400,"awareselect":"innocent","background":"beautiful","gamemode":"normal","asphyxiaLvl":3,"pbdisable":"t"}}'>>
<<case "fangi">>
<<set _preset to '{"general":{"options":{"tipdisable":"f","numberify_enabled":1,"timestyle":"military","showCaptionText":true,"sidebarStats":"disabled","sidebarTime":"disabled","combatControls":"radio","images":1,"silhouetteEnabled":true,"tanImgEnabled":true,"blinkingEnabled":true,"sidebarAnimations":true,"combatAnimations":true},"map":{"movement":true,"top":false,"markers":false},"malechance":0,"dgchance":0,"cbchance":0,"malevictimchance":1,"homochance":75,"breast_mod":0,"penis_mod":0,"blackchance":10,"straponchance":0,"alluremod":1,"beastmalechance":0,"monsterchance":100,"monsterhallucinations":"f","blackwolfmonster":1,"bestialitydisable":"f","swarmdisable":"f","slimedisable":"f","voredisable":"f","tentacledisable":"f","analdisable":"f","analdoubledisable":"t","footdisable":"f","analingusdisablegiving":"f","analingusdisablereceiving":"f","vaginaldoubledisable":"t","transformdisable":"f","transformdisabledivine":"f","breastfeedingdisable":"f","analpregdisable":"f","watersportsdisable":"f","facesitdisable":"f","spiderdisable":"f","bodywritingdisable":"f","parasitedisable":"f","slugdisable":"f","waspdisable":"f","lurkerdisable":"f","beedisable":"f","horsedisable":"f","pregnancyspeechdisable":"f","breastsizemax":12,"bottomsizemax":8,"penissizemax":4,"penissizemin":-1,"debugdisable":"f","statdisable":"f","cheatdisabletoggle":"f","confirmSave":false,"confirmLoad":false,"confirmDelete":true,"reducedLineHeight":false},"npc":{"Avery":{"pronoun":"f","gender":"f","penissize":0,"breastsize":4},"Bailey":{"pronoun":"f","gender":"f","penissize":0,"breastsize":4},"Briar":{"pronoun":"f","gender":"f","penissize":0,"breastsize":4},"Charlie":{"pronoun":"f","gender":"f","penissize":0,"breastsize":1},"Darryl":{"pronoun":"f","gender":"f","penissize":0,"breastsize":3},"Doren":{"pronoun":"f","gender":"f","penissize":0,"breastsize":3},"Eden":{"pronoun":"f","gender":"f","penissize":0,"breastsize":4},"Gwylan":{"pronoun":"f","gender":"f","penissize":0,"breastsize":1},"Harper":{"pronoun":"f","gender":"f","penissize":0,"breastsize":4},"Jordan":{"pronoun":"f","gender":"f","penissize":0,"breastsize":1},"Kylar":{"pronoun":"f","gender":"f","penissize":0,"breastsize":1},"Landry":{"pronoun":"f","gender":"f","penissize":0,"breastsize":3},"Leighton":{"pronoun":"f","gender":"f","penissize":0,"breastsize":4},"Mason":{"pronoun":"f","gender":"f","penissize":0,"breastsize":2},"Morgan":{"pronoun":"f","gender":"f","penissize":0,"breastsize":5},"River":{"pronoun":"f","gender":"f","penissize":0,"breastsize":3},"Robin":{"pronoun":"f","gender":"f","penissize":0,"breastsize":1},"Sam":{"pronoun":"f","gender":"f","penissize":0,"breastsize":4},"Sirris":{"pronoun":"f","gender":"f","penissize":0,"breastsize":3},"Whitney":{"pronoun":"f","gender":"f","penissize":0,"breastsize":3},"Winter":{"pronoun":"f","gender":"f","penissize":0,"breastsize":3},"Black Wolf":{"pronoun":"f","gender":"f","penissize":0,"breastsize":3},"Niki":{"pronoun":"f","gender":"f","penissize":0,"breastsize":3},"Quinn":{"pronoun":"f","gender":"f","penissize":0,"breastsize":3},"Remy":{"pronoun":"f","gender":"f","penissize":0,"breastsize":3},"Alex":{"pronoun":"f","gender":"f","penissize":0,"breastsize":1},"Great Hawk":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Zephyr":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0}},"starting":{"player":{"gender":"f","gender_body":"f","bodyshape":"curvy","ballsExist":false,"freckles":false,"breastsize":3,"penissize":1,"bottomsize":0},"skinColor":{"natural":"light","range":0},"bodysize":3,"breastsensitivity":1,"genitalsensitivity":1,"eyeselect":"purple","hairselect":"red","hairlength":200,"awareselect":"innocent","background":"waif","gamemode":"normal","asphyxiaLvl":3,"pbdisable":"t"}}'>>
<<case "femaleWaif">>
<<set _preset to '{"starting":{"player":{"gender":"f","gender_body":"f","bodyshape":"curvy","ballsExist":false,"freckles":false,"breastsize":3,"penissize":1,"bottomsize":0},"skinColor":{"natural":"light","range":0},"bodysize":3,"breastsensitivity":1,"genitalsensitivity":1,"eyeselect":"purple","hairselect":"red","hairlength":200,"awareselect":"innocent","background":"waif"}}'>>
<<case "maleWaif">>
<<set _preset to '{"starting":{"player":{"gender":"m","gender_body":"m","bodyshape":"classic","ballsExist":false,"freckles":false,"breastsize":3,"penissize":1,"bottomsize":0},"skinColor":{"natural":"light","range":0},"bodysize":3,"breastsensitivity":1,"genitalsensitivity":1,"eyeselect":"purple","hairselect":"brown","hairlength":0,"awareselect":"innocent","background":"waif"}}'>>
<<case "hermaphroditeWaif">>
<<set _preset to '{"starting":{"player":{"gender":"h","gender_body":"a","bodyshape":"slender","ballsExist":true,"freckles":false,"breastsize":3,"penissize":1,"bottomsize":0},"skinColor":{"natural":"light","range":0},"bodysize":3,"breastsensitivity":3,"genitalsensitivity":3,"eyeselect":"purple","hairselect":"red","hairlength":200,"awareselect":"innocent","background":"waif"}}'>>
<<case "vrel">>
<<set _preset to '{"starting":{"player":{"gender":"f","gender_body":"f","bodyshape":"curvy","ballsExist":false,"freckles":false,"breastsize":0,"penissize":0,"bottomsize":0},"skinColor":{"natural":"light","range":0},"bodysize":3,"breastsensitivity":5,"genitalsensitivity":3,"eyeselect":"purple","hairselect":"burntorange","hairlength":400,"awareselect":"knowledgeable","background":"beautiful"}}'>>
<<case "crossdresser">>
<<set _preset to '{"starting":{"player":{"gender":"m","gender_body":"f","bodyshape":"curvy","ballsExist":false,"freckles":false,"breastsize":2,"penissize":0,"bottomsize":0},"skinColor":{"natural":"light","range":0},"bodysize":0,"breastsensitivity":3,"genitalsensitivity":1,"eyeselect":"light blue","hairselect":"blond","hairlength":400,"awareselect":"innocent","background":"crossdresser"}}'>>
<<case "toughGuy">>
<<set _preset to '{"starting":{"player":{"gender":"m","gender_body":"m","bodyshape":"classic","ballsExist":false,"freckles":false,"breastsize":0,"penissize":3,"bottomsize":0},"skinColor":{"natural":"light","range":50},"bodysize":2,"breastsensitivity":1,"genitalsensitivity":1,"eyeselect":"light blue","hairselect":"brown","hairlength":0,"awareselect":"knowledgeable","background":"athlete"}}'>>
<<case "genericNpcDefaultGender">>
<<set _preset to '{"general":{"maleChanceMale":50,"maleChanceFemale":50,"malevictimchance":50}}'>>
<<case "genericNpcAllMaleGender">>
<<set _preset to '{"general":{"maleChanceMale":100,"maleChanceFemale":100,"malevictimchance":100}}'>>
<<case "genericNpc75MaleGender">>
<<set _preset to '{"general":{"maleChanceMale":75,"maleChanceFemale":75,"malevictimchance":75}}'>>
<<case "genericNpcAllFemaleGender">>
<<set _preset to '{"general":{"maleChanceMale":0,"maleChanceFemale":0,"malevictimchance":0}}'>>
<<case "genericNpc75FemaleGender">>
<<set _preset to '{"general":{"maleChanceMale":25,"maleChanceFemale":25,"malevictimchance":25}}'>>
<<case "beastDefaultGenders">>
<<set _preset to '{"general":{"beastMaleChanceMale":50,"beastMaleChanceFemale":50,"bestialitydisable":"f"}}'>>
<<case "beastMaleGenders">>
<<set _preset to '{"general":{"beastMaleChanceMale":100,"beastMaleChanceFemale":100,"bestialitydisable":"f"}}'>>
<<case "beast75MaleGenders">>
<<set _preset to '{"general":{"beastMaleChanceMale":75,"beastMaleChanceFemale":75,"bestialitydisable":"f"}}'>>
<<case "beastFemaleGenders">>
<<set _preset to '{"general":{"beastMaleChanceMale":0,"beastMaleChanceFemale":0,"bestialitydisable":"f"}}'>>
<<case "beast75FemaleGenders">>
<<set _preset to '{"general":{"beastMaleChanceMale":25,"beastMaleChanceFemale":25,"bestialitydisable":"f"}}'>>
<<case "beastDisable">>
<<set _preset to '{"general":{"bestialitydisable":"t"}}'>>
<<case _kinkPreset>>
<<switch _kinkPreset>>
<<case "kinkDefault">>
<<set _preset to '{"general":{"bestialitydisable":"f","swarmdisable":"f","slimedisable":"f","voredisable":"f","tentacledisable":"f","plantdisable":"f","analdisable":"f","analdoubledisable":"f","footdisable":"f","analingusdisablegiving":"f","analingusdisablereceiving":"f","vaginaldoubledisable":"f","transformdisable":"f","transformdisabledivine":"f","breastfeedingdisable":"f","parasitepregdisable":"f","watersportsdisable":"t","facesitdisable":"f","spiderdisable":"f","bodywritingLvl":3,"parasitedisable":"f","slugdisable":"f","waspdisable":"f","lurkerdisable":"f","beedisable":"f","horsedisable":"f","pregnancyspeechdisable":"f","toydildodisable":"f","toywhipdisable":"f","playerPregnancyHumanDisable":"f","playerPregnancyBeastDisable":"f","playerPregnancyEggLayingDisable":"f","hypnosisdisable":"f"}}'>>
<<case "kinkVanilla">>
<<set _preset to '{"general":{"bestialitydisable":"t","swarmdisable":"t","slimedisable":"t","voredisable":"t","tentacledisable":"t","plantdisable":"t","analdisable":"f","analdoubledisable":"t","footdisable":"f","analingusdisablegiving":"f","analingusdisablereceiving":"f","vaginaldoubledisable":"t","transformdisable":"f","transformdisabledivine":"f","breastfeedingdisable":"t","parasitepregdisable":"t","watersportsdisable":"t","facesitdisable":"t","spiderdisable":"t","bodywritingLvl":2,"parasitedisable":"t", "slugdisable":"t","waspdisable":"t","lurkerdisable":"t","beedisable":"t","horsedisable":"t","pregnancyspeechdisable":"f","toydildodisable":"f","toywhipdisable":"f","playerPregnancyHumanDisable":"f","playerPregnancyBeastDisable":"t","playerPregnancyEggLayingDisable":"t","hypnosisdisable":"t"}}'>>
<<case "kinkNoBeasts">>
<<set _preset to '{"general":{"bestialitydisable":"t","swarmdisable":"t","slimedisable":"f","voredisable":"t","tentacledisable":"f","plantdisable":"f","analdisable":"f","analdoubledisable":"f","footdisable":"f","analingusdisablegiving":"f","analingusdisablereceiving":"f","vaginaldoubledisable":"f","transformdisable":"f","transformdisabledivine":"f","breastfeedingdisable":"f","parasitepregdisable":"t","watersportsdisable":"t","facesitdisable":"f","spiderdisable":"t","bodywritingLvl":3,"parasitedisable":"t","slugdisable":"t","waspdisable":"t","lurkerdisable":"t","beedisable":"t","horsedisable":"t","pregnancyspeechdisable":"f","toydildodisable":"f","toywhipdisable":"f","playerPregnancyHumanDisable":"f","playerPregnancyBeastDisable":"t","playerPregnancyEggLayingDisable":"t","hypnosisdisable":"f"}}'>>
<<case "kinkEverything">>
<<set _preset to '{"general":{"bestialitydisable":"f","swarmdisable":"f","slimedisable":"f","voredisable":"f","tentacledisable":"f","plantdisable":"f","analdisable":"f","analdoubledisable":"f","footdisable":"f","analingusdisablegiving":"f","analingusdisablereceiving":"f","vaginaldoubledisable":"f","transformdisable":"f","transformdisabledivine":"f","breastfeedingdisable":"f","parasitepregdisable":"f","watersportsdisable":"f","facesitdisable":"f","spiderdisable":"f","bodywritingLvl":3,"parasitedisable":"f","slugdisable":"f","waspdisable":"f","lurkerdisable":"f","beedisable":"f","horsedisable":"f","pregnancyspeechdisable":"f","toydildodisable":"f","toywhipdisable":"f","playerPregnancyHumanDisable":"f","playerPregnancyBeastDisable":"f","playerPregnancyEggLayingDisable":"f","hypnosisdisable":"f"}}'>>
<<default>>
<<set _preset to '{"general":{"bestialitydisable":"f","swarmdisable":"f","slimedisable":"f","voredisable":"f","tentacledisable":"f","plantdisable":"f","analdisable":"f","analdoubledisable":"f","footdisable":"f","analingusdisablegiving":"f","analingusdisablereceiving":"f","vaginaldoubledisable":"f","transformdisable":"f","transformdisabledivine":"f","breastfeedingdisable":"f","parasitepregdisable":"f","watersportsdisable":"t","facesitdisable":"f","spiderdisable":"f","bodywritingLvl":3,"parasitedisable":"f","slugdisable":"f","waspdisable":"f","lurkerdisable":"f","beedisable":"f","horsedisable":"f","pregnancyspeechdisable":"f","toydildodisable":"f","toywhipdisable":"f","playerPregnancyHumanDisable":"f","playerPregnancyBeastDisable":"f","playerPregnancyEggLayingDisable":"f","hypnosisdisable":"f"}}'>>
<</switch>>
<<case _namedNpcPreset>>
<<switch _namedNpcPreset>>
<<case "namedNpcDefaultGender">>
<<set _preset to '{"npc":{"Avery":{"pronoun":"none","gender":"none","skincolour":"none"},"Bailey":{"pronoun":"none","gender":"none","skincolour":"none"},"Briar":{"pronoun":"none","gender":"none","skincolour":"none"},"Charlie":{"pronoun":"none","gender":"none","skincolour":"none"},"Darryl":{"pronoun":"none","gender":"none","skincolour":"none"},"Doren":{"pronoun":"none","gender":"none","skincolour":"none"},"Eden":{"pronoun":"none","gender":"none","skincolour":"none"},"Gwylan":{"pronoun":"none","gender":"none","skincolour":"none"},"Harper":{"pronoun":"none","gender":"none","skincolour":"none"},"Jordan":{"pronoun":"none","gender":"none","skincolour":"none"},"Kylar":{"pronoun":"none","gender":"none","skincolour":"none"},"Landry":{"pronoun":"none","gender":"none","skincolour":"none"},"Leighton":{"pronoun":"none","gender":"none","skincolour":"none"},"Mason":{"pronoun":"none","gender":"none","skincolour":"none"},"Morgan":{"pronoun":"none","gender":"none","skincolour":"none"},"River":{"pronoun":"none","gender":"none","skincolour":"none"},"Robin":{"pronoun":"none","gender":"none","skincolour":"none"},"Sam":{"pronoun":"none","gender":"none","skincolour":"none"},"Sirris":{"pronoun":"none","gender":"none","skincolour":"none"},"Whitney":{"pronoun":"none","gender":"none","skincolour":"none"},"Winter":{"pronoun":"none","gender":"none","skincolour":"none"},"Black Wolf":{"pronoun":"none","gender":"none","skincolour":"none"},"Niki":{"pronoun":"none","gender":"none","skincolour":"none"},"Quinn":{"pronoun":"none","gender":"none","skincolour":"none"},"Remy":{"pronoun":"none","gender":"none","skincolour":"none"},"Alex":{"pronoun":"none","gender":"none","skincolour":"none"},"Great Hawk":{"pronoun":"none","gender":"none","skincolour":"none"},"Wren":{"pronoun":"none","gender":"none","skincolour":"none"},"Sydney":{"pronoun":"none","gender":"none","skincolour":"none"},"Zephyr":{"pronoun":"none","gender":"none","skincolour":"none"}}}'>>
<<case "namedNpcAllMaleGender">>
<<set _preset to '{"npc":{"Avery":{"pronoun":"m","gender":"m"},"Bailey":{"pronoun":"m","gender":"m"},"Briar":{"pronoun":"m","gender":"m"},"Charlie":{"pronoun":"m","gender":"m"},"Darryl":{"pronoun":"m","gender":"m"},"Doren":{"pronoun":"m","gender":"m"},"Eden":{"pronoun":"m","gender":"m"},"Gwylan":{"pronoun":"m","gender":"m"},"Harper":{"pronoun":"m","gender":"m"},"Jordan":{"pronoun":"m","gender":"m"},"Kylar":{"pronoun":"m","gender":"m"},"Landry":{"pronoun":"m","gender":"m"},"Leighton":{"pronoun":"m","gender":"m"},"Mason":{"pronoun":"m","gender":"m"},"Morgan":{"pronoun":"m","gender":"m"},"River":{"pronoun":"m","gender":"m"},"Robin":{"pronoun":"m","gender":"m"},"Sam":{"pronoun":"m","gender":"m"},"Sirris":{"pronoun":"m","gender":"m"},"Whitney":{"pronoun":"m","gender":"m"},"Winter":{"pronoun":"m","gender":"m"},"Black Wolf":{"pronoun":"m","gender":"m"},"Niki":{"pronoun":"m","gender":"m"},"Quinn":{"pronoun":"m","gender":"m"},"Remy":{"pronoun":"m","gender":"m"},"Alex":{"pronoun":"m","gender":"m"},"Great Hawk":{"pronoun":"m","gender":"m"},"Wren":{"pronoun":"m","gender":"m"},"Sydney":{"pronoun":"m","gender":"m"},"Zephyr":{"pronoun":"m","gender":"m"}}}'>>
<<case "namedNpcAllFemaleGender">>
<<set _preset to '{"npc":{"Avery":{"pronoun":"f","gender":"f"},"Bailey":{"pronoun":"f","gender":"f"},"Briar":{"pronoun":"f","gender":"f"},"Charlie":{"pronoun":"f","gender":"f"},"Darryl":{"pronoun":"f","gender":"f"},"Doren":{"pronoun":"f","gender":"f"},"Eden":{"pronoun":"f","gender":"f"},"Gwylan":{"pronoun":"f","gender":"f"},"Harper":{"pronoun":"f","gender":"f"},"Jordan":{"pronoun":"f","gender":"f"},"Kylar":{"pronoun":"f","gender":"f"},"Landry":{"pronoun":"f","gender":"f"},"Leighton":{"pronoun":"f","gender":"f"},"Mason":{"pronoun":"f","gender":"f"},"Morgan":{"pronoun":"f","gender":"f"},"River":{"pronoun":"f","gender":"f"},"Robin":{"pronoun":"f","gender":"f"},"Sam":{"pronoun":"f","gender":"f"},"Sirris":{"pronoun":"f","gender":"f"},"Whitney":{"pronoun":"f","gender":"f"},"Winter":{"pronoun":"f","gender":"f"},"Black Wolf":{"pronoun":"f","gender":"f"},"Niki":{"pronoun":"f","gender":"f"},"Quinn":{"pronoun":"f","gender":"f"},"Remy":{"pronoun":"f","gender":"f"},"Alex":{"pronoun":"f","gender":"f"},"Great Hawk":{"pronoun":"f","gender":"f"},"Wren":{"pronoun":"f","gender":"f"},"Sydney":{"pronoun":"f","gender":"f"}}}'>>
<<default>>
<<set _preset to '{"npc":{"Avery":{"pronoun":"none","gender":"none","skincolour":"none"},"Bailey":{"pronoun":"none","gender":"none","skincolour":"none"},"Briar":{"pronoun":"none","gender":"none","skincolour":"none"},"Charlie":{"pronoun":"none","gender":"none","skincolour":"none"},"Darryl":{"pronoun":"none","gender":"none","skincolour":"none"},"Doren":{"pronoun":"none","gender":"none","skincolour":"none"},"Eden":{"pronoun":"none","gender":"none","skincolour":"none"},"Gwylan":{"pronoun":"none","gender":"none","skincolour":"none"},"Harper":{"pronoun":"none","gender":"none","skincolour":"none"},"Jordan":{"pronoun":"none","gender":"none","skincolour":"none"},"Kylar":{"pronoun":"none","gender":"none","skincolour":"none"},"Landry":{"pronoun":"none","gender":"none","skincolour":"none"},"Leighton":{"pronoun":"none","gender":"none","skincolour":"none"},"Mason":{"pronoun":"none","gender":"none","skincolour":"none"},"Morgan":{"pronoun":"none","gender":"none","skincolour":"none"},"River":{"pronoun":"none","gender":"none","skincolour":"none"},"Robin":{"pronoun":"none","gender":"none","skincolour":"none"},"Sam":{"pronoun":"none","gender":"none","skincolour":"none"},"Sirris":{"pronoun":"none","gender":"none","skincolour":"none"},"Whitney":{"pronoun":"none","gender":"none","skincolour":"none"},"Winter":{"pronoun":"none","gender":"none","skincolour":"none"},"Black Wolf":{"pronoun":"none","gender":"none","skincolour":"none"},"Niki":{"pronoun":"none","gender":"none","skincolour":"none"},"Quinn":{"pronoun":"none","gender":"none","skincolour":"none"},"Remy":{"pronoun":"none","gender":"none","skincolour":"none"},"Alex":{"pronoun":"none","gender":"none","skincolour":"none"},"Great Hawk":{"pronoun":"none","gender":"none","skincolour":"none"},"Wren":{"pronoun":"none","gender":"none","skincolour":"none"},"Sydney":{"pronoun":"none","gender":"none","skincolour":"none"},"Zephyr":{"pronoun":"f","gender":"f"},"Zephyr":{"pronoun":"f","gender":"f"},"Zephyr":{"pronoun":"f","gender":"f"}}}'>>
<</switch>>
<<case _monstersPreset>>
<<switch _monstersPreset>>
<<case "monstersDefault">>
<<set _preset to '{"general":{"monsterchance":20,"monsterhallucinations":"t","blackwolfmonster":0,"greathawkmonster":0,"bestialitydisable":"f"}}'>>
<<case "monstersNone">>
<<set _preset to '{"general":{"monsterchance":0,"monsterhallucinations":"f","blackwolfmonster":0,"greathawkmonster":0,"bestialitydisable":"f"}}'>>
<<case "monstersAll">>
<<set _preset to '{"general":{"monsterchance":100,"monsterhallucinations":"f","blackwolfmonster":2,"greathawkmonster":2,"bestialitydisable":"f"}}'>>
<<default>>
<<set _preset to '{"general":{"monsterchance":20,"monsterhallucinations":"t","blackwolfmonster":0,"greathawkmonster":0,"bestialitydisable":"f"}}'>>
<</switch>>
<<case "randomize">>
<<set _preset to _args[2]>>
<</switch>>
<<set _presetName to _args[0]>>
<</if>>
<<if _args[1]>>
<<set _presetPage to _args[1]>>
<<else>>
<<set _presetPage to "characterSettings">>
<</if>>
<<run importSettings(_preset, "function")>><<if StartConfig.enableImages is true and $passage is "Start" and _presetPage is "characterSettings">><<startingPlayerImageUpdate>><<removeclass #startingPlayerImage "hidden">><</if>>
<<if _args[1] isnot "save">>
<<displaySettings _presetPage>>
<</if>>
<</widget>>
<<widget "presetConfirmDetails">>
<<set _presetObject to JSON.parse(_preset)>>
<div style="padding:5px 0px 0px 10px">
<span class="green">Change the below settings?</span><br>
<div class="presetButtons">
<<button "Yes">><<run importSettings(_preset, "function")>><<displaySettings "quickStart">><<if StartConfig.enableImages is true and $passage is "Start">><<startingPlayerImageUpdate>><<removeclass #startingPlayerImage "hidden">><</if>><</button>>
<<button "No">><<displaySettings "quickStart">><</button>>
</div>
</div>
<<importDetailsDisplay _presetObject>>
<</widget>>
<<widget "importConfirmDetails">>
<<if isJsonString($importString)>>
<div style="padding:5px 0px 0px 10px">
<span class="green">Change the below settings?</span><br>
<div class="presetButtons">
<<button "Yes">><<run importSettings($importString, "function")>><<displaySettings "exportsettings">><<if StartConfig.enableImages is true and $passage is "Start">><<startingPlayerImageUpdate>><<startingPlayerImageUpdate>><</if>><</button>>
<<button "No">><<displaySettings "exportsettings">><</button>>
</div>
</div>
<<importDetailsDisplay `JSON.parse($importString)`>>
<<else>>
<<link "Back">><<displaySettings "exportsettings">><</link>>
<br><br>
<span class="red">Import is invalid</span>. Please double check the settings import string before importing again.
<</if>>
<</widget>>
<<widget "importDetailsDisplay">>
<<if _args[0]>>
<div class="presetConfirm settingsGrid">
<<if _args[0].starting isnot undefined>>
<div class="settingsHeader">
Imported Settings
</div>
<div class="settingsToggleItem">
<span class="gold">Base:</span>
<<set _validatorObject to settingsObjects("starting")>>
<<presetConfirm _args[0].starting>>
</div>
<<if _args[0].starting.player isnot undefined>>
<div class="settingsToggleItem">
<span class="gold">Player:</span>
<<set _validatorObject to settingsObjects("starting")>>
<<presetConfirm _args[0].starting.player>>
<<if _args[0].starting.skinColor isnot undefined>>
<hr style="border-top:1px solid var(--700)">
<span class="gold">Skin Colour:</span>
<<set _validatorObject to settingsObjects("starting")>>
<<presetConfirm _args[0].starting.skinColor>>
<</if>>
</div>
<</if>>
<</if>>
<<if _args[0].general isnot undefined>>
<div class="settingsToggleItem">
<span class="gold">General Settings:</span>
<<set _validatorObject to settingsObjects("general")>>
<<presetConfirm _args[0].general>>
<<silently>>
<<if _args[0].general.skinColor isnot undefined>>
<span class="gold">Skin Colour:</span>
<<set _validatorObject to settingsObjects("general")>>
<<presetConfirm _args[0].general.skinColor>>
<</if>>
<<if _args[0].general.map isnot undefined>>
<span class="gold">Map Settings:</span>
<<set _validatorObject to settingsObjects("general")>>
<<presetConfirm _args[0].general.map>>
<</if>>
<<if _args[0].general.shopDefaults isnot undefined>>
<span class="gold">Shop Settings:</span>
<<set _validatorObject to settingsObjects("general")>>
<<presetConfirm _args[0].general.shopDefaults>>
<</if>>
<</silently>>
</div>
<div class="settingsToggleItem">
<<if _args[0].general.options isnot undefined>>
<span class="gold">Options:</span>
<<set _validatorObject to settingsObjects("general")>>
<<presetConfirm _args[0].general.options>>
<</if>>
</div>
<div class="settingsToggleItem">
<<if _args[0].general.combatExtended isnot undefined>>
<span class="gold">Combat Extended Settings:</span>
<<set _validatorObject to settingsObjects("general")>>
<<presetConfirm _args[0].general.combatExtended>>
<</if>>
</div>
<div class="settingsToggleItem">
<<if _args[0].general.AMCTraits isnot undefined>>
<span class="gold">AMC Traits Settings:</span>
<<set _validatorObject to settingsObjects("general")>>
<<presetConfirm _args[0].general.AMCTraits>>
<</if>>
</div>
<</if>>
<<if _args[0].npc isnot undefined>>
<div class="settingsHeader">
Imported NPCs
<<set _validatorObject to settingsObjects("npc")>>
</div>
<<for $_label, $_value range _args[0].npc>>
<<if $_label is "Ivory Wraith">>
<<continue>>
<<else>>
<div class="settingsToggleItem">
<span class="gold"><<print $_label>>:</span>
<<presetConfirm $_value $_label>>
</div>
<</if>>
<</for>>
<</if>>
</div>
<</if>>
<</widget>>
<<widget "presetConfirm">>
<<if _args[0]>>
<<if _args[0].breastsizemin gt _args[0].breastsizemax>>
<<set _temp to _args[0].breastsizemin>>
<<set _args[0].breastsizemin to _args[0].breastsizemax>>
<<set _args[0].breastsizemax to _temp>>
<</if>>
<<if _args[0].penissizemin gt _args[0].penissizemax>>
<<set _temp to _args[0].penissizemin>>
<<set _args[0].penissizemin to _args[0].penissizemax>>
<<set _args[0].penissizemax to _temp>>
<</if>>
<ul>
<<for $_label, $_value range _args[0]>>
<<unset _altValue>>
<<unset _altValue2>>
<<if ["player","skinColor","map","shopDefaults","options","combatExtended","AMCTraits"].includes($_label)>>
<<continue>>
<</if>>
<<unset _object>>
<<unset _valid>>
<<set _object to _validatorObject[$_label]>>
<<if _object isnot undefined>>
<<set _valid to validateValue(_object, $_value)>>
<<if Object.keys(_object).includes("boolLetter")>>
<<set _oldValue to V[$_label]>>
<<if _oldValue is "t">>
<<set _altValue to "True">>
<<elseif _oldValue is "f">>
<<set _altValue to "False">>
<</if>>
<<if $_value is "t">>
<<set _altValue2 to "True">>
<<elseif $_value is "f">>
<<set _altValue2 to "False">>
<</if>>
<</if>>
<</if>>
<li>
<<switch $_label>>
<<case "numberify_enabled">>
<<set _object to _validatorObject["options"][$_label]>>
<<if _object isnot undefined>>
<<set _valid to validateValue(_object, $_value)>>
<</if>>
Numbered link navigation: <span class="green"><<print (_altValue2 isnot undefined ? _altValue2 : $_value) is false ? "Disabled" : "Enabled">></span>
<<case "malechance" "maleChanceMale" "maleChanceFemale" "dgchance" "cbchance" "malevictimchance" "npcVirginityChance" "npcVirginityChanceAdult" "straponchance" "blackchance" "beastmalechance" "beastMaleChanceMale" "beastMaleChanceFemale" "monsterchance">>
<<set _object to _validatorObject[$_label]>>
<<if _object isnot undefined>>
<<set _valid to validateValue(_object, $_value)>>
<</if>>
<<set _displayName to _validatorObject[$_label]["displayName"]>>
<<print _displayName>> <span class="green"><<print (_altValue2 isnot undefined ? _altValue2 : $_value) + "%">></span>
<<case "eyeselect" "hairselect" "awareselect" "background" "gamemode">>
<<set _object to _validatorObject[$_label]>>
<<if _object isnot undefined>>
<<set _valid to validateValue(_object, $_value)>>
<</if>>
<<set _displayName to _validatorObject[$_label]["displayName"]>>
<<set _currentValue to (_altValue2 isnot undefined ? _altValue2 : $_value)>>
<<print _displayName>> <span class="green"><<print _currentValue .toString().toUpperFirst()>></span>
<<case "bodysize" "breastsensitivity" "genitalsensitivity" "mouthsensitivity" "bottomsensitivity" >>
<<set _object to _validatorObject[$_label]>>
<<if _object isnot undefined>>
<<set _valid to validateValue(_object, $_value)>>
<</if>>
<<set _displayName to _validatorObject[$_label]["displayName"]>>
<<set _currentValue to (_altValue2 isnot undefined ? _validatorObject[$_label]["textMap"][_altValue2] : _validatorObject[$_label]["textMap"][$_value])>>
<<print _displayName>> <span class="green"><<print _currentValue .toString().toUpperFirst()>></span>
<<case "hairlength">>
<<set _displayName to _validatorObject[$_label]["displayName"]>>
<<print _displayName>> <span class="green"><<print (_altValue2 isnot undefined ? _altValue2 : $_value) gte 400 ? "Neck" : (_altValue2 isnot undefined ? _altValue2 : $_value) gte 200 ? "Chest" : "Ear">></span>
<<case "ironmanmode">>
Ironman Mode: <span class="green"><<print (_altValue2 isnot undefined ? _altValue2 : $_value) is false ? "Disabled" : "Enabled">></span>
<<case "timestyle">>
<<set _object to _validatorObject["options"][$_label]>>
<<if _object isnot undefined>>
<<set _valid to validateValue(_object, $_value)>>
<</if>>
<<set _displayName to _validatorObject["options"][$_label]["displayName"]>>
<<set _currentValue to (_altValue2 isnot undefined ? _altValue2 : $_value) is "military" ? "Military (24-Hour)" : "AM/PM (12-Hour)">>
<<print _displayName>> <span class="green"><<print _currentValue .toString().toUpperFirst()>></span>
<<case "images" "combatImages" "bodywritingImages" "silhouetteEnabled" "tanImgEnabled" "characterLightEnabled" "halfClosedEnabled" "combatAnimations" "blinkingEnabled" "sidebarAnimations">>
<<set _object to _validatorObject["options"][$_label]>>
<<if _object isnot undefined>>
<<set _valid to validateValue(_object, $_value)>>
<</if>>
<<set _displayName to _validatorObject["options"][$_label]["displayName"]>>
<<set _currentValue to (_altValue2 isnot undefined ? _altValue2 : $_value) is 1 ? "Enabled" : (_altValue2 isnot undefined ? _altValue2 : $_value) is true ? "Enabled" : "Disabled">>
<<print _displayName>> <span class="green"><<print _currentValue .toString().toUpperFirst()>></span>
<<case "basePlayerPregnancyChance" "baseNpcPregnancyChance">>
<<set _displayName to _validatorObject[$_label]["displayName"]>>
<<set _previousValue to _validatorObject[$_label]>>
<<set _changedValue to (_altValue2 isnot undefined ? _validatorObject[$_label][_altValue2] : _validatorObject[$_label][$_value])>>
<<if $_label is "basePlayerPregnancyChance">>
<<print _displayName>> <span class="green"><<print "1 in "+(100-(_altValue2 isnot undefined ? _altValue2 : $_value))>></span>
<<else>>
<<print _displayName>> <span class="green"><<print "1 in "+(20-(_altValue2 isnot undefined ? _altValue2 : $_value))>></span>
<</if>>
<<case "humanPregnancyMonths">>
<<set _displayName to _validatorObject[$_label]["displayName"]>>
<<set _currentValue to (_altValue2 isnot undefined ? _altValue2 : $_value)>>
<<print _displayName>> <span class="green"><<print _currentValue .toString().toUpperFirst() + " months">></span>
<<case "wolfPregnancyWeeks">>
<<set _displayName to _validatorObject[$_label]["displayName"]>>
<<set _currentValue to (_altValue2 isnot undefined ? _altValue2 : $_value)>>
<<print _displayName>> <span class="green"><<print _currentValue .toString().toUpperFirst() + " weeks">></span>
<<case "alwaysBackToShopButton" "color" "colourItems" "compactMode" "disableReturn" "highContrast" "mannequinGender" "mannequinGenderFromClothes" "noHelp" "noTraits" "secColor">>
<<set _object to _validatorObject["shopDefaults"][$_label]>>
<<if _object isnot undefined>>
<<set _valid to validateValue(_object, $_value)>>
<</if>>
Changes <<print $_label>> from <span class="green"><<print `$shopDefaults.`+$_label>></span> to <span class="green"><<print (_altValue2 isnot undefined ? _altValue2 : $_value)>></span>
<<case "neverNudeMenus" "showCaptionText" "sidebarStats" "sidebarTime" "combatControls" "mapMovement" "mapTop" "mapMarkers" "images" "combatImages" "bodywritingImages" "silhouetteEnabled" "images" "sidebarAnimations" "blinkingEnabled" "combatAnimations" "halfClosedEnabled" "characterLightEnabled" "lightSpotlight" "lightGradient" "lightGlow" "lightFlat" "lightCombat" "lightTFColor" "maxStates" "useNarrowMarket" "skipStatisticsConfirmation" "passageCount" "playtime" "pepperSprayDisplay" "condomsDisplay" "closeButtonMobile" "showDebugRenderer" "numpad" "traitOverlayFormat" "font" "passageLineHeight" "overlayLineHeight" "sidebarLineHeight" "passageFontSize" "overlayFontSize" "sidebarFontSize">>
<<set _object to _validatorObject["options"][$_label]>>
<<if _object isnot undefined>>
<<set _valid to validateValue(_object, $_value)>>
<</if>>
<<set _displayName to _validatorObject["options"][$_label]["displayName"]>>
<<set _currentValue to (_altValue2 isnot undefined ? _altValue2 : $_value)>>
<<print _displayName>> <span class="green"><<print _currentValue .toString().toUpperFirst()>></span>
<<case "tipdisable">>
<<set _object to _validatorObject["options"][$_label]>>
<<if _object isnot undefined>>
<<set _valid to validateValue(_object, $_value)>>
<</if>>
<<set _displayName to _validatorObject["options"][$_label]["displayName"]>>
<<set _currentValue to (_altValue2 isnot undefined ? _altValue2 : $_value) is false ? "Enabled" : "Disabled">>
<<print _displayName>> <span class="green"><<print _currentValue .toString().toUpperFirst()>></span>
<<case "skin">>
<<set _object to _validatorObject.player.skin>>
<<if _object isnot undefined>>
<<set _valid to validateValue(_object.color, $_value.color)>>
<</if>>
<<set _displayName to "Skin colour">>
<<set _currentValue to (_altValue2 isnot undefined ? _altValue2 : $_value.color)>>
<<print _displayName>> <span class="green"><<print _currentValue.toString().toUpperFirst()>></span>
<<case "movement" "top" "markers">>
<<set _valid to false>>
<<if _object isnot undefined>>
<<set _valid to validateValue(_object, $_value)>>
<</if>>
<<set _displayName to _validatorObject[$_label]["displayName"]>>
<<set _currentValue to (_altValue2 isnot undefined ? _altValue2 : $_value)>>
<<print _displayName>> <span class="green"><<print _currentValue .toString().toUpperFirst()>></span>
<<case "bestialitydisable" "slimedisable" "voredisable" "tentacledisable" "analdisable" "analdoubledisable" "analingusdisablegiving" "analingusdisablereceiving" "vaginaldoubledisable" "transformdisable" "transformdisabledivine" "pbdisable" "breastfeedingdisable" "parasitepregdisable" "watersportsdisable" "spiderdisable" "facesitdisable" "parasitedisable" "swarmdisable" "slugdisable" "waspdisable" "beedisable" "lurkerdisable" "horsedisable" "pregnancyspeechdisable" "plantdisable" "footdisable" "toydildodisable" "toywhipdisable" "toymultiplepenetration" "hypnosisdisable" "ruffledisable" "forcedcrossdressingdisable" "playerPregnancyHumanDisable" "playerPregnancyBeastDisable" "playerPregnancyEggLayingDisable" "npcPregnancyDisable" "incompletePregnancyDisable" "cycledisable" "cheatdisabletoggle">>
<<set _displayName to _validatorObject[$_label]["displayName"]>>
<<set _currentValue to (_altValue2 isnot undefined ? _altValue2 : $_value) is false ? "Enabled" : "Disabled">>
<<print _displayName>> <span class="green"><<print _currentValue .toString().toUpperFirst()>></span>
<<case "breastsizemin" "breastsizemax" "penissizemin" "penissizemax" "bottomsizemin" "bottomsizemax" "blackwolfmonster" "greathawkmonster" "bodywritingLvl" "asphyxiaLvl" "NudeGenderDC" "condomLvl">>
<<set _object to _validatorObject[$_label]>>
<<if _object isnot undefined>>
<<set _valid to validateValue(_object, $_value)>>
<</if>>
<<set _displayName to _validatorObject[$_label]["displayName"]>>
<<set _currentValue to (_altValue2 isnot undefined ? _validatorObject[$_label]["textMap"][_altValue2] : _validatorObject[$_label]["textMap"][$_value])>>
<<if $_label is "penissizemin" or $_label is "penissizemax">>
<<if $_currentGender is "Female">>
<<print _displayName>> <span class="green">Not Applicable</span> /*Don't show min/max penis size for players without a penis*/
<<else>>
<<print _displayName>> <span class="green"><<print _currentValue>></span>
<</if>>
<<else>>
<<print _displayName>> <span class="green"><<print _currentValue>></span>
<</if>>
<<case "clothesPriceUnderwear" "clothesPriceSchool" "clothesPriceLewd" "furniturePriceFactor" "clothesPrice" "rentmod" "tending_yield_factor">>
<<set _displayName to _validatorObject[$_label]["displayName"]>>
<<set _currentValue to (_altValue2 isnot undefined ? _altValue2 : $_value)>>
<<print _displayName>> <span class="green"><<print _currentValue * 100 + "%">></span>
<<case "pronoun" "gender" "skincolour" "penissize" "breastsize" "bottomsize" "gender_body" "ballsExist" "freckles">>
<<if _args[1]>>
<<set _object to _validatorObject[$_label]>>
<<set _displayName to _validatorObject[$_label]["displayName"]>>
<<set _currentValue to (_altValue2 isnot undefined ? _validatorObject[$_label]["textMap"][_altValue2] : _validatorObject[$_label]["textMap"][$_value])>>
<<if $_label is "pronoun">>
<<set $_npcGender to _currentValue>>
<</if>>
<<if $_npcGender is "N/A">>
<<print _displayName>><span class="green"><<print "N/A">></span>
<<else>>
<<print _displayName>><span class="green"><<print _currentValue>></span>
<</if>>
<<if $_value is "none" and $passage is "Start">>
<<set _valid to true>>
<</if>>
<<elseif $_label is "gender">>
<<set _object to _validatorObject["player"][$_label]>>
<<if _object isnot undefined>>
<<set _valid to validateValue(_object, $_value)>>
<</if>>
<<set _displayName to _validatorObject["player"][$_label]["displayName"]>>
<<set $_currentGender to (_altValue2 isnot undefined ? _validatorObject["player"][$_label]["textMap"][_altValue2] : _validatorObject["player"][$_label]["textMap"][$_value])>>
<<print _displayName>> <span class="green"><<print $_currentGender>></span>
<<elseif $_label is "penissize">>
<<set _object to _validatorObject["player"][$_label]>>
<<if _object isnot undefined>>
<<set _valid to validateValue(_object, $_value)>>
<</if>>
<<set _displayName to _validatorObject["player"][$_label]["displayName"]>>
<<set _currentValue to (_altValue2 isnot undefined ? _validatorObject["player"][$_label]["textMap"][_altValue2] : _validatorObject["player"][$_label]["textMap"][$_value])>>
<<if $_currentGender is "Female">>
<<print _displayName>> <span class="green">None</span> /*Don't show penis size for players without a penis*/
<<else>>
<<print _displayName>> <span class="green"><<print _currentValue .toString().toUpperFirst()>></span>
<</if>>
<<elseif $_label is "ballsExist">>
<<set _object to _validatorObject["player"][$_label]>>
<<if _object isnot undefined>>
<<set _valid to validateValue(_object, $_value)>>
<</if>>
<<set _displayName to _validatorObject["player"][$_label]["displayName"]>>
<<set _currentValue to (_altValue2 isnot undefined ? _validatorObject["player"][$_label]["textMap"][_altValue2] : _validatorObject["player"][$_label]["textMap"][$_value])>>
<<if $_currentGender is "Male">>
<<print _displayName>> <span class="green">Existent</span> /*Don't show 'nonexistent' for players who have a penis*/
<<else>>
<<print _displayName>> <span class="green"><<print _currentValue>></span>
<</if>>
<<else>>
<<set _object to _validatorObject["player"][$_label]>>
<<if _object isnot undefined>>
<<set _valid to validateValue(_object, $_value)>>
<</if>>
<<set _displayName to _validatorObject["player"][$_label]["displayName"]>>
<<set _currentValue to (_altValue2 isnot undefined ? _validatorObject["player"][$_label]["textMap"][_altValue2] : _validatorObject["player"][$_label]["textMap"][$_value])>>
<<print _displayName>> <span class="green"><<print _currentValue>></span>
<</if>>
<<case "standingFights" "reverseRape" "passiveDodging" "activeDodging" "uncappedDodgeChance" "blocking" "countering" "feinting" "hookpunching" "brawlingToggle" "enemyPassiveDodging" "enemyActiveDodging" "enemyBlocking" "enemyCountering" "enemyFeinting" "enemyLevelDayScaling" "enemyHealthDayScaling" "enemyInfiniteDayScaling" "enemyHealthDefeatScaling" "enemyInfiniteDefeatScaling" "enemyLevelDefeatScaling">>
<<set _object to _validatorObject["combatExtended"][$_label]>>
<<if _object isnot undefined>>
<<set _valid to validateValue(_object, $_value)>>
<</if>>
<<set _displayName to _validatorObject["combatExtended"][$_label]["displayName"]>>
<<set _currentValue to (_altValue2 isnot undefined ? _altValue2 : $_value) is 1 ? "Enabled" : (_altValue2 isnot undefined ? _altValue2 : $_value) is true ? "Enabled" : "Disabled">>
<<print _displayName>> <span class="green"><<print _currentValue .toString().toUpperFirst()>></span>
<<case "dodgeChanceCap" "enemyLevelDayScalingMult" "enemyHealthDayScalingMult" "enemyLevelDefeatScalingMult" "enemyHealthDefeatScalingMult">>
<<set _object to _validatorObject["combatExtended"][$_label]>>
<<if _object isnot undefined>>
<<set _valid to validateValue(_object, $_value)>>
<</if>>
<<set _displayName to _object["displayName"]>>
<<set _currentValue to (_altValue2 isnot undefined ? _altValue2 : $_value)>>
<<print _displayName>> <span class="green"><<print _currentValue + "%">></span>
<<case "enemyDayScaling" "enemyDayScalingLimit" "enemyDefeatScaling" "enemyDefeatScalingLimit">>
<<set _object to _validatorObject["combatExtended"][$_label]>>
<<if _object isnot undefined>>
<<set _valid to validateValue(_object, $_value)>>
<</if>>
<<set _displayName to _object["displayName"]>>
<<set _currentValue to (_altValue2 isnot undefined ? _altValue2 : $_value)>>
<<print _displayName>> <span class="green"><<print _currentValue>></span>
<<case "npcHealthMult" "npcArousalMult" "beastHealthMult" "beastArousalMult">>
<<set _displayName to _validatorObject[$_label]["displayName"]>>
<<set _currentValue to (_altValue2 isnot undefined ? _altValue2 : $_value)>>
<<print _displayName>> <span class="green"><<print _currentValue + "%">></span>
<<case "halfGain">>
<<set _object to _validatorObject["AMCTraits"][$_label]>>
<<if _object isnot undefined>>
<<set _valid to validateValue(_object, $_value)>>
<</if>>
<<set _displayName to _validatorObject["AMCTraits"][$_label]["displayName"]>>
<<set _currentValue to (_altValue2 isnot undefined ? _altValue2 : $_value) is 1 ? "Enabled" : (_altValue2 isnot undefined ? _altValue2 : $_value) is true ? "Enabled" : "Disabled">>
<<print _displayName>> <span class="green"><<print _currentValue .toString().toUpperFirst()>></span>
<<case "physique" "willpower" "skulduggery" "dancing" "swimming" "athletics" "tending" "housekeeping" "fishing" "brawling" "science" "maths" "english" "history" "seduction" "oral" "chest" "hands" "buttocks" "penile" "vaginal" "anal" "thighs" "feet">>
<<set _object to _validatorObject["AMCTraits"][$_label]>>
<<if _object isnot undefined>>
<<set _valid to validateValue(_object, $_value)>>
<</if>>
<<set _displayName to _validatorObject["AMCTraits"][$_label]["displayName"]>>
<<set _currentValue to (_altValue2 isnot undefined ? _altValue2 : $_value) is 2 ? "Enabled" : (_altValue2 isnot undefined ? _altValue2 : $_value) is true ? "Enabled" : "Disabled">>
<<print _displayName>> <span class="green"><<print _currentValue .toString().toUpperFirst()>></span>
<<case "multiOrgasmToggle">>
<<set _object to _validatorObject[$_label]>>
<<if _object isnot undefined>>
<<set _valid to validateValue(_object, $_value)>>
<</if>>
<<set _displayName to _validatorObject[$_label]["displayName"]>>
<<set _currentValue to (_altValue2 isnot undefined ? _altValue2 : $_value) is 1 ? "Enabled" : (_altValue2 isnot undefined ? _altValue2 : $_value) is true ? "Enabled" : "Disabled">>
<<print _displayName>> <span class="green"><<print _currentValue .toString().toUpperFirst()>></span>
<<default>>
<<if _validatorObject[$_label]>>
<<set _displayName to _validatorObject[$_label]["displayName"]>>
<<set _currentValue to (_altValue2 isnot undefined ? _altValue2 : $_value)>>
<<print _displayName>> <span class="green"><<print _currentValue .toString().toUpperFirst()>></span>
<<else>>
<<set _currentValue to (_altValue2 isnot undefined ? _altValue2 : $_value)>>
<<print $_label + ":">> <span class="green"><<print _currentValue .toString().toUpperFirst()>></span>
<</if>>
<</switch>>
<<if _valid is undefined>>
<span class="red">(Setting is not recognised so will not be imported)</span>
<<elseif _valid is false>>
<span class="red">(Value is not valid so will not be imported)</span>
<</if>>
</li>
<</for>>
</ul>
<</if>>
<</widget>><<widget "modupdate">>
<<if $angeltf is undefined>>
<<set $angeltf to 0>>
<</if>>
<<if $fallenangeltf is undefined>>
<<set $fallenangeltf to 0>>
<</if>>
<<if $fallenangelplustf is undefined>>
<<set $fallenangelplustf to 0>>
<</if>>
<<if $demontf is undefined>>
<<set $demontf to 0>>
<</if>>
<<if $cattf is undefined>>
<<set $cattf to 0>>
<</if>>
<<if $cowtf is undefined>>
<<set $cowtf to 0>>
<</if>>
<<if $wolftf is undefined>>
<<set $wolftf to 0>>
<</if>>
<<if $harpytf is undefined>>
<<set $harpytf to 0>>
<</if>>
<<if $foxtf is undefined>>
<<set $foxtf to 0>>
<</if>>
<<if $fallenangelretribution is undefined>>
<<set $fallenangelretribution to 0>>
<</if>>
<<if $demonseduce is undefined>>
<<set $demonseduce to 0>>
<</if>>
<<if $begoneThot is undefined>>
<<set $begoneThot to 0>>
<</if>>
<<if $farm isnot undefined>>
<<if $farm.tractor is undefined>>
<<set $farm.tractor to 0>>
<<set $farm.tractorplough to false>>
<<set $farm.tractorseeddrill to false>>
<<set $farm.tractorharvester to false>>
<<set $farm.tractorloader to false>>
<</if>>
<<if $farm.compostbin is undefined>>
<<set $farm.compostbin to 0>>
<</if>>
<<if $farm.compostToProduce is undefined>>
<<set $farm.compostToProduce to 0>>
<</if>>
<<if $farm.compostWaiting is undefined>>
<<set $farm.compostWaiting to 0>>
<</if>>
<<if $farm.compostProducing is undefined>>
<<set $farm.compostProducing to [-1,-1,-1,-1]>>
<</if>>
<<if $farm.compostProducing[0] is undefined>>
<<set $farm.compostProducing[0] to -1>>
<</if>>
<<if $farm.compostProducing[1] is undefined>>
<<set $farm.compostProducing[1] to -1>>
<</if>>
<<if $farm.compostProducing[2] is undefined>>
<<set $farm.compostProducing[2] to -1>>
<</if>>
<<if $farm.compostProducing[3] is undefined>>
<<set $farm.compostProducing[3] to -1>>
<</if>>
<<if $farm.compostReady is undefined>>
<<set $farm.compostReady to 0>>
<</if>>
<<if $farm.watchtowerDailyAttempt is undefined>>
<<set $farm.watchtowerDailyAttempt to 0>>
<</if>>
<<if $farm.dailyHelp is undefined>>
<<set $farm.dailyHelp to 0>>
<</if>>
<<if $farm.player_still_timer is undefined>>
<<set $farm.player_still_timer to -1>>
<</if>>
<<if $farm.barn is undefined>>
<<set $farm.barn to 0>>
<</if>>
<<if $farm.coop is undefined>>
<<set $farm.coop to 0>>
<</if>>
<<if $farm.extract is undefined>>
<<set $farm.extract to 0>>
<</if>>
<<if $farm.net is undefined>>
<<set $farm.net to 0>>
<</if>>
<<if $farm.cooler is undefined>>
<<set $farm.cooler to 0>>
<</if>>
<<if $farm.waterField is undefined>>
<<set $farm.waterField to 0>>
<</if>>
<</if>>
<<if $studyBooks is undefined>>
<<set $studyBooks to {}>>
<<set $studyBooks.rented to {}>>
<<set $studyBooks.rented.count to 0>>
<<set $studyBooks.rented.science to 0>>
<<set $studyBooks.rented.maths to 0>>
<<set $studyBooks.rented.english to 0>>
<<set $studyBooks.rented.history to 0>>
<<set $studyBooks.rented.RaulAndJanet to 0>>
<<set $studyBooks.rented.pinch to 0>>
<<set $studyBooks.stolen to {}>>
<<set $studyBooks.stolen.count to 0>>
<<set $studyBooks.stolen.science to 0>>
<<set $studyBooks.stolen.maths to 0>>
<<set $studyBooks.stolen.english to 0>>
<<set $studyBooks.stolen.history to 0>>
<<set $studyBooks.stolen.RaulAndJanet to 0>>
<<set $studyBooks.stolen.pinch to 0>>
<</if>>
<<if $studyBooks.rented is "none" or $studyBooks.rented is "science" or $studyBooks.rented is "maths" or $studyBooks.rented is "English" or $studyBooks.rented is "history" or $studyBooks.rented is "Raul and Janet" or $studyBooks.rented is "Pinch">>
<<set $studyBooks.rented to {}>>
<<set $studyBooks.rented.count to 0>>
<<if $studyBooks.rented is "science">>
<<set $studyBooks.rented.science to 1>>
<<set $studyBooks.rented.count += 1>>
<<else>>
<<set $studyBooks.rented.science to 0>>
<</if>>
<<if $studyBooks.rented is "maths">>
<<set $studyBooks.rented.maths to 1>>
<<set $studyBooks.rented.count += 1>>
<<else>>
<<set $studyBooks.rented.maths to 0>>
<</if>>
<<if $studyBooks.rented is "English">>
<<set $studyBooks.rented.english to 1>>
<<set $studyBooks.rented.count += 1>>
<<else>>
<<set $studyBooks.rented.english to 0>>
<</if>>
<<if $studyBooks.rented is "history">>
<<set $studyBooks.rented.history to 1>>
<<set $studyBooks.rented.count += 1>>
<<else>>
<<set $studyBooks.rented.history to 0>>
<</if>>
<<if $studyBooks.rented is "Raul and Janet">>
<<set $studyBooks.rented.RaulAndJanet to 1>>
<<set $studyBooks.rented.count += 1>>
<<else>>
<<set $studyBooks.rented.RaulAndJanet to 0>>
<</if>>
<<if $studyBooks.rented is "Pinch">>
<<set $studyBooks.rented.pinch to 1>>
<<set $studyBooks.rented.count += 1>>
<<else>>
<<set $studyBooks.rented.pinch to 0>>
<</if>>
<</if>>
<<if $studyBooks.stolen is "none" or $studyBooks.stolen is "science" or $studyBooks.stolen is "maths" or $studyBooks.stolen is "English" or $studyBooks.stolen is "history" or $studyBooks.stolen is "Raul and Janet" or $studyBooks.stolen is "Pinch">>
<<set $studyBooks.stolen to {}>>
<<set $studyBooks.stolen.count to 0>>
<<if $studyBooks.stolen is "science">>
<<set $studyBooks.stolen.science to 1>>
<<set $studyBooks.stolen.count to 1>>
<<else>>
<<set $studyBooks.stolen.science to 0>>
<</if>>
<<if $studyBooks.stolen is "maths">>
<<set $studyBooks.stolen.maths to 1>>
<<set $studyBooks.stolen.count to 1>>
<<else>>
<<set $studyBooks.stolen.maths to 0>>
<</if>>
<<if $studyBooks.stolen is "English">>
<<set $studyBooks.stolen.english to 1>>
<<set $studyBooks.stolen.count to 1>>
<<else>>
<<set $studyBooks.stolen.english to 0>>
<</if>>
<<if $studyBooks.stolen is "history">>
<<set $studyBooks.stolen.history to 1>>
<<set $studyBooks.stolen.count to 1>>
<<else>>
<<set $studyBooks.stolen.history to 0>>
<</if>>
<<if $studyBooks.stolen is "Raul and Janet">>
<<set $studyBooks.stolen.RaulAndJanet to 1>>
<<set $studyBooks.stolen.count to 1>>
<<else>>
<<set $studyBooks.stolen.RaulAndJanet to 0>>
<</if>>
<<if $studyBooks.stolen is "Pinch">>
<<set $studyBooks.stolen.pinch to 1>>
<<set $studyBooks.stolen.count to 1>>
<<else>>
<<set $studyBooks.stolen.pinch to 0>>
<</if>>
<</if>>
<<if $book_rent_deposit is undefined>>
<<set $book_rent_deposit to 0>>
<</if>>
<<if !$plants_known.includes("green_manure")>>
<<set $plants_known.push("green_manure")>>
<</if>>
<<if $lockpickTrainingSet is undefined>>
<<set $lockpickTrainingSet to 0>>
<</if>>
<<if $umbrella isnot undefined>>
<<unset $umbrella>>
<</if>>
<<if $umbrellaDurability isnot undefined>>
<<unset $umbrellaDurability>>
<</if>>
<<if $umbrellaSidebar isnot undefined>>
<<unset $umbrellaSidebar>>
<</if>>
<<if $umbrellaStat is undefined>>
<<set $umbrellaStat to 0>>
<</if>>
<<if $tfearshatposition is undefined>>
<<set $tfearshatposition to "under">>
<</if>>
<<if $tfearsposition is undefined>>
<<set $tfearsposition to "back">>
<</if>>
<<if $bannerstyle is undefined>>
<<set $bannerstyle to "default">>
<</if>>
<<if $bannerstyle is 1>>
<<set $bannerstyle to "default">>
<</if>>
<<if $bannerstyle is 2>>
<<set $bannerstyle to "gold">>
<</if>>
<<if $bannerstyleintro is undefined>>
<<set $bannerstyleintro to {}>>
<<set $bannerstyleintro.gold to false>>
<<set $bannerstyleintro.silver to false>>
<<set $bannerstyleintro.bronze to false>>
<<set $bannerstyleintro.blood to false>>
<<set $bannerstyleintro.alien to false>>
<</if>>
<<if $bannerstyleintro.silver is undefined>>
<<set $bannerstyleintro.silver to false>>
<</if>>
<<if $bannerstyleintro.bronze is undefined>>
<<set $bannerstyleintro.bronze to false>>
<</if>>
<<if $furnitureLocation is undefined>>
<<set $furnitureLocation to "orphanage">>
<</if>>
<<if $furnitureMovePrice is undefined>>
<<set $furnitureMovePrice = []>>
<</if>>
<<if $multFix is undefined>>
<<if $npcHealthMult is 1>>
<<set $npcHealthMult to 100>>
<</if>>
<<if $npcArousalMult is 1>>
<<set $npcArousalMult to 100>>
<</if>>
<<if $beastHealthMult is 1>>
<<set $beastHealthMult to 200>>
<</if>>
<<if $beastArousalMult is 1>>
<<set $beastArousalMult to 100>>
<</if>>
<<set $multFix to 1>>
<</if>>
<<if $npcHealthMult is undefined>>
<<set $npcHealthMult to 100>>
<</if>>
<<if $npcArousalMult is undefined>>
<<set $npcArousalMult to 100>>
<</if>>
<<if $beastHealthMult is undefined>>
<<set $beastHealthMult to 100>>
<</if>>
<<if $beastArousalMult is undefined>>
<<set $beastArousalMult to 100>>
<</if>>
<<set setup.majorAreas to [
"Orphanage", "Bedroom", "Barb Street", "Cliff Street", "Connudatus Street", "Danube Street", "Domus Street", "Elk Street",
"Harvest Street", "High Street", "Mer Street", "Nightingale Street", "Oxford Street", "Starfish Street", "Wolf Street",
"Residential alleyways", "Commercial alleyways", "Industrial alleyways", "Park", "Hallways", "Brothel", "Strip Club",
"Beach", "Ocean Breeze", "Docks Work", "Residential Drain", "Commercial Drain", "Industrial Drain", "Forest", "Farmland",
"Livestock Field", "Moor", "Forest Wolf Cave", "Wolf Cave", "Wolf Cave Clearing", "Asylum", "Asylum Cell", "Underground Cell", "Prison Cell", "Island", "Lake Shore", "Farmland", "Farm Work", "Meadow", "Sea", "town"
]>>
<<if $hypnosis_traits.scream is undefined or $hypnosis_traits.scream lt 0>>
<<set $hypnosis_traits.scream to 0>>
<</if>>
<<if $hypnosis_traits.cover is undefined or $hypnosis_traits.cover lt 0>>
<<set $hypnosis_traits.cover to 0>>
<</if>>
<<if $hypnosis_traits.deviancy is undefined or $hypnosis_traits.deviancy lt 0>>
<<set $hypnosis_traits.deviancy to 0>>
<</if>>
<<if $enemystatstyle is undefined>>
<<set $enemystatstyle to "default">>
<</if>>
<<if $uncomfortable.sadoMaso is undefined>>
<<set $uncomfortable.sadoMaso to true>>
<</if>>
<<if $combatExtended is undefined>>
<<set $combatExtended to {}>>
<</if>>
<<if $combatExtended.passiveDodging is undefined>>
<<set $combatExtended.passiveDodging to 0>>
<</if>>
<<if $combatExtended.activeDodging is undefined>>
<<set $combatExtended.activeDodging to 0>>
<</if>>
<<if $combatExtended.activeDodgingActive is undefined>>
<<set $combatExtended.activeDodgingActive to 0>>
<</if>>
<<if $combatExtended.dodgeSuccess is undefined>>
<<set $combatExtended.dodgeSuccess to 0>>
<</if>>
<<if $combatExtended.standingFights is undefined>>
<<set $combatExtended.standingFights to 0>>
<</if>>
<<if $combatExtended.standingFightStart is undefined or $combat isnot 1>>
<<set $combatExtended.standingFightStart to 1>>
<</if>>
<<if $combatExtended.reverseRape is undefined>>
<<set $combatExtended.reverseRape to 0>>
<</if>>
<<if $combatExtended.reverseRapeEnd is undefined>>
<<set $combatExtended.reverseRapeEnd to 0>>
<</if>>
<<if $combatExtended.reverseRapeStart is undefined>>
<<set $combatExtended.reverseRapeStart to 0>>
<</if>>
<<if $combatExtended.stability is undefined>>
<<set $combatExtended.stability to 0>>
<</if>>
<<if $combatExtended.stabilityLost is undefined>>
<<set $combatExtended.stabilityLost to 0>>
<</if>>
<<if $combatExtended.enemyPassiveDodging is undefined>>
<<set $combatExtended.enemyPassiveDodging to 0>>
<</if>>
<<if $combatExtended.enemyActiveDodging is undefined>>
<<set $combatExtended.enemyActiveDodging to 0>>
<</if>>
<<if $combatExtended.enemyFeinting is undefined>>
<<set $combatExtended.enemyFeinting to 0>>
<</if>>
<<if $combatExtended.enemyBlocking is undefined>>
<<set $combatExtended.enemyBlocking to 0>>
<</if>>
<<if $combatExtended.enemyCountering is undefined>>
<<set $combatExtended.enemyCountering to 0>>
<</if>>
<<if $combatExtended.enemyCounterSuccess is undefined>>
<<set $combatExtended.enemyCounterSuccess to 0>>
<</if>>
<<if $combatExtended.brawlingToggle is undefined>>
<<set $combatExtended.brawlingToggle to 0>>
<</if>>
<<if $combatExtended.brawling is undefined>>
<<set $combatExtended.brawling to 0>>
<</if>>
<<if $combatExtended.uncappedDodgeChance is undefined>>
<<set $combatExtended.uncappedDodgeChance to 0>>
<</if>>
<<if $combatExtended.dodgeChanceCap is undefined>>
<<set $combatExtended.dodgeChanceCap to 90>>
<</if>>
<<if $combatExtended.blocking is undefined>>
<<set $combatExtended.blocking to 0>>
<</if>>
<<if $combatExtended.blockingActive is undefined>>
<<set $combatExtended.blockingActive to 0>>
<</if>>
<<if $combatExtended.countering is undefined>>
<<set $combatExtended.countering to 0>>
<</if>>
<<if $combatExtended.counteringActive is undefined>>
<<set $combatExtended.counteringActive to 0>>
<</if>>
<<if $combatExtended.counterSuccess is undefined>>
<<set $combatExtended.counterSuccess to 0>>
<</if>>
<<if $combatExtended.feinting is undefined>>
<<set $combatExtended.feinting to 0>>
<</if>>
<<if $combatExtended.feintingActive is undefined>>
<<set $combatExtended.feintingActive to 0>>
<</if>>
<<if $combatExtended.hookpunching is undefined>>
<<set $combatExtended.hookpunching to 0>>
<</if>>
<<if $combatExtended.hookpunchingActive is undefined>>
<<set $combatExtended.hookpunchingActive to 0>>
<</if>>
/* Enemy Day Scaling */
<<if $combatExtended.enemyLevelDayScaling is undefined>>
<<set $combatExtended.enemyLevelDayScaling to 0>>
<</if>>
<<if $combatExtended.enemyLevelDayScalingMult is undefined>>
<<set $combatExtended.enemyLevelDayScalingMult to 1>>
<</if>>
<<if $combatExtended.enemyHealthDayScaling is undefined>>
<<set $combatExtended.enemyHealthDayScaling to 0>>
<</if>>
<<if $combatExtended.enemyHealthDayScalingMult is undefined or ($combatExtended.enemyHealthDayScalingMult is 0.05 and $combatExtended.enemyHealthDayScalingMultFix is undefined)>>
<<set $combatExtended.enemyHealthDayScalingMult to 5>>
<</if>>
<<if $combatExtended.enemyDayScaling is undefined>>
<<set $combatExtended.enemyDayScaling to 7>>
<</if>>
<<if $combatExtended.enemyInfiniteDayScaling is undefined>>
<<set $combatExtended.enemyInfiniteDayScaling to 0>>
<</if>>
<<if $combatExtended.enemyDayScalingLimit is undefined>>
<<set $combatExtended.enemyDayScalingLimit to 20>>
<</if>>
/* Enemy Defeat Scaling */
<<if $combatExtended.enemyLevelDefeatScaling is undefined>>
<<set $combatExtended.enemyLevelDefeatScaling to 0>>
<</if>>
<<if $combatExtended.enemyLevelDefeatScalingMult is undefined>>
<<set $combatExtended.enemyLevelDefeatScalingMult to 1>>
<</if>>
<<if $combatExtended.enemyHealthDefeatScaling is undefined>>
<<set $combatExtended.enemyHealthDefeatScaling to 0>>
<</if>>
<<if $combatExtended.enemyHealthDefeatScalingMult is undefined or ($combatExtended.enemyHealthDefeatScalingMult is 0.05 and $combatExtended.enemyHealthDefeatScalingMultFix is undefined)>>
<<set $combatExtended.enemyHealthDefeatScalingMult to 5>>
<</if>>
<<if $combatExtended.enemyDefeatScaling is undefined>>
<<set $combatExtended.enemyDefeatScaling to 10>>
<</if>>
<<if $combatExtended.enemyInfiniteDefeatScaling is undefined>>
<<set $combatExtended.enemyInfiniteDefeatScaling to 0>>
<</if>>
<<if $combatExtended.enemyDefeatScalingLimit is undefined>>
<<set $combatExtended.enemyDefeatScalingLimit to 20>>
<</if>>
<<if $combatExtended.reverseRapeInit is undefined>>
<<set $combatExtended.reverseRapeInit to 0>>
<</if>>
<<if $dodgeStat is undefined>>
<<set $dodgeStat to 0>>
<</if>>
<<if $partialDodgeStat is undefined>>
<<set $partialDodgeStat to 0>>
<</if>>
<<if $counterStat is undefined>>
<<set $counterStat to 0>>
<</if>>
<<if $partialCounterStat is undefined>>
<<set $partialCounterStat to 0>>
<</if>>
<<if $hookpunchStat is undefined>>
<<set $hookpunchStat to 0>>
<</if>>
<<if $enemiesDefeatedStat is undefined>>
<<set $enemiesDefeatedStat to 0>>
<</if>>
<<if $brothelExclusiveGloryholeIntro is undefined>>
<<set $brothelExclusiveGloryholeIntro to 0>>
<</if>>
<<if $brothelExclusiveGloryholePrice is undefined>>
<<set $brothelExclusiveGloryholePrice to 10>>
<</if>>
<<if $combat is 0 and $punishmentposition is "gloryhole">>
<<set $punishmentposition to 0>>
<</if>>
<<if $npcStealMoneyToggle is undefined>>
<<set $npcStealMoneyToggle to 0>>
<</if>>
<<if $npcStealMoneyPercentage is undefined>>
<<set $npcStealMoneyPercentage to 10>>
<</if>>
<<if $willpowerDecay is undefined>>
<<set $willpowerDecay to 1>>
<</if>>
<<if $birdFly is 1>>
<<set $birdFlyUnlocked to 1>>
<</if>>
<<set $daisyCount to 0>>
<<for _i to 0; _i lt $plants_known.length; _i++>>
<<if $plants_known[_i] is "daisy">>
<<set $daisyCount += 1>>
<</if>>
<</for>>
<<if $daisyCount gte 2>>
<<set $plants_known to []>>
<<run unlockAllSeeds()>>
<</if>>
<<if $multiOrgasmToggle is undefined>>
<<set $multiOrgasmToggle to 0>>
<</if>>
<<if $NNPCMultiOrgasmToggle is undefined>>
<<set $NNPCMultiOrgasmToggle to 0>>
<</if>>
<<if $multiOrgasmLustScaling is undefined>>
<<set $multiOrgasmLustScaling to 0>>
<</if>>
<<if $NPCName[0].maxOrgasms is undefined>>
<<for _i to 0; _i lt $NPCName.length; _i++>>
<<set $NPCName[_i].maxOrgasms to 1>>
<</for>>
<</if>>
<<if $farm>>
<<if $farm.tower>>
<<if $farm.tower gte 1 and !$farm.tower_guard>>
<<set $farm.tower_guard_can_hire to true>>
<</if>>
<</if>>
<</if>>
<<if C.tiredness is undefined>>
<<set C.tiredness to {
max: 2000,
min: 0
}>>
<</if>>
<<if $tirednessMaxScalingToggle is undefined>>
<<set $tirednessMaxScalingToggle to 0>>
<</if>>
<<if $dockbonus is undefined>>
<<set $dockbonus to 0>>
<</if>>
<<set $CTAngryLowC to ["snarls", "sneers", "growls", "groans", "yells"]>>
<<set $CTAngryMidC to ["mocks you", "sneers", "growls", "groans", "yells"]>>
<<set $CTAngryHighC to ["snarls", "sneers", "screams", "shouts", "yells"]>>
<<set $CTAnnoyedLowC to ["speaks", "snarls", "growl", "jeers"]>>
<<set $CTAnnoyedMidC to ["speaks hushedly","snarls","sneers","growls"]>>
<<set $CTAnnoyedHighC to ["is lost in the moment","snarls","sneers","growls"]>>
<<set $CTHappyLowC to ["speaks", "whispers" , "Murmurs" , "breathes"]>>
<<set $CTHappyMidC to ["speaks","whispers","moans"]>>
<<set $CTHappyHighC to ["is lost in the moment","speaks","coos","whispers", "speaks hushedly"]>>
<<if Array.isArray($mathsTraitBuffs)>>
<<set _mathsTraitBuffs to $mathsTraitBuffs>>
<<if $mathsTraitBuffs.antiques isnot undefined>>
<<set _mathsTraitBuffs.antiques to $mathsTraitBuffs.antiques>>
<</if>>
<<if $mathsTraitBuffs.stolen isnot undefined>>
<<set _mathsTraitBuffs.stolen to $mathsTraitBuffs.stolen>>
<</if>>
<<if $mathsTraitBuffs.market isnot undefined>>
<<set _mathsTraitBuffs.market to $mathsTraitBuffs.market>>
<</if>>
<<set $mathsTraitBuffs to {}>>
<<if _mathsTraitBuffs.antiques isnot undefined>>
<<set $mathsTraitBuffs.antiques to _mathsTraitBuffs.antiques>>
<</if>>
<<if _mathsTraitBuffs.stolen isnot undefined>>
<<set $mathsTraitBuffs.stolen to _mathsTraitBuffs.stolen>>
<</if>>
<<if _mathsTraitBuffs.market isnot undefined>>
<<set $mathsTraitBuffs.market to _mathsTraitBuffs.market>>
<</if>>
<<unset _mathsTraitBuffs>>
<</if>>
<<if $mathsTraitBuffs is undefined>>
<<set $mathsTraitBuffs to {}>>
<</if>>
<<if $mathsTraitBuffs.antiques is undefined>>
<<set $mathsTraitBuffs.antiques to 0>>
<</if>>
<<if $mathsTraitBuffs.stolen is undefined>>
<<set $mathsTraitBuffs.stolen to 0>>
<</if>>
<<if $mathsTraitBuffs.market is undefined>>
<<set $mathsTraitBuffs.market to 0>>
<</if>>
<<if $npcDescGenType is undefined>>
<<set $npcDescGenType to "vanilla">>
<</if>>
<<if $npcBreastGenType is undefined>>
<<set $npcBreastGenType to "vanilla">>
<</if>>
<<if $npcPenisGenType is undefined>>
<<set $npcPenisGenType to "vanilla">>
<</if>>
<<if "antiqueliquor" in $museumAntiques.antiques>>
<<run delete $museumAntiques.antiques.antiqueliquor>>
<</if>>
<<if "antiquebogplate" in $museumAntiques.antiques>>
<<run delete $museumAntiques.antiques.antiquebogplate>>
<</if>>
<<if "antiquebogbone" in $museumAntiques.antiques>>
<<run delete $museumAntiques.antiques.antiquebogbone>>
<</if>>
<<if "antiquebogtool" in $museumAntiques.antiques>>
<<run delete $museumAntiques.antiques.antiquebogtool>>
<</if>>
<<if "antiquebunkertablet" in $museumAntiques.antiques>>
<<run delete $museumAntiques.antiques.antiquebunkertablet>>
<</if>>
<<if "antiquebunkertag" in $museumAntiques.antiques>>
<<run delete $museumAntiques.antiques.antiquebunkertag>>
<</if>>
<<if "antiquecannonball" in $museumAntiques.antiques>>
<<run delete $museumAntiques.antiques.antiquecannonball>>
<</if>>
<<if "antiquearttablet" in $museumAntiques.antiques>>
<<run delete $museumAntiques.antiques.antiquearttablet>>
<</if>>
<<if "antiqueterracottastatue" in $museumAntiques.antiques>>
<<run delete $museumAntiques.antiques.antiqueterracottastatue>>
<</if>>
<<if "antiqueredvial" in $museumAntiques.antiques>>
<<run delete $museumAntiques.antiques.antiqueredvial>>
<</if>>
<<if "antiquetribemask" in $museumAntiques.antiques>>
<<run delete $museumAntiques.antiques.antiquetribemask>>
<</if>>
<<if "antiqueebonystatuette" in $museumAntiques.antiques>>
<<run delete $museumAntiques.antiques.antiqueebonystatuette>>
<</if>>
<<if "antiqueglacierplant" in $museumAntiques.antiques>>
<<run delete $museumAntiques.antiques.antiqueglacierplant>>
<</if>>
<<if "antiquereal" in $museumAntiques.antiques>>
<<run delete $museumAntiques.antiques.antiquereal>>
<</if>>
<<if "antiquebullion" in $museumAntiques.antiques>>
<<run delete $museumAntiques.antiques.antiquebullion>>
<</if>>
<<if "antiqueindigo" in $museumAntiques.antiques>>
<<run delete $museumAntiques.antiques.antiqueindigo>>
<</if>>
<<if isNaN($stress)>>
<<set $stress to 0>>
<</if>>
<<if isNaN($tiredness)>>
<<set $tiredness to 0>>
<</if>>
<<if $realisticTransparency is undefined>>
<<set $realisticTransparency to 0>>
<</if>>
<<if $DoLPTFBuffs is undefined>>
<<set $DoLPTFBuffs to 0>>
<</if>>
<<if $TFWolfBuffs is undefined>>
<<if ($wolfgirl gte 6 or ($transformationParts.wolf.tail isnot "hidden" and $transformationParts.wolf.tail isnot "disabled"))>>
<<set $TFWolfBuffs to 1>>
<<else>>
<<set $TFWolfBuffs to 0>>
<</if>>
<</if>>
<<if $TFCatBuffs is undefined>>
<<if ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled"))>>
<<set $TFCatBuffs to 1>>
<<else>>
<<set $TFCatBuffs to 0>>
<</if>>
<</if>>
<<if $TFCowBuffs is undefined>>
<<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>
<<set $TFCowBuffs to 1>>
<<else>>
<<set $TFCowBuffs to 0>>
<</if>>
<</if>>
<<if $TFBearBuffs is undefined>>
<<if $bear gte 6>>
<<set $TFBearBuffs to 1>>
<<else>>
<<set $TFBearBuffs to 0>>
<</if>>
<</if>>
<<if $TFBirdBuffs is undefined>>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled"))>>
<<set $TFBirdBuffs to 1>>
<<else>>
<<set $TFBirdBuffs to 0>>
<</if>>
<</if>>
<<if $TFFoxBuffs is undefined>>
<<if ($fox gte 6 or ($transformationParts.fox.tail isnot "hidden" and $transformationParts.fox.tail isnot "disabled"))>>
<<set $TFFoxBuffs to 1>>
<<else>>
<<set $TFFoxBuffs to 0>>
<</if>>
<</if>>
<<if $TFBunnyBuffs is undefined>>
<<if ($bunny gte 6 or ($transformationParts.fox.tail isnot "hidden" and $transformationParts.fox.tail isnot "disabled"))>>
<<set $TFBunnyBuffs to 1>>
<<else>>
<<set $TFBunnyBuffs to 0>>
<</if>>
<</if>>
<<if typeof $background is "string" or $background is undefined>>
<<if $background is "nerd">>
<<set _tmp to "nerd">>
<</if>>
<<if $background is "athlete">>
<<set _tmp to "athlete">>
<</if>>
<<if $background is "delinquent">>
<<set _tmp to "delinquent">>
<</if>>
<<if $background is "promiscuous">>
<<set _tmp to "promiscuous">>
<</if>>
<<if $background is "exhibitionist">>
<<set _tmp to "exhibitionist">>
<</if>>
<<if $background is "deviant">>
<<set _tmp to "deviant">>
<</if>>
<<if $background is "beautiful">>
<<set _tmp to "beautiful">>
<</if>>
<<if $background is "crossdresser">>
<<set _tmp to "crossdresser">>
<</if>>
<<if $background is "lustful">>
<<set _tmp to "lustful">>
<</if>>
<<if $background is "plantlover">>
<<set _tmp to "plantlover">>
<</if>>
<<unset $background>>
<<set $background to {}>>
<<if _tmp isnot undefined>>
<<set $background[_tmp] to true>>
<<set $backgroundTraits.push(_tmp)>>
<<unset _tmp>>
<</if>>
<</if>>
<<if $background.nerd is undefined>>
<<set $background.nerd to false>>
<</if>>
<<if $background.athlete is undefined>>
<<set $background.athlete to false>>
<</if>>
<<if $background.delinquent is undefined>>
<<set $background.delinquent to false>>
<</if>>
<<if $background.promiscuous is undefined>>
<<set $background.promiscuous to false>>
<</if>>
<<if $background.exhibitionist is undefined>>
<<set $background.exhibitionist to false>>
<</if>>
<<if $background.deviant is undefined>>
<<set $background.deviant to false>>
<</if>>
<<if $background.beautiful is undefined>>
<<set $background.beautiful to false>>
<</if>>
<<if $background.crossdresser is undefined>>
<<set $background.crossdresser to false>>
<</if>>
<<if $background.lustful is undefined>>
<<set $background.lustful to false>>
<</if>>
<<if $background.lustful is true and !$backgroundTraits.includes("lustful")>>
<<set $backgroundTraits.push("lustful")>>
<</if>>
<<if $background.plantlover is undefined>>
<<set $background.plantlover to false>>
<</if>>
<<if $bear is undefined>>
<<set $bear to 0>>
<</if>>
<<if $bearbuild is undefined>>
<<set $bearbuild to 0>>
<</if>>
<<if $beartf is undefined>>
<<set $beartf to 0>>
<</if>>
<<if $transformationParts.bear is undefined>>
<<set $transformationParts.bear to {plumage:"disabled", pubes:"disabled", ears:"disabled", tail:"disabled"}>>
<</if>>
<<if $reverseRapeOptOut is undefined>>
<<set $reverseRapeOptOut to 0>>
<</if>>
<<if $skulduggery is undefined or isNaN($skulduggery)>>
<<set $skulduggery to 1000>>
<</if>>
<<if $historyTraitBuffs is undefined>>
<<set $historyTraitBuffs to {}>>
<</if>>
<<if $historyTraitBuffs.improvedChances is undefined>>
<<set $historyTraitBuffs.improvedChances to 0>>
<</if>>
<<if $wardrobeMult is undefined>>
<<set $wardrobeMult to 1>>
<</if>>
<<if $dancingRebalance is undefined>>
<<set $dancingRebalance to 0>>
<</if>>
<<if $nikiSeen is undefined>>
<<set $nikiSeen to []>>
<<if $niki_seen isnot undefined>>
<<set $nikiSeen.pushUnique($niki_seen)>>
<<unset $niki_seen>>
<</if>>
<<if $livestock_pig gte 1>>
<<set $nikiSeen.pushUnique("farm")>>
<</if>>
<<if $chef_state gte 5>>
<<set $nikiSeen.pushUnique("chef")>>
<</if>>
<<if $winterLakeTalk gte 3>>
<<set $nikiSeen.pushUnique("winter")>>
<</if>>
<</if>>
<<if $sydneySeen is undefined>>
<<set $sydneySeen to []>>
<</if>>
<<if $willpowerCum is undefined>>
<<set $willpowerCum to 0>>
<</if>>
<<if $orgasmCum is undefined>>
<<set $orgasmCum to 0>>
<</if>>
<<if $stallDeposit is undefined>>
<<set $stallDeposit to 0>>
<</if>>
<<if $traumaeyes is undefined>>
<<set $traumaeyes to false>>
<</if>>
<!--DecoMod Stuff -->
<<if $foreground_image is undefined>>
<<set $foreground_image to "none">>
<</if>>
<<if $background_image is undefined>>
<<set $background_image to "none">>
<</if>>
<<if $bike is undefined>>
<<set $bike to 0>>
<</if>>
<<if $bikeDurability is undefined>>
<<set $bikeDurability to 0>>
<</if>>
<<if $bikePersistentLocation is undefined>>
<<set $bikePersistentLocation to 0>>
<</if>>
<<if $bikeSecurity is undefined>>
<<set $bikeSecurity to 0>>
<</if>>
<<if $bikeSecurityGear is undefined>>
<<set $bikeSecurityGear to 0>>
<</if>>
<<if $bikeLocation is undefined>>
<<set $bikeLocation to "">>
<</if>>
<<if $bikeStart is undefined>>
<<set $bikeStart to "">>
<</if>>
<<if $bikeStartCategory is undefined>>
<<set $bikeStartCategory to "">>
<</if>>
<<if $bikeEndCategory is undefined>>
<<set $bikeEndCategory to "">>
<</if>>
<<if $bikeDestination is undefined>>
<<set $bikeDestination to "">>
<</if>>
<<if $bikeBroken isnot undefined and $bikeDurability gte 1>>
<<unset $bikeBroken>>
<</if>>
<<if $combatTimePass is undefined>>
<<set $combatTimePass to 10>>
<</if>>
<<if $combat isnot 1>>
<<set $ejaculating to 0>>
<<set $ejaculatingMid to false>>
<</if>>
<<if $dailySunscreen is undefined>>
<<set $dailySunscreen to 0>>
<</if>>
<<if $statGainReductionMult is undefined>>
<<set $statGainReductionMult to 100>>
<</if>>
<<if $npcDescDemonDisable is undefined>>
<<set $npcDescDemonDisable to 0>>
<</if>>
<<if $stressMaxScalingToggle is undefined>>
<<set $stressMaxScalingToggle to 0>>
<</if>>
<<if $athleticsFitnessToggle is undefined>>
<<set $athleticsFitnessToggle to 0>>
<</if>>
<<if $loveInterest is undefined>>
<<set $loveInterest to {
primary: "None",
secondary: "None",
tertiary: "None",
quarternary: "None",
quinary: "None",
senary: "None"
}>>
<</if>>
<<if $loveInterest.quarternary is undefined>>
<<set $loveInterest.quarternary to "None">>
<</if>>
<<if $loveInterest.quinary is undefined>>
<<set $loveInterest.quinary to "None">>
<</if>>
<<if $loveInterest.senary is undefined>>
<<set $loveInterest.senary to "None">>
<</if>>
<<set _food_keys to Object.keys(setup.plants)>>
<<for _i to 0; _i lt _food_keys.length; _i++>>
<<set $_type to _food_keys[_i]>>
<<if $plants[$_type] is undefined>>
<<set $plants[$_type] to {"name": setup.plants[$_type].name, "plural": setup.plants[$_type].plural, "amount": 0}>>
<<elseif $plants[$_type].name is undefined>>
<<set $plants[$_type] to {"name": setup.plants[$_type].name, "plural": setup.plants[$_type].plural, "amount": $plants[$_type].amount}>>
<</if>>
<</for>>
<<if $baileyDeposit is undefined>>
<<set $baileyDeposit to 0>>
<</if>>
<<if $depositMax is undefined>>
<<set $depositMax to 0>>
<</if>>
<<if $depositWithdrawalFee is undefined>>
<<set $depositWithdrawalFee to 10>>
<</if>>
<<set _rentstage to $rentstage - 1>>
<<set _baileyDepositMax to 0>>
<<for _i to 1; _i <= $depositMax; _i++>>
<<set $rentmoney to [10000,30000,50000,70000,100000,150000,200000][Math.clamp(_rentstage,0,6)]>>
<<set _rentstage += 1>>
<<set _baileyDepositMax += $rentmoney + ($babyRent or 0)>>
<</for>>
<<if $factoryUpgrades is undefined>>
<<set $factoryUpgrades to {}>>
<</if>>
<<if $rightArmPosition is undefined>>
<<set $rightArmPosition to "below">>
<</if>>
<<if $parasiteCapMult is undefined>>
<<set $parasiteCapMult to 1>>
<</if>>
<<set setup.faceVariantOptions to {
"default": {
"Gentle": "default",
"Catty": "catty",
"Aloof": "aloof",
"Sweet": "sweet",
"Modded 1": "modded1",
"Modded 2": "modded2",
"Modded 3": "modded3",
"Modded 4": "modded4",
"Modded 5": "modded5",
"Modded 6": "modded6",
"Modded 7": "modded7",
"Modded 8": "modded8",
"Modded 9": "modded9",
},
}>>
<<if $transformationParts.bunny is undefined>>
<<set $transformationParts.bunny to {ears:"disabled", tail:"disabled"}>>
<</if>>
<<if $stressBeauty is undefined>>
<<set $stressBeauty to 0>>
<</if>>
<<if $beautyMult is undefined>>
<<set $beautyMult to 1>>
<</if>>
<<modParasiteCapUpdate>>
<<modWardrobeUpdate>>
<<amcTraitsUpdate>>
<</widget>>
<<widget "amcTraitsUpdate">>
<<if $AMCTraits is undefined>>
<<set $AMCTraits to {}>>
<</if>>
<<if $AMCTraits.halfGain is undefined>>
<<set $AMCTraits.halfGain to 0>>
<</if>>
<<if $AMCTraits.beauty is undefined>>
<<set $AMCTraits.beauty to 1>>
<</if>>
<<if $AMCTraits.physique is undefined>>
<<set $AMCTraits.physique to 1>>
<</if>>
<<if $AMCTraits.willpower is undefined>>
<<set $AMCTraits.willpower to 1>>
<</if>>
<<if $AMCTraits.skulduggery is undefined>>
<<set $AMCTraits.skulduggery to 1>>
<</if>>
<<if $AMCTraits.dancing is undefined>>
<<set $AMCTraits.dancing to 1>>
<</if>>
<<if $AMCTraits.swimming is undefined>>
<<set $AMCTraits.swimming to 1>>
<</if>>
<<if $AMCTraits.athletics is undefined>>
<<set $AMCTraits.athletics to 1>>
<</if>>
<<if $AMCTraits.tending is undefined>>
<<set $AMCTraits.tending to 1>>
<</if>>
<<if $AMCTraits.housekeeping is undefined>>
<<set $AMCTraits.housekeeping to 1>>
<</if>>
<<if $AMCTraits.brawling is undefined>>
<<set $AMCTraits.brawling to 1>>
<</if>>
<<if $AMCTraits.science is undefined>>
<<set $AMCTraits.science to 1>>
<</if>>
<<if $AMCTraits.maths is undefined>>
<<set $AMCTraits.maths to 1>>
<</if>>
<<if $AMCTraits.english is undefined>>
<<set $AMCTraits.english to 1>>
<</if>>
<<if $AMCTraits.history is undefined>>
<<set $AMCTraits.history to 1>>
<</if>>
<<if $AMCTraits.seductionskill is undefined>>
<<set $AMCTraits.seductionskill to 1>>
<</if>>
<<if $AMCTraits.oralskill is undefined>>
<<set $AMCTraits.oralskill to 1>>
<</if>>
<<if $AMCTraits.chestskill is undefined>>
<<set $AMCTraits.chestskill to 1>>
<</if>>
<<if $AMCTraits.handskill is undefined>>
<<set $AMCTraits.handskill to 1>>
<</if>>
<<if $AMCTraits.bottomskill is undefined>>
<<set $AMCTraits.bottomskill to 1>>
<</if>>
<<if $AMCTraits.penileskill is undefined>>
<<set $AMCTraits.penileskill to 1>>
<</if>>
<<if $AMCTraits.vaginalskill is undefined>>
<<set $AMCTraits.vaginalskill to 1>>
<</if>>
<<if $AMCTraits.analskill is undefined>>
<<set $AMCTraits.analskill to 1>>
<</if>>
<<if $AMCTraits.thighskill is undefined>>
<<set $AMCTraits.thighskill to 1>>
<</if>>
<<if $AMCTraits.feetskill is undefined>>
<<set $AMCTraits.feetskill to 1>>
<</if>>
<<if $AMCTraits.milk is undefined>>
<<set $AMCTraits.milk to 1>>
<</if>>
<<if $AMCTraits.semen is undefined>>
<<set $AMCTraits.semen to 1>>
<</if>>
<<set $beautymax to 10000>>
<<set $willpowermax to 1000>>
<<set $skulduggerymax to 1000>>
<<set $dancingmax to 1000>>
<<set $swimmingmax to 1000>>
<<set $athleticsmax to 1000>>
<<set $tendingmax to 1000>>
<<set $housekeepingmax to 1000>>
<<set $brawlingmax to 1000>>
<<set $seductionskillmax to 1000>>
<<set $oralskillmax to 1000>>
<<set $chestskillmax to 1000>>
<<set $handskillmax to 1000>>
<<set $bottomskillmax to 1000>>
<<set $penileskillmax to 1000>>
<<set $vaginalskillmax to 1000>>
<<set $analskillmax to 1000>>
<<set $thighskillmax to 1000>>
<<set $feetskillmax to 1000>>
<<if $AMCTraits.oral>>
<<set $AMCTraits.oralskill to $AMCTraits.oral>>
<<unset $AMCTraits.oral>>
<</if>>
<<if $AMCTraits.chest>>
<<set $AMCTraits.chestskill to $AMCTraits.chest>>
<<unset $AMCTraits.chest>>
<</if>>
<<if $AMCTraits.hands>>
<<set $AMCTraits.handskill to $AMCTraits.hands>>
<<unset $AMCTraits.hands>>
<</if>>
<<if $AMCTraits.buttocks>>
<<set $AMCTraits.bottomskill to $AMCTraits.buttocks>>
<<unset $AMCTraits.buttocks>>
<</if>>
<<if $AMCTraits.penile>>
<<set $AMCTraits.penileskill to $AMCTraits.penile>>
<<unset $AMCTraits.penile>>
<</if>>
<<if $AMCTraits.vaginal>>
<<set $AMCTraits.vaginalskill to $AMCTraits.vaginal>>
<<unset $AMCTraits.vaginal>>
<</if>>
<<if $AMCTraits.anal>>
<<set $AMCTraits.analskill to $AMCTraits.anal>>
<<unset $AMCTraits.anal>>
<</if>>
<<if $AMCTraits.thighs>>
<<set $AMCTraits.thighskill to $AMCTraits.thighs>>
<<unset $AMCTraits.thighs>>
<</if>>
<<if $AMCTraits.feet>>
<<set $AMCTraits.feetskill to $AMCTraits.feet>>
<<unset $AMCTraits.feet>>
<</if>>
<<if $AMCTraits.seduction>>
<<set $AMCTraits.seductionskill to $AMCTraits.seduction>>
<<unset $AMCTraits.seduction>>
<</if>>
<<if $AMCTraits.sexFame is undefined>>
<<set $AMCTraits.sexFame to 1>>
<</if>>
<<if $AMCTraits.prostitutionFame is undefined>>
<<set $AMCTraits.prostitutionFame to 1>>
<</if>>
<<if $AMCTraits.rapeFame is undefined>>
<<set $AMCTraits.rapeFame to 1>>
<</if>>
<<if $AMCTraits.bestialityFame is undefined>>
<<set $AMCTraits.bestialityFame to 1>>
<</if>>
<<if $AMCTraits.exhibitionismFame is undefined>>
<<set $AMCTraits.exhibitionismFame to 1>>
<</if>>
<<if $AMCTraits.pregnancyFame is undefined>>
<<set $AMCTraits.pregnancyFame to 1>>
<</if>>
<<if $AMCTraits.impregFame is undefined>>
<<set $AMCTraits.impregFame to 1>>
<</if>>
<<if $AMCTraits.scrapFame is undefined>>
<<set $AMCTraits.scrapFame to 1>>
<</if>>
<<if $AMCTraits.goodFame is undefined>>
<<set $AMCTraits.goodFame to 1>>
<</if>>
<<if $AMCTraits.businessFame is undefined>>
<<set $AMCTraits.businessFame to 1>>
<</if>>
<<if $AMCTraits.socialFame is undefined>>
<<set $AMCTraits.socialFame to 1>>
<</if>>
<<if $AMCTraits.modelFame is undefined>>
<<set $AMCTraits.modelFame to 1>>
<</if>>
<<if $produce_yield_factor is undefined>>
<<set $produce_yield_factor to 100>>
<</if>>
<<if $beastGroupFight is undefined>>
<<set $beastGroupFight to 0>>
<</if>>
<<if $beastMultiOrgasmToggle is undefined>>
<<set $beastMultiOrgasmToggle to 0>>
<</if>>
<<if $furniture>>
<<if $furniture.bedroom.chair is undefined>>
<<set $furniture.bedroom.chair to {id: "chair"}>>
<</if>>
<</if>>
<</widget>>
<<widget "modWardrobeUpdate">>
<<if $passage isnot "Start">>
<<set _furniture to Furniture.get("wardrobe")>>
<<if _furniture.type.includes("organiser")>>
<<set $wardrobe.space to 40 * $wardrobeMult>>
<<elseif _furniture.type.includes("spacious")>>
<<set $wardrobe.space to 30 * $wardrobeMult>>
<<else>>
<<set $wardrobe.space to 20 * $wardrobeMult>>
<</if>>
<</if>>
<<set $wardrobes.edensCabin.space to 10 * $wardrobeMult>>
<<set $wardrobes.alexFarm.space to 40 * $wardrobeMult>>
<<set $wardrobes.stripClub.space to 10 * $wardrobeMult>>
<<set $wardrobes.brothel.space to 10 * $wardrobeMult>>
<<set $wardrobes.temple.space to 20 * $wardrobeMult>>
<<set $wardrobes.pirate.space to 5 * $wardrobeMult>>
<<set $wardrobes.officeBuilding.space to 5 * $wardrobeMult>>
<<set $wardrobes.birdTower.space to 15 * $wardrobeMult>>
<</widget>>
<<widget "modParasiteCapUpdate">>
<<if $container>>
<<if $container.home.upgrades.capacity is 0>>
<<set $container.home.maxCount to 1 * $parasiteCapMult>>
<<elseif $container.home.upgrades.capacity is 1>>
<<set $container.home.maxCount to 2 * $parasiteCapMult>>
<<elseif $container.home.upgrades.capacity is 2>>
<<set $container.home.maxCount to 3 * $parasiteCapMult>>
<<elseif $container.home.upgrades.capacity is 3>>
<<set $container.home.maxCount to 4 * $parasiteCapMult>>
<<elseif $container.home.upgrades.capacity is 4>>
<<set $container.home.maxCount to 5 * $parasiteCapMult>>
<</if>>
<<if $container.farm.upgrades.capacity is 0>>
<<set $container.farm.maxCount to 5 * $parasiteCapMult>>
<<elseif $container.farm.upgrades.capacity is 1>>
<<set $container.farm.maxCount to 7 * $parasiteCapMult>>
<<elseif $container.farm.upgrades.capacity is 2>>
<<set $container.farm.maxCount to 9 * $parasiteCapMult>>
<<elseif $container.farm.upgrades.capacity is 3>>
<<set $container.farm.maxCount to 11 * $parasiteCapMult>>
<<elseif $container.farm.upgrades.capacity is 4>>
<<set $container.farm.maxCount to 14 * $parasiteCapMult>>
<<elseif $container.farm.upgrades.capacity is 5>>
<<set $container.farm.maxCount to 17 * $parasiteCapMult>>
<<elseif $container.farm.upgrades.capacity is 6>>
<<set $container.farm.maxCount to 20 * $parasiteCapMult>>
<</if>>
<</if>>
<</widget>><div id="gameVersionDisplay">
<<if $options.passageCount is "total">>
Passage Count: <<print $passageCount>> |
<</if>>
<<if $options.passageCount is "changes">>
Passage Changes Count: <<print $passageChangesCount>> |
<</if>>
<<if $options.playtime>>
Play Time: <<print msToTime(($saveDetails.playTime ? $saveDetails.playTime : 0) + ($saveDetails.loadTime ? new Date() - $saveDetails.loadTime : 0))>> |
<</if>>
<<print StartConfig.version>><<if StartConfig.sneaky>> SNEAKY<</if>>
</div>
<div id="gameVersionDisplay2"><<print StartConfig.version.slice(1)>></div>
<<if $passage isnot "Start">>
<div id="feat"></div>
<div id="exportWarning" @class="'no-numberify ' + (Time.days gte $saveDetails.exported.days + $saveDetails.exported.frequency ? '':'hidden')">
<span class="red">You haven't exported your save in a while</span> |
<<if !Browser.isMobile.any()>>
<<link "Export">>
<<run Save.export("degrees-of-lewdity")>>
<</link>> |
<</if>>
<<link "Help me export">>
<<overlayReplace "export">>
<</link>> |
<<link "Ignore for now">><<set $saveDetails.exported.days to Math.floor(Time.days - ($saveDetails.exported.frequency * 0.5))>><<addclass #exportWarning "hidden">><</link>>
</div>
<</if>>
<div id="customOverlayContainer" class="customOverlayContainer no-numberify hidden" onclick="closeOverlay()">
<div id="customOverlay" @class="'customOverlay hidden' + ($options.overlayFontSize ? ' fontSize' + $options.overlayFontSize : '') + ($options.overlayLineHeight ? ' lineHeight' + $options.overlayLineHeight.toString().replace('.','') : '')" onclick="event.stopPropagation()">
<div id="customOverlayTitle"></div>
<div id="customOverlayContent"></div>
</div>
</div>
<<if $debug is 1>>
<div id="debugOverlay" class="debugOverlay"></div>
<</if>>
<<if $combat is 1>>
<<printCombatMenu>>
<</if>>
<<if !Story.has($passage)>>
<br>
Please report this, and either reload a previous save or take the emergency exit at the bottom of the page to the last safe location you were in.
<<if State.history.length gt 1>>
Alternatively, return to the previous passage using the history depth function<<if !Config.history.controls>> that can be enabled in the options<</if>>.
<</if>>
<br>
<<set _exit to $safePassage ? $safePassage : "Bedroom">>
<span id="next"><<link [[Back to safety|_exit]]>><<endcombat>><<clotheson>><</link>></span>
<<elseif !_link and !tags().includes("exitCheckBypass")>>
/* Does not trigger if the scene has a red link. Those will probably be reported anyway */
<br>
<<error {
message : `The passage ${$passage} has no usable links.`,
source : `Previous passage: ${$passagePrev} | phase: ${$phase} | rng: ${$rng}.`
}>>
<br><br>
Please report this,
<<if $cheatdisable is "f">>
unless you got here through the use of a cheat,
<</if>>
and either reload a previous save or take the emergency exit at the bottom of the page to the last safe location you were in.
<<if State.history.length gt 1>>
Alternatively, return to the previous passage using the history depth function<<if !Config.history.controls>> that can be enabled in the options<</if>>.
<</if>>
<br><br><br>
<<set _exit to $safePassage ? $safePassage : "Bedroom">>
<span id="next"><<link [[Back to safety|_exit]]>><<endcombat>><<clotheson>><</link>></span>
<</if>>
<!-- handle autosaves in the footer, so the description getter don't have to guess what happened in the passage -->
<<if _autosavehere and !_preventUpdate and !$options.autosaveDisabled>>
<<if idb.active>>
<<run idb.saveState(0)>>
<<else>>
<<run Save.autosave.save(null, {"saveId":$saveId, "saveName":$saveName})>>
<<run setSaveDetail("autosave",{"saveId":$saveId,"saveName":$saveName},Story.get($passage).description())>>
<</if>>
<</if>>
<<if $options.debugdisable is "f">>
<<set _normalised to scanNaNs(V)>>
<<if _normalised neq null>>
<<error {
message: "Corrupted variables have been detected.",
source: "The following variables have invalid values:\n" + JSON.stringify(_normalised) +
"\n\nCurrent passage is: '" + $passage + "'\nPlease report this to the DoL Discord #bug-reports.",
exportable: false,
}>>
<br>
Please expand the above box (click the dropdown arrow on the left) before taking a screenshot.
<br><br>
<div id="nanClear">
If you are advised to do so by developers, you can click below to reset the corrupted variables.
<br>
<<link "Reset Corrupted Variables">>
<<silently>><<run nukeNaNs()>><</silently>>
<<replace "#nanClear" t8n>><span class="green">The variables have been cleared.</span><</replace>>
<</link>>
<br>
<span class="red">WARNING: This will set all corrupted variables to 0. This may have unintended consequences to your game state. Proeceed with caution!</span>
</div>
<br><br>
<</if>>
<</if>><<if !$cheatReload>>
<<set $passagePrev to $passage ? $passage : "none">>
<</if>>
<<set $passage to $passageOverride ? $passageOverride : passage()>>
<<set $tags to tags()>>
<<set l10nStrings.errorTitle = StartConfig.version + " Error" + ($passage ? ` (:: ${$passage})` : "")>>
<<if !["Start", "Start2", "Clothes Testing", "Renderer Test Page", "Tips"].includes($passage) && !$bypassHeader>>
<<doVersionCheck>>
<<if !$passage.includes(" Settings") and !$cheatReload>>
<<if $passagePrev isnot $passage>>
<<set $passageChangesCount to ($passageChangesCount || 0) + 1>>
<</if>>
<<set $passageCount to ($passageCount || 0) + 1>>
<</if>>
<</if>>
<<unset $passageOverride>>
<<unset $bypassHeader>>
<<unset $cheatReload>><<widget "doVersionCheck">>
/* Run stuff on every save load */
<<if onLoadUpdateCheck>>
<<set $saveVersion to ($saveVersions ? $saveVersions.last() : "ancient")>> /*update save version */
<</if>>
/* Run stuff on every page refresh, save load, or version mismatch */
<<if versionUpdateCheck or onLoadUpdateCheck or !$saveVersions or $saveVersions.last() isnot StartConfig.version>>
<<set versionUpdateCheck to false>>
<<set onLoadUpdateCheck to false>>
/* convert game version to numeric value for use in <<backComp>> */
<<set _version to (V.saveVersions?.last()?.match(/\d+/g) || [0]).map(Number).reduce((acc, num, index) => acc + num * Math.pow(100, 3 - index), 0)>>
/* preserve prng so updater code won't alter which events are picked, don't forget to restore it
it needs to use $ instead of _ because pre-weather save update code runs Engine.play() and that destroys temp variables
and probably causes some other bad effects. honestly, version updater needs a major update itself. */
<<set $prngpull to State.prng.pull>>
<<backComp>>
<<modupdate>>
<<updatehistorycontrols>>
<<set _preventUpdate to true>> /*prevent rewriting autosaves */
<<set _saveLoaded to true>>
<<set Time.set()>>
<<setFont>>
<<run zoom($options.zoom)>>
<<run syncFavourites()>>
<<run initCustomLenses()>> /* push custom eyelenses inside setup.colours.eyes; on every load/refresh it needs to be done. */
<<run syncDebugAddedEvents()>>
<<run toggleConfirmDialogUponTabClose()>> /* enable/disable confirm dialog when user tries to close browser tab. based on V.options.confirmDialogUponTabClose */
<<set State.prng.pull to $prngpull>> /* restore prng */
<<unset $prngpull>>
<</if>>
/* Variables that you need to check on every passage */
<<set $link_table to []>>
<<set $map.hideLinksCheck to []>>
/* Determine if the player is in a safe passage. Used to catch softlocks */
<<if setup.majorAreas.includes($passage)>>
<<set $safePassage to $passage>>
<</if>>
<</widget>>/* This passage runs EVERY time the page is opened or refreshed, not just when a new game is started */
/* This passage ALWAYS runs BEFORE story variables are loaded, meaning EVERY variable is undefined. Checking if they are undefined WILL NOT WORK. */
/* You should ONLY use this passage to define setup variables, NOT $variables. */
<<variablesStatic>>/* The following is only run when the widget is called, which is only on new game start. Add to this if you want something to be run when you start a new game. */
<<widget "gameStartOnly">>
<<set _globalThemeDefaults to JSON.parse(localStorage.getItem("dolDefaultThemeSettings"))>>
<<set _globalGeneralDefaults to JSON.parse(localStorage.getItem("dolDefaultGeneralSettings"))>>
<<if !_globalThemeDefaults>>
<<set _globalThemeDefaults to {}>>
<</if>>
<<if !_globalGeneralDefaults>>
<<set _globalGeneralDefaults to {}>>
<</if>>
<<set $options to {
neverNudeMenus: _globalGeneralDefaults.neverNudeMenus or false,
autosaveDisabled: false,
showCaptionText: true,
clothingCaption: true,
sidebarStats: "all",
sidebarTime: "top",
combatControls: "radio",
targetYourself: false,
scrollRemember: false,
mapMovement: _globalGeneralDefaults.mapMovement or true,
mapLegacy: _globalGeneralDefaults.mapLegacy or false,
mapMarkers: _globalGeneralDefaults.mapMarkers or false,
mapTop: _globalGeneralDefaults.mapTop or false,
images: 1,
combatImages: 1,
bodywritingImages: true,
silhouetteEnabled: true,
tanImgEnabled: true,
tanLines: true,
sidebarAnimations: true,
locationAnimations: true,
blinkingEnabled: true,
combatAnimations: true,
textAnimations: true,
halfClosedEnabled: false,
characterLightEnabled: true,
lightSpotlight: 0.2,
lightGradient: 0.1,
lightGlow: 0.1,
lightFlat: 0,
lightCombat: 0.2,
lightTFColor: 0.2,
maxStates: 5,
historyControls: false,
numpad: false,
useNarrowMarket: false,
skipStatisticsConfirmation: false,
showDebugRenderer: false,
pepperSprayDisplay: "sprays",
condomsDisplay: "standard",
closeButtonMobile: _globalGeneralDefaults.closeButtonMobile or false,
zoom: 100,
numberify_enabled: _globalGeneralDefaults.numberify_enabled or 1,
timestyle: _globalGeneralDefaults.timestyle or "military",
tipdisable: "f",
passageCount: _globalGeneralDefaults.passageCount or "disabled",
playtime: _globalGeneralDefaults.playtime or false,
traitOverlayFormat: "table",
debugdisable: "t",
theme: _globalThemeDefaults.theme,
dateFormat: _globalGeneralDefaults.dateFormat or "en-GB",
passageMaxWidth: _globalThemeDefaults.passageMaxWidth,
passageLineHeight: _globalThemeDefaults.passageLineHeight,
overlayLineHeight: _globalThemeDefaults.overlayLineHeight,
sidebarLineHeight: _globalThemeDefaults.sidebarLineHeight,
passageFontSize: _globalThemeDefaults.passageFontSize,
overlayFontSize: _globalThemeDefaults.overlayFontSize,
sidebarFontSize: _globalThemeDefaults.sidebarFontSize,
font: _globalThemeDefaults.font,
weatherUpdate: true,
reflections: true,
fahrenheit: _globalGeneralDefaults.fahrenheit or false,
}>>
<<setFont>>
<<if StartConfig.enableImages is false>>
<<set $options.images to 0>>
<<set $options.combatImages to 0>>
<</if>>
<<if StartConfig.debug is true>>
<<set $debug to 1>>
<<else>>
<<set $debug to 0>>
<</if>>
<<if $objectVersion is undefined>>
<<set $objectVersion to {
"updateClothes": 52,
"feats": 1,
"wardrobes": 2,
"customColors": 4,
"uncomfortable": 2,
"special_clothes": 5,
"chastity": 3,
"skinColor": 1,
"prenancyObjectRepair": 2,
"museumAntiques": 9,
"npcClothes": 1,
"animations": 1,
}>>
<</if>>
<<set $saveVersions to [StartConfig.version]>>
<<set $numberify_enabled to 1>>
<<set $options.showDebugRenderer to !!StartConfig.debug>>
<<set $lastWardrobeSlot to "head">>
<<set $gamemode to "normal">>
<<set $intro to 1>>
<<set $tutorial to 0>>
<<set $initnpccompatibility to 1>>
<<set $clothing_update to 1>>
<<set $parasite_update to 1>>
<<set $npcNamedVersion to 2>>
<<set $player = {
gender: 0,
sex: 0,
appearance: 0,
penis: 0,
vagina: 0,
penissize: 0,
breastsize: 0,
bottomsize: 0,
ballssize: 0,
pronoun: 0,
pronouns: {
he: 0,
his: 0
},
gender_body: 0,
condom: false,
virginity: {
anal: true,
oral: true,
penile: true,
vaginal: true,
temple: false,
handholding: true,
kiss: true
},
bodyTemperature: 37,
skin: {
color: "light",
layers: [],
sunscreen: {
usesLeft: 0,
}
}
}>>
<<npcList>>
<<npcNamed>>
<<set $controlmax to 1000>>
<<set $control to 1000>>
<<clothinginit>>
<<parasiteinit>>
<<init_names>>
<<set $money to 500>>
<<set $moneyStats to {
cheats: { earned: 0, earnedCount: 1 },
startingMoney: { earned: 500, earnedCount: 1 },
}>>
<<set $timeStats to {}>>
<<set $badEndStats to []>>
<<set $awareness to 0>>
<<set $awarelevel to 0>>
<<set $purity to 1000>>
<<set $hairlength to 200>>
<<set $fringelength to 200>>
<<set $hairtype to "default">>
<<set $fringetype to "default">>
<<set $trauma to 0>>
<<set $traumamax to 5000>>
<<set $stressmax to 10000>>
<<set $arousalmax to 10000>>
<<set $physique to 3500>>
<<set $physiquemax to 20000>>
<<set $willpower to 200>>
<<set $willpowermax to 1000>>
<<set $beauty to 100>>
<<set $beautymax to 10000>>
<<set $birthmonth to "september">>
<<set $birthday to 3>>
<<set $npc to []>>
<<set $npcnum to []>>
<<set $npcrow to []>>
<<set $dancestudioanger to 0>>
<<set $dancelocation to 0>>
<<set $alarm to 0>>
<<set $finish to 0>>
<<set $id to 0>>
<<set $forest to 0>>
<<set $forestmod to 1>>
<<set $tipmod to 1>>
/*<<set $worn.genitals.anal_shield to 0>>*/
<<set $blackmoney to 0>>
<<set $crime to {}>>
<<for _cr range Object.keys(setup.crimeNames)>>
/* look in variables-static for the list of crime categories */
<<set $crime[_cr] to {current: 0, history: 0, daily: 0, count: 0, countHistory: 0}>>
<</for>>
<<set $crime.events to {}>>
<<set $ironmanmode to false>>
<<set $worn.neck.collaredpolice to 0>>
<<set $bullytimer to 50>>
<<set $bullytimeroutside to 0>>
<<set $bullyevent to 0>>
<<set $bullyeventoutside to 0>>
<<set $masturbationorgasm to 0>>
<<set $masturbationRuinedOrgasm to 0>>
<<set $ruinedOrgasmStat to 0>>
<<set $malechance to 50>>
<<set $maleChanceMale to 50>>
<<set $maleChanceFemale to 50>>
<<set $maleChanceSplit to "f">>
<<set $malevictimchance to 50>>
<<set $homochance to 4>>
<<set $beastmalechance to 80>>
<<set $beastMaleChanceMale to 80>>
<<set $beastMaleChanceFemale to 80>>
<<set $beastMaleChanceSplit to "f">>
<<set $monsterhallucinations to "t">>
<<set $monsterchance to 50>>
<<set $deviancy to 0>>
<<set $baileydefeated to 0>>
<<set $baileydefeatedlewd to 0>>
<<set $baileydefeatedchain to 0>>
<<set $baileyRefusedToPay to 0>>
/* Dupicate stats are intentional to use as a potential gameplay mode */
<<set $baileyRefusedToPayTotal to 0>>
<<set $baileyRefusedToPayTotalStat to 0>>
<<set $soldCount to 0>>
<<set $robinmoney to 300>>
<<set $alluremod to 1>>
<<set $speechcycle to 0>>
<<set $npcspeechcycle to 0>>
<<set $museuminterest to 0>>
<<set $orphan_hope to 0>>
<<set $orphan_reb to 0>>
<<set $masochism to 0>>
<<set $masochism_level to 0>>
<<set $sadism to 0>>
<<set $sadism_level to 0>>
<<set $lessonmissedtext to 0>>
<<set $lessonmissed to 0>>
<<set $home_event_timer to 3>>
<<set $home_event_count to 0>>
<<set $home_event_ward_timer to 3>>
<<set $home_event_ward_count to 0>>
<<set $home_gone to 0>>
<<resetEarSlime>>
<<set $lactating to 0>>
<<set $lactation_pressure to 0>>
<<set $milk_amount to 30>>
<<set $milk_volume to 30>>
<<set $milk_max to 3000>>
<<set $milk_produced_stat to 0>>
<<set $semen_max to 3000>>
<<set $semen_produced_stat to 0>>
<<set $lube_produced_stat to 0>>
<<set $masturbation_semen to 0>>
<<set $masturbation_milk to 0>>
<<set $bunstat to 0>>
<<set $creamstat to 0>>
<<set $chef_sus to 0>>
<<set $fluid_forced_stat to 0>>
<<set $smuggler_location to "sewer">>
<<set $smuggler_timer to 0>>
<<set $smuggler_stolen_stat to 0>>
<<set $pub_task_stat to 0>>
<<set $player.gender_body to "a">>
<<set $player.bodyshape to "classic">>
<<set $closinghour to 21>>
<<set $openinghours to 1>>
<<set $dontHide to false>>
<<set $swimnudecounter to 0>>
<<set $swimall to 0>>
<<set $garden_flowers_intro to 1>>
<<set $eden_plot_intro to 1>>
<<set $wolf_plot_intro to 1>>
<<set $asylum_plot_intro to 1>>
<<set $plots to {}>>
<<set $tendingvars to {}>>
<<set $tending_yield_factor to 5>>
<<set $plants_known to []>>
<<set $plants to {}>>
<<set $stall_rejected to 0>>
<<set $produce_sold to 0>>
<<set $stat_shoot to 0>>
<<set $stat_lurkers_captured to 0>>
<<set $stat_aphrodisiacs_sold to 0>>
<<set $stat_panties_stolen to 0>>
<<set $farm_shift to 0>>
<<set $cattle_milked to 0>>
<<set $masseur_stat to 0>>
<<set $machine_stat to 0>>
<<set $wild_plant_stat to 0>>
<<set $bird to {}>>
<<set $moonstate to 0>>
<<set $blackjack_played to 0>>
<<set $blackjack_won to 0>>
<<set $blackjack_streak to 0>>
<<set $blackjack_streak_high to 0>>
<<set $cardcover = { style: 0, colour: 'red' }>>
<<set $hoodDown to 0>>
<<set $prof to {}>>
<<set $prof.spray to 0>>
<<set $stat_police to {}>>
<<set $stat_police.pillory to 0>>
<<set $stat_police.community to 0>>
<<set $stat_police.prison to 0>>
<<set $child_played to []>>
<<set $speech_attitude to "neutral">>
<<set $orgasmtrait to 0>>
<<set $ejactrait to 0>>
<<set $molesttrait to 0>>
<<set $rapetrait to 0>>
<<set $bestialitytrait to 0>>
<<set $tentacletrait to 0>>
<<set $voretrait to 0>>
<<set $milkdranktrait to 0>>
<<set $choketrait to 0>>
<<set $physicalTransform to 0>>
<<set $specialTransform to 0>>
<<set $angelbuild to 0>>
<<set $angel to 0>>
<<set $angelforgive to 0>>
<<set $angelBanish to 0>>
<<set $angelBanishMax to 0>>
<<set $demonbuild to 0>>
<<set $demon to 0>>
<<set $demonabsorb to 0>>
<<set $fallenangel to 0>>
<<set $fallenbuild to 0>>
<<set $catbuild to 0>>
<<set $cat to 0>>
<<set $heterochromia to 0>>
<<set $cowbuild to 0>>
<<set $cow to 0>>
<<set $bearbuild to 0>>
<<set $bear to 0>>
<<set $birdbuild to 0>>
<<set $harpy to 0>>
<<set $foxbuild to 0>>
<<set $fox to 0>>
<<set $stray_happiness to 50>>
<<set $bunnybuild to 0>>
<<set $bunny to 0>>
<<set $seductionskill to 0>>
<<set $oralskill to 0>>
<<set $vaginalskill to 0>>
<<set $analskill to 0>>
<<set $handskill to 0>>
<<set $feetskill to 0>>
<<set $bottomskill to 0>>
<<set $thighskill to 0>>
<<set $chestskill to 0>>
<<set $penileskill to 0>>
<<set $skulduggery to 0>>
<<set $skulduggeryday to 0>>
<<set $danceskill to 0>>
<<set $swimmingskill to 0>>
<<set $athletics to 0>>
<<set $tending to 0>>
<<set $housekeeping to 0>>
<<set $fishing to 0>>
<<set $hygiene to 0>>
<<set $hunger to 0>>
<<set $thirst to 0>>
<<set $tiredness to 0>>
<<set $arousal to 0>>
<<set $arousalmasochism to 0>>
<<set $stress to 0>>
<<set $pain to 0>>
<<set $combat to 0>>
<<set $location to "banner">>
<<set $breastsizeold to 0>>
<<set $breastsizemax to 12>>
<<set $breastsizemin to 0>>
<<set $mouthsensitivity to 1>>
<<set $breastsensitivity to 1>>
<<set $bottomsensitivity to 1>>
<<set $genitalsensitivity to 1>>
<<set $bottomsizeold to 0>>
<<set $bottomsizemax to 8>>
<<set $bottomsizemin to 0>>
<<set $bottomgrowthtimer to 350>>
<<set $workouts to 0>>
<<set $player.penissize to 2>>
<<set $penissizemax to 4>>
<<set $penissizemin to -2>>
<<set $penisgrowthtimer to 700>>
<<set $ballssize to 2>>
<<set $ballssizemax to 4>>
<<set $ballssizemin to 0>>
<<set $ballsgrowthtimer to 700>>
<<set $physiqueuse to 0>>
<<set $rapeavoid to 1>>
<<set $sexavoid to 1>>
<<set $molestavoid to 1>>
<<set $rescued to 0>>
<<set $baileyhospital to 0>>
<<set $squidcount to 0>>
<<set $no_underwear to 0>>
<<set $upperwet to 0>>
<<set $upperwetstage to 0>>
<<set $lowerwet to 0>>
<<set $lowerwetstage to 0>>
<<set $underlowerwet to 0>>
<<set $underlowerwetstage to 0>>
<<set $underupperwet to 0>>
<<set $underupperwetstage to 0>>
<<set $overlowerwet to 0>>
<<set $overlowerwetstage to 0>>
<<set $overupperwet to 0>>
<<set $overupperwetstage to 0>>
<<set $genderknown to ["Robin", "Bailey"]>>
<<set $vaginause to 0>>
<<set $anususe to 0>>
<<set $mouthuse to 0>>
<<set $leftarm to 0>>
<<set $rightarm to 0>>
<<set $chestuse to 0>>
<<set $penisuse to 0>>
<<set $thighuse to 0>>
<<set $bottomuse to 0>>
<<set $feetuse to 0>>
<<set $vaginastate to 0>>
<<set $anusstate to 0>>
<<set $mouthstate to 0>>
<<set $penisstate to 0>>
<<set $cheststate to 0>>
<<set $head to 0>>
<<set $front to 0>>
<<set $back to 0>>
<<set $chest to 0>>
<<set $carryblock to 0>>
<<set $beastgenderoverride to 0>>
<<set $dgchance to 0>>
<<set $cbchance to 0>>
<<set $straponchance to 0>>
<<set $breast_mod to 0>>
<<set $penis_mod to 0>>
<<set $facebruise to 0>>
<<set $chestbruise to 0>>
<<set $tummybruise to 0>>
<<set $vaginabruise to 0>>
<<set $penisbruise to 0>>
<<set $anusbruise to 0>>
<<set $bottombruise to 0>>
<<set $thighbruise to 0>>
<<set $leftarmbruise to 0>>
<<set $rightarmbruise to 0>>
<<set $neckbruise to 0>>
<<set $rapestat to 0>>
<<set $beastrapestat to 0>>
<<set $tentaclerapestat to 0>>
<<set $moleststat to 0>>
<<set $vaginalstat to 0>>
<<set $vaginalejacstat to 0>>
<<set $analstat to 0>>
<<set $analejacstat to 0>>
<<set $oralstat to 0>>
<<set $oralejacstat to 0>>
<<set $cunnilingusstat to 0>>
<<set $cunnilingusejacstat to 0>>
<<set $semenswallowedstat to 0>>
<<set $animalsemenswallowedstat to 0>>
<<set $handstat to 0>>
<<set $handejacstat to 0>>
<<set $feetstat to 0>>
<<set $feetejacstat to 0>>
<<set $thighstat to 0>>
<<set $thighejacstat to 0>>
<<set $bottomstat to 0>>
<<set $bottomejacstat to 0>>
<<set $penilestat to 0>>
<<set $penileejacstat to 0>>
<<set $straponstat to 0>>
<<set $clothesstripstat to 0>>
<<set $clothesruinstat to 0>>
<<set $orgasmstat to 0>>
<<set $vaginalentranceejacstat to 0>>
<<set $faceejacstat to 0>>
<<set $cheststat to 0>>
<<set $chestejacstat to 0>>
<<set $hairejacstat to 0>>
<<set $tummyejacstat to 0>>
<<set $neckejacstat to 0>>
<<set $ejacstat to 0>>
<<set $unsafeSexTimeStat to {}>>
<<set $hitstat to 0>>
<<set $attackstat to 0>>
<<set $prostitutionstat to 0>>
<<set $forcedprostitutionstat to 0>>
<<set $tablesservedstat to 0>>
<<set $parasitestat to 0>>
<<set $passoutstat to 0>>
<<set $masturbationstat to 0>>
<<set $masturbationorgasmstat to 0>>
<<set $secondsSpentMasturbating to 0>>
<<set $milk_drank_stat to 0>>
<<set $nectar_drank_stat to 0>>
<<set $nectar_addiction to 0>>
<<set $nectar_timer to 0>>
<<set $gloryholestat to 0>>
<<set $parasite_known to []>>
<<set $chokeorgasm to 0>>
<<set $analdoublestat to 0>>
<<set $vaginaldoublestat to 0>>
<<set $sextoystat to 0>>
<<set $urinestat to 0>>
<<set $hypnosis_traits to {}>>
<<set $town_projects to {}>>
<<set $danceaction to 0>>
<<set $danceactiondefault to 0>>
<<set $dancestat to 0>>
<<set $dancing to 0>>
<<set $pullaway to 0>>
<<set $novaginal to 0>>
<<set $noanal to 0>>
<<set $nopenile to 0>>
<<set $nochoke to 0>>
<<set $vaginalchastity to 0>>
<<set $analchastity to 0>>
<<set $penilechastity to 0>>
<<set $drinksservedstat to 0>>
<<if $rng gte 95>>
<<set $brothel_basement_price to 3000>>
<<elseif $rng gte 85>>
<<set $brothel_basement_price to 2000>>
<<elseif $rng gte 45>>
<<set $brothel_basement_price to 1000>>
<<else>>
<<set $brothel_basement_price to 500>>
<</if>>
<<set $brothelshowdata to { counts:{ agreed:0, done:0 }, type:"none", intro:0, done:false, missed:false }>>
<<set $speechorgasmweakcumcount to 0>>
<<set $speechorgasmnocumcount to 0>>
<<set $speechorgasmcount to 0>>
<<set $speechorgasmrepeat to 0>>
<<set $underwatertime to 0>>
<<set $underwater to 0>>
<<set $walltype to "wall">>
<<set $position to 0>>
<<set $prop to []>>
<<set $submissive to 1000>>
<<set $assertive to 0>>
<<set $assertiveaction to "trauma">>
<<set $uncomfortable to {
underwear: true,
nude: true,
prostituting: true,
lewd: true,
hypnosis: true
}>>
<<set $rescue to 0>>
<<set $drugged to 0>>
<<set $drunk to 0>>
<<set $exposed to 0>>
<<set $traumagain to 0>>
<<set $stressgain to 0>>
<<set $traumasaved to 0>>
<<set $stresssaved to 0>>
<<set $phase to 0>>
<<set $phase2 to 0>>
<<set $orgasmdown to 0>>
<<set $noise to 0>>
<<set $enemywounded to 0>>
<<set $enemyejaculated to 0>>
<<set $enemyno to 0>>
<<set $enemynomax to 0>>
<<set $enemyanger to 0>>
<<set $enemytrust to 0>>
<<set $semenpuddle to 0>>
<<set $eventskip to 0>>
<<set $menu to 0>>
<<set $consensual to 0>>
<<set $attention to 0>>
<<set $orgasmcount to 0>>
<<set $leftboundcarry to 0>>
<<set $rightboundcarry to 0>>
<<set $orgasmcurrent to 0>>
<<set $hospitalintro to 0>>
<<set $traumafocus to 0>>
<<set $pubwhore to 0>>
<<set $policemolestation to 0>>
<<set $npclovehigh to 10>>
<<set $npclovehighsu to 30>> /* unused */
<<set $npclovelow to -10>>
<<set $npclovelowsu to -30>> /* unused */
<<set $npcdomhigh to 10>>
<<set $npcdomlow to -10>>
<<set $schoolevent to 0>>
<<set $schooleventtimer to 10>>
<<set $schoolrep to {}>>
<<set $schoolrep.crossdress to 0>>
<<set $schoolrep.herm to 0>>
<<set $flashbackhome to 0>>
<<set $flashbacktown to 0>>
<<set $flashbackbeach to 0>>
<<set $flashbackunderground to 0>>
<<set $flashbackschool to 0>>
<<set $panicviolence to 0>>
<<set $panicparalysis to 0>>
<<set $colouraction to 0>>
<<set $hungerenabled to 0>> /* unused */
<<set $thirstenabled to 0>> /* unused */
<<set $hygieneenabled to 0>> /* unused */
<<set $exhibitionism to 0>>
<<set $promiscuity to 0>>
<<set $diagnosis to 0>>
<<set $psych to 0>>
<<set $asylum to 0>>
<<set $audience to 0>>
<<set $audienceexcitement to 0>>
<<set $audiencearousal to 0>>
<<set $audiencemod to 1>>
<<set $venuemod to 1>>
<<set $danceevent to 0>>
<<set $dancephysique to 0>>
<<set $hypnosis to 0>>
<<set $hypnotised to 0>>
<<set $pillsconsumed to 0>>
<<set $medicated to 0>>
<<set $trance to 0>>
<<set $harperexam to 0>>
<<set $schoolLessonsMissed = { science: 0, maths: 0, english: 0, history: 0, swimming: 0, housekeeping: 0 }>>
<<set $science_star to 0>>
<<set $maths_star to 0>>
<<set $english_star to 0>>
<<set $history_star to 0>>
<<set $fame to {
exhibitionism: 0,
prostitution: 0,
bestiality: 0,
sex: 0,
rape: 0,
good: 0,
business: 0,
scrap: 0,
pimp: 0,
social: 0,
model: 0,
pregnancy: 0,
impreg: 0,
}>>
<<set $internet to {
photos: [],
videos: []
}>>
<<set $park_fame to 0>>
<<set $park_run_seen_by to []>>
<<set $spray to 0>>
<<set $spraymax to 0>>
<<set $spraystat to 0>>
<<set $infinitespray to 0>>
<<set $mathstrait to 0>>
<<set $englishtrait to 0>>
<<set $sciencetrait to 0>>
<<set $historytrait to 0>>
<<set $wolfgirl to 0>>
<<set $wolfbuild to 0>>
<<set $swarm to {
"type":0,
"name":0,
"move":0,
"spill":0,
"steady":0,
"amount":{},
"data":{}
}>>
<!-- <<set $claws to 1>> -->
<<set $water to 0>>
<<set $foresthunt to 0>>
<<set $edenforesthunt to 0>>
<<set $blackwolfhunt to 0>>
<<set $wolfpacktrust to 0>>
<<set $wolfpackfear to 0>>
<<set $sea to 0>>
<<set $penilechastityparasite to 0>>
<<set $vaginalchastityparasite to 0>>
<<set $analchastityparasite to 0>>
<<removeparasite penis>>
<<removeparasite clit>>
<<removeparasite nipples>>
<<set $vorestrength to 0>>
<<set $vorestruggle to 0>>
<<set $voretentacles to 0>>
<<set $vorestage to 0>>
<<set $vorecreature to 0>>
<<set $swallowed to 0>>
<<set $swallowedstat to 0>>
<<set $tentacles to {
0: null,
1: null,
2: null,
3: null,
4: null,
5: null,
6: null,
7: null,
8: null,
9: null,
10: null,
11: null,
12: null,
13: null,
14: null,
15: null,
16: null,
17: null,
18: null,
19: null,
20: null,
"active": 0,
"max": 0
}>>
<<set $leftleg to 0>>
<<set $rightleg to 0>>
<<set $leftnipple to 0>>
<<set $rightnipple to 0>>
<<set $leftarmstate to 0>>
<<set $rightarmstate to 0>>
<<set $feetstate to 0>>
<<set $player.bodyliquid to {}>>
<<for _bodypart range setup.bodyliquid.bodyparts>>
/* look in variables-static for the list of body parts */
<<set $player.bodyliquid[_bodypart] to {}>>
<<set $player.bodyliquid[_bodypart]["goo"] to 0>>
<<set $player.bodyliquid[_bodypart]["semen"] to 0>>
<<set $player.bodyliquid[_bodypart]["nectar"] to 0>>
<</for>>
<<exam_difficulty>>
<<set $detention to 0>>
<<set $delinquency to 10>>
<<set $cool to 120>>
<<set $coolmax to 400>>
<<set $school to 400>>
<<set $maths to 100>>
<<set $science to 100>>
<<set $english to 100>>
<<set $history to 100>>
<<set $science_exam to 0>>
<<set $maths_exam to 0>>
<<set $english_exam to 0>>
<<set $history_exam to 0>>
<<set $sciencetrait to 0>>
<<set $mathstrait to 0>>
<<set $englishtrait to 0>>
<<set $historytrait to 0>>
<<set $scienceprogression to 0>>
<<set $distinction_stat to 0>>
<<set $audienceselector to 0>>
<<set $audiencecamera to 0>>
<<set $audiencecamera1 to 0>>
<<set $audiencecamera2 to 0>>
<<set $audiencecamera3 to 0>>
<<set $audiencecamera4 to 0>>
<<set $audiencecamera5 to 0>>
<<set $audiencecamera6 to 0>>
<<set $audiencemember to 0>>
<<set $leftactioncarry to "leftcoverface">>
<<set $rightactioncarry to "rightcoverface">>
<<set $feetactioncarry to "rest">>
<<set $mouthactioncarry to "plead">>
<<set $leftactioncarrypain to "leftprotect">>
<<set $rightactioncarrypain to "rightprotect">>
<<set $mouthactioncarrypain to "letout">>
<<set $leftactioncarryorgasm to "leftgrip">>
<<set $rightactioncarryorgasm to "rightgrip">>
<<set $mouthactioncarryorgasm to "letoutorgasm">>
<<set $leftactioncarrydissociation to "leftcurl">>
<<set $rightactioncarrydissociation to "rightcurl">>
<<set $mouthactioncarrydissociation to "noises">>
<<set $sleeptrouble to 0>>
<<set $nightmares to 0>>
<<set $anxiety to 0>>
<<set $flashbacks to 0>>
<<set $panicattacks to 0>>
<<set $hallucinations to 0>>
<<set $dissociation to 0>>
<<set $scienceproject to "none">>
<<set $mathsproject to "none">>
<<set $englishPlay to "none">>
<<set $oxygenmax to 1200>>
<<set $oxygen to 1200>>
<<set $suffocating to 0>>
<<set $hallucinogen to 0>>
<<set $antiquemoney to 0>>
<<set $antiquemoneyhistory to 0>>
<<set $alluretest to 0>>
<<set $whitneypantiescheck to 0>>
<<set $insecurity_penis_small to 0>>
<<set $insecurity_penis_big to 0>>
<<set $insecurity_breasts_small to 0>>
<<set $insecurity_breasts_big to 0>>
<<set $insecurity_pregnancy to 0>>
<<set $acceptance_penis_small to 0>>
<<set $acceptance_penis_big to 0>>
<<set $acceptance_breasts_small to 0>>
<<set $acceptance_breasts_big to 0>>
<<set $acceptance_pregnancy to 0>>
<<set $anus_climax to 0>>
<<set $penis_climax to 0>>
<<set $mouth_climax to 0>>
<<set $active_enemy to 0>>
<<set $sewingKit to 0>>
<<bodywriting_init>>
/*pillory related*/
<<set $pillory to {}>>
<<if ndef $pillory.tenant>><<setup_pillory>><</if>>
<<set $police_access_card to 0>>
<<set $police_intro to 0>>
<<set $police_hack to 0>>
<<set $pub_hack_job to 0>>
<<set $hacker_tasks to []>>
<<set $framed to 0>>
/*raid related*/
<<set $brothel_raid to 0>>
<<set $brothel_raid_day to 0>>
<<set $brothel_thief to 0>>
/*pharmacy contact lenses related */
<<set $lenses_ordered to []>>
<<set $custom_lenses_already_ordered to 0>>
<<set $custom_eyecolours to []>>
/*long hair related*/
<<set $o_long_and_beautiful to 0>>
<<set $hy_sibling to 0>>
<<set $hy_parent to 0>>
<<set $long_hair_meet_day to 99999>>
<<set $misbehaviour_day to 99999>>
/*steal related*/
<<set $stealtarget to "">>
<<set $stealdifficulty to 1>>
<<set $compressSave to true>>
<<set $confirmSave to false>>
<<set $confirmLoad to false>>
<<set $confirmDelete to true>>
<<mapLocations>>
<<wetness_init>>
<<updateMuseumAntiques>>
<<set $feats to {
"locked":false,
"soft":false,
"allSaves":{},
"currentSave":{},
"filter":"All"
}>>
<<set _passageCheck to "Start">>
<<updateFeats>>
<<unset _passageCheck>>
<<setupFeats>>
<<setupTransformationPiecesObject>>
<<if $facestyle is undefined>>
<<set $facestyle to "default">>
<</if>>
<<if $facevariant is undefined>>
<<set $facevariant to "default">>
<</if>>
<<if $makeup is undefined>>
<<set $makeup = {}>>
<<set $makeup.owned = {}>>
<<set $makeup.owned.lipstick = []>>
<<set $makeup.owned.eyeshadow = []>>
<<set $makeup.owned.eyelenses = []>>
<<set $makeup.owned.hairdye = []>>
<<set $makeup.owned.mascara = []>>
<<set $makeup.owned.blusher = []>>
<<set $makeup.lipstick = 0>>
<<set $makeup.eyeshadow = 0>>
<<set $makeup.blusher = 0>>
<<set $makeup.eyelenses = {"left":0, "right":0}>>
<<set $makeup.mascara = 0>>
<<set $makeup.mascara_running = 0>>
<<set $makeup.pbcolour = 0>>
<<set $makeup.browscolour = 0>>
<<set $makeup.concealer = 0>>
<</if>>
<<if $makeup.owned.custom_eyelenses is undefined>>
<<set $makeup.owned.custom_eyelenses to []>> /* pharmacy custom eye lenses */
<</if>>
<<set $leftEyeColour to "purple">>
<<set $rightEyeColour to "purple">>
<<set $prepareSaveDetails to true>>
<<if $saveDetails is undefined>>
<<set $saveDetails to {
exported:{
days: 0,
frequency: 15,
count: 0,
dayCount: 0,
},
auto:{
count: 0
},
slot:{
count: 0,
dayCount: 0,
},
playTime: 0,
loadTime: new Date(),
loadCount: 0,
}>>
<<unset $lastExported>>
<</if>>
<<if $saveDetails.exported.dayCount is undefined>>
<<set $saveDetails.exported.dayCount to 0>>
<<set $saveDetails.slot.dayCount to 0>>
<</if>>
<<set $shopDefaults to {
"color":"black",
"colorSet":null,
"secColor":"black",
"secColorSet":null,
"disableReturn": false,
"alwaysBackToShopButton": false,
"noHelp": false,
"noTraits": false,
"highContrast": false,
"mannequinGender": "same",
"mannequinGenderFromClothes": false,
"colourItems": "random",
"compactMode": false,
}>>
<<initAllNNPCVirginities>>
<<set $templePromised to "">>
<<if $sleepStat is undefined>>
<<set $sleepStat to 0>>
<</if>>
<<run window.createInventoryObject()>>
<<initEstatePersistent>>
<<set $modeloptionsOverride to {}>>
<<set $wraith to {"state": "", "init": 0}>>
<<set $necklaceThief to "">>
<<set $world_corruption_soft to 0>>
<<set $world_corruption_hard to 2>>
<<set $world_corruption_reduced to 0>>
<<set $passageCount to 0>>
<<set $passageChangesCount to 0>>
<<modupdate>>
<</widget>><<widget "variablesStart2">>
/*Variables required at the start of passage 'Start2', please remove if not required"*/
/*This widget should be used to initialise most or all variables that are required when you begin a new game. also check <<gameStartOnly>> for other initialisations. */
<<set $location to "home">>
<<if $hairselect is "random">>
<<set $hairselect to ["red","jetblack","black","brown","softbrown","lightbrown","burntorange","blond","softblond","platinumblond","ashyblond","strawberryblond","ginger"].random()>>
<</if>>
<<if $eyeselect is "random">>
<<set $eyeselect to ["purple","dark blue","light blue","amber","hazel","green","red","pink","grey", "light grey", "lime green"].random()>>
<</if>>
<<if $background is "random">>
<<set _backgroundOptions to ["waif","nerd","athlete","delinquent","promiscuous","exhibitionist","deviant","beautiful","lustful","plantlover"]>>
<<if $player.gender isnot "h">>
<<run _backgroundOptions.push("crossdresser")>>
<</if>>
<<set $background to _backgroundOptions.random()>>
<</if>>
<<switch $bodysize>>
<<case 0>><<set $physiquesize to 6000>>
<<case 1>><<set $physiquesize to 10000>>
<<case 2>><<set $physiquesize to 12000>>
<<case 3>><<set $physiquesize to 16000>>
<</switch>>
<<clamp>>
<!-- <<effects>> -->
<<initnpcgender>>
<<initnpcskin>>
<<if $debug is 1 and $spraymax lt 1>>
<<set $spraymax += 1>>
<<set $spray += 1>>
<</if>>
<<set $per_npc to {}>>
<<set $storedNPCs to {}>>
<<set $perNPCFix to 4>>
<<set $physique to ($physiquesize / 7) * 3>>
<<set $beauty to ($beautymax / 7)>>
<<set $breastgrowthtimer to 350>>
<<tryOnInit>>
<<givestartclothing>>
<<set $intro to 0>>
<<set $naturalhaircolour to $hairselect>>
<<set $haircolour to $naturalhaircolour>>
<<set $hairColourStyle to "simple">>
<<set $hairColourGradient to { style: "split", colours: ["red", "black"]}>>
<<set $hairfringecolour to $naturalhaircolour>>
<<set $hairFringeColourStyle to "simple">>
<<set $hairFringeColourGradient to { style: "split", colours: ["red", "black"]}>>
<<if $cheatdisable is "f" and !$debug or $rentmod lt 1 and !$debug>>
<<set $feats.locked to true>>
<</if>>
<<set $leftEyeColour to $eyeselect>>
<<set $rightEyeColour to $eyeselect>>
<<if $awareselect is "innocent">>
<<elseif $awareselect is "knowledgeable">>
<<set $awareness += 200>>
<<set $awarelevel to 1>>
<</if>>
/*pharmacy contact lenses related */
<<if ndef $lenses_ordered>>
<<set $lenses_ordered to []>>
<</if>>
<<if ndef $custom_lenses_already_ordered>>
<<set $custom_lenses_already_ordered to 0>>
<</if>>
<<if ndef $custom_eyecolours>>
<<set $custom_eyecolours to []>>
<</if>>
<<if ndef $makeup.owned>>
<<set $makeup.owned to []>>
<<if ndef $makeup.owned.custom_eyelenses>>
<<set $makeup.owned.custom_eyelenses to []>>
<</if>>
<</if>>
<<set $player.gender_appearance to $player.gender>>
<<set $player.gender_appearance_factors to []>>
<<set $player.femininity to 0>>
<<set $player.gender_appearance_without_overwear to $player.gender>>
<<set $player.gender_appearance_without_overwear_factors to []>>
<<set $player.femininity_without_overwear to 0>>
<<set $player.gender_posture to "n">>
<<if $player.gender is "f">>
<<set $vaginause to 0>>
<<set $vaginastate to 0>>
<<set $penisuse to "none">>
<<set $penisstate to "none">>
<<set $player.sex to "f">>
<<set $player.vaginaExist to true>>
<<set $player.penisExist to false>>
<<set $player.ballsExist to false>>
<<elseif $player.gender is "m">>
<<set $vaginause to "none">>
<<set $vaginastate to "none">>
<<set $penisuse to 0>>
<<set $penisstate to 0>>
<<set $player.sex to "m">>
<<set $player.vaginaExist to false>>
<<set $player.penisExist to true>>
<<set $player.ballsExist to true>>
<<elseif $player.gender is "h">>
<<set $vaginause to 0>>
<<set $vaginastate to 0>>
<<set $penisuse to 0>>
<<set $penisstate to 0>>
<<set $player.sex to "h">>
<<set $player.penisExist to true>>
<<set $player.vaginaExist to true>>
<</if>>
<<physicalAdjustmentsInit>>
<<set $player.perceived_breastsize = $player.breastsize>>
<<set $player.perceived_bottomsize = $player.bottomsize>>
/* Do not use this object directly - use the Weather singleton instead */
<<set $weatherObj to {
name: "clear",
snow: 0,
ice: {},
fog: 0,
overcast: 0,
targetOvercast: 0,
monthlyTemperatures: [],
keypointsArr: []
}>>
/* Default start date: 6 sept (sunday), 2020, 07:00 */
/* Do not change start date during gameplay as time is relative to the start date */
<<if $startingseason is "random">>
<<set $startingseason to ["autumn","winter","spring","summer"].random()>>
<</if>>
<<switch $startingseason>>
<<case "winter">>
<<set Time.startDate to new DateTime(2022, 12, 4, 7)>>
<<case "spring">>
<<set Time.startDate to new DateTime(2022, 3, 6, 7)>>
<<case "summer">>
<<set Time.startDate to new DateTime(2022, 6, 5, 7)>>
<<default>>
<<set Time.startDate to new DateTime(2022, 9, 4, 7)>>
<</switch>>
<<unset $startingseason>>
<<set $timeStamp to 0>>
<<set Time.set()>>
<<run Weather.activeRenderer = Weather.sky>>
<<run Weather.sky.initialize()>>
<<set $backgroundTraits to []>>
<<if $background.nerd is true>>
<<set $science += 100>><<set $maths += 100>><<set $english += 100>><<set $history += 100>><<set $school += 400>><<set $cool to 0>>
<<set $sciencetrait to 1>><<set $mathstrait to 1>><<set $englishtrait to 1>><<set $historytrait to 1>>
<<set $backgroundTraits.push("nerd")>>
<</if>>
<<if $background.athlete is true>>
<<set $physique += ($physiquesize / 4)>><<set $swimmingskill += 200>><<set $athletics += 200>>
<<set $science to 0>><<set $maths to 0>><<set $english to 0>><<set $history to 0>><<set $school to 0>>
<<set $sciencetrait to -1>><<set $mathstrait to -1>><<set $englishtrait to -1>><<set $historytrait to -1>>
<<set $backgroundTraits.push("athlete")>>
<</if>>
<<if $background.delinquent is true>>
<<set $delinquency += 401>><<set $cool += 200>>
<<set $backgroundTraits.push("delinquent")>>
<</if>>
<<if $background.promiscuous is true>>
<<set $promiscuity += 35>>
<<set $backgroundTraits.push("promiscuous")>>
<</if>>
<<if $background.exhibitionist is true>>
<<set $exhibitionism += 35>>
<<set $backgroundTraits.push("exhibitionist")>>
<</if>>
<<if $background.deviant is true>>
<<set $deviancy += 35>>
<<set $backgroundTraits.push("deviant")>>
<</if>>
<<if $background.beautiful is true>>
<<set $beauty += ($beautymax / 2) * $AMCTraits.beauty>>
<<set $backgroundTraits.push("beautiful")>>
<</if>>
<<if $background.lustful is true>>
<<set $backgroundTraits.push("lustful")>>
<</if>>
<<if $background.crossdresser is true>>
<<if $player.gender is "f">>
<<set $player.gender_posture to "m">>
<<elseif $player.gender is "m">>
<<set $player.gender_posture to "f">>
<<else>>
<<set $player.gender_posture to "n">>
<</if>>
<<set $backgroundTraits.push("crossdresser")>>
<</if>>
/* <<elseif $background is "greenthumb">> */
/* Leaving this here in case we ever turn Green Thumb back into a background. Can't be set to the background variable in current state. */
/* <<set $tending += 200>> */
<<if $background.plantlover is true>>
<<set $nectar_addiction to 200>>
<<set $nectar_timer to 21>>
<<set $backgroundTraits.push("plantlover")>>
<</if>>
<<if $hairlength gte 900>>
<<set $hairlengthstage to "feet">>
<<elseif $hairlength gte 700>>
<<set $hairlengthstage to "thighs">>
<<elseif $hairlength gte 600>>
<<set $hairlengthstage to "navel">>
<<elseif $hairlength gte 400>>
<<set $hairlengthstage to "chest">>
<<elseif $hairlength gte 200>>
<<set $hairlengthstage to "shoulder">>
<<else>>
<<set $hairlengthstage to "short">>
<</if>>
<<if $fringelength gte 900>>
<<set $fringelengthstage to "feet">>
<<elseif $fringelength gte 700>>
<<set $fringelengthstage to "thighs">>
<<elseif $fringelength gte 600>>
<<set $fringelengthstage to "navel">>
<<elseif $fringelength gte 400>>
<<set $fringelengthstage to "chest">>
<<elseif $fringelength gte 200>>
<<set $fringelengthstage to "shoulder">>
<<else>>
<<set $fringelengthstage to "short">>
<</if>>
<<if $saveId is undefined>>
<<set $saveId to random(10000, 99999)>>
<</if>>
<<if $player.penisExist>>
<<set $semen_amount to 90>>
<<set $semen_volume to 90>>
<<else>>
<<set $semen_amount to 0>>
<<set $semen_volume to 0>>
<</if>>
<<if $dateCount is undefined>>
<<set $dateCount to {
Total: 0,
Robin: 0,
Whitney: 0,
Kylar: 0,
Eden: 0,
Avery: 0,
BlackWolfHunts: 0,
GreatHawkHunts: 0,
GreatHawkCasual: 0,
Alex: 0,
Sydney: 0
}>>
<</if>>
<<if $virginTaken is undefined>>
<<set $virginTaken to {
kiss: [],
handholding: [],
oral: [],
anal: [],
vaginal: [],
penile: []
}>>
<</if>>
<<set $loveInterest to {
primary: "None",
secondary: "None",
tertiary: "None"
}>>
<<set $attitudesControl to {
showGoldLink:false,
unlockExhibitionismUnderwear:false,
unlockExhibitionismNude:false,
unlockTransformation:false,
unlockDemonFlaunt:false,
unlockProstitution:false,
unlockLoveInterest1:false,
unlockLoveInterest2:false,
unlockLoveInterest3:false,
unlockDefaultActions:false,
unlockHypnosis:false,
unlockLewd:false,
}>>
<<set $clothingShop to {
ban: 0,
banExtension: false,
spotted: false,
stolenClothes: 0,
totalStolenClothes: 0,
banCount: 0,
rng: random(0,1000)
}>>
<<set $adultShop to {
ban: 0,
banExtension: false,
spotted: false,
stolenClothes: 0,
totalStolenClothes: 0,
banCount: 0,
rng: random(0,1000)
}>>
<<set $propEquipped to 0>>
<<set $balloonStand to {
open: false,
owner: "friendly",
freeDrink: false,
robin: {status: "unaffected", talked: false, knows: false}
}>>
<<set $retrieveShopCustomColor to {}>>
<<set $customColors to {
presets:{},
action: "set",
currentType: "primary",
color:{primary:0, secondary:0},
saturation:{primary:1, secondary:1},
brightness:{primary:1, secondary:1},
contrast:{primary:1, secondary:1},
sepia:{primary:1, secondary:1},
value:{primary:100, secondary:100}
}>>
<<set $combatTrain to {
length: 0,
generateInit: 1,
beastTypes: [],
numberPerTrain: [],
}>>
<<set $enemyArousalLossReduction to 1>>
<<set $robinTattoo to []>>
<<set $robinmissing to 0>>
<<set $robin to {
timer: {hurt:0, customer:0},
hurtReason: "nothing",
moneyModifier: 0
}>>
<<set $kylar to {
raped: 0,
riddle: 0,
timer: {halls:0,street:0,home:0,love:0},
fameStage: 0,
}>>
<<set $kylarSeen to []>>
<<set $museumAntiqueJournalHints to []>>
<<specialClothesSetup>>
<<pregnancyVar>>
<<specialClothesEffectsSetup>>
<<childrenSetup>>
<<setupTransformationPiecesObject>>
<<if $fertiliser is undefined>>
<<set $fertiliser to {current:0,used:0}>>
<</if>>
<<set $actionDefaults = DefaultActions.setDefaults()>>
<<set versionUpdateCheck to false>>
<<set $rebuy_failure to []>>
<<set $rebuy_success to []>>
<<pbhairinit>>
<<resetLastOptions>>
<<set $adultshopprogress to 0>>
<<set $adultshopcontribution to 0>>
<<run createInventoryObject()>>
<<set $robinPunishments to []>>
<<set $robinTraumaMultiplier to 1>>
<<set $daily to {
school: {
attended: {}
},
whitney: {},
robin: {},
kylar: {},
morgan: {},
eden: {},
alex: {},
sydney: {},
ex: {},
pharm: {},
prison: {},
livestock: {},
giftedFood: {}
}>>
<<set _food_keys to Object.keys(setup.plants)>>
<<for _i to 0; _i lt _food_keys.length; _i++>>
<<set $_type to _food_keys[_i]>>
<<if $plants[$_type] is undefined>>
<<set $plants[$_type] to {"name": setup.plants[$_type].name, "plural": setup.plants[$_type].plural, "amount": 0}>>
<<elseif $plants[$_type].name is undefined>>
<<set $plants[$_type] to {"name": setup.plants[$_type].name, "plural": setup.plants[$_type].plural, "amount": $plants[$_type].amount}>>
<</if>>
<</for>>
<<supermarketWeekly>>
<<set $weekly to {
theft: {},
sewers: {}
}>>
<<set $yearly to { }>>
<<if $feats.allSaves.points gt 0>>
<<applyFeatsBoost>>
<</if>>
<<set $school to $science + $english + $maths + $history>>
<<set $schooltrait = $school >= 2800 ? 4 : $school >= 2000 ? 3 : $school >= 1600 ? 2 : $school >= 1200 ? 1 : 0>>
<<if $ironmanmode is true>>
<<set $options.confirmDialogUponTabClose to true>>
<<else>>
<<set $options.confirmDialogUponTabClose to false>>
<</if>>
<<run toggleConfirmDialogUponTabClose()>>
<<run Furniture.update()>>
<<modupdate>>
<</widget>><<widget "variablesStatic">>
/*This is for static variables that will not change during gameplay*/
/*These will not be saved to saves and are best when they are required in multiple location
and are required for processing for loops, default objects, etc.*/
/*Can be found at 'SugarCube.setup'*/
<<run try { new Function("const foo = {}; foo?.bar;"); } catch (e) {
window.Utils.Defer(() => {
Errors.report('This browser does not meet the minimum requirements for DoL (ES2020). Please alert Vrelnir + the dev team and update your web browser.');
Errors.Reporter.show();
});
}>>
<<set setup.test to "testing">>
<<set setup.baseNPC = {
"chastity": { penis: "", vagina: "", anus: "" },
"location": {},
"skills": {},
"pronouns": {},
"traits": []
}>>
<<clothing_data>>
<<hair_data>>
<<init_bodywriting_objects>>
<<init_plant_objects>>
<<init_locations>>
<<init_tips>>
<<set setup.baseNNPC = {penis : 0, vagina: 0, gender: "none", description: 0, title: 0, insecurity: 0, pronoun: "none", penissize: 0, penisdesc: "none", bottomsize: 0, ballssize: 0, breastsize: 0, breastdesc: 0, breastsdesc: 0, skincolour: 0, teen: 0, adult: 0, init: 0, intro: 0, type: "human", trust: 0, love: 0, dom: 0, lust: 0, rage: 0, state: "", trauma: 0, eyeColour: 0, hairColour: 0, chastity: {penis: "", vagina: "", anus: ""}}>>
<<set setup.NPCNameList = ["Avery","Bailey","Briar","Charlie","Darryl","Doren","Eden","Gwylan","Harper","Jordan","Kylar","Landry","Leighton","Mason","Morgan","River","Robin","Sam","Sirris","Whitney","Winter","Black Wolf","Niki","Quinn","Remy","Alex","Great Hawk","Wren","Sydney","Ivory Wraith","Zephyr"]>>
<<set setup.loveInterestNpc = ["Robin","Whitney","Kylar","Sydney","Eden","Avery","Black Wolf","Great Hawk","Alex"]>>
/* this initialises the C.npc object */
<<run initCNPC()>>
<<set setup.crimeNames to {
assault: "assault",
coercion: "coercion",
destruction: "destruction of property",
exposure: "indecent exposure",
obstruction: "obstruction of justice",
prostitution: "prostitution",
resisting: "resisting arrest",
thievery: "thievery",
petty: "petty thievery",
trespassing: "trespassing",
}>>
<<set setup.crimeDescs to {
default: "general",
legacy: "a string of crimes that slipped through the cracks",
escape: "escaping prison",
cake: "a high-profile theft involving a noble's wedding cake",
kylarPrison: "assisting in a prison escape",
}>>
/* this initialises the C.crime object */
<<run initCCrime()>>
<<set setup.skinColor to {
light: { hStart: 30, hEnd: 47, sStart: 0.15, sEnd: 0.30,bStart: 4.3, bEnd: 3.4 },
medium: { hStart: 47, hEnd: 50, sStart: 0.30, sEnd: 0.32,bStart: 3.4, bEnd: 1.55 },
dark: { hStart: 50, hEnd: 50, sStart: 0.32, sEnd: 0.4,bStart: 1.55, bEnd: 0.6 },
gyaru: [
{ hStart: 30, hEnd: 47, sStart: 0.15, sEnd: 0.30, bStart: 4.3, bEnd: 3.4 },
{ hStart: 47, hEnd: 50, sStart: 0.30, sEnd: 0.32, bStart: 3.4, bEnd: 1.55 },
{ hStart: 50, hEnd: 50, sStart: 0.32, sEnd: 0.4, bStart: 1.55, bEnd: 0.6 },
],
ylight: { hStart: 50, hEnd: 55, sStart: 0.20, sEnd: 0.20,bStart: 4.4, bEnd: 3.6 },
ymedium: { hStart: 60, hEnd: 60, sStart: 0.25, sEnd: 0.25,bStart: 3.6, bEnd: 2.0 },
ydark: { hStart: 60, hEnd: 60, sStart: 0.25, sEnd: 0.25,bStart: 2.0, bEnd: 1.0 },
ygyaru: [
{ hStart: 60, hEnd: 60, sStart: 0.25, sEnd: 0.25, bStart: 4.4, bEnd: 3.6 },
{ hStart: 60, hEnd: 60, sStart: 0.25, sEnd: 0.25, bStart: 3.6, bEnd: 2.0 },
{ hStart: 60, hEnd: 60, sStart: 0.25, sEnd: 0.25, bStart: 2.0, bEnd: 1.0 },
],
slime: { hStart: 200, hEnd: 200, sStart: 0.3, sEnd: 0.5,bStart: 3.6, bEnd: 3.1 },
dft: { hStart: 45, hEnd: 45, sStart: 0.2, sEnd: 0.4, bStart: 4.5, bEnd: 0.7}
}>>
<<set setup.tanImg to {
"doggy":{
"t":{
"doggyactivebase":"img/sex/doggyRed/active/body/doggyactivebase.png",
"doggyactivebaseleftarm":"img/sex/doggyRed/active/body/doggyactivebaseleftarm.png",
"doggyactivebaselegs":"img/sex/doggyRed/active/body/doggyactivebaselegs.png",
"doggyactivebaserightarm":"img/sex/doggyRed/active/body/doggyactivebaserightarm.png",
"doggyactiveblush1":"img/sex/doggyRed/active/body/doggyactiveblush1.png",
"doggyactiveblush2":"img/sex/doggyRed/active/body/doggyactiveblush2.png",
"doggyactiveblush3":"img/sex/doggyRed/active/body/doggyactiveblush3.png",
"doggyactiveblush4":"img/sex/doggyRed/active/body/doggyactiveblush4.png",
"doggyactiveblush5":"img/sex/doggyRed/active/body/doggyactiveblush5.png",
"doggyactivemouth":"img/sex/doggyRed/active/body/doggyactivemouth.png",
"freckles":"img/sex/doggyRed/active/body/freckles.png",
"breastsTiny":"img/sex/doggyRed/active/body/doggyactivebreaststiny.png",
"breastsSmall":"img/sex/doggyRed/active/body/doggyactivebreastssmall.png",
"breastsLarge":"img/sex/doggyRed/active/body/doggyactivebreastslarge.png",
"breastsHuge":"img/sex/doggyRed/active/body/doggyactivebreastshuge.png",
"doggyactivefeetjob":"img/sex/doggyRed/active/body/doggyactivefeetjob.png",
"doggyactivefeetjobpenis":"img/sex/doggyRed/active/body/doggyactivefeetjobpenis.png",
"doggyactiveleftarmbound":"img/sex/doggyRed/active/body/doggyactiveleftarmbound.png",
"doggyactivelefthandjob":"img/sex/doggyRed/active/body/doggyactivelefthandjob.png",
"doggyactivelefthandjobpenis":"img/sex/doggyRed/active/body/doggyactivelefthandjobpenis.png",
"doggyactivepenis":"img/sex/doggyRed/active/body/doggyactivepenis.png",
"doggyactivepenisvirgin":"img/sex/doggyRed/active/body/doggyactivepenisvirgin.png",
"doggyactivepush":"img/sex/doggyRed/active/body/activepush.png",
"doggyactivepushlight":"img/sex/doggyRed/active/body/doggyactivepushlight.png",
"doggyactiverighthandjob":"img/sex/doggyRed/active/body/doggyactiverighthandjob.png",
"doggyactiverighthandjobpenis":"img/sex/doggyRed/active/body/doggyactiverighthandjobpenis.png",
"doggyactiveeyelids":"img/sex/doggyRed/active/doggyactiveeyelids.png",
"doggyactiveclosedmouth":"img/sex/doggyRed/active/body/doggyactiveclosedmouth.png",
"activebeastlefthand":"img/sex/doggyRed/frontbeast/activebeastlefthand.png",
"activebeastlefthandpenis":"img/sex/doggyRed/frontbeast/activebeastlefthandpenis.png",
"activebeastrighthand":"img/sex/doggyRed/frontbeast/activebeastrighthand.png",
"activebeastrighthandpenis":"img/sex/doggyRed/frontbeast/activebeastrighthandpenis.png",
"activebearlefthand":"img/sex/doggyRed/frontbeast/bear/activebearlefthand.png",
"activebearlefthandpenis":"img/sex/doggyRed/frontbeast/bear/activebearlefthandpenis.png",
"activebearrighthand":"img/sex/doggyRed/frontbeast/bear/activebearrighthand.png",
"activebearrighthandpenis":"img/sex/doggyRed/frontbeast/bear/activebearrighthandpenis.png",
"activecatlefthand":"img/sex/doggyRed/frontbeast/cat/activecatlefthand.png",
"activecatlefthandpenis":"img/sex/doggyRed/frontbeast/cat/activecatlefthandpenis.png",
"activecatrighthand":"img/sex/doggyRed/frontbeast/cat/activecatrighthand.png",
"activecatrighthandpenis":"img/sex/doggyRed/frontbeast/cat/activecatrighthandpenis.png",
"activedolphinlefthand":"img/sex/doggyRed/frontbeast/dolphin/activedolphinlefthand.png",
"activedolphinlefthandpenis":"img/sex/doggyRed/frontbeast/dolphin/activedolphinlefthandpenis.png",
"activedolphinrighthand":"img/sex/doggyRed/frontbeast/dolphin/activedolphinrighthand.png",
"activedolphinrighthandpenis":"img/sex/doggyRed/frontbeast/dolphin/activedolphinrighthandpenis.png",
"doggyactiveshadow":"img/sex/doggyRed/active/body/doggyactiveshadow.png",
"doggyactivechastitycagepenis":"img/sex/doggyRed/active/body/doggyactivechastitycagepenis.png",
"doggyactivechastitycagepenissmall":"img/sex/doggyRed/active/body/doggyactivechastitycagepenissmall.png",
"doggyactivestrapon":"img/sex/doggyRed/active/body/doggyactivepenisvirgin.png",
"doggyanalentrance":"img/sex/doggyRed/doggyanalentrance.png",
"doggyanalimminent":"img/sex/doggyRed/doggyanalimminent.png",
"doggyoralentrance":"img/sex/doggyRed/doggyoralentrance.png",
"doggyoralimminent":"img/sex/doggyRed/doggyoralimminent.png",
"doggyvaginalentrance":"img/sex/doggyRed/doggyvaginalentrance.png",
"doggyvaginalimminent":"img/sex/doggyRed/doggyvaginalimminent.png",
"doggyactiveanal":"img/sex/doggyRed/active/body/doggyactiveanal.png",
"doggyactiveanaldap":"img/sex/doggyRed/active/body/doggyactiveanaldap.png",
"doggyactiveanaldpp":"img/sex/doggyRed/active/body/doggyactiveanaldpp.png",
"doggyactivecheeks":"img/sex/doggyRed/active/body/doggyactivecheeks.png",
"doggyactivechest":"img/sex/doggyRed/active/body/doggyactivechest.png",
"doggyactivefeetjobpenis":"img/sex/doggyRed/active/body/doggyactivefeetjobpenis.png",
"doggyactivefencing":"img/sex/doggyRed/active/body/doggyactivefencing.png",
"doggyactivelefthandjobpenis":"img/sex/doggyRed/active/body/doggyactivelefthandjobpenis.png",
"doggyactiverighthandjobpenis":"img/sex/doggyRed/active/body/doggyactiverighthandjobpenis.png",
"doggyactiveoral":"img/sex/doggyRed/active/body/doggyactiveoral.png",
"doggyactivethighs":"img/sex/doggyRed/active/body/doggyactivethighs.png",
"doggyactivevaginal":"img/sex/doggyRed/active/body/doggyactivevaginal.png",
"doggyactivevaginaldp":"img/sex/doggyRed/active/body/doggyactivevaginaldp.png",
"doggyactivepreggybelly":"img/sex/doggyRed/active/body/preggyBelly/pregnancy_belly_"
},
"f":{
"doggyactivebase":"img/sex/doggy/active/body/doggyactivebase.png",
"doggyactivebaseleftarm":"img/sex/doggy/active/body/doggyactivebaseleftarm.png",
"doggyactivebaselegs":"img/sex/doggy/active/body/doggyactivebaselegs.png",
"doggyactivebaserightarm":"img/sex/doggy/active/body/doggyactivebaserightarm.png",
"breastsTiny":"img/sex/doggy/active/body/doggyactivebreaststiny.png",
"doggyactiveblush1":"img/sex/doggy/active/body/doggyactiveblush1.png",
"doggyactiveblush2":"img/sex/doggy/active/body/doggyactiveblush2.png",
"doggyactiveblush3":"img/sex/doggy/active/body/doggyactiveblush3.png",
"doggyactiveblush4":"img/sex/doggy/active/body/doggyactiveblush4.png",
"doggyactiveblush5":"img/sex/doggy/active/body/doggyactiveblush5.png",
"doggyactivemouth":"img/sex/doggy/active/body/doggyactivemouth.png",
"freckles":"img/sex/doggy/active/body/freckles.png",
"breastsSmall":"img/sex/doggy/active/body/doggyactivebreastssmall.png",
"breastsLarge":"img/sex/doggy/active/body/doggyactivebreastslarge.png",
"breastsHuge":"img/sex/doggy/active/body/doggyactivebreastshuge.png",
"doggyactivefeetjob":"img/sex/doggy/active/body/doggyactivefeetjob.png",
"doggyactivefeetjobpenis":"img/sex/doggy/active/body/doggyactivefeetjobpenis.png",
"doggyactiveleftarmbound":"img/sex/doggy/active/body/doggyactiveleftarmbound.png",
"doggyactivelefthandjob":"img/sex/doggy/active/body/doggyactivelefthandjob.png",
"doggyactivelefthandjobpenis":"img/sex/doggy/active/body/doggyactivelefthandjobpenis.png",
"doggyactivepenis":"img/sex/doggy/active/body/doggyactivepenis.png",
"doggyactivepenisvirgin":"img/sex/doggy/active/body/doggyactivepenisvirgin.png",
"doggyactivepush":"img/sex/doggy/active/body/doggyactivepush.png",
"doggyactivepushlight":"img/sex/doggy/active/body/doggyactivepushlight.png",
"doggyactiverighthandjob":"img/sex/doggy/active/body/doggyactiverighthandjob.png",
"doggyactiverighthandjobpenis":"img/sex/doggy/active/body/doggyactiverighthandjobpenis.png",
"doggyactiveeyelids":"img/sex/doggy/active/doggyactiveeyelids.png",
"doggyactiveclosedmouth":"img/sex/doggy/active/body/doggyactiveclosedmouth.png",
"activebeastlefthand":"img/sex/doggy/frontbeast/activebeastlefthand.png",
"activebeastlefthandpenis":"img/sex/doggy/frontbeast/activebeastlefthandpenis.png",
"activebeastrighthand":"img/sex/doggy/frontbeast/activebeastrighthand.png",
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"penisparasiteimminent1":"img/sex/close/doggy/beast/penisparasiteimminent1.png",
"penisnoballs":"img/sex/close/doggy/beast/penisnoballs.png",
"penisentrancenoballs":"img/sex/close/doggy/beast/penisentrancenoballs.png",
"penisimminentnoballs":"img/sex/close/doggy/beast/penisimminentnoballs.png",
"chest":"img/sex/close/chest/"
}
}
}
}>>
<<set setup.npcSkinDefaults to {
"white":"hue-rotate(30deg) saturate(0.20) brightness(4.10)",
"black":"hue-rotate(52deg) saturate(0.45) brightness(1.70)",
"ghost":"hue-rotate(30deg) saturate(0.10) brightness(4.50) opacity(80%)"
}>>
<<set setup.shadowImage to {
"doggy": [
"sexbase", "sexlegsdoggy", "sexbasefront", "beastforeground", "shadowman", "shadowmanbackground", "shadowmanforeground"
],
"missionary": [
"sexbase", "sexlower", "sexhair", "sexbasefront", "layer-sexwings", "halo-front", "sexrightleg", "sexarmsbound", "sexaboveclothes", "foreground", "sexbaseoverlay", "beastforeground", "shadowman", "shadowmanbackground", "shadowmanforeground"
]
}>>
<<set setup.bodyliquid to {
/* edit the bodyparts list to add a new bodypart, or the liquidtypes list to add a new liquid */
"bodyparts": [
"neck","rightarm","leftarm","thigh","bottom","tummy","chest","face","hair","feet","vaginaoutside","vagina","penis","anus","mouth"
],
"innerbodyparts": [
"vagina","anus","mouth"
],
"liquidtype": [
"goo", "semen", "nectar"
],
combined(bodypart){
return $player.bodyliquid[bodypart].goo + $player.bodyliquid[bodypart].semen + $player.bodyliquid[bodypart].nectar;
}
}>>
<<set setup.bodyparts to ["forehead", "left_cheek", "right_cheek", "left_shoulder", "right_shoulder", "breasts", "back", "left_bottom", "right_bottom", "pubic", "left_thigh", "right_thigh"]>>
<<set setup.clothingLayer to {
"all": ["over_upper","over_lower","over_head","upper","lower","under_upper","under_lower","head","face","neck","hands","handheld","legs","feet"],
"body": ["upper","lower","under_upper","under_lower","head","face","neck","hands","handheld","legs","feet"],
"torso": ["over_upper","over_lower","upper","lower","under_upper","under_lower"],
"torso_inner": ["upper","lower","under_upper","under_lower"],
"torso_outer": ["over_upper","over_lower","upper","lower"],
"over": ["over_upper","over_lower","over_head"],
"upper": ["upper", "under_upper"],
"lower": ["lower","under_lower"]
}>>
/*All items that should never be placed in the wardrobe*/
<<set setup.wardrobeSkip to ["naked","towel top","large towel","towel skirt","large towel bottom","plant skirt","plant top"]>>
<<set setup.actionsTypes to {
'personTypes': [
'Everyone', 'Strangers', 'Acquaintances', 'Alternative', 'Defiant', 'Submissive', 'Animals', 'Tentacles', 'Bailey', 'Robin', 'Whitney', 'Kylar', 'Sydney', 'Eden', 'Avery', 'Leighton', 'Alex', 'Ivory Wraith', 'Black Wolf', 'Great Hawk'
],
'combatTypes': [
'rape', 'consensual'
],
'actionTypes': [
'leftaction', 'rightaction', 'feetaction', 'mouthaction', 'penisaction', 'vaginaaction', 'anusaction', 'askActions', 'regrab'
]
}>>
/* Temporary until location rework */
<<set setup.majorAreas to [
"Orphanage", "Bedroom", "Barb Street", "Cliff Street", "Connudatus Street", "Danube Street", "Domus Street", "Elk Street",
"Harvest Street", "High Street", "Mer Street", "Nightingale Street", "Oxford Street", "Starfish Street", "Wolf Street",
"Residential alleyways", "Commercial alleyways", "Industrial alleyways", "Park", "Hallways", "Brothel", "Strip Club",
"Beach", "Ocean Breeze", "Docks Work", "Residential Drain", "Commercial Drain", "Industrial Drain", "Forest", "Farmland",
"Livestock Field", "Moor", "Forest Wolf Cave", "Wolf Cave", "Wolf Cave Clearing", "Asylum", "Asylum Cell", "Underground Cell", "Prison Cell", "Island", "Lake Shore", "Farmland", "Farm Work", "Meadow", "Sea", "town", "Eden Cabin", "Bird Tower",
]>>
/* Temporary until location rework */
<<set setup.passOutAreas to [...setup.majorAreas, "Sea", "Lake Underwater", "Sea Cliffs", "Sea Docks", "Sea Rocks", "Sea Beach", "Lake Shallows", "Lake Depths", "Lake Shallows Ice", "Lake Depths Ice", "Estate"]>>
<<set setup.clothingStateIndex to {"chest": 6, "midriff": 5, "waist": 4, "thighs": 3, "knees": 2, "ankles": 1}>>
<<set setup.clothingStateNextDown to {
"chest": "midriff",
"midriff": "waist",
"waist": "thighs",
"thighs": "knees",
"knees": "ankles",
"ankles": 0,
}>>
<<set setup.clothingStateNextUp to {
"chest": 0,
"midriff": "chest",
"waist": "midriff",
"thighs": "waist",
"knees": "thighs",
"ankles": "knees",
}>>
<<set setup.npcPenisRemarks to {
"big": ["Your body feels weak at the sight.","You shudder at the sight.","You moan involuntarily at its size.","You gasp at its massive girth.","Your thighs feel weak as you look on."],
"small": ["You stifle a laugh at the sight.","You smirk at the sight.","You stifle a chuckle at the sight.","You stifle a giggle at the sight.","You try not to laugh."]
}>>
<<set setup.breastsizes to ["", "budding", "tiny", "small", "pert", "modest", "full", "large", "ample", "massive", "huge", "gigantic", "enormous"]>>
<<set setup.penisSizes to ["micro", "mini", "tiny", "small", "normal", "large", "enormous"]>>
<<set setup.NPCVirginityTypes to {"anal": false, "oral": false, "penile": false, "vaginal": false, "handholding": false, "temple": false, "kiss": false}>>
<<set setup.NPCVirginityTypesVirgin to {"anal": true, "oral": true, "penile": true, "vaginal": true, "handholding": true, "temple": false, "kiss": true}>>
<<set setup.pharmacyItems to {
"penis_reduction": {
"type": "penis reduction",
"name": "penis reduction pills",
"price": 15000,
},
"penis_growth": {
"type": "penis growth",
"name": "penis growth pills",
"price": 15000,
},
"penis_blocker": {
"type": "penis blocker",
"name": "penis growth blocker pills",
"price": 20000,
},
"breast_reduction": {
"type": "breast reduction",
"name": "breast reduction pills",
"price": 15000,
},
"breast_growth": {
"type": "breast growth",
"name": "breast growth pills",
"price": 15000,
},
"breast_blocker": {
"type": "breast blocker",
"name": "breast growth blocker pills",
"price": 20000,
},
"bottom_reduction": {
"type": "bottom reduction",
"name": "bottom reduction pills",
"price": 15000,
},
"bottom_growth": {
"type": "bottom growth",
"name": "bottom growth pills",
"price": 15000,
},
"bottom_blocker": {
"type": "bottom blocker",
"name": "bottom growth blocker pills",
"price": 20000,
},
"Anti-Parasite Cream": {
"type": "Anti-Parasite Cream",
"name": "anti-parasite cream",
"price": 25000,
},
"condoms": {
"type": "condoms",
"name": "condoms",
"price": 6000,
},
"pregnancy_test": {
"type": "pregnancy test",
"name": "pregnancy test",
"price": 2500,
},
"fertility_pills": {
"type": "fertility booster",
"name": "fertility booster",
"price": 50000,
},
"contraceptive_pills": {
"type": "contraceptive",
"name": "contraceptive",
"price": 25000,
},
"Morning_After_pill": {
"type": "Morning After pill",
"name": "Morning After pill",
"price": 200,
},
"breast_pump": {
"type": "Breast Pump",
"name": "breast pump",
"price": 5000,
},
}>>
<<set setup.estateBlackjack to {
/*
stats don't go down, so you can consider the money to be a temporary bypass ("I have £452501558102 so I'll be fine if I lose"),
while the stat checks give a "I have won 21958125 games, I won't lose" confidence boost
*/
/* primary requirements given which the player can choose a given ante */
"primaryRequirements": [
{
"message": "Win at least 10 rounds of blackjack, or have £2,500 on you.",
"check": "$estatePersistent.totalRoundsWon gte 10"
},
{
"message": "Win at least £500 worth of bets, or have £5,000 on you.",
"check": "$estatePersistent.totalBetMoneyMade gte 50000"
},
{
"message": "Win at least £1,000 worth of bets, or have £10,000 on you.",
"check": "$estatePersistent.totalBetMoneyMade gte 100000"
},
{
"message": "Win at least £2,500 worth of bets, or have £25,000 on you.",
"check": "$estatePersistent.totalBetMoneyMade gte 250000"
},
{
"message": "Win at least £5,000 worth of bets, or have £50,000 on you.",
"check": "$estatePersistent.totalBetMoneyMade gte 500000"
},
{
"message": "Win at least £10,000 worth of bets, or have £100,000 on you.",
"check": "$estatePersistent.totalBetMoneyMade gte 1000000"
}
],
/* alternatively, the minimum amount of money you need to have for PC to be confident enough to risk betting it */
"confidenceMoney": [250000, 500000, 1000000, 2500000, 5000000, 10000000],
/*
low max bet usually is used by casinos to make sure players don't make more than the casino can pay out (or rather, makes it safer for the casino)
however, there's also the fact that you can use low bets, or a small ratio between the min and max bet prevents the usage of the martingale strategy
*/
"betSteps": [100, 200, 500, 1000, 2000, 5000],
"baseMaxBets": [2500, 5000, 10000, 25000, 50000, 100000],
"anteSizes": [25000, 50000, 100000, 250000, 500000, 1000000],
}>>
<<set setup.parasiteTypesPerBodypart to {
"nipples": ["none", "urchin", "slime"],
"penis": ["none", "urchin", "slime"],
"clit": ["none", "urchin", "slime"],
"bottom": ["none", "urchin", "slime", "maggot"],
"left_thigh": ["none", "maggot"],
"right_thigh": ["none", "maggot"],
"left_arm": ["none", "maggot"],
"right_arm": ["none", "maggot"],
"left_ear": ["none", "slime"],
"right_ear": ["none", "slime"],
"tummy": ["none", "urchin", "slime", "maggot"],
}>>
/*Note: Pregnancy - adjust as require and ensure that <<npcPregnancyUpdater>> is running in backComp*/
/*Should match with $NPCNameList*/
/*FOR `canBePregnant` DO NOT REMOVE FROM LIST ONCE ENABLED FOR OFFICAL VERSIONS, IT WILL DELETE EXISTING PREGNANCIES FOR NPCS*/
/*For `typesEnabled` only include pregnancy types that can be achieved ingame, parasites or their sub-types should never be included*/
<<set setup.pregnancy to {
canBePregnant: ["Alex","Black Wolf","Great Hawk"],
canImpregnatePlayer: ["Alex","Black Wolf","Great Hawk"],
infertile: ["Bailey", "Leighton"],
ignoresIncompleteCheck: ["Ivory Wraith"],
typesEnabled: ["human" , "wolf", "wolfboy", "wolfgirl", "hawk", "harpy"],
randomAlwaysKeep: ["wolf_cave"]
}>>
/* The list of art styles for the face. Please follow this convention: */
/* { "Name presented ingame to players": "actual value within the code / folder name" } */
<<set setup.faceStyleOptions to {
"Traditional": "default"
}>>
/* The list of $facevariant options grouped by $facestyle. Please follow this convention: */
/* { "$facestyle value": */
/* { "Face variant name": "actual value / folder name" } */
/* } */
/* Please update whenever a new face variant or face style is added */
/* The first variant of a style should always be assigned the value "default" within the code, regardless of */
/* what it is presented as to players. As an example: players will see it called "Gentle" variant, but its value */
/* in code, and its folder name shall be "default" */
<<set setup.faceVariantOptions to {
"default": {
"Gentle": "default",
"Catty": "catty",
"Aloof": "aloof",
"Sweet": "sweet"
},
}>>
<<set setup.badEndReasonText = {
abductedMoor: "Abducted by Remy's goons on the moor",
arrested: "Arrested by corrupt cops",
asylumBlackWolf: "Rescued by the Black Wolf",
asylumDischarged: "Discharged by Harper",
asylumDischargedLabour: "Discharged by Harper after giving birth",
asylumEden: "Rescued by Eden",
asylumHospital: "Hospital bed examination",
asylumHospital2: "Asked for an emergency appointment",
asylumSabotage: "Escaped by sabotage",
asylumTentacle: "Escaped through your mirror in the tentacle plains",
asylumTentacleAngel: "Escaped by the tentacle plains with angelic power",
cardCheating: "Caught cheating at cards",
edenAccepted: "Accepted Eden",
edenEscape: "Escaped",
edenEscapeNight: "Escaped at night",
edenHunted: "Hunted and caught by Eden",
edenHuntedSubmitted: "Hunted and submitted to Eden",
escaped: "Escaped",
escapedSoaring: "Escaped by soaring away",
kylarAbduction: "",
kylarAbductionLeave: "Escaped",
kylarAbductionRescued: "Rescued by Jordan and Bailey",
kylarAbductionReleased: "Released by Kylar",
kylarStockholm: "Accepted by Kylar",
kylarStockholmRefused: "Accepted by Kylar",
labour: "Went into labour",
minesEscapedBasement: "Found an entrance to a basement",
minesEscapedDrain: "Found the town drains",
minesEscapedPassoutDrain: "Passed out and found the town drains",
minesSold: "Sold to the mines",
poundMistake: "Mistaken for a dog",
poundSubmitted: "Submitted after freeing the black dog",
poundCaught: "Caught after freeing the black dog",
poundEscapeCages: "Escaped after opening all of the cages",
poundEscapeDoor: "Escaped through the metal door",
poundEscapeWon: "Won the pound show",
prisonWren: "Escaped on Wren's boat",
prisonWrenKylar: "Escaped on Wren's boat with Kylar",
prisonRut: "Passed out in the rut",
prisonSentenced: "Sentenced to prison",
prisonServed: "Served your sentence",
prisonSwimming: "Escaped by swimming away",
soldBailey: "Sold by Bailey",
soldBaileyRobin: "Sold with Robin by Bailey",
soldBriar: "Sold out by Briar",
tempPassout: "Caught when passed out due to extreme temperatures",
uDungeonDefeated: "Defeated molester and escaped",
uDungeonDumped: "Dumped down a hole",
uDungeonLake: "Escaped into the underground lake",
uDungeonLakeRobin: "Escaped into the underground lake with Robin",
uDungeonOutran: "Outran the hunters",
uDungeonOutranRobin: "Outran the hunters with Robin",
uDungeonPolice: "Abducted while trying to escape the police",
uDungeonPresented: "Escaped while being presented",
uDungeonSaved: "Saved by a plant person",
uFarmBetrayedLost: "Lost a fight after being betrayed by the van owner",
uFarmBetrayed: "Betrayed by the van owner",
uFarmEscaptedCentaurKiss: "Escaped after kissing the centaur",
uFarmEscaptedCentaurThank: "Escaped after thanking the centaur",
uFarmEscaptedHorse: "Escaped on a horse",
uFarmEscaptedNightRiver: "Escaped into the river at night",
uFarmEscaptedNightHole: "Escaped at night after digging a hole",
wolfCaveCaptured: "",
wolfCaveAccepted: "Accepted as a member of the pack",
wolfCaveDiggingAHole: "Escaped after digging a hole",
wolfCaveDefeated: "Defeated the pack",
wolfCaveFeared: "Feared enough to walk away",
wolfCaveTrusted: "Trusted enough to walk away",
teleportCheater: "Teleported out. You cheater.",
}>>
<</widget>><<widget "variablesVersionUpdate">>
/* * * * * * * * * * * * * * * * * *
* OLD BACKWARDS COMPATIBILITY CODE
* EDIT widget "backComp" FOR VERSIONS 0.3.4.8+
*/
<<if $objectVersion is undefined>>
<<set $objectVersion to {}>>
<</if>>
<<if $saveVersions is undefined>>
<<set $saveVersions to [StartConfig.version]>>
<<elseif $saveVersions.last() isnot StartConfig.version>>
<<set $saveVersions.push(StartConfig.version)>>
<</if>>
<<if $saveId is undefined>>
<<set $saveId to random(10000, 99999)>>
<</if>>
<<if $saveName is undefined>>
<<set $saveName to "">>
<</if>>
<<if $player is undefined>>
<<set $player to {}>>
<<set $player.sex to $playergender>>
<<set $player.gender to $playergender>>
<<set $player.gender_appearance to $playergenderappearance>>
<<unset $playergenderappearance>>
<</if>>
<<if $player.appearance isnot undefined>>
<<set $player.gender_appearance to $player.appearance>>
<<run delete $player.appearance>>
<</if>>
<<if $toplessgender isnot undefined>>
<<set $player.gender_appearance_without_overwear to $toplessgender>>
<<unset $toplessgender>>
<</if>>
<<if $player.virginity is undefined>>
<<set $player.virginity to {anal:true,oral:true,penile:true,vaginal:true,temple:false,handholding:true,kiss:true}>>
<<if $analvirginity is 0>>
<<set $player.virginity.anal to false>>
<</if>>
<<if $oralvirginity is 0>>
<<set $player.virginity.oral to false>>
<</if>>
<<if $penilevirginity is 0>>
<<set $player.virginity.penile to false>>
<</if>>
<<if $vaginalvirginity is 0>>
<<set $player.virginity.vaginal to false>>
<</if>>
<</if>>
<<if $player.virginity.handholding is undefined>>
<<set $player.virginity.handholding to true>>
<<set $player.virginity.kiss to true>>
<</if>>
<<if $analvirginity isnot undefined>>
<<unset $analvirginity>>
<<unset $oralvirginity>>
<<unset $penilevirginity>>
<<unset $vaginalvirginity>>
<<unset $temple_virginity>>
<</if>>
<<if $player.penisExist is undefined and $penisexist isnot undefined>>
<<set $player.penisExist to ($penisexist is 1 ? true : false)>>
<<set $player.vaginaExist to ($vaginaexist is 1 ? true : false)>>
<</if>>
<<if $player.ballsExist is undefined>>
<<set $player.ballsExist to ($player.gender isnot "f")>>
<</if>>
<<if $clothing_update is undefined>><<set $clothing_update to 1>>
<<clothinginit>>
<<givestartclothing>>
<</if>>
<<if $outfit_update is undefined or $outfit_update lt 3>><<set $outfit_update to 3>>
<<for _i to 0; _i lt $outfit.length; _i++>>
<<if $outfit[_i].colors is undefined>>
<<set $outfit[_i].colors to false>>
<</if>>
<<if $outfit[_i].over_upper is undefined>>
<<set $outfit[_i].over_upper to "naked">>
<<set $outfit[_i].over_lower to "naked">>
<<set $outfit[_i].over_head to "naked">>
<</if>>
<<if $outfit[_i].type[1]>>
<<set $outfit[_i].type[0] to $outfit[_i].type[1]>>
<<set $outfit[_i].type.deleteAt(1)>>
<</if>>
<</for>>
<</if>>
<<if $NPCName>>
<<if $NPCName[21].nam is "Remy" and $NPCName[22].nam is "Alex">>/*0.2.20.0 fix for Black Wolf/Quinn/Niki only being partially implemented in rare cases.*/
<<set $NPCNameList.delete("Black Wolf", "Quinn", "Niki", "Remy", "Alex")>>
<<set $NPCName.deleteAt(21, 22)>>/*Resets Remy and Alex to ensure proper array order.*/
<</if>>
<</if>>
<<if $npcNamedVersion gte 2>>
<<updateNewNamedNpcs>>
<</if>>
/* <<clothing_data>> Keeps clothing data up to date with new and changed items */
/* unnecessary because it is run in variables-static every time game is loaded */
<<if $npcListVersion isnot 2>>
<<npcList>>
<</if>>
<<npcNamedUpdate>> /*Updates old Named NPC code to new system*/
<<if $availableMapsVersion isnot 3>>
<<mapLocations>>
<</if>>
<<unset $avaliableMapsVersion>>
<<if $parasite_update is undefined>><<set $parasite_update to 1>>
<<parasiteinit>>
<<if $penisparasite is 1>><<unset $penisparasite>>
<<parasite penis urchin>>
<<set $parasitestat -= 1>>
<</if>>
<<if $clitparasite is 1>><<unset $clitparasite>>
<<parasite clit urchin>>
<<set $parasitestat -= 1>>
<</if>>
<<if $chestparasite is 1>><<unset $chestparasite>>
<<parasite nipples urchin>>
<<set $parasitestat -= 1>>
<</if>>
<</if>>
<<if $pubwhore is undefined>>
<<set $pubwhore to 0>>
<</if>>
<<if $masturbationstat is undefined>>
<<set $masturbationstat to 0>>
<<set $masturbationorgasmstat to 0>>
<<set $masturbationtimestat to 0>>
<<set $masturbationorgasm to 0>>
<</if>>
<<if $blackchance is undefined>>
<<set $blackchance to 10>>
<</if>>
<<if $angel is undefined>>
<<set $angel to 0>>
<<set $angelbuild to 0>>
<</if>>
<<if $angelBanish is undefined>>
<<set $angelBanishMax to 0>>
<<set $angelBanish to 0>>
<<if $angel gte 4>>
<<set $angelBanishMax to Math.floor($angelbuild / 10)>>
<<set $angelBanish to $angelBanishMax>>
<</if>>
<</if>>
<<if $demon is undefined>>
<<set $demon to 0>>
<</if>>
<<if $demonbuild is undefined>>
<<set $demonbuild to 0>>
<</if>>
<<if $demonabsorb is undefined>>
<<set $demonabsorb to 0>>
<</if>>
<<if $upperwet is undefined>>
<<set $upperwet to 0>>
<<set $upperwetstage to 0>>
<</if>>
<<if $lowerwet is undefined>>
<<set $lowerwet to 0>>
<<set $lowerwetstage to 0>>
<<set $underlowerwet to 0>>
<<set $underlowerwetstage to 0>>
<<set $underupperwet to 0>>
<<set $underupperwetstage to 0>>
<<set $overlowerwet to 0>>
<<set $overlowerwetstage to 0>>
<<set $overupperwet to 0>>
<<set $overupperwetstage to 0>>
<</if>>
<<if $schoolevent is undefined>>
<<set $schoolevent to 0>>
<<set $schooleventtimer to 5>>
<</if>>
<<if $stressmax is undefined or $stressmax is 10010>>
<<set $stressmax to 10000>>
<</if>>
<<if $tirednessmax is undefined>>
<<set $tirednessmax to 2000>>
<</if>>
<<if $physiquemax is undefined>>
<<set $physiquemax to 20000>>
<</if>>
<<if $beautymax is undefined>>
<<set $beautymax to 10000>>
<</if>>
<<if $malechance is undefined>>
<<set $malechance to 50>>
<<if $genderdisable is "f">>
<<set $malechance to 100>>
<<elseif $genderdisable is "m">>
<<set $malechance to 0>>
<<elseif $genderdisable is 90>>
<<set $malechance to 90>>
<<elseif $genderdisable is 10>>
<<set $malechance to 10>>
<</if>>
<</if>>
<<if $transformdisable is undefined>>
<<set $transformdisable to "f">>
<</if>>
<<if $robindebtlimit is undefined and $docksrobinintro is 1>>
<<set $robindebtlimit to 5>>
<<if $robindebt gte $robindebtlimit>>
<<set $robindebt to ($robindebtlimit - 1)>>
<</if>>
<</if>>
<<if $robinrescued isnot undefined>>
<<set $robindebtknown to 1>>
<</if>>
<<if $averygender isnot undefined>>
<<for _npc range ["avery", "morgan", "kylar", "blackwolf"]>>
<<run delete V[_npc + "gender"]>>
<<run delete V[_npc + "genitals"]>>
<</for>>
<</if>>
<<if $blackwolfmonster is undefined>>
<<rng>>
<<if $monsterchance gte $rng>>
<<set $blackwolfmonster to 1>>
<<else>>
<<set $blackwolfmonster to 0>>
<</if>>
<</if>>
<<if $genderknown is undefined>>
<<set $genderknown to ["Robin", "Bailey"]>>
<</if>>
<<if $waterwash is undefined>>
<<set $waterwash to 0>>
<</if>>
<<if C.npc.Whitney.state is undefined and C.npc.Whitney.init is 1>>
<<set C.npc.Whitney.state to "active">>
<<set C.npc.Whitney.dom to 10>>
<</if>>
<<if $whitneycollar is 1>>
<<earnFeat "Owned">>
<</if>>
<<if $bullytimeroutside is undefined>>
<<set $bullytimeroutside to 0>>
<</if>>
<<if $bullyeventoutside is undefined>>
<<set $bullyeventoutside to 0>>
<</if>>
<<if $whitneylust is undefined>>
<<set $whitneylust to 0>>
<</if>>
<<if $upperoutfitcasual is undefined>>
<<if $player.gender is "m">>
<<set $upperoutfitcasual to "t-shirt">>
<<set $loweroutfitcasual to "shorts">>
<<set $underoutfitcasual to "Y fronts">>
<<set $upperoutfitschool to "school shirt">>
<<set $loweroutfitschool to "school shorts">>
<<set $underoutfitschool to "Y fronts">>
<<else>>
<<set $upperoutfitcasual to "sundress">>
<<set $loweroutfitcasual to "sundress skirt">>
<<set $underoutfitcasual to "plain panties">>
<<set $upperoutfitschool to "school shirt">>
<<set $loweroutfitschool to "school skirt">>
<<set $underoutfitschool to "plain panties">>
<</if>>
<</if>>
<<if $famesex is undefined>>
<<set $famesex to 0>>
<</if>>
<<if $famerape is undefined>>
<<set $famerape to 0>>
<</if>>
<<if $pillsconsumed is undefined>>
<<set $pillsconsumed to 0>>
<</if>>
<<if $famegood is undefined>>
<<set $famegood to 0>>
<</if>>
<<if $famebusiness is undefined>>
<<set $famebusiness to 0>>
<</if>>
<<if $arousalmax is undefined>>
<<set $arousalmax to 10000>>
<</if>>
<<if $deviancy is undefined>>
<<set $deviancy to 0>>
<</if>>
<<if $squidcount is undefined>>
<<set $squidcount to 0>>
<</if>>
<<if $schoolevent is -1>>
<<set $schoolevent to 1>>
<</if>>
<<if $baileydefeated is undefined>>
<<set $baileydefeated to 0>>
<<set $baileydefeatedlewd to 0>>
<<set $baileydefeatedchain to 0>>
<</if>>
<<if $soldCount is undefined>>
<<if $rentsale isnot undefined>>
<<set $soldCount to $rentsale>>
<<else>>
<<set $soldCount to 0>>
<</if>>
<</if>>
<<if $robinmoney is undefined>>
<<set $robinmoney to 300>>
<</if>>
<<if $robinPayout is undefined>>
<<set $robinPayout to 0>>
<</if>>
<<if $scienceproject is undefined>>
<<set $scienceproject to "none">>
<</if>>
<<if $yeardays is undefined>>
<<set $yeardays to 0>>
<</if>>
<<if $mathsproject is undefined>>
<<set $mathsproject to "none">>
<</if>>
<<if $gamemode is undefined>>
<<set $gamemode to "normal">>
<</if>>
<<if $alluremod is undefined>>
<<set $alluremod to 1>>
<</if>>
<<if $oxygenmax is undefined>>
<<set $oxygenmax to 1200>>
<<set $oxygen to 1200>>
<</if>>
<<if $suffocating is undefined>>
<<set $suffocating to 0>>
<</if>>
<<if $asphyxiaLvl is undefined>>
<<set $asphyxiaLvl to 3>>
<</if>>
<<if $chokeorgasm is undefined>>
<<set $chokeorgasm to 0>>
<</if>>
<<if $NudeGenderDC is undefined or $NudeGenderDC gt 2>>
<<set $NudeGenderDC to 2>>
<</if>>
<<if $hallucinogen is undefined>>
<<set $hallucinogen to 0>>
<</if>>
<<if $antiquemoney is undefined>>
<<set $antiquemoney to 0>>
<<set $antiquemoneyhistory to 0>>
<<if $scienceproject is "done" or $scienceproject is "won">>
<<set $scienceproject to "none">>
<</if>>
<</if>>
<<if $controlmax is undefined>>
<<set $controlmax to 1000>>
<<if $control is 1>>
<<set $control to 1000>>
<<else>>
<<set $control to 0>>
<</if>>
<</if>>
<<if $background is undefined>>
<<set $background to "waif">>
<</if>>
<<if $orgasmtrait is undefined>>
<<set $orgasmtrait to 0>>
<</if>>
<<if $ejactrait is undefined>>
<<set $ejactrait to 0>>
<</if>>
<<if $molesttrait is undefined>>
<<set $molesttrait to 0>>
<</if>>
<<if $rapetrait is undefined>>
<<set $rapetrait to 0>>
<</if>>
<<if $bestialitytrait is undefined>>
<<set $bestialitytrait to 0>>
<</if>>
<<if $tentacletrait is undefined>>
<<set $tentacletrait to 0>>
<</if>>
<<if $voretrait is undefined>>
<<set $voretrait to 0>>
<</if>>
<<if $milkdranktrait is undefined>>
<<set $milkdranktrait to 0>>
<</if>>
<<if $alluretest is undefined>>
<<set $alluretest to 0>>
<</if>>
<<if $whitneypantiescheck is undefined>>
<<set $whitneypantiescheck to 0>>
<</if>>
<<if $assertiveaction is 0 or $assertiveaction is undefined>>
<<set $assertiveaction to "trauma">>
<</if>>
<<if $famepark is undefined>>
<<set $famepark to 0>>
<</if>>
<<if $beastmalechance is undefined>>
<<set $beastmalechance to 80>>
<</if>>
<<if StartConfig.enableImages is false>>
<<set $images to 0>>
<</if>>
<<if $beastgenderoverride is undefined>>
<<set $beastgenderoverride to 0>>
<</if>>
<<if $speechcycle is undefined>>
<<set $speechcycle to 0>>
<</if>>
<<if $npcspeechcycle is undefined>>
<<set $npcspeechcycle to 0>>
<</if>>
<<if $breastfeedingdisable is undefined>>
<<set $breastfeedingdisable to "f">>
<</if>>
<<if $real_gender isnot undefined>>
<<set $player.gender to $real_gender>>
<<unset $real_gender>>
<</if>>
<<if $physiquesize is undefined>>
<<set $physiquesize to (1000 * $devlevel)>>
<<if $physique gte 1>>
<<else>>
<<set $physique to $physiquemax>>
<</if>>
<</if>>
<<if $fringelength is undefined>>
<<set $fringelength to 200>>
<<set $hairtype to "default">>
<<set $fringetype to "default">>
<</if>>
<<if $famescrap is undefined>>
<<set $famescrap to 0>>
<</if>>
<<if $famepimp is undefined>>
<<set $famepimp to 0>>
<</if>>
<<if $spray is undefined>>
<<set $spray to 1>>
<</if>>
<<if $spraymax is undefined>>
<<set $spraymax to 1>>
<</if>>
<<if $spraystat is undefined>>
<<set $spraystat to 0>>
<</if>>
<<if $silhouettedisable is undefined>>
<<set $silhouettedisable to "f">>
<</if>>
<<if $watersportsdisable is undefined>>
<<set $watersportsdisable to "f">>
<</if>>
<<if $averyrage isnot undefined>>
<<unset $averyrage>>
<</if>>
<<if (C.npc.Avery.state is undefined or C.npc.Avery.state is "") and C.npc.Avery.init is 1>>
<<npcset Avery state "active">>
<</if>>
<<if (C.npc.Robin.state is undefined or C.npc.Robin.state is "") and C.npc.Robin.init is 1>>
<<npcset Robin state "active">>
<</if>>
<<if $catbuild is undefined>>
<<set $catbuild to 0>>
<<set $cat to 0>>
<</if>>
<<if $pain is undefined>>
<<set $pain to 0>>
<</if>>
<<if $hairupdate isnot 1>>
<<set $hairupdate to 1>>
<<if $hairlength gte 900>>
<<set $hairlengthstage to "feet">>
<<elseif $hairlength gte 700>>
<<set $hairlengthstage to "thighs">>
<<elseif $hairlength gte 600>>
<<set $hairlengthstage to "navel">>
<<elseif $hairlength gte 400>>
<<set $hairlengthstage to "chest">>
<<elseif $hairlength gte 200>>
<<set $hairlengthstage to "shoulder">>
<<else>>
<<set $hairlengthstage to "short">>
<</if>>
<<if $fringelength gte 900>>
<<set $fringelengthstage to "feet">>
<<elseif $fringelength gte 700>>
<<set $fringelengthstage to "thighs">>
<<elseif $fringelength gte 600>>
<<set $fringelengthstage to "navel">>
<<elseif $fringelength gte 400>>
<<set $fringelengthstage to "chest">>
<<elseif $fringelength gte 200>>
<<set $fringelengthstage to "shoulder">>
<<else>>
<<set $fringelengthstage to "short">>
<</if>>
<</if>>
<<if $dockhours is undefined>>
<<set $dockhours to 0>>
<</if>>
<<if $infinitespray is undefined>>
<<set $infinitespray to 0>>
<</if>>
<<if $hairtype is "braided ponytail">>
<<set $hairtype to "ponytail">>
<</if>>
<<if $monsterhallucinations is undefined>>
<<set $monsterhallucinations to "t">>
<<set $monsterchance to 50>>
<</if>>
<<if $policemolestation is undefined>>
<<set $policemolestation to 0>>
<</if>>
<<if $player.penissize is undefined>>
<<set $player.penissize to 2>>
<<set $penissizemax to 4>>
<<set $penisgrowthtimer to 700>>
<</if>>
<<if $penissizemin is undefined>>
<<set $penissizemin to -2>>
<</if>>
<<if $insecurity_penis_tiny is undefined>>
<<set $insecurity_penis_tiny to 0>>
<<set $insecurity_penis_small to 0>>
<<set $insecurity_penis_big to 0>>
<<set $insecurity_breasts_tiny to 0>>
<<set $insecurity_breasts_small to 0>>
<<set $insecurity_breasts_big to 0>>
<<set $acceptance_penis_tiny to 0>>
<<set $acceptance_penis_small to 0>>
<<set $acceptance_penis_big to 0>>
<<set $acceptance_breasts_tiny to 0>>
<<set $acceptance_breasts_small to 0>>
<<set $acceptance_breasts_big to 0>>
<</if>>
<<if $willpower is undefined>>
<<set $willpower to 200>>
<<set $willpowermax to 1000>>
<</if>>
<<if $fringetype is "swept back">>
<<set $fringetype to "swept right">>
<</if>>
<<if $museuminterest is undefined>>
<<set $museuminterest to 0>>
<</if>>
<<if $position is undefined>>
<<set $position to 0>>
<</if>>
<<if $wear_upper is undefined>>
<<set $wear_upper to "none">>
<<set $wear_lower to "none">>
<<set $wear_under_upper to "none">>
<<set $wear_under_lower to "none">>
<<set $wear_head to "none">>
<<set $wear_face to "none">>
<<set $wear_neck to "none">>
<<set $wear_legs to "none">>
<<set $wear_feet to "none">>
<<set $wear_genitals to "none">>
<<set $wear_outfit to "none">>
<</if>>
<<if $wear_over_upper is undefined>>
<<set $wear_over_upper to "none">>
<<set $wear_over_lower to "none">>
<<set $wear_over_head to "none">>
<</if>>
<<if $no_underwear is undefined>>
<<set $no_underwear to 0>>
<</if>>
<<if $arousal is undefined>>
<<set $arousal to 0>>
<</if>>
<<if $breastsensitivity is undefined>>
<<set $breastsensitivity to 1>>
<</if>>
<<if $genitalsensitivity is undefined>>
<<set $genitalsensitivity to 1>>
<</if>>
<<if $hairtype is "swept right">>
<<set $hairtype to "swept left">>
<</if>>
<<if $headnodetention is 1 or $headmoney is 1 or $headphotoshoot is 1>>
<<set $headblackmailed to 1>>
<</if>>
<<physicalAdjustmentsInit>>
<<if $tryOn is undefined>>
<<tryOnInit>>
<</if>>
<<if $carryblock is undefined>>
<<set $carryblock to 0>>
<</if>>
<<if $milk_drank_stat is undefined>>
<<set $milk_drank_stat to 0>>
<<set $milkdranktrait to 0>>
<<set $breast_mod to 0>>
<</if>>
<<if $ballssize is undefined>>
<<set $ballssize to $player.penissize>>
<<set $ballssizemax to $penissizemax>>
<<set $ballssizemin to $penissizemin>>
<<set $ballsgrowthtimer to $penisgrowthtimer>>
<</if>>
<<if $player.bottomsize is undefined>>
<<set $player.bottomsize to 2>>
<<set $bottomsizemax to 8>>
<<set $bottomsizemin to 0>>
<<set $bottomsizeold to 0>>
<<set $bottomgrowthtimer to 350>>
<</if>>
<<if $workouts is undefined>>
<<set $workouts to 0>>
<</if>>
<<if $sewingKit is undefined>>
<<set $sewingKit to 0>>
<</if>>
<<if $penis_mod is undefined>>
<<set $penis_mod to 0>>
<</if>>
<<if $tanned is undefined>>
<<set $tanned to 0>>
<</if>>
<<if $avery_penis_size isnot undefined>>
<<for _npc range ["avery", "bailey", "charlie", "darryl", "doren", "eden", "gwylan", "harper", "jordan", "kylar", "landry", "leighton", "mason", "morgan", "river", "robin", "sam", "sirris", "whitney", "winter", "zephyr"]>>
<<run delete V[_npc + "_penis_size"]>>
<</for>>
<</if>>
<<if $breast_mod lt -12>>
<<set $breast_mod to -12>>
<</if>>
<<if $breast_mod gt 12>>
<<set $breast_mod to 12>>
<</if>>
<<if $shopDefaults is undefined>>
<<set $shopDefaults to {
"color":"black",
"colorSet":null,
"secColor":"black",
"secColorSet":null,
"disableReturn": false
}>>
<</if>>
<<if $shopDefaults.alwaysBackToShopButton is undefined>>
<<set $shopDefaults.alwaysBackToShopButton to false>>
<</if>>
<<if $shopDefaults.colourItems is undefined>>
<<set $shopDefaults.colourItems = "random">>
<</if>>
<<if $shopDefaults.mannequinGender is undefined>>
<<set $shopDefaults.mannequinGender = "same">>
<</if>>
<<if $shopDefaults.noHelp is undefined>>
<<set $shopDefaults.compactMode to false>>
<<set $shopDefaults.mannequinGenderFromClothes to false>>
<<set $shopDefaults.highContrast to false>>
<<set $shopDefaults.noTraits to false>>
<<set $shopDefaults.noHelp to false>>
<</if>>
<<if $tentacles is undefined>>
<<set $tentacles to {
0: null,
1: null,
2: null,
3: null,
4: null,
5: null,
6: null,
7: null,
8: null,
9: null,
10: null,
11: null,
12: null,
13: null,
14: null,
15: null,
16: null,
17: null,
18: null,
19: null,
20: null,
"active": 0,
"max": 0
}>>
<</if>>
<<if $npclovehigh isnot 10>>
<<set $npclovehigh to 10>>
<</if>>
<<if $npclovelow isnot -10>>
<<set $npclovelow to -10>>
<</if>>
<<if $npcdomhigh isnot 10>>
<<set $npcdomhigh to 10>>
<</if>>
<<if $npcdomlow isnot -10>>
<<set $npcdomlow to -10>>
<</if>>
<<if $scienceproject is "ongoing" and $sciencephallus is undefined>>
<<set $sciencephallusready to 0>>
<<set $sciencephallus to 0>>
<<set $sciencephalluspenis to 0>>
<<set $sciencephallusclit to 0>>
<</if>>
<<if $fallenangel is 2>>
<<set $angelbuild to 0>>
<</if>>
<<if ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled"))>>
<<set $demonFeat to true>>
<</if>>
<<if $orphan_hope is undefined>>
<<set $orphan_hope to 0>>
<</if>>
<<if $orphan_reb is undefined>>
<<set $orphan_reb to 0>>
<</if>>
<<if $masochism is undefined>>
<<set $masochism to 0>>
<<set $masochism_level to 0>>
<</if>>
<<if $per_npc is undefined>>
<<set $per_npc to {}>>
<</if>>
<<if $lessonmissedtext is undefined>>
<<set $lessonmissedtext to 0>>
<<set $lessonmissed to 0>>
<</if>>
<<if $home_event_timer is undefined>>
<<set $home_event_timer to 0>>
<<set $home_event_count to 0>>
<</if>>
<<if $gwylangender is undefined>>
<<if $malechance lt random(1, 100)>>
<<set $gwylangender to "f">>
<<else>>
<<set $gwylangender to "m">>
<</if>>
<</if>>
<<if $gwylangenitals is undefined>>
<<if $gwylangender is "m">>
<<if random(0, 99) gte $cbchance>>
<<set $gwylangenitals to "penis">>
<<else>>
<<set $gwylangenitals to "vagina">>
<</if>>
<<elseif $gwylangender is "f">>
<<if random(0, 99) gte $dgchance>>
<<set $gwylangenitals to "vagina">>
<<else>>
<<set $gwylangenitals to "penis">>
<</if>>
<</if>>
<</if>>
<<if $spiderdisable is undefined>>
<<set $spiderdisable to "f">>
<</if>>
<<if $gloryholestat is undefined>>
<<set $gloryholestat to 0>>
<</if>>
<<if $brothel_basement_price is undefined>>
<<set $brothel_basement_price to 1000>>
<</if>>
<<if $brothelshowdata is undefined>>
<<set $brothelshowdata to { counts:{ agreed:0, done:0 }, type:"none", intro:0, done:false, missed:false }>>
<<if $brothelshow isnot undefined>>
<<set $brothelshowdata.type to $brothelshow>>
<<unset $brothelshow>>
<</if>>
<<if $brothelshowintro isnot undefined>>
<<set $brothelshowdata.intro to !!$brothelshowintro>>
<<unset $brothelshowintro>>
<</if>>
<<if $brothelshowdone isnot undefined>>
<<set $brothelshowdata.done to !!$brothelshowdone>>
<<unset $brothelshowdone>>
<</if>>
<<if $brothelshowmissed isnot undefined>>
<<set $brothelshowdata.missed to !!$brothelshowmissed>>
<<unset $brothelshowmissed>>
<</if>>
<</if>>
<<if $money is undefined>>
<<set $money to 0>>
<</if>>
<<if $syndromeeden is 1 and $edenshrooms is undefined>>
<<unset $syndromeeden>>
<</if>>
<<if $initnpcfix is undefined>>
<<set $initnpcfix to 1>>/*Applies missing NPC settings for saves before 0.2.5*/
<<initnpcgender>>
<</if>>
<<if C.npc.Kylar.init is 1 and C.npc.Kylar.state is "">>
<<set C.npc.Kylar.init to 0>>
<</if>>
<<if $chestuse is undefined>>
<<set $cheststate to 0>>
<</if>>
<<if $lactating is undefined>>/*Updating to 0.2.7*/
<<set $lactating to 0>>
<<set $lactation_pressure to 0>>
<<set $milk_amount to 30>>
<<set $milk_volume to 30>>
<<set $milk_max to 3000>>
<<if $penisexist is 1>>
<<set $semen_amount to 90>>
<<set $semen_volume to 90>>
<<else>>
<<set $semen_amount to 0>>
<<set $semen_volume to 0>>
<</if>>
<<set $semen_max to 3000>>
<<set $milk_produced_stat to 0>>
<<set $semen_produced_stat to 0>>
<<set $masturbation_semen to 0>>
<<set $masturbation_milk to 0>>
<<set $bunstat to 0>>
<<set $famesocial to 0>>
<</if>>
<<if $creamstat is undefined>>
<<set $creamstat to 0>>
<<set $lube_produced_stat to 0>>
<</if>>
<<if $chef_sus is undefined>>
<<set $chef_sus to 0>>
<</if>>
<<if $pillory is undefined>>
<<set $pillory to {}>>
<</if>>
<<if $pillory.tenant is undefined>> /* Pillory related */
<<setup_pillory>>
<</if>>
<<if ndef $police_intro>> /* Police hack related*/
<<set $police_intro to 0>>
<<set $police_access_card to 0>>
<<set $police_hack to 0>>
<<set $pub_hack_job to 0>>
<<set $hacker_tasks to []>>
<</if>>
<<if ndef $framed>>
<<set $framed to 0>>
<</if>>
/* brothel */
<<if ndef $brothel_raid>>
<<set $brothel_raid to 0>>
<</if>>
<<if ndef $brothel_raid_day>>
<<set $brothel_raid_day to 0>>
<</if>>
<<if ndef $brothel_thief>>
<<set $brothel_thief to 0>>
<</if>>
<<if $o_long_and_beautiful is undefined>> /*'long hair' girl related*/
<<set $o_long_and_beautiful to 0>>
<<set $hy_sibling to 0>>
<<set $hy_parent to 0>>
<<set $long_hair_meet_day to 9999>>
<<set $misbehaviour_day to 9999>>
<</if>>
<<if $objectVersion.chastity lt 3 or $objectVersion.chastity is undefined>>
<<if $worn.genitals is undefined>>
<<set $worn.genitals to clone(setup.clothes.genitals[0])>>
<<set $carried.genitals to clone(setup.clothes.genitals[0])>>
<</if>>
<<if $worn.under_lower.type.includes("chastity")>>
<<set $worn.genitals to clone($worn.under_lower)>>
<<set $worn.under_lower to clone(setup.clothes.under_lower[0])>>
<</if>>
<<if $worn.genitals.name isnot "naked">>
<<set $worn.genitals.hideUnderLower to setup.clothes.genitals[1].hideUnderLower>>
<<set $worn.genitals.type to setup.clothes.genitals[1].type>>
<</if>>
<<set $objectVersion.chastity to 3>>
<</if>>
<<if $showCaptionText is undefined>>
<<set $showCaptionText to true>>
<</if>>
<<if $parasite.types is undefined>>
<<set _oldparasite to $parasite>>
<<parasiteinit>>
<<for _part, _type range _oldparasite>>
<<if _type.name isnot undefined>>
<<set $parasite[_part].name to _type.name>>
<<set $parasite[_type.name].push(_part.replace(/_/g, " "))>>
<</if>>
<</for>>
<</if>>
<<if $slimeSleepEvent is undefined>>
<<set $slimeSleepEvent to 0>>
<</if>>
<<if $parasite.left_thigh.name is undefined>>
<<removeparasite left_thigh>>
<</if>>
<<if $parasite.right_thigh.name is undefined>>
<<removeparasite right_thigh>>
<</if>>
<<if $parasite.left_arm.name is undefined>>
<<removeparasite left_arm>>
<</if>>
<<if $parasite.right_arm.name is undefined>>
<<removeparasite right_arm>>
<</if>>
<<if $objectVersion.feats lt 1 or $objectVersion.feats is undefined>>
<<set $feats to {
"locked":false,
"soft":false,
"allSaves":{},
"currentSave":{},
"filter":"All"
}>>
<<set $objectVersion.feats to 1>>
<</if>>
<<if ($cheatdisable is "f" and !$debug) or $locked is true>>
<<run delete $locked>>
<<set $feats.locked to true>>
<</if>>
<<if $smuggler_location is undefined>>
<<set $smuggler_location to "sewer">>
<<set $smuggler_timer to 0>>
<<set $smuggler_stolen_stat to 0>>
<</if>>
<<if $gamemode is "soft" or $alluremod lt 1>>
<<set $feats.soft to true>>
<</if>>
<<updateFeats>>
<<if $straponchance is undefined>>
<<set $straponchance to 0>>
<</if>>
<<if $lastWardrobeSlot is undefined>>
<<set $lastWardrobeSlot to "head">>
<</if>>
<<if $objectVersion.customColors lt 4 or $objectVersion.customColors is undefined>>
<<if $customColors is undefined>>
<<set $customColors to {
presets:{},
action: "set",
currentType: "primary",
color:{primary:0, secondary:0},
saturation:{primary:1, secondary:1},
brightness:{primary:1, secondary:1},
value:{primary:100, secondary:100}
}>>
<</if>>
<<if $customColors.contrast is undefined>>
<<set $customColors.contrast to{primary:1, secondary:1}>>
<</if>>
<<if $customColors.sepia is undefined>>
<<set $customColors.sepia to{primary:0, secondary:0}>>
<</if>>
<<set $objectVersion.customColors to 4>>
<</if>>
<<if $objectVersion.customColors lt 5 or $objectVersion.customColors is undefined>>
<<if $customColors.value is undefined>>
<<set $customColors.value to {primary:100, secondary:100}>>
<</if>>
<<set $objectVersion.customColors to 5>>
<</if>>
<<if $swarm is undefined or $swarm.type is undefined>>
<<set $swarm to {
"type":0,
"name":0,
"move":0,
"spill":0,
"steady":0,
"amount":{},
"data":{}
}>>
<</if>>
<<if $bodypart_number is undefined>>
<<bodywriting_init>>
<</if>>
<<if $newlyWritten is undefined and $combat is 1>>
<<set $newlyWritten to []>>
<</if>>
<<wetness_init>>
<<if $player.gender_appearance_factors is undefined>>
<<set $player.gender_appearance_factors to []>>
<</if>>
<<if $player.gender_appearance_without_overwear_factors is undefined>>
<<set $player.gender_appearance_without_overwear_factors to []>>
<</if>>
<<if $player.gender_posture is undefined>>
<<if $background.crossdresser is true>>
<<if $player.gender is "f">>
<<set $player.gender_posture to "m">>
<<elseif $player.gender is "m">>
<<set $player.gender_posture to "f">>
<</if>>
<<else>>
<<set $player.gender_posture to "n">>
<</if>>
<</if>>
<<if $player.femininity is undefined>>
<<set $player.femininity to 0>>
<</if>>
<<if $player.femininity_without_overwear is undefined>>
<<set $player.femininity_without_overwear to 0>>
<</if>>
<<if $player.condom is undefined>>
<<set $player.condom to false>>
<<set $condomchance to 50>>
<<set $condomautochance to 50>>
<</if>>
<<unset $clothes>>
<<if $cat gte 1 or $wolfgirl gte 1 or $cow gte 1 or $harpy gte 1 or $bunny gte 1>>
<<set $physicalTransform to 1>>
<<else>>
<<set $physicalTransform to 0>>
<</if>>
<<if $demon gte 1 or $angel gte 1 or ($fallenangel gte 2 or ($transformationParts.fallenAngel.wings isnot "hidden" and $transformationParts.fallenAngel.wings isnot "disabled"))>>
<<set $specialTransform to 1>>
<<else>>
<<set $specialTransform to 0>>
<</if>>
<<unset $transformed>>
<<if $backgroundTraits is undefined>>
<<set $backgroundTraits to []>>
<<if $background.nerd is true>>
<<set $backgroundTraits.push("nerd")>>
<</if>>
<<if $background.athlete is true>>
<<set $backgroundTraits.push("athlete")>>
<</if>>
<<if $background.delinquent is true>>
<<set $backgroundTraits.push("delinquent")>>
<</if>>
<<if $background.promiscuous is true>>
<<set $backgroundTraits.push("promiscuous")>>
<</if>>
<<if $background.exhibitionist is true>>
<<set $backgroundTraits.push("exhibitionist")>>
<</if>>
<<if $background.deviant is true>>
<<set $backgroundTraits.push("deviant")>>
<</if>>
<<if $background.beautiful is true>>
<<set $backgroundTraits.push("beautiful")>>
<</if>>
<<if $background.crossdresser is true>>
<<set $backgroundTraits.push("crossdresser")>>
<</if>>
<<if $background.plantlover is true>>
<<set $backgroundTraits.push("plantlover")>>
<</if>>
<</if>>
<<if Array.isArray($rebuy_success) is false>>
<<set $rebuy_failure to []>>
<<set $rebuy_success to []>>
<</if>>
<<if $dissociation is undefined>>
<<set $dissociation to 0>>
<</if>>
<<if $worn.over_upper is undefined>>
<<set $worn.over_upper to clone(setup.clothes.over_upper[0])>>
<<set $worn.over_lower to clone(setup.clothes.over_lower[0])>>
<<set $worn.over_head to clone(setup.clothes.over_head[0])>>
<<set $carried.over_upper to clone(setup.clothes.over_upper[0])>>
<<set $carried.over_lower to clone(setup.clothes.over_lower[0])>>
<<set $carried.over_head to clone(setup.clothes.over_head[0])>>
<<set $wardrobe.over_upper to []>>
<<set $wardrobe.over_lower to []>>
<<set $wardrobe.over_head to []>>
<<set $store.over_upper to []>>
<<set $store.over_lower to []>>
<<set $store.over_head to []>>
<</if>>
<<if $wardrobe.over_head is undefined>>
<<set $wardrobe.over_head to []>>
<</if>>
<<if $worn.hands is undefined>>
<<set $worn.hands to clone(setup.clothes.hands[0])>>
<<set $carried.hands to clone(setup.clothes.hands[0])>>
<<set $wardrobe.hands to []>>
<<set $store.hands to []>>
<<set $wear_hands to "none">>
<</if>>
<!-- updateClothes was moved to <<backcomp>> at the bottom of this file -->
<<if $objectVersion.wardrobes lt 4 or $objectVersion.wardrobes is undefined>>
<<wardrobesUpdate>>
<<set $objectVersion.wardrobes to 4>>
<</if>>
<<if $mathsprojectwon is 1>>
<<earnFeat "Maths Competition Winner">>
<</if>>
<<if $scienceprojectwon is 1>>
<<earnFeat "Science Fair Winner">>
<</if>>
<<if $bodywritingdisable is undefined>>
<<set $bodywritingdisable to "f">>
<</if>>
<<if $arousal is NaN or $arousal is undefined>>
<<set $arousal to 0>>
<</if>>
<<if $pain is NaN or $pain is undefined>>
<<set $pain to 0>>
<</if>>
<<if !$skin.forehead>>
<<bodywriting_clear forehead>>
<</if>>
<<if !$skin.left_cheek>>
<<bodywriting_clear left_cheek>>
<</if>>
<<if !$skin.right_cheek>>
<<bodywriting_clear right_cheek>>
<</if>>
<<if !$skin.left_shoulder>>
<<bodywriting_clear left_shoulder>>
<</if>>
<<if !$skin.right_shoulder>>
<<bodywriting_clear right_shoulder>>
<</if>>
<<if !$skin.breasts>>
<<bodywriting_clear breasts>>
<</if>>
<<if !$skin.back>>
<<bodywriting_clear back>>
<</if>>
<<if !$skin.pubic>>
<<bodywriting_clear pubic>>
<</if>>
<<if !$skin.left_thigh>>
<<bodywriting_clear left_thigh>>
<</if>>
<<if !$skin.right_thigh>>
<<bodywriting_clear right_thigh>>
<</if>>
<<if !$skin.left_bottom>>
<<bodywriting_clear left_bottom>>
<</if>>
<<if !$skin.right_bottom>>
<<bodywriting_clear right_bottom>>
<</if>>
<<if $crime is null or $crime is undefined>>
<<set $crime to 0>>
<<set $crimehistory to 0>>
<<set $blackmoney to 0>>
<</if>>
<<if isNaN(parseInt($crime))>>
<<set $crime to 0>>
<</if>>
<<if isNaN(parseInt($crimehistory))>>
<<set $crimehistory to 0>>
<</if>>
<<if isNaN(parseInt($blackmoney))>>
<<set $blackmoney to 0>>
<</if>>
<<if $worn.upper is undefined>>
<<set $worn.upper to clone(setup.clothes.upper[0])>>
<</if>>
<<if $worn.lower is undefined>>
<<set $worn.lower to clone(setup.clothes.lower[0])>>
<</if>>
<<if $worn.under_upper is undefined>>
<<set $worn.under_upper to clone(setup.clothes.under_upper[0])>>
<</if>>
<<if $worn.under_lower is undefined>>
<<set $worn.under_lower to clone(setup.clothes.under_lower[0])>>
<</if>>
<<if $worn.head is undefined>>
<<set $worn.head to clone(setup.clothes.head[0])>>
<</if>>
<<if $worn.face is undefined>>
<<set $worn.face to clone(setup.clothes.face[0])>>
<</if>>
<<if $worn.neck is undefined>>
<<set $worn.neck to clone(setup.clothes.neck[0])>>
<</if>>
<<if $worn.legs is undefined>>
<<set $worn.legs to clone(setup.clothes.legs[0])>>
<</if>>
<<if $worn.feet is undefined>>
<<set $worn.feet to clone(setup.clothes.feet[0])>>
<</if>>
<<if ndef $swimnudecounter>>
<<set $swimnudecounter to 0>>
<<set $swimall to 0>>
<</if>> /*for swimming*/
<<if $player.gender_body is undefined>>
<<set $player.gender_body to clone($player.gender)>>
<</if>>
<<if $worn.genitals.exposed is undefined>>
<<if $worn.genitals.exposed_base is 0>>
<<set $worn.genitals.exposed to 0>>
<<else>>
<<set $worn.genitals.exposed to 1>>
<</if>>
<</if>>
<<if $closinghour isnot 21>>
<<set $closinghour to 21>>
<</if>>
<!-- specialClothesSetup was moved to <<backComp>> -->
<<if $objectVersion.uncomfortable lt 2 or $objectVersion.uncomfortable is undefined>>
<<if $uncomfortable is undefined>>
<<if $lightexhibitionismaction isnot undefined>>
<<set $uncomfortable to {
underwear: ($lightexhibitionismaction is "embarrassed" ? true : false),
nude: ($exhibitionismaction is "embarrassed" ? true : false),
}>>
<<unset $lightexhibitionismaction>>
<<unset $exhibitionismaction>>
<<else>>
<<set $uncomfortable to {
underwear: true,
nude: true,
}>>
<</if>>
<</if>>
<<set $objectVersion.uncomfortable to 2>>
<</if>>
<<if $sidebarStats is undefined>>
<<set $sidebarStats to "Disabled">>
<</if>>
<<if $openinghours is undefined>>
<<if $hour gte 8 and $hour lt 21>>
<<set $openinghours to 1>>
<<else>>
<<set $openinghours to 0>>
<</if>>
<</if>>
<<if $athletics is undefined>>
<<set $athletics to Math.trunc(($physique / $physiquesize) * 1000)>>
<</if>>
<<if $dontHide is undefined>>
<<set $dontHide to false>>
<</if>>
<<if $checkstyle is undefined>>
<<set $checkstyle to "words">>
<<set $tending to 0>>
<<set $garden_flowers_intro to 1>>
<<set $eden_plot_intro to 1>>
<<set $wolf_plot_intro to 1>>
<<set $asylum_plot_intro to 1>>
<<set $plots to {}>>
<<set $plants_known to []>>
<<set $plants to {}>>
<<set $stall_rejected to 0>>
<<set $produce_sold to 0>>
<</if>>
<<if $combatControls is undefined>>
<<set $combatControls to "radio">>
<</if>>
<<if $loveInterest is undefined>>
<<set $loveInterest to {
primary: "None",
secondary: "None",
tertiary: "None"
}>>
<</if>>
<<if $dateCount is undefined>>
<<set $dateCount to {
Total: 0,
Robin: 0,
Whitney: 0,
Kylar: 0,
Eden: 0,
Avery: 0,
BlackWolfHunts: 0
}>>
<</if>>
<<if $dateCount.Alex is undefined>>
<<set $dateCount.GreatHawkHunts to 0>>
<<set $dateCount.Alex to 0>>
<<set $dateCount.Sydney to 0>>
<</if>>
<<if $virginTaken is undefined>>
<<set $virginTaken to {
kiss: [],
handholding: [],
oral: [],
anal: [],
vaginal: [],
penile: []
}>>
<</if>>
<<setupDefaults>>
<<if $bodywritingImages is undefined>>
<<set $bodywritingImages to true>>
<</if>>
<<if !$physique and $physique isnot 0>>
<<set $physique to ($physiquesize / 7) * 3>>
<</if>>
<<if !$tiredness and $tiredness isnot 0>>
<<set $tiredness to 0>>
<</if>>
<!-- updateMuseumAntiques was moved to <<backComp>> -->
<<if $objectVersion.specialClothesEffectsSetup lt 1 or $objectVersion.specialClothesEffectsSetup is undefined>>
<<specialClothesEffectsSetup>>
<<set $objectVersion.specialClothesEffectsSetup to 1>>
<</if>>
<<if $masturbationFix is undefined>>
<<set $mouthactiondefault to 0>>
<<set $mouthaction to 0>>
<<set $mouth to 0>>
<<set $masturbationFix to true>>
<</if>>
<<if $lastOptions is undefined>>
<<resetLastOptions>>
<</if>>
<<set $_npcHairEyeNeedsGenerating to $NPCName.some(n => !(n.eyeColour || n.hairColour))>>
<<if $_npcHairEyeNeedsGenerating>>
<<generateNPCNameHairAndEyeColors>>
<</if>>
<<if $stat_shoot is undefined>>
<<set $stat_shoot to 0>>
<<set $cow to 0>>
<<set $cowbuild to 0>>
<<set $fluid_forced_stat to 0>>
<</if>>
<<if $shoot_stat>> /*Checking shoot_stat's existence to assist clean-up for 0.2.14.1 fix*/
<<if $shoot_stat gt 0>>
<<set $stat_shoot += $shoot_stat>>
<</if>>
<<unset $shoot_stat>>
<</if>>
<<set $BeastList to ["dog","cat","pig","wolf","dolphin","lizard","bear","boar","creature","horse","fox","hawk","spider"]>>
<<if $active_enemy is undefined>>
<<set $active_enemy to 0>>
<</if>>
<<if $combatTrain is undefined>>
<<set $combatTrain to {
length: 0,
generateInit: 1,
beastTypes: [],
numberPerTrain: []
}>>
<</if>>
<<if isNaN(parseInt($trauma))>>
<<set $trauma to 0>>
<</if>>
<<if $arousalError isnot undefined>>
<<set $arousalError to [$arousalError.length]>>
<</if>>
<<if !$livestock_obey and $livestock_obey isnot 0>>
<<set $livestock_obey to 50>>
<</if>>
<<setupTransformationPiecesObject>>
<<if $clothingShop is undefined>>
<<set $clothingShop to {
ban: 0,
banExtension: false,
spotted: false,
stolenClothes: 0,
totalStolenClothes: 0,
banCount: 0,
rng: random(0,1000)
}>>
<</if>>
<<if $adultShop is undefined>>
<<set $adultShop to {
ban: 0,
banExtension: false,
spotted: false,
stolenClothes: 0,
totalStolenClothes: 0,
banCount: 0,
rng: random(0,1000)
}>>
<</if>>
<<if $penisWetness is undefined>>
<<set $penisWetness to 0>>
<</if>>
<<if $pbdisable is undefined>>
<<set $pbdisable to "t">>
<</if>>
<<if $facestyle is undefined>>
<<set $facestyle to "default">>
<</if>>
<<if $blinkingdisable is undefined>>
<<set $blinkingdisable to "f">>
<</if>>
<<if $makeup is undefined>>
<<set $makeup = {}>>
<<set $makeup.owned = {}>>
<<set $makeup.owned.lipstick = []>>
<<set $makeup.owned.eyeshadow = []>>
<<set $makeup.owned.eyelenses = []>>
<<set $makeup.owned.hairdye = []>>
<<set $makeup.owned.mascara = []>>
<<set $makeup.lipstick = 0>>
<<set $makeup.eyeshadow = 0>>
<<set $makeup.eyelenses = {"left":0, "right":0}>>
<<set $makeup.mascara = 0>>
<<set $makeup.mascara_running = 0>>
<<set $makeup.pbcolour = 0>>
<<set $makeup.browscolour = 0>>
<<set $makeup.concealer = 0>>
<</if>>
<<if $makeup.owned.custom_eyelenses is undefined>>
<<set $makeup.owned.custom_eyelenses to []>> /* pharmacy custom eye lenses */
<</if>>
<<if $uncomfortable.prostituting is undefined>>
<<set $uncomfortable.prostituting to true>>
<</if>>
<<if $malevictimchance is undefined>>
<<set $malevictimchance to $malechance>>
<<set $homochance to 4>>
<</if>>
<<if $livestock_intro is 0>>
<<if $remySeen is undefined>>
<<set $livestock_robin to 1>>
<</if>>
<<if $livestock_noise is undefined>>
<<set $livestock_noise to false>>
<</if>>
<</if>>
<<if $birdbuild is undefined>>
<<set $birdbuild to 0>>
<<set $harpy to 0>>
<<set $home_gone to 0>>
<</if>>
<<if $hirsutedisable>>
<<if $hirsutedisable is "f">>
<<if $wolfgirl gte 4>>
<<set $transformationParts.wolf.pubes to "default">>
<<set $transformationParts.wolf.pits to "default">>
<<else>>
<<set $transformationParts.wolf.pubes to "disabled">>
<<set $transformationParts.wolf.pits to "disabled">>
<</if>>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled"))>>
<<set $transformationParts.bird.pubes to "default">>
<<else>>
<<set $transformationParts.bird.pubes to "disabled">>
<</if>>
<<else>>
<<if $wolfgirl gte 4>>
<<set $transformationParts.wolf.pubes to "hidden">>
<<set $transformationParts.wolf.pits to "hidden">>
<<else>>
<<set $transformationParts.wolf.pubes to "disabled">>
<<set $transformationParts.wolf.pits to "disabled">>
<</if>>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled"))>>
<<set $transformationParts.bird.pubes to "hidden">>
<<else>>
<<set $transformationParts.bird.pubes to "disabled">>
<</if>>
<</if>>
<<unset $hirsutedisable>>
<</if>>
<<hirsuteHideCheck>>
<<if $per_npc.janitor isnot undefined>>
<<clearNPC "janitor">>
<</if>>
<<if $prop is undefined>>
<<set $prop to []>>
<</if>>
<<if $punishmentposition isnot 0 and $location isnot "brothel">>
<<set $punishmentposition to 0>>
<</if>>
<<if $schoolrep is undefined>>
<<set $schoolrep to {}>>
<<set $schoolrep.crossdress to 0>>
<<set $schoolrep.herm to 0>>
<</if>>
<<if $science_star is undefined>>
<<set $science_star to 0>>
<<set $maths_star to 0>>
<<set $english_star to 0>>
<<set $history_star to 0>>
<</if>>
<<if $farm_shift is undefined>>
<<set $farm_shift to 0>>
<<unset $beaststance>>
<<set $cattle_milked to 0>>
<</if>>
<<if $fringetype is "swept right">>
<<set $fringetype to "swept left">>
<</if>>
<<if $version === undefined>>
<<set $version={}>>
<</if>>
<<if $version.schema === undefined>>
<<set $version.schema = 1>>
<</if>>
<<if typeof $farm_yield_alex is "string">>
<<set $farm_yield_alex to 0>>
<</if>>
<<if typeof $farm_yield is "string">>
<<set $farm_yield to 0>>
<</if>>
<<if $farm is undefined>>
<<elseif $farm.build_finished is "parasite 1">>
<<set $farm.build_finished to ["parasites 1"]>>
<<elseif $farm.build_finished is "parasite 2">>
<<set $farm.build_finished to ["parasites 2"]>>
<</if>>
<<if $farm is undefined>>
<<elseif $farm.build_finished is undefined or $farm.build_finished is 0>>
<<set $farm.build_finished to []>>
<<elseif Array.isArray($farm.build_finished)>>
<<else>>
<<set $farm.build_finished to [$farm.build_finished]>>
<</if>>
<<if typeof $money is "string">>
<<set $money to 0>>
<</if>>
<<if $masseur_stat is undefined>>
<<set $masseur_stat to 0>>
<<set $machine_stat to 0>>
<</if>>
/* <<if $year % 4 is 0 and $yeardays gte 366 or $yeardays gte 365>>
<<year>>
<</if>> */
<<if $mason_pond is 5 and $garden_flowers_intro is 1>>
<<unset $garden_flowers_intro>>
<<plots_init garden 3 earth 1 small>>
<<add_plot garden water 1 small>>
<<elseif $mason_pond is 5>>
<<if !$plots.garden[3]>>
<<add_plot garden water 1 small>>
<</if>>
<</if>>
<<if $science_exam is undefined>>
<<set $science_exam to (40 + ($weekday * 10))>>
<<set $maths_exam to (40 + ($weekday * 10))>>
<<set $english_exam to (40 + ($weekday * 10))>>
<<set $history_exam to (40 + ($weekday * 10))>>
<<if $science gte 1750>>
<<set $sciencetrait to 8>>
<<set $science to 2000>>
<<elseif $science gte 1500>>
<<set $sciencetrait to 7>>
<<set $science to 1750>>
<<elseif $science gte 1250>>
<<set $sciencetrait to 6>>
<<set $science to 1500>>
<<elseif $science gte 1000>>
<<set $sciencetrait to 5>>
<<set $science to 1250>>
<<elseif $science gte 700>>
<<set $sciencetrait to 4>>
<<set $science to 1000>>
<<elseif $science gte 500>>
<<set $sciencetrait to 3>>
<<set $science to 700>>
<<elseif $science gte 400>>
<<set $sciencetrait to 2>>
<<set $science to 400>>
<<elseif $science gte 200>>
<<set $sciencetrait to 1>>
<<set $science to 200>>
<<elseif $science gte 100>>
<<set $sciencetrait to 0>>
<<set $science to 100>>
<<else>>
<<set $sciencetrait to -1>>
<<set $science to 0>>
<</if>>
<<if $maths gte 1750>>
<<set $mathstrait to 8>>
<<set $maths to 2000>>
<<elseif $maths gte 1500>>
<<set $mathstrait to 7>>
<<set $maths to 1750>>
<<elseif $maths gte 1250>>
<<set $mathstrait to 6>>
<<set $maths to 1500>>
<<elseif $maths gte 1000>>
<<set $mathstrait to 5>>
<<set $maths to 1250>>
<<elseif $maths gte 700>>
<<set $mathstrait to 4>>
<<set $maths to 1000>>
<<elseif $maths gte 500>>
<<set $mathstrait to 3>>
<<set $maths to 700>>
<<elseif $maths gte 400>>
<<set $mathstrait to 2>>
<<set $maths to 400>>
<<elseif $maths gte 200>>
<<set $mathstrait to 1>>
<<set $maths to 200>>
<<elseif $maths gte 100>>
<<set $mathstrait to 0>>
<<set $maths to 100>>
<<else>>
<<set $mathstrait to -1>>
<<set $maths to 0>>
<</if>>
<<if $english gte 1750>>
<<set $englishtrait to 8>>
<<set $english to 2000>>
<<elseif $english gte 1500>>
<<set $englishtrait to 7>>
<<set $english to 1750>>
<<elseif $english gte 1250>>
<<set $englishtrait to 6>>
<<set $english to 1500>>
<<elseif $english gte 1000>>
<<set $englishtrait to 5>>
<<set $english to 1250>>
<<elseif $english gte 700>>
<<set $englishtrait to 4>>
<<set $english to 1000>>
<<elseif $english gte 500>>
<<set $englishtrait to 3>>
<<set $english to 700>>
<<elseif $english gte 400>>
<<set $englishtrait to 2>>
<<set $english to 400>>
<<elseif $english gte 200>>
<<set $englishtrait to 1>>
<<set $english to 200>>
<<elseif $english gte 100>>
<<set $englishtrait to 0>>
<<set $english to 100>>
<<else>>
<<set $englishtrait to -1>>
<<set $english to 0>>
<</if>>
<<if $history gte 1750>>
<<set $historytrait to 8>>
<<set $history to 2000>>
<<elseif $history gte 1500>>
<<set $historytrait to 7>>
<<set $history to 1750>>
<<elseif $history gte 1250>>
<<set $historytrait to 6>>
<<set $history to 1500>>
<<elseif $history gte 1000>>
<<set $historytrait to 5>>
<<set $history to 1250>>
<<elseif $history gte 700>>
<<set $historytrait to 4>>
<<set $history to 1000>>
<<elseif $history gte 500>>
<<set $historytrait to 3>>
<<set $history to 700>>
<<elseif $history gte 400>>
<<set $historytrait to 2>>
<<set $history to 400>>
<<elseif $history gte 200>>
<<set $historytrait to 1>>
<<set $history to 200>>
<<elseif $history gte 100>>
<<set $historytrait to 0>>
<<set $history to 100>>
<<else>>
<<set $historytrait to -1>>
<<set $history to 0>>
<</if>>
<<exam_difficulty>>
<<set $distinction_stat to 0>>
<<unset $arousalsaved>>
<</if>>
<<if isNaN(parseInt($tiredness))>>
<<set $tiredness to 0>>
<</if>>
<<if ($minute % $time) isnot ($time - ($hour * 60))>>
<<set $minute to ($time - ($hour * 60))>>
<</if>>
<<if $waspdisable is undefined>>
<<set $waspdisable to "f">>
<</if>>
<<if $slugdisable is undefined>>
<<set $slugdisable to "f">>
<</if>>
<<if $season is undefined>>
<<if $month is "december" or $month is "january" or $month is "february">>
<<set $season to "winter">>
<<elseif $month is "march" or $month is "april" or $month is "may">>
<<set $season to "spring">>
<<elseif $month is "june" or $month is "july" or $month is "august">>
<<set $season to "summer">>
<<else>>
<<set $season to "autumn">>
<</if>>
<</if>>
<<farm_update>>
<<if $prepareSaveDetails is undefined>>
<<set $prepareSaveDetails to true>>
<</if>>
<<if $attitudesControl is undefined>>
<<set $attitudesControl to {
showGoldLink:false,
unlockExhibitionismUnderwear:false,
unlockExhibitionismNude:false,
unlockTransformation:false,
unlockDemonFlaunt:false,
unlockProstitution:false,
unlockLoveInterest1:false,
unlockLoveInterest2:false,
unlockLoveInterest3:false,
unlockDefaultActions:false
}>>
<</if>>
<<if $wild_plant_stat is undefined>>
<<set $wild_plant_stat to 0>>
<</if>>
<<if $fertiliser is undefined>>
<<set $fertiliser to {current:0,used:0}>>
<</if>>
<<if $saveName.includes("<")>>
<<set $saveName to $saveName.replace(/[^a-zA-Z\u4e00-\u9fa5 0-9]+/g,"")>>
<</if>>
<<if $imgLighten is false>>
<<set $imgLighten to "">>
<<elseif $imgLighten is true>>
<<set $imgLighten to "imgLighten">>
<</if>>
<<if $enemyArousalLossReduction is undefined>>
<<set $enemyArousalLossReduction to 1>>
<</if>>
<<if $pubtask is 1>>
<<set $pubtask to "forest">>
<</if>>
<<if $plants_known.includes("garlic bulb")>>
<<set $plants_known.delete("garlic bulb")>>
<<set $plants_known.push("garlic_bulb")>>
<</if>>
<<if $outbuildingvisited is 1 and $outbuildingBeast is undefined>>
<<set $outbuildingBeast to "dog">>
<</if>>
<<if $o_long_and_beautiful gt 10>>
<<set $o_long_and_beautiful to 10>>
<<elseif !$hy_parent and !$hy_student and $o_long_and_beautiful is 10>>
<<set $o_long_and_beautiful to 9>>
<</if>>
<<if $money is NaN or $money is undefined>>
<<set $money to 0>>
<</if>>
<<if $mannequinHasPenis is undefined>>
<<set $mannequinHasPenis to $player.penisExist>>
<<set $mannequinBreastsSize to $mannequinHasPenis ? 0 : 3>>
<</if>>
<<if $shopPage is undefined>>
<<set $shopPage = 0>>
<</if>>
<<if $shopClothingFilter is undefined>>
<<shopClothingFilterReset>>
<</if>>
<<if $shopItemsPerPage is undefined>>
<<set $shopItemsPerPage = 12>>
<</if>>
<<if $saveDetails is undefined>>
<<set $saveDetails to {
exported:{
days: clone($days),
frequency: 15,
count: 0,
dayCount: 0,
},
auto:{
count: 0
},
slot:{
count: 0,
dayCount: 0,
},
playTime: 0,
loadTime: new Date(),
loadCount: 0,
}>>
<<unset $lastExported>>
<</if>>
<<if $saveDetails.exported.dayCount is undefined>>
<<set $saveDetails.exported.dayCount to 0>>
<<set $saveDetails.slot.dayCount to 0>>
<</if>>
<<if $sleepStat is undefined>>
<<set $sleepStat to 0>>
<</if>>
<<if $greathawkmonster is undefined>>
<<rng>>
<<if $monsterchance gte $rng>>
<<set $greathawkmonster to 1>>
<<else>>
<<set $greathawkmonster to 0>>
<</if>>
<<set $bird to {}>>
<</if>>
<<if $harpy is undefined>>
<<set $harpy to 0>>
<</if>>
<<if C.npc["Great Hawk"].type is "bird">>
<<set C.npc["Great Hawk"].type to "hawk">>
<</if>>
<<if $clothesPrice is undefined>>
<<set $clothesPrice to 1>>
<</if>>
<<if $clothesPriceUnderwear is undefined>>
<<set $clothesPriceUnderwear to 1>>
<<set $clothesPriceSchool to 1>>
<<set $clothesPriceLewd to 1>>
<</if>>
<<childrenSetup>>
<<npcPregnancyUpdater>>
<<if $basePlayerPregnancyChance is undefined>>
<<set $basePlayerPregnancyChance to 50>>
<<set $humanPregnancyMonths to 3>>
<<set $wolfPregnancyWeeks to 4>>
<<set $playerPregnancyHumanDisable to "f">>
<<set $playerPregnancyBeastDisable to "f">>
<<set $npcPregnancyDisable to "f">>
<</if>>
<<if $famepregnancy is undefined>>
<<set $famepregnancy to 0>>
<<set $baseNpcPregnancyChance to 8>>
<</if>>
<<if $analingusdisablegiving is undefined or $analingusdisablereceiving is undefined>>
<<set $analingusdisablegiving to $analdisable>>
<<set $analingusdisablereceiving to $analdisable>>
<</if>>
<<if $analdoubledisable is undefined>>
<<set $analdoubledisable to $analdisable>>
<</if>>
<<if $vaginaldoubledisable is undefined>>
<<set $vaginaldoubledisable to "f">>
<</if>>
<<if $furniturePriceFactor is undefined>>
<<set $furniturePriceFactor to 1>>
<</if>>
<<if $rentmod is undefined>>
<<set $rentmod to 1>>
/* <<elseif $rentmod gt 3>>
<<set $rentmod to 3>> */
<</if>>
<<if $money % 1>>
<<set $money to Math.floor($money)>>
<</if>>
<<if $blackjack_played is undefined>>
<<set $blackjack_played to 0>>
<<set $blackjack_won to 0>>
<<set $blackjack_streak to 0>>
<<set $blackjack_streak_high to 0>>
<</if>>
/*To prevent the wardrobe from being inaccessable due to nulls*/
<<for $_label, $_value range $wardrobe>>
<<if $_label is "space">>
<<continue>>
<</if>>
<<run $wardrobe[$_label].delete(null)>>
<</for>>
<<if $fringetype is "flaps">>
<<set $fringetype to "thin flaps">>
<</if>>
<<if $player.virginity.penile is "Great Hawk" or $player.virginity.vaginal is "Great Hawk">>
<<earnFeat "Great Hawk the Terror">>
<</if>>
<<if $player.virginity.penile is "Black Wolf" or $player.virginity.vaginal is "Black Wolf">>
<<earnFeat "Great Wolf the Alpha">>
<</if>>
<<if $bodyPartSelectedKey isnot undefined>>
<<set $bodyPartSelected to $bodyPartSelectedKey>>
<<unset $bodyPartSelectedKey>>
<</if>>
<<if $hoodDown is undefined>>
<<set $hoodDown to 0>>
<</if>>
<<if $cardcover is undefined>>
<<set $cardcover = { style: 0, colour: 'red' }>>
<</if>>
<<if $templePromised is undefined>>
<<set $templePromised to "">>
<</if>>
<<if $perNPCFix isnot 2>>
<<set $perNPCFix to 2>><<unset $perPronounFix>><<unset $perChastityFix>>
<<set _keys to Object.keys($per_npc)>>
<<for _npc range _keys>>
<<if $per_npc[_npc].pronouns is undefined or $per_npc[_npc].pronouns.he is 0>>
<<generatePronouns $per_npc[_npc]>>
<</if>>
<<if $per_npc[_npc].chastity is undefined>>
<<set $per_npc[_npc].chastity to {penis:"", vagina:"", anus:""}>>
<</if>>
<<if $per_npc[_npc].role is undefined>>
<<set $per_npc[_npc].role to "normal">>
<</if>>
<<if $per_npc[_npc].condom is undefined>>
<<set $per_npc[_npc].condom to false>>
<</if>>
<<if $per_npc[_npc].name_known is undefined>>
<<set $per_npc[_npc].name_known to 0>>
<</if>>
<</for>>
<</if>>
<<if $sidebarRenderer is undefined>>
<<set $sidebarRenderer to 'canvas'>>
<</if>>
<<if $showDebugRenderer is undefined>>
<<set $showDebugRenderer to !!StartConfig.debug>>
<</if>>
<<if $makeup.pbcolour isnot 0 and !($makeup.pbcolour in setup.colours.hair_map)>>
<<set _record to setup.guessColourInMap(setup.colours.hair_map, $makeup.pbcolour)>>
<<if _record>>
<<set $makeup.pbcolour to _record.variable>>
<<else>>
<<run Errors.report("Failed to update makeup.pbcolour from " + $makeup.pbcolour)>>
<</if>>
<</if>>
<<for _item range $makeup.owned.hairdye>>
<<if !(_item.colour in setup.colours.hair_map)>>
<<set _record to setup.guessColourInMap(setup.colours.hair_map, _item.colour)>>
<<if _record>>
<<set _item.colour to _record.variable>>
<<else>>
<<run Errors.report("Failed to update dye from " + _item.colour)>>
<</if>>
<</if>>
<</for>>
<<if $notifyUpdate is undefined>>
<<set $notifyUpdate = true>>
<</if>>
<<if $beedisable is undefined>>
<<set $beedisable to "f">>
<</if>>
<<if $lurkerdisable is undefined>>
<<set $lurkerdisable to "f">>
<</if>>
<<if $prof is undefined>>
<<set $prof to {}>>
<<set $prof.spray to 0>>
<<set $stat_lurkers_captured to 0>>
<<set $stat_aphrodisiacs_sold to 0>>
<<set $sadism to 0>>
<<set $sadism_level to 0>>
<</if>>
<<if $horsedisable is undefined>>
<<set $horsedisable to "f">>
<</if>>
<<if $farm_stage gte 10 and $lurkers_held is undefined>>
<<set $lurkers_held to 0>>
<</if>>
<<if $edenprepare is 1 and $edenwall is undefined>>
<<set $edenwall to 0>>
<<set $edenchimney to 0>>
<<set $edenroof to 0>>
<</if>>
<<if $stat_panties_stolen is undefined>>
<<set $stat_panties_stolen to 0>>
<<set $stat_police to {}>>
<<set $stat_police.pillory to 0>>
<<set $stat_police.community to 0>>
<<set $stat_police.prison to 0>>
<</if>>
<<if !$locker_suspicion or !$panties_held or $locker_suspicion lt 0>>
<<set $locker_suspicion to 0>>
<<set $panties_held to 0>>
<</if>>
<<if $footdisable is undefined>>
<<set $footdisable to "f">>
<<set $uncomfortable.lewd to true>>
<</if>>
<<if $player.bodyliquid is undefined>>
<<set $player.bodyliquid to {}>>
<<for _bodypart range setup.bodyliquid.bodyparts>>
<<set $player.bodyliquid[_bodypart] to {}>>
<<set $player.bodyliquid[_bodypart].goo to V[_bodypart+"goo"]>>
<<set $player.bodyliquid[_bodypart].semen to V[_bodypart+"semen"]>>
<<run delete V[_bodypart+"goo"]>>
<<run delete V[_bodypart+"semen"]>>
<</for>>
<</if>>
<<if $npc is 0>>
<<unset $npc>>
<<set $npc to []>>
<<elseif !(Array.isArray($npc))>>
<<set _npcsubstitute to clone($npc)>>
<<unset $npc>>
<<set $npc to [_npcsubstitute]>>
<<unset _npcsubstitute>>
<</if>>
<<if $npcnum is undefined>>
<<set $npcnum to []>>
<<elseif !(Array.isArray($npcnum))>>
<<set _npcsubstitute to clone($npcnum)>>
<<unset $npcnum>>
<<set $npcnum to [_npcsubstitute]>>
<<unset _npcsubstitute>>
<</if>>
<<if $npcrow is undefined>>
<<set $npcrow to []>>
<<if $npc[0]>>
<<set $npcrow[0] to 0>>
<</if>>
<</if>>
<<if $choketrait is undefined>>
<<set $choketrait to 0>>
<</if>>
<<if $museumAntiqueJournalHints is undefined>>
<<set $museumAntiqueJournalHints to []>>
<</if>>
<<if $plants_known.includes("red rose")>>
<<run $plants_known.delete("red rose")>>
<<set $plants_known.push("red_rose")>>
<</if>>
<<if $transformdisabledivine is undefined>>
<<if $transformdisable is "f">>
<<set $transformdisabledivine to "f">>
<<else>>
<<set $transformdisabledivine to "t">>
<</if>>
<</if>>
<<if $penisexist isnot undefined and ($player.penisExist != $penisexist or $player.vaginaExist != $vaginaexist)>>
<<set $player.vaginaExist to ($player.gender isnot "m")>>
/* <<set $vaginaexist to ($player.gender isnot "m" ? 1 : 0)>> */
<<set $player.penisExist to ($player.gender isnot "f")>>
/* <<set $penisexist to ($player.gender isnot "f" ? 1 : 0)>> */
<</if>>
<<if $penisexist isnot undefined>>
<<unset $penisexist>>
<<unset $vaginaexist>>
<</if>>
<<if $NPCName[0].penis is 0>>
<<initnpcgender>>
<</if>>
<<if $kylar is undefined>>
<<set $kylar to {}>>
<<set $kylar.raped to 0>>
<<set $kylar.riddle to 0>>
<<set $kylar.timer to {halls:0,street:0,home:0,love:0}>>
<<set $kylarSeen to []>>
<</if>>
<<if $kylarsydneywriting is 1>>
<<set $kylarSeen.pushUnique("sydneyWriting")>>
<<unset $kylarsydneywriting>>
<</if>>
<<if $sydneySeen isnot undefined>>
<<if $sydneySeen.includes("kylarwriting")>>
<<set $kylarSeen.pushUnique("sydneyWriting")>>
<<run delete $sydneySeen.pushUnique("kylarwriting")>>
<</if>>
<</if>>
<<if $kylarraped isnot undefined>>
<<set $kylar.raped to $kylarraped>>
<<unset $kylarraped>>
<</if>>
<<if $kylartimer isnot undefined>>
<<set $kylar.timer.halls to $kylartimer>>
<<unset $kylartimer>>
<</if>>
<<if $kylarstreettimer isnot undefined>>
<<set $kylar.timer.street to $kylarstreettimer>>
<<unset $kylarstreettimer>>
<</if>>
<<if $kylarsaidlove isnot undefined>>
<<set $kylarSeen.pushUnique("saidLove")>>
<<unset $kylarsaidlove>>
<</if>>
<<if $kylarspray is 1>>
<<set $kylarDaily.spray to true>>
<<unset $kylarspray>>
<</if>>
<<if $kylar_bodywriting is 1>>
<<set $kylarDaily.bodywriting to true>>
<<unset $kylar_bodywriting>>
<</if>>
<<if $kylar_invite isnot undefined>>
<<if $kylar_invite is 1>>
<<set $kylarDaily.invite to "home">>
<<else>>
<<set $kylarDaily.invite to "school">>
<</if>>
<<unset $kylar_invite>>
<</if>>
<<if $kylar_undies_taken isnot undefined>>
<<set $kylarDaily.undies to true>>
<</if>>
<<if $kylarpantiescheck isnot undefined>>
<<set $kylarSeen.pushUnique("commando")>>
<<unset $kylarpantiescheck>>
<</if>>
<<if $kylarsleeprape isnot undefined>>
<<set $kylarDaily.sleepRape to true>>
<<unset $kylarsleeprape>>
<</if>>
<<if $kylarconfessiontimer isnot undefined>>
<<set $kylar.timer.love to $kylarconfessiontimer>>
<<unset $kylarconfessiontimer>>
<</if>>
<<if $kylarhome isnot undefined>>
<<set $kylar.home to $kylarhome>>
<<unset $kylarhome>>
<</if>>
<<if $kylarhometimer isnot undefined>>
<<set $kylar.timer.home to $kylarhometimer>>
<<unset $kylarhometimer>>
<</if>>
<<if $kylarhomeinterrupted isnot undefined>>
<<set $kylarSeen.includes("home")>>
<<unset $kylarhomeinterrupted>>
<</if>>
<<if $kylarwalk isnot undefined>>
<<set $daily.kylar.walk to true>>
<<unset $kylarwalk>>
<</if>>
<<if $kylarFountain isnot undefined>>
<<set $kylar.fountain to $kylarFountain>>
<<unset $kylarFountain>>
<</if>>
<<if $kylarFountainIntroWinter>>
<<set $kylarSeen.pushUnique("fountainWinter")>>
<<unset $kylarFountainIntroWinter>>
<</if>>
<<if $kylarFountainKiss isnot undefined>>
<<if $kylarFountainKiss is 1>>
<<set $daily.kylar.walkKiss to true>>
<</if>>
<<unset $kylarFountainKiss>>
<</if>>
<<if $kylarFountainIntro isnot undefined>>
<<if $kylarFountainIntro is 1>>
<<set $kylarSeen.pushUnique("fountainIntro")>>
<</if>>
<<unset $kylarFountainIntro>>
<</if>>
<<if $kylarFountainCoin isnot undefined>>
<<set $kylar.fountainCoin to $kylarFountainCoin>>
<<unset $kylarFountainCoin>>
<</if>>
<<if $kylarfamestage isnot undefined>>
<<set $kylar.fameStage to $kylarfamestage>>
<<unset $kylarfamestage>>
<</if>>
<<if $kylarchatintro isnot undefined>>
<<set $kylarSeen.pushUnique("chatIntro")>>
<<unset $kylarchatintro>>
<</if>>
<<if $kylarcanteen isnot undefined>>
<<set $kylarSeen.pushUnique("canteen")>>
<<unset $kylarcanteen>>
<</if>>
<<if $kylarriddle isnot undefined>>
<<set $kylar.riddle to $kylarriddle>>
<<unset $kylarriddle>>
<</if>>
<<if $kylar_play isnot undefined>>
<<set $kylar.play to $kylar_play>>
<<unset $kylar_play>>
<</if>>
<<if typeof($semen_produced_stat) is "string">>
<<set $semen_produced_stat to parseFloat($semen_produced_stat)>>
<</if>>
<<if !(Array.isArray($event))>>
<<unset $event>>
<</if>>
<<if $multipleWardrobes is undefined>>
<<set $multipleWardrobes to "isolated">>
<</if>>
<<if $nectar_drank_stat is undefined>>
<<set $nectar_drank_stat to 0>>
<<set $tentacleMouth to 0>>
<<set $tentacleAnus to 0>>
<<set $tentacleAnusBaby to 0>>
<<set $tentacleVagina to 0>>
<<set $tentaclePenis to 0>>
<</if>>
<<if $index is undefined and $enemyno gte 1>>
<<set $index to 0>>
<<for _n to 0; _n lt $NPCList.length; _n++>>
<<if $NPCList[_n].desc is $description>>
<<set $index to _n>>
<<break>>
<</if>>
<</for>>
<</if>>
<<if !$NPC_names_m>>
<<init_names>>
<</if>>
<<if $prison and $prison.kylar is undefined>>
<<set $prison.kylar to 0>>
<</if>>
<<if $plantdisable is undefined>>
<<set $plantdisable to "f">>
<</if>>
<!-- Makes sure $kennel_treats aren't strings due to bug. -->
<<if typeof $kennel_treats isnot "number">>
<<set $kennel_treats to 0>>
<</if>>
<<if $bodywritingLvl is undefined>>
<<set $bodywritingLvl to ($bodywritingdisable is "f" ? 3 : 0)>>
<</if>>
/* Start of Target variables */
<<if $npcDAP isnot undefined>>
<<set $anustarget to $npcDAP[0]>>
<<set $anusdoubletarget to $npcDAP[1]>>
<<unset $npcDAP>>
<</if>>
<<if $targetYourself is undefined>>
<<set $targetYourself to false>>
<</if>>
<<if $NPCList isnot undefined and $NPCList[0].active is undefined>>
<<for _i = 0; _i < $NPCList.length; _i++>>
<<set $NPCList[_i].active to 0>>
<</for>>
<<if $combat is 1>>
<<for _i = 0; _i < $enemyno; _i++>>
<<set $NPCList[_i].active to "active">>
<<if $NPCList[_i].type is 0>>
<<set $NPCList[_i].type to "human">>
<</if>>
<<set $NPCList[_i].healthmax to $NPCList[_i].health>>
<</for>>
<</if>>
<</if>>
<<if $breastuse isnot undefined and $breastuse isnot 0>>
<<set $chestuse to $breastuse>>
<<unset $breastuse>>
<</if>>
<<if $machine isnot undefined and $machine.number lte 0>>
<<unset $machine>>
<<elseif $enemytype isnot "machine">>
<<unset $machine>>
<<elseif $combat isnot 1>>
<<unset $machine>>
<</if>>
/* End of Target variables */
<!-- remove duplicates from the hints list -->
<<if $objectVersion.museumAntiques lt 8>>
<<set $objectVersion.museumAntiques to 8>>
<<set _newlist to []>>
<!-- run in reverse to preserve only most recently added entries -->
<<for _i = $museumAntiqueJournalHints.length - 1; _i gte 0; _i-->>
<<if $museumAntiques.antiques[$museumAntiqueJournalHints[_i]] is "notFound">>
<<set _newlist.pushUnique($museumAntiqueJournalHints[_i])>>
<</if>>
<</for>>
<<set $museumAntiqueJournalHints to clone(_newlist).reverse()>>
<</if>>
<<if $stealtarget is undefined>>
<<if $combat is 1 and $stealstate is 3>>
<<set $stealtarget to "012345">>
<<else>>
<<set $stealtarget to "">>
<</if>>
<</if>>
<<if $stealdifficulty is undefined>>
<<set $stealdifficulty to 1>>
<</if>>
<<if $stealstate isnot undefined>>
<<set $stealstateleft to $stealstate>>
<<set $stealstateright to $stealstate>>
<<unset $stealstate>>
<</if>>
<<if $righttarget is undefined>>
<<set $righttarget to 0>>
<<set $lefttarget to 0>>
<</if>>
<<if !$NPCList[0].chastity>>
<<for _i to 0; _i lt $NPCList.length; _i++>>
<<set $NPCList[_i].chastity to {penis: "", vagina: "", anus: ""}>>
<</for>>
<</if>>
<<for _i to 0; _i lt $NPCList.length; _i++>>
<<if $NPCList[_i].pronoun and (!$NPCList.pronouns or !$NPCList.pronouns.man)>>
<<generatePronouns $NPCList[_i]>>
<</if>>
<</for>>
<!-- pregnancyVar was moved to <<backComp>>-->
<</widget>>
<<widget "hermNPCsUpdate">>
<<if !$hermNPCsVersionFix>>
<!-- Version number fixing -->
<!-- replaces any "herm" in the save numbers with ".h1", and replaces numbers ending with "h" with ".h1" -->
<<for $_i to 0; $_i lt $saveVersions.length; $_i++>>
<<set $saveVersions[$_i] to $saveVersions[$_i].replace(/ herm/, ".h1").replace(/(\d)h/, "$1.h1")>>
<</for>>
<<if $saveVersion>>
<<set $saveVersion to $saveVersion.replace(/ herm/, ".h1").replace(/(\d)h/, "$1.h1")>>
<</if>>
<</if>>
<</widget>>
<<widget "variablesVersionUpdate2">>
/* 0.4.0.0 is the last version that should need the old vvu */
<<run window.backCompPillsInventory()>> /* restructure V.sexStats.pills inventory */
<!--Tracking for the Plant Lover trait-->
<<if $nectar_addiction is undefined>>
<<set $nectar_addiction to 0>>
<<set $nectar_timer to 0>>
<</if>>
<<if $hypnotised is undefined>>
<<set $hypnotised to 0>>
<<set $famemodel to 0>>
<</if>>
<<if $chef_state gte 5 and $photo_known is undefined>>
<<set $photo_known to 1>>
<</if>>
<<if $cardcover is undefined>>
<<set $cardcover = { style: 0, colour: 'red' }>>
<</if>>
<<if $sleepStat is undefined>>
<<set $sleepStat to 0>>
<</if>>
<<for $_i = 0; $_i < $NPCName.length; $_i++>>
<<if $NPCName[$_i].virginity is undefined>>
<<initNNPCVirginity $_i>>
<</if>>
<</for>>
<<if $player.virginity.vaginal is "Harper" or $player.virginity.penile is "Harper">>
<<earnFeat "Harper the Hypnotist">>
<</if>>
<<if $player.virginity.vaginal is "Morgan" or $player.virginity.penile is "Morgan">>
<<earnFeat "Morgan the Lost">>
<</if>>
<<if $player.virginity.vaginal is "Bailey" or $player.virginity.penile is "Bailey">>
<<earnFeat "Bailey the 'caretaker'">>
<</if>>
<<if $player.virginity.vaginal is "Zephyr" or $player.virginity.penile is "Zephyr">>
<<earnFeat "Zephyr the captain">>
<</if>>
<!-- Jimmy: DefaultActions JS routine for error correction. -->
<<run
/* Perform check for broken default action structures. */
if ($actionDefaults != undefined) {
/* Test 1 - If regrab[0] is an object, there was a failure. */
let temp = DefaultActions.get('rape', 'Everyone', 'regrab')[0];
if (typeof temp === 'object') {
/* Reset everything as a final step, the error is consumed. */
V.actionDefaults = temp;
V.actionDefaults = DefaultActions.check(DefaultActions.setup())
}
}
>>
<!-- Jimmy: Updater for NNPCs that lack pronouns structures.
Based off of $perNPCFix located in VVU -->
<<if $pronounsNPCFix isnot 1>>
<<for $_npc range $NPCName>>
<<if $_npc.pronouns is undefined>>
<<generatePronouns $_npc>>
<</if>>
<</for>>
<<set $pronounsNPCFix = 1>>
<</if>>
<!-- persistent npc fix v3 -->
<<if $perNPCFix isnot 4>>
<<set $perNPCFix to 4>>
<!-- clean nulls and undefineds from name lists -->
<<run $NPC_names_f.delete(null, undefined)>>
<<run $NPC_names_m.delete(null, undefined)>>
<<set $_per_keys to Object.keys($per_npc)>>
<<for $_per_ctrl range $_per_keys>>
<<if !$per_npc[$_per_ctrl]>>
<!-- remove null and undefined -->
<<run delete $per_npc[$_per_ctrl]>>
<<elseif !$per_npc[$_per_ctrl].type>>
<!-- type fix -->
<<set $per_npc[$_per_ctrl].type to "human">>
<</if>>
<</for>>
<!-- prison npcs -->
<<for $_npc range ["anxious_guard", "methodical_guard", "relaxed_guard", "veteran_guard", "scarred_inmate"]>>
<<if $per_npc[$_npc]>>
<!-- restore null names-->
<<if !$per_npc[$_npc].name>>
<<set $per_npc[$_npc].name to ($per_npc[$_npc].pronoun is "m" ? $NPC_names_m.pluck() : $NPC_names_f.pluck())>>
<</if>>
<!-- fix descriptions -->
<<if $per_npc[$_npc].name_known>>
<<set $per_npc[$_npc].fullDescription to $per_npc[$_npc].name>>
<<else>>
<<set $per_npc[$_npc].fullDescription to $_npc.replace('_', ' ')>>
<</if>>
<</if>>
<</for>>
<</if>>
<!-- v0.3.5.4: pubic hair was accidentally disabled on new saves bc it wasn't initialised properly. -->
<<pbhairinit>>
<!-- v0.3.6.2: blind stats mode -->
<<if $statdisable is undefined>>
<<set $statdisable to "f">>
<</if>>
<!-- v0.3.6.2: tending update -->
<<if $tendingvars is undefined>>
<<set $tendingvars to {}>>
<<for $_plot_locations range $plots>>
<<for $_plot range $_plot_locations>>
<<set $_plot.plant to ($_plot.name and $_plot.stage gt 0 ? $_plot.name : "none")>>
<<run delete $_plot.name>>
<</for>>
<</for>>
<</if>>
<<if $tending_yield_factor is undefined>>
<<set $tending_yield_factor to 5>>
<<else>>
<<set $tending_yield_factor to Math.clamp($tending_yield_factor, 1, 10)>>
<</if>>
<!-- Jimmy: [<=0.3.6.2] Asserts that $outfit[].colors is assigned, default to false. -->
<<if $outfit_update is undefined or $outfit_update lt 3>>
<<set $outfit_update to 3>>
<<for $_i to 0; $_i lt $outfit.length; $_i++>>
<<if $outfit[$_i].colors is undefined>>
<<set $outfit[$_i].colors to false>>
<</if>>
<</for>>
<</if>>
<!-- v0.3.6.2: herm wraith fix -->
<<if $per_npc.wraith and ["m", "f"].includes($per_npc.wraith.gender) and $per_npc.wraith.penis isnot "none" and $per_npc.wraith.vagina isnot "none">>
<<if $per_npc.wraith.gender is "m">><<set $per_npc.wraith.vagina to "none">><</if>>
<<if $per_npc.wraith.gender is "f">><<set $per_npc.wraith.penis to "none">><</if>>
<</if>>
<!-- v0.3.6.2: Giving Robin clothes if their outfits array is already defined, but they lack the proper normal clothes -->
<<if C.npc.Robin.outfits isnot undefined and !C.npc.Robin.outfits.includes("maleSchool")>>
<<set $_robin to C.npc.Robin>>
<<if $_robin.outfits.includes("shirt")>>
<<run $_robin.outfits.delete("shirt")>>
<<set $_robin.outfits.pushUnique("robinGiftShirt")>>
<</if>>
<<if $_robin.outfits.includes("sundress")>>
<<run $_robin.outfits.delete("sundress")>>
<<set $_robin.outfits.pushUnique("robinGiftSundress")>>
<</if>>
<<if $_robin.outfits.includes("kimono")>>
<<run $_robin.outfits.delete("kimono")>>
<<set $_robin.outfits.pushUnique("robinGiftKimono")>>
<</if>>
<<if $_robin.outfits.includes("tuxedo")>>
<<run $_robin.outfits.delete("tuxedo")>>
<<set $_robin.outfits.pushUnique("robinGiftTux")>>
<</if>>
<<if $_robin.outfits.includes("gothic gown")>>
<<run $_robin.outfits.delete("gothic gown")>>
<<set $_robin.outfits.pushUnique("robinGiftGown")>>
<</if>>
<<if $_robin.outfits.includes("christmas")>>
<<run $_robin.outfits.delete("christmas")>>
<<set $_robin.outfits.pushUnique("robinGiftChristmas")>>
<</if>>
<<initNNPCClothes "Robin" "update">>
<<set $_robin.outfits.pushUnique("naked", "maleDefault", "femaleDefault")>>
<<if $_robin.currentOutfit>>
<<switch $_robin.currentOutfit>>
<<case "shirt">><<set $_clothesReplace to "robinGiftShirt">>
<<case "sundress">><<set $_clothesReplace to "robinGiftSundress">>
<<case "kimono">><<set $_clothesReplace to "robinGiftKimono">>
<<case "tuxedo">><<set $_clothesReplace to "robinGiftTuxedo">>
<<case "gothic gown">><<set $_clothesReplace to "robinGiftGown">>
<<case "christmas">><<set $_clothesReplace to "robinGiftChristmas">>
<</switch>>
<<npcClothesName $_robin $_clothesReplace>>
<<run delete $_robin.currentOutfit>>
<</if>>
<</if>>
<!-- v0.3.6.2: Fixing undefined animations, printing one-time notification for any who had them disabled. -->
<<if $objectVersion.animations lt 1 or $objectVersion.animations is undefined>>
<<set $objectVersion.animations to 1>>
<<if $combatAnimations is false and $sidebarAnimations is false>>
<div id="animWarning" @class="'no-numberify '">
<span class='teal'>Animations are currently disabled. This may have been caused by a one-time bug. You can re-enable animations immediately, or in the "general" tab of the settings menu.</span> |
<<link "Enable all animations">><<addclass #animWarning "hidden">><<set $combatAnimations to true>><<set $sidebarAnimations to true>><</link>> |
<<link "Disable this message">><<addclass #animWarning "hidden">><</link>>
</div>
<</if>>
<<if $combatAnimations is undefined>>
<<set $combatAnimations to true>>
<<set $sidebarAnimations to true>>
<</if>>
<</if>>
<!-- v0.3.6.2: Improved debug menu -->
<<if $debug_favourite is undefined>> /* add favourites constant variable */
<<set $debug_favourite = []>>
<</if>>
<!-- v0.3.6.2: Init variables necessary for custom contact lenses -->
<<if ndef $lenses_ordered>>
<<set $lenses_ordered to []>>
<</if>>
<<if ndef $custom_lenses_already_ordered>>
<<set $custom_lenses_already_ordered to 0>>
<</if>>
<<if ndef $custom_eyecolours>>
<<set $custom_eyecolours to []>>
<</if>>
<<if ndef $makeup.owned.custom_eyelenses>>
<<set $makeup.owned.custom_eyelenses to []>> /* pharmacy custom eye lenses */
<</if>>
<<if $adultShop is undefined>>
<<set $adultShop to {
ban: 0,
banExtension: false,
spotted: false,
stolenClothes: 0,
totalStolenClothes: 0,
banCount: 0,
rng: random(0,1000)
}>>
<</if>>
<!-- v0.3.6.2: convert all "underclothes" to "underlowerclothes" -->
<<if $handtarget is "underclothes">>
<<set $handtarget to "underlowerclothes">>
<</if>>
<!-- v0.3.6.2: refactor transformation stuff -->
<<setupTransformationPiecesObject>>
<<for $_npc range $NPCList>>
<<if $_npc.mouth is "underclothes">>
<<set $_npc.mouth to "underlowerclothes">>
<</if>>
<<if $_npc.lefthand is "underclothes">>
<<set $_npc.lefthand to "underlowerclothes">>
<</if>>
<<if $_npc.righthand is "underclothes">>
<<set $_npc.righthand to "underlowerclothes">>
<</if>>
<</for>>
<!-- v0.3.6.2: convert all "understruggle" to "underlowerstruggle" -->
<<if $understruggle isnot undefined>>
<<set $underlowerstruggle to $understruggle>>
<<unset $understruggle>>
<</if>>
<!-- v0.3.6.2: remove all of the deprecated variables used in npcstrip -->
<!-- note for the future: it's probably a good idea to avoid using these variable names for anything else in the future, they're too non-specific. -->
<<if $anus>>
<<unset $lefthand, $righthand, $anus, $gender1, $penis, $vagina>>
<<unset $lefthand2, $righthand2, $anus2, $gender2, $penis2, $vagina2>>
<<unset $lefthand3, $righthand3, $anus3, $gender3, $penis3, $vagina3>>
<<unset $lefthand4, $righthand4, $anus4, $gender4, $penis4, $vagina4>>
<<unset $lefthand5, $righthand5, $anus5, $gender5, $penis5, $vagina5>>
<<unset $lefthand6, $righthand6, $anus6, $gender6, $penis6, $vagina6>>
<</if>>
<!-- v0.3.7.4: NPC sex toys -->
<<if $toydildodisable is undefined>>
<<set $toydildodisable to "f">>
<</if>>
<<if $toywhipdisable is undefined>>
<<set $toywhipdisable to "f">>
<</if>>
<!-- v0.3.6.2 unnamed npc virginity update -->
<<if $npcVirginityChance is undefined>>
<<set $npcVirginityChance to 50>>
<<set $npcVirginityChanceAdult to 10>>
<</if>>
<!-- for v0.3.7.1 and earlier versions -->
<<if _version lte 30701>>
<<run window.patchCorruptLensesColors()>> /* custom contact lenses fix corrupt colours */
<</if>>
<!-- for v0.3.7.4 and earlier versions -->
<<if _version lte 30704>>
<<if ndef $pillsTakenOn>>
<<set $pillsTakenOn to ($monthday.toString() + $month + $year.toString())>>
<</if>>
<<if ndef $famemodel>>
<<set $famemodel to 0>>
<</if>>
<<if ndef $heterochromia>>
<<set $heterochromia to 0>>
<<if $cat > 6>>
<<set $cat to 6>>
<</if>>
<</if>>
<<if $ironmanmode == undefined>>
<<set $ironmanmode to false>>
<</if>>
<<if def $breastsize>>
<<set $player.breastsize to clone($breastsize)>>
<<unset $breastsize>>
<</if>>
<<if def $penissize>>
<<set $player.penissize to clone($penissize)>>
<<unset $penissize>>
<</if>>
<<if def $bottomsize>>
<<set $player.bottomsize to clone($bottomsize)>>
<<unset $bottomsize>>
<</if>>
<<run window.createInventoryObject()>>
<!-- fix for desynch between TFs and $specialTransform -->
<<if $demon gte 1 or $angel gte 1 or ($fallenangel gte 2 or ($transformationParts.fallenAngel.wings isnot "hidden" and $transformationParts.fallenAngel.wings isnot "disabled"))>>
<<set $specialTransform to 1>>
<<else>>
<<set $specialTransform to 0>>
<</if>>
<!-- fix for transformation traits trauma bugs -->
<<if $transformationParts.traits.fangs is "hidden">>
<<set $transformationParts.traits.fangs to "default">>
<</if>>
<<if $transformationParts.traits.sharpEyes is "hidden">>
<<set $transformationParts.traits.sharpEyes to "default">>
<</if>>
<</if>>
<!-- v0.3.7.4 RobinCrossDressingQuest update -->
<<if C.npc.Robin.cdquest is undefined>>
<<set C.npc.Robin.cdquest to 0>>
<</if>>
<!-- v0.3.7.4: sleep code readability update -->
<<if $schoolwake isnot undefined>>
<<unset $schoolwake>>
<</if>>
<!-- v0.3.7.4: An old pregnancy code issue where .fertilize was used and not updated. -->
<<script>>
const pregnancy = V.sexStats.anus.pregnancy;
if(Array.isArray(pregnancy.fetus)){
for (let i = 0; i < pregnancy.fetus.length; i++) {
const slot = pregnancy.fetus[i];
if (slot != undefined && slot.hasOwnProperty('fertilized')) {
slot.fertilised = slot.fertilized;
delete slot.fertilized;
}
}
/* Part 2: Futa manipulation. */
let hasFuta = false;
for (let i = 0; i < pregnancy.fetus.length; i++) {
const slot = pregnancy.fetus[i];
if (slot != undefined && slot.stats != null && slot.stats.gender === 'Futa') {
if (hasFuta) {
/* Abort the futa. */
pregnancy.fetus[i].toDelete = true;
} else {
hasFuta = true;
if (V.pregnancyStats.parasiteDoctorEvents < 2) {
V.pregnancyStats.parasiteDoctorEvents = 2;
}
pregnancy.motherStatus = 2;
}
}
}
V.sexStats.anus.pregnancy.fetus = V.sexStats.anus.pregnancy.fetus.filter(p => p && !p.toDelete);
}
<</script>>
<!-- v0.3.7.4: sex toy and double penetration stats-->
<<if $sextoystat is undefined>>
<<set $sextoystat to 0>>
<<set $analdoublestat to 0>>
<<set $vaginaldoublestat to 0>>
<</if>>
<!-- v0.3.7.4: underground brothel cleanup -->
<<if $undergroundtime isnot undefined>>
<<set $undergroundbrothel to {
"time": $undergroundtime,
"timepass": true,
"water": $undergroundwater,
"escape": $undergroundescape
}>>
<<unset $undergroundtime>>
<<unset $undergroundwater>>
<<unset $undergroundescape>>
<<set $undergroundbrothelescaped to true>>
<</if>>
<<if $adultshopprogress is undefined>>
<<set $adultshopprogress to 0>>
<</if>>
<<if $adultshopcontribution is undefined>>
<<set $adultshopcontribution to 0>>
<</if>>
<<if $facesitdisable is undefined>>
<<set $facesitdisable to "f">>
<</if>>
<<if $objectVersion.sexToys is undefined>>
<!-- First fix to sextoy objects: Specifically for NNPCs containing an undefined string in their desc. -->
<<script>>
V.NPCName.forEach(nnpc => {
if (nnpc.strapons instanceof Array) {
nnpc.strapons.forEach(strapon => {
if (typeof strapon.description === 'string') {
strapon.description = strapon.description.replace(/undefined/, 'dildo');
}
});
}
});
<</script>>
<<set $objectVersion.sexToys to 1>>
<</if>>
<!-- v0.3.8.2: sex toy and double penetration stats-->
<<if $toymultiplepenetration is undefined>>
<<set $toymultiplepenetration to "f">>
<</if>>
<!-- v0.3.8.2: sextoy inventory code cleanup -->
<<if $passage.startsWith("Sextoys Inventory ") and ["Sextoys Inventory Home","Sextoys Inventory Brothel","Sextoys Inventory Cottage","Sextoys Inventory Cabin"].includes($passage)>>
<<set $sextoyInvReturnLink to {
"Sextoys Inventory Home": "Bedroom",
"Sextoys Inventory Brothel": "Brothel Dressing Room",
"Sextoys Inventory Cottage": "Farm Bedroom",
"Sextoys Inventory Cabin": "Cabin Actions"
}[$passage]>>
<</if>>
<!-- v.0.3.8.2: undefined $control -->
<<if $control is undefined>>
<<if $controlSaved>>
<<set $control to $controlSaved>><<unset $controlSaved>>
<<else>>
<<set $control to $controlmax>>
<</if>>
<</if>>
<!-- v0.3.8.6: Fixing mismatched specialtransform after losing your virginity -->
<<if $demon gte 1 or $angel gte 1 or ($fallenangel gte 2 or ($transformationParts.fallenAngel.wings isnot "hidden" and $transformationParts.fallenAngel.wings isnot "disabled"))>>
<<set $specialTransform to 1>>
<<else>>
<<set $specialTransform to 0>>
<</if>>
<!-- v0.3.8.6: Traubin overhaul -->
<<if $robinTraumaMultiplier is undefined>>
<<set $robinTraumaMultiplier to 1>>
<</if>>
<<if $robinSeen is undefined>>
<<set $robinSeen to []>>
<</if>>
<<if !$robinTattoo>>
<<set $robinTattoo to []>>
<</if>>
<<if $robinPunishments is undefined>>
<<set $robinPunishments to []>>
<<if C.npc.Robin.trauma gt 0>>
<<set $robinPunishments.pushUnique("docks")>>
<<set $robinLastPunishment to "docks">>
<</if>>
<</if>>
<<if $robinmissing is undefined>>
<<set $robinmissing to 0>>
<<elseif $robinmissing is 1>>
<<set $robinmissing to "docks">>
<<set $robinLastPunishment to "docks">>
<</if>>
<<if $baileypaychain is undefined>>
<<set $baileypaychain to 0>>
<</if>>
<<if $NPCList[0].index is undefined>>
<<for _i to 0; _i lt $NPCList.length; _i++>>
<<set $NPCList[_i].index to _i>>
<</for>>
<</if>>
<!-- v0.3.8.6: Awarding the "Robin's Song" feat to players who missed it -->
<<if C.npc.Robin.cdquest gte 7>>
<<earnFeat "Robin's Song">>
<</if>>
<!-- v0.3.8.6: Kylar rework -->
<<if $kylar.fameStage is undefined>>
<<set $kylar.fameStage to 0>>
<</if>>
<!-- v0.3.9.0: update -->
<<if $pregnancyspeechdisable is undefined>>
<<set $pregnancyspeechdisable to "f">>
<</if>>
<<if $stray_happiness is undefined>>
<<set $stray_happiness to 50>>
<</if>>
<!-- v0.3.9.2: Wardrobe teleport error fix -->
<<if $clothes_choice isnot undefined and !["Clothing Shop", "Forest Shop", "School Library Shop", "Adult Shop Store"].includes($passage)>>
<<unset $clothes_choice>>
<</if>>
<!-- v0.3.9.3: Robin pillory bug -->
<<if $robinPillory and $robinPillory.danger gt 15>>
<<unset $robinPillory>>
<</if>>
<!-- v0.3.9.3: Heterochromia disablable -->
<<if $transformationParts.cat.heterochromia is undefined>>
<<if $cat gte 7>>
<<set $transformationParts.cat.heterochromia to "default">>
<<else>>
<<set $transformationParts.cat.heterochromia to "disabled">>
<</if>>
<</if>>
<!-- v0.3.9.3: customColors 'value' property added -->
<<if $objectVersion.customColors lt 5 or $objectVersion.customColors is undefined>>
<<if $customColors.value is undefined>>
<<set $customColors.value to {primary:100, secondary:100}>>
<</if>>
<<set $objectVersion.customColors to 5>>
<</if>>
<!-- v0.3.9.3: $retrieveShopCustomColor added // used for shop colour sliders -->
<<if $retrieveShopCustomColor is undefined or $retrieveShopCustomColor isnot {}>>
<<set $retrieveShopCustomColor to {}>>
<</if>>
<<if !$objectVersion.transformations>>
<<set $_demon to $transformationParts.demon>>
<<set $_tfConverter to {
blue: {
type: 'default',
colour: { h: 240, s: 100, l: 50 }
},
lime: {
type: 'default',
colour: { h: 90, s: 100, l: 50 }
},
red: {
type: 'default',
colour: { h: 0, s: 100, l: 50 }
},
yellow: {
type: 'default',
colour: { h: 55, s: 100, l: 50 }
},
pink: {
type: 'succubus',
colour: { h: 320, s: 100, l: 50 }
}
}>>
<<set $_demonHorn to $_tfConverter[$transformationParts.demon.horns]>>
<<if typeof $_demonHorn === 'object'>>
<<set $_demon.horns to $_demonHorn.type>>
<<set $_demon.horns_colour to $_demonHorn.colour>>
<</if>>
<<set $_demonWings to $_tfConverter[$transformationParts.demon.wings]>>
<<if typeof $_demonWings === 'object'>>
<<set $_demon.wings to $_demonWings.type>>
<<set $_demon.wings_colour to $_demonWings.colour>>
<</if>>
<<set $_demonTail to $_tfConverter[$transformationParts.demon.tail]>>
<<if typeof $_demonTail === 'object'>>
<<set $_demon.tail to $_demonTail.type>>
<<set $_demon.tail_colour to $_demonTail.colour>>
<</if>>
<<set $objectVersion.transformations to 0>>
<</if>>
<!-- v0.3.10.0 update -->
<<if $leftarmbruise is undefined>>
<<set $leftarmbruise to 0>>
<<set $rightarmbruise to 0>>
<</if>>
<<if $urinestat is "undefined">>
<<set $urinestat to 0>>
<</if>>
<<if $hypnosis_traits is undefined>>
<<set $hypnosis_traits to {}>>
<</if>>
<!-- v0.3.10.0 farm wage fix -->
<<if $farm and $farm.wage gte 1500>>
<<set $farm.wage to $farm.wage / 100>>
<</if>>
<!-- v0.3.10.1: Kylar dominance -->
<<if C.npc.Kylar.dom gte 1 and ($bus isnot "kylarmanor" or $syndromekylar is 1)>>
<<npcincr Kylar dom -100>>
<</if>>
<!-- v0.3.10.3: fix for Kylar being initialized weirdly in combat after a prior bug set kylar's NPCName data weirdly -->
<<if _version lte 31003>>
<<set _kylar to C.npc.Kylar>>
<<if _kylar.penis isnot "none">>
<<set _kylar.penis to "clothed">>
<</if>>
<<if _kylar.vagina isnot "none">>
<<set _kylar.vagina to "clothed">>
<</if>>
<<run delete _kylar.lefthand>>
<<run delete _kylar.righthand>>
<</if>>
<!-- v0.3.10.4: New character lighting variables -->
<<if $imgLighten != undefined>>
<<set $lightSpotlight to 0.2>>
<<set $lightGradient to 0>>
<<set $lightGlow to 0>>
<<set $lightFlat to 0>>
<<set $lightCombat to 0.2>>
<<set $lightTFColor to 0.2>>
<<if $imgLighten == "imgLighten">>
<<set $lightFlat to 0.5>>
<<elseif $imgLighten == "imgLighten2">>
<<set $lightFlat to 1>>
<</if>>
<<unset $imgLighten>>
<</if>>
<<if $estatePersistent and !$estatePersistent.markedCards>>
<<set $estatePersistent.markedCards = new Set()>>
<<set $estatePersistent.newDeckTimer = 3>>
<</if>>
<!-- v0.3.10: blackjack update -->
<<initEstatePersistent>>
<!-- v0.3.10.5: Kylar scene viewer scenes -->
<<if C.npc.Kylar.state is "prison">>
<<set $kylarSeen.pushUnique("basement")>>
<</if>>
<!-- v0.3.10.5: Hypnotic flaunting -->
<<if $uncomfortable.hypnosis is undefined>>
<<set $uncomfortable.hypnosis to true>>
<</if>>
<!-- v0.3.10.5: nectar bodyliquid -->
<<if $player.bodyliquid.neck.nectar is undefined>>
<<for _bodypart range setup.bodyliquid.bodyparts>>
<<set $player.bodyliquid[_bodypart].nectar to 0>>
<</for>>
<</if>>
<<unset $goobodycount, $semenbodycount, $liquidbodycount>>
<!-- v0.3.10.5/0.3.11.0: Overall school performance fix -->
<<if _version lte 31100>>
<<run ["science", "maths", "english", "history"].forEach( skill => {
V[skill] = [0,100,200,400,700,1000].select(V[skill + "trait"] + 1);
})>>
<<set $school to $science + $english + $maths + $history>>
<</if>>
<!-- v0.3.11.0: Dancing Fixes -->
<<if _version lte 31100 and $dancing is 1>>
<<if $dance_place is undefined>>
<<set $dance_place to 1>>
<</if>>
<<set $dance_place -= 1>>
<</if>>
<!-- v0.3.11.0: Combat images -->
<<if $combatimages is undefined>>
<<set $combatimages to $images>>
<</if>>
<!-- v0.3.10.0/v0.3.10.1/0.3.11.0 NaN variables fix -->
<<if _version lte 31100>>
/*Check to see if these variables are NaN. If they are, reset them to 0*/
<<run ["stress", "drugged", "drunk", "hallucinogen", "milk_amount", "orgasmcount", "urinestat",
"traumagain", "stressgain", "traumasaved", "stresssaved", "enemyanger",
"enemytrust", "turnCount"].forEach( v => V[v] ? true : V[v] = 0)>>
<</if>>
<!-- v0.3.11.4 -->
<<if $outfitTmp is undefined>>
<<set $outfitTmp to {}>>
<</if>>
<!-- v0.3.11.4 - Remove $crimemax -->
<<if $crimemax isnot undefined>>
<<unset $crimemax>>
<</if>>
<!-- v0.3.11.4 options rework -->
<<if $options is undefined>>
<<set $options to {
neverNudeMenus: $neverNudeMenus !== undefined ? $neverNudeMenus : false,
autosaveDisabled: $autosaveDisabled !== undefined ? $autosaveDisabled : false,
showCaptionText: $showCaptionText !== undefined ? $showCaptionText : true,
sidebarRenderer: $sidebarRenderer !== undefined ? $sidebarRenderer : "canvas",
sidebarStats: $sidebarStats && ["disabled", "limited", "all"].includes($sidebarStats) ? $sidebarStats : "disabled",
sidebarTime: $sidebarTime && ["disabled", "top", "bottom"].includes($sidebarTime) ? $sidebarTime : "disabled",
combatControls: $combatControls !== undefined ? $combatControls : "radio",
targetYourself: $targetYourself !== undefined ? $targetYourself : false,
scrollRemember: $scroll_remember !== undefined ? $scroll_remember : false,
mapMovement: $map.movement !== undefined ? $map.movement : true,
mapLegacy: $map.legacy !== undefined ? $map.legacy : false,
mapMarkers: $map.markers !== undefined ? $map.markers : false,
mapTop: $map.top !== undefined ? $map.top : false,
images: $images !== undefined && StartConfig.enableImages !== false ? $images : 0,
combatImages: $combatimages !== undefined && StartConfig.enableImages !== false ? $combatimages : 0,
bodywritingImages: $bodywritingImages !== undefined ? $bodywritingImages : true,
silhouetteEnabled: $silhouettedisable !== undefined ? $silhouettedisable === "f" : true,
sidebarAnimations: $sidebarAnimations !== undefined ? $sidebarAnimations : true,
blinkingEnabled: $blinkingdisable !== undefined ? $blinkingdisable === "f" : true,
combatAnimations: $combatAnimations !== undefined ? $combatAnimations : true,
halfClosedEnabled: $halfcloseddisable !== undefined ? $halfcloseddisable === "f" : true,
characterLightEnabled: true,
lightSpotlight: $lightSpotlight !== undefined ? $lightSpotlight : 0.2,
lightGradient: $lightGradient !== undefined ? $lightGradient : 0.1,
lightGlow: $lightGlow !== undefined ? $lightGlow : 0.1,
lightFlat: $lightFlat !== undefined ? $lightFlat : 0,
lightCombat: $lightCombat !== undefined ? $lightCombat : 0.2,
lightTFColor: $lightTFColor !== undefined ? $lightTFColor : 0.2,
maxStates: $maxStates !== undefined ? $maxStates : 5,
historyControls: false,
numpad: $numpad !== undefined ? $numpad : false,
useNarrowMarket: $useNarrowMarket !== undefined ? $useNarrowMarket : false,
skipStatisticsConfirmation: $skipStatisticsConfirmation !== undefined ? $skipStatisticsConfirmation : false,
showDebugRenderer: $showDebugRenderer !== undefined ? $showDebugRenderer : !!StartConfig.debug,
};>>
<</if>>
<!-- v0.3.11.4 creampie.npc.penis and tentacle fix -->
<!-- IMPORTANT NOTE: please REMOVE this section if these stats come back into use -->
<<if _version lte 31104>>
<<run delete $sexStats.creampie.npc.penis>>
<<run delete $sexStats.creampie.npc.tentacle>>
<!-- Fixing most named npcs missing all of their virginities -->
<!-- Resetting all virginities to defaults, keeping virginities already taken by player -->
<<if C.npc.Jordan.virginity.penile is false>>
<<for $_i to 0; $_i lt $NPCNameList.length; $_i++>>
<<set $_takenVirginities to []>>
<<for $_virginity, $_status range $NPCName[$_i].virginity>>
<<if $_status is "player">>
<<set $_takenVirginities.push($_virginity)>>
<</if>>
<</for>>
<<if $NPCNameList[$_i] is "Sydney">>
<<set $NPCName[$_i].virginity to {"anal": true, "oral": true, "penile": true, "vaginal": true, "handholding": true, "temple": true, "kiss": true}>>
<<else>>
<<initNNPCVirginity $_i>>
<</if>>
<<set $_takenVirginities.forEach(taken => $NPCName[$_i].virginity[taken] = "player")>>
<</for>>
<</if>>
<!-- Fix for saves where people were able to change wraith's gender -->
<<if $per_npc.wraith and $per_npc.wraith.pronoun isnot "i">>
<<set $per_npc.wraith.pronoun to "i">>
<<generatePronouns $per_npc.wraith>>
<</if>>
<</if>>
<!-- v0.3.11.4 $tirednessmax change to C.tiredness.max -->
<<if $tirednessmax>>
<<unset $tirednessmax>>
<</if>>
<!-- v0.3.11.4 - Add $makeup.mascara_running -->
<<if $makeup.mascara_running is undefined>>
<<set $makeup.mascara_running = 0>>
<</if>>
<!-- v0.3.11.4 - Remove defunct vars -->
<<if $npcdescription isnot undefined>>
<<unset $npcdescription>>
<</if>>
<<if $currentOverlay isnot undefined>>
<<unset $currentOverlay>>
<</if>>
<!-- v0.3.11.4 New pepper spray display -->
<<if $options.pepperSprayDisplay is undefined>>
<<set $options.pepperSprayDisplay to "sprays">>
<</if>>
<<prison_feat_check>>
<!-- v0.3.12.1: Changing room refactor -->
<<if $bus is "girls" or $bus is "boys">>
<<set $changingRoomGender to $bus>>
<</if>>
<!-- v.0.3.12.1 Fix classroom attendance vars -->
<<if _version lte 31201>>
<<set $scienceattended to $scienceattended || 0>>
<<set $mathsattended to $mathsattended || 0>>
<<set $englishattended to $englishattended || 0>>
<<set $historyattended to $historyattended || 0>>
<<set $swimmingattended to $swimmingattended || 0>>
<</if>>
<!-- v0.3.12.3 Fix heterochromia -->
<<if V.custom_eyecolours.findIndex(i => i.variable === "cat_tf_stage_-1_left") !== -1>>
<!-- if there's objects with a bugged variable -->
<<script>>
/* re-create custom eyecolours without broken variables */
const repairedEyeColours = [];
V.custom_eyecolours.forEach(c => c.variable.startsWith("cat_tf") || repairedEyeColours.push(c));
V.custom_eyecolours = repairedEyeColours;
/* regenerate cat eye stages from "natural" eye colour (selected at game start) while preserving the current colours */
const lEC = V.leftEyeColour;
const rEC = V.rightEyeColour;
V.leftEyeColour = V.eyeselect;
V.rightEyeColour = V.eyeselect;
determineCatEyeStages();
V.leftEyeColour = lEC;
V.rightEyeColour = rEC;
<</script>>
<</if>>
<<if $parasitepregdisable is undefined>>
<<set $parasitepregdisable to $analpregdisable>>
<<unset $analpregdisable>>
<</if>>
<!-- v0.3.12.4 -->
<<if $options.closeButtonMobile is undefined>>
<<set $options.closeButtonMobile to false>>
<</if>>
<!-- v0.3.12.4: Wraith Compound scene/canvasmodel override -->
<<if $modeloptionsOverride is undefined>>
<<set $modeloptionsOverride to {}>>
<</if>>
<!-- v0.3.12.4: pubfame -->
<<if $pub_task_stat is undefined>>
<<set $pub_task_stat to 0>>
<</if>>
<!-- v0.3.12.4: semen swallowing framework -->
<<if $semenswallowedstat is undefined>>
<<set $semenswallowedstat to 0>>
<<set $animalsemenswallowedstat to 0>>
<</if>>
<<if $options.passageCount is undefined>>
<<set $options.passageCount to "disabled">>
<<set $options.playtime to false>>
<</if>>
<!-- v0.3.12.4 Sensitivity overhaul changes -->
<<if $mouthsensitivity is undefined>>
<!-- Initialise new sensitivities -->
<<set $mouthsensitivity to 1>>
<<set $bottomsensitivity to 1>>
<!-- Map old sensitivity values (1-6) to new range (1-4), with step 0.25 -->
<<set $breastsensitivity to Math.floor(4 + ($breastsensitivity - 1) * 12 / 5) / 4>>
<<set $genitalsensitivity to Math.floor(4 + ($genitalsensitivity - 1) * 12 / 5) / 4>>
<</if>>
<!-- v0.3.12.4 Wraith update -->
<<if !$wraith>>
<<set $wraith to {"state": "", "init": 0}>>
<<elseif $wraith.init is undefined>>
<<set $wraith.init to 1>>
<<set $wraith.days to 0>>
<</if>>
<<if $per_npc.wraith>>
<<if $wraithAnger>>
<<set $wraithAngerCooldown to $wraithAnger>>
<<unset $wraithAnger>>
<</if>>
<<initnpc "Ivory Wraith">>
<<run ["pronouns", "pronoun", "gender", "pregnancyAvoidance", "vagina", "penis", "clothes", "chest", "skincolour", "breastsize", "breastsdesc", "breastdesc", "penisdesc", "penissize", "trust", "type"].forEach(s => C.npc["Ivory Wraith"][s] = clone($per_npc.wraith[s]))>>
<<set C.npc["Ivory Wraith"].lust to 0>>
<<if $wraith.state is "haunt">>
<<set C.npc["Ivory Wraith"].lust to 20>>
<<if ($wraithPrison and $wraithPrison.vision) or Object.keys(V.feats.currentSave).includes("Schism")>>
<<set $wraithPrison.vision to true>>
<<set C.npc["Ivory Wraith"].lust -= 5>>
<</if>>
<</if>>
<<if $wraithAngerCooldown>>
<<set C.npc["Ivory Wraith"].lust += 3>>
<</if>>
<<set C.npc["Ivory Wraith"].lust = Math.clamp(C.npc["Ivory Wraith"].lust, 0, 20)>>
<<clearNPC "wraith">>
<<if $NPC_names_m.includes("Ivory Wraith") or $NPC_names_f.includes("Ivory Wraith")>>
<<run delete $NPC_names_m["Ivory Wraith"]>>
<<run delete $NPC_names_f["Ivory Wraith"]>>
<</if>>
<<if $wraith.state and !$wraith.days>>
<<set $wraith.days to ($days - 60)>>
<</if>>
<</if>>
<!-- To update the player and named npc pregnancy objects from numbers to a single array -->
<<if $sexStats.vagina.pregnancy.fetus is undefined or $sexStats.anus.pregnancy.fetus is undefined or $sexStats.anus.pregnancy.type is undefined or $sexStats.anus.pregnancy.nonCycleRng is undefined or !Array.isArray($sexStats.vagina.sperm) or !$parentList>>
<<physicalAdjustmentsInit>>
<</if>>
<<if !$pregnancytype>>
<<set $cycledisable to "f">>
<<set $pregnancytype to "realistic">>
<</if>>
<<if $adultshopunlocked and $adultshopcontribution>>
<<earnFeat "Opened Pandoras Box">>
<<if $adultshopcontribution gte 11>>
<<earnFeat "Opened Pandoras Cocks">>
<</if>>
<</if>>
<<if $baseVaginalPregnancyChance>>
<<set $basePlayerPregnancyChance to $baseVaginalPregnancyChance>>
<<unset $baseVaginalPregnancyChance>>
<</if>>
<<if $insecurity_pregnancy is undefined>>
<<set $insecurity_pregnancy to 0>>
<<set $acceptance_pregnancy to 0>>
<</if>>
/* For saves where it was set to undefined */
<<if $sciencemissed is undefined>>
<<set $sciencemissed to 0>>
<<set $mathsmissed to 0>>
<<set $englishmissed to 0>>
<<set $historymissed to 0>>
<<set $swimmingmissed to 0>>
<</if>>
/* To correct some bad math that let it get into the negatives */
<<if Math.min($sciencemissed,$mathsmissed,$englishmissed,$historymissed,$swimmingmissed) lt 0>>
<<set $_min to Math.min($sciencemissed,$mathsmissed,$englishmissed,$historymissed,$swimmingmissed)>>
<<set $sciencemissed -= $_min>>
<<set $mathsmissed -= $_min>>
<<set $englishmissed -= $_min>>
<<set $historymissed -= $_min>>
<<set $swimmingmissed -= $_min>>
<</if>>
/* Attempt to sync up individual lessons missed with $lessonmissed */
<<set $_totalMissed to $sciencemissed + $mathsmissed + $englishmissed + $historymissed + $swimmingmissed>>
<<if $_totalMissed gt $lessonmissed>>
<<set $lessonmissed to $_totalMissed>>
<<elseif $_totalMissed lt $lessonmissed>>
<<set $_totalToAdd to $lessonmissed - $_totalMissed>>
<<set $_toAdd to Math.ceil($_totalToAdd / 5)>>
<<if $_totalToAdd gt 0>>
<<set $sciencemissed += $_toAdd lt $_totalToAdd ? $_toAdd : $_totalToAdd>>
<<set $_totalToAdd -= $_toAdd lt $_totalToAdd ? $_toAdd : $_totalToAdd>>
<</if>>
<<if $_totalToAdd gt 0>>
<<set $mathsmissed += $_toAdd lt $_totalToAdd ? $_toAdd : $_totalToAdd>>
<<set $_totalToAdd -= $_toAdd lt $_totalToAdd ? $_toAdd : $_totalToAdd>>
<</if>>
<<if $_totalToAdd gt 0>>
<<set $englishmissed += $_toAdd lt $_totalToAdd ? $_toAdd : $_totalToAdd>>
<<set $_totalToAdd -= $_toAdd lt $_totalToAdd ? $_toAdd : $_totalToAdd>>
<</if>>
<<if $_totalToAdd gt 0>>
<<set $historymissed += $_toAdd lt $_totalToAdd ? $_toAdd : $_totalToAdd>>
<<set $_totalToAdd -= $_toAdd lt $_totalToAdd ? $_toAdd : $_totalToAdd>>
<</if>>
<<if $_totalToAdd gt 0>>
<<set $swimmingmissed += $_totalToAdd>>
<</if>>
<</if>>
<<if $wolfstate is "hunt" and $huntstate isnot "success">><<set $huntstate to "ongoing">><</if>>
<</widget>>
<<widget "backComp">>
<<if $bunnybuild is undefined or $bunnybuild is NaN>>
<<set $bunnybuild to 0>>
<<set $bunny to 0>>
<</if>>
<<if $transformationParts.bunny is undefined>>
<<set $transformationParts.bunny to {ears:"disabled", tail:"disabled"}>>
<<if $bunny gte 1>>
<<set $transformationParts.bunny.ears to "default">>
<<set $transformationParts.bunny.tail to "default">>
<</if>>
<</if>>
<<if $transformationParts.traits.fangs is undefined or $transformationParts.traits.sharpEyes is undefined or $transformationParts.traits.mateForLife is undefined or $transformationParts.traits.preyAnimal is undefined or $transformationParts.strongFeet is undefined or $transformationParts.traits.predatoryAnimal is undefined>>
<<set $transformationParts.traits to {fangs:"disabled", sharpEyes:"disabled", mateForLife:"disabled", preyAnimal:"disabled", strongFeet:"disabled", predatoryAnimal:"disabled"}>>
<<if $wolfgirl gte 1 or $cat gte 1 or $fox gte 1>>
<<set $transformationParts.traits.fangs to "default">>
<</if>>
<<if $cat gte 1 or $harpy gte 1 or $fox gte 1 >>
<<set $transformationParts.traits.sharpEyes to "default">>
<</if>>
<<if $harpy gte 1 or $fox gte 1>>
<<set $transformationParts.mateForLife to "default">>
<</if>>
<<if $wolfgirl gte 1 or $harpy gte 1 or $cat gte 1 or $fox gte 1>>
<<set $transformationParts.traits.predatoryAnimal to "default">>
<</if>>
<<if $bunny gte 1>>
<<set $transformationParts.traits.preyAnimal to "default">>
<<set $transformationParts.traits.strongFeet to "default">>
<</if>>
<</if>>
<!-- v0.3.12.4 $daily object -->
<<run dailyConvert()>>
<<if _version lte 30408>>/* DO NOT INCREMENT */
/* 0.3.4.8 is the last version that should need the old vvu */
/* for versions <= 0.3.4.8, run old version handler */
<<variablesVersionUpdate>>
<</if>>
<<if $saveVersions.last() isnot StartConfig.version>>
<<set $saveVersions.push(StartConfig.version)>>
<</if>>
/* * * * * * * * * * * * * * * * * * * * * * *
* new backwards compatibility code goes here
*/
/* Code that should not be moved into a check like above */
<<set $runWardrobeSanityChecker to true>>
<<if $objectVersion.updateClothes lt 63 or $objectVersion.updateClothes is undefined>>
<<updateClothes>>
<<if $objectVersion.updateClothes lt 38>>
<!-- V0.4.0.7 return items stuck in $store without proper .location -->
<<run for (const slot in V.store) V.store[slot].forEach(i => { if (i.location === 0) i.location = "getBack" })>>
<<storeon "getBack" "return">>
<</if>>
<<if $objectVersion.updateClothes lt 63>>
<!--Should'nt need to re-run that often-->
<<run clothesDataTrimmerLoop()>>
<</if>>
<!--If you have added any `colour_combat` or `accessory_colour_combat` to clothes that need their `colour` or `accessory_colour`, this will clear them.
Remove `colour_combat` or `accessory_colour_combat` where this is the case, they are independant so `colour_combat` will only clear `colour`-->
<!-- integrity_max was zero for a piece of clothing [Skimpy Leotard], this caused an infinity money bug at tailor, update people's clothing here -->
<<if $objectVersion.updateClothes lt 56>>
<<run fixIntegrityUpdater()>>
<</if>>
<!-- reset propEquipped -->
<<if $objectVersion.updateClothes lt 62>>
<<if $propEquipped is 1 and $worn.handheld.type !== "prop" and $worn.handheld.variable !== "featherduster">><<set $propEquipped to 0>><</if>>
<</if>>
<<set $objectVersion.updateClothes to 63>>
<</if>>
<<if $objectVersion.specialClothes lt 16 or $objectVersion.specialClothes is undefined>>
<<specialClothesSetup>>
<<specialClothesUpdate>>
<<set $objectVersion.specialClothes to 16>>
<</if>>
<<if $objectVersion.wardrobes lt 13 or $objectVersion.wardrobes is undefined>>
<<wardrobesUpdate>>
<<set $objectVersion.wardrobes to 13>>
<</if>>
<<if $objectVersion.museumAntiques lte 14 and $museumAntiques.antiques.antiquewhitescrystal isnot undefined>>
<<run delete $museumAntiques.antiques.antiquewhitescrystal>>
<</if>>
<<if $objectVersion.museumAntiques lt 17 or $objectVersion.museumAntiques is undefined>>
/*Moved undefined checks for new antiques to the widget below*/
<<updateMuseumAntiques>>
<<set $objectVersion.museumAntiques to 16>>
<</if>>
<<pregnancyVar>>
<<updateNewNamedNpcs>>
<!-- Jimmy: Reset NPC slots if necessary
Old versions prior to 3.4.* did not have empty slots properly set to baseNPC. -->
<<if $npcListVersion lt 3>>
<<npcList>>
<</if>>
<!-- Jimmy: Run updater for EventSystem.
Only runs if behind on schema, and if $event exists. -->
<<run EventSystem.update()>>
<!-- v0.3.6.2: Updating NPC clothing when needed -->
<<if $objectVersion.npcClothes lt 1 or $objectVersion.npcClothes is undefined>>
<<set $objectVersion.npcClothes to 1>>
<<if $halloween is 1 and $robinmissing is 0 and $hour gte 16 and $hour lt 19 and $monthday is 31 and $halloween_robin_costume and C.npc.Robin.init is 1>>
<<if !C.npc.Robin.outfits>>
<<initNNPCClothes "Robin">>
<</if>>
<<if !C.npc.Robin.outfits.includes($halloween_robin_costume)>>
<<addNNPCOutfit "Robin" $halloween_robin_costume>>
<</if>>
<</if>>
<<if C.npc.Kylar.state is "prison">>
<<if !C.npc.Kylar.outfits>>
<<initNNPCClothes "Kylar">>
<</if>>
<<if !C.npc.Kylar.outfits.includes("prisonJumpsuit")>>
<<addNNPCOutfit "Kylar" "prisonJumpsuit">>
<</if>>
<</if>>
<!-- Bestow clothing to any active NPCs-->
<<if $NPCList isnot undefined and !$NPCList[0].clothes>>
<<for _i = 0; _i < $NPCList.length; _i++>>
<<if $NPCList[_i].type>>
<<if $NPCList[_i].type is "human">>
<<npcClothesType $NPCList[_i] "default">>
<<else>>
<<npcClothesType $NPCList[_i] "naked">>
<</if>>
<</if>>
<</for>>
<</if>>
<<for $_key, $_npc range $per_npc>>
<<if $_npc>>
<!-- Bestow clothing to persistent NPCs-->
<<if !$_npc.clothes>>
<<if ["anxious_guard", "methodical_guard", "relaxed_guard", "veteran_guard"].includes($_key)>>
<<npcClothesType $per_npc[$_key] "security">>
<<elseif ["scarred_inmate", "tattooed_inmate"].includes($_key)>>
<<npcClothesType $per_npc[$_key] "prison">>
<<elseif ["tower_creature"].includes($_key)>>
<<npcClothesType $per_npc[$_key] "naked">>
<<elseif ["farm_tower_guard"].includes($_key)>>
<<npcClothesName $per_npc[$_key] "wildsFlannel">>
<<elseif ["prison_intro_officer"].includes($_key)>>
<<npcClothesType $per_npc[$_key] "police">>
<<elseif ["pinch"].includes($_key)>>
<<npcClothesType $per_npc[$_key] "robinGiftChristmas">>
<<elseif ["wraith"].includes($_key)>>
<<npcClothesType $per_npc[$_key] "Wraith">>
<<else>>
<<npcClothesType $per_npc[$_key] "default">>
<</if>>
<</if>>
<</if>>
<</for>>
<</if>>
<!-- v0.3.8.2: fix for cursed clothing being present in the player's wardrobes -->
<<if Object.keys($wardrobe).some(slot => Object.values($wardrobe[slot]).some(clothing => clothing.cursed))>>
<<run Object.keys($wardrobe).forEach(slot => {
if (slot is "space") return;
$wardrobe[slot] = $wardrobe[slot].filter(clothing => clothing.cursed is 0);
})>>
<<run Object.keys($wardrobes).forEach(location =>{
if (location is "shopReturn" || location is "wardrobe") return;
Object.keys($wardrobes[location]).forEach(slot => {
if (["isolated", "name", "shopSend", "space", "transfer", "unlocked"].includes(slot)) return;
$wardrobes[location][slot] = $wardrobes[location][slot].filter(clothing => clothing.cursed === 0);
})
})>>
<</if>>
<<npcPregnancyUpdater>><!--Has checks to make sure it only changes data when required, don't block behind a check-->
<<if _version lt 40000>>/* DO NOT INCREMENT */
/* 0.4.0.0 is the last version that should need the old vvu */
/* for versions <= 0.4.0.0, run old version handler */
<<variablesVersionUpdate2>>
<</if>>
<!-- Fix for hair style renames -->
<<if !$objectVersion.hairFix lt 1 or $objectVersion.hairFix is undefined>>
<<set _hairUpdate to {
"left fishtail braid": "left fishtail",
"right fishtail braid": "right fishtail",
"side thicktail": "thick pigtails",
"side tail left": "sidetail left",
"side tail right": "sidetail right",
"side thicktail": "thick sidetail",
}>>
<<set _fringeUpdate to {
"blunt sidelocks": "blunt locks",
"french bob": "tied back",
}>>
<<if _hairUpdate[$hairtype]>><<set $hairtype to _hairUpdate[$hairtype]>><</if>>
<<if _fringeUpdate[$fringetype]>><<set $fringetype to _fringeUpdate[$fringetype]>><</if>>
<<if $savedHairStyles>>
<<run Object.values($savedHairStyles).forEach(style => {
if (T.hairUpdate[style.hairtype]) style.hairtype = T.hairUpdate[style.hairtype];
if (T.fringeUpdate[style.fringetype]) style.fringetype = T.fringeUpdate[style.fringetype];
})>>
<</if>>
<<set $objectVersion.hairFix to 1>>
<</if>>
/* End of Code that should not be moved */
<!-- v0.3.6.2: cow update - ToDo: Move to variables-static -->
<<set $BeastList to ["dog","cat","pig","wolf","dolphin","lizard","bear","boar","creature","horse","fox","hawk","cow","spider"]>>
<!-- Will navigate to V.makeup.eyelenses, and attempt to turn that into the proper object this time. Needs configing if it can be moved to `variablesVersionUpdate2`-->
<<run restructureEyeColourVariable()>>
<!-- v0.3.8.6: furniture update -->
<<run Furniture.update(true)>>
<!-- v0.3.8.6: Sydney Rite of Promise protects PC's angel TF -->
<!-- !! Readjust after marriage is added !! -->
<<if $templePromised isnot "" and $player.virginity.vaginal is true and $player.virginity.penile is true>>
<<set $virginityProtected to true>>
<</if>>
<!-- <= v0.3.8.6: fame object -->
<<if !$objectVersion.fame>>
<<if typeof $fame isnot "object">>
<<set $fame to {
exhibitionism: $fameexhibitionism,
prostitution: $fameprostitution,
bestiality: $famebestiality,
sex: $famesex,
rape: $famerape,
good: $famegood,
business: $famebusiness,
scrap: $famescrap,
pimp: $famepimp,
social: $famesocial,
model: $famemodel,
pregnancy: $famepregnancy
}>>
<<if $statFreeze and !$frozenValues>> <!-- For scenes like Janet and Raul, Pinch, or the Schism -->
<<set $real_fame to {
exhibitionism: $real_fameexhibitionism,
prostitution: $fameprostitution,
bestiality: $famebestiality,
sex: $real_famesex,
rape: $real_famerape,
good: $famegood,
business: $famebusiness,
scrap: $real_famescrap,
pimp: $famepimp,
social: $famesocial,
model: $famemodel,
pregnancy: $famepregnancy
}>>
<</if>>
<<unset $fameexhibitionism>>
<<unset $fameprostitution>>
<<unset $famebestiality>>
<<unset $famesex>>
<<unset $famerape>>
<<unset $famegood>>
<<unset $famebusiness>>
<<unset $famescrap>>
<<unset $famepimp>>
<<unset $famesocial>>
<<unset $famemodel>>
<<unset $famepregnancy>>
<<unset $real_fameexhibitionism>>
<<unset $real_famesex>>
<<unset $real_famerape>>
<<unset $real_famescrap>>
<<if $park_fame is undefined>>
<<set $park_fame to $famepark>>
<<unset $famepark>>
<</if>>
<</if>>
<<set $objectVersion.fame to 1>>
<</if>>
<!-- This patch makes sure certain properties exist in $fame. Defaults to 0. -->
<<if $objectVersion.fame is 1>>
<<set $_keys to [
'exhibitionism', 'prostitution', 'bestiality', 'sex', 'rape',
'good', 'business', 'scrap', 'pimp', 'social', 'model', 'pregnancy'
]>>
<<for $_key range $_keys>>
<<if $fame[$_key] eq null>>
<<set $fame[$_key] to 0>>
<</if>>
<</for>>
<<set $objectVersion.fame to 2>>
<</if>>
<!-- This patch checks existing properties of $fame for non-numeric values, and assigns them a default of 0. -->
<<if $objectVersion.fame is 2>>
<<for $_key, $_val range $fame>>
<<if typeof $_val isnot 'number' or $_val is NaN>>
<<set $fame[$_key] to 0>>
<</if>>
<</for>>
<<set $objectVersion.fame to 3>>
<</if>>
<!-- <= v0.3.8.6: Modeling rework -->
<<if typeof $photo is 'object'>>
<<script>>
const photo = V.photo;
const versions = V.objectVersion;
if (versions.photo === undefined) {
versions.photo = 0;
}
switch (versions.photo) {
case 0:
if (typeof photo.fame_stage === 'number') {
photo.audienceSize = Math.ceil(photo.fame_stage / 2);
photo.timesWithThisAudienceSize = ((photo.fame_stage - 1) % 2) + 1;
} else {
photo.audienceSize = 1;
photo.timesWithThisAudienceSize = 0;
}
delete photo.fame_stage;
if (typeof photo.money !== 'number' || Number.isNaN(photo.money)) {
photo.money = 450;
}
versions.photo = 1;
}
<</script>>
<</if>>
<!-- v0.3.13.0 Persistent NPCs stealing the Wraith's name -->
<<if $NPC_names_m.includes("Ivory Wraith") or $NPC_names_f.includes("Ivory Wraith")>>
<<set $NPC_names_m.delete("Ivory Wraith")>>
<<set $NPC_names_f.delete("Ivory Wraith")>>
<</if>>
<<if Object.values($per_npc).some(npc => npc.name is "Ivory Wraith")>>
<<for _i, _npc range $per_npc>>
<<if $per_npc[_i].name is "Ivory Wraith">> <<set $per_npc[_i].name to ($per_npc[_i].pronoun is "m" ? $NPC_names_m.pluck() : $NPC_names_f.pluck())>> <</if>>
<</for>>
<</if>>
<!-- v0.3.13.0 Fixed Landry forgetting about Mickey -->
<<if $police_hack gte 4>>
<<set $mickeyPub to 2>>
<</if>>
<!-- v0.3.13.3 Schism unset fix -->
<<if $schism>>
<<unset $schism>>
<</if>>
<!-- v0.3.13.5 -->
<<if $zoom isnot undefined>>
<<set $options.zoom to $zoom>>
<<unset $zoom>>
<</if>>
<<if $options.zoom is undefined>>
<<set $options.zoom to 100>>
<</if>>
<<if $numberify_enabled isnot undefined>>
<<set $options.numberify_enabled to $numberify_enabled>>
<<unset $numberify_enabled>>
<</if>>
<<if $options.numberify_enabled is undefined>>
<<set $options.numberify_enabled to 1>>
<</if>>
<<if $timestyle isnot undefined>>
<<set $options.timestyle to $timestyle>>
<<unset $timestyle>>
<</if>>
<<if $options.timestyle is undefined>>
<<set $options.timestyle to "military">>
<</if>>
<<if $oldclock isnot undefined>>
<<unset $oldclock>>
<</if>>
<!-- v0.3.13.5 Impreg fame in fame object -->
<<if $fame.impreg is undefined>>
<<set $fame.impreg to 0>>
<</if>>
<!-- v0.3.13.5 Condom sidebar display -->
<<if $options.condomsDisplay is undefined>>
<<set $options.condomsDisplay to "standard">>
<<set $options.traitOverlayFormat to "table">>
<</if>>
<!-- v0.3.13.5 Deprecated Code and Bodysize Fix -->
<<if !$bodysize>>
<<switch $physiquesize>>
<<case 6000>><<set $bodysize to 0>>
<<case 10000>><<set $bodysize to 1>>
<<case 12000>><<set $bodysize to 2>>
<<case 16000>><<set $bodysize to 3>>
<<default>><<set $bodysize to 2>><<set $physiquesize to 12000>>
<</switch>>
<</if>>
<!-- v0.3.13.5 undefined fringe colour -->
<<if $hairfringecolour is undefined>>
<<set $hairfringecolour to $haircolour>>
<</if>>
<!-- v0.3.13.5 Nightmares ruining angel TF -->
<<if $activeNightmare and $real_transformationParts is undefined>>
<<set $real_angel to $angel>>
<<set $real_angelbuild to $angelbuild>>
<<set $real_fallenangel to $fallenangel>>
<<set $real_transformationParts to clone($transformationParts)>>
<<set $real_purity to $purity>>
<</if>>
<!-- v0.3.13.5 Pregnancy Utilities -->
<<if $storedNPCs is undefined>>
<!-- Separated object for compressing NPCs -->
<<set $storedNPCs to {}>>
<!-- Timer for events at the nursery -->
<<if $home_event_ward_timer is undefined>>
<<set $home_event_ward_timer to 3>>
<<set $home_event_ward_timer to 0>>
<</if>>
<!-- Default condom setting -->
<<if $condomLvl is undefined>>
<<set $condomLvl to 3>>
<</if>>
<!-- Condom object for when more condom types are implemented -->
<<if $player.inventory and !$player.inventory.condoms>>
<<set $player.inventory.condoms to {}>>
<</if>>
<!-- Clears unused values, establishes debug values -->
<<if $condomchance>>
<<set $condomChance to 60>>
<<set $condomUseChanceRape to 33>>
<<set $condomUseChanceCon to 83>>
<<unset $condomchance>>
<<unset $condomautochance>>
<</if>>
<!-- Old testing variable I forgot to clear -->
<<unset $test>>
<</if>>
<!-- v0.3.13.5 Save compression -->
<<if $compressSave is undefined>>
<<set $compressSave to true>>
<</if>>
<!-- v0.3.13.5 Two-tone hair -->
<<if $hairColourStyle is undefined>>
<<set $hairColourStyle to "simple">>
<<set $hairColourGradient to { style: "split", colours: ["red", "black"]}>>
<</if>>
<<if $hairFringeColourStyle is undefined>>
<<set $hairFringeColourStyle to "simple">>
<<set $hairFringeColourGradient to { style: "split", colours: ["red", "black"]}>>
<</if>>
<!-- v0.3.13.5 Whitney rescued state removal and pillory state addition -->
<<if C.npc.Whitney.state is "rescued">>
<<set $whitneyrescued to true>>
<<set C.npc.Whitney.state to "active">>
<</if>>
<<if $pillory_tenant isnot undefined and ($pillory_tenant.special.name is "Whitney" and C.npc.Whitney.state isnot "pillory")>>
<!-- Making "pillory" a state means that whitney's state shouldn't be anything but "pillory" when they're locked up -->
<<set C.npc.Whitney.state to "pillory">>
<</if>>
<!-- v0.3.13.5 NPC Skin simplification -->
<<if $whitechance>>
<<unset $whitechance>>
<<unset $whitechanceselector>>
<<unset $blackchanceselector>>
<<for $_i to 0; $_i lt $NPCNameList.length; $_i++>>
<<if $NPCName[$_i].init is 1 and !$NPCName[$_i].skincolour>>
<<if random(1, 100) lte $blackchance>>
<<set $NPCName[$_i].skincolour to "black">>
<<else>>
<<set $NPCName[$_i].skincolour to "white">>
<</if>>
<</if>>
<</for>>
<<if C.npc["Ivory Wraith"].init is 1>>
<<set C.npc["Ivory Wraith"].skincolour to "ghost">>
<</if>>
<<for $_s to 0; $_s lt $NPCList.length; $_s++>>
<<if $NPCList[$_s].health and !$NPCList[$_s].skincolour>>
<<if $NPCList[$_s].fullDescription is $npc[$_s]>>
<<set $NPCList[$_s].skincolour to C.npc[$npc[$_s]].skincolour>>
<<else>>
<<if random(1, 100) lte $blackchance>>
<<set $NPCList[$_s].skincolour to "black">>
<<else>>
<<set $NPCList[$_s].skincolour to "white">>
<</if>>
<</if>>
<</if>>
<</for>>
<</if>>
<!-- v0.3.13.5 disable old renderer settings -->
<<if $options.sidebarRenderer is "both" or $options.sidebarRenderer is 'img'>>
<<set $options.sidebarRenderer to 'canvas'>>
<</if>>
<!-- v0.3.13.5 English play event and some passage renames-->
<<if $englishPlay is undefined>>
<<set $englishPlay to "none">>
<</if>>
<<if $debugdisable isnot undefined>>
<<set $options.debugdisable to $debugdisable>>
<<unset $debugdisable>>
<</if>>
<<if $masturbationtimestat isnot undefined>>
<<if !$secondsSpentMasturbating>>
<<set $secondsSpentMasturbating to $masturbationtimestat * 60>>
<</if>>
<<unset $masturbationtimestat>>
<</if>>
<<if $prison_scarred_done isnot undefined>>
<<unset $prison_scarred_done>>
<<set $daily.prison.scarredDone to true>>
<</if>>
<<if $prison_relaxed_spoke isnot undefined>>
<<unset $prison_relaxed_spoke>>
<<set $daily.prison.relaxedSpoke to true>>
<</if>>
<<if $prison_relaxed_greet isnot undefined>>
<<unset $prison_relaxed_greet>>
<<set $daily.prison.relaxedGreet to true>>
<</if>>
<<if $prison_anxious_spoke isnot undefined>>
<<unset $prison_anxious_spoke>>
<<set $daily.prison.anxiousSpoke to true>>
<</if>>
<<if $prison_anxious_greet isnot undefined>>
<<unset $prison_anxious_greet>>
<<set $daily.prison.anxiousGreet to true>>
<</if>>
<<if $prison_veteran_spoke isnot undefined>>
<<unset $prison_veteran_spoke>>
<</if>>
<<if $prison_veteran_greet isnot undefined>>
<<unset $prison_veteran_greet>>
<<set $daily.prison.veteranGreet to true>>
<</if>>
<<if $prison_methodical_spoke isnot undefined>>
<<unset $prison_methodical_spoke>>
<<set $daily.prison.methodicalSpoke to true>>
<</if>>
<<if $prisonwake isnot undefined>>
<<unset $prisonwake>>
<<set $daily.prison.wake to true>>
<</if>>
<<if $prison_attention_day isnot undefined>>
<<unset $prison_attention_day>>
<<set $daily.prison.attentionDay to true>>
<</if>>
<<if $glideScared isnot undefined>>
<<unset $glideScared>>
<<set $daily.glideScared to true>>
<</if>>
<<if !$daily.school.attended>>
<<set $daily.school.attended to {}>>
<</if>>
<<if $scienceattended isnot undefined>>
<<set $daily.school.attended.science to $scienceattended == 1>>
<<unset $scienceattended>>
<<set $daily.school.attended.maths to $mathsattended == 1>>
<<unset $mathsattended>>
<<set $daily.school.attended.english to $englishattended == 1>>
<<unset $englishattended>>
<<set $daily.school.attended.history to $historyattended == 1>>
<<unset $historyattended>>
<<set $daily.school.attended.swimming to $swimmingattended == 1>>
<<unset $swimmingattended>>
<</if>>
<<if $weekly is undefined>>
<<set $weekly to {
theft: {},
sewers: {}
}>>
<</if>>
<<if $robinBrothelWeekly isnot undefined>>
<<set $weekly.robinBrothel to $robinBrothelWeekly>>
<<unset $robinBrothelWeekly>>
<</if>>
<<if $edenPreyWeekly isnot undefined>>
<<set $weekly.edenPrey to $edenPreyWeekly>>
<<unset $edenPreyWeekly>>
<</if>>
<<if $leightondancerefused isnot undefined>>
<<set $weekly.leightonDanceRefused to $leightondancerefused>>
<<unset $leightondancerefused>>
<</if>>
<<if $dancestudiotheft isnot undefined>>
<<set $weekly.theft.danceStudio to $dancestudiotheft>>
<<unset $dancestudiotheft>>
<</if>>
<<if $oceanbreezetheft isnot undefined>>
<<set $weekly.theft.oceanBreeze to $oceanbreezetheft>>
<<unset $oceanbreezetheft>>
<</if>>
<<if $stripclubtheft isnot undefined>>
<<set $weekly.theft.stripClub to $stripclubtheft>>
<<unset $stripclubtheft>>
<</if>>
<<if $clothingshoptheft isnot undefined>>
<<set $weekly.theft.clothingShop to $clothingshoptheft>>
<<unset $clothingshoptheft>>
<</if>>
<<if $adultshoptheft isnot undefined>>
<<set $weekly.theft.adultShop to $adultshoptheft>>
<<unset $adultshoptheft>>
<</if>>
<<if $hairdresserstheft isnot undefined>>
<<set $weekly.theft.hairDressers to $hairdresserstheft>>
<<unset $hairdresserstheft>>
<</if>>
<<if $tailortheft isnot undefined>>
<<set $weekly.theft.tailor to $tailortheft>>
<<unset $tailortheft>>
<</if>>
<<if $petshoptheft isnot undefined>>
<<set $weekly.theft.petShop to $petshoptheft>>
<<unset $petshoptheft>>
<</if>>
<<if $toyshoptheft isnot undefined>>
<<set $weekly.theft.toyShop to $toyshoptheft>>
<<unset $toyshoptheft>>
<</if>>
<<if $tattooparlourtheft isnot undefined>>
<<set $weekly.theft.tattooParlour to $tattooparlourtheft>>
<<unset $tattooparlourtheft>>
<</if>>
<<if $ridingschooltheft isnot undefined>>
<<set $weekly.theft.ridingSchool to $ridingschooltheft>>
<<unset $ridingschooltheft>>
<</if>>
<<if $spatheft isnot undefined>>
<<set $weekly.theft.spa to $spatheft>>
<<unset $spatheft>>
<</if>>
<<if $schoollibrarymoneytheft isnot undefined>>
<<set $weekly.theft.schoolLibraryMoney to $schoollibrarymoneytheft>>
<<unset $schoollibrarymoneytheft>>
<</if>>
<<if $infirmarydrugstheft isnot undefined>>
<<set $weekly.theft.infirmaryDrugs to $infirmarydrugstheft>>
<<unset $infirmarydrugstheft>>
<</if>>
<<if $furnitureshoptheft isnot undefined>>
<<set $weekly.theft.furnitureShop to $furnitureshoptheft>>
<<unset $furnitureshoptheft>>
<</if>>
<<if $streetpolice isnot undefined>>
<<set $weekly.streetPolice to $streetpolice>>
<<unset $streetpolice>>
<</if>>
<<if $sewersantiquecrystal isnot undefined>>
<<set $weekly.sewers.antiqueCrystal to $sewersantiquecrystal>>
<<unset $sewersantiquecrystal>>
<</if>>
<<if $sewersantiquewatch isnot undefined>>
<<set $weekly.sewers.antiqueWatch to $sewersantiquewatch>>
<<unset $sewersantiquewatch>>
<</if>>
<<if $sewersantiquedildo isnot undefined>>
<<set $weekly.sewers.antiqueDildo to $sewersantiquedildo>>
<<unset $sewersantiquedildo>>
<</if>>
<<if $sewersantiquecandlestick isnot undefined>>
<<set $weekly.sewers.antiqueCandlestick to $sewersantiquecandlestick>>
<<unset $sewersantiquecandlestick>>
<</if>>
<<if $sewersantiquehorn isnot undefined>>
<<set $weekly.sewers.antiqueHorn to $sewersantiquehorn>>
<<unset $sewersantiquehorn>>
<</if>>
<<if $temple_fire isnot undefined>>
<<set $weekly.templeFire to $temple_fire>>
<<unset $temple_fire>>
<</if>>
<<if $police_high isnot undefined>>
<<set $weekly.policeHigh to $police_high>>
<<unset $police_high>>
<</if>>
<<if $school_pool_swap isnot undefined>>
<<set $weekly.schoolPoolSwap to $school_pool_swap>>
<<unset $school_pool_swap>>
<</if>>
<<if $beach_cave_compass isnot undefined>>
<<set $weekly.beachCaveCompass to $beach_cave_compass>>
<<unset $beach_cave_compass>>
<</if>>
<<if $dance_job isnot undefined>>
<<set $weekly.danceJob to $dance_job>>
<<unset $dance_job>>
<</if>>
<<if $whitneyPub isnot undefined>>
<<set $weekly.whitneyPub to $whitneyPub>>
<<unset $whitneyPub>>
<</if>>
<<if $adultShopWhitney isnot undefined>>
<<set $weekly.adultShopWhitney to $adultShopWhitney>>
<<unset $adultShopWhitney>>
<</if>>
<!--
v0.4.0.6 change (87f8e633085bb4be8f4f0d099012b1e0b077242a) that I've moved up here.
the reason is - this variable is used in the edge-case handled below
(the <<pass _passMinutes>> macro that the v0.4 Time refactor sometimes calls ends up reading schoolLessonsMissed.science,
which obviously breaks if this initialization doesn't happen at this point.
If you add any calls to <<pass>> before this line in backComp - it will also break
for any players whose save doesn't have the schoolLessonsMissed paramm yet.
-->
<<if $sciencemissed isnot undefined>>
<<set $schoolLessonsMissed to { science: $sciencemissed, maths: $mathsmissed, english: $englishmissed, history: $historymissed, swimming: $swimmingmissed }>>
<<unset $sciencemissed>>
<<unset $mathsmissed>>
<<unset $englishmissed>>
<<unset $historymissed>>
<<unset $swimmingmissed>>
<</if>>
<!-- v0.4 Time refactor -->
<<if $time isnot undefined and !$timeStamp>>
<<script>>
/* Tries to set the date to the same as the previous version's date.
If weekday is different from the real date, well shit, we're faking it. */
const month = Time.monthNames.map(month => month.toLowerCase()).indexOf(V.month) + 1;
const date = new DateTime(V.year, month, V.monthday, Math.min(V.hour, 23), Math.min(V.minute, 59), V.seconds);
const startDate = new DateTime(date);
Time.startDate = startDate.addDays(-V.days);
const passMinutes = (V.hour > 23 ? (V.hour - 23) * 60 : 0) + (V.minute > 59 ? V.minute - 59 : 0);
if (V.real_season) V.real_timeStamp = new DateTime(V.real_year, Time.monthNames.indexOf(V.real_month.toUpperFirst()) + 1, V.real_monthday, V.real_hour, V.real_minute).timeStamp - V.startDate;
Time.setDate(date);
V.weekDayOffset = (V.weekday - Time.weekDay + 6) % 7; /* stay positive */
if (V.weekDayOffset === 6) delete V.weekDayOffset; /* and clean the rubbish */
["time", "year", "yeardays", "season", "month", "monthday", "weekday", "schoolday", "days", "daystate", "dayname", "hour", "minute", "seconds", "pass", "real_year", "real_season", "real_month", "real_monthday", "real_hour", "real_minute", "real_time"].forEach(v => delete V[v]);
Time.set(V.timeStamp + passMinutes * 60);
<</script>>
<</if>>
<!-- v0.4 Vrel stuff that he forgot to label -->
<<if $hypnosisdisable is undefined>>
<<set $hypnosisdisable to "f">>
<</if>>
<<if $housekeeping is undefined>>
<<set $housekeeping to 0>>
<</if>>
<<if $town_projects is undefined>>
<<set $town_projects to {}>>
<</if>>
<<if $ruffledisable is undefined>>
<<set $ruffledisable to "f">>
<</if>>
<<if $child_played is undefined>>
<<set $child_played to []>>
<</if>>
<!-- v0.4 Wraith stuff -->
<<if $necklaceThief is undefined>>
<<if $museumAntiques.antiques.antiqueivorynecklace isnot "notFound">>
<<set $necklaceThief to "player">>
<<elseif $town_projects.diving gte 3 and $museumAntiques.antiques.antiqueivorynecklace is "notFound">>
/* for anyone on the dev build that passed the normal trigger already */
<<museumAntiqueStatus "antiqueivorynecklace" "found">>
<<museumAntiqueStatus "antiqueivorynecklace" "talk">>
<<set $necklaceThief to "diver">>
<<else>>
<<set $necklaceThief to "">>
<</if>>
<</if>>
<!-- v0.4 Fox TF and fox encounters -->
<<if $fox is undefined or typeof $fox is "string">>
<<set $foxbuild to 0>>
<<set $fox to 0>>
<<set $transformationParts.traits.mateForLife to ($harpy gte 3 ? "default" : "disabled")>>
<!-- Unrelated fix for fallenbuild being NaN on existing saves -->
<<if !$fallenbuild>>
<<set $fallenbuild to 0>>
<</if>>
<</if>>
<!-- V0.4 Moving flaunting to mirror -->
<<if $uncomfortable.flaunting isnot undefined>>
<<if $uncomfortable.flaunting is false and $demon gte 4 and $exhibitionism gte 95>>
<<set $transformationParts.traits.flaunting to "default">>
<<else>>
<<set $transformationParts.traits.flaunting to "disabled">>
<</if>>
<<run delete $uncomfortable.flaunting>>
<</if>>
<!-- V0.4 egg -->
<<if $plants.egg>>
<<set $plants.chicken_egg to $plants.egg>>
<<run delete $plants.egg>>
<<set $plants.chicken_egg.name to "chicken_egg">>
<<set $plants.chicken_egg.plural to "chicken eggs">>
<</if>>
<<if $farmersProduce !== undefined and $farmersProduce.selling !== undefined && $farmersProduce.selling.egg>>
<<set $farmersProduce.selling.chicken_egg to $farmersProduce.selling.egg>>
<<run delete $farmersProduce.selling.egg>>
<</if>>
<!-- V0.4 tower guard state saved -->
<<if $per_npc.farm_tower_guard and $per_npc.farm_tower_guard.active isnot undefined>>
<<run delete $per_npc.farm_tower_guard.active>>
<<set $per_npc.farm_tower_guard.bold to 0>>
<<set $per_npc.farm_tower_guard.lefthand to 0>>
<<set $per_npc.farm_tower_guard.righthand to 0>>
<<set $per_npc.farm_tower_guard.mouth to 0>>
<<set $per_npc.farm_tower_guard.chest to "clothed">>
<<set $per_npc.farm_tower_guard.health to $per_npc.farm_tower_guard.healthmax>>
<<set $per_npc.farm_tower_guard.location to {head: 0, genitals: 0}>>
<<set $per_npc.farm_tower_guard.penis to ($per_npc.farm_tower_guard.penis isnot "none") ? "clothed" : "none">>
<<set $per_npc.farm_tower_guard.vagina to ($per_npc.farm_tower_guard.vagina isnot "none") ? "clothed" : "none">>
<</if>>
<!-- V0.4.0.2 SNEAKY posture undefined -->
<<if $player.gender_posture is undefined>>
<<if $background.crossdresser is true>>
<<if $player.gender is "f">>
<<set $player.gender_posture to "m">>
<<elseif $player.gender is "m">>
<<set $player.gender_posture to "f">>
<</if>>
<<else>>
<<set $player.gender_posture to "n">>
<</if>>
<</if>>
<!-- V0.4.0.3 SNEAKY - V0.4.0.6 empty NPC name arrays -->
<<if !$NPC_names_m or $NPC_names_m.length is 0 or !$NPC_names_f or $NPC_names_f.length is 0>>
<<init_names>>
<<set $_per_k to Object.keys($per_npc)>>
<<for $_per_c range $_per_k>>
<<set $NPC_names_m.delete($per_npc[$_per_c].name)>>
<<set $NPC_names_f.delete($per_npc[$_per_c].name)>>
<</for>>
<</if>>
<<if $combat is 1>>
<!-- Update the index attached to NPC properties if they exist. -->
<<script>>
V.NPCList.forEach((e, i) => {
if (e.type && !Number.isFinite(e.index))
e.index = i;
});
<</script>>
<</if>>
<!-- Fixing broken transformation stuff -->
<<if $tfFIX is undefined or $tfFIX lte 4>>
<<if $tfFIX is undefined>>
<!-- V0.4.0.5 repair transformationParts object after damage from mid-prayer room or nightmare saves -->
<<if $transformationParts.fox is undefined>>
<<set $transformationParts.fox to {ears:"disabled", tail:"disabled", cheeks:"disabled"}>>
<<if $transformationParts.traits.mateForLife is undefined or $transformationParts.traits.flaunting is undefined>>
<<set $transformationParts.traits to {fangs:"disabled", sharpEyes:"disabled", mateForLife:"disabled", flaunting:"disabled"}>>
<<if $wolfgirl gte 2 or $cat gte 2 or $fox gte 2>>
<<set $transformationParts.traits.fangs to "default">>
<</if>>
<<if $cat gte 2 or $harpy gte 2 or $fox gte 2>>
<<set $transformationParts.traits.sharpEyes to "default">>
<</if>>
<<if $fox gte 3 or $harpy gte 3>>
<<set $transformationParts.traits.mateForLife to "default">>
<<else>>
<<set $transformationParts.traits.mateForLife to "disabled">>
<</if>>
<<set $transformationParts.traits.flaunting to "disabled">>
<</if>>
<<if $fox gte 4>>
<<set $transformationParts.fox.ears to "default">>
<</if>>
<<if $fox gte 5>>
<<set $transformationParts.fox.cheeks to "default">>
<</if>>
<<if ($fox gte 6 or ($transformationParts.fox.tail isnot "hidden" and $transformationParts.fox.tail isnot "disabled"))>>
<<set $transformationParts.fox.tail to "default">>
<</if>>
<</if>>
<!-- V0.4.0.5 Stop any saves in the above situation from being broken upon leaving -->
<<if $real_transformationParts and !$real_transformationParts.fox>>
<<set $real_transformationParts.fox to {ears:"disabled", tail:"disabled", cheeks:"disabled"}>>
<<if !$real_transformationParts.traits>>
<<set $real_transformationParts.traits to clone($transformationParts.traits)>>
<</if>>
<<if $real_transformationParts.traits.mateForLife is undefined or $real_transformationParts.traits.flaunting is undefined>>
<<if $fox gte 3 or $harpy gte 3>>
<<set $real_transformationParts.traits.mateForLife to "default">>
<<else>>
<<set $real_transformationParts.traits.mateForLife to "disabled">>
<</if>>
<<set $real_transformationParts.traits.flaunting to "disabled">>
<</if>>
<</if>>
<</if>>
<<if $tfFIX is undefined or $tfFIX is 1>>
<!-- v0.3.13.5 - v0.4.0.8 Fix for virgin fallen angels, moved and fixed from earlier part of versionupdate -->
<<if $fallenangel is 2>>
<<set $_isHerm to $player.gender is "h">>
<<set $_hasVaginalVirginity to $player.vaginaExist and $player.virginity.vaginal is true>>
<<set $_hasPenileVirginity to $player.penisExist and $player.virginity.penile is true>>
<<if !$_isHerm and ($_hasVaginalVirginity or $_hasPenileVirginity)
or $_isHerm and $_hasVaginalVirginity and $_hasPenileVirginity>>
<<set $fallenangel to 0>>
<<angelTransform>>
<<set $transformationParts.fallenAngel.halo to "disabled">>
<<set $transformationParts.fallenAngel.wings to "disabled">>
<</if>>
<</if>>
<!-- V0.4.0.8 Fix for non-virgin herm angels from bad fix earlier that didn't take herms into account -->
<<if ($angel gte 6) and $player.gender is "h" and !$virginityProtected and ($player.virginity.vaginal isnot true or $player.virginity.penile isnot true)>>
<<fallenTransform>>
<</if>>
<</if>>
<!-- 0.5.3.0 Clear invalid transformation parts -->
<<if $tfFIX is undefined or $tfFIX lte 4>>
<<validateTransformations>>
<</if>>
<<set $tfFIX to 5>>
<</if>>
<!-- V0.4.0.5 Old saves with untyped named NPCs -->
<<if $NPCName[0].type is undefined>>
<<set $_WHY to ["human", "human", "human", "human", "human", "human", "human", "human", "human", "human", "human", "human", "human", "human", "human", "human", "human", "human", "human", "human", "human", "wolf", "human", "human", "human", "human", "hawk", "human", "human", "human"]>>
<<for $_killMe to 0; $_killMe lte $NPCName.length -1; $_killMe++>>
<<set $NPCName[$_killMe].type to $_WHY[$_killMe]>>
<</for>>
<</if>>
<!-- To fix issues from when the strap ons overwrote $player.penissize -->
<<if $player.penisExist and $playerPenisSizeBackup>>
<<set $player.penissize to $playerPenisSizeBackup>>
<<elseif $player.penissize is undefined>>
<<set $player.penissize to 1>>
<</if>>
<<unset $playerPenisSizeBackup>>
<!-- V0.4.0.6 Separating tentacle forest lurker from daily object to prevent midnight errors in tentacle forest -->
<<if $daily and $daily.tentacle_forest_lurker>>
<<set $tentacle_forest_lurker to $daily.tentacle_forest_lurker>>
<</if>>
<!-- To fix issue where Dr Harper failed to remove both hermaphrodite parasites -->
<<if $sexStats.vagina.pregnancy.type is "parasite" and $sexStats.vagina.pregnancy.fetus.find(parasite => parasite.stats.gender === "Hermaphrodite")>>
<<set $sexStats.vagina.pregnancy.motherStatus to 2>>
<</if>>
<<if !$objectVersion.wardForceUnlock>>
<<if !$objectVersion.wardForceUnlock and !$ward_unlocked and Object.values($children).find(child => child.location is "home" and child.birthLocation isnot "hospital")>>
<<set $_childrenToIntro to Object.values($children).filter(child => child.location is "home" and child.birthLocation isnot "hospital")>>
<<run console.log($_childrenToIntro)>>
<<run $_childrenToIntro.forEach(child => wikifier("setBabyIntro", child.mother, "Bailey", child.birthId))>>
<</if>>
<<set $objectVersion.wardForceUnlock to 1>>
<</if>>
<<if $maleChanceMale is undefined>>
<<set $maleChanceMale to $malechance>>
<<set $maleChanceFemale to $malechance>>
<<set $maleChanceSplit to "f">>
<<set $beastMaleChanceMale to $beastmalechance>>
<<set $beastMaleChanceFemale to $beastmalechance>>
<<set $beastMaleChanceSplit to "f">>
<</if>>
<<if $forcedcrossdressingdisable is undefined>>
<<set $forcedcrossdressingdisable to "f">>
<</if>>
<!-- V0.4.0.9 $currentFurnishing should not be a story variable, and no story variables should be (or include) functions -->
<<if $currentFurnishing>>
<<unset $currentFurnishing>>
<<run State.history.forEach(s => delete s.variables.currentFurnishing)>>
<</if>>
<!-- V0.4.1.1 Fixed for some wolves having "human" sperm -->
<<if !$objectVersion.pregnancyFix>>
<<physicalAdjustmentsInit>>
<</if>>
<<if $speech_attitude is undefined>>
<<set $speech_attitude to "neutral">>
<</if>>
<!-- V0.4.1.7 Set V.options.confirmDialogUponTabClose for the new confirm dialog box prompting when user closes/refresh tab -->
<<if $options.confirmDialogUponTabClose is undefined>>
<<if $ironmanmode is true>>
<<set $options.confirmDialogUponTabClose to true>>
<<else>>
<<set $options.confirmDialogUponTabClose to false>>
<</if>>
<</if>>
<!-- V0.4.2.0 Ear Slime Extension -->
<<if $earSlime is undefined>>
<<resetEarSlime>>
<<set $earSlime.corruption to $corruption_slime or 0>>
<<set $earSlime.event to $slimeEvent or "">>
<<set $earSlime.eventTimer to $slimeSleepEvent or 0>>
<<set $earSlime.eventLength to $slimeEventLength or 0>>
<<set $earSlime.defyCooldown to $slimeDefyCooldown or 0>>
<<set $masturbationRuinedOrgasm to 0>>
<<set $ruinedOrgasmStat to 0>>
<<if ["go running or swimming for an hour", "steal something", "go running or swimming naked for an hour"].includes($earSlime.event)>>
<<set $earSlime.noSleep to true>>
<</if>>
<<unset $corruption_slime>>
<<unset $slimeEvent>>
<<unset $slimeSleepEvent>>
<<unset $slimeDefyCooldown>>
<<set $ruinedorgasmdisable to "f">>
<</if>>
<<if $earSlime.promiscuity is undefined>>
<<set $earSlime.promiscuity to 0>>
<<set $earSlime.deviancy to 0>>
<<set $earSlime.exhibitionism to 0>>
/* One off changes */
<<if $earSlime.event is "go commando" and !$slimeBedroomExit>>
<<if $earSlime.corruption lt 50 and $earSlime.growth is 0>>
<<set $earSlime.forcedCommando to random(2, 4)>>
<<elseif $earSlime.growth is 0>>
<<set $earSlime.forcedCommando to random(7, 21)>>
<<else>>
<<set $earSlime.forcedCommando to random(14, 31)>>
<</if>>
<<set $earSlime.event to "">>
<</if>>
<<if $earSlimeDaysStat is undefined>>
<<set $earSlimeDaysStat to 0>>
<<set $earSlimePassiveDaysStat to 0>>
<<set $earSlime.days to 0>>
/* All old ear slimes were aggressive */
<<set $earSlime.startedThreats to true>>
<</if>>
<</if>>
<<if !$parasite.types.includes("parasite")>>
<<run $parasite.types.push("parasite")>>
<<run $parasite.parasite to []>>
<<run $parasite.breasts to {}>>
<</if>>
<!-- V0.4.2.0 Give leotards a default colour of black after making them recolourable-->
<<script>>
let underUpperChanger = item => {
if (item.index === 3 || item.index === 4 || item.index === 5 || item.index === 8) {
if (item.colour === 0) {
item.colour = "black";
item.colour_combat = "black";
}
}
};
V.wardrobe.under_upper.forEach(underUpperChanger);
underUpperChanger(V.worn.under_upper);
const underLowerChanger = item => {
if (item.index === 8 || item.index === 9 || item.index === 10 || item.index === 13) {
if (item.colour === 0) {
item.colour = "black";
item.colour_combat = "black";
}
}
};
V.wardrobe.under_lower.forEach(underLowerChanger);
underLowerChanger(V.worn.under_lower);
<</script>>
<!-- V0.4.2.0 Crime Overhaul -->
<<if !$objectVersion.crime>>
<<set _oldCrime to parseInt($crime) || 0>>
<<set _oldCrimeHistory to parseInt($crimehistory) || 0>>
<<unset $crime>><<unset $crimehistory>>
<<set $crime to {
assault: {current: 0, history: 0, daily: 0, count: 0, countHistory: 0},
coercion: {current: 0, history: 0, daily: 0, count: 0, countHistory: 0},
destruction: {current: 0, history: 0, daily: 0, count: 0, countHistory: 0},
exposure: {current: 0, history: 0, daily: 0, count: 0, countHistory: 0},
obstruction: {current: 0, history: 0, daily: 0, count: 0, countHistory: 0},
prostitution: {current: 0, history: 0, daily: 0, count: 0, countHistory: 0},
resisting: {current: 0, history: 0, daily: 0, count: 0, countHistory: 0},
thievery: {current: _oldCrime, history: _oldCrimeHistory, daily: 0, count: 0, countHistory: 0},
petty: {current: 0, history: 0, daily: 0, count: 0, countHistory: 0},
trespassing: {current: 0, history: 0, daily: 0, count: 0, countHistory: 0},
events: {},
}>>
<<if $crime.thievery.current gte 1>>
<<set $crime.thievery.count to 1>><<set $crime.thievery.countHistory to 1>>
<<set C.crime.logEvent(_oldCrime, "thievery", "legacy", 0)>>
<</if>>
<<set $objectVersion.crime to 1>>
<</if>>
<!-- V0.4.2.0 Temple rank prep -->
<<if $world_corruption_soft is undefined>>
<<set $world_corruption_soft to 0>>
<<set $world_corruption_hard to 2>>
<<set $world_corruption_reduced to 0>>
<<if $stat_aphrodisiacs_sold gte 1>>
<<world_corruption "soft" $stat_aphrodisiacs_sold>>
<</if>>
<<if $sydneySeen>>
<<if $sydneySeen.includes("corruptroom")>>
<<world_corruption "hard" 1>>
<</if>>
<</if>>
<<if $museumAntiques.antiques.antiquebell is "stolen">>
<<world_corruption "hard" 2>>
<</if>>
<<if $museumAntiques.antiques.antiqueivorynecklace is "talk" or $museumAntiques.antiques.antiqueivorynecklace is "museum">>
<<world_corruption "hard" 2>>
<</if>>
<<if $templePromised is "Sydney">>
<<world_corruption "hard" -1>>
<</if>>
<</if>>
<!-- V0.4.2.3 Fixes existing saves affected by Moderate Start "f" bug -->
<<if $malechance is "f">>
<<set $malechance to 0>>
<</if>>
<<if $beastmalechance is "f">>
<<set $beastmalechance to 0>>
<</if>>
<!-- V0.4.2.7 livestock daily variable -->
<<if $daily.livestock is undefined>>
<<set $daily.livestock to {}>>
<<set $daily.livestock.remyEvent to 0>>
<</if>>
<!-- V0.4.2.7 Pregnancy type fix -->
<<if $pregnancytype is "f">>
<<set $pregnancytype to "realistic">>
<</if>>
<!-- V0.4.2.7 We will never ever know what this code does because Scythe didn't comment it and I had to do it instead -->
<<if $straponstat is undefined>>
<<set $straponstat to 0>>
<</if>>
<!-- V0.4.3.0 Confess -->
<<if C.npc.Sydney.init is 1 and $sydney and !$sydney.rank>>
<<set $sydney.rank to "initiate">>
<</if>>
<<if $temple_rank is "initiate" or $temple_rank is "monk" or $temple_rank is "priest" and $temple_initiate_days is undefined>>
<<set $temple_initiate_days to 0>>
<</if>>
<<if ($temple_rank is "monk" or $temple_rank is "priest") and $temple_monk_days is undefined>>
<<set $temple_monk_days to 0>>
<</if>>
<!-- V0.4.3.2 Jordan title fix -->
<<if C.npc.Jordan.title is "monk">>
<<set C.npc.Jordan.title to "priest">>
<</if>>
<<if C.npc.Jordan.title is "nun">>
<<set C.npc.Jordan.title to "priestess">>
<</if>>
<!-- V.pillory_tenant.endDate update -->
<<if $pillory_tenant isnot undefined and (!$pillory_tenant.endDate and $pillory_tenant.endday)>>
<<set $pillory_tenant.endDate to ($pillory_tenant.endday * TimeConstants.secondsPerDay + ($pillory_tenant.endhour - 7) * TimeConstants.secondsPerHour)>>
<<run delete $pillory_tenant.endday>>
<</if>>
<<if !$options.dateFormat>>
<<set $options.dateFormat to "en-GB">>
<</if>>
<!-- Fix for the players being able to access the Nursery while refusing to pay Bailey outside the orphanage -->
<<if $baileyRefusedToPay is undefined>>
<<set $baileyRefusedToPay to 0>>
<</if>>
<!-- Fix for alex pregnancy to allow for both the pc and Alex to be pregnant at the same time -->
<<if C.npc.Alex.pregnancy and C.npc.Alex.pregnancy.knowledge>>
<<set _pregnancyUpdate to getPregnancyObject()>>
<<if _pregnancyUpdate.type is "human" and _pregnancyUpdate.fetus.length and _pregnancyUpdate.fetus[0].father is "Alex">>
<<set C.npc.Alex.pregnancy.pcKnowledge to true>>
<</if>>
<<set _pregnancyUpdate to getPregnancyObject("Alex")>>
<<if _pregnancyUpdate.type is "human" and _pregnancyUpdate.fetus.length>>
<<set C.npc.Alex.pregnancy.selfKnowledge to true>>
<</if>>
<<run delete C.npc.Alex.pregnancy.knowledge>>
<</if>>
<!-- V0.4.4.0 fix blackjack related sets -->
<<if typeof $estatePersistent.markedCards is "string">>
<<set $estatePersistent.markedCards to JSON.parse($estatePersistent.markedCards)>>
<</if>>
<<if $blackjack && typeof $blackjack.seenMarkedCardsSoFar is "string">>
<<set $blackjack.seenMarkedCardsSoFar to JSON.parse($blackjack.seenMarkedCardsSoFar)>>
<</if>>
<!-- V0.4.4.4 clothesPriceLewd being higher than 2 -->
<<if $clothesPriceLewd gt 2>><<set $clothesPriceLewd to 2>><</if>>
<!-- V0.4.4.4 ear slime typo fix -->
<<if !$objectVersion.earSlimeFix and $parasite.left_ear.name isnot "slime" and $parasite.right_ear.name isnot "slime" and $earSlime and ($earSlime.days or $earSlime.corruption or $earSlime.growth)>>
<<resetEarSlime>>
<<set $objectVersion.earSlimeFix to 1>>
<</if>>
<!-- Added the new hair growth pills data -->
<<if $sexStats.pills.pills && $sexStats.pills.pills["Hair Growth Formula"] is undefined>>
<<physicalAdjustmentsInit>>
<</if>>
<!-- V0.4.5.0 Handheld Items -->
<<if $worn.handheld is undefined>>
<<set $worn.handheld to clone(setup.clothes.handheld[0])>>
<<set $carried.handheld to clone(setup.clothes.handheld[0])>>
<<set $wardrobe.handheld to []>>
<<set $store.handheld to []>>
<<set $wear_handheld to "none">>
<<if ($player.gender is "f" and $background.crossdresser is false) or
($player.gender is "m" and $background.crossdresser is true) or
($player.gender is "h" and
(
(($player.gender_body is "m" or ($player.gender_body is "a" and $player.breastsize lte 3)) and $background.crossdresser is true) or
(($player.gender_body is "f" or ($player.gender_body is "a" and $player.breastsize gt 3)) and $background.crossdresser is false)
)
)>>
<<set $wardrobe.handheld.push(clone(setup.clothes.handheld[8]))>>
<<set $wardrobe.handheld.last().colour to "purple">>
<<else>>
<<set $wardrobe.handheld.push(clone(setup.clothes.handheld[8]))>>
<<set $wardrobe.handheld.last().colour to "blue">>
<</if>>
<</if>>
<<if $propEquipped is undefined>>
<<set $propEquipped to 0>>
<</if>>
<<if $balloonStand is undefined>>
<<set $balloonStand to {
open: false,
owner: "friendly",
freeDrink: false,
robin: {status: "unaffected", talked: false, knows: false}
}>>
<</if>>
<<if $robin is undefined>>
<<set $robin to {
timer: {hurt:0, customer:0},
hurtReason: "nothing",
moneyModifier: 0
}>>
<</if>>
<<if $outfit_update is undefined or $outfit_update lt 5>>
<<set $outfit_update to 5>>
<<for $_i to 0; $_i lt $outfit.length; $_i++>>
<<if $outfit[$_i].handheld is undefined>>
<<set $outfit[$_i].handheld to "naked">>
<</if>>
<<if $outfit[$_i].colors and !$outfit[$_i].colors.handheld>>
<<set $outfit[$_i].colors.handheld to [0, 0]>>
<</if>>
<</for>>
<</if>>
<<if $brothelVending and $brothelVending.status is "sold" and $brothelVending.weeksEmpty lt 4>>
<<set $brothelVending.status to "set">>/*return vending machine to players whose machines were incorrectly eaten*/
<</if>>
<<if $brothelVending and $brothelVending.products is 0 and $brothelVending.weeksEmpty gt 0>>
<<set $brothelVending.weeksEmpty to 0>>
<<set $brothelVending.weeksRent to 0>>
<<if $brothelVending.status is "sold">><<set $brothelVending.status to "idea">><</if>>
/*fix weeksEmpty increasing even when the player hasn't started the vending machine questline. reset vending machine questline if vending machines were sold despite never having started the questline*/
<</if>>
/* To fix cases where the value could be deleted after starting the game */
<<if $cycledisable is undefined>>
<<set $cycledisable to "f">>
<</if>>
/*0.4.6.0 Adding arrays for photos and videos taken of the PC that they'll be able to find online*/
<<if $internet is undefined>>
<<set $internet to {
photos: [],
videos: []
}>>
<</if>>
<!-- V0.4.6.0 Vision type events refactor and $real_ variables cleanup -->
<<if !$objectVersion.realVarsFix>><<script>>
if (V.passage.startsWith('ScarletBook') && !V.scarletExitPassage){
V.scarletExitPassage = 'School Library';
} else if (V.passage.startsWith('Olive Book ') && V.per_npc.pinch && V.per_npc.pinch.name !== V.per_npc.pinch.fullDescription){
V.per_npc.pinch.name = V.per_npc.pinch.fullDescription;
V.per_npc.pinch.name_known = 1;
if (V.NPCList[0].fullDescription && V.NPCList[0].fullDescription.endsWith('Pinch')) {
V.NPCList[0].name = V.NPCList[0].fullDescription;
V.NPCList[0].name_known = 1;
}
}
let event;
if (V.passage.match(/^(Drama|Loveth|ScarletBook([^1-5]|10))/)) {
event = 'janet';
} else if (V.passage.startsWith('Schism ')) {
event = 'wraith';
} else if (V.passage.match(/^Olive Book [^1-4]/)) {
event = 'pinch';
} else if (V.activeNightmare) {
event = 'nightmare';
} else if (
V.passage.match(/^Sydney Temple Corrupt (Sex( Finish)?|End( [^2F]|$))/)
|| (V.passage === 'Sydney Temple Corrupt End 2' && !V.sydneySeen.includes("corruptroom"))
) {
event = 'prayerroom';
}
if (event) {
/* $real_ variables are in use */
if (!V.frozenValues) {
V.statFreeze = true;
V.frozenValues = {};
const skipKeys = ['replayScene', 'frozenKeys', 'frozenValues', 'statFreeze', 'passage', 'debug'];
V.frozenKeys = Object.keys(V);
V.frozenKeys.forEach(k => {
if (skipKeys.includes(k) || k.startsWith('real_')) return;
V.frozenValues[k] = clone(V[k]);
});
['pinchSpeech', 'pinchArousal', 'pinchPronoun', 'pinchPenile', 'pinchVaginal', 'pinchAnal', 'pinchKiss', 'pinchSong', 'nightmareWake', 'prayerRoom', 'loveDrunk', 'examSafe', 'wraithSkin', 'penisusue', 'saveTransformtaions'].forEach(v => delete V.frozenValues[v]);
}
const realVarsToCopy = [
'moonstate', 'haircolour', 'hairlength', 'goooutsidecount', 'semenoutsidecount', 'pain', 'arousal', 'tiredness', 'stress', 'trauma', 'control', 'angel', 'fallenangel', 'angelbuild', 'demon', 'wolfgirl', 'cat', 'cow', 'harpy', 'fox', 'sexStats', 'skulduggery', 'purity', 'spray', 'skin', 'parasite', 'hairfringecolour', 'hairColourStyle', 'hairColourGradient', 'hairFringeColourStyle', 'hairFringeColourGradient', 'timeStamp',
/* only overwrite the frozen values with variables from the current scene, to avoid restoring outdated values */
...(event === 'wraith' ? [
'spraymax', 'hairtype', 'fringelength', 'fringetype', 'fringelengthstage', 'submissive', 'awareness', 'awarelevel', 'skinColor', 'condoms',
] : [])
];
const migrateRealVars = (whitelist = realVarsToCopy) => {
whitelist.forEach(k => {
if (V['real_' + k] !== undefined && V.frozenValues[k] !== undefined) {
V.frozenValues[k] = clone(V['real_' + k]);
}
});
};
const overwriteObjProp = (key, value, obj = V.frozenValues) => {
if (value !== undefined) obj[key] = clone(value);
};
const freezeRealClothes = (storeKey) => {
const tmpWorn = clone(V.worn);
Wikifier.wikifyEval(`<<storeon "${storeKey}">>`);
V.frozenValues.worn = V.worn;
V.worn = tmpWorn;
};
const freezeRealSexStats = () => {
const tmpSexStats = clone(V.sexStats);
V.sexStats = V.frozenValues.sexStats;
if (V.sexStats.pills.pills === undefined){
backCompPillsInventory();
}
Wikifier.wikifyEval('<<physicalAdjustmentsInit>>');
V.sexStats = tmpSexStats;
};
if (event === 'janet') {
if (V.frozenValues.scarletExitPassage === undefined) {
V.frozenValues.scarletExitPassage = V.scarletExitPassage;
}
overwriteObjProp('sex', V.real_playersex, V.frozenValues.player);
overwriteObjProp('gender', V.real_playergender, V.frozenValues.player);
overwriteObjProp('penisExist', V.real_penisexist, V.frozenValues.player);
overwriteObjProp('vaginaExist', V.real_vaginaexist, V.frozenValues.player);
overwriteObjProp('leftEyeColour', V.real_lefteyecolour || V.real_eyecolour);
overwriteObjProp('rightEyeColour', V.real_righteyecolour || V.real_eyecolour);
overwriteObjProp('eyecolour', V.real_lefteyecolour || V.real_eyecolour);
overwriteObjProp('breastsize', V.real_breastsize, V.frozenValues.player);
overwriteObjProp('ballsExist', V.real_ballsexist, V.frozenValues.player);
Object.assign(V.frozenValues.player.bodyliquid, V.player.bodyliquid, V.real_bodyliquid);
overwriteObjProp('virginity', V.real_virginity, V.frozenValues.player);
freezeRealClothes(event);
overwriteObjProp('genitals', V.real_wornGenitals, V.frozenValues.worn);
Object.assign(V.frozenValues.transformationParts, V.saveTransformtaions);
migrateRealVars();
freezeRealSexStats();
} else if (event === 'wraith') {
overwriteObjProp('sex', V.real_playersex, V.frozenValues.player);
overwriteObjProp('gender', V.real_playergender, V.frozenValues.player);
overwriteObjProp('penisExist', V.real_penisexist, V.frozenValues.player);
overwriteObjProp('vaginaExist', V.real_vaginaexist, V.frozenValues.player);
overwriteObjProp('leftEyeColour', V.real_lefteyecolour || V.real_eyecolour);
overwriteObjProp('rightEyeColour', V.real_righteyecolour || V.real_eyecolour);
overwriteObjProp('eyecolour', V.real_lefteyecolour || V.real_eyecolour);
overwriteObjProp('breastsize', V.real_breastsize, V.frozenValues.player);
overwriteObjProp('ballsExist', V.real_ballsexist, V.frozenValues.player);
Object.assign(V.frozenValues.player.bodyliquid, V.player.bodyliquid, V.real_bodyliquid);
overwriteObjProp('virginity', V.real_virginity, V.frozenValues.player);
freezeRealClothes(event);
overwriteObjProp('genitals', V.real_wornGenitals, V.frozenValues.worn);
Object.assign(V.frozenValues.transformationParts, V.saveTransformtaions);
migrateRealVars();
freezeRealSexStats();
overwriteObjProp('hairlengthstage', V.real_hairlenghthstage);
overwriteObjProp('state', V.real_wraithState, V.frozenValues.wraith);
overwriteObjProp('clothingrebuy', V.real_rebuy);
overwriteObjProp('condomLvl', V.real_condomLevel);
} else if (event === 'pinch') {
overwriteObjProp('location', V.oliveExitPassage === 'School Library' ? 'school' : 'home');
if (V.passage.match(/^Olive Book (Lew|Pinch) /) || (V.phase === 1 && V.passage.match(/(End|8)$/))) {
/* player is currently another character */
overwriteObjProp('sex', V.real_playersex, V.frozenValues.player);
overwriteObjProp('gender', V.real_playergender, V.frozenValues.player);
overwriteObjProp('penisExist', V.real_penisexist, V.frozenValues.player);
overwriteObjProp('vaginaExist', V.real_vaginaexist, V.frozenValues.player);
overwriteObjProp('leftEyeColour', V.real_lefteyecolour || V.real_eyecolour);
overwriteObjProp('rightEyeColour', V.real_righteyecolour || V.real_eyecolour);
overwriteObjProp('eyecolour', V.real_lefteyecolour || V.real_eyecolour);
overwriteObjProp('breastsize', V.real_breastsize, V.frozenValues.player);
overwriteObjProp('ballsExist', V.real_ballsexist, V.frozenValues.player);
Object.assign(V.frozenValues.player.bodyliquid, V.player.bodyliquid, V.real_bodyliquid);
overwriteObjProp('virginity', V.real_virginity, V.frozenValues.player);
freezeRealClothes(event);
overwriteObjProp('genitals', V.real_wornGenitals, V.frozenValues.worn);
Object.assign(V.frozenValues.transformationParts, V.saveTransformtaions);
migrateRealVars();
freezeRealSexStats();
overwriteObjProp('penissize', V.real_penissize, V.frozenValues.player);
} else {
/* do not copy other variables, even if they exist */
migrateRealVars(['moonstate', 'timeStamp']);
}
} else if (event === 'nightmare') {
Object.assign(V.frozenValues.player.bodyliquid, V.real_bodyliquid);
overwriteObjProp('virginity', V.real_virginity, V.frozenValues.player);
overwriteObjProp('clothingrebuy', V.real_rebuy);
migrateRealVars(['moonstate', 'timeStamp', 'location', 'parasite', 'pain', 'arousal', 'tiredness', 'trauma', 'control', 'angel', 'angelbuild', 'fallenangel', 'transformationParts', 'purity', 'parasitepregdisable', 'worn', 'skin']);
} else if (event === 'prayerroom') {
/* DO NOT MODIFY FURTHER, SEE 'Fix to freezePlayerStats being used in the Corrupt Temple scene' */
overwriteObjProp('virginity', V.real_virginity, V.frozenValues.player);
overwriteObjProp('virginity', V.real_virginity_sydney, V.frozenValues.NPCName[V.NPCNameList.indexOf('Sydney')]);
migrateRealVars(['angel', 'fallenangel', 'transformationParts', 'purity', 'trauma']);
}
V.frozenValues.objectVersion.realVarsFix = 1;
}
delete V.saveTransformtaions;
delete V.penisusue;
/* clean up $real_ variables */
Object.keys(V).forEach(k => {
if (k.startsWith('real_')) {
delete V[k];
}
});
V.objectVersion.realVarsFix = 1;
<</script>><</if>>
<<if $noTraitDescription isnot undefined>>
<<unset $noTraitDescription>>
<</if>>
<<if $shopListMax isnot undefined>>
<<unset $shopListMax>>
<</if>>
<<if $baileyRefusedToPayTotal is undefined>>
/* Dupicate stats are intentional to use as a potential gameplay mode */
<<set $baileyRefusedToPayTotal to 0>>
<<set $baileyRefusedToPayTotalStat to 0>>
<</if>>
<!-- V0.4.6.0 Removed a legacy variable that was never needed -->
<<unset $robin_naked_room_clothes>>
<!-- v <= 0.4.5.3: Consolidated these into $speechSextoyState -->
<<unset $speechsextoyangry>>
<<unset $speechsextoyshocked>>
<<unset $speechsextoyaroused>>
<<unset $speechsextoydisappointed>>
/*Added npc generation and pronoun widgets to the livestock horse passages*/
<<if $livestock_horse_rescued is $pronoun >>
<<set $livestock_horse_rescued to true>>
<</if>>
/*Adds Gift Variable for Office Manager for old saves*/
<<if $managerGift is undefined>>
<<set $managerGift to 1>>
<</if>>
/* Stat tracking for unsafe sex */
<<if $unsafeSexTimeStat is undefined>>
<<set $unsafeSexTimeStat to {}>>
<</if>>
<!-- V0.4.6.0 Draggletail fix -->
<<if $hairtype is "draggletail">>
<<set $hairtype to "messy ponytail">>
<</if>>
/*Fix inconsistent naming for ufarm escape variable*/
<<if $livestockEscape is "birth">>
<<set $livestock_escape to "birth">>
<<unset $livestockEscape>>
<</if>>
/* Fix to freezePlayerStats being used in the Corrupt Temple scene, modification of '$real_ variables cleanup' related to this even shouldnt be modified any longer */
<<if !$replayScene and $statFreeze and $frozenValues and ($passage.match(/^Sydney Temple Corrupt (Sex( Finish)?|End( [^2F]|$))/)
|| ($passage === 'Sydney Temple Corrupt End 2' && !$sydneySeen.includes("corruptroom"))) and !$defileSacredGroundStore and !$objectVersion.defileSacredGroundStore>>
<<set $defileSacredGroundStore to {
playerVirginity: clone($frozenValues.player.virginity),
sydneyVirginity: clone($frozenValues.NPCName[$NPCNameList.indexOf("Sydney")].virginity),
angel: $frozenValues.angel,
angelbuild: $frozenValues.angelbuild,
fallenangel: $frozenValues.fallenangel,
transformationParts: $frozenValues.transformationParts,
purity: $frozenValues.purity,
trauma: $frozenValues.trauma,
}>>
<<unset $frozenValues>>
<<unset $frozenKeys>>
<<unset $statFreeze>>
<<set $objectVersion.defileSacredGroundStore to 1>>
<</if>>
/* Fix to statFreeze being left from the previous fix, be aware of this fix when using statFreeze outside of freezePlayerStats */
<<if (!$objectVersion.defileSacredGroundStore or $objectVersion.defileSacredGroundStore lt 2) and !$replayScene and $statFreeze and !$frozenValues>>
<<unset $statFreeze>>
<<set $objectVersion.defileSacredGroundStore to 2>>
<</if>>
/* Docks dog-related scenes refactor*/
<<if $dock_dog isnot undefined and typeof $dock_dog is "string">>
<<set $_indexTmp to $index>>
<<set $_isOverwritingNPC to !!$NPCList[0].fullDescription>>
<<if $_isOverwritingNPC>>
<<saveNPC 0 "dockDogUpdate">>
<<clearsinglenpc 0>>
<</if>>
<<generateBEAST 1 "dog">>
<<set $dock_dog to clone($NPCList[0])>>
<<if $_isOverwritingNPC>>
<<loadNPC 0 "dockDogUpdate">>
<<clearNPC "dockDogUpdate">>
<</if>>
<<personselect $_indexTmp>>
<<unset $_indexTmp>>
<<unset $_isOverwritingNPC>>
<</if>>
/* Kill the leather leggings with fire */
/* Commenting out again due to continued issues
<<if !$objectVersion.itemFix lt 1 or $objectVersion.itemFix is undefined>>
<<if $worn.under_lower.name isnot "naked" and $worn.legs.name is "leather leggings">><<generalUndress "wardrobe" "under_lower">><</if>>
<<run convertLegstoUnder()>>
<<set $objectVersion.itemFix to 1>>
<</if>>*/
<<if $sydney_spear_talk is 1>>
<<set $sydneySeen.pushUnique("spearMission")>>
<<unset $sydney_spear_talk>>
<</if>>
<!-- V0.4.7.0 Unmod -->
<!-- To mod dev: SIMPLY REMOVE THIS SECTION WHEN MERGING-->
<<if $pplace_number isnot undefined or $pplaces>>
<<unset $pplace_number>><<unset $pplaces>>
<</if>>
<!--V0.5 Great Hawk expansion -->
<<if $playerPregnancyEggLayingDisable is undefined>>
<<set $playerPregnancyEggLayingDisable to $playerPregnancyBeastDisable>>
<</if>>
<<if $bird and $bird.state and !$bird.hunts>>
<<set $bird.injured to 0>>
<<set $bird.clean to 0>>
<<set $bird.lurkersEaten to 0>>
<<set $bird.firepit to Cooker.create({cookTime: {lurker: 1440 * 60}})>>
<<set $bird.hunts to {
unlocked: false,
lurkers: false,
materials: false,
valuables: false,
estate: false
}>>
<<set $bird.materials to {
wood: 0,
fabric: 0,
sticks: 0,
leaves: 0,
junk: 0,
lurkers: 0,
leather: 0,
feathers: 0,
valuables: {}
}>>
<<set $bird.upgrades to {
mirror: 0,
tools: 0,
tarp: 0,
telescope: 0,
shelter: 1,
nest: 0,
firepit: 0,
pot: 0,
rack: 0,
snare: 0,
decor: 0,
wardrobe: 0
}>>
<<if $bird.mirror is 1>>
<<run delete $bird.mirror>>
<<set $bird.upgrades.mirror to 1>>
<</if>>
<<if $bird.fabric>>
<<set $bird.materials.fabric += $bird.fabric>>
<<run delete $bird.fabric>>
<</if>>
<</if>>
<<if $dateCount.GreatHawkCasual is undefined>>
<<set $dateCount.GreatHawkCasual to 0>>
<</if>>
<!-- Pillory time fixes -->
<<if $pillory_tenant isnot undefined and ($pillory_tenant.starthour isnot undefined or $pillory_tenant.startday isnot undefined)>>
<!-- The start day / hour are broken anyways - so resetting the starttime to current time -->
<<set $_newTime to new DateTime(Time.date)>>
<<set $_endTime to new DateTime($_newTime.timeStamp).addHours($pillory_tenant.duration)>>
<<set $pillory_tenant.startTime to $_newTime.timeStamp>>
<<set $pillory_tenant.endTime to $_endTime.timeStamp>>
<<set $pillory_tenant.lastViewed to $_newTime.timeStamp>>
<<unset $pillory_tenant.starthour>>
<<unset $pillory_tenant.startday>>
<<unset $pillory_tenant.endDate>>
<<unset $pillory_tenant.endhour>>
<<unset $pillory_tenant.duration>>
<</if>>
<!-- 5.0.6 -->
<<if $pillory is undefined>>
<<set $pillory to {}>>
<</if>>
<<if $pillorytime isnot undefined or $pillory.time is undefined>>
<<set _pilloryStartTime to new DateTime(Time.date)>>
<<set _pilloryEndTime to new DateTime(Time.date).addMinutes(60 - Time.date.minute)>>
<<if !isNaN($pillorytime) and $pillorytime gte 0>>
<<set _pilloryEndTime.addHours($pillortime)>>
<</if>>
<<set $pillory.time to {
start: _pilloryStartTime.timeStamp,
end: _pilloryEndTime.timeStamp,
}>>
<<unset $pillorytime>>
<</if>>
<<if $pilloryaudience isnot undefined>>
<<if !isNaN($pilloryaudience) and $pilloryaudience gte 0>>
<<set $pillory.audience to $pilloryaudience>>
<</if>>
<<unset $pilloryaudience>>
<</if>>
<<if $pillory_tenant isnot undefined>>
<<set $pillory.tenant to $pillory_tenant>>
<<unset $pillory_tenant>>
<</if>>
<<if $options.oldclock isnot undefined>>
<<run delete $options.oldclock>>
<</if>>
<<if $options.newWardrobeStyle isnot undefined>>
<<run delete $options.newWardrobeStyle>>
<</if>>
<!-- 5.2 tanning rework -->
<!-- Don't move to bottom -->
<<if $player.skin is undefined>>
<<set $player.skin to {
color: "light",
layers: [],
}>>
<</if>>
<<if $skinColor isnot undefined>>
<<set $player.skin.color to $skinColor.natural>>
<<script>>
const colorValue = Math.max(...V.skinColor.tanValues);
V.player.skin.layers = [
{
layers: [],
slots: {},
value: colorValue,
}
];
<</script>>
<<unset $skinColor>>
<</if>>
<<if $player.skin.sunscreen is undefined>>
<<set $player.skin.sunscreen to { usesLeft: 0 }>>
<</if>>
<<if $options.tanningEnabled isnot undefined>>
<<set delete $options.tanningEnabled>>
<</if>>
<<if $options.tanLines is undefined>>
<<set $options.tanLines to true>>
<</if>>
<<if $tanned isnot undefined>>
<<unset $tanned>>
<</if>>
<<if $gameTanImgSetting isnot undefined>>
<<unset $gameTanImgSetting>>
<</if>>
<!--Skin colours for nonhuman children and inconsistency npc skin colour fix -->
<<if !$objectVersion.missingChildSkinColors or $objectVersion.missingChildSkinColors lt 3>>
<<script>>
const fixChild = (child) => {
if (!child.features) return;
if (!child.features.skinColour) child.features.skinColour = Skin.color.natural;
if (child.features.skinColour === "black") child.features.skinColour = "dark";
if (child.features.skinColour === "white") child.features.skinColour = "light";
};
Object.values(V.children).forEach(child => fixChild(child));
getPregnancyObject().fetus.forEach(child => fixChild(child));
Object.values(V.NPCName).forEach(npc => {
if (npc.pregnancy.fetus) {
npc.pregnancy.fetus.forEach(child => fixChild(child));
}
});
Object.values(V.storedNPCs).forEach(npc => {
if (npc?.pregnancy.fetus) {
npc.pregnancy.fetus.forEach(child => fixChild(child));
}
})
<</script>>
<<set $objectVersion.missingChildSkinColors to 3>>
<</if>>
<!-- 0.5 Weather update -->
<<if Time.year is 361 and $location is "temple">>
<<set $location to "old_temple">>
<</if>>
<<if $weatherObj is undefined>>
<<switch $weather>>
<<case "rain" "snow">>
<<set _weather to "heavyPrecipitation">>
<<case "overcast">>
<<set _weather to "heavyClouds">>
<<default>>
<<set _weather to "lightClouds">>
<</switch>>
<<set $weatherObj to {
name: _weather,
snow: 0,
ice: {},
fog: 0,
overcast: 0,
targetOvercast: 0,
monthlyTemperatures: [],
keypointsArr: []
}>>
<<set $player.bodyTemperature to 37>>
<<set $options.weatherUpdate to true>>
<<set $options.reflections to true>>
<<set $options.fahrenheit to false>>
<<unset $weather>>
<<unset $nextWeather>>
<<unset $warmth>>
<<unset $chill>>
<<unset $chill_day>>
<<unset $body_temperature>>
<<unset $body_temperature_outside>>
<<unset $skyHidden>>
<!-- Also reset the frozenValues (statFreeze) -->
<<if $statFreeze>>
<<unset $frozenValues.weather>>
<<unset $frozenValues.nextWeather>>
<<unset $frozenValues.warmth>>
<<unset $frozenValues.chill>>
<<unset $frozenValues.chill_day>>
<<unset $frozenValues.body_temperature>>
<<unset $frozenValues.body_temperature_outside>>
<<unset $frozenValues.skyHidden>>
<</if>>
<!-- Failsafe if changing options immediately after load -->
<<run Weather.WeatherGeneration.generate(Time.date)>>
<<run Weather.sky.initialize()>>
<</if>>
<<if $options.clothingCaption is undefined>>
<<set $options.clothingCaption to true>>
<</if>>
<<if $frozenKeys isnot undefined>>
<<unset $frozenKeys>>
<</if>>
<<if $startingseason isnot undefined>>
<<unset $startingseason>>
<</if>>
<<if $clothing_number isnot undefined>>
<<unset $clothing_number>>
<</if>>
<!-- Remove old character renderer remnants -->
<<if $options.sidebarRenderer isnot undefined>>
<<unset $options.sidebarRenderer>>
<</if>>
<!-- 5.0.3 -->
<<if $yearly is undefined>>
<<set $yearly = {}>>
<</if>>
<<if !($popcorn gte 0)>>
<<set $popcorn to 0>>
<</if>>
<<if !Number.isFinite($money)>>
<<set $money to 0>>
<</if>>
<!-- 5.0.6 -->
<!-- Fix for not having an island home set, should only be run once -->
<<if !$objectVersion.islandHomeFix>>
<<if $passage.startsWith("Island") and $island and $island.home is undefined>>
<<set $island.home to "rocky_hillock">>
<</if>>
<<set $objectVersion.islandHomeFix to 1>>
<</if>>
<!-- Fix for not having an island home set, should only be run once -->
<<if !$objectVersion.islandHomeFix>>
<<if $passage.startsWith("Island") and $island and $island.home is undefined>>
<<set $island.home to "rocky_hillock">>
<</if>>
<<set $objectVersion.islandHomeFix to 1>>
<</if>>
<!-- Fix for older instance of 'cat_tf_stage_' not being cleared, leading to exceeded loop iterations -->
<<if $custom_eyecolours.filter(obj => obj.variable.includes("cat_tf_stage_")).length gt 8>>
<!-- filter out cat_tf_stages, then append only the first instances of them found in the original array -->
<<set _newEyecolours to V.custom_eyecolours.filter(i => !i.variable.startsWith("cat_tf_stage_")).concat(["cat_tf_stage_0_left", "cat_tf_stage_0_right", "cat_tf_stage_1_left", "cat_tf_stage_1_right", "cat_tf_stage_2_left", "cat_tf_stage_2_right", "cat_tf_stage_3_left", "cat_tf_stage_3_right"].map(o => V.custom_eyecolours.find(c => c.variable === o)));>>
<<set $custom_eyecolours to _newEyecolours>>
<</if>>
<!-- 0.5.2.0 -->
<!-- Converting NPC seen variables to arrays -->
<<if $remy_seen isnot undefined>>
<<set $remySeen to []>>
<<set $remySeen.pushUnique($remy_seen)>>
<<set $remySeenLast to $remy_seen>>
<<unset $remy_seen>>
<<if $farm_stage gte 5>>
<<set $remySeen.pushUnique("farm")>>
<</if>>
<<if $livestock_intro isnot undefined>>
<<set $remySeen.pushUnique("livestock")>>
<</if>>
<<if $ridingschoolintro isnot undefined>>
<<set $remySeen.pushUnique("riding_school")>>
<</if>>
<</if>>
<<if $wren_seen isnot undefined>>
<<set $wrenSeen to []>>
<<set $wrenSeen.pushUnique($wren_seen)>>
<<set $wrenSeenLast to $wren_seen>>
<<unset $wren_seen>>
<<if $wren_intro isnot undefined>>
<<set $wrenSeen.pushUnique("cards")>>
<</if>>
<<if $winterLakeTalk gte 3>>
<<set $wrenSeen.pushUnique("winter")>>
<</if>>
<</if>>
<<if $niki_seen isnot undefined>>
<<set $nikiSeen to []>>
<<set $nikiSeen.pushUnique($niki_seen)>>
<<unset $niki_seen>>
<<if $livestock_pig gte 1>>
<<set $nikiSeen.pushUnique("farm")>>
<</if>>
<<if $chef_state gte 5>>
<<set $nikiSeen.pushUnique("chef")>>
<</if>>
<<if $winterLakeTalk gte 3>>
<<set $nikiSeen.pushUnique("winter")>>
<</if>>
<</if>>
<<if C.npc.Niki.init is 1 and $nikiSeen is undefined>>
<<set $nikiSeen to []>>
<</if>>
<!-- Disabled the npc compressor -->
<<if !$objectVersion.npcCompressorDisable>>
<<set _storedNPCToDelete to []>>
<<run Object.entries($storedNPCs).forEach(([key, npcStore]) => {
if (npcStore.npc && (typeof npcStore.npc === 'string' || npcStore.npc instanceof String)) {
try {
npcStore.npc = npcDecompressor(npcStore.npc);
} catch (e) {
T.storedNPCToDelete.push(key);
}
}
})>>
<<run _storedNPCToDelete.forEach(key => {
delete $storedNPCs[key];
})>>
<<set $objectVersion.npcCompressorDisable to 1>>
<</if>>
<<if $objectVersion.npcCompressorDisable lt 2>>
<<script>>
const decompress = (parent) => {
let result = parent;
try {
result = npcDecompressor(parent);
} catch (e) {
result = null;
}
return result;
};
V.parentList.fathers.forEach(parent => {
if (parent.compressed && parent.compressed !== "none") {
parent.npc = decompress(parent.compressed);
delete parent.compressed;
} else {
parent.npc = false;
delete parent.compressed;
}
});
V.parentList.mothers.forEach(parent => {
if (parent.compressed && parent.compressed !== "none") {
parent.npc = decompress(parent.compressed);
delete parent.compressed;
} else {
parent.npc = false;
delete parent.compressed;
}
});
<</script>>
<<set $objectVersion.npcCompressorDisable to 2>>
<</if>>
<!-- Fix for named npcs whose gender could be changed by the randomizer -->
<<if !$objectVersion.npcPregnancyGenderChange>>
<<initnpcgender>>
<<set $objectVersion.npcPregnancyGenderChange to 1>>
<</if>>
<!-- 0.5.2.5 Temporarily disabling the toggle to fix bleached PCs in combat -->
<<if typeof $options is "object" and $options>>
<<set $options.tanImgEnabled to true>>
<</if>>
<<if $moneyStats is undefined>>
<<set $moneyStats to {
cheats: { earned: 0, earnedCount: 1 },
startingMoney: { earned: 500, earnedCount: 1 },
}>>
<<if $farm>>
<<if $farm.wall gte 1>><<money -350000 "farmUpgrades" { recordOnly: true }>><</if>>
<<if $farm.wall gte 2>><<money -1000000 "farmUpgrades" { recordOnly: true }>><</if>>
<<if $farm.wall gte 3>><<money -2500000 "farmUpgrades" { recordOnly: true }>><</if>>
<<if $farm.wall gte 4>><<money -500000 "farmUpgrades" { recordOnly: true }>><</if>>
<<if $farm.tower gte 1>><<money -2000000 "farmUpgrades" { recordOnly: true }>><</if>>
<<if $farm.tower gte 2>><<money -500000 "farmUpgrades" { recordOnly: true }>><</if>>
<<if $farm.woodland gte 1>><<money -1000000 "farmUpgrades" { recordOnly: true }>><</if>>
<<if $farm.woodland gte 2>><<money -2000000 "farmUpgrades" { recordOnly: true }>><</if>>
<<if $farm.woodland gte 3>><<money -5000000 "farmUpgrades" { recordOnly: true }>><</if>>
<<if $farm.kennel gte 1>><<money -1500000 "farmUpgrades" { recordOnly: true }>><</if>>
<<if $farm.barn gte 1>><<money -500000 "farmUpgrades" { recordOnly: true }>><</if>>
<<if $farm.barn gte 2>><<money -2000000 "farmUpgrades" { recordOnly: true }>><</if>>
<<if $farm.stable gte 1>><<money -2000000 "farmUpgrades" { recordOnly: true }>><</if>>
<<if $farm.coop gte 1>><<money -200000 "farmUpgrades" { recordOnly: true }>><</if>>
<<if $farm.coop gte 2>><<money -500000 "farmUpgrades" { recordOnly: true }>><</if>>
<<if $farm.parasitebarn gte 1>><<money -500000 "farmUpgrades" { recordOnly: true }>><</if>>
<<if $farm.parasitebarn gte 2>><<money -2000000 "farmUpgrades" { recordOnly: true }>><</if>>
<<if $farm.irrigation gte 1>><<money `-500000 * $farm.irrigation` "farmUpgrades" { recordOnly: true }>><</if>>
<<if C.npc.Alex?.pregnancy.nursery>><<money -300000 "farmUpgrades" { recordOnly: true }>><</if>>
<</if>>
<<if $loft_river>><<money -2000000 "orphanageUpgrades" { recordOnly: true }>><</if>>
<<if $loft_kylar>><<money -2000000 "orphanageUpgrades" { recordOnly: true }>><</if>>
<<if $mason_pond gte 3>><<money -600000 "orphanageUpgrades" { recordOnly: true }>><</if>>
<<if $loft_whitney gte 6>><<money -200000 "orphanageUpgrades" { recordOnly: true }>><</if>>
<<if $estatePersistent>>
<<money `$estatePersistent.totalBetMoneyMade or 0` "blackjack" { recordOnly: true }>>
<<money `-$estatePersistent.totalBetMoneyLost or 0` "blackjack" { recordOnly: true }>>
<<money `-$estatePersistent.totalMoneyConfiscated or 0` "blackjack" { recordOnly: true }>>
<<money `$estatePersistent.totalTipMoneyMade or 0` "blackjack" { recordOnly: true }>>
<</if>>
<<money `-$baileyPaidStat or 0` "baileyRent" { recordOnly: true }>>
<<unset $baileyPaidStat>>
<<if $museumAntiques.antiques>>
<<set _museumAntiquesAmount to 0>>
<<run Object.entries($museumAntiques.antiques).forEach(([name, status]) => {
if (["museum", "stolen", "recovered"].includes(status)) {
switch(name) {
case "antiquecopperring":
T.museumAntiquesAmount += 500;
break;
case "antiquecoppercoin":
case "antiquerustedcutlass":
T.museumAntiquesAmount += 1000;
break;
case "antiquestrangefetish":
case "antiquewoodenfigurine":
T.museumAntiquesAmount += 1500;
break;
case "antiquesilvercoin":
case "antiqueforestarrow":
case "antiquebox":
case "antiqueislandarrow":
case "antiqueteacaddy":
T.museumAntiquesAmount += 2000;
break;
case "antiquechocolate":
T.museumAntiquesAmount += 2500;
break;
case "antiquesilverring":
T.museumAntiquesAmount += 3000;
break;
case "antiqueforestdagger":
case "antiquewoodenmask":
case "antiqueforestdagger":
T.museumAntiquesAmount += 4000;
break;
case "antiquebullet":
case "antiquesilverbrooch":
case "antiquetrilobitefossil":
case "antiquetrashcup":
case "antiqueswordcane":
case "antiquecoppercompass":
case "antiquecandlestick":
case "antiquedildo":
T.museumAntiquesAmount += 5000;
break;
case "antiquegrenade":
T.museumAntiquesAmount += 8000;
break;
case "antiquegoldcoin":
case "antiqueforestgem":
case "antiqueshell":
case "antiquetrashburner":
case "antiquehorn":
T.museumAntiquesAmount += 10000;
break;
case "antiquebrassstatuette":
case "antiquecutlass":
T.museumAntiquesAmount += 12000;
break;
case "antiqueminesign":
T.museumAntiquesAmount += 14000;
break;
case "antiquecrystal":
case "antiquewatch":
T.museumAntiquesAmount += 20000;
break;
case "antiquesilverdagger":
T.museumAntiquesAmount += 24000;
break;
case "antiqueivorystatuette":
case "antiquegoldnecklace":
case "antiquegoldbrooch":
case "antiqueobsidiandisc":
T.museumAntiquesAmount += 50000;
break;
case "antiquecoralring":
T.museumAntiquesAmount += 80000;
break;
case "antiquesilvercrown":
case "antiquestonetalisman":
T.museumAntiquesAmount += 120000;
break;
case "antiquehourglass":
T.museumAntiquesAmount += 140000;
break;
case "antiquewhitecrystal":
case "antiqueivorynecklace":
case "antiquegoldchastitybelt":
case "antiquediamond":
T.museumAntiquesAmount += 200000;
break;
case "antiquesilvercompass":
T.museumAntiquesAmount += 220000;
break;
case "antiquegoldring":
case "antiquesilvermask":
T.museumAntiquesAmount += 300000;
break;
case "antiqueleathermap":
T.museumAntiquesAmount += 400000;
break;
case "antiquegoldcompass":
T.museumAntiquesAmount += 500000;
break;
case "antiquebell":
T.museumAntiquesAmount += 1000000;
break;
}
}
})>>
/* Estimate a reasonable minimum value */
<<set _filteredAntiques to Object.values($museumAntiques.antiques).filter(status => ["museum", "stolen", "recovered"].includes(status)).length>>
<<if $museumAntiques.museumCount - _filteredAntiques gt 0>>
<<set _museumAntiquesAmount += ($museumAntiques.museumCount - _filteredAntiques) * 5000>>
<</if>>
<<money _museumAntiquesAmount "museumAntique" { recordOnly: true }>>
<</if>>
<<if $bunstat gt 0>>
<<set _bunMoney to 0>>
<<set _bunMoney += (5000 * 0.2) * Math.min($bunstat, 50)>>
<<if $bunstat gt 50>>
<<set _bunMoney += (10000 * 0.2) * Math.min($bunstat - 50, 200)>>
<<elseif $bunstat gt 250 and $bun_cut is 0.2>>
<<set _bunMoney += (10000 * 0.2) * ($bunstat - 250)>>
<</if>>
/* Assumes the player didn't get perfect numbers from here */
<<if $bunstat gt 250>>
<<set _bunMoney += (10000 * 0.3) * Math.min($bunstat - 250, 200)>>
<<elseif $bunstat gt 450 and $bun_cut is 0.3 and $bun_value is 10000>>
<<set _bunMoney += (10000 * 0.3) * ($bunstat - 450)>>
<</if>>
<<if $bunstat gt 450 and $bun_value gte 15000>>
<<set _bunMoney += (15000 * 0.3) * ($bunstat - 450)>>
<</if>>
<<money _bunMoney "cafeChef" { recordOnly: true }>>
<</if>>
<<set $_earnedTotal to 0>>
<<set $_spentTotal to 0>>
<<run Object.values(V.moneyStats).forEach(stat => {
if (stat.earned) _earnedTotal += stat.earned;
if (stat.spent) _spentTotal += stat.spent;
})>>
<<set $_earnedTotal += $_spentTotal>>
<<if $money gt $_earnedTotal>>
<<money `$money - $_earnedTotal` "notTracked" { recordOnly: true }>>
<</if>>
<</if>>
<<if $timeStats is undefined>>
<<set $timeStats to {}>>
<<if $dockhours>>
<<timeTrackingManual "docks" $dockhours>>
<<unset $dockhours>>
<</if>>
<<if $adultshopcontribution>>
<<timeTrackingManual "adultShop" $adultshopcontribution>>
<</if>>
<</if>>
/* Money Name corrections */
<<set _moneyIncorrectKeys to ["brothal", "brothalShow"]>>
<<if Object.keys($moneyStats).includesAny(_moneyIncorrectKeys)>>
<<set _moneyFixedKeys to ["brothel", "brothelShow"]>>
<<run _moneyIncorrectKeys.forEach((key, index) => {
if ($moneyStats[key]) {
$moneyStats[_moneyFixedKeys[index]] to clone($moneyStats[key]);
delete $moneyStats[key];
}
})>>
<</if>>
<!-- Setting the default face variant value for existing PCs -->
<<if $facevariant is undefined>>
<<set $facevariant to "default">>
<</if>>
<!-- Updating old characters to keep using their chosen body sprite -->
<<if $player.bodyshape is undefined>>
<<set _map to {
"m": "classic",
"f": "curvy",
"a": "slender"
}>>
<<set $player.bodyshape to _map[$player.gender_body]>>
<</if>>
/* Police hack caught */
<<if $police_delete is undefined>>
<<set $police_delete to 0>>
<</if>>
/* Setup object for bad end tracking */
<<if !$badEndStats>>
<<set $badEndStats to []>>
<</if>>
<!-- 0.5.3.0; re-enable combat animations on mobile on any save that had it disabled by versionupdate previously.-->
<!-- The code that set the combatfix var has been removed.-->
<<if Browser.isMobile.any() and $options.combatAnimations is false and $combatFix is 1>>
<<unset $combatFix>>
<<set $options.combatAnimations to true>>
<</if>>
<<unset $mobileZoomFix>>
<!-- 0.5.3.0; option to disable text effect from drunk and heat/rut lewd options-->
<<if $options.textAnimations is undefined>>
<<set $options.textAnimations to true>>
<</if>>
<!-- Insecurity Rework -->
<<if $insecurity_breasts_tiny isnot undefined or $insecurity_penis_tiny isnot undefined>>
<<set $insecurity_breasts_small to Math.max($insecurity_breasts_small, $insecurity_breasts_tiny)>>
<<set $acceptance_breasts_small to Math.max($acceptance_breasts_small, $acceptance_breasts_tiny)>>
<<if $player.gender isnot "f">>
<<set $insecurity_breasts_big to Math.max($insecurity_breasts_big, $insecurity_breasts_small)>>
<<set $acceptance_breasts_big to Math.max($acceptance_breasts_big, $acceptance_breasts_small)>>
<<set $insecurity_breasts_small to 0>>
<<set $acceptance_breasts_small to 0>>
<</if>>
<<set $insecurity_penis_small to Math.max($insecurity_penis_small, $insecurity_penis_tiny)>>
<<set $acceptance_penis_small to Math.max($acceptance_penis_small, $acceptance_penis_tiny)>>
<<unset $insecurity_breasts_tiny>>
<<unset $acceptance_breasts_tiny>>
<<unset $insecurity_penis_tiny>>
<<unset $acceptance_penis_tiny>>
<</if>>
<!-- New Makeup Category -->
<<if $makeup.owned.blusher is undefined>>
<<set $makeup.owned.blusher = []>>
<<set $makeup.blusher = 0>>
<</if>>
<!-- 0.5.3.0 makes sure $plants is defined on all saves, and stocks supermarket-->
<<if $plants.salt is undefined>>
<<set _food_keys to Object.keys(setup.plants)>>
<<for _i to 0; _i lt _food_keys.length; _i++>>
<<set $_type to _food_keys[_i]>>
<<if $plants[$_type] is undefined>>
<<set $plants[$_type] to {"name": setup.plants[$_type].name, "plural": setup.plants[$_type].plural, "amount": 0}>>
<<elseif $plants[$_type].name is undefined>>
<<set $plants[$_type] to {"name": setup.plants[$_type].name, "plural": setup.plants[$_type].plural, "amount": $plants[$_type].amount}>>
<</if>>
<</for>>
<<supermarketWeekly>>
<</if>>
<<if $schoolLessonsMissed.housekeeping is undefined>>
<<set $schoolLessonsMissed.housekeeping to 0>>
<</if>>
<!-- 0.5.3.0 make sure named NPCs have .name_known property -->
<<if C.npc.Robin.name_known isnot 1>>
<<for _i to 0; _i lt $NPCName.length; _i++>>
<<switch $NPCName[_i].nam>>
<<case "Eden">>
<<if $hunterintro is 1>>
<<set $NPCName[_i].name_known to 1>>
<<else>>
<<set $NPCName[_i].name_known to 0>>
<</if>>
<<default>>
<<set $NPCName[_i].name_known to 1>>
<</switch>>
<</for>>
<</if>>
<!-- 0.5.3.0 giftedFood $daily variable -->
<<if $daily.giftedFood is undefined>>
<<set $daily.giftedFood to {}>>
<</if>>
<!-- 0.5.3.1 makes sure the related $plants names use _ rather than spaces as they get used as object keys -->
<<if $plants.cheese_and_crackers.name is "cheese and crackers">>
<<run ["cheese_and_crackers", "choc_chip_cookie", "spaghetti_bolognese", "porridge"].forEach(key => $plants[key].name to key)>>
<<set $plants.porridge.plural to "servings of porridge">>
<<set $plants.chips.plural to "packets of chips">>
<<set $plants.yorkshire_pudding.plural to "yorkshire puddings">>
<<set $plants.choc_chip_cookie.plural to "chocolate chip cookies">>
<</if>>
<<if $plants.chilli_con_carne.singular is "serving ">>
<<set $plants.chilli_con_carne.singular to "serving of chilli con carne">>
<</if>>
<!-- $daily.prison not set in at least one save game -->
<<set $daily.prison ||= {}>>
<!-- Rice does not have a supermarket quantity -->
<<set $plants.rice.supermarket ||= 0>>
<!-- Avery cards sending face items of the wrong colour -->
<<if $avery_cards?.face>>
<<facesend `clothesIndex('face',$avery_cards.face)` wardrobe $avery_cards.face.colour $avery_cards.face.accessory_colour>>
<<run delete $avery_cards.face>>
<</if>>
<</widget>>
<<if $tfearshatposition is undefined>>
<<set $tfearshatposition to "under">>
<</if>><!--
Low-level canvas renderer composition functions.
Example usage:
<<set _wetness to 0.9>>
<<canvasstart 256 256>>
<<run canvaslayer(10, 'img/shirt.png', {blend:'#ff0000',alpha:_wetness})>>
<<run canvaslayer(11, 'img/shirt_acc.png', {alpha:_wetness})>>
<<run canvaslayer( 8, 'img/skirt.png', {blend:'#ff0000',alpha:_wetness})>>
<<canvasdraw>>
will create a 256x256 canvas
and render 3 images in it: skirt, shirt, and shirt_acc (order by z-index)
shirt and skirt are multiplied by red (#ff0000) colour (blend option)
the images are semi-transparent (alpha=_wetness=0.9, alpha option)
actual <canvas> element will be placed where <<canvasdraw>> is called
-->
<<widget "canvasstart">>
<!--
Creates an off-screen <canvas> element.
Usage: <<canvasstart WIDTH HEIGHT FRAMES>>
-->
<<if _Canvas !== undefined>>
<<run throw "Duplicate 'canvasstart' call">>
<<elseif _args.length !== 3 or typeof _args[0] !== 'number' or typeof _args[1] !== 'number' or typeof _args[2] !== 'number'>>
<<run throw "Invalid 'canvasstart' call">>
<<else>>
<<set _Canvas = Renderer.createCanvas(_args[0]*_args[2], _args[1])>>
<<set _CanvasLayers = []>>
<<set _CanvasFrames = _args[2];>>
<</if>>
<</widget>>
<<widget "canvaslayer">>
<!--
Prepares a layer to be rendered
Usage: <<canvaslayer Z SOURCE [OPTIONS...]*>>
where:
Z: z-index of the layer (bigger above lower).
SOURCE: is URL to the image
OPTIONS: Extra CompositeLayerSpec option objects - they are merged, last has most priority
Example:
<<canvaslayer 20 'img/clothers/upper/schoolshirt/full.png' `{blend:'#00ff00', blendMode:'hard-light'}`>>
-->
<<twinescript>>
var opts = {z:_args[0],src:_args[1]};
for (var i = 2; i < _args.length; i ++) opts = jQuery.extend(opts, _args[i]);
_CanvasLayers.push(opts);
<</twinescript>>
<</widget>>
<<widget "canvasanimate">>
<!--
Insert HTML <canvas> element right here.
Render and animate previously prepared images into it.
Usage: <<canvasanimate [CSS_CLASSES]>>
-->
<<twinescript>>
if (!_Canvas) {
Errors.report("'canvasdraw' without 'canvasstart'");
} else {
Renderer.animateLayers(_Canvas, _CanvasLayers, Renderer.Animations, Renderer.defaultListener);
if (typeof _args[0] === 'string') {
_Canvas.canvas.className = _args[0];
}
output.appendChild(_Canvas.canvas);
}
<</twinescript>>
<<unset _Canvas,_CanvasLayers,_CanvasFrames>>
<</widget>>
<<widget "canvasdraw">>
<!--
Insert HTML <canvas> element right here.
Render previously prepared images into it.
Usage: <<canvasdraw [FRAMECOUNT] [CSS_CLASSES]>>
-->
<<twinescript>>
if (!_Canvas) {
Errors.report("'canvasdraw' without 'canvasstart'");
} else {
Renderer.composeLayers(_Canvas, _CanvasLayers, _args[0] || 1, Renderer.defaultListener);
if (typeof _args[1] === 'string') {
_Canvas.canvas.className = _args[1];
}
output.appendChild(_Canvas.canvas);
}
<</twinescript>>
<<unset _Canvas,_CanvasLayers,_CanvasFrames>>
<</widget>><!--
<<canvasimg [CSSCLASSES]>>
Render full player image.
-->
<<widget "canvasimg">>
<<selectmodel "lighting" "sidebar">>
<<rendermodel "lighting">>
<<selectmodel "main" "sidebar">>
<<modelprepare-player-body>>
<<modelprepare-player-clothes>>
<<if $options.sidebarAnimations isnot false>>
<<animatemodel _args[0]>>
<<else>>
<<rendermodel _args[0]>>
<</if>>
<<if playerHasStrapon()>>
<<set _modeloptions.crotch_visible to false>>
<<set _modeloptions.crotch_exposed to false>>
<<if $worn.lower.exposed lte 1 and $lowerwetstage lte 0>>
<<set _modeloptions.worn.under_lower.index to 0>>
<</if>>
<</if>>
<</widget>>
<!--
Set model options & filters from player body
Requires prior <<selectmodel "main">>
-->
<!--
- ██████ ██ ██████ ████████ ██ ██ ███████ ███████
- ██ ██ ██ ██ ██ ██ ██ ██ ██
- ██ ██ ██ ██ ██ ███████ █████ ███████
- ██ ██ ██ ██ ██ ██ ██ ██ ██
- ██████ ███████ ██████ ██ ██ ██ ███████ ███████
-->
<!--
Set model options & filters for player clothes
-->
<<widget "canvas-player-base-body">>
<<selectmodel "lighting">>
<<set _modeloptions.lights.gradient.enabled = false>>
<<set _modeloptions.lights.flat.enabled = false>>
<<rendermodel "lighting">>
<<selectmodel "main">>
<<set _chestVisible to !$options.neverNudeMenus>>
<<modelprepare-player-body>>
<!-- Reset covering -->
<<set _modeloptions.arm_left to "idle">>
<<set _modeloptions.arm_right to "idle">>
<<set _modeloptions.angel_wing_left to "idle">>
<<set _modeloptions.angel_wing_right to "idle">>
<<set _modeloptions.fallen_wing_left to "idle">>
<<set _modeloptions.fallen_wing_right to "idle">>
<<set _modeloptions.demon_wing_left to "idle">>
<<set _modeloptions.demon_wing_right to "idle">>
<<set _modeloptions.bird_wing_left to "idle">>
<<set _modeloptions.bird_wing_right to "idle">>
<!-- Reset face -->
<<set _modeloptions.blink to false>>
<<set _modeloptions.eyes_half to false>>
<<set _modeloptions.brows to "top">>
<<set _modeloptions.mouth to "neutral">>
<<set _modeloptions.tears to 0>>
<<set _modeloptions.blush to 0>>
<!-- Reset effects -->
<<set _modeloptions.drip_vaginal to "">>
<<set _modeloptions.drip_anal to "">>
<<set _modeloptions.drip_mouth to "">>
<<if $options.neverNudeMenus>>
<<set _modeloptions.crotch_visible to false>>
<<set _modeloptions.penis to "">>
<<if $player.gender_appearance neq "m" or $player.perceived_breastsize gte 3>>
<<set _modeloptions.worn.under_upper.index to 12>>
<<set _modeloptions.worn.under_upper.colour to "pale white">>
<</if>>
<<set _modeloptions.worn.under_lower.colour to "pale white">>
<<if $player.gender_appearance is "m">>
<<set _modeloptions.worn.under_lower.index to 4>>
<<else>>
<<set _modeloptions.worn.under_lower.index to 1>>
<</if>>
<</if>>
<<if playerHasStrapon()>>
<<set _modeloptions.worn.under_lower.index to $worn.under_lower.index>>
<<set _modeloptions.worn.under_lower.colour to ($worn.under_lower.colourCustom ? $worn.under_lower.colourCustom : $worn.under_lower.colour)>>
<</if>>
<<rendermodel>>
<</widget>>
<<widget "canvas-model-override">>
<<if _args[0] is "clear">>
<<set $modeloptionsOverride to {}>>
<<else>>
<<set $modeloptionsOverride[_args[0]] to _args[1]>>
<</if>>
<</widget>><!--
High-level canvas model widgets.
Example #1:
<<selectmodel "main">>
/* set model parameters. see model source/docs on required options and filters */
<<set _modeloptions.showEyes to true>>
<<modelfilter eyes setup.colours.eyes["hazel"].canvasfilter>>
/* show layers */
<<showlayer "base" `{alpha:0.5}`>>
<<showlayer "eyes">>
/* ignite the sin machine */
<<animatemodel>> /* Will insert <canvas> element here and animate it */
/* <<rendermodel>> can be used for static (non-animated) model */
-->
<!--
Example #2.
Rerender model with new options.
<<selectmodel "main">>
/* set options and filters */
<<set _modeloptions.size to 10>>
<<animatemodel>>
/* _modelclass is used to keep model; preserve it somewhere */
<<set _testmodel to _modelclass>>
<<button "Randomize me">>
<<set _testmodel.options.size to random(20)>>
<<run _testmodel.redraw()>>
<</button>>
-->
<!--
Select model and prepare for rendering
<<selectmodel NAME [INSTANCE]>>
Parameter INSTANCE is id for caching between passages.
Do not render instance multiple times on same passage.
-->
<<widget "selectmodel">>
<<set _modelclass to Renderer.locateModel(_args[0], _args[1])>>
<<set _modeloptions to _modelclass.defaultOptions()>>
<<run _modelclass.reset()>>
<</widget>>
<!--
Show layer and optionaly add filters
<<showlayer LAYERNAME [...FILTERS]>>
-->
<<widget "showlayer">>
<<run _modelclass.showLayer(_args[0], _args.slice(1))>>
<</widget>>
<!--
Hide layer
<<hidelayer LAYERNAME>>
-->
<<widget "hidelayer">>
<<run _modelclass.hideLayer(_args[0])>>
<</widget>>
<!--
Set model filter object.
<<modelfilter FILTERNAME FILTER>>
Will do a copy, so you can safely edit filter options
-->
<<widget "modelfilter">>
<<set _modeloptions.filters[_args[0]] to clone(_args[1])>>
<</widget>>
<!--
Set model filter option
<<modelfilterset FILTERNAME OPTIONNAME OPTIONVALUE>>
-->
<<widget "modelfilterset">>
<<script>>
const filter = T.modeloptions.filters[T.args[0]];
if (!filter) filter = T.modeloptions.filters[T.args[0]] = {};
filter[T.args[1]] = T.args[2];
<</script>>
<</widget>>
<!--
<<animatemodel [CSSCLASS]>>
Render model and JS-animate it
-->
<<widget "animatemodel">>
<<script>>
const canvas = T.modelclass.canvas || T.modelclass.createCanvas();
T.modelclass.animate(canvas, T.modeloptions, Renderer.defaultListener);
canvas.canvas.className = typeof T.args[0] === 'string' ? T.args[0] : '';
output.append(canvas.canvas);
<</script>>
<</widget>>
<!--
<<rendermodel [CSSCLASS] [CSSANIM]>>
Render model as a static image
If CSSANIM is true (default false), render multiple frames for CSS animation
-->
<<widget "rendermodel">>
<<script>>
const canvas = T.modelclass.createCanvas(!!T.args[1]);
T.modelclass.render(canvas, T.modeloptions, Renderer.defaultListener);
canvas.canvas.className = typeof T.args[0] === 'string' ? T.args[0] : '';
output.append(canvas.canvas);
<</script>>
<</widget>><<widget "clothingCaptionText">>
<<run window.outfitChecks()>>
<<if _fullyNaked is false>>
<<set _clothingCaptionItems to []>>
<<set _finally to ".">>
<<set _text_output to "">>
<<set _wearing to "You are " + (_topless ? "<span class='pink'>topless</span>, " : "") + "wearing ">>
<<if !_overNaked>>
<<clothingCaptionTextOver>>
<</if>>
<<if !_middleNaked>>
<<clothingCaptionTextMiddle>>
<</if>>
<<clothingCaptionTextUnder>>
<<set _text_output to _wearing>>
<<if _clothingCaptionItems.length is 1>>
<<set _text_output += (_nothingBut ? "nothing but" : "only")>>
<</if>>
<<set _text_output += formatList(_clothingCaptionItems) + _finally>>
<<print _text_output>>
<<clothingCaptionTextGenitals>>
<<if $worn.handheld.type.includes("rainproof")>>
<br><br>
<</if>>
<<clothingCaptionTextHandheld>>
<<elseif playerHasButtPlug()>>
<<set $_a to ($worn.butt_plug.name is "anal beads"? "": "a ")>>
<<print `You wear ${$_a}$worn.butt_plug.name.`>>
<</if>>
<<clothingCaptionTextNothing>>
<<clothingCaptionTextMask>>
<<if window.checkForExposedClothing()>>
<br>
<<clothingCaptionTextStrip>>
<</if>>
<<if $NudeGenderDC gte 0>>
<br>
<<clothingCaptionTextGender>>
<</if>>
<<if playerIsPregnant() and playerAwareTheyArePregnant() and playerBellySize() gt 7 or $bellySizeDebug>>
<br>
<<clothingCaptionTextPreggy>>
<</if>>
<</widget>>
<<widget "pushClothingCaption">>
<<set $_output to " ">>
<<set $_wornItem to $worn[_args[0]]>>
/* word 1: article, example: "a" or "an" or "a pair of" */
<<if def _args[1]>>
<<set $_output += _args[1] + " ">>
<<else>>
<<set $_wornItemWord to setup.clothes[_args[0]][clothesIndex(_args[0],$_wornItem)].word>>
<<set $_output += ($_wornItemWord isnot "n" ? $_wornItemWord : "") + " ">>
<</if>>
/* word 2: damage, example "frayed" */
<<run $_output += window.integrityWord($_wornItem,_args[0])>>
/* word 3: colour, example: "red" */
<<run $_output += window.clothesColour($_wornItem) + " ">>
/* word 4: clothes name, example: "school shirt" */
<<set $_output += $_wornItem.name>>
/* push */
<<set _clothingCaptionItems.pushUnique($_output)>>
<</widget>>
<<widget "clothingCaptionTextOver">><<silently>>
<<if $worn.over_upper.name isnot "naked">>
<!--Upper and maybe lower-->
<<pushClothingCaption "over_upper">>
<</if>>
<<if $worn.over_lower.name isnot "naked" and !_overOutfit>>
<!-- Lower, if not outfit -->
<<pushClothingCaption "over_lower">>
<</if>>
<</silently>><</widget>>
<<widget "clothingCaptionTextMiddle">><<silently>>
<<if $worn.upper.name isnot "naked">>
<!--Upper and maybe lower-->
<<pushClothingCaption "upper">>
<</if>>
<<if $worn.lower.name isnot "naked" and !_middleOutfit>>
<!-- Lower, if not outfit -->
<<pushClothingCaption "lower">>
<</if>>
<</silently>><</widget>>
<<widget "clothingCaptionTextUnder">><<silently>>
<<set $_exposed to (_overNaked and _middleNaked)>>
<<if _underNaked>>
<!--Not wearing-->
<<if ($worn.over_upper.name isnot "naked" or $worn.upper.name isnot "naked") and
($worn.over_lower.name isnot "naked" or $worn.lower.name isnot "naked")>>
<<set _finally to " <span class='purple'>with nothing beneath.</span>">>
<<elseif $worn.over_upper.name is "naked" or $worn.over_lower.name is "naked" or
$worn.upper.name is "naked" or $worn.lower.name is "naked">>
<<set _finally to " <span class='purple'>and no underwear.</span>">>
<</if>>
<<else>>
<<if $_exposed>>
<<set _wearing to "<span class='pink'>You are " + (_topless ? "topless, " : "") + "wearing ">>
<<set _finally to ".</span>">>
<</if>>
<<if $worn.under_upper.name isnot "naked" and $worn.under_lower.name isnot "naked">>
<!--Both-->
<<set _nothingBut to $_exposed and _underOutfit>>
<<pushClothingCaption "under_upper">>
<<if !_underOutfit>>
<<pushClothingCaption "under_lower">>
<</if>>
<<elseif $worn.under_upper.name isnot "naked">>
<!--Upper only-->
<<pushClothingCaption "under_upper">>
<<set _nothingBut to $_exposed>>
<<if !$_exposed and !_bottomless>>
<<set _finally to ". <span class='purple'>You are not wearing " + ($player.gender_appearance isnot "m" ? "any panties" : "undies") + ".</span>">>
<</if>>
<<elseif $worn.under_lower.name isnot "naked">>
<!--Lower only-->
<<set $_pair to ($worn.under_lower.name.last() is "s" ? "a pair of" : "<<word under_lower>>")>>
<<pushClothingCaption "under_lower" $_pair>>
<<set _nothingBut to $_exposed>>
<<if !$_exposed and !_topless and $player.breastsize gte 4 and ($player.gender isnot "m" or $backgroundTraits.includes("crossdresser"))>>
<<set _finally to ". <span class='purple'>You are not wearing a bra.</span>">>
<</if>>
<</if>>
<</if>>
<</silently>><</widget>>
<<widget "clothingCaptionTextHandheld">>
<<silently>>
<<if $worn.handheld.name isnot "naked" and $rightarm isnot "bound">>
<<set $_text_output to "You are carrying ">>
<<if $worn.handheld.integrity lte 24>>
<<set _state to "a tattered ">>
<<elseif $worn.handheld.integrity lte 60>>
<<set _state to "a torn ">>
<<elseif $worn.handheld.integrity lte 108>>
<<set _state to "a frayed ">>
<<else>>
<<set _state to "">>
<</if>>
<<set $_text_output += _state + "<<word 'handheld'>> $worn.handheld.name.">>
<</if>>
<</silently>>
<<if $_text_output>><<print $_text_output>><</if>>
<</widget>>
<<widget "clothingCaptionTextGenitals">><<silently>>
<<if $worn.genitals.name isnot "naked">>
<<if _bottomless>>
<<set $_text_output to " <span class='red'>Your <<clothingCaptionChastityEffect>> <<genitalsintegrity>> $worn.genitals.name <<if playerChastity('anus')>>with an anal shield<</if>><<if playerHasButtPlug()>> and $worn.butt_plug.name<</if>> gives you no comfort.</span>">>
<<else>>
<<set $_text_output to " You wear <<genitalsword>> <<clothingCaptionChastityEffect>> <<genitalsintegrity>> $worn.genitals.name<<if playerChastity('anus')>> with an anal shield<</if>><<if playerHasButtPlug()>> and $worn.butt_plug.name<</if>>.">>
<</if>>
<<elseif playerHasButtPlug()>>
<<set $_a to ($worn.butt_plug.name is "anal beads"? "": "a ")>>
<<set $_text_output to ` You wear ${$_a}$worn.butt_plug.name.`>>
<</if>>
<</silently>><<if $_text_output>><<print $_text_output>><</if>>
<</widget>>
<<widget "clothingCaptionTextMask">>
<<if $worn.face.type.includes("mask")>>
<br>
Your identity is concealed by your <<faceintegrity>> $worn.face.name.
<</if>>
<</widget>>
<<widget "clothingCaptionTextNothing">><<silently>>
<<if _fullyNaked>>
<<if $worn.genitals.name isnot "naked">>
<<set $_text_output to "Your <<clothingCaptionChastityEffect>> <<genitalsintegrity>> $worn.genitals.name <<if playerChastity('anus')>>with an anal shield<</if>> gives you no comfort.">>
<<else>>
<<set $_text_output to "You are completely naked!">>
<</if>>
<<elseif _bottomless>>
<<set $_text_output to "Your bottom half is completely exposed!">>
<</if>>
<</silently>><<if $_text_output>><span class="red"><<print $_text_output>></span><</if>><</widget>>
<<widget "clothingstatecompare">>
/* One argument, a clothing article whose state you want to compare against its original state. Must be the ENTIRE variable, not .name! */
/* Returns the difference between the current and base states. Negative means it's pulled down, positive means it's pulled up. */
/* If the clothing was pulled to the side, this returns 0. It would also return 0 if the current state is the base state. */
<<set _compare_result to _clothing_levels.indexOf($worn[_args[0]].state) - _clothing_levels.indexOf(setup.clothes[_args[0]][clothesIndex(_args[0],$worn[_args[0]])].state_base)>>
<<if $worn[_args[0]].state is "totheside">><<set _compare_result to 0>><</if>>
<</widget>>
<<widget "clothingCaptionTextStrip">>
<<set _captionCount to 0>>
<<set _clothing_levels to [0,"ankles","knees","thighs","waist","midriff","chest"]>>
<<clothingCaptionExposed "upper">>
<<clothingCaptionExposed "lower">>
<<if _captionCount gte 1>>
<br><br> /* insert extra newlines after the caption, if there is one, for better style */
<</if>>
<<unset _captionCount>>
<</widget>>
<<widget "clothingCaptionExposed">>
<<set $_clothes to {"naked": [], "wet": [], "up": [], "down": [], "totheside": [], "exposed": []}>>
<<set $_plural to {"naked": false, "wet": false, "up": false, "down": false, "totheside": false, "exposed": false}>>
<<set $_isExposed to false>>
<<set $_revealColour to "purple">>
<<set $_highestLevelCovered to "">>
<<set $_clothingRevealType to {}>>
<<set $_outfitType to _args[0]>>
/* Find which clothes are failing to cover the player */
<<for $_i, $_outfitLayer range ["over", "", "under"]>>
<<set $_clothing to [$_outfitLayer, $_outfitType].filter(Boolean).join("_")>>
<<set _wetstage to $_outfitLayer + $_outfitType + "wetstage">>
<<set $_wornClothing to $worn[$_clothing]>>
<<if $_wornClothing.type.includes("naked")>>
<<set $_clothingRevealType[$_clothing] to "naked">>
<<continue>>
<<elseif $_wornClothing.state isnot setup.clothes[$_clothing][clothesIndex($_clothing,$_wornClothing)].state_base>>
<<clothingstatecompare $_clothing>>
<<if _compare_result gte 1>>
<<set $_clothingRevealType[$_clothing] to "up">>
<<elseif _compare_result lte -1>>
<<set $_clothingRevealType[$_clothing] to "down">>
<<else>>
<<set $_clothingRevealType[$_clothing] to "totheside">>
<</if>>
<<elseif $_wornClothing.exposed is 2>>
<<set $_clothingRevealType[$_clothing] to "exposed">>
<<elseif V[_wetstage] gte 3>>
<<set $_clothingRevealType[$_clothing] to "wet">>
<<else>>
<<set $_clothingRevealType[$_clothing] to false>>
<<set $_highestLevelCovered to $_wornClothing.name>>
<<break>> /* don't check clothing below the current layer if this layer is blocking visibility */
<</if>>
<<set $_revealType to $_clothingRevealType[$_clothing]>>
<<set $_clothes[$_revealType].pushUnique($_wornClothing.name)>>
<<set $_plural[$_revealType] to ($_plural[$_revealType] or ($_wornClothing.plural is 1))>>
<<set $_isExposed to true>>
<</for>>
<<if $_isExposed>>
/* Find which areas are exposed */
<<if $_highestLevelCovered is "">>
<<silently>>
<<if $_outfitType is "upper">>
<<breasts>><<set $_undertext to _text_output>>
<<else>>
<<set $_revealColour to "pink">>
<<genitals>><<set $_undertext to _text_output>>
<</if>>
<</silently>>
<<else>>
<<set $_undertext to $_highestLevelCovered>>
<</if>>
/* Piece together the caption */
<<set _output to "">>
<<for $_type range ["wet", "up", "down", "totheside", "exposed"]>>
<<if $_clothes[$_type].length lte 0>>
<<continue>>
<</if>>
<<set $_verbIsPlural to ($_clothes[$_type].length gte 2 or $_plural[$_type])>>
<<switch $_type>>
<<case "wet">> <<set $_verb to ($_verbIsPlural ? " are drenched, " : " is drenched, ")>>
<<case "exposed">> <<set $_verb to ($_verbIsPlural ? " have been pulled aside, " : " has been pulled aside, ")>>
<<case "up">> <<set $_verb to ($_verbIsPlural ? " have been pulled up, " : " has been pulled up, ")>>
<<case "down">> <<set $_verb to ($_verbIsPlural ? " have been pulled down, " : " has been pulled down, ")>>
<<case "totheside">> <<set $_verb to ($_verbIsPlural ? " have been pulled to the side, " : " has been pulled to the side, ")>>
<</switch>>
<<if _output isnot "">><<set _output += " and your ">><</if>>
<<set _output += formatList($_clothes[$_type]) + $_verb>>
<</for>>
/* Print the caption */
<<set _captionCount += 1>>
<br>
Your _output <span @class="$_revealColour">revealing your $_undertext.</span>
<</if>>
<</widget>>
<<widget "clothingCaptionTextGender">><<silently>>
<<if ($player.gender isnot "f" or $player.penisExist) and $player.gender_appearance is "f">>
<<if $breastindicator is 1 and $player.perceived_breastsize gt 1>>
<<set $_text_output to "Your exposed breasts will make people think you're a girl!">>
<<elseif $exposed gte 2>>
<<set $_text_output to "The way you look, people will think you're a girl!">>
<<else>>
<<set $_text_output to "The way you're dressed, people will think you're a girl!">>
<</if>>
<<elseif $player.gender isnot "m" and $player.gender_appearance is "m">>
<<if $breastindicator is 0 and $worn.upper.exposed is 2 and $worn.under_upper.exposed gte 1 and $player.perceived_breastsize lte 1>>
<<set $_text_output to "Your exposed flat chest will make people think you're a boy!">>
<<elseif $exposed gte 2>>
<<set $_text_output to "The way you look, people will think you're a boy!">>
<<else>>
<<set $_text_output to "The way you're dressed, people will think you're a boy!">>
<</if>>
<</if>>
<</silently>><<if $_text_output>><span class="pink"><<print $_text_output>></span><</if>><</widget>>
<<widget "clothingCaptionTextPreggy">><<silently>>
<<if playerBellyVisible()>>
<<set $_textCol to "pink">>
<<if _fullyNaked>>
<<set $_text_output to `Your complete lack of clothing makes your <<bellyDescription "pc">> more obvious.`>>
<<elseif $worn.upper.type.includes("naked") and $worn.over_upper.type.includes("naked")>>
<<if $worn.under_upper.type.includes("naked")>>
<<set $_text_output to `Your exposed upper body makes your <<bellyDescription "pc">> more obvious.`>>
<<else>>
<<set $_text_output to `Your $worn.under_upper.name does nothing to conceal your <<bellyDescription "pc">>.`>>
<</if>>
<<elseif $worn.upper.type.includes("bellyShow") and $worn.over_upper.type.includes("naked")>>
<<set $_text_output to `Your $worn.upper.name shows off your <<bellyDescription "pc">>.`>>
<<elseif $worn.upper.type.includes("bellyHide") and $worn.over_upper.type.includes("naked")>>
<<set $_text_output to `Your <<bellyDescription "pc">> is too large for your $worn.upper.name to hide.`>>
<<elseif $worn.lower.type.includes("bellyHide") and $worn.over_upper.type.includes("naked")>>
<<set $_text_output to `Your <<bellyDescription "pc">> is too large for your $worn.lower.name to hide.`>>
<<else>>
<<set $_text_output to `Your <<bellyDescription "pc">> is visible.`>>
<</if>>
<<else>>
<<set $_textCol to "blue">>
<<if $worn.upper.type.includes("bellyHide")>>
<<set $_text_output to `Your $worn.upper.name hides your <<bellyDescription "pc">>.`>>
<<elseif $worn.lower.type.includes("bellyHide")>>
<<set $_text_output to `Your $worn.lower.name hides your <<bellyDescription "pc">>.`>>
<<elseif !$worn.over_upper.type.includes("naked")>>
<<set $_text_output to `Your $worn.over_upper.name hides your <<bellyDescription "pc">>.`>>
<<else>>
<<set $_text_output to `Your <<bellyDescription "pc">> is not visible.`>>
<</if>>
<</if>>
<</silently>><<if $_text_output>><span @class=$_textCol><<print $_text_output>></span><</if>><</widget>>
<<widget "clothingCaptionChastityEffect">><<silently>>
<<if $worn.genitals.name is "chastity parasite">>
<<if $earSlime.defyCooldown>>
<<set $_text_output to (integrityWord(V.worn.genitals, "genitals") ? "compressed," : "compressed")>>
<<elseif $earSlime.vibration and $earSlime.vibration lte 20>>
<<set $_text_output to (integrityWord(V.worn.genitals, "genitals") ? "pulsating," : "pulsating")>>
<<elseif $earSlime.vibration>>
<<set $_text_output to (integrityWord(V.worn.genitals, "genitals") ? "vibrating," : "vibrating")>>
<</if>>
<</if>>
<</silently>><<if $_text_output>><<print $_text_output>><</if>>
<</widget>><<widget "listoutfits">>
<label class="no-numberify"><<link "Create new set from current clothing">><<toggleclass "#newClothingSetFromCurrent" "hidden">><</link>></label> |
<label class="no-numberify"><<link "Edit all sets">><<overlayReplace "outfitEditor">><</link>></label>
<br>
<div id="newClothingSetFromCurrent" class="wardrobeSubSection hidden">
<<wardrobeNewOutfit>>
<br>
</div>
<br>
<label><<radiobutton "$delete_outfit" "none" checked>> Wear</label> |
<label><<radiobutton "$delete_outfit" 1>> Delete</label> |
<label><<radiobutton "$delete_outfit" 2>> Overwrite with current clothing</label>
<br><br>
<!-- List the currently saved outfits -->
<div class="outfitContainer no-numberify">
<<for _index, $_outfit range $outfit>>
<<if $_outfit.location and $_outfit.location isnot $wardrobe_location>>
<<continue>>
<</if>>
<<set _outfitname to $_outfit.name + ($_outfit.colors is false ? "" : " [C]") + ($_outfit.location is undefined ? "" : " [L]")>>
<<capture _index>>
<<button _outfitname>><<set $wear_outfit to _index>><<updatewardrobe "outfits">><</button>>
<</capture>>
<</for>>
</div>
<</widget>>
<<widget "listoutfitsPassage">>
<<set $wardrobe_location to _args[0]>>
<<set _store_location to _args[1] || _args[0]>>
<<set $_indent to _args[2] || false>>
<<wardrobeSelection true>>
<<for _index, _outfit range $outfit>>
<<if (_outfit.location and _outfit.location isnot $wardrobe_location) or _outfit.type.includes("swim") or _outfit.type.includes("sleep")>>
<<continue>>
<</if>>
<<capture _index _outfit>>
<<if $_indent>><<ind>><</if>>
<<if _outfit.name is currentOutfit()>>
<span class="grey"><<print _outfit.name>> (Equipped)</span>
<<else>>
<<link [["Wear "+_outfit.name|$passage]]>>
<<if clothingInStorage(_store_location).length is 0>>
<<storesave _store_location>>
<</if>>
<<set $wearoutfittext to _outfit.name + " clothes">>
<<set $eventskip to 1>>
<<set $wear_outfit to _index>>
<<set $storeLocation to _args[0]>>
<</link>>
<</if>>
<br>
<</capture>>
<</for>>
<</widget>>
<<widget "listsleepoutfits">>
<<switch _args[0]>>
<<case "Farm Bed">>
<<set _passage to "Farm Bed">>
<<set $wardrobe_location to "alexFarm">>
<<set $storeLocation to "Farm Bed">>
<<case "Farm Alex Bed">>
<<set _passage to "Farm Alex Bed">>
<<set $wardrobe_location to "alexFarm">>
<<set $storeLocation to "farm alex bed">>
<<case "prison bed">>
<<set _passage to "Prison Bed">>
<<set $wardrobe_location to "prison">>
<<set $storeLocation to "prison bed">>
<<case "Robin Bed">>
<<set _passage to "Robin Room Bed">>
<<set $wardrobe_location to "wardrobe">>
<<set $storeLocation to "bed">>
<<case "Temple Bunk Bed">>
<<set _passage to "Temple Bunk Bed">>
<<set $wardrobe_location to "temple">>
<<set $storeLocation to "Temple Bunk Bed">>
<<case "Pirate Bed Lie">>
<<set _passage to "Pirate Bed Lie">>
<<set $wardrobe_location to "pirate">>
<<set $storeLocation to "Pirate Bed Lie">>
<<default>>
<<set _passage to "Bed">>
<<set $wardrobe_location to "wardrobe">>
<<set $storeLocation to "bed">>
<</switch>>
<<wardrobeSelection true>>
<<if $earSlime.alwaysSleepNaked is false>>
<<for _index, $_outfit range $outfit>>
<<if $_outfit.type.includes("sleep")>>
<<if _passage is "Bed">>
<<if $furnitureLocation is "orphanage">>
<<set _bed to Furniture.get('bed')>>
<</if>>
<<if _bed is undefined or _bed is null>>
<<set _bed to Furniture.get('bed','bed')>>
<</if>>
<<furnitureicon _bed.iconFile>>
<<elseif _passage is "Prison Bed">>
<<prisonicon "bed">>
<<elseif _passage is "Asylum Bed">>
<<bedicon "hospital">>
<<elseif $location is "alex_cottage">>
<<set _farmbed to ($loveInterest.primary is "Alex" or $loveInterest.secondary is "Alex") ? "alex" : "farm">>
<<if $furnitureLocation is "farm cottage">>
<<if $passage is "Farm Bedroom">>
<<set _bed to Furniture.get('bed')>>
<<if _bed is undefined or _bed is null>>
<<set _bed to Furniture.get('bed','bed')>>
<</if>>
<<furnitureicon _bed.iconFile>>
<<else>>
<<farmicon "alexbed">>
<</if>>
<<else>>
<<bedicon _farmbed>>
<</if>>
<<else>>
<<bedicon>>
<</if>>
<<capture _index>>
<<set _outfitname to $_outfit.name + ($_outfit.colors is false ? "" : " [C]")>>
<<link [["Wear "+_outfitname+" and climb in bed"|_passage]]>><<set $wear_outfit to _index>><<saveTempHairStyle>><</link>>
<</capture>>
<br>
<</if>>
<</for>>
<<elseif $outfit.find(outfitSet => outfitSet.type.includes("sleep"))>>
<<icon "cross.png" "infront">>
<<if _passage is "Bed">>
<<furnitureicon _bed.iconFile>>
<<elseif _passage is "Prison Bed">>
<<prisonicon "bed">>
<<elseif _passage is "Asylum Bed">>
<<bedicon "hospital">>
<<else>>
<<bedicon>>
<</if>>
<<if $possessed>>
<span class="purple">The slime in your head is silent.</span>
<br>
<<else>>
<span class="purple">The slime is not allowing you to sleep with anything on.</span>
<br>
<</if>>
<</if>>
<</widget>>
<<widget "listswimoutfits">>
<<set $wardrobe_location to _args[0]>>
<<set _store_location to _args[1] || _args[0]>>
<<set $_indent to _args[2] || false>>
<<wardrobeSelection true>>
<<for _index, _outfit range $outfit>>
<<if (_outfit.location and _outfit.location isnot $wardrobe_location) or !_outfit.type.includes("swim")>>
<<continue>>
<</if>>
<<capture _index _outfit>>
<<if $_indent>><<ind>><</if>>
<<if _outfit.name is currentOutfit()>>
<span class="grey"><<print _outfit.name>> (Equipped)</span>
<<else>>
<<link [["Wear "+_outfit.name|$passage]]>>
<<storesave _store_location>>
<<set $wearoutfittext to _outfit.name>>
<<set $eventskip to 1>>
<<set $wear_outfit to _index>>
<<set $storeLocation to _args[0]>>
<</link>>
<</if>>
<br>
<</capture>>
<</for>>
<</widget>>
<<widget "listdancingclothes">>
<<set _store_location to _args[0]>>
<<set _slot to "under_upper">>
<<for _index, _outfit range $wardrobe[_slot].sort((a, b) => (a.name > b.name) ? 1 : -1)>>
<<if !_outfit.type.includes("dance")>>
<<continue>>
<</if>>
<<capture _outfit>>
<<if !$wardrobe.under_lower.find(item => item.variable is _outfit.variable)>>
<span class="grey"><<print _outfit.name>> (Broken)</span>
<br>
<<elseif _outfit.name isnot _prevName>>
<<set _prevName to _outfit.name>>
<<if _outfit.name is $worn.under_upper.name>>
<span class="grey"><<print _outfit.name>> (Equipped)</span>
<<else>>
<<link [["Wear "+_outfit.name|$passage]]>>
<<if clothingInStorage(_store_location).length is 0>>
<<storesave _store_location>>
<<set $wearoutfittext to _outfit.name>>
<</if>>
<<set $eventskip to 1>>
<<set _item_index to $wardrobe[_slot].indexOf(_outfit)>>
<<generalWearFromWardrobe _slot _item_index>>
<</link>>
<</if>>
<br>
<</if>>
<</capture>>
<</for>>
<</widget>>
<<widget "radiooutfits">>
<<for _index, $_outfit range $outfit>>
<<if $_outfit.location and $_outfit.location isnot $wardrobe_location>>
<<continue>>
<</if>>
<<capture _index>>
<label>Wear $_outfit.name <<radiobutton "$wear_outfit" _index>></label> |
<</capture>>
<</for>>
<label>Dress like you were <<radiobutton "$wear_outfit" "clotheson" checked>></label>
<</widget>>
<<widget "deleteoutfit">>
<<if $delete_outfit is 1 and $wear_outfit isnot "none">>
<<set $outfit.deleteAt($wear_outfit)>>
<<set $wear_outfit to "none">>
<</if>>
<</widget>>
<<widget "saveTempHairStyle">>
<<set $tempSavedHairStyles to {hairtype:$hairtype, fringetype:$fringetype, hairposition:$hairposition}>>
<</widget>>
<<widget "loadTempHairStyle">>
<<if $tempSavedHairStyles>>
<<set $hairtype to $tempSavedHairStyles['hairtype']>>
<<set $fringetype to $tempSavedHairStyles['fringetype']>>
<<set $hairposition to $tempSavedHairStyles['hairposition']>>
<<unset $tempSavedHairStyles>>
<</if>>
<</widget>>
<<widget "wearoutfit">>
<<set _selectedWardrobe to selectWardrobe()>>
<<updateWornClothingLocation $wardrobe_location>>
<<deleteoutfit>>
<<overwriteoutfit>>
<<set $delete_outfit to "none">>
<<if $wear_outfit is "clotheson">>
<<storeon $storeLocation>>
<<elseif $wear_outfit isnot "none">>
<<set _equip to setup.clothingLayer.all>>
<<set _equipSkip to {"over_upper":false, "over_lower":false, "upper":false, "lower":false, "under_upper":false, "under_lower":false, "over_head":false, "head":false, "face":false, "neck":false, "hands":false, "handheld":false, "legs":false, "feet":false}>>
<<set _storeItemSkip to {"over_upper":false, "over_lower":false, "upper":false, "lower":false, "under_upper":false, "under_lower":false, "over_head":false, "head":false, "face":false, "neck":false, "hands":false, "handheld":false, "legs":false, "feet":false}>>
<<set _equipDamageValue to {"over_upper":3, "over_lower":3, "upper":3, "lower":3, "under_upper":3, "under_lower":3, "over_head":1, "head":1, "face":1, "neck":1, "hands":1, "handheld":1, "legs":1, "feet":1}>>
<<set _corruptionEquipSkip to ["over_upper","over_lower","upper", "lower", "under_upper", "under_lower"]>>
<<set _towels to ["towel top","large towel","towel skirt"]>>
<<set _notEquipped to {}>>
<<for $_slot range _equip>>
/*Skip slots that have been equipped with*/
<<if _equipSkip[$_slot] is true>>
<<continue>>
<</if>>
<<set $_incomingItemName to $outfit[$wear_outfit][$_slot]>>
/*Skip slots that have not been defined*/
<<if $_incomingItemName is undefined>>
<<continue>>
<</if>>
/*Check for items that are cursed*/
<<unset _preventItemEquip>>
<<if $worn[$_slot].cursed is 1>>
<<set _preventItemEquip to true>>
<<elseif $worn[$_slot].outfitPrimary isnot undefined>>
<<set _preventItemEquip to Object.entries($worn[$_slot].outfitPrimary).some(([slot, name]) => {
if (!["broken", "split"].includes(name) and $worn[slot].cursed is 1) _preventItemEquip = true;
})>>
<</if>>
<<set $_storeLocation to ($storeLocation ? $storeLocation : $wardrobe_location)>>
<<if _preventItemEquip is true>>
<<if $_incomingItemName is "naked">>
/*Can't unequip cursed item */
<<set _notEquipped[$_slot] to {"name": setup.clothes[$_slot][clothesIndex($_slot,$worn[$_slot])].name_cap, "reason": "cursed unequip"}>>
<<else>>
/*Can't swap cursed item for anything else */
<<set _notEquipped[$_slot] to {"name": $_incomingItemName, "reason": "cursed slot"}>>
<</if>>
<<else>>
<<if $_incomingItemName is "naked">>
<<generalUndress $_storeLocation $_slot>>
<<elseif _towels.includes($_incomingItemName)>>
<<generalUndress $_storeLocation $_slot>>
<<if $worn[$_slot].name is "naked">>
<<switch $_incomingItemName>>
<<case "towel top">>
<<set $worn.upper to clone(setup.clothes.upper[3])>>
<<case "large towel">>
<<generalUndress $_storeLocation "lower">>
<<if $worn.lower.name is "naked">>
<<set $worn.upper to clone(setup.clothes.upper[14])>>
<<set $worn.lower to clone(setup.clothes.lower[15])>>
<<set _equipSkip.lower to true>>
<</if>>
<<case "towel skirt">>
<<set $worn.lower to clone(setup.clothes.lower[3])>>
<</switch>>
<</if>>
<<else>>
<<set _foundEquip to null>><<set _lastResort to null>>
<<unset _randomColour>>
<<unset _randomColourAcc>>
<<for $_equipIndex, $_wardrobeItem range _selectedWardrobe[$_slot]>>
<<if $_incomingItemName isnot $_wardrobeItem.name or ($_wardrobeItem.outfitSecondary and !["broken", "split"].includes($_wardrobeItem.outfitSecondary[1]))>>
<<continue>>
<</if>>
/* Check for saved colors in clothing set */
<<set $_outfitColors to $outfit[$wear_outfit].colors>>
<<if $_outfitColors>>
/* Start of checking for random colours */
<<set _randomColourListItem to $_wardrobeItem.name>>
<<if $_outfitColors[$_slot][0] is "random" or $_outfitColors[$_slot][1] is "random">>
<<set $_randomColourItems to _selectedWardrobe[$_slot].filter(item => item.name === T.randomColourListItem)>>
/* Ensures that non-random colours are accounted for*/
<<if $_outfitColors[$_slot][0] and $_outfitColors[$_slot][0] isnot "random">>
<<set _tempColour to $_outfitColors[$_slot][0]>>
<<set $_randomColourItems to $_randomColourItems.filter(item => item.colour === T.tempColour)>>
<<unset _tempColour>>
<</if>>
<<if $_outfitColors[$_slot][1] and $_outfitColors[$_slot][1] isnot "random">>
<<set _tempColour to $_outfitColors[$_slot][1]>>
<<set $_randomColourItems to $_randomColourItems.filter(item => item.accessory_colour === T.tempColour)>>
<<unset _tempColour>>
<</if>>
<</if>>
/* Picks the random colours*/
<<if $_outfitColors[$_slot][0] is "random" and !_randomColour>>
<<set _randomColourList to []>>
<<if $_randomColourItems and $_randomColourItems.length>>
<<run $_randomColourItems.forEach(item => T.randomColourList.pushUnique(item.colour))>>
<</if>>
<<if _randomColourList.length>>
<<set _randomColour to _randomColourList[random(0, _randomColourList.length - 1)]>>
<<set $_randomColourItems to $_randomColourItems.filter(item => item.colour === T.randomColour)>>
<</if>>
<</if>>
<<if $_outfitColors[$_slot][1] is "random" and !_randomColourAcc>>
<<set _randomColourAccList to []>>
<<if $_randomColourItems and $_randomColourItems.length>>
<<run $_randomColourItems.forEach(item => T.randomColourAccList.pushUnique(item.accessory_colour))>>
<</if>>
<<if _randomColourAccList.length>>
<<set _randomColourAcc to _randomColourAccList[random(0, _randomColourAccList.length - 1)]>>
<</if>>
<</if>>
<<unset _randomColourListItem>>
/* Skips over items that do not match the random colours */
<<if (!_randomColour or _randomColour isnot $_wardrobeItem.colour) and $_outfitColors[$_slot][0] isnot $_wardrobeItem.colour>>
<<continue>>
<</if>>
<<if (!_randomColourAcc or _randomColourAcc isnot $_wardrobeItem.accessory_colour) and $_outfitColors[$_slot][1] isnot $_wardrobeItem.accessory_colour>>
<<continue>>
<</if>>
/* End of checking for random colours */
<<set $_outfitCustomColors to $_outfitColors[$_slot+"custom"] || [undefined, undefined]>>
<<if $_wardrobeItem.colour is "custom" and $_wardrobeItem.colourCustom isnot undefined and $_wardrobeItem.colourCustom isnot $_outfitCustomColors[0]>>
/* this item is not a match, move on to the next item */
<<continue>>
<</if>>
<<if $_wardrobeItem.accessory_colour is "custom" and $_wardrobeItem.accessory_colourCustom isnot undefined and $_wardrobeItem.accessory_colourCustom isnot $_outfitCustomColors[1]>>
<<continue>>
<</if>>
<</if>>
/*Check for preggy restriction*/
<<if playerBellySize() gte 12 and $_wardrobeItem.type.includes("constricting")>>
<<if $_wardrobeItem.type.includes("chest_bind")>>
<<set _notEquipped[$_slot] to {"name": $_incomingItemName, "reason": "constrictingChest"}>>
<<else>>
<<set _notEquipped[$_slot] to {"name": $_incomingItemName, "reason": "constricting"}>>
<</if>>
<<break>>
<</if>>
/*Check for slime corruption*/
<<if _corruptionEquipSkip.includes($_slot) and $earSlime.corruption gte 10>>
<<if $earSlime.forcedCommando isnot undefined and ($_slot is "under_lower" or ($_wardrobeItem.outfitPrimary and $_wardrobeItem.outfitPrimary.under_lower and !["broken","split"].includes($_wardrobeItem.outfitPrimary.under_lower)))>>
<<if $_wardrobeItem.type.includes("naked") or (_earSlimeEnableSwimwear and $_wardrobeItem.type.includes("swim")) or (_earSlimeEnableDancewear and $_wardrobeItem.type.includes("dance"))>>
<<elseif $earSlime.forcedCommando gt 0>>
<<set _notEquipped[$_slot] to {"name": $_incomingItemName, "reason": "corruption_slime_deny_commando"}>>
<<break>>
<<else>>
<<run delete $earSlime.forcedCommando>>
<</if>>
<<elseif $_wardrobeItem.reveal lt earSlimeCorruptionClothes() and (["prison", "asylum"].includes($location) or !_allowSchoolClothes) and !$_wardrobeItem.type.includesAny("event")>>
<<set _notEquipped[$_slot] to {"name": $_incomingItemName, "reason": "corruption_slime_deny"}>>
<<break>>
<<elseif $earSlime.forcedDressing and $_wardrobeItem.gender isnot $earSlime.forcedDressing.type and $_wardrobeItem.gender isnot "n" and !$_wardrobeItem.type.includesAny("event")>>
<<if $earSlime.forcedDressing.days gt 0>>
<<set _notEquipped[$_slot] to {"name": $_incomingItemName, "reason": "corruption_slime_deny_forcedDressing"}>>
<<break>>
<<else>>
<<run delete $earSlime.forcedDressing>>
<</if>>
<</if>>
<</if>>
/*Finds the least damaged outfit if the current clothing item is the main part and sets it as a last resort incase an undamaged one isnt found*/
<<set _damage to 0>>
<<if $_wardrobeItem.outfitPrimary isnot undefined>>
<<set _outfitPrimaryWearOutfit to $_wardrobeItem.outfitPrimary>>
/*Check for damaged parts*/
<<for $_outfitSlot, $_outfitPieceName range _outfitPrimaryWearOutfit>>
<<if $_outfitPieceName is "broken" or $_outfitPieceName is "split">>
<<set _damage += _equipDamageValue[$_outfitSlot]>>
<</if>>
<</for>>
<<if _damage gt 0>>
<<if _lastResort is null or _damage lt _lastResort.damage>>
<<set _lastResort to {
damage: clone(_damage),
id: clone($_equipIndex)
}>>
<</if>>
<<continue>>
<</if>>
<</if>>
<<if _damage is 0>>
<<set _foundEquip to {}>>
<<set _foundEquip[$_slot] to clone($_equipIndex)>>
<<break>>
<</if>>
<</for>>
/*If the main outfit has not been found, use the last resort*/
<<if _foundEquip is null and _lastResort isnot null>>
<<if !($worn[$_slot].name is $_incomingItemName and $worn[$_slot].one_piece is 1)>>
<<set _foundEquip to {}>>
<<set _foundEquip[$_slot] to _lastResort.id>>
<</if>>
<</if>>
/*Ensure at this point, the main piece of clothing has been found*/
<<if _foundEquip isnot null>>
/*Undress equip*/
<<generalUndress $_storeLocation $_slot>>
/*Find all the outfit pieces now the main least damaged piece has been found if the clothing is part of an outfit*/
<<set $_foundPrimary to _selectedWardrobe[$_slot][_foundEquip[$_slot]]>>
<<if $_foundPrimary and $_foundPrimary.outfitPrimary isnot undefined>>
/*Check these values once, outside of the loop, so we don't continuously check them on every loop iteration*/
<<set $_primaryColourIsCustom to ($_foundPrimary.colour is "custom")>>
<<set $_primaryAccColourIsCustom to ($_foundPrimary.accessory_colour is "custom")>>
<<for $_outfitSlot, $_outfitPieceName range $_foundPrimary.outfitPrimary>>
<<if $worn[$_outfitSlot].cursed is 1>>
<<set _preventItemEquip to true>>
<<break>>
<</if>>
<<if $_outfitPieceName is "broken" or $_outfitPieceName is "split">>
<<continue>>
<</if>>
<<if !_storeItemSkip[$_outfitSlot]>>
<<generalUndress $_storeLocation $_outfitSlot>>
<</if>>
<<set $_itemFound to false>>
<<for _index, $_possiblePiece range _selectedWardrobe[$_outfitSlot]>>
<<if $_outfitPieceName isnot $_possiblePiece.name>>
<<continue>>
<</if>>
/*Skip broken and split pieces*/
<<if $_possiblePiece.outfitSecondary[1] is "broken" or $_possiblePiece.outfitSecondary[1] is "split">>
<<continue>>
<</if>>
/*Skip items that don't have matching colours*/
<<if $_foundPrimary.colour isnot $_possiblePiece.colour or ($_possiblePiece.accessory isnot 0 and $_foundPrimary.accessory_colour isnot $_possiblePiece.accessory_colour)>>
<<continue>>
<</if>>
/*Skip items that don't have matching custom colours*/
<<if $_primaryColourIsCustom and ($_foundPrimary.colourCustom is undefined or $_foundPrimary.colourCustom isnot $_possiblePiece.colourCustom)>>
<<continue>>
<</if>>
<<if $_primaryAccColourIsCustom and ($_foundPrimary.accessory isnot 0 and $_foundPrimary.accessory_colourCustom is undefined or $_foundPrimary.accessory_colourCustom isnot $_possiblePiece.accessory_colourCustom)>>
<<continue>>
<</if>>
/*Found the correct item*/
<<set _foundEquip[clone($_outfitSlot)] to clone(_index)>>
<<set _equipSkip[$_outfitSlot] to true>>
<<set $_itemFound to true>>
<</for>>
<<if $_itemFound is false>>
/*None were found, error in code/save?*/
<<set _notEquipped[$_outfitSlot] to {"name": $_incomingItemName, "reason": "not found piece"}>>
<</if>>
<</for>>
<</if>>
/*Equip all the clothing items*/
<<if !_preventItemEquip>>
<<for $_outfitslot, _index range _foundEquip>>
<<set $worn[$_outfitslot] to clone(_selectedWardrobe[$_outfitslot][_index])>>
<<set $worn[$_outfitslot].lastTaken to $wardrobe_location>>
<<set _selectedWardrobe[$_outfitslot].deleteAt(_index)>>
<<run resetClothingState($_outfitslot)>>
<</for>>
/*If the worn item was a hoodie, make sure the hood is in the correct position*/
<<if $_slot is "upper" and $worn.upper.hoodposition and $worn.upper.outfitPrimary.head isnot "broken" and $worn.upper.outfitPrimary.head isnot "split">>
<<if $worn.upper.hoodposition isnot outfitHoodPosition($outfit[$wear_outfit])>>
<<toggleHood>>
<<set _equipSkip["head"] to ($worn.upper.hoodposition is "up" ? true : false)>>
<</if>>
<</if>>
<<else>>
<<set _notEquipped[$_slot] to {"name": $_incomingItemName, "reason": "cursed slot"}>>
<</if>>
<<else>>
<<if $worn[$_slot].name is $_incomingItemName>>
<<if !_notEquipped[$_slot]>>
<<set _notEquipped[$_slot] to {"name": $_incomingItemName, "reason": "not found replacement"}>>
<</if>>
/*If the worn item was a hoodie, make sure the hood is in the correct position*/
<<if $_slot is "upper" and $worn.upper.hoodposition and $worn.upper.outfitPrimary.head isnot "broken" and $worn.upper.outfitPrimary.head isnot "split" and $worn.upper.hoodposition isnot outfitHoodPosition($outfit[$wear_outfit])>>
<<toggleHood>>
<</if>>
<<if $wardrobe_location isnot "wardrobe">>
<<set _makeTempClothing to 1>>
<<storeItem $wardrobe_location $_slot>>
<</if>>
<<else>>
<<if !_notEquipped[$_slot]>>
<<set _notEquipped[$_slot] to {"name": $_incomingItemName, "reason": "not found"}>>
<</if>>
<<if $wardrobe_location isnot "wardrobe" and $worn[$_slot].name isnot "naked">>
<<set _makeTempClothing to 1>>
<<storeItem $wardrobe_location $_slot>>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<</for>>
<<if $outfit[$wear_outfit].hairStyle>>
/*Update Hairstyle*/
<<set $_outfitHair to $savedHairStyles[$outfit[$wear_outfit].hairStyle]>>
<<set $hairtype to $_outfitHair.hairtype>>
<<set $fringetype to $_outfitHair.fringetype>>
<<set $hairposition to $_outfitHair.hairposition>>
<</if>>
<</if>>
<<if $worn.under_lower.type.includes("naked")>>
<<set $worn.under_lower.exposedType to "notWorn">>
<</if>>
<<if $wear_outfit isnot "none" and _notEquipped>>
<<if Object.values(_notEquipped).length gt 0>>
<<set _resultStrings to {}>>
<<set _locationName to ($wardrobes[$wardrobe_location] is undefined ? "wardrobe" : $wardrobe_location)>>
<<set _wardrobeName to $wardrobes[_locationName].name + (!$wardrobes[_locationName].name.includes("locker") ? " wardrobe" : "")>>
<<run Object.entries(_notEquipped).forEach(([slot, notEquippedItem]) => {
switch (notEquippedItem.reason) {
case "not found":
if (_resultStrings.notFound === undefined) {
_resultStrings.notFound = {
"start": "You were unable to find any ",
"joiner": "or",
"end": " in your " + _wardrobeName + ".",
"names": [],
"color": "purple"
}
}
_resultStrings.notFound.names.push(notEquippedItem.name);
break;
case "not found replacement":
if (_resultStrings.notFoundReplacement === undefined) {
_resultStrings.notFoundReplacement = {
"start": "You were unable to find any ",
"joiner": "or",
"end": " in your " + _wardrobeName + " to replace what you're already wearing.",
"names": [],
"color": "lewd"
}
}
_resultStrings.notFoundReplacement.names.push(notEquippedItem.name);
break;
case "constricting":
if (_resultStrings.constricting === undefined) {
_resultStrings.constricting = {
"start": "Your <<bellyDescription 'pc'>> is too large to wear your ",
"joiner": "and",
"end": ".",
"names": [],
"color": "red"
}
}
_resultStrings.constricting.names.push(notEquippedItem.name);
break;
case "constrictingChest":
if (_resultStrings.constrictingChest === undefined) {
_resultStrings.constrictingChest = {
"start": "Your pregnant body is too sensitive to wear your ",
"joiner": "and",
"end": ".",
"names": [],
"color": "red"
}
}
_resultStrings.constrictingChest.names.push(notEquippedItem.name);
break;
case "corruption_slime_deny":
if (_resultStrings.corruption_slime_deny === undefined) {
_resultStrings.corruption_slime_deny = {
"start": "You were unable to equip your ",
"joiner": "and",
"end": " as the slime in your ear did not permit it.",
"names": [],
"color": "red"
}
}
_resultStrings.corruption_slime_deny.names.push(notEquippedItem.name);
break;
case "corruption_slime_deny_commando":
if (_resultStrings.corruption_slime_deny_commando === undefined) {
_resultStrings.corruption_slime_deny_commando = {
"start": "You were unable to equip your ",
"joiner": "and",
"end": " as the slime in your ear is forcing you to go commando.",
"names": [],
"color": "red"
}
}
_resultStrings.corruption_slime_deny_commando.names.push(notEquippedItem.name);
break;
case "corruption_slime_deny_forcedDressing":
if (_resultStrings.corruption_slime_deny_forcedDressing === undefined) {
_resultStrings.corruption_slime_deny_forcedDressing = {
"start": "You were unable to equip your ",
"joiner": "and",
"end": ` as the slime in your ear is only permitting more ${$earSlime.forcedDressing.type is "f" ? "feminine" : "masculine"} clothing.`,
"names": [],
"color": "red"
}
}
_resultStrings.corruption_slime_deny_forcedDressing.names.push(notEquippedItem.name);
break;
case "cursed slot":
if (_resultStrings.cursed === undefined) {
_resultStrings.cursed = {
"start": "You were unable to equip your ",
"joiner": "and",
"end": " due to not being able to remove what you're already wearing.",
"names": [],
"color": "red"
}
}
_resultStrings.cursed.names.push(notEquippedItem.name);
break;
case "cursed unequip":
if (_resultStrings.cursedUnequip === undefined) {
_resultStrings.cursedUnequip = {
"start": "You were unable to unequip your ",
"joiner": "and",
"end": " due to not being able to remove it on your own.",
"names": [],
"color": "red"
}
}
_resultStrings.cursedUnequip.names.push(notEquippedItem.name);
break;
case "not found piece":
if (V.worn[slot].name === notEquippedItem.name) break;
if (_resultStrings.notFoundPiece === undefined) {
_resultStrings.notFoundPiece = {
"start": "You were unable to fully equip your ",
"joiner": "and",
"end": " due to an unexpected issue (Error in save most likely). Discarding and replacing related items should deal with the issue.",
"names": [],
"color": "red"
}
}
_resultStrings.notFoundPiece.names.push(notEquippedItem.name);
break;
}
})>>
<<for $_clothingStrings range _resultStrings>>
<<if $_clothingStrings.names.length gt 0>>
<<set _string to $_clothingStrings.start>>
<<set _string += formatList($_clothingStrings.names, $_clothingStrings.joiner)>>
<<set _string += $_clothingStrings.end>>
<span @class="$_clothingStrings.color">_string</span>
<br>
<</if>>
<</for>>
<</if>>
<</if>>
<<set $wear_outfit to "none">>
<<unset $storeLocation>>
<</widget>>
<<widget "overwriteoutfit">>
<<if $delete_outfit is 2 and $wear_outfit isnot "none">>
<<set _equip to setup.clothingLayer.all>>
<<set _outfit to $outfit[$wear_outfit]>>
<<for $_slot range _equip>>
<<set _outfit[$_slot] to $worn[$_slot].name>>
<<if _outfit.colors>>
<<set _outfit.colors[$_slot] to [clone($worn[$_slot].colour),clone($worn[$_slot].accessory_colour)]>>
<<if $worn[$_slot].colour is "custom" or $worn[$_slot].accessory_colour is "custom">>
<<run _outfit.colors[$_slot+"custom"] to [clone($worn[$_slot].colourCustom),clone($worn[$_slot].accessory_colourCustom)]>>
<</if>>
<</if>>
<</for>>
<<set $wear_outfit to "none">>
<</if>>
<</widget>>
<<widget "outfitEditor">>
<<link "Filter Options">><<toggleclass "#outfitEditorFilter" "hidden">><</link>> |
<<link "Help">><<toggleclass "#outfitEditorHelp" "hidden">><</link>>
<div id="outfitEditorHelp" class="hidden">
All options change the settings the moment you change the option, however, they will only save or be updated in the passage only if you first change the passage (Leave the wardrobe or click on 'Update Wardrobe' at the bottom of this overlay).
<br><br>
Changing the clothing items may result in the colour settings being reset for that item. This is caused from going from an item with colour options to one that doesn't have any colour options. Just because you can change it to some item's doesn't mean you have access to every item.
<br><br>
Location is where the Outfit is unique to and will only show for that wardrobe. Please note, where it says 'No access', this is either based on the multiple wardrobe setting or may not be available till a later version of the game. In most cases the 'Orphanage' wardrobe will be shared when Multiple wardrobes is set to 'isolated only' or is disabled.
<br><br>
</div>
<<if _outfitEditorFilter is undefined>>
<<outfitEditorDefaultFilter>>
<</if>>
<<outfitEditorUpdateFilter>>
<<set _subState to {}>>
<div id="outfitEditorFilter" class="hidden">
<<outfitEditorFilter>>
</div>
<div id="outfitEditor">
<<outfitEditorList>>
</div>
<<link [[Update wardrobe|$passage]]>><</link>>
<</widget>>
<<widget "outfitEditorFilter">>
<h4>Filter</h4>
<label>Items Per Page: <<numberslider "$outfitEditorPerPage" $outfitEditorPerPage 5 20 1>></label>
<br><br>
Type:
<label><<checkbox "_outfitEditorFilter.type.normal" false true autocheck>> Normal</label> |
<label><<checkbox "_outfitEditorFilter.type.sleep" false true autocheck>> Sleep</label> |
<label><<checkbox "_outfitEditorFilter.type.swim" false true autocheck>> Swim</label> |
<label><<checkbox "_outfitEditorFilter.type.school" false true autocheck>> School (Only used by starter outfits, may be added later)</label> |
<br><br>
Location:
<<for $_label, $_value range _outfitEditorFilter.location>>
<<set $_name to $wardrobes[$_label] ? $wardrobes[$_label].name : $_label>>
<<set $_var to "_outfitEditorFilter.location." + $_label>>
<<capture $_var>>
<label>
<<checkbox $_var false true autocheck>> <<print $_name>>
<<if (!$multipleWardrobes or ($multipleWardrobes is "isolated" and !$_value.isolated)) and $_label isnot "wardrobe">>
(No access)
<</if>>
</label> |
<</capture>>
<</for>>
<br><br>
Colour Saved in Outfit:
<label><<checkbox "_outfitEditorFilter.colors.notSaved" false true autocheck>> No</label> |
<label><<checkbox "_outfitEditorFilter.colors.saved" false true autocheck>> Yes</label> |
<br><br>
<<link "Update Filter">>
<<outfitEditorUpdateFilter>>
<<replace "#outfitEditor">><<outfitEditorList>><</replace>>
<</link>> |
<<link "Reset Filter">>
<<outfitEditorDefaultFilter>>
<<outfitEditorPageSetup>>
<<replace "#outfitEditorFilter">><<outfitEditorFilter>><</replace>>
<<replace "#outfitEditor">><<outfitEditorList>><</replace>>
<</link>>
<br><br>
<</widget>>
<<widget "outfitEditorDefaultFilter">>
<<if $outfitEditorPerPage is undefined>>
<<set $outfitEditorPerPage to 10>>
<</if>>
<<set _outfitEditorFilter to {
type:{
normal: true,
sleep: true,
swim: true,
school: true,
},
location:{
All: true,
disabled: true,
},
colors:{
notSaved: true,
saved: true
},
outfitIndex:[],
}>>
<<for $_label, $_value range $wardrobes>>
<<if $_value.unlocked>>
<<set _outfitEditorFilter.location[$_label] to true>>
<</if>>
<</for>>
<<set _outfitEditorFilter.outfitIndex to []>>
<<run $outfit.forEach((item, index) => {T.outfitEditorFilter.outfitIndex.push(index);})>>
<</widget>>
<<widget "outfitEditorUpdateFilter">>
<<set _outfitEditorFilter.outfitIndex to []>>
<<run $outfit.forEach((item, index) => {
if(T.outfitEditorFilter.type[item.type[0]]){
if((T.outfitEditorFilter.location.All && item.type[0].location === undefined) || T.outfitEditorFilter.location[item.type[0].location]){
if((!item.colors && T.outfitEditorFilter.colors.notSaved) || (item.colors && T.outfitEditorFilter.colors.saved)){
T.outfitEditorFilter.outfitIndex.push(index);
}
}
}
})>>
<<outfitEditorPageSetup>>
<</widget>>
<<widget "outfitEditorPageSetup">>
<<set _outfitEditorPages to {
page:1,
perPage:$outfitEditorPerPage
}>>
<<set _outfitEditorPages.maxPages to Math.ceil(_outfitEditorFilter.outfitIndex.length / _outfitEditorPages.perPage)>>
<</widget>>
<<widget "outfitEditorList">>
<<outfitEditorPageControls>>
<div id="outfitEditorList">
<<set $_start to (_outfitEditorPages.page - 1) * _outfitEditorPages.perPage>>
<<for $_i to $_start; $_i lt $_start + _outfitEditorPages.perPage; $_i++>>
<<set _index to _outfitEditorFilter.outfitIndex[$_i]>>
<<if !$outfit[_index]>>
<<break>>
<</if>>
<div @id="'outfitItem-' + _index" class="outfitEditorItem">
<<outfitEditorItem _index>>
</div>
<</for>>
</div>
<<outfitEditorPageControls>>
<</widget>>
<<widget "outfitEditorPageControls">>
<<if _outfitEditorPages.page gt 1>>
<<link "Previous">>
<<set _outfitEditorPages.page-->>
<<replace "#outfitEditor">><<outfitEditorList>><</replace>>
<</link>> |
<<else>>
Previous |
<</if>>
Page <<print _outfitEditorPages.page>>/<<print _outfitEditorPages.maxPages>> |
<<if _outfitEditorPages.page lt _outfitEditorPages.maxPages and _outfitEditorPages.maxPages gt 1>>
<<link "Next">>
<<set _outfitEditorPages.page++>>
<<replace "#outfitEditor">><<outfitEditorList>><</replace>>
<</link>>
<<else>>
Next
<</if>>
<</widget>>
<<widget "outfitEditorItem">>
<<capture _args[0]>>
<<set _subState[_args[0]] to "">>
<div class="name">
<<set $_name to "$outfit["+_args[0]+"].name">>
<label>Name: <<textbox $_name $outfit[_args[0]].name>></label>
<!--Runs too many times for some reason, needs to be improved-->
<<run $(() => { $('.outfitEditorItem .name .macro-textbox').on('input change', e => {
let index = e.target.name.replace(/\D/g,'');
V.outfit[index].name = V.outfit[index].name.replace(/[^a-zA-Z\u4e00-\u9fa5 0-9.!()]+/g,"").substr(0,30);
}).trigger('input change') })>>
</div>
<div>
<<set $_type to "$outfit["+_args[0]+"].type[0]">>
<label>
Type:
<<listbox $_type autoselect>>
<<option "Normal" "normal">>
<<option "Sleep" "sleep">>
<<option "Swim" "swim">>
<<option "School" "school">>
<</listbox>>
</label>
</div>
<div>
<<set $_location to "$outfit["+_args[0]+"].location">>
<<set $_locations to {}>>
<<for $_label, $_value range $wardrobes>>
<<if $_value.unlocked>>
<<set _warning to "">>
<<if (!$multipleWardrobes or ($multipleWardrobes is "isolated" and !$_value.isolated)) and $_label isnot "wardrobe">>
<<set _warning to " (No access)">>
<</if>>
<<set $_locations[$_value.name + _warning] to $_label>>
<</if>>
<</for>>
<label>
Location:
<<listbox $_location autoselect>>
<<option "All" undefined>>
<<option "Disabled" "disabled">>
<<optionsfrom $_locations>>
<</listbox>>
</label>
</div>
<div>
Items:
<<link "View">>
<<set _subId to "#outfitItemSub-" + _args[0]>>
<<if _subState[_args[0]] is "itemEdit">>
<<set _subState[_args[0]] to "">>
<<replace _subId>><</replace>>
<<else>>
<<set _subState[_args[0]] to "itemEdit">>
<<replace _subId>><<outfitEditorItemClothes _args[0]>><</replace>>
<</if>>
<</link>>
</div>
<div>
Colours: <<print $outfit[_args[0]].colors ? "Enabled" : "Disabled">> |
<<if $outfit[_args[0]].colors>>
<<link "Disable">>
<<set $outfit[_args[0]].colors to false>>
<<set _id to "#outfitItem-" + _args[0]>>
<<replace `_id`>><<outfitEditorItem _args[0]>><</replace>>
<</link>> |
<<link "Edit">>
<<set _subId to "#outfitItemSub-" + _args[0]>>
<<if _subState[_args[0]] is "colourView">>
<<set _subState[_args[0]] to "">>
<<replace _subId>><</replace>>
<<else>>
<<set _subState[_args[0]] to "colourView">>
<<replace _subId>><<outfitEditorItemColour _args[0]>><</replace>>
<</if>>
<</link>>
<<else>>
<<link "Enable">>
<<set $outfit[_args[0]].colors to {}>>
<<set _outfitIndex to _args[0]>>
<<for _label, _value range setup.clothes>>
<<set _item to setup.clothes[_label].filter((item) => item.name === $outfit[_outfitIndex][_label])[0]>>
<<set _colors to [0,0]>>
<<if _item>>
<<if _item.colour_options.length gt 0>>
<<set _colors[0] to _item.colour_options[0]>>
<</if>>
<<if _item.accessory_colour_options.length gt 0>>
<<set _colors[1] to _item.accessory_colour_options[0]>>
<</if>>
<</if>>
<<set $outfit[_args[0]].colors[_label] to clone(_colors)>>
<</for>>
<<set _id to "#outfitItem-" + _args[0]>>
<<replace `_id`>><<outfitEditorItem _args[0]>><</replace>>
<</link>>
<</if>>
</div>
<<if $savedHairStyles>>
<div>
<<set _savedHairStylesKeys to Object.keys($savedHairStyles)>>
Hair Style:
<<set $_hairStyle to "$outfit["+_args[0]+"].hairStyle">>
<<listbox $_hairStyle autoselect>>
<<option "Not set" undefined>>
<<optionsfrom _savedHairStylesKeys>>
<</listbox>>
</div>
<<else>>
<div>
Hair Style: No sets saved (Check mirror)
</div>
<</if>>
<div @id="'outfitItemSub-' + _args[0]"></div>
<</capture>>
<</widget>>
<<widget "outfitEditorItemClothes">>
<<capture _args[0]>>
<<for $_label, $_value range setup.clothes>>
<<set $_itemName to $outfit[_args[0]][$_label]>>
<<if $_itemName and !setup.clothingLayer.over.includes($_label)>>
<label class="outfitEditorItemClothes">
<<set $_options to []>>
<<for $_value2 range $_value>>
<<run $_options.push($_value2.name)>>
<</for>>
<<print $_label>> -
<<set $_var to "$outfit[" + _args[0] + "]['" + $_label + "']">>
<<listbox `$_var` autoselect>>
<<optionsfrom $_options>>
<</listbox>>
<!--Runs too many times for some reason, needs to be improved-->
<<run $(() => { $('.outfitEditorItemClothes select').on('input change', e => {
let outfitIndex = e.target.name.replace(/\D/g,'');
if(!V.outfit[outfitIndex].colors) return;
let target = e.target.name.match(/[a-zA-Z]+/g);
let slot = target[2] + (target[3] !== undefined ? '_' + target[3] : '');
let item = setup.clothes[slot].filter((item) => item.name === V.outfit[outfitIndex][slot])[0];
if(item !== undefined){
if(item.colour_options.length > 0 && V.outfit[outfitIndex].colors[slot][0] === 0){
V.outfit[outfitIndex].colors[slot][0] = item.colour_options[0];
} else if(item.colour_options.length === 0 && V.outfit[outfitIndex].colors[slot][0] !== 0) {
V.outfit[outfitIndex].colors[slot][0] = 0;
}
if(item.accessory_colour_options.length > 0 && V.outfit[outfitIndex].colors[slot][1] === 0){
V.outfit[outfitIndex].colors[slot][0] = item.accessory_colour_options[0];
} else if(item.accessory_colour_options.length === 0 && V.outfit[outfitIndex].colors[slot][1] !== 0) {
V.outfit[outfitIndex].colors[slot][1] = 0;
}
}
}).trigger('input change') })>>
</label>
<br>
<</if>>
<</for>>
<</capture>>
<</widget>>
<<widget "outfitEditorItemColour">>
<<capture _args[0]>>
<<for $_label, $_value range setup.clothes>>
<<set _colourLabel to $_label>>
<<set _colourOutfit to _args[0]>>
<<set $_item to setup.clothes[$_label].filter((item) => item.name === $outfit[_colourOutfit][_colourLabel])[0]>>
<<if $_item>>
<<if $_item.colour_options.length gt 0 or $_item.accessory_colour_options.length gt 0>>
<<print $_label>> - <<print $_item.name>>:
<<if $_item.colour_options.length gt 0>>
<<set $_colour_options to "$outfit["+_args[0]+"].colors['"+$_label+"'][0]">>
<<listbox `$_colour_options` autoselect>>
<<optionsfrom $_item.colour_options>>
<<option "random">>
<</listbox>>
<</if>>
<<if $_item.accessory_colour_options.length gt 0>>
<<set $_accessory_colour_options to "$outfit["+_args[0]+"].colors['"+$_label+"'][1]">>
<<listbox `$_accessory_colour_options` autoselect>>
<<optionsfrom $_item.accessory_colour_options>>
<<option "random">>
<</listbox>>
<</if>>
<br>
<</if>>
<</if>>
<</for>>
<</capture>>
<</widget>><<widget "dancestripeffects">>
<<outfitChecks>>
<<switch $danceaction>>
<<case "stripOverOutfit">>
<<if $worn.upper.name isnot "naked" and $worn.lower.name isnot "naked">>
You gracefully remove your $worn.over_upper.name, exposing your <<outfit>>. You're careful not to give too much away, but such a lewd gesture thrills you nonetheless.
<<set $audiencearousal += 3>><<set $audienceexcitement += 3>><<set $audiencemod += 1>><<arousal 100>><<overupperstrip>><<exhibitionism1>>
<<elseif $worn.upper.name isnot "naked">>
<<if !$worn.under_lower.type.includes("naked")>>
You gracefully remove your $worn.over_upper.name, exposing your $worn.under_lower.name. Being seen in your underwear excites you.
<<set $audiencearousal += 6>><<set $audienceexcitement += 6>><<set $audiencemod += 2>><<arousal 300>><<overupperstrip>><<exhibitionism3>>
<<else>>
You gracefully remove your $worn.over_upper.name, exposing your <<genitals 1>>.
<<if $worn.upper.type.includes("naked")>>
You shiver with excitement, your body laid totally bare.
<<else>>
Your <<allTops>> makes your naked lower half feel particularly conspicuous.
<</if>>
<<set $audiencearousal += 10>><<set $audienceexcitement += 10>><<set $audiencemod += 4>><<arousal 300>><<overupperstrip>><<exhibitionism5>>
<<dance_crossdress_reveal>>
<</if>>
<<elseif $worn.lower.name isnot "naked">>
<<if !$worn.under_upper.type.includes("naked")>>
You gracefully remove your $worn.over_upper.name, exposing your $worn.under_upper.name. Being seen in your underwear excites you.
<<set $audiencearousal += 6>><<set $audienceexcitement += 6>><<set $audiencemod += 2>><<arousal 300>><<overupperstrip>><<exhibitionism3>>
<<else>>
<<if $player.breastsize gte 3>>
You gracefully remove your $worn.over_upper.name, exposing your $worn.lower.name and <<breasts>>. The exhibition of your breasts makes them feel raw and sensitive.
<<set $audiencearousal += 8>><<set $audienceexcitement += 8>><<set $audiencemod += 3>><<arousal 300>><<overupperstrip>><<exhibitionism4>>
<<elseif $player.gender_appearance isnot "m" and $worn.lower.gender isnot "m">>
<<if $player.gender is "m">>
You gracefully remove your $worn.over_upper.name, exposing your $worn.lower.name and <<breasts>>. Your feminine countenance makes your revealed chest feel especially lewd.
<<else>>
You gracefully remove your $worn.over_upper.name, exposing your $worn.lower.name and <<breasts>>. You feel your nipples harden in response to being revealed.
<</if>>
<<set $audiencearousal += 8>><<set $audienceexcitement += 8>><<set $audiencemod += 3>><<arousal 300>><<overupperstrip>><<exhibitionism4>>
<<else>>
You gracefully remove your $worn.over_upper.name, exposing your $worn.lower.name and <<breasts>>. You feel your nipples harden in response to being revealed.
<<set $audiencearousal += 6>><<set $audienceexcitement += 6>><<set $audiencemod += 2>><<arousal 300>><<overupperstrip>><<exhibitionism3>>
<</if>>
<</if>>
<<else>>
<<if !$worn.under_upper.type.includes("naked") and !$worn.under_lower.type.includes("naked")>>
You gracefully remove your $worn.over_upper.name, exposing your $worn.under_upper.name and $worn.under_lower.name. Being seen in your underwear excites you.
<<set $audiencearousal += 6>><<set $audienceexcitement += 6>><<set $audiencemod += 2>><<arousal 300>><<overupperstrip>><<exhibitionism3>>
<<elseif !$worn.under_lower.type.includes("naked")>>
<<if $player.breastsize gte 3>>
You gracefully remove your $worn.over_upper.name, exposing your $worn.under_lower.name and <<breasts>>. The exhibition of your breasts makes them feel raw and sensitive.
<<set $audiencearousal += 8>><<set $audienceexcitement += 8>><<set $audiencemod += 3>><<arousal 300>><<overupperstrip>><<exhibitionism4>>
<<elseif $player.gender_appearance isnot "m" and $worn.lower.gender isnot "m">>
<<if $player.gender is "m">>
You gracefully remove your $worn.over_upper.name, exposing your $worn.under_lower.name and <<breasts>>. Your feminine countenance makes your revealed chest feel especially lewd.
<<else>>
You gracefully remove your $worn.over_upper.name, exposing your $worn.under_lower.name and <<breasts>>. You feel your nipples harden in response to being revealed.
<</if>>
<<set $audiencearousal += 8>><<set $audienceexcitement += 8>><<set $audiencemod += 3>><<arousal 300>><<overupperstrip>><<exhibitionism4>>
<<else>>
You gracefully remove your $worn.over_upper.name, exposing your $worn.under_lower.name and <<breasts>>. You feel your nipples harden in response to being revealed.
<<set $audiencearousal += 6>><<set $audienceexcitement += 6>><<set $audiencemod += 2>><<arousal 300>><<overupperstrip>><<exhibitionism3>>
<</if>>
<<elseif !$worn.under_upper.type.includes("naked")>>
You gracefully remove your $worn.over_upper.name, exposing your <<genitals 1>>.
<<set $audiencearousal += 10>><<set $audienceexcitement += 10>><<set $audiencemod += 4>><<arousal 300>><<overupperstrip>><<exhibitionism5>>
<<dance_crossdress_reveal>>
<<else>>
You gracefully remove your $worn.over_upper.name, exposing your <<genitals 1>>. You shiver with excitement, your body laid totally bare.
<<set $audiencearousal += 10>><<set $audienceexcitement += 10>><<set $audiencemod += 4>><<arousal 300>><<overupperstrip>><<exhibitionism5>>
<<dance_crossdress_reveal>>
<</if>>
<</if>>
<<set $danceaction to 0>>
<<case "stripOverUpper">>
<<if $worn.upper.name isnot "naked">>
You gracefully remove your $worn.over_upper.name, exposing your $worn.upper.name. You're careful not to give too much away, but such a lewd gesture thrills you nonetheless.
<<set $audiencearousal += 3>><<set $audienceexcitement += 3>><<set $audiencemod += 1>><<arousal 100>><<overupperstrip>><<exhibitionism1>>
<<elseif !$worn.under_upper.type.includes("naked")>>
You gracefully remove your $worn.over_upper.name, exposing your $worn.under_upper.name. Only one garment protects your chest from the hungry eyes surrounding you.
<<set $audiencearousal += 2>><<set $audienceexcitement += 2>><<set $audiencemod += 1>><<arousal 100>><<overupperstrip>><<exhibitionism1>>
<<else>>
<<if $player.breastsize gte 3>>
You gracefully remove your $worn.over_upper.name, exposing your <<breasts>>. The exhibition of your breasts makes them feel raw and sensitive.
<<set $audiencearousal += 8>><<set $audienceexcitement += 8>><<set $audiencemod += 3>><<arousal 300>><<overupperstrip>><<exhibitionism4>>
<<elseif $player.gender_appearance isnot "m" and $worn.lower.gender isnot "m">>
<<if $player.gender is "m">>
You gracefully remove your $worn.over_upper.name, exposing your <<breasts>>. Your feminine countenance makes your revealed chest feel especially lewd.
<<else>>
You gracefully remove your $worn.over_upper.name, exposing your <<breasts>>. You feel your nipples harden in response to being revealed.
<</if>>
<<set $audiencearousal += 8>><<set $audienceexcitement += 8>><<set $audiencemod += 3>><<arousal 300>><<overupperstrip>><<exhibitionism4>>
<<else>>
You gracefully remove your $worn.over_upper.name, exposing your <<breasts>>. You feel your nipples harden in response to being revealed.
<<set $audiencearousal += 2>><<set $audienceexcitement += 2>><<set $audiencemod += 1>><<arousal 300>><<overupperstrip>><<exhibitionism1>>
<</if>>
<</if>>
<<set $danceaction to 0>>
<<case "stripOverLower">>
<<if $worn.lower.name isnot "naked">>
You gracefully remove your $worn.over_lower.name, exposing your $worn.lower.name. You're careful not to give too much away, but such a lewd gesture thrills you nonetheless.
<<set $audiencearousal += 3>><<set $audienceexcitement += 3>><<set $audiencemod += 1>><<arousal 100>><<overlowerstrip>><<exhibitionism1>>
<<elseif !$worn.under_lower.type.includes("naked")>>
You gracefully remove your $worn.over_lower.name, exposing your $worn.under_lower.name. Being seen in your underwear excites you.
<<set $audiencearousal += 6>><<set $audienceexcitement += 6>><<set $audiencemod += 2>><<arousal 300>><<overlowerstrip>><<exhibitionism3>>
<<else>>
You gracefully remove your $worn.over_lower.name, exposing your <<genitals 1>>.
<<if $worn.upper.type.includes("naked") or $worn.over_upper.type.includes("naked")>>
You shiver with excitement, your body laid totally bare.
<<else>>
Your <<allTops>> makes your naked lower half feel particularly conspicuous.
<</if>>
<<set $audiencearousal += 10>><<set $audienceexcitement += 10>><<set $audiencemod += 4>><<arousal 300>><<overlowerstrip>><<exhibitionism5>>
<<dance_crossdress_reveal>>
<</if>>
<<set $danceaction to 0>>
<<case "stripOutfit">>
<<if !$worn.under_upper.type.includes("naked") and !$worn.under_lower.type.includes("naked")>>
<<if $player.breastsize gte 3 or $player.gender_appearance isnot "m">>
You gracefully remove your $worn.upper.name, exposing your <<upperstrip>><<lowerstrip>><<underoutfit>>. Being seen in your underwear excites you.
<<set $audiencearousal += 10>><<set $audienceexcitement += 10>><<set $audiencemod += 4>><<arousal 500>><<exhibitionism4>>
<<else>>
You gracefully remove your $worn.upper.name, exposing your <<upperstrip>><<lowerstrip>><<underoutfit>>. Being seen in your underwear excites you.
<<set $audiencearousal += 8>><<set $audienceexcitement += 8>><<set $audiencemod += 3>><<arousal 300>><<exhibitionism3>>
<</if>>
<<elseif !$worn.under_lower.type.includes("naked")>>
<<if $player.breastsize gte 3>>
You gracefully remove your $worn.upper.name, exposing your <<upperstrip>><<lowerstrip>><<underoutfit>>. The exhibition of your breasts makes them feel raw and sensitive.
<<set $audiencearousal += 8>><<set $audienceexcitement += 8>><<set $audiencemod += 3>><<arousal 300>><<exhibitionism4>>
<<elseif $player.gender_appearance isnot "m" and $worn.lower.gender isnot "m">>
<<if $player.gender is "m">>
You gracefully remove your $worn.upper.name, exposing your <<upperstrip>><<lowerstrip>><<underoutfit>>. Your feminine countenance makes your revealed chest feel especially lewd.
<<else>>
You gracefully remove your $worn.upper.name, exposing your <<upperstrip>><<lowerstrip>><<underoutfit>>. You feel your <<nipples>> harden in response to being revealed.
<</if>>
<<set $audiencearousal += 8>><<set $audienceexcitement += 8>><<set $audiencemod += 3>><<arousal 300>><<exhibitionism4>>
<<else>>
You gracefully remove your $worn.upper.name, exposing your <<upperstrip>><<lowerstrip>><<underoutfit>>. Being seen in your underwear excites you.
<<set $audiencearousal += 6>><<set $audienceexcitement += 6>><<set $audiencemod += 2>><<arousal 300>><<exhibitionism3>>
<</if>>
<<else>>
You gracefully remove your $worn.upper.name, exposing your nude form. You shiver with excitement, your <<genitals 1>> laid totally bare.
<<set $audiencearousal += 10>><<set $audienceexcitement += 10>><<set $audiencemod += 4>><<arousal 300>><<upperstrip>><<lowerstrip>><<exhibitionism5>>
<<dance_crossdress_reveal>>
<</if>>
<<set $danceaction to 0>>
<<case "stripUpper">>
<<if !$worn.under_upper.type.includes("naked")>>
<<if $player.breastsize gte 3 or $player.gender_appearance isnot "m">>
You gracefully remove your $worn.upper.name, exposing your $worn.under_upper.name. Only one garment protects your chest from the hungry eyes surrounding you.
<<set $audiencearousal += 4>><<set $audienceexcitement += 4>><<set $audiencemod += 2>><<arousal 200>><<upperstrip>><<exhibitionism3>>
<<else>>
You gracefully remove your $worn.upper.name, exposing your $worn.under_upper.name. Only one garment protects your chest from the hungry eyes surrounding you.
<<set $audiencearousal += 2>><<set $audienceexcitement += 2>><<set $audiencemod += 1>><<arousal 100>><<upperstrip>><<exhibitionism1>>
<</if>>
<<else>>
<<if $player.breastsize gte 3>>
You gracefully remove your $worn.upper.name, exposing your <<breasts>>. The exhibition of your breasts makes them feel raw and sensitive.
<<set $audiencearousal += 8>><<set $audienceexcitement += 8>><<set $audiencemod += 3>><<arousal 300>><<upperstrip>><<exhibitionism4>>
<<elseif $player.gender_appearance isnot "m" and $worn.lower.gender isnot "m">>
<<if $player.gender is "m">>
You gracefully remove your $worn.upper.name, exposing your <<breasts>>. Your feminine countenance makes your revealed chest feel especially lewd.
<<else>>
You gracefully remove your $worn.upper.name, exposing your <<breasts>>. You feel your nipples harden in response to being revealed.
<</if>>
<<set $audiencearousal += 8>><<set $audienceexcitement += 8>><<set $audiencemod += 3>><<arousal 300>><<upperstrip>><<exhibitionism4>>
<<else>>
You gracefully remove your $worn.upper.name, exposing your <<breasts>>. You feel your nipples harden in response to being revealed.
<<set $audiencearousal += 2>><<set $audienceexcitement += 2>><<set $audiencemod += 1>><<arousal 300>><<upperstrip>><<exhibitionism1>>
<</if>>
<</if>>
<<set $danceaction to 0>>
<<case "stripLower">>
<<if $worn.over_lower.name isnot "naked">>
You gracefully remove your $worn.lower.name from below your $worn.over_lower.name. You're careful not to give too much away, but such a lewd gesture thrills you nonetheless.
<<set $audiencearousal += 3>><<set $audienceexcitement += 3>><<set $audiencemod += 1>><<arousal 100>><<lowerstrip>><<exhibitionism1>>
<<elseif !$worn.under_lower.type.includes("naked")>>
You gracefully remove your $worn.lower.name, exposing your $worn.under_lower.name. Being seen in your underwear excites you.
<<set $audiencearousal += 6>><<set $audienceexcitement += 6>><<set $audiencemod += 2>><<arousal 300>><<lowerstrip>><<exhibitionism3>>
<<else>>
You gracefully remove your $worn.lower.name, exposing your <<genitals 1>>.
<<if $worn.upper.type.includes("naked") or $worn.over_upper.type.includes("naked")>>
You shiver with excitement, your body laid totally bare.
<<else>>
Your <<allTops>> makes your naked lower half feel particularly conspicuous.
<</if>>
<<set $audiencearousal += 10>><<set $audienceexcitement += 10>><<set $audiencemod += 4>><<arousal 300>><<lowerstrip>><<exhibitionism5>>
<<dance_crossdress_reveal>>
<</if>>
<<set $danceaction to 0>>
<<case "stripUnderOutfit">>
You gracefully remove your $worn.under_upper.name, exposing your <<genitals 1>>. You shiver with excitement, now laid totally bare.
<<set $audiencearousal += 8>><<set $audienceexcitement += 8>><<set $audiencemod += 3>><<arousal 300>><<underupperstrip>><<exhibitionism5>>
<<dance_crossdress_reveal>>
<<set $danceaction to 0>>
<<case "stripUnderUpper">>
<<if (!$worn.upper.type.includes("naked") and $worn.upper.open is 1) and $worn.over_upper.type.includes("naked")>>
You gracefully remove your $worn.under_upper.name from beneath your $worn.upper.name. You're careful not to give too much away, but such a lewd gesture thrills you nonetheless.
<<set $audiencearousal += 3>><<set $audienceexcitement += 3>><<set $audiencemod += 1>><<arousal 100>><<underupperstrip>><<exhibitionism1>>
<<elseif $player.breastsize gte 3>>
You gracefully remove your $worn.under_upper.name, <<if $worn.under_upper.type.includes("naked")>>despite them not concealing your <<breasts>> at all.<<else>>exposing your <<breasts>>. The exhibition of your breasts makes them feel raw and sensitive.<</if>>
<<set $audiencearousal += 8>><<set $audienceexcitement += 8>><<set $audiencemod += 3>><<arousal 300>><<underupperstrip>><<exhibitionism4>>
<<elseif $player.gender_appearance isnot "m" and $worn.under_lower.gender isnot "m">>
<<set $danceaction to 0>>
<<if $player.gender is "m">>
You gracefully remove your $worn.under_upper.name, <<if $worn.under_upper.type.includes("naked")>>despite them not concealing your <<breasts>> at all, you feel more exposed.<<else>>exposing your <<breasts>>. Your feminine countenance makes your revealed chest feel especially lewd.<</if>>
<<else>>
You gracefully remove your $worn.under_upper.name, <<if $worn.under_upper.type.includes("naked")>>despite them not concealing your <<breasts>> at all, you feel more exposed.<<else>>exposing your <<breasts>>. You feel your nipples harden in response to being revealed.<</if>>
<</if>>
<<set $audiencearousal += 8>><<set $audienceexcitement += 8>><<set $audiencemod += 3>><<arousal 300>><<underupperstrip>><<exhibitionism4>>
<<else>>
You gracefully remove your $worn.under_upper.name, <<if $worn.under_upper.type.includes("naked")>>despite them not concealing your <<breasts>> at all, you feel more exposed.<<else>>exposing your <<breasts>>. You feel your nipples harden in response to being revealed.<</if>>
<<set $audiencearousal += 2>><<set $audienceexcitement += 2>><<set $audiencemod += 1>><<arousal 300>><<underupperstrip>><<exhibitionism1>>
<</if>>
<<set $danceaction to 0>>
<<case "stripUnderLower">>
<<if $worn.under_lower.type.includes("naked")>>
<<if (!$worn.lower.type.includes("naked") or !$worn.over_lower.type.includes("naked"))>>
You gracefully remove your $worn.under_lower.name from beneath your <<allBottoms>>. You're careful not to give too much away, but such a lewd gesture thrills you nonetheless.
<<else>>
You gracefully remove your $worn.under_lower.name, despite having your <<genitals 1>> exposed already.
<</if>>
<<set $audiencearousal += 6>><<set $audienceexcitement += 6>><<set $audiencemod += 2>><<arousal 300>><<underlowerstrip>><<exhibitionism3>>
<<elseif !$worn.lower.type.includes("naked") or !$worn.over_lower.type.includes("naked")>>
You gracefully remove your $worn.under_lower.name from beneath your <<allBottoms>>. You're careful not to give too much away, but such a lewd gesture thrills you nonetheless.
<<set $audiencearousal += 6>><<set $audienceexcitement += 6>><<set $audiencemod += 2>><<arousal 300>><<underlowerstrip>><<exhibitionism3>>
<<else>>
You gracefully remove your $worn.under_lower.name, exposing your <<genitals 1>>. You shiver with excitement, your body laid totally bare.
<<set $audiencearousal += 10>><<set $audienceexcitement += 10>><<set $audiencemod += 4>><<arousal 300>><<underlowerstrip>><<exhibitionism5>>
<<dance_crossdress_reveal>>
<</if>>
<<set $danceaction to 0>>
<</switch>>
<!--Old clothing actions below, to be removed at a later date-->
<<if $danceaction is "outfitstripbreasts">><<set $danceaction to 0>>
You gracefully remove your $worn.upper.name, exposing your <<upperstrip>><<lowerstrip>><<underoutfit>>. The exhibition of your breasts makes them feel raw and sensitive.
<<set $audiencearousal += 8>><<set $audienceexcitement += 8>><<set $audiencemod += 3>><<arousal 300>><<exhibitionism4>>
<</if>>
<<if $danceaction is "outfitstripchest">><<set $danceaction to 0>>
<<if $player.gender is "m">>
You gracefully remove your $worn.upper.name, exposing your <<upperstrip>><<lowerstrip>><<underoutfit>>. Your feminine countenance makes your revealed chest feel especially lewd.
<<else>>
You gracefully remove your $worn.upper.name, exposing your <<upperstrip>><<lowerstrip>><<underoutfit>>. You feel your <<nipples>> harden in response to being revealed.
<</if>>
<<set $audiencearousal += 8>><<set $audienceexcitement += 8>><<set $audiencemod += 3>><<arousal 300>><<exhibitionism4>>
<</if>>
<<if $danceaction is "outfitstripunderbreasts">><<set $danceaction to 0>>
You gracefully remove your $worn.upper.name, exposing your <<upperstrip>><<lowerstrip>><<underoutfit>>. Being seen in your underwear excites you.
<<set $audiencearousal += 10>><<set $audienceexcitement += 10>><<set $audiencemod += 4>><<arousal 500>><<exhibitionism4>>
<</if>>
<<if $danceaction is "outfitstripunderchest">><<set $danceaction to 0>>
You gracefully remove your $worn.upper.name, exposing your <<upperstrip>><<lowerstrip>><<underoutfit>>. Being seen in your underwear excites you.
<<set $audiencearousal += 8>><<set $audienceexcitement += 8>><<set $audiencemod += 3>><<arousal 300>><<exhibitionism3>>
<</if>>
<<if $danceaction is "outfitstripunder">>
<<set $danceaction to 0>>
You gracefully remove your $worn.upper.name, exposing your <<upperstrip>><<lowerstrip>><<underoutfit>>. Being seen in your underwear excites you.
<<set $audiencearousal += 6>><<set $audienceexcitement += 6>><<set $audiencemod += 2>><<arousal 300>><<exhibitionism3>>
<</if>>
<<if $danceaction is "outfitstripnude">>
<<set $danceaction to 0>>
You gracefully remove your $worn.upper.name, exposing your nude form. You shiver with excitement, your <<genitals 1>> laid totally bare.
<<set $audiencearousal += 10>><<set $audienceexcitement += 10>><<set $audiencemod += 4>><<arousal 300>><<upperstrip>><<lowerstrip>><<exhibitionism5>>
<<dance_crossdress_reveal>>
<</if>>
<<if $danceaction is "upperstripbreasts">>
<<set $danceaction to 0>>
You gracefully remove your $worn.upper.name, exposing your <<breasts>>. The exhibition of your breasts makes them feel raw and sensitive.
<<set $audiencearousal += 8>><<set $audienceexcitement += 8>><<set $audiencemod += 3>><<arousal 300>><<upperstrip>><<exhibitionism4>>
<</if>>
<<if $danceaction is "upperstripunderbreasts">>
<<set $danceaction to 0>>
You gracefully remove your $worn.upper.name, exposing your $worn.under_upper.name. Only one garment protects your chest from the hungry eyes surrounding you.
<<set $audiencearousal += 4>><<set $audienceexcitement += 4>><<set $audiencemod += 2>><<arousal 200>><<upperstrip>><<exhibitionism2>>
<</if>>
<<if $danceaction is "upperstripunderchest">>
<<set $danceaction to 0>>
You gracefully remove your $worn.upper.name, exposing your $worn.under_upper.name. Only one garment protects your chest from the hungry eyes surrounding you.
<<set $audiencearousal += 2>><<set $audienceexcitement += 2>><<set $audiencemod += 1>><<arousal 100>><<upperstrip>><<exhibitionism1>>
<</if>>
<<if $danceaction is "upperstripfchest">>
<<set $danceaction to 0>>
<<if $player.gender is "m">>
You gracefully remove your $worn.upper.name, exposing your <<breasts>>. Your feminine countenance makes your revealed chest feel especially lewd.
<<else>>
You gracefully remove your $worn.upper.name, exposing your <<breasts>>. You feel your nipples harden in response to being revealed.
<</if>>
<<set $audiencearousal += 8>><<set $audienceexcitement += 8>><<set $audiencemod += 3>><<arousal 300>><<upperstrip>><<exhibitionism4>>
<</if>>
<<if $danceaction is "upperstripmchest">>
<<set $danceaction to 0>>
You gracefully remove your $worn.upper.name, exposing your <<breasts>>. You feel your nipples harden in response to being revealed.
<<set $audiencearousal += 2>><<set $audienceexcitement += 2>><<set $audiencemod += 1>><<arousal 300>><<upperstrip>><<exhibitionism1>>
<</if>>
<<if $danceaction is "underoutfitstripbreasts">>
<<set $danceaction to 0>>
You gracefully remove your $worn.under_upper.name, exposing your <<breasts>>. The exhibition makes you feel raw and sensitive.
<<set $audiencearousal += 8>><<set $audienceexcitement += 8>><<set $audiencemod += 3>><<arousal 300>><<underupperstrip>><<exhibitionism4>>
<</if>>
<<if $danceaction is "underoutfitstripchest">>
<<set $danceaction to 0>>
<<if $player.gender is "m">>
You gracefully remove your $worn.under_upper.name, exposing your <<breasts>>. Your feminine countenance makes your revealed chest feel especially lewd.
<<else>>
You gracefully remove your $worn.under_upper.name, exposing your <<breasts>>. You feel your buds harden in response to being revealed.
<</if>>
<<set $audiencearousal += 8>><<set $audienceexcitement += 8>><<set $audiencemod += 3>><<arousal 300>><<underupperstrip>><<exhibitionism4>>
<</if>>
<<if $danceaction is "underoutfitstripunder">>
<<set $danceaction to 0>>
You gracefully remove your $worn.under_upper.name, exposing your <<breasts>>. You feel your nipples harden in response to being revealed.
<<set $audiencearousal += 6>><<set $audienceexcitement += 6>><<set $audiencemod += 2>><<arousal 300>><<underupperstrip>><<exhibitionism3>>
<</if>>
<<if $danceaction is "underoutfitstripnude">>
<<set $danceaction to 0>>
You gracefully remove your $worn.under_upper.name, exposing your nude form. You shiver with excitement, your <<genitals 1>> laid totally bare.
<<set $audiencearousal += 10>><<set $audienceexcitement += 10>><<set $audiencemod += 4>><<arousal 300>><<underupperstrip>><<exhibitionism5>>
<<dance_crossdress_reveal>>
<</if>>
<<if $danceaction is "underoutfitstriptop">>
<<set $danceaction to 0>>
You gracefully remove your $worn.under_upper.name, exposing your <<genitals 1>>. You shiver with excitement, now laid totally bare.
<<set $audiencearousal += 8>><<set $audienceexcitement += 8>><<set $audiencemod += 3>><<arousal 300>><<underupperstrip>><<exhibitionism5>>
<<dance_crossdress_reveal>>
<</if>>
<<if $danceaction is "underupperstripbreasts">>
<<set $danceaction to 0>>
You gracefully remove your $worn.under_upper.name, exposing your <<breasts>>. The exhibition of your breasts makes them feel raw and sensitive.
<<set $audiencearousal += 8>><<set $audienceexcitement += 8>><<set $audiencemod += 3>><<arousal 300>><<underupperstrip>><<exhibitionism4>>
<</if>>
<<if $danceaction is "underupperstripfchest">>
<<set $danceaction to 0>>
<<if $player.gender is "m">>
You gracefully remove your $worn.under_upper.name, exposing your <<breasts>>. Your feminine countenance makes your revealed chest feel especially lewd.
<<else>>
You gracefully remove your $worn.under_upper.name, exposing your <<breasts>>. You feel your nipples harden in response to being revealed.
<</if>>
<<set $audiencearousal += 8>><<set $audienceexcitement += 8>><<set $audiencemod += 3>><<arousal 300>><<underupperstrip>><<exhibitionism4>>
<</if>>
<<if $danceaction is "underupperstripmchest">>
<<set $danceaction to 0>>
You gracefully remove your $worn.under_upper.name, exposing your <<breasts>>. You feel your nipples harden in response to being revealed.
<<set $audiencearousal += 2>><<set $audienceexcitement += 2>><<set $audiencemod += 1>><<arousal 300>><<underupperstrip>><<exhibitionism1>>
<</if>>
<<if $danceaction is "lowerstripunder">><<set $danceaction to 0>>
You gracefully remove your $worn.lower.name, exposing your $worn.under_lower.name. Being seen in your underwear excites you.
<<set $audiencearousal += 6>><<set $audienceexcitement += 6>><<set $audiencemod += 2>><<arousal 300>><<lowerstrip>><<exhibitionism3>>
<</if>>
<<if $danceaction is "lowerstripnude">><<set $danceaction to 0>>
You gracefully remove your $worn.lower.name, exposing your <<genitals 1>>.
<<if $worn.upper.type.includes("naked")>>
You shiver with excitement, your body laid totally bare.
<<else>>
Your $worn.upper.name makes your naked lower half feel particularly conspicuous.
<</if>>
<<set $audiencearousal += 10>><<set $audienceexcitement += 10>><<set $audiencemod += 4>><<arousal 300>><<lowerstrip>><<exhibitionism5>>
<<dance_crossdress_reveal>>
<</if>>
<<if $danceaction is "underupperstripopen">><<set $danceaction to 0>>
You gracefully remove your $worn.under_upper.name from beneath your $worn.upper.name. You're careful not to give too much away, but such a lewd gesture thrills you nonetheless.
<<set $audiencearousal += 3>><<set $audienceexcitement += 3>><<set $audiencemod += 1>><<arousal 100>><<underupperstrip>><<exhibitionism1>>
<</if>>
<<if $danceaction is "underoutfitstripopen">><<set $danceaction to 0>>
You gracefully remove your $worn.under_upper.name from beneath your $worn.upper.name. You're careful not to give too much away, but such a lewd gesture thrills you nonetheless.
<<set $audiencearousal += 9>><<set $audienceexcitement += 9>><<set $audiencemod += 3>><<arousal 500>><<underupperstrip>><<exhibitionism3>>
<</if>>
<<if $danceaction is "understripskirt">><<set $danceaction to 0>>
You gracefully remove your $worn.under_lower.name from beneath your $worn.lower.name. You're careful not to give too much away, but such a lewd gesture thrills you nonetheless.
<<set $audiencearousal += 6>><<set $audienceexcitement += 6>><<set $audiencemod += 2>><<arousal 300>><<underlowerstrip>><<exhibitionism3>>
<</if>>
<<if $danceaction is "underoutfitstripskirt">><<set $danceaction to 0>>
You gracefully remove your $worn.under_upper.name from beneath your $worn.upper.name. You're careful not to give too much away, but such a lewd gesture thrills you nonetheless.
<<set $audiencearousal += 9>><<set $audienceexcitement += 9>><<set $audiencemod += 3>><<arousal 500>><<underlowerstrip>><<exhibitionism3>>
<</if>>
<<if $danceaction is "understripnude">><<set $danceaction to 0>>
You gracefully remove your $worn.under_lower.name, exposing your <<genitals 1>>. You shiver with excitement, your body laid totally bare.
<<set $audiencearousal += 10>><<set $audienceexcitement += 10>><<set $audiencemod += 4>><<arousal 300>><<underlowerstrip>><<exhibitionism5>>
<<dance_crossdress_reveal>>
<</if>>
<<if $danceaction is "understripclothed">><<set $danceaction to 0>>
You gracefully remove your $worn.under_lower.name, exposing your <<genitals 1>>. You shiver with excitement, your body laid totally bare.
<<set $audiencearousal += 10>><<set $audienceexcitement += 10>><<set $audiencemod += 4>><<arousal 300>><<underlowerstrip>><<exhibitionism5>>
<<dance_crossdress_reveal>>
<</if>>
<</widget>>
<<widget "danceStripActionObject">>
<<set _danceExhibition to {
"overOutfit":null,
"over_upper":null,
"over_lower":null,
"middleOutfit":null,
"upper":null,
"lower":null,
"underOutfit":null,
"under_upper":null,
"under_lower":null,
}>>
<<set _exhibitionObject to {
1:[1,0],
2:[2,15],
3:[3,35],
4:[4,55],
5:[5,75]
}>>
<<if _overOutfit>>
<<if $worn.upper.name isnot "naked" and $worn.lower.name isnot "naked">>
<<set _danceExhibition.overOutfit to clone(_exhibitionObject[1])>>
<<elseif $worn.upper.name isnot "naked">>
<<if !$worn.under_lower.type.includes("naked")>>
<<set _danceExhibition.overOutfit to clone(_exhibitionObject[3])>>
<<else>>
<<set _danceExhibition.overOutfit to clone(_exhibitionObject[5])>>
<</if>>
<<elseif $worn.lower.name isnot "naked">>
<<if !$worn.under_upper.type.includes("naked")>>
<<set _danceExhibition.overOutfit to clone(_exhibitionObject[3])>>
<<else>>
<<if $player.breastsize gte 3>>
<<set _danceExhibition.overOutfit to clone(_exhibitionObject[4])>>
<<elseif $player.gender_appearance isnot "m" and $worn.lower.gender isnot "m">>
<<set _danceExhibition.overOutfit to clone(_exhibitionObject[4])>>
<<else>>
<<set _danceExhibition.overOutfit to clone(_exhibitionObject[3])>>
<</if>>
<</if>>
<<else>>
<<if !$worn.under_upper.type.includes("naked") and !$worn.under_lower.type.includes("naked")>>
<<set _danceExhibition.overOutfit to clone(_exhibitionObject[3])>>
<<elseif $worn.under_lower.name isnot "naked">>
<<if $player.breastsize gte 3>>
<<set _danceExhibition.overOutfit to clone(_exhibitionObject[4])>>
<<elseif $player.gender_appearance isnot "m" and $worn.lower.gender isnot "m">>
<<set _danceExhibition.overOutfit to clone(_exhibitionObject[4])>>
<<else>>
<<set _danceExhibition.overOutfit to clone(_exhibitionObject[3])>>
<</if>>
<<elseif !$worn.under_upper.type.includes("naked")>>
<<set _danceExhibition.overOutfit to clone(_exhibitionObject[5])>>
<<else>>
<<set _danceExhibition.overOutfit to clone(_exhibitionObject[5])>>
<</if>>
<</if>>
<<elseif _overOutfit is false>>
<<if !$worn.over_upper.type.includes("naked")>>
<<if $worn.upper.name isnot "naked">>
<<set _danceExhibition.over_upper to clone(_exhibitionObject[1])>>
<<elseif !$worn.under_upper.type.includes("naked")>>
<<set _danceExhibition.over_upper to clone(_exhibitionObject[3])>>
<<else>>
<<if $player.breastsize gte 3>>
<<set _danceExhibition.over_upper to clone(_exhibitionObject[4])>>
<<elseif $player.gender_appearance isnot "m" and $worn.lower.gender isnot "m">>
<<set _danceExhibition.over_upper to clone(_exhibitionObject[4])>>
<<else>>
<<set _danceExhibition.over_upper to clone(_exhibitionObject[1])>>
<</if>>
<</if>>
<</if>>
<<if !$worn.over_lower.type.includes("naked")>>
<<if $worn.lower.name isnot "naked">>
<<set _danceExhibition.over_lower to clone(_exhibitionObject[1])>>
<<elseif !$worn.under_lower.type.includes("naked")>>
<<set _danceExhibition.over_lower to clone(_exhibitionObject[3])>>
<<else>>
<<set _danceExhibition.over_lower to clone(_exhibitionObject[5])>>
<</if>>
<</if>>
<</if>>
<<if _middleOutfit and $worn.over_upper.type.includes("naked") and $worn.over_lower.type.includes("naked")>>
<<if !$worn.under_upper.type.includes("naked") and !$worn.under_lower.type.includes("naked")>>
<<if $player.breastsize gte 3 or $player.gender_appearance isnot "m">>
<<set _danceExhibition.middleOutfit to clone(_exhibitionObject[4])>>
<<else>>
<<set _danceExhibition.middleOutfit to clone(_exhibitionObject[3])>>
<</if>>
<<elseif !$worn.under_lower.type.includes("naked")>>
<<if $player.breastsize gte 3>>
<<set _danceExhibition.middleOutfit to clone(_exhibitionObject[4])>>
<<elseif $player.gender_appearance isnot "m" and $worn.lower.gender isnot "m">>
<<set _danceExhibition.middleOutfit to clone(_exhibitionObject[4])>>
<<else>>
<<set _danceExhibition.middleOutfit to clone(_exhibitionObject[4])>>
<</if>>
<<else>>
<<set _danceExhibition.middleOutfit to clone(_exhibitionObject[5])>>
<</if>>
<<elseif _middleOutfit is false>>
<<if !$worn.upper.type.includes("naked") and $worn.over_upper.type.includes("naked")>>
<<if !$worn.under_upper.type.includes("naked")>>
<<if $player.breastsize gte 3 or $player.gender_appearance isnot "m">>
<<set _danceExhibition.upper to clone(_exhibitionObject[3])>>
<<else>>
<<set _danceExhibition.upper to clone(_exhibitionObject[1])>>
<</if>>
<<else>>
<<if $player.breastsize gte 3>>
<<set _danceExhibition.upper to clone(_exhibitionObject[4])>>
<<elseif $player.gender_appearance isnot "m" and $worn.lower.gender isnot "m">>
<<set _danceExhibition.upper to clone(_exhibitionObject[4])>>
<<else>>
<<set _danceExhibition.upper to clone(_exhibitionObject[1])>>
<</if>>
<</if>>
<</if>>
<<if !$worn.lower.type.includes("naked") and ($worn.over_lower.type.includes("naked") or setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].skirt is 1)>>
<<if $worn.over_lower.name isnot "naked">>
<<set _danceExhibition.lower to clone(_exhibitionObject[3])>>
<<elseif !$worn.under_lower.type.includes("naked")>>
<<set _danceExhibition.lower to clone(_exhibitionObject[3])>>
<<else>>
<<set _danceExhibition.lower to clone(_exhibitionObject[5])>>
<</if>>
<</if>>
<</if>>
<<if _underOutfit and $worn.over_upper.type.includes("naked") and $worn.over_lower.type.includes("naked") and $worn.upper.type.includes("naked") and $worn.lower.type.includes("naked")>>
<<set _danceExhibition.underOutfit to clone(_exhibitionObject[5])>>
<<elseif _underOutfit is false>>
<<if $worn.under_upper.name isnot "naked" and $worn.over_upper.type.includes("naked")>>
<<if (!$worn.upper.type.includes("naked") and $worn.upper.open is 1) and $worn.over_upper.type.includes("naked")>>
<<set _danceExhibition.under_upper to clone(_exhibitionObject[1])>>
<<elseif $player.breastsize gte 3>>
<<set _danceExhibition.under_upper to clone(_exhibitionObject[4])>>
<<elseif $player.gender_appearance isnot "m" and $worn.under_lower.gender isnot "m">>
<<set _danceExhibition.under_upper to clone(_exhibitionObject[4])>>
<<else>>
<<set _danceExhibition.under_upper to clone(_exhibitionObject[1])>>
<</if>>
<</if>>
<<if $worn.under_lower.name isnot "naked" and ((setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].skirt is 1 or $worn.over_lower.type.includes("naked")) and (setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1 or $worn.lower.type.includes("naked")))>>
<<if $worn.under_lower.type.includes("naked")>>
<<set _danceExhibition.under_lower to clone(_exhibitionObject[3])>>
<<elseif !$worn.lower.type.includes("naked") or !$worn.over_lower.type.includes("naked")>>
<<set _danceExhibition.under_lower to clone(_exhibitionObject[3])>>
<<else>>
<<set _danceExhibition.under_lower to clone(_exhibitionObject[5])>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "dancestripactions">>
<<outfitChecks>>
<<danceStripActionObject>>
<br><br>
<<if _danceExhibition isnot undefined>>
<<if _danceExhibition.overOutfit isnot null>>
<<if $exhibitionism gte _danceExhibition.overOutfit[1]>>
<label>
<span class="meek">Strip $worn.over_upper.name</span>
<<print '<<combatexhibitionist'+_danceExhibition.overOutfit[0]+'>>'>>
<<radiobutton "$danceaction" "stripOverOutfit">>
</label> |
<</if>>
<</if>>
<<if _danceExhibition.over_upper isnot null>>
<<if $exhibitionism gte _danceExhibition.over_upper[1]>>
<label>
<span class="meek">Strip $worn.over_upper.name</span>
<<print '<<combatexhibitionist'+_danceExhibition.over_upper[0]+'>>'>>
<<radiobutton "$danceaction" "stripOverUpper">>
</label> |
<</if>>
<</if>>
<<if _danceExhibition.over_lower isnot null>>
<<if $exhibitionism gte _danceExhibition.over_lower[1]>>
<label>
<span class="meek">Strip $worn.over_lower.name</span>
<<print '<<combatexhibitionist'+_danceExhibition.over_lower[0]+'>>'>>
<<radiobutton "$danceaction" "stripOverLower">>
</label> |
<</if>>
<</if>>
<<if _danceExhibition.middleOutfit isnot null and $worn.upper.cursed isnot 1>>
<<if $exhibitionism gte _danceExhibition.middleOutfit[1]>>
<label>
<span class="meek">Strip $worn.upper.name</span>
<<print '<<combatexhibitionist'+_danceExhibition.middleOutfit[0]+'>>'>>
<<radiobutton "$danceaction" "stripOutfit">>
</label> |
<</if>>
<</if>>
<<if _danceExhibition.upper isnot null and $worn.upper.cursed isnot 1>>
<<if $exhibitionism gte _danceExhibition.upper[1]>>
<label>
<span class="meek">Strip $worn.upper.name</span>
<<print '<<combatexhibitionist'+_danceExhibition.upper[0]+'>>'>>
<<radiobutton "$danceaction" "stripUpper">>
</label> |
<</if>>
<</if>>
<<if _danceExhibition.lower isnot null and $worn.lower.cursed isnot 1>>
<<if $exhibitionism gte _danceExhibition.lower[1]>>
<label>
<span class="meek">Strip $worn.lower.name</span>
<<print '<<combatexhibitionist'+_danceExhibition.lower[0]+'>>'>>
<<radiobutton "$danceaction" "stripLower">>
</label> |
<</if>>
<</if>>
<<if _danceExhibition.underOutfit isnot null>>
<<if $exhibitionism gte _danceExhibition.underOutfit[1]>>
<label>
<span class="meek">Strip $worn.under_upper.name</span>
<<print '<<combatexhibitionist'+_danceExhibition.underOutfit[0]+'>>'>>
<<radiobutton "$danceaction" "stripUnderOutfit">>
</label> |
<</if>>
<</if>>
<<if _danceExhibition.under_upper isnot null>>
<<if $exhibitionism gte _danceExhibition.under_upper[1]>>
<label>
<span class="meek">Strip $worn.under_upper.name</span>
<<print '<<combatexhibitionist'+_danceExhibition.under_upper[0]+'>>'>>
<<radiobutton "$danceaction" "stripUnderUpper">>
</label> |
<</if>>
<</if>>
<<if _danceExhibition.under_lower isnot null>>
<<if $exhibitionism gte _danceExhibition.under_lower[1]>>
<label>
<span class="meek">Strip $worn.under_lower.name</span>
<<print '<<combatexhibitionist'+_danceExhibition.under_lower[0]+'>>'>>
<<radiobutton "$danceaction" "stripUnderLower">>
</label> |
<</if>>
<</if>>
<</if>>
<<if $debug is 1>>
<br><br>
Old Clothing Controls
<br><br>
<<if _middleOutfit>>
<<if !$worn.under_lower.type.includes("naked")>>
<<if !$worn.under_upper.type.includes("naked")>>
<<if $player.breastsize gte 3 or $player.gender_appearance isnot "m">>
<<if hasSexStat("exhibitionism", 4)>>
<label><span class="meek">Strip $worn.upper.name</span> <<combatexhibitionist4>> <<radiobutton "$danceaction" "outfitstripunderbreasts">></label> |
<</if>>
<<else>>
<<if hasSexStat("exhibitionism", 3)>>
<label><span class="meek">Strip $worn.upper.name</span> <<combatexhibitionist3>> <<radiobutton "$danceaction" "outfitstripunderchest">></label> |
<</if>>
<</if>>
<<else>>
<<if $player.breastsize gte 3>>
<<if hasSexStat("exhibitionism", 4)>>
<label><span class="meek">Strip $worn.upper.name</span> <<combatexhibitionist4>> <<radiobutton "$danceaction" "outfitstripbreasts">></label> |
<</if>>
<<elseif $player.gender_appearance isnot "m" and $worn.lower.gender isnot "m">>
<<if hasSexStat("exhibitionism", 4)>>
<label><span class="meek">Strip $worn.upper.name</span> <<combatexhibitionist4>> <<radiobutton "$danceaction" "outfitstripchest">></label> |
<</if>>
<<else>>
<<if hasSexStat("exhibitionism", 3)>>
<label><span class="meek">Strip $worn.upper.name</span> <<combatexhibitionist3>> <<radiobutton "$danceaction" "outfitstripunder">></label> |
<</if>>
<</if>>
<</if>>
<<else>>
<<if hasSexStat("exhibitionism", 5)>>
<label><span class="meek">Strip $worn.upper.name</span> <<combatexhibitionist5>> <<radiobutton "$danceaction" "outfitstripnude">></label> |
<</if>>
<</if>>
<</if>>
<<if !$worn.upper.type.includes("naked") and _middleOutfit is false>>
<<if !$worn.under_upper.type.includes("naked")>>
<<if $player.breastsize gte 3 or $player.gender_appearance isnot "m">>
<<if hasSexStat("exhibitionism", 2)>>
<label><span class="meek">Strip $worn.upper.name</span> <<combatexhibitionist2>> <<radiobutton "$danceaction" "upperstripunderbreasts">></label> |
<</if>>
<<else>>
<label><span class="meek">Strip $worn.upper.name</span> <<combatexhibitionist1>> <<radiobutton "$danceaction" "upperstripunderchest">></label> |
<</if>>
<<else>>
<<if $player.breastsize gte 3>>
<<if hasSexStat("exhibitionism", 4)>>
<label><span class="meek">Strip $worn.upper.name</span> <<combatexhibitionist4>> <<radiobutton "$danceaction" "upperstripbreasts">></label> |
<</if>>
<<elseif $player.gender_appearance isnot "m" and $worn.lower.gender isnot "m">>
<<if hasSexStat("exhibitionism", 4)>>
<label><span class="meek">Strip $worn.upper.name</span> <<combatexhibitionist4>> <<radiobutton "$danceaction" "upperstripfchest">></label> |
<</if>>
<<else>>
<label><span class="meek">Strip $worn.upper.name</span> <<combatexhibitionist1>> <<radiobutton "$danceaction" "upperstripmchest">></label> |
<</if>>
<</if>>
<</if>>
<<if !$worn.lower.type.includes("naked") and _middleOutfit is false>>
<<if !$worn.under_lower.type.includes("naked")>>
<<if hasSexStat("exhibitionism", 3)>>
<label><span class="meek">Strip $worn.lower.name</span> <<combatexhibitionist3>> <<radiobutton "$danceaction" "lowerstripunder">></label> |
<</if>>
<<else>>
<<if hasSexStat("exhibitionism", 5)>>
<label><span class="meek">Strip $worn.lower.name</span> <<combatexhibitionist5>> <<radiobutton "$danceaction" "lowerstripnude">></label> |
<</if>>
<</if>>
<</if>>
<<if _underOutfit>>
<<if !$worn.lower.type.includes("naked") and !$worn.upper.type.includes("naked")>>
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
<<if hasSexStat("exhibitionism", 3)>>
<label><span class="meek">Strip $worn.under_upper.name</span> <<combatexhibitionist3>> <<radiobutton "$danceaction" "underoutfitstripskirt">></label> |
<</if>>
<<elseif $worn.upper.open is 1>>
<<if hasSexStat("exhibitionism", 3)>>
<label><span class="meek">Strip $worn.under_upper.name</span> <<combatexhibitionist3>> <<radiobutton "$danceaction" "underoutfitstripopen">></label> |
<</if>>
<</if>>
<<elseif !$worn.lower.type.includes("naked")>>
<<if $player.breastsize gte 3>>
<<if hasSexStat("exhibitionism", 4)>>
<label><span class="meek">Strip $worn.under_upper.name</span> <<combatexhibitionist4>> <<radiobutton "$danceaction" "underoutfitstripbreasts">></label> |
<</if>>
<<elseif $player.gender_appearance isnot "m" and $worn.under_lower.gender isnot "m">>
<<if hasSexStat("exhibitionism", 4)>>
<label><span class="meek">Strip $worn.under_upper.name</span> <<combatexhibitionist4>> <<radiobutton "$danceaction" "underoutfitstripchest">></label> |
<</if>>
<<else>>
<<if hasSexStat("exhibitionism", 3)>>
<label><span class="meek">Strip $worn.under_upper.name</span> <<combatexhibitionist3>> <<radiobutton "$danceaction" "underoutfitstripunder">></label> |
<</if>>
<</if>>
<<else>>
<<if hasSexStat("exhibitionism", 5)>>
<label><span class="meek">Strip $worn.under_upper.name</span> <<combatexhibitionist5>> <<radiobutton "$danceaction" "underoutfitstripnude">></label> |
<</if>>
<</if>>
<</if>>
<<if !$worn.under_upper.type.includes("naked") and _underOutfit is false>>
<<if !$worn.upper.type.includes("naked") and $worn.upper.open is 1>>
<label><span class="meek">Strip $worn.under_upper.name</span> <<combatexhibitionist1>> <<radiobutton "$danceaction" "underupperstripopen">></label> |
<<elseif $player.breastsize gte 3>>
<<if hasSexStat("exhibitionism", 4)>>
<label><span class="meek">Strip $worn.under_upper.name</span> <<combatexhibitionist4>> <<radiobutton "$danceaction" "underupperstripbreasts">></label> |
<</if>>
<<elseif $player.gender_appearance isnot "m" and $worn.under_lower.gender isnot "m">>
<<if hasSexStat("exhibitionism", 4)>>
<label><span class="meek">Strip $worn.under_upper.name</span> <<combatexhibitionist4>> <<radiobutton "$danceaction" "underupperstripfchest">></label> |
<</if>>
<<else>>
<label><span class="meek">Strip $worn.under_upper.name</span> <<combatexhibitionist1>> <<radiobutton "$danceaction" "underupperstripmchest">></label> |
<</if>>
<</if>>
<<if !$worn.under_lower.type.includes("naked") and _underOutfit is false>>
<<if !$worn.lower.type.includes("naked") and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
<<if hasSexStat("exhibitionism", 3)>>
<label><span class="meek">Strip $worn.under_lower.name</span> <<combatexhibitionist3>> <<radiobutton "$danceaction" "understripskirt">></label> |
<</if>>
<<elseif $worn.lower.type.includes("naked")>>
<<if hasSexStat("exhibitionism", 5)>>
<label><span class="meek">Strip $worn.under_lower.name</span> <<combatexhibitionist5>> <<radiobutton "$danceaction" "understripnude">></label> |
<</if>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "dance_stage_cum">>
<<if $dance_stage_cum is undefined>>
<<set $dance_stage_cum to 0>>
<</if>>
<<if _args[0]>>
<<set $dance_stage_cum += _args[0]>>
<</if>>
<</widget>>
<<widget "dance_private_init">>
<<if $dance_place isnot 0>>
<<saveNPC $dance_place chosen_npc>>
<<saveNPC 0 zero_npc>>
<<clearsinglenpc $dance_place>>
<<clearsinglenpc 0>>
<<loadNPC 0 chosen_npc>>
<<loadNPC $dance_place zero_npc>>
<<clearNPC zero_npc>>
<<clearNPC chosen_npc>>
<</if>>
<<set $enemyno to 1>>
<<unset $corruptionDancing>>
<<set $phase to 0>>
<<person1>>
<</widget>><<widget "img">>
<<if !_thermoDisable>>
<<thermometer>>
<</if>>
<div id="imgInv">
<<if $condoms>>
<div><<condomsSidebar>></div>
<<else>>
<div></div>
<</if>>
<<if $spraymax>>
<div><<peppersprays>></div>
<</if>>
</div>
<div id="img">
<<canvasimg "mainCanvas">>
</div>
<div id="characterTooltip"></div>
<</widget>><<widget "baseClothingStrings">>
<<set _worn = $worn[_args[0]]>>
<<set _class to 'anim-idle-2f' + (_worn.colour_sidebar and typeof(_worn.colour) == "string" ? ' clothes-'+_worn.colour.replace(/ /g, '-'):'')>>
<<set _classAcc to 'anim-idle-2f ' + (_worn.accessory_colour_sidebar and typeof(_worn.accessory_colour) == "string" ? ' clothes-'+_worn.accessory_colour.replace(/ /g, '-') :'')>>
<<set _style to (_worn.colourCustom ? _worn.colourCustom :'')>>
<<set _styleAcc to (_worn.accessory_colourCustom ? _worn.accessory_colourCustom :'')>>
<</widget>>
<<widget "baseClothingImg">>
<<if $worn[_args[0]].name isnot "naked">>
<<baseClothingStrings _args[0]>>
<div @class="'clothes-div layer-'+_args[0]">
<<if $worn[_args[0]].mainImage isnot 0>>
<img @class="_class" @src="'img/clothes/'+[_args[0]]+'/' + $worn[_args[0]].variable + '/' + 'full.png'" @style="_style">
<</if>>
<<if $worn[_args[0]].accessory is 1>>
<img @class="_classAcc" @src="'img/clothes/'+[_args[0]]+'/' + $worn[_args[0]].variable + '/' + 'acc.png'" @style="_styleAcc">
<</if>>
</div>
<<if $worn[_args[0]].back_img is 1>>
<div @class="'clothes-div layer-'+_args[0]+'-back'">
<img @class="$worn[_args[0]].back_img_colour is 'secondary' ? _classAcc : _class" @src="'img/clothes/'+[_args[0]]+'/' + $worn[_args[0]].variable + '/' + 'back.png'" @style="_styleAcc">
</div>
<</if>>
<</if>>
<</widget>>
<<widget "neckimg">>
<<if $worn.neck.name isnot "naked">>
<<if $worn.neck.name is "necktie">>
<<baseClothingStrings "neck">>
<<if $worn.upper.has_collar is 1>>
<<set _tieimg = "full_nocollar">>
<<else>>
<<set _tieimg = "full">>
<</if>>
<div @class="'clothes-div layer-neck'">
<img @class="_class" @src="'img/clothes/neck/' + $worn.neck.variable + '/' + _tieimg + '.png'" @style="_style">
<img @class="_classAcc" @src="'img/clothes/neck/' + $worn.neck.variable + '/' + 'acc.png'" @style="_styleAcc">
<<if $worn.neck.leash is 1>>
<img @class="_class" @src="'img/clothes/neck/collar/leash.png'">
<</if>>
</div>
<<else>>
<<baseClothingImg "neck">>
<</if>>
<</if>>
<</widget>>
<<widget "handsimg">>
<<if $worn.hands.name isnot "naked">>
<<baseClothingStrings "hands">>
<div @class="'clothes-div layer-hands'">
<<if $worn.hands.mainImage isnot 0>>
<img @class="_class" @src="'img/clothes/hands/' + $worn.hands.variable + '/' + 'full.png'" @style="_style">
<</if>>
<<if $worn.hands.leftImage is 1 and $leftarm isnot "bound" and $leftarm isnot "grappled" and $leftarm isnot "behind">>
<<set _leftImage to "left">>
<<if _coverLeft is true>>
<<run _leftImage += "_cover">>
<</if>>
<img @class="_class" @src="'img/clothes/hands/' + $worn.hands.variable + '/' + _leftImage + '.png'" @style="_style">
<<if $worn.hands.accessory is 1>>
<img @class="_classAcc" @src="'img/clothes/hands/' + $worn.hands.variable + '/' + _leftImage + '_acc.png'" @style="_styleAcc">
<</if>>
<</if>>
<<if $worn.hands.rightImage is 1 and $rightarm isnot "bound" and $rightarm isnot "grappled" and $rightarm isnot "behind">>
<<set _rightImage to "right">>
<<if _coverRight is true>>
<<run _rightImage += "_cover">>
<</if>>
<img @class="_class" @src="'img/clothes/hands/' + $worn.hands.variable + '/' + _rightImage + '.png'" @style="_style">
<<if $worn.hands.accessory is 1>>
<img @class="_classAcc" @src="'img/clothes/hands/' + $worn.hands.variable + '/' + _rightImage + '_acc.png'" @style="_styleAcc">
<</if>>
<</if>>
</div>
<</if>>
<</widget>>
<<widget "underupperimg">>
<<if $worn.under_upper.name isnot "naked">>
<<baseClothingStrings "under_upper">>
<<switch $underupperwetstage>>
<<case 1>><<set _underUpperWetness to " clothes-damp">>
<<case 2>><<set _underUpperWetness to " clothes-wet">>
<<case 3>><<set _underUpperWetness to " clothes-drenshed">>
<<default>><<set _underUpperWetness to "">>
<</switch>>
<<if $worn.under_upper.integrity lte (clothingData('under_upper',$worn.under_upper,'integrity_max') / 10) * 2>>
<<set _imgName to "tattered">>
<<elseif $worn.under_upper.integrity lte (clothingData('under_upper',$worn.under_upper,'integrity_max') / 10) * 5>>
<<set _imgName to "torn">>
<<elseif $worn.under_upper.integrity lte (clothingData('under_upper',$worn.under_upper,'integrity_max') / 10) * 9>>
<<set _imgName to "frayed">>
<<else>>
<<set _imgName to "full">>
<</if>>
<div @class="'clothes-div layer-under_upper' + _underUpperWetness">
<<if $worn.under_upper.mainImage isnot 0>>
<img @class="_class" @src="'img/clothes/under_upper/' + $worn.under_upper.variable + '/' + _imgName + '.png'" @style="_style">
<</if>>
<<if setup.clothes.under_upper[clothesIndex('under_upper', $worn.under_upper)].breast_img is 1>>
<img @class="_class" @src="'img/clothes/under_upper/' + $worn.under_upper.variable + '/' + (Math.min(_breastSize, 5)) + '.png'" @style="_style">
<</if>>
<<if $worn.under_upper.accessory is 1>>
<img @class="_classAcc" @src="'img/clothes/under_upper/' + $worn.under_upper.variable + '/' + 'acc' + ($worn.under_upper.accessory_integrity_img ? '_' + _imgName : '') + '.png'" @style="_styleAcc">
<</if>>
<<if $worn.under_upper.breast_acc_img is 1>>
<img @class="_classAcc" @src="'img/clothes/under_upper/' + $worn.under_upper.variable + '/' + (Math.min(_breastSize, 5)) + '_acc.png'" @style="_styleAcc">
<</if>>
</div>
<<set _sleeveClass to {
"": _class,
"primary": _class,
"no": "",
"secondary": _classAcc
}[$worn.under_upper.sleeve_colour||""]>>
<<if _coverRight isnot undefined and $worn.under_upper.sleeve_img is 1>>
<div @class="'clothes-div layer-rightarmunderclothes' + _underUpperWetness">
<<if _coverRight is true>>
<img @class="_sleeveClass" @src="'img/clothes/under_upper/' + $worn.under_upper.variable + '/' + 'right_cover.png'" @style="_style">
<<else>>
<img @class="_sleeveClass" @src="'img/clothes/under_upper/' + $worn.under_upper.variable + '/' + 'right.png'" @style="_style">
<</if>>
</div>
<</if>>
<<if _coverLeft isnot undefined and $worn.under_upper.sleeve_img is 1>>
<div @class="'clothes-div layer-leftarmunderclothes' + _underUpperWetness">
<<if _coverLeft is true>>
<img @class="_sleeveClass" @src="'img/clothes/under_upper/' + $worn.under_upper.variable + '/' + 'left_cover.png'" @style="_style">
<<else>>
<img @class="_sleeveClass" @src="'img/clothes/under_upper/' + $worn.under_upper.variable + '/' + 'left.png'" @style="_style">
<</if>>
</div>
<</if>>
<</if>>
<</widget>>
<<widget "underlowerimg">>
<<if $worn.under_lower.name isnot "naked">>
<<baseClothingStrings "under_lower">>
<<switch $underlowerwetstage>>
<<case 1>><<set _underlowerWetness to " clothes-damp">>
<<case 2>><<set _underlowerWetness to " clothes-wet">>
<<case 3>><<set _underlowerWetness to " clothes-drenshed">>
<<default>><<set _underlowerWetness to "">>
<</switch>>
<<if $worn.under_lower.integrity lte (clothingData('under_lower',$worn.under_lower,'integrity_max') / 10) * 2>>
<<set _imgName to "tattered">>
<<elseif $worn.under_lower.integrity lte (clothingData('under_lower',$worn.under_lower,'integrity_max') / 10) * 5>>
<<set _imgName to "torn">>
<<elseif $worn.under_lower.integrity lte (clothingData('under_lower',$worn.under_lower,'integrity_max') / 10) * 9>>
<<set _imgName to "frayed">>
<<else>>
<<set _imgName to "full">>
<</if>>
<<if $worn.under_lower.mainImage isnot 0 and $worn.under_lower.high_img is 1>>
<div @class="'clothes-div layer-under_lower-high' + _underlowerWetness">
<img @class="_class" @src="'img/clothes/under_lower/' + $worn.under_lower.variable + '/' + _imgName + '.png'" @style="_style">
</div>
<</if>>
<div @class="'clothes-div layer-under_lower' + _underlowerWetness">
<<if $worn.under_lower.mainImage isnot 0 and $worn.under_lower.high_img isnot 1>>
<img @class="_class" @src="'img/clothes/under_lower/' + $worn.under_lower.variable + '/' + _imgName + '.png'" @style="_style">
<</if>>
<<if $worn.under_lower.accessory is 1>>
<img @class="_classAcc" @src="'img/clothes/under_lower/' + $worn.under_lower.variable + '/' + 'acc.png'" @style="_styleAcc">
<</if>>
</div>
<<if $worn.under_lower.penis_img is 1 and $player.penisExist>>
<div @class="'clothes-div layer-under_lower-top' + _underlowerWetness">
<img @class="_class" @src="'img/clothes/under_lower/' + $worn.under_lower.variable + '/' + 'penis.png'" @style="_style">
<<if $worn.under_lower.accessory is 1>>
<img @class="_classAcc" @src="'img/clothes/under_lower/' + $worn.under_lower.variable + '/' + 'acc_penis.png'" @style="_styleAcc">
<</if>>
</div>
<</if>>
<</if>>
<</widget>>
<<widget "lowerimg">>
<<if $worn.lower.name isnot "naked">>
<<baseClothingStrings "lower">>
<<switch $lowerwetstage>>
<<case 1>><<set _lowerWetness to " clothes-damp">>
<<case 2>><<set _lowerWetness to " clothes-wet">>
<<case 3>><<set _lowerWetness to " clothes-drenshed">>
<<default>><<set _lowerWetness to "">>
<</switch>>
<<if $worn.lower.integrity lte (clothingData('lower',$worn.lower,'integrity_max') / 10) * 2>>
<<set _imgName to "tattered">>
<<elseif $worn.lower.integrity lte (clothingData('lower',$worn.lower,'integrity_max') / 10) * 5>>
<<set _imgName to "torn">>
<<elseif $worn.lower.integrity lte (clothingData('lower',$worn.lower,'integrity_max') / 10) * 9>>
<<set _imgName to "frayed">>
<<else>>
<<set _imgName to "full">>
<</if>>
<<if $worn.lower.mainImage isnot 0 and $worn.lower.high_img is 1>>
<div @class="'clothes-div layer-lower-high' + _lowerWetness">
<img @class="_class" @src="'img/clothes/lower/' + $worn.lower.variable + '/' + _imgName + '.png'" @style="_style">
</div>
<</if>>
<div @class="'clothes-div layer-lower' + _lowerWetness">
<<if $worn.lower.mainImage isnot 0 and $worn.lower.high_img isnot 1>>
<img @class="_class" @src="'img/clothes/lower/' + $worn.lower.variable + '/' + _imgName + '.png'" @style="_style">
<</if>>
<<if $worn.lower.accessory is 1>>
<img @class="_classAcc" @src="'img/clothes/lower/' + $worn.lower.variable + '/' + 'acc' + ($worn.lower.accessory_integrity_img ? '_' + _imgName : '') + '.png'" @style="_styleAcc">
<</if>>
</div>
<<if $worn.lower.back_img is 1>>
<div @class="'clothes-div layer-back-lower' + _lowerWetness">
<img @class="$worn.lower.back_img_colour is 'secondary' ? _classAcc : _class" @src="'img/clothes/lower/' + $worn.lower.variable + '/' + 'back.png'" @style="_style">
</div>
<</if>>
<</if>>
<</widget>>
<<widget "overlowerimg">>
<<if $worn.over_lower.name isnot "naked">>
<<baseClothingStrings "over_lower">>
<<if $worn.over_lower.integrity lte (clothingData('over_lower',$worn.over_lower,'integrity_max') / 10) * 2>>
<<set _imgName to "tattered">>
<<elseif $worn.over_lower.integrity lte (clothingData('over_lower',$worn.over_lower,'integrity_max') / 10) * 5>>
<<set _imgName to "torn">>
<<elseif $worn.over_lower.integrity lte (clothingData('over_lower',$worn.over_lower,'integrity_max') / 10) * 9>>
<<set _imgName to "frayed">>
<<else>>
<<set _imgName to "full">>
<</if>>
<div class="layer-over_lower">
<<if $worn.over_lower.mainImage isnot 0>>
<img @class="_class" @src="'img/clothes/over_lower/' + $worn.over_lower.variable + '/' + _imgName + '.png'" @style="_style">
<</if>>
<<if $worn.over_lower.accessory is 1>>
<img @class="_classAcc" @src="'img/clothes/over_lower/' + $worn.over_lower.variable + '/' + 'acc.png'" @style="_styleAcc">
<</if>>
</div>
<<if $worn.over_lower.back_img is 1>>
<div class="layer-back-lower">
<img @class="$worn.over_lower.back_img_colour is 'secondary' ? _classAcc : _class" @src="'img/clothes/over_lower/' + $worn.over_lower.variable + '/' + 'back.png'" @style="_style">
</div>
<</if>>
<</if>>
<</widget>>
<<widget "genitalsimg">>
<<if $worn.genitals.name isnot "naked">>
<<set _genitalsColour = ($worn.genitals.colour ? " clothes-"+$worn.genitals.colour.replace(/ /g, '-') : "")>>
<div class="layer-genitals">
<<if $worn.genitals.mainImage isnot 0 and !setup.clothes.genitals[clothesIndex('genitals',$worn.genitals)].hideUnderLower.includes($worn.under_lower.name)>>
<<if $worn.genitals.name is "chastity cage" and $parasite.penis.name is "urchin">>
<<if $worn.genitals.integrity lte (clothingData('genitals',$worn.genitals,'integrity_max') / 10) * 2>>
<img @class="'anim-idle-2f' + _genitalsColour" @src="'img/clothes/genitals/' + $worn.genitals.variable + '/' + 'tattered_urchin.png'" @style="$worn.genitals.colourCustom">
<<elseif $worn.genitals.integrity lte (clothingData('genitals',$worn.genitals,'integrity_max') / 10) * 5>>
<img @class="'anim-idle-2f' + _genitalsColour" @src="'img/clothes/genitals/' + $worn.genitals.variable + '/' + 'torn_urchin.png'" @style="$worn.genitals.colourCustom">
<<elseif $worn.genitals.integrity lte (clothingData('genitals',$worn.genitals,'integrity_max') / 10) * 9>>
<img @class="'anim-idle-2f' + _genitalsColour" @src="'img/clothes/genitals/' + $worn.genitals.variable + '/' + 'frayed_urchin.png'" @style="$worn.genitals.colourCustom">
<<else>>
<img @class="'anim-idle-2f' + _genitalsColour" @src="'img/clothes/genitals/' + $worn.genitals.variable + '/' + 'full_urchin.png'" @style="$worn.genitals.colourCustom">
<</if>>
<<elseif $worn.genitals.name is "chastity cage" and $parasite.penis.name is "slime">>
<<if $worn.genitals.integrity lte (clothingData('genitals',$worn.genitals,'integrity_max') / 10) * 2>>
<img @class="'anim-idle-2f' + _genitalsColour" @src="'img/clothes/genitals/' + $worn.genitals.variable + '/' + 'tattered_slime.png'" @style="$worn.genitals.colourCustom">
<<elseif $worn.genitals.integrity lte (clothingData('genitals',$worn.genitals,'integrity_max') / 10) * 5>>
<img @class="'anim-idle-2f' + _genitalsColour" @src="'img/clothes/genitals/' + $worn.genitals.variable + '/' + 'torn_slime.png'" @style="$worn.genitals.colourCustom">
<<elseif $worn.genitals.integrity lte (clothingData('genitals',$worn.genitals,'integrity_max') / 10) * 9>>
<img @class="'anim-idle-2f' + _genitalsColour" @src="'img/clothes/genitals/' + $worn.genitals.variable + '/' + 'frayed_slime.png'" @style="$worn.genitals.colourCustom">
<<else>>
<img @class="'anim-idle-2f' + _genitalsColour" @src="'img/clothes/genitals/' + $worn.genitals.variable + '/' + 'full_slime.png'" @style="$worn.genitals.colourCustom">
<</if>>
<<else>>
<<if $worn.genitals.integrity lte (clothingData('genitals',$worn.genitals,'integrity_max') / 10) * 2>>
<img @class="'anim-idle-2f' + _genitalsColour" @src="'img/clothes/genitals/' + $worn.genitals.variable + '/' + 'tattered.png'" @style="$worn.genitals.colourCustom">
<<elseif $worn.genitals.integrity lte (clothingData('genitals',$worn.genitals,'integrity_max') / 10) * 5>>
<img @class="'anim-idle-2f' + _genitalsColour" @src="'img/clothes/genitals/' + $worn.genitals.variable + '/' + 'torn.png'" @style="$worn.genitals.colourCustom">
<<elseif $worn.genitals.integrity lte (clothingData('genitals',$worn.genitals,'integrity_max') / 10) * 9>>
<img @class="'anim-idle-2f' + _genitalsColour" @src="'img/clothes/genitals/' + $worn.genitals.variable + '/' + 'frayed.png'" @style="$worn.genitals.colourCustom">
<<else>>
<img @class="'anim-idle-2f' + _genitalsColour" @src="'img/clothes/genitals/' + $worn.genitals.variable + '/' + 'full.png'" @style="$worn.genitals.colourCustom">
<</if>>
<</if>>
<</if>>
</div>
<</if>>
<</widget>>
<<widget "upperimg">>
<<if $worn.upper.name isnot "naked">>
<<baseClothingStrings "upper">>
<<switch $upperwetstage>>
<<case 1>><<set _upperWetness to " clothes-damp">>
<<case 2>><<set _upperWetness to " clothes-wet">>
<<case 3>><<set _upperWetness to " clothes-drenshed">>
<<default>><<set _upperWetness to "">>
<</switch>>
<<set _tucked = $upperTucked and !setup.clothes.upper[clothesIndex('upper', $worn.upper)].notuck and $worn.upper.outfitPrimary is undefined ? " tucked" : "">>
<<set $_hoodDown to $worn.upper.hoodposition is "down" ? "_down" : "">>
<<set $_altPosition to $worn.upper.altposition is "alt" ? "_alt" : "">>
<div @class="'clothes-div layer-upper' + _tucked + _upperWetness">
<<if $worn.upper.mainImage isnot 0>>
<<if $worn.upper.integrity lte (clothingData('upper',$worn.upper,'integrity_max') / 10) * 2>>
<<set _imgName to "tattered">>
<<elseif $worn.upper.integrity lte (clothingData('upper',$worn.upper,'integrity_max') / 10) * 5>>
<<set _imgName to "torn">>
<<elseif $worn.upper.integrity lte (clothingData('upper',$worn.upper,'integrity_max') / 10) * 9>>
<<set _imgName to "frayed">>
<<else>>
<<set _imgName to "full">>
<</if>>
<img @class="_class" @src="'img/clothes/upper/' + $worn.upper.variable + '/' + _imgName + $_hoodDown + $_altPosition + '.png'" @style="_style">
<</if>>
<<if setup.clothes.upper[clothesIndex('upper', $worn.upper)].breast_img is 1>>
<img @class="_class" @src="'img/clothes/upper/' + $worn.upper.variable + '/' + (Math.min(_breastSize, 5)) + $_altPosition + '.png'" @style="_style">
<</if>>
<<if $worn.upper.accessory is 1>>
<img @class="_classAcc" @src="'img/clothes/upper/' + $worn.upper.variable + '/' + 'acc' + ($worn.upper.accessory_integrity_img ? '_' + _imgName : '') + $_hoodDown + $_altPosition + '.png'" @style="_styleAcc">
<</if>>
<<if $worn.upper.breast_acc_img is 1>>
<img @class="_classAcc" @src="'img/clothes/upper/' + $worn.upper.variable + '/' + (Math.min(_breastSize, 5)) + '_acc.png'" @style="_styleAcc">
<</if>>
</div>
<<set _sleeveClass to {
"": _class,
"primary": _class,
"no": "",
"secondary": _classAcc
}[$worn.upper.sleeve_colour||""]>>
<<set _altPosition to setup.clothes.upper[clothesIndex('upper', $worn.upper)].altposition is 'alt' ? '_alt' : '' >>
<<set _sleeveState to setup.clothes.upper[clothesIndex('upper', $worn.upper)].altsleeve is 'alt' ? '_rolled.png' : '.png'>>
<<if _coverRight isnot undefined and setup.clothes.upper[clothesIndex('upper', $worn.upper)].sleeve_img is 1>>
<div @class="'clothes-div layer-rightarmclothes' + _upperWetness">
<<if _coverRight is true>>
<img @class="_sleeveClass" @src="'img/clothes/upper/' + $worn.upper.variable + '/' + 'right_cover' + _altPosition + _sleeveState" @style="_style">
<<else>>
<img @class="_sleeveClass" @src="'img/clothes/upper/' + $worn.upper.variable + '/' + 'right' + _altPosition + _sleeveState" @style="_style">
<</if>>
</div>
<</if>>
<<if _coverLeft isnot undefined and setup.clothes.upper[clothesIndex('upper', $worn.upper)].sleeve_img is 1>>
<div @class="'clothes-div layer-leftarmclothes' + _upperWetness">
<<if _coverLeft is true>>
<img @class="_sleeveClass" @src="'img/clothes/upper/' + $worn.upper.variable + '/' + 'left_cover' + _altPosition + _sleeveState" @style="_style">
<<else>>
<img @class="_sleeveClass" @src="'img/clothes/upper/' + $worn.upper.variable + '/' + 'left' + _altPosition + _sleeveState" @style="_style">
<</if>>
</div>
<</if>>
<</if>>
<</widget>>
<<widget "overupperimg">>
<<if $worn.over_upper.name isnot "naked">>
<<baseClothingStrings "over_upper">>
<<if $worn.over_upper.integrity lte (clothingData('over_upper',$worn.over_upper,'integrity_max') / 10) * 2>>
<<set _imgName to "tattered">>
<<elseif $worn.over_upper.integrity lte (clothingData('over_upper',$worn.over_upper,'integrity_max') / 10) * 5>>
<<set _imgName to "torn">>
<<elseif $worn.over_upper.integrity lte (clothingData('over_upper',$worn.over_upper,'integrity_max') / 10) * 9>>
<<set _imgName to "frayed">>
<<else>>
<<set _imgName to "full">>
<</if>>
<div class="layer-over_upper">
<<if $worn.over_upper.mainImage isnot 0>>
<img @class="_class" @src="'img/clothes/over_upper/' + $worn.over_upper.variable + '/' + _imgName + '.png'" @style="_style">
<</if>>
<<if setup.clothes.over_upper[clothesIndex('over_upper', $worn.over_upper)].breast_img is 1>>
<img @class="_class" @src="'img/clothes/over_upper/' + $worn.over_upper.variable + '/' + (Math.min(_breastSize, 5)) + '.png'" @style="_style">
<</if>>
<<if $worn.over_upper.accessory is 1>>
<img @class="_classAcc" @src="'img/clothes/over_upper/' + $worn.over_upper.variable + '/' + 'acc.png'" @style="_styleAcc">
<</if>>
</div>
<<set _sleeveClass to {
"": _class,
"primary": _class,
"no": "",
"secondary": _classAcc
}[$worn.over_upper.sleeve_colour||""]>>
<<if _coverRight isnot undefined and setup.clothes.over_upper[clothesIndex('over_upper', $worn.over_upper)].sleeve_img is 1>>
<div class="layer-rightarmoverclothes">
<<if _coverRight is true>>
<img @class="_sleeveClass" @src="'img/clothes/over_upper/' + $worn.over_upper.variable + '/' + 'right_cover.png'" @style="_style">
<<else>>
<img @class="_sleeveClass" @src="'img/clothes/over_upper/' + $worn.over_upper.variable + '/' + 'right.png'" @style="_style">
<</if>>
</div>
<</if>>
<<if _coverLeft isnot undefined and setup.clothes.over_upper[clothesIndex('over_upper', $worn.over_upper)].sleeve_img is 1>>
<div class="layer-leftarmoverclothes">
<<if _coverLeft is true>>
<img @class="_sleeveClass" @src="'img/clothes/over_upper/' + $worn.over_upper.variable + '/' + 'left_cover.png'" @style="_style">
<<else>>
<img @class="_sleeveClass" @src="'img/clothes/over_upper/' + $worn.over_upper.variable + '/' + 'left.png'" @style="_style">
<</if>>
</div>
<</if>>
<</if>>
<</widget>>
<<widget "imgOpacity">>
<<if _underUpperOpacity is undefined>>
<<set _opacity to 1>>
<<if !$worn.under_upper.type.includes("swim")>>
<<if $underupperwetstage gte 3>>
<<set _opacity = Math.clamp(_opacity - 0.5, 0, 1)>>
<<elseif $underupperwetstage gte 2>>
<<set _opacity = Math.clamp(_opacity - 0.25, 0, 1)>>
<</if>>
<</if>>
<<set _underUpperOpacity to " opacity("+_opacity+")">>
<</if>>
<<if _underLowerOpacity is undefined>>
<<set _opacity to 1>>
<<if !$worn.under_lower.type.includes("swim")>>
<<if $underlowerwetstage gte 3>>
<<set _opacity = Math.clamp(_opacity - 0.5, 0, 1)>>
<<elseif $underlowerwetstage gte 2>>
<<set _opacity = Math.clamp(_opacity - 0.25, 0, 1)>>
<</if>>
<</if>>
<<set _underLowerOpacity to " opacity("+_opacity+")">>
<</if>>
<<if _lowerOpacity is undefined>>
<<set _opacity to 1>>
<<if !$worn.lower.type.includes("swim")>>
<<if $lowerwetstage gte 3>>
<<set _opacity = Math.clamp(_opacity - 0.5, 0, 1)>>
<<elseif $lowerwetstage gte 2>>
<<set _opacity = Math.clamp(_opacity - 0.25, 0, 1)>>
<</if>>
<</if>>
<<set _lowerOpacity to " opacity("+_opacity+")">>
<</if>>
<<if _upperOpacity is undefined>>
<<set _opacity to 1>>
<<if !$worn.upper.type.includes("swim")>>
<<if $upperwetstage gte 3>>
<<set _opacity = Math.clamp(_opacity - 0.5, 0, 1)>>
<<elseif $upperwetstage gte 2>>
<<set _opacity = Math.clamp(_opacity - 0.25, 0, 1)>>
<</if>>
<</if>>
<<set _upperOpacity to " opacity("+_opacity+")">>
<</if>>
<</widget>>
<<widget "player-base-body">>
<div id="img">
<<canvas-player-base-body>>
</div>
<</widget>><<widget "clothing_data">>
<<set setup.clothes to {}>>
<<set setup.moddedClothes to {}>>
<<run initOverUpper()>>
<<run initOverLower()>>
<<run initUpper()>>
<<run initLower()>>
<<run initUnderUpper()>>
<<run initUnderLower()>>
<<run initGenitals()>>
<<run initOverHead()>>
<<run initHead()>>
<<run initFace()>>
<<run initNeck()>>
<<run initHands()>>
<<run initHandheld()>>
<<run initLegs()>>
<<run initFeet()>>
<<set _allClothes to []>>
<<run allClothesSetup()>>
<<set setup.clothes_all_slots to ["over_upper", "over_lower", "upper", "lower", "under_upper", "under_lower","over_head", "head", "face", "neck", "hands", "handheld", "legs", "feet", "genitals"]>>
<!-- Throw an error if any clothing item has an index which is not correct for its position in its array. -->
<<run Object.keys(setup.clothes).forEach(slot => {
if(slot === 'all') return false;
setup.clothes[slot].forEach((item, i) => {
if (item.index !== i) throw new Error("The index of "+item.name+" should be "+i+", not "+item.index)
})
})>>
<!-- Find all unique traits (types) clothes can have -->
<<set setup.clothingTraits = [...new Set(Object.keys(setup.clothes).flatMap(x => setup.clothes[x]).flatMap(x => x.type))]>>
<<init_npc_clothes>>
<</widget>>
<<widget "clothing_arrays">>
<<script>>
V.clothes = {};
V.store = {};
V.wardrobe = { space: 20};
V.outfitTmp = {};
V.carried = {};
V.worn = {};
const worn = {};
for (let slot of setup.clothes_all_slots) {
V.store[slot] = [];
V.wardrobe[slot] = [];
V.carried[slot] = clone(setup.clothes[slot][0]);
V.worn[slot] = clone(setup.clothes[slot][0]);
/* create a proxy that will forward the calls to V.worn[slot], but also pull extra properties from setup.clothes if necessary.
writing to C.worn.slot.property will only affect V.worn.slot.property.
please, AVOID calling C.worn.slot without properties!! */
worn[slot] = new Proxy (
{ /* direct proxy to V.worn is impossible due to the latter getting re-created every passage, so we use empty object instead */ }, {
get(nil, prop) { return prop in V.worn[slot]
? V.worn[slot][prop]
: setup.clothes[slot][clothesIndex(slot, V.worn[slot])][prop];
},
set(nil, prop, val) { return V.worn[slot][prop] = val },
}
);
};
/* freeze worn to prevent proxies from being overwritten */
Object.freeze(worn);
C.worn = worn;
V.outfit = [{ index: 0, name: "Pyjamas", over_upper: "naked", over_lower: "naked", upper: "pyjama shirt", lower: "pyjama bottoms", under_upper: "naked", under_lower: "naked", over_head: "naked", head: "naked", face: "naked", neck: "naked", hands: "naked", handheld: "naked", legs: "naked", feet: "naked", type: ["sleep"], colors: false }];
<</script>>
<<wardrobesUpdate>>
<</widget>>
<<widget "clothinginit">>
<<clothing_arrays>>
<<set $upperoff to 0>>
<<set $loweroff to 0>>
<<set $underloweroff to 0>>
<<set $underupperoff to 0>>
<<set $upperwet to 0>>
<<set $lowerwet to 0>>
<<set $underlowerwet to 0>>
<<set $underupperwet to 0>>
<<set $upperwetstage to 0>>
<<set $lowerwetstage to 0>>
<<set $underupperwetstage to 0>>
<<set $underlowerwetstage to 0>>
<<set $waterwash to 0>>
<<set $wear_over_upper to "none">>
<<set $wear_over_lower to "none">>
<<set $wear_upper to "none">>
<<set $wear_lower to "none">>
<<set $wear_under_upper to "none">>
<<set $wear_under_lower to "none">>
<<set $wear_over_head to "none">>
<<set $wear_head to "none">>
<<set $wear_face to "none">>
<<set $wear_neck to "none">>
<<set $wear_hands to "none">>
<<set $wear_handheld to "none">>
<<set $wear_legs to "none">>
<<set $wear_feet to "none">>
<<set $wear_genitals to "none">>
<<set $wear_outfit to "none">>
<</widget>>
<<widget "givestartclothing">>
<<set $worn.over_upper to clone(setup.clothes.over_upper[0])>>
<<set $worn.over_lower to clone(setup.clothes.over_lower[0])>>
<<set $worn.upper to clone(setup.clothes.upper[0])>>
<<set $worn.lower to clone(setup.clothes.lower[0])>>
<<set $worn.under_upper to clone(setup.clothes.under_upper[0])>>
<<set $worn.under_lower to clone(setup.clothes.under_lower[0])>>
<<set $worn.over_head to clone(setup.clothes.over_head[0])>>
<<set $worn.head to clone(setup.clothes.head[0])>>
<<set $worn.face to clone(setup.clothes.face[0])>>
<<set $worn.neck to clone(setup.clothes.neck[0])>>
<<set $worn.hands to clone(setup.clothes.hands[0])>>
<<set $worn.handheld to clone(setup.clothes.handheld[0])>>
<<set $worn.legs to clone(setup.clothes.legs[0])>>
<<set $worn.feet to clone(setup.clothes.feet[0])>>
<<if ($player.gender is "f" and $background.crossdresser is false) or
($player.gender is "m" and $background.crossdresser is true) or
($player.gender is "h" and
(
(($player.gender_body is "m" or ($player.gender_body is "a" and $player.breastsize lte 3)) and $background.crossdresser is true) or
(($player.gender_body is "f" or ($player.gender_body is "a" and $player.breastsize gt 3)) and $background.crossdresser is false)
)
)>>
<<set $outfit.push(
{index: $outfit.length,
name: "Everyday",
over_upper: "naked",
over_lower: "naked",
upper: "sundress",
lower: "sundress skirt",
under_upper: "naked",
under_lower: "plain panties",
over_head: "naked",
head: "naked",
face: "naked",
neck: "naked",
handheld: "naked",
hands: "naked",
legs: "girl's gym socks",
feet: "school shoes",
type: ["normal"],
colors: false
},
{index: $outfit.length,
name: "School",
over_upper: "naked",
over_lower: "naked",
upper: "school shirt",
lower: "school skirt",
under_upper: "naked",
under_lower: "plain panties",
over_head: "naked",
head: "hairpin",
face: "naked",
neck: "naked",
handheld: "backpack",
hands: "naked",
legs: "girl's gym socks",
feet: "school shoes",
type: ["school"],
colors: false
},
{index: $outfit.length,
name: "Swimwear",
over_upper: "naked",
over_lower: "naked",
upper: "naked",
lower: "naked",
under_upper: "school swimsuit",
under_lower: "school swimsuit bottom",
over_head: "naked",
head: "naked",
face: "naked",
neck: "naked",
handheld: "naked",
hands: "naked",
legs: "naked",
feet: "naked",
type: ["swim"],
colors: false
}
)>>
<<set $worn.upper to clone(setup.clothes.upper[1])>>
<<set $worn.upper.colour to "white">>
<<set $worn.lower to clone(setup.clothes.lower[1])>>
<<set $worn.lower.colour to "white">>
<<set $worn.under_lower to clone(setup.clothes.under_lower[1])>>
<<set $worn.under_lower.colour to "pale white">>
<<set $worn.legs to clone(setup.clothes.legs[3])>>
<<set $worn.head = clone(setup.clothes.head[1])>>
<<set $worn.feet = clone(setup.clothes.feet[1])>>
<<if $player.breastsize lte 3>>
<<set $wardrobe.under_upper.push(clone(setup.clothes.under_upper[12]))>>
<<set $wardrobe.under_upper.last().colour to "pale white">>
<<else>>
<<set $worn.under_upper = clone(setup.clothes.under_upper[12])>>
<<set $worn.under_upper.colour to "pale white">>
<<set $outfit[1].under_upper = "plain bra">>
<<set $outfit[2].under_upper = "plain bra">>
<</if>>
<<set $wardrobe.upper.push(clone(setup.clothes.upper[5]))>>
<<set $wardrobe.upper.last().colour to "white">>
<<set $wardrobe.upper.last().accessory_colour to "light blue">>
<<set $wardrobe.lower.push(clone(setup.clothes.lower[7]))>>
<<set $wardrobe.lower.last().colour to "black">>
<<set $wardrobe.upper.push(clone(setup.clothes.upper[2]))>>
<<set $wardrobe.upper.last().colour to "blue">>
<<set $wardrobe.lower.push(clone(setup.clothes.lower[2]))>>
<<set $wardrobe.lower.last().colour to "blue">>
<<set $wardrobe.under_upper.push(clone(setup.clothes.under_upper[2]))>>
<<set $wardrobe.under_upper.last().colour to "blue">>
<<set $wardrobe.under_lower.push(clone(setup.clothes.under_lower[6]))>>
<<set $wardrobe.under_lower.last().colour to "blue">>
<<set $wardrobe.handheld.push(clone(setup.clothes.handheld[8]))>>
<<set $wardrobe.handheld.last().colour to "purple">>
<<else>>
<<set $outfit.push(
{index: $outfit.length,
name: "Everyday",
over_upper: "naked",
over_lower: "naked",
upper: "t-shirt",
lower: "shorts",
under_upper: "naked",
under_lower: "briefs",
over_head: "naked",
head: "naked",
face: "naked",
neck: "naked",
handheld: "naked",
hands: "naked",
legs: "boy's gym socks",
feet: "school shoes",
type: ["normal"],
colors: false
},
{index: $outfit.length,
name: "School",
over_upper: "naked",
over_lower: "naked",
upper: "school shirt",
lower: "school shorts",
under_upper: "naked",
under_lower: "briefs",
over_head: "naked",
head: "naked",
face: "naked",
neck: "naked",
handheld: "backpack",
hands: "naked",
legs: "boy's gym socks",
feet: "school shoes",
type: ["school"],
colors: false
},
{index: $outfit.length,
name: "Swimwear",
over_upper: "naked",
over_lower: "naked",
upper: "naked",
lower: "naked",
under_upper: "naked",
under_lower: "school swim shorts",
over_head: "naked",
head: "naked",
face: "naked",
neck: "naked",
handheld: "naked",
hands: "naked",
legs: "naked",
feet: "naked",
type: ["swim"],
colors: false
}
)>>
<<set $worn.upper to clone(setup.clothes.upper[4])>>
<<set $worn.upper.colour to "tangerine">>
<<set $worn.lower to clone(setup.clothes.lower[5])>>
<<set $worn.lower.colour to "blue">>
<<set $worn.under_lower to clone(setup.clothes.under_lower[4])>>
<<set $worn.under_lower.colour to "black">>
<<set $worn.legs to clone(setup.clothes.legs[2])>>
<<set $worn.feet = clone(setup.clothes.feet[1])>>
<<set $wardrobe.upper.push(clone(setup.clothes.upper[5]))>>
<<set $wardrobe.upper.last().colour to "white">>
<<set $wardrobe.upper.last().accessory_colour to "light blue">>
<<set $wardrobe.lower.push(clone(setup.clothes.lower[6]))>>
<<set $wardrobe.lower.last().colour to "black">>
<<set $wardrobe.upper.push(clone(setup.clothes.upper[2]))>>
<<set $wardrobe.upper.last().colour to "blue">>
<<set $wardrobe.lower.push(clone(setup.clothes.lower[2]))>>
<<set $wardrobe.lower.last().colour to "blue">>
<<set $wardrobe.under_lower.push(clone(setup.clothes.under_lower[7]))>>
<<set $wardrobe.under_lower.last().colour to "blue">>
<<set $wardrobe.under_lower.last().accessory_colour to "white">>
<<set $wardrobe.head.push(clone(setup.clothes.head[1]))>>
<<set $wardrobe.handheld.push(clone(setup.clothes.handheld[8]))>>
<<set $wardrobe.handheld.last().colour to "blue">>
<</if>>
<!-- strip the unneeded vars from starting clothes -->
<<run clothesDataTrimmerLoop()>>
<</widget>>
<<widget "init_npc_clothes">>
<<set _npcClothesItems to {
"upper": {
"shirt": {name:"shirt", integrity_max:100, word:"a", action:"lift"},
"naked": {name:"naked", integrity_max:100, word:"n", action:"none"},
"school shirt": {name:"school shirt", integrity_max:100, word:"a", action:"unbutton"},
"school blouse": {name:"school blouse", integrity_max:100, word:"a", action:"unbutton"},
"dress shirt": {name:"dress shirt", integrity_max:100, word:"a", action:"unbutton"},
"school blazer": {name:"school blazer", integrity_max:100, word:"a", action:"pull"},
"teacher's uniform": {name:"teacher's uniform", integrity_max:100, word:"a", action:"unbutton"},
"swim shirt": {name:"swim shirt", integrity_max:100, word:"a", action:"lift"},
"school swimsuit top": {name:"school swimsuit top", integrity_max:100, word:"a", action:"pull"},
"bikini top": {name:"bikini top", integrity_max:100, word:"a", action:"pull"},
"microkini top": {name:"microkini top", integrity_max:100, word:"a", action:"pull"},
"diving suit": {name:"diving suit", integrity_max:100, word:"a", action:"unzip"},
"sailor shirt": {name:"sailor shirt", integrity_max:100, word:"a", action:"unbutton"},
"hi-vis jacket": {name:"hi-vis jacket", integrity_max:100, word:"a", action:"unzip"},
"denim shirt": {name:"denim shirt", integrity_max:100, word:"a", action:"unbutton"},
"hoodie": {name:"hoodie", integrity_max:100, word:"a", action:"lift"},
"vest": {name:"vest", integrity_max:100, word:"a", action:"lift"},
"police shirt": {name:"police shirt", integrity_max:100, word:"a", action:"unbutton"},
"uniform shirt": {name:"uniform shirt", integrity_max:100, word:"a", action:"unbutton"},
"monk robe top": {name:"monk robe top", integrity_max:100, word:"a", action:"open"},
"nun robe top": {name:"nun robe top", integrity_max:100, word:"a", action:"open"},
"robe top": {name:"robe top", integrity_max:100, word:"a", action:"open"},
"black robe top": {name:"black robe top", integrity_max:100, word:"a", action:"open"},
"jumpsuit shirt": {name:"jumpsuit shirt", integrity_max:100, word:"a", action:"unzip"},
"tuxedo shirt": {name:"tuxedo shirt", integrity_max:100, word:"a", action:"unbutton"},
"evening gown top": {name:"evening gown top", integrity_max:100, word:"a", action:"pull"},
"ballgown top": {name:"ballgown top", integrity_max:100, word:"a", action:"pull"},
"gothic jacket and vest": {name:"gothic jacket and vest", integrity_max:100, word:"a", action:"unbutton"},
"gothic gown top": {name:"gothic gown top", integrity_max:100, word:"a", action:"pull"},
"business suit top": {name:"business suit top", integrity_max:100, word:"a", action:"unbutton"},
"t-shirt": {name:"t-shirt", integrity_max:100, word:"a", action:"lift"},
"sundress top": {name:"sundress top", integrity_max:100, word:"a", action:"pull"},
"tracksuit top": {name:"tracksuit top", integrity_max:100, word:"a", action:"unzip"},
"peacoat": {name:"peacoat", integrity_max:100, word:"a", action:"unbutton"},
"turtleneck": {name:"turtleneck", integrity_max:100, word:"a", action:"lift"},
"collared shirt": {name:"collared shirt", integrity_max:100, word:"a", action:"unbutton"},
"blazer": {name:"blazer", integrity_max:100, word:"a", action:"lift"},
"sports jersey": {name:"sports jersey", integrity_max:100, word:"a", action:"lift"},
"sweater vest": {name:"sweater vest", integrity_max:100, word:"a", action:"lift"},
"v neck": {name:"v neck", integrity_max:100, word:"a", action:"lift"},
"tank top": {name:"tank top", integrity_max:100, word:"a", action:"pull"},
"blouse": {name:"blouse", integrity_max:100, word:"a", action:"lift"},
"crop top": {name:"crop top", integrity_max:100, word:"a", action:"pull"},
"tank top": {name:"tank top", integrity_max:100, word:"a", action:"pull"},
"bra": {name:"bra", integrity_max:100, word:"a", action:"undo"},
"puffer jacket": {name:"puffer jacket", integrity_max:100, word:"a", action:"unzip"},
"trenchcoat": {name:"trenchcoat", integrity_max:100, word:"a", action:"open"},
"coat": {name:"coat", integrity_max:100, word:"a", action:"open"},
"hoodie": {name:"hoodie", integrity_max:100, word:"a", action:"lift"},
"sweater": {name:"sweater", integrity_max:100, word:"a", action:"lift"},
"rain coat": {name:"rain coat", integrity_max:100, word:"a", action:"unzip"},
"flannel": {name:"flannel", integrity_max:100, word:"a", action:"unbutton"},
"woolen jumper": {name:"woolen jumper", integrity_max:100, word:"a", action:"lift"},
"fleece jumper": {name:"fleece jumper", integrity_max:100, word:"a", action:"lift"},
"jacket": {name:"jacket", integrity_max:100, word:"a", action:"unzip"},
"camo jacket": {name:"camo jacket", integrity_max:100, word:"a", action:"unzip"},
"trench coat": {name:"trench coat", integrity_max:100, word:"a", action:"open"},
"leather vest": {name:"leather vest", integrity_max:100, word:"a", action:"open"},
"leather harness": {name:"leather harness", integrity_max:100, word:"a", action:"open"},
"bathrobe": {name:"bathrobe", integrity_max:100, word:"a", action:"open"},
"lab coat": {name:"lab coat", integrity_max:100, word:"a", action:"unbutton"},
"security vest": {name:"security vest", integrity_max:100, word:"a", action:"unbutton"},
"doctor's coat": {name:"doctor's coat", integrity_max:100, word:"a", action:"unbutton"},
"nurse's coat": {name:"nurse's coat", integrity_max:100, word:"a", action:"unbutton"},
"patient gown": {name:"patient gown", integrity_max:100, word:"a", action:"pull"},
"jumpsuit top": {name:"jumpsuit top", integrity_max:100, word:"a", action:"unzip"},
"coverall top": {name:"coverall top", integrity_max:100, word:"a", action:"unzip"},
"dance shirt": {name:"dance shirt", integrity_max:100, word:"a", action:"pull"},
"shirtless suit": {name:"shirtless suit", integrity_max:100, word:"a", action:"open"},
"low-neck dress": {name:"low-neck dress", integrity_max:100, word:"a", action:"pull"},
"riding top": {name:"riding top", integrity_max:100, word:"a", action:"unbutton"},
"shadbelly coat": {name:"shadbelly coat", integrity_max:100, word:"a", action:"unbutton"},
"ramshackle hunting coat": {name:"ramshackle hunting coat", integrity_max:100, word:"a", action:"unbutton"},
"ruined suit": {name:"ruined suit", integrity_max:100, word:"a", action:"open"},
"grey sweater": {name:"grey sweater", integrity_max:100, word:"a", action:"lift"},
"grey cardigan": {name:"grey cardigan", integrity_max:100, word:"a", action:"open"},
"leather jacket": {name:"leather jacket", integrity_max:100, word:"a", action:"open"},
"jacaranda vest": {name:"jacaranda vest", integrity_max:100, word:"a", action:"pull"},
"blossoming growths": {name:"blossoming growths", integrity_max:100, word:"n", action:"pull"},
"leaf shirt": {name:"leaf shirt", integrity_max:100, word:"a", action:"pull"},
"leaf corset": {name:"leaf corset", integrity_max:100, word:"a", action:"pull"},
"pine top": {name:"pine top", integrity_max:100, word:"a", action:"pull"},
"plant top": {name:"plant top", integrity_max:100, word:"a", action:"pull"},
"sundress": {name:"sundress", integrity_max:100, word:"a", action:"lift"},
"tuxedo": {name:"tuxedo", integrity_max:100, word:"a", action:"unbutton"},
"gothic gown": {name:"gothic gown", integrity_max:100, word:"a", action:"pull"},
"kimono": {name:"kimono", integrity_max:100, word:"a", action:"pull"},
"christmas top": {name:"christmas top", integrity_max:100, word:"a", action:"pull"},
"ribbons": {name:"ribbons", integrity_max:100, word:"n", action:"unwrap"},
"pyjama shirt": {name:"pyjama shirt", integrity_max:100, word:"a", action:"lift"},
"ghost sheet": {name:"ghost sheet", integrity_max:100, word:"a", action:"lift"},
"vampire jacket": {name:"vampire jacket", integrity_max:100, word:"a", action:"open"},
"witch dress": {name:"witch dress", integrity_max:100, word:"a", action:"pull"},
"flowing robe": {name:"flowing robe", integrity_max:100, word:"a", action:"lift"}
},
"lower": {
"naked": {name:"naked", integrity_max:100, word:"n", action:"none"},
"trousers": {name:"trousers", integrity_max:100, word:"n", action:"pull"},
"skirt": {name:"skirt", integrity_max:100, word:"a", action:"lift"},
"school shorts": {name:"school shorts", integrity_max:100, word:"n", action:"pull"},
"school skirt": {name:"school skirt", integrity_max:100, word:"a", action:"lift"},
"short school skirt": {name:"short school skirt", integrity_max:100, word:"a", action:"lift"},
"school trousers": {name:"school trousers", integrity_max:100, word:"n", action:"pull"},
"long school skirt": {name:"long school skirt", integrity_max:100, word:"a", action:"lift"},
"teacher's slacks": {name:"teacher's slacks", integrity_max:100, word:"n", action:"unzip"},
"school swim shorts": {name:"school swim shorts", integrity_max:100, word:"n", action:"pull"},
"school swimsuit bottoms": {name:"school swimsuit bottoms", integrity_max:100, word:"n", action:"aside"},
"swim shorts": {name:"swim shorts", integrity_max:100, word:"n", action:"pull"},
"board shorts": {name:"board shorts", integrity_max:100, word:"n", action:"pull"},
"bikini bottoms": {name:"bikini bottoms", integrity_max:100, word:"n", action:"pull"},
"microkini bottoms": {name:"microkini bottoms", integrity_max:100, word:"n", action:"pull"},
"diving suit bottoms": {name:"diving suit bottoms", integrity_max:100, word:"n", action:"unzip"},
"sailor trousers": {name:"sailor trousers", integrity_max:100, word:"n", action:"unzip"},
"cargo trousers": {name:"cargo trousers", integrity_max:100, word:"n", action:"pull"},
"police trousers": {name:"police trousers", integrity_max:100, word:"n", action:"unzip"},
"police skirt": {name:"police skirt", integrity_max:100, word:"a", action:"lift"},
"uniform trousers": {name:"uniform trousers", integrity_max:100, word:"n", action:"unzip"},
"monk robes": {name:"monk robes", integrity_max:100, word:"n", action:"aside"},
"nun robe skirt": {name:"nun robe skirt", integrity_max:100, word:"a", action:"lift"},
"robes": {name:"robes", integrity_max:100, word:"n", action:"aside"},
"black robes": {name:"black robes", integrity_max:100, word:"n", action:"aside"},
"jumpsuit bottoms": {name:"jumpsuit bottoms", integrity_max:100, word:"n", action:"unzip"},
"tuxedo trousers": {name:"tuxedo trousers", integrity_max:100, word:"n", action:"unzip"},
"evening gown": {name:"evening gown", integrity_max:100, word:"a", action:"lift"},
"ballgown skirt": {name:"ballgown skirt", integrity_max:100, word:"a", action:"lift"},
"breeches": {name:"breeches", integrity_max:100, word:"a", action:"pull"},
"gothic trousers": {name:"gothic trousers", integrity_max:100, word:"n", action:"unzip"},
"gothic gown": {name:"gothic gown", integrity_max:100, word:"a", action:"lift"},
"business trousers": {name:"business trousers", integrity_max:100, word:"n", action:"unzip"},
"sundress skirt": {name:"sundress skirt", integrity_max:100, word:"a", action:"lift"},
"tracksuit bottoms": {name:"tracksuit bottoms", integrity_max:100, word:"n", action:"pull"},
"slacks": {name:"slacks", integrity_max:100, word:"n", action:"unzip"},
"jeans": {name:"jeans", integrity_max:100, word:"n", action:"unbutton"},
"khakis": {name:"khakis", integrity_max:100, word:"n", action:"unzip"},
"jeans": {name:"jeans", integrity_max:100, word:"n", action:"unzip"},
"shorts": {name:"shorts", integrity_max:100, word:"n", action:"pull"},
"miniskirt": {name:"miniskirt", integrity_max:100, word:"a", action:"lift"},
"boyshorts": {name:"boyshorts", integrity_max:100, word:"n", action:"pull"},
"panties": {name:"panties", integrity_max:100, word:"n", action:"pull"},
"boxers": {name:"boxers", integrity_max:100, word:"n", action:"unbutton"},
"briefs": {name:"briefs", integrity_max:100, word:"n", action:"pull"},
"jorts": {name:"jorts", integrity_max:100, word:"n", action:"pull"},
"sweatpants": {name:"sweatpants", integrity_max:100, word:"n", action:"pull"},
"rain bottoms": {name:"rain bottoms", integrity_max:100, word:"n", action:"pull"},
"camo bottoms": {name:"camo bottoms", integrity_max:100, word:"n", action:"unzip"},
"assless chaps": {name:"assless chaps", integrity_max:100, word:"n", action:"pull"},
"hot pants": {name:"hot pants", integrity_max:100, word:"n", action:"pull"},
"leather trousers": {name:"leather trousers", integrity_max:100, word:"n", action:"pull"},
"bathrobe": {name:"bathrobe", integrity_max:100, word:"a", action:"lift"},
"lab trousers": {name:"lab trousers", integrity_max:100, word:"n", action:"unzip"},
"security trousers": {name:"security trousers", integrity_max:100, word:"n", action:"unzip"},
"white trousers": {name:"white trousers", integrity_max:100, word:"n", action:"pull"},
"white skirt": {name:"white skirt", integrity_max:100, word:"a", action:"lift"},
"gown skirt": {name:"gown skirt", integrity_max:100, word:"a", action:"lift"},
"jumpsuit trousers": {name:"jumpsuit trousers", integrity_max:100, word:"n", action:"pull"},
"coverall bottoms": {name:"coverall bottoms", integrity_max:100, word:"n", action:"unzip"},
"dance shorts": {name:"dance shorts", integrity_max:100, word:"n", action:"pull"},
"formal trousers": {name:"formal trousers", integrity_max:100, word:"n", action:"pull"},
"cropped dress skirt": {name:"cropped dress skirt", integrity_max:100, word:"a", action:"lift"},
"riding trousers": {name:"riding trousers", integrity_max:100, word:"n", action:"pull"},
"chapette breeches": {name:"chapette breeches", integrity_max:100, word:"n", action:"pull"},
"torn hunting trousers": {name:"torn hunting trousers", integrity_max:100, word:"n", action:"pull"},
"ruined trousers": {name:"ruined trousers", integrity_max:100, word:"n", action:"pull"},
"dark trousers": {name:"dark trousers", integrity_max:100, word:"n", action:"pull"},
"torn jeans": {name:"torn jeans", integrity_max:100, word:"n", action:"unbutton"},
"bloomers": {name:"bloomers", integrity_max:100, word:"n", action:"lift"},
"bell flower dress": {name:"bell flower dress", integrity_max:100, word:"a", action:"lift"},
"lotus skirt": {name:"lotus skirt", integrity_max:100, word:"a", action:"lift"},
"leaf skirt": {name:"leaf skirt", integrity_max:100, word:"a", action:"lift"},
"evergreen dress": {name:"evergreen dress", integrity_max:100, word:"a", action:"lift"},
"plant skirt": {name:"plant skirt", integrity_max:100, word:"a", action:"lift"},
"kimono bottoms": {name:"kimono bottoms", integrity_max:100, word:"n", action:"lift"},
"christmas bottoms": {name:"christmas bottoms", integrity_max:100, word:"n", action:"pull"},
"ribbons": {name:"ribbons", integrity_max:100, word:"n", action:"unwrap"},
"pyjama bottoms": {name:"pyjama bottoms", integrity_max:100, word:"n", action:"pull"},
"ghost sheet": {name:"ghost sheet", integrity_max:100, word:"a", action:"lift"},
"vampire trousers": {name:"vampire trousers", integrity_max:100, word:"n", action:"pull"},
"witch dress skirt": {name:"witch dress skirt", integrity_max:100, word:"a", action:"lift"},
"flowing robe": {name:"flowing robe", integrity_max:100, word:"a", action:"lift"}
}
}>>
<<set setup.npcClothesSets to [
{name: "naked", type: "naked", gender: "n", outfit: 0, clothes: npcAssignClothesToSet("naked", "naked"), desc: "naked"},
{name: "maleDefault", type: "default", gender: "m", outfit: 0, clothes: npcAssignClothesToSet("shirt", "trousers"), desc: "shirt and trousers"},
{name: "femaleDefault", type: "default", gender: "f", outfit: 0, clothes: npcAssignClothesToSet("shirt", "skirt"), desc: "shirt and skirt"},
/*--------------------------------------------------------------------------------------------------------------------------------------------------*/
{name: "maleSchool", type: "school", gender: "m", outfit: 0, clothes: npcAssignClothesToSet("school shirt", "school shorts"), desc: "school uniform"},
{name: "femaleSchool", type: "school", gender: "f", outfit: 0, clothes: npcAssignClothesToSet("school shirt", "school skirt"), desc: "school uniform"},
{name: "femaleSchoolShort", type: "school", gender: "f", outfit: 0, clothes: npcAssignClothesToSet("school shirt", "short school skirt"), desc: "school uniform"},
{name: "maleSchoolLong", type: "school", gender: "m", outfit: 0, clothes: npcAssignClothesToSet("school blouse", "school trousers"), desc: "school uniform"},
{name: "femaleSchoolLong", type: "school", gender: "f", outfit: 0, clothes: npcAssignClothesToSet("school blouse", "long school skirt"), desc: "school uniform"},
{name: "maleSchoolDress", type: "school", gender: "m", outfit: 0, clothes: npcAssignClothesToSet("dress shirt", "school trousers"), desc: "school uniform"},
{name: "femaleSchoolDress", type: "school", gender: "f", outfit: 0, clothes: npcAssignClothesToSet("dress shirt", "school skirt"), desc: "school uniform"},
{name: "maleSchoolBlazer", type: "school", gender: "m", outfit: 0, clothes: npcAssignClothesToSet("school blazer", "school trousers"), desc: "school uniform"},
{name: "femaleSchoolBlazer", type: "school", gender: "f", outfit: 0, clothes: npcAssignClothesToSet("school blazer", "long school skirt"), desc: "school uniform"},
{name: "teacher", type: "teacher", gender: "n", outfit: 0, clothes: npcAssignClothesToSet("teacher's uniform", "teacher's slacks"), desc: "teacher's uniform"},
/*--------------------------------------------------------------------------------------------------------------------------------------------------*/
{name: "maleSchoolSwim", type: "schoolSwim", gender: "m", outfit: 0, clothes: npcAssignClothesToSet("naked", "school swim shorts"), desc: "school swimsuit"},
{name: "maleSchoolSwimShirt", type: "schoolSwim", gender: "m", outfit: 0, clothes: npcAssignClothesToSet("swim shirt", "school swim shorts"), desc: "school swimsuit"},
{name: "femaleSchoolSwim", type: "schoolSwim", gender: "f", outfit: 1, clothes: npcAssignClothesToSet("school swimsuit top", "school swimsuit bottoms"), desc: "school swimsuit"},
{name: "maleSwim1", type: "beach", gender: "m", outfit: 0, clothes: npcAssignClothesToSet("naked", "swim shorts"), desc: "swimsuit"},
{name: "maleSwim2", type: "beach", gender: "m", outfit: 0, clothes: npcAssignClothesToSet("naked", "board shorts"), desc: "swimsuit"},
{name: "femaleSwim1", type: "beach", gender: "f", outfit: 0, clothes: npcAssignClothesToSet("bikini top", "bikini bottoms"), desc: "bikini"},
{name: "femaleSwim2", type: "beach", gender: "f", outfit: 0, clothes: npcAssignClothesToSet("microkini top", "microkini bottoms"), desc: "microkini"},
{name: "neutralSwim", type: "beach", gender: "n", outfit: 0, clothes: npcAssignClothesToSet("swim shirt", "board shorts"), desc: "swimsuit"},
{name: "divingSuit", type: "beachDive", gender: "n", outfit: 1, clothes: npcAssignClothesToSet("diving suit", "diving suit bottoms"), desc: "diving suit"},
{name: "sailor", type: "sailor", gender: "n", outfit: 0, clothes: npcAssignClothesToSet("sailor shirt", "sailor trousers"), desc: "sailor outfit"},
{name: "docker1", type: "docker", gender: "n", outfit: 0, clothes: npcAssignClothesToSet("hi-vis jacket", "cargo trousers"), desc: "hi-vis jacket and cargo trousers"},
{name: "docker2", type: "docker", gender: "n", outfit: 0, clothes: npcAssignClothesToSet("denim shirt", "jeans"), desc: "denim shirt and jeans"},
{name: "docker3", type: "docker", gender: "n", outfit: 0, clothes: npcAssignClothesToSet("hoodie", "cargo trousers"), desc: "hoodie and cargo trousers"},
{name: "docker4", type: "docker", gender: "n", outfit: 0, clothes: npcAssignClothesToSet("vest", "jeans"), desc: "vest and jeans"},
/*--------------------------------------------------------------------------------------------------------------------------------------------------*/
{name: "malePolice", type: "police", gender: "m", outfit: 0, clothes: npcAssignClothesToSet("police shirt", "police trousers"), desc: "police uniform"},
{name: "femalePolice", type: "police", gender: "f", outfit: 0, clothes: npcAssignClothesToSet("police shirt", "police skirt"), desc: "police uniform"},
{name: "neutralPolice", type: "police", gender: "n", outfit: 0, clothes: npcAssignClothesToSet("uniform shirt", "uniform trousers"), desc: "police uniform"},
{name: "maleRobe", type: "temple", gender: "m", outfit: 1, clothes: npcAssignClothesToSet("monk robe top", "monk robes"), desc: "robe"},
{name: "femaleRobe", type: "temple", gender: "f", outfit: 1, clothes: npcAssignClothesToSet("nun robe top", "nun robe skirt"), desc: "robe"},
{name: "neutralRobe", type: "temple", gender: "n", outfit: 1, clothes: npcAssignClothesToSet("robe top", "robes"), desc: "robe"},
{name: "neutralRobeBlack", type: "templeBlack", gender: "n", outfit: 1, clothes: npcAssignClothesToSet("black robe top", "black robes"), desc: "black robe"},
{name: "prisonJumpsuit", type: "prison", gender: "n", outfit: 0, clothes: npcAssignClothesToSet("jumpsuit shirt", "jumpsuit bottoms"), desc: "prison jumpsuit"},
/*--------------------------------------------------------------------------------------------------------------------------------------------------*/
{name: "maleFormal1", type: "formal", gender: "m", outfit: 0, clothes: npcAssignClothesToSet("tuxedo shirt", "tuxedo trousers"), desc: "tuxedo"},
{name: "femaleFormal1", type: "formal", gender: "f", outfit: 1, clothes: npcAssignClothesToSet("evening gown top", "evening gown"), desc: "formal gown"},
{name: "femaleFormal2", type: "formal", gender: "f", outfit: 1, clothes: npcAssignClothesToSet("ballgown top", "ballgown skirt"), desc: "ballgown"},
{name: "neutralFormal", type: "formal", gender: "n", outfit: 1, clothes: npcAssignClothesToSet("dress shirt", "breeches"), desc: "dress shirt and breeches"},
{name: "maleFormalRare", type: "formalRare", gender: "m", outfit: 0, clothes: npcAssignClothesToSet("gothic jacket and vest", "gothic trousers"), desc: "gothic suit"},
{name: "femaleFormalRare", type: "formalRare", gender: "f", outfit: 1, clothes: npcAssignClothesToSet("gothic gown top", "gothic gown"), desc: "gothic gown"},
{name: "business", type: "business", gender: "n", outfit: 0, clothes: npcAssignClothesToSet("business suit top", "business trousers"), desc: "business suit"},
/*--------------------------------------------------------------------------------------------------------------------------------------------------*/
{name: "maleTown1", type: "town", gender: "m", outfit: 0, clothes: npcAssignClothesToSet("t-shirt", "shorts"), desc: "t-shirt and shorts"},
{name: "femaleTown1", type: "town", gender: "f", outfit: 1, clothes: npcAssignClothesToSet("sundress top", "sundress skirt"), desc: "sundress"},
{name: "maleTown2", type: "town", gender: "m", outfit: 0, clothes: npcAssignClothesToSet("shirt", "trousers"), desc: "shirt and trousers"},
{name: "femaleTown2", type: "town", gender: "f", outfit: 0, clothes: npcAssignClothesToSet("shirt", "skirt"), desc: "shirt and skirt"},
{name: "townTrack", type: "town", gender: "n", outfit: 0, clothes: npcAssignClothesToSet("tracksuit top", "tracksuit bottoms"), desc: "tracksuit"},
{name: "townCoat", type: "town", gender: "n", outfit: 0, clothes: npcAssignClothesToSet("peacoat", "slacks"), desc: "peacoat and slacks"},
{name: "townTurtleneck", type: "town", gender: "n", outfit: 0, clothes: npcAssignClothesToSet("turtleneck", "jeans"), desc: "turtleneck and jeans"},
{name: "townCollar", type: "town", gender: "n", outfit: 0, clothes: npcAssignClothesToSet("collared shirt", "khakis"), desc: "collared shirt and khakis"},
{name: "townBlazer", type: "town", gender: "n", outfit: 0, clothes: npcAssignClothesToSet("blazer", "trousers"), desc: "blazer and trousers"},
{name: "townJersey", type: "town", gender: "n", outfit: 0, clothes: npcAssignClothesToSet("sports jersey", "trousers"), desc: "sports jersey and trousers"},
{name: "townSweaterVest", type: "town", gender: "n", outfit: 0, clothes: npcAssignClothesToSet("sweater vest", "khakis"), desc: "sweater vest and khakis"},
{name: "townVNeck", type: "town", gender: "n", outfit: 0, clothes: npcAssignClothesToSet("v neck", "jeans"), desc: "v neck shirt and jeans"},
/*--------------------------------------------------------------------------------------------------------------------------------------------------*/
{name: "maleWarm1", type: "warm", gender: "m", outfit: 0, clothes: npcAssignClothesToSet("t-shirt", "shorts"), desc: "t-shirt and shorts"},
{name: "femaleWarm1", type: "warm", gender: "f", outfit: 1, clothes: npcAssignClothesToSet("sundress top", "sundress skirt"), desc: "sundress"},
{name: "maleWarm2", type: "warm", gender: "m", outfit: 0, clothes: npcAssignClothesToSet("tank top", "shorts"), desc: "tank top and shorts"},
{name: "femaleWarm2", type: "warm", gender: "f", outfit: 0, clothes: npcAssignClothesToSet("blouse", "skirt"), desc: "blouse and skirt"},
{name: "maleWarmShirtless", type: "warm", gender: "m", outfit: 0, clothes: npcAssignClothesToSet("naked", "shorts"), desc: "shorts"},
{name: "femaleWarmCrop", type: "warm", gender: "f", outfit: 0, clothes: npcAssignClothesToSet("crop top", "miniskirt"), desc: "crop top and miniskirt"},
{name: "femaleWarmTank", type: "warm", gender: "f", outfit: 0, clothes: npcAssignClothesToSet("tank top", "boyshorts"), desc: "tank top and boyshorts"},
{name: "neutralWarmBlazer", type: "warm", gender: "n", outfit: 0, clothes: npcAssignClothesToSet("blazer", "shorts"), desc: "blazer and shorts"},
{name: "neutralWarmJersey", type: "warm", gender: "n", outfit: 0, clothes: npcAssignClothesToSet("sports jersey", "jorts"), desc: "sports jersey and jorts"},
/*--------------------------------------------------------------------------------------------------------------------------------------------------*/
{name: "coldPuffer", type: "cold", gender: "n", outfit: 0, clothes: npcAssignClothesToSet("puffer jacket", "slacks"), desc: "puffer jacket"},
{name: "coldTrench", type: "cold", gender: "n", outfit: 0, clothes: npcAssignClothesToSet("trenchcoat", "jeans"), desc: "trenchcoat"},
{name: "coldCoat", type: "cold", gender: "n", outfit: 0, clothes: npcAssignClothesToSet("coat", "jeans"), desc: "coat"},
{name: "coldHoodie", type: "cold", gender: "n", outfit: 0, clothes: npcAssignClothesToSet("hoodie", "sweatpants"), desc: "hoodie"},
{name: "coldSweater", type: "cold", gender: "n", outfit: 0, clothes: npcAssignClothesToSet("sweater", "sweatpants"), desc: "sweater and sweatpants"},
{name: "rainCoat", type: "rain", gender: "n", outfit: 0, clothes: npcAssignClothesToSet("rain coat", "rain bottoms"), desc: "rain coat"},
/*--------------------------------------------------------------------------------------------------------------------------------------------------*/
{name: "wildsFlannel", type: "wilds", gender: "n", outfit: 0, clothes: npcAssignClothesToSet("flannel", "jeans"), desc: "flannel and jeans"},
{name: "wildsWJumper", type: "wilds", gender: "n", outfit: 0, clothes: npcAssignClothesToSet("woolen jumper", "khakis"), desc: "woolen jumper"},
{name: "wildsFJumper", type: "wilds", gender: "n", outfit: 0, clothes: npcAssignClothesToSet("fleece jumper", "khakis"), desc: "fleece jumper"},
{name: "wildsJacket", type: "wilds", gender: "n", outfit: 0, clothes: npcAssignClothesToSet("jacket", "khakis"), desc: "jacket and khakis"},
{name: "forestCamo", type: "forest", gender: "n", outfit: 0, clothes: npcAssignClothesToSet("camo jacket", "camo bottoms"), desc: "camouflaged hunting outfit"},
/*--------------------------------------------------------------------------------------------------------------------------------------------------*/
{name: "brothelTrench", type: "brothel", gender: "n", outfit: 0, clothes: npcAssignClothesToSet("trench coat", "assless chaps"), desc: "trench coat"},
{name: "brothelVest", type: "brothel", gender: "n", outfit: 0, clothes: npcAssignClothesToSet("leather vest", "hot pants"), desc: "leather vest"},
{name: "brothelHarness", type: "brothel", gender: "n", outfit: 0, clothes: npcAssignClothesToSet("leather harness", "leather trousers"), desc: "leather harness"},
{name: "bathrobe", type: "spa", gender: "n", outfit: 1, clothes: npcAssignClothesToSet("bathrobe", "bathrobe"), desc: "bathrobe"},
/*--------------------------------------------------------------------------------------------------------------------------------------------------*/
{name: "compoundLab", type: "compoundLab", gender: "n", outfit: 1, clothes: npcAssignClothesToSet("lab coat", "lab trousers"), desc: "lab coat"},
{name: "security", type: "security", gender: "n", outfit: 0, clothes: npcAssignClothesToSet("security vest", "security trousers"), desc: "security uniform"},
{name: "doctor", type: "hospital", gender: "n", outfit: 0, clothes: npcAssignClothesToSet("doctor's coat", "white trousers"), desc: "doctor uniform"},
{name: "nurse", type: "hospital", gender: "f", outfit: 0, clothes: npcAssignClothesToSet("nurse's coat", "white skirt"), desc: "nurse uniform"},
{name: "patient", type: "patient", gender: "n", outfit: 1, clothes: npcAssignClothesToSet("patient gown", "gown skirt"), desc: "patient gown"},
{name: "jumpsuit", type: "worker", gender: "n", outfit: 1, clothes: npcAssignClothesToSet("jumpsuit top", "jumpsuit trousers"), desc: "jumpsuit"},
{name: "coveralls", type: "worker", gender: "n", outfit: 1, clothes: npcAssignClothesToSet("coverall top", "coverall bottoms"), desc: "coveralls"},
/*--------------------------------------------------------------------------------------------------------------------------------------------------*/
{name: "maleUndies", type: "undies", gender: "m", outfit: 0, clothes: npcAssignClothesToSet("naked", "briefs"), desc: "briefs"},
{name: "femaleUndies", type: "undies", gender: "f", outfit: 0, clothes: npcAssignClothesToSet("bra", "panties"), desc: "bra and panties"},
/*--------------------------------------------------------------------------------------------------------------------------------------------------*/
{name: "dance", type: "dance_studio", gender: "n", outfit: 0, clothes: npcAssignClothesToSet("dance shirt", "dance shorts"), desc: "dance uniform"},
{name: "maleBriar", type: "Briar", gender: "m", outfit: 0, clothes: npcAssignClothesToSet("shirtless suit", "formal trousers"), desc: "shirtless suit"},
{name: "femaleBriar", type: "Briar", gender: "f", outfit: 1, clothes: npcAssignClothesToSet("low-neck dress", "cropped dress skirt"), desc: "plunging neckline dress"},
{name: "riding", type: "riding", gender: "n", outfit: 0, clothes: npcAssignClothesToSet("riding top", "riding trousers"), desc: "riding outfit"},
{name: "ridingFormal", type: "Remy", gender: "n", outfit: 0, clothes: npcAssignClothesToSet("shadbelly coat", "chapette breeches"), desc: "formal riding outfit"},
{name: "Eden", type: "Eden", gender: "n", outfit: 0, clothes: npcAssignClothesToSet("ramshackle hunting coat", "torn hunting trousers"), desc: "hunting outfit"},
{name: "Morgan", type: "Morgan", gender: "n", outfit: 0, clothes: npcAssignClothesToSet("ruined suit", "ruined trousers"), desc: "ruined outfit"},
{name: "maleLandry", type: "Landry", gender: "m", outfit: 0, clothes: npcAssignClothesToSet("grey sweater", "dark trousers"), desc: "grey sweater"},
{name: "femaleLandry", type: "Landry", gender: "f", outfit: 0, clothes: npcAssignClothesToSet("grey cardigan", "dark trousers"), desc: "grey cardigan"},
{name: "Whitney", type: "Whitney", gender: "n", outfit: 0, clothes: npcAssignClothesToSet("leather jacket", "torn jeans"), desc: "leather jacket"},
{name: "AlexJorts", type: "Alex", gender: "n", outfit: 0, clothes: npcAssignClothesToSet("flannel", "jorts"), desc: "flannel and jorts"},
{name: "AlexSkirt", type: "Alex", gender: "f", outfit: 0, clothes: npcAssignClothesToSet("flannel", "skirt"), desc: "flannel and skirt"},
{name: "maleAlexSleep", type: "Alex", gender: "m", outfit: 0, clothes: npcAssignClothesToSet("t-shirt", "boxers"), desc: "t-shirt and boxers"},
{name: "femaleAlexSleep", type: "Alex", gender: "f", outfit: 0, clothes: npcAssignClothesToSet("t-shirt", "boyshorts"), desc: "t-shirt and boyshorts"},
/*--------------------------------------------------------------------------------------------------------------------------------------------------*/
{name: "malePlantSpring", type: "plantSpring", gender: "m", outfit: 1, clothes: npcAssignClothesToSet("jacaranda vest", "bloomers"), desc: "mass of leafy coverings"},
{name: "femalePlantSpring", type: "plantSpring", gender: "f", outfit: 1, clothes: npcAssignClothesToSet("blossoming growths", "bell flower dress"), desc: "mass of leafy coverings"},
{name: "plantSummer", type: "plantSummer", gender: "n", outfit: 1, clothes: npcAssignClothesToSet("leaf shirt", "lotus skirt"), desc: "mass of leafy coverings"},
{name: "plantAutumn", type: "plantAutumn", gender: "n", outfit: 1, clothes: npcAssignClothesToSet("leaf corset", "leaf skirt"), desc: "mass of leafy coverings"},
{name: "plantWinter", type: "plantWinter", gender: "n", outfit: 1, clothes: npcAssignClothesToSet("pine top", "evergreen dress"), desc: "mass of leafy coverings"},
{name: "plantGeneric", type: "plant", gender: "n", outfit: 1, clothes: npcAssignClothesToSet("plant top", "plant skirt"), desc: "plant top and skirt"},
/*--------------------------------------------------------------------------------------------------------------------------------------------------*/
{name: "robinGiftShirt", type: "robinGift", gender: "m", outfit: 0, clothes: npcAssignClothesToSet("shirt", "shorts"), desc: "shirt and shorts"},
{name: "robinGiftSundress", type: "robinGift", gender: "f", outfit: 1, clothes: npcAssignClothesToSet("sundress", "sundress skirt"), desc: "sundress"},
{name: "robinGiftTux", type: "robinGift", gender: "m", outfit: 0, clothes: npcAssignClothesToSet("tuxedo", "tuxedo trousers"), desc: "tuxedo"},
{name: "robinGiftGown", type: "robinGift", gender: "f", outfit: 1, clothes: npcAssignClothesToSet("gothic gown", "gothic gown"), desc: "gothic gown"},
{name: "robinGiftKimono", type: "robinGift", gender: "n", outfit: 1, clothes: npcAssignClothesToSet("kimono", "kimono bottoms"), desc: "kimono"},
{name: "robinGiftChristmas", type: "robinGift", gender: "n", outfit: 0, clothes: npcAssignClothesToSet("christmas top", "christmas bottoms"), desc: "christmas outfit"},
{name: "robinLewdRibbons", type: "robinRibbons", gender: "n", outfit: 0, clothes: npcAssignClothesToSet("ribbons", "ribbons"), desc: "mass of ribbons"},
/*--------------------------------------------------------------------------------------------------------------------------------------------------*/
{name: "pyjamas", type: "sleep", gender: "n", outfit: 0, clothes: npcAssignClothesToSet("pyjama shirt", "pyjama bottoms"), desc: "pyjama shirt and bottoms"},
{name: "ghost", type: "halloween", gender: "n", outfit: 1, clothes: npcAssignClothesToSet("ghost sheet", "ghost sheet"), desc: "ghost costume"},
{name: "vampire", type: "halloween", gender: "m", outfit: 0, clothes: npcAssignClothesToSet("vampire jacket", "vampire trousers"), desc: "vampire costume"},
{name: "witch", type: "halloween", gender: "f", outfit: 1, clothes: npcAssignClothesToSet("witch dress", "witch dress skirt"), desc: "witch costume"},
{name: "moonRobe", type: "Wraith", gender: "n", outfit: 1, clothes: npcAssignClothesToSet("flowing robe", "flowing robe"), desc: "flowing robe"},
/*--------------------------------------------------------------------------------------------------------------------------------------------------*/
{name: "sweater", type: "sweater", gender: "n", outfit: 0, clothes: npcAssignClothesToSet("sweater", "jeans"), desc: "sweater and jeans"},
/*--------------------------------------------------------------------------------------------------------------------------------------------------*/
{name: "maleDefault", type: "default", gender: "m", outfit: 0, clothes: npcAssignClothesToSet("shirt", "trousers"), desc: "shirt and trousers"},
{name: "femaleDefault", type: "default", gender: "f", outfit: 0, clothes: npcAssignClothesToSet("shirt", "skirt"), desc: "shirt and skirt"}
]>>
<</widget>><<widget "charLightCombat">>
<<if $options.characterLightEnabled and $options.images is 1 and $options.combatImages is 1>>
<<set _position = _args[0] || "">>
<<set _props = _args[1] || []>>
<<if _position == "doggy">>
<<if _props.includes("haybale") or _props.includes("milk")>>
<<set _heightOffset = "225px">>
<<elseif _props.includes("bench")>>
<<set _heightOffset = "240px">>
<<elseif _props.includes("table")>>
<<set _heightOffset = "277px">>
<</if>>
<<elseif _position == "missionary">>
<<if _props.includes("haybale") or _props.includes("milk")>>
<<set _heightOffset = "225px">>
<<elseif _props.includes("bench")>>
<<set _heightOffset = "228px">>
<<elseif _props.includes("table")>>
<<set _heightOffset = "265px">>
<</if>>
<</if>>
<div @class="'char-light-combat ' + _position" @style="'--light-intensity: ' + $options.lightCombat + (_heightOffset ? '; --height-offset: ' + _heightOffset : '')"></div>
<</if>>
<</widget>>/* Witten for a bit of fun over a couple of hours, feel free to mod it in or re-work it. Follow the comments to run in the game. Lollipop Scythe */
/*Run at the start of the game and in version update*/
<<widget "portalPantiesSetup">>
<<if $portalPanties is undefined>>
<<set $portalPanties to {
toPass: 0,
totalPassed: 0,
cooldown: 0,
state: {
mouth: null,
anus: null,
vagina: null,
},
ownPenisOrgasms: {
mouth: 0,
anus: 0,
vagina: 0,
},
portalPenisOrgasms: {
mouth: 0,
anus: 0,
vagina: 0,
},
message: {
started: [],
continued: [],
disappeared: [],
finished: [],
}
}>>
<</if>>
<</widget>>
/* Place '<<portalPantiesPass $pass>>' within <<widget "pass">> */
<<widget "portalPantiesPass">>
<<if $event or playerChastity("hidden")>>/*Prevents it from running during events or if the player has a chastity belt*/
<<elseif $worn.under_lower.type.includes("Portal")>>
<<set $portalPanties.totalPassed += _args[0]>>
<<if $portalPanties.cooldown gte 0 and _args[0] gt 0>>
<<set $portalPanties.cooldown to Math.clamp($portalPanties.cooldown - _args[0], 0, 1440)>>
<</if>>
<<if ["mouth","anus","vagina"].find((location) => $portalPanties.state[location])>>
<<set $portalPanties.toPass to Math.clamp($portalPanties.toPass + _args[0], 0, 1440)>>
<</if>>
<<set $_penisLocation to ["mouth","anus","vagina"].find((location) => $portalPanties.state[location] and $portalPanties.state[location].owner is "pc")>>
<<if $portalPanties.cooldown is 0>>
/* Attempt to fill a hole */
<<set $_free to []>>
<<if !$portalPanties.state.mouth>><<run $_free.push("mouth")>><</if>>
<<if !$portalPanties.state.anus>><<run $_free.push("anus")>><</if>>
<<if !$portalPanties.state.vagina>><<run $_free.push("vagina")>><</if>>
<<set $_playersPPFree to $player.penisExist and $player.penissize gte 0 and !playerChastity("cage") and !$_penisLocation>>
<<set $_toFill to $_free[random(0, $_free.length - 1)]>>
<<if $_toFill>>
<<portalPantiesFillHole $_toFill $_playersPPFree>>
<</if>>
/* Sets the cooldown, 1440 is 1 day */
<<if between($portalPanties.totalPassed, 0, 1440 * 2)>>
<<set $portalPanties.cooldown to 720>>
<<elseif between($portalPanties.totalPassed, 1440 * 2, 1440 * 5)>>
<<set $portalPanties.cooldown to 360>>
<<elseif between($portalPanties.totalPassed, 1440 * 5, 1440 * 10)>>
<<set $portalPanties.cooldown to 180>>
<<elseif between($portalPanties.totalPassed, 1440 * 10, 1440 * 20)>>
<<set $portalPanties.cooldown to 90>>
<<else>>
<<set $portalPanties.cooldown to 30>>
<</if>>
<</if>>
/*Runs the 'fucking' effect */
<<if $player.vaginaExist>>
<<portalPantiesFuck "vagina" `$_penisLocation === "vagina" ? 2 : 1`>>
<</if>>
<<portalPantiesFuck "anus" `$_penisLocation === "anus" ? 2 : 1`>>
<<portalPantiesFuck "mouth" `$_penisLocation === "mouth" ? 2 : 1`>>
<<set $portalPanties.toPass to 0>>
<<else>>
/*Stop the effect if it should no longer apply */
<<set $portalPanties.cooldown to 0>>
<<set $portalPanties.toPass to 0>>
<<portalPantiesClear "vagina">>
<<portalPantiesClear "anus">>
<<portalPantiesClear "mouth">>
<</if>>
<</widget>>
<<widget "portalPantiesFillHole">>
<<if !$portalPanties.state[_args[0]]>>
<<set $portalPanties.state[_args[0]] to {
owner: _args[1] ? "pc" : "portal",
size: _args[1] ? $player.penissize : random(1,4),
timer: _args[1] ? null : random(5,15),
type: _args[1] ? "human" : "human",
new: true,
tempRemoval: false,
}>>
<</if>>
<</widget>>
<<widget "portalPantiesFuck">>
<<if $portalPanties.state[_args[0]] and !$portalPanties.state[_args[0]].new and !$portalPanties.state[_args[0]].tempRemoval>>
<<switch _args[0]>>
<<case "vagina">><<arousal `$portalPanties.toPass * _args[1] * 100` "vagina">>
<<case "anus">><<arousal `$portalPanties.toPass * _args[1] * 100` "anus">>
<<case "mouth">><<arousal `$portalPanties.toPass * _args[1] * 100` "oral">>
<</switch>>
<<if $portalPanties.state[_args[0]].timer>>
<<set $portalPanties.state[_args[0]].timer -= $portalPanties.toPass>>
<</if>>
<</if>>
<</widget>>
<<widget "portalPantiesClear">>
<<set $portalPanties.state[_args[0]] to null>>
<</widget>>
/* Place '<<portalPantiesDisplay>>' within '<<widget "effects">>' */
<<widget "portalPantiesDisplay">><<silently>>
<<if $worn.under_lower.type.includes("Portal")>>
<<if $player.vaginaExist>>
<<portalPantiesDisplayItem "vagina">>
<</if>>
<<portalPantiesDisplayItem "anus">>
<<portalPantiesDisplayItem "mouth">>
<</if>>
<</silently>><<portalPantiesDisplayMessage>>
<</widget>>
<<widget "portalPantiesDisplayItem">>
<<if $portalPanties.state[_args[0]]>>
<<set $_disabled to !!$event or !!$NPCList.name>>
<<if $_disabled and !$portalPanties.state[_args[0]].tempRemoval and !$portalPanties.state[_args[0]].new>>
<<set $portalPanties.message.disappeared.push(_args[0])>>
<<set $portalPanties.state[_args[0]].tempRemoval to true>>
<<elseif $_disabled>>
<<elseif !$_disabled and $portalPanties.state[_args[0]].tempRemoval and !$portalPanties.state[_args[0]].new>>
<<set $portalPanties.state[_args[0]].tempRemoval to false>>
<<elseif $portalPanties.state[_args[0]].new>>
<<set $portalPanties.message.started.push(_args[0])>>
<<set $portalPanties.state[_args[0]].new to false>>
<<else>>
<<set $portalPanties.message.continued.push(_args[0])>>
<<if $portalPanties.state[_args[0]].owner is "pc">>
<<else>>
<<if $portalPanties.state[_args[0]].timer lte 0>>
<<set $portalPanties.message.finished.push(_args[0])>>
<</if>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "portalPantiesDisplayMessage">>
<<penetrationPainCalculate>>
<<set _awareOfPenis to $awareness gte 300>>
<<set $_started to $portalPanties.message.started>>
<<set $_continued to $portalPanties.message.continued>>
<<set $_finished to $portalPanties.message.finished>>
<<set $_disappeared to $portalPanties.message.disappeared>>
<<set $_startedPlayerPenis to $_started.find((location) => $portalPanties.state[location] and $portalPanties.state[location].owner is "pc")>>
<<set $_continuedPlayerPenis to $_continued.find((location) => $portalPanties.state[location] and $portalPanties.state[location].owner is "pc")>>
<<set $_penisLocation to ["mouth","anus","vagina"].find((location) => $portalPanties.state[location] and $portalPanties.state[location].owner is "pc")>>
<<if $_started.length>>
You feel
<<if _awareOfPenis>>
<<print ($_started.length gt 1) ? "foreign penises" : "a foreign penis">>
<<else>>
<<print ($_started.length gt 1) ? "foreign objects" : "a foreign object">>
<</if>>
penetrate your <<print formatList($_started)>><<if $_startedPlayerPenis>>, while your penis is enveloped by <<if _awareOfPenis>>a <<print $_penisLocation>><<else>>something<</if>><</if>>.
<</if>>
<<if $_continued.length>>
<<if !$_started.length>>
<<if _awareOfPenis>>
The foreign penis<<print ($_continued.length gt 1) ? "es" : "">>
<<else>>
The foreign object<<print ($_continued.length gt 1) ? "s" : "">>
<</if>>
<<else>>
<<print ($_continued.length gt 1) ? "Those" : "The one">>
<</if>>
in your <<print formatList($_continued)>> <<print ($_continued.length gt 1) ? "are" : "is">> constantly thrusting into you<<if $_continuedPlayerPenis>>, while your penis is forced <<if _awareOfPenis>>to thrust into a <<print $_penisLocation>><<else>>in and out of something<</if>><</if>>.<<garousal>>
<br>
<</if>>
<<if $_finished.length>>
The one in your <<print formatList($_finished)>> releases something then disappears.
<<for $_item range $_finished>>
<<portalPantiesPortalCum $_item>>
<</for>>
<br>
<</if>>
<<if $_disappeared.length>>
You feel the foreign
<<if _awareOfPenis>>
The foreign penis<<print ($_disappeared.length gt 1) ? "es" : "">>
<<else>>
The foreign object<<print ($_disappeared.length gt 1) ? "s" : "">>
<</if>>
in your <<print formatList($_disappeared)>> disappear suddenly, leaving you feeling empty.
<br>
<</if>>
<<set _firstItem to true>>
<<for $_item range $portalPanties.message.started>>
<<portalPantiesDisplayVirginity $_item>>
<</for>>
<<if $_penisLocation>>
<<portalPantiesDisplayVirginity "penis">>
<</if>>
<<set $portalPanties.message.started to []>>
<<set $portalPanties.message.continued to []>>
<<set $portalPanties.message.finished to []>>
<<set $portalPanties.message.disappeared to []>>
<</widget>>
/*Every widget below here might need to be checked for issues, didn't spent too long on it */
<<widget "portalPantiesDisplayVirginity">><<silently>>
<<switch _args[0]>>
<<case "vagina">>
<<if $player.virginity.vaginal is true>>
<<takeVirginity "Portal Panties" "vaginal">>
<<run console.log($vaginalPain, $portalPanties.state[_args[0]].size, $vaginalPain * (1.5 / (5 - ($portalPanties.state[_args[0]].size))))>>
<<pain `$vaginalPain * $portalPanties.state[_args[0]].size`>>
<<if $sexStats.vagina.pregnancy.totalBirthEvents gt 0>>
<<set $_text_output to "<span class='red'>Despite your lack of a hymen, you feel <<if _awareOfPenis>>a penis<<else>>something<</if>> inside you change as your virginity and purity are taken.</span><<fallenTransform>><<ggpain>>">>
<<else>>
<<if $portalPanties.state[_args[0]].size is 4>>
<<set $_text_output to "<span class='red'>Your hymen obliterated, you whimper as your <<pussy>> struggles to accommodate the <<if _awareOfPenis>>penis<<else>>object<</if>>.</span><<fallenTransform>><<ggpain>>">>
<<else>>
<<set $_text_output to "<span class='red'>Your hymen is torn as your vaginal virginity is taken by the <<if _awareOfPenis>>penis<<else>>object<</if>>.</span><<fallenTransform>><<ggpain>>">>
<</if>>
<</if>>
<</if>>
<<case "anus">>
<<if $player.virginity.anal is true>>
<<takeVirginity "Portal Panties" "anal">>
<<pain `$analPain * (1.5 / (5 - ($portalPanties.state[_args[0]].size)))`>>
<<if $portalPanties.state[_args[0]].size is 4>>
<<set $_text_output to "<span class='red'>You whimper as your virgin anus struggles to accommodate the <<if _awareOfPenis>>penis<<else>>object<</if>>, violating you in a way you hadn't conceived of.</span><<ggpain>>">>
<<else>>
<<set $_text_output to "<span class='red'>Your anus virginity is taken, the <<if _awareOfPenis>>penis<<else>>object<</if>> violating you in a way you hadn't conceived of.</span><<ggpain>>">>
<</if>>
<</if>>
<<case "mouth">>
<<if $player.virginity.oral is true>>
<<takeVirginity "Portal Panties" "oral">>
<<set $_text_output to "<span class='red'>The <<if _awareOfPenis>>penis<<else>>object<</if>> in your mouth tastes strange.</span><<ggpain>>">>
<</if>>
<<case "penis">>
<<if $player.virginity.penile is true>>
<<set $_text_output to "<span class='red'>Your penis virginity is taken.</span><<fallenTransform>>">>
<</if>>
<</switch>>
<</silently>><<if _firstItem>><br><<set _firstItem to false>><</if>><<print $_text_output>>
<</widget>>
<<widget "portalPantiesPortalCum">>
<<switch _args[0]>>
<<case "mouth">>
<<oralejacstat>><<ejacstat>><<cumswallow $portalPanties.state[_args[0]].type undefined "forced">>
<<set $portalPanties.portalPenisOrgasms.mouth++>>
<<portalPantiesClear _args[0]>>
<<case "anus">>
<<recordSperm `{target: "pc", spermOwner: $portalPanties.state[_args[0]].owner, spermType: $portalPanties.state[_args[0]].type, genital: "anus"}`>>
<<portalPantiesClear "anus">>
<<analejacstat>><<ejacstat>><<set $hunger -= 200>><<set $thirst -= 200>><<set $hygiene += 500>><<bodyliquid "anus" "semen">>
<<set $portalPanties.portalPenisOrgasms.anus++>>
<<portalPantiesClear _args[0]>>
<<case "vagina">>
<<recordSperm `{target: "pc", spermOwner: $portalPanties.state[_args[0]].owner, spermType: $portalPanties.state[_args[0]].type}`>>
<<portalPantiesClear _args[0]>>
<<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">>
<<set $portalPanties.portalPenisOrgasms.vagina++>>
<<portalPantiesClear _args[0]>>
<</switch>>
<</widget>>
/* Place within '<<widget "orgasm">>'
'<<elseif ["mouth","anus","vagina"].find((location) => $portalPanties.state[location] and $portalPanties.state[location].owner is "pc")>>
<<portalPantiesPlayerCum>>'
*/
<<widget "portalPantiesPlayerCum">>
<<if $portalPanties.state.mouth and $portalPanties.state.mouth.owner is "pc">>
<span class="pink">You are overcome by sensation. A surge of cum erupts from your penis and goes straight into your mouth.</span>
<<oralejacstat>><<ejacstat>><<cumswallow "human" undefined "selfForced">>
<<portalPantiesClear "mouth">>
<<set $portalPanties.ownPenisOrgasms.mouth++>>
<<elseif $portalPanties.state.anus and $portalPanties.state.anus.owner is "pc">>
<span class="pink">You are overcome by sensation. A surge of cum erupts from your penis and goes straight into your anus.</span>
<<recordSperm `{target: "pc", spermOwner: "pc", spermType: "human", genital: "anus"}`>>
<<portalPantiesClear "anus">>
<<analejacstat>><<ejacstat>><<set $hunger -= 200>><<set $thirst -= 200>><<set $hygiene += 500>><<bodyliquid "anus" "semen">>
<<set $portalPanties.ownPenisOrgasms.anus++>>
<<elseif $portalPanties.state.vagina and $portalPanties.state.vagina.owner is "pc">>
<span class="pink">You are overcome by sensation. A surge of cum erupts from your penis and goes straight into your <<pussy>>.</span>
<<recordSperm `{target: "pc", spermOwner: "pc", spermType: "human"}`>>
<<portalPantiesClear "vagina">>
<<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">>
<<set $portalPanties.ownPenisOrgasms.vagina++>>
<</if>>
<</widget>>
/* Place within '<<widget "cumswallow">>'
'<<elseif _args[2] is "forced">>
<<if $ejactrait gte 1>>
You swallow it, its <<print either("strong", "bitter", "sweet", "creamy", "sharp", "salty")>> taste pleasing.
<<else>>
You're forced to swallow it.
<</if>>
<<set $hunger -= 200>>
<<set $thirst -= 200>>
<<bodyliquid "mouth" "semen" 1>>
<<elseif _args[2] is "selfForced">>
<<if $ejactrait gte 1>>
You swallow the cum, enjoying its personal taste.
<<else>>
You're forced to swallow the cum.
<</if>>
<<set $hunger -= 200>>
<<set $thirst -= 200>>
<<bodyliquid "mouth" "semen" 1>>'
*/<div id="clothingShop-div" class="main-shop-div">
<<schoolShop-main>>
</div><<widget "schoolShop-main">>
<<set $outside to 0>><<set $location to "school">><<effects>>
<<set $shopName = "school">>
<<if $tryOn.autoReset isnot false>><<tryOnReset>><</if>>
<<if $school_shop_intro isnot 1>>
<<set $school_shop_intro to 1>>
Sydney nods, leading you to the other end of the counter. Shirts, trousers, and skirts hang from circular stands, while swimsuits stay compactly folded on shelves.
<br><br>
"You can find just about anything that matches the dress code here," <<he>> says, gesturing to the wall behind <<him>>. "There's also a small changing room, right this way. N-no one will peek, don't worry." <<His>> face turns red.
<br><br>
<<link [[Next|School Library Shop]]>><<endevent>><</link>>
<br>
<<else>>
Around the corner from the rental counter is a small area reserved for school-sanctioned clothing. Shirts, trousers, and skirts hang from circular stands, while swimsuits stay compactly folded on shelves.
<br><br>
<<if $schoolShopAction is undefined>>
<<set $schoolShopAction to []>>
<</if>>
<<run statusCheck("Sydney")>>
<<if $schoolShopAction.includes("wear") or $schoolShopAction.includes("try") or $schoolShopAction.includes("under")>>
<<if random(1,10) is 1>>
You hear Sydney speaking outside. "Um, the changing room is currently occupied! Sorry."
<<elseif !$daily.sydney.peek and random(1,10) is 2 and (_sydneyStatus.includes("corrupt") or _sydneyStatus.includes("Lust"))>>
<<set $daily.sydney.peek to true>><<set $sydneySeen.pushUnique("changing room")>>
You hear the curtain shift behind you. You quickly turn around and hear a gasp. <span class="lewd">Sydney's face disappears behind the curtain.</span> <<stress 3>><<gstress>><<npcincr Sydney lust 1>><<glust>><<arousal 50>><<garousal>>
<<else>>
Sydney patiently waits for you outside the changing room.
<</if>>
<<else>>
Sydney patiently waits for you.
<</if>>
<br><br>
<div id="tryonstats-div"><<tryOnStats>></div>
<<unset $shopListStartCount>>
<<unset $clothes_choice>>
<<set $shopPage = 0>>
<span>Warmth:</span>
<<warmthscale>>
<div id="warmth-description">
<<warmth_description>>
</div>
<br><br>
<<clothingcategoryicon "all">>
<<link "View All">><<replace "#clothingShop-div">><<AllShop>><</replace>><</link>>
<br><br>
<<if $debug is 1>>
<<clothingcategoryicon "overoutfit">>
<<link "View Over Outfits">><<replace "#clothingShop-div">><<OverOutfitShop>><</replace>><</link>>
<br><br>
<</if>>
/*
*<<clothingcategoryicon "outfit">>
*<<link "View Outfits">><<replace "#clothingShop-div">><<OutfitShop>><</replace>><</link>>
*<br>
*/
<<clothingcategoryicon "upper">>
<<link "View Tops">><<replace "#clothingShop-div">><<TopShop>><</replace>><</link>>
<br>
<<clothingcategoryicon "lower">>
<<link "View Bottoms">><<replace "#clothingShop-div">><<BottomShop>><</replace>><</link>>
<br><br>
<<clothingcategoryicon "underoutfit">>
<<link "View Under Outfits">><<replace "#clothingShop-div">><<UnderOutfitShop>><</replace>><</link>>
<br>
<<clothingcategoryicon "underupper">>
<<link "View Under Tops">><<replace "#clothingShop-div">><<UnderTopShop>><</replace>><</link>>
<br>
<<clothingcategoryicon "underlower">>
<<link "View Under Bottoms">><<replace "#clothingShop-div">><<UnderBottomShop>><</replace>><</link>>
<br><br>
<<clothingcategoryicon "head">>
<<link "View Head Accessories">><<replace "#clothingShop-div">><<HeadShop>><</replace>><</link>>
<br>
<<clothingcategoryicon "face">>
<<link "View Face Accessories">><<replace "#clothingShop-div">><<FaceShop>><</replace>><</link>>
<br>
/*
*<<clothingcategoryicon "neck">>
*<<link "View Neck Accessories">><<replace "#clothingShop-div">><<NeckShop>><</replace>><</link>>
*<br>*/
<<clothingcategoryicon "handheld">>
<<link "View Handheld Items">><<replace "#clothingShop-div">><<HandheldShop>><</replace>><</link>>
<br>
<<clothingcategoryicon "hand">>
<<link "View Hand Accessories">><<replace "#clothingShop-div">><<HandsShop>><</replace>><</link>>
<br>
<<clothingcategoryicon "legs">>
<<link "View Legwear">><<replace "#clothingShop-div">><<LegsShop>><</replace>><</link>>
<br>
<<clothingcategoryicon "feet">>
<<link "View Shoes">><<replace "#clothingShop-div">><<FeetShop>><</replace>><</link>>
<br><br>
<<run linkifyDivs('.button-back-to-shop')>>
<<if $tryOn.value gt 0 and $tryOn.value lte $money>>
<<sendItemsToDropdown>>
<<link "Buy clothes and send to wardrobe">>
<<buyTryOnClothes "wardrobe">>
<<updatesidebarmoney>>
<<updatesidebarimg>>
<<updatesidebardescription>>
<<updateallure>>
<<updatewarmthscale>>
<<updatewarmthdescription>>
<<updateclothingshop>>
<</link>>
<br>
<<elseif $tryOn.value is 0>>
<<getouticon>><<link [[Leave|Library Rental Counter]]>><<shopClothingFilterReset>><<ShowUnderEquip "normal">><<endnpc>><<unset $clothes_choice>><<set $tryOn.autoReset to true>><<set $eventskip to 1>><<unset $tempDisable>><<shopCommandoCheck>><<endevent>><</link>>
<br><br>
<</if>>
<</if>>
<</widget>><div id="clothingShop-div" class="main-shop-div">
<<forestShop-main>>
</div><<widget "forestShop-intro">>
<<npc Gwylan>><<person1>>
You enter the strange building. The interior is dark and crowded by tall shelves, holding all manner of items.
<br><br>
The quiet is broken by a scraping, then a thud. A mousy <<personsimple>> holding a stepladder appears at the end of the closest aisle.
<<if $gwylan_rescue is 1>>
It's Gwylan.
<br><br>
"You came!"
<<else>>
<br><br>
"A customer!"
<</if>>
<<he>> says, dropping the ladder and walking over. <<He>> wipes <<his>> hands on <<his>> apron. "Welcome to my shop."
<<if $gwylan_rescue is 1 and $gwylan_aborted gte 1>>
<br><br>
<<gwylanRescueApologyShop "Intro">>
<<set $gwylan_aborted to 0>>
<<elseif $gwylan_rescue isnot 1>>
<br><br>
<<He>> looks about your age, with mousy hair and a hint of freckles. "I'm older than I look," <<he>> says, as if reading your mind. "I'm Gwylan." <<He>> reaches forward, lifts your hand, and shakes it in both <<his>> own. "Pleased to meet you. I sell-" <<He>> pauses. "My grand<<father>> sells-" Another pause. "I sell knick-knacks here. Things you won't find in normal shops. Even I don't know what I have in stock!" <<He>> sounds proud.
<br><br>
"I hope you find something you like," <<he>> says, picking the ladder back up. "But don't worry if you don't. My grand<<father>> would say the objects here hide from people they don't want to be bought by." <<He>> laughs. "I could believe it."
<</if>>
<br><br>
<<link [[Next|Forest Shop]]>><<endevent>><</link>>
<br>
<</widget>>
<<widget "forestShop-text">>
You are in the forest shop. The interior is dark and crowded by tall shelves, holding all manner of items. Most are useless knick-knacks, but some interest you.
<br><br>
<<if $gwylan_aborted gte 1>>
<<gwylanRescueApologyShop>>
<<set $gwylan_aborted to 0>>
<<else>>
You hear Gwylan shuffling somewhere in the gloom.
<</if>>
<<if $robin_in_forest_shop>>
Robin is busy admiring the costumes.
<<if !$halloween_robin_costume or $halloween_robin_costume is "ghost">>
<br><br>
<<link [[Talk to Robin|Robin Forest Costume Intro]]>><<forestShop-leave>><<clothingReset>><</link>>
<</if>>
<</if>>
<</widget>>
<<widget "forestShop-leave">>
<<shopClothingFilterReset>><<unset $clothes_choice>><<ShowUnderEquip "normal">><<ShowUnderEquip "over">>
<<set $tryOn.autoReset to true>><<set $eventskip to 1>><<unset $tempDisable>><<shopCommandoCheck>>
<</widget>>
<<widget "forestShop-main">>
<<set $outside to 0>><<set $location to "forest_shop">><<effects>>
<<set $shopName = "forest">>
<<if $tryOn.autoReset isnot false>><<tryOnReset>><</if>>
<<specialClothesUpdate>>
<<if $forest_shop_intro isnot 1>>
<<set $forest_shop_intro to 1>>
<<forestShop-intro>>
<<else>>
<<forestShop-text>>
<br><br>
<div id="tryonstats-div"><<tryOnStats>></div>
<<unset $shopListStartCount>>
<<unset $clothes_choice>>
<<set $shopPage = 0>>
<span>Warmth:</span>
<<warmthscale>>
<div id="warmth-description">
<<warmth_description>>
</div>
<br><br>
<<if $christmas_gift_robin is undefined and $christmas is 1 and C.npc.Robin.init is 1>>
<<checkforloveinterests>>
<<if isLoveInterest("Robin")>><<gifticon "love">><<else>><<gifticon "christmas">><</if>><<link [[Find a gift for Robin (0:10)|Forest Christmas Robin]]>><<pass 10>><</link>>
<br>
<</if>>
<<if isPubfameTaskAccepted("gwylan")>>
<<if $pubfame.gwylan.snowglobe isnot 1>>
<<ind>><<link [[Look for the snow globe (0:20)|Forest Snowglobe]]>><<pass 20>><</link>>
<<elseif $money gte 2000>>
<<ind>><<link [[Purchase the snow globe (£20)|Forest Snowglobe Buy]]>><<money -2000>><</link>>
<</if>>
<br>
<</if>>
<<clothingcategoryicon "all">>
<<link "View All">><<replace "#clothingShop-div">><<AllShop>><</replace>><</link>>
<br><br>
<<clothingcategoryicon "outfit">>
<<link "Look behind the dark screen">><<replace "#clothingShop-div">><<OutfitShop>><</replace>><</link>>
<br>
<<clothingcategoryicon "upper">>
<<link "Look in the antique wardrobe">><<replace "#clothingShop-div">><<TopShop>><</replace>><</link>>
<br>
<<clothingcategoryicon "lower">>
<<link "Look on the strange ironing board">><<replace "#clothingShop-div">><<BottomShop>><</replace>><</link>>
<br>
<<clothingcategoryicon "underoutfit">>
<<link "Look in the moldering hutch">><<replace "#clothingShop-div">><<UnderOutfitShop>><</replace>><</link>>
<br>
<<clothingcategoryicon "underupper">>
<<link "Look on the rusted hangers">><<replace "#clothingShop-div">><<UnderTopShop>><</replace>><</link>>
<br>
<<clothingcategoryicon "underlower">>
<<link "Look in the dusky drawer">><<replace "#clothingShop-div">><<UnderBottomShop>><</replace>><</link>>
<br>
<<clothingcategoryicon "head">>
<<link "Look on the spindly hat stand">><<replace "#clothingShop-div">><<HeadShop>><</replace>><</link>>
<br>
<<clothingcategoryicon "face">>
<<link "Look on the gnarled wall">><<replace "#clothingShop-div">><<FaceShop>><</replace>><</link>>
<br>
<<clothingcategoryicon "neck">>
<<link "Look in the glowing box">><<replace "#clothingShop-div">><<NeckShop>><</replace>><</link>>
<br>
<<clothingcategoryicon "handheld">>
<<link "Look in the rusty umbrella stand">><<replace "#clothingShop-div">><<HandheldShop>><</replace>><</link>>
<br>
<<clothingcategoryicon "hand">>
<<link "Look in the tilted vanity">><<replace "#clothingShop-div">><<HandsShop>><</replace>><</link>>
<br>
<<clothingcategoryicon "legs">>
<<link "Look in the worn stocking">><<replace "#clothingShop-div">><<LegsShop>><</replace>><</link>>
<br>
<<clothingcategoryicon "feet">>
<<link "Look beneath the decaying rack">><<replace "#clothingShop-div">><<FeetShop>><</replace>><</link>>
<br><br>
<<run linkifyDivs('.button-back-to-shop')>>
<<if $tryOn.value gt 0 and $tryOn.value lte $money>>
<<sendItemsToDropdown>>
<<link "Buy clothes">><<buyTryOnClothes "wear">><<updateclothingshop>><</link>>
<br>
<<link "Buy clothes and send to wardrobe">>
<<buyTryOnClothes "wardrobe">>
<<updatesidebarmoney>>
<<updatesidebarimg>>
<<updatesidebardescription>>
<<updateallure>>
<<updatewarmthscale>>
<<updatewarmthdescription>>
<<updateclothingshop>>
<</link>>
<br>
<<elseif $tryOn.value is 0>>
<<if $robin_in_forest_shop>>
<<getouticon>><<link [[Leave with Robin (0:10)|Robin Forest Shop Home]]>><<endnpc "Gwylan">><<forestShop-leave>><<pass 10>><</link>>
<<else>>
<<getouticon>><<link [[Leave|Forest]]>><<endnpc "Gwylan">><<forestShop-leave>><</link>>
<</if>>
<</if>>
<</if>>
<</widget>><<effects>>
You search through an assortment of strange clothes, before finding a Christmas-themed outfit in Robin's size. There's a price tag: "£80".
<br><br>
<<if $money gte 8000>>
<<gifticon "christmas hat">><<link [[Buy it|Forest Christmas Robin Buy]]>><<set $christmas_gift_robin to "christmas_unwrapped">><</link>>
<br>
<</if>>
<<getouticon>><<link [[Leave|Forest Shop]]>><</link>>
<br><<effects>>
You hand Gwylan the cash.
<<if $christmas_wrap is undefined>>Now you just need wrapping paper. <span class="gold">You can buy some at the shopping centre.</span><<else>>You can wrap it in your room.<</if>>
<br><br>
<<link [[Next|Forest Shop]]>><</link>>
<br><<effects>><<npc Gwylan>>
You prowl around the shop, looking under cloaks, on top of shelves and behind dressing racks. There's a vague sense of organisation, but things are scattered around anyway, so it could be anywhere. You find a few snow globes, but none with anything written on the bottom.
<br><br>
"Are you looking for something in particular?" Gwylan says from beside you, startling you. <<He>> hadn't made a sound in <<his>> approach. "I know that look in your eye. You have something in mind."
<br>
<<if $speech_attitude is "meek">>
"I'm trying to find a snow globe," you say.
<<elseif $speech_attitude is "bratty">>
"Yeah, there's a snow globe I'm looking for," you say.
<<else>>
"I'm looking for a specific snow globe," you say.
<</if>>
<br>
<<He>> grins. "There's plenty of snow globes around, if that's the case."
<br>
You shake your head. "I need a specific one. It has something written on the bottom."
<br><br>
Gwylan thinks for a second. "I think I know which one you're talking about. Hold on."
<<switch random(1,5)>>
<<case 1>>
<<He>> flips up a trapdoor in the floor a few feet away and pulls a snow globe out of a hidden compartment. You stare in bemusement.
<<case 2>>
<<He>> beelines for the shoe section, rummages through the sandals and pulls a snow globe out from the pile. You stare in bemusement.
<<case 3>>
<<He>> pushes a witch dress out of the way and enters what appears to be a hidden maintenance room. <<He>> emerges holding a snow globe. You stare in bemusement.
<<case 4>>
<<He>> quickly exits the shop. You see <<him>> reaching into a nearby bush before the door fully closes. <<He>> quickly enters again, holding a snow globe. You stare, bewildered.
<<case 5>>
<<He>> walks over to a shelf full of snow globes and plucks one out of the bunch. You resist the urge to groan. How did you miss that shelf?
<</switch>>
<br><br>
<<He>> walks back to you and shows you the bottom. There's a string of random letters and numbers you can't understand. "This the one?" You nod. "Good! That'll be £20."
<br><br>
<<if $money gte 2000>>
<<link [[Purchase the snow globe (£20)|Forest Snowglobe Buy]]>><<money -2000>><</link>>
<<else>>
You can't afford it.
<</if>>
<br>
<<link [[Back|Forest Shop]]>><<set $pubfame.gwylan.snowglobe to 1>><<endevent>><</link>><<effects>><<npc Gwylan>>
You hand over the money to Gwylan, and <<he>> hands you the snow globe. "Don't know how you knew there'd be something on the bottom," <<he>> says. "I bet it was looking for you, just as much as you were looking for it!"
<br><br>
<<pubfameComplete "gwylan">>
<<link [[Next|Forest Shop]]>><<endevent>><</link>><<widget "specialClothesEffectsSetup">>
<<if $specialClothesEffects is undefined>>
<<set $specialClothesEffects to {
bimbo:0,
bimboTotal:0,
bimboMessage:0
}>>
<</if>>
<</widget>>
<<widget "bimboCheck">>
<<if $worn[_args[0]].type.includes("bimbo")>>
<<set $specialClothesEffects.bimbo++>>
<</if>>
<</widget>>
<<widget "bimboUpdate">>
<<if $specialClothesEffects.bimbo gt 0>>
<<set $breastgrowthtimer -= $specialClothesEffects.bimbo * 5>>
<<if $player.penisExist>>
<<set $penisgrowthtimer += $specialClothesEffects.bimbo * 5>>
<</if>>
<<set $bottomgrowthtimer -= $specialClothesEffects.bimbo * 5>>
<<if $specialClothesEffects.bimboTotal lt 10000>>
<<set $specialClothesEffects.bimboTotal += $specialClothesEffects.bimbo>>
<</if>>
<<set $specialClothesEffects.bimbo to 0>>
<<if $specialClothesEffects.bimboTotal gte 400 and $specialClothesEffects.bimboMessage is 0>>
<<set $specialClothesEffects.bimboMessage to 1>><<set _skipEvent to true>>
<<if $player.gender_body is "m">>
<<set $player.gender_body to "a">>
<</if>>
<span class="lewd">
You feel different, but you're not sure how or why.
<<if $worn.upper.type.includes("bimbo") or $worn.lower.type.includes("bimbo") or $worn.feet.type.includes("bimbo")>>
Your clothing seems to cling to you.
<</if>>
</span>
<br>
<<elseif $specialClothesEffects.bimboTotal lt 400 and $specialClothesEffects.bimboMessage is 1>>
<<set $specialClothesEffects.bimboMessage to 0>>
<</if>>
<<if $specialClothesEffects.bimboTotal gte 800 and $specialClothesEffects.bimboMessage is 1 and _skipEvent isnot true>>
<<set $specialClothesEffects.bimboMessage to 2>><<set _skipEvent to true>>
<<if $player.gender_body isnot "f">>
<<set $player.gender_body to "f">>
<</if>>
<span class="lewd">
You feel different yet again, this time you're more sure about it, something is making you look more feminine. Your thoughts turn to the outfit you<<if $worn.upper.type.includes("bimbo") or $worn.lower.type.includes("bimbo") or $worn.feet.type.includes("bimbo")>>'re wearing<<else>> had on earlier<</if>>.
</span>
<br>
<<elseif $specialClothesEffects.bimboTotal lt 800 and $specialClothesEffects.bimboMessage is 2>>
<<set $specialClothesEffects.bimboMessage to 1>>
<</if>>
<<if $specialClothesEffects.bimboTotal gte 1200 and $specialClothesEffects.bimboMessage is 2 and _skipEvent isnot true>>
<<set $specialClothesEffects.bimboMessage to 3>>
<<if !$backgroundTraits.includes("lustful")>>
<<run $backgroundTraits.pushUnique("lustful")>>
<</if>>
<<arousal 10000>>
<span class="lewd">You feel an odd sense of yearning grow within you, and you are filled with a deep desire. An unbearable lust soon takes hold.</span>
<br>
<<elseif $specialClothesEffects.bimboTotal lt 1200 and $specialClothesEffects.bimboMessage is 3>>
<<set $specialClothesEffects.bimboMessage to 2>>
<</if>>
<</if>>
<</widget>>
<<widget "heelsUpdate">>
<<if $worn.feet.type.includes("heels")>>
<<if currentSkillValue("feetskill") lt $worn.feet.reveal>>
<<set $tiredness += (($worn.feet.reveal - currentSkillValue("feetskill")) / 150)>>
<</if>>
<</if>>
<</widget>><<widget "storeactions">>
<<set _temp_strip to _args[0]>>
<<exposure>>
<<outfitChecks>>
<<otherOutfitChecks>>
<<if $action_unclad_over_outfit is 1>>
<<unset $action_unclad_over_outfit>>
<<if $worn.upper.name isnot "naked" and $worn.lower.name isnot "naked">>
You remove your $worn.over_upper.name.
<<elseif _temp_strip is "wolfcave">>
You remove your $worn.over_upper.name. They may be animals, but stripping in front of them makes a chill run through your spine.
<br>
<<elseif _temp_strip is "birdtower">>
You remove your $worn.over_upper.name.<<if $bird.activity is "bathe">> The <<beasttype>> doesn't seem to mind your exposure.<</if>>
<br>
<br>
<<else>>
You check to make sure no one is around, then slowly remove your $worn.over_upper.name. Despite being alone, doing this in a public space makes a chill run through your spine.
<br>
<</if>>
<<overupperundress _temp_strip>>
<</if>>
<<if $action_unclad_over_upper is 1>>
<<unset $action_unclad_over_upper>>
<<if $worn.upper.name isnot "naked">>
You remove your $worn.over_upper.name.
<<elseif _temp_strip is "wolfcave">>
You remove your $worn.over_upper.name. They may be animals, but stripping in front of them makes your <<nipples>> erect and your newly-exposed skin tingle.
<br>
<<elseif _temp_strip is "birdtower">>
You remove your $worn.over_upper.name.<<if $bird.activity is "bathe">> The <<beasttype>> doesn't seem to mind your exposure.<</if>>
<br>
<br>
<<else>>
You check to make sure no one is around, then slowly remove your $worn.over_upper.name. Despite being alone, doing this in a public space makes your <<nipples>> erect and your newly-exposed skin tingle.
<br>
<</if>>
<<overupperundress _temp_strip>>
<</if>>
<<if $action_unclad_over_lower is 1>>
<<unset $action_unclad_over_lower>>
<<if $worn.lower.name isnot "naked">>
You remove your $worn.over_lower.name.
<<elseif _temp_strip is "wolfcave">>
You remove your $worn.over_lower.name. They may be animals, but stripping in front of them makes you shiver delightfully.
<br>
<<elseif _temp_strip is "birdtower">>
You remove your $worn.over_lower.name.<<if $bird.activity is "bathe">> The <<beasttype>> doesn't seem to mind your exposure.<</if>>
<br>
<<else>>
You check to make sure no one is around, then slowly remove your $worn.over_lower.name. Despite being alone, doing this in a public space makes you shiver delightfully.
<br>
<</if>>
<<overlowerundress _temp_strip>>
<</if>>
<<if $action_unclad_outfit is 1>>
<<unset $action_unclad_outfit>>
<<if _temp_strip is "wolfcave">>
You remove your $worn.upper.name. They may be animals, but stripping in front of them makes a chill run through your spine.
<br>
<<elseif _temp_strip is "birdtower">>
You remove your $worn.upper.name.<<if $bird.activity is "bathe">> The <<beasttype>> doesn't seem to mind your exposure.<</if>>
<br>
<<else>>
You check to make sure no one is around, then slowly remove your $worn.upper.name. Despite being alone, doing this in a public space makes a chill run through your spine.
<br>
<</if>>
<<upperundress _temp_strip>>
<</if>>
<<if $action_unclad_upper is 1>>
<<unset $action_unclad_upper>>
<<if _temp_strip is "wolfcave">>
You remove your $worn.upper.name. They may be animals, but stripping in front of them makes your <<nipples>> erect and your newly-exposed skin tingle.
<br>
<<elseif _temp_strip is "birdtower">>
You remove your $worn.upper.name.<<if $bird.activity is "bathe">> The <<beasttype>> doesn't seem to mind your exposure.<</if>>
<br>
<<else>>
You check to make sure no one is around, then slowly remove your $worn.upper.name. Despite being alone, doing this in a public space makes your <<nipples>> erect and your newly-exposed skin tingle.
<br>
<</if>>
<<upperundress _temp_strip>>
<</if>>
<<if $action_unclad_lower is 1>>
<<unset $action_unclad_lower>>
<<if _temp_strip is "wolfcave">>
You remove your $worn.lower.name. They may be animals, but stripping in front of them makes you shiver delightfully.
<br>
<<elseif _temp_strip is "birdtower">>
You remove your $worn.lower.name.<<if $bird.activity is "bathe">> The <<beasttype>> doesn't seem to mind your exposure.<</if>>
<br>
<<else>>
You check to make sure no one is around, then slowly remove your $worn.lower.name. Despite being alone, doing this in a public space makes you shiver delightfully.
<br>
<</if>>
<<lowerundress _temp_strip>>
<</if>>
<<if $action_unclad_under_outfit is 1>>
<<unset $action_unclad_under_outfit>>
<<if _temp_strip is "wolfcave">>
You remove your $worn.under_upper.name. They may be animals, but stripping in front of them makes a chill run through your spine.
<br>
<<elseif _temp_strip is "birdtower">>
You remove your $worn.under_upper.name.<<if $bird.activity is "bathe">> The <<beasttype>> doesn't seem to mind your exposure.<</if>>
<br>
<<else>>
You check to make sure no one is around, then slowly remove your $worn.under_upper.name. Despite being alone, doing this in a public space makes a chill run through your spine.
<br>
<</if>>
<<underupperundress _temp_strip>><<underlowerundress _temp_strip>>
<</if>>
<<if $action_unclad_under_upper is 1>>
<<unset $action_unclad_under_upper>>
<<if _temp_strip is "wolfcave">>
You remove your $worn.under_upper.name. They may be animals, but stripping in front of them makes your skin and <<genitals 1>> tingle.
<br>
<<elseif _temp_strip is "birdtower">>
You remove your $worn.under_upper.name.<<if $bird.activity is "bathe">> The <<beasttype>> doesn't seem to mind your exposure.<</if>>
<br>
<<else>>
You check to make sure no one is around, then slowly remove your $worn.under_upper.name. Despite being alone, doing this in a public space makes your skin and <<genitals 1>> tingle.
<br>
<</if>>
<<underupperundress _temp_strip>>
<</if>>
<<if $action_unclad_under_lower is 1>>
<<unset $action_unclad_under_lower>>
<<if _temp_strip is "wolfcave">>
You remove your $worn.under_lower.name. They may be animals, but stripping in front of them makes your skin and <<genitals 1>> tingle.
<br>
<<elseif _temp_strip is "birdtower">>
You remove your $worn.under_lower.name.<<if $bird.activity is "bathe">> The <<beasttype>> doesn't seem to mind your exposure.<</if>>
<br>
<<else>>
You check to make sure no one is around, then slowly remove your $worn.under_lower.name. Despite being alone, doing this in a public space makes your skin and <<genitals 1>> tingle.
<br>
<</if>>
<<underlowerundress _temp_strip>>
<</if>>
<<if $action_unclad_legs is 1>>
<<unset $action_unclad_legs>>
<<if _temp_strip is "wolfcave">>
You remove your $worn.legs.name.
<br>
<<elseif _temp_strip is "birdtower">>
You remove your $worn.legs.name<<if $worn.feet.type.includes("naked")>> and dip your feet into the water<</if>>.<<if $bird.activity is "bathe">> The <<beasttype>> looks at your legs, then at <<bhis>> own quizzically.<</if>>
<<else>>
You remove your $worn.legs.name.
<br>
<</if>>
<<legsundress _temp_strip>>
<</if>>
<<if $action_unclad_feet is 1>>
<<unset $action_unclad_feet>>
<<if _temp_strip is "wolfcave">>
You remove your $worn.feet.name. You're glad you aren't the only one barefoot here.
<br>
<<elseif _temp_strip is "birdtower">>
You remove your $worn.feet.name<<if $worn.legs.type.includes("naked")>> and dip your feet into the water<</if>>.<<if $bird.activity is "bathe" and $monster is 1>> The <<beasttype>> almost looks envious of your ability to hide your "talons".<</if>>
<<else>>
You remove your $worn.feet.name.
<br>
<</if>>
<<feetundress _temp_strip>>
<</if>>
<<if $action_unclad_neck is 1>>
<<unset $action_unclad_neck>>
<<if _temp_strip is "wolfcave">>
You remove your $worn.neck.name.
<br>
<<elseif _temp_strip is "birdtower">>
You remove your $worn.neck.name.
<<else>>
You remove your $worn.neck.name.
<br>
<</if>>
<<neckundress _temp_strip>>
<</if>>
<<if $action_unclad_over_head is 1>>
<<unset $action_unclad_over_head>>
<<if _temp_strip is "wolfcave">>
You remove your $worn.over_head.name.
<br>
<<elseif _temp_strip is "birdtower">>
You remove your $worn.over_head.name.
<<else>>
You remove your $worn.over_head.name.
<br>
<</if>>
<<overheadundress _temp_strip>>
<</if>>
<<if $action_unclad_head is 1>>
<<unset $action_unclad_head>>
<<if _temp_strip is "wolfcave">>
You remove your $worn.head.name.
<br>
<<elseif _temp_strip is "birdtower">>
You remove your $worn.head.name.
<<else>>
You remove your $worn.head.name.
<br>
<</if>>
<<headundress _temp_strip>>
<</if>>
<<if $action_unclad_face is 1>>
<<unset $action_unclad_face>>
You remove your $worn.face.name.
<br>
<<faceundress _temp_strip>>
<</if>>
<<if $action_unclad_handheld is 1>>
<<unset $action_unclad_handheld>>
<<if _temp_strip isnot "lockers" and _temp_strip isnot "lockers2">>
You put down your $worn.handheld.name.
<br>
<</if>>
<<handheldundress _temp_strip>>
<</if>>
<<if $action_unclad_hands is 1>>
<<unset $action_unclad_hands>>
<<if _temp_strip is "wolfcave">>
You remove your $worn.hands.name. You try to think up a pun about being "bear handed", but then remember you're surrounded by wolves, not bears.
<br>
<<else>>
You remove your $worn.hands.name.
<br>
<</if>>
<<handsundress _temp_strip>>
<</if>>
<<for _active_clothes range Object.keys($store)>>
<<for _i to 0; _i lt $store[_active_clothes].length; _i++>>
<<if $store[_active_clothes][_i].location is _temp_strip>>
<<set _temp_clothes_present to 1>>
<</if>>
<</for>>
<</for>>
<<if _temp_clothes_present is 1 and _temp_strip isnot "lakeshore" and _temp_strip isnot "lockers" and _temp_strip isnot "lockers2">>
<br>
<<dressasyouwereicon>><<link [[Get dressed|$passage]]>><<storeon _temp_strip "noreplace">><<set $eventskip to 1>><</link>>
<br>
<</if>>
/*Just incase some items are removed*/
<<outfitChecks>>
<<otherOutfitChecks>>
<<set _stripOptions to {}>>
<!-- set up the checks -->
<<set _over_upper_protected to $worn.over_upper.exposed lt 2 or $player.gender_appearance_without_overwear isnot "f";
_over_lower_protected to $worn.over_lower.exposed lt 2 and !setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].skirt;
_upper_protected to $worn.upper.exposed lt 2 or $player.gender_appearance_without_overwear isnot "f";
_lower_protected to $worn.lower.exposed lt 2 and !setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt;
_under_upper_protected to !$worn.under_upper.exposed or $player.gender_appearance_without_overwear isnot "f";
_under_lower_protected to !$worn.under_lower.exposed;
>>
<<if _temp_strip isnot "lockers" and _temp_strip isnot "lockers2">>
<<if !$worn.over_upper.cursed and !$worn.over_lower.cursed and _overOutfit>>
<!-- over outfit can be stripped -->
<<if hasSexStat("exhibitionism", 2) or ((_lower_protected or _under_lower_protected) and (_upper_protected or _under_upper_protected))>>
<!-- pc will still be protected after stripping (or won't care) -->
<<set _stripOptions[$worn.over_upper.name] to "stripOverOutfit">>
<</if>>
<</if>>
<<if !$worn.over_upper.cursed and $worn.over_upper.name isnot "naked" and !_overOutfit>>
<!-- over_upper can be stripped -->
<<if hasSexStat("exhibitionism", 2) or _upper_protected or _under_upper_protected>>
<<set _stripOptions[$worn.upper.name] to "stripOverUpper">>
<</if>>
<</if>>
<<if !$worn.over_lower.cursed and $worn.over_lower.name isnot "naked" and !_overOutfit>>
<!-- over_lower can be stripped -->
<<if hasSexStat("exhibitionism", 3) or _lower_protected or _under_lower_protected>>
<<set _stripOptions[$worn.over_lower.name] to "stripOverLower">>
<</if>>
<</if>>
<<if !$worn.upper.cursed and !$worn.lower.cursed and _middleOutfit>>
<<if hasSexStat("exhibitionism", 2) or ((_over_lower_protected or _under_lower_protected) and (_over_upper_protected or _under_upper_protected))>>
<<set _stripOptions[$worn.upper.name] to "stripOutfit">>
<</if>>
<</if>>
<<if $worn.upper.cursed isnot 1 and $worn.upper.name isnot "naked" and !_middleOutfit>>
<<if hasSexStat("exhibitionism", 2) or _over_upper_protected or _under_upper_protected>>
<<set _stripOptions[$worn.upper.name] to "stripUpper">>
<</if>>
<</if>>
<<if !$worn.lower.cursed and $worn.lower.name isnot "naked" and !_middleOutfit>>
<<if hasSexStat("exhibitionism", 3) or _over_lower_protected or _under_lower_protected>>
<<set _stripOptions[$worn.lower.name] to "stripLower">>
<</if>>
<</if>>
<<if !$worn.under_upper.cursed and !$worn.under_lower.cursed and _underOutfit>>
<<if hasSexStat("exhibitionism", 2) or ((_over_lower_protected or _lower_protected) and (_over_upper_protected or _upper_protected))>>
<<set _stripOptions[$worn.under_upper.name] to "stripUnderOutfit">>
<</if>>
<</if>>
<<if !$worn.under_upper.cursed and $worn.under_upper.name isnot "naked" and !_underOutfit>>
<<if hasSexStat("exhibitionism", 2) or _over_upper_protected or _upper_protected>>
<<set _stripOptions[$worn.under_upper.name] to "stripUnderUpper">>
<</if>>
<</if>>
<<if !$worn.under_lower.cursed and $worn.under_lower.name isnot "naked" and !_underOutfit>>
<<if hasSexStat("exhibitionism", 3) or _over_lower_protected or _lower_protected>>
<<set _stripOptions[$worn.under_lower.name] to "stripUnderLower">>
<</if>>
<</if>>
<<if !$worn.legs.cursed and !_otherOutfits.legs and $worn.legs.name isnot "naked">>
<<set _stripOptions[$worn.legs.name] to "stripLegs">>
<</if>>
<<if !$worn.feet.cursed and !_otherOutfits.feet and $worn.feet.name isnot "naked">>
<<set _stripOptions[$worn.feet.name] to "stripFeet">>
<</if>>
<<if !$worn.neck.cursed and !_otherOutfits.neck and $worn.neck.name isnot "naked">>
<<set _stripOptions[$worn.neck.name] to "stripNeck">>
<</if>>
<<if !$worn.over_head.cursed and !_otherOutfits.over_head and $worn.over_head.name isnot "naked">>
<<set _stripOptions[$worn.over_head.name] to "stripOverHead">>
<</if>>
<<if !$worn.head.cursed and !_otherOutfits.head and $worn.head.name isnot "naked">>
<<set _stripOptions[$worn.head.name] to "stripHead">>
<</if>>
<<if !$worn.face.cursed and !_otherOutfits.face and $worn.face.name isnot "naked">>
<<set _stripOptions[$worn.face.name] to "stripFace">>
<</if>>
<<if !$worn.hands.cursed and !_otherOutfits.hands and $worn.hands.name isnot "naked">>
<<set _stripOptions[$worn.hands.name] to "stripHands">>
<</if>>
<</if>>
<<if !$worn.handheld.cursed and !_otherOutfits.handheld and $worn.handheld.name isnot "naked">>
<<set _stripOptions[$worn.handheld.name] to "stripHandheld">>
<</if>>
<<if Object.keys(_stripOptions).length gt 0>>
<<if _temp_strip isnot "lockers" and _temp_strip isnot "lockers2">>
Remove<<if _temp_strip isnot "birdtower">> and hide<</if>> your...
<<listbox "$storeActions">>
<<optionsfrom _stripOptions>>
<</listbox>>
<<link [[Confirm|$passage]]>>
<<set $eventskip to 1>>
<<switch $storeActions>>
<<case "stripOverOutfit">><<set $action_unclad_over_outfit to 1>>
<<case "stripOverUpper">><<set $action_unclad_over_upper to 1>>
<<case "stripOverLower">><<set $action_unclad_over_lower to 1>>
<<case "stripOutfit">><<set $action_unclad_outfit to 1>>
<<case "stripUpper">><<set $action_unclad_upper to 1>>
<<case "stripLower">><<set $action_unclad_lower to 1>>
<<case "stripUnderOutfit">><<set $action_unclad_under_outfit to 1>>
<<case "stripUnderUpper">><<set $action_unclad_under_upper to 1>>
<<case "stripUnderLower">><<set $action_unclad_under_lower to 1>>
<<case "stripLegs">><<set $action_unclad_legs to 1>>
<<case "stripFeet">><<set $action_unclad_feet to 1>>
<<case "stripNeck">><<set $action_unclad_neck to 1>>
<<case "stripOverHead">><<set $action_unclad_over_head to 1>>
<<case "stripHead">><<set $action_unclad_head to 1>>
<<case "stripFace">><<set $action_unclad_face to 1>>
<<case "stripHands">><<set $action_unclad_hands to 1>>
<<case "stripHandheld">><<set $action_unclad_handheld to 1>>
<<default>>
<</switch>>
<</link>>
<br><br>
<<elseif (_temp_strip is "lockers" and clothingInStorage("lockers").length is 0 and clothingInStorage("lockers2").length is 0)>>
<br>
<<lockericon>>
<<link [[`Put your ${$worn.handheld.name} in your locker`|$passage]]>>
<<set $eventskip to 1>>
<<set $action_unclad_handheld to 1>>
<</link>>
<br>
<</if>>
<</if>>
<<exposure>>
<</widget>><<widget "wardrobewear">>
<!-- Note: Don't use $_ in this widget, because this widget gets <<replace>>'d into the passage body -->
<<if $wardrobes[$wardrobe_location] is undefined>>
<span class="red">A wardrobe error occurred, please report. The default wardrobe will be shown in place of the intended wardrobe.</span>
<br>
<!--$wardrobe_location should always point to a specific wardrobe inside of $wardrobes-->
wardrobe_location: <<print $wardrobe_location>>
<br>
passage: <<print $passage>>
<br><br>
<<wardrobeSelection true>>
<</if>>
<<set _selectedWardrobe to selectWardrobe()>>
<<wardrobeSanityCheck>>
<<if $clothingShop.stolenClothes gt 0>>
<<set $clothingShop.stolenClothes to 0>>
<span class="gold">You place the clothes you recently stole from the shop in your wardrobe.</span>
<br>
<</if>>
<<if $adultShop isnot undefined and $adultShop.stolenClothes gt 0>>
<<set $adultShop.stolenClothes to 0>>
<span class="gold">You place the clothes you recently stole from the adult shop in your wardrobe.</span>
<br>
<</if>>
<<if _wearAction is "strip">>
You remove your clothing.
<br><br>
<<undress $wardrobe_location>>
<</if>>
<<wearoutfit>>
<<if $randomWear>>
<<randomWear>>
<</if>>
<<set _equip to ["over_upper", "over_lower", "upper", "lower", "under_upper", "under_lower", "over_head", "head", "face", "neck", "hands", "handheld", "legs", "feet", "genitals"]>>
<<set _slimePrevent to ["upper", "lower", "under_upper", "under_lower"]>>
<<set _towelCheck to ["upper", "lower"]>>
<<set _equipSkip to {"over_upper":false, "over_lower":false, "upper":false, "lower":false, "under_upper":false, "under_lower":false, "over_head":false, "head":false, "face":false, "neck":false, "hands":false, "handheld":false, "legs":false, "feet":false, "genitals":false}>>
<<set _eIndextemNames to []>>
<<for _slot range _equip>>
<<unset _outfitPieceIds>>
<<unset _item>>
<<if _equipSkip[_slot] is true>>
<<continue>>
<</if>>
<<if !Object.keys($worn).includes(_slot)>>
<<continue>>
<<else>>
<<set _wearId to V["wear_"+_slot]>>
<</if>>
<<if _wearId is "none">>
<<continue>>
<</if>>
<<if $wardrobeOption is "wear" or ["strip","towel","large_towel"].includes(_wearId)>>
/*Checks for cursed equip*/
<<unset _cursedPrevent>>
<<set _wornOutfitPrimary to $worn[_slot].outfitPrimary>>
<<if $worn[_slot].cursed is 1>>
You try to remove the <<print $worn[_slot].name>>, but fail. <<cursedtext $worn[_slot].name>>
<br>
<<set _cursedPrevent to true>>
<</if>>
<<if _wornOutfitPrimary isnot undefined>>
<<for $_outfitPieceSlot, $_outfitPieceName range _wornOutfitPrimary>>
<<if $worn[$_outfitPieceSlot].cursed is 1 and _cursedPrevent isnot true>>
<<capture $_outfitPieceSlot>>
<<cursedtext $worn[$_outfitPieceSlot].name>>
<</capture>>
<<set _cursedPrevent to true>>
<</if>>
<</for>>
<</if>>
<<if _cursedPrevent is true>>
<<continue>>
<</if>>
/*Strips equip and puts it in the wardrobe*/
<<if _wearId is "strip" and $worn[_slot].name isnot "naked">>
You remove the <<print $worn[_slot].name>>.
<<generalUndress $wardrobe_location _slot>>
<br>
<<if _wornOutfitPrimary isnot undefined>>
<<for $_outfitPieceSlot, $_outfitPieceName range _wornOutfitPrimary>>
<<if $_outfitPieceName isnot "broken" and $_outfitPieceName isnot "split" and $worn[$_outfitPieceSlot].name isnot "naked">>
You remove the <<print $worn[$_outfitPieceSlot].name>>.
<<generalUndress $wardrobe_location $_outfitPieceSlot>>
<</if>>
<</for>>
<</if>>
<<continue>>
<</if>>
<<unset _wornOutfitPrimary>>
/*Strips equip, puts it in the wardrobe and equips a towl*/
<<if _wearId is "towel" and _towelCheck.includes(_slot)>>
<<generalUndress $wardrobe_location _slot>>
<<set $worn[_slot] to clone(setup.clothes[_slot][3])>><<set $worn[_slot].colour to clone($worn[_slot].colour_options.random())>>
<<if _slot is "upper">>
You tie a towel around your chest.
<<else>>
You tie a towel around your waist.
<</if>>
<br><br>
<<continue>>
<</if>>
<<if _wearId is "large_towel" and _slot is "upper">>
<<generalUndress $wardrobe_location "upper">><<generalUndress $wardrobe_location "lower">>
<<set $worn.upper to clone(setup.clothes.upper[14])>><<set $worn.upper.colour to clone($worn.upper.colour_options.random())>>
<<set $worn.lower to clone(setup.clothes.lower[15])>><<set $worn.lower.colour to clone($worn.upper.colour)>>
You tie a large towel around your chest.
<br><br>
<<continue>>
<</if>>
<</if>>
/*Find the item to equip*/
<<if _wearId gte 0>>
<<set _item to _selectedWardrobe[_slot][_wearId]>>
<<else>>
<<continue>>
<</if>>
/*Prevent equip when preggy*/
<<if playerBellySize() gte 12 and _item.type.includes("constricting") and $wardrobeOption is "wear">>
<<if _item.type.includes("chest_bind")>>
<span class="red">Your pregnant body is too sensitive to wear your _item.name.</span>
<<else>>
<span class="red">Your <<bellyDescription "pc">> is too large to wear your _item.name.</span>
<</if>>
<br>
<<continue>>
<</if>>
/*Prevent equip when the ear slime doesn't allow it*/
<<if _slimePrevent.includes(_slot) and $wardrobeOption is "wear" and $earSlime.corruption gte 10>>
<<if $earSlime.forcedCommando isnot undefined and (_slot is "under_lower" or (_item.outfitPrimary and _item.outfitPrimary.under_lower and !["broken","split"].includes(_item.outfitPrimary.under_lower)))>>
<<if _item.type.includes("naked") or (_earSlimeEnableSwimwear and _item.type.includes("swim")) or (_earSlimeEnableDancewear and _item.type.includes("dance"))>>
<<elseif $earSlime.forcedCommando gt 0>>
<span class="red">You are unable to equip your _item.name, as the slime in your ear is forcing you to go commando.</span>
<br>
<<continue>>
<<else>>
<<run delete $earSlime.forcedCommando>>
<</if>>
<<elseif _item.reveal lt earSlimeCorruptionClothes() and (["prison", "asylum"].includes($location) or !_allowSchoolClothes) and !_item.type.includesAny("event")>>
<span class="red">You were unable to equip your _item.name as the slime in your ear did not permit it.</span>
<br>
<<continue>>
<<elseif $earSlime.forcedDressing and _item.gender isnot $earSlime.forcedDressing.type and _item.gender isnot "n" and !_item.type.includesAny("event")>>
<<if $earSlime.forcedDressing.days gt 0>>
<span class="red">You are unable to equip your _item.name, as the slime in your ear is only permitting more <<print $earSlime.forcedDressing.type is "f" ? "feminine" : "masculine">> clothing.</span>
<br>
<<continue>>
<<else>>
<<run delete $earSlime.forcedDressing>>
<</if>>
<</if>>
<</if>>
/*Finds any outfit pieces and records the Ids*/
<<set _outfitPieceIds to {}>>
<<if _item.outfitPrimary isnot undefined>>
<<for $_outfitPieceSlot, $_outfitPieceName range _item.outfitPrimary>>
<<if $_outfitPieceName is "broken" or $_outfitPieceName is "split">>
<<continue>>
<</if>>
<<for $_outfitPieceId, $_wardrobeItem range _selectedWardrobe[$_outfitPieceSlot]>>
<<if $_wardrobeItem.name isnot $_outfitPieceName>>
<<continue>>
<</if>>
<<if _item.colour isnot $_wardrobeItem.colour or ($_wardrobeItem.accessory isnot 0 and _item.accessory_colour isnot $_wardrobeItem.accessory_colour)>>
<<continue>>
<</if>>
<<if $_wardrobeItem.outfitSecondary[1] isnot _item.name>>
<<continue>>
<</if>>
<<set _matched to 0>>
<<if $_wardrobeItem.colour isnot "custom" or (_item.colourCustom isnot undefined and _item.colourCustom is $_wardrobeItem.colourCustom)>>
<<set _matched++>>
<</if>>
<<if $_wardrobeItem.accessory is 0 or $_wardrobeItem.accessory_colour isnot "custom" or (_item.accessory_colourCustom isnot undefined and _item.accessory_colourCustom is $_wardrobeItem.accessory_colourCustom)>>
<<set _matched++>>
<</if>>
<<if _matched is 2>>
<<set _outfitPieceIds[$_outfitPieceSlot] to $_outfitPieceId>>
<<set _equipSkip[$_outfitPieceSlot] to true>>
<<break>>
<</if>>
<</for>>
<</for>>
<</if>>
<<if $wardrobeOption is "delete">>
/*Delete the relating items*/
<<for $_outfitSlot, $_outfitId range _outfitPieceIds>>
<<set _selectedWardrobe[$_outfitSlot].deleteAt($_outfitId)>>
<</for>>
You discard the <<print _item.name>>.
<<set _selectedWardrobe[_slot].deleteAt(_wearId)>>
<br>
<<elseif $wardrobeOption is "repair">>
<<set _item.integrity to clothingData(_slot,_item,'integrity_max')>>
<<set $_timeSpent to 5>>
/*Repair the relating items*/
<<for $_outfitSlot, $_outfitId range _outfitPieceIds>>
<<set _selectedWardrobe[$_outfitSlot][$_outfitId].integrity to clothingData($_outfitSlot,_selectedWardrobe[$_outfitSlot][$_outfitId],'integrity_max')>>
<<set $_timeSpent += 5>>
<</for>>
<<pass $_timeSpent>>
You repair the <<print _item.name>>.
<br>
<<elseif $wardrobeOption is "separateOutfits" and Object.values(_outfitPieceIds).length gt 0>>
<<for $_outfitSlot, $_outfitId range _outfitPieceIds>>
<<set _selectedWardrobe[$_outfitSlot][$_outfitId].outfitSecondary[1] to "split">>
<<set _selectedWardrobe[$_outfitSlot][$_outfitId].one_piece to "split">>
<<set _item.outfitPrimary[$_outfitSlot] to "split">>
<</for>>
<<set _item.one_piece to "split">>
You cut up the <<print _item.name>>.
<<pass 10>>
<br>
<<elseif $wardrobeOption is "transfer" and _wardrobeTransfer isnot $wardrobe_location and _wardrobeTransfer isnot undefined>>
<<unset _slotsFull>>
/*Set the target wardrobe*/
<<set _wardrobeTransferObject to selectWardrobe(_wardrobeTransfer)>>
/*Make sure there is enough space*/
<<if _wardrobeTransferObject[_slot].length gt _wardrobeTransferObject.space>>
<<set _slotsFull to true>>
<</if>>
<<for $_outfitSlot, $_outfitId range _outfitPieceIds>>
<<if _wardrobeTransferObject[$_outfitSlot].length gt _wardrobeTransferObject.space>>
<<set _slotsFull to true>>
<</if>>
<</for>>
<<if !_slotsFull>>
You transferred the <<print _item.name>> to the <<print $wardrobes[_wardrobeTransfer].name>> storage.
/*Transfer everything*/
<<run transferClothing(_slot,_wearId,_wardrobeTransfer)>>
<<for $_outfitSlot, $_outfitId range _outfitPieceIds>>
<<run transferClothing($_outfitSlot,$_outfitId,_wardrobeTransfer)>>
<</for>>
<<else>>
You were unable to transfer the <<print _item.name>> to the <<print $wardrobes[_wardrobeTransfer].name>> wardrobe due to lack of space there.
<</if>>
<<elseif $wardrobeOption is "wear">>
/*Equip the relating items*/
<<generalUndress $wardrobe_location _slot>>
<<for $_outfitSlot, $_outfitId range _outfitPieceIds>>
<<generalUndress $wardrobe_location $_outfitSlot>>
<<set $worn[$_outfitSlot] to clone(_selectedWardrobe[$_outfitSlot][$_outfitId])>>
<<set $worn[$_outfitSlot].lastTaken to $wardrobe_location>>
<<set _selectedWardrobe[$_outfitSlot].deleteAt($_outfitId)>>
<<run resetClothingState($_outfitSlot)>>
<</for>>
<<set $worn[_slot] to clone(_item)>>
<<set $worn[_slot].lastTaken to clone($wardrobe_location)>>
<<run resetClothingState(_slot)>>
<<set _eIndextemNames.push(_item.name)>>
<<set _selectedWardrobe[_slot].deleteAt(_wearId)>>
<</if>>
<</for>>
<<if $worn.under_lower.type.includes("naked")>>
<<set $worn.under_lower.exposedType to "notWorn">>
<</if>>
<<if $wardrobeOption is "wear" and _eIndextemNames.length gte 1>>
You put on the <<print formatList(_eIndextemNames)>>.
<</if>>
<<if _wearAction is "dry">>
<<dry>>
You squeeze the water from your clothes.
<<effectswater>>
<br><br>
<</if>>
<<unset _wearAction>>
<<set $wear_over_upper to "none">>
<<set $wear_over_lower to "none">>
<<set $wear_upper to "none">>
<<set $wear_lower to "none">>
<<set $wear_under_upper to "none">>
<<set $wear_under_lower to "none">>
<<set $wear_over_head to "none">>
<<set $wear_head to "none">>
<<set $wear_face to "none">>
<<set $wear_neck to "none">>
<<set $wear_hands to "none">>
<<set $wear_handheld to "none">>
<<set $wear_legs to "none">>
<<set $wear_feet to "none">>
<<set $wear_genitals to "none">>
<<set $wear_outfit to "none">>
<<exposure>>
<</widget>>
<<widget "wardrobe">>
<<set _inWardrobe to true>>
<div id="action-popup">Don't look here.</div>
<<unset $tempDisable>>
<hr>
<span>Warmth:</span>
<<warmthscale>>
<div id="warmth-description">
<<warmth_description>>
</div>
<br>
<div id="clotheson"><<clotheson>></div> /*Fixes perma pulled aside clothes introduced by 0.2.3.0 bug.*/
<<if $upperwet gte 1 or $lowerwet gte 1 or $underlowerwet gte 1 or $underupperwet gte 1>>
<div class="wardrobe-dry">
<<link "Dry your clothes">>
<<set _wearAction to "dry">>
<<updatewardrobe>>
<<if $upperwet lt 1 and $lowerwet lt 1 and $underlowerwet lt 1 and $underupperwet lt 1>>
<<remove ".wardrobe-dry">>
<</if>>
<</link>>
<br>
</div>
<</if>>
<div class="wardrobe-action">
<<link "Strip all">>
<<set _wearAction to "strip">>
<<updatewardrobe>>
<</link>>
</div> |
<div class="wardrobe-action">
<<link "Wear random clothes">>
<<set $randomWear to true>>
<<updatewardrobe>>
<</link>>
</div> |
<div class="wardrobe-action">
<<link "Configure random">><<toggleclass "#randomClothingConfigure" "hidden">><</link>>
</div> |
<<if $options.images and ($uncomfortable.underwear or $uncomfortable.nude)>>
<div class="wardrobe-action">
<span id="wardrobe-cover" @class="$dontHide ? '' : 'hidden'">
<<link "Cover yourself">>
<<dontHideRevert>>
<<toggleclass "#wardrobe-cover" "hidden">>
<<toggleclass "#wardrobe-dontCover" "hidden">>
<<updatesidebarimg>>
<</link>>
</span>
<span id="wardrobe-dontCover" @class="$dontHide ? 'hidden' : ''">
<<link "Don't cover yourself">>
<<dontHideForNow>>
<<toggleclass "#wardrobe-cover" "hidden">>
<<toggleclass "#wardrobe-dontCover" "hidden">>
<<updatesidebarimg>>
<</link>>
</span>
</div> |
<</if>>
<div id="randomClothingConfigure" class="hidden">
<<if $randomEquipConfigure is undefined>>
<<set $randomEquipConfigure to {face: true, feet: true, head: true, hands: true, legs: true, lower: true, neck: true, under_lower: true, under_upper: true, upper: true}>>
<</if>>
<<for _slot range Object.keys($randomEquipConfigure)>>
<<capture _slot>>
<label><<checkbox "$randomEquipConfigure[_slot]" false true autocheck>> <<print _slot.replace("_"," ")>></label><br>
<</capture>>
<</for>>
</div>
<br><br>
<<if $location is "home" or $location is "town">>
<<if $tailorMonthlyService is "repair">>
__Wardrobe Repair Crate__
<br>
There is a small crate ready for sending clothes to be repaired.
<br>
<<link [[Add damaged items and send|Wardrobe Repair Crate]]>>
<<set $wardrobeReturnLink to $passage>>
<<set $crateContents to "damaged">>
<</link>>
<br>
<<link [[Add outfits and send|Wardrobe Repair Crate]]>>
<<set $wardrobeReturnLink to $passage>>
<<set $crateContents to "outfits">>
<</link>>
<br>
<<link [[Add all items and send|Wardrobe Repair Crate]]>>
<<set $wardrobeReturnLink to $passage>>
<<set $crateContents to "all">>
<</link>>
<br><br>
<<link [[Cancel the request|$passage]]>><<set $tailorMonthlyService to 1>><</link>>
<br><br>
<<elseif $tailorMonthlyService is "discard">>
__Wardrobe Sale Crate__
There is a small crate ready for sending clothes to be sold.
<br>
<<link [[Add outfits and send|Wardrobe Sale Crate]]>>
<<set $wardrobeReturnLink to $passage>>
<<set $crateContents to "outfits">>
<</link>>
<br>
<<link [[Add all items and send|Wardrobe Sale Crate]]>>
<<set $wardrobeReturnLink to $passage>>
<<set $crateContents to "all">>
<</link>>
<br><br>
<<link [[Cancel the request|$passage]]>><<set $tailorMonthlyService to 1>><</link>>
<br><br>
<</if>>
<<if $wardrobeRepair is undefined>>
<<elseif $wardrobeRepair.timeLeft is 0>>
The clothes sent to the tailor have been repaired and added back into your wardrobe.
<<wardrobeGetRepairedClothes>>
<br><br>
<</if>>
<</if>>
__Clothing sets__
<br>
<div id="listoutfits"><<listoutfits>></div>
<hr>
__Clothing__
<br>
<<dynamic "wardrobeLinks" "wardrobeLinks">>
<<dynamic "wardrobeContents" "wardrobeList">>
<br>
<<set $upperoff to 0>>
<<set $loweroff to 0>>
<<set $underloweroff to 0>>
<<set $underupperoff to 0>>
<<exposure>>
<!-- Code responsible for brief highlighting of links in wardrobe when you click them -->
<<run $(document).on('mousedown', '.wardrobe-action a', (e) => {
let target = $(e.currentTarget).parent();
target.addClass('notransition action-flash');
setTimeout(() => { target.removeClass('notransition action-flash') }, 100);
})>>
<</widget>>
<<widget "wardrobeContents">>
<<if $lastWardrobeSlot is "NewOutfit">>
<<wardrobeNewOutfit>>
<<else>>
<<wardrobeList $lastWardrobeSlot>>
<</if>>
<</widget>>
<<widget "wardrobeLinks">>
<<set _wardrobeLinks=[
{ id: 'over_head', label: 'Over Head', disabled: !$debug },
{ id: 'over_upper', label: 'Over Upper', disabled: !$debug },
{ id: 'over_lower', label: 'Over Lower', disabled: !$debug },
{ id: 'head', label: 'Head' },
{ id: 'face', label: 'Face' },
{ id: 'neck', label: 'Neck' },
{ id: 'upper', label: 'Upper' },
{ id: 'lower', label: 'Lower' },
{ id: 'under_upper', label: 'Under Upper' },
{ id: 'under_lower', label: 'Under Lower' },
{ id: 'hands', label: 'Hands' },
{ id: 'handheld', label: 'Handheld' },
{ id: 'legs', label: 'Legs' },
{ id: 'feet', label: 'Feet' },
]>>
<<for _i = 0; _i < _wardrobeLinks.length; _i++>>
<<set _wardrobeLink=_wardrobeLinks[_i]>>
<<if !_wardrobeLink.disabled>>
<a
@class="($lastWardrobeSlot is _wardrobeLink.id ? 'selected' : '')"
@id="Dynamic.eventBinder(_wardrobeLink.id)"
onclick="(id) => $lastWardrobeSlot = id"
>_wardrobeLink.label</a><<if _i < _wardrobeLinks.length - 1>> | <</if>>
<</if>>
<</for>>
<</widget>>
<<widget "wardrobeClothingOptions">>
<br>
<<if $wardrobeOption is undefined or $wardrobeOption is 0>><<set $wardrobeOption to "wear">><</if>>
<<if $wardrobeRepeat isnot true or ($wardrobeOption is "repair" and $location isnot "home")>><<set $wardrobeOption to "wear">><</if>>
<label><<radiobutton "$wardrobeOption" "wear" autocheck>> Wear</label> |
<label><<radiobutton "$wardrobeOption" "delete" autocheck>> Discard</label> |
<<if $sewingKit is 1 and $location is "home">>
<label><<radiobutton "$wardrobeOption" "repair" autocheck>> Repair (0:05 per piece)</label> |
<</if>>
<label><<radiobutton "$wardrobeOption" "separateOutfits" autocheck>> Separate Outfits (0:10)</label> |
<<if $multipleWardrobes is "all" and !$wardrobes[$wardrobe_location].isolated>>
<label><<radiobutton "$wardrobeOption" "transfer" autocheck>> Transfer:</label>
<<set _options to {}>>
<<for _label, _value range $wardrobes>>
<<if _value.unlocked and _label isnot $wardrobe_location and !$wardrobes[_label].isolated>>
<<set _options[_value.name] to _label>>
<</if>>
<</for>>
<<listbox "_wardrobeTransfer" autoselect>>
<<optionsfrom _options>>
<</listbox>>
|
<</if>>
<label><<checkbox "$wardrobeRepeat" false true autocheck>> Repeat Actions</label>
<<if $wardrobeOption is "delete" and $wardrobeRepeat is true>>
<h2 class="red">Discard On Repeat</h2>
<<else>>
<br><br>
<</if>>
<</widget>>
<<widget "wardrobeNewOutfit">>
<br>
Add new set:
<br>
Name: <input id="outfitName" type="text" value="Custom" maxlength="30" onfocus="V.tempDisable = true;">
<br>
Type: <label>Everyday <<radiobutton "$outfit_type" 0 checked>></label> | <label>Sleep<<radiobutton "$outfit_type" "sleep">></label> | <label>Swimming<<radiobutton "$outfit_type" "swim">></label>
<br>
<label>
Save Clothes Colours in Set
<<checkbox "_saveColor" false true autocheck>>
</label>
<br>
<<if $multipleWardrobes>>
<label>
Make clothes set unique to this wardrobe
<<checkbox "_saveLocation" false true autocheck>>
</label>
<br>
<</if>>
<<if $savedHairStyles>>
<div>
<<set _savedHairStylesKeys to Object.keys($savedHairStyles)>>
Hair Style:
<<listbox "_hairStyle" autoselect>>
<<option "Not set" undefined>>
<<optionsfrom _savedHairStylesKeys>>
<</listbox>>
<mouse class="tooltip linkBlue">(?)<span>'Not set' will not change the current hairstyle.</span></mouse>
</div>
<<else>>
<div>
Hair Style: No sets saved (Check mirror)
</div>
<</if>>
<br>
<div class="wardrobe-action">
<<link "Add current clothes as new set">>
<<set $outfit_name to document.getElementById("outfitName").value.replace(/[^a-zA-Z\u4e00-\u9fa5 0-9.!()]+/g,"")>>
<<set _newOutfit to {
index: $outfit.length,
name: $outfit_name,
over_upper: clone($worn.over_upper.name),
over_lower: clone($worn.over_lower.name),
upper: clone($worn.upper.name),
lower: clone($worn.lower.name),
under_upper: clone($worn.under_upper.name),
under_lower: clone($worn.under_lower.name),
over_head: clone($worn.over_head.name),
head: clone($worn.head.name),
face: clone($worn.face.name),
neck: clone($worn.neck.name),
hands: clone($worn.hands.name),
handheld: clone($worn.handheld.name),
legs: clone($worn.legs.name),
feet: clone($worn.feet.name),
genitals: clone($worn.genitals.name),
type: ["normal"],
colors: false
}>>
<<if $outfit_name is "" or $outfit_name is "Custom">><<set $outfit_name to "Custom " + $outfit.length>><</if>>
<<set _newOutfit.name to $outfit_name>>
<<if $outfit_type>>
<<set _newOutfit.type[0] to $outfit_type>>
<</if>>
<<if _saveColor>>
<<set _equip to ["over_upper", "over_lower", "upper", "lower", "under_upper", "under_lower", "over_head", "head", "face", "neck", "hands", "handheld", "legs", "feet"]>>
<<set _colors to {}>>
<<for _slot range _equip>>
<<set _colors[_slot] to [$worn[_slot].colour, $worn[_slot].accessory_colour]>>
<<if $worn[_slot].colour is "custom" or $worn[_slot].accessory_colour is "custom">>
<<run _colors[_slot+"custom"] to [$worn[_slot].colourCustom, $worn[_slot].accessory_colourCustom]>>
<</if>>
<</for>>
<<set _newOutfit.colors to _colors>>
<<else>>
<<set _newOutfit.colors to false>>
<</if>>
<<if _saveLocation>>
<<set _newOutfit.location to $wardrobe_location>>
<</if>>
<<if _hairStyle>>
<<set _newOutfit.hairStyle to _hairStyle>>
<</if>>
<<set $outfit.push(_newOutfit)>>
<<updatewardrobe "outfits">>
<</link>>
</div>
<</widget>>
<<widget "wardrobeintegrity">><<silently>>
<<set _eIndextem to _args[0]>>
<<set _eIndexntegrityMax to clothingData(_args[1],_eIndextem,'integrity_max')>>
<<set _eIndexntegrity to clothingData(_args[1],_eIndextem,'integrity')>>
<<if _eIndextem.integrity gt (_eIndexntegrityMax * 9 / 10)>>
<<set $_output to "(_eIndexntegrity/_eIndexntegrityMax)">>
<<elseif _eIndextem.integrity gt (_eIndexntegrityMax * 5 / 10)>>
<<set $_output to "<span>(frayed) (_eIndexntegrity/_eIndexntegrityMax)</span>">>
<<elseif _eIndextem.integrity gt (_eIndexntegrityMax * 2 / 10)>>
<<set $_output to "<span>(torn) (_eIndexntegrity/_eIndexntegrityMax)</span>">>
<<else>>
<<set $_output to "<span>(tattered) (_eIndexntegrity/_eIndexntegrityMax)</span>">>
<</if>>
<</silently>><<print $_output>><</widget>>
<<widget "toggleHoodLink">>
<div class="toggleHoodLink">
<<link `($worn.upper.hoodposition is "down" ? "Pull hood up" : "Pull hood down")`>>
<<toggleHood _args[0]>>
<<updatesidebarimg>>
<<if _args[0] isnot "shop">>
<<updatewardrobe>>
<</if>>
<<run $(".toggleHoodLink .link-internal").html($worn.upper.hoodposition is "down" ? "Pull hood up" : "Pull hood down")>>
<<run Links.generateLinkNumbers($(".passage"))>>
<</link>>
</div>
<</widget>>
<<widget "toggleHood">>
/* If hood is up, put it down and free up the head slot*/
<<if $worn.upper.hoodposition is "up" and $worn.head.hood is 1 and $worn.upper.outfitPrimary.head is $worn.head.name>>
<<run delete $worn.upper.outfitPrimary.head>>
<<set $worn.upper.hoodposition to "down">>
<<if _args[0] is "shop" and $tryOn.ownedStored.head.name isnot $worn.head.name and !($tryOn.ownedStored.head.outfitSecondary and $tryOn.ownedStored.head.outfitSecondary[1] isnot "broken" and $tryOn.ownedStored.head.outfitSecondary[1] isnot "split")>>
<<set $worn.head to clone($tryOn.ownedStored.head)>>
<<else>>
<<set $worn.head to clone(setup.clothes.head[0])>>
<</if>>
<<if _args[0] is "shop" and $tryOn.tryingOn.upper is null>>
<<updateOwned "upper">>
<<updateOwned "head">>
<</if>>
/* If hood is down, put it back up and remove anything on the head if necessary */
<<elseif $worn.upper.hoodposition is "down">>
<<if !$worn.head.cursed>> /* No cursed head items yet, but if one is made, should probably have some popup saying this was prevented */
<<if $worn.head.outfitSecondary and $worn.head.outfitSecondary[1] isnot "broken" and $worn.head.outfitSecondary[1] isnot "split">>
<<if $worn.head.hood is 1 and $worn.head.outfitSecondary[1] is $worn.upper.name and
$worn.head.colour is $worn.upper.colour and $worn.head.accessory_colour is $worn.upper.accessory_colour and
$worn.head.colourCustom is $worn.upper.colourCustom and $worn.head.accessory_colourCustom is $worn.upper.accessory_colourCustom>>
<<set $worn.upper.outfitPrimary.head to clone(setup.clothes.upper[$worn.upper.index].outfitPrimary.head)>>
<<set $worn.upper.hoodposition to "up">>
<</if>>
<<else>>
<<if _args[0] is "shop">> /*If in a shop, make sure the head item is accounted for first*/
<<if $tryOn.tryingOn.head isnot null>>
<<shopbuyv2 "head" "return" null>>/*return if trying on*/
<</if>>
<<if $tryOn.tryingOn.upper is null and $worn.head.name isnot "naked">>
<<generalUndress $wardrobe_location "head">>/*send back to wardrobe if already owned*/
<</if>>
<<elseif $worn.head.name isnot "naked">>
<<generalUndress $wardrobe_location "head">>
<</if>>
<<set $worn.upper.outfitPrimary.head to clone(setup.clothes.upper[$worn.upper.index].outfitPrimary.head)>>
<<set $worn.upper.hoodposition to "up">>
/* re-create the hood using colors from the hoodie */
<<set $_hoodIndex to setup.clothes.head.findIndex(x => x.name === $worn.upper.outfitPrimary.head)>>
<<set $worn.head to clone(setup.clothes.head[$_hoodIndex])>>
<<set $worn.head.colour to $worn.upper.colour>>
<<if $worn.head.colour is "custom">>
<<set $worn.head.colourCustom to $worn.upper.colourCustom>>
<</if>>
<<set $worn.head.accessory_colour to $worn.upper.accessory_colour>>
<<if $worn.head.accessory_colour is "custom">>
<<set $worn.head.accessory_colourCustom to $worn.upper.accessory_colourCustom>>
<</if>>
<<if _args[0] is "shop" and $tryOn.tryingOn.upper is null>>
<<updateOwned "upper">>
<</if>>
<</if>>
<</if>>
<<elseif $worn.upper.hoodposition is undefined and setup.clothes.upper[$worn.upper.index].hoodposition isnot undefined>>
<<set $worn.upper.hoodposition to "up">>
<</if>>
<</widget>>
<<widget "toggleUpperTuck">>
<<set _linkOption1 to _args[0] || `Untuck from ${$worn.lower.name}`>>
<<set _linkOption2 to _args[1] || `Tuck into ${$worn.lower.name}`>>
<div class="toggleUpperTuck">
<<link `($upperTucked ? _linkOption1 : _linkOption2)`>>
<<set $upperTucked to +!$upperTucked>>
<<updatesidebarimg>>
<<run $(".toggleUpperTuck .link-internal").html($upperTucked ? _linkOption1 : _linkOption2)>>
<<run Links.generateLinkNumbers($(".passage"))>>
<</link>>
</div>
<</widget>>
<<widget "toggleLowerTuck">>
<<set _linkOption1 to _args[0] || `Untuck from ${$worn.feet.name}`>>
<<set _linkOption2 to _args[1] || `Tuck into ${$worn.feet.name}`>>
<div class="toggleLowerTuck">
<<link `($lowerTucked ? _linkOption1 : _linkOption2)`>>
<<set $lowerTucked to +!$lowerTucked>>
<<updatesidebarimg>>
<<run $(".toggleLowerTuck .link-internal").html($lowerTucked ? _linkOption1 : _linkOption2)>>
<<run Links.generateLinkNumbers($(".passage"))>>
<</link>>
</div>
<</widget>>
<<widget "toggleLeash">>
<<if ["collar", "free use collar", "leather collar", "spiked collar", "Whitney's collar"].includes($worn.neck.name)>>
<<link "Attach Leash">>
<<attach_leash true true>>
<<updatesidebarimg>>
<<replace "#wardrobeLeash">><<toggleLeash>><</replace>>
<</link>>
<<elseif ["collar with leash", "free use collar with leash", "leather collar with leash", "spiked collar with leash", "Whitney's collar with leash"].includes($worn.neck.name)>>
<<link "Detach Leash">>
<<detach_leash true true>>
<<updatesidebarimg>>
<<replace "#wardrobeLeash">><<toggleLeash>><</replace>>
<</link>>
<</if>>
<</widget>>
<<widget "toggleAltLink">><<silently>>
<<switch _args[0]>>
<<case "upper">>
<<switch $worn.upper.variable>>
<<case "schoolcardigan">><<set _altLink to ["Tie cardigan around waist", "Wear cardigan normally"]>>
<<case "brownleather" "blackleather" "leathercropjacket" "winterjacket">><<set _altLink to ["Zip jacket", "Unzip jacket"]>>
<<case "waistcoat" "waistcoatlapel" "blazershirt">><<set _altLink to ["Tuck in", "Untuck"]>>
<<case "dress" "buttondown" "oversizedbuttondown">><<set _altLink to ["Unbutton shirt", "Button up shirt"]>>
<<case "catsuit">><<set _altLink to ["Unzip", "Zip"]>>
<<case "kimono" "kimonomini">><<set _altLink to ["Loosen", "Tighten"]>>
<<default>><<exit>>
<</switch>>
<<case "neck">>
<<switch $worn.neck.variable>>
<<case "suspenders">><<set _altLink to ["Lower suspenders", "Wear suspenders normally"]>>
<<default>><<exit>>
<</switch>>
<<case "face">>
<<if $worn.face.type.includes("cool") or $worn.face.type.includes("glasses")>>
<<switch $worn.face.variable>>
<<case "monocle">><<set _altLink to ["Cover left eye", "Cover right eye"]>>
<<default>><<set _altLink to ["Push on head", "Wear normally"]>>
<</switch>>
<<else>>
<<switch $worn.face.variable>>
<<case "medical eyepatch" "eyepatch">><<set _altLink to ["Cover left eye", "Cover right eye"]>>
<<case "swimgoggles">><<set _altLink to ["Push on head", "Wear normally"]>>
<<default>><<exit>>
<</switch>>
<</if>>
<<default>><<exit>>
<</switch>>
<</silently>>
<span @class="_args[0]">
<<capture _args[0] _altLink>>
<<link `($worn[_args[0]].altposition is "none" ? _altLink[0] : _altLink[1])`>>
<<toggleAltPosition _args[0]>>
<<updatesidebarimg>>
<<if _args[1] is "wardrobe">>
<<updatewardrobe>>
<</if>>
<<run $(".toggleAltLink ." + _args[0] + " .link-internal").html($worn[_args[0]].altposition is "none" ? _altLink[0] : _altLink[1])>>
<<run Links.generateLinkNumbers($(".passage"))>>
<</link>>
<</capture>>
</span>
<</widget>>
<<widget "toggleAltPosition">>
/*Changes sprite to an alternate image*/
<<switch _args[0]>>
<<case "upper">>
<<if $worn.upper.variable is "schoolcardigan">>
<<run [$worn.upper.colour, $worn.upper.accessory_colour] to [$worn.upper.accessory_colour, $worn.upper.colour]>>
<<if $worn.upper.colour is "custom" or $worn.upper.accessory_colour is "custom">>
<<run [$worn.upper.colourCustom, $worn.upper.accessory_colourCustom] to [$worn.upper.accessory_colourCustom, $worn.upper.colourCustom]>>
<</if>>
<<if $worn.upper.altposition is "none">>
<<set $worn.upper.name to "school blouse">><<set $worn.upper.name_cap to "School blouse">>
<<set $worn.upper.altposition to "alt">>
<<elseif $worn.upper.altposition is "alt">>
<<set $worn.upper.name to "school cardigan">><<set $worn.upper.name_cap to "School cardigan">>
<<set $worn.upper.altposition to "none">>
<<elseif $worn.upper.altposition is undefined and setup.clothes.upper[$worn.upper.index].altposition isnot undefined>>
<<set $worn.upper.name to "school cardigan">><<set $worn.upper.name_cap to "School cardigan">>
<<set $worn.upper.altposition to "none">>
<</if>>
<<else>>
<<if $worn.upper.altposition is undefined and setup.clothes.upper[$worn.upper.index].altposition isnot undefined>>
<<set $worn.upper.altposition to "none">>
<<else>>
<<set $worn.upper.altposition to ($worn.upper.altposition is "none" ? "alt" : "none")>>
<</if>>
<</if>>
<<case "neck" "face">>
<<if $worn[_args[0]].altposition is undefined and setup.clothes[_args[0]][$worn[_args[0]].index].altposition isnot undefined>>
<<set $worn[_args[0]].altposition to "none">>
<<else>>
<<set $worn[_args[0]].altposition to ($worn[_args[0]].altposition is "none" ? "alt" : "none")>>
<</if>>
<<default>>
<</switch>>
<</widget>>
<<widget "toggleAltSleeve">>
<<set _inDefaultState to _args[0] || "Roll up sleeves">>
<<set _inAltState to _args[1] || "Unroll sleeves">>
<div class="toggleAltSleeve">
<<link `($worn.upper.altsleeve is "none" ? _inDefaultState : _inAltState)`>>
<<set $worn.upper.altsleeve to ($worn.upper.altsleeve is "none" ? "alt" : "none")>>
<<updatesidebarimg>>
<<run $(".toggleAltSleeve .link-internal").html($worn.upper.altsleeve is "none" ? _inDefaultState : _inAltState)>>
<<run Links.generateLinkNumbers($(".passage"))>>
<</link>>
</div>
<</widget>>
<<widget "toggleFaceLayer">>
/*changes z-index */
<<set _linkOption1 to "Move hair in front">>
<<set _linkOption2 to "Tuck hair behind">>
<div class="toggleFaceLayer">
<<link `($facelayer is "front" ? _linkOption2 : _linkOption1)`>>
<<set $facelayer to ($facelayer is "front" ? "back" : "front")>>
<<updatesidebarimg>>
<<if _args[0] is "wardrobe">>
<<updatewardrobe>>
<</if>>
<<run $(".toggleFaceLayer .link-internal").html($facelayer is "front" ? _linkOption2 : _linkOption1)>>
<<run Links.generateLinkNumbers($(".passage"))>>
<</link>>
</div>
<br>
<</widget>>
<<widget "repairClothing">>
<div class="repairClothing">
<<if _wornItem.integrity lt _wornItemData.integrity_max>>
<<if $DoLPSpools gte 1>>
<<set _timeNeeded to 10 - (1 * Math.round($housekeeping / 250))>>
<<set _timeString to getTimeString(_timeNeeded)>>
<<link [["Repair your _wornItem.name (_timeString)"|$passage]]>>
<<set $worn[_wardrobe_list].integrity to Math.min($worn[_wardrobe_list].integrity + 25, setup.clothes[_wardrobe_list][clothesIndex(_wardrobe_list,_wornItem)].integrity_max)>>
<<set _gain to Math.max(6 - (2 * Math.round($housekeeping / 200)), 2)>>
<<housekeeping _gain 1000>>
<<updatesidebarimg>>
<<set $DoLPSpools -= 1>>
<<pass _timeNeeded>>
<</link>><<ghousekeeping 1000>>
<<else>>
You don't have any spools to repair your _wornItem.name with.
<</if>>
<</if>>
</div>
<</widget>>
<<widget "wardrobeList">>
<<wardrobeClothingOptions>>
<<set _wardrobe_list to _args[0]>>
<<if !Object.keys($worn).includes(_wardrobe_list)>>
An error occurred to 'widget "wardrobeList"', please report if you did not edit the save data manually in any way.
<<else>>
<<set _wear to "wear_"+_wardrobe_list>>
<<set _outfitTypes to setup.clothingLayer.torso_inner>>
<<set _loweroutfitCheck to setup.clothingLayer.lower>>
__<<print _wardrobe_list[0].toUpperCase() + _wardrobe_list.substring(1)>>__ <i>_selectedWardrobe[_wardrobe_list].length / _selectedWardrobe.space</i>
<<if _wardrobe_list is "upper">>(Outfits will also take a lower slot)<</if>>
<<if _wardrobe_list is "under_upper">>(Outfits will also take an under lower slot)<</if>>
<br>
Order by:
/*Undefined error for unknown reason*/
/*<a @onclick="`wikifier('wardrobeListReorder', '`+ $lastWardrobeSlot + `', 'name');`">Name</a> |*/
<div class="wardrobe-action"><a onclick="wikifier('wardrobeListReorder', V.lastWardrobeSlot, 'name');">Name</a></div> |
<div class="wardrobe-action"><a onclick="wikifier('wardrobeListReorder', V.lastWardrobeSlot, 'color');">Colour</a></div> |
<div class="wardrobe-action"><a onclick="wikifier('wardrobeListReorder', V.lastWardrobeSlot, 'lewd');">Lewd</a></div> |
<div class="wardrobe-action"><a onclick="wikifier('wardrobeListReorder', V.lastWardrobeSlot, 'integrity');">Integrity</a></div> |
<div class="wardrobe-action"><a onclick="wikifier('wardrobeListReorder', V.lastWardrobeSlot, 'warmth');">Warmth</a></div> |
<<if _outfitTypes.includes(_wardrobe_list)>>
<div class="wardrobe-action"><a onclick="wikifier('wardrobeListReorder', V.lastWardrobeSlot, 'outfit');">Outfit Status</a></div> |
<</if>>
<br>
Inverse Order by:
<div class="wardrobe-action"><a onclick="wikifier('wardrobeListReorder', V.lastWardrobeSlot, 'name', true);">Name</a></div> |
<div class="wardrobe-action"><a onclick="wikifier('wardrobeListReorder', V.lastWardrobeSlot, 'color', true);">Colour</a></div> |
<div class="wardrobe-action"><a onclick="wikifier('wardrobeListReorder', V.lastWardrobeSlot, 'lewd', true);">Lewd</a></div> |
<div class="wardrobe-action"><a onclick="wikifier('wardrobeListReorder', V.lastWardrobeSlot, 'integrity', true);">Integrity</a></div> |
<div class="wardrobe-action"><a onclick="wikifier('wardrobeListReorder', V.lastWardrobeSlot, 'warmth', true);">Warmth</a></div> |
<<if _outfitTypes.includes(_wardrobe_list)>>
<div class="wardrobe-action"><a onclick="wikifier('wardrobeListReorder', V.lastWardrobeSlot, 'outfit', true);">Outfit Status</a></div> |
<</if>>
<br><br>
Currently equipped:
<<if $worn[_wardrobe_list].name is "naked">>
nothing
<br>
<<else>>
<<set _wornItem to $worn[_wardrobe_list]>>
<<set _wornItemData to setup.clothes[_wardrobe_list][clothesIndex(_wardrobe_list,_wornItem)]>>
<<clothingicon _wornItem _wardrobe_list>>
<<print _wornItemData.name_cap>>
<<if _wornItem.colour isnot 0>>
<span @class="_wornItem.colour.replace(' ','-')">(_wornItem.colour)</span>
<</if>>
<<if _wornItem.outfitPrimary isnot undefined>>
<<set _keys to Object.keys(_wornItem.outfitPrimary)>>
<<set _broken to 0>>
<<for _j to 0; _j lt _keys.length; _j++>>
<<if _wornItem.outfitPrimary[_keys[_j]] is "broken">>
<<set _broken++>>
<</if>>
<</for>>
<<if _broken is 0>>
<span class="gold">(Outfit)</span>
<<elseif _broken lt _keys.length>>
<span class="red">(Partly Broken)</span>
<<else>>
<span class="red">(Broken)</span>
<</if>>
<<if _wornItem.one_piece is "split">>
<span class="separated-indicator">(Separated)</span>
<</if>>
<</if>>
<<if _wornItem.outfitSecondary isnot undefined>>
<<if _wornItem.outfitSecondary[1] is "broken">>
<span class="red">(Broken)</span>
<<else>>
<span class="gold">(Outfit)</span>
<<if _wornItem.one_piece is "split">>
<span class="separated-indicator">(Separated)</span>
<</if>>
<</if>>
<</if>>
<<wardrobeintegrity _wornItem _wardrobe_list>>
<a onclick="document.getElementById('wardrobeItemDetails').classList.toggle('hidden')">Extra Info</a>
<br>
<div id="wardrobeItemDetails" class="hidden">
<<if _wornItem.plural is 1>>
<<integrity `clothingData(_wardrobe_list,_wornItem,'integrity_max')` "cap">>
<<else>>
A <<integrity `clothingData(_wardrobe_list,_wornItem,'integrity_max')`>>
<</if>>
and <<reveal _wornItem.reveal>> <<print _wornItem.name>>.
<<if _wornItem.gender is "m">>
<span class="lblue">For boys ♂.</span>
<<elseif _wornItem.gender is "f">>
<span class="pink">For girls ♀.</span>
<</if>>
<<print _wornItemData.description>>
<br>
<<print setup.WeatherDescriptions.clothingWarmth(getTrueWarmth(_wornItem))>>
<br><br>
<<set _temp_choice to $worn[_wardrobe_list]>>
<<shoptraits>>
</div>
<<if $DoLPSpools isnot undefined>>
<<shopicon "tailor">> You have <span class="green">$DoLPSpools</span> spools.
<div class="no-numberify"><<repairClothing>></div>
<</if>>
<<if isConnectedToHood(_wardrobe_list)>>
<!-- If selected item is a hood or selected item has a secondary hood piece -->
<div class="no-numberify"><<toggleHoodLink>></div>
<</if>>
<<if _wardrobe_list is "upper" and $worn.lower.name isnot "naked" and !_wornItemData.notuck and V.worn.upper.outfitPrimary is undefined>>
<div class="no-numberify"><<toggleUpperTuck>></div>
<<elseif _wardrobe_list is "lower" and $worn.feet.name isnot "naked" and !_wornItemData.notuck and !setup.clothes.feet[clothesIndex("feet",$worn.feet)].notuck>>
<div class="no-numberify"><<toggleLowerTuck>></div>
<</if>>
<<if _wardrobe_list is "upper" and $worn.upper.name isnot "naked" and _wornItemData.altsleeve>>
<div class="no-numberify toggleAltSleeve"><<toggleAltSleeve>></div>
<</if>>
<div class="no-numberify toggleAltLink"><<toggleAltLink _wardrobe_list "wardrobe">></div>
<<if _wardrobe_list is "neck">>
<div id="wardrobeLeash" class="no-numberify"><<toggleLeash>></div>
<</if>>
<<if _wardrobe_list is "face">>
<div class="no-numberify toggleAltLink"><<toggleFaceLayer "wardrobe">></div>
<</if>>
<</if>>
<br>
<<if $worn[_wardrobe_list].name isnot "naked">>
<div class="wardrobeItem wardrobe-action no-numberify"><<wearlink_norefresh "Strip" 'strip'>></div>
<</if>>
<<if _wardrobe_list is "upper">>
<div class="wardrobeItem wardrobe-action no-numberify"><<wearlink_norefresh "Large towel" 'large_towel'>></div>
<</if>>
<<if _wardrobe_list is "upper" or _wardrobe_list is "lower">>
<div class="wardrobeItem wardrobe-action no-numberify"><<wearlink_norefresh "Towel" 'towel'>></div>
<</if>>
<<for _i to 0; _i lt _selectedWardrobe[_wardrobe_list].length; _i++>>
<<set _item to _selectedWardrobe[_wardrobe_list][_i]>>
<<set _itemData to setup.clothes[_wardrobe_list][clothesIndex(_wardrobe_list,_item)]>>
<<if _item.outfitSecondary isnot undefined>>
<<if _item.outfitSecondary[1] isnot "broken" and _item.outfitSecondary[1] isnot "split">>
<<continue>>
<</if>>
<</if>>
<div class="wardrobeItem wardrobe-action no-numberify">
<<clothingicon _item _wardrobe_list>>
<<wearlink_norefresh _itemData.name_cap _i>>
<<if _item.gender is "m">>
<span class="blue">♂</span>
<<elseif _item.gender is "f">>
<span class="pink">♀</span>
<<else>>
<</if>>
<<if _item.colour isnot 0>>
<span @class="_selectedWardrobe[_wardrobe_list][_i].colour.replace(' ','-')">(_item.colour)</span>
<</if>>
<<if _item.outfitPrimary isnot undefined>>
<<set _keys to Object.keys(_item.outfitPrimary)>>
<<set _broken to 0>>
<<for _j to 0; _j lt _keys.length; _j++>>
<<if _item.outfitPrimary[_keys[_j]] is "broken">>
<<set _broken++>>
<</if>>
<</for>>
<<if _broken is 0>>
<span class="gold">(Outfit)</span>
<<elseif _broken lt _keys.length>>
<span class="red">(Partly Broken)</span>
<<else>>
<span class="red">(Broken)</span>
<</if>>
<<if _item.one_piece is "split">>
<span class="separated-indicator">(Separated)</span>
<</if>>
<</if>>
<<if _item.outfitSecondary isnot undefined>>
<<if _item.one_piece is "split">>
<span class="separated-indicator">(Separated)</span>
<<else>>
<span class="red">(Broken)</span>
<</if>>
<</if>>
<<wardrobeintegrity _item _wardrobe_list>>
<<reveal _item.reveal>>
| <span class="cold-resist-icon noDivider"><<print getTrueWarmth(_item)>></span>
</div>
<</for>>
<div style="clear:both;"></div>
<</if>>
<</widget>>
<<widget "wearlink_norefresh">>
<<capture _args[1] _args[2]>>
<<link _args[0]>>
<<if _args[2]>>
<<set V[_args[2]] = _args[1]>>
<<else>>
<<set V[_wear] = _args[1]>>
<</if>>
<<updatewardrobe undefined _args[2]>>
<</link>>
<</capture>>
<</widget>>
<<widget "updatewardrobe">>
<<if window.scrollY > 130>>
<<run $('#action-popup, #wardrobewear').html(new Wikifier(null, "<<wardrobewear>>").output)>>
<<run $('#action-popup').css('transform', 'translateY(0)'); setTimeout(() => { $('#action-popup').css('transform', 'translateY(-100%)') }, 3200);>>
<<else>>
<<run $('#wardrobewear').html(new Wikifier(null, "<<wardrobewear>>").output)>>
<</if>>
<<run $('#wardrobewear').addClass('notransition flash'); setTimeout(() => { $('#wardrobewear').removeClass('notransition flash') }, 100);>>
<<updatesidebarimg>>
<<updatesidebardescription>>
<<updateallure>>
<<updatewarmthscale>>
<<updatewarmthdescription>>
<<if _args[0] == "outfits">>
<<replace "#listoutfits">><<listoutfits>><</replace>>
<</if>>
<<replace '#clotheson'>><<clotheson>><</replace>>
<<if $('#wardrobeList')[0]>><<replace '#wardrobeList'>><<wardrobeContents>><</replace>><</if>>
<<if $('#oldWardrobeListDisplay')[0]>>
<<if _args[1]>>
<<set $_slot to _args[1].slice(5)>>
<<switch $_slot>>
<<case "upper">>
<<replace '#clothingBox-upper'>>
<<oldWardrobeList "upper" "outfits">>
<<oldWardrobeList "upper" "non-outfits">>
<</replace>>
<<replace '#clothingBox-lower'>>
<<oldWardrobeList "lower">>
<</replace>>
<<case "under_upper">>
<<replace '#clothingBox-under_upper'>>
<<oldWardrobeList "under_upper" "outfits">>
<<oldWardrobeList "under_upper" "non-outfits">>
<</replace>>
<<replace '#clothingBox-under_lower'>>
<<oldWardrobeList "under_lower">>
<</replace>>
<<default>>
<<replace `'#clothingBox-' + $_slot`>><<oldWardrobeList $_slot>><</replace>>
<</switch>>
<<replace '#wardrobeMinorOptions'>><<oldWardrobeMinorOptions>><</replace>>
<<else>>
<<replace '#oldWardrobeListDisplay'>><<oldWardrobeListDisplay>><</replace>>
<</if>>
<</if>>
<<exposure>>
<<run $('#wardrobeExits').html(new Wikifier(null, "<<wardrobeExits>>").output)>>
<<numberify ".passage">>
<<run updateMoment()>>
<</widget>>
<<widget "oldWardrobeMinorOptions">>
<div id="wardrobeMinorOptions">
<<if $worn.lower.name isnot "naked" and $worn.upper.outfitPrimary is undefined and !setup.clothes.upper[clothesIndex('upper', $worn.upper)].notuck>>
<<set $_linkOption1 to `Untuck your ${$worn.upper.name}`>>
<<set $_linkOption2 to `Tuck your ${$worn.upper.name} into your ${$worn.lower.name}`>>
<<toggleUpperTuck $_linkOption1 $_linkOption2>>
<</if>>
<<if $worn.head.hood>>
<!-- If selected item is a hood or selected item has a secondary hood piece -->
<<toggleHoodLink>>
<</if>>
<<if ["collar", "free use collar", "leather collar", "spiked collar", "collar with leash", "free use collar with leash", "leather collar with leash", "spiked collar with leash", "Whitney's collar", "Whitney's collar with leash"].includes($worn.neck.name)>>
<div id="wardrobeLeash" class="no-numberify"><<toggleLeash>></div>
<</if>>
</div>
<</widget>>
<<widget "oldWardrobeListDisplay">>
<<wardrobeClothingOptions>>
<<oldWardrobeMinorOptions>>
<br>
<<if $debug is 1>>
<<oldWardrobeList "over_upper">>
<<oldWardrobeList "over_lower">>
<</if>>
<div id="clothingBox-upper">
<<oldWardrobeList "upper" "outfits">>
<<oldWardrobeList "upper" "non-outfits">>
</div>
<div id="clothingBox-lower">
<<oldWardrobeList "lower">>
</div>
<div id="clothingBox-under_upper">
<<oldWardrobeList "under_upper" "outfits">>
<<oldWardrobeList "under_upper" "non-outfits">>
</div>
<div id="clothingBox-under_lower">
<<oldWardrobeList "under_lower">>
</div>
<<if $debug is 1>>
<<oldWardrobeList "over_head">>
<</if>>
<div id="clothingBox-head"><<oldWardrobeList "head">></div>
<div id="clothingBox-face"><<oldWardrobeList "face">></div>
<div id="clothingBox-neck"><<oldWardrobeList "neck">></div>
<div id="clothingBox-hands"><<oldWardrobeList "hands">></div>
<div id="clothingBox-handheld"><<oldWardrobeList "handheld">></div>
<div id="clothingBox-legs"><<oldWardrobeList "legs">></div>
<div id="clothingBox-feet"><<oldWardrobeList "feet">></div>
<div style="clear:both;"></div>
<<wardrobeNewOutfit>>
<</widget>>
<<widget "oldWardrobeList">>
<<set _wardrobe_list to _args[0]>>
<<set _showType to _args[1]>>
<<if !Object.keys($worn).includes(_wardrobe_list)>>
An error occurred to 'widget "oldWardrobeList"', please report if you did not edit the save data manually in any way.
<<else>>
<<set _wear to "wear_"+_wardrobe_list>>
<div class="clothingBox">
__<<print _wardrobe_list[0].toUpperCase() + _wardrobe_list.substring(1) + (_showType is "outfits" ? " Outfits" : "")>>__ <i>_selectedWardrobe[_wardrobe_list].length / _selectedWardrobe.space</i>
<br><br>
<div>
<ul>
<<if $worn[_wardrobe_list].name isnot "naked">>
<li class="no-numberify"><<wearlink_norefresh "Strip" 'strip' _wear>></li>
<</if>>
<<if _wardrobe_list is "upper" and _showType is "outfits">>
<li class="no-numberify"><<wearlink_norefresh "Large towel" 'large_towel' _wear>></li>
<</if>>
<<if (_wardrobe_list is "upper" or _wardrobe_list is "lower") and _showType isnot "outfits">>
<li class="no-numberify"><<wearlink_norefresh "Towel" 'towel' _wear>></li>
<</if>>
<<for _i to 0; _i lt _selectedWardrobe[_wardrobe_list].length; _i++>>
<<set _item to _selectedWardrobe[_wardrobe_list][_i]>>
<<if _item.outfitSecondary isnot undefined>>
<<if _item.outfitSecondary[1] isnot "broken" and _item.outfitSecondary[1] isnot "split">>
<<continue>>
<</if>>
<</if>>
<<if (_item.outfitPrimary isnot undefined and _showType is "non-outfits") or (_item.outfitPrimary is undefined and _showType is "outfits")>>
<<continue>>
<</if>>
<li class="no-numberify">/*<<clothingicon _item>>*/<<wearlink_norefresh setup.clothes[_wardrobe_list][clothesIndex(_wardrobe_list,_item)].name_cap _i _wear>>
<<if _selectedWardrobe[_wardrobe_list][_i].colour isnot 0>>
<span @class="_selectedWardrobe[_wardrobe_list][_i].colour.replace(' ','-')">(_item.colour)</span>
<</if>>
<<wardrobeintegrity _item _wardrobe_list>>
</li>
<</for>>
</ul>
</div></div>
<</if>>
<</widget>>
<<widget "wardrobeListReorder">>
<<if _args[0] and _args[1]>>
<<set _slot to _args[0]>>
<<set _orderType to _args[1]>>
<<set _descending to _args[2]>>
<<set _wardrobeItems to clone(_selectedWardrobe[_slot])>>
<<set _newWardrobeItems to []>>
<<switch _orderType>>
<<case "name">>
<<set _itemNames to []>>
<<for _i to 0; _i lt _wardrobeItems.length; _i++>>
<<run _itemNames.pushUnique(_wardrobeItems[_i].name)>>
<</for>>
<<if _descending>>
<<set _sortedItemNames to _itemNames.sort(function(a, b){return b.localeCompare(a)})>>
<<else>>
<<set _sortedItemNames to _itemNames.sort()>>
<</if>>
<<for _i to 0; _i lt _sortedItemNames.length; _i++>>
<<for _j to 0; _j lt _wardrobeItems.length; _j++>>
<<if _wardrobeItems[_j].name is _sortedItemNames[_i]>>
<<run _newWardrobeItems.push(clone(_wardrobeItems[_j]))>>
<</if>>
<</for>>
<</for>>
<<case "color">>
<<set _itemColors to []>>
<<for _i to 0; _i lt _wardrobeItems.length; _i++>>
<<run _itemColors.pushUnique(_wardrobeItems[_i].colour)>>
<</for>>
<<if _descending>>
<<set _sortedItemColors to _itemColors.sort(function(a, b){
if(a === 0){
return 0;
}
if(b === 0){
return 0;
}
return b.localeCompare(a);
})>>
<<else>>
<<set _sortedItemColors to _itemColors.sort()>>
<</if>>
<<for _i to 0; _i lt _sortedItemColors.length; _i++>>
<<for _j to 0; _j lt _wardrobeItems.length; _j++>>
<<if _wardrobeItems[_j].colour is _sortedItemColors[_i]>>
<<run _newWardrobeItems.push(clone(_wardrobeItems[_j]))>>
<</if>>
<</for>>
<</for>>
<<case "integrity">>
<<set _itemIntegrity to []>>
<<for _i to 0; _i lt _wardrobeItems.length; _i++>>
<<run _itemIntegrity.pushUnique((_wardrobeItems[_i].integrity / clothingData(_slot,_wardrobeItems[_i],'integrity_max')))>>
<</for>>
<<if _descending>>
<<set _sortedItemIntegrity to _itemIntegrity.sort()>>
<<else>>
<<set _sortedItemIntegrity to _itemIntegrity.sort(function(a, b){return b-a})>>
<</if>>
<<for _i to 0; _i lt _sortedItemIntegrity.length; _i++>>
<<for _j to 0; _j lt _wardrobeItems.length; _j++>>
<<if (_wardrobeItems[_j].integrity / clothingData(_slot,_wardrobeItems[_j],'integrity_max')) is _sortedItemIntegrity[_i]>>
<<run _newWardrobeItems.push(clone(_wardrobeItems[_j]))>>
<</if>>
<</for>>
<</for>>
<<case "warmth">>
<<set _itemWarmth to []>>
<<for _i to 0; _i lt _wardrobeItems.length; _i++>>
<<run _itemWarmth.pushUnique(_wardrobeItems[_i].warmth)>>
<</for>>
<<if _descending>>
<<set _sortedItemWarmth to _itemWarmth.sort()>>
<<else>>
<<set _sortedItemWarmth to _itemWarmth.sort(function(a, b){return b-a})>>
<</if>>
<<for _i to 0; _i lt _sortedItemWarmth.length; _i++>>
<<for _j to 0; _j lt _wardrobeItems.length; _j++>>
<<if _wardrobeItems[_j].warmth is _sortedItemWarmth[_i]>>
<<run _newWardrobeItems.push(clone(_wardrobeItems[_j]))>>
<</if>>
<</for>>
<</for>>
<<case "outfit">>
<<if _descending>>
<<set _status to ["broken","split",0,1]>> /* NO SPLIT ADDED */
<<else>>
<<set _status to [1,0,"split","broken"]>> /* NO SPLIT ADDED */
<</if>>
<<for _i to 0; _i lt _status.length; _i++>>
<<for _j to 0; _j lt _wardrobeItems.length; _j++>>
<<if _wardrobeItems[_j].one_piece is _status[_i]>>
<<run _newWardrobeItems.push(clone(_wardrobeItems[_j]))>>
<</if>>
<</for>>
<</for>>
<<case "lewd">>
<<set _itemReveal to []>>
<<for _i to 0; _i lt _wardrobeItems.length; _i++>>
<<run _itemReveal.pushUnique(_wardrobeItems[_i].reveal)>>
<</for>>
<<if _descending>>
<<set _sortedItemReveal to _itemReveal.sort((a, b) => a - b)>>
<<else>>
<<set _sortedItemReveal to _itemReveal.sort((a, b) => b - a)>>
<</if>>
<<for _i to 0; _i lt _sortedItemReveal.length; _i++>>
<<for _j to 0; _j lt _wardrobeItems.length; _j++>>
<<if _wardrobeItems[_j].reveal is _sortedItemReveal[_i]>>
<<run _newWardrobeItems.push(clone(_wardrobeItems[_j]))>>
<</if>>
<</for>>
<</for>>
<</switch>>
<<if _newWardrobeItems isnot []>>
<<set _selectedWardrobe[_slot] to clone(_newWardrobeItems)>>
<</if>>
<<run Dynamic.render()>>
<</if>>
<</widget>>
<<widget "wardrobeSanityCheck">>
/*Fixes invisible outfit bottoms caused by bugs in previous versions*/
<<if $runWardrobeSanityChecker is true>>
<<set $lastWardrobeSanityCheck to $saveVersions.last()>>
/*Update _equip as required*/
<<set _equip to ["lower", "under_lower", "head"]>>
<<for _slot range _equip>>
<<set _eIndextemIndex to {}>>
<<for _eIndex to 0; _eIndex lt _selectedWardrobe[_slot].length; _eIndex++>>
<<if _selectedWardrobe[_slot][_eIndex].outfitSecondary is undefined>>
<<continue>>
<</if>>
<<if _selectedWardrobe[_slot][_eIndex].outfitSecondary[1] is "broken" or _selectedWardrobe[_slot][_eIndex].outfitSecondary[1] is "split">>
<<continue>>
<</if>>
/*Prep*/
<<set $_markBroken to true>>
<<set $_found to false>>
<<set _eIndextem to _selectedWardrobe[_slot][_eIndex]>>
<<set $_outfitSecondary to _selectedWardrobe[_slot][_eIndex].outfitSecondary>>
<<if _eIndextemIndex[$_outfitSecondary[0]] is undefined>>
<<set _eIndextemIndex[$_outfitSecondary[0]] to []>>
<</if>>
/*Look for a primary piece that matches*/
<<for _iIndex to 0; _iIndex lt _selectedWardrobe[$_outfitSecondary[0]].length; _iIndex++>>
<<if _selectedWardrobe[$_outfitSecondary[0]][_iIndex].name isnot $_outfitSecondary[1]>>
<<continue>>
<</if>>
<<if _eIndextemIndex[$_outfitSecondary[0]].includes(_iIndex)>>
<<continue>>
<</if>>
<<if _selectedWardrobe[$_outfitSecondary[0]][_iIndex].colour is _eIndextem.colour and (_eIndextem.accessory is 0 or _selectedWardrobe[$_outfitSecondary[0]][_iIndex].accessory is 0 or _selectedWardrobe[$_outfitSecondary[0]][_iIndex].accessory_colour is _eIndextem.accessory_colour)>>
<<if _eIndextem.colour isnot "custom" and (_eIndextem.accessory is 0 or _selectedWardrobe[$_outfitSecondary[0]][_iIndex].accessory is 0 or _eIndextem.accessory_colour isnot "custom")>>
<<set $_markBroken to false>>
<<run _eIndextemIndex[$_outfitSecondary[0]].push(clone(_iIndex))>>
<<break>>
<<elseif _eIndextem.colourCustom is _selectedWardrobe[$_outfitSecondary[0]][_iIndex].colourCustom and (_eIndextem.accessory is 0 or _selectedWardrobe[$_outfitSecondary[0]][_iIndex].accessory is 0 or _eIndextem.accessory_colourCustom is _selectedWardrobe[$_outfitSecondary[0]][_iIndex].accessory_colourCustom)>>
<<set $_markBroken to false>>
<<run _eIndextemIndex[$_outfitSecondary[0]].push(clone(_iIndex))>>
<<break>>
<</if>>
<</if>>
<</for>>
<<if $_markBroken is true>>
/*Mark as broken*/
<<set _selectedWardrobe[_slot][_eIndex].outfitSecondary[1] to "broken">>
<<set _selectedWardrobe[_slot][_eIndex].one_piece to "broken">>
<<set _selectedWardrobe[_slot][_eIndex].set to clone(_slot)>>
<<set _selectedWardrobe[_slot][_eIndex].sanityCheck to true>>
<</if>>
<</for>>
<</for>>
<<set $runWardrobeSanityChecker to false>>
<</if>>
<<if $worn.handheld.type.includes("prop")>>
<<error { message: `Found a prop that should have been destroyed, please report it: '${$worn.handheld.name}'. It has been removed from your character for you.` }>>
<<handheldruined true>>
<<handheldon>>
<</if>>
<</widget>>
<<widget "wardrobeGetRepairedClothes">>
<<set _equip to setup.clothingLayer.all>>
<<set _takenAway to 0>>
<<for _eIndex to 0; _eIndex lt _equip.length; _eIndex++>>
<<if $wardrobeRepair[_equip[_eIndex]] is undefined>>
<<continue>>
<</if>>
<<for _iIndex to 0; _iIndex lt $wardrobeRepair[_equip[_eIndex]].length; _iIndex++>>
<<if _selectedWardrobe[_equip[_eIndex]].length gte _selectedWardrobe.space>>
<<set _takenAway++>>
<<continue>>
<</if>>
<<if $wardrobeRepair[_equip[_eIndex]][_iIndex][5]>>
<<generalSend "wardrobe" _equip[_eIndex] `$wardrobeRepair[_equip[_eIndex]][_iIndex][0]` `$wardrobeRepair[_equip[_eIndex]][_iIndex][1]` `$wardrobeRepair[_equip[_eIndex]][_iIndex][3]`>>
<<set _selectedWardrobe[_equip[_eIndex]].last().one_piece to "split">>
<<if _selectedWardrobe[_equip[_eIndex]].last().outfitPrimary>>
<<for $_label, $_value range _selectedWardrobe[_equip[_eIndex]].last().outfitPrimary>>
<<set _selectedWardrobe[_equip[_eIndex]].last().outfitPrimary[$_label] to "split">>
<</for>>
<<elseif _selectedWardrobe[_equip[_eIndex]].last().outfitSecondary>>
<<set _selectedWardrobe[_equip[_eIndex]].last().outfitSecondary[1] to "split">>
<</if>>
<<else>>
<<sendToWardrobeFromDefault "wardrobe" _equip[_eIndex] `$wardrobeRepair[_equip[_eIndex]][_iIndex][0]` `$wardrobeRepair[_equip[_eIndex]][_iIndex][1]` `$wardrobeRepair[_equip[_eIndex]][_iIndex][3]`>>
<</if>>
<<if $wardrobeRepair[_equip[_eIndex]][_iIndex][2] isnot undefined and $wardrobeRepair[_equip[_eIndex]][_iIndex][2] isnot null>>
/*colourCustom*/
<<set _selectedWardrobe[_equip[_eIndex]].last().colourCustom to $wardrobeRepair[_equip[_eIndex]][_iIndex][2]>>
<<if _selectedWardrobe[_equip[_eIndex]].last().outfitPrimary isnot undefined and _selectedWardrobe[_equip[_eIndex]].last().one_piece isnot "split">>
<<for $_label, $_value range _selectedWardrobe[_equip[_eIndex]].last().outfitPrimary>>
<<if _selectedWardrobe[$_label].last().name is $_value>>
<<set _selectedWardrobe[$_label].last().colourCustom to $wardrobeRepair[_equip[_eIndex]][_iIndex][2]>>
<</if>>
<</for>>
<</if>>
<</if>>
<<if $wardrobeRepair[_equip[_eIndex]][_iIndex][4] isnot undefined and $wardrobeRepair[_equip[_eIndex]][_iIndex][4] isnot null>>
/*accessory_colourCustom*/
<<set _selectedWardrobe[_equip[_eIndex]].last().accessory_colourCustom to $wardrobeRepair[_equip[_eIndex]][_iIndex][4]>>
<<if _selectedWardrobe[_equip[_eIndex]].last().outfitPrimary isnot undefined and _selectedWardrobe[_equip[_eIndex]].last().one_piece isnot "split">>
<<for $_label, $_value range _selectedWardrobe[_equip[_eIndex]].last().outfitPrimary>>
<<if _selectedWardrobe[$_label].last().name is $_value>>
<<set _selectedWardrobe[$_label].last().colourCustom to $wardrobeRepair[_equip[_eIndex]][_iIndex][2]>>
<</if>>
<</for>>
<</if>>
<</if>>
<</for>>
<</for>>
<<if _takenAway gt 0>>
<br>
The driver thanks you for the donation of _takenAway items due to you not having enough space.
<</if>>
<<unset $wardrobeRepair>>
<</widget>>
<<widget "randomWear">>
<<set $wardrobeOption to "wear">>
<<set $_equip to []>>
<<set _equipped to []>>
<<for $_slot, $_value range $randomEquipConfigure>>
<<if $_value>>
<<generalUndress $wardrobe_location $_slot>>
<<run $_equip.push($_slot)>>
<</if>>
<</for>>
<<for $_slot range $_equip>>
<<if !_equipped.includes($_slot) and $worn[$_slot].name is "naked">>
<<set _eIndexds to _selectedWardrobe[$_slot].map((item, index) => {
if (!item.outfitSecondary or item.outfitSecondary[1] is "broken" or item.outfitSecondary[1] is "split") return index;
}).filter(Boolean)>>
<<if _eIndexds.length gt 0>>
<<set _eIndexd to _eIndexds.random()>>
<<set $_selectedItem to _selectedWardrobe[$_slot][_eIndexd]>>
<<run _equipped.pushUnique($_slot)>>
<<if $_selectedItem.outfitPrimary isnot undefined>>
<<run Object.entries($_selectedItem.outfitPrimary).forEach((slot,value) => {
if (value !== "broken" && value !== "split") _equipped.pushUnique(slot)
})>>
<</if>>
<<set V["wear_" + $_slot] to _eIndexd>>
<<unset _eIndexd>>
<</if>>
<</if>>
<</for>>
<<unset $randomWear>>
<</widget>>
<<widget "warmth_description">>
<<print setup.WeatherDescriptions.shop()>>
<br>
Your clothing warmth is currently <span class="orange"><<print Weather.BodyTemperature.getWarmth()>></span>.
<br>
<<set $_minWarmth to getTargetWarmth(36.4)>>
<<set $_maxWarmth to getTargetWarmth(37.6)>>
To be comfortable you'll need
<<if $_minWarmth and $_maxWarmth>>
a clothing warmth between <span class="orange"><<print getTargetWarmth(36.5)>></span> and <span class="orange"><<print getTargetWarmth(37.5)>></span>.
<<elseif $_minWarmth>>
at least a clothing warmth of <span class="orange"><<print getTargetWarmth(36.5)>></span>.
<<elseif $_maxWarmth>>
at most a clothing warmth of <span class="orange"><<print getTargetWarmth(37.5)>></span>.
<<else>>
to stay indoors.
<</if>>
<hr />
<</widget>>
<<widget "wardrobeSelection">>
<<if !$multipleWardrobes or !$wardrobes[$wardrobe_location]>>
<<set $wardrobe_location to "wardrobe">>
<<elseif $forceWardrobeLocation>>
<<set $wardrobe_location to $forceWardrobeLocation>>
<<elseif $multipleWardrobes is "isolated" and !$wardrobes[$wardrobe_location].isolated>>
<<set $wardrobe_location to "wardrobe">>
<</if>>
<<if $debug and $multipleWardrobes and !_args[0]>>
<div class="no-numberify">Debug:
<<for _label, _value range $wardrobes>>
<<if _value.unlocked is undefined>>
<<elseif $wardrobe_location is _label>>
<span class="gold"><<print _value.name>></span> |
<<else>>
<<capture _label>><<link [[_value.name|$passage]]>><<set $forceWardrobeLocation to _label>><</link>> |<</capture>>
<</if>>
<</for>>
</div>
<br>
<</if>>
<</widget>>
<<widget "cleanupOnWardrobeExit">>
<<unset $saveColor>><<unset $wardrobeRepeat>><<unset $tempDisable>><<set $delete_outfit to "none">><<unset $forceWardrobeLocation>><<set $dontHide to false>>
<</widget>>
<<widget "wardrobeExits">>
<!-- Note: Don't use $_ in this widget, because this widget gets <<replace>>'d into the passage body -->
<!-- this widget doesn't make sense because these links ALWAYS depend on the passage this widget is called from, so there's no reason to make it a widget -->
<<switch $passage>>
<<case "Wardrobe">>
<<link [[Close wardrobe|Bedroom]]>><<cleanupOnWardrobeExit>><</link>>
<<case "Changing Room">>
<<if $exposed lte 1>>
<<getouticon>><<link [[Leave|Beach]]>><<cleanupOnWardrobeExit>><</link>>
<<elseif hasSexStat("exhibitionism", 5)>>
<<sneakicon>><<link [[Sneak outside|Beach Changing Room Sneak]]>><<cleanupOnWardrobeExit>><</link>><<exhibitionist5>>
<<else>>
You can't go out like this!
<</if>>
<<case "Sydney Beach Changing Room">>
<<set _earSlimeEnableSwimwear to true>>
<<if $exposed lte 1>>
<<getouticon>><<link [[Leave|Sydney Beach Swimsuit]]>><<cleanupOnWardrobeExit>><</link>>
<<else>>
You can't go out like this!
<</if>>
<<case "Sydney Beach Changing Room Leave">>
<<set _earSlimeEnableSwimwear to true>>
<<if $earSlime.forcedCommando isnot undefined and !$worn.under_lower.type.includes("naked")>>
<span class="red">The slime in your ear refuses to allow you to leave with <<underwearTypeText>> on.</span>
<<elseif $exposed lte 1>>
<<getouticon>><<link [[Leave|Sydney Beach Leave]]>><<cleanupOnWardrobeExit>><</link>>
<<else>>
You can't go out like this!
<</if>>
<<case "Eden Wardrobe">>
<<if isLoveInterest("Eden") or hasSexStat("exhibitionism", 5) or $exposed lte 0 or (hasSexStat("exhibitionism", 4) and $exposed lte 1)>>
<<link [[Done|Eden Cabin]]>><<cleanupOnWardrobeExit>><</link>>
<<else>>
You can't remain undressed like this!
<</if>>
<<case "Eden Night Wardrobe">>
<<if isLoveInterest("Eden") or hasSexStat("exhibitionism", 5) or $exposed lte 0 or (hasSexStat("exhibitionism", 4) and $exposed lte 1)>>
<<link [[Done|Eden Cabin Bed]]>><<cleanupOnWardrobeExit>><</link>>
<<else>>
You can't remain undressed like this!
<</if>>
<<case "Asylum Wardrobe">>
<<if hasSexStat("exhibitionism", 5) or $exposed lte 0 or (hasSexStat("exhibitionism", 4) and $exposed lte 1)>>
<<link [[Done|Asylum Cell]]>><<cleanupOnWardrobeExit>><</link>>
<<else>>
You can't remain undressed like this!
<</if>>
<<case "Farm Wardrobe">>
<<if hasSexStat("exhibitionism", 5) or $exposed lte 0 or (hasSexStat("exhibitionism", 4) and $exposed lte 1)>>
<<link [[Done|Farm Bedroom]]>><<cleanupOnWardrobeExit>><</link>>
<<else>>
You can't remain undressed like this!
<</if>>
<<case "Strip Club Wardrobe">>
<<if hasSexStat("exhibitionism", 4) or $exposed lte 0 or (hasSexStat("exhibitionism", 2) and $exposed lte 1)>>
<<link [[Step away|Strip Club Dressing Room]]>><<cleanupOnWardrobeExit>><</link>>
<<else>>
You can't go out like this!
<</if>>
<<case "Brothel Wardrobe">>
<<if hasSexStat("exhibitionism", 4) or $exposed lte 0 or (hasSexStat("exhibitionism", 2) and $exposed lte 1)>>
<<link [[Step away|Brothel Dressing Room]]>><<cleanupOnWardrobeExit>><</link>>
<<else>>
You can't go out like this!
<</if>>
<<case "School Pool Wardrobe">>
<<if $changingRoomGender is "boys">>
<<getouticon>><<link [[Leave|School Boy Changing Room]]>><<cleanupOnWardrobeExit>><</link>>
<<else>>
<<getouticon>><<link [[Leave|School Girl Changing Room]]>><<cleanupOnWardrobeExit>><</link>>
<</if>>
<<case "Farm Assault Wardrobe">>
<<if hasSexStat("exhibitionism", 5) or $exposed lte 0 or (hasSexStat("exhibitionism", 4) and $exposed lte 1)>>
<<link [[Done|Farm Assault Intro]]>><<cleanupOnWardrobeExit>><</link>>
<<else>>
You can't remain undressed like this!
<</if>>
<<case "Prison Wardrobe">>
<<link [[Close|Prison Cell]]>><<cleanupOnWardrobeExit>><</link>>
<<case "Temple Wardrobe">>
<<link [[Close|Temple Bunk]]>><<cleanupOnWardrobeExit>><</link>>
<<case "Pirate Wardrobe">>
<<link [[Close|Pirate Bed]]>><<cleanupOnWardrobeExit>><</link>>
<<case "Office Agency Changing Room">>
<<if $exposed lte 1>>
<<getouticon>><<link [[Leave|Office Agency]]>><<cleanupOnWardrobeExit>><</link>>
<<elseif hasSexStat("exhibitionism", 4)>>
<<sneakicon>><<link [[Sneak outside|Office Agency Streak]]>><<cleanupOnWardrobeExit>><</link>><<exhibitionist4>>
<<else>>
You can't go out like this!
<</if>>
<<case "Bird Tower Wardrobe">>
<<link [[Close|Bird Tower]]>><<cleanupOnWardrobeExit>><</link>>
<</switch>>
<br><br>
<</widget>>
<<widget "underwearTypeText">><<silently>>
<<if $worn.under_lower.name is "naked">>
<<elseif $worn.under_lower.type.includes("swim")>>
<<set $_text_output to "swimwear">>
<<elseif $worn.under_lower.type.includes("dance")>>
<<set $_text_output to "dancewear">>
<<else>>
<<set $_text_output to "underwear">>
<</if>>
<</silently>><<if $_text_output>><<print $_text_output>><</if>>
<</widget>><<effects>>
<<set $wardrobe_location to "wardrobe">>
<<wardrobeSelection>>
You look in your wardrobe.
<br><br>
<div id="wardrobewear"><<wardrobewear>></div>
<div id="wardrobeExits"><<wardrobeExits>></div>
<<wardrobe>><<effects>><<location "changingroom">>
<<set $wardrobe_location to "changingRoom">>
<<set _earSlimeEnableSwimwear to true>>
<<wardrobeSelection>>
You are in a small wooden changing room.
<br><br>
<div id="wardrobewear"><<wardrobewear>></div>
<div id="wardrobeExits"><<wardrobeExits>></div>
<<wardrobe>><<effects>>
You look through the cupboard containing your clothes. There's an old dressing screen for privacy.
<br><br>
<<set $wardrobe_location to "edensCabin">>
<<wardrobeSelection>>
<div id="wardrobewear"><<wardrobewear>></div>
<div id="wardrobeExits"><<wardrobeExits>></div>
<<wardrobe>><<effects>>
You look through the cupboard containing your clothes.
<br><br>
<<set $wardrobe_location to "asylum">>
<<wardrobeSelection>>
<div id="wardrobewear"><<wardrobewear>></div>
<div id="wardrobeExits"><<wardrobeExits>></div>
<<wardrobe>><<effects>>
You look through the rustic wardrobe.
<br><br>
<<set $wardrobe_location to "alexFarm">>
<<wardrobeSelection>>
<div id="wardrobewear"><<wardrobewear>></div>
<div id="wardrobeExits"><<wardrobeExits>></div>
<<wardrobe>><<effects>>
<<set $wardrobe_location to "stripClub">>
<<wardrobeSelection>>
<div id="wardrobewear"><<wardrobewear>></div>
<div id="wardrobeExits"><<wardrobeExits>></div>
<<wardrobe>><<effects>>
<<set $wardrobe_location to "brothel">>
<<wardrobeSelection>>
<div id="wardrobewear"><<wardrobewear>></div>
<div id="wardrobeExits"><<wardrobeExits>></div>
<<wardrobe>><<effects>>
<<wardrobeSelection>>
<<set _earSlimeEnableSwimwear to true>>
You stand in front of your open locker.
<br><br>
<div id="wardrobewear"><<wardrobewear>></div>
<div id="wardrobeExits"><<wardrobeExits>></div>
<<wardrobe>><<effects>>
You look through the cupboard containing your clothes.
<br><br>
<<set $wardrobe_location to "temple">>
<<wardrobeSelection>>
<div id="wardrobewear"><<wardrobewear>></div>
<div id="wardrobeExits"><<wardrobeExits>></div>
<<wardrobe>><<effects>>
You look through the cupboard containing your clothes.
<br><br>
<<set $wardrobe_location to "pirate">>
<<wardrobeSelection>>
<div id="wardrobewear"><<wardrobewear>></div>
<div id="wardrobeExits"><<wardrobeExits>></div>
<<wardrobe>><<effects>><<location "officeBuilding">>
<<set $wardrobe_location to "officeBuilding">>
<<wardrobeSelection>>
You are in the small storage room sanctioned for temps to use for changing.
<br><br>
<div id="wardrobewear"><<wardrobewear>></div>
<div id="wardrobeExits"><<wardrobeExits>></div>
<<wardrobe>><<effects>>
You look through the wardrobe you built.
<br><br>
<<set $wardrobe_location to "birdTower">>
<<wardrobeSelection>>
<div id="wardrobewear"><<wardrobewear>></div>
<div id="wardrobeExits"><<wardrobeExits>></div>
<<wardrobe>>Are you prepared to add all your
<<if $crateContents is "all">>
clothes
<<else>>
outfits
<</if>>
to the crate and send them to be sold? Might be best to go shopping shortly after.
<br><br>
<<set _value to 0>>
<<for _label, _items range $wardrobe>>
<<for _i to 0; _i lt _items.length; _i++>>
<<if setup.clothes[_label][clothesIndex(_label,_items[_i])].shop.length is 0>>
<<continue>>
<</if>>
<<if _items[_i].outfitSecondary isnot undefined>>
<<continue>>
<</if>>
<<if _items[_i].outfitPrimary is undefined and $crateContents is "outfits">>
<<continue>>
<</if>>
<<set _value += Math.floor(getClothingCost(_items[_i], _label) * (_items[_i].integrity / clothingData(_label,_items[_i],'integrity_max')) / 3)>>
<</for>>
<</for>>
It will earn you <<printmoney `_value + 5000`>>.
<br><br>
<<link [[Yes|Wardrobe Sale Crate Result]]>><</link>>
<br>
<<link [[No|$wardrobeReturnLink]]>>
<<unset $wardrobeReturnLink>>
<<unset $crateContents>>
<</link>><<set $tailorMonthlyService to 7>>
<<set _value to 0>>
<<set _equip to setup.clothingLayer.all>>
<<for _eIndex to 0; _eIndex lt _equip.length; _eIndex++>>
<<set _toDelete to []>>
<<for _iIndex to 0; _iIndex lt $wardrobe[_equip[_eIndex]].length; _iIndex++>>
<<if setup.clothes[_equip[_eIndex]][clothesIndex(_equip[_eIndex],$wardrobe[_equip[_eIndex]][_iIndex])].shop.length is 0>>
<<continue>>
<</if>>
<<if $wardrobe[_equip[_eIndex]][_iIndex].outfitPrimary is undefined and $crateContents is "outfits">>
<<continue>>
<</if>>
<<set _value += Math.floor(tailorClothingCost($wardrobe[_equip[_eIndex]][_iIndex],_equip[_eIndex]) * ($wardrobe[_equip[_eIndex]][_iIndex].integrity / clothingData(_equip[_eIndex],$wardrobe[_equip[_eIndex]][_iIndex],'integrity_max')) / 3)>>
<<run _toDelete.push(clone(_iIndex))>>
<</for>>
<<for _iIndex to $wardrobe[_equip[_eIndex]].length; _iIndex gte 0; _iIndex-->>
<<if _toDelete.includes(_iIndex)>>
<<run $wardrobe[_equip[_eIndex]].deleteAt(_iIndex)>>
<</if>>
<</for>>
<</for>>
The driver takes the crate away, leaving <<printmoney `_value + 5000`>> in its place.
<<money `Math.floor(_value + 5000)` "tailor">>
<br><br>
<<link [[Continue|$wardrobeReturnLink]]>>
<<unset $wardrobeReturnLink>>
<<unset $crateContents>>
<</link>>Are you prepared to add all your
<<if $crateContents is "all">>
clothes
<<elseif $crateContents is "damaged">>
damaged clothes
<<else>>
outfits
<</if>>
to the crate and send them to be repaired? Might be best to go shopping shortly after.
<br><br>
<<set _value to 0>> /* recalculated with adding lower or upper halves when missing */
<<for _label, _items range $wardrobe>>
<<for _i to 0; _i lt _items.length; _i++>>
<<if isNaN(clothingData(_label,_items[_i],'integrity_max'))>><<continue>><</if>>
<<if (_items[_i].outfitPrimary is undefined and _items[_i].outfitSecondary is undefined and $crateContents is "outfits") or (_items[_i].integrity gt clothingData(_label,_items[_i],'integrity_max'))>>
<<continue>>
<</if>>
<<set _value += Math.floor(tailorClothingCost(_items[_i],_label) * (1 - (_items[_i].integrity / clothingData(_label,_items[_i],'integrity_max'))) * 1.25)>>
<</for>>
<</for>>
It will cost you
<<if _value gt 5000>>
<<printmoney `_value - 5000`>>.
<<else>>
nothing.
<</if>>
<br><br>
<<if $money gte _value>>
<<link [[Yes|Wardrobe Repair Crate Result]]>><</link>>
<<else>>
Not enough money.
<</if>>
<br>
<<link [[No|$wardrobeReturnLink]]>>
<<unset $wardrobeReturnLink>>
<<unset $crateContents>>
<</link>><<set $tailorMonthlyService to 7>>
<<set $wardrobeRepair to {timeLeft: 1}>>
<<set _equip to setup.clothingLayer.all>>
<<set _value to 0>>
<<for _eIndex to 0; _eIndex lt _equip.length; _eIndex++>>
<<set _toDelete to []>>
<<for _iIndex to 0; _iIndex lt $wardrobe[_equip[_eIndex]].length; _iIndex++>>
<<if isNaN(clothingData(_equip[_eIndex],$wardrobe[_equip[_eIndex]][_iIndex],'integrity_max'))>><<continue>><</if>>
<<if $wardrobe[_equip[_eIndex]][_iIndex].integrity is clothingData(_equip[_eIndex],$wardrobe[_equip[_eIndex]][_iIndex],'integrity_max') and $wardrobe[_equip[_eIndex]][_iIndex].one_piece isnot "broken" and $crateContents is "damaged">>
<<continue>>
<</if>>
<<if ($wardrobe[_equip[_eIndex]][_iIndex].outfitPrimary is undefined and $wardrobe[_equip[_eIndex]][_iIndex].outfitSecondary is undefined and $crateContents is "outfits") or ($wardrobe[_equip[_eIndex]][_iIndex].integrity gt clothingData(_equip[_eIndex],$wardrobe[_equip[_eIndex]][_iIndex],'integrity_max'))>>
<<continue>>
<</if>>
<<set _value += Math.floor(tailorClothingCost($wardrobe[_equip[_eIndex]][_iIndex],_equip[_eIndex]) * (1 - ($wardrobe[_equip[_eIndex]][_iIndex].integrity / clothingData(_equip[_eIndex],$wardrobe[_equip[_eIndex]][_iIndex],'integrity_max'))) * 1.25)>>
<<if $wardrobeRepair[_equip[_eIndex]] is undefined>>
<<set $wardrobeRepair[_equip[_eIndex]] to []>>
<</if>>
<<if $wardrobe[_equip[_eIndex]][_iIndex].outfitSecondary and $wardrobe[_equip[_eIndex]][_iIndex].one_piece is "broken">>
/* If a secondary part of an outfit is broken adds the primary part so the complete outfit will be repaired */
<<set _upperSlot to $wardrobe[_equip[_eIndex]][_iIndex].outfitSecondary[0]>>
<<set _upperItem to setup.clothes[_upperSlot].findIndex(x => x.name === setup.clothes[_equip[_eIndex]][clothesIndex(_equip[_eIndex],$wardrobe[_equip[_eIndex]][_iIndex])].outfitSecondary[1])>>
<<if $wardrobeRepair[_upperSlot] is undefined>>
<<set $wardrobeRepair[_upperSlot] to []>>
<</if>>
<<set _itemStats to [
clone(_upperItem),
clone($wardrobe[_equip[_eIndex]][_iIndex].colour),
clone($wardrobe[_equip[_eIndex]][_iIndex].colourCustom),
clone($wardrobe[_equip[_eIndex]][_iIndex].accessory_colour),
clone($wardrobe[_equip[_eIndex]][_iIndex].accessory_colourCustom),
false
]>>
<<run $wardrobeRepair[_upperSlot].push(clone(_itemStats))>>
<<run _toDelete.push(clone(_iIndex))>>
<<else>>
<<set _splitted to ($wardrobe[_equip[_eIndex]][_iIndex].one_piece === "split" ? true : false)>>
<<set _itemStats to [
clone(clothesIndex(_equip[_eIndex],$wardrobe[_equip[_eIndex]][_iIndex])),
clone($wardrobe[_equip[_eIndex]][_iIndex].colour),
clone($wardrobe[_equip[_eIndex]][_iIndex].colourCustom),
clone($wardrobe[_equip[_eIndex]][_iIndex].accessory_colour),
clone($wardrobe[_equip[_eIndex]][_iIndex].accessory_colourCustom),
clone(_splitted)
]>>
<<run $wardrobeRepair[_equip[_eIndex]].push(clone(_itemStats))>>
<<run _toDelete.push(clone(_iIndex))>>
<</if>>
<</for>>
<<for _iIndex to $wardrobe[_equip[_eIndex]].length; _iIndex gte 0; _iIndex-->>
<<if _toDelete.includes(_iIndex)>>
<<run $wardrobe[_equip[_eIndex]].deleteAt(_iIndex)>>
<</if>>
<</for>>
<</for>>
<<if _value gt 5000>>
<<money `-_value - 5000` "tailor">>
The driver takes <<printmoney `_value - 5000`>> and the crate away.
<<else>>
The driver takes the crate away.
<</if>>
<br><br>
<<link [[Continue|$wardrobeReturnLink]]>>
<<unset $wardrobeReturnLink>>
<<unset $crateContents>>
<</link>>/*The "generalWear" widget works in the same way as the "...wear" widgets, however, the argument are as follows; slot, item index, colour, accessory_colour*/
<<widget "generalWear">>
<<if $worn[_args[0]].cursed is 1>>
<<elseif _args[0] and _args[1]>>
<<set $_slot to _args[0]>>
<<unset _strip_restrict>><<unset _cursedPrevent>>
/*Check the current worn outfit related items for being locked on the character*/
<<set _outfitPrimaryWear to setup.clothes[$_slot][_args[1]].outfitPrimary>>
<<if _outfitPrimaryWear isnot undefined>>
<<for _outfitSlot, _value range _outfitPrimaryWear>>
<<if $worn[_outfitSlot].cursed is 1>>
<<set _cursedPrevent to true>>
<</if>>
<</for>>
<</if>>
<<if _cursedPrevent isnot true>>
/*Primary Piece*/
<<if $worn[$_slot].name isnot "naked">>
<<generalUndress `clothesReturnLocation($worn[$_slot])` $_slot>>
<</if>>
<<equipClothesItemFromDefault $_slot _args[1] _args[2] _args[3] _args[4]>>
/*Outfit pieces*/
<<if _outfitPrimaryWear isnot undefined>>
<<set _colour to $worn[$_slot].colour>>
<<set _accessory_colour to $worn[$_slot].accessory_colour>>
<<set _pattern to $worn[$_slot].pattern>>
<<for _outfitSlot, _outfitName range _outfitPrimaryWear>>
<<if $worn[_outfitSlot].name isnot "naked">>
<<generalUndress `clothesReturnLocation($worn[_outfitSlot])` _outfitSlot>>
<</if>>
<<set _pieceId to setup.clothes[_outfitSlot].findIndex(item => item.name is _outfitName)>>
<<if _pieceId isnot -1>> <!-- findIndex() returns -1 if no index is found -->
<<equipClothesItemFromDefault _outfitSlot _pieceId _colour _accessory_colour _pattern>>
<<else>>
<!-- Error -->
<</if>>
<</for>>
<</if>>
<</if>>
<<unset _outfitPrimaryWear>>
<</if>>
<</widget>>
<!-- args: slot, item index, colour, accessory_colour, pattern -->
<<widget "equipClothesItemFromDefault">>
<<set $_slot to _args[0]>>
<<set $_item to clone(setup.clothes[$_slot][_args[1]])>>
<<set $_item.lastTaken to clone($wardrobes.shopReturn)>>
<<if $_item.colour_options.length gt 0>>
<<if _args[2]>>
<<set $_item.colour to _args[2]>>
<<if $_item.colour is "custom">>
<<set $_item.colourCustom to customColour($customColors.color.primary, $customColors.saturation.primary, $customColors.brightness.primary, $customColors.contrast.primary, $customColors.sepia.primary)>>
<</if>>
<<else>>
<<set _colorOption to clone($_item.colour_options)>>
<<run _colorOption.delete("custom")>>
<<set $_item.colour to _colorOption.random()>>
<</if>>
<</if>>
<<if $_item.accessory_colour_options.length gt 0 and $_item.accessory is 1>>
<<if _args[3]>>
<<set $_item.accessory_colour to _args[3]>>
<<if $_item.accessory_colour is "custom">>
<<set $_item.accessory_colourCustom to customColour($customColors.color.secondary, $customColors.saturation.secondary, $customColors.brightness.secondary, $customColors.contrast.secondary, $customColors.sepia.secondary)>>
<</if>>
<<else>>
<<set _accessoryColorOption to clone($_item.accessory_colour_options)>>
<<run _accessoryColorOption.delete("custom")>>
<<set $_item.accessory_colour to _accessoryColorOption.random()>>
<</if>>
<</if>>
<<if $_item.pattern_options?.length gt 0>>
<<if _args[4]>>
<<set $_item.pattern to _args[4]>>
<<else>>
<<set _patternOption to clone($_item.pattern_options)>>
<<set $_item.pattern to _patternOption.random()>>
<</if>>
<</if>>
<<set $worn[$_slot] to $_item>>
<<run clothesDataTrimmer($worn[$_slot])>>
<</widget>>
/*The "...wear" widgets give the player character new clothing. They take the index of the item you want to provide as the first argument, and the colour of the item as an optional second argument. The third argument defines the secondary colour, optionally. Only the upper half is required in the case of outfits. Currently worn clothes are sent to wardrobe.*/
<<widget "overupperwear">>
<<generalWear "over_upper" _args[0] _args[1] _args[2]>>
<</widget>>
<<widget "overlowerwear">>
<<generalWear "over_lower" _args[0] _args[1] _args[2]>>
<</widget>>
<<widget "upperwear">>
<<generalWear "upper" _args[0] _args[1] _args[2]>>
<</widget>>
<<widget "lowerwear">>
<<generalWear "lower" _args[0] _args[1] _args[2]>>
<</widget>>
<<widget "underupperwear">>
<<generalWear "under_upper" _args[0] _args[1] _args[2]>>
<</widget>>
<<widget "underlowerwear">>
<<generalWear "under_lower" _args[0] _args[1] _args[2]>>
<</widget>>
<<widget "genitalswear">>
<<generalWear "genitals" _args[0] _args[1] _args[2]>>
<</widget>>
<<widget "overheadwear">>
<<generalWear "over_head" _args[0] _args[1] _args[2]>>
<</widget>>
<<widget "headwear">>
<<generalWear "head" _args[0] _args[1] _args[2]>>
<</widget>>
<<widget "facewear">>
<<generalWear "face" _args[0] _args[1] _args[2]>>
<</widget>>
<<widget "neckwear">>
<<generalWear "neck" _args[0] _args[1] _args[2]>>
<</widget>>
<<widget "leash">>/*Always replaces neckwear, even if cursed. */
<<if $worn.neck.cursed is 1>>
<<set $worn.neck.type.push("broken")>>
<<neckruined>>
<</if>>
<<generalWear "neck" _args[0] _args[1] _args[2]>>
<</widget>>
<<widget "handswear">>
<<generalWear "hands" _args[0] _args[1] _args[2]>>
<</widget>>
<<widget "handheldwear">>
<<generalWear "handheld" _args[0] _args[1] _args[2] _args[3]>>
<</widget>>
<<widget "legswear">>
<<generalWear "legs" _args[0] _args[1] _args[2]>>
<</widget>>
<<widget "feetwear">>
<<generalWear "feet" _args[0] _args[1] _args[2]>>
<</widget>>
/*The "generalSend" widget works in the same way as the "...send" widgets, however, the argument are as follows; Location, slot, item index, colour, accessory_colour*/
<<widget "generalSend">>
<<set $_selectedWardrobe to (_args[0] is "wardrobe" or !(_args[0] in $wardrobes) ? $wardrobe : $wardrobes[_args[0]])>>
<<set $_outfitPrimary to setup.clothes[_args[1]][_args[2]].outfitPrimary>>
<<if _args[0]>>
<<sendToWardrobeFromDefault _args[0] _args[1] _args[2] _args[3] _args[4]>>
<<if $_outfitPrimary isnot undefined>>
<<set $_outfitPiece to $_selectedWardrobe[_args[1]].last()>>
<<set _colour to $_outfitPiece.colour>>
<<set _colourCustom to $_outfitPiece.colourCustom>>
<<set _accessory_colour to $_outfitPiece.accessory_colour>>
<<set _accessory_colourCustom to $_outfitPiece.accessory_colourCustom>>
<<for $_label, $_value range $_outfitPrimary>>
<<set _pieceId to setup.clothes[$_label].findIndex(item => item.name is $_value)>>
<<if _pieceId isnot -1>> <!-- findIndex() returns -1 if no index is found -->
<<if (!_hoodDown or $_label isnot "head") and _pieceId.one_piece isnot "split">> /*If hood is down, don't make a hood. If an upper part of an outfit is separated don't add a lower part*/
<<sendToWardrobeFromDefault _args[0] $_label _pieceId _colour _accessory_colour>>
<</if>>
<<else>>
<!-- Error -->
<</if>>
<</for>>
<</if>>
<</if>>
<</widget>>
<<widget "carriedSend">>
<<if _args[0] is "wardrobe" or Object.keys($wardrobes).includes(_args[0])>>
<<set $_undressSlot to _args[1]>>
<<set $_outfitPrimaryUndress to $carried[$_undressSlot].outfitPrimary>>
<<set _slots to []>>
<<set $_selectedWardrobe to selectWardrobe()>>
<<if $_outfitPrimaryUndress isnot undefined>>
<<for _labelUndress, _valueUndress range $_outfitPrimaryUndress>>
<<if _valueUndress isnot "broken" and _valueUndress isnot "split">>
<<if !setup.wardrobeSkip.includes($carried[_labelUndress].name) and $carried[_labelUndress].name is _valueUndress>>
<<set $_selectedWardrobe[_labelUndress].push(clone($carried[_labelUndress]))>>
<<run _slots.push(_labelUndress)>>
<</if>>
<<set $carried[_labelUndress] to clone(setup.clothes[_labelUndress][0])>>
<</if>>
<</for>>
<</if>>
<<if !setup.wardrobeSkip.includes($carried[$_undressSlot].name)>>
<<set $_selectedWardrobe[$_undressSlot].push(clone($carried[$_undressSlot]))>>
<</if>>
<<set $carried[$_undressSlot] to clone(setup.clothes[$_undressSlot][0])>>
<<run _slots.push($_undressSlot)>>
<</if>>
<</widget>>
<<widget "sendToWardrobeFromDefault">>
<<set $_location to _args[0]>>
<<set $_slot to _args[1]>>
<<set $_selectedWardrobe to ($_location is "wardrobe" or !($_location in $wardrobes) ? $wardrobe : $wardrobes[$_location])>>
<<set $_selectedWardrobe[$_slot].push(clone(setup.clothes[$_slot][_args[2]]))>>
<<set $_item to $_selectedWardrobe[$_slot].last()>>
<<if $_item.colour_options.length gt 0>>
<<if _args[3]>>
<<set $_item.colour to _args[3]>>
<<if $_item.colour is "custom">>
<<if _colourCustom isnot undefined>>
<<set $_item.colourCustom to _colourCustom>>
<<unset _colourCustom>>
<<else>>
<<set $_item.colourCustom to customColour($customColors.color.primary, $customColors.saturation.primary, $customColors.brightness.primary, $customColors.contrast.primary, $customColors.sepia.primary)>>
<</if>>
<</if>>
<<else>>
<<set $_item.colour to clone($_item.colour_options.random())>>
<</if>>
<</if>>
<<if $_item.accessory_colour_options.length gt 0 and $_item.accessory is 1>>
<<if _args[4]>>
<<set $_item.accessory_colour to _args[4]>>
<<if $_item.accessory_colour is "custom">>
<<if _accessory_colourCustom isnot undefined>>
<<set $_item.accessory_colourCustom to _accessory_colourCustom>>
<<unset _accessory_colourCustom>>
<<else>>
<<set $_item.accessory_colourCustom to customColour($customColors.color.secondary, $customColors.saturation.secondary, $customColors.brightness.secondary, $customColors.contrast.secondary, $customColors.sepia.secondary)>>
<</if>>
<</if>>
<<else>>
<<set $_item.accessory_colour to clone($_item.accessory_colour_options.random())>>
<</if>>
<</if>>
<<if _hoodDown and $_item.hoodposition isnot undefined>>
<<set $_item.hoodposition to "down">>
<<run delete $_item.outfitPrimary.head>>
<</if>>
<<run clothesDataTrimmer($_item)>>
<</widget>>
/*The "...send" widgets give the player character new clothing. They take the index of the item you want to provide as an argument, the location you want to send it to as a second argument, (such as "wardrobe",) and the colour of the item as an optional third argument. Fourth argument defines the secondary colour, if present. Only the upper half is required in the case of outfits. They differ from the "...wear" widgets in that they send clothes to your wardrobe, rather than put them on your character.*/
<<widget "overuppersend">>
<<generalSend _args[1] "over_upper" _args[0] _args[2] _args[3]>>
<</widget>>
<<widget "overlowersend">>
<<generalSend _args[1] "over_lower" _args[0] _args[2] _args[3]>>
<</widget>>
<<widget "uppersend">>
<<generalSend _args[1] "upper" _args[0] _args[2] _args[3]>>
<</widget>>
<<widget "lowersend">>
<<generalSend _args[1] "lower" _args[0] _args[2] _args[3]>>
<</widget>>
<<widget "underuppersend">>
<<generalSend _args[1] "under_upper" _args[0] _args[2] _args[3]>>
<</widget>>
<<widget "underlowersend">>
<<generalSend _args[1] "under_lower" _args[0] _args[2] _args[3]>>
<</widget>>
<<widget "genitalssend">>
<<generalSend _args[1] "genitals" _args[0] _args[2] _args[3]>>
<</widget>>
<<widget "overheadsend">>
<<generalSend _args[1] "over_head" _args[0] _args[2] _args[3]>>
<</widget>>
<<widget "headsend">>
<<generalSend _args[1] "head" _args[0] _args[2] _args[3]>>
<</widget>>
<<widget "facesend">>
<<generalSend _args[1] "face" _args[0] _args[2] _args[3]>>
<</widget>>
<<widget "necksend">>
<<generalSend _args[1] "neck" _args[0] _args[2] _args[3]>>
<</widget>>
<<widget "handssend">>
<<generalSend _args[1] "hands" _args[0] _args[2] _args[3]>>
<</widget>>
<<widget "handheldsend">>
<<generalSend _args[1] "handheld" _args[0] _args[2] _args[3]>>
<</widget>>
<<widget "legssend">>
<<generalSend _args[1] "legs" _args[0] _args[2] _args[3]>>
<</widget>>
<<widget "feetsend">>
<<generalSend _args[1] "feet" _args[0] _args[2] _args[3]>>
<</widget>>
/*The "...strip" widgets remove the player character's clothing. The clothing remains with the player character, ready to be put back on.*/
<<widget "strip">>
<<overupperstrip>>
<<overlowerstrip>>
<<upperstrip>>
<<lowerstrip>>
<<underupperstrip>>
<<if playerHasStrapon() and _args[0] isnot undefined>>
<!-- keep wearing the strap-on -->
<<else>>
<<underlowerstrip>>
<</if>>
<<headstrip>>
<<facestrip>>
<<neckstrip>>
<<handsstrip>>
<<handheldstrip>>
<<legsstrip>>
<<feetstrip>>
<<setKnowsAboutPregnancyCurrentLoaded>>
<</widget>>
<<widget "clothesstrip">>
<<overupperstrip>>
<<overlowerstrip>>
<<upperstrip>>
<<lowerstrip>>
<<underupperstrip>>
<<underlowerstrip>>
<<setKnowsAboutPregnancyCurrentLoaded>>
<</widget>>
<<widget "shavestrip">>
<<overupperstrip>>
<<overlowerstrip>>
<<upperstrip>>
<<lowerstrip>>
<<underlowerstrip>>
<<legsstrip>>
<<feetstrip>>
<<setKnowsAboutPregnancyCurrentLoaded>>
<</widget>>
<<widget "generalStrip">>
<<if _args[0]>>
<<unset _stripSlot>>
/*Checks if the current slot is part of an outfit and switches to the main piece if that is the case*/
<<if $worn[_args[0]].outfitSecondary isnot undefined>>
<<if $worn[$worn[_args[0]].outfitSecondary[0]].name is $worn[_args[0]].outfitSecondary[1]>>
<<set _stripSlot to $worn[_args[0]].outfitSecondary[0]>>
<</if>>
<</if>>
<<if _stripSlot is undefined>>
<<set _stripSlot to _args[0]>>
<</if>>
<<if $worn[_stripSlot].cursed is 1>>
<<elseif $worn[_stripSlot].name isnot "naked">>
<<unset _cursedPrevent>>
/*Check the current worn outfit related items for being locked on the character*/
<<set _outfitPrimaryStrip to $worn[_stripSlot].outfitPrimary>>
<<if _outfitPrimaryStrip isnot undefined>>
<<for _labelStrip, _valueStrip range _outfitPrimaryStrip>>
<<if $worn[_labelStrip].cursed is 1 and $worn[_labelStrip].name is _valueStrip>>
<<set _cursedPrevent to true>>
<</if>>
<</for>>
<</if>>
<<if _cursedPrevent isnot true>>
<<set V[_stripSlot.replace(/_/g,"")+'last'] to $worn[_stripSlot].name>>
<<set $carried[_stripSlot] to clone($worn[_stripSlot])>>
<<set $worn[_stripSlot] to clone(setup.clothes[_stripSlot][0])>>
<<if _outfitPrimaryStrip isnot undefined>>
<<for _labelStrip, _valueStrip range _outfitPrimaryStrip>>
<<if $worn[_labelStrip].name is _valueStrip>>
<<set V[_labelStrip.replace(/_/g,"")+'last'] to $worn[_labelStrip].name>>
<<set $carried[_labelStrip] to clone($worn[_labelStrip])>>
<<set $worn[_labelStrip] to clone(setup.clothes[_labelStrip][0])>>
<</if>>
<</for>>
<</if>>
<</if>>
<<unset _outfitPrimaryStrip>>
<</if>>
<</if>>
<</widget>>
<<widget "overupperstrip">>
<<generalStrip "over_upper">>
<</widget>>
<<widget "overlowerstrip">>
<<generalStrip "over_lower">>
<</widget>>
<<widget "upperstrip">>
<<generalStrip "upper">>
<</widget>>
<<widget "lowerstrip">>
<<generalStrip "lower">>
<</widget>>
<<widget "underupperstrip">>
<<generalStrip "under_upper">>
<</widget>>
<<widget "underlowerstrip">>
<<generalStrip "under_lower">>
<</widget>>
<<widget "overheadstrip">>
<<generalStrip "over_head">>
<</widget>>
<<widget "headstrip">>
<<generalStrip "head">>
<</widget>>
<<widget "facestrip">>
<<generalStrip "face">>
<</widget>>
<<widget "neckstrip">>
<<generalStrip "neck">>
<</widget>>
<<widget "handsstrip">>
<<generalStrip "hands">>
<</widget>>
<<widget "handheldstrip">>
<<generalStrip "handheld">>
<</widget>>
<<widget "legsstrip">>
<<generalStrip "legs">>
<</widget>>
<<widget "feetstrip">>
<<generalStrip "feet">>
<</widget>>
/* temporarily equips a handheld "prop" for visual effect in scenes. props can be cleared earlier in a scene via <<handheldon>> or <<clotheson>>, and are cleared in <<endevent>> */
<<widget "wearProp">>
<<if _args[0].includes('|')>>
<<set _prop to _args[0].split('|')>>
<<set _var to _prop[0]>>
<<set _colour to _prop[1] || 0>>
<<set _pattern to _prop[2] || 0>>
<<else>>
<<set _var to _args[0]>>
<<set _colour to _args[1] || 0>>
<<set _pattern to _args[2] || 0>>
<</if>>
<<set _propIndex to (setup.clothes.handheld.findIndex(item => item.variable is _var) || 0)>>
<<if $worn.handheld.type.includes("prop")>>
<<handheldon>>
<</if>>
<<set $propEquipped to 1>>
<<handheldstrip>>
<<if _propIndex gt 1>>
<<handheldwear _propIndex _colour 0 _pattern>>
<<else>>
<<run Errors.report("Invalid prop variable: " + _args[0])>>
<</if>>
<</widget>>
/*Returns all carried clothes back to the wardrobe*/
<<widget "returnCarried">>
<<if _args[0] is "wardrobe" or $wardrobes[_args[0]] is undefined>>
<<set $_selectedWardrobe to $wardrobe>>
<<else>>
<<set $_selectedWardrobe to $wardrobes[_args[0]]>>
<</if>>
<<run Object.keys($carried).forEach(slot => {
if (!setup.wardrobeSkip.includes($carried[slot].name)) {
let location = clothesReturnLocation($carried[slot]);
if(location === "wardrobe" || !$wardrobes[location].unlocked){
$wardrobe[slot].push(clone($carried[slot]));
} else {
$wardrobes[location][slot].push(clone($carried[slot]));
}
}
$carried[slot] = clone(setup.clothes[slot][0]);
})>>
<</widget>>
/*The "dontHideForNow" widget makes the player character not cover themselves even when self-conscious*/
/*Use "dontHideRevert" widget to go back to normal behaviour*/
<<widget "dontHideForNow">>
<<set $dontHideNormal to $dontHide>>
<<set $dontHide to true>>
<</widget>>
<<widget "dontHideRevert">>
<<set $dontHide to $dontHideNormal>>
<</widget>>
/*The "...ruined" widgets destroy the player character's current clothing, whether worn or carried.*/
<<widget "ruined">>
<<overupperruined>>
<<overlowerruined>>
<<upperruined>>
<<lowerruined>>
<<underupperruined>>
<<underlowerruined>>
<<headruined>>
<<faceruined>>
<<neckruined>>
<<handsruined>>
<<legsruined>>
<<feetruined>>
<<handheldruined>>
<<setKnowsAboutPregnancyCurrentLoaded>>
<</widget>>
<<widget "clothesruined">>
<<overupperruined>>
<<overlowerruined>>
<<upperruined>>
<<lowerruined>>
<<underupperruined>>
<<underlowerruined>>
<<setKnowsAboutPregnancyCurrentLoaded>>
<</widget>>
<<widget "overruined">>
<<overupperruined>>
<<overlowerruined>>
<<setKnowsAboutPregnancyCurrentLoaded>>
<</widget>>
<<widget "middleruined">>
<<upperruined>>
<<lowerruined>>
<<setKnowsAboutPregnancyCurrentLoaded>>
<</widget>>
<<widget "underruined">>
<<underupperruined>>
<<underlowerruined>>
<<setKnowsAboutPregnancyCurrentLoaded>>
<</widget>>
/*_args[0] = slot name*/
/*_args[1] = true for ruin all pieces of an outfit*/
/*_args[2] = "worn" or "carried" to destroy just that category"*/
<<widget "generalRuined">>
<<set _destroyWorn to !_args[2] || _args[2] is "worn">>
<<set _destroyCarry to !_args[2] || _args[2] is "carried">>
<<if _args[0]>>
<<set $eventskipoverrule to 1>>
<<if $worn[_args[0]].cursed is 1 and !$worn[_args[0]].type.includes("broken") and !$worn[_args[0]].type.includes("split") or ($worn[_args[0]].name is "naked" and $carried[_args[0]].name is "naked")>>
<<else>>
<<if _destroyWorn>>
<<switch _args[0]>>
<<case "upper">>
<<set $upperwet to 0>><<set $upperwetstage to 0>>
<<if $worn.upper.type.includes("binding") and _unbind_check isnot 1>>
<<unbind>>
<</if>>
<<case "lower">><<set $lowerwet to 0>><<set $lowerwetstage to 0>>
<<case "under_upper">><<set $underupperwet to 0>><<set $underupperwetstage to 0>>
<<case "under_lower">><<set $underlowerwet to 0>><<set $underlowerwetstage to 0>>
<<if $worn.under_lower.type.includes("strap-on")>>
<<set $penisstate to "none">><<set $penisuse to "none">>
<<if $penistarget isnot undefined and typeof $penistarget is "number">>
<<set $NPCList[$penistarget].penis to 0>>
<</if>>
<</if>>
<</switch>>
/* In case you lose the gold chastity belt before donating it */
<<if $worn[_args[0]].name is "gold chastity belt" and $gold_chastity_held isnot true and ($museumAntiques.antiques.antiquegoldchastitybelt is "found" or $museumAntiques.antiques.antiquegoldchastitybelt is "talk")>>
<<museumAntiqueStatus "antiquegoldchastitybelt" "notFound">>
<</if>>
<</if>>
/*Re-buy*/
<<if _args[0] isnot "genitals" and $clothingrebuy is 1 and !_noRebuy>>
<<if _destroyCarry && $carried[_args[0]].name isnot "naked" and $carried[_args[0]].cursed isnot 1>>
<<generalRuinedRebuy _args[0] $carried>>
<</if>>
<<if _destroyWorn && $worn[_args[0]].name isnot "naked" and $worn[_args[0]].cursed isnot 1>>
<<generalRuinedRebuy _args[0] $worn>>
<</if>>
<</if>>
<<unset _noRebuy>>
/*Other Pieces*/
<<if _destroyCarry>>
<<set _outfitPrimaryRuined to $carried[_args[0]].outfitPrimary>>
<<if _outfitPrimaryRuined isnot undefined>>
<<for _labelRuined, _valueRuined range _outfitPrimaryRuined>>
<<if $carried[_labelRuined].outfitSecondary isnot undefined>>
<<if $carried[_labelRuined].outfitSecondary[1] is $carried[_args[0]].name>>
<<set $carried[_labelRuined].outfitSecondary[1] to "broken">>
<<set $carried[_labelRuined].one_piece to "broken">>
<<set $carried[_labelRuined].set to _labelRuined>>
<<if _args[1]>>
<<generalRuined _labelRuined>>
<<elseif _labelRuined is "head" and $carried.head.hood>>
<<headruined>>
<<elseif _labelRuined is "over_head" and $carried.over_head.hood>>
<<overheadruined>>
<</if>>
<</if>>
<</if>>
<</for>>
<</if>>
<<unset _outfitPrimaryRuined>>
<</if>>
<<if _destroyWorn>>
<<set _outfitPrimaryRuined to $worn[_args[0]].outfitPrimary>>
<<if _outfitPrimaryRuined isnot undefined>>
<<for _labelRuined, _valueRuined range _outfitPrimaryRuined>>
<<if $worn[_labelRuined].outfitSecondary isnot undefined>>
<<if $worn[_labelRuined].outfitSecondary[1] is $worn[_args[0]].name>>
<<set $worn[_labelRuined].outfitSecondary[1] to "broken">>
<<set $worn[_labelRuined].one_piece to "broken">>
<<set $worn[_labelRuined].set to _labelRuined>>
<<if _args[1]>>
<<generalRuined _labelRuined>>
<<elseif _labelRuined is "head" and $worn.head.hood>>
<<headruined>>
<<elseif _labelRuined is "over_head" and $worn.over_head.hood>>
<<overheadruined>>
<</if>>
<</if>>
<</if>>
<</for>>
<</if>>
<<unset _outfitPrimaryRuined>>
<</if>>
/*Main Outfit Piece*/
<<if _destroyCarry>>
<<set _outfitSecondaryRuined to $carried[_args[0]].outfitSecondary>>
<<if _outfitSecondaryRuined isnot undefined>>
<<if $carried[_outfitSecondaryRuined[0]].name is _outfitSecondaryRuined[1] and $carried[_outfitSecondaryRuined[0]].outfitPrimary isnot undefined>>
<<if $carried[_outfitSecondaryRuined[0]].outfitPrimary[_args[0]] is $carried[_args[0]].name>>
<<if _args[1]>>
<<generalRuined _outfitSecondaryRuined[0] _args[1]>>
<<else>>
<<set $carried[_outfitSecondaryRuined[0]].outfitPrimary[_args[0]] to "broken">>
<<set $carried[_outfitSecondaryRuined[0]].one_piece to "broken">>
<</if>>
<</if>>
<</if>>
<</if>>
<<unset _outfitSecondaryRuined>>
<</if>>
<<if _destroyWorn>>
<<set _outfitSecondaryRuined to $worn[_args[0]].outfitSecondary>>
<<if _outfitSecondaryRuined isnot undefined>>
<<if $worn[_outfitSecondaryRuined[0]].name is _outfitSecondaryRuined[1] and $worn[_outfitSecondaryRuined[0]].outfitPrimary isnot undefined>>
<<if $worn[_outfitSecondaryRuined[0]].outfitPrimary[_args[0]] is $worn[_args[0]].name>>
<<if _args[1]>>
<<generalRuined _outfitSecondaryRuined[0] _args[1]>>
<<else>>
<<set $worn[_outfitSecondaryRuined[0]].outfitPrimary[_args[0]] to "broken">>
<<set $worn[_outfitSecondaryRuined[0]].one_piece to "broken">>
<</if>>
<</if>>
<</if>>
<</if>>
<<unset _outfitSecondaryRuined>>
<</if>>
<<if _destroyWorn>>
<<set $worn[_args[0]] to clone(setup.clothes[_args[0]][0])>>
<</if>>
<<if _destroyCarry>>
<<set $carried[_args[0]] to clone(setup.clothes[_args[0]][0])>>
<</if>>
<</if>>
<</if>>
<</widget>>
/*_args[0] - slot, _args[1] - $worn or $carried*/
<<widget "generalRuinedRebuy">>
<<if _args[0] and _args[1]>>
<<set $_slot to _args[0]>>
<<set $_item to _args[1][$_slot]>>
<<set $_setupItem to setup.clothes[$_slot][clothesIndex($_slot,$_item)]>>
<<set $_return to clothesReturnLocation($_item,"rebuy")>>
<<if $_setupItem.shop.length isnot 0 and $_item.one_piece isnot "broken" and $_setupItem.cursed isnot 1>> /* NO SPLIT ADDED */
/*If item is half of an outfit, rebuy the primary half instead by redefining the variables defined above*/
<<if $_item.outfitSecondary isnot undefined and $_item.outfitSecondary[1] isnot "broken" and $_item.outfitSecondary[1] isnot "split">>
<<set $_slot to $_item.outfitSecondary[0]>>
<<set $_item to _args[1][$_slot]>>
<<set $_setupItem to setup.clothes[$_slot][clothesIndex($_slot,$_item)]>>
<</if>>
<<set $_cost to Math.trunc(tailorClothingCost($_item, $_slot) * 1.5)>>
<<set _hoodDown to $_item.hoodposition is "down">>
<<if $_item.colourCustom isnot undefined>><<set _colourCustom to $_item.colourCustom>><</if>>
<<if $_item.accessory_colourCustom isnot undefined>><<set _accessory_colourCustom to $_item.accessory_colourCustom>><</if>>
<<if $_item.outfitSecondary isnot undefined and $_item.outfitSecondary[1] is "broken">> /* NO SPLIT ADDED */
<<elseif $money gte $_cost>>
<<generalSend $_return $_slot $_setupItem.index $_item.colour $_item.accessory_colour>>
<<if $_item.one_piece is "split">>
<<set $_selectedWardrobe to selectWardrobe($_return, "return")>>
<<set $_selectedWardrobe[$_slot].last().one_piece to "split">>
<<if $_item.outfitPrimary>>
<<for $_rangeSlot, $_value range $_selectedWardrobe[$_slot].last().outfitPrimary>>
<<set $_selectedWardrobe[$_slot].last().outfitPrimary[$_rangeSlot] to "split">>
<</for>>
<<elseif $_item.outfitSecondary>>
<<set $_selectedWardrobe[$_slot].last().outfitSecondary[1] to "split">>
<</if>>
<</if>>
<<money `-$_cost` "clothes">>
<<run $rebuy_success.push([clone($_item.name), $_return])>>
<<set $effectsmessage to 1>>
<<else>>
<<run $rebuy_failure.push(clone($_item.name))>>
<<set $effectsmessage to 1>>
<</if>>
<<unset _hoodDown>>
<</if>>
<</if>>
<</widget>>
<<widget "overupperruined">>
<<set _noRebuy to _args[0]>>
<<generalRuined "over_upper">>
<</widget>>
<<widget "overlowerruined">>
<<set _noRebuy to _args[0]>>
<<generalRuined "over_lower">>
<</widget>>
<<widget "upperruined">>
<<set _noRebuy to _args[0]>>
<<if $worn.upper.name is "naked" and $worn.under_upper.type.includes("covered")>>
<<generalRuined "under_upper">>
<<else>>
<<generalRuined "upper">>
<</if>>
<</widget>>
<<widget "lowerruined">>
<<set _noRebuy to _args[0]>>
<<if $worn.lower.name is "naked" and $worn.under_lower.type.includes("covered")>>
<<generalRuined "under_lower">>
<<else>>
<<generalRuined "lower">>
<</if>>
<</widget>>
<<widget "underupperruined">>
<<set _noRebuy to _args[0]>>
<<if $worn.under_lower.type.includes("naked")>>
<<set $_exposedType to $worn.under_lower.exposedType>>
<</if>>
<<generalRuined "under_upper">>
<<if $_exposedType and $worn.under_lower.type.includes("naked")>>
<<set $worn.under_lower.exposedType to $_exposedType>>
<</if>>
<</widget>>
<<widget "underlowerruined">>
<<set _noRebuy to _args[0]>>
<<if $worn.under_lower.type.includes("naked")>>
<<set $_exposedType to $worn.under_lower.exposedType>>
<</if>>
<<generalRuined "under_lower">>
<<if _args[1] and $worn.under_lower.type.includes("naked")>>
<<set $worn.under_lower.exposedType to _args[1]>>
<<elseif $_exposedType and $worn.under_lower.type.includes("naked")>>
<<set $worn.under_lower.exposedType to $_exposedType>>
<<elseif !$_exposedType>>
<<set $worn.under_lower.exposedType to "ruined">>
<</if>>
<</widget>>
<<widget "genitalsruined">>
<<set _noRebuy to _args[0]>>
<<generalRuined "genitals">>
<</widget>>
<<widget "overheadruined">>
<<set _noRebuy to _args[0]>>
<<generalRuined "over_head">>
<</widget>>
<<widget "headruined">>
<<set _noRebuy to _args[0]>>
<<generalRuined "head">>
<</widget>>
<<widget "faceruined">>
<<set _noRebuy to _args[0]>>
<<generalRuined "face">>
<</widget>>
<<widget "neckruined">>
<<set _noRebuy to _args[0]>>
<<generalRuined "neck">>
<</widget>>
<<widget "handsruined">>
<<set _noRebuy to _args[0]>>
<<generalRuined "hands">>
<</widget>>
<<widget "handheldruined">>
<<set _noRebuy to _args[0]>>
<<if _args[1] is true>>
/* only destroy prop */
<<if $propEquipped is 1>>
<<generalRuined "handheld" true "worn">>
<<set $propEquipped to 0>>
<</if>>
<<else>>
<<generalRuined "handheld">>
<</if>>
<</widget>>
<<widget "legsruined">>
<<set _noRebuy to _args[0]>>
<<generalRuined "legs">>
<</widget>>
<<widget "feetruined">>
<<set _noRebuy to _args[0]>>
<<generalRuined "feet">>
<</widget>>
/*The "...on" widgets put on clothing removed with the "...strip" widgets.*/
<<widget "outfiton">>
<<for $_slot range setup.clothingLayer.torso_inner>>
<<generalOn $_slot>>
<</for>>
<</widget>>
<<widget "clotheson">>
<<for $_slot range setup.clothingLayer.all>>
<<generalOn $_slot>>
<</for>>
<<buttplugon>>
<<outfitChecks>>
<<if !(_fullyNaked)>>
You fix your clothing<<if $rightarm isnot "bound" and $worn.handheld.name isnot "naked">> and <<= $worn.handheld.name.includes("balloon") ? "retrieve" : "pick up">> your $worn.handheld.name<</if>>.<br><br>
<<elseif $rightarm isnot "bound" and $worn.handheld.name isnot "naked">>
You <<= $worn.handheld.name.includes("balloon") ? "retrieve" : "pick up">> your $worn.handheld.name.<br><br>
<</if>>
<<exposure>>
<<if _args[0] is "towel">>
<<towelup>>
<<elseif _args[0] is "plant">>
<<plantup>>
<</if>>
<<if $exposed gte 1>>
You are conscious of your <<nudity>>.
<br><br>
<</if>>
<</widget>>
<<widget "generalOn">>
<<if _args[0]>>
/*Checks if the current slot is part of an outfit and switches to the main piece if that is the case*/
<<if $carried[_args[0]].outfitSecondary isnot undefined and $carried[$carried[_args[0]].outfitSecondary[0]].name is $carried[_args[0]].outfitSecondary[1]>>
<<set $_slot to $carried[_args[0]].outfitSecondary[0]>>
<<else>>
<<set $_slot to _args[0]>>
<</if>>
<<set _slots to []>>
<<if $propEquipped is 1>>
<<set _noRebuy to true>>
<<generalRuined "handheld" true "worn">>
<<set $propEquipped to 0>>
<</if>>
<<if $carried[$_slot].name isnot "naked">>
<<if $worn[$_slot].cursed is 1>>
<<carriedSend "wardrobe" $_slot>>
<<else>>
<<set _slots.pushUnique($_slot)>>
<<set $worn[$_slot] to clone($carried[$_slot])>>
<<set $carried[$_slot] to clone(setup.clothes[$_slot][0])>> <!-- set this slot to "naked" -->
<<set _outfitPrimaryOn to $worn[$_slot].outfitPrimary or []>>
<<for $_outfitPieceSlot, $_outfitPieceName range _outfitPrimaryOn>>
<<if $carried[$_outfitPieceSlot].name is $_outfitPieceName>>
<<set $worn[$_outfitPieceSlot] to clone($carried[$_outfitPieceSlot])>>
<<set $carried[$_outfitPieceSlot] to clone(setup.clothes[$_outfitPieceSlot][0])>> <!-- set this slot to "naked" -->
<<set _slots.pushUnique($_outfitPieceSlot)>>
<</if>>
<</for>>
<<unset _outfitPrimaryOn>>
<</if>>
<</if>>
<<run _slots.pushUnique($_slot)>> <!-- Ensure that this slot's state is properly reset -->
/*Resets status of existing clothing*/
<<run _slots.forEach(slot => resetClothingState(slot))>>
<<if _slots.includes("under_lower") and $worn.under_lower.type.includes("strap-on")>>
<<run patchStraponsWearStatus()>>
<</if>>
<</if>>
<</widget>>
<<widget "overupperon">>
<<generalOn "over_upper">>
<</widget>>
<<widget "overloweron">>
<<generalOn "over_lower">>
<</widget>>
<<widget "upperon">>
<<generalOn "upper">>
<</widget>>
<<widget "loweron">>
<<generalOn "lower">>
<</widget>>
<<widget "underupperon">>
<<generalOn "under_upper">>
<</widget>>
<<widget "underloweron">>
<<generalOn "under_lower">>
<</widget>>
<<widget "overheadon">>
<<generalOn "over_head">>
<</widget>>
<<widget "headon">>
<<generalOn "head">>
<</widget>>
<<widget "faceon">>
<<generalOn "face">>
<</widget>>
<<widget "neckon">>
<<generalOn "neck">>
<</widget>>
<<widget "handson">>
<<generalOn "hands">>
<</widget>>
<!-- [0] - if truthy, only run if player has a prop -->
<<widget "handheldon">>
<<if _args[0]>>
<<if $propEquipped is 1 and $worn.handheld.type.includes("prop")>>
<<generalOn "handheld">>
<<set $propEquipped to 0>>
<</if>>
<<else>>
<<generalOn "handheld">>
<</if>>
<</widget>>
<<widget "legson">>
<<generalOn "legs">>
<</widget>>
<<widget "feeton">>
<<generalOn "feet">>
<</widget>>
<<widget "buttplugon">>
<<if $worn.butt_plug isnot undefined and $worn.butt_plug.state is "removed">>
<<set $worn.butt_plug.state to "worn">>
<</if>>
<</widget>>
<<widget "clothesontowel">>
<<clotheson "towel">>
<</widget>>
<<widget "clothesonplant">>
<<clotheson "plant">>
<</widget>>
/*The "...steal" widgets destroy clothing carried by the PC, and output text describing the event. If argument is "strip", then they'll also take clothes worn by the PC.*/
<<widget "steal">>
<<set _temp_steal to _args[0]>>
<<for $_slot range setup.clothingLayer.body>>
<<generalSteal $_slot _temp_steal>>
<</for>>
<</widget>>
<<widget "stealclothes">>
<<set _temp_steal to _args[0]>>
<<for $_slot range setup.clothingLayer.torso_inner>>
<<generalSteal $_slot _temp_steal>>
<</for>>
<</widget>>
<<widget "generalSteal">>
<<if _args[0]>>
<<set $_wornTarget to $worn[_args[0]]>>
<<set $_carriedTarget to $carried[_args[0]]>>
<<if $_wornTarget.name isnot "naked" and $_wornTarget.cursed isnot 1 and _args[1] is "strip">>
<<if $stealtextskip isnot 1>>
<<if $enemyno gte 2>>They tear<<else>><<He>> tears<</if>> your <<print $_wornTarget.name>> off your body.
<br>
<</if>>
<<generalRuined _args[0]>>
<<elseif $_carriedTarget.name isnot "naked">>
<<if $stealtextskip isnot 1>>
<<if $enemyno gte 2>>They keep<<else>><<He>> keeps<</if>> your <<print $_carriedTarget.name>> as a souvenir.
<br>
<</if>>
<<if $_carriedTarget.outfitSecondary isnot undefined>>
<<if $carried[$_carriedTarget.outfitSecondary[0]].name is $_carriedTarget.outfitSecondary[1]>>
<<generalSteal $_carriedTarget.outfitSecondary[0]>>
<</if>>
<</if>>
<<set _outfitPrimarySteal to $_carriedTarget.outfitPrimary>>
<<if _outfitPrimarySteal isnot undefined>>
<<for _labelSteal, _valueSteal range _outfitPrimarySteal>>
<<if $carried[_labelSteal].name is _valueSteal>>
<<generalRuined _labelSteal>>
<</if>>
<</for>>
<</if>>
<<unset _outfitPrimarySteal>>
<<generalRuined _args[0]>>
<</if>>
<</if>>
<</widget>>
<<widget "overuppersteal">>
<<generalSteal "over_upper" _args[0]>>
<</widget>>
<<widget "overlowersteal">>
<<generalSteal "over_lower" _args[0]>>
<</widget>>
<<widget "uppersteal">>
<<generalSteal "upper" _args[0]>>
<</widget>>
<<widget "lowersteal">>
<<generalSteal "lower" _args[0]>>
<</widget>>
<<widget "underuppersteal">>
<<if $worn.under_lower.type.includes("naked")>>
<<set $_exposedType to $worn.under_lower.exposedType>>
<</if>>
<<generalSteal "under_upper" _args[0]>>
<<if $_exposedType and $worn.under_lower.type.includes("naked")>>
<<set $worn.under_lower.exposedType to $_exposedType>>
<</if>>
<</widget>>
<<widget "underlowersteal">>
<<if $worn.under_lower.type.includes("naked")>>
<<set $_exposedType to $worn.under_lower.exposedType>>
<</if>>
<<generalSteal "under_lower" _args[0]>>
<<if _args[1] and $worn.under_lower.type.includes("naked")>>
<<set $worn.under_lower.exposedType to _args[1]>>
<<elseif $_exposedType and $worn.under_lower.type.includes("naked")>>
<<set $worn.under_lower.exposedType to $_exposedType>>
<<else>>
<<set $worn.under_lower.exposedType to "stolen">>
<</if>>
<</widget>>
<<widget "overheadsteal">>
<<generalSteal "over_head" _args[0]>>
<</widget>>
<<widget "headsteal">>
<<generalSteal "head" _args[0]>>
<</widget>>
<<widget "facesteal">>
<<generalSteal "face" _args[0]>>
<</widget>>
<<widget "necksteal">>
<<generalSteal "neck" _args[0]>>
<</widget>>
<<widget "handssteal">>
<<generalSteal "hands" _args[0]>>
<</widget>>
<<widget "handheldsteal">>
<<generalSteal "handheld" _args[0]>>
<</widget>>
<<widget "legssteal">>
<<generalSteal "legs" _args[0]>>
<</widget>>
<<widget "feetsteal">>
<<generalSteal "feet" _args[0]>>
<</widget>>
/*The "...undress" widgets remove the player character's clothing. Where they end up depends on the argument supplied. "wardrobe" sends it to the bedroom wardrobe. Other arguments store the clothing elsewhere in the world. The "...storeon" widgets can retrieve those clothes.*/
<<widget "undress">>
<<set $_location to _args[0]>>
<<for $_slot range setup.clothingLayer.all>>
<<generalUndress $_location $_slot>>
<</for>>
<</widget>>
<<widget "undressKeepFace">>
<<set $_location to _args[0]>>
<<for $_slot range setup.clothingLayer.all.except("face")>>
<<generalUndress $_location $_slot>>
<</for>>
<</widget>>
<<widget "undressSleep">>
<<set $_location to _args[0]>>
<<saveTempHairStyle>>
<<for $_slot range setup.clothes_all_slots>>
<<if $worn[$_slot].type.includes("eerie")>>
<<set _makeTempClothing to 1>>
<<storeItem $_location $_slot>>
<<continue>>
<</if>>
<<generalUndress $_location $_slot>>
<</for>>
<<if $worn.under_lower.type.includes("naked")>>
<<set $worn.under_lower.exposedType to "notWorn">>
<</if>>
<</widget>>
<<widget "undressOverClothes">>
<<set $_location to _args[0]>>
<<for $_slot range setup.clothingLayer.over>>
<<generalUndress $_location $_slot>>
<</for>>
<</widget>>
<<widget "undressclothes">>
<<set $_location to _args[0]>>
<<for $_slot range setup.clothingLayer.torso>>
<<generalUndress $_location $_slot>>
<</for>>
<</widget>>
<<widget "undressmid">>
<<set $_location to _args[0]>>
<<generalUndress $_location "upper">>
<<generalUndress $_location "lower">>
<</widget>>
/*The "generalWear" widget works in the same way as the "...wear" widgets, however, the argument are as follows; Location, slot*/
<<widget "generalUndress">>
<<if _args[0] and _args[1]>>
<<if _args[1] == "under_lower" and $worn.under_lower.type.includes("strap-on")>>
<<run window.wardrobeStripStraponException($worn.under_lower.name)>>
<<else>>
<<if _storeItemSkip is undefined>>
<<set _storeItemSkip to {"over_upper":false, "over_lower":false, "upper":false, "lower":false, "under_upper":false, "under_lower":false, "over_head":false, "head":false, "face":false, "neck":false, "hands":false, "handheld":false, "legs":false, "feet":false, "butt_plug":true}>>
<</if>>
<<unset _undressSlot>>
/*Checks if the current slot is part of an outfit and switches to the main piece if that is the case*/
<<if $worn[_args[1]].outfitSecondary isnot undefined>>
<<if $worn[$worn[_args[1]].outfitSecondary[0]].name is $worn[_args[1]].outfitSecondary[1]>>
<<set _undressSlot to $worn[_args[1]].outfitSecondary[0]>>
<</if>>
<</if>>
<<if _undressSlot is undefined>>
<<set _undressSlot to _args[1]>>
<</if>>
<<unset $_cursedPrevent>>
<<set _outfitPrimaryUndress to $worn[_undressSlot].outfitPrimary>>
<<if _outfitPrimaryUndress isnot undefined>>
<<for _labelUndress, _valueUndress range _outfitPrimaryUndress>>
<<if $worn[_labelUndress].cursed is 1 and $worn[_labelUndress].name is _valueUndress>>
<<set $_cursedPrevent to true>>
<</if>>
<</for>>
<</if>>
<<if $_cursedPrevent isnot true and _strip_restrict isnot 1 and $worn[_undressSlot].cursed isnot 1>>
<<set _slots to []>>
<<if _args[0] is "wardrobe" or Object.keys($wardrobes).includes(_args[0])>>
<<set $_selectedWardrobe to selectWardrobe()>>
<<if _outfitPrimaryUndress isnot undefined>>
<<for _labelUndress, _valueUndress range _outfitPrimaryUndress>>
<<if _valueUndress isnot "broken" and _valueUndress isnot "split">>
<<if !setup.wardrobeSkip.includes($worn[_labelUndress].name) and $worn[_labelUndress].name is _valueUndress>>
<<set $_selectedWardrobe[_labelUndress].push(clone($worn[_labelUndress]))>>
<<run _slots.push(_labelUndress)>>
<</if>>
<<set $worn[_labelUndress] to clone(setup.clothes[_labelUndress][0])>>
<</if>>
<</for>>
<</if>>
<<if !setup.wardrobeSkip.includes($worn[_undressSlot].name)>>
<<set $_selectedWardrobe[_undressSlot].push(clone($worn[_undressSlot]))>>
<</if>>
<<set $worn[_undressSlot] to clone(setup.clothes[_undressSlot][0])>>
<<run _slots.push(_undressSlot)>>
<<elseif _args[0] and !_storeItemSkip[_undressSlot]>>
<<if $worn[_undressSlot].name isnot "naked">>
<<if _outfitPrimaryUndress isnot undefined>>
<<for _labelUndress, _valueUndress range _outfitPrimaryUndress>>
<<if $worn[_labelUndress].outfitSecondary isnot undefined>>
<<if $worn[_labelUndress].outfitSecondary[1] is $worn[_undressSlot].name>>
<<storeItem _args[0] _labelUndress>>
<<run _slots.push(_labelUndress)>>
<<set _storeItemSkip[_labelUndress] to true>>
<</if>>
<</if>>
<</for>>
<</if>>
<<storeItem _args[0] _undressSlot>>
<<run _slots.push(_undressSlot)>>
<<elseif $outfit[$wear_outfit] and $outfit[$wear_outfit][_undressSlot] isnot "naked">>
<<set _makeTempClothing to 1>>
<<storeItem _args[0] _undressSlot>>
<</if>>
<</if>>
<<if _slots.includes("upper")>>
<<set $upperwet to 0>><<set $upperwetstage to 0>>
<</if>>
<<if _slots.includes("lower")>>
<<set $lowerwet to 0>><<set $lowerwetstage to 0>>
<</if>>
<<if _slots.includes("under_upper")>>
<<set $underupperwet to 0>><<set $underupperwetstage to 0>>
<</if>>
<<if _slots.includes("under_lower")>>
<<set $underlowerwet to 0>><<set $underlowerwetstage to 0>>
<</if>>
<</if>>
<<unset _outfitPrimaryUndress>>
<</if>>
<</if>>
<<unset _strip_restrict>>
<</widget>>
<<widget "storeItem">>
<<set $_slot to _args[1]>>
<<set $_item to $store[$_slot].find(item => item.location is _args[0])>>
<<if $_item>>
<<if $_item.outfitPrimary isnot undefined>>
<<for _labelStore, _unused range $_item.outfitPrimary>>
<<set $_itemPair to $store[_labelStore].find(item => item.location is _args[0])>>
<<if $_itemPair and $_itemPair.outfitSecondary isnot undefined and $_itemPair.outfitSecondary[1] is $_item.name>>
<<if !setup.wardrobeSkip.includes($_itemPair.name)>>
<<set $wardrobe[_labelStore].push(clone($_itemPair))>>
<</if>>
<<set $store[_labelStore].delete($_itemPair)>>
<</if>>
<</for>>
<</if>>
<<if !setup.wardrobeSkip.includes($_item.name) and $_item.temp is undefined>>
<<set $wardrobe[$_slot].push(clone($_item))>>
<</if>>
<<set $store[$_slot].delete($_item)>>
<</if>>
<<if _makeTempClothing is 1>>
<<set _temp_clothing to clone($worn[$_slot].name is "naked" ? {name: "naked"} : clone($worn[$_slot]))>>
<<set _temp_clothing.temp to 1>>
<<set _temp_clothing.location to _args[0]>>
<<set $store[$_slot].push(clone(_temp_clothing))>>
<<unset _makeTempClothing>>
<<else>>
<<set $store[$_slot].push(clone($worn[$_slot]))>>
<<set $store[$_slot].last().location to _args[0]>>
<<set $worn[$_slot] to clone(setup.clothes[$_slot][0])>>
<</if>>
<</widget>>
<<widget "overupperundress">>
<<generalUndress _args[0] "over_upper">>
<</widget>>
<<widget "overlowerundress">>
<<generalUndress _args[0] "over_lower">>
<</widget>>
<<widget "upperundress">>
<<generalUndress _args[0] "upper">>
<</widget>>
<<widget "lowerundress">>
<<generalUndress _args[0] "lower">>
<</widget>>
<<widget "underupperundress">>
<<generalUndress _args[0] "under_upper">>
<</widget>>
<<widget "underlowerundress">>
<<generalUndress _args[0] "under_lower">>
<</widget>>
<<widget "genitalsundress">>
<<generalUndress _args[0] "genitals">>
<</widget>>
<<widget "overheadundress">>
<<generalUndress _args[0] "over_head">>
<</widget>>
<<widget "headundress">>
<<generalUndress _args[0] "head">>
<</widget>>
<<widget "faceundress">>
<<generalUndress _args[0] "face">>
<</widget>>
<<widget "neckundress">>
<<generalUndress _args[0] "neck">>
<</widget>>
<<widget "handsundress">>
<<generalUndress _args[0] "hands">>
<</widget>>
<<widget "handheldundress">>
<<generalUndress _args[0] "handheld">>
<</widget>>
<<widget "legsundress">>
<<generalUndress _args[0] "legs">>
<</widget>>
<<widget "feetundress">>
<<generalUndress _args[0] "feet">>
<</widget>>
/* Returns stored items that are a part of an outfit (wear_outfit) to the wardrobe so that they can be used by another outfit. */
/* args[0] specifies the location identifier */
<<widget "storereturn">>
<<if !isNaN($wear_outfit) and _args[0] isnot undefined>>
<<for $_slot range setup.clothingLayer.all>>
<<set $_name to $outfit[$wear_outfit][$_slot]>>
<<set $_item to $store[$_slot].find(item => item.location is _args[0])>>
<<generalStoreon _args[0] $_slot "check">>
<<if _store_check and $_item isnot undefined and $_name isnot "naked" and $_name isnot undefined>>
<<if $store[$_slot].length gt 0 and $_name is $_item.name>>
<<if !setup.wardrobeSkip.includes($_item.name)>>
<<set $wardrobe[$_slot].push(clone($_item))>>
<</if>>
<<set $store[$_slot].deleteAt($store[$_slot].indexOf($_item))>>
<</if>>
<</if>>
<</for>>
<</if>>
<</widget>>
/* Unequips items, then saves a copy of stored items to a temporary variable */
/* args[0] specifies the location identifier */
<<widget "storesave">>
<<if _args[0] isnot undefined>>
<<undress _args[0]>>
<<set $outfitTmp[_args[0]] to {}>>
<<for $_slot range setup.clothingLayer.all>>
<<if $store[$_slot].length gt 0>>
<<set $_copy to $store[$_slot].find(item => item.location is _args[0])>>
<<if $_copy isnot undefined and $_copy.name isnot "naked" and $_copy.name isnot undefined>>
<<set $outfitTmp[_args[0]][$_slot] to clone($_copy)>>
<</if>>
<</if>>
<</for>>
<</if>>
<</widget>>
/* Loads a list of stored items previously saved by 'storesave', and tries to equip it on the player */
/* If the items have been removed from storage, it checks if the player is currently wearing them, and will not unequip them if so */
/* args[0] specifies the location identifier */
<<widget "storeload">>
<<if $propEquipped is 1>><<handheldon>><</if>>
<<if _args[0] isnot undefined and $outfitTmp[_args[0]] isnot undefined and Object.keys($outfitTmp[_args[0]]).length gt 0>>
<<if _args[1] isnot undefined>>
<<set $_item to $outfitTmp[_args[0]][_args[1]]>>
<<storeloaditem $_item _args[1]>>
<<run delete V.outfitTmp[_args[0][_args[1]]]>>
<<if Object.keys(V.outfitTmp[_args[0]]).length is 0>>
<<run delete V.outfitTmp[_args[0]]>>
<</if>>
<<else>>
/* Check if any worn items are cursed */
<<set _cursedSlots to Object.keys($worn).filter(slot => $worn[slot].cursed)>>
/* Check if any of the outfit items cant be worn, run multiple times to check for nested outfits, or when the curses status is found later */
<<set _runtime to 2>>
<<for _i to 0; _i lte _runtime; _i++>>
<<run Object.entries($outfitTmp[_args[0]]).forEach(([slot, item]) => {
let cursedLength = T.cursedSlots.length;
let cursed = T.cursedSlots.includes(slot);
if (item.outfitSecondary && !["broken", "split"].includes(item.outfitSecondary[1])) {
if (T.cursedSlots.includes(item.outfitSecondary[0])) {
T.cursedSlots.pushUnique(slot);
cursed = true;
}
if (cursed) T.cursedSlots.pushUnique(item.outfitSecondary[0]);
}
if (item.outfitPrimary) {
Object.entries(item.outfitPrimary).forEach(([slot2, itemName]) => {
if (!["broken", "split"].includes(itemName)) {
if (T.cursedSlots.includes(slot2)) {
T.cursedSlots.pushUnique(slot);
cursed = true;
}
if (cursed) T.cursedSlots.pushUnique(slot2);
}
});
}
/* Found a new item effected by a cursed slot, run again */
if (cursedLength < T.cursedSlots.length) T.runtime++;
})>>
<</for>>
<<for $_slot range setup.clothingLayer.all>>
<<set $_item to $outfitTmp[_args[0]][$_slot]>>
<<if $_item is undefined or $worn[$_slot].name isnot $_item.name>>
<<generalStrip $_slot>>
<<returnCarried>>
<</if>>
<<if $_item isnot undefined>>
<<set $_storedIndex to $store[$_slot].findIndex(item => item.name is $_item.name and item.location is _args[0])>>
<<if $_storedIndex isnot -1>>
<<if ($worn[$_slot].name is "naked" and !_cursedSlots.includes($_slot)) or (!_cursedSlots.includes($_slot) and _args[0] is "lockers")>>
<<set $worn[$_slot] to clone($store[$_slot][$_storedIndex])>>
<<set $worn[$_slot].location to 0>>
<<set $store[$_slot].deleteAt($_storedIndex)>>
<<else>>
/* Send the item to the wardrobe, as the item was not unequipped by generalStrip */
<<if ["asylum", "prison"].includes($location)>>
<<set $_selectedWardrobe to $wardrobes[$location]>>
<<elseif $multipleWardrobes is "all" and $worn[$_slot].lastTaken isnot undefined>>
<<set $_selectedWardrobe to $wardrobes[$worn[$_slot].lastTaken]>>
<</if>>
<<if $_selectedWardrobe isnot "wardrobe" and $wardrobes[$_selectedWardrobe]>>
<<set $_selectedWardrobe to $wardrobes[$_selectedWardrobe]>>
<<else>>
<<set $_wardrobe to $wardrobe>>
<</if>>
<<run $_wardrobe[$_slot].push(clone($store[$_slot][$_storedIndex]))>>
<<run $store[$_slot].deleteAt($_storedIndex)>>
<</if>>
<</if>>
<</if>>
<</for>>
<<run delete V.outfitTmp[_args[0]]>>
<</if>>
<<elseif _args[0] isnot undefined and clothingInStorage(_args[0]).length gt 0>>
<<storeon _args[0] "noreplace">>
<</if>>
<</widget>>
<<widget "storeloaditem">>
<<set $_item to _args[0]>>
<<set $_slot to _args[1]>>
<<if $_item isnot undefined>>
<<set $_stored to $store[$_slot].find(item => item.name is $_item.name)>>
<<if $_stored>>
<<set $worn[$_slot] to clone($_item)>>
<<set $worn[$_slot].location to 0>>
<<set $store[$_slot].deleteAt($store[$_slot].indexOf($_stored))>>
<</if>>
<</if>>
<</widget>>
/* The "storeon..." widgets retrieve the clothing stored with the "...undress" widgets, that weren't put in a wardrobe. */
/* Requires the same argument that was used to store the clothing in order to correctly identify. Optionally accepts a second argument. */
/* Inputting "delete" will destroy the stored item, rather than wear it. */
/* Inputting "check" will set _store_check to 1, for when you want to check whether or not an item exists in a given location. */
/* Inputting "return" will return the item to the wardrobe */
<<widget "storeon">>
<<set _equipSkip to {"over_upper":false, "over_lower":false, "upper":false, "lower":false, "under_upper":false, "under_lower":false, "over_head":false, "head":false, "face":false, "neck":false, "hands":false, "handheld":false, "legs":false, "feet":false}>>
<<set _store_temp to _args[0]>>
<<set _store_option to _args[1] or 0>>
<<for $_slot range setup.clothingLayer.all>>
<<generalStoreon _store_temp $_slot _store_option>>
<</for>>
<</widget>>
<<widget "generalStoreon">>
<<if _args[0] and _args[1]>>
<<set $_location to _args[0]>>
<<set $_slot to _args[1]>>
<<if $store[$_slot] is undefined>>/* Slot not found */<<exit>><</if>>
<<set $_item to $store[$_slot].find(item => item.location is $_location)>>
<<if $_item isnot undefined>>
<<set $_index to $store[$_slot].indexOf($_item)>>
<<if $worn[$_slot].cursed is 1>>
<<elseif _equipSkip isnot undefined and _equipSkip[$_slot] is true>>
<<if $_item.temp is undefined>>
<<set $_selectedWardrobe to $wardrobe>>
<<if $multipleWardrobes>>
<<if ["asylum", "prison"].includes($location)>>
<<set $_selectedWardrobe to $wardrobes[$location]>>
<<elseif $multipleWardrobes is "all" and $worn[$_slot].lastTaken isnot undefined>>
<<set $_selectedWardrobe to $wardrobes[$worn[$_slot].lastTaken]>>
<</if>>
<</if>>
<<set $_selectedWardrobe[$_slot].push(clone($_item))>>
<</if>>
<<set $store[$_slot].deleteAt($_index)>>
<<else>>
<<if _args[2] is "wardrobe" or $wardrobes[_args[2]] isnot undefined>>
<<if !setup.wardrobeSkip.includes($_item.name) and $_item.temp is undefined>>
<<set $_location to clothesReturnLocation($_item)>>
<<set $_selectedWardrobe to ($_location is "wardrobe" ? $wardrobe : $wardrobes[$_location])>>
<<set $_selectedWardrobe[$_slot].push(clone($_item))>>
<</if>>
<<set $store[$_slot].deleteAt($_index)>>
<<elseif _args[2] is "delete">>
<<set $store[$_slot].deleteAt($_index)>>
<<elseif _args[2] is "return">>
<<if !setup.wardrobeSkip.includes($_item.name) and $_item.temp is undefined>>
<<set $wardrobe[$_slot].push(clone($_item))>>
<</if>>
<<set $store[$_slot].deleteAt($_index)>>
<<run delete V.outfitTmp[_args[0]]>>
<<elseif _args[2] is "check">>
<<set _store_check to 1>>
<<else>>
<<set $_location to clothesReturnLocation($worn[$_slot])>>
<<generalUndress $_location $_slot>>
<<if $_item.name isnot "naked">>
<<if $_item.temp is undefined>>
<<set $worn[$_slot] to clone($_item)>>
<<set $worn[$_slot].location to 0>>
<<else>>
<<searchWardrobeForItem $_slot $_index>>
<<generalWearFromWardrobe $_slot _wardrobeId>>
<</if>>
<</if>>
<<set $store[$_slot].deleteAt($_index)>>
<</if>>
<</if>>
/* todo: find a way to save naked into outfits */
<</if>>
<</if>>
<</widget>>
<<widget "storeonoverupper">>
<<generalStoreon _args[0] "over_upper" _args[1]>>
<</widget>>
<<widget "storeonoverlower">>
<<generalStoreon _args[0] "over_lower" _args[1]>>
<</widget>>
<<widget "storeonupper">>
<<generalStoreon _args[0] "upper" _args[1]>>
<</widget>>
<<widget "storeonlower">>
<<generalStoreon _args[0] "lower" _args[1]>>
<</widget>>
<<widget "storeonunderupper">>
<<generalStoreon _args[0] "under_upper" _args[1]>>
<</widget>>
<<widget "storeonunderlower">>
<<generalStoreon _args[0] "under_lower" _args[1]>>
<</widget>>
<<widget "storeonoverhead">>
<<generalStoreon _args[0] "over_head" _args[1]>>
<</widget>>
<<widget "storeonhead">>
<<generalStoreon _args[0] "head" _args[1]>>
<</widget>>
<<widget "storeonface">>
<<generalStoreon _args[0] "face" _args[1]>>
<</widget>>
<<widget "storeonneck">>
<<generalStoreon _args[0] "neck" _args[1]>>
<</widget>>
<<widget "storeonhands">>
<<generalStoreon _args[0] "hands" _args[1]>>
<</widget>>
<<widget "storeonhandheld">>
<<generalStoreon _args[0] "handheld" _args[1]>>
<</widget>>
<<widget "storeonlegs">>
<<generalStoreon _args[0] "legs" _args[1]>>
<</widget>>
<<widget "storeonfeet">>
<<generalStoreon _args[0] "feet" _args[1]>>
<</widget>>
<<widget "dry">>
<<set $upperwet to 0>><<set $lowerwet to 0>><<set $underlowerwet to 0>><<set $underupperwet to 0>>
<</widget>>
<<widget "dry_full">>
<<dry>>
<<set $upperwetstage to 0>><<set $lowerwetstage to 0>><<set $underupperwetstage to 0>><<set $underlowerwetstage to 0>>
<</widget>>
/*The "searchWardrobeForItem" widget searches the wardrobe for an item that matches a given item stored somewhere else, the argument are as follows; slot, item index.*/
<<widget "searchWardrobeForItem">>
<<set _slot to _args[0]>>
<<set _wearId to _args[1]>>
<<unset _wardrobeId>><<unset _item>><<unset _brokenId>><<unset _secondChoice>>
<<set $_selectedWardrobe to selectWardrobe()>>
<<if _wearId gte 0>>
<<set _item to $store[_slot][_wearId]>>
<</if>>
<<for _j to 0; _j lt $_selectedWardrobe[_slot].length; _j++>>
<<set $_selectedItem to $_selectedWardrobe[_slot][_j]>>
<<if _item.name is $_selectedItem.name and _item.colour is $_selectedItem.colour and _item.accessory_colour is $_selectedItem.accessory_colour>>
<<set _matched to (_item.colour isnot "custom") + (_item.accessory is 0 or _item.accessory_colour isnot "custom")>>
<<if _item.colourCustom isnot undefined and _item.colourCustom is $_selectedItem.colourCustom>>
<<set _matched++>>
<</if>>
<<if _item.accessory_colourCustom isnot undefined and _item.accessory_colourCustom is $_selectedItem.accessory_colourCustom>>
<<set _matched++>>
<</if>>
<<if _matched is 2>>
<<if $_selectedItem.outfitPrimary isnot undefined>>
<<set _matched to 0>>
<<for _labelWW, _valueWW range $_selectedItem.outfitPrimary>>
<<if _item.outfitPrimary[_labelWW] is _valueWW>>
<<set _matched++>>
<</if>>
<</for>>
<<if _matched is Object.keys($_selectedItem.outfitPrimary).length>>
<<set _wardrobeId to _j>>
<<break>>
<<else>>
<<set _secondChoice to _j>>
<</if>>
<<else>>
<<set _wardrobeId to _j>>
<<break>>
<</if>>
<</if>>
<</if>>
<</for>>
<<if _wardrobeId is undefined and _secondChoice isnot undefined>>
<<set _wardrobeId to clone(_secondChoice)>>
<</if>>
<</widget>>
/*The "generalWearFromWardrobe" widget allows the player to equip a specific item from the wardrobe, the argument are as follows; slot, item index.*/
<<widget "generalWearFromWardrobe">>
<<set _slot to _args[0]>>
<<set _wearId to _args[1]>>
<<set _slimePrevent to setup.clothingLayer.torso_inner>>
<<set $_selectedWardrobe to selectWardrobe()>>
<<unset _cursedPrevent>><<unset _outfitPieceIds>><<unset _item>>
<<set _wornOutfitPrimary to $worn[_slot].outfitPrimary>>
<<if $worn[_slot].cursed is 1>>
You try to remove the <<print $worn[_slot].name>>, but fail. <<cursedtext $worn[_slot].name>>
<br>
<<set _cursedPrevent to true>>
<</if>>
<<if _wornOutfitPrimary isnot undefined>>
<<for _labelWW, _valueWW range _wornOutfitPrimary>>
<<if $worn[_labelWW].cursed is 1 and _cursedPrevent isnot true>>
<<capture _labelWW>>
<<cursedtext $worn[_labelWW].name>>
<</capture>>
<<set _cursedPrevent to true>>
<</if>>
<</for>>
<</if>>
<<if _cursedPrevent isnot true>>
<<if _wearId gte 0>>
<<set _item to $_selectedWardrobe[_slot][_wearId]>>
<</if>>
/*Prevent equip when preggy*/
<<if _wearId gte 0 and playerBellySize() gte 12 and _item.type.includes("constricting")>>
<<if _item.type.includes("chest_bind")>>
<span class="red">Your pregnant body is too sensitive to wear your _item.name.</span>
<<else>>
<span class="red">Your <<bellyDescription "pc">> is too large to wear your _item.name.</span>
<</if>>
<br>
<<continue>>
<</if>>
/*Prevent equip when the ear slime doesn't allow it*/
<<if _wearId gte 0 and _slimePrevent.includes(_slot) and $earSlime.corruption gte 10>>
<<if _item.reveal lt earSlimeCorruptionClothes() and (["prison", "asylum"].includes($location) or !_allowSchoolClothes) and !_item.type.includesAny("event")>>
<span class="red">You were unable to equip your _item.name as the slime in your ear did not permit it.</span>
<br>
<<continue>>
<</if>>
<</if>>
/*Finds any outfit pieces and records the Ids*/
<<if _item isnot undefined>>
<<set _outfitPrimary to _item.outfitPrimary>>
<<if _outfitPrimary isnot undefined>>
<<set _outfitPieceIds to {}>>
<<for _labelWW, _valueWW range _outfitPrimary>>
<<if _valueWW isnot "broken" and _valueWW isnot "split">>
<<for _j to 0; _j lt $_selectedWardrobe[_labelWW].length; _j++>>
<<if $_selectedWardrobe[_labelWW][_j].name is _valueWW and _item.colour is $_selectedWardrobe[_labelWW][_j].colour and _item.accessory_colour is $_selectedWardrobe[_labelWW][_j].accessory_colour>>
<<if $_selectedWardrobe[_labelWW][_j].outfitSecondary[1] isnot _item.name>>
<<continue>>
<</if>>
<<set _matched to 0>>
<<if $_selectedWardrobe[_labelWW][_j].colour isnot "custom">>
<<set _matched++>>
<<elseif _item.colourCustom isnot undefined and $_selectedWardrobe[_labelWW][_j].colourCustom isnot undefined>>
<<if _item.colourCustom is $_selectedWardrobe[_labelWW][_j].colourCustom>>
<<set _matched++>>
<</if>>
<</if>>
<<if $_selectedWardrobe[_labelWW][_j].accessory is 0 or $_selectedWardrobe[_labelWW][_j].accessory_colour isnot "custom">>
<<set _matched++>>
<<elseif _item.accessory_colourCustom isnot undefined and $_selectedWardrobe[_labelWW][_j].accessory_colourCustom isnot undefined>>
<<if _item.accessory_colourCustom is $_selectedWardrobe[_labelWW][_j].accessory_colourCustom>>
<<set _matched++>>
<</if>>
<</if>>
<<if _matched is 2>>
<<set _outfitPieceIds[clone(_labelWW)] to clone(_j)>>
<<if _equipSkip isnot undefined>>
<<set _equipSkip[_labelWW] to true>>
<</if>>
<<break>>
<</if>>
<</if>>
<</for>>
<</if>>
<</for>>
<<if Object.keys(_outfitPieceIds).length is 0>>
<<unset _outfitPieceIds>>
<</if>>
<</if>>
<</if>>
<<unset _outfitPrimary>>
<<if _wearId gte 0>>
/*Equip the relating items*/
<<generalUndress $wardrobe_location _slot>>
<<if _outfitPieceIds isnot undefined>>
<<for _labelWW, _valueWW range _outfitPieceIds>>
<<generalUndress $wardrobe_location `clone(_labelWW)`>>
<<set $worn[clone(_labelWW)] to clone($_selectedWardrobe[clone(_labelWW)][clone(_valueWW)])>>
<<set $worn[clone(_labelWW)].lastTaken to "wardrobe">>
<<set $_selectedWardrobe[_labelWW].deleteAt(_valueWW)>>
<</for>>
<</if>>
<<set $worn[_slot] to clone($_selectedWardrobe[_slot][_wearId])>>
<<set $worn[_slot].lastTaken to "wardrobe">>
<<set $_selectedWardrobe[_slot].deleteAt(_wearId)>>
<</if>>
<</if>>
<</widget>>
<<widget "outfitChecksExposed">>
<<set _underNakedExposed to ($worn.under_lower.exposed isnot 0 and $worn.under_upper.exposed isnot 0)>>
<<set _middleNakedExposed to ($worn.lower.exposed isnot 0 and $worn.upper.exposed isnot 0)>>
<<set _overNakedExposed to ($worn.over_lower.exposed isnot 0 and $worn.over_upper.exposed isnot 0)>>
<<set _toplessExposed to ($worn.over_upper.exposed isnot 0 and $worn.upper.exposed isnot 0 and $worn.under_upper.exposed isnot 0)>>
<<set _bottomlessExposed to ($worn.over_lower.exposed isnot 0 and $worn.lower.exposed isnot 0 and $worn.under_lower.exposed isnot 0)>>
<<set _fullyNakedExposed to (_toplessExposed and _bottomlessExposed)>>
<</widget>>
<<widget "otherOutfitChecks">>
<<set _otherOutfits to {
over_head:false,
head:false,
neck:false,
face:false,
hands:false,
handheld:false,
legs:false,
feet:false,
genitals:false,
}>>
<<for $_label, $_value range _otherOutfits>>
<<if $worn[$_label].outfitSecondary is undefined>>
<<elseif $worn[$_label].outfitSecondary[1] is "broken" or $worn[$_label].outfitSecondary[1] is "split">>
<<else>>
<<set _otherOutfits[$_label] to true>>
<</if>>
<</for>>
<</widget>>
<<widget "noClothingCheck">>
<<set _nude to Object.keys($worn).every(slot => ["butt_plug", "genitals"].includes(slot) or $worn[slot].name is "naked")>>
<</widget>>
<<widget "updateWornClothingLocation">>
<<if $wardrobes[_args[0]]>>
<<for $_label, $_value range $worn>>
<<if typeof $_value is "object">>
<<set $_value.lastTaken to _args[0]>>
<<else>>
<!-- Expanded error handling here to help with understanding an intermittent issue. If a bug is squashed relating to an undefined $worn entry, this error handler may become redundant. -->
<<error {
message : `Expected an object in $worn[${$_label}].`,
source : `Location: ${Utils.GetStack()}.\nLabel: ${$_label}. Value: ${$_value}. Wardrobe: ${_args[0]}.`
}>>
<</if>>
<</for>>
<</if>>
<</widget>>
<<widget "damageClothing">>
<<if _args[0] is "face" and _args[1]>>
<<set $worn.face.integrity -= _args[1]>>
<<if $worn.face.integrity lt 0>>
<<set $_mask to $worn.face.name>>
<<faceruined>><<set $worn.face.type.push("broken")>>
<span class="red">Your $_mask is torn to shreds!</span>
<</if>>
<</if>>
<</widget>>
<<widget "damageFaceCover">>
<<if _args[1] and _args[1] is "struggle" and $worn.face.cursed isnot 1>>
<<set $worn.face.integrity -= _args[0]>>
<<elseif _args[0] and $worn.face.cursed isnot 1>>
<<set $worn.face.integrity -= _args[0]>>
<<if $worn.face.integrity lte 0>>
<span class="red">Your $worn.face.name is torn to shreds!</span>
<<faceruined>><<set $worn.face.type.push("broken")>>
<</if>>
<</if>>
<</widget>>
<<widget "getDressedList">>
<<set _slots to []>>
<<for _slot range setup.clothes_all_slots>>
<<if $carried[_slot].name isnot "naked">>
<<if $carried[_slot].outfitSecondary>>
<<if $carried[_slot].outfitSecondary[0].name is $carried[_slot].outfitSecondary[1]>>
<<set _slots.pushUnique(_slot)>>
<</if>>
<<else>>
<<set _slots.pushUnique(_slot)>>
<</if>>
<</if>>
<</for>>
<<for _item range _slots>>
<<capture _item, _slots>>
<<link [[`Put on your ${$carried[_item].name}`|$passage]]>>
<<if $worn.upper.outfitSecondary and $worn.upper.outfitSecondary[0] is $worn.upper.outfitSecondary[1] and _item is "upper" or _item is "lower">>
<<upperruined>>
<</if>>
<<run _slots.delete(_item)>>
<<generalOn _item $carried[_item].index>>
<</link>>
<</capture>>
<br>
<</for>>
<br>
<<if _slots.length gt 1>>
<<link [[Get fully dressed|$passage]]>><<clotheson>><</link>>
<br>
<</if>>
<</widget>>
<<widget "peppersprays">>
<<if $options.pepperSprayDisplay isnot "none">>
<div tooltip="<span class='def'>Pepper sprays: $spray / $spraymax</span>" id="pepper-sprays" class="pepper-sprays">
<!-- Compact style (dots) -->
<<if $spraymax gt 1 and ($options.pepperSprayDisplay is "compact" or $spraymax gt 7)>>
<div class="pepper-sprays-dots">
<<for _i to 1; _i lte $spraymax; _i++>>
<<if $spray gte _i>>
<div class="pepper-spray-dot-full"></div>
<<else>>
<div class="pepper-spray-dot-empty"></div>
<</if>>
<</for>>
</div>
<!-- "Sprays" style (up to 7 sprays, or 5 if renderer is "both") -->
<<else>>
<<for _i to 1; _i lte $spraymax; _i++>>
<<if $spray gte _i>>
<img draggable="false" src="img/ui/pepperspray.png">
<<else>>
<img draggable="false" src="img/ui/emptyspray.png">
<</if>>
<</for>>
<</if>>
</div>
<</if>>
<</widget>>
<<widget "condomsSidebar">>
<<if $condomLvl gte 1 and $options.condomsDisplay isnot "none" and $condoms isnot null and $condoms isnot undefined>>
<div tooltip="<span class='meek'>Total condoms: $condoms</span>" id="condoms-sidebar" class="condoms-sidebar">
<img draggable="false" src="img/ui/condom.png">
</div>
<div id="condoms-sidebar-text" class="condoms-sidebar-text">
$condoms x
</div>
<</if>>
<</widget>><<widget "actionsanustopenis">>
<<if $combattype is "train">>
<<set _end to $enemyno-1>>
<<else>>
<<set _end to 0>>
<</if>>
<<for _j = $enemyno-1; _j gte _end; _j-->>
<<if $NPCList[_j].penis is 0>>
<<if $consensual is 1 and $promiscuity lte 74 and $enemytype is "man" or $consensual is 1 and $deviancy lte 74 and $enemytype isnot "man">>
<!-- Do Nothing -->
<<elseif $NPCList[_j].stance isnot "topface">>
<<if $anusactiondefault is "anustopenis">>
| <label><span class="sub">Straddle <<his>> penis</span> <<radiobutton "$anusaction" "anustopenis" checked>><<analdifficulty>> <<combatpromiscuous5>></label>
<<else>>
| <label><span class="sub">Straddle <<his>> penis</span> <<radiobutton "$anusaction" "anustopenis">><<analdifficulty>> <<combatpromiscuous5>></label>
<</if>>
<<break>>
<</if>>
<</if>>
<</for>>
<</widget>>
<<widget "actionsanustopenisnew">>
<<if $NPCList[$anustarget].penis is 0>>
<<if $consensual is 1 and ($promiscuity lte 74 and $enemytype is "man" or $deviancy lte 74 and $enemytype isnot "man") and !$promiscuityIgnore>>
<!-- Do Nothing -->
<<elseif $NPCList[$anustarget].stance isnot "topface" and ($enemytype isnot "man" or ($NPCList[$anustarget].location.genitals is 0 and $NPCList[$anustarget].location.head isnot "genitals"))>>
<<set _penis to (npcHasStrapon($anustarget) ? "strap-on" : "penis")>>
<<if $NPCList[$anustarget].chastity.penis.includes("chastity")>>
<<set _anusaction["Straddle " + $NPCList[$anustarget].pronouns.his + " " + $NPCList[$anustarget].chastity.penis] to "anustopenis">>
<<else>>
<<set _anusaction["Straddle " + $NPCList[$anustarget].pronouns.his + " " + _penis] to "anustopenis">>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "actionsanuspenisfuck">>
<<if $combattype is "train">>
<<set _end to $enemyno-1>>
<<else>>
<<set _end to 0>>
<</if>>
<<if playerChastity("anus")>>
<!-- Do Nothing -->
<<elseif $worn.under_lower.anus_exposed is 1 and $worn.lower.anus_exposed is 1>>
<<for _j = $enemyno-1; _j gte _end; _j-->>
<<if $NPCList[_j].penis is "anusentrance" or $NPCList[_j].penis is "anusimminent">>
<<if $consensual is 1 and $promiscuity lte 74 and $enemytype is "man" or $consensual is 1 and $deviancy lte 74 and $enemytype isnot "man">>
<!-- Do Nothing -->
<<else>>
<<if $anusactiondefault is "anuspenisfuck">>
| <label><span class="sub">Envelop <<his>> penis</span> <<radiobutton "$anusaction" "anuspenisfuck" checked>> <<combatpromiscuous5>><<analvirginitywarning>><<NPCvirginitywarning $NPCList[_j].fullDescription "penile">></label>
<<else>>
| <label><span class="sub">Envelop <<his>> penis</span> <<radiobutton "$anusaction" "anuspenisfuck">> <<combatpromiscuous5>><<analvirginitywarning>><<NPCvirginitywarning $NPCList[_j].fullDescription "penile">></label>
<</if>>
<<break>>
<</if>>
<</if>>
<</for>>
<</if>>
<</widget>>
<<widget "actionsanuspenisfucknew">>
<<if playerChastity("anus")>>
<!-- Do Nothing -->
<<elseif $worn.under_lower.anus_exposed is 1 and $worn.lower.anus_exposed is 1>>
<<if $NPCList[$anustarget].penis is "anusentrance" or $NPCList[$anustarget].penis is "anusimminent">>
<<if $consensual is 1 and (($promiscuity lte 74 and $enemytype is "man" or $deviancy lte 74 and $enemytype isnot "man") and !$promiscuityIgnore) or $NPCList[$anustarget].chastity.penis.includes("chastity")>>
<!-- Do Nothing -->
<<else>>
<<set _penis to (npcHasStrapon($anustarget) ? "strap-on" : "penis")>>
<<set _anusaction["Envelop " + $NPCList[$anustarget].pronouns.his + " " + _penis] to "anuspenisfuck">>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "actionsanuspenisdoublefuck">>
<<if playerChastity("anus")>>
<!-- Do Nothing -->
<<elseif $worn.under_lower.anus_exposed is 1 and $worn.lower.anus_exposed is 1>>
<<if $consensual is 1 and (($promiscuity lte 74 and $enemytype is "man" or $deviancy lte 74 and $enemytype isnot "man") and !$promiscuityIgnore) or $awareness lt 300>>
<!-- Do Nothing -->
<<else>>
<<if $NPCList[$anustarget].penis is "anusdouble" or $NPCList[$anustarget].penis is "anusimminentdouble" or $NPCList[$anustarget].chastity.penis.includes("chastity")>>
<<set _anusaction["Envelop " + $NPCList[$anusdoubletarget].pronouns.his + " " + $NPCList[$anusdoubletarget].penisdesc] to "anuspenisdoublefuck">>
<<elseif $NPCList[$anusdoubletarget].penis is "anusdouble" or $NPCList[$anusdoubletarget].penis is "anusimminentdouble" or $NPCList[$anusdoubletarget].chastity.penis.includes("chastity")>>
<<set _anusaction["Envelop " + $NPCList[$anustarget].pronouns.his + " " + $NPCList[$anustarget].penisdesc] to "anuspenisdoublefuck">>
<<elseif !($NPCList[$anustarget].chastity.penis.includes("chastity") and $NPCList[$anusdoubletarget].chastity.penis.includes("chastity"))>>
<<set _anusaction["Envelop both their penises"] to "anuspenisdoublefuck">>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "actionsanusMouthEntrance">>
<<if $NPCList[$anustarget].mouth is "anusentrance">>
<<if $consensual is 1 and $promiscuity lt 0 and !$promiscuityIgnore>>
<<else>>
<<set _anusaction["Press your butt against " + $NPCList[$anustarget].pronouns.his + " mouth"] to "bottombay">>
<</if>>
<<set _anusaction["Rub against " + $NPCList[$anustarget].pronouns.his + " face"] to "othermouthtease">>
<</if>>
<</widget>>
<<widget "actionsanusMouthImminent">>
<<if $NPCList[$anustarget].mouth is "anusimminent">>
<<set _anusaction["Rub against " + $NPCList[$anustarget].pronouns.his + " lips"] to "othermouthrub">>
<<set _anusaction["Pull away"] to "othermouthescape">>
<</if>>
<</widget>>
<<widget "actionsanusMouthPenetration">>
<<if $consensual is 0 or ($promiscuity lte 54 and $enemytype is "man" and !$promiscuityIgnore) or ($deviancy lte 54 and $enemytype isnot "man" and !$promiscuityIgnore)>>
<<set _anusaction["Cooperate"] to "othermouthcooperate">>
<<else>>
<<set _anusaction["Hump"] to "othermouthcooperate">>
<</if>>
<</widget>>
<<widget "actionsanusHandEntrance">>
<<if $NPCList[$anustarget].lefthand is "anusentrance" or $NPCList[$anustarget].righthand is "anusentrance">>
<<if $consensual is 1 and $promiscuity lt 0 and !$promiscuityIgnore>>
<<else>>
<<set _anusaction["Clench your buttcheeks against " + $NPCList[$anustarget].pronouns.his + " hand"] to "bottomhandbay">>
<</if>>
<<set _anusaction["Rub your butthole against " + $NPCList[$anustarget].pronouns.his + " fingers"] to "handtease">>
<</if>>
<</widget>>
<<widget "actionsanusHandPenetration">>
<<if $consensual is 0 or ($promiscuity lte 54 and $enemytype is "man" and !$promiscuityIgnore) or ($deviancy lte 54 and $enemytype isnot "man" and !$promiscuityIgnore)>>
<<set _anusaction["Cooperate"] to "handcooperate">>
<<else>>
<<set _anusaction["Take it"] to "handtake">>
<<set _anusaction["Hump"] to "handcooperate">>
<</if>>
<</widget>>
<<widget "actionsanusPenisEntrance">>
<<actionsanuspenisfucknew>>
<<if $consensual is 1 and ($promiscuity lte 54 and $enemytype is "man" or $deviancy lte 54 and $enemytype isnot "man") and !$promiscuityIgnore>>
<<else>>
<<set _anusaction["Keep it away with your cheeks"] to "penischeeks">>
<</if>>
<<if $vaginause is 0 and !playerChastity("vagina")>>
<<set _anusaction["Offer your pussy instead"] to "penispussy">>
<</if>>
<<if $vaginaldoubledisable is "f" and $awareness gt 300 and $vaginause is "penis" and $NPCList[$vaginatarget].penissize gte 2 and $NPCList[$anustarget].penissize gte 2 and !playerChastity("vagina") and !["legLock","legLocked"].includes($feetuse)>>
<<set _anusaction["Offer double vaginal instead"] to "penispussydouble">>
<</if>>
<<set _anusaction["Tease the tip"] to "penistease">>
<<if $analdoubledisable is "f" and _secondtarget is true and ($vaginause is 0 or ($vaginause isnot 0 and $vaginause isnot "penisdouble")) and $awareness gte 300 and !["legLock","legLocked"].includes($feetuse)>>
<<if $npc.includes($NPCList[$anusdoubletarget].fullDescription)>>
<<set _anusaction["Straddle " + $NPCList[$anusdoubletarget].fullDescription + "'s " + $NPCList[$anusdoubletarget].penisdesc] to "anustopenisdouble">>
<<else>>
<<set _anusaction["Straddle the " + $NPCList[$anusdoubletarget].fullDescription + "'s " + $NPCList[$anusdoubletarget].penisdesc] to "anustopenisdouble">>
<</if>>
<</if>>
<</widget>>
<<widget "actionsanusPenisImminent">>
<<actionsanuspenisfucknew>>
<<set _anusaction["Rub"] to "rub">>
<<if ($consensual is 0 or (hasSexStat("promiscuity", 4) and $enemytype is "man") or (hasSexStat("deviancy", 4) and $enemytype isnot "man")) and currentSkillValue("analskill") gte 800>>
<<set _anusaction["Edge " + $NPCList[$anustarget].pronouns.him] to "penisEdging">>
<</if>>
<<set _anusaction["Pull away"] to "escape">>
<</widget>>
<<widget "actionsanusPenisPenetration">>
<<set _anusaction["Take it"] to "take">>
<<if $consensual is 0 or ($promiscuity lte 54 and $enemytype is "man" and !$promiscuityIgnore) or ($deviancy lte 54 and $enemytype isnot "man" and !$promiscuityIgnore)>>
<<set _anusaction["Cooperate"] to "cooperate">>
<<else>>
<<set _anusaction["Fuck"] to "cooperate">>
<</if>>
<<if ($consensual is 0 or (hasSexStat("promiscuity", 4) and $enemytype is "man") or (hasSexStat("deviancy", 4) and $enemytype isnot "man")) and currentSkillValue("analskill") gte 800>>
<<set _anusaction["Edge " + $NPCList[$anustarget].pronouns.him] to "penisEdging">>
<</if>>
<<if !playerIsPregnant() and canBeMPregnant() and $sexStats.vagina.menstruation.currentState isnot "recovering" and !$player.vaginaExist and playerPregnancyPossibleWith($NPCList[$anustarget]) and $enemyarousal gte $enemyarousalmax and ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled")) and $demonbuild gte 90>>
<<if playerAwareTheyCanBePregnant()>>
<<set _anusaction["Force Impregnation"] to "forceImpregnation">>
<<else>>
<<set _anusaction["?????"] to "forceImpregnation">>
<</if>>
<</if>>
<<if _secondtarget is true and ($vaginause is 0 or ($vaginause isnot 0 and $vaginause isnot "penisdouble")) and $awareness gte 300 and !["legLock","legLocked"].includes($feetuse)>>
<<if $npc.includes($NPCList[$anusdoubletarget].fullDescription)>>
<<set _anusaction["Straddle " + $NPCList[$anusdoubletarget].fullDescription + "'s " + $NPCList[$anusdoubletarget].penisdesc] to "anustopenisdouble">>
<<else>>
<<set _anusaction["Straddle the " + $NPCList[$anusdoubletarget].fullDescription + "'s " + $NPCList[$anusdoubletarget].penisdesc] to "anustopenisdouble">>
<</if>>
<</if>>
<</widget>>
<<widget "actionsanusPenisDoubleEntrance">>
<<actionsanuspenisdoublefuck>>
<<set _anusaction["Tease"] to "penisdoubletease">>
<<if $vaginause is 0 and !playerChastity("vagina")>>
<<set _anusaction["Offer your pussy instead"] to "penispussydap">>
<</if>>
<</widget>>
<<widget "actionsanusPenisDoubleImminent">>
<<actionsanuspenisdoublefuck>>
<<set _anusaction["Rub"] to "rub">>
<<if ($consensual is 0 or (hasSexStat("promiscuity", 5) and $enemytype is "man") or (hasSexStat("deviancy", 5) and $enemytype isnot "man")) and currentSkillValue("analskill") gte 800>>
<<set _anusaction["Edge " + $NPCList[$anustarget].pronouns.him] to "penisDoubleEdging">>
<</if>>
<<set _anusaction["Pull away"] to "doubleescape">>
<</widget>>
<<widget "actionsanusPenisDoublePenetration">>
<<set _anusaction["Take it"] to "doubletake">>
<<if $consensual is 0 or ($promiscuity lte 74 and $enemytype is "man" and !$promiscuityIgnore) or ($deviancy lte 74 and $enemytype isnot "man" and !$promiscuityIgnore)>>
<<set _anusaction["Cooperate"] to "doublecooperate">>
<<else>>
<<set _anusaction["Fuck"] to "doublecooperate">>
<<if $NPCList[$anustarget].penis isnot "anusdouble" or $NPCList[$anusdoubletarget].penis isnot "anusdouble">>
<<set _anusaction["Envelop the second penis"] to "anuspenisdoublefuck">>
<</if>>
<</if>>
<<if ($consensual is 0 or (hasSexStat("promiscuity", 5) and $enemytype is "man") or (hasSexStat("deviancy", 4) and $enemytype isnot "man")) and currentSkillValue("analskill") gte 800>>
<<set _anusaction["Edge " + $NPCList[$anustarget].pronouns.him] to "penisDoubleEdging">>
<</if>>
<</widget>>
<<widget "actionsanusFaceAgainstAnus">>
<<set _anusaction["Rub"] to "otherMouthAnusRub">>
<<set _anusaction["Stop"] to "otherMouthAnusStop">>
<</widget>>
<<widget "actionsanusHandAgainstAnus">>
<<set _anusaction["Rub"] to "handAnusRub">>
<<set _anusaction["Stop"] to "handAnusStop">>
<</widget>>
<<widget "actionsanusPenisAgainstAnus">>
<<set _anusaction["Rub"] to "otherAnusRub">>
<<set _anusaction["Stop"] to "otherAnusStop">>
<</widget>><<widget "effectsanustopenis">>
<<if $anusaction is "anustopenis">>
<<personselect $anustarget>>
<<set $anusaction to 0>><<submission 10>><<analskilluse>><<combatpromiscuity5>>
<<if $anususe is 0>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("anal", $anustarget)>>
<<if $NPCList[$anustarget].penis is 0>>
<<submission 2>><<set $anususe to "penis">><<set $NPCList[$anustarget].penis to "anusentrance">><<set $anusstate to "entrance">><<set $anusactiondefault to "penistease">>
<<if $leftarm is "anus">>
<<set $leftarm to 0>>
<</if>>
<<if $rightarm is "anus">>
<<set $rightarm to 0>>
<</if>>
<span class="lblue">You straddle <<combatperson>> and press <<his>> <<npcPenis $anustarget>> with your <<bottom>>.</span>
<<if $NPCList[$anustarget].type is "plant" and $NPCList[$anustarget].penissize gte 4 and canImpregnateParasite("anus")>>
<span class="red">Something about it scares you.</span>
<</if>>
<<if $NPCList[$anustarget].condom and $NPCList[$anustarget].condom.willUse is true and $NPCList[$anustarget].condom.worn is false and !$NPCList[$anustarget].penisdesc.includes("strap-on")>>
<<if $NPCList[$anustarget].chastity.penis.includes("chastity")>>
<<He>> tries to put a condom on, but can't seem to get it over <<his>> $NPCList[$anustarget].chastity.penis. <span class="red"><<He>> quickly gives up.</span>
<<set $NPCList[$anustarget].condom.willUse to false>>
<<else>>
<span class="green"><<He>> slips <<condomDesc $anustarget>> on <<his>> penis.</span>
<<equipNPCCondom $anustarget>>
<</if>>
<</if>>
<<if $enemytype is "beast">><<set $NPCList[$anustarget].stance to "top">><</if>>
<<set $NPCList[$anustarget].location.genitals to "genitals">>
<<else>>
<span class="blue">You try to straddle <<combatperson>> with your <<bottom>>, but the phallus is already occupied.</span><<set $anusactiondefault to "anustopenis">>
<</if>>
<<else>>
<span class="blue">You try to straddle <<combatperson>> with your <<bottom>> but <<ohe>> pushes you off.</span><<set $anusactiondefault to "anustopenis">>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "effectsanuspenisfuck">>
<<if $anusaction is "anuspenisfuck" and ["anusentrance","anusimminent"].includes($NPCList[$anustarget].penis)>>
<<set $anusaction to 0>><<submission 20>><<analskilluse>><<combatpromiscuity5>>
<<if $anusWetness + (currentSkillValue("analskill") / 10) gte ($NPCList[$anustarget].penissize * 15) + random(1, 40) or random(1, 2) is 2>>
<<set $anusactiondefault to "cooperate">>
<<if $player.virginity.anal isnot true>>
<<set $NPCList[$anustarget].penis to "anus">>
<<anus_lube_text>> <span class="pink">you <<analtext>> push against <<personselect $anustarget>><<combatpersons>> $NPCList[$anustarget].penisdesc, taking it deep into your <<bottom>>.</span>
<<switch $NPCList[$anustarget].penissize>>
<<case 5>>
<span class="lewd">You'd moan, but the sheer size drives all breath from your body.</span>
<<case 4>>
<span class="lewd">You shiver as your ass stretches to accommodate <<his>> cock.</span>
<<case 1>>
<span class="lewd">It's so small you can barely feel it.</span>
<<default>>
<span class="lewd">You shiver as the phallus invades your body.</span>
<</switch>>
<<sex 30 "anus" $anustarget>><<takeNPCVirginity $anustarget "penile">><<analstat>><<raped>><<anusraped>><<set $anusstate to "penetrated">>
<<elseif $player.virginity.anal is true>>
<<set $NPCList[$anustarget].penis to "anus">>
<<anus_lube_text>> <span class="pink">you <<analtext>> push against <<personselect $anustarget>><<combatpersons>> $NPCList[$anustarget].penisdesc, taking it deep into</span> <span class="red">your virgin <<bottom>>.</span>
<<switch $NPCList[$anustarget].penissize>>
<<case 5>><span class="red">You'd scream, but the sheer size of the invading phallus drives out all thought and breath.</span>
<<case 4>><span class="red">You scream as your ass struggles to accommodate <<his>> cock.</span>
<<case 1>><span class="red">It may be the first time your <<bottom>> has been violated so, but <<his>> cock is so small you can barely feel it.</span>
<<default>><span class="red">You gasp as your <<bottom>> is violated for the first time.</span>
<</switch>>
<<sex 100 "anus" $anustarget>><<takeVirginity $NPCList[$anustarget].fullDescription "anal">><<takeNPCVirginity $anustarget "penile">><<bruise anus>><<analstat>><<violence 30>><<raped>><<anusraped>><<set $anusstate to "penetrated">><<set $speechanusvirgin to 1>>
<</if>>
<<else>>
You <<analtext>> press your <<bottom>> against <<personselect $anustarget>><<combatpersons>> $NPCList[$anustarget].penisdesc, <span class="blue">but fail to envelop.</span> <<His>> penis angles away and rubs between your cheeks.
<<sex 20 "anus" $anustarget>><<analstat>><<set $anusactiondefault to "anuspenisfuck">>
<</if>>
<</if>>
<</widget>>
<<widget "effectsanustopenisdouble">>
<<if $anusaction is "anustopenisdouble">><<set $anusaction to 0>><<submission 10>><<analskilluse>><<combatpromiscuity5>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("anal", $anusdoubletarget)>>
<<submission 2>><<set $anususe to "penisdouble">><<set $NPCList[$anusdoubletarget].penis to "anusentrancedouble">><<set $anusstate to "doubleentrance">>
<<if $NPCList[$anustarget].penis is "anusimminent">>
<<set $NPCList[$anustarget].penis to "anusimminentdouble">>
<<set $anusstate to "doubleimminent">>
<<elseif $NPCList[$anustarget].penis is "anusentrance">>
<<set $NPCList[$anustarget].penis to "anusentrancedouble">>
<<set $anusstate to "doubleentrance">>
<<else>>
<<set $NPCList[$anustarget].penis to "anusdouble">>
<<set $anusstate to "doublepenetrated">>
<</if>>
<<if $leftarm is "anus">>
<<set $leftarm to 0>>
<</if>>
<<if $rightarm is "anus">>
<<set $rightarm to 0>>
<</if>>
<span class="lblue">You straddle <<personselect $anusdoubletarget>><<combatperson>> and press <<his>> <<npcPenis $anusdoubletarget>> with your <<bottom>>, joining <<personselect $anustarget>><<combatpersons>> <<npcPenisSimple $anustarget>>.</span>
<<if $NPCList[$anusdoubletarget].condom and $NPCList[$anusdoubletarget].condom.willUse is true and $NPCList[$anusdoubletarget].condom.worn is false and !$NPCList[$anusdoubletarget].penisdesc.includes("strap-on")>>
<<if $NPCList[$anusdoubletarget].chastity.penis.includes("chastity")>>
<<He>> tries to put a condom on, but can't seem to get it over <<his>> $NPCList[$anusdoubletarget].chastity.penis. <span class="red"><<He>> quickly gives up.</span>
<<set $NPCList[$anusdoubletarget].condom.willUse to false>>
<<else>>
<span class="green"><<He>> puts <<condomDesc $anusdoubletarget>> on <<his>> penis.</span>
<<equipNPCCondom $anusdoubletarget>>
<</if>>
<</if>>
<<if $enemytype is "beast">><<set $NPCList[$anusdoubletarget].stance to "top">><</if>>
<<set $NPCList[$anusdoubletarget].location.genitals to "genitals">><<set $anusactiondefault to "penisdoubletease">>
<<else>>
<span class="blue">You try to straddle <<personselect $anusdoubletarget>><<combatperson>> but <<ohe>> pushes you off.</span><<set $anusactiondefault to "anustopenisdouble">>
<</if>>
<</if>>
<</widget>>
<<widget "effectsanuspenisdoublefuck">>
<<if $anusaction is "anuspenisdoublefuck">>
<<set $anusaction to 0>><<submission 20>><<analskilluse>><<combatpromiscuity5>>
<<set _doublepenissize to $NPCList[$anustarget].penissize>>
<<set _npcA to $anustarget>>
<<set _npcB to $anusdoubletarget>>
<<set _npcdicksizeA to $NPCList[_npcA].penissize>>
<<set _npcdicksizeB to $NPCList[_npcB].penissize>>
<<if _npcdicksizeA gte _npcdicksizeB>>
<<set _doublepenissize to (_npcdicksizeA+1)>>
<<else>>
<<set _doublepenissize to (_npcdicksizeB+1)>>
<</if>>
<<if _doublepenissize gt 5>> /* Ensure combined they're not larger than the largest possible phallus */
<<set _doublepenissize to 5>>
<</if>>
<<if $anusWetness + (currentSkillValue("analskill") / 10) gte (_doublepenissize * 15) + random(1, 40) or random(1, 3) is 2>>
<<set $anusactiondefault to "doublecooperate">>
<<if $player.virginity.anal isnot true>>
<<set $NPCList[$anustarget].penis to "anusdouble">>
<<set $NPCList[$anusdoubletarget].penis to "anusdouble">>
<<anus_lube_text>> <span class="pink">you <<analtext>> push against the $NPCList[$anustarget].fullDescription's $NPCList[$anustarget].penisdesc and the $NPCList[$anusdoubletarget].fullDescription's $NPCList[$anusdoubletarget].penisdesc, taking them deep into your <<bottom>>.</span>
<<switch _doublepenissize>>
<<case 5>>
<span class="lewd">You'd moan, but the sheer size of both cocks drives all breath from your body.</span>
<<case 4>>
<span class="lewd">You shiver as your ass stretches to accommodate both cocks.</span>
<<default>>
<span class="lewd">You shiver as the phalluses invade your body.</span>
<</switch>>
<<sex 15 "anus" $anustarget>><<sex 15 "anus" $anusdoubletarget>><<takeNPCVirginity $anustarget "penile">><<takeNPCVirginity $anusdoubletarget "penile">><<analstat>><<analdoublestat>><<raped>><<anusraped>><<set $anusstate to "doublepenetrated">>
<<elseif $player.virginity.anal is true>>
<<set $NPCList[$anustarget].penis to "anusdouble">>
<<set $NPCList[$anusdoubletarget].penis to "anusdouble">>
<<anus_lube_text>> <span class="pink">you <<analtext>> push against the $NPCList[_npcA].fullDescription's $NPCList[_npcA].penisdesc and the $NPCList[_npcB].fullDescription's $NPCList[_npcB].penisdesc, taking them deep into</span> <span class="red">your virgin <<bottom>>.</span>
<<switch _doublepenissize>>
<<case 5>><span class="red">You'd scream, but the sheer size of the invading phalluses drive out all thought and breath.</span>
<<case 4>><span class="red">You scream as your ass struggles to accommodate both cocks.</span>
<<default>><span class="red">You gasp as your <<bottom>> is violated for the first time.</span>
<</switch>>
<<set _mydesc to ($NPCList[$anustarget].fullDescription + " and " + $NPCList[$anusdoubletarget].fullDescription)>>
<<sex 50 "anus" $anustarget>><<sex 50 "anus" $anusdoubletarget>><<takeVirginity `[$anustarget, $anusdoubletarget]` "anal">><<takeNPCVirginity $anustarget "penile">><<takeNPCVirginity $anusdoubletarget "penile">><<bruise anus>><<analstat>><<analdoublestat>><<violence 30>><<raped>><<anusraped>><<set $anusstate to "doublepenetrated">><<set $speechanusvirgin to 1>>
<</if>>
<span class="pink">Your nipples harden while your body shivers from taking two cocks.</span>
<<else>>
You <<analtext>> press your <<bottom>> against their cocks, <span class="blue">but fail to envelop.</span> Their penises angle away and rubs between your cheeks.
<<sex 10 "anus" $anustarget>><<sex 10 "anus" $anusdoubletarget>><<analstat>><<analdoublestat>><<set $anusactiondefault to "anuspenisdoublefuck">>
<</if>>
<</if>>
<</widget>><<widget "feetgrab">>
<<if $combattype is "train">>
<<set _end to $enemyno-1>>
<<else>>
<<set _end to 0>>
<</if>>
<<set _xx to $enemyno-1>>
<<if _xx is -1>>
<<set _stanceCheck to 0>>
<<else>>
<<set _stanceCheck to $NPCList[_xx].stance>>
<</if>>
<<if $consensual is 1 and $promiscuity lte 34 and $enemytype is "man" or $consensual is 1 and $deviancy lte 34 and $enemytype isnot "man">>
<!-- Do Nothing -->
<<elseif _stanceCheck isnot "topface">>
<<for _j = $enemyno-1; _j gte _end; _j-->>
<<if $NPCList[_j].penis is 0>>
<<if $feetactiondefault is "grab">>
| <label><span class="sub">Grab <<his>> penis</span> <<radiobutton "$feetaction" "grab" checked>><<feetdifficulty>> <<combatpromiscuous3>></label>
<<else>>
| <label><span class="sub">Grab <<his>> penis</span> <<radiobutton "$feetaction" "grab">><<feetdifficulty>> <<combatpromiscuous3>></label>
<</if>>
<<break>>
<</if>>
<</for>>
<<for _j = $enemyno-1; _j gte _end; _j-->>
<<if $NPCList[_j].vagina is 0>>
<<if $feetactiondefault is "vaginagrab">>
| <label><span class="sub">Press your feet against <<his>> pussy</span> <<radiobutton "$feetaction" "vaginagrab" checked>><<feetdifficulty>> <<combatpromiscuous3>></label>
<<else>>
| <label><span class="sub">Press your feet against <<his>> pussy</span> <<radiobutton "$feetaction" "vaginagrab">><<feetdifficulty>> <<combatpromiscuous3>></label>
<</if>>
<<break>>
<</if>>
<</for>>
<</if>>
<</widget>>
<<widget "feetgrabnew">>
<<if $feettarget isnot "self">>
<<set _stanceCheck to $NPCList[$feettarget].stance>>
<<set $_penis to (npcHasStrapon($feettarget) ? "strap-on" : "penis")>>
<<if $consensual is 1 and ($promiscuity lte 34 and $enemytype is "man" or $deviancy lte 34 and $enemytype isnot "man") and !$promiscuityIgnore>>
<!-- Do Nothing -->
<<elseif _stanceCheck isnot "topface">>
<<if $NPCList[$feettarget].penis is 0>>
<<if $NPCList[$feettarget].chastity.penis.includes("chastity")>>
<<set _feetaction["Press your foot on " + $NPCList[$feettarget].pronouns.his + " " + $NPCList[$feettarget].chastity.penis] to "grab">>
<<elseif !($leftleg isnot 0 or $rightleg isnot 0)>>
<<set _feetaction["Grab "+ $NPCList[$feettarget].pronouns.his + " " + $_penis] to "grab">>
<</if>>
<</if>>
<<if $NPCList[$feettarget].vagina is 0>>
<<if $NPCList[$feettarget].chastity.vagina.includes("chastity")>>
<<set _feetaction["Press your feet against " + $NPCList[$feettarget].pronouns.his + " " + $NPCList[$feettarget].chastity.vagina] to "vaginagrab">>
<<else>>
<<set _feetaction["Press your feet against " + $NPCList[$feettarget].pronouns.his + " pussy"] to "vaginagrab">>
<</if>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "feetKick">>
<<if $feettarget isnot "self">>
<<if ($consensual isnot 1 or $combatExtended.reverseRapeStart is 1) and ($fightTargets is undefined or $fightTargets.includes($feettarget))>>
<<set _feetaction["Kick"] to "kick">>
<</if>>
<</if>>
<</widget>>
<<widget "feetGrabRub">>
<<set _feetaction["Rub"] to "grabrub">>
<<set _feetaction["Stop"] to "stop">>
<</widget>>
<<widget "feetOthervagina">>
<<set _feetaction["Rub"] to "vaginagrabrub">>
<<set _feetaction["Stop"] to "stop">>
<</widget>>
<<widget "feetRunClothed">>
/* Commented for lack of effect
<<if $NPCList[$feettarget].vagina is "clothed" or $NPCList[$feettarget].penis is "clothed">>
<<set _feetaction["Rub " + $NPCList[$feettarget].pronouns.his + " crotch"] to "rub">>
<</if>>*/
<</widget>>
<<widget "feetshoes">>
<<if $feettarget is "self" or $options.targetYourself is false or _targetnumber is 1>>
<<if !$worn.feet.type.includes("shackle") and !$worn.feet.type.includes("naked")>>
<<set _feetaction["Kick off your shoes"] to "feetshoes">>
<</if>>
<</if>>
<</widget>>
<<widget "feetsocks">>
<<if $feettarget is "self" or $options.targetYourself is false or _targetnumber is 1>>
<<if $worn.feet.type.includes("shackle") or $worn.feet.type.includes("naked")>>
<<if $worn.legs.state is "ankles">>
<<set _feetaction["Kick off your legwear"] to "feetsocks">>
<<elseif $worn.legs.state is "thighs">>
<<set _feetaction["Peel down your legwear"] to "feetsocks">>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "legLock">>
<<if $feettarget isnot "self">>
<<if ($vaginastate is "penetrated" or $anusstate is "penetrated") and ($NPCList[$feettarget].penis is "vagina" or $NPCList[$feettarget].penis is "anus") and $leglocktarget is undefined>>
<<if ($consensual is 0 and ($enemytype is "man" ? $promiscuity : $deviancy) lte 94)
or ($consensual is 1 and ($enemytype is "man" ? $promiscuity : $deviancy) lte 34 and !$promiscuityIgnore)>>
<!-- Do Nothing -->
<<else>>
<<if $position is "missionary">>
<<set _feetaction["Leg lock " + $NPCList[$feettarget].pronouns.him] to "legLock">>
<<else>>
<<set _feetaction["Push back against " + $NPCList[$feettarget].pronouns.him] to "legLock">>
<</if>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "legLocked">>
<<if $position is "missionary">>
<<set _feetaction["Maintain the leg lock"] to "legLocked">>
<<set _feetaction["Release"] to "legRelease">>
<<else>>
<<set _feetaction["Keep pushing back"] to "legLocked">>
<<set _feetaction["Stop"] to "legRelease">>
<</if>>
<</widget>>
<<widget "feetDodge">>
<<if $feettarget isnot "self">>
<<if $consensual isnot 1 and ($fightTargets is undefined or $fightTargets.includes($feettarget)) and $combatExtended.stabilityLost is 0 and $combatExtended.activeDodging is 1>>
<<set _feetaction["Dodge"] to "dodge">>
<</if>>
<</if>>
<</widget>>
<<widget "feetPlant">>
<<if $feettarget isnot "self">>
<<if $consensual isnot 1 and $combatExtended.stabilityLost is 0 and $combatExtended.standingFights is 1>>
<<set _feetaction["Plant"] to "plant">>
<</if>>
<</if>>
<</widget>>
<<widget "feetSubmit">>
<<if $feettarget isnot "self">>
<<if $consensual isnot 1 and $combatExtended.stabilityLost is 0 and $combatExtended.standingFights is 1>>
<<set _feetaction["Submit"] to "submit">>
<</if>>
<</if>>
<</widget>><<widget "leftdefault">>
<<if $lefttarget isnot "self" and $punishmentposition isnot "gloryhole">>
<<set _leftaction["Stroke"] to "leftchest">>
<<if ($consensual isnot 1 or $combatExtended.reverseRapeStart is 1) and ($fightTargets is undefined or $fightTargets.includes($lefttarget))>>
<<set _leftaction["Punch"] to "lefthit">>
<<if $worn.handheld.type.includes("rainproof") and $worn.handheld.integrity gte 1>>
<<set _leftaction["Umbrella"] to "leftumbrella">>
<</if>>
<<if $combatExtended.blocking is 1>>
<<set _leftaction["Block"] to "leftblock">>
<</if>>
<<if $combatExtended.countering is 1>>
<<set _leftaction["Counter"] to "leftcounter">>
<</if>>
<<if $combatExtended.feinting is 1>>
<<set _leftaction["Feint"] to "leftfeint">>
<</if>>
<<if $combatExtended.hookpunching is 1 and $combatExtended.stabilityLost is 0>>
<<set _leftaction["Hook Punch"] to "lefthookpunch">>
<</if>>
<</if>>
<</if>>
<<if $lefttarget is "self" or $options.targetYourself is false or _targetnumber is 1>>
<<set _leftaction["Hold behind back"] to "behind">>
<<leftcoverface>>
<</if>>
<</widget>>
<<widget "leftcoverface">>
<<set _leftaction["Cover your face"] to "leftcoverface">>
<</widget>>
<<widget "leftcamerapose">>
<<if $audiencecamera1 isnot 0>>
<<set _leftaction["Pose for camera"] to "leftcamerapose">>
<</if>>
<</widget>>
<<widget "lefthandpull">>
<<if $lefttarget isnot "self">>
<<if ($NPCList[$lefttarget].lefthand and $NPCList[$lefttarget].lefthand.startsWith("penis"))
or ($NPCList[$lefttarget].righthand and $NPCList[$lefttarget].righthand.startsWith("penis"))>>
<<set _leftaction["Take " + $NPCList[$lefttarget].pronouns.his + " hand off your penis"] to "handpullpenis">>
<</if>>
<<if ($NPCList[$lefttarget].lefthand and $NPCList[$lefttarget].lefthand.startsWith("vagina"))
or ($NPCList[$lefttarget].righthand and $NPCList[$lefttarget].righthand.startsWith("vagina"))>>
<<set _leftaction["Take " + $NPCList[$lefttarget].pronouns.his + " hand off your pussy"] to "handpullvagina">>
<</if>>
<<if ($NPCList[$lefttarget].lefthand and $NPCList[$lefttarget].lefthand.startsWith("anus"))
or ($NPCList[$lefttarget].righthand and $NPCList[$lefttarget].righthand.startsWith("anus"))>>
<<set _leftaction["Take " + $NPCList[$lefttarget].pronouns.his + " hand off your ass"] to "handpullanus">>
<</if>>
<</if>>
<</widget>>
<<widget "leftgrabnew">>
<<if $lefttarget isnot "self">>
<<set $_target to $NPCList[$lefttarget]>>
<<if $_target.penis is 0>>
<<set $_penis to (npcHasStrapon($lefttarget) ? "strap-on" : "penis")>>
<<if $consensual is 1 and ($enemytype is "man" ? $promiscuity : $deviancy) lte 34 and !$promiscuityIgnore>>
<!-- Do Nothing -->
<<else>>
<<if $_target.chastity.penis.includes("chastity")>>
<<set _leftaction["Tease " + $_target.pronouns.his + " " + $_penis + " through " + $_target.pronouns.his + " " + $_target.chastity.penis] to "leftgrab">>
<<else>>
<<set _leftaction["Grab " + $_target.pronouns.his + " " + $_penis] to "leftgrab">>
<</if>>
<</if>>
<<if $_target.chastity.penis.includes("chastity")>>
<<set _leftaction["Stroke " + $_target.pronouns.his + " " + $_penis + " through " + $_target.pronouns.his + " " + $_target.chastity.penis] to "leftstroke">>
<<else>>
<<set _leftaction["Stroke "+ $_target.pronouns.his + " " + $_penis] to "leftstroke">>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "leftplaynew">>
<<if $lefttarget isnot "self">>
<<set $_target to $NPCList[$lefttarget]>>
<<if $consensual is 1 and ($enemytype is "man" ? $promiscuity : $deviancy) lte 34 and !$promiscuityIgnore>>
<!-- Do Nothing -->
<<else>>
<<if $_target.vagina is 0>>
<<if $_target.chastity.vagina.includes("chastity")>>
<<set _leftaction["Play with " + $_target.pronouns.his + " pussy through " + $_target.pronouns.his + " " + $_target.chastity.vagina] to "leftplay">>
<<else>>
<<set _leftaction["Play with " + $_target.pronouns.his + " pussy"] to "leftplay">>
<</if>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "leftclothesnew">>
<<if $lefttarget is "self" or $options.targetYourself is false or _targetnumber is 1>>
<<if $worn.over_upper.state is setup.clothes.over_upper[clothesIndex('over_upper', $worn.over_upper)].state_base and $worn.over_upper.state_top is setup.clothes.over_upper[clothesIndex('over_upper', $worn.over_upper)].state_top_base and !$worn.over_upper.type.includes("naked")>>
<<set _leftaction["Displace your "+$worn.over_upper.name] to "over_upper">>
<</if>>
<<if $worn.upper.state is setup.clothes.upper[clothesIndex('upper', $worn.upper)].state_base and $worn.upper.state_top is setup.clothes.upper[clothesIndex('upper', $worn.upper)].state_top_base and !$worn.upper.type.includes("naked")>>
<<set _leftaction["Displace your "+$worn.upper.name] to "upper">>
<</if>>
<<if $worn.under_upper.state is setup.clothes.under_upper[clothesIndex('under_upper', $worn.under_upper)].state_base and $worn.under_upper.state_top is setup.clothes.under_upper[clothesIndex('under_upper', $worn.under_upper)].state_top_base and !$worn.under_upper.type.includes("naked")>>
<<set _leftaction["Displace your "+$worn.under_upper.name] to "under_upper">>
<</if>>
<<if $worn.over_lower.state is setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].state_base and setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].skirt isnot 1 and !$worn.over_lower.type.includes("naked")>>
<<set _leftaction["Displace your "+$worn.over_lower.name] to "over_lower">>
<<elseif setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].skirt is 1 and $worn.over_lower.skirt_down is 1>>
<<set _leftaction["Displace your "+$worn.over_lower.name] to "over_lower">>
<</if>>
<<if $worn.lower.state is setup.clothes.lower[clothesIndex('lower', $worn.lower)].state_base and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt isnot 1 and !$worn.lower.type.includes("naked")>>
<<set _leftaction["Displace your "+$worn.lower.name] to "lower">>
<<elseif setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1 and $worn.lower.skirt_down is 1>>
<<set _leftaction["Displace your "+$worn.lower.name] to "lower">>
<</if>>
<<if $worn.under_lower.state is setup.clothes.under_lower[clothesIndex('under_lower', $worn.under_lower)].state_base and !$worn.under_lower.type.includes("naked") and !($penisstate isnot 0 and playerHasStrapon())>>
<<if $worn.lower.state isnot setup.clothes.lower[clothesIndex('lower', $worn.lower)].state_base or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1 or $worn.lower.type.includes("naked")>>
<<set _leftaction["Displace your "+$worn.under_lower.name] to "under_lower">>
<</if>>
<</if>>
<<if $worn.under_lower.state is setup.clothes.under_lower[clothesIndex('under_lower', $worn.under_lower)].state_base and !$worn.under_lower.type.includes("naked") and !playerHasStrapon()>>
<<if $worn.lower.state isnot setup.clothes.lower[clothesIndex('lower', $worn.lower)].state_base or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1 or $worn.lower.type.includes("naked")>>
<<set _leftaction["Pull your "+$worn.under_lower.name+" to the side"] to "under_lower_to_the_side">>
<</if>>
<</if>>
<<if $worn.face.state is setup.clothes.face[clothesIndex('face', $worn.face)].state_base and !$worn.face.type.includes("naked") and $worn.face.type.includes("mask")>>
<<set _leftaction["Displace your "+$worn.face.name] to "mask">>
<</if>>
<</if>>
<</widget>>
<<widget "leftspraynew">>
<<if $lefttarget isnot "self">>
<<if ($consensual isnot 1 or $combatExtended.reverseRapeStart is 1) and $spray gte 1 and $NPCList.some(npc => npc.health >= 0 && (!$fightTargets || $fightTargets.includes(npc.index)))>>
<<set _leftaction["Pepper spray"] to "spray">>
<</if>>
<</if>>
<</widget>>
<<widget "leftstealnew">>
<<if $lefttarget isnot "self" and !($stealtarget.includes($lefttarget))>>
<<if (currentSkillValue('skulduggery') gte 200 or $easySteal is 1) and $enemytype is "man" and $abomination isnot 1 and !($npcrow.includes($lefttarget)) and $water isnot 1 and $punishmentposition isnot "gloryhole">>
<<set $skulduggerydifficulty to (1000 - ($enemyarousal / $enemyarousalmax * 400) - $skulduggery - $enemytrust + $enemyanger) * $stealdifficulty>>
<<if $easySteal is 1>><<set $skulduggerydifficulty to 0>><</if>>
/*Missing <<skulduggerydifficulty>><<combatcrime>>*/
<<if !isNaN($lefttarget) and $NPCList[$lefttarget] and $NPCList[$lefttarget].clothes and $NPCList[$lefttarget].clothes.set is "naked">>
<<elseif $stealstateleft is undefined>>
<<set _leftaction["Steal"] to "steal">>
<<elseif $stealstateleft is 2>>
<<set _leftaction["Take " + $NPCList[$lefttarget].pronouns.his + " belongings"] to "steal">>
<<else>>
<<set _leftaction["Commit to stealing"] to "steal">>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "leftpenwhacknew">>
<<if $lefttarget isnot "self">>
<<set $_target to $NPCList[$lefttarget]>>
<<if $_target.lefthand and ($_target.lefthand is "pen" or $_target.lefthand.startsWith("pen_")) or $_target.righthand and ($_target.righthand is "pen" or $_target.righthand.startsWith("pen_"))>>
<<set _leftaction["Whack the writing tool away"] to "penwhack">>
<</if>>
<</if>>
<</widget>>
<<widget "leftshacklewhack">>
<<if $lefttarget isnot "self">>
<<if $NPCList[$lefttarget].lefthand is "shackle_entrance" or $NPCList[$lefttarget].lefthand is "shackle_imminent" or $NPCList[$lefttarget].righthand is "shackle_entrance" or $NPCList[$lefttarget].righthand is "shackle_imminent">>
<<set _leftaction["Whack away the shackles"] to "shacklewhack">>
<</if>>
<</if>>
<</widget>>
<<widget "lefthypnosiswhack">>
<<if $lefttarget isnot "self">>
<<set $_target to $NPCList[$lefttarget]>>
<<if $_target.lefthand and ($_target.lefthand is "hypnosis" or $_target.lefthand.startsWith("hypnosis_")) or $_target.righthand and ($_target.righthand is "hypnosis" or $_target.righthand.startsWith("hypnosis_"))>>
<<set _leftaction["Whack the hypnotic instrument away"] to "hypnosiswhack">>
<</if>>
<</if>>
<</widget>>
<<widget "leftdildowhack">>
<<if $lefttarget isnot "self">>
<<if $NPCList[$lefttarget].lefthand is "dildo" or $NPCList[$lefttarget].righthand is "dildo">>
<<if getSexToysofType("all").includes($NPCList[$lefttarget].lefttool)>>
<<set _leftaction["Whack the "+ $NPCList[$lefttarget].lefttool +" away"] to "dildowhack">>
<<elseif getSexToysofType("all").includes($NPCList[$lefttarget].righttool)>>
<<set _leftaction["Whack the "+ $NPCList[$lefttarget].righttool +" away"] to "dildowhack">>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "leftFixAndCoverActions">>
<<if ($worn.lower.vagina_exposed is 1 and $worn.under_lower.vagina_exposed is 1) or $leftactiondefault is "leftcovervaginalewd">>
<<if $NPCList[0].state is "stalk" and $NPCList[0].legs isnot "run">>
<<if $vaginause is "cover">>
<<if $leftactiondefault is "leftcovervaginalewd" or $rightactiondefault is "rightcovervaginalewd">>
<<set _leftaction["Keep playing with your pussy"] to "leftcovervaginalewd">>
<<else>>
<<set _leftaction["Keep covering your pussy"] to "leftcovervaginameek">>
<</if>>
<<elseif $vaginause is 0>>
<<set _leftaction["Cover your pussy"] to "leftcovervaginameek">>
<</if>>
<<elseif $lefttarget is "self" or $options.targetYourself is false or _targetnumber is 1 or $NPCList[0].state is "stalk">>
<<if $vaginause is "cover">>
<<if $leftactiondefault is "leftcovervaginalewd" or $rightactiondefault is "rightcovervaginalewd">>
<<set _leftaction["Keep playing with your pussy"] to "leftcovervaginalewd">>
<<else>>
<<set _leftaction["Keep covering your pussy"] to "leftcovervagina">>
<</if>>
<<elseif $vaginause is 0>>
<<set _leftaction["Cover your pussy"] to "leftcovervagina">>
<</if>>
<</if>>
<</if>>
<<if ($worn.lower.vagina_exposed is 1 and $worn.under_lower.vagina_exposed is 1) or $leftactiondefault is "leftcoverpenislewd">>
<<set _penis to playerHasStrapon() ? "strap-on" : (playerChastity("penis") ? $worn.genitals.name : "penis")>>
<<set _straponDisplaced to (!playerHasStrapon() && $worn.under_lower.type.includes("strap-on"))>>
<<if $NPCList[0].state is "stalk" and $NPCList[0].legs isnot "run">>
<<if $penisuse is "cover">>
<<if $leftactiondefault is "leftcoverpenislewd" or $rightactiondefault is "rightcoverpenislewd">>
<<set _leftaction["Keep playing with your " + _penis] to "leftcoverpenislewd">>
<<else>>
<<set _leftaction["Keep covering your " + _penis] to "leftcoverpenismeek">>
<</if>>
<<elseif $penisuse is 0>>
<<if !_straponDisplaced>>
<<set _leftaction["Cover your " + _penis] to "leftcoverpenismeek">>
<</if>>
<</if>>
<<elseif $lefttarget is "self" or $options.targetYourself is false or _targetnumber is 1 or $NPCList[0].state is "stalk">>
<<if $penisuse is "cover">>
<<if $leftactiondefault is "leftcoverpenislewd" or $rightactiondefault is "rightcoverpenislewd">>
<<set _leftaction["Keep playing with your " + _penis] to "leftcoverpenislewd">>
<<else>>
<<set _leftaction["Keep covering your " + _penis] to "leftcoverpenis">>
<</if>>
<<elseif $penisuse is 0>>
<<if !_straponDisplaced>>
<<set _leftaction["Cover your " + _penis] to "leftcoverpenis">>
<</if>>
<</if>>
<</if>>
<</if>>
<<if ($worn.lower.anus_exposed is 1 and $worn.under_lower.anus_exposed is 1) or $leftactiondefault is "leftcoveranuslewd">>
<<if $NPCList[0].state is "stalk" and $NPCList[0].legs isnot "run">>
<<if $anususe is "cover">>
<<if $leftactiondefault is "leftcoveranuslewd" or $rightactiondefault is "rightcoveranuslewd">>
<<set _leftaction["Keep playing with your ass"] to "leftcoveranuslewd">>
<<else>>
<<set _leftaction["Keep covering your ass"] to "leftcoveranusmeek">>
<</if>>
<<elseif $anususe is 0>>
<<set _leftaction["Cover your ass"] to "leftcoveranusmeek">>
<</if>>
<<elseif $lefttarget is "self" or $options.targetYourself is false or _targetnumber is 1 or $NPCList[0].state is "stalk">>
<<if $anususe is "cover">>
<<if $leftactiondefault is "leftcoveranuslewd" or $rightactiondefault is "rightcoveranuslewd">>
<<set _leftaction["Keep playing with your ass"] to "leftcoveranuslewd">>
<<else>>
<<set _leftaction["Keep covering your ass"] to "leftcoveranus">>
<</if>>
<<elseif $anususe is 0>>
<<set _leftaction["Cover your ass"] to "leftcoveranus">>
<</if>>
<</if>>
<</if>>
<<if $lefttarget is "self" or $options.targetYourself is false or _targetnumber is 1>>
<<if $worn.under_lower.name isnot "naked">>
<<if $worn.under_lower.state is "thighs" or $worn.under_lower.state is "knees" or $worn.under_lower.state is "ankles">>
<<set _leftaction["Pull up your " + $worn.under_lower.name] to "leftunderpull">>
<</if>>
<</if>>
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
<<if $worn.lower.skirt_down is 0>>
<<if $worn.lower.state is "waist">>
<<set _leftaction["Cover your crotch with your " + $worn.lower.name] to "leftskirtpull">>
<</if>>
<</if>>
<</if>>
<<if $worn.lower.name isnot "naked">>
<<if $worn.upper.set is $worn.lower.set>>
<<if $worn.lower.state isnot setup.clothes.lower[clothesIndex('lower', $worn.lower)].state_base and $worn.upper.state is setup.clothes.upper[clothesIndex('upper', $worn.upper)].state_base and $worn.upper.state_top is setup.clothes.upper[clothesIndex('upper', $worn.upper)].state_top_base>>
<<set _leftaction["Fix your " + $worn.lower.name] to "leftlowerpull">>
<</if>>
<<elseif $worn.lower.state isnot setup.clothes.lower[clothesIndex('lower', $worn.lower)].state_base>>
<<set _leftaction["Fix your " + $worn.lower.name] to "leftlowerpull">>
<</if>>
<</if>>
<<if $worn.over_lower.name isnot "naked">>
<<if $worn.over_upper.set is $worn.over_lower.set>>
<<if $worn.over_lower.state isnot setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].state_base and $worn.over_upper.state is setup.clothes.over_upper[clothesIndex('over_upper', $worn.over_upper)].state_base and $worn.over_upper.state_top is setup.clothes.over_upper[clothesIndex('over_upper', $worn.over_upper)].state_top_base>>
<<set _leftaction["Fix your " + $worn.over_lower.name] to "leftoverlowerpull">>
<</if>>
<<elseif $worn.over_lower.state isnot setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].state_base>>
<<set _leftaction["Fix your " + $worn.over_lower.name] to "leftoverlowerpull">>
<</if>>
<</if>>
<<if $worn.upper.name isnot "naked">>
<<if $worn.upper.state isnot setup.clothes.upper[clothesIndex('upper', $worn.upper)].state_base or $worn.upper.state_top isnot setup.clothes.upper[clothesIndex('upper', $worn.upper)].state_top_base>>
<<set _leftaction["Fix your " + $worn.upper.name] to "leftupperpull">>
<</if>>
<</if>>
<<if $worn.over_upper.name isnot "naked">>
<<if $worn.over_upper.state isnot setup.clothes.over_upper[clothesIndex('over_upper', $worn.over_upper)].state_base or $worn.over_upper.state_top isnot setup.clothes.over_upper[clothesIndex('over_upper', $worn.over_upper)].state_top_base>>
<<set _leftaction["Fix your " + $worn.over_upper.name] to "leftoverupperpull">>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "leftchoke">>
<<if $lefttarget isnot "self">>
<<set $_target to $NPCList[$lefttarget]>>
<<if $_target.lefthand is "throat" or $_target.righthand is "throat">>
<<if $consensual == 1>>
<<set _leftaction["Press " + $_target.pronouns.his + " hand to your neck"] to "keepchoke">>
<<set _leftaction["Take " + $_target.pronouns.his + " hand off your neck"] to "stopchoke">>
<<else>>
<<set _leftaction["Pull " + $_target.pronouns.his + " hand off your neck"] to "stopchokenoncon">>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "leftstoporal">>
<<if $lefttarget isnot "self" and $NPCList[$lefttarget].mouth and ($NPCList[$lefttarget].mouth.startsWith("penis") or $NPCList[$lefttarget].mouth.startsWith("vagina"))>>
<<set $_actionText to ($consensual == 1 ? "Take " : "Push ") + $NPCList[$lefttarget].pronouns.his + " face off your " +
($NPCList[$lefttarget].mouth.startsWith("penis") ? "penis" : "pussy")>>
<<set _leftaction[$_actionText] to "stoporal">>
<</if>>
<</widget>>
<<widget "leftCondom">>
<<if $lefttarget is "self" or $options.targetYourself is false or _targetnumber is 1>>
<<if !["othermouthentrance","othermouthimminent","othermouth","penetrated","otheranus"].includes($penisstate) and $player.penisExist and $worn.lower.exposed gte 2 and $worn.under_lower.exposed gte 1 and !playerChastity("penis")>>
<<if !$player.condom and $condoms gt 0 and $parasite.penis.name is undefined>>
<<set _leftaction["Put on a condom (" + $condoms + " left)"] to "peniscondom">>
<</if>>
<<if $player.condom>>
<<set _leftaction["Remove your condom"] to "penisremovecondom">>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "leftNPCCondom">>
<<if $lefttarget isnot "self">>
<<set $_target to $NPCList[$lefttarget]>>
<<if wearingCondom($lefttarget)>>
<<if ($consensual is 0 and ($enemytype is "man" ? $promiscuity : $deviancy) lte 94) and playerPregnancyPossibleWith($_target)>>
<!-- Do Nothing -->
<<else>>
<<set _leftaction["Remove " + $_target.pronouns.his + " condom"] to "npcremovecondom">>
<</if>>
<<elseif $prayerRoom or $NPCList[$lefttarget].fullDescription is "Ivory Wraith">>
<!-- Do Nothing -->
<<elseif !$_target.condom and $condoms gte 1 and ($_target.condomCanGive or $condomlvl is 1)>>
<<set _leftaction["Give " + $_target.pronouns.him + " a condom (" + $condoms + " left)"] to "npcgivecondom">>
<</if>>
<</if>>
<</widget>>
<<widget "leftUndressOther">>
<<if $lefttarget isnot "self">>
<<set $_target to $NPCList[$lefttarget]>>
<<if $_target.penis is "clothed" or $_target.vagina is "clothed" or $_target.chest is "clothed">>
<<if ($consensual is 1 and ($enemytype is "man" ? $promiscuity : $deviancy) lte 14 and !$promiscuityIgnore) or $punishmentposition is "gloryhole">>
<!-- Do Nothing -->
<<else>>
<<set _leftaction["Undress:"] to "leftUndressOther">>
<<set _undressLeftTargets to {"Nothing":"rest"}>>
<<set $_doText to ($consensual isnot 1 ? "try to " : "")>>
<<if $_target.penis is "clothed" or $_target.vagina is "clothed">>
<<silently>><<npcUndressText $NPCList[$lefttarget] "lower">><</silently>>
<<set _undressLeftTargets[($_doText + _actionText + " " + $_target.pronouns.his + " " + $_target.clothes.lower.name).toUpperFirst()] to "lower">>
<</if>>
<<if $_target.chest is "clothed">>
<<silently>><<npcUndressText $NPCList[$lefttarget] "upper">><</silently>>
<<set _undressLeftTargets[($_doText + _actionText + " " + $_target.pronouns.his + " " + $_target.clothes.upper.name).toUpperFirst()] to "upper">>
<</if>>
<</if>>
<</if>>
<</if>>
<</widget>><<widget "rightdefault">>
<<if $righttarget isnot "self" and $punishmentposition isnot "gloryhole">>
<<set _rightaction["Stroke"] to "rightchest">>
<<if ($consensual isnot 1 or $combatExtended.reverseRapeStart is 1) and ($fightTargets is undefined or $fightTargets.includes($righttarget))>>
<<set _rightaction["Punch"] to "righthit">>
<<if $worn.handheld.type.includes("rainproof") and $worn.handheld.integrity gte 1>>
<<set _rightaction["Umbrella"] to "rightumbrella">>
<</if>>
<<if $combatExtended.blocking is 1>>
<<set _rightaction["Block"] to "rightblock">>
<</if>>
<<if $combatExtended.countering is 1>>
<<set _rightaction["Counter"] to "rightcounter">>
<</if>>
<<if $combatExtended.feinting is 1>>
<<set _rightaction["Feint"] to "rightfeint">>
<</if>>
<<if $combatExtended.hookpunching is 1 and $combatExtended.stabilityLost is 0>>
<<set _rightaction["Hook Punch"] to "righthookpunch">>
<</if>>
<</if>>
<</if>>
<<if $righttarget is "self" or $options.targetYourself is false or _targetnumber is 1>>
<<set _rightaction["Hold behind back"] to "behind">>
<<rightcoverface>>
<</if>>
<</widget>>
<<widget "rightcoverface">>
<<set _rightaction["Cover your face"] to "rightcoverface">>
<</widget>>
<<widget "rightcamerapose">>
<<if $audiencecamera1 isnot 0>>
<<set _rightaction["Pose for camera"] to "rightcamerapose">>
<</if>>
<</widget>>
<<widget "righthandpull">>
<<if $righttarget isnot "self">>
<<if ($NPCList[$righttarget].lefthand and $NPCList[$righttarget].lefthand.startsWith("penis"))
or ($NPCList[$righttarget].righthand and $NPCList[$righttarget].righthand.startsWith("penis"))>>
<<set _rightaction["Take " + $NPCList[$righttarget].pronouns.his + " hand off your penis"] to "handpullpenis">>
<</if>>
<<if ($NPCList[$righttarget].lefthand and $NPCList[$righttarget].lefthand.startsWith("vagina"))
or ($NPCList[$righttarget].righthand and $NPCList[$righttarget].righthand.startsWith("vagina"))>>
<<set _rightaction["Take " + $NPCList[$righttarget].pronouns.his + " hand off your pussy"] to "handpullvagina">>
<</if>>
<<if ($NPCList[$righttarget].lefthand and $NPCList[$righttarget].lefthand.startsWith("anus"))
or ($NPCList[$righttarget].righthand and $NPCList[$righttarget].righthand.startsWith("anus"))>>
<<set _rightaction["Take " + $NPCList[$righttarget].pronouns.his + " hand off your ass"] to "handpullanus">>
<</if>>
<</if>>
<</widget>>
<<widget "rightgrabnew">>
<<if $righttarget isnot "self">>
<<set $_target to $NPCList[$righttarget]>>
<<if $_target.penis is 0>>
<<set $_penis to (npcHasStrapon($righttarget) ? "strap-on" : "penis")>>
<<if $consensual is 1 and ($enemytype is "man" ? $promiscuity : $deviancy) lte 34 and !$promiscuityIgnore>>
<!-- Do Nothing -->
<<else>>
<<if $_target.chastity.penis.includes("chastity")>>
<<set _rightaction["Tease " + $_target.pronouns.his + " " + $_penis + " through " + $_target.pronouns.his + " " + $_target.chastity.penis] to "rightgrab">>
<<else>>
<<set _rightaction["Grab " + $_target.pronouns.his + " " + $_penis] to "rightgrab">>
<</if>>
<</if>>
<<if $_target.chastity.penis.includes("chastity")>>
<<set _rightaction["Stroke " + $_target.pronouns.his + " " + $_penis + " through " + $_target.pronouns.his + " " + $_target.chastity.penis] to "rightstroke">>
<<else>>
<<set _rightaction["Stroke " + $_target.pronouns.his + " " + $_penis] to "rightstroke">>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "rightplaynew">>
<<if $righttarget isnot "self">>
<<set $_target to $NPCList[$righttarget]>>
<<if $consensual is 1 and ($enemytype is "man" ? $promiscuity : $deviancy) lte 34 and !$promiscuityIgnore>>
<!-- Do Nothing -->
<<else>>
<<if $_target.vagina is 0>>
<<if $_target.chastity.vagina.includes("chastity")>>
<<set _rightaction["Play with " + $_target.pronouns.his + " pussy through " + $_target.pronouns.his + " " + $_target.chastity.vagina] to "rightplay">>
<<else>>
<<set _rightaction["Play with " + $_target.pronouns.his + " pussy"] to "rightplay">>
<</if>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "rightclothesnew">>
<<if $righttarget is "self" or $options.targetYourself is false or _targetnumber is 1>>
<<if $worn.over_upper.state is setup.clothes.over_upper[clothesIndex('over_upper', $worn.over_upper)].state_base and $worn.over_upper.state_top is setup.clothes.over_upper[clothesIndex('over_upper', $worn.over_upper)].state_top_base and !$worn.over_upper.type.includes("naked")>>
<<set _rightaction["Displace your "+$worn.over_upper.name] to "over_upper">>
<</if>>
<<if $worn.upper.state is setup.clothes.upper[clothesIndex('upper', $worn.upper)].state_base and $worn.upper.state_top is setup.clothes.upper[clothesIndex('upper', $worn.upper)].state_top_base and !$worn.upper.type.includes("naked")>>
<<set _rightaction["Displace your "+$worn.upper.name] to "upper">>
<</if>>
<<if $worn.under_upper.state is setup.clothes.under_upper[clothesIndex('under_upper', $worn.under_upper)].state_base and $worn.under_upper.state_top is setup.clothes.under_upper[clothesIndex('under_upper', $worn.under_upper)].state_top_base and !$worn.under_upper.type.includes("naked")>>
<<set _rightaction["Displace your "+$worn.under_upper.name] to "under_upper">>
<</if>>
<<if $worn.over_lower.state is setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].state_base and setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].skirt isnot 1 and !$worn.over_lower.type.includes("naked")>>
<<set _rightaction["Displace your "+$worn.over_lower.name] to "over_lower">>
<<elseif setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].skirt is 1 and $worn.over_lower.skirt_down is 1>>
<<set _rightaction["Displace your "+$worn.over_lower.name] to "over_lower">>
<</if>>
<<if $worn.lower.state is setup.clothes.lower[clothesIndex('lower', $worn.lower)].state_base and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt isnot 1 and !$worn.lower.type.includes("naked")>>
<<set _rightaction["Displace your "+$worn.lower.name] to "lower">>
<<elseif setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1 and $worn.lower.skirt_down is 1>>
<<set _rightaction["Displace your "+$worn.lower.name] to "lower">>
<</if>>
<<if $worn.under_lower.state is setup.clothes.under_lower[clothesIndex('under_lower', $worn.under_lower)].state_base and !$worn.under_lower.type.includes("naked") and !($penisstate isnot 0 and playerHasStrapon())>>
<<if $worn.lower.state isnot setup.clothes.lower[clothesIndex('lower', $worn.lower)].state_base or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1 or $worn.lower.type.includes("naked")>>
<<set _rightaction["Displace your "+$worn.under_lower.name] to "under_lower">>
<</if>>
<</if>>
<<if $worn.under_lower.state is setup.clothes.under_lower[clothesIndex('under_lower', $worn.under_lower)].state_base and !$worn.under_lower.type.includes("naked") and !playerHasStrapon()>>
<<if $worn.lower.state isnot setup.clothes.lower[clothesIndex('lower', $worn.lower)].state_base or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1 or $worn.lower.type.includes("naked")>>
<<set _rightaction["Pull your "+$worn.under_lower.name+" to the side"] to "under_lower_to_the_side">>
<</if>>
<</if>>
<<if $worn.face.state is setup.clothes.face[clothesIndex('face', $worn.face)].state_base and !$worn.face.type.includes("naked") and $worn.face.type.includes("mask")>>
<<set _rightaction["Displace your "+$worn.face.name] to "mask">>
<</if>>
<</if>>
<</widget>>
<<widget "rightspraynew">>
<<if $righttarget isnot "self">>
<<if ($consensual isnot 1 or $combatExtended.reverseRapeStart is 1) and $spray gte 1 and $NPCList.some(npc => npc.health >= 0 && (!$fightTargets || $fightTargets.includes(npc.index)))>>
<<set _rightaction["Pepper spray"] to "spray">>
<</if>>
<</if>>
<</widget>>
<<widget "rightstealnew">>
<<if $righttarget isnot "self" and !($stealtarget.includes($righttarget))>>
<<if (currentSkillValue('skulduggery') gte 200 or $easySteal is 1) and $enemytype is "man" and $abomination isnot 1 and !($npcrow.includes($righttarget)) and $water isnot 1 and $punishmentposition isnot "gloryhole">>
<<set $skulduggerydifficulty to (1000 - ($enemyarousal / $enemyarousalmax * 400) - $skulduggery - $enemytrust + $enemyanger) * $stealdifficulty>>
<<if $easySteal is 1>><<set $skulduggerydifficulty to 0>><</if>>
/*Missing <<skulduggerydifficulty>><<combatcrime>>*/
<<if !isNaN($righttarget) and $NPCList[$righttarget] and $NPCList[$righttarget].clothes and $NPCList[$righttarget].clothes.set is "naked">>
<<elseif $stealstateright is undefined>>
<<set _rightaction["Steal"] to "steal">>
<<elseif $stealstateright is 2>>
<<set _rightaction["Take " + $NPCList[$righttarget].pronouns.his + " belongings"] to "steal">>
<<else>>
<<set _rightaction["Commit to stealing"] to "steal">>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "rightpenwhacknew">>
<<if $righttarget isnot "self">>
<<set $_target to $NPCList[$righttarget]>>
<<if $_target.lefthand and ($_target.lefthand is "pen" or $_target.lefthand.startsWith("pen_")) or $_target.righthand and ($_target.righthand is "pen" or $_target.righthand.startsWith("pen_"))>>
<<set _rightaction["Whack the writing tool away"] to "penwhack">>
<</if>>
<</if>>
<</widget>>
<<widget "rightshacklewhack">>
<<if $righttarget isnot "self">>
<<if $NPCList[$righttarget].lefthand is "shackle_entrance" or $NPCList[$righttarget].lefthand is "shackle_imminent" or $NPCList[$righttarget].righthand is "shackle_entrance" or $NPCList[$righttarget].righthand is "shackle_imminent">>
<<set _rightaction["Whack away the shackles"] to "shacklewhack">>
<</if>>
<</if>>
<</widget>>
<<widget "righthypnosiswhack">>
<<if $righttarget isnot "self">>
<<set $_target to $NPCList[$righttarget]>>
<<if $_target.righthand and ($_target.righthand is "hypnosis" or $_target.righthand.startsWith("hypnosis_")) or $_target.righthand and ($_target.righthand is "hypnosis" or $_target.righthand.startsWith("hypnosis_"))>>
<<set _rightaction["Whack the hypnotic instrument away"] to "hypnosiswhack">>
<</if>>
<</if>>
<</widget>>
<<widget "rightdildowhack">>
<<if $righttarget isnot "self">>
<<if $NPCList[$righttarget].lefthand is "dildo" or $NPCList[$righttarget].righthand is "dildo">>
<<if getSexToysofType("all").includes($NPCList[$righttarget].lefttool)>>
<<set _rightaction["Whack the "+ $NPCList[$righttarget].lefttool +" away"] to "dildowhack">>
<<elseif getSexToysofType("all").includes($NPCList[$righttarget].righttool)>>
<<set _rightaction["Whack the "+ $NPCList[$righttarget].righttool +" away"] to "dildowhack">>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "rightFixAndCoverActions">>
<<if ($worn.lower.vagina_exposed is 1 and $worn.under_lower.vagina_exposed is 1) or $rightactiondefault is "rightcovervaginalewd">>
<<if $NPCList[0].state is "stalk" and $NPCList[0].legs isnot "run">>
<<if $vaginause is "cover">>
<<if $leftactiondefault is "leftcovervaginalewd" or $rightactiondefault is "rightcovervaginalewd">>
<<set _rightaction["Keep playing with your pussy"] to "rightcovervaginalewd">>
<<else>>
<<set _rightaction["Keep covering your pussy"] to "rightcovervaginameek">>
<</if>>
<<elseif $vaginause is 0>>
<<set _rightaction["Cover your pussy"] to "rightcovervaginameek">>
<</if>>
<<elseif $righttarget is "self" or $options.targetYourself is false or _targetnumber is 1 or $NPCList[0].state is "stalk">>
<<if $vaginause is "cover">>
<<if $leftactiondefault is "leftcovervaginalewd" or $rightactiondefault is "rightcovervaginalewd">>
<<set _rightaction["Keep playing with your pussy"] to "rightcovervaginalewd">>
<<else>>
<<set _rightaction["Keep covering your pussy"] to "rightcovervagina">>
<</if>>
<<elseif $vaginause is 0>>
<<set _rightaction["Cover your pussy"] to "rightcovervagina">>
<</if>>
<</if>>
<</if>>
<<if ($worn.lower.vagina_exposed is 1 and $worn.under_lower.vagina_exposed is 1) or $rightactiondefault is "rightcoverpenislewd">>
<<set _penis to playerHasStrapon() ? "strap-on" : (playerChastity("penis") ? $worn.genitals.name : "penis")>>
<<set _straponDisplaced to (!playerHasStrapon() && $worn.under_lower.type.includes("strap-on"))>>
<<if $NPCList[0].state is "stalk" and $NPCList[0].legs isnot "run">>
<<if $penisuse is "cover">>
<<if $leftactiondefault is "leftcoverpenislewd" or $rightactiondefault is "rightcoverpenislewd">>
<<set _rightaction["Keep playing with your " + _penis] to "rightcoverpenislewd">>
<<else>>
<<set _rightaction["Keep covering your " + _penis] to "rightcoverpenismeek">>
<</if>>
<<elseif $penisuse is 0>>
<<if !_straponDisplaced>>
<<set _rightaction["Cover your " + _penis] to "rightcoverpenismeek">>
<</if>>
<</if>>
<<elseif $righttarget is "self" or $options.targetYourself is false or _targetnumber is 1 or $NPCList[0].state is "stalk">>
<<if $penisuse is "cover">>
<<if $leftactiondefault is "leftcoverpenislewd" or $rightactiondefault is "rightcoverpenislewd">>
<<set _rightaction["Keep playing with your " + _penis] to "rightcoverpenislewd">>
<<else>>
<<set _rightaction["Keep covering your " + _penis] to "rightcoverpenis">>
<</if>>
<<elseif $penisuse is 0>>
<<if !_straponDisplaced>>
<<set _rightaction["Cover your " + _penis] to "rightcoverpenis">>
<</if>>
<</if>>
<</if>>
<</if>>
<<if ($worn.lower.anus_exposed is 1 and $worn.under_lower.anus_exposed is 1) or $rightactiondefault is "rightcoveranuslewd">>
<<if $NPCList[0].state is "stalk" and $NPCList[0].legs isnot "run">>
<<if $anususe is "cover">>
<<if $leftactiondefault is "leftcoveranuslewd" or $rightactiondefault is "rightcoveranuslewd">>
<<set _rightaction["Keep playing with your ass"] to "rightcoveranuslewd">>
<<else>>
<<set _rightaction["Keep covering your ass"] to "rightcoveranusmeek">>
<</if>>
<<elseif $anususe is 0>>
<<set _rightaction["Cover your ass"] to "rightcoveranusmeek">>
<</if>>
<<elseif $righttarget is "self" or $options.targetYourself is false or _targetnumber is 1 or $NPCList[0].state is "stalk">>
<<if $anususe is "cover">>
<<if $leftactiondefault is "leftcoveranuslewd" or $rightactiondefault is "rightcoveranuslewd">>
<<set _rightaction["Keep playing with your ass"] to "rightcoveranuslewd">>
<<else>>
<<set _rightaction["Keep covering your ass"] to "rightcoveranus">>
<</if>>
<<elseif $anususe is 0>>
<<set _rightaction["Cover your ass"] to "rightcoveranus">>
<</if>>
<</if>>
<</if>>
<<if $righttarget is "self" or $options.targetYourself is false or _targetnumber is 1>>
<<if $worn.under_lower.name isnot "naked">>
<<if $worn.under_lower.state is "thighs" or $worn.under_lower.state is "knees" or $worn.under_lower.state is "ankles">>
<<set _rightaction["Pull up your " + $worn.under_lower.name] to "rightunderpull">>
<</if>>
<</if>>
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
<<if $worn.lower.skirt_down is 0>>
<<if $worn.lower.state is "waist">>
<<set _rightaction["Cover your crotch with your " + $worn.lower.name] to "rightskirtpull">>
<</if>>
<</if>>
<</if>>
<<if $worn.lower.name isnot "naked">>
<<if $worn.upper.set is $worn.lower.set>>
<<if $worn.lower.state isnot setup.clothes.lower[clothesIndex('lower', $worn.lower)].state_base and $worn.upper.state is setup.clothes.upper[clothesIndex('upper', $worn.upper)].state_base and $worn.upper.state_top is setup.clothes.upper[clothesIndex('upper', $worn.upper)].state_top_base>>
<<set _rightaction["Fix your " + $worn.lower.name] to "rightlowerpull">>
<</if>>
<<elseif $worn.lower.state isnot setup.clothes.lower[clothesIndex('lower', $worn.lower)].state_base>>
<<set _rightaction["Fix your " + $worn.lower.name] to "rightlowerpull">>
<</if>>
<</if>>
<<if $worn.over_lower.name isnot "naked">>
<<if $worn.over_upper.set is $worn.over_lower.set>>
<<if $worn.over_lower.state isnot setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].state_base and $worn.over_upper.state is setup.clothes.over_upper[clothesIndex('over_upper', $worn.over_upper)].state_base and $worn.over_upper.state_top is setup.clothes.over_upper[clothesIndex('over_upper', $worn.over_upper)].state_top_base>>
<<set _rightaction["Fix your " + $worn.over_lower.name] to "rightoverlowerpull">>
<</if>>
<<elseif $worn.over_lower.state isnot setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].state_base>>
<<set _rightaction["Fix your " + $worn.over_lower.name] to "rightoverlowerpull">>
<</if>>
<</if>>
<<if $worn.upper.name isnot "naked">>
<<if $worn.upper.state isnot setup.clothes.upper[clothesIndex('upper', $worn.upper)].state_base or $worn.upper.state_top isnot setup.clothes.upper[clothesIndex('upper', $worn.upper)].state_top_base>>
<<set _rightaction["Fix your " + $worn.upper.name] to "rightupperpull">>
<</if>>
<</if>>
<<if $worn.over_upper.name isnot "naked">>
<<if $worn.over_upper.state isnot setup.clothes.over_upper[clothesIndex('over_upper', $worn.over_upper)].state_base or $worn.over_upper.state_top isnot setup.clothes.over_upper[clothesIndex('over_upper', $worn.over_upper)].state_top_base>>
<<set _rightaction["Fix your " + $worn.over_upper.name] to "rightoverupperpull">>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "rightchoke">>
<<if $righttarget isnot "self">>
<<set $_target to $NPCList[$righttarget]>>
<<if $_target.lefthand is "throat" or $_target.righthand is "throat">>
<<if $consensual == 1>>
<<set _rightaction["Press " + $_target.pronouns.his + " hand to your neck"] to "keepchoke">>
<<set _rightaction["Take " + $_target.pronouns.his + " hand off your neck"] to "stopchoke">>
<<else>>
<<set _rightaction["Pull " + $_target.pronouns.his + " hand off your neck"] to "stopchokenoncon">>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "rightstoporal">>
<<if $righttarget isnot "self" and $NPCList[$righttarget].mouth and ($NPCList[$righttarget].mouth.startsWith("penis") or $NPCList[$righttarget].mouth.startsWith("vagina"))>>
<<set $_actionText to ($consensual == 1 ? "Take " : "Push ") + $NPCList[$righttarget].pronouns.his + " face off your " +
($NPCList[$righttarget].mouth.startsWith("penis") ? "penis" : "pussy")>>
<<set _rightaction[$_actionText] to "stoporal">>
<</if>>
<</widget>>
<<widget "rightCondom">>
<<if $righttarget is "self" or $options.targetYourself is false or _targetnumber is 1>>
<<if !["othermouthentrance","othermouthimminent","othermouth","penetrated","otheranus"].includes($penisstate) and $player.penisExist and $worn.lower.exposed gte 2 and $worn.under_lower.exposed gte 1 and !playerChastity("penis")>>
<<if !$player.condom and $condoms gt 0 and $parasite.penis.name is undefined>>
<<set _rightaction["Put on a condom (" + $condoms + " left)"] to "peniscondom">>
<</if>>
<<if $player.condom>>
<<set _rightaction["Remove your condom"] to "penisremovecondom">>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "rightNPCCondom">>
<<if $righttarget isnot "self">>
<<set $_target to $NPCList[$righttarget]>>
<<if wearingCondom($righttarget)>>
<<if ($consensual is 0 and ($enemytype is "man" ? $promiscuity : $deviancy) lte 94) and playerPregnancyPossibleWith($_target)>>
<!-- Do Nothing -->
<<else>>
<<set _rightaction["Remove " + $_target.pronouns.his + " condom"] to "npcremovecondom">>
<</if>>
<<elseif $prayerRoom or $NPCList[$righttarget].fullDescription is "Ivory Wraith">>
<!-- Do Nothing -->
<<elseif !$_target.condom and $condoms gte 1 and ($_target.condomCanGive or $condomlvl lte 1)>>
<<set _rightaction["Give " + $_target.pronouns.him + " a condom (" + $condoms + " left)"] to "npcgivecondom">>
<</if>>
<</if>>
<</widget>>
<<widget "rightUndressOther">>
<<if $righttarget isnot "self">>
<<set $_target to $NPCList[$righttarget]>>
<<if $_target.penis is "clothed" or $_target.vagina is "clothed" or $_target.chest is "clothed">>
<<if ($consensual is 1 and ($enemytype is "man" ? $promiscuity : $deviancy) lte 14 and !$promiscuityIgnore) or $punishmentposition is "gloryhole">>
<!-- Do Nothing -->
<<else>>
<<set _rightaction["Undress:"] to "rightUndressOther">>
<<set _undressRightTargets to {"Nothing":"rest"}>>
<<set $_doText to ($consensual isnot 1 ? "try to " : "")>>
<<if $_target.penis is "clothed" or $_target.vagina is "clothed">>
<<silently>><<npcUndressText $NPCList[$righttarget] "lower">><</silently>>
<<set _undressRightTargets[($_doText + _actionText + " " + $_target.pronouns.his + " " + $_target.clothes.lower.name).toUpperFirst()] to "lower">>
<</if>>
<<if $_target.chest is "clothed">>
<<silently>><<npcUndressText $NPCList[$righttarget] "upper">><</silently>>
<<set _undressRightTargets[($_doText + _actionText + " " + $_target.pronouns.his + " " + $_target.clothes.upper.name).toUpperFirst()] to "upper">>
<</if>>
<</if>>
<</if>>
<</if>>
<</widget>>/* this is for widgets done in a generic way to cover either hand in either old or new style */
<<widget "handsstrugglefreebodypart">>
<<if $consensual isnot 1>>
<<set _hand to _args[0]>>
<<set _style to _args[1]>>
<<if _hand is "right">>
<<set _default to $rightactiondefault>>
<<set _actionVariable to "$rightaction">>
<<set _actions to _rightaction>>
<<else>>
<<set _default to $leftactiondefault>>
<<set _actionVariable to "$leftaction">>
<<set _actions to _leftaction>>
<</if>>
<<if (_hand is "left" and $lefttarget isnot "self") or (_hand is "right" and $righttarget isnot "self")>>
<<if ["breasts", "nipple", "otheranus"].includes($mouthstate) or ["lefthand", "righthand", "facesit"].includes($mouthuse)>>
<<if _style is "old">>
| <label><span class="brat">Free your face</span><<radiobutton _actionVariable "freeface" `_default is "freeface" ? 'checked' : ''`>></label>
<<else>>
<<set _actions["Free your face"] to "freeface">>
<</if>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "combathandhold">>
<<set $_heldhand to _args[0]>>
<<if $enemytype isnot "beast" and $consensual is 1>>
<<if $_heldhand is "righthand" and $righttarget isnot "self">>
<<if $NPCList[$righttarget].lefthand is 0 or $NPCList[$righttarget].lefthand is "idle">>
<<set _rightaction["Hold " + $NPCList[$righttarget].pronouns.his + " hand"] to "righthandholdnew">>
<</if>>
<<elseif $_heldhand is "lefthand" and $lefttarget isnot "self">>
<<if $NPCList[$lefttarget].righthand is 0 or $NPCList[$lefttarget].righthand is "idle">>
<<set _leftaction["Hold " + $NPCList[$lefttarget].pronouns.his + " hand"] to "lefthandholdnew">>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "combathandguide">>
<<if $consensual is 1 and ($enemytype is "man" ? $promiscuity : $deviancy) lt 15 and !$promiscuityIgnore>>
<!-- Do Nothing -->
<<else>>
<<set _handGuideOptions to {}>>
<<set $_genitals_exposed to $worn.over_lower.vagina_exposed gte 1 and ($worn.lower.vagina_exposed gte 1 or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt gte 1) and $worn.under_lower.vagina_exposed gte 1 and $worn.genitals.vagina_exposed gte 1>>
<<set $_anus_exposed to $worn.over_lower.anus_exposed gte 1 and ($worn.lower.anus_exposed gte 1 or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt gte 1) and $worn.under_lower.anus_exposed gte 1 and $worn.genitals.anus_exposed gte 1>>
<<if $_genitals_exposed>>
<<if $penisuse is 0>>
<<set _handGuideOptions["your penis"] to "penis">>
<</if>>
<<if $vaginause is 0>>
<<set _handGuideOptions["your pussy"] to "pussy">>
<</if>>
<</if>>
<<if $anususe is 0 and $_anus_exposed>>
<<set _handGuideOptions["your ass"] to "ass">>
<</if>>
<<if ($choketrait or ($chokeorgasm gte 1) or ($awarelevel gte 2)) and !$neckuse>>
<<set _handGuideOptions["your neck"] to "neck">>
<</if>>
<<if Object.keys(_handGuideOptions).length gt 0>>
<<if _args[0] is "left">>
<<set _leftaction["Guide " + $NPCList[$lefttarget].pronouns.him + " to"] to "handguide">>
<<else>>
<<set _rightaction["Guide " + $NPCList[$righttarget].pronouns.him + " to"] to "handguide">>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "removeButtplug">>
<<if _args[0] and ($lefttarget is "self" or $options.targetYourself is false or _targetnumber is 1) and playerHasButtPlug() and !playerChastity("anus")>>
<<if _args[0] is "left">>
<<if ($worn.over_lower.exposed gte 1 and $worn.lower.exposed gte 1) or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1 or $worn.lower.type.includes("naked") and !["othermouthImminent","othermouth","imminent","doubleimminent","penetrated","doublepenetrated"].includes($anusstate)>>
<<set _leftaction["Remove your "+$worn.butt_plug.name] to "removebuttplug">>
<</if>>
<</if>>
<<if _args[0] is "right">>
<<if ($worn.over_lower.exposed gte 1 and $worn.lower.exposed gte 1) or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1 or $worn.lower.type.includes("naked") and !["othermouthImminent","othermouth","imminent","doubleimminent","penetrated","doublepenetrated"].includes($anusstate)>>
<<set _rightaction["Remove your "+$worn.butt_plug.name] to "removebuttplug">>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "combatMasturbate">>
<<if _args[0] isnot undefined>>
<<if ($worn.over_lower.exposed gte 1 and $worn.lower.exposed gte 1) or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1 or $worn.lower.type.includes("naked")>>
<<if _args[0] is "left">>
<<if hasSexStat("promiscuity", 2) and ($lefttarget is "self" or $options.targetYourself is false or _targetnumber is 1)>>
<<if $player.penisExist and $penisuse is 0 and !playerChastity("penis")>>
<<set _leftaction["Stroke your penis"] to "leftmasturbatepenis">>
<</if>>
<<if $player.vaginaExist and $vaginause is 0 and !playerChastity("vagina")>>
<<set _leftaction["Play with your pussy"] to "leftmasturbatepussy">>
<</if>>
<<if hasSexStat("promiscuity", 3) and $awareness gte 200 and $anususe is 0 and !playerChastity("anus")>>
<<set _leftaction["Play with your anus"] to "leftmasturbateanus">>
<</if>>
<</if>>
<</if>>
<<if _args[0] is "right">>
<<if hasSexStat("promiscuity", 2) and ($righttarget is "self" or $options.targetYourself is false or _targetnumber is 1)>>
<<if $player.penisExist and $penisuse is 0 and !playerChastity("penis")>>
<<set _rightaction["Stroke your penis"] to "rightmasturbatepenis">>
<</if>>
<<if $player.vaginaExist and $vaginause is 0 and !playerChastity("vagina")>>
<<set _rightaction["Play with your pussy"] to "rightmasturbatepussy">>
<</if>>
<<if hasSexStat("promiscuity", 3) and $awareness gte 200 and $anususe is 0 and !playerChastity("anus")>>
<<set _rightaction["Play with your anus"] to "rightmasturbateanus">>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "applyLube">>
<<if _args[0] is "left" and ($lefttarget is "self" or $options.targetYourself is false or _targetnumber is 1)>>
<<set _items to window.listUniqueCarriedSextoys()>>
<<for _i = 0; _i < _items.length; _i++>>
<<if _items[_i].type.includes("lube")>>
<<set _hasLube to true>>
<<break>>
<</if>>
<</for>>
<<if _hasLube is true>>
<<if $worn.over_lower.vagina_exposed isnot 0 and $worn.lower.vagina_exposed isnot 0 and $worn.under_lower.vagina_exposed isnot 0 and $worn.genitals.vagina_exposed isnot 0>>
<<if !["othermouthentrance","othermouthimminent","othermouth","penetrated","otheranus"].includes($penisstate) and $player.penisExist>>
<<set $_penis to (!playerHasStrapon() ? "penis" : "strap-on")>>
<<set _leftaction["Lubricate your " + $_penis] to "lubepenis">>
<</if>>
<<if !["othermouthimminent","othermouth","imminent","penetrated","doubleimminent","doublepenetrated"].includes($vaginastate) and $player.vaginaExist>>
<<set _leftaction["Lubricate your pussy"] to "lubepussy">>
<</if>>
<</if>>
<<if $worn.over_lower.anus_exposed isnot 0 and $worn.lower.anus_exposed isnot 0 and $worn.under_lower.anus_exposed isnot 0 and $worn.genitals.anus_exposed isnot 0>>
<<if !["othermouthimminent","othermouth","imminent","penetrated","doubleimminent","doublepenetrated"].includes($anusstate)>>
<<set _leftaction["Lubricate your anus"] to "lubeanus">>
<</if>>
<</if>>
<</if>>
<</if>>
<<if _args[0] is "right" and ($righttarget is "self" or $options.targetYourself is false or _targetnumber is 1)>>
<<set _items to window.listUniqueCarriedSextoys()>>
<<for _i; _i < _items.length; _i++>>
<<if _items[_i].type.includes("lube")>>
<<set _hasLube to true>>
<<break>>
<</if>>
<</for>>
<<if _hasLube is true>>
<<if $worn.over_lower.vagina_exposed isnot 0 and $worn.lower.vagina_exposed isnot 0 and $worn.under_lower.vagina_exposed isnot 0 and $worn.genitals.vagina_exposed isnot 0>>
<<if !["othermouthentrance","othermouthimminent","othermouth","penetrated","otheranus"].includes($penisstate) and $player.penisExist>>
<<set _rightaction["Lubricate your penis"] to "lubepenis">>
<</if>>
<<if !["othermouthimminent","othermouth","imminent","penetrated","doubleimminent","doublepenetrated"].includes($vaginastate) and $player.vaginaExist>>
<<set _rightaction["Lubricate your pussy"] to "lubepussy">>
<</if>>
<</if>>
<<if $worn.over_lower.anus_exposed isnot 0 and $worn.lower.anus_exposed isnot 0 and $worn.under_lower.anus_exposed isnot 0 and $worn.genitals.anus_exposed isnot 0>>
<<if !["othermouthimminent","othermouth","imminent","penetrated","doubleimminent","doublepenetrated"].includes($anusstate)>>
<<set _rightaction["Lubricate your anus"] to "lubeanus">>
<</if>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "heldSexToy">>
<<if _args[0] isnot undefined>>
<<if _args[0] is "left">>
/* rest */
<<set _leftaction["Rest"] to "heldSexToy">>
/* Drop sex toy */
<<set _leftaction["Drop your "+$currentSexToyLeft.name] to "dildoDrop">>
/* NPC fuck */
<<if $lefttarget isnot undefined and $lefttarget isnot "self">>
<<if $NPCList[$lefttarget].vagina isnot "none" and $NPCList[$lefttarget].vagina is 0 and $currentSexToyLeft.type.includes("dildo")>>
<<set _leftaction["Move your "+$currentSexToyLeft.name+" to "+$NPCList[$lefttarget].pronouns.his+" pussy"] to "dildoOtherPussyTease">>
<</if>>
<<if $NPCList[$lefttarget].penis isnot "none" and $NPCList[$lefttarget].penis is 0 and !npcHasStrapon($lefttarget) and $currentSexToyLeft.type.includes("stroker")>>
<<set _leftaction["Move your " + $currentSexToyLeft.name + " to " + $NPCList[$lefttarget].pronouns.his + " penis"] to "strokerOtherPenisTease">>
<</if>>
<<if $analdisable is "f" and $NPCList[$lefttarget].vagina isnot "none" and $NPCList[$lefttarget].vagina is 0 and $currentSexToyLeft.type.includes("dildo")>>
<<set _leftaction["Move your "+$currentSexToyLeft.name+" to "+$NPCList[$lefttarget].pronouns.his+" anus"] to "dildoOtherAnusTease">>
<</if>>
<<if $analdisable is "f" and $NPCList[$lefttarget].penis isnot "none" and $NPCList[$lefttarget].penis is 0 and $currentSexToyLeft.type.includes("dildo")>>
<<set _leftaction["Move your "+$currentSexToyLeft.name+" to "+$NPCList[$lefttarget].pronouns.his+" anus"] to "dildoOtherAnusTease">>
<</if>>
<</if>>
/* Masturbate */
<<if $worn.lower.state isnot setup.clothes.lower[clothesIndex('lower', $worn.lower)].state_base or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1 or $worn.lower.type.includes("naked")>>
<<if hasSexStat("promiscuity", 3) and ($lefttarget is "self" or $options.targetYourself is false or _targetnumber is 1)>>
<<if $player.vaginaExist and $currentSexToyLeft.type.includes("dildo")>>
<<set _leftaction["Move your "+$currentSexToyLeft.name+" to your pussy"] to "dildoSelfPussyEntrance">>
<</if>>
<<if $analdisable is "f" and $currentSexToyLeft.type.includes("dildo")>>
<<set _leftaction["Move your "+$currentSexToyLeft.name+" to your anus"] to "dildoSelfAnusEntrance">>
<</if>>
<<if $player.penisExist and $currentSexToyLeft.type.includes("stroker")>>
<<set _leftaction["Move your "+$currentSexToyLeft.name+" to your penis"] to "strokerSelfPenisEntrance">>
<</if>>
<</if>>
<</if>>
<</if>>
<<if _args[0] is "right">>
/* rest */
<<set _rightaction["Rest"] to "heldSexToy">>
/* Drop sex toy */
<<set _rightaction["Drop your "+$currentSexToyRight.name] to "dildoDrop">>
/* NPC fuck */
<<if $righttarget isnot undefined and $righttarget isnot "self">>
<<if $NPCList[$righttarget].vagina isnot "none" and $NPCList[$righttarget].vagina is 0 and $currentSexToyRight.type.includes("dildo")>>
<<set _rightaction["Move your "+$currentSexToyRight.name+" to "+$NPCList[$righttarget].pronouns.his+" pussy"] to "dildoOtherPussyTease">>
<</if>>
<<if $NPCList[$righttarget].penis isnot "none" and $NPCList[$righttarget].penis is 0 and !npcHasStrapon($righttarget) and $currentSexToyRight.type.includes("stroker")>>
<<set _rightaction["Move your " + $currentSexToyRight.name + " to " + $NPCList[$righttarget].pronouns.his + " penis"] to "strokerOtherPenisTease">>
<</if>>
<<if $analdisable is "f" and $NPCList[$righttarget].vagina isnot "none" and $NPCList[$righttarget].vagina is 0 and $currentSexToyRight.type.includes("dildo")>>
<<set _rightaction["Move your "+$currentSexToyRight.name+" to "+$NPCList[$righttarget].pronouns.his+" anus"] to "dildoOtherAnusTease">>
<</if>>
<<if $analdisable is "f" and $NPCList[$righttarget].penis isnot "none" and $NPCList[$righttarget].penis is 0 and $currentSexToyRight.type.includes("dildo")>>
<<set _rightaction["Move your "+$currentSexToyRight.name+" to "+$NPCList[$righttarget].pronouns.his+" anus"] to "dildoOtherAnusTease">>
<</if>>
<</if>>
/* Masturbate */
<<if $worn.lower.state isnot setup.clothes.lower[clothesIndex('lower', $worn.lower)].state_base or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1 or $worn.lower.type.includes("naked")>>
<<if hasSexStat("promiscuity", 3) and ($righttarget is "self" or $options.targetYourself is false or _targetnumber is 1)>>
<<if $player.vaginaExist and $currentSexToyRight.type.includes("dildo")>>
<<set _rightaction["Move your "+$currentSexToyRight.name+" to your pussy"] to "dildoSelfPussyEntrance">>
<</if>>
<<if $analdisable is "f" and $currentSexToyRight.type.includes("dildo")>>
<<set _rightaction["Move your "+$currentSexToyRight.name+" to your anus"] to "dildoSelfAnusEntrance">>
<</if>>
<<if $player.penisExist and $currentSexToyRight.type.includes("stroker")>>
<<set _rightaction["Move your "+$currentSexToyRight.name+" to your penis"] to "strokerSelfPenisEntrance">>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "dildoSelfPussyEntrance">>
<<if _args[0] isnot undefined>>
<<if _args[0] is "left">>
<<set $_genitals_exposed to $worn.over_lower.vagina_exposed gte 1 and ($worn.lower.vagina_exposed gte 1 or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt gte 1) and $worn.under_lower.vagina_exposed gte 1 and $worn.genitals.vagina_exposed gte 1>>
<<if hasSexStat("promiscuity", 3) and ($lefttarget is "self" or $options.targetYourself is false or _targetnumber is 1)>>
<<if $_genitals_exposed and $vaginause is 0>>
<<set _leftaction["Push your " + $currentSexToyLeft.name + " in"] to "dildoSelfPussy">>
<</if>>
<<if $_genitals_exposed and $anususe is 0>>
<<set _leftaction["Move your "+$currentSexToyLeft.name+" to your anus"] to "dildoSelfAnusEntrance">>
<</if>>
<</if>>
<<set _leftaction["Tease your pussy"] to "dildoSelfPussyEntrance">>
<<set _leftaction["Drop your " + $currentSexToyLeft.name] to "dildoDrop">>
<</if>>
<<if _args[0] is "right">>
<<set $_genitals_exposed to $worn.over_lower.vagina_exposed gte 1 and ($worn.lower.vagina_exposed gte 1 or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt gte 1) and $worn.under_lower.vagina_exposed gte 1 and $worn.genitals.vagina_exposed gte 1>>
<<if hasSexStat("promiscuity", 3) and ($righttarget is "self" or $options.targetYourself is false or _targetnumber is 1)>>
<<if $_genitals_exposed and $vaginause is 0>>
<<set _rightaction["Push your " + $currentSexToyRight.name + " in"] to "dildoSelfPussy">>
<</if>>
<<if $_genitals_exposed and $anususe is 0>>
<<set _rightaction["Move your "+$currentSexToyRight.name+" to your anus"] to "dildoSelfAnusEntrance">>
<</if>>
<</if>>
<<set _rightaction["Tease your pussy"] to "dildoSelfPussyEntrance">>
<<set _rightaction["Drop your " + $currentSexToyRight.name] to "dildoDrop">>
<</if>>
<</if>>
<</widget>>
<<widget "dildoSelfAnusEntrance">>
<<if _args[0] isnot undefined>>
<<if _args[0] is "left">>
<<set $_genitals_exposed to $worn.over_lower.vagina_exposed gte 1 and ($worn.lower.vagina_exposed gte 1 or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt gte 1) and $worn.under_lower.vagina_exposed gte 1 and $worn.genitals.vagina_exposed gte 1>>
<<set $_anus_exposed to $worn.over_lower.anus_exposed gte 1 and ($worn.lower.anus_exposed gte 1 or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt gte 1) and $worn.under_lower.anus_exposed gte 1 and $worn.genitals.anus_exposed gte 1>>
<<if hasSexStat("promiscuity", 3) and ($lefttarget is "self" or $options.targetYourself is false or _targetnumber is 1)>>
<<if $_anus_exposed and $anususe is 0>>
<<set _leftaction["Push your " + $currentSexToyLeft.name + " in"] to "dildoSelfAnus">>
<</if>>
<<if $_genitals_exposed and $vaginause is 0>>
<<set _leftaction["Move your "+$currentSexToyLeft.name+" to your pussy"] to "dildoSelfPussyEntrance">>
<</if>>
<</if>>
<<set _leftaction["Tease your anus"] to "dildoSelfAnusEntrance">>
<<set _leftaction["Drop your " + $currentSexToyLeft.name] to "dildoDrop">>
<</if>>
<<if _args[0] is "right">>
<<set $_genitals_exposed to $worn.over_lower.vagina_exposed gte 1 and ($worn.lower.vagina_exposed gte 1 or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt gte 1) and $worn.under_lower.vagina_exposed gte 1 and $worn.genitals.vagina_exposed gte 1>>
<<set $_anus_exposed to $worn.over_lower.anus_exposed gte 1 and ($worn.lower.anus_exposed gte 1 or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt gte 1) and $worn.under_lower.anus_exposed gte 1 and $worn.genitals.anus_exposed gte 1>>
<<if hasSexStat("promiscuity", 3) and ($righttarget is "self" or $options.targetYourself is false or _targetnumber is 1)>>
<<if $_anus_exposed and $anususe is 0>>
<<set _rightaction["Push your " + $currentSexToyRight.name + " in"] to "dildoSelfAnus">>
<</if>>
<<if $_genitals_exposed and $vaginause is 0>>
<<set _rightaction["Move your "+$currentSexToyRight.name+" to your pussy"] to "dildoSelfPussyEntrance">>
<</if>>
<</if>>
<<set _rightaction["Tease your anus"] to "dildoSelfAnusEntrance">>
<<set _rightaction["Drop your " + $currentSexToyRight.name] to "dildoDrop">>
<</if>>
<</if>>
<</widget>>
<<widget "strokerSelfPenisEntrance">>
<<if _args[0] isnot undefined>>
<<if _args[0] is "left">>
<<set $_genitals_exposed to $worn.over_lower.vagina_exposed gte 1 and ($worn.lower.vagina_exposed gte 1 or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt gte 1) and $worn.under_lower.vagina_exposed gte 1 and $worn.genitals.vagina_exposed gte 1>>
<<if hasSexStat("promiscuity", 3) and ($lefttarget is "self" or $options.targetYourself is false or _targetnumber is 1)>>
<<if $_genitals_exposed and $penisuse is 0>>
<<set _leftaction["Penetrate your " + $currentSexToyLeft.name] to "strokerSelfPenis">>
<</if>>
<</if>>
<<set _leftaction["Tease your penis"] to "strokerSelfPenisEntrance">>
<<set _leftaction["Drop your " + $currentSexToyLeft.name] to "dildoDrop">>
<</if>>
<<if _args[0] is "right">>
<<set $_genitals_exposed to $worn.over_lower.vagina_exposed gte 1 and ($worn.lower.vagina_exposed gte 1 or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt gte 1) and $worn.under_lower.vagina_exposed gte 1 and $worn.genitals.vagina_exposed gte 1>>
<<if hasSexStat("promiscuity", 3) and ($righttarget is "self" or $options.targetYourself is false or _targetnumber is 1)>>
<<if $_genitals_exposed and $penisuse is 0>>
<<set _rightaction["Penetrate your " + $currentSexToyRight.name] to "strokerSelfPenis">>
<</if>>
<</if>>
<<set _rightaction["Tease your penis"] to "strokerSelfPenisEntrance">>
<<set _rightaction["Drop your " + $currentSexToyRight.name] to "dildoDrop">>
<</if>>
<</if>>
<</widget>><<widget "effectshandsclothes">>
/* Unified each clothing action for both hands. To add conditionals for both hands, use: if $leftaction is $rightaction as a block inside */
<<if $leftaction is "over_upper" or $rightaction is "over_upper">>
<<if $leftaction is "over_upper">><<set $leftaction to 0>><<set $leftactiondefault to "rest">><</if>>
<<if $rightaction is "over_upper">><<set $rightaction to 0>><<set $rightactiondefault to "rest">><</if>>
<<if $worn.over_upper.name is "naked">>
You clutch the tattered remains of your clothing.
<<elseif $worn.over_upper.open is 1>>
<<set $worn.over_upper.exposed to 2>><<set $worn.over_upper.state_top to "midriff">>
<<if $worn.upper.exposed lt 2>>
You pull down your $worn.over_upper.name.
<<elseif $player.breastsize gte 3>>
You pull down your $worn.over_upper.name <span class="lewd">and your <<breasts>> flop out.</span>
<<else>>
You pull down your $worn.over_upper.name, <span class="lewd">exposing your <<breasts>>.</span>
<</if>>
<<overupperstrip>>
<<else>>
<<set $worn.over_upper.exposed to 2>><<set $worn.over_upper.state to "chest">>
<<if $worn.upper.exposed lt 2>>
You pull up your $worn.over_upper.name.
<<elseif $player.breastsize gte 3>>
You pull up your $worn.over_upper.name <span class="lewd">and your <<breasts>> flop out.</span>
<<else>>
You pull up your $worn.over_upper.name, <span class="lewd">exposing your <<breasts>>.</span>
<</if>>
<<overupperstrip>>
<</if>>
<</if>>
<<if $leftaction is "upper" or $rightaction is "upper">>
<<if $leftaction is "upper">><<set $leftaction to 0>><<set $leftactiondefault to "rest">><</if>>
<<if $rightaction is "upper">><<set $rightaction to 0>><<set $rightactiondefault to "rest">><</if>>
<<if $worn.upper.name is "naked">>
You clutch the tattered remains of your clothing.
<<elseif $worn.upper.open is 1>>
<<set $worn.upper.exposed to 2>><<set $worn.upper.state_top to "midriff">>
<<if $player.breastsize gte 3>>
You pull down your $worn.upper.name <span class="lewd">and your <<breasts>> flop out.</span>
<<else>>
You pull down your $worn.upper.name, <span class="lewd">exposing your <<breasts>>.</span>
<</if>>
<<upperstrip>>
<<else>>
<<set $worn.upper.exposed to 2>><<set $worn.upper.state to "chest">>
<<if $player.breastsize gte 3>>
You pull up your $worn.upper.name <span class="lewd">and your <<breasts>> flop out.</span>
<<else>>
You pull up your $worn.upper.name, <span class="lewd">exposing your <<breasts>>.</span>
<</if>>
<<upperstrip>>
<</if>>
<</if>>
<<if $leftaction is "under_upper" or $rightaction is "under_upper">>
<<if $leftaction is "under_upper">><<set $leftaction to 0>><<set $leftactiondefault to "rest">><</if>>
<<if $rightaction is "under_upper">><<set $rightaction to 0>><<set $rightactiondefault to "rest">><</if>>
<<if $worn.under_upper.name is "naked">>
You clutch the tattered remains of your clothing.
<<elseif $worn.under_upper.open is 1>>
<<set $worn.under_upper.exposed to 2>><<set $worn.under_upper.state_top to "midriff">>
<<if $player.breastsize gte 3>>
You pull down your $worn.under_upper.name <span class="lewd">and your <<breasts>> flop out.</span>
<<else>>
You pull down your $worn.under_upper.name, <span class="lewd">exposing your <<breasts>>.</span>
<</if>>
<<underupperstrip>>
<<else>>
<<set $worn.under_upper.exposed to 2>><<set $worn.under_upper.state to "chest">>
<<if $player.breastsize gte 3>>
You pull up your $worn.under_upper.name <span class="lewd">and your <<breasts>> flop out.</span>
<<else>>
You pull up your $worn.under_upper.name, <span class="lewd">exposing your <<breasts>>.</span>
<</if>>
<<underupperstrip>>
<</if>>
<</if>>
/* Todo: over_lower here, but I don't know what the conditions should be. Please remove this comment when it's been fixed. */
<<if $leftaction is "lower" or $rightaction is "lower">>
<<if $leftaction is "lower">><<set $leftaction to 0>><<set $leftactiondefault to "rest">><</if>>
<<if $rightaction is "lower">><<set $rightaction to 0>><<set $rightactiondefault to "rest">><</if>>
<<set $worn.lower.vagina_exposed to 1>><<set $worn.lower.anus_exposed to 1>><<set $worn.lower.exposed to 2>>
<<if $worn.lower.name is "naked">>
You clutch the tattered remains of your clothing.
<<elseif setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
<<set $worn.lower.skirt_down to 0>>
You lift up your $worn.lower.name, <span class="lewd">exposing your <<undies>>.</span>
<<lowerstrip>>
<<else>>
<<set $worn.lower.state to "thighs">>
You pull down your $worn.lower.name, <span class="lewd">exposing your <<undies>>.</span>
<<lowerstrip>>
<</if>>
<</if>>
<<if $leftaction is "under_lower" or $rightaction is "under_lower">>
<<if $leftaction is "under_lower">><<set $leftaction to 0>><<set $leftactiondefault to "rest">><</if>>
<<if $rightaction is "under_lower">><<set $rightaction to 0>><<set $rightactiondefault to "rest">><</if>>
<<set $worn.under_lower.anus_exposed to 1>><<set $worn.under_lower.vagina_exposed to 1>><<set $worn.under_lower.exposed to 2>>
<<set $worn.under_lower.state to "thighs">>
/* Strapon code is here, if needed to move to the genital-clothing section */
/*<<if playerHasStrapon()>>
<<if $playerPenisSizeBackup isnot undefined>>
<<set $player.penissize to $playerPenisSizeBackup>>
<</if>>
<</if>>*/
<<if $worn.under_lower.name is "naked">>
You clutch the tattered remains of your clothing.
<<elseif $worn.lower.exposed gte 2>>
You pull down your $worn.under_lower.name, <span class="lewd">exposing your <<genitals>>.</span>
<<underlowerstrip>>
<<else>>
You pull down your $worn.under_lower.name under your $worn.lower.name.
<<underlowerstrip>>
<</if>>
<</if>>
<<if $leftaction is "under_lower_to_the_side" or $rightaction is "under_lower_to_the_side">>
<<if $leftaction is "under_lower_to_the_side">><<set $leftaction to 0>><<set $leftactiondefault to "rest">><</if>>
<<if $rightaction is "under_lower_to_the_side">><<set $rightaction to 0>><<set $rightactiondefault to "rest">><</if>>
<<set $worn.under_lower.anus_exposed to 1>><<set $worn.under_lower.vagina_exposed to 1>><<set $worn.under_lower.exposed to 2>>
<<set $worn.under_lower.state to "totheside">>
<<if $worn.under_lower.name is "naked">>
You clutch the tattered remains of your clothing.
<<elseif $worn.lower.exposed gte 2>>
You pull your $worn.under_lower.name to the side, <span class="lewd">exposing your <<genitals>>.</span>
<<else>>
You pull your $worn.under_lower.name to the side under your $worn.lower.name.
<</if>>
<</if>>
<<if $leftaction is "mask" or $rightaction is "mask">>
<<if $leftaction is "mask">><<set $leftaction to 0>><<set $leftactiondefault to "rest">><</if>>
<<if $rightaction is "mask">><<set $rightaction to 0>><<set $rightactiondefault to "rest">><</if>>
<<if $worn.face.name is "naked">>
You clutch the tattered remains of your mask.
<<else>>
You pull down your $worn.face.name, <span class="lewd">revealing your face.</span>
<</if>>
<<facestrip>>
<</if>>
<</widget>>
<<widget "effectsspray">>
<<if $leftaction is "spray" and $rightaction is "spray">>
<<set $leftactiondefault to "lefthit">><<set $rightactiondefault to "righthit">><<set $leftaction to 0>><<set $rightaction to 0>>
<<if $spray gte 2>>
<<set _baseDamage to 400>>
<<set $spraystat += 2>><<spray -2>><<set $speechspray to 1>>
<<if $enemytype is "beast">>
You hold the spray in both hands, and unload a full blast in the <<beasttypes>> face. It whimpers.
<<elseif $NPCList[0].fullDescription is "Ivory Wraith">>
You hold the spray in both hands, and unload a full blast in the figure's face. <span class="red">It doesn't even blink.</span>
<<elseif $enemyno gte 2>>
You hold the spray in both hands, and unload a full blast at the <<group>>. They clutch their faces.
<<if !$npc.includes("Eden") and !$npc.includes("Morgan") and !$npc.includes("Kylar") and !$abomination and !["island"].includes($location)>>
<<ggcrime "assault">><<crimeUp 500 "assault">>
<</if>>
<<else>>
You hold the spray in both hands, and unload a full blast at the assailant. <<He>> clutches <<his>> face.
<<if !$npc.includes("Eden") and !$npc.includes("Morgan") and !$npc.includes("Kylar") and !$abomination and !["island"].includes($location)>>
<<ggcrime "assault">><<crimeUp 500 "assault">>
<</if>>
<</if>>
<<effectssprayFree>>
<<elseif $spray gte 1>>
<<set _baseDamage to 200>>
<<set $spraystat += 1>><<spray -1>><<set $speechspray to 1>>
<<if $enemytype is "beast">>
You spray the <<beasttype>> in the face. It whimpers.
<<elseif $NPCList[0].fullDescription is "Ivory Wraith">>
You spray the figure in the face. <span class="red">It doesn't even blink.</span>
<<elseif $enemyno gte 2>>
You spray the <<group>>. They clutch their faces.
<<if !$npc.includes("Eden") and !$npc.includes("Morgan") and !$npc.includes("Kylar") and !$abomination and !["island"].includes($location)>>
<<ggcrime "assault">><<crimeUp 500 "assault">>
<</if>>
<<else>>
You spray the assailant. <<He>> clutches <<his>> face.
<<if !$npc.includes("Eden") and !$npc.includes("Morgan") and !$npc.includes("Kylar") and !$abomination and !["island"].includes($location)>>
<<ggcrime "assault">><<crimeUp 500 "assault">>
<</if>>
<</if>>
<<effectssprayFree>>
<<else>>
<<if $enemytype is "beast">>
You try to spray the <<beasttype>> in the face. Nothing comes out.
<<elseif $enemyno gte 2>>
You try to spray the <<group>>. Nothing comes out.
<<else>>
You try to spray the assailant. Nothing comes out.
<</if>>
<</if>>
<<elseif $leftaction is "spray">>
<<set $leftactiondefault to "lefthit">><<set $leftaction to 0>>
<<if $spray gte 1>>
<<set _baseDamage to 200>>
<<set $spraystat += 1>><<spray -1>><<set $speechspray to 1>>
<<if $enemytype is "beast">>
You spray the <<beasttype>> in the face. It whimpers.
<<elseif $NPCList[0].fullDescription is "Ivory Wraith">>
You spray the figure in the face. <span class="red">It doesn't even blink.</span>
<<elseif $enemyno gte 2>>
You spray the <<group>>. They clutch their faces.
<<if !$npc.includes("Eden") and !$npc.includes("Morgan") and !$npc.includes("Kylar") and !$abomination and !["island"].includes($location)>>
<<ggcrime "assault">><<crimeUp 500 "assault">>
<</if>>
<<else>>
You spray the assailant. <<He>> clutches <<his>> face.
<<if !$npc.includes("Eden") and !$npc.includes("Morgan") and !$npc.includes("Kylar") and !$abomination and !["island"].includes($location)>>
<<ggcrime "assault">><<crimeUp 500 "assault">>
<</if>>
<</if>>
<<effectssprayFree>>
<<else>>
<<if $enemytype is "beast">>
You try to spray the <<beasttype>> in the face. Nothing comes out.
<<elseif $enemyno gte 2>>
You try to spray the <<group>>. Nothing comes out.
<<else>>
You try to spray the assailant. Nothing comes out.
<</if>>
<</if>>
<<elseif $rightaction is "spray">>
<<set $rightactiondefault to "righthit">><<set $rightaction to 0>>
<<if $spray gte 1>>
<<set _baseDamage to 200>>
<<set $spraystat += 1>><<spray -1>><<set $speechspray to 1>>
<<if $enemytype is "beast">>
You spray the <<beasttype>> in the face. It whimpers.
<<elseif $NPCList[0].fullDescription is "Ivory Wraith">>
You spray the figure in the face. <span class="red">It doesn't even blink.</span>
<<elseif $enemyno gte 2>>
You spray the <<group>>. They clutch their faces.
<<if !$npc.includes("Eden") and !$npc.includes("Morgan") and !$npc.includes("Kylar") and !$abomination and !["island"].includes($location)>>
<<ggcrime "assault">><<crimeUp 500 "assault">>
<</if>>
<<else>>
You spray the assailant. <<He>> clutches <<his>> face.
<<if !$npc.includes("Eden") and !$npc.includes("Morgan") and !$npc.includes("Kylar") and !$abomination and !["island"].includes($location)>>
<<ggcrime "assault">><<crimeUp 500 "assault">>
<</if>>
<</if>>
<<effectssprayFree>>
<<else>>
<<if $enemytype is "beast">>
You try to spray the <<beasttype>> in the face. Nothing comes out.
<<elseif $enemyno gte 2>>
You try to spray the <<group>>. Nothing comes out.
<<else>>
You try to spray the assailant. Nothing comes out.
<</if>>
<</if>>
<</if>>
<<if _baseDamage>>
<<set _totalDamage to 0>>
<<set _npctodefeat to []>>
<<for _npctodamage to 0; _npctodamage lt $enemynomax; _npctodamage++>>
<<if $NPCList[_npctodamage].active is "active" and $NPCList[_npctodamage].stance isnot "defeated" and (!$fightTargets or $fightTargets.includes(_npctodamage))>>
<<set _enemydivide to $fightTargets ? $enemyno-$fightTargets.length : $enemyno>> /* Divide damage by all current active enemies. */
<<set _thedamage to _baseDamage/_enemydivide>>
<<if $NPCList[_npctodamage].fullDescription is "Ivory Wraith">>
<<set _thedamage to (_thedamage / 4)>>
<</if>>
<<set $NPCList[_npctodamage].health -= _thedamage>>
<<set _totalDamage += _thedamage>>
<<if $enemyno gte 2 and $NPCList[_npctodamage].health lte 0>>
<<set _npctodefeat.push(_npctodamage)>>
<</if>>
<</if>>
<</for>>
<<for $_defeatcontroller to 0; $_defeatcontroller lt _npctodefeat.length; $_defeatcontroller++>>
<<if $enemyno gte 2>>
<<defeatnpc _npctodefeat[$_defeatcontroller]>>
<</if>>
<</for>>
<<set $enemyhealth -= _totalDamage>>
<</if>>
<</widget>>
<<widget "effectssprayFree">><<silently>>
<<if $prof_spray_message>>
<<set $_text_output to "Your spray was accurate. You didn't need to use a full cartridge, saving ammo.">>
<<unset $prof_spray_message>>
<</if>>
<</silently>><<if $_text_output>><span class="green"><<print $_text_output>></span><</if>>
<</widget>>
<<widget "effectssteal">>
<<if $leftaction is "steal" and $rightaction is "steal" and $lefttarget is $righttarget>>
<<set $leftaction to 0>><<set $rightaction to 0>>
<<set $leftactiondefault to "steal">><<set $rightactiondefault to "steal">>
<<if $easySteal isnot 1>><<set $skulduggerydifficulty += 400>><</if>><<skulduggerycheck>>
<<unset $stealstateleft>><<unset $stealstateright>>
<<personselect $lefttarget>>
<<if $skulduggerysuccess is 1>>
<<set $stealtarget += $lefttarget>><<set $stealdifficulty += 0.2>>
You rummage through the <<persons>> <<wallet $lefttarget>>. <<encountersteal>>
<<set $leftactiondefault to "rest">><<set $rightactiondefault to "rest">>
<<else>>
<<brat 30 $lefttarget>><<set $speechsteal to 1>>
You rummage inside the <<persons>> <<wallet $lefttarget>>. <<He>> notices and shifts <<his>> valuables away from your hands.
<</if>>
<</if>>
<<if $leftaction is "steal">>
<<set $leftactiondefault to "steal">><<set $leftaction to 0>><<skulduggerycheck>>
<<personselect $lefttarget>>
<<if $skulduggerysuccess is 1>>
<<if $stealstateleft is undefined>>
<<set $stealstateleft to 0>>
You run your hand over the <<persons>> skin, until it rests on <<his>> <<wallet $lefttarget>>.
<<elseif $stealstateleft is 0>>
<<set $stealstateleft to 1>>
You open the <<persons>> <<wallet $lefttarget>>.
<<elseif $stealstateleft is 1>>
<<set $stealstateleft to 2>>
You rummage through the <<persons>> <<wallet $lefttarget>>.
<<else>>
<<unset $stealstateleft>><<set $stealtarget += $lefttarget>><<set $stealdifficulty += 0.2>>
You sneak your hand into the <<persons>> <<wallet $lefttarget>>. <<encountersteal>><<set $leftactiondefault to "rest">>
<</if>>
<<else>>
<<brat 30 $lefttarget>><<set $speechsteal to 1>>
<<if $stealstateleft is undefined>>
You run your hand over the <<persons>> skin, until it rests on <<his>> <<wallet $lefttarget>>. <<He>> isn't fooled. <<He>> shifts <<his>> valuables away from you.
<<elseif $stealstateleft is 0>>
You try to open the <<persons>> <<wallet $lefttarget>>. <<He>> notices and shifts <<his>> valuables away.
<<elseif $stealstateleft is 1>>
You rummage through the <<persons>> <<wallet $lefttarget>>. <<He>> notices and shifts <<his>> valuables away.
<<else>>
You sneak your hand into the <<persons>> <<wallet $lefttarget>>. <<He>> notices and shifts <<his>> valuables away.
<</if>>
<<unset $stealstateleft>>
<</if>>
<</if>>
<<if $rightaction is "steal">>
<<set $rightaction to 0>><<set $rightactiondefault to "steal">><<skulduggerycheck>>
<<personselect $righttarget>>
<<if $skulduggerysuccess is 1>>
<<if $stealstateright is undefined>>
<<set $stealstateright to 0>>
You run your hand over the <<persons>> skin, until it rests on <<his>> <<wallet $righttarget>>.
<<elseif $stealstateright is 0>>
<<set $stealstateright to 1>>
You open the <<persons>> <<wallet $righttarget>>.
<<elseif $stealstateright is 1>>
<<set $stealstateright to 2>>
You rummage through the <<persons>> <<wallet $righttarget>>.
<<else>>
<<unset $stealstateright>><<set $stealtarget += $righttarget>><<set $stealdifficulty += 0.2>>
You sneak your hand into the <<persons>> <<wallet $righttarget>>. <<encountersteal>><<set $rightactiondefault to "rest">>
<</if>>
<<else>>
<<brat 30 $righttarget>><<set $speechsteal to 1>>
<<if $stealstateright is undefined>>
You run your hand over the <<persons>> skin, until it rests on <<his>> <<wallet $righttarget>>. <<He>> isn't fooled. <<He>> shifts <<his>> valuables away from you.
<<elseif $stealstateright is 0>>
You try to open the <<persons>> <<wallet $righttarget>>. <<He>> notices and shifts <<his>> valuables away.
<<elseif $stealstateright is 1>>
You rummage through the <<persons>> <<wallet $righttarget>>. <<He>> notices and shifts <<his>> valuables away.
<<else>>
You sneak your hand into the <<persons>> <<wallet $righttarget>>. <<He>> notices and shifts <<his>> valuables away.
<</if>>
<<unset $stealstateright>>
<</if>>
<</if>>
<</widget>>
<<widget "effectspenwhack">>
<!--todo: maybe add some botched tattoos if pen is too close -->
<<if $leftaction is "penwhack">>
<<set $leftaction to 0>>
<<set $_target to $NPCList[$lefttarget]>>
<<if $_target.lefthand and ($_target.lefthand is "pen" or $_target.lefthand.startsWith("pen_"))>>
You whack the <<print $_target.lefttool>> from the <<personselect $lefttarget>><<persons>> hand.
<<if $_target.fullDescription is "Sydney" or ($_target.fullDescription is "Kylar" and C.npc.Kylar.rage lte 35) or $_target.type is "plant">>
<<He>> pouts at you.
<<brat 2 $lefttarget>>
<<else>>
Anger flashes across <<his>> face.
<<brat 5 $lefttarget>>
<</if>>
<<brat 5 $lefttarget>><<set $_target.lefthand to 0>><<set $_target.lefttool to 0>>
<<elseif $_target.righthand and ($_target.righthand is "pen" or $_target.righthand.startsWith("pen_"))>>
You whack the <<print $_target.righttool>> from the <<personselect $lefttarget>><<persons>> hand.
<<if $_target.fullDescription is "Sydney" or ($_target.fullDescription is "Kylar" and C.npc.Kylar.rage lte 35) or $_target.type is "plant">>
<<He>> pouts at you.
<<brat 2 $lefttarget>>
<<else>>
Anger flashes across <<his>> face.
<<brat 5 $lefttarget>>
<</if>>
<<brat 5 $lefttarget>><<set $_target.righthand to 0>><<set $_target.righttool to 0>>
<</if>>
<</if>>
<<if $rightaction is "penwhack">>
<<set $rightaction to 0>>
<<set $_target to $NPCList[$righttarget]>>
<<if $_target.lefthand and ($_target.lefthand is "pen" or $_target.lefthand.startsWith("pen_"))>>
You whack the <<print $_target.lefttool>> from the <<personselect $righttarget>><<persons>> hand.
<<if $_target.fullDescription is "Sydney" or ($_target.fullDescription is "Kylar" and C.npc.Kylar.rage lte 35) or $_target.type is "plant">>
<<He>> pouts at you.
<<brat 2 $righttarget>>
<<else>>
Anger flashes across <<his>> face.
<<brat 5 $righttarget>>
<</if>>
<<brat 5 $righttarget>><<set $_target.lefthand to 0>><<set $_target.lefttool to 0>>
<<elseif typeof($_target.righthand) is "string" and ($_target.righthand is "pen" or $_target.righthand.startsWith("pen_"))>>
You whack the <<print $_target.righttool>> from the <<personselect $righttarget>><<persons>> hand.
<<if $_target.fullDescription is "Sydney" or ($_target.fullDescription is "Kylar" and C.npc.Kylar.rage lte 35) or $_target.type is "plant">>
<<He>> pouts at you.
<<brat 2 $righttarget>>
<<else>>
Anger flashes across <<his>> face.
<<brat 5 $righttarget>>
<</if>>
<<brat 5 $righttarget>><<set $_target.righthand to 0>><<set $_target.righttool to 0>>
<</if>>
<</if>>
<</widget>>
<<widget "effectsshacklewhack">>
<<if $leftaction is "shacklewhack">>
<<set $leftaction to 0>>
<<personselect $lefttarget>>
<<set $_target to $NPCList[$lefttarget]>>
<<if $_target.lefthand is "shackle_entrance" or $_target.lefthand is "shackle_imminent">>
<<combat-reset-hand "left">>
<<elseif $_target.righthand is "shackle_entrance" or $_target.righthand is "shackle_imminent">>
<<combat-reset-hand "right">>
<</if>>
You whack the shackles from the <<persons>> hands. <<He>> clenches <<his>> fist.
<<brat 10 $lefttarget>>
<</if>>
<<if $rightaction is "shacklewhack">>
<<set $rightaction to 0>>
<<personselect $righttarget>>
<<set $_target to $NPCList[$righttarget]>>
<<if $_target.lefthand is "shackle_entrance" or $_target.lefthand is "shackle_imminent">>
<<combat-reset-hand "left">>
<<elseif $_target.righthand is "shackle_entrance" or $_target.righthand is "shackle_imminent">>
<<combat-reset-hand "right">>
<</if>>
You whack the shackles from the <<persons>> hands. <<He>> clenches <<his>> fist.
<<brat 10 $righttarget>>
<</if>>
<</widget>>
<<widget "effectshypnosiswhack">>
<<if $leftaction is "hypnosiswhack">>
<<set $leftaction to 0>>
<<personselect $lefttarget>>
<<set $_target to $NPCList[$lefttarget]>>
<<if $_target.lefthand is "hypnosis" or $_target.lefthand is "hypnosis_scream" or $_target.lefthand is "hypnosis_cover" or $_target.lefthand is "hypnosis_orgasm" or $_target.lefthand is "hypnosis_masochism">>
You whack the <<print $_target.lefttool>> from the <<personselect $lefttarget>><<persons>> hand.
<<combat-reset-hand "left">><<set $_target.lefttool to 0>>
<<elseif $_target.righthand is "hypnosis" or $_target.righthand is "hypnosis_scream" or $_target.righthand is "hypnosis_cover" or $_target.righthand is "hypnosis_orgasm" or $_target.righthand is "hypnosis_masochism">>
You whack the <<print $_target.righttool>> from the <<personselect $lefttarget>><<persons>> hand.
<<combat-reset-hand "right">><<set $_target.righttool to 0>>
<</if>>
<<brat 10 $lefttarget>>
<</if>>
<<if $rightaction is "hypnosiswhack">>
<<set $rightaction to 0>>
<<personselect $righttarget>>
<<set $_target to $NPCList[$righttarget]>>
<<if $_target.lefthand is "hypnosis" or $_target.lefthand is "hypnosis_scream" or $_target.lefthand is "hypnosis_cover" or $_target.lefthand is "hypnosis_orgasm" or $_target.lefthand is "hypnosis_masochism">>
You whack the <<print $_target.lefttool>> from the <<personselect $righttarget>><<persons>> hand.
<<combat-reset-hand "left">><<set $_target.lefttool to 0>>
<<elseif $_target.righthand is "hypnosis" or $_target.righthand is "hypnosis_scream" or $_target.righthand is "hypnosis_cover" or $_target.righthand is "hypnosis_orgasm" or $_target.righthand is "hypnosis_masochism">>
You whack the <<print $_target.righttool>> from the <<personselect $righttarget>><<persons>> hand.
<<combat-reset-hand "right">><<set $_target.righttool to 0>>
<</if>>
<<brat 10 $righttarget>>
<</if>>
<</widget>>
<<widget "effectsdildowhack">>
<<if $leftaction is "dildowhack">>
<<set $leftaction to 0>>
<<set $_target to $NPCList[$lefttarget]>>
<<if typeof($_target.lefthand) is "string" and $_target.lefthand.includes("dildo")>>
You whack the <<print $_target.lefttool>> from the <<personselect $lefttarget>><<persons>> hand.
<<if $_target.fullDescription is "Sydney" or ($_target.fullDescription is "Kylar" and C.npc.Kylar.rage lte 35) or $_target.type is "plant">>
<<He>> pouts at you.
<<brat 2 $lefttarget>>
<<elseif $consensual is 1>>
Disappointment flashes across <<his>> face.
<<brat 2 $lefttarget>>
<<else>>
Anger flashes across <<his>> face.
<<brat 5 $lefttarget>>
<</if>>
<<brat 5 $lefttarget>><<set $_target.lefthand to 0>><<set $_target.lefttool to 0>>
<<elseif typeof($_target.righthand) is "string" and $_target.righthand.includes("dildo")>>
You whack the <<print $_target.righttool>> from the <<personselect $lefttarget>><<persons>> hand.
<<if $_target.fullDescription is "Sydney" or ($_target.fullDescription is "Robin" and C.npc.Robin.rage lte 35) or $_target.type is "plant">>
<<He>> pouts at you.
<<brat 2 $lefttarget>>
<<elseif $consensual is 1>>
Disappointment flashes across <<his>> face.
<<else>>
Anger flashes across <<his>> face.
<<brat 5 $lefttarget>>
<</if>>
<<brat 5 $lefttarget>><<set $_target.righthand to 0>><<set $_target.righttool to 0>>
<</if>>
<</if>>
<<if $rightaction is "dildowhack">>
<<set $rightaction to 0>>
<<set $_target to $NPCList[$righttarget]>>
<<if typeof($_target.lefthand) is "string" and $_target.lefthand.includes("dildo")>>
You whack the <<print $_target.lefttool>> from the <<personselect $righttarget>><<persons>> hand.
<<if $_target.fullDescription is "Sydney" or ($_target.fullDescription is "Robin" and C.npc.Robin.rage lte 35) or $_target.type is "plant">>
<<He>> pouts at you.
<<brat 2 $righttarget>>
<<elseif $consensual is 1>>
Disappointment flashes across <<his>> face.
<<brat 2 $righttarget>>
<<else>>
Anger flashes across <<his>> face.
<<brat 5 $righttarget>>
<</if>>
<<brat 5 $righttarget>><<set $_target.lefthand to 0>><<set $_target.lefttool to 0>>
<<elseif typeof($_target.righthand) is "string" and $_target.righthand.includes("dildo")>>
You whack the <<print $_target.righttool>> from the <<personselect $righttarget>><<persons>> hand.
<<if $_target.fullDescription is "Sydney" or ($_target.fullDescription is "Robin" and C.npc.Robin.rage lte 35) or $_target.type is "plant">>
<<He>> pouts at you.
<<brat 2 $righttarget>>
<<elseif $consensual is 1>>
Disappointment flashes across <<his>> face.
<<brat 2 $righttarget>>
<<else>>
Anger flashes across <<his>> face.
<<brat 5 $righttarget>>
<</if>>
<<brat 5 $righttarget>><<set $_target.righthand to 0>><<set $_target.righttool to 0>>
<</if>>
<</if>>
<</widget>>
<<widget "effectshandsfreeface">>
<<if $leftaction is "freeface" or $rightaction is "freeface">>
<<if $leftaction is "freeface" and $rightaction is "freeface">>
<<set $leftaction to 0>><<set $leftactiondefault to "freeface">>
<<set $rightaction to 0>><<set $rightactiondefault to "freeface">>
<<set _freestrength to 2.5>>
You try to use both hands to free your face,
<<elseif $leftaction is "freeface">>
<<set $leftaction to 0>><<set $leftactiondefault to "freeface">>
<<set _freestrength to 1>>
You try to use your hand to free your face,
<<elseif $rightaction is "freeface">>
<<set $rightaction to 0>><<set $rightactiondefault to "freeface">>
<<set _freestrength to 1>>
You try to use your hand to free your face,
<</if>>
<<set _npc to $NPCList[$mouthtarget]>><<personselect $mouthtarget>>
<<set _nectarDifficulty to Math.clamp($drugged, 0, 500) + Math.clamp($nectar_addiction, 0, 500)>>
<<willpowerdifficulty _nectarDifficulty $willpowermax "silent">>
<<if (($mouthuse is "facesit" and $mouthstate is "vagina") or ["nipple","breasts"].includes($mouthstate)) and (_npc.type is "plant") and !$willpowerSuccess>>
<span class="red">but you can't tear yourself from the sweet nectar.</span>
<<if $mouthstate is "nipple">>
You desperately suck <<his>> _npc.breastdesc.
<<elseif $mouthstate is "breasts">>
You push your face back into <<his>> _npc.breastdesc.
<<else>>
You desperately lick the pussy pressing into your face.
<</if>>
<<willpower 1>>
<<else>>
<<if (1000 - ($rng * 10) - ((currentSkillValue('physique') / $physiquemax * 100) * _freestrength) + ($enemyanger * 0.5)) lte
(200 + $enemytrust)>>
<span class="green">
<<if $mouthuse is "facesit">>
<<print either(
"and manage to wrestle <<him>> off of your face.",
"and lift <<his>> hips enough for you to escape out from under <<him>>.",
"and manage to tip <<him>> off of your face."
)>>
<<set _npc.vagina to 0>><<set _npc.location.genitals to 0>>
<<elseif $mouthstate is "nipple">>
<<print either(
"and manage to extricate your mouth from <<his>> _npc.breastdesc.",
"and push <<his>> nipple out of your mouth, pushing away <<his>> _npc.breastdesc.",
"and manage to shove <<his>> _npc.breastdesc out of your face, freeing your mouth."
)>>
<<set _npc.chest to 0>><<set _npc.location.head to 0>>
<<if _npc.lefthand is "head_nipples">>
<<set _npc.lefthand to 0>>
<</if>>
<<if _npc.righthand is "head_nipples">>
<<set _npc.righthand to 0>>
<</if>>
<<elseif $mouthstate is "breasts">>
<<print either(
"and manage to free your face from <<if _npc.breastsize gte 6>>in between <</if>><<his>> _npc.breastsdesc.",
"and wriggle out from <<if _npc.breastsize gte 6>>in between <</if>><<his>> _npc.breastsdesc.",
"and <<if _npc.breastsize lt 6>>shove<<else>>heave<</if>> <<his>> _npc.breastsdesc away from your face."
)>>
<<set _npc.chest to 0>><<set _npc.location.head to 0>>
<<if _npc.lefthand is "head_breasts">>
<<set _npc.lefthand to 0>>
<</if>>
<<if _npc.righthand is "head_breasts">>
<<set _npc.righthand to 0>>
<</if>>
<<elseif ["lefthand", "righthand"].includes($mouthuse)>>
<<print either(
"and manage to wrench <<his>> hand off of your mouth.",
"and wrestle <<his>> hand away from your face.",
"and twist out of <<his>> grip, freeing your mouth."
)>>
<<if _npc.lefthand is "mouth">>
<<set _npc.lefthand to 0>>
<</if>>
<<if _npc.righthand is "mouth">>
<<set _npc.righthand to 0>>
<</if>>
<<elseif $mouthstate is "otheranus">>
<<print either(
"and push <<his>> ass away from your face.",
"and manage to shove <<his>> ass from off of your face.",
"and wrestle <<him>> and <<his>> ass away from your mouth."
)>>
<<if _npc.penis is "mouthotheranus">>
<<set _npc.penis to 0>>
<</if>>
<<if _npc.vagina is "mouthotheranus">>
<<set _npc.vagina to 0>>
<</if>>
<<set _npc.location.genitals to 0>>
<</if>>
</span>
<<set $mouthuse to 0>><<set $mouthstate to 0>><<set $mouthaction to 0>><<set $head to 0>>
<<brat 4>><<brat 1>>
<<else>>
<span class="red">
<<if $mouthuse is "facesit">>
<<if $rng % 4 == 0 and (_npc.lefthand is 0 or _npc.righthand is 0)>>
<<if _npc.lefthand is 0>>
<<set _npc.lefthand to "arms">>
<<else>>
<<set _npc.righthand to "arms">>
<</if>>
<<if $leftactiondefault is "freeface">>
<<set $leftarm to "grappled">>
<</if>>
<<if $rightactiondefault is "freeface">>
<<set $rightarm to "grappled">>
<</if>>
<<if _freestrength is 1>>
however, <<he>> seizes your arm and traps it against <<his>> thigh.
<<else>>
however, <<he>> grabs your arms and pins them against <<his>> thighs.
<</if>>
<<else>>
<<print either(
"but you can't budge <<his>> weight from off of your face.",
"but <<he>> settles <<himself>> down more firmly on your face.",
"but <<he>> adjusts <<his>> position and sits down harder."
)>>
<</if>>
<<elseif $mouthstate is "nipple">>
<<if $rng % 4 == 0>>
however, <<he>> shoves <<his>> _npc.breastdesc forcefully into your face, forcing <<his>> nipple further into your protesting mouth.
<<violence 3>>
<<else>>
<<print either(
"but cannot remove <<his>> _npc.breastdesc from your mouth.",
"but <<his>> nipple remains firmly plugged into your mouth.",
"but aren't able to push <<his>> _npc.breastdesc out of your mouth."
)>>
<</if>>
<<elseif $mouthstate is "breasts">>
<<if $rng % 4 == 0>>
<<if _npc.breastsize gte 6>>
however, <<he>> more firmly squashes your face between <<his>> _npc.breastsdesc.
<<violence 4>><<bruise face>>
<<else>>
however, <<he>> more firmly shoves your face against <<his>> _npc.breastsdesc.
<<violence 1>>
<</if>>
<<else>>
<<print either(
"but cannot escape <<his>> _npc.breastsdesc.",
"but <<his>> _npc.breastsdesc continue to <<if _npc.breastsize gte 6>>engulf<<else>>press against<</if>> your face.",
"but aren't able to push <<his>> _npc.breastsdesc away from your face."
)>>
<</if>>
<<elseif ["lefthand", "righthand"].includes($mouthuse)>>
<<if $rng % 4 == 0>>
but <<he>> more firmly clamps down on your mouth, digging <<his>> nails into your face in <<his>> effort to keep hold.
<<violence 3>><<bruise face>>
<<else>>
<<print either(
"but you can't pull <<his>> hand away.",
"but <<his>> hand stays firm over your mouth.",
"but you can't prise <<his>> hand from off of your mouth."
)>>
<</if>>
<<elseif $mouthstate is "otheranus">>
<<if $rng % 4 == 0>>
but <<he>> swats your hand away and cuffs you around the head.
<<violence 1>><<bruise face>>
<<else>>
<<print either(
"but you aren't able to move <<him>> away.",
"but <<his>> ass remains pressed against your lips.",
"but you can't keep <<him>> away from your face."
)>>
<</if>>
<</if>>
</span>
<<brat 2>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "effectshandpull">>
<<if $leftaction is "handpullpenis" or $rightaction is "handpullpenis">>
<<if $leftaction is "handpullpenis" and $rightaction is "handpullpenis">>
<<set $leftaction to 0>><<set $leftactiondefault to "handpullpenis">>
<<set $rightaction to 0>><<set $rightactiondefault to "handpullpenis">>
<<personselect $lefttarget>><<set $_handPullDifficulty to 500>>
<<elseif $leftaction is "handpullpenis">>
<<set $leftaction to 0>><<set $leftactiondefault to "handpullpenis">>
<<personselect $lefttarget>><<set $_handPullDifficulty to 1000>>
<<else>>
<<set $rightaction to 0>><<set $rightactiondefault to "handpullpenis">>
<<personselect $righttarget>><<set $_handPullDifficulty to 1000>>
<</if>>
<<brat 1>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("hand", _n, $NPCList[_n].fullDescription, $_handPullDifficulty)>>
You grasp <<combatpersons>> wrist,
<<if $penisstate is "otherhand">>
<span class="green">and pry <<his>> fingers off your <<penis>>.</span>
<<else>>
<span class="green">and pull it off your crotch.</span>
<</if>>
<<if $NPCList[_n].lefthand and $NPCList[_n].lefthand.startsWith("penis")>>
<<combat-reset-hand "left">>
<<else>>
<<combat-reset-hand "right">>
<</if>>
<<set $penisuse to 0>><<set $penisstate to 0>>
<<else>>
You try to grab <<combatpersons>> wrist,
<<if $penisstate is "otherhand">>
<span class="red">but <<he>> tightens <<his>> grip in retaliation.</span>
<<else>>
<span class="red">but <<he>> swats your hand away and resumes <<his>> stroking.</span>
<</if>>
<<if $consensual is 1>>
<<set $consensual to 0>><<molested>><<controlloss>>
<</if>>
<<violence 1>>
<</if>>
<</if>>
<<if $leftaction is "handpullvagina" or $rightaction is "handpullvagina">>
<<if $leftaction is "handpullvagina" and $rightaction is "handpullvagina">>
<<set $leftaction to 0>><<set $leftactiondefault to "handpullvagina">>
<<set $rightaction to 0>><<set $rightactiondefault to "handpullvagina">>
<<personselect $lefttarget>><<set $_handPullDifficulty to 500>>
<<elseif $leftaction is "handpullvagina">>
<<set $leftaction to 0>><<set $leftactiondefault to "handpullvagina">>
<<personselect $lefttarget>><<set $_handPullDifficulty to 1000>>
<<else>>
<<set $rightaction to 0>><<set $rightactiondefault to "handpullvagina">>
<<personselect $righttarget>><<set $_handPullDifficulty to 1000>>
<</if>>
<<brat 1>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("hand", _n, $NPCList[_n].fullDescription, $_handPullDifficulty)>>
You grasp <<combatpersons>> wrist,
<<if $vaginastate is "otherhand">>
<span class="green">and pry <<his>> fingers out of your <<pussy>>.</span>
<<else>>
<span class="green">and pull it off your crotch.</span>
<</if>>
<<if $NPCList[_n].lefthand and $NPCList[_n].lefthand.startsWith("vagina")>>
<<combat-reset-hand "left">>
<<else>>
<<combat-reset-hand "right">>
<</if>>
<<set $vaginause to 0>><<set $vaginastate to 0>>
<<else>>
You try to grab <<combatpersons>> wrist,
<<if $vaginastate is "otherhand">>
<span class="red">but <<he>> jams <<his>> fingers deeper in retaliation.</span>
<<else>>
<span class="red">but <<he>> swats your hand away and resumes <<his>> stroking.</span>
<</if>>
<<if $consensual is 1>>
<<set $consensual to 0>><<molested>><<controlloss>>
<</if>>
<<violence 1>>
<</if>>
<</if>>
<<if $leftaction is "handpullanus" or $rightaction is "handpullanus">>
<<if $leftaction is "handpullanus" and $rightaction is "handpullanus">>
<<set $leftaction to 0>><<set $leftactiondefault to "handpullanus">>
<<set $rightaction to 0>><<set $rightactiondefault to "handpullanus">>
<<personselect $lefttarget>><<set $_handPullDifficulty to 500>>
<<elseif $leftaction is "handpullanus">>
<<set $leftaction to 0>><<set $leftactiondefault to "handpullanus">>
<<personselect $lefttarget>><<set $_handPullDifficulty to 1000>>
<<else>>
<<set $rightaction to 0>><<set $rightactiondefault to "handpullanus">>
<<personselect $righttarget>><<set $_handPullDifficulty to 1000>>
<</if>>
<<brat 1>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("hand", _n, $NPCList[_n].fullDescription, $_handPullDifficulty)>>
You grasp <<combatpersons>> wrist,
<<if $anusstate is "otherhand">>
<span class="green">and pry <<his>> fingers out of your asshole.</span>
<<else>>
<span class="green">and pull it off your <<bottom>>.</span>
<</if>>
<<if $NPCList[_n].lefthand and $NPCList[_n].lefthand.startsWith("anus")>>
<<combat-reset-hand "left">>
<<else>>
<<combat-reset-hand "right">>
<</if>>
<<set $anususe to 0>><<set $anusstate to 0>>
<<else>>
You try to grab <<combatpersons>> wrist,
<<if $anusstate is "otherhand">>
<span class="red">but <<he>> jams <<his>> fingers deeper in retaliation.</span>
<<else>>
<span class="red">but <<he>> swats your hand away and resumes <<his>> stroking.</span>
<</if>>
<<if $consensual is 1>>
<<set $consensual to 0>><<molested>><<controlloss>>
<</if>>
<<violence 1>>
<</if>>
<</if>>
<</widget>>
<<widget "hand_section">>
<!-- This widget is for NPC hands. -->
<!-- Section for widgets that have special output when both hands are performing the same action. -->
<!-- These widgets should set _bothHandsUsed to true when they are done if you want them to only run once. -->
<<if $NPCList[_n].lefthand is $NPCList[_n].righthand>>
<<set $_bothHandsUsed to true>>
<<switch $NPCList[_n].lefthand>>
<<case "throat">> <<combat-hand-on-throat>>
<<case "mask">> <<combat-hand-on-mask "both" "hands">>
<<case "genitals">> <<combat-hand-on-chastity "both">>
<<default>> <<set $_bothHandsUsed to false>>
<</switch>>
<</if>>
<<if !$_bothHandsUsed>>
<<if random(0,1) is 1>>
<<hand_section_two "left">>
<<hand_section_two "right">>
<<else>>
<<hand_section_two "right">>
<<hand_section_two "left">>
<</if>>
<</if>>
<</widget>>
<<widget "hand_section_two">>
<<rng>>
<<set $_hand to _args[0]>>
<<set $_npcHand to $NPCList[_n][$_hand + "hand"]>>
<!-- Note for future coders: this is an EXCEPTION, because there are a LOT of pen_x states, and this is the best way to handle it. -->
<!-- If you are adding new states, add them to the switch. Do your BEST to NOT ADD EXTRA CODE TO THIS WIDGET outside of the switch. -->
<<if $_npcHand isnot 0 and $_npcHand.startsWith("pen_")>>
<<set $_penbodypart to $_npcHand.slice(4)>>
<<set $_npcHand to "pen_">>
<</if>>
<<switch $_npcHand>>
<<case "none" "idle">>
<<case "spank">> <<combat-spank $_hand>>
<<case "handhold">> <<combat-hand-on-hand $_hand>>
<<case "arms">> <<combat-hand-on-arms $_hand>>
<<case "leftarm">> <<combat-hand-on-one-arm $_hand "left">>
<<case "rightarm">> <<combat-hand-on-one-arm $_hand "right">>
<<case "vaginaentrance">> <<combat-hand-on-vaginaentrance $_hand>>
<<case "penisentrance">> <<combat-hand-on-penisentrance $_hand>>
<<case "vagina">> <<combat-hand-on-vagina $_hand>>
<<case "penis">> <<combat-hand-on-penis $_hand>>
<<case "anusentrance">> <<combat-hand-on-anusentrance $_hand>>
<<case "anus">> <<combat-hand-on-anus $_hand>>
<<case "bottom">> <<combat-hand-on-bottom $_hand>>
<<case "throat">> <<combat-hand-on-throat $_hand>>
<<case "mouth">> <<combat-hand-on-mouth $_hand>>
<<case "hair">> <<combat-hand-on-hair $_hand>>
<<case "genitals">> <<combat-hand-on-chastity $_hand>>
<<case "underlowerclothes">> <<combat-hand-on-clothes "under_lower" $_hand>>
<<case "underupperclothes">> <<combat-hand-on-clothes "under_upper" $_hand>>
<<case "lowerclothes">> <<combat-hand-on-clothes "lower" $_hand>>
<<case "upperclothes">> <<combat-hand-on-clothes "upper" $_hand>>
<<case "overlowerclothes">> <<combat-hand-on-clothes "over_lower" $_hand>>
<<case "overupperclothes">> <<combat-hand-on-clothes "over_upper" $_hand>>
<<case "head_nipples">> <<combat-hand-on-head_nipples $_hand>>
<<case "head_breasts">> <<combat-hand-on-head_breasts $_hand>>
<<case "mask">> <<combat-hand-on-mask $_hand "hand">>
<<case "pen">> <<bodywriting_npc_bodypart $_hand $NPCList[_n][$_hand + "tool"]>>
<<case "pen_">> <<combat-pen-on-bodypart $_hand $_penbodypart>>
<<case "lube">> <<combat-hand-on-lube $_hand>>
<<case "shoes">> <<combat-hand-on-shoes $_hand>>
<<case "socks">> <<combat-hand-on-socks $_hand>>
<<case "shackle_imminent">> <<combat-hand-on-shackle $_hand>>
<<case "shackle_entrance">> <<combat-hand-on-shackle-imminent $_hand>>
<<case "dildo_reveal">> <<combat-reveal-sextoy $_hand>>
<<case "dildo">> <<combat-hand-on-sextoy $_hand>>
<<case "stroker">> <<combat-stroker-on-penisentrance $_hand>>
<<case "vaginadildo">> <<combat-dildo-on-vagina $_hand>>
<<case "anusdildo">> <<combat-dildo-on-anus $_hand>>
<<case "penisdildo">> <<combat-dildo-on-penis $_hand>>
<<case "penisstroker">> <<combat-stroker-on-penis $_hand>>
<<case "buttplug">> <<combat-hand-on-buttplug $_hand>>
<<case "hypnosis">> <<combat-hand-hypnosis $_hand>>
<<case "hypnosis_scream">> <<combat-hand-hypnosis-scream $_hand>>
<<case "hypnosis_cover">> <<combat-hand-hypnosis-cover $_hand>>
<<case "hypnosis_orgasm">> <<combat-hand-hypnosis-orgasm $_hand>>
<<case "hypnosis_masochism">> <<combat-hand-hypnosis-masochism $_hand>>
<<case 0>> <<combat-set-hand-start $_hand>>
<<default>> <<run console.error("NPC hand action unaccounted for! Hand: " + $_hand + " Value: " + $_npcHand)>> <<run throw new Error("NPC hand action unaccounted for! Hand: " + $_hand + " Value: " + $_npcHand)>>
<</switch>>
<</widget>>
<<widget "effectsremovebuttplug">>
<<if !playerChastity("anus")>>
<<if $leftaction is "removebuttplug" and playerHasButtPlug()>>
<<set $leftaction to 0>>
You remove your $worn.butt_plug.name, exposing your anus.
<<set $worn.butt_plug.state to "removed">>
<<elseif $rightaction is "removebuttplug" and playerHasButtPlug()>>
<<set $rightaction to 0>>
You remove your $worn.butt_plug.name, exposing your anus.
<<set $worn.butt_plug.state to "removed">>
<</if>>
<</if>>
<</widget>>
<<widget "effectsPickupSexToy">>
/* Start with a sex toy: Before combat do this: <<set $leftarm to "heldSexToy">><<set $currentSexToyLeft to clone(setup.sextoys[0])>> */
/* That will effectively mimic this widget so that a player starts combat holding a dildo(setup.sextoys[0]) */
<<if $leftaction is "pickupSexToy" and $rightaction is "pickupSexToy" and $selectedItemRight.name is $selectedItemLeft.name>>
<<set $leftaction to 0>><<set $leftactiondefault to "rest">><<set $rightaction to 0>><<set $rightactiondefault to "rest">><<set $rightarm to "heldSexToy">>
<<set $currentSexToyRight to $selectedItemRight>><<set $dildoreveal to 1>>
You retrieve your $currentSexToyRight.name and hold it with your right hand.
<<else>>
<<if $leftaction is "pickupSexToy" and $selectedItemLeft>>
<<set $leftaction to 0>><<set $leftactiondefault to "rest">><<set $leftarm to "heldSexToy">>
<<set $currentSexToyLeft to $selectedItemLeft>><<set $dildoreveal to 1>>
You retrieve your $currentSexToyLeft.name with your left hand.
<</if>>
<<if $rightaction is "pickupSexToy" and $selectedItemRight>>
<<set $rightaction to 0>><<set $rightactiondefault to "rest">><<set $rightarm to "heldSexToy">>
<<set $currentSexToyRight to $selectedItemRight>><<set $dildoreveal to 1>>
You retrieve your $currentSexToyRight.name with your right hand.
<</if>>
<</if>>
<</widget>>
<<widget "effectsDropSexToy">>
<<if $leftaction is "dildoDrop" and $rightaction is "dildoDrop">>
<<set $leftaction to 0>><<set $leftactiondefault to "rest">><<set $leftarm to 0>><<set $rightaction to 0>><<set $rightactiondefault to "rest">><<set $rightarm to 0>>
You drop your sex toys.
<<unset $currentSexToyLeft>><<unset $currentSexToyRight>>
<<else>>
<<if $leftaction is "dildoDrop">>
<<set $leftaction to 0>><<set $leftactiondefault to "rest">><<set $leftarm to 0>>
You drop your $currentSexToyLeft.name in your left hand.
<<unset $currentSexToyLeft>>
<</if>>
<<if $rightaction is "dildoDrop">>
<<set $rightaction to 0>><<set $rightactiondefault to "rest">><<set $rightarm to 0>>
You drop your $currentSexToyRight.name in your right hand.
<<unset $currentSexToyRight>>
<</if>>
<</if>>
<<if $leftaction is "dildoDropLeft" and $rightaction is "dildoDropRight">>
<<set $leftaction to 0>><<set $leftactiondefault to "rest">><<set $leftarm to 0>><<set $rightaction to 0>><<set $rightactiondefault to "rest">><<set $rightarm to 0>>
You drop your sex toys.
<<unset $currentSexToyLeft>><<unset $currentSexToyRight>>
<<for $_i = 0; $_i lt $enemyno; $_i++>>
<<if ["leftDildo","leftDildoTease"].includes($NPCList[$_i].vagina)>>
<<set $NPCList[$_i].vagina to 0>>
<</if>>
<<if ["leftDildo","leftDildoTease"].includes($NPCList[$_i].penis)>>
<<set $NPCList[$_i].penis to 0>>
<</if>>
<<if ["rightDildo","rightDildoTease"].includes($NPCList[$_i].vagina)>>
<<set $NPCList[$_i].vagina to 0>>
<</if>>
<<if ["rightDildo","rightDildoTease"].includes($NPCList[$_i].penis)>>
<<set $NPCList[$_i].penis to 0>>
<</if>>
<</for>>
<<else>>
<<if $leftaction is "dildoDropLeft">>
<<set $leftaction to 0>><<set $leftactiondefault to "rest">><<set $leftarm to 0>>
You drop your $currentSexToyLeft.name in your left hand.
<<unset $currentSexToyLeft>>
<<for $_i = 0; $_i lt $enemyno; $_i++>>
<<if $NPCList[$_i].vagina is "leftDildo">>
<<set $NPCList[$_i].vagina to 0>>
<</if>>
<<if $NPCList[$_i].penis is "leftDildo">>
<<set $NPCList[$_i].penis to 0>>
<</if>>
<</for>>
<</if>>
<<if $rightaction is "dildoDropRight">>
<<set $rightaction to 0>><<set $rightactiondefault to "rest">><<set $rightarm to 0>>
You drop your $currentSexToyRight.name in your right hand.
<<unset $currentSexToyRight>>
<<for $_i = 0; $_i lt $enemyno; $_i++>>
<<if $NPCList[$_i].vagina is "rightDildo">>
<<set $NPCList[$_i].vagina to 0>>
<</if>>
<<if $NPCList[$_i].penis is "rightDildo">>
<<set $NPCList[$_i].penis to 0>>
<</if>>
<</for>>
<</if>>
<</if>>
<<if $leftaction is "dildoDropAnusLeft" and $rightaction is "dildoDropAnusRight">>
<<set $leftaction to 0>><<set $leftactiondefault to "rest">><<set $leftarm to 0>><<set $rightaction to 0>><<set $rightactiondefault to "rest">><<set $rightarm to 0>>
You drop your sex toys.
<<unset $currentSexToyLeft>><<unset $currentSexToyRight>>
<<for $_i = 0; $_i lt $enemyno; $_i++>>
<<if ["leftDildoAnus","leftDildoAnusTease"].includes($NPCList[$_i].vagina)>>
<<set $NPCList[$_i].vagina to 0>>
<</if>>
<<if ["leftDildoAnus","leftDildoAnusTease"].includes($NPCList[$_i].penis)>>
<<set $NPCList[$_i].penis to 0>>
<</if>>
<<if ["rightDildoAnus","rightDildoAnusTease"].includes($NPCList[$_i].vagina)>>
<<set $NPCList[$_i].vagina to 0>>
<</if>>
<<if ["rightDildoAnus","rightDildoAnusTease"].includes($NPCList[$_i].penis)>>
<<set $NPCList[$_i].penis to 0>>
<</if>>
<</for>>
<<else>>
<<if ["dildoDropAnusLeft","dildoDropAnusTeaseLeft"].includes($leftaction)>>
<<set $leftaction to 0>><<set $leftactiondefault to "rest">><<set $leftarm to 0>>
You drop your $currentSexToyLeft.name in your left hand.
<<unset $currentSexToyLeft>>
<<for $_i = 0; $_i lt $enemyno; $_i++>>
<<if ["leftDildoAnus","leftDildoAnusTease"].includes($NPCList[$_i].vagina)>>
<<set $NPCList[$_i].vagina to 0>>
<</if>>
<<if ["leftDildoAnus","leftDildoAnusTease"].includes($NPCList[$_i].penis)>>
<<set $NPCList[$_i].penis to 0>>
<</if>>
<</for>>
<</if>>
<<if ["dildoDropAnusRight","dildoDropAnusTeaseRight"].includes($rightaction)>>
<<set $rightaction to 0>><<set $rightactiondefault to "rest">><<set $rightarm to 0>>
You drop your $currentSexToyRight.name in your right hand.
<<unset $currentSexToyRight>>
<<for $_i = 0; $_i lt $enemyno; $_i++>>
<<if ["rightDildoAnus","rightDildoAnusTease"].includes($NPCList[$_i].vagina)>>
<<set $NPCList[$_i].vagina to 0>>
<</if>>
<<if ["rightDildoAnus","rightDildoAnusTease"].includes($NPCList[$_i].penis)>>
<<set $NPCList[$_i].penis to 0>>
<</if>>
<</for>>
<</if>>
<</if>>
<<if $leftaction is "strokerDropLeft" and $rightaction is "strokerDropRight">>
<<set $leftaction to 0>><<set $leftactiondefault to "rest">><<set $leftarm to 0>><<set $rightaction to 0>><<set $rightactiondefault to "rest">><<set $rightarm to 0>>
You drop your sex toys.
<<unset $currentSexToyLeft>><<unset $currentSexToyRight>>
<<for $_i = 0; $_i lt $enemyno; $_i++>>
<<if ["leftStroker","leftStrokerTease"].includes($NPCList[$_i].vagina)>>
<<set $NPCList[$_i].vagina to 0>>
<</if>>
<<if ["leftStroker","leftStrokerTease"].includes($NPCList[$_i].penis)>>
<<set $NPCList[$_i].penis to 0>>
<</if>>
<<if ["rightStroker","rightStrokerTease"].includes($NPCList[$_i].vagina)>>
<<set $NPCList[$_i].vagina to 0>>
<</if>>
<<if ["rightStroker","rightStrokerTease"].includes($NPCList[$_i].penis)>>
<<set $NPCList[$_i].penis to 0>>
<</if>>
<</for>>
<<else>>
<<if $leftaction is "strokerDropLeft">>
<<set $leftaction to 0>><<set $leftactiondefault to "rest">><<set $leftarm to 0>>
You drop the $currentSexToyLeft.name in your left hand.
<<unset $currentSexToyLeft>>
<<for $_i = 0; $_i lt $enemyno; $_i++>>
<<if $NPCList[$_i].vagina is "leftStroker">>
<<set $NPCList[$_i].vagina to 0>>
<</if>>
<<if $NPCList[$_i].penis is "leftStroker">>
<<set $NPCList[$_i].penis to 0>>
<</if>>
<</for>>
<<if $penisuse is "strokerSelfPenis">>
<<set $penisuse to 0>><<set $penisstate to 0>>
<</if>>
<</if>>
<<if $rightaction is "strokerDropRight">>
<<set $rightaction to 0>><<set $rightactiondefault to "rest">><<set $rightarm to 0>>
You drop the $currentSexToyRight.name in your right hand.
<<unset $currentSexToyRight>>
<<for $_i = 0; $_i lt $enemyno; $_i++>>
<<if $NPCList[$_i].vagina is "rightStroker">>
<<set $NPCList[$_i].vagina to 0>>
<</if>>
<<if $NPCList[$_i].penis is "rightStroker">>
<<set $NPCList[$_i].penis to 0>>
<</if>>
<</for>>
<<if $penisuse is "strokerSelfPenis">>
<<set $penisuse to 0>><<set $penisstate to 0>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "effectsCoverVagina">>
<<if _args[1] is "lewd">>
<<set $_hypnosis to "lewd">>
<<elseif $uncomfortable.hypnosis is false and $hypnosis_traits.cover gte random(1,5)>>
<<set $_hypnosis to "accepted">>
<<elseif $hypnosis_traits.cover gte 1 and $willpower lt random(1, (200 * $hypnosis_traits.cover))>>
<<set $_hypnosis to "forced">>
<</if>>
<<switch _args[0]>>
<<case "both">>
<<set $_hands to "hands">>
<<set $leftactiondefault to $leftaction>>
<<set $rightactiondefault to $rightaction>>
<<set $leftaction to 0>><<set $rightaction to 0>>
<<if $_hypnosis is "forced">>
<<set $leftarm to 0>><<set $rightarm to 0>><<set $vaginause to 0>>
<<set $leftactiondefault to "leftstopvagina">>
<<set $rightactiondefault to "rightstopvagina">>
<<elseif $_hypnosis>>
<<set $leftarm to "vagina">><<set $rightarm to "vagina">><<set $vaginause to "cover">>
<<set $leftactiondefault to "leftcovervaginalewd">>
<<set $rightactiondefault to "rightcovervaginalewd">>
<<else>>
<<meek 2>><<set $leftarm to "vagina">><<set $rightarm to "vagina">><<set $vaginause to "cover">><<set $speechcovervagina to 1>>
<</if>>
<<case "left">>
<<set $_hands to _args[0] + " hand">>
<<set $leftactiondefault to $leftaction>>
<<set $leftaction to 0>>
<<if $_hypnosis is "forced">>
<<set $leftarm to 0>><<if !$rightactiondefault.includes("leftcovervagina")>><<set $vaginause to 0>><</if>>
<<set $leftactiondefault to "leftstopvagina">>
<<elseif $_hypnosis>>
<<set $leftarm to "vagina">><<set $vaginause to "cover">>
<<set $leftactiondefault to "leftcovervaginalewd">>
<<else>>
<<meek 1>><<set $leftarm to "vagina">><<set $vaginause to "cover">><<set $speechcovervagina to 1>>
<</if>>
<<case "right">>
<<set $_hands to _args[0] + " hand">>
<<set $rightactiondefault to $rightaction>>
<<set $rightaction to 0>>
<<if $_hypnosis is "forced">>
<<set $rightarm to 0>><<if !$leftactiondefault.includes("leftcovervagina")>><<set $vaginause to 0>><</if>>
<<set $rightactiondefault to "rightstopvagina">>
<<elseif $_hypnosis>>
<<set $rightarm to "vagina">><<set $vaginause to "cover">>
<<set $rightactiondefault to "rightcovervaginalewd">>
<<else>>
<<meek 1>><<set $rightarm to "vagina">><<set $vaginause to "cover">><<set $speechcovervagina to 1>>
<</if>>
<</switch>>
<<if playerChastity("vagina")>>
<<set $_genital to $worn.genitals.name>>
<<else>>
<<set $_genital to "pussy">>
<</if>>
<<if _args[1] is "lewd">>
<<if $worn.genitals.name is "chastity parasite">>
You squeeze your chastity parasite, enjoying the waves of pleasure moving through your body.
<<if _args[0] is "both">>
<<arousal 500 "genitals">>
<<else>>
<<arousal 250 "genitals">>
<</if>>
<<if !$stalk_end>>
<<submission 5>><<set _stalkNoRunning to "chastity parasite">>
<</if>>
<<elseif playerChastity("vagina")>>
You caress your inner thighs.
<<elseif _args[0] is "both">>
You tease your pussy, spreading it open with <<print $_hands>>.
<<else>>
You tease your pussy with your <<print $_hands>>, pointing at it.
<</if>>
<<submission 1>><<set $speechcamerapose to 1>>
<<elseif $_hypnosis>>
<<hypnosisicon>>
You intend to cover your vagina,
<<if $_hypnosis is "accepted">>
but a lewd thought intrudes <span class="lewd">and your mind immediately accepts it.</span>
<<else>>
<span class="pink">but the thought is snatched from your mind, and replaced with another.</span>
<</if>>
<<if $worn.genitals.name is "chastity parasite">>
You gently squeeze your chastity parasite, it sends a wave of pleasure through your body.
<<if _args[0] is "both">>
<<arousal 400 "genitals">>
<<else>>
<<arousal 200 "genitals">>
<</if>>
<<if !$stalk_end>>
<<meek 5>><<set _stalkNoRunning to "chastity parasite">>
<</if>>
<<elseif playerChastity("vagina")>>
You gently caress your inner thighs.
<<elseif _args[0] is "both">>
You gently tease your pussy, spreading it open with <<print $_hands>>.
<<else>>
You gently tease your pussy with your <<print $_hands>>, pointing at it.
<</if>>
<<submission 1>><<set $speechcamerapose to 1>><<hypnotised 1>>
<<if $_hypnosis is "forced" and $daily.stalkWillpower lt 20>>
<<gwillpower>><<willpower 1>>
<<set $daily.stalkWillpower to ($daily.stalkWillpower or 0) + 1>>
<</if>>
<<hypnosisicon>>
<<else>>
You
<<if $hypnosis_traits.cover gte 1>>
<span class="green">resist intrusive thoughts</span> and
<</if>>
<<if ($worn.lower.name is "towel skirt" or $worn.lower.name is "large towel bottom") and $worn.lower.state is "waist">>
cover your <<print $_genital>> with your <<print $_hands>>, tugging the towel further over it.
<<else>>
cover your <<print $_genital>> with your <<print $_hands>>.
<</if>>
<</if>>
<</widget>>
<<widget "effectsCoverPenis">>
<<if _args[1] is "lewd">>
<<set $_hypnosis to "lewd">>
<<elseif $uncomfortable.hypnosis is false and $hypnosis_traits.cover gte random(1,5)>>
<<set $_hypnosis to "accepted">>
<<elseif $hypnosis_traits.cover gte 1 and $willpower lt random(1, (200 * $hypnosis_traits.cover))>>
<<set $_hypnosis to "forced">>
<</if>>
<<switch _args[0]>>
<<case "both">>
<<set $_hands to "hands">>
<<set $leftactiondefault to $leftaction>>
<<set $rightactiondefault to $rightaction>>
<<set $leftaction to 0>><<set $rightaction to 0>>
<<if $_hypnosis is "forced">>
<<set $leftarm to 0>><<set $rightarm to 0>><<set $penisuse to 0>>
<<set $leftactiondefault to "leftstopcoverpenis">>
<<set $rightactiondefault to "rightstopcoverpenis">>
<<elseif $_hypnosis>>
<<set $leftarm to "coverpenis">><<set $rightarm to "coverpenis">><<set $penisuse to "cover">>
<<set $leftactiondefault to "leftcoverpenislewd">>
<<set $rightactiondefault to "rightcoverpenislewd">>
<<else>>
<<meek 2>><<set $leftarm to "coverpenis">><<set $rightarm to "coverpenis">><<set $penisuse to "cover">><<set $speechcoverpenis to 1>>
<</if>>
<<case "left">>
<<set $_hands to _args[0] + " hand">>
<<set $leftactiondefault to $leftaction>>
<<set $leftaction to 0>>
<<if $_hypnosis is "forced">>
<<set $leftarm to 0>><<set $rightarm to 0>><<if !$leftactiondefault.includes("leftcoverpenis")>><<set $penisuse to 0>><</if>>
<<set $leftactiondefault to "leftstopcoverpenis">>
<<set $rightactiondefault to "rightstopcoverpenis">>
<<elseif $_hypnosis>>
<<set $leftarm to "coverpenis">><<set $rightarm to "coverpenis">><<set $penisuse to "cover">>
<<set $leftactiondefault to "leftcoverpenislewd">>
<<set $rightactiondefault to "rightcoverpenislewd">>
<<else>>
<<meek 1>><<set $leftarm to "coverpenis">><<set $penisuse to "cover">><<set $speechcoverpenis to 1>>
<</if>>
<<case "right">>
<<set $_hands to _args[0] + " hand">>
<<set $rightactiondefault to $rightaction>>
<<set $rightaction to 0>>
<<if $_hypnosis is "forced">>
<<set $rightarm to 0>><<if !$leftactiondefault.includes("leftcoverpenis")>><<set $penisuse to 0>><</if>>
<<set $rightactiondefault to "rightstopcoverpenis">>
<<elseif $_hypnosis>>
<<set $rightarm to "coverpenis">><<set $penisuse to "cover">>
<<set $rightactiondefault to "rightcoverpenislewd">>
<<else>>
<<meek 1>><<set $rightarm to "coverpenis">><<set $penisuse to "cover">><<set $speechcoverpenis to 1>>
<</if>>
<</switch>>
<<if playerChastity("penis")>>
<<set $_genital to $worn.genitals.name>>
<<else>>
<<set $_genital to "penis">>
<</if>>
<<if _args[1] is "lewd">>
<<if $worn.genitals.name is "chastity parasite">>
You squeeze your chastity parasite, enjoying the waves of pleasure moving through your body.
<<if _args[0] is "both">>
<<arousal 500 "genitals">>
<<else>>
<<arousal 250 "genitals">>
<</if>>
<<if !$stalk_end>>
<<submission 5>><<set _stalkNoRunning to "chastity parasite">>
<</if>>
<<elseif playerChastity("penis")>>
You caress your inner thighs.
<<elseif _args[0] is "both">>
You tease your penis, tracing a finger down the length with one hand and circling the tip with another.
<<else>>
You tease your penis with your left hand, tracing a finger down the length.
<</if>>
<<submission 1>><<set $speechcamerapose to 1>>
<<elseif $_hypnosis>>
<<hypnosisicon>>
You intend to cover your penis,
<<if $_hypnosis is "accepted">>
but a lewd thought intrudes <span class="lewd">and your mind immediately accepts it.</span>
<<else>>
<span class="pink">but the thought is snatched from your mind, and replaced with another.</span>
<</if>>
<<if $worn.genitals.name is "chastity parasite">>
You gently squeeze your chastity parasite, it sends a wave of pleasure through your body.
<<if _args[0] is "both">>
<<arousal 400 "genitals">>
<<else>>
<<arousal 200 "genitals">>
<</if>>
<<if !$stalk_end>>
<<meek 5>><<set _stalkNoRunning to "chastity parasite">>
<</if>>
<<elseif playerChastity("penis")>>
You gently caress your inner thighs.
<<elseif _args[0] is "both">>
You gently tease your penis, tracing a finger down the length with one hand and circling the tip with another.
<<else>>
You gently tease your penis with your left hand, tracing a finger down the length.
<</if>>
<<submission 1>><<set $speechcamerapose to 1>><<hypnotised 1>>
<<if $_hypnosis is "forced" and $daily.stalkWillpower lt 20>>
<<gwillpower>><<willpower 1>>
<<set $daily.stalkWillpower to ($daily.stalkWillpower or 0) + 1>>
<</if>>
<<hypnosisicon>>
<<else>>
You
<<if $hypnosis_traits.cover gte 1>>
<span class="green">resist intrusive thoughts</span> and
<</if>>
<<if ($worn.lower.name is "towel skirt" or $worn.lower.name is "large towel bottom") and $worn.lower.state is "waist">>
cover your <<print $_genital>> with your <<print $_hands>>, tugging the towel further over it.
<<else>>
cover your <<print $_genital>> with your <<print $_hands>>.
<</if>>
<</if>>
<</widget>>
<<widget "effectsCoverAnus">>
<<if _args[1] is "lewd">>
<<set $_hypnosis to "lewd">>
<<elseif $uncomfortable.hypnosis is false and $hypnosis_traits.cover gte random(1,5)>>
<<set $_hypnosis to "accepted">>
<<elseif $hypnosis_traits.cover gte 1 and $willpower lt random(1, (200 * $hypnosis_traits.cover))>>
<<set $_hypnosis to "forced">>
<</if>>
<<switch _args[0]>>
<<case "both">>
<<set $_hands to "hands">>
<<set $leftactiondefault to $leftaction>>
<<set $rightactiondefault to $rightaction>>
<<set $leftaction to 0>><<set $rightaction to 0>>
<<if $_hypnosis is "forced">>
<<set $leftarm to 0>><<set $rightarm to 0>><<set $anususe to 0>>
<<set $leftactiondefault to "leftstopanus">>
<<set $rightactiondefault to "rightstopanus">>
<<elseif $_hypnosis>>
<<set $leftarm to "anus">><<set $rightarm to "anus">><<set $anususe to "cover">>
<<set $leftactiondefault to "leftcoveranuslewd">>
<<set $rightactiondefault to "rightcoveranuslewd">>
<<else>>
<<meek 2>><<set $leftarm to "anus">><<set $rightarm to "anus">><<set $anususe to "cover">>
<</if>>
<<case "left">>
<<set $_hands to _args[0] + " hand">>
<<set $leftactiondefault to $leftaction>>
<<set $leftaction to 0>>
<<if $_hypnosis is "forced">>
<<set $leftarm to 0>><<set $rightarm to 0>><<if !$rightactiondefault.includes("leftcoveranus")>><<set $anususe to 0>><</if>>
<<set $leftactiondefault to "leftstopanus">>
<<elseif $_hypnosis>>
<<set $leftarm to "anus">><<set $anususe to "cover">>
<<set $leftactiondefault to "leftcoveranuslewd">>
<<else>>
<<meek 2>><<set $leftarm to "anus">><<set $anususe to "cover">>
<</if>>
<<case "right">>
<<set $_hands to _args[0] + " hand">>
<<set $rightactiondefault to $rightaction>>
<<set $rightaction to 0>>
<<if $_hypnosis is "forced">>
<<set $rightarm to 0>><<if !$leftactiondefault.includes("leftcoveranus")>><<set $anususe to 0>><</if>>
<<set $rightactiondefault to "rightstopanus">>
<<elseif $_hypnosis>>
<<set $rightarm to "anus">><<set $anususe to "cover">>
<<set $rightactiondefault to "rightcoveranuslewd">>
<<else>>
<<meek 2>><<set $rightarm to "anus">><<set $anususe to "cover">>
<</if>>
<</switch>>
<<if _args[1] is "lewd">>
<<if _args[0] is "both">>
You grope your <<bottom>>, spreading your cheeks apart with both hands.
<<else>>
You grope your <<bottom>> with your <<print $_hands>>, giving it small slaps.
<</if>>
<<submission 1>><<set $speechcamerapose to 1>>
<<elseif $_hypnosis>>
<<hypnosisicon>>
You intend to cover your ass
<<if $_hypnosis is "accepted">>
but a lewd thought intrudes <span class="lewd">and your mind immediately accepts it.</span>
<<else>>
<span class="pink">but the thought is snatched from your mind, and replaced with another.</span>
<</if>>
<<if _args[0] is "both">>
You grope your <<bottom>>, spreading your cheeks apart with both hands.
<<else>>
You grope your <<bottom>> with your <<print $_hands>>, giving it a small slap.
<</if>>
<<submission 1>><<set $speechcamerapose to 1>><<hypnotised 1>>
<<if $_hypnosis is "forced" and $daily.stalkWillpower lt 20>>
<<gwillpower>><<willpower 1>>
<<set $daily.stalkWillpower to ($daily.stalkWillpower or 0) + 1>>
<</if>>
<<hypnosisicon>>
<<else>>
You
<<if $hypnosis_traits.cover gte 1>>
<span class="green">resist intrusive thoughts</span> and
<</if>>
<<if ($worn.lower.name is "towel skirt" or $worn.lower.name is "large towel bottom") and $worn.lower.state is "waist">>
cover your ass with your <<print $_hands>>, tugging the towel further over it.
<<else>>
cover your ass with your <<print $_hands>>.
<</if>>
<</if>>
<</widget>><<widget "breastFlavorText">>
<<set _j to ($NPCList.findIndex(x => x.chest is "mouthentrance"))>>
<<if _j gte 0>>
<<personselect _j>>
Your head is pressed <<print ($NPCList[_j].breastsize gte 6?"between":"against")>>
<<if $enemyno gte 2>>
the <<persons>>
<<else>>
<<his>>
<</if>>
$NPCList[_j].breastsdesc.
<<elseif $debug or $options.debugdisable is "f">>
Errors.report("breastFlavorText failed to find correct index, ignoring")
<</if>>
<</widget>>
<<widget "nippleFlavorText">>
<<set _j to ($NPCList.findIndex(x => x.chest is "mouth"))>>
<<if _j gte 0>>
<<personselect _j>>
Your head is pressed against
<<if $enemyno gte 2>>
the <<persons>>
<<else>>
<<his>>
<</if>>
<<if $NPCList[_j].lactation is 1 and $breastfeedingdisable is "f">>
leaking
<</if>>
$NPCList[_j].breastdesc.
<<elseif $debug or $options.debugdisable is "f">>
Errors.report("nippleFlavorText failed to find correct index, ignoring")
<</if>>
<</widget>>
<<widget "facesitFlavorText">>
<<if $enemyno lt 2>>
<<person1>>
<<if $npc.length isnot 0 and $NPCList[0].name_known is 1>>
<<print $npc[0]>>
<<else>>
<<He>>
<</if>>
<<else>>
<<if $mouthstate is "anal">>
<<selectNpcWithPartInPosition "vagina" "facesitanal">>
<<else>>
<<selectNpcWithPartInPosition "vagina" "facesit">>
<</if>>
<<if $npcrow.includes(_j)>>
<<print $npc[$npcrow.indexOf(_j)]>>
<<else>>
The <<person>>
<</if>>
<</if>>
<<if $mouthstate is "anal">>
sits on your mouth.
<<else>>
sits on your face.
<</if>>
<</widget>><<widget "oral">>
<<if $combattype is "train">>
<<set _end to $enemyno-1>>
<<else>>
<<set _end to 0>>
<</if>>
<<set _xx to $enemyno-1>>
<<if _xx is -1>>
<<set _stanceCheck to 0>>
<<else>>
<<set _stanceCheck to $NPCList[_xx].stance>>
<</if>>
<<if $consensual is 1 and $promiscuity lte 54 and $enemytype is "man" or $consensual is 1 and $deviancy lte 54 and $enemytype isnot "man">>
<!-- Do Nothing -->
<<elseif _stanceCheck is "top">>
<!-- Do Nothing -->
<<else>>
<<for _j = $enemyno-1; _j gte _end; _j-->>
<<if $NPCList[_j].penis is 0>>
<<if $mouthactiondefault is "mouth">>
| <label><span class="sub">Move your lips to <<his>> penis</span> <<radiobutton "$mouthaction" "mouth" checked>><<oraldifficulty>> <<combatpromiscuous4>></label>
<<else>>
| <label><span class="sub">Move your lips to <<his>> penis</span> <<radiobutton "$mouthaction" "mouth">><<oraldifficulty>> <<combatpromiscuous4>></label>
<</if>>
<<break>>
<</if>>
<</for>>
<<for _j = $enemyno-1; _j gte _end; _j-->>
<<if $NPCList[_j].vagina is 0>>
<<if $mouthactiondefault is "othervagina">>
| <label><span class="sub">Move your mouth to <<his>> pussy</span><<radiobutton "$mouthaction" "othervagina" checked>><<oraldifficulty>> <<combatpromiscuous4>></label>
<<else>>
| <label><span class="sub">Move your mouth to <<his>> pussy</span><<radiobutton "$mouthaction" "othervagina">><<oraldifficulty>> <<combatpromiscuous4>></label>
<</if>>
<<break>>
<</if>>
<</for>>
<</if>>
<<if $consensual is 1 and $promiscuity lte 34>>
<!-- Do Nothing -->
<<elseif !$gloryhole>>
<<for _j = $enemyno-1; _j gte _end; _j-->>
<<if $NPCList[_j].chest is 0>>
<<if $mouthactiondefault is "movetochest">>
| <label><span class="sub">Move your lips to <<his>> chest</span> <<radiobutton "$mouthaction" "movetochest" checked>><<oraldifficulty>> <<combatpromiscuous3>></label>
<<else>>
| <label><span class="sub">Move your lips to <<his>> chest</span> <<radiobutton "$mouthaction" "movetochest">><<oraldifficulty>> <<combatpromiscuous3>></label>
<</if>>
<<break>>
<</if>>
<</for>>
<</if>>
<</widget>>
<<widget "oralnew">>
<<set _stanceCheck to $NPCList[$mouthtarget].stance>>
<<if $consensual is 1 and ($promiscuity lte 54 and $enemytype is "man" or $deviancy lte 54 and $enemytype isnot "man") and !$promiscuityIgnore>>
<!-- Do Nothing -->
<<elseif _stanceCheck is "top">>
<!-- Do Nothing -->
<<else>>
<<if $NPCList[$mouthtarget].penis is 0 and ($enemytype isnot "man" or ($NPCList[$mouthtarget].location.genitals is 0 and $NPCList[$mouthtarget].location.head isnot "head")) and !$worn.face.type.includes("covered") and !$worn.face.type.includes("gag")>>
<<if $NPCList[$mouthtarget].chastity.penis.includes("chastity")>>
<<set _mouthaction["Move your head to " + $NPCList[$mouthtarget].pronouns.his + " " + $NPCList[$mouthtarget].chastity.penis] to "mouth">>
<<elseif npcHasStrapon($mouthtarget)>>
<<set _mouthaction["Move your lips to " + $NPCList[$mouthtarget].pronouns.his + " strap-on"] to "mouth">>
<<else>>
<<set _mouthaction["Move your lips to " + $NPCList[$mouthtarget].pronouns.his + " penis"] to "mouth">>
<</if>>
<</if>>
<<if $NPCList[$mouthtarget].vagina is 0 and ($enemytype isnot "man" or ($NPCList[$mouthtarget].location.genitals is 0 and $NPCList[$mouthtarget].location.head isnot "head")) and !$worn.face.type.includes("covered") and !$worn.face.type.includes("gag")>>
<<if $NPCList[$mouthtarget].chastity.vagina.includes("chastity")>>
<<set _mouthaction["Move your head to " + $NPCList[$mouthtarget].pronouns.his + " " + $NPCList[$mouthtarget].chastity.vagina] to "othervagina">>
<<else>>
<<set _mouthaction["Move your mouth to " + $NPCList[$mouthtarget].pronouns.his + " pussy"] to "othervagina">>
<</if>>
<</if>>
<</if>>
<<if $consensual is 1 and ($promiscuity lte 34 and $enemytype is "man" or $deviancy lte 34 and $enemytype isnot "man") and !$promiscuityIgnore>>
<!-- Do Nothing -->
<<elseif _stanceCheck is "topface">>
<!-- Do Nothing -->
<<elseif !$gloryhole>>
<<if $NPCList[$mouthtarget].chest is 0 and $NPCList[$mouthtarget].location.genitals isnot "head" and $NPCList[$mouthtarget].location.head isnot "head" and $NPCList[$mouthtarget].location.head isnot "genitals" and !$worn.face.type.includes("covered") and !$worn.face.type.includes("gag")>>
<<set _mouthaction["Move your lips to " + $NPCList[$mouthtarget].pronouns.his + " chest"] to "movetochest">>
<</if>>
<</if>>
<</widget>>
<<widget "oralswallow">>
<!-- Below if-or statement is super-clumsy but not sure how to shorten NG -->
<<if $consensual is 1 and $promiscuity lte 74 and $enemytype is "man" or $consensual is 1 and $deviancy lte 74 and $enemytype isnot "man">>
<<else>>
<<if $NPCList[0].penis is "mouthentrance" or $NPCList[0].penis is "mouthimminent" or $NPCList[1].penis is "mouthentrance" or $NPCList[1].penis is "mouthimminent" or $NPCList[2].penis is "mouthentrance" or $NPCList[2].penis is "mouthimminent" or $NPCList[3].penis is "mouthentrance" or $NPCList[3].penis is "mouthimminent" or $NPCList[4].penis is "mouthentrance" or $NPCList[4].penis is "mouthimminent" or $NPCList[5].penis is "mouthentrance" or $NPCList[5].penis is "mouthimminent">>
<<if $mouthactiondefault is "mouth">>
| <label><span class="sub">Take <<his>> penis into your mouth</span> <<radiobutton "$mouthaction" "swallow" checked>><<oralvirginitywarning>> <<combatpromiscuous5>></label>
<<else>>
| <label><span class="sub">Take <<his>> penis into your mouth</span> <<radiobutton "$mouthaction" "swallow">><<oralvirginitywarning>> <<combatpromiscuous5>></label>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "oralswallownew">>
<<if $consensual is 1 and ($promiscuity lte 74 and $enemytype is "man" or $deviancy lte 74 and $enemytype isnot "man") and !$promiscuityIgnore>>
<<else>>
<<set $_pp to (npcHasStrapon($mouthtarget) ? "strap-on" : "penis")>>
<<set $_npc to $NPCList[$mouthtarget]>> <<set $_facetype to $worn.face.type>>
<<if !$_npc.chastity.penis.includes("chastity") and ($_npc.penis is "mouthentrance" or $_npc.penis is "mouthimminent") and !$_facetype.includes("covered") and !$_facetype.includes("gag")>>
<<set _mouthaction["Take " + $NPCList[$mouthtarget].pronouns.his + " " + $_pp + " into your mouth"] to "swallow">>
<</if>>
<</if>>
<</widget>>
<<widget "combatApologise">>
<<if $enemyanger gte 20 and $underwater lte 0>>
<<set _mouthaction["Apologise"] to "apologise">>
<</if>>
<</widget>>
<<widget "combatPenisEntrance">>
<<if !$worn.face.type.includes("covered") and !$worn.face.type.includes("gag")>>
<<set _mouthaction["Kiss"] to "peniskiss">>
<</if>>
<<if $consensual is 1 and ($promiscuity lte 34 and $enemytype is "man" or $deviancy lte 34 and $enemytype isnot "man") and !$promiscuityIgnore>>
<<elseif $chestuse is 0>>
<<set _mouthaction["Grab between breasts"] to "grasp">>
<</if>>
<<if $head isnot "grappled" and $head isnot "bound">>
<<set _mouthaction["Pull away"] to "pullaway">>
<</if>>
<<oralswallownew>>
<<speak>>
<</widget>>
<<widget "combatPenisImminent">>
<<if !$worn.face.type.includes("covered") and !$worn.face.type.includes("gag")>>
<<set _mouthaction["Lick"] to "lick">>
<</if>>
<<if ($consensual is 0 or ($enemytype is "man" ? $promiscuity : $deviancy) gte 55 or $promiscuityIgnore) and currentSkillValue("oralskill") gte 800>>
<<set _mouthaction["Edge"] to "oraledge">>
<</if>>
<<set _mouthaction["Pull away"] to "pullaway">>
<<oralswallownew>>
<<speak>>
<</widget>>
<<widget "combatPenisPenetrated">>
<<if $enemyarousal gte $enemyarousalmax and $consensual is 1 and ($enemytype is "man" ? $promiscuity : $deviancy) gte 75>>
<<set _mouthaction["Swallow"] to "ejacswallow">>
<<else>>
<<set _mouthaction["Suck"] to "suck">>
<</if>>
<<if ($consensual is 0 or (($enemytype is "man" ? $promiscuity : $deviancy) gte 55 or $promiscuityIgnore ) and $enemyarousal lte $enemyarousalmax) and currentSkillValue("oralskill") gte 800>>
<<set _mouthaction["Edge"] to "oraledge">>
<</if>>
<<if ($consensual isnot 1 or $combatExtended.reverseRapeStart is 1) and ($fightTargets is undefined or $fightTargets.includes($mouthtarget))>>
<<set _mouthaction["Bite"] to "bite">>
<</if>>
<<if $head isnot "grappled" and $head isnot "bound">>
<<if $enemyarousal gte $enemyarousalmax and $consensual is 1>>
<<set _mouthaction["Spit"] to "ejacspit">>
<<else>>
<<set _mouthaction["Pull away"] to "pullaway">>
<</if>>
<</if>>
<</widget>>
<<widget "combatOthervagina">>
<<set _mouthaction["Lick"] to "vaginalick">>
<<if ($consensual is 0 or ($enemytype is "man" ? $promiscuity : $deviancy) gte 55 or $promiscuityIgnore) and currentSkillValue("oralskill") gte 800>>
<<set _mouthaction["Edge"] to "oraledge">>
<</if>>
<<if($consensual isnot 1 or $combatExtended.reverseRapeStart is 1) and ($fightTargets is undefined or $fightTargets.includes($mouthtarget))>>
<<set _mouthaction["Bite"] to "bitepussy">>
<</if>>
<<if $head isnot "grappled" and $head isnot "bound" and $mouthuse isnot "facesit">>
<<set _mouthaction["Pull away"] to "pullawayvagina">>
<</if>>
<</widget>>
<<widget "combatMouthOtherAnus">>
<<if !$worn.face.type.includes("covered") and !$worn.face.type.includes("gag")>>
<<set _mouthaction["Lick ass"] to "anallick">>
/* <<if $submissive gte 1150>> */
<<set _mouthaction["Kiss ass"] to "analkiss">>
/* <</if>> */
<</if>>
<<if $consensual is 1 and $head isnot "grappled" and $head isnot "bound" and $mouthuse isnot "facesit">>
<<set _mouthaction["Pull away"] to "analpull">>
<</if>>
<</widget>>
<<widget "combatBreast">>
<<if !$worn.face.type.includes("covered") and !$worn.face.type.includes("gag")>>
<<set _mouthaction["Suck"] to "breastsuck">>
<<set _mouthaction["Lick"] to "breastlick">>
<<set _mouthaction["Keep your mouth closed"] to "breastclosed">>
<</if>>
<<if $consensual is 1 or $head isnot "breasts">>
<<set _mouthaction["Pull away"] to "breastpull">>
<</if>>
<</widget>>
<<widget "combatNipple">>
<<set _mouthaction["Suck"] to "breastsuck">>
<<set _mouthaction["Keep your mouth closed"] to "breastclosed">>
<<if $consensual is 1 or $head isnot "breasts">>
<<set _mouthaction["Pull away"] to "breastpull">>
<</if>>
<<if ($consensual isnot 1 or $combatExtended.reverseRapeStart is 1) and ($fightTargets is undefined or $fightTargets.includes($mouthtarget))>>
<<set _mouthaction["Bite"] to "breastbite">>
<</if>>
<</widget>><<widget "actionspenistovaginanew">>
<<if !playerChastity("penis") or playerHasStrapon()>>
<<set $_target to $NPCList[$penistarget]>>
<<if $_target.vagina is 0>>
<<if $consensual is 1 and ($enemytype is "man" ? $promiscuity : $deviancy) lte 74 and !$promiscuityIgnore>>
<!-- Do Nothing -->
<<elseif $_target.stance isnot "topface" and ($enemytype isnot "man" or ($_target.location.genitals is 0 and $_target.location.head isnot "genitals"))>>
<<if $_target.chastity.vagina.includes("chastity")>>
<<set _penisaction["Press against " + $_target.pronouns.his + " " + $_target.chastity.vagina] to "penistovagina">>
<<else>>
<<set _penisaction["Press against " + $_target.pronouns.his + " pussy"] to "penistovagina">>
<</if>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "actionspenistopenisfucknew">>
<<set $_target to $NPCList[$penistarget]>>
<<if $_target.penis is "penisentrance" or $_target.penis is "penisimminent">>
<<if $consensual is 1 and (($enemytype is "man" ? $promiscuity : $deviancy) lte 54 and !$promiscuityIgnore) or $_target.chastity.penis.includes("chastity")>>
<!-- Do Nothing -->
<<else>>
<<set _pp to "">>
<<if $_target.chastity.penis.includes("chastity")>>
<<set _pp to "caged penis">>
<<elseif npcHasStrapon($penistarget)>>
<<set _pp to "strap-on cock">>
<<else>>
<<set _pp to "penis">>
<</if>>
<<if playerHasStrapon()>>
<<set _penisaction["Push your strap-on against " + $_target.pronouns.his + " " + _pp] to "penistopenisfuck">>
<<elseif playerChastity("penis")>>
<<set _penisaction["Push your " + $worn.genitals.name +" against " + $_target.pronouns.his + " " + _pp] to "penistopenisfuck">>
<<else>>
<<set _penisaction["Push your penis against " + $_target.pronouns.his + " " + _pp] to "penistopenisfuck">>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "actionspenistopenis">>
<<set $_target to $NPCList[$penistarget]>>
<<if $_target.penis is 0>>
<<if $consensual is 1 and ($enemytype is "man" ? $promiscuity : $deviancy) lte 54 and !$promiscuityIgnore>>
<!-- Do Nothing -->
<<elseif $_target.stance isnot "topface" and ($enemytype isnot "man" or ($_target.location.genitals is 0 and $_target.location.head isnot "genitals"))>>
<<if $_target.chastity.penis.includes("chastity")>>
<<set _penisaction["Frot " + $_target.pronouns.his + " " + $_target.chastity.penis] to "penistopenis">>
<<elseif npcHasStrapon($penistarget)>>
<<set _penisaction["Frot " + $_target.pronouns.his + " strap-on"] to "penistopenis">>
<<else>>
<<set _penisaction["Frot " + $_target.pronouns.his + " penis"] to "penistopenis">>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "actionspenisPenisEntrance">>
<<if $consensual is 0 or (($enemytype is "man" ? $promiscuity : $deviancy) lte 54 and !$promiscuityIgnore)>>
<<set _penisaction["Cooperate"] to "otherpenisrub">>
<<else>>
<<set _penisaction["Rub"] to "otherpenisrub">>
<</if>>
<<if $thighuse is 0>>
<<set _penisaction["Try to keep it away with your thighs"] to "penisthighs">>
<</if>>
<<if $analdisable is "f" and $anususe is 0 and !playerChastity("anus")>>
<<set _penisaction["Offer your anus instead"] to "penisanus">>
<</if>>
<<if $vaginause is 0 and !playerChastity("vagina")>>
<<set _penisaction["Offer your pussy instead"] to "penispussy">>
<</if>>
<<if $vaginaldoubledisable is "f" and $awareness gt 300 and $vaginause is "penis" and $NPCList[$vaginatarget].penissize gte 2 and $NPCList[$penistarget].penissize gte 2 and !playerChastity("vagina") and !["legLock","legLocked"].includes($feetuse)>>
<<set _penisaction["Offer double vaginal instead"] to "penispussydouble">>
<</if>>
<<if $analdoubledisable is "f" and $awareness gt 300 and $anususe is "penis" and !playerChastity("anus") and $NPCList[$anustarget].penissize gte 2 and $NPCList[$penistarget].penissize gte 2 and !["legLock","legLocked"].includes($feetuse)>>
<<set _penisaction["Offer double anal instead"] to "penisanusdouble">>
<</if>>
<<set _penisaction["Move towards "+$NPCList[$penistarget].pronouns.his+" anus"] to "moveHole">>
<</widget>>
<<widget "actionspenisPenisImminent">>
<<if $consensual is 0 or (!$promiscuityIgnore and ($enemytype is "man" ? $promiscuity : $deviancy) lte 54)>>
<<set _penisaction["Cooperate"] to "otherpenisrub">>
<<else>>
<<set _penisaction["Rub"] to "otherpenisrub">>
<</if>>
<<if $analdisable is "f" and $anususe is 0 and !playerChastity("anus")>>
<<set _penisaction["Offer your anus instead"] to "penisanus">>
<</if>>
<<if $vaginause is 0 and !playerChastity("vagina")>>
<<set _penisaction["Offer your pussy instead"] to "penispussy">>
<</if>>
<<if $vaginaldoubledisable is "f" and $awareness gt 300 and $vaginause is "penis" and $NPCList[$vaginatarget].penissize gte 2 and $NPCList[$penistarget].penissize gte 2 and !playerChastity("vagina") and !["legLock","legLocked"].includes($feetuse)>>
<<set _penisaction["Offer double vaginal instead"] to "penispussydouble">>
<</if>>
<<if $analdoubledisable is "f" and $awareness gt 300 and $anususe is "penis" and !playerChastity("anus") and $NPCList[$anustarget].penissize gte 2 and $NPCList[$penistarget].penissize gte 2 and !["legLock","legLocked"].includes($feetuse)>>
<<set _penisaction["Offer double anal instead"] to "penisanusdouble">>
<</if>>
<<set _penisaction["Pull away"] to "fencingescape">>
<</widget>>
<<widget "actionspenistoanusnew">>
<<set $_target to $NPCList[$penistarget]>>
<<if !playerChastity("penis") or playerHasStrapon()>>
<<if $_target.stance isnot "topface">>
<<if $_target.vagina is 0 or $_target.penis is 0>>
<<if $consensual is 1 and ($enemytype is "man" ? $promiscuity : $deviancy) lte 74 and !$promiscuityIgnore>>
<!-- Do Nothing -->
<<elseif $enemytype isnot "man" or ($_target.location.genitals is 0 and $_target.location.head isnot "genitals")>>
<<if $_target.chastity.anus.includes("shield")>>
<<set _penisaction["Rub against " + $_target.pronouns.his + " " + $_target.chastity.anus] to "penistoanus">>
<<else>>
<<set _penisaction["Press against " + $_target.pronouns.his + " ass"] to "penistoanus">>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "actionspenisvaginafucknew">>
<<if (!playerChastity("penis") or playerHasStrapon()) and $worn.under_lower.vagina_exposed is 1 and $worn.lower.vagina_exposed is 1>>
<<set $_target to $NPCList[$penistarget]>>
<<if $_target.vagina is "penisentrance" or $_target.vagina is "penisimminent">>
<<if $consensual is 1 and (($enemytype is "man" ? $promiscuity : $deviancy) lte 74 and !$promiscuityIgnore) or $_target.chastity.vagina.includes("chastity")>>
<!-- Do Nothing -->
<<else>>
<<set _penisaction["Penetrate " + $_target.pronouns.his + " pussy"] to "penisvaginafuck">>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "actionspenisanusfucknew">>
<<if (!playerChastity("penis") or playerHasStrapon()) and $worn.under_lower.vagina_exposed is 1 and $worn.lower.vagina_exposed is 1>>
<<set $_target to $NPCList[$penistarget]>>
<<if $_target.vagina is "otheranusentrance" or $_target.vagina is "otheranusimminent" or $_target.penis is "otheranusentrance" or $_target.penis is "otheranusimminent">>
<<if $_target.chastity.anus.includes("shield") or ($consensual is 1 and !$promiscuityIgnore and ($enemytype is "man" ? $promiscuity : $deviancy) lte 74)>>
<!-- Do Nothing -->
<<else>>
<<set _penisaction["Penetrate " + $_target.pronouns.his + " ass"] to "penisanusfuck">>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "actionspenisMouthEntrance">>
<<set $_target to $NPCList[$penistarget]>>
<<if $_target.mouth is "penisentrance">>
<<if $consensual is 1 and !$promiscuityIgnore and ($enemytype is "man" ? $promiscuity : $deviancy) lte 54>>
<<else>>
<<set _penisaction["Press your thigh against " + $_target.pronouns.his + " mouth"] to "thighbay">>
<</if>>
<<set _penisaction["Rub against " + $_target.pronouns.his + " face"] to "othermouthtease">>
<</if>>
<</widget>>
<<widget "actionspenisMouthImminent">>
<<set $_target to $NPCList[$penistarget]>>
<<if $_target.mouth is "penisimminent">>
<<set _penisaction["Rub against " + $_target.pronouns.his + " lips"] to "othermouthrub">>
<<set _penisaction["Pull away"] to "othermouthescape">>
<</if>>
<</widget>>
<<widget "actionspenisMouthPenetration">>
<<if $consensual is 0 or ($enemytype is "man" ? $promiscuity : $deviancy) lte 54>>
<<set _penisaction["Cooperate"] to "othermouthcooperate">>
<<else>>
<<set _penisaction["Fuck"] to "othermouthcooperate">>
<</if>>
<<if ($consensual is 0 or ($enemytype is "man" ? $promiscuity : $deviancy) gte 55) and currentSkillValue("penileskill") gte 800>>
<<set _penisaction["Edge " + $NPCList[$penistarget].pronouns.him] to "mouthEdging">>
<</if>>
<<set _penisaction["Pull out"] to "pullOut">>
<</widget>>
<<widget "actionspenisPussyEntrance">>
<<actionspenisvaginafucknew>>
<<if $consensual is 1 and !$promiscuityIgnore and ($enemytype is "man" ? $promiscuity : $deviancy) lte 54>>
<<else>>
<<set _penisaction["Frot against the clit"] to "bay">>
<</if>>
<<set _penisaction["Move towards " + $NPCList[$penistarget].pronouns.his + " anus"] to "moveHole">>
<<set _penisaction["Tease"] to "tease">>
<</widget>>
<<widget "actionspenisPussyImminent">>
<<actionspenisvaginafucknew>>
<<set _penisaction["Rub"] to "rub">>
<<if ($consensual is 0 or ($enemytype is "man" ? $promiscuity : $deviancy) gte 55) and currentSkillValue("penileskill") gte 800>>
<<set _penisaction["Edge " + $NPCList[$penistarget].pronouns.him] to "vaginaEdging">>
<</if>>
<<set _penisaction["Pull away"] to "escape">>
<</widget>>
<<widget "actionspenisPussyPenetration">>
<<set _penisaction["Take it"] to "take">>
<<if $consensual is 0 or ($enemytype is "man" ? $promiscuity : $deviancy) lte 54>>
<<set _penisaction["Cooperate"] to "cooperate">>
<<else>>
<<set _penisaction["Fuck"] to "cooperate">>
<</if>>
<<if !npcIsPregnant($NPCList[$penistarget].fullDescription) and NPCPregnancyPossibleWithPlayer($NPCList[$penistarget]) and $arousal gte $arousalmax - 1000 and ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled")) and $demonbuild gte 90>>
<<set _penisaction["Force Impregnation"] to "forceImpregnation">>
<</if>>
<<if ($consensual is 0 or ($enemytype is "man" ? $promiscuity : $deviancy) gte 55) and currentSkillValue("penileskill") gte 800>>
<<set _penisaction["Edge " + $NPCList[$penistarget].pronouns.him] to "vaginaEdging">>
<</if>>
<<if $player.condom and currentSkillValue("penileskill") gte 800>>
<<set _penisaction["Damage Condom"] to "damageCondom">>
<</if>>
<<set _penisaction["Pull out"] to "pullOut">>
<</widget>>
<<widget "actionspenisPenisFencing">>
<<if $consensual is 0 or (($enemytype is "man" ? $promiscuity : $deviancy) lte 54 and !$promiscuityIgnore)>>
<<set _penisaction["Cooperate"] to "fencingcooperate">>
<<else>>
<<set _penisaction["Rub"] to "fencingcooperate">>
<</if>>
<<set _penisaction["Take it"] to "fencingtake">>
<<set _penisaction["Pull away"] to "fencingescape">>
<<if $analdoubledisable is "f" and $awareness gt 300 and $anususe is "penis" and $NPCList[$anustarget].penissize gte 2 and $NPCList[$penistarget].penissize gte 2 and !["legLock","legLocked"].includes($feetuse)>>
<<if !($consensual is 1 and ($enemytype is "man" ? $promiscuity : $deviancy) lte 74 and !$promiscuityIgnore)>>
<<set _penisaction["Offer double anal instead"] to "penisanusdouble">>
<</if>>
<</if>>
<</widget>>
<<widget "actionspenisAnusEntrance">>
<<actionspenisanusfucknew>>
<<if $consensual is 1 and ($enemytype is "man" ? $promiscuity : $deviancy) lte 54 and !$promiscuityIgnore>>
<<else>>
<<set _penisaction["Frot against the ass"] to "otheranusbay">>
<</if>>
<<set $_target to $NPCList[$penistarget]>>
<<if $_target.vagina is "otheranusentrance">>
<<set _penisaction["Move towards " + $_target.pronouns.his + " vagina"] to "moveHole">>
<<elseif $_target.penis is "otheranusentrance">>
<<set _penisaction["Move towards " + $_target.pronouns.his + " penis"] to "moveHole">>
<</if>>
<<set _penisaction["Tease"] to "otheranustease">>
<</widget>>
<<widget "actionspenisAnusImminent">>
<<actionspenisanusfucknew>>
<<set _penisaction["Rub"] to "otheranusrub">>
<<if ($consensual is 0 or ($enemytype is "man" ? $promiscuity : $deviancy) gte 55) and currentSkillValue("penileskill") gte 800>>
<<set _penisaction["Edge " + $NPCList[$penistarget].pronouns.him] to "otheranusEdging">>
<</if>>
<<set _penisaction["Pull away"] to "otheranusescape">>
<</widget>>
<<widget "actionspenisAnusPenetration">>
<<set _penisaction["Take it"] to "otheranustake">>
<<if $consensual is 0 or ($enemytype is "man" ? $promiscuity : $deviancy) lte 54>>
<<set _penisaction["Cooperate"] to "otheranuscooperate">>
<<else>>
<<set _penisaction["Fuck"] to "otheranuscooperate">>
<</if>>
<<if ($consensual is 0 or ($enemytype is "man" ? $promiscuity : $deviancy) gte 55) and currentSkillValue("penileskill") gte 800>>
<<set _penisaction["Edge " + $NPCList[$penistarget].pronouns.him] to "otheranusEdging">>
<</if>>
<<if $player.condom and currentSkillValue("penileskill") gte 800>>
<<set _penisaction["Damage Condom"] to "damageCondom">>
<</if>>
<<set _penisaction["Pull out"] to "pullOut">>
<</widget>>
<<widget "actionspenisAgainstAss">>
<<set _penisaction["Rub"] to "otheranusrub">>
<<set _penisaction["Stop"] to "otheranusstop">>
<</widget>>
<<widget "actionspenisAgainstClit">>
<<set _penisaction["Rub"] to "clitrub">>
<<set _penisaction["Stop"] to "stop">>
<</widget>><<widget "effectspenistovagina">>
<<if $penisaction is "penistovagina">>
<<personselect $penistarget>>
<<set $penisaction to 0>><<submission 10>><<penileskilluse>><<combatpromiscuity5>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("penile", $penistarget)>>
<<if $NPCList[$penistarget].vagina is 0>>
<<set $_target to $NPCList[$penistarget]>>
<<set $_target.vagina to "penisentrance">>
<<submission 2>>
<<set $penisuse to "othervagina">><<set $penisstate to "entrance">>
<<if $leftarm is "coverpenis">>
<<set $leftarm to 0>>
<</if>>
<<if $rightarm is "coverpenis">>
<<set $rightarm to 0>>
<</if>>
<span class="lblue">You press your <<penis>> against <<combatpersons>> <<npcVagina $penistarget>>.</span>
<<if $NPCList[$penistarget].condom and $NPCList[$penistarget].condom.willUse is true and !$player.condom and $parasite.penis.name is undefined>>
<<if playerChastity("penis")>>
<<He>> tries to put a condom on your penis, but can't seem to get it over your $worn.genitals.name. <span class="red"><<He>> quickly gives up.</span>
<<set $NPCList[$penistarget].condom.willUse to false>>
<<else>>
<span class="green"><<He>> slips <<condomDesc $penistarget>> on your <<penis>>.</span>
<<equipNPCCondom $penistarget "player">>
<</if>>
<</if>>
<<if $enemytype is "beast">><<set $_target.stance to "top">><</if>>
<<set $_target.location.genitals to "genitals">>
<<else>>
<span class="blue">You try to press your <<penis>> against <<combatpersons>> <<npcVagina $penistarget>>, but the entrance is already occupied.</span><<set $penisactiondefault to "penistovagina">>
<</if>>
<<else>>
<span class="blue">You try to press your <<penis>> against <<combatpersons>> <<npcVagina $penistarget>> but <<he>> pushes you away.</span><<set $penisactiondefault to "penistovagina">>
<</if>>
<</if>>
<</widget>>
<<widget "effectspenistoanus">>
<<if $penisaction is "penistoanus">>
<<personselect $penistarget>>
<<set $penisaction to 0>><<submission 10>><<penileskilluse>><<combatpromiscuity5>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("penile", $penistarget)>>
<<if ($NPCList[$penistarget].vagina is 0 or $NPCList[$penistarget].vagina is "none") and ($NPCList[$penistarget].penis is 0 or $NPCList[$penistarget].penis is "none")>>
<<set $_target to $NPCList[$penistarget]>>
<<if $_target.vagina isnot "none">>
<<set $_target.vagina to "otheranusentrance">>
<</if>>
<<if $_target.penis isnot "none">>
<<set $_target.penis to "otheranusentrance">>
<</if>>
<<submission 2>>
<<set $penisuse to "otheranus">><<set $penisstate to "otheranusentrance">><<set $penisactiondefault to "otheranustease">>
<<if $leftarm is "coverpenis">>
<<set $leftarm to 0>>
<</if>>
<<if $rightarm is "coverpenis">>
<<set $rightarm to 0>>
<</if>>
<span class="lblue">You press your <<penis>> against <<combatpersons>> ass.</span>
<<if $enemytype is "beast">><<set $_target.stance to "top">><</if>>
<<set $_target.location.genitals to "genitals">>
<<else>>
<span class="blue">You try to press your <<penis>> against <<combatpersons>> <<npcAnus $penistarget>>, but your position won't let you.</span>
<<set $penisactiondefault to "penistoanus">>
<<if $NPCList[$penistarget].condom and $NPCList[$penistarget].condom.willUse is true and !$player.condom and $parasite.penis.name is undefined>>
<<if playerChastity("penis")>>
<<He>> tries to put a condom on your penis, but can't seem to get it over your $worn.genitals.name. <span class="red"><<He>> quickly gives up.</span>
<<set $NPCList[$penistarget].condom.willUse to false>>
<<else>>
<span class="green"><<He>> slips <<condomDesc $penistarget>> on your <<penis>>.</span>
<<equipNPCCondom $penistarget "player">>
<</if>>
<</if>>
<</if>>
<<else>>
<span class="blue">You try to press your <<penis>> against <<combatpersons>> <<npcAnus $penistarget>> but <<he>> pushes you away.</span>
<<set $penisactiondefault to "penistoanus">>
<<if $NPCList[$penistarget].condom and $NPCList[$penistarget].condom.willUse is true and !$player.condom and $parasite.penis.name is undefined>>
<<if playerChastity("penis")>>
<<He>> tries to put a condom on your penis, but can't seem to get it over your $worn.genitals.name. <span class="red"><<He>> quickly gives up.</span>
<<set $NPCList[$penistarget].condom.willUse to false>>
<<else>>
<span class="green"><<He>> slips <<condomDesc $penistarget>> on your <<penis>>.</span>
<<equipNPCCondom $penistarget "player">>
<</if>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "effectspenisvaginafuck">>
<<if $penisaction is "penisvaginafuck" and (playerPenisSize() gte 0 or $arousal gte $arousalmax * (3 / 4))>>
<<personselect $penistarget>>
<<set $penisaction to 0>><<submission 20>><<penileskilluse>><<combatpromiscuity5>>
<<if random(0,1) is 1 or ($penisWetness + (currentSkillValue("penileskill") / 10)) gte (playerPenisSize() * 15) + random(1, 40)>>
<<set $_target to $NPCList[$penistarget]>>
<<set $_target.vagina to "penis">><<set $penisactiondefault to "cooperate">>
<<if playerHasStrapon()>>
<<penis_lube_text>> <span class="pink">you <<peniletext>> thrust deep into <<combatpersons>> pussy.</span>
<<sex 30 "genitals" $penistarget>>
<<elseif $player.virginity.penile isnot true>>
<<penis_lube_text>> <span class="pink">you <<peniletext>> thrust deep into <<combatpersons>> pussy.</span>
<<sex 30 "genitals" $penistarget>>
<<raped>><<penisraped>>
<<elseif $player.virginity.penile is true>>
<<penis_lube_text>> <span class="pink">you <<peniletext>> thrust your virgin penis into <<combatpersons>> pussy.</span>
<span class="red">You feel your foreskin separate from your glans, <<virginitylosttext $NPCList[_n].fullDescription>></span>
<<sex 100 "genitals" $penistarget>><<violence 30>><<bruise penis>><<set $speechpenisvirgin to 1>>
<<raped>><<penisraped>>
<</if>>
<<penilestat>>
<<set $penisstate to "penetrated">>
<<takeVirginity $_target.fullDescription "penile">>
<<takeNPCVirginity $penistarget "vaginal">>
<<else>>
You <<peniletext>> press your <<penis>> against <<combatpersons>> pussy, <span class="blue">but fail to penetrate,</span> instead angling away and rubbing past <<his>> clit.
<<sex 20 "genitals" $penistarget>><<penilestat>><<set $penisactiondefault to "penisvaginafuck">>
<</if>>
<<elseif $penisaction is "penisvaginafuck">>
<<personselect $penistarget>>
<<set $penisaction to 0>><<set $penisactiondefault to "penisvaginafuck">>
<span class="red">You fail to penetrate <<combatpersons>> pussy.</span> Such a tiny penis is hard to wield. You need to be more aroused.
<</if>>
<</widget>>
<<widget "effectspenisanusfuck">>
<<if $penisaction is "penisanusfuck" and (playerPenisSize() gte 0 or $arousal gte ($arousalmax / 4) * 3)>>
<<personselect $penistarget>>
<<set $penisaction to 0>><<submission 20>><<penileskilluse>><<combatpromiscuity5>>
<<if random(0,1) is 1 or ($penisWetness + (currentSkillValue("penileskill") / 10)) gte (playerPenisSize() * 15) + random(1, 40)>>
<<set $_target to $NPCList[$penistarget]>>
<<if $_target.vagina is "otheranusentrance" or $_target.vagina is "otheranusimminent">>
<<set $_target.vagina to "otheranus">>
<</if>>
<<if $_target.penis is "otheranusentrance" or $_target.penis is "otheranusimminent">>
<<set $_target.penis to "otheranus">>
<</if>>
<<set $penisactiondefault to "otheranuscooperate">>
<<if playerHasStrapon()>>
<<penis_lube_text>> <span class="pink">you <<peniletext>> thrust deep into <<combatpersons>> ass.</span>
<<sex 30 "genitals" $penistarget>>
<<elseif $player.virginity.penile isnot true>>
<<penis_lube_text>> <span class="pink">you <<peniletext>> thrust deep into <<combatpersons>> ass.</span>
<<sex 30 "genitals" $penistarget>>
<<penilestat>><<raped>><<penisraped>>
<<elseif $player.virginity.penile is true>>
<<penis_lube_text>> <span class="pink">you <<peniletext>> thrust your virgin penis into <<combatpersons>> ass.</span>
<span class="red">You feel your foreskin separate from your glans, <<virginitylosttext $NPCList[_n].fullDescription>></span>
<<sex 100 "genitals" $penistarget>><<violence 30>><<bruise penis>><<set $speechpenisvirgin to 1>>
<<penilestat>><<raped>><<penisraped>>
<</if>>
<<set $penisstate to "otheranus">>
<<takeVirginity $_target.fullDescription "penile">>
<<takeNPCVirginity $penistarget "anal">>
<<else>>
You <<peniletext>> press your <<penis>> against <<combatpersons>> ass, <span class="blue">but fail to penetrate,</span> instead angling away and rubbing between <<his>> cheeks.
<<sex 20 "genitals" $penistarget>><<penilestat>><<set $penisactiondefault to "penisanusfuck">>
<</if>>
<<elseif $penisaction is "penisanusfuck">>
<<personselect $penistarget>>
<<set $penisaction to 0>><<set $penisactiondefault to "penisanusfuck">>
<span class="red">You fail to penetrate <<combatpersons>> ass.</span> Such a tiny penis is hard to wield. You need to be more aroused.
<</if>>
<</widget>>
<<widget "effectspenistopenis">>
<<if $penisaction is "penistopenis">>
<<personselect $penistarget>>
<<set $penisaction to 0>><<submission 5>><<penileskilluse>><<combatpromiscuity5>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("penile", $penistarget)>>
<<if $NPCList[$penistarget].penis is 0>>
<<set $_target to $NPCList[$penistarget]>>
<<submission 5>><<set $penisuse to "otherpenis">><<set $penisstate to "otherpenisentrance">>
<<set $_target.penis to "penisentrance">><<set $penisactiondefault to "otherpenisrub">>
<<if $leftarm is "coverpenis">>
<<set $leftarm to 0>>
<</if>>
<<if $rightarm is "coverpenis">>
<<set $rightarm to 0>>
<</if>>
<span class="lblue">You caress <<combatpersons>> <<npcPenisSimple $penistarget>> with your <<penisSimple>><<if playerChastity("penis")>>, through your $worn.genitals.name<</if>>.</span>
<<if $enemytype is "beast">>
<<set $_target.stance to "top">>
<</if>>
<<set $_target.location.genitals to "genitals">>
<<else>>
<span class="blue">You try to press your <<penis>> against <<combatpersons>> <<npcPenisSimple $penistarget>>, but the phallus is already occupied.</span><<set $penisactiondefault to "penistopenis">>
<</if>>
<<else>>
<span class="blue">You try to move your <<penis>> nearer <<combatpersons>> <<npcPenisSimple $penistarget>>, but <<ohe>> pushes you off.</span><<set $penisactiondefault to "penistopenis">>
<</if>>
<</if>>
<</widget>>
<<widget "effectspenistopenisfuck">>
<<if $penisaction is "penistopenisfuck" and ["penisentrance", "penisimminent"].includes($NPCList[$penistarget].penis)>>
<<personselect $penistarget>>
<<set $penisaction to 0>><<submission 5>><<penileskilluse>><<combatpromiscuity5>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("penile", $penistarget)>>
<<submission 5>><<set $penisuse to "otherpenis">><<set $penisstate to "otherpenis">>
<<set $NPCList[$penistarget].penis to "penis">><<set $penisactiondefault to "fencingcooperate">>
<span class="blue">You press <<combatpersons>> <<npcPenisSimple $penistarget>> with your penis<<if playerChastity("penis")>>, through your $worn.genitals.name<</if>>.</span>
<<else>>
<span class="blue">You try to press your <<penis>> against <<combatpersons>>, but <<ohe>> keeps you away.</span>
<<set $penisactiondefault to "penistopenisfuck">>
<</if>>
<</if>>
<</widget>>
<<widget "effectsmovehole">>
<<if $penisaction is "moveHole">>
<<set $penisaction to 0>><<thighskilluse>><<brat 5 $penistarget>>
<<set $_target to $NPCList[$penistarget]>><<personselect $penistarget>>
<<if [$_target.vagina, $_target.penis].includesAny("penisentrance", "otheranusentrance", "otheranusimminent")>>
<<if combatSkillCheck("thigh", $penistarget)>>
<span class="lblue">You <<thightext>> move your <<penis>> against <<combatpersons>>
<<if $_target.vagina is "penisentrance" or $_target.penis is "penisentrance">>
<<set $penisuse to "otheranus">><<set $penisstate to "otheranusentrance">>
<<set $penisactiondefault to "otheranustease">>
<<if $_target.vagina is "penisentrance">>
<<set $_target.vagina to "otheranusentrance">>
<<else>>
<<set $_target.penis to "otheranusentrance">>
<</if>>
<<npcAnus $penistarget>>.
<<elseif $_target.vagina is "otheranusentrance" or $_target.vagina is "otheranusimminent">>
<<set $penisuse to "othervagina">><<set $penisstate to "entrance">>
<<set $penisactiondefault to "tease">>
<<set $_target.vagina to "penisentrance">>
<<npcVagina $penistarget>>.
<<elseif $_target.penis is "otheranusentrance" or $_target.penis is "otheranusimminent">>
<<set $penisuse to "otherpenis">><<set $penisstate to "otherpenis">>
<<set $penisactiondefault to "otherpenisrub">>
<<set $_target.penis to "penisentrance">>
<<npcPenisSimple $penistarget>>.
<</if>>
</span>
<<else>>
<span class="blue">You try to move your <<penis>> towards <<combatpersons>>
<<if $_target.vagina is "otheranusentrance">>
<<npcVagina $penistarget>>
<<elseif $_target.penis is "otheranusentrance">>
<<npcPenisSimple $penistarget>>
<<elseif $_target.vagina is "penisentrance" or $_target.penis is "otherpenis">>
<<npcAnus $penistarget>>
<</if>>
but you're unable to move your way.</span>
<</if>>
<<else>>
<span class="blue">You try to change the target of your <<penisSimple>> but your position doesn't allow you to.</span>
<</if>>
<</if>>
<</widget>><<widget "speak">>
<<if $underwater lte 0>>
<<if $enemyno gte 2>>
<<set _pron to "them">>
<<else>>
<<switch $pronoun>>
<<case "m">><<set _pron to "him">>
<<case "f">><<set _pron to "her">>
<<case "i">><<set _pron to "it">>
<</switch>>
<</if>>
<<set _askActions to {"Nothing":"rest"}>>
<<if !$gloryhole and $gamemode isnot "soft">>
<<seductiondifficulty true>>
<<set _diffText to " " + clone(_text_output)>>
<<else>>
<<set _diffText to "">>
<</if>>
<<if $consensual is 1>>
<<if $wolfgirl gte 2>>
<<set _mouthaction["Growl"] to "growl">>
<</if>>
<<if $noFinish isnot 1>>
<<set _askActions["to stop" + _diffText] to "finish">>
<</if>>
<<if $enemytype is "man" and !$npcSub>>
<<if $player.vaginaExist and $vaginalchastity is 0 and $novaginal is 0>>
<<if $vaginastate is "penetrated" or $vaginastate is "doublepenetrated">>
<<set _askActions["to pull out of your pussy immediately" + _diffText] to "novaginal">>
<<else>>
<<set _askActions["to not put anything in your pussy" + _diffText] to "novaginal">>
<</if>>
<</if>>
<<if $player.penisExist and $penilechastity is 0 and $nopenile is 0>>
<<if $penisstate is "penetrated">>
<<set _askActions["to withdraw your penis immediately" + _diffText] to "nopenile">>
<<else>>
<<set _askActions["to not put your penis in anything" + _diffText] to "nopenile">>
<</if>>
<</if>>
<<if $analchastity is 0 and $noanal is 0>>
<<if $anusstate is "penetrated" or $anusstate is "doublepenetrated">>
<<set _askActions["to pull out of your anus immediately" + _diffText] to "noanal">>
<<else>>
<<set _askActions["to not put anything in your anus" + _diffText] to "noanal">>
<</if>>
<</if>>
<<if $asphyxiaLvl gte 1 and $nochoke isnot 1 and !$gloryhole>>
<<set _askActions["to not choke you" + _diffText] to "nochoke">>
<</if>>
<</if>>
<<set $_npcname to $npc[$npcrow.indexOf($mouthtarget)]>>
<<if ["Robin","Kylar","Alex","Avery","Whitney","Eden","Sydney"].includes($_npcname) and !npcHasStrapon($mouthtarget)
and [0, "clothed"].includes($NPCList[$mouthtarget].vagina)>>
<<if ["Avery","Whitney"].includes($_npcname) or $npc[$npcrow.indexOf($mouthtarget)] is $_npcname and checkIfNPCHasCategorySextoy($_npcname,"strap-on").length > 0>>
<<set _askActions["to wear a strap-on"] to "wearStrapon">>
<</if>>
<</if>>
<<if npcHasStrapon($mouthtarget) and $NPCList[$mouthtarget].penis is 0>>
<<set _askActions["to remove "+$NPCList[$mouthtarget].pronouns.his+" strap-on"] to "removeStrapon">>
<</if>>
<<else>>
<<set _mouthaction["Scream"] to "scream">>
<<set _mouthaction["Plead"] to "plead">>
<<if $wolfgirl gte 2>>
<<set _mouthaction["Growl"] to "growl">>
<</if>>
<<if (($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled"))) and $angelforgive isnot 1>>
<<set _mouthaction["Forgive"] to "forgive">>
<</if>>
<<if (($fallenangel gte 2 or ($transformationParts.fallenAngel.wings isnot "hidden" and $transformationParts.fallenAngel.wings isnot "disabled"))) and $fallenangelretribution isnot 1>>
<<set _mouthaction["Retribution"] to "retribution">>
<</if>>
<<if (($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled"))) and $demonseduce isnot 1>>
<<set _mouthaction["Seduce"] to "seduce">>
<</if>>
<<if ($fallenangel gte 4 or $transformationParts.fallenAngel.wings is "fallenplus" or $transformationParts.fallenAngel.wings is "classicfallenplus") and $angelforgive isnot 1 and $enemytype is "man">>
<<set _mouthaction["Disparage"] to "disparage">>
<</if>>
/* <<if $submissive lte 850>> */
<<if $fightTargets is undefined>>
<<set _mouthaction["Demand"] to "demand">>
<</if>>
/* <</if>> */
<</if>>
<<if $worn.over_upper.name isnot "naked" and $worn.over_upper.cursed isnot 1 or $worn.upper.name isnot "naked" and $worn.upper.cursed isnot 1 or $worn.under_upper.name isnot "naked" and $worn.under_upper.cursed isnot 1>>
<<if $noupper isnot 1 and $noupperasked isnot 1 and $enemytype is "man" and !$npcSub and !$gloryhole>>
<<set _askActions["to leave your top on" + _diffText] to "noupper">>
<</if>>
<</if>>
<<if !$robinRentEvent>>
<<set _mouthaction["Moan"] to "moan">>
<</if>>
<<if !$npcSub and $asphyxiaLvl gte 1 and $consensual is 1 and $enemytype is "man" and ($choketrait or ($chokeorgasm gte 1) or ($awarelevel gte 2)) and !$gloryhole>>
<<set _askActions["to choke you"] to "askchoke">>
<</if>>
<<if $consensual is 1 and $masochism_level gte 1 or $masochism_level gte 3>>
<<set _askActions["to be more rough"] to "askrough">>
<</if>>
<<if $consensual is 1 and $enemytype is "man" and (($player.penisExist and $penisuse is 0) or ($player.vaginaExist and $vaginause is 0)) and $NPCList[$mouthtarget].location.head isnot "genitals" and $NPCList[$mouthtarget].location.genitals isnot "genitals" and !$gloryhole>>
<<set _askActions["to use "+$NPCList[$mouthtarget].pronouns.his+" mouth" + _diffText] to "askoral">>
<</if>>
<<if $enemytype is "man" and !$NPCList[$mouthtarget].condomAsk and $condomLvl gte 1 and !$abomination and $NPCList[$mouthtarget].fullDescription isnot "Ivory Wraith">>
<<if ($NPCList[$mouthtarget].penis is "none" or $NPCList[$mouthtarget].penisdesc.includes("strap-on")) and (!$player.penisExist or $crossdressing gte 1)>>
/*Prevent condoms in situations where none can be equipped*/
<<else>>
<<if !wearingCondom($mouthtarget)>>
<<set _askActions["to use a condom"] to "condoms">>
<</if>>
<<set _askActions["to not use a condom"] to "noCondoms">>
<</if>>
<</if>>
<<if $enemytype is "man" and !$pullOutAsk and !$NPCList[$mouthtarget].condom and !$abomination and $NPCList[$mouthtarget].fullDescription isnot "Ivory Wraith">>
<<if $NPCList[$mouthtarget].penis.toString().includes("vagina") or $NPCList[$mouthtarget].penis.toString().includes("anus")>>
<<set _askActions["to pull out before finishing"] to "askPullOut">>
<</if>>
<</if>>
<<if $robinRentEvent is 1 and $combatPhase is "pay">>
<<if $money gte $rentmoney + ($babyRent or 0)>>
<<set _mouthaction["Pay Bailey"] to "pay">>
<<else>>
<<set _mouthaction["Tell Bailey you can't afford it"] to "pay">>
<</if>>
<</if>>
<<if $worn.face.name isnot "naked" and $worn.face.type.includes("mask") and $consensual is 1 and $enemytype is "man" and !$npcSub and !$gloryhole and $nomaskasked isnot 1>>
<<set _askActions["to leave your mask on" + _diffText] to "nomask">>
<</if>>
<<if Object.keys(_askActions).length gt 0>>
<<set _mouthaction["Ask "+_pron+""] to "ask">>
<<set _defaultsCombatAction to "askActions">>
<<set _actionsSet = DefaultActions.get($defaultsCombatType, $defaultsType, _defaultsCombatAction)>>
<<set _pass to false>>
<<for _set to 0; _set lt $maxDefaultActionSets; _set++>>
<<if Object.values(_askActions).includes(_actionsSet[_set])>>
<<set $askAction to clone(_actionsSet[_set])>>
<<set _pass to true>>
<<break>>
<</if>>
<</for>>
<<if _pass is false>>
<<set $askAction to Object.values(_askActions)[0]>>
<</if>>
<<switch $askAction>>
<<case "askchoke" "condoms" "noCondoms">><<set $askActionColour to "sub">>
<<default>><<set $askActionColour to "brat">>
<</switch>>
<</if>>
<<if $awarelevel gte 2 and $enemytype is "man">>
<<if $consensual is 1>>
<<set _mouthaction["Tease " + $NPCList[$mouthtarget].pronouns.his] to "mock">>
<<else>>
<<set _mouthaction["Mock " + $NPCList[$mouthtarget].pronouns.his] to "mock">>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "replaceAskColour">>
<<switch $askAction>>
<<case "askchoke" "condoms" "noCondoms">>
<<if $options.combatControls.includes("adio")>>
<<addclass "#askLabel" "sub">><<removeclass "#askLabel" "brat">>
<<else>>
<<addclass "#askDifficulty" "subList">><<removeclass "#askDifficulty" "bratList">>
<</if>>
<<case "askchoke" "askPullOut">>
<<default>>
<<if $options.combatControls.includes("adio")>>
<<addclass "#askLabel" "brat">><<removeclass "#askLabel" "sub">>
<<else>>
<<addclass "#askDifficulty" "bratList">><<removeclass "#askDifficulty" "subList">>
<</if>>
<</switch>>
<</widget>><<widget "actionsmouththighrub">>
<<if $enemytype is "beast">>
<<if $arousal gte ($arousalmax / 5) * 4>>
<<if $enemyanger gte (($enemyangermax / 5) * 2)>>
You <<thightext>> press your thigh into the <<beasttypes>> mouth, keeping it at bay. It bites down a little harder than you would like, you hope it doesn't consider you food.
<<else>>
You <<thightext>> press your thigh into the <<beasttypes>> mouth, keeping it at bay.
<</if>>
<<else>>
<<if $enemyanger gte (($enemyangermax / 5) * 2)>>
You <<thightext>> press your thigh into the <<beasttypes>> mouth, keeping it at bay. It bites down a little harder than you would like, you hope it doesn't consider you food.
<<else>>
You <<thightext>> press your thigh into the <<beasttypes>> mouth, keeping it at bay.
<</if>>
<</if>>
<<else>>
<<if $arousal gte ($arousalmax / 5) * 4>>
<<if $pain gte 40>>
You <<thightext>> keep your shaking thigh pressed against <<their _args[0]>> mouth.
<<else>>
You <<thightext>> keep your trembling thigh pressed against <<their _args[0]>> mouth.
<</if>>
<<else>>
<<if $pain gte 40>>
You <<thightext>> keep your quivering thigh pressed against <<their _args[0]>> mouth.
<<else>>
You <<thightext>> keep your thigh pressed against <<their _args[0]>> mouth.
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "actionsothermouthpenistease">>
<<if $enemytype is "beast">>
<<if $arousal gte ($arousalmax / 5) * 4>>
<<if $pain gte 40>>
You <<peniletext>> and carefully rub the <<beasttypes>> tongue with your <<penis>>.
<<else>>
You <<peniletext>> rub the <<beasttypes>> tongue with your <<penis>>.
<</if>>
<<else>>
<<if $pain gte 40>>
You <<peniletext>> and carefully prod the <<beasttypes>> tongue with your <<penis>>.
<<else>>
You <<peniletext>> prod the <<beasttypes>> tongue with your <<penis>>.
<</if>>
<</if>>
<<else>>
<<if $arousal gte ($arousalmax / 5) * 4>>
<<if $pain gte 40>>
You <<peniletext>> rub your <<penis>> against <<their _args[0]>> tongue.
<<else>>
You <<peniletext>> slap your <<penis>> against <<their _args[0]>> tongue.
<</if>>
<<else>>
<<if $pain gte 40>>
You <<peniletext>> rub your <<penis>> against <<their _args[0]>> cheek.
<<else>>
You <<peniletext>> slap your <<penis>> against <<their _args[0]>> cheek.
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "actionsothermouthpenisrub">>
<<if $enemytype is "beast">>
<<if $arousal gte ($arousalmax / 5) * 4>>
<<if $pain gte 40>>
You <<peniletext>> and carefully rub the <<beasttypes>> tongue with your <<penis>>.
<<else>>
You <<peniletext>> rub the <<beasttypes>> tongue with your <<penis>>.
<</if>>
<<else>>
<<if $pain gte 40>>
You <<peniletext>> and carefully prod the <<beasttypes>> tongue with your <<penis>>.
<<else>>
You <<peniletext>> prod the <<beasttypes>> tongue with your <<penis>>.
<</if>>
<</if>>
<<else>>
<<if $arousal gte ($arousalmax / 5) * 4>>
<<if $pain gte 40>>
You <<peniletext>> rub the tip of your <<penis>> between <<their _args[0]>> lips.
<<else>>
You <<peniletext>> caress <<their _args[0]>> lips with your <<penis>>.
<</if>>
<<else>>
<<if $pain gte 40>>
You <<peniletext>> circle <<their _args[0]>> lips with the tip of your <<penis>>.
<<else>>
You <<peniletext>> prod <<their _args[0]>> lips with the tip of your <<penis>>.
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "penises">>
<!-- possible alternatives: ...-->
<<if $arousal gte ($arousalmax / 5) * 4>>
shafts
<<elseif $arousal gte ($arousalmax / 5) * 3>>
boners
<<elseif $arousal gte ($arousalmax / 5) * 2>>
dicks
<<elseif $arousal gte $arousalmax / 5>>
glandes
<<else>>
penises
<</if>>
<</widget>>
<<widget "pussies">>
<!-- possible alternatives: muffs, twats, slits, snatches, vulvas ...-->
<<if $arousal gte ($arousalmax / 5) * 4>>
clits
<<elseif $arousal gte ($arousalmax / 5) * 3>>
cunts
<<elseif $arousal gte ($arousalmax / 5) * 2>>
pussies
<<elseif $arousal gte $arousalmax / 5>>
quims
<<else>>
vaginas
<</if>>
<</widget>>
<<widget "actionsothervaginavaginarub">>
<<if $enemytype is "beast">>
<<if $arousal gte ($arousalmax / 5) * 4>>
<<if $pain gte 40>>
You <<vaginaltext>> and carefully rub the <<beasttypes>> pussy with your own.
<<else>>
You <<vaginaltext>> rub the <<beasttypes>> pussy with your own.
<</if>>
<<else>>
<<if $pain gte 40>>
You <<vaginaltext>> and carefully kiss the <<beasttypes>> pussy with your own.
<<else>>
You <<vaginaltext>> kiss the <<beasttypes>> pussy with your own.
<</if>>
<</if>>
<<else>>
<<if $arousal gte ($arousalmax / 5) * 4>>
<<if $pain gte 40>>
You <<vaginaltext>> rub your <<pussies>> together.
<<else>>
You <<vaginaltext>> knead your <<pussies>> together.
<</if>>
<<else>>
<<if $pain gte 40>>
You <<vaginaltext>> rub your <<pussy>> against <<their _args[0]>> own.
<<else>>
You <<vaginaltext>> kiss <<their _args[0]>> pussy with your own.
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "actionsotherpenispenisrub">> /* fencing */
<<if $enemytype is "beast">>
<<if $arousal gte ($arousalmax / 5) * 4>>
<<if $pain gte 40>>
You <<peniletext>> and carefully rub the <<beasttypes>> penis with your <<penis>>.
<<else>>
You <<peniletext>> rub the <<beasttypes>> penis with your <<penis>>.
<</if>>
<<else>>
<<if $pain gte 40>>
You <<peniletext>> and carefully caress the <<beasttypes>> penis with your <<penis>>.
<<else>>
You <<peniletext>> caress the <<beasttypes>> penis with your <<penis>>.
<</if>>
<</if>>
<<else>>
<<if $arousal gte ($arousalmax / 5) * 4>>
<<if $pain gte 40>>
You <<peniletext>> rub your <<penises>> together.
<<else>>
You <<peniletext>> knead your <<penises>> together.
<</if>>
<<else>>
<<if $pain gte 40>>
You <<peniletext>> rub your <<penis>> against <<their _args[0]>> own.
<<else>>
You <<peniletext>> caress <<their _args[0]>> penis with your own.
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "actionsothermouthpenisthrust">>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<if $arousal gte ($arousalmax / 5) * 4>>
Your <<penis>> is ruthlessly fucked by <<their _args[0]>> mouth. Driven by instinct, you <<peniletext>> push back as you approach your peak.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
Your <<penis>> is ruthlessly fucked by <<their _args[0]>> mouth. You <<peniletext>> push back against the movements.
<<else>>
Your <<penis>> is ruthlessly fucked by <<their _args[0]>> mouth. You <<peniletext>> push back, trying to reduce your discomfort.
<</if>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<if $arousal gte ($arousalmax / 5) * 4>>
Your <<penis>> is hungrily enveloped by <<their _args[0]>> mouth. Driven by instinct, you <<peniletext>> push back as you approach your peak.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
Your <<penis>> is hungrily enveloped by <<their _args[0]>> mouth. You <<peniletext>> push back against the movements.
<<else>>
Your <<penis>> is hungrily enveloped by <<their _args[0]>> mouth. You <<peniletext>> push back, trying to reduce your discomfort.
<</if>>
<<else>>
<<if $arousal gte ($arousalmax / 5) * 4>>
Your <<penis>> is rhythmically engulfed and regurgitated by <<their _args[0]>> mouth. Driven by instinct, you <<peniletext>> push back as you approach your peak.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
Your <<penis>> is rhythmically engulfed and regurgitated by <<their _args[0]>> mouth. You <<peniletext>> push back against the movements.
<<else>>
Your <<penis>> is rhythmically engulfed and regurgitated by <<their _args[0]>> mouth. You <<peniletext>> push back, trying to reduce your discomfort.
<</if>>
<</if>>
<</widget>>
<<widget "actionsothermouthpenisescape">>
<<if $enemytype is "beast">>
<<if $enemyanger lte 20>>
<span class="blue">You shift your pelvis, moving your <<penis>> away from the <<beasttypes>> mouth before it can envelop you.</span> It doesn't give up however.
<<elseif $enemyanger lte 100>>
<span class="blue">You shift your pelvis, moving your <<penis>> away from the beast's incessant probing before it can envelop you.</span> It snarls in frustration.
<<else>>
<span class="blue">You shift your pelvis, moving your <<penis>> away from the beast's savage probing before it can envelop you.</span>
<</if>>
<<else>>
<<if $pain lte 20>>
<span class="blue">You shift your pelvis, moving your <<penis>> away from <<their _args[0]>> mouth.</span>
<<elseif $pain lte 60>>
<span class="blue">You shift your pelvis, moving your <<penis>> away from <<their _args[0]>> mouth.</span>
<<else>>
<span class="blue">You shift your pelvis in desperation, moving your <<penis>> away from <<their _args[0]>> mouth.</span>
<</if>>
<</if>>
<</widget>>
<<widget "actionsothermouthvaginatease">>
<<if $enemytype is "beast">>
<<if $arousal gte ($arousalmax / 5) * 4>>
<<if $pain gte 40>>
You <<vaginaltext>> and carefully rub the <<beasttypes>> tongue with your <<pussy>>.
<<else>>
You <<vaginaltext>> rub the <<beasttypes>> tongue with your <<pussy>>.
<</if>>
<<else>>
<<if $pain gte 40>>
You <<vaginaltext>> and carefully kiss the <<beasttypes>> tongue with your <<pussy>>.
<<else>>
You <<vaginaltext>> kiss the <<beasttypes>> tongue with your <<pussy>>.
<</if>>
<</if>>
<<else>>
<<if $arousal gte ($arousalmax / 5) * 4>>
<<if $pain gte 40>>
You <<vaginaltext>> rub your <<pussy>> against <<their _args[0]>> tongue.
<<else>>
You <<vaginaltext>> smooch <<their _args[0]>> tongue with your <<pussy>>.
<</if>>
<<else>>
<<if $pain gte 40>>
You <<vaginaltext>> rub your <<pussy>> against <<their _args[0]>> cheek.
<<else>>
You <<vaginaltext>> kiss <<their _args[0]>> cheek with your <<pussy>>.
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "actionsothermouthvaginarub">>
<<if $enemytype is "beast">>
<<if $arousal gte ($arousalmax / 5) * 4>>
<<if $pain gte 40>>
You <<vaginaltext>> and carefully rub the <<beasttypes>> tongue with your <<pussy>>.
<<else>>
You <<vaginaltext>> rub the <<beasttypes>> tongue with your <<pussy>>.
<</if>>
<<else>>
<<if $pain gte 40>>
You <<vaginaltext>> and carefully kiss the <<beasttypes>> tongue with your <<pussy>>.
<<else>>
You <<vaginaltext>> kiss the <<beasttypes>> tongue with your <<pussy>>.
<</if>>
<</if>>
<<else>>
<<if $arousal gte ($arousalmax / 5) * 4>>
<<if $pain gte 40>>
You <<vaginaltext>> your <<pussy>> against <<their _args[0]>> tongue.
<<else>>
You <<vaginaltext>> caress <<their _args[0]>> tongue with your <<pussy>>.
<</if>>
<<else>>
<<if $pain gte 40>>
You <<vaginaltext>> kiss <<their _args[0]>> tongue with your <<pussy>>.
<<else>>
You <<vaginaltext>> rub <<their _args[0]>> lips with your <<pussy>>.
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "actionsothermouthvaginathrust">>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<if $arousal gte ($arousalmax / 5) * 4>>
Your <<pussy>> is ruthlessly fucked by <<their _args[0]>> tongue as <<their _args[0]>> lips knead your labia. Driven by instinct, you <<vaginaltext>> push back as you approach your peak.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
Your <<pussy>> is ruthlessly fucked by <<their _args[0]>> tongue as <<their _args[0]>> lips knead your labia. You <<vaginaltext>> push back against the movements.
<<else>>
Your <<pussy>> is ruthlessly fucked by <<their _args[0]>> tongue as <<their _args[0]>> lips knead your labia. You <<vaginaltext>> push back, trying to reduce your discomfort.
<</if>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<if $arousal gte ($arousalmax / 5) * 4>>
Your <<pussy>> is hungrily penetrated by <<their _args[0]>> tongue as <<their _args[0]>> lips knead your labia. Driven by instinct, you <<vaginaltext>> push back as you approach your peak.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
Your <<pussy>> is hungrily penetrated by <<their _args[0]>> tongue as <<their _args[0]>> lips knead your labia. You <<vaginaltext>> push back against the movements.
<<else>>
Your <<pussy>> is hungrily penetrated by <<their _args[0]>> tongue as <<their _args[0]>> lips knead your labia. You <<vaginaltext>> push back, trying to reduce your discomfort.
<</if>>
<<else>>
<<if $arousal gte ($arousalmax / 5) * 4>>
Your <<pussy>> is rhythmically invaded by <<their _args[0]>> tongue as <<their _args[0]>> lips knead your labia. Driven by instinct, you <<vaginaltext>> push back as you approach your peak.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
Your <<pussy>> is rhythmically invaded by <<their _args[0]>> tongue as <<their _args[0]>> lips knead your labia. You <<vaginaltext>> push back against the movements.
<<else>>
Your <<pussy>> is rhythmically invaded by <<their _args[0]>> tongue as <<their _args[0]>> lips knead your labia. You <<vaginaltext>> push back, trying to reduce your discomfort.
<</if>>
<</if>>
<</widget>>
<<widget "actionsothermouthvaginaescape">>
<<if $enemytype is "beast">>
<<if $enemyanger lte 20>>
<span class="blue">You shift your pelvis, moving your <<pussy>> away from the <<beasttypes>> mouth before it can penetrate you.</span> It doesn't give up however.
<<elseif $enemyanger lte 100>>
<span class="blue">You shift your pelvis, moving your <<pussy>> away from the beast's incessant probing before it can penetrate you.</span> It snarls in frustration.
<<else>>
<span class="blue">You shift your pelvis, moving your <<pussy>> away from the beast's savage probing before it can penetrate you.</span>
<</if>>
<<else>>
<<if $pain lte 20>>
<span class="blue">You shift your pelvis, moving your <<pussy>> away from <<their _args[0]>> mouth.</span>
<<elseif $pain lte 60>>
<span class="blue">You shift your pelvis, moving your <<pussy>> away from <<their _args[0]>> mouth.</span>
<<else>>
<span class="blue">You shift your pelvis in desperation, moving your <<pussy>> away from <<their _args[0]>> mouth.</span>
<</if>>
<</if>>
<</widget>>
<<widget "actionsmouthbottomrub">>
<<if $enemytype is "beast">>
<<if $arousal gte ($arousalmax / 5) * 4>>
<<if $enemyanger gte (($enemyangermax / 5) * 2)>>
You <<bottomtext>> press your <<bottom>> into the <<beasttypes>> mouth, keeping it at bay. It bites down a little harder than you would like. You hope it doesn't consider you food.
<<else>>
You <<bottomtext>> press your <<bottom>> into the <<beasttypes>> mouth, keeping it at bay.
<</if>>
<<else>>
<<if $enemyanger gte (($enemyangermax / 5) * 2)>>
You <<bottomtext>> press your <<bottom>> into the <<beasttypes>> mouth, keeping it at bay. It bites down a little harder than you would like. You hope it doesn't consider you food.
<<else>>
You <<bottomtext>> press your <<bottom>> into the <<beasttypes>> mouth, keeping it at bay.
<</if>>
<</if>>
<<else>>
<<if $arousal gte ($arousalmax / 5) * 4>>
<<if $pain gte 40>>
You <<bottomtext>> keep your shaking <<bottom>> pressed against <<their _args[0]>> mouth.
<<else>>
You <<bottomtext>> keep your trembling <<bottom>> pressed against <<their _args[0]>> mouth.
<</if>>
<<else>>
<<if $pain gte 40>>
You <<bottomtext>> keep your quivering <<bottom>> pressed against <<their _args[0]>> mouth.
<<else>>
You <<bottomtext>> keep your <<bottom>> pressed against <<their _args[0]>> mouth.
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "actionsothermouthanustease">>
<<if $enemytype is "beast">>
<<if $arousal gte ($arousalmax / 5) * 4>>
<<if $pain gte 40>>
You <<analtext>> and carefully rub the <<beasttypes>> lips with your <<bottom>>.
<<else>>
You <<analtext>> rub the <<beasttypes>> lips with your <<bottom>>.
<</if>>
<<else>>
<<if $pain gte 40>>
You <<analtext>> and carefully rub the <<beasttypes>> face with your <<bottom>>.
<<else>>
You <<analtext>> rub the <<beasttypes>> face with your <<bottom>>.
<</if>>
<</if>>
<<else>>
<<if $arousal gte ($arousalmax / 5) * 4>>
<<if $pain gte 40>>
You <<analtext>> rub your <<bottom>> against <<their _args[0]>> lips.
<<else>>
You <<analtext>> rub <<their _args[0]>> face with your <<bottom>>.
<</if>>
<<else>>
<<if $pain gte 40>>
You <<analtext>> rub your <<bottom>> against <<their _args[0]>> cheek.
<<else>>
You <<analtext>> rub <<their _args[0]>> cheek with your <<bottom>>.
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "actionsothermouthanusrub">>
<<if $enemytype is "beast">>
<<if $arousal gte ($arousalmax / 5) * 4>>
<<if $pain gte 40>>
You <<analtext>> and carefully rub your anus against the <<beasttypes>> tongue.
<<else>>
You <<analtext>> rub your anus against the <<beasttypes>> tongue.
<</if>>
<<else>>
<<if $pain gte 40>>
You <<analtext>> and carefully rub your <<bottom>> against the <<beasttypes>> tongue.
<<else>>
You <<analtext>> rub your <<bottom>> against the <<beasttypes>> tongue.
<</if>>
<</if>>
<<else>>
<<if $arousal gte ($arousalmax / 5) * 4>>
<<if $pain gte 40>>
You <<analtext>> your anus against <<their _args[0]>> tongue.
<<else>>
You <<analtext>> caress <<their _args[0]>> tongue with your anus.
<</if>>
<<else>>
<<if $pain gte 40>>
You <<analtext>> rub <<their _args[0]>> tongue with your <<bottom>>.
<<else>>
You <<analtext>> rub <<their _args[0]>> lips with your <<bottom>>.
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "actionsothermouthanusthrust">>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<if $arousal gte ($arousalmax / 5) * 4>>
Your <<bottom>> is ruthlessly fucked by <<their _args[0]>> tongue as <<their _args[0]>> lips knead your anus. Driven by instinct, you <<analtext>> push back as you approach your peak.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
Your <<bottom>> is ruthlessly fucked by <<their _args[0]>> tongue as <<their _args[0]>> lips knead your anus. You <<analtext>> push back against the movements.
<<else>>
Your <<bottom>> is ruthlessly fucked by <<their _args[0]>> tongue as <<their _args[0]>> lips knead your anus. You <<analtext>> push back, trying to reduce your discomfort.
<</if>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<if $arousal gte ($arousalmax / 5) * 4>>
Your <<bottom>> is hungrily penetrated by <<their _args[0]>> tongue as <<their _args[0]>> lips knead your anus. Driven by instinct, you <<analtext>> push back as you approach your peak.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
Your <<bottom>> is hungrily penetrated by <<their _args[0]>> tongue as <<their _args[0]>> lips knead your anus. You <<analtext>> push back against the movements.
<<else>>
Your <<bottom>> is hungrily penetrated by <<their _args[0]>> tongue as <<their _args[0]>> lips knead your anus. You <<analtext>> push back, trying to reduce your discomfort.
<</if>>
<<else>>
<<if $arousal gte ($arousalmax / 5) * 4>>
Your <<bottom>> is rhythmically invaded by <<their _args[0]>> tongue as <<their _args[0]>> lips knead your anus. Driven by instinct, you <<analtext>> push back as you approach your peak.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
Your <<bottom>> is rhythmically invaded by <<their _args[0]>> tongue as <<their _args[0]>> lips knead your anus. You <<analtext>> push back against the movements.
<<else>>
Your <<bottom>> is rhythmically invaded by <<their _args[0]>> tongue as <<their _args[0]>> lips knead your anus. You <<analtext>> push back, trying to reduce your discomfort.
<</if>>
<</if>>
<</widget>>
<<widget "actionshandanustease">>
<<if $enemytype is "beast">>
<<if $arousal gte ($arousalmax / 5) * 4>>
<<if $pain gte 40>>
You <<analtext>> and carefully rub the <<beasttypes>> fingers with your <<bottom>>.
<<else>>
You <<analtext>> rub the <<beasttypes>> fingers with your <<bottom>>.
<</if>>
<<else>>
<<if $pain gte 40>>
You <<analtext>> and carefully rub the <<beasttypes>> fingers with your <<bottom>>.
<<else>>
You <<analtext>> rub the <<beasttypes>> fingers with your <<bottom>>.
<</if>>
<</if>>
<<else>>
<<if $arousal gte ($arousalmax / 5) * 4>>
<<if $pain gte 40>>
You <<analtext>> rub your <<bottom>> against <<their _args[0]>> fingers.
<<else>>
You <<analtext>> rub <<their _args[0]>> fingers with your <<bottom>>.
<</if>>
<<else>>
<<if $pain gte 40>>
You <<analtext>> rub your <<bottom>> against <<their _args[0]>> hand.
<<else>>
You <<analtext>> rub <<their _args[0]>> hand with your <<bottom>>.
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "actionshandanusthrust">>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<if $arousal gte ($arousalmax / 5) * 4>>
Your <<bottom>> is ruthlessly fucked by <<their _args[0]>> hand as <<their _args[0]>> finger pounds your anus. Driven by instinct, you <<analtext>> push back as you approach your peak.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
Your <<bottom>> is ruthlessly fucked by <<their _args[0]>> hand as <<their _args[0]>> finger pounds your anus. You <<analtext>> push back against the movements.
<<else>>
Your <<bottom>> is ruthlessly fucked by <<their _args[0]>> hand as <<their _args[0]>> finger pounds your anus. You <<analtext>> push back, trying to reduce your discomfort.
<</if>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<if $arousal gte ($arousalmax / 5) * 4>>
Your <<bottom>> is hungrily penetrated by <<their _args[0]>> hand as <<their _args[0]>> finger pounds your anus. Driven by instinct, you <<analtext>> push back as you approach your peak.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
Your <<bottom>> is hungrily penetrated by <<their _args[0]>> hand as <<their _args[0]>> finger pounds your anus. You <<analtext>> push back against the movements.
<<else>>
Your <<bottom>> is hungrily penetrated by <<their _args[0]>> hand as <<their _args[0]>> finger pounds your anus. You <<analtext>> push back, trying to reduce your discomfort.
<</if>>
<<else>>
<<if $arousal gte ($arousalmax / 5) * 4>>
Your <<bottom>> is rhythmically invaded by <<their _args[0]>> hand as <<their _args[0]>> finger pounds your anus. Driven by instinct, you <<analtext>> push back as you approach your peak.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
Your <<bottom>> is rhythmically invaded by <<their _args[0]>> hand as <<their _args[0]>> finger pounds your anus. You <<analtext>> push back against the movements.
<<else>>
Your <<bottom>> is rhythmically invaded by <<their _args[0]>> hand as <<their _args[0]>> finger pounds your anus. You <<analtext>> push back, trying to reduce your discomfort.
<</if>>
<</if>>
<</widget>>
<<widget "actionshandanustake">>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<if $arousal gte ($arousalmax / 5) * 4>>
Your anus is ruthlessly finger-fucked.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
Your anus is ruthlessly finger-fucked.
<<else>>
Your anus is ruthlessly finger-fucked.
<</if>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<if $arousal gte ($arousalmax / 5) * 4>>
Your anus is relentlessly pounded by <<their _args[0]>> finger.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
Your anus is relentlessly pounded by <<their _args[0]>> finger.
<<else>>
Your anus is relentlessly pounded by <<their _args[0]>> finger.
<</if>>
<<else>>
<<if $arousal gte ($arousalmax / 5) * 4>>
Your anus yields to the repeated insertions of <<their _args[0]>> finger.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
Your anus yields to the repeated insertions of <<their _args[0]>> finger.
<<else>>
Your anus yields to the repeated insertions of <<their _args[0]>> finger.
<</if>>
<</if>>
<</widget>>
<<widget "actionsothermouthanusescape">>
<<if $enemytype is "beast">>
<<if $enemyanger lte 20>>
<span class="blue">You shift your pelvis, moving your <<bottom>> away from the <<beasttypes>> mouth before it can penetrate you.</span> It doesn't give up however.
<<elseif $enemyanger lte 100>>
<span class="blue">You shift your pelvis, moving your <<bottom>> away from the beast's incessant probing before it can penetrate you.</span> It snarls in frustration.
<<else>>
<span class="blue">You shift your pelvis, moving your <<bottom>> away from the beast's savage probing before it can penetrate you.</span>
<</if>>
<<else>>
<<if $pain lte 20>>
<span class="blue">You shift your pelvis, moving your <<bottom>> away from <<their _args[0]>> mouth.</span>
<<elseif $pain lte 60>>
<span class="blue">You shift your pelvis, moving your <<bottom>> away from <<their _args[0]>> mouth.</span>
<<else>>
<span class="blue">You shift your pelvis in desperation, moving your <<bottom>> away from <<their _args[0]>> mouth.</span>
<</if>>
<</if>>
<</widget>>
<<widget "actionspenisstroke">>
<<if $enemytype is "beast">>
You gingerly caress the beast's penis.
<<else>>
<<if _args[1] isnot undefined>>
<<set $_target to "two">>
<<elseif _args[0] isnot undefined>>
<<set $_target to _args[0]>>
<<else>>
<<set $_target to 0>>
<</if>>
<<if $consensual is 1>>
<<if $arousal lte ($arousalmax / 5) * 3>>
You reach for <<someones $_target>> penis and gently caress its length.
<<else>>
You eagerly reach for <<someones $_target>> penis and caress its length.
<</if>>
<<else>>
You gingerly rub <<someones $_target>> penis.
<</if>>
<</if>>
<</widget>>
<<widget "actionsStroke">>
<<if _args.length lte 0>>
<<error {
message : "Missing parameters for <<actionsStroke>> ",
source : "Called from: " + Utils.GetStack()
}>>
<</if>>
<<if $enemytype is "beast">>
You pat the <<beasttype>> on the head.
<<else>>
You ?stroke
<<if _args.length is 2 and _args[0] isnot _args[1]>>
the <<personselect _args[0]>><<persons>> and the <<personselect _args[1]>><<persons>>
<<elseif $enemyno lte 1>>
<<personselect _args[0]>><<his>>
<<else>>
the <<personselect _args[0]>><<persons>>
<</if>>
skin.
<</if>>
<</widget>>
<<widget "actionshit">>
<<if _args[0] is "both">>
<<set _hand to "hands">>
<<set $_target to $lefttarget>>
<<else>>
<<set _hand to "hand">>
<<if _args[0] isnot undefined>>
<<set $_target to _args[0]>>
<<else>>
<<set $_target to 0>>
<</if>>
<</if>>
<<if $combatExtended.enemyDodgeSuccess gte 1 or $combatExtended.enemyCounterSuccess gte 1>>
<<if $enemytype is "beast">>
<<if $pain lte 20>>
You try to smack the <<beasttype>> with your _hand but they
<<elseif $pain lte 60>>
You fight through pain and try to smack the <<beasttype>> with your _hand but they
<<else>>
Pained and terrified, you try to flail at the <<beasttype>> but they
<</if>>
<<else>>
<<if $pain lte 20>>
You try to strike <<someone $_target>> with your _hand but they
<<elseif $pain lte 60>>
You fight through the pain and try to strike at <<someone $_target>> with your _hand but they
<<else>>
Pained and terrified, you try to flail in self-defence but they
<</if>>
<</if>>
<<if $combatExtended.enemyCounterSuccess is 2>>
<span class="red">counter</span>
<<elseif $combatExtended.enemyDodgeSuccess is 2>>
<span class="red">dodge</span>
<<elseif $combatExtended.enemyCounterSuccess is 1>>
<span class="red">partially counter</span>
<<else>>
<span class="blue">partially dodge</span>
<</if>>.
<<else>>
<<if $enemytype is "beast">>
<<if $pain lte 20>>
You smack the <<beasttype>> with your _hand.
<<elseif $pain lte 60>>
You fight through pain and smack the <<beasttype>> with your _hand.
<<else>>
Pained and terrified, you flail at the <<beasttype>>.
<</if>>
<<else>>
<<if $pain lte 20>>
You strike <<someone $_target>> with your _hand.
<<elseif $pain lte 60>>
You fight through the pain and strike at <<someone $_target>> with your _hand.
<<else>>
Pained and terrified, you flail in self-defence.
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "actionsumbrella">>
<<if _args[0] is "both">>
<<set _hand to "umbrella">>
<<set $_target to $lefttarget>>
<<else>>
<<set _hand to "umbrella">>
<<if _args[0] isnot undefined>>
<<set $_target to _args[0]>>
<<else>>
<<set $_target to 0>>
<</if>>
<</if>>
<<if $combatExtended.enemyDodgeSuccess gte 1 or $combatExtended.enemyCounterSuccess gte 1>>
<<if $enemytype is "beast">>
<<if $pain lte 20>>
You try to smack the <<beasttype>> with your _hand but they
<<elseif $pain lte 60>>
You fight through pain and try to smack the <<beasttype>> with your _hand but they
<<else>>
Pained and terrified, you try to flail at the <<beasttype>> but they
<</if>>
<<else>>
<<if $pain lte 20>>
You try to strike <<someone $_target>> with your _hand but they
<<elseif $pain lte 60>>
You fight through the pain and try to strike at <<someone $_target>> with your _hand but they
<<else>>
Pained and terrified, you try to flail in self-defence but they
<</if>>
<</if>>
<<if $combatExtended.enemyCounterSuccess is 2>>
<span class="red">counter</span>
<<elseif $combatExtended.enemyDodgeSuccess is 2>>
<span class="red">dodge</span>
<<elseif $combatExtended.enemyCounterSuccess is 1>>
<span class="red">partially counter</span>
<<else>>
<span class="blue">partially dodge</span>
<</if>>.
<<else>>
<<if $enemytype is "beast">>
<<if $pain lte 20>>
You smack the <<beasttype>> with your _hand.
<<elseif $pain lte 60>>
You fight through pain and smack the <<beasttype>> with your _hand.
<<else>>
Pained and terrified, you flail at the <<beasttype>>.
<</if>>
<<else>>
<<if $pain lte 20>>
You strike <<someone $_target>> with your _hand.
<<elseif $pain lte 60>>
You fight through the pain and strike at <<someone $_target>> with your _hand.
<<else>>
Pained and terrified, you flail in self-defence.
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "actionsguard">>
<<if _args[0] is "both">>
<<set _arm to "arms">>
<<set $_target to $lefttarget>>
<<else>>
<<set _arm to "arm">>
<<if _args[0] isnot undefined>>
<<set $_target to _args[0]>>
<<else>>
<<set $_target to 0>>
<</if>>
<</if>>
<<if currentSkillValue('physique') gte ($physiquesize / 7) * 5>>
Swiftly raising your _arm whilst tensing your muscles, you put your guard up.
<<elseif currentSkillValue('physique') gte ($physiquesize / 7) * 3>>
Raising your _arm, you put your guard up.
<<elseif currentSkillValue('physique') gte ($physiquesize / 7) * 2>>
Raising your _arm, you put up a weak guard.
<<else>>
You weakly raise your _arm, barely putting up a guard.
<</if>>
<</widget>>
<<widget "actionsfeint">>
<<if _args[0] is "both">>
<<set _hand to "hands">>
<<set $_target to $lefttarget>>
<<else>>
<<set _hand to "hand">>
<<if _args[0] isnot undefined>>
<<set $_target to _args[0]>>
<<else>>
<<set $_target to 0>>
<</if>>
<</if>>
<<if $combatExtended.enemyDodgeSuccess gte 1 or $combatExtended.enemyCounterSuccess gte 1>>
<<if $enemytype is "beast">>
<<if $pain lte 20>>
You try to launch a feint but the <<beasttype>>
<<elseif $pain lte 60>>
You fight through pain and try to launch a feint but the <<beasttype>>
<<else>>
Pained and terrified, you try to launch a desperate feint but the <<beasttype>>
<</if>>
isn't fooled and
<<else>>
<<if $pain lte 20>>
You try to launch a feint but
<<elseif $pain lte 60>>
You fight through the pain and try to launch a feint but
<<else>>
Pained and terrified, you try to launch a desperate feint but
<</if>>
they aren't fooled and
<</if>>
<<if $combatExtended.enemyCounterSuccess is 2>>
<span class="red">counter</span>
<<elseif $combatExtended.enemyDodgeSuccess is 2>>
<span class="red">dodge</span>
<<elseif $combatExtended.enemyCounterSuccess is 1>>
<span class="red">partially counter</span>
<<else>>
<span class="blue">partially dodge</span>
<</if>>.
<<else>>
<<if $enemytype is "beast">>
<<if $pain lte 20>>
You launch a feint, only to smack the <<beasttype>> elsewhere with your _hand.
<<elseif $pain lte 60>>
You fight through pain and launch a feint, only to smack the <<beasttype>> elsewhere with your _hand.
<<else>>
Pained and terrified, you launch a desperate feint, only to hit the <<beasttype>> elsewhere with your _hand.
<</if>>
<<else>>
<<if $pain lte 20>>
You launch a feint, only to strike <<someone $_target>> elsewhere with your _hand.
<<elseif $pain lte 60>>
You fight through the pain and launch a feint, only to strike <<someone $_target>> elsewhere with your _hand.
<<else>>
Pained and terrified, you launch a feint, only to hit <<someone $_target>> elsewhere with your _hand.
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "actionshookpunch">>
<<if _args[0] is "both">>
<<set _hand to "fists">>
<<set $_target to $lefttarget>>
<<else>>
<<set _hand to "fist">>
<<if _args[0] isnot undefined>>
<<set $_target to _args[0]>>
<<else>>
<<set $_target to 0>>
<</if>>
<</if>>
<<if $combatExtended.enemyDodgeSuccess gte 1 or $combatExtended.enemyCounterSuccess gte 1>>
<<if $enemytype is "beast">>
<<if $pain lte 20>>
You try to wind up a hook punch but the <<beasttype>> but they
<<elseif $pain lte 60>>
You fight through pain and try to hook punch the <<beasttype>> but they
<<else>>
Pained and terrified, you throw a desperate hook punch at the <<beasttype>> but they
<</if>>
<<else>>
<<if $pain lte 20>>
You try to wind up a hook punch <<someone $_target>> but they
<<elseif $pain lte 60>>
You fight through the pain and try to hook punch at <<someone $_target>> but they
<<else>>
Pained and terrified, you throw a desperate hook punch but they
<</if>>
<</if>>
<<if $combatExtended.enemyCounterSuccess is 2>>
<span class="red">counter</span>
<<elseif $combatExtended.enemyDodgeSuccess is 2>>
<span class="red">see it coming and dodge</span>
<<elseif $combatExtended.enemyCounterSuccess is 1>>
<span class="red">partially counter</span>
<<else>>
<span class="blue">dodge but still get clipped by it</span>
<</if>>.
<<else>>
<<if $enemytype is "beast">>
<<if $pain lte 20>>
You deliver a nasty hook onto the <<beasttype>> with your _hand.
<<elseif $pain lte 60>>
You fight through pain and hook punch the <<beasttype>> with your _hand.
<<else>>
Pained and terrified, you connect a desperate hook at the <<beasttype>>.
<</if>>
<<else>>
<<if $pain lte 20>>
You strike <<someone $_target>> with your _hand.
<<elseif $pain lte 60>>
You fight through the pain and throw a hook punch at <<someone $_target>> with your _hand.
<<else>>
Pained and terrified, you connect a desperate hook.
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "actionsclitstroke">>
<<if $consensual is 1>>
<<if $arousal lte ($arousalmax / 5) * 3>>
You <<handtext>> stroke <<their _args[0]>> clitoris between your fingers.
<<else>>
Eager, you <<handtext>> fondle <<their _args[0]>> clitoris between your fingers.
<</if>>
<<else>>
Hoping to mollify, you <<handtext>> stroke <<their _args[0]>> clitoris between your fingers.
<</if>>
<</widget>>
<<widget "actionshandedge">>
<<if $arousal gte ($arousalmax / 5) * 4>>
<<print either(
"It's a struggle to keep still, but you <<handtext>>",
"With a trembling hand, you <<handtext>>",
"Your hand twitches as you <<handtext>>"
)>>
<<elseif $arousal gte ($arousalmax / 5) * 2>>
<<print either(
"Warmth creeps up your arm as you <<handtext>>",
"Despite the rising heat, you <<handtext>>",
"You steady your hand and <<handtext>>"
)>>
<<else>>
You <<handtext>>
<</if>>
<<if _args[1].includes("penis")>>
<<print either(
"pinch <<his>> shaft between your fingers,",
"trail a finger around <<his>> groin,",
"thumb the tip of <<his>> cock,"
)>>
<<else>>
<<print either(
"press <<his>> lips between your fingers,",
"trail a finger around <<his>> labia,",
"ease your palm against <<his>> clit,"
)>>
<</if>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<print either(
"holding <<him>> on the brink of an orgasm.",
"waving relief just out of <<his>> reach.",
"torturing <<his>> yearning body."
)>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<print either(
"slowly coaxing <<him>> to climax.",
"letting <<his>> arousal swell.",
"keeping <<him>> on edge."
)>>
<<else>>
<<print either(
"controlling <<his>> arousal.",
"curbing <<his>> arousal.",
"stirring pleasure."
)>>
<</if>>
<</widget>>
<<widget "actionskick">>
<<if $combatExtended.enemyDodgeSuccess gte 1 or $combatExtended.enemyCounterSuccess gte 1>>
<<if $enemytype is "beast">>
<<if $pain lte 20>>
You try to kick the <<beasttype>> but they
<<elseif $pain lte 60>>
You try to kick the <<beasttype>> away from you but they
<<else>>
You desperately try to kick the <<beasttype>> away but they
<</if>>
<<else>>
<<if $leftarm is "grappled" or $rightarm is "grappled">>
You struggle against the attacker's grasp, kicking shins while trying to twist free but they
<<else>>
<<if $pain lte 20>>
Defiant, you try to lash out with your feet but they
<<elseif $pain lte 60>>
Though hurt, you try to lash out with your feet but they
<<else>>
You try to lash out in desperation but they
<</if>>
<</if>>
<</if>>
<<if $combatExtended.enemyCounterSuccess is 2>>
<span class="red">counter</span>
<<elseif $combatExtended.enemyDodgeSuccess is 2>>
<span class="red">dodge</span>
<<elseif $combatExtended.enemyCounterSuccess is 1>>
<span class="red">partially counter</span>
<<else>>
<span class="blue">partially dodge</span>
<</if>>.
<<else>>
<<if $enemytype is "beast">>
<<if $pain lte 20>>
You kick the <<beasttype>>.
<<elseif $pain lte 60>>
You try to kick the <<beasttype>> away from you.
<<else>>
You desperately try to kick the <<beasttype>> away.
<</if>>
<<else>>
<<if $leftarm is "grappled" or $rightarm is "grappled">>
You struggle against the attacker's grasp, kicking shins while trying to twist free.
<<else>>
<<if $pain lte 20>>
Defiant, you lash out with your feet.
<<elseif $pain lte 60>>
Though hurt, you lash out with your feet.
<<else>>
You lash out in desperation.
<</if>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "actionsdodge">>
<<if $enemytype is "beast">>
<<if $pain lte 20>>
You stay light on your feet.
<<elseif $pain lte 60>>
You try to stay away from the <<beasttype>>.
<<else>>
You desperately try to get away from the <<beasttype>>.
<</if>>
<<else>>
<<if $leftarm is "grappled" or $rightarm is "grappled">>
You struggle against the attacker's grasp, planting your feet to get any kind of leverage to dodge.
<<else>>
<<if $pain lte 20>>
You stay light on your feet.
<<elseif $pain lte 60>>
Though hurt, you try to stay light on your feet.
<<else>>
You scramble in desperation.
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "actionsfeetrub">>
<<if $enemytype is "beast">>
You fondle <<their>> penis with your toes.
<<else>>
<<if _args[0] isnot undefined>>
<<set $_target to _args[0]>>
<<else>>
<<set $_target to 0>>
<</if>>
<<if $consensual is 1>>
<<if $arousal lte ($arousalmax / 5) * 3>>
You fondle <<someones $_target>> penis with your toes.
<<else>>
You eagerly stroke <<someones $_target>> penis with your toes.
<</if>>
<<else>>
You stroke <<someones $_target>> penis with your toes.
<</if>>
<</if>>
<</widget>>
<<widget "actionsgrabrub">>
<<if $enemytype is "beast">>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
You <<feettext>> hold <<his>> penis between your feet as <<he>> furiously humps against them.
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
You <<feettext>> hold the penis between your feet as <<he>> humps against them.
<<else>>
You <<feettext>> hold and rub the penis between your feet.
<</if>>
<<else>>
<<if $consensual is 1>>
<<if $arousal lte ($arousalmax / 5) * 3>>
You keep <<their _args[0]>> penis held firmly between your feet as you <<feettext>> stroke and fondle the glans with your toes.
<<else>>
You <<feettext>> hold and rub <<their _args[0]>> penis between your feet.
<</if>>
<<else>>
You <<feettext>> occupy <<their _args[0]>> penis with your feet, rubbing the glans between your toes.
<</if>>
<</if>>
<</widget>>
<<widget "actionsfeetpussy">>
<<if $consensual is 1>>
<<if $arousal lte ($arousalmax / 5) * 3>>
You <<feettext>> fondle <<their _args[0]>> vulva with your toes.
<<else>>
You <<feettext>> stroke <<their _args[0]>> vulva with your toes.
<</if>>
<<else>>
You <<feettext>> press your feet against <<their _args[0]>> pelvis and fondle <<their _args[0]>> pussy with your toes.
<</if>>
<</widget>>
<<widget "actionskiss">>
<<if $enemytype is "beast">>
You kiss the <<beasttype>> on the head.
<<else>>
<<if _args[0] isnot undefined>>
<<set $_target to _args[0]>>
<<else>>
<<set $_target to 0>>
<</if>>
<<if $consensual is 1>>
<<if $arousal lte ($arousalmax / 5) * 3>>
You flutter your lips against <<someones $_target>> skin.
<<else>>
You kiss <<someones $_target>> skin, tongue first.
<</if>>
<<else>>
You press your lips against <<someones $_target>> skin.
<</if>>
<</if>>
<</widget>>
<<widget "actionsgrowl">>
<<if $enemytype is "beast">>
You growl and bare your fangs at the <<beasttype>>.
<<else>>
You growl and bare your fangs.
<</if>>
<</widget>>
<<widget "actionsplead">>
<<checkforloveinterests>>
<<if $robinRentEvent is 1 and ["Robin","pay","still"].includes($combatPhase)>>
You <<voice "plead">>.
<<switch random(1,5)>>
<<case 1>>
"Not Robin! Stop!"
<<case 2>>
"Let Robin go, please!"
<<case 3>>
"You can't! Let <<nnpc_him "Robin">> go!"
<<case 4>>
"Please, Bailey, don't!"
<<case 5>>
<<if isLoveInterest("Robin")>>
"Don't take <<nnpc_him "Robin">> away from me!"
<<else>>
"Don't hurt <<nnpc_him "Robin">>!"
<</if>>
<</switch>>
<<elseif $enemytype is "beast">>
You <<voice "plead">>.
<<if _loveInterest is "Eden" and $location is "forest" and random(0,100) lte 15>>
"Please..." You gaze in the direction of Eden's cabin.
<<if $npc.includes("Black Wolf")>>
<br>
The Black Wolf seems to notice, and releases a low growl.
<</if>>
<<elseif $vaginastate is "imminent" or $vaginastate is "doubleimminent">>
<<if $player.virginity.vaginal is true>>
<<if $awarelevel gte 1>>
"No! I don't want to lose my virginity to a <<beasttype>>!"
<<else>>
"Why are you poking me there? Stop!"
<</if>>
<<else>>
"No, don't put it in!"
<</if>>
<<elseif $penisstate is "imminent">>
<<if $player.virginity.penile is true>>
<<if $awarelevel gte 1>>
"No! I don't want to lose my virginity to a <<beasttype>>!"
<<else>>
"Stop pushing my private place like that, you're making me feel strange."
<</if>>
<<else>>
"Please don't put it in!"
<</if>>
<<elseif $penisstate is "otheranusimminent">>
<<if $player.virginity.penile is true>>
<<if $awarelevel gte 1>>
"No! I don't want to lose my virginity to a <<beasttype>>!"
<<else>>
"Stop pushing my private place like that, you're making me feel strange."
<</if>>
<<else>>
"Please don't put it in!"
<</if>>
<<elseif $anusstate is "imminent" or $anusstate is "doubleimminent">>
<<if $player.virginity.anal is true>>
<<if $awarelevel gte 1>>
"Why are you poking me there? What do you want?"
<<else>>
"Don't poke me there, it's dirty!"
<</if>>
<<else>>
"No, not there! I don't want it!"
<</if>>
<<elseif $vaginastate is "penetrated" or $vaginastate is "doublepenetrated">>
<<if $arousal lte $arousalmax / 5>>
"Take it out, take it out!"
<<elseif $arousal lte ($arousalmax / 5) * 4>>
"Please, just take it out!"
<<else>>
"P-please... s-someone help..."
<</if>>
<<elseif $penisstate is "penetrated">>
<<if $arousal lte $arousalmax / 5>>
"Take it out, take it out!"
<<elseif $arousal lte ($arousalmax / 5) * 4>>
"Please, just take it out!"
<<else>>
"P-please... s-someone help..."
<</if>>
<<elseif $penisstate is "otheranus">>
<<if $arousal lte $arousalmax / 5>>
"Take it out, take it out!"
<<elseif $arousal lte ($arousalmax / 5) * 4>>
"Please, just take it out!"
<<else>>
"P-please... s-someone help..."
<</if>>
<<elseif $anusstate is "penetrated" or $anusstate is "doublepenetrated">>
<<if $arousal lte $arousalmax / 5>>
"Take it out, take it out!"
<<elseif $arousal lte ($arousalmax / 5) * 4>>
"Please, just take it out!"
<<else>>
"P-please... s-someone help..."
<</if>>
<<elseif $vaginastate is "othermouthimminent" or $vaginastate is "othermouthentrance">>
<<switch $speechcycle>>
<<case 0>> "Stop, it tickles."
<<case 1>> "Please don't eat me."
<<case 2>> "Stop licking there!"
<<case 3>> "I'm not food!"
<<case 4>> "Your tongue is too slimy."
<<case 5>> "Your tongue is making me feel funny."
<<default>> "S-stop. That's not for a <<beasttype>> to lick."
<</switch>>
<<elseif $vaginastate is "othermouth">>
<<switch $speechcycle>>
<<case 0>> "It's all squirmy."
<<case 1>> "Please take your tongue out."
<<case 2>> "There's no food in there."
<<case 3>> "S-stop. That's not for <<beasttype>> tongues."
<<case 4>> "Get it out!"
<<case 5>> "Please stop licking inside me!"
<<default>> "I-is it tasty? Please stop."
<</switch>>
<<elseif $penisstate is "othermouthimminent" or $penisstate is "othermouthentrance">>
<<switch $speechcycle>>
<<case 0>> "Stop, it tickles."
<<case 1>> "Please don't eat me."
<<case 2>> "Stop licking there!"
<<case 3>> "I'm not food!"
<<case 4>> "Your tongue is too slimy."
<<case 5>> "Your tongue is making me feel funny."
<<default>> "S-stop. That's not for a <<beasttype>> to lick."
<</switch>>
<<elseif $penisstate is "othermouth">>
<<switch $speechcycle>>
<<case 0>> "Your mouth's too slimy."
<<case 1>> "Please don't bite me."
<<case 2>> "I don't wanna go in your mouth."
<<case 3>> "S-stop. That's not for <<beasttype>> tongues."
<<case 4>> "Let me go!"
<<case 5>> "That's not food!"
<<default>> "Please don't move your tongue like that."
<</switch>>
<<elseif $anusstate is "othermouthimminent" or $anusstate is "othermouthentrance">>
<<switch $speechcycle>>
<<case 0>> "Stop, it tickles."
<<case 1>> "Please don't eat me."
<<case 2>> "Stop licking there!"
<<case 3>> "I'm not food!"
<<case 4>> "Your tongue is too slimy."
<<case 5>> "Your tongue is making me feel funny."
<<default>> "S-stop. That's not for a <<beasttype>> to lick."
<</switch>>
<<elseif $anusstate is "othermouth">>
<<switch $speechcycle>>
<<case 0>> "It's all squirmy."
<<case 1>> "Please take your tongue out."
<<case 2>> "There's no food in there."
<<case 3>> "S-stop. That's not for <<beasttype>> tongues."
<<case 4>> "Get it out!"
<<case 5>> "Please stop licking inside me!"
<<default>> "I-is it tasty? Please stop."
<</switch>>
<<elseif $exposed gte 2>>
<<switch random(1,5)>>
<<case 1>> "W-why are you looking at me like that?"
<<case 2>> "That's not for you!"
<<case 3>> "D-don't look."
<<case 4>> "No, don't look at me!"
<<case 5>> "Please be a good <<beasttype>>, you're scaring me."
<</switch>>
<<elseif $awarelevel gte 1>>
<<if $pain lte 20>>
"You're a good <<beasttype>> right? You'll let me go?"
<<elseif $pain lte 60>>
"Why are you hurting me? I'm not a threat!"
<<else>>
"It hurts! Why are you doing this? Let me go!"
<</if>>
<<else>>
<<if $pain lte 20>>
<<switch random(1,3)>>
<<case 1>> "You're a good <<beasttype>> right? You'll let me go?"
<<case 2>> "What are you doing? I haven't been mean to you!"
<<case 3>> "I don't like this, leave me alone!"
<</switch>>
<<elseif $pain lte 60>>
"You're hurting me!"
<<else>>
"P-please stop hurting me!"
<</if>>
<</if>>
<<else>>
<<if _loveInterest isnot undefined and random(0, 100) lte 15>>
<<set $speechnamedrop to $npc.includes(_loveInterest) ? 0 : 1>>
<<if $speechnamedrop is 0>>
You speak.
<<else>>
You <<voice "plead">>.
<</if>>
<<rng>>
<<switch _loveInterest>>
<<case "Robin">>
<<if $npc.includes("Robin")>>
"Robin, please stop!"
<<elseif $vaginastate is "imminent" or $penisstate is "imminent" or $penisstate is "otheranusimminent">>
<<if $player.virginity.vaginal is true and $player.virginity.penile is true>>
<<if $awarelevel gte 1>>
"Please, no! I'm saving that for Robin!"
<<else>>
"Please stop poking me there, I only let Robin do that!"
<</if>>
<<else>>
"B...but, I only let Robin do this!"
<</if>>
<<elseif $vaginastate is "penetrated" or $anusstate is "penetrated">>
<<if $arousal lte $arousalmax / 5>>
"I'm sorry, Robin..."
<<elseif $arousal lte ($arousalmax / 5) * 4>>
"Please just take it out! I only want Robin!"
<<else>>
"Robin... help me..."
<</if>>
<<elseif $penisstate is "penetrated" or $penisstate is "otheranus">>
<<if $arousal lte $arousalmax / 5>>
"I'm sorry, Robin..."
<<elseif $arousal lte ($arousalmax / 5) * 4>>
"Please just get off me! I only want Robin!"
<<else>>
"Robin... help me..."
<</if>>
<<elseif $exposed gte 2>>
<<switch random(1,3)>>
<<case 1>> "Please don't look! Only Robin can see me like this!"
<<case 2>> "Please, Robin will be heartbroken..."
<<case 3>> "Stop staring... I only want Robin..."
<</switch>>
<<else>>
<<if $pain lte 20>>
<<switch random(1,3)>>
<<case 1>> <<if $awarelevel gte 1>>"Please no! I'm already taken by Robin!"<<else>>"Leave me alone! I only want Robin!"<</if>>
<<case 2>> "Why are you doing this? Let me go back to Robin!"
<<case 3>> "Robin needs me, please just let me go..."
<</switch>>
<<elseif $pain lte 60>>
"Robin never hurts me like this..."
<<else>>
"No... I need to get back to Robin..."
<</if>>
<</if>>
<<case "Kylar">>
<<if $npc.includes("Kylar")>>
"Kylar... I thought you loved me..."
<<elseif $vaginastate is "imminent" or $penisstate is "imminent" or $penisstate is "otheranusimminent">>
<<if $player.virginity.vaginal is true and $player.virginity.penile is true>>
<<if $awarelevel gte 1>>
"Please, I wanted Kylar to be the one to take me!"
<<else>>
"Only Kylar is allowed to do this, please stop!"
<</if>>
<<else>>
"Kylar hurts people who violate me... please stop..."
<</if>>
<<elseif $vaginastate is "penetrated" or $anusstate is "penetrated">>
<<if $arousal lte $arousalmax / 5>>
"Forgive me, Kylar..."
<<elseif $arousal lte ($arousalmax / 5) * 4>>
"Please take it out! Kylar will be so upset about this!"
<<else>>
"S-Save me, Kylar..."
<</if>>
<<elseif $penisstate is "penetrated" or $penisstate is "otheranus">>
<<if $arousal lte $arousalmax / 5>>
"Forgive me, Kylar..."
<<elseif $arousal lte ($arousalmax / 5) * 4>>
"Please take it out! Kylar will be so upset about this!"
<<else>>
"S-Save me, Kylar..."
<</if>>
<<elseif $exposed gte 2>>
<<switch random(1,3)>>
<<case 1>> "I only want Kylar to see me like this..."
<<case 2>> "Please, I only let Kylar take my clothes!"
<<case 3>> "Kylar will be mad at me for this!"
<</switch>>
<<else>>
<<if $arousal lte $arousalmax / 5>>
<<if $pain lte 20>>
<<if $awarelevel gte 1>>
"B-But, I'm already taken by Kylar!"
<<else>>
"I want Kylar to hold me..."
<</if>>
<<elseif $rng lte 70>>
"Kylar will be so upset..."
<<else>>
"N...no, Kylar will be jealous!"
<</if>>
<<elseif $pain lte 60>>
"Kylar hurts people who touch me, please stop for your own sake!"
<<else>>
"K...Kylar... help me..."
<</if>>
<</if>>
<<if $location is "school" and $speechnamedrop is 1 and Time.schoolDay>>
<<status -1>><<lcool>>
<</if>>
<<case "Whitney">>
<<if $npc.includes("Whitney")>>
"Please be gentle, Whitney..."
<<elseif $vaginastate is "imminent" or $penisstate is "imminent" or $penisstate is "otheranusimminent">>
<<if $player.virginity.vaginal is true and $player.virginity.penile is true>>
<<if $awarelevel gte 1>>
"I'm saving that for Whitney! Please don't steal this from me!"
<<else>>
"Only Whitney can hold me like this! Please stop!"
<</if>>
<<else>>
"No... that only belongs to Whitney..."
<</if>>
<<elseif $vaginastate is "penetrated" or $anusstate is "penetrated">>
<<if $arousal lte $arousalmax / 5>>
"I'm sorry, Whitney..."
<<elseif $arousal lte ($arousalmax / 5) * 4>>
"Whitney will give me hell for this, please get it out!"
<<else>>
"Whitney... please help me..."
<</if>>
<<elseif $penisstate is "penetrated" or $penisstate is "otheranus">>
<<if $arousal lte $arousalmax / 5>>
"I'm sorry, Whitney..."
<<elseif $arousal lte ($arousalmax / 5) * 4>>
"Whitney will give me hell for this, please get off!"
<<else>>
"Whitney... please help me..."
<</if>>
<<elseif $exposed gte 2>>
<<switch random(1,3)>>
<<case 1>> "But only Whitney can strip me!"
<<case 2>> "At least Whitney gives me a choice..."
<<case 3>> "I only want to be seen like this if it's Whitney doing it! Please stop!"
<</switch>>
<<else>>
<<if $pain lte 20>>
<<switch random(1,3)>>
<<case 1>> <<if $awarelevel gte 1>>"Please, I'm only Whitney's toy!"<<else>>"My bully treats me better than you..."<</if>>
<<case 2>> "I only let someone special bully me. Please stop."
<<case 3>> "Everyone knows I'm Whitney's property, so please stop!"
<</switch>>
<<elseif $pain lte 60>>
"Please, I only like it when Whitney hits me!"
<<else>>
"Not even Whitney beats me this much!"
<</if>>
<</if>>
<<if $location is "school" and Time.schoolDay>>
<<status 1>><<gcool>>
<</if>>
<<case "Eden">>
<<if $npc.includes("Eden")>>
"N...not so rough, Eden..."
<<elseif $vaginastate is "imminent" or $penisstate is "imminent" or $penisstate is "otheranusimminent">>
<<if $player.virginity.vaginal is true and $player.virginity.penile is true>>
<<if $awarelevel gte 1>>
"I wanted to share this moment with Eden! Please don't take my virginity!"
<<else>>
"N...No! Eden! Help me!"
<</if>>
<<else>>
"Please, I only let Eden take me! Don't!"
<</if>>
<<elseif $vaginastate is "penetrated" or $anusstate is "penetrated">>
<<if $arousal lte $arousalmax / 5>>
"I... was only supposed to be Eden's prey..."
<<elseif $arousal lte ($arousalmax / 5) * 4>>
"I can only do this with Eden! Take it out! Please!"
<<else>>
"Eden... please save me..."
<</if>>
<<elseif $penisstate is "penetrated" or $penisstate is "otheranus">>
<<if $arousal lte $arousalmax / 5>>
"I... was only supposed to be Eden's prey..."
<<elseif $arousal lte ($arousalmax / 5) * 4>>
"I can only do this with Eden! Get off me! Please!"
<<else>>
"Eden... please save me..."
<</if>>
<<elseif $exposed gte 2>>
<<switch random(1,3)>>
<<case 1>> "I'm cold... I want to go back to the cabin with Eden..."
<<case 2>> "I only want Eden to see me like this..."
<<case 3>> "Please don't look! I'm for Eden, not you!"
<</switch>>
<<else>>
<<if $pain lte 20>>
<<switch random(1,3)>>
<<case 1>> <<if $awarelevel gte 1>>"I'm Eden's mate, not yours! Let me go!"<<else>>"I'm Eden's companion, not yours! Let me go!"<</if>>
<<case 2>> "I want to go back to the cabin with Eden... please..."
<<case 3>> "Eden warned me about people like you..."
<</switch>>
<<elseif $pain lte 60>>
"Please... my heart belongs in the forest with Eden..."
<<else>>
"No! Eden will smell you on me! Please stop!"
<</if>>
<</if>>
<<case "Black Wolf">>
<<if $npc.includes("Black Wolf")>>
"Gently, please..."
<<elseif $vaginastate is "imminent" or $penisstate is "imminent" or $penisstate is "otheranusimminent">>
<<if $player.virginity.vaginal is true and $player.virginity.penile is true>>
<<if $awarelevel gte 1>>
"I was saving this for my wolf! Please no!"
<<else>>
"Only the wolves know how to be gentle with me down there! Please stop!"
<</if>>
<<else>>
"Please, I only let my pack down there..."
<</if>>
<<elseif $vaginastate is "penetrated" or $anusstate is "penetrated">>
<<if $arousal lte $arousalmax / 5>>
"It's so uncomfortable! Please stop, I only want the wolves!"
<<elseif $arousal lte ($arousalmax / 5) * 4>>
"Please just take it out! That's for my wolves!"
<<else>>
"The big wolf will save me..."
<</if>>
<<elseif $penisstate is "penetrated" or $penisstate is "otheranus">>
<<if $arousal lte $arousalmax / 5>>
"It's so uncomfortable! Please stop, I only want the wolves!"
<<elseif $arousal lte ($arousalmax / 5) * 4>>
"Please get off! That's for my wolves!"
<<else>>
"The big wolf will save me..."
<</if>>
<<elseif $exposed gte 2>>
<<switch random(1,3)>>
<<case 1>> "Not even the wolves stare this much... please stop looking..."
<<case 2>> "You're creepier than the wolves... no more..."
<<case 3>> "Y-You won't find any meat here... I belong to the wolves!"
<</switch>>
<<else>>
<<if $pain lte 20>>
<<switch random(1,3)>>
<<case 1>> <<if $awarelevel gte 1>>"I only want the wolves as mates, please leave me alone!"<<else>>"I only let the big wolf play rough with me, please stop!"<</if>>
<<case 2>> "Please let me go, I want to go back to my wolves!"
<<case 3>> "Let me go... I want to go back to the wolf cave..."
<</switch>>
<<elseif $pain lte 60>>
"Please stop hurting me! The wolves are more gentle than this!"
<<else>>
"You're more of an animal... than my wolf..."
<</if>>
<</if>>
<<famebestiality $enemyno>>
<<case "Avery">>
<<if $npc.includes("Avery")>>
"Was this all the date was for...?"
<<elseif $vaginastate is "imminent" or $penisstate is "imminent" or $penisstate is "otheranusimminent">>
<<if $player.virginity.vaginal is true and $player.virginity.penile is true>>
<<if $awarelevel gte 1>>
"I only wanted Avery to take my virginity! Please don't!"
<<else>>
"Avery will save me..."
<</if>>
<<else>>
"Please no! That's Avery's!"
<</if>>
<<elseif $vaginastate is "penetrated" or $anusstate is "penetrated">>
<<if $arousal lte $arousalmax / 5>>
"I'm so sorry, Avery..."
<<elseif $arousal lte ($arousalmax / 5) * 4>>
"Avery will punish me for this! Please just take it out!"
<<else>>
"Save me, Avery..."
<</if>>
<<elseif $penisstate is "penetrated" or $penisstate is "otheranus">>
<<if $arousal lte $arousalmax / 5>>
"I'm so sorry, Avery..."
<<elseif $arousal lte ($arousalmax / 5) * 4>>
"Avery will punish me for this! Please just get off!"
<<else>>
"Save me, Avery..."
<</if>>
<<elseif $exposed gte 2>>
<<switch random(1,3)>>
<<case 1>> "Avery takes me on a date first... please look away..."
<<case 2>> "No! You can't look! Only Avery can see me like this!"
<<case 3>> "Avery will be so upset... please..."
<</switch>>
<<else>>
<<if $pain lte 20>>
<<switch random(1,3)>>
<<case 1>> <<if $awarelevel gte 1>>"Avery can screw us both up for this, so please stop!"<<else>>"I only want Avery..."<</if>>
<<case 2>> "I need to keep Avery's trust, please stop!"
<<case 3>> "My heart belongs to Avery! I don't want this, please just stop!"
<</switch>>
<<elseif $pain lte 60>>
"Avery... Please help me..."
<<else>>
"You're scarier... than Avery..."
<</if>>
<</if>>
<<case "Great Hawk">>
<<if $npc.includes("Great Hawk")>>
"Y-you're going to take care of me, right?"
<<elseif $vaginastate is "imminent" or $penisstate is "imminent" or $penisstate is "otheranusimminent">>
<<if $player.virginity.vaginal is true and $player.virginity.penile is true>>
<<if $awarelevel gte 1>>
"Please stop! I'm saving myself for my <<hawkText>> spouse!"
<<else>>
"Only my <<hawkText>> can touch me. Please let me go..."
<</if>>
<<else>>
"You can't! I only want my <<hawkText>> to do this!"
<</if>>
<<elseif $vaginastate is "penetrated" or $anusstate is "penetrated">>
<<if $arousal lte $arousalmax / 5>>
"I don't like this! That's the <<hawkText>>'s place!"
<<elseif $arousal lte ($arousalmax / 5) * 4>>
"Stop! Just let me go back to my <<hawkText>>!"
<<else>>
"No! I'm only for the Great Hawk!"
<</if>>
<<elseif $penisstate is "penetrated" or $penisstate is "otheranus">>
<<if $arousal lte $arousalmax / 5>>
"I don't like this! That's the <<hawkText>>'s place!"
<<elseif $arousal lte ($arousalmax / 5) * 4>>
"Stop! Just let me go back to my <<hawkText>>!"
<<else>>
"No! I'm only for the Great Hawk!"
<</if>>
<<elseif $exposed gte 2>>
<<switch random(1,3)>>
<<case 1>> "M-My <<hawkText>> respects my body. Please stop staring."
<<case 2>> "My body's for my <<hawkText>>. Stop staring, please!"
<<case 3>> "You're scaring me with that look. My body is for the Great Hawk!"
<</switch>>
<<else>>
<<if $pain lte 20>>
<<switch random(1,3)>>
<<case 1>> <<if $awarelevel gte 1>>"My <<hawkText>> knows how to treat a mate, please let me go!"<<else>>"Nobody can do this to me except for my <<hawkText>>, get off of me!"<</if>>
<<case 2>> "I can't cheat on the Great Hawk, please stop!"
<<case 3>> "My heart belongs to the Great Hawk! I don't want this, please just stop!"
<</switch>>
<<elseif $pain lte 60>>
"It hurts! I want my <<hawkText>>'s touch!"
<<else>>
"You're hurting me more than my <<hawkText>>'s talons!"
<</if>>
<</if>>
<<famebestiality $enemyno>>
<<case "Alex">>
<<if $npc.includes("Alex")>>
"Alex, control yourself!"
<<elseif $vaginastate is "imminent" or $penisstate is "imminent" or $penisstate is "otheranusimminent">>
<<if $player.virginity.vaginal is true and $player.virginity.penile is true>>
<<if $awarelevel gte 1>>
"N-not there, that's for Alex!"
<<else>>
"Don't poke me there, that's Alex's spot!"
<</if>>
<<else>>
"That's Alex's territory!"
<</if>>
<<elseif $vaginastate is "penetrated" or $anusstate is "penetrated">>
<<if $arousal lte $arousalmax / 5>>
"I'm sorry, Alex..."
<<elseif $arousal lte ($arousalmax / 5) * 4>>
"Take it out right now, or I'll tell Alex!"
<<else>>
"Help me, Alex."
<</if>>
<<elseif $penisstate is "penetrated" or $penisstate is "otheranus">>
<<if $arousal lte $arousalmax / 5>>
"I'm sorry, Alex..."
<<elseif $arousal lte ($arousalmax / 5) * 4>>
"Take it out right now, or I'll tell Alex!"
<<else>>
"Help me, Alex."
<</if>>
<<elseif $exposed gte 2>>
<<switch random(1,3)>>
<<case 1>> "That's for Alex's eyes only!"
<<case 2>> "Alex won't be pleased with where you're looking."
<<case 3>> "Stop staring, or Alex will be angry."
<</switch>>
<<else>>
<<if $pain lte 20>>
<<switch random(1,3)>>
<<case 1>> <<if $awarelevel gte 1>>"Don't you dare. That's Alex's!"<<else>>"Leave me alone, or I'll tell Alex!"<</if>>
<<case 2>> "Alex will come to my rescue, then you'll be sorry!"
<<case 3>> "Alex will find out about you."
<</switch>>
<<elseif $pain lte 60>>
"Alex will punish you for this."
<<else>>
"Alex, h-help me. Please."
<</if>>
<</if>>
<<case "Sydney">>
<<run statusCheck("Sydney")>>
<<if $npc.includes("Sydney")>>
<<if _sydneyStatus.includes("corrupt")>>
"I thought... you said lust was a sin..."
<<else>>
"I'm sorry, I'll be pure! Please stop!"
<</if>>
<<elseif $vaginastate is "imminent" or $penisstate is "imminent" or $penisstate is "otheranusimminent">>
<<if $templePromised is "Sydney">>
<<if (($player.virginity.vaginal is true or $player.virginity.temple is true) and $vaginastate is "imminent") or (($player.virginity.penile is true and $player.virginity.temple is true) and ($penisstate is "imminent" or $penisstate is "otheranusimminent"))>>
<<if $awarelevel gte 1>>
"Please, not that! I'm bound to Sydney, you can't!"
<<else>>
"I'm bound to Sydney! Please don't take that away!"
<</if>>
<<else>>
"Don't, that's only for Sydney!"
<</if>>
<<else>>
<<if $player.virginity.vaginal is true>>
<<if $awarelevel gte 1>>
"Please, not that! I want it to be with Sydney, you can't!"
<<else>>
"I love Sydney! Don't take this from <<nnpc_him "Sydney">>!"
<</if>>
<<else>>
"Don't! I only want to do it with Sydney!"
<</if>>
<</if>>
<<elseif $vaginastate is "penetrated" or $penisstate is "penetrated" or $penisstate is "otheranus">>
<<if $templePromised is "Sydney">>
<<if $arousal lte $arousalmax / 5>>
"What have you done..."
<<elseif $arousal lte ($arousalmax / 5) * 4>>
"I'm sorry, Sydney, I'm so sorry..."
<<else>>
"S-Sydney... It was supposed to be you..."
<</if>>
<<else>>
<<if $arousal lte $arousalmax / 5>>
"Please take it out, don't defile me!"
<<elseif $arousal lte ($arousalmax / 5) * 4>>
"I'm sorry, Sydney..."
<<else>>
"S-Sydney... It was supposed to be you..."
<</if>>
<</if>>
<<elseif $anusstate is "penetrated">>
<<if $templePromised is "Sydney">>
<<if $arousal lte $arousalmax / 5>>
"Take it out! That's for Sydney!"
<<elseif $arousal lte ($arousalmax / 5) * 4>>
"The temple might not care, but I know Sydney does!"
<<else>>
"S-Sydney... It was supposed to be you..."
<</if>>
<<else>>
<<if $arousal lte $arousalmax / 5>>
"Take it out! I want it to be Sydney!"
<<elseif $arousal lte ($arousalmax / 5) * 4>>
"I wanted it to be with Sydney..."
<<else>>
"S-Sydney... It was supposed to be you..."
<</if>>
<</if>>
<<elseif $exposed gte 2>>
<<if $templePromised is "Sydney">>
<<switch random(1,3)>>
<<case 1>> "Don't look! Only Sydney can see me like this!"
<<case 2>> "I'm bound to Sydney! Please leave me alone!"
<<case 3>> "Stop... I'm supposed to be with Sydney..."
<</switch>>
<<else>>
<<switch random(1,3)>>
<<case 1>> "Don't look! I only want Sydney to see me like this!"
<<case 2>> "I want to be with Sydney! Please leave me alone..."
<<case 3>> "Stop... I'm supposed to be with Sydney..."
<</switch>>
<</if>>
<<else>>
<<if $templePromised is "Sydney">>
<<if $pain lte 20>>
<<switch random(1,3)>>
<<case 1>> <<if $awarelevel gte 1>>"Sydney and I are one! Please don't ruin that!"<<else>>"I'm bound to Sydney! Please don't take that away!"<</if>>
<<case 2>> "Sydney's the one for me, so please leave."
<<case 3>> "I want Sydney to hold me..."
<</switch>>
<<elseif $pain lte 60>>
"The temple sanctioned me and Sydney's union, so leave me alone!"
<<else>>
"S-Sydney... I need a saviour..."
<</if>>
<<else>>
<<if $pain lte 20>>
<<switch random(1,3)>>
<<case 1>> <<if $awarelevel gte 1>>"Sydney's the one I want! Please leave me alone!"<<else>>"I want to be with Sydney! Please don't!"<</if>>
<<case 2>> "Sydney's the one for me, so please leave."
<<case 3>> "I want Sydney to hold me..."
<</switch>>
<<elseif $pain lte 60>>
"Sydney's the one I want to be with, so leave me alone!"
<<else>>
"S-Sydney... I need a saviour..."
<</if>>
<</if>>
<</if>>
<<default>>
<</switch>>
<<else>>
You <<voice "plead">>.
<<if $npc.includes("Robin")>>
<<if $robinmist>>
"Robin, please! You can fight it!"
<<else>>
"N...not you, too..."
<</if>>
<<elseif $vaginastate is "imminent">>
<<if $player.virginity.vaginal is true>>
<<if $awarelevel gte 1>>
"Please don't put it in, I'm a virgin!"
<<else>>
"Please stop poking me there, that's my private place!"
<</if>>
<<else>>
"Please don't put it in!"
<</if>>
<<elseif $penisstate is "imminent">>
<<if $player.virginity.penile is true>>
<<if $awarelevel gte 1>>
"Please don't put it in, I'm a virgin!"
<<else>>
"Stop pushing my private place like that, you're making me feel strange."
<</if>>
<<else>>
"Please don't put it in!"
<</if>>
<<elseif $penisstate is "otheranusimminent">>
<<if $player.virginity.penile is true>>
<<if $awarelevel gte 1>>
"Please don't put it in, I'm a virgin!"
<<else>>
"Stop pushing my private place like that, you're making me feel strange."
<</if>>
<<else>>
"Please don't put it in!"
<</if>>
<<elseif $anusstate is "imminent">>
<<if $player.virginity.anal is true>>
<<if $awarelevel gte 1>>
"Why are you poking me there? Please stop."
<<else>>
"Don't poke me there, it's dirty!"
<</if>>
<<else>>
"No, not there! I don't want it!"
<</if>>
<<elseif $vaginastate is "penetrated">>
<<if $arousal lte $arousalmax / 5>>
"Take it out, take it out!"
<<elseif $arousal lte ($arousalmax / 5) * 4>>
"Please, I-I'll do what you ask, just take it out!"
<<else>>
"I c-can't... h-help it. P-please stop."
<</if>>
<<elseif $penisstate is "penetrated">>
<<if $arousal lte $arousalmax / 5>>
"Take it out, take it out!"
<<elseif $arousal lte ($arousalmax / 5) * 4>>
"Please, I-I'll do what you ask, just take it out!"
<<else>>
"I c-can't... h-help it. P-please stop."
<</if>>
<<elseif $penisstate is "otheranus">>
<<if $arousal lte $arousalmax / 5>>
"Take it out, take it out!"
<<elseif $arousal lte ($arousalmax / 5) * 4>>
"Please, I-I'll do what you ask, just take it out!"
<<else>>
"I c-can't... h-help it. P-please stop."
<</if>>
<<elseif $anusstate is "penetrated">>
<<if $arousal lte $arousalmax / 5>>
"Take it out, take it out!"
<<elseif $arousal lte ($arousalmax / 5) * 4>>
"Please, I-I'll do what you ask, just take it out!"
<<else>>
"I c-can't... h-help it. P-please stop."
<</if>>
<<elseif $exposed gte 2 and $rng gte 51>>
<<switch random(1,5)>>
<<case 1>> "That's my private place! Don't look!"
<<case 2>> "Please don't look at me like that, it's scary."
<<case 3>> "I don't like being exposed like this, please stop looking."
<<case 4>> "No, don't look at me!"
<<case 5>> "Please don't stare at me."
<</switch>>
<<elseif $awarelevel gte 1>>
<<if $pain lte 20>>
"Please, just let me go."
<<elseif $pain lte 60>>
"You're hurting me, please stop!"
<<else>>
"It hurts! Why are you doing this? Let me go!"
<</if>>
<<else>>
<<if $pain lte 20>>
<<switch random(1,3)>>
<<case 1>> "Please stop touching me, you're making me feel all funny."
<<case 2>> "Stop, I promise I haven't done anything wrong!"
<<case 3>> "You're making me feel strange. Please stop."
<</switch>>
<<elseif $pain lte 60>>
"Please no, you're hurting me!"
<<else>>
"P-please stop hurting me!"
<</if>>
<</if>>
<</if>>
<</if>>
<</widget>>
<!-- Ideally, the parameters here should be replaced when the way the Great Hawk is generated changes. -->
<<widget "hawkText">><<silently>>
<<if ($monsterchance gte $rng and $hallucinations gte 1) or ($monsterchance gte $rng and $monsterhallucinations is "f") or ($greathawkmonster is 2) or ($bestialitydisable is "t")>>
<<set _text_output to "harpy">>
<<else>>
<<set _text_output to "hawk">>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "checkforloveinterests">>
<<set _loveInterest to Object.values($loveInterest).filter(li => li isnot "None").random()>>
<</widget>>
<<widget "askrough">>
<<if $speech_attitude is "meek">>
You <<voice "plead">> for rougher treatment.
<<switch $speechcycle>>
<<case 0>> "Hit me harder. I deserve it."
<<case 1>> "Beat me. Make me your bitch."
<<case 2>> "Show me my place."
<<case 3>> "Treat me like dirt."
<<case 4>> "Make me squeal."
<<case 5>> "Fuck me up."
<<default>> "Treat me like the worthless pig I am."
<</switch>>
<<elseif $speech_attitude is "bratty">>
You <<voice "demand">> for rougher treatment.
<<switch $speechcycle>>
<<case 0>> "Hit me harder, you wuss."
<<case 1>> "That all you got?"
<<case 2>> "Give me your best shot."
<<case 3>> "Fuck me up, I dare you."
<<case 4>> "This the best you can do?"
<<case 5>> "Beat me. Or are you too weak?"
<<default>> "Beat me harder, or I'll beat you."
<</switch>>
<<else>>
You <<voice "moan">> for rougher treatment.
<<switch $speechcycle>>
<<case 0>> "You can be harder. I can take it."
<<case 1>> "Smack me harder."
<<case 2>> "Treat me like rubbish."
<<case 3>> "Show me how strong you are."
<<case 4>> "Make me feel worthless."
<<case 5>> "Harder!"
<<default>> "Beat me. I'm tough enough."
<</switch>>
<</if>>
<</widget>>
<<widget "askoralpenis">>
<<if $speech_attitude is "meek">>
You <<voice "plead">> for fellatio.
<<elseif $speech_attitude is "bratty">>
You <<voice "demand">> for fellatio.
<<else>>
You <<voice "moan">> for fellatio.
<</if>>
<</widget>>
<<widget "askoralvagina">>
<<if $speech_attitude is "meek">>
You <<voice "plead">> for cunnilingus.
<<elseif $speech_attitude is "bratty">>
You <<voice "demand">> for cunnilingus.
<<else>>
You <<voice "moan">> for cunnilingus.
<</if>>
<</widget>>
<<widget "actionsmoan">>
<<checkforloveinterests>>
You <<voice "moan">>.
<<if $npc.includes(_loveInterest) and random(0,100) lte 45>>
<<switch _loveInterest>>
<<case "Robin">>
<<if C.npc.Robin.dom gte 70>>
"You know just how to turn me on."
<<else>>
"I'm gonna melt, you're making me so happy."
<</if>>
<<case "Sydney">>
<<run statusCheck("Sydney")>>
<<if !_sydneyChastity>>
<<if _sydneyStatus.includes("corrupt")>>
"You're the most delicious sin of all."
<<else>>
"Forever, as one."
<</if>>
<<else>>
"You make me so lustful."
<</if>>
<<case "Whitney">>
"Use me, Whitney. I'm yours."
<<case "Black Wolf">>
<<if $wolfpackleader is 1>>
"Good <<nnpc_gendery "Black Wolf">>. Keep going."
<<else>>
"<<print ($pregnancyspeechdisable is "f" ? "Breed" : "Fuck")>> me, alpha!"
<</if>>
<<case "Great Hawk">>
"You're not a terror. You're all I need."
<<case "Eden">>
"I belong to you, and you alone."
<<case "Avery">>
"You're worth more than any payout."
<<case "Alex">>
"I couldn't ask for a better partner."
<<case "Kylar">>
"You're the only one I need, Kylar."
<</switch>>
<<elseif $enemytype is "beast">>
<<if $vaginastate is "imminent">>
<<if $player.virginity.vaginal is true>>
<<if $awarelevel gte 1>>
"You want to <<print ($pregnancyspeechdisable is "f" ? "breed with" : "fuck")>> me? But it's my first time."
<<else>>
"Why are you poking my pussy? Silly <<beasttype>>!"
<</if>>
<<else>>
"You want to put it in? Be gentle with me."
<</if>>
<<elseif $penisstate is "imminent">>
<<if $player.virginity.penile is true>>
<<if $awarelevel gte 1>>
"You want to <<print ($pregnancyspeechdisable is "f" ? "breed with" : "fuck")>> me? But it's my first time."
<<else>>
"Why are you poking my penis? Silly <<beasttype>>!"
<</if>>
<<else>>
"You want to put it in? Be gentle with me."
<</if>>
<<elseif $penisstate is "otheranusimminent">>
<<if $player.virginity.penile is true>>
<<if $awarelevel gte 1>>
"You want to <<print ($pregnancyspeechdisable is "f" ? "breed with" : "fuck")>> me? But it's my first time."
<<else>>
"Why are you poking my willy? Silly <<beasttype>>!"
<</if>>
<<else>>
"You want to put it in? Be gentle with me."
<</if>>
<<elseif $anusstate is "imminent">>
<<if $player.virginity.anal is true>>
<<if $awarelevel gte 1>>
"You want to <<print ($pregnancyspeechdisable is "f" ? "breed with" : "fuck")>> me? Please be gentle, that hole hasn't been used before."
<<else>>
"Why are you poking my bottom? Silly <<beasttype>>!"
<</if>>
<<else>>
"You want to put it in? Be gentle with me."
<</if>>
<<elseif $vaginastate is "penetrated">>
<<if $arousal lte $arousalmax / 5>>
"A <<beasttypes>> cock is inside me, mating with me."
<<elseif $arousal lte ($arousalmax / 5) * 4>>
"Good <<beasttype>>. <<print ($pregnancyspeechdisable is "f" ? "B-breed" : "F-fuck")>> me with your <<beasttype>> cock."
<<else>>
"I-I'm gonna cum, from a <<beasttype>> f-fucking my pussy."
<</if>>
<<elseif $penisstate is "penetrated">>
<<if $arousal lte $arousalmax / 5>>
"A <<beasttype>> is swallowing my cock, mating with me."
<<elseif $arousal lte ($arousalmax / 5) * 4>>
"Good <<beasttype>>. I'll fill you with my s-seed."
<<else>>
"I-I'm gonna cum... from a <<beasttype>> mating with me."
<</if>>
<<elseif $penisstate is "otheranus">>
<<if $arousal lte $arousalmax / 5>>
"A <<beasttype>> is swallowing my cock, mating with me."
<<elseif $arousal lte ($arousalmax / 5) * 4>>
"Good <<beasttype>>. I'll fill you with my s-seed."
<<else>>
"I-I'm gonna cum... from a <<beasttype>> mating with me."
<</if>>
<<elseif $anusstate is "penetrated">>
<<if $arousal lte $arousalmax / 5>>
"A <<beasttypes>> cock is inside my ass, mating with me."
<<elseif $arousal lte ($arousalmax / 5) * 4>>
"Good <<beasttype>>. F-fill my ass with your seed."
<<else>>
"I-I'm gonna cum... from a <<beasttype>> fucking my ass."
<</if>>
<<elseif $vaginastate is "othermouthimminent" or $vaginastate is "othermouthentrance">>
<<switch $speechcycle>>
<<case 0>> "I taste good, don't I."
<<case 1>> "T-take me with your tongue."
<<case 2>> "Your mouth is warm."
<<case 3>> "What are you waiting for? Have a taste."
<<case 4>> "I think <<beasttype>> tongues are the best."
<<case 5>> "Your tongue is making me feel funny."
<<default>> "L-lick harder."
<</switch>>
<<elseif $vaginastate is "othermouth">>
<<switch $speechcycle>>
<<case 0>> "It's all squirmy and slimy."
<<case 1>> "That's it. F-fill me with your <<beasttype>> tongue."
<<case 2>> "H-harder. Lick me harder."
<<case 3>> "A <<beasttype>> is filling me."
<<case 4>> "M-more!"
<<case 5>> "I-I'm being fucked by a <<beasttypes>> tongue."
<<default>> "I-is it tasty? Please don't stop."
<</switch>>
<<elseif $penisstate is "othermouthimminent" or $penisstate is "othermouthentrance">>
<<switch $speechcycle>>
<<case 0>> "I taste good, don't I."
<<case 1>> "T-take me with your tongue."
<<case 2>> "Your mouth is warm."
<<case 3>> "What are you waiting for? Have a taste."
<<case 4>> "I think <<beasttype>> tongues are the best."
<<case 5>> "Your tongue is making me feel funny."
<<default>> "L-lick harder."
<</switch>>
<<elseif $penisstate is "othermouth">>
<<switch $speechcycle>>
<<case 0>> "It's all squirmy and slimy."
<<case 1>> "That's it. W-wrap around me with your <<beasttype>> tongue."
<<case 2>> "H-harder. Lick me harder."
<<case 3>> "I'm inside a <<beasttype>>."
<<case 4>> "M-more!"
<<case 5>> "I-I'm being fucked by a <<beasttypes>> mouth."
<<default>> "I-is it tasty? Please don't stop."
<</switch>>
<<elseif $anusstate is "othermouthimminent" or $anusstate is "othermouthentrance">>
<<switch $speechcycle>>
<<case 0>> "I taste good, don't I."
<<case 1>> "T-take me with your tongue."
<<case 2>> "Your mouth is warm."
<<case 3>> "What are you waiting for? Have a taste."
<<case 4>> "I think <<beasttype>> tongues are the best."
<<case 5>> "Your tongue is making me feel funny."
<<default>> "L-lick harder."
<</switch>>
<<elseif $anusstate is "othermouth">>
<<switch $speechcycle>>
<<case 0>> "It's all squirmy and slimy."
<<case 1>> "That's it. F-fill me with your <<beasttype>> tongue."
<<case 2>> "H-harder. Lick me harder."
<<case 3>> "A <<beasttype>> is filling me."
<<case 4>> "M-more!"
<<case 5>> "I-I'm being fucked by a <<beasttypes>> tongue."
<<default>> "I-is it tasty? Please don't stop."
<</switch>>
<<elseif $exposed gte 2>>
<<switch random(1,5)>>
<<case 1>> "You like what you see?"
<<case 2>> "Do I look tasty?"
<<case 3>> "I-I'm all exposed in front of a <<beasttype>>. What will it do with me?"
<<case 4>> "Look closer, I want you to see everything."
<<case 5>> "You can do more than just look, you know."
<</switch>>
<<else>>
<<if $awarelevel gte 1>>
<<if $arousal lte $arousalmax / 5>>
"Good <<beasttype>>. Please be gentle with me."
<<elseif $arousal lte ($arousalmax / 5) * 3>>
"You want to <<print ($pregnancyspeechdisable is "f" ? "breed with" : "fuck")>> me? I'm flattered."
<<else>>
"<<print ($pregnancyspeechdisable is "f" ? "B-breed" : "F-fuck")>> me. Make me your <<beasttype>> bitch."
<</if>>
<<else>>
<<if $arousal lte $arousalmax / 5>>
<<switch random(1,3)>>
<<case 1>> "Good <<beasttype>>. Please be gentle with me."
<<case 2>> "You're tickling me!"
<<case 3>> "Do you want to be friends, <<beasttype>>?"
<</switch>>
<<elseif $arousal lte ($arousalmax / 5) * 3>>
"You're making me feel strange."
<<else>>
"Y-you're m-making me feel strange."
<</if>>
<</if>>
<</if>>
<<else>>
<<if $vaginastate is "imminent">>
<<if $player.virginity.vaginal is true>>
<<if $awarelevel gte 1>>
"Please be gentle with my pussy, it's my first time."
<<else>>
"Poking me there is making me feel funny!"
<</if>>
<<else>>
"Please stop teasing me, my pussy aches for you!"
<</if>>
<<elseif $penisstate is "imminent">>
<<if $player.virginity.penile is true>>
<<if $awarelevel gte 1>>
"Please be gentle with my penis, it's my first time."
<<else>>
"My willy feels funny when you make it poke you there!"
<</if>>
<<else>>
"Please hurry and swallow me, I can't take any teasing!"
<</if>>
<<elseif $penisstate is "otheranusimminent">>
<<if $player.virginity.penile is true>>
<<if $awarelevel gte 1>>
"Please be gentle with my penis, It's my first time."
<<else>>
"My willy feels funny when you make it poke you there!"
<</if>>
<<else>>
"Please hurry and swallow me, I can't take any teasing!"
<</if>>
<<elseif $anusstate is "imminent">>
<<if $player.virginity.anal is true>>
<<if $awarelevel gte 1>>
"I don't know why you like my ass so much, but it's making me feel good."
<<else>>
"You're making my bottom tickle!"
<</if>>
<<else>>
"I can't wait for you to fill my ass."
<</if>>
<<elseif $vaginastate is "penetrated">>
<<if $arousal lte $arousalmax / 5>>
"That's it, fill my pussy."
<<elseif $arousal lte ($arousalmax / 5) * 4>>
"You're making my pussy feel so good!"
<<else>>
"D-don't stop... I'm gonna c-cum."
<</if>>
<<elseif $penisstate is "penetrated">>
<<if $arousal lte $arousalmax / 5>>
"It's so warm inside you."
<<elseif $arousal lte ($arousalmax / 5) * 4>>
"T-take all of me!"
<<else>>
"D-don't stop... I'm gonna c-cum."
<</if>>
<<elseif $penisstate is "otheranus">>
<<if $arousal lte $arousalmax / 5>>
"It's so warm inside you."
<<elseif $arousal lte ($arousalmax / 5) * 4>>
"T-take all of me!"
<<else>>
"D-don't stop... I'm gonna c-cum."
<</if>>
<<elseif $anusstate is "penetrated">>
<<if $arousal lte $arousalmax / 5>>
"That's it, fill my ass up."
<<elseif $arousal lte ($arousalmax / 5) * 4>>
"K-keep going."
<<else>>
"D-don't stop... I'm gonna c-cum."
<</if>>
<<elseif $exposed gte 2 and $rng gte 51>>
<<if not $gloryhole>>
<<switch random(0,4)>>
<<case 0>> "You like what you see?"
<<case 1>> "I'm unwrapped and ready for you."
<<case 2>> "I-I'm all exposed and vulnerable. What will you do with me?"
<<case 3>> "Y-you can see everything."
<<case 4>> "You can do more than just look."
<</switch>>
<<else>>
<<switch random(0,4)>>
<<case 0>> "I'm naked over here. Too bad you can't see me!"
<<case 1>> "I'm all naked on this side."
<<case 2>> "I-I'm all exposed and vulnerable at the other side. Wouldn't you love to see?"
<<case 3>> "Such a shame you can't see my naked body."
<<case 4>> "You don't know what you're missing by not seeing me!"
<</switch>>
<</if>>
<<else>>
<<if $awarelevel gte 1>>
<<if not $gloryhole>>
<<if $arousal lte $arousalmax / 5>>
"I'm all yours."
<<elseif $arousal lte ($arousalmax / 5) * 3>>
"You're making me feel so good!"
<<else>>
"I'm gonna c-cum!"
<</if>>
<<else>>
<<if $enemyno is 1 and $NPCList[0].penis !== "none" and random(0,4) !== 0>>
<<set _dick to either('dick','penis')>>
<<elseif $enemyno is 1 and $NPCList[0].vagina isnot "none" and random(0,4) isnot 0>>
<<set _dick to either('cunt', 'quim', 'pussy', 'vagina')>>
<<else>>
<<set _dick to 0>>
<</if>>
<<switch random(0,1)>>
<<case 0>> <<set _anonymous to 'gloryhole'>> <<set _Anonymous to 'Gloryhole'>> <<set _An_anonymous to 'A gloryhole'>>
<<case 1>> <<set _anonymous to 'anonymous'>> <<set _Anonymous to 'Anonymous'>> <<set _An_anonymous to 'An anonymous'>>
<</switch>>
<<if _dick>>
<<if $arousal lte $arousalmax / 5>>
<<if $speech_attitude is "meek">>
<<switch random(0,3)>>
<<case 0>> "I'm here to please your _dick."
<<case 1>> "I'll make your _dick feel good."
<<case 2>> "I will serve your _dick."
<<case 3>> "I love pleasuring your _dick."
<</switch>>
<<elseif $speech_attitude is "bratty">>
<<switch random(0,2)>>
<<case 0>> "_Anonymous _dick is just what I need."
<<case 1>> "_An_anonymous _dick is just the toy I need!"
<<case 2>> "This _anonymous _dick is all mine."
<</switch>>
<<else>>
<<switch random(0,1)>>
<<case 0>> "Let me take care of your _dick."
<<case 0>> "I'll take care of your _dick."
<</switch>>
<</if>>
<<elseif $arousal lte ($arousalmax / 5) * 2>>
<<switch random(0,2)>>
<<case 0>> "_Anonymous _dick is so exciting!"
<<case 1>> "_Anonymous _dick is such a turn on!"
<<case 2>> "_Anonymous _dick is so much fun!"
<</switch>>
<<elseif $arousal lte ($arousalmax / 5) * 3>>
<<switch random(0,3)>>
<<case 0>> "Who knew _anonymous _dick could feel so good?"
<<case 1>> "This feels so good!"
<<case 2>> "I love _anonymous _dick!"
<<case 4>> "K-keep... d-doing... t-that!"
<</switch>>
<<else>>
<<switch random(0,2)>>
<<case 0>> "S-so close... to c-cumming!"
<<case 1>> "Almost... that _dick... S-so g-good... Almost c-cumming!"
<<case 2>> "I'm gonna c-cum!"
<</switch>>
<</if>>
<<else>>
<<if $arousal lte $arousalmax / 5>>
<<if $speech_attitude is "meek">>
<<switch random(0,3)>>
<<case 0>> "I'm here to please you."
<<case 1>> "I'll make you feel good."
<<case 2>> "I will serve you."
<<case 3>> "I love pleasuring you."
<</switch>>
<<elseif $speech_attitude is "bratty">>
<<switch random(0,2)>>
<<case 0>> "Just what I need."
<<case 1>> "Such a nice plaything!"
<<case 2>> "This is all mine."
<</switch>>
<<else>>
<<switch random(0,1)>>
<<case 0>> "Let me take care of you."
<<case 0>> "I'll take care of you."
<</switch>>
<</if>>
<<elseif $arousal lte ($arousalmax / 5) * 2>>
<<switch random(0,2)>>
<<case 0>> "Gloryholes are so exciting!"
<<case 1>> "Gloryholes are such a turn on!"
<<case 2>> "Gloryholes are so much fun!"
<</switch>>
<<elseif $arousal lte ($arousalmax / 5) * 3>>
<<switch random(0,3)>>
<<case 0>> "Who knew a gloryhole could feel so good?"
<<case 1>> "This feels so good!"
<<case 2>> "I love this gloryhole!"
<<case 3>> "K-keep... d-doing... t-that!"
<</switch>>
<<else>>
<<switch random(0,2)>>
<<case 0>> "So close... t-to... c-cumming!"
<<case 1>> "Almost... S-so g-good... A-almost cumming!"
<<case 2>> "I'm gonna c-cum!"
<</switch>>
<</if>>
<</if>>
<</if>>
<<else>>
<<if $arousal lte $arousalmax / 5 and not $gloryhole>>
<<switch random(1,3)>>
<<case 1>> "You're making me feel funny."
<<case 2>> "Will you take care of me?"
<<case 3>> "You're very strong!"
<</switch>>
<<elseif $arousal lte ($arousalmax / 5) * 3>>
"You're making me feel strange. Don't stop."
<<else>>
"D-don't... s-stop..."
<</if>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "actionschoke">>
You <<voice "moan">>.
<<if $awarelevel gte 2 or $choketrait is 1>>
<<set _daddy to $enemyno is 1 and $NPCList[0].pronoun is 'm' and $submissive gte 1150 and random(1, 4) is 1>>
<<switch $speechcycle>>
<<case 0>> "Choke me<<if _daddy>>, daddy<</if>>."
<<case 1>> "Put your hand on my neck, please."
<<case 2>> "Harder<<if _daddy>>, daddy<</if>>! Choke me harder!"
<<case 3>> "<<if _daddy>>Daddy, I<<else>>I<</if>> want you to choke me."
<<case 4>> "Please, squeeze my throat!"
<<case 5>> "Grab my neck<<if _daddy>>, daddy<</if>>."
<<default>> "Choke me hard."
<</switch>>
<<else>>
<<switch $speechcycle>>
<<case 0>> "Can you put your hand on my neck?"
<<case 1>> "Hold me by the neck, please."
<<case 2>> "Put your hand on my neck, please."
<<case 3>> "Last time it felt funny to have my neck squeezed. Can you do it, please?"
<<case 4>> "Can you take my neck? I want to feel it again."
<<case 5>> "Put your hand here, please."
<<default>> "Hold me here, it feels good."
<</switch>>
<</if>>
<</widget>>
<<widget "actionsdemand">>
<<checkforloveinterests>>
<<if $robinRentEvent is 1 and ["Robin","pay","still"].includes($combatPhase)>>
You <<voice "demand">>.
<<switch random(1,5)>>
<<case 1>>
"Let Robin go right now!"
<<case 2>>
"Let <<nnpc_him "Robin">> go, Bailey!"
<<case 3>>
"I'm not letting you take <<nnpc_him "Robin">> away!"
<<case 4>>
"Get off of me! Let me help Robin!"
<<case 5>>
<<if isLoveInterest("Robin")>>
"Don't you dare touch <<nnpc_him "Robin">> ever again!"
<<else>>
"Don't you dare hurt <<nnpc_him "Robin">>!"
<</if>>
<</switch>>
<<elseif $enemytype is "beast">>
You <<voice "demand">>.
<<if _loveInterest is "Eden" and $location is "forest" and random(0,100) lte 15>>
<<switch random(0,1)>>
<<case 0>> "I know someone that will skin you alive for this!"
<<case 1>> "Eden will have your hide for this, you damned <<beasttype>>."
<</switch>>
<<if $npc.includes("Black Wolf")>>
<br>
The Black Wolf seems especially agitated by your words.
<</if>>
<<elseif $vaginastate is "imminent">>
<<if $player.virginity.vaginal is true>>
<<if $awarelevel gte 1>>
"There's no way I'm letting a filthy <<beasttype>> take my virginity!"
<<else>>
"Stop poking me there, stupid <<beasttype>>."
<</if>>
<<else>>
"I'm not letting a <<beasttype>> fuck me. Get off!"
<</if>>
<<elseif $penisstate is "imminent">>
<<if $player.virginity.penile is true>>
<<if $awarelevel gte 1>>
"There's no way I'm letting a filthy <<beasttype>> take my virginity!"
<<else>>
"Stop poking me there, stupid <<beasttype>>."
<</if>>
<<else>>
"I'm not letting a <<beasttype>> fuck me. Get off!"
<</if>>
<<elseif $penisstate is "otheranusimminent">>
<<if $player.virginity.penile is true>>
<<if $awarelevel gte 1>>
"There's no way I'm letting a filthy <<beasttype>> ass take my virginity!"
<<else>>
"Stop poking me there, stupid <<beasttype>>."
<</if>>
<<else>>
"I'm not letting a <<beasttype>> fuck me. Get off!"
<</if>>
<<elseif $anusstate is "imminent">>
<<if $player.virginity.anal is true>>
<<if $awarelevel gte 1>>
"What do you think you're doing back there? Stop it!"
<<else>>
"Stop poking my bottom. Stupid <<beasttype>>."
<</if>>
<<else>>
"Get the fuck away from my ass!"
<</if>>
<<elseif $vaginastate is "penetrated">>
<<if $arousal lte $arousalmax / 5>>
"Take your filthy <<beasttype>> cock out of my pussy right now!"
<<elseif $arousal lte ($arousalmax / 5) * 4>>
"Get off of me you fucking <<beasttype>>, I'm not your toy!"
<<else>>
"I-I'm not gonna cum from a stupid <<beasttype>> fucking me... I'm not..."
<</if>>
<<elseif $penisstate is "penetrated">>
<<if $arousal lte $arousalmax / 5>>
"Release me this instant, stupid <<beasttype>>!"
<<elseif $arousal lte ($arousalmax / 5) * 4>>
"Get off of me you fucking <<beasttype>>, I'm not your toy!"
<<else>>
"I-I'm not gonna cum from a stupid <<beasttype>> fucking me... I'm not..."
<</if>>
<<elseif $penisstate is "otheranus">>
<<if $arousal lte $arousalmax / 5>>
"Release me this instant, stupid <<beasttype>>!"
<<elseif $arousal lte ($arousalmax / 5) * 4>>
"Get off of me you fucking <<beasttype>>, I'm not your toy!"
<<else>>
"I-I'm not gonna cum from a stupid <<beasttype>> fucking me... I'm not..."
<</if>>
<<elseif $anusstate is "penetrated">>
<<if $arousal lte $arousalmax / 5>>
"Get your filthy <<beasttype>> cock out of my ass right now!"
<<elseif $arousal lte ($arousalmax / 5) * 4>>
"Get off of me you fucking <<beasttype>>, I'm not your toy!"
<<else>>
"I-I'm not gonna cum from a stupid <<beasttype>> fucking my ass... I'm not..."
<</if>>
<<elseif $vaginastate is "othermouthimminent" or $vaginastate is "othermouthentrance">>
<<switch $speechcycle>>
<<case 0>> "Get your disgusting tongue away from me!"
<<case 1>> "No <<beasttype>> tongue belongs anywhere near me."
<<case 2>> "Eww, get away!"
<<case 3>> "I'm not gonna be licked by a dumb <<beasttypes>> tongue."
<<case 4>> "Your tongue is slimy and horrible."
<<case 5>> "Get that tongue away from my pussy."
<<default>> "Don't you dare lick me there."
<</switch>>
<<elseif $vaginastate is "othermouth">>
<<switch $speechcycle>>
<<case 0>> "Take your <<beasttype>> tongue out of me this instant!"
<<case 1>> "I'm not for tasting."
<<case 2>> "It's all slimy and disgusting."
<<case 3>> "Hurry up and have your fill."
<<case 4>> "No <<beasttype>> deserves to taste me there."
<<case 5>> "I can't believe a <<beasttype>> is licking me in such a place."
<<default>> "Stop licking me there!"
<</switch>>
<<elseif $penisstate is "othermouthimminent" or $penisstate is "othermouthentrance">>
<<switch $speechcycle>>
<<case 0>> "Get your disgusting tongue away from me!"
<<case 1>> "No <<beasttype>> tongue belongs anywhere near me."
<<case 2>> "Eww, get away!"
<<case 3>> "I'm not gonna be licked by a dumb <<beasttypes>> tongue."
<<case 4>> "Your tongue is slimy and horrible."
<<case 5>> "Get that tongue away from my dick."
<<default>> "Don't you dare lick me there."
<</switch>>
<<elseif $penisstate is "othermouth">>
<<switch $speechcycle>>
<<case 0>> "Get your <<beasttype>> mouth away from me this instant!"
<<case 1>> "I'm not for tasting."
<<case 2>> "It's all slimy and disgusting."
<<case 3>> "Hurry up and have your fill."
<<case 4>> "No <<beasttype>> deserves to taste me there."
<<case 5>> "I can't believe a <<beasttype>> is licking me in such a place."
<<default>> "Stop licking me there!"
<</switch>>
<<elseif $anusstate is "othermouthimminent" or $anusstate is "othermouthentrance">>
<<switch $speechcycle>>
<<case 0>> "Get your disgusting tongue away from me!"
<<case 1>> "No <<beasttype>> tongue belongs anywhere near me."
<<case 2>> "Eww, get away!"
<<case 3>> "I'm not gonna be licked by a dumb <<beasttypes>> tongue."
<<case 4>> "Your tongue is slimy and horrible."
<<case 5>> "Get that tongue away from my rear."
<<default>> "Don't you dare lick me there."
<</switch>>
<<elseif $anusstate is "othermouth">>
<<switch $speechcycle>>
<<case 0>> "Take your <<beasttype>> tongue out of me this instant!"
<<case 1>> "I'm not for tasting."
<<case 2>> "It's all slimy and disgusting."
<<case 3>> "Hurry up and have your fill."
<<case 4>> "No <<beasttype>> deserves to taste me there."
<<case 5>> "I can't believe a <<beasttype>> is licking me in such a place."
<<default>> "Stop licking me there!"
<</switch>>
<<elseif $exposed gte 2>>
<<switch random(0,4)>>
<<case 0>> "Get away from my private place!"
<<case 1>> "You like what you see, <<beasttype>>? I'll make you pay for it."
<<case 2>> "Don't you dare look, filthy creature."
<<case 3>> "I might be exposed, but I'm not afraid of you!"
<<case 4>> "You like what you see? Of course you do, stupid <<beasttype>>."
<</switch>>
<<elseif $awarelevel gte 1>>
<<if $arousal lte $arousalmax / 5>>
"Stupid <<beasttype>>. Get away from me."
<<elseif $arousal lte ($arousalmax / 5) * 3>>
"Get the fuck away from me, right now!"
<<else>>
"Y-you'll pay for this, stupid <<beasttype>>."
<</if>>
<<else>>
<<if $arousal lte $arousalmax / 5>>
<<switch random(1,3)>>
<<case 1>> "Stupid <<beasttype>>. Shoo!"
<<case 2>> "I don't want to play with you. Go away."
<<case 3>> "Go away, you're filthy."
<</switch>>
<<elseif $arousal lte ($arousalmax / 5) * 3>>
"I want you to go away, isn't that clear?"
<<else>>
"I-I hate you, stupid <<beasttype>>."
<</if>>
<</if>>
<<else>>
<<if $npc.includes("Bailey")>>
You <<voice "demand">>.
<<if $rng lte 15>>
<<if $awarelevel gte 1>>
"I'm not letting you auction us off like whores!"
<<else>>
"What do you want from me?!"
<</if>>
<<elseif $rng lte 30>>
<<if $robinmissing isnot 0>>
"What the fuck did you do to Robin?"
<<elseif C.npc.Robin.trauma gte 60>>
"It's your fault Robin is hurt!"
<<elseif $robindebtknown is 1>>
"No more extortion!"
<<else>>
"You're a monster!"
<</if>>
<<elseif $rng lte 45>>
"You're worse than the rapists you cater to."
<<elseif $rng lte 60>>
"You're a shit caretaker."
<<elseif $rng lte 75>>
"You're going to pay for what you've done."
<<elseif $pain gte 40>>
"You abusive, vindictive fuck!"
<<else>>
"I'm not going without a fight!"
<</if>>
<<elseif _loveInterest isnot undefined and random(0,100) lte 15>>
<<set $speechnamedrop to $npc.includes(_loveInterest) ? 0 : 1>>
<<if $speechnamedrop is 0>>
You speak.
<<else>>
You <<voice "demand">>.
<</if>>
<<rng>>
<<switch _loveInterest>>
<<case "Robin">>
<<if $npc.includes("Robin")>>
"Robin, stop! I don't want this!"
<<elseif $vaginastate is "imminent" or $penisstate is "imminent" or $penisstate is "otheranusimminent">>
<<if $player.virginity.vaginal is true and $player.virginity.penile is true>>
<<if $awarelevel gte 1>>
"Robin is the only one that deserves my virginity!"
<<else>>
"Get away from my special place! I'll only let Robin have it!"
<</if>>
<<else>>
"H-Hey! That's for Robin, not you, asshole!"
<</if>>
<<elseif $vaginastate is "penetrated" or $anusstate is "penetrated">>
<<if $arousal lte $arousalmax / 5>>
"Robin's the one I love! You could never satisfy me!"
<<elseif $arousal lte ($arousalmax / 5) * 4>>
"Get out! That's for Robin!"
<<else>>
"I-I'm not cheating on Robin, you piece of...!"
<</if>>
<<elseif $penisstate is "penetrated" or $penisstate is "otheranus">>
<<if $arousal lte $arousalmax / 5>>
"Robin's the one I love! You could never satisfy me!"
<<elseif $arousal lte ($arousalmax / 5) * 4>>
"Get off of me! That's for Robin!"
<<else>>
"I-I'm not cheating on Robin, you piece of...!"
<</if>>
<<elseif $exposed gte 2>>
<<switch random(1,3)>>
<<case 1>> "Robin's earned my body. You haven't. Look away. Now!"
<<case 2>> "At least Robin holds my hand before trying to see me naked."
<<case 3>> "Don't you dare look! This body is for Robin!"
<</switch>>
<<else>>
<<if $arousal lte $arousalmax / 5>>
<<switch random(1,3)>>
<<case 1>> <<if $awarelevel gte 1>>"Fuck off, I already belong to Robin!"<<else>>"You're mean! I only want Robin!"<</if>>
<<case 2>> "I'm not going to break Robin's heart!"
<<case 3>> "Robin needs me, let me go!"
<</switch>>
<<elseif $arousal lte ($arousalmax / 5) * 3>>
"Even Robin is better at touching me than you are."
<<else>>
"Only Robin can... make me feel like this! Not you!"
<</if>>
<</if>>
<<case "Kylar">>
<<if $npc.includes("Kylar")>>
"I'm not in the mood for your shit right now, Kylar."
<<elseif $vaginastate is "imminent">>
<<if $player.virginity.vaginal is true>>
<<if $awarelevel gte 1>>
"If you make me bleed, Kylar will make you bleed!"
<<else>>
"That's my special place. Only Kylar's allowed there!"
<</if>>
<<else>>
"Kylar will find you if you violate me!"
<</if>>
<<elseif $penisstate is "imminent" or $penisstate is "otheranusimminent">>
<<if $player.virginity.penile is true>>
<<if $awarelevel gte 1>>
"I'm saving myself for Kylar! If you steal this from me, we'll never forgive you!"
<<else>>
"That's my special place. Only Kylar's allowed there!"
<</if>>
<<else>>
"Kylar will find you if you violate me!"
<</if>>
<<elseif $vaginastate is "penetrated" or $anusstate is "penetrated">>
<<if $arousal lte $arousalmax / 5>>
"Pathetic. You could never make me happy like Kylar does."
<<elseif $arousal lte ($arousalmax / 5) * 4>>
"Get out! You don't know who you're going to piss off by doing this."
<<else>>
"I-I'd never cheat on Kylar, you piece of...!"
<</if>>
<<elseif $penisstate is "penetrated" or $penisstate is "otheranus">>
<<if $arousal lte $arousalmax / 5>>
"Pathetic. You could never make me happy like Kylar does."
<<elseif $arousal lte ($arousalmax / 5) * 4>>
"Get the fuck off of me! You don't know who you're going to piss off by doing this."
<<else>>
"I-I'd never cheat on Kylar, you piece of...!"
<</if>>
<<elseif $exposed gte 2>>
<<switch random(1,3)>>
<<case 1>> "Only Kylar deserves to see my body like this. Don't you dare look!"
<<case 2>> "My body belongs to Kylar. Clothes too. Now fuck off."
<<case 3>> "Kylar did something pretty nasty to the last person that saw me naked, you know."
<</switch>>
<<else>>
<<if $arousal lte $arousalmax / 5>>
<<switch random(1,3)>>
<<case 1>> <<if $awarelevel gte 1>>"Kylar will fuck you up badly for this."<<else>>"I know someone who can hurt you. Badly!"<</if>>
<<case 2>> "I won't break Kylar's heart. I'll break your face instead."
<<case 3>> "Kylar likes to cut people who mess with me. Better leave."
<</switch>>
<<elseif $arousal lte ($arousalmax / 5) * 3>>
"No one is scarier than Kylar, especially not you."
<<else>>
"Kylar will... hurt you for this...!"
<</if>>
<</if>>
<<if $location is "school" and $speechnamedrop is 1 and Time.schoolDay>>
<<status -1>><<lcool>>
<</if>>
<<case "Whitney">>
<<if $npc.includes("Whitney")>>
"You can't just fuck me whenever you want, Whitney!"
<<elseif $vaginastate is "imminent" or $penisstate is "imminent" or $penisstate is "otheranusimminent">>
<<if $player.virginity.vaginal is true and $player.virginity.penile is true>>
<<if $awarelevel gte 1>>
"Whitney will kill me if you take my virginity! Don't!"
<<else>>
"I only let Whitney touch my special place! Stop!"
<</if>>
<<else>>
"PROPERTY! OF! WHITNEY!"
<</if>>
<<elseif $vaginastate is "penetrated" or $anusstate is "penetrated">>
<<if $arousal lte $arousalmax / 5>>
"Oh, please. Whitney fucks me way harder! This is nothing."
<<elseif $arousal lte ($arousalmax / 5) * 4>>
"Get out! Whitney will beat us both to a pulp for this!"
<<else>>
"Whitney will... end you...!"
<</if>>
<<elseif $penisstate is "penetrated" or $penisstate is "otheranus">>
<<if $arousal lte $arousalmax / 5>>
"Oh, please. Whitney fucks me way harder! This is nothing."
<<elseif $arousal lte ($arousalmax / 5) * 4>>
"Get out! Whitney will beat us both to a pulp for this!"
<<else>>
"Whitney will... end you...!"
<</if>>
<<elseif $exposed gte 2>>
<<switch random(1,3)>>
<<case 1>> "Just because I get naked for Whitney doesn't mean you can grab me!"
<<case 2>> "I only strip for Whitney. Eyes off."
<<case 3>> "I'm going to make sure Whitney gets you for this, pervert!"
<</switch>>
<<else>>
<<if $arousal lte $arousalmax / 5>>
<<switch random(1,3)>>
<<case 1>> <<if $awarelevel gte 1>>"I'm Whitney's slut, not yours!"<<else>>"Only Whitney can play rough with me! Get away!"<</if>>
<<case 2>> "I'm taken, and Whitney doesn't share with people like you."
<<case 3>> "I'm Whitney's property, and you're trespassing."
<</switch>>
<<elseif $arousal lte ($arousalmax / 5) * 3>>
"I'm Whitney's pet! You're just a lonely freak!"
<<else>>
"Only... Whitney can make me...!"
<</if>>
<</if>>
<<if $location is "school" and Time.schoolDay>>
<<status 1>><<gcool>>
<</if>>
<<case "Eden">>
<<if $npc.includes("Eden")>>
"I'm not your prey today, leave me alone."
<<elseif $vaginastate is "imminent" or $penisstate is "imminent" or $penisstate is "otheranusimminent">>
<<if $player.virginity.vaginal is true and $player.virginity.penile is true>>
<<if $awarelevel gte 1>>
"Eden will be the one to take me, not you!"
<<else>>
"I only trust Eden with that! Get away!"
<</if>>
<<else>>
"If you violate me, Eden will kill you!"
<</if>>
<<elseif $vaginastate is "penetrated" or $anusstate is "penetrated">>
<<if $arousal lte $arousalmax / 5>>
"You may think you're a predator, but to Eden, you're nothing but prey!"
<<elseif $arousal lte ($arousalmax / 5) * 4>>
"Get out! I belong to the <<nnpc_title "Eden">>!"
<<else>>
"Y...you're trespassing on Eden's... AAH! Property!"
<</if>>
<<elseif $penisstate is "penetrated" or $penisstate is "otheranus">>
<<if $arousal lte $arousalmax / 5>>
"You may think you're a predator, but to Eden, you're nothing but prey!"
<<elseif $arousal lte ($arousalmax / 5) * 4>>
"Get off of me! I belong to the <<nnpc_title "Eden">>!"
<<else>>
"Y...you're trespassing on Eden's... AAH! Property!"
<</if>>
<<elseif $exposed gte 2>>
<<switch random(1,3)>>
<<case 1>> "Look while you still can, pervert. Eden will hunt you down for this."
<<case 2>> "Eden will use your hide to make me new clothes!"
<<case 3>> "I have to get back to the cabin... and tell Eden what you've done!"
<</switch>>
<<else>>
<<if $arousal lte $arousalmax / 5>>
<<switch random(1,3)>>
<<case 1>> <<if $awarelevel gte 1>>"I am Eden's mate! You'll regret this!"<<else>>"I am Eden's companion! You'll regret this!"<</if>>
<<case 2>> "You're so bad at this. I'm having a hard time pretending you're Eden."
<<case 3>> "Eden was right about you people. Nothing but animals!"
<</switch>>
<<elseif $arousal lte ($arousalmax / 5) * 3>>
"You might have my body, but my heart is in the forest with Eden!"
<<else>>
"Go ahead. Mark me with your scent. It will only make Eden's hunt that much easier."
<</if>>
<</if>>
<<case "Black Wolf">>
<<if $npc.includes("Black Wolf")>>
"Down. DOWN!"
<<elseif $vaginastate is "imminent" or $penisstate is "imminent" or $penisstate is "otheranusimminent">>
<<if $player.virginity.vaginal is true and $player.virginity.penile is true>>
<<if $awarelevel gte 1>>
"My wolf is more worthy of my virginity than you!"
<<else>>
"Only the big wolf is allowed to touch me there!"
<</if>>
<<else>>
"If you violate me, my pack will be jealous. Maybe they'll come for you next!"
<</if>>
<<elseif $vaginastate is "penetrated" or $anusstate is "penetrated">>
<<if $arousal lte $arousalmax / 5>>
"No knot, no interest."
<<elseif $arousal lte ($arousalmax / 5) * 4>>
"What's the point of your lousy dick if it doesn't even get stuck?"
<<else>>
"Y...your dick could never satisfy me the way the wolves do!"
<</if>>
<<elseif $penisstate is "penetrated" or $penisstate is "otheranus">>
<<if $arousal lte $arousalmax / 5>>
"Nothing like the wolves. Just give it up already."
<<elseif $arousal lte ($arousalmax / 5) * 4>>
"How does it feel knowing a wolf is a better fuck than you?"
<<else>>
"The wolves are the only ones that deserve my seed!"
<</if>>
<<elseif $exposed gte 2>>
<<switch random(1,3)>>
<<case 1>> "Ugh! The wolves don't stare as much! You're creepy!"
<<case 2>> "Get your eyes off of me, only my wolf can lust after me!"
<<case 3>> "This body was only meant for the wolf pack. Look away!"
<</switch>>
<<else>>
<<if $arousal lte $arousalmax / 5>>
<<switch random(1,3)>>
<<case 1>> <<if $awarelevel gte 1>>"Only the wolves can <<print ($pregnancyspeechdisable is "f" ? "breed with" : "fuck")>> me!"<<else>>"Leave me alone! I only cuddle with the wolves!"<</if>>
<<case 2>> "A wolf pack treats me with more courtesy than you."
<<case 3>> "How is it that a wolf is more romantic than you?"
<</switch>>
<<elseif $arousal lte ($arousalmax / 5) * 3>>
"Let go! I belong in the forest with my wolves!"
<<else>>
"I'll howl, and my big bad wolf will come. You'll be sorry then!"
<</if>>
<</if>>
<<famebestiality $enemyno>>
<<case "Avery">>
<<if $npc.includes("Avery")>>
"You don't pay me enough to treat me like this!"
<<elseif $vaginastate is "imminent" or $penisstate is "imminent" or $penisstate is "otheranusimminent">>
<<if $player.virginity.vaginal is true and $player.virginity.penile is true>>
<<if $awarelevel gte 1>>
"I'm saving myself for Avery, fuck off!"
<<else>>
"I only let Avery touch me there!"
<</if>>
<<else>>
"H-Hey! That's for Avery, not you!"
<</if>>
<<elseif $vaginastate is "penetrated" or $anusstate is "penetrated">>
<<if $arousal lte $arousalmax / 5>>
"At least Avery pays me to do this!"
<<elseif $arousal lte ($arousalmax / 5) * 4>>
"Get out! Avery owns me!"
<<else>>
"Avery will give me hell for this, just stop!"
<</if>>
<<elseif $penisstate is "penetrated" or $penisstate is "otheranus">>
<<if $arousal lte $arousalmax / 5>>
"At least Avery pays me to do this!"
<<elseif $arousal lte ($arousalmax / 5) * 4>>
"Get off of me! Avery owns me!"
<<else>>
"Avery will give me hell for this, just stop!"
<</if>>
<<elseif $exposed gte 2>>
<<switch random(1,3)>>
<<case 1>> "Unlike Avery, you haven't paid to see me naked. Fuck off."
<<case 2>> "At least Avery takes me to dinner first. Get your eyes off of me!"
<<case 3>> "Don't you dare look! This body is for Avery!"
<</switch>>
<<else>>
<<if $arousal lte $arousalmax / 5>>
<<switch random(1,3)>>
<<case 1>> <<if $awarelevel gte 1>>"Does the name Avery sound familiar, asshole? I can make sure you never work in this town again!"<<else>>"I only want Avery! Go away!"<</if>>
<<case 2>> "I won't betray Avery's trust!"
<<case 3>> "You could take notes from Avery on how to be romantic. Fuck off."
<</switch>>
<<elseif $arousal lte ($arousalmax / 5) * 3>>
"I'll just close my eyes and pretend you're Avery, you're boring me."
<<else>>
"At least... Avery takes me on a date first...!"
<</if>>
<</if>>
<<case "Great Hawk">>
<<if $npc.includes("Great Hawk")>>
"Stop pecking me!"
<<elseif $vaginastate is "imminent" or $penisstate is "imminent" or $penisstate is "otheranusimminent">>
<<if $player.virginity.vaginal is true and $player.virginity.penile is true>>
<<if $awarelevel gte 1>>
"Stop! I'm saving my virginity for my <<hawkText>> spouse!"
<<else>>
"Only my <<hawkText>> spouse gets to touch me in those areas!"
<</if>>
<<else>>
"The Great Hawk has <<nnpc_his "Great Hawk">> eye on you."
<</if>>
<<elseif $vaginastate is "penetrated" or $anusstate is "penetrated">>
<<if $arousal lte $arousalmax / 5>>
"I'm not seeing any talons on you. I'm disappointed."
<<elseif $arousal lte ($arousalmax / 5) * 4>>
"I'd prefer feathery dicks, thanks."
<<else>>
"They didn't call <<nnpc_him "Great Hawk">> the "Great" Hawk for nothing. You're pathetic."
<</if>>
<<elseif $penisstate is "penetrated" or $penisstate is "otheranus">>
<<if $arousal lte $arousalmax / 5>>
"Cloacas are my area of expertise, not this."
<<elseif $arousal lte ($arousalmax / 5) * 4>>
"You're nothing compared to my <<hawkText>> spouse."
<<else>>
"I was meant to make babies with my <<hawkText>> spouse, so kindly get the fuck off of me!"
<</if>>
<<elseif $exposed gte 2>>
<<switch random(1,3)>>
<<case 1>> "Ugh, the Great Hawk doesn't even stare this much! You're creepy!"
<<case 2>> "My eyes are up here. Is your name the 'Great Hawk'?"
<<case 3>> "This body is preserved for the Great Hawk only."
<</switch>>
<<else>>
<<if $arousal lte $arousalmax / 5>>
<<switch random(1,3)>>
<<case 1>> <<if $awarelevel gte 1>>"I have a <<hawkText>> spouse already. NOT. AVAILABLE."<<else>>"I live like a <<if $player.gender_appearance is "m">>king<<else>>queen<</if>> in a castle with a lovely <<hawkText>> spouse, why should I bother with you?"<</if>>
<<case 2>> "A <<hawkText>> treats me better than you."
<<case 3>> "At least bring me a ring first before you have your way with me, like the Great Hawk."
<</switch>>
<<elseif $arousal lte ($arousalmax / 5) * 3>>
"You'd better keep your eyes on the sky, the Great Hawk will be after you for this!"
<<else>>
"I'll scream, and the Great Hawk will come swooping in. You just watch!"
<</if>>
<</if>>
<<famebestiality $enemyno>>
<<case "Alex">>
<<if $npc.includes("Alex")>>
"Alex, you idiot! Control yourself."
<<elseif $vaginastate is "imminent" or $penisstate is "imminent" or $penisstate is "otheranusimminent">>
<<if $player.virginity.vaginal is true and $player.virginity.penile is true>>
<<if $awarelevel gte 1>>
"My virginity belongs to Alex!"
<<else>>
"Get away from my special place! It's for Alex!"
<</if>>
<<else>>
"That's Alex's territory, not yours!"
<</if>>
<<elseif $vaginastate is "penetrated" or $anusstate is "penetrated">>
<<if $arousal lte $arousalmax / 5>>
"Alex is much better than you!"
<<elseif $arousal lte ($arousalmax / 5) * 4>>
"Wait until Alex hears. You'll get smacked down!"
<<else>>
"I'm not doing this because I want to, Alex!"
<</if>>
<<elseif $penisstate is "penetrated" or $penisstate is "otheranus">>
<<if $arousal lte $arousalmax / 5>>
"Alex is much better than you!"
<<elseif $arousal lte ($arousalmax / 5) * 4>>
"Wait until Alex hears. You'll get smacked down!"
<<else>>
"I'm not doing this because I want to, Alex!"
<</if>>
<<elseif $exposed gte 2>>
<<switch random(1,3)>>
<<case 1>> "This body is for Alex, and Alex alone."
<<case 2>> "Alex has more respect for my body."
<<case 3>> "Alex, save me from these filthy eyes."
<</switch>>
<<else>>
<<if $arousal lte $arousalmax / 5>>
<<switch random(1,3)>>
<<case 1>> <<if $awarelevel gte 1>>"Fuck off, or I'll tell Alex!"<<else>>"Alex will find out, and beat you!"<</if>>
<<case 2>> "I'm not going to betray Alex!"
<<case 3>> "I'm Alex's partner, not yours!"
<</switch>>
<<elseif $arousal lte ($arousalmax / 5) * 3>>
"You're nothing compared to Alex."
<<else>>
"I-I only feel like this because I'm thinking about Alex!"
<</if>>
<</if>>
<<case "Sydney">>
<<run statusCheck("Sydney")>>
<<if $npc.includes("Sydney")>>
<<if _sydneyStatus.includes("corrupt")>>
"I miss when you were pure. At least you didn't pull shit like this."
<<else>>
"What sort of punishment is this? Get off me!"
<</if>>
<<elseif $vaginastate is "imminent" or $penisstate is "imminent" or $penisstate is "otheranusimminent">>
<<if $templePromised is "Sydney">>
<<if (($player.virginity.vaginal is true or $player.virginity.temple is true) and $vaginastate is "imminent") or (($player.virginity.penile is true and $player.virginity.temple is true) and ($penisstate is "imminent" or $penisstate is "otheranusimminent"))>>
<<if $awarelevel gte 1>>
"I'm bound to Sydney, not you! Get off me!"
<<else>>
"You can't! Me and Sydney are bound as one!"
<</if>>
<<else>>
"Sydney's the only one that can defile me!"
<</if>>
<<else>>
<<if $player.virginity.vaginal is true>>
<<if $awarelevel gte 1>>
"I love Sydney, not you! Get off me!"
<<else>>
"You can't! Me and Sydney are meant to be!"
<</if>>
<<else>>
"Sydney's the only one that can please me!"
<</if>>
<</if>>
<<elseif $vaginastate is "penetrated" or $penisstate is "penetrated" or $penisstate is "otheranus">>
<<if $templePromised is "Sydney">>
<<if $arousal lte $arousalmax / 5>>
"This means nothing! Sydney and I are still one!"
<<elseif $arousal lte ($arousalmax / 5) * 4>>
"Sydney and I are bound, and you're NOT part of it!"
<<else>>
"You won't... break our bond...!"
<</if>>
<<else>>
<<if $arousal lte $arousalmax / 5>>
"This means nothing! Sydney and I are still together!"
<<elseif $arousal lte ($arousalmax / 5) * 4>>
"Sydney and I are together, and you're NOT part of it!"
<<else>>
"You won't... break our love...!"
<</if>>
<</if>>
<<elseif $anusstate is "penetrated">>
<<if $templePromised is "Sydney">>
<<if $arousal lte $arousalmax / 5>>
"The temple doesn't care about that, but I do! Back off!"
<<elseif $arousal lte ($arousalmax / 5) * 4>>
"Every part of me is Sydney's, even there!"
<<else>>
"You won't... break our bond...!"
<</if>>
<<else>>
<<if $arousal lte $arousalmax / 5>>
"The temple doesn't care about that, but I do! Back off!"
<<elseif $arousal lte ($arousalmax / 5) * 4>>
"I'm saving everything for Sydney, even there!"
<<else>>
"You won't... break our love...!"
<</if>>
<</if>>
<<elseif $exposed gte 2>>
<<if $templePromised is "Sydney">>
<<switch random(1,3)>>
<<case 1>> "I'm all for Sydney! Get away!"
<<case 2>> "The temple joined Sydney and I, and you're NOT part of it!"
<<case 3>> "See this? This belongs to Sydney, not you."
<</switch>>
<<else>>
<<switch random(1,3)>>
<<case 1>> "I'm all for Sydney! Get away!"
<<case 2>> "Sydney's the one I love! This is for <<nnpc_him "Sydney">>!"
<<case 3>> "See this? I'm saving this for Sydney, not you."
<</switch>>
<</if>>
<<else>>
<<if $templePromised is "Sydney">>
<<if $arousal lte $arousalmax / 5>>
<<switch random(1,3)>>
<<case 1>> <<if $awarelevel gte 1>>"You damned sinner."<<else>>"You filthy sinner."<</if>>
<<case 2>> "I won't break my promise to Sydney!"
<<case 3>> "Don't even look at me. Your eyes make me feel impure."
<</switch>>
<<elseif $arousal lte ($arousalmax / 5) * 3>>
"You'll burn for doing this to me! The temple will make sure!"
<<else>>
"My promise to Sydney... you won't make me break it...!"
<</if>>
<<else>>
<<if $arousal lte $arousalmax / 5>>
<<switch random(1,3)>>
<<case 1>> <<if $awarelevel gte 1>>"You poor, damned soul."<<else>>"You poor, wretched soul."<</if>>
<<case 2>> "I won't betray Sydney's trust!"
<<case 3>> "Don't even look at me. You're not Sydney."
<</switch>>
<<elseif $arousal lte ($arousalmax / 5) * 3>>
"You'll pay for doing this to me! The temple will make sure!"
<<else>>
"Our love... you won't take it from me and Sydney...!"
<</if>>
<</if>>
<</if>>
<<default>>
<</switch>>
<<else>>
You <<voice "demand">>.
<<if $npc.includes("Robin")>>
<<if $robinmist>>
"Robin, stop! This isn't like you!"
<<else>>
"Robin, get a hold of yourself!"
<</if>>
<<elseif $vaginastate is "imminent">>
<<if $player.virginity.vaginal is true>>
<<if $awarelevel gte 1>>
"If you take my virginity I'll never forgive you."
<<else>>
"That's my special place. You're not allowed there!"
<</if>>
<<else>>
"Get that disgusting thing away from me!"
<</if>>
<<elseif $penisstate is "imminent">>
<<if $player.virginity.penile is true>>
<<if $awarelevel gte 1>>
"If you take my virginity I'll never forgive you."
<<else>>
"That's my special place. You're not allowed there!"
<</if>>
<<else>>
"Get that disgusting thing away from me!"
<</if>>
<<elseif $penisstate is "otheranusimminent">>
<<if $player.virginity.penile is true>>
<<if $awarelevel gte 1>>
"If you take my virginity I'll never forgive you."
<<else>>
"That's my special place. You're not allowed there!"
<</if>>
<<else>>
"Get your disgusting ass away from me!"
<</if>>
<<elseif $anusstate is "imminent">>
<<if $player.virginity.anal is true>>
<<if $awarelevel gte 1>>
"I don't know what you think you're doing, but you're gonna get the fuck away from me this instant."
<<else>>
"I don't know why you're poking my bottom, but stop right now!"
<</if>>
<<else>>
"Get away from my ass, pervert!"
<</if>>
<<elseif $vaginastate is "penetrated">>
<<if $arousal lte $arousalmax / 5>>
"Get out of my pussy right now!"
<<elseif $arousal lte ($arousalmax / 5) * 4>>
"Get off me, rapist scum!"
<<else>>
"I-If you make me c-cum, I'll never forgive you."
<</if>>
<<elseif $penisstate is "penetrated">>
<<if $arousal lte $arousalmax / 5>>
"Get off my penis right now!"
<<elseif $arousal lte ($arousalmax / 5) * 4>>
"Get off me, rapist scum!"
<<else>>
"I-If you make me c-cum, I'll never forgive you."
<</if>>
<<elseif $penisstate is "otheranus">>
<<if $arousal lte $arousalmax / 5>>
"Get off my penis right now!"
<<elseif $arousal lte ($arousalmax / 5) * 4>>
"Get your ass off me, rapist scum!"
<<else>>
"I-If you make me c-cum, I'll never forgive you."
<</if>>
<<elseif $anusstate is "penetrated">>
<<if $arousal lte $arousalmax / 5>>
"Get out of my ass right now!"
<<elseif $arousal lte ($arousalmax / 5) * 4>>
"Get off me, rapist scum!"
<<else>>
"I-If you make me c-cum, I'll never forgive you."
<</if>>
<<elseif $exposed gte 2 and $rng gte 51>>
<<switch random(0,4)>>
<<case 0>> "Get away from my private place!"
<<case 1>> "You like what you see, you useless fuck? I'll make you pay for it."
<<case 2>> "Don't you dare look, rapist piece of shit."
<<case 3>> "I might be exposed, but I'm not afraid of you!"
<<case 4>> "You like what you see? Of course you do, pervert."
<</switch>>
<<elseif $awarelevel gte 1>>
<<if $arousal lte $arousalmax / 5>>
"Get away from me, pervert."
<<elseif $arousal lte ($arousalmax / 5) * 3>>
"Stop touching me right now or I'll make you pay!"
<<else>>
"I-I'm not gonna cum... I'm not."
<</if>>
<<else>>
<<if $arousal lte $arousalmax / 5>>
<<switch random(1,3)>>
<<case 1>> "Go away!"
<<case 2>> "I don't like you, get away from me."
<<case 3>> "Stop touching me."
<</switch>>
<<elseif $arousal lte ($arousalmax / 5) * 3>>
"Leave me alone."
<<else>>
"I-It's your fault I feel strange. Go away!"
<</if>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "actionsmock">>
<<set $mockcycle to $mockcycle gt -1 ? ($mockcycle + 1) % 5 : 0>>
<<if $mockaction is "penis">>
<<if $vaginause is "penis">>
<<if $vaginastate is "penetrated">>
<<switch $mockcycle>>
<<case 0>> "I can barely feel it,"
<<case 1>> "The last cock was much larger,"
<<case 2>> "Is it even in yet?"
<<case 3>> "Don't you have something bigger?"
<<case 4>> "How disappointing,"
<</switch>>
<<else>>
<<switch $mockcycle>>
<<case 0>> "I bet the thought of entering my pussy is driving you mad,"
<<case 1>> "I'm not sure you're big enough,"
<<case 2>> "What are you waiting for?"
<<case 3>> "I bet you cum before you get it in,"
<<case 4>> "Do you even know how to use that thing?"
<</switch>>
<</if>>
<<elseif $anususe is "penis">>
<<if $anusstate is "penetrated">>
<<switch $mockcycle>>
<<case 0>> "I can barely feel it,"
<<case 1>> "The last cock was much larger,"
<<case 2>> "Is it even in yet?"
<<case 3>> "Don't you have something bigger?"
<<case 4>> "How disappointing,"
<</switch>>
<<else>>
<<switch $mockcycle>>
<<case 0>> "I bet the thought of entering my ass is driving you mad,"
<<case 1>> "I'm not sure you're big enough,"
<<case 2>> "What are you waiting for?"
<<case 3>> "I bet you cum before you get it in,"
<<case 4>> "Do you even know how to use that thing?"
<</switch>>
<</if>>
<<else>>
<<switch $mockcycle>>
<<case 0>> "How disappointing,"
<<case 1>> "You're pathetic,"
<<case 2>> "Is that all you've got?"
<<case 3>> "Your little thing doesn't frighten me,"
<<case 4>> "Your cock is so small,"
<</switch>>
<</if>>
<<elseif $mockaction is "vagina">>
<<if $penisuse is "othervagina">>
<<if $penisstate is "penetrated">>
<<switch $mockcycle>>
<<case 0>> "You're confident for someone getting pounded,"
<<case 1>> "I'm gonna fill your womb,"
<<case 2>> "Your pussy feels weird,"
<<case 3>> "I think you've had one too many cocks in you,"
<<case 4>> "What's it like getting fucked like this?"
<</switch>>
<<else>>
<<switch $mockcycle>>
<<case 0>> "You're such a slut,"
<<case 1>> "I don't think you're ready for my cock,"
<<case 2>> "You think you can handle it?"
<<case 3>> "I bet you try to ride every cock you see,"
<<case 4>> "You're very eager to take me inside you,"
<</switch>>
<</if>>
<<else>>
<<switch $mockcycle>>
<<case 0>> "You're so wet already,"
<<case 1>> "You're eager to get fucked,"
<<case 2>> "I bet your pussy has had lots of use,"
<<case 3>> "You might be too wide for me,"
<<case 4>> "Your pussy looks weird,"
<</switch>>
<</if>>
<<elseif $mockaction is "skill">>
<<if $vaginause is "penis">>
<<if $vaginastate is "penetrated">>
<<switch $mockcycle>>
<<case 0>> "At least you're trying,"
<<case 1>> "You're boring me,"
<<case 2>> "Your cock is so clumsy,"
<<case 3>> "Do you even know how to use that thing?"
<<case 4>> "Is this your first time?"
<</switch>>
<<else>>
<<switch $mockcycle>>
<<case 0>> "Careful where you point that,"
<<case 1>> "You won't last long,"
<<case 2>> "I bet this is new to you,"
<<case 3>> "You're not good enough for my pussy,"
<<case 4>> "I don't expect much,"
<</switch>>
<</if>>
<<elseif $anususe is "penis">>
<<if $anusstate is "penetrated">>
<<switch $mockcycle>>
<<case 0>> "At least you're trying,"
<<case 1>> "You're boring me,"
<<case 2>> "Your cock is so clumsy,"
<<case 3>> "Do you even know how to use that thing?"
<<case 4>> "Is this your first time?"
<</switch>>
<<else>>
<<switch $mockcycle>>
<<case 0>> "Careful where you point that,"
<<case 1>> "You won't last long,"
<<case 2>> "I bet this is new to you,"
<<case 3>> "You're not good enough for my ass,"
<<case 4>> "I don't expect much,"
<</switch>>
<</if>>
<<elseif $penisuse is "othervagina" or $penisuse is "otheranus">>
<<if $penisstate is "penetrated" or $penisstate is "otheranus">>
<<switch $mockcycle>>
<<case 0>> "At least you're trying,"
<<case 1>> "You're not making me cum,"
<<case 2>> "Move your hips more. Do I have to do everything?"
<<case 3>> "Do you even know what you're doing?"
<<case 4>> "Is this your first time?"
<</switch>>
<<else>>
<<switch $mockcycle>>
<<case 0>> "Careful where you point that,"
<<case 1>> "You won't last long,"
<<case 2>> "I doubt you know how handle it,"
<<case 3>> "You're not good enough for my penis,"
<<case 4>> "I don't expect much,"
<</switch>>
<</if>>
<<else>>
<<switch $mockcycle>>
<<case 0>> "At least you're trying,"
<<case 1>> "Wake me when it's over,"
<<case 2>> "I'd be better off using my hand,"
<<case 3>> "You don't know what you're doing, do you?"
<<case 4>> "You're bad at this,"
<</switch>>
<</if>>
<<elseif $mockaction is "weak">>
<<if $vaginause is "penis">>
<<if $vaginastate is "penetrated">>
<<switch $mockcycle>>
<<case 0>> "Tired already?"
<<case 1>> "I don't normally let such weaklings inside me,"
<<case 2>> "Careful you don't have a heart attack,"
<<case 3>> "You're too weak to keep this up,"
<<case 4>> "You're wearing out fast,"
<</switch>>
<<else>>
<<switch $mockcycle>>
<<case 0>> "I don't think you're strong enough to push it in,"
<<case 1>> "It goes in when I say so,"
<<case 2>> "You gonna faint on me?"
<<case 3>> "I could keep you away forever,"
<<case 4>> "If you want my pussy, you'll need to work harder than that,"
<</switch>>
<</if>>
<<elseif $anususe is "penis">>
<<if $anusstate is "penetrated">>
<<switch $mockcycle>>
<<case 0>> "Tired already?"
<<case 1>> "I don't normally let such weaklings inside me,"
<<case 2>> "Careful you don't have a heart attack,"
<<case 3>> "You're too weak to keep this up,"
<<case 4>> "You're wearing out fast,"
<</switch>>
<<else>>
<<switch $mockcycle>>
<<case 0>> "I don't think you're strong enough to push it in,"
<<case 1>> "It goes in when I say so,"
<<case 2>> "You gonna faint on me?"
<<case 3>> "I could keep you away forever,"
<<case 4>> "If you want my ass, you'll need to work harder than that,"
<</switch>>
<</if>>
<<elseif $penisuse is "othervagina" or $penisuse is "otheranus">>
<<if $penisstate is "penetrated" or $penisstate is "otheranus">>
<<switch $mockcycle>>
<<case 0>> "Tired already?"
<<case 1>> "I don't normally fuck such weaklings,"
<<case 2>> "Careful you don't have a heart attack,"
<<case 3>> "You're too weak to keep this up,"
<<case 4>> "You're wearing out fast,"
<</switch>>
<<else>>
<<switch $mockcycle>>
<<case 0>> "I don't think you're strong enough to push it in,"
<<case 1>> "It goes in when I say so,"
<<case 2>> "You gonna faint on me?"
<<case 3>> "I could keep you away forever,"
<<case 4>> "If you want my penis, you'll need to work harder than that,"
<</switch>>
<</if>>
<<else>>
<<switch $mockcycle>>
<<case 0>> "You're so weak,"
<<case 1>> "This is only happening because I let it,"
<<case 2>> "I'm doing this out of pity,"
<<case 3>> "You couldn't even force someone to fuck you,"
<<case 4>> "Is that all you've got?"
<</switch>>
<</if>>
<<elseif $mockaction is "looks">>
<<if $vaginause is "penis">>
<<if $vaginastate is "penetrated">>
<<switch $mockcycle>>
<<case 0>> "At least don't make me look at your face,"
<<case 1>> "You could only ever get someone to fuck you through force,"
<<case 2>> "Hurry up. I don't want to look at you any more,"
<<case 3>> "I hope I don't have to fuck anyone as ugly as you again,"
<<case 4>> "I hope you're enjoying this. It's more than you deserve,"
<</switch>>
<<else>>
<<switch $mockcycle>>
<<case 0>> "The thought of someone so revolting fucking me is making me queasy,"
<<case 1>> "You want me to pity fuck you?"
<<case 2>> "I don't want any part of your disgusting body inside me,"
<<case 3>> "I've never fucked anyone as ugly as you,"
<<case 4>> "I look too good for you,"
<</switch>>
<</if>>
<<elseif $anususe is "penis">>
<<if $anusstate is "penetrated">>
<<switch $mockcycle>>
<<case 0>> "At least don't make me look at your face,"
<<case 1>> "You could only ever get someone to fuck you through force,"
<<case 2>> "Hurry up. I don't want to look at you any more,"
<<case 3>> "I hope I don't have to fuck anyone as ugly as you again,"
<<case 4>> "I hope you're enjoying this. It's more than you deserve,"
<</switch>>
<<else>>
<<switch $mockcycle>>
<<case 0>> "The thought of someone so revolting fucking me is making me queasy,"
<<case 1>> "You want me to pity fuck you?"
<<case 2>> "I don't want any part of your disgusting body inside me,"
<<case 3>> "I've never fucked anyone as ugly as you,"
<<case 4>> "I look too good for you,"
<</switch>>
<</if>>
<<elseif $penisuse is "othervagina" or $penisuse is "otheranus">>
<<if $penisstate is "penetrated" or $penisstate is "otheranus">>
<<switch $mockcycle>>
<<case 0>> "At least don't make me look at your face,"
<<case 1>> "You could only ever get someone to fuck you through force,"
<<case 2>> "Hurry up. I don't want to look at you any more,"
<<case 3>> "I hope I don't have to fuck anyone as ugly as you again,"
<<case 4>> "I hope you're enjoying this. It's more than you deserve,"
<</switch>>
<<else>>
<<switch $mockcycle>>
<<case 0>> "The thought of someone so revolting fucking me is making me queasy,"
<<case 1>> "You want me to pity fuck you?"
<<case 2>> "I don't want any part of me inside your disgusting body,"
<<case 3>> "I've never fucked anyone as ugly as you,"
<<case 4>> "I look too good for you,"
<</switch>>
<</if>>
<<else>>
<<switch $mockcycle>>
<<case 0>> "I'm out of your league,"
<<case 1>> "I don't want to see your face again,"
<<case 2>> "You're plain, at best,"
<<case 3>> "Ew, gross,"
<<case 4>> "Your body looks weird,"
<</switch>>
<</if>>
<<else>>
<<if $vaginause is "penis">>
<<if $vaginastate is "penetrated">>
<<switch $mockcycle>>
<<case 0>> "I hope you're happy defiling me like this,"
<<case 1>> "You're ravaging an innocent <<girl>>. Shame on you,"
<<case 2>> "You'll be punished for this,"
<<case 3>> "You're a bad person to be doing such things to my pussy,"
<<case 4>> "You're so cruel,"
<</switch>>
<<else>>
<<switch $mockcycle>>
<<case 0>> "Are you really going to defile my innocent pussy?"
<<case 1>> "Do you like being rough with <<girls>> like me?"
<<case 2>> "You might hurt me with that,"
<<case 3>> "Do you still think you're a good person?"
<<case 4>> "My pussy might not be able to take it,"
<</switch>>
<</if>>
<<elseif $anususe is "penis">>
<<if $anusstate is "penetrated">>
<<switch $mockcycle>>
<<case 0>> "I hope you're happy defiling me like this,"
<<case 1>> "You're ravaging an innocent <<girl>>. Shame on you,"
<<case 2>> "You'll be punished for this,"
<<case 3>> "You're a bad person to be doing such things to my ass,"
<<case 4>> "You're so cruel,"
<</switch>>
<<else>>
<<switch $mockcycle>>
<<case 0>> "Are you really going to defile my innocent ass?"
<<case 1>> "Do you like being rough with <<girls>> like me?"
<<case 2>> "You might hurt me with that,"
<<case 3>> "Do you still think you're a good person?"
<<case 4>> "My ass might not be able to take it,"
<</switch>>
<</if>>
<<elseif $penisuse is "othervagina" or $penisuse is "otheranus">>
<<if $penisstate is "penetrated" or $penisstate is "otheranus">>
<<switch $mockcycle>>
<<case 0>> "I hope you're happy defiling me like this,"
<<case 1>> "You're ravaging an innocent <<girl>>. Shame on you,"
<<case 2>> "You'll be punished for this,"
<<case 3>> "You're a bad person to be doing such things to my penis,"
<<case 4>> "You're so cruel,"
<</switch>>
<<else>>
<<switch $mockcycle>>
<<case 0>> "Are you really going to defile my innocent penis?"
<<case 1>> "Do you like being rough with <<girls>> like me?"
<<case 2>> "You might hurt me with that,"
<<case 3>> "Do you still think you're a good person?"
<<case 4>> "My penis might not be able to take it,"
<</switch>>
<</if>>
<<else>>
<<switch $mockcycle>>
<<case 0>> "You're so mean,"
<<case 1>> "Are you really the sort of person who treats innocent <<girls>> this way?"
<<case 2>> "What you're doing is wrong,"
<<case 3>> "How will you live with yourself?"
<<case 4>> "You're a bad person,"
<</switch>>
<</if>>
<</if>>
you say in a <<if $consensual is 1>>teasing<<else>>mocking<</if>> tone.
<<personselect $mouthtarget>>
<<if $role is "islander" and (!$islander_language or $islander_language lt 100)>>
<span class="red"><<if $enemyno gte 2>>They don't<<else>><<He>> doesn't<</if>> understand your words,</span> and <<if $enemyno gte 2>>ignore<<else>>ignores<</if>> them.
<<elseif $mockaction is $NPCList[$mouthtarget].insecurity>>
<<if $consensual is 1>>
<span class="teal"><<He $mouthtarget>> breathes faster as you speak.</span>
<<else>>
<span class="teal"><<He $mouthtarget>> winces at your words.</span>
<<gcombatcontrol>>
<</if>>
<<else>>
<span class="pink"><<He $mouthtarget>> isn't impressed by your words.</span>
<</if>>
<</widget>>
<<widget "actionspeniskiss">>
You <<oraltext>> kiss the tip of <<their _args[0]>> $NPCList[_n].penisdesc.
<<if $NPCList[$mouthtarget].type is "plant">>
<span class="pink">You lap up sweet nectar with your tongue.</span>
<<nectarfed 8>>
<</if>>
<</widget>>
<<widget "actionspenislick">>
You <<oraltext>> lick <<their _args[0]>> $NPCList[_n].penisdesc.
<<if $NPCList[$mouthtarget].type is "plant">>
<span class="pink">You lap up sweet nectar with your tongue.</span>
<<nectarfed 8>>
<</if>>
<</widget>>
<<widget "actionspenissuck">>
<<if $enemytype is "beast">>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
You <<oraltext>> suck the penis invading your mouth as the <<beasttype>> pounds furiously.
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
You <<oraltext>> suck the penis invading your mouth as the <<beasttype>> humps your face excitedly.
<<else>>
You <<oraltext>> suck the penis penetrating your mouth.
<</if>>
<<else>>
<<set _penis to npcHasStrapon($mouthtarget) ? "strap-on" : "penis">>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
You <<oraltext>> suck the _penis invading your mouth as <<theowner>> thrusts against you.
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
You <<oraltext>> suck the _penis invading your mouth as <<theowner>> grinds against you.
<<else>>
You <<oraltext>> suck the _penis penetrating your mouth.
<</if>>
<</if>>
<<if $NPCList[$mouthtarget].type is "plant">>
<span class="pink">Sweet nectar drips into your mouth.</span>
<<nectarfed 12>>
<</if>>
<</widget>>
<<widget "actionspussylick">>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
You <<oraltext>> lick the pussy pressing against your mouth as <<theowner>> rubs against you.
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
You <<oraltext>> lick the pussy pressing against your mouth as <<theowner>> grinds against you.
<<else>>
You <<oraltext>> lick the pussy pressing against your mouth.
<</if>>
<<if $NPCList[$mouthtarget].type is "plant">>
<span class="pink">You lap up sweet nectar with your tongue.</span>
<<nectarfed 8>>
<</if>>
<</widget>>
<<widget "actionsoraledge">>
<<if $arousal gte ($arousalmax / 5) * 4>>
Your lips quiver as you <<oraltext>>
<<elseif $arousal gte ($arousalmax / 5) * 2>>
You suppress a moan and <<oraltext>>
<<else>>
You <<oraltext>>
<</if>>
<<if $mouthuse.includes("penis")>>
<<if $mouthstate is "imminent">>
<<print either(
"tease <<his>> $NPCList[$mouthtarget].penisdesc against your lips,",
"roll your tongue against the base of <<his>> shaft,",
"alternate between slow and sharp licks,"
)>>
<<else>>
<<print either(
"vary your bobbing against <<his>> cock,",
"slow <<his>> thrusts with your tongue,",
"purse your lips around <<his>> shaft,"
)>>
<</if>>
<<else>>
<<print either(
"alternate between slow and sharp licks,",
"press your tongue to <<his>> clit,",
"blow on <<his>> clit,"
)>>
<</if>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<print either(
"holding <<him>> on the brink of an orgasm.",
"waving relief just out of <<his>> reach.",
"torturing <<his>> yearning body."
)>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<print either(
"slowly coaxing <<him>> to climax.",
"letting <<his>> arousal swell.",
"keeping <<him>> on edge."
)>>
<<else>>
<<print either(
"controlling <<his>> arousal.",
"curbing <<his>> arousal.",
"stirring pleasure."
)>>
<</if>>
<</widget>>
<<widget "actionsAnalLick">>
<<print either(
"You <<oraltext>> lick up and down the crack of the ass pressing down on your mouth",
"You <<oraltext>> insert a tongue into the anus pressed against your mouth",
"You <<oraltext>> tease the anus resting on your mouth with your tongue",
"You <<oraltext>> lap at the asshole resting on your mouth with your tongue",
"You move your tongue <<oraltext>> across the ass crack pressed on your face"
)>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
as <<theowner>> slowly rubs their ass against your face in response.
<</if>>
<</widget>>
<<widget "actionsAnalKiss">>
<<print either(
"You kiss one of the ass cheeks pressing down on your face.",
"You begin kissing the ass crack pressed against your mouth.",
"You kiss the anus pressing down against your mouth.",
"You deliver a series of kisses on the asshole resting on your mouth.",
"You repeatedly kiss the ass crack that is pressing on your face."
)>>
<</widget>>
<<widget "actionskissback">>
<<personselect $mouthtarget>>
<<if $mouthstate is "kissentrance">>
You gently brush your lips against <<hers>>.
<<if $player.virginity.kiss is true>>
<<set $speechkissvirgin to 1>>
<</if>>
<<if $NPCList[$mouthtarget].mouth is "kissentrance">>
<<if $npcrow.includes($mouthtarget)>>
<<takeKissVirginityNamed `$npc[$npcrow.indexOf($mouthtarget)]` true>>
<<else>>
<<takeKissVirginity $NPCList[$mouthtarget]>>
<</if>>
<</if>>
<<elseif $mouthstate is "kissimminent">>
<<if $arousal lte $arousalmax / 5>>
You kiss <<him>> back, softly.
<<elseif $arousal lte ($arousalmax / 5) * 4>>
You kiss <<him>> back, parting <<his>> lips with your own.
<<else>>
You kiss <<him>> back, parting <<his>> lips with your tongue.
<</if>>
<<if $NPCList[$mouthtarget].type is "plant">>
<span class="pink">Sweet nectar drips from <<his>> tongue and fills your mouth.</span>
<<nectarfed 20>>
<</if>>
<<elseif $mouthstate is "kiss">>
You kiss <<him>> back, caressing <<his>> tongue with your own.
<<if $NPCList[$mouthtarget].type is "plant">>
<span class="pink">Sweet nectar drips from <<his>> tongue and fills your mouth.</span>
<<nectarfed 20>>
<</if>>
<</if>>
<</widget>>
<<widget "actionshandbite">>
<<if $transformationParts.traits.fangs isnot "disabled">>
<<print either(
"Your fangs tear into their hand.",
"Your fangs dig deep into their hand.",
"You tear at the hand with your fangs.",
"You sink your fangs into the hand.",
"You puncture the hand with your fangs.",
)>>
<<else>>
<<print either(
"You bite the hand gagging you.",
"You gnaw at the hand gagging you.",
"You sink your teeth into their hand.",
"You chomp at their hand.",
"You crunch their hand with your teeth.",
)>>
<</if>>
<</widget>>
<<widget "actionscheekrub">>
<<if $enemytype is "beast">>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
You <<bottomtext>> rub the penis between your cheeks as the <<beasttype>> pounds furiously.
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
You <<bottomtext>> rub the penis between your cheeks as the <<beasttype>> humps back excitedly.
<<else>>
You <<bottomtext>> rub the penis between your cheeks.
<</if>>
<<else>>
<<set _penis to npcHasStrapon($anustarget) ? "strap-on" : "penis">>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
You <<bottomtext>> rub the _penis between your cheeks as <<theowner>> thrusts against you.
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
You <<bottomtext>> rub the _penis between your cheeks as <<theowner>> thrusts against you.
<<else>>
You <<bottomtext>> rub the _penis between your cheeks.
<</if>>
<</if>>
<</widget>>
<<widget "actionsthighrub">>
<<if $enemytype is "beast">>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
You <<thightext>> rub the penis between your thighs as the <<beasttype>> pounds furiously. You jerk in shock whenever it incidentally rubs against your <<genitals>>.
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
You <<thightext>> rub the penis between your thighs as the <<beasttype>> humps back excitedly. You jerk in shock whenever it incidentally rubs against your <<genitals>>.
<<else>>
You <<thightext>> rub the penis between your thighs. You jerk in shock whenever it incidentally rubs against your <<genitals>>.
<</if>>
<<else>>
<<set _penis to npcHasStrapon($thightarget) ? "strap-on" : "penis">>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
You <<thightext>> rub the _penis between your thighs as <<theowner>> thrusts against you. You jerk in shock whenever it incidentally rubs against your <<genitals>>.
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
You <<thightext>> rub the _penis between your thighs as <<theowner>> thrusts against you. You jerk in shock whenever it incidentally rubs against your <<genitals>>.
<<else>>
You <<thightext>> rub the _penis between your thighs. You jerk in shock whenever it incidentally rubs against your <<genitals>>.
<</if>>
<</if>>
<</widget>>
<<widget "actionspenistip">>
You <<vaginaltext>> kiss the tip of <<their _args[0]>> $NPCList[_n].penisdesc with your <<pussy>>.
<</widget>>
<<widget "actionspenisdoubletip">>
You <<vaginaltext>> kiss the tip of <<their>> phalluses with your <<pussy>>.
<</widget>>
<<widget "actionspenisrub">>
You <<vaginaltext>> rub back against the <<= npcHasStrapon($vaginatarget) ? "strap-on" : "penis">> probing your <<pussy>>.
<</widget>>
<<widget "actionstribtease">>/*Unused*/
You <<vaginaltext>> tease the pussy with your own.
<</widget>>
<<widget "actionspenisride">><<silently>>
<<pussy>>
<<set _pussy to _text_output>>
<<set _otheraction to "">>
<<if $enemytype is "beast">>
<<beasttype>>
<<set _beasttype to _text_output>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<set _otheraction to "The _beasttype savagely hammers in and out of your _pussy.">>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<set _otheraction to "The _beasttype relentlessly pounds your _pussy.">>
<<else>>
<<set _otheraction to "The _beasttype rhythmically fucks your _pussy.">>
<</if>>
<<else>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<set _otheraction to "Your _pussy is ruthlessly fucked.">>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<set _otheraction to "Your _pussy is relentlessly pounded.">>
<<else>>
<<set _otheraction to "Your _pussy yields to the repeated insertions.">>
<</if>>
<</if>>
<<vaginaltext>>
<<set _vaginaltext to _text_output>>
<<set _youraction to "">>
<<set _islewd to ($enemytype is "man" ? $promiscuity : $deviancy) gte 55>>
<<set _isverylewd to ($enemytype is "man" ? $promiscuity : $deviancy) gte 75>>
<<if $consensual is 0 or currentSkillValue("vaginalskill") lt 600 and not _islewd>>
<<if $arousal gte ($arousalmax / 5) * 4>>
<<set _youraction to "Driven by instinct, you _vaginaltext push back as you approach your peak.">>
<<elseif $arousal gte ($arousalmax / 5) * 2>>
<<set _youraction to "You _vaginaltext push back against the movements.">>
<<else>>
<<if $consensual is 0>>
<<set _youraction to "You _vaginaltext push back, trying to reduce your discomfort.">>
<<else>>
<<set _youraction to "You _vaginaltext push back, trying to enjoy it.">>
<</if>>
<</if>>
<<elseif currentSkillValue("vaginalskill") lt 800 or not _isverylewd>>
<<if $arousal gte ($arousalmax / 5) * 4>>
<<set _enjoying to either("enjoying", "savouring", "delighting in", "relishing", "revelling in")>>
<<set _youraction to "Driven by instinct, you _vaginaltext rock your pelvis back and forth, _enjoying every moment as you approach your peak.">>
<<elseif $arousal gte ($arousalmax / 5) * 2>>
<<set _youraction to "You _vaginaltext hump in sync with the movement.">>
<<else>>
<<set _youraction to "You _vaginaltext hump back against the movement.">>
<</if>>
<<else>>
<<set _penis to "penis">>
<<if $NPCList[$vaginatarget].penis is "vagina" and $NPCList[$vaginatarget].location.genitals is "genitals">>
<<set _penis to $NPCList[$vaginatarget].penisdesc>>
<</if>>
<<if $arousal gte ($arousalmax / 5) * 4>>
<<set _eagerclimax to either("You're eager to climax", "You look forward to climaxing", "You yearn to climax", "You crave climaxing", "You want to climax")>>
<<set _youraction to "Lust taking over, you _vaginaltext rock your pelvis back and forth and squeeze the penis hard as you approach your peak. _eagerclimax with a _penis inside you.">>
<<elseif $arousal gte ($arousalmax / 5) * 2>>
<<set _youraction to "You _vaginaltext rock your pelvis back and forth, while also squeezing the _penis each time it slides into you.">>
<<else>>
<<set _eagerfor to either("eager for", "hungry for", "yearning", "craving", "keen on", "hungering for")>>
<<set _youraction to "You _vaginaltext hump back in rhythm, _eagerfor the pleasure you know is coming.">>
<</if>>
<</if>>
<</silently>>_otheraction _youraction<</widget>>
<<widget "actionspenisedging">><<silently>>
<<if $vaginastate is "imminent">>
<<set _otheraction to "">>
<<if $arousal gte ($arousalmax / 5) * 4>>
<<set _youraction to "Driven partly by instinct, you <<vaginaltext>> rub your <<pussy>> against their penis to control their arousal as you approach your peak.">>
<<elseif $arousal gte ($arousalmax / 5) * 2>>
<<set _youraction to "You <<vaginaltext>> rub your <<pussy>> against their penis to control their arousal.">>
<<else>>
<<set _youraction to "You <<vaginaltext>> rub your <<pussy>> against their penis to control their arousal, trying to reduce your discomfort.">>
<</if>>
<<else>>
<<pussy>>
<<set _pussy to _text_output>>
<<set _otheraction to "">>
<<if $enemytype is "beast">>
<<beasttype>>
<<set _beasttype to _text_output>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<set _otheraction to "The _beasttype savagely hammers in and out of your _pussy.">>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<set _otheraction to "The _beasttype relentlessly pounds your _pussy.">>
<<else>>
<<set _otheraction to "The _beasttype rhythmically fucks your _pussy.">>
<</if>>
<<else>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<set _otheraction to "Your _pussy is ruthlessly fucked.">>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<set _otheraction to "Your _pussy is relentlessly pounded.">>
<<else>>
<<set _otheraction to "Your _pussy yields to the repeated insertions.">>
<</if>>
<</if>>
<<if $arousal gte ($arousalmax / 5) * 4>>
<<set _youraction to "Driven partly by instinct, you <<vaginaltext>> move your <<pussy>> to control their arousal as you approach your peak.">>
<<elseif $arousal gte ($arousalmax / 5) * 2>>
<<set _youraction to "You <<vaginaltext>> move your <<pussy>> to control their arousal.">>
<<else>>
<<set _youraction to "You <<vaginaltext>> move your <<pussy>> to control their arousal, trying to reduce your discomfort.">>
<</if>>
<</if>>
<</silently>>_otheraction _youraction<</widget>>
<<widget "actionspenistake">>
<<if $enemytype is "beast">>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<if $arousal gte ($arousalmax / 5) * 4>>
The <<beasttype>> savagely hammers in and out of your <<pussy>>.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
The <<beasttype>> savagely hammers in and out of your <<pussy>>.
<<else>>
The <<beasttype>> savagely hammers in and out of your <<pussy>>.
<</if>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<if $arousal gte ($arousalmax / 5) * 4>>
The <<beasttype>> relentlessly pounds your <<pussy>>.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
The <<beasttype>> relentlessly pounds your <<pussy>>.
<<else>>
The <<beasttype>> relentlessly pounds your <<pussy>>.
<</if>>
<<else>>
<<if $arousal gte ($arousalmax / 5) * 4>>
The <<beasttype>> rhythmically fucks your <<pussy>>.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
The <<beasttype>> rhythmically fucks your <<pussy>>.
<<else>>
The <<beasttype>> rhythmically fucks your <<pussy>>.
<</if>>
<</if>>
<<else>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<if $arousal gte ($arousalmax / 5) * 4>>
Your <<pussy>> is ruthlessly fucked.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
Your <<pussy>> is ruthlessly fucked.
<<else>>
Your <<pussy>> is ruthlessly fucked.
<</if>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<if $arousal gte ($arousalmax / 5) * 4>>
Your <<pussy>> is relentlessly pounded.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
Your <<pussy>> is relentlessly pounded.
<<else>>
Your <<pussy>> is relentlessly pounded.
<</if>>
<<else>>
<<if $arousal gte ($arousalmax / 5) * 4>>
Your <<pussy>> yields to the repeated insertions.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
Your <<pussy>> yields to the repeated insertions.
<<else>>
Your <<pussy>> yields to the repeated insertions.
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "actionspenisdoubleride">>
<!-- double vaginal -->
<<silently>><<pussy>><<set _pussy to _text_output>><</silently>>
<<set _otheraction to "">>
<<set _npcA to (_n is $vaginatarget ? $vaginatarget : $vaginadoubletarget)>>
<<set _npcB to (_n is $vaginatarget ? $vaginadoubletarget : $vaginatarget)>>
/* State 1 is out of sync, state 2 is in sync */
<<set _dvp to ($NPCList[_npcB].penis isnot "vaginadouble" or $NPCList[_npcA].penis isnot "vaginadouble" ? 1 : 2)>>
<<if _dvp is 2>>
<<if $enemytype is "beast">> <!-- future proofing for beasts, text has not been updated -->
<<beasttype>>
<<set _beasttype to _text_output>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<set _otheraction to "The _beasttype savagely hammers in and out of your _pussy.">>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<set _otheraction to "The _beasttype relentlessly pounds your _pussy.">>
<<else>>
<<set _otheraction to "The _beasttype rhythmically fucks your _pussy.">>
<</if>>
<<else>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<set _otheraction to "Your _pussy is ruthlessly fucked by both cocks.">>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<set _otheraction to "Your _pussy is relentlessly pounded by both cocks.">>
<<else>>
<<set _otheraction to "Your _pussy yields to the repeated insertions by both cocks.">>
<</if>>
<</if>>
<<silently>><<vaginaltext>><<set _vaginaltext to _text_output>><</silently>>
<<set _youraction to "">>
<<set _islewd to ($enemytype is "man" ? $promiscuity : $deviancy) gte 55>>
<<set _isverylewd to ($enemytype is "man" ? $promiscuity : $deviancy) gte 75>>
<<if $consensual is 0 or currentSkillValue("vaginalskill") lt 600 or not _islewd>>
<<if $arousal gte ($arousalmax / 5) * 4>>
<<set _youraction to "Driven by instinct, you _vaginaltext push back against their cocks as you approach your peak.">>
<<elseif $arousal gte ($arousalmax / 5) * 2>>
<<set _youraction to "You _vaginaltext push back against the movements of both cocks.">>
<<else>>
<<if $consensual is 0>>
<<set _youraction to "You _vaginaltext push back against both cocks, trying to reduce your discomfort.">>
<<else>>
<<set _youraction to "You _vaginaltext push back against both cocks, trying to enjoy it.">>
<</if>>
<</if>>
<<elseif currentSkillValue("vaginalskill") lt 800 or not _isverylewd>>
<<if $arousal gte ($arousalmax / 5) * 4>>
<<set _enjoying to either("enjoying", "savouring", "delighting in", "relishing", "revelling in")>>
<<set _youraction to "Driven by instinct, you _vaginaltext rock your pelvis back and forth against both cocks, _enjoying every moment as you approach your peak.">>
<<elseif $arousal gte ($arousalmax / 5) * 2>>
<<set _youraction to "You _vaginaltext hump both cocks in sync with the movements.">>
<<else>>
<<set _youraction to "You _vaginaltext hump both cocks back against the movements.">>
<</if>>
<<else>>
<<set _penis to "penis">>
<<if $NPCList[$vaginatarget].penis is "vagina" and $NPCList[$vaginatarget].location.genitals is "genitals">>
<<set _penis to $NPCList[$vaginatarget].penisdesc>>
<</if>>
<<set _penisB to "penis">>
<<if $NPCList[$vaginadoubletarget].penis is "vagina" and $NPCList[$vaginadoubletarget].location.genitals is "genitals">>
<<set _penisB to $NPCList[$vaginatarget].penisdesc>>
<</if>>
<<if $arousal gte ($arousalmax / 5) * 4>>
<<set _eagerclimax to either("You're eager to climax", "You look forward to climaxing", "You yearn to climax", "You crave climaxing", "You want to climax")>>
<<set _youraction to "Lust taking over, you _vaginaltext rock your pelvis back and forth and squeeze the penises hard as you approach your peak. _eagerclimax with two cocks inside you.">>
<<elseif $arousal gte ($arousalmax / 5) * 2>>
<<set _youraction to "You _vaginaltext rock your pelvis back and forth, while also squeezing <<combatperson $vaginatarget>>'s _penis and <<combatperson $vaginadoubletarget>>'s _penisB each time they slide into you.">>
<<else>>
<<set _eagerfor to either("eager for", "hungry for", "yearning", "craving", "keen on", "hungering for")>>
<<set _youraction to "You _vaginaltext hump back in rhythm, _eagerfor the pleasure you know is coming.">>
<</if>>
<</if>>
_otheraction _youraction
<<else>>
<<actionspenisride>>
<</if>>
<</widget>>
<<widget "actionspenisdoubleedging">>
<!-- double vaginal -->
<<set _dvp to 1>>
<<set _npcA to $vaginatarget>>
<<set _npcB to $vaginadoubletarget>>
/* State 1 is out of sync, state 2 is in sync */
<<set _dvp to ($NPCList[_npcB].penis isnot "vaginadouble" or $NPCList[_npcA].penis isnot "vaginadouble" ? 1 : 2)>>
<<if _dvp is 2>>
<<if $vaginastate is "doubleimminent">>
<<set _otheraction to "">>
<<if $arousal gte ($arousalmax / 5) * 4>>
<<set _youraction to "Driven partly by instinct, you <<vaginaltext>> rub your ass against their penises to control their arousal as you approach your peak.">>
<<elseif $arousal gte ($arousalmax / 5) * 2>>
<<set _youraction to "You <<vaginaltext>> rub your <<bottom>> against their penises to control their arousal.">>
<<else>>
<<set _youraction to "You <<vaginaltext>> rub your <<bottom>> against their penises to control their arousal, trying to reduce your discomfort.">>
<</if>>
<<else>>
<<silently>><<pussy>><<set _pussy to _text_output>><</silently>>
<<set _otheraction to "">>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<set _otheraction to "Your _pussy is ruthlessly fucked by both cocks.">>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<set _otheraction to "Your _pussy is relentlessly pounded by both cocks.">>
<<else>>
<<set _otheraction to "Your _pussy yields to the repeated insertions by both cocks.">>
<</if>>
<<if $arousal gte ($arousalmax / 5) * 4>>
<<set _youraction to "Driven partly by instinct, you <<vaginaltext>> move your <<pussy>> to control their arousal as you approach your peak.">>
<<elseif $arousal gte ($arousalmax / 5) * 2>>
<<set _youraction to "You <<vaginaltext>> move your <<pussy>> to control their arousal.">>
<<else>>
<<set _youraction to "You <<vaginaltext>> move your <<pussy>> to control their arousal, trying to reduce your discomfort.">>
<</if>>
<</if>>
_otheraction _youraction
<<else>>
<<actionspenisedging>>
<</if>>
<</widget>>
<<widget "actionspenisdoubletake">>
<!-- double vaginal -->
<<set _dvp to "f">>
<<set _npcA to (_n is $vaginatarget ? $vaginatarget : $vaginadoubletarget)>>
<<set _npcB to (_n is $vaginatarget ? $vaginadoubletarget : $vaginatarget)>>
/* State 1 is out of sync, state 2 is in sync */
<<set _dvp to ($NPCList[_npcA].penis isnot "vaginadouble" and $NPCList[_npcB].penis isnot "vaginadouble" ? 1 : 2)>>
<<if $enemytype is "beast">> <!-- future proofing for beasts, text has not been updated -->
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<if $arousal gte ($arousalmax / 5) * 4>>
The <<beasttype>> savagely hammers in and out of your <<pussy>>.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
The <<beasttype>> savagely hammers in and out of your <<pussy>>.
<<else>>
The <<beasttype>> savagely hammers in and out of your <<pussy>>.
<</if>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<if $arousal gte ($arousalmax / 5) * 4>>
The <<beasttype>> relentlessly pounds your <<pussy>>.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
The <<beasttype>> relentlessly pounds your <<pussy>>.
<<else>>
The <<beasttype>> relentlessly pounds your <<pussy>>.
<</if>>
<<else>>
<<if $arousal gte ($arousalmax / 5) * 4>>
The <<beasttype>> rhythmically fucks your <<pussy>>.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
The <<beasttype>> rhythmically fucks your <<pussy>>.
<<else>>
The <<beasttype>> rhythmically fucks your <<pussy>>.
<</if>>
<</if>>
<<else>>
<<if _dvp is 2>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<if $arousal gte ($arousalmax / 5) * 4>>
Your <<pussy>> is ruthlessly fucked by both cocks.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
Your <<pussy>> is ruthlessly fucked by both cocks.
<<else>>
Your <<pussy>> is ruthlessly fucked by both cocks.
<</if>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<if $arousal gte ($arousalmax / 5) * 4>>
Your <<pussy>> is relentlessly pounded by both cocks.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
Your <<pussy>> is relentlessly pounded by both cocks.
<<else>>
Your <<pussy>> is relentlessly pounded by both cocks.
<</if>>
<<else>>
<<if $arousal gte ($arousalmax / 5) * 4>>
Your <<pussy>> yields to the repeated insertions by both cocks.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
Your <<pussy>> yields to the repeated insertions by both cocks.
<<else>>
Your <<pussy>> yields to the repeated insertions by both cocks.
<</if>>
<</if>>
<<else>>
<<actionspenistake>>
<</if>>
<</if>>
<</widget>>
<<widget "actionstribtake">>
<<if $enemytype is "beast">>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<if $arousal gte ($arousalmax / 5) * 4>>
The <<beasttype>> savagely rubs against your <<pussy>>.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
The <<beasttype>> savagely rubs against your <<pussy>>.
<<else>>
The <<beasttype>> savagely rubs against your <<pussy>>.
<</if>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<if $arousal gte ($arousalmax / 5) * 4>>
The <<beasttype>> relentlessly thrusts against your <<pussy>>.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
The <<beasttype>> relentlessly thrusts against your <<pussy>>.
<<else>>
The <<beasttype>> relentlessly thrusts against your <<pussy>>.
<</if>>
<<else>>
<<if $arousal gte ($arousalmax / 5) * 4>>
The <<beasttype>> rhythmically rubs against your <<pussy>>.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
The <<beasttype>> rhythmically rubs against your <<pussy>>.
<<else>>
The <<beasttype>> rhythmically rubs against your <<pussy>>.
<</if>>
<</if>>
<<else>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<if $arousal gte ($arousalmax / 5) * 4>>
Your <<pussy>> is ruthlessly rubbed.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
Your <<pussy>> is ruthlessly rubbed.
<<else>>
Your <<pussy>> is ruthlessly rubbed.
<</if>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<if $arousal gte ($arousalmax / 5) * 4>>
Your <<pussy>> is relentlessly rubbed.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
Your <<pussy>> is relentlessly rubbed.
<<else>>
Your <<pussy>> is relentlessly rubbed.
<</if>>
<<else>>
<<if $arousal gte ($arousalmax / 5) * 4>>
Your <<pussy>> is squished and pressed by repeated pressure.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
Your <<pussy>> is squished and pressed by repeated pressure.
<<else>>
Your <<pussy>> is squished and pressed by repeated pressure.
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "actionstribcooperate">>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<if $arousal gte ($arousalmax / 5) * 4>>
Driven by instinct, you <<vaginaltext>> push back as you approach your peak.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
You <<vaginaltext>> thrust into the wet pussy pressed against yours.
<<else>>
You <<vaginaltext>> hump the wet pussy pressed against yours.
<</if>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<if $arousal gte ($arousalmax / 5) * 4>>
Driven by instinct, you <<vaginaltext>> push back as you approach your peak.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
You <<vaginaltext>> thrust into the moist pussy pressed against yours.
<<else>>
You <<vaginaltext>> hump the moist pussy pressed against yours.
<</if>>
<<else>>
<<if $arousal gte ($arousalmax / 5) * 4>>
Your body shakes as you <<vaginaltext>> rub against the pussy.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
You <<vaginaltext>> thrust against the pussy.
<<else>>
You <<vaginaltext>> press back against the pussy.
<</if>>
<</if>>
<</widget>>
<<widget "actionstribedge">>
<<if $arousal gte ($arousalmax / 5) * 4>>
Driven partly by instinct, you <<vaginaltext>>
<<elseif $arousal gte ($arousalmax / 5) * 2>>
You steady your shaky legs and <<vaginaltext>>
<<else>>
You <<vaginaltext>>
<</if>>
<<if $vaginastate is "othervaginaimminent">>
<<print either(
"thrust your <<pussy>> just shy of <<hers>>,",
"pull back in time with <<his>> thrusts,",
"clench your thighs over <<his>> pussy,"
)>>
<<else>>
<<print either(
"weave your <<pussy>> away at the apex of each thrust,",
"graze <<his>> pussy with yours,",
"press against <<his>> clit,"
)>>
<</if>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<print either(
"holding <<him>> on the brink of an orgasm.",
"waving relief just out of <<his>> reach.",
"torturing <<his>> yearning body."
)>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<print either(
"slowly coaxing <<him>> to climax.",
"letting <<his>> arousal swell.",
"keeping <<him>> on edge."
)>>
<<else>>
<<print either(
"controlling <<his>> arousal.",
"curbing <<his>> arousal.",
"stirring pleasure."
)>>
<</if>>
<</widget>>
<<widget "actionsfencingtake">>
<<if $enemytype is "beast">>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<if $arousal gte ($arousalmax / 5) * 4>>
The <<beasttype>> savagely rubs against your <<penis>>.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
The <<beasttype>> savagely rubs against your <<penis>>.
<<else>>
The <<beasttype>> savagely rubs against your <<penis>>.
<</if>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<if $arousal gte ($arousalmax / 5) * 4>>
The <<beasttype>> relentlessly thrusts against your <<penis>>.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
The <<beasttype>> relentlessly thrusts against your <<penis>>.
<<else>>
The <<beasttype>> relentlessly thrusts against your <<penis>>.
<</if>>
<<else>>
<<if $arousal gte ($arousalmax / 5) * 4>>
The <<beasttype>> rhythmically rubs against your <<penis>>.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
The <<beasttype>> rhythmically rubs against your <<penis>>.
<<else>>
The <<beasttype>> rhythmically rubs against your <<penis>>.
<</if>>
<</if>>
<<else>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<if $arousal gte ($arousalmax / 5) * 4>>
Your <<penis>> is ruthlessly rubbed.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
Your <<penis>> is ruthlessly rubbed.
<<else>>
Your <<penis>> is ruthlessly rubbed.
<</if>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<if $arousal gte ($arousalmax / 5) * 4>>
Your <<penis>> is relentlessly rubbed.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
Your <<penis>> is relentlessly rubbed.
<<else>>
Your <<penis>> is relentlessly rubbed.
<</if>>
<<else>>
<<if $arousal gte ($arousalmax / 5) * 4>>
Your <<penis>> is squished and pressed by repeated pressure.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
Your <<penis>> is squished and pressed by repeated pressure.
<<else>>
Your <<penis>> is squished and pressed by repeated pressure.
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "actionsfencingcooperate">>
<<set _penis to npcHasStrapon($penistarget) ? "strap-on" : "penis">>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<if $arousal gte ($arousalmax / 5) * 4>>
Driven by instinct, you <<peniletext>> rub back against the _penis as you approach your peak.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
You <<peniletext>> thrust against the slick _penis pressed against your <<penis>>.
<<else>>
You <<peniletext>> hump the slick _penis pressed against your <<penis>>.
<</if>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<if $arousal gte ($arousalmax / 5) * 4>>
Driven by instinct, you <<peniletext>> rub your <<penises>> together as you approach your peak.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
You <<peniletext>> thrust against the dripping _penis pressed against your <<penis>>.
<<else>>
You <<peniletext>> hump the dripping _penis pressed against your <<penis>>.
<</if>>
<<else>>
<<if $arousal gte ($arousalmax / 5) * 4>>
Your body shakes as you <<peniletext>> rub against the _penis.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
You <<peniletext>> thrust against the _penis.
<<else>>
You <<peniletext>> press back against the _penis.
<</if>>
<</if>>
<<set $penisstate to "otherpenis">>
<</widget>>
<<widget "actionsclitrub">>
You <<peniletext>> frot your <<penisSimple>> against <<their _args[0]>> clit.
<</widget>>
<<widget "actionspussyrub">>
You <<peniletext>> rub your <<penisSimple>> against <<their _args[0]>> pussy.
<</widget>>
<<widget "actionspussytease">>
You <<peniletext>> rub your <<penisSimple>> against <<their _args[0]>> labia.
<</widget>>
<<widget "actionspussythrust">><<silently>>
<<hisselect _args[0]>><<set _their to _text_output>>
<<his>><<set _her to _text_output>>
<<penis>><<set _penis to _text_output>>
<<set _otheraction to "">>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<set _otheraction to "Your _penis is ruthlessly fucked by _their pussy.">>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<set _otheraction to "Your _penis is hungrily devoured by _their pussy.">>
<<else>>
<<set _otheraction to "Your _penis is rhythmically swallowed and regurgitated by _their pussy.">>
<</if>>
<<peniletext>><<set _skillfully to _text_output>>
<<set _youraction to "">>
<<set _islewd to ($enemytype is "man" ? $promiscuity : $deviancy) gte 55>>
<<set _isverylewd to ($enemytype is "man" ? $promiscuity : $deviancy) gte 75>>
<<if $consensual is 0 or currentSkillValue("penileskill") lt 600 or not _islewd>>
<<if $arousal gte ($arousalmax / 5) * 4>>
<<set _youraction to "Driven by instinct, you _skillfully push back as you approach your peak.">>
<<elseif $arousal gte ($arousalmax / 5) * 2>>
<<set _youraction to "You _skillfully push back against _her movements.">>
<<else>>
<<set _youraction to "You _skillfully push back, trying to reduce your discomfort.">>
<</if>>
<<elseif currentSkillValue("penileskill") lt 800 or not _isverylewd>>
<<if $arousal gte ($arousalmax / 5) * 4>>
<<set _youraction to "Driven by instinct, you _skillfully thrust your _penis deep and hard into _their pussy, as you approach your peak.">>
<<elseif $arousal gte ($arousalmax / 5) * 2>>
<<set _youraction to "You _skillfully push back in sync with _her movements.">>
<<else>>
<<set _youraction to "You _skillfully hump back in sync with _her movements.">>
<</if>>
<<else>>
<<if $arousal gte ($arousalmax / 5) * 4>>
<<if playerPenisSize() gte 2>>
<<set _hammering to either("hammering deep into", "pounding", "bottoming out in", "battering", "driving deep and hard into", "thrusting deep into", "slamming the bottom of")>>
<<set _youraction to "Driven by instinct, you _skillfully fasten the pace, your _penis _hammering _their pussy as you approach your peak.">>
<<else>>
<<set _hammering to either("hammering hard into", "pounding", "battering", "pushed fully into", "thrusting fast and hard into")>>
<<set _youraction to "Driven by instinct, you _skillfully fasten the pace, your _penis _hammering _their pussy as you approach your peak.">>
<</if>>
<<elseif $arousal gte ($arousalmax / 5) * 2>>
<<set _youraction to "You _skillfully thrust your _penis deep into _their pussy, in sync with _her movements.">>
<<else>>
<<set _youraction to "You _skillfully slide your _penis in and out of _their pussy, in sync with _her movements.">>
<</if>>
<</if>>
<</silently>>_otheraction _youraction<</widget>>
<<widget "actionspussyedging">><<silently>>
<<if $penisstate is "imminent">>
<<set _otheraction to "">>
<<if $arousal gte ($arousalmax / 5) * 4>>
<<set _youraction to "Driven partly by instinct, you <<peniletext>> rub your <<penis>> against their pussy to control their arousal as you approach your peak.">>
<<elseif $arousal gte ($arousalmax / 5) * 2>>
<<set _youraction to "You <<peniletext>> rub your <<penis>> against their pussy to control their arousal.">>
<<else>>
<<set _youraction to "You <<peniletext>> rub your <<penis>> against their pussy to control their arousal, trying to reduce your discomfort.">>
<</if>>
<<else>>
<<hisselect _args[0]>><<set _their to _text_output>>
<<his>><<set _her to _text_output>>
<<penis>><<set _penis to _text_output>>
<<set _otheraction to "">>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<set _otheraction to "Your _penis is ruthlessly fucked by _their pussy.">>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<set _otheraction to "Your _penis is hungrily devoured by _their pussy.">>
<<else>>
<<set _otheraction to "Your _penis is rhythmically swallowed and regurgitated by _their pussy.">>
<</if>>
<<if $arousal gte ($arousalmax / 5) * 4>>
<<set _youraction to "Driven partly by instinct, you <<peniletext>> move your <<penis>> to control _her arousal as you approach your peak.">>
<<elseif $arousal gte ($arousalmax / 5) * 2>>
<<set _youraction to "You <<peniletext>> move your <<penis>> to control _her arousal.">>
<<else>>
<<set _youraction to "You <<peniletext>> move your <<penis>> to control _her arousal, trying to reduce your discomfort.">>
<</if>>
<</if>>
<</silently>>_otheraction _youraction<</widget>>
<<widget "actionspussytake">>
<<set $_pussyDesc to (_args[0] is "tentacles" ? $tentaclePenis : "pussy")>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<if $arousal gte ($arousalmax / 5) * 4>>
Your <<penis>> is ruthlessly fucked by <<their _args[0]>> $_pussyDesc.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
Your <<penis>> is ruthlessly fucked by <<their _args[0]>> $_pussyDesc.
<<else>>
Your <<penis>> is ruthlessly fucked by <<their _args[0]>> $_pussyDesc.
<</if>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<if $arousal gte ($arousalmax / 5) * 4>>
Your <<penis>> is hungrily devoured by <<their _args[0]>> $_pussyDesc.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
Your <<penis>> is hungrily devoured by <<their _args[0]>> $_pussyDesc.
<<else>>
Your <<penis>> is hungrily devoured by <<their _args[0]>> $_pussyDesc.
<</if>>
<<else>>
<<if $arousal gte ($arousalmax / 5) * 4>>
Your <<penis>> is rhythmically swallowed and regurgitated by <<their _args[0]>> $_pussyDesc.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
Your <<penis>> is rhythmically swallowed and regurgitated by <<their _args[0]>> $_pussyDesc.
<<else>>
Your <<penis>> is rhythmically swallowed and regurgitated by <<their _args[0]>> $_pussyDesc.
<</if>>
<</if>>
<</widget>>
<<widget "actionsotheranusrub">>
You <<peniletext>> frot your <<penis>> against <<their _args[0]>> ass.
<</widget>>
<<widget "actionsotheranustease">>
You <<peniletext>> tease <<their _args[0]>> anus with your <<penis>>.
<</widget>>
<<widget "actionsotheranusthrust">>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<if $arousal gte ($arousalmax / 5) * 4>>
Your <<penis>> is ruthlessly fucked by <<their _args[0]>> ass. Driven by instinct, you <<peniletext>> push back as you approach your peak.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
Your <<penis>> is ruthlessly fucked by <<their _args[0]>> ass. You <<peniletext>> push back against the movements.
<<else>>
Your <<penis>> is ruthlessly fucked by <<their _args[0]>> ass. You <<peniletext>> push back, trying to reduce your discomfort.
<</if>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<if $arousal gte ($arousalmax / 5) * 4>>
Your <<penis>> is hungrily devoured by <<their _args[0]>> ass. Driven by instinct, you <<peniletext>> push back as you approach your peak.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
Your <<penis>> is hungrily devoured by <<their _args[0]>> ass. You <<peniletext>> push back against the movements.
<<else>>
Your <<penis>> is hungrily devoured by <<their _args[0]>> ass. You <<peniletext>> push back, trying to reduce your discomfort.
<</if>>
<<else>>
<<if $arousal gte ($arousalmax / 5) * 4>>
Your <<penis>> is rhythmically swallowed and regurgitated by <<their _args[0]>> ass. Driven by instinct, you <<peniletext>> push back as you approach your peak.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
Your <<penis>> is rhythmically swallowed and regurgitated by <<their _args[0]>> ass. You <<peniletext>> push back against the movements.
<<else>>
Your <<penis>> is rhythmically swallowed and regurgitated by <<their _args[0]>> ass. You <<peniletext>> push back, trying to reduce your discomfort.
<</if>>
<</if>>
<</widget>>
<<widget "actionsotheranusedging">>
<<if $penisstate is "imminent">>
<<if $arousal gte ($arousalmax / 5) * 4>>
Driven partly by instinct, you <<peniletext>> rub your <<penis>> against their ass to control their arousal as you approach your peak.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
You <<peniletext>> rub your <<penis>> against their ass to control their arousal.
<<else>>
You <<peniletext>> rub your <<penis>> against their ass to control their arousal, trying to reduce your discomfort.
<</if>>
<<else>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
Your <<penis>> is ruthlessly fucked by <<their _args[0]>> ass.
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
Your <<penis>> is hungrily devoured by <<their _args[0]>> ass.
<<else>>
Your <<penis>> is rhythmically swallowed and regurgitated by <<their _args[0]>> ass.
<</if>>
<<if $arousal gte ($arousalmax / 5) * 4>>
Driven partly by instinct, you <<peniletext>> move your <<penis>> to control their arousal as you approach your peak.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
You <<peniletext>> move your <<penis>> to control their arousal.
<<else>>
You <<peniletext>> move your <<penis>> to control their arousal, trying to reduce your discomfort.
<</if>>
<</if>>
<</widget>>
<<widget "actionsotheranustake">>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<if $arousal gte ($arousalmax / 5) * 4>>
Your <<penis>> is ruthlessly fucked by <<their _args[0]>> ass.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
Your <<penis>> is ruthlessly fucked by <<their _args[0]>> ass.
<<else>>
Your <<penis>> is ruthlessly fucked by <<their _args[0]>> ass.
<</if>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<if $arousal gte ($arousalmax / 5) * 4>>
Your <<penis>> is hungrily devoured by <<their _args[0]>> ass.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
Your <<penis>> is hungrily devoured by <<their _args[0]>> ass.
<<else>>
Your <<penis>> is hungrily devoured by <<their _args[0]>> ass.
<</if>>
<<else>>
<<if $arousal gte ($arousalmax / 5) * 4>>
Your <<penis>> is rhythmically swallowed and regurgitated by <<their _args[0]>> ass.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
Your <<penis>> is rhythmically swallowed and regurgitated by <<their _args[0]>> ass.
<<else>>
Your <<penis>> is rhythmically swallowed and regurgitated by <<their _args[0]>> ass.
<</if>>
<</if>>
<</widget>>
<<widget "actionsStrokerCooperate">>
<<set $_stroker to ($NPCList[$penistarget].lefthand is "penisstroker" ? $NPCList[$penistarget].lefttool : $NPCList[$penistarget].righttool)>>
<<if $arousal gte ($arousalmax / 5) * 4>>
Driven by instinct, you <<peniletext>> thrust into the $_stroker as you approach your peak.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
You <<peniletext>> thrust into the $_stroker on your <<penis>>.
<<else>>
You <<peniletext>> hump the $_stroker on your <<penis>>.
<</if>>
<</widget>>
<<widget "actionsStrokerRest">>
<<set $_stroker to ($NPCList[$penistarget].lefthand is "penisstroker" ? $NPCList[$penistarget].lefttool : $NPCList[$penistarget].righttool)>>
Your <<penis>> is fucked by the $_stroker.
<</widget>>
<<widget "actionsanusrub">>
You <<analtext>> move your hips, rubbing your <<bottom>> against <<their _args[0]>> penis.
<</widget>>
<<widget "actionsanusthrust">>
<<if $enemytype is "beast">>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<if $arousal gte ($arousalmax / 5) * 4>>
The <<beasttype>> savagely hammers in and out of your anus. Driven by instinct, you <<analtext>> push back as you approach your peak.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
The <<beasttype>> savagely hammers in and out of your anus. You <<analtext>> push back against its movements.
<<else>>
The <<beasttype>> savagely hammers in and out of your anus. You <<analtext>> move with it, trying to reduce your discomfort.
<</if>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<if $arousal gte ($arousalmax / 5) * 4>>
The <<beasttype>> relentlessly pounds your anus. Driven by instinct, you <<analtext>> push back as you approach your peak.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
The <<beasttype>> relentlessly pounds your anus. You <<analtext>> push back against its movements.
<<else>>
The <<beasttype>> relentlessly pounds your anus. You <<analtext>> move with it, trying to reduce your discomfort.
<</if>>
<<else>>
<<if $arousal gte ($arousalmax / 5) * 4>>
The <<beasttype>> rhythmically fucks your anus. Driven by instinct, you <<analtext>> push back as you approach your peak.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
The <<beasttype>> rhythmically fucks your anus. You <<analtext>> push back against its movements.
<<else>>
The <<beasttype>> rhythmically fucks your anus. You <<analtext>> move with it, trying to reduce your discomfort.
<</if>>
<</if>>
<<else>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<if $arousal gte ($arousalmax / 5) * 4>>
Your anus is ruthlessly fucked. Driven by instinct, you <<analtext>> push back as you approach your peak.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
Your anus is ruthlessly fucked. You <<analtext>> push back against the movements.
<<else>>
Your anus is ruthlessly fucked. You <<analtext>> push back, trying to reduce your discomfort.
<</if>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<if $arousal gte ($arousalmax / 5) * 4>>
Your anus is relentlessly pounded. Driven by instinct, you <<analtext>> push back as you approach your peak.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
Your anus is relentlessly pounded. You <<analtext>> push back against the movements.
<<else>>
Your anus is relentlessly pounded. You <<analtext>> push back, trying to reduce your discomfort.
<</if>>
<<else>>
<<if $arousal gte ($arousalmax / 5) * 4>>
Your anus yields to the repeated insertions. Driven by instinct, you <<analtext>> push back as you approach your peak.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
Your anus yields to the repeated insertions. You <<analtext>> push back against the movements.
<<else>>
Your anus yields to the repeated insertions. You <<analtext>> push back, trying to reduce your discomfort.
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "actionsanusedging">>
<<if $anusstate is "imminent">>
<<if $arousal gte ($arousalmax / 5) * 4>>
Driven partly by instinct, you <<analtext>> rub against their penis to control their arousal as you approach your peak.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
You <<analtext>> rub against their penis to control their arousal.
<<else>>
You <<analtext>> rub against their penis to control their arousal, trying to reduce your discomfort.
<</if>>
<<else>>
<<if $enemytype is "beast">>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
The <<beasttype>> savagely hammers in and out of your anus.
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
The <<beasttype>> relentlessly pounds your anus.
<<else>>
The <<beasttype>> rhythmically fucks your anus.
<</if>>
<<else>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
Your anus is ruthlessly fucked.
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
Your anus is relentlessly pounded.
<<else>>
Your anus yields to the repeated insertions.
<</if>>
<</if>>
<<if $arousal gte ($arousalmax / 5) * 4>>
Driven partly by instinct, you <<analtext>> move to control their arousal as you approach your peak.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
You <<analtext>> move to control their arousal.
<<else>>
You <<analtext>> move to control their arousal, trying to reduce your discomfort.
<</if>>
<</if>>
<</widget>>
<<widget "actionsanustake">>
<<if $enemytype is "beast">>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<if $arousal gte ($arousalmax / 5) * 4>>
The <<beasttype>> savagely hammers in and out of your anus.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
The <<beasttype>> savagely hammers in and out of your anus.
<<else>>
The <<beasttype>> savagely hammers in and out of your anus.
<</if>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<if $arousal gte ($arousalmax / 5) * 4>>
The <<beasttype>> relentlessly pounds your anus.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
The <<beasttype>> relentlessly pounds your anus.
<<else>>
The <<beasttype>> relentlessly pounds your anus.
<</if>>
<<else>>
<<if $arousal gte ($arousalmax / 5) * 4>>
The <<beasttype>> rhythmically fucks your anus.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
The <<beasttype>> rhythmically fucks your anus.
<<else>>
The <<beasttype>> rhythmically fucks your anus.
<</if>>
<</if>>
<<else>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<if $arousal gte ($arousalmax / 5) * 4>>
Your anus is ruthlessly fucked.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
Your anus is ruthlessly fucked.
<<else>>
Your anus is ruthlessly fucked.
<</if>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<if $arousal gte ($arousalmax / 5) * 4>>
Your anus is relentlessly pounded.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
Your anus is relentlessly pounded.
<<else>>
Your anus is relentlessly pounded.
<</if>>
<<else>>
<<if $arousal gte ($arousalmax / 5) * 4>>
Your anus yields to the repeated insertions.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
Your anus yields to the repeated insertions.
<<else>>
Your anus yields to the repeated insertions.
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "actionsanusdoublethrust">>
/* State 1 is out of sync, state 2 in in sync */
<<if $NPCList[$anustarget].penis is "anusdouble" and $NPCList[$anusdoubletarget].penis is "anusdouble">>
<<set _dap to 2>>
<<else>>
<<set _dap to 1>>
<</if>>
<<if $enemytype is "beast">>
/* Beasts are only encountered individually. This is futureproofing */
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<if $arousal gte ($arousalmax / 5) * 4>>
The <<beasttype>> savagely hammers in and out of your anus. Driven by instinct, you <<analtext>> push back as you approach your peak.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
The <<beasttype>> savagely hammers in and out of your anus. You <<analtext>> push back against its movements.
<<else>>
The <<beasttype>> savagely hammers in and out of your anus. You <<analtext>> move with it, trying to reduce your discomfort.
<</if>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<if $arousal gte ($arousalmax / 5) * 4>>
The <<beasttype>> relentlessly pounds your anus. Driven by instinct, you <<analtext>> push back as you approach your peak.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
The <<beasttype>> relentlessly pounds your anus. You <<analtext>> push back against its movements.
<<else>>
The <<beasttype>> relentlessly pounds your anus. You <<analtext>> move with it, trying to reduce your discomfort.
<</if>>
<<else>>
<<if $arousal gte ($arousalmax / 5) * 4>>
The <<beasttype>> rhythmically fucks your anus. Driven by instinct, you <<analtext>> push back as you approach your peak.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
The <<beasttype>> rhythmically fucks your anus. You <<analtext>> push back against its movements.
<<else>>
The <<beasttype>> rhythmically fucks your anus. You <<analtext>> move with it, trying to reduce your discomfort.
<</if>>
<</if>>
<<else>>
<<if _dap is 2>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<if $arousal gte ($arousalmax / 5) * 4>>
Your anus is ruthlessly fucked by both cocks. Driven by instinct, you <<analtext>> push back as you approach your peak.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
Your anus is ruthlessly fucked by both cocks. You <<analtext>> push back against the movements.
<<else>>
Your anus is ruthlessly fucked by both cocks. You <<analtext>> push back, trying to reduce your discomfort.
<</if>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<if $arousal gte ($arousalmax / 5) * 4>>
Your anus is relentlessly pounded by both cocks. Driven by instinct, you <<analtext>> push back as you approach your peak.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
Your anus is relentlessly pounded by both cocks. You <<analtext>> push back against the movements.
<<else>>
Your anus is relentlessly pounded by both cocks. You <<analtext>> push back, trying to reduce your discomfort.
<</if>>
<<else>>
<<if $arousal gte ($arousalmax / 5) * 4>>
Your anus yields to the repeated insertions by both cocks. Driven by instinct, you <<analtext>> push back as you approach your peak.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
Your anus yields to the repeated insertions by both cocks. You <<analtext>> push back against the movements.
<<else>>
Your anus yields to the repeated insertions by both cocks. You <<analtext>> push back, trying to reduce your discomfort.
<</if>>
<</if>>
<<else>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<if $arousal gte ($arousalmax / 5) * 4>>
Your anus is ruthlessly fucked. Driven by instinct, you <<analtext>> push back as you approach your peak.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
Your anus is ruthlessly fucked. You <<analtext>> push back against the movements.
<<else>>
Your anus is ruthlessly fucked. You <<analtext>> push back, trying to reduce your discomfort.
<</if>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<if $arousal gte ($arousalmax / 5) * 4>>
Your anus is relentlessly pounded. Driven by instinct, you <<analtext>> push back as you approach your peak.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
Your anus is relentlessly pounded. You <<analtext>> push back against the movements.
<<else>>
Your anus is relentlessly pounded. You <<analtext>> push back, trying to reduce your discomfort.
<</if>>
<<else>>
<<if $arousal gte ($arousalmax / 5) * 4>>
Your anus yields to the repeated insertions. Driven by instinct, you <<analtext>> push back as you approach your peak.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
Your anus yields to the repeated insertions. You <<analtext>> push back against the movements.
<<else>>
Your anus yields to the repeated insertions. You <<analtext>> push back, trying to reduce your discomfort.
<</if>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "actionsanusdoubleedging">>
/* State 1 is out of sync, state 2 in in sync */
<<if $NPCList[$anustarget].penis is "anusdouble" and $NPCList[$anusdoubletarget].penis is "anusdouble">>
<<set _dap to 2>>
<<else>>
<<set _dap to 1>>
<</if>>
<<if $anusaction is "doubleimminent">>
<<if $arousal gte ($arousalmax / 5) * 4>>
Driven partly by instinct, you <<analtext>> rub against their penises to control their arousal as you approach your peak.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
You <<analtext>> rub against their penises to control their arousal.
<<else>>
You <<analtext>> rub against their penises to control their arousal, trying to reduce your discomfort.
<</if>>
<<else>>
<<if _dap is 2>>
<<if $enemytype is "beast">>
/* Beasts are only encountered individually. This is futureproofing */
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
The <<beasttype>> savagely hammers in and out of your anus.
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
The <<beasttype>> relentlessly pounds your anus.
<<else>>
The <<beasttype>> rhythmically fucks your anus.
<</if>>
<<else>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
Your anus is ruthlessly fucked by both cocks.
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
Your anus is relentlessly pounded by both cocks.
<<else>>
Your anus yields to the repeated insertions by both cocks.
<</if>>
<</if>>
<<else>>
<<if $enemytype is "beast">>
/* Beasts are only encountered individually. This is futureproofing */
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
The <<beasttype>> savagely hammers in and out of your anus.
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
The <<beasttype>> relentlessly pounds your anus.
<<else>>
The <<beasttype>> rhythmically fucks your anus.
<</if>>
<<else>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
Your anus is ruthlessly fucked.
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
Your anus is relentlessly pounded.
<<else>>
Your anus yields to the repeated insertions.
<</if>>
<</if>>
<</if>>
<<if $arousal gte ($arousalmax / 5) * 4>>
Driven partly by instinct, you <<analtext>> move to control their arousal as you approach your peak.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
You <<analtext>> move to control the arousal of both cocks.
<<else>>
You <<analtext>> move to control the arousal of both cocks, trying to reduce your discomfort.
<</if>>
<</if>>
<</widget>>
<<widget "actionsanusdoubletake">>
/* State 1 is out of sync, state 2 in in sync */
<<if $NPCList[$anustarget].penis is "anusdouble" and $NPCList[$anusdoubletarget].penis is "anusdouble">>
<<set _dap to 2>>
<<else>>
<<set _dap to 1>>
<</if>>
<<if _dap is 2>>
/* Beasts are only encountered individually. This is futureproofing */
<<if $enemytype is "beast">>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<if $arousal gte ($arousalmax / 5) * 4>>
The <<beasttype>> savagely hammers in and out of your anus.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
The <<beasttype>> savagely hammers in and out of your anus.
<<else>>
The <<beasttype>> savagely hammers in and out of your anus.
<</if>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<if $arousal gte ($arousalmax / 5) * 4>>
The <<beasttype>> relentlessly pounds your anus.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
The <<beasttype>> relentlessly pounds your anus.
<<else>>
The <<beasttype>> relentlessly pounds your anus.
<</if>>
<<else>>
<<if $arousal gte ($arousalmax / 5) * 4>>
The <<beasttype>> rhythmically fucks your anus.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
The <<beasttype>> rhythmically fucks your anus.
<<else>>
The <<beasttype>> rhythmically fucks your anus.
<</if>>
<</if>>
<<else>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<if $arousal gte ($arousalmax / 5) * 4>>
Your anus is ruthlessly destroyed by both cocks.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
Your anus is ruthlessly fucked by both cocks.
<<else>>
Your anus is ruthlessly fucked by both cocks.
<</if>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<if $arousal gte ($arousalmax / 5) * 4>>
Your anus is relentlessly slammed by both cocks.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
Your anus is relentlessly pounded by both cocks.
<<else>>
Your anus is relentlessly pounded by both cocks.
<</if>>
<<else>>
<<if $arousal gte ($arousalmax / 5) * 4>>
Your anus yields to the repeated insertions by both cocks.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
Your anus yields to the repeated insertions by both cocks.
<<else>>
Your anus yields to the repeated insertions by both cocks.
<</if>>
<</if>>
<</if>>
<<else>>
<<if $enemytype is "beast">>
/* Beasts are only encountered individually. This is futureproofing */
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<if $arousal gte ($arousalmax / 5) * 4>>
The <<beasttype>> savagely hammers in and out of your anus.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
The <<beasttype>> savagely hammers in and out of your anus.
<<else>>
The <<beasttype>> savagely hammers in and out of your anus.
<</if>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<if $arousal gte ($arousalmax / 5) * 4>>
The <<beasttype>> relentlessly pounds your anus.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
The <<beasttype>> relentlessly pounds your anus.
<<else>>
The <<beasttype>> relentlessly pounds your anus.
<</if>>
<<else>>
<<if $arousal gte ($arousalmax / 5) * 4>>
The <<beasttype>> rhythmically fucks your anus.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
The <<beasttype>> rhythmically fucks your anus.
<<else>>
The <<beasttype>> rhythmically fucks your anus.
<</if>>
<</if>>
<<else>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<if $arousal gte ($arousalmax / 5) * 4>>
Your anus is ruthlessly fucked.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
Your anus is ruthlessly fucked.
<<else>>
Your anus is ruthlessly fucked.
<</if>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<if $arousal gte ($arousalmax / 5) * 4>>
Your anus is relentlessly slammed.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
Your anus is relentlessly pounded.
<<else>>
Your anus is relentlessly pounded.
<</if>>
<<else>>
<<if $arousal gte ($arousalmax / 5) * 4>>
Your anus yields to the repeated insertions.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
Your anus yields to the repeated insertions.
<<else>>
Your anus yields to the repeated insertions.
<</if>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "actionsshaftrub">>
<<if $enemytype is "beast">>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
You <<handtext>> hold <<his>> penis in your hand as <<he>> furiously humps against it.
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
You <<handtext>> hold the penis in your hand as <<he>> humps against it.
<<else>>
You <<handtext>> hold and rub the penis in your hand.
<</if>>
<<else>>
<<if $consensual is 1>>
<<if $arousal lte ($arousalmax / 5) * 3>>
You keep <<their _args[0]>> penis held firmly in your hand as you <<handtext>> stroke and work the shaft.
<<else>>
You <<handtext>> hold and rub <<their _args[0]>> shaft in your hand.
<</if>>
<<else>>
You <<handtext>> occupy <<their _args[0]>> penis with your hand, working the shaft with your fingers.
<</if>>
<</if>>
<</widget>>
<<widget "actionsvaginaescape">>
<<if $enemytype is "beast">>
<<if $enemyanger lte 20>>
<span class="blue">You shift your pelvis, moving your <<pussy>> away from the beast's probing before it can penetrate you.</span> It doesn't give up however.
<<elseif $enemyanger lte 100>>
<span class="blue">You shift your pelvis, moving your <<pussy>> away from the beast's incessant probing before it can penetrate you.</span> It snarls in frustration.
<<else>>
<span class="blue">You shift your pelvis, moving your <<pussy>> away from the beast's savage probing before it can penetrate you.</span> It frenziedly tries to regain purchase, furious at its attempt to <<if $pregnancyspeechdisable is "f">>breed<<else>>fuck<</if>> being impeded.
<</if>>
<<else>>
<<if $pain lte 20>>
<span class="blue">You shift your pelvis, moving your <<pussy>> away from <<their _args[0]>> penis.</span>
<<elseif $pain lte 60>>
<span class="blue">You shift your pelvis, moving your <<pussy>> away from <<their _args[0]>> penis.</span>
<<else>>
<span class="blue">You shift your pelvis in desperation, moving your <<pussy>> away from <<their _args[0]>> penis.</span>
<</if>>
<</if>>
<</widget>>
<<widget "actionsvaginadoubleescape">>
<<set $_penises to "penises">>
<<if npcHasStrapon($vaginatarget) and npcHasStrapon($vaginadoubletarget)>>
<<set $_penises to "strap-ons">>
<<elseif npcHasStrapon($vaginatarget) and !npcHasStrapon($vaginadoubletarget) or !npcHasStrapon($vaginatarget) and npcHasStrapon($vaginadoubletarget)>>
<<set $_penises to "cocks">>
<</if>>
<<if $pain lte 20>>
<span class="blue">You shift your pelvis, moving your <<pussy>> away from their $_penises.</span>
<<elseif $pain lte 60>>
<span class="blue">You shift your pelvis, moving your <<pussy>> away from their $_penises.</span>
<<else>>
<span class="blue">You shift your pelvis in desperation, moving your <<pussy>> away from their $_penises.</span>
<</if>>
<</widget>>
<<widget "actionstribescape">>
<<if $enemytype is "beast">>
<<if $enemyanger lte 20>>
<span class="blue">You shift your pelvis, moving your <<pussy>> away from the beast's.</span> It doesn't give up however.
<<elseif $enemyanger lte 100>>
<span class="blue">You shift your pelvis, moving your <<pussy>> away from the beast's.</span> It snarls in frustration.
<<else>>
<span class="blue">You shift your pelvis, moving your <<pussy>> away from the beast's.</span> It desperately tries to regain purchase, furious at your refusal.
<</if>>
<<else>>
<<if $pain lte 20>>
<span class="blue">You shift your pelvis, moving your <<pussy>> away.</span>
<<elseif $pain lte 60>>
<span class="blue">You shift your pelvis, moving your <<pussy>> away.</span>
<<else>>
<span class="blue">You shift your pelvis in desperation, moving your <<pussy>> away.</span>
<</if>>
<</if>>
<</widget>>
<<widget "actionsfencingescape">>
<<if $enemytype is "beast">>
<<if $enemyanger lte 20>>
<span class="blue">You shift your pelvis, moving your <<penis>> away from the beast's.</span> It doesn't give up however.
<<elseif $enemyanger lte 100>>
<span class="blue">You shift your pelvis, moving your <<penis>> away from the beast's.</span> It snarls in frustration.
<<else>>
<span class="blue">You shift your pelvis, moving your <<penis>> away from the beast's.</span> It desperately tries to regain purchase, furious at your refusal.
<</if>>
<<else>>
<<if $pain lte 20>>
<span class="blue">You shift your pelvis, moving your <<penis>> away.</span>
<<elseif $pain lte 60>>
<span class="blue">You shift your pelvis, moving your <<penis>> away.</span>
<<else>>
<span class="blue">You shift your pelvis in desperation, moving your <<penis>> away.</span>
<</if>>
<</if>>
<</widget>>
<<widget "actionspenisescape">>
<<if $pain lte 20>>
<span class="blue">You shift your pelvis, moving your <<penis>> away from <<their _args[0]>> pussy.</span>
<<elseif $pain lte 60>>
<span class="blue">You shift your pelvis, moving your <<penis>> away from <<their _args[0]>> pussy.</span>
<<else>>
<span class="blue">You shift your pelvis in desperation, moving your <<penis>> away from <<their _args[0]>> pussy.</span>
<</if>>
<</widget>>
<<widget "actionsotheranusescape">>
<<if $pain lte 20>>
<span class="blue">You shift your pelvis, moving your <<penis>> away from <<their _args[0]>> ass.</span>
<<elseif $pain lte 60>>
<span class="blue">You shift your pelvis, moving your <<penis>> away from <<their _args[0]>> ass.</span>
<<else>>
<span class="blue">You shift your pelvis in desperation, moving your <<penis>> away from <<their _args[0]>> ass.</span>
<</if>>
<</widget>>
<<widget "actionsanusescape">>
<<if $enemytype is "beast">>
<<if $enemyanger lte 20>>
<span class="blue">You shift your pelvis, moving your <<bottom>> away from the beast's probing before it can penetrate you.</span> It doesn't give up however.
<<elseif $enemyanger lte 100>>
<span class="blue">You shift your pelvis, moving your <<bottom>> away from the beast's incessant probing before it can penetrate you.</span> It snarls in frustration.
<<else>>
<span class="blue">You shift your pelvis, moving your <<bottom>> away from the beast's savage probing before it can penetrate you.</span> It frenziedly tries to regain purchase, furious at its attempt to <<if $pregnancyspeechdisable is "f">>breed<<else>>fuck<</if>> being impeded.
<</if>>
<<else>>
<<if $pain lte 20>>
<span class="blue">You shift your pelvis, moving your <<bottom>> away from <<their _args[0]>> penis.</span>
<<elseif $pain lte 60>>
<span class="blue">You shift your pelvis, moving your <<bottom>> away from <<their _args[0]>> penis.</span>
<<else>>
<span class="blue">You shift your pelvis in desperation, moving your <<bottom>> away from <<their _args[0]>> penis.</span>
<</if>>
<</if>>
<</widget>>
<<widget "actionsanusdoubleescape">>
<<set $_penises to "penises">>
<<if npcHasStrapon($anustarget) and npcHasStrapon($anusdoubletarget)>>
<<set $_penises to "strap-ons">>
<<elseif npcHasStrapon($anustarget) and !npcHasStrapon($anusdoubletarget) or !npcHasStrapon($anustarget) and npcHasStrapon($anusdoubletarget)>>
<<set $_penises to "cocks">>
<</if>>
<<if $pain lte 20>>
<span class="blue">You shift your pelvis, moving your <<bottom>> away from <<their>> $_penises.</span>
<<elseif $pain lte 60>>
<span class="blue">You shift your pelvis, moving your <<bottom>> away from <<their>> $_penises.</span>
<<else>>
<span class="blue">You shift your pelvis in desperation, moving your <<bottom>> away from <<their>> $_penises.</span>
<</if>>
<</widget>>
<<widget "actionsconfront">>
<<if ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled")) and random(1, 2) is 2>>
<<switch random(1, 3)>>
<<case 1>> "Please don't debase yourself," you say. "The angels are watching."
<<case 2>> "I'll forgive you if you hurt me," you say. "But the demons won't."
<<case 3>> You mumble a quiet prayer.
<</switch>>
<<elseif ($fallenangel gte 2 or ($transformationParts.fallenAngel.wings isnot "hidden" and $transformationParts.fallenAngel.wings isnot "disabled")) and random(1, 2) is 2>>
<<switch random(1, 3)>>
<<case 1>> "You're going to hurt me too," you laugh. "Aren't you?"
<<case 2>> "D-don't touch me," you say. "Not now. Not again."
<<case 3>> "D-don't hurt me," you say. "Please don't."
<</switch>>
<<elseif ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled")) and random(1, 2) is 2>>
<<switch random(1, 3)>>
<<case 1>> "Are you going to 'prey' on me?" you ask with a smirk. "Delicious."
<<case 2>> "Couldn't keep your eyes off," you say. "Don't worry. I'm used to it."
<<case 3>> "Try it," you say. "I'm hungry."
<</switch>>
<<elseif ($wolfgirl gte 6 or ($transformationParts.wolf.tail isnot "hidden" and $transformationParts.wolf.tail isnot "disabled")) and random(1, 2) is 2>>
<<switch random(1, 3)>>
<<case 1>> "Come closer," you say. "I dare you." You run your tongue over your exposed fangs.
<<case 2>> You growl.
<<case 3>> "I might be alone," you say. "But a lone wolf is still dangerous."
<</switch>>
<<elseif ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled")) and random(1, 2) is 2>>
<<switch random(1, 3)>>
<<case 1>> "I'm not helpless," you say. "Try me." You run your tongue over your exposed fangs.
<<case 2>> You hiss.
<<case 3>> "Come closer," you say. "I'm itching to use these claws."
<</switch>>
<<elseif ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled")) and random(1, 2) is 2>>
<<switch random(1, 3)>>
<<case 1>> "I'm not helpless," you say. "Keep away, or I'll charge you down."
<<case 2>> "I know I'm a prize," you say. "But you'll be sorry if you try anything."
<<case 3>> "Always after my milk," you tut. "But you haven't earned it."
<</switch>>
<<elseif ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled")) and random(1, 2) is 2>>
<<switch random(1, 3)>>
<<case 1>> You screech.
<<case 2>> "Don't try anything," you say. "My mate won't be happy, and I'll remember you."
<<case 3>> "I'll peck you if you get too close," you say. "Don't think I won't."
<</switch>>
<<elseif ($fox gte 6 or ($transformationParts.fox.tail isnot "hidden" and $transformationParts.fox.tail isnot "disabled")) and random(1, 2) is 2>>
<<switch random(1, 3)>>
<<case 1>> "Feeling lucky?" you ask. "Fuck around and find out." You run your tongue over your exposed fangs.
<<case 2>> You yip threateningly.
<<case 3>> "Don't touch my tail," you say. "Or any other part of me."
<</switch>>
<<elseif $anxiety gte 1 and $controlled is 0>>
<<switch random(1, 3)>>
<<case 1>> You try to speak, but terror seizes your voice.
<<case 2>> You can't find the words. Your heart thunders in your chest.
<<case 3>> Fear consumes your thoughts.
<</switch>>
<<gstress>><<stress 6>>
<<else>>
<<set _rng to random(1, 5)>>
<<if $speech_attitude is "meek">>
<<switch _rng>>
<<case 1>> "St-stay back," you say. "I-I can defend myself."
<<case 2>> "Please don't come closer," you say.
<<case 3>> "Don't hurt me," you say. "Please don't."
<<case 4>> "You'll get in trouble if you touch me," you say.
<<case 5>> "Don't try anything," you say. "P-people know I'm here."
<</switch>>
<<elseif $speech_attitude is "bratty">>
<<switch _rng>>
<<case 1>> "Stay the fuck away," you say. "Or I'll make you sorry."
<<case 2>> "Touch me and I'll kick your ass," you say.
<<case 3>> "What you looking at?" you ask.
<<case 4>> "Keep walking," you say. "Or I'll break your face."
<<case 5>> "Don't even think about it," you say. "I've dealt with worse scum than you."
<</switch>>
<<else>>
<<switch _rng>>
<<case 1>> "Keep your distance," you say. "Or you'll be sorry."
<<case 2>> "Don't touch me," you say. "Or you'll be in trouble."
<<case 3>> "Don't try anything," you say.
<<case 4>> "I know how to look after myself," you say. "Don't you dare."
<<case 5>> "Keep moving," you say. "I'm not defenceless."
<</switch>>
<</if>>
<</if>>
<</widget>>
<<widget "actionsconfrontNNPC">>
<<if $wraith and $wraith.mimic>>
<<set $_npc to $wraith.mimic>>
<<else>>
<<set $_npc to $NPCList[0].fullDescription>>
<</if>>
<<if isLoveInterest($_npc) and random(1)>>
<<if $speech_attitude is "meek">>
"I-is that you, <<print $_npc>>?" you ask.
<<elseif $speech_attitude is "bratty">>
"What do you want, <<print $_npc>>?" you demand.
<<else>>
"<<print $_npc>>?" you say.
<</if>>
<<else>>
<<switch $_npc>>
<<case "Whitney">>
<<if $whitneyromance is 1>>
<<if $speech_attitude is "meek">>
<<switch random(1, 3)>>
<<case 3>> You gulp. "You're not gonna pick on me, are you?"
<<case 2>> "You wouldn't hurt your <<girlfriend>>," you stutter. "R-right?"
<<case 1>> "Be gentle, Whitney..." you plead.
<</switch>>
<<elseif $speech_attitude is "bratty">>
<<switch random(1, 3)>>
<<case 3>> "Don't think you can walk all over me because we're dating," you say.
<<case 2>> "I'm no one's property," you say. "Least of all yours."
<<case 1>> "I know you didn't come all this way to chat," you say.
<</switch>>
<<else>>
<<switch random(1, 3)>>
<<case 3>> "You wouldn't hurt your <<girlfriend>>," you say.
<<case 2>> "I know what you want," you sigh.
<<case 1>> "I'm not a toy," you say.
<</switch>>
<</if>>
<<else>>
<<if $speech_attitude is "meek">>
<<switch random(1, 3)>>
<<case 3>> You hang your head. "Just... not too rough."
<<case 2>> "Please," you say. "Leave me alone!"
<<case 1>> "I won't be bullied," you mumble.
<</switch>>
<<elseif $speech_attitude is "bratty">>
<<switch random(1, 3)>>
<<case 3>> "Careful," you warn. "There're no teachers around to save you."
<<case 2>> "Why don't you crawl back to your loser friends?" you say.
<<case 1>> "Trying anything and I'll kick your ass," you say.
<</switch>>
<<else>>
<<switch random(1, 3)>>
<<case 3>> "I'm not gonna let you pick on me," you say.
<<case 2>> "What're you trying to prove?" you say.
<<case 1>> "Don't you dare," you say.
<</switch>>
<</if>>
<</if>>
<<case "Eden">>
<<if $syndromeeden is 1>>
<<if $speech_attitude is "meek">>
<<switch random(1, 3)>>
<<case 3>> You look down. "Are you mad at me...?"
<<case 2>> "Eden, you're scaring me," you whimper.
<<case 1>> You gulp. "Wh-why are you looking at me like I'm prey?"
<</switch>>
<<elseif $speech_attitude is "bratty">>
<<switch random(1, 3)>>
<<case 3>> "What the hell are you doing here?" you demand.
<<case 2>> "I'll come home when I wanna come home," you say.
<<case 1>> "Quit staring like I'm a piece of meat," you demand.
<</switch>>
<<else>>
<<switch random(1, 3)>>
<<case 3>> "You're a ways from home," you say.
<<case 2>> "What are you doing out here?" you ask.
<<case 1>> "How long have you been following me?" you ask.
<</switch>>
<</if>>
<<else>>
<<if $speech_attitude is "meek">>
<<switch random(1, 3)>>
<<case 3>> "Go away!" you cry. "You're scary!"
<<case 2>> "Please don't shoot!" you cry.
<<case 1>> "I'm not an animal!" you cry.
<</switch>>
<<elseif $speech_attitude is "bratty">>
<<switch random(1, 3)>>
<<case 3>> "I'm nobody's prey," you growl.
<<case 2>> "Run home to your dirty old shack," you bark.
<<case 1>> "Come any closer," you say. "And I'll stick that gun <<if $analdisable is "f">>up your ass<<else>>down your throat<</if>>."
<</switch>>
<<else>>
<<switch random(1, 3)>>
<<case 3>> "Put the gun down," you say.
<<case 2>> "Go back to chasing deer," you say.
<<case 1>> "I'm not some helpless animal," you say.
<</switch>>
<</if>>
<</if>>
<<case "Ivory Wraith">>
<<if $wraith.state is "haunt" and $wraithPrison and $wraithPrison.vision>>
<<if $speech_attitude is "meek">>
<<switch random(1, 3)>>
<<case 3>> You cry. "I'm sorry! Just leave me alone!"
<<case 2>> "Why can't you just let it go?" you ask.
<<case 1>> You look down. "Please stop haunting me."
<</switch>>
<<elseif $speech_attitude is "bratty">>
<<switch random(1, 3)>>
<<case 3>> "I don't have your stupid necklace," you say.
<<case 2>> "Here we stand, give it back," you mock. "Fuck off."
<<case 1>> "Go back to the lake!" you shout.
<</switch>>
<<else>>
<<switch random(1, 3)>>
<<case 3>> "Is this about the necklace?" you ask.
<<case 2>> "Why are you so obsessed with me?" you ask.
<<case 1>> You sigh. "You again."
<</switch>>
<</if>>
<<else>>
<<if $speech_attitude is "meek">>
<<switch random(1, 3)>>
<<case 3>> You cry. "You're scary!"
<<case 2>> "Why are you... floating?" you ask.
<<case 1>> You try to speak, but your throat seizes as its <<wraithEyes>> eyes bore into you.
<</switch>>
<<elseif $speech_attitude is "bratty">>
<<switch random(1, 3)>>
<<case 3>> "Go away, you pale freak," you spit.
<<case 2>> "Never knew thin air could be so ugly," you mock.
<<case 1>> "What even are you?" you say. "Weird fucking creature."
<</switch>>
<<else>>
<<switch random(1, 3)>>
<<case 3>> "I'm not some sacrificial lamb," you say.
<<case 2>> "I'm not afraid of you," you <<if $controlled>>say<<else>>lie<</if>>.
<<case 1>> "I won't let you haunt me," you say.
<</switch>>
<</if>>
<</if>>
<<default>>
<<actionsconfront>>
<</switch>>
<</if>>
<</widget>><<widget "actionsvaginatopenis">>
<<if $combattype is "train">>
<<set _end to $enemyno-1>>
<<else>>
<<set _end to 0>>
<</if>>
<<for _j = $enemyno-1; _j gte _end; _j-->>
<<if $NPCList[_j].penis is 0>>
<<if $consensual is 1 and $promiscuity lte 74 and $enemytype is "man" or $consensual is 1 and $deviancy lte 74 and $enemytype isnot "man">>
<!-- Do Nothing -->
<<elseif $NPCList[_j].stance isnot "topface">>
<<if $vaginaactiondefault is "vaginatopenis">>
| <label><span class="sub">Straddle <<his>> penis</span> <<radiobutton "$vaginaaction" "vaginatopenis" checked>><<vaginaldifficulty>> <<combatpromiscuous5>></label>
<<else>>
| <label><span class="sub">Straddle <<his>> penis</span> <<radiobutton "$vaginaaction" "vaginatopenis">><<vaginaldifficulty>> <<combatpromiscuous5>></label>
<</if>>
<<break>>
<</if>>
<</if>>
<</for>>
<</widget>>
<<widget "actionsvaginatovagina">>
<<if $combattype is "train">>
<<set _end to $enemyno-1>>
<<else>>
<<set _end to 0>>
<</if>>
<<if !playerChastity("vagina")>>
<<for _j = $enemyno-1; _j gte _end; _j-->>
<<if $NPCList[_j].vagina is 0>>
<<if $consensual is 1 and $promiscuity lte 74 and $enemytype is "man" or $consensual is 1 and $deviancy lte 74 and $enemytype isnot "man">>
<!-- Do Nothing -->
<<elseif $NPCList[_j].stance isnot "topface">>
<<if $vaginaactiondefault is "vaginatovagina">>
| <label><span class="sub">Straddle <<his>> pussy</span> <<radiobutton "$vaginaaction" "vaginatovagina" checked>><<vaginaldifficulty>> <<combatpromiscuous5>></label>
<<else>>
| <label><span class="sub">Straddle <<his>> pussy</span> <<radiobutton "$vaginaaction" "vaginatovagina">><<vaginaldifficulty>> <<combatpromiscuous5>></label>
<</if>>
<<break>>
<</if>>
<</if>>
<</for>>
<</if>>
<</widget>>
<<widget "actionsvaginatovaginafuck">>
<<if $combattype is "train">>
<<set _end to $enemyno-1>>
<<else>>
<<set _end to 0>>
<</if>>
<<if !playerChastity("vagina")>>
<<for _j = $enemyno-1; _j gte _end; _j-->>
<<if $NPCList[_j].vagina is "vaginaentrance" or $NPCList[_j].vagina is "vaginaimminent">>
<<if $consensual is 1 and $promiscuity lte 74 and $enemytype is "man" or $consensual is 1 and $deviancy lte 74 and $enemytype isnot "man">>
<!-- Do Nothing -->
<<elseif $NPCList[_j].stance isnot "topface">>
<<if $vaginaactiondefault is "vaginatovaginafuck">>
| <label><span class="sub">Push your pussy against theirs</span> <<radiobutton "$vaginaaction" "vaginatovaginafuck" checked>><<vaginaldifficulty>> <<combatpromiscuous5>></label>
<<else>>
| <label><span class="sub">Push your pussy against theirs</span> <<radiobutton "$vaginaaction" "vaginatovaginafuck">><<vaginaldifficulty>> <<combatpromiscuous5>></label>
<</if>>
<<break>>
<</if>>
<</if>>
<</for>>
<</if>>
<</widget>>
<<widget "actionsvaginatopenisnew">>
<<if $NPCList[$vaginatarget].penis is 0>>
<<if $consensual is 1 and ($promiscuity lte 74 and $enemytype is "man" or $deviancy lte 74 and $enemytype isnot "man") and !$promiscuityIgnore>>
<!-- Do Nothing -->
<<elseif $NPCList[$vaginatarget].stance isnot "topface" and ($enemytype isnot "man" or ($NPCList[$vaginatarget].location.genitals is 0 and $NPCList[$vaginatarget].location.head isnot "genitals"))>>
<<if $NPCList[$vaginatarget].chastity.penis.includes("chastity")>>
<<set _vaginaaction["Straddle " + $NPCList[$vaginatarget].pronouns.his + " " + $NPCList[$vaginatarget].chastity.penis] to "vaginatopenis">>
<<elseif npcHasStrapon($vaginatarget)>>
<<set _vaginaaction["Straddle " + $NPCList[$vaginatarget].pronouns.his + " strap-on"] to "vaginatopenis">>
<<else>>
<<set _vaginaaction["Straddle " + $NPCList[$vaginatarget].pronouns.his + " penis"] to "vaginatopenis">>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "actionsvaginatovaginanew">>
<<if $NPCList[$vaginatarget].vagina is 0>>
<<if $consensual is 1 and ($promiscuity lte 74 and $enemytype is "man" or $deviancy lte 74 and $enemytype isnot "man") and !$promiscuityIgnore>>
<!-- Do Nothing -->
<<elseif $NPCList[$vaginatarget].stance isnot "topface" and ($enemytype isnot "man" or ($NPCList[$vaginatarget].location.genitals is 0 and $NPCList[$vaginatarget].location.head isnot "genitals"))>>
<<if $NPCList[$vaginatarget].chastity.penis.includes("chastity")>>
<<set _vaginaaction["Straddle " + $NPCList[$vaginatarget].pronouns.his + " " + $NPCList[$vaginatarget].chastity.vagina] to "vaginatovagina">>
<<else>>
<<set _vaginaaction["Straddle " + $NPCList[$vaginatarget].pronouns.his + " pussy"] to "vaginatovagina">>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "actionsvaginatovaginafucknew">>
<<if $NPCList[$vaginatarget].vagina is "vaginaentrance" or $NPCList[$vaginatarget].vagina is "vaginaimminent">>
<<if $consensual is 1 and (($promiscuity lte 74 and $enemytype is "man" or $deviancy lte 74 and $enemytype isnot "man") and !$promiscuityIgnore) or $NPCList[$vaginatarget].chastity.vagina.includes("chastity")>>
<!-- Do Nothing -->
<<else>>
<<set _vaginaaction["Push your pussy against " + $NPCList[$vaginatarget].pronouns.hers] to "vaginatovaginafuck">>
<</if>>
<</if>>
<</widget>>
<<widget "actionsvaginapenisfuck">>
<<if $combattype is "train">>
<<set _end to $enemyno-1>>
<<else>>
<<set _end to 0>>
<</if>>
<<if !playerChastity("vagina") and $worn.under_lower.vagina_exposed is 1 and $worn.lower.vagina_exposed is 1>>
<<for _j = $enemyno-1; _j gte _end; _j-->>
<<if $NPCList[_j].penis is "vaginaentrance" or $NPCList[_j].penis is "vaginaimminent">>
<<if $consensual is 1 and $promiscuity lte 74 and $enemytype is "man" or $consensual is 1 and $deviancy lte 74 and $enemytype isnot "man">>
<!-- Do Nothing -->
<<else>>
<<if $vaginaactiondefault is "vaginapenisfuck">>
| <label><span class="sub">Envelop <<his>> penis</span> <<radiobutton "$vaginaaction" "vaginapenisfuck" checked>> <<combatpromiscuous5>><<vaginalvirginitywarning>><<NPCvirginitywarning $NPCList[_j].fullDescription "penile">></label>
<<else>>
| <label><span class="sub">Envelop <<his>> penis</span> <<radiobutton "$vaginaaction" "vaginapenisfuck">> <<combatpromiscuous5>><<vaginalvirginitywarning>><<NPCvirginitywarning $NPCList[_j].fullDescription "penile">></label>
<</if>>
<<break>>
<</if>>
<</if>>
<</for>>
<</if>>
<</widget>>
<<widget "actionsvaginapenisfucknew">>
<<if !playerChastity("vagina") and $worn.under_lower.vagina_exposed is 1 and $worn.lower.vagina_exposed is 1>>
<<if $NPCList[$vaginatarget].penis is "vaginaentrance" or $NPCList[$vaginatarget].penis is "vaginaimminent">>
<<if $consensual is 1 and (($promiscuity lte 74 and $enemytype is "man" or $deviancy lte 74 and $enemytype isnot "man") and !$promiscuityIgnore) or $NPCList[$vaginatarget].chastity.penis.includes("chastity")>>
<!-- Do Nothing -->
<<else>>
<<set _penis to (npcHasStrapon($vaginatarget) ? "strap-on" : "penis")>>
<<set _vaginaaction["Envelop " + $NPCList[$vaginatarget].pronouns.his + " " + _penis] to "vaginapenisfuck">>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "actionsvaginaMouthEntrance">>
<<if $NPCList[$vaginatarget].mouth is "vaginaentrance">>
<<set _vaginaaction["Press your thigh against " + $NPCList[$vaginatarget].pronouns.his + " mouth"] to "thighbay">>
<<set _vaginaaction["Rub against " + $NPCList[$vaginatarget].pronouns.his + " face"] to "othermouthtease">>
<</if>>
<</widget>>
<<widget "actionsvaginaVaginaImminent">>
<<if $consensual is 0 or ($promiscuity lte 54 and $enemytype is "man" and !$promiscuityIgnore) or ($deviancy lte 54 and $enemytype isnot "man" and !$promiscuityIgnore)>>
<<set _vaginaaction["Cooperate"] to "othervaginarub">>
<<else>>
<<set _vaginaaction["Rub"] to "othervaginarub">>
<</if>>
<<if ($consensual is 0 or ($enemytype is "man" ? $promiscuity : $deviancy) gte 55 or $promiscuityIgnore) and currentSkillValue("vaginalskill") gte 800>>
<<set _vaginaaction["Edge"] to "tribedge">>
<</if>>
<<set _vaginaaction["Pull away"] to "tribescape">>
<</widget>>
<<widget "actionsvaginaMouthImminent">>
<<if $NPCList[$vaginatarget].mouth is "vaginaimminent">>
<<set _vaginaaction["Rub against " + $NPCList[$vaginatarget].pronouns.his + " lips"] to "othermouthrub">>
<<set _vaginaaction["Pull away"] to "othermouthescape">>
<</if>>
<</widget>>
<<widget "actionsvaginaMouthPenetrated">>
<<if $consensual is 0 or ($promiscuity lte 54 and $enemytype is "man" and !$promiscuityIgnore) or ($deviancy lte 54 and $enemytype isnot "man" and !$promiscuityIgnore)>>
<<set _vaginaaction["Cooperate"] to "othermouthcooperate">>
<<else>>
<<set _vaginaaction["Hump"] to "othermouthcooperate">>
<</if>>
<</widget>>
<<widget "actionsvaginaPenisEntrance">>
<<actionsvaginapenisfucknew>>
<<if $consensual is 1 and ($promiscuity lte 54 and $enemytype is "man" or $deviancy lte 54 and $enemytype isnot "man") and !$promiscuityIgnore>>
<<else>>
<<if $thighuse is 0>>
<<set _vaginaaction["Try to keep it away with your thighs"] to "penisthighs">>
<</if>>
<</if>>
<<if $anususe is 0 and !playerChastity("anus")>>
<<set _vaginaaction["Offer your anus instead"] to "penisanus">>
<</if>>
<<if $analdoubledisable is "f" and $awareness gt 300 and $anususe is "penis" and !playerChastity("anus")>>
<<if $NPCList[$anustarget].penissize gte 2 and !($consensual is 1 and ($promiscuity lte 74 and $enemytype is "man" or $deviancy lte 74 and $enemytype isnot "man") and !$promiscuityIgnore) and !["legLock","legLocked"].includes($feetuse)>>
<<set _vaginaaction["Offer double anal instead"] to "penisanusdouble">>
<</if>>
<</if>>
<<set _vaginaaction["Tease the tip"] to "penistease">>
<<if $vaginaldoubledisable is "f" and _secondtarget is true and ($anususe is 0 or ($anususe isnot 0 and $anususe isnot "penisdouble")) and $awareness gte 300 and !["legLock","legLocked"].includes($feetuse)>>
<<if $npc.includes($NPCList[$vaginadoubletarget].fullDescription)>>
<<set _vaginaaction["Straddle " + $NPCList[$vaginadoubletarget].fullDescription + "'s " + $NPCList[$vaginadoubletarget].penisdesc] to "vaginatopenisdouble">>
<<else>>
<<set _vaginaaction["Straddle the " + $NPCList[$vaginadoubletarget].fullDescription + "'s " + $NPCList[$vaginadoubletarget].penisdesc] to "vaginatopenisdouble">>
<</if>>
<</if>>
<</widget>>
<<widget "actionsvaginaVaginaEntrance">>
<<if $consensual is 0 or ($promiscuity lte 54 and $enemytype is "man" and !$promiscuityIgnore) or ($deviancy lte 54 and $enemytype isnot "man" and !$promiscuityIgnore)>>
<<set _vaginaaction["Cooperate"] to "othervaginarub">>
<<else>>
<<set _vaginaaction["Rub"] to "othervaginarub">>
<</if>>
<</widget>>
<<widget "actionsvaginaPenisImminent">>
<<actionsvaginapenisfucknew>>
<<set _vaginaaction["Rub"] to "rub">>
<<if ($consensual is 0 or (hasSexStat("promiscuity", 4) and $enemytype is "man") or (hasSexStat("deviancy", 4) and $enemytype isnot "man")) and currentSkillValue("vaginalskill") gte 800>>
<<set _vaginaaction["Edge " + $NPCList[$vaginatarget].pronouns.him] to "penisEdging">>
<</if>>
<<set _vaginaaction["Pull away"] to "escape">>
<</widget>>
<<widget "actionsvaginaPenisPenetrated">>
<<set _vaginaaction["Take it"] to "take">>
<<if $consensual is 0 or ($promiscuity lte 54 and $enemytype is "man" and !$promiscuityIgnore) or ($deviancy lte 54 and $enemytype isnot "man" and !$promiscuityIgnore)>>
<<set _vaginaaction["Cooperate"] to "cooperate">>
<<else>>
<<set _vaginaaction["Fuck"] to "cooperate">>
<</if>>
<<if ($consensual is 0 or (hasSexStat("promiscuity", 4) and $enemytype is "man") or (hasSexStat("deviancy", 4) and $enemytype isnot "man")) and currentSkillValue("vaginalskill") gte 800>>
<<set _vaginaaction["Edge " + $NPCList[$vaginatarget].pronouns.him] to "penisEdging">>
<</if>>
<<if !playerIsPregnant() and $sexStats.vagina.menstruation.currentState isnot "recovering" and playerPregnancyPossibleWith($NPCList[$vaginatarget]) and $enemyarousal gte $enemyarousalmax and ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled")) and $demonbuild gte 90>>
<<set _vaginaaction["Force impregnation"] to "forceImpregnation">>
<</if>>
<<if $vaginaldoubledisable is "f" and _secondtarget is true and ($anususe is 0 or ($anususe isnot 0 and $anususe isnot "penisdouble")) and $awareness gte 300 and !["legLock","legLocked"].includes($feetuse)>>
<<if $npc.includes($NPCList[$vaginadoubletarget].fullDescription)>>
<<set _vaginaaction["Straddle " + $NPCList[$vaginadoubletarget].fullDescription + "'s " + $NPCList[$vaginadoubletarget].penisdesc] to "vaginatopenisdouble">>
<<else>>
<<set _vaginaaction["Straddle the " + $NPCList[$vaginadoubletarget].fullDescription + "'s " + $NPCList[$vaginadoubletarget].penisdesc] to "vaginatopenisdouble">>
<</if>>
<</if>>
<</widget>>
<<widget "actionsvaginaVagina">>
<<if $consensual is 0 or ($promiscuity lte 54 and $enemytype is "man" and !$promiscuityIgnore) or ($deviancy lte 54 and $enemytype isnot "man" and !$promiscuityIgnore)>>
<<set _vaginaaction["Cooperate"] to "tribcooperate">>
<<else>>
<<set _vaginaaction["Rub"] to "tribcooperate">>
<</if>>
<<if ($consensual is 0 or ($enemytype is "man" ? $promiscuity : $deviancy) gte 55 or $promiscuityIgnore) and currentSkillValue("vaginalskill") gte 800>>
<<set _vaginaaction["Edge"] to "tribedge">>
<</if>>
<<set _vaginaaction["Take it"] to "tribtake">>
<<set _vaginaaction["Pull away"] to "tribescape">>
<</widget>>
<<widget "actionsTribRest">>
<<set _vaginaaction["Rest"] to "tribrest">>
<</widget>>
<<widget "actionsvaginaPenisDoubleEntrance">>
<<actionsvaginapenisdoublefuck>>
<<if $consensual is 1 and ($promiscuity lte 54 and $enemytype is "man" or $deviancy lte 54 and $enemytype isnot "man") and !$promiscuityIgnore>>
<<else>>/*
<<if $thighuse is 0>>
<<set _vaginaaction["Try to keep it away with your thighs"] to "penisthighs">>
<</if>>*/
<</if>>
<<if $anususe is 0 and !playerChastity("anus")>>
<<set _vaginaaction["Offer your anus instead"] to "penisanusdvp">>
<</if>>
<<set _vaginaaction["Tease the tip"] to "penistease">>
<</widget>>
<<widget "actionsvaginaPenisDoubleImminent">>
<<actionsvaginapenisdoublefuck>>
<<set _vaginaaction["Rub"] to "rub">>
<<if ($consensual is 0 or (hasSexStat("promiscuity", 4) and $enemytype is "man") or (hasSexStat("deviancy", 4) and $enemytype isnot "man")) and currentSkillValue("vaginalskill") gte 800>>
<<set _vaginaaction["Edge " + $NPCList[$vaginatarget].pronouns.him] to "penisDoubleEdging">>
<</if>>
<<if $anususe is 0 and !playerChastity("anus")>>
<<set _vaginaaction["Offer your anus instead"] to "penisanusdvp">>
<</if>>
<<set _vaginaaction["Pull away"] to "doubleescape">>
<</widget>>
<<widget "actionsvaginaPenisDoublePenetrated">>
<<set _vaginaaction["Take it"] to "take">>
<<if $consensual is 0 or ($promiscuity lte 54 and $enemytype is "man" and !$promiscuityIgnore) or ($deviancy lte 54 and $enemytype isnot "man" and !$promiscuityIgnore)>>
<<set _vaginaaction["Cooperate"] to "doublecooperate">>
<<else>>
<<set _vaginaaction["Fuck"] to "doublecooperate">>
<</if>>
<<if ($consensual is 0 or (hasSexStat("promiscuity", 4) and $enemytype is "man") or (hasSexStat("deviancy", 4) and $enemytype isnot "man")) and currentSkillValue("vaginalskill") gte 800>>
<<set _vaginaaction["Edge " + $NPCList[$vaginatarget].pronouns.him] to "penisDoubleEdging">>
<</if>>
<</widget>>
<<widget "actionsvaginapenisdoublefuck">>
<<if !playerChastity("vagina") and $worn.under_lower.vagina_exposed is 1 and $worn.lower.vagina_exposed is 1 and $awareness gte 300>>
<<if $consensual is 1 and (($promiscuity lte 74 and $enemytype is "man" or $deviancy lte 74 and $enemytype isnot "man" and $awareness lt 300) and !$promiscuityIgnore) or $NPCList[$vaginatarget].chastity.penis.includes("chastity")>>
<!-- Do Nothing -->
<<else>>
<<if $NPCList[$vaginatarget].penis is "vaginadouble" or $NPCList[$vaginatarget].chastity.penis.includes("chastity")>>
<<set _vaginaaction["Envelop " + $NPCList[$vaginadoubletarget].pronouns.his + " " + $NPCList[$vaginadoubletarget].penisdesc] to "vaginapenisdoublefuck">>
<<elseif $NPCList[$vaginadoubletarget].penis is "vaginadouble" or $NPCList[$vaginadoubletarget].chastity.penis.includes("chastity")>>
<<set _vaginaaction["Envelop " + $NPCList[$vaginatarget].pronouns.his + " " + $NPCList[$vaginatarget].penisdesc] to "vaginapenisdoublefuck">>
<<elseif !($NPCList[$vaginatarget].chastity.penis.includes("chastity") and $NPCList[$vaginadoubletarget].chastity.penis.includes("chastity"))>>
<<set _vaginaaction["Envelop both their penises"] to "vaginapenisdoublefuck">>
<</if>>
<</if>>
<</if>>
<</widget>><<widget "effectsvaginatopenis">>
<<if $vaginaaction is "vaginatopenis">>
<<personselect $vaginatarget>>
<<set $vaginaaction to 0>><<submission 10>><<vaginalskilluse>><<combatpromiscuity5>>
<<if $vaginause is 0>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("vaginal", $vaginatarget)>>
<<if $NPCList[$vaginatarget].penis is 0>>
<<submission 2>><<set $vaginause to "penis">><<set $NPCList[$vaginatarget].penis to "vaginaentrance">><<set $vaginastate to "entrance">><<set $vaginaactiondefault to "penistease">>
<<if $leftarm is "vagina">>
<<set $leftarm to 0>>
<</if>>
<<if $rightarm is "vagina">>
<<set $rightarm to 0>>
<</if>>
<<if $NPCList[$vaginatarget].condom and $NPCList[$vaginatarget].condom.willUse is true and $NPCList[$vaginatarget].condom.worn is false and !$NPCList[$vaginatarget].penisdesc.includes("strap-on")>>
<<if $NPCList[$vaginatarget].chastity.penis.includes("chastity")>>
<<He>> tries to put a condom on, but can't seem to get it over <<his>> $NPCList[$vaginatarget].chastity.penis. <span class="red"><<He>> quickly gives up.</span>
<<set $NPCList[$vaginatarget].condom.willUse to false>>
<<else>>
<span class="green"><<He>> slips <<condomDesc $vaginatarget>> on <<his>> penis.</span>
<<equipNPCCondom $vaginatarget>>
<</if>>
<</if>>
<span class="lblue">You straddle <<combatperson>> and kiss <<his>> $NPCList[$vaginatarget].penisdesc with your <<pussy>><<if $NPCList[$vaginatarget].chastity.penis.includes("chastity")>> through <<his>> $NPCList[$vaginatarget].chastity.penis<</if>>.</span>
<<if $NPCList[$vaginatarget].type is "plant" and $NPCList[$vaginatarget].penissize gte 4 and canImpregnateParasite("vagina")>>
<span class="red">Something about it scares you.</span>
<</if>>
<<if $enemytype is "beast">><<set $NPCList[$vaginatarget].stance to "top">><</if>>
<<set $NPCList[$vaginatarget].location.genitals to "genitals">>
<<else>>
<span class="blue">You try to straddle <<combatpersons>> $NPCList[$vaginatarget].penisdesc, but the phallus is already occupied.</span><<set $vaginaactiondefault to "vaginatopenis">>
<</if>>
<<else>>
<span class="blue">You try to straddle <<combatperson>> but <<ohe>> pushes you off.</span><<set $vaginaactiondefault to "vaginatopenis">>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "effectsvaginatovagina">>
<<if $vaginaaction is "vaginatovagina">>
<<personselect $vaginatarget>>
<<set $vaginaaction to 0>><<submission 5>><<vaginalskilluse>><<combatpromiscuity5>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("vaginal", $vaginatarget)>>
<<if $NPCList[$vaginatarget].vagina is 0>>
<<set $vaginause to "othervagina">><<set $vaginastate to "othervaginaentrance">><<set $NPCList[$vaginatarget].vagina to "vaginaentrance">><<submission 5>><<set $vaginaactiondefault to "othervaginarub">>
<<if $leftarm is "vagina">>
<<set $leftarm to 0>>
<</if>>
<<if $rightarm is "vagina">>
<<set $rightarm to 0>>
<</if>>
<span class="lblue">You kiss <<combatpersons>> pussy with your own<<if $NPCList[$vaginatarget].chastity.vagina.includes("chastity")>> through <<his>> $NPCList[$vaginatarget].chastity.vagina<</if>>.</span>
<<if $enemytype is "beast">><<set $NPCList[$vaginatarget].stance to "top">><</if>>
<<set $NPCList[$vaginatarget].location.genitals to "genitals">>
<<else>>
<span class="blue">You try to move your <<pussy>> nearer <<combatpersons>>, but the entrance is already occupied.</span><<set $vaginaactiondefault to "vaginatovagina">>
<</if>>
<<else>>
<span class="blue">You try to move your <<pussy>> nearer <<combatpersons>>, but <<ohe>> pushes you off.</span><<set $vaginaactiondefault to "vaginatovagina">>
<</if>>
<</if>>
<</widget>>
<<widget "effectsvaginatovaginafuck">>
<<if $vaginaaction is "vaginatovaginafuck" and $NPCList[$vaginatarget].vagina.toString().includes("vagina")>>
<<set $vaginaaction to 0>><<submission 5>><<vaginalskilluse>><<combatpromiscuity5>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("vaginal", $vaginatarget)>>
<<submission 5>><<set $vaginause to "othervagina">><<set $vaginastate to "othervagina">><<set $NPCList[$vaginatarget].vagina to "vagina">><<set $vaginaactiondefault to "tribcooperate">>
<span class="blue">You press <<personselect $vaginatarget>><<combatpersons>> pussy with your own.</span>
<<else>>
<span class="blue">You try to press your <<pussy>> against <<personselect $vaginatarget>><<combatpersons>>, but <<ohe>> keeps you away.</span><<set $vaginaactiondefault to "vaginatovaginafuck">>
<</if>>
<</if>>
<</widget>>
<<widget "effectsvaginapenisfuck">>
<<if $vaginaaction is "vaginapenisfuck" and $NPCList[$vaginatarget].penis.toString().includes("vagina")>>
<<set $vaginaaction to 0>><<submission 20>><<vaginalskilluse>><<combatpromiscuity5>>
<<if $vaginaWetness + (currentSkillValue("vaginalskill") / 10) gte ($NPCList[$vaginatarget].penissize * 15) + random(1, 40) or random(1, 2) is 2>>
<<if $player.virginity.vaginal isnot true>>
<<set $NPCList[$vaginatarget].penis to "vagina">>
<<vagina_lube_text>> <span class="pink">you <<vaginaltext>> push against <<personselect $vaginatarget>><<combatpersons>> $NPCList[$vaginatarget].penisdesc, taking it deep into your <<pussy>>.</span>
<<switch $NPCList[$vaginatarget].penissize>>
<<case 5>>
<span class="lewd">The sheer size of it forces the breath from your body.</span>
<<case 4>>
<span class="lewd">You shudder as your <<pussy>> stretches to accommodate <<his>> cock.</span>
<<case 1>>
<span class="lewd">It's so small you can barely feel it.</span>
<<default>>
<span class="lewd"></span>
<</switch>>
<<sex 30 "genitals" $vaginatarget>><<vaginalstat>><<raped>><<vaginaraped>><<takeVirginity $NPCList[$vaginatarget].fullDescription "vaginal">><<takeNPCVirginity $vaginatarget "penile">><<set $vaginastate to "penetrated">><<set $vaginaactiondefault to "cooperate">>
<<elseif $player.virginity.vaginal is true>>
<<set $NPCList[$vaginatarget].penis to "vagina">><<set $vaginaactiondefault to "cooperate">>
<<vagina_lube_text>> <span class="pink">you <<vaginaltext>> push against <<personselect $vaginatarget>><<combatpersons>> $NPCList[$vaginatarget].penisdesc, taking it deep into your virgin pussy.</span>
<<if $sexStats.vagina.pregnancy.totalBirthEvents gt 0>>
<span class="red">Despite your lack of a hymen, you feel something inside you change as your virginity and purity are taken.</span>
<<violence 10>>
<<else>>
<<switch $NPCList[$vaginatarget].penissize>>
<<case 5>>
The sheer size forces all thought from your mind. <span class="red">Your hymen is obliterated, <<virginitylosttext $NPCList[_n].fullDescription>></span>
<<violence 50>>
<<case 4>>
<span class="red">Your hymen is destroyed, <<virginitylosttext $NPCList[_n].fullDescription>></span>
<<violence 40>>
<<case 1>>
<span class="red">You feel your hymen tear despite its size, <<virginitylosttext $NPCList[_n].fullDescription>></span> <span class="green"> While technically no longer a virgin, you can barely feel it.</span>
<<violence 20>>
<<default>>
<span class="red">You feel your hymen tear, <<virginitylosttext $NPCList[_n].fullDescription>></span>
<<violence 30>>
<</switch>>
<</if>>
<<sex 100 "genitals" $vaginatarget>><<bruise vagina>><<vaginalstat>><<raped>><<vaginaraped>><<takeVirginity $NPCList[$vaginatarget].fullDescription "vaginal">><<takeNPCVirginity $vaginatarget "penile">><<set $vaginastate to "penetrated">><<set $speechvaginavirgin to 1>>
<</if>>
<<else>>
You <<vaginaltext>> press your <<pussy>> against <<personselect $vaginatarget>><<combatpersons>> <<print $NPCList[$vaginatarget].penisdesc>>, <span class="blue">but fail to envelop.</span> <<His>> penis angles away and rubs against your <<if $player.penisExist>><<penis>><<else>>clit<</if>>.
<<sex 20 "genitals" $vaginatarget>><<set $vaginaactiondefault to "vaginapenisfuck">>
<</if>>
<</if>>
<</widget>>
<<widget "effectsvaginatopenisdouble">>
<<if $vaginaaction is "vaginatopenisdouble" and $NPCList[$vaginadoubletarget].penis is 0>>
<<set $vaginaaction to 0>><<submission 10>><<vaginalskilluse>><<set $vaginaactiondefault to "vaginatopenisdouble">><<combatpromiscuity5>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("vaginal", $vaginadoubletarget)>>
<<submission 2>><<set $vaginause to "penisdouble">><<set $NPCList[$vaginadoubletarget].penis to "vaginaentrancedouble">><<set $vaginastate to "doubleentrance">>
<<if $NPCList[$vaginatarget].penis is "vaginaimminent">>
<<set $NPCList[$vaginatarget].penis to "vaginaimminentdouble">>
<<set $vaginastate to "doubleimminent">>
<<elseif $NPCList[$vaginatarget].penis is "vaginaentrance">>
<<set $NPCList[$vaginatarget].penis to "vaginaentrancedouble">>
<<else>>
<<set $NPCList[$vaginatarget].penis to "vaginadouble">>
<<set $vaginastate to "doublepenetrated">>
<</if>>
<<if $leftarm is "vagina">>
<<set $leftarm to 0>>
<</if>>
<<if $rightarm is "vagina">>
<<set $rightarm to 0>>
<</if>>
<<if $NPCList[$vaginadoubletarget].condom and $NPCList[$vaginadoubletarget].condom.willUse is true and $NPCList[$vaginadoubletarget].condom.worn is false and !$NPCList[$vaginadoubletarget].penisdesc.includes("strap-on")>>
<<if $NPCList[$vaginadoubletarget].chastity.penis.includes("chastity")>>
<<He>> tries to put a condom on, but can't seem to get it over <<his>> $NPCList[$vaginadoubletarget].chastity.penis. <span class="red"><<He>> quickly gives up.</span>
<<set $NPCList[$vaginadoubletarget].condom.willUse to false>>
<<else>>
<span class="green"><<He>> slips <<condomDesc $vaginadoubletarget>> on <<his>> penis.</span>
<<equipNPCCondom $vaginadoubletarget>>
<</if>>
<</if>>
<span class="lblue">You straddle <<personselect $vaginadoubletarget>><<combatperson>> and kiss <<his>> $NPCList[$vaginadoubletarget].penisdesc with your <<pussy>><<if $NPCList[$vaginadoubletarget].chastity.penis.includes("chastity")>> through <<his>> $NPCList[$vaginadoubletarget].chastity.penis<</if>>, joining <<personselect $vaginatarget>><<combatpersons>> <<npcPenisSimple $vaginatarget>>.</span>
<<if $enemytype is "beast">><<set $NPCList[$vaginadoubletarget].stance to "top">><</if>>
<<set $NPCList[$vaginadoubletarget].location.genitals to "genitals">>
<<else>>
<span class="blue">You try to straddle <<personselect $vaginadoubletarget>><<combatperson>> but <<ohe>> pushes you off.</span>
<</if>>
<</if>>
<</widget>>
<<widget "effectsvaginapenisdoublefuck">>
<<if $vaginaaction is "vaginapenisdoublefuck">>
<<set $vaginaaction to 0>><<submission 20>><<vaginalskilluse>><<set $vaginaactiondefault to "vaginapenisdoublefuck">><<combatpromiscuity5>>
<<set _npcA to $vaginatarget>>
<<set _npcB to $vaginadoubletarget>>
<<set _doublepenissize to $NPCList[$vaginatarget].penissize>>
<<set _npcdicksizeA to $NPCList[_npcA].penissize>>
<<set _npcdicksizeB to $NPCList[_npcB].penissize>>
<<if _npcdicksizeA gte _npcdicksizeB>>
<<set _doublepenissize to (_npcdicksizeA+1)>>
<<else>>
<<set _doublepenissize to (_npcdicksizeB+1)>>
<</if>>
<<if _doublepenissize gt 5>> /* Ensure combined they're not larger than the largest possible phallus */
<<set _doublepenissize to 5>>
<</if>>
<<if $vaginaWetness + (currentSkillValue("vaginalskill") / 10) gte (_doublepenissize * 15) + random(1, 40) or random(0, 2) isnot 3>>
<<if $player.virginity.vaginal isnot true>>
<<set $NPCList[_npcA].penis to "vaginadouble">>
<<set $NPCList[_npcB].penis to "vaginadouble">>
<<vagina_lube_text>> <span class="pink">you <<vaginaltext>> push against the $NPCList[_npcA].fullDescription's $NPCList[_npcA].penisdesc and the $NPCList[_npcB].fullDescription's $NPCList[_npcB].penisdesc, taking them deep into your <<pussy>>.</span>
<<switch _doublepenissize>>
<<case 5>>
<span class="lewd">The sheer size of them forces the breath from your body.</span>
<<case 4>>
<span class="lewd">You shudder as your <<pussy>> stretches to accommodate their cocks.</span>
<<default>>
<span class="lewd"></span>
<</switch>>
<span class="pink">Your nipples harden while your body shivers from taking two cocks.</span>
<<set _mydesc to ($NPCList[_npcA].fullDescription + " and " + $NPCList[_npcB].fullDescription)>>
<<sex 15 "genitals" $vaginatarget>><<sex 15 "genitals" $vaginadoubletarget>><<vaginalstat>><<vaginaldoublestat>><<raped>><<vaginaraped>><<set $vaginastate to "doublepenetrated">>
<<takeVirginity `[_npcA, _npcB]` "vaginal">><<takeNPCVirginity _npcA "penile">><<takeNPCVirginity _npcB "penile">>
<<elseif $player.virginity.vaginal is true>>
<<set $NPCList[_npcA].penis to "vaginadouble">>
<<set $NPCList[_npcB].penis to "vaginadouble">>
<<vagina_lube_text>> <span class="pink">you <<vaginaltext>> push against the $NPCList[_npcA].fullDescription's $NPCList[_npcA].penisdesc and the $NPCList[_npcB].fullDescription's $NPCList[_npcB].penisdesc, taking them deep into your virgin pussy.</span>
<<if $sexStats.vagina.pregnancy.totalBirthEvents gt 0>>
<span class="red">Despite your lack of a hymen, you feel something inside you change as your virginity and purity are taken.</span>
<<violence 10>>
<<else>>
<<switch _doublepenissize>>
<<case 5>>
The sheer size of their cocks forces all thought from your mind. <span class="red">Your hymen is obliterated, <<virginitylosttext $NPCList[_n].fullDescription>></span>
<<violence 50>>
<<case 4>>
<span class="red">Your hymen is destroyed by both cocks, <<virginitylosttext $NPCList[_n].fullDescription>></span>
<<violence 40>>
<<default>>
<span class="red">You feel your hymen tear from both cocks, <<virginitylosttext $NPCList[_n].fullDescription>></span>
<<violence 30>>
<</switch>>
<</if>>
<span class="pink">Your nipples harden while your body shivers from taking two cocks.</span>
<<set _mydesc to ($NPCList[_npcA].fullDescription + " and " + $NPCList[_npcB].fullDescription)>>
<<sex 50 "genitals" $vaginatarget>><<sex 50 "genitals" $vaginadoubletarget>><<bruise vagina>><<vaginalstat>><<vaginaldoublestat>><<raped>><<vaginaraped>><<takeVirginity `[_npcA, _npcB]` "vaginal">><<takeNPCVirginity _npcA "penile">><<takeNPCVirginity _npcB "penile">><<set $vaginastate to "doublepenetrated">><<set $speechvaginavirgin to 1>>
<</if>>
<<else>>
You <<vaginaltext>> press your <<pussy>> against <<personselect $vaginatarget>><<combatpersons>> <<print $NPCList[$vaginatarget].penisdesc>>, <span class="blue">but fail to envelop.</span> <<His>> penis angles away and rubs against your <<if $player.penisExist>><<penis>><<else>>clit<</if>>.
<<sex 10 "genitals" $vaginatarget>><<sex 10 "genitals" $vaginadoubletarget>><<set $vaginaactiondefault to "vaginapenisdoublefuck">>
<</if>>
<</if>>
<</widget>><<widget "actionsman">>
<<exposure>>
<<set $face to 0>>
<<if $enemyno gte 2>>
<<set $pronoun to "n">>
<<else>>
<<if $NPCList[0].pronoun is "m">>
<<set $pronoun to "m">>
<</if>>
<<if $NPCList[0].pronoun is "f">>
<<set $pronoun to "f">>
<</if>>
<<if $NPCList[0].pronoun is "i">>
<<set $pronoun to "i">>
<</if>>
<<if $NPCList[0].pronoun is "n">>
<<set $pronoun to "n">>
<</if>>
<<if $NPCList[0].pronoun is "t">>
<<set $pronoun to "t">>
<</if>>
<</if>>
<<if $ejaculating is 1>>
<<ejaculation>>
<<else>>
<<animateCombat>>
<</if>>
<div @class="($debugLines ? 'debugLines-actionsman' : '')">
<<fetishPregnancyImg>>
<<if $traumafocus gte 1 and $traumafocusintro isnot 1>>
<<set $traumafocusintro to 1>>
<i>As you gain focus, you become more and more likely to escape your helpless state of dissociation.</i>
<br><br>
<</if>>
<<if $traumafocus gt random(1, 1000) and $dissociation gte 2 and $combat is 1>>
<<set $traumafocus to 0>><<set $trauma -= 1000>><<set $dissociation to 1>>
<span class="green">Your lucidity returns.</span>
<<ltrauma>>
<br>
<span class="red">The weight of reality crashes down on you.</span>
<br><br>
<</if>>
<<oxygen 50>>
<<willpowerpain>>
<<willpowerorgasm>>
<<actioncarry>>
<<actioncarrydrop>>
<<combatstate>>
<<carryblock>>
<<if $trance lte 0 and $panicparalysis is 0 and ($panicviolence is 0 or $position is "stalk")>>
<<if $dissociation lte 1 and $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined) and !$possessed>>
<<if $options.images is 1 and $options.combatImages is 1 and $consensual is 1 and $position_lock isnot 1>>
<<if $position is "doggy">>
| <label>Roll over <<radiobutton "$bodyaction" "missionary">></label>
<<elseif $position is "missionary" and !["facesit", "anal"].includes($mouthuse)>>
| <label>Roll over <<radiobutton "$bodyaction" "doggy">></label>
<</if>>
<<if $position isnot "stalk">>
| <label>Rest <<radiobutton "$bodyaction" "rest" checked>></label>
<br>
<</if>>
<</if>>
<</if>>
<<if $options.combatControls isnot "disabled">>
<<generateActionsMan>>
<</if>>
<br>
<</if>>
<br><br>
<<set $face to 0>>
</div>
/*Due to how combat is setup, this is the best location for it*/
<<setupMidOrgasm>>
<<if $combatExtended.reverseRapeInit is 1 and $combatExtended.reverseRapeEnd is 0 and $promiscuity gte 75 and $pain lt 100 and $enemyhealth lte 0>>
/* Combat Continues */
<<else>>
<<set _combatend to
($alarm is 1 and $rescue gte 1) or
($enemyhealth lte 0) or
($enemyarousal gte $enemyarousalmax) or
($finish is 1)
>>
<</if>>
<!-- Lose consciousness if it has been 20+ seconds since PC ran out of air -->
<<if $suffocating gte 2 and $suffocated isnot 1 and !_combatend>>
<<set $previousPassage = $passage>>
<<set $suffocationPhase to 1>>
<<set $suffocated to 1>>
<<set $nextPassage to "Man combat suffocated">>
<</if>>
<<if $debug is 1 and $combatDemoDebugText isnot 0>>
<div id="combatDebug">
__Debug__
<br>
Enemy Health: $enemyhealth -- Enemy Health Max: $enemyhealthmax
<br>
Enemy number: $enemyno -- Enemy max number: $enemynomax
<br><br>
<<for _i to 0; _i lt $enemynomax; _i++>>
#<<print _i>>: $NPCList[_i].fullDescription
<br>
Head Location: $NPCList[_i].location.head -- Genitals Location: $NPCList[_i].location.genitals
<br>
Active: $NPCList[_i].active -- Stance: $NPCList[_i].stance -- Health: $NPCList[_i].health
<br>
Penis: $NPCList[_i].penis -- Vagina: $NPCList[_i].vagina -- Mouth: $NPCList[_i].mouth -- Anus: $NPCList[_i].anus
/* Note: Anus is literally not a real var for npcs yet. Don't think anything is wrong when you see it isn't printing a logical value. A rework is required first. */
<br>
Left Hand: $NPCList[_i].lefthand -- Right Hand: $NPCList[_i].righthand
<br><br>
<</for>>
</div>
<</if>>
<</widget>>/*Please read dev comments before making changes*/
/*Be careful with changing names around, they are intentional as can get re-used when the user uses the controls, leading to errors if incorrect*/
/*Sends the required variables to the chosen display type*/
<<widget "generateCombatAction">>
<<switch $options.combatControls>>
<<case "radio" "columnRadio">>
<<generateCombatActionRadio _args[0] _args[1] _args[3]>>
<<case "lists" "limitedLists">>
<<generateCombatActionList _args[0] _args[1] _args[2]>>
<</switch>>
<</widget>>
/*Generated each set of actions in the form of a set of radio buttons*/
<<widget "generateCombatActionRadio">>
<br>
<<for _labelC, _valueC range _args[0]>>
<label>
<<print '<<radiobutton "$'+_args[1]+'" "'+_valueC+'" ' + (_valueC is _args[2] ? "checked" : "") + '>>'>>
<span @id="(_valueC isnot 'ask' ?'':'askLabel')" @class="(_valueC isnot 'ask' ? combatListColor('', _valueC, '') : $askActionColour)"><<print _labelC>></span>
<<print '<<'+_args[1]+'Difficulty "'+_valueC+'">>'>><<if $options.combatControls is "radio">> |<</if>>
</label>
<</for>>
<br><br>
<</widget>>
/*Generated each set of actions in the form of a list*/
<<widget "generateCombatActionList">>
<<if _args[0]>>
<<set _options to _args[0]>>
<<set _name to _args[1]>>
<<capture _var _options _name>>
<span @id="_name + 'Select'" @class="_args[2] + 'List flavorText'">
<<listbox `"$"+_name` autoselect>>
<<optionsfrom _options>>
<</listbox>>
</span>
/*Changes the colour of the list border when the option is changed*/
<<combatButtonAdjustments _name "">>
<</capture>>
<</if>>
<</widget>>
/*Generates the required divs and calls each type of action*/
<<widget "generateActionsMan">>
<br>
<<if $defaultsType is undefined>>
<<getCombatDefaultsType>>
<</if>>
<<if $position isnot "stalk">>
<div id="replaceAction">
<<replaceActionLink>>
</div>
<<if _targetlist is undefined>>
<<getTargetList>>
<</if>>
<</if>>
<<if !$stalk_end>>
<div id="listContainer">
<div id="leftaction" @class="$options.combatControls + 'Control'">
<<leftActionInit>>
</div>
<div id="rightaction" @class="$options.combatControls + 'Control'">
<<rightActionInit>>
</div>
<div id="feetaction" @class="$options.combatControls + 'Control'">
<<feetActionInit>>
</div>
<div id="mouthaction" @class="$options.combatControls + 'Control'">
<<mouthActionInit>>
</div>
<<if $player.penisExist or $worn.genitals.type.includes("strap-on") or playerHasStrapon()>>
<div id="penisaction" @class="$options.combatControls + 'Control'">
<<penisActionInit>>
</div>
<</if>>
<<if $player.vaginaExist>>
<div id="vaginaaction" @class="$options.combatControls + 'Control'">
<<vaginaActionInit>>
</div>
<</if>>
<div id="anusaction" @class="$options.combatControls + 'Control'">
<<anusActionInit>>
</div>
<<if $chestuse isnot 0>>
<div id="chestaction" @class="$options.combatControls + 'Control'">
<<chestActionInit>>
</div>
<</if>>
<<if $thighuse isnot 0>>
<div id="thighaction" @class="$options.combatControls + 'Control'">
<<thighActionInit>>
</div>
<</if>>
</div>
<</if>>
<</widget>>
/*Generates the required values for defaults to be setup based on the situation*/
<<widget "getCombatDefaultsType">>
<<if $consensual == 1>>
<<set $defaultsCombatType = "consensual">>
<<else>>
<<set $defaultsCombatType = "rape">>
<</if>>
<<switch $enemytype>>
<<case "man">>
<<if $NPCNameList.includes($NPCList[0].fullDescription)>>
<<if $actionDefaults[$NPCList[0].fullDescription] isnot undefined>>
<<set $defaultsType to $NPCList[0].fullDescription>>
<<else>>
<<set $defaultsType to "Acquaintances">>
<</if>>
<<else>>
<<set $defaultsType to "Strangers">>
<</if>>
<<case "beast">><<set $defaultsType to "Animals">>
<<case "tentacles" "vore">>
<<set $defaultsType to "Tentacles">>
<<set $regrab = DefaultActions.get($defaultsCombatType, 'Tentacles', 'regrab', $actionDefaults, 0)[0]>>
<<default>><<set $defaultsType to "Everyone">>
<</switch>>
<</widget>>
<<widget "getCombatDefaultsTypeClear">>
<<unset $defaultsType>>
<<unset $defaultsCombatType>>
<<unset $replaceAction>>
<<unset $regrab>>
<</widget>>
<<widget "replaceActionLink">>
<<if $replaceAction isnot "Alternative">>
<a onclick="wikifier('replaceAction','Alternative')">Switch to Alternative Actions</a>
|
<</if>>
<<if $replaceAction isnot "Submissive">>
<a onclick="wikifier('replaceAction','Submissive')">Switch to Submissive Actions</a>
|
<</if>>
<<if $replaceAction isnot "Defiant">>
<a onclick="wikifier('replaceAction','Defiant')">Switch to Defiant Actions</a>
|
<</if>>
<<if $replaceAction isnot undefined>>
<a onclick="wikifier('replaceAction','Normal')">Switch to Normal Actions</a>
|
<</if>>
<br>
<</widget>>
<<widget "replaceAction">>
<<set $_rape to ($actionDefaults || {}).rape || {}>>
<<set $_consent to ($actionDefaults || {}).rape || {}>>
<<switch _args[0]>>
<<case "Alternative">>
<<if $_rape.Alternative === undefined
|| $_consent.Alternative === undefined>>
<<setupDefaults>>
<</if>>
<<set $defaultsType to "Alternative">>
<<set $replaceAction to "Alternative">>
<<case "Submissive">>
<<if $_rape.Submissive === undefined
|| $_consent.Submissive === undefined>>
<<setupDefaults>>
<</if>>
<<set $defaultsType to "Submissive">>
<<set $replaceAction to "Submissive">>
<<case "Defiant">>
<<if $_rape.Defiant === undefined
|| $_consent.Defiant === undefined>>
<<setupDefaults>>
<</if>>
<<set $defaultsType to "Defiant">>
<<set $replaceAction to "Defiant">>
<<case "Normal">>
<<getCombatDefaultsType>>
<<unset $replaceAction>>
<</switch>>
<<safereplace #replaceAction>><<replaceActionLink _replace>><</safereplace>>
<<safereplace #leftaction>><<leftActionInit true>><</safereplace>>
<<safereplace #rightaction>><<rightActionInit true>><</safereplace>>
<<safereplace #feetaction>><<feetActionInit true>><</safereplace>>
<<safereplace #mouthaction>><<mouthActionInit true>><</safereplace>>
<<if $player.penisExist or $worn.genitals.type.includes("strap-on") or playerHasStrapon()>>
<<safereplace #penisaction>><<penisActionInit true>><</safereplace>>
<</if>>
<<if $player.vaginaExist>>
<<safereplace #vaginaaction>><<vaginaActionInit true>><</safereplace>>
<</if>>
<<safereplace #anusaction>><<anusActionInit true>><</safereplace>>
<<if $chestuse isnot 0>>
<<safereplace #chestaction>><<chestActionInit true>><</safereplace>>
<</if>>
<<if $thighuse isnot 0>>
<<safereplace #thighaction>><<thighActionInit true>><</safereplace>>
<</if>>
<</widget>>
/*This takes two arguments and one optional argument*/
/*_arg[0] is the name of the body part*/
/*_arg[1] is the list of targets*/
/*_arg[2] is optional and used if a special receiver is needed*/
<<widget "targetListBox">>
<<set _onChangeString to "actionsreplace('" + _args[0] + "')">>
<<set _listBoxReceiver to _args[2] === undefined ? "$" + _args[0] + "target" : _args[2]>>
<label>
Target: <span @onchange=_onChangeString>
<<listbox _listBoxReceiver autoselect>>
<<optionsfrom _args[1]>>
<</listbox>>
</span>
</label>
<</widget>>
/*Each set of actions are based on the same set of rules*/
/*Setup by getting the situation that the player is in. i.e Their left hand is hold onto a penis*/
/*This is then followed up in getting the options that are available to the player, this would be from <<leftActions>>*/
/*in the case for the left hand. An object will be provide that contain moves in the form of {"actionName":"actionValue"}*/
/*actionName will be shown to the player, actionValue will be used to do the action*/
/*After the list of actions is setup, as long as there is more than one provide it will continue on to setting up the defaults*/
/*This will use the object setup in "base-system\attitudes.twee"*/
/*To provide extra information to the player, widgets such as `<<leftactionDifficulty>> can be used to display extra*/
/*information to the player such as "<<handdifficulty>>"" or "<<skulduggerydifficulty>><<combatcrime>>"*/
/*This will use the previous "actionValue"*/
/*Move colors will be provided through "combatListColor" found in "03-JavaScript\ingame.js"*/
/*These again use the "actionValue"*/
<<widget "leftActionInit">>
<<switch $leftarm>>
<<case 0>>
<<if $orgasmdown gte 1>>
<<set _leftOptions to "orgasm">>
<span class="lewd">Your left arm is free, but you can't stop the spasms.</span>
<<elseif $pain gte 100 and $willpowerpain is 0 and !$possessed>>
<<set _leftOptions to "pain">>
<span class="red">Your left arm is free, but hurts to move.</span>
<<elseif $dissociation gte 2 and !$possessed>>
<<set _leftOptions to "unreal">>
<span class="pink">Your left arm is free, but doesn't feel real.</span>
<<elseif $possessed>>
<<set _leftOptions to "possessed">>
Your left arm is free, <span class="pink">but not under your control.</span>
<<else>>
<<if _targetYourself is true and _targetnumber gt 1>>
<<set _targetlistarms["Yourself"] to "self">>
<</if>>
<<if not $options.combatControls.includes("adio") and _targetnumber gt 1 and $stealstateleft is undefined>>
<<targetListBox "left" _targetlistarms>>
<</if>>
<<set _leftOptions to "free">>
<span @class="($lastOptions.left isnot _leftOptions or _leftGold is true ?'gold':'')">Your left hand is free.</span>
<<if $options.combatControls.includes("adio") and _targetnumber gt 1 and $stealstateleft is undefined>>
<br>
<<targetListBox "left" _targetlistarms>>
<</if>>
<<if _targetnumber is 1>>
<<set $lefttarget to _firsttarget>>
<</if>>
<</if>>
<<case "penis">>
<<set _leftOptions to "penis">>
<span @class="($lastOptions.left isnot _leftOptions or _leftGold is true ?'gold':'')"><<selectNpcWithPartInPosition "penis" "leftarm">><<set $lefttarget to $index>>Your left hand is <<if $NPCList[$index] and $NPCList[$index].chastity.penis.includes("chastity")>>teasing<<else>>holding<</if>> <<personselect $index>><<combatpersons>> $NPCList[$index].penisdesc<<if $NPCList[$index].chastity.penis.includes("chastity")>> through <<his>> $NPCList[$index].chastity.penis<</if>>.</span>
<<case "grappled">>
<<if $orgasmdown gte 1>>
<<set _leftOptions to "bothBound">>
<span class="lewd">Your left arm jerks against their grip.</span>
<<elseif $pain gte 100 and $willpowerpain is 0>>
<<set _leftOptions to "bothBound">>
<span class="red">Your left arm is held in a painful grip.</span>
<<elseif $dissociation gte 2>>
<<set _leftOptions to "bothBound">>
<span class="pink">Your left arm lies limp in their grip.</span>
<<elseif $possessed>>
<<set _leftOptions to "possessedBound">>
Your left arm writhes in their grip, unbidden.
<<else>>
<<set _leftOptions to "grappled">>
<span @class="($lastOptions.left isnot _leftOptions or _leftGold is true ?'gold':'')">Your left arm is being held down.</span>
<</if>>
<<case "bound">>
<<set _leftOptions to "bothBound">>
<<if $orgasmdown gte 1>>
<span class="lewd">Your left arm jerks against its bonds.</span>
<<elseif $pain gte 100 and $willpowerpain is 0>>
<span class="red">Your left arm is held in a painful bind.</span>
<<elseif $dissociation gte 2>>
<span class="pink">Your left arm lies limp in its bonds.</span>
<<elseif $possessed>>
Your left arm writhes in its bounds, unbidden.
<<else>>
<span @class="($lastOptions.left isnot _leftOptions or _leftGold is true ?'gold':'')">Your arms are helplessly bound.</span>
<</if>>
<<case "othervagina">>
<<set _leftOptions to "pussy">>
<span @class="($lastOptions.left isnot _leftOptions or _leftGold is true ?'gold':'')"><<selectNpcWithPartInPosition "vagina" "leftarm">><<set $lefttarget to $index>>Your left hand is <<if $NPCList[$index].chastity.vagina.includes("chastity")>>teasing<<else>>stroking<</if>> <<personselect $index>><<combatpersons>> pussy<<if $NPCList[$index].chastity.vagina.includes("chastity")>> through <<his>> $NPCList[$index].chastity.vagina<</if>>.</span>
<<case "vagina">>
<<set _leftOptions to "coverVagina">>
<span @class="($lastOptions.left isnot _leftOptions or _leftGold is true ?'gold':'')">Your left hand is protecting your <<pussy>>.</span>
<<case "coverpenis">>
<<set _leftOptions to "coverPenis">>
<span @class="($lastOptions.left isnot _leftOptions or _leftGold is true ?'gold':'')">Your left hand is protecting your <<penis>>.</span>
<<case "anus">>
<<set _leftOptions to "coverAss">>
<span @class="($lastOptions.left isnot _leftOptions or _leftGold is true ?'gold':'')">Your left hand is protecting your <<bottom>>.</span>
<<case "behind">>
<<set _leftOptions to "behind">>
<span @class="($lastOptions.left isnot _leftOptions or _leftGold is true ?'gold':'')">Your left hand is behind your back.</span>
<<case "handheld">>
<<set _leftOptions to "handheld">>
<span @class="($lastOptions.left isnot _leftOptions or _leftGold is true ?'gold':'')">Your left hand is being held.</span>
<<case "heldSexToy">>
<<if _targetYourself is true and _targetnumber gt 1>>
<<set _targetlistarms["Yourself"] to "self">>
<</if>>
<<if not $options.combatControls.includes("adio") and _targetnumber gt 1>>
<<targetListBox "left" _targetlistarms>>
<</if>>
<<set _leftOptions to "heldSexToy">>
<span @class="($lastOptions.left isnot _leftOptions or _leftGold is true ?'gold':'')">Your left hand is holding the <<print $currentSexToyLeft.name>>.</span>
<<if $options.combatControls.includes("adio") and _targetnumber gt 1>>
<br>
<<targetListBox "left" _targetlistarms>>
<</if>>
<<if _targetnumber is 1>>
<<set $lefttarget to _firsttarget>>
<</if>>
<<case "dildoSelfPussyEntrance">>
<<set _leftOptions to "dildoSelfPussyEntrance">>
<span @class="($lastOptions.left isnot _leftOptions or _leftGold is true ?'gold':'')">Your left hand is holding the <<print $currentSexToyLeft.name>> above your <<pussy>>.</span>
<<case "dildoSelfPussy">>
<<set _leftOptions to "dildoSelfPussy">>
<span @class="($lastOptions.left isnot _leftOptions or _leftGold is true ?'gold':'')">Your left hand fucks your <<pussy>> with the <<print $currentSexToyLeft.name>>.</span>
<<case "dildoSelfAnusEntrance">>
<<set _leftOptions to "dildoSelfAnusEntrance">>
<span @class="($lastOptions.left isnot _leftOptions or _leftGold is true ?'gold':'')">Your left hand is holding the <<print $currentSexToyLeft.name>> above your anus.</span>
<<case "dildoSelfAnus">>
<<set _leftOptions to "dildoSelfAnus">>
<span @class="($lastOptions.left isnot _leftOptions or _leftGold is true ?'gold':'')">Your left hand fucks your <<bottom>> with the <<print $currentSexToyLeft.name>>.</span>
<<case "strokerSelfPenisEntrance">>
<<set _leftOptions to "strokerSelfPenisEntrance">>
<span @class="($lastOptions.left isnot _leftOptions or _leftGold is true ?'gold':'')">Your left hand is holding the <<print $currentSexToyLeft.name>> above your <<penisSimple>>.</span>
<<case "strokerSelfPenis">>
<<set _leftOptions to "strokerSelfPenis">>
<span @class="($lastOptions.left isnot _leftOptions or _leftGold is true ?'gold':'')">Your left hand fucks your <<penisSimple>> with the <<print $currentSexToyLeft.name>></span>
<<case "dildoOtherPussyTease">>
<<set _leftOptions to "dildoOtherPussyTease">>
<span @class="($lastOptions.left isnot _leftOptions or _leftGold is true ?'gold':'')">Your left hand is <<if $NPCList[$lefttarget].chastity.vagina.includes("chastity")>>teasing<<else>>stroking<</if>> <<combatpersons>> pussy<<if $NPCList[$lefttarget].chastity.vagina.includes("chastity")>> through <<his>> $NPCList[$lefttarget].chastity.vagina<</if>> with your $currentSexToyLeft.name.</span>
<<case "dildoOtherPussyFuck">>
<<set _leftOptions to "dildoOtherPussyFuck">>
<span @class="($lastOptions.left isnot _leftOptions or _leftGold is true ?'gold':'')"><<selectNpcWithPartInPosition "vagina" "leftDildo">><<set $lefttarget to $index>>Your left hand fucks the <<combatpersons>> pussy with the $currentSexToyLeft.name.</span>
<<case "dildoOtherAnusTease">>
<<set _leftOptions to "dildoOtherAnusTease">>
<span @class="($lastOptions.left isnot _leftOptions or _leftGold is true ?'gold':'')">Your left hand is <<if $NPCList[$lefttarget].chastity.vagina.includes("chastity")>>teasing<<else>>stroking<</if>> <<combatpersons>> ass<<if $NPCList[$lefttarget].chastity.vagina.includes("chastity")>> through <<his>> $NPCList[$lefttarget].chastity.vagina<</if>> with your $currentSexToyLeft.name.</span>
<<case "dildoOtherAnusFuck">>
<<set _leftOptions to "dildoOtherAnusFuck">>
<span @class="($lastOptions.left isnot _leftOptions or _leftGold is true ?'gold':'')"><<selectNpcWithPartInPositionAnus "leftDildoAnus">><<set $lefttarget to $index>>Your left hand fucks <<combatpersons>> ass with the $currentSexToyLeft.name.</span>
<<case "strokerOtherPenisTease">>
<<set _leftOptions to "strokerOtherPenisTease">>
<span @class="($lastOptions.left isnot _leftOptions or _leftGold is true ?'gold':'')">Your left hand is <<if $NPCList[$lefttarget].chastity.penis.includes("chastity")>>teasing<<else>>stroking<</if>> <<combatpersons>> <<npcPenisSimple $lefttarget>><<if $NPCList[$lefttarget].chastity.penis.includes("chastity")>> through <<his>> $NPCList[$lefttarget].chastity.penis<</if>> with your $currentSexToyLeft.name.</span>
<<case "strokerOtherPenisFuck">>
<<set _leftOptions to "strokerOtherPenisFuck">>
<span @class="($lastOptions.left isnot _leftOptions or _leftGold is true ?'gold':'')">Your left hand fucks <<combatpersons>> <<npcPenisSimple $lefttarget>> with the $currentSexToyLeft.name.</span>
<<case "struggle">>
<<set $_changetype to true>><<leftActionInitStruggle>>
<<case "swarmgrappled">>
<<set $_changetype to true>><<leftActionInitSwarm>>
<<case "mechgrappled">>
<<set $_changetype to true>><<leftActionInitMachine>>
<<default>>
<<set $_changetype to true>><<leftActionInitTentacle>>
<</switch>>
<<if $_changetype isnot true>>
<<if $lastOptions.left isnot _leftOptions>>
<<set _leftGold to true>>
<</if>>
<<leftActions>>
<<if Object.keys(_leftaction).length gt 0>>
<<if Object.values(_leftaction).includes($leftactiondefault) is false or _args[0] is true or $leftactiondefault is "rest">>
<<set _defaultsCombatAction to "leftaction">>
<<set _actionsSet = DefaultActions.get($defaultsCombatType, $defaultsType, _defaultsCombatAction)>>
<<set _pass to false>>
<<for _set to 0; _set lt $maxDefaultActionSets; _set++>>
<<if Object.values(_leftaction).includes(_actionsSet[_set])>>
<<set $leftactiondefault to clone(_actionsSet[_set])>>
<<set _pass to true>>
<<break>>
<</if>>
<</for>>
<<if _pass is false>>
<<set $leftactiondefault to Object.values(_leftaction)[0]>>
<</if>>
<</if>>
<<set $leftaction to $leftactiondefault>>
<<set _textColor to combatListColor('leftaction', (Object.values(_leftaction).includes($leftaction) ? $leftaction : Object.values(_leftaction)[0]), "")>>
<<generateCombatAction _leftaction "leftaction" _textColor $leftaction>>
/*Checks/Difficulty*/
<<if $options.combatControls.includes("ists")>>
<div id="leftactionDifficulty">
<<leftactionDifficulty>>
</div>
<</if>>
<</if>>
<<set $lastOptions.left to clone(_leftOptions)>>
<</if>>
<</widget>>
<<widget "leftactionDifficulty">>
<<if _args[0] is undefined>>
<<set _diffAction to $leftaction>>
<<else>>
<<set _diffAction to _args[0]>>
<</if>>
<<switch _diffAction>>
<<case "leftwork" "leftclit">><<handdifficulty>>
<<case "leftplay" "leftgrab">><<handdifficulty>> <<combatpromiscuous3>>
<<case "handedge">> <<combatpromiscuous4>>
<<case "handpenistomouth">><<handdifficulty>> <<combatpromiscuous3>>
<<case "handpenistochest">><<handdifficulty>> <<combatpromiscuous3>>
<<case "steal">><<skulduggerydifficulty>><<combatcrime "petty">>
<<case "spray">>Remaining: $spray / $spraymax
<<case "lefthandholdnew">><<handholdingvirginitywarning>><<NPCvirginitywarning $NPCList[$lefttarget].fullDescription "handholding">>
<<case "leftUndressOther">>
<<if Object.keys(_undressLeftTargets).length gt 1>>
<<listbox "$undressLeftTarget">>
<<optionsfrom _undressLeftTargets>>
<</listbox>>
<<handdifficulty>> <<combatpromiscuous2>>
<</if>>
<<case "leftmasturbatepussy">> <<combatpromiscuous2>>
<<case "leftmasturbatepenis">> <<combatpromiscuous2>>
<<case "leftmasturbateanus">> <<combatpromiscuous3>>
<<case "pickupSexToy">>
<<if Object.keys(_itemsLeft).length gte 1>>
<<listbox "$selectedItemLeft" autoselect>>
<<optionsfrom _itemsLeft>>
<</listbox>>
<</if>>
<<combatpromiscuous3>>
<<case "handguide">>
<<if Object.keys(_handGuideOptions).length gt 0>>
<<listbox "$handGuideLeft" autoselect>>
<<optionsfrom _handGuideOptions>>
<</listbox>>
<</if>>
<<handdifficulty>> <<combatpromiscuous2>>
<<case "peniscondom">><<handdifficulty>>
<<case "penisremovecondom">><<handdifficulty>>
<<case "npcremovecondom">><<handdifficulty>> <<if $consensual is 0 and playerPregnancyPossibleWith($NPCList[$lefttarget])>><<combatpromiscuous6>><</if>>
<</switch>>
<</widget>>
<<widget "leftActions">>
/*Generate Actions*/
<<set _leftaction to {}>>
<<if $position is "stalk">>
<<if $leftarm isnot "bound">>
<<set _leftaction["Clench"] to "clench">>
<<set _leftaction["Fold"] to "fold">>
<<leftFixAndCoverActions>>
<<leftcoverface>>
<<left_pursuit_grab>>
<</if>>
<<else>>
<<switch _leftOptions>>
<<case "free">>
<<set _leftaction["Rest"] to "rest">>
<<leftdefault>>
<<leftgrabnew>>
<<leftplaynew>>
<<combatMasturbate "left">>
<<applyLube "left">>
<<leftclothesnew>>
<<removeButtplug "left">>
<<leftspraynew>>
<<leftstealnew>>
<<leftpenwhacknew>>
<<combathandhold "lefthand">>
<<leftFixAndCoverActions>>
<<leftchoke>>
<<leftCondom>>
<<leftNPCCondom>>
<<leftshacklewhack>>
<<lefthypnosiswhack>>
<<handsstrugglefreebodypart "left">>
<<leftUndressOther>>
<<leftdildowhack>>
<<pickupSexToy "left">>
<<leftcamerapose>>
<<lefthandpull>>
<<leftstoporal>>
<<case "handheld">>
<<if $consensual is 1>>
<<set _leftaction["Keep holding"] to "lefthandholdkeep">>
<</if>>
<<combathandguide "left">>
<<set _leftaction["Stop"] to "lefthandholdstop">>
<<case "penis">>
<<if $NPCList[$lefttarget].chastity.penis.includes("chastity")>>
<<set _leftaction["Tease " + $NPCList[$lefttarget].pronouns.him] to "leftwork">>
<<else>>
<<set _leftaction["Work " + $NPCList[$lefttarget].pronouns.his + " shaft"] to "leftwork">>
<<if ($consensual is 0 or ($enemytype is "man" ? $promiscuity : $deviancy) gte 55 or $promiscuityIgnore) and currentSkillValue("handskill") gte 800>>
<<set _leftaction["Edge"] to "handedge">>
<</if>>
<<if ($consensual is 1 or ($enemytype is "man" ? $promiscuity : $deviancy) gte 55 or $promiscuityIgnore) and !$worn.face.type.includes("covered") and !$worn.face.type.includes("gag") and $mouthuse is 0>>
<<set _leftaction["Move towards your mouth"] to "handpenistomouth">>
<</if>>
<<if ($consensual is 1 or ($enemytype is "man" ? $promiscuity : $deviancy) gte 35 or $promiscuityIgnore) and $chestuse is 0>>
<<set _leftaction["Move towards your chest"] to "handpenistochest">>
<</if>>
<</if>>
<<set _leftaction["Stop"] to "leftstoppenis">>
<<case "grappled">>
<<set _leftaction["Rest"] to "rest">>
<<set _leftaction["Struggle"] to "leftstruggle">>
<<case "bothBound">>
<<case "pussy">>
<<if $NPCList[$lefttarget].chastity.vagina.includes("chastity")>>
<<set _leftaction["Tease " + $NPCList[$lefttarget].pronouns.him] to "leftclit">>
<<else>>
<<set _leftaction["Rub " + $NPCList[$lefttarget].pronouns.his + " clit"] to "leftclit">>
<<if ($consensual is 0 or ($enemytype is "man" ? $promiscuity : $deviancy) gte 55 or $promiscuityIgnore) and currentSkillValue("handskill") gte 800>>
<<set _leftaction["Edge"] to "handedge">>
<</if>>
<</if>>
<<set _leftaction["Stop"] to "leftothervaginastop">>
<<case "coverVagina">>
<<set _leftaction["Keep covering"] to "leftcovervagina">>
<<set _leftaction["Stop"] to "leftstopvagina">>
<<case "coverPenis">>
<<set _leftaction["Keep covering"] to "leftcoverpenis">>
<<set _leftaction["Stop"] to "leftstopcoverpenis">>
<<case "coverAss">>
<<set _leftaction["Keep covering"] to "leftcoveranus">>
<<set _leftaction["Stop"] to "leftstopanus">>
<<case "behind">>
<<set _leftaction["Keep behind"] to "behind">>
<<set _leftaction["Stop"] to "stopbehind">>
<<case "orgasm">>
<<set _leftaction["Fold"] to "leftfold">>
<<set _leftaction["Grip"] to "leftgrip">>
<<case "pain">>
<<set _leftaction["Struggle"] to "leftstruggleweak">>
<<set _leftaction["Protect"] to "leftprotect">>
<<case "unreal">>
<<set _leftaction["Poke yourself"] to "leftpoke">>
<<set _leftaction["Keep your arms out of the way"] to "leftcurl">>
<<case "possessed">>
<<set _leftaction["Accept it"] to "leftacceptW">>
<<set _leftaction["Hold it still"] to "leftresistW">>
<<case "possessedBound">>
<<set _leftaction["Struggle"] to "leftstruggleW">>
<<set _leftaction["Hold it still"] to "leftstillW">>
<<case "heldSexToy">>
<<heldSexToy "left">>
<<case "dildoSelfPussyEntrance">>
<<dildoSelfPussyEntrance "left">>
<<case "dildoSelfPussy">>
<<set _leftaction["Fuck your pussy with your "+$currentSexToyLeft.name] to "dildoSelfPussy">>
<<set _leftaction["Drop your " + $currentSexToyLeft.name] to "dildoDrop">>
<<case "dildoSelfAnusEntrance">>
<<if $analdisable is "f">>
<<dildoSelfAnusEntrance "left">>
<</if>>
<<case "dildoSelfAnus">>
<<set _leftaction["Fuck your ass with your "+$currentSexToyLeft.name] to "dildoSelfAnus">>
<<set _leftaction["Drop your " + $currentSexToyLeft.name] to "dildoDrop">>
<<case "strokerSelfPenisEntrance">>
<<strokerSelfPenisEntrance "left">>
<<case "strokerSelfPenis">>
<<set _leftaction["Fuck your penis with your "+$currentSexToyLeft.name] to "strokerSelfPenis">>
<<set _leftaction["Drop your " + $currentSexToyLeft.name] to "strokerDrop">>
<<case "dildoOtherPussyTease">>
<<if $NPCList[$lefttarget].vagina is 0>>
/*<<set _leftaction["Tease " + $NPCList[$righttarget].pronouns.his + " pussy"] to "dildoOtherPussyTease">>*/ /* Kept incase someone wants to make this happen in the future */
<<set _leftaction["Fuck " + $NPCList[$lefttarget].pronouns.his + " pussy with your "+$currentSexToyLeft.name] to "dildoOtherPussyFuck">>
<</if>>
<<set _leftaction["Drop your " + $currentSexToyLeft.name] to "dildoDropLeft">>
<<case "dildoOtherPussyFuck">>
<<if $NPCList[$lefttarget].vagina is "leftDildo">>
<<set _leftaction["Fuck " + $NPCList[$lefttarget].pronouns.his + " pussy with your "+$currentSexToyLeft.name] to "dildoOtherPussyFuck">>
<</if>>
<<set _leftaction["Drop your " + $currentSexToyLeft.name] to "dildoDropLeft">>
<<case "dildoOtherAnusTease">>
<<if $NPCList[$lefttarget].vagina is 0 or $NPCList[$lefttarget].penis is 0>>
<<set _leftaction["Fuck " + $NPCList[$lefttarget].pronouns.his + " ass with your "+$currentSexToyLeft.name] to "dildoOtherAnusFuck">>
<</if>>
<<set _leftaction["Drop your " + $currentSexToyLeft.name] to "dildoDropAnusLeft">>
<<case "dildoOtherAnusFuck">>
<<if $NPCList[$lefttarget].vagina is "leftDildoAnus" or $NPCList[$lefttarget].penis is "leftDildoAnus">>
<<set _leftaction["Fuck " + $NPCList[$lefttarget].pronouns.his + " ass with your "+$currentSexToyLeft.name] to "dildoOtherAnusFuck">>
<</if>>
<<set _leftaction["Drop your " + $currentSexToyLeft.name] to "dildoDropAnusLeft">>
<<case "strokerOtherPenisTease">>
<<if $NPCList[$lefttarget].penis is 0 or $NPCList[$lefttarget].penis is "leftStroker">>
<<set _leftaction["Fuck " + $NPCList[$lefttarget].pronouns.his + " penis with your "+$currentSexToyLeft.name] to "strokerOtherPenisFuck">>
<</if>>
<<set _leftaction["Drop your " + $currentSexToyLeft.name] to "strokerDropLeft">>
<<case "strokerOtherPenisFuck">>
<<if $NPCList[$lefttarget].penis is "leftStroker">>
<<set _leftaction["Fuck " + $NPCList[$lefttarget].pronouns.his + " penis with your "+$currentSexToyLeft.name] to "strokerOtherPenisFuck">>
<</if>>
<<set _leftaction["Drop your " + $currentSexToyLeft.name] to "strokerDropLeft">>
<</switch>>
<</if>>
<</widget>>
<<widget "rightActionInit">>
<<switch $rightarm>>
<<case 0>>
<<if $orgasmdown gte 1>>
<<set _rightOptions to "orgasm">>
<span class="lewd">Your right arm is free, but you can't stop the spasms.</span>
<<elseif $pain gte 100 and $willpowerpain is 0 and !$possessed>>
<<set _rightOptions to "pain">>
<span class="red">Your right arm is free, but hurts to move.</span>
<<elseif $dissociation gte 2 and !$possessed>>
<<set _rightOptions to "unreal">>
<span class="pink">Your right arm is free, but doesn't feel real.</span>
<<elseif $possessed>>
<<set _rightOptions to "possessed">>
Your right arm is free, <span class="pink">but not under your control.</span>
<<else>>
<<if _targetYourself is true and _targetnumber gt 1>>
<<set _targetlistarms["Yourself"] to "self">>
<</if>>
<<if not $options.combatControls.includes("adio") and _targetnumber gt 1 and $stealstateright is undefined>>
<<targetListBox "right" _targetlistarms>>
<</if>>
<<set _rightOptions to "free">>
<span @class="($lastOptions.right isnot _rightOptions or _rightGold is true ?'gold':'')">Your right hand is free.</span>
<<if $options.combatControls.includes("adio") and _targetnumber gt 1 and $stealstateright is undefined>>
<br>
<<targetListBox "right" _targetlistarms>>
<</if>>
<<if _targetnumber is 1>>
<<set $righttarget to _firsttarget>>
<</if>>
<</if>>
<<case "penis">>
<<set _rightOptions to "penis">>
<span @class="($lastOptions.right isnot _rightOptions or _rightGold is true ?'gold':'')"><<selectNpcWithPartInPosition "penis" "rightarm">><<set $righttarget to $index>>Your right hand is <<if $NPCList[$index].chastity.penis.includes("chastity")>>teasing<<else>>holding<</if>> <<personselect $index>><<combatpersons>> $NPCList[$index].penisdesc<<if $NPCList[$index].chastity.penis.includes("chastity")>> through <<his>> $NPCList[$index].chastity.penis<</if>>.</span>
<<case "grappled">>
<<if $orgasmdown gte 1>>
<<set _rightOptions to "bothBound">>
<span class="lewd">Your right arm jerks against their grip.</span>
<<elseif $pain gte 100 and $willpowerpain is 0>>
<<set _rightOptions to "bothBound">>
<span class="red">Your right arm is held in a painful grip.</span>
<<elseif $dissociation gte 2>>
<<set _rightOptions to "bothBound">>
<span class="pink">Your right arm lies limp in their grip.</span>
<<elseif $possessed>>
<<set _rightOptions to "possessedBound">>
Your right arm writhes in their grip, unbidden.
<<else>>
<<set _rightOptions to "grappled">>
<span @class="($lastOptions.right isnot _rightOptions or _rightGold is true ?'gold':'')">Your right arm is being held down.</span>
<</if>>
<<case "bound">>
<<set _rightOptions to "bothBound">>
<<if $orgasmdown gte 1>>
<span class="lewd">Your right arm jerks against its bonds.</span>
<<elseif $pain gte 100 and $willpowerpain is 0>>
<span class="red">Your right arm is held in a painful bind.</span>
<<elseif $dissociation gte 2>>
<span class="pink">Your right arm lies limp in its bonds.</span>
<<elseif $possessed>>
Your right arm writhes in its bounds, unbidden.
<<else>>
<span @class="($lastOptions.right isnot _rightOptions or _rightGold is true ?'gold':'')">Your arms are helplessly bound.</span>
<</if>>
<<case "othervagina">>
<<set _rightOptions to "pussy">>
<span @class="($lastOptions.right isnot _rightOptions or _rightGold is true ?'gold':'')"><<selectNpcWithPartInPosition "vagina" "rightarm">><<set $righttarget to $index>>Your right hand is <<if $NPCList[$index].chastity.vagina.includes("chastity")>>teasing<<else>>stroking<</if>> <<combatpersons>> pussy<<if $NPCList[$index].chastity.vagina.includes("chastity")>> through <<his>> $NPCList[$index].chastity.vagina<</if>>.</span>
<<case "vagina">>
<<set _rightOptions to "coverVagina">>
<span @class="($lastOptions.right isnot _rightOptions or _rightGold is true ?'gold':'')">Your right hand is protecting your <<pussy>>.</span>
<<case "coverpenis">>
<<set _rightOptions to "coverPenis">>
<span @class="($lastOptions.right isnot _rightOptions or _rightGold is true ?'gold':'')">Your right hand is protecting your <<penis>>.</span>
<<case "anus">>
<<set _rightOptions to "coverAss">>
<span @class="($lastOptions.right isnot _rightOptions or _rightGold is true ?'gold':'')">Your right hand is protecting your <<bottom>>.</span>
<<case "behind">>
<<set _rightOptions to "behind">>
<span @class="($lastOptions.right isnot _rightOptions or _rightGold is true ?'gold':'')">Your right hand is behind your back.</span>
<<case "handheld">>
<<set _rightOptions to "handheld">>
<span @class="($lastOptions.right isnot _rightOptions or _rightGold is true ?'gold':'')">Your right hand is being held.</span>
<<case "heldSexToy">>
<<if _targetYourself is true and _targetnumber gt 1>>
<<set _targetlistarms["Yourself"] to "self">>
<</if>>
<<if not $options.combatControls.includes("adio") and _targetnumber gt 1>>
<<targetListBox "right" _targetlistarms>>
<</if>>
<<set _rightOptions to "heldSexToy">>
<span @class="($lastOptions.right isnot _rightOptions or _rightGold is true ?'gold':'')">Your right hand is holding the $currentSexToyRight.name.</span>
<<if $options.combatControls.includes("adio") and _targetnumber gt 1>>
<br>
<<targetListBox "right" _targetlistarms>>
<</if>>
<<if _targetnumber is 1>>
<<set $righttarget to _firsttarget>>
<</if>>
<<case "dildoSelfPussyEntrance">>
<<set _rightOptions to "dildoSelfPussyEntrance">>
<span @class="($lastOptions.right isnot _rightOptions or _rightGold is true ?'gold':'')">Your right hand is holding the <<print $currentSexToyRight.name>> above your <<pussy>>.</span>
<<case "dildoSelfPussy">>
<<set _rightOptions to "dildoSelfPussy">>
<span @class="($lastOptions.right isnot _rightOptions or _rightGold is true ?'gold':'')">Your right hand fucks your <<pussy>> with the <<print $currentSexToyRight.name>>.</span>
<<case "dildoSelfAnusEntrance">>
<<set _rightOptions to "dildoSelfAnusEntrance">>
<span @class="($lastOptions.right isnot _rightOptions or _rightGold is true ?'gold':'')">Your right hand is holding the <<print $currentSexToyRight.name>> above your anus.</span>
<<case "dildoSelfAnus">>
<<set _rightOptions to "dildoSelfAnus">>
<span @class="($lastOptions.right isnot _rightOptions or _rightGold is true ?'gold':'')">Your right hand fucks your <<bottom>> with the <<print $currentSexToyRight.name>>.</span>
<<case "strokerSelfPenisEntrance">>
<<set _rightOptions to "strokerSelfPenisEntrance">>
<span @class="($lastOptions.right isnot _rightOptions or _rightGold is true ?'gold':'')">Your right hand is holding the <<print $currentSexToyRight.name>> above your <<penisSimple>>.</span>
<<case "strokerSelfPenis">>
<<set _rightOptions to "strokerSelfPenis">>
<span @class="($lastOptions.right isnot _rightOptions or _rightGold is true ?'gold':'')">Your right hand fucks your <<penisSimple>> with the <<print $currentSexToyRight.name>></span>
<<case "dildoOtherPussyTease">>
<<set _rightOptions to "dildoOtherPussyTease">>
<span @class="($lastOptions.right isnot _rightOptions or _rightGold is true ?'gold':'')">Your right hand is <<if $NPCList[$righttarget].chastity.vagina.includes("chastity")>>teasing<<else>>stroking<</if>> <<combatpersons>> pussy<<if $NPCList[$righttarget].chastity.vagina.includes("chastity")>> through <<his>> $NPCList[$righttarget].chastity.vagina<</if>> with your $currentSexToyRight.name.</span>
<<case "dildoOtherPussyFuck">>
<<set _rightOptions to "dildoOtherPussyFuck">>
<span @class="($lastOptions.right isnot _rightOptions or _rightGold is true ?'gold':'')"><<selectNpcWithPartInPosition "vagina" "rightDildo">><<set $righttarget to $index>>Your right hand fucks <<combatpersons>> pussy with the $currentSexToyRight.name.</span>
<<case "dildoOtherAnusTease">>
<<set _rightOptions to "dildoOtherAnusTease">>
<span @class="($lastOptions.right isnot _rightOptions or _rightGold is true ?'gold':'')">Your right hand is <<if $NPCList[$righttarget].chastity.vagina.includes("chastity")>>teasing<<else>>stroking<</if>> <<combatpersons>> ass<<if $NPCList[$righttarget].chastity.vagina.includes("chastity")>> through <<his>> $NPCList[$righttarget].chastity.vagina<</if>> with your $currentSexToyRight.name.</span>
<<case "dildoOtherAnusFuck">>
<<set _rightOptions to "dildoOtherAnusFuck">>
<span @class="($lastOptions.right isnot _rightOptions or _rightGold is true ?'gold':'')"><<selectNpcWithPartInPositionAnus "rightDildoAnus">><<set $righttarget to $index>>Your right hand fucks <<combatpersons>> ass with the $currentSexToyRight.name.</span>
<<case "strokerOtherPenisTease">>
<<set _rightOptions to "strokerOtherPenisTease">>
<span @class="($lastOptions.right isnot _rightOptions or _rightGold is true ?'gold':'')">Your right hand is <<if $NPCList[$righttarget].chastity.penis.includes("chastity")>>teasing<<else>>stroking<</if>> <<combatpersons>> <<npcPenisSimple $righttarget>><<if $NPCList[$righttarget].chastity.penis.includes("chastity")>> through <<his>> $NPCList[$righttarget].chastity.penis<</if>> with your $currentSexToyRight.name.</span>
<<case "strokerOtherPenisFuck">>
<<set _rightOptions to "strokerOtherPenisFuck">>
<span @class="($lastOptions.right isnot _rightOptions or _rightGold is true ?'gold':'')">Your right hand fucks <<combatpersons>> <<npcPenisSimple $righttarget>> with the $currentSexToyRight.name.</span>
<<case "struggle">>
<<set $_changetype to true>><<rightActionInitStruggle>>
<<case "swarmgrappled">>
<<set $_changetype to true>><<rightActionInitSwarm>>
<<case "mechgrappled">>
<<set $_changetype to true>><<rightActionInitMachine>>
<<default>>
<<set $_changetype to true>><<rightActionInitTentacle>>
<</switch>>
<<if $lastOptions.right isnot _rightOptions>>
<<set _rightGold to true>>
<</if>>
<<if $_changetype isnot true>>
<<rightActions>>
<<if Object.keys(_rightaction).length gt 0>>
<<if Object.values(_rightaction).includes($rightactiondefault) is false or _args[0] is true or $rightactiondefault is "rest">>
<<set _defaultsCombatAction to "rightaction">>
<<set _actionsSet = DefaultActions.get($defaultsCombatType, $defaultsType, _defaultsCombatAction)>>
<<set _pass to false>>
<<for _set to 0; _set lt $maxDefaultActionSets; _set++>>
<<if Object.values(_rightaction).includes(_actionsSet[_set])>>
<<set $rightactiondefault to clone(_actionsSet[_set])>>
<<set _pass to true>>
<<break>>
<</if>>
<</for>>
<<if _pass is false>>
<<set $rightactiondefault to Object.values(_rightaction)[0]>>
<</if>>
<</if>>
<<set $rightaction to $rightactiondefault>>
<<set _textColor to combatListColor('rightaction', (Object.values(_rightaction).includes($rightaction) ? $rightaction : Object.values(_rightaction)[0]), "")>>
<<generateCombatAction _rightaction "rightaction" _textColor $rightaction>>
/*Checks/Difficulty*/
<<if $options.combatControls.includes("ists")>>
<div id="rightactionDifficulty">
<<rightactionDifficulty>>
</div>
<</if>>
<</if>>
<<set $lastOptions.right to clone(_rightOptions)>>
<</if>>
<</widget>>
<<widget "rightactionDifficulty">>
<<if _args[0] is undefined>>
<<set _diffAction to $rightaction>>
<<else>>
<<set _diffAction to _args[0]>>
<</if>>
<<switch _diffAction>>
<<case "rightwork" "rightclit">><<handdifficulty>>
<<case "rightplay" "rightgrab">><<handdifficulty>> <<combatpromiscuous3>>
<<case "handedge">> <<combatpromiscuous4>>
<<case "handpenistomouth">><<handdifficulty>> <<combatpromiscuous3>>
<<case "handpenistochest">><<handdifficulty>> <<combatpromiscuous3>>
<<case "steal">><<skulduggerydifficulty>><<combatcrime "petty">>
<<case "spray">>Remaining: $spray / $spraymax
<<case "righthandholdnew">><<handholdingvirginitywarning>><<NPCvirginitywarning $NPCList[$righttarget].fullDescription "handholding">>
<<case "rightUndressOther">>
<<if Object.keys(_undressRightTargets).length gt 1>>
<<listbox "$undressRightTarget">>
<<optionsfrom _undressRightTargets>>
<</listbox>>
<<handdifficulty>> <<combatpromiscuous2>>
<</if>>
<<case "rightmasturbatepussy">> <<combatpromiscuous2>>
<<case "rightmasturbatepenis">> <<combatpromiscuous2>>
<<case "rightmasturbateanus">> <<combatpromiscuous3>>
<<case "pickupSexToy">>
<<if Object.keys(_itemsRight).length gte 1>>
<<listbox "$selectedItemRight" autoselect>>
<<optionsfrom _itemsRight>>
<</listbox>>
<</if>>
<<combatpromiscuous3>>
<<case "handguide">>
<<if Object.keys(_handGuideOptions).length gt 0>>
<<listbox "$handGuideRight" autoselect>>
<<optionsfrom _handGuideOptions>>
<</listbox>>
<</if>>
<<handdifficulty>> <<combatpromiscuous2>>
<<case "peniscondom">><<handdifficulty>>
<<case "penisremovecondom">><<handdifficulty>>
<<case "npcremovecondom">><<handdifficulty>> <<if $consensual is 0 and playerPregnancyPossibleWith($NPCList[$righttarget])>><<combatpromiscuous6>><</if>>
<</switch>>
<</widget>>
<<widget "rightActions">>
/*Generate Actions*/
<<set _rightaction to {}>>
<<if $position is "stalk">>
<<if $rightarm isnot "bound">>
<<set _rightaction["Clench"] to "clench">>
<<set _rightaction["Fold"] to "fold">>
<<rightFixAndCoverActions>>
<<rightcoverface>>
<<right_pursuit_grab>>
<</if>>
<<else>>
<<switch _rightOptions>>
<<case "free">>
<<set _rightaction["Rest"] to "rest">>
<<rightdefault>>
<<rightgrabnew>>
<<rightplaynew>>
<<combatMasturbate "right">>
<<applyLube "right">>
<<rightclothesnew>>
<<removeButtplug "right">>
<<rightspraynew>>
<<rightstealnew>>
<<rightpenwhacknew>>
<<combathandhold "righthand">>
<<rightFixAndCoverActions>>
<<rightchoke>>
<<rightCondom>>
<<rightNPCCondom>>
<<rightshacklewhack>>
<<righthypnosiswhack>>
<<handsstrugglefreebodypart "right">>
<<rightUndressOther>>
<<rightdildowhack>>
<<pickupSexToy "right">>
<<rightcamerapose>>
<<righthandpull>>
<<rightstoporal>>
<<case "handheld">>
<<if $consensual is 1>>
<<set _rightaction["Keep holding"] to "righthandholdkeep">>
<</if>>
<<combathandguide "right">>
<<set _rightaction["Stop"] to "righthandholdstop">>
<<case "penis">>
<<if $NPCList[$righttarget].chastity.penis.includes("chastity")>>
<<set _rightaction["Tease " + $NPCList[$righttarget].pronouns.him] to "rightwork">>
<<else>>
<<set _rightaction["Work " + $NPCList[$righttarget].pronouns.his + " shaft"] to "rightwork">>
<<if ($consensual is 0 or ($enemytype is "man" ? $promiscuity : $deviancy) gte 55 or $promiscuityIgnore) and currentSkillValue("handskill") gte 800>>
<<set _rightaction["Edge"] to "handedge">>
<</if>>
<<if ($consensual is 1 or ($enemytype is "man" ? $promiscuity : $deviancy) gte 55 or $promiscuityIgnore) and !$worn.face.type.includes("covered") and !$worn.face.type.includes("gag") and $mouthuse is 0>>
<<set _rightaction["Move towards your mouth"] to "handpenistomouth">>
<</if>>
<<if ($consensual is 1 or ($enemytype is "man" ? $promiscuity : $deviancy) gte 35 or $promiscuityIgnore) and $chestuse is 0>>
<<set _rightaction["Move towards your chest"] to "handpenistochest">>
<</if>>
<</if>>
<<set _rightaction["Stop"] to "rightstoppenis">>
<<case "grappled">>
<<set _rightaction["Rest"] to "rest">>
<<set _rightaction["Struggle"] to "rightstruggle">>
<<case "bothBound">>
<<case "pussy">>
<<if $NPCList[$righttarget].chastity.vagina.includes("chastity")>>
<<set _rightaction["Tease " + $NPCList[$righttarget].pronouns.him] to "rightclit">>
<<else>>
<<set _rightaction["Rub " + $NPCList[$righttarget].pronouns.his + " clit"] to "rightclit">>
<<if ($consensual is 0 or ($enemytype is "man" ? $promiscuity : $deviancy) gte 55 or $promiscuityIgnore) and currentSkillValue("handskill") gte 800>>
<<set _rightaction["Edge"] to "handedge">>
<</if>>
<</if>>
<<set _rightaction["Stop"] to "rightothervaginastop">>
<<case "coverVagina">>
<<set _rightaction["Keep covering"] to "rightcovervagina">>
<<set _rightaction["Stop"] to "rightstopvagina">>
<<case "coverPenis">>
<<set _rightaction["Keep covering"] to "rightcoverpenis">>
<<set _rightaction["Stop"] to "rightstopcoverpenis">>
<<case "coverAss">>
<<set _rightaction["Keep covering"] to "rightcoveranus">>
<<set _rightaction["Stop"] to "rightstopanus">>
<<case "behind">>
<<set _rightaction["Keep behind"] to "behind">>
<<set _rightaction["Stop"] to "stopbehind">>
<<case "orgasm">>
<<set _rightaction["Fold"] to "rightfold">>
<<set _rightaction["Grip"] to "rightgrip">>
<<case "pain">>
<<set _rightaction["Struggle"] to "rightstruggleweak">>
<<set _rightaction["Protect"] to "rightprotect">>
<<case "unreal">>
<<set _rightaction["Poke yourself"] to "rightpoke">>
<<set _rightaction["Keep your arms out of the way"] to "rightcurl">>
<<case "possessed">>
<<set _rightaction["Accept it"] to "rightacceptW">>
<<set _rightaction["Hold it still"] to "rightresistW">>
<<case "possessedBound">>
<<set _rightaction["Struggle"] to "rightstruggleW">>
<<set _rightaction["Hold it still"] to "rightstillW">>
<<case "heldSexToy">>
<<heldSexToy "right">>
<<case "dildoSelfPussyEntrance">>
<<dildoSelfPussyEntrance "right">>
<<case "dildoSelfPussy">>
<<set _rightaction["Fuck your pussy with your "+$currentSexToyRight.name] to "dildoSelfPussy">>
<<set _rightaction["Drop your " + $currentSexToyRight.name] to "dildoDrop">>
<<case "dildoSelfAnusEntrance">>
<<if $analdisable is "f">>
<<dildoSelfAnusEntrance "right">>
<</if>>
<<case "dildoSelfAnus">>
<<set _rightaction["Fuck your ass"] to "dildoSelfAnus">>
<<set _rightaction["Drop your " + $currentSexToyRight.name] to "dildoDropAnus">>
<<case "strokerSelfPenisEntrance">>
<<strokerSelfPenisEntrance "right">>
<<case "strokerSelfPenis">>
<<set _rightaction["Fuck your penis with your "+$currentSexToyRight.name] to "strokerSelfPenis">>
<<set _rightaction["Drop your " + $currentSexToyRight.name] to "strokerDrop">>
<<case "dildoOtherPussyTease">>
<<if $NPCList[$righttarget].vagina is 0>>
/*<<set _rightaction["Tease " + $NPCList[$righttarget].pronouns.his + " pussy"] to "dildoOtherPussyTease">>*/ /* Kept incase someone wants to make this happen in the future. */
<<set _rightaction["Fuck " + $NPCList[$righttarget].pronouns.his + " pussy with your "+$currentSexToyRight.name] to "dildoOtherPussyFuck">>
<</if>>
<<set _rightaction["Drop your " + $currentSexToyRight.name] to "dildoDropRight">>
<<case "dildoOtherPussyFuck">>
<<if $NPCList[$righttarget].vagina is "rightDildo">>
<<set _rightaction["Fuck " + $NPCList[$righttarget].pronouns.his + " pussy with your "+$currentSexToyRight.name] to "dildoOtherPussyFuck">>
<</if>>
<<set _rightaction["Drop your " + $currentSexToyRight.name] to "dildoDropRight">>
<<case "dildoOtherAnusTease">>
<<if $NPCList[$righttarget].vagina is 0 or $NPCList[$righttarget].penis is 0>>
<<set _rightaction["Fuck " + $NPCList[$righttarget].pronouns.his + " ass with your "+$currentSexToyRight.name] to "dildoOtherAnusFuck">>
<</if>>
<<set _rightaction["Drop your " + $currentSexToyRight.name] to "dildoDropAnusRight">>
<<case "dildoOtherAnusFuck">>
<<if $NPCList[$righttarget].vagina is "rightDildoAnus" or $NPCList[$righttarget].penis is "rightDildoAnus">>
<<set _rightaction["Fuck " + $NPCList[$righttarget].pronouns.his + " ass with your "+$currentSexToyRight.name] to "dildoOtherAnusFuck">>
<</if>>
<<set _rightaction["Drop your " + $currentSexToyRight.name] to "dildoDropAnusRight">>
<<case "strokerOtherPenisTease">>
<<if $NPCList[$righttarget].penis is 0 or $NPCList[$righttarget].penis is "rightstroker">>
<<set _rightaction["Fuck " + $NPCList[$righttarget].pronouns.his + " penis with your "+$currentSexToyRight.name] to "strokerOtherPenisFuck">>
<</if>>
<<set _rightaction["Drop your " + $currentSexToyRight.name] to "strokerDropRight">>
<<case "strokerOtherPenisFuck">>
<<if $NPCList[$righttarget].penis is "rightstroker">>
<<set _rightaction["Fuck " + $NPCList[$righttarget].pronouns.his + " penis with your "+$currentSexToyRight.name] to "strokerOtherPenisFuck">>
<</if>>
<<set _rightaction["Drop your " + $currentSexToyRight.name] to "strokerDropRight">>
<</switch>>
<</if>>
<</widget>>
<<widget "feetActionInit">>
<<if $dissociation lte 1 and ($pain lt 100 or $willpowerpain is undefined or $possessed)>>
<<switch $feetuse>>
<<case 0>>
<<if $possessed>>
<<set _feetOptions to "possessed">>
Your legs are free, <span class="pink">but you can't feel them beneath you.</span>
<<elseif $orgasmdown gte 1>>
<<set _feetOptions to "orgasm">>
<span class="lewd">Your legs are free, but you can't stop the spasms.</span>
<<else>>
<<if _targetYourself is true and _targetnumber gt 1>>
<<set _targetlistall["Yourself"] to "self">>
<</if>>
<<if not $options.combatControls.includes("adio") and _targetnumber gt 1>>
<<if !(($leftleg is "grappled" and $rightleg is "grappled") or ($leftleg is "bound" and $rightleg is "bound"))>>
<<targetListBox "feet" _targetlistall>>
<</if>>
<</if>>
<<if $leftleg is 0 and $rightleg is 0>>
<<set _feetOptions to "free">>
<span @class="($lastOptions.feet isnot _feetOptions ?'gold':'')">Your legs are free.</span>
<<elseif $leftleg is 0>>
<<set _feetOptions to "leftFree">>
<span @class="($lastOptions.feet isnot _feetOptions ?'gold':'')">Your left leg is free.</span>
<<elseif $rightleg is 0>>
<<set _feetOptions to "rightFree">>
<span @class="($lastOptions.feet isnot _feetOptions ?'gold':'')">Your right leg is free.</span>
<<elseif $leftleg is "grappled" and $rightleg is "grappled">>
<<set _feetOptions to "grappled">>
<span @class="($lastOptions.feet isnot _feetOptions ?'gold':'')">Your legs are entangled and forced apart, leaving you less able to protect your <<genitals>>.</span>
<<elseif $leftleg is "bound" and $rightleg is "bound">>
<<set _feetOptions to "bound">>
<span @class="($lastOptions.feet isnot _feetOptions ?'gold':'')">Your legs are bound and forced apart, leaving you less able to protect your <<genitals>>.</span><<combatExtendedStability -15>>
<<else>>
<<set _feetOptions to "free">>
<span @class="($lastOptions.feet isnot _feetOptions or _feetGold is true ?'gold':'')">Your feet are free.</span>
<</if>>
<<if $options.combatControls.includes("adio") and _targetnumber gt 1 and _feetOptions.toLowerCase().includes("free")>>
<br>
<<targetListBox "feet" _targetlistall>>
<</if>>
<<if _targetnumber is 1>>
<<set $feettarget to _firsttarget>>
<</if>>
<</if>>
<<case "penis">>
<<set _feetOptions to "penis">>
<span @class="($lastOptions.feet isnot _feetOptions or _feetGold is true ?'gold':'')"><<selectNpcWithPartInPosition "penis" "feet">><<set $feettarget to $index>>Your feet are <<if $NPCList[$feettarget].chastity.penis.includes("chastity")>>pressed against<<else>>holding<</if>> <<combatpersons>> <<npcPenis $feettarget>>.</span>
<<case "othervagina">>
<<set _feetOptions to "othervagina">>
<span @class="($lastOptions.feet isnot _feetOptions or _feetGold is true ?'gold':'')"><<selectNpcWithPartInPosition "vagina" "feet">><<set $feettarget to $index>>Your feet are <<if $NPCList[$feettarget].chastity.vagina.includes("chastity")>>pressed against<<else>>holding back<</if>> <<combatpersons>> <<npcVagina $feettarget>>.</span>
<<case "bound">>
<<if $possessed>>
Your legs thrash in their shackles, unbidden.
<<elseif $orgasmdown gte 1>>
<span class="lewd">Your legs thrash against their bindings.</span>
<<else>>
<<set _feetOptions to "bound">>
<span @class="($lastOptions.feet isnot _feetOptions or _feetGold is true ?'gold':'')">Your legs are bound.</span><<combatExtendedStability -15>>
<</if>>
<<case "walk">>
<<set _feetOptions to "walk">>
<span @class="($lastOptions.feet isnot _feetOptions or _feetGold is true ?'gold':'')">You are walking.</span>
<<case "strut">>
<<set _feetOptions to "strut">>
<span @class="($lastOptions.feet isnot _feetOptions or _feetGold is true ?'gold':'')">You are strutting.</span>
<<case "run">>
<<set _feetOptions to "run">>
<span @class="($lastOptions.feet isnot _feetOptions or _feetGold is true ?'gold':'')">You are running.</span>
<<case "none">>
<<set _feetOptions to "unusable">>
<span @class="($lastOptions.feet isnot _feetOptions or _feetGold is true ?'gold':'')">Your feet are free but unusable in this position.</span>
<<case "mechgrappled">>
<<set $_changetype to true>><<feetActionInitMachine>>
<<case "legLock">>
<<if $orgasmdown gte 1>>
<<set _feetOptions to "orgasmLegLock">>
<span class="lewd"><<if $position is "missionary">>Your legs clench around<<else>>You push back against<</if>> $NPCList[$leglocktarget].pronouns.him even harder as you climax.</span>
<<else>>
<<set _feetOptions to "legLocked">>
<span @class="($lastOptions.feet isnot _feetOptions or _feetGold is true ?'gold':'')">Your legs are locked around <<personselect $leglocktarget>><<combatperson>>.</span>
<</if>>
<<default>>
<<set $_changetype to true>><<feetActionInitTentacle>>
<</switch>>
<<if $lastOptions.feet isnot _feetOptions>>
<<set _feetGold to true>>
<</if>>
<<if $_changetype isnot true>>
<<feetActions>>
<<if Object.keys(_feetaction).length gt 0>>
<<if Object.values(_feetaction).includes($feetactiondefault) is false or _args[0] is true or $feetactiondefault is "rest">>
<<set _defaultsCombatAction to "feetaction">>
<<set _actionsSet = DefaultActions.get($defaultsCombatType, $defaultsType, _defaultsCombatAction)>>
<<set _pass to false>>
<<for _set to 0; _set lt $maxDefaultActionSets; _set++>>
<<if Object.values(_feetaction).includes(_actionsSet[_set])>>
<<set $feetactiondefault to clone(_actionsSet[_set])>>
<<set _pass to true>>
<<break>>
<</if>>
<</for>>
<<if _pass is false>>
<<set $feetactiondefault to Object.values(_feetaction)[0]>>
<</if>>
<</if>>
<<set $feetaction to $feetactiondefault>>
<<set _textColor to combatListColor('feetaction', (Object.values(_feetaction).includes($feetaction) ? $feetaction : Object.values(_feetaction)[0]), "")>>
<<generateCombatAction _feetaction "feetaction" _textColor $feetaction>>
/*Checks/Difficulty*/
<<if $options.combatControls.includes("ists")>>
<div id="feetactionDifficulty">
<<feetactionDifficulty>>
</div>
<</if>>
<</if>>
<<set $lastOptions.feet to clone(_feetOptions)>>
<</if>>
<<else>>
<<timed 100ms>>
<<run jQuery("#feetaction").remove();>>
<</timed>>
<</if>>
<</widget>>
<<widget "feetactionDifficulty">>
<<if _args[0] is undefined>>
<<set _diffAction to $feetaction>>
<<else>>
<<set _diffAction to _args[0]>>
<</if>>
<<switch _diffAction>>
<<case "grab" "vaginagrab">><<feetdifficulty>><<combatpromiscuous3>>
<<case "legLock">><<thighdifficulty>><<if $consensual is 0>><<combatpromiscuous6>><<else>><<combatpromiscuous3>><</if>>
<<case "legLocked">><<if _feetOptions isnot "orgasmLegLock">><<thighdifficulty>><</if>>
<<case "run">><<if $NPCList[0].legs is "run">><<stalk_athletics_difficulty>><</if>>
<<case "hide">><<if $NPCList[0].state is "stalk">><<stalk_skulduggery_difficulty>><</if>>
<</switch>>
<</widget>>
<<widget "feetActions">>
/*Generate Actions*/
<<set _feetaction to {}>>
<<if $position is "stalk">>
<<feet_walk>>
<<feet_strut>>
<<feet_run>>
<<feet_hobble>>
<<feet_stand>>
<<feet_hide>>
<<feet_confront>>
<<else>>
<<set _feetaction["Rest"] to "rest">>
<<switch _feetOptions>>
<<case "free">>
<<feetgrabnew>>
<<feetKick>>
<<feetDodge>>
<<feetPlant>>
<<feetSubmit>>
<<feetshoes>>
<<feetsocks>>
<<legLock>>
<<case "leftfree" "rightFree">>
<<feetgrabnew>>
<<feetKick>>
<<case "penis">>
<<feetGrabRub>>
<<case "othervagina">>
<<feetOthervagina>>
<<case "legLocked">>
<<run delete _feetaction["Rest"]>>
<<legLocked>>
<<case "orgasm">>
<<run delete _feetaction["Rest"]>>
<<set _feetaction["Hold still"] to "feetHold">>
<<set _feetaction["Curl toes"] to "feetCurl">>
<<legLock>>
<<case "orgasmLegLock">>
<<run delete _feetaction["Rest"]>>
<<set _feetaction["No escape!"] to "legLocked">>
<<case "possessed">>
<<set _feetaction to {}>>
<<set _feetaction["Accept it"] to "feetacceptW">>
<<set _feetaction["Hold it still"] to "feetresistW">>
<</switch>>
<</if>>
<</widget>>
<<widget "mouthActionInit">>
<<if $robinRentEvent is 1 and ["pay","still"].includes($combatPhase)>>
<<set _mouthGold to true>>
<</if>>
<<if $orgasmdown gte 1>>
<<if $mouthuse is 0>>
<<set _mouthOptions to "orgasm">>
<span class="lewd">Your mouth is free, but involuntary moans and cries prevent speaking.</span>
<<else>>
<<timed 100ms>>
<<run jQuery("#mouthaction").remove();>>
<</timed>>
<</if>>
<<elseif $pain gte 100 and $willpowerpain is 0 and !$possessed>>
<<if $mouthuse is 0>>
<<set _mouthOptions to "pain">>
<span class="red">Your mouth is free, but involuntary sobs and cries prevent speaking.</span>
<<else>>
<<timed 100ms>>
<<run jQuery("#mouthaction").remove();>>
<</timed>>
<</if>>
<<elseif $dissociation gte 2 and !$possessed>>
<<if $mouthuse is 0>>
<<set _mouthOptions to "unreal">>
<span class="pink">Your mouth is free, but you don't know why.</span>
<<else>>
<<timed 100ms>>
<<run jQuery("#mouthaction").remove();>>
<</timed>>
<</if>>
<<elseif $possessed>>
<<if $mouthuse is 0>>
<<set _mouthOptions to "possessed">>
Your mouth is free, <span class="pink">but unfamiliar words spill from your tongue.</span>
<<elseif $mouthuse is "lefthand" or $mouthuse is "righthand">>
<<set _mouthOptions to "possessedBound">>
Your mouth is blocked, muffling the foreign words that well up within you.
<<else>>
<<timed 100ms>>
<<run jQuery("#mouthaction").remove();>>
<</timed>>
<</if>>
<<else>>
<<switch $mouthuse>>
<<case 0>>
<<if not $options.combatControls.includes("adio") and _targetnumber gt 1>>
<<targetListBox "mouth" _targetlist>>
<</if>>
<<set _mouthOptions to "free">>
<span @class="($lastOptions.mouth isnot _mouthOptions or _mouthGold is true ?'gold':'')">Your mouth is free.</span>
<<if $options.combatControls.includes("adio") and _targetnumber gt 1>>
<br>
<<targetListBox "mouth" _targetlist>>
<</if>>
<<if _targetnumber is 1>>
<<set $mouthtarget to _firsttarget>>
<</if>>
<<case "othervagina">>
<<set _mouthOptions to "othervagina">><<selectNpcWithPartInPosition "vagina" "mouth">><<set $mouthtarget to $index>>
<span @class="($lastOptions.mouth isnot _mouthOptions or _mouthGold is true ?'gold':'')"><<combatPersons>> pussy presses against your lips.</span>
<<case "kiss">>
<<set _mouthOptions to "kiss">>
<<switch $mouthstate>>
<<case "kissentrance">>
<<selectNpcWithPartInPosition "mouth" "kissentrance">><<set $mouthtarget to $index>>
<span @class="($lastOptions.mouth isnot _mouthOptions or _mouthGold is true ?'gold':'')">Your mouth is about to be pressed by <<combatpersons>>.</span>
<<if $player.virginity.kiss is true>><span class="red">Your first kiss is about to be taken.</span><</if>>
<<case "kissimminent">>
<<selectNpcWithPartInPosition "mouth" "kissimminent">><<set $mouthtarget to $index>>
<span @class="($lastOptions.mouth isnot _mouthOptions or _mouthGold is true ?'gold':'')">Your mouth is pressed by <<combatpersons>>.</span>
<<case "kiss">>
<<selectNpcWithPartInPosition "mouth" "kiss">><<set $mouthtarget to $index>>
<span @class="($lastOptions.mouth isnot _mouthOptions or _mouthGold is true ?'gold':'')">Your mouth is engulfed by <<combatpersons>>.</span>
<</switch>>
<<case "facesit">>
<<switch $mouthstate>>
<<case "vagina">>
<<set _mouthOptions to "facesit">><<selectNpcWithPartInPosition "vagina" "facesit">>
<<case "anal">>
<<set _mouthOptions to "otheranus">><<selectNpcWithPartInPosition "vagina" "facesitanal">>
<</switch>><<set $mouthtarget to $index>>
<span @class="($lastOptions.mouth isnot _mouthOptions or _mouthGold is true ?'gold':'')"><<facesitFlavorText>></span>
<<case "gagged">>
<<set _mouthOptions to "gagged">>
<span @class="($lastOptions.mouth isnot _mouthOptions or _mouthGold is true ?'gold':'')">Your mouth is helplessly gagged.</span>
<<case "tentacle">>
<<set $_changetype to true>><<mouthActionInitTentacle>>
<<case "struggle">>
<<set $_changetype to true>><<mouthActionInitStruggle>>
<<default>>
<<switch $mouthstate>>
<<case "entrance">>
<<set _mouthOptions to "penisEntrance">>
<span @class="($lastOptions.mouth isnot _mouthOptions or _mouthGold is true ?'gold':'')"><<selectNpcWithPartInPosition "penis" "mouthentrance">><<set $mouthtarget to $index>><<combatPersons>> <<npcPenis $index>> hovers in front of your mouth.</span>
<<case "imminent">>
<<set _mouthOptions to "penisImminent">>
<span @class="($lastOptions.mouth isnot _mouthOptions or _mouthGold is true ?'gold':'')"><<selectNpcWithPartInPosition "penis" "mouthimminent">><<set $mouthtarget to $index>><<combatPersons>> <<npcPenis $index>> presses against your lips.</span>
<<case "penetrated">>
<<set _mouthOptions to "penisPenetrated">>
<<if $enemyarousal gte $enemyarousalmax>>
<span class="gold"><<selectNpcWithPartInPosition "penis" "mouth">><<set $mouthtarget to $index>><<combatPersons>> <<npcPenis $index>> spasms in your mouth.</span>
<<else>>
<span @class="($lastOptions.mouth isnot _mouthOptions or _mouthGold is true ?'gold':'')"><<selectNpcWithPartInPosition "penis" "mouth">><<set $mouthtarget to $index>><<combatPersons>> <<npcPenis $index>> penetrates your mouth.</span>
<</if>>
<<case "gagged">>
<<set _mouthOptions to "gagged">>
<span @class="($lastOptions.mouth isnot _mouthOptions or _mouthGold is true ?'gold':'')">Your mouth is helplessly gagged.</span>
<<case "breasts">>
<<set _mouthOptions to "breasts">>
<span @class="($lastOptions.mouth isnot _mouthOptions or _mouthGold is true ?'gold':'')"><<breastFlavorText>></span><<set $mouthtarget to $index>>
<<case "nipple">>
<<set _mouthOptions to "nipple">>
<span @class="($lastOptions.mouth isnot _mouthOptions or _mouthGold is true ?'gold':'')"><<nippleFlavorText>></span><<set $mouthtarget to $index>>
<<case "otheranus">>
<<set _mouthOptions to "otheranus">><<selectNpcWithPartInPosition "penis" "mouthotheranus">><<set $mouthtarget to $index>>
<span @class="($lastOptions.mouth isnot _mouthOptions or _mouthGold is true ?'gold':'')"><<combatPersons>> ass presses against your lips.</span>
<<default>>
<<if $mouthuse is "righthand" or $mouthuse is "lefthand">>
<<set _mouthOptions to $mouthuse>>
<<if $mouthuse is "righthand">>
<<selectNpcWithPartInPosition "hand" "mouth">>
<<else>>
<<selectNpcWithPartInPosition "lefthand" "mouth">>
<</if>><<set $mouthtarget to $index>>
<span @class="($lastOptions.mouth isnot _mouthOptions or _mouthGold is true ?'gold':'')">Your mouth is blocked by <<combatpersons>> hand, muffling any noise you make.</span>
<<else>>
<<set _mouthOptions to "blocked">>
<span @class="($lastOptions.mouth isnot _mouthOptions or _mouthGold is true ?'gold':'')">Your mouth is blocked, muffling any noise you make.</span>
<</if>>
<</switch>>
<</switch>>
<</if>>
<<if $lastOptions.mouth isnot _mouthOptions>>
<<set _mouthGold to true>>
<</if>>
<<if $_changetype isnot true>>
<<mouthActions>>
<<if Object.keys(_mouthaction).length gt 0>>
<<if Object.values(_mouthaction).includes($mouthactiondefault) is false or _args[0] is true or $mouthactiondefault is "rest">>
<<set _defaultsCombatAction to "mouthaction">>
<<set _actionsSet = DefaultActions.get($defaultsCombatType, $defaultsType, _defaultsCombatAction)>>
<<set _pass to false>>
<<for _set to 0; _set lt $maxDefaultActionSets; _set++>>
<<if Object.values(_mouthaction).includes(_actionsSet[_set])>>
<<set $mouthactiondefault to clone(_actionsSet[_set])>>
<<set _pass to true>>
<<break>>
<</if>>
<</for>>
<<if _pass is false>>
<<set $mouthactiondefault to Object.values(_mouthaction)[0]>>
<</if>>
<</if>>
<<set $mouthaction to $mouthactiondefault>>
<<set _textColor to combatListColor('mouthaction', (Object.values(_mouthaction).includes($mouthaction) ? $mouthaction : Object.values(_mouthaction)[0]), "")>>
<<generateCombatAction _mouthaction "mouthaction" _textColor $mouthaction>>
/*Checks/Difficulty*/
<<if $options.combatControls.includes("ists")>>
<div id="mouthactionDifficulty">
<<mouthactionDifficulty>>
</div>
<</if>>
<</if>>
<<set $lastOptions.mouth to clone(_mouthOptions)>>
<</if>>
<</widget>>
<<widget "mouthactionDifficulty">>
<<if _args[0] is undefined>>
<<set _diffAction to $mouthaction>>
<<else>>
<<set _diffAction to _args[0]>>
<</if>>
<<switch _diffAction>>
<<case "mouth" "othervagina">><<oraldifficulty>> <<combatpromiscuous4>>
<<case "oraledge">> <<combatpromiscuous4>>
<<case "movetochest">><<oraldifficulty>> <<combatpromiscuous3>>
<<case "ejacswallow">><<oraldifficulty>> <<combatpromiscuous5>>
<<case "ejacspit">><<oraldifficulty>>
<<case "swallow">><<oralvirginitywarning>> <<combatpromiscuous5>>
<<case "grasp">><<chestdifficulty>> <<combatpromiscuous3>>
<<case "kisslips">><<oraldifficulty>> <<combatpromiscuous1>>
<<case "pullaway" "pullawaykiss">><<oraldifficulty>>
<<case "finish">><<if !$gloryhole and $gamemode isnot "soft">><<seductiondifficulty>><</if>>
<<case "novaginal">><<if !$gloryhole and $gamemode isnot "soft">><<seductiondifficulty>><</if>>
<<case "nopenile">><<if !$gloryhole and $gamemode isnot "soft">><<seductiondifficulty>><</if>>
<<case "noanal">><<if !$gloryhole and $gamemode isnot "soft">><<seductiondifficulty>><</if>>
<<case "noupper">><<if !$gloryhole and $gamemode isnot "soft">><<seductiondifficulty>><</if>>
<<case "mock">>
<<listbox "$mockaction">>
<<option "ethics" "ethics" `$mockaction is "ethics" ? "selected" : ""`>>
<<option "looks" "looks" `$mockaction is "looks" ? "selected" : ""`>>
<<option "strength" "weak" `$mockaction is "weak" ? "selected" : ""`>>
<<option "skill" "skill" `$mockaction is "skill" ? "selected" : ""`>>
<<option "penis" "penis" `$mockaction is "penis" ? "selected" : ""`>>
<<option "pussy" "vagina" `$mockaction is "vagina" ? "selected" : ""`>>
<</listbox>>
<<run $(() => { $('#listbox-mockaction').on('change', () => $('#listbox-mockaction').parent().click()) })>>
<<case "ask">>
<<switch $askAction>>
<<case "askchoke" "condoms" "noCondoms">>
<<set $_label to "subList">>
<<default>>
<<set $_label to "bratList">>
<</switch>>
<div id="askDifficulty" @class="($options.combatControls is 'radio' ? '' : $_label)" style="display:inline;">
<<listbox "$askAction" autoselect>>
<<optionsfrom _askActions>>
<</listbox>>
</div>
<<if _runOnce isnot true>><<updateAskColour>><<set _runOnce to true>><</if>>
<<run $(() => { $('#askDifficulty select').on('change', () => $('#askDifficulty').click()) })>>
<</switch>>
<</widget>>
<<widget "mouthActions">>
/*Generate Actions*/
<<set _mouthaction to {}>>
<<if !(["orgasm", "pain", "unreal", "possessed"].includes(_mouthOptions))>>
<<set _mouthaction["Rest"] to "rest">>
<</if>>
<<if $position is "stalk">>
<<head_turn>>
<<head_down>>
<<head_up>>
<<else>>
<<switch _mouthOptions>>
<<case "free">>
<<if $head isnot "grappled" and $head isnot "bound">>
<<if !$worn.face.type.includes("covered") and !$worn.face.type.includes("gag")>>
<<if $chestuse is "penis">>
<<set _mouthaction["Kiss tip"] to "peniskiss">>
<<else>>
<<set _mouthaction["Kiss " + $NPCList[$mouthtarget].pronouns.his + " skin"] to "kissskin">>
<</if>>
<<if $NPCList[$mouthtarget].mouth is 0 and $enemytype isnot "beast" and $NPCList[$mouthtarget].location.genitals isnot "head" and $consensual is 1 and !$gloryhole>>
<<set _mouthaction["Move your lips to " + $NPCList[$mouthtarget].pronouns.hers] to "kisslips">>
<</if>>
<</if>>
<</if>>
<<oralnew>>
<<speak>>
<<combatApologise>>
<<case "othervagina" "facesit">>
<<combatOthervagina>>
<<case "otheranus">>
<<combatMouthOtherAnus>>
<<case "kiss">>
<<set _mouthaction["Kiss"] to "kissback">>
<<if $head isnot "grappled" and $head isnot "bound">>
<<set _mouthaction["Pull away"] to "pullawaykiss">>
<</if>>
<<if $consensual isnot 1 and ($fightTargets is undefined or $fightTargets.includes($mouthtarget))>>
<<set _mouthaction["Headbutt"] to "headbutt">>
<</if>>
<<if $mouthstate isnot "kiss" and $mouthstate isnot "kissimminent">>
<<speak>>
<</if>>
<<case "gagged">>
<<case "penisEntrance">>
<<combatPenisEntrance>>
<<case "penisImminent">>
<<combatPenisImminent>>
<<case "penisPenetrated">>
<<combatPenisPenetrated>>
<<case "breasts">>
<<combatBreast>>
<<case "nipple">>
<<combatNipple>>
<<case "lefthand" "righthand">>
<<if $fightTargets is undefined or $fightTargets.includes($mouthtarget)>>
<<set _mouthaction["Bite"] to "handbite">>
<</if>>
<<case "orgasm">>
<<set _mouthaction["Stifle"] to "stifleorgasm">>
<<set _mouthaction["Let it out"] to "letoutorgasm">>
<<case "pain">>
<<set _mouthaction["Stifle"] to "stifle">>
<<set _mouthaction["Let it out"] to "letout">>
<<case "unreal">>
<<set _mouthaction["Try to speak"] to "speak">>
<<set _mouthaction["Make soft noises"] to "noises">>
<<case "possessed">>
<<set _mouthaction["Accept it"] to "mouthacceptW">>
<<set _mouthaction["Clamp your mouth shut"] to "mouthresistW">>
<<case "possessedBound">>
<<set _mouthaction["Bite"] to "handbiteW">>
<<set _mouthaction["Clamp your mouth shut"] to "handcloseW">>
<</switch>>
<</if>>
<</widget>>
<<widget "penisActionInit">>
<<if $dissociation lte 1 and $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined) and !$possessed>>
<<switch $penisstate>>
<<case 0>>
<<if not $options.combatControls.includes("adio") and _targetnumber gt 1>>
<<targetListBox "penis" _targetlist>>
<</if>>
<<set _penisOptions to "free">>
<span @class="($lastOptions.penis isnot _penisOptions or _penisGold is true ?'gold':'')">Your <<penis>> is free.</span>
<<if $options.combatControls.includes("adio") and _targetnumber gt 1>>
<br>
<<targetListBox "penis" _targetlist>>
<</if>>
<<if _targetnumber is 1>>
<<set $penistarget to _firsttarget>>
<</if>>
<<case "othermouthentrance">>
<<set _penisOptions to "mouthEntrance">><<selectNpcWithPartInPosition "mouth" "penisentrance">><<set $penistarget to $index>>
<span @class="($lastOptions.penis isnot _penisOptions or _penisGold is true ?'gold':'')">You feel breath on your <<penis>>.</span>
<<case "othermouthimminent">>
<<set _penisOptions to "mouthImminent">><<selectNpcWithPartInPosition "mouth" "penisimminent">><<set $penistarget to $index>>
<span @class="($lastOptions.penis isnot _penisOptions or _penisGold is true ?'gold':'')"><<combatPersons>> lips press against the tip of your <<penis>>.</span>
<<case "othermouth">>
<<set _penisOptions to "mouthPenetration">><<selectNpcWithPartInPosition "mouth" "penis">><<set $penistarget to $index>>
<span @class="($lastOptions.penis isnot _penisOptions or _penisGold is true ?'gold':'')"><<combatPersons>> mouth envelops your <<penis>>.</span>
<<case "entrance">>
<<set _penisOptions to "pussyEntrance">>
<span @class="($lastOptions.penis isnot _penisOptions or _penisGold is true ?'gold':'')"><<selectNpcWithPartInPosition "vagina" "penisentrance">><<set $penistarget to $index>><<combatPersons>> <<npcVagina $penistarget>> hovers near your <<penis>>.</span>
<<case "imminent">>
<<set _penisOptions to "pussyImminent">>
<span @class="($lastOptions.penis isnot _penisOptions or _penisGold is true ?'gold':'')"><<selectNpcWithPartInPosition "vagina" "penisimminent">><<set $penistarget to $index>><<combatPersons>> <<npcVagina $penistarget>> presses against your <<penis>>.</span>
<<case "penetrated">>
<<set _penisOptions to "pussyPenetration">><<selectNpcWithPartInPosition "vagina" "penis">><<set $penistarget to $index>>
<span @class="($lastOptions.penis isnot _penisOptions or _penisGold is true ?'gold':'')"><<combatPersons>> vagina envelops your <<penis>>.</span>
<<case "otheranusentrance">>
<<set _penisOptions to "anusEntrance">>
<span @class="($lastOptions.penis isnot _penisOptions or _penisGold is true ?'gold':'')"><<selectNpcWithPartInPositionAnus "otheranusentrance">><<set $penistarget to $index>><<combatPersons>> <<npcAnus $penistarget>> hovers near your <<penis>>.</span>
<<case "otheranusimminent">>
<<set _penisOptions to "anusImminent">>
<span @class="($lastOptions.penis isnot _penisOptions or _penisGold is true ?'gold':'')"><<selectNpcWithPartInPositionAnus "otheranusimminent">><<set $penistarget to $index>><<combatPersons>> <<npcAnus $penistarget>> presses against your <<penis>>.</span>
<<case "otheranus">>
<<set _penisOptions to "anusPenetration">><<selectNpcWithPartInPositionAnus "otheranus">><<set $penistarget to $index>>
<span @class="($lastOptions.penis isnot _penisOptions or _penisGold is true ?'gold':'')"><<combatPersons>> ass envelops your <<penis>>.</span>
<<case "otherpenisentrance">>
<<set _penisOptions to "penisEntrance">>
<span @class="($lastOptions.penis isnot _penisOptions or _penisGold is true ?'gold':'')"><<selectNpcWithPartInPosition "penis" "penisentrance">><<set $penistarget to $index>><<combatPersons>> <<npcPenisSimple $penistarget>> hovers near your <<penis>>.</span>
<<case "otherpenisimminent">>
<<set _penisOptions to "penisImminent">>
<span @class="($lastOptions.penis isnot _penisOptions or _penisGold is true ?'gold':'')"><<selectNpcWithPartInPosition "penis" "penisimminent">><<set $penistarget to $index>><<combatPersons>> <<npcPenisSimple $penistarget>> threatens your <<penis>>.</span>
<<case "otherpenis">>
<<set _penisOptions to "penisPenetration">>
<span @class="($lastOptions.penis isnot _penisOptions or _penisGold is true ?'gold':'')"><<selectNpcWithPartInPosition "penis" "penis">><<set $penistarget to $index>><<combatPersons>> <<npcPenisSimple $penistarget>> presses against your <<penis>>.</span>
<<case "otherhandentrance">>
<<set _penisOptions to "otherHandEntrance">><<selectNpcWithPartInPosition "hand" "penisentrance">><<set $penistarget to $index>>
<span @class="($lastOptions.penis isnot _penisOptions or _penisGold is true ?'gold':'')"><<combatPersons>> fingers brush against your shaft.</span>
<<case "otherhand">>
<<set _penisOptions to "otherHand">><<selectNpcWithPartInPosition "hand" "penis">><<set $penistarget to $index>>
<span @class="($lastOptions.penis isnot _penisOptions or _penisGold is true ?'gold':'')"><<combatPerson>> holds your penis.</span>
<<case "strokerSelfPenis">>
<<set _penisOptions to "strokerSelfPenis">>
<<if $currentSexToyLeft isnot undefined and $currentSexToyLeft.type.includes("stroker")>>
<<set $_stroker to $currentSexToyLeft.name>>
<<else>>
<<set $_stroker to $currentSexToyRight.name>>
<</if>>
<span @class="($lastOptions.penis isnot _penisOptions or _penisGold is true ?'gold':'')">Your $_stroker envelops your <<penis>>.</span>
<<case "stroker">>
<<set _penisOptions to "strokerPenetration">><<selectNpcWithPartInPosition "hand" "penisstroker">>
<span @class="($lastOptions.penis isnot _penisOptions or _penisGold is true ?'gold':'')"><<combatPersons>> stroker envelops your <<penis>>.</span>
<<case "tentacleentrance" "tentacleimminent" "tentacle" "tentacledeep" "tentaclerub">>
<<set $_changetype to true>><<penisActionInitTentacle>>
<<case "struggle" "struggle_pen">>
<<set $_changetype to true>><<penisActionInitStruggle>>
<<default>>
<<switch $penisuse>>
<<case "clit">>
<<set _penisOptions to "penisAgainstClit">><<selectNpcWithPartInPosition "vagina" "frot">><<set $penistarget to $index>>
<span @class="($lastOptions.penis isnot _penisOptions or _penisGold is true ?'gold':'')">You press your <<penis>> against <<his>> <<if $enemytype is "beast">><<beasttype>> pussy<<else>>clit<</if>>.</span>
<<case "otheranusrub">>
<<set _penisOptions to "penisAgainstAss">>
<span @class="($lastOptions.penis isnot _penisOptions or _penisGold is true ?'gold':'')"><<selectNpcWithPartInPositionAnus "otheranusfrot">><<set $penistarget to $index>>You hold your <<penis>> between <<his>> ass cheeks<<if $NPCList[$penistarget].chastity.anus.includes("shield")>>, teasing through <<his>> $NPCList[$penistarget].chastity.anus<</if>>.</span>
<</switch>>
<</switch>>
<<if $lastOptions.penis isnot _penisOptions>>
<<set _penisGold to true>>
<</if>>
<<if $_changetype isnot true>>
<<penisActions>>
<<if Object.keys(_penisaction).length gt 0>>
<<if Object.values(_penisaction).includes($penisactiondefault) is false or _args[0] is true or $penisactiondefault is "rest">>
<<set _defaultsCombatAction to "penisaction">>
<<set _actionsSet = DefaultActions.get($defaultsCombatType, $defaultsType, _defaultsCombatAction)>>
<<set _pass to false>>
<<for _set to 0; _set lt $maxDefaultActionSets; _set++>>
<<if Object.values(_penisaction).includes(_actionsSet[_set])>>
<<set $penisactiondefault to clone(_actionsSet[_set])>>
<<set _pass to true>>
<<break>>
<</if>>
<</for>>
<<if _pass is false>>
<<set $penisactiondefault to Object.values(_penisaction)[0]>>
<</if>>
<</if>>
<<set $penisaction to $penisactiondefault>>
<<set _textColor to combatListColor('penisaction', (Object.values(_penisaction).includes($penisaction) ? $penisaction : Object.values(_penisaction)[0]), "")>>
<<generateCombatAction _penisaction "penisaction" _textColor $penisaction>>
/*Checks/Difficulty*/
<<if $options.combatControls.includes("ists")>>
<div id="penisactionDifficulty">
<<penisactionDifficulty>>
</div>
<</if>>
<</if>>
<<set $lastOptions.penis to clone(_penisOptions)>>
<</if>>
<<else>>
<<timed 100ms>>
<<run jQuery("#penisaction").remove();>>
<</timed>>
<</if>>
<</widget>>
<<widget "penisactionDifficulty">>
<<if _args[0] is undefined>>
<<set _diffAction to $penisaction>>
<<else>>
<<set _diffAction to _args[0]>>
<</if>>
<<switch _diffAction>>
<<case "penistovagina" "penistoanus">><<peniledifficulty>> <<combatpromiscuous5>>
<<case "penisvaginafuck" "penisanusfuck">><<combatpromiscuous5>> <<penilevirginitywarning>><<if _diffAction is "penisvaginafuck">><<NPCvirginitywarning $NPCList[_n].fullDescription "vaginal">><<else>><<NPCvirginitywarning $NPCList[_n].fullDescription "anal">><</if>>
<<case "thighbay">><<thighdifficulty>> <<combatpromiscuous1>>
<<case "bay">><<peniledifficulty>> <<combatpromiscuous4>>
<<case "otheranusbay">><<peniledifficulty>> <<combatpromiscuous4>>
<<case "clitrub" "otheranusrub">><<peniledifficulty>>
<<case "vaginaEdging" "otheranusEdging" "mouthEdging">><<combatpromiscuous4>>
<<case "penistopenis" "penistopenis">><<peniledifficulty>> <<combatpromiscuous4>>
<<case "penistopenisfuck">><<combatpromiscuous4>>
<<case "penisthighs">><<thighdifficulty>> <<combatpromiscuous4>>
<<case "penisanus">><<analdifficulty>>
<<case "penisanusdouble">><<analdifficulty>><<combatpromiscuous5>><<combataware 4>>
<<case "pullOut">><<peniledifficulty>>
<<case "forceImpregnation">><span class="red">- Demon</span>
<<case "damageCondom">><<peniledifficulty>><<combatpromiscuous4>>
<<case "moveHole">><<thighdifficulty>>
<</switch>>
<</widget>>
<<widget "penisActions">>
/*Generate Actions*/
<<set _penisaction to {}>>
<<if $position is "stalk">>
<<else>>
<<switch _penisOptions>>
<<case "free">>
<<set _penisaction["Rest"] to "rest">>
<<actionspenistovaginanew>>
<<actionspenistoanusnew>>
<<actionspenistopenis>>
<<case "mouthEntrance">>
<<set _penisaction["Rest"] to "rest">>
<<actionspenisMouthEntrance>>
<<case "mouthImminent">>
<<set _penisaction["Rest"] to "rest">>
<<actionspenisMouthImminent>>
<<case "mouthPenetration">>
<<actionspenisMouthPenetration>>
<<case "pussyEntrance">>
<<set _penisaction["Rest"] to "rest">>
<<actionspenisPussyEntrance>>
<<case "pussyImminent">>
<<set _penisaction["Rest"] to "rest">>
<<actionspenisPussyImminent>>
<<case "pussyPenetration">>
<<actionspenisPussyPenetration>>
<<case "anusEntrance">>
<<set _penisaction["Rest"] to "rest">>
<<actionspenisAnusEntrance>>
<<case "anusImminent">>
<<set _penisaction["Rest"] to "rest">>
<<actionspenisAnusImminent>>
<<case "anusPenetration">>
<<actionspenisAnusPenetration>>
<<case "penisAgainstClit">>
<<actionspenisAgainstClit>>
<<case "penisAgainstAss">>
<<actionspenisAgainstAss>>
<<case "penisEntrance">>
<<set _penisaction["Rest"] to "rest">>
<<actionspenistopenisfucknew>>
<<actionspenisPenisEntrance>>
<<case "penisImminent">>
<<set _penisaction["Rest"] to "rest">>
<<actionspenistopenisfucknew>>
<<actionspenisPenisImminent>>
<<case "penisPenetration">>
<<actionspenisPenisFencing>>
<<case "otherHandEntrance">>
<<set _penisaction["Rest"] to "rest">>
<<case "otherHand">>
<<set _penisaction["Rest"] to "rest">>
<<case "strokerSelfPenis">>
<<set _penisaction["Rest"] to "rest">>
<<case "strokerPenetration">>
<<set _penisaction["Rest"] to "strokerRest">>
<<set _penisaction["Cooperate"] to "strokerCooperate">>
<</switch>>
<</if>>
<</widget>>
<<widget "vaginaActionInit">>
<<if $dissociation lte 1 and $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined) and !$possessed>>
<<switch $vaginastate>>
<<case 0>>
<<if not $options.combatControls.includes("adio") and _targetnumber gt 1>>
<<targetListBox "vagina" _targetlist>>
<</if>>
<<set _vaginaOptions to "free">>
<span @class="($lastOptions.vagina isnot _vaginaOptions ?'gold':'')">Your <<pussy>> is free.</span>
<<if $options.combatControls.includes("adio") and _targetnumber gt 1>>
<br>
<<targetListBox "vagina" _targetlist>>
<</if>>
<<if _targetnumber is 1>>
<<set $vaginatarget to _firsttarget>>
<</if>>
<<case "othermouthentrance">>
<<set _vaginaOptions to "mouthEntranch">><<selectNpcWithPartInPosition "mouth" "vaginaentrance">><<set $vaginatarget to $index>>
<span @class="($lastOptions.vagina isnot _vaginaOptions or _vaginaGold is true ?'gold':'')">You feel breath on your <<pussy>>.</span>
<<case "othermouthimminent">>
<<set _vaginaOptions to "mouthImminent">><<selectNpcWithPartInPosition "mouth" "vaginaimminent">><<set $vaginatarget to $index>>
<span @class="($lastOptions.vagina isnot _vaginaOptions or _vaginaGold is true ?'gold':'')"><<combatPersons>> lips press against your labia.</span>
<<case "othermouth">>
<<set _vaginaOptions to "mouthPenetrated">><<selectNpcWithPartInPosition "mouth" "vagina">><<set $vaginatarget to $index>>
<span @class="($lastOptions.vagina isnot _vaginaOptions or _vaginaGold is true ?'gold':'')"><<combatPersons>> tongue penetrates your <<pussy>>.</span>
<<case "entrance">>
<<set _vaginaOptions to "penisEntrance">>
<span @class="($lastOptions.vagina isnot _vaginaOptions or _vaginaGold is true ?'gold':'')"><<selectNpcWithPartInPosition "penis" "vaginaentrance">><<set $vaginatarget to $index>><<combatPersons>> <<npcPenis $vaginatarget>> hovers near your <<pussy>>.</span>
<<if $vaginaldoubledisable is "f">>
<<getDoubleTargetList>>
<</if>>
<<if _secondtarget is true>>
<<if $options.combatControls.includes("adio") and _targetnumber gt 1>><br><</if>>
<<if $vaginadoubletarget is undefined>>
<<set $vaginadoubletarget to _firstdoubletarget>>
<</if>>
<<targetListBox "vagina" _doubletargetlist "$vaginadoubletarget">>
<</if>>
<<case "imminent">>
<<set _vaginaOptions to "penisImminent">>
<span @class="($lastOptions.vagina isnot _vaginaOptions or _vaginaGold is true ?'gold':'')"><<selectNpcWithPartInPosition "penis" "vaginaimminent">><<set $vaginatarget to $index>><<combatPersons>> <<npcPenis $vaginatarget>> presses against your <<pussy>>.</span>
<<if $vaginaldoubledisable is "f">>
<<getDoubleTargetList>>
<</if>>
<<if _secondtarget is true>>
<<if $options.combatControls.includes("adio") and _targetnumber gt 1>><br><</if>>
<<if $vaginadoubletarget is undefined>>
<<set $vaginadoubletarget to _firstdoubletarget>>
<</if>>
<<targetListBox "vagina" _doubletargetlist "$vaginadoubletarget">>
<</if>>
<<case "penetrated">>
<<set _vaginaOptions to "penisPenetrated">>
<span @class="($lastOptions.vagina isnot _vaginaOptions or _vaginaGold is true ?'gold':'')"><<selectNpcWithPartInPosition "penis" "vagina">><<set $vaginatarget to $index>><<combatPersons>> <<npcPenis $vaginatarget>> penetrates your <<pussy>>.</span>
<<if $vaginaldoubledisable is "f">>
<<getDoubleTargetList>>
<</if>>
<<if _secondtarget is true>>
<<if $options.combatControls.includes("adio") and _targetnumber gt 1>><br><</if>>
<<if $vaginadoubletarget is undefined>>
<<set $vaginadoubletarget to _firstdoubletarget>>
<</if>>
<<targetListBox "vagina" _doubletargetlist "$vaginadoubletarget">>
<</if>>
<<case "othervaginaentrance">>
<<set _vaginaOptions to "vaginaEntrance">><<selectNpcWithPartInPosition "vagina" "vaginaentrance">><<set $vaginatarget to $index>>
<span @class="($lastOptions.vagina isnot _vaginaOptions or _vaginaGold is true ?'gold':'')"><<combatPersons>> pussy hovers near yours.</span>
<<case "othervaginaimminent">>
<<set _vaginaOptions to "vaginaImminent">><<selectNpcWithPartInPosition "vagina" "vaginaimminent">><<set $vaginatarget to $index>>
<span @class="($lastOptions.vagina isnot _vaginaOptions or _vaginaGold is true ?'gold':'')"><<combatPersons>> pussy threatens yours.</span>
<<case "othervagina">>
<<set _vaginaOptions to "vaginaPenetrated">><<selectNpcWithPartInPosition "vagina" "vagina">><<set $vaginatarget to $index>>
<span @class="($lastOptions.vagina isnot _vaginaOptions or _vaginaGold is true ?'gold':'')"><<combatPersons>> pussy presses against yours.</span>
<<case "doubleentrance">>
<<set _vaginaOptions to "penisDoubleEntrance">>
<<set $_npcA to ($NPCList[$vaginatarget].penis is "vaginaentrancedouble" ? $vaginatarget : $vaginadoubletarget)>>
<<set $_npcB to ($NPCList[$vaginatarget].penis is "vaginaentrancedouble" ? $vaginadoubletarget : $vaginatarget)>>
<<if $NPCList[$vaginatarget].penis is "vaginaentrancedouble" and $NPCList[$vaginadoubletarget].penis is "vaginaentrancedouble">>
<span @class="($lastOptions.vagina isnot _vaginaOptions or _vaginaGold is true ?'gold':'')">Their cocks hover near your <<pussy>>.</span>
<<elseif ($NPCList[$vaginatarget].penis is "vaginadouble" and $NPCList[$vaginadoubletarget].penis is "vaginaentrancedouble") or ($NPCList[$vaginatarget].penis is "vaginaentrancedouble" and $NPCList[$vaginadoubletarget].penis is "vaginadouble")>>
<span @class="($lastOptions.vagina isnot _vaginaOptions or _vaginaGold is true ?'gold':'')">
<<personselect $_npcA>><<combatPersons>> <<npcPenisSimple $_npcA>> presses against your ?vulva while <<personselect $_npcB>><<combatpersons>> <<npcPenisSimple $_npcB>> hovers nearby.
</span>
<<else>>
<span @class="($lastOptions.vagina isnot _vaginaOptions or _vaginaGold is true ?'gold':'')">Their cocks hover near your <<pussy>>.</span>
<</if>>
<<case "doubleimminent">>
<<set _vaginaOptions to "penisDoubleImminent">>
<<set $_npcA to ($NPCList[$vaginatarget].penis is "vaginaimminentdouble" ? $vaginatarget : $vaginadoubletarget)>>
<<set $_npcB to ($NPCList[$vaginatarget].penis is "vaginaimminentdouble" ? $vaginadoubletarget : $vaginatarget)>>
<<if $NPCList[$vaginatarget].penis is "vaginaimminentdouble" and $NPCList[$vaginadoubletarget].penis is "vaginaimminentdouble">>
<span @class="($lastOptions.vagina isnot _vaginaOptions or _vaginaGold is true ?'gold':'')">Their cocks press against your <<pussy>>.</span>
<<elseif ($NPCList[$vaginatarget].penis is "vaginadouble" and $NPCList[$vaginadoubletarget].penis is "vaginaimminentdouble") or ($NPCList[$vaginatarget].penis is "vaginaimminentdouble" and $NPCList[$vaginadoubletarget].penis is "vaginadouble")>>
<span @class="($lastOptions.vagina isnot _vaginaOptions or _vaginaGold is true ?'gold':'')">
<<personselect $_npcA>><<combatPersons>> <<npcPenisSimple $_npcA>> penetrates your vagina while <<personselect $_npcB>><<combatpersons>> <<npcPenisSimple $_npcB>> presses against your ?vulva.
</span>
<<else>>
<span @class="($lastOptions.vagina isnot _vaginaOptions or _vaginaGold is true ?'gold':'')">
<<personselect $_npcA>><<combatPersons>> <<npcPenisSimple $_npcA>> presses against your ?vulva while <<personselect $_npcB>><<combatpersons>> <<npcPenisSimple $_npcB>> hovers nearby.
</span>
<</if>>
<<case "doublepenetrated">>
<<set _vaginaOptions to "penisDoublePenetration">>
<<set $_npcA to ($NPCList[$vaginatarget].penis is "vaginadouble" ? $vaginatarget : $vaginadoubletarget)>>
<<set $_npcB to ($NPCList[$vaginatarget].penis is "vaginadouble" ? $vaginadoubletarget : $vaginatarget)>>
<<if $NPCList[$vaginatarget].penis is "vaginadouble" and $NPCList[$vaginadoubletarget].penis is "vaginadouble">>
<span @class="($lastOptions.vagina isnot _vaginaOptions or _vaginaGold is true ?'gold':'')">Their cocks penetrate your <<pussy>>.</span>
<<elseif ($NPCList[$vaginatarget].penis is "vaginadouble" and $NPCList[$vaginadoubletarget].penis is "vaginaimminentdouble") or ($NPCList[$vaginatarget].penis is "vaginaimminentdouble" and $NPCList[$vaginadoubletarget].penis is "vaginadouble")>>
<span @class="($lastOptions.vagina isnot _vaginaOptions or _vaginaGold is true ?'gold':'')">
<<personselect $_npcA>><<combatPersons>> <<npcPenisSimple $_npcA>> penetrates your vagina while <<personselect $_npcB>><<combatpersons>> <<npcPenisSimple $_npcB>> presses against your ?vulva.
</span>
<<else>>
<span @class="($lastOptions.vagina isnot _vaginaOptions or _vaginaGold is true ?'gold':'')">
<<personselect $_npcA>><<combatPersons>> <<npcPenisSimple $_npcA>> penetrates your vagina while the other hovers nearby.
</span>
<</if>>
<<case "otherhandentrance">>
<<set _vaginaOptions to "otherHandEntrance">><<selectNpcWithPartInPosition "hand" "vaginaentrance">><<set $vaginatarget to $index>>
<span @class="($lastOptions.vagina isnot _vaginaOptions or _vaginaGold is true ?'gold':'')"><<combatPersons>> fingers press against your ?vulva.</span>
<<case "otherhand">>
<<set _vaginaOptions to "otherHand">><<selectNpcWithPartInPosition "hand" "vaginaentrance">><<set $vaginatarget to $index>>
<span @class="($lastOptions.vagina isnot _vaginaOptions or _vaginaGold is true ?'gold':'')"><<combatPerson>> fingers your pussy.</span>
<<case "tentacleentrance" "tentacleimminent" "tentacle" "tentacledeep" "tentaclerub">>
<<set $_changetype to true>><<vaginaActionInitTentacle>>
<<case "struggle" "struggle_pen">>
<<set $_changetype to true>><<vaginaActionInitStruggle>>
<</switch>>
<<if $lastOptions.vagina isnot _vaginaOptions>>
<<set _vaginaGold to true>>
<</if>>
<<if $_changetype isnot true>>
<<vaginaActions>>
<<if Object.keys(_vaginaaction).length gt 0>>
<<if Object.values(_vaginaaction).includes($vaginaactiondefault) is false or _args[0] is true or $vaginaactiondefault is "rest">>
<<set _defaultsCombatAction to "vaginaaction">>
<<set _actionsSet = DefaultActions.get($defaultsCombatType, $defaultsType, _defaultsCombatAction)>>
<<set _pass to false>>
<<for _set to 0; _set lt $maxDefaultActionSets; _set++>>
<<if Object.values(_vaginaaction).includes(_actionsSet[_set])>>
<<set $vaginaactiondefault to clone(_actionsSet[_set])>>
<<set _pass to true>>
<<break>>
<</if>>
<</for>>
<<if _pass is false>>
<<set $vaginaactiondefault to Object.values(_vaginaaction)[0]>>
<</if>>
<</if>>
<<set $vaginaaction to $vaginaactiondefault>>
<<set _textColor to combatListColor('vaginaaction', (Object.values(_vaginaaction).includes($vaginaaction) ? $vaginaaction : Object.values(_vaginaaction)[0]), "")>>
<<generateCombatAction _vaginaaction "vaginaaction" _textColor $vaginaaction>>
/*Checks/Difficulty*/
<<if $options.combatControls.includes("ists")>>
<div id="vaginaactionDifficulty">
<<vaginaactionDifficulty>>
</div>
<</if>>
<</if>>
<<set $lastOptions.vagina to clone(_vaginaOptions)>>
<</if>>
<<else>>
<<timed 100ms>>
<<run jQuery("#vaginaaction").remove();>>
<</timed>>
<</if>>
<</widget>>
<<widget "vaginaactionDifficulty">>
<<if _args[0] is undefined>>
<<set _diffAction to $vaginaaction>>
<<else>>
<<set _diffAction to _args[0]>>
<</if>>
<<switch _diffAction>>
<<case "vaginatopenis" "vaginatopenis">><<vaginaldifficulty>> <<combatpromiscuous5>>
<<case "vaginatovagina" "vaginatovagina">><<vaginaldifficulty>> <<combatpromiscuous5>>
<<case "vaginapenisfuck">><<combatpromiscuous5>> <<vaginalvirginitywarning>><<NPCvirginitywarning $NPCList[_n].fullDescription "penile">>
<<case "vaginatovaginafuck">><<combatpromiscuous5>>
<<case "thighbay">><<thighdifficulty>> <<combatpromiscuous1>>
<<case "penisthighs">><<thighdifficulty>> <<combatpromiscuous4>>
<<case "penisanus">><<analdifficulty>>
<<case "penisanusdvp">><<analdifficulty>>
<<case "penisanusdouble">><<analdifficulty>> <<combatpromiscuous5>> <<combataware 4>>
<<case "penisDoubleEdging">><<combatpromiscuous5>> <<combataware 4>>
<<case "vaginatopenisdouble">><<vaginaldifficulty>> <<combatpromiscuous5>> <<combataware 4>>
<<case "vaginapenisdoublefuck">><<vaginaldifficulty>> <<combatpromiscuous5>> <<combataware 4>> <<vaginalvirginitywarning>><<NPCvirginitywarning $NPCList[_n].fullDescription "penile">>
<<case "penisEdging" "tribedge">><<combatpromiscuous4>>
<<case "forceImpregnation">><span class="red">- Demon</span>
<</switch>>
<</widget>>
<<widget "vaginaActions">>
/*Generate Actions*/
<<set _vaginaaction to {}>>
<<if $position is "stalk">>
<<else>>
<<switch _vaginaOptions>>
<<case "free">>
<<set _vaginaaction["Rest"] to "rest">>
<<actionsvaginatopenisnew>>
<<actionsvaginatovaginanew>>
<<case "mouthEntranch">>
<<set _vaginaaction["Rest"] to "rest">>
<<actionsvaginaMouthEntrance>>
<<case "mouthImminent">>
<<set _vaginaaction["Rest"] to "rest">>
<<actionsvaginaMouthImminent>>
<<case "mouthPenetrated">>
<<actionsvaginaMouthPenetrated>>
<<case "penisEntrance">>
<<set _vaginaaction["Rest"] to "rest">>
<<actionsvaginaPenisEntrance>>
<<case "penisImminent">>
<<set _vaginaaction["Rest"] to "rest">>
<<actionsvaginaPenisImminent>>
<<case "penisPenetrated">>
<<actionsvaginaPenisPenetrated>>
<<case "vaginaEntrance">>
<<actionsTribRest>>
<<actionsvaginatovaginafucknew>>
<<actionsvaginaVaginaEntrance>>
<<case "vaginaImminent">>
<<actionsTribRest>>
<<actionsvaginatovaginafucknew>>
<<actionsvaginaVaginaImminent>>
<<case "vaginaPenetrated">>
<<actionsvaginaVagina>>
<<case "penisDoubleEntrance">>
<<set _vaginaaction["Rest"] to "rest">>
<<actionsvaginapenisdoublefuck>>
<<actionsvaginaPenisDoubleEntrance>>
<<case "penisDoubleImminent">>
<<set _vaginaaction["Rest"] to "rest">>
<<actionsvaginapenisdoublefuck>>
<<actionsvaginaPenisDoubleImminent>>
<<case "penisDoublePenetration">>
<<actionsvaginaPenisDoublePenetrated>>
<<case "otherHandEntrance">>
<<set _vaginaaction["Rest"] to "rest">>
<<case "otherHand">>
<<set _vaginaaction["Rest"] to "rest">>
<</switch>>
<</if>>
<</widget>>
<<widget "anusActionInit">>
<<if $dissociation lte 1 and $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined) and !$possessed>>
<<if $bottomuse is "mouth">>
<<set _anusOptions to "faceAgainstAnus">><<selectNpcWithPartInPosition "mouth" "bottom">><<set $anustarget to $index>>
<span @class="($lastOptions.anus isnot _anusOptions or _anusGold ?'gold':'')">You press your <<bottom>> against <<combatpersons>> face.</span>
<<elseif $bottomuse is "penis">>
<<set _anusOptions to "penisAgainstAnus">><<selectNpcWithPartInPosition "penis" "cheeks">><<set $anustarget to $index>>
<span @class="($lastOptions.anus isnot _anusOptions or _anusGold ?'gold':'')">You hold <<combatpersons>> <<npcPenis $anustarget>> between your buttocks.</span>
<<elseif $bottomuse is "hand">>
<<set _anusOptions to "handAgainstAnus">><<selectNpcWithPartInPosition "hand" "bottom">><<set $anustarget to $index>>
<span @class="($lastOptions.anus isnot _anusOptions or _anusGold ?'gold':'')">You rub your clenched buttcheeks against <<combatpersons>> hand.</span>
<<else>>
<<switch $anusstate>>
<<case 0>>
<<if not $options.combatControls.includes("adio") and _targetnumber gt 1>>
<<targetListBox "anus" _targetlist>>
<</if>>
<<set _anusOptions to "free">>
<span @class="($lastOptions.anus isnot _anusOptions or _anusGold ?'gold':'')">Your <<bottom>> is free.</span>
<<if $options.combatControls.includes("adio") and _targetnumber gt 1>>
<br>
<<targetListBox "anus" _targetlist>>
<</if>>
<<if _targetnumber is 1>>
<<set $anustarget to _firsttarget>>
<</if>>
<<case "othermouthentrance">>
<<set _anusOptions to "mouthEntrance">><<selectNpcWithPartInPosition "mouth" "anusentrance">><<set $anustarget to $index>>
<span @class="($lastOptions.anus isnot _anusOptions or _anusGold ?'gold':'')">You feel breath on your <<bottom>>.</span>
<<case "othermouthimminent">>
<<set _anusOptions to "mouthImminent">><<selectNpcWithPartInPosition "mouth" "anusimminent">><<set $anustarget to $index>>
<span @class="($lastOptions.anus isnot _anusOptions or _anusGold ?'gold':'')"><<combatPersons>> lips press against your anus<<andButtPlug>>.</span>
<<case "othermouth">>
<<set _anusOptions to "mouthPenetration">><<selectNpcWithPartInPosition "mouth" "anus">><<set $anustarget to $index>>
<span @class="($lastOptions.anus isnot _anusOptions or _anusGold ?'gold':'')"><<combatPersons>> tongue penetrates your <<bottom>>.</span>
<<case "handentrance">>
<<set _anusOptions to "handEntrance">><<selectNpcWithPartInPosition "hand" "anusentrance">><<set $anustarget to $index>>
<span @class="($lastOptions.anus isnot _anusOptions or _anusGold ?'gold':'')">You feel <<combatpersons>> hand on your <<bottom>>.</span>
<<case "hand">>
<<set _anusOptions to "handPenetration">><<selectNpcWithPartInPosition "hand" "anus">><<set $anustarget to $index>>
<span @class="($lastOptions.anus isnot _anusOptions or _anusGold ?'gold':'')"><<combatPersons>> finger penetrates your <<bottom>>.</span>
<<case "entrance">>
<<set _anusOptions to "penisEntrance">><<selectNpcWithPartInPosition "penis" "anusentrance">><<set $anustarget to $index>>
<span @class="($lastOptions.anus isnot _anusOptions or _anusGold ?'gold':'')"><<combatPersons>> <<npcPenis $anustarget>> hovers near your <<bottom>><<andButtPlug>>.</span>
<<if $analdoubledisable is "f">>
<<getDoubleTargetList>>
<</if>>
<<if _secondtarget is true>>
<<if $options.combatControls.includes("adio") and _targetnumber gt 1>><br><</if>>
<<if $anusdoubletarget is undefined>>
<<set $anusdoubletarget to _firstdoubletarget>>
<</if>>
<<targetListBox "anus" _doubletargetlist "$anusdoubletarget">>
<</if>>
<<case "imminent">>
<<set _anusOptions to "penisImminent">><<selectNpcWithPartInPosition "penis" "anusimminent">><<set $anustarget to $index>>
<span @class="($lastOptions.anus isnot _anusOptions or _anusGold ?'gold':'')"><<combatPersons>> <<npcPenis $anustarget>> presses against your anus<<andButtPlug>>.</span>
<<case "penetrated">>
<<set _anusOptions to "penisPenetration">><<selectNpcWithPartInPosition "penis" "anus">><<set $anustarget to $index>>
<span @class="($lastOptions.anus isnot _anusOptions or _anusGold ?'gold':'')"><<combatPersons>> <<npcPenisSimple $anustarget>> penetrates your anus.</span>
<<if $analdoubledisable is "f">>
<<getDoubleTargetList>>
<</if>>
<<if _secondtarget is true>>
<<if $options.combatControls.includes("adio") and _targetnumber gt 1>><br><</if>>
<<if $anusdoubletarget is undefined>>
<<set $anusdoubletarget to _firstdoubletarget>>
<</if>>
<<targetListBox "anus" _doubletargetlist "$anusdoubletarget">>
<</if>>
<<case "doubleentrance">>
<<set _anusOptions to "penisDoubleEntrance">>
<<if $NPCList[$anustarget].penis is "anusentrancedouble" and $NPCList[$anusdoubletarget].penis is "anusentrancedouble">>
<span @class="($lastOptions.anus isnot _anusOptions or _anusGold ?'gold':'')">Their cocks hover near your <<bottom>><<andButtPlug>>.</span>
<<elseif ($NPCList[$anustarget].penis is "anusdouble" and $NPCList[$anusdoubletarget].penis is "anusentrancedouble") or ($NPCList[$anustarget].penis is "anusentrancedouble" and $NPCList[$anusdoubletarget].penis is "anusdouble")>>
<<selectNpcWithPartInPosition "penis" "anusdouble">>
<span @class="($lastOptions.anus isnot _anusOptions or _anusGold ?'gold':'')"><<combatPersons>> <<npcPenisSimple $anusdoubletarget>> penetrates your anus while the other penis hovers nearby.</span>
<<else>>
<span @class="($lastOptions.anus isnot _anusOptions or _anusGold ?'gold':'')">Their cocks hover near your <<bottom>><<andButtPlug>>.</span>
<</if>>
<<case "doubleimminent">>
<<set _anusOptions to "penisDoubleImminent">>
<<if $NPCList[$anustarget].penis is "anusimminentdouble" and $NPCList[$anusdoubletarget].penis is "anusimminentdouble">>
<span @class="($lastOptions.anus isnot _anusOptions or _anusGold ?'gold':'')">Their cocks press against your anus<<andButtPlug>>.</span>
<<elseif ($NPCList[$anustarget].penis is "anusdouble" and $NPCList[$anusdoubletarget].penis is "anusimminentdouble") or ($NPCList[$anustarget].penis is "anusimminentdouble" and $NPCList[$anusdoubletarget].penis is "anusdouble")>>
<<selectNpcWithPartInPosition "penis" "anusdouble">>
<span @class="($lastOptions.anus isnot _anusOptions or _anusGold ?'gold':'')"><<combatPersons>> <<npcPenisSimple $anusdoubletarget>> penetrates your anus while the other penis presses against the entrance.</span>
<<else>>
<span @class="($lastOptions.anus isnot _anusOptions or _anusGold ?'gold':'')">Their cocks press against your anus<<andButtPlug>>.</span>
<</if>>
<<case "doublepenetrated">>
<<set _anusOptions to "penisDoublePenetration">>
<<if $NPCList[$anustarget].penis is "anusdouble" and $NPCList[$anusdoubletarget].penis is "anusdouble">>
<span @class="($lastOptions.anus isnot _anusOptions or _anusGold ?'gold':'')">Their cocks penetrate your anus.</span>
<<else>>
<<selectNpcWithPartInPosition "penis" "anus">>
<span @class="($lastOptions.anus isnot _anusOptions or _anusGold ?'gold':'')"><<combatPersons>> cock penetrates your anus while the other hovers nearby.</span>
<</if>>
<<case "tentacleentrance" "tentacleimminent" "tentacle" "tentacledeep" "tentaclerub">>
<<set $_changetype to true>><<anusActionInitTentacle>>
<<case "struggle" "struggle_pen">>
<<set $_changetype to true>><<anusActionInitStruggle>>
<</switch>>
<</if>>
<<if $lastOptions.anus isnot _anusOptions>>
<<set _anusGold to true>>
<</if>>
<<if $_changetype isnot true>>
<<anusActions>>
<<if Object.keys(_anusaction).length gt 0>>
<<if Object.values(_anusaction).includes($anusactiondefault) is false or _args[0] is true or $anusactiondefault is "rest">>
<<set _defaultsCombatAction to "anusaction">>
<<set _actionsSet = DefaultActions.get($defaultsCombatType, $defaultsType, _defaultsCombatAction)>>
<<set _pass to false>>
<<for _set to 0; _set lt $maxDefaultActionSets; _set++>>
<<if Object.values(_anusaction).includes(_actionsSet[_set])>>
<<set $anusactiondefault to clone(_actionsSet[_set])>>
<<set _pass to true>>
<<break>>
<</if>>
<</for>>
<<if _pass is false>>
<<set $anusactiondefault to Object.values(_anusaction)[0]>>
<</if>>
<</if>>
<<set $anusaction to $anusactiondefault>>
<<set _textColor to combatListColor('anusaction', (Object.values(_anusaction).includes($anusaction) ? $anusaction : Object.values(_anusaction)[0]), "")>>
<<generateCombatAction _anusaction "anusaction" _textColor $anusaction>>
/*Checks/Difficulty*/
<<if $options.combatControls.includes("ists")>>
<div id="anusactionDifficulty">
<<anusactionDifficulty>>
</div>
<</if>>
<</if>>
<<set $lastOptions.anus to clone(_anusOptions)>>
<</if>>
<<else>>
<<timed 100ms>>
<<run jQuery("#anusaction").remove();>>
<</timed>>
<</if>>
<</widget>>
<<widget "anusactionDifficulty">>
<<if _args[0] is undefined>>
<<set _diffAction to $anusaction>>
<<else>>
<<set _diffAction to _args[0]>>
<</if>>
<<switch _diffAction>>
<<case "wiggle">><<seductiondifficulty>>
<<case "bottombay">><<bottomdifficulty>> <<combatpromiscuous1>>
<<case "bottomhandbay">><<bottomdifficulty>> <<combatpromiscuous1>>
<<case "penischeeks">><<analdifficulty>> <<combatpromiscuous4>>
<<case "anustopenis">><<analdifficulty>> <<combatpromiscuous5>>
<<case "anuspenisfuck">><<combatpromiscuous5>> <<analvirginitywarning>><<NPCvirginitywarning $NPCList[_n].fullDescription "penile">>
<<case "otherAnusRub" "otherMouthAnusRub">> <<analdifficulty>>
<<case "penisEdging">><<combatpromiscuous4>>
<<case "penispussy">><<vaginaldifficulty>>
<<case "penispussydap">><<vaginaldifficulty>> <<combatpromiscuous5>> <<combataware 4>>
<<case "penispussydouble">><<vaginaldifficulty>> <<combatpromiscuous5>> <<combataware 4>>
<<case "penisDoubleEdging">><<combatpromiscuous5>> <<combataware 4>>
<<case "anustopenisdouble">><<analdifficulty>> <<combatpromiscuous5>> <<combataware 4>>
<<case "anuspenisdoublefuck">><<combatpromiscuous5>> <<combataware 4>> <<analvirginitywarning>><<NPCvirginitywarning $NPCList[_n].fullDescription "penile">>
<<case "forceImpregnation">><span class="red">- Demon</span>
<</switch>>
<</widget>>
<<widget "anusActions">>
/*Generate Actions*/
<<set _anusaction to {}>>
<<if $position is "stalk">>
<<set _anusaction["Rest"] to "rest">>
<<bottom_wiggle>>
<<else>>
<<switch _anusOptions>>
<<case "free">>
<<set _anusaction["Rest"] to "rest">>
<<actionsanustopenisnew>>
<<case "mouthEntrance">>
<<set _anusaction["Rest"] to "rest">>
<<actionsanusMouthEntrance>>
<<case "mouthImminent">>
<<set _anusaction["Rest"] to "rest">>
<<actionsanusMouthImminent>>
<<case "mouthPenetration">>
<<actionsanusMouthPenetration>>
<<case "handEntrance">>
<<set _anusaction["Rest"] to "rest">>
<<actionsanusHandEntrance>>
<<case "handPenetration">>
<<actionsanusHandPenetration>>
<<case "handAgainstAnus">>
<<actionsanusHandAgainstAnus>>
<<case "penisEntrance">>
<<set _anusaction["Rest"] to "rest">>
<<actionsanusPenisEntrance>>
<<case "penisImminent">>
<<set _anusaction["Rest"] to "rest">>
<<actionsanusPenisImminent>>
<<case "penisPenetration">>
<<actionsanusPenisPenetration>>
<<case "faceAgainstAnus">>
<<actionsanusFaceAgainstAnus>>
<<case "penisAgainstAnus">>
<<actionsanusPenisAgainstAnus>>
<<case "penisDoubleEntrance">>
<<set _anusaction["Rest"] to "rest">>
<<actionsanusPenisDoubleEntrance>>
<<case "penisDoubleImminent">>
<<set _anusaction["Rest"] to "rest">>
<<actionsanusPenisDoubleImminent>>
<<case "penisDoublePenetration">>
<<actionsanusPenisDoublePenetration>>
<</switch>>
<</if>>
<</widget>>
<<widget "chestActionInit">>
<<if $dissociation lte 1 and $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined) and !$possessed>>
<<switch $chestuse>>
<<case "penis">>
<<set _chestOptions to "penis">><<selectNpcWithPartInPosition "penis" "chest">><<set $chesttarget to $index>>
<span @class="($lastOptions.chest isnot _chestOptions ?'gold':'')"><<combatPersons>> <<npcPenisSimple $chesttarget>> rests <<print ($player.breastsize is 0 ?"against":"between")>> your <<breasts>>.</span>
<<case "tentaclerub">>
<<set $_changetype to true>><<chestActionInitTentacle>>
<</switch>>
<<if $_changetype isnot true>>
<<chestActions>>
<<if Object.keys(_chestaction).length gt 0>>
<<if $chestactiondefault is 0>>
<<set $chestactiondefault to Object.values(_chestaction)[0]>>
<</if>>
<<set $chestaction to $chestactiondefault>>
<<set _textColor to combatListColor('chestaction', (Object.values(_chestaction).includes($chestaction) ? $chestaction : Object.values(_chestaction)[0]), "")>>
<<generateCombatAction _chestaction "chestaction" _textColor $chestaction>>
/*Checks/Difficulty*/
<<if $options.combatControls.includes("ists")>>
<div id="chestactionDifficulty">
<<chestactionDifficulty>>
</div>
<</if>>
<</if>>
<<set $lastOptions.chest to clone(_chestOptions)>>
<</if>>
<<else>>
<<timed 100ms>>
<<run jQuery("#chestaction").remove();>>
<</timed>>
<</if>>
<</widget>>
<<widget "chestactionDifficulty">>
<<if _args[0] is undefined>>
<<set _diffAction to $chestaction>>
<<else>>
<<set _diffAction to _args[0]>>
<</if>>
<<switch _diffAction>>
<<case "rub">><<chestdifficulty>>
<</switch>>
<</widget>>
<<widget "chestActions">>
/*Generate Actions*/
<<set _chestaction to {}>>
/*<<set _chestaction["Rest"] to "rest">>*/
<<if $position is "stalk">>
<<else>>
<<switch _chestOptions>>
<<case "penis">>
<<set _chestaction["Rub"] to "rub">>
<<set _chestaction["Stop"] to "stop">>
<</switch>>
<</if>>
<</widget>>
<<widget "thighActionInit">>
<<if $dissociation lte 1 and $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined) and !$possessed>>
<<switch $thighuse>>
<<case "mouth">>
<<set _thighOptions to "mouth">><<selectNpcWithPartInPosition "mouth" "thigh">><<set $thightarget to $index>>
<span @class="($lastOptions.thigh isnot _thighOptions ?'gold':'')">You press your thigh against <<combatpersons>> mouth.</span>
<<case "penis">>
<<set _thighOptions to "penis">><<selectNpcWithPartInPosition "penis" "thighs">><<set $thightarget to $index>>
<span @class="($lastOptions.thigh isnot _thighOptions ?'gold':'')">You hold <<combatpersons>> penis between your thighs.</span>
<</switch>>
<<thighactions>>
<<if Object.keys(_thighaction).length gt 0>>
<<if $thighactiondefault is 0>>
<<set $thighactiondefault to Object.values(_thighaction)[0]>>
<</if>>
<<set $thighaction to $thighactiondefault>>
<<set _textColor to combatListColor('thighaction', (Object.values(_thighaction).includes($thighaction) ? $thighaction : Object.values(_thighaction)[0]), "")>>
<<generateCombatAction _thighaction "thighaction" _textColor $thighaction>>
/*Checks/Difficulty*/
<<if $options.combatControls.includes("ists")>>
<div id="thighactionDifficulty">
<<thighactionDifficulty>>
</div>
<</if>>
<</if>>
<<set $lastOptions.thigh to clone(_thighOptions)>>
<<else>>
<<timed 100ms>>
<<run jQuery("#thighaction").remove();>>
<</timed>>
<</if>>
<</widget>>
<<widget "thighactionDifficulty">>
<<if _args[0] is undefined>>
<<set _diffAction to $thighaction>>
<<else>>
<<set _diffAction to _args[0]>>
<</if>>
<<switch _diffAction>>
<<case "rub" "othermouthrub">><<thighdifficulty>>
<</switch>>
<</widget>>
<<widget "thighactions">>
/*Generate Actions*/
<<set _thighaction to {}>>
/*<<set _thighaction["Rest"] to "rest">>*/
<<if $position is "stalk">>
<<else>>
<<switch _thighOptions>>
<<case "mouth">>
<<set _thighaction["Rub"] to "othermouthrub">>
<<set _thighaction["Stop"] to "othermouthstop">>
<<case "penis">>
<<set _thighaction["Rub"] to "rub">>
<<set _thighaction["Stop"] to "stop">>
<</switch>>
<</if>>
<</widget>>
<<widget "resetLastOptions">>
<<set $lastOptions to {
"left":"",
"right":"",
"feet":"",
"mouth":"",
"penis":"",
"vagina":"",
"anus":"",
"chest":"",
"thigh":"",
"cheek":"",
}>>
<</widget>>
<<widget "getTargetList">><<silently>>
<<unset _firsttarget>>
<<set _targetlist to {}>><<set _targetnumber to 0>>
<<if $NPCList.some( x => Object.values(x).includes("active"))>>
<<set _repeatcontroller to []>>
<<for _namecontroller = 0; _namecontroller lt $enemynomax; _namecontroller++>>
<<if ($NPCList[0].type isnot "human" and $beastGroupFight is 0) and $NPCList[0].type isnot "plant">>
<<set _namecontroller to $active_enemy>>
<<set _targetlist[$NPCList[_namecontroller].type] to _namecontroller>><<set _targetnumber += 1>>
<<if _firsttarget is undefined>>
<<set _firsttarget to _namecontroller>>
<</if>>
<<if $options.targetYourself is true>>
<<set _targetYourself to true>>
<</if>>
<<break>>
<<elseif $NPCList[_namecontroller].active is "active" and $NPCList[_namecontroller].stance isnot "defeated">>
<<if $NPCList[_namecontroller].fullDescription is "Ivory Wraith">>
<<set _smoltext to "pale figure">>
<<set $_wraithbreak to true>>
<<else>>
<<set _smoltext to $NPCList[_namecontroller].fullDescription>>
<</if>>
<<targetrepeatcontroller>>
<<set _repeatcontroller[_namecontroller] to _smoltext>>
<<if !($npc.includes($NPCList[_namecontroller].fullDescription)) and $NPCList[_namecontroller].name_known isnot 1>>
<<set _smoltext to "the " + _smoltext>>
<</if>>
<<set _targetlist[_smoltext] to _namecontroller>><<set _targetnumber += 1>>
<<if _firsttarget is undefined>>
<<set _firsttarget to _namecontroller>>
<</if>>
<<if $options.targetYourself is true>>
<<set _targetYourself to true>>
<</if>>
<<if $_wraithbreak is true>>
<<break>>
<</if>>
<</if>>
<</for>>
<</if>>
<<set _targetlistall to clone(_targetlist)>>
<<if $tentacles.active gte 1>>
<<set _targetlistall[$tentacles[0].type.toUpperFirst()+"s"] to "tentacles">><<set _targetnumber += 1>>
<</if>>
<<if $swarm.type isnot 0>>
<<set _targetlistall[$swarm.type.toUpperFirst()] to "swarm">><<set _targetnumber += 1>>
<<if $options.targetYourself is true>>
<<set _targetYourself to true>>
<</if>>
<</if>>
<<if $struggle isnot undefined>>
<<if $struggle.done lt $struggle.number>>
<<set _targetlistall[$struggle.creature.toUpperFirst()+"s"] to "struggle">><<set _targetnumber += 1>>
<</if>>
<</if>>
<<if $machine isnot undefined>>
<<set _targetlistall["Machine"] to "machine">><<set _targetnumber += 1>>
<</if>>
<<set _targetlistarms to clone(_targetlistall)>>
<<if $vorecreature isnot 0>>
<<if $vorestage gt 0>>
<<set _targetlistarms["the "+ $vorecreature.toUpperFirst()] to "vore">><<set _targetnumber += 1>>
<</if>>
<</if>>
<</silently>><</widget>>
<<widget "getDoubleTargetList">><<silently>>
<<unset _firstdoubletarget>>
<<if $consensual is 1 and (((hasSexStat("promiscuity", 5) and $enemytype is "man") or (hasSexStat("deviancy", 5) and $enemytype isnot "man")) and $awareness gte 300 or ($promiscuityIgnore is 1))>>
<<set _doubletargetlist to {}>><<set _secondtarget to false>>
<<set _repeatcontroller to []>>
<<for _namecontroller = 0; _namecontroller lt $enemynomax; _namecontroller++>>
<<if $NPCList[_namecontroller].active is "active" and $NPCList[_namecontroller].stance isnot "defeated" and $NPCList[_namecontroller].penis is 0 and !($NPCList[_namecontroller].chastity.penis.includes("chastity"))>>
<<set _smoltext to $NPCList[_namecontroller].fullDescription>>
<<targetrepeatcontroller>>
<<set _repeatcontroller[_namecontroller] to _smoltext>>
<<if !($npc.includes($NPCList[_namecontroller].fullDescription))>>
<<set _smoltext to "the " + _smoltext>>
<</if>>
<<set _doubletargetlist[_smoltext] to _namecontroller>><<set _secondtarget to true>>
<<if _firstdoubletarget is undefined>>
<<set _firstdoubletarget to _namecontroller>>
<</if>>
<</if>>
<</for>>
<</if>>
<</silently>><</widget>>
<<widget "getPussyTargetList">><<silently>>
<<unset _firstpussytarget>>
<<if $consensual is 1 and (((hasSexStat("promiscuity", 5) and $enemytype is "man") or (hasSexStat("deviancy", 5) and $enemytype isnot "man")) and $awareness gte 300 or ($promiscuityIgnore is 1))>>
<<set _pussytargetlist to {}>><<set _pussytarget to false>>
<<set _repeatcontroller to []>>
<<for _namecontroller = 0; _namecontroller lt $enemynomax; _namecontroller++>>
<<if $NPCList[_namecontroller].active is "active" and $NPCList[_namecontroller].stance isnot "defeated" and $NPCList[_namecontroller].vagina is 0 and !($NPCList[_namecontroller].vagina.penis.includes("chastity"))>>
<<set _smoltext to $NPCList[_namecontroller].fullDescription>>
<<targetrepeatcontroller>>
<<set _repeatcontroller[_namecontroller] to _smoltext>>
<<if !($npc.includes($NPCList[_namecontroller].fullDescription))>>
<<set _smoltext to "the " + _smoltext>>
<</if>>
<<set _pussytargetlist[_smoltext] to _namecontroller>><<set _pussytarget to true>>
<</if>>
<</for>>
<</if>>
<</silently>><</widget>>
<<widget "targetrepeatcontroller">>
<<set _smollertext to _smoltext>>
<<for _repeatnamecontroller = 0; _repeatnamecontroller lte _namecontroller; _repeatnamecontroller++>>
<<if _repeatcontroller[_repeatnamecontroller] is _smollertext>>
<<if _smollertext.includes("fifth") is true>>
<<set _smollertext to "last "+_smoltext>>
<<elseif _smollertext.includes("fourth") is true>>
<<set _smollertext to "fifth "+_smoltext>>
<<elseif _smollertext.includes("third") is true>>
<<set _smollertext to "fourth "+_smoltext>>
<<elseif _smollertext.includes("second") is true>>
<<set _smollertext to "third "+_smoltext>>
<<else>>
<<set _smollertext to "second "+_smoltext>>
<</if>>
<</if>>
<</for>>
<<set _smoltext to _smollertext>>
<</widget>>
<<widget "leftActionInitSelf">>
<<switch $leftarm>>
<<case 0>>
<<if $orgasmdown gte 1>>
<<set _leftOptions to "orgasm">>
<span class="lewd">Your left arm is free, but you can't stop the spasms.</span>
<<elseif $pain gte 100 and $willpowerpain is 0>>
<<set _leftOptions to "pain">>
<span class="red">Your left arm is free, but hurts to move.</span>
<<elseif $dissociation gte 2>>
<<set _leftOptions to "unreal">>
<span class="pink">Your left arm is free, but doesn't feel real.</span>
<<else>>
<<if _targetYourself is true and _targetnumber gt 1>>
<<set _targetlistarms["Yourself"] to "self">>
<</if>>
<<if not $options.combatControls.includes("adio") and _targetnumber gt 1>>
<<targetListBox "left" _targetlistarms>>
<</if>>
<<set _leftOptions to "free">>
<span @class="($lastOptions.left isnot _leftOptions or _leftGold is true ?'gold':'')">Your left hand is free.</span>
<<if $options.combatControls.includes("adio") and _targetnumber gt 1>>
<br>
<<targetListBox "left" _targetlistarms>>
<</if>>
<<if _targetnumber is 1>>
<<set $lefttarget to _firsttarget>>
<</if>>
<</if>>
<<case "vagina">>
<<set _leftOptions to "coverVagina">>
<span @class="($lastOptions.left isnot _leftOptions or _leftGold is true ?'gold':'')">Your left hand is protecting your <<pussy>>.</span>
<<case "coverpenis">>
<<set _leftOptions to "coverPenis">>
<span @class="($lastOptions.left isnot _leftOptions or _leftGold is true ?'gold':'')">Your left hand is protecting your <<penis>>.</span>
<<case "anus">>
<<set _leftOptions to "coverAss">>
<span @class="($lastOptions.left isnot _leftOptions or _leftGold is true ?'gold':'')">Your left hand is protecting your <<bottom>>.</span>
<<case "behind">>
<<set _leftOptions to "behind">>
<span @class="($lastOptions.left isnot _leftOptions or _leftGold is true ?'gold':'')">Your left hand is behind your back.</span>
<<case "heldSexToy">>
<<if _targetYourself is true and _targetnumber gt 1>>
<<set _targetlistarms["Yourself"] to "self">>
<</if>>
<<if not $options.combatControls.includes("adio") and _targetnumber gt 1>>
<<targetListBox "left" _targetlistarms>>
<</if>>
<<set _leftOptions to "heldSexToy">>
<span @class="($lastOptions.left isnot _leftOptions or _leftGold is true ?'gold':'')">Your left hand is holding the <<print $currentSexToyLeft.name>>.</span>
<<if $options.combatControls.includes("adio") and _targetnumber gt 1>>
<br>
<<targetListBox "left" _targetlistarms>>
<</if>>
<<if _targetnumber is 1>>
<<set $lefttarget to _firsttarget>>
<</if>>
<</switch>>
<<if $lastOptions.left isnot _leftOptions>>
<<set _leftGold to true>>
<</if>>
<<leftActionsSelf>>
<<if Object.keys(_leftaction).length gt 0>><<if $options.combatControls.includes("adio")>><br><</if>>
<<if Object.values(_leftaction).includes($leftactiondefault) is false or _args[0] is true or $leftactiondefault is "rest">>
<<set _defaultsCombatAction to "leftaction">>
<<set _actionsSet = DefaultActions.get($defaultsCombatType, $defaultsType, _defaultsCombatAction)>>
<<set _pass to false>>
<<for _set to 0; _set lt $maxDefaultActionSets; _set++>>
<<if Object.values(_leftaction).includes(_actionsSet[_set])>>
<<set $leftactiondefault to clone(_actionsSet[_set])>>
<<set _pass to true>>
<<break>>
<</if>>
<</for>>
<<if _pass is false>>
<<set $leftactiondefault to Object.values(_leftaction)[0]>>
<</if>>
<</if>>
<<set $leftaction to $leftactiondefault>>
<<set _textColor to combatListColor('leftaction', (Object.values(_leftaction).includes($leftaction) ? $leftaction : Object.values(_leftaction)[0]), "Self")>>
<<generateCombatActionOthers _leftaction "leftaction" _textColor $leftaction "Self">>
<<if $options.combatControls.includes("ists")>>
<div id="leftactionDifficulty">
<<leftactionDifficulty>>
</div>
<div id="leftactionDifficultySelf">
<<leftactionDifficultySelf>>
</div>
<</if>><<if $options.combatControls.includes("adio")>><br><br><</if>>/* Seems to render no effect..? */
<</if>>
<<set $lastOptions.left to clone(_leftOptions)>>
<</widget>>
<<widget "leftactionDifficultySelf">>/* Here we go again. */
<<if _args[0] is undefined>>
<<set _diffAction to $leftaction>>
<<else>>
<<set _diffAction to _args[0]>>
<</if>>
<<switch _diffAction>>
<<case "leftmasturbatepussy">> <<combatpromiscuous2>>
<<case "leftmasturbatepenis">> <<combatpromiscuous2>>
<<case "leftmasturbateanus">> <<combatpromiscuous3>>
<<case "pickupSexToy">>
<<if Object.keys(_itemsLeft).length gte 1>>
<<listbox "$selectedItemLeft" autoselect>>
<<optionsfrom _itemsLeft>>
<</listbox>>
<</if>>
<<combatpromiscuous3>>
<</switch>>
<</widget>>
<<widget "leftActionsSelf">>
<<set _leftaction to {}>>
<<switch _leftOptions>>
<<case "free">>
<<set _leftaction["Rest"] to "rest">>
<<if $rightarm is "swarmgrappled">>
<<set _leftaction["Free your right arm"] to "leftfree">>
<</if>>
<<if Object.values(_targetlistarms).includes("swarm")>>
<<if _swarmamounts.genital[0] lte 0 and _swarmamounts.genital[1] lte 0>>
<<genitals>>
<<set _leftaction["Cover your " + _text_output] to "frontcoverleft">>
<</if>>
<<if _swarmamounts.butt[0] lte 0 and _swarmamounts.butt[1] lte 0>>
<<set _leftaction["Cover your butt"] to "frontcoverleft">>
<</if>>
<<if _swarmamounts.chest lte 0>>
<<set _leftaction["Cover your chest"] to "frontcoverleft">>
<</if>>
<<if $water is 1 and $vorecreature is 0 and ($consensual isnot 1 or $gamemode is "soft")>>
<<set _leftaction["Swim to safety"] to "swim">>
<</if>>
<</if>>
<<if Object.values(_targetlistarms).includes(0) or Object.values(_targetlistarms).includes(1) or Object.values(_targetlistarms).includes(2) or Object.values(_targetlistarms).includes(3) or Object.values(_targetlistarms).includes(4) or Object.values(_targetlistarms).includes(5)>>/* placeholder for the future */
<<leftdefault>>
<<combatMasturbate "left">>
<<applyLube "left">>
<<leftclothesnew>>
<<leftFixAndCoverActions>>
<<leftCondom>>
<<removeButtplug "left">>
<<pickupSexToy "left">>
<</if>>
<<case "coverVagina">>
<<set _leftaction["Keep covering"] to "leftcovervagina">>
<<set _leftaction["Stop"] to "leftstopvagina">>
<<case "coverPenis">>
<<set _leftaction["Keep covering"] to "leftcoverpenis">>
<<set _leftaction["Stop"] to "leftstopcoverpenis">>
<<case "coverAss">>
<<set _leftaction["Keep covering"] to "leftcoveranus">>
<<set _leftaction["Stop"] to "leftstopanus">>
<<case "behind">>
<<set _leftaction["Keep behind"] to "behind">>
<<set _leftaction["Stop"] to "stopbehind">>
<<case "orgasm">>
<<set _leftaction["Fold"] to "leftfold">>
<<set _leftaction["Grip"] to "leftgrip">>
<<case "pain">>
<<set _leftaction["Struggle"] to "leftstruggleweak">>
<<set _leftaction["Protect"] to "leftprotect">>
<<case "unreal">>
<<set _leftaction["Poke yourself"] to "leftpoke">>
<<set _leftaction["Keep your arms out of the way"] to "leftcurl">>
<<case "heldSexToy">>
<<heldSexToy "left">>
<</switch>>
<</widget>>
<<widget "rightActionInitSelf">>
<<switch $rightarm>>
<<case 0>>
<<if $orgasmdown gte 1>>
<<set _rightOptions to "orgasm">>
<span class="lewd">Your right arm is free, but you can't stop the spasms.</span>
<<elseif $pain gte 100 and $willpowerpain is 0>>
<<set _rightOptions to "pain">>
<span class="red">Your right arm is free, but hurts to move.</span>
<<elseif $dissociation gte 2>>
<<set _rightOptions to "unreal">>
<span class="pink">Your right arm is free, but doesn't feel real.</span>
<<else>>
<<if _targetYourself is true and _targetnumber gt 1>>
<<set _targetlistarms["Yourself"] to "self">>
<</if>>
<<if not $options.combatControls.includes("adio") and _targetnumber gt 1>>
<<targetListBox "right" _targetlistarms>>
<</if>>
<<set _rightOptions to "free">>
<span @class="($lastOptions.right isnot _rightOptions or _rightGold is true ?'gold':'')">Your right hand is free.</span>
<<if $options.combatControls.includes("adio") and _targetnumber gt 1>>
<br>
<<targetListBox "right" _targetlistarms>>
<</if>>
<<if _targetnumber is 1>>
<<set $righttarget to _firsttarget>>
<</if>>
<</if>>
<<case "vagina">>
<<set _rightOptions to "coverVagina">>
<span @class="($lastOptions.right isnot _rightOptions or _rightGold is true ?'gold':'')">Your right hand is protecting your <<pussy>>.</span>
<<case "coverpenis">>
<<set _rightOptions to "coverPenis">>
<span @class="($lastOptions.right isnot _rightOptions or _rightGold is true ?'gold':'')">Your right hand is protecting your <<penis>>.</span>
<<case "anus">>
<<set _rightOptions to "coverAss">>
<span @class="($lastOptions.right isnot _rightOptions or _rightGold is true ?'gold':'')">Your right hand is protecting your <<bottom>>.</span>
<<case "behind">>
<<set _rightOptions to "behind">>
<span @class="($lastOptions.right isnot _rightOptions or _rightGold is true ?'gold':'')">Your right hand is behind your back.</span>
<<case "heldSexToy">>
<<if _targetYourself is true and _targetnumber gt 1>>
<<set _targetlistarms["Yourself"] to "self">>
<</if>>
<<if not $options.combatControls.includes("adio") and _targetnumber gt 1>>
<<targetListBox "right" _targetlistarms>>
<</if>>
<<set _rightOptions to "heldSexToy">>
<span @class="($lastOptions.right isnot _rightOptions or _rightGold is true ?'gold':'')">Your right hand is holding the $currentSexToyRight.name.</span>
<<if $options.combatControls.includes("adio") and _targetnumber gt 1>><br>
<<targetListBox "right" _targetlistarms>>
<</if>>
<<if _targetnumber is 1>>
<<set $righttarget to _firsttarget>>
<</if>>
<</switch>>
<<if $lastOptions.right isnot _rightOptions>>
<<set _rightGold to true>>
<</if>>
<<rightActionsSelf>>
<<if Object.keys(_rightaction).length gt 0>><<if $options.combatControls.includes("adio")>><br><</if>>
<<if Object.values(_rightaction).includes($rightactiondefault) is false or _args[0] is true or $rightactiondefault is "rest">>
<<set _defaultsCombatAction to "rightaction">>
<<set _actionsSet = DefaultActions.get($defaultsCombatType, $defaultsType, _defaultsCombatAction)>>
<<set _pass to false>>
<<for _set to 0; _set lt $maxDefaultActionSets; _set++>>
<<if Object.values(_rightaction).includes(_actionsSet[_set])>>
<<set $rightactiondefault to clone(_actionsSet[_set])>>
<<set _pass to true>>
<<break>>
<</if>>
<</for>>
<<if _pass is false>>
<<set $rightactiondefault to Object.values(_rightaction)[0]>>
<</if>>
<</if>>
<<set $rightaction to $rightactiondefault>>
<<set _textColor to combatListColor('rightaction', (Object.values(_rightaction).includes($rightaction) ? $rightaction : Object.values(_rightaction)[0]), "Self")>>
<<generateCombatActionOthers _rightaction "rightaction" _textColor $rightaction "Self">>
<<if $options.combatControls.includes("ists")>>
<div id="rightactionDifficulty">
<<rightactionDifficulty>>
</div>
<div id="rightactionDifficultySelf">
<<rightactionDifficultySelf>>
</div>
<</if>><<if $options.combatControls.includes("adio")>><br><br><</if>>/* Seems to render no effect..? */
<</if>>
<<set $lastOptions.right to clone(_rightOptions)>>
<</widget>>
<<widget "rightactionDifficultySelf">>/* This was unexpected. */
<<if _args[0] is undefined>>
<<set _diffAction to $rightaction>>
<<else>>
<<set _diffAction to _args[0]>>
<</if>>
<<switch _diffAction>>
<<case "rightmasturbatepussy">> <<combatpromiscuous2>>
<<case "rightmasturbatepenis">> <<combatpromiscuous2>>
<<case "rightmasturbateanus">> <<combatpromiscuous3>>
<<case "pickupSexToy">>
<<if Object.keys(_itemsRight).length gte 1>>
<<listbox "$selectedItemRight" autoselect>>
<<optionsfrom _itemsRight>>
<</listbox>>
<</if>>
<<combatpromiscuous3>>
<</switch>>
<</widget>>
<<widget "rightActionsSelf">>
<<set _rightaction to {}>>
<<switch _rightOptions>>
<<case "free">>
<<set _rightaction["Rest"] to "rest">>
<<if $leftarm is "swarmgrappled">>
<<set _rightaction["Free your right arm"] to "rightfree">>
<</if>>
<<if Object.values(_targetlistarms).includes("swarm")>>
<<if _swarmamounts.genital[0] lte 0 and _swarmamounts.genital[1] lte 0>>
<<genitals>>
<<set _rightaction["Cover your " + _text_output] to "frontcoverright">>
<</if>>
<<if _swarmamounts.butt[0] lte 0 and _swarmamounts.butt[1] lte 0>>
<<set _rightaction["Cover your butt"] to "frontcoverright">>
<</if>>
<<if _swarmamounts.chest lte 0>>
<<set _rightaction["Cover your chest"] to "frontcoverright">>
<</if>>
<<if $water is 1 and $vorecreature is 0 and ($consensual isnot 1 or $gamemode is "soft")>>
<<set _rightaction["Swim to safety"] to "swim">>
<</if>>
<</if>>
<<if Object.values(_targetlistarms).includes(0) or Object.values(_targetlistarms).includes(1) or Object.values(_targetlistarms).includes(2) or Object.values(_targetlistarms).includes(3) or Object.values(_targetlistarms).includes(4) or Object.values(_targetlistarms).includes(5)>>/* placeholder for the future */
<<rightdefault>>
<<combatMasturbate "right">>
<<applyLube "right">>
<<rightclothesnew>>
<<rightFixAndCoverActions>>
<<rightCondom>>
<<removeButtplug "right">>
<<pickupSexToy "right">>
<</if>>
<<case "coverVagina">>
<<set _rightaction["Keep covering"] to "rightcovervagina">>
<<set _rightaction["Stop"] to "rightstopvagina">>
<<case "coverPenis">>
<<set _rightaction["Keep covering"] to "rightcoverpenis">>
<<set _rightaction["Stop"] to "rightstopcoverpenis">>
<<case "coverAss">>
<<set _rightaction["Keep covering"] to "rightcoveranus">>
<<set _rightaction["Stop"] to "rightstopanus">>
<<case "behind">>
<<set _rightaction["Keep behind"] to "behind">>
<<set _rightaction["Stop"] to "stopbehind">>
<<case "orgasm">>
<<set _rightaction["Fold"] to "rightfold">>
<<set _rightaction["Grip"] to "rightgrip">>
<<case "pain">>
<<set _rightaction["Struggle"] to "rightstruggleweak">>
<<set _rightaction["Protect"] to "rightprotect">>
<<case "unreal">>
<<set _rightaction["Poke yourself"] to "rightpoke">>
<<set _rightaction["Keep your arms out of the way"] to "rightcurl">>
<<case "heldSexToy">>
<<heldSexToy "right">>
<</switch>>
<</widget>>
<<widget "feetActionInitSelf">>
<<if $dissociation lte 1 and $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined)>>
<<if $feetuse is 0>>
<<if _targetYourself is true and _targetnumber gt 1>>
<<set _targetlistall["Yourself"] to "self">>
<</if>>
<<if not $options.combatControls.includes("adio") and _targetnumber gt 1>>
<<targetListBox "feet" _targetlistall>>
<</if>>
<<set _feetOptions to "free">>
<span @class="($lastOptions.feet isnot _feetOptions or _feetGold is true ?'gold':'')">Your feet are free.</span>
<<if $options.combatControls.includes("adio") and _targetnumber gt 1 and _feetOptions is "free">>
<br>
<<targetListBox "feet" _targetlistall>>
<</if>>
<<if _targetnumber is 1>>
<<set $feettarget to _firsttarget>>
<</if>>
<</if>>
<<if $lastOptions.feet isnot _feetOptions>>
<<set _feetGold to true>>
<</if>>
<<feetActionsSelf>>
<<if Object.keys(_feetaction).length gt 0>><<if $options.combatControls.includes("adio")>><br><</if>>
<<if Object.values(_feetaction).includes($feetactiondefault) is false or _args[0] is true or $feetactiondefault is "rest">>
<<set _defaultsCombatAction to "feetaction">>
<<set _actionsSet = DefaultActions.get($defaultsCombatType, $defaultsType, _defaultsCombatAction)>>
<<set _pass to false>>
<<for _set to 0; _set lt $maxDefaultActionSets; _set++>>
<<if Object.values(_feetaction).includes(_actionsSet[_set])>>
<<set $feetactiondefault to clone(_actionsSet[_set])>>
<<set _pass to true>>
<<break>>
<</if>>
<</for>>
<<if _pass is false>>
<<set $feetactiondefault to Object.values(_feetaction)[0]>>
<</if>>
<</if>>
<<set $feetaction to $feetactiondefault>>
<<set _textColor to combatListColor('feetaction', (Object.values(_feetaction).includes($feetaction) ? $feetaction : Object.values(_feetaction)[0]), "Self")>>
<<generateCombatActionOthers _feetaction "feetaction" _textColor $feetaction "Self">>
<<if $options.combatControls.includes("ists")>>
<div id="feetactionDifficulty">
<<feetactionDifficulty>>
</div>
<</if>><<if $options.combatControls.includes("adio")>><br><</if>>/* Seems to render no effect..? */
<</if>>
<<set $lastOptions.feet to clone(_feetOptions)>>
<<else>>
<<timed 100ms>>
<<run jQuery("#feetaction").remove();>>
<</timed>>
<</if>>
<</widget>>
<<widget "feetactionDifficultySelf">> /* Good thing I caught it before anyone else. */
<!-- Does nothing -->
<</widget>>
<<widget "feetActionsSelf">>
<<set _feetaction to {}>>
<<set _feetaction["Rest"] to "rest">>
<<if Object.values(_targetlistarms).includes("swarm")>>
<<if $water is 1 and $vorecreature is 0 and currentSkillValue('swimmingskill') gt 700 and $consensual isnot 1>>
<<set _feetaction["Swim to safety"] to "swim">>
<</if>>
<</if>>
<<if Object.values(_targetlistarms).includes("struggle")>>
<<set _feetaction["Dodge"] to "evade">>
<<set _feetaction["Plant"] to "plant">>
<</if>>
<<if $water isnot 1>>
<<feetshoes>>
<<feetsocks>>
<</if>>
<</widget>>
<<widget "generateCombatActionOthers">>
<<switch $options.combatControls>>
<<case "radio" "columnRadio">>
<<generateCombatActionOthersRadio _args[0] _args[1] _args[3] _args[4]>>
<<case "lists" "limitedLists">>
<<generateCombatActionOthersList _args[0] _args[1] _args[2] _args[4]>>
<</switch>>
<</widget>>
<<widget "generateCombatActionOthersRadio">>
<<for _labelC, _valueC range _args[0]>>
<label>
<<print '<<radiobutton "$'+_args[1]+'" "'+_valueC+'" ' + (_valueC is _args[2] ? "checked" : "") + '>>'>>
<span @class="combatListColor('', _valueC, _args[3])"><<print _labelC>></span>
<<print '<<'+_args[1]+'Difficulty'+_args[3]+' "'+_valueC+'">>'>><<if $options.combatControls is "radio">> |<</if>>
</label>
<</for>>
<</widget>>
<<widget "generateCombatActionOthersList">>
<<if _args[0]>>
<<set _options to _args[0]>>
<<set _name to _args[1]>>
<<set _typeOfCombat to _args[3]>>
<<capture _var _options _name>>
<span @id="_name + 'Select'" @class="_args[2] + 'List flavorText'">
<<listbox `"$"+_name` autoselect>>
<<optionsfrom _options>>
<</listbox>>
</span>
<<combatButtonAdjustments _name _typeOfCombat>>
<</capture>>
<</if>>
<</widget>>
/* To be used as an example of how to merge all combats in 1 */
<<widget "actionsOmni">>
<<exposure>>
<<if $enemyno gte 2>>
<<set $pronoun to "n">>
<<else>>
<<if $NPCList[0].pronoun is "m">>
<<set $pronoun to "m">>
<</if>>
<<if $NPCList[0].pronoun is "f">>
<<set $pronoun to "f">>
<</if>>
<<if $NPCList[0].pronoun is "i">>
<<set $pronoun to "i">>
<</if>>
<<if $NPCList[0].pronoun is "n">>
<<set $pronoun to "n">>
<</if>>
<<if $NPCList[0].pronoun is "t">>
<<set $pronoun to "t">>
<</if>>
<</if>>
<<animateCombat>>
<<if $traumafocus gte 1 and $traumafocusintro isnot 1>>
<<set $traumafocusintro to 1>>
<i>As you gain focus, you become more and more likely to escape your helpless state of dissociation.</i>
<br><br>
<</if>>
<<if $traumafocus gt random(1, 1000) and $dissociation gte 2 and $combat is 1>>
<<set $traumafocus to 0>><<set $trauma -= 1000>><<set $dissociation to 1>>
<span class="green">Your lucidity returns.</span>
<<ltrauma>>
<br>
<span class="red">The weight of reality crashes down on you.</span>
<br><br>
<</if>>
<<if $underwater isnot 1>>
<<oxygen 50>>
<</if>>
<<willpowerpain>>
<<willpowerorgasm>>
<<actioncarry>>
<<actioncarrydrop>>
<<combatstate>>
<<carryblock>>
<<if $trance lte 0 and $panicparalysis is 0 and ($panicviolence is 0 or $position is "stalk")>>
<<if $dissociation lte 1 and $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined) and ["man", "plant", "beast"].includes($enemytype)>>
<<if $options.images is 1 and $options.combatImages is 1 and $consensual is 1 and $position_lock isnot 1>>
<<if $position is "doggy">>
| <label>Roll over <<radiobutton "$bodyaction" "missionary">></label>
<<elseif $position is "missionary">>
| <label>Roll over <<radiobutton "$bodyaction" "doggy">></label>
<</if>>
<<if $position isnot "stalk">>
| <label>Rest <<radiobutton "$bodyaction" "rest" checked>></label>
<br>
<</if>>
<</if>>
<</if>>
<<if $swarm and $swarm.name>>
<<set _swarmsteady to $swarm["steady"].toUpperFirst()>>
<<set _swarmamounts to $swarm.amount>>
<</if>>
<<generateActionsOmni>>
<br>
<</if>>
<<setupMidOrgasm>>
<br><br>
<</widget>>
/* To be used as an example of how to merge all combats in 1 */
<<widget "generateActionsOmni">>
<<set $combat to 1>>
<<if _targetlist is undefined>>
<<getTargetList>>
<</if>>
<<if _targetnumber gte 1>>
<div id="listContainer">
<div id="leftaction" @class="$options.combatControls + 'Control'">
<<switch $lefttarget>>
<<case "self">>
<<leftActionInitSelf>>
<<case "tentacles">>
<<leftActionInitTentacle>>
<<case "vore">>
<<leftActionInitVore>>
<<case "swarm">>
<<leftActionInitSwarm>>
<<case "struggle">>
<<leftActionInitStruggle>>
<<case "machine">>
<<leftActionInitMachine>>
<<default>>
<<if Object.values(_targetlistarms)[0] is "tentacles">>
<<leftActionInitTentacle>>
<<elseif Object.values(_targetlistarms)[0] is "vore">>
<<leftActionInitVore>>
<<elseif Object.values(_targetlistarms)[0] is "swarm">>
<<leftActionInitSwarm>>
<<elseif Object.values(_targetlistarms)[0] is "struggle">>
<<leftActionInitStruggle>>
<<elseif Object.values(_targetlistarms)[0] is "machine">>
<<leftActionInitMachine>>
<<else>>
<<leftActionInit>>
<</if>>
<</switch>>
</div>
<div id="rightaction" @class="$options.combatControls + 'Control'">
<<switch $righttarget>>
<<case "self">>
<<rightActionInitSelf>>
<<case "tentacles">>
<<rightActionInitTentacle>>
<<case "vore">>
<<rightActionInitVore>>
<<case "swarm">>
<<rightActionInitSwarm>>
<<case "struggle">>
<<rightActionInitStruggle>>
<<case "machine">>
<<rightActionInitMachine>>
<<default>>
<<if Object.values(_targetlistarms)[0] is "tentacles">>
<<rightActionInitTentacle>>
<<elseif Object.values(_targetlistarms)[0] is "vore">>
<<rightActionInitVore>>
<<elseif Object.values(_targetlistarms)[0] is "swarm">>
<<rightActionInitSwarm>>
<<elseif Object.values(_targetlistarms)[0] is "struggle">>
<<rightActionInitStruggle>>
<<elseif Object.values(_targetlistarms)[0] is "machine">>
<<rightActionInitMachine>>
<<else>>
<<rightActionInit>>
<</if>>
<</switch>>
</div>
<<if Object.values(_targetlistall).length gte 1>>
<div id="feetaction" @class="$options.combatControls + 'Control'">
<<switch $feettarget>>
<<case "self">>
<<feetActionInitSelf>>
<<case "tentacles">>
<<feetActionInitTentacle>>
<<case "swarm">>
<<feetActionInitSwarm>>
<<case "struggle">>
<<feetActionInitStruggle>>
<<case "machine">>
<<feetActionInitMachine>>
<<default>>
<<if Object.values(_targetlistall)[0] is "tentacles">>
<<feetActionInitTentacle>>
<<elseif Object.values(_targetlistall)[0] is "swarm">>
<<feetActionInitSwarm>>
<<elseif Object.values(_targetlistall)[0] is "struggle">>
<<feetActionInitStruggle>>
<<elseif Object.values(_targetlistall)[0] is "machine">>
<<feetActionInitMachine>>
<<else>>
<<feetActionInit>>
<</if>>
<</switch>>
</div>
<</if>>
<<if Object.values(_targetlist).length gte 1>>
<<switch $mouthtarget>>
<<case "tentacles">>
<div id="mouthaction" @class="$options.combatControls + 'Control'">
<<mouthActionInitTentacle>>
</div>
<<case "struggle">>
<div id="mouthaction" @class="$options.combatControls + 'Control'">
<<mouthActionInitStruggle>>
</div>
<<default>>
<<if !($dissociation lte 1 and $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined))>>
<div id="mouthaction" @class="$options.combatControls + 'Control'">
<<mouthActionInit>>
</div>
<<elseif Object.values(_targetlist)[0] isnot "tentacles" and Object.values(_targetlist)[0] isnot "struggle">>
<div id="mouthaction" @class="$options.combatControls + 'Control'">
<<mouthActionInit>>
</div>
<<else>>
<<if $mouthuse is "struggle" and $struggle.mouth.creature>>
<div id="mouthaction" @class="$options.combatControls + 'Control'">
<<mouthActionInitStruggle>>
</div>
<<elseif $mouthstate isnot 0>>
<div id="mouthaction" @class="$options.combatControls + 'Control'">
<<mouthActionInitTentacle>>
</div>
<</if>>
<</if>>
<</switch>>
<<if $player.penisExist or $worn.genitals.type.includes("strap-on") or playerHasStrapon()>>
<<switch $penistarget>>
<<case "tentacles">>
<div id="penisaction" @class="$options.combatControls + 'Control'">
<<penisActionInitTentacle>>
</div>
<<case "struggle">>
<div id="penisaction" @class="$options.combatControls + 'Control'">
<<penisActionInitStruggle>>
</div>
<<default>>
<<if Object.values(_targetlist)[0] isnot "tentacles" and Object.values(_targetlist)[0] isnot "struggle">>
<div id="penisaction" @class="$options.combatControls + 'Control'">
<<penisActionInit>>
</div>
<<else>>
<<if $penisuse is "struggle">>
<div id="penisaction" @class="$options.combatControls + 'Control'">
<<penisActionInitStruggle>>
</div>
<<elseif $penisstate isnot 0>>
<div id="penisaction" @class="$options.combatControls + 'Control'">
<<penisActionInitTentacle>>
</div>
<</if>>
<</if>>
<</switch>>
<</if>>
<<if $player.vaginaExist>>
<<switch $vaginatarget>>
<<case "tentacles">>
<div id="vaginaaction" @class="$options.combatControls + 'Control'">
<<vaginaActionInitTentacle>>
</div>
<<case "struggle">>
<div id="vaginaaction" @class="$options.combatControls + 'Control'">
<<vaginaActionInitStruggle>>
</div>
<<default>>
<<if Object.values(_targetlist)[0] isnot "tentacles" and Object.values(_targetlist)[0] isnot "struggle">>
<div id="vaginaaction" @class="$options.combatControls + 'Control'">
<<vaginaActionInit>>
</div>
<<else>>
<<if $vaginause is "struggle">>
<div id="vaginaaction" @class="$options.combatControls + 'Control'">
<<vaginaActionInitStruggle>>
</div>
<<elseif $vaginastate isnot 0>>
<div id="vaginaaction" @class="$options.combatControls + 'Control'">
<<vaginaActionInitTentacle>>
</div>
<</if>>
<</if>>
<</switch>>
<</if>>
<<switch $anustarget>>
<<case "tentacles">>
<div id="anusaction" @class="$options.combatControls + 'Control'">
<<anusActionInitTentacle>>
</div>
<<case "struggle">>
<div id="anusaction" @class="$options.combatControls + 'Control'">
<<anusActionInitStruggle>>
</div>
<<default>>
<<if Object.values(_targetlist)[0] isnot "tentacles" and Object.values(_targetlist)[0] isnot "struggle">>
<div id="anusaction" @class="$options.combatControls + 'Control'">
<<anusActionInit>>
</div>
<<else>>
<<if $anususe is "struggle">>
<div id="anusaction" @class="$options.combatControls + 'Control'">
<<anusActionInitStruggle>>
</div>
<<elseif $anusstate isnot 0>>
<div id="anusaction" @class="$options.combatControls + 'Control'">
<<anusActionInitTentacle>>
</div>
<</if>>
<</if>>
<</switch>>
<<if $chestuse isnot "struggle">>
<div id="chestaction" @class="$options.combatControls + 'Control'">
<<chestActionInitStruggle>>
</div>
<<elseif $chestuse is "tentaclerub">>
<div id="chestaction" @class="$options.combatControls + 'Control'">
<<chestActionInitTentacle>>
</div>
<<elseif $chestuse is "penis">>
<div id="chestaction" @class="$options.combatControls + 'Control'">
<<chestActionInit>>
</div>
<</if>>
<<if $thighuse isnot 0>>
<div id="thighaction" @class="$options.combatControls + 'Control'">
<<thighActionInit>>
</div>
<</if>>
<</if>>
</div>
<</if>>
<</widget>><<widget "audiencecamera">>
<<exposure>>
<<if $audienceselector is 1>>
<<set $audiencedesc to "excited">>
<<set $audiencecamera to $audiencecamera1>>
<<elseif $audienceselector is 2>>
<<set $audiencedesc to "blushing">>
<<set $audiencecamera to $audiencecamera2>>
<<elseif $audienceselector is 3>>
<<set $audiencedesc to "eager">>
<<set $audiencecamera to $audiencecamera3>>
<<elseif $audienceselector is 4>>
<<set $audiencedesc to "lusty">>
<<set $audiencecamera to $audiencecamera4>>
<<elseif $audienceselector is 5>>
<<set $audiencedesc to "avid">>
<<set $audiencecamera to $audiencecamera5>>
<<elseif $audienceselector is 6>>
<<set $audiencedesc to "vigorous">>
<<set $audiencecamera to $audiencecamera6>>
<</if>>
<<rng>>
<<if $swarm and $swarm.amount and $swarm.amount.active and $swarm.amount.active[0] gt 0 and $rng gte 50>>
<<audiencecameraswarm>>
<<elseif $rng gte 81 and $facepic isnot 1>>
<<set $facepic to 1>>
The $audiencedesc $audiencecamera points <<ahis>> camera at your face. A light flashes as <<ahe>> takes a picture.
<<if $vaginastate is "penetrated">>
<<if $enemytype is "beast">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"<<pShes>> cumming with an animal dick in <<pher>> cunt! I can't believe it."
<<else>>
"A <<beasttype>> is fucking you in public and you're having an orgasm. I don't know how you stand the shame."
<</if>>
<<elseif $leglocktarget isnot undefined>>
<<if $face is "covered">>
"<<print ($position is "doggy" ? "You're pushing back against" : "Your legs are wrapped around")>> a <<beasttype>>, don't pretend you have any dignity."
<<else>>
"This bitch wants to get <<bred>> even more than I want to see it!"
<</if>>
<<else>>
<<if $face is "covered">>
"You're fucking a <<beasttype>>, don't pretend you have any dignity."
<<else>>
"So glad I was here to see this <<bitch>> get <<bred>>."
<</if>>
<</if>>
<<else>>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"It's normal to cum while your pussy is filled, you don't need to be shy."
<<else>>
"Look how cute <<pshe>> looks when <<pshe>> cums. Fuck <<pher>> pussy harder."
<</if>>
<<elseif $leglocktarget isnot undefined>>
<<if $face is "covered">>
"Don't pretend to be shy, you're literally <<print ($position is "doggy" ? "pushing against <<personselect $vaginatarget>><<him>>" : "pulling <<personselect $vaginatarget>><<him>> in")>>."
<<else>>
"You're loving this, aren't you? Look at your legs, look at your face."
<</if>>
<<else>>
<<if $face is "covered">>
"Don't be shy, I want to see your face while your pussy is ravaged."
<<else>>
"Your face looks so cute while your pussy is pounded."
<</if>>
<</if>>
<</if>>
<<elseif $vaginastate is "imminent">>
<<if $enemytype is "beast">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"Is <<pshe>> cumming already? <<pShes>> such a <<beasttype>> slut."
<<else>>
"Just the thought of that <<beasttype>> dick entering is enough to make <<phim>> cum."
<</if>>
<<else>>
<<if $face is "covered">>
"Move your hands, I want to see your expression when the <<beasttype>> fucks you."
<<else>>
"I want a picture of <<pher>> expression when it fucks <<phim>> proper."
<</if>>
<</if>>
<<else>>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"Is <<pshe>> cumming already?"
<<else>>
"Just the anticipation is enough to make <<phim>> cum."
<</if>>
<<else>>
<<if $face is "covered">>
"Move your hands, I want to see your expression when it goes in."
<<else>>
"I want a picture of <<pher>> expression when it goes in."
<</if>>
<</if>>
<</if>>
<<elseif $vaginastate is "entrance">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"Is <<pshe>> cumming already?"
<<else>>
"Just the anticipation is enough to make <<phim>> cum."
<</if>>
<<else>>
<<if $face is "covered">>
"Move your hands, I want to see your expression when it goes in."
<<else>>
"I want a picture of <<pher>> expression when it goes in."
<</if>>
<</if>>
<<elseif $penisstate is "penetrated">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"It's normal to cum while your penis is ravaged, you don't need to be shy."
<<else>>
"Look how cute <<pshe>> looks when <<pshe>> cums. Fuck <<phim>> harder."
<</if>>
<<else>>
<<if $face is "covered">>
"Don't be shy, I want to see your face while your penis is ravaged."
<<else>>
"Look how cute <<pshe>> looks with <<pher>> penis being pounded. Fuck <<phim>> harder."
<</if>>
<</if>>
<<elseif $penisstate is "imminent">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"Is <<pshe>> cumming already?"
<<else>>
"Just the anticipation is enough to make <<phim>> cum."
<</if>>
<<else>>
<<if $face is "covered">>
"Move your hands, I want to see your expression when it goes in."
<<else>>
"I want to snap a picture of <<pher>> expression when it goes in."
<</if>>
<</if>>
<<elseif $penisstate is "entrance">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"Is <<pshe>> cumming already?"
<<else>>
"Just the anticipation is enough to make <<phim>> cum."
<</if>>
<<else>>
<<if $face is "covered">>
"Move your hands, I want to see your expression when it goes in."
<<else>>
"I want to snap a picture of <<pher>> expression when it goes in."
<</if>>
<</if>>
<<elseif $penisstate is "otheranus">>
<<if playerHasStrapon()>>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"Move your hands, I want to see what you look like while cumming."
<<else>>
"I think you're making <<phim>> cum. Fuck <<phim>> harder."
<</if>>
<<else>>
<<if $face is "covered">>
"You're shy about fucking someone's ass? That's adorable."
<<else>>
"Look how cute <<pshe>> looks with <<pher>> strap-on being pounded. Fuck harder."
<</if>>
<</if>>
<<elseif $orgasmdown gte 1>>
<<if $face is "covered">>
"Move your hands, I want to see what you look like while cumming in someone's ass."
<<else>>
"I think your ass is making <<phim>> cum. Fuck <<phim>> harder."
<</if>>
<<else>>
<<if $face is "covered">>
"You're shy about fucking someone's ass? That's adorable."
<<else>>
"Look how cute <<pshe>> looks with <<pher>> penis being pounded. Fuck <<phim>> harder."
<</if>>
<</if>>
<<elseif $penisstate is "otheranusimminent">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"Don't be shy, let the camera see your orgasm face."
<<else>>
"Just pressing your ass against <<pher>> dick is making <<phim>> cum."
<</if>>
<<else>>
<<if $face is "covered">>
"Move your hands, I want to see your expression when it goes in."
<<else>>
"<<pShes>> blushing! How cute."
<</if>>
<</if>>
<<elseif $penisstate is "otheranusentrance">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"Don't be shy, let the camera see your orgasm face."
<<else>>
"Just pressing your ass against <<pher>> dick is making <<phim>> cum."
<</if>>
<<else>>
<<if $face is "covered">>
"Move your hands, I want to see your expression when it goes in."
<<else>>
"<<pShes>> blushing! How cute."
<</if>>
<</if>>
<<elseif $anusstate is "penetrated">>
<<if $enemytype is "beast">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"You're cumming with a <<beasttype>> balls-deep in your ass, how much dignity is covering your face preserving?"
<<else>>
"I got a nice picture of <<pher>> <<beasttype>> fucker orgasm face."
<</if>>
<<elseif $leglocktarget isnot undefined>>
<<if $face is "covered">>
"Show us your needy ass-fucked <<beasttype>> bitch face!"
<<else>>
"I don't know about you, but I think <<pshe>> really likes that <<beasttype>>."
<</if>>
<<else>>
<<if $face is "covered">>
"Come on, let's see your face. I want to see how you look having your ass fucked by a <<beasttype>>."
<<else>>
"<<pShe>> looks so cute having <<pher>> ass fucked by that <<beasttype>>."
<</if>>
<</if>>
<<else>>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"You're cumming while having your ass fucked, how much dignity is covering your face preserving?"
<<else>>
"I got a nice picture of <<pher>> orgasm face."
<</if>>
<<elseif $leglocktarget isnot undefined>>
<<if $face is "covered">>
"So what if you cover your face? Everyone can see you <<print ($position is "doggy" ? "pushing into <<personselect $anustarget>><<him>>" : "wrapping your legs")>>, buttslut."
<<else>>
"Your ass must be loving this, the way you're <<print ($position is "doggy" ? "pushing back" : "locking your legs")>>."
<</if>>
<<else>>
<<if $face is "covered">>
"Come on, let's see your face. I want to see how you look having your ass fucked."
<<else>>
"<<pShe>> looks so cute having <<pher>> ass ravaged."
<</if>>
<</if>>
<</if>>
<<elseif $anusstate is "imminent">>
<<if $enemytype is "beast">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"You can cover your face if you want, we can all tell you're cumming hard for that <<beasttype>>."
<<else>>
"<<pShes>> cumming this hard with the <<beasttype>> pressing just the tip into <<pher>> ass."
<</if>>
<<else>>
<<if $face is "covered">>
"Don't be shy, I want a good picture of your face when your ass is skewered by that <<beasttype>>."
<<else>>
"Smile for the camera like a good <<beasttype>> <<bitch>>, you slut."
<</if>>
<</if>>
<<else>>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"You can cover your face if you want, we can all tell you're cumming hard."
<<else>>
"<<pShes>> cumming this hard with just the tip pressing into <<pher>> ass."
<</if>>
<<else>>
<<if $face is "covered">>
"Don't be shy, I want a good picture of your face when your ass is skewered."
<<else>>
"Smile for the camera like a good anal slut."
<</if>>
<</if>>
<</if>>
<<elseif $anusstate is "entrance">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"You can cover your face if you want, we can all tell you're cumming hard."
<<else>>
"<<pShes>> cumming this hard with just the tip pressing into <<pher>> ass."
<</if>>
<<else>>
<<if $face is "covered">>
"Don't be shy, I want a good picture of your face when your ass is skewered."
<<else>>
"Smile for the camera like a good anal slut."
<</if>>
<</if>>
<<elseif $mouthstate is "penetrated">>
<<if $enemytype is "beast">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"Look at how cute <<pshe>> looks cumming while slurping on that <<beasttype>> dick. <<pShes>> so shy about it too."
<<else>>
"Look at how cute <<pshe>> looks cumming while slurping on that <<beasttype>> dick."
<</if>>
<<else>>
<<if $face is "covered">>
"Move your hand <<bitch>>, you're getting in the way of the action."
<<else>>
"Do you like the taste of <<beasttype>> dick?"
<</if>>
<</if>>
<<else>>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"Look at how cute <<pshe>> looks cumming while slurping on a dick. <<pShes>> so shy about it too."
<<else>>
"Look at how cute <<pshe>> looks cumming while slurping on a dick."
<</if>>
<<else>>
<<if $face is "covered">>
"Move your hand <<bitch>>, you're getting in the way of the action."
<<else>>
"Such a nice shot of your face being fucked."
<</if>>
<</if>>
<</if>>
<<elseif $mouthstate is "imminent">>
<<if $enemytype is "beast">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"Cover your face all you want, we know you love it."
<<else>>
"<<pShes>> cumming already, <<pshe>> just can't wait for the <<beasttype>> dick."
<</if>>
<<else>>
<<if $face is "covered">>
"Move <<pher>> hand, I want to catch the look on <<pher>> face when it starts fucking <<pher>> mouth."
<<else>>
"I want to catch the look on <<pher>> face when it starts fucking <<pher>> mouth."
<</if>>
<</if>>
<<else>>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"Cover your face all you want, we know you love it."
<<else>>
"<<pShes>> cumming already, now's the time to give <<phim>> a taste of dick."
<</if>>
<<else>>
<<if $face is "covered">>
"Move <<pher>> hand, I want to catch the look on <<pher>> face when you start fucking <<pher>> mouth."
<<else>>
"I want to catch the look on <<pher>> face when you start fucking <<pher>> mouth."
<</if>>
<</if>>
<</if>>
<<elseif $mouthstate is "entrance">>
<<if $enemytype is "beast">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"Cover your face all you want, we know you love it."
<<else>>
"<<pShes>> cumming already, <<pshe>> just can't wait for the <<beasttype>> dick."
<</if>>
<<else>>
<<if $face is "covered">>
"Move <<pher>> hand, I want to catch the look on <<pher>> face when it starts fucking <<pher>> mouth."
<<else>>
"I want to catch the look on <<pher>> face when it starts fucking <<pher>> mouth."
<</if>>
<</if>>
<<else>>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"Cover your face all you want, we know you love it."
<<else>>
"<<pShes>> cumming already, now's the time to give <<phim>> a taste of dick."
<</if>>
<<else>>
<<if $face is "covered">>
"Move <<pher>> hand, I want to catch the look on <<pher>> face when you start fucking <<pher>> mouth."
<<else>>
"I want to catch the look on <<pher>> face when you start fucking <<pher>> mouth."
<</if>>
<</if>>
<</if>>
<<elseif $mouthstate is "othervagina">>
<<if $enemytype is "beast">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"<<pShes>> cumming from getting a face full of <<beasttype>> pussy. No wonder <<pshes>> shy about it."
<<else>>
"<<pShes>> cumming from getting a face full of <<beasttype>> pussy. Wow."
<</if>>
<<else>>
<<if $face is "covered">>
"Don't be shy. I bet you love eating <<beasttype>> pussy."
<<else>>
"Can't believe <<pshes>> got <<pher>> face all up in <<beasttype>> pussy."
<</if>>
<</if>>
<<else>>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"Don't be shy. Let's see your face as you get off on eating that pussy."
<<else>>
"<<pShes>> cumming just from being all up in that pussy."
<</if>>
<<else>>
<<if $face is "covered">>
"<<pShes>> hiding <<pher>> face so we can't see how much <<pshe>> loves having a face full of pussy."
<<else>>
"Rub it in <<pher>> face. I bet <<pshe>> loves having <<pher>> face used."
<</if>>
<</if>>
<</if>>
<<elseif $mouthuse is "facesit" and $mouthstate is "vagina">>
<<if $orgasmdown gte 1>>
<<switch random(3)>>
<<case 0>>
"Look how much <<pshes>> loving being sat on."
<<case 1>>
"Aw. You almost can't see <<pher>> orgasm face whilst it's being sat on."
<<case 2>>
"That pussy isn't hiding how excited <<pshe>> looks. <<pShes>> cumming from face sitting."
<<case 3>>
"Wait until I show my friends how much <<pshe>> loves having <<pher>> face sat on."
<</switch>>
<<else>>
<<if $enemyanger gte 30>>
<<switch random(2)>>
<<case 0>>
"<<pShes>> really getting buried in there."
<<case 1>>
"Aw, <<pher>> face is going red! Keep sitting on <<phim>>!"
<<case 2>>
"You liking your face being sat on, slut?"
<</switch>>
<<else>>
<<switch random(2)>>
<<case 0>>
"The best seat in the house."
<<case 1>>
"<<pHer>> face looks like the perfect throne."
<<case 2>>
"You look like you're enjoying it under there."
<</switch>>
<</if>>
<</if>>
<<elseif $mouthuse is "facesit" and $mouthstate is "anal">>
<<if $orgasmdown gte 1>>
<<if $mouthactiondefault is "anallick">>
<<switch random(2)>>
<<case 0>>
"<<pShes>> cumming just from licking ass. Good <<girl>>."
<<case 1>>
"Look! <<pShes>> been driven to orgasm by the taste of that ass in <<pher>> mouth."
<<case 2>>
"<<pShe>> just came from licking ass. I need to share this."
<</switch>>
<<elseif $mouthactiondefault is "analkiss">>
<<switch random(2)>>
<<case 0>>
"Kissing ass made <<phim>> cum. What a submissive <<slut>>."
<<case 1>>
"Cumming just from kissing ass? You were made to do that, bitch!"
<<case 2>>
"<<pShes>> cumming off of kissing ass. Make <<phim>> do it more!"
<</switch>>
<<else>>
"That ass in your mouth was good enough to make you cum? Don't deny it!"
<</if>>
<<elseif $enemyanger gte 30>>
<<switch random(2)>>
<<case 0>>
"Be a good slut and eat that ass."
<<case 1>>
"Go on, kiss that ass, you know you deserve to, slut."
<<case 2>>
"<<pShes>> getting squashed under that ass, and I bet <<pshes>> loving it."
<</switch>>
<<else>>
<<switch random(2)>>
<<case 0>>
"Bet this pervy <<bitch>> is loving having <<pher>> mouth sat on."
<<case 1>>
"Hope that ass tastes good."
<<case 2>>
"<<pShes>> got a face full of ass. Wait until I show this around."
<</switch>>
<</if>>
<<elseif $vaginastate is "othermouth">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"You can't hide it, having your pussy licked is too much for you."
<<else>>
"Look at <<phim>> squirm! Your tongue's too much for <<phim>>."
<</if>>
<<else>>
<<if $face is "covered">>
"What's the matter? Ashamed of having your pussy licked?"
<<else>>
"Tongue-fuck <<phim>> harder, I want to see <<phim>> squirm."
<</if>>
<</if>>
<<elseif $vaginastate is "othermouthimminent">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"You can't hide your orgasm from the camera."
<<else>>
"<<pShes>> cumming, it might be too much for <<phim>> if you tongue-fuck <<phim>> now. Do it."
<</if>>
<<else>>
<<if $face is "covered">>
"Don't be shy, you like having your pussy eaten don't you."
<<else>>
"You like having your pussy eaten, don't you."
<</if>>
<</if>>
<<elseif $vaginastate is "othermouthentrance">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"You can't hide your orgasm from the camera."
<<else>>
"<<pShes>> cumming, it might be too much for <<phim>> if you tongue-fuck <<phim>> now. Do it."
<</if>>
<<else>>
<<if $face is "covered">>
"Don't be shy, you like having your pussy eaten don't you."
<<else>>
"You like having your pussy eaten, don't you."
<</if>>
<</if>>
<<elseif $penisstate is "othermouth">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"Don't be shy, it's normal to cum while having your penis sucked."
<<else>>
"I got the perfect picture of <<pher>> orgasm face."
<</if>>
<<else>>
<<if $face is "covered">>
"<<pShes>> embarrassed about having <<pher>> penis sucked! How adorable."
<<else>>
"Suck <<phim>> harder, I want to see how cute <<pshe>> looks."
<</if>>
<</if>>
<<elseif $penisstate is "othermouthimminent">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"<<pShes>> cumming already, sucking now might be too much for <<phim>>. Do it."
<<else>>
"<<pShes>> cumming already, sucking now might be too much for <<phim>>. Do it."
<</if>>
<<else>>
<<if $face is "covered">>
"Move your hand, I want to see your expression when your penis starts getting sucked."
<<else>>
"I can't wait to see <<pher>> expression when you start sucking."
<</if>>
<</if>>
<<elseif $penisstate is "othermouthentrance">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"<<pShes>> cumming already, sucking now might be too much for <<phim>>. Do it."
<<else>>
"<<pShes>> cumming already, sucking now might be too much for <<phim>>. Do it."
<</if>>
<<else>>
<<if $face is "covered">>
"Move your hand, I want to see your expression when your penis starts getting sucked."
<<else>>
"I can't wait to see <<pher>> expression when you start sucking."
<</if>>
<</if>>
<<elseif $anusstate is "othermouth">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"No point hiding your face, we can all tell you're a pervert."
<<else>>
"This slut likes having <<pher>> ass eaten."
<</if>>
<<else>>
<<if $face is "covered">>
"Move your hand <<bitch>>, I want to see how you feel about having your ass eaten."
<<else>>
"Probe <<pher>> ass harder, I think <<pshe>> likes it."
<</if>>
<</if>>
<<elseif $anusstate is "othermouthimminent">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"No point hiding your face, we can all tell you're a pervert."
<<else>>
"This slut likes having <<pher>> ass eaten."
<</if>>
<<else>>
<<if $face is "covered">>
"Move your hand <<bitch>>, I want to see how you feel about having your ass eaten."
<<else>>
"Probe <<pher>> ass harder, I think <<pshe>> likes it."
<</if>>
<</if>>
<<elseif $anusstate is "othermouthentrance">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"No point hiding your face, we can all tell you're a pervert."
<<else>>
"This slut likes having <<pher>> ass eaten."
<</if>>
<<else>>
<<if $face is "covered">>
"Move your hand <<bitch>>, I want to see how you feel about having your ass eaten."
<<else>>
"Probe <<pher>> ass harder, I think <<pshe>> likes it."
<</if>>
<</if>>
<<elseif $mouthstate is "kiss">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"Is <<pShe>> cumming from being kissed? Is that pure or lewd?"
<<else>>
"<<pShes>> cumming from being kissed! Is that pure or lewd?"
<</if>>
<<else>>
<<if $face is "covered">>
"<<pShes>> shy about being kissed, how adorable."
<<else>>
"Such a romantic image."
<</if>>
<</if>>
<<elseif $mouthstate is "kissimminent">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"Is <<pShe>> cumming from being kissed? Is that pure or lewd?"
<<else>>
"<<pShes>> cumming from being kissed! Is that pure or lewd?"
<</if>>
<<else>>
<<if $face is "covered">>
"<<pShes>> shy about being kissed, how adorable."
<<else>>
"Such a romantic image."
<</if>>
<</if>>
<<elseif $mouthstate is "kissentrance">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"Is <<pShe>> cumming from thinking about being kissed? Is that pure or lewd?"
<<else>>
"<<pShes>> cumming from the thought of being kissed! Is that pure or lewd?"
<</if>>
<<else>>
<<if $face is "covered">>
"<<pShes>> shy about getting a kiss, how adorable."
<<else>>
"Such a romantic image."
<</if>>
<</if>>
<<else>>
<<if $orgasmdown gte 1>>
<<if $enemytype is "beast">>
<<if $face is "covered">>
"Are you ashamed to be cumming for that <<beasttype>>?"
<<else>>
"That <<beasttype>> can really make you cum hard, and I have proof."
<</if>>
<<else>>
<<if $face is "covered">>
"You can hide your face, but not your orgasm."
<<else>>
"Your orgasm face is so cute, and I have proof."
<</if>>
<</if>>
<<else>>
<<if $face is "covered">>
<<if $pain gte 80>>
"Hide your face if you want, we can see your tears."
<<elseif $pain gte 40>>
"You can't hide your tears from the camera."
<<else>>
"Don't be shy, let the camera see that pretty face of yours."
<</if>>
<<else>>
<<if $pain gte 80>>
"<<pShes>> crying. How pathetic."
<<elseif $pain gte 40>>
"Don't be upset. Smile for the camera."
<<else>>
"Smile, <<girl>>."
<</if>>
<</if>>
<</if>>
<</if>>
<<elseif $rng gte 61 and $breastpic isnot 1>>
<<set $breastpic to 1>>
The $audiencedesc $audiencecamera points <<ahis>> camera at your <<chest>>. A light flashes as <<ahe>> takes a picture.
<<rng>>
<<if $player.breastsize is 0>>
<<if $player.gender_appearance is "m">>
<<if $worn.upper.exposed gte 2>>
<<if $rng gte 67>>
"Boys have such cute nipples."
<<elseif $rng gte 33>>
"That sleek chest of yours is a thing of beauty."
<<elseif $rng gte 20 and $anusdoubletarget isnot undefined and $NPCList[$anustarget].penis is "anusdouble" and $NPCList[$anusdoubletarget].penis is "anusdouble">>
"<<pHer>> hard nipples tell all. This <<girl>> loves two hard cocks up the ass!"
<<else>>
"Don't be shy, there's nothing lewd about your boy nipples."
<</if>>
<<else>>
<<if $rng gte 67>>
"Get his top off, I wanna see that fine chest."
<<elseif $rng gte 33>>
"I wish I could take a picture of what's under his top."
<<else>>
"Even clothed I can tell you have a lovely chest."
<</if>>
<</if>>
<<else>>
<<if $worn.upper.exposed gte 2>>
<<if $rng gte 67>>
"Your flat chest looks delicious."
<<elseif $rng gte 33>>
"<<pHer>> chest is so flat <<pshe>> could pass as a boy."
<<elseif $rng gte 20 and $anusdoubletarget isnot undefined and $NPCList[$anustarget].penis is "anusdouble" and $NPCList[$anusdoubletarget].penis is "anusdouble">>
"<<pHer>> boy nipples are so hard! This flat <<bitch>> loves two hard cocks up the ass!"
<<elseif $rng gte 20 and $vaginadoubletarget isnot undefined and $NPCList[$vaginatarget].penis is "vaginadouble" and $NPCList[$vaginadoubletarget].penis is "vaginadouble">>
"<<pHer>> nipples are so hard! This flat <<bitch>> loves a double pussy pounding!"
<<else>>
"It's important I take pictures of her cute chest. I'll need them later."
<</if>>
<<else>>
<<if $rng gte 67>>
"I can't wait to see under her top."
<<elseif $rng gte 33>>
"Do other girls tease you for your flat chest?"
<<else>>
"Don't worry, you're cute even without boobs."
<</if>>
<</if>>
<</if>>
<<insecurity "breasts_small" 1>><<ginsecurity "breasts_small">>
<<elseif $player.breastsize lte 5>>
<<if $player.gender_appearance is "m">>
<<if $worn.upper.exposed gte 2>>
<<if $rng gte 67>>
"Your flabby chest is almost like a girl's."
<<elseif $rng gte 33>>
"Look at those little tits. I bet the other boys pick on you."
<<else>>
"Don't be shy, there's nothing lewd about your boy nipples, even if they look like a girl's."
<</if>>
<<else>>
<<if $rng gte 67>>
"Get his top off, I wanna see that fine chest."
<<elseif $rng gte 33>>
"I wish I could take a picture of what's under his top."
<<else>>
"Even clothed I can tell you have a lovely chest."
<</if>>
<</if>>
<<else>>
<<if $worn.upper.exposed gte 2>>
<<if $rng gte 67>>
"Her tiny breasts are so cute."
<<elseif $rng gte 33>>
"Now however large your breasts grow, I'll have evidence of when they were small and cute."
<<elseif $rng gte 20 and $anusdoubletarget isnot undefined and $NPCList[$anustarget].penis is "anusdouble" and $NPCList[$anusdoubletarget].penis is "anusdouble">>
"<<pHer>> nipples are so hard! This <<bitch>> loves double stuffing!"
<<elseif $rng gte 20 and $vaginadoubletarget isnot undefined and $NPCList[$vaginatarget].penis is "vaginadouble" and $NPCList[$vaginadoubletarget].penis is "vaginadouble">>
"<<pHer>> nipples are so hard! This <<bitch>> loves double stuffing!"
<<else>>
"Don't be ashamed of your small breasts, they're adorable."
<</if>>
<<else>>
<<if $rng gte 67>>
"I can see the shape of <<pher>> tiny breasts beneath <<pher>> $worn.upper.name."
<<elseif $rng gte 33>>
"Get <<pher>> top off, I want a picture of <<pher>> breasts."
<<else>>
"I can't wait to see <<pher>> little breasts, I bet they're superb."
<</if>>
<</if>>
<</if>>
<<insecurity "breasts_small" 1>><<ginsecurity "breasts_small">>
<<elseif $player.breastsize lte 7>>
<<if $worn.upper.exposed gte 2>>
<<if $rng gte 67>>
"Your breasts are very photogenic."
<<elseif $rng gte 33>>
"Your breasts are mesmerising."
<<else>>
"This picture of your breasts will come in handy."
<</if>>
<<else>>
<<if $rng gte 67>>
"Get <<pher>> top off, I want a picture of <<pher>> breasts."
<<elseif $rng gte 33>>
"Don't be embarrassed, it's not like your breasts are exposed yet."
<<else>>
"Even clothed I can tell how lovely <<pher>> breasts are."
<</if>>
<</if>>
<<insecurity "breasts_big" 1>><<ginsecurity "breasts_big">>
<<elseif $player.breastsize lte 10>>
<<if $worn.upper.exposed gte 2>>
<<if $rng gte 67>>
"<<pHer>> breasts flop about so beautifully."
<<elseif $rng gte 33>>
"Those are some impressive mammaries."
<<elseif $rng gte 20 and $anusdoubletarget isnot undefined and $NPCList[$anustarget].penis is "anusdouble" and $NPCList[$anusdoubletarget].penis is "anusdouble">>
"I love how <<pher>> milkers jiggle as their cocks ravage <<pher>> slut ass!"
<<elseif $rng gte 20 and $vaginadoubletarget isnot undefined and $NPCList[$vaginatarget].penis is "vaginadouble" and $NPCList[$vaginadoubletarget].penis is "vaginadouble">>
"I love how <<pher>> milkers flop about as their cocks wreck this slut's pussy!"
<<else>>
"Don't be ashamed, you should be proud of such large breasts."
<</if>>
<<else>>
<<if $rng gte 67>>
"Are <<pher>> breasts really as large as they seem? Only one way to find out."
<<elseif $rng gte 33>>
"Get <<pher>> top off, I want a picture of <<pher>> large breasts for later use."
<<else>>
"Breasts that large are lewd even under clothes."
<</if>>
<</if>>
<<insecurity "breasts_big" 1>><<ginsecurity "breasts_big">>
<<else>>
<<if $worn.upper.exposed gte 2>>
<<if $rng gte 67>>
"Those are some gigantic udders."
<<elseif $rng gte 33>>
"You could feed every baby in town with those."
<<else>>
"Glad I got photographic proof, no one would believe how big they were otherwise."
<</if>>
<<else>>
<<if $rng gte 67>>
"You can't fake breasts this large, surely."
<<elseif $rng gte 33>>
"Get <<pher>> top off, I want a picture of these massive things."
<<else>>
"Breasts this huge are lewd even under clothes."
<</if>>
<</if>>
<<insecurity "breasts_big" 2>><<ginsecurity "breasts_big">>
<</if>>
<<elseif $rng gte 41 and $bottompic isnot 1>>
<<set $bottompic to 1>>
The $audiencedesc $audiencecamera points <<ahis>> camera at your <<bottom>>. A light flashes as <<ahe>> takes a picture.
<<rng>>
<<if $anusstate is "penetrated">>
<<if $enemytype is "beast">>
<<if $orgasmdown gte 1>>
"I got a nice close-up of the <<beasttype>> ravaging <<pher>> ass while <<pshe>> cums."
<<elseif $leglocktarget isnot undefined>>
"I got a nice close-up of <<phim>> <<print ($position is "doggy" ? "pushing <<pher>> ass onto" : "wrapping <<pher>> legs around")>> the <<beasttype>>."
<<else>>
"I got a nice close-up of the <<beasttype>> ravaging <<pher>> ass."
<</if>>
<<else>>
<<if $orgasmdown gte 1>>
"I got a nice close-up of <<pher>> ass getting fucked. Look at <<phim>> shake."
<<elseif $leglocktarget isnot undefined>>
"I got a nice close-up of <<phim>> <<print ($position is "doggy" ? "pressing back" : "locking <<pher>> legs")>> as <<pher>> ass gets fucked."
<<else>>
"I got a nice close-up of <<pher>> ass getting fucked."
<</if>>
<</if>>
<<elseif $anusstate is "imminent">>
<<if $enemytype is "beast">>
<<if $orgasmdown gte 1>>
"<<pShes>> already cumming, I wonder how <<pshe>> would take a proper anal fucking from that <<beasttype>>."
<<else>>
"I want to catch the moment it starts fucking <<phim>> proper."
<</if>>
<<else>>
<<if $orgasmdown gte 1>>
"<<pShes>> already cumming, I wonder how <<pshe>> would take a proper anal fucking."
<<else>>
"I want to catch the moment it goes in <<pher>> ass."
<</if>>
<</if>>
<<elseif $anusstate is "entrance">>
<<if $enemytype is "beast">>
<<if $orgasmdown gte 1>>
"I think it's gonna fuck <<pher>> slut ass!"
<<else>>
"I think it's gonna fuck <<pher>> ass!"
<</if>>
<<else>>
<<if $orgasmdown gte 1>>
"I hope you're going all-in on this little slut's ass."
<<else>>
"I hope you're going all-in on <<pher>> ass."
<</if>>
<</if>>
<<elseif $anusstate is "othermouth">>
<<if $orgasmdown gte 1>>
"<<pShes>> responding to having <<pher>> ass eaten."
<<else>>
"You're really getting in there."
<</if>>
<<elseif $anusstate is "othermouthimminent">>
<<if $orgasmdown gte 1>>
"What does <<pher>> cumming ass taste like?"
<<else>>
"How's <<pshe>> taste?"
<</if>>
<<elseif $anusstate is "othermouthentrance">>
<<if $orgasmdown gte 1>>
"It might be too much for <<phim>>. I can't wait."
<<else>>
"You're actually gonna eat <<pher>> ass?"
<</if>>
<<elseif $anusstate isnot 0 and $anusstate.startsWith("double")>>
<<if $NPCList[$anustarget].penis is "anusdouble" and $NPCList[$anusdoubletarget].penis is "anusdouble">>
<<if $orgasmdown gte 1>>
"This is the money shot! Look at <<phim>> shake with two cocks in <<pher>> ass!"
<<else>>
<<set _myrng to random(1,2)>>
<<switch _myrng>>
<<case 1>>
"I got a nice close-up of <<pher>> ass getting double fucked. Super slut!"
<<case 2>>
"Yes that's it, take both those cocks you dirty slut! The camera loves you!"
<</switch>>
<</if>>
<<else>>
<<if $orgasmdown gte 1>>
"<<pShes>> already cumming, I wonder how <<pshe>> would take a proper double anal fucking."
<<else>>
"I want to catch the moment both cocks go in <<pher>> ass."
<</if>>
<</if>>
<<else>>
<<if $orgasmdown gte 1>>
<<if $worn.lower.exposed gte 2 and $worn.under_lower.exposed gte 1>>
<<if $rng gte 67>>
"I got a nice shot of <<pher>> bare ass."
<<elseif $rng gte 33>>
"I've never seen such a spankable ass."
<<else>>
"<<pHer>> orgasm is making <<pher>> ass shake beautifully."
<</if>>
<<else>>
<<if $rng gte 67>>
"<<pShes>> such a lewd <<girl>>, <<pshe>> needs to be punished."
<<elseif $rng gte 33>>
"Get <<pher>> clothes off while <<pshe>> spasms, I want a clear shot of <<pher>> ass."
<<else>>
"<<pHer>> ass is so lewd, even clothed."
<</if>>
<</if>>
<<else>>
<<if $worn.lower.exposed gte 2 and $worn.under_lower.exposed gte 1>>
<<if $rng gte 67>>
"Are you embarrassed about your ass being exposed like this?"
<<elseif $rng gte 33>>
"I got a great shot of <<pher>> ass."
<<else>>
"<<pHer>> naked ass is so lewd."
<</if>>
<<else>>
<<if $rng gte 67>>
"This <<girl>> has a fine ass."
<<elseif $rng gte 33>>
"Bare <<pher>> ass, I want a better picture."
<<else>>
"Even clothed <<pher>> ass looks good."
<</if>>
<</if>>
<</if>>
<</if>>
<<elseif $rng gte 21 and $genitalpic isnot 1>>
<<set $genitalpic to 1>>
The $audiencedesc $audiencecamera points <<ahis>> camera at your <<privates>>. A light flashes as <<ahe>> takes a picture.
<<rng>>
<<if $vaginastate is "penetrated">>
<<if $enemytype is "beast">>
<<if $orgasmdown gte 1>>
"I got a nice shot of <<phim>> shuddering on that dick."
<<elseif playerBellyVisible() and $pregnancyspeechdisable is "f">>
"Even when <<pshes>> already knocked up, <<pshe>> just can't help but be <<bred>> like a bitch!"
<<elseif $leglocktarget isnot undefined>>
"Look at <<phim>> <<print ($position is "doggy" ? "push <<pherself>> back into" : "wrap <<pher>> legs around")>> the <<beasttype>>! Deviant bitch!"
<<else>>
"Wow, <<pher>> pussy is really getting pounded by that <<beasttype>>."
<</if>>
<<else>>
<<if $orgasmdown gte 1>>
"I got a nice shot of <<phim>> shuddering on that dick."
<<elseif playerBellyVisible() and $pregnancyspeechdisable is "f">>
"Well, if <<pshe>> wasn't pregnant before, <<pshe>>'d be getting pretty close to it now..."
<<elseif $leglocktarget isnot undefined>>
"<<pShes>> begging for you to come inside! Give <<phim>> what <<pshe>> wants!"
<<else>>
"Wow, <<pher>> pussy is really getting a pounding."
<</if>>
<</if>>
<<elseif $vaginastate is "imminent">>
<<if $enemytype is "beast">>
<<if $orgasmdown gte 1>>
"<<pHer>> <<bitch>> pussy is twitching and it's not even in yet. <<pShe>> can't wait to be <<bred>>."
<<else>>
"I hope I catch the moment <<pher>> pussy is first violated."
<</if>>
<<else>>
<<if $orgasmdown gte 1>>
"<<pHer>> pussy is twitching and it's not even in yet. Such a slut."
<<else>>
"I hope I catch the moment <<pher>> pussy is first violated."
<</if>>
<</if>>
<<elseif $vaginastate is "entrance">>
<<if $enemytype is "beast">>
<<if $orgasmdown gte 1>>
"<<pShes>> cumming from such little stimulation, fucking a <<beasttype>> might break <<phim>> fully."
<<else>>
"Your pussy is about to get the treatment it deserves."
<</if>>
<<else>>
<<if $orgasmdown gte 1>>
"<<pShes>> cumming from such little stimulation, fucking <<pher>> pussy might break <<phim>> fully."
<<else>>
"Your pussy is about to get the treatment it deserves."
<</if>>
<</if>>
<<elseif $vaginastate isnot 0 and $vaginastate.startsWith("double")>>
<<if $NPCList[$vaginatarget].penis is "vaginadouble" and $NPCList[$vaginadoubletarget].penis is "vaginadouble">>
<<if $orgasmdown gte 1>>
"This is the money shot! Look at <<phim>> shake with two cocks in <<pher>> pussy!"
<<else>>
<<set _myrng to random(1,2)>>
<<switch _myrng>>
<<case 1>>
"I got a nice close-up of <<pher>> pussy getting double fucked. Super slut!"
<<case 2>>
"Yes that's it, take both those cocks you dirty slut! The camera loves you!"
<</switch>>
<</if>>
<<else>>
<<if $orgasmdown gte 1>>
"<<pShes>> already cumming, I wonder how <<pshe>> would take a proper double pussy fucking."
<<else>>
"I want to catch the moment both cocks go in <<pher>> cunt!"
<</if>>
<</if>>
<<elseif $penisstate is "penetrated">>
<<if playerHasStrapon()>>
"Wow, look at the pussy pounding that strap-on!"
<<elseif $orgasmdown gte 1>>
"I got a nice shot of <<phim>> shuddering in that pussy."
<<else>>
"Wow, <<pher>> penis is really getting a pounding."
<</if>>
<<elseif $penisstate is "imminent">>
<<if playerHasStrapon()>>
"I need to catch the moment <<pher>> strap-on penetrates!"
<<elseif $orgasmdown gte 1>>
"<<pHer>> penis is twitching and it's not even in yet. Such a slut."
<<else>>
"I hope I catch the moment <<pher>> penis is first violated."
<</if>>
<<elseif $penisstate is "entrance">>
<<if playerHasStrapon()>>
"Hope <<pshe>> knows how to use that thing!"
<<elseif $orgasmdown gte 1>>
"<<pShes>> cumming from such little stimulation, fucking <<phim>> might break <<phim>> fully."
<<else>>
"Your penis is about to get the treatment it deserves."
<</if>>
<<elseif $penisstate is "otheranus">>
<<if playerHasStrapon()>>
"I got a nice shot of <<pher>> strap-on pounding that ass!"
<<elseif $orgasmdown gte 1>>
"I got a nice shot of <<phim>> shuddering in that ass."
<<else>>
"Wow, <<pher>> penis is really getting a pounding."
<</if>>
<<elseif $penisstate is "otheranusimminent">>
<<if playerHasStrapon()>>
"Hope <<pshe>> knows how to use that thing!"
<<elseif $orgasmdown gte 1>>
"<<pHer>> penis is twitching and it's not even in yet. Such a slut."
<<else>>
"I hope I catch the moment <<pher>> penis is first violated."
<</if>>
<<elseif $penisstate is "otheranusentrance">>
<<if playerHasStrapon()>>
"I hope to see <<pher>> toy ruin that ass."
<<elseif $orgasmdown gte 1>>
"<<pShes>> cumming from such little stimulation, fucking <<phim>> might break <<phim>> fully."
<<else>>
"Your penis is about to get the treatment it deserves."
<</if>>
<<elseif $vaginastate is "othermouth">>
<<if $orgasmdown gte 1>>
"<<pHer>> pussy is twitching so delightfully."
<<else>>
"You're really getting your tongue in there."
<</if>>
<<elseif $vaginastate is "othermouthimminent">>
<<if $orgasmdown gte 1>>
"Does <<pher>> pussy juice taste good?"
<<else>>
"Does <<pher>> pussy taste good?"
<</if>>
<<elseif $vaginastate is "othermouthentrance">>
<<if $orgasmdown gte 1>>
"Does <<pher>> pussy juice taste good?"
<<else>>
"Does <<pher>> pussy taste good?"
<</if>>
<<elseif $penisstate is "othermouth">>
<<if playerHasStrapon()>>
"Wow, you're really mouth-fucking <<pher>> strap-on!"
<<elseif $orgasmdown gte 1>>
"Does <<pher>> cum taste good?"
<<else>>
"I can tell <<pshes>> cumming into your mouth."
<</if>>
<<elseif $penisstate is "othermouthimminent">>
<<if playerHasStrapon()>>
"That's right, swallow that toy."
<<elseif $orgasmdown gte 1>>
"Take <<phim>> into your mouth already, I want to see <<phim>> squirm more."
<<else>>
"Does <<pher>> penis taste good?"
<</if>>
<<elseif $penisstate is "othermouthentrance">>
<<if playerHasStrapon()>>
"I want to see you swallow <<pher>> toy."
<<elseif $orgasmdown gte 1>>
"Take <<phim>> into your mouth already, I want to see <<phim>> squirm more."
<<else>>
"Does <<pher>> penis taste good?"
<</if>>
<<elseif $speechmasturbate gte 1 and random(0,1) is 1>>
<<if $rng lt 34>>
"Look at this <<bitch>> getting <<pherself>> off!"
<<elseif $rng lte 67>>
"I got a good shot of <<phim>> playing with <<pherself>>!"
<<else>>
"Watching <<phim>> play with <<pherself>> makes me so horny."
<</if>>
<<else>>
<<if $orgasmdown gte 1>>
<<if !($worn.under_lower.exposed gte 1 and $worn.lower.exposed gte 2)>>
"Are those spasms from cumming?"
<<else>>
<<if playerChastity()>>
<<if $rng gte 67>>
"Cumming while wearing a $worn.genitals.name, you must be a slut"
<<elseif $rng gte 33>>
"Someone unlock or break that chastity device, it's ruining a good photo."
<<else>>
"Are those spasms from cumming?"
<</if>>
<<elseif playerHasStrapon()>>
"Are those spasms from cumming?"
<<elseif $player.penisExist>>
<<if $orgasmcount lt 24>>
<<if $rng gte 67>>
"I got a shot of <<pher>> cum flying through the air."
<<elseif $rng gte 33>>
"Look at <<phim>> squirt!"
<<else>>
"I caught <<phim>> cumming on camera. How shameful."
<</if>>
<<else>>
<<if $rng gte 67>>
"I got a shot of <<phim>> cumming, but nothing came out."
<<elseif $rng gte 33>>
"This <<girl>> can't even cum properly, pathetic."
<<else>>
"<<pHer>> orgasm is disappointingly dry. I got it on camera at least."
<</if>>
<</if>>
<<else>>
<<if $vaginause is "cover">>
"Move your hand, I want a clear shot of your pussy while you cum."
<<else>>
"I got a perfect shot of <<pher>> pussy twitching in climax."
<</if>>
<</if>>
<</if>>
<<else>>
<<if playerChastity("hidden") and $worn.under_lower.exposed gte 1 and $worn.lower.exposed gte 2>>
<<if $rng gte 90 and ($anusstate is "penetrated" or $anusstate is "doublepenetrated")>>
"Should have gotten yourself an anal shield. Too late now."
<<elseif $rng gte 75>>
"As if that will help you stay pure."
<<elseif $rng gte 50>>
"Someone break that device, <<pshe>> can't have a good time like that."
<<elseif $rng gte 25>>
"Shame I can't see what's under that device."
<<else>>
"Such a shame, I was looking forward to playing with it."
<</if>>
<<elseif playerChastity("cage") and $worn.under_lower.exposed gte 1 and $worn.lower.exposed gte 2>>
<<if $penisuse is "cover">>
<<if $rng gte 67>>
"Move your hand, I want to see your penis."
<<elseif $rng gte 33>>
"Aww, <<pshes>> shy."
<<else>>
"Someone move <<pher>> hand out the way, I want a shot of <<pher>> penis."
<</if>>
<<else>>
<<switch $player.penissize>>
<<case 4>>
<<if $rng gte 67>>
"<<pShes>> huge! <<if playerHasStrapon()>>Bet you wish you had the key rather than the strapon!<<else>>How could it be locked up?<</if>>"
<<elseif $rng gte 33>>
"Is your freakishly big cock locked up because you hurt someone with it?"
<<else>>
"I've never seen such a huge cock. Real shame it can't be played with."
<</if>>
<<insecurity "penis_big" 1>><<ginsecurity "penis_big">>
<<case 3>>
<<if $rng gte 67>>
"<<pShes>> bigger than I expected.<<if playerHasStrapon()>> At least <<pshe>> has a strapon.<</if>>"
<<elseif $rng gte 33>>
"Don't be shy, you should be proud of your penis, even if it's locked up tight."
<<else>>
"<<pHer>> penis is the perfect size. Real shame it can't be played with."
<</if>>
<<insecurity "penis_big" 1>><<ginsecurity "penis_big">>
<<case 2>>
<<if $rng gte 67>>
"I got a great picture of <<pher>> cute and locked up penis<<if playerHasStrapon()>> hidden behind <<pher>> strapon<</if>>."
<<elseif $rng gte 33>>
"Don't be shy, everyone should know how beautiful your locked up penis is."
<<else>>
"If you don't want your caged penis photographed, you shouldn't act like a slut."
<</if>>
<<case 1 2>>
<<if $rng gte 67>>
"<<pShes>> so small!"
<<elseif $rng gte 33>>
"Such a small and cute penis. Almost a shame it's locked up."
<<else>>
"I thought <<pher>> penis would be bigger even when locked up."
<</if>>
<<insecurity "penis_small" 1>><<ginsecurity "penis_small">>
<<case 0>>
<<if $rng gte 67>>
"<<pShes>> so tiny<<if playerHasStrapon()>>, no wonder <<pshes>> wearing a strapon<</if>>!"
<<elseif $rng gte 33>>
"I can't believe it's so tiny! Almost a shame it's locked up."
<<else>>
"I've never seen such a pathetic penis."
<</if>>
<<insecurity "penis_small" 2>><<ginsecurity "penis_small">>
<<case -1>>
<<if $rng gte 67>>
"<<pShes>> so tiny<<if playerHasStrapon()>>, no wonder <<pshes>> wearing a strapon<</if>>!"
<<elseif $rng gte 33>>
"Did it get locked up because of how small it is?"
<<else>>
"Such a shame the pathetic penis is all locked up.<<if playerHasStrapon()>> Bet you love using your strapon.<</if>>"
<</if>>
<<insecurity "penis_small" 3>><<ginsecurity "penis_small">>
<<case -2>>
<<if $rng gte 67>>
"I thought that was a locked up clit!<<if playerHasStrapon()>> No wonder <<pshes>> wearing a strapon.<</if>>"
<<elseif $rng gte 33>>
"Clearly deserved to be locked up for being so useless!<<if playerHasStrapon()>> Bet you love using your strapon.<</if>>"
<<else>>
"Is there even anything locked up in there?<<if playerHasStrapon()>> Almost missed it due to your strapon.<</if>>"
<</if>>
<<insecurity "penis_small" 4>><<ginsecurity "penis_small">>
<</switch>>
<</if>>
<<elseif $worn.under_lower.exposed gte 1 and $worn.lower.exposed gte 2>>
<<if $player.penisExist>>
<<if $penisuse is "cover">>
<<if $rng gte 67>>
"Move your hand, I want to see your penis."
<<elseif $rng gte 33>>
"Aww, <<pshes>> shy."
<<else>>
"Someone move <<pher>> hand out the way, I want a shot of <<pher>> penis."
<</if>>
<<else>>
<<switch $player.penissize>>
<<case 4>>
<<if $rng gte 67>>
"<<pShes>> huge<<if playerHasStrapon()>>, why would you even wear a strapon<</if>>!"
<<elseif $rng gte 33>>
"<<pHer>> penis is freakishly big."
<<else>>
"I've never seen such a huge cock."
<</if>>
<<insecurity "penis_big" 1>><<ginsecurity "penis_big">>
<<case 3>>
<<if $rng gte 67>>
"<<pShes>> bigger than I expected.<<if playerHasStrapon()>> <<pShe>> should get rid of <<pher>> strapon.<</if>>"
<<elseif $rng gte 33>>
"Don't be shy, you should be proud of your penis."
<<else>>
"<<pHer>> penis is the perfect size.<<if playerHasStrapon()>> You should get rid of your strapon.<</if>>"
<</if>>
<<insecurity "penis_big" 1>><<ginsecurity "penis_big">>
<<case 2>>
<<if $rng gte 67>>
"I got a great picture of <<pher>> cute penis<<if playerHasStrapon()>> hidden behind <<pher>> strapon<</if>>."
<<elseif $rng gte 33>>
"Don't be shy, everyone should know how beautiful your penis is."
<<else>>
"If you don't want your penis photographed, you shouldn't act like a slut."
<</if>>
<<case 1>>
<<if $rng gte 67>>
"<<pShes>> so small!"
<<elseif $rng gte 33>>
"Such a small and cute penis."
<<else>>
"I thought <<pher>> penis would be bigger."
<</if>>
<<insecurity "penis_small" 1>><<ginsecurity "penis_small">>
<<case 0>>
<<if $rng gte 67>>
"<<pShes>> so tiny<<if playerHasStrapon()>>, no wonder your wearing a strapon<</if>>!"
<<elseif $rng gte 33>>
"I can't believe it's so tiny!"
<<else>>
"I've never seen such a pathetic penis."
<</if>>
<<insecurity "penis_small" 2>><<ginsecurity "penis_small">>
<<case -1>>
<<if $rng gte 67>>
"<<pShes>> so tiny<<if playerHasStrapon()>>, no wonder your wearing a strapon<</if>>!"
<<elseif $rng gte 33>>
"It's like a large clit. Have you considered putting it in a cage?"
<<else>>
"I've never seen such a useless penis<<if playerHasStrapon()>>, bet you love using your strapon<</if>>."
<</if>>
<<insecurity "penis_small" 3>><<ginsecurity "penis_small">>
<<case -2>>
<<if $rng gte 67>>
"I thought that was a clit<<if playerHasStrapon()>>, no wonder your wearing a strapon<</if>>!"
<<elseif $rng gte 33>>
"Could anyone even feel anything if you fucked them with it?"
<<else>>
"I've never seen such a useless penis. Why isn't it in a cage?"
<</if>>
<<insecurity "penis_small" 4>><<ginsecurity "penis_small">>
<</switch>>
<</if>>
<<else>>
<<if $vaginause is "cover">>
<<if $rng gte 67>>
"Move your hand, I want to see your pussy."
<<elseif $rng gte 33>>
"Aww, <<pshes>> shy."
<<else>>
"Someone move <<pher>> hand out the way, I want a shot of <<pher>> pussy."
<</if>>
<<else>>
<<if $rng gte 67>>
"I got a great picture of <<pher>> cute pussy."
<<elseif $rng gte 33>>
"Don't be shy, everyone should know how beautiful your pussy is."
<<else>>
"If you don't want your pussy photographed, you shouldn't act like a slut."
<</if>>
<</if>>
<</if>>
<<else>>
<<if $player.gender_appearance is "m">>
<<if $penisuse is "cover">>
<<if $rng gte 67>>
"Move your hand, I want to see your bulge."
<<elseif $rng gte 33>>
"Aww, <<pshes>> shy."
<<else>>
"Someone move <<pher>> hand out the way, I want a shot of <<pher>> bulge."
<</if>>
<<else>>
<<if !calculatePenisBulge()>>
<<if $rng gte 67>>
"Where is the bulge, don't tell me <<pshes>> actually a girl."
<<elseif $rng gte 33>>
"Is your penis so small that it doesn't form a bulge?"
<<else>>
"I was expecting a bulge, but I don't see it."
<</if>>
<<elseif $rng gte 67>>
"I got a great picture of <<pher>> cute bulge."
<<elseif $rng gte 33>>
"Don't be shy, everyone should know how beautiful your bulge is."
<<else>>
"If you don't want your bulge photographed, you shouldn't act like a slut."
<</if>>
<</if>>
<<else>>
<<if $vaginause is "cover">>
<<if $rng gte 67>>
"Sure, pretend you're not a slut."
<<elseif $rng gte 33>>
"Aww, <<pshes>> shy."
<<else>>
"What's that wet spot under <<pher>> hand?"
<</if>>
<<else>>
<<if $rng gte 67>>
"I got a great picture of <<pher>> pretty legs."
<<elseif $rng gte 33>>
"Rip those clothes off. I wanna see <<pher>> pussy."
<<else>>
"Bet this slut can't wait to show off <<pher>> pussy."
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<<elseif $bodypic isnot 1>>
<<set $bodypic to 1>>
The $audiencedesc $audiencecamera leans back so <<ahis>> camera can take in the whole scene. A light flashes as <<ahe>> takes a picture.
<<if $vaginastate is "penetrated" or $vaginastate is "doublepenetrated">>
<<if $enemytype is "beast">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"Cover your face if you want, you're still a <<beasttypes>> bitch."
<<else>>
"The <<beasttypes>> fucked <<phim>> to orgasm, and I have proof."
<</if>>
<<elseif $leglocktarget isnot undefined>>
<<if $face is "covered">>
"You can hide your bitch face, but your bitch legs can't lie!"
<<elseif $speechcamerapose is 1>>
"That's it, smile for the camera while getting <<bred>>!"
<<else>>
"Good <<beasttype>>, show this bitch <<pher>> place. <<pShes>> letting you."
<</if>>
<<else>>
<<if $face is "covered">>
"Stop hiding your face and smile for the camera."
<<elseif $speechcamerapose is 1>>
"That's it, pose like the <<beasttype>> bitch you are!"
<<else>>
"Good <<beasttype>>, show this bitch <<pher>> place."
<</if>>
<</if>>
<<else>>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"Cover your face if you want, it just makes the scene hotter."
<<else>>
"You've fucked <<phim>> to orgasm. Keep going."
<</if>>
<<elseif $leglocktarget isnot undefined>>
<<if $face is "covered">>
"Stop covering your face. <<print ($position is "doggy" ? "We know you're loving this!" : "Wrap your arms around <<personselect $vaginatarget>><<him>> too!")>>"
<<elseif $speechcamerapose is 1>>
"That's it, smile for the camera while <<print ($position is "doggy" ? "pushing into <<personselect $vaginatarget>><<him>>" : "locking your legs")>> like a whore!"
<<else>>
"This slut's wide open for you."
<</if>>
<<else>>
<<if $face is "covered">>
"Stop hiding your face and smile for the camera."
<<elseif $speechcamerapose is 1>>
"That's it, pose like the slut you are!"
<<else>>
"Show this slut what <<pshes>> good for."
<</if>>
<</if>>
<</if>>
<<elseif $vaginastate is "imminent">>
<<if $enemytype is "beast">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"Cumming already? It isn't even fucking you yet."
<<else>>
"Your cunt belongs to that <<beasttype>> now, slut."
<</if>>
<<else>>
<<if $face is "covered">>
"Stop covering your face, I want to capture your expression when it goes in."
<<elseif $speechcamerapose is 1>>
"This slut is about to be taken by a <<beasttype>>, and is still concerned about looking good."
<<else>>
"Your cunt belongs to that <<beasttype>> now."
<</if>>
<</if>>
<<else>>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"<<pHer>> pussy isn't being fucked yet <<pshes>> still cumming."
<<else>>
"There's no escaping now, slut."
<</if>>
<<else>>
<<if $face is "covered">>
"Stop covering your face, I want to capture your expression when it goes in."
<<elseif $speechcamerapose is 1>>
"I wanna see you hold that pose as the cock enters you."
<<else>>
"What are you waiting for? Fuck <<phim>> now."
<</if>>
<</if>>
<</if>>
<<elseif $vaginastate is "entrance">>
<<if $enemytype is "beast">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"Cumming already? It isn't even fucking you yet."
<<else>>
"Your cunt belongs to that <<beasttype>> now, slut."
<</if>>
<<else>>
<<if $face is "covered">>
"Stop covering your face, I want to capture your expression when it goes in."
<<elseif $speechcamerapose is 1>>
"In good spirits for someone about to get fucked by a <<beasttype>>."
<<else>>
"Your cunt belongs to that <<beasttype>> now."
<</if>>
<</if>>
<<else>>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"<<pHer>> pussy isn't being fucked yet <<pshes>> still cumming."
<<else>>
"There's no escaping now, slut."
<</if>>
<<else>>
<<if $face is "covered">>
"Stop covering your face, I want to capture your expression when it goes in."
<<elseif $speechcamerapose is 1>>
"I hope <<pshe>> holds that pose as it goes in."
<<else>>
"What are you waiting for? Fuck <<phim>> now."
<</if>>
<</if>>
<</if>>
<<elseif $vaginastate is "doubleentrance" or $vaginastate is "doubleimminent">>
/* Neither dick in */
<<if $vaginadoubletarget isnot undefined and $NPCList[$vaginatarget].penis isnot "vaginadouble" and $NPCList[$vaginadoubletarget].penis isnot "vaginadouble">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"<<pHer>> pussy isn't being fucked yet <<pshes>> still cumming."
<<else>>
"There's no escaping now, slut."
<</if>>
<<else>>
<<if $face is "covered">>
"Stop covering your face, I want to capture your expression when both dicks go in."
<<elseif $speechcamerapose is 1>>
"I'd like to see <<phim>> keep this pose when both cocks go in."
<<else>>
"What are you waiting for? Fuck <<phim>> now."
<</if>>
<</if>>
/* One dick in, the other at entrance */
<<elseif $vaginadoubletarget isnot undefined and (($NPCList[$vaginatarget].penis is "vaginadouble" and $NPCList[$vaginadoubletarget].penis isnot "vaginadouble")
or ($NPCList[$vaginatarget].penis isnot "vaginadouble" and $NPCList[$vaginadoubletarget].penis is "vaginadouble"))>>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"<<pHer>> pussy is cumming at the thought of double dicking!"
<<else>>
"About to get double stuffed now, slut."
<</if>>
<<else>>
<<if $face is "covered">>
"Stop covering your face, I want to capture your expression when both dicks go in."
<<elseif $speechcamerapose is 1>>
"Just the thought of a double dicking is making this slut lose <<pher>> mind."
<<else>>
"What are you waiting for? Double fuck <<phim>> now."
<</if>>
<</if>>
<</if>>
<<elseif $penisstate is "penetrated">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"Cover your face if you want, it just makes the scene hotter."
<<else>>
"You've fucked <<phim>> to orgasm. Keep going."
<</if>>
<<else>>
<<if $face is "covered">>
"Stop hiding your face and smile for the camera."
<<elseif $speechcamerapose is 1>>
"That's it, pose like a slut while that pussy ravages you."
<<else>>
"Show this fucktoy what <<pshes>> good for."
<</if>>
<</if>>
<<elseif $penisstate is "imminent">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"<<pHer>> penis isn't being fucked, yet <<pshes>> still cumming."
<<else>>
"There's no escaping now, slut."
<</if>>
<<else>>
<<if $face is "covered">>
"Stop covering your face, I want to capture your expression when it goes in."
<<elseif $speechcamerapose is 1>>
"Fuck <<phim>> now, while <<pshes>> posing like a slut."
<<else>>
"What are you waiting for? Fuck <<phim>> now."
<</if>>
<</if>>
<<elseif $penisstate is "entrance">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"<<pHer>> penis isn't being fucked, yet <<pshes>> still cumming."
<<else>>
"There's no escaping now, slut."
<</if>>
<<else>>
<<if $face is "covered">>
"Stop covering your face, I want to capture your expression when it goes in."
<<elseif $speechcamerapose is 1>>
"That's it, make sure you give a good fucking."
<<else>>
"What are you waiting for? Fuck <<phim>> now."
<</if>>
<</if>>
<<elseif $penisstate is "otheranus">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"Look at <<pher>> body writhe."
<<else>>
"You've fucked <<phim>> to orgasm. Keep going."
<</if>>
<<else>>
<<if $face is "covered">>
"<<pShes>> so shy and cute."
<<elseif $speechcamerapose is 1>>
"This fucktoy knows what <<pshes>> good for."
<<else>>
"Show this fucktoy what <<pshes>> good for."
<</if>>
<</if>>
<<elseif $penisstate is "otheranusimminent">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"<<pHer>> penis isn't being fucked, yet <<pshes>> still cumming."
<<else>>
"There's no escaping now, slut."
<</if>>
<<else>>
<<if $face is "covered">>
"Stop covering your face, I want to capture your expression when it goes in."
<<elseif $speechcamerapose is 1>>
"I wonder if <<pshe>>'ll be able to hold this pose as it goes in."
<<else>>
"What are you waiting for? Fuck <<phim>> now."
<</if>>
<</if>>
<<elseif $penisstate is "otheranusentrance">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"<<pHer>> penis isn't being fucked, yet <<pshes>> still cumming."
<<else>>
"There's no escaping now, slut."
<</if>>
<<else>>
<<if $face is "covered">>
"Stop covering your face, I want to capture your expression when it goes in."
<<elseif $speechcamerapose is 1>>
"That's the look of an eager slut, if I've ever seen one."
<<else>>
"What are you waiting for? Fuck <<phim>> now."
<</if>>
<</if>>
<<elseif $anusstate is "penetrated">>
<<if $enemytype is "beast">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"You're cumming with a <<beasttypes>> dick in your ass, how much dignity do you think you're protecting?"
<<else>>
"That's right, cum on that animal dick. Show the world what a <<bitch>> you are."
<</if>>
<<elseif $leglocktarget isnot undefined>>
<<if $face is "covered">>
"Good <<beasttype>>. Don't stop until <<pshe>> can't stand."
<<elseif $speechcamerapose is 1>>
"This bitch knows where she belongs: with <<beasttype>> cock in <<pher>> ass."
<<else>>
"Good <<beasttype>>, show this bitch <<pher>> place. <<pShes>> letting you."
<</if>>
<<else>>
<<if $face is "covered">>
"Good <<beasttype>>, fuck this <<bitch>> hard."
<<elseif $speechcamerapose is 1>>
"That's the look of an eager <<bitch>>, if I've ever seen one."
<<else>>
"Good <<beasttype>>, show this <<girl>> <<pher>> place."
<</if>>
<</if>>
<<else>>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"You're cumming with a dick in your ass, how much dignity do you think you're protecting?"
<<else>>
"That's right, cum on that dick. Show the world what a huge slut you are."
<</if>>
<<elseif $leglocktarget isnot undefined>>
<<if $face is "covered">>
"Fuck <<pher>> ass until <<pshe>> goes limp!"
<<elseif $speechcamerapose is 1>>
"That's it, smile for the camera while <<print ($position is "doggy" ? "pushing against <<personselect $vaginatarget>><<him>>" : "locking your legs")>>!"
<<else>>
"Ravage <<phim>> harder. I don't think <<pshe>>'ll complain."
<</if>>
<<else>>
<<if $face is "covered">>
"Fuck <<phim>> harder!"
<<elseif $speechcamerapose is 1>>
"That's the look of an eager slut, if I've ever seen one."
<<else>>
"Keep ravaging this <<girl>>'s ass, I want more pictures."
<</if>>
<</if>>
<</if>>
<<elseif $anusstate is "imminent" or $anusstate is "doubleimminent">>
<<if $enemytype is "beast">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"You love it, don't pretend otherwise."
<<else>>
"This <<bitch>> can't help it."
<</if>>
<<else>>
<<if $face is "covered">>
"Move your hands, I want to see your expression when your ass is violated."
<<elseif $speechcamerapose is 1>>
"Look at how eager this <<bitch>> is."
<<else>>
"Good <<beasttype>>, make <<phim>> your bitch."
<</if>>
<</if>>
<<else>>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"You can't hide your orgasm from us."
<<else>>
"This <<bitch>> can't help it."
<</if>>
<<else>>
<<if $face is "covered">>
"Move your hands, I want to see your expression when your ass is violated."
<<elseif $speechcamerapose is 1>>
"Will you still be so confident with that thing inside you, I wonder?"
<<else>>
"Fuck <<phim>>, make <<phim>> squirm."
<</if>>
<</if>>
<</if>>
<<elseif $anusstate is "entrance" or $anusstate is "doubleentrance">>
<<if $enemytype is "beast">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"You can't hide your orgasm from us."
<<else>>
"This <<bitch>> can't help it."
<</if>>
<<else>>
<<if $face is "covered">>
"A good fucking will teach this <<bitch>> <<pher>> place."
<<elseif $speechcamerapose is 1>>
"I love how confident this <<bitch>> is."
<<else>>
"I think it's gonna fuck <<phim>>, I can't wait to get a picture."
<</if>>
<</if>>
<<else>>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"You can't hide your orgasm from us."
<<else>>
"This <<bitch>> can't help it."
<</if>>
<<else>>
<<if $face is "covered">>
"This <<girl>> needs to learn <<pher>> place."
<<elseif $speechcamerapose is 1>>
"I love how confident this slut is."
<<else>>
"Fuck <<phim>>, make <<phim>> squirm."
<</if>>
<</if>>
<</if>>
<<elseif $anusstate is "doublepenetrated">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"You're cumming with two dicks in your ass, how much dignity do you think you're protecting?"
<<else>>
"That's right, cum on those dicks. Show the world what a huge slut you are."
<</if>>
<<else>>
<<if $face is "covered">>
"Fuck <<phim>> harder! This <<bitch>> can take both of you!"
<<elseif $speechcamerapose is 1>>
"What a champ."
<<else>>
"Keep ruining this <<girl>>'s ass, I want more pictures."
<</if>>
<</if>>
<<elseif $mouthstate is "penetrated">>
<<if $enemytype is "beast">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"It's amazing what <<pshe>> can fit in there."
<<else>>
"I hope it cums down <<pher>> throat while <<pshe>> orgasms."
<</if>>
<<else>>
<<if $face is "covered">>
"I doubt the <<beasttype>> cares which hole it fucks."
<<elseif $speechcamerapose is 1>>
"This <<bitch>> is addicted to <<beasttype>> cum, look at <<phim>>."
<<else>>
"You like the taste of <<beasttype>> dick, don't you."
<</if>>
<</if>>
<<else>>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"It's amazing what <<pshe>> can fit in there."
<<else>>
"I hope you cum down <<pher>> throat while <<pshe>> orgasms."
<</if>>
<<else>>
<<if $face is "covered">>
"No hole is off-limits."
<<elseif $speechcamerapose is 1>>
"Bet you can't wait for that tasty cum."
<<else>>
"Is that dick tasty? Don't answer with your mouth full."
<</if>>
<</if>>
<</if>>
<<elseif $mouthstate is "imminent">>
<<if $enemytype is "beast">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"Move <<pher>> hands, I want the camera to see who this <<bitch>> is."
<<else>>
"You'll look great cumming with a mouthful of <<beasttype>> dick."
<</if>>
<<else>>
<<if $face is "covered">>
"Don't stop there, show this <<bitch>> how much <<pshes>> worth."
<<elseif $speechcamerapose is 1>>
"Go on, suck it!"
<<else>>
"I want to see this <<bitch>> get a mouthful."
<</if>>
<</if>>
<<else>>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"Move <<pher>> hands, I want the camera to see who this slut is."
<<else>>
"You'll look great cumming with a mouthful of dick."
<</if>>
<<else>>
<<if $face is "covered">>
"Don't stop there, show this <<bitch>> how much <<pshes>> worth."
<<elseif $speechcamerapose is 1>>
"Don't blow your load before getting it in, this <<bitch>> is thirsty."
<<else>>
"I want to see this <<bitch>> get a mouthful."
<</if>>
<</if>>
<</if>>
<<elseif $mouthstate is "entrance">>
<<if $enemytype is "beast">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"Move <<pher>> hands, I want the camera to see who this <<bitch>> is."
<<else>>
"You'll look great cumming with a mouthful of <<beasttype>> dick."
<</if>>
<<else>>
<<if $face is "covered">>
"Don't stop there, show this <<bitch>> how much <<pshes>> worth."
<<elseif $speechcamerapose is 1>>
"What an absolute piece of fuckmeat."
<<else>>
"I want to see this <<bitch>> get a mouthful."
<</if>>
<</if>>
<<else>>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"Move <<pher>> hands, I want the camera to see who this slut is."
<<else>>
"You'll look great cumming with a mouthful of dick."
<</if>>
<<else>>
<<if $face is "covered">>
"Don't stop there, show this <<bitch>> how much <<pshes>> worth."
<<elseif $speechcamerapose is 1>>
"You can't wait for that tasty cock, can you?"
<<else>>
"I want to see this <<bitch>> get a mouthful."
<</if>>
<</if>>
<</if>>
<<elseif $mouthuse is "facesit">>
<<if $orgasmdown gte 1>>
<<switch random(2)>>
<<case 0>>
"This slut really loves having <<pher>> face sat on. <<pShes>> cumming."
<<case 1>>
"Such a submissive little bitch, if <<pshe>> gets off on having <<pher>> face abused like this."
<<case 2>>
"<<pShes>> getting off on being sat on. Sit on <<phim>> harder!"
<</switch>>
<<elseif $enemyanger gte 30>>
<<switch random(4)>>
<<case 0>>
"Smother that loser's face under you."
<<case 1>>
"Put <<phim>> in <<pher>> place, beneath you."
<<case 2>>
"Go on, fuck <<pher>> face."
<<case 3>>
"Smother that slut in pussy and ass."
<<case 4>>
"Show that fucktoy <<pher>> place."
<</switch>>
<<else>>
<<switch random(2)>>
<<case 0>>
"At least this slut knows <<pher>> place."
<<case 1>>
"Sit that ass down on <<pher>> face."
<<case 2>>
"I love seeing a <<girl>> get <<pher>> face sat on."
<</switch>>
<</if>>
<<elseif $vaginastate is "othermouth">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"Careful not to suffocate <<phim>>, I want more pictures first."
<<else>>
"<<pShes>> cumming, guess <<pshe>> is just a fucktoy."
<</if>>
<<else>>
<<if $face is "covered">>
"That's it, put <<pher>> mouth to work."
<<elseif $speechcamerapose is 1>>
"Look at <<phim>> putting on a good face."
<<else>>
"Is that pussy tasty? Don't answer with your mouth full."
<</if>>
<</if>>
<<elseif $vaginastate is "othermouthimminent">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"Move <<pher>> hands, I want the camera to see who this slut is."
<<else>>
"You'll look great cumming with a mouthful of cunt."
<</if>>
<<else>>
<<if $face is "covered">>
"Don't stop there, show this <<bitch>> how much <<pshes>> worth."
<<elseif $speechcamerapose is 1>>
"This <<bitch>> looks like a right tart."
<<else>>
"Put <<pher>> <<bitch>> mouth to work."
<</if>>
<</if>>
<<elseif $vaginastate is "othermouthentrance">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"Move <<pher>> hands, I want the camera to see who this slut is."
<<else>>
"You'll look great cumming with a mouthful of cunt."
<</if>>
<<else>>
<<if $face is "covered">>
"Don't stop there, show this <<bitch>> how much <<pshes>> worth."
<<elseif $speechcamerapose is 1>>
"Bet you'll like the taste."
<<else>>
"Put <<pher>> <<bitch>> mouth to work."
<</if>>
<</if>>
<<elseif $penisstate is "othermouth">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"<<pShes>> shy about cumming into your mouth, how cute."
<<else>>
"This <<girl>> is clearly enjoying it, don't stop."
<</if>>
<<else>>
<<if $face is "covered">>
"<<pShes>> shy about having <<pher>> dick sucked, how cute."
<<elseif $speechcamerapose is 1>>
"Look at <<phim>> love it."
<<else>>
"Smile for the camera, <<girl>>, you should be happy about having your penis sucked."
<</if>>
<</if>>
<<elseif $penisstate is "othermouthimminent">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"I hope you milk <<phim>> dry."
<<else>>
"Aren't you worried you'll get cum on your face?"
<</if>>
<<else>>
<<if $face is "covered">>
"Lick <<phim>> good and proper."
<<elseif $speechcamerapose is 1>>
"I bet <<pshe>>'ll look even cuter when cumming."
<<else>>
"I hope I get a shot of <<phim>> cumming on your face."
<</if>>
<</if>>
<<elseif $penisstate is "othermouthentrance">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"I hope you milk <<phim>> dry."
<<else>>
"Aren't you worried you'll get cum on your face?"
<</if>>
<<else>>
<<if $face is "covered">>
"Lick <<phim>> good and proper."
<<elseif $speechcamerapose is 1>>
"Lick <<phim>> dry."
<<else>>
"I hope I get a shot of <<phim>> cumming on your face."
<</if>>
<</if>>
<<elseif $penisstate is "otherpenis">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"Hiding <<pher>> face while cumming on that dick. Cute!"
<<else>>
"Look at <<pher>> cum squirting, it's covering that dick!"
<</if>>
<<else>>
<<if $face is "covered">>
"Yes, smash those <<penises>> together!"
<<elseif $speechcamerapose is 1>>
"It's nice to see you pose."
<<else>>
"I hope I get a good shot of <<phim>> cumming over that cock!"
<</if>>
<</if>>
<<elseif $anusstate is "othermouth">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"<<pShes>> embarrassed! How adorable."
<<else>>
"Cumming with someone's tongue in your ass, you're a lewd <<girl>> aren't you."
<</if>>
<<else>>
<<if $face is "covered">>
"I can't get a clear shot of <<pher>> face with <<pher>> hands in the way."
<<elseif $speechcamerapose is 1>>
"Not even embarrassed!"
<<else>>
"Another nice picture of this slut."
<</if>>
<</if>>
<<elseif $anusstate is "othermouthimminent">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"<<pShes>> embarrassed! How adorable."
<<else>>
"<<pShes>> cumming already, be careful not to make <<phim>> faint."
<</if>>
<<else>>
<<if $face is "covered">>
"I don't know what you think covering your face achieves."
<<elseif $speechcamerapose is 1>>
"Great pose."
<<else>>
"Are you gonna lick <<phim>> out? I need a picture of that."
<</if>>
<</if>>
<<elseif $anusstate is "othermouthentrance">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"<<pShes>> embarrassed! How adorable."
<<else>>
"<<pShes>> cumming already, be careful not to make <<phim>> faint."
<</if>>
<<else>>
<<if $face is "covered">>
"I don't know what you think covering your face achieves."
<<elseif $speechcamerapose is 1>>
"Keep that pose while you're licked out."
<<else>>
"Are you gonna lick <<phim>> out? I need a picture of that."
<</if>>
<</if>>
<<elseif $mouthstate is "kiss">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"Don't hide your pretty face."
<<else>>
"Is that kiss really so pleasurable or is <<pshe>> cumming?"
<</if>>
<<else>>
<<if $face is "covered">>
"How cute and romantic."
<<elseif $speechcamerapose is 1>>
"This <<girl>> loves it."
<<else>>
"How romantic."
<</if>>
<</if>>
<<elseif $mouthstate is "kissimminent">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"Don't hide your pretty face."
<<else>>
"Is that kiss really so pleasurable or is <<pshe>> cumming?"
<</if>>
<<else>>
<<if $face is "covered">>
"How cute and romantic."
<<elseif $speechcamerapose is 1>>
"This'll look so cute."
<<else>>
"How romantic."
<</if>>
<</if>>
<<elseif $mouthstate is "kissentrance">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"Is <<pshe>> shaking because <<pshes>> shy?"
<<else>>
"<<pShes>> shaking in anticipation."
<</if>>
<<else>>
<<if $face is "covered">>
"How cute and romantic."
<<elseif $speechcamerapose is 1>>
"What a pro."
<<else>>
"How romantic."
<</if>>
<</if>>
<<elseif playerBellyVisible() and $pregnancyspeechdisable is "f">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"Afraid someone will recognise you, pregnant <<bitch>>?"
<<else>>
"No wonder this <<bitch>> is pregnant, look at <<phim>> go!"
<</if>>
<<else>>
<<if $face is "covered">>
"The pregnant slut is shy!"
<<elseif $speechcamerapose is 1>>
"I feel so bad for <<pher>> baby daddy."
<<else>>
"I got a nice picture of that baby bump."
<</if>>
<</if>>
<<else>>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
"What a slut."
<<else>>
"I hope <<pher>> convulsions come across in the picture."
<</if>>
<<else>>
<<if $face is "covered">>
<<if $pain gte 80>>
"I think <<pshes>> hurt. Don't stop."
<<elseif $pain gte 40>>
"Don't bother hiding your tears, we can all see."
<<else>>
"Move your hands <<bitch>>, I want a picture of your face."
<</if>>
<<elseif $speechcamerapose is 1>>
<<if $pain gte 80>>
"Posing through the pain. What a trooper."
<<elseif $pain gte 40>>
"Putting on a brave face, are we?"
<<else>>
"This slut knows what the cameras like."
<</if>>
<<else>>
<<if $pain gte 80>>
"Now everyone will know how pathetic you are."
<<elseif $pain gte 40>>
"That's a nice shot. Are those tears?"
<<else>>
"Can't wait to share this with my friends."
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<<if $face isnot "covered">>
<<if $exposed is 1>>
<<fameexhibitionism 1 "pic">>
<<elseif $exposed gte 2>>
<<fameexhibitionism 2 "pic">>
<</if>>
<<if playerBellyVisible()>>
<<famepregnancy 1 "pic">>
<</if>>
<<if $sexavoid is 0 or $rapeavoid is 0>>
<<if $consensual is 1>>
<<famesex 1 "pic">>
<<else>>
<<famerape 1 "pic">>
<</if>>
<<if $enemytype is "beast">>
<<famebestiality 1 "pic">>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "ahis">>
<<if $audiencecamera is "man">>
his
<<elseif $audiencecamera is "boy">>
his
<<elseif $audiencecamera is "woman">>
her
<<elseif $audiencecamera is "girl">>
her
<</if>>
<</widget>>
<<widget "ahe">>
<<if $audiencecamera is "man">>
he
<<elseif $audiencecamera is "boy">>
he
<<elseif $audiencecamera is "woman">>
she
<<elseif $audiencecamera is "girl">>
she
<</if>>
<</widget>>
<<widget "audiencespeech">>
<<set $audiencemember to 0>>
<<rng>>
<<if $audienceforceboy is 1>>
<<set $audiencemember to "boy">>
<<elseif $audienceforcegirl is 1>>
<<set $audiencemember to "girl">>
<<elseif $location is "school" or $location is "pool" or $audienceforceteen is 1>>
<<if maleChance() is 0>>
<<set $audiencemember to "girl">>
<<elseif maleChance() is 100>>
<<set $audiencemember to "boy">>
<<elseif $rng gte 50>>
<<set $audiencemember to "boy">>
<<else>>
<<set $audiencemember to "girl">>
<</if>>
<<else>>
<<if maleChance() is 0>>
<<set $audiencemember to "woman">>
<<elseif maleChance() is 100>>
<<set $audiencemember to "man">>
<<elseif $rng gte 50>>
<<set $audiencemember to "man">>
<<else>>
<<set $audiencemember to "woman">>
<</if>>
<</if>>
<<rng>>
<<if $rng gte 91 and $audiencecamera6 is 0>>
<span class="pink">A $audiencemember pulls out a phone and points the camera at you.</span>
<<if $audiencecamera1 is 0>>
<<set $audiencecamera1 to $audiencemember>>
<<elseif $audiencecamera2 is 0>>
<<set $audiencecamera2 to $audiencemember>>
<<elseif $audiencecamera3 is 0>>
<<set $audiencecamera3 to $audiencemember>>
<<elseif $audiencecamera4 is 0>>
<<set $audiencecamera4 to $audiencemember>>
<<elseif $audiencecamera5 is 0>>
<<set $audiencecamera5 to $audiencemember>>
<<elseif $audiencecamera6 is 0>>
<<set $audiencecamera6 to $audiencemember>>
<</if>>
<<else>>
<<if $vaginastate is "penetrated">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
<<else>>
<</if>>
<<else>>
<<if $face is "covered">>
<<else>>
<</if>>
<</if>>
<<elseif $vaginastate is "imminent">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
<<else>>
<</if>>
<<else>>
<<if $face is "covered">>
<<else>>
<</if>>
<</if>>
<<elseif $vaginastate is "entrance">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
<<else>>
<</if>>
<<else>>
<<if $face is "covered">>
<<else>>
<</if>>
<</if>>
<<elseif $penisstate is "penetrated">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
<<else>>
<</if>>
<<else>>
<<if $face is "covered">>
<<else>>
<</if>>
<</if>>
<<elseif $penisstate is "imminent">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
<<else>>
<</if>>
<<else>>
<<if $face is "covered">>
<<else>>
<</if>>
<</if>>
<<elseif $penisstate is "entrance">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
<<else>>
<</if>>
<<else>>
<<if $face is "covered">>
<<else>>
<</if>>
<</if>>
<<elseif $penisstate is "otheranus">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
<<else>>
<</if>>
<<else>>
<<if $face is "covered">>
<<else>>
<</if>>
<</if>>
<<elseif $penisstate is "otheranusimminent">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
<<else>>
<</if>>
<<else>>
<<if $face is "covered">>
<<else>>
<</if>>
<</if>>
<<elseif $penisstate is "otheranusentrance">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
<<else>>
<</if>>
<<else>>
<<if $face is "covered">>
<<else>>
<</if>>
<</if>>
<<elseif $anusstate is "penetrated">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
<<else>>
<</if>>
<<else>>
<<if $face is "covered">>
<<else>>
<</if>>
<</if>>
<<elseif $anusstate is "imminent">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
<<else>>
<</if>>
<<else>>
<<if $face is "covered">>
<<else>>
<</if>>
<</if>>
<<elseif $anusstate is "entrance">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
<<else>>
<</if>>
<<else>>
<<if $face is "covered">>
<<else>>
<</if>>
<</if>>
<<elseif $mouthstate is "penetrated">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
<<else>>
<</if>>
<<else>>
<<if $face is "covered">>
<<else>>
<</if>>
<</if>>
<<elseif $mouthstate is "imminent">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
<<else>>
<</if>>
<<else>>
<<if $face is "covered">>
<<else>>
<</if>>
<</if>>
<<elseif $mouthstate is "entrance">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
<<else>>
<</if>>
<<else>>
<<if $face is "covered">>
<<else>>
<</if>>
<</if>>
<<elseif $vaginastate is "othermouth">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
<<else>>
<</if>>
<<else>>
<<if $face is "covered">>
<<else>>
<</if>>
<</if>>
<<elseif $vaginastate is "othermouthimminent">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
<<else>>
<</if>>
<<else>>
<<if $face is "covered">>
<<else>>
<</if>>
<</if>>
<<elseif $vaginastate is "othermouthentrance">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
<<else>>
<</if>>
<<else>>
<<if $face is "covered">>
<<else>>
<</if>>
<</if>>
<<elseif $penisstate is "othermouth">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
<<else>>
<</if>>
<<else>>
<<if $face is "covered">>
<<else>>
<</if>>
<</if>>
<<elseif $penisstate is "othermouthimminent">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
<<else>>
<</if>>
<<else>>
<<if $face is "covered">>
<<else>>
<</if>>
<</if>>
<<elseif $penisstate is "othermouthentrance">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
<<else>>
<</if>>
<<else>>
<<if $face is "covered">>
<<else>>
<</if>>
<</if>>
<<elseif $anusstate is "othermouth">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
<<else>>
<</if>>
<<else>>
<<if $face is "covered">>
<<else>>
<</if>>
<</if>>
<<elseif $anusstate is "othermouthimminent">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
<<else>>
<</if>>
<<else>>
<<if $face is "covered">>
<<else>>
<</if>>
<</if>>
<<elseif $anusstate is "othermouthentrance">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
<<else>>
<</if>>
<<else>>
<<if $face is "covered">>
<<else>>
<</if>>
<</if>>
<<elseif $mouthstate is "kiss">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
<<else>>
<</if>>
<<else>>
<<if $face is "covered">>
<<else>>
<</if>>
<</if>>
<<elseif $mouthstate is "kissimminent">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
<<else>>
<</if>>
<<else>>
<<if $face is "covered">>
<<else>>
<</if>>
<</if>>
<<elseif $mouthstate is "kissentrance">>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
<<else>>
<</if>>
<<else>>
<<if $face is "covered">>
<<else>>
<</if>>
<</if>>
<<else>>
<<if $orgasmdown gte 1>>
<<if $face is "covered">>
<<else>>
<</if>>
<<else>>
<<if $face is "covered">>
<<else>>
<</if>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "audience">>
<div @class="($debugLines ? 'debugLines-audience' : '')">
<<set $audiencepresent to 1>>
<<if $enemyanger gte 100>>
<<if $enemyarousal gte (($enemyarousalmax / 10) * 8)>>
The audience is skittish but crowds around, as if you're a rare and dangerous animal.
<<elseif $enemyarousal gte (($enemyarousalmax / 10) * 4)>>
Most of the audience keeps their distance, afraid you'll lash out.
<<else>>
The audience keeps their distance, afraid you'll lash out.
<</if>>
<br>
<<elseif $enemyanger gte 60>>
<<if $enemyarousal gte (($enemyarousalmax / 10) * 8)>>
The audience crowds around, their eagerness at odds with their caution.
<<elseif $enemyarousal gte (($enemyarousalmax / 10) * 4)>>
The audience watches from a safe distance. The more daring among them inch closer.
<<else>>
The audience watches from a safe distance.
<</if>>
<br>
<<elseif $enemyanger gte 20>>
<<if $enemyarousal gte (($enemyarousalmax / 10) * 8)>>
The audience crowds around, excited to see what happens next.
<<elseif $enemyarousal gte (($enemyarousalmax / 10) * 4)>>
The excited audience crowds around.
<<else>>
The audience watches with interest.
<</if>>
<br>
<<else>>
<<if $enemyarousal gte (($enemyarousalmax / 10) * 8)>>
The audience crowds around, vying for a good vantage.
<<elseif $enemyarousal gte (($enemyarousalmax / 10) * 4)>>
The audience watches with interest. Some push through the crowd for a better vantage.
<<else>>
The audience watches with interest.
<</if>>
<br>
<</if>>
<<if $location isnot "prison">>
<<if $audiencecamera1 isnot 0>>
<<set $audienceselector to 1>>
<<audiencecamera>>
<br>
<</if>>
<<if $audiencecamera2 isnot 0>>
<<set $audienceselector to 2>>
<<audiencecamera>>
<br>
<</if>>
<<if $audiencecamera3 isnot 0>>
<<set $audienceselector to 3>>
<<audiencecamera>>
<br>
<</if>>
<<if $audiencecamera4 isnot 0>>
<<set $audienceselector to 4>>
<<audiencecamera>>
<br>
<</if>>
<<if $audiencecamera5 isnot 0>>
<<set $audienceselector to 5>>
<<audiencecamera>>
<br>
<</if>>
<<if $audiencecamera6 isnot 0>>
<<set $audienceselector to 6>>
<<audiencecamera>>
<br>
<</if>>
<<set $facepic to 0>>
<<set $breastpic to 0>>
<<set $bottompic to 0>>
<<set $genitalpic to 0>>
<<set $bodypic to 0>>
<<if $audiencecamera1 isnot 0 and $face is "covered">>
<span class="teal">At least your face is hidden.</span>
<br>
<</if>>
<<audiencespeech>>
/*<br> commented out due to excess space they caused*/
<<if $rng - $enemyanger + (($enemyarousalmax / $enemyarousal) * 100) gte 0>>
<<audiencespeech>>
/*<br>*/
<</if>>
<<if $rng - $enemyanger + (($enemyarousalmax / $enemyarousal) * 100) gte 20>>
<<audiencespeech>>
/*<br>*/
<</if>>
<<if $rng - $enemyanger + (($enemyarousalmax / $enemyarousal) * 100) gte 40>>
<<audiencespeech>>
/*<br>*/
<</if>>
<<if $rng - $enemyanger + (($enemyarousalmax / $enemyarousal) * 100) gte 60>>
<<audiencespeech>>
/*<br>*/
<</if>>
<<if $rng - $enemyanger + (($enemyarousalmax / $enemyarousal) * 100) gte 80>>
<<audiencespeech>>
/*<br>*/
<</if>>
<</if>>
</div>
<</widget>><<widget "audiencecameraswarm">>
<<if _audienceswarminitcount is undefined or _audienceswarminitcount gte $audienceselector>>
<<set _audienceswarminitcount to $audienceselector>>
<<set _audienceswarmcarry to {"drya":{}}>>
<<else>>
<<set _audienceswarminitcount to $audienceselector>>
<</if>>
<<set _tmpcam to "none">>
<<set _tmpsmoving to "creeping">>
<<set _tmppspot to "">>
<<set _tmpproof to "t">>
<<if $swarm.type is "slimes" or $swarm.type is "pale slimes">>
<<set _tmpsmoving to "slurping">>
<<elseif $swarm.type is "worms">>
<<set _tmpsmoving to "wiggling">>
<<elseif $swarm.type is "snakes" or $swarm.type is "eels">>
<<set _tmpsmoving to "slithering">>
<</if>>
<<rng>>
<<if $rng gte 81 and $facepic isnot 1>>
<<set $facepic to 1>>
The $audiencedesc $audiencecamera points <<ahis>> camera at your face. A light flashes as <<ahe>> takes a picture.
<br>
<<set _tmpcam to "face">>
<<elseif $rng gte 41 and $bottompic isnot 1>>
<<set $bottompic to 1>>
The $audiencedesc $audiencecamera points <<ahis>> camera at your <<bottom>>. A light flashes as <<ahe>> takes a picture.
<br>
<<set _tmpcam to "bottom">>
<<elseif $rng gte 21 and $genitalpic isnot 1>>
<<set $genitalpic to 1>>
The $audiencedesc $audiencecamera points <<ahis>> camera at your <<genitals>>. A light flashes as <<ahe>> takes a picture.
<br>
<<set _tmpcam to "front">>
<<elseif $bodypic isnot 1>>
<<set $bodypic to 1>>
The $audiencedesc $audiencecamera leans back so <<ahis>> camera can take in the whole scene. A light flashes as <<ahe>> takes a picture.
<br>
<<set _tmpcam to "full">>
<</if>>
<<if $swarm.amount.genital[1] gt 0 and _tmpcam is "front">>
<<set _tmppspot to "gi">>
<<elseif $swarm.amount.genital[0] gt 0 and _tmpcam is "front">>
<<set _tmppspot to "g">>
<<elseif $swarm.amount.butt[1] gt 0 and _tmpcam is "bottom">>
<<set _tmppspot to "bi">>
<<elseif $swarm.amount.butt[0] gt 0 and _tmpcam is "bottom">>
<<set _tmppspot to "b">>
<<elseif $swarm.amount.genital[1] gt 0 or $swarm.amount.butt[1] gt 0>>
<<set _tmppspot to "i">>
<<else>>
<<set _tmppspot to "o">>
<</if>>
<<if _audienceswarmcarry.drya[_tmppspot] is undefined>>
<<set _audienceswarmcarry.drya[_tmppspot] to "t">>
<<set _tmpmark to "!">>
<<set _tmporgasm to "">>
<<if $orgasmdown gte 1>>
<<if $orgasmcount gt 3>>
<<aHe>> is yelling again: "You're a real <<print either("slut", "dirty slut", "bitch", "whore", "worthless slut", "extreme pervert")>> cumming again from these <<print $swarm.type>>
<<set _tmporgasm to "<span class=\"pink\"> cumming hard</span> ">>
<<set _tmpmark to "?">>
<<else>>
Suddenly <<ahe>> yells at you: "You're such a <<print either("slut", "whore", "pervert")>> cumming from these <<print $swarm.type>>
<<set _tmporgasm to "<span class=\"pink\"> cumming</span> ">>
<</if>>
<<else>>
<<if _tmpcam is "none">>
The $audiencedesc $audiencecamera exclaims "I love how
<<else>>
<<aHe>> says "I love how
<</if>>
<<if $swarm.amount.active[0] lte 4>>
the squirming <<print $swarm.type>> are
<<elseif $swarm.amount.active[0] lte 8>>
the swarming <<print $swarm.type>> are
<<else>>
the milling mass of <<print $swarm.type>> are
<</if>>
<</if>>
<<print _tmpsmoving>>
<<if _tmppspot is "g">>
over your <<genitals>><<print _tmpmark>>"
<<elseif _tmppspot is "gi">>
over your <<genitals>><<print _tmpmark>>"
<<elseif _tmppspot is "b">>
over your <<bottom>><<print _tmpmark>>"
<<elseif _tmppspot is "bi">>
<span class="red"> inside your <<bottom>></span><<print _tmpmark>>"
<<elseif _tmppspot is "i">>
<span class="red">inside your body<<print _tmpmark>></span>"
<<set _tmpproof to "f">>
<<else>>
over you<<print _tmpmark>>"
<<set _tmpproof to "f">>
<</if>>
<<if _tmpcam is "face">>
proudly <<ahe>> looks at <<ahis>> phone: "I've got a nice closeup of <<pher>> face<<print _tmporgasm>><<if _tmpproof is "t">> to prove it."<<else>>."<</if>>
<<elseif _tmpcam is "bottom">>
proudly <<ahe>> displays <<ahis>> phone: "I've got a nice closeup of <<pher>> <<bottom>><<print _tmporgasm>><<if _tmpproof is "t">> to prove it!"<<else>>."<</if>>
<<elseif _tmpcam is "front">>
proudly <<ahe>> holds up <<ahis>> phone: "I've got a nice closeup of <<pher>> <<genitals>><<print _tmporgasm>><<if _tmpproof is "t">> to prove it!"<<else>>."<</if>>
<<elseif _tmpcam is "full">>
proudly <<ahe>> shows the pictures on <<ahis>> phone: "I've got the pictures of this slut to prove it."
<<set _tmpproof to "f">>
<</if>>
<</if>>
<</widget>>
<<widget "aHe">>
<<if $audiencecamera is "man">>
He
<<elseif $audiencecamera is "boy">>
He
<<elseif $audiencecamera is "woman">>
She
<<elseif $audiencecamera is "girl">>
She
<</if>>
<</widget>><<widget "generateBEAST">>
<!-- NEW Args are NPC#(1-6), Type, Gender-->
<!-- Example: <<generateBEAST 1 dog m>> would generate NPC 1 as male dog -->
<!-- Example: <<generateBEAST 2 wolf f>> would generate NPC 2 as female wolf -->
<<set _n to _args[0]-1>>
<!-- Checks if endevent was properly used after the last event -->
<<checkEventNPC _n>>
<<set _type to _args[1]>>
<<set _gen to _args[2]>>
<<set _beast_genitals to _args[3]>>
<<set _beast_monster to _args[4]>>
<!-- Check that Type is known -->
<<if !$BeastList.includes(_type)>>
<span class="red">ERROR: generateBEAST unknown type</span>
<</if>>
<!-- Set gender and pronoun, random if unspecified -->
<<if _gen is "m" or _gen is "f">>
<<set $NPCList[_n].gender to _gen>><<set $NPCList[_n].pronoun to _gen>>
<<elseif !isNaN(_generate_partner) and $NPCList[_generate_partner].gender isnot undefined>>
<!-- This determines if the couple is homo or not. The generated NPC's partner is, by default, the NPC directly before them in NPCList. The partner can be selected manually with an argument. -->
<<set $NPCList[_n].gender to maleChance($NPCList[_generate_partner].pronoun) gte random(1, 100) ? "m" : "f">>
<<set $NPCList[_n].pronoun to $NPCList[_n].gender>>
<<unset _generate_partner>>
<<else>>
<<if random(1, 100) lte beastMaleChance()>>
<<set $NPCList[_n].gender to "m">><<set $NPCList[_n].pronoun to "m">>
<<else>>
<<set $NPCList[_n].gender to "f">><<set $NPCList[_n].pronoun to "f">>
<</if>>
<</if>>
<<set $NPCList[_n].adult to 1>>
<<set $NPCList[_n].lefthand to "none">>
<<set $NPCList[_n].righthand to "none">>
<<set $NPCList[_n].mouth to 0>>
<<set $NPCList[_n].stance to "approach">>
<<set $NPCList[_n].chastity to {penis:"", vagina:"", anus:""}>>
<<generatePronouns $NPCList[_n]>>
<<set $NPCList[_n].location to {
head: 0,
genitals: 0,
}>>
<<if $NPCList[_n].pregnancy is undefined>>
<<set $NPCList[_n].pregnancy to 0>>
<</if>>
<<set $NPCList[_n].pregnancyAvoidance to random(0,50)>>
<<if $enemyno lt 6>><<set $enemyno += 1>><</if>>
<<beastattribute _n _type>>
<<run EventSystem.push($passage, _n, $timeStamp)>>
<</widget>>
<<widget "beastattribute">>
<!-- NEW Set Beast attributes. $arg[0] calls NPC number to be generated, arg[1] sets beast type -->
<<nounderwearcheck>>
<<set _n to _args[0]>>
<<set _type to _args[1]>>
<!-- Set genitals active -->
<<set _gen to $NPCList[_n].gender>>
<<set $NPCList[_n].vagina to "none">>
<<set $NPCList[_n].penis to "none">>
<<if _beast_genitals is "penis">>
<<set $NPCList[_n].penis to 0>>
<<elseif _beast_genitals is "vagina">>
<<set $NPCList[_n].vagina to 0>>
<<elseif ["m", "f", "h"].includes(_gen)>>
<<switch _gen>>
<<case "m">>
<<set $NPCList[_n].penis to 0>>
<<case _gen "f">>
<<set $NPCList[_n].vagina to 0>>
<<case _gen "h">>
<<set $NPCList[_n].penis to 0>>
<<set $NPCList[_n].vagina to 0>>
<</switch>>
<</if>>
<<npcClothesType $NPCList[_n] "naked">>
<<set $NPCList[_n].chest to "none">>
<<set $NPCList[_n].insecurity to "none">>
<!-- Select Beast Description/Strength/Genital pairing -->
<!-- v2.7 $BeastList is 0-7: "dog", "cat", "pig", "wolf", "dolphin", "lizard", "bear", "creature" -->
<!-- v2.13 "horse" added to $BeastList -->
<<set _h to [200,150,200,300,200,250,500,300,200,500,225,150,400,300]>> <!-- Health Max per type -->
<<set _t to ["dog","cat","pig","wolf","dolphin","lizard","bear","boar","creature","horse","fox","hawk","cow","spider"]>> <!-- Name of each type -->
<<set _d to [
["large", "furry", "strong", "muscular", "heavily-built", "short-haired", "long-haired", "broad-chested", "well-groomed", "sleek"],
["sleek", "small", "agile", "soft-furred", "flexible", "short-haired", "long-haired", "thin", "slender", "delicate"],
["large", "round", "fat", "pink-skinned", "heavy", "thick-skinned", "broad", "solid", "short-snouted", "thick-bodied"],
["large", "wild", "muscular", "sharp-toothed", "thick-furred", "lean", "broad-chested", "strong-jawed", "sleek", "sharp-eyed"],
["sleek", "smooth", "aquatic", "streamlined", "gray-skinned", "shiny", "smooth-skinned", "curved", "glossy", "fast"],
["small", "scaly", "cold", "dry-skinned", "thin", "long-bodied", "smooth", "reptilian", "shiny", "sharp-eyed"],
["large", "furry", "muscular", "heavily-built", "thick-furred", "broad-shouldered", "solid", "powerful", "dark-furred", "sturdy"],
["large", "hairy", "stocky", "tough-skinned", "muscular", "heavy", "wild", "broad-shouldered", "thick-boned", "strong"],
["large", "strange", "unnatural", "mysterious", "powerful", "odd", "solid", "broad", "muscular", "shadowy"],
["large", "muscular", "strong", "sleek", "smooth-coated", "broad-chested", "tall", "long-legged", "solid", "well-built"],
["small", "sleek", "quick", "agile", "thin", "sharp-eyed", "slender", "narrow-bodied", "red-furred", "pointy-eared"],
["sleek", "sharp-eyed", "broad-winged", "strong", "smooth-feathered", "fast", "streamlined", "sharp-beaked", "sharp-taloned", "powerful"],
["large", "broad", "thick-bodied", "sturdy", "solid", "short-haired", "heavy", "strong", "tough-skinned", "muscular"],
["small", "slimy", "eight-legged", "hairy", "dark", "creepy", "thin-legged", "fast-moving", "venomous", "skittering"]
]>> <!-- Descriptor of each type -->
<<set _pd to ["knotted penis","spiked penis","penis","knotted penis","strange penis","penis","penis","penis","penis","equine cock","knotted penis","avian cock","bovine cock","arachnid penis"]>> <!-- Descriptor of Penises -->
/% <<set _cla to [1,1,1,1,0,1,1,1]>> %/
<<set _ps to [2,2,2,3,2,2,3,3,2,5,2,2,4,2]>> <!-- Size of penises -->
<<set _i to $BeastList.indexOf(_type)>>
<<set $NPCList[_n].healthmax to _h[_i]>>
<<set $NPCList[_n].health to $NPCList[_n].healthmax>>
<<set $NPCList[_n].description to _d[_i].pluck()>>
<<set $NPCList[_n].type to _t[_i]>>
<<if $beastMultiOrgasmToggle is 1>>
<<if !$NPCList[_n].maxOrgasms or $NPCList[_n].maxOrgasms lte 0>>
<<set _t to ["dog","cat","pig","wolf","dolphin","lizard","bear","boar","creature","horse","fox","hawk","cow","spider"]>>
<<switch $NPCList[_n].type>>
<<case "cat" "dolphin" "creature">>
<<set $NPCList[_n].maxOrgasms to 4>>
<<case "dog" "wolf" "pig" "bear" "boar" "horse" "cow">>
<<set $NPCList[_n].maxOrgasms to 3>>
<<case "lizard" "fox" "hawk" "spider">>
<<set $NPCList[_n].maxOrgasms to 2>>
<<default>>
<<set $NPCList[_n].maxOrgasms to 1>>
<</switch>>
<</if>>
<<set $NPCList[_n].orgasms to 0>>
<</if>>
<<if $beastMultiOrgasmToggle is 1 and $NPCList[_n].maxOrgasms gt 1 and $abomination isnot 1>>
<<set $setupMidOrgasm to true>>
<</if>>
<<if $NPCList[_n].type is "wolf" or $NPCList[_n].type is "cat" or $NPCList[_n].type is "fox">>
<<set $NPCList[_n].dodgeChance to 30>>
<<elseif $NPCList[_n].type is "dog" or $NPCList[_n].type is "dolphin" or $NPCList[_n].type is "hawk">>
<<set $NPCList[_n].dodgeChance to 20>>
<<else>>
<<set $NPCList[_n].dodgeChance to 10>>
<</if>>
<!-- <<set $NPCList[_n].claws to _cla[_i]>> -->
<<set $NPCList[_n].breastsize to 0>>
<<set $NPCList[_n].breastsdesc to "nipples">>
<<set $NPCList[_n].breastdesc to "nipple">>
<<set $NPCList[_n].monster to 0>> <!-- Default to assuming not a monster -->
<<set $NPCList[_n].claws to "claws">>
<!-- Check for beast-type specific changes -->
<<if $NPCList[_n].type is "horse">>
<<set $NPCList[_n].hair to either("appaloosa","bay","black","brown","buckskin","chestnut","cremello","dun","grey","overo","palomino","piebald","roan","skewbald","spotted","tobiano")>>
<<set $NPCList[_n].claws to "hooves">> <!-- Horses have hooves -->
<<elseif $NPCList[_n].type is "cow">>
<<if $NPCList[_n].gender is "m">>
<<set $NPCList[_n].type to "bull">> <!-- male cows are called bulls (or bullboys for monsters) -->
<</if>>
<<set $NPCList[_n].claws to "hooves">> <!-- Cattle have hooves -->
<<elseif $NPCList[_n].type is "dolphin">>
<<set $NPCList[_n].claws to "flippers">> <!-- Dolphins have flippers -->
<<elseif $NPCList[_n].type is "hawk">>
<<set $NPCList[_n].claws to "talons">> <!-- Hawks have talons -->
<<elseif $NPCList[_n].type is "pig" or $NPCList[_n].type is "boar">>
<<set $NPCList[_n].claws to "hooves">> <!-- Pigs and boars have hooves -->
<</if>>
<!-- Monster generation code -->
<<rng>>
<!-- Set hallucination creatures to always be monsters. Shadow types could be .monster = "shadow" -->
<<if $NPCList[_n].type is "creature" and !_tower_creature>>
<<set $NPCList[_n].monster to "monster">>
<<elseif _beast_monster isnot "beast" and ($monsterchance gte $rng and ($hallucinations gte 1 or $monsterhallucinations is "f")) or (_beast_monster is "monster") or ($bestialitydisable is "t" and $NPCList[0].monster is "monster")>>
<<set $NPCList[_n].monster to "monster">>
<<if ["dog","pig","wolf","dolphin","boar","fox","hawk","cow"].includes($NPCList[_n].type)>> <!-- Remove claws from many monster types -->
<<run delete $NPCList[_n].claws>> <!-- It can't have claws - using undefined to maintain back compat with previous saves mid-combat ($claws) -->
<</if>>
<<if $NPCList[_n].type is "horse">>
<<set $NPCList[_n].type to "centaur">>
<<elseif $NPCList[_n].type is "hawk">>
<<set $NPCList[_n].type to "harpy">>
<<elseif $NPCList[_n].gender is "f">>
<<set $NPCList[_n].type to $NPCList[_n].type + "girl">>
<<else>>
<<set $NPCList[_n].type to $NPCList[_n].type + "boy">>
<</if>>
<</if>>
<<if $NPCList[_n].monster is "monster">>
<<set $NPCList[_n].lefthand to 0>>
<<set $NPCList[_n].righthand to 0>>
<!-- female monster people mammals have an accessible chest and might be able to lactate. -->
<<if $NPCList[_n].pronoun is "f" and ["catgirl", "doggirl", "wolfgirl", "beargirl", "foxgirl", "cowgirl", "harpy"].includes($NPCList[_n].type)>>
<<set $NPCList[_n].chest to 0>>
<<if ["beargirl", "cowgirl"].includes($NPCList[_n].type)>> <!-- Bigger monsters = Bigger booba -->
<<set $_breastMin to [0,0,0,0,2,2,2,2,2,5,5,5,5,5,5,5,8,8,9,10,12]>>
<<set $_breastMax to [4,4,4,4,4,4,7,7,8,9,9,9,9,12,10,11,10,11,11,12,12]>>
<<else>>
<<set $_breastMin to [0,0,0,0,0,0,0,0,0,0,0,3,3,3,3,5,5,8,3,10,12]>>
<<set $_breastMax to [4,4,4,4,4,4,7,7,7,7,8,8,8,8,8,11,11,12,10,12,12]>>
<</if>>
<<set _brdes to ["nipple","budding","tiny","small","pert","modest","full","large","ample","massive","huge","gigantic","enormous"]>>
<<set _brlvl to random(0,20)>> <!-- select a random index in the arrays -->
<<if $breast_mod gte $_breastMin[_brlvl]>><<set $_breastMin[_brlvl] to $breast_mod>><</if>>
<<if $breast_mod gte $_breastMax[_brlvl]>><<set $_breastMax[_brlvl] to $breast_mod>><</if>>
<<if $breast_mod lt 0>>
<<set $_breastMin[_brlvl] to Math.clamp($_breastMin[_brlvl]+$breast_mod, 0, 12)>>
<<set $_breastMax[_brlvl] to Math.clamp($_breastMax[_brlvl]+$breast_mod, 0, 12)>>
<</if>>
<<set _rngbr to random($_breastMin[_brlvl], $_breastMax[_brlvl])>>
<<set $NPCList[_n].breastsize to _rngbr>>
<<switch _rngbr>>
<<case 0>>
<<set $NPCList[_n].breastsdesc to "nipples">>
<<set $NPCList[_n].breastdesc to "nipple">>
<<default>>
<<set $NPCList[_n].breastsdesc to _brdes[_rngbr]+" breasts">>
<<set $NPCList[_n].breastdesc to _brdes[_rngbr]+" breast">>
<</switch>>
<<if random(1, 100) gte 61 or $NPCList[_n].type is "cowgirl">>
<<set $NPCList[_n].lactation to 1>>
<<else>>
<<set $NPCList[_n].lactation to 0>>
<</if>>
<</if>>
<<if random(1, 100) lte $blackchance>>
<<set $NPCList[_n].skincolour to "black">>
<<else>>
<<set $NPCList[_n].skincolour to "white">>
<</if>>
<</if>>
<<set $NPCList[_n].fullDescription to $NPCList[_n].description + " ">>
<<if $NPCList[_n].monster is 0>>
<<if $NPCList[_n].type isnot "cow" and $NPCList[_n].type isnot "bull">>
<<if $NPCList[_n].pronoun is "m">>
<<set $NPCList[_n].fullDescription += "male ">>
<<elseif $NPCList[_n].pronoun is "f">>
<<set $NPCList[_n].fullDescription += "female ">>
<</if>>
<</if>>
<</if>>
<<set $NPCList[_n].fullDescription += $NPCList[_n].type>>
<<if $NPCList[_n].type.includes("fox")>>
<<generate_npc_skills>>
<<generate_beast_traits>>
<<if $NPCList[_n].traits.includes("cowardly")>>
<<set $NPCList[_n].skills.security += 200>>
<<set $NPCList[_n].skills.security to Math.clamp($NPCList[_n].skills.security, 1, 1000)>>
<<elseif $NPCList[_n].traits.includes("territorial")>>
<<set $NPCList[_n].healthmax += 125>>
<<set $NPCList[_n].health += 125>>
<<set $NPCList[_n].skills.security += 100>>
<<set $NPCList[_n].skills.security to Math.clamp($NPCList[_n].skills.security, 1, 1000)>>
<<elseif $NPCList[_n].traits.includes("clever")>>
<<set $NPCList[_n].skills.security += 150>>
<<set $NPCList[_n].skills.security to Math.clamp($NPCList[_n].skills.security, 1, 1000)>>
<<set $NPCList[_n].skills.athletics += 100>>
<<set $NPCList[_n].skills.athletics to Math.clamp($NPCList[_n].skills.athletics, 1, 1000)>>
<<elseif $NPCList[_n].traits.includes("friendly")>>
<<set $NPCList[_n].healthmax -= 75>>
<<set $NPCList[_n].health -= 75>>
<<elseif $NPCList[_n].traits.includes("clumsy")>>
<<set $NPCList[_n].skills.security -= 200>>
<<set $NPCList[_n].skills.security to Math.clamp($NPCList[_n].skills.security, 1, 1000)>>
<<set $NPCList[_n].skills.athletics -= 200>>
<<set $NPCList[_n].skills.athletics to Math.clamp($NPCList[_n].skills.athletics, 1, 1000)>>
<</if>>
<</if>>
<!-- Gender-swap monsters if needed -->
<<if $NPCList[_n].monster is "monster" and _beast_genitals is undefined>>
<<set $NPCList[_n].penis to "none">>
<<set $NPCList[_n].vagina to "none">>
<<rng>>
<<if $NPCList[_n].pronoun is "m">>
<<if $rng lte $mhermchance>>
<<set $NPCList[_n].penis to 0>>
<<set $NPCList[_n].vagina to 0>>
<<elseif $rng lte $cbchance>>
<<set $NPCList[_n].vagina to 0>>
<<else>>
<<set $NPCList[_n].penis to 0>>
<</if>>
<<elseif $NPCList[_n].pronoun is "f">>
<<if $rng lte $fhermchance>>
<<set $NPCList[_n].vagina to 0>>
<<set $NPCList[_n].penis to 0>>
<<elseif $rng lte $dgchance>>
<<set $NPCList[_n].penis to 0>>
<<else>>
<<set $NPCList[_n].vagina to 0>>
<</if>>
<</if>>
<</if>>
<<if $NPCList[_n].penis isnot "none">>
<<set $NPCList[_n].penisdesc to _pd[_i]>>
<<set $NPCList[_n].penissize to _ps[_i]>>
<<else>>
<<set $NPCList[_n].penisdesc to "none">>
<<set $NPCList[_n].penissize to 0>>
<</if>>
<</widget>>
<!-- rng is rolled right after this widget runs, so it shouldn't need correction unless this widget is manually called somewhere outside of beast generation -->
<<widget "generate_beast_traits">>
<<set $NPCList[_n].traits to []>>
<<if $location is "moor" and $moor>>
<<rng 10>>
<<if $moor gte 51>>
<!-- High moor -->
<<switch $rng>>
<<case 1 2 3 4 5>><<set $NPCList[_n].traits.push("territorial")>>
<<default>><<set $NPCList[_n].traits.push("clever")>>
<</switch>>
<<elseif $moor gte 21>>
<!-- Mid moor -->
<<switch $rng>>
<<case 1 2>><<set $NPCList[_n].traits.push("cowardly")>>
<<case 3 4>><<set $NPCList[_n].traits.push("territorial")>>
<<case 5 6>><<set $NPCList[_n].traits.push("clever")>>
<<case 7 8>><<set $NPCList[_n].traits.push("friendly")>>
<<default>><<set $NPCList[_n].traits.push("clumsy")>>
<</switch>>
<<else>>
<!-- Low moor -->
<<switch $rng>>
<<case 1 2 3>><<set $NPCList[_n].traits.push("cowardly")>>
<<case 4>><<set $NPCList[_n].traits.push("territorial")>>
<<case 5>><<set $NPCList[_n].traits.push("clever")>>
<<case 6 7 8>><<set $NPCList[_n].traits.push("friendly")>>
<<default>><<set $NPCList[_n].traits.push("clumsy")>>
<</switch>>
<</if>>
<<else>>
<<rng 5>>
<<switch $rng>>
<<case 1>><<set $NPCList[_n].traits.push("cowardly")>>
<<case 2>><<set $NPCList[_n].traits.push("territorial")>>
<<case 3>><<set $NPCList[_n].traits.push("clever")>>
<<case 4>><<set $NPCList[_n].traits.push("friendly")>>
<<case 5>><<set $NPCList[_n].traits.push("clumsy")>>
<</switch>>
<</if>>
<</widget>>
<!-- Dolphin generate calls -->
<<widget "generatedolphin1">>
<<generateBEAST 1 dolphin>>
<</widget>>
<<widget "generatedolphin2">>
<<generateBEAST 2 dolphin>>
<</widget>>
<<widget "generatedolphin3">>
<<generateBEAST 3 dolphin>>
<</widget>>
<<widget "generatedolphin4">>
<<generateBEAST 4 dolphin>>
<</widget>>
<<widget "generatedolphin5">>
<<generateBEAST 5 dolphin>>
<</widget>>
<<widget "generatedolphin6">>
<<generateBEAST 6 dolphin>>
<</widget>>
<!-- Dog generate calls -->
<<widget "generatedog1">>
<<generateBEAST 1 dog>>
<</widget>>
<<widget "generatedog2">>
<<generateBEAST 2 dog>>
<</widget>>
<<widget "generatedog3">>
<<generateBEAST 3 dog>>
<</widget>>
<<widget "generatedog4">>
<<generateBEAST 4 dog>>
<</widget>>
<<widget "generatedog5">>
<<generateBEAST 5 dog>>
<</widget>>
<<widget "generatedog6">>
<<generateBEAST 6 dog>>
<</widget>>
<!-- Wolf generate calls -->
<<widget "generatewolf1">>
<<generateBEAST 1 wolf>>
<</widget>>
<<widget "generatewolf2">>
<<generateBEAST 2 wolf>>
<</widget>>
<<widget "generatewolf3">>
<<generateBEAST 3 wolf>>
<</widget>>
<<widget "generatewolf4">>
<<generateBEAST 4 wolf>>
<</widget>>
<<widget "generatewolf5">>
<<generateBEAST 5 wolf>>
<</widget>>
<<widget "generatewolf6">>
<<generateBEAST 6 wolf>>
<</widget>>
<!-- Cat generate calls -->
<<widget "generatecat1">>
<<generateBEAST 1 cat>>
<</widget>>
<<widget "generatecat2">>
<<generateBEAST 2 cat>>
<</widget>>
<<widget "generatecat3">>
<<generateBEAST 3 cat>>
<</widget>>
<<widget "generatecat4">>
<<generateBEAST 4 cat>>
<</widget>>
<<widget "generatecat5">>
<<generateBEAST 5 cat>>
<</widget>>
<<widget "generatecat6">>
<<generateBEAST 6 cat>>
<</widget>>
<!-- Pig generate calls -->
<<widget "generatepig1">>
<<generateBEAST 1 pig>>
<</widget>>
<<widget "generatepig2">>
<<generateBEAST 2 pig>>
<</widget>>
<<widget "generatepig3">>
<<generateBEAST 3 pig>>
<</widget>>
<<widget "generatepig4">>
<<generateBEAST 4 pig>>
<</widget>>
<<widget "generatepig5">>
<<generateBEAST 5 pig>>
<</widget>>
<<widget "generatepig6">>
<<generateBEAST 6 pig>>
<</widget>>
<!-- Boar generate calls -->
<<widget "generateboar1">>
<<generateBEAST 1 boar>>
<</widget>>
<<widget "generateboar2">>
<<generateBEAST 2 boar>>
<</widget>>
<<widget "generateboar3">>
<<generateBEAST 3 boar>>
<</widget>>
<<widget "generateboar4">>
<<generateBEAST 4 boar>>
<</widget>>
<<widget "generateboar5">>
<<generateBEAST 5 boar>>
<</widget>>
<<widget "generateboar6">>
<<generateBEAST 6 boar>>
<</widget>>
<!-- Lizard generate calls -->
<<widget "generatelizard1">>
<<generateBEAST 1 lizard>>
<</widget>>
<<widget "generatelizard2">>
<<generateBEAST 2 lizard>>
<</widget>>
<<widget "generatelizard3">>
<<generateBEAST 3 lizard>>
<</widget>>
<<widget "generatelizard4">>
<<generateBEAST 4 lizard>>
<</widget>>
<<widget "generatelizard5">>
<<generateBEAST 5 lizard>>
<</widget>>
<<widget "generatelizard6">>
<<generateBEAST 6 lizard>>
<</widget>>
<!-- Bear generate calls -->
<<widget "generatebear1">>
<<generateBEAST 1 bear>>
<</widget>>
<<widget "generatebear2">>
<<generateBEAST 2 bear>>
<</widget>>
<<widget "generatebear3">>
<<generateBEAST 3 bear>>
<</widget>>
<<widget "generatebear4">>
<<generateBEAST 4 bear>>
<</widget>>
<<widget "generatebear5">>
<<generateBEAST 5 bear>>
<</widget>>
<<widget "generatebear6">>
<<generateBEAST 6 bear>>
<</widget>>
<!-- creature generate calls -->
<<widget "generatecreature1">>
<<generateBEAST 1 creature>>
<</widget>>
<<widget "generatecreature2">>
<<generateBEAST 2 creature>>
<</widget>>
<<widget "generatecreature3">>
<<generateBEAST 3 creature>>
<</widget>>
<<widget "generatecreature4">>
<<generateBEAST 4 creature>>
<</widget>>
<<widget "generatecreature5">>
<<generateBEAST 5 creature>>
<</widget>>
<<widget "generatecreature6">>
<<generateBEAST 6 creature>>
<</widget>>
<!-- creature fox calls -->
<<widget "generatefox1">>
<<generateBEAST 1 fox>>
<</widget>>
<<widget "generatefox2">>
<<generateBEAST 2 fox>>
<</widget>>
<<widget "generatefox3">>
<<generateBEAST 3 fox>>
<</widget>>
<<widget "generatefox4">>
<<generateBEAST 4 fox>>
<</widget>>
<<widget "generatefox5">>
<<generateBEAST 5 fox>>
<</widget>>
<<widget "generatefox6">>
<<generateBEAST 6 fox>>
<</widget>>
<!-- creature spider calls -->
<<widget "generatespider1">>
<<generateBEAST 1 spider>>
<</widget>>
<<widget "generatespider2">>
<<generateBEAST 2 spider>>
<</widget>>
<<widget "generatespider3">>
<<generateBEAST 3 spider>>
<</widget>>
<<widget "generatespider4">>
<<generateBEAST 4 spider>>
<</widget>>
<<widget "generatespider5">>
<<generateBEAST 5 spider>>
<</widget>>
<<widget "generatespider6">>
<<generateBEAST 6 spider>>
<</widget>><<widget "beastimgdoggy">>
<<set _na to $active_enemy>>
<<set _npc to $NPCList[_na]>>
<<set _type to $NPCList[_na].type>>
<<set _state to _args[0] || "idle">>
<<set _frames to _args[1] || 4>>
<<set _animClass to "anim-" + _state + "-" + _frames + "f" + (_state isnot "idle" ? "-" + _animspeed : "")>>
<<if $NPCList[_na].type is "horse" or $NPCList[_na].type is "centaur">>
<<if $anusstate is "penetrated" or $vaginastate is "penetrated">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/horse/horse_penetrated.png">
<<else>>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/horse/horse_entrance.png">
<</if>>
<<elseif $monster isnot 1>>
<<if $enemytype is "beast" and $NPCList[_na].stance is "top" or $enemytype is "beast" and $vaginause is "penis" or $enemytype is "beast" and $anususe is "penis" or $enemytype is "beast" and $penisuse is "othervagina" or $enemytype is "beast" and $penisuse is "otheranus">>
<<if $NPCList[_na].penis is "none" and $player.penisExist or $penisuse is "othervagina" or $penisuse is "otheranus">>
<<if $NPCList[_na].type is "lizard">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/femalebeast/activelizard.png">
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/femalebeast/activelizardfrontleg.png">
<<elseif $beastname is "blackwolf">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/femalebeast/activeblackwolf.png">
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/femalebeast/activeblackwolffrontleg.png">
<<elseif $NPCList[_na].type is "wolf">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/femalebeast/activewolf.png">
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/femalebeast/activewolffrontleg.png">
<<elseif $NPCList[_na].type is "dolphin">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/femalebeast/dolphin/activedolphin.png">
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/femalebeast/dolphin/activedolphinfrontleg.png">
<<elseif $NPCList[_na].type is "bear">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/femalebeast/bear/activebear.png">
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/femalebeast/bear/activebearfrontleg.png">
<<elseif $NPCList[_na].type is "cat">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/femalebeast/cat/activecat.png">
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/femalebeast/cat/activecatfrontlegs.png">
<<elseif $NPCList[_na].type is "creature">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/femalebeast/creature/activecreature.png">
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/femalebeast/creature/activecreaturefrontleg.png">
<<elseif $NPCList[_na].type is "hawk">>
<<elseif $NPCList[_na].type is "cow" or $NPCList[_na].type is "bull">>
<!-- Cow sprites go here -->
<<elseif $NPCList[_na].type is "pig" or $NPCList[_na].type is "boar">>
<!-- Boar sprites go here -->
<<elseif $NPCList[_na].type is "fox">>
<img @class="'layer-sexbetweenlegs anim-doggy-4f-'+_animspeed" src="img/sex/doggy/femalebeast/fox/activefox.png">
<<else>>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/femalebeast/activebeast.png">
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/femalebeast/activebeastfrontleg.png">
<</if>>
<<elseif !["leftarm", "rightarm", "feet"].includes(_npc.penis)>>
<<if $NPCList[_na].type is "lizard">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/activelizard.png">
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/activelizardfrontleg.png">
<<elseif $beastname is "blackwolf">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/activeblackwolf.png">
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/activeblackwolffrontleg.png">
<<elseif $NPCList[_na].type is "wolf">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/activewolf.png">
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/activewolffrontleg.png">
<<elseif $NPCList[_na].type is "dolphin">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/dolphin/activedolphin.png">
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/dolphin/activedolphinfrontleg.png">
<<elseif _npc.type is "pig">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/pig/activepig.png">
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/pig/activepigfrontleg.png">
<<elseif _npc.type is "boar">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/boar/activeboar.png">
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/boar/activeboarfrontleg.png">
<<if $enemyarousal gte ($enemyarousalmax / 5) * 3>>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/boar/drool_2.png">
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/boar/drool_1.png">
<</if>>
<<elseif $NPCList[_na].type is "bear">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/bear/activebear.png">
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/bear/activebearfrontleg.png">
<<elseif $NPCList[_na].type is "cat">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/cat/activecat.png">
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/cat/activecatfrontlegs.png">
<<elseif $NPCList[_na].type is "creature">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/creature/activecreature.png">
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/creature/activecreaturefrontleg.png">
<<elseif $NPCList[_na].type is "hawk">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/bird/birdfront.png">
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/bird/birdback.png">
<<elseif $NPCList[_na].type is "cow" or $NPCList[_na].type is "bull">>
<!-- Cow sprites go here -->
<<elseif $NPCList[_na].type is "fox">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/fox/activefox.png">
<img @class="'layer-beastaboveplayer anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/fox/activefoxfrontleg.png">
<<else>>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/activebeast.png">
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/activebeastfrontleg.png">
<</if>>
<</if>>
<<elseif $NPCList[_na].stance is "topface" and $enemytype is "beast">>
<<if $NPCList[_na].type is "lizard">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/frontbeast/activelizard.png">
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/frontbeast/activelizardfrontleg.png">
<<elseif $beastname is "blackwolf">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/frontbeast/activeblackwolf.png">
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/frontbeast/activeblackwolffrontleg.png">
<<elseif $NPCList[_na].type is "wolf">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/frontbeast/activewolf.png">
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/frontbeast/activewolffrontleg.png">
<<elseif $NPCList[_na].type is "dolphin">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/frontbeast/dolphin/activedolphin.png">
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/frontbeast/dolphin/activedolphinfrontleg.png">
<<elseif $NPCList[_na].type is "bear">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/frontbeast/bear/activebear.png">
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/frontbeast/bear/activebearfrontleg.png">
<<elseif _npc.type is "boar" or _npc.type is "pig">>
<img @class="'layer-beastback front ' + _animClass" @src="'img/sex/doggy/frontbeast/' + _type + '/back.png'">
<img @class="'layer-beastforeground front ' + _animClass" @src="'img/sex/doggy/frontbeast/' + _type + '/front.png'">
<<elseif $NPCList[_na].type is "cow" or $NPCList[_na].type is "bull">>
<!-- Cow sprites go here -->
<<elseif $NPCList[_na].type is "fox">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/frontbeast/fox/activefox.png">
<<elseif $NPCList[_na].type is "creature">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/frontbeast/creature/activecreature.png">
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/frontbeast/creature/activecreaturefrontleg.png">
<<else>>
<</if>>
<</if>>
<<else>>
<<if $position is "doggy">>
<<if $NPCList[_na].type is "dogboy" or $NPCList[_na].type is "doggirl">>
<<if $vaginause is "penis" and $anususe is "penis" and ($leftarm is "bound" or $leftarm is "grappled")>>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/dog/dp_bound.png">
<<elseif $vaginause is "penis" and $anususe is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/dog/dp.png">
<<elseif $anususe is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/dog/anal.png">
<<elseif $vaginause is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/dog/vaginal.png">
<<elseif $mouthuse is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/dog/oral.png">
<<else>>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/dog/vaginal.png">
<</if>>
<<elseif $NPCList[_na].type is "bearboy" or $NPCList[_na].type is "beargirl">>
<<if $vaginause is "penis" and $anususe is "penis" and ($leftarm is "bound" or $leftarm is "grappled")>>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/bear/dp_bound.png">
<<elseif $vaginause is "penis" and $anususe is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/bear/dp.png">
<<elseif $anususe is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/bear/anal.png">
<<elseif $vaginause is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/bear/vaginal.png">
<<elseif $mouthuse is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/bear/oral.png">
<<else>>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/bear/vaginal.png">
<</if>>
<<elseif $beastname is "blackwolf" and ($NPCList[_na].type is "wolfboy" or $NPCList[_na].type is "wolfgirl")>>
<<if $vaginause is "penis" and $anususe is "penis" and ($leftarm is "bound" or $leftarm is "grappled")>>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/black_wolf/dp_bound.png">
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/black_wolf/dp_eyes.png">
<<elseif $vaginause is "penis" and $anususe is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/black_wolf/dp.png">
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/black_wolf/dp_eyes.png">
<<elseif $anususe is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/black_wolf/anal.png">
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/black_wolf/anal_eyes.png">
<<elseif $vaginause is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/black_wolf/vaginal.png">
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/black_wolf/vaginal_eyes.png">
<<elseif $mouthuse is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/black_wolf/oral.png">
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/black_wolf/oral_eyes.png">
<<else>>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/black_wolf/vaginal.png">
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/black_wolf/vaginal_eyes.png">
<</if>>
<<elseif $NPCList[_na].type is "wolfboy" or $NPCList[_na].type is "wolfgirl">>
<<if $vaginause is "penis" and $anususe is "penis" and ($leftarm is "bound" or $leftarm is "grappled")>>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/wolf/dp_bound.png">
<<elseif $vaginause is "penis" and $anususe is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/wolf/dp.png">
<<elseif $anususe is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/wolf/anal.png">
<<elseif $vaginause is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/wolf/vaginal.png">
<<elseif $mouthuse is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/wolf/oral.png">
<<else>>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/wolf/vaginal.png">
<</if>>
<<elseif $NPCList[_na].type is "boarboy" or $NPCList[_na].type is "boargirl">>
<<if $vaginause is "penis" and $anususe is "penis" and ($leftarm is "bound" or $leftarm is "grappled")>>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/boar/dp_bound.png">
<<elseif $vaginause is "penis" and $anususe is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/boar/dp.png">
<<elseif $anususe is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/boar/anal.png">
<<elseif $vaginause is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/boar/vaginal.png">
<<elseif $mouthuse is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/boar/oral.png">
<<else>>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/boar/vaginal.png">
<</if>>
<<elseif $NPCList[_na].type is "pigboy" or $NPCList[_na].type is "piggirl">>
<<if $vaginause is "penis" and $anususe is "penis" and ($leftarm is "bound" or $leftarm is "grappled")>>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/pig/dp_bound.png">
<<elseif $vaginause is "penis" and $anususe is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/pig/dp.png">
<<elseif $anususe is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/pig/anal.png">
<<elseif $vaginause is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/pig/vaginal.png">
<<elseif $mouthuse is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/pig/oral.png">
<<else>>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/pig/vaginal.png">
<</if>>
<<elseif $NPCList[_na].type is "catboy" or $NPCList[_na].type is "catgirl">>
<<if $vaginause is "penis" and $anususe is "penis" and ($leftarm is "bound" or $leftarm is "grappled")>>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/cat/dp_bound.png">
<<elseif $vaginause is "penis" and $anususe is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/cat/dp.png">
<<elseif $anususe is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/cat/anal.png">
<<elseif $vaginause is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/cat/vaginal.png">
<<elseif $mouthuse is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/cat/oral.png">
<<else>>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/cat/vaginal.png">
<</if>>
<<elseif $NPCList[_na].type is "dolphinboy" or $NPCList[_na].type is "dolphingirl">>
<<if $vaginause is "penis" and $anususe is "penis" and ($leftarm is "bound" or $leftarm is "grappled")>>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/dolphin/dp_bound.png">
<<elseif $vaginause is "penis" and $anususe is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/dolphin/dp.png">
<<elseif $anususe is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/dolphin/anal.png">
<<elseif $vaginause is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/dolphin/vaginal.png">
<<elseif $mouthuse is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/dolphin/oral.png">
<<else>>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/dolphin/vaginal.png">
<</if>>
<<elseif $NPCList[_na].type is "lizardboy" or $NPCList[_na].type is "lizardgirl">>
<<if $vaginause is "penis" and $anususe is "penis" and ($leftarm is "bound" or $leftarm is "grappled")>>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/lizard/dp_bound.png">
<<elseif $vaginause is "penis" and $anususe is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/lizard/dp.png">
<<elseif $anususe is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/lizard/anal.png">
<<elseif $vaginause is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/lizard/vaginal.png">
<<elseif $mouthuse is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/lizard/oral.png">
<<else>>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/lizard/vaginal.png">
<</if>>
<<elseif $NPCList[_na].type is "harpy">>
<<if $vaginause is "penis" and $anususe is "penis" and ($leftarm is "bound" or $leftarm is "grappled")>>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/bird/dp_bound.png">
<<elseif $vaginause is "penis" and $anususe is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/bird/dp.png">
<<elseif $anususe is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/bird/anal.png">
<<elseif $vaginause is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/bird/vaginal.png">
<<elseif $mouthuse is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/bird/oral.png">
<<else>>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/bird/vaginal.png">
<</if>>
<<elseif $NPCList[_na].type is "cowgirl" or $NPCList[_na].type is "bullboy">>
<<if $vaginause is "penis" and $anususe is "penis" and ($leftarm is "bound" or $leftarm is "grappled")>>
<!-- Cow monster sprites go here -->
<<elseif $vaginause is "penis" and $anususe is "penis">>
<!-- Cow monster sprites go here -->
<<elseif $anususe is "penis">>
<!-- Cow monster sprites go here -->
<<elseif $vaginause is "penis">>
<!-- Cow monster sprites go here -->
<<elseif $mouthuse is "penis">>
<!-- Cow monster sprites go here -->
<<else>>
<!-- Cow monster sprites go here -->
<</if>>
<<elseif $NPCList[_na].type is "foxboy" or $NPCList[_na].type is "foxgirl">>
<<if $vaginause is "penis" and $anususe is "penis" and ($leftarm is "bound" or $leftarm is "grappled")>>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/fox/dp_bound.png">
<<elseif $vaginause is "penis" and $anususe is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/fox/dp.png">
<<elseif $anususe is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/fox/anal.png">
<<elseif $vaginause is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/fox/vaginal.png">
<<elseif $mouthuse is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/fox/oral.png">
<<else>>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/doggy/shadow/fox/vaginal.png">
<</if>>
<</if>>
<<else>>
<</if>>
<</if>>
<<beastimggenitals>>
<</widget>>
<<widget "beastimgmissionary">>
<<set _na to $active_enemy>>
<<if $NPCList[_na].type is "horse" or $NPCList[_na].type is "centaur">>
<<if $penisstate is "penetrated" or $penisstate is "otheranus">>
<img @class="'layer-foreground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/beast/horse/horse_penetrated.png">
<<else>>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/missionary/beast/horse/horse_entrance.png">
<</if>>
<<elseif $monster isnot 1 and $position is "missionary">>
<<if $enemytype is "beast" and $NPCList[_na].stance is "top" or $enemytype is "beast" and $vaginause is "penis" or $enemytype is "beast" and $anususe is "penis" or $enemytype is "beast" and $penisuse is "othervagina" or $enemytype is "beast" and $penisuse is "otheranus">>
<<if $feetuse isnot "penis" and $NPCList[_na].lefthand isnot "penis" and $NPCList[_na].righthand isnot "penis">>
<<if $beastname is "blackwolf">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/missionary/beast/blackwolf.png">
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/beast/blackwolffrontleg.png">
<<elseif $NPCList[_na].type is "bear">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/missionary/beast/bear/bearbase.png">
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/beast/bear/bearfrontleg.png">
<<elseif $NPCList[_na].type is "cat">>
<<if $penisuse is "othervagina" or $penisuse is "otheranus">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/missionary/beast/cat/catbasefem.png">
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/beast/cat/catfrontlegfem.png">
<<else>>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/missionary/beast/cat/catbase.png">
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/beast/cat/catfrontleg.png">
<</if>>
<<elseif $NPCList[_na].type is "dog">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/missionary/beast/dog/dogbase.png">
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/beast/dog/dogfrontleg.png">
<<elseif $NPCList[_na].type is "dolphin">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/missionary/beast/dolphin/dolphinbase.png">
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/beast/dolphin/dolphinfrontleg.png">
<<elseif $NPCList[_na].type is "lizard">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/missionary/beast/lizard/lizardbase.png">
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/beast/lizard/lizardfrontleg.png">
<<elseif $NPCList[_na].type is "pig">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/missionary/beast/pig/pigbase.png">
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/beast/pig/pigfrontleg.png">
<<elseif $NPCList[_na].type is "boar">>
<img @class="'layer-sexbetweenlegs anim-doggy-4f-'+_animspeed" src="img/sex/missionary/beast/boar/boarbase.png">
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/beast/boar/boarfrontleg.png">
<<if $enemyarousal gte ($enemyarousalmax / 5) * 3>>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/beast/boar/drool_2.png">
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/beast/boar/drool_1.png">
<</if>>
<<elseif $NPCList[_na].type is "wolf">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/missionary/beast/wolf/wolfbase.png">
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/beast/wolf/wolffrontleg.png">
<<elseif $NPCList[_na].type is "hawk">>
<<elseif $NPCList[_na].type is "cow" or $NPCList[_na].type is "bull">>
<!-- Cow sprites go here -->
<<elseif $NPCList[_na].type is "fox">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/missionary/beast/fox/foxbase.png">
<img @class="'layer-beastaboveplayer anim-doggy-4f-'+_animspeed" src="img/sex/missionary/beast/fox/foxfrontleg.png">
<<else>>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/missionary/beast/creature/beastbase.png">
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/beast/creature/beastfrontleg.png">
<</if>>
<</if>>
<</if>>
<<elseif $monster is 1>>
<<if $NPCList[_na].type is "dogboy" or $NPCList[_na].type is "doggirl">>
<<if $penisuse is "othervagina" or $penisuse is "otheranus">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/shadow/dog/penile.png">
<<elseif $anususe is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/shadow/dog/anal.png">
<<elseif $vaginause is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/shadow/dog/vaginal.png">
<<elseif $mouthuse is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/shadow/dog/oral.png">
<<else>>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/shadow/dog/vaginal.png">
<</if>>
<<elseif $NPCList[_na].type is "bearboy" or $NPCList[_na].type is "beargirl">>
<<if $penisuse is "othervagina" or $penisuse is "otheranus">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/shadow/bear/penile.png">
<<elseif $anususe is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/shadow/bear/anal.png">
<<elseif $vaginause is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/shadow/bear/vaginal.png">
<<elseif $mouthuse is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/shadow/bear/oral.png">
<<else>>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/shadow/bear/vaginal.png">
<</if>>
<<elseif $beastname is "blackwolf" and ($NPCList[_na].type is "wolfboy" or $NPCList[_na].type is "wolfgirl")>>
<<if $penisuse is "othervagina" or $penisuse is "otheranus">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/shadow/black_wolf/penile.png">
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/shadow/black_wolf/penile_eyes.png">
<<elseif $anususe is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/shadow/black_wolf/anal.png">
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/shadow/black_wolf/anal_eyes.png">
<<elseif $vaginause is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/shadow/black_wolf/vaginal.png">
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/shadow/black_wolf/vaginal_eyes.png">
<<elseif $mouthuse is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/shadow/black_wolf/oral.png">
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/shadow/black_wolf/oral_eyes.png">
<<else>>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/shadow/black_wolf/vaginal.png">
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/shadow/black_wolf/vaginal_eyes.png">
<</if>>
<<elseif $NPCList[_na].type is "wolfboy" or $NPCList[_na].type is "wolfgirl">>
<<if $penisuse is "othervagina" or $penisuse is "otheranus">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/shadow/wolf/penile.png">
<<elseif $anususe is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/shadow/wolf/anal.png">
<<elseif $vaginause is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/shadow/wolf/vaginal.png">
<<elseif $mouthuse is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/shadow/wolf/oral.png">
<<else>>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/shadow/wolf/vaginal.png">
<</if>>
<<elseif $NPCList[_na].type is "boarboy" or $NPCList[_na].type is "boargirl">>
<<if $penisuse is "othervagina" or $penisuse is "otheranus">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/shadow/boar/penile.png">
<<elseif $anususe is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/shadow/boar/anal.png">
<<elseif $vaginause is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/shadow/boar/vaginal.png">
<<elseif $mouthuse is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/shadow/boar/oral.png">
<<else>>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/shadow/boar/vaginal.png">
<</if>>
<<elseif $NPCList[_na].type is "pigboy" or $NPCList[_na].type is "piggirl">>
<<if $penisuse is "othervagina" or $penisuse is "otheranus">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/shadow/pig/penile.png">
<<elseif $anususe is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/shadow/pig/anal.png">
<<elseif $vaginause is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/shadow/pig/vaginal.png">
<<elseif $mouthuse is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/shadow/pig/oral.png">
<<else>>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/shadow/pig/vaginal.png">
<</if>>
<<elseif $NPCList[_na].type is "catboy" or $NPCList[_na].type is "catgirl">>
<<if $penisuse is "othervagina" or $penisuse is "otheranus">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/shadow/cat/penile.png">
<<elseif $anususe is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/shadow/cat/anal.png">
<<elseif $vaginause is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/shadow/cat/vaginal.png">
<<elseif $mouthuse is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/shadow/cat/oral.png">
<<else>>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/shadow/cat/vaginal.png">
<</if>>
<<elseif $NPCList[_na].type is "dolphinboy" or $NPCList[_na].type is "dolphingirl">>
<<if $penisuse is "othervagina" or $penisuse is "otheranus">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/shadow/dolphin/penile.png">
<<elseif $anususe is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/shadow/dolphin/anal.png">
<<elseif $vaginause is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/shadow/dolphin/vaginal.png">
<<elseif $mouthuse is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/shadow/dolphin/oral.png">
<<else>>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/shadow/dolphin/vaginal.png">
<</if>>
<<elseif $NPCList[_na].type is "lizardboy" or $NPCList[_na].type is "lizardgirl">>
<<if $penisuse is "othervagina" or $penisuse is "otheranus">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/shadow/lizard/penile.png">
<<elseif $anususe is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/shadow/lizard/anal.png">
<<elseif $vaginause is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/shadow/lizard/vaginal.png">
<<elseif $mouthuse is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/shadow/lizard/oral.png">
<<else>>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/shadow/lizard/vaginal.png">
<</if>>
<<elseif $NPCList[_na].type is "harpy">>
<<if $penisuse is "othervagina" or $penisuse is "otheranus">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/shadow/bird/penile.png">
<<elseif $anususe is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/shadow/bird/anal.png">
<<elseif $vaginause is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/shadow/bird/vaginal.png">
<<elseif $mouthuse is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/shadow/bird/oral.png">
<<else>>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/shadow/bird/vaginal.png">
<</if>>
<<elseif $NPCList[_na].type is "cowgirl" or $NPCList[_na].type is "bullboy">>
<<if $penisuse is "othervagina" or $penisuse is "otheranus">>
<!-- Cow monster sprites go here -->
<<elseif $anususe is "penis">>
<!-- Cow monster sprites go here -->
<<elseif $vaginause is "penis">>
<!-- Cow monster sprites go here -->
<<elseif $mouthuse is "penis">>
<!-- Cow monster sprites go here -->
<<else>>
<!-- Cow monster sprites go here -->
<</if>>
<<elseif $NPCList[_na].type is "foxboy" or $NPCList[_na].type is "foxgirl">>
<<if $penisuse is "othervagina" or $penisuse is "otheranus">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/shadow/fox/penile.png">
<<elseif $anususe is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/shadow/fox/anal.png">
<<elseif $vaginause is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/shadow/fox/vaginal.png">
<<elseif $mouthuse is "penis">>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/shadow/fox/oral.png">
<<else>>
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" src="img/sex/missionary/shadow/fox/vaginal.png">
<</if>>
<</if>>
<</if>>
<<beastimggenitalsmissionary>>
<</widget>>
<<widget "beastimggenitals">>
<<set _na to $active_enemy>>
<<set $_npc to $NPCList[_na]>>
<<set $_type to $_npc.type>>
<<set _filters to Skin.cssColorFilter()>>
<<set _img to setup.tanImg.doggy[($options.tanImgEnabled ? "t" : "f")]>>
<<if $enemytype is "beast">>
<<if $_type is "dolphin">>
<<if $NPCList[_na].penis is "anusentrance" and $position isnot "missionary">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/dolphin/activedolphinanusentrance.png">
<</if>>
<<if $NPCList[_na].penis is "anusimminent" and $position isnot "missionary">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/dolphin/activedolphinanusentrance.png">
<</if>>
<<if $NPCList[_na].penis is "anus" and $position isnot "missionary">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/dolphin/activedolphinpenis.png">
<</if>>
<<if $NPCList[_na].penis is "cheeks" and $position isnot "missionary">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/dolphin/activedolphinanusentrance.png">
<</if>>
<<if $NPCList[_na].penis is "thighs" and $position isnot "missionary">>
<img @class="'layer-beastfront anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/dolphin/activedolphinvaginaentrance.png">
<</if>>
<<if $NPCList[_na].penis is "vaginaentrance" and $position isnot "missionary">>
<img @class="'layer-beastfront anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/dolphin/activedolphinvaginaentrance.png">
<</if>>
<<if $NPCList[_na].penis is "vaginaimminent" and $position isnot "missionary">>
<img @class="'layer-beastfront anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/dolphin/activedolphinvaginaentrance.png">
<</if>>
<<if $NPCList[_na].penis is "vagina" and $position isnot "missionary">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/dolphin/activedolphinpenis.png">
<</if>>
<<if $NPCList[_na].penis is "mouthentrance" or $NPCList[_na].penis is "mouthimminent">>
<img @class="'layer-beastfront anim-doggy-4f-'+_animspeed" src="img/sex/doggy/frontbeast/dolphin/activedolphinmouthentrance.png">
<</if>>
<<if $NPCList[_na].penis is "mouth">>
<img @class="'layer-beastfront anim-doggy-4f-'+_animspeed" src="img/sex/doggy/frontbeast/dolphin/activedolphinmouth.png">
<</if>>
<<if $NPCList[_na].penis is "leftarm">>
<<if $options.tanImgEnabled>>
<img @class="'layer-sexbasefront anim-doggy-4f-'+_animspeed" @src="_img.activedolphinlefthandpenis">
<</if>>
<img @class="'layer-sexbasefront anim-doggy-4f-'+_animspeed" @src="_img.activedolphinlefthand" @style="'filter: '+_filters">
<</if>>
<<if $NPCList[_na].penis is "rightarm">>
<<if $options.tanImgEnabled>>
<img @class="'layer-sexbaseback anim-doggy-4f-'+_animspeed" @src="_img.activedolphinrighthandpenis">
<</if>>
<img @class="'layer-sexbaseback anim-doggy-4f-'+_animspeed" @src="_img.activedolphinrighthand" @style="'filter: '+_filters">
<</if>>
<<elseif $_type is "bear">>
<<if $NPCList[_na].penis is "anusentrance" and $position isnot "missionary">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/bear/activebearanusentrance.png">
<</if>>
<<if $NPCList[_na].penis is "anusimminent" and $position isnot "missionary">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/bear/activebearanusentrance.png">
<</if>>
<<if $NPCList[_na].penis is "anus" and $position isnot "missionary">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/bear/activebearpenis.png">
<</if>>
<<if $NPCList[_na].penis is "cheeks" and $position isnot "missionary">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/bear/activebearanusentrance.png">
<</if>>
<<if $NPCList[_na].penis is "thighs" and $position isnot "missionary">>
<img @class="'layer-beastfront anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/bear/activebearvaginaentrance.png">
<</if>>
<<if $NPCList[_na].penis is "vaginaentrance" and $position isnot "missionary">>
<img @class="'layer-beastfront anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/bear/activebearvaginaentrance.png">
<</if>>
<<if $NPCList[_na].penis is "vaginaimminent" and $position isnot "missionary">>
<img @class="'layer-beastfront anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/bear/activebearvaginaentrance.png">
<</if>>
<<if $NPCList[_na].penis is "vagina" and $position isnot "missionary">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/bear/activebearpenis.png">
<</if>>
<<if $NPCList[_na].penis is "mouthentrance" or $NPCList[_na].penis is "mouthimminent">>
<img @class="'layer-beastfront anim-doggy-4f-'+_animspeed" src="img/sex/doggy/frontbeast/bear/activebearmouthentrance.png">
<</if>>
<<if $NPCList[_na].penis is "mouth">>
<img @class="'layer-beastfront anim-doggy-4f-'+_animspeed" src="img/sex/doggy/frontbeast/bear/activebearmouth.png">
<</if>>
<<if $NPCList[_na].penis is "leftarm">>
<<if $options.tanImgEnabled>>
<img @class="'layer-sexbasefront anim-doggy-4f-'+_animspeed" @src="_img.activebearlefthandpenis">
<</if>>
<img @class="'layer-sexbasefront anim-doggy-4f-'+_animspeed" @src="_img.activebearlefthand" @style="'filter: '+_filters">
<</if>>
<<if $NPCList[_na].penis is "rightarm">>
<<if $options.tanImgEnabled>>
<img @class="'layer-sexbaseback anim-doggy-4f-'+_animspeed" @src="_img.activebearrighthandpenis">
<</if>>
<img @class="'layer-sexbaseback anim-doggy-4f-'+_animspeed" @src="_img.activebearrighthand" @style="'filter: '+_filters">
<</if>>
<<elseif $_type is "cat">>
<<if $NPCList[_na].penis is "anusentrance" and $position isnot "missionary">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/cat/activecatanusentrance.png">
<</if>>
<<if $NPCList[_na].penis is "anusimminent" and $position isnot "missionary">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/cat/activecatanusentrance.png">
<</if>>
<<if $NPCList[_na].penis is "anus" and $position isnot "missionary">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/cat/activecatpenis.png">
<</if>>
<<if $NPCList[_na].penis is "cheeks" and $position isnot "missionary">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/cat/activecatanusentrance.png">
<</if>>
<<if $NPCList[_na].penis is "thighs" and $position isnot "missionary">>
<img @class="'layer-beastfront anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/cat/activecatvaginaentrance.png">
<</if>>
<<if $NPCList[_na].penis is "vaginaentrance" and $position isnot "missionary">>
<img @class="'layer-beastfront anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/cat/activecatvaginaentrance.png">
<</if>>
<<if $NPCList[_na].penis is "vaginaimminent" and $position isnot "missionary">>
<img @class="'layer-beastfront anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/cat/activecatvaginaentrance.png">
<</if>>
<<if $NPCList[_na].penis is "vagina" and $position isnot "missionary">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/cat/activecatpenis.png">
<</if>>
<<if $NPCList[_na].penis is "mouthentrance" or $NPCList[_na].penis is "mouthimminent">>
<img @class="'layer-beastfront anim-doggy-4f-'+_animspeed" src="img/sex/doggy/frontbeast/cat/activecatmouthentrance.png">
<</if>>
<<if $NPCList[_na].penis is "mouth">>
<img @class="'layer-beastfront anim-doggy-4f-'+_animspeed" src="img/sex/doggy/frontbeast/cat/activecatmouth.png">
<</if>>
<<if $NPCList[_na].penis is "leftarm">>
<<if $options.tanImgEnabled>>
<img @class="'layer-sexbasefront anim-doggy-4f-'+_animspeed" @src="_img.activebearrighthandpenis">
<</if>>
<img @class="'layer-sexbasefront anim-doggy-4f-'+_animspeed" @src="_img.activecatlefthand" @style="'filter: '+_filters">
<</if>>
<<if $NPCList[_na].penis is "rightarm">>
<<if $options.tanImgEnabled>>
<img @class="'layer-sexbaseback anim-doggy-4f-'+_animspeed" @src="_img.activebearrighthandpenis">
<</if>>
<img @class="'layer-sexbaseback anim-doggy-4f-'+_animspeed" @src="_img.activecatrighthand" @style="'filter: '+_filters">
<</if>>
<<elseif $_type is "boar" or $_type is "pig">>
<<if $_npc.penissize gt 0 and $position isnot "missionary">>
<<if ["anus", "anusentrance", "anusimminent", "vagina", "vaginaentrance", "vaginaimminent"].includes($_npc.penis)>>
<img @class="'layer-beastback anim-doggy-4f-' + _animspeed" @src="'img/sex/doggy/beast/' + $_type + '/balls.png'">
<img @class="'layer-beastback anim-doggy-4f-' + _animspeed" @src="'img/sex/doggy/beast/' + $_type + '/penis.png'">
<<elseif ["mouth"].includes($_npc.penis)>>
<img @class="'layer-beastback ' + _animClass" @src="'img/sex/doggy/frontbeast/' + $_type + '/balls.png'">
<img @class="'layer-beastforeground front ' + _animClass" @src="'img/sex/doggy/frontbeast/' + $_type + '/oralpenis.png'">
<<elseif ["mouthimminent"].includes($_npc.penis) or $_npc.stance is "topface">>
<img @class="'layer-beastback ' + _animClass" @src="'img/sex/doggy/frontbeast/' + $_type + '/balls.png'">
<img @class="'layer-beastforeground front ' + _animClass" @src="'img/sex/doggy/frontbeast/' + $_type + '/penis.png'">
<<elseif ["leftarm"].includes($_npc.penis)>>
<img @class="'layer-beastforeground front ' + _animClass" @src="'img/sex/doggy/frontbeast/' + $_type + '/penis.png'">
<img @class="'layer-beastforeground front ' + _animClass" @src="'img/sex/doggy/frontbeast/activebeastlefthand2.png'">
<<elseif ["rightarm"].includes($_npc.penis)>>
<img @class="'layer-beastforeground front ' + _animClass" @src="'img/sex/doggy/frontbeast/' + $_type + '/penis.png'">
<img @class="'layer-beastforeground front ' + _animClass" @src="'img/sex/doggy/frontbeast/activebeastlefthand2.png'">
<<elseif $_npc.stance isnot "approach" and $_npc.penis is 0>>
<img @class="'layer-beastback anim-doggy-4f-' + _animspeed" @src="'img/sex/doggy/beast/' + $_type + '/balls.png'">
<img @class="'layer-beastforeground anim-doggy-4f-' + _animspeed" @src="'img/sex/doggy/beast/' + $_type + '/penis.png'">
<</if>>
<</if>>
<<else>>
<<if $NPCList[_na].penis is "anusentrance" and $position isnot "missionary" and $_type isnot "horse" and $_type isnot "centaur">>
<<if ["dogboy", "doggirl", "wolfboy", "wolfgirl", "foxboy", "foxgirl"].includes($_type)>>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/monster/knot/anal_imminent.png">
<<elseif $_type is "catboy" or $_type is "catgirl">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/monster/cat/anal_imminent.png">
<<elseif $monster is 1>>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/monster/normal/anal_imminent.png">
<<else>>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/activebeastanusentrance.png">
<</if>>
<</if>>
<<if $NPCList[_na].penis is "anusimminent" and $position isnot "missionary" and $_type isnot "horse" and $_type isnot "centaur">>
<<if ["dogboy", "doggirl", "wolfboy", "wolfgirl", "foxboy", "foxgirl"].includes($_type)>>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/monster/knot/anal_imminent.png">
<<elseif $_type is "catboy" or $_type is "catgirl">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/monster/cat/anal_imminent.png">
<<elseif $monster is 1>>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/monster/normal/anal_imminent.png">
<<else>>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/activebeastanusentrance.png">
<</if>>
<</if>>
<<if $NPCList[_na].penis is "anus" and $position isnot "missionary" and $_type isnot "horse" and $_type isnot "centaur">>
<<if ["dogboy", "doggirl", "wolfboy", "wolfgirl", "foxboy", "foxgirl"].includes($_type)>>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/monster/knot/anal.png">
<<elseif $_type is "catboy" or $_type is "catgirl">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/monster/cat/anal.png">
<<elseif $monster is 1>>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/monster/normal/anal.png">
<<else>>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/activebeastpenis.png">
<</if>>
<</if>>
<<if $NPCList[_na].penis is "cheeks" and $position isnot "missionary" and $_type isnot "horse" and $_type isnot "centaur">>
<<if ["dogboy", "doggirl", "wolfboy", "wolfgirl", "foxboy", "foxgirl"].includes($_type)>>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/monster/knot/anal_imminent.png">
<<elseif $_type is "catboy" or $_type is "catgirl">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/monster/cat/anal_imminent.png">
<<elseif $monster is 1>>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/monster/normal/anal_imminent.png">
<<else>>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/activebeastanusentrance.png">
<</if>>
<</if>>
<<if $NPCList[_na].penis is "thighs" and $position isnot "missionary" and $_type isnot "horse" and $_type isnot "centaur">>
<<if $anususe is "penis">>
<<if ["dogboy", "doggirl", "wolfboy", "wolfgirl", "foxboy", "foxgirl"].includes($_type)>>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/monster/knot/vaginal_dp_imminent.png">
<<elseif $_type is "catboy" or $_type is "catgirl">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/monster/cat/vaginal_dp_imminent.png">
<<elseif $monster is 1>>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/monster/normal/vaginal_dp_imminent.png">
<<else>>
<img @class="'layer-beastfront anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/activebeastvaginaentrance.png">
<</if>>
<<else>>
<<if ["dogboy", "doggirl", "wolfboy", "wolfgirl", "foxboy", "foxgirl"].includes($_type)>>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/monster/knot/vaginal_imminent.png">
<<elseif $_type is "catboy" or $_type is "catgirl">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/monster/cat/vaginal_imminent.png">
<<elseif $monster is 1>>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/monster/normal/vaginal_imminent.png">
<<else>>
<img @class="'layer-beastfront anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/activebeastvaginaentrance.png">
<</if>>
<</if>>
<</if>>
<<if $NPCList[_na].penis is "vaginaentrance" and $position isnot "missionary" and $_type isnot "horse" and $_type isnot "centaur">>
<<if $anususe is "penis">>
<<if ["dogboy", "doggirl", "wolfboy", "wolfgirl", "foxboy", "foxgirl"].includes($_type)>>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/monster/knot/vaginal_dp_imminent.png">
<<elseif $_type is "catboy" or $_type is "catgirl">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/monster/cat/vaginal_dp_imminent.png">
<<elseif $monster is 1>>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/monster/normal/vaginal_dp_imminent.png">
<<else>>
<img @class="'layer-beastfront anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/activebeastvaginaentrance.png">
<</if>>
<<else>>
<<if ["dogboy", "doggirl", "wolfboy", "wolfgirl", "foxboy", "foxgirl"].includes($_type)>>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/monster/knot/vaginal_imminent.png">
<<elseif $_type is "catboy" or $_type is "catgirl">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/monster/cat/vaginal_imminent.png">
<<elseif $monster is 1>>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/monster/normal/vaginal_imminent.png">
<<else>>
<img @class="'layer-beastfront anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/activebeastvaginaentrance.png">
<</if>>
<</if>>
<</if>>
<<if $NPCList[_na].penis is "vaginaimminent" and $position isnot "missionary" and $_type isnot "horse" and $_type isnot "centaur">>
<<if $anususe is "penis">>
<<if ["dogboy", "doggirl", "wolfboy", "wolfgirl", "foxboy", "foxgirl"].includes($_type)>>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/monster/knot/vaginal_dp_imminent.png">
<<elseif $_type is "catboy" or $_type is "catgirl">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/monster/cat/vaginal_dp_imminent.png">
<<elseif $monster is 1>>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/monster/normal/vaginal_dp_imminent.png">
<<else>>
<img @class="'layer-beastfront anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/activebeastvaginaentrance.png">
<</if>>
<<else>>
<<if ["dogboy", "doggirl", "wolfboy", "wolfgirl", "foxboy", "foxgirl"].includes($_type)>>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/monster/knot/vaginal_imminent.png">
<<elseif $_type is "catboy" or $_type is "catgirl">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/monster/cat/vaginal_imminent.png">
<<elseif $monster is 1>>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/monster/normal/vaginal_imminent.png">
<<elseif $_type isnot "boar">>
<img @class="'layer-beastfront anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/activebeastvaginaentrance.png">
<</if>>
<</if>>
<</if>>
<<if $NPCList[_na].penis is "vagina" and $position isnot "missionary" and $_type isnot "horse" and $_type isnot "centaur">>
<<if $anususe is "penis">>
<<if ["dogboy", "doggirl", "wolfboy", "wolfgirl", "foxboy", "foxgirl"].includes($_type)>>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/monster/knot/vaginal.png">
<<elseif $_type is "catboy" or $_type is "catgirl">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/monster/cat/vaginal.png">
<<elseif $monster is 1>>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/monster/normal/vaginal.png">
<<else>>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/activebeastpenis.png">
<</if>>
<<else>>
<<if ["dogboy", "doggirl", "wolfboy", "wolfgirl", "foxboy", "foxgirl"].includes($_type)>>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/monster/knot/vaginal.png">
<<elseif $_type is "catboy" or $_type is "catgirl">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/monster/cat/vaginal.png">
<<elseif $monster is 1>>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/monster/normal/vaginal.png">
<<else>>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/activebeastpenis.png">
<</if>>
<</if>>
<</if>>
<<if $NPCList[_na].penis is "mouthentrance" or $NPCList[_na].penis is "mouthimminent">>
<<if ["dogboy", "doggirl", "wolfboy", "wolfgirl", "foxboy", "foxgirl"].includes($_type)>>
<img @class="'layer-sextears anim-doggy-4f-'+_animspeed" src="img/sex/doggy/monster/knot/oral_imminent.png">
<<elseif $_type is "catboy" or $_type is "catgirl">>
<img @class="'layer-sextears anim-doggy-4f-'+_animspeed" src="img/sex/doggy/monster/cat/oral_imminent.png">
<<elseif $monster is 1>>
<img @class="'layer-sextears anim-doggy-4f-'+_animspeed" src="img/sex/doggy/monster/normal/oral_imminent.png">
<<else>>
<img @class="'layer-beastfront anim-doggy-4f-'+_animspeed" src="img/sex/doggy/frontbeast/activebeastmouthentrance.png">
<</if>>
<</if>>
<<if $NPCList[_na].penis is "mouth">>
<<if ["dogboy", "doggirl", "wolfboy", "wolfgirl", "foxboy", "foxgirl"].includes($_type)>>
<img @class="'layer-sextears anim-doggy-4f-'+_animspeed" src="img/sex/doggy/monster/knot/oral.png">
<<elseif $_type is "catboy" or $_type is "catgirl">>
<img @class="'layer-sextears anim-doggy-4f-'+_animspeed" src="img/sex/doggy/monster/cat/oral.png">
<<elseif $monster is 1>>
<img @class="'layer-sextears anim-doggy-4f-'+_animspeed" src="img/sex/doggy/monster/normal/oral.png">
<<else>>
<img @class="'layer-beastfront anim-doggy-4f-'+_animspeed" src="img/sex/doggy/frontbeast/activebeastmouth.png">
<</if>>
<</if>>
<<if $NPCList[_na].penis is "leftarm">>
<<if $options.tanImgEnabled>>
<img @class="'layer-sexbasefront anim-doggy-4f-'+_animspeed" @src="_img.activebeastlefthandpenis">
<</if>>
<img @class="'layer-sexbasefront anim-doggy-4f-'+_animspeed" @src="_img.activebeastlefthand" @style="'filter: '+_filters">
<</if>>
<<if $NPCList[_na].penis is "rightarm">>
<<if $options.tanImgEnabled>>
<img @class="'layer-sexbaseback anim-doggy-4f-'+_animspeed" @src="_img.activebeastrighthandpenis">
<</if>>
<img @class="'layer-sexbaseback anim-doggy-4f-'+_animspeed" @src="_img.activebeastrighthand" @style="'filter: '+_filters">
<</if>>
<</if>>
<</if>>
<<if $enemytype is "beast">>
<<if $chestuse is "penis">>
<img @class="'layer-sexpenis anim-doggy-4f-'+_animspeed" src="img/sex/doggy/frontbeast/activebeastchest.png">
<</if>>
<</if>>
<</widget>>
<<widget "beastimggenitalsmissionary">>
<<set $_npc to $NPCList[_na]>>
<<set $_type to $_npc.type>>
<<if $NPCList[_na].penis is "anusentrance" and $NPCList[_na].type isnot "horse" and $NPCList[_na].type isnot "centaur">>
<<if ["dogboy", "doggirl", "wolfboy", "wolfgirl", "foxboy", "foxgirl"].includes($NPCList[_na].type)>>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/missionary/monster/knot/anal_imminent.png">
<<elseif $NPCList[_na].type is "catboy" or $NPCList[_na].type is "catgirl">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/missionary/monster/cat/anal_imminent.png">
<<elseif $npc.type is "boar" or $npc.type is "pig">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" @src="'img/sex/missionary/beast/'+$_type+'/balls.png'">
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" @src="'img/sex/missionary/beast/'+$_type+'/penis.png'">
<<elseif $monster is 1>>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/missionary/monster/normal/anal_imminent.png">
<</if>>
<</if>>
<<if $NPCList[_na].penis is "anusimminent" and $NPCList[_na].type isnot "horse" and $NPCList[_na].type isnot "centaur">>
<<if ["dogboy", "doggirl", "wolfboy", "wolfgirl", "foxboy", "foxgirl"].includes($NPCList[_na].type)>>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/missionary/monster/knot/anal_imminent.png">
<<elseif $NPCList[_na].type is "catboy" or $NPCList[_na].type is "catgirl">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/missionary/monster/cat/anal_imminent.png">
<<elseif $npc.type is "boar" or $npc.type is "pig">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" @src="'img/sex/missionary/beast/'+$_type+'/balls.png'">
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" @src="'img/sex/missionary/beast/'+$_type+'/penis.png'">
<<elseif $monster is 1>>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/missionary/monster/normal/anal_imminent.png">
<</if>>
<</if>>
<<if $NPCList[_na].penis is "anus">>
<<if ["dogboy", "doggirl", "wolfboy", "wolfgirl", "foxboy", "foxgirl"].includes($NPCList[_na].type)>>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/missionary/monster/knot/anal.png">
<<elseif $NPCList[_na].type is "catboy" or $NPCList[_na].type is "catgirl">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/missionary/monster/cat/anal.png">
<<elseif $npc.type is "boar" or $npc.type is "pig">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" @src="'img/sex/missionary/beast/'+$_type+'/balls.png'">
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" @src="'img/sex/missionary/beast/'+$_type+'/penis.png'">
<<elseif $monster is 1>>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/missionary/monster/normal/anal.png">
<</if>>
<</if>>
<<if $NPCList[_na].penis is "cheeks" and $NPCList[_na].type isnot "horse" and $NPCList[_na].type isnot "centaur">>
<<if ["dogboy", "doggirl", "wolfboy", "wolfgirl", "foxboy", "foxgirl"].includes($NPCList[_na].type)>>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/missionary/monster/knot/anal_imminent.png">
<<elseif $NPCList[_na].type is "catboy" or $NPCList[_na].type is "catgirl">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/missionary/monster/cat/anal_imminent.png">
<<elseif $monster is 1>>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/missionary/monster/normal/anal_imminent.png">
<</if>>
<</if>>
<<if $NPCList[_na].penis is "thighs" and $NPCList[_na].type isnot "horse" and $NPCList[_na].type isnot "centaur">>
<<if $anususe is "penis">>
<<if ["dogboy", "doggirl", "wolfboy", "wolfgirl", "foxboy", "foxgirl"].includes($NPCList[_na].type)>>
<<elseif $NPCList[_na].type is "catboy" or $NPCList[_na].type is "catgirl">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/missionary/monster/cat/vaginal_dp_imminent.png">
<<elseif $monster is 1>>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/missionary/monster/normal/vaginal_dp_imminent.png">
<</if>>
<<else>>
<<if ["dogboy", "doggirl", "wolfboy", "wolfgirl", "foxboy", "foxgirl"].includes($NPCList[_na].type)>>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/missionary/monster/knot/vaginal_imminent.png">
<<elseif $NPCList[_na].type is "catboy" or $NPCList[_na].type is "catgirl">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/missionary/monster/cat/vaginal_imminent.png">
<<elseif $monster is 1>>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/missionary/monster/normal/vaginal_imminent.png">
<</if>>
<</if>>
<</if>>
<<if $NPCList[_na].penis is "vaginaentrance" and $NPCList[_na].type isnot "horse" and $NPCList[_na].type isnot "centaur">>
<<if $anususe is "penis">>
<<if ["dogboy", "doggirl", "wolfboy", "wolfgirl", "foxboy", "foxgirl"].includes($NPCList[_na].type)>>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/missionary/monster/knot/vaginal_dp_imminent.png">
<<elseif $NPCList[_na].type is "catboy" or $NPCList[_na].type is "catgirl">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/missionary/monster/cat/vaginal_dp_imminent.png">
<<elseif $monster is 1>>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/missionary/monster/normal/vaginal_dp_imminent.png">
<</if>>
<<else>>
<<if ["dogboy", "doggirl", "wolfboy", "wolfgirl", "foxboy", "foxgirl"].includes($NPCList[_na].type)>>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/missionary/monster/knot/vaginal_imminent.png">
<<elseif $NPCList[_na].type is "catboy" or $NPCList[_na].type is "catgirl">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/missionary/monster/cat/vaginal_imminent.png">
<<elseif $npc.type is "boar" or $npc.type is "pig">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" @src="'img/sex/missionary/beast/'+$_type+'/balls.png'">
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" @src="'img/sex/missionary/beast/'+$_type+'/penis.png'">
<<elseif $monster is 1>>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/missionary/monster/normal/vaginal_imminent.png">
<</if>>
<</if>>
<</if>>
<<if $NPCList[_na].penis is "vaginaimminent" and $NPCList[_na].type isnot "horse" and $NPCList[_na].type isnot "centaur">>
<<if $anususe is "penis">>
<<if ["dogboy", "doggirl", "wolfboy", "wolfgirl", "foxboy", "foxgirl"].includes($NPCList[_na].type)>>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/missionary/monster/knot/vaginal_dp_imminent.png">
<<elseif $NPCList[_na].type is "catboy" or $NPCList[_na].type is "catgirl">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/missionary/monster/cat/vaginal_dp_imminent.png">
<<elseif $monster is 1>>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/missionary/monster/normal/vaginal_dp_imminent.png">
<</if>>
<<else>>
<<if ["dogboy", "doggirl", "wolfboy", "wolfgirl", "foxboy", "foxgirl"].includes($NPCList[_na].type)>>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/missionary/monster/knot/vaginal_imminent.png">
<<elseif $NPCList[_na].type is "catboy" or $NPCList[_na].type is "catgirl">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/missionary/monster/cat/vaginal_imminent.png">
<<elseif $npc.type is "boar" or $npc.type is "pig">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" @src="'img/sex/missionary/beast/'+$_type+'/balls.png'">
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" @src="'img/sex/missionary/beast/'+$_type+'/penis.png'">
<<elseif $monster is 1>>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/missionary/monster/normal/vaginal_imminent.png">
<</if>>
<</if>>
<</if>>
<<if $NPCList[_na].penis is "vagina" and $NPCList[_na].type isnot "horse" and $NPCList[_na].type isnot "centaur">>
<<if $anususe is "penis">>
<<if ["dogboy", "doggirl", "wolfboy", "wolfgirl", "foxboy", "foxgirl"].includes($NPCList[_na].type)>>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/missionary/monster/knot/vaginal_dp.png">
<<elseif $NPCList[_na].type is "catboy" or $NPCList[_na].type is "catgirl">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/missionary/monster/cat/vaginal_dp.png">
<<elseif $monster is 1>>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/missionary/monster/normal/vaginal_dp.png">
<</if>>
<<else>>
<<if ["dogboy", "doggirl", "wolfboy", "wolfgirl", "foxboy", "foxgirl"].includes($NPCList[_na].type)>>
<<elseif $NPCList[_na].type is "catboy" or $NPCList[_na].type is "catgirl">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/missionary/monster/cat/vaginal.png">
<<elseif $npc.type is "boar" or $npc.type is "pig">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" @src="'img/sex/missionary/beast/'+$_type+'/balls.png'">
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" @src="'img/sex/missionary/beast/'+$_type+'/penis.png'">
<<elseif $monster is 1>>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/missionary/monster/normal/vaginal.png">
<</if>>
<</if>>
<</if>>
<<if $NPCList[_na].penis is "mouthentrance" or $NPCList[_na].penis is "mouthimminent">>
<<if ["dogboy", "doggirl", "wolfboy", "wolfgirl", "foxboy", "foxgirl"].includes($NPCList[_na].type)>>
<img @class="'layer-sextears anim-doggy-4f-'+_animspeed" src="img/sex/missionary/monster/knot/oral_imminent.png">
<<elseif $NPCList[_na].type is "catboy" or $NPCList[_na].type is "catgirl">>
<img @class="'layer-sextears anim-doggy-4f-'+_animspeed" src="img/sex/missionary/monster/cat/oral_imminent.png">
<<elseif $monster is 1>>
<img @class="'layer-sextears anim-doggy-4f-'+_animspeed" src="img/sex/missionary/monster/normal/oral_imminent.png">
<</if>>
<</if>>
<<if $NPCList[_na].penis is "mouth">>
<<if ["dogboy", "doggirl", "wolfboy", "wolfgirl", "foxboy", "foxgirl"].includes($NPCList[_na].type)>>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/missionary/monster/knot/oral.png">
<<elseif $NPCList[_na].type is "catboy" or $NPCList[_na].type is "catgirl">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/missionary/monster/cat/oral.png">
<<elseif $monster is 1>>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/missionary/monster/normal/oral.png">
<</if>>
<</if>>
<<if ($_type is "boar" or $_type is "pig") and $_npc.gender is "m" and $_npc.penissize gt 0 and $_npc.penis is 0>>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" @src="'img/sex/missionary/beast/'+$_type+'/balls.png'">
<img @class="'layer-beastforeground anim-doggy-4f-'+_animspeed" @src="'img/sex/missionary/beast/'+$_type+'/penis.png'">
<</if>>
<</widget>>
<<widget "beastimgidle">>
<<set _na to $active_enemy>>
<<if $NPCList[_na].type is "horse" or $NPCList[_na].type is "centaur">>
<<if $anusstate is "imminent" or $anusstate is "entrance" or $vaginastate is "imminent" or $vaginastate is "entrance">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/horse_entrance.png">
<<elseif $penisstate is "imminent" or $penisstate is "entrance">>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/missionary/beast/horse_entrance.png">
<<else>>
<img @class="'layer-beastback anim-doggy-4f-'+_animspeed" src="img/sex/doggy/beast/horse.png">
<</if>>
<</if>>
<</widget>><!-- DEV NOTES NG v2.7 Beast to NPC notes. The <<beast>> widget is analogous to <<man>> (which calls <<man-combat>>) widget, otherwise combat is identical. -->
<!-- All beasts use $pronoun = "i". This will need to be commonised to m/f like other NPCs so will require cleanup. -->
<!-- $semenpuddle is unique to beast combat, and only works in context of train combat. Effect is captured in this widget and could be expanded to man-combat -->
<!-- $player.penisExist and $player.vaginaExist are PC variables, should really be converted to gender / pronoun checks for PC... fix later -->
<!-- "Growling" should convert to widget to capture other beast types (squawking, yowling, roaring, etc.), as well as a "whimpering" Dom/Pain. "Jaws" "Claws" "Teeth"-->
<!-- The "man" widget sets the gang combat dynamic (and handle gender surprise), then calls man-combat for each combatant. "beast" skips this step and sets up next combatant as part of attack calls during events. -->
<!-- This could be reworked with "man" becoming "gang-combat" and new "train-combat" which can call either "man-combat" or "beast-combat" (renamed from "beast") with looping function put into "train-attack". Gender surprise can be worked into "train-attack" -->
<!-- SKIPPED .claws (0, 1) replacing $claws. Claws are rarely removed (only for dolphins). This could be revisited depending on new beast types added --> <!-- This is no longer the case see beast-generation.twee -->
<!-- TODO New widgets: growling, whimpering, jaws, claws, teeth -->
<!-- TODO Create train-combat functionality for human NPCs -->
<!-- Any instances of .location used are to prevent weirdness with monsterperson chest play.-->
<<widget "beast">>
<div @class="($debugLines ? 'debugLines-beast' : '')">
<<outfitChecks>>
<<set _n to $active_enemy>>
<<if $beastGroupFight is 1>>
<<set _loopCount to $enemynomax>>
<<set $combatTrain.length to 0>>
<<else>>
<<set _loopCount to 1>>
<</if>>
<<for _n = 0; _n < _loopCount; _n++>>
<<if $NPCList[_n].pronoun is "m">>
<<set $pronoun to "m">>
<<elseif $NPCList[_n].pronoun is "f">>
<<set $pronoun to "f">>
<<else>>
<<set $pronoun to "i">>
<</if>>
<<if $finish isnot 1>>
<<if $setupMidOrgasm is true>>
<<if $ejaculatingMid is true>>
<<set $ejaculating to 1>>
<<set $ejaculatingMid to false>>
<<elseif $ejaculatingMid is false>>
<<unset $ejaculatingMid>>
<</if>>
<</if>>
<<if $hypnosis_deviancy_check is undefined>>
<<set $hypnosis_deviancy_check to 1>>
<<if $hypnosis_traits.deviancy gte random(1, 5) and $NPCList[_n].stance is "approach">>
<<if $uncomfortable.hypnosis is false>>
<<hypnosisicon>>A primal urge swells within you. <span class="purple">You drop to your knees, and give a provocative wiggle.</span><<hypnosisicon>> <span class="pink">The <<beasttype>> takes advantage of your display.</span>
<<if $rng gte 71 and $position isnot "wall" and $NPCList[_n].location.head is 0>>
<<set $NPCList[_n].stance to "topface">><<set $NPCList[_n].mouth to 0>>
<<else>>
<<set $NPCList[_n].stance to "top">><<set $head to "grappled">><<set $NPCList[_n].mouth to 0>>
<</if>>
<<elseif $willpower lt random(1, 1000)>>
<<hypnosisicon>>A primal urge swells within you. <span class="purple">You drop to your knees, and give a provocative wiggle.</span><<hypnosisicon>> <span class="pink">The <<beasttype>> takes advantage of your display.</span>
<<if $rng gte 71 and $position isnot "wall" and $NPCList[_n].location.head is 0>>
<<set $NPCList[_n].stance to "topface">><<set $NPCList[_n].mouth to 0>>
<<else>>
<<set $NPCList[_n].stance to "top">><<set $head to "grappled">><<set $NPCList[_n].mouth to 0>>
<</if>>
<<else>>
You feel a primal urge swell within you, <span class="teal">but you ignore the resulting impulse.</span><<gwillpower>><<willpower 2>>
<</if>>
<</if>>
<</if>>
<<if $begoneThot is 0>>
<<if $NPCList[_n].stance is "top">>
<<if $NPCList[_n].type is "horse" or $NPCList[_n].type is "centaur">>
<<if $position is "wall">>
The $NPCList[_n].fullDescription rears above your restrained body in a mating posture.
<<else>>
The $NPCList[_n].fullDescription rears above you in a mating posture.
<</if>>
<<else>>
The $NPCList[_n].fullDescription has you pinned in a mating posture.
<<if $semenpuddle gte 4>>
<<if $water is 0>>
The semen on the ground makes your knees slip with every thrust.
<<else>>
<</if>>
<</if>>
<</if>>
<</if>>
<<if $NPCList[_n].stance is "topface">>
The $NPCList[_n].fullDescription has you pinned from the front.
<<if $semenpuddle gte 4>>
<<if $water is 0>>
The semen on the ground makes you slip with every thrust.
<<else>>
<</if>>
<</if>>
<</if>>
<<if $NPCList[_n].stance is "approach">>
<<if $enemyanger gte 120>>
<<if $NPCList[_n].type is "hawk">>
The $NPCList[_n].fullDescription shrieks at you.
<<else>>
The $NPCList[_n].fullDescription bares <<bhis>> teeth at you.
<</if>>
<<elseif $enemyanger gte 80>>
<<if $NPCList[_n].type is "hawk">>
The $NPCList[_n].fullDescription beats <<bhis>> wings.
<<else>>
The $NPCList[_n].fullDescription bares <<bhis>> teeth at you.
<</if>>
<<elseif $enemyanger gte 40>>
<<if $water is 1>>
The $NPCList[_n].fullDescription swims around you in a circle.
<<elseif $NPCList[_n].type is "hawk">>
The $NPCList[_n].fullDescription hops back and forth.
<<else>>
The $NPCList[_n].fullDescription paces back and forth.
<</if>>
<<else>>
<<if $water is 1>>
The $NPCList[_n].fullDescription swims near you.
<<else>>
The $NPCList[_n].fullDescription bears down on you.
<</if>>
<</if>>
<</if>>
<<if $NPCList[_n].monster is "monster">>
<!-- HAND SECTION -->
<<hand_section>>
/* End Hand Section */
<!-- CHEST START -->
<<chest_section>>
<</if>>
<<if $NPCList[_n].mouth is "hair">>
<<if $enemyanger + $rng lte 50>>
<span class="blue"><<bHe>> releases your hair.</span>
<<set $NPCList[_n].mouth to 0>>
<<elseif $mouthuse isnot "breasts">>
<<bHe>> pulls on your hair, jerking your head back.
<<violence 1>>
<</if>>
<</if>>
<<beastclothing>>
<<if $NPCList[_n].mouth is "neck">>
<<if $enemyanger + $rng lte 100>>
<span class="teal"><<bHe>> releases your neck from <<bhis>> <<beast_jaws_text>>.</span>
<<set $NPCList[_n].mouth to 0>>
<<elseif $enemyanger + $rng lte 200>>
<<bHe>> continues to hold you down by the neck.
<<violence 3>><<bruise neck>><<hitstat>>
<<else>>
<<bHe>> tightens <<bhis>> <<beast_jaws_text>>. You can't breathe!
<<violence 10>><<bruise neck>><<bruise neck>><<hitstat>>
<</if>>
<</if>>
<<rng>>
/*TODO: Adjust to correct for herm characters*/
<<if $NPCList[_n].penis is "thighs" and $vaginastate is 0>>
<<if $player.vaginaExist>>
<<if $rng gte 101>>
<span class="blue"><<bHe>> angles <<bhis>> $NPCList[_n].penisdesc towards your <<pussy>>.</span>
<<set $thighuse to 0>><<set $NPCList[_n].penis to "vaginaentrance">><<set $vaginause to "penis">><<set $vaginastate to "entrance">><<set $thighactiondefault to "thighs">><<set $vaginatarget to _n>>
<<else>>
<<bHe>> rubs <<bhis>> $NPCList[_n].penisdesc between your thighs and <<pussy>>.
<<sex 5 "genitals">>
<</if>>
<<else>>
<<if $rng gte 101>>
<<bHe>> moves <<bhis>> penis out from between your thighs.
<<set $thighuse to 0>><<set $NPCList[_n].penis to 0>><<set $thighactiondefault to "thighs">>
<<else>>
<<bHe>> rubs <<bhis>> $NPCList[_n].penisdesc between your thighs.
<<sex 5 "anus">>
<</if>>
<</if>>
<</if>>
<<if $NPCList[_n].penis is "vagina">>
<<set _pain to $vaginalPain>>
<<if $enemyanger gte 100>><<set _pain *= 1.5>>
<<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>>
<<bHe>> fucks your <<pussy>> with a violent intensity.
<<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>>
<<bHe>> continues fucking your <<pussy>>. Each thrust feels deeper than the last.
<<else>>
Wanting to prove dominance <<bhe>> pounds your <<pussy>> with deep and deliberate thrusts.
<</if>>
<<elseif $enemyanger gte 20>>
<<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>>
You feel <<bhis>> $NPCList[_n].penisdesc throb as <<bhe>> pounds away at your <<pussy>>.
<<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>>
<<bHe>> violates your <<pussy>> with increasing eagerness.
<<else>>
<<bHe>> fucks your <<pussy>> with deep and deliberate thrusts.
<</if>>
<<else>>
<<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>>
<<bHe>> fucks your <<pussy>>, eager to fill you with seed.
<<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>>
<<bHe>> pounds your <<pussy>> without relenting.
<<else>>
<<bHe>> continues thrusting into your <<pussy>>.
<</if>>
<</if>>
<<sex 30 "genitals">><<bruise vagina>><<violence 2>><<pain _pain>>
<</if>>
<<rng>>
<<if $NPCList[_n].penis is "vaginaimminent" and !playerChastity("vagina")>>
<<set _pain to $vaginalPain>>
<<if $player.virginity.vaginal isnot true>>
<<if $NPCList[_n].penissize gte 5>>
<span class="pink"><<bHe>> thrusts <<bhis>> $NPCList[_n].penisdesc deep into your <<pussy>>.</span> The sheer size drives thought from your mind.
<<sex 30 "genitals">><<set _pain *= 3>><<pain _pain>>
<<elseif $NPCList[_n].penissize gte 4>>
<span class="pink"><<bHe>> thrusts <<bhis>> $NPCList[_n].penisdesc deep into your <<pussy>>.</span>
<<sex 30 "genitals">><<set _pain *= 2>><<pain _pain>>
<<else>>
<span class="pink"><<bHe>> thrusts <<bhis>> $NPCList[_n].penisdesc deep into your <<pussy>>.</span>
<<sex 30 "genitals">><<pain _pain>>
<</if>>
<<sex 30 "genitals">><<violence 2>>
<<elseif $player.virginity.vaginal is true>>
<<if $sexStats.vagina.pregnancy.totalBirthEvents gt 0>>
<span class="red">Despite your lack of a hymen, you feel something inside you change as your virginity and purity are taken.</span>
<<violence 10>>
<<else>>
<<switch $NPCList[_n].penissize>>
<<case 5>>
<span class="red"><<bHe>> thrusts <<bhis>> $NPCList[_n].penisdesc deep into your virgin pussy,</span><span class="red"> obliterating your hymen and forever robbing you of your purity. You'd scream, but the sheer size seizes your breath and thought.</span>
<<violence 200>><<set _pain *= 3>><<pain _pain>>
<<case 4>>
<span class="red"><<bHe>> thrusts <<bhis>> $NPCList[_n].penisdesc deep into your virgin pussy,</span><span class="red"> obliterating your hymen and forever robbing you of your purity. You scream out as your <<pussy>> struggles to accommodate <<bhis>> cock.</span>
<<violence 200>><<set _pain *= 2>><<pain _pain>>
<<case 1>>
<span class="pink"><<bHe>> thrusts <<bhis>> $NPCList[_n].penisdesc deep into your virgin pussy,</span><span class="red"> breaking your hymen and forever robbing you of your purity.</span><span class="green"> While technically no longer a virgin, you can barely feel it.</span>
<<violence 25 4 4>>
<<default>>
<span class="pink"><<bHe>> thrusts <<bhis>> $NPCList[_n].penisdesc deep into your virgin pussy,</span><span class="red"> breaking your hymen and forever robbing you of your purity.</span>
<<violence 100>><<pain _pain>>
<</switch>>
<</if>>
<<sex 100 "genitals">><<takeVirginity $NPCList[_n].fullDescription "vaginal">>
<</if>>
<<vaginalstat>><<set $NPCList[_n].penis to "vagina">><<bruise vagina>><<takeNPCVirginity _n "penile">><<bruise vagina>><<raped>><<vaginaraped>><<set $vaginastate to "penetrated">>
<</if>>
<<rng>>
<!-- DEBUG syntax issue with this IF statement set v2.7 (???) NG -->
<<if $NPCList[_n].penis is "vaginaentrance">>
<<if $worn.over_lower.vagina_exposed is 0>>
<<bHe>> rubs <<bhis>> $NPCList[_n].penisdesc against your <<pussy>> through your $worn.over_lower.name.
<<sex 5 "genitals">><<set $worn.over_lower.integrity -= 10>>
<<elseif $worn.lower.vagina_exposed is 0>>
<<bHe>> rubs <<bhis>> $NPCList[_n].penisdesc against your <<pussy>> through your $worn.lower.name.
<<sex 5 "genitals">><<set $worn.lower.integrity -= 10>>
<<elseif $worn.lower.vagina_exposed is 1>>
<<rng>>
<<if $worn.under_lower.vagina_exposed is 1 and playerChastity("vagina")>>
<<if $NPCList[_n].penissize gte 5>>
<<bHe>> thrusts <<bhis>> $NPCList[_n].penisdesc against your $worn.genitals.name, desperate to <<if $pregnancyspeechdisable is "f">>breed<<else>>fuck<</if>> the <<pussy>> beneath. <<bHe>> <<beast_growls_text>> in pain, but <span class="pink">the device feels looser after each push.</span>
<<sex 10 "genitals">><<set $worn.genitals.integrity -= 240>><<set $enemyanger += 15>><<set $enemytrust -= 15>><<set $enemyhealth -= 5>>
<<else>>
<<bHe>> thrusts against your $worn.genitals.name, desperate to <<if $pregnancyspeechdisable is "f">>breed<<else>>fuck<</if>> the <<pussy>> beneath. <<bHe>> hurts <<bhimself>> against the hard material and withdraws, <<beast_growling_text>>.
<<set $NPCList[_n].penis to 0>><<set $vaginause to 0>><<set $vaginastate to 0>><<sex 20 "genitals">><<set $worn.genitals.integrity -= 40>><<set $enemyanger += 15>><<set $enemytrust -= 15>><<set $enemyhealth -= 5>>
<</if>>
<<elseif $worn.under_lower.vagina_exposed is 0>>
<<if $NPCList[_n].penissize gte 5>>
<<bHe>> thrusts <<bhis>> $NPCList[_n].penisdesc against your <<pussy>> through your $worn.under_lower.name, <span class="purple">tearing the fabric.</span>
<<sex 10 "genitals">><<set $worn.under_lower.integrity -= 40>>
<<else>>
<<bHe>> rubs <<bhis>> $NPCList[_n].penisdesc against your <<pussy>> through your $worn.under_lower.name.
<<sex 5 "genitals">><<set $worn.under_lower.integrity -= 10>>
<</if>>
<<elseif $worn.under_lower.vagina_exposed is 1>>
<<if $vaginaWetness gte ($NPCList[_n].penissize * 15) + random(1, 40) or random(1, 2) is 2>>
<<bHe>> pushes <<bhis>> $NPCList[_n].penisdesc against your <<pussy>>. <<vagina_lube_text>> <span class="pink">the tip presses into you, a thrust away from penetrating.</span>
<<sex 20 "genitals">><<set $NPCList[_n].penis to "vaginaimminent">><<set $vaginastate to "imminent">>
<<else>>
<<bHe>> pushes <<bhis>> $NPCList[_n].penisdesc against your <<pussy>>, <span class="blue">but fails to penetrate,</span> instead angling away and rubbing against your <<if $player.penisExist>><<penis>><<else>>clit<</if>>.
<<sex 5 "genitals">>
<<if $enemyarousal gte ($enemyarousalmax / 2) and random(1, 3) is 3>>
Precum leaks from the tip, <span class="blue">lubricating your pussy.</span>
<<bodyliquid "vaginaoutside" "semen">>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].penis is "cheeks" and $anusstate is 0>>
<<if $rng gte 101>>
<span class="blue"><<bHe>> angles <<bhis>> $NPCList[_n].penisdesc toward your anus.</span>
<<set $NPCList[_n].penis to "anusentrance">><<set $anusstate to "entrance">><<set $bottomuse to 0>><<set $cheekactiondefault to "cheeks">><<set $anustarget to _n>>
<<else>>
<<bHe>> rubs <<bhis>> $NPCList[_n].penisdesc between your cheeks.
<<submission 3>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].penis is "leftarm">>
<<if $rng lte 101>>
<<bHe>> rubs <<bhis>> $NPCList[_n].penisdesc against your hand.
<<submission 1>>
<<else>>
<span class="purple"><<bHe>> moves <<bhis>> $NPCList[_n].penisdesc away from your hand.</span>
<<set $NPCList[_n].penis to 0>><<set $leftarm to 0>><<set $leftcarry to "leftgrab">><<set $leftactiondefault to "leftgrab">>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].penis is "rightarm">>
<<if $rng lte 101>>
<<bHe>> rubs <<bhis>> $NPCList[_n].penisdesc against your hand.
<<submission 1>>
<<else>>
<span class="purple"><<bHe>> moves <<bhis>> $NPCList[_n].penisdesc away from your hand.</span>
<<set $NPCList[_n].penis to 0>><<set $rightarm to 0>><<set $rightcarry to "rightgrab">><<set $rightactiondefault to "rightgrab">>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].penis is "botharm">>
<<if $rng lte 101>>
<<bHe>> rubs <<bhis>> $NPCList[_n].penisdesc against your hands.
<<submission 2>>
<<else>>
<span class="purple"><<bHe>> moves <<bhis>> penis away from your hands.</span>
<<set $NPCList[_n].penis to 0>><<set $leftarm to 0>><<set $rightarm to 0>><<set $leftcarry to "leftgrab">><<set $rightcarry to "rightgrab">><<set $leftactiondefault to "leftgrab">><<set $rightactiondefault to "rightgrab">>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].penis is "feet">>
<<if $rng lte 101>>
<<bHe>> rubs <<bhis>> $NPCList[_n].penisdesc against your feet.
<<submission 1>>
<<else>>
<span class="purple"><<bHe>> moves <<bhis>> penis away from your feet.</span>
<<set $NPCList[_n].penis to 0>><<set $feetuse to 0>><<set $feetactiondefault to "feetgrab">>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].penis is "anus">>
<<set _pain to $analPain>>
<<if $enemyanger gte 100>><<set _pain *= 1.5>>
<<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>>
<<bHe>> fucks your <<bottom>> with a violent intensity.
<<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>>
<<bHe>> continues fucking your <<bottom>>. Each thrust feels deeper than the last.
<<else>>
Wanting to prove dominance <<bhe>> pounds your <<bottom>> with deep and deliberate thrusts.
<</if>>
<<elseif $enemyanger gte 20>>
<<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>>
You feel <<bhis>> $NPCList[_n].penisdesc throb as <<bhe>> pounds away at your <<bottom>>.
<<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>>
<<bHe>> violates your <<bottom>> with increasing eagerness.
<<else>>
<<bHe>> fucks your <<bottom>> with deep and deliberate thrusts.
<</if>>
<<else>>
<<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>>
<<bHe>> fucks your <<bottom>>, eager to fill you with seed.
<<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>>
<<bHe>> pounds your <<bottom>> and shows no sign of relenting.
<<else>>
<<bHe>> continues thrusting into your <<bottom>>.
<</if>>
<</if>>
<<sex 30 "anus">><<bruise anus>><<violence 1>><<pain _pain>>
<</if>>
<<rng>>
<<if $NPCList[_n].penis is "anusimminent" and !playerChastity("anus")>>
<<set _pain to $analPain>>
<<if $player.virginity.anal isnot true>>
<<if $NPCList[_n].penissize gte 5>>
<span class="pink"><<bHe>> thrusts <<bhis>> $NPCList[_n].penisdesc deep into your <<bottom>>.</span> The sheer size pushes all thought from your mind.
<<set _pain *= 3>><<pain _pain>>
<<elseif $NPCList[_n].penissize gte 4>>
<span class="pink"><<bHe>> thrusts <<bhis>> $NPCList[_n].penisdesc deep into your <<bottom>>.</span> It's almost too big to handle.
<<set _pain *= 2>><<pain _pain>>
<<else>>
<span class="pink"><<bHe>> thrusts <<bhis>> $NPCList[_n].penisdesc deep into your <<bottom>>.</span>
<<pain _pain>>
<</if>>
<<sex 30 "anus">><<violence 1 1 1 0>>
<<elseif $player.virginity.anal is true>>
<<switch $NPCList[_n].penissize>>
<<case 5>>
<span class="pink"><<bHe>> forces <<bhis>> $NPCList[_n].penisdesc deep into your <<bottom>>,</span><span class="red"> violating you in a way you hadn't conceived of. You'd scream, but the sheer size sends your body into momentary shock.</span>
<<violence 200>><<set _pain *= 3>><<pain _pain>>
<<case 4>>
<span class="pink"><<bHe>> thrusts <<bhis>> $NPCList[_n].penisdesc deep into your <<bottom>>,</span><span class="red"> violating you in a way you hadn't conceived of. You scream out as your <<bottom>> struggles to accommodate <<bhis>> cock.</span>
<<violence 200>><<set _pain *= 2>><<pain _pain>>
<<case 1>>
<span class="pink"><<bHe>> thrusts <<bhis>> $NPCList[_n].penisdesc deep into your <<bottom>>,</span><span class="red"> violating you in a way you hadn't conceived of.</span><span class="green"> While technically no longer a virgin, you can barely feel it.</span>
<<violence 25 8 8>>
<<default>>
<span class="pink"><<bHe>> thrusts <<bhis>> $NPCList[_n].penisdesc deep into your <<bottom>>,</span><span class="red"> violating you in a way you hadn't conceived of.</span>
<<violence 200>><<pain _pain>>
<</switch>>
<<sex 100 "anus">><<takeVirginity $NPCList[_n].fullDescription "anal">>
<</if>>
<<analstat>><<set $NPCList[_n].penis to "anus">><<bruise anus>><<takeNPCVirginity _n "penile">><<raped>><<anusraped>><<set $anusstate to "penetrated">>
<</if>>
<<rng>>
<<if $NPCList[_n].penis is "anusentrance">>
<<if $worn.over_lower.anus_exposed is 0>>
<<bHe>> rubs <<bhis>> $NPCList[_n].penisdesc against your <<bottom>> through your $worn.over_lower.name.
<<sex 5 "anus">><<set $worn.over_lower.integrity -= 10>>
<<elseif $worn.lower.anus_exposed is 0>>
<<bHe>> rubs <<bhis>> $NPCList[_n].penisdesc against your <<bottom>> through your $worn.lower.name.
<<sex 5 "anus">><<set $worn.lower.integrity -= 10>>
<<elseif $worn.lower.anus_exposed is 1>>
<<rng>>
<<if $worn.under_lower.anus_exposed is 1 and playerChastity("anus")>>
<<if $NPCList[_n].penissize gte 5>>
<<bHe>> thrusts against your $worn.genitals.name, desperate to violate the <<bottom>> beneath. <<bHe>> <<beast_growls_text>> in pain, <span class="purple">but each thrust leaves the device a little looser.</span>
<<sex 10 "anus">><<set $worn.genitals.integrity -= 240>><<set $enemyanger += 15>><<set $enemytrust -= 15>><<set $enemyhealth -= 5>>
<<else>>
<<bHe>> thrusts against your $worn.genitals.name, desperate to violate the <<bottom>> beneath. <<bHe>> hurts <<bhimself>> against the hard material and withdraws, <<beast_growling_text>>.
<<set $NPCList[_n].penis to 0>><<set $anususe to 0>><<set $anusstate to 0>><<sex 20 "anus">><<set $worn.genitals.integrity -= 40>><<set $enemyanger += 15>><<set $enemytrust -= 15>><<set $enemyhealth -= 5>>
<</if>>
<<elseif $worn.under_lower.anus_exposed is 0>>
<<if $NPCList[_n].penissize gte 6>>
<<bHe>> thrusts <<bhis>> $NPCList[_n].penisdesc against your <<bottom>> through your $worn.under_lower.name, <span class="purple">tearing the fabric.</span>
<<sex 10 "anus">><<set $worn.under_lower.integrity -= 40>>
<<else>>
<<bHe>> rubs <<bhis>> $NPCList[_n].penisdesc against your <<bottom>> through your $worn.under_lower.name.
<<sex 5 "anus">><<set $worn.under_lower.integrity -= 10>>
<</if>>
<<elseif playerHasButtPlug() and $worn.under_lower.anus_exposed is 1>>
<<bHe>> thrusts against your $worn.butt_plug.name, desperate to violate your <<bottom>>. <<bHe>> withdraws, <<beast_growling_text>>.
<<set $NPCList[_n].penis to 0>><<set $anususe to 0>><<set $anusstate to 0>><<sex 20 "anus">><<set $enemyanger += 15>><<set $enemytrust -= 15>><<set $enemyhealth -= 5>>
<<elseif $worn.under_lower.anus_exposed is 1>>
<<if $anusWetness gte ($NPCList[_n].penissize * 15) + random(1, 40) or random(1, 2) is 2>>
<<bHe>> pushes <<bhis>> $NPCList[_n].penisdesc against your <<bottom>>. <<anus_lube_text>> <span class="pink">the tip presses into you, a thrust away from penetrating.</span>
<<sex 20 "anus">><<set $NPCList[_n].penis to "anusimminent">><<set $anusstate to "imminent">>
<<else>>
<<bHe>> pushes <<bhis>> $NPCList[_n].penisdesc against your <<bottom>>, <span class="blue">but fails to penetrate,</span> instead angling away and rubbing between your cheeks.
<<sex 5 "anus">>
<<if $enemyarousal gte ($enemyarousalmax / 2) and random(1, 3) is 3>>
Precum leaks from the tip, <span class="blue">lubricating your ass.</span>
<<bodyliquid "bottom" "semen">>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].penis is "mouth">>
<<if $enemyanger gte random(1, 100)>>
<<if currentSkillValue("oralskill") gte random(1, 1200)>>
<<bHe>> shoves <<bhis>> $NPCList[_n].penisdesc down your throat, <span class="blue">but you manage to gasp between <<bhis>> thrusts.</span>
<<else>>
<span class="pink">You gag as <<bhe>> thrusts <<bhis>> $NPCList[_n].penisdesc down your throat.</span>
<<oxygen -150>>
<<if $oxygen gte 900>>
<span class="blue">You struggle for breath.</span>
<<elseif $oxygen gte 600>>
<span class="purple">You can't breathe!</span>
<<violence 10>>
<<elseif $oxygen gte 300>>
<span class="pink">You feel light-headed.</span>
<<violence 20>>
<<elseif $oxygen gte 1>>
<span class="pink">You see stars.</span>
<<violence 40>>
<<else>>
<span class="red">You are suffocating.</span>
<<violence 100>>
<</if>>
<</if>>
<<submission 10>><<bruise face>><<bruise neck>><<violence 1>><<set $speechmouthpenetrated to 1>>
<<elseif $rng gte 81 and $NPCList[_n].stance isnot "topface">>
<span class="purple"><<bHe>> withdraws <<bhis>> penis from your mouth.</span>
<<sex 30 "mouth">><<set $NPCList[_n].penis to "mouthimminent">><<bruise face>><<violence 1>><<set $mouthstate to "imminent">>
<<elseif $rng gte 1>>
<<bHe>> continues thrusting into your wet mouth.
<<submission 10>><<bruise face>><<violence 1>>
<<if $NPCList[_n].penissize gte 4>>
<<switch random(1, 4)>>
<<case 1>>
It's a struggle not to gag as the $NPCList[_n].penisdesc fills you.
<<case 2>>
<span class="pink"> Saliva drools down your chin as you struggle to keep your lips wrapped around <<bhis>> $NPCList[_n].penisdesc.</span>
<<set $hygiene += 500>><<bodyliquid "face" "goo">>
<<default>>
<</switch>>
<</if>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].penis is "mouthimminent" and $mouthstate is 0>>
<<if $rng gte 81 and $NPCList[_n].stance isnot "topface">>
<span class="blue"><<bHe>> stops pressing <<bhis>> penis into your mouth.</span>
<<set $NPCList[_n].penis to "mouthentrance">><<submission 5>><<set $mouthstate to "entrance">>
<<elseif $worn.face.type.includes("covered") or $worn.face.type.includes("gag")>>
<<switch random(0,2)>>
<<case 0 1>>
<<bHe>> pushes <<bhis>> $NPCList[_n].penisdesc against your $worn.face.name.
<<damageFaceCover 2>>
<<case 2>>
<span class="lblue"><<bHe>> moves <<bhis>> penis away from your mouth.</span>
<<set $NPCList[_n].penis to 0>><<set $mouthuse to 0>><<set $mouthstate to 0>>
<</switch>>
<<elseif $rng lte 20>>
<<if $player.virginity.oral isnot true>>
<span class="pink"><<bHe>> thrusts <<bhis>> $NPCList[_n].penisdesc into your mouth.</span>
<<submission 10>>
<<elseif $player.virginity.oral is true>>
<span class="pink"><<bHe>> thrusts <<bhis>> $NPCList[_n].penisdesc into your mouth.</span><span class="red"> It tastes strange.</span>
<<submission 30>><<takeVirginity $NPCList[_n].fullDescription "oral">>
<</if>>
<<oralstat>><<set $NPCList[_n].penis to "mouth">><<bruise face>><<violence 1>><<raped>><<set $mouthstate to "penetrated">>
<<elseif $rng gte 21>>
<<if $mouthsubmit is 1>>
<<bHe>> allows you to pleasure <<bhis>> $NPCList[_n].penisdesc with your mouth.
<<submission 5>>
<<else>>
<<if $player.virginity.oral isnot true>>
<span class="pink"><<bHe>> thrusts <<bhis>> $NPCList[_n].penisdesc into your mouth.</span>
<<submission 10>>
<<elseif $player.virginity.oral is true>>
<span class="pink"><<bHe>> thrusts <<bhis>> $NPCList[_n].penisdesc into your mouth.</span><span class="red"> It tastes strange.</span>
<<submission 30>><<takeVirginity $NPCList[_n].fullDescription "oral">>
<</if>>
<<oralstat>><<set $NPCList[_n].penis to "mouth">><<bruise face>><<violence 1>><<raped>><<set $mouthstate to "penetrated">>
<</if>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].penis is "mouthentrance">>
<<if $pullaway is 1 and $rng gte 51>>
<<bHis>> $NPCList[_n].penisdesc hovers only inches from your face.
<<elseif $rng gte 81 and $NPCList[_n].stance isnot "topface">>
<span class="lblue"><<bHe>> moves <<bhis>> penis away from your mouth.</span>
<<set $NPCList[_n].penis to 0>><<set $mouthuse to 0>><<set $mouthstate to 0>>
<<elseif $worn.face.type.includes("covered") or $worn.face.type.includes("gag")>>
<<switch random(0,2)>>
<<case 0 1>>
<<bHe>> pushes <<bhis>> $NPCList[_n].penisdesc against your $worn.face.name.
<<damageFaceCover 2>>
<<case 2>>
<span class="lblue"><<bHe>> moves <<bhis>> penis away from your mouth.</span>
<<set $NPCList[_n].penis to 0>><<set $mouthuse to 0>><<set $mouthstate to 0>>
<</switch>>
<<elseif $rng gte 1>>
<span class="purple"><<bHe>> pushes <<bhis>> $NPCList[_n].penisdesc against your lips.</span>
<<set $NPCList[_n].penis to "mouthimminent">><<submission 5>><<set $mouthstate to "imminent">>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].penis is "otherfrot">>
<<if $rng gte 101>>
<span class="blue"><<bHe>> shifts <<bhis>> ass and presses <<bhis>> anus against your <<penis>>.</span>
<<set $penisuse to "otheranus">><<set $NPCList[_n].penis to "otheranusentrance">><<set $penisstate to "otheranusentrance">><<set $speechotheranusentrance to 1>>
<<else>>
<<bHe>> <<beast_growls_text>> and rubs <<bhis>> ass against your <<penis>>.
<<sex 5 "genitals">><<set $enemyanger += 5>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].penis is "otheranus">>
<<if $rng gte 101>>
<span class="purple"><<bHe>> moves <<bhis>> pelvis away, releasing your <<penis>> from <<bhis>> anus.</span>
<<sex 30 "genitals">><<set $NPCList[_n].penis to "otheranusimminent">><<set $penisstate to "otheranusimminent">><<set $speechotheranusimminent to 1>>
<<if playerHasStrapon()>><<violence 1 1 1 0>>
<<else>><<bruise penis>><<violence 1>><</if>>
<<elseif $rng gte 1>>
<<if $enemyanger gte 100>>
<<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>>
<<bHe>> <<beast_growls_text>> and fucks your <<penis>> with <<bhis>> ass, <<bhis>> movements violent and erratic.
<<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>>
<<bHe>> <<beast_growls_text>> as <<bhe>> pushes back against your <<penisSimple>>.
<<else>>
<<bHe>> <<beast_growls_text>> and fucks your <<penis>> with rough movements.
<</if>>
<<elseif $enemyanger gte 20>>
<<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>>
You feel <<bhis>> ass twitch around your length as <<bhe>> pushes back.
<<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>>
<<bHe>> continues to push against your <<penis>>.
<<else>>
<<bHe>> fucks your <<penis>>, taking as much of you into <<bhis>> ass as <<bhe>> can.
<</if>>
<<else>>
<<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>>
<<bHe>> continues pushing against your <<penis>>, <<bhis>> anus viciously pounding your length.
<<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>>
<<bHe>> continues pushing against your <<penis>>, <<bhis>> anus rhythmically pounding your length.
<<else>>
<<bHe>> pushes against your <<penis>> with steady movements.
<</if>>
<</if>>
<<sex 30 "genitals">><<set $speechotheranuspenetrated to 1>><<set $enemyanger += 10>>
<<if playerHasStrapon()>><<violence 2 1 1 0>>
<<else>><<bruise penis>><<violence 2>><</if>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].penis is "otheranusimminent">>
<<if $rng gte 101>>
<span class="blue"><<bHe>> stops pressing <<bhis>> ass against your <<penis>>.</span>
<<set $NPCList[_n].penis to "otheranusentrance">><<set $penisstate to "otheranusentrance">><<set $speechotheranusentrance to 1>>
<<elseif $rng gte 1>>
<<if $nopenile is 0>><<set $penisactiondefault to "otheranustake">>
<<if (playerPenisSize() is -1 and $arousal lte ($arousalmax / 10) * 9) or (playerPenisSize() is -2 and $arousal lte ($arousalmax / 20) * 19)>>
<<bHe>> presses <<bhis>> ass against your <<penis>>, trying to force an erection.
<<set $enemyanger += 5>><<arousal 300 "genitals">><<set $speechotheranuswithhold to 1>>
<<else>>
<<if playerHasStrapon() or $player.virginity.penile isnot true>>
<span class="pink"><<bHe>> eases your <<penis>> into <<bhis>> ass, swallowing you to the base.</span>
<<sex 30 "genitals">><<set $speechotheranuspenetrated to 1>>
<<if playerHasStrapon()>><<violence 2 1 1 0>>
<<else>><<bruise penis>><<violence 2>><<raped>><<penisraped>><</if>>
<<elseif $player.virginity.penile is true>>
<span class="pink"><<bHe>> eases your virgin penis into <<bhis>> ass,</span><span class="red"> separating your foreskin from your glans and forever robbing you of your purity.</span>
<<sex 100 "genitals">><<takeVirginity $NPCList[_n].fullDescription "penile">><<bruise penis>><<violence 100>><<raped>><<penisraped>><<set $speechpenisvirgin to 1>>
<</if>>
<<penilestat>><<takeNPCVirginity _n "anal">><<set $NPCList[_n].penis to "otheranus">><<set $penisstate to "otheranus">>
<</if>>
<<else>>
Respecting your wishes, <<bhe>> does not envelope your <<penis>> with <<bhis>> ass, instead teasing the tip of your glans.
<<sex 15 "genitals">><<set $speechotheranuswithhold to 1>><<set $enemyanger += 10>>
<</if>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].penis is "otheranusentrance">>
<<if $rng gte 101>>
<span class="lblue"><<bHe>> moves <<bhis>> ass away from your <<penis>>.</span>
<<set $NPCList[_n].penis to 0>><<set $penisuse to 0>><<set $penisstate to 0>>
<<elseif $rng gte 1>>
<<if $worn.over_lower.vagina_exposed is 0>>
<<bHe>> rubs <<bhis>> ass against your <<penis>> through your $worn.over_lower.name.
<<sex 5 "genitals">><<set $worn.over_lower.integrity -= 10>><<set $speechotheranusentrance to 1>><<set $enemyanger += 10>>
<<elseif $worn.lower.vagina_exposed is 0>>
<<bHe>> rubs <<bhis>> ass against your <<penis>> through your $worn.lower.name.
<<sex 5 "genitals">><<set $worn.lower.integrity -= 10>><<set $speechotheranusentrance to 1>><<set $enemyanger += 10>>
<<elseif $worn.lower.vagina_exposed is 1>>
<<rng>>
<<if $worn.under_lower.vagina_exposed is 0>>
<<bHe>> rubs <<bhis>> ass against your <<penis>> through your $worn.under_lower.name.
<<sex 5 "genitals">><<set $worn.under_lower.integrity -= 10>><<set $speechotheranusentrance to 1>><<set $enemyanger += 10>>
<<elseif $worn.under_lower.vagina_exposed is 1>>
<<if $rng gte 51>>
<<if $worn.genitals.name is "chastity parasite">>
<<bHe>> rubs <<bhis>> ass against your $worn.genitals.name, <span class="lewd">leaving you feeling more aroused.</span>
<<arousal 100 "genitals">>
<<sex 25 "genitals">><<set $worn.genitals.integrity -= 10>><<set $enemyanger += 5>>
<<elseif $nopenile is 0 and playerChastity("penis")>>
<<bHe>> rubs <<bhis>> ass against your <<penis>> through your $worn.genitals.name trying to force <<bhis>> way through.
<<sex 20 "genitals">><<set $worn.genitals.integrity -= 40>><<set $enemyanger += 10>>
<<elseif $nopenile is 1>>
<span class="purple"><<bHe>> presses <<bhis>> ass against your <<penis>>.</span>
<<sex 20 "genitals">><<set $NPCList[_n].penis to "otheranusimminent">><<set $penisstate to "otheranusimminent">><<set $speechotheranusimminent to 1>>
<<else>>
<<if $penisWetness gte (playerPenisSize() * 15) + random(1, 40) or random(1, 2) is 2>>
<<bHe>> presses <<bhis>> ass against your <<penis>>. <<penis_lube_text>> <span class="pink">your tip is pushed inside, a thrust away from being enveloped.</span>
<<sex 20 "genitals">><<set $NPCList[_n].penis to "otheranusimminent">><<set $penisstate to "otheranusimminent">><<set $speechotheranusimminent to 1>>
<<else>>
<<bHe>> presses <<bhis>> ass against your <<penis>>, <span class="blue">but fails to gain purchase.</span>
<<sex 5 "genitals">>
<</if>>
<</if>>
<<elseif $rng gte 1>>
<<if !playerChastity("penis")>>
<<bHe>> <<beast_growls_text>> and rubs against your <<penis>>.
<<sex 10 "genitals">><<set $enemyanger += 10>>
<<else>>
<<bHe>> <<beast_growls_text>> and rubs against your $worn.genitals.name<<if $worn.genitals.name is "chastity parasite">>, <span class="lewd">making you feel more aroused.</span><<arousal 100 "genitals">><<else>>.<</if>>
<<sex 10 "genitals">><<set $enemyanger += 10>>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].penis is "penisentrance">>
<<if $rng gte 51 and playerChastity("penis")>>
<<He>> caresses <<his>> penis against your $worn.genitals.name.
<<sex 10 "genitals">><<set $NPCList[_n].penis to "penisimminent">><<set $penisstate to "otherpenisimminent">>
<<elseif $rng gte 51>>
<span class="purple"><<bHe>> caresses your <<penis>> with <<bhis>> own, hinting at what's to come.</span>
<<sex 10 "genitals">><<set $NPCList[_n].penis to "penisimminent">><<set $penisstate to "otherpenisimminent">>
<<else>>
<<if playerChastity("penis")>>
<<He>> hovers <<his>> $NPCList[_n].penisdesc closer to your $worn.genitals.name.
<<else>>
<<bHe>> hovers <<bhis>> $NPCList[_n].penisdesc close to your <<penis>>.
<</if>>
<<sex 5 "genitals">>
<</if>>
<<elseif $NPCList[_n].penis is "penisimminent">>
<<bHe>> thrusts forward,
<span class="pink">
<<if $enemyarousal gte (($enemyarousalmax / 10) * 7)>>
savagely fencing
<<elseif $enemyarousal gte (($enemyarousalmax / 10) * 4)>>
smashing
<<else>>
pressing
<</if>>
<<if playerChastity("penis")>>
<<bhis>> $NPCList[_n].penisdesc against your $worn.genitals.name.
<<set $worn.genitals.integrity -= 10>><<set $speechchastity to 1>>
<<elseif random(0,1) is 1>>
<<bhis>> $NPCList[_n].penisdesc against yours.
<<else>>
<<bhis>> $NPCList[_n].penisdesc against your <<penis>>.
<</if>>
</span>
<<sex 10 "genitals">><<set $NPCList[_n].penis to "penis">><<set $penisstate to "otherpenis">>
<<elseif $NPCList[_n].penis is "penis">>
<<if $rng gte 1>>
<<if playerChastity("penis")>>
<<if $enemyarousal gte $enemyarousalmax * 0.8>>
<<bHe>> slams <<bhis>> $NPCList[_n].penisdesc against your $worn.genitals.name with a bestial fervour as <<bhe>> approaches orgasm.
<<elseif $enemyarousal gte $enemyarousalmax * 0.6>>
<<bHe>> thrusts <<bhis>> $NPCList[_n].penisdesc against your $worn.genitals.name with increasing fervour.
<<elseif $enemyarousal gte $enemyarousalmax * 0.4>>
<<bHe>> savagely fences your $worn.genitals.name and <<his>> $NPCList[_n].penisdesc together.
<<else>>
<<bHe>> kneads your $worn.genitals.name and <<his>> $NPCList[_n].penisdesc together.
<</if>>
<<if $enemyarousal gte $enemyarousalmax * 0.6 and $worn.genitals.name is "chastity parasite">>
<span class="purple"><<His>> precum coats your $worn.genitals.name,</span> <span class="lewd">the parasite parasite sends a wave of pleasure through your <<penis>>.</span>
<<arousal 400 "genitals">><<if !$earSlime.defyCooldown and $earSlime.vibration lt 120>><<set $earSlime.vibration += 10>><</if>>
<<set $worn.genitals.integrity -= 5>>
<<elseif $enemyarousal gte $enemyarousalmax * 0.6>>
<span class="purple">Your precum mingles.</span><<purity -1>>
<<set $worn.genitals.integrity -= 10>>
<</if>>
<<if $worn.genitals.name is "chastity parasite">><<arousal 100 "genitals">><</if>>
<<set $worn.genitals.integrity -= 5>><<set $speechchastity to 1>>
<<elseif $enemyarousal gte $enemyarousalmax * 0.8>>
<<bHe>> slams <<bhis>> penis against yours with a bestial fervour as <<bhe>> approaches orgasm.
<<if $penisWetness gte 45 and !playerHasStrapon()>>
<span class="purple">Your precum mingles.</span><<purity -1>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax * 0.6>>
<<bHe>> thrusts <<bhis>> penis against yours with increasing fervour.
<<if $penisWetness gte 45 and !playerHasStrapon()>>
<span class="purple">Your precum mingles.</span><<purity -1>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax * 0.4>>
<<bHe>> savagely fences your <<penises>> together.
<<elseif $enemyarousal gte $enemyarousalmax * 0.2>>
<<bHe>> thrusts <<bhis>> penis against your <<penis>>.
<<else>>
<<bHe>> kneads your <<penises>> together.
<</if>>
<<sex 20 "genitals">><<set $speechpenispenis to 1>>
<<else>>
<span class="lblue"><<bHe>> moves <<bhis>> penis away from yours.</span>
<<set $penisuse to 0>><<set $NPCList[_n].penis to 0>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].vagina is "frot" and $penisstate is 0>>
<<if $player.penisExist>>
<<if $rng gte 101>>
<span class="blue"><<bHe>> angles <<bhis>> pussy toward your <<penis>>.</span>
<<set $NPCList[_n].vagina to "vaginaentrance">><<set $penisuse to "othervagina">><<set $penisstate to "entrance">><<set $penisactiondefault to "bay">>
<<else>>
<<bHe>> frots <<bhis>> pussy against your <<penis>>.
<<sex 5 "genitals">>
<</if>>
<<else>>
<<if $rng gte 101>>
<<bHe>> lift <<bhis>> pussy away from your <<penis>>.
<<set $thighuse to 0>><<set $NPCList[_n].penis to 0>><<set $penisactiondefault to "bay">>
<<else>>
<<bHe>> frots <<bhis>> pussy against your <<penis>>.
<<sex 5 "genitals">>
<</if>>
<</if>>
<</if>>
<<if $NPCList[_n].vagina is "penis">>
<<if $enemyanger gte 100>>
<<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>>
<<bHe>> fucks your <<penis>> with a violent intensity.
<<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>>
<<bHe>> continues fucking your <<penis>>. Each thrust feels deeper than the last.
<<else>>
Wanting to prove dominance <<bhe>> pounds your <<penis>> with deep and deliberate thrusts.
<</if>>
<<elseif $enemyanger gte 20>>
<<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>>
You feel <<bhis>> pussy throb as <<bhe>> pounds away at your <<penis>>.
<<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>>
<<bHe>> violates your <<penis>> with increasing eagerness.
<<else>>
<<bHe>> fucks your <<penis>> with deep and deliberate thrusts.
<</if>>
<<else>>
<<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>>
<<bHe>> fucks your <<penis>>, eager for your seed.
<<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>>
<<bHe>> pounds your <<penis>> without relenting.
<<else>>
<<bHis>> pussy continues swallowing your <<penis>>.
<</if>>
<</if>>
<<sex 30 "genitals">>
<<if playerHasStrapon()>><<violence 2 1 1 0>>
<<else>><<bruise penis>><<violence 2>><</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].vagina is "penisimminent">>
<<if (playerPenisSize() is -1 and $arousal lte ($arousalmax / 10) * 9) or (playerPenisSize() is -2 and $arousal lte ($arousalmax / 20) * 19)>>
<<bHe>> presses <<bhis>> pussy against your <<penis>>, trying to force an erection.
<<set $enemyanger += 5>><<arousal 300 "genitals">><<set $speechpeniswithhold to 1>>
<<else>>
<<if playerHasStrapon() or $player.virginity.penile isnot true>>
<span class="pink"><<bHe>> takes your <<penis>> deep into <<bhis>> <<pussy>>.</span>
<<sex 30 "genitals">>
<<if playerHasStrapon()>><<violence 2 1 1 0>>
<<else>><<bruise penis>><<violence 2>><<raped>><<penisraped>><</if>>
<<elseif $player.virginity.penile is true>>
<span class="pink"><<bHe>> takes your <<penis>> deep into <<bhis>> pussy,</span><span class="red"> separating your foreskin from your glans and forever robbing you of your purity.</span>
<<sex 100 "genitals">><<takeVirginity $NPCList[_n].fullDescription "penile">><<bruise penis>><<violence 100>><<raped>><<penisraped>>
<</if>>
<<penilestat>><<set $NPCList[_n].vagina to "penis">><<takeNPCVirginity _n "vaginal">><<set $penisstate to "penetrated">>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].vagina is "penisentrance">>
<<if $worn.over_lower.vagina_exposed is 0>>
<<bHe>> rubs <<bhis>> pussy against your <<penis>> through your $worn.over_lower.name.
<<sex 5 "genitals">><<set $worn.over_lower.integrity -= 10>>
<<elseif $worn.lower.vagina_exposed is 0>>
<<bHe>> rubs <<bhis>> pussy against your <<penis>> through your $worn.lower.name.
<<sex 5 "genitals">><<set $worn.lower.integrity -= 10>>
<<elseif $worn.lower.vagina_exposed is 1>>
<<rng>>
<<if $worn.under_lower.vagina_exposed is 1 and playerChastity("penis")>>
<<bHe>> thrusts against your $worn.genitals.name, desperate to <<if $pregnancyspeechdisable is "f">>breed<<else>>fuck<</if>> with the <<penis>> beneath. <<bHe>> hurts <<bhimself>> against the hard material and withdraws, <<beast_growling_text>>.
<<set $NPCList[_n].vagina to 0>><<set $penisuse to 0>><<set $penisstate to 0>><<sex 20 "genitals">><<set $worn.genitals.integrity -= 10>><<set $enemyanger += 15>><<set $enemytrust -= 15>><<set $enemyhealth -= 5>>
<<elseif $worn.under_lower.vagina_exposed is 0>>
<<bHe>> rubs <<bhis>> pussy against your <<penis>> through your $worn.under_lower.name.
<<sex 5 "genitals">><<set $worn.under_lower.integrity -= 10>>
<<elseif $worn.under_lower.vagina_exposed is 1>>
<<if $rng gte 51>>
<<if $penisWetness gte (playerPenisSize() * 15) + random(1, 40) or random(1, 2) is 2>>
<<bHe>> pushes <<bhis>> pussy against your <<penis>>. <<penis_lube_text>> <span class="pink">your tip is pushed inside, a thrust away being enveloped.</span>
<<sex 20 "genitals">><<set $NPCList[_n].vagina to "penisimminent">><<set $penisstate to "imminent">>
<<else>>
<<bHe>> pushes <<bhis>> pussy against your <<penis>>, <span class="blue">but fails to gain purchase.</span>
<<sex 5 "genitals">>
<<if random(1, 3) is 3>>
Lewd fluids drips from <<bhis>> pussy, <span class="blue">lubricating you.</span>
<</if>>
<</if>>
<<elseif $rng gte 1>>
<<bHe>> rubs <<bhis>> pussy against your <<penis>>.
<<sex 5 "genitals">>
<</if>>
<</if>>
<</if>>
<</if>>
<<if $NPCList[_n].vagina is "mouth">>
<<if $enemyanger gte 100>>
<<bHe>> covers your mouth with <<bhis>> pussy, making it difficult to breathe.
<<violence 3>><<bruise face>><<set $speechvaginamouth to 1>>
<<else>>
<<if $mouthsubmit is 1>>
<<if $rng gte 1>>
<<bHe>> rubs <<bhis>> pussy against your lips.
<<if $enemyarousal gte (($enemyarousalmax / 5) * 3)>>
You can taste <<bhis>> juices.
<</if>>
<<sex 3 "mouth">><<set $speechvaginamouth to 1>>
<<else>>
<<bHe>> moves <<bhis>> pussy away from your face.
<<set $mouthuse to 0>><<set $mouthstate to 0>><<set $NPCList[_n].vagina to 0>>
<</if>>
<<else>>
<<if $rng gte 1>>
<<bHe>> rubs <<bhis>> pussy against your lips.
<<if $enemyarousal gte (($enemyarousalmax / 5) * 3)>>
You can taste <<bhis>> juices.
<</if>>
<<sex 3 "mouth">><<set $speechvaginamouth to 1>>
<<else>>
<<bHe>> moves <<bhis>> pussy away from your face.
<<set $mouthuse to 0>><<set $mouthstate to 0>><<set $NPCList[_n].vagina to 0>>
<</if>>
<</if>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].vagina is "vaginaentrance">>
<<if $rng gte 51>>
<span class="purple"><<bHe>> kisses your <<pussy>> with <<bhis>> own, hinting at what's to come.</span>
<<sex 10 "genitals">><<set $NPCList[_n].vagina to "vaginaimminent">><<set $vaginastate to "othervaginaimminent">>
<<else>>
<<bHe>> hovers <<bhis>> pussy close to yours.
<<sex 5 "genitals">>
<</if>>
<<elseif $NPCList[_n].vagina is "vaginaimminent">>
<<bHe>> thrusts forward, <span class="pink">
<<if $enemyarousal gte (($enemyarousalmax / 10) * 7)>>
squelching
<<elseif $enemyarousal gte (($enemyarousalmax / 10) * 4)>>
smashing
<<else>>
pressing
<</if>>
<<bhis>> pussy against yours.</span>
<<sex 10 "genitals">><<set $NPCList[_n].vagina to "vagina">><<set $vaginastate to "othervagina">>
<<elseif $NPCList[_n].vagina is "vagina">>
<<if $rng gte 1>>
<<if $enemyarousal gte $enemyarousalmax * 0.8>>
<<bHe>> slams <<bhis>> pussy into yours with a bestial fervour as <<bhe>> approaches orgasm.
<<if $vaginaWetness gte 45>>
<span class="purple">Your juices mingle.</span><<purity -1>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax * 0.6>>
<<bHe>> thrusts <<bhis>> pussy against yours with increasing fervour.
<<if $vaginaWetness gte 45>>
<span class="purple">Your juices mingle.</span><<purity -1>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax * 0.4>>
<<bHe>> smashes your pussies together.
<<elseif $enemyarousal gte $enemyarousalmax * 0.2>>
<<bHe>> thrusts <<bhis>> pussy against yours.
<<else>>
<<bHe>> kneads your pussies together.
<</if>>
<<sex 20 "genitals">><<set $speechvaginavagina to 1>>
<<else>>
<span class="lblue"><<bHe>> moves <<bhis>> pussy away from yours.</span>
<<set $vaginause to 0>><<set $NPCList[_n].vagina to 0>>
<</if>>
<</if>>
<<if $NPCList[_n].vagina is "leftarm">>
<<if $rng gte 1>>
<<bHe>> rubs <<bhis>> pussy against your fingers.
<<submission 2>>
<<else>>
<<bHe>> moves your hand away from <<bhis>> pussy.
<<set $leftarm to 0>><<set $NPCList[_n].vagina to 0>><<set $leftactiondefault to "leftplay">>
<</if>>
<</if>>
<<if $NPCList[_n].vagina is "rightarm">>
<<if $rng gte 1>>
<<bHe>> rubs <<bhis>> pussy against your fingers.
<<submission 2>>
<<else>>
<<bHe>> moves your hand away from <<bhis>> pussy.
<<set $rightarm to 0>><<set $NPCList[_n].vagina to 0>><<set $rightactiondefault to "rightplay">>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].vagina is "feet">>
<<if $rng gte 1>>
<<bHe>> rubs <<bhis>> pussy against your feet.
<<submission 2>>
<<else>>
<<bHe>> moves your feet away from <<bhis>> pussy.
<<set $feetuse to 0>><<set $NPCList[_n].vagina to 0>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].vagina is "otherfrot">>
<<if $rng gte 101>>
<span class="blue"><<bHe>> shifts <<bhis>> ass and presses <<bhis>> anus against your <<penis>>.</span>
<<set $penisuse to "otheranus">><<set $NPCList[_n].vagina to "otheranusentrance">><<set $penisstate to "otheranusentrance">><<set $speechotheranusentrance to 1>>
<<else>>
<<bHe>> <<beast_growls_text>> and rubs <<bhis>> ass against your <<penis>>.
<<sex 5 "genitals">><<set $enemyanger += 5>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].vagina is "otheranus">>
<<if $rng gte 101>>
<span class="purple"><<bHe>> moves <<bhis>> pelvis away, releasing your <<penis>> from <<bhis>> anus.</span>
<<sex 30 "genitals">><<set $NPCList[_n].vagina to "otheranusimminent">><<bruise penis>><<set $penisstate to "otheranusimminent">><<set $speechotheranusimminent to 1>>
<<if playerHasStrapon()>><<violence 1 1 1 0>>
<<else>><<bruise penis>><<violence 1>><</if>>
<<elseif $rng gte 1>>
<<if $enemyanger gte 100>>
<<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>>
<<bHe>> <<beast_growls_text>> and fucks your <<penis>> with <<bhis>> ass, <<bhis>> movements violent and erratic.
<<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>>
<<bHe>> <<beast_growls_text>> as <<bhe>> pushes back against your penis.
<<else>>
<<bHe>> <<beast_growls_text>> and fucks your <<penis>> with rough movements.
<</if>>
<<elseif $enemyanger gte 20>>
<<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>>
You feel <<bhis>> ass twitch around your length as <<bhe>> pushes back.
<<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>>
<<bHe>> continues to push against your <<penis>>.
<<else>>
<<bHe>> fucks your <<penis>>, taking as much of you into <<bhis>> ass as <<bhe>> can.
<</if>>
<<else>>
<<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>>
<<bHe>> continues pushing against your <<penis>>, <<bhis>> anus viciously pounding your length.
<<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>>
<<bHe>> continues pushing against your <<penis>>, <<bhis>> anus rhythmically pounding your length.
<<else>>
<<bHe>> pushes against your <<penis>> with steady movements.
<</if>>
<</if>>
<<sex 30 "genitals">><<set $speechotheranuspenetrated to 1>><<set $enemyanger += 10>>
<<if playerHasStrapon()>><<violence 2 1 1 0>>
<<else>><<bruise penis>><<violence 2>><</if>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].vagina is "otheranusimminent">>
<<if $rng gte 101>>
<span class="blue"><<bHe>> stops pressing <<bhis>> ass against your <<penis>>.</span>
<<set $NPCList[_n].vagina to "otheranusentrance">><<set $penisstate to "otheranusentrance">><<set $speechotheranusentrance to 1>>
<<elseif $rng gte 1>>
<<if $nopenile is 0>><<set $penisactiondefault to "otheranustake">>
<<if ((playerPenisSize() is -1 and $arousal lte ($arousalmax / 10) * 9) or (playerPenisSize() is -2 and $arousal lte ($arousalmax / 20) * 19))>>
<<bHe>> presses <<bhis>> ass against your <<penis>>, trying to force an erection.
<<set $enemyanger += 5>><<arousal 300 "genitals">><<set $speechotheranuswithhold to 1>>
<<else>>
<<if playerHasStrapon() or $player.virginity.penile isnot true>>
<span class="pink"><<bHe>> eases your <<penis>> into <<bhis>> ass, swallowing you to the base.</span>
<<sex 30 "genitals">><<set $speechotheranuspenetrated to 1>>
<<if playerHasStrapon()>><<violence 2 1 1 0>>
<<else>><<bruise penis>><<violence 2>><<raped>><<penisraped>><</if>>
<<elseif $player.virginity.penile is true>>
<span class="pink"><<bHe>> eases your virgin penis into <<bhis>> ass,</span><span class="red"> separating your foreskin from your glans and forever robbing you of your purity.</span>
<<sex 100 "genitals">><<takeVirginity $NPCList[_n].fullDescription "penile">><<bruise penis>><<violence 100>><<raped>><<penisraped>><<set $speechpenisvirgin to 1>>
<</if>>
<<penilestat>><<set $NPCList[_n].vagina to "otheranus">><<takeNPCVirginity _n "anal">><<set $penisstate to "otheranus">>
<</if>>
<<else>>
Respecting your wishes, <<bhe>> does not envelope your <<penis>> with <<bhis>> ass, instead teasing the tip of your glans.
<<sex 15 "genitals">><<set $speechotheranuswithhold to 1>><<set $enemyanger += 10>>
<</if>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].vagina is "otheranusentrance">>
<<if $rng gte 101>>
<span class="lblue"><<bHe>> moves <<bhis>> ass away from your <<penis>>.</span>
<<set $NPCList[_n].vagina to 0>><<set $penisuse to 0>><<set $penisstate to 0>>
<<elseif $rng gte 1>>
<<if $worn.over_lower.vagina_exposed is 0>>
<<bHe>> rubs <<bhis>> ass against your <<penis>> through your $worn.over_lower.name.
<<sex 5 "genitals">><<set $worn.over_lower.integrity -= 10>><<set $speechotheranusentrance to 1>><<set $enemyanger += 10>>
<<elseif $worn.lower.vagina_exposed is 0>>
<<bHe>> rubs <<bhis>> ass against your <<penis>> through your $worn.lower.name.
<<sex 5 "genitals">><<set $worn.lower.integrity -= 10>><<set $speechotheranusentrance to 1>><<set $enemyanger += 10>>
<<elseif $worn.lower.vagina_exposed is 1>>
<<rng>>
<<if $worn.under_lower.vagina_exposed is 0>>
<<bHe>> rubs <<bhis>> ass against your <<penis>> through your $worn.under_lower.name.
<<sex 5 "genitals">><<set $worn.under_lower.integrity -= 10>><<set $speechotheranusentrance to 1>><<set $enemyanger += 10>>
<<elseif $worn.under_lower.vagina_exposed is 1>>
<<if $rng gte 71>>
<<if $worn.genitals.name is "chastity parasite">>
<<bHe>> rubs <<bhis>> ass against your $worn.genitals.name, <span class="lewd">leaving you feeling more aroused.</span>
<<arousal 100 "genitals">>
<<sex 25 "genitals">><<set $worn.genitals.integrity -= 5>><<set $enemyanger += 5>>
<<elseif $nopenile is 0 and playerChastity("penis")>>
<<bHe>> rubs <<bhis>> ass against your $worn.genitals.name trying to get to your <<penis>>.
<<sex 20 "genitals">><<set $worn.genitals.integrity -= 10>><<set $enemyanger += 5>>
<<elseif $nopenile is 1>>
<span class="purple"><<bHe>> presses <<bhis>> ass against your <<penis>>.</span>
<<sex 20 "genitals">><<set $NPCList[_n].vagina to "otheranusimminent">><<set $penisstate to "otheranusimminent">><<set $speechotheranusimminent to 1>>
<<else>>
<<if $penisWetness gte (playerPenisSize() * 15) + random(1, 40) or random(1, 2) is 2>>
<<bHe>> presses <<bhis>> ass against your <<penis>>. <<penis_lube_text>> <span class="pink">your tip is pushed inside, a thrust away from being enveloped.</span>
<<sex 20 "genitals">><<set $NPCList[_n].vagina to "otheranusimminent">><<set $penisstate to "otheranusimminent">><<set $speechotheranusimminent to 1>>
<<else>>
<<bHe>> presses <<bhis>> ass against your <<penis>>, <span class="blue">but fails to gain purchase.</span>
<<sex 5 "genitals">>
<</if>>
<</if>>
<<elseif $rng gte 1>>
<<if !playerChastity("penis")>>
<<bHe>> <<beast_growls_text>> and rubs against your <<penis>>.
<<sex 10 "genitals">><<set $enemyanger += 10>>
<<else>>
<<bHe>> <<beast_growls_text>> and rubs against your $worn.genitals.name<<if $worn.genitals.name is "chastity parasite">>, <span class="lewd">making you feel more aroused.</span><<arousal 100 "genitals">><<else>>.<</if>>
<<sex 10 "genitals">><<set $enemyanger += 10>>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].mouth is "penis">>
<<if $rng gte 101>>
<span class="purple"><<bHe>> moves <<bhis>> head back, releasing your <<penis>> from <<bhis>> mouth.</span>
<<sex 30 "genitals">><<set $NPCList[_n].mouth to "penisimminent">><<set $penisstate to "othermouthimminent">>
<<elseif $rng gte 1>>
<<if $enemyarousal lte ($enemyarousalmax / 5)>>
<<bHe>> caresses your shaft with <<bhis>> long tongue.
<<sex 30 "genitals">>
<<elseif $enemyarousal lte (($enemyarousalmax / 5) * 2)>>
<<bHe>> wraps <<bhis>> tongue around your <<penis>> and licks the tip.
<<sex 30 "genitals">>
<<elseif $enemyarousal lte (($enemyarousalmax / 5) * 3)>>
<<bHe>> laps at your glans.
<<sex 30 "genitals">>
<<elseif $enemyarousal lte (($enemyarousalmax / 5) * 4)>>
<<bHe>> takes your <<penis>> deep into <<bhis>> mouth while <<bhis>> tongue teases your testes.
<<sex 30 "genitals">>
<<else>>
<<bHe>> buries your <<penis>> deep into <<bhis>> mouth, hot tongue leaving no inch of it unexplored.
<<sex 30 "genitals">>
<</if>>
<</if>>
<<if playerHasStrapon()>><<violence 1 1 1 0>>
<<else>><<bruise penis>><<violence 1>><</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].mouth is "penisimminent">>
<<if $rng gte 101>>
<span class="blue"><<bHe>> stops pressing <<bhis>> lips against your <<penis>>.</span>
<<set $NPCList[_n].mouth to "penisentrance">><<set $penisstate to "othermouthentrance">>
<<elseif $rng gte 1>>
<<if $worn.genitals.name is "chastity parasite">>
<<bHe>> licks your $worn.genitals.name, <span class="lewd">the parasite parasite sends a wave of pleasure through your <<penis>>.</span> Your reaction causes <<bhim>> to continue.
<<arousal 400 "genitals">><<if !$earSlime.defyCooldown and $earSlime.vibration lt 120>><<set $earSlime.vibration += 10>><</if>>
<<sex 30 "genital">>
<<elseif $nopenile is 0 and playerChastity("penis")>>
<<bHe>> licks around your $worn.genitals.name probing for a way past. <<bHe>> salivates in anticipation.
<<sex 20 "genitals">><<set $worn.genitals.integrity -= 10>><<set $enemyanger += 5>>
<<elseif $nopenile is 1 and playerChastity("penis")>>
<<bHe>> licks around your $worn.genitals.name. <<bHe>> salivates in anticipation.
<<sex 25 "genitals">>
<<elseif $nopenile is 0>>
<<if playerHasStrapon() or $player.virginity.penile isnot true or $virginitytest isnot 1>>
<span class="pink"><<bHe>> pulls your <<penis>> into <<bhis>> mouth with <<bhis>> tongue.</span>
<<sex 30 "genitals">>
<<violence 1 1 1 `+playerHasStrapon()`>>
<<elseif $player.virginity.penile is true>>
<span class="pink"><<bHe>> pulls your virgin penis into <<bhis>> mouth with <<bhis>> tongue,</span><span class="red"> separating your foreskin from your glans and forever robbing you of your purity.</span>
<<sex 100 "genitals">><<takeVirginity $NPCList[_n].fullDescription "penile">><<violence 100>>
<</if>>
<<penilestat>><<takeNPCVirginity _n "oral">><<set $NPCList[_n].mouth to "penis">><<set $penisstate to "othermouth">>
<<if $virginitytest is 1 and !playerHasStrapon()>><<bruise penis>><<raped>><<penisraped>><</if>>
<<else>>
Respecting your wishes, <<bhe>> does not envelope your <<penis>> with <<bhis>> mouth, instead licking it with a primal thirst.
<<sex 15 "genitals">>
<</if>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].mouth is "penisentrance">>
<<if $rng gte 101>>
<span class="lblue"><<bHe>> moves <<bhis>> head away from your <<penis>>.</span>
<<set $NPCList[_n].mouth to 0>><<set $penisuse to 0>><<set $penisstate to 0>>
<<if $NPCList[_n].vagina is "othermouth">>
<<set $NPCList[_n].vagina to 0>>
<</if>>
<<if $NPCList[_n].penis is "othermouth">>
<<set $NPCList[_n].penis to 0>>
<</if>>
<<elseif $rng gte 1>>
<<if $worn.over_lower.vagina_exposed is 0>>
<<bHe>> pushes the outline of your <<penis>> with <<bhis>> long tongue through your $worn.over_lower.name, eager to taste the skin beneath.
<<sex 5 "genitals">><<set $worn.over_lower.integrity -= 10>>
<<elseif $worn.lower.vagina_exposed is 0>>
<<bHe>> pushes the outline of your <<penis>> with <<bhis>> long tongue through your $worn.lower.name, eager to taste the skin beneath.
<<sex 5 "genitals">><<set $worn.lower.integrity -= 10>>
<<elseif $worn.lower.vagina_exposed is 1>>
<<rng>>
<<if $worn.under_lower.vagina_exposed is 0>>
<<bHe>> traces the outline of your <<penis>> with <<bhis>> long tongue through your $worn.under_lower.name, eager to taste the skin beneath.
<<sex 5 "genitals">><<set $worn.under_lower.integrity -= 10>>
<<elseif $worn.under_lower.vagina_exposed is 1>>
<<if $rng gte 71>>
<<if $worn.genitals.name is "chastity parasite">>
<<bHe>> licks your $worn.genitals.name, <span class="lewd">the parasite parasite sends a wave of pleasure through your <<penis>>.</span> Your reaction causes <<bhim>> to continue.
<<arousal 400 "genitals">><<if !$earSlime.defyCooldown and $earSlime.vibration lt 120>><<set $earSlime.vibration += 10>><</if>>
<<sex 30 "genital">>
<<elseif $nopenile is 0 and playerChastity("penis")>>
<<bHe>> starts to lick around your $worn.genitals.name.
<<sex 20 "genitals">><<set $NPCList[_n].mouth to "penisimminent">><<set $penisstate to "othermouthimminent">>
<<elseif $nopenile is 1>>
<span class="purple"><<bHe>> starts to pull your <<penis>> into <<bhis>> mouth with <<bhis>> tongue.</span>
<<sex 20 "genitals">><<set $NPCList[_n].mouth to "penisimminent">><<set $penisstate to "othermouthimminent">>
<<else>>
<span class="purple"><<bHe>> starts to pull your <<penis>> into <<bhis>> mouth with <<bhis>> tongue.</span> <<bHe>> salivates in anticipation.
<<sex 20 "genitals">><<set $NPCList[_n].mouth to "penisimminent">><<set $penisstate to "othermouthimminent">>
<</if>>
<<elseif $rng gte 1>>
<<if !playerChastity("penis")>>
<<bHe>> licks and teases your <<penis>> with <<bhis>> long tongue.
<<sex 10 "genitals">>
<<else>>
<<bHe>> licks and teases you around your $worn.genitals.name with <<bhis>> long tongue<<if $worn.genitals.name is "chastity parasite">>, <span class="lewd">making you feel more aroused.</span><<arousal 100 "genitals">><<else>>.<</if>>
<<sex 10 "genitals">>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<<if $NPCList[_n].mouth is "vagina">>
<<if $rng gte 101>>
<span class="purple"><<bHe>> retracts <<bhis>> tongue from your <<pussy>>.</span>
<<sex 30 "genitals">><<set $NPCList[_n].mouth to "vaginaimminent">><<bruise vagina>><<violence 1>><<set $vaginastate to "othermouthimminent">>
<<elseif $rng gte 1>>
<<if $enemyarousal lte ($enemyarousalmax / 5)>>
<<bHe>> tastes your vagina with <<bhis>> tongue.
<<sex 30 "genitals">><<bruise vagina>><<violence 1>>
<<elseif $enemyarousal lte (($enemyarousalmax / 5) * 2)>>
<<bHe>> fills your vagina with <<bhis>> long tongue, twisting and caressing inside you.
<<sex 30 "genitals">><<bruise vagina>><<violence 1>>
<<elseif $enemyarousal lte (($enemyarousalmax / 5) * 3)>>
<<bHis>> agile tongue explores and teases your <<pussy>>.
<<sex 30 "genitals">><<bruise vagina>><<violence 1>>
<<elseif $enemyarousal lte (($enemyarousalmax / 5) * 4)>>
<<bHe>> runs <<bhis>> tongue over your <<pussy>>, then presses against it, pushing deep inside you. <<bHe>> pulls out again, and pants.
<<sex 30 "genitals">><<bruise vagina>><<violence 1>>
<<else>>
<<beast_Jaws_text>> latched onto your pelvis, <<bhe>> fucks your <<pussy>> with <<bhis>> tongue. <<bHis>> breath becomes more rapid.
<<sex 30 "genitals">><<bruise vagina>><<violence 1>>
<</if>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].mouth is "vaginaimminent">>
<<if $rng gte 101>>
<span class="blue"><<bHe>> stops pressing <<bhis>> tongue against your <<pussy>>.</span>
<<set $NPCList[_n].mouth to "vaginaentrance">><<set $vaginastate to "othermouthentrance">>
<<elseif $rng gte 1>>
<<if $novaginal is 0 and playerChastity("vagina")>>
<<bhe>> uses <<bhis>> tongue to lick around your $worn.genitals.name while feeling for a way past.
<<sex 20 "genitals">><<set $worn.genitals.integrity -= 10>><<set $enemyanger += 5>>
<<elseif $novaginal is 1 and playerChastity("vagina")>>
<<bhe>> uses <<bhis>> tongue to lick around your $worn.genitals.name.
<<sex 25 "genitals">>
<<elseif $novaginal is 0>>
<<if $player.virginity.vaginal isnot true or $virginitytest isnot 1>>
<span class="pink"><<bHe>> pushes <<bhis>> long tongue into your <<pussy>>, thirsting for a taste.</span>
<<sex 30 "genitals">><<violence 1>>
<<elseif $player.virginity.vaginal is true>>
<span class="pink"><<bHe>> pushes <<bhis>> long tongue into your virgin pussy,</span><span class="red"> breaking your hymen and forever robbing you of your purity.</span>
<<sex 100 "genitals">><<takeVirginity $NPCList[_n].fullDescription "vaginal">><<violence 100>>
<</if>>
<<vaginalstat>><<set $NPCList[_n].mouth to "vagina">><<bruise vagina>><<set $vaginastate to "othermouth">>
<<if $virginitytest is 1>><<raped>><<vaginaraped>><</if>>
<<else>>
Respecting your wishes, <<bhe>> does not penetrate your <<pussy>> with <<bhis>> tongue, instead licking your labia with a primal thirst.
<<sex 15 "genitals">>
<</if>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].mouth is "vaginaentrance">>
<<if $rng gte 101>>
<span class="lblue"><<bHe>> moves <<bhis>> head away from your <<pussy>>.</span>
<<set $NPCList[_n].mouth to 0>><<set $vaginause to 0>><<set $vaginastate to 0>>
<<if $NPCList[_n].vagina is "othermouth">>
<<set $NPCList[_n].vagina to 0>>
<</if>>
<<if $NPCList[_n].penis is "othermouth">>
<<set $NPCList[_n].penis to 0>>
<</if>>
<<elseif $rng gte 1>>
<<if $worn.over_lower.vagina_exposed is 0>>
<<bHe>> licks your <<pussy>> with <<bhis>> tongue through your $worn.over_lower.name, eager for a taste of the skin beneath.
<<sex 5 "genitals">><<set $worn.over_lower.integrity -= 10>>
<<elseif $worn.lower.vagina_exposed is 0>>
<<bHe>> licks your <<pussy>> with <<bhis>> tongue through your $worn.lower.name, eager for a taste of the skin beneath.
<<sex 5 "genitals">><<set $worn.lower.integrity -= 10>>
<<elseif $worn.lower.vagina_exposed is 1>>
<<rng>>
<<if $worn.under_lower.vagina_exposed is 0>>
<<bHe>> licks your <<pussy>> with <<bhis>> tongue through your $worn.under_lower.name.
<<sex 5 "genitals">><<set $worn.under_lower.integrity -= 10>>
<<elseif $worn.under_lower.vagina_exposed is 1>>
<<if $rng gte 71>>
<<if $novaginal is 0 and playerChastity("vagina")>>
<span class="purple"><<bHe>> pushes <<bhis>> long tongue against your $worn.genitals.name near your <<pussy>>.</span>
<<sex 20 "genitals">><<set $NPCList[_n].mouth to "vaginaimminent">><<set $vaginastate to "othermouthimminent">>
<<elseif $novaginal is 1>>
<span class="purple"><<bHe>> pushes <<bhis>> long tongue against your <<pussy>>.</span>
<<sex 20 "genitals">><<set $NPCList[_n].mouth to "vaginaimminent">><<set $vaginastate to "othermouthimminent">>
<<else>>
<span class="purple"><<bHe>> pushes <<bhis>> long tongue against your <<pussy>>, about to penetrate.</span> <<bHe>> salivates in anticipation.
<<sex 20 "genitals">><<set $NPCList[_n].mouth to "vaginaimminent">><<set $vaginastate to "othermouthimminent">>
<</if>>
<<elseif $rng gte 1>>
<<if !playerChastity("vagina")>>
<<bHe>> laps at your <<if $player.penisExist>><<penis>><<else>>clit<</if>> and labia with <<bhis>> long tongue.
<<sex 10 "genitals">>
<<else>>
<<bHe>> laps around your $worn.genitals.name with <<bhis>> long tongue.
<<sex 10 "genitals">>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<<if $NPCList[_n].mouth is "bottom">>
<<bHe>> licks your <<bottom>><<if playerHasButtPlug()>> and prods your $worn.butt_plug.name with <<bhis>> tongue<</if>>.
<<neutral 5 _n>>
<</if>>
<<if $NPCList[_n].mouth is "anus">>
<<if $rng gte 101>>
<span class="purple"><<bHe>> retracts <<bhis>> tongue from your anus.</span>
<<sex 30 "anus">><<set $NPCList[_n].mouth to "anusimminent">><<bruise anus>><<violence 1>><<set $anusstate to "othermouthimminent">>
<<elseif $rng gte 1>>
<<if $enemyarousal lte ($enemyarousalmax / 5)>>
<<bHe>> slides <<bhis>> long tongue in and out of your anus.
<<sex 30 "anus">><<bruise anus>><<violence 1>>
<<elseif $enemyarousal lte (($enemyarousalmax / 5) * 2)>>
<<bHe>> fills your <<bottom>> with <<bhis>> long tongue, twisting and caressing inside you.
<<sex 30 "anus">><<bruise anus>><<violence 1>>
<<elseif $enemyarousal lte (($enemyarousalmax / 5) * 3)>>
<<bHis>> agile tongue twists and teases inside your <<bottom>>.
<<sex 30 "anus">><<bruise anus>><<violence 1>>
<<elseif $enemyarousal lte (($enemyarousalmax / 5) * 4)>>
<<bHe>> stretches <<bhis>> tongue deep inside your <<bottom>>, enjoying your taste.
<<sex 30 "anus">><<bruise anus>><<violence 1>>
<<else>>
<<bHe>> fucks your <<bottom>> with <<bhis>> long tongue.
<<sex 30 "anus">><<bruise anus>><<violence 1>>
<</if>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].mouth is "anusimminent">>
<<if $rng gte 101>>
<span class="blue"><<bHe>> stops pressing <<bhis>> tongue against your anus.</span>
<<set $NPCList[_n].mouth to "anusentrance">><<set $anusstate to "othermouthentrance">>
<<elseif $rng gte 1>>
<<if $noanal is 0 and playerChastity("anus")>>
<<bhe>> uses <<bhis>> tongue to lick around your $worn.genitals.name while feeling for a way past.
<<sex 25 "anus">><<set $worn.genitals.integrity -= 10>><<set $enemyanger += 5>>
<<elseif $noanal is 1 and playerChastity("anus")>>
<<bhe>> uses <<bhis>> tongue to lick around your $worn.genitals.name.
<<sex 30 "anus">>
<<elseif $noanal is 0>>
<<if $player.virginity.anal isnot true or $virginitytest isnot 1>>
<span class="pink"><<bHe>> pushes <<bhis>> long tongue into your anus.</span>
<<sex 30 "anus">>
<<elseif $player.virginity.anal is true>>
<span class="pink"><<bHe>> pushes <<bhis>> long tongue into your virgin anus,</span><span class="red"> violating you in a way you hadn't conceived of.</span>
<<sex 100 "anus">><<takeVirginity $NPCList[_n].fullDescription "anal">><<violence 100>>
<</if>>
<<analstat>><<set $NPCList[_n].mouth to "anus">><<bruise anus>><<violence 1>><<set $anusstate to "othermouth">>
<<if $virginitytest is 1>><<raped>><<anusraped>><</if>>
<<else>>
Respecting your wishes, <<bhe>> does not penetrate your <<bottom>> with <<bhis>> tongue, instead licking your opening.
<<sex 15 "anus">>
<</if>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].mouth is "anusentrance">>
<<if $rng gte 101>>
<span class="lblue"><<bHe>> moves <<bhis>> head away from your <<bottom>>.</span>
<<set $NPCList[_n].mouth to 0>><<set $anususe to 0>><<set $anusstate to 0>>
<<if $NPCList[_n].vagina is "othermouth">>
<<set $NPCList[_n].vagina to 0>>
<</if>>
<<if $NPCList[_n].penis is "othermouth">>
<<set $NPCList[_n].penis to 0>>
<</if>>
<<elseif $rng gte 1>>
<<if $worn.over_lower.anus_exposed is 0>>
<<bHe>> circles <<bhis>> long tongue around your anus through your $worn.over_lower.name.
<<sex 5 "anus">><<set $worn.over_lower.integrity -= 10>>
<<elseif $worn.lower.anus_exposed is 0>>
<<bHe>> circles <<bhis>> long tongue around your anus through your $worn.lower.name.
<<sex 5 "anus">><<set $worn.lower.integrity -= 10>>
<<elseif $worn.lower.anus_exposed is 1>>
<<rng>>
<<if $worn.under_lower.anus_exposed is 0>>
<<bHe>> circles <<bhis>> long tongue around your anus through your $worn.under_lower.name.
<<sex 5 "anus">><<set $worn.under_lower.integrity -= 10>>
<<elseif $worn.under_lower.anus_exposed is 1>>
<<if $rng gte 71>>
<<if $noanal is 0 and playerChastity("anus")>>
<span class="purple"><<bHe>> presses <<bhis>> tongue against your $worn.genitals.name near your anus.</span>
<<sex 20 "anus">><<set $NPCList[_n].mouth to "anusimminent">><<set $anusstate to "othermouthimminent">>
<<elseif $noanal is 1>>
<span class="purple"><<bHe>> presses <<bhis>> tongue against your anus.</span>
<<sex 20 "anus">><<set $NPCList[_n].mouth to "anusimminent">><<set $anusstate to "othermouthimminent">>
<<else>>
<span class="purple"><<bHe>> presses <<bhis>> long tongue against your anus, preparing to penetrate you.</span> <<bHe>> salivates in anticipation.
<<sex 20 "anus">><<set $NPCList[_n].mouth to "anusimminent">><<set $anusstate to "othermouthimminent">>
<</if>>
<<elseif $rng gte 1>>
<<if !playerChastity("anus")>>
<<bHe>> prods and licks your <<bottom>>.
<<sex 10 "anus">>
<<else>>
<<bHe>> prods and licks your <<bottom>> near your $worn.genitals.name
<<sex 10 "anus">>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].stance is "approach">>
<<if $NPCList[_n].mouth is 0>>
<<if $NPCList[_n].monster is "monster" and random(1, 5) is 5>>
<<beastspeech _n>>
<<elseif $enemyanger + $rng lte 20 and $NPCList[_n].location.head is 0>>
<<if $NPCList[_n].penis is 0 or $NPCList[_n].vagina is 0>>
Curious, <<bhe>> sniffs your groin.
<<neutral 5>><<enemyarousal 10>>
<<else>>
Curious, <<bhe>> sniffs your face.
<<neutral 1>><<enemyarousal 10>>
<</if>>
<<elseif $enemyanger + $rng lte 40 and $NPCList[_n].location.head is 0>>
<<beastlick>>
<<elseif $enemyanger + $rng lte 160 and $NPCList[_n].location.head is 0>>
<<if $beastGroupFight is 1>>
<<for _tmp = 0; _tmp < $enemynomax; _tmp++>>
<<if $NPCList[_tmp].mouth is "overlowerclothes">>
<<set $beast_overlowerclothes to 1>>
<</if>>
<<if $NPCList[_tmp].mouth is "lowerclothes">>
<<set $beast_lowerclothes to 1>>
<</if>>
<<if $NPCList[_tmp].mouth is "underlowerclothes">>
<<set $beast_underlowerclothes to 1>>
<</if>>
<</for>>
<</if>>
<<if $worn.over_lower.name isnot "naked" or $worn.lower.name isnot "naked">>
<<if setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].skirt is 1 and $worn.over_lower.skirt_down is 1>>
<span class="blue"><<bHe>> lifts up your $worn.over_lower.name with <<bhis>> <<beast_teeth_text>>.</span>
<<set $worn.lower.skirt_down to 0>><<set $worn.over_lower.vagina_exposed to 1>><<set $worn.over_lower.anus_exposed to 1>><<set $worn.over_lower.exposed to 2>><<set $worn.over_lower.integrity -= 10>>
<<elseif setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1 and $worn.lower.skirt_down is 1>>
<span class="blue"><<bHe>> lifts up your $worn.lower.name with <<bhis>> <<beast_teeth_text>>.</span>
<<set $worn.lower.skirt_down to 0>><<set $worn.lower.vagina_exposed to 1>><<set $worn.lower.anus_exposed to 1>><<set $worn.lower.exposed to 2>><<set $worn.lower.integrity -= 10>>
<<elseif $worn.over_lower.exposed isnot 2 and $worn.over_lower.state is "waist" and $beast_overlowerclothes isnot 1>>
<span class="purple"><<bHe>> grabs your $worn.over_lower.name with <<bhis>> <<beast_teeth_text>>.</span>
<<set $NPCList[_n].mouth to "overlowerclothes">><<violence 1>>
<<elseif $worn.lower.exposed isnot 2 and $worn.lower.state is "waist" and $beast_lowerclothes isnot 1>>
<span class="purple"><<bHe>> grabs your $worn.lower.name with <<bhis>> <<beast_teeth_text>>.</span>
<<set $NPCList[_n].mouth to "lowerclothes">><<violence 1>>
<<elseif $worn.under_lower.name isnot "naked" and $worn.under_lower.state is "waist" and $beast_underlowerclothes isnot 1>>
<span class="purple"><<bHe>> grabs your $worn.under_lower.name with <<bhis>> <<beast_teeth_text>>.</span>
<<set $NPCList[_n].mouth to "underlowerclothes">><<violence 1>>
<<else>>
<<beastlick>>
<</if>>
<<unset $beast_overlowerclothes>>
<<unset $beast_lowerclothes>>
<<unset $beast_underlowerclothes>>
<<if $beastGroupFight is 0>>
<span class="purple"><<bHe>> grabs your $worn.under_lower.name with <<bhis>> <<beast_teeth_text>>.</span>
<<set $NPCList[_n].mouth to "underlowerclothes">><<violence 1>>
<</if>>
<<else>>
<<beastlick>>
<</if>>
<<elseif $enemyanger + $rng lte 200>>
<<bHe>> <<beast_growls_text>> menacingly.
<<violence 1>>
<<else>>
<<if $NPCList[_n].penis is 0 or $NPCList[_n].vagina is 0>>
<<combatExtendedCheck>>
<<if ($combatExtended.passiveDodging is 1 or $combatExtended.activeDodgingActive is 1 or $combatExtended.countering is 1) and ($combatExtended.dodgeSuccess gte 1 or $combatExtended.counteringActive gte 1) and $consensual isnot 1>>
<<if $NPCList[_n].claws is "claws">> <!-- Removed $claws -->
<<bHe>> tries to bite and claw at your thighs but
<<else>>
<<bHe>> tries to bite your thighs but
<</if>>
<<if $combatExtended.counterSuccess is 2>>
<span class="green">you stride into it and throw a knee into their face.</span>
<<defiance 5>><<control 4>><<ggcontrol>><<counterStat>>
<<elseif $combatExtended.dodgeSuccess is 2>>
<span class="green">you dodge.</span>
<<control 2>><<gcontrol>><<dodgeStat>><<set $enemyanger += 10>>
<<elseif $combatExtended.counterSuccess is 1>>
<span class="blue">you manage to pummel their head when they do.</span>
<<defiance 3>><<violence 20>><<bruise thigh>><<bruise thigh>><<set $worn.lower.integrity -= 20>><<set $worn.under_lower.integrity -= 20>><<hitstat>><<partialCounterStat>><<combatExtendedStability -20>>
<<else>>
<span class="blue">you partially dodge.</span>
<<violence 10>><<bruise thigh>><<bruise thigh>><<set $worn.lower.integrity -= 10>><<set $worn.under_lower.integrity -= 10>><<hitstat>><<partialDodgeStat>><<combatExtendedStability -10>>
<</if>>
<<else>>
<<if $NPCList[_n].claws is "claws">> <!-- Removed $claws -->
<<bHe>> bites and claws at your thighs.
<<else>>
<<bHe>> bites your thighs.
<</if>>
<<violence 20>><<bruise thigh>><<bruise thigh>><<set $worn.lower.integrity -= 20>><<set $worn.under_lower.integrity -= 20>><<hitstat>><<set $enemyanger -= 20>><<combatExtendedStability -20>>
<</if>>
<<else>>
<<combatExtendedCheck>>
<<if ($combatExtended.passiveDodging is 1 or $combatExtended.activeDodgingActive is 1 or $combatExtended.countering is 1) and ($combatExtended.dodgeSuccess gte 1 or $combatExtended.counteringActive gte 1) and $consensual isnot 1>>
<<bHe>> tries to bite and claw at your <<breasts>> but
<<if $combatExtended.counterSuccess is 2>>
<span class="green">you stride into it and uppercut their neck.</span>
<<defiance 5>><<control 4>><<ggcontrol>><<counterStat>>
<<elseif $combatExtended.dodgeSuccess is 2>>
<span class="green">you dodge.</span>
<<control 2>><<gcontrol>><<dodgeStat>><<set $enemyanger += 10>>
<<elseif $combatExtended.counterSuccess is 1>>
<span class="blue">you manage to pummel their head when they do.</span>
<<defiance 3>><<violence 20>><<bruise chest>><<bruise chest>><<set $worn.upper.integrity -= 20>><<hitstat>><<partialCounterStat>><<combatExtendedStability -20>>
<<else>>
<span class="blue">you partially dodge.</span>
<<violence 10>><<bruise chest>><<bruise chest>><<set $worn.upper.integrity -= 10>><<hitstat>><<partialDodgeStat>><<combatExtendedStability -10>>
<</if>>
<<else>>
<<bHe>> bites and claws at your <<breasts>>.
<<violence 20>><<bruise chest>><<bruise chest>><<set $worn.upper.integrity -= 20>><<hitstat>><<set $enemyanger -= 20>><<playWithBreasts>><<combatExtendedStability -20>>
<</if>>
<</if>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].penis is 0 or $NPCList[_n].vagina is 0>>
<<if $enemyarousal gte (($enemyarousalmax / 10) * 3)>>
<<if $speechgrowl is 1 and $pounce_delay isnot 1>>
<<set $pounce_delay to 1>>
<<if $water is 0>>
<<bHe>> looks about to jump at you, <span class="teal">but your threat keeps <<bhim>> at bay,</span> for now.
<<else>>
<<bHe>> looks about to approach, <span class="teal">but your threat keeps <<bhim>> at bay,</span> for now.
<</if>>
<<else>>
<<if $NPCList[_n].gender is "f" and !$player.penisExist>>
<<if $rng gte 51 and $position isnot "wall" and $NPCList[_n].location.head is 0>>
<<if $water is 0>>
<span class="blue"><<bHe>> jumps on top of you, mounting your face and pinning you down.</span>
<<set $NPCList[_n].stance to "topface">><<violence 5>><<set $NPCList[_n].mouth to 0>>
<<else>>
<span class="blue"><<bHe>> swims right up to you, pressing <<bhis>> <<if $NPCList[_n].penis isnot "none">>penis<<else>>pussy<</if>> against your face.</span>
<<set $NPCList[_n].stance to "topface">><<violence 5>><<set $NPCList[_n].mouth to 0>>
<</if>>
<<else>>
<<if $water is 0>>
<span class="blue"><<bHe>> jumps on top of you and pins you down.</span>
<<set $NPCList[_n].stance to "top">><<violence 5>><<set $head to "grappled">><<set $NPCList[_n].mouth to 0>>
<<else>>
<span class="blue"><<bHe>> swims right up to you, pressing <<bhis>> body against yours.</span>
<<set $NPCList[_n].stance to "top">><<violence 5>><<set $head to "grappled">><<set $NPCList[_n].mouth to 0>>
<</if>>
<</if>>
<<else>>
<<if $rng gte 71 and $position isnot "wall" and $NPCList[_n].location.head is 0>>
<<if $water is 0>>
<span class="blue"><<bHe>> jumps on top of you, mounting your face and pinning you down.</span>
<<set $NPCList[_n].stance to "topface">><<violence 5>><<set $NPCList[_n].mouth to 0>>
<<else>>
<span class="blue"><<bHe>> swims right up to you, pressing <<bhis>> <<if $NPCList[_n].penis isnot "none">>penis<<else>>pussy<</if>> against your face.</span>
<<set $NPCList[_n].stance to "topface">><<violence 5>><<set $NPCList[_n].mouth to 0>>
<</if>>
<<else>>
<<if $water is 0>>
<span class="blue"><<bHe>> jumps on top of you and pins you down.</span>
<<set $NPCList[_n].stance to "top">><<violence 5>><<set $head to "grappled">><<set $NPCList[_n].mouth to 0>>
<<else>>
<span class="blue"><<bHe>> swims right up to you, pressing <<bhis>> body against yours.</span>
<<set $NPCList[_n].stance to "top">><<violence 5>><<set $head to "grappled">><<set $NPCList[_n].mouth to 0>>
<</if>>
<</if>>
<</if>>
<</if>>
<<else>>
<</if>>
<</if>>
<<elseif $NPCList[_n].stance is "top">>
<<if $NPCList[_n].mouth is 0>>
<<if $NPCList[_n].monster is "monster" and random(1, 5) is 5>>
<<beastspeech _n>>
<<elseif ($enemyanger + $rng) lte 20 and $position isnot "wall" and $NPCList[_n].location.head isnot "head">>
<<bHe>> licks your face.
<<neutral 2>>
<<elseif ($enemyanger + $rng) lte 40 and $position isnot "wall" and $NPCList[_n].location.head isnot "head">>
<<bHe>> licks your neck.
<<neutral 2>>
<<elseif $enemyanger + $rng lte 60 and $NPCList[_n].location.head isnot "head">>
<<if $worn.upper.name isnot "naked">>
<<bHe>> tears at your $worn.upper.name.
<<neutral 3>><<set $worn.upper.integrity -= 10>>
<<elseif $NPCList[_n].gender is "m">>
<<bHe>> <<if $NPCList[_n].claws isnot undefined>>presses <<bhis>> <<print $NPCList[_n].claws>> into your back<<else>>bites your back<</if>>. <!-- Removed $claws and <<beast_claws_text>> -->
<<neutral 3>>
<<else>>
<<bHe>> licks your <<breasts>>.
<<neutral 3 "breasts">><<playWithBreasts>>
<</if>>
<<elseif ($enemyanger + $rng) lte 100 and $position isnot "wall">>
<<bHe>> grabs your hair in <<bhis>> <<beast_teeth_text>>.
<<set $NPCList[_n].mouth to "hair">><<neutral 3>>
<<elseif $enemyanger + $rng lte 120>>
<<bHe>> <<beast_growls_text>> with menacing intent.
<<violence 1>>
<<elseif ($enemyanger + $rng) lte 140 and $position isnot "wall" and $NPCList[_n].location.head isnot "head">>
<<combatExtendedCheck>>
<<if ($combatExtended.passiveDodging is 1 or $combatExtended.activeDodgingActive is 1 or $combatExtended.countering is 1) and ($combatExtended.dodgeSuccess gte 1 or $combatExtended.counteringActive gte 1) and $consensual isnot 1>>
<<bHe>> tries to bite your face but
<<if $combatExtended.counterSuccess is 2>>
<span class="green">you throw a jab into their face.</span>
<<defiance 5>><<control 4>><<ggcontrol>><<counterStat>>
<<elseif $combatExtended.dodgeSuccess is 2>>
<span class="green">you dodge.</span>
<<control 2>><<gcontrol>><<dodgeStat>><<set $enemyanger += 10>>
<<elseif $combatExtended.counterSuccess is 1>>
<span class="blue">you manage to knee their gut in return.</span>
<<defiance 3>><<violence 5>><<bruise face>><<hitstat>><<partialCounterStat>><<combatExtendedStability -5>>
<<else>>
<span class="blue">you partially dodge.</span>
<<violence 3>><<bruise face>><<hitstat>><<partialDodgeStat>><<combatExtendedStability -3>>
<</if>>
<<else>>
<<bHe>> bites your face.
<<violence 5>><<bruise face>><<hitstat>><<combatExtendedStability -5>>
<</if>>
<<elseif ($enemyanger + $rng) lte 160 and $position isnot "wall" and $NPCList[_n].location.head isnot "head">>
<<combatExtendedCheck>>
<<if ($combatExtended.passiveDodging is 1 or $combatExtended.activeDodgingActive is 1 or $combatExtended.countering is 1) and ($combatExtended.dodgeSuccess gte 1 or $combatExtended.counteringActive gte 1) and $consensual isnot 1>>
<<bHe>> tries to bite your neck but
<<if $combatExtended.counterSuccess is 2>>
<span class="green">you throw a jab into their neck.</span>
<<defiance 5>><<control 4>><<ggcontrol>><<counterStat>>
<<elseif $combatExtended.dodgeSuccess is 2>>
<span class="green">you dodge.</span>
<<control 2>><<gcontrol>><<dodgeStat>><<set $enemyanger += 10>>
<<elseif $combatExtended.counterSuccess is 1>>
<span class="blue">you manage to punch them away.</span>
<<defiance 3>><<violence 5>><<bruise neck>><<hitstat>><<partialCounterStat>><<combatExtendedStability -5>>
<<else>>
<span class="blue">you partially dodge.</span>
<<violence 3>><<bruise neck>><<hitstat>><<partialDodgeStat>><<combatExtendedStability -3>>
<</if>>
<<else>>
<<bHe>> bites your neck.
<<violence 5>><<bruise neck>><<hitstat>><<combatExtendedStability -5>>
<</if>>
<<elseif $position isnot "wall" and $NPCList[_n].location.head isnot "head">>
<<combatExtendedCheck>>
<<if ($combatExtended.passiveDodging is 1 or $combatExtended.activeDodgingActive is 1 or $combatExtended.countering is 1) and ($combatExtended.dodgeSuccess gte 1 or $combatExtended.counteringActive gte 1) and $consensual isnot 1>>
<<bHe>> tries to grab your neck in <<bhis>> <<beast_teeth_text>> but
<<if $combatExtended.counterSuccess is 2>>
<span class="green">you throw a hook onto their head.</span>
<<defiance 5>><<control 4>><<ggcontrol>><<counterStat>>
<<elseif $combatExtended.dodgeSuccess is 2>>
<span class="green">you dodge.</span>
<<control 2>><<gcontrol>><<dodgeStat>><<set $enemyanger += 10>>
<<elseif $combatExtended.counterSuccess is 1>>
<span class="blue">you manage to punch them off.</span>
<<defiance 3>><<violence 5>><<bruise neck>><<hitstat>><<partialCounterStat>><<combatExtendedStability -5>>
<<else>>
<span class="blue">you partially dodge.</span>
<<violence 3>><<bruise neck>><<hitstat>><<partialDodgeStat>><<combatExtendedStability -3>>
<</if>>
<<else>>
<<bHe>> grabs your neck in <<bhis>> <<beast_teeth_text>>.
<<violence 5>><<bruise neck>><<set $NPCList[_n].mouth to "neck">><<hitstat>><<combatExtendedStability -5>>
<</if>>
<<elseif $NPCList[_n].location.head isnot "head">>
<<combatExtendedCheck>>
<<if ($combatExtended.passiveDodging is 1 or $combatExtended.activeDodgingActive is 1 or $combatExtended.countering is 1) and ($combatExtended.dodgeSuccess gte 1 or $combatExtended.counteringActive gte 1) and $consensual isnot 1>>
<<bHe>> tries to bite your waist but
<<if $combatExtended.counterSuccess is 2>>
<span class="green">you throw a kick into their head.</span>
<<defiance 5>><<control 4>><<ggcontrol>><<counterStat>>
<<elseif $combatExtended.dodgeSuccess is 2>>
<span class="green">you dodge.</span>
<<control 2>><<gcontrol>><<dodgeStat>><<set $enemyanger += 10>>
<<elseif $combatExtended.counterSuccess is 1>>
<span class="blue">you manage pummel their head in return.</span>
<<defiance 3>><<violence 5>><<bruise tummy>><<hitstat>><<partialCounterStat>><<combatExtendedStability -5>>
<<else>>
<span class="blue">you partially dodge.</span>
<<violence 3>><<bruise tummy>><<hitstat>><<partialDodgeStat>><<combatExtendedStability -3>>
<</if>>
<<else>>
<<bHe>> bites your waist.
<<violence 5>><<bruise tummy>><<hitstat>><<combatExtendedStability -5>>
<</if>>
<</if>>
<</if>>
<<if $NPCList[_n].penis is 0>>
<<rng>>
<<if $rng lte 25>>
<<bHe>> humps your rear frantically, rubbing <<bhis>> $NPCList[_n].penisdesc against your back.
<<neutral 5 "bottom">>
<<elseif $rng lte 50>>
<<bHe>> humps your rear frantically, rubbing <<bhis>> $NPCList[_n].penisdesc between your thighs.
<<neutral 3 "genitals">>
<<elseif $rng lte 75>>
<<if $anususe is 0 and $analdisable is "f" and $anusstate is 0>>
<span class="blue"><<bHis>> $NPCList[_n].penisdesc gains purchase between your <<bottom>> cheeks.</span>
<<sex 5 "anus">><<bruise anus>><<violence 1>><<set $NPCList[_n].penis to "anusentrance">><<set $anususe to "penis">><<set $anusstate to "entrance">>
<<else>>
<<bHis>> $NPCList[_n].penisdesc rubs against your <<bottom>>.
<<neutral 5 "anus">>
<</if>>
<<elseif $rng lte 100 and $vaginastate is 0>>
<<if $player.vaginaExist and $vaginause is 0 and (!$player.penisExist or random(0,100) lt 75)>>
<span class="blue"><<bHe>> humps your rear frantically, gaining purchase in front of your <<pussy>>.</span>
<<sex 5 "genitals">><<bruise vagina>><<violence 1>><<set $NPCList[_n].penis to "vaginaentrance">><<set $vaginause to "penis">><<set $vaginastate to "entrance">><<set $vaginatarget to _n>>
<<elseif $player.penisExist and $penisuse is 0 and !playerChastity("penis") and (!$player.vaginaExist or $vaginause is 0)>>
<<bHe>> humps your rear frantically, rubbing against your <<penis>>.
<<sex 5 "genitals">>
<<if playerHasStrapon()>><<violence 1 1 1 0>>
<<else>><<bruise penis>><<violence 1>><</if>>
<<else>>
<<bHe>> humps your rear frantically, rubbing <<bhis>> $NPCList[_n].penisdesc between your thighs.
<<neutral 3 "genitals">>
<</if>>
<</if>>
<<elseif $NPCList[_n].vagina is 0>>
<<rng>>
<<if $rng lte 25>>
<<bHe>> humps between your legs, rubbing <<bhis>> pussy against your <<if playerChastity()>>$worn.genitals.name.<<else>><<genitals>>.<</if>>
<<neutral 5 "genitals">>
<<elseif $rng lte 50>>
<<bHe>> humps between your legs, rubbing <<bhis>> pussy against your <<if playerChastity()>>$worn.genitals.name.<<else>><<genitals>>.<</if>>
<<sex 3 "genitals">>
<<elseif $rng lte 100>>
<<if ($player.vaginaExist and $vaginause is 0 and playerChastity("vagina")) or ($player.penisExist and $penisuse is 0 and playerChastity("penis"))>>
<<bHe>> humps between your legs, rubbing <<bhis>> pussy against your $worn.genitals.name.
<<sex 3 "genitals">>
<<elseif $player.penisExist and $penisuse is 0 and (!$player.vaginaExist or random(0,100) lt 75) and !playerChastity("penis") and $penisstate is 0>>
<span class="blue"><<bHe>> humps between your legs, gaining purchase on the tip of your <<penis>>.</span>
<<sex 5 "genitals">><<set $NPCList[_n].vagina to "penisentrance">><<set $penisuse to "othervagina">><<set $penisstate to "entrance">><<set $penistarget to _n>>
<<if playerHasStrapon()>><<violence 1 1 1 0>>
<<else>><<bruise penis>><<violence 1>><</if>>
<<elseif $player.vaginaExist and $vaginause is 0 and (!$player.penisExist or $penisuse is 0) and !playerChastity("vagina")>>
<span class="blue"><<bHe>> humps between your legs, brushing your <<pussy>> with <<bhis>> own.</span>
<<sex 5 "genitals">><<bruise vagina>><<violence 1>><<set $NPCList[_n].vagina to "vaginaentrance">><<set $vaginause to "othervagina">><<set $vaginastate to "othervaginaentrance">><<set $vaginatarget to _n>>
<<else>>
<<bHe>> humps between your legs, rubbing <<bhis>> pussy against your <<genitals>>.
<<sex 3 "genitals">>
<</if>>
<</if>>
<</if>>
<<elseif $NPCList[_n].stance is "topface">>
<<if $NPCList[_n].mouth is 0>>
<<if $NPCList[_n].monster is "monster" and random(1, 5) is 5>>
<<beastspeech _n>>
<<elseif ($enemyanger + $rng) lte 25 and $position isnot "wall">>
<<if playerChastity()>>
<<bHe>> licks around your $worn.genitals.name with a hot tongue.
<<neutral 4 "genitals">>
<<elseif $player.vaginaExist>>
<<bHe>> licks your labia with a hot tongue.
<<neutral 4 "genitals">>
<<else>>
<<bHe>> licks your testes with a hot tongue.
<<neutral 4 "genitals">>
<</if>>
<<elseif ($enemyanger + $rng) lte 50 and $position isnot "wall">>
<<bHe>> buries <<bhis>> wet tongue between your <<bottom>> cheeks, licking and probing.
<<neutral 3 "bottom">>
<<elseif ($enemyanger + $rng) lte 75 and $position isnot "wall">>
<<if playerChastity()>>
<<bHe>> desperately tries to force <<bhis>> tongue around your $worn.genitals.name.
<br>
<<sex 3 "genitals">>
<<elseif $player.penisExist>>
<<bHe>> licks and <span class="blue">wraps <<bhis>> tongue around your <<penis>>.</span>
<br>
<<sex 3 "genitals">><<set $NPCList[_n].mouth to "penisentrance">><<set $penisuse to "othermouth">><<set $penisstate to "othermouthentrance">><<set $penistarget to _n>>
<<else>>
<<bHe>> licks and <span class="blue">wiggles <<bhis>> tongue against your <<pussy>>.</span>
<br>
<<sex 3 "genitals">><<set $NPCList[_n].mouth to "vaginaentrance">><<set $vaginause to "othermouth">><<set $vaginastate to "othermouthentrance">><<set $vaginatarget to _n>>
<</if>>
<<elseif ($enemyanger + $rng) lte 100 and $position isnot "wall" and $analingusdisablereceiving is "f">>
<<bHe>> buries <<bhis>> wet tongue between your <<bottom>> cheeks, <span class="blue">and prods your <<if playerChastity()>>$worn.genitals.name<<elseif playerHasButtPlug()>>$worn.butt_plug.name<<else>>opening<</if>>.</span>
<br>
<<sex 3 "anus">><<set $NPCList[_n].mouth to "anusentrance">><<set $anususe to "othermouth">><<set $anusstate to "othermouthentrance">><<set $anustarget to _n>>
<<elseif ($enemyanger + $rng) lte 125 and $position isnot "wall">>
<<bHe>> <<beast_growls_text>>, <<bhis>> breath hot on your <<if playerChastity()>>$worn.genitals.name.<<else>><<genitals>>.<</if>>
<<sex 1 "genitals">>
<<elseif ($enemyanger + $rng) lte 150 and $position isnot "wall">>
<<bHe>> nips your <<bottom>> in warning.
<<bruise bottom>><<violence 1>>
<<elseif ($enemyanger + $rng) lte 175 and $position isnot "wall">>
<<bHe>> bites your thigh.
<<bruise thigh>><<violence 2>>
<<else>>
<<bHe>> bites your <<bottom>> cheek.
<<bruise bottom>><<violence 4>>
<</if>>
<</if>>
<<if $NPCList[_n].penis is 0>>
<<if ($enemyanger + $rng) lte 25>>
<<bHe>> rubs <<bhis>> $NPCList[_n].penisdesc against your cheek.
<<neutral 3>>
<<elseif ($enemyanger + $rng) lte 50>>
<<bHe>> pokes <<bhis>> $NPCList[_n].penisdesc against your face.
<<neutral 3>>
<<elseif ($enemyanger + $rng) lte 75 and ($worn.face.type.includes("gag") or $worn.face.type.includes("covered"))>>
<<bHe>> rubs <<bhis>> $NPCList[_n].penisdesc against your $worn.face.name.
<<damageFaceCover 1>>
<<neutral 3>>
<<elseif ($enemyanger + $rng) lte 75>>
<<bHe>> rubs <<bhis>> $NPCList[_n].penisdesc against your lips.
<<neutral 3 "mouth">>
<<elseif ($enemyanger + $rng) lte 100 and $mouthstate is 0>>
<<if !$worn.face.type.includes("gag") and !$worn.face.type.includes("covered")>>
<span class="blue"><<bHe>> pushes <<bhis>> $NPCList[_n].penisdesc against your lips.</span>
<<sex 3 "mouth">><<set $NPCList[_n].penis to "mouthentrance">><<set $mouthuse to "penis">><<set $mouthstate to "entrance">><<set $mouthtarget to _n>>
<<else>>
<<bHe>> thrusts <<bhis>> $NPCList[_n].penisdesc against the $worn.face.name covering your mouth.
<<neutral 5 "mouth">>
<<damageFaceCover 3>>
<</if>>
<<else>>
<<if !$worn.face.type.includes("gag") and !$worn.face.type.includes("covered")>>
<span class="purple"><<bHe>> shoves <<bhis>> $NPCList[_n].penisdesc between your lips.</span>
<<sex 3 "mouth">><<set $NPCList[_n].penis to "mouthimminent">><<set $mouthuse to "penis">><<set $mouthstate to "imminent">><<set $mouthtarget to _n>>
<<else>>
<<bHe>> thrusts <<bhis>> $NPCList[_n].penisdesc against the $worn.face.name covering your mouth.
<<neutral 5 "mouth">>
<<damageFaceCover 3>>
<</if>>
<</if>>
<</if>>
<<if $NPCList[_n].vagina is 0>>
<<if ($enemyanger + $rng) lte 25>>
<<bHe>> rubs <<bhis>> pussy against your cheek.
<<neutral 3>>
<<elseif ($enemyanger + $rng) lte 50>>
<<bHe>> rubs <<bhis>> pussy against your nose.
<<neutral 3>>
<<elseif $worn.face.type.includes("covered") or $worn.face.type.includes("gag")>>
<<bHe>> pushes <<bhis>> ?vulva against your mask.
<<damageFaceCover 2>>
<<elseif ($enemyanger + $rng) lte 75>>
<<bHe>> rubs <<bhis>> pussy against your lips.
<<neutral 3 "mouth">>
<<elseif ($enemyanger + $rng) lte 100>>
<span class="blue"><<bHe>> pushes <<bhis>> pussy against your lips.</span>
<<sex 3 "mouth">><<set $NPCList[_n].vagina to "mouth">><<set $mouthuse to "othervagina">><<set $mouthstate to "othervagina">><<set $mouthtarget to _n>>
<<else>>
<span class="purple"><<bHe>> shoves <<bhis>> pussy against your lips.</span>
<<sex 3 "mouth">><<set $NPCList[_n].vagina to "mouth">><<set $mouthuse to "othervagina">><<set $mouthstate to "othervagina">><<set $mouthtarget to _n>>
<</if>>
<</if>>
<</if>>
<<else>>
<span class="red"><<bHe>> recoils from the emotional damage</span>.
<</if>>
<<set _bstindex to ($enemyno -2)>>
<<set _next_beast to $combatTrain.total_length - $combatTrain.length + 1>>
<<set _next_next_beast to $combatTrain.total_length - $combatTrain.length + 2>>
<<if $beastGroupFight is 0>>
<<if $combatTrain.length is 1>>
<br>
A <<print $combatTrain.beastTypes[_next_beast]>> awaits <<bhisnext>> turn.
<<elseif $combatTrain.length is 2>>
<br>
A <<print $combatTrain.beastTypes[_next_beast]>> awaits <<bhisnext>> turn next, along with one other <<print $combatTrain.beastTypes[_next_next_beast]>>.
<<elseif $combatTrain.length gte 3>>
<br>
A <<print $combatTrain.beastTypes[_next_beast]>> awaits <<bhisnext>> turn next, along with <<number $combatTrain.length-1>> other <<if $bestialitydisable is "f">>beasts<<else>>monsters<</if>>.
<</if>>
<</if>>
<<manend>><<set $pullaway to 0>><br><br>
<</if>>
<</for>>
</div>
<</widget>>
<<widget "beastlick">>
<<if $NPCList[_n].penis is 0 or $NPCList[_n].vagina is 0>>
<<if playerChastity()>>
<<if $vaginause is "cover">>
<<bHe>> licks your hand, trying to taste the $worn.genitals.name beneath.
<<if $arousal gte ($arousalmax / 5) * 4>>
<<bHe>> laps up the juices that leak through your fingers.
<<elseif $arousal gte $arousalmax / 5>>
<<bHis>> tongue probes around and between your fingers, searching for a weak spot.
<<else>>
<<bHe>> tries to force <<bhis>> tongue between your fingers.
<</if>>
<<elseif $worn.over_lower.vagina_exposed is 0>>
<<neutral 10 "genitals">>
<<bHe>> licks your $worn.over_lower.name, trying to taste the $worn.genitals.name beneath.
<<if $orgasmdown gte 1>>
<<bHe>> laps up your leaking juices as you squirm.
<<elseif $arousal gte ($arousalmax / 5) * 4>>
You're shamed by how good it feels.
<<elseif $arousal gte $arousalmax / 5>>
The incessant probing makes your groin heat up.
<<else>>
You try to shift your crotch away, but <<bhe>> persists.
<</if>>
<<set $worn.over_lower.integrity -= 5>>
<<elseif $worn.lower.vagina_exposed is 0>>
<<bHe>> licks your $worn.lower.name, trying to taste the $worn.genitals.name beneath.
<<if $orgasmdown gte 1>>
<<bHe>> laps up your leaking juices as you squirm.
<<elseif $arousal gte ($arousalmax / 5) * 4>>
You're shamed by how good it feels.
<<elseif $arousal gte $arousalmax / 5>>
The incessant probing makes your groin heat up.
<<else>>
You try to shift your crotch away, but <<bhe>> persists.
<</if>>
<<set $worn.lower.integrity -= 5>>
<<elseif $worn.under_lower.vagina_exposed is 0>>
<<bHe>> licks your $worn.under_lower.name, trying to taste the $worn.genitals.name beneath.
<<if $orgasmdown gte 1>>
<<bHe>> laps up your leaking juices as you squirm.
<<elseif $arousal gte ($arousalmax / 5) * 4>>
You're shamed by how good it feels.
<<elseif $arousal gte $arousalmax / 5>>
The incessant probing makes your groin heat up.
<<else>>
You try to shift your crotch away, but <<bhe>> persists.
<</if>>
<<set $worn.under_lower.integrity -= 5>>
<<else>>
<<neutral 15 "genitals">>
<<bHe>> licks your $worn.genitals.name.
<<if $orgasmdown gte 1>>
The feeling of vibrations from <<bhis>> tongue as you cum is maddening, but <<bhe>> doesn't relent.
<<elseif $arousal gte ($arousalmax / 5) * 4>>
The feeling of vibrations from <<bhis>> tongue on your sensitive flesh makes you jerk and spasm.
<<elseif $arousal gte $arousalmax / 5>>
<<bHis>> hot breath and tongue elicit shameful feelings.
<<else>>
You try to shift your crotch to escape this violation, but <<bhe>> persists.
<</if>>
<<set $worn.genitals.integrity -= 5>>
<</if>>
<<elseif $player.vaginaExist>>
<<if $vaginause is "cover">>
<<bHe>> licks your hand, trying to taste the <<pussy>> beneath.
<<if $arousal gte ($arousalmax / 5) * 4>>
<<bHe>> laps up the juices that leak through your fingers.
<<elseif $arousal gte $arousalmax / 5>>
<<bHis>> tongue probes around and between your fingers, searching for a weak spot.
<<else>>
<<bHe>> tries to force <<bhis>> tongue between your fingers.
<</if>>
<<elseif $worn.over_lower.vagina_exposed is 0>>
<<neutral 10 "genitals">>
<<bHe>> licks your $worn.over_lower.name, trying to taste the <<pussy>> beneath.
<<if $orgasmdown gte 1>>
<<bHe>> laps up your leaking juices as you squirm.
<<elseif $arousal gte ($arousalmax / 5) * 4>>
You're shamed by how good it feels.
<<elseif $arousal gte $arousalmax / 5>>
The incessant probing makes your groin heat up.
<<else>>
You try to shift your crotch away, but <<bhe>> persists.
<</if>>
<<set $worn.over_lower.integrity -= 5>>
<<elseif $worn.lower.vagina_exposed is 0>>
<<bHe>> licks your $worn.lower.name, trying to taste the <<pussy>> beneath.
<<if $orgasmdown gte 1>>
<<bHe>> laps up your leaking juices as you squirm.
<<elseif $arousal gte ($arousalmax / 5) * 4>>
You're shamed by how good it feels.
<<elseif $arousal gte $arousalmax / 5>>
The incessant probing makes your groin heat up.
<<else>>
You try to shift your crotch away, but <<bhe>> persists.
<</if>>
<<set $worn.lower.integrity -= 5>>
<<elseif $worn.under_lower.vagina_exposed is 0>>
<<bHe>> licks your $worn.under_lower.name, trying to taste the <<pussy>> beneath.
<<if $orgasmdown gte 1>>
<<bHe>> laps up your leaking juices as you squirm.
<<elseif $arousal gte ($arousalmax / 5) * 4>>
You're shamed by how good it feels.
<<elseif $arousal gte $arousalmax / 5>>
The incessant probing makes your groin heat up.
<<else>>
You try to shift your crotch away, but <<bhe>> persists.
<</if>>
<<set $worn.under_lower.integrity -= 5>>
<<else>>
<<neutral 15 "genitals">>
<<bHe>> licks your bare pussy.
<<if $orgasmdown gte 1>>
The feeling of <<bhis>> tongue as you cum is maddening, but <<bhe>> doesn't relent.
<<elseif $arousal gte ($arousalmax / 5) * 4>>
The feeling of <<bhis>> tongue on your sensitive flesh makes your pelvis jerk and spasm.
<<elseif $arousal gte $arousalmax / 5>>
<<bHis>> hot breath and tongue elicit shameful feelings.
<<else>>
You try to shift your crotch to escape this violation, but <<bhe>> persists.
<</if>>
<</if>>
<<elseif $player.penisExist>>
<<if $penisuse is "cover">>
<<bHe>> licks your hand, trying to taste the <<penis>> beneath.
<<if $arousal gte ($arousalmax / 5) * 4>>
<<bHe>> laps up the juices that leak through your fingers.
<<elseif $arousal gte $arousalmax / 5>>
<<bHis>> tongue probes around and between your fingers, searching for a weak spot.
<<else>>
<<bHe>> tries to force <<bhis>> tongue between your fingers.
<</if>>
<<elseif $worn.over_lower.vagina_exposed is 0>>
<<neutral 10 "genitals">>
<<bHe>> licks your $worn.over_lower.name, trying to taste the <<penis>> beneath.
<<if $orgasmdown gte 1>>
<<bHe>> laps up your leaking juices as you squirm.
<<elseif $arousal gte ($arousalmax / 5) * 4>>
You're shamed by how good it feels.
<<elseif $arousal gte $arousalmax / 5>>
The incessant probing makes your groin heat up.
<<else>>
You try to shift your crotch away, but <<bhe>> persists.
<</if>>
<<set $worn.over_lower.integrity -= 5>>
<<elseif $worn.lower.vagina_exposed is 0>>
<<bHe>> licks your $worn.lower.name, trying to taste the <<penis>> beneath.
<<if $orgasmdown gte 1>>
<<bHe>> laps up your leaking juices as you squirm.
<<elseif $arousal gte ($arousalmax / 5) * 4>>
You're shamed by how good it feels.
<<elseif $arousal gte $arousalmax / 5>>
The incessant probing makes your groin heat up.
<<else>>
You try to shift your crotch away, but <<bhe>> persists.
<</if>>
<<set $worn.lower.integrity -= 5>>
<<elseif $worn.under_lower.vagina_exposed is 0>>
<<bHe>> licks your $worn.under_lower.name, trying to taste the <<penis>> beneath.
<<if $orgasmdown gte 1>>
<<bHe>> laps up your leaking juices as you squirm.
<<elseif $arousal gte ($arousalmax / 5) * 4>>
You're shamed by how good it feels.
<<elseif $arousal gte $arousalmax / 5>>
The incessant probing makes your groin heat up.
<<else>>
You try to shift your crotch away, but <<bhe>> persists.
<</if>>
<<set $worn.under_lower.integrity -= 5>>
<<else>>
<<neutral 15 "genitals">>
<<bHe>> licks your bare penis.
<<if $orgasmdown gte 1>>
The feeling of <<bhis>> tongue as you cum is maddening, but <<bhe>> doesn't relent.
<<elseif $arousal gte ($arousalmax / 5) * 4>>
The feeling of <<bhis>> tongue on your sensitive flesh makes your pelvis jerk and spasm.
<<elseif $arousal gte $arousalmax / 5>>
<<bHis>> hot breath and tongue elicit shameful feelings.
<<else>>
You try to shift your crotch to escape this violation, but <<bhe>> persists.
<</if>>
<</if>>
<</if>>
<<else>>
<<if $enemyanger gte 100>>
<<bHe>> nips your neck.
<<elseif $enemyanger gte 20>>
<<bHe>> licks your neck.
<<else>>
<<bHe>> licks your face.
<</if>>
<</if>>
<<neutral 1>><<enemyarousal 10>>
<</widget>><<widget "beastclothing">>
<<outfitChecks>>
<<rng>>
<<if $NPCList[_n].mouth is "overlowerclothes">>
<<if $NPCList[_n].stance is "top">>
<<set $NPCList[_n].mouth to 0>>
<<else>>
<<if $worn.over_lower.name is "naked">>
<span class="purple"><<bHe>> spits out the ruined fabric.</span>
<<set $NPCList[_n].mouth to 0>>
<<elseif $overlowerstruggle is 1>>
<<set $overlowerstruggle to 0>>
<<bHe>> tugs at your $worn.over_lower.name, but you keep <<him>> from stripping you.
<<set $overlowerstruggle to 0>><<neutral 1>><<set $worn.over_lower.integrity -= 5>>
<<elseif $rng gte 91>>
<span class="blue"><<bHe>> releases your $worn.over_lower.name from <<bhis>> mouth.</span>
<<set $NPCList[_n].mouth to 0>>
<<elseif $rng lte 90>>
<<if _overOutfit>>
<<if $worn.over_upper.open is 1>>
<<if $worn.over_upper.state_top is "chest">>
<<bHe>> tugs your $worn.over_lower.name, pulling down your $worn.over_upper.name and <span class="lewd">revealing your <<breasts>>.</span>
<<set $worn.over_upper.state_top to "midriff">><<set $worn.over_upper.exposed to 2>><<neutral 3>><<set $speechbreasts to 1>>
<<if $worn.over_upper.state is "chest">>
<<set $worn.over_upper.state to "midriff">>
<</if>>
<<if $worn.over_lower.state is "chest">>
<<set $worn.over_lower.state to "midriff">>
<</if>>
<<elseif $worn.over_upper.state_top is "midriff">>
<<bHe>> tugs your $worn.over_lower.name, pulling down your $worn.over_upper.name passed your midriff.
<<set $worn.over_upper.state_top to "waist">><<neutral 1>>
<<if $worn.over_upper.state is "midriff">>
<<set $worn.over_upper.state to "waist">>
<</if>>
<<if $worn.over_lower.state is "midriff">>
<<set $worn.over_lower.state to "waist">>
<</if>>
<<elseif $worn.over_upper.state_top is "waist">>
<<bHe>> pulls your $worn.over_upper.name down to your thighs, revealing your
<<if $worn.lower.state is "waist">>
$worn.lower.name
<<neutral 2>>
<<elseif $worn.under_lower.state is "waist">>
$worn.under_lower.name
<<neutral 2>>
<<else>>
<span class="lewd"><<genitals>>.</span>
<<neutral 5>><<set $speechgenitals to 1>>
<</if>>
<<set $worn.over_upper.state_top to "thighs">><<set $worn.over_upper.state to "thighs">><<set $worn.over_lower.vagina_exposed to 1>><<set $worn.over_lower.anus_exposed to 1>><<set $worn.over_lower.exposed to 2>>
<<if $worn.over_lower.state is "waist">>
<<set $worn.over_lower.state to "thighs">>
<</if>>
<<elseif $worn.over_upper.state_top is "thighs">>
<<bHe>> pulls your $worn.over_upper.name down to your knees.
<<set $worn.over_upper.state_top to "knees">><<set $worn.over_upper.state to "knees">><<neutral 1>>
<<if $worn.over_lower.state is "thighs">>
<<set $worn.over_lower.state to "knees">>
<</if>>
<<elseif $worn.over_upper.state_top is "knees">>
<<bHe>> pulls your $worn.over_upper.name down to your ankles.
<<set $worn.over_upper.state_top to "ankles">><<set $worn.over_upper.state to "ankles">><<neutral 1>>
<<if $worn.over_lower.state is "knees">>
<<set $worn.over_lower.state to "ankles">>
<</if>>
<<elseif $worn.over_upper.state_top is "ankles">>
<span class="purple"><<bHe>> pulls your $worn.over_upper.name off the bottom of your legs.</span>
<<neutral 5>><<set $worn.over_upper.state_top to 0>><<set $worn.over_upper.state to 0>><<overupperstrip>>
<<if $worn.over_lower.state is "ankles">>
<<set $worn.over_lower.state to 0>><<overlowerstrip>>
<</if>>
<</if>>
<<else>>
<<bHe>> tugs on your $worn.over_lower.name, tugging your $worn.over_upper.name against your shoulders. You hear a tearing sound.
<<set $worn.over_lower.integrity -= 20>><<neutral 1>>
<</if>>
<<elseif _overOutfit isnot true>>
<<if $worn.over_lower.state is "waist">>
<<bHe>> pulls down your $worn.over_lower.name, exposing your
<<if $worn.lower.state is "waist">>
$worn.lower.name.
<<elseif $worn.under_lower.state is "waist">>
$worn.under_lower.name.
<<else>>
<span class="lewd"><<genitals>>.</span>
<<neutral 5>><<set $speechgenitals to 1>>
<</if>>
<<set $worn.over_lower.state to "thighs">><<set $worn.over_lower.vagina_exposed to 1>><<set $worn.over_lower.anus_exposed to 1>><<set $worn.over_lower.exposed to 2>>
<<elseif $worn.over_lower.state is "thighs">>
<<bHe>> pulls your $worn.over_lower.name down to your knees.
<<set $worn.over_lower.state to "knees">><<neutral 1>>
<<elseif $worn.over_lower.state is "knees">>
<<bHe>> pulls your $worn.over_lower.name down to your ankles.
<<set $worn.over_lower.state to "ankles">><<neutral 1>>
<<elseif $worn.over_lower.state is "ankles">>
<span class="purple"><<bHe>> pulls your $worn.over_lower.name off your legs.</span>
<<overlowerstrip>>
<<set $NPCList[_n].mouth to 0>><<neutral 3>><<clothesstripstat>>
<</if>>
<<else>>
<<bHe>> tugs on your $worn.over_lower.name, you hear the fabric tear.
<<neutral 1>><<set $worn.over_lower.integrity -= 20>>
<</if>>
<</if>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].mouth is "lowerclothes">>
<<if $NPCList[_n].stance is "top">>
<<set $NPCList[_n].mouth to 0>>
<<else>>
<<if $worn.lower.name is "naked">>
<span class="purple"><<bHe>> spits out the ruined fabric.</span>
<<set $NPCList[_n].mouth to 0>>
<<elseif $lowerstruggle is 1>>
<<set $lowerstruggle to 0>>
<<bHe>> tugs at your $worn.lower.name, but you keep <<him>> from stripping you.
<<set $lowerstruggle to 0>><<neutral 1>><<set $worn.lower.integrity -= 5>>
<<elseif $rng gte 91>>
<span class="blue"><<bHe>> releases your $worn.lower.name from <<bhis>> mouth.</span>
<<set $NPCList[_n].mouth to 0>>
<<elseif $rng lte 90>>
<<if _middleOutfit>>
<<if $worn.upper.open is 1>>
<<if $worn.upper.state_top is "chest">>
<<bHe>> tugs your $worn.lower.name, pulling down your $worn.upper.name and <span class="lewd">revealing your <<breasts>>.</span>
<<set $worn.upper.state_top to "midriff">><<set $worn.upper.exposed to 2>><<neutral 3>><<set $speechbreasts to 1>>
<<if $worn.upper.state is "chest">>
<<set $worn.upper.state to "midriff">>
<</if>>
<<if $worn.lower.state is "chest">>
<<set $worn.lower.state to "midriff">>
<</if>>
<<elseif $worn.upper.state_top is "midriff">>
<<bHe>> tugs your $worn.lower.name, pulling down your $worn.upper.name passed your midriff.
<<set $worn.upper.state_top to "waist">><<neutral 1>>
<<if $worn.upper.state is "midriff">>
<<set $worn.upper.state to "waist">>
<</if>>
<<if $worn.lower.state is "midriff">>
<<set $worn.lower.state to "waist">>
<</if>>
<<elseif $worn.upper.state_top is "waist">>
<<bHe>> pulls your $worn.upper.name down to your thighs, revealing your
<<if $worn.under_lower.state is "waist">>
$worn.under_lower.name
<<neutral 2>>
<<else>>
<span class="lewd"><<genitals>>.</span>
<<neutral 5>><<set $speechgenitals to 1>>
<</if>>
<<set $worn.upper.state_top to "thighs">><<set $worn.upper.state to "thighs">><<set $worn.lower.vagina_exposed to 1>><<set $worn.lower.anus_exposed to 1>><<set $worn.lower.exposed to 2>>
<<if $worn.lower.state is "waist">>
<<set $worn.lower.state to "thighs">>
<</if>>
<<elseif $worn.upper.state_top is "thighs">>
<<bHe>> pulls your $worn.upper.name down to your knees.
<<set $worn.upper.state_top to "knees">><<set $worn.upper.state to "knees">><<neutral 1>>
<<if $worn.lower.state is "thighs">>
<<set $worn.lower.state to "knees">>
<</if>>
<<elseif $worn.upper.state_top is "knees">>
<<bHe>> pulls your $worn.upper.name down to your ankles.
<<set $worn.upper.state_top to "ankles">><<set $worn.upper.state to "ankles">><<neutral 1>>
<<if $worn.lower.state is "knees">>
<<set $worn.lower.state to "ankles">>
<</if>>
<<elseif $worn.upper.state_top is "ankles">>
<span class="purple"><<bHe>> pulls your $worn.upper.name off the bottom of your legs.</span>
<<neutral 5>><<set $worn.upper.state_top to 0>><<set $worn.upper.state to 0>><<upperstrip>>
<<if $worn.lower.state is "ankles">>
<<set $worn.lower.state to 0>><<lowerstrip>>
<</if>>
<</if>>
<<else>>
<<bHe>> tugs on your $worn.lower.name, tugging your $worn.upper.name against your shoulders. You hear a tearing sound.
<<set $worn.lower.integrity -= 20>><<neutral 1>>
<</if>>
<<elseif _middleOutfit isnot true>>
<<if $worn.lower.state is "waist">>
<<bHe>> pulls down your $worn.lower.name, exposing your
<<if $worn.under_lower.state is "waist">>
$worn.under_lower.name.
<<neutral 2>>
<<else>>
<span class="lewd"><<genitals>>.</span>
<<neutral 5>><<set $speechgenitals to 1>>
<</if>>
<<set $worn.lower.state to "thighs">><<set $worn.lower.vagina_exposed to 1>><<set $worn.lower.anus_exposed to 1>><<set $worn.lower.exposed to 2>>
<<elseif $worn.lower.state is "thighs">>
<<bHe>> pulls your $worn.lower.name down to your knees.
<<set $worn.lower.state to "knees">><<neutral 1>>
<<elseif $worn.lower.state is "knees">>
<<bHe>> pulls your $worn.lower.name down to your ankles.
<<set $worn.lower.state to "ankles">><<neutral 1>>
<<elseif $worn.lower.state is "ankles">>
<span class="purple"><<bHe>> pulls your $worn.lower.name off your legs.</span>
<<lowerstrip>>
<<set $NPCList[_n].mouth to 0>><<neutral 3>><<clothesstripstat>>
<</if>>
<<else>>
<<bHe>> tugs on your $worn.lower.name, you hear the fabric tear.
<<neutral 1>><<set $worn.lower.integrity -= 20>>
<</if>>
<</if>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].mouth is "underlowerclothes">>
<<if $worn.under_lower.name is "naked">>
<span class="purple"><<bHe>> spits out the ruined fabric.</span>
<<set $NPCList[_n].mouth to 0>>
<<elseif $rng gte 91 or ($worn.under_lower.type.includes("strap-on") and $penisstate isnot 0)>>
<span class="blue"><<bHe>> releases your $worn.under_lower.name from <<bhis>> mouth.</span>
<<set $NPCList[_n].mouth to 0>>
<<elseif $underlowerstruggle is 1>>
<<bHe>> tugs on your $worn.under_lower.name, but you keep <<him>> from stripping you.
<<set $underlowerstruggle to 0>><<set $speechstripstruggle to 1>><<neutral 1>><<set $worn.under_lower.integrity -= 5>>
<<elseif $rng lte 90>>
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
<<if $worn.under_lower.state is "waist">>
<<bHe>> pulls your $worn.under_lower.name down your thighs, <span class="lewd">revealing your <<genitals>>.</span>
<<set $worn.under_lower.state to "thighs">><<neutral 5>><<set $worn.under_lower.vagina_exposed to 1>><<set $worn.under_lower.anus_exposed to 1>><<set $worn.under_lower.exposed to 1>><<set $speechgenitals to 1>>
<<elseif $worn.under_lower.state is "thighs">>
<<bHe>> pulls your $worn.under_lower.name down to your knees.
<<set $worn.under_lower.state to "knees">><<neutral 1>>
<<elseif $worn.under_lower.state is "knees">>
<<bHe>> pulls your $worn.under_lower.name down to your ankles.
<<set $worn.under_lower.state to "ankles">><<neutral 1>>
<<elseif $worn.under_lower.state is "ankles">>
<span class="purple"><<bHe>> pulls your $worn.under_lower.name off your legs.</span>
<<underlowerstrip>><<neutral 3>><<set $NPCList[_n].mouth to 0>><<clothesstripstat>>
<</if>>
<<elseif $worn.lower.state isnot "waist">>
<<if $worn.under_lower.state is "waist">>
<<bHe>> pulls your $worn.under_lower.name down your thighs, <span class="lewd">revealing your <<genitals>>.</span>
<<set $worn.under_lower.state to "thighs">><<neutral 5>><<set $worn.under_lower.vagina_exposed to 1>><<set $worn.under_lower.anus_exposed to 1>><<set $worn.under_lower.exposed to 1>><<set $speechgenitals to 1>>
<<elseif $worn.under_lower.state is "thighs">>
<<bHe>> pulls your $worn.under_lower.name down to your knees.
<<set $worn.under_lower.state to "knees">><<neutral 1>>
<<elseif $worn.under_lower.state is "knees">>
<<bHe>> pulls your $worn.under_lower.name down to your ankles.
<<set $worn.under_lower.state to "ankles">><<neutral 5>>
<<elseif $worn.under_lower.state is "ankles">>
<span class="purple"><<bHe>> pulls your $worn.under_lower.name off your legs.</span>
<<underlowerstrip>><<neutral 3>><<set $NPCList[_n].mouth to 0>><<clothesstripstat>>
<</if>>
<</if>>
<</if>>
<</if>>
<<if $oxygen lt $oxygenmax and $underwater isnot 1 and _strangle is 1>>
<<unset _strangle>>
<br>Air: <<oxygencaption>>
<</if>>
<</widget>>
<<widget "bhisnext">>
<<if $combatTrain.monsters[_next_beast] is "monster">>
<<if $combatTrain.pronouns[_next_beast] is "m">>
<<print "his">>
<<else>>
<<print "her">>
<</if>>
<<else>>
<<print "its">>
<</if>>
<</widget>><<widget "actionspain">>
<<if $leftarm is 0>>
Your left arm is free, but hurts to move.
<br>
<<if $leftactiondefault is "leftstruggleweak">>
| <label><span class="brat">Struggle</span> <<radiobutton "$leftaction" "leftstruggleweak" checked>></label>
<<else>>
| <label><span class="brat">Struggle</span> <<radiobutton "$leftaction" "leftstruggleweak">></label>
<</if>>
<<if $leftactiondefault is "leftprotect">>
| <label><span class="meek">Protect</span> <<radiobutton "$leftaction" "leftprotect" checked>></label>
<<else>>
| <label><span class="meek">Protect</span> <<radiobutton "$leftaction" "leftprotect">></label>
<</if>>
<br>
<<elseif $leftarm is "grappled">>
Your left arm is held in a painful grip.
<br>
<<elseif $leftarm is "bound">>
Your left arm is held in a painful bind.
<br>
<</if>>
<<if $rightarm is 0>>
<br>
Your right arm is free, but hurts to move.
<br>
<<if $rightactiondefault is "rightstruggleweak">>
| <label><span class="brat">Struggle</span> <<radiobutton "$rightaction" "rightstruggleweak" checked>></label>
<<else>>
| <label><span class="brat">Struggle</span> <<radiobutton "$rightaction" "rightstruggleweak">></label>
<</if>>
<<if $rightactiondefault is "rightprotect">>
| <label><span class="meek">Protect</span> <<radiobutton "$rightaction" "rightprotect" checked>></label>
<<else>>
| <label><span class="meek">Protect</span> <<radiobutton "$rightaction" "rightprotect">></label>
<</if>>
<br>
<<elseif $rightarm is "grappled">>
Your right arm is held in a painful grip.
<br>
<<elseif $rightarm is "bound">>
Your right arm is held in a painful bind.
<br>
<</if>>
<<if $mouthuse is 0>>
<br>
Your mouth is free, but involuntary sobs and cries prevent speaking.
<br>
<<if $mouthactiondefault is "stifle">>
| <label><span class="brat">Stifle</span> <<radiobutton "$mouthaction" "stifle" checked>></label>
<<else>>
| <label><span class="brat">Stifle</span> <<radiobutton "$mouthaction" "stifle">></label>
<</if>>
<<if $mouthactiondefault is "letout">>
| <label><span class="meek">Let it out</span> <<radiobutton "$mouthaction" "letout" checked>></label>
<<else>>
| <label><span class="meek">Let it out</span> <<radiobutton "$mouthaction" "letout">></label>
<</if>>
<br>
<</if>>
<</widget>><<widget "effectspain">>
<<if $leftaction is "leftstruggleweak" and $rightaction is "rightstruggleweak">>
<<set $leftaction to 0>><<set $rightaction to 0>><<set $leftactiondefault to "leftstruggleweak">><<set $rightactiondefault to "rightstruggleweak">>
<<if $position is "stalk">>
You fight through the pain and try to push yourself to your feet, but have too little strength.
<<else>>
You fight through the pain and try to push them away, but have too little strength.
<</if>>
<<brat 2>><<set _br to true>>
<</if>>
<<if $leftaction is "leftstruggleweak">>
<<set $leftaction to 0>><<set $leftactiondefault to "leftstruggleweak">>
<<if $position is "stalk">>
You fight through the pain and try to push yourself to your feet with your left arm, but have too little strength.
<<else>>
You fight through the pain and push them with your left arm, but have too little strength.
<</if>>
<<brat 1>><<set _br to true>>
<</if>>
<<if $rightaction is "rightstruggleweak">>
<<set $rightaction to 0>><<set $rightactiondefault to "rightstruggleweak">>
<<if $position is "stalk">>
You fight through the pain and try to push yourself to your feet with your right arm, but have too little strength.
<<else>>
You fight through the pain and push them with your right arm, but have too little strength.
<</if>>
<<brat 1>><<set _br to true>>
<</if>>
<<if $leftaction is "leftprotect" and $rightaction is "rightprotect">>
<<set $leftaction to 0>><<set $rightaction to 0>><<set $leftactiondefault to "leftprotect">><<set $rightactiondefault to "rightprotect">>
You shield the tender parts of your body, protecting them from further harm.
<<lpain>><<meek 2>><<pain -2>><<set _br to true>>
<</if>>
<<if $leftaction is "leftprotect">>
<<set $leftaction to 0>><<set $leftactiondefault to "leftprotect">>
You clutch a tender spot on your body with your left hand, protecting it from harm.
<<lpain>><<meek 1>><<pain -1>><<set _br to true>>
<</if>>
<<if $rightaction is "rightprotect">>
<<set $rightaction to 0>><<set $rightactiondefault to "rightprotect">>
You clutch a tender spot on your body with your right hand, protecting it from harm.
<<lpain>><<meek 1>><<pain -1>><<set _br to true>>
<</if>>
<<if _br is true>>
<br>
<</if>>
<<if $mouthaction is "stifle">>
<<set $mouthaction to 0>><<set $mouthactiondefault to "stifle">>
You try to control your breath and stifle your sobs. You're mostly successful.
<<lpain>><<pain -1>>
<</if>>
<<if $mouthaction is "letout">>
<<set $mouthaction to 0>><<set $mouthactiondefault to "letout">><<set _sound to 1>>
You don't hold back your tears. Your sobs are punctuated by cries and whimpers.
<<lstress>><<meek 1>><<stress -2>>
<</if>>
<<painclamp>>
<</widget>><<widget "actionsorgasm">>
<<if $leftarm is 0>>
Your left arm is free, but you can't stop the spasms.
<br>
<<if $leftactiondefault is "leftfold">>
| <label><span class="brat">Fold</span> <<radiobutton "$leftaction" "leftfold" checked>></label>
<<else>>
| <label><span class="brat">Fold</span> <<radiobutton "$leftaction" "leftfold">></label>
<</if>>
<<if $leftactiondefault is "leftgrip">>
| <label><span class="meek">Grip</span> <<radiobutton "$leftaction" "leftgrip" checked>></label>
<<else>>
| <label><span class="meek">Grip</span> <<radiobutton "$leftaction" "leftgrip">></label>
<</if>>
<br>
<<elseif $leftarm is "grappled">>
Your left arm jerks against their grip.
<br>
<<elseif $leftarm is "bound">>
Your left arm jerks against its bonds.
<br>
<</if>>
<<if $rightarm is 0>>
<br>
Your right arm is free, but you can't stop the spasms.
<br>
<<if $rightactiondefault is "rightfold">>
| <label><span class="brat">Fold</span> <<radiobutton "$rightaction" "rightfold" checked>></label>
<<else>>
| <label><span class="brat">Fold</span> <<radiobutton "$rightaction" "rightfold">></label>
<</if>>
<<if $rightactiondefault is "rightgrip">>
| <label><span class="meek">Grip</span> <<radiobutton "$rightaction" "rightgrip" checked>></label>
<<else>>
| <label><span class="meek">Grip</span> <<radiobutton "$rightaction" "rightgrip">></label>
<</if>>
<br>
<<elseif $rightarm is "grappled">>
Your right arm jerks against their grip.
<br>
<<elseif $rightarm is "bound">>
Your right arm jerks against its bonds.
<br>
<</if>>
<<if $mouthuse is 0>>
<br>
Your mouth is free, but involuntary moans and cries prevent speaking.
<br>
<<if $mouthactiondefault is "stifleorgasm">>
| <label><span class="brat">Stifle</span> <<radiobutton "$mouthaction" "stifleorgasm" checked>></label>
<<else>>
| <label><span class="brat">Stifle</span> <<radiobutton "$mouthaction" "stifleorgasm">></label>
<</if>>
<<if $mouthactiondefault is "letoutorgasm">>
| <label><span class="meek">Let it out</span> <<radiobutton "$mouthaction" "letoutorgasm" checked>></label>
<<else>>
| <label><span class="meek">Let it out</span> <<radiobutton "$mouthaction" "letoutorgasm">></label>
<</if>>
<br>
<</if>>
<</widget>><<widget "effectsorgasm">>
<<if $leftaction is "leftfold" and $rightaction is "rightfold">>
<<set $leftaction to 0>><<set $rightaction to 0>><<set $leftactiondefault to "leftfold">><<set $rightactiondefault to "rightfold">>
You try to conceal your orgasm by folding your arms in front of you, keeping them as still as possible.
<<brat 2>>
<<set _br to true>>
<</if>>
<<if $leftaction is "leftfold">>
<<set $leftaction to 0>><<set $leftactiondefault to "leftfold">>
You fold your left arm in front of you to keep it as still as possible.
<<brat 1>>
<<set _br to true>>
<</if>>
<<if $rightaction is "rightfold">>
<<set $rightaction to 0>><<set $rightactiondefault to "rightfold">>
You fold your right arm in front of you to keep it as still as possible.
<<brat 1>>
<<set _br to true>>
<</if>>
<<if $leftaction is "leftgrip" and $rightaction is "rightgrip">>
<<set $leftaction to 0>><<set $rightaction to 0>><<set $leftactiondefault to "leftgrip">><<set $rightactiondefault to "rightgrip">>
<<if $position is "stalk">>
You steady yourself against a brick wall as your body trembles.
<<else>>
You grip whatever you can for purchase as your body trembles.
<</if>>
<<larousal>><<meek 2>><<arousal -300>>
<<set _br to true>>
<</if>>
<<if $leftaction is "leftgrip">>
<<set $leftaction to 0>><<set $leftactiondefault to "leftgrip">>
<<if $position is "stalk">>
You steady yourself against a brick wall with your left hand as your body trembles.
<<else>>
You grip whatever you can with your left hand as your body trembles.
<</if>>
<<larousal>><<meek 1>><<arousal -300>>
<<set _br to true>>
<</if>>
<<if $rightaction is "rightgrip">>
<<set $rightaction to 0>><<set $rightactiondefault to "rightgrip">>
<<if $position is "stalk">>
You steady yourself against a brick wall with your right hand as your body trembles.
<<else>>
You grip whatever you can with your right hand as your body trembles.
<</if>>
<<larousal>><<meek 1>><<arousal -300>>
<<set _br to true>>
<</if>>
<<if _br is true>>
<br>
<</if>>
<<if $mouthaction is "stifleorgasm">>
<<set $mouthaction to 0>><<set $mouthactiondefault to "stifleorgasm">>
You scowl, hoping your gasps are taken as exasperation.
<<brat 1>>
<</if>>
<<if $mouthaction is "letoutorgasm">>
<<set $mouthaction to 0>><<set $mouthactiondefault to "letoutorgasm">><<set _sound to 1>>
You don't hold back, letting gasps and moans escape as they will.
<<larousal>><<meek 1>><<arousal -300>>
<</if>>
<<if $feetaction is "feetHold">>
<br>
<<set $feetaction to 0>><<set $feetactiondefault to "feetHold">>
<<if _leg_position is "up" or _feet_pos isnot "">>
You try to keep your legs still.
<<else>>
You weakly try to shut your legs.
<</if>>
<<brat 1>>
<</if>>
<<if $feetaction is "feetCurl">>
<br>
<<set $feetaction to 0>><<set $feetactiondefault to "feetCurl">>
<<if $consensual is 1>>
You curl your toes, relishing in the orgasm.
<<else>>
You curl your toes, letting the orgasm take you.
<</if>>
<<larousal>><<meek 1>><<arousal -100>>
<</if>>
<</widget>><<widget "actionsdissociation">>
<<if $leftarm is 0>>
Your left arm is free, but doesn't feel real.
<br>
<<if $leftactiondefault is "leftpoke">>
| <label>Poke yourself <<radiobutton "$leftaction" "leftpoke" checked>></label>
<<else>>
| <label>Poke yourself <<radiobutton "$leftaction" "leftpoke">></label>
<</if>>
<<if $leftactiondefault is "leftcurl">>
| <label><span class="meek">Keep your arms out of the way</span> <<radiobutton "$leftaction" "leftcurl" checked>></label>
<<else>>
| <label><span class="meek">Keep your arms out of the way</span> <<radiobutton "$leftaction" "leftcurl">></label>
<</if>>
<br>
<<elseif $leftarm is "grappled">>
Your left arm lies limp in their grip.
<br>
<<elseif $leftarm is "bound">>
Your left arm lies limp in its bonds.
<br>
<</if>>
<<if $rightarm is 0>>
<br>
Your right arm is free, but doesn't feel real.
<br>
<<if $rightactiondefault is "rightpoke">>
| <label>Poke yourself <<radiobutton "$rightaction" "rightpoke" checked>></label>
<<else>>
| <label>Poke yourself <<radiobutton "$rightaction" "rightpoke">></label>
<</if>>
<<if $rightactiondefault is "rightcurl">>
| <label><span class="meek">Keep your arms out of the way</span> <<radiobutton "$rightaction" "rightcurl" checked>></label>
<<else>>
| <label><span class="meek">Keep your arms out of the way</span> <<radiobutton "$rightaction" "rightcurl">></label>
<</if>>
<br>
<<elseif $rightarm is "grappled">>
Your right arm lies limp in their grip.
<br>
<<elseif $rightarm is "bound">>
Your right arm lies limp in its bonds.
<br>
<</if>>
<<if $mouthuse is 0>>
<br>
Your mouth is free, but you don't know why.
<br>
<<if $mouthactiondefault is "speak">>
| <label>Try to speak <<radiobutton "$mouthaction" "speak" checked>></label>
<<else>>
| <label>Try to speak <<radiobutton "$mouthaction" "speak">></label>
<</if>>
<<if $mouthactiondefault is "noises">>
| <label><span class="meek">Make soft noises</span> <<radiobutton "$mouthaction" "noises" checked>></label>
<<else>>
| <label><span class="meek">Make soft noises</span> <<radiobutton "$mouthaction" "noises">></label>
<</if>>
<</if>>
<</widget>><<widget "effectsdissociation">>
<<if $leftaction == "leftcurl" && $rightaction == "rightcurl">>
<<set $leftaction to 0>><<set $rightaction to 0>><<set $leftactiondefault to "leftcurl">><<set $rightactiondefault to "rightcurl">>
You hold your arms to the side and curl your fingers.
<<meek 2>>
<<set _br to true>>
<</if>>
<<if $leftaction == "leftcurl">>
<<set $leftaction to 0>><<set $leftactiondefault to "leftcurl">>
You hold your left arm to the side and curl your fingers.
<<meek 1>>
<<set _br to true>>
<</if>>
<<if $rightaction == "rightcurl">>
<<set $rightaction to 0>><<set $rightactiondefault to "rightcurl">>
You hold your right arm to the side and curl your fingers.
<<meek 1>>
<<set _br to true>>
<</if>>
<<if $leftaction == "leftpoke" && $rightaction == "rightpoke">>
<<set $leftaction to 0>><<set $rightaction to 0>><<set $leftactiondefault to "leftpoke">><<set $rightactiondefault to "rightpoke">>
You poke yourself. Is this real?
<<note "+ Focus" "green">>
<<set $traumafocus += 2>>
<<set _br to true>>
<</if>>
<<if $leftaction == "leftpoke">>
<<set $leftaction to 0>><<set $leftactiondefault to "leftpoke">>
You poke yourself with your left hand.
<<note "+ Focus" "green">>
<<set $traumafocus += 1>>
<<set _br to true>>
<</if>>
<<if $rightaction == "rightpoke">>
<<set $rightaction to 0>><<set $rightactiondefault to "rightpoke">>
You poke yourself with your right hand.
<<note "+ Focus" "green">>
<<set $traumafocus += 1>>
<<set _br to true>>
<</if>>
<<if _br is true>>
<br>
<</if>>
<<if $mouthaction == "noises">>
<<set $mouthaction to 0>><<set $mouthactiondefault to "noises">>
You make some soft noises. They sound nice.
<<meek 1>>
<</if>>
<<if $mouthaction == "speak">>
<<set $mouthaction to 0>><<set $mouthactiondefault to "speak">>
You make some noises that resemble words.
<<note "+ Focus" "green">>
<<set $traumafocus += 1>>
<</if>>
<</widget>><<widget "actionspossessed">>
<<if !$leftactiondefault>>
<<set $leftactiondefault to "leftacceptW">>
<</if>>
<<if !$rightactiondefault>>
<<set $rightactiondefault to "rightacceptW">>
<</if>>
<<if !$feetactiondefault>>
<<set $feetactiondefault to "feetacceptW">>
<</if>>
<<if !$mouthactiondefault>>
<<set $mouthactiondefault to "mouthacceptW">>
<</if>>
<<if $leftarm is 0>>
Your left arm is free, <span class="pink">but not under your control</span>.
<br>
<<if $leftactiondefault is "leftacceptW">>
| <label><span class="wraith">Accept it</span> <<radiobutton "$leftaction" "leftacceptW" checked>></label>
<<else>>
| <label><span class="wraith">Accept it</span> <<radiobutton "$leftaction" "leftacceptW">></label>
<</if>>
<<if $leftactiondefault is "leftresistW">>
| <label><span class="brat">Hold it still</span> <<radiobutton "$leftaction" "leftresistW" checked>></label>
<<else>>
| <label><span class="brat">Hold it still</span> <<radiobutton "$leftaction" "leftresistW">></label>
<</if>>
<br>
<<elseif $leftarm is "grappled">>
Your left arm writhes in their grip, unbidden.
<br>
<<set $leftactiondefault to ["leftacceptW","leftstruggleW"].includes($leftactiondefault) ? "leftstruggleW" : "leftstillW">>
<<if $leftactiondefault is "leftstruggleW">>
| <label><span class="wraith">Struggle</span> <<radiobutton "$leftaction" "leftstruggleW" checked>></label>
<<else>>
| <label><span class="wraith">Struggle</span> <<radiobutton "$leftaction" "leftstruggleW">></label>
<</if>>
<<if $leftactiondefault is "leftstillW">>
| <label><span class="brat">Hold it still</span> <<radiobutton "$leftaction" "leftstillW" checked>></label>
<<else>>
| <label><span class="brat">Hold it still</span> <<radiobutton "$leftaction" "leftstillW">></label>
<</if>>
<br>
<<elseif $leftarm is "bound">>
Your left arm writhes in its bounds, unbidden.
<br>
<</if>>
<<if $rightarm is 0>>
<br>
Your right arm is free, <span class="pink">but not under your control</span>.
<br>
<<if $rightactiondefault is "rightacceptW">>
| <label><span class="wraith">Accept it</span> <<radiobutton "$rightaction" "rightacceptW" checked>></label>
<<else>>
| <label><span class="wraith">Accept it</span> <<radiobutton "$rightaction" "rightacceptW">></label>
<</if>>
<<if $rightactiondefault is "rightresistW">>
| <label><span class="brat">Hold it still</span> <<radiobutton "$rightaction" "rightresistW" checked>></label>
<<else>>
| <label><span class="brat">Hold it still</span> <<radiobutton "$rightaction" "rightresistW">></label>
<</if>>
<br>
<<elseif $rightarm is "grappled">>
<br>
Your right arm writhes in their grip, unbidden.
<br>
<<set $rightactiondefault to ["rightacceptW","rightstruggleW"].includes($rightactiondefault) ? "rightstruggleW" : "rightstillW">>
<<if $rightactiondefault is "rightstruggleW">>
| <label><span class="wraith">Struggle</span> <<radiobutton "$rightaction" "rightstruggleW" checked>></label>
<<else>>
| <label><span class="wraith">Struggle</span> <<radiobutton "$rightaction" "rightstruggleW">></label>
<</if>>
<<if $rightactiondefault is "rightstillW">>
| <label><span class="brat">Hold it still</span> <<radiobutton "$rightaction" "rightstillW" checked>></label>
<<else>>
| <label><span class="brat">Hold it still</span> <<radiobutton "$rightaction" "rightstillW">></label>
<</if>>
<br>
<<elseif $rightarm is "bound">>
<br>
Your right arm writhes in its bounds, unbidden.
<br>
<</if>>
<<if $feetuse is 0>>
<br>
Your legs are free, <span class="pink">but you can't feel them beneath you</span>.
<br>
<<if $feetactiondefault is "feetacceptW">>
| <label><span class="wraith">Accept it</span> <<radiobutton "$feetaction" "feetacceptW" checked>></label>
<<else>>
| <label><span class="wraith">Accept it</span> <<radiobutton "$feetaction" "feetacceptW">></label>
<</if>>
<<if $feetactiondefault is "feetresistW">>
| <label><span class="brat">Hold them still</span> <<radiobutton "$feetaction" "feetresistW" checked>></label>
<<else>>
| <label><span class="brat">Hold them still</span> <<radiobutton "$feetaction" "feetresistW">></label>
<</if>>
<br>
<<elseif $feetuse is "bound">>
<br>
Your legs thrash in their shackles, unbidden.
<br>
<</if>>
<<if $mouthuse is 0>>
<br>
Your mouth is free, <span class="pink">but unfamiliar words spill from your tongue</span>.
<br>
<<if $mouthactiondefault is "mouthacceptW">>
| <label><span class="wraith">Accept it</span> <<radiobutton "$mouthaction" "mouthacceptW" checked>></label>
<<else>>
| <label><span class="wraith">Accept it</span> <<radiobutton "$mouthaction" "mouthacceptW">></label>
<</if>>
<<if $mouthactiondefault is "mouthresistW">>
| <label><span class="brat">Clamp your mouth shut</span> <<radiobutton "$mouthaction" "mouthresistW" checked>></label>
<<else>>
| <label><span class="brat">Clamp your mouth shut</span> <<radiobutton "$mouthaction" "mouthresistW">></label>
<</if>>
<<elseif $mouthuse is "lefthand" or $mouthuse is "righthand">>
<br>
Your mouth is blocked, muffling the foreign words that well up within you.
<br>
<<set $mouthactiondefault to ["mouthacceptW","handbiteW"].includes($mouthactiondefault) ? "handbiteW" : "handcloseW">>
<<if $mouthactiondefault is "handbiteW">>
| <label><span class="wraith">Bite</span> <<radiobutton "$mouthaction" "handbiteW" checked>></label>
<<else>>
| <label><span class="wraith">Bite</span> <<radiobutton "$mouthaction" "handbiteW">></label>
<</if>>
<<if $mouthactiondefault is "handcloseW">>
| <label><span class="brat">Clamp your mouth shut</span> <<radiobutton "$mouthaction" "handcloseW" checked>></label>
<<else>>
| <label><span class="brat">Clamp your mouth shut</span> <<radiobutton "$mouthaction" "handcloseW">></label>
<</if>>
<</if>>
<</widget>><<widget "effectspossessed">>
<<set $enemyanger to 200>><<set $willpowerSuccess to 0>>
<<dynamicblock id=control-caption>>
<<controlcaption>>
<</dynamicblock>>
<<if $combatBegun is 1>>
<<set _resist to 0>>
<<if $leftaction isnot "leftresistW" and $rightaction isnot "rightresistW" and $feetaction isnot "feetresistW" and $mouthaction isnot "mouthresistW">>
<span class="pink">You let it take you.</span>
<<pain -2>><<stress -12>><<sub 2>><<lpain>><<llstress>><<set $wraith.will += 30>>
<<else>>
<<if $leftaction is "leftresistW" and $rightaction is "rightresistW" and $feetaction is "feetresistW">>
<<set _resist to 3>>
<<elseif $leftaction is "leftresistW" and $rightaction is "rightresistW"
or $leftaction is "leftresistW" and $feetaction is "feetresistW"
or $rightaction is "rightresistW" and $feetaction is "feetresistW">>
<<set _resist to 2>>
<<else>>
<<set _resist to 1>>
<</if>>
<<set _wraithWill to Math.floor(1 + $wraith.will)>>
<<willpowerdifficulty 1 _wraithWill true>>
<<if $willpowerSuccess>>
<<set _resistSuccess to 1>>
<span class="green">
You fight for control.
<<if ($leftaction is "leftresistW" or $leftaction is "leftstillW") and ($rightaction is "rightresistW" or $rightaction is "rightstillW") and $feetaction is "feetresistW">>
Your body locks up.
<<elseif $feetaction is "feetresistW" and ($leftaction is "leftresistW" or $leftaction is "leftstillW" or $rightaction is "rightresistW" or $rightaction is "rightstillW")>>
Your arm and legs lock up.
<<elseif ($leftaction is "leftresistW" or $leftaction is "leftstillW") and ($rightaction is "rightresistW" or $rightaction is "rightstillW")>>
Your arms lock up.
<<elseif $feetaction is "feetresistW">>
Your legs lock up.
<<elseif $leftaction is "leftresistW" or $leftaction is "leftstillW" or $rightaction is "rightresistW" or $rightaction is "rightstillW">>
Your arm locks up.
<</if>>
<<if $mouthaction is "handcloseW">>
You clamp your mouth shut.
<</if>>
</span>
<<if $mouthaction is "mouthresistW">>
<<set $willpowerSuccess to 0>>
<<silently>><<willpowerdifficulty _wraithWill/3 _wraithWill*1.2>><</silently>>
<<if $willpowerSuccess>>
<<set _mouthSuccess to 1>><<set _resist++>>
<span class="green">You clamp your mouth shut.</span>
<<else>>
<span class="purple">You can't stop the stream of words coming from your mouth, though.</span>
<</if>>
<</if>>
<<pain _resist>><<stress _resist>><<trauma _resist>><<def 2>><<gpain>><<gtrauma>><<gstress>><<if _resist is 4>><<ggcontrol>><<else>><<gcontrol>><</if>><<set $wraith.will -= Math.floor(currentSkillValue('willpower') / 24)*_resist>>
<<set $control += Math.floor(currentSkillValue('willpower') / 24)*_resist>>
<<else>>
<span class="red">Your body does not obey.</span>
<<stress 6>><<trauma 6>><<willpower 1>><<def 1>><<gtrauma>><<gstress>><<gwillpower>><<set $wraith.will -= Math.floor(currentSkillValue('willpower') / 40)*_resist>>
<</if>>
<</if>>
<br><br>
<<else>>
<<set $combatBegun to 1>>
<</if>>
<<if $leftaction is "leftresistW" and $rightaction is "rightresistW" and _resistSuccess>>
<<set $leftaction to 0>><<set $rightaction to 0>><<set $leftactiondefault to "leftresistW">><<set $rightactiondefault to "rightresistW">>
You hold your arms firm to your side.
<</if>>
<<if $leftaction is "leftacceptW" or $leftaction is "leftresistW" and !_resistSuccess>>
<<set $_wraithDamage to 1>>
<<if $leftaction is "leftacceptW">><<set $_wraithDamage ++>><</if>>
<<set $_wraithDamage += Math.floor(C.npc["Ivory Wraith"].lust / 10)>>
<<set $leftactiondefault to $leftaction>><<set $leftaction to 0>><<set _target to random(1,$enemyno)-1>>
<<combatExtendedEnemyCheck _target>>
<<if $combatExtended.enemyDodgeSuccess gte 1 or $combatExtended.enemyCounterSuccess gte 1>>
You try to <<print either("punch","slap","scratch","claw","chop","strike")>> with your left hand but they
<<if $combatExtended.enemyCounterSuccess is 2>>
<span class="red">counter</span>
<<violence 10>>
<<elseif $combatExtended.enemyDodgeSuccess is 2>>
<span class="red">dodge</span>
<<elseif $combatExtended.enemyCounterSuccess is 1>>
<span class="red">partially counter</span>
<<defiance $_wraithDamage _target>><<violence 5>>
<<else>>
<span class="blue">partially dodge</span>
<<set $_wraithDamage to Math.round($_wraithDamage / 2)>>
<<defiance $_wraithDamage _target>>
<</if>>.
<<else>>
You <<print either("punch","slap","scratch","claw","chop","strike")>> with your left hand.
<<defiance $_wraithDamage _target>>
<</if>>
<</if>>
<<if $leftaction is "leftresistW" and _resistSuccess>>
<<set $leftaction to 0>><<set $leftactiondefault to "leftresistW">>
You hold your left arm firm to your side.
<</if>>
<<if $leftaction is "leftstruggleW" or $rightaction is "rightstruggleW" or (($leftaction is "leftresistW" or $rightaction is "rightresistW") and !_resistSuccess)>>
<<set $leftaction to 0>><<set $leftactiondefault to "leftstruggleW">><<set $rightaction to 0>><<set $leftactiondefault to "leftstruggleW">>
You struggle to free your arms.
<<set $speechstruggle to 1>>
<<if currentSkillValue('physique') gte random(1, 48000)>>
<span class="pink">You manage to wrench your arms free.</span>
<<set $leftarm to 0>><<set $rightarm to 0>>
<<for _s = 0; _s lt $NPCList.length; _s++>>
<<if $NPCList[_s].lefthand is "arms">>
<<set $NPCList[_s].lefthand to 0>>
<<break>>
<</if>>
<<if $NPCList[_s].righthand is "arms">>
<<set $NPCList[_s].righthand to 0>>
<<break>>
<</if>>
<</for>>
<<else>>
<span class="lblue">Your arms remain grasped.</span>
<</if>>
<</if>>
<<if $leftaction is "leftstillW" and $rightaction is "rightstillW" and _resistSuccess>>
You hold your arms as still as you can in their grasp.
<</if>>
<<if $rightaction is "rightacceptW" or $rightaction is "rightresistW" and !_resistSuccess>>
<<set $_wraithDamage to 1>>
<<if $rightaction is "rightacceptW">><<set $_wraithDamage ++>><</if>>
<<set $_wraithDamage += Math.floor(C.npc["Ivory Wraith"].lust / 10)>>
<<set $rightactiondefault to $rightaction>><<set $rightaction to 0>><<set _target to random(1,$enemyno)-1>>
<<combatExtendedEnemyCheck _target>>
<<if $combatExtended.enemyDodgeSuccess gte 1 or $combatExtended.enemyCounterSuccess gte 1>>
You try to <<print either("punch","slap","scratch","claw","chop","strike")>> with your right hand but they
<<if $combatExtended.enemyCounterSuccess is 2>>
<span class="red">counter</span>
<<violence 10>>
<<elseif $combatExtended.enemyDodgeSuccess is 2>>
<span class="red">dodge</span>
<<elseif $combatExtended.enemyCounterSuccess is 1>>
<span class="red">partially counter</span>
<<defiance $_wraithDamage _target>><<violence 5>>
<<else>>
<span class="blue">partially dodge</span>
<<set $_wraithDamage to Math.round($_wraithDamage / 2)>>
<<defiance $_wraithDamage _target>>
<</if>>.
<<else>>
You <<print either("punch","slap","scratch","claw","chop","strike")>> with your right hand.
<<defiance $_wraithDamage _target>>
<</if>>
<</if>>
<<if $rightaction is "rightresistW" and _resistSuccess>>
<<set $rightaction to 0>><<set $rightactiondefault to "rightresistW">>
You hold your right arm firm to your side.
<</if>>
<<if $feetaction is "feetacceptW" or $feetaction is "feetresistW" and !_resistSuccess>>
<<set $_wraithDamage to 1>>
<<if $feetaction is "feetacceptW">><<set $_wraithDamage ++>><</if>>
<<set $_wraithDamage += Math.floor(C.npc["Ivory Wraith"].lust / 10)>>
<<set $feetactiondefault to $feetaction>><<set $feetaction to 0>><<set _target to random(1,$enemyno)-1>>
<<combatExtendedEnemyCheck _target>>
<<if $combatExtended.enemyDodgeSuccess gte 1 or $combatExtended.enemyCounterSuccess gte 1>>
You try to <<print either("awkwardly","viciously","rapidly","jerkily","cruelly","<<feettext>>")>> lash out with your feet but they
<<if $combatExtended.enemyCounterSuccess is 2>>
<span class="red">counter</span>
<<violence 10>>
<<elseif $combatExtended.enemyDodgeSuccess is 2>>
<span class="red">dodge</span>
<<elseif $combatExtended.enemyCounterSuccess is 1>>
<span class="red">partially counter</span>
<<defiance $_wraithDamage _target>><<violence 5>>
<<else>>
<span class="blue">partially dodge</span>
<<set $_wraithDamage to Math.round($_wraithDamage / 2)>>
<<defiance $_wraithDamage _target>>
<</if>>.
<<else>>
You <<print either("awkwardly","viciously","rapidly","jerkily","cruelly","<<feettext>>")>> lash out with your feet.
<<defiance $_wraithDamage _target>>
<</if>>
<</if>>
<<if $feetaction is "feetresistW" and _resistSuccess>>
<<set $feetaction to 0>><<set $feetactiondefault to "feetresistW">>
You plant your legs into the ground.
<</if>>
<<if $mouthaction is "mouthacceptW" or $mouthaction is "mouthresistW" and !_mouthSuccess>>
<<set $_wraithDamage to 1>>
<<if $mouthaction is "mouthacceptW">><<set $_wraithDamage ++>><</if>>
<<set $mouthactiondefault to $mouthaction>><<set $mouthaction to 0>>
<<speechWraith>>
<<defiance $_wraithDamage>>
<</if>>
<<if $mouthaction is "mouthresistW" and _mouthSuccess>>
<<set $mouthaction to 0>><<set $mouthactiondefault to "mouthresistW">>
Words well up in your mouth, but you swallow them down.
<</if>>
<<if $mouthaction is "handbiteW" or $mouthaction is "handcloseW" and !_resistSuccess>>
<<set $mouthactiondefault to $mouthaction>><<set $mouthaction to 0>>
<<actionshandbite>>
<<for _s = 0; _s lt $NPCList.length; _s++>>
<<if $NPCList[_s].lefthand is "mouth">>
<<set $NPCList[_s].lefthand to 0>>
<</if>>
<<if $NPCList[_s].righthand is "mouth">>
<<set $NPCList[_s].righthand to 0>>
<</if>>
<span class="teal"><<He _s>> flinches away in pain, freeing your mouth.</span>
<<defiance 1 _s>>
<<break>>
<</for>>
<<set $mouthuse to 0>>
<</if>>
<<if $mouthaction is "handcloseW" and _resistSuccess>>
<<set $mouthaction to 0>><<set $mouthactiondefault to "handcloseW">>
You keep your mouth closed against the hand pressing against it.
<</if>>
<</widget>><<widget "effectsman">>
<div @class="($debugLines ? 'debugLines-effectsman' : '')">
<!-- "FOR" loops work by counting backward from highest numbered combatant to lowest e.g. 5 to 0. -->
<!-- In case of train combat, count stops after 1, e.g. 5 to 5. -->
<!-- Lots of further opportunity to reduce code using <<for>><</for>> loops with NPC objects NG 2.8-->
/*
* Switched all instances of skill checks, that simply repeat themselves with a different variable, for the JS function combatSkillCheck()
* The function can be found at "game/03-JavaScript/ingame.js". It takes one required argument and three optional arguments.
* Argument 0 is for the skill being used. For simplycity at writing, you only pass the important part of the skill, E.g. "hand", or "feet", or "oral".
* Argument 1 (optional) is used for the target of that action. This is used to future-proof the possibility of using the target's specific arousal/trust/anger in calculation.
* Argument 2 (optional) is the base difficulty used for the action. Most actions use 1000 base difficulty, which is the default if left blank, but some actions take different chances (like undressing).
* Argument 3 (optional) is the extra multiplier for the arousal side. This is only used in undressing so far, but might as well add it as an option.
*/
/* Check if enemy should be submissive */
<<if $combatExtended.reverseRape is 1 and $promiscuity gte 75 and $enemyhealth lte 0 and $combatExtended.reverseRapeStart is 0 and $combatExtended.reverseRapeInit is 1>>
<<set $combatExtended.reverseRapeStart to 1>>
<<set $combatExtended.stability to -100>>
<<consensual>>
<<set $consensual to 1>>
<<reversenpcidlegenitals>>
<<npc_submissive_multiple>>
<</if>>
<<if $combatExtended.reverseRapeStart is 1>>
<span class="green">Your partner is submissive. You may take the lead. [Promiscuity requirements will be ignored for this encounter]</span>
<span class="yellow">You can stop the reverse rape by opening the Combat Menu. </span>
<</if>>
/* Player CE Actions Reset */
<<set $combatExtended.activeDodgingActive to 0>>
<<set $combatExtended.blockingActive to 0>>
<<set $combatExtended.counteringActive to 0>>
<<set $combatExtended.feintingActive to 0>>
/* Enemy CE Actions Reset */
<<set $combatExtended.enemyActiveDodgingActive to 0>>
<<set $combatExtended.enemyBlockingActive to 0>>
<<set $combatExtended.enemyCounteringActive to 0>>
/* Check if standing fights toggle is on and if the fight is non-consensual */
<<if $combatExtended.standingFights is 1 and $consensual is 0>>
/* Start Standing Fights if not stuck in a wall or gloryhole */
<<if $combatExtended.standingFightStart is 1 and $position isnot "wall" and $punishmentposition isnot "gloryhole" >>
<<set $combatExtended.standingFightStart to 0>>
<<set $combatExtended.stability to 100>>
<<unset $encounterHit>>
<<npcidlegenitals>>
<</if>>
/* Reverse NPC genitals idle if lost stability */
<<if $combatExtended.standingFightStart is 0 and $combatExtended.stability lte 0 and $combatExtended.stabilityLost is 0>>
<<set $combatExtended.stabilityLost to 1>>
<<reversenpcidlegenitals>>
<</if>>
<</if>>
<<pain -0.25>>
<<if $enemyno gte 2>>
<<set $pronoun to "n">>
<<else>>
<<switch $NPCList[0].pronoun>>
<<case "m">>
<<set $pronoun to "m">>
<<case "f">>
<<set $pronoun to "f">>
<<case "i">>
<<set $pronoun to "i">>
<<case "n">>
<<set $pronoun to "n">>
<<case "t">>
<<set $pronoun to "t">>
<</switch>>
<</if>>
<<for _i = 0; _i < $enemynomax; _i++>>
<<set $NPCList[_i].intro to 1>>
<</for>>
<<if $trance gte 1 or $dissociation gte 2>>
<<if $position is "stalk">>
You wander in a daze, unaware of your surroundings.
<<else>>
You stare straight ahead, your body passive and compliant.
<</if>>
<</if>>
<<if $underwater is 1>>
<<set $underwatertime += 1>>
<<if $underwatertime lte 5>>
You are underwater, and cannot speak.
<<elseif $underwatertime lte 10>>
<span class="blue">You are underwater, and cannot breathe.</span>
<<gstress>><<stress 1>>
<<elseif $underwatertime lte 15>>
<span class="purple">You are underwater, and cannot breathe.</span>
<<gstress>><<stress 2>>
<<elseif $underwatertime lte 20>>
<span class="pink">You are underwater, and cannot breathe.</span>
<<gtrauma>><<gstress>><<stress 4>><<trauma 2>>
<<else>>
<span class="red">You are suffocating beneath the water.</span>
<<pain 20 1>><<gtrauma>><<gstress>><<gpain>><<stress 6>><<trauma 4>>
<br><br>
<</if>>
<</if>>
<<if $position is "wall">>
<<if $walltype is "pillory">>
You are trapped in a pillory with your posterior stuck out and unprotected.
<<elseif $walltype is "cleanpillory">>
You are trapped in a pillory with your posterior stuck out and unprotected.
<<elseif $walltype is "horse_pillory">>
Your legs and neck are shackled by cold iron, preventing movement.
<<elseif $walltype is "front">>
You are trapped in a wall, vulnerable from the waist up.
<<else>>
You are trapped in a $walltype with your posterior stuck out in the open.
<</if>>
<</if>>
<<effectspain>>
<<effectsorgasm>>
<<effectsdissociation>>
<<if $possessed>>
<<effectspossessed>>
<</if>>
<<effectsspray>>
<<effectshandsclothes>>
<<effectssteal>>
<<effectspenwhack>>
<<effectsshacklewhack>>
<<effectshypnosiswhack>>
<<effectshandsfreeface>>
<<effectshandpull>>
<<effectsdildowhack>>
<<if $bodyaction is "doggy">>
<<set $bodyaction to 0>>
You roll onto your knees.
<<set $position to "doggy">>
<<elseif $bodyaction is "missionary">>
<<set $bodyaction to 0>>
You roll onto your back.
<<set $position to "missionary">>
<</if>>
/***
* ███ ███████ ██ ██ ███████
* ██ ██ ██ ██ ███ ███ ██
* ██ ██ █████ ██ █ ██ ███████
* ███████ ██ ██ ██ ██ ██
* ██ ██ ██ ██ ██ ██ ███████
*
*/
<<if $newtarget isnot undefined>>
<<setnewtarget>>
<</if>>
<<if $leftaction is "lefthandholdkeep" and $rightaction is "righthandholdkeep">>
<<set $leftaction to 0>><<set $leftactiondefault to "lefthandholdkeep">>
<<set $rightaction to 0>><<set $rightactiondefault to "righthandholdkeep">>
You hold <<someones $lefttarget>> hands in your own.
<<submission 4>>
<</if>>
<<if $leftaction is "lefthandholdnew">>
<<set $leftaction to 0>><<set $leftactiondefault to "lefthandholdnew">>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("hand", $lefttarget)>>
<<set $NPCList[$lefttarget].righthand to "handhold">>
You take <<someones $lefttarget>> left hand in your own.
<<set $leftarm to "handheld">><<set $leftactiondefault to "lefthandholdkeep">>
<<submission 1>>
<<if isLoveInterest($NPCList[$lefttarget].fullDescription)>>
<<takeHandholdingVirginity $NPCList[$lefttarget] "romantic">>
<<else>>
<<takeHandholdingVirginity $NPCList[$lefttarget]>>
<</if>>
<<else>>
You reach for <<someones $lefttarget>> left hand, but <<he>> moves away.
<</if>>
<</if>>
<<if $leftaction is "lefthandholdkeep">>
<<set $leftaction to 0>><<set $leftactiondefault to "lefthandholdkeep">>
You hold <<someones $lefttarget>> hand in your own.
<<submission 2>>
<</if>>
<<if $leftaction is "lefthandholdstop">>
<<set $leftaction to 0>><<set $leftactiondefault to "rest">>
You let go of <<someones $lefttarget>> right hand.
<<set $leftarm to 0>>
<<if $npcSub>>
<<set $NPCList[$lefttarget].righthand to "idle">>
<<else>>
<<set $NPCList[$lefttarget].righthand to 0>>
<</if>>
<</if>>
<<if $rightaction is "righthandholdnew">>
<<set $rightaction to 0>><<set $rightactiondefault to "righthandholdnew">>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("hand", $righttarget)>>
<<set $NPCList[$righttarget].lefthand to "handhold">>
<<set $rightarm to "handheld">>
You take <<hisselect $righttarget>> right hand in your own.
<<set $rightarm to "handheld">><<set $leftactiondefault to "righthandholdkeep">>
<<submission 1>>
<<if isLoveInterest($NPCList[$righttarget].fullDescription)>>
<<takeHandholdingVirginity $NPCList[$righttarget] "romantic">>
<<else>>
<<takeHandholdingVirginity $NPCList[$righttarget]>>
<</if>>
<<else>>
You reach for <<someones $righttarget>> right hand, but <<he>> moves away.
<</if>>
<</if>>
<<if $rightaction is "righthandholdkeep">>
<<set $rightaction to 0>><<set $rightactiondefault to "righthandholdkeep">>
You hold <<someones $righttarget>> hand in your own.
<<submission 2>>
<</if>>
<<if $rightaction is "righthandholdstop">>
<<set $rightaction to 0>><<set $rightactiondefault to "rest">>
You let go of <<someones $righttarget>> left hand.
<<set $rightarm to 0>>
<<if $npcSub>>
<<set $NPCList[$righttarget].lefthand to "idle">>
<<else>>
<<set $NPCList[$righttarget].lefthand to 0>>
<</if>>
<</if>>
<<if $leftaction is "handguide">>
<<set $leftaction to 0>><<set $leftactiondefault to "handguide">><<combatpromiscuity2>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("hand", $lefttarget)>>
<<if $rightaction is "handguide" and $handGuideLeft is $handGuideRight>>
<<set $rightaction to 0>><<set $rightactiondefault to "rest">>
<</if>>
<<switch $handGuideLeft>>
<<case "penis">>
You lower <<someones $lefttarget>> hand to your <<penis>>.
<<set $NPCList[$lefttarget].righthand to "penisentrance">><<set $penisuse to 1>><<set $penisstate to "otherhandentrance">>
<<case "pussy">>
You lower <<someones $lefttarget>> hand to your <<pussy>>.
<<set $NPCList[$lefttarget].righthand to "vaginaentrance">><<set $vaginause to 1>><<set $vaginastate to "otherhandentrance">>
<<case "ass">>
You press <<someones $lefttarget>> hand against your <<bottom>>.
<<set $NPCList[$lefttarget].righthand to "anusentrance">><<set $anususe to "handentrance">><<set $anusstate to "handentrance">>
<<case "neck">>
You press <<someones $lefttarget>> hand against your neck.
<<set $NPCList[$lefttarget].righthand to "throat">><<set $neckuse to "hand">>
<<default>>
<</switch>>
<<set $leftactiondefault to "rest">><<set $leftarm to 0>><<submission 1>>
<<else>>
You try to guide <<someones $lefttarget>> hand to
<<switch $handGuideRight>>
<<case "penis">>your <<penis>>,
<<case "pussy">>your <<pussy>>,
<<case "ass">>your <<bottom>>,
<<default>>
<</switch>>
<<if $enemyanger gte random(30, 100)>>
<span class="purple">but <<he>> wrenches it out of your grasp.</span>
<<set $leftactiondefault to "rest">><<set $leftarm to 0>>
<<set $NPCList[$lefttarget].righthand to 0>><<violence 2>>
<<else>>
but <<his>> grip is too tight.
<</if>>
<</if>>
<</if>>
<<if $rightaction is "handguide">>
<<set $rightaction to 0>><<set $rightactiondefault to "handguide">><<combatpromiscuity2>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("hand", $righttarget)>>
<<switch $handGuideRight>>
<<case "penis">>
You lower <<someones $righttarget>> hand to your <<penis>>.
<<set $NPCList[$righttarget].lefthand to "penisentrance">><<set $penisuse to 1>><<set $penisstate to "otherhandentrance">>
<<case "pussy">>
Your lower <<someones $righttarget>> hand to your <<pussy>>.
<<set $NPCList[$righttarget].lefthand to "vaginaentrance">><<set $vaginause to 1>><<set $vaginastate to "otherhandentrance">>
<<case "ass">>
You press <<someones $righttarget>> hand against your <<bottom>>.
<<set $NPCList[$righttarget].lefthand to "anusentrance">><<set $anususe to "handentrance">><<set $anusstate to "handentrance">>
<<case "neck">>
You press <<someones $righttarget>> hand against your neck.
<<set $NPCList[$righttarget].lefthand to "throat">><<set $neckuse to "hand">>
<</switch>>
<<set $rightactiondefault to "rest">><<set $rightarm to 0>><<submission 1>>
<<else>>
You try to guide <<someones $righttarget>> hand to
<<switch $handGuideRight>>
<<case "penis">>your <<penis>>,
<<case "pussy">>your <<pussy>>,
<<case "ass">>your <<bottom>>,
<</switch>>
<<if $enemyanger gte random(30, 100)>>
<span class="purple">but <<he>> wrenches it out of your grasp.</span>
<<set $rightactiondefault to "rest">><<set $rightarm to 0>>
<<set $NPCList[$righttarget].lefthand to 0>><<violence 2>>
<<else>>
but <<his>> grip is too tight.
<</if>>
<</if>>
<</if>>
<<if $leftaction is "leftgrab">>
<<set $leftaction to 0>><<set $leftactiondefault to "leftgrab">><<handskilluse>><<combatpromiscuity3>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("hand", $lefttarget)>>
<<submission 1>><<handstat>>
<<if $NPCList[$lefttarget].penis is 0>>
<<set $leftactiondefault to "leftwork">><<set $NPCList[$lefttarget].penis to "leftarm">><<set $leftarm to "penis">>
<span class="lblue">You <<handtext>> <<if $NPCList[$lefttarget].chastity.penis.includes("chastity")>>fondle<<else>>grab<</if>> <<hisselect $lefttarget>> $NPCList[$lefttarget].penisdesc<<if $NPCList[$lefttarget].chastity.penis.includes("chastity")>> through <<hisselect $lefttarget>> $NPCList[$lefttarget].chastity.penis<</if>> with your left hand.</span>
<<else>>
<span class="blue">You try to grab <<hisselect $lefttarget>> $NPCList[$lefttarget].penisdesc with your left hand, but the phallus is already occupied.</span>
<</if>>
<<else>>
You try to grab <<someones $lefttarget>> penis with your left hand, but <<he>> moves it away.
<</if>>
<</if>>
<<if $rightaction is "rightgrab">>
<<set $rightaction to 0>><<set $rightactiondefault to "rightgrab">><<handskilluse>><<combatpromiscuity3>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("hand", $righttarget)>>
<<submission 1>><<handstat>>
<<if $NPCList[$righttarget].penis is 0>>
<<set $NPCList[$righttarget].penis to "rightarm">><<set $rightarm to "penis">>
<span class="lblue">You <<handtext>> <<if $NPCList[$righttarget].chastity.penis.includes("chastity")>>fondle<<else>>grab<</if>> <<hisselect $righttarget>> $NPCList[$righttarget].penisdesc<<if $NPCList[$righttarget].chastity.penis.includes("chastity")>> through <<hisselect $righttarget>> $NPCList[$righttarget].chastity.penis<</if>> with your right hand.</span>
<<else>>
<span class="blue">You try to grab <<hisselect $righttarget>> $NPCList[$righttarget].penisdesc with your right hand, but the phallus is already occupied.</span>
<</if>>
<<else>>
You try to grab <<someones $righttarget>> penis with your right hand, but <<he>> moves it away.
<</if>>
<</if>>
<<if $leftaction is "leftstroke" and $rightaction is "rightstroke">>
<<set $leftaction to 0>><<set $rightaction to 0>><<set $leftactiondefault to "leftstroke">><<set $rightactiondefault to "rightstroke">>
<<submission 2>><<actionspenisstroke $lefttarget $righttarget>><<handskilluse>><<handskilluse>>
<</if>>
<<if $leftaction is "leftstroke">>
<<set $leftaction to 0>><<set $leftactiondefault to "leftstroke">><<submission 1>><<actionspenisstroke $lefttarget>><<handskilluse>>
<</if>>
<<if $rightaction is "rightstroke">>
<<set $rightaction to 0>><<set $rightactiondefault to "rightstroke">><<submission 1>><<actionspenisstroke $righttarget>><<handskilluse>>
<</if>>
<<if $leftaction is "leftwork">>
<<set $leftaction to 0>><<set $leftactiondefault to "leftwork">><<handskilluse>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("hand", $lefttarget)>>
<<submission 5>><<actionsshaftrub $lefttarget>>
<<elseif $NPCList[$lefttarget].penis is "leftarm">>
<<set $leftactiondefault to "leftgrab">>
<<set $leftarm to 0>><<set $NPCList[$lefttarget].penis to 0>>
<span class="blue">You try to rub <<hisselect $lefttarget>> shaft, but <<he>> moves away.</span>
<</if>>
<</if>>
<<if $rightaction is "rightwork">>
<<set $rightaction to 0>><<set $rightactiondefault to "rightwork">><<handskilluse>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("hand", $righttarget)>>
<<submission 5>><<actionsshaftrub $righttarget>>
<<elseif $NPCList[$righttarget].penis is "rightarm">>
<<set $rightactiondefault to "rightgrab">>
<<set $rightarm to 0>><<set $NPCList[$righttarget].penis to 0>>
<span class="blue">You try to rub <<hisselect $righttarget>> shaft, but <<he>> moves away.</span>
<</if>>
<</if>>
<<if $leftaction is "handedge">>
<<personselect $lefttarget>><<actionshandedge $lefttarget $leftarm>><<set $leftaction to 0>><<set $leftactiondefault to "handedge">>
<<submission 3>><<sexControl 5 `currentSkillValue("handskill")` $lefttarget>><<handskilluse>>
<</if>>
<<if $rightaction is "handedge">>
<<personselect $righttarget>><<actionshandedge $righttarget $rightarm>><<set $rightaction to 0>><<set $rightactiondefault to "handedge">>
<<submission 3>><<sexControl 5 `currentSkillValue("handskill")` $righttarget>><<handskilluse>>
<</if>>
<<if $leftaction is "leftstoppenis" and $NPCList[$lefttarget].penis is "leftarm">>
<<set $leftaction to 0>><<set $leftactiondefault to "leftstoppenis">><<submission 3>><<set $leftarm to 0>>
<<set $NPCList[$lefttarget].penis to 0>>You let go of <<hisselect $lefttarget>> penis.
<</if>>
<<if $rightaction is "rightstoppenis" and $NPCList[$righttarget].penis is "rightarm">>
<<set $rightaction to 0>><<set $rightactiondefault to "rightstoppenis">><<submission 3>><<set $rightarm to 0>>
<<set $NPCList[$righttarget].penis to 0>>You let go of <<hisselect $righttarget>> penis.
<</if>>
<<if $leftaction is "handpenistomouth" or $rightaction is "handpenistomouth">>
<<if $leftaction is "handpenistomouth">>
<<set $leftaction to 0>><<set $leftactiondefault to "0">><<set $leftarm to 0>>
<<set $_target to $lefttarget>>
<<elseif $rightaction is "handpenistomouth">>
<<set $rightaction to 0>><<set $rightactiondefault to "0">><<set $rightarm to 0>>
<<set $_target to $righttarget>>
<</if>>
<<if $mouthuse is 0>>
<<set $mouthaction to 0>><<meek 1 $_target>><<set $mouthactiondefault to "mouth">><<combatpromiscuity4>>
<<if $penisbitten is 1>>
<<set $NPCList[$_target].penis to 0>><<violence 5>>
<<He>> smacks your head away from <<his>> penis.
<<elseif combatSkillCheck("hand", $_target)>>
<<set $NPCList[$_target].penis to "mouthentrance">> <<set $mouthactiondefault to "lick">> <<set $mouthuse to "penis">> <<set $mouthstate to "entrance">>
<<set $NPCList[$_target].location.genitals to "head">>
<span class="blue">You move <<hisselect $_target>> penis towards your mouth.</span>
<<handskilluse>>
<<else>>
<<set $NPCList[$_target].penis to 0>><<handskilluse>>
You try to move into a position where your mouth can take <<hisselect $_target>> penis, but <<he>> has other ideas.
<</if>>
<<else>>
<span class="blue">You try to move <<hisselect $_target>> penis towards your mouth, but the entrance is already occupied.</span>
<</if>>
<</if>>
<<if $leftaction is "handpenistochest" or $rightaction is "handpenistochest">>
<<if $leftaction is "handpenistochest">>
<<set $leftaction to 0>><<set $leftactiondefault to "0">><<set $leftarm to 0>>
<<set $_target to $lefttarget>>
<<elseif $rightaction is "handpenistochest">>
<<set $rightaction to 0>><<set $rightactiondefault to "0">><<set $rightarm to 0>>
<<set $_target to $righttarget>>
<</if>>
<<handskilluse>><<personselect $_target>>
<<if combatSkillCheck("hand", $NPCList[$_target])>>
<<chestskilluse>><<combatpromiscuity3>>
<<set $chestactiondefault to "rub">><<set $chestuse to "penis">><<cheststat>><<set $mouthactiondefault to "peniskiss">>
<<set $NPCList[$_target].penis to "chest">><<set $chesttarget to $_target>>
<<if $breastcup is "none">>
<span class="lblue">You <<handtext>> put <<his>> $NPCList[$_target].penisdesc between your <<breasts>> and squeeze them together as best as you can.
Your breasts are too small for it to be effective, but your cute attempt succeeds in charming <<him>>.</span> <<He>> rubs <<his>> penis against your chest.
<<else>>
<span class="lblue">You <<handtext>> put <<his>> $NPCList[$_target].penisdesc between your <<breasts>>.</span>
<</if>>
<<else>>
<<set $NPCList[$_target].penis to 0>>
<<if $player.breastsize is 0>>
You squeeze your <<breasts>> together as best you can and try to put <<his>> penis between them, to no avail.
<<else>>
You try to put <<his>> penis between your <<breasts>>, but fail.
<</if>>
<</if>>
<</if>>
<<if $leftaction is "leftstruggle" and $rightaction is "rightstruggle" and !$abomination and $lefttarget is $righttarget>>
<<set $leftaction to 0>><<set $rightaction to 0>><<set $leftactiondefault to "leftstruggle">><<set $rightactiondefault to "rightstruggle">>
You struggle with all your might.
<<defiance 2 $lefttarget>><<set $speechstruggle to 1>>
<<if currentSkillValue('physique') gte random(1, 32000) and !$robinRentEvent>>
<span class="teal">You manage to twist your arms free.</span>
<<defiance 5 $lefttarget>>
<<set $leftarm to 0>><<set $rightarm to 0>>
<<if $NPCList[$lefttarget].lefthand is "arms">>
<<set $NPCList[$lefttarget].lefthand to 0>>
<</if>>
<<if $NPCList[$lefttarget].righthand is "arms">>
<<set $NPCList[$lefttarget].righthand to 0>>
<</if>>
<<else>>
<span class="purple">Your arms remain grasped.</span>
<</if>>
<</if>>
<<if $leftaction is "leftstruggle" and !$abomination>>
<<set $leftaction to 0>><<set $leftactiondefault to "leftstruggle">>
You struggle.
<<set $speechstruggle to 1>><<defiance 1 $lefttarget>>
<<if currentSkillValue('physique') gte random(1, 64000) and !$robinRentEvent>>
<span class="teal">You manage to twist your arms free.</span>
<<defiance 5 $lefttarget>>
<<set $leftarm to 0>><<set $rightarm to 0>>
<<if $NPCList[$lefttarget].lefthand is "arms">>
<<set $NPCList[$lefttarget].lefthand to 0>>
<</if>>
<<if $NPCList[$lefttarget].righthand is "arms">>
<<set $NPCList[$lefttarget].righthand to 0>>
<</if>>
<<else>>
<span class="purple">Your arms remain grasped.</span>
<</if>>
<</if>>
<<if $rightaction is "rightstruggle" and !$abomination>>
<<set $rightaction to 0>><<set $rightactiondefault to "rightstruggle">>
You struggle.
<<defiance 1 $righttarget>><<set $speechstruggle to 1>>
<<if currentSkillValue('physique') gte random(1, 64000) and !$robinRentEvent>>
<span class="teal">You manage to twist your arms free.</span>
<<defiance 5 $righttarget>>
<<set $leftarm to 0>><<set $rightarm to 0>>
<<if $NPCList[$righttarget].lefthand is "arms">>
<<set $NPCList[$righttarget].lefthand to 0>>
<</if>>
<<if $NPCList[$righttarget].righthand is "arms">>
<<set $NPCList[$righttarget].righthand to 0>>
<</if>>
<<else>>
<span class="purple">Your arms remain grasped.</span>
<</if>>
<</if>>
<<if $leftaction is "rest" and $rightaction is "rest">>
<<set $leftaction to 0>><<set $rightaction to 0>><<set $leftactiondefault to "rest">><<set $rightactiondefault to "rest">>
You rest your arms.
<</if>>
<<if $leftaction is "rest">>
<<set $leftaction to 0>><<set $leftactiondefault to "rest">>
You rest your left arm.
<</if>>
<<if $rightaction is "rest">>
<<set $rightaction to 0>><<set $rightactiondefault to "rest">>
You rest your right arm.
<</if>>
<<if $leftaction is "behind" and $rightaction is "behind">>
<<set $leftaction to 0>><<set $rightaction to 0>><<set $leftactiondefault to "behind">><<set $rightactiondefault to "behind">>
You hold your arms behind your back in a compliant gesture.
<<meek 2>><<set $leftarm to "behind">><<set $rightarm to "behind">>
<</if>>
<<if $leftaction is "behind">>
<<set $leftaction to 0>><<set $leftactiondefault to "behind">>
You hold your left arm behind your back in a compliant gesture.
<<meek 1>><<set $leftarm to "behind">>
<</if>>
<<if $rightaction is "behind">>
<<set $rightaction to 0>><<set $rightactiondefault to "behind">>
You hold your right arm behind your back in a compliant gesture.
<<meek 1>><<set $rightarm to "behind">>
<</if>>
<<if $leftaction is "stopbehind" and $rightaction is "stopbehind">>
<<set $leftaction to 0>><<set $rightaction to 0>><<set $leftactiondefault to "rest">><<set $rightactiondefault to "rest">>
You move your arms in front of you.
<<set $leftarm to 0>><<set $rightarm to 0>>
<</if>>
<<if $leftaction is "stopbehind">>
<<set $leftaction to 0>><<set $leftactiondefault to "rest">>
You move your left arm in front of you.
<<set $leftarm to 0>>
<</if>>
<<if $rightaction is "stopbehind">>
<<set $rightaction to 0>><<set $rightactiondefault to "rest">>
You move your right arm in front of you.
<<set $rightarm to 0>>
<</if>>
<<if $leftaction is "leftchest" and $rightaction is "rightchest">>
<<set $leftaction to 0>><<set $rightaction to 0>><<set $leftactiondefault to "leftchest">>
<<set $rightactiondefault to "rightchest">><<actionsStroke $lefttarget $righttarget>><<submission 2>>
<</if>>
<<if $leftaction is "leftchest">>
<<set $leftaction to 0>><<set $leftactiondefault to "leftchest">><<actionsStroke $lefttarget>><<submission 1>>
<</if>>
<<if $rightaction is "rightchest">>
<<set $rightaction to 0>><<set $rightactiondefault to "rightchest">><<actionsStroke $righttarget>><<submission 1>>
<</if>>
<<if $leftaction is "lefthit" and $rightaction is "righthit" and $lefttarget is $righttarget>>
<<set $leftaction to 0>><<set $rightaction to 0>><<set $leftactiondefault to "lefthit">><<set $rightactiondefault to "righthit">>
<<combatExtendedEnemyCheck $lefttarget>><<actionshit both>>
<<if $combatExtended.enemyDodgeSuccess gte 1 or $combatExtended.enemyCounterSuccess gte 1>>
<<if $combatExtended.enemyCounterSuccess is 2>>
<<violence 10>>
<<elseif $combatExtended.enemyDodgeSuccess is 2>>
/* Attack dodged */
<<elseif $combatExtended.enemyCounterSuccess is 1>>
<<defiance 5 $lefttarget>><<violence 5>><<set $speechhit to 1>><<set $attackstat += 2>>
<<else>>
<<defiance 3 $lefttarget>><<set $speechhit to 1>><<set $attackstat += 2>>
<</if>>
<<else>>
<<defiance 5 $lefttarget>><<set $speechhit to 1>><<set $attackstat += 2>>
<</if>>
<</if>>
<<if $leftaction is "lefthit">>
<<set $leftaction to 0>><<set $leftactiondefault to "lefthit">><<combatExtendedEnemyCheck $lefttarget>>
<<if ($parasite.left_ear.name is "slime" and random(1, 3) is 3) or ($parasite.right_ear.name is "slime" and random(1, 3) is 3) or ($earSlime.growth gte 50 and random(1, 3) is 3)>>
<<if $earSlime.growth gte (currentSkillValue('willpower') / 10) and random(0,100) gte $earSlime.growth / 3>>
You try to hit the <<if $enemytype is "beast">><<beasttype>><<else>><<personselect $lefttarget>><<person>><</if>>
with your left hand, <span class="red">but the slime immobilises your limb.</span>
<<if $earSlime.growth gt 50>><<set $earSlime.defyCooldown++>><</if>>
<<elseif $earSlime.corruption gte (currentSkillValue('willpower') / 10) and random(0,100) gte 50>>
You try to hit the <<if $enemytype is "beast">><<beasttype>><<else>><<personselect $lefttarget>><<person>><</if>>
with your left hand, <span class="red">but the slime distracts you, so you miss.</span>
<<gwillpower>><<willpower 1>>
<<else>>
The slime tries to prevent you from hitting the <<if $enemytype is "beast">><<beasttype>><<else>><<personselect $lefttarget>><<person>><</if>>, <span class="green">but you make contact regardless.</span>
<<actionshit $lefttarget>>
<<if $combatExtended.enemyDodgeSuccess gte 1 or $combatExtended.enemyCounterSuccess gte 1>>
<<if $combatExtended.enemyCounterSuccess is 2>>
<<violence 10>>
<<elseif $combatExtended.enemyDodgeSuccess is 2>>
/* Attack dodged */
<<elseif $combatExtended.enemyCounterSuccess is 1>>
<<defiance 2 $lefttarget>><<violence 5>><<set $speechhit to 1>><<set $attackstat += 1>>
<<else>>
<<defiance 1 $lefttarget>><<set $speechhit to 1>><<set $attackstat += 1>>
<</if>>
<<else>>
<<defiance 2 $lefttarget>><<set $speechhit to 1>><<set $attackstat += 1>>
<</if>>
<</if>>
<<else>>
<<actionshit $lefttarget>>
<<if $combatExtended.enemyDodgeSuccess gte 1 or $combatExtended.enemyCounterSuccess gte 1>>
<<if $combatExtended.enemyCounterSuccess is 2>>
<<violence 10>>
<<elseif $combatExtended.enemyDodgeSuccess is 2>>
/* Attack dodged */
<<elseif $combatExtended.enemyCounterSuccess is 1>>
<<defiance 2 $lefttarget>><<violence 5>><<set $speechhit to 1>><<set $attackstat += 1>>
<<else>>
<<defiance 1 $lefttarget>><<set $speechhit to 1>><<set $attackstat += 1>>
<</if>>
<<else>>
<<defiance 2 $lefttarget>><<set $speechhit to 1>><<set $attackstat += 1>>
<</if>>
<</if>>
<</if>>
<<if $rightaction is "righthit">>
<<set $rightaction to 0>><<set $rightactiondefault to "righthit">><<personselect $righttarget>><<combatExtendedEnemyCheck $righttarget>>
<<if ($parasite.left_ear.name is "slime" and random(1, 3) is 3) or ($parasite.right_ear.name is "slime" and random(1, 3) is 3) or ($earSlime.growth gte 50 and random(1, 3) is 3)>>
<<if $earSlime.growth gte (currentSkillValue('willpower') / 10) and random(0,100) gte $earSlime.growth / 3>>
You try to hit the <<if $enemytype is "beast">><<beasttype>><<else>><<person>><</if>>
with your right hand, <span class="red">but the slime immobilises your limb.</span>
<<if $earSlime.growth gt 50>><<set $earSlime.defyCooldown++>><</if>>
<<elseif $earSlime.corruption gte (currentSkillValue('willpower') / 10) and random(0,100) gte 50>>
You try to hit the <<if $enemytype is "beast">><<beasttype>><<else>><<person>><</if>>
with your right hand, <span class="red">but the slime distracts you, so you miss.</span>
<<gwillpower>><<willpower 1>>
<<else>>
The slime tries to prevent you from hitting the <<if $enemytype is "beast">><<beasttype>><<else>><<personselect $lefttarget>><<person>><</if>>, <span class="green">but you make contact regardless.</span>
<<actionshit $righttarget>>
<<if $combatExtended.enemyDodgeSuccess gte 1 or $combatExtended.enemyCounterSuccess gte 1>>
<<if $combatExtended.enemyCounterSuccess is 2>>
<<violence 10>>
<<elseif $combatExtended.enemyDodgeSuccess is 2>>
/* Attack dodged */
<<elseif $combatExtended.enemyCounterSuccess is 1>>
<<defiance 2 $righttarget>><<violence 5>><<set $speechhit to 1>><<set $attackstat += 1>>
<<else>>
<<defiance 1 $righttarget>><<set $speechhit to 1>><<set $attackstat += 1>>
<</if>>
<<else>>
<<defiance 2 $righttarget>><<set $speechhit to 1>><<set $attackstat += 1>>
<</if>>
<</if>>
<<else>>
<<actionshit $righttarget>>
<<if $combatExtended.enemyDodgeSuccess gte 1 or $combatExtended.enemyCounterSuccess gte 1>>
<<if $combatExtended.enemyCounterSuccess is 2>>
<<violence 10>>
<<elseif $combatExtended.enemyDodgeSuccess is 2>>
/* Attack dodged */
<<elseif $combatExtended.enemyCounterSuccess is 1>>
<<defiance 2 $righttarget>><<violence 5>><<set $speechhit to 1>><<set $attackstat += 1>>
<<else>>
<<defiance 1 $righttarget>><<set $speechhit to 1>><<set $attackstat += 1>>
<</if>>
<<else>>
<<defiance 2 $righttarget>><<set $speechhit to 1>><<set $attackstat += 1>>
<</if>>
<</if>>
<</if>>
<<if $leftaction is "leftumbrella" and $rightaction is "rightumbrella" and $lefttarget is $righttarget>>
<<set $leftaction to 0>><<set $rightaction to 0>><<set $leftactiondefault to "leftumbrella">>
<<set $rightactiondefault to "rightumbrella">><<combatExtendedEnemyCheck $lefttarget>><<actionsumbrella both>>
<<if $combatExtended.enemyDodgeSuccess gte 1 or $combatExtended.enemyCounterSuccess gte 1>>
<<if $combatExtended.enemyCounterSuccess is 2>>
<<violence 10>>
<<elseif $combatExtended.enemyDodgeSuccess is 2>>
/* Attack dodged */
<<elseif $combatExtended.enemyCounterSuccess is 1>>
<<defiance 12 $lefttarget>><<violence 5>><<set $speechhit to 1>><<set $attackstat += 2>><<set $umbrellaHit to 2>><<umbrellaDurability>>
<<else>>
<<defiance 6 $lefttarget>><<set $speechhit to 1>><<set $attackstat += 2>><<set $umbrellaHit to 1>><<umbrellaDurability>>
<</if>>
<<else>>
<<defiance 12 $lefttarget>><<set $speechhit to 1>><<set $attackstat += 2>><<set $umbrellaHit to 2>><<umbrellaDurability>>
<</if>>
<</if>>
<<if $leftaction is "leftumbrella">>
<<set $leftaction to 0>><<set $leftactiondefault to "leftumbrella">><<combatExtendedEnemyCheck $lefttarget>>
<<if $parasite.left_ear.name is "slime" and random(1, 3) is 3 or $parasite.right_ear.name is "slime" and random(1, 3) is 3>>
<<if $earSlime.corruption gte (currentSkillValue('willpower') / 10)>>
You try to hit the <<if $enemytype is "beast">><<beasttype>><<else>><<personselect $lefttarget>><<person>><</if>>
with your umbrella, <span class="red">but the slime immobilises your limb.</span>
<<gwillpower>><<willpower 1>>
<<else>>
The slime tries to immobilise your left arm, <span class="green">but you wrestle control away from it.</span>
<<actionsumbrella $lefttarget>>
<<if $combatExtended.enemyDodgeSuccess gte 1 or $combatExtended.enemyCounterSuccess gte 1>>
<<if $combatExtended.enemyCounterSuccess is 2>>
<<violence 10>>
<<elseif $combatExtended.enemyDodgeSuccess is 2>>
/* Attack dodged */
<<elseif $combatExtended.enemyCounterSuccess is 1>>
<<defiance 5 $lefttarget>><<violence 5>><<set $speechhit to 1>><<set $attackstat += 1>><<set $umbrellaHit to 1>><<umbrellaDurability>>
<<else>>
<<defiance 3 $lefttarget>><<set $speechhit to 1>><<set $attackstat += 1>><<set $umbrellaHit to 1>><<umbrellaDurability>>
<</if>>
<<else>>
<<defiance 5 $lefttarget>><<set $speechhit to 1>><<set $attackstat += 1>><<set $umbrellaHit to 0.5>><<umbrellaDurability>>
<</if>>
<</if>>
<<else>>
<<actionsumbrella $lefttarget>>
<<if $combatExtended.enemyDodgeSuccess gte 1 or $combatExtended.enemyCounterSuccess gte 1>>
<<if $combatExtended.enemyCounterSuccess is 2>>
<<violence 10>>
<<elseif $combatExtended.enemyDodgeSuccess is 2>>
/* Attack dodged */
<<elseif $combatExtended.enemyCounterSuccess is 1>>
<<defiance 5 $lefttarget>><<violence 5>><<set $speechhit to 1>><<set $attackstat += 1>><<set $umbrellaHit to 1>><<umbrellaDurability>>
<<else>>
<<defiance 3 $lefttarget>><<set $speechhit to 1>><<set $attackstat += 1>><<set $umbrellaHit to 1>><<umbrellaDurability>>
<</if>>
<<else>>
<<defiance 5 $lefttarget>><<set $speechhit to 1>><<set $attackstat += 1>><<set $umbrellaHit to 1>><<umbrellaDurability>>
<</if>>
<</if>>
<</if>>
<<if $rightaction is "rightumbrella">>
<<set $rightaction to 0>><<set $rightactiondefault to "rightumbrella">><<personselect $righttarget>><<combatExtendedEnemyCheck $righttarget>>
<<if $parasite.left_ear.name is "slime" and random(1, 3) is 3 or $parasite.right_ear.name is "slime" and random(1, 3) is 3>>
<<if $earSlime.corruption gte (currentSkillValue('willpower') / 10)>>
You try to hit the <<if $enemytype is "beast">><<beasttype>><<else>><<person>><</if>>
with your umbrella, <span class="red">but the slime immobilises your limb.</span>
<<gwillpower>><<willpower 1>>
<<else>>
The slime tries to immobilise your right arm, <span class="green">but you wrestle control away from it.</span>
<<actionsumbrella $righttarget>>
<<if $combatExtended.enemyDodgeSuccess gte 1 or $combatExtended.enemyCounterSuccess gte 1>>
<<if $combatExtended.enemyCounterSuccess is 2>>
<<violence 10>>
<<elseif $combatExtended.enemyDodgeSuccess is 2>>
/* Attack dodged */
<<elseif $combatExtended.enemyCounterSuccess is 1>>
<<defiance 5 $righttarget>><<violence 5>><<set $speechhit to 1>><<set $attackstat += 1>><<set $umbrellaHit to 1>><<umbrellaDurability>>
<<else>>
<<defiance 3 $righttarget>><<set $speechhit to 1>><<set $attackstat += 1>><<set $umbrellaHit to 1>><<umbrellaDurability>>
<</if>>
<<else>>
<<defiance 5 $righttarget>><<set $speechhit to 1>><<set $attackstat += 1>><<set $umbrellaHit to 1>><<umbrellaDurability>>
<</if>>
<</if>>
<<else>>
<<actionsumbrella $righttarget>>
<<if $combatExtended.enemyDodgeSuccess gte 1 or $combatExtended.enemyCounterSuccess gte 1>>
<<if $combatExtended.enemyCounterSuccess is 2>>
<<violence 10>>
<<elseif $combatExtended.enemyDodgeSuccess is 2>>
/* Attack dodged */
<<elseif $combatExtended.enemyCounterSuccess is 1>>
<<defiance 5 $righttarget>><<violence 5>><<set $speechhit to 1>><<set $attackstat += 1>><<set $umbrellaHit to 1>><<umbrellaDurability>>
<<else>>
<<defiance 3 $righttarget>><<set $speechhit to 1>><<set $attackstat += 1>><<set $umbrellaHit to 1>><<umbrellaDurability>>
<</if>>
<<else>>
<<defiance 5 $righttarget>><<set $speechhit to 1>><<set $attackstat += 1>><<set $umbrellaHit to 1>><<umbrellaDurability>>
<</if>>
<</if>>
<</if>>
<<if $leftaction is "leftblock" and $rightaction is "rightblock" and $lefttarget is $righttarget>>
<<set $leftaction to 0>><<set $rightaction to 0>><<set $leftactiondefault to "leftblock">><<set $rightactiondefault to "rightblock">><<actionsguard both>><<set $combatExtended.blockingActive to 2>>
<</if>>
<<if $leftaction is "leftblock">>
<<set $leftaction to 0>><<set $leftactiondefault to "leftblock">>
<<if $parasite.left_ear.name is "slime" and random(1, 3) is 3 or $parasite.right_ear.name is "slime" and random(1, 3) is 3>>
<<if $earSlime.corruption gte (currentSkillValue('willpower') / 10)>>
You try to defend yourself
with your left hand, <span class="red">but the slime immobilises your limb.</span>
<<gwillpower>><<willpower 1>>
<<else>>
The slime tries to immobilise your left arm, <span class="green">but you wrestle control away from it.</span>
<<actionsguard $lefttarget>><<set $combatExtended.blockingActive to 1>>
<</if>>
<<else>>
<<actionsguard $lefttarget>><<set $combatExtended.blockingActive to 1>>
<</if>>
<</if>>
<<if $rightaction is "rightblock">>
<<set $rightaction to 0>><<set $rightactiondefault to "rightblock">><<personselect $righttarget>>
<<if $parasite.left_ear.name is "slime" and random(1, 3) is 3 or $parasite.right_ear.name is "slime" and random(1, 3) is 3>>
<<if $earSlime.corruption gte (currentSkillValue('willpower') / 10)>>
You try to defend yourself
with your right hand, <span class="red">but the slime immobilises your limb.</span>
<<gwillpower>><<willpower 1>>
<<else>>
The slime tries to immobilise your right arm, <span class="green">but you wrestle control away from it.</span>
<<actionsguard $righttarget>><<set $combatExtended.blockingActive to 1>>
<</if>>
<<else>>
<<actionsguard $righttarget>><<set $combatExtended.blockingActive to 1>>
<</if>>
<</if>>
<<if $leftaction is "leftcounter" and $rightaction is "rightcounter" and $lefttarget is $righttarget>>
<<set $leftaction to 0>><<set $rightaction to 0>><<set $leftactiondefault to "leftcounter">><<set $rightactiondefault to "rightcounter">><<actionsguard both>><<set $combatExtended.counteringActive to 2>>
<</if>>
<<if $leftaction is "leftcounter">>
<<set $leftaction to 0>><<set $leftactiondefault to "leftcounter">>
<<if $parasite.left_ear.name is "slime" and random(1, 3) is 3 or $parasite.right_ear.name is "slime" and random(1, 3) is 3>>
<<if $earSlime.corruption gte (currentSkillValue('willpower') / 10)>>
You try to defend yourself
with your left hand, <span class="red">but the slime immobilises your limb.</span>
<<gwillpower>><<willpower 1>>
<<else>>
The slime tries to immobilise your left arm, <span class="green">but you wrestle control away from it.</span>
<<actionsguard $lefttarget>><<set $combatExtended.counteringActive to 1>>
<</if>>
<<else>>
<<actionsguard $lefttarget>><<set $combatExtended.counteringActive to 1>>
<</if>>
<</if>>
<<if $rightaction is "rightcounter">>
<<set $rightaction to 0>><<set $rightactiondefault to "rightcounter">><<personselect $righttarget>>
<<if $parasite.left_ear.name is "slime" and random(1, 3) is 3 or $parasite.right_ear.name is "slime" and random(1, 3) is 3>>
<<if $earSlime.corruption gte (currentSkillValue('willpower') / 10)>>
You try to defend yourself
with your right hand, <span class="red">but the slime immobilises your limb.</span>
<<gwillpower>><<willpower 1>>
<<else>>
The slime tries to immobilise your right arm, <span class="green">but you wrestle control away from it.</span>
<<actionsguard $righttarget>><<set $combatExtended.counteringActive to 1>>
<</if>>
<<else>>
<<actionsguard $righttarget>><<set $combatExtended.counteringActive to 1>>
<</if>>
<</if>>
<<if $leftaction is "leftfeint" and $rightaction is "rightfeint" and $lefttarget is $righttarget>>
<<set $leftaction to 0>><<set $rightaction to 0>><<set $leftactiondefault to "leftfeint">><<set $rightactiondefault to "rightfeint">>
<<set $combatExtended.feintingActive to 2>><<combatExtendedEnemyCheck $lefttarget>><<actionshit both>>
<<if $combatExtended.enemyDodgeSuccess gte 1 or $combatExtended.enemyCounterSuccess gte 1>>
<<if $combatExtended.enemyCounterSuccess is 2>>
<<violence 10>>
<<elseif $combatExtended.enemyDodgeSuccess is 2>>
/* Attack dodged */
<<elseif $combatExtended.enemyCounterSuccess is 1>>
<<defiance 2 $lefttarget>><<violence 5>><<set $speechhit to 1>><<set $attackstat += 2>>
<<else>>
<<defiance 1 $lefttarget>><<set $speechhit to 1>><<set $attackstat += 2>>
<</if>>
<<else>>
<<defiance 2 $lefttarget>><<set $speechhit to 1>><<set $attackstat += 2>>
<</if>>
<</if>>
<<if $leftaction is "leftfeint">>
<<set $leftaction to 0>><<set $leftactiondefault to "leftfeint">><<set $combatExtended.feintingActive to 1>><<combatExtendedEnemyCheck $lefttarget>>
<<if $parasite.left_ear.name is "slime" and random(1, 3) is 3 or $parasite.right_ear.name is "slime" and random(1, 3) is 3>>
<<if $earSlime.corruption gte (currentSkillValue('willpower') / 10)>>
You try to launch a feint at the <<if $enemytype is "beast">><<beasttype>><<else>><<personselect $lefttarget>><<person>><</if>>
with your left hand, <span class="red">but the slime immobilises your limb.</span>
<<gwillpower>><<willpower 1>>
<<else>>
The slime tries to immobilise your left arm, <span class="green">but you wrestle control away from it.</span>
<<actionsfeint $lefttarget>>
<<if $combatExtended.enemyDodgeSuccess gte 1 or $combatExtended.enemyCounterSuccess gte 1>>
<<if $combatExtended.enemyCounterSuccess is 2>>
<<violence 10>>
<<elseif $combatExtended.enemyDodgeSuccess is 2>>
/* Attack dodged */
<<elseif $combatExtended.enemyCounterSuccess is 1>>
<<defiance 1 $lefttarget>><<violence 5>><<set $speechhit to 1>><<set $attackstat += 1>>
<<else>>
<<defiance 0.5 $lefttarget>><<set $speechhit to 1>><<set $attackstat += 1>>
<</if>>
<<else>>
<<defiance 1 $lefttarget>><<set $speechhit to 1>><<set $attackstat += 1>>
<</if>>
<</if>>
<<else>>
<<actionsfeint $lefttarget>>
<<if $combatExtended.enemyDodgeSuccess gte 1 or $combatExtended.enemyCounterSuccess gte 1>>
<<if $combatExtended.enemyCounterSuccess is 2>>
<<violence 10>>
<<elseif $combatExtended.enemyDodgeSuccess is 2>>
/* Attack dodged */
<<elseif $combatExtended.enemyCounterSuccess is 1>>
<<defiance 1 $lefttarget>><<violence 5>><<set $speechhit to 1>><<set $attackstat += 1>>
<<else>>
<<defiance 0.5 $lefttarget>><<set $speechhit to 1>><<set $attackstat += 1>>
<</if>>
<<else>>
<<defiance 1 $lefttarget>><<set $speechhit to 1>><<set $attackstat += 1>>
<</if>>
<</if>>
<</if>>
<<if $rightaction is "rightfeint">>
<<set $rightaction to 0>><<set $leftactiondefault to "rightfeint">><<set $combatExtended.feintingActive to 1>><<combatExtendedEnemyCheck $rightaction>>
<<if $parasite.left_ear.name is "slime" and random(1, 3) is 3 or $parasite.right_ear.name is "slime" and random(1, 3) is 3>>
<<if $earSlime.corruption gte (currentSkillValue('willpower') / 10)>>
You try to launch a feint a the <<if $enemytype is "beast">><<beasttype>><<else>><<personselect $rightaction>><<person>><</if>>
with your right hand, <span class="red">but the slime immobilises your limb.</span>
<<gwillpower>><<willpower 1>>
<<else>>
The slime tries to immobilise your right arm, <span class="green">but you wrestle control away from it.</span>
<<actionsfeint $rightaction>>
<<if $combatExtended.enemyDodgeSuccess gte 1 or $combatExtended.enemyCounterSuccess gte 1>>
<<if $combatExtended.enemyCounterSuccess is 2>>
<<violence 10>>
<<elseif $combatExtended.enemyDodgeSuccess is 2>>
/* Attack dodged */
<<elseif $combatExtended.enemyCounterSuccess is 1>>
<<defiance 1 $rightaction>><<violence 5>><<set $speechhit to 1>><<set $attackstat += 1>>
<<else>>
<<defiance 0.5 $rightaction>><<set $speechhit to 1>><<set $attackstat += 1>>
<</if>>
<<else>>
<<defiance 1 $rightaction>><<set $speechhit to 1>><<set $attackstat += 1>>
<</if>>
<</if>>
<<else>>
<<actionsfeint $rightaction>>
<<if $combatExtended.enemyDodgeSuccess gte 1 or $combatExtended.enemyCounterSuccess gte 1>>
<<if $combatExtended.enemyCounterSuccess is 2>>
<<violence 10>>
<<elseif $combatExtended.enemyDodgeSuccess is 2>>
/* Attack dodged */
<<elseif $combatExtended.enemyCounterSuccess is 1>>
<<defiance 1 $rightaction>><<violence 5>><<set $speechhit to 1>><<set $attackstat += 1>>
<<else>>
<<defiance 0.5 $rightaction>><<set $speechhit to 1>><<set $attackstat += 1>>
<</if>>
<<else>>
<<defiance 1 $rightaction>><<set $speechhit to 1>><<set $attackstat += 1>>
<</if>>
<</if>>
<</if>>
<<if $leftaction is "lefthookpunch" and $rightaction is "righthookpunch" and $lefttarget is $righttarget>>
<<set $leftaction to 0>><<set $rightaction to 0>><<set $leftactiondefault to "lefthookpunch">><<set $rightactiondefault to "righthookpunch">>
<<set $combatExtended.hookpunchingActive to 2>><<combatExtendedEnemyCheck $lefttarget>><<actionshookpunch both>>
<<if $combatExtended.enemyDodgeSuccess gte 1 or $combatExtended.enemyCounterSuccess gte 1>>
<<if $combatExtended.enemyCounterSuccess is 2>>
<<violence 10>>
<<elseif $combatExtended.enemyDodgeSuccess is 2>>
/* Attack dodged */
<<elseif $combatExtended.enemyCounterSuccess is 1>>
<<defiance 10 $lefttarget>><<violence 5>><<set $speechhit to 1>><<set $attackstat += 2>>
<<else>>
<<defiance 5 $lefttarget>><<set $speechhit to 1>><<set $attackstat += 2>>
<</if>>
<<else>>
<<defiance 10 $lefttarget>><<set $speechhit to 1>><<set $hookpunchStat += 2>>
<</if>>
<</if>>
<<if $leftaction is "lefthookpunch">>
<<set $leftaction to 0>><<set $leftactiondefault to "lefthookpunch">><<set $combatExtended.hookpunchingActive to 1>><<combatExtendedEnemyCheck $lefttarget>>
<<if $parasite.left_ear.name is "slime" and random(1, 3) is 3 or $parasite.right_ear.name is "slime" and random(1, 3) is 3>>
<<if $earSlime.corruption gte (currentSkillValue('willpower') / 10)>>
You try to hit the <<if $enemytype is "beast">><<beasttype>><<else>><<personselect $lefttarget>><<person>><</if>>
with your left hand, <span class="red">but the slime immobilises your limb.</span>
<<gwillpower>><<willpower 1>>
<<else>>
The slime tries to immobilise your left arm, <span class="green">but you wrestle control away from it.</span>
<<actionshookpunch $lefttarget>>
<<if $combatExtended.enemyDodgeSuccess gte 1 or $combatExtended.enemyCounterSuccess gte 1>>
<<if $combatExtended.enemyCounterSuccess is 2>>
<<violence 10>>
<<elseif $combatExtended.enemyDodgeSuccess is 2>>
/* Attack dodged */
<<elseif $combatExtended.enemyCounterSuccess is 1>>
<<defiance 4 $lefttarget>><<violence 5>><<set $speechhit to 1>><<set $attackstat += 1>>
<<else>>
<<defiance 2 $lefttarget>><<set $speechhit to 1>><<set $attackstat += 1>>
<</if>>
<<else>>
<<defiance 4 $lefttarget>><<set $speechhit to 1>><<set $hookpunchStat += 1>>
<</if>>
<</if>>
<<else>>
<<actionshookpunch $lefttarget>>
<<if $combatExtended.enemyDodgeSuccess gte 1 or $combatExtended.enemyCounterSuccess gte 1>>
<<if $combatExtended.enemyCounterSuccess is 2>>
<<violence 10>>
<<elseif $combatExtended.enemyDodgeSuccess is 2>>
/* Attack dodged */
<<elseif $combatExtended.enemyCounterSuccess is 1>>
<<defiance 4 $lefttarget>><<violence 5>><<set $speechhit to 1>><<set $attackstat += 1>>
<<else>>
<<defiance 2 $lefttarget>><<set $speechhit to 1>><<set $attackstat += 1>>
<</if>>
<<else>>
<<defiance 4 $lefttarget>><<set $speechhit to 1>><<set $hookpunchStat += 1>>
<</if>>
<</if>>
<</if>>
<<if $rightaction is "righthookpunch">>
<<set $rightaction to 0>><<set $rightactiondefault to "righthookpunch">><<personselect $righttarget>><<set $combatExtended.hookpunchingActive to 1>><<combatExtendedEnemyCheck $righttarget>>
<<if $parasite.left_ear.name is "slime" and random(1, 3) is 3 or $parasite.right_ear.name is "slime" and random(1, 3) is 3>>
<<if $earSlime.corruption gte (currentSkillValue('willpower') / 10)>>
You try to hit the <<if $enemytype is "beast">><<beasttype>><<else>><<person>><</if>>
with your right hand, <span class="red">but the slime immobilises your limb.</span>
<<gwillpower>><<willpower 1>>
<<else>>
The slime tries to immobilise your right arm, <span class="green">but you wrestle control away from it.</span>
<<actionshookpunch $righttarget>>
<<if $combatExtended.enemyDodgeSuccess gte 1 or $combatExtended.enemyCounterSuccess gte 1>>
<<if $combatExtended.enemyCounterSuccess is 2>>
<<violence 10>>
<<elseif $combatExtended.enemyDodgeSuccess is 2>>
/* Attack dodged */
<<elseif $combatExtended.enemyCounterSuccess is 1>>
<<defiance 4 $righttarget>><<violence 5>><<set $speechhit to 1>><<set $attackstat += 1>>
<<else>>
<<defiance 2 $righttarget>><<set $speechhit to 1>><<set $attackstat += 1>>
<</if>>
<<else>>
<<defiance 4 $righttarget>><<set $speechhit to 1>><<set $hookpunchStat += 1>>
<</if>>
<</if>>
<<else>>
<<actionshookpunch $righttarget>>
<<if $combatExtended.enemyDodgeSuccess gte 1 or $combatExtended.enemyCounterSuccess gte 1>>
<<if $combatExtended.enemyCounterSuccess is 2>>
<<violence 10>>
<<elseif $combatExtended.enemyDodgeSuccess is 2>>
/* Attack dodged */
<<elseif $combatExtended.enemyCounterSuccess is 1>>
<<defiance 4 $righttarget>><<violence 5>><<set $speechhit to 1>><<set $attackstat += 1>>
<<else>>
<<defiance 2 $righttarget>><<set $speechhit to 1>><<set $attackstat += 1>>
<</if>>
<<else>>
<<defiance 4 $righttarget>><<set $speechhit to 1>><<set $hookpunchStat += 1>>
<</if>>
<</if>>
<</if>>
<<if $leftaction is "leftcamerapose" and $rightaction is "rightcamerapose">>
<<set $leftaction to 0>><<set $rightaction to 0>><<set $leftactiondefault to "leftcamerapose">><<set $rightactiondefault to "rightcamerapose">>
<<neutral 4>>
You make peace signs for the cameras.
<<set $speechcamerapose to 1>>
<<elseif $leftaction is "leftcamerapose">>
<<set $leftaction to 0>><<set $leftactiondefault to "leftcamerapose">>
<<neutral 2>>
You make a peace sign with your left hand.
<<set $speechcamerapose to 1>>
<<elseif $rightaction is "rightcamerapose">>
<<set $rightaction to 0>><<set $rightactiondefault to "rightcamerapose">>
<<neutral 2>>
You make a peace sign with your right hand.
<<set $speechcamerapose to 1>>
<</if>>
<<cover_end>>/*Resets $face and other variables that are covered */
<<if $leftaction is "leftcoverface" and $rightaction is "rightcoverface">>
<<if $uncomfortable.hypnosis is false and $hypnosis_traits.cover gte random(1,5)>>
<<hypnosisicon>> You intend to cover your face, but a lewd thought intrudes <span class="lewd">and your mind immediately accepts it.</span>
You stroke your face with your hands, winking and teasing around your lips.
<<submission 1>><<set $speechcamerapose to 1>><<hypnotised 1>>
<<hypnosisicon>>
<<elseif $hypnosis_traits.cover gte 1 and $willpower lt random(1, (200 * $hypnosis_traits.cover))>>
<<hypnosisicon>> You intend to cover your face, <span class="pink">but the thought is snatched from your mind, and replaced with another.</span>
You stroke your face with your hands, winking and teasing around your lips.
<<submission 1>><<set $speechcamerapose to 1>><<hypnotised 1>><<willpower 1>>
<<hypnosisicon>>
<<else>>
You
<<if $hypnosis_traits.cover gte 1>>
<span class="green">resist intrusive thoughts</span> and
<</if>>
cover your face with your hands.
<<set $speechcoverface to 1>><<set $face to "covered">><<neutral 2>>
<<set $leftaction to 0>><<set $rightaction to 0>><<set $leftactiondefault to "leftcoverface">><<set $rightactiondefault to "rightcoverface">>
<</if>>
<<elseif $leftaction is "leftcoverface">>
<<if $uncomfortable.hypnosis is false and $hypnosis_traits.cover gte random(1,5)>>
<<hypnosisicon>> You intend to cover your face, but a lewd thought intrudes <span class="lewd">and your mind immediately accepts it.</span>
You stroke your face with your left hand, winking and teasing around your lips.
<<submission 1>><<set $speechcamerapose to 1>><<hypnotised 1>>
<<hypnosisicon>>
<<elseif $hypnosis_traits.cover gte 1 and $willpower lt random(1, (200 * $hypnosis_traits.cover))>>
<<hypnosisicon>> You intend to cover your face, <span class="pink">but the thought is snatched from your mind, and replaced with another.</span>
You stroke your face with your left hand, winking and teasing around your lips.
<<submission 1>><<set $speechcamerapose to 1>><<hypnotised 1>><<willpower 1>>
<<hypnosisicon>>
<<else>>
You
<<if $hypnosis_traits.cover gte 1>>
<span class="green">resist intrusive thoughts</span> and
<</if>>
cover your face with your left hand.
<<set $speechcoverface to 1>><<set $face to "covered">><<neutral 1>>
<<set $leftaction to 0>><<set $leftactiondefault to "leftcoverface">>
<</if>>
<<elseif $rightaction is "rightcoverface">>
<<if $uncomfortable.hypnosis is false and $hypnosis_traits.cover gte random(1,5)>>
<<hypnosisicon>> You intend to cover your face, but a lewd thought intrudes <span class="lewd">and your mind immediately accepts it.</span>
You stroke your face with your right hand, winking and teasing around your lips.
<<submission 1>><<set $speechcamerapose to 1>><<hypnotised 1>>
<<hypnosisicon>>
<<elseif $hypnosis_traits.cover gte 1 and $willpower lt random(1, (200 * $hypnosis_traits.cover))>>
<<hypnosisicon>> You intend to cover your face, <span class="pink">but the thought is snatched from your mind, and replaced with another.</span>
You stroke your face with your right hand, winking and teasing around your lips.
<<submission 1>><<set $speechcamerapose to 1>><<hypnotised 1>><<willpower 1>>
<<hypnosisicon>>
<<else>>
You
<<if $hypnosis_traits.cover gte 1>>
<span class="green">resist intrusive thoughts</span> and
<</if>>
cover your face with your right hand.
<<set $speechcoverface to 1>><<set $face to "covered">><<neutral 1>>
<<set $rightaction to 0>><<set $rightactiondefault to "rightcoverface">>
<</if>>
<</if>>
/* Vagina Cover */
<<if $leftaction is "leftcovervaginalewd" and $rightaction is "rightcovervaginalewd">>
<<effectsCoverVagina "both" "lewd">>
<<elseif $leftaction is "leftcovervaginalewd">>
<<effectsCoverVagina "left" "lewd">>
<<elseif $rightaction is "rightcovervaginalewd">>
<<effectsCoverVagina "right" "lewd">>
<</if>>
<<if $leftaction is "leftcovervaginameek" and $rightaction is "rightcovervaginameek">>
<<effectsCoverVagina "both" "meek">>
<<elseif $leftaction is "leftcovervaginameek">>
<<effectsCoverVagina "left" "meek">>
<<elseif $rightaction is "rightcovervaginameek">>
<<effectsCoverVagina "right" "meek">>
<</if>>
<<if $leftaction is "leftcovervagina" and $rightaction is "rightcovervagina">>
<<effectsCoverVagina "both">>
<<elseif $leftaction is "leftcovervagina">>
<<effectsCoverVagina "left">>
<<elseif $rightaction is "rightcovervagina">>
<<effectsCoverVagina "right">>
<</if>>
/* Penis Cover */
<<if $leftaction is "leftcoverpenislewd" and $rightaction is "rightcoverpenislewd">>
<<effectsCoverPenis "both" "lewd">>
<<elseif $leftaction is "leftcoverpenislewd">>
<<effectsCoverPenis "left" "lewd">>
<<elseif $rightaction is "rightcoverpenislewd">>
<<effectsCoverPenis "right" "lewd">>
<</if>>
<<if $leftaction is "leftcoverpenismeek" and $rightaction is "rightcoverpenismeek">>
<<effectsCoverPenis "both" "meek">>
<<elseif $leftaction is "leftcoverpenismeek">>
<<effectsCoverPenis "left" "meek">>
<<elseif $rightaction is "rightcoverpenismeek">>
<<effectsCoverPenis "right" "meek">>
<</if>>
<<if $leftaction is "leftcoverpenis" and $rightaction is "rightcoverpenis">>
<<effectsCoverPenis "both">>
<<elseif $leftaction is "leftcoverpenis">>
<<effectsCoverPenis "left">>
<<elseif $rightaction is "rightcoverpenis">>
<<effectsCoverPenis "right">>
<</if>>
/* Anus Cover */
<<if $leftaction is "leftcoveranuslewd" and $rightaction is "rightcoveranuslewd">>
<<effectsCoverAnus "both" "lewd">>
<<elseif $leftaction is "leftcoveranuslewd">>
<<effectsCoverAnus "left" "lewd">>
<<elseif $rightaction is "rightcoveranuslewd">>
<<effectsCoverAnus "right" "lewd">>
<</if>>
<<if $leftaction is "leftcoveranusmeek" and $rightaction is "rightcoveranusmeek">>
<<effectsCoverAnus "both" "meek">>
<<elseif $leftaction is "leftcoveranusmeek">>
<<effectsCoverAnus "left" "meek">>
<<elseif $rightaction is "rightcoveranusmeek">>
<<effectsCoverAnus "right" "meek">>
<</if>>
<<if $leftaction is "leftcoveranus" and $rightaction is "rightcoveranus">>
<<effectsCoverAnus "both">>
<<elseif $leftaction is "leftcoveranus">>
<<effectsCoverAnus "left">>
<<elseif $rightaction is "rightcoveranus">>
<<effectsCoverAnus "right">>
<</if>>
<<if $leftaction is "leftstopvagina" and $rightaction is "rightstopvagina">>
<<set $leftaction to 0>><<set $rightaction to 0>><<set $leftactiondefault to "leftstopvagina">><<set $rightactiondefault to "rightstopvagina">>
You stop shielding your pussy with your hands.
<<set $leftarm to 0>><<set $rightarm to 0>><<set $vaginause to 0>><<meek 2>>
<</if>>
<<if $leftaction is "leftstopcoverpenis" and $rightaction is "rightstopcoverpenis">>
<<set $leftaction to 0>><<set $rightaction to 0>><<set $leftactiondefault to "leftstopcoverpenis">><<set $rightactiondefault to "rightstopcoverpenis">>
You stop shielding your penis with your hands.
<<set $leftarm to 0>><<set $rightarm to 0>><<set $penisuse to 0>><<meek 2>>
<</if>>
<<if $leftaction is "leftstopanus" and $rightaction is "rightstopanus">>
<<set $leftaction to 0>><<set $rightaction to 0>><<set $leftactiondefault to "leftstopanus">><<set $rightactiondefault to "rightstopanus">>
You stop shielding your <<bottom>> with your hands.
<<set $leftarm to 0>><<set $rightarm to 0>><<set $anususe to 0>><<meek 2>>
<</if>>
<<if $leftaction is "leftstopvagina">>
<<set $leftaction to 0>><<set $leftactiondefault to "leftstopvagina">>
You stop covering your pussy with your left hand.
<<set $leftarm to 0>>
<<if $rightarm isnot "vagina">>
<<set $vaginause to 0>>
<</if>><<meek 1>>
<</if>>
<<if $leftaction is "leftstopcoverpenis">>
<<set $leftaction to 0>><<set $leftactiondefault to "leftstopcoverpenis">>
You stop covering your penis with your left hand.
<<set $leftarm to 0>>
<<if $rightarm isnot "coverpenis">>
<<set $penisuse to 0>>
<</if>>
<<meek 1>>
<</if>>
<<if $leftaction is "leftstopanus">>
<<set $leftaction to 0>><<set $leftactiondefault to "leftstopanus">>
You stop covering your <<bottom>> with your left hand.
<<set $leftarm to 0>>
<<if $rightarm isnot "anus">>
<<set $anususe to 0>>
<</if>>
<<meek 1>>
<</if>>
<<if $rightaction is "rightstopvagina">>
<<set $rightaction to 0>><<set $rightactiondefault to "rightstopvagina">>
You stop covering your vagina with your right hand.
<<set $rightarm to 0>>
<<if $leftarm isnot "vagina">>
<<set $vaginause to 0>>
<</if>>
<<meek 1>>
<</if>>
<<if $rightaction is "rightstopcoverpenis">>
<<set $rightaction to 0>><<set $rightactiondefault to "rightstopcoverpenis">>
You stop covering your penis with your right hand.
<<set $rightarm to 0>>
<<if $leftarm isnot "coverpenis">>
<<set $penisuse to 0>>
<</if>>
<<meek 1>>
<</if>>
<<if $rightaction is "rightstopanus">>
<<set $rightaction to 0>><<set $rightactiondefault to "rightstopanus">>
You stop covering you anus with your right hand.
<<set $rightarm to 0>>
<<if $leftarm isnot "anus">>
<<set $anususe to 0>>
<</if>>
<<meek 1>>
<</if>>
<<if $leftaction is "leftclit">>
<<set $leftaction to 0>><<set $leftactiondefault to "leftclit">><<handskilluse>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("hand", $lefttarget)>>
<<actionsclitstroke $lefttarget>><<submission 10>><<set $speechhandjobvagina to 1>>
<<elseif $NPCList[$lefttarget].vagina is "leftarm">>
<<set $leftarm to 0>><<set $leftactiondefault to "leftplay">>
<<set $NPCList[$lefttarget].vagina to 0>><<personselect $lefttarget>>
<span class="blue">You stroke <<hisselect $lefttarget>> clit, but <<he>>
<<if $enemytype isnot "beast">>slaps your hand away<<else>>shifts way from you and growls<</if>>.</span>
<</if>>
<</if>>
<<if $rightaction is "rightclit">>
<<set $rightaction to 0>><<set $rightactiondefault to "rightclit">><<handskilluse>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("hand", $righttarget)>>
<<actionsclitstroke $righttarget>><<submission 10>><<set $speechhandjobvagina to 1>>
<<elseif $NPCList[$righttarget].vagina is "rightarm">>
<<set $rightarm to 0>><<set $rightactiondefault to "rightplay">>
<<set $NPCList[$righttarget].vagina to 0>><<personselect $righttarget>>
<span class="blue">You stroke <<hisselect $righttarget>> clit, but <<he>>
<<if $enemytype isnot "beast">>slaps your hand away<<else>>shifts way from you and growls<</if>>.</span>
<</if>>
<</if>>
<<if $leftaction is "leftothervaginastop" and $NPCList[$lefttarget].vagina is "leftarm">>
<<set $leftaction to 0>><<set $leftactiondefault to "leftothervaginastop">>
<<set $NPCList[$lefttarget].vagina to 0>><<set $leftarm to 0>>
<span class="blue">You move your left hand away from <<hisselect $lefttarget>> pussy.</span>
<</if>>
<<if $rightaction is "rightothervaginastop" and $NPCList[$righttarget].vagina is "rightarm">>
<<set $rightaction to 0>><<set $rightactiondefault to "rightothervaginastop">>
<<set $NPCList[$righttarget].vagina to 0>><<set $rightarm to 0>>
<span class="blue">You move your right hand away from <<hisselect $righttarget>> pussy.</span>
<</if>>
<<if $leftaction is "leftplay">>
<<set $leftaction to 0>><<handskilluse>><<set $leftactiondefault to "leftplay">><<combatpromiscuity3>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("hand", $lefttarget)>>
<<submission 1>><<handstat>>
<<if $NPCList[$lefttarget].vagina is 0>>
<<set $leftactiondefault to "leftclit">><<set $NPCList[$lefttarget].vagina to "leftarm">><<set $leftarm to "othervagina">><<personselect $lefttarget>>
<span class="lblue">You <<handtext>> grab <<hisselect $lefttarget>> pussy<<if $NPCList[$lefttarget].chastity.vagina.includes("chastity")>> through <<his>> $NPCList[$lefttarget].chastity.vagina<</if>> with your left hand.</span>
<<else>>
<span class="blue">You try to grab <<hisselect $lefttarget>> pussy with your left hand, but the entrance is already occupied.</span>
<</if>>
<<else>>
You try to grab <<hisselect $lefttarget>> pussy with your left hand, but <<he>> moves it away.
<</if>>
<</if>>
<<if $rightaction is "rightplay">>
<<set $rightaction to 0>><<handskilluse>><<set $rightactiondefault to "rightplay">><<combatpromiscuity3>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("hand", $righttarget)>>
<<submission 1>><<handstat>>
<<if $NPCList[$righttarget].vagina is 0>>
<<set $rightactiondefault to "rightclit">><<set $NPCList[$righttarget].vagina to "rightarm">><<set $rightarm to "othervagina">><<personselect $righttarget>>
<span class="lblue">You <<handtext>> grab <<hisselect $righttarget>> pussy<<if $NPCList[$righttarget].chastity.vagina.includes("chastity")>> through <<his>> $NPCList[$righttarget].chastity.vagina<</if>> with your right hand.</span>
<<else>>
<span class="blue">You try to grab <<hisselect $righttarget>> pussy with your right hand, but the entrance is already occupied.</span>
<</if>>
<<else>>
You try to grab <<hisselect $righttarget>> pussy with your right hand, but <<he>> moves it away.
<</if>>
<</if>>
<<if $leftaction is "leftunderpull" and $rightaction is "rightunderpull">>
<<set $leftaction to 0>><<set $rightaction to 0>><<brat 1>><<set $leftactiondefault to "leftunderpull">><<set $rightactiondefault to "rightunderpull">>
<<if $worn.under_lower.name is "naked">>
You clutch the tattered remains of your clothing.
<<brat 2>>
<<else>>
<<for _j = 0; _j lt $enemynomax; _j++>>
<<if $NPCList[_j].lefthand is "underlowerclothes" or $NPCList[_j].righthand is "underlowerclothes" or (_j is 0 and $NPCList[_j].mouth is "underlowerclothes")>>
You struggle for control of your $worn.under_lower.name.
<<brat 2>><<set $underlowerstruggle to 1>>
<<break>>
<</if>>
<</for>>
<<if $underlowerstruggle is 0>>
<<if $worn.under_lower.state is "ankles">>
<<set $worn.under_lower.state to "knees">>
You pull your $worn.under_lower.name up to your knees.
<<elseif $worn.under_lower.state is "knees">>
<<set $worn.under_lower.state to "thighs">>
You pull your $worn.under_lower.name up to your thighs.
<<elseif $worn.under_lower.state is "thighs">>
<<if $vaginause is 0 and $anususe is 0>>
You pull your $worn.under_lower.name up to your waist.
<<set $worn.under_lower.state to "waist">><<set $worn.under_lower.exposed to setup.clothes.under_lower[clothesIndex('under_lower', $worn.under_lower)].exposed_base>>
<<set $worn.under_lower.vagina_exposed to setup.clothes.under_lower[clothesIndex('under_lower', $worn.under_lower)].vagina_exposed_base>>
<<set $worn.under_lower.anus_exposed to setup.clothes.under_lower[clothesIndex('under_lower', $worn.under_lower)].anus_exposed_base>>
<<else>>
You try to pull up your $worn.under_lower.name, but something is in the way.
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<<if $leftaction is "leftunderpull">>
<<set $leftaction to 0>><<brat 1>><<set $leftactiondefault to "leftunderpull">>
<<if $worn.under_lower.name is "naked">>
You clutch the tattered remains of your clothing.
<<else>>
<<if !$NPCList.some(npc => npc.lefthand !== "underlowerclothes" || npc.righthand !== "underlowerclothes" || npc.mouth !== "underlowerclothes")>>
<<if $worn.under_lower.state is "ankles">>
<<set $worn.under_lower.state to "knees">>
You pull your $worn.under_lower.name up to your knees.
<<elseif $worn.under_lower.state is "knees">>
<<set $worn.under_lower.state to "thighs">>
You pull your $worn.under_lower.name up to your thighs.
<<elseif $worn.under_lower.state is "thighs">>
<<if $vaginause is 0 and $anususe is 0>>
You pull your $worn.under_lower.name up to your waist.
<<set $worn.under_lower.state to "waist">><<set $worn.under_lower.exposed to setup.clothes.under_lower[clothesIndex('under_lower', $worn.under_lower)].exposed_base>>
<<set $worn.under_lower.vagina_exposed to setup.clothes.under_lower[clothesIndex('under_lower', $worn.under_lower)].vagina_exposed_base>>
<<set $worn.under_lower.anus_exposed to setup.clothes.under_lower[clothesIndex('under_lower', $worn.under_lower)].anus_exposed_base>>
<<else>>
You try to pull up your $worn.under_lower.name, but something is in the way.
<</if>>
<</if>>
<<else>>
You try to pull up your $worn.under_lower.name, but one hand won't be enough.
<<brat 1>>
<</if>>
<</if>>
<</if>>
<<if $rightaction is "rightunderpull">>
<<set $rightaction to 0>><<brat 1>><<set $rightactiondefault to "rightunderpull">>
<<if $worn.under_lower.name is "naked">>
You clutch the tattered remains of your clothing.
<<else>>
<<if !$NPCList.some(npc => npc.lefthand !== "underlowerclothes" || npc.righthand !== "underlowerclothes" || npc.mouth !== "underlowerclothes")>>
<<if $worn.under_lower.state is "ankles">>
<<set $worn.under_lower.state to "knees">>
You pull your $worn.under_lower.name up to your knees.
<<elseif $worn.under_lower.state is "knees">>
<<set $worn.under_lower.state to "thighs">>
You pull your $worn.under_lower.name up to your thighs.
<<elseif $worn.under_lower.state is "thighs">>
<<if $vaginause is 0 and $anususe is 0>>
You pull your $worn.under_lower.name up to your waist.
<<set $worn.under_lower.state to "waist">><<set $worn.under_lower.exposed to setup.clothes.under_lower[clothesIndex('under_lower', $worn.under_lower)].exposed_base>>
<<set $worn.under_lower.vagina_exposed to setup.clothes.under_lower[clothesIndex('under_lower', $worn.under_lower)].vagina_exposed_base>>
<<set $worn.under_lower.anus_exposed to setup.clothes.under_lower[clothesIndex('under_lower', $worn.under_lower)].anus_exposed_base>>
<<else>>
You try to pull up your $worn.under_lower.name, but one hand won't be enough.
<</if>>
<</if>>
<<else>>
You try to pull up your $worn.under_lower.name, but you aren't strong enough.
<<brat 1>>
<</if>>
<</if>>
<</if>>
<<if $leftaction is "leftskirtpull" and $rightaction is "rightskirtpull">>
<<set $leftaction to 0>><<set $rightaction to 0>><<set $leftactiondefault to "leftskirtpull">><<set $rightactiondefault to "rightskirtpull">><<brat 1>>
<<if $worn.lower.name is "naked">>
You clutch the tattered remains of your clothing.
<<else>>
You pull your $worn.lower.name down with both hands, covering your crotch.
<<set $worn.lower.skirt_down to 1>><<set $worn.lower.vagina_exposed to setup.clothes.lower[clothesIndex('lower', $worn.lower)].vagina_exposed_base>>
<<set $worn.lower.anus_exposed to setup.clothes.lower[clothesIndex('lower', $worn.lower)].anus_exposed_base>><<set $worn.lower.exposed to setup.clothes.lower[clothesIndex('lower', $worn.lower)].exposed_base>>
<</if>>
<</if>>
<<if $leftaction is "leftskirtpull">>
<<set $leftaction to 0>><<set $leftactiondefault to "leftskirtpull">><<brat 1>>
<<if $worn.lower.name is "naked">>
You clutch the tattered remains of your clothing.
<<else>>
You pull your $worn.lower.name back down, covering your crotch.
<<set $worn.lower.skirt_down to 1>><<set $worn.lower.vagina_exposed to setup.clothes.lower[clothesIndex('lower', $worn.lower)].vagina_exposed_base>>
<<set $worn.lower.anus_exposed to setup.clothes.lower[clothesIndex('lower', $worn.lower)].anus_exposed_base>><<set $worn.lower.exposed to setup.clothes.lower[clothesIndex('lower', $worn.lower)].exposed_base>>
<</if>>
<</if>>
<<if $rightaction is "rightskirtpull">>
<<set $rightaction to 0>><<set $rightactiondefault to "rightskirtpull">><<brat 1>>
<<if $worn.lower.name is "naked">>
You clutch the tattered remains of your clothing.
<<else>>
You pull your $worn.lower.name back down, covering your crotch.
<<set $worn.lower.skirt_down to 1>><<set $worn.lower.vagina_exposed to setup.clothes.lower[clothesIndex('lower', $worn.lower)].vagina_exposed_base>>
<<set $worn.lower.anus_exposed to setup.clothes.lower[clothesIndex('lower', $worn.lower)].anus_exposed_base>><<set $worn.lower.exposed to setup.clothes.lower[clothesIndex('lower', $worn.lower)].exposed_base>>
<</if>>
<</if>>
<<if $leftaction is "leftlowerpull" or $rightaction is "rightlowerpull">>
<<set $_strength to 0>>
<<if $leftaction is "leftlowerpull">>
<<set $leftaction to 0>><<set $leftactiondefault to "leftlowerpull">><<set $_strength++>>
<</if>>
<<if $rightaction is "rightlowerpull">>
<<set $rightaction to 0>><<set $rightactiondefault to "rightlowerpull">><<set $_strength++>>
<</if>>
<<brat 1>>
<<if $worn.lower.name is "naked">>
You clutch the tattered remains of your clothing.
<<brat 2>>
<<else>>
<<if $underlowerstruggle is 0>>
<<for _j = 0; _j lt $enemynomax; _j++>>
<<if $NPCList[_j].lefthand is "lowerclothes" or $NPCList[_j].righthand is "lowerclothes" or (_j is 0 and $NPCList[_j].mouth is "lowerclothes")>>
<<if $_strength is 2>>
You struggle for control of your $worn.lower.name.
<<brat 2>><<set $lowerstruggle to 1>><<set _lowerpull to "failed">>
<<break>>
<<else>>
You try to pull up your $worn.lower.name, but you aren't strong enough.
<<brat 1>><<set _lowerpull to "failed">>
<<break>>
<</if>>
<</if>>
<</for>>
<<if _leftlowerpull isnot "failed">>
<<if $vaginause isnot 0 and $vaginause isnot "none">>
Your $worn.lower.name hang loosely, but you can't adjust <<lowerit>> while your <<pussy>> is threatened.
<<elseif $penisuse isnot 0 and $penisuse isnot "none">>
Your $worn.lower.name hang loosely, but you can't adjust <<lowerit>> while your <<penis>> is threatened.
<<elseif $anususe isnot 0>>
Your $worn.lower.name hang loosely, but you can't adjust <<lowerit>> while your <<bottom>> is threatened.
<<else>>
You fix your
<<if $worn.over_lower.exposed gt 0>>
$worn.lower.name, concealing your
<<if $worn.under_lower.exposed gte 1>>
<<genitals>>.
<<else>>
$worn.under_lower.name.
<</if>>
<<else>>
$worn.lower.name.
<</if>>
<<brat 5>><<set $worn.lower.state to setup.clothes.lower[clothesIndex('lower', $worn.lower)].state_base>>
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>><<set $worn.lower.skirt_down to 1>><</if>>
<<set $worn.lower.vagina_exposed to setup.clothes.lower[clothesIndex('lower', $worn.lower)].vagina_exposed_base>>
<<set $worn.lower.anus_exposed to setup.clothes.lower[clothesIndex('lower', $worn.lower)].anus_exposed_base>><<set $worn.lower.exposed to setup.clothes.lower[clothesIndex('lower', $worn.lower)].exposed_base>>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<<if $leftaction is "leftoverlowerpull" or $rightaction is "rightoverlowerpull">>
<<set $_strength to 0>>
<<if $leftaction is "leftoverlowerpull">>
<<set $leftaction to 0>><<set $leftactiondefault to "leftoverlowerpull">><<set $_strength++>>
<</if>>
<<if $rightaction is "rightoverlowerpull">>
<<set $rightaction to 0>><<set $rightactiondefault to "rightoverlowerpull">><<set $_strength++>>
<</if>>
<<brat 1>>
<<if $worn.over_lower.name is "naked">>
You clutch the tattered remains of your clothing.
<<brat 2>>
<<else>>
<<if $underlowerstruggle is 0>>
<<for _j = 0; _j lt $enemynomax; _j++>>
<<if $NPCList[_j].lefthand is "overlowerclothes" or $NPCList[_j].righthand is "overlowerclothes" or (_j is 0 and $NPCList[_j].mouth is "overlowerclothes")>>
<<if $_strength is 2>>
You struggle for control of your $worn.over_lower.name.
<<brat 2>><<set $overlowerstruggle to 1>><<set _overlowerpull to "failed">>
<<break>>
<<else>>
You try to pull up your $worn.over_lower.name, but you aren't strong enough.
<<brat 1>><<set _overlowerpull to "failed">>
<<break>>
<</if>>
<</if>>
<</for>>
<<if _overlowerpull isnot "failed">>
<<if $vaginause isnot 0 and $vaginause isnot "none">>
Your $worn.over_lower.name hang loosely, but you can't adjust <<overlowerit>> while your <<pussy>> is threatened.
<<elseif $penisuse isnot 0 and $penisuse isnot "none">>
Your $worn.over_lower.name hang loosely, but you can't adjust <<overlowerit>> while your <<penis>> is threatened.
<<elseif $anususe isnot 0>>
Your $worn.over_lower.name hang loosely, but you can't adjust <<overlowerit>> while your <<bottom>> is threatened.
<<else>>
You fix your
<<if $worn.lower.exposed gt 0>>
$worn.over_lower.name, concealing your
<<if $worn.under_lower.exposed gte 1>>
<<genitals>>.
<<else>>
$worn.under_lower.name.
<</if>>
<<else>>
$worn.over_lower.name.
<</if>>
<<brat 5>><<set $worn.over_lower.state to setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].state_base>>
<<if setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].skirt is 1>><<set $worn.over_lower.skirt_down to 1>><</if>>
<<set $worn.over_lower.vagina_exposed to setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].vagina_exposed_base>>
<<set $worn.over_lower.anus_exposed to setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].anus_exposed_base>><<set $worn.over_lower.exposed to setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].exposed_base>>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<<if $leftaction is "leftupperpull" or $rightaction is "rightupperpull">>
<<set $_strength to 0>>
<<if $leftaction is "leftupperpull">>
<<set $leftaction to 0>><<set $leftactiondefault to "leftupperpull">><<set $_strength++>>
<</if>>
<<if $rightaction is "rightupperpull">>
<<set $rightaction to 0>><<set $rightactiondefault to "rightupperpull">><<set $_strength++>>
<</if>>
<<brat 1>>
<<if $worn.upper.name is "naked">>
You clutch the tattered remains of your clothing.
<<else>>
<<for _j = 0; _j lt $enemynomax; _j++>>
<<if $NPCList[_j].lefthand is "upperclothes" or $NPCList[_j].righthand is "upperclothes" or (_j is 0 and $NPCList[_j].mouth is "upperclothes")>>
<<if $_strength is 2>>
You struggle for control of your $worn.upper.name.
<<brat 2>><<set $upperstruggle to 1>><<set _upperpull to "failed">>
<<break>>
<<else>>
You struggle for your $worn.upper.name, but you aren't strong enough.
<<brat 1>><<set _upperpull to "failed">>
<<break>>
<</if>>
<</if>>
<</for>>
<<if _upperpull isnot "failed">>
<<if $vaginause isnot 0 and $vaginause isnot "none">>
Your $worn.lower.name hang loosely, but you can't adjust <<lowerit>> while your <<pussy>> is threatened.
<<elseif $penisuse isnot 0 and $penisuse isnot "none">>
Your $worn.lower.name hang loosely, but you can't adjust <<lowerit>> while your <<penis>> is threatened.
<<elseif $anususe isnot 0>>
Your $worn.lower.name hang loosely, but you can't adjust <<lowerit>> while your <<bottom>> is threatened.
<<elseif $worn.lower.set is $worn.upper.set>>
You fix your
<<if $worn.over_upper.exposed gt 0 or $worn.over_lower.exposed gt 0>>
$worn.upper.name, concealing your <<if $worn.over_upper.exposed gt 0>><<breasts>> <<if $worn.over_lower.exposed gt 0>>and<</if>><</if>>
<<if $worn.over_lower.exposed is 0>>
<<elseif $worn.under_lower.exposed gte 1>>
<<genitals>>.
<<else>>
$worn.under_lower.name.
<</if>>
<<else>>
$worn.upper.name.
<</if>>
<<brat 5>><<set $worn.upper.state to setup.clothes.upper[clothesIndex('upper', $worn.upper)].state_base>><<set $worn.upper.state_top to setup.clothes.upper[clothesIndex('upper', $worn.upper)].state_top_base>>
<<set $worn.upper.exposed to setup.clothes.upper[clothesIndex('upper', $worn.upper)].exposed_base>><<set $worn.lower.state to setup.clothes.lower[clothesIndex('lower', $worn.lower)].state_base>>
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>><<set $worn.lower.skirt_down to 1>><</if>><<set $worn.lower.vagina_exposed to setup.clothes.lower[clothesIndex('lower', $worn.lower)].vagina_exposed_base>>
<<set $worn.lower.anus_exposed to setup.clothes.lower[clothesIndex('lower', $worn.lower)].anus_exposed_base>><<set $worn.lower.exposed to setup.clothes.lower[clothesIndex('lower', $worn.lower)].exposed_base>>
<<else>>
You fix your $worn.upper.name, concealing your <<breasts>>.
<<brat 5>><<set $worn.upper.state to setup.clothes.upper[clothesIndex('upper', $worn.upper)].state_base>>
<<set $worn.upper.state_top to setup.clothes.upper[clothesIndex('upper', $worn.upper)].state_top_base>><<set $worn.upper.exposed to setup.clothes.upper[clothesIndex('upper', $worn.upper)].exposed_base>>
<</if>>
<</if>>
<</if>>
<</if>>
<<if $leftaction is "leftoverupperpull" or $rightaction is "rightoverupperpull">>
<<set $_strength to 0>>
<<if $leftaction is "leftoverupperpull">>
<<set $leftaction to 0>><<set $leftactiondefault to "leftoverupperpull">><<set $_strength++>>
<</if>>
<<if $rightaction is "rightoverupperpull">>
<<set $rightaction to 0>><<set $rightactiondefault to "rightoverupperpull">><<set $_strength++>>
<</if>>
<<brat 1>>
<<if $worn.over_upper.name is "naked">>
You clutch the tattered remains of your clothing.
<<else>>
<<for _j = 0; _j lt $enemynomax; _j++>>
<<if $NPCList[_j].lefthand is "overupperclothes" or $NPCList[_j].righthand is "overupperclothes" or (_j is 0 and $NPCList[_j].mouth is "overupperclothes")>>
<<if $_strength is 2>>
You struggle for control of your $worn.over_upper.name.
<<brat 2>><<set $overupperstruggle to 1>><<set _overupperpull to "failed">>
<<break>>
<<else>>
You struggle for your $worn.over_upper.name, but you aren't strong enough.
<<brat 1>><<set _overupperpull to "failed">>
<<break>>
<</if>>
<</if>>
<</for>>
<<if _overupperpull isnot "failed">>
<<if $vaginause isnot 0 and $vaginause isnot "none">>
Your $worn.over_lower.name hang loosely, but you can't adjust <<overlowerit>> while your <<pussy>> is threatened.
<<elseif $penisuse isnot 0 and $penisuse isnot "none">>
Your $worn.over_lower.name hang loosely, but you can't adjust <<overlowerit>> while your <<penis>> is threatened.
<<elseif $anususe isnot 0>>
Your $worn.over_lower.name hang loosely, but you can't adjust <<overlowerit>> while your <<bottom>> is threatened.
<<elseif $worn.over_lower.set is $worn.over_upper.set>>
You fix your
<<if $worn.upper.exposed gt 0 or $worn.lower.exposed gt 0>>
$worn.over_upper.name, concealing your <<if $worn.upper.exposed gt 0>><<breasts>> <<if $worn.lower.exposed gt 0>>and<</if>><</if>>
<<if $worn.lower.exposed is 0>>
<<elseif $worn.under_lower.exposed gte 1>>
<<genitals>>.
<<else>>
$worn.under_lower.name.
<</if>>
<<else>>
$worn.over_upper.name.
<</if>>
<<brat 5>><<set $worn.over_upper.state to setup.clothes.over_upper[clothesIndex('over_upper', $worn.over_upper)].state_base>><<set $worn.over_upper.state_top to setup.clothes.over_upper[clothesIndex('over_upper', $worn.over_upper)].state_top_base>>
<<set $worn.over_upper.exposed to setup.clothes.over_upper[clothesIndex('over_upper', $worn.over_upper)].exposed_base>><<set $worn.over_lower.state to setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].state_base>>
<<if setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].skirt is 1>><<set $worn.over_lower.skirt_down to 1>><</if>><<set $worn.over_lower.vagina_exposed to setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].vagina_exposed_base>>
<<set $worn.over_lower.anus_exposed to setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].anus_exposed_base>><<set $worn.over_lower.exposed to setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].exposed_base>>
<<else>>
You fix your $worn.over_upper.name<<if $worn.upper.exposed gt 0>>, concealing your <<breasts>><</if>>.
<<brat 5>><<set $worn.over_upper.state to setup.clothes.over_upper[clothesIndex('over_upper', $worn.over_upper)].state_base>>
<<set $worn.over_upper.state_top to setup.clothes.over_upper[clothesIndex('over_upper', $worn.over_upper)].state_top_base>><<set $worn.over_upper.exposed to setup.clothes.over_upper[clothesIndex('over_upper', $worn.over_upper)].exposed_base>>
<</if>>
<</if>>
<</if>>
<</if>>
<<unset $keepchoke>>
<<if $leftaction is "keepchoke" or $rightaction is "keepchoke">>
<<if $neckuse is "hand">>
<<if $leftaction is "keepchoke">>
<<personselect $lefttarget>>
<<else>>
<<personselect $righttarget>>
<</if>>
<<if $leftactioncarry is "keepchoke" or $rightactioncarry is "keepchoke">>
You keep pressing <<his>> hand against your neck.
<<else>>
You reach out to <<his>> hand holding your neck and push it harder against your soft skin. <span class="sub"><<His>> grip tightens around your throat.</span>
<</if>>
<</if>>
<<if $leftaction is "keepchoke">>
<<set $leftaction to 0>><<set $leftactiondefault to "keepchoke">><<submission 1>>
<</if>>
<<if $rightaction is "keepchoke">>
<<set $rightaction to 0>><<set $rightactiondefault to "keepchoke">><<submission 1>>
<</if>>
<<set $keepchoke = 1>>
<</if>>
<<if ["stopchoke", "stopchokenoncon"].includesAny($leftaction, $rightaction)>>
<<if $consensual is 1>>
<<if ["stopchoke", "stopchokenoncon"].includes($leftaction)>>
<<set $leftaction to 0>><<set $leftactiondefault to "stopchoke">>
<<brat 1 $lefttarget>><<personselect $lefttarget>>
<</if>>
<<if ["stopchoke", "stopchokenoncon"].includes($rightaction)>>
<<set $rightaction to 0>><<set $rightactiondefault to "stopchoke">>
<<brat 1 $righttarget>><<personselect $righttarget>>
<</if>>
<<if $neckuse is "hand">>
You reach out to <<his>> hand on your neck and gently pull it away. <<He>> doesn't resist.
<<unset $neckuse>>
<<if $NPCList[_n].lefthand == "throat">>
<<set $NPCList[_n].lefthand = 0>>
<</if>>
<<if $NPCList[_n].righthand == "throat">>
<<set $NPCList[_n].righthand = 0>>
<</if>>
<</if>>
<<else>>
<<set _handsCount = 0>>
<<if ["stopchoke", "stopchokenoncon"].includes($leftaction)>>
<<set $leftaction to 0>><<set $leftactiondefault to "stopchokenoncon">>
<<defiance 2 $lefttarget>><<personselect $lefttarget>>
<<set _handsCount++>>
<</if>>
<<if ["stopchoke", "stopchokenoncon"].includes($rightaction)>>
<<set $rightaction to 0>><<set $rightactiondefault to "stopchokenoncon">>
<<defiance 2 $righttarget>><<personselect $righttarget>>
<<set _handsCount++>>
<</if>>
<<if $neckuse is "hand">>
You dig your nails into <<his>> hand around your throat and pull it.
<<defiance 2 _n>><<set $speechstruggle to 1>>
<<if currentSkillValue('physique') gte random(1, 60000/_handsCount)>>
<span class="teal">You manage to rip <<his>> hand off your throat.</span>
<<defiance 5 _n>>
<<unset $neckuse>>
<<gaspair>>
<<if $leftactiondefault == "stopchokenoncon">>
<<set $leftactiondefault to "rest">>
<</if>>
<<if $rightactiondefault == "stopchokenoncon">>
<<set $rightactiondefault to "rest">>
<</if>>
<<if $NPCList[_n].lefthand == "throat">>
<<set $NPCList[_n].lefthand = 0>>
<</if>>
<<if $NPCList[_n].righthand == "throat">>
<<set $NPCList[_n].righthand = 0>>
<</if>>
<<elseif currentSkillValue('physique') gte random(1, 40000/_handsCount)>>
<<His>> hand doesn't move, however <span class="blue">you manage to gasp for a bit of air when <<his>> grip weakens momentarily</span>.
<<oxygen 200>>
<<else>>
<span class="purple"><<His>> hand remains on your throat.</span>
<</if>>
<</if>>
<</if>>
<</if>>
<<if $leftaction is "stoporal">>
<<set $leftaction to 0>><<set $leftactiondefault to "stoporal">><<personselect $lefttarget>>
<<set _handsCount to 1>>
<<if $rightaction is "stoporal" and $lefttarget is $righttarget>>
<<set _handsCount to 2>><<set $rightaction to 0>><<set $rightactiondefault to "stoporal">>
<</if>>
<<if ($penisuse is "othermouth" and $NPCList[$lefttarget].mouth.startsWith("penis")) or
($vaginause is "othermouth" and $NPCList[$lefttarget].mouth.startsWith("vagina"))>>
<<set _success to 0>>
You grab <<combatpersons>> head with <<= _handsCount is 2 ? "both hands" : "your left hand">> and <<= ($consensual == 1 ? "gently push" : "try to shove")>> <<him>> away from your crotch.
<<if $consensual is 1>>
<<He>> doesn't resist.
<<set _success to 1>><<brat 1 $lefttarget>>
<<elseif currentSkillValue("physique") gte random(1, 150 * $NPCList[$lefttarget].healthmax)/_handsCount>>
<span class="teal">You manage to do so.</span>
<<set _success to 1>><<defiance _handsCount $lefttarget>>
<<else>>
<span class="purple"><<His>> face remains on your crotch.</span>
<<defiance _handsCount $lefttarget>>
<</if>>
<<if _success>>
<<if $NPCList[$lefttarget].mouth.startsWith("penis")>>
<<set $penisuse to 0>>
<<set $penisstate to 0>>
<<else>>
<<set $vaginause to 0>>
<<set $vaginastate to 0>>
<</if>>
<<set $NPCList[$lefttarget].mouth to 0>>
<<set $NPCList[$lefttarget].location.head to 0>>
<<if $NPCList[$lefttarget].vagina is "othermouth">><<set $NPCList[$lefttarget].vagina to 0>>
<<elseif $NPCList[$lefttarget].penis is "othermouth">><<set $NPCList[$lefttarget].penis to 0>><</if>>
<<set $leftactiondefault to "rest">><<if _handsCount is 2>><<set $rightactiondefault to "rest">><</if>>
<</if>>
<<else>>
<<set $leftactiondefault to "rest">><<if _handsCount is 2>><<set $rightactiondefault to "rest">><</if>>
<</if>>
<</if>>
<<if $rightaction is "stoporal" and !($leftaction is "stoporal" and $lefttarget is $righttarget)>>
<<set $rightaction to 0>><<set $rightactiondefault to "stoporal">><<personselect $righttarget>>
<<if ($penisuse is "othermouth" and $NPCList[$righttarget].mouth.startsWith("penis")) or
($vaginause is "othermouth" and $NPCList[$righttarget].mouth.startsWith("vagina"))>>
<<set _success to 0>>
You grab <<combatpersons>> head with your right hand and <<= ($consensual == 1 ? "gently push" : "try to shove")>> <<him>> away from your crotch.
<<if $consensual is 1>>
<<He>> doesn't resist.
<<set _success to 1>><<brat 1 $righttarget>>
<<elseif currentSkillValue("physique") gte random(1, 150 * $NPCList[$righttarget].healthmax)>>
<span class="teal">You manage to do so.</span>
<<set _success to 1>><<defiance 1 $righttarget>>
<<else>>
<span class="purple"><<His>> face remains on your crotch.</span>
<<defiance 1 $righttarget>>
<</if>>
<<if _success>>
<<if $NPCList[$righttarget].mouth.startsWith("penis")>>
<<set $penisuse to 0>>
<<set $penisstate to 0>>
<<else>>
<<set $vaginause to 0>>
<<set $vaginastate to 0>>
<</if>>
<<set $NPCList[$righttarget].mouth to 0>>
<<set $NPCList[$righttarget].location.head to 0>>
<<if $NPCList[$righttarget].vagina is "othermouth">><<set $NPCList[$righttarget].vagina to 0>>
<<elseif $NPCList[$righttarget].penis is "othermouth">><<set $NPCList[$righttarget].penis to 0>><</if>>
<<set $rightactiondefault to "rest">>
<</if>>
<<else>>
<<set $rightactiondefault to "rest">>
<</if>>
<</if>>
<<if $rightaction is "rightUndressOther" and $leftaction is "leftUndressOther" and $lefttarget is $righttarget and $undressLeftTarget is $undressRightTarget>>
<<if $undressLeftTarget is "rest">>
<<set $leftaction to 0>><<set $rightaction to 0>><<set $leftactiondefault to "rest">><<set $rightactiondefault to "rest">>
You rest your arms.
<<else>>
<<set $rightaction to 0>><<set $leftaction to 0>><<set $rightactiondefault to "rightUndressOther">><<set $leftactiondefault to "leftUndressOther">>
<<handskilluse>><<combatpromiscuity2>><<brat 2 $righttarget>>
<<set $_npc to $NPCList[$righttarget]>><<set $_clothesTarget to $undressRightTarget>>
<<personselect $righttarget>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("hand", $lefttarget, $NPCList[$lefttarget].fullDescription, 700, $_npc.clothes[$_clothesTarget].integrity)>>
<!-- Using a switch to make it easier to add more NPC clothes types later -->
<<switch $_clothesTarget>>
<<case "upper">>
<span class="lblue">You <<handtext>> <<npcUndressText $_npc $_clothesTarget>> with both hands, <<npcRevealText $_npc $_clothesTarget>>.</span>
<<set $_npc.chest to 0>>
<<case "lower">>
<span class="lblue">You <<handtext>> <<npcUndressText $_npc $_clothesTarget>> with both hands, <<npcRevealText $_npc $_clothesTarget>>.</span>
<<if $_npc.fullDescription is "Sydney">>
<<sydneyExpose>>
<</if>>
<<if $_npc.penis is "clothed">>
<<npcGenitalReaction $_npc>>
<<set $_npc.penis to 0>>
<</if>>
<<if $_npc.vagina is "clothed">>
<<set $_npc.vagina to 0>>
<</if>>
<<default>>
You try to undress <<him>>, but grab nothing but the air. <span class="red">Improper clothes target: $_clothesTarget. Please report this bug.</span>
<</switch>>
<<else>>
You try to <<npcUndressText $_npc $_clothesTarget>>, but <<he>> holds on to <<his>> clothes.
<<set $_npc.clothes[$_clothesTarget].integrity -= Math.floor((currentSkillValue("handskill") / 100) * 1.5)>>
<</if>>
<</if>>
<<unset $undressLeftTarget>><<unset $undressRightTarget>>
<</if>>
<<if $rightaction is "rightUndressOther">>
<<if $undressRightTarget is "rest">>
<<set $rightaction to 0>><<set $rightactiondefault to "rest">>
You rest your right arm.
<<else>>
<<set $rightaction to 0>><<set $rightactiondefault to "rightUndressOther">><<handskilluse>><<combatpromiscuity2>><<brat 1 $righttarget>>
<<set $_npc to $NPCList[$righttarget]>><<set $_clothesTarget to $undressRightTarget>>
<<personselect $righttarget>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("hand", $righttarget, $NPCList[$righttarget].fullDescription, 1000, $_npc.clothes[$_clothesTarget].integrity)>>
<!-- Using a switch to make it easier to add more NPC clothes types later -->
<<switch $_clothesTarget>>
<<case "upper">>
<span class="lblue">You <<handtext>> <<npcUndressText $_npc $_clothesTarget>>, <<npcRevealText $_npc $_clothesTarget>>.</span>
<<set $_npc.chest to 0>>
<<case "lower">>
<span class="lblue">You <<handtext>> <<npcUndressText $_npc $_clothesTarget>>, <<npcRevealText $_npc $_clothesTarget>>.</span>
<<if $_npc.fullDescription is "Sydney">>
<<sydneyExpose>>
<</if>>
<<if $_npc.penis is "clothed">>
<<npcGenitalReaction $_npc>>
<<set $_npc.penis to 0>>
<</if>>
<<if $_npc.vagina is "clothed">>
<<set $_npc.vagina to 0>>
<</if>>
<<default>>
You try to undress <<him>>, but grab nothing but the air. <span class="red">Improper clothes target: $_clothesTarget. Please report this bug.</span>
<</switch>>
<<else>>
You try to <<npcUndressText $_npc $_clothesTarget>>, but <<he>> holds on to <<his>> clothes.
<<set $_npc.clothes[$_clothesTarget].integrity -= Math.floor(currentSkillValue("handskill") / 100)>>
<</if>>
<</if>>
<<unset $undressRightTarget>>
<</if>>
<<if $leftaction is "leftUndressOther">>
<<if $undressLeftTarget is "rest">>
<<set $leftaction to 0>><<set $leftactiondefault to "rest">>
You rest your left arm.
<<else>>
<<set $leftaction to 0>><<set $leftactiondefault to "leftUndressOther">><<handskilluse>><<combatpromiscuity2>><<brat 1 $lefttarget>>
<<set $_npc to $NPCList[$lefttarget]>><<set $_clothesTarget to $undressLeftTarget>>
<<personselect $lefttarget>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("hand", $lefttarget, $NPCList[$lefttarget].fullDescription, 1000, $_npc.clothes[$_clothesTarget].integrity)>>
<!-- Using a switch to make it easier to add more NPC clothes types later -->
<<switch $_clothesTarget>>
<<case "upper">>
<span class="lblue">You <<handtext>> <<npcUndressText $_npc $_clothesTarget>>, <<npcRevealText $_npc $_clothesTarget>>.</span>
<<set $_npc.chest to 0>>
<<case "lower">>
<span class="lblue">You <<handtext>> <<npcUndressText $_npc $_clothesTarget>>, <<npcRevealText $_npc $_clothesTarget>>.</span>
<<if $_npc.fullDescription is "Sydney">>
<<sydneyExpose>>
<</if>>
<<if $_npc.penis is "clothed">>
<<npcGenitalReaction $_npc>>
<<set $_npc.penis to 0>>
<</if>>
<<if $_npc.vagina is "clothed">>
<<set $_npc.vagina to 0>>
<</if>>
<<default>>
You try to undress <<him>>, but grab nothing but the air. <span class="red">Improper clothes target: $_clothesTarget. Please report this bug.</span>
<</switch>>
<<else>>
You try to <<npcUndressText $_npc $_clothesTarget>>, but <<he>> holds on to <<his>> clothes.
<<set $_npc.clothes[$_clothesTarget].integrity -= Math.floor(currentSkillValue("handskill") / 100)>>
<</if>>
<</if>>
<<unset $undressLeftTarget>>
<</if>>
<<if $leftaction is "peniscondom" or $rightaction is "peniscondom">>
<<if $leftaction is "peniscondom">>
<<set $leftaction to 0>><<set $leftactiondefault to "rest">>
<</if>>
<<if $rightaction is "peniscondom">>
<<set $rightaction to 0>><<set $rightactiondefault to "rest">>
<</if>>
<<set _foundnpc to []>>
<<run $NPCList.forEach((npc, index) => {
if (npc.pregnancyAvoidance === 0) _foundnpc.push(index);
})>>
<<if _foundnpc.length>>
<<personselect _foundnpc.random()>>
<<set $_stop to true>>
<</if>>
<<if $_stop>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("hand", $_s)>>
<<combatPerson>> tries to stop you from putting the condom on, <span class="green">but you manage to do it anyways.</span>
<<equipPlayerCondom>>
<<else>>
<<combatPerson>> <span class="red">stops you from putting the condom on.</span>
<</if>>
<<elseif $parasite.penis.name>>
<span class="lewd">You can't put the condom on over the parasite.</span>
<<else>>
<<if !$player.condom>>
You roll the condom over your penis.
<<equipPlayerCondom>>
<</if>>
<</if>>
<</if>>
<<if $leftaction is "penisremovecondom" or $rightaction is "penisremovecondom">>
<<if $leftaction is "penisremovecondom">>
<<set $leftaction to 0>><<set $leftactiondefault to "rest">>
<</if>>
<<if $rightaction is "penisremovecondom">>
<<set $rightaction to 0>><<set $rightactiondefault to "rest">>
<</if>>
<<set _foundnpc to []>>
<<run $NPCList.forEach((npc, index) => {
if (npc.pregnancyAvoidance === 0) _foundnpc.push(index);
})>>
<<if _foundnpc.length>>
<<personselect _foundnpc.random()>>
<<set $_stop to true>>
<</if>>
<<if $_stop>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("hand", $_s)>>
<<combatPerson>> tries to stop you from removing your condom, <span class="green">but you manage to do it anyways.</span>
<<removePlayerCondom>>
<<else>>
<<combatPerson>> <span class="red">stops you from removing your condom.</span>
<</if>>
<<else>>
<<if $player.condom>>
You quickly remove the condom from your penis.
<<removePlayerCondom>>
<</if>>
<</if>>
<</if>>
<<if $leftaction is "npcremovecondom" or $rightaction is "npcremovecondom">>
<<if $leftaction is "npcremovecondom" and $rightaction is "npcremovecondom">>
<<set $leftaction to 0>><<set $leftactiondefault to "rest">><<set $rightaction to 0>><<set $rightactiondefault to "rest">>
<<if $lefttarget is $righttarget>>
<<set $_target to $lefttarget>><<handskilluse>><<brat 2 $_target>>
<<else>>
<<set $_target to $lefttarget>><<set $_target2 to $righttarget>><<handskilluse>><<brat 1 $_target>><<brat 1 $_target2>>
<</if>>
<<elseif $leftaction is "npcremovecondom">>
<<set $leftaction to 0>><<set $leftactiondefault to "rest">>
<<set $_target to $lefttarget>><<handskilluse>><<brat 1 $_target>>
<<elseif $rightaction is "npcremovecondom">>
<<set $rightaction to 0>><<set $rightactiondefault to "rest">>
<<set $_target to $righttarget>><<handskilluse>><<brat 1 $_target>>
<</if>>
<<if $consensual is 0 and playerPregnancyPossibleWith($NPCList[$_target])>><<combatpromiscuity6>><</if>>
<<personselect $_target>>
<<set $_npc to $NPCList[$_target]>>
<<if $_npc.pregnancyAvoidance gte 80>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("hand", $_target)>>
<<combatPerson>> tries to stop you from removing <<his>> condom, <span class="green">but you manage to do it anyways.</span>
<<removeNPCCondom $_target>>
<<else>>
<<combatPerson>> <span class="red">stops you from removing <<his>> condom.</span>
<</if>>
<<else>>
You stealthily remove the condom from <<combatpersons>> penis.
<<removeNPCCondom $_target>>
<</if>>
<<if $_target2>>
<<personselect $_target2>>
<<set $_npc to $NPCList[$_target2]>>
<<if $_npc.pregnancyAvoidance gte 80>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("hand", $_target2)>>
<<combatPerson>> tries to stop you from removing <<his>> condom, <span class="green">but you manage to do it anyways.</span>
<<removeNPCCondom $_target2>>
<<else>>
<<combatPerson>> <span class="red">stops you from removing <<his>> condom.</span>
<</if>>
<<else>>
You stealthily remove the condom from <<combatpersons>> penis.
<<removeNPCCondom $_target2>>
<</if>>
<</if>>
<</if>>
<<if $leftaction is "npcgivecondom">>
<<set $leftaction to 0>><<set $leftactiondefault to "rest">>
<<set $_target to $lefttarget>><<meek 1 $_target>>
<<personselect $_target>>
<<set $_npc to $NPCList[$_target]>>
<<if $NPCList[$_target].condomCanGive>>
You give <<combatperson>> one of your condoms to use.
<<giveNPCCondom $_target>>
<</if>>
<</if>>
<<if $rightaction is "npcgivecondom">>
<<set $rightaction to 0>><<set $rightactiondefault to "rest">>
<<set $_target to $righttarget>><<meek 1 $_target>>
<<personselect $_target>>
<<set $_npc to $NPCList[$_target]>>
<<if $NPCList[$_target].condomCanGive>>
You give <<combatperson>> one of your condoms to use.
<<giveNPCCondom $_target>>
<</if>>
<</if>>
<<if $leftaction is "leftmasturbatepussy">>
<<set $leftaction to 0>><<set $leftactiondefault to "leftmasturbatepussy">>
<<if $vaginause is 0 and !playerChastity("vagina")>>
<<combatpromiscuity2>>
<<set $_genitals_exposed to $worn.over_lower.vagina_exposed gte 1 and ($worn.lower.vagina_exposed gte 1 or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt gte 1) and $worn.under_lower.vagina_exposed gte 1>>
<<if $_genitals_exposed>>
<<if $arousal gt ($arousalmax/5)*4>>
You run your fingers over your exposed <<pussy>> and shiver in anticipation.
<<else>>
You run your fingers over your exposed <<pussy>>.
<</if>>
<<addVaginalWetness 2>><<arousal 40 "masturbationVagina">><<submission 2>>
<<elseif $worn.lower.vagina_exposed is 0 and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt lt 1>>
You run your fingers over your <<pussy>>, feeling its shape beneath your $worn.lower.name.
<<addVaginalWetness 1>><<arousal 20 "masturbationVagina">>
<<elseif $worn.under_lower.vagina_exposed is 0>>
You run your fingers over your <<pussy>>, feeling its shape beneath your $worn.under_lower.name.
<<addVaginalWetness 1>><<arousal 20 "masturbationVagina">>
<<elseif $worn.genitals.vagina_exposed is 0>>
You run your fingers over your <<pussy>>, feeling its shape beneath your $worn.genitals.name.
<<addVaginalWetness 1>><<arousal 20 "masturbationVagina">>
<<else>>
You run your fingers over your <<pussy>><<if !$worn.lower.type.includes("naked") and !$worn.under_lower.type.includes("naked")>>, feeling its shape beneath your clothing<</if>>.
<<addVaginalWetness 0>><<arousal 5 "masturbationVagina">>
<</if>>
<<submission 3>><<set $speechmasturbate to 1>>
<</if>>
<</if>>
<<if $rightaction is "rightmasturbatepussy">>
<<set $rightaction to 0>><<set $rightactiondefault to "rightmasturbatepussy">>
<<if $vaginause is 0 and !playerChastity("vagina")>>
<<combatpromiscuity2>>
<<set $_genitals_exposed to $worn.over_lower.vagina_exposed gte 1 and ($worn.lower.vagina_exposed gte 1 or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt gte 1) and $worn.under_lower.vagina_exposed gte 1>>
<<if $_genitals_exposed>>
<<if $arousal gt ($arousalmax/5)*4>>
You run your fingers over your exposed <<pussy>> and shiver in anticipation.
<<else>>
You run your fingers over your exposed <<pussy>>.
<</if>>
<<addVaginalWetness 2>><<arousal 40 "masturbationVagina">><<submission 2>>
<<elseif $worn.lower.vagina_exposed is 0 and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt lt 1>>
You run your fingers over your <<pussy>>, feeling its shape beneath your $worn.lower.name.
<<addVaginalWetness 1>><<arousal 20 "masturbationVagina">>
<<elseif $worn.under_lower.vagina_exposed is 0>>
You run your fingers over your <<pussy>>, feeling its shape beneath your $worn.under_lower.name.
<<addVaginalWetness 1>><<arousal 20 "masturbationVagina">>
<<elseif $worn.genitals.vagina_exposed is 0>>
You run your fingers over your <<pussy>>, feeling its shape beneath your $worn.genitals.name.
<<addVaginalWetness 1>><<arousal 20 "masturbationVagina">>
<<else>>
You run your fingers over your <<pussy>><<if !$worn.lower.type.includes("naked") and !$worn.under_lower.type.includes("naked")>>, feeling its shape beneath your clothing<</if>>.
<<addVaginalWetness 0>><<arousal 5 "masturbationVagina">>
<</if>>
<<submission 3>><<set $speechmasturbate to 1>>
<</if>>
<</if>>
<<if $leftaction is "leftmasturbatepenis">>
<<set $leftaction to 0>><<set $leftactiondefault to "leftmasturbatepenis">>
<<if $penisuse is 0 and !playerChastity("penis")>>
<<combatpromiscuity2>>
<<set $_genitals_exposed to $worn.over_lower.vagina_exposed gte 1 and ($worn.lower.vagina_exposed gte 1 or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt gte 1) and $worn.under_lower.vagina_exposed gte 1>>
<<if $_genitals_exposed>>
<<if $arousal gt ($arousalmax/5)*4>>
You stroke your exposed <<penis>> and shiver in anticipation.
<<else>>
You stroke your exposed <<penis>>.
<</if>>
<<arousal 40 "masturbationPenis">><<submission 2>>
<<elseif $worn.lower.vagina_exposed is 0 and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt lt 1>>
You stroke your <<penis>>, feeling its shape beneath your $worn.lower.name.
<<arousal 20 "masturbationPenis">>
<<elseif $worn.under_lower.vagina_exposed is 0>>
You stroke your <<penis>>, feeling its shape beneath your $worn.under_lower.name.
<<arousal 20 "masturbationPenis">>
<<elseif $worn.genitals.vagina_exposed is 0>>
You stroke your <<penis>>, feeling its shape beneath your $worn.genitals.name.
<<arousal 20 "masturbationPenis">>
<<else>>
You stroke your <<penis>>, feeling its shape beneath your clothing.
<<arousal 5 "masturbationPenis">>
<</if>>
<<submission 3>><<set $speechmasturbate to 1>>
<</if>>
<</if>>
<<if $rightaction is "rightmasturbatepenis">>
<<set $rightaction to 0>><<set $rightactiondefault to "rightmasturbatepenis">>
<<if $penisuse is 0 and !playerChastity("penis")>>
<<combatpromiscuity2>>
<<set $_genitals_exposed to $worn.over_lower.vagina_exposed gte 1 and ($worn.lower.vagina_exposed gte 1 or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt gte 1) and $worn.under_lower.vagina_exposed gte 1>>
<<if $_genitals_exposed>>
<<if $arousal gt ($arousalmax/5)*4>>
You stroke your exposed <<penis>> and shiver in anticipation.
<<else>>
You stroke your exposed <<penis>>.
<</if>>
<<arousal 40 "masturbationPenis">><<submission 2>>
<<elseif $worn.lower.vagina_exposed is 0 and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt lt 1>>
You stroke your <<penis>>, feeling its shape beneath your $worn.lower.name.
<<arousal 20 "masturbationPenis">>
<<elseif $worn.under_lower.vagina_exposed is 0>>
You stroke your <<penis>>, feeling its shape beneath your $worn.under_lower.name.
<<arousal 20 "masturbationPenis">>
<<elseif $worn.genitals.vagina_exposed is 0>>
You stroke your <<penis>>, feeling its shape beneath your $worn.genitals.name.
<<arousal 20 "masturbationPenis">>
<<else>>
You stroke your <<penis>>, feeling its shape beneath your clothing.
<<arousal 5 "masturbationPenis">>
<</if>>
<<submission 3>><<set $speechmasturbate to 1>>
<</if>>
<</if>>
<<if $leftaction is "leftmasturbateanus">>
<<set $leftaction to 0>><<set $leftactiondefault to "leftmasturbateanus">>
<<if $anususe is 0 and !playerChastity("anus")>>
<<combatpromiscuity3>>
<<set $_genitals_exposed to $worn.over_lower.vagina_exposed gte 1 and ($worn.lower.vagina_exposed gte 1 or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt gte 1) and $worn.under_lower.vagina_exposed gte 1>>
<<if $_genitals_exposed>>
<<if playerHasButtPlug()>>
<<if $arousal gt ($arousalmax/5)*4>>
You pull your $worn.butt_plug.name in and out of your exposed anus and shiver in anticipation.
<<else>>
You pull your $worn.butt_plug.name in and out of your exposed anus.
<</if>>
<<else>>
<<if $arousal gt ($arousalmax/5)*4>>
You run your fingers in and out of your exposed anus and shiver in anticipation.
<<else>>
You run your fingers in and out of your exposed anus.
<</if>>
<</if>>
<<arousal 40 "masturbationAnal">><<submission 2>>
<<elseif $worn.lower.vagina_exposed is 0 and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt lt 1>>
<<if playerHasButtPlug()>>
You run your fingers over your $worn.butt_plug.name, feeling its shape beneath your $worn.lower.name.
<<else>>
You run your fingers over your anus, feeling its shape beneath your $worn.lower.name.
<</if>>
<<arousal 20 "masturbationAnal">>
<<elseif $worn.under_lower.vagina_exposed is 0>>
<<if playerHasButtPlug()>>
You run your fingers over your $worn.butt_plug.name, feeling its shape beneath your $worn.under_lower.name.
<<else>>
You run your fingers over your anus, feeling its shape beneath your $worn.under_lower.name.
<</if>>
<<arousal 20 "masturbationAnal">>
<<elseif $worn.genitals.vagina_exposed is 0>>
<<if playerHasButtPlug()>>
You run your fingers over your $worn.butt_plug.name, feeling its shape beneath your $worn.genitals.name.
<<else>>
You run your fingers over your anus, feeling its shape beneath your $worn.genitals.name.
<</if>>
<<arousal 20 "masturbationAnal">>
<<else>>
<<if playerHasButtPlug()>>
You run your fingers over your $worn.butt_plug.name<<if !$worn.lower.type.includes("naked") and !$worn.under_lower.type.includes("naked")>>, feeling its shape beneath your clothing<</if>>.
<<else>>
You run your fingers over your anus<<if !$worn.lower.type.includes("naked") and !$worn.under_lower.type.includes("naked")>>, feeling its shape beneath your clothing<</if>>.
<</if>>
<<arousal 5 "masturbationAnal">>
<</if>>
<<submission 3>><<set $speechmasturbate to 1>>
<</if>>
<</if>>
<<if $rightaction is "rightmasturbateanus">>
<<set $rightaction to 0>><<set $rightactiondefault to "rightmasturbateanus">>
<<if $anususe is 0 and !playerChastity("anus")>>
<<combatpromiscuity3>>
<<set $_genitals_exposed to $worn.over_lower.vagina_exposed gte 1 and ($worn.lower.vagina_exposed gte 1 or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt gte 1) and $worn.under_lower.vagina_exposed gte 1>>
<<if $_genitals_exposed>>
<<if playerHasButtPlug()>>
<<if $arousal gt ($arousalmax/5)*4>>
You pull your $worn.butt_plug.name in and out of your exposed anus and shiver in anticipation.
<<else>>
You pull your $worn.butt_plug.name in and out of your exposed anus.
<</if>>
<<else>>
<<if $arousal gt ($arousalmax/5)*4>>
You run your fingers in and out of your exposed anus and shiver in anticipation.
<<else>>
You run your fingers in and out of your exposed anus.
<</if>>
<</if>>
<<arousal 40 "masturbationAnal">><<submission 2>>
<<elseif $worn.lower.vagina_exposed is 0 and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt lt 1>>
<<if playerHasButtPlug()>>
You run your fingers over your $worn.butt_plug.name, feeling its shape beneath your $worn.lower.name.
<<else>>
You run your fingers over your anus, feeling its shape beneath your $worn.lower.name.
<</if>>
<<arousal 20 "masturbationAnal">>
<<elseif $worn.under_lower.vagina_exposed is 0>>
<<if playerHasButtPlug()>>
You run your fingers over your $worn.butt_plug.name, feeling its shape beneath your $worn.under_lower.name.
<<else>>
You run your fingers over your anus, feeling its shape beneath your $worn.under_lower.name.
<</if>>
<<arousal 20 "masturbationAnal">>
<<elseif $worn.genitals.vagina_exposed is 0>>
<<if playerHasButtPlug()>>
You run your fingers over your $worn.butt_plug.name, feeling its shape beneath your $worn.genitals.name.
<<else>>
You run your fingers over your anus, feeling its shape beneath your $worn.genitals.name.
<</if>>
<<arousal 20 "masturbationAnal">>
<<else>>
<<if playerHasButtPlug()>>
You run your fingers over your $worn.butt_plug.name<<if !$worn.lower.type.includes("naked") and !$worn.under_lower.type.includes("naked")>>, feeling its shape beneath your clothing<</if>>.
<<else>>
You run your fingers over your anus<<if !$worn.lower.type.includes("naked") and !$worn.under_lower.type.includes("naked")>>, feeling its shape beneath your clothing<</if>>.
<</if>>
<<arousal 5 "masturbationAnal">>
<</if>>
<<submission 3>><<set $speechmasturbate to 1>>
<</if>>
<</if>>
<<effectsremovebuttplug>>
<<effectsPickupSexToy>>
<<effectsDropSexToy>>
<<if $leftaction is "lubeanus" or $rightaction is "lubeanus">>
<<if $leftaction is "lubeanus">>
<<set $leftaction to 0>><<set $leftactiondefault to "rest">>
<</if>>
<<if $rightaction is "lubeanus">>
<<set $rightaction to 0>><<set $rightactiondefault to "rest">>
<</if>>
<<set $leftaction to 0>><<set $leftactiondefault to "rest">>
You squeeze your bottle of lube over your anus.
<<bodyliquid "bottom" "goo">>
<<useLube>>
<<submission 3>>
<</if>>
<<if $leftaction is "lubepussy" or $rightaction is "lubepussy">>
<<if $leftaction is "lubepussy">>
<<set $leftaction to 0>><<set $leftactiondefault to "rest">>
<</if>>
<<if $rightaction is "lubepussy">>
<<set $rightaction to 0>><<set $rightactiondefault to "rest">>
<</if>>
You squeeze your bottle of lube over your pussy.
<<bodyliquid "vaginaoutside" "goo">>
<<useLube>>
<<submission 3>>
<</if>>
<<if $leftaction is "lubepenis" or $rightaction is "lubepenis">>
<<if $leftaction is "lubepenis">>
<<set $leftaction to 0>><<set $leftactiondefault to "rest">>
<</if>>
<<if $rightaction is "lubepenis">>
<<set $rightaction to 0>><<set $rightactiondefault to "rest">>
<</if>>
<<set $leftaction to 0>><<set $leftactiondefault to "rest">>
You squeeze your bottle of lube over your penis.
<<bodyliquid "penis" "goo">>
<<useLube>>
<<submission 3>>
<</if>>
/* Combat sex toys */
<<if $leftaction is "dildoSelfPussyEntrance">>
<<set $leftaction to 0>><<set $leftactiondefault to "dildoSelfPussyEntrance">><<set $leftarm to "dildoSelfPussyEntrance">><<combatpromiscuity3>>
<<set $_genitals_exposed to $worn.over_lower.vagina_exposed gte 1 and ($worn.lower.vagina_exposed gte 1 or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt gte 1) and $worn.under_lower.vagina_exposed gte 1 and $worn.genitals.vagina_exposed gte 1>>
<<set $_dildo to $selectedItemLeft.name>>
<<if $_genitals_exposed>>
<<if $arousal gt ($arousalmax/5)*4>>
You run your $_dildo over your exposed <<pussy>> and shiver in pleasure.
<<else>>
You run your $_dildo over your exposed <<pussy>>.
<</if>>
<<addVaginalWetness 2>><<arousal 40 "genitals">><<submission 2>>
<<elseif $worn.lower.vagina_exposed is 0 and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt lt 1>>
You run your $_dildo over your <<pussy>>, feeling its shape beneath your $worn.lower.name.
<<addVaginalWetness 1>><<arousal 20 "genitals">>
<<elseif $worn.under_lower.vagina_exposed is 0>>
You run your $_dildo over your <<pussy>>, feeling its shape beneath your $worn.under_lower.name.
<<addVaginalWetness 1>><<arousal 20 "genitals">>
<<elseif $worn.genitals.vagina_exposed is 0>>
You run your $_dildo over your <<pussy>>, feeling its shape beneath your $worn.genitals.name.
<<addVaginalWetness 1>><<arousal 20 "genitals">>
<<else>>
You run your $_dildo over your <<pussy>><<if !$worn.lower.type.includes("naked") and !$worn.under_lower.type.includes("naked")>>, feeling its shape beneath your clothing<</if>>.
<<addVaginalWetness 0>><<arousal 5 "genitals">>
<</if>>
<<submission 5>><<set $speechmasturbate to 1>>
<</if>>
<<if $rightaction is "dildoSelfPussyEntrance">>
<<set $rightaction to 0>><<set $rightactiondefault to "dildoSelfPussyEntrance">><<set $rightarm to "dildoSelfPussyEntrance">><<combatpromiscuity3>>
<<set $_genitals_exposed to $worn.over_lower.vagina_exposed gte 1 and ($worn.lower.vagina_exposed gte 1 or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt gte 1) and $worn.under_lower.vagina_exposed gte 1 and $worn.genitals.vagina_exposed gte 1>>
<<set $_dildo to $selectedItemRight.name>>
<<if $_genitals_exposed>>
<<if $arousal gt ($arousalmax/5)*4>>
You run your $_dildo over your exposed <<pussy>> and shiver in pleasure.
<<else>>
You run your $_dildo over your exposed <<pussy>>.
<</if>>
<<addVaginalWetness 2>><<arousal 40 "genitals">><<submission 2>>
<<elseif $worn.lower.vagina_exposed is 0 and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt lt 1>>
You run your $_dildo over your <<pussy>>, feeling its shape beneath your $worn.lower.name.
<<addVaginalWetness 1>><<arousal 20 "genitals">>
<<elseif $worn.under_lower.vagina_exposed is 0>>
You run your $_dildo over your <<pussy>>, feeling its shape beneath your $worn.under_lower.name.
<<addVaginalWetness 1>><<arousal 20 "genitals">>
<<elseif $worn.genitals.vagina_exposed is 0>>
You run your $_dildo over your <<pussy>>, feeling its shape beneath your $worn.genitals.name.
<<addVaginalWetness 1>><<arousal 20 "genitals">>
<<else>>
You run your $_dildo over your <<pussy>><<if !$worn.lower.type.includes("naked") and !$worn.under_lower.type.includes("naked")>>, feeling its shape beneath your clothing<</if>>.
<<addVaginalWetness 0>><<arousal 5 "genitals">>
<</if>>
<<submission 5>><<set $speechmasturbate to 1>>
<</if>>
<<if $leftaction is "dildoSelfPussy">>
<<set $leftaction to 0>><<set $leftactiondefault to "dildoSelfPussy">><<set $leftarm to "dildoSelfPussy">>
<<set $_dildo to $currentSexToyLeft.name>>
<<if $player.virginity.vaginal is true>>
<<if $arousal gt ($arousalmax/5)*4>>
You gently fuck the entrance of your <<pussy>> with the $_dildo and shiver in pleasure.
<<else>>
You gently fuck the entrance of your <<pussy>> with the $_dildo.
<</if>>
<<else>>
<<if $arousal gt ($arousalmax/5)*4>>
You fuck your <<pussy>> with the $_dildo and shiver in pleasure.
<<else>>
You fuck your <<pussy>> with the $_dildo.
<</if>>
<</if>>
<<addVaginalWetness 2>><<arousal 50 "genitals">><<submission 10>><<set $speechmasturbate to 1>>
<</if>>
<<if $rightaction is "dildoSelfPussy">>
<<set $rightaction to 0>><<set $rightactiondefault to "dildoSelfPussy">><<set $rightarm to "dildoSelfPussy">>
<<set $_dildo to $currentSexToyRight.name>>
<<if $player.virginity.vaginal is true>>
<<if $arousal gt ($arousalmax/5)*4>>
You gently fuck the entrance of your <<pussy>> with the $_dildo and shiver in pleasure.
<<else>>
You gently fuck the entrance of your <<pussy>> with the $_dildo.
<</if>>
<<else>>
<<if $arousal gt ($arousalmax/5)*4>>
You fuck your <<pussy>> with the $_dildo and shiver in pleasure.
<<else>>
You fuck your <<pussy>> with the $_dildo.
<</if>>
<</if>>
<<addVaginalWetness 2>><<arousal 50 "genitals">><<submission 10>><<set $speechmasturbate to 1>>
<</if>>
<<if $leftaction is "dildoSelfAnusEntrance">>
<<set $leftaction to 0>><<set $leftactiondefault to "dildoSelfAnusEntrance">><<set $leftarm to "dildoSelfAnusEntrance">><<combatpromiscuity3>>
<<set $_anus_exposed to $worn.over_lower.anus_exposed gte 1 and ($worn.lower.anus_exposed gte 1 or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt gte 1) and $worn.under_lower.anus_exposed gte 1 and $worn.genitals.anus_exposed gte 1>>
<<set $_dildo to $currentSexToyLeft.name>>
<<if $_anus_exposed>>
<<if $arousal gt ($arousalmax/5)*4>>
You run your $_dildo over your exposed anus and shiver in pleasure.
<<else>>
You run your $_dildo over your exposed anus.
<</if>>
<<addVaginalWetness 2>><<arousal 40 "genitals">><<submission 2>>
<<elseif $worn.lower.vagina_exposed is 0 and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt lt 1>>
You run your $_dildo over your anus, feeling its shape beneath your $worn.lower.name.
<<addVaginalWetness 1>><<arousal 20 "genitals">>
<<elseif $worn.under_lower.vagina_exposed is 0>>
You run your $_dildo over your anus, feeling its shape beneath your $worn.under_lower.name.
<<addVaginalWetness 1>><<arousal 20 "genitals">>
<<elseif $worn.genitals.vagina_exposed is 0>>
You run your $_dildo over your anus, feeling its shape beneath your $worn.genitals.name.
<<addVaginalWetness 1>><<arousal 20 "genitals">>
<<else>>
You run your $_dildo over your anus<<if !$worn.lower.type.includes("naked") and !$worn.under_lower.type.includes("naked")>>, feeling its shape beneath your clothing<</if>>.
<<addVaginalWetness 0>><<arousal 5 "genitals">>
<</if>>
<<submission 5>><<set $speechmasturbate to 1>>
<</if>>
<<if $rightaction is "dildoSelfAnusEntrance">>
<<set $rightaction to 0>><<set $rightactiondefault to "dildoSelfAnusEntrance">><<set $rightarm to "dildoSelfAnusEntrance">><<combatpromiscuity3>>
<<set $_anus_exposed to $worn.over_lower.anus_exposed gte 1 and ($worn.lower.anus_exposed gte 1 or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt gte 1) and $worn.under_lower.anus_exposed gte 1 and $worn.genitals.anus_exposed gte 1>>
<<set $_dildo to $currentSexToyRight.name>>
<<if $_anus_exposed>>
<<if $arousal gt ($arousalmax/5)*4>>
You run your $_dildo over your exposed anus and shiver in pleasure.
<<else>>
You run your $_dildo over your exposed anus.
<</if>>
<<addVaginalWetness 2>><<arousal 40 "genitals">><<submission 2>>
<<elseif $worn.lower.vagina_exposed is 0 and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt lt 1>>
You run your $_dildo over your anus, feeling its shape beneath your $worn.lower.name.
<<addVaginalWetness 1>><<arousal 20 "genitals">>
<<elseif $worn.under_lower.vagina_exposed is 0>>
You run your $_dildo over your anus, feeling its shape beneath your $worn.under_lower.name.
<<addVaginalWetness 1>><<arousal 20 "genitals">>
<<elseif $worn.genitals.vagina_exposed is 0>>
You run your $_dildo over your anus, feeling its shape beneath your $worn.genitals.name.
<<addVaginalWetness 1>><<arousal 20 "genitals">>
<<else>>
You run your $_dildo over your anus<<if !$worn.lower.type.includes("naked") and !$worn.under_lower.type.includes("naked")>>, feeling its shape beneath your clothing<</if>>.
<<addVaginalWetness 0>><<arousal 5 "genitals">>
<</if>>
<<submission 5>><<set $speechmasturbate to 1>>
<</if>>
<<if $leftaction is "dildoSelfAnus">>
<<set $leftaction to 0>><<set $leftactiondefault to "dildoSelfAnus">><<set $leftarm to "dildoSelfAnus">>
<<set $_dildo to $currentSexToyLeft.name>>
<<if $player.virginity.anal is true>>
<<if $arousal gt ($arousalmax/5)*4>>
You gently fuck the entrance of your anus with the $_dildo and shiver in pleasure.
<<else>>
You gently fuck the entrance of your anus with the $_dildo.
<</if>>
<<else>>
<<if $arousal gt ($arousalmax/5)*4>>
You fuck your anus with the $_dildo and shiver in pleasure.
<<else>>
You fuck your anus with the $_dildo.
<</if>>
<</if>>
<<arousal 50 "anus">><<submission 10>><<set $speechmasturbate to 1>>
<</if>>
<<if $rightaction is "dildoSelfAnus">>
<<set $rightaction to 0>><<set $rightactiondefault to "dildoSelfAnus">><<set $rightarm to "dildoSelfAnus">>
<<set $_dildo to $currentSexToyRight.name>>
<<if $player.virginity.anal is true>>
<<if $arousal gt ($arousalmax/5)*4>>
You gently fuck the entrance of your anus with the $_dildo and shiver in pleasure.
<<else>>
You gently fuck the entrance of your anus with the $_dildo.
<</if>>
<<else>>
<<if $arousal gt ($arousalmax/5)*4>>
You fuck your anus with the $_dildo and shiver in pleasure.
<<else>>
You fuck your anus with the $_dildo.
<</if>>
<</if>>
<<arousal 50 "anus">><<submission 10>><<set $speechmasturbate to 1>>
<</if>>
<<if $leftaction is "strokerSelfPenisEntrance">>
<<set $leftaction to 0>><<set $leftactiondefault to "strokerSelfPenisEntrance">><<set $leftarm to "strokerSelfPenisEntrance">><<combatpromiscuity3>>
<<set _genitals_exposed to $worn.over_lower.vagina_exposed gte 1 and ($worn.lower.vagina_exposed gte 1 or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt gte 1) and $worn.under_lower.vagina_exposed gte 1 and $worn.genitals.vagina_exposed gte 1>>
<<set _stroker to $selectedItemLeft.name>>
<<if _genitals_exposed>>
You run your _stroker over your exposed <<penis>>.
<<arousal 40 "genitals">><<submission 2>>
<<elseif $worn.lower.vagina_exposed is 0 and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt lt 1>>
You run your _stroker over your <<penis>>, feeling its shape beneath your $worn.lower.name.
<<arousal 20 "genitals">>
<<elseif $worn.under_lower.vagina_exposed is 0>>
You run your _stroker over your <<penis>>, feeling its shape beneath your $worn.under_lower.name.
<<arousal 20 "genitals">>
<<elseif $worn.genitals.vagina_exposed is 0>>
You run your _stroker over your <<penis>>, feeling its shape beneath your $worn.genitals.name.
<<arousal 20 "genitals">>
<<else>>
You run your _stroker over your <<penis>><<if !$worn.lower.type.includes("naked") and !$worn.under_lower.type.includes("naked")>>, feeling its shape beneath your clothing<</if>>.
<<arousal 5 "genitals">>
<</if>>
<<submission 2>><<set $speechmasturbate to 1>>
<</if>>
<<if $leftaction is "strokerSelfPenis">>
<<set $leftaction to 0>><<set $leftactiondefault to "strokerSelfPenis">><<set $leftarm to "strokerSelfPenis">>
<<set $penisuse to "strokerSelfPenis">><<set $penisstate to "strokerSelfPenis">><<set $penisactiondefault to "strokerSelfPenis">>
<<set _stroker to $currentSexToyLeft.name>>
<<if $player.virginity.penile is true>>
<<if $arousal gt ($arousalmax/5)*4>>
You gently fuck the glans of your <<penis>> with the _stroker and shiver in pleasure.
<<else>>
You gently fuck the glans of your <<penis>> with the _stroker.
<</if>>
<<else>>
<<if $arousal gt ($arousalmax/5)*4>>
You fuck your <<penis>> with the _stroker and shiver in pleasure.
<<else>>
You fuck your <<penis>> with the _stroker.
<</if>>
<</if>>
<<arousal 50 "genitals">><<submission 5>><<set $speechmasturbate to 1>>
<</if>>
<<if $rightaction is "strokerSelfPenisEntrance">>
<<set $rightaction to 0>><<set $rightactiondefault to "strokerSelfPenisEntrance">><<set $rightarm to "strokerSelfPenisEntrance">><<combatpromiscuity3>>
<<set _genitals_exposed to $worn.over_lower.vagina_exposed gte 1 and ($worn.lower.vagina_exposed gte 1 or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt gte 1) and $worn.under_lower.vagina_exposed gte 1 and $worn.genitals.vagina_exposed gte 1>>
<<set _stroker to $selectedItemRight.name>>
<<if _genitals_exposed>>
You run your _stroker over your exposed <<penis>>.
<<arousal 40 "genitals">><<submission 2>>
<<elseif $worn.lower.vagina_exposed is 0 and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt lt 1>>
You run your _stroker over your <<penis>>, feeling its shape beneath your $worn.lower.name.
<<arousal 20 "genitals">>
<<elseif $worn.under_lower.vagina_exposed is 0>>
You run your _stroker over your <<penis>>, feeling its shape beneath your $worn.under_lower.name.
<<arousal 20 "genitals">>
<<elseif $worn.genitals.vagina_exposed is 0>>
You run your _stroker over your <<penis>>, feeling its shape beneath your $worn.genitals.name.
<<arousal 20 "genitals">>
<<else>>
You run your _stroker over your <<penis>><<if !$worn.lower.type.includes("naked") and !$worn.under_lower.type.includes("naked")>>, feeling its shape beneath your clothing<</if>>.
<<arousal 5 "genitals">>
<</if>>
<<submission 2>><<set $speechmasturbate to 1>>
<</if>>
<<if $rightaction is "strokerSelfPenis">>
<<set $rightaction to 0>><<set $rightactiondefault to "strokerSelfPenis">><<set $rightarm to "strokerSelfPenis">>
<<set $penisuse to "strokerSelfPenis">><<set $penisstate to "strokerSelfPenis">><<set $penisactiondefault to "strokerSelfPenis">>
<<set _stroker to $currentSexToyRight.name>>
<<if $player.virginity.penile is true>>
<<if $arousal gt ($arousalmax/5)*4>>
You gently fuck the glans of your <<penis>> with the _stroker and shiver in pleasure.
<<else>>
You gently fuck the glans of your <<penis>> with the _stroker.
<</if>>
<<else>>
<<if $arousal gt ($arousalmax/5)*4>>
You fuck your <<penis>> with the _stroker and shiver in pleasure.
<<else>>
You fuck your <<penis>> with the _stroker.
<</if>>
<</if>>
<<arousal 50 "genitals">><<submission 5>><<set $speechmasturbate to 1>>
<</if>>
<<if $leftaction is "strokerDrop">>
<<set $leftaction to 0>><<set $leftactiondefault to "strokerDrop">>
<<set $penisuse to 0>><<set $penisstate to 0>><<set $leftarm to 0>>
<span class="blue">You move your $currentSexToyLeft.name away from your penis.</span>
<<set $currentSexToyLeft to 0>>
<</if>>
<<if $rightaction is "strokerDrop">>
<<set $rightaction to 0>><<set $rightactiondefault to "strokerDrop">>
<<set $penisuse to 0>><<set $penisstate to 0>><<set $rightarm to 0>>
<span class="blue">You move your $currentSexToyRight.name away from your penis.</span>
<<set $currentSexToyRight to 0>>
<</if>>
/* NPC pussy */
<<if $leftaction is "dildoOtherPussyFuck">>
/* Note: deliberately does not take virginities */
<<set $leftaction to 0>><<set $leftactiondefault to "dildoOtherPussyFuck">><<handskilluse>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("hand", $lefttarget)>>
<<submission 10>><<set $speechdildovagina to 1>><<set $leftarm to "dildoOtherPussyFuck">><<set $NPCList[0].vagina to "leftDildo">>
You <<handtext>> fuck <<their $lefttarget>> pussy with your $currentSexToyLeft.name in your left hand.
<<elseif $NPCList[$lefttarget].vagina is "leftDildo">>
<<set $leftarm to 0>><<set $leftactiondefault to "dildoOtherPussyTease">>
<<set $NPCList[$lefttarget].vagina to 0>><<personselect $lefttarget>>
<span class="blue">You try to fuck <<hisselect $lefttarget>> pussy with your $currentSexToyLeft.name, but <<he>>
<<if $enemytype isnot "beast">>slaps your hand away<<else>>shifts way from you and growls<</if>>.</span>
<</if>>
<</if>>
<<if $rightaction is "dildoOtherPussyFuck">>
/* Note: deliberately does not take virginities */
<<set $rightaction to 0>><<set $rightactiondefault to "dildoOtherPussyFuck">><<handskilluse>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("hand", $righttarget)>>
<<submission 10>><<set $speechdildovagina to 1>><<set $rightarm to "dildoOtherPussyFuck">><<set $NPCList[0].vagina to "rightDildo">>
You <<handtext>> fuck <<their $righttarget>> pussy with your $currentSexToyRight.name in your right hand.
<<elseif $NPCList[$righttarget].vagina is "rightDildo">>
<<set $rightarm to 0>><<set $rightactiondefault to "dildoOtherPussyTease">>
<<set $NPCList[$righttarget].vagina to 0>><<personselect $righttarget>>
<span class="blue">You try to fuck <<hisselect $righttarget>> pussy with your $currentSexToyRight.name, but <<he>>
<<if $enemytype isnot "beast">>slaps your hand away<<else>>shifts way from you and growls<</if>>.</span>
<</if>>
<</if>>
<<if $leftaction is "othervaginadildostop" and $NPCList[$lefttarget].vagina is "leftdildo">>
<<set $leftaction to 0>><<set $leftactiondefault to "othervaginadildostop">>
<<set $NPCList[$lefttarget].vagina to 0>><<set $leftarm to 0>>
<span class="blue">You move your $currentSexToyLeft.name away from <<hisselect $lefttarget>> pussy.</span>
<</if>>
<<if $rightaction is "othervaginadildostop" and $NPCList[$righttarget].vagina is "rightdildo">>
<<set $rightaction to 0>><<set $rightactiondefault to "othervaginadildostop">>
<<set $NPCList[$righttarget].vagina to 0>><<set $rightarm to 0>>
<span class="blue">You move your $currentSexToyRight away from <<hisselect $righttarget>> pussy.</span>
<</if>>
<<if $leftaction is "dildoOtherPussyTease">>
<<set $leftaction to 0>><<handskilluse>><<set $leftactiondefault to "dildoOtherPussyTease">><<combatpromiscuity3>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("hand", $lefttarget)>>
<<submission 1>><<sextoystat>>
<<if $NPCList[$lefttarget].vagina is 0>>
<<set $leftactiondefault to "dildoOtherPussyFuck">><<set $leftarm to "dildoOtherPussyTease">><<personselect $lefttarget>>
<span class="lblue">You <<handtext>> tease <<hisselect $lefttarget>> pussy<<if $NPCList[$lefttarget].chastity.vagina.includes("chastity")>> through <<his>> $NPCList[$lefttarget].chastity.vagina<</if>> with the $currentSexToyLeft.name in your left hand.</span>
<<else>>
<span class="blue">You try to tease <<hisselect $lefttarget>> pussy with the $currentSexToyLeft.name in your left hand, but the entrance is already occupied.</span>
<</if>>
<<else>>
You try to tease <<hisselect $lefttarget>> pussy with the $currentSexToyLeft.name in your left hand, but <<he>> moves it away.
<</if>>
<</if>>
<<if $rightaction is "dildoOtherPussyTease">>
<<set $rightaction to 0>><<handskilluse>><<set $rightactiondefault to "dildoOtherPussyTease">><<combatpromiscuity3>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("hand", $righttarget)>>
<<submission 1>><<sextoystat>>
<<if $NPCList[$righttarget].vagina is 0>>
<<set $rightactiondefault to "dildoOtherPussyFuck">><<set $rightarm to "dildoOtherPussyTease">><<personselect $righttarget>>
<span class="lblue">You <<handtext>> tease <<hisselect $righttarget>> pussy<<if $NPCList[$righttarget].chastity.vagina.includes("chastity")>> through <<his>> $NPCList[$righttarget].chastity.vagina<</if>> with your right hand.</span>
<<else>>
<span class="blue">You try to tease <<hisselect $righttarget>> pussy with the $currentSexToyRight.name in your right hand, but the entrance is already occupied.</span>
<</if>>
<<else>>
You try to tease <<hisselect $righttarget>> pussy with the $currentSexToyRight.name in your right hand, but <<he>> moves it away.
<</if>>
<</if>>
/* NPC Anus */
<<if $leftaction is "dildoOtherAnusFuck">>
/* Note: deliberately does not take virginities */
<<set $leftaction to 0>><<set $leftactiondefault to "dildoOtherAnusFuck">><<handskilluse>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("hand", $lefttarget)>>
<<submission 10>><<set $speechdildoanus to 1>><<set $leftarm to "dildoOtherAnusFuck">>
<<if $NPCList[$lefttarget].vagina isnot "none">>
<<set $NPCList[$lefttarget].vagina to "leftDildoAnus">>
<</if>>
<<if $NPCList[$lefttarget].penis isnot "none">>
<<set $NPCList[$lefttarget].penis to "leftDildoAnus">>
<</if>>
You <<handtext>> fuck <<their $lefttarget>> ass with your $currentSexToyLeft.name in your left hand.
<<elseif $NPCList[$lefttarget].vagina is "leftDildoAnus">>
<<set $leftarm to 0>><<set $leftactiondefault to "dildoOtherPussyTease">>
<<set $NPCList[$lefttarget].vagina to 0>><<personselect $lefttarget>>
<span class="blue">You try to fuck <<hisselect $lefttarget>> ass with your $currentSexToyLeft.name, but <<he>>
<<if $enemytype isnot "beast">>slaps your hand away<<else>>shifts way from you and growls<</if>>.</span>
<<elseif $NPCList[$lefttarget].penis is "leftDildoAnus">>
<<set $leftarm to 0>><<set $leftactiondefault to "dildoOtherPussyTease">>
<<set $NPCList[$lefttarget].penis to 0>><<personselect $lefttarget>>
<span class="blue">You try to fuck <<hisselect $lefttarget>> ass with your $currentSexToyLeft.name, but <<he>>
<<if $enemytype isnot "beast">>slaps your hand away<<else>>shifts way from you and growls<</if>>.</span>
<</if>>
<</if>>
<<if $rightaction is "dildoOtherAnusFuck">>
/* Note: deliberately does not take virginities */
<<set $rightaction to 0>><<set $rightactiondefault to "dildoOtherAnusFuck">><<handskilluse>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("hand", $righttarget)>>
<<submission 10>><<set $speechdildoanus to 1>><<set $rightarm to "dildoOtherAnusFuck">>
<<if $NPCList[$righttarget].vagina isnot "none">>
<<set $NPCList[$righttarget].vagina to "rightDildoAnus">>
<</if>>
<<if $NPCList[$righttarget].penis isnot "none">>
<<set $NPCList[$righttarget].penis to "rightDildoAnus">>
<</if>>
You <<handtext>> fuck <<their $righttarget>> ass with your $currentSexToyRight.name in your right hand.
<<elseif $NPCList[$righttarget].vagina is "rightDildoAnus">>
<<set $rightarm to 0>><<set $rightactiondefault to "dildoOtherPussyTease">>
<<set $NPCList[$righttarget].vagina to 0>><<personselect $righttarget>>
<span class="blue">You try to fuck <<hisselect $righttarget>> ass with your $currentSexToyRight.name, but <<he>>
<<if $enemytype isnot "beast">>slaps your hand away<<else>>shifts way from you and growls<</if>>.</span>
<<elseif $NPCList[$righttarget].penis is "leftDildoAnus">>
<<set $rightarm to 0>><<set $rightactiondefault to "dildoOtherPussyTease">>
<<set $NPCList[$righttarget].penis to 0>><<personselect $righttarget>>
<span class="blue">You try to fuck <<hisselect $righttarget>> ass with your $currentSexToyRight.name, but <<he>>
<<if $enemytype isnot "beast">>slaps your hand away<<else>>shifts way from you and growls<</if>>.</span>
<</if>>
<</if>>
<<if $leftaction is "dildoAnusDrop" and $NPCList[$lefttarget].vagina is "leftdildoAnus">>
<<set $leftaction to 0>><<set $leftactiondefault to "dildoAnusDrop">>
<<set $NPCList[$lefttarget].vagina to 0>><<set $leftarm to 0>>
<span class="blue">You move your $currentSexToyLeft.name away from <<hisselect $lefttarget>> ass.</span>
<</if>>
<<if $rightaction is "dildoAnusDrop" and $NPCList[$righttarget].vagina is "rightdildoAnus">>
<<set $rightaction to 0>><<set $rightactiondefault to "dildoAnusDrop">>
<<set $NPCList[$righttarget].vagina to 0>><<set $rightarm to 0>>
<span class="blue">You move your $currentSexToyRight away from <<hisselect $righttarget>> ass.</span>
<</if>>
<<if $leftaction is "dildoAnusDrop" and $NPCList[$lefttarget].penis is "leftdildoAnus">>
<<set $leftaction to 0>><<set $leftactiondefault to "dildoAnusDrop">>
<<set $NPCList[$lefttarget].penis to 0>><<set $leftarm to 0>>
<span class="blue">You move your $currentSexToyLeft.name away from <<hisselect $lefttarget>> ass.</span>
<</if>>
<<if $rightaction is "dildoAnusDrop" and $NPCList[$righttarget].penis is "rightdildoAnus">>
<<set $rightaction to 0>><<set $rightactiondefault to "dildoAnusDrop">>
<<set $NPCList[$righttarget].penis to 0>><<set $rightarm to 0>>
<span class="blue">You move your $currentSexToyRight away from <<hisselect $righttarget>> ass.</span>
<</if>>
<<if $leftaction is "dildoOtherAnusTease">>
<<set $leftaction to 0>><<handskilluse>><<set $leftactiondefault to "dildoOtherAnusTease">><<combatpromiscuity3>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("hand", $lefttarget)>>
<<submission 1>><<sextoystat>>
<<if $NPCList[$lefttarget].vagina is 0>>
<<set $leftactiondefault to "dildoOtherAnusFuck">><<set $NPCList[$lefttarget].vagina to "leftDildoAnus">><<set $leftarm to "dildoOtherAnusFuck">><<personselect $lefttarget>>
<span class="lblue">You <<handtext>> tease <<hisselect $lefttarget>> ass<<if $NPCList[$lefttarget].chastity.vagina.includes("chastity")>> through <<his>> $NPCList[$lefttarget].chastity.vagina<</if>> with the $currentSexToyLeft.name in your left hand.</span>
<<elseif $NPCList[$lefttarget].penis is 0>>
<<set $leftactiondefault to "dildoOtherAnusFuck">><<set $NPCList[$lefttarget].penis to "leftDildoAnus">><<set $leftarm to "dildoOtherAnusFuck">><<personselect $lefttarget>>
<span class="lblue">You <<handtext>> tease <<hisselect $lefttarget>> ass<<if $NPCList[$lefttarget].chastity.penis.includes("chastity")>> through <<his>> $NPCList[$lefttarget].chastity.penis<</if>> with the $currentSexToyLeft.name in your left hand.</span>
<<else>>
<span class="blue">You try to tease <<hisselect $lefttarget>> ass with the $currentSexToyLeft.name in your left hand, but the entrance is already occupied.</span>
<</if>>
<<else>>
You try to tease <<hisselect $lefttarget>> ass with the $currentSexToyLeft.name in your left hand, but <<he>> moves it away.
<</if>>
<</if>>
<<if $rightaction is "dildoOtherAnusTease">>
<<set $rightaction to 0>><<handskilluse>><<set $rightactiondefault to "dildoOtherAnusTease">><<combatpromiscuity3>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("hand", $righttarget)>>
<<submission 1>><<sextoystat>>
<<if $NPCList[$righttarget].vagina is 0>>
<<set $rightactiondefault to "dildoOtherAnusFuck">><<set $NPCList[$righttarget].vagina to "rightDildoAnus">><<set $rightarm to "dildoOtherAnusFuck">><<personselect $righttarget>>
<span class="lblue">You <<handtext>> tease <<hisselect $righttarget>> ass<<if $NPCList[$righttarget].chastity.vagina.includes("chastity")>> through <<his>> $NPCList[$righttarget].chastity.vagina<</if>> with your right hand.</span>
<<elseif $NPCList[$righttarget].penis is 0>>
<<set $rightactiondefault to "dildoOtherAnusFuck">><<set $NPCList[$righttarget].penis to "rightDildoAnus">><<set $rightarm to "dildoOtherAnusFuck">><<personselect $righttarget>>
<span class="lblue">You <<handtext>> tease <<hisselect $righttarget>> ass<<if $NPCList[$righttarget].chastity.penis.includes("chastity")>> through <<his>> $NPCList[$righttarget].chastity.penis<</if>> with your right hand.</span>
<<else>>
<span class="blue">You try to tease <<hisselect $righttarget>> ass with the $currentSexToyRight.name in your right hand, but the entrance is already occupied.</span>
<</if>>
<<else>>
You try to tease <<hisselect $righttarget>> ass with the $currentSexToyRight.name in your right hand, but <<he>> moves it away.
<</if>>
<</if>>
/* NPC Penis stroker */
<<if $leftaction is "strokerOtherPenisTease">>
<<set $leftaction to 0>><<handskilluse>><<set $leftactiondefault to "strokerOtherPenisTease">><<combatpromiscuity3>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("hand", $lefttarget)>>
<<submission 1>><<sextoystat>>
<<if $NPCList[$lefttarget].penis is 0>>
<<set $leftactiondefault to "strokerOtherPenisTease">><<set $NPCList[$lefttarget].penis to "leftStroker">><<set $leftarm to "strokerOtherPenisFuck">><<personselect $lefttarget>>
<span class="lblue">You <<handtext>> tease <<hisselect $lefttarget>> <<npcPenis $lefttarget>><<if $NPCList[$lefttarget].chastity.penis.includes("chastity")>> through <<his>> $NPCList[$lefttarget].chastity.penis<</if>> with the $currentSexToyLeft.name in your left hand.</span>
<<else>>
<span class="blue">You try to tease <<hisselect $lefttarget>> <<npcPenis $lefttarget>> with the $currentSexToyLeft.name in your left hand, but the entrance is already occupied.</span>
<</if>>
<<else>>
You try to tease <<hisselect $lefttarget>> <<npcPenis $lefttarget>> with the $currentSexToyLeft.name in your left hand, but <<he>> moves it away.
<</if>>
<</if>>
<<if $rightaction is "strokerOtherPenisTease">>
<<set $rightaction to 0>><<handskilluse>><<set $rightactiondefault to "strokerOtherPenisTease">><<combatpromiscuity3>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("hand", $righttarget)>>
<<submission 1>><<sextoystat>>
<<if $NPCList[$righttarget].penis is 0>>
<<set $rightactiondefault to "strokerOtherPenisTease">><<set $NPCList[$righttarget].penis to "rightstroker">><<set $rightarm to "strokerOtherPenisFuck">><<personselect $righttarget>>
<span class="lblue">You <<handtext>> tease <<hisselect $righttarget>> <<npcPenis $righttarget>><<if $NPCList[$righttarget].chastity.penis.includes("chastity")>> through <<his>> $NPCList[$righttarget].chastity.penis<</if>> with the $currentSexToyRight.name in your right hand.</span>
<<else>>
<span class="blue">You try to tease <<hisselect $righttarget>> <<npcPenis $righttarget>> with the $currentSexToyRight.name in your right hand, but the entrance is already occupied.</span>
<</if>>
<<else>>
You try to tease <<hisselect $righttarget>> <<npcPenis $righttarget>> with the $currentSexToyRight.name in your right hand, but <<he>> moves it away.
<</if>>
<</if>>
<<if $leftaction is "strokerOtherPenisFuck">>
/* Note: deliberately does not take virginities */
<<set $leftaction to 0>><<set $leftactiondefault to "strokerOtherPenisFuck">><<handskilluse>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("hand", $lefttarget)>>
<<submission 10>><<set $speechstroker to 1>><<set $leftarm to "strokerOtherPenisFuck">><<set $NPCList[$lefttarget].penis to "leftStroker">>
You <<handtext>> fuck <<their $lefttarget>> <<npcPenis $lefttarget>> with the $currentSexToyLeft.name in your left hand.
<<elseif $NPCList[$lefttarget].penis is "leftStroker">>
<<set $leftarm to 0>><<set $leftactiondefault to "strokerOtherPenisTease">>
<<set $NPCList[$lefttarget].penis to 0>><<personselect $lefttarget>>
<span class="blue">You try to fuck <<hisselect $lefttarget>> <<npcPenis $lefttarget>> with your $currentSexToyLeft.name, but <<he>>
<<if $enemytype isnot "beast">>slaps your hand away<<else>>shifts way from you and growls<</if>>.</span>
<</if>>
<</if>>
<<if $rightaction is "strokerOtherPenisFuck">>
/* Note: deliberately does not take virginities */
<<set $rightaction to 0>><<set $rightactiondefault to "strokerOtherPenisFuck">><<handskilluse>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("hand", $righttarget)>>
<<submission 10>><<set $speechstroker to 1>><<set $rightarm to "strokerOtherPenisFuck">><<set $NPCList[$righttarget].penis to "rightstroker">>
You <<handtext>> fuck <<their $righttarget>> <<npcPenis $righttarget>> with the $currentSexToyRight.name in your right hand.
<<elseif $NPCList[$righttarget].penis is "rightstroker">>
<<set $rightarm to 0>><<set $rightactiondefault to "strokerOtherPenisTease">>
<<set $NPCList[$righttarget].penis to 0>><<personselect $righttarget>>
<span class="blue">You try to fuck <<hisselect $righttarget>> <<npcPenis 0>> with your $currentSexToyRight.name, but <<he>>
<<if $enemytype isnot "beast">>slaps your hand away<<else>>shifts way from you and growls<</if>>.</span>
<</if>>
<</if>>
/*Stalked actions */
<<if !$stalk_end>>
<<if $leftaction is "clench" and $rightaction is "clench">>
<<if $earSlime.growth gt 50 and $earSlime.growth - random(0, Math.clamp(300 - ($earSlime.defyCooldown * 20), 0, 300)) gte (currentSkillValue('willpower')/ 10) and hasSexStat("exhibitionism", 2)>>
<<if ($player.penisExist or playerHasStrapon()) and (!$player.vaginaExist or $worn.genitals.name is "chastity parasite" or random(0,100) gte 50)>>
<<set _slimeTarget to playerHasStrapon() ? "strap-on" : (playerChastity("penis") ? $worn.genitals.name : "penis")>>
<<set _slimeWidget to "penis">>
<<elseif $player.vaginaExist>>
<<set _slimeTarget to "vagina">>
<<set _slimeWidget to "vagina">>
<<else>>
<<set _slimeTarget to "butt">>
<<set _slimeWidget to "anus">>
<</if>>
You try to clench your fists, <span class="red">but you suddenly find them moving towards your _slimeTarget.</span> You feel the slime steal your control away.
<<switch _slimeWidget>>
<<case "penis">><<effectsCoverPenis "both" "lewd">>
<<case "vagina">><<effectsCoverVagina "both" "lewd">>
<<case "anus">><<effectsCoverAnus "both" "lewd">>
<</switch>>
<<else>>
<<set $leftactiondefault to "clench">><<set $leftaction to 0>><<set $rightactiondefault to "clench">><<set $rightaction to 0>><<brat 6>>
You clench your fists.
<</if>>
<<elseif $leftaction is "clench">>
<<if $earSlime.growth gt 50 and $earSlime.growth - random(0, Math.clamp(300 - ($earSlime.defyCooldown * 20), 0, 300)) gte (currentSkillValue('willpower')/ 10) and hasSexStat("exhibitionism", 2)>>
<<if ($player.penisExist or playerHasStrapon()) and (!$player.vaginaExist or $worn.genitals.name is "chastity parasite" or random(0,100) gte 50)>>
<<set _slimeTarget to playerHasStrapon() ? "strap-on" : (playerChastity("penis") ? $worn.genitals.name : "penis")>>
<<set _slimeWidget to "penis">>
<<elseif $player.vaginaExist>>
<<set _slimeTarget to "vagina">>
<<set _slimeWidget to "vagina">>
<<else>>
<<set _slimeTarget to "butt">>
<<set _slimeWidget to "anus">>
<</if>>
You try to clench your fists, <span class="red">but you suddenly find them moving towards your _slimeTarget.</span> You feel the slime steal your control away.
<<switch _slimeWidget>>
<<case "penis">><<effectsCoverPenis "left" "lewd">>
<<case "vagina">><<effectsCoverVagina "left" "lewd">>
<<case "anus">><<effectsCoverAnus "left" "lewd">>
<</switch>>
<<else>>
<<set $leftactiondefault to "clench">><<set $leftaction to 0>><<brat 3>>
You clench your left fist.
<</if>>
<<elseif $rightaction is "clench">>
<<if $earSlime.growth gt 50 and $earSlime.growth - random(0, Math.clamp(300 - ($earSlime.defyCooldown * 20), 0, 300)) gte (currentSkillValue('willpower')/ 10) and hasSexStat("exhibitionism", 2)>>
<<if ($player.penisExist or playerHasStrapon()) and (!$player.vaginaExist or $worn.genitals.name is "chastity parasite" or random(0,100) gte 50)>>
<<set _slimeTarget to playerHasStrapon() ? "strap-on" : (playerChastity("penis") ? $worn.genitals.name : "penis")>>
<<set _slimeWidget to "penis">>
<<elseif $player.vaginaExist>>
<<set _slimeTarget to "vagina">>
<<set _slimeWidget to "vagina">>
<<else>>
<<set _slimeTarget to "butt">>
<<set _slimeWidget to "anus">>
<</if>>
You try to clench your fists, <span class="red">but you suddenly find them moving towards your _slimeTarget.</span> You feel the slime steal your control away.
<<switch _slimeWidget>>
<<case "penis">><<effectsCoverPenis "right" "lewd">>
<<case "vagina">><<effectsCoverVagina "right" "lewd">>
<<case "anus">><<effectsCoverAnus "right" "lewd">>
<</switch>>
<<else>>
<<set $rightactiondefault to "clench">><<set $rightaction to 0>><<brat 3>>
You clench your right fist.
<</if>>
<</if>>
<<if $leftaction is "fold" and $rightaction is "fold">>
<<set $leftaction to 0>><<set $rightaction to 0>><<set $leftactiondefault to "fold">><<set $rightactiondefault to "fold">>
<<if $player.breastsize gte 3>>
You fold your arms beneath your <<breasts>>.
<<else>>
You fold your arms in front of you.
<</if>>
<<meek 6>>
<</if>>
<<if $leftaction is "fold">>
<<set $leftaction to 0>><<set $leftactiondefault to "fold">>
<<if $player.breastsize gte 3>>
You fold your left arm beneath your <<breasts>>.
<<else>>
You fold your left arm in front of you.
<</if>>
<<meek 3>>
<</if>>
<<if $rightaction is "fold">>
<<set $rightaction to 0>><<set $rightactiondefault to "fold">>
<<if $player.breastsize gte 3>>
You fold your right arm beneath your <<breasts>>.
<<else>>
You fold your right arm in front of you.
<</if>>
<<meek 3>>
<</if>>
<<if $leftaction is "pursuit_grab" and $rightaction is "pursuit_grab">>
<<set $leftaction to 0>><<set $leftactiondefault to "pursuit_grab">><<set $rightaction to 0>><<set $rightactiondefault to "pursuit_grab">>
<<set $feetaction to "rest">>
<<set $feetuse to 0>>
You grasp the back of the <<persons>> shirt with both hands, <span class="green">and force <<him>> to stop.</span> <<He>> turns to face you.
<<stalk_catch>>
<</if>>
<<if $leftaction is "pursuit_grab">>
<<set $leftaction to 0>><<set $leftactiondefault to "pursuit_grab">>
<<set $feetaction to "rest">>
<<set $feetuse to 0>>
You grasp the back of the <<persons>> shirt with your left hand, <span class="green">and force <<him>> to stop.</span> <<He>> turns to face you.
<<stalk_catch>>
<</if>>
<<if $rightaction is "pursuit_grab">>
<<set $rightaction to 0>><<set $rightactiondefault to "pursuit_grab">>
<<set $feetaction to "rest">>
<<set $feetuse to 0>>
You grasp the back of the <<persons>> shirt with your right hand, <span class="green">and force <<him>> to stop.</span> <<He>> turns to face you.
<<stalk_catch>>
<</if>>
<</if>>
/*End of stalked actions */
/***
* ███████ ███████ ███████ ███████
* ██ ██ ██ ███
* ███████ ███████ ███████ ███
* ██ ██ ██ ███
* ██ ███████ ███████ ███
*
*/
<<if $newtarget isnot undefined>>
<<setnewtarget>>
<</if>>
<<if $feetaction is "grab">>
<<set $feetaction to 0>><<set $feetactiondefault to "grab">><<combatpromiscuity3>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("feet", $feettarget)>>
<<submission 2>>
<<if $NPCList[$feettarget].penis is 0>>
<<set $feetactiondefault to "grabrub">><<set $NPCList[$feettarget].penis to "feet">><<set $feetuse to "penis">><<feetstat>><<feetskilluse>>
<span class="lblue">You <<feettext>> <<if $NPCList[$feettarget].chastity.penis.includes("chastity")>>rub your foot on <<hisselect $feettarget>> $NPCList[$feettarget].penisdesc through <<hisselect $feettarget>> $NPCList[$feettarget].chastity.penis<<else>>grab <<hisselect $feettarget>> $NPCList[$feettarget].penisdesc between your feet<</if>>.</span>
<<else>>
<span class="blue">You try to grab <<hisselect $feettarget>> $NPCList[$feettarget].penisdesc with your feet, but the phallus is already occupied.</span>
<</if>>
<<else>>
You clumsily try to grab <<hisselect $feettarget>> penis between your feet, but fail.
<<feetskilluse>><<submission 2>>
<</if>>
<</if>>
<<if $feetaction is "rest">>
<<set $feetaction to 0>><<set $feetactiondefault to "rest">>You rest your legs.
<</if>>
<<if $feetaction is "kick">>
<<set $feetaction to 0>><<set $feetactiondefault to "kick">><<combatExtendedEnemyCheck $feettarget>>
<<if ($parasite.left_ear.name is "slime" and random(1, 3) is 3) or ($parasite.right_ear.name is "slime" and random(1, 3) is 3) or ($earSlime.growth gte 50 and random(1, 3) is 3)>>
<<if $earSlime.growth gte (currentSkillValue('willpower') / 10) and random(0,100) gte $earSlime.growth / 3>>
You try to kick the <<if $enemytype is "beast">><<beasttype>>,<<else>><<personselect $feettarget>><<person>>,<</if>>
<span class="red">but the slime immobilises your legs.</span>
<<if $earSlime.growth gt 50>><<set $earSlime.defyCooldown++>><</if>>
<<elseif $earSlime.corruption gte (currentSkillValue('willpower') / 10) and random(0,100) gte 50>>
You try to kick the <<if $enemytype is "beast">><<beasttype>>,<<else>><<personselect $feettarget>><<person>>,<</if>>
<span class="red">but the slime distracts you, so you miss.</span>
<<gwillpower>><<willpower 1>>
<<else>>
The slime tries to prevent you from kicking the <<if $enemytype is "beast">><<beasttype>><<else>><<personselect $feettarget>><<person>><</if>>, <span class="green">but you make contact regardless.</span>
<<actionskick $feettarget>>
<<if $combatExtended.enemyDodgeSuccess gte 1 or $combatExtended.enemyCounterSuccess gte 1>>
<<if $combatExtended.enemyCounterSuccess is 2>>
<<violence 10>>
<<elseif $combatExtended.enemyDodgeSuccess is 2>>
/* Attack dodged */
<<elseif $combatExtended.enemyCounterSuccess is 1>>
<<if $combatExtended.standingFights is 1 and $combatExtended.stabilityLost is 0>>
<<defiance 10 $feettarget>>
<<if $worn.feet.type.includes("heels")>>
Your high heels strengthen the blow!
<<defiance 2 $feettarget>>
<<elseif $worn.feet.name.includes("combat boots") or $worn.feet.name.includes("work boots")>>
Your boots strengthen the blow!
<<defiance 2 $feettarget>>
<<elseif $transformationParts.traits.strongFeet isnot "disabled">>
Your rabbit feet strengthen the blow!
<<defiance 2 $feettarget>>
<</if>>
<<else>>
<<defiance 5 $feettarget>>
<<if $worn.feet.type.includes("heels")>>
Your high heels strengthen the blow!
<<defiance 1 $feettarget>>
<<elseif $worn.feet.name.includes("combat boots") or $worn.feet.name.includes("work boots")>>
Your boots strengthen the blow!
<<defiance 1 $feettarget>>
<<elseif $transformationParts.traits.strongFeet isnot "disabled">>
Your rabbit feet strengthen the blow!
<<defiance 1 $feettarget>>
<</if>>
<</if>>
<<set $speechhit to 1>><<set $attackstat += 1>>
<<violence 5>><<set $speechhit to 1>><<set $attackstat += 1>>
<<else>>
<<if $combatExtended.standingFights is 1 and $combatExtended.stabilityLost is 0>>
<<defiance 5 $feettarget>>
<<if $worn.feet.type.includes("heels")>>
Your high heels strengthen the blow!
<<defiance 1 $feettarget>>
<<elseif $worn.feet.name.includes("combat boots") or $worn.feet.name.includes("work boots")>>
Your boots strengthen the blow!
<<defiance 1 $feettarget>>
<<elseif $transformationParts.traits.strongFeet isnot "disabled">>
Your rabbit feet strengthen the blow!
<<defiance 1 $feettarget>>
<</if>>
<<else>>
<<defiance 3 $feettarget>>
<<if $worn.feet.type.includes("heels")>>
Your high heels strengthen the blow!
<<defiance 1 $feettarget>>
<<elseif $worn.feet.name.includes("combat boots") or $worn.feet.name.includes("work boots")>>
Your boots strengthen the blow!
<<defiance 1 $feettarget>>
<<elseif $transformationParts.traits.strongFeet isnot "disabled">>
Your rabbit feet strengthen the blow!
<<defiance 1 $feettarget>>
<</if>>
<</if>>
<<set $speechhit to 1>><<set $attackstat += 1>>
<</if>>
<<else>>
<<if $combatExtended.standingFights is 1 and $combatExtended.stabilityLost is 0>>
<<defiance 10 $feettarget>>
<<if $worn.feet.type.includes("heels")>>
Your high heels strengthen the blow!
<<defiance 2 $feettarget>>
<<elseif $worn.feet.name.includes("combat boots") or $worn.feet.name.includes("work boots")>>
Your boots strengthen the blow!
<<defiance 2 $feettarget>>
<<elseif $transformationParts.traits.strongFeet isnot "disabled">>
Your rabbit feet strengthen the blow!
<<defiance 2 $feettarget>>
<</if>>
<<else>>
<<defiance 5 $feettarget>>
<<if $worn.feet.type.includes("heels")>>
Your high heels strengthen the blow!
<<defiance 1 $feettarget>>
<<elseif $worn.feet.name.includes("combat boots") or $worn.feet.name.includes("work boots")>>
Your boots strengthen the blow!
<<defiance 1 $feettarget>>
<<elseif $transformationParts.traits.strongFeet isnot "disabled">>
Your rabbit feet strengthen the blow!
<<defiance 1 $feettarget>>
<</if>>
<</if>>
<<set $attackstat += 1>>
<</if>>
<</if>>
<<else>>
<<actionskick $feettarget>>
<<if $combatExtended.enemyDodgeSuccess gte 1 or $combatExtended.enemyCounterSuccess gte 1>>
<<if $combatExtended.enemyCounterSuccess is 2>>
<<violence 10>>
<<elseif $combatExtended.enemyDodgeSuccess is 2>>
/* Attack dodged */
<<elseif $combatExtended.enemyCounterSuccess is 1>>
<<if $combatExtended.standingFights is 1 and $combatExtended.stabilityLost is 0>>
<<defiance 10 $feettarget>>
<<if $worn.feet.type.includes("heels")>>
Your high heels strengthen the blow!
<<defiance 2 $feettarget>>
<<elseif $worn.feet.name.includes("combat boots") or $worn.feet.name.includes("work boots")>>
Your boots strengthen the blow!
<<defiance 2 $feettarget>>
<<elseif $transformationParts.traits.strongFeet isnot "disabled">>
Your rabbit feet strengthen the blow!
<<defiance 2 $feettarget>>
<</if>>
<<else>>
<<defiance 5 $feettarget>>
<<if $worn.feet.type.includes("heels")>>
Your high heels strengthen the blow!
<<defiance 1 $feettarget>>
<<elseif $worn.feet.name.includes("combat boots") or $worn.feet.name.includes("work boots")>>
Your boots strengthen the blow!
<<defiance 1 $feettarget>>
<<elseif $transformationParts.traits.strongFeet isnot "disabled">>
Your rabbit feet strengthen the blow!
<<defiance 1 $feettarget>>
<</if>>
<</if>>
<<set $speechhit to 1>><<set $attackstat += 1>><<violence 5>><<set $speechhit to 1>><<set $attackstat += 1>>
<<else>>
<<if $combatExtended.standingFights is 1 and $combatExtended.stabilityLost is 0>>
<<defiance 5 $feettarget>>
<<if $worn.feet.type.includes("heels")>>
Your high heels strengthen the blow!
<<defiance 1 $feettarget>>
<<elseif $worn.feet.name.includes("combat boots") or $worn.feet.name.includes("work boots")>>
Your boots strengthen the blow!
<<defiance 1 $feettarget>>
<<elseif $transformationParts.traits.strongFeet isnot "disabled">>
Your rabbit feet strengthen the blow!
<<defiance 1 $feettarget>>
<</if>>
<<else>>
<<defiance 3 $feettarget>>
<<if $worn.feet.type.includes("heels")>>
Your high heels strengthen the blow!
<<defiance 1 $feettarget>>
<<elseif $worn.feet.name.includes("combat boots") or $worn.feet.name.includes("work boots")>>
Your boots strengthen the blow!
<<defiance 1 $feettarget>>
<<elseif $transformationParts.traits.strongFeet isnot "disabled">>
Your rabbit feet strengthen the blow!
<<defiance 1 $feettarget>>
<</if>>
<</if>>
<<set $speechhit to 1>><<set $attackstat += 1>>
<</if>>
<<else>>
<<if $combatExtended.standingFights is 1 and $combatExtended.stabilityLost is 0>>
<<defiance 10 $feettarget>>
<<if $worn.feet.type.includes("heels")>>
Your high heels strengthen the blow!
<<defiance 2 $feettarget>>
<<elseif $worn.feet.name.includes("combat boots") or $worn.feet.name.includes("work boots")>>
Your boots strengthen the blow!
<<defiance 2 $feettarget>>
<<elseif $transformationParts.traits.strongFeet isnot "disabled">>
Your rabbit feet strengthen the blow!
<<defiance 2 $feettarget>>
<</if>>
<<else>>
<<defiance 5 $feettarget>>
<<if $worn.feet.type.includes("heels")>>
Your high heels strengthen the blow!
<<defiance 1 $feettarget>>
<<elseif $worn.feet.name.includes("combat boots") or $worn.feet.name.includes("work boots")>>
Your boots strengthen the blow!
<<defiance 1 $feettarget>>
<<elseif $transformationParts.traits.strongFeet isnot "disabled">>
Your rabbit feet strengthen the blow!
<<defiance 2 $feettarget>>
<</if>>
<</if>>
<<set $attackstat += 1>>
<</if>>
<</if>>
<</if>>
<<if $feetaction is "dodge">>
<<set $feetaction to 0>><<set $feetactiondefault to "dodge">>
<<if $parasite.left_ear.name is "slime" and random(1, 3) is 3 or $parasite.right_ear.name is "slime" and random(1, 3) is 3>>
<<if $earSlime.corruption gte (currentSkillValue('willpower') / 10)>>
You try to stay light-footed
<span class="red">but the slime immobilises your legs.</span>
<<gwillpower>><<willpower 1>>
<<else>>
The slime tries to immobilise your legs, <span class="green">but you wrestle control away from it.</span>
<<actionsdodge>><<set $combatExtended.activeDodgingActive to 1>>
<</if>>
<<else>>
<<actionsdodge>><<set $combatExtended.activeDodgingActive to 1>>
<</if>>
<</if>>
<<if $feetaction is "plant">>
<<set $feetaction to 0>><<set $feetactiondefault to "plant">>
<<if $parasite.left_ear.name is "slime" and random(1, 3) is 3 or $parasite.right_ear.name is "slime" and random(1, 3) is 3>>
<<if $earSlime.corruption gte (currentSkillValue('willpower') / 10)>>
You try to regain your footing
<span class="red">but the slime immobilises your legs.</span>
<<gwillpower>><<willpower 1>>
<<else>>
The slime tries to immobilise your legs, <span class="green">but you wrestle control away from it.</span>
You steady your footing.<<set $combatExtended.stability = Math.clamp($combatExtended.stability + 15, 0, 100)>>
<</if>>
<<else>>
You steady your footing.<<set $combatExtended.stability = Math.clamp($combatExtended.stability + 15, 0, 100)>>
<</if>>
<</if>>
<<if $feetaction is "submit">>
<<set $feetaction to 0>><<set $feetactiondefault to "submit">>
You drop down to your knees.<<set $combatExtended.stability to 0>><<set $enemytrust += 100>>
<</if>>
<<if $feetaction is "rub">>
<<set $feetaction to 0>><<submission 1>><<actionsfeetrub $feettarget>>
<</if>>
<<rng>>
<<if $feetaction is "grabrub">>
<<feetskilluse>><<set $feetactiondefault to "grabrub">><<set $feetaction to 0>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("feet", $feettarget)>>
<<actionsgrabrub $feettarget>><<submission 2>>
<<elseif $NPCList[$feettarget].penis is "feet">>
<<set $feetactiondefault to "grab">><<personselect $feettarget>>
<span class="blue">You try to rub <<hisselect $feettarget>> penis between your feet, but <<he>> moves away.</span>
<<set $feetuse to 0>><<set $NPCList[$feettarget].penis to 0>><<set $NPCList[$feettarget].location.genitals to 0>>
<</if>>
<</if>>
<<rng>>
<<if $feetaction is "vaginagrab">>
<<feetskilluse>><<set $feetaction to 0>><<set $feetactiondefault to "vaginagrab">><<combatpromiscuity3>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("feet", $feettarget)>>
<<submission 2>>
<<if $NPCList[$feettarget].vagina is 0>>
<<set $feetactiondefault to "vaginagrabrub">><<set $feetuse to "othervagina">><<set $NPCList[$feettarget].vagina to "feet">><<feetstat>><span class="lblue">You <<feettext>> press your feet against <<hisselect $feettarget>> pussy<<if $NPCList[$feettarget].chastity.vagina.includes("chastity")>> through <<hisselect $feettarget>> $NPCList[$feettarget].chastity.vagina<</if>>.</span>
<<else>>
<span class="blue">You to try press your feet against <<hisselect $feettarget>> pussy, but the entrance is already occupied.</span>
<</if>>
<<else>>
You try to keep <<hisselect $feettarget>> pussy away with your feet, but <<he>> moves it away.
<</if>>
<</if>>
<<rng>>
<<if $feetaction is "vaginagrabrub">>
<<set $feetaction to 0>><<feetskilluse>><<set $feetactiondefault to "vaginagrabrub">>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("feet", $feettarget)>>
<<actionsfeetpussy $feettarget>><<submission 2>>
<<elseif $NPCList[$feettarget].vagina is "feet">>
<<set $feetactiondefault to "vaginagrab">><<personselect $feettarget>>
<span class="blue">You try to keep <<hisselect $feettarget>> pussy away with your feet, but <<he>> moves away.</span>
<<set $feetuse to 0>><<set $NPCList[$feettarget].vagina to 0>>
<</if>>
<</if>>
<<if $feetaction is "stop">>
<<set $feetaction to 0>><<set $feetactiondefault to "stop">>
You move your feet away from <<his>> genitals.
<<set $feetuse to 0>>
<<if $NPCList[$feettarget].penis is "feet">>
<<set $NPCList[$feettarget].penis to 0>>
<</if>>
<<if $NPCList[$feettarget].vagina is "feet">>
<<set $NPCList[$feettarget].vagina to 0>>
<</if>>
<</if>>
<<if $feetaction is "feetshoes">>
<<set $feetaction to 0>>
You kick off your $worn.feet.name.
<<feetstrip>>
<</if>>
<<if $feetaction is "feetsocks">>
<<set $feetaction to 0>>
<<if $worn.legs.state is "thighs">>
You peel your $worn.legs.name down your thighs with your toes.
<<set $worn.legs.state to "ankles">>
<<elseif $worn.legs.state is "ankles">>
You kick off your $worn.legs.name.
<<legsstrip>>
<</if>>
<</if>>
<<if $feetaction is "legLock">>
<<set $feetaction to 0>><<thighskilluse>><<set $feetactiondefault to "legLock">>
<<if $consensual is 0>><<combatpromiscuity6>><<else>><<combatpromiscuity3>><</if>>
<<set $_legLockDif to Math.floor((100 - $NPCList[$feettarget].pregnancyAvoidance) * 15)>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("thigh", $feettarget, $NPCList[$feettarget].fullDescription, $_legLockDif)>>
<<brat 2>><<sex 5 "genitals" $feettarget>><<set $feetactiondefault to "legLocked">><<set $feetuse to "legLock">><<set $leglocktarget to $feettarget>>
<<set $speechleglock to 1>><<personselect $feettarget>>
<<thighstat>><span class="lblue">You <<thightext>> <<if $position is "missionary">>wrap your legs around<<else>>push back against<</if>> <<combatperson $feettarget>>, preventing <<him>> from pulling out.</span>
<<else>>
You try to <<if $position is "missionary">>wrap your legs around<<else>>push back against<</if>> <<combatperson $feettarget>>, but <<he>> pulls your legs away.
<</if>>
<</if>>
<<if $feetaction is "legLocked">>
<<set $feetaction to 0>><<thighskilluse>><<set $feetactiondefault to "legLocked">>
<<set $_legLockDif to Math.floor((100 - $NPCList[$feettarget].pregnancyAvoidance) * 10)>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("thigh", $feettarget, $NPCList[$feettarget].fullDescription, $_legLockDif)>>
<<brat 2>><<sex 5 "genitals" $feettarget>><<set $speechleglock to 1>><<personselect $feettarget>>
<span class="lewd">You keep <<if $position is "missionary">>your legs wrapped around<<else>>pushing back against<</if>> <<combatperson $feettarget>>, giving <<him>> no chance to escape.</span>
<<elseif $orgasmdown gte 1>>
<<sex 5 "genitals" $feettarget>><<set $speechleglock to 1>><<personselect $feettarget>>
<span class="lewd">You <<if $position is "missionary">>wrap your legs around<<else>>push back against<</if>> <<combatperson $feettarget>> even harder as you orgasm, preventing <<his>> escape. </span>
<<else>>
<<set $feetactiondefault to "legLock">><<set $feetuse to 0>><<unset $leglocktarget>>
<span class="blue">You try to keep <<if $position is "missionary">>your legs wrapped around<<else>>pushing back against<</if>> <<combatperson $feettarget>>, but <<he>> manages to pry your legs away.</span>
<</if>>
<</if>>
<<if $feetaction is "legRelease">>
<<set $feetaction to 0>><<set $feetactiondefault to "legRelease">><<personselect $feettarget>>
You <<if $position is "missionary">>release the leg lock<<else>>stop pushing back<</if>>, allowing <<combatperson $feettarget>> to escape.
<<set $feetuse to 0>><<unset $leglocktarget>>
<</if>>
/*Stalked actions */
<<if !$stalk_end>>
<<if $feetaction is "walk">>
<<if $earSlime.growth gt 50 and $earSlime.growth - random(0, Math.clamp(75 - ($earSlime.defyCooldown * 5), 0, 75)) gte (currentSkillValue('willpower')/ 10) and hasSexStat("exhibitionism", 2)>>
You're walking, <span class="red">but you suddenly find yourself moving differently.</span> You feel the slime steal your control away.
<<set $feetaction to "strut">>
<<else>>
<<set $feetaction to 0>><<set $feetactiondefault to "walk">>
<<set $feetuse to "walk">>
You keep walking,
<<if $control gte ($controlmax * 0.8)>>
your feet sure and steady.
<<elseif $control gte ($controlmax * 0.6)>>
putting one foot in front of the other.
<<elseif $control gte ($controlmax * 0.4)>>
though worried about the gaining footsteps.
<<elseif $control gte ($controlmax * 0.2)>>
doing your best to stay calm.
<<else>>
suppressing the urge to break into a run.
<</if>>
<<stalk_walk_events>>
<</if>>
<</if>>
<<if $feetaction is "strut">>
<<set $feetaction to 0>><<set $feetactiondefault to "strut">>
<<set $feetuse to "strut">>
You strut,
<<if $control gte ($controlmax * 0.8)>>
swaying your shoulders and hips.
<<elseif $control gte ($controlmax * 0.6)>>
putting one foot in front of the other.
<<elseif $control gte ($controlmax * 0.4)>>
though worried about the gaining footsteps.
<<elseif $control gte ($controlmax * 0.2)>>
doing your best to stay calm.
<<else>>
suppressing the urge to break into a run.
<</if>>
<<meek 3>>
<<stalk_walk_events>>
<</if>>
<<if $feetaction is "run">>
<<set $feetaction to 0>><<set $feetactiondefault to "run">>
<<if _stalkNoRunning is "chastity parasite">>
<<set $feetactiondefault to "walk">><<set $feetuse to "walk">>
<<if $earSlime.growth gte 150>><<set $earSlime.defyCooldown++>><</if>>
You attempt to run, <span class="lewd">but you find the pleasure you're feeling is too much to run.</span>
<<stalk_walk_events>>
<<elseif $earSlime.growth - random(0, Math.clamp(110 - ($earSlime.defyCooldown * 10), 0, 110)) gte (currentSkillValue('willpower')/ 10)>>
<<if $earSlime.growth gt 50 and hasSexStat("exhibitionism", 2)>>
<<set $feetactiondefault to "strut">><<set $feetuse to "strut">>
You attempt to run, <span class="red">but you suddenly find yourself strutting.</span> You feel the slime steal your control away.
<<meek 3>>
<<else>>
<<set $feetactiondefault to "walk">><<set $feetuse to "walk">>
You attempt to run, <span class="red">but you find yourself being unable to move any quicker.</span> You feel the slime steal your control away.
<</if>>
<<if $daily.stalkWillpower lt 20>>
<<gwillpower>><<willpower 1>>
<<set $daily.stalkWillpower to ($daily.stalkWillpower or 0) + 1>>
<</if>>
<<stalk_walk_events>>
<<elseif $NPCList[0].state is "pursuit">>
<<if $feetuse isnot "run">>
You break into a run, and chase the thief.
<<stalk_run>>
<<else>>
You chase the thief.
<</if>>
<<run_text>>
<<if $worn.feet.type.includes("heels")>>
<<if currentSkillValue("feetskill") gte random(1, 1000)>>
<<set _stalk_feet to true>>
<<else>>
<<set _stalk_feet to false>>
<</if>>
<<else>>
<<set _stalk_feet to true>>
<</if>>
<<if currentSkillValue('athletics') gte random(1, $NPCList[0].skills.athletics)>>
<<set _stalk_athletics to true>>
<<else>>
<<set _stalk_athletics to false>>
<</if>>
<<if _stalk_athletics and _stalk_feet>>
<span class="teal">You catch up.</span>
<<set $NPCList[0].distance -= 2>>
<<else>>
<span class="red"><<He>> outpaces you.</span>
<br>
<</if>>
<<stalk_run_events>>
<<else>>
<<if $feetuse isnot "run">>
You break into a run.
<<if $NPCList[0].fullDescription is "Ivory Wraith" or $NPCList[0].bold * 2 gte random(1, 1000)>>
The footsteps behind you speed up. <span class="red">You are being chased.</span>
<<stalk_run>>
<<if $worn.feet.type.includes("heels")>>
<<if currentSkillValue("feetskill") gte random(1, 1000)>>
<<set _stalk_feet to true>>
<</if>>
<<else>>
<<set _stalk_feet to true>>
<</if>>
<<if currentSkillValue('athletics') gte random(1, $NPCList[0].skills.athletics)>>
<<set _stalk_athletics to true>>
<<else>>
<<set _stalk_athletics to false>>
<</if>>
<<if _stalk_athletics and _stalk_feet>>
<span class="teal">The footsteps fall behind.</span>
<<set $NPCList[0].distance += 2>>
<<else>>
<span class="red">The footsteps get closer.</span>
<</if>>
<<else>>
<span class="teal">No one pursues.</span>
<<set $stalk_end to "escaped">>
<</if>>
<<else>>
You keep running.
<<run_text>>
<<if $worn.feet.type.includes("heels")>>
<<if currentSkillValue("feetskill") gte random(1, 1000)>>
<<set _stalk_feet to true>>
<</if>>
<<else>>
<<set _stalk_feet to true>>
<</if>>
<<if currentSkillValue('athletics') gte random(1, $NPCList[0].skills.athletics)>>
<<set _stalk_athletics to true>>
<<else>>
<<set _stalk_athletics to false>>
<</if>>
<<if _stalk_athletics and _stalk_feet>>
<span class="teal">The footsteps fall behind.</span>
<<set $NPCList[0].distance += 2>>
<<else>>
<span class="red">The footsteps get closer.</span>
<</if>>
<</if>>
<<if $NPCList[0].distance gte 5>>
<span class="green">You leave them far behind,</span> and escape to safety.
<<set $stalk_end to "escaped">>
<<else>>
<<stalk_run_events>>
<</if>>
<</if>>
<</if>>
<<if $feetaction is "stand">>
<<set $feetaction to 0>><<set $feetactiondefault to "stand">>
<<if $control gte ($controlmax * 0.8)>>
You stand still, your feet firm.
<<elseif $control gte ($controlmax * 0.6)>>
You stand still, and take a deep breath.
<<elseif $control gte ($controlmax * 0.4)>>
Despite your nerves, you stand still.
<<elseif $control gte ($controlmax * 0.2)>>
You stand still, despite your fear.
<<else>>
Shaking with fear, you stand still.
<</if>>
<<set $NPCList[0].distance to 0>>
<</if>>
<<if $feetaction is "hobble">>
<<set $feetaction to 0>><<set $feetactiondefault to "hobble">>
<<if $leftleg is "bound" or $rightleg is "bound">>
You hobble as fast as your bound legs will allow,
<<else>>
You hobble as fast as your inexperience with high heels will allow,
<</if>>
<<if $control gte ($controlmax * 0.8)>>
your feet steady despite your predicament.
<<elseif $control gte ($controlmax * 0.6)>>
careful not to trip.
<<elseif $control gte ($controlmax * 0.4)>>
suppressing the growing fear of the footsteps behind you.
<<elseif $control gte ($controlmax * 0.2)>>
struggling to stay calm.
<<else>>
suppressing the urge to cower in terror.
<</if>>
<</if>>
<<if $feetaction is "hide">>
<<set $feetaction to 0>><<set $feetactiondefault to "hide">>
<<set _difficulty to $NPCList[0].skills.security>>
<<set _difficulty += $liquidcount * 20>>
<<if currentSkillValue('skulduggery') gte random(1, _difficulty)>>
<<set _hide_success to true>>
<</if>>
<<if $earSlime.growth - random(0, Math.clamp(75 - ($earSlime.defyCooldown * 5), 0, 75)) gte (currentSkillValue('willpower')/ 10)>>
<<if $earSlime.growth gte 150>><<set $earSlime.defyCooldown++>><</if>>
<<if $earSlime.growth gt 50 and hasSexStat("exhibitionism", 2)>>
<<set $feetactiondefault to "strut">><<set $feetuse to "strut">>
You attempt to hide, <span class="red">but you suddenly find yourself strutting.</span> You feel the slime steal your control away.
<<meek 3>>
<<else>>
<<set $feetactiondefault to "walk">><<set $feetuse to "walk">>
You attempt to hide, <span class="red">but you find yourself being unable to move any quicker.</span> You feel the slime steal your control away.
<</if>>
<<if $daily.stalkWillpower lt 20>>
<<gwillpower>><<willpower 1>>
<<set $daily.stalkWillpower to ($daily.stalkWillpower or 0) + 1>>
<</if>>
<<stalk_walk_events>>
<<elseif _hide_success and $NPCList[0].state is "pursuit">>
<<switch $location>>
<<case forest lake>>
You hide behind a tree, and hope that no one's watching.
<<case moor>>
You crouch behind a small ridge, and hope that no one's watching.
<<default>>
You dive down a small alley, and take cover behind a dumpster.
<</switch>>
<<set $stalk_end to "hide">>
<<elseif !_hide_success and ($NPCList[0].fullDescription isnot "Ivory Wraith" and ($NPCList[0].legs is "run" or $NPCList[0].bold gte random(1, 1000))
or $NPCList[0].fullDescription is "Ivory Wraith" and C.npc["Ivory Wraith"].lust gte random(5,15))>>
<<switch $location>>
<<case alley>>
You dive down a thin alley, and take cover behind a dumpster. You peek around the corner. You don't see anyone.
<<case forest lake>>
You run into a dense copse, and take cover behind a thick trunk. You peek around the side. You don't see anyone.
<<case moor>>
You crest a small ridge, and dive into a ditch. You look up, and don't see anyone.
<<default>>
You dive down a thin alley, and take cover behind a dumpster. You peek around the side. You don't see anyone.
<</switch>>
<span class="red">Then you feel a presence.</span>
/* Prevents stalking mouth actions from appearing once the encounter starts */
<<set $mouthaction to 0>><<set $mouthactiondefault to "rest">>
<<if $npcrow.includes(0)>>
<<stalk_nnpc_text_attack $NPCList[0].fullDescription>>
<<if !$stalk_assess>>
<<if $NPCList[0].fullDescription is "Ivory Wraith">>
<span class="red">A<<if $wraith.seen gte 3>> familiar<</if>> pale figure stares down at you, eyes flashing <<wraithEyes>>.</span>
<<else>>
<span class="pink">It's <<print $npc[$npcrow.indexOf(0)]>>.</span>
<</if>>
<</if>>
<br><br>
<<events_stalk_nnpc $NPCList[0].fullDescription>>
<<else>>
<br><br>
<<events_stalk>>
<</if>>
<<else>>
<<switch $location>>
<<case alley>>
You dive down a thin alley, and take cover behind a dumpster.
<<if $NPCList[0].fullDescription isnot "Ivory Wraith">>
<span class="green"><<if $enemyno gt 1>>They pass<<else>>The <<person>> passes<</if>> without looking your way.</span>
<</if>>
<<case forest lake>>
You run into a dense copse, and take cover behind a thick trunk. You peek around the edge.
<<if $NPCList[0].fullDescription isnot "Ivory Wraith">>
<span class="green"><<if $enemyno gt 1>>They pass<<else>>The <<person>> passes<</if>> by without looking your way.</span>
<</if>>
<<case moor>>
You crest a small ridge, and dive into a ditch.
<<if $NPCList[0].fullDescription isnot "Ivory Wraith">>
The <<if $enemyno gt 1>><<person1>><</if>><<person>> pauses at the top, <span class="green">then moves on without looking your way.</span>
<</if>>
<<default>>
You dive down a thin alley, and take cover behind a dumpster. You peek around the side.
<<if $NPCList[0].fullDescription isnot "Ivory Wraith">>
<span class="green"><<if $enemyno gt 1>>They pass<<else>>The <<person>> passes<</if>> without looking your way.</span>
<</if>>
<</switch>>
<<if $NPCList[0].fullDescription is "Ivory Wraith">>
<<set $stalk_assess to true>>
The pale figure cackles and <span class="teal">dissipates into a thick, cool mist</span>. Its voice echoes around you.
<<switch random(1, 3)>>
<<case 3>><<set _wraith_output to "You can only hide from yourself for so long.">>
<<case 2>><<set _wraith_output to "As the sun rests below the horizon.">>
<<case 1>><<set _wraith_output to "Before they lose their shine.">>
<</switch>>
"<span class="wraith"><<print _wraith_output>></span>"
<<trauma 2>><<stress 4>><<gtrauma>><<gstress>>
<</if>>
<<set $stalk_end to "hide">>
<</if>>
<</if>>
<<if $feetaction is "confront">>
<<famescrap 1>>
You swivel around, and come face to face with
<<person1>>
<<if $npcrow.includes(0)>>
<<if $NPCList[0].fullDescription is "Ivory Wraith">>
<<if $stalk_assess>>
the pale figure.
<<else>>
a<<if $wraith.seen gte 3>> familiar<</if>> pale figure.
<</if>>
<<else>>
<<if $stalk_assess>>
<<if $enemyno gte 3>>
<<print $NPCList[0].fullDescription>> and <<his>> companions.
<<elseif $enemyno is 2>>
<<print $NPCList[0].fullDescription>> and <<his>> companion.
<<else>>
<<print $NPCList[0].fullDescription>>.
<</if>>
<<else>>
<<if $enemyno gte 3>>
a <<personsimple>> and <<his>> companions.
<<elseif $enemyno is 2>>
a <<personsimple>> and <<his>> companion.
<<else>>
a <<personsimple>>.
<</if>>
<span class="pink">It's <<print $NPCList[0].fullDescription>>.</span>
<</if>>
<</if>>
<<elseif $enemyno gte 3>>
the <<person>> and <<his>> companions.
<<elseif $enemyno is 2>>
the <<person>> and <<his>> companion.
<<else>>
the <<person>>.
<</if>>
<<set $stalk_assess to true>>
<<if $npcrow.includes(0)>>
<<actionsconfrontNNPC>>
<<else>>
<<actionsconfront>>
<</if>>
<br><br>
<<if $combatgoal is "confront">>
<<if $NPCList[0].fullDescription is "Ivory Wraith">>
<<set $stalk_assess to true>>
You blink. When you open your eyes, <span class="red">the pale figure is inches from your face.</span>
<<else>>
<span class="purple"><<He>> comes to a stop in front of you.</span>
<</if>>
<br><br>
<<set $NPCList[0].distance to 0>>
<<set $stalk_end to "confront">>
<<elseif $NPCList[0].fullDescription isnot "Ivory Wraith" and $NPCList[0].bold * 2 gte random(1, 1000)
or $NPCList[0].fullDescription is "Ivory Wraith" and C.npc["Ivory Wraith"].lust gte random(1,10)>>
<<if $NPCList[0].fullDescription is "Ivory Wraith">>
You blink. When you open your eyes, <span class="red">the pale figure is inches from your face.</span>
<<else>>
<span class="red"><<He>> marches towards you.</span>
<</if>>
/* Prevents stalking mouth actions from appearing once the encounter starts */
<<set $mouthaction to 0>><<set $mouthactiondefault to "rest">>
<<if $npcrow.includes(0)>>
<<stalk_nnpc_text_attack $NPCList[0].fullDescription>>
<<else>>
<<if $NPCList[0].traits.includes("relaxed")>>
"Best play along," <<he>> says. "It'll be easier for you."
<<elseif $NPCList[0].traits.includes("sociable")>>
"That's no way to talk to a <<if $pronoun is "m">>gentleman<<else>>lady<</if>> like me," <<he>> says. "I know how you can make it up to me."
<<elseif $NPCList[0].traits.includes("brooding")>>
"This is the way of the world," <<he>> says. "It'll be over soon."
<<else>>
"You're such a hot piece," <<he>> says. "You're gonna get jumped sooner or later. I might as well benefit."
<</if>>
<</if>>
<br><br>
<<set $NPCList[0].distance to 0>>
<<stalk_img>>
<br><br>
<<stalk_attack>>
<<else>>
<<if $npcrow.includes(0)>>
<<stalk_nnpc_text_threat $NPCList[0].fullDescription>>
<<else>>
<span class="green"><<He>> throws up <<his>> hands.</span>
<<if $NPCList[0].traits.includes("relaxed")>>
"Easy <<girl>>," <<he>> says, giving you a wide berth. "I didn't mean to frighten you."
<<elseif $NPCList[0].traits.includes("sociable")>>
"Damn <<girl>>," <<he>> says. "Am I that ugly?" <<He>> gives you a wide berth.
<<elseif $NPCList[0].traits.includes("brooding")>>
The <<person>> laughs. "The streets that rough for you?" <<he>> asks. "I'll give you space."
<<else>>
"I was only looking!" <<he>> says. "Wasn't gonna try anything, honest." <<He>> gives you a wide berth.
<</if>>
<br><br>
<<He>> walks ahead. You feel a little silly.
<</if>>
<br><br>
<<set $stalk_end to "passed">>
<<set $NPCList[_n].distance to 1>>
<</if>>
<</if>>
<</if>>
/*End of stalked actions */
/***
* ██ ██ █████ ██ ██ ███████ ██ ██
* ███ ███ ██ ██ ██ ██ ███ ██ ██
* ██ █ ██ ██ ██ ██ ██ ███ ███████
* ██ ██ ██ ██ ██ ██ ███ ██ ██
* ██ ██ █████ █████ ███ ██ ██
*
*/
<<if $newtarget isnot undefined>>
<<setnewtarget>>
<</if>>
<<if $mouthaction is "rest">>
<<set $mouthaction to 0>><<set $mouthactiondefault to "rest">>
<</if>>
<<if $mouthaction is "kissskin">>
<<set $mouthaction to 0>><<actionskiss $mouthtarget>><<submission 3>><<set $mouthactiondefault to "kissskin">>
<</if>>
<<if $mouthaction is "kisslips">>
<<set $mouthaction to 0>><<set $mouthactiondefault to "kisslips">><<personselect $mouthtarget>><<combatpromiscuity1>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("oral", $mouthtarget)>>
You move your lips close to <<hers>>.
<<set $mouthuse to "kiss">><<set $mouthstate to "kissentrance">>
<<set $NPCList[$mouthtarget].mouth to "kissentrance">>
<<set $NPCList[$mouthtarget].location.head = "head">>
<<else>>
You try to move your head closer to <<hers>>, but <<he>> moves away.
<</if>>
<</if>>
<<if $mouthaction is "growl">>
<<set $mouthaction to 0>><<set $mouthactiondefault to "growl">><<set _sound to 1>>
<<if playerAwareTheyAreInHeat()>>
<<set $speechgrowlheat to 1>>
<<submission 2>>
You try to growl, <span class="pink">but being in heat makes it sound like a lewd whine.</span>
<<elseif playerRutMinArousal() or playerHeatMinArousal()>>
<<set $speechgrowlrut to 1>>
<<submission 2>>
You try to growl, <span class="pink">but being in rut makes it sound like a lewd whine.</span>
<<else>>
<<set $speechgrowl to 1>>
<<actionsgrowl>>
<<brat 2>>
<</if>>
<</if>>
<<if $mouthaction is "plead">>
<<set $mouthaction to 0>><<set _sound to 1>>
<<if $neckuse is "hand" and $oxygen lt $oxygenmax and $asphyxiaLvl gte 2>>
<<wheeze "plead with <<him>>">>
<<else>>
<<set $mouthactiondefault to "plead">>
<<actionsplead>><<set $speechplead to 1>>
<<if $role is "islander" and (!$islander_language or $islander_language lt 100)>>
<<if $enemyno gte 2>>They don't<<else>><<He>> doesn't<</if>> understand your words, but <<if $enemyno gte 2>>react<<else>>reacts<</if>> to your tone.
<</if>>
<<meek `1 + $englishtrait`>>
<</if>>
<</if>>
<<if $mouthaction is "moan">>
<<set $mouthaction to 0>><<set _sound to 1>>
<<if $neckuse is "hand" and $oxygen lt $oxygenmax and $asphyxiaLvl gte 2>>
<<wheeze "say something sexy" 2>><<set $speechmoan to 1>>
<<else>>
<<set $mouthactiondefault to "moan">>
<<actionsmoan>><<set $speechmoan to 1>>
<<if $role is "islander" and (!$islander_language or $islander_language lt 100)>>
<<if $enemyno gte 2>>They don't<<else>><<He>> doesn't<</if>> understand your words, but <<if $enemyno gte 2>>react<<else>>reacts<</if>> to your tone.
<</if>>
<<submission `1 + $englishtrait`>>
<</if>>
<</if>>
<<if $mouthaction is "ask" and $askAction is "askchoke" and $askedtochoke isnot 1>>
<<set $mouthaction to 0>><<unset $askAction>><<set _sound to 1>>
<<if $neckuse is "hand" and $oxygen lt $oxygenmax and $asphyxiaLvl gte 2>>
<<wheeze "ask to choke you" 1>>
<<else>>
<<set $askedtochoke to 1>>
<<set $mouthactiondefault to 0>>
<<actionschoke>>
<<if $role is "islander" and (!$islander_language or $islander_language lt 100)>>
<span class="red"><<if $enemyno gte 2>>They don't<<else>><<He>> doesn't<</if>> understand your words,</span> and <<if $enemyno gte 2>>ignore<<else>>ignores<</if>> them.
<</if>>
<<submission `1 + $englishtrait`>>
<</if>>
<</if>>
<<if $mouthaction is "ask" and $askAction is "askrough">>
<<set $mouthaction to 0>><<unset $askAction>><<set _sound to 1>>
<<if $neckuse is "hand" and $oxygen lt $oxygenmax and $asphyxiaLvl gte 2>>
<<wheeze "ask to be rougher" 2>>
<<else>>
<<askrough>>
<<if $role is "islander" and (!$islander_language or $islander_language lt 100)>>
<span class="red"><<if $enemyno gte 2>>They don't<<else>><<He>> doesn't<</if>> understand your words,</span> and <<if $enemyno gte 2>>ignore<<else>>ignores<</if>> them.
<</if>>
<<submission 1>><<set $enemyanger += (10 * $englishtrait)>><<set $speechaskrough to 1>>
<</if>>
<</if>>
<<if $mouthaction is "ask" and $askAction is "askoral">>
<<set $mouthaction to 0>><<unset $askAction>><<set _sound to 1>>
<<if $neckuse is "hand" and $oxygen lt $oxygenmax and $asphyxiaLvl gte 2>>
<<wheeze "ask for oral service" 1>>
<<else>>
<<set $mouthactiondefault to 0>><<brat 2>>
<<set $_target to $NPCList[$mouthtarget]>><<personselect $mouthtarget>>
<<if $penisuse is 0 and $vaginause is 0>>
<<set $_PorV to ($rng gt 50 ? "P" : "V")>>
<<elseif $penisuse is 0>>
<<set $_PorV to "P">>
<<elseif $vaginause is 0>>
<<set $_PorV to "V">>
<</if>>
<<if $_PorV is "P">><<askoralpenis>><<elseif $_PorV is "V">><<askoralvagina>><</if>>
<<if combatSkillCheck("seduction", $mouthtarget, $_target.fullDescription)>>
<<if $role is "islander" and (!$islander_language or $islander_language lt 100)>>
<span class="red"><<if $enemyno gte 2>>They don't<<else>><<He>> doesn't<</if>> understand your words,</span> and <<if $enemyno gte 2>>ignore<<else>>ignores<</if>> them.
<<else>>
<<He>> complies.
<<set $_target.location.head to "genitals">>
<<if $_target.vagina is 0>><<set $_target.vagina to "othermouth">><<elseif $_target.penis is 0>><<set $_target.penis to "othermouth">><</if>>
<<if $_PorV is "P">>
<<set $_target.mouth to "penisentrance">>
<<set $penisuse to "othermouth">><<set $penisstate to "othermouthentrance">>
<<elseif $_PorV is "V">>
<<set $_target.mouth to "vaginaentrance">>
<<set $vaginause to "othermouth">><<set $vaginastate to "othermouthentrance">>
<</if>>
<</if>>
<<else>>
<span class="red"><<He>> refuses.</span>
<</if>>
<</if>>
<</if>>
<<if $mouthaction is "demand">>
<<set $mouthaction to 0>><<set _sound to 1>>
<<if $neckuse is "hand" and $oxygen lt $oxygenmax and $asphyxiaLvl gte 2>>
<<wheeze "demand something">>
<<else>>
<<set $mouthactiondefault to "demand">>
<<actionsdemand>><<set $speechdemand to 1>>
<<if $role is "islander" and (!$islander_language or $islander_language lt 100)>>
<<if $enemyno gte 2>>They don't<<else>><<He>> doesn't<</if>> understand your words, but <<if $enemyno gte 2>>flinch<<else>>flinches<</if>> at your tone.
<</if>>
<<defiance `1 + $englishtrait`>>
<</if>>
<</if>>
<<if $mouthaction is "mock" or $mouthaction is "disparage">>
<<if $mouthaction is "disparage">>
<<set _disparage to true>>
<<else>>
<<set _disparage to false>>
<</if>>
<<set $mouthaction to 0>><<set _sound to 1>>
<<if $neckuse is "hand" and $oxygen lt $oxygenmax and $asphyxiaLvl gte 2>>
<<wheeze "mock <<him>>">>
<<else>>
<<if _disparage is false>>
<<set $mouthactiondefault to "mock">>
<<else>> /*Fallen Angel disparage */
<<set $enemyanger += 50>>
<<set $mockaction to $NPCList[$mouthtarget].insecurity>>
<<set $angelforgive to 1>>
<<set $mouthactiondefault to "rest">>
<<set _disparage to false>>
<</if>>
<<actionsmock>><<set $speechdemand to 1>>
<<brat `1 + $englishtrait` $mouthtarget>>
<<if $role is "islander" and (!$islander_language or $islander_language lt 100)>>
<<elseif $mockaction is $NPCList[$mouthtarget].insecurity>>
<<if $consensual is 1>>
<<submission `1 + $englishtrait` $mouthtarget>>
<<else>>
<<combatcontrol `1 + $englishtrait`>>
<</if>>
<</if>>
<</if>>
<</if>>
<<if $mouthaction is "mouth">>
<<set $mouthaction to 0>><<meek 1 $mouthtarget>><<set $mouthactiondefault to "mouth">><<combatpromiscuity4>>
<<if $penisbitten is 1>>
<<He>> smacks your head away from <<his>> penis.
<<violence 5>>
<<elseif $combatExtended.reverseRapeStart is 1 or combatSkillCheck("oral", $mouthtarget)>>
<<set $mouthsubmit to 1>><<oralskilluse>>
<<if $NPCList[$mouthtarget].penis is 0>>
<<set $NPCList[$mouthtarget].penis to "mouthentrance">><<set $mouthactiondefault to "lick">><<set $mouthuse to "penis">><<set $mouthstate to "entrance">>
<span class="lblue">You <<oraltext>> move your mouth to <<hisselect $mouthtarget>> <<npcPenis $mouthtarget>><<if !$npcSub>> and <<he>> waits expectantly<</if>>.</span>
<<if $enemytype is "beast">><<set $NPCList[$mouthtarget].stance to "topface">><</if>>
<<set $NPCList[$mouthtarget].location.genitals to "head">>
<<else>>
<span class="blue">You try to move your mouth to <<hisselect $mouthtarget>> <<npcPenis $mouthtarget>>, but the phallus is already occupied.</span>
<</if>>
<<else>>
You try to move into a position where your mouth can take <<hisselect $mouthtarget>> penis, but <<he>> has other ideas.
<<oralskilluse>>
<</if>>
<</if>>
<<if $mouthaction is "swallow" and $NPCList[$mouthtarget].penis.toString().includes("mouth")>>
<<set $mouthaction to 0>><<set $mouthactiondefault to "swallow">><<combatpromiscuity5>>
<<set $NPCList[$mouthtarget].penis to "mouth">>
<span class="pink">You take <<hisselect $mouthtarget>> $NPCList[$mouthtarget].penisdesc into your mouth.</span>
<<switch $NPCList[$mouthtarget].penissize>>
<<case 4>>
<span class="pink"> You struggle to accommodate its girth.</span>
<<case 1>>
<span class="pink"> You struggle to keep your mouth on something so small.</span>
<</switch>>
<<if $player.virginity.oral isnot true>>
<<if $NPCList[$mouthtarget].type is "plant">>
<span class="pink"> It tastes sweet.</span>
<</if>>
<<submission 10>><<bruise face>><<oralstat>><<raped>><<set $mouthstate to "penetrated">><<set $speechmouthpenetrated to 1>>
<<elseif $player.virginity.oral is true>>
<<if $NPCList[$mouthtarget].type is "plant">>
<span class="red">It tastes uncomfortably sweet.</span>
<<else>>
<span class="red">It tastes strange.</span>
<</if>>
<<submission 30>>
<<takeVirginity $NPCList[$mouthtarget].fullDescription "oral">><<bruise face>><<oralstat>><<violence 1>><<raped>>
<<set $mouthstate to "penetrated">><<set $speechmouthvirgin to 1>>
<</if>>
<</if>>
<<if $mouthaction is "othervagina">>
<<set $mouthaction to 0>><<meek 1 $mouthtarget>><<set $mouthactiondefault to "othervagina">><<combatpromiscuity4>>
<<if $penisbitten is 1>>
<<He>> smacks your head away from <<his>> pussy.
<<violence 5>>
<<elseif $combatExtended.reverseRapeStart is 1 or combatSkillCheck("oral", $mouthtarget)>>
<<oralskilluse>>
<<if $NPCList[$mouthtarget].vagina is 0>>
<span class="lblue">You <<oraltext>> move your mouth to <<hisselect $mouthtarget>> <<npcVagina $mouthtarget>><<if !$npcSub>> and <<he>> waits expectantly<</if>>.</span>
<<set $NPCList[$mouthtarget].vagina to "mouth">><<set $mouthstate to "othervagina">><<set $mouthuse to "othervagina">>
<<if $enemytype is "beast">><<set $NPCList[$mouthtarget].stance to "topface">><</if>><<set $mouthactiondefault to "vaginalick">>
<<set $NPCList[$mouthtarget].location.genitals to "head">>
<<else>>
<span class="blue">You try to move your mouth to <<hisselect $mouthtarget>> <<npcVagina $mouthtarget>>, but the entrance is already occupied.</span>
<</if>>
<<else>>
You try to move into a position where your mouth can eat <<hisselect $mouthtarget>> pussy, but <<he>> has other ideas.
<<oralskilluse>>
<</if>>
<</if>>
<<if $mouthaction is "breastpull" and $NPCList[$mouthtarget].chest.toString().includes("mouth")>>
<<set $mouthaction to 0>><<set $mouthactiondefault to "breastpull">><<personselect $mouthtarget>>
You try to pull your head away from the chest pressing against your face.
<<oralskilluse>><<brat 1 $mouthtarget>>
<<set _nectarDifficulty to Math.clamp($drugged, 0, 500) + Math.clamp($nectar_addiction, 0, 500)>>
<<willpowerdifficulty _nectarDifficulty $willpowermax "silent">>
<<if $NPCList[$mouthtarget].type is "plant" and !$willpowerSuccess>>
<span class="red">However, you can't tear yourself from the sweet nectar.</span>
<<if $mouthstate is "nipple">>
You desperately suck their $NPCList[$mouthtarget].breastdesc.
<<else>>
You push your face back into their $NPCList[$mouthtarget].breastdesc.
<</if>>
<<gwillpower>><<willpower 1>>
<<else>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("oral", $mouthtarget, $NPCList[$mouthtarget].fullDescription)>>
<<set $mouthstate to 0>><<set $mouthuse to 0>>
<<set $NPCList[$mouthtarget].chest to 0>>
<<set $NPCList[$mouthtarget].location.head to 0>>
<span class="green"><<He>> doesn't stop you.</span>
<<if $NPCList[$mouthtarget].lefthand is "head_breasts" or $NPCList[$mouthtarget].lefthand is "head_nipples">>
<<set $NPCList[$mouthtarget].lefthand to 0>>
<</if>>
<<if $NPCList[$mouthtarget].righthand is "head_breasts" or $NPCList[$mouthtarget].righthand is "head_nipples">>
<<set $NPCList[$mouthtarget].righthand to 0>>
<</if>>
<<else>>
<<if $consensual is 1>>
<<set $consensual to 0>><<molested>><<controlloss>>
<</if>>
<<violence 1>>
<<if $mouthstate is "breasts">>
<span class="red">However, <<he>> refuses to allow it,</span> instead pushing your head back against their chest.
<<elseif $mouthstate is "nipple">>
<span class="red">However, <<he>> refuses to allow it,</span> instead pushing your head back against their chest.
<</if>>
<</if>>
<</if>>
<</if>>
<<if $mouthaction is "movetochest">>
<<set $mouthaction to 0>><<meek 1 $mouthtarget>><<set $mouthactiondefault to "movetochest">><<combatpromiscuity3>>
<<if $breastbitten is 1>>
<<He>> smacks your head away from <<his>> chest.
<<violence 5>>
<<elseif $combatExtended.reverseRapeStart is 1 or combatSkillCheck("oral", $mouthtarget)>>
<<if $NPCList[$mouthtarget].chest is 0>>
<<set $mouthactiondefault to "breastlick">>
<span class="lblue">You <<oraltext>> move your mouth to <<hisselect $mouthtarget>> $NPCList[$mouthtarget].breastsdesc.</span>
<<if $NPCList[$mouthtarget].type is "plant" and $NPCList[$mouthtarget].pronoun is "f" and $breastfeedingdisable is "f">>
<span class="purple">It carries a sweet scent.</span>
<<elseif $NPCList[$mouthtarget].lactation is 1 and $breastfeedingdisable is "f">>
<span class="purple">It carries a scent of milk.</span>
<</if>>
<<set $NPCList[$mouthtarget].chest to "mouthentrance">><<set $mouthstate to "breasts">><<set $mouthuse to "breasts">><<set $head to "breasts">><<oralskilluse>>
<<set $NPCList[$mouthtarget].location.head to "head">>
<<else>>
<span class="blue">You try to move your mouth to <<someones $mouthtarget>> chest, but the place is already occupied.</span><<oralskilluse>>
<</if>>
<<else>>
You try to move your mouth to <<someones $mouthtarget>> chest, but <<he>> has other ideas.
<<oralskilluse>>
<</if>>
<</if>>
<<if $mouthaction is "breastbite" and $NPCList[$mouthtarget].chest is "mouth">>
<<if $earSlime.growth gt 50 and $earSlime.growth - random(0, Math.clamp(50 - ($earSlime.defyCooldown * 5), 0, 50)) gte (currentSkillValue('willpower')/ 10)>>
You try to bite down on the nipple, <span class="red">but find you're unable to.</span> You feel the slime steal your control away.
<<set $mouthaction to "breastsuck">>
<<if $earSlime.growth gte 100>><<set $earSlime.defyCooldown++>><</if>>
<<else>>
<<set $mouthaction to 0>><<set $mouthactiondefault to "breastbite">><<personselect $mouthtarget>>
You bite down on the nipple, <<he>> <<if $enemytype is "man">>yelps<<elseif $enemytype is "beast">>growls<<else>>shrieks<</if>> and recoils in agony.
<<defiance 20 $mouthtarget>><<attackstat>><<set $mouthuse to 0>><<set $breastbitten to 1>><<set $mouthstate to 0>>
<<if $transformationParts.traits.fangs isnot "disabled">>
<<defiance 40 $mouthtarget>>
You lick your fangs clean.
<</if>>
<<if $head is "breasts">>
<<set $head to 0>>
<</if>>
<<set $NPCList[$mouthtarget].chest to 0>>
<<set $NPCList[$mouthtarget].location.head to 0>>
<<if $NPCList[$mouthtarget].lefthand is "head_nipples">>
<<set $NPCList[$mouthtarget].lefthand to 0>>
<</if>>
<<if $NPCList[$mouthtarget].righthand is "head_nipples">>
<<set $NPCList[$mouthtarget].righthand to 0>>
<</if>>
<</if>>
<</if>>
<<if $mouthaction is "breastlick" and $NPCList[$mouthtarget].chest is "mouthentrance">>
<<set $mouthactiondefault to "breastlick">><<set $mouthaction to 0>><<submission 3>>
You lick <<hisselect $mouthtarget>> $NPCList[$mouthtarget].breastsdesc.
<</if>>
<<if $mouthaction is "breastclosed" and $NPCList[$mouthtarget].chest.toString().includes("mouth")>>
<<set $mouthactiondefault to "breastclosed">><<set $mouthaction to 0>><<brat 3 $mouthtarget>>
You keep your mouth closed.
<<if $NPCList[$mouthtarget].type is "plant" and $NPCList[$mouthtarget].pronoun is "f" and $breastfeedingdisable is "f">>
<span class="pink">Nectar leaks from <<hisselect $mouthtarget>> $NPCList[$mouthtarget].breastdesc.</span>
<<elseif $NPCList[$mouthtarget].lactation is 1 and $breastfeedingdisable is "f">>
<span class="pink">Milk leaks from <<hisselect $mouthtarget>> $NPCList[$mouthtarget].breastdesc.</span>
<</if>>
<</if>>
<<if $mouthaction is "breastsuck" and $NPCList[$mouthtarget].chest.toString().includes("mouth")>>
<<set $mouthactiondefault to "breastsuck">><<set $mouthaction to 0>><<submission 3>>
<<set $mouthstate to "nipple">>
<<set $NPCList[$mouthtarget].chest to "mouth">>
You <<oraltext>> suck <<hisselect $mouthtarget>> $NPCList[$mouthtarget].breastdesc.
<<if $NPCList[$mouthtarget].lefthand is "head_breasts">><<set $NPCList[$mouthtarget].lefthand to "head_nipples">><</if>>
<<if $NPCList[$mouthtarget].righthand is "head_breasts">><<set $NPCList[$mouthtarget].righthand to "head_nipples">><</if>>
<<if $breastfeedingdisable is "f" and $NPCList[$mouthtarget].type is "plant" and $NPCList[$mouthtarget].pronoun is "f">>
<span class="purple">Sweet nectar fills your mouth.</span>
<<nectarfed 15>><<set $speechheadsuckle to 1>><<submission 2>>
<<elseif $breastfeedingdisable is "f" and $NPCList[$mouthtarget].lactation is 1>>
<span class="purple">Sweet, creamy milk fills your mouth.</span>
<<breastfed>><<set $speechheadsuckle to 1>><<submission 2>>
<<else>>
<<set $speechheadnipple to 1>>
<</if>>
<</if>>
<<if $mouthaction is "scream">>
<<set $mouthaction to 0>><<set _sound to 1>>
<<if $neckuse is "hand" and $oxygen lt $oxygenmax and $asphyxiaLvl gte 2>>
<<wheeze "scream for help">>
<<elseif $drugged gt 0 or $arousal gte $arousalmax * 0.9>>
You try to scream for help, <span class="pink">but your arousal makes it sound like a lewd moan.</span>
<<neutral 1>><<set $speechmoan to 1>>
<<elseif $uncomfortable.hypnosis is false and $hypnosis_traits.scream gte random(1,5)>>
<<hypnosisicon>> You intend to scream for help, but a lewd thought intrudes <span class="lewd">and your mind immediately accepts it.</span>
<<hypnotised 1>>
<<set $mouthaction to 0>><<unset $askAction>><<set _sound to 1>>
<<askrough>>
<<submission 1>><<set $enemyanger += (10 * $englishtrait)>>
<<hypnosisicon>>
<<elseif $hypnosis_traits.scream gte 1 and $willpower lt random(1, (200 * $hypnosis_traits.scream))>>
<<hypnosisicon>> You intend to scream for help, <span class="pink">but the thought is snatched from your mind, and replaced with another.</span>
<<hypnotised 1>><<willpower 1>>
<<set $mouthaction to 0>><<unset $askAction>><<set _sound to 1>>
<<askrough>>
<<submission 1>><<set $enemyanger += (10 * $englishtrait)>>
<<hypnosisicon>>
<<elseif numberOfEarSlime() and $earSlime.growth gte (currentSkillValue('willpower')/ 10)>>
You open your mouth to scream for help, <span class="lewd">but sudden arousal makes it sound like a lewd moan.</span> You feel the slime rapidly drug you.
<<if $earSlime.growth gt 50>><<set $earSlime.defyCooldown++>><</if>>
<<submission 1>><<set $speechmoan to 1>><<drugs 10>><<arousal 1000>>
<<elseif numberOfEarSlime() and $earSlime.corruption gte (currentSkillValue('willpower')/ 10) and random(0,100) gte 50>>
You open your mouth to scream for help, <span class="red">but your voice catches in your throat.</span> You feel the slime steal your focus away.
<<gwillpower>><<willpower 1>>
<<else>>
<<if $hypnosis_traits.scream gte 1>>
<span class="green">You resist intrusive thoughts,</span> and scream for help.
<<else>>
You scream for help.
<</if>>
<<if isLoveInterest("Eden") and $location is "forest" and !($npc.includes("Eden")) and (!$undergroundbrothel or !$undergroundbrothel.active)>>
<<if $rng lte 50>>
"Eden! Get them off of me!"
<<else>>
"Eden! Help!"
<</if>>
<</if>>
<<brat 10>><<set $alarm to 1>><<set $mouthactiondefault to "scream">><<set $speechscream to 1>>
<<if $NPCList[0].lefthand is 0 and $mouthuse is 0 and $position isnot "wall" and !$robinRentEvent>>
<<set $NPCList[0].lefthand to "mouth">><<person1>><<He>> clasps <<his>> hand over your mouth to silence you.
<<set $enemytrust -= 40>><<set $mouthuse to "lefthand">>
<<elseif $NPCList[0].righthand is 0 and $mouthuse is 0 and $position isnot "wall" and !$robinRentEvent>>
<<set $NPCList[0].righthand to "mouth">><<person1>><<He>> clasps <<his>> hand over your mouth to silence you.
<<set $enemytrust -= 40>><<set $mouthuse to "righthand">>
<</if>>
<</if>>
<</if>>
<<if $mouthaction is "apologise">>
<<set $mouthaction to 0>><<set _sound to 1>>
<<if $neckuse is "hand" and $oxygen lt $oxygenmax and $asphyxiaLvl gte 2>>
<<wheeze "apologise">>
<<elseif $enemytype is "beast">>
You tell <<him>> you're sorry for being bad.
<<set $mouthactiondefault to "plead">>
<<if $apologised is 0>>
<<if $monster is 1>>
<<bHe>> growls. "Good. Now stay still."
<<else>>
While it doesn't understand you, your tone of voice has an impact.
<</if>>
<<set $apologised to 1>><<set $speechapologise to 1>>
<<set $enemyanger -= 50 * (1 + $englishtrait)>>
<<else>>
<<bHe>> ignores you.
<<set $speechapologiseno to 1>>
<</if>>
<<else>>
<<if $robinmist>>
You shout. "I'm sorry I wasn't there for you!"
<<set $speechapologiseno to 1>>
<<elseif $robinRentEvent is 1 and $combatPhase is "Robin">>
You tell <<him>> you're sorry for not paying <<him>>.
<<set $speechapologiseno to 1>>
<<elseif $npc.includes("Ivory Wraith") and $wraithPrison and $wraithPrison.vision and !$wraithApologiseCooldown>>
<<if $wraith.state is "haunt">>
You tell <<him>> you're sorry for taking everything from <<him>>.
<<else>>
You tell <<him>> you're sorry for everything that's happened to <<him>>.
<</if>>
<<set $mouthactiondefault to "plead">>
<<if $apologised is 0>>
<<set $apologised to 1>><<set $speechapologise to 1>><<set $wraithApologise to true>><<set $wraithApologiseCooldown to true>>
<<set $enemyanger -= 100 * (1 + $englishtrait)>>
<<else>>
<<He>> angrily claws at <<his>> neck.
<<set $speechapologiseno to 1>>
<</if>>
<<else>>
You tell <<him>> you're sorry for being bad.
<<set $mouthactiondefault to "plead">>
<<if $apologised is 0>>
<<His>> face softens.
<<set $apologised to 1>><<set $speechapologise to 1>>
<<set $enemyanger -= 50 * (1 + $englishtrait)>>
<<else>>
<<He>> ignores you.
<<set $speechapologiseno to 1>>
<</if>>
<</if>>
<</if>>
<</if>>
<<if $mouthaction is "forgive">>
<<set $mouthaction to 0>><<set _sound to 1>>
<<if $neckuse is "hand" and $oxygen lt $oxygenmax and $asphyxiaLvl gte 2>>
<<wheeze>>
<<else>>
<<set $mouthactiondefault to "plead">>
<<set $trauma -= $traumagain>><<set $traumagain to 0>><<set $speechforgive to 1>><<set $enemyanger to 0>><<set $angelforgive to 1>>
<<traumaclamp>>
<<if $enemytype is "beast">>
"You don't know any better. You're just a <<beasttype>>," you say. "I forgive you."
<<else>>
"Even though you're doing such a horrible thing, don't worry," you say. "I forgive you."
<</if>>
<</if>>
<</if>>
<<if $mouthaction is "retribution">>
<<set $mouthaction to 0>><<set _sound to 1>>
<<if $neckuse is "hand" and $oxygen lt $oxygenmax and $asphyxiaLvl gte 2>>
<<wheeze>>
<<else>>
<<set $mouthactiondefault to "demand">>
<<set $fallenangelretribution to 1>>
<<if random(1, 100) gt 1>>
<<if $enemytype is "beast">>
<span class="red">"Begone <<beasttype>>!"</span> you declare.
<<else>>
<span class="red">"You will pay for your sins!"</span> you declare.
<</if>>
<<else>>
<span class="red"><span class="bold">"BEGONE THOT!!!"</span></span>
<<set $begoneThot to 1>>
<<defiance 9999>>
<</if>>
<</if>>
<</if>>
<<if $mouthaction is "seduce">>
<<set $mouthaction to 0>><<set _sound to 1>>
<<if $neckuse is "hand" and $oxygen lt $oxygenmax and $asphyxiaLvl gte 2>>
<<wheeze>>
<<else>>
<<if $submissive gte 1150 and !$robinRentEvent>>
<<set $mouthactiondefault to "moan">>
<<else>>
<<set $mouthactiondefault to "plead">>
<</if>>
<<set $demonseduce to 1>><<seductionskillusecombat>>
<<if $enemytype is "beast">>
<span class="pink">"Cum for me <<beasttype>>~" you purr.</span>
<<else>>
<span class="pink">"Cum for me~" you purr.</span>
<</if>>
<</if>>
<</if>>
<<if $mouthaction is "peniskiss">>
<<set $mouthaction to 0>><<set $mouthactiondefault to "peniskiss">>
<<actionspeniskiss `($chestuse is "penis" ? $chesttarget : $mouthtarget)`>>
<<submission 3>><<oralskilluse>>
<</if>>
<<if $mouthaction is "lick">>
<<set $mouthaction to 0>><<set $mouthactiondefault to "lick">><<actionspenislick $mouthtarget>><<submission 5>><<oralskilluse>>
<</if>>
<<if $mouthaction is "suck">>
<<set $mouthaction to 0>><<set $mouthactiondefault to "suck">><<actionspenissuck $mouthtarget>><<submission 10>><<oralskilluse>>
<</if>>
<<if $mouthaction is "oraledge">>
<<personselect $mouthtarget>><<actionsoraledge $mouthtarget>><<set $mouthaction to 0>><<set $mouthactiondefault to "oraledge">>
<<submission 5>><<sexControl 5 `currentSkillValue("oralskill")` $mouthtarget>><<oralskilluse>>
<</if>>
<<if $mouthaction is "pullaway">>
<<set $mouthaction to 0>><<set $mouthactiondefault to "pullaway">><<personselect $mouthtarget>>
You try to pull your head away from the penis threatening your mouth.
<<oralskilluse>><<brat 1 $mouthtarget>>
<<set _nectarDifficulty to Math.clamp($drugged, 0, 500) + Math.clamp($nectar_addiction, 0, 500)>>
<<willpowerdifficulty _nectarDifficulty $willpowermax "silent">>
<<if $NPCList[$mouthtarget].type is "plant" and $mouthstate is "penetrated" and !$willpowerSuccess>>
<span class="red">However, you can't tear yourself from the sweet nectar.</span>
You desperately suck on the penis invading your mouth.
<<willpower 1>>
<<else>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("oral", $mouthtarget, $NPCList[$mouthtarget].fullDescription)>>
<<set $pullaway to 1>>
<<if $NPCList[$mouthtarget].penis is "mouth">>
<<set $NPCList[$mouthtarget].penis to "mouthimminent">><<set $mouthstate to "imminent">><span class="green"><<He>> doesn't stop you.</span>
<<elseif $NPCList[$mouthtarget].penis is "mouthimminent">>
<<set $NPCList[$mouthtarget].penis to "mouthentrance">><<set $mouthstate to "entrance">><span class="green"><<He>> doesn't stop you.</span>
<<elseif $NPCList[$mouthtarget].penis is "mouthentrance">>
<<set $NPCList[$mouthtarget].penis to 0>><<set $mouthstate to 0>><<set $mouthuse to 0>><<set $mouthstate to 0>><<set $NPCList[$mouthtarget].location.genitals to 0>>
<span class="green"><<He>> doesn't stop you.</span>
<</if>>
<<else>>
<<if $consensual is 1>>
<<set $consensual to 0>><<molested>><<controlloss>>
<</if>>
<<violence 1>>
<<if $mouthstate is "penetrated">>
<span class="red">However, <<he>> refuses to allow it,</span> forcing the phallus back into your mouth.
<<elseif $mouthstate is "imminent">>
<span class="red">However, <<he>> refuses to allow it,</span> instead pushing the penis against your lips.
<<elseif $mouthstate is "entrance">>
<span class="red">However, <<he>> refuses to allow it,</span> instead pushing the penis against your lips.
<</if>>
<</if>>
<</if>>
<</if>>
<<if $mouthaction is "pullawayvagina" and ($NPCList[$mouthtarget].vagina is "mouth" or $NPCList[$mouthtarget].vagina is "facesit")>>
<<set $mouthaction to 0>><<set $mouthactiondefault to "pullawayvagina">><<personselect $mouthtarget>><<set $mouthstate to 0>>
<<if $consensual is 1>>
You try to move your head away from the pussy.
<<oralskilluse>><<brat 1 $mouthtarget>>
<<else>>
You try to pull your head away from the pussy threatening your mouth.
<<oralskilluse>><<brat 1 $mouthtarget>>
<</if>>
<<oralskilluse>><<brat 1 $mouthtarget>>
<<set _nectarDifficulty to Math.clamp($drugged, 0, 500) + Math.clamp($nectar_addiction, 0, 500)>>
<<willpowerdifficulty _nectarDifficulty $willpowermax "silent">>
<<if $NPCList[$mouthtarget].type is "plant" and !$willpowerSuccess>>
<span class="red">However, you can't tear yourself from the sweet nectar.</span> You desperately lick the pussy pressing against your mouth.
<<willpower 1>>
<<else>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("oral", $mouthtarget, $NPCList[$mouthtarget].fullDescription)>>
<<set $mouthuse to 0>><<set $mouthstate to 0>><<set $pullaway to 1>>
<<set $NPCList[$mouthtarget].vagina to 0>><span class="green"><<He>> doesn't stop you.</span>
<<set $NPCList[$mouthtarget].location.genitals to 0>>
<<else>>
<<if $consensual is 1>>
<<set $consensual to 0>><<molested>><<controlloss>>
<</if>>
<span class="red">However, <<theowner>> refuses to allow it,</span> forcing it against your face.
<<violence 1>>
<</if>>
<</if>>
<</if>>
<<if $mouthaction is "bite" and $NPCList[$mouthtarget].penis is "mouth">>
<<if $earSlime.growth gt 50 and $earSlime.growth - random(0, Math.clamp(50 - ($earSlime.defyCooldown * 5), 0, 50)) gte (currentSkillValue('willpower')/ 10)>>
You try to bite down on the <<npcPenisSimple $mouthtarget>>, <span class="red">but find you're unable to.</span> You feel the slime steal your control away.
<<set $mouthaction to 0>><<set $mouthactiondefault to "suck">><<actionspenissuck $mouthtarget>><<submission 10>><<oralskilluse>>
<<if $earSlime.growth gte 100>><<set $earSlime.defyCooldown++>><</if>>
<<else>>
<<set $mouthaction to 0>><<set $mouthactiondefault to "bite">><<personselect $mouthtarget>>
You bite down on <<his>> <<npcPenisSimple $mouthtarget>>,
<<if npcHasStrapon($mouthtarget)>>
but it has no effect.
<<else>>
<<he>> <<if $enemytype is "man">>yelps<<elseif $enemytype is "beast">>growls<<else>>shrieks<</if>> and recoils in agony.
<<set $NPCList[$mouthtarget].penis to 0>><<set $NPCList[$mouthtarget].location.genitals to 0>>
<<defiance 20 $mouthtarget>><<attackstat>><<control 15>><<set $mouthuse to 0>><<set $penisbitten to 1>><<set $mouthstate to 0>>
<<if $transformationParts.traits.fangs isnot "disabled">>
<<defiance 20 $mouthtarget>><<defiance 20 $mouthtarget>>
You lick your fangs clean.
<</if>>
<</if>>
<</if>>
<</if>>
<<if $mouthaction is "bitepussy" and ($NPCList[$mouthtarget].vagina is "mouth" or $NPCList[$mouthtarget].vagina is "facesit")>>
<<if $earSlime.growth gt 50 and $earSlime.growth - random(0, Math.clamp(50 - ($earSlime.defyCooldown * 5), 0, 50)) gte (currentSkillValue('willpower')/ 10)>>
You try to bite down on <<hisselect $mouthtarget>> labia, <span class="red">but find you're unable to.</span> You feel the slime steal your control away.
<<set $mouthaction to "vaginalick">>
<<if $earSlime.growth gte 100>><<set $earSlime.defyCooldown++>><</if>>
<<else>>
<<set $mouthaction to 0>><<set $mouthactiondefault to "bitepussy">><<personselect $mouthtarget>>
You bite down on <<hisselect $mouthtarget>> labia. <<He>> <<if $enemytype is "man">>yelps<<elseif $enemytype is "beast">>growls<<else>>shrieks<</if>> and recoils in agony.
<<set $NPCList[$mouthtarget].vagina to 0>><<set $NPCList[$mouthtarget].location.genitals to 0>>
<<defiance 20 $mouthtarget>><<attackstat>><<control 15>><<set $mouthuse to 0>><<set $penisbitten to 1>><<set $mouthstate to 0>><<set $speechhit to 1>>
<<if $transformationParts.traits.fangs isnot "disabled">>
<<defiance 40 $mouthtarget>>
You lick your fangs clean.
<</if>>
<</if>>
<</if>>
<<if $mouthaction is "vaginalick" and ($NPCList[$mouthtarget].vagina is "mouth" or $NPCList[$mouthtarget].vagina is "facesit")>>
<<set $mouthaction to 0>><<set $mouthactiondefault to "vaginalick">><<actionspussylick $mouthtarget>><<submission 10>><<oralskilluse>>
<</if>>
<<if $mouthaction is "pullawaykiss" and $NPCList[$mouthtarget].mouth.toString().includes("kiss")>>
<<set $mouthaction to 0>><<set $mouthactiondefault to "pullawaykiss">><<personselect $mouthtarget>>
You try to pull your head away from <<his>> lips.
<<oralskilluse>><<brat 1 $mouthtarget>>
<<set _nectarDifficulty to Math.clamp($drugged, 0, 500) + Math.clamp($nectar_addiction, 0, 500)>>
<<willpowerdifficulty _nectarDifficulty $willpowermax "silent">>
<<if $NPCList[$mouthtarget].type is "plant" and $mouthstate isnot "kissentrance" and !$willpowerSuccess>>
<span class="red">However, you can't tear yourself from the sweet nectar.</span>
<<if $mouthstate is "kissimminent">>
You kiss <<him>> back, parting <<his>> lips with your tongue.
<<elseif $mouthstate is "kiss">>
You kiss <<him>> back, caressing <<his>> tongue with your own.
<</if>>
<<willpower 1>>
<<else>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("oral", $mouthtarget, $NPCList[$mouthtarget].fullDescription)>>
<<set $mouthuse to 0>><<set $mouthstate to 0>>
<<set $NPCList[$mouthtarget].mouth to 0>><span class="green"><<He>> doesn't stop you.</span>
<<set $NPCList[$mouthtarget].location.head to 0>>
<<else>>
<<if $consensual is 1>>
<<set $consensual to 0>><<molested>><<controlloss>>
<</if>>
<<if $mouthstate is "kissentrance">>
<span class="red">However, <<he>> refuses to allow it,</span> preventing you from moving away from their face.
<<else>>
<span class="red">However, <<he>> refuses to allow it,</span> kissing you more firmly.
<</if>>
<<violence 1>>
<</if>>
<</if>>
<</if>>
<<if $mouthaction is "kissback">>
<<set $mouthaction to 0>><<set $mouthactiondefault to "kissback">><<actionskissback $mouthtarget>><<submission 2>><<oralskilluse>>
<</if>>
<<if $mouthaction is "anallick">>
<<set $mouthaction to 0>><<set $mouthactiondefault to "anallick">><<actionsAnalLick $mouthtarget>><<submission 10>><<oralskilluse>>
<</if>>
<<if $mouthaction is "analkiss">>
<<set $mouthaction to 0>><<set $mouthactiondefault to "analkiss">><<actionsAnalKiss $mouthtarget>><<submission 12>>
<</if>>
<<if $mouthaction is "analpull" and ($NPCList[$mouthtarget].penis is "mouthotheranus" or $NPCList[$mouthtarget].vagina is "mouthotheranus")>>
<<set $mouthaction to 0>><<set $mouthactiondefault to "analpull">><<personselect $mouthtarget>>
You try to pull away from the anus menacing your mouth.
<<oralskilluse>><<brat 1 $mouthtarget>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("oral", $mouthtarget, $NPCList[$mouthtarget].fullDescription)>>
<span class="green"><<He>> doesn't stop you.</span>
<<set $mouthstate to 0>><<set $mouthuse to 0>>
<<if $NPCList[$mouthtarget].penis is "mouthotheranus">><<set $NPCList[$mouthtarget].penis to 0>><</if>>
<<if $NPCList[$mouthtarget].vagina is "mouthotheranus">><<set $NPCList[$mouthtarget].vagina to 0>><</if>>
<<set $NPCList[$mouthtarget].location.genitals to 0>>
<<else>>
<span class="red">However, <<combatperson>> refuses to allow it,</span> forcing your face into <<his>> ass.
<<violence 1>>
<<if $consensual is 1>>
<<set $consensual to 0>><<molested>><<controlloss>>
<</if>>
<</if>>
<</if>>
<<rng>>
<<if $mouthaction is "handbite">>
<<if $earSlime.growth gt 50 and $earSlime.growth - random(0, Math.clamp(50 - ($earSlime.defyCooldown * 5), 0, 50)) gte (currentSkillValue('willpower')/ 10)>>
You try to bite down on <<hisselect $mouthtarget>> hand, <span class="red">but find you're unable to.</span> You feel the slime steal your control away.
<<set $mouthactiondefault to "rest">>
<<if $earSlime.growth gte 100>><<set $earSlime.defyCooldown++>><</if>>
<<else>>
<<set $mouthaction to 0>><<set $mouthactiondefault to "handbite">><<personselect $mouthtarget>>
<<actionshandbite $mouthtarget>>
<<if $transformationParts.traits.fangs isnot "disabled">>
<<defiance 6 $mouthtarget>>
<<else>>
<<defiance 2 $mouthtarget>>
<</if>>
<<if random(1, 5) gte 3 and ($transformationParts.traits.fangs isnot "disabled") or random(1, 5) gte 5>>
<<set $mouthuse to 0>>
<<if $NPCList[$mouthtarget].lefthand is "mouth">>
<<set $NPCList[$mouthtarget].lefthand to 0>>
<<control 15>>
<span class="teal"><<He>> flinches away in pain, freeing your mouth.</span>
<</if>>
<<if $NPCList[$mouthtarget].righthand is "mouth">>
<<set $NPCList[$mouthtarget].righthand to 0>>
<<control 15>>
<span class="teal"><<He>> flinches away in pain, freeing your mouth.</span>
<</if>>
<<else>>
<<control -5>>
<span class="purple">It remains over your mouth.</span>
<</if>>
<</if>>
<</if>>
<<if $mouthaction is "headbutt" and $NPCList[$mouthtarget].mouth.toString().includes("kiss")>>
<<set $mouthaction to 0>><<set $mouthactiondefault to "headbutt">><<personselect $mouthtarget>>
<<if $mouthstate is "kiss">>
You disengage from the kiss, and headbutt <<him>> in retaliation.
<<else>>
You quickly rear back and headbutt <<him>>.
<</if>>
<<He>> <<if $enemytype is "beast">>yelps and backs off<<else>>yells and stumbles back, clutching <<his>> head<</if>>.
<<if ($description is "faithful" or $description is "fallen") and $sydney.glasses is "glasses">>
<<set $sydney.glasses to "playerbroken">>
<span class="purple"><<His>> glasses shatter.</span>
<</if>>
<<defiance 10 $mouthtarget>><<attackstat>><<set $mouthuse to 0>><<set $mouthstate to 0>>
<<if ($cow gte 2 or $transformationParts.cow.horns is "default") and ($demon gte 2 or $transformationParts.demon.horns is "default")>>
<<defiance 10 $mouthtarget>><<defiance 10 $mouthtarget>>
<</if>>
<<if ($demon gte 2 or $transformationParts.demon.horns is "default")>>
<<defiance 10 $mouthtarget>>
<<if $leftarm isnot "bound" or $rightarm isnot "bound">>
You rub your horns.
<</if>>
<</if>>
<<if ($cow gte 2 or $transformationParts.cow.horns is "default")>>
<<print either("That didn't hurt you at all!", "You remain unshaken by the blow.", "You're unharmed by the hit.")>>
<<else>>
<<pain 4>>
<<if $pain lte 20>>
Your own head immediately stings.
<<elseif $pain lte 60>>
Your ears begin to ring from the blow.
<<else>>
Your mind feels rattled by the impact.
<</if>>
<<gpain>>
<</if>>
<<set $head to 0>>
<<set $NPCList[$mouthtarget].mouth to 0>>
<<set $NPCList[$mouthtarget].location.head to 0>>
<</if>>
<<if $mouthaction is "grasp" and $NPCList[$mouthtarget].penis is "mouthentrance">>
<<set $mouthaction to 0>><<set $mouthactiondefault to "grasp">><<chestskilluse>><<combatpromiscuity3>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("chest", $mouthtarget)>>
<<set $chestactiondefault to "rub">><<set $chestuse to "penis">><<cheststat>><<set $mouthstate to 0>><<set $mouthuse to 0>><<set $mouthactiondefault to "peniskiss">>
<<set $NPCList[$mouthtarget].penis to "chest">><<personselect $mouthtarget>><<set $chesttarget to $mouthtarget>>
<<if $breastcup is "none">>
<span class="lblue">You <<chesttext>> squeeze your <<breasts>> together as best you can and try to grab <<hisselect $mouthtarget>> $NPCList[$mouthtarget].penisdesc between them.
Your breasts are too small for it to be effective, but your cute attempt succeeds in charming <<him>>.</span> <<He>> rubs <<his>> penis against your chest.
<<else>>
<span class="lblue">You <<chesttext>> grab <<hisselect $mouthtarget>> $NPCList[$mouthtarget].penisdesc between your <<breasts>>.</span>
<</if>>
<<else>>
<<if $player.breastsize is 0>>
You squeeze your <<breasts>> together as best you can and try to grab <<his>> penis between them, to no avail.
<<else>>
You try to grab <<hisselect $mouthtarget>> penis between your <<breasts>>, but fail.
<</if>>
<</if>>
<</if>>
<<if $mouthaction is "ask" and $askAction is "finish">>
<<set $mouthaction to 0>><<unset $askAction>><<set _sound to 1>>
<<if $neckuse is "hand" and $oxygen lt $oxygenmax and $asphyxiaLvl gte 2 and $gamemode isnot "soft">>
<<wheeze "tell <<him>> you want to stop">>
<<else>>
<<set $mouthactiondefault to "rest">><<brat 10>>
You tell <<him>> you've had enough and want to stop.
<<if $role is "islander" and (!$islander_language or $islander_language lt 100)>>
<span class="red"><<if $enemyno gte 2>>They don't<<else>><<He>> doesn't<</if>> understand your words,</span> and <<if $enemyno gte 2>>ignore<<else>>ignores<</if>> them.
<<elseif !$loveDrunk and $NPCList[0].type isnot "plant" and combatSkillCheck("seduction", $mouthtarget, $NPCList[$mouthtarget].fullDescription) or $gamemode is "soft" or $gloryhole>>
<<set $finish to 1>>
<<if $trueconsensual isnot 1 and $gamemode is "soft">>
<<set $enemyhealth to -100>>
<</if>>
<<if $enemytype is "man" or $monster is 1>>
<<if $enemyno gte 2>>They look<<else>><<He>> looks<</if>> disappointed, <span class="green">but <<if $enemyno gte 2>>comply<<else>>complies<</if>>.</span>
<<else>>
It can't speak, <span class="green">but understands your tone and complies.</span>
<</if>>
<<if $gamemode is "soft">>
<<set $enemyhealth to -1000>>
<</if>>
<<else>>
<<set $consensual to 0>>
<<switch $enemytype>>
<<case "plant">>
<span class="red"><<He>> shakes <<his>> head happily.</span>
<<case "beast">>
Eager to <<if $pregnancyspeechdisable is "f">>breed<<else>>fuck<</if>>, <span class="red"><<bhe>> ignores your desire.</span>
<<default>>
<span class="red"><<if $enemyno gte 2>>They refuse!<<else>><<He>> refuses!<</if>></span>
<</switch>>
<<molested>><<controlloss>>
<</if>>
<</if>>
<</if>>
<<if $mouthaction is "ask" and $askAction is "novaginal">>
<<set $mouthaction to 0>><<unset $askAction>><<set _sound to 1>>
<<if $neckuse is "hand" and $oxygen lt $oxygenmax and $asphyxiaLvl gte 2>>
<<wheeze "tell <<him>> you don't want anything penetrating your vagina">>
<<else>>
<<set $mouthactiondefault to "rest">><<brat 5>><<if !$gloryhole and $gamemode isnot "soft">><<seductionskillusecombat>><</if>>
<<if $player.virginity.vaginal is true>>
You tell <<him>> you don't want anything penetrating your vagina, you are a virgin after all.
<<else>>
You tell <<him>> you don't want anything penetrating your vagina.
<</if>>
<<if $role is "islander" and (!$islander_language or $islander_language lt 100)>>
<span class="red"><<if $enemyno gte 2>>They don't<<else>><<He>> doesn't<</if>> understand your words,</span> and <<if $enemyno gte 2>>ignore<<else>>ignores<</if>> them.
<<elseif $combatExtended.reverseRapeStart is 1 or combatSkillCheck("seduction", $mouthtarget, $NPCList[$mouthtarget].fullDescription) or $gamemode is "soft" or $gloryhole>>
<<set $novaginal to 1>><span class="green"><<if $enemyno gte 2>>They nod<<else>><<He_Short>> nods<</if>> in acknowledgement.</span>
<<if $vaginastate is "doublepenetrated">>
<<set $vaginastate to "doubleentrance">><<set $vaginaaction to 0>>
<<if $NPCList[$vaginatarget].penis is "vaginadouble" and $NPCList[$vaginadoubletarget].penis is "vaginadouble">>
<<set $NPCList[$vaginatarget].penis to "vaginaentrancedouble">>
<<set $NPCList[$vaginadoubletarget].penis to "vaginaentrancedouble">>
<<combatPerson>> and <<personselect $vaginadoubletarget>><<combatperson>> withdraw their penises from your vagina.
<</if>>
<<elseif $vaginastate is "penetrated">>
<<set $vaginastate to "entrance">><<set $vaginaaction to 0>>
<<if $NPCList[$vaginatarget].penis is "vagina">>
<<set $NPCList[$vaginatarget].penis to "vaginaentrance">>
<<combatPerson>> withdraws <<his>> penis from your vagina.
<</if>>
<</if>>
<<else>>
<<set $consensual to 0>>
<<if $NPCList[$mouthtarget].type is "plant">>
<<He>> scoffs. <span class="red">"Are you kidding? That's the fun part!"</span>
<<else>>
They pause a moment before responding, <span class="red">"Stupid slut, you think you can tell me what to do?"</span>
<</if>>
<<molested>><<controlloss>>
<</if>>
<</if>>
<</if>>
<<if $mouthaction is "ask" and $askAction is "noanal">>
<<set $mouthaction to 0>><<unset $askAction>><<set _sound to 1>>
<<if $neckuse is "hand" and $oxygen lt $oxygenmax and $asphyxiaLvl gte 2>>
<<wheeze "tell <<him>> you don't want anything inside your anus">>
<<else>>
<<set $mouthactiondefault to "rest">><<brat 5>><<if !$gloryhole and $gamemode isnot "soft">><<seductionskillusecombat>><</if>>
<<if $player.virginity.anal is true>>
You tell <<him>> you don't want anything inside your anus, it's dirty there!
<<else>>
You tell <<him>> you don't want anything penetrating your anus.
<</if>>
<<if $role is "islander" and (!$islander_language or $islander_language lt 100)>>
<span class="red"><<if $enemyno gte 2>>They don't<<else>><<He>> doesn't<</if>> understand your words,</span> and <<if $enemyno gte 2>>ignore<<else>>ignores<</if>> them.
<<elseif $combatExtended.reverseRapeStart is 1 or combatSkillCheck("seduction", $mouthtarget, $NPCList[$mouthtarget].fullDescription) or $gamemode is "soft" or $gloryhole>>
<<set $noanal to 1>><span class="green"><<if $enemyno gte 2>>They nod<<else>><<He_Short>> nods<</if>> in acknowledgement.</span>
<<if $anusstate is "doublepenetrated">>
<<set $anusstate to "doubleentrance">><<set $anusaction to 0>>
<<if $NPCList[$anustarget].penis is "anusdouble" and $NPCList[$anusdoubletarget].penis is "anusdouble">>
<<set $NPCList[$anustarget].penis to "anusentrancedouble">>
<<set $NPCList[$anusdoubletarget].penis to "anusentrancedouble">>
<<combatPerson>> and <<personselect $anusdoubletarget>><<combatperson>> withdraw their penises from your vagina.
<</if>>
<<elseif $anusstate is "penetrated">>
<<set $anusstate to "entrance">><<set $anusaction to 0>>
<<if $NPCList[$anustarget].penis is "anus">>
<<set $NPCList[$anustarget].penis to "anusentrance">>
<<combatPerson>> withdraws <<his>> penis from your anus.
<</if>>
<</if>>
<<else>>
<<set $consensual to 0>>
<<if $NPCList[$mouthtarget].type is "plant">>
<<He>> scoffs. <span class="red">"Are you kidding? That's the fun part!"</span>
<<else>>
They pause a moment before responding, <span class="red">"Stupid slut, you think you can tell me what to do?"</span>
<</if>>
<<molested>><<controlloss>>
<</if>>
<</if>>
<</if>>
<<if $mouthaction is "ask" and $askAction is "nopenile">>
<<set $mouthaction to 0>><<unset $askAction>><<set _sound to 1>>
<<if $neckuse is "hand" and $oxygen lt $oxygenmax and $asphyxiaLvl gte 2>>
<<wheeze "tell <<him>> you don't want your penis put inside anything">>
<<else>>
<<set $mouthactiondefault to "rest">><<brat 5>><<if !$gloryhole and $gamemode isnot "soft">><<seductionskillusecombat>><</if>>
<<if $player.virginity.penile is true>>
You tell <<him>> you don't want your penis put inside anything, you are a virgin after all.
<<else>>
You tell <<him>> you don't want your penis put inside anything.
<</if>>
<<if $role is "islander" and (!$islander_language or $islander_language lt 100)>>
<span class="red"><<if $enemyno gte 2>>They don't<<else>><<He>> doesn't<</if>> understand your words,</span> and <<if $enemyno gte 2>>ignore<<else>>ignores<</if>> them.
<<elseif $combatExtended.reverseRapeStart is 1 or combatSkillCheck("seduction", $mouthtarget, $NPCList[$mouthtarget].fullDescription) or $gamemode is "soft" or $gloryhole>>
<<set $nopenile to 1>><span class="green"><<if $enemyno gte 2>>They nod<<else>><<He_Short>> nods<</if>> in acknowledgement.</span>
<<if $penisstate is "penetrated">>
<<set $penisstate to "entrance">>
<<if $NPCList[$penistarget].vagina is "penis">>
<<personselect $penistarget>>
<<set $NPCList[$penistarget].vagina to "penisentrance">>The <<person>> frees your penis from <<his>> vagina.
<</if>>
<</if>>
<<if $penisstate is "otheranus">>
<<set $penisstate to "otheranusentrance">>
<<if $NPCList[$penistarget].penis is "otheranus">>
<<personselect $penistarget>>
<<set $NPCList[$penistarget].penis to "otheranusentrance">>The <<person>> frees your penis from <<his>> anus.
<</if>>
<</if>>
<<if $penisstate is "othermouth">>
<<set $penisstate to "othermouthentrance">>
<<if $NPCList[$penistarget].mouth is "penis">>
<<personselect $penistarget>>
<<set $NPCList[$penistarget].mouth to "penisentrance">>The <<person>> slips your penis out of <<his>> mouth.
<</if>>
<</if>>
<<else>>
<<set $consensual to 0>>
<<if $NPCList[$mouthtarget].type is "plant">>
<<He>> scoffs. <span class="red">"Are you kidding? That's the fun part!"</span>
<<else>>
They pause a moment before responding, <span class="red">"Stupid slut, you think you can tell me what to do?"</span>
<</if>>
<<molested>><<controlloss>>
<</if>>
<</if>>
<</if>>
<<if $mouthaction is "ask" and $askAction is "noupper">>
<<set $mouthaction to 0>><<set _sound to 1>>
<<if $neckuse is "hand" and $oxygen lt $oxygenmax and $asphyxiaLvl gte 2>>
<<wheeze "tell <<him>> to leave your top on">>
<<else>>
<<set $mouthactiondefault to "rest">><<brat 5 demanding>><<if !$gloryhole and $gamemode isnot "soft">><<seductionskillusecombat>><</if>><<unset $askAction>>
<<set $noupperasked to 1>>
You tell <<him>> to leave your top on.
<<if $role is "islander" and (!$islander_language or $islander_language lt 100)>>
<span class="red"><<if $enemyno gte 2>>They don't<<else>><<He>> doesn't<</if>> understand your words,</span> and <<if $enemyno gte 2>>ignore<<else>>ignores<</if>> them.
<<elseif $combatgoal is "strip">>
<span class="pink">"No," <<if $enemyno gte 2>>they laugh<<else>><<he>> laughs<</if>>. "You'll look better without it."</span>
<<elseif $combatExtended.reverseRapeStart is 1 or combatSkillCheck("seduction", $mouthtarget, $NPCList[$mouthtarget].fullDescription) or $gamemode is "soft" or $gloryhole>>
<<set $noupper to 1>><span class="green"><<if $enemyno gte 2>>They nod<<else>><<He_Short>> nods<</if>> in acknowledgement.</span>
<<for _j = 0; _j lt $enemynomax; _j++>>
<<if $NPCList[_j].lefthand is "overupperclothes">>
<<personselect _j>>
<<set $NPCList[_j].lefthand to 0>>The <<person>> releases your $worn.over_upper.name.
<<elseif $NPCList[_j].lefthand is "upperclothes">>
<<personselect _j>>
<<set $NPCList[_j].lefthand to 0>>The <<person>> releases your $worn.upper.name.
<<elseif $NPCList[_j].lefthand is "underupperclothes">>
<<personselect _j>>
<<set $NPCList[_j].lefthand to 0>>The <<person>> releases your $worn.under_upper.name.
<</if>>
<<if $NPCList[_j].righthand is "overupperclothes">>
<<personselect _j>>
<<set $NPCList[_j].righthand to 0>>The <<person>> releases your $worn.over_upper.name.
<<elseif $NPCList[_j].righthand is "upperclothes">>
<<personselect _j>>
<<set $NPCList[_j].righthand to 0>>The <<person>> releases your $worn.upper.name.
<<elseif $NPCList[_j].righthand is "underupperclothes">>
<<personselect _j>>
<<set $NPCList[_j].righthand to 0>>The <<person>> releases your $worn.under_upper.name.
<</if>>
<</for>>
<<else>>
<<set $consensual to 0>>
<<if $NPCList[$mouthtarget].type is "plant">>
<<He>> scoffs. <span class="red">"Are you kidding? That's the fun part!"</span>
<<else>>
They pause a moment before responding, <span class="red">"Stupid slut, you think you can tell me what to do?"</span>
<</if>>
<<molested>><<controlloss>>
<</if>>
<</if>>
<</if>>
<<if $mouthaction is "ask" and $askAction is "nomask">>
<<set $mouthaction to 0>><<set _sound to 1>>
<<if $neckuse is "hand" and $oxygen lt $oxygenmax and $asphyxiaLvl gte 2>>
<<wheeze "tell <<him>> to leave your "+ $worn.face.name " on">>
<<else>>
<<set $mouthactiondefault to "rest">><<brat 5 demanding>><<if !$gloryhole and $gamemode isnot "soft">><<seductionskillusecombat>><</if>><<unset $askAction>>
<<set $nomaskasked to 1>>
You tell <<him>> to leave your $worn.face.name on.
<<if $role is "islander" and (!$islander_language or $islander_language lt 100)>>
<span class="red"><<if $enemyno gte 2>>They don't<<else>><<He>> doesn't<</if>> understand your words,</span> and <<if $enemyno gte 2>>ignore<<else>>ignores<</if>> them.
<<elseif $combatgoal is "strip">>
<span class="pink">"No," <<if $enemyno gte 2>>they laugh<<else>><<he>> laughs<</if>>. "You'll look better without it."</span>
<<elseif $combatExtended.reverseRapeStart is 1 or combatSkillCheck("seduction", $mouthtarget, $NPCList[$mouthtarget].fullDescription) or $gamemode is "soft" or $gloryhole>>
<<set $nomask to 1>><span class="green"><<if $enemyno gte 2>>They nod<<else>><<He_Short>> nods<</if>> in acknowledgement.</span>
<<for _j = 0; _j lt $enemynomax; _j++>>
<<if $NPCList[_j].lefthand is "mask">>
<<personselect _j>>
<<set $NPCList[_j].lefthand to 0>>The <<person>> releases your $worn.face.name.
<</if>>
<<if $NPCList[_j].righthand is "mask">>
<<personselect _j>>
<<set $NPCList[_j].righthand to 0>>The <<person>> releases your $worn.face.name.
<</if>>
<</for>>
<<else>>
<<set $consensual to 0>>
<<if $NPCList[$mouthtarget].type is "plant">>
<<He>> scoffs. <span class="red">"Are you kidding? That's the fun part!"</span>
<<else>>
They pause a moment before responding, <span class="red">"Stupid slut, you think you can tell me what to do?"</span>
<</if>>
<<molested>><<controlloss>>
<</if>>
<</if>>
<</if>>
<<if $mouthaction is "ask" and $askAction is "nochoke">>
<<set $mouthaction to 0>><<unset $askAction>><<set _sound to 1>>
<<if $neckuse is "hand" and $oxygen lt $oxygenmax and $asphyxiaLvl gte 2>>
<<wheeze "tell <<him>> you don't want to be choked">>
<<else>>
<<set $mouthactiondefault to "rest">><<brat 5>><<if !$gloryhole and $gamemode isnot "soft">><<seductionskillusecombat>><</if>>
You tell <<him>> you don't want <<his>> hands around your neck.
<<if $role is "islander" and (!$islander_language or $islander_language lt 100)>>
<span class="red"><<if $enemyno gte 2>>They don't<<else>><<He>> doesn't<</if>> understand your words,</span> and <<if $enemyno gte 2>>ignore<<else>>ignores<</if>> them.
<<elseif $combatExtended.reverseRapeStart is 1 or combatSkillCheck("seduction", $mouthtarget, $NPCList[$mouthtarget].fullDescription) or $gamemode is "soft" or $gloryhole>>
<<set $nochoke to 1>><span class="green"><<if $enemyno gte 2>>They nod<<else>><<He_Short>> nods<</if>> in acknowledgement.</span>
<<if $neckuse is "hand">>
<<unset $neckuse>>
<<for _j = 0; _j lt $enemynomax; _j++>>
<<if $NPCList[_j].lefthand is "throat" or $NPCList[_j].righthand is "throat">>
<<personselect _j>>
<<if $NPCList[_j].lefthand is "throat">><<set $NPCList[_j].lefthand to 0>><</if>>
<<if $NPCList[_j].righthand is "throat">><<set $NPCList[_j].righthand to 0>><</if>>
The <<person>> releases your neck.
<</if>>
<</for>>
<</if>>
<<else>>
<<set $consensual to 0>>
<<if $NPCList[$mouthtarget].type is "plant">>
<<He>> scoffs.
<<if $NPCList[0].lefthand is 0 or $NPCList[0].righthand is 0>>
<span class="red">"Are you kidding? That's the fun part! Here, look!"</span>
<<else>>
<span class="red">"Are you kidding? That's the fun part!"</span>
<</if>>
<<else>>
They pause a moment before responding, <span class="red">"Stupid slut, you think you can tell me what to do?"</span>
<</if>>
<<molested>><<controlloss>>
<<for _j = 0; _j lt $enemynomax; _j++>>
<<if $NPCList[_j].lefthand is 0>>
<<personselect _j>>
<<set $NPCList[_j].lefthand to "throat">>
<<set $neckuse to "hand">>
<span class="red">The <<person>> immediately grabs your neck with <<his>> free hand.</span>
<<break>>
<<elseif $NPCList[_j].righthand is 0>>
<<personselect _j>>
<<set $NPCList[_j].lefthand to "throat">>
<<set $neckuse to "hand">>
<span class="red">The <<person>> immediately grabs your neck with <<his>> free hand.</span>
<<break>>
<</if>>
<</for>>
<</if>>
<</if>>
<</if>>
<<if $mouthaction is "ask" and $askAction is "condoms">>
<<set $mouthaction to 0>><<unset $askAction>><<set _sound to 1>>
<<personselect $mouthtarget>>
<<if $neckuse is "hand" and $oxygen lt $oxygenmax and $asphyxiaLvl gte 2>>
<<wheeze "tell <<him>> to use a condom">>
<<else>>
<<set $mouthactiondefault to "rest">><<sub 2>>
<<if $NPCList[$mouthtarget].condom and $NPCList[$mouthtarget].condom.willUse is true>><<set $_checkSkip to true>><</if>>
<<if $consensual is 0>>
<<set $_condomAskBaseDifficulty to 2000 + 10 * (100 - $NPCList[$mouthtarget].pregnancyAvoidance)>>
<<set $_condomAskDifficultyMultiplier to 200>>
<<else>>
<<set $_condomAskBaseDifficulty to 1500 + 5 * (100 - $NPCList[$mouthtarget].pregnancyAvoidance)>>
<<set $_condomAskDifficultyMultiplier to 100>>
<</if>>
<<if !$gloryhole and $gamemode isnot "soft" and !$npcrow.includes($mouthtarget) and !$_checkSkip>><<seductionskillusecombat>><</if>>
<<set $NPCList[$mouthtarget].condomAsk to true>>
You ask <<combatperson>> to use a condom.
<<if $role is "islander" and (!$islander_language or $islander_language lt 100)>>
<span class="red"><<if $enemyno gte 2>>They don't<<else>><<He>> doesn't<</if>> understand your words,</span> and <<if $enemyno gte 2>>ignore<<else>>ignores<</if>> them.
<<elseif $combatExtended.reverseRapeStart is 1 or combatSkillCheck("seduction", $mouthtarget, $NPCList[$mouthtarget].fullDescription, $_condomAskBaseDifficulty, $_condomAskDifficultyMultiplier) or $gamemode is "soft" or $gloryhole or $npcrow.includes($mouthtarget) or $_checkSkip>>
<<if !$npcrow.includes($mouthtarget)>>
<<if $condomLvl is 1 or !$NPCList[$mouthtarget].condom>>
<<set $NPCList[$mouthtarget].condomCanGive to true>>
<<if $consensual is 0>>
<<He_Short>> pauses a moment before responding.
<<set _response to [
"I'll use one if you have one.",
"I hope you brought one.",
"I don't have one. Do you?",
"Looks like I forgot mine at home.",
"You better have one."
]>>
<<else>>
<<He_Short>> looks nervous for a moment.
<<set _response to [
"I didn't bring one. Do you have one?"
]>>
<</if>>
<span class="blue">"<<print _response.pluck()>>"</span>
<<elseif $NPCList[$mouthtarget].condom>>
<<if $NPCList[$mouthtarget].condom.willUse is true>>
<<if $consensual is 0>>
<<He_Short>> nods.
<<set _response to [
"I was going to, anyways.",
"Don't tell me what to do, I would have anyways.",
"You think I'd fuck you raw? Stupid slut."
]>>
<<else>>
<<He_Short>> nods.
<<set _response to [
"I was planning on using one anyways."
]>>
<</if>>
<<if $pregnancyspeechdisable is "f">>
<<if playerPregnancyPossibleWith($NPCList[$mouthtarget])>>
<<run _response.pushUnique(
"Do I look like I want a kid on my hands?",
"I don't want to get you pregnant, slut.",
"I'm not about to get a whore like you pregnant."
)>>
<<elseif NPCPregnancyPossibleWithPlayer($NPCList[$mouthtarget])>>
<<run _response.pushUnique(
"Do I look like I want a kid on my hands?",
"I'm not about to let myself get pregnant.",
"You're not putting a kid in me."
)>>
<</if>>
<</if>>
<span class="teal">"<<print _response.pluck()>>"</span>
<<else>>
<<set $NPCList[$mouthtarget].condom.willUse to true>>
<<if $consensual is 0>>
<<He_Short>> pauses a moment before responding.
<<set _response to [
"Sure thing, slut.",
"Yeah, you probably have something contagious.",
"Fine, but I expect you to cooperate.",
"Good idea, I don't want any evidence traced back to me."
]>>
<<else>>
<<He_Short>> nods in acknowledgement.
<<set _response to [
"I brought one, just in case."
]>>
<</if>>
<<if $pregnancyspeechdisable is "f">>
<<if playerPregnancyPossibleWith($NPCList[$mouthtarget])>>
<<run _response.pushUnique(
"I don't want a kid on my hands.",
"I don't want to get you pregnant.",
"Last thing I want is a brat with my name on it."
)>>
<<elseif NPCPregnancyPossibleWithPlayer($NPCList[$mouthtarget])>>
<<run _response.pushUnique(
"I don't want a kid on my hands.",
"I'm not about to let myself get pregnant.",
"You're not putting a kid in me."
)>>
<</if>>
<</if>>
<span class="green">"<<print _response.pluck()>>"</span>
<</if>>
<</if>>
<<else>>
/*Named NPC section*/
/*If the NPC does not have a condom, or NPC condoms are disabled*/
<<if $condomLvl is 1 or !$NPCList[$mouthtarget].condom>>
/*If the NPC's pregnancyAvoidance is 50 or higher*/
<<if $NPCList[$mouthtarget].pregnancyAvoidance gte 50>>
<<set $NPCList[$mouthtarget].condomCanGive to true>>
<<set $_speech to "acceptGive">>
<<else>>
<<set $_speech to "reject">>
<</if>>
/*If the NPC brought their own condom */
<<elseif $NPCList[$mouthtarget].condom>>
/*If the NPC was going to use the condom anyways*/
<<if $NPCList[$mouthtarget].condom.willUse is true>>
<<set $_speech to "acceptHas">>
<<else>>
<<set $NPCList[$mouthtarget].condom.willUse to true>>
<<set $_speech to "accept">>
<</if>>
<</if>>
<<set $_npcn to $npc[$npcrow.indexOf($mouthtarget)]>>
<<switch $_npcn>>
<<case "Robin">>
/*Default pregnancyAvoidance is 50. Will have a condom if NPC condoms are enabled.*/
<<switch $_speech>>
<<case "accept">>
<<He_Short>> nods. "Better to stay safe, right?"
<<case "acceptGive">>
<<He_Short>> nods. "Better to stay safe, right? <span class="blue">Do you have one?</span>"
<<case "acceptHas">>
<<He_Short>> nods. "Better to stay safe, right? <span class="teal">I have one.</span>"
<<case "reject">>
/*MEANT TO BE UNREACHABLE*/
<<He_Short>> refuses! "<span class="red">That orphan ass is mine!</span>"
<</switch>>
<<case "Kylar">>
/*Default pregnancyAvoidance is 0, and any condoms they use will be sabotaged beforehand.*/
<<switch $_speech>>
<<case "accept">>
<<He_Short>> excitedly nods.
<<if $awareness gte 300>>
"O-of course! <span class="red">I even brought my own!</span>"
<<else>>
"O-of course! <span class="teal">I even brought my own!</span>"
<</if>>
<<case "acceptGive">>
/*MEANT TO BE UNREACHABLE*/
<<He_Short>> sadly nods. "Okay, but only because you cheated and reached this debug line. <span class="blue">Do you have one?</span>"
<<case "acceptHas">>
<<He_Short>> excitedly nods.
<<if $awareness gte 300>>
"O-of course! <span class="red">I even brought my own!</span>"
<<else>>
"O-of course! <span class="teal">I even brought my own!</span>"
<</if>>
<<case "reject">>
<<He_Short>> looks sad for a moment.
<<if pregnancyCompatible("Kylar") and $pregnancyspeechdisable is "f">>
"B-but why? We're going to have many children. <span class="lewd">We should start now</span>."
<<else>>
"B-but why? We don't need one! <span class="lewd">I want to do it raw.</span>"
<</if>>
<</switch>>
<<case "Eden">>
/*Default pregnancyAvoidance is 0, maybe increase after having 1 or 2 children?*/
<<switch $_speech>>
<<case "accept">>
<<He_Short>> looks annoyed. "<span class="green">Fine.</span><<if pregnancyCompatible("Eden") and $pregnancyspeechdisable is "f">> I don't need another mouth to feed<<else>> I guess cleanup would be a pain<</if>>."
<<case "acceptGive">>
<<He_Short>> looks annoyed. "<span class="blue">Fine, if you have one.</span><<if pregnancyCompatible("Eden") and $pregnancyspeechdisable is "f">> I don't need another mouth to feed<<else>> I guess cleanup would be a pain<</if>>."
<<case "acceptHas">>
<<He_Short>> looks annoyed. "<span class="teal">Fine, I have one lying around.</span> Don't blame me if it breaks, it's probably as old as you."
<<case "reject">>
<<He_Short>> sneers. "No. <span class="lewd">We're doing it my way.</span>"
<</switch>>
<<case "Whitney">>
/*Default pregnancyAvoidance is 50*/
<<switch $_speech>>
<<case "accept">>
<<He_Short>> grins. "<span class="green">Sure thing, slut.</span>."
<<case "acceptGive">>
<<He_Short>> grins. "<span class="blue">Sure, if you have one.</span>"
<<case "acceptHas">>
<<He_Short>> grins. "<span class="teal">Yeah, yeah, I'm working on it.</span> Impatient <<bitch>>."
<<case "reject">>
<<He_Short>> grins. "Nah, <span class="lewd">I don't think you deserve it.</span>"
<</switch>>
<<case "Alex">>
/*Default pregnancyAvoidance is 50, but always forgets to bring a condom.*/
<<switch $_speech>>
<<case "accept">>
/*MEANT TO BE UNREACHABLE*/
<<He_Short>> frowns, and digs through a pocket. <<His>> face lights up. "<span class="green">How the hell did this get here?</span> I never remember these."
<<case "acceptGive">>
<<He_Short>> perks up. "Oh, sure!" <<He_Short>> digs through a pocket, then frowns. "<span class="blue">I didn't think to bring one. Do you have one?</span>"
<<case "acceptHas">>
/*MEANT TO BE UNREACHABLE*/
<<He_Short>> frowns, and digs through a pocket. <<His>> face lights up. "<span class="teal">How the hell did this get here?</span> I never remember these."
<<case "reject">>
<<He_Short>> gives you a coy smile. <span class="lewd">Ask me when I'm sober.</span>"
<</switch>>
<<case "Sydney">>
<<run statusCheck("Sydney")>>
<<switch $_speech>>
<<case "accept">>
<<if _sydneyStatus.includes("corrupt")>>
<<He_Short>> mockingly frowns, and sighs. "Fiiiiiiine."
<<else>>
<<He_Short>> nods. "We need to prevent the transfer of impure fluids."
<</if>>
<<case "acceptGive">>
<<if _sydneyStatus.includes("corrupt")>>
<<He_Short>> frowns. "Okay, but... <span class="blue">I didn't bring one.</span> Sorry."
<<else>>
<<He_Short>> nods, but pauses. "I don't... usually carry those... <span class="blue">do you have one?</span>"
<</if>>
<<case "acceptHas">>
<<He_Short>> nods. "Way ahead of you. I've got one right..." <<He>> sticks a hand into <<his>> pocket.
<<He_Short>> freezes, before feeling around some more. "Uh oh." <<He_Short>> checks <<his>> other pocket.
"Aha! Right here!"
<<case "reject">>
You feel a hand tighten around your throat. "<span class="red">No.</span>"
<</switch>>
<<case "Morgan">>
/*Default pregnancyAvoidance is random every encounter. I am so, so sorry.*/
<<switch $_speech>>
<<case "accept">>
<span class="green"><<He_Short>> excitedly nods.</span> "All sorts of nasty things these protect against! I even wear them on my fingers sometimes."
<<case "acceptGive">>
<<He_Short>> excitedly nods. "Look at my <<charles>>, always thinking of my safety! <span class="blue">Give one here.</span>"
<<case "acceptHas">>
<<He_Short>> excitedly nods. "Yes, <<charles>>, <span class="teal">I was going to use protection!</span> Be patient!"
<<case "reject">>
<span class="red"><<He_Short>> frowns, and growls.</span> "I will not fuck the bag! The government can't make me do it! I won't!"
<</switch>>
<<default>>
/*Need a case for Wren*/
<<switch $_speech>>
<<case "accept">>
<span class="green"><<He_Short>> nods in acknowledgement.</span>
<<case "acceptGive">>
<<He_Short>> nods. "<span class="blue">If you have one.</span>"
<<case "acceptHas">>
<<He_Short>> nods. "<span class="teal">I was planning on using one anyways.</span>"
<<case "reject">>
<span class="red"><<He_Short>> refuses!</span>
<</switch>>
<</switch>>
<</if>>
<<npcCondomEquipImmediate $mouthtarget>>
<<else>>
<<if $consensual is 1>>
<<set $consensual to 0>>
<<molested>><<controlloss>>
<</if>>
<<set _response to [
"You're not in charge here, slut.",
"I'm clean. You have nothing to worry about.",
"Hah! You wish!"
]>>
<<if $pregnancyspeechdisable is "f">>
<<if playerPregnancyPossibleWith($NPCList[$mouthtarget])>>
<<run _response.pushUnique(
"You should feel lucky if I knock you up.",
"Maybe I should just put a baby in you now.",
"I could make you have my kids, and you wouldn't be able to do a damn thing."
)>>
<<elseif NPCPregnancyPossibleWithPlayer($NPCList[$mouthtarget])>>
<<run _response.pushUnique(
"I want your seed.",
"No, you're going to give me kids.",
"You don't have a choice. Make me a mother."
)>>
<</if>>
<</if>>
<<He_Short>> pauses a moment before responding.
<span class="red">"<<print _response.pluck()>>"</span>
<</if>>
<</if>>
<</if>>
<<if $mouthaction is "ask" and $askAction is "noCondoms">>
<<set $mouthaction to 0>><<unset $askAction>><<set _sound to 1>>
<<personselect $mouthtarget>>
<<if $neckuse is "hand" and $oxygen lt $oxygenmax and $asphyxiaLvl gte 2>>
<<wheeze "tell <<him>> to not use a condom">>
<<else>>
<<if !$NPCList[$mouthtarget].condom or ($NPCList[$mouthtarget].condom and !$NPCList[$mouthtarget].condom.willUse) or $NPCList[$mouthtarget].pregnancyAvoidance gte 90>><<set $_checkSkip to true>><</if>>
<<set $mouthactiondefault to "rest">><<sub 2>><<if !$gloryhole and $gamemode isnot "soft" and !$_checkSkip>><<seductionskillusecombat>><</if>>
<<set $NPCList[$mouthtarget].condomAsk to true>>
<<if wearingCondom($mouthtarget) or wearingCondom("player")>>
You ask <<combatperson>> to remove the condom.
<<else>>
You tell <<combatperson>> you don't want to use a condom.
<</if>>
<<if $role is "islander" and (!$islander_language or $islander_language lt 100)>>
<span class="red"><<if $enemyno gte 2>>They don't<<else>><<He>> doesn't<</if>> understand your words,</span> and <<if $enemyno gte 2>>ignore<<else>>ignores<</if>> them.
<<elseif $combatExtended.reverseRapeStart is 1 or combatSkillCheck("seduction", $mouthtarget, $NPCList[$mouthtarget].fullDescription) or $gamemode is "soft" or $gloryhole or $npcrow.includes($mouthtarget) or $_checkSkip>>
<<if !$npcrow.includes($mouthtarget)>>
<<if $NPCList[$mouthtarget].pregnancyAvoidance lt 80 or ($condomLvl is 2 and !pregnancyCompatible($NPCList[$mouthtarget]))>>
<<if !$player.condom and (!$NPCList[$mouthtarget].condom or $NPCList[$mouthtarget].condom.willUse is false)>>
<<if !$NPCList[$mouthtarget].condom>>
<<if $consensual is 0>>
<<He_Short>> grins.
<<set _response to [
"Didn't have one anyway.",
"Do you think I carry around condoms?",
"Ah, yes, let me get the condom I specifically put aside for when I want to molest someone. Oh, wait. Stupid whore.",
"Condoms are expensive. Don't have one.",
"I don't have one anyways, slut."
]>>
<<else>>
<<He_Short>> looks at you with a smug grin.
<<set _response to [
"I didn't bring one, anyways."
]>>
<</if>>
<span class="blue">"<<print _response.pluck()>>"</span>
<<else>>
<<if $consensual is 0>>
<<He_Short>> grins.
<<set _response to [
"Wasn't gonna use one anyways, slut.",
"These things are expensive, I wouldn't waste one on you.",
"I prefer it raw, anyways."
]>>
<<else>>
<<He_Short>> looks at you with a smug grin.
<<set _response to [
"I wasn't planning on using it, anyways."
]>>
<</if>>
<span class="teal">"<<print _response.pluck()>>"</span>
<</if>>
<<else>>
<<if $NPCList[$mouthtarget].condom>>
<<set $NPCList[$mouthtarget].condom.willUse to false>>
<</if>>
<<set _noCondom to true>>
<<if $consensual is 0>>
<<He_Short>> pauses a moment before responding.
<<set _response to [
"Sure thing, slut.",
"You like it bareback, eh?",
"Fine, but I expect you to cooperate.",
"You better be clean."
]>>
<<else>>
<<set _response to [
"It probably feels better raw.",
"Alright, let's do it."
]>>
<</if>>
<<if $pregnancyspeechdisable is "f">>
<<if playerPregnancyPossibleWith($NPCList[$mouthtarget])>>
<<run _response.pushUnique(
"Looking to get knocked up? Nice.",
"I'll breed you good, slut.",
"Maybe I'll put a baby in you."
)>>
<<elseif NPCPregnancyPossibleWithPlayer($NPCList[$mouthtarget])>>
<<run _response.pushUnique(
"Trying to knock me up? Nice.",
"You'd better knock me up.",
"Good. Put a baby in me."
)>>
<</if>>
<</if>>
<span class="lewd">"<<print _response.pluck()>>"</span>
<</if>>
<<else>>
<<He_Short>> shakes <<his>> head.
<<set _response to [
"Not taking that chance.",
"Sorry, I'm being safe about this.",
"Shut up, don't be stupid."
]>>
<<if $pregnancyspeechdisable is "f">>
<<if playerPregnancyPossibleWith($NPCList[$mouthtarget])>>
<<run _response.pushUnique(
"I'm not going to risk knocking you up.",
"Look for someone else to be your baby daddy."
)>>
<<elseif NPCPregnancyPossibleWithPlayer($NPCList[$mouthtarget])>>
<<run _response.pushUnique(
"I'm not going to risk getting knocked up.",
"Tempting, but no, I don't want to get pregnant.",
)>>
<</if>>
<</if>>
<span class="red">"<<print _response.pluck()>>"</span>
<</if>>
<<else>>
/*Named NPC section*/
/*If the NPC does not have a condom, or NPC condoms are disabled*/
<<if !$NPCList[$mouthtarget].condom and !$player.condom>>
<<set $_speech to "acceptNone">>
/*If the NPC wasn't going to use one anyways*/
<<elseif (!$NPCList[$mouthtarget].condom or ($NPCList[$mouthtarget].condom and !$NPCList[$mouthtarget].condom.willUse)) and !$player.condom>>
<<set $_speech to "acceptWont">>
<<else>>
/*Outcome dependant on pregnancyAvoidance*/
<<if $NPCList[$mouthtarget].pregnancyAvoidance lte 80>>
<<if $NPCList[$mouthtarget].condom>>
<<set $NPCList[$mouthtarget].condom.willUse to false>>
<</if>>
<<set _noCondom to true>>
<<set $_speech to "accept">>
<<else>>
<<set $_speech to "reject">>
<</if>>
<</if>>
<<set $_npcn to $npc[$npcrow.indexOf($mouthtarget)]>>
<<switch $_npcn>>
<<case "Robin">>
<<switch $_speech>>
<<case "accept">>
<<He_Short>> nervously nods. "<span class="lewd">Are you sure this is safe?</span>"
<<case "acceptNone">>
<<He_Short>> nervously nods. "<span class="blue">I don't have one anyways...</span>"
<<case "acceptWont">>
<<He_Short>> nervously nods. "<span class="teal">I wasn't going to.</span>"
<<case "reject">>
<<He_Short>> refuses. "<span class="red">We can't be reckless!</span>"
<</switch>>
<<case "Kylar">>
<<switch $_speech>>
<<case "accept">>
<<He_Short>> excitedly nods. "<span class="lewd">Good! No protection!</span>"
<<case "acceptNone">>
<<He_Short>> excitedly nods. "<span class="blue">Ah... all mine are broken anyways...</span>" <<He_Short>> quickly covers <<his>> mouth to shush <<himself>>.
<<case "acceptWont">>
<<He_Short>> excitedly nods. "<span class="teal">I would never dream of using one with you.</span>"
<<case "reject">>
/*MEANT TO BE UNREACHABLE*/
<<He_Short>> refuses. "<span class="red">I am suddenly out of character and no longer interested in breeding.</span>"
<</switch>>
<<case "Eden">>
<<switch $_speech>>
<<case "accept">>
<<He_Short>> nods. "<span class="lewd">Natural is best.</span> I don't trust the flimsy rubbers they make in town."
<<case "acceptNone">>
<<He_Short>> nods. "<span class="blue">I don't keep any of those around.</span>"
<<case "acceptWont">>
<<He_Short>> nods. "<span class="teal">I wasn't going to use one.</span>"
<<case "reject">>
<<He_Short>> refuses. "<span class="red">We need to be safe for a while.</span>"
<</switch>>
<<case "Whitney">>
<<switch $_speech>>
<<case "accept">>
<<He_Short>> nods. "<span class="lewd">You want it raw? Good.</span>"
<<case "acceptNone">>
<<He_Short>> nods. "<span class="blue">I didn't bring one.</span> I thought you'd want it raw."
<<case "acceptWont">>
<<He_Short>> nods. "<span class="teal">I wasn't going to use one anyways, slut.</span>"
<<case "reject">>
<<He_Short>> refuses. "<span class="red">You're not in charge, <<bitch>>.</span>"
<</switch>>
<<case "Alex">>
<<switch $_speech>>
<<case "accept">>
<<He_Short>> puts <<his>> arms up triumphantly. "<span class="lewd">Woo, we're riding bareback!</span>"
<<case "acceptNone">>
<<He_Short>> looks down sheepishly. "<span class="blue">I forgot to bring one anyways.</span>"
<<case "acceptWont">>
<<He_Short>> looks down sheepishly. "<span class="teal">I forgot to bring one anyways.</span>"
<<case "reject">>
<<He_Short>> refuses. "<span class="red">I didn't forget for once, so we're gonna use it, damn it!</span>"
<</switch>>
<<case "Sydney">>
<<run statusCheck("Sydney")>>
<<switch $_speech>>
<<case "accept" "acceptNone" "acceptWont">>
<<if _sydneyStatus.includes("corrupt")>>
<<He_Short>> grins. "<span class="lewd">Good. Fuck me raw.</span>"
<<else>>
<<He_Short>> flushes. "<span class="lewd">Oh, okay! If you're sure...</span>"
<</if>>
<<case "reject">>
<<He_Short>> refuses. "<span class="red">We need to be safe! I can't let the temple down.</span>"
<</switch>>
<<case "Morgan">>
You're not even sure if <<he>> heard you.
<<default>>
<<switch $_speech>>
<<case "accept" "acceptNone" "acceptWont">>
<span class="green"><<He_Short>> nods in acknowledgement.</span>
<<case "reject">>
<span class="red"><<He_Short>> refuses.</span>
<</switch>>
<</switch>>
<</if>>
<<if _noCondom>>
/*Your penis*/
<<if wearingCondom("player")>>
<<if $penisstate is "entrance" or $penisstate is "imminent" or $penisstate is "otheranusentrance" or $penisstate is "otheranusimminent">>
<<if ($NPCList[$mouthtarget].vagina is "penis" or $NPCList[$mouthtarget].penis is "otheranus")>>
<<personselect $mouthtarget>>
<span class="green"><<He_Short>> rolls <<condomDesc "player" "the">> off your penis.</span>
<<removeNPCCondom $mouthtarget "player">>
<</if>>
<</if>>
<<if $penisstate is "penetrated">>
<<if $NPCList[$mouthtarget].vagina is "penis">>
<<personselect $mouthtarget>>
<span class="green"><<He_Short>> briefly frees your penis from <<his>> vagina, rolls off <<condomDesc "player" "the">>, and slides it back in.</span>
<<removeNPCCondom $mouthtarget "player">>
<</if>>
<</if>>
<<if $penisstate is "otheranus">>
<<if $NPCList[$mouthtarget].penis is "otheranus">>
<<personselect $mouthtarget>>
<span class="green"><<He_Short>> briefly frees your penis from <<his>> ass, rolls off <<condomDesc "player" "the">>, and slides it back in.</span>
<<removeNPCCondom $mouthtarget "player">>
<</if>>
<</if>>
<</if>>
/*Their penis*/
<<if $vaginastate is "entrance" or $vaginastate is "imminent" or $vaginastate is "doubleentrance" or $vaginastate is "doubleimminent">>
<<if ($NPCList[$mouthtarget].penis is "vaginaentrance" or $NPCList[$mouthtarget].penis is "vaginaimminent" or $NPCList[$mouthtarget].penis is "vaginaentrancedouble" or $NPCList[$mouthtarget].penis is "vaginaimminentdouble") and wearingCondom($mouthtarget)>>
<<personselect $mouthtarget>>
<span class="green"><<He_Short>> rolls <<condomDesc $mouthtarget "the">> off <<his>> penis.</span>
<<removeNPCCondom $mouthtarget>>
<</if>>
<</if>>
<<if $vaginastate is "penetrated" or $vaginastate is "doublepenetrated">>
<<if ($NPCList[$mouthtarget].penis is "vagina" or $NPCList[$mouthtarget].penis is "vaginadouble") and wearingCondom($mouthtarget)>>
<<personselect $mouthtarget>>
<span class="green"><<He_Short>> briefly withdraws <<his>> penis from your vagina, rolls off <<condomDesc $mouthtarget "the">>, and slides it back in.</span>
<<removeNPCCondom $mouthtarget>>
<</if>>
<</if>>
<<if $anusstate is "entrance" or $anusstate is "imminent" or $anusstate is "doubleentrance" or $anusstate is "doubleimminent">>
<<if ($NPCList[$anustarget].penis is "anusentrance" or $NPCList[$mouthtarget].penis is "anusimminent" or $NPCList[$mouthtarget].penis is "anusdoubleentrance" or $NPCList[$mouthtarget] is "anusdoubleimminent") and wearingCondom($mouthtarget)>>
<<personselect $mouthtarget>>
<span class="green"><<He_Short>> rolls <<condomDesc $mouthtarget "the">> off <<his>> penis.</span>
<<removeNPCCondom $mouthtarget>>
<</if>>
<</if>>
<<if $anusstate is "penetrated" or $anusstate is "doublepenetrated">>
<<if ($NPCList[$mouthtarget].penis is "anus" or $NPCList[$mouthtarget].penis is "anusdouble") and wearingCondom($mouthtarget)>>
<<personselect $mouthtarget>>
<span class="green"><<He_Short>> briefly withdraws <<his>> penis from your anus, rolls off <<condomDesc $mouthtarget "the">>, and slides it back in.</span>
<<removeNPCCondom $mouthtarget>>
<</if>>
<</if>>
<</if>>
<<else>>
<<if $consensual is 1>>
<<set $consensual to 0>>
<<molested>><<controlloss>>
<</if>>
<<set _response to [
"Stupid slut, you think you can tell me what to do?",
"You're not in charge here, slut.",
"I'll do what I want, slut."
]>>
<<He_Short>> pauses a moment before responding,
"<span class="red"><<print _response.pluck()>></span>"
<</if>>
<</if>>
<</if>>
<<if $mouthaction is "ask" and $askAction is "askPullOut">>
<<set $mouthaction to 0>><<unset $askAction>><<set _sound to 1>>
<<personselect $mouthtarget>>
<<if $neckuse is "hand" and $oxygen lt $oxygenmax and $asphyxiaLvl gte 2>>
<<wheeze "tell <<him>> to pull out">>
<<else>>
<<set $pullOutAsk to true>>
<<set $_npcn to $npc[$npcrow.indexOf($mouthtarget)]>>
<<if $consensual is 0>>
<<set $_pullOutAskBaseDifficulty to 1500 + 10 * (100 - $NPCList[$mouthtarget].pregnancyAvoidance)>>
<<else>>
<<set $_pullOutAskBaseDifficulty to 1000 + 5 * (100 - $NPCList[$mouthtarget].pregnancyAvoidance)>>
<</if>>
<<if $NPCList[$mouthtarget].pregnancyAvoidance gte 90 or $_npcn is "Kylar">><<set $_checkSkip to true>><</if>>
<<set $mouthactiondefault to "rest">><<if !$gloryhole and $gamemode isnot "soft" and !$_checkSkip>><<seductionskillusecombat>><</if>>
<<brat `Math.floor((100 - $NPCList[$mouthtarget].pregnancyAvoidance) / 20)`>>
You ask <<combatperson>> to pull out and finish outside.
<<if $role is "islander" and (!$islander_language or $islander_language lt 100)>>
<span class="red"><<if $enemyno gte 2>>They don't<<else>><<He>> doesn't<</if>> understand your words,</span> and <<if $enemyno gte 2>>ignore<<else>>ignores<</if>> them.
<<elseif $npc[$npcrow.indexOf($mouthtarget)] is "Kylar">>
<<He_Short>> freezes for a moment. <span class="red">"No, my love."</span>
<<elseif $combatExtended.reverseRapeStart is 1 or combatSkillCheck("seduction", $mouthtarget, $NPCList[$mouthtarget].fullDescription, $_pullOutAskBaseDifficulty) or $gamemode is "soft" or $gloryhole or $_checkSkip>>
<<set $pullOut to true>>
<<if $consensual is 0>>
<<He_Short>> pauses a moment before responding.
<<set _response to [
"Sure thing, slut.",
"Fine, but I expect you to cooperate.",
"Good idea, I don't want any evidence traced back to me."
]>>
<span class="green">"<<print _response.pluck()>>"</span>
<<else>>
<span class="green"><<He_Short>> nods in acknowledgement.</span>
<</if>>
<<else>>
<<if $consensual is 1>>
<<set $consensual to 0>>
<<molested>><<controlloss>>
<</if>>
<<set _response to [
"Stupid slut, you think you can tell me what to do?",
"You're not in charge here, slut.",
"I'll do what I want, slut."
]>>
<<if $pregnancyspeechdisable is "f" and $NPCList[$mouthtarget].penis is "vagina" and playerPregnancyPossibleWith($NPCList[$mouthtarget])>>
<<run _response.pushUnique(
"You should feel lucky if I knock you up.",
"Maybe I should just put a baby in you now.",
"I could make you have my kids, and you wouldn't be able to do a damn thing."
)>>
<</if>>
<<He_Short>> pauses a moment before responding,
<span class="red">"<<print _response.pluck()>>"</span>
<</if>>
<</if>>
<</if>>
<<if $mouthaction is "pay">>
<<set $mouthaction to 0>><<set $mouthactiondefault to "rest">>
<<if $money gte $rentmoney + ($babyRent or 0)>>
<<set $speechpay to 1>>
<<if $speech_attitude is "meek">>
"S-stop!" you shout. "I'll pay you, so... j-just let Robin go."
<<elseif $speech_attitude is "bratty">>
"I'll pay you," you say through gritted teeth. "So get your hands off <<nnpc_him "Robin">>."
<<else>>
"Let go of <<nnpc_him "Robin">>!" you shout. "I have your money. I'll pay."
<</if>>
<<else>>
<<set $speechpay to -1>>
<<if $speech_attitude is "meek">>
"S-stop!" you shout. "I don't have enough, b-but... just let <<nnpc_him "Robin">> go, please!"
<<elseif $speech_attitude is "bratty">>
"I don't have enough," you say through gritted teeth. "So get your hands off <<nnpc_him "Robin">>."
<<else>>
"Let go of <<nnpc_him "Robin">>!" you shout. "I don't have your money. I can't pay."
<</if>>
<</if>>
<<control -10>><<lcontrol>>
<</if>>
<<if $mouthaction is "ask" and $askAction is "wearStrapon">>
<<set $mouthaction to 0>><<unset $askAction>><<set _sound to 1>>
<<if $neckuse is "hand" and $oxygen lt $oxygenmax and $asphyxiaLvl gte 2>>
<<wheeze "ask <<him>> to wear <<his>> strap-on">><<meek 1>>
<<else>>
<<brat 5>>
<<set $mouthactiondefault to "rest">>
You ask <<him>> to wear <<his>> strap-on.
<<if $role is "islander" and (!$islander_language or $islander_language lt 100)>>
<span class="red"><<if $enemyno gte 2>>They don't<<else>><<He>> doesn't<</if>> understand your words,</span> and <<if $enemyno gte 2>>ignore<<else>>ignores<</if>> them.
<<elseif ($npc[$npcrow.indexOf(_n)] is "Eden" and C.npc.Eden.love lte 100)
or ($npc[$npcrow.indexOf(_n)] is "Whitney" and C.npc.Whitney.love lte 10)>>
<<print either("I'll do what I want, bitch.","Shut up slut, I'm in control here.")>>
<<violence 5>><<brat 2>>
<<else>>
<<personselect $mouthtarget>>
<<He>> nods and moves to don <<his>> strap-on.
<<npcstrapon $mouthtarget>>
<<set $NPCList[$mouthtarget].penis to "strap-on">>
<</if>>
<</if>>
<</if>>
<<if $mouthaction is "ask" and $askAction is "removeStrapon">>
<<set $mouthaction to 0>><<unset $askAction>><<set _sound to 1>>
<<if $neckuse is "hand" and $oxygen lt $oxygenmax and $asphyxiaLvl gte 2>>
<<wheeze "ask <<him>> to remove <<his>> strap-on">><<brat 1>>
<<else>>
<<brat 5>><<set $mouthactiondefault to "rest">>
You ask <<personselect $mouthtarget>><<combatperson>> to remove <<his>> strap-on.
<<if $role is "islander" and (!$islander_language or $islander_language lt 100)>>
<span class="red"><<if $enemyno gte 2>>They don't<<else>><<He>> doesn't<</if>> understand your words,</span> and <<if $enemyno gte 2>>ignore<<else>>ignores<</if>> them.
<<elseif !$gloryhole and $gamemode isnot "soft">><<seductionskillusecombat>><</if>>
<<if combatSkillCheck("seduction", $mouthtarget, $NPCList[$mouthtarget].fullDescription) or $gamemode is "soft" or $gloryhole>>
<<He>> nods and removes <<his>> $NPCList[$mouthtarget].penisdesc.
/* Remove their strap-on. If they have a penis, give them back their penis. */
<<set $_npcname to $npc[$npcrow.indexOf($mouthtarget)]>>
<<set $_npctarget to C.npc[$_npcname]>>
<<if ["Robin","Kylar","Alex","Avery","Whitney","Eden","Sydney"].includes($_npcname) and $_npctarget.penis isnot "none">>
<<set $NPCList[$mouthtarget].penisdesc to $_npctarget.penisdesc>><<set $NPCList[$mouthtarget].penis to 0>>
<<else>>
<<set $NPCList[$mouthtarget].penis to "none">><<set $NPCList[$mouthtarget].vagina to 0>>
<</if>>
<<set $NPCList[$mouthtarget].strapon.state to "removed">>
<<else>>
<<if $consensual is 1>>
<<set $consensual to 0>>
<<molested>><<controlloss>>
<</if>>
They pause a moment before responding. <span class="red">"Stupid slut, you think you can tell me what to do?"</span>
<</if>>
<</if>>
<</if>>
/*Stalked actions */
<<if !$stalk_end>>
<<if $mouthaction is "up">>
<<set $mouthaction to 0>><<set $mouthactiondefault to "up">>
<<if $control gte 100>>
You keep your chin up, and head proud.
<<elseif $control gte 80>>
You keep you head up and eyes focused on the path ahead.
<<elseif $control gte 60>>
You keep your eyes fixed on the path ahead.
<<elseif $control gte 40>>
You keep your eyes ahead, resisting the urge to look around for threats.
<<elseif $control gte 20>>
You keep your head up, your eyes searching the path ahead for danger.
<<else>>
You keep your head up, but close your eyes in fear.
<</if>>
<<brat 3>>
<</if>>
<<if $mouthaction is "down">>
<<set $mouthaction to 0>><<set $mouthactiondefault to "down">>
<<if $control gte 100>>
You look at the ground in front of you.
<<elseif $control gte 80>>
You watch the ground in front of you.
<<elseif $control gte 60>>
You keep your head down, hoping not to be noticed.
<<elseif $control gte 40>>
You keep your head down, and hope nothing is watching.
<<elseif $control gte 20>>
You keep your head down, and tell yourself the path is safe.
<<else>>
You bow your head in fear.
<</if>>
<<meek 3>>
<</if>>
<<if $mouthaction is "turn">>
<<set $mouthaction to 0>><<set $mouthactiondefault to "turn">>
You glance over your shoulder.
<<if $stalk_assess>>
<<if $npcrow.includes(0)>>
<<if $NPCList[0].fullDescription is "Ivory Wraith">>
<<if $wraith.state is "haunt" or $wraith.offspring is "dead">>
The pale figure continues to stalk you.
<<else>>
The pale figure continues to drift along.
<</if>>
<<else>>
<<print $NPCList[0].fullDescription>> is still following you.
<</if>>
<<else>>
The <<person1>><<person>> is still following you.
<</if>>
<<else>>
<<if $npcrow.includes(0)>>
<<if $NPCList[0].fullDescription is "Ivory Wraith">>
<<if $wraith.state is "haunt" or $wraith.offspring is "dead">>
A<<if $wraith.seen gte 3>> familiar<</if>> pale figure lurks behind you, <span class="red">its eerie <<wraithEyes>> gaze locked on you.</span>
<<else>>
A<<if $wraith.seen gte 3>> familiar<</if>> pale figure drifts behind you, seeming unaware of your presence.
<</if>>
Its feet don't touch the ground, but you still hear footsteps.
<<else>>
You see a <<person1>><<personsimple>> following you. <span class="pink">It's <<print $NPCList[0].fullDescription>>.</span>
<</if>>
<<else>>
You see a <<person1>><<person>> following you.
<</if>>
<</if>>
<<if $npcrow.includes(0)>>
<<if $NPCList[0].fullDescription is "Ivory Wraith">>
It
<<else>>
<<nnpc_He $NPCList[0].fullDescription>>
<</if>>
<<else>>
<<He>>
<</if>>
moves with
<<if $NPCList[0].skills.athletics gte 800>>
<span class="pink">an energetic stride</span>
<<elseif $NPCList[0].skills.athletics gte 600>>
<span class="purple">a motivated pace</span>
<<elseif $NPCList[0].skills.athletics gte 400>>
<span class="blue">a calm gait</span>
<<elseif $NPCList[0].skills.athletics gte 200>>
<span class="lblue">a lazy ramble</span>
<<else>>
<span class="teal">a slothful shuffle</span>
<</if>>
and
<<if $NPCList[0].skills.security gte 800>>
<span class="pink">has a devious glint in <<his>> eyes.</span>
<<elseif $NPCList[0].skills.security gte 600>>
<span class="purple">looks focused.</span>
<<elseif $NPCList[0].skills.security gte 400>>
<span class="blue">looks relaxed.</span>
<<elseif $NPCList[0].skills.security gte 200>>
<span class="lblue">seems distracted.</span>
<<else>>
<span class="teal">appears to be daydreaming.</span>
<</if>>
<<if $enemyno is 2>>
A <<person2>><<person>> follows <<person1>><<him>>.
<<elseif $enemyno gte 3>>
<<switch $enemyno>>
<<case 6>>Five
<<case 5>>Four
<<case 4>>Three
<<case 3>>Two
<</switch>>
others follow <<him>>.
<</if>>
<<set $stalk_assess to true>>
<</if>>
<</if>>
/*End of stalked actions */
/***
* ███████ ██ ██ ███████ ███████ ██ ██
* ██ ██ ██ ██ ██ ██ ██ ██
* ███████ ██ ██ ███████ ███████ ███
* ██ ██ ██ ██ ██ ███
* ██ █████ ███████ ███████ ███
*
*/
<<if $newtarget isnot undefined>>
<<setnewtarget>>
<</if>>
<<rng>>
<<if $vaginaaction is "penisthighs" and $NPCList[$vaginatarget].penis is "vaginaentrance">>
<<set $vaginaaction to 0>><<meek 1 $vaginatarget>><<thighskilluse>><<set $vaginaactiondefault to "penisthighs">><<combatpromiscuity4>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("thigh", $vaginatarget)>>
<<set $thighactiondefault to "rub">>
<<personselect $vaginatarget>>
<span class="lblue">You <<thightext>> grab <<hisselect $vaginatarget>> $NPCList[$vaginatarget].penisdesc between your thighs.</span>
<<set $NPCList[$vaginatarget].penis to "thighs">><<set $thightarget to $vaginatarget>>
<<set $vaginause to 0>><<set $thighuse to "penis">><<thighstat>><<sex 5 "genitals" $vaginatarget>><<set $vaginastate to 0>>
<<else>>
You try to hold <<hisselect $vaginatarget>> penis between your thighs, but <<he>> is intent on your pussy.
<</if>>
<</if>>
<<rng>>
<<effectsvaginatopenis>>
<<rng>>
<<effectsvaginatovagina>>
<<rng>>
<<effectsvaginapenisfuck>>
<<rng>>
<<effectsvaginatovaginafuck>>
<<rng>>
<<effectsvaginapenisdoublefuck>>
<<rng>>
<<effectsvaginatopenisdouble>>
<<if $vaginaaction is "rest">>
<<set $vaginaaction to 0>><<set $vaginaactiondefault to "rest">>
<</if>>
<<rng>>
<<if $vaginaaction is "penisanus" and $NPCList[$vaginatarget].penis is "vaginaentrance">>
<<if $anusstate isnot 0 and $anusstate is "entrance" or $anusstate is "imminent">>
<<if $analdoubledisable is "f">>
<<set $vaginaaction to "penisanusdouble">>
<<else>>
You give your <<bottom>> a little wiggle, but receive a slap.
<<violence 2>><<hitstat>><<bruise bottom>>
<</if>>
<<elseif $anusstate isnot 0 and $anusstate.includes("double")>>
You give your <<bottom>> a little wiggle, but receive a slap. "Settle down, <<bitch>>."
<<violence 2>><<hitstat>><<bruise bottom>>
<<else>>
<<set $vaginaaction to 0>><<meek 5 $vaginatarget>><<analskilluse>><<set $vaginaactiondefault to "penisanus">>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("anal", $vaginatarget)>>
<<personselect $vaginatarget>>
<span class="blue">You give your <<bottom>> a little wiggle, <<combatperson>> responds to the provocation and moves <<his>> <<npcPenisSimple $vaginatarget>> in front of your butt.</span>
<<if $NPCList[$vaginatarget].type is "plant" and $NPCList[$vaginatarget].penissize gte 4 and canImpregnateParasite("vagina")>>
<span class="red">Something about it scares you.</span>
<</if>>
<<submission 2>><<set $anususe to "penis">><<set $NPCList[$vaginatarget].penis to "anusentrance">><<set $vaginause to 0>><<set $anusstate to "entrance">><<set $vaginastate to 0>>
<<else>>
You give your <<bottom>> a little wiggle, but you just receive a slap.
<<violence 2>><<hitstat>><<bruise bottom>>
<</if>>
<</if>>
<</if>>
<<rng>>
<<if $vaginaaction is "penisanusdvp">>
<<if $anusstate isnot 0 and $anusstate is "entrance" or $anusstate is "imminent">>
<<if $analdoubledisable is "f" and random(0,2) isnot 0 and $awareness gte 300>>
<<set $vaginaaction to "penisanusdouble">>
<<else>>
You give your <<bottom>> a little wiggle, but receive a slap.
<<violence 2>><<hitstat>><<bruise bottom>>
<</if>>
<<elseif $anusstate isnot 0 and $anusstate.includes("double")>>
You give your <<bottom>> a little wiggle, but receive a slap. "Settle down, <<bitch>>."
<<violence 2>><<hitstat>><<bruise bottom>>
<<else>>
<<set $vaginaaction to 0>><<meek 5>><<analskilluse>><<set $vaginaactiondefault to "penisanusdvp">>
<<set _npcA to ($NPCList[$vaginatarget].penis is "vaginaentrancedouble" ? $vaginatarget : $vaginadoubletarget)>>
<<set _npcB to ($NPCList[$vaginatarget].penis is "vaginaentrancedouble" ? $vaginadoubletarget : $vaginatarget)>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("anal", _npcA)>>
<<if $NPCList[_npcB].penis is "vaginadouble">>
<<set $NPCList[_npcB].penis to "vagina">>
<<set $vaginastate to "penetrated">>
<<elseif $NPCList[_npcB].penis is "vaginaimminentdouble">>
<<set $NPCList[_npcB].penis to "vaginaimminent">>
<<set $vaginastate to "imminent">>
<<elseif $NPCList[_npcB].penis is "vaginaentrancedouble">>
<<set $NPCList[_npcB].penis to "vaginaentrance">>
<<set $vaginastate to "entrance">>
<</if>>
<<personselect _npcA>>
<span class="blue">You give your <<bottom>> a little wiggle, <<combatperson>> responds to the provocation and moves <<his>> penis in front of your butt.</span>
<<if $NPCList[_npcA].type is "plant" and $NPCList[_npcA].penissize gte 4 and canImpregnateParasite("anus")>>
<span class="red">Something about it scares you.</span>
<</if>>
<<submission 2>><<set $anususe to "penis">><<set $NPCList[_npcA].penis to "anusentrance">><<set $vaginause to "penis">><<set $anusstate to "entrance">>
<<else>>
You give your <<bottom>> a little wiggle, but you just receive a slap.
<<violence 2>><<hitstat>><<bruise bottom>>
<</if>>
<</if>>
<</if>>
<<rng>>
<<if $vaginaaction is "penisanusdouble">>
<<set $vaginaaction to 0>><<meek 5 $vaginatarget>><<analskilluse>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("anal", $vaginatarget) and $anususe is "penis">>
<<personselect $vaginatarget>><<set $vaginaactiondefault to "rest">>
<span class="blue">You give your <<bottom>> a little wiggle, <<combatperson>> responds to the provocation and moves <<his>> penis to join the phallus in front of your butt.</span>
<<submission 2>>
<<set $anususe to "penisdouble">><<set $anusstate to "doubleentrance">><<set $vaginause to 0>><<set $vaginastate to 0>>
<<set $NPCList[$vaginatarget].penis to "anusentrancedouble">>
<<set $anusdoubletarget to $vaginatarget>>
<<if $NPCList[$anustarget].penis is "anus">>
<<set $NPCList[$anustarget].penis to "anusdouble">>
<<set $anusstate to "doublepenetrated">>
<<elseif $NPCList[$anustarget].penis is "anusimminent">>
<<set $NPCList[$anustarget].penis to "anusimminentdouble">>
<<set $anusstate to "doubleimminent">>
<<elseif $NPCList[$anustarget].penis is "anusentrance">>
<<set $NPCList[$anustarget].penis to "anusentrancedouble">>
<<set $anusstate to "doubleentrance">>
<<elseif $NPCList[$anustarget].penis is "cheeks">>
<<set $NPCList[$anustarget].penis to "anusentrance">>
<<set $bottomuse to 0>> /* Issues with ass cheeks likely stem from this culprit right here */
<</if>>
<<set $NPCList[$anustarget].location.genitals to "genitals">>
<<else>>
You give your <<bottom>> a little wiggle, but you just receive a slap.
<<violence 2>><<hitstat>><<bruise bottom>><<set $vaginaactiondefault to "penisanusdouble">>
<</if>>
<</if>>
<<if $vaginaaction is "penistease">>
<<set $vaginaaction to 0>><<set $vaginaactiondefault to "penistease">><<actionspenistip $vaginatarget>><<sex 5 "genitals" $vaginatarget>><<vaginalskilluse>>
<</if>>
<<if $vaginaaction is "penisdoubletease">>
<<set $vaginaaction to 0>><<set $vaginaactiondefault to "penistease">><<actionspenisdoubletip>><<sex 5 "genitals" $vaginatarget>><<vaginalskilluse>>
<</if>>
<<if $vaginaaction is "doublecooperate">>
<<set $vaginaaction to 0>><<set $vaginaactiondefault to "doublecooperate">><<actionspenisdoubleride>><<submission 20>><<vaginalskilluse>>
<</if>>
<<if $vaginaaction is "penisDoubleEdging">>
<<set $vaginaaction to 0>><<set $vaginaactiondefault to "penisDoubleEdging">><<actionspenisdoubleedging>><<submission 5>><<sexControl 5 `currentSkillValue("vaginalskill")`>><<vaginalskilluse>>
<</if>>
<<if $vaginaaction is "doubletake">>
<<set $vaginaaction to 0>><<set $vaginaactiondefault to "doubletake">><<actionspenisdoubletake>>
<</if>>
<<if $vaginaaction is "rub">>
<<set $vaginaaction to 0>><<set $vaginaactiondefault to "rub">><<actionspenisrub $vaginatarget>><<sex 10 "genitals" $vaginatarget>><<vaginalskilluse>>
<</if>>
<<if $vaginaaction is "cooperate">>
<<set $vaginaaction to 0>><<set $vaginaactiondefault to "cooperate">><<actionspenisride $vaginatarget>><<submission 20>><<vaginalskilluse>>
<</if>>
<<if $vaginaaction is "penisEdging">>
<<set $vaginaaction to 0>><<set $vaginaactiondefault to "penisEdging">><<actionspenisedging $vaginatarget>><<submission 5>><<sexControl 5 `currentSkillValue("vaginalskill")` $vaginatarget>><<vaginalskilluse>>
<</if>>
<<if $vaginaaction is "take">>
<<set $vaginaaction to 0>><<set $vaginaactiondefault to "take">><<actionspenistake $vaginatarget>>
<</if>>
<<if $vaginaaction is "tribtease">>
<<set $vaginaaction to 0>><<set $vaginaactiondefault to "tribtease">><<actionstribtease $vaginatarget>><<sex 10 "genitals">><<vaginalskilluse>>
<</if>>
<<if $vaginaaction is "tribcooperate">>
<<set $vaginaaction to 0>><<set $vaginaactiondefault to "tribcooperate">><<actionstribcooperate $vaginatarget>><<submission 20>><<vaginalskilluse>>
<</if>>
<<if $vaginaaction is "tribtake">>
<<set $vaginaaction to 0>><<set $vaginaactiondefault to "tribtake">><<actionstribtake $vaginatarget>>
<</if>>
<<if $vaginaaction is "tribedge">>
<<personselect $vaginatarget>><<actionstribedge $vaginatarget>><<set $vaginaaction to 0>><<set $vaginaactiondefault to "tribedge">>
<<submission 5>><<sexControl 5 `currentSkillValue("vaginalskill")` $vaginatarget>><<vaginalskilluse>>
<</if>>
<<if $vaginaaction is "tribrest">>
<<set $vaginaaction to 0>><<set $vaginaactiondefault to "rest">>
<</if>>
<<if $vaginaaction is "tribescape">>
<<set $vaginaaction to 0>><<set $vaginaactiondefault to "tribescape">><<actionstribescape $vaginatarget>><<brat 10 $vaginatarget>>
<<if $vaginastate is "othervagina">>
<<set $vaginastate to "othervaginaimminent">>
<<else>>
<<set $vaginastate to "othervaginaentrance">>
<</if>>
<<if $NPCList[$vaginatarget].vagina is "vagina">>
<<set $NPCList[$vaginatarget].vagina to "vaginaimminent">>
<<elseif $NPCList[$vaginatarget].vagina is "vaginaimminent">>
<<set $NPCList[$vaginatarget].vagina to "vaginaentrance">>
<</if>>
<</if>>
<<if $vaginaaction is "escape" and $NPCList[$vaginatarget].penis is "vaginaimminent">>
<<set $vaginaaction to 0>><<set $vaginaactiondefault to "escape">><<actionsvaginaescape $vaginatarget>><<set $vaginause to "penis">><<set $vaginastate to "entrance">>
<<set $NPCList[$vaginatarget].penis to "vaginaentrance">><<set $NPCList[$vaginatarget].speechvaginaescape to 1>>
<<if $NPCList[$vaginatarget].penissize gte 5>>
<<brat 35 $vaginatarget>>
<<elseif $NPCList[$vaginatarget].penissize is 4>>
<<brat 30 $vaginatarget>>
<<elseif $NPCList[$vaginatarget].penissize is 3>>
<<brat 25 $vaginatarget>>
<<elseif $NPCList[$vaginatarget].penissize is 2>>
<<brat 20 $vaginatarget>>
<<elseif $NPCList[$vaginatarget].penissize is 1>>
<<brat 15 $vaginatarget>>
<<else>>
<<brat 10 $vaginatarget>>
<</if>>
<</if>>
<<if $vaginaaction is "doubleescape">>
<<set $vaginaaction to 0>>
<<set $vaginaactiondefault to "doubleescape">><<actionsvaginadoubleescape>><<brat 10>><<set $vaginause to "penisdouble">><<set $vaginastate to "doubleentrance">>
<<set $enemyanger += 5>>
<<set _otherNPCindex to "f">>
<<set _actiontext to "You escape ">>
<<set _npcA to $vaginatarget>>
<<set _npcB to $vaginadoubletarget>>
<<if $NPCList[_npcA].penis is "vaginaimminentdouble">>
<<set $NPCList[_npcA].penis to "vaginaentrancedouble">><<set $NPCList[_npcA].speechvaginaescape to 1>>
<<elseif $NPCList[_npcA].penis is "vaginaentrancedouble" and random(0,3) is 0>> /* Chance to drop one of them and switch to regular anal */
<<set _otherNPCindex to _npcB>><<set $NPCList[_npcA].location.genitals to 0>><<set $NPCList[_npcA].speechvaginaescape to 1>><<set $enemyanger += 15>>
<<set $NPCList[_npcA].penis to 0>>
<span class="green"> <<print _actiontext + ($npc_named isnot 1 ? "the " : "") + $NPCList[_npcA].fullDescription + "'s " + $NPCList[_npcA].penisdesc + ".">></span>
<</if>>
<<if $NPCList[_npcB].penis is "vaginaimminentdouble">>
<<set $NPCList[_npcB].penis to "vaginaentrancedouble">><<set $NPCList[_npcB].speechvaginaescape to 1>>
<<elseif $NPCList[_npcB].penis is "vaginaentrancedouble" and random(0,3) is 0>> /* Chance to drop one of them and switch to regular vaginal */
<<set _otherNPCindex to _npcA>><<set $NPCList[_npcB].location.genitals to 0>><<set $NPCList[_npcB].speechanusescape to 1>><<set $enemyanger += 15>>
<<set $NPCList[_npcB].penis to 0>>
<span class="green"> <<print _actiontext + ($npc_named isnot 1 ? "the " : "") + $NPCList[_npcB].fullDescription + "'s " + $NPCList[_npcB].penisdesc + ".">></span>
<</if>>
<<if _otherNPCindex isnot "f" and $NPCList[_otherNPCindex].penis isnot 0 and $NPCList[_otherNPCindex].penis.includes("double")>>
<<set $vaginause to "penis">>
<<switch $NPCList[_otherNPCindex].penis>>
<<case "vaginadouble">>
<<set $NPCList[_otherNPCindex].penis to "vagina">>
<<set $vaginastate to "penetrated">>
<<case "vaginaentrancedouble">>
<<set $NPCList[_otherNPCindex].penis to "vaginaentrance">>
<<set $vaginastate to "entrance">>
<<case "vaginaimminentdouble">>
<<set $NPCList[_otherNPCindex].penis to "vaginaimminent">>
<<set $vaginastate to "imminent">>
<</switch>>
<</if>>
<</if>>
<<if $vaginaaction is "thighbay" and $NPCList[$vaginatarget].mouth is "vaginaentrance">>
<<set $vaginaaction to 0>><<meek 1 $vaginatarget>><<thighskilluse>><<set $vaginaactiondefault to "thighbay">><<combatpromiscuity1>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("thigh", $vaginatarget)>>
<<set $thighactiondefault to "othermouthrub">>
<<personselect $vaginatarget>>
<span class="lblue">You <<thightext>> press your thigh against <<hisselect $vaginatarget>> mouth.</span>
<<set $NPCList[$vaginatarget].mouth to "thigh">><<set $vaginause to 0>><<thighstat>><<neutral 5 $vaginatarget>><<set $vaginastate to 0>><<set $thighuse to "mouth">>
<<else>>
You try to keep the mouth menacing your <<pussy>> at bay by pressing your thigh against it, but <<theowner>> has other ideas.
<</if>>
<</if>>
<<if $vaginaaction is "othervaginarub">>
<<set $vaginaaction to 0>><<set $vaginaactiondefault to "othervaginarub">><<actionsothervaginavaginarub $vaginatarget>><<sex 10 "genitals">><<vaginalskilluse>>
<</if>>
<<if $vaginaaction is "othermouthtease">>
<<set $vaginaaction to 0>><<set $vaginaactiondefault to "othermouthtease">><<actionsothermouthvaginatease $vaginatarget>><<sex 5 "genitals">><<vaginalskilluse>>
<</if>>
<<if $vaginaaction is "othermouthrub">>
<<set $vaginaaction to 0>><<set $vaginaactiondefault to "othermouthrub">><<actionsothermouthvaginarub $vaginatarget>><<sex 10 "genitals">><<vaginalskilluse>>
<</if>>
<<if $vaginaaction is "othermouthcooperate">>
<<set $vaginaaction to 0>><<set $vaginaactiondefault to "othermouthcooperate">><<actionsothermouthvaginathrust $vaginatarget>><<submission 20>><<vaginalskilluse>>
<</if>>
<<if $vaginaaction is "othermouthescape">>
<<set $vaginaaction to 0>><<set $vaginaactiondefault to "othermouthescape">><<actionsothermouthvaginaescape $vaginatarget>><<brat 10 $vaginatarget>>
<<set $vaginause to "othermouth">><<set $vaginastate to "othermouthentrance">>
<<if $NPCList[$vaginatarget].mouth is "vaginaimminent">>
<<set $NPCList[$vaginatarget].mouth to "vaginaentrance">>
<</if>>
<</if>>
/***
* ███ ██ ██ ██ ██ ███████
* ██ ██ ███ ██ ██ ██ ██
* ██ ██ ██ █ ██ ██ ██ ███████
* ███████ ██ ███ ██ ██ ██
* ██ ██ ██ ██ █████ ███████
*
*/
<<if $newtarget isnot undefined>>
<<setnewtarget>>
<</if>>
<<rng>>
<<if $anusaction is "rest">>
<<set $anusaction to 0>><<set $anusactiondefault to "rest">>
<</if>>
/*Stalked actions */
<<if !$stalk_end>>
<<if $anusaction is "wiggle">>
<<set $anusaction to 0>><<set $anusactiondefault to "wiggle">>
<<if currentSkillValue('seductionskill') gte random(1, 1000)>>
<<meek 2>>
<<if $rng gte 81>>
You wiggle your <<bottom>> in time with your steps,
<<elseif $rng gte 61>>
You sway your <<bottom>>,
<<elseif $rng gte 41>>
You shake your <<bottom>>,
<<elseif $rng gte 21>>
You add some bounce to your steps, lifting your <<bottom>> and
<<else>>
You emphasise your <<bottom>> with each step,
<</if>>
drawing attention to it.
<<else>>
<<meek 1>>
<<if $rng gte 81>>
You wiggle your <<bottom>>.
<<elseif $rng gte 61>>
You sway your <<bottom>>.
<<elseif $rng gte 41>>
You shake your <<bottom>>.
<<elseif $rng gte 21>>
You bounce your <<bottom>>.
<<else>>
You put emphasis on your <<bottom>>.
<</if>>
<</if>>
<</if>>
<</if>>
/*End of stalked actions */
<<if $anusaction is "penischeeks" and $NPCList[$anustarget].penis is "anusentrance">>
<<set $anusaction to 0>><<meek 1 $anustarget>><<bottomskilluse>><<set $anusactiondefault to "penischeeks">><<combatpromiscuity4>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("bottom", $anustarget)>>
<<set $cheekactiondefault to "rub">>
<<personselect $anustarget>>
<<set $NPCList[$anustarget].penis to "cheeks">><<bottomstat>><<submission 2>><<set $bottomuse to "penis">><<set $anususe to "penis">><<set $anusstate to "cheeks">>
<span class="lblue">You <<bottomtext>> grab <<hisselect $anustarget>> $NPCList[$anustarget].penisdesc between your butt cheeks.</span>
<<else>>
You try to grab <<hisselect $anustarget>> penis between your cheeks, but <<he>> isn't interested.
<</if>>
<</if>>
<<rng>>
<<if $anusaction is "penispussy">>
<!-- Check the player is not attempting to straddle and offer pussy at the same time. If so, switch to double or fail correctly -->
<<if $vaginastate isnot 0 and !$vaginastate.includes("double") and ($vaginastate is "entrance" or $vaginastate is "imminent" or $vaginastate is "penetrated")>>
<!-- Note that this action requires "penispussydouble" to come after "penispussy", else it will not work as expected -->
<<if random(0,2) isnot 0 and $vaginaldoubledisable is "f">>
<<set $anusaction to "penispussydouble">>
<<else>>
You spread your thighs, but fail to garner further interest.
<</if>>
<<elseif $vaginastate isnot 0 and $vaginastate.includes("double")>>
You spread your thighs, but just receive a slap. "Settle down, <<bitch>>."
<<violence 2>><<hitstat>><<bruise bottom>>
<<elseif $NPCList[$anustarget].penis is "anusentrance">>
<<set $anusaction to 0>><<meek 10 $anustarget>><<analskilluse>><<set $anusactiondefault to "penispussy">>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("vaginal", $anustarget)>>
<<personselect $anustarget>>
<<submission 2>><<set $vaginause to "penis">><<set $NPCList[$anustarget].penis to "vaginaentrance">><<set $anususe to 0>><<set $vaginastate to "entrance">><<set $anusstate to 0>><<set $vaginatarget to $anustarget>><<set $anustarget to 0>>
<span class="lblue">You spread your thighs, giving clear access to your pussy, and <<combatperson>> takes advantage and moves <<his>> penis away from your butt.</span>
<<else>>
You spread your thighs, but fail to garner interest.
<</if>>
<</if>>
<</if>>
<<if $anusaction is "penispussydap">>
<!-- Check the player is not attempting to straddle and offer pussy at the same time. If so, switch to double or fail correctly -->
<<if $vaginastate isnot 0 and !$vaginastate.includes("double") and $vaginastate is "entrance">>
<!-- Note that this action requires "penispussydouble" to come after "penispussy", else it will not work as expected -->
<<if random(0,2) isnot 0 and $vaginaldoubledisable is "f" and $awareness gte 300>>
<<set $anusaction to "penispussydouble">>
<<else>>
You spread your thighs, but fail to garner further interest.
<</if>>
<<elseif $vaginastate isnot 0 and $vaginastate.includes("double")>>
You spread your thighs, but just receive a slap. "Settle down, <<bitch>>."
<<violence 2>><<hitstat>><<bruise bottom>>
<<else>>
<<set $anusaction to 0>><<meek 10 $anustarget>><<analskilluse>><<set $anusactiondefault to "penispussy">>
<<set _npcA to ($NPCList[$anustarget].penis is "anusentrancedouble" ? $anustarget : $anusdoubletarget)>>
<<set _npcB to ($NPCList[$anustarget].penis is "anusentrancedouble" ? $anusdoubletarget : $anustarget)>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("vaginal", _npcA)>>
<<set $NPCList[_npcB].penis to $NPCList[_npcB].penis.replace("double", "")>>
<<set $anusstate to $anusstate.replace("double", "")>>
<<personselect _npcA>>
<<submission 2 _npcA>><<set $vaginause to "penis">><<set $NPCList[_npcA].penis to "vaginaentrance">><<set $anususe to "penis">><<set $vaginastate to "entrance">><<set $vaginatarget to _npcA>>
<span class="lblue">You spread your thighs, giving clear access to your pussy, and <<combatperson>> takes advantage and moves <<his>> penis away from your butt.</span>
<<else>>
You spread your thighs, but fail to garner interest.
<</if>>
<</if>>
<</if>>
<<rng>>
<<if $anusaction is "penispussydouble">>
<<set $anusaction to 0>><<meek 10>><<analskilluse>><<set $anusactiondefault to "penispussydouble">>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("vaginal", $anustarget) and $vaginause is "penis">>
<<selectNpcWithPartInPosition "penis" "anusentrance">>
<<personselect _j>>
<<submission 2 _j>><<set $vaginause to "penisdouble">><<set $NPCList[_j].penis to "vaginaentrancedouble">><<set $anususe to 0>><<set $vaginastate to "double" + $vaginastate>><<set $anusstate to 0>>
<span class="lblue">You spread your thighs, giving clear access to your pussy, and <<combatperson>> takes advantage and moves <<his>> penis away from your butt to join the phallus in front of your pussy.</span>
<<if $NPCList[_j].type is "plant" and $NPCList[_j].penissize gte 4 and canImpregnateParasite("vagina")>>
<span class="red">Something about it scares you.</span>
<</if>>
<<set $vaginadoubletarget to _j>>
<<unset _npc>>
<<set _npc to $NPCList[$NPCList.findIndex(npc => npc.penis isnot 0 and npc.penis.includes("vagina") and !npc.penis.includes("double"))]>>
<<set _npc.penis to _npc.penis + "double">>
<<else>>
You spread your thighs, but fail to garner interest.
<</if>>
<</if>>
<<rng>>
<<effectsanustopenis>>
<<rng>>
<<effectsanuspenisfuck>>
<<rng>>
<<effectsanustopenisdouble>>
<<rng>>
<<effectsanuspenisdoublefuck>>
<<if $anusaction is "bottombay" and $NPCList[$anustarget].mouth is "anusentrance">>
<<set $anusaction to 0>><<meek 1 $anustarget>><<bottomskilluse>><<set $anusactiondefault to "bottombay">><<combatpromiscuity1>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("bottom", $anustarget)>>
<<set $cheekactiondefault to "othermouthrub">>
<<personselect $anustarget>>
<span class="lblue">You <<bottomtext>> press your <<bottom>> against <<hisselect $anustarget>> mouth.</span>
<<set $NPCList[$anustarget].mouth to "bottom">><<set $anususe to 0>><<bottomstat>><<neutral 5 $anustarget>><<set $anusstate to 0>><<set $bottomuse to "mouth">>
<<else>>
You try to keep the mouth menacing your anus at bay by pressing your <<bottom>> against it, but <<theowner>> has other ideas.
<</if>>
<</if>>
<<if $anusaction is "bottomhandbay">>
<<set $anusaction to 0>><<meek 1 $anustarget>><<bottomskilluse>><<set $anusactiondefault to "bottomhandbay">><<combatpromiscuity1>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("bottom", $anustarget)>>
<<set $cheekactiondefault to "handrub">>
<<personselect $anustarget>>
<span class="lblue">You <<bottomtext>> rub your clenched <<bottom>> cheeks against <<hisselect $anustarget>> hand.</span>
<<if $NPCList[$anustarget].lefthand is "anusentrance">>
<<set $NPCList[$anustarget].lefthand to "bottom">><<set $anususe to 0>><<bottomstat>><<neutral 5 $anustarget>><<set $anusstate to 0>><<set $bottomuse to "hand">>
<<else>>
<<set $NPCList[$anustarget].righthand to "bottom">><<set $anususe to 0>><<bottomstat>><<neutral 5 $anustarget>><<set $anusstate to 0>><<set $bottomuse to "hand">>
<</if>>
<<else>>
You try to keep the finger menacing your anus at bay by clenching your <<bottom>> cheeks, but <<theowner>> has other ideas.
<</if>>
<</if>>
<<if $anusaction is "othermouthtease">>
<<set $anusaction to 0>><<set $anusactiondefault to "othermouthtease">><<actionsothermouthanustease $anustarget>><<sex 5 "anus">><<analskilluse>>
<</if>>
<<if $anusaction is "othermouthrub">>
<<set $anusaction to 0>><<set $anusactiondefault to "othermouthrub">><<actionsothermouthanusrub $anustarget>><<sex 10 "anus">><<analskilluse>>
<</if>>
<<if $anusaction is "othermouthcooperate">>
<<set $anusaction to 0>><<set $anusactiondefault to "othermouthcooperate">><<actionsothermouthanusthrust $anustarget>><<submission 20>><<analskilluse>>
<</if>>
<<if $anusaction is "handtease">>
<<set $anusaction to 0>><<set $anusactiondefault to "handtease">><<actionshandanustease $anustarget>><<sex 5 "anus">><<analskilluse>>
<</if>>
<<if $anusaction is "handcooperate">>
<<set $anusaction to 0>><<set $anusactiondefault to "handcooperate">><<actionshandanusthrust $anustarget>><<submission 20>><<analskilluse>>
<</if>>
<<if $anusaction is "othermouthescape">>
<<set $anusaction to 0>><<set $anusactiondefault to "othermouthescape">><<actionsothermouthanusescape $anustarget>><<brat 10 $anustarget>>
<<set $anususe to "othermouth">><<set $anusstate to "othermouthentrance">>
<<if $NPCList[$anustarget].mouth is "anusimminent">>
<<set $NPCList[$anustarget].mouth to "anusentrance">>
<</if>>
<</if>>
<<if $anusaction is "penistease">>
<<set $anusactiondefault to "penistease">><<set $cheekaction to 0>>
You <<analtext>> tease the tip of the penis with your <<bottom>>.
<<sex 3 "anus">><<analskilluse>>
<</if>>
<<if $anusaction is "penisdoubletease">>
<<set $anusactiondefault to "penisdoubletease">><<set $cheekaction to 0>>
You <<analtext>> tease their <<penises>> with your <<bottom>>.
<<sex 3 "anus">><<analskilluse>>
<</if>>
<<if $anusaction is "rub">>
<<set $anusaction to 0>><<set $anusactiondefault to "rub">><<actionsanusrub $anustarget>><<sex 10 "anus">>
<<analskilluse>>
<</if>>
<<if $anusaction is "cooperate">>
<<set $anusaction to 0>><<set $anusactiondefault to "cooperate">><<actionsanusthrust $anustarget>><<submission 15>><<analskilluse>>
<</if>>
<<if $anusaction is "penisEdging">>
<<set $anusaction to 0>><<set $anusactiondefault to "penisEdging">><<actionsanusedging $anustarget>><<submission 5>><<sexControl 5 `currentSkillValue("analskill")` $anustarget>><<analskilluse>>
<</if>>
<<if $anusaction is "take">>
<<set $anusaction to 0>><<set $anusactiondefault to "take">><<actionsanustake $anustarget>>
<</if>>
<<if $anusaction is "handtake">>
<<set $anusaction to 0>><<set $anusactiondefault to "handtake">><<actionshandanustake $anustarget>>
<</if>>
<<if $anusaction is "doubletake">>
<<set $anusaction to 0>><<set $anusactiondefault to "doubletake">><<actionsanusdoubletake>>
<</if>>
<<if $anusaction is "escape">><<set $anusaction to 0>><<set $anusactiondefault to "escape">><<actionsanusescape $anustarget>><<brat 10 $anustarget>><<set $anususe to "penis">><<set $anusstate to "entrance">>
<<if $NPCList[$anustarget].penis is "anusimminent">>
<<set $NPCList[$anustarget].penis to "anusentrance">><<set $NPCList[$anustarget].speechanusescape to 1>>
<</if>>
<</if>>
<<if $anusaction is "penisdoubletease">>
<<set $anusactiondefault to "penisdoubletease">><<set $cheekaction to 0>>
<<if $NPCList[$anustarget].penis is "anusentrancedouble" and $NPCList[$anusdoubletarget].penis isnot "anusentrancedouble">>
You tease <<if !($npc.includes($NPCList[$anustarget].fullDescription))>>the <</if>>$NPCList[$anustarget].fullDescription's tip
while rubbing your bowel walls against <<if !($npc.includes($NPCList[$anusdoubletarget].fullDescription))>>the <</if>>$NPCList[$anusdoubletarget].fullDescription's $NPCList[$anusdoubletarget].penisdesc.
<<elseif $NPCList[$anustarget].penis isnot "anusentrancedouble" and $NPCList[$anusdoubletarget].penis is "anusentrancedouble">>
You tease <<if !($npc.includes($NPCList[$anusdoubletarget].fullDescription))>>the <</if>>$NPCList[$anusdoubletarget].fullDescription's tip
while rubbing your bowel walls against <<if !($npc.includes($NPCList[$anustarget].fullDescription))>>the <</if>>$NPCList[$anustarget].fullDescription's $NPCList[$anustarget].penisdesc.
<<else>>
You tease both the tips with your <<bottom>>.<<sex 6 "anus">>
<</if>>
<<analskilluse>>
<</if>>
<<if $anusaction is "doubleescape">>
<<set $anusaction to 0>><<set $anusactiondefault to "doubleescape">><<actionsanusdoubleescape $anustarget $anusdoubletarget>><<brat 10 $anustarget $anusdoubletarget>><<set $anususe to "penisdouble">><<set $anusstate to "doubleentrance">>
<<set $enemyanger += 5>>
<<set _otherNPCindex to "f">>
<<set _actiontext to "You escape ">>
<<set _npcA to $anustarget>>
<<set _npcB to $anusdoubletarget>>
<<if $NPCList[_npcA].penis is "anusimminentdouble">>
<<set $NPCList[$anustarget].penis to "anusentrancedouble">><<set $NPCList[$anustarget].speechanusescape to 1>>
<<elseif $NPCList[_npcA].penis is "anusentrancedouble" and random(0,3) is 0>> /* Chance to drop one of them and switch to regular anal */
<<set _otherNPCindex to _npcB>><<set $NPCList[_npcA].location.genitals to 0>><<set $NPCList[_npcA].speechanusescape to 1>><<set $enemyanger += 15>>
<<set $NPCList[_npcA].penis to 0>>
<span class="green"> <<print _actiontext + ($npc_named isnot 1 ? "the " : "") + $NPCList[_npcA].fullDescription + "'s " + $NPCList[_npcA].penisdesc + ".">></span>
<</if>>
<<if $NPCList[_npcB].penis is "anusimminentdouble">>
<<set $NPCList[_npcB].penis to "anusentrancedouble">><<set $NPCList[_npcB].speechanusescape to 1>>
<<elseif $NPCList[_npcB].penis is "anusentrancedouble" and random(0,3) is 0>> /* Chance to drop one of them and switch to regular anal */
<<set _otherNPCindex to _npcA>><<set $NPCList[_npcB].location.genitals to 0>><<set $NPCList[_npcB].speechanusescape to 1>><<set $enemyanger += 15>>
<<set $NPCList[_npcB].penis to 0>>
<span class="green"> <<print _actiontext + ($npc_named isnot 1 ? "the " : "") + $NPCList[_npcB].fullDescription + "'s " + $NPCList[_npcB].penisdesc + ".">></span>
<</if>>
<<if _otherNPCindex isnot "f" and $NPCList[_otherNPCindex].penis isnot 0 and $NPCList[_otherNPCindex].penis.includes("double")>>
<<set $anususe to "penis">>
<<switch $NPCList[_otherNPCindex].penis>>
<<case "anusdouble">>
<<set $NPCList[_otherNPCindex].penis to "anus">>
<<set $anusstate to "penetrated">>
<<case "anusentrancedouble">>
<<set $NPCList[_otherNPCindex].penis to "anusentrance">>
<<set $anusstate to "entrance">>
<<case "anusimminentdouble">>
<<set $NPCList[_otherNPCindex].penis to "anusimminent">>
<<set $anusstate to "imminent">>
<</switch>>
<</if>>
<</if>>
<<if $anusaction is "doublecooperate">>
<<set $anusaction to 0>><<set $anusactiondefault to "doublecooperate">><<actionsanusdoublethrust $anustarget $anusdoubletarget>><<submission 15>><<analskilluse>>
<</if>>
<<if $anusaction is "penisDoubleEdging">>
<<set $anusaction to 0>><<set $anusactiondefault to "penisDoubleEdging">><<actionsanusdoubleedging $anustarget $anusdoubletarget>><<submission 5>><<sexControl 5 `currentSkillValue("analskill")` $anustarget $anusdoubletarget>><<analskilluse>>
<</if>>
<<if $anusaction is "doubletake">>
<<set $anusaction to 0>><<set $anusactiondefault to "doubletake">><<actionsanusdoubletake $anustarget $anusdoubletarget>>
<</if>>
<<if $cheekaction is "rub" or $anusaction is "otherAnusRub">>
<<if $cheekaction is "rub">>
<<set $cheekaction to 0>>
<</if>>
<<if $anusaction is "otherAnusRub">>
<<set $anusaction to 0>>
<</if>>
<<bottomskilluse>><<set $cheekactiondefault to "rub">>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("bottom", $anustarget)>>
<<actionscheekrub $anustarget>><<set $cheekactiondefault to "rub">><<submission 3>><<bottomstat>>
<<elseif $NPCList[$anustarget].penis is "cheeks">>
<<set $cheekactiondefault to "cheeks">>
<<personselect $anustarget>>
<<set $NPCList[$anustarget].penis to "anusentrance">><<set $bottomuse to 0>><<set $anusstate to "entrance">>
<span class="blue">You try to rub <<hisselect $anustarget>> penis between your cheeks, but <<he>> is not interested.</span>
<</if>>
<</if>>
<<if $cheekaction is "stop" or $anusaction is "otherAnusStop" and $NPCList[$anustarget].penis is "cheeks">>
<<if $cheekaction is "stop">>
<<set $cheekaction to 0>>
<</if>>
<<if $anusaction is "otherAnusStop">>
<<set $anusaction to 0>>
<</if>>
<<set $cheekaction to 0>><<set $cheekactiondefault to "stop">>
<<personselect $anustarget>>
<<set $NPCList[$anustarget].penis to "anusentrance">><<set $bottomuse to 0>><<set $anusstate to "entrance">>
<span class="blue">You stop holding <<hisselect $anustarget>> penis between your cheeks. <<He>> angles <<his>> $NPCList[$anustarget].penisdesc toward your anus.</span>
<</if>>
<<if $cheekaction is "handrub" or $anusaction is "bottomhandbay">>
<<set $cheekaction to 0>><<set $cheekactiondefault to "handrub">><<bottomskilluse>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("bottom", $anustarget)>>
<<set $cheekactiondefault to "handrub">><<bottomstat>><<sex 5 "anus">>
<<actionsmouthbottomrub $anustarget>>
<<else>>
<<if $anususe is 0>>
<<set $anususe to "hand">><<set $anusstate to "handentrance">><<set $anusactiondefault to "bottomhandbay">><<set $bottomuse to 0>>
<<if $NPCList[$anustarget].lefthand is "anusentrance" or $NPCList[$anustarget].lefthand is "anus">>
<<personselect $anustarget>><<set $NPCList[$anustarget].lefthand to "anusentrance">>
<<else>>
<<personselect $anustarget>><<set $NPCList[$anustarget].righthand to "anusentrance">>
<</if>>
<span class="blue">You press your <<bottom>> against <<hisselect $anustarget>> hand, but instead <<he>> shoves <<his>> fingers between your cheeks.</span>
<<else>>
<<if $NPCList[$anustarget].penis is "hand">>
<<set $NPCList[$anustarget].penis to 0>>
<</if>>
<<if $NPCList[$anustarget].vagina is "hand">>
<<set $NPCList[$anustarget].vagina to 0>>
<</if>>
<span class="lblue">You clench your <<bottom>> cheeks against <<hisselect $anustarget>> hand, but <<he>> moves <<his>> hand away from you.</span>
<<if $NPCList[$anustarget].lefthand is "anus" or $NPCList[$anustarget].lefthand is "anusentrance">>
<<set $NPCList[$anustarget].lefthand to 0>><<set $bottomuse to 0>><<set $NPCList[$anustarget].location.lefthand to 0>>
<<else>>
<<set $NPCList[$anustarget].righthand to 0>><<set $bottomuse to 0>><<set $NPCList[$anustarget].location.righthand to 0>>
<</if>>
<</if>>
<</if>>
<</if>>
<<if $cheekaction is "handstop" or $anusaction is "handAnusStop">>
<<set $cheekaction to 0>><<set $cheekactiondefault to "stop">><<set $bottomuse to 0>>
<<if $anususe is 0>>
<<if $NPCList[$anustarget].lefthand is "anus" or $NPCList[$anustarget].lefthand is "anusentrance">>
<<personselect $anustarget>><<set $NPCList[$anustarget].lefthand to "anusentrance">><<set $anusstate to "handentrance">><<set $anususe to "hand">>
<<else>>
<<personselect $anustarget>><<set $NPCList[$anustarget].righthand to "anusentrance">><<set $anusstate to "handentrance">><<set $anususe to "hand">>
<</if>>
<span class="blue">You stop clenching your <<bottom>> cheeks, allowing <<hisselect $anustarget>> hand to reach your crack.</span>
<<else>>
<<personselect $anustarget>>
<<if $NPCList[$anustarget].penis is "hand">>
<<set $NPCList[$anustarget].penis to 0>>
<</if>>
<<if $NPCList[$anustarget].vagina is "hand">>
<<set $NPCList[$anustarget].vagina to 0>>
<</if>>
<<if $NPCList[$anustarget].lefthand is "anus" or $NPCList[$anustarget].lefthand is "anusentrance">>
<<set $NPCList[$anustarget].lefthand to 0>><<set $NPCList[$anustarget].location.lefthand to 0>>
<<else>>
<<set $NPCList[$anustarget].righthand to 0>><<set $NPCList[$anustarget].location.righthand to 0>>
<</if>>
<span class="blue">You stop clenching your <<bottom>> cheeks, allowing <<hisselect $anustarget>> hand to reach your crack.</span>
<</if>>
<</if>>
<<if $cheekaction is "othermouthrub" or $anusaction is "otherMouthAnusRub">>
<<set $cheekaction to 0>><<set $cheekactiondefault to "othermouthrub">><<bottomskilluse>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("bottom", $anustarget)>>
<<set $cheekactiondefault to "othermouthrub">><<bottomstat>><<sex 5 "anus">>
<<actionsmouthbottomrub $anustarget>>
<<elseif $NPCList[$anustarget].mouth is "bottom">>
<<if $anususe is 0>>
<<set $anususe to "othermouth">><<set $anusstate to "othermouthentrance">><<set $anusactiondefault to "bottombay">><<set $bottomuse to 0>>
<<personselect $anustarget>><<set $NPCList[$anustarget].mouth to "anusentrance">>
<span class="blue">You press your <<bottom>> against <<hisselect $anustarget>> mouth, but instead <<he>> moves <<his>> head between your cheeks.</span>
<<else>>
<<if $NPCList[$anustarget].penis is "othermouth">>
<<set $NPCList[$anustarget].penis to 0>>
<</if>>
<<if $NPCList[$anustarget].vagina is "othermouth">>
<<set $NPCList[$anustarget].vagina to 0>>
<</if>>
<span class="lblue">You press your <<bottom>> against <<hisselect $anustarget>> mouth, but <<he>> moves <<his>> head away from you.</span>
<<set $NPCList[$anustarget].mouth to 0>><<set $bottomuse to 0>><<set $NPCList[$anustarget].location.head to 0>>
<</if>>
<</if>>
<</if>>
<<if ($cheekaction is "othermouthstop" or $anusaction is "otherMouthAnusStop") and $NPCList[$anustarget].mouth is "bottom">>
<<set $cheekaction to 0>><<set $cheekactiondefault to "stop">><<set $bottomuse to 0>>
<<if $anususe is 0>>
<<personselect $anustarget>><<set $NPCList[$anustarget].mouth to "anusentrance">><<set $anusstate to "othermouthentrance">><<set $anususe to "othermouth">>
<span class="blue">You stop pressing your <<bottom>> against <<hisselect $anustarget>> mouth.</span>
<<else>>
<<personselect $anustarget>>
<<if $NPCList[$anustarget].penis is "othermouth">>
<<set $NPCList[$anustarget].penis to 0>>
<</if>>
<<if $NPCList[$anustarget].vagina is "othermouth">>
<<set $NPCList[$anustarget].vagina to 0>>
<</if>>
<<set $NPCList[$anustarget].mouth to 0>><<set $NPCList[$anustarget].location.head to 0>>
<span class="blue">You stop pressing your <<bottom>> against <<hisselect $anustarget>> mouth.</span>
<</if>>
<</if>>
<<effectsinsertions>>
/***
* ███████ ██ ██ ███████ █████ ██ ██
* ███ ██ ██ ███ ██ ██ ██
* ███ ███████ ███ ██ ████ ███████
* ███ ██ ██ ███ ██ ██ ██ ██
* ███ ██ ██ ███████ █████ ██ ██
*
*/
<<if $newtarget isnot undefined>>
<<setnewtarget>>
<</if>>
<<if $thighaction is "rub">>
<<set $thighaction to 0>><<thighskilluse>><<set $thighactiondefault to "rub">>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("thigh", $thightarget)>>
<<set $thighactiondefault to "rub">><<actionsthighrub $thightarget>><<thighstat>><<sex 5 "genital" $thightarget>>
<<elseif $NPCList[$thightarget].penis is "thighs">>
<<set $thighactiondefault to "thighs">><<set $thighuse to 0>>
<<if $vaginause is 0>><<set $vaginause to "penis">>
<<personselect $thightarget>>
<<set $NPCList[$thightarget].penis to "vaginaentrance">><<set $vaginastate to "entrance">>
<span class="blue">You try to hold <<hisselect $thightarget>> penis between your thighs, but <<he>> instead angles it towards your <<genitals>>.</span>
<<else>>
<<personselect $thightarget>>
<<set $NPCList[$thightarget].penis to 0>><<set $NPCList[$thightarget].location.genitals to 0>>
<span class="blue">You try to hold <<hisselect $thightarget>> penis between your thighs, but <<he>> moves it away.</span>
<</if>>
<</if>>
<</if>>
<<if $thighaction is "stop" and $NPCList[$thightarget].penis is "thighs">>
<<set $thighaction to 0>><<set $thighactiondefault to "stop">>
You stop holding <<hisselect $thightarget>> penis between your thighs.
<<set $thighuse to 0>>
<<if $vaginause is 0>>
<<personselect $thightarget>>
<<set $NPCList[$thightarget].penis to "vaginaentrance">><<set $vaginastate to "entrance">><<set $vaginause to "penis">>
<span class="blue"><<He>> angles towards your <<genitals>>.</span>
<<else>>
<<set $NPCList[$thightarget].penis to 0>><<set $NPCList[$thightarget].location.genitals to 0>>
<</if>>
<</if>>
<<if $thighaction is "othermouthrub">>
<<set $thighaction to 0>><<set $thighactiondefault to "othermouthrub">><<thighskilluse>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("thigh", $thightarget)>>
<<set $thighactiondefault to "othermouthrub">><<thighstat>><<sex 5 "genital" $thightarget>>
<<actionsmouththighrub $thightarget>>
<<elseif $NPCList[$thightarget].mouth is "thigh">>
<<if $penisuse is 0 and (!$player.vaginaExist or $vaginause isnot 0 or random(0,100) gte 50)>>
<<set $penisuse to "othermouth">><<set $penisstate to "othermouthentrance">><<set $penisactiondefault to "thighbay">><<set $thighuse to 0>>
<<personselect $thightarget>>
<<set $NPCList[$thightarget].mouth to "penisentrance">>
<span class="blue">You press your thigh against <<hisselect $thightarget>> mouth, but <<he>> would prefer the main course and moves <<his>> head closer to your <<penis>>.</span>
<<elseif $vaginause is 0>>
<<set $vaginause to "othermouth">><<set $vaginastate to "othermouthentrance">><<set $vaginaactiondefault to "thighbay">><<set $thighuse to 0>>
<<personselect $thightarget>>
<<set $NPCList[$thightarget].mouth to "vaginaentrance">>
<span class="blue">You press your thigh against <<hisselect $thightarget>> mouth, but <<he>> would prefer the main course and moves <<his>> head closer to your <<pussy>>.</span>
<<else>>
<<personselect $thightarget>>
<<if $NPCList[$thightarget].penis is "othermouth">>
<<set $NPCList[$thightarget].penis to 0>>
<</if>>
<<if $NPCList[$thightarget].vagina is "othermouth">>
<<set $NPCList[$thightarget].vagina to 0>>
<</if>>
<span class="lblue">You press your thigh against <<hisselect $thightarget>> mouth, but <<he>> moves <<his>> head away from you.</span>
<<set $NPCList[$thightarget].mouth to 0>><<set $thighuse to 0>><<set $NPCList[$thightarget].location.head to 0>>
<</if>>
<</if>>
<</if>>
<<if $thighaction is "othermouthstop" and $NPCList[$thightarget].mouth is "thigh">>
<<set $thighaction to 0>><<set $thighactiondefault to "stop">><<set $thighuse to 0>>
<<if $penisuse is 0 and (!$player.vaginaExist or $vaginause isnot 0 or random(0,100) gte 50)>>
<<personselect $thightarget>><<set $NPCList[$thightarget].mouth to "penisentrance">><<set $penisstate to "othermouthentrance">><<set $penisuse to "othermouth">>
<span class="blue">You stop pressing your thigh against <<hisselect $thightarget>> mouth.</span>
<<elseif $vaginause is 0>>
<<personselect $thightarget>><<set $NPCList[$thightarget].mouth to "vaginaentrance">><<set $vaginastate to "othermouthentrance">><<set $vaginause to "othermouth">>
<span class="blue">You stop pressing your thigh against <<hisselect $thightarget>> mouth.</span>
<<else>>
<<personselect $thightarget>>
<<if $NPCList[$thightarget].penis is "othermouth">>
<<set $NPCList[$thightarget].penis to 0>>
<</if>>
<<if $NPCList[$thightarget].vagina is "othermouth">>
<<set $NPCList[$thightarget].vagina to 0>>
<</if>>
<<set $NPCList[$thightarget].mouth to 0>><<set $NPCList[$thightarget].location.head to 0>>
<span class="blue">You stop pressing your thigh against <<hisselect $thightarget>> mouth.</span>
<</if>>
<</if>>
/***
* ███████ ██████ ██ ██ ███████ ███████
* ██ ██ ██ ███ ██ ███ ██
* ███████ ██████ ██ █ ██ ███ ███████
* ██ ██ ██ ███ ███ ██
* ██ ██████ ██ ██ ███████ ███████
*
*/
<<if $newtarget isnot undefined>>
<<setnewtarget>>
<</if>>
<<rng>>
<<effectspenistovagina>>
<<rng>>
<<effectspenisvaginafuck>>
<<rng>>
<<effectspenisanusfuck>>
<<rng>>
<<effectspenistoanus>>
<<rng>>
<<effectspenistopenisfuck>>
<<rng>>
<<effectspenistopenis>>
<<rng>>
<<effectsmovehole>>
<<if $penisaction is "rest">>
<<set $penisaction to 0>><<set $penisactiondefault to "rest">>
<</if>>
<<if $penisaction is "bay" and $NPCList[$penistarget].vagina is "penisentrance">>
<<set $penisaction to 0>><<meek 1 $penistarget>><<penileskilluse>><<set $penisactiondefault to "bay">><<combatpromiscuity4>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("penile", $penistarget)>>
<<set $penisactiondefault to "rub">>
<<personselect $penistarget>>
<span class="lblue">You <<peniletext>> press your penis against <<hisselect $penistarget>> clit.</span>
<<set $NPCList[$penistarget].vagina to "frot">><<set $penisuse to "clit">><<sex 5 "genitals" $penistarget>><<set $penisstate to "clit">>
<<else>>
You try to keep the vagina menacing your <<penis>> at bay by rubbing against the clit, but <<theowner>> has other ideas.
<</if>>
<</if>>
<<if $penisaction is "clitrub">><<set $penisaction to 0>><<set $penisactiondefault to "rub">><<penileskilluse>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("penile", $penistarget)>>
<<set $penisactiondefault to "rub">><<sex 5 "genitals" $penistarget>>
<<actionsclitrub $penistarget>>
<<elseif $NPCList[$penistarget].vagina is "frot">>
<<set $penisactiondefault to "bay">>
<<set $penisuse to "othervagina">><<set $penisstate to "entrance">>
<<personselect $penistarget>>
<<set $NPCList[$penistarget].vagina to "penisentrance">>
<span class="blue">You rub your <<penis>> against <<hisselect $penistarget>> clit, but <<he>> would prefer the main course and moves <<his>> labia closer to your tip.</span>
<</if>>
<</if>>
<<if $penisaction is "stop" and $NPCList[$penistarget].vagina is "frot">>
<<set $penisaction to 0>><<set $penisactiondefault to "stop">>
<<personselect $penistarget>>
<<set $NPCList[$penistarget].vagina to "penisentrance">><<set $penisstate to "entrance">><<set $penisuse to "othervagina">>
<span class="blue">You stop rubbing <<hisselect $penistarget>> clit with your <<penis>>.</span>
<</if>>
<<if $penisaction is "tease">>
<<set $penisaction to 0>><<set $penisactiondefault to "tease">><<actionspussytease $penistarget>><<sex 5 "genitals">><<penileskilluse>>
<</if>>
<<if $penisaction is "rub">>
<<set $penisaction to 0>><<set $penisactiondefault to "rub">><<actionspussyrub $penistarget>><<sex 10 "genitals" $penistarget>><<penileskilluse>>
<</if>>
<<if $penisaction is "cooperate">>
<<set $penisaction to 0>><<set $penisactiondefault to "cooperate">><<actionspussythrust $penistarget>><<submission 20>><<penileskilluse>>
<</if>>
<<if $penisaction is "forceImpregnation">>
<<set _npcForceImpregnation to true>>
<<set $penisaction to 0>><<set $penisactiondefault to "cooperate">><<actionspussythrust $penistarget>><<submission 30>><<penileskilluse>><<arousal 1000 "penis">>
<</if>>
<<if $penisaction is "vaginaEdging">>
<<set $penisaction to 0>><<set $penisactiondefault to "vaginaEdging">><<actionspussyedging $penistarget>><<submission 5>><<sexControl 5 `currentSkillValue("penileskill")` $penistarget>><<penileskilluse>>
<</if>>
<<if $penisaction is "mouthEdging">>
<<set $penisaction to 0>><<set $penisactiondefault to "mouthEdging">>/*<<actionsmouthedging $penistarget>>*/<<submission 5>><<sexControl 5 `currentSkillValue("penileskill")` $penistarget>><<penileskilluse>>
<</if>>
<<if $penisaction is "take">>
<<set $penisaction to 0>><<set $penisactiondefault to "take">><<actionspussytake $penistarget>>
<</if>>
<<if $penisaction is "escape" and $NPCList[$penistarget].vagina is "penisimminent">>
<<set $penisaction to 0>><<set $penisactiondefault to "escape">><<actionspenisescape $penistarget>><<brat 10 $penistarget>><<set $penisuse to "othervagina">><<set $penisstate to "entrance">>
<<personselect $penistarget>>
<<set $NPCList[$penistarget].vagina to "penisentrance">><<set $NPCList[$penistarget].speechpenisescape to 1>>
<</if>>
<<if $penisaction is "damageCondom">>
<<set $penisaction to 0>><<penileskilluse>>
<<sex 5 "genitals">><<brat 5 $penistarget>>
<<if $player.condom>>
<<if combatSkillCheck("penile", $penistarget)>>
<<if [$player.condom.state].includesAny("defective", "sabotaged")>>
<span class="blue">You try to wear out your condom, but realize it is already broken.</span>
<<else>>
<span class="lblue">You <<peniletext>> wear out the condom.</span>
<<if $rng lte currentSkillValue("penileskill")/10 - 10>>
<span class="lewd">You feel the tip rip open.</span>
<<set $player.condom.state to "defective">>
<</if>>
<</if>>
<<else>>
You try to wear out your condom, but <span class="red">you're unable to move your way.</span>
<</if>>
<<else>>
You try to wear out your condom, but have no condom on.
<</if>>
<</if>>
<<if $penisaction is "pullOut">>
<<set $penisaction to 0>><<set $penisactiondefault to "pullOut">><<penileskilluse>>
<<sex 5 "genitals">><<brat 10 $penistarget>>
<<set $_pullOutDif to Math.floor((100 - $NPCList[$penistarget].pregnancyAvoidance) * 15)>>
<<if $leftleg is "bound" or $rightleg is "bound">>
You try to pull out, <span class="red">but your bound legs prevent you from doing so.</span>
<<elseif $combatExtended.reverseRapeStart is 1 or combatSkillCheck("penile", $penistarget, $NPCList[$penistarget].fullDescription, $_pullOutDif)>>
<<personselect $penistarget>>
<<if $penisstate is "penetrated">>
<<if $NPCList[$penistarget].pregnancyAvoidance lte 15>>
As you try to pull out, <span class="red"><<combatperson>> locks <<his>> legs around you!</span>
<<if currentSkillValue('physique') gte random(1, 64000)>>
<<set $penisstate to "entrance">>
<<if $NPCList[$penistarget].vagina is "penis">>
<<set $NPCList[$penistarget].vagina to "penisentrance">>However, you're able to <span class="green"> force yourself free,</span> and <<peniletext>> pull your <<penis>> from <<his>> pussy.
<</if>>
<<else>>
You're prevented from pulling out!
<</if>>
<<sex 5 "genitals">>
<<else>>
<<set $penisstate to "entrance">>
<<if $NPCList[$penistarget].vagina is "penis">>
<<set $NPCList[$penistarget].vagina to "penisentrance">><span class="lblue">You <<peniletext>> pull your <<penis>> from <<his>> pussy.</span>
<</if>>
<</if>>
<</if>>
<<if $penisstate is "otheranus">>
<<set $penisstate to "otheranusentrance">>
<<if $NPCList[$penistarget].penis is "otheranus">>
<<set $NPCList[$penistarget].penis to "otheranusentrance">><span class="lblue">You <<peniletext>> pull your <<penis>> from <<his>> anus.</span>
<</if>>
<</if>>
<<if $penisstate is "othermouth">>
<<set $penisstate to "othermouthentrance">>
<<if $NPCList[$penistarget].mouth is "penis">>
<<set $NPCList[$penistarget].mouth to "penisentrance">><span class="lblue">You <<peniletext>> pull your <<penis>> from <<his>> mouth.</span>
<</if>>
<</if>>
<<else>>
<<personselect $penistarget>>
You try to pull out, but <span class="red">can't move away from <<him>>.</span>
<</if>>
<<set $NPCList[$penistarget].speechpenisescape to 1>>
<</if>>
<<if $penisaction is "fencingtease">>
<<set $penisaction to 0>><<set $penisactiondefault to "fencingtease">><<actionsfencingtease $penistarget>><<sex 10 "genitals" $penistarget>><<penileskilluse>>
<</if>>
<<if $penisaction is "fencingcooperate">>
<<set $penisaction to 0>><<set $penisactiondefault to "fencingcooperate">><<actionsfencingcooperate $penistarget>><<submission 20>><<penileskilluse>>
<</if>>
<<if $penisaction is "fencingtake">>
<<set $penisaction to 0>><<set $penisactiondefault to "fencingtake">><<actionsfencingtake $penistarget>>
<</if>>
<<if $penisaction is "fencingrest">>
<<set $penisaction to 0>><<set $penisactiondefault to "rest">>
<</if>>
<<if $penisaction is "fencingescape">>
<<set $penisaction to 0>><<set $penisactiondefault to "fencingescape">><<actionsfencingescape $penistarget>><<brat 10 $penistarget>>
<<if $penisstate is "otherpenis">>
<<set $penisstate to "otherpenisimminent">>
<<else>>
<<set $penisstate to "otherpenisentrance">>
<</if>>
<<if $NPCList[$penistarget].penis is "penis">>
<<set $NPCList[$penistarget].penis to "penisimminent">>
<<elseif $NPCList[$penistarget].penis is "penisimminent">>
<<set $NPCList[$penistarget].penis to "penisentrance">>
<</if>>
<</if>>
<<if $penisaction is "otherpenisrub">>
<<set $penisaction to 0>><<set $penisactiondefault to "otherpenisrub">><<actionsotherpenispenisrub $penistarget>><<sex 10 "genitals" $penistarget>><<penileskilluse>>
<</if>>
<<if $penisaction is "thighbay" and $NPCList[$penistarget].mouth is "penisentrance">>
<<set $penisaction to 0>><<meek 1 $penistarget>><<thighskilluse>><<set $penisactiondefault to "thighbay">><<combatpromiscuity1>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("thigh", $penistarget)>>
<<set $thighactiondefault to "othermouthrub">>
<<personselect $penistarget>>
<span class="lblue">You <<thightext>> press your thigh against <<hisselect $penistarget>> mouth.</span>
<<set $NPCList[$penistarget].mouth to "thigh">><<set $penisuse to 0>><<thighstat>><<neutral 5 $penistarget>><<set $penisstate to 0>><<set $thighuse to "mouth">>
<<else>>
You try to keep the mouth menacing your <<penis>> at bay by pressing your thigh against it, but <<theowner>> has other ideas.
<</if>>
<</if>>
<<if $penisaction is "othermouthtease">>
<<set $penisaction to 0>><<set $penisactiondefault to "othermouthtease">><<actionsothermouthpenistease $penistarget>><<sex 5 "genitals">><<penileskilluse>>
<</if>>
<<if $penisaction is "othermouthrub">>
<<set $penisaction to 0>><<set $penisactiondefault to "othermouthrub">><<actionsothermouthpenisrub $penistarget>><<sex 10 "genitals" $penistarget>><<penileskilluse>>
<</if>>
<<if $penisaction is "othermouthcooperate">>
<<set $penisaction to 0>><<set $penisactiondefault to "othermouthcooperate">><<actionsothermouthpenisthrust $penistarget>><<submission 20>><<penileskilluse>>
<</if>>
<<if $penisaction is "othermouthescape">>
<<set $penisaction to 0>><<set $penisactiondefault to "othermouthescape">><<actionsothermouthpenisescape $penistarget>><<brat 10 $penistarget>>
<<set $penisuse to "othermouth">><<set $penisstate to "othermouthentrance">>
<<if $NPCList[$penistarget].mouth is "penisimminent">>
<<set $NPCList[$penistarget].mouth to "penisentrance">>
<</if>>
<</if>>
<<if $penisaction is "otheranusbay">>
<<set $penisaction to 0>><<meek 1 $penistarget>><<penileskilluse>><<set $penisactiondefault to "otheranusbay">><<combatpromiscuity4>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("penile", $penistarget)>>
<<set $penisactiondefault to "otheranusrub">><<personselect $penistarget>>
<<if $NPCList[$penistarget].vagina is "otheranusentrance">>
<span class="lblue">You <<peniletext>> point your <<penis>> away from <<hisselect $penistarget>> anus, rubbing between <<his>> cheeks.</span>
<<set $NPCList[$penistarget].vagina to "otheranusfrot">><<set $penisuse to "otheranusrub">><<sex 5 "genitals" $penistarget>><<set $penisstate to "otheranusrub">>
<</if>>
<<if $NPCList[$penistarget].penis is "otheranusentrance">>
<span class="lblue">You <<peniletext>> point your <<penis>> away from <<hisselect $penistarget>> anus, rubbing between <<his>> cheeks.</span>
<<set $NPCList[$penistarget].penis to "otheranusfrot">><<set $penisuse to "otheranusrub">><<sex 5 "genitals" $penistarget>><<set $penisstate to "otheranusrub">>
<</if>>
<<else>>
You try to move your <<penis>> away from the anus pressing against it, but <<theowner>> has other ideas.
<</if>>
<</if>>
<<if $penisaction is "otheranusrub">>
<<set $penisaction to 0>><<set $penisactiondefault to "otheranusrub">><<penileskilluse>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("penile", $penistarget)>>
<<set $penisactiondefault to "otheranusrub">><<sex 5 "genitals" $penistarget>>
<<actionsotheranusrub $penistarget>>
<<else>>
<<set $penisactiondefault to "otheranusbay">>
<<set $penisuse to "otheranus">><<set $penisstate to "otheranusentrance">>
<<personselect $penistarget>>
<<if $NPCList[$penistarget].vagina is "otheranusfrot">>
<<set $NPCList[$penistarget].vagina to "otheranusentrance">>
<span class="blue">You rub your <<penisSimple>> between <<hisselect $penistarget>> cheeks, but <<he>> would prefer the main course and presses <<his>> anus against your tip.</span>
<</if>>
<<if $NPCList[$penistarget].penis is "otheranusfrot">>
<<set $NPCList[$penistarget].penis to "otheranusentrance">>
<span class="blue">You rub your <<penisSimple>> between <<hisselect $penistarget>> cheeks, but <<he>> would prefer the main course and presses <<his>> anus against your tip.</span>
<</if>>
<</if>>
<</if>>
<<if $penisaction is "otheranusstop">>
<<set $penisaction to 0>><<set $penisactiondefault to "stop">>
<<personselect $penistarget>>
<<if $NPCList[$penistarget].vagina is "otheranusfrot">>
<<set $NPCList[$penistarget].vagina to "otheranusentrance">><<set $penisstate to "otheranusentrance">><<set $penisuse to "otheranus">>
<span class="blue">You stop rubbing your <<penis>> between <<hisselect $penistarget>> cheeks.</span>
<</if>>
<<if $NPCList[$penistarget].penis is "otheranusfrot">>
<<set $NPCList[$penistarget].penis to "otheranusentrance">><<set $penisstate to "otheranusentrance">><<set $penisuse to "otheranus">>
<span class="blue">You stop rubbing your <<penis>> between <<hisselect $penistarget>> cheeks.</span>
<</if>>
<</if>>
<<if $penisaction is "otheranustease">>
<<set $penisaction to 0>><<set $penisactiondefault to "otheranustease">><<actionsotheranustease $penistarget>><<sex 5 "genitals">><<penileskilluse>>
<</if>>
<<if $penisaction is "otheranuscooperate">>
<<set $penisaction to 0>><<set $penisactiondefault to "otheranuscooperate">><<actionsotheranusthrust $penistarget>><<submission 20>><<penileskilluse>>
<</if>>
<<if $penisaction is "otheranusEdging">>
<<set $penisaction to 0>><<set $penisactiondefault to "otheranusEdging">><<actionsotheranusedging $penistarget>><<submission 5>><<sexControl 5 `currentSkillValue("penileskill")` $penistarget>><<penileskilluse>>
<</if>>
<<if $penisaction is "otheranustake">>
<<set $penisaction to 0>><<set $penisactiondefault to "otheranustake">><<actionsotheranustake $penistarget>>
<</if>>
<<if $penisaction is "otheranusescape">>
<<set $penisaction to 0>><<set $penisactiondefault to "otheranusescape">><<actionsotheranusescape>><<brat 10 $penistarget>>
<<set $penisuse to "otheranus">><<set $penisstate to "otheranusentrance">>
<<if $NPCList[$penistarget].vagina is "otheranusimminent">>
<<set $NPCList[$penistarget].vagina to "otheranusentrance">><<print '<<set $speechotheranusescape'+ ($penistarget + 1) +' to 1>>'>>
<</if>>
<<if $NPCList[$penistarget].penis is "otheranusimminent">>
<<set $NPCList[$penistarget].penis to "otheranusentrance">><<print '<<set $speechotheranusescape'+ ($penistarget + 1) +' to 1>>'>>
<</if>>
<</if>>
<<if $penisaction is "penisthighs"and $NPCList[$penistarget].penis is "penisentrance">>
<<set $penisaction to 0>><<meek 1 $penistarget>><<thighskilluse>><<set $penisactiondefault to "penisthighs">><<combatpromiscuity4>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("thigh", $penistarget)>>
<<set $thighactiondefault to "rub">>
<<personselect $penistarget>>
<span class="lblue">You <<thightext>> grab <<hisselect $penistarget>> $NPCList[$penistarget].penisdesc between your thighs.</span>
<<set $NPCList[$penistarget].penis to "thighs">><<set $thightarget to $penistarget>>
<<set $penisuse to 0>><<set $thighuse to "penis">><<thighstat>><<sex 5 "genitals" $penistarget>><<set $penisstate to 0>>
<<else>>
You try to hold <<hisselect $penistarget>> penis between your thighs, but <<he>> is intent on your cock.
<</if>>
<</if>>
<<if $penisaction is "penisanus" and ["penisentrance", "penisimminent"].includes($NPCList[$penistarget].penis)>>
<<set $penisaction to 0>><<meek 5 $penistarget>><<analskilluse>><<set $penisactiondefault to "penisanus">>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("anal", $penistarget)>>
<<personselect $penistarget>><<set $anustarget to $penistarget>>
<span class="blue">You give your <<bottom>> a little wiggle, <<combatperson>> responds to the provocation and moves <<his>> <<npcPenis $penistarget>> in front of your butt.</span>
<<if $NPCList[$penistarget].type is "plant" and $NPCList[$penistarget].penissize gte 4 and canImpregnateParasite("anus")>>
<span class="red">Something about it scares you.</span>
<</if>>
<<submission 2>><<set $anususe to "penis">><<set $NPCList[$penistarget].penis to "anusentrance">><<set $penisuse to 0>><<set $anusstate to "entrance">><<set $penisstate to 0>>
<<else>>
You give your <<bottom>> a little wiggle, but you just receive a slap.
<<violence 2>><<hitstat>><<bruise bottom>>
<</if>>
<</if>>
<<rng>>
<<if $penisaction is "penisanusdouble">>
<<set $penisaction to 0>><<meek 5 $penistarget>><<analskilluse>>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("anal", $penistarget) and $anususe is "penis">>
<<personselect $penistarget>><<set $penisactiondefault to "rest">>
<span class="blue">You give your <<bottom>> a little wiggle, <<combatperson>> responds to the provocation and moves <<his>> penis to join the phallus in front of your butt.</span>
<<submission 2>><<set $anususe to "penisdouble">><<set $NPCList[$penistarget].penis to "anusentrancedouble">><<set $penisuse to 0>><<set $anusstate to "doubleentrance">><<set $penisstate to 0>>
<<set $anusdoubletarget to $penistarget>>
<<if $NPCList[$anustarget].penis is "anus">>
<<set $NPCList[$anustarget].penis to "anusdouble">>
<<elseif $NPCList[$anustarget].penis is "anusimminent">>
<<set $NPCList[$anustarget].penis to "anusimminentdouble">>
<<elseif $NPCList[$anustarget].penis is "anusentrance">>
<<set $NPCList[$anustarget].penis to "anusentrancedouble">>
<<elseif $NPCList[$anustarget].penis is "cheeks">>
<<set $NPCList[$anustarget].penis to "anusentrance">>
<<set $bottomuse to 0>> /* Issues with ass cheeks likely stem from this culprit right here */
<</if>>
<<set $NPCList[$anustarget].location.genitals to "genitals">>
<<else>>
You give your <<bottom>> a little wiggle, but you just receive a slap.
<<violence 2>><<hitstat>><<bruise bottom>><<set $penisactiondefault to "penisanusdouble">>
<</if>>
<</if>>
<<if $penisaction is "penispussy">>
<!-- Check the player is not attempting to straddle and offer pussy at the same time. If so, switch to double or fail correctly -->
<<if $vaginastate isnot 0 and !$vaginastate.includes("double") and ($vaginastate is "entrance" or $vaginastate is "imminent" or $vaginastate is "penetrated")>>
<!-- Note that this action requires "penispussydouble" to come after "penispussy", else it will not work as expected -->
<<if random(0,2) isnot 0 and $vaginaldoubledisable is "f">>
<<set $penisaction to "penispussydouble">>
<<else>>
You spread your thighs, but fail to garner further interest.
<</if>>
<<elseif $vaginastate isnot 0 and $vaginastate.includes("double")>>
You spread your thighs, but just receive a slap. "Settle down, <<bitch>>."
<<violence 2>><<hitstat>><<bruise bottom>>
<<elseif ["penisentrance", "penisimminent"].includes($NPCList[$penistarget].penis)>>
<<set $penisaction to 0>><<meek 10 $penistarget>><<penileskilluse>><<set $penisactiondefault to "penispussy">>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("vaginal", $penistarget)>>
<<personselect $penistarget>>
<<submission 2>><<set $vaginause to "penis">><<set $NPCList[$penistarget].penis to "vaginaentrance">><<set $penisuse to 0>>
<<set $vaginastate to "entrance">><<set $penisstate to 0>><<set $vaginatarget to $penistarget>><<set $penistarget to 0>>
<span class="lblue">You spread your thighs, giving clear access to your pussy, and <<combatperson>> takes advantage and moves <<his>> penis away from your <<penis>>.</span>
<<else>>
You spread your thighs, but fail to garner interest.
<</if>>
<</if>>
<</if>>
<<rng>>
<<if $penisaction is "penispussydouble">>
<<set $penisaction to 0>><<meek 10>><<penileskilluse>><<set $penisactiondefault to "penispussydouble">>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("vaginal", $penistarget) and $vaginause is "penis">>
<<for _j = 0; _j lt $enemyno; _j++>>
<<if $NPCList[_j].penis is "penisentrance" or $NPCList[_j].penis is "penisimminent">>
<<personselect _j>>
<<submission 2>><<set $vaginause to "penisdouble">><<set $NPCList[_j].penis to "vaginaentrancedouble">><<set $penisuse to 0>><<set $vaginastate to "doubleentrance">><<set $penisstate to 0>>
<span class="lblue">You spread your thighs, giving clear access to your pussy, and <<combatperson>> takes advantage and moves <<his>> penis away from your <<penis>> to join the phallus in front of your pussy.</span>
<<set $vaginatarget to _n>>
<<set $vaginadoubletarget to "f">>
<<for _k = 0; _k lt $enemyno; _k++>>
<<if $NPCList[_k].penis is "vagina">>
<<set $NPCList[_k].penis to "vaginadouble">>
<<set $vaginadoubletarget to _k>>
<<break>>
<<elseif $NPCList[_k].penis is "vaginaimminent">>
<<set $NPCList[_k].penis to "vaginaimminentdouble">>
<<set $vaginadoubletarget to _k>>
<<break>>
<<elseif $NPCList[_k].penis is "vaginaentrance">>
<<set $NPCList[_k].penis to "vaginaentrancedouble">>
<<set $vaginadoubletarget to _k>>
<<break>>
<</if>>
<</for>>
<<break>>
<</if>>
<</for>>
<<else>>
You spread your thighs, but fail to garner interest.
<</if>>
<</if>>
<<if $penisaction is "strokerCooperate">>
<<set $penisaction to 0>><<set $penisactiondefault to "strokerCooperate">><<actionsStrokerCooperate $penistarget>><<submission 20>>
<</if>>
<<if $penisaction is "strokerRest">>
<<set $penisaction to 0>><<set $penisactiondefault to "strokerRest">><<actionsStrokerRest $penistarget>><<neutral 5>>
<</if>>
/***
* ██████ ██ ██ ███████ ███████ ███████
* ██ ██ ██ ██ ██ ███
* ██ ███████ ███████ ███████ ███
* ██ ██ ██ ██ ██ ███
* ██████ ██ ██ ███████ ███████ ███
*
*/
<<if $newtarget isnot undefined>>
<<setnewtarget>>
<</if>>
<<if $chestaction is "rub">>
<<set $chestaction to 0>><<set $chestactiondefault to "rub">>
<<if $combatExtended.reverseRapeStart is 1 or combatSkillCheck("chest", $chesttarget)>>
<<if $player.breastsize is 0>>
You <<chesttext>> rub your <<breasts>> against <<hisselect $chesttarget>> penis.
<<else>>
You <<chesttext>> rub <<hisselect $chesttarget>> penis between your <<breasts>>.
<</if>>
<<submission 3>><<chestskilluse>>
<<elseif $NPCList[$chesttarget].penis is "chest">>
<<set $chestuse to 0>><<personselect $chesttarget>>
<<if $mouthuse is 0>>
<<set $mouthactiondefault to "grasp">><<set $mouthstate to "entrance">><<set $mouthuse to "penis">>
<<set $NPCList[$chesttarget].penis to "mouthentrance">>
<span class="purple">You try to rub your <<breasts>> against <<hisselect $chesttarget>> $NPCList[$chesttarget].penisdesc, but <<he>> moves <<his>> penis to your mouth.</span>
<<else>>
<<set $NPCList[$chesttarget].penis to 0>>
<span class="blue">You try to rub your <<breasts>> against <<hisselect $chesttarget>> penis, but <<he>> pulls away.</span>
<</if>>
<</if>>
<</if>>
<<if $chestaction is "stop" and $NPCList[$chesttarget].penis is "chest">>
<<set $chestuse to 0>><<set $chestaction to 0>><<personselect $chesttarget>><<personselect $chesttarget>>
<<if $mouthuse is 0>>
<<set $mouthactiondefault to "grasp">><<set $mouthstate to "entrance">><<set $mouthuse to "penis">>
<<set $NPCList[$chesttarget].penis to "mouthentrance">>
<span class="purple">As you stop rubbing, <<combatperson>> moves <<his>> penis to your mouth.</span>
<<else>>
<<set $NPCList[$chesttarget].penis to 0>>
<span class="blue">As you stop rubbing, <<combatperson>> pulls away.</span>
<</if>>
<</if>>
<<set $NPCList[0].intro to 0>>
<<set $NPCList[1].intro to 0>>
<<set $NPCList[2].intro to 0>>
<<set $NPCList[3].intro to 0>>
<<set $NPCList[4].intro to 0>>
<<set $NPCList[5].intro to 0>>
<<combat_lewdity_text>>
</div>
<</widget>>
<<widget "useLube">>
<<set $_lube to $player.inventory.sextoys["lube"][0]>>
<<set $_lube.uses -= 1>>
<<run console.log("using lube? " + V.player.inventory.sextoys["lube"][0].name + " " + V.player.inventory.sextoys["lube"][0].uses)>>
<<if $_lube.uses lte 0>>
<<run V.player.inventory.sextoys["lube"].splice(0,1)>>
<<run console.log("used up all the lube")>>
You squeeze the last of the lube out of the bottle.
<</if>>
<</widget>>
<<widget "wheeze">>
<<set _action to _args[0] or "say something">>
<<switch _args[1]>>
<<case 1>>
You try to _action, <span class="purple">but only a wheeze comes out because you are already being choked.</span>
<<case 2>>
You try to _action, <span class="lewd">but only a lewd moan comes out because the hand around your throat prevents you from talking.</span>
<<default>>
You try to _action, <span class="red">but only a choked wheeze comes out because of the hand squeezing your throat.</span><<gwillpower>><<willpower 1>>
<<set $speechwheeze to 1>>
<</switch>>
<</widget>>
<<widget "effectsinsertions">>
/* Check anal toy insertions */
<<set _insertions to []>>
<<for _i = 0; _i < $NPCList.length; _i++>>
<<if $NPCList[_i].lefthand is "anusdildo">>
<<personselect _i>>
<<if $npc_named is 1>>
<<set _npcDescription to $NPCList[_i].fullDescription>>
<<else>>
<<set _npcDescription to "the "+$NPCList[_i].fullDescription>>
<</if>>
<<set _insertions.push(_npcDescription + "'s " + $NPCList[_i].lefttool)>>
<</if>>
<<if $NPCList[_i].righthand is "anusdildo">>
<<personselect _i>>
<<if $npc_named is 1>>
<<set _npcDescription to $NPCList[_i].fullDescription>>
<<else>>
<<set _npcDescription to "the "+$NPCList[_i].fullDescription>>
<</if>>
<<set _insertions.push(_npcDescription + "'s " + $NPCList[_i].righttool)>>
<</if>>
<</for>>
<<if _insertions isnot undefined>>
<<if _insertions.length gte 2>>
Your anus is fucked by the sex toys<<if playerHasButtPlug()>>, rubbing against your $worn.butt_plug.name<</if>>.
<<elseif _insertions.length is 1>>
Your anus is fucked by _insertions[0]<<if playerHasButtPlug()>>, rubbing against your $worn.butt_plug.name<</if>>.
<</if>>
<</if>>
/* Check vaginal toy insertions */
<<if $player.vaginaExist>>
<<set _insertions to []>>
<<for _i = 0; _i < $NPCList.length; _i++>>
<<if $NPCList[_i].lefthand is "vaginadildo">>
<<personselect _i>>
<<if $npc_named is 1>>
<<set _npcDescription to $NPCList[_i].fullDescription>>
<<else>>
<<set _npcDescription to "the "+$NPCList[_i].fullDescription>>
<</if>>
<<set _insertions.push(_npcDescription + "'s " + $NPCList[_i].lefttool)>>
<</if>>
<<if $NPCList[_i].righthand is "vaginadildo">>
<<set _insertions.push($NPCList[_i].righttool)>>
<</if>>
<</for>>
<<if _insertions isnot undefined>>
<<if _insertions.length gte 2>>
Your <<pussy>> is fucked by the sex toys.
<<elseif _insertions.length is 1>>
Your <<pussy>> is fucked by the _insertions[0].
<</if>>
<</if>>
<</if>>
<<if $player.penisExist>>
/* Dildo rubbing on penis */
<<for _i = 0; _i < $NPCList.length; _i++>>
<<if $NPCList[_i].lefthand is "penisdildo">>
Your <<penis>> is rubbed by the $NPCList[_i].lefttool.
<<break>>
<</if>>
<<if $NPCList[_i].righthand is "penisdildo">>
Your <<penis>> is rubbed by the $NPCList[_i].righttool.
<<break>>
<</if>>
<</for>>
<</if>>
<</widget>><<widget "ejaculation-alex">>
<<run statusCheck("Alex")>>
<!-- Female ALEX (only have a pussy) -->
<<if $NPCList[_nn].vagina isnot "none" and $NPCList[_nn].penis is "none">>
<<if $consensual is 1>>
<<if $NPCList[_nn].vagina is "mouthentrance" or $NPCList[_nn].vagina is "mouth" or $NPCList[_nn].vagina is "mouthimminent">>
<<switch random(1,5)>>
<<case 1 2>>
<<He>> groans and rubs <<his>> crotch against your face with <<his>> hips, small thighs shaking with orgasm.
<<case 3 4>>
<<He>> goes red in the face and neck, mouth agape as <<he>> cums silently, body twitching uncontrollably.
<<case 5>>
<<He>> screams, cupping the back of your head in <<his>> hands and grinding <<his>> clit against your nose.
<</switch>>
<<elseif $NPCList[_nn].vagina is "leftarm">>
<<switch random(1,5)>>
<<case 1 2>>
<<He>> sighs as you finish with <<his>> pussy, shaking <<his>> slim thighs together against your hand as <<his>> body convulses.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "goo">>
<<case 3 4>>
<<He>> goes red in the face and neck, mouth agape as <<he>> cums silently, cunt spasming against your hand.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "goo">>
<<case 5>>
<<He>> screams, grabbing your hand and fucking <<his>> pussy with your fingers. Your fingers are soaked in ejaculate.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "goo">>
<</switch>>
<<elseif $NPCList[_nn].vagina is "rightarm">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> sighs as you finish with <<his>> pussy, knees knocking as <<his>> body convulses.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "goo">>
<<case 3 4>>
<<He>> goes red in the face and neck, mouth agape as <<he>> cums silently, cunt spasming against your hand.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "goo">>
<<case 5>>
<<He>> screams, grabbing your hand and fucking <<his>> pussy with your fingers. Your fingers are soaked in ejaculate.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "goo">>
<</switch>>
<<elseif $NPCList[_nn].vagina is "lefthand" or $NPCList[_nn].vagina is "righthand">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> sighs as <<he>> cums, releasing you and pulling back <<his>> hand, licking your wetness off <<his>> fingers.
<<case 3 4>>
<<He>> moans loudly and shakes, dripping ejaculate on the ground; <<he>> withdraws <<his>> hand and sighs.
<<case 5>>
<<He>> screams as <<he>> comes, soaking <<his>> own pussy and thighs in ejaculate. "I love pleasuring myself with you."
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">>
<</switch>>
<<elseif $NPCList[_nn].vagina is "leftDildo">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> ?orgasmMoans as <<his>> body convulses, <<his>> thighs trembling against your $currentSexToyLeft.name.
<<case 3 4>>
<<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your $currentSexToyLeft.name.
<<case 5>>
<<He>> ?orgasmMoans and grasps your arm as your $currentSexToyLeft.name brings <<him>> to orgasm. <<His>> juices soak your $currentSexToyLeft.name.
<</switch>>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "goo">>
<<elseif $NPCList[_nn].vagina is "rightDildo">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> ?orgasmMoans as <<his>> body convulses, <<his>> thighs trembling against your $currentSexToyRight.name.
<<case 3 4>>
<<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your $currentSexToyRight.name.
<<case 5>>
<<He>> ?orgasmMoans and grasps your arm as your $currentSexToyRight.name brings <<him>> to orgasm. <<His>> juices soak your $currentSexToyRight.name.
<</switch>>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "goo">>
<<elseif $NPCList[_nn].vagina is "leftDildoAnus">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> ?orgasmMoans as <<his>> body convulses, <<his>> thighs trembling against your $currentSexToyLeft.name.
<<case 3 4>>
<<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your $currentSexToyLeft.name.
<<case 5>>
<<He>> ?orgasmMoans and grasps your arm as your $currentSexToyLeft.name brings <<him>> to orgasm.
<</switch>>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>>
<<elseif $NPCList[_nn].vagina is "rightDildoAnus">>
<<switch random(1, 4)>>
<<case 1 2>>
<<He>> moans as you knead <<his>> pussy, jamming your toes inside with <<his>> hands as <<he>> finishes cumming.
<<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "goo">>
<<case 3 4>>
<<He>> shakes bodily as <<he>> cums, twitching underneath your feet and cumming between your toes.
<<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "goo">>
<</switch>>
<<elseif $NPCList[_nn].vagina is "vagina" and playerChastity("vagina")>>
<<He>> gasps as <<he>> cums against your $worn.genitals.name. "Wasn't I rough enough?" <<he>> laughs.
<<elseif $NPCList[_nn].vagina is "vagina">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> cums as you scissor your pussies together, moaning with pleasure.
<<case 3 4>>
<<He>> moans as <<he>> grinds downs hard on your <<pussy>> to finish, thin legs shaking as <<he>> cums.
<<case 5>>
<<He>> screams, cupping <<his>> hands under your shoulders as <<his>> entire body shakes. Ejaculate drenches your crotch as <<he>> squirts.
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "goo">>
<</switch>>
<<elseif $NPCList[_nn].vagina is "othermouth">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> shudders with pleasure, exhaling warmly against your crotch as <<he>> comes, leaving you wet with saliva and your own fluids.
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "goo">>
<<case 3 4>>
<<He>> quietly ejaculates, shaking as <<he>> grinds <<his>> nose into your crotch and giving you a long, final, wet lick.
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "goo">>
<<case 5>>
<<He>> screams into your crotch as <<he>> cums, pinching <<his>> hands between <<his>> thighs and buckling over, ejaculate streaming down <<his>> thighs.
<</switch>>
<<elseif $NPCList[_nn].vagina is "otheranus" and playerChastity("penis")>>
<<He>> gasps as <<he>> cums against your $worn.genitals.name. "Wasn't I rough enough?" <<he>> laughs.
<<elseif $NPCList[_nn].vagina is "otheranus">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> shakes as <<he>> cums, driving <<his>> ass hard against you as <<he>> releases a final moan. "I don't know why, but I just can't get enough of this."
<<case 3 4>>
<<He>> quietly ejaculates, shaking as <<he>> grinds <<his>> ass deeply with your cock and moaning. "I wouldn't mind going a little longer."
<<case 5>>
<<He>> screams and bucks into your crotch as <<he>> cums, squirting ejaculate from <<his>> pussy and drenching your legs. "Wish I could ride you all day."
<<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "goo">>
<</switch>>
<<elseif $NPCList[_nn].vagina is "penis">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> grabs your shoulders with <<his>> small hands as <<he>> cums, bouncing down hard against your cock as <<he>> shudders with pleasure. "What about a second round, partner?"
<<case 3 4>>
<<He>> sighs as <<he>> cums, reddening and going into a full body convulsion. Ejaculate soaks your crotch. "Hope I didn't dry you out," <<he>> laughs.
<<case 5>>
<<He>> cries out and bucks on your lap as <<he>> cums, squirting ejaculate from <<his>> pussy and drenching your crotch and legs. "Now that was a hell of a ride."
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "goo">>
<</switch>>
<<ejacstat>><<set $hygiene += 500>><<bodyliquid "penis" "goo">>
<<elseif ($NPCList[_nn].vagina is "penisimminent" or $NPCList[_nn].vagina is "penisentrance") and playerChastity("penis")>>
<<He>> gasps as <<he>> cums against your $worn.genitals.name. "Wasn't I rough enough?" <<he>> laughs.
<<elseif $NPCList[_nn].vagina is "penisimminent" or $NPCList[_nn].vagina is "penisentrance">>
<<He>> cums on your <<penis>> as you rub against the entrance and moans with pleasure. "You're gonna drive me crazy with this."
<<elseif ($NPCList[_nn].vagina is "otheranusfrot" or $NPCList[_nn].vagina is "otheranusentrance") and playerChastity("penis")>>
<<He>> gasps as <<he>> cums against your $worn.genitals.name. "Wasn't I rough enough?" <<he>> laughs.
<<elseif $NPCList[_nn].vagina is "otheranusfrot" or $NPCList[_nn].vagina is "otheranusentrance">>
<<He>> bucks <<his>> ass against your cock as <<he>> cums. <<He>> frowns, "I do hope to get a real ride next time."
<<elseif $NPCList[_nn].vagina is "frot" and playerChastity("penis")>>
<<He>> gasps as <<he>> cums against your $worn.genitals.name. "Wasn't I rough enough?" <<he>> laughs.
<<elseif $NPCList[_nn].vagina is "frot">>
<<He>> grinds <<his>> clit hard against your cock as <<he>> cums, ejaculating on your cock. "You're gonna drive me crazy with this."
<<ejacstat>><<set $hygiene += 500>><<bodyliquid "penis" "goo">>
<!-- Special case male PC with female NPC -->
<<elseif $NPCList[_nn].mouth is "penis">>
Alex grabs your thighs as <<he>> finishes. <<He>> takes you deeper into <<his>> mouth,
<<if $internalejac>>
swallowing your cum in loud gulps.
<<switch random(1,2)>>
<<case 1>>
"Always tastes better from the source,"
<<case 2>>
"Couldn't ask for a tastier milk,"
<</switch>>
<<else>>
as if trying to milk you.
<<if $internalejac>>
"Now ain't you a hard bull to milk,"
<<else>>
"You still owe me some of that milk,"
<</if>>
<</if>>
<<he>> says as <<he>> pulls <<his>> mouth away, cleaning your penis in the process.
<<else>>
<<He>> convulses in orgasmic bliss.
<</if>>
<<else>><!-- There should be non non-consensual Alex events -->
<<He>> cries out as <<he>> orgasms. <<He>> stops moving save for ragged breathing.
<</if>>
<br><br>
<</if>>
<!-- Male ALEX -->
<<if _condomResult is "leaked">>
<span class="red">The condom broke.</span>
<<elseif _condomResult is "burst">>
<span class="red">The tip of the condom bursts and rips, exposing the head of <<his>> penis.</span>
<</if>>
<<if $consensual is 1>>
<<if _condomResult is "contained">>
<<genericCondomEjaculation>>
<<elseif npcHasStrapon(_nn)>>
<<He>> moans and shivers in orgasmic bliss, grinding the strap-on against <<his>> genitals.
<<elseif $NPCList[_nn].penis is "idle">>
<<He>> groans as a wet patch forms on <<his>> trousers. You giggle at the sight.
<<elseif $NPCList[_nn].penis is "thighs">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> shakes as <<he>> cums, pulling <<his>> cock out and ejaculating onto the backs of your thighs.
<<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<case 4 5 6>>
<<He>> grabs your legs, pushing <<his>> crotch hard into yours as <<he>> cums and ejaculating onto your tummy.
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<case 7>>
<<He>> groans as <<he>> cums, ejaculating a massive load that covers your thighs and tummy. "Got some strong thighs, should be careful next time I service ya."
<<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<tummyejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<</switch>>
<<elseif $NPCList[_nn].penis is "vaginaentrance" and playerChastity("vagina")>>
<<He>> gasps as <<he>> cums onto your $worn.genitals.name. "Wasn't I rough enough?" <<he>> laughs.
<<elseif $NPCList[_nn].penis is "vaginaentrance">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> holds you still by the hips with one hand and with the other on <<his>> cock, ejaculates onto your <<pussy>>. Semen coats your outer lips and pools around your legs.
<<case 4 5 6>>
<<He>> strokes <<his>> cock and ejaculates onto your <<pussy>> without a word, sending white streams of semen running down your cunt.
<<case 7>>
<<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your <<pussy>> and ass.
<<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<</switch>>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>>
<<elseif $NPCList[_nn].penis is "vaginaimminent" and playerChastity("vagina")>>
<<He>> gasps as <<he>> cums onto your $worn.genitals.name. "Wasn't I rough enough?" <<he>> laughs.
<<elseif $NPCList[_nn].penis is "vaginaimminent">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> cums before <<he>> can penetrate your <<pussy>>, ejaculating on the outside. Semen coats your outer lips and tummy; <<he>> seems disappointed.
<<case 4 5 6>>
<<He>> ejaculates onto your <<pussy>> before <<he>> can penetrate you, sending white streams of semen running down your <<pussy>>; <<he>> looks disappointed.
<<case 7>>
<<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your <<pussy>> and ass.
<<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<</switch>>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>>
<<elseif $NPCList[_nn].penis is "vagina">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> moans and thrusts deeply into your <<pussy>> as <<he>> cums, holding <<his>> cock deep in your womb. You feel warm as semen fills your vagina. "You really know how to milk a farmer dry."
<<case 4 5 6>>
<<He>> quiets and grabs your shoulders with <<his>> small hands, pulling you onto <<his>> cock as <<he>> cums. Semen fills your <<pussy>>, leaving you breathless. "Wanna go for another ride?"
<<case 7>>
<<He>> convulses and grinds down on your crotch as <<he>> cums, sending thick waves of cum into your <<pussy>>. Semen oozes from your vagina and down your legs.
<<vaginalentranceejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<</switch>>
<<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">>
<<recordVaginalSperm "pc" $NPCList[_nn] "human">>
<<elseif $NPCList[_nn].penis is "cheeks" and playerChastity()>>
<<He>> gasps as <<he>> cums onto your $worn.genitals.name. "Wasn't I rough enough?" <<he>> laughs.
<<elseif $NPCList[_nn].penis is "cheeks">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> shakes as <<he>> cums, withdrawing <<his>> cock from your cheeks and ejaculating onto your ass.
<<case 4 5 6>>
<<He>> grabs your thighs, pushing <<his>> crotch hard against your ass and ejaculating between your cheeks.
<!-- Really should be onto PCs back given position. Or hair maybe. Esp next one -->
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 7>>
<<He>> squeezes your cheeks together and grunts as <<he>> cums, sending out massive load that covers your ass and drips down your crotch. <<He>> seems pleased. "Maybe I should let you sit around more if it keeps your ass soft like that."
<<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<</switch>>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<elseif $NPCList[_nn].penis is "anusentrance" and playerChastity("anus")>>
<<He>> gasps as <<he>> cums onto your $worn.genitals.name. "Wasn't I rough enough?" <<he>> laughs.
<<elseif $NPCList[_nn].penis is "anusentrance">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> palms your asscheek with one hand and strokes <<his>> cock with the other, ejaculating onto your bottom. Semen drips down your butt and into your crack.
<<case 4 5 6>>
<<He>> strokes <<his>> cock and quietly ejaculates onto your ass. You feel warm semen dripping down your bottom.
<<case 7>>
<<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your ass and down your crotch.
<<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<</switch>>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>>
<<elseif $NPCList[_nn].penis is "anusimminent" and playerChastity("anus")>>
<<He>> gasps as <<he>> cums onto your $worn.genitals.name. "Wasn't I rough enough?" <<he>> laughs.
<<elseif $NPCList[_nn].penis is "anusimminent">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> cums before <<he>> can penetrate your ass, ejaculating on the outside. Semen coats your ass and drips down your crack; <<he>> seems disappointed.
<<case 4 5 6>>
<<He>> strokes <<his>> cock and ejaculates onto your ass before <<he>> can penetrate you, sending white streams of semen running down your crack; <<he>> seems upset.
<<case 7>>
<<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your ass and crotch.
<<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<</switch>>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>>
<<elseif $NPCList[_nn].penis is "anus">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> moans and thrusts into your ass as <<he>> cums. You gasp as you feel semen filling you.
<<case 4 5 6>>
<<He>> wordlessly grabs your shoulders, pulling you back onto <<his>> cock as <<he>> cums. Semen fills your ass as you moan with pleasure.
<<case 7>>
<<He>> convulses and, with a final shove, cums in your ass. Thick waves of semen pump into you. You're surprised at the amount; cum oozes from your ass and runs down your legs.
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<</switch>>
<<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">>
<<recordAnusSperm "pc" $NPCList[_nn] "human">>
<<elseif $NPCList[_nn].penis is "chest">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> pushes your <<breasts>> together tight on <<his>> cock as <<he>> cums, ejaculating onto them. Your body feels slick with cum.
<<case 4 5 6>>
<<He>> strokes the tip of <<his>> cock between your <<breasts>> and quietly ejaculates on them. Your <<breasts>> feel cool as semen drips down them. "Now let's clean those off so I got a pair of nice pillows to sleep on tonight."
<<case 7>>
<<He>> puts <<his>> hand behind your neck and bears down on your <<breasts>>, grunting as <<he>> cums; semen shoots between your <<breasts>> and covers your <<if $position is "missionary">>face<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">><<else>>stomach<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">><</if>>. "You look so damn cute like that!"
<</switch>>
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<<elseif $NPCList[_nn].penis is "mouthentrance">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> cups you under the chin with one hand and strokes <<his>> cock with the other, ejaculating onto your face. <<His>> face looks excited.
<<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<case 4 5 6>>
<<He>> strokes <<his>> cock and quietly ejaculates onto your face. Warm cum drips down your forehead and nose. <<He>> smiles and cleans you off.
<<case 7>>
<<He>> gasps and strokes <<his>> cock while aiming straight at your mouth. Thick ropes of cum cover your face and push past your closed lips into your mouth. You're impressed by the volume and <<he>> looks oddly pleased with <<himself>>.
<<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<</switch>>
<<faceejacstat>><<ejacstat>>
<<elseif $NPCList[_nn].penis is "mouthimminent">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> cups the back of your head, ejaculating onto your lips as you barely brush against the tip of <<his>> penis; <<he>> seems disappointed with <<his>> lack of control.
<<case 4 5 6>>
<<He>> brushes <<his>> cock against your face, causing <<him>> to ejaculate early. Cum drips down your lips and chin; <<he>> seems disappointed.
<<case 7>>
<<He>> cups your head but in <<his>> excitement cums before <<he>> can enter your mouth. Thick ropes of cum cover your cheeks, chin, and into your waiting mouth.
<<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<</switch>>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<elseif $NPCList[_nn].penis is "mouth">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> cups you under the chin with one hand and holds the back of your head with the other, thrusting into your mouth as <<he>> cums. Ejaculate streams down your throat and fills your mouth.
<<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
"You milked me dry, and thought you were not gonna have some?"
<<case 4 5 6>>
<<He>> grasps the base of <<his>> cock and moans, quietly ejaculating into your mouth. You feel warm cum fill your mouth and drip down your throat.
<<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
"Really like all my milk, I see..."
<<case 7>>
<<He>> palms your head, wildly thrusting <<his>> cock in your mouth as <<he>> cums. Semen streams down your throat, fills your mouth and covers your face as <<he>> flails.
<<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
"<<if C.npc.Alex.dom gte 20>>Didn't think you could swallow it all<<else>>F-uck...You really did get all of it<</if>>."
<<faceejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<</switch>>
<<elseif $NPCList[_nn].penis is "feet">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> pushes your feet together and groans as <<he>> cums. Ejaculate covers your feet.
<<case 4 5 6>>
<<He>> quietly cums on your feet, slickening them with semen.
<<case 7>>
<<He>> grunts and thrusts <<his>> cock between your feet as <<he>> cums, splattering cum on your feet and legs in the process. "Kept teasing me like that, and now I got to wait for a round two to fuck your cute bottom."
<</switch>>
<<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">>
<<elseif $NPCList[_nn].penis is "leftarm" and $NPCList[_nn].penis is "rightarm">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> groans as <<he>> cums, penis pulsing in your hands, covering them both in cum.
<<case 4 5 6>>
<<He>> quietly cums on your hands, slickening them with semen.
<<case 7>>
<<He>> spasms and moans, shooting thick streams of cum. You are so intent on your work you don't notice <<his>> penis is aimed at your face, which is splattered with cum in the process. <<He>> laughs and apologises.
<<faceejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<</switch>>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">>
<<elseif $NPCList[_nn].penis is "leftarm">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> groans as <<he>> cums, penis sliding hotly in your left hand and covering it with cum.
<<case 4 5 6>>
<<He>> quietly cums on your left hand. Semen drips down your fingers. "Aren't you gonna have some?"
<<case 7>>
<<He>> spasms and moans, shooting thick streams of cum and splattering your <<breasts>> in the process. You're impressed by the volume. " I didn't realise that keeping those big mooing buggers around would come with some bonus perks."
<<chestejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<</switch>>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">>
<<elseif $NPCList[_nn].penis is "rightarm">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> groans as you work <<his>> shaft with your right hand, cumming as you give <<him>> a final squeeze. Your hand is covered in warm semen.
<<case 4 5 6>>
<<He>> quietly cums on your right hand. Semen cools on your fingers. "Aren't you gonna have some?"
<<case 7>>
<<He>> grunts and shoots thick ropes of semen onto your hands, making an impressive mess. You're impressed by the volume. "I didn't realise that keeping those big mooing buggers around would come with some bonus perks."
<</switch>>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "semen">>
<<elseif $NPCList[_nn].penis is 0>>
<<switch random(1, 4)>>
<<case 1>>
<<He>> groans as <<he>> works <<his>> shaft and, giving <<his>> cock a final squeeze, ejaculates onto your tummy. <<He>> laughs at the mess.
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<case 2>>
<<He>> rapidly rubs <<his>> cock and moans, ejaculating on the ground.
<<case 3>>
<<He>> strokes <<his>> penis and, aiming at your ass, ejaculates on your bottom. "That was fun!"
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 4>>
<<He>> strokes <<his>> penis and moans, ejaculating on your <<breasts>>. <<He>> laughs at the mess <<hes>> made.
<</switch>>
<<elseif $NPCList[_nn].penis is "otheranus">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> groans as you fuck <<his>> ass, <<his>> ejaculate spraying on <<his>> own stomach. "I guess it's okay to let you be on top sometimes."
<<case 4 5>>
<<He>> whimpers as you pound <<his>> ass, moaning in pleasure as <<he>> ejaculates on the ground. You roll off <<him>>.
<<case 6 7>>
<<He>> sighs as <<he>> ejaculates onto <<his>> own chest. "Next time, you'll be giving me a ride."
<</switch>>
<<elseif ($NPCList[_nn].penis is "otheranusfrot" or $NPCList[_nn].penis is "otheranusentrance" or $NPCList[_nn].penis is "otheranusimminent") and playerChastity("penis")>>
<<He>> gasps as <<he>> cums onto your $worn.genitals.name. "Wasn't I rough enough?" <<he>> laughs.
<<elseif $NPCList[_nn].penis is "otheranusfrot" or $NPCList[_nn].penis is "otheranusentrance" or $NPCList[_nn].penis is "otheranusimminent">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> noisily cums as you fuck <<his>> cheeks, grabbing your ass from behind and grinding your cock against <<his>> ass to finish.
<<case 4 5>>
<<He>> moans as you rub against <<his>> anus and ejaculates on the ground. <<He>> smiles contentedly.
<<case 6 7>>
<<He>> sighs as <<he>> ejaculates onto <<his>> own chest.
<</switch>>
<<elseif $NPCList[_nn].penis is "penis" and playerChastity("penis")>>
<<He>> gasps as <<he>> shoots <<his>> cum over your $worn.genitals.name. <<He>> strokes your face. "You're so cute."
<<elseif $NPCList[_nn].penis is "penis">>
<<switch random(1, 7)>>
<<case 1>>
<<He>> cums as you knead your <<penises>> together, moaning with pleasure.
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<case 2>>
<<He>> cums as you rub your <<penises>> together, moaning with pleasure. <<He>> rubs <<his>> own cum all over your shaft.
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<case 3>>
<<He>> cums as you frot your <<penises>> together, shooting <<his>> impressive load over your <<penis>> and stomach.
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<case 4>>
<<He>> moans as <<he>> grinds downs hard on your <<penis>> to finish, thin legs shaking as <<he>> cums. <<He>> uses the cum as lube, furiously milking out the last of <<his>> cum against your <<penis>>.
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<case 5>>
<<He>> giggles as <<he>> rubs hard against your <<penis>> to finish. <<He>> uses the cum as lube, furiously milking out the last of <<his>> semen against your <<penis>>.
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<case 6>>
<<He>> screams as <<he>> grinds hard against your <<penis>> to finish, thin legs shaking as <<he>> cums.
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<case 7>>
<<He>> screams, cupping <<his>> small hands under your shoulders as <<his>> entire body shakes; you are surprised by how strong <<he>> is. Ropes of semen drench your crotch as <<he>> cums.
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<</switch>>
<<elseif $NPCList[_nn].penis is "penisentrance" or $NPCList[_nn].penis is "penisimminent">>
<<switch random(1, 7)>>
<<case 1 2>>
<<He>> cums before <<he>> can frot your <<penis>>, ejaculating on the outside. Semen coats your cock and tummy; <<he>> seems upset with <<himself>>.
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<case 3 4>>
<<He>> ejaculates onto your <<penis>> before <<he>> can frot your <<penises>> together, sending white streams of semen running down your <<penis>>; <<he>> seems disappointed.
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<case 5>>
<<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your <<penis>> and ass.
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 6 7>>
<<He>> cums before your <<penises>> touch, covering you in <<his>> massive load. Semen coats your tummy, and crotch.
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<</switch>>
<!-- Special case male PC being orally serviced by male NPC with no other contact -->
<<elseif $NPCList[_nn].mouth is "penis" and $NPCList[_nn].vagina is "none" and $NPCList[_nn].penis isnot "none">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> cums as you fuck <<his>> mouth, gasping against your cock. "God I love you so much."
<<set $kylarSeen.pushUnique("saidLove")>>
<<case 4 5>>
<<He>> cums on the ground as you fuck <<his>> mouth. <<He>> backs away, "I'm sorry; I can't take anymore. Please forgive me."
<<case 6 7>>
<<He>> grabs you by the ass and drives your cock deeply into <<his>> throat, ejaculating on <<his>> chest as <<he>> throats your cock.
<</switch>>
<<elseif $NPCList[_nn].penis is "othermouth">>
<<He>> shakes with arousal as <<he>> cums, wiping <<his>> wet face clean on your body.
<</if>>
<<else>><!-- There should be non non-consensual Alex events -->
<<He>> cries out as <<he>> orgasms. <<He>> stops moving save for ragged breathing.
<</if>>
<</widget>><<widget "ejaculation-eden">>
<<set $ejaculating to 1>>
<!-- Changing rows to future-proof the code: from $NPCList[0] to $NPCList[_nn], _nn being the main ejaculation loop handler -->
<!-- Female EDEN -->
<<if $NPCList[_nn].vagina isnot "none" and $NPCList[_nn].penis is "none">>
<<if $consensual is 1>>
<<if $NPCList[_nn].vagina is "mouthentrance" or $NPCList[_nn].vagina is "mouth" or $NPCList[_nn].vagina is "mouthimminent">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> moans as <<his>> hips thrust against your face, <<his>> thighs shaking with orgasm.
<<case 3 4>>
<<His>> blush deepens and mouth gapes as <<he>> cums, <<his>> body twitching all over.
<<case 5>>
<<He>> screams, cupping your head in <<his>> hand and thrusting against your face as <<he>> cums.
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">>
<</switch>>
<<elseif $NPCList[_nn].vagina is "leftarm">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> sighs as you finish with <<his>> pussy, <<his>> thighs trembling against your hand as <<his>> body convulses.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "goo">>
<<case 3 4>>
<<His>> blush deepens and <<his>> mouth gapes as <<he>> cums. You feel <<his>> pussy twitch against <<his>> hand.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "goo">>
<<case 5>>
<<He>> screams as <<he>> grasps your hand and fucks your fingers with <<his>> pussy. You feel <<his>> interior twitch.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "goo">>
<</switch>>
<<elseif $NPCList[_nn].vagina is "rightarm">>
<<switch random(1, 5)>>
<<case 1 2>>
<<His>> knees tremble and <<he>> grasps your body for support as you finish with <<his>> pussy.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "goo">>
<<case 3 4>>
<<His>> blush deepen and <<his>> mouth gapes as <<he>> cums. You feel <<his>> pussy twitch.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "goo">>
<<case 5>>
<<He>> screams and grasps your hand before fucking <<his>> pussy with your fingers. You feel <<his>> insides twitch.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "goo">>
<</switch>>
<<elseif $NPCList[_nn].vagina is "lefthand" or $NPCList[_nn].vagina is "righthand">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> sighs and trembles as <<he>> cums, barely able to keep <<his>> fingers inside <<his>> pussy.
<<case 3 4>>
<<He>> moans shakes, <<his>> juices dripping on the ground. <<He>> withdraws <<his>> hand and sighs.
<<case 5>>
<<He>> screams as <<he>> cums, <<his>> juices soaking <<his>> pussy and thighs. "You might need to clean me up."
<</switch>>
<<elseif $NPCList[_nn].vagina is "leftDildo">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> ?orgasmMoans as <<his>> body convulses, <<his>> thighs trembling against your $currentSexToyLeft.name.
<<case 3 4>>
<<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your $currentSexToyLeft.name.
<<case 5>>
<<He>> screams and grasps your arm as your $currentSexToyLeft.name brings <<him>> to orgasm. <<His>> juices soak your $currentSexToyLeft.name. "You might need to clean me up."
<</switch>>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "goo">>
<<elseif $NPCList[_nn].vagina is "rightDildo">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> ?orgasmMoans as <<his>> body convulses, <<his>> thighs trembling against your $currentSexToyRight.name.
<<case 3 4>>
<<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your $currentSexToyRight.name.
<<case 5>>
<<He>> screams and grasps your arm as your $currentSexToyRight.name brings <<him>> to orgasm. <<His>> juices soak your $currentSexToyRight.name. "You might need to clean me up."
<</switch>>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "goo">>
<<elseif $NPCList[_nn].vagina is "leftDildoAnus">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> ?orgasmMoans as <<his>> body convulses, <<his>> thighs trembling against your $currentSexToyLeft.name.
<<case 3 4>>
<<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your $currentSexToyLeft.name.
<<case 5>>
<<He>> screams and grasps your arm as your $currentSexToyLeft.name brings <<him>> to orgasm.
<</switch>>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>>
<<elseif $NPCList[_nn].vagina is "rightDildoAnus">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> ?orgasmMoans as <<his>> body convulses, <<his>> thighs trembling against your $currentSexToyRight.name.
<<case 3 4>>
<<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your $currentSexToyRight.name.
<<case 5>>
<<He>> screams and grasps your arm as your $currentSexToyRight.name brings <<him>> to orgasm.
<</switch>>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>>
<<elseif $NPCList[_nn].vagina is "feet">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> moans as you knead <<his>> pussy with your feet. <<His>> body trembles in orgasm.
<<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "goo">>
<<case 3 4>>
<<He>> shakes as <<he>> cums, <<his>> pussy twitching beneath your feet.
<<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "goo">>
<<case 5>>
<<He>> screams as <<he>> cums. <<He>> shakes for a moment, then <<his>> whole body falls limp.
<<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "goo">>
<</switch>>
<<elseif $NPCList[_nn].vagina is "vagina" and playerChastity("vagina")>>
<<He>> screams as <<he>> cums against your $worn.genitals.name. "Next time," <<he>> says, panting. "I want to rub your pussy directly."
<<elseif $NPCList[_nn].vagina is "vagina">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> moans with pleasure as <<he>> cums. You feel <<his>> pussy twitch against yours.
<<case 3 4>>
<<He>> moans as your <<pussy>> rubs against <<his>>, legs shaking as <<he>> cums.
<<case 5>>
<<He>> screams, cupping <<his>> arms under your shoulders as <<his>> entire body shakes. You feel <<his>> pussy twitch against yours.
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "goo">>
<</switch>>
<<elseif $NPCList[_nn].vagina is "othermouth">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> shudders with pleasure, exhaling against your crotch as <<he>> cums.
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "goo">>
<<case 3 4>>
<<He>> gives your <<pussy>> a slow, savage lick. You feel it shake as <<he>> cums.
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "goo">>
<<case 5>>
<<He>> screams and clutches <<his>> thighs as <<he>> cums, breathing hard on your <<pussy>>.
<</switch>>
<!-- following appear to be Male PC to Female Antagonist only? -->
<<elseif $NPCList[_nn].vagina is "otheranus">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> shakes as <<he>> cums, driving <<his>> ass hard against your <<penis>>.
<<case 3 4>>
<<He>> shakes as <<he>> cums, <<his>> ass pounding your <<penis>> with savage intensity.
<<case 5>>
<<He>> screams and bucks against your <<penis>> as <<he>> cums. "I knew there was a reason I kept you around."
<<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "goo">>
<</switch>>
<<elseif $NPCList[_nn].vagina is "penis">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> grasps your shoulders as <<he>> cums, driving <<his>> pussy down hard against your cock. <<He>> shudders with pleasure. "You're mine. Don't ever forget it."
<<ejacstat>><<set $hygiene += 500>><<bodyliquid "penis" "goo">>
<<case 3 4>>
<<His>> blush deepens and <<his>> body convulses as <<he>> cums. <<His>> pussy twitches around your <<penis>>.
<<ejacstat>><<set $hygiene += 500>><<bodyliquid "penis" "goo">>
<<case 5>>
<<He>> screams and bucks against your lap as <<he>> cums, taking your <<penis>> as hard as <<he>> can.
<<ejacstat>><<set $hygiene += 500>><<bodyliquid "penis" "goo">>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "goo">>
<</switch>>
<<elseif ($NPCList[_nn].vagina is "penisimminent" or $NPCList[_nn].vagina is "penisentrance") and playerChastity("penis")>>
<<He>> screams as <<he>> cums, <<his>> body shuddering against yours. "If you weren't wearing that thing," <<he>> says, panting. "I'd give you a proper seeing to."
<<elseif $NPCList[_nn].vagina is "penisimminent" or $NPCList[_nn].vagina is "penisentrance">>
<<He>> You feel <<his>> pussy twitch against the tip of your <<penis>> as <<he>> cums. "Next time I'll give you a proper fucking."
<<elseif $NPCList[_nn].vagina is "otheranusfrot" or $NPCList[_nn].vagina is "otheranusentrance">>
<<He>> bucks <<his>> ass against your cock as <<he>> cums, rubbing it between <<his>> cheeks. "Next time I want you to fuck me. I don't keep you around to toy with my ass."
<<elseif $NPCList[_nn].vagina is "frot">>
<<He>> rubs <<his>> clit against your cock as <<he>> cums, <<his>> whole body shuddering. <<He>> looks frustrated. "I want nothing more than to have that cock inside me. I deserve a medal for restraint."
<<ejacstat>><<set $hygiene += 500>><<bodyliquid "penis" "goo">>
<!-- Special case male PC with female NPC -->
<<elseif $NPCList[_nn].mouth is "penis">>
<<switch random(1, 4)>>
<<case 1 2>>
<<He>> cums as you fuck <<his>> mouth. You feel <<him>> tremble.
<<case 3 4>>
<<He>> cums with <<his>> lips still wrapped around your <<penis>>, and grasps your thighs with both hands.
<</switch>>
<<else>>
<<He>> convulses in orgasmic bliss.
<</if>>
<<else>>
<<if $NPCList[_nn].vagina is "footjob">>
<<switch random(1, 5)>>
<<case 1 2 3>>
<<He>> gasps as <<he>> cums. <<He>> smiles as <<he>> recovers, resting <<his>> foot on your tummy. "That's a good <<girl>>."
<<case 4 5>>
<<He>> moans as <<he>> cums. <<He>> moves <<his>> foot away from your <<genitals>> to spare you the violent spasms.
<</switch>>
<<elseif $NPCList[_nn].vagina is "vagina" and playerChastity("vagina")>>
<<He>> gasps your hair as <<he>> cums, pulling it tight. "If only you weren't locked up," <<he>> pants. "I'm gonna find out who has the key."
<<elseif $NPCList[_nn].vagina is "vagina">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> moans as <<he>> cums. You feel <<his>> pussy twitch against yours.
<<case 3 4>>
<<He>> moans as <<he>> grasps you by the throat and rubs <<his>> pussy hard against yours.
<<gstress>><<gtrauma>><<gpain>><<violence 3>><<bruise neck>><<hitstat>>
<<case 5>>
<<He>> screams, grasping your hair and mashing <<his>> body against yours. <<His>> whole body twitches with violent spasms.
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "goo">>
<</switch>>
<<elseif $NPCList[_nn].vagina is "othermouth">>
<<He>> grasps your hips and buries <<his>> face between your legs. <<His>> guttural moans reverberate through your <<genitals>>.
<<elseif $NPCList[_nn].vagina is "lefthand" or $NPCList[_nn].vagina is "righthand">>
<<He>> moans as <<he>> cums. <<He>> <span class="pink">grasps your hair and pulls you close.</span> "Don't forget I'm the only one you're allowed to pleasure."
<<elseif $NPCList[_nn].vagina is "mouthentrance" or $NPCList[_nn].vagina is "mouth" or $NPCList[_nn].vagina is "mouthimminent">>
<<if random(1)>>
<<He>> shakes with arousal as <<he>> cums, <<his>> pussy trembling against your tongue.
<<else>>
<<He>> moans and grasps your hair, rubbing <<his>> pussy against you as <<his>> thighs shake with orgasm.
<</if>>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">>
<!-- following appear to be Male PC to Female Antagonist only? -->
<<elseif $NPCList[_nn].vagina is "otheranus">>
<<He>> shakes as <<he>> cums, grasping your <<print ($player.ballsExist ? "balls" : "pussy")>> and taking your <<penis>> deep into <<his>> ass as <<he>> releases a final moan.
<<elseif $NPCList[_nn].vagina is "penis">>
<<He>> digs <<his>> nails into your shoulders as <<he>> cums, driving <<his>> pussy down hard against your cock. <<He>> shudders with pleasure.
<<elseif ($NPCList[_nn].vagina is "penisimminent" or $NPCList[_nn].vagina is "penisentrance") and playerChastity("penis")>>
<<He>> grasps your hair as <<he>> cums, thrusting against your $worn.genitals.name. "If you weren't locked up," <<he>> says. "I wouldn't be able to stop myself ravaging you."
<<elseif $NPCList[_nn].vagina is "penisimminent" or $NPCList[_nn].vagina is "penisentrance">>
<<He>> moans as <<he>> cums. You feel <<his>> pussy twitch against the tip of you <<penis>>. "I deserve a medal for restraint," <<he>> says. "Your cock is begging to be fucked."
<<elseif ($NPCList[_nn].vagina is "otheranusfrot" or $NPCList[_nn].vagina is "otheranusentrance") and playerChastity("penis")>>
<<He>> grasps your hair as <<he>> cums. You feel <<him>> tremble against your $worn.genitals.name. "That chastity device," <<he>> says. "I can't wait to take you properly."
<<elseif $NPCList[_nn].vagina is "otheranusfrot" or $NPCList[_nn].vagina is "otheranusentrance">>
<<He>> rubs <<his>> ass against your cock as <<he>> cums. "You're such a good tease," <<he>> pants. "Not having you inside me is almost unbearable."
<<elseif $NPCList[_nn].vagina is "frot" and playerChastity("penis")>>
<<He>> grasps your hair as <<he>> cums, <<his>> body trembling against your $worn.genitals.name. "I'm gonna find that key," <<he>> says. "Then I'll give you a proper seeing to."
<<elseif $NPCList[_nn].vagina is "frot">>
<<He>> grasps your throat, pulling you down and rubbing <<his>> clit against your cock as <<he>> cums. "I want to fuck your cock properly next time. Your teasing drives me mad."
<<gstress>><<gtrauma>><<gpain>><<violence 3>><<bruise neck>><<hitstat>>
<!-- Special case male PC with female NPC -->
<<elseif $NPCList[_nn].mouth is "penis">>
<<He>> cums as you fuck <<his>> mouth, until <<he>> pulls away and gasps for air. "That's enough."
<<else>>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> trembles with orgasm. <<He>> pulls you close. "Good <<girl>>," <<he>> whispers.
<<case 4 5 6>>
<<He>> sighs as <<he>> cums, and gives your <<bottom>> a light spank. "You're my prized possession," <<he>> says. "Don't forget it."
<<case 7>>
<<He>> rubs <<his>> clit and screams as <<he>> cums, before lying back and panting, one arm over <<his>> eyes and the other grasping your hair.
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "goo">>
<</switch>>
<</if>>
<</if>>
<br><br>
<</if>>
<!-- Male EDEN -->
<<if _condomResult is "leaked">>
<span class="red">The condom broke.</span>
<<elseif _condomResult is "burst">>
<span class="red">The tip of the condom bursts and rips, exposing the head of <<his>> penis.</span>
<</if>>
<<if $consensual is 1>>
<<if _condomResult is "contained">>
<<genericCondomEjaculation>>
<<elseif npcHasStrapon(_nn)>>
<<He>> moans and shivers in orgasmic bliss, grinding the strap-on against <<his>> genitals.
<<elseif $NPCList[_nn].penis is "idle">>
<<He>> moans as a wet patch forms on <<his>> trousers. You stifle a giggle at the sight.
<<elseif $NPCList[_nn].penis is "thighs">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> shakes as <<he>> cums, pulling <<his>> $NPCList[_nn].penisdesc out and ejaculating onto the back of your thighs.
<<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<case 4 5 6>>
<<He>> grasps your legs for purchase as <<he>> approaches <<his>> peak, before ejaculating between your thighs and onto your tummy.
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<case 7>>
<<He>> moans as <<he>> cums, ejaculating a massive load that covers your thighs and tummy.
<<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<tummyejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<</switch>>
<<elseif $NPCList[_nn].penis is "vaginaentrance" and playerChastity("vagina")>>
<<He>> moans as <<he>> cums, ejaculating over your $worn.genitals.name. "I'm gonna find the key holder," <<he>> gasps. "Then I'll give you a proper seeing to."
<<elseif $NPCList[_nn].penis is "vaginaentrance">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> holds you still by the hips while <<his>> $NPCList[_nn].penisdesc rubs against your <<pussy>>. The sensation proves too much, and <<he>> ejaculates onto your labia.
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>>
<<case 4 5 6>>
<<He>> rubs <<his>> $NPCList[_nn].penisdesc against your <<pussy>> and climaxes, sending white streams of semen onto your labia.
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>>
<<case 7>>
<<He>> moans and strokes <<his>> $NPCList[_nn].penisdesc as <<he>> cums, sending thick ropes of semen onto your <<pussy>> and ass.
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>>
<</switch>>
<<elseif $NPCList[_nn].penis is "vaginaimminent" and playerChastity("vagina")>>
<<He>> moans as <<he>> cums, ejaculating over your $worn.genitals.name. "I'm gonna find whoever has the key," <<he>> gasps. "Then fuck you until you can't walk."
<<elseif $NPCList[_nn].penis is "vaginaimminent">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> cums before <<he>> can penetrate your <<pussy>>, ejaculating on your labia. "I deserve a medal for restraint," <<he>> says. "Your unguarded pussy was right there, teasing me."
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>>
<<case 4 5 6>>
<<He>> tries to push <<his>> $NPCList[_nn].penisdesc into you as <<he>> approaches <<his>> peak, but <<his>> body's spasms betray <<him>>. <<He>> ejaculates, sending white streams of semen onto your labia. "Fuck," <<he>> says. "So close."
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>>
<<case 7>>
<<He>> grasps your hips for purchase and tries to bury <<his>> $NPCList[_nn].penisdesc in your <<pussy>>, but cums too soon. Thick ropes of semen cover your labia, and drip over your <<bottom>>. "You're almost too hot."
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>>
<</switch>>
<<elseif $NPCList[_nn].penis is "vagina">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> moans and thrusts deep into your <<pussy>> as <<he>> cums. <<His>> $NPCList[_nn].penisdesc pulses as warm semen fills you.
<<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">>
<<recordVaginalSperm "pc" $NPCList[_nn] "human">>
<<case 4 5 6>>
<<He>> grasps your shoulders and pulls your body onto <<his>> $NPCList[_nn].penisdesc as <<he>> cums. Warm semen fills your <<pussy>>, leaving you breathless.
<<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">>
<<recordVaginalSperm "pc" $NPCList[_nn] "human">>
<<case 7>>
<<He>> convulses and pounds your crotch as <<he>> cums, sending thick waves of semen into your <<pussy>>. It drips down your thighs.
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<vaginalejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<recordVaginalSperm "pc" $NPCList[_nn] "human">>
<</switch>>
<<elseif $NPCList[_nn].penis is "cheeks" and playerChastity()>>
<<He>> gasps as <<he>> cums, ejaculating over your $worn.genitals.name. "That fucking device," <<he>> gasps. "Your ass deserves such a pounding."
<<elseif $NPCList[_nn].penis is "cheeks">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> shakes as <<he>> cums, <<his>> $NPCList[_nn].penisdesc erupting over your <<bottom>>.
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 4 5 6>>
<<He>> grasps your thighs as <<he>> pushes <<his>> $NPCList[_nn].penisdesc against your <<bottom>> and ejaculates between your cheeks.
<!-- Really should be onto PCs back given position. Or hair maybe. Esp next one -->
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 7>>
<<He>> squeezes your cheeks together and moans as <<he>> cums, ejaculating a massive load that covers your <<bottom>>. "You're so fucking hot."
<<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>>
<</switch>>
<<elseif $NPCList[_nn].penis is "anusentrance" and playerChastity("anus")>>
<<He>> gasps as <<he>> cums, ejaculating over your $worn.genitals.name. "Whoever has the key," <<he>> gasps. "Owes me an ass fucking."
<<elseif $NPCList[_nn].penis is "anusentrance">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> pinches your <<bottom>> as <<he>> rubs <<his>> cock against it. <<He>> ejaculates, semen spurting over your cheeks.
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 4 5 6>>
<<He>> cums against your <<bottom>> with a shudder.
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 7>>
<<He>> moans as <<he>> cums against your <<bottom>>, sending thick ropes of semen onto your cheeks.
<<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>>
<</switch>>
<<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>>
<<elseif $NPCList[_nn].penis is "anusimminent" and playerChastity("anus")>>
<<He>> moans as <<he>> cums, ejaculating over your $worn.genitals.name. "That ass will be ravaged," <<he>> gasps. "Once I get this thing off you."
<<elseif $NPCList[_nn].penis is "anusimminent">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> tries to thrust into your <<bottom>> as <<he>> approaches <<his>> peak, but cums too soon. Semen splatters against your cheeks. "Fuck. Sometimes you're just too hot."
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 4 5 6>>
<<He>> grasps your hips for purchase and tries to fuck your <<bottom>>, but is overcome by sensation and ejaculates over your cheeks.
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 7>>
<<His>> $NPCList[_nn].penisdesc presses against your <<bottom>> as <<he>> cums. Thick ropes of semen erupt over your cheeks.
<<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>>
<</switch>>
<<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>>
<<elseif $NPCList[_nn].penis is "anus">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> moans and thrusts <<his>> $NPCList[_nn].penisdesc deep into your <<bottom>> as <<he>> cums. You gasp as you take <<his>> entire length, <<his>> warm semen filling you.
<<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">>
<<recordAnusSperm "pc" $NPCList[_nn] "human">>
<<case 4 5 6>>
<<He>> grasps your shoulders and pulls you against <<his>> $NPCList[_nn].penisdesc as <<he>> cums. <<His>> cock twitches as it fills you.
<<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">>
<<recordAnusSperm "pc" $NPCList[_nn] "human">>
<<case 7>>
<<He>> convulses and, with a final thrust, cums in your ass. Thick waves of semen pump into you. It drips down your thighs.
<<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<recordAnusSperm "pc" $NPCList[_nn] "human">>
<</switch>>
<<elseif $NPCList[_nn].penis is "chest">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> thrusts between your <<breasts>> as <<he>> ejaculates, covering your chest in semen.
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<<case 4 5 6>>
<<He>> rubs <<his>> penis against your <<breasts>>, and shudders into orgasm.
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<<case 7>>
<<He>> grasps your neck as <<he>> bears down on your <<breasts>>, moaning as <<he>> cums. Semen erupts over your <<breasts>> and covers your <<if $position is "missionary">>face<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">><<else>>stomach<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">><</if>>. "I think you'll need a bath."
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<</switch>>
<<elseif $NPCList[_nn].penis is "mouthentrance">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> cups your chin with one hand and pushes your lips against <<his>> $NPCList[_nn].penisdesc. The sensation proves too much, and <<he>> ejaculates over your face.
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<case 4 5 6>>
<<He>> presses <<his>> $NPCList[_nn].penisdesc against your cheek, and ejaculates over your face.
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<case 7>>
<<He>> grasps your hair and rubs your face against <<his>> $NPCList[_nn].penisdesc. Thick ropes of cum cover your face and push past your closed lips. "You're so cute. My favourite possession."
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<</switch>>
<<elseif $NPCList[_nn].penis is "mouthimminent">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> grasps your hair and tries to force <<his>> $NPCList[_nn].penisdesc past your lips, but cums too soon. Semen erupts onto your face. "Sometimes, I think you're too hot."
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<case 4 5 6>>
<<He>> tries to penetrate your mouth, but cums too early. It drips down your lips and chin. "I couldn't hold on long enough."
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<case 7>>
<<He>> shudders as <<he>> approaches <<his>> peak. <<He>> grasps your hair and tries to thrust <<his>> $NPCList[_nn].penisdesc into your mouth, but <<his>> body trembles too much. Thick ropes of cum cover your cheeks and chin. Some fluid makes it past your lips.
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<</switch>>
<<elseif $NPCList[_nn].penis is "mouth">>
<!-- this is picking up women NPCs...? -->
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> grasps your chin with one hand and hair with the other, thrusting <<his>> $NPCList[_nn].penisdesc deep into your mouth as <<he>> cums. Semen streams down your throat and fills your mouth.
<<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<<case 4 5 6>>
<<He>> grasps the back of your head and moans, <<his>> $NPCList[_nn].penisdesc filling your mouth with semen.
<<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<<case 7>>
<<He>> grasps the back of your head, <<his>> $NPCList[_nn].penisdesc violating your mouth with savage thrusts. Semen streams down your throat, then fills your mouth and covers your face as <<he>> pulls out. "It's your fault if I lose control. You have that effect on me."
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<</switch>>
<<elseif $NPCList[_nn].penis is "feet">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> moans as <<he>> cums between your feet, ejaculating over them.
<<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">>
<<case 4 5 6>>
<<He>> cums between your feet, leaving them slick with semen.
<<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">>
<<case 7>>
<<He>> moans and attacks your feet with savage thrusts. <<His>> ejaculate arcs as high as your thighs.
<<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<</switch>>
<<elseif $NPCList[_nn].penis is "leftarm" and $NPCList[_nn].penis is "rightarm">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> moans as <<he>> cums, penis pulsing in your hands and covering them both in cum. "You're good with your hands."
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">>
<<case 4 5 6>>
<<He>> cums onto your hands, leaving them slick with semen.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">>
<<case 7>>
<<He>> spasms, moans, and thrusts against your hands, thick streams of cum erupting from <<his>> $NPCList[_nn].penisdesc and splattering over your face. "You're a fine <<wife>>."
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">>
<<faceejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<</switch>>
<<elseif $NPCList[_nn].penis is "leftarm">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> moans as <<he>> cums, <<his>> hot $NPCList[_nn].penisdesc ejaculating over your hand. "You should clean up. You can't work with a hand like that."
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">>
<<case 4 5 6>>
<<He>> cums onto your hand, slickening your fingers. "You can't work like that. You should wash up."
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">>
<<case 7>>
<<He>> spasms and moans, shooting thick streams of cum and splattering your <<breasts>> in the process. "Sorry about the mess," <<he>> pants. "Go get cleaned up."
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">>
<<chestejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<</switch>>
<<elseif $NPCList[_nn].penis is "rightarm">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> moans as you work <<his>> shaft with your right hand. You give <<his>> $NPCList[_nn].penisdesc a final squeeze, and <<he>> shudders into orgasm, covering your hand in warm semen. "You should clean yourself up," <<he>> says. "You can't work like that."
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "semen">>
<<case 4 5 6>>
<<He>> cums onto your hand, slickening your fingers. "You can't work like that. You should wash up."
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "semen">>
<<case 7>>
<<He>> moans as thick ropes of semen erupt from <<his>> $NPCList[_nn].penisdesc, covering your hand. "Good job," <<he>> pants. "But make sure you clean up the mess."
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "semen">>
<</switch>>
<<elseif $NPCList[_nn].penis is 0>>
<<switch random(1, 4)>>
<<case 1>>
<<He>> moans as <<he>> works <<his>> shaft and, giving <<his>> cock a final squeeze, ejaculates onto your tummy. "Marking my territory. Trespassers will pay."
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<case 2>>
<<He>> rubs <<his>> $NPCList[_nn].penisdesc as <<he>> approaches <<his>> peak. It erupts over your face. "You're a mess," <<he>> pants. "Get yourself cleaned up."
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<case 3>>
<<He>> strokes <<his>> $NPCList[_nn].penisdesc and ejaculates over your <<bottom>>.
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 4>>
<<He>> strokes <<his>> penis and moans, ejaculating onto your <<breasts>>.
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<</switch>>
<<elseif $NPCList[_nn].penis is "otheranus">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> moans as you fuck <<his>> ass, <<his>> ejaculate spraying onto <<his>> own stomach. "You're such a good <<wife>>."
<<case 4 5>>
<<He>> whimpers as you pound <<his>> ass, moaning in pleasure as <<he>> ejaculates onto the ground. <<He>> comes to <<his>> senses, and looks a bit ashamed. "I let my guard down. I shouldn't let that happen. What if we're attacked?"
<<case 6 7>>
<<He>> sighs as <<he>> ejaculates onto <<his>> own chest. "I don't want you to ever leave."
<</switch>>
<<elseif ($NPCList[_nn].penis is "otheranusfrot" or $NPCList[_nn].penis is "otheranusentrance" or $NPCList[_nn].penis is "otheranusimminent") and playerChastity("penis")>>
<<He>> moans as <<he>> cums, ejaculating over your $worn.genitals.name. "All the ways I would fuck you," <<he>> gasps. "If not for that chastity device."
<<elseif $NPCList[_nn].penis is "otheranusfrot" or $NPCList[_nn].penis is "otheranusentrance" or $NPCList[_nn].penis is "otheranusimminent">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> reaches behind you and grasps your <<bottom>>, helping you thrust against <<his>> cheeks. You feel <<his>> body shudder in orgasm. "Next time," <<he>> gasps. "I want you to fuck my ass properly."
<<case 4 5>>
<<He>> moans and ejaculates onto the ground as you thrust against <<his>> ass. You leave <<him>> panting.
<<case 6 7>>
<<He>> sighs and ejaculates onto <<his>> own chest.
<</switch>>
<!-- Special case male PC being orally serviced by male NPC with no other contact -->
<<elseif $NPCList[_nn].mouth is "penis">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> cums as you fuck <<his>> mouth, gasping against your cock. "Don't forget," <<he>> says. "You're mine forever."
<<case 4 5>>
<<He>> cums on the ground as you fuck <<his>> mouth, leaving a pool beneath <<him>>.
<<case 6 7>>
<<He>> grasps your <<bottom>> and drives your <<penis>> deeper into <<his>> mouth. <<He>> trembles, and ejaculates onto <<his>> own chest.
<</switch>>
<<elseif $NPCList[_nn].penis is "othermouth">>
<<He>> shakes with arousal as <<he>> cums, wiping <<his>> wet face clean on your body.
<</if>>
<<if $NPCList[_nn].penis isnot "none" and !$NPCList[_nn].penisdesc.includes("strap-on") and _condomResult is "leaked">>
Despite wearing a condom, it was too damaged to stop the cum.
<</if>>
<br><br>
<<else>>
<<if _condomResult is "contained">>
<<genericCondomEjaculation>>
<<elseif $NPCList[_nn].penis is "idle">>
<<He>> groans as a wet patch forms on <<his>> trousers. You barely stifle a laugh at the pathetic display, but any mirth is soon driven from your mind by dread.
<<elseif $NPCList[_nn].penis is "thighs">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> shakes as <<he>> cums, pulling <<his>> cock out and ejaculating onto the backs of your thighs.
<<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<case 4 5 6>>
<<He>> grasps your thighs and thrusts <<his>> $NPCList[_nn].penisdesc hard between them as <<his>> cum shoots onto your tummy.
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<case 7>>
<<He>> moans as <<he>> cums, ejaculating a massive load that covers your thighs and tummy. "You're mine. Don't forget it."
<<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<tummyejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<</switch>>
<<elseif $NPCList[_nn].penis is "vaginaentrance" and playerChastity("vagina")>>
<<He>> gasps as <<he>> cums, ejaculating over your $worn.genitals.name. "My <<wife>> deserves to have <<pher>> womb filled," <<he>> says. "If only I could get this thing off."
<<elseif $NPCList[_nn].penis is "vaginaentrance">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> thrusts against your clit and labia, <<his>> $NPCList[_nn].penisdesc twitching and erupting with semen.
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>>
<<case 4 5 6>>
<<He>> rubs <<his>> $NPCList[_nn].penisdesc against your <<pussy>> with savage thrusts, each less coordinated than the last as <<he>> approaches <<his>> peak. <<He>> shudders into orgasm.
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>>
<<case 7>>
<<He>> moans as <<he>> rubs <<his>> $NPCList[_nn].penisdesc against your <<pussy>>. Thick ropes of semen cover your crotch and <<bottom>>.
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>>
<</switch>>
<<elseif $NPCList[_nn].penis is "vaginaimminent" and playerChastity("vagina")>>
<<He>> moans as <<he>> cums, ejaculating over your $worn.genitals.name. "If only I could find the key," <<he>> gasps. "I'd give that pussy a proper fucking."
<<elseif $NPCList[_nn].penis is "vaginaimminent">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> tries to thrust into your <<pussy>>, but cums too soon, ejaculating onto your labia. <span class="red"><<He>> slaps your <<bottom>> in frustration.</span>
<<gstress>><<gtrauma>><<gpain>><<violence 6>><<bruise bottom>><<hitstat>>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>>
<<case 4 5 6>>
<<He>> grasps your hips for purchase and tries to violate your <<pussy>>, but it's too late. <<His>> semen covers your labia. "Sometimes," <<he>> gasps. "It's like you're too hot."
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>>
<<case 7>>
<<He>> moans as <<he>> approaches <<his>> peak, <<his>> $NPCList[_nn].penisdesc twitching against your <<pussy>>. Thick ropes of semen shoot over your labia and <<bottom>>. "You should get cleaned up," <<he>> pants, shutting <<his>> eyes for a moment.
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>>
<</switch>>
<<elseif $NPCList[_nn].penis is "vagina">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> pulls your hair and thrusts <<his>> $NPCList[_nn].penisdesc deep into your <<pussy>> as <<he>> cums. <<He>> holds you there a moment as warm semen fills you.
<<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">>
<<recordVaginalSperm "pc" $NPCList[_nn] "human">>
<<case 4 5 6>>
<<He>> grasps your throat and pounds <<his>> $NPCList[_nn].penisdesc into you as <<he>> cums. Semen fills your <<pussy>> as you gasp for air.
<<gstress>><<gtrauma>><<gpain>><<violence 3>><<bruise neck>><<hitstat>>
<<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">>
<<recordVaginalSperm "pc" $NPCList[_nn] "human">>
<<case 7>>
<<He>> convulses as <<he>> thrusts into your <<pussy>>, <<his>> pelvis rubbing against your <<clit>> and $NPCList[_nn].penisdesc sending thick waves of cum into your body. Semen drips down your thighs. "I need to train you to hold cum better."
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<recordVaginalSperm "pc" $NPCList[_nn] "human">>
<</switch>>
<<elseif $NPCList[_nn].penis is "cheeks">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> shakes as <<he>> cums, <<his>> $NPCList[_nn].penisdesc erupting semen over your <<bottom>>. <<He>> gives you a light spank.
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 4 5 6>>
<<He>> pinches your <<bottom>>, then grasps your hips and pulls you closer, ejaculating over your cheeks.
<!-- Really should be onto PCs back given position. Or hair maybe. Esp next one -->
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 7>>
<<He>> squeezes your <<bottom>> cheeks together and moans as <<he>> cums, ejaculating a massive load. "You're a mess," <<he>> gasps. "Go clean up."
<<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>>
<</switch>>
<<elseif $NPCList[_nn].penis is "anusentrance" and playerChastity("anus")>>
<<He>> gasps as <<he>> cums, ejaculating over your $worn.genitals.name. "I'm going to ravage your ass," <<he>> says. "I just need to find the key."
<<elseif $NPCList[_nn].penis is "anusentrance">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> <span class="blue">slaps your <<bottom>></span> and rubs <<his>> $NPCList[_nn].penisdesc against you. <<He>> trembles as <<he>> cums, semen splattering onto your cheeks.
<<gstress>><<gtrauma>><<gpain>><<violence 3>><<bruise bottom>><<hitstat>>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 4 5 6>>
<<He>> rubs <<his>> $NPCList[_nn].penisdesc between your <<bottom>> cheeks. You feel it twitch as <<he>> cums, followed by warm semen on your skin.
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 7>>
<<He>> moans as <<his>> $NPCList[_nn].penisdesc erupts between your <<bottom>> cheeks, covering it with thick ropes of semen. "I went easy on you," <<he>> pants. "I wonder how you'd have handled my entire length inside."
<<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>>
<</switch>>
<<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>>
<<elseif $NPCList[_nn].penis is "anusimminent" and playerChastity("anus")>>
<<He>> gasps as <<he>> cums, ejaculating over your $worn.genitals.name. "When I find the key," <<he>> pants. "Your ass is getting fucked hard."
<<elseif $NPCList[_nn].penis is "anusimminent">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> grasps your hips for purchase and tries to drive <<his>> $NPCList[_nn].penisdesc into your <<bottom>>. <<He>> cums before <<he>> can make it, covering your cheeks with semen. <span class="red"><<He>> smacks your ass in frustration.</span>
<<gstress>><<gtrauma>><<gpain>><<violence 6>><<bruise bottom>><<hitstat>>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 4 5 6>>
<<He>> tries to penetrate your <<bottom>> as <<he>> shudders into orgasm, but can't control <<his>> trembling body well enough. <<His>> cock slides wide, shooting white streams of semen over your cheeks. "You're such a tease," <<he>> gasps. "Next time I'm cumming inside."
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 7>>
<<He>> moans as <<his>> $NPCList[_nn].penisdesc twitches against your <<bottom>>, covering it with thick ropes of semen. "I took it easy on you. Next time you're taking my whole cock."
<<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>>
<</switch>>
<<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>>
<<elseif $NPCList[_nn].penis is "anus">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> moans as <<he>> cums, <<his>> $NPCList[_nn].penisdesc pounding your <<bottom>> without mercy. <<His>> entire length fills you, pumping warm semen deep within.
<<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">>
<<recordAnusSperm "pc" $NPCList[_nn] "human">>
<<case 4 5 6>>
<<He>> grasps your shoulders and pulls you against <<his>> $NPCList[_nn].penisdesc as <<he>> cums, pushing <<his>> entire length into you. Semen fills you as you cry out.
<<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">>
<<recordAnusSperm "pc" $NPCList[_nn] "human">>
<<case 7>>
<<He>> convulses and, with a final thrust, cums into your ass. Thick waves of semen pump into you. Semen drips over your thighs. "You're a mess," <<he>> gasps. "Go clean yourself up."
<<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<recordAnusSperm "pc" $NPCList[_nn] "human">>
<</switch>>
<<elseif $NPCList[_nn].penis is "chest">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> rubs <<his>> $NPCList[_nn].penisdesc between your <<breasts>> as <<he>> cums, ejaculating onto them. "Don't forget who owns you."
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<<case 4 5 6>>
<<He>> grasps your hair and forces you to look at <<him>>. <<He>> continues to rub <<his>> $NPCList[_nn].penisdesc between your <<breasts>>, until <<he>> shudders into orgasm. "I want you to look at me while performing your duties as my <<wife>>." Warm semen drips down your chest.
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<<case 7>>
<<He>> grasps the back of your neck and mashes your face against <<his>> body as <<he>> cums. Semen shoots between your <<breasts>> and covers your <<if $position is "missionary">>face<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">><<else>>stomach<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">><</if>> as you gasp for air. "Remember. You need to be there for me whenever my cock needs servicing."
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<</switch>>
<<elseif $NPCList[_nn].penis is "mouthentrance">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> rubs <<his>> $NPCList[_nn].penisdesc against your lips, and shudders. Semen spurts from the tip, covering your face. "Don't forget I'm your master. Now go clean up."
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<case 4 5 6>>
<<He>> grasps your hair as <<he>> rubs <<his>> $NPCList[_nn].penisdesc against your face. <<He>> shudders, and ejaculates. "You're a mess," <<he>> gasps. "Go clean up."
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<case 7>>
<<He>> grasps your hair tight in <<his>> fist as <<he>> rubs <<his>> $NPCList[_nn].penisdesc against your face. <span class="pink">You splutter and gag as thick ropes of cum push past your lips and into your mouth.</span> "You should have swallowed. Go clean up the mess."
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<</switch>>
<<elseif $NPCList[_nn].penis is "mouthimminent">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> holds your hair at the nape your neck as cum erupts from <<his>> $NPCList[_nn].penisdesc.
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<case 4 5 6>>
<<He>> tries to push <<his>> $NPCList[_nn].penisdesc between your lips. The sensation is too much for <<him>>, and <<he>> cums early. "Fuck," <<he>> gasps, frustrated. "I wanted to feel your lips around me."
<<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<<case 7>>
<<He>> grasps the back of your head as <<his>> $NPCList[_nn].penisdesc presses against your mouth. <<He>> can't hold on any longer. <<He>> shudders as thick ropes of cum erupt onto your face, some pushing past your lips and into your mouth.
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<</switch>>
<<elseif $NPCList[_nn].penis is "mouth">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> grasps your chin with one hand and your hair with the other, shoving <<his>> $NPCList[_nn].penisdesc down your throat as <<he>> cums. You gag as <<his>> semen pumps into you, forcing you to swallow.
<<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<<case 4 5 6>>
<<He>> grasps your throat as <<his>> $NPCList[_nn].penisdesc trembles in your mouth. You gag as cum surges down your throat.
<<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<<if !_ejacStressDisplay>><<gstress>><</if>><<gtrauma>><<gpain>><<violence 3>><<bruise neck>><<hitstat>>
<<case 7>>
<<He>> grasps your hair with both hands, <<his>> $NPCList[_nn].penisdesc thrusting down your throat as <<he>> cums. Semen streams down your throat, then fills your mouth and covers your face as <<he>> pulls out. "I'm your protector," <<he>> pants. "You should show me respect."
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<</switch>>
<<elseif $NPCList[_nn].penis is "feet">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> pushes your feet together and thrusts <<his>> $NPCList[_nn].penisdesc between them as <<he>> cums, leaving them slick with ejaculate.
<<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">>
<<case 4 5 6>>
<<He>> moans as <<he>> cums on your feet, leaving them slick with semen.
<<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">>
<<case 7>>
<<He>> moans as <<he>> thrusts <<his>> $NPCList[_nn].penisdesc between your feet. Semen shoots onto your legs.
<<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<</switch>>
<<elseif $NPCList[_nn].penis is "leftarm" and $NPCList[_nn].penis is "rightarm">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> moans as <<he>> cums, <<his>> $NPCList[_nn].penisdesc pulsing between your hands.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">>
<<case 4 5 6>>
<<He>> cums on your hands, leaving them slick with semen.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">>
<<case 7>>
<<He>> thrusts <<his>> $NPCList[_nn].penisdesc between your hands harder as <<he>> cums. Semen shoots through the air, splattering your face. "You're a mess," <<he>> gasps. "My fault, but you need to clean up."
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">>
<<faceejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<</switch>>
<<elseif $NPCList[_nn].penis is "leftarm">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> moans as <<he>> cums, <<his>> $NPCList[_nn].penisdesc sliding between your fingers and leaving them slick with semen.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">>
<<case 3 4>>
<<He>> spasms as thick streams of semen erupt from <<his>> $NPCList[_nn].penisdesc. <<His>> convulsions send it sailing through the air. It splatters onto your face.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">>
<<faceejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<case 6 7>>
<<He>> spasms and moans as thick streams of cum shoot onto your <<breasts>>. "I need to train you to control cock better."
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">>
<<chestejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<</switch>>
<<elseif $NPCList[_nn].penis is "rightarm">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> moans as you work <<his>> shaft with your right hand. You give <<him>> a final squeeze, and <<he>> cums, <<his>> whole body shuddering.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "semen">>
<<case 4 5>>
<<He>> spasms and moans, thick streams of cum shooting from <<his>> $NPCList[_nn].penisdesc and landing on your face.
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<<handejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "semen">>
<<case 6 7>>
<<He>> moans as <<he>> cums in your hand, <<his>> whole body trembling. "Good <<girl>>," <<he>> gasps. "See? Your duties aren't so difficult."
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "semen">>
<<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<</switch>>
<<elseif $NPCList[_nn].penis is 0>>
<<switch random(1, 5)>>
<<case 1>>
<<He>> moans as <<he>> works <<his>> shaft and, giving <<his>> $NPCList[_nn].penisdesc a final squeeze, ejaculates onto your tummy. "Don't forget. You're mine whenever I want you."
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<case 2>>
<<He>> rubs <<his>> $NPCList[_nn].penisdesc and aims at your face, covering it with semen. "Your place is on your knees, servicing my cock. Don't forget it."
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<case 3>>
<<He>> strokes <<his>> $NPCList[_nn].penisdesc and ejaculates onto your <<bottom>>. "That's warm up for next time."
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 4>>
<<He>> strokes <<his>> $NPCList[_nn].penisdesc and moans as <<he>> ejaculates onto your <<breasts>>. "Go clean up this mess."
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<<case 5>>
<<He>> moans and shudders as cum flies all over your body. <<His>> muscles weakening, <<he>> leans on your shoulder for support.
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<<tummyejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<hairejacstat>><<set $hygiene += 500>><<bodyliquid "hair" "semen">>
<</switch>>
<<elseif $NPCList[_nn].penis is "otheranus">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> moans as you fuck <<his>> ass, semen erupting from <<his>> $NPCList[_nn].penisdesc and pooling on the ground beneath <<him>>. "Don't think," <<he>> gasps, "that cumming from having your cock in my ass means I can't protect you."
<<case 4 5>>
<<He>> moans as you pound <<his>> ass, <<his>> ejaculate covering the ground beneath <<him>>.
<<case 6 7>>
<<He>> moans as you fuck <<his>> ass, <<his>> semen arcing onto <<his>> own chest.
<</switch>>
<<elseif ($NPCList[_nn].penis is "otheranusfrot" or $NPCList[_nn].penis is "otheranusentrance" or $NPCList[_nn].penis is "otheranusimminent") and playerChastity("penis")>>
<<He>> gasps as <<he>> cums, ejaculating over your $worn.genitals.name. "Once I get the key," <<he>> pants. "Your ass is gonna get ravaged."
<<elseif $NPCList[_nn].penis is "otheranusfrot" or $NPCList[_nn].penis is "otheranusentrance" or $NPCList[_nn].penis is "otheranusimminent">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> moans as you fuck <<his>> cheeks. <<He>> reaches behind you and grasps your <<bottom>>, rubbing against you as <<he>> climaxes. <<He>> ejaculates onto the ground. "Fuck me properly next time," <<he>> pants. "Don't be shy."
<<case 4 5>>
<<He>> moans as you rub against <<his>> ass. <<His>> $NPCList[_nn].penisdesc erupts onto the ground in front of <<him>>. "You're a tease," <<he>> gasps. "I couldn't take the anticipation."
<<case 6 7>>
<<He>> sighs as <<his>> $NPCList[_nn].penisdesc ejaculates onto <<his>> own chest. "That was fine," <<he>> pants. "But next time, you're getting penetrated."
<</switch>>
<!-- Special case male PC being orally serviced by male NPC with no other contact -->
<<elseif $NPCList[_nn].mouth is "penis">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> cums as you fuck <<his>> mouth, <<his>> whole body shuddering as <<his>> semen shoots from <<his>> $NPCList[_nn].penisdesc and onto the floor beneath <<him>>.
<<case 4 5>>
<<He>> cums on the ground as you fuck <<his>> mouth. <<He>> pulls away. "I'm done. For now."
<<case 6 7>>
<<He>> grasps your <<print ($player.ballsExist ? "balls" : "pussy")>> and drives your cock down <<his>> throat.
<<He>> ejaculates on <<his>> own chest as <<he>> shudders around your length.
<</switch>>
<<elseif $NPCList[_nn].penis isnot "none">>
<<He>> shakes with arousal as <<he>> cums.
<</if>>
<<if $NPCList[_nn].penis isnot "none" and !$NPCList[_nn].penisdesc.includes("strap-on") and _condomResult is "leaked">>
Despite wearing a condom, it was too damaged to stop the cum.
<</if>>
<br><br>
<</if>>
<!-- Finishing moves for consensual with low anger or non-consensual with damage or high anger -->
<<if _args[0] isnot "short">>
<<if $consensual is 1 and $enemyanger lte 0>>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> strokes you, <span class="green">making you feel warm inside.</span> "I hope you know how much I need you here."
<<lstress>><<ltrauma>><<lpain>><<violence -3>>
<br><br>
<<case 3 4>>
<<He>> strokes your hair, <span class="green">making you feel warm inside.</span> "Never ever leave me."
<<lstress>><<ltrauma>><<lpain>><<violence -3>>
<br><br>
<<case 5>>
<<He>> brushes your cheek with <<his>> hand. "You're so <<if $player.gender_appearance is "m">>handsome<<else>>beautiful<</if>> it makes me hurt." <span class="green">Your face flushes with pleasure.</span>
<<lstress>><<ltrauma>><<lpain>><<violence -3>>
<br><br>
<</switch>>
<br><br>
<<elseif $consensual is 0 and $enemyhealth lte ($enemyhealthmax / 10) * 7.5>>
Overcome by anger, <<he>> <span class="red">punches you.</span> "I expect your compliance," <<he>> snarls. "Defy me again and I might leave you naked in the woods for the wolves."
<<gstress>><<gtrauma>><<gpain>><<violence 6>><<npcStealMoney>>
<br><br>
<<elseif $consensual is 0 and $enemyhealth lte ($enemyhealthmax / 10) * 8.5>>
<<He>> pins your arms back and <span class="pink">slaps your face.</span> "You need to learn your place. For your own good. Don't resist me."
<<gstress>><<gtrauma>><<gpain>><<violence 3>><<npcStealMoney>>
<br><br>
<<elseif $consensual is 0 and $enemyhealth lte ($enemyhealthmax / 10) * 9.5>>
<<He>> <span class="pink">slaps your face.</span> "You need a reminder. You're here for my pleasure. Don't fight it."
<<gstress>><<gtrauma>><<gpain>><<violence 2>><<npcStealMoney>>
<br><br>
<</if>>
<</if>>
<</widget>><<widget "ejaculation-gloryhole">>
<<set $ejaculating to 1>>
<<if $NPCList[0].pronoun is "m">>
<<set $pronoun to "m">>
<</if>>
<<if $NPCList[0].pronoun is "f">>
<<set $pronoun to "f">>
<</if>>
<<if $NPCList[0].pronoun is "i">>
<<set $pronoun to "i">>
<</if>>
<<if $NPCList[0].pronoun is "n">>
<<set $pronoun to "n">>
<</if>>
<<if $NPCList[0].pronoun is "t">>
<<set $pronoun to "t">>
<</if>>
<<if $enemytype is "man">>
<<set $NPCList[0].intro to 1>>
<<else>>
<<set $pronoun to "i">>
<</if>>
<!-- Gloryhole encounter assumes NPC cannot reach or see PC and vice versa. Assumes NPCs believe PC may have following combat. Assumes all other forms of finishing in place and encounters can be either consens or non-consens. Non-consens encounters assume PC is restrained to hole with no arms available, though genital encounters were left in place in case of future use-->
<!-- Currently non-consens gloryhole is oral-only and so focus is on these cases; the rear-body non-consens is captured by $position="wall". As game changes this can be reviewed -->
<!-- Consens gloryhole has all combat options available currently. -->
/% DEBUG POS:$position POS2:$punishmentposition<br> %/
/% DEBUG NPCF $NPCList[0].vagina NPCM $NPCList[0].penis<br> %/
<!-- Female Gender NPC1 at WALL -->
<<if $NPCList[0].gender is "f">>
<<if $consensual is 1>>
<<if $NPCList[0].vagina is "footjob">>
<<He>> gasps as <<he>> cums.
<br><br>
<<elseif $NPCList[0].vagina is "feet">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> groans as <<he>> cums; ejaculate covers your feet.
<br><br>
<<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "goo">>
<<case 4 5 6>>
<<He>> quietly cums on your feet, slickening them with ejaculate.
<br><br>
<<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "goo">>
<<case 7>>
<<He>> grunts and rubs <<his>> cunt on your feet as <<he>> cums, splattering your feet and legs with ejaculate.
<br><br>
<<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "goo">>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "goo">>
<</switch>>
<<elseif $NPCList[0].vagina is "leftarm" or $NPCList[0].vagina is "rightarm">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> sighs as you finish with <<his>> pussy, shaking <<his>> thighs together against your hand as <<his>> body convulses.
<br><br>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "goo">>
<<case 3 4>>
<<He>> cums silently, cunt twitching against your hand uncontrollably.
<br><br>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "goo">>
<<case 5>>
<<He>> screams, grabbing your hand and fucking <<his>> pussy with your fingers. Your fingers are soaked in ejaculate.
<br><br>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "goo">>
<</switch>>
<<elseif $NPCList[_nn].vagina is "leftDildo">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> ?orgasmMoans as <<his>> body convulses, <<his>> thighs trembling against your $currentSexToyLeft.name.
<<case 3 4>>
<<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your $currentSexToyLeft.name.
<<case 5>>
<<He>> ?orgasmMoans and grasps your arm as your $currentSexToyLeft.name brings <<him>> to orgasm. <<His>> juices soak your $currentSexToyLeft.name.
<</switch>>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "goo">>
<<elseif $NPCList[_nn].vagina is "rightDildo">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> ?orgasmMoans as <<his>> body convulses, <<his>> thighs trembling against your $currentSexToyRight.name.
<<case 3 4>>
<<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your $currentSexToyRight.name.
<<case 5>>
<<He>> ?orgasmMoans and grasps your arm as your $currentSexToyRight.name brings <<him>> to orgasm. <<His>> juices soak your $currentSexToyRight.name.
<</switch>>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "goo">>
<<elseif $NPCList[_nn].vagina is "leftDildoAnus">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> ?orgasmMoans as <<his>> body convulses, <<his>> thighs trembling against your $currentSexToyLeft.name.
<<case 3 4>>
<<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your $currentSexToyLeft.name.
<<case 5>>
<<He>> ?orgasmMoans and grasps your arm as your $currentSexToyLeft.name brings <<him>> to orgasm.
<</switch>>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>>
<<elseif $NPCList[_nn].vagina is "rightDildoAnus">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> ?orgasmMoans as <<his>> body convulses, <<his>> thighs trembling against your $currentSexToyRight.name.
<<case 3 4>>
<<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your $currentSexToyRight.name.
<<case 5>>
<<He>> ?orgasmMoans and grasps your arm as your $currentSexToyRight.name brings <<him>> to orgasm.
<</switch>>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>>
<<elseif $NPCList[0].vagina is "vagina">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> groans as <<he>> cums, dragging <<his>> wet pussy across yours. "That was so good."
<br><br>
<<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "goo">>
<<case 3 4>>
<<He>> moans as <<he>> grinds downs hard on your <<pussy>>.
<br><br>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "goo">>
<<case 5>>
<<He>> screams, mashing <<his>> crotch against the wall. Ejaculate streams from <<his>> pussy, drenching your exposed legs. <<He>> giggles, "I hope I didn't make too much of a mess."
<br><br>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "goo">>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "goo">>
<</switch>>
<<elseif $NPCList[0].vagina is "othermouth">>
<<He>> shakes with arousal as <<he>> cums, withdrawing <<his>> face from the hole.
<br><br>
<<elseif $NPCList[0].vagina is "lefthand" or $NPCList[0].vagina is "righthand">>
<<He>> moans as <<he>> cums. "You must enjoy being used like this."
<br><br>
<<elseif $NPCList[0].vagina is "mouthentrance" or $NPCList[0].vagina is "mouthimminent">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> groans and grinds <<his>> crotch against your face; you feel the wall shake as <<he>> cums on your mouth.
<br><br>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">>
<<case 3 4>>
<<He>> ejaculates on your face, rubbing <<his>> clit against your nose as <<he>> finished. You feel cum running down your nose and lips.
<br><br>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">>
<<case 5>>
<<He>> rubs <<his>> clit rapidly, squirting your face through the hole with cum. You feel slime running down your face and neck.
<br><br>
<<faceejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "face" "goo" 2>>
<</switch>>
<<elseif $NPCList[0].vagina is "mouth">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> groans and grinds <<his>> crotch roughly against your mouth; you feel the wall shake as <<he>> cums into your waiting mouth.
<br><br>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">>
<<case 3 4>>
<<He>> ejaculates into your mouth, grinding <<his>> cunt against the wall as <<he>> finishes. You feel ejaculate running down your throat.
<br><br>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">>
<<case 5>>
<<He>> rubs <<his>> clit rapidly, squirting into your open mouth. You feel cum running down your throat and dripping off your chin.
<br><br>
<<faceejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "face" "goo" 2>>
<</switch>>
<!-- following appear to be Male PC to Female Antagonist only? -->
<<elseif $NPCList[0].vagina is "otheranus">>
<<He>> shakes as <<he>> cums, driving your cock deeply into <<his>> ass as <<he>> releases a final moan.
<br><br>
<<elseif $NPCList[0].vagina is "penis">>
<<He>> drives <<his>> pussy hard against your cock as <<he>> shudders with pleasure.
<br><br>
<<elseif $NPCList[0].vagina is "penisimminent" or $NPCList[0].vagina is "penisentrance">>
<<if !playerHasStrapon()>>
<<He>> moans as <<he>> cums on your throbbing cock.
<<else>>
<<He>> moans as <<he>> cums on your $worn.under_lower.name.
<</if>>
<br><br>
<<elseif $NPCList[0].vagina is "otheranusfrot" or $NPCList[0].vagina is "otheranusentrance">>
<<He>> swivels <<his>> ass against your cock as <<he>> cums.
<br><br>
<<elseif $NPCList[0].vagina is "frot">>
<<He>> pushes against the wall, rubbing <<his>> clit hard against your cock as <<he>> cums.
<br><br>
<!-- Special case male PC with female NPC -->
<<elseif $NPCList[0].mouth is "penis">>
<<He>> cums as <<he>> sucks your <<penis>>, dropping away as <<he>> gasps for air.
<br><br>
<<else>>
<<switch random(1, 3)>>
<<case 1 2>>
<<He>> groans and rubs <<his>> clit, spraying your face with ejaculate through the hole.
<br><br>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">>
<<case 3>>
<<He>> moans as <<he>> ejaculates onto <<his>> thighs.
<br><br>
<</switch>>
<</if>>
<<else>><!-- Start non-consensual -->
<<if $NPCList[0].vagina is "mouthentrance" or $NPCList[0].vagina is "mouthimminent">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> groans and grinds <<his>> clit roughly against your restrained face; you feel the wall shake as <<he>> cums on your mouth.
<br><br>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">>
<<case 3 4>>
<<He>> ejaculates on your face, rubbing <<his>> clit against your nose as <<he>> finished. You feel goo running down your nose and lips.
<br><br>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">>
<<case 5>>
<<He>> rubs <<his>> clit rapidly, squirting your face through the hole with cum. You try futilely to back away but your restraints hold you in place; you feel slime running down your face and neck.
<br><br>
<<faceejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "face" "goo" 2>>
<</switch>>
<<elseif $NPCList[0].vagina is "mouth">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> groans and grinds <<his>> crotch roughly against your tongue; you feel the wall shake as <<he>> cums into your waiting mouth.
<br><br>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">>
<<case 3 4>>
<<He>> ejaculates into your mouth, grinding <<his>> cunt against the wall as <<he>> finishes. You feel ejaculate running down your throat.
<br><br>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">>
<<case 5>>
<<He>> rubs <<his>> clit rapidly, squirting into your open mouth. You try futilely to back away but your restraints hold you in place; you feel cum running down your throat and dripping off your chin. "I hope you were thirsty, you little slut."
<br><br>
<<faceejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "face" "goo" 2>>
<</switch>>
<<else>>
<<switch random(1, 3)>>
<<case 1 2>>
<<He>> groans and rubs <<his>> clit, spraying your restrained face with ejaculate through the hole. Goo drips from your face and down the wall.
<br><br>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">>
<<case 3>>
<<He>> moans as <<he>> ejaculates onto <<his>> thighs. <<He>> reaches through the wall, <span class="purple"> shoving <<his>> fingers down your throat.</span> You gag and retch as <<he>> laughs. "Such a disgusting little piggy."
<br><br>
<</switch>>
<</if>>
<</if>>
<</if>>
<!-- Male Gender NPC1 at WALL -->
<<if $NPCList[0].gender is "m">>
<!-- Start simplified strap-on sub-case -->
<<if $NPCList[0].penisdesc.includes("strap-on")>>
<<if $consensual is 0>><!-- Non-consen strap-on case -->
<<switch $NPCList[0].penis>>
<<case "vagina" "vaginaimminent" "vaginaentrance" "anus" "anusentrance" "anusimminent" "thighs">>
<<switch random(1, 3)>>
<<case 1>>
<<He>> shakes as <<he>> cums, slapping you across the ass with <<his>> $NPCList[0].penisdesc.
<br><br>
<<case 2>>
<<He>> cums loudly, then spanks your ass with <<his>> $NPCList[0].penisdesc. "Something to remember me by, whore."
<br><br>
<<case 3>>
<<He>> cums quietly, rubbing <<his>> $NPCList[0].penisdesc along your back.
<br><br>
<</switch>>
<<case "mouth">>
<<He>> cums loudly, shoving <<his>> $NPCList[0].penisdesc deep into your throat, making you gag. Tears stream down your face.
<br><br>
<<case "mouthentrance" "mouthimminent" "chest" "lefthand" "righthand">>
<<switch random(1, 3)>>
<<case 1>>
<<He>> shakes as <<he>> cums, slapping you across the face with <<his>> $NPCList[0].penisdesc.
<br><br>
<<case 2>>
<<He>> cums loudly, then laughs, wiping <<his>> $NPCList[0].penisdesc of on your hair.
<br><br>
<<case 3>>
<<He>> cums silently, mouth agape, rubbing <<his>> $NPCList[0].penisdesc against your cheek.
<br><br>
<</switch>>
<<default>>
<<He>> moans as <<he>> cums, rubbing <<his>> clit with the base of <<his>> $NPCList[0].penisdesc.
<br><br>
<</switch>>
<<else>><!-- Consensual strap-on case -->
<<switch $NPCList[0].penis>>
<<case "vagina" "vaginaimminent" "vaginaentrance" "anus" "anusentrance" "anusimminent" "thighs">>
<<He>> shakes as <<he>> cums, wiping <<his>> $NPCList[0].penisdesc off on your ass.
<br><br>
<<case "mouth">>
<<He>> cums loudly, grinding <<his>> $NPCList[0].penisdesc against <<his>> own crotch with <<his>> hand as <<he>> cums.
<br><br>
<<case "mouthentrance" "mouthimminent" "chest" "lefthand" "righthand">>
<<He>> cums silently, mouth agape, rubbing <<his>> $NPCList[0].penisdesc against your cheek.
<br><br>
<<default>>
<<He>> moans as <<he>> cums, rubbing <<his>> clit with the base of <<his>> $NPCList[0].penisdesc.
<br><br>
<</switch>>
<</if>>
<<elseif $consensual is 1>>
<<if _condomResult is "leaked">>
<span class="red">The condom broke.</span>
<<elseif _condomResult is "burst">>
<span class="red">The tip of the condom bursts and rips, exposing the head of <<his>> penis.</span>
<</if>>
<<if _condomResult is "contained">>
<<genericCondomEjaculation>>
<<elseif $NPCList[0].penis is "idle">>
<<He>> groans as a wet patch forms on <<his>> trousers. You laugh at the pathetic display.
<br><br>
<<elseif $NPCList[0].penis is "thighs">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> shakes as <<he>> cums, pulling <<his>> cock out and ejaculating onto the backs of your thighs. You feel <<him>> wipe <<his>> cock clean on your ass.
<br><br>
<<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<case 4 5 6>>
<<He>> slams <<his>> crotch hard into your ass as <<he>> cums and ejaculates onto your tummy and the wall.
<br><br>
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<case 7>>
<<He>> groan as <<he>> cums, ejaculating a massive load that covers your thighs and tummy; cum drips coolly down your legs, pooling on the ground.
<br><br>
<<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<tummyejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<</switch>>
<<elseif $NPCList[0].penis is "vaginaentrance" and playerChastity("vagina")>>
<<He>> groans as <<he>> ejaculates over your $worn.genitals.name.
<<elseif $NPCList[0].penis is "vaginaentrance">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> groans as <<he>> ejaculates onto your <<pussy>>. You feel semen coating your outer lips and pooling around your knees.
<br><br>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[0], spermType: "human", rngModifier: 5, rngType: "canWash"}`>>
<<case 4 5 6>>
<<He>> strokes <<his>> cock and ejaculates onto your <<pussy>> without a word, sending streams of semen running down your cunt; you can feel <<him>> flicking <<his>> cock dry on your ass.
<br><br>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[0], spermType: "human", rngModifier: 5, rngType: "canWash"}`>>
<<case 7>>
<<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your <<pussy>> and ass.
<br><br>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[0], spermType: "human", rngModifier: 5, rngType: "canWash"}`>>
<</switch>>
<<elseif $NPCList[0].penis is "vaginaimminent" and playerChastity("vagina")>>
<<He>> moans as <<he>> ejaculates onto your $worn.genitals.name.
<<elseif $NPCList[0].penis is "vaginaimminent">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> cums before <<he>> can penetrate your <<pussy>>, ejaculating on the outside. Semen coats your outer lips and tummy.
<br><br>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[0], spermType: "human", rngModifier: 15, rngType: "canWash"}`>>
<<case 4 5 6>>
<<He>> ejaculates onto your <<pussy>> before <<he>> can penetrate you, sending warm streams of semen running down your cunt; <<he>> groans in disappointment.
<br><br>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[0], spermType: "human", rngModifier: 15, rngType: "canWash"}`>>
<<case 7>>
<<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your <<pussy>> and ass.
<br><br>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[0], spermType: "human", rngModifier: 15, rngType: "canWash"}`>>
<<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<</switch>>
<<elseif $NPCList[0].penis is "vagina">><<creampie "self" "vagina">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> thrusts deeply into your <<pussy>> as <<he>> cums, holding <<his>> cock deep in your womb. Semen splashes inside your <<pussy>> as you drive back against <<him>>.
<br><br>
<<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">>
<<recordVaginalSperm "pc" $NPCList[0] "human">>
<<case 4 5 6>>
<<He>> quiets and pounds <<his>> cock into you as <<he>> cums. Semen fills your <<pussy>> as you push back against the wall.
<br><br>
<<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">>
<<recordVaginalSperm "pc" $NPCList[0] "human">>
<<case 7>>
<<He>> convulses and grinds on your cunt as <<he>> cums, smashing your <<clit>> and sending thick waves of cum into your <<pussy>>. Semen oozes from your vagina and down your legs, pooling around your knees. "I just love fucking faceless wet cunts."
<br><br>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<vaginalejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<recordVaginalSperm "pc" $NPCList[0] "human">>
<</switch>>
<<elseif $NPCList[0].penis is "cheeks">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> shakes as <<he>> cums, withdrawing <<his>> cock from your cheeks and ejaculating onto your ass.
<br><br>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 4 5 6>>
<<He>> smashes hard against the wall, ejaculating between your cheeks.
<br><br>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 7>>
<<He>> grunts as <<he>> cums. You feel a flood of warm cum dripping down your ass and crotch.
<br><br>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>>
<</switch>>
<<elseif $NPCList[0].penis is "anusentrance" and playerChastity("anus")>>
<<He>> gasps as <<he>> strokes <<his>> cock, ejaculating onto your $worn.genitals.name.
<<elseif $NPCList[0].penis is "anusentrance">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> strokes <<his>> cock, ejaculating onto your bottom. Semen drips down your butt and into your crack.
<br><br>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 4 5 6>>
<<He>> strokes <<his>> cock and quietly ejaculates onto your ass. You feel semen dripping down your crack.
<br><br>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 7>>
<<He>> moans and strokes <<his>> cock as <<he>> cums; you feel the splash of wet semen cover your ass and drip down your crotch.
<br><br>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>>
<</switch>>
<<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[0], spermType: "human", rngModifier: 5, rngType: "canWash"}`>>
<<elseif $NPCList[0].penis is "anusimminent" and playerChastity("anus")>>
<<He>> strokes <<his>> cock and ejaculates onto your $worn.genitals.name.
<<elseif $NPCList[0].penis is "anusimminent">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> cums before <<he>> can penetrate your wriggling ass, ejaculating on the outside. You feel semen coat your ass and drip warmly down your crack.
<br><br>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 4 5 6>>
<<He>> strokes <<his>> cock and ejaculates onto your ass before <<he>> can penetrate you, sending streams of semen running down your crack; <<he>> groans, disappointed.
<br><br>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 7>>
<<He>> moans and strokes <<his>> cock as <<he>> cums, you feel a flood of semen on your ass and crotch.
<br><br>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>>
<</switch>>
<<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[0], spermType: "human", rngModifier: 15, rngType: "canWash"}`>>
<<elseif $NPCList[0].penis is "anus">><<creampie "self" "anus">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> moans, pounding your ass as <<he>> cums. You groan as semen streams into your asshole.
<br><br>
<<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">>
<<recordAnusSperm "pc" $NPCList[0] "human">>
<<case 4 5 6>>
<<He>> pushes hard into your <<bottom>> as <<he>> cums, and you mash your <<bottom>> against the wall in response. Semen fills you as you moan with pleasure.
<br><br>
<<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">>
<<recordAnusSperm "pc" $NPCList[0] "human">>
<<case 7>>
<<He>> convulses and with a final shove, cums in your ass. Thick waves of semen pump into you. <span class="blue">You gasp as your ass overflows;</span> cum oozes from your ass and runs down your legs. "I can't see your face, but I bet you love being fucked in the ass."
<br><br>
<<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">>
<<recordAnusSperm "pc" $NPCList[0] "human">>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<</switch>>
<<elseif $NPCList[0].penis is "chest">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> moans as <<he>> cums, ejaculating onto your <<breasts>>.
<br><br>
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<<case 4 5 6>>
<<He>> strokes the tip of <<his>> cock between your <<breasts>> and wordlessly ejaculates onto them. Your <<breasts>> cool as semen slides down your body.
<br><br>
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<<case 7>>
<<He>> bears down on your <<breasts>>, grunting as <<he>> cums; semen shoots between your <<breasts>> and onto the wall.
<br><br>
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<</switch>>
<<elseif $NPCList[0].penis is "mouthentrance">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> moans, stroking <<his>> cock and ejaculating onto your face.
<br><br>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<case 4 5 6>>
<<He>> strokes <<his>> cock and ejaculates onto your face. Warm cum drips down your forehead and nose.
<br><br>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<case 7>>
<<He>> grips <<his>> cock tightly, working it while aiming though the hole straight at your mouth. <span class="pink">You splutter and gag as thick ropes of cum push past your lips and into your mouth.</span>
<br><br>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<br><br>
<</switch>>
<<elseif $NPCList[0].penis is "mouthimminent">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> gasps, ejaculating onto your lips as you barely brush against the tip of <<his>> penis.
<br><br>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<case 4 5 6>>
<<He>> brushes <<his>> cock against your face, causing <<him>> to ejaculate early. Cum drips down your lips and chin; <<he>> sounds frustrated.
<<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<br><br>
<<case 7>>
<<He>> cums before <<he>> can enter your mouth. Thick ropes of cum cover your cheeks, chin, and into your waiting mouth. <<He>> sounds frustrated.
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<br><br>
<</switch>>
<<elseif $NPCList[0].penis is "mouth">><<creampie "self" "mouth">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> unexpectedly shoves <<his>> cock down your throat as <<he>> cums. You gag as semen streams down your throat, forcing you to swallow.
<<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<br><br>
<<case 4 5 6>>
<<He>> puts <<his>> hands on the wall as <<he>> mashes <<his>> cock into your mouth, ejaculating with a moan. You gag as cum fills your mouth and drips down your chin.
<br><br>
<<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<<case 7>>
<<He>> wildly thrusts <<his>> cock down your throat as <<he>> cums, shaking the entire wall. <span class="pink">Semen streams down your throat,</span> fills your mouth and covers your face as <<he>> flails.
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<br><br>
<</switch>>
<<elseif $NPCList[0].penis is "feet">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> groans as <<he>> cums; ejaculate covers your feet.
<br><br>
<<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">>
<<case 4 5 6>>
<<He>> quietly cums on your feet, slickening them with semen.
<br><br>
<<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">>
<<case 7>>
<<He>> grunts and thrusts <<his>> cock between your feet as <<he>> cums, splattering cum on your feet and legs in the process, and pooling around your knees.
<br><br>
<<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<</switch>>
<<elseif $NPCList[0].penis is "leftarm">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> groans as <<he>> cums, penis sliding hotly in your hand and covering it with cum.
<br><br>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">>
<<case 4 5 6>>
<<He>> quietly cums on your hand. Semen drips down your fingers. "I'd rather fuck your mouth next time..."
<br><br>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">>
<<case 7>>
<<He>> spasms and moans, shooting thick streams of cum and splattering your <<breasts>> in the process.
<br><br>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">>
<<chestejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<</switch>>
<<elseif $NPCList[0].penis is "rightarm">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> groans as <<he>> cums, penis sliding hotly in your hand and covering it with cum.
<br><br>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "semen">>
<<case 4 5 6>>
<<He>> quietly cums on your hand. Semen drips down your fingers. "I'd rather fuck your mouth next time..."
<br><br>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "semen">>
<<case 7>>
<<He>> spasms and moans, shooting thick streams of cum and splattering your <<breasts>> in the process.
<br><br>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "semen">>
<<chestejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<</switch>>
<<elseif $NPCList[0].penis is 0>>
<<switch random(1, 3)>>
<<case 1 2>>
<<He>> groans and rubs <<his>> cock, spraying your face with ejaculate through the hole.
<br><br>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">>
<<case 3>>
<<He>> moans as <<he>> ejaculates onto the ground.
<br><br>
<</switch>>
<<elseif $NPCList[0].penis is "otheranus">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> groans as you fuck <<his>> ass.
<br><br>
<<case 4 5>>
<<He>> moans as you pound <<his>> ass, and ejaculates on the ground.
<br><br>
<<case 6 7>>
<<He>> sighs as <<he>> ejaculates onto <<his>> own chest.
<br><br>
<</switch>>
<<elseif $NPCList[0].penis is "otheranusfrot" or $NPCList[0].penis is "otheranusentrance" or $NPCList[0].penis is "otheranusimminent">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> noisily cums as you fuck <<his>> cheeks.
<br><br>
<<case 4 5>>
<<He>> moans as you rub against <<his>> anus, and ejaculates on the ground; <<he>> seems disappointed.
<br><br>
<<case 6 7>>
<<He>> sighs as <<he>> ejaculates onto <<his>> own chest.
<br><br>
<</switch>>
<!-- Special case male PC being orally serviced by male NPC with no other contact -->
<<elseif $NPCList[0].mouth is "penis">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> cums as <<he>> pleasures you with <<his>> mouth.
<br><br>
<<case 4 5>>
<<He>> cums on the ground, then stops abruptly.
<br><br>
<<case 6 7>>
<<He>> pushes against the wall, shoving your cock into <<his>> throat; <<he>> ejaculates on <<his>> chest as <<he>> throats your cock.
<br><br>
<</switch>>
<<elseif $NPCList[0].penis is "othermouth">>
<<He>> shakes with arousal as <<he>> cums.
<br><br>
<</if>>
<<else>><!-- Start non-consensual -->
<<if _condomResult is "leaked">>
<span class="red">The condom broke.</span>
<<elseif _condomResult is "burst">>
<span class="red">The tip of the condom bursts and rips, exposing the head of <<his>> penis.</span>
<</if>>
<<if _condomResult is "contained">>
<<genericCondomEjaculation>>
<<elseif $NPCList[0].penis is "idle">>
<<He>> groans as a wet patch forms on <<his>> trousers. You barely stifle a laugh at the pathetic display.
<br><br>
<<elseif $NPCList[0].penis is "mouthentrance">>
<<switch $NPCList[0].penissize>>
<<case 4>>
<<He>> grips <<his>> $NPCList[0].penisdesc tightly, working it while aiming though the hole straight at your mouth. <span class="pink">You splutter and gag as thick ropes of cum push past your clenched lips and into your mouth.</span> "You need to learn to swallow, bitch."
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<cumswallow `$NPCList[0].type` null "large">>
<br><br>
<<case 1>>
<<He>> moans as a pathetic dribble of cum leaks from <<his>> shaft. It's all you can do to keep from laughing.
<br><br>
<<default>>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> moans, stroking <<his>> $NPCList[0].penisdesc and ejaculating onto your face. "You must be so embarrassed being used like this."
<br><br>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<case 4 5 6>>
<<He>> strokes <<his>> $NPCList[0].penisdesc and ejaculates onto your face. Warm cum drips down your forehead and nose. "I bet you enjoy being used like this."
<br><br>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<default>>
<<He>> moans as <<he>> ejaculates onto your lips. <<He>> reaches through the wall, <span class="purple"> shoving <<his>> fingers down your throat.</span> You gag and retch as <<he>> laughs. "Next time I'm throating you bitch; better train up."
<<gstress>><<gtrauma>><<gpain>><<violence 3>><<bruise neck>><<hitstat>>
<br><br>
<</switch>>
<</switch>>
<<elseif $NPCList[0].penis is "mouthimminent">>
<<switch $NPCList[0].penissize>>
<<case 4>>
<<He>> cums before <<he>> can enter your mouth. Thick ropes of cum shoot from <<his>> $NPCList[0].penisdesc and cover your cheeks, chin, and into your waiting mouth. <<He>> sounds frustrated.
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<br><br>
<<case 1>>
<<He>> cums before <<he>> can enter your mouth. A dribble of cum leaks from <<his>> $NPCList[0].penisdesc and onto your lower lip. You hear <<him>> stomp away, frustrated.
<br><br>
<<default>>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> gasps, ejaculating onto your lips as you barely brush against the tip of <<his>> penis.
<br><br>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<case 4 5 6>>
<<He>> brushes <<his>> $NPCList[0].penisdesc against your face, causing <<him>> to ejaculate early. Cum drips down your lips and chin; frustrated, <<he>> wipes the cum off your chin and shoves it in your mouth.
<<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<br><br>
<<default>>
<<He>> moans as <<he>> ejaculates onto your lips. <<He>> reaches through the wall, <span class="purple"> shoving <<his>> fingers down your throat.</span> You gag and retch as <<he>> laughs. "Next time I'm throating you bitch; better train up."
<<gstress>><<gtrauma>><<gpain>><<violence 3>><<bruise neck>><<hitstat>>
<br><br>
<</switch>>
<</switch>>
<<elseif $NPCList[0].penis is "mouth">><<creampie "self" "mouth">>
<<switch $NPCList[0].penissize>>
<<case 4>>
<<He>> thrusts down your throat, gagging you with <<his>> $NPCList[0].penisdesc as <<he>> cums and shaking the entire wall. <span class="pink">You whimper as semen streams down your throat,</span> and fills your mouth. "I bet you enjoy being tied up and face fucked."
<<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<<gstress>><<gtrauma>><<gpain>><<violence 3>><<bruise neck>><<hitstat>>
<br><br>
<<case 1>>
<<He>> bears into the wall with <<his>> pelvis, try to shove <<his>> $NPCList[0].penisdesc as far into your mouth as possible. It's not much, and a tiny dribble of semen leaks from the tip.
<<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<br><br>
<<default>>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> unexpectedly shoves <<his>> $NPCList[0].penisdesc down your throat as <<he>> cums. You gag and retch as unwanted semen streams down your throat, forcing you to swallow.
<<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<br><br>
<<case 4 5 6>>
<<He>> puts <<his>> hands on the wall as <<he>> mashes <<his>> $NPCList[0].penisdesc into your mouth, ejaculating with a moan. You gag as cum fills your mouth and drips down your chin.
<<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<br><br>
<<case 7>>
<<He>> pinches the base of <<his>> $NPCList[0].penisdesc as <<he>> groans, shooting cum down the back of your throat. You gag as cum flows down your throat, forcing you to swallow.
<<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<br><br>
<</switch>>
<</switch>>
<<elseif $NPCList[0].penis is 0>>
<<switch random(1, 3)>>
<<case 1 2>>
<<He>> groans and rubs <<his>> $NPCList[0].penisdesc, spraying your face with ejaculate through the hole.
<br><br>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">>
<<case 3>>
<<He>> moans as <<he>> ejaculates onto the ground. <<He>> reaches through the wall, <span class="purple"> shoving <<his>> fingers down your throat.</span> You gag and retch as <<he>> laughs. "Next time I'm throating you bitch; better train up."
<<gstress>><<gtrauma>><<gpain>><<violence 3>><<bruise neck>><<hitstat>>
<br><br>
<</switch>>
<<else>>
<<He>> collapses in orgasmic bliss.
<</if>>
<</if>>
<</if>>
<!-- No finishing moves for gloryhole -->
<</widget>><<widget "ejaculation-kylar">>
<<set $ejaculating to 1>>
<!-- Changing rows to future-proof the code: from $NPCList[0] to $NPCList[_nn], _nn being the main ejaculation loop handler -->
<!-- Female KYLAR -->
<<if wearingCondom("player") is "sabotaged" and $internalejac is 1 and $NPCList[_nn].vagina is "penis">>
<<He>> convulses and moans, <<his>> pussy squeezing your cock. Kylar pulls back, bringing one hand to <<his>> pussy and parting <<his>> lips, only to show off your cum oozing out of <<his>> quim. "O-ops," <<he>> says, trying to sound nervous. "W-well, I guess these things happen." <<His>> expression clearly betrays <<his>> true feelings.
<<elseif $NPCList[_nn].vagina isnot "none" and $NPCList[_nn].penis is "none">>
<<if $consensual is 1>>
<<if $NPCList[_nn].vagina is "mouthentrance" or $NPCList[_nn].vagina is "mouth" or $NPCList[_nn].vagina is "mouthimminent">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> groans and rubs <<his>> crotch against your face with <<his>> hips, small thighs shaking with orgasm.
<<case 3 4>>
<<He>> goes red in the face and neck, mouth agape as <<he>> cums silently, body twitching uncontrollably.
<<case 5>>
<<He>> screams, cupping the back of your head in <<his>> hands and grinding <<his>> clit against your nose.
<</switch>>
<<elseif $NPCList[_nn].vagina is "leftarm">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> sighs as you finish with <<his>> pussy, shaking <<his>> slim thighs together against your hand as <<his>> body convulses.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "goo">>
<<case 3 4>>
<<He>> goes red in the face and neck, mouth agape as <<he>> cums silently, cunt spasming against your hand.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "goo">>
<<case 5>>
<<He>> screams, grabbing your hand and fucking <<his>> pussy with your fingers. Your fingers are soaked in ejaculate.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "goo">>
<</switch>>
<<elseif $NPCList[_nn].vagina is "rightarm">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> sighs as you finish with <<his>> pussy, knees knocking as <<his>> body convulses.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "goo">>
<<case 3 4>>
<<He>> goes red in the face and neck, mouth agape as <<he>> cums silently, cunt spasming against your hand.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "goo">>
<<case 5>>
<<He>> screams, grabbing your hand and fucking <<his>> pussy with your fingers. Your fingers are soaked in ejaculate.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "goo">>
<</switch>>
<<elseif $NPCList[_nn].vagina is "lefthand" or $NPCList[_nn].vagina is "righthand">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> sighs as <<he>> cums, releasing you and pulling back <<his>> hand, licking your wetness off <<his>> fingers.
<<case 3 4>>
<<He>> moans loudly and shakes, dripping ejaculate on the ground; <<he>> withdraws <<his>> hand and sighs.
<<case 5>>
<<He>> screams as <<he>> comes, soaking <<his>> own pussy and thighs in ejaculate. "I love pleasuring myself with you."
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">>
<</switch>>
<<elseif $NPCList[_nn].vagina is "leftDildo">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> ?orgasmMoans as <<his>> body convulses, <<his>> thighs trembling against your $currentSexToyLeft.name.
<<case 3 4>>
<<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your $currentSexToyLeft.name.
<<case 5>>
<<He>> ?orgasmMoans and grasps your arm as your $currentSexToyLeft.name brings <<him>> to orgasm. <<His>> juices soak your $currentSexToyLeft.name.
<</switch>>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "goo">>
<<elseif $NPCList[_nn].vagina is "rightDildo">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> ?orgasmMoans as <<his>> body convulses, <<his>> thighs trembling against your $currentSexToyRight.name.
<<case 3 4>>
<<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your $currentSexToyRight.name.
<<case 5>>
<<He>> ?orgasmMoans and grasps your arm as your $currentSexToyRight.name brings <<him>> to orgasm. <<His>> juices soak your $currentSexToyRight.name.
<</switch>>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "goo">>
<<elseif $NPCList[_nn].vagina is "leftDildoAnus">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> ?orgasmMoans as <<his>> body convulses, <<his>> thighs trembling against your $currentSexToyLeft.name.
<<case 3 4>>
<<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your $currentSexToyLeft.name.
<<case 5>>
<<He>> ?orgasmMoans and grasps your arm as your $currentSexToyLeft.name brings <<him>> to orgasm.
<</switch>>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>>
<<elseif $NPCList[_nn].vagina is "rightDildoAnus">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> ?orgasmMoans as <<his>> body convulses, <<his>> thighs trembling against your $currentSexToyRight.name.
<<case 3 4>>
<<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your $currentSexToyRight.name.
<<case 5>>
<<He>> ?orgasmMoans and grasps your arm as your $currentSexToyRight.name brings <<him>> to orgasm.
<</switch>>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>>
<<elseif $NPCList[_nn].vagina is "feet">>
<<switch random(1, 4)>>
<<case 1 2>>
<<He>> moans as you knead <<his>> pussy, jamming your toes inside with <<his>> hands as <<he>> finishes cumming.
<<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "goo">>
<<case 3 4>>
<<He>> shakes bodily as <<he>> cums, twitching underneath your feet and cumming between your toes.
<<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "goo">>
<</switch>>
<<elseif $NPCList[_nn].vagina is "vagina" and playerChastity("vagina")>>
<<He>> gasps as <<he>> cums against your $worn.genitals.name. "Th-there must be a skeleton key for chastity stuff," <<he>> says. "I'll work it out."
<<elseif $NPCList[_nn].vagina is "vagina">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> cums as you scissor your pussies together, moaning with pleasure.
<<case 3 4>>
<<He>> moans as <<he>> grinds downs hard on your <<pussy>> to finish, thin legs shaking as <<he>> cums.
<<case 5>>
<<He>> screams, cupping <<his>> small hands under your shoulders as <<his>> entire body shakes; you are surprised by how strong <<he>> is. Ejaculate drenches your crotch as <<he>> squirts.
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "goo">>
<</switch>>
<<elseif $NPCList[_nn].vagina is "othermouth">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> shudders with pleasure, exhaling warmly against your crotch as <<he>> comes, leaving you wet with saliva and your own fluids.
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "goo">>
<<case 3 4>>
<<He>> quietly ejaculates, shaking as <<he>> grinds <<his>> nose into your crotch and giving you a long, final, wet lick.
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "goo">>
<<case 5>>
<<He>> screams into your crotch as <<he>> cums, pinching <<his>> hands between <<his>> thighs and buckling over, ejaculate streaming down <<his>> thighs.
<</switch>>
<!-- following appear to be Male PC to Female Antagonist only? -->
<<elseif $NPCList[_nn].vagina is "otheranus">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> shakes as <<he>> cums, driving <<his>> ass hard against you as <<he>> releases a final moan.
<<case 3 4>>
<<He>> quietly ejaculates, shaking as <<he>> grinds <<his>> ass deeply with your cock and moaning.
<<case 5>>
<<He>> screams and bucks into your crotch as <<he>> cums, squirting ejaculate from <<his>> pussy and drenching your legs. "I feel so good when I'm with you."
<<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "goo">>
<</switch>>
<<elseif $NPCList[_nn].vagina is "penis">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> grabs your shoulders with <<his>> small hands as <<he>> cums, bouncing down hard against your cock as <<he>> shudders with pleasure. "You make me feel so good."
<<ejacstat>><<set $hygiene += 500>><<bodyliquid "penis" "goo">>
<<case 3 4>>
<<He>> sighs as <<he>> cums, reddening and going into a full body convulsion. Ejaculate soaks your crotch.
<<ejacstat>><<set $hygiene += 500>><<bodyliquid "penis" "goo">>
<<case 5>>
<<He>> cries out and bucks on your lap as <<he>> cums, squirting ejaculate from <<his>> pussy and drenching your crotch and legs.
<<ejacstat>><<set $hygiene += 500>><<bodyliquid "penis" "goo">>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "goo">>
<</switch>>
<<elseif ($NPCList[_nn].vagina is "penisimminent" or $NPCList[_nn].vagina is "penisentrance") and playerChastity("penis")>>
<<He>> gasps as <<he>> cums against your $worn.genitals.name. "Th-there must be a skeleton key for chastity devices," <<he>> says. "I'll work it out. Then you can fill me."
<<elseif $NPCList[_nn].vagina is "penisimminent" or $NPCList[_nn].vagina is "penisentrance">>
<<He>> cums on your <<penis>>. "Please fuck me next time. Please. I can't stand being teased like this. I need you inside me..."
<<elseif ($NPCList[_nn].vagina is "otheranusfrot" or $NPCList[_nn].vagina is "otheranusentrance") and playerChastity("penis")>>
<<He>> gasps as <<he>> cums against your $worn.genitals.name. "Th-there must be a skeleton key for chastity stuff," <<he>> says. "I'll work it out. Then you can fill me."
<<elseif $NPCList[_nn].vagina is "otheranusfrot" or $NPCList[_nn].vagina is "otheranusentrance">>
<<He>> bucks <<his>> ass against your cock as <<he>> cums. <<He>> begins crying, "Why won't you fuck me? Don't you love me?"
<<elseif $NPCList[_nn].vagina is "frot" and playerChastity("penis")>>
<<He>> gasps as <<he>> cums against your $worn.genitals.name. "Th-there must be a skeleton key for chastity stuff," <<he>> says. "I'll work it out."
<<elseif $NPCList[_nn].vagina is "frot">>
<<He>> grinds <<his>> clit hard against your cock as <<he>> cums, ejaculating on your cock. <<He>> looks panicked, "Why didn't you penetrate me? Who else is there? You can tell me..."
<<ejacstat>><<set $hygiene += 500>><<bodyliquid "penis" "goo">>
<!-- Special case male PC with female NPC -->
<<elseif $NPCList[_nn].mouth is "penis">>
<<switch random(1, 4)>>
<<case 1 2>>
<<He>> cums as you fuck <<his>> mouth, smiling as <<he>> finishes.
<<case 3 4>>
<<He>> cums as you fuck <<his>> mouth, leaving your <<penis>> a slimy mess. "I love what you do to me."
<</switch>>
<<else>>
<<He>> convulses in orgasmic bliss.
<</if>>
<<else>>
<<if $NPCList[_nn].vagina is "footjob">>
<<switch random(1, 5)>>
<<case 1 2 3>>
<<He>> gasps as <<he>> cums. Recovering, <<he>> smiles and stands over you, your <<lewdness>> on display below <<him>>. "There are so many ways I can pleasure you; we can explore all of them."
<<case 4 5>>
<<He>> laughs as <<he>> cums, removing <<his>> foot from your crotch. "It makes me feel so powerful pleasuring you like this."
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">>
<</switch>>
<<elseif $NPCList[_nn].vagina is "vagina" and playerChastity("vagina")>>
<<He>> gasps as <<he>> cums against your $worn.genitals.name. "Th-there must be a skeleton key for chastity stuff," <<he>> says.
<<elseif $NPCList[_nn].vagina is "vagina">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> groans as <<he>> cums, dragging <<his>> wet pussy across your ass and thighs.
<<case 3 4>>
<<He>> moans as <<he>> digs <<his>> nails into your shoulders and grinds downs hard on your <<pussy>>. You are surprised by <<his>> strength.
<<case 5>>
<<He>> screams, grabbing you by the hair and mashing <<his>> entire body against yours. Ejaculate streams from <<his>> pussy, drenching you.
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "goo">>
<</switch>>
<<elseif $NPCList[_nn].vagina is "othermouth">>
<<He>> shakes with arousal as <<he>> cums, wiping <<his>> wet face clean on your stomach.
<<elseif $NPCList[_nn].vagina is "lefthand" or $NPCList[_nn].vagina is "righthand">>
<<He>> moans as <<he>> cums. <<He>> grabs you by the hair and pull <<his>> face close; you are surprised by <<his>> strength. "Don't forget I'm the only one allowed to pleasure you."
<<elseif $NPCList[_nn].vagina is "mouthentrance" or $NPCList[_nn].vagina is "mouth" or $NPCList[_nn].vagina is "mouthimminent">>
<<He>> groans and cups your head, grinding <<his>> clit against your nose as <<his>> small thighs shake with orgasm.
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">>
<!-- following appear to be Male PC to Female Antagonist only? -->
<<elseif $NPCList[_nn].vagina is "otheranus">>
<<He>> shakes as <<he>> cums, reaching back and digging <<his>> nails into your thighs as <<he>> releases a final moan.
<<elseif $NPCList[_nn].vagina is "penis">>
<<He>> digs <<his>> small fingers into your shoulders as <<he>> cums, driving <<his>> pussy down hard against your cock as <<he>> shudders with pleasure.
<<elseif ($NPCList[_nn].vagina is "penisimminent" or $NPCList[_nn].vagina is "penisentrance") and playerChastity("penis")>>
<<He>> gasps as <<he>> cums against your $worn.genitals.name. "I-I can't take this," <<he>> says. "I need you inside me. Th-there must be a skeleton key for chastity stuff."
<<elseif $NPCList[_nn].vagina is "penisimminent" or $NPCList[_nn].vagina is "penisentrance">>
<<He>> moans as <<he>> cums on your throbbing cock. <<He>> tears up, "Why didn't you fuck me? Who else is there? Tell me!"
<<elseif ($NPCList[_nn].vagina is "otheranusfrot" or $NPCList[_nn].vagina is "otheranusentrance") and playerChastity("penis")>>
<<He>> gasps as <<he>> cums against your $worn.genitals.name. "I-I can't take this," <<he>> says. "I need you inside me. Th-there must be a skeleton key for chastity stuff."
<<elseif $NPCList[_nn].vagina is "otheranusfrot" or $NPCList[_nn].vagina is "otheranusentrance">>
<<He>> swivels <<his>> ass against your cock as <<he>> cums. <<He>> begins crying "Please fuck me next time. I swear I'll be good..."
<<elseif $NPCList[_nn].vagina is "frot" and playerChastity("penis")>>
<<He>> gasps as <<he>> cums against your $worn.genitals.name. "Th-there must be a skeleton key for chastity stuff," <<he>> says.
<<elseif $NPCList[_nn].vagina is "frot">>
<<He>> grinds <<his>> clit hard against your cock as <<he>> cums. "Why didn't you fuck me? Am I not good enough for you? Is there someone else? There better not be someone else."
<!-- Special case male PC with female NPC -->
<<elseif $NPCList[_nn].mouth is "penis">>
<<He>> cums as you fuck <<his>> mouth, pushing away as <<he>> gasps for air. "I can't take anymore... please forgive me."
<<else>>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> trembles with orgasm. Pulling your face close <<he>> says, "I want you with me forever."
<<case 4 5 6>>
<<He>> sighs quietly as <<he>> cums, stroking your back. "You know I'd die without you, don't you?"
<<case 7>>
<<He>> rapidly rubs <<his>> clit and screams as <<he>> cums; <<his>> pussy squirting and dripping down to <<his>> knees. "I can't control myself when I'm with you."
<</switch>>
<</if>>
<</if>>
<</if>>
<!-- Male KYLAR -->
<<if _condomResult is "leaked">>
<span class="red">The condom broke.</span>
<<elseif _condomResult is "burst">>
<span class="red">The tip of the condom bursts and rips, exposing the head of <<his>> penis.</span>
<</if>>
<<if $consensual is 1>>
<<if _condomResult is "contained">>
<<genericCondomEjaculation>>
<<elseif _condomResult is "burst" and $NPCList[_nn].penis is "vagina">>
<<if $position is "doggy">>
<<He>> groans, placing both hands on your <<bottom>> and thrusting hard against your movements, filling your womb with warm semen and fully ignoring the broken condom.
"O-oh no! What do we do now?" <<he>> says, trying to sound nervous, but the wide smile on <<his>> face betrays <<his>> feelings.
<<else>>
<<He>> holds you in place and keeps thrusting slowly until <<hes>> emptied every last drop inside you, fully ignoring the broken condom.
"W-well, they say that no contraceptive method is one hundred percent effective," <<he>> says, trying to sound nervous, but the wide smile on <<his>> face betrays <<his>> feelings.
<</if>>
<<elseif npcHasStrapon(_nn)>>
<<He>> moans and shivers in orgasmic bliss, grinding the strap-on against <<his>> genitals.
<<elseif $NPCList[_nn].penis is "idle">>
<<He>> groans as a wet patch forms on <<his>> trousers. You barely stifle a giggle at the sight.
<<elseif $NPCList[_nn].penis is "thighs">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> shakes as <<he>> cums, pulling <<his>> cock out and ejaculating onto the backs of your thighs.
<<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<case 4 5 6>>
<<He>> grabs your legs, pushing <<his>> crotch hard into yours as <<he>> cums and ejaculating onto your tummy.
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<case 7>>
<<He>> groan as <<he>> cums, ejaculating a massive load that covers your thighs and tummy.
<<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<tummyejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<</switch>>
<<elseif $NPCList[_nn].penis is "vaginaentrance" and playerChastity("vagina")>>
<<He>> gasps as <<he>> cums against your $worn.genitals.name. "I-I can't take this," <<he>> says. "I need to go inside you. Th-there must be a skeleton key for chastity stuff."
<<elseif $NPCList[_nn].penis is "vaginaentrance">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> holds you still by the hips with one hand and with the other on <<his>> cock, ejaculates onto your <<pussy>>. Semen coats your outer lips and pools around your legs.
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>>
<<case 4 5 6>>
<<He>> strokes <<his>> cock and ejaculates onto your <<pussy>> without a word, sending white streams of semen running down your cunt.
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>>
<<case 7>>
<<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your <<pussy>> and ass.
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>>
<</switch>>
<<elseif $NPCList[_nn].penis is "vaginaimminent" and playerChastity("vagina")>>
<<He>> gasps as <<he>> cums onto your $worn.genitals.name. "I-I can't take this," <<he>> says. "I need to fill you. Th-there must be a skeleton key for chastity stuff."
<<elseif $NPCList[_nn].penis is "vaginaimminent">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> cums before <<he>> can penetrate your <<pussy>>, ejaculating on the outside. Semen coats your outer lips and tummy; <<he>> seems upset with <<himself>>.
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>>
<<case 4 5 6>>
<<He>> ejaculates onto your <<pussy>> before <<he>> can penetrate you, sending white streams of semen running down your <<pussy>>; <<he>> seems disappointed.
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>>
<<case 7>>
<<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your <<pussy>> and ass.
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>>
<</switch>>
<<elseif $NPCList[_nn].penis is "vagina">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> moans and thrusts deeply into your <<pussy>> as <<he>> cums, holding <<his>> cock deep in your womb. You feel warm as semen fills your vagina.
<<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">>
<<recordVaginalSperm "pc" $NPCList[_nn] "human">>
<<case 4 5 6>>
<<He>> quiets and grabs your shoulders with <<his>> small hands, pulling you onto <<his>> cock as <<he>> cums. Semen fills your <<pussy>>, leaving you breathless.
<<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">>
<<recordVaginalSperm "pc" $NPCList[_nn] "human">>
<<case 7>>
<<He>> convulses and grinds down on your crotch as <<he>> cums, sending thick waves of cum into your <<pussy>>. Semen oozes from your vagina and down your legs.
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<vaginalejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<recordVaginalSperm "pc" $NPCList[_nn] "human">>
<</switch>>
<<elseif $NPCList[_nn].penis is "cheeks" and playerChastity()>>
<<He>> gasps as <<he>> cums onto your $worn.genitals.name. "I-I can't take this," <<he>> says. "I need to fill you. Th-there must be a skeleton key for chastity stuff."
<<elseif $NPCList[_nn].penis is "cheeks">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> shakes as <<he>> cums, withdrawing <<his>> cock from your cheeks and ejaculating onto your ass.
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 4 5 6>>
<<He>> grabs your thighs, pushing <<his>> crotch hard against your ass and ejaculating between your cheeks.
<!-- Really should be onto PCs back given position. Or hair maybe. Esp next one -->
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 7>>
<<He>> squeezes your cheeks together and grunts as <<he>> cums, sending out massive load that covers your ass and drips down your crotch; <<he>> seems pleased.
<<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>>
<</switch>>
<<elseif $NPCList[_nn].penis is "anusentrance" and playerChastity("anus")>>
<<He>> gasps as <<he>> cums onto your $worn.genitals.name. "I-I can't take this," <<he>> says. "I need to fill you. Th-there must be a skeleton key for chastity stuff."
<<elseif $NPCList[_nn].penis is "anusentrance">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> pinches your asscheek with one hand and strokes <<his>> cock with the other, ejaculating onto your bottom. Semen drips down your butt and into your crack.
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 4 5 6>>
<<He>> strokes <<his>> cock and quietly ejaculates onto your ass. You feel warm semen dripping down your bottom.
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 7>>
<<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your ass and down your crotch.
<<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>>
<</switch>>
<<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>>
<<elseif $NPCList[_nn].penis is "anusimminent" and playerChastity("anus")>>
<<He>> gasps as <<he>> cums onto your $worn.genitals.name. "I-I can't take this," <<he>> says. "I need to fill you. Th-there must be a skeleton key for chastity stuff."
<<elseif $NPCList[_nn].penis is "anusimminent">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> cums before <<he>> can penetrate your ass, ejaculating on the outside. Semen coats your ass and drips down your crack; <<he>> seems upset with <<himself>>.
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 4 5 6>>
<<He>> strokes <<his>> cock and ejaculates onto your ass before <<he>> can penetrate you, sending white streams of semen running down your crack; <<he>> seems upset.
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 7>>
<<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your ass and crotch.
<<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>>
<</switch>>
<<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>>
<<elseif $NPCList[_nn].penis is "anus">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> moans and thrusts into your ass as <<he>> cums. You gasp as you feel semen filling you.
<<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">>
<<recordAnusSperm "pc" $NPCList[_nn] "human">>
<<case 4 5 6>>
<<He>> wordlessly grabs your shoulders, pulling you back onto <<his>> cock as <<he>> cums. Semen fills your ass as you moan with pleasure.
<<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">>
<<recordAnusSperm "pc" $NPCList[_nn] "human">>
<<case 7>>
<<He>> convulses and, with a final shove, cums in your ass. Thick waves of semen pump into you. You're surprised at the amount; cum oozes from your ass and runs down your legs.
<<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<recordAnusSperm "pc" $NPCList[_nn] "human">>
<</switch>>
<<elseif $NPCList[_nn].penis is "chest">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> pushes your <<breasts>> together tight on <<his>> cock as <<he>> cums, ejaculating onto them. Your body feels slick with cum.
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<<case 4 5 6>>
<<He>> strokes the tip of <<his>> cock between your <<breasts>> and quietly ejaculates on them. Your <<breasts>> feel cool as semen drips down them.
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<<case 7>>
<<He>> puts <<his>> hand behind your neck and bears down on your <<breasts>>, grunting as <<he>> cums; semen shoots between your <<breasts>> and covers your <<if $position is "missionary">>face<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">><<else>>stomach<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">><</if>>.
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<</switch>>
<<elseif $NPCList[_nn].penis is "mouthentrance">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> cups you under the chin with one hand and strokes <<his>> cock with the other, ejaculating onto your face. <<He>> says, "Oh my god I'm so sorry," but <<his>> face looks excited.
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<case 4 5 6>>
<<He>> strokes <<his>> cock and quietly ejaculates onto your face. Warm cum drips down your forehead and nose. <span class="green"><<He>> leans down and licks it off.</span>
<<case 7>>
<<He>> gasps and strokes <<his>> cock while aiming straight at your mouth. Thick ropes of cum cover your face and push past your closed lips into your mouth. You're impressed by the volume and <<he>> looks oddly pleased with <<himself>>.
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<</switch>>
<<elseif $NPCList[_nn].penis is "mouthimminent">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> cups the back of your head, ejaculating onto your lips as you barely brush against the tip of <<his>> penis; <<he>> seems upset with <<his>> lack of control.
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<case 4 5 6>>
<<He>> brushes <<his>> cock against your face, causing <<him>> to ejaculate early. Cum drips down your lips and chin; <<he>> seems upset with <<himself>>.
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<case 7>>
<<He>> cups your head but in <<his>> excitement cums before <<he>> can enter your mouth. Thick ropes of cum cover your cheeks, chin, and into your waiting mouth.
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<</switch>>
<<elseif $NPCList[_nn].penis is "mouth">>
<!-- this is picking up women NPCs...? -->
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> cups you under the chin with one hand and holds the back of your head with the other, thrusting into your mouth as <<he>> cums. Ejaculate streams down your throat and fills your mouth.
<<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<<case 4 5 6>>
<<He>> grasps the base of <<his>> cock and moans, quietly ejaculating into your mouth. You feel warm cum fill your mouth and drip down your throat.
<<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<<case 7>>
<<He>> palms your head, wildly thrusting <<his>> cock in your mouth as <<he>> cums. Semen streams down your throat, fills your mouth and covers your face as <<he>> flails. "It's hard to control myself with you."
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<</switch>>
<<elseif $NPCList[_nn].penis is "feet">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> pushes your feet together and groans as <<he>> cums. Ejaculate covers your feet.
<<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">>
<<case 4 5 6>>
<<He>> quietly cums on your feet, slickening them with semen.
<<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">>
<<case 7>>
<<He>> grunts and thrusts <<his>> cock between your feet as <<he>> cums, splattering cum on your feet and legs in the process.
<<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<</switch>>
<<elseif $NPCList[_nn].penis is "leftarm" and $NPCList[_nn].penis is "rightarm">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> groans as <<he>> cums, penis pulsing in your hands, covering them both in cum.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">>
<<case 4 5 6>>
<<He>> quietly cums on your hands, slickening them with semen.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">>
<<case 7>>
<<He>> spasms and moans, shooting thick streams of cum. You are so intent on your work you don't notice <<his>> penis is aimed at your face, which is splattered with cum in the process. "Oh God, I'm so sorry," <<he>> says, but <<his>> face betrays <<his>> words.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">>
<<faceejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<</switch>>
<<elseif $NPCList[_nn].penis is "leftarm">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> groans as <<he>> cums, penis sliding hotly in your left hand and covering it with cum. "You make me feel so good."
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">>
<<case 4 5 6>>
<<He>> quietly cums on your left hand. Semen drips down your fingers. "I love how you make me feel."
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">>
<<case 7>>
<<He>> spasms and moans, shooting thick streams of cum and splattering your <<breasts>> in the process. You're impressed by the volume from such a small body.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">>
<<chestejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<</switch>>
<<elseif $NPCList[_nn].penis is "rightarm">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> groans as you work <<his>> shaft with your right hand, cumming as you give <<him>> a final squeeze. Your hand is covered in warm semen. "You make me feel so special."
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "semen">>
<<case 4 5 6>>
<<He>> quietly cums on your right hand. Semen cools on your fingers. "I love how you make me feel."
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "semen">>
<<case 7>>
<<He>> grunts and shoots thick ropes of semen onto your hands, making an impressive mess. You're impressed by the volume from such a small body.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "semen">>
<</switch>>
<<elseif $NPCList[_nn].penis is 0>>
<<switch random(1, 4)>>
<<case 1>>
<<He>> groans as <<he>> works <<his>> shaft and, giving <<his>> cock a final squeeze, ejaculates onto your tummy. "I guess that's OK because you're mine."
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<case 2>>
<<He>> rapidly rubs <<his>> cock and moans, ejaculating on the ground. "You make me feel so good."
<<case 3>>
<<He>> strokes <<his>> penis and, aiming at your ass, ejaculates on your bottom. "I'm sorry, I just couldn't help myself."
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 4>>
<<He>> strokes <<his>> penis and moans, ejaculating on your <<breasts>>. <<He>> apologies and licks up the mess.
<</switch>>
<<elseif $NPCList[_nn].penis is "otheranus">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> groans as you fuck <<his>> ass, <<his>> ejaculate spraying on <<his>> own stomach. "I love how you make me feel."
<<case 4 5>>
<<He>> whimpers as you pound <<his>> ass, moaning in pleasure as <<he>> ejaculates on the ground. You roll off <<him>>.
<<case 6 7>>
<<He>> sighs as <<he>> ejaculates onto <<his>> own chest. "I want you to stay with me forever..."
<</switch>>
<<elseif ($NPCList[_nn].penis is "otheranusfrot" or $NPCList[_nn].penis is "otheranusentrance" or $NPCList[_nn].penis is "otheranusimminent") and playerChastity("penis")>>
<<He>> gasps as <<he>> cums onto your $worn.genitals.name. "I-I can't take this," <<he>> says. "I need to fill you. Th-there must be a skeleton key for chastity stuff."
<<elseif $NPCList[_nn].penis is "otheranusfrot" or $NPCList[_nn].penis is "otheranusentrance" or $NPCList[_nn].penis is "otheranusimminent">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> noisily cums as you fuck <<his>> cheeks, grabbing your ass from behind and grinding your cock against <<his>> ass to finish. "Please fuck me properly next time. Please. I can't stand being teased. Please..."
<<case 4 5>>
<<He>> moans as you rub against <<his>> anus and ejaculates on the ground. <<He>> seems disappointed, "Why didn't you fuck me? Don't you love me? Am I not good enough for you?"
<<case 6 7>>
<<He>> sobs as <<he>> ejaculates onto <<his>> own chest and begins crying, "Why didn't you fuck me? Tell me what I can do to deserve your cock..."
<</switch>>
<<elseif $NPCList[_nn].penis is "penis" and playerChastity("penis")>>
<<switch random(2)>>
<<case 0>>
<<He>> gasps as <<he>> shoots <<his>> impressive load all over your $worn.genitals.name. "Th-there must be a skeleton key for chastity stuff," <<he>> says. "I'll work it out."
<<case 1>>
<<He>> moans in ecstasy, drenching your $worn.genitals.name in ropes of hot cum. "N-no... we need to be together!" <<He>> gasps in frustration.
<<case 2>>
<<He>> screams in pleasure, showering your $worn.genitals.name in streams of sticky cum. <<He>> uses the milky fluid to finger paint love hearts on your cheek. "Mine."
<</switch>>
<<elseif $NPCList[_nn].penis is "penis">>
<<switch random(1, 7)>>
<<case 1>>
<<He>> cums as you knead your <<penises>> together, moaning with pleasure. "God I love you so much!"
<<set $kylarSeen.pushUnique("saidLove")>>
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<case 2>>
<<He>> cums as you rub your <<penises>> together, moaning with pleasure. <<He>> rubs <<his>> own cum all over your shaft. "Keep my s-smell on you."
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<case 3>>
<<He>> cums as you frot your <<penises>> together, shooting <<his>> impressive load over your <<penis>> and stomach. <<He>> wipes some of <<his>> cum on your lips. "Taste our love juices."
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<case 4>>
<<He>> moans as <<he>> grinds downs hard on your <<penis>> to finish, thin legs shaking as <<he>> cums. <<He>> uses the cum as lube, furiously milking out the last of <<his>> cum against your <<penis>>.
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<case 5>>
<<He>> giggles as <<he>> rubs hard against your <<penis>> to finish. <<He>> uses the cum as lube, furiously milking out the last of <<his>> semen against your <<penis>>. "N-next time I want you to im-impregnate my ass." <<He>> smirks.
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<case 6>>
<<He>> screams as <<he>> grinds hard against your <<penis>> to finish, thin legs shaking as <<he>> cums. "N-next time I want you to fuck me."
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<case 7>>
<<He>> screams, cupping <<his>> small hands under your shoulders as <<his>> entire body shakes; you are surprised by how strong <<he>> is. Ropes of semen drench your crotch as <<he>> cums.
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<</switch>>
<<elseif $NPCList[_nn].penis is "penisentrance" or $NPCList[_nn].penis is "penisimminent">>
<<switch random(1, 7)>>
<<case 1 2>>
<<He>> cums before <<he>> can frot your <<penis>>, ejaculating on the outside. Semen coats your cock and tummy; <<he>> seems upset with <<himself>>.
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<case 3 4>>
<<He>> ejaculates onto your <<penis>> before <<he>> can frot your <<penises>> together, sending white streams of semen running down your <<penis>>; <<he>> seems disappointed.
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<case 5>>
<<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your <<penis>> and ass.
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 6>>
<<He>> whimpers as <<he>> ejaculates onto <<his>> own chest and begins crying. "W-why? Why didn't you fuck me? What can I do to deserve your cock?"
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<case 7>>
<<He>> cums before your <<penises>> touch, covering you in <<his>> massive load. Semen coats your tummy, and crotch. <<He>> pants in your ear, "S-sorry for the mess. I love you so much."
<<set $kylarSeen.pushUnique("saidLove")>>
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<</switch>>
<!-- Special case male PC being orally serviced by male NPC with no other contact -->
<<elseif $NPCList[_nn].mouth is "penis">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> cums as you fuck <<his>> mouth, gasping against your cock. "God I love you so much."
<<set $kylarSeen.pushUnique("saidLove")>>
<<case 4 5>>
<<He>> cums on the ground as you fuck <<his>> mouth. <<He>> backs away, "I'm sorry; I can't take anymore. Please forgive me."
<<case 6 7>>
<<He>> grabs you by the ass and drives your cock deeply into <<his>> throat, ejaculating on <<his>> chest as <<he>> throats your cock.
<</switch>>
<<elseif $NPCList[_nn].penis is "othermouth">>
<<He>> shakes with arousal as <<he>> cums, wiping <<his>> wet face clean on your body.
<</if>>
<<if $NPCList[_nn].penis isnot "none" and !$NPCList[_nn].penisdesc.includes("strap-on") and _condomResult is "leaked">>
Despite wearing a condom, it was too damaged to stop the cum.
<</if>>
<br><br>
<<else>>
<<if _condomResult is "contained">>
<<genericCondomEjaculation>>
<<elseif $NPCList[_nn].penis is "idle">>
<<He>> groans as a wet patch forms on <<his>> trousers. You barely stifle a laugh at the pathetic display.
<<elseif $NPCList[_nn].penis is "thighs">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> shakes as <<he>> cums, pulling <<his>> cock out and ejaculating onto the backs of your thighs, and wipes <<his>> cock clean on your ass.
<<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<case 4 5 6>>
<<He>> grabs your legs, slamming <<his>> crotch hard into your ass as <<he>> cums and ejaculates onto your tummy.
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<case 7>>
<<He>> groan as <<he>> cums, ejaculating a massive load that covers your thighs and tummy. <<He>> seems impressed with <<himself>>.
<<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<tummyejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<</switch>>
<<elseif $NPCList[_nn].penis is "vaginaentrance" and playerChastity("vagina")>>
<<He>> gasps as <<he>> cums onto your $worn.genitals.name. "I-I can't take this," <<he>> says. "I need to fill you. Th-there must be a skeleton key for chastity stuff."
<<elseif $NPCList[_nn].penis is "vaginaentrance">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> grabs your hips, pulling you back and ejaculating onto your <<pussy>>. Semen coats your outer lips and pools around your legs.
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>>
<<case 4 5 6>>
<<He>> strokes <<his>> cock and ejaculates onto your <<pussy>> without a word, sending white streams of semen running down your cunt.
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>>
<<case 7>>
<<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your <<pussy>> and ass. <<He>> seems impressed with the mess <<hes>> made.
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>>
<</switch>>
<<elseif $NPCList[_nn].penis is "vaginaimminent" and playerChastity("vagina")>>
<<He>> gasps as <<he>> cums onto your $worn.genitals.name. "I-I can't take this," <<he>> says. "I need to fill you. Th-there must be a skeleton key for chastity stuff."
<<elseif $NPCList[_nn].penis is "vaginaimminent">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> cums before <<he>> can penetrate your <<pussy>>, ejaculating on the outside. Semen coats your outer lips and tummy. <<He>> turns beet red in anger, small fists shaking, but does nothing.
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>>
<<case 4 5 6>>
<<He>> ejaculates onto your <<pussy>> before <<he>> can penetrate you, sending white streams of semen running down your cunt; <<he>> pulls <<his>> own hair in frustration.
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>>
<<case 7>>
<<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your <<pussy>> and ass. <<He>> seems upset at first, but then smiles as <<he>> looks down on your <<lewdness>> covered in <<his>> cum.
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>>
<</switch>>
<<elseif $NPCList[_nn].penis is "vagina">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> grabs your hair, pulling and thrusting deeply into your <<pussy>> as <<he>> cums, holding <<his>> cock deep in your womb. Semen splashes inside your cunt.
<<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">>
<<recordVaginalSperm "pc" $NPCList[_nn] "human">>
<<case 4 5 6>>
<<He>> quiets and pounds <<his>> cock into you as <<he>> cums. Semen fills your <<pussy>> as you gasp at the feeling of being filled against your will.
<<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">>
<<recordVaginalSperm "pc" $NPCList[_nn] "human">>
<<case 7>>
<<He>> convulses and grinds down on your cunt as <<he>> cums, sending thick waves of cum into your <<pussy>>. Semen oozes from your vagina and down your legs. <<He>> looks down at the mess <<hes>> made with satisfaction.
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<vaginalejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<recordVaginalSperm "pc" $NPCList[_nn] "human">>
<</switch>>
<<elseif $NPCList[_nn].penis is "cheeks" and playerChastity()>>
<<He>> gasps as <<he>> cums onto your $worn.genitals.name. "I-I can't take this," <<he>> says. "I need to fill you. Th-there must be a skeleton key for chastity stuff."
<<elseif $NPCList[_nn].penis is "cheeks">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> shakes as <<he>> cums, withdrawing <<his>> cock from your cheeks and ejaculating onto your ass.
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 4 5 6>>
<<He>> palms your cheeks with <<his>> small hands and pulls you hard against <<him>>, ejaculating between your cheeks. You are surprised by <<his>> strength.
<!-- Really should be onto PCs back given position. Or hair maybe. Esp next one -->
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 7>>
<<He>> squeezes your cheeks together and grunts as <<he>> cums, sending out massive load that covers your ass and drips down your crotch. "You make me feel alive."
<<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>>
<</switch>>
<<elseif $NPCList[_nn].penis is "anusentrance" and playerChastity("anus")>>
<<He>> gasps as <<he>> cums onto your $worn.genitals.name. "I-I can't take this," <<he>> says. "I need to fill you. Th-there must be a skeleton key for chastity stuff."
<<elseif $NPCList[_nn].penis is "anusentrance">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> holds your asscheek with one hand and strokes <<his>> cock with the other, ejaculating onto your bottom. Semen drips down your butt and into your crack.
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 4 5 6>>
<<He>> strokes <<his>> cock and quietly ejaculates onto your ass. You feel semen dripping down your crack, and feel filthy inside.
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 7>>
<<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your ass and down your crotch.
<<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>>
<</switch>>
<<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>>
<<elseif $NPCList[_nn].penis is "anusimminent" and playerChastity("anus")>>
<<He>> gasps as <<he>> cums onto your $worn.genitals.name. "I-I can't take this," <<he>> says. "I need to fill you. Th-there must be a skeleton key for chastity stuff."
<<elseif $NPCList[_nn].penis is "anusimminent">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> cums before <<he>> can penetrate your ass, ejaculating on the outside. Semen coats your ass and drips down your crack; <<he>> seems furious, but at <<himself>>, shaking with anger.
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 4 5 6>>
<<He>> strokes <<his>> cock and ejaculates onto your ass before <<he>> can penetrate you, sending white streams of semen running down your crack; <<he>> seems upset.
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 7>>
<<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your ass and crotch. <<He>> seems disappointed but smiles as <<he>> looks at your drenched ass.
<<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>>
<</switch>>
<<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>>
<<elseif $NPCList[_nn].penis is "anus">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> moans, pounding your ass mercilessly as <<he>> cums. You whimper as you feel unwelcome semen streaming in your asshole.
<<analejacstat>><<ejacstat>><<set $hygiene += 500>>
<<recordAnusSperm "pc" $NPCList[_nn] "human">>
<<case 4 5 6>>
<<He>> wordlessly grabs your hair, pulling you hard onto <<his>> cock as <<he>> cums. Semen fills you as you cry out. "I know you'll come to love me as much as I love you."
<<set $kylarSeen.pushUnique("saidLove")>>
<<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">>
<<recordAnusSperm "pc" $NPCList[_nn] "human">>
<<case 7>>
<<He>> convulses and with a final shove, cums in your ass. Thick waves of semen pump into you. <span class="blue">You gasp as your ass overflows;</span> cum oozes from your ass and runs down your legs. "No one will ever love you as much as I do."
<<set $kylarSeen.pushUnique("saidLove")>>
<<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<recordAnusSperm "pc" $NPCList[_nn] "human">>
<</switch>>
<<elseif $NPCList[_nn].penis is "chest">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> pinches your <<breasts>> together on <<his>> cock as <<he>> cums, ejaculating onto them. "I guess I'm marking my territory," <<he>> says with a smile.
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<<case 4 5 6>>
<<He>> strokes the tip of <<his>> cock between your <<breasts>> and ejaculates onto them. Your <<breasts>> cool as semen slides down your body.
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<<case 7>>
<<He>> puts <<his>> hand behind your neck, mashing your face against <<his>> body and bearing down on your <<breasts>>; semen shoots between and covers your <<if $position is "missionary">>face<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">><<else>>stomach<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">><</if>> as you gasp.
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<</switch>>
<<elseif $NPCList[_nn].penis is "mouthentrance">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> grabs your chin with one hand and strokes <<his>> cock with the other, ejaculating onto your face. "It's OK because we belong to each other."
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<case 4 5 6>>
<<He>> strokes <<his>> cock and palming your head, ejaculates onto your face. Warm cum drips down your forehead and nose. <<He>> licks it off your face.
<<case 7>>
<<He>> grasps your hair tightly in <<his>> small fist, stroking <<his>> cock while aiming straight at your mouth. <span class="pink">You splutter and gag as thick ropes of cum push past your clenched lips and into your mouth.</span> "I'm sorry but it's your fault; you make me lose control of myself."
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<</switch>>
<<elseif $NPCList[_nn].penis is "mouthimminent">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> grips hair at the nape your neck, ejaculating onto your lips as you barely brush against the tip of <<his>> penis. <<His>> face reddens in silent anger.
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<case 4 5 6>>
<<He>> brushes <<his>> cock against your face, causing <<him>> to ejaculate early. Cum drips down your lips and chin; frustrated, <<he>> stamps <<his>> feet in tantrum.
<<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<<case 7>>
<<He>> grasps your hair but in <<his>> excitement cums before <<he>> can enter your mouth. Thick ropes of cum cover your cheeks, chin, and into your waiting mouth. <<He>> looks frustrated.
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<</switch>>
<<elseif $NPCList[_nn].penis is "mouth">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> grabs you under the chin with one hand and by your hair with the other, shoving <<his>> cock down your throat as <<he>> cums. You gag and retch as unwanted semen streams down your throat, forcing you to swallow.
<<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<<case 4 5 6>>
<<He>> grabs you by the shoulder in one hand and grasps the base of <<his>> cock in the other, quietly ejaculating into your mouth. You gag as cum fills your mouth and drips down your throat.
<<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<<case 7>>
<<He>> palms your head, wildly thrusting <<his>> cock down your throat as <<he>> cums. <span class="pink">You whimper as semen streams down your throat,</span> fills your mouth and covers your face as <<he>> flails. "I just get so excited when you're with me."
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<</switch>>
<<elseif $NPCList[_nn].penis is "feet">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> pushes your feet together and groans as <<he>> cums. Ejaculate covers your feet.
<<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">>
<<case 4 5 6>>
<<He>> quietly cums on your feet, slickening them with semen.
<<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">>
<<case 7>>
<<He>> grunts and thrusts <<his>> cock between your feet as <<he>> cums, splattering cum on your feet and legs in the process. <<He>> seems impressed with the mess.
<<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<</switch>>
<<elseif $NPCList[_nn].penis is "leftarm" and $NPCList[_nn].penis is "rightarm">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> groans as <<he>> cums, penis pulsing in your hands, covering them both in cum.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">>
<<case 4 5 6>>
<<He>> quietly cums on your hands, slickening them with semen.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">>
<<case 7>>
<<He>> spasms and moans, shooting thick streams of cum. You are so intent on your work you don't notice <<his>> penis is aimed at your face, which is splattered with cum in the process. "I'm sorry but I guess it's OK because we belong to each other."
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">>
<<faceejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<</switch>>
<<elseif $NPCList[_nn].penis is "leftarm">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> groans as <<he>> cums, penis sliding hotly in your left hand and covering it with cum. Grabbing your hand by the wrist, <<he>> licks it clean.
<<case 3 4>>
<<He>> spasms and moans, shooting thick streams of cum. You are so intent on keeping <<him>> occupied you don't notice <<his>> penis is aimed at your face, which is splattered with cum in the process.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">>
<<faceejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<case 6 7>>
<<He>> spasms and moans, shooting thick streams of cum and splattering your chest in the process.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">>
<<chestejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<</switch>>
<<elseif $NPCList[_nn].penis is "rightarm">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> groans as you work <<his>> shaft with your right hand, cumming as you give <<him>> a final squeeze; <<he>> flicks <<his>> cock clean on the ground.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "semen">>
<<case 4 5>>
<<He>> spasms and moans, shooting thick streams of cum. You are so intent on keeping <<him>> occupied you don't notice <<his>> penis is aimed at your chest, which is splattered with cum in the process.
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<<handejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "semen">>
<<case 6 7>>
<<He>> grunts and shoots thick ropes of semen onto your hand, making an impressive mess.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "semen">>
<<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<</switch>>
<<elseif $NPCList[_nn].penis is 0>>
<<switch random(1, 5)>>
<<case 1>>
<<He>> groans as <<he>> works <<his>> shaft and, giving <<his>> cock a final squeeze, ejaculates onto your tummy. "I love that we can do this together, don't you?"
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<case 2>>
<<He>> rapidly rubs <<his>> cock and cums on the ground.
<<case 3>>
<<He>> strokes <<his>> penis and, aiming at your ass, ejaculates on your bottom. <<He>> looks at your <<lewdness>> covered in <<his>> ejaculate and smiles.
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 4>>
<<He>> strokes <<his>> penis and moans, ejaculating on your <<breasts>>.
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<<case 5>>
<<He>> moans and rubs <<his>> cock wildly, sending cum flying all over your body. "I'm sorry, but I just lose control when you're near me."
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<<tummyejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<</switch>>
<<elseif $NPCList[_nn].penis is "otheranus">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> groans as you fuck <<his>> ass; <<he>> catches <<his>> ejaculate in <<his>> hand and wipes it on your face. "I have to m-mark you as mine."
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<case 4 5>>
<<He>> moans as you pound <<his>> ass, and ejaculates on the ground.
<<case 6 7>>
<<He>> sighs as <<he>> ejaculates onto <<his>> own chest.
<</switch>>
<<elseif ($NPCList[_nn].penis is "otheranusfrot" or $NPCList[_nn].penis is "otheranusentrance" or $NPCList[_nn].penis is "otheranusimminent") and playerChastity("penis")>>
<<He>> gasps as <<he>> cums onto your $worn.genitals.name. "I-I can't take this," <<he>> says. "I need to fill you. Th-there must be a skeleton key for chastity stuff."
<<elseif $NPCList[_nn].penis is "otheranusfrot" or $NPCList[_nn].penis is "otheranusentrance" or $NPCList[_nn].penis is "otheranusimminent">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> noisily cums as you fuck <<his>> cheeks, digging <<his>> fingers into your ass from behind and grinding your cock against <<his>> ass to finish. "Why didn't you fuck me? Am I not good enough for you?"
<<case 4 5>>
<<He>> moans as you rub against <<his>> anus, and ejaculates on the ground. <<He>> begins crying, "Why don't you fuck me? Is there something wrong with me? Tell me so I can fix it!"
<<case 6 7>>
<<He>> sighs as <<he>> ejaculates onto <<his>> own chest. <<He>> seems sad rather than spent.
<</switch>>
<<elseif $NPCList[_nn].penis is "penis" and playerChastity("penis")>>
<<switch random(2)>>
<<case 0>>
<<He>> gasps as <<he>> shoots <<his>> impressive load all over your $worn.genitals.name. "Th-there must be a skeleton key for chastity stuff," <<he>> says. "I'll work it out."
<<case 1>>
<<He>> moans in ecstasy, drenching your $worn.genitals.name in ropes of hot cum. "N-no... we need to be together!" <<He>> gasps in frustration.
<<case 2>>
<<He>> screams in pleasure, showering your $worn.genitals.name in streams of sticky cum. <<He>> uses the milky fluid to finger paint love hearts on your cheek. "Mine."
<</switch>>
<<elseif $NPCList[_nn].penis is "penis">>
<<switch random(1, 7)>>
<<case 1>>
<<He>> cums as you knead your <<penises>> together, moaning with pleasure. "God I love you so much!"
<<set $kylarSeen.pushUnique("saidLove")>>
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<case 2>>
<<He>> cums as you rub your <<penises>> together, moaning with pleasure. <<He>> rubs <<his>> own cum all over your shaft. "Keep my s-smell on you."
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<case 3>>
<<He>> cums as you frot your <<penises>> together, shooting <<his>> impressive load over your <<penis>> and stomach. <<He>> wipes some of <<his>> cum on your lips. "Taste our love juices."
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<case 4>>
<<He>> moans as <<he>> grinds downs hard on your <<penis>> to finish, thin legs shaking as <<he>> cums. <<He>> uses the cum as lube, furiously milking out the last of <<his>> cum against your <<penis>>.
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<case 5>>
<<He>> groans as <<he>> rubs hard against your <<penis>> to finish. <<He>> uses the cum as lube, furiously milking out the last of <<his>> semen against your <<penis>>. "Next time I want you to impregnate my ass," <<he>> hisses.
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<case 6>>
<<He>> screams as <<he>> grinds hard against your <<penis>> to finish, thin legs shaking as <<he>> cums. "N-next time I want you to fuck me."
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<case 7>>
<<He>> screams, cupping <<his>> small hands under your shoulders as <<his>> entire body shakes; you are surprised by how strong <<he>> is. Ropes of semen drench your crotch as <<he>> cums.
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<</switch>>
<<elseif $NPCList[_nn].penis is "penisentrance" or $NPCList[_nn].penis is "penisimminent">>
<<switch random(1, 7)>>
<<case 1 2>>
<<He>> cums before <<he>> can frot your <<penis>>, ejaculating on the outside. Semen coats your cock and tummy; <<he>> seems upset with <<himself>>.
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<case 3 4>>
<<He>> ejaculates onto your <<penis>> before <<he>> can frot your <<penises>> together, sending white streams of semen running down your <<penis>>; <<he>> seems disappointed.
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<case 5>>
<<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your <<penis>> and ass.
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 6>>
<<He>> whimpers as <<he>> ejaculates onto <<his>> own chest and begins crying. "W-why? Why didn't you fuck me? What can I do to deserve your cock?"
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<case 7>>
<<He>> cums before your <<penises>> touch, covering you in <<his>> massive load. Semen coats your chest, tummy, and crotch. <<He>> licks your ear and whispers, "Look at you, covered in my cum. Mine now."
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<</switch>>
<!-- Special case male PC being orally serviced by male NPC with no other contact -->
<<elseif $NPCList[_nn].mouth is "penis">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> cums as you fuck <<his>> mouth; groaning as <<he>> ejaculates on the ground. "I'm sorry, I just can't take anymore."
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<case 4 5>>
<<He>> cums on the ground as you fuck <<his>> mouth; <<he>> pulls away abruptly. "Please stop, I've had enough."
<<case 6 7>>
<<He>> grabs your ass in <<his>> hands, pulling your cock into <<his>> throat; <<he>> ejaculates on <<his>> chest as <<he>> throats your <<genitals>>.
<</switch>>
<<elseif $NPCList[_nn].penis is "othermouth">>
<<He>> shakes with arousal as <<he>> cums, wiping <<his>> wet face clean on your body.
<</if>>
<<if $NPCList[_nn].penis isnot "none" and !$NPCList[_nn].penisdesc.includes("strap-on") and _condomResult is "leaked">>
Despite wearing a condom, it was too damaged to stop the cum.
<</if>>
<br><br>
<</if>>
<!-- Finishing moves for consensual with low anger or non-consensual with damage or high anger -->
<<if _args[0] isnot "short">>
<<if $consensual is 1 and $enemyanger lte 0>>
<<switch random(1,5)>>
<<case 1 2>>
<<He>> caresses your cheek, <span class="green">making you feel warm inside.</span> "I h-hope you know you mean everything to me."
<<lstress>><<ltrauma>><<lpain>><<violence -3>>
<br><br>
<<case 3 4>>
<<He>> strokes your hair, <span class="green">making you feel warm inside.</span> "Y-you're so perfect, everything I could ever wish for." Your face flushes with pleasure.
<<lstress>><<ltrauma>><<lpain>><<violence -3>>
<br><br>
<<case 5>>
<<He>> kisses your forehead, <span class="green">making you feel warm inside.</span> "B-being without you drives me crazy."
<<lstress>><<ltrauma>><<lpain>><<violence -3>>
<br><br>
<</switch>>
<<elseif $consensual is 0 and $enemyhealth lte ($enemyhealthmax / 10) * 7.5>>
<<He>> cups your chin with a shaking hand, <span class="red">and runs the edge of <<his>> knife across your cheek.</span> "One day I'll make you understand that you're mine, easy way or not."
<<gstress>><<gtrauma>><<gpain>><<violence 6>><<npcStealMoney>>
<br><br>
<<elseif $consensual is 0 and $enemyhealth lte ($enemyhealthmax / 10) * 8.5>>
<span class="red"><<He>> pulls your hair,</span> bringing you inches closer to <<his>> face. "Please, my love, don't make me hurt you."
<<gstress>><<gtrauma>><<gpain>><<violence 6>><<npcStealMoney>>
<br><br>
<<elseif $consensual is 0 or $enemyhealth lte ($enemyhealthmax / 10) * 9.5>>
<<He>> cups your chin with a shaking hand, <span class="red">forcing you to look at <<him>>.</span> "I want you to understand that I'm doing this because I love you."
<<gstress>><<gtrauma>><<gpain>><<violence 6>><<npcStealMoney>>
<br><br>
<</if>>
<</if>>
<</widget>><<widget "ejaculation-leighton">>
<<set $ejaculating to 1>>
<!-- Changing rows to future-proof the code: from $NPCList[0] to $NPCList[_nn], _nn being the main ejaculation loop handler -->
<!-- Female LEIGHTON -->
<<if $NPCList[_nn].vagina isnot "none" and $NPCList[_nn].penis is "none">>
<<if $consensual is 1>>
<<if $NPCList[_nn].vagina is "mouthentrance" or $NPCList[_nn].vagina is "mouth" or $NPCList[_nn].vagina is "mouthimminent">>
<<switch random(1, 4)>>
<<case 1 2>>
<<He>> groans and rubs <<his>> crotch against your face with <<his>> hips, thighs shaking with orgasm.
<<case 3 4>>
<<He>> goes red in the face and neck, mouth agape as <<he>> cums silently, body twitching uncontrollably.
<<case 5>>
<<He>> cups your head in <<his>> hand and grinds <<his>> clit against your nose, covering your face in ejaculate.
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">>
<</switch>>
<<elseif $NPCList[_nn].vagina is "leftarm">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> sighs as you finish with <<his>> pussy, shaking <<his>> thighs together against your hand as <<his>> body convulses.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "goo">>
<<case 3 4>>
<<He>> goes red in the face and neck, mouth agape as <<he>> cums silently, cunt twitching against your hand uncontrollably.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "goo">>
<<case 5>>
<<He>> stifles a moan, grabbing your hand and fucking <<his>> pussy with your fingers. Your fingers are soaked in ejaculate.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "goo">>
<</switch>>
<<elseif $NPCList[_nn].vagina is "rightarm">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> sighs as you finish with <<his>> pussy, knees shaking as <<his>> body convulses.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "goo">>
<<case 3 4>>
<<He>> goes red in the face and neck, mouth agape as <<he>> cums silently, cunt twitching against your hand uncontrollably.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "goo">>
<<case 5>>
<<He>> stifles a moan, grabbing your hand and fucking <<his>> pussy with your fingers. Your fingers are soaked in ejaculate.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "goo">>
<</switch>>
<<elseif $NPCList[_nn].vagina is "lefthand" or $NPCList[_nn].vagina is "righthand">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> sighs as <<he>> cums, releasing you and pulling back <<his>> hand, licking your wetness off <<his>> fingers.
<<case 3 4>>
<<He>> moans loudly and shakes, dripping ejaculate on the ground; <<he>> withdraws <<his>> hand and sighs.
<<case 5>>
<<He>> shakes as <<he>> comes, soaking <<his>> own pussy and thighs in ejaculate; <<he>> removes <<his>> hand from your pussy and wipes it off on your face, chuckling.
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">>
<</switch>>
<<elseif $NPCList[_nn].vagina is "feet">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> moans as you knead <<his>> pussy, jamming your toes inside with <<his>> hands as <<he>> finishes cumming.
<<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "goo">>
<<case 3 4>>
<<He>> shakes bodily as <<he>> cums, twitching underneath your feet and cumming between your toes.
<<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "goo">>
<<case 5>>
<<He>> tenses as <<he>> comes, soaking your feet with ejaculate. You jump back in surprise, nearly slipping on your wet feet.
<<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "goo">>
<</switch>>
<<elseif $NPCList[_nn].vagina is "vagina" and playerChastity("vagina")>>
<<He>> tenses as <<he>> cums, ejaculating over your $worn.genitals.name. "Whoever put you in that had the right idea," <<he>> gasps. "If only I had a key."
<<elseif $NPCList[_nn].vagina is "vagina">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> cums as you scissor your pussies together, moaning with pleasure.
<<case 3 4>>
<<He>> moans as <<he>> grinds downs hard on your <<pussy>> to finish, legs shaking as <<he>> cums.
<<case 5>>
<<He>> cups <<his>> arms under your shoulders as <<his>> entire body shakes. Ejaculate streams from <<his>> pussy, drenching you.
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "goo">>
<</switch>>
<<elseif $NPCList[_nn].vagina is "othermouth" and playerChastity("vagina")>>
<<He>> tenses as <<he>> cums, ejaculating over your $worn.genitals.name. "Whoever put you in that had the right idea," <<he>> gasps. "If only I had a key."
<<elseif $NPCList[_nn].vagina is "othermouth">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> shudders with pleasure, exhaling warmly against your crotch as <<he>> comes, leaving you wet with saliva and your own fluids.
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "goo">>
<<case 3 4>>
<<He>> quietly ejaculates, shaking as <<he>> grinds <<his>> nose into your crotch and giving you a long, final, wet lick.
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "goo">>
<<case 5>>
<<He>> sighs into your crotch as <<he>> cums, pinching <<his>> hands between <<his>> thighs and buckling over, ejaculate streaming down <<his>> thighs.
<</switch>>
<!-- following appear to be Male PC to Female Antagonist only? -->
<<elseif $NPCList[_nn].vagina is "otheranus" and playerChastity("penis")>>
<<He>> tenses as <<he>> cums, ejaculating over your $worn.genitals.name. "Whoever put you in that had the right idea," <<he>> gasps. "If only I had a key."
<<elseif $NPCList[_nn].vagina is "otheranus">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> shakes as <<he>> cums, driving <<his>> ass hard against you as <<he>> releases a final moan.
<<case 3 4>>
<<He>> quietly ejaculates, shaking as <<he>> grinds <<his>> ass deeply with your cock and moaning.
<<case 5>>
<<He>> bucks into your crotch as <<he>> cums, squirting ejaculate from <<his>> pussy and drenching your legs. "You've been taught well."
<<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "goo">>
<</switch>>
<<elseif $NPCList[_nn].vagina is "penis">>
<<switch random(1, 6)>>
<<case 1 2>>
<<He>> grabs your shoulders as <<he>> cums, driving <<his>> pussy down hard against your cock as <<he>> shudders with pleasure. "That was a wonderful performance."
<<ejacstat>><<set $hygiene += 500>><<bodyliquid "penis" "goo">>
<<case 3 4>>
<<He>> sighs as <<he>> cums, reddening and going into a full body convulsion. Ejaculate soaks your crotch.
<<ejacstat>><<set $hygiene += 500>><<bodyliquid "penis" "goo">>
<<case 5>>
<<He>> bucks on your lap as <<he>> cums, squirting ejaculate from <<his>> pussy and drenching your crotch and legs.
<<ejacstat>><<set $hygiene += 500>><<bodyliquid "penis" "goo">>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "goo">>
<</switch>>
<<elseif ($NPCList[_nn].vagina is "penisimminent" or $NPCList[_nn].vagina is "penisentrance") and playerChastity("penis")>>
<<He>> tenses as <<he>> cums, ejaculating over your $worn.genitals.name. "Whoever put you in that had the right idea," <<he>> gasps. "If only I had a key."
<<elseif $NPCList[_nn].vagina is "penisimminent" or $NPCList[_nn].vagina is "penisentrance">>
<<He>> cums on your <<penis>>; "Next time I expect penetration."
<<elseif ($NPCList[_nn].vagina is "otheranusfrot" or $NPCList[_nn].vagina is "otheranusentrance") and playerChastity("penis")>>
<<He>> tenses as <<he>> cums, ejaculating over your $worn.genitals.name. "Whoever put you in that had the right idea," <<he>> gasps. "If only I had a key."
<<elseif $NPCList[_nn].vagina is "otheranusfrot" or $NPCList[_nn].vagina is "otheranusentrance">>
<<He>> bucks <<his>> ass against your cock as <<he>> cums. "Next time I expect you to properly service me, not toy with me."
<<elseif $NPCList[_nn].vagina is "frot" and playerChastity("penis")>>
<<He>> tenses as <<he>> cums, ejaculating over your $worn.genitals.name. "Whoever put you in that had the right idea," <<he>> gasps. "If only I had a key."
<<elseif $NPCList[_nn].vagina is "frot">>
<<He>> grinds <<his>> clit hard against your cock as <<he>> cums, ejaculating on your cock. <<He>> looks frustrated, "Next time I expect a good fucking, or there will be consequences..."
<<ejacstat>><<set $hygiene += 500>><<bodyliquid "penis" "goo">>
<!-- Special case male PC with female NPC -->
<<elseif $NPCList[_nn].mouth is "penis">>
<<switch random(1, 4)>>
<<case 1 2>>
<<He>> cums as you fuck <<his>> mouth, pushing you off as <<he>> finishes.
<<case 3 4>>
<<He>> cums as you fuck <<his>> mouth, leaving your <<penis>> a slimy mess. "Such a mess; you should go jump in the shower."
<</switch>>
<<else>>
<<He>> convulses in orgasmic bliss.
<</if>>
<<else>>
<<if $NPCList[_nn].vagina is "footjob">>
<<switch random(1, 5)>>
<<case 1 2 3>>
<<He>> gasps as <<he>> cums. Recovering, <<he>> smiles and moves <<his>> foot to your body, <span class="red">stepping down heavily as you gasp for breath.</span> "I hope you're learning that I own you."
<<gtrauma>><<gstress>><<gpain>><<violence 6>><<bruise chest>><<hitstat>>
<<case 4 5>>
<<He>> cums, chuckling as <<he>> removes <<his>> foot from your crotch and rubs it against your face, covering your face in your own wetness.
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">>
<</switch>>
<<elseif $NPCList[_nn].vagina is "vagina" and playerChastity("vagina")>>
<<He>> tenses as <<he>> cums, ejaculating over your $worn.genitals.name. "Whoever put you in that had the right idea," <<he>> gasps. "If only I had a key."
<<elseif $NPCList[_nn].vagina is "vagina">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> groans as <<he>> cums, dragging <<his>> wet pussy across your ass and thighs.
<<case 3 4>>
<<He>> moans as <<he>> grabs you by the throat and grinds downs hard on your <<pussy>>.
<<gstress>><<gtrauma>><<gpain>><<violence 3>><<bruise neck>><<hitstat>>
<<case 5>>
<<He>> grabs you by the hair, mashing <<his>> entire body against yours. Ejaculate streams from <<his>> pussy, drenching you.
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "goo">>
<</switch>>
<<elseif $NPCList[_nn].vagina is "othermouth">>
<<He>> shakes with arousal as <<he>> cums, wiping <<his>> wet face clean on your body.
<<elseif $NPCList[_nn].vagina is "lefthand" or $NPCList[_nn].vagina is "righthand">>
<<He>> moans as <<he>> cums. <<He>> <span class="pink">grabs you by the hair and pulls you close:</span> "I hope you're learning that I own you."
<<elseif $NPCList[_nn].vagina is "mouthentrance" or $NPCList[_nn].vagina is "mouth" or $NPCList[_nn].vagina is "mouthimminent">>
<<He>> groans and grabs you by the hair, grinding <<his>> crotch roughly against your face as <<his>> thighs shake with orgasm.
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">>
<!-- following appear to be Male PC to Female Antagonist only? -->
<<elseif $NPCList[_nn].vagina is "otheranus">>
<<He>> shakes as <<he>> cums, grabbing you by the <<print ($player.ballsExist ? "balls" : "pussy")>> and dragging your cock deeply into <<his>> ass as <<he>> releases a final moan.
<<elseif $NPCList[_nn].vagina is "penis">>
<<He>> digs <<his>> nails painfully into your shoulders as <<he>> cums, driving <<his>> pussy down hard against your cock as <<he>> shudders with pleasure.
<<elseif ($NPCList[_nn].vagina is "penisimminent" or $NPCList[_nn].vagina is "penisentrance") and playerChastity("penis")>>
<<He>> tenses as <<he>> cums, ejaculating over your $worn.genitals.name. "Whoever put you in that had the right idea," <<he>> gasps. "If only I had a key."
<<elseif $NPCList[_nn].vagina is "penisimminent" or $NPCList[_nn].vagina is "penisentrance">>
<<He>> moans as <<he>> cums on your throbbing cock. "Next time I expect penetration, or there will be consequences."
<<elseif ($NPCList[_nn].vagina is "otheranusfrot" or $NPCList[_nn].vagina is "otheranusentrance") and playerChastity("penis")>>
<<He>> tenses as <<he>> cums, ejaculating over your $worn.genitals.name. "Whoever put you in that had the right idea," <<he>> gasps. "If only I had a key."
<<elseif $NPCList[_nn].vagina is "otheranusfrot" or $NPCList[_nn].vagina is "otheranusentrance">>
<<He>> swivels <<his>> ass against your cock as <<he>> cums. "Next time I expect to be fucked properly or I'll punish you."
<<elseif $NPCList[_nn].vagina is "frot" and playerChastity("penis")>>
<<He>> tenses as <<he>> cums, ejaculating over your $worn.genitals.name. "Whoever put you in that had the right idea," <<he>> gasps. "If only I had a key."
<<elseif $NPCList[_nn].vagina is "frot">>
<<He>> grabs you by the throat, pulling you down and grinding <<his>> clit hard against your cock as <<he>> cums. "Next time you need to penetrate me or I'll punish you."
<<gstress>><<gtrauma>><<gpain>><<violence 3>><<bruise neck>><<hitstat>>
<!-- Special case male PC with female NPC -->
<<elseif $NPCList[_nn].mouth is "penis">>
<<He>> cums as you fuck <<his>> mouth, shoving you away as <<he>> gasps for air. "That's enough."
<<else>>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> trembles with orgasm. Pulling your face close <<he>> says, "I hope you're learning that you're subject to my desires."
<<case 4 5 6>>
<<He>> sighs quietly as <<he>> cums, smacking your ass. "Don't forget that I own you."
<<case 7>>
<<He>> rapidly rubs <<his>> clit, stifling a moan as <<he>> cums; <<his>> pussy squirting and covering you in ejaculate.
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "goo">>
<</switch>>
<</if>>
<</if>>
<br><br>
<</if>>
<!-- Male LEIGHTON -->
<<if _condomResult is "leaked">>
<span class="red">The condom broke.</span>
<<elseif _condomResult is "burst">>
<span class="red">The tip of the condom bursts and rips, exposing the head of <<his>> penis.</span>
<</if>>
<<if $consensual is 1>>
<<if _condomResult is "contained">>
<<genericCondomEjaculation>>
<<elseif npcHasStrapon(_nn)>>
<<He>> moans and shivers in orgasmic bliss, grinding the strap-on against <<his>> genitals.
<<elseif $NPCList[_nn].penis is "idle">>
<<He>> groans as a wet patch forms on <<his>> trousers. You barely stifle a giggle at the sight.
<<elseif $NPCList[_nn].penis is "thighs">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> shakes as <<he>> cums, pulling <<his>> cock out and ejaculating onto the backs of your thighs.
<<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<case 4 5 6>>
<<He>> grabs your legs, pushing <<his>> crotch hard into yours as <<he>> cums and ejaculating onto your tummy.
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<case 7>>
<<He>> groan as <<he>> cums, ejaculating a massive load that covers your thighs and tummy.
<<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<tummyejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<</switch>>
<<elseif $NPCList[_nn].penis is "vaginaentrance" and playerChastity("vagina")>>
<<He>> tenses as <<he>> cums, ejaculating over your $worn.genitals.name. "Whoever put you in that had the right idea," <<he>> gasps. "If only I had a key."
<<elseif $NPCList[_nn].penis is "vaginaentrance">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> holds you still by the hips with one hand and with the other on <<his>> cock, ejaculates onto your <<pussy>>. Semen coats your outer lips and pools around your legs.
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>>
<<case 4 5 6>>
<<He>> strokes <<his>> cock and ejaculates onto your <<pussy>> without a word, sending white streams of semen running down your cunt.
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>>
<<case 7>>
<<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your <<pussy>> and ass.
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>>
<</switch>>
<<elseif $NPCList[_nn].penis is "vaginaimminent" and playerChastity("vagina")>>
<<He>> tenses as <<he>> cums, ejaculating over your $worn.genitals.name. "Whoever put you in that had the right idea," <<he>> gasps. "If only I had a key."
<<elseif $NPCList[_nn].penis is "vaginaimminent">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> cums before <<he>> can penetrate your <<pussy>>, ejaculating on the outside. Semen coats your outer lips and tummy; <<he>> seems disappointed.
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>>
<<case 4 5 6>>
<<He>> ejaculates onto your <<pussy>> before <<he>> can penetrate you, sending white streams of semen running down your <<pussy>>; <<he>> seems disappointed.
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>>
<<case 7>>
<<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your <<pussy>> and ass. "Quite a mess; you really should hit the showers."
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>>
<</switch>>
<<elseif $NPCList[_nn].penis is "vagina">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> moans and thrusts deeply into your <<pussy>> as <<he>> cums, holding <<his>> cock deep in your womb. You feel warm as semen fills your vagina.
<<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">>
<<recordVaginalSperm "pc" $NPCList[_nn] "human">>
<<case 4 5 6>>
<<He>> quiets and grabs your shoulders, pulling you deeply onto <<his>> cock as <<he>> cums. Semen fills your <<pussy>>, leaving you breathless.
<<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">>
<<recordVaginalSperm "pc" $NPCList[_nn] "human">>
<<case 7>>
<<He>> convulses and grinds down on your crotch as <<he>> cums, sending thick waves of cum into your <<pussy>>. Semen oozes from your vagina and down your legs.
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<vaginalejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<recordVaginalSperm "pc" $NPCList[_nn] "human">>
<</switch>>
<<elseif $NPCList[_nn].penis is "cheeks" and playerChastity()>>
<<He>> tenses as <<he>> cums, ejaculating over your $worn.genitals.name. "Whoever put you in that had the right idea," <<he>> gasps. "If only I had a key."
<<elseif $NPCList[_nn].penis is "cheeks">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> shakes as <<he>> cums, withdrawing <<his>> cock from your cheeks and ejaculating onto your ass.
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 4 5 6>>
<<He>> grabs your thighs, pushing <<his>> crotch hard against your ass and ejaculating between your cheeks.
<!-- Really should be onto PCs back given position. Or hair maybe. Esp next one -->
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 7>>
<<He>> squeezes your cheeks together and grunts as <<he>> cums, sending out massive load that covers your ass and drips down your crotch; <<he>> seems pleased.
<<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>>
<</switch>>
<<elseif $NPCList[_nn].penis is "anusentrance" and playerChastity("anus")>>
<<He>> tenses as <<he>> cums, ejaculating over your $worn.genitals.name. "Whoever put you in that had the right idea," <<he>> gasps. "If only I had a key."
<<elseif $NPCList[_nn].penis is "anusentrance">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> pinches your asscheek with one hand and strokes <<his>> cock with the other, ejaculating onto your bottom. Semen drips down your butt and into your crack.
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 4 5 6>>
<<He>> strokes <<his>> cock and quietly ejaculates onto your ass. You feel warm semen dripping down your bottom.
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 7>>
<<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your ass and down your crotch.
<<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>>
<</switch>>
<<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>>
<<elseif $NPCList[_nn].penis is "anusimminent" and playerChastity("anus")>>
<<He>> tenses as <<he>> cums, ejaculating over your $worn.genitals.name. "Whoever put you in that had the right idea," <<he>> gasps. "If only I had a key."
<<elseif $NPCList[_nn].penis is "anusimminent">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> cums before <<he>> can penetrate your ass, ejaculating on the outside. Semen coats your ass and drips down your crack; <<he>> seems disappointed.
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 4 5 6>>
<<He>> strokes <<his>> cock and ejaculates onto your ass before <<he>> can penetrate you, sending white streams of semen running down your crack; <<he>> seems disappointed.
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 7>>
<<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your ass and crotch.
<<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>>
<</switch>>
<<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>>
<<elseif $NPCList[_nn].penis is "anus">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> moans and thrusts deeply into your ass as <<he>> cums. You gasp as you take <<his>> entire length, and feel semen filling your insides.
<<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">>
<<recordAnusSperm "pc" $NPCList[_nn] "human">>
<<case 4 5 6>>
<<He>> wordlessly grabs your shoulders, pulling you back onto <<his>> cock as <<he>> cums. Semen fills your ass as you moan with pleasure.
<<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">>
<<recordAnusSperm "pc" $NPCList[_nn] "human">>
<<case 7>>
<<He>> convulses and, with a final shove, cums in your ass. Thick waves of semen pump into you. It's more than you can hold; cum oozes from your ass and runs down your legs.
<<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<recordAnusSperm "pc" $NPCList[_nn] "human">>
<</switch>>
<<elseif $NPCList[_nn].penis is "chest">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> pushes your <<breasts>> together tight on <<his>> cock as <<he>> cums, ejaculating onto them. Your body feels slick with cum.
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<<case 4 5 6>>
<<He>> strokes the tip of <<his>> cock between your <<breasts>> and quietly ejaculates on them. Your <<breasts>> feel cool as semen drips down them.
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<<case 7>>
<<He>> puts <<his>> hand behind your neck and bears down on your <<breasts>>, grunting as <<he>> cums; semen shoots between your <<breasts>> and covers your <<if $position is "missionary">>face<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">><<else>>stomach<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">><</if>>. "Such a mess. You should hit the showers."
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<</switch>>
<<elseif $NPCList[_nn].penis is "mouthentrance">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> cups you under the chin with one hand and strokes <<his>> cock with the other, ejaculating onto your face; <<he>> chuckles at the resulting mess and hands you a tissue.
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<case 4 5 6>>
<<He>> strokes <<his>> cock and quietly ejaculates onto your face. Warm cum drips down your forehead and nose. <<He>> smiles and hands you a tissue.
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<case 7>>
<<He>> grasps the top of your head, stroking <<his>> cock while aiming straight at your mouth. Thick ropes of cum cover your face and push past your closed lips into your mouth. "Tsk tsk. You really need to learn to swallow. Such a mess."
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<</switch>>
<<elseif $NPCList[_nn].penis is "mouthimminent">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> cups the back of your head, ejaculating onto your lips as you barely brush against the tip of <<his>> penis; <<he>> seems disappointed.
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<case 4 5 6>>
<<He>> brushes <<his>> cock against your face, causing <<him>> to ejaculate early. Cum drips down your lips and chin; <<he>> seems disappointed.
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<case 7>>
<<He>> grasps your hair but in <<his>> excitement cums before <<he>> can enter your mouth. Thick ropes of cum cover your cheeks, chin, and into your waiting mouth.
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<</switch>>
<<elseif $NPCList[_nn].penis is "mouth">>
<!-- this is picking up women NPCs...? -->
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> cups you under the chin with one hand and by your hair with the other, thrusting deeply into your mouth as <<he>> cums. Ejaculate streams down your throat and fills your mouth.
<<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<<case 4 5 6>>
<<He>> grasps the base of <<his>> cock and moans, quietly ejaculating into your mouth. You feel warm cum fill your mouth and drip down your throat.
<<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<<case 7>>
<<He>> grasps the back of your head, wildly thrusting <<his>> cock in your mouth as <<he>> cums. Semen streams down your throat, fills your mouth and drips down your chin. "Tsk tsk. You really need to learn to swallow." <<He>> hands you a tissue to clean up.
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<</switch>>
<<elseif $NPCList[_nn].penis is "feet">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> pushes your feet together and groans as <<he>> cums. Ejaculate covers your feet.
<<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">>
<<case 4 5 6>>
<<He>> quietly cums on your feet, slickening them with semen.
<<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">>
<<case 7>>
<<He>> grunts and thrusts <<his>> cock between your feet as <<he>> cums, splattering cum on your feet and legs in the process.
<<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<</switch>>
<<elseif $NPCList[_nn].penis is "leftarm" and $NPCList[_nn].penis is "rightarm">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> groans as <<he>> cums, penis pulsing in your hands, covering them both in cum. "Such an enthusiastic student, using both hands."
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">>
<<case 4 5 6>>
<<He>> quietly cums on your hands, slickening them with semen.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">>
<<case 7>>
<<He>> spasms and moans, shooting thick streams of cum. You are so intent on your work you don't notice <<his>> penis is aimed at your face, which is splattered with cum in the process. <<He>> chuckles and hands you a tissue.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">>
<<faceejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<</switch>>
<<elseif $NPCList[_nn].penis is "leftarm">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> groans as <<he>> cums, penis sliding hotly in your left hand and covering it with cum. "Such a mess; you should wash your hands."
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">>
<<case 4 5 6>>
<<He>> quietly cums on your left hand. Semen drips down your fingers. <<He>> hands you a tissue.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">>
<<case 7>>
<<He>> spasms and moans, shooting thick streams of cum and splattering your <<breasts>> in the process. <<He>> smiles and hands you a gym towel to clean up.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">>
<<chestejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<</switch>>
<<elseif $NPCList[_nn].penis is "rightarm">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> groans as you work <<his>> shaft with your right hand, cumming as you give <<him>> a final squeeze. Your hand is covered in warm semen. "What messy fingers; you should go wash your hands."
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "semen">>
<<case 4 5 6>>
<<He>> quietly cums on your right hand. Semen cools on your fingers. <<He>> smiles and hands you a tissue.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "semen">>
<<case 7>>
<<He>> grunts and shoots thick ropes of semen onto your hands, making an impressive mess. <<He>> smiles and hands you a gym towel to clean up.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "semen">>
<</switch>>
<<elseif $NPCList[_nn].penis is 0>>
<<switch random(1, 4)>>
<<case 1>>
<<He>> groans as <<he>> works <<his>> shaft and, giving <<his>> cock a final squeeze, ejaculates onto your tummy. "Such a fast learner."
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<case 2>>
<<He>> rapidly rubs <<his>> cock and aims at your face, covering it with semen. <<He>> smiles and hands you a tissue.
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<case 3>>
<<He>> strokes <<his>> penis and, aiming at your ass, ejaculates on your bottom.
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 4>>
<<He>> strokes <<his>> penis and moans, ejaculating on your <<breasts>>.
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<</switch>>
<<elseif $NPCList[_nn].penis is "otheranus">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> groans as you fuck <<his>> ass, <<his>> ejaculate spraying on <<his>> own stomach. "Thanks, that's quite enough."
<<case 4 5>>
<<He>> whimpers as you pound <<his>> ass, moaning in pleasure as <<he>> ejaculates on the ground. You roll off <<him>>.
<<case 6 7>>
<<He>> sighs as <<he>> ejaculates onto <<his>> own chest.
<</switch>>
<<elseif ($NPCList[_nn].penis is "otheranusfrot" or $NPCList[_nn].penis is "otheranusentrance" or $NPCList[_nn].penis is "otheranusimminent") and playerChastity("penis")>>
<<He>> tenses as <<he>> cums, ejaculating over your $worn.genitals.name. "Whoever put you in that had the right idea," <<he>> gasps. "If only I had a key."
<<elseif $NPCList[_nn].penis is "otheranusfrot" or $NPCList[_nn].penis is "otheranusentrance" or $NPCList[_nn].penis is "otheranusimminent">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> noisily cums as you fuck <<his>> cheeks, grabbing your ass from behind and grinding your cock against <<his>> ass to finish. "Next time I expect penetration."
<<case 4 5>>
<<He>> moans as you rub against <<his>> anus and ejaculates on the ground. You roll off <<him>>.
<<case 6 7>>
<<He>> sighs as <<he>> ejaculates onto <<his>> own chest.
<</switch>>
<!-- Special case male PC being orally serviced by male NPC with no other contact -->
<<elseif $NPCList[_nn].mouth is "penis" and playerChastity("penis")>>
<<He>> tenses as <<he>> cums, ejaculating over your $worn.genitals.name. "Whoever put you in that had the right idea," <<he>> gasps. "If only I had a key."
<<elseif $NPCList[_nn].mouth is "penis">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> cums as you fuck <<his>> mouth, gasping against your cock. "You're quite the talented student."
<<case 4 5>>
<<He>> cums on the ground as you fuck <<his>> mouth. <<He>> pushes you away, "Thanks, that's quite enough."
<<case 6 7>>
<<He>> grabs you by the ass and drives your cock deeply into <<his>> throat, ejaculating on <<his>> chest as <<he>> throats your cock.
<</switch>>
<<elseif $NPCList[_nn].penis is "othermouth">>
<<He>> shakes with arousal as <<he>> cums, wiping <<his>> wet face clean on your body.
<</if>>
<<if $NPCList[_nn].penis isnot "none" and !$NPCList[_nn].penisdesc.includes("strap-on") and _condomResult is "leaked">>
Despite wearing a condom, it was too damaged to stop the cum.
<</if>>
<br><br>
<<else>>
<<if _condomResult is "contained">>
<<genericCondomEjaculation>>
<<elseif $NPCList[_nn].penis is "idle">>
<<He>> groans as a wet patch forms on <<his>> trousers. You barely stifle a laugh at the pathetic display.
<<elseif $NPCList[_nn].penis is "thighs">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> shakes as <<he>> cums, pulling <<his>> cock out and ejaculating onto the backs of your thighs, and wipes <<his>> cock clean on your ass.
<<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<case 4 5 6>>
<<He>> grabs your legs, slamming <<his>> crotch hard into your ass as <<he>> cums and ejaculates onto your tummy.
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<case 7>>
<<He>> groan as <<he>> cums, ejaculating a massive load that covers your thighs and tummy. "You'll submit for my pleasure anytime I wish; don't forget it."
<<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<tummyejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<</switch>>
<<elseif $NPCList[_nn].penis is "vaginaentrance" and playerChastity()>>
<<He>> tenses as <<he>> cums, ejaculating over your $worn.genitals.name. "Whoever put you in that had the right idea," <<he>> gasps. "If only I had a key."
<<elseif $NPCList[_nn].penis is "vaginaentrance">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> shoves <<his>> thumb into your ass, pulling you back and ejaculating onto your <<pussy>>. Semen coats your outer lips and pools around your legs.
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>>
<<case 4 5 6>>
<<He>> strokes <<his>> cock and ejaculates onto your <<pussy>> without a word, sending white streams of semen running down your cunt; flicking <<his>> cock dry on your body.
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>>
<<case 7>>
<<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your <<pussy>> and ass; <<he>> dries <<his>> cock on your thighs.
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>>
<</switch>>
<<elseif $NPCList[_nn].penis is "vaginaimminent" and playerChastity("vagina")>>
<<He>> tenses as <<he>> cums, ejaculating over your $worn.genitals.name. "Whoever put you in that had the right idea," <<he>> gasps. "If only I had a key."
<<elseif $NPCList[_nn].penis is "vaginaimminent">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> cums before <<he>> can penetrate your <<pussy>>, ejaculating on the outside. Semen coats your outer lips and tummy; <span class="red"><<he>> spanks your ass angrily.</span>
<<gstress>><<gtrauma>><<gpain>><<violence 6>><<bruise bottom>><<hitstat>>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>>
<<case 4 5 6>>
<<He>> ejaculates onto your <<pussy>> before <<he>> can penetrate you, sending white streams of semen running down your cunt; <<he>> groans in disappointment.
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>>
<<case 7>>
<<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your <<pussy>> and ass. "I hope you're learning that you're mine any time I want you."
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>>
<</switch>>
<<elseif $NPCList[_nn].penis is "vagina">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> grabs your hair, pulling and thrusting deeply into your <<pussy>> as <<he>> cums, holding <<his>> cock deep in your womb. Semen splashes inside your bruised cunt.
<<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">>
<<recordVaginalSperm "pc" $NPCList[_nn] "human">>
<<case 4 5 6>>
<<He>> quiets and grabs your throat, pounding <<his>> cock into you as <<he>> cums. Semen fills your <<pussy>> as you gasp for air.
<<gstress>><<gtrauma>><<gpain>><<violence 3>><<bruise neck>><<hitstat>>
<<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">>
<<recordVaginalSperm "pc" $NPCList[_nn] "human">>
<<case 7>>
<<He>> convulses and grinds down on your cunt as <<he>> cums, smashing your <<clit>> and sending thick waves of cum into your <<pussy>>. Semen oozes from your vagina and down your legs. "With more training you'll learn to better control your body."
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<vaginalejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<recordVaginalSperm "pc" $NPCList[_nn] "human">>
<</switch>>
<<elseif $NPCList[_nn].penis is "cheeks" and playerChastity()>>
<<He>> tenses as <<he>> cums, ejaculating over your $worn.genitals.name. "Whoever put you in that had the right idea," <<he>> gasps. "If only I had a key."
<<elseif $NPCList[_nn].penis is "cheeks">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> shakes as <<he>> cums, withdrawing <<his>> cock from your cheeks and ejaculating onto your ass; giving you a parting smack on the butt.
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 4 5 6>>
<<He>> pinches the top of your cheeks with <<his>> hands and pulls you hard against <<him>>, ejaculating between your cheeks.
<!-- Really should be onto PCs back given position. Or hair maybe. Esp next one -->
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 7>>
<<He>> squeezes your cheeks together and grunts as <<he>> cums, sending out massive load that covers your ass and drips down your crotch. "You're a mess; perhaps I should throw you in the pool..."
<<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>>
<</switch>>
<<elseif $NPCList[_nn].penis is "anusentrance" and playerChastity("anus")>>
<<He>> tenses as <<he>> cums, ejaculating over your $worn.genitals.name. "Whoever put you in that had the right idea," <<he>> gasps. "If only I had a key."
<<elseif $NPCList[_nn].penis is "anusentrance">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> <span class="blue">slaps your asscheek with one hand</span> and strokes <<his>> cock with the other, ejaculating onto your bottom. Semen drips down your butt and into your crack.
<<gstress>><<gtrauma>><<gpain>><<violence 3>><<bruise bottom>><<hitstat>>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 4 5 6>>
<<He>> strokes <<his>> cock and quietly ejaculates onto your ass. You feel semen dripping down your crack, and feel filthy inside.
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 7>>
<<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your ass and down your crotch. "I restrained myself; next time you're taking the whole shaft."
<<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>>
<</switch>>
<<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>>
<<elseif $NPCList[_nn].penis is "anusimminent" and playerChastity("anus")>>
<<He>> tenses as <<he>> cums, ejaculating over your $worn.genitals.name. "Whoever put you in that had the right idea," <<he>> gasps. "If only I had a key."
<<elseif $NPCList[_nn].penis is "anusimminent">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> cums before <<he>> can penetrate your ass, ejaculating on the outside. Semen coats your ass and drips down your crack; <span class="red"><<he>> spanks your ass angrily.</span>
<<gstress>><<gtrauma>><<gpain>><<violence 6>><<bruise bottom>><<hitstat>>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 4 5 6>>
<<He>> strokes <<his>> cock and ejaculates onto your ass before <<he>> can penetrate you, sending white streams of semen running down your crack; <<he>> seems disappointed.
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 7>>
<<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your ass and crotch. "I restrained myself. Next time you're taking my entire length."
<<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>>
<</switch>>
<<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>>
<<elseif $NPCList[_nn].penis is "anus">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> moans, pounding your ass mercilessly as <<he>> cums. You whimper as you take <<his>> entire length, and feel unwelcome semen streaming in your asshole.
<<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">>
<<recordAnusSperm "pc" $NPCList[_nn] "human">>
<<case 4 5 6>>
<<He>> wordlessly grabs your hair, pulling you hard onto <<his>> cock as <<he>> cums. Semen fills you as you cry out, <<his>> girth stretching your anus.
<<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">>
<<recordAnusSperm "pc" $NPCList[_nn] "human">>
<<case 7>>
<<He>> convulses and with a final shove, cums in your ass. Thick waves of semen pump into you. <span class="blue">You gasp as your ass overflows;</span> cum oozes from your ass and runs down your legs. "Such a mess. With more training, you'll be able to better control yourself."
<<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<recordAnusSperm "pc" $NPCList[_nn] "human">>
<</switch>>
<<elseif $NPCList[_nn].penis is "chest">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> pinches your <<breasts>> together on <<his>> cock as <<he>> cums, ejaculating onto them. "I hope you're learning that you exist for my pleasure."
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<<case 4 5 6>>
<<He>> grabs your hair to force you to look at <<him>> while <<he>> strokes the tip of <<his>> cock between your <<breasts>> and wordlessly ejaculates onto them. "I want you to look at me while I use you for my pleasure." Your <<breasts>> cool as semen slides down your body.
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<<case 7>>
<<He>> puts <<his>> hand behind your neck, mashing your face against <<his>> body and bears down on your <<breasts>>; semen shoots between and covers your <<if $position is "missionary">>face<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">><<else>>stomach<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">><</if>> as you gasp for air. "You're mine to use for my pleasure."
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<</switch>>
<<elseif $NPCList[_nn].penis is "mouthentrance">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> grabs your chin with one hand and strokes <<his>> cock with the other, ejaculating onto your face. "I hope you understand who the master is."
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<case 4 5 6>>
<<He>> strokes <<his>> cock and holding you by the ears, quietly ejaculates onto your face. Warm cum drips down your forehead and nose. "Such a messy student; just look at you."
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<case 7>>
<<He>> grasps your hair tightly in <<his>> fist, stroking <<his>> cock while aiming straight at your mouth. <span class="pink">You splutter and gag as thick ropes of cum push past your clenched lips and into your mouth.</span> "You need more practice swallowing, you sloppy hoodlum."
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<</switch>>
<<elseif $NPCList[_nn].penis is "mouthimminent">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> grips hair at the nape your neck, ejaculating onto your lips as you barely brush against the tip of <<his>> penis.
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<case 4 5 6>>
<<He>> brushes <<his>> cock against your face, causing <<him>> to ejaculate early. Cum drips down your lips and chin; frustrated, <<he>> wipes the cum off your face and shoves it in your mouth.
<<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<<case 7>>
<<He>> grasps your hair but in <<his>> excitement cums before <<he>> can enter your mouth. Thick ropes of cum cover your cheeks, chin, and into your waiting mouth. <<He>> looks frustrated.
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<</switch>>
<<elseif $NPCList[_nn].penis is "mouth">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> grabs you under the chin with one hand and by your hair with the other, shoving <<his>> cock down your throat as <<he>> cums. You gag and retch as unwanted semen streams down your throat, forcing you to swallow.
<<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<<case 4 5 6>>
<<He>> grabs you by the throat in one hand and grasps the base of <<his>> cock in the other, quietly ejaculating into your mouth. You gag as cum fills your mouth and drips down your throat.
<<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<<gstress>><<gtrauma>><<gpain>><<violence 3>><<bruise neck>><<hitstat>>
<<case 7>>
<<He>> grasps your hair by the temples, wildly thrusting <<his>> cock down your throat as <<he>> cums. <span class="pink">You whimper as semen streams down your throat,</span> fills your mouth and covers your face as <<he>> flails. "Don't forget that you remain enrolled here at my pleasure."
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<<gstress>><<gtrauma>><<gpain>><<violence 3>><<bruise neck>><<hitstat>>
<</switch>>
<<elseif $NPCList[_nn].penis is "feet">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> pushes your feet together and groans as <<he>> cums. Ejaculate covers your feet.
<<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">>
<<case 4 5 6>>
<<He>> quietly cums on your feet, slickening them with semen.
<<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">>
<<case 7>>
<<He>> grunts and thrusts <<his>> cock between your feet as <<he>> cums, splattering cum on your feet and legs in the process. "Such a filthy wretch."
<<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<</switch>>
<<elseif $NPCList[_nn].penis is "leftarm" and $NPCList[_nn].penis is "rightarm">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> groans as <<he>> cums, penis pulsing in your hands, covering them both in cum.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">>
<<case 4 5 6>>
<<He>> quietly cums on your hands, slickening them with semen.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">>
<<case 7>>
<<He>> spasms and moans, shooting thick streams of cum. You are so intent on your work you don't notice <<his>> penis is aimed at your face, which is splattered with cum in the process. "Such a messy <<girl>>."
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">>
<<faceejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<</switch>>
<<elseif $NPCList[_nn].penis is "leftarm">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> groans as <<he>> cums, penis sliding hotly in your left hand and covering it with cum. Grabbing your hand by the wrist, <<he>> forces it into your mouth so you can taste <<him>>.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">>
<<case 3 4>>
<<He>> spasms and moans, shooting thick streams of cum. You are so intent on keeping <<him>> occupied you don't notice <<his>> penis is aimed at your face, which is splattered with cum in the process.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">>
<<faceejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<case 6 7>>
<<He>> spasms and moans, shooting thick streams of cum and splattering your chest in the process. "I need to train you to control my cock better."
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">>
<<chestejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<</switch>>
<<elseif $NPCList[_nn].penis is "rightarm">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> groans as you work <<his>> shaft with your right hand, cumming as you give <<him>> a final squeeze; <<he>> flicks <<his>> cock clean on your face.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "semen">>
<<case 4 5>>
<<He>> spasms and moans, shooting thick streams of cum. You are so intent on keeping <<him>> occupied you don't notice <<his>> penis is aimed at your chest, which is splattered with cum in the process. "You're a mess; go clean up."
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<<handejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "semen">>
<<case 6 7>>
<<He>> grunts and shoots thick ropes of semen onto your hand, making an impressive mess. "Disgusting. Go clean yourself up."
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "semen">>
<<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<</switch>>
<<elseif $NPCList[_nn].penis is 0>>
<<switch random(1, 5)>>
<<case 1>>
<<He>> groans as <<he>> works <<his>> shaft and, giving <<his>> cock a final squeeze, ejaculates onto your tummy. "Don't forget you remain enrolled here at my pleasure."
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<case 2>>
<<He>> rapidly rubs <<his>> cock and aims at your face, covering it with semen. "Your proper place is on your knees servicing my cock; don't forget it."
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<case 3>>
<<He>> strokes <<his>> penis and, aiming at your ass, ejaculates on your bottom. "A gift to remember me by."
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 4>>
<<He>> strokes <<his>> penis and moans, ejaculating on your <<breasts>>. "Such a messy pupil. Off you go, clean yourself up."
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<<case 5>>
<<He>> moans and rubs <<his>> cock wildly, sending cum flying all over your body; <<he>> wipes <<his>> penis clean in your hair.
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<<tummyejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<hairejacstat>><<set $hygiene += 500>><<bodyliquid "hair" "semen">>
<</switch>>
<<elseif $NPCList[_nn].penis is "otheranus">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> groans as you fuck <<his>> ass; <<he>> catches <<his>> ejaculate in <<his>> hand and wipes it on your face. "I hope you're learning who owns you."
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<case 4 5>>
<<He>> moans as you pound <<his>> ass, and ejaculates on the ground.
<<case 6 7>>
<<He>> sighs as <<he>> ejaculates onto <<his>> own chest.
<</switch>>
<<elseif ($NPCList[_nn].penis is "otheranusfrot" or $NPCList[_nn].penis is "otheranusentrance" or $NPCList[_nn].penis is "otheranusimminent") and playerChastity("penis")>>
<<He>> tenses as <<he>> cums, ejaculating over your $worn.genitals.name. "Whoever put you in that had the right idea," <<he>> gasps. "If only I had a key."
<<elseif $NPCList[_nn].penis is "otheranusfrot" or $NPCList[_nn].penis is "otheranusentrance" or $NPCList[_nn].penis is "otheranusimminent">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> noisily cums as you fuck <<his>> cheeks, digging <<his>> nails into your ass from behind and grinding your cock against <<his>> ass to finish. "I expect you to fuck me properly next time or you'll be punished."
<<case 4 5>>
<<He>> moans as you rub against <<his>> anus, and ejaculates on the ground; <<he>> seems disappointed.
<<case 6 7>>
<<He>> sighs as <<he>> ejaculates onto <<his>> own chest. "That was fine, but next time you're bottom. Be ready."
<</switch>>
<!-- Special case male PC being orally serviced by male NPC with no other contact -->
<<elseif $NPCList[_nn].mouth is "penis">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> cums as you fuck <<his>> mouth; <<he>> catches <<his>> semen and rubs it into your stomach as <<he>> pushes you away. "I'm done now; off with you."
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<case 4 5>>
<<He>> cums on the ground as you fuck <<his>> mouth; <<he>> bites your cock, stopping you abruptly. "Enough, I'm finished."
<<case 6 7>>
<<He>> grabs you by the <<print ($player.ballsExist ? "balls" : "pussy")>> and painfully drives your cock into <<his>> throat; <<he>> ejaculates on <<his>> chest as <<he>> throats your cock.
<</switch>>
<<elseif $NPCList[_nn].penis is "othermouth">>
<<He>> shakes with arousal as <<he>> cums, wiping <<his>> wet face clean on your body.
<</if>>
<<if $NPCList[_nn].penis isnot "none" and !$NPCList[_nn].penisdesc.includes("strap-on") and _condomResult is "leaked">>
Despite wearing a condom, it was too damaged to stop the cum.
<</if>>
<br><br>
<</if>>
<!-- Finishing moves for consensual with low anger or non-consensual with damage or high anger -->
<<if _args[0] isnot "short">>
<<if $consensual is 1 and $enemyanger lte 0>>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> absently strokes you, <span class="green">making you feel warm inside.</span> "Such a willing pupil; I've much more to teach you."
<<lstress>><<ltrauma>><<lpain>><<violence -3>>
<<case 3 4>>
<<He>> strokes your hair, <span class="green">making you feel warm inside.</span> "I think you'll benefit from my attention."
<<lstress>><<ltrauma>><<lpain>><<violence -3>>
<<case 5>>
<<He>> brushes your cheek with <<his>> hand. "Such a <<if $player.gender_appearance is "m">>handsome<<else>>beautiful<</if>> student." <span class="green">Your face flushes with pleasure.</span>
<<lstress>><<ltrauma>><<lpain>><<violence -3>>
<</switch>>
<br><br>
<<elseif $consensual is 0 and $enemyhealth lte ($enemyhealthmax / 10) * 7.5>>
<<He>> <span class="red">angrily lashes your ass and thighs with <<his>> belt; you scream in pain, knees buckling under you.</span> "I expect your acquiescence. Fight with me like that and you can expect retribution."
<<gstress>><<gtrauma>><<gpain>><<violence 6>><<npcStealMoney>>
<br><br>
<<elseif $consensual is 0 and $enemyhealth lte ($enemyhealthmax / 10) * 8.5>>
<<He>> pins your arms back and <span class="pink">spanks your ass repeatedly as you writhe in pain.</span> "I expect your submission to me; fighting me is unacceptable."
<<gstress>><<gtrauma>><<gpain>><<violence 3>><<npcStealMoney>>
<br><br>
<<elseif $consensual is 0 and $enemyhealth lte ($enemyhealthmax / 10) * 9.5>>
<<He>> <span class="pink">slaps you across the ass.</span> "I expect obedience, not hostility."
<<gstress>><<gtrauma>><<gpain>><<violence 2>><<npcStealMoney>>
<br><br>
<</if>>
<</if>>
<</widget>><<widget "ejaculation-pillory">>
<<set $ejaculating to 1>>
<!-- Female NPC1 at PILLORY -->
<<if $NPCList[_nn].gender is "f">>
<<if $consensual is 1>><!-- This is a catch-all; there are no consensual pillory encounters. -->
<<He>> collapses in orgasmic bliss.
<<else>>
<<if $NPCList[_nn].vagina is "footjob">>
<<He>> gasps as <<he>> cums. Recovering, <<he>> smiles and grinds <<his>> foot to your crotch. "I hope you enjoyed that."
<<gtrauma>><<gstress>><<gpain>><<violence 6>><<bruise chest>><<hitstat>>
<br><br>
<<elseif $NPCList[_nn].vagina is "vagina" and playerChastity("vagina")>>
<<He>> gasps as <<he>> cums against your $worn.genitals.name. "They didn't have to lock you up down there too," <<he>> says. "I could have had so much fun."
<br><br>
<<elseif $NPCList[_nn].vagina is "vagina">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> groans as <<he>> cums, dragging <<his>> wet pussy across your <<bottom>> and back of your thighs. "You must feel ashamed to have your <<lewdness>> on display like this."
<br><br>
<<case 3 4>>
<<He>> moans as <<he>> grabs the pillory for leverage and grinds downs hard on your <<pussy>>. "This must be so embarrassing for you."
<<gstress>><<gtrauma>><<gpain>><<violence 3>>
<br><br>
<<case 5>>
<<He>> screams, grabbing you by the thighs and mashing <<his>> crotch against your <<bottom>>. Ejaculate streams from <<his>> pussy, drenching you. "What a mess; you must be mortified."
<br><br>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "goo">>
<</switch>>
<<elseif $NPCList[_nn].vagina is "othermouth">>
<<He>> shakes with arousal as <<he>> cums, wiping <<his>> wet face clean on your body. "You can clean that off later."
<br><br>
<<elseif $NPCList[_nn].vagina is "lefthand" or $NPCList[_nn].vagina is "righthand">>
<<He>> moans as <<he>> cums. <<He>> <span class="pink">grabs you by the hair and whispers in your ear</span> "I bet you enjoy having your <<lewdness>> shown to a crowd."
<br><br>
<<elseif $NPCList[_nn].vagina is "mouthentrance" or $NPCList[_nn].vagina is "mouth" or $NPCList[_nn].vagina is "mouthimminent">>
<<He>> groans and grabs the pillory for leverage, grinding <<his>> crotch roughly against your restrained face as <<his>> thighs shake with orgasm.
<br><br>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">>
<!-- following appear to be Male PC to Female Antagonist only? -->
<<elseif $NPCList[_nn].vagina is "otheranus">>
<<He>> shakes as <<he>> cums, grabbing you by the <<print ($player.ballsExist ? "balls" : "pussy")>> and dragging your <<penis>> deeply into <<his>> ass as <<he>> releases a final moan.
<br><br>
<<elseif $NPCList[_nn].vagina is "penis">>
<<He>> digs <<his>> nails painfully into your legs as <<he>> cums, driving <<his>> pussy hard against your <<penis>> as <<he>> shudders with pleasure.
<br><br>
<<elseif ($NPCList[_nn].vagina is "penisimminent" or $NPCList[_nn].vagina is "penisentrance") and playerChastity("penis")>>
<<He>> gasps as <<he>> cums against your $worn.genitals.name. "They didn't have to lock you up down there too," <<he>> says. "I could have had so much fun."
<br><br>
<<elseif $NPCList[_nn].vagina is "penisimminent" or $NPCList[_nn].vagina is "penisentrance">>
<<He>> moans as <<he>> cums on your throbbing <<penis>>.
<br><br>
<<elseif ($NPCList[_nn].vagina is "otheranusfrot" or $NPCList[_nn].vagina is "otheranusentrance") and playerChastity("penis")>>
<<He>> gasps as <<he>> cums against your $worn.genitals.name. "They didn't have to lock you up down there too," <<he>> says. "I could have had so much fun."
<br><br>
<<elseif $NPCList[_nn].vagina is "otheranusfrot" or $NPCList[_nn].vagina is "otheranusentrance">>
<<He>> swivels <<his>> ass against your <<penis>> as <<he>> cums.
<br><br>
<<elseif $NPCList[_nn].vagina is "frot" and playerChastity("penis")>>
<<He>> gasps as <<he>> cums against your $worn.genitals.name. "They didn't have to lock you up down there too," <<he>> says. "I could have had so much fun."
<br><br>
<<elseif $NPCList[_nn].vagina is "frot">>
<<He>> grabs your legs and pulls you against <<his>> clit hard against your <<penis>> as <<he>> cums.
<<gstress>><<gtrauma>><<gpain>><<violence 3>><<bruise neck>><<hitstat>>
<br><br>
<!-- Special case male PC with female NPC -->
<<elseif $NPCList[_nn].mouth is "penis">>
<<He>> cums as <<he>> sucks your <<penis>>, dropping away as <<he>> gasps for air.
<br><br>
<<else>>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> trembles with orgasm. Lifting your head up by the hair, <<he>> says, "I hope you're learning your lesson."
<br><br>
<<case 4 5 6>>
<<He>> sighs quietly as <<he>> cums, smacking your <<bottom>>. "See you around, bitch." You feel embarrassed to have your <<lewdness>> on display.
<br><br>
<<case 7>>
<<He>> rapidly rubs <<his>> clit and screams as <<he>> cums; <<his>> pussy squirting and covering you in ejaculate.
<br><br>
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "goo">>
<</switch>>
<</if>>
<</if>>
<</if>>
<!-- Male Gender NPC at PILLORY -->
<<if $NPCList[_nn].gender is "m">>
<!-- Start simplified strap-on sub-case -->
<<if $NPCList[_nn].penisdesc.includes("strap-on")>>
<<if $consensual is 0>><!-- Non-consen strap-on case -->
<<switch $NPCList[_nn].penis>>
<<case "vagina" "vaginaimminent" "vaginaentrance" "anus" "anusentrance" "anusimminent" "thighs">>
<<switch random(1, 3)>>
<<case 1>>
<<He>> shakes as <<he>> cums, slapping you across the ass with <<his>> $NPCList[_nn].penisdesc.
<br><br>
<<case 2>>
<<He>> cums loudly, then spanks your ass with <<his>> $NPCList[_nn].penisdesc. "Something to remember me by, whore."
<br><br>
<<case 3>>
<<He>> cums quietly, rubbing <<his>> $NPCList[_nn].penisdesc along your back.
<br><br>
<</switch>>
<<case "mouth">>
<<He>> cums loudly, shoving <<his>> $NPCList[_nn].penisdesc deep into your throat, making you gag. Tears stream down your face.
<br><br>
<<case "mouthentrance" "mouthimminent" "chest" "lefthand" "righthand">>
<<switch random(1, 3)>>
<<case 1>>
<<He>> shakes as <<he>> cums, slapping you across the face with <<his>> $NPCList[_nn].penisdesc.
<br><br>
<<case 2>>
<<He>> cums loudly, then laughs, wiping <<his>> $NPCList[_nn].penisdesc of on your hair.
<br><br>
<<case 3>>
<<He>> cums silently, mouth agape, rubbing <<his>> $NPCList[_nn].penisdesc against your cheek.
<br><br>
<</switch>>
<<default>>
<<He>> moans as <<he>> cums, rubbing <<his>> clit with the base of <<his>> $NPCList[_nn].penisdesc.
<br><br>
<</switch>>
<<else>><!-- Consensual strap-on case -->
<<switch $NPCList[_nn].penis>>
<<case "vagina" "vaginaimminent" "vaginaentrance" "anus" "anusentrance" "anusimminent" "thighs">>
<<He>> shakes as <<he>> cums, wiping <<his>> $NPCList[_nn].penisdesc off on your ass.
<br><br>
<<case "mouth">>
<<He>> cums loudly, grinding <<his>> $NPCList[_nn].penisdesc against <<his>> own crotch with <<his>> hand as <<he>> cums.
<br><br>
<<case "mouthentrance" "mouthimminent" "chest" "lefthand" "righthand">>
<<He>> cums silently, mouth agape, rubbing <<his>> $NPCList[_nn].penisdesc against your cheek.
<br><br>
<<default>>
<<He>> moans as <<he>> cums, rubbing <<his>> clit with the base of <<his>> $NPCList[_nn].penisdesc.
<br><br>
<</switch>>
<</if>>
<<elseif $consensual is 1>><!-- This is a catch-all; there are no consensual pillory encounters. -->
<<He>> collapses in orgasmic bliss.
<<else>>
<<if _condomResult is "leaked">>
<span class="red">The condom broke.</span>
<<elseif _condomResult is "burst">>
<span class="red">The tip of the condom bursts and rips, exposing the head of <<his>> penis.</span>
<</if>>
<<if $NPCList[_nn].penis is "idle">>
<<He>> groans as a wet patch forms on <<his>> trousers. You barely stifle a laugh at the pathetic display.
<br><br>
<<elseif _condomResult is "contained">>
<<genericCondomEjaculation>>
<<elseif $NPCList[_nn].penis is "thighs">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> shakes as <<he>> cums, pulling <<his>> $NPCList[_nn].penisdesc out and ejaculating onto the backs of your thighs, and wipes <<his>> cock clean on your <<bottom>>.
<br><br>
<<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<case 4 5 6>>
<<He>> grabs your legs, slamming <<his>> crotch hard into your <<bottom>> as <<he>> cums and ejaculates onto your tummy.
<br><br>
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<case 7>>
<<He>> groan as <<he>> cums, ejaculating a massive load that covers your thighs and tummy. "You must be so embarrassed to be seen in public covered with my cum."
<br><br>
<<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<tummyejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<</switch>>
<<elseif $NPCList[_nn].penis is "vaginaentrance" and playerChastity("vagina")>>
<<He>> gasps as <<he>> cums against your $worn.genitals.name. "They didn't have to lock you up down there too," <<he>> says. "I could have had so much fun."
<br><br>
<<elseif $NPCList[_nn].penis is "vaginaentrance">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> shoves <<his>> thumb into your ass and groans as <<he>> ejaculates onto your <<pussy>>. Semen coats your outer lips and pools around your legs.
<br><br>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>>
<<case 4 5 6>>
<<He>> strokes <<his>> $NPCList[_nn].penisdesc and ejaculates onto your <<pussy>> without a word, sending white streams of semen running down your cunt; flicking <<his>> cock dry on your <<bottom>>.
<br><br>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>>
<<case 7>>
<<He>> moans and strokes <<his>> $NPCList[_nn].penisdesc as <<he>> cums, sending thick ropes of semen onto your <<pussy>> and ass; <<he>> dries <<his>> cock on your thighs.
<br><br>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>>
<</switch>>
<<elseif $NPCList[_nn].penis is "vaginaimminent" and playerChastity("vagina")>>
<<He>> gasps as <<he>> cums against your $worn.genitals.name. "They didn't have to lock you up down there too," <<he>> says. "I could have had so much fun."
<br><br>
<<elseif $NPCList[_nn].penis is "vaginaimminent">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> cums before <<he>> can penetrate your <<pussy>>, ejaculating on the outside. Semen coats your outer lips and tummy; <span class="red"><<he>> slaps you across the ass hard in anger</span> as you jerk in the restraints.
<<gstress>><<gtrauma>><<gpain>><<violence 6>><<bruise bottom>><<hitstat>>
<br><br>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>>
<<case 4 5 6>>
<<He>> ejaculates onto your <<pussy>> before <<he>> can penetrate you, sending white streams of semen running down your cunt; <<he>> groans in disappointment.
<br><br>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>>
<<case 7>>
<<He>> moans and strokes <<his>> $NPCList[_nn].penisdesc as <<he>> cums, sending thick ropes of semen onto your <<pussy>> and ass. "You must be so embarrassed to be seen in public with cum dripping down your legs."
<br><br>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>>
<</switch>>
<<elseif $NPCList[_nn].penis is "vagina">>
<<switch $NPCList[_nn].penissize>>
<<case 4>>
<<He>> convulses and grinds down on your crotch as <<he>> cums, <<his>> $NPCList[_nn].penisdesc sending thick waves of cum into your <<pussy>>. Semen oozes from your vagina and down your legs. "Doesn't look like you can hold my load, you fragile cunt."
<br><br>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<vaginalejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<recordVaginalSperm "pc" $NPCList[_nn] "human">>
<<case 1>>
<<He>> moans as a dribble of cum leaks from <<his>> $NPCList[_nn].penisdesc and onto the outside of your <<genitals>>.
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>>
<br><br>
<<default>>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> grabs the pillory for leverage, pulling and thrusting deeply into your <<pussy>> as <<he>> cums, holding <<his>> $NPCList[_nn].penisdesc deep in your womb. Semen splashes inside your bruised cunt as your shoulders mash into the restraints.
<br><br>
<<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">>
<<recordVaginalSperm "pc" $NPCList[_nn] "human">>
<<case 4 5 6>>
<<He>> quiets and grabs your hips, pounding <<his>> $NPCList[_nn].penisdesc into you as <<he>> cums. Semen fills your <<pussy>> as your body jerks in the restraints.
<<gstress>><<gtrauma>><<gpain>><<violence 3>><<bruise neck>><<hitstat>>
<br><br>
<<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">>
<<recordVaginalSperm "pc" $NPCList[_nn] "human">>
<<case 7>>
<<He>> convulses and grinds on your cunt as <<he>> cums, smashing your clit and sending thick waves of cum into your <<pussy>>. Semen oozes from your vagina and down your legs. "I bet you enjoy being forced to show your <<lewdness>> to the whole town."
<br><br>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<vaginalejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<recordVaginalSperm "pc" $NPCList[_nn] "human">>
<</switch>>
<</switch>>
<<elseif $NPCList[_nn].penis is "cheeks" and playerChastity()>>
<<He>> gasps as <<he>> cums against your $worn.genitals.name. "They didn't have to lock you up down there too," <<he>> says. "I could have had so much fun."
<br><br>
<<elseif $NPCList[_nn].penis is "cheeks">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> shakes as <<he>> cums, withdrawing <<his>> $NPCList[_nn].penisdesc from your cheeks and ejaculating onto your <<bottom>> and giving you a parting smack on the butt.
<br><br>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 4 5 6>>
<<He>> pinches the top of your cheeks with <<his>> hands and smashes you hard against the stocks, ejaculating between your cheeks.
<br><br>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 7>>
<<He>> squeezes your cheeks together and grunts as <<he>> cums, sending out massive load that covers your <<bottom>> and drips down your crotch. "Such a sloppy mess, and in public."
<br><br>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>>
<</switch>>
<<elseif $NPCList[_nn].penis is "anusentrance" and playerChastity("anus")>>
<<He>> gasps as <<he>> cums against your $worn.genitals.name. "They didn't have to lock you up down there too," <<he>> says. "I could have had so much fun."
<br><br>
<<elseif $NPCList[_nn].penis is "anusentrance">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> <span class="blue">slaps your asscheek with one hand</span> and strokes <<his>> $NPCList[_nn].penisdesc with the other, ejaculating onto your bottom. Semen drips down your butt and into your crack.
<<gstress>><<gtrauma>><<gpain>><<violence 3>><<bruise bottom>><<hitstat>>
<br><br>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 4 5 6>>
<<He>> strokes <<his>> $NPCList[_nn].penisdesc and quietly ejaculates onto your <<bottom>>. You feel semen dripping down your crack, and feel filthy inside.
<br><br>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 7>>
<<He>> moans and strokes <<his>> $NPCList[_nn].penisdesc as <<he>> cums, sending thick ropes of semen onto your <<bottom>> and down your crotch. "I think you'd have enjoyed being fucked in the ass a bit too much."
<br><br>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>>
<</switch>>
<<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>>
<<elseif $NPCList[_nn].penis is "anusimminent" and playerChastity("anus")>>
<<He>> gasps as <<he>> cums against your $worn.genitals.name. "They didn't have to lock you up down there too," <<he>> says. "I could have had so much fun."
<br><br>
<<elseif $NPCList[_nn].penis is "anusimminent">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> cums before <<he>> can penetrate your ass, ejaculating on the outside. Semen coats your <<bottom>> and drips down your crack; <span class="red"><<he>> smacks your ass angrily.</span>
<<gstress>><<gtrauma>><<gpain>><<violence 6>><<bruise bottom>><<hitstat>>
<br><br>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 4 5 6>>
<<He>> strokes <<his>> $NPCList[_nn].penisdesc and ejaculates onto your <<bottom>> before <<he>> can penetrate you, sending white streams of semen running down your crack; <<he>> seems disappointed.
<br><br>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 7>>
<<He>> moans and strokes <<his>> $NPCList[_nn].penisdesc as <<he>> cums, sending thick ropes of semen onto your <<bottom>> and crotch. "I bet you feel like a disgusting pig."
<br><br>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>>
<</switch>>
<<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>>
<<elseif $NPCList[_nn].penis is "anus">>
<<switch $NPCList[_nn].penissize>>
<<case 4>>
<<He>> convulses and, with a final shove of <<his>> $NPCList[_nn].penisdesc cums in your ass. Thick waves of semen pump into you. <span class="blue">You gasp as your ass overflows;</span> cum oozes from your <<bottom>> and runs down your legs. "You need to learn how to take a cock, you sloppy pig."
<<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<recordAnusSperm "pc" $NPCList[_nn] "human">>
<br><br>
<<case 1>>
<<He>> moans as a pathetic dribble of cum leaks from <<his>> $NPCList[_nn].penisdesc and onto your <<bottom>>.
<br><br>
<<default>>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> moans, pounding your ass mercilessly as <<he>> cums. You whimper as you take <<his>> entire length, and feel unwelcome semen streaming in your asshole.
<br><br>
<<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">>
<<recordAnusSperm "pc" $NPCList[_nn] "human">>
<<case 4 5 6>>
<<He>> grabs the stocks for better grip, pushing hard into your <<bottom>> as <<he>> cums, mashing your body into the pillory. Semen fills you as you cry out, <<his>> girth stretching your anus.
<br><br>
<<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">>
<<recordAnusSperm "pc" $NPCList[_nn] "human">>
<<case 7>>
<<He>> convulses and with a final shove, cums in your ass. Thick waves of semen pump into you. <span class="blue">You gasp as your ass overflows;</span> cum oozes from your <<bottom>> and runs down your legs. "Ass fucked in public like the whore you are, with your <<lewdness>> for all to see."
<br><br>
<<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<recordAnusSperm "pc" $NPCList[_nn] "human">>
<</switch>>
<</switch>>
<<elseif $NPCList[_nn].penis is "chest">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> pinches your <<breasts>> together on <<his>> $NPCList[_nn].penisdesc as <<he>> cums, ejaculating onto them.
<br><br>
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<<case 4 5 6>>
<<He>> grabs your hair to force you to look at <<him>> while <<he>> strokes the tip of <<his>> $NPCList[_nn].penisdesc between your <<breasts>> and wordlessly ejaculates onto them. Your <<breasts>> cool as semen slides down your body.
<br><br>
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<<case 7>>
<<He>> grabs the pillory for leverage and bears down on your <<breasts>>, grunting as <<he>> cums; semen shoots between your <<breasts>> and down the pillory. <<He>> laughs and <span class="purple">slaps <<his>> $NPCList[_nn].penisdesc across your helpless face to dry it off.</span>
<<gtrauma>><<gstress>><<violence 1>><<bruise face>><<hitstat>>
<br><br>
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<</switch>>
<<elseif $NPCList[_nn].penis is "mouthentrance">>
<<switch $NPCList[_nn].penissize>>
<<case 4>>
<<He>> grips <<his>> $NPCList[_nn].penisdesc tightly, working it while aiming straight at your mouth. <span class="pink">You splutter and gag as thick ropes of cum push past your clenched lips and into your mouth.</span> "You need to learn to swallow, bitch."
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<br><br>
<<case 1>>
<<He>> moans as a pathetic dribble of cum leaks from <<his>> $NPCList[_nn].penisdesc and down your chin. It's all you can do to keep from laughing.
<br><br>
<<default>>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> cups your chin with one hand and strokes <<his>> $NPCList[_nn].penisdesc with the other, ejaculating onto your face. "You must be so embarrassed to be showing your <<lewdness>> like this."
<br><br>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<case 4 5 6>>
<<He>> strokes <<his>> $NPCList[_nn].penisdesc and, holding your hair, ejaculates onto your face. Warm cum drips down your forehead and nose. "I bet you enjoy being used like this in public."
<br><br>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<case 7>>
<<He>> grasps your hair tightly in <<his>> fist, stroking <<his>> $NPCList[_nn].penisdesc while aiming straight at your mouth. <span class="pink">You splutter and gag as thick ropes of cum push past your clenched lips and into your mouth.</span> "You need to learn to swallow, bitch."
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<br><br>
<</switch>>
<</switch>>
<<elseif $NPCList[_nn].penis is "mouthimminent">>
<<switch $NPCList[_nn].penissize>>
<<case 4>>
<<He>> grips <<his>> $NPCList[_nn].penisdesc tightly, working it while aiming straight at your mouth. <span class="pink">You splutter and gag as thick ropes of cum push past your clenched lips and into your mouth.</span> "You need to learn to swallow, bitch."
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<br><br>
<<case 1>>
<<He>> moans as a pathetic dribble of cum leaks from <<his>> $NPCList[_nn].penisdesc and down your chin. It's all you can do to keep from laughing.
<br><br>
<<default>>
<<switch random(1, 7)>>
<<case 1 2>>
<<He>> cups your chin with one hand and strokes <<his>> $NPCList[_nn].penisdesc with the other, ejaculating onto your face. "You must be so embarrassed to be showing your <<lewdness>> like this."
<br><br>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<case 3 4>>
<<He>> strokes <<his>> $NPCList[_nn].penisdesc and, holding your hair, ejaculates onto your face. Warm cum drips down your forehead and nose. "I bet you enjoy being used like this in public."
<br><br>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<case 5>>
<<He>> grasps your hair tightly in <<his>> fist, stroking <<his>> $NPCList[_nn].penisdesc while aiming straight at your mouth. <span class="pink">You splutter and gag as thick ropes of cum push past your clenched lips and into your mouth.</span> "You need to learn to swallow, bitch."
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<br><br>
<<case 6>>
<<He>> grips hair at the top of your head, ejaculating onto your lips as you barely brush against the tip of <<his>> penis.
<br><br>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<case 7>>
<<He>> brushes <<his>> $NPCList[_nn].penisdesc against your face and ejaculates. Cum drips down your lips and chin; laughing, <<he>> wipes the cum off your face with <<his>> hand and shoves it in your mouth.
<<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<br><br>
<</switch>>
<</switch>>
<<elseif $NPCList[_nn].penis is "mouth">>
<<switch $NPCList[_nn].penissize>>
<<case 4>>
<<He>> grabs your hair and thrusts down your throat, gagging you with <<his>> $NPCList[_nn].penisdesc as <<he>> cums. <span class="pink">You whimper as semen streams down your throat,</span> and fills your mouth. "I bet you enjoy being face fucked."
<<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<<gstress>><<gtrauma>><<gpain>><<violence 3>><<bruise neck>><<hitstat>>
<br><br>
<<case 1>>
<<He>> bears into your face with <<his>> pelvis, try to shove <<his>> $NPCList[_nn].penisdesc as far into your mouth as possible. It's not much, and a tiny dribble of semen leaks from the tip.
<br><br>
<<default>>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> grabs you under the chin with one hand and by your hair with the other, shoving <<his>> $NPCList[_nn].penisdesc down your throat as <<he>> cums. You gag and retch as unwanted semen streams down your throat, forcing you to swallow.
<<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<br><br>
<<case 4 5 6>>
<<He>> holds the pillory as <<he>> mashes <<his>> $NPCList[_nn].penisdesc into your mouth, ejaculating into your mouth with a moan. You gag as cum fills your mouth and drips down your chin.
<<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<br><br>
<<case 7>>
<<He>> grasps your hair by the temples, wildly thrusting <<his>> $NPCList[_nn].penisdesc down your throat as <<he>> cums. <span class="pink">You whimper as semen streams down your throat,</span> fills your mouth and covers your face as <<he>> flails. "I bet you enjoy being face fucked in public, with your <<lewdness>> on display."
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<<gstress>><<gtrauma>><<gpain>><<violence 3>><<bruise neck>><<hitstat>>
<br><br>
<</switch>>
<</switch>>
<<elseif $NPCList[_nn].penis is "feet">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> pushes your feet together and groans as <<he>> cums. Ejaculate covers your feet.
<br><br>
<<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">>
<<case 4 5 6>>
<<He>> quietly cums on your feet, slickening them with semen.
<br><br>
<<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">>
<<case 7>>
<<He>> grunts and thrusts <<his>> $NPCList[_nn].penisdesc between your feet as <<he>> cums, splattering cum on your feet and legs in the process. "Too bad you can't clean that up."
<br><br>
<<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<</switch>>
<!-- Removed hands outcomes -->
<<elseif $NPCList[_nn].penis is 0>>
<<switch random(1, 4)>>
<<case 1>>
<<He>> groans as <<he>> works <<his>> shaft and, giving <<his>> $NPCList[_nn].penisdesc a final squeeze, ejaculates onto your back. "You enjoy being cum on in public, don't you?"
<br><br>
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<case 2>>
<<He>> rapidly rubs <<his>> $NPCList[_nn].penisdesc and aims at your face, covering it with semen. "What a lovely cum dumpster you are."
<br><br>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<case 3>>
<<He>> strokes <<his>> penis and, aiming at your <<bottom>>, ejaculates on your bottom. "You must be so embarrassed to have your <<lewdness>> shown to all."
<br><br>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 4>>
<<He>> moans and rubs <<his>> $NPCList[_nn].penisdesc wildly, sending cum flying all over your body; <<he>> wipes <<his>> penis clean in your hair.
<br><br>
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<<tummyejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<hairejacstat>><<set $hygiene += 500>><<bodyliquid "hair" "semen">>
<</switch>>
<<elseif $NPCList[_nn].penis is "otheranus">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> groans as you fuck <<his>> ass; <<he>> catches <<his>> ejaculate in <<his>> hand and wipes it on your face.
<br><br>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<case 4 5>>
<<He>> moans as you pound <<his>> ass, and ejaculates on the ground.
<br><br>
<<case 6 7>>
<<He>> sighs as <<he>> ejaculates onto <<his>> own chest.
<br><br>
<</switch>>
<<elseif ($NPCList[_nn].penis is "otheranusfrot" or $NPCList[_nn].penis is "otheranusentrance" or $NPCList[_nn].penis is "otheranusimminent") and playerChastity("penis")>>
<<He>> gasps as <<he>> cums against your $worn.genitals.name. "They didn't have to lock you up down there too," <<he>> says. "I could have had so much fun."
<br><br>
<<elseif $NPCList[_nn].penis is "otheranusfrot" or $NPCList[_nn].penis is "otheranusentrance" or $NPCList[_nn].penis is "otheranusimminent">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> noisily cums as you fuck <<his>> cheeks, digging <<his>> nails into your <<bottom>> from behind and grinding your <<penis>> against <<his>> ass to finish.
<br><br>
<<case 4 5>>
<<He>> moans as you rub against <<his>> anus, and ejaculates on the ground; <<he>> seems disappointed.
<br><br>
<<case 6 7>>
<<He>> sighs as <<he>> ejaculates onto <<his>> own chest.
<br><br>
<</switch>>
<!-- Special case male PC being orally serviced by male NPC with no other contact -->
<<elseif $NPCList[_nn].mouth is "penis">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> cums as you fuck <<his>> mouth; <<he>> catches <<his>> semen and rubs it into your face. "Don't you look lovely now."
<br><br>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<case 4 5>>
<<He>> cums on the ground as you fuck <<his>> mouth; <<he>> bites your <<penis>>, stopping you abruptly. "I'm done now."
<br><br>
<<case 6 7>>
<<He>> grabs you by the <<print ($player.ballsExist ? "balls" : "pussy")>> and painfully drives your <<penis>> into <<his>> throat; <<he>> ejaculates on <<his>> chest as <<he>> throats your <<penis>>.
<br><br>
<</switch>>
<<elseif $NPCList[_nn].penis is "othermouth">>
<<He>> shakes with arousal as <<he>> cums, wiping <<his>> wet face clean on your back.
<br><br>
<<else>>
<<He>> collapses into orgasmic bliss.
<</if>>
<</if>>
<</if>>
<!-- Finishing moves for damage -->
<<if _args[0] isnot "short">>
<<if $consensual is 0 and $enemyhealth lte ($enemyhealthmax / 10) * 7.5>>
<<He>> <span class="red">angrily punches your side, knocking the wind out of you.</span> "What are you thinking, trying to fight me when you're bound like this?"
<<gstress>><<gtrauma>><<gpain>><<violence 6>><<npcStealMoney>>
<br><br>
<<elseif $consensual is 0 and $enemyhealth lte ($enemyhealthmax / 10) * 8.5>>
<<He>> <span class="pink">slaps you back and forth across the face.</span> "That'll teach you to fight with me."
<<gstress>><<gtrauma>><<gpain>><<violence 3>><<npcStealMoney>>
<br><br>
<<elseif $consensual is 0 and $enemyhealth lte ($enemyhealthmax / 10) * 9.5>>
<<He>> <span class="pink">spits in your face.</span> "You seem to need reminding that you're helpless here, you cheeky cunt."
<<gstress>><<gtrauma>><<gpain>><<violence 1>><<npcStealMoney>>
<br><br>
<</if>>
<</if>>
<</widget>><<widget "ejaculation-plant">>
<<set $ejaculating to 1>>
<!-- Changing rows to future-proof the code: from $NPCList[0] to $NPCList[_nn], _nn being the main ejaculation loop handler -->
<<if $consensual is 1>>
<<set _nectar to "nectar">>
<<set _Nectar to "Nectar">>
<<set _fizzyNectar to "Fizzy nectar">>
<<else>>
<<set _nectar to "unwanted nectar">>
<<set _Nectar to "Unwanted nectar">>
<<set _fizzyNectar to "Unwanted fizzy nectar">>
<</if>>
<!-- Female PLANT -->
<<if $NPCList[_nn].vagina isnot "none" and $NPCList[_nn].penis is "none">>
<<if $NPCList[_nn].vagina is "mouthentrance" or $NPCList[_nn].vagina is "mouth" or $NPCList[_nn].vagina is "mouthimminent">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> moans and rubs <<his>> crotch against your face with <<his>> hips, thighs shaking with orgasm.
<<case 3 4>>
<<His>> blush deepens and <<his>> body twitches as <<he>> cums.
<<case 5>>
<<He>> screams, cupping your head in <<his>> hand and rubbing <<his>> clit against your face.
<</switch>>
Some _nectar leaks into your mouth. <span class="purple">It tastes fizzy,</span> and makes your head spin.
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<nectarfed 20>>
<<elseif $NPCList[_nn].vagina is "leftarm" or $NPCList[_nn].vagina is "rightarm">>
<<if $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">>
<<He>> grasps your arm with one hand and the back of your head with the other, moaning into your mouth as <<he>> convulses on your hand.
<<else>>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> sighs as <<his>> body convulses, <<his>> thighs trembling against your head.
<<case 3 4>>
<<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your hand.
<<case 5>>
<<He>> moans, spraying nectar onto your hand. With a mischievous look, <<he>> pushes your hand into your mouth, filling it with _nectar. <span class="purple">It tastes fizzy,</span> and makes your head spin. "Got you."
<<nectarfed 8>>
<</switch>>
<</if>>
<<elseif $NPCList[_nn].vagina is "feet">>
<<if $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">>
<<He>> moans into your mouth as <<he>> cums, spasming around your feet.
<<else>>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> moans and grasps your ankles as <<he>> cums. "I think I underestimated humans. You know how to work with what you've got!"
<<case 3 4>>
<<He>> grasps <<his>> $NPCList[_nn].breastsdesc as <<he>> cums against your feet. "Most plants don't like being underfoot. Guess I'm the exception!"
<<case 5>>
<<He>> screams as <<he>> cums, almost making you jump. <<His>> nectar runs over your feet.
<</switch>>
<</if>>
<<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "nectar">>
<<elseif $NPCList[_nn].vagina is "vagina" and playerChastity("vagina")>>
<<if $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">>
<<He>> moans into your mouth as <<he>> cums, grinding against your $worn.genitals.name.
<<else>>
<<He>> screams as <<he>> cums against your $worn.genitals.name. "I hate metal," <<he>> gasps, looking down at it in disappointment.
<</if>>
<<elseif $NPCList[_nn].vagina is "vagina">>
<<if $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">>
<<if random(1)>>
<<He>> screams into your mouth, <<his>> legs shaking.
<<else>>
<<He>> scissors your pussies together with a feverish passion, moaning into your mouth.
<</if>>
<<else>>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> cums as you scissor your pussies together, moaning with pleasure.
<<case 3 4>>
<<He>> wraps <<his>> legs around yours as <<his>> body shakes. "Man," <<he>> giggles. "Who needs vines, anyway?"
<<case 5>>
<<He>> moans and <<his>> legs shake as <<he>> cums against your <<pussy>>.
<</switch>>
<</if>>
<<elseif $NPCList[_nn].vagina is "othermouth">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> shudders with pleasure and exhales against your crotch as <<he>> cums. "You're delicious," <<he>> whispers.
<<case 3 4>>
<<He>> trembles against your crotch as <<he>> cums, greedily lapping up your juices.
<<case 5>>
<<He>> screams into your crotch as <<he>> cums, <<his>> hands pressing firm into <<his>> thighs.
<</switch>>
<<elseif $NPCList[_nn].vagina is "facesit">>
<<switch random(1,5)>>
<<case 1 2>>
<<He>> moans and rubs <<his>> crotch against your face, shuddering as <<he>> comes to orgasm.
<<case 3 4>>
<<He>> begins to erratically move on your face, losing all semblance of control as <<he>> cums, squirting in your mouth.
<<case 5>>
<<He>> gasps and shudders, pressing down on your face at the moment of orgasm.
<</switch>>
_Nectar squirts all over your face, and some leaks into your mouth. <span class="purple">It tastes fizzy,</span> and makes your head spin.
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<nectarfed 20>><<bodyliquid "face" "nectar">>
<<elseif $NPCList[_nn].vagina is "facesitanal">>
<<switch random(1,5)>>
<<case 1 2>>
<<He>> moans and grinds <<his>> ass against your mouth, shaking as <<he>> comes to orgasm.
<<case 3 4>>
<<He>> begins to rhythmically press <<his>> ass against you, getting faster as <<he>> builds to a shuddering climax.
<<case 5>>
<<He>> gasps and shudders, pressing down on your face at the moment of orgasm.
<</switch>>
_Nectar squirts all over your face from <<his>> pussy.
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "nectar">>
<<elseif $NPCList[_nn].vagina is "otheranus">>
<<if $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">>
<<if random(1)>>
<<He>> gasps into your mouth, thrusting <<himself>> on your <<penis>>.
<<else>>
<<He>> wraps <<his>> arms around your neck and <<his>> legs around your waist, moaning into your mouth as <<he>> cums.
<</if>>
<<else>>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> shakes as <<he>> cums, <<his>> ass pushing against you as <<he>> releases a final moan.
<<case 3 4>>
<<He>> shakes against your <<penis>> as <<he>> cums, moaning and grinding into you as deep as <<he>> can.
<<case 5>>
<<He>> bucks into your crotch as <<he>> cums, giggling. "Not my usual hole, but sweet fuck that felt good."
<</switch>>
<</if>>
<<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "nectar">>
<<elseif $NPCList[_nn].vagina is "penis">>
<<if $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">>
<<if random(1)>>
<<He>> shudders around your <<penis>>, thrusting <<himself>> onto you. "You're way better than a vine," <<he>> murmurs into your mouth.
<<else>>
<<He>> wraps <<his>> arms around your neck and <<his>> legs around your waist, moaning into your mouth as <<he>> cums.
<</if>>
<<else>>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> throws <<his>> arms around your shoulders as <<he>> cums, driving <<his>> pussy down hard against your <<penis>>. "Your cock was made for me," <<he>> whispers.
<<case 3 4>>
<<He>> sighs as <<he>> cums, staring into your eyes. "I want to keep you here and do this every day."
<<case 5>>
<<He>> screams and pounds your <<penis>> with <<his>> pelvis as <<he>> cums, <<his>> whole body shaking.
<</switch>>
<</if>>
<<elseif ($NPCList[_nn].vagina is "penisimminent" or $NPCList[_nn].vagina is "penisentrance" or $NPCList[_nn].vagina is "otheranusfrot" or $NPCList[_nn].vagina is "otheranusentrance") and playerChastity("penis")>>
<<if $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">>
<<He>> moans into your mouth as <<he>> cums, grinding against your $worn.genitals.name.
<<else>>
<<He>> screams as <<he>> cums against your $worn.genitals.name. "I hate metal," <<he>> gasps, looking down at it in disappointment.
<</if>>
<<elseif $NPCList[_nn].vagina is "penisimminent" or $NPCList[_nn].vagina is "penisentrance" or $NPCList[_nn].vagina is "otheranusfrot" or $NPCList[_nn].vagina is "otheranusentrance">>
<<if $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">>
<<He>> moans into your mouth as <<he>> cums, but you can feel <<him>> frowning. "I wanted to fuck you," <<he>> murmurs in disappointment.
<<else>>
<<He>> groans as <<he>> cums against the tip of your <<penisSimple>>. "I wanted to fuck you," <<he>> gasps, looking down at it in disappointment.
<</if>>
<<elseif $NPCList[_nn].vagina is "frot">>
<<if $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">>
<<He>> grinds <<his>> clit against your <<penis>> and moans into your mouth, shuddering against you.
<<else>>
<<He>> grinds <<his>> clit hard against your <<penis>> as <<he>> cums, ejaculating on your cock. "I still wish you penetrated me," <<he>> says, "but that was good."
<</if>>
<<ejacstat>><<set $hygiene += 500>><<bodyliquid "penis" "nectar">>
<<elseif $NPCList[_nn].mouth is "penis">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> cums as you fuck <<his>> mouth, holding on to your thighs. <<He>> pulls away, smiling deliriously.
<<case 3 4>>
<<He>> holds on to your thighs for stability as <<he>> cums, not breaking the seal <<his>> lips have on your <<penis>> until it's over.
<<case 5>>
<<He>> screams in pleasure, impaling <<his>> throat on your <<penis>>. Once <<his>> orgasm passes, <<he>> licks your dick all over.
<</switch>>
Your <<penis>> is left sticky with nectar.
<<bodyliquid "penis" "nectar">>
<<elseif $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> wraps <<his>> arms around your neck and mashes your lips together, moaning into your mouth.
<<case 3 4>>
<<He>> screams into your mouth as <<he>> cums, before pulling away breathlessly. "Best kiss I've ever had," <<he>> whispers.
<<case 5>>
<<He>> grabs your face and kisses you as <<he>> cums. Once the orgasm passes, <<he>> begins plastering your face with kisses, leaving syrupy sweet nectar all over your face.
<<set $hygiene += 500>><<bodyliquid "face" "nectar">>
<</switch>>
<<elseif $NPCList[_nn].chest is "mouth" or $NPCList[_nn].chest is "mouthentrance" and $NPCList[_nn].pronoun is "f">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> sighs as <<he>> cums, smiling down at you. "Drink as much as you like. Drink until you can't think anymore."
<<case 3 4>>
<<He>> moans in pleasure, cradling you against <<his>> chest. "Don't let me stop you," <<he>> coos. "Go for as long as you like."
<<case 5>>
<<He>> grabs your head and pulls you against <<his>> $NPCList[_nn].breastsdesc, causing _nectar to squirt over your face.
<<set $hygiene += 500>><<bodyliquid "face" "nectar">>
<</switch>>
<<elseif $NPCList[_nn].vagina is "lefthand" or $NPCList[_nn].vagina is "righthand">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> sighs as <<he>> cums, falling back and resting <<his>> arm over <<his>> eyes.
<<case 3 4>>
<<He>> moans as <<his>> $NPCList[_nn].breastsdesc shake as <<he>> cums.
<<case 5>>
<<He>> screams as <<he>> cums, nectar running down <<his>> thighs. <<He>> scoops some with a finger, dons a playful smile, then flicks it across your face. "Now you're messy, just like me!"
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "nectar">>
<</switch>>
<<else>>
<<He>> convulses in orgasmic bliss.
<</if>>
<<else>>
<!-- Male PLANT -->
<<if $NPCList[_nn].penis is "idle">>
<<He>> groans as nectar splurts from <<his>> $NPCList[_nn].penisdesc onto the ground.
<<elseif $NPCList[_nn].penis is "thighs">>
<<if $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">>
<<He>> moans into your mouth, shuddering as <<his>> penis pumps nectar over your thighs.
<<else>>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> trembles as <<he>> cums. <<He>> pulls <<his>> $NPCList[_nn].penisdesc out and ejaculates onto the backs of your thighs.
<<case 3 4>>
<<He>> grasps your thighs and fucks them with a violent intensity as <<he>> cums, spraying nectar over your legs.
<<case 5>>
<<He>> moans as <<he>> cums, ejaculating a massive load that splatters nectar over your thighs and tummy.
<<tummyejacstat>><<bodyliquid "tummy" "nectar">>
<</switch>>
<<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "nectar">>
<</if>>
<<elseif $NPCList[_nn].penis is "vaginaentrance" and playerChastity("vagina")>>
<<if $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">>
<<He>> moans into your mouth as <<he>> cums, thrusting against your $worn.genitals.name.
<<else>>
<<He>> screams as <<he>> cums against your $worn.genitals.name. Nectar runs down your thighs. "I hate metal," <<he>> gasps, looking down at it in disappointment.
<</if>>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "nectar">><<bodyliquid "thigh" "nectar">>
<<elseif $NPCList[_nn].penis is "vaginaentrance">>
<<if $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">>
<<He>> leans into you and mashes <<his>> lips against yours, ejaculating sticky nectar onto the front of your vagina.
<<else>>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> holds you firm by the hip with one hand and holds <<his>> $NPCList[_nn].penisdesc with the other, ejaculating onto your <<pussy>>. Nectar covers you and pools around your legs.
<<case 3 4>>
<<He>> strokes <<his>> $NPCList[_nn].penisdesc and ejaculates onto your <<pussy>> with a squeal, sending sticky streams of nectar running down your cunt.
<<case 5>>
<<He>> moans and strokes <<his>> $NPCList[_nn].penisdesc as <<he>> cums, sending sticky ropes of nectar onto your <<pussy>> and <<bottom>>.
<<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "nectar">>
<</switch>>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "nectar">>
<</if>>
<<elseif $NPCList[_nn].penis is "vaginaimminent" and playerChastity("vagina")>>
<<if $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">>
<<He>> moans into your mouth as <<he>> cums, thrusting against your $worn.genitals.name.
<<else>>
<<He>> screams as <<he>> cums against your $worn.genitals.name. Nectar runs down your thighs. "I hate metal," <<he>> gasps, looking down at it in disappointment.
<</if>>
<<elseif $NPCList[_nn].penis is "vaginaimminent">>
<<if $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">>
<<He>> speeds up and attempts to penetrate you, but collapses into an orgasm before <<he>> can. <<He>> moans in disappointment into your mouth.
<<else>>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> cums before <<he>> can penetrate your <<pussy>>, ejaculating over your labia. Nectar drips into a pool beneath you. "Damn it! I should've been faster."
<<case 3 4>>
<<He>> ejaculates onto your <<pussy>> before <<he>> can penetrate, sending sticky streams of nectar running down your labia. "Oh, come on!" <<he>> whines. "Can I have a do-over?"
<<case 5>>
<<He>> moans and strokes <<his>> $NPCList[_nn].penisdesc as <<he>> cums, sending sticky ropes of nectar onto your <<pussy>> and <<bottom>>. "I wish I could have cum inside you. I just made a mess instead."
<<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "nectar">>
<</switch>>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "nectar">>
<</if>>
<<elseif $NPCList[_nn].penis is "vagina">>
<<if $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">>
<<switch $NPCList[_nn].penissize>>
<<case 4>>
<<He>> convulses and grinds into your crotch as <<he>> cums, <<his>> $NPCList[_nn].penisdesc sending sticky waves of nectar <<if canImpregnateParasite("vagina")>><span class="red">alongside something else </span><</if>>deep into your <<pussy>>. "You're way better than a vine," <<he>> murmurs into your mouth.
<<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "nectar">>
/* ToDo: Pregnancy, figure out how plantpeople interact with pregnancy
<<recordVaginalSperm "pc" $NPCList[_nn] "plant">> */
<<vaginalentranceejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "nectar">>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "nectar">>
<<impregnateParasite "vine" 400 "vagina">><<fertiliseParasites "vagina">>
<<case 1>>
<<He>> moans as a dribble of nectar leaks from <<his>> $NPCList[_nn].penisdesc into your <<pussy>>. You snicker into <<his>> mouth. "Shut up," <<he>> mumbles into yours. "Don't laugh."
<<default>>
<<if random(1)>>
<<He>> squeals into your mouth as <<he>> cums, <<his>> $NPCList[_nn].penisdesc pumping nectar into your <<pussy>>.
<<else>>
<<He>> shudders as <<he>> cums, streams of nectar flooding into your <<pussy>>. <<He>> pulls away from you and licks <<his>> lips. "Can I keep you?"
<</if>>
<<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "nectar">>
/* ToDo: Pregnancy, figure out how plantpeople interact with pregnancy
<<recordVaginalSperm "pc" $NPCList[_nn] "plant">> */
<</switch>>
<<else>>
<<switch $NPCList[_nn].penissize>>
<<case 4>>
<<He>> convulses and grinds into your crotch as <<he>> cums, <<his>> $NPCList[_nn].penisdesc sending sticky waves of nectar <<if canImpregnateParasite("vagina")>><span class="red">alongside something else </span><</if>>deep into your <<pussy>>. "You're way better than a vine," <<he>> murmurs in your ear.
<<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "nectar">>
/* ToDo: Pregnancy, figure out how plantpeople interact with pregnancy
<<recordVaginalSperm "pc" $NPCList[_nn] "plant">> */
<<vaginalentranceejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "nectar">>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "nectar">>
<<impregnateParasite "vine" 400 "vagina">><<fertiliseParasites "vagina">>
<<case 1>>
<<He>> moans as a dribble of nectar leaks from <<his>> $NPCList[_nn].penisdesc into your <<pussy>>. You restrain a snicker. "Shut up," <<he>> mutters. "I-I have vines, okay? Don't laugh."
<<default>>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> moans and thrusts deep into your <<pussy>> as <<he>> cums, holding <<his>> $NPCList[_nn].penisdesc against your womb. You feel warm as nectar fills you.
<<case 3 4>>
<<He>> grasps your shoulders, pulling you deeper onto <<his>> $NPCList[_nn].penisdesc as <<he>> cums. Nectar fills your <<pussy>>, leaving you breathless.
<<case 5>>
<<He>> squeals and thrusts into your <<pussy>> one final time, pumping nectar into your womb. "Can I keep you? We can do this every day."
<</switch>>
<<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "nectar">>
/* ToDo: Pregnancy, figure out how plantpeople interact with pregnancy
<<recordVaginalSperm "pc" $NPCList[_nn] "plant">> */
<</switch>>
<</if>>
<<elseif $NPCList[_nn].penis is "cheeks">>
<<if $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">>
<<He>> moans into your mouth as <<he>> cums, spraying nectar over your <<bottom>>.
<<else>>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> trembles as <<he>> cums, withdrawing <<his>> $NPCList[_nn].penisdesc from your cheeks and ejaculating onto your <<bottom>>.
<<case 3 4>>
<<He>> grasps your thighs as <<he>> pushes <<his>> $NPCList[_nn].penisdesc against your <<bottom>> and ejaculates between your cheeks.
<<case 5>>
<<He>> squeezes your cheeks together and moans as <<he>> cums, sending out a massive load that covers your <<bottom>> and pools beneath you.
<<set $hygiene += 500>><<bodyliquid "bottom" "nectar">>
<</switch>>
<</if>>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "nectar">>
<<elseif $NPCList[_nn].penis is "anusentrance" and playerChastity("anus")>>
<<if $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">>
<<He>> squeals into your mouth as <<he>> cums, the tip of <<his>> penis bumping against your anal shield.
<<else>>
<<He>> moans and ejaculates onto your <<bottom>>. "I hope you can get this unstuck sometime," <<he>> mutters, poking your anal shield. "Poor <<girl>>."
<</if>>
<<elseif $NPCList[_nn].penis is "anusentrance">>
<<if $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">>
<<He>> leans into you and mashes <<his>> lips against yours, ejaculating sticky nectar onto your <<bottom>>.
<<else>>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> holds your ass cheek with one hand and strokes <<his>> $NPCList[_nn].penisdesc with the other as <<he>> ejaculates onto your <<bottom>>. Nectar drips down, pooling beneath you.
<<case 3 4>>
<<He>> strokes <<his>> $NPCList[_nn].penisdesc and ejaculates onto your <<bottom>>, sending warm nectar dripping down your cheeks. <<He>> playfully pats your <<bottom>>.
<<case 5>>
<<He>> moans and strokes <<his>> $NPCList[_nn].penisdesc as <<he>> cums, sending sticky ropes of nectar onto your <<bottom>>. It pools beneath you.
<<set $hygiene += 500>><<bodyliquid "bottom" "nectar">>
<</switch>>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "nectar">>
<</if>>
<<elseif $NPCList[_nn].penis is "anusimminent" and playerChastity("anus")>>
<<if $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">>
<<He>> squeals into your mouth as <<he>> cums, the tip of <<his>> penis bumping against your anal shield.
<<else>>
<<He>> moans and ejaculates onto your <<bottom>>. "I hope you can get this unstuck sometime," <<he>> mutters, poking your anal shield. "Poor <<girl>>."
<</if>>
<<elseif $NPCList[_nn].penis is "anusimminent">>
<<if $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">>
<<He>> speeds up and attempts to penetrate you, but collapses into an orgasm before <<he>> can. <<He>> moans in disappointment into your mouth.
<<else>>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> cums before <<he>> can penetrate your anus, ejaculating over your labia. Nectar drips into a pool beneath you. "Damn it! I should've been faster."
<<case 3 4>>
<<He>> ejaculates onto your <<bottom>> before <<he>> can penetrate, sending sticky streams of nectar running down your cheeks. "Oh, come on!" <<he>> whines. "Can I have a do-over?"
<<case 5>>
<<He>> moans and strokes <<his>> $NPCList[_nn].penisdesc as <<he>> cums, sending sticky ropes of nectar onto your <<pussy>> and <<bottom>>. "I wish I could have cum inside you. I just made a mess instead."
<<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "nectar">>
<</switch>>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "nectar">>
<</if>>
<<elseif $NPCList[_nn].penis is "anus">>
<<if $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">>
<<switch $NPCList[_nn].penissize>>
<<case 4>>
<<He>> convulses and grinds into your crotch as <<he>> cums, <<his>> $NPCList[_nn].penisdesc sending sticky waves of nectar <<if canImpregnateParasite("anus")>><span class="red">alongside something else </span><</if>>deep into your anus. "Something to remember me by," <<he>> murmurs, biting your lip.
<<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "nectar">>
<<impregnateParasite "vine" 400>><<fertiliseParasites>>
<<case 1>>
<<He>> moans as a dribble of nectar leaks from <<his>> $NPCList[_nn].penisdesc into your anus. "Shut up," <<he>> mumbles into your mouth. "Don't laugh."
<<default>>
<<if random(1)>>
<<He>> squeals into your mouth as <<he>> cums, <<his>> $NPCList[_nn].penisdesc pumping nectar into your anus.
<<else>>
<<He>> shudders as <<he>> cums, streams of nectar flooding into your <<bottom>>. <<He>> pulls away from you and licks <<his>> lips. "Can I keep you?"
<</if>>
<<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "nectar">>
<</switch>>
<<else>>
<<switch $NPCList[_nn].penissize>>
<<case 4>>
<<He>> convulses and, with a final shove of <<his>> $NPCList[_nn].penisdesc, cums in your ass. You gasp as sticky waves of nectar <<if canImpregnateParasite("anus")>><span class="red">alongside something else </span><</if>>pump into you. "Something to remember me by," <<he>> whispers huskily.
<<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "nectar">>
<<impregnateParasite "vine" 400>><<fertiliseParasites>>
<<case 1>>
<<He>> moans as a dribble of nectar leaks from <<his>> $NPCList[_nn].penisdesc into your anus. "Shut up," <<he>> mutters. "I-I have vines, okay? Don't laugh."
<<default>>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> moans and thrusts deep into your <<bottom>> as <<he>> cums. You gasp as you take <<his>> entire length and nectar fills your insides.
<<case 3 4>>
<<He>> grasps your shoulders and pulls you back onto <<his>> $NPCList[_nn].penisdesc with a squeal. You feel nectar fill your <<bottom>>.
<<case 5>>
<<He>> squeals and thrusts into your <<bottom>> one final time, pumping nectar into your anus. "Can I keep you? We can do this every day."
<</switch>>
<<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "nectar">>
<</switch>>
<</if>>
<<elseif $NPCList[_nn].penis is "chest">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> grasps the back of your neck as <<he>> bears down on your <<breasts>>, moaning as <<he>> cums.
<<if $position is "missionary">>
_Nectar shoots between your <<breasts>> and covers your face, with some landing in your mouth. <span class="purple">It tastes fizzy,</span> and makes your head spin. "Pretty good, huh?"
<<faceejacstat>><<nectarfed 8>><<bodyliquid "face" "nectar">>
<<else>>
_Nectar shoots between your <<breasts>> and covers your stomach. "Look at the mess I made," <<he>> giggles.
<<tummyejacstat>><<bodyliquid "tummy" "nectar">>
<</if>>
<<case 3 4>>
<<He>> rubs the tip of <<his>> $NPCList[_nn].penisdesc between your <<breasts>> as <<he>> cums. Sticky nectar runs down your chest.
<<case 5>>
<<He>> pushes your <<breasts>> together tight against <<his>> $NPCList[_nn].penisdesc as <<he>> cums, ejaculating onto them and leaving your chest slick.
<</switch>>
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "nectar">>
<<elseif $NPCList[_nn].penis is "mouthentrance">>
<<switch $NPCList[_nn].penissize>>
<<case 4>>
<<He>> holds <<his>> $NPCList[_nn].penisdesc tight, working it while aiming straight at your face. <span class="pink">Thick ropes of _nectar cover your face, with some landing in your mouth.</span> <span class="purple">It tastes fizzy,</span> and makes your head spin. "Pretty good, huh?"
<<faceejacstat>><<oralejacstat>><<ejacstat>><<set $hygiene += 500>><<nectarfed 8>><<bodyliquid "face" "nectar">><<bodyliquid "mouth" "nectar">>
<<case 1>>
<<He>> squeaks as a pathetic dribble of nectar leaks from <<his>> $NPCList[_nn].penisdesc and down your chin. "Shut up," <<he>> mutters. "I-I have vines, okay? Don't laugh."
<<default>>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> cups your chin with one hand and strokes <<his>> $NPCList[_nn].penisdesc with the other, ejaculating onto your face. <<He>> spends a few moments stroking your cheek, smiling.
<<case 3 4>>
<<He>> arches <<his>> back and moans, ejaculating _nectar onto your face. "Now you taste as sweet as you look!"
<<case 5>>
<<He>> holds your cheek with <<his>> hand and holds your mouth open with <<his>>, splurting _nectar into your mouth. <span class="purple">It tastes fizzy,</span> and makes your head spin. "Pretty good, huh?"
<<oralejacstat>><<nectarfed 8>><<bodyliquid "mouth" "nectar">>
<</switch>>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "nectar">>
<</switch>>
<<elseif $NPCList[_nn].penis is "mouthimminent">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> cups your hair, ejaculating onto your lips as you barely brush against the tip of <<his>> $NPCList[_nn].penisdesc. <<He>> seems disappointed. "Don't you want to taste me?"
<<case 3 4>>
<<He>> ejaculates onto your face before <<he>> can penetrate, sending sticky streams of nectar running down your cheeks. "Oh, come on!" <<he>> whines. "Can I have a do-over?"
<<case 5>>
<<He>> grasps your hair and tries to force <<his>> $NPCList[_nn].penisdesc into your mouth, but <<his>> spasms sabotage <<his>> efforts. Thick ropes of _nectar cover your face, and lands in your mouth. <span class="purple">It tastes fizzy,</span> and makes your head spin. "Man, I wanted to give you more."
<<oralejacstat>><<nectarfed 8>><<bodyliquid "mouth" "nectar">>
<</switch>>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "nectar">>
<<elseif $NPCList[_nn].penis is "mouth">>
<<switch $NPCList[_nn].penissize>>
<<case 4>>
<<He>> holds your head in place and thrusts <<his>> $NPCList[_nn].penisdesc down your throat, filling your mouth with load after load of _nectar.
<<case 1>>
<<He>> ejaculates, and a thin dribble of _nectar leaks into your mouth.
<<default>>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> cups your chin with one hand and your hair with the other, thrusting deep into your mouth as <<he>> cums. _Nectar streams down your throat and fills your mouth.
<<case 3 4>>
<<He>> grasps the base of <<his>> $NPCList[_nn].penisdesc and moans as <<he>> ejaculates into your mouth. You feel _nectar drip down your throat.
<<case 5>>
<<He>> sighs and strokes you on the head as <<he>> cums, leaking _nectar into your mouth.
<</switch>>
<</switch>>
<span class="purple">It tastes fizzy,</span> and makes your head spin. <<He>> grins. "Delicious, isn't it? It's all for you."
<<elseif $NPCList[_nn].penis is "feet">>
<<if $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">>
<<He>> moans into your mouth as <<he>> cums, spasming around your feet.
<<else>>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> moans and grasps your ankles as <<he>> cums. "I think I underestimated humans. You know how to work with what you've got!"
<<case 3 4>>
<<He>> arches <<his>> back as <<he>> cums against your feet. "Most plants don't like being underfoot. Guess I'm the exception!"
<<case 5>>
<<He>> screams as <<he>> cums, almost making you jump. <<His>> nectar runs over your feet.
<</switch>>
<</if>>
<<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "nectar">>
<<elseif $NPCList[_nn].penis is "leftarm" and $NPCList[_nn].penis is "rightarm">>
<<if $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">>
<<He>> gasps into your mouth as you finish <<him>> off. Sticky _nectar coats your hands.
<<else>>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> sighs in contentment as <<he>> cums on your hands. "Never gotten serviced like that before..."
<<case 3 4>>
<<He>> cums on your hands, slickening them with nectar. "I feel so special. Thank you!"
<<case 5>>
<<He>> spasms and moans, shooting thick streams of nectar and coating your hands. With a mischievous look, <<he>> pushes your hand into your mouth, filling it with _nectar. <span class="purple">It tastes fizzy,</span> and makes your head spin. "Got you."
<<nectarfed 8>>
<</switch>>
<</if>>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "nectar">><<bodyliquid "rightarm" "nectar">>
<<elseif $NPCList[_nn].penis is "leftarm" or $NPCList[_nn].penis is "rightarm">>
<<if $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">>
<<if random(1)>>
<<He>> moans into your mouth as you pump <<his>> length. Your hand gets covered in _nectar.
<<else>>
<<He>> wraps <<his>> arms around your neck as <<he>> cums, squealing into your mouth. _Nectar sprays out and coats your hand.
<</if>>
<<else>>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> sighs in contentment as <<he>> cums on your hand. "Never gotten serviced like that before..."
<<case 3 4>>
<<He>> cums on your hand, slickening it with nectar. "I feel so special. Thank you!"
<<case 5>>
<<He>> spasms and moans, shooting thick streams of nectar and coating your hands. With a mischievous look, <<he>> pushes your hand into your mouth, filling it with _nectar. <span class="purple">It tastes fizzy,</span> and makes your head spin. "Got you."
<<nectarfed 8>>
<</switch>>
<</if>>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>>
<<if $NPCList[_nn].penis is "leftarm">><<bodyliquid "leftarm" "nectar">><<else>><<bodyliquid "rightarm" "nectar">><</if>>
<<elseif $NPCList[_nn].penis is "otheranus">>
<<if $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">>
<<if random(1)>>
<<He>> gasps into your mouth, thrusting <<himself>> on your <<penis>>. _Nectar sprays onto your stomach.
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "nectar">>
<<else>>
<<He>> wraps <<his>> arms around your neck and <<his>> legs around your waist, moaning into your mouth as <<he>> cums. Nectar sprays onto <<his>> own stomach.
<</if>>
<<else>>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> shakes as <<he>> cums, <<his>> ass pushing against you as <<he>> releases a final moan. _Nectar sprays from <<his>> penis onto your thighs.
<<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "nectar">>
<<case 3 4>>
<<He>> shakes against your <<penis>> as <<he>> cums, moaning and grinding into you as deep as <<he>> can. <<He>> ejaculates nectar onto the ground.
<<case 5>>
<<He>> bucks into your crotch as <<he>> cums, panting. "Not usually the one to take it, but sweet fuck that felt good."
<</switch>>
<</if>>
<<elseif ($NPCList[_nn].penis is "otheranusfrot" or $NPCList[_nn].penis is "otheranusentrance" or $NPCList[_nn].penis is "otheranusimminent") and playerChastity("penis")>>
<<if $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">>
<<He>> moans into your mouth as <<he>> cums, grinding <<his>> ass against your $worn.genitals.name.
<<else>>
<<He>> screams as <<he>> cums against your $worn.genitals.name. "I hate metal," <<he>> gasps, looking down at it in disappointment.
<</if>>
<<elseif $NPCList[_nn].penis is "otheranusfrot" or $NPCList[_nn].penis is "otheranusentrance" or $NPCList[_nn].penis is "otheranusimminent">>
<<if $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">>
<<He>> speeds up and attempts to impale <<his>> ass on your <<penis>>, but collapses into an orgasm before <<he>> can. <<He>> moans in disappointment into your mouth.
<<else>>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> cums before <<he>> can force you inside <<him>>, ejaculating nectar onto the ground. "Damn it! I should've been faster."
<<case 3 4>>
<<He>> convulses in orgasmic bliss before you can penetrate, sending sticky streams of nectar out of <<his>> penis. "Oh, come on!" <<he>> whines. "Can I have a do-over?"
<<case 5>>
<<He>> moans and strokes <<his>> $NPCList[_nn].penisdesc as <<he>> cums, sending sticky ropes of nectar onto the ground. "Would it have killed you to fuck me properly?"
<<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "nectar">>
<</switch>>
<</if>>
<<elseif ($NPCList[_nn].penis is "penis" or $NPCList[_nn].penis is "penisentrance" or $NPCList[_nn].penis is "penisimminent") and playerChastity("penis")>>
<<if $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">>
<<He>> moans into your mouth as <<he>> cums, grinding <<his>> <<penis>> against your $worn.genitals.name.
<<else>>
<<He>> screams as <<he>> cums against your $worn.genitals.name. "I hate metal," <<he>> gasps, looking down at it in disappointment.
<</if>>
<<elseif $NPCList[_nn].penis is "penis" or $NPCList[_nn].penis is "penisentrance" or $NPCList[_nn].penis is "penisimminent">>
<<if $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">>
<<He>> moans in ecstasy, kneading <<his>> penis against yours as <<he>> cums.
<<else>>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> cums as you knead your penises together, moaning with pleasure.
<<case 3 4>>
<<He>> wraps <<his>> legs around yours as <<his>> body shakes. "Man," <<he>> giggles. "Who needs vines, anyway?"
<<case 5>>
<<He>> moans and <<his>> legs shake as <<he>> cums against your <<penis>>.
<</switch>>
Nectar coats your <<penis>>.
<<ejacstat>><<set $hygiene += 500>><<bodyliquid "penis" "nectar">>
<</if>>
<<elseif $NPCList[_nn].mouth is "penis">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> cums as you fuck <<his>> mouth, holding on to your thighs. <<He>> pulls away, smiling deliriously.
<<case 3 4>>
<<He>> holds on to your thighs for stability as <<he>> cums, not breaking the seal <<his>> lips have on your <<penis>> until it's over.
<<case 5>>
<<He>> screams in pleasure, impaling <<his>> throat on your <<penis>>. Once <<his>> orgasm passes, <<he>> licks your dick all over.
<</switch>>
Your <<penis>> is left sticky with nectar.
<<bodyliquid "penis" "nectar">>
<<elseif $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> wraps <<his>> arms around your neck and mashes your lips together, moaning into your mouth.
<<case 3 4>>
<<He>> screams into your mouth as <<he>> cums, before pulling away breathlessly. "Best kiss I've ever had," <<he>> whispers.
<<case 5>>
<<He>> grabs your face and kisses you as <<he>> cums. Once the orgasm passes, <<he>> begins plastering your face with kisses, leaving syrupy sweet nectar all over your face.
<<set $hygiene += 500>><<bodyliquid "face" "nectar">>
<</switch>>
<<elseif $NPCList[_nn].chest is "mouth" or $NPCList[_nn].chest is "mouthentrance" and $NPCList[_nn].pronoun is "f">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> sighs as <<he>> cums, smiling down at you. "Drink as much as you like. Drink until you can't think anymore."
<<case 3 4>>
<<He>> moans in pleasure, cradling you against <<his>> chest. "Don't let me stop you," <<he>> coos. "Go for as long as you like."
<<case 5>>
<<He>> grabs your head and pulls you against <<his>> $NPCList[_nn].breastsdesc, causing _nectar to squirt over your face.
<<set $hygiene += 500>><<bodyliquid "face" "nectar">>
<</switch>>
<<else>>
<<He>> convulses in orgasmic bliss.
<</if>>
<</if>>
<!-- Additional notes for kissing or suckling finishes -->
<<if ($NPCList[_nn].chest is "mouth" or $NPCList[_nn].chest is "mouthentrance") and $NPCList[_nn].pronoun is "f">>
_Nectar leaks from <<his>> nipple into your mouth. <span class="purple">It tastes fizzy,</span> and makes your head spin.
<<nectarfed 20>>
<<elseif $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">>
<span class="purple">_fizzyNectar floods your mouth</span> and makes your head spin.
<<nectarfed 30>>
<</if>>
<br><br>
<!-- Retracting the vines -->
<<if $tentacledisable is "f">>
<<tentacles>>
<</if>>
<!-- Finishing moves for if the player didn't cum. Plantpeople don't really care about making their partners cum, they only care about the semen. -->
<<if _args[0] isnot "short">>
<<if $orgasmcurrent is 0 and !playerChastity("penis") and ($consensual is 1 or $pain gte 100)>>
"Hey," <<he>> says. "You didn't cum. That's not fair, is it?"
<<if $penisuse is "tentacle">>
<<if $player.condom>>
<<removePlayerCondom>>
<<He>> removes your condom as the
<<else>>
The
<</if>>
$tentaclePenis <<slithers>> back to your <<penis>> and opens at the tip. "You'll cum," <<he>> whispers to you. "You'll give me your seed. I'll make sure of it."
<<if $consensual is 0>>
With how much pain you're in, you can't do anything to stop <<him>>.
<</if>>
<br><br>
The $tentaclePenis caresses and kneads your length, swallowing you to the base. Slick nectar leaks around your penis, <span class="lewd">magnifying your sensitivity</span>.
<<if $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">>
The <<person>> leans back in and presses <<his>> lips to yours, swirling <<his>> tongue in your mouth and smearing more nectar around your lips. <span class="purple">Your mind swims.</span>
<<nectarfed 15>>
<<else>>
The <<person>> leans in and plants kisses all along your face and neck, smearing you with more nectar.
<<bodyliquid "face" "nectar">>
<</if>>
<br><br>
You can't take any more.
<<orgasm>>
<<if $semen_amount lte (($semen_volume / 24) * 6) or $orgasmcount gte 24>>
"Huh?" <<He>> blinks in confusion, looking at the $tentaclePenis. "Was... was that it? Come on!" <<He>> frowns in annoyance as the $tentaclePenis retracts again.
<<else>>
<<He>> moans alongside you, sighing happily as the $tentaclePenis milks you of your cum before finally retracting again. "Delicious."
<<set _orgasm to 1>>
<</if>>
<<unset $tentaclePenis>><<set $penisuse to 0>><<set $penisstate to 0>>
<<elseif $penisuse is "othervagina" or $penisuse is "otheranus">>
<<if $player.condom>>
<<removePlayerCondom>>
<<He>> removes your condom and
<<else>>
<<He>>
<</if>>
lowers <<himself>> back onto your <<penis>>. "You'll cum," <<he>> whispers to you. "You'll give me your seed. I'll make sure of it."
<<if $consensual is 0>>
With how much pain you're in, you can't do anything to stop <<him>>.
<</if>>
<br><br>
The <<person>> bounces on your <<penis>>, occasionally rocking back and forth. <<He>> places <<his>> hands on your shoulder to give <<himself>> more leverage.
<<if $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">>
The <<person>> leans back in and presses <<his>> lips to yours, swirling <<his>> tongue in your mouth and smearing more nectar around your lips. <span class="purple">Your mind swims.</span>
<<nectarfed 15>>
<<else>>
The <<person>> leans in and plants kisses all along your face and neck, smearing you with more nectar.
<<bodyliquid "face" "nectar">>
<</if>>
<br><br>
You can't take any more.
<<orgasm>>
<<if $semen_amount lte (($semen_volume / 24) * 6) or $orgasmcount gte 24>>
"Huh?" <<He>> blinks in confusion, looking down at your <<penis>>. "Was... was that it? Come on!" <<He>> frowns in annoyance.
<<elseif $parasite.penis.name>>
"Huh?" <<He>> blinks in confusing, before groaning. "Ugh, that stupid $parasite.penis.name! No fair!" <<He>> frowns in annoyance.
<<else>>
<<He>> moans alongside you, sighing happily as you fill <<his>> <<if $penisuse is "othervagina">>cunt<<else>>ass<</if>> with semen. "You're such a good pollinator."
<<set _orgasm to 1>>
<</if>>
<<elseif $penisuse is "othermouth">>
<<if $player.condom>>
<<removePlayerCondom>>
<<He>> removes your condom and
<<else>>
<<He>>
<</if>>
lowers <<his>> face back down to your <<penis>> and licks the tip. "You'll cum," <<he>> whispers to you. "You'll give me your seed. I'll make sure of it."
<<if $consensual is 0>>
With how much pain you're in, you can't do anything to stop <<him>>.
<</if>>
<br><br>
<<He>> thrusts <<his>> mouth back around your penis, swirling <<his>> tongue around the tip. Slick nectar coats your penis, <span class="lewd">magnifying your sensitivity</span>.
<<if $player.penisExist and $player.vaginaExist and random(1)>>
<<He>> uses <<his>> free hand to thrust two fingers into your <<pussy>>, pistoning in and out.
<<elseif $analdisable is "f" and random(1)>>
<<He>> uses <<his>> free hand to thrust a finger into your <<bottom>>, pistoning in and out.
<<else>>
<<He>> uses <<his>> free hands to caress and tweak your <<breasts>>, reaching up.
<</if>>
<br><br>
You can't take any more.
<<orgasm>>
<<if $semen_amount lte (($semen_volume / 24) * 6) or $orgasmcount gte 24>>
"Hrm?" <<He>> blinks in confusion, looking at the penis in <<his>> mouth. <<He>> experimentally licks it a few more times, before pulling away and frowning. "Was... was that it? Come on!"
<<elseif $parasite.penis.name>>
"Hrm?" <<He>> blinks in confusing, before groaning and pulling away. "Ugh, that stupid $parasite.penis.name! No fair! Thought I tasted something funny..." <<He>> frowns in annoyance.
<<else>>
<<He>> moans alongside you, sighing happily as you fill <<his>> mouth with semen. When you're finished, <<he>> pulls away and licks <<his>> lips. "Delicious."
<<set _orgasm to 1>>
<</if>>
<<else>>
<<He>> thinks for a moment, before shrugging. "Oh well."
<</if>>
<br><br>
<</if>>
<</if>>
<</widget>><<widget "ejaculation-robin">>
<<set $ejaculating to 1>>
<!-- Changing rows to future-proof the code: from $NPCList[0] to $NPCList[_nn], _nn being the main ejaculation loop handler -->
<!-- Female ROBIN -->
<<if $NPCList[_nn].vagina isnot "none" and $NPCList[_nn].penis is "none">>
<<if $consensual is 1>>
<<if $NPCList[_nn].vagina is "mouthentrance" or $NPCList[_nn].vagina is "mouth" or $NPCList[_nn].vagina is "mouthimminent">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> groans and rubs <<his>> crotch against your face with <<his>> hips, small thighs shaking with orgasm.
<<case 3 4>>
<<He>> goes red in the face and neck, mouth agape as <<he>> cums silently, body twitching uncontrollably.
<<case 5>>
<<He>> screams, cupping the back of your head in <<his>> hands and grinding <<his>> clit against your nose.
<</switch>>
<<elseif $NPCList[_nn].vagina is "leftarm">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> sighs as you finish with <<his>> pussy, shaking <<his>> slim thighs together against your hand as <<his>> body convulses.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "goo">>
<<case 3 4>>
<<He>> goes red in the face and neck, mouth agape as <<he>> cums silently, cunt spasming against your hand.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "goo">>
<<case 5>>
<<He>> screams, grabbing your hand and fucking <<his>> pussy with your fingers. Your fingers are soaked in ejaculate.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "goo">>
<</switch>>
<<elseif $NPCList[_nn].vagina is "rightarm">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> sighs as you finish with <<his>> pussy, knees knocking as <<his>> body convulses.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "goo">>
<<case 3 4>>
<<He>> goes red in the face and neck, mouth agape as <<he>> cums silently, cunt spasming against your hand.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "goo">>
<<case 5>>
<<He>> screams, grabbing your hand and fucking <<his>> pussy with your fingers. Your fingers are soaked in ejaculate.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "goo">>
<</switch>>
<<elseif $NPCList[_nn].vagina is "lefthand" or $NPCList[_nn].vagina is "righthand">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> sighs as <<he>> cums, releasing you and pulling back <<his>> hand, licking your wetness off <<his>> fingers.
<<case 3 4>>
<<He>> moans loudly and shakes, dripping ejaculate on the ground; <<he>> withdraws <<his>> hand and sighs.
<<case 5>>
<<He>> screams as <<he>> comes, soaking <<his>> own pussy and thighs in ejaculate. "I love pleasuring myself with you."
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">>
<</switch>>
<<elseif $NPCList[_nn].vagina is "leftDildo">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> ?orgasmMoans as <<his>> body convulses, <<his>> thighs trembling against your $currentSexToyLeft.name.
<<case 3 4>>
<<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your $currentSexToyLeft.name.
<<case 5>>
<<He>> ?orgasmMoans and grasps your arm as your $currentSexToyLeft.name brings <<him>> to orgasm. <<His>> juices soak your $currentSexToyLeft.name.
<</switch>>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "goo">>
<<elseif $NPCList[_nn].vagina is "rightDildo">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> ?orgasmMoans as <<his>> body convulses, <<his>> thighs trembling against your $currentSexToyRight.name.
<<case 3 4>>
<<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your $currentSexToyRight.name.
<<case 5>>
<<He>> ?orgasmMoans and grasps your arm as your $currentSexToyRight.name brings <<him>> to orgasm. <<His>> juices soak your $currentSexToyRight.name.
<</switch>>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "goo">>
<<elseif $NPCList[_nn].vagina is "leftDildoAnus">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> ?orgasmMoans as <<his>> body convulses, <<his>> thighs trembling against your $currentSexToyLeft.name.
<<case 3 4>>
<<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your $currentSexToyLeft.name.
<<case 5>>
<<He>> ?orgasmMoans and grasps your arm as your $currentSexToyLeft.name brings <<him>> to orgasm.
<</switch>>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>>
<<elseif $NPCList[_nn].vagina is "rightDildoAnus">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> ?orgasmMoans as <<his>> body convulses, <<his>> thighs trembling against your $currentSexToyRight.name.
<<case 3 4>>
<<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your $currentSexToyRight.name.
<<case 5>>
<<He>> ?orgasmMoans and grasps your arm as your $currentSexToyRight.name brings <<him>> to orgasm.
<</switch>>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>>
<<elseif $NPCList[_nn].vagina is "feet">>
<<switch random(1, 4)>>
<<case 1 2>>
<<He>> moans as you knead <<his>> pussy, jamming your toes inside with <<his>> hands as <<he>> finishes cumming.
<<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "goo">>
<<case 3 4>>
<<He>> shakes bodily as <<he>> cums, twitching underneath your feet and cumming between your toes.
<<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "goo">>
<</switch>>
<<elseif $NPCList[_nn].vagina is "vagina" and playerChastity("vagina")>>
<<He>> gasps as <<he>> cums against your $worn.genitals.name. "Your underwear is really hard," <<he>> says.
<<elseif $NPCList[_nn].vagina is "vagina">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> cums as you scissor your pussies together, moaning with pleasure.
<<case 3 4>>
<<He>> moans as <<he>> grinds downs hard on your <<pussy>> to finish, thin legs shaking as <<he>> cums.
<<case 5>>
<<He>> screams, cupping <<his>> small hands under your shoulders as <<his>> entire body shakes. Ejaculate drenches your crotch as <<he>> squirts.
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "goo">>
<</switch>>
<<elseif $NPCList[_nn].vagina is "othermouth">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> shudders with pleasure, exhaling warmly against your crotch as <<he>> comes, leaving you wet with saliva and your own fluids.
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "goo">>
<<case 3 4>>
<<He>> quietly ejaculates, shaking as <<he>> grinds <<his>> nose into your crotch and giving you a long, final, wet lick.
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "goo">>
<<case 5>>
<<He>> screams into your crotch as <<he>> cums, pinching <<his>> hands between <<his>> thighs and buckling over, ejaculate streaming down <<his>> thighs.
<</switch>>
<!-- following appear to be Male PC to Female Antagonist only? -->
<<elseif $NPCList[_nn].vagina is "otheranus" and playerChastity("penis")>>
<<He>> gasps as <<he>> cums against your $worn.genitals.name. "Your underwear is really hard," <<he>> says.
<<elseif $NPCList[_nn].vagina is "otheranus">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> shakes as <<he>> cums, driving <<his>> ass hard against you as <<he>> releases a final moan.
<<case 3 4>>
<<He>> quietly ejaculates, shaking as <<he>> grinds <<his>> ass deeply with your cock and moaning.
<<case 5>>
<<He>> screams and bucks into your crotch as <<he>> cums, squirting ejaculate from <<his>> pussy and drenching your legs. "I feel so good when I'm with you."
<<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "goo">>
<</switch>>
<<elseif $NPCList[_nn].vagina is "penis">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> grabs your shoulders with <<his>> small hands as <<he>> cums, bouncing down hard against your cock as <<he>> shudders with pleasure. "You make me feel so good."
<<case 3 4>>
<<He>> sighs as <<he>> cums, reddening and going into a full body convulsion. Ejaculate soaks your crotch.
<<case 5>>
<<He>> cries out and bucks on your lap as <<he>> cums, squirting ejaculate from <<his>> pussy and drenching your crotch and legs.
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "goo">>
<</switch>>
<<ejacstat>><<set $hygiene += 500>><<bodyliquid "penis" "goo">>
<<elseif ($NPCList[_nn].vagina is "penisimminent" or $NPCList[_nn].vagina is "penisentrance") and playerChastity("penis")>>
<<He>> gasps as <<he>> cums against your $worn.genitals.name. "Isn't that uncomfortable?" <<he>> asks. "It's really hard."
<<elseif $NPCList[_nn].vagina is "penisimminent" or $NPCList[_nn].vagina is "penisentrance">>
<<He>> cums on your <<penis>> as you rub against the entrance and moans with pleasure.
<<elseif ($NPCList[_nn].vagina is "otheranusfrot" or $NPCList[_nn].vagina is "otheranusentrance") and playerChastity("penis")>>
<<He>> gasps as <<he>> cums against your $worn.genitals.name. "Isn't that uncomfortable?" <<he>> asks. "It's really hard."
<<elseif $NPCList[_nn].vagina is "otheranusfrot" or $NPCList[_nn].vagina is "otheranusentrance">>
<<He>> bucks <<his>> ass against your cock as <<he>> cums, body shaking involuntarily.
<<elseif $NPCList[_nn].vagina is "frot" and playerChastity("penis")>>
<<He>> gasps as <<he>> cums against your $worn.genitals.name. "Isn't that uncomfortable?" <<he>> asks. "It's really hard."
<<elseif $NPCList[_nn].vagina is "frot">>
<<He>> grinds <<his>> clit hard against your cock as <<he>> cums, ejaculating on your cock. <<He>> smiles as <<he>> gets up.
<<ejacstat>><<set $hygiene += 500>><<bodyliquid "penis" "goo">>
<!-- Special case male PC with female NPC -->
<<elseif $NPCList[_nn].mouth is "penis">>
<<switch random(1, 4)>>
<<case 1 2>>
<<He>> cums as you fuck <<his>> mouth, smiling as <<he>> finishes.
<<case 3 4>>
<<He>> cums as you fuck <<his>> mouth, leaving your <<penis>> a slimy mess. "I love what you do to me."
<</switch>>
<<else>>
<<He>> convulses in orgasmic bliss.
<</if>>
<<else>><!-- There should be non non-consensual Robin events -->
<<He>> cries out as <<he>> orgasms. <<He>> stops moving save for ragged breathing.
<</if>>
<br><br>
<</if>>
<!-- Male ROBIN -->
<<if _condomResult is "leaked">>
<span class="red">The condom broke.</span>
<<elseif _condomResult is "burst">>
<span class="red">The tip of the condom bursts and rips, exposing the head of <<his>> penis.</span>
<</if>>
<<if $consensual is 1>>
<<if _condomResult is "contained">>
<<genericCondomEjaculation>>
<<elseif npcHasStrapon(_nn)>>
<<He>> moans and shivers in orgasmic bliss, grinding the strap-on against <<his>> genitals.
<<elseif $NPCList[_nn].penis is "idle">>
<<He>> groans as a wet patch forms on <<his>> trousers. You giggle at the sight.
<<elseif $NPCList[_nn].penis is "thighs">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> shakes as <<he>> cums, pulling <<his>> cock out and ejaculating onto the backs of your thighs.
<<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<case 4 5 6>>
<<He>> grabs your legs, pushing <<his>> crotch hard into yours as <<he>> cums and ejaculating onto your tummy.
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<case 7>>
<<He>> groans as <<he>> cums, ejaculating a massive load that covers your thighs and tummy.
<<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<tummyejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<</switch>>
<<elseif $NPCList[_nn].penis is "vaginaentrance" and playerChastity("vagina")>>
<<He>> gasps as <<he>> cums onto your $worn.genitals.name. "Isn't that uncomfortable?" <<he>> asks. "Do they make softer ones?"
<<elseif $NPCList[_nn].penis is "vaginaentrance">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> holds you still by the hips with one hand and with the other on <<his>> cock, ejaculates onto your <<pussy>>. Semen coats your outer lips and pools around your legs.
<<case 4 5 6>>
<<He>> strokes <<his>> cock and ejaculates onto your <<pussy>> without a word, sending white streams of semen running down your cunt.
<<case 7>>
<<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your <<pussy>> and ass.
<<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<</switch>>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>>
<<elseif $NPCList[_nn].penis is "vaginaimminent" and playerChastity("vagina")>>
<<He>> gasps as <<he>> cums onto your $worn.genitals.name. "Isn't that uncomfortable?" <<he>> asks. "Do they make softer ones?"
<<elseif $NPCList[_nn].penis is "vaginaimminent">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> cums before <<he>> can penetrate your <<pussy>>, ejaculating on the outside. Semen coats your outer lips and tummy; <<he>> seems disappointed.
<<case 4 5 6>>
<<He>> ejaculates onto your <<pussy>> before <<he>> can penetrate you, sending white streams of semen running down your <<pussy>>; <<he>> looks disappointed.
<<case 7>>
<<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your <<pussy>> and ass.
<<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<</switch>>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>>
<<elseif $NPCList[_nn].penis is "vagina">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> moans and thrusts deeply into your <<pussy>> as <<he>> cums, holding <<his>> cock deep in your womb. You feel warm as semen fills your vagina.
<<case 4 5 6>>
<<He>> quiets and grabs your shoulders with <<his>> small hands, pulling you onto <<his>> cock as <<he>> cums. Semen fills your <<pussy>>, leaving you breathless.
<<case 7>>
<<He>> convulses and grinds down on your crotch as <<he>> cums, sending thick waves of cum into your <<pussy>>. Semen oozes from your vagina and down your legs.
<<vaginalentranceejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<</switch>>
<<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">>
<<recordVaginalSperm "pc" $NPCList[_nn] "human">>
<<elseif $NPCList[_nn].penis is "cheeks" and playerChastity()>>
<<He>> gasps as <<he>> cums onto your $worn.genitals.name. "Isn't that uncomfortable?" <<he>> asks. "Do they make softer ones?"
<<elseif $NPCList[_nn].penis is "cheeks">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> shakes as <<he>> cums, withdrawing <<his>> cock from your cheeks and ejaculating onto your ass.
<<case 4 5 6>>
<<He>> grabs your thighs, pushing <<his>> crotch hard against your ass and ejaculating between your cheeks.
<!-- Really should be onto PCs back given position. Or hair maybe. Esp next one -->
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 7>>
<<He>> squeezes your cheeks together and grunts as <<he>> cums, sending out massive load that covers your ass and drips down your crotch. <<He>> seems pleased.
<<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<</switch>>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<elseif $NPCList[_nn].penis is "anusentrance" and playerChastity("anus")>>
<<He>> gasps as <<he>> cums onto your $worn.genitals.name. "Isn't that uncomfortable?" <<he>> asks. "Do they make softer ones?"
<<elseif $NPCList[_nn].penis is "anusentrance">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> palms your asscheek with one hand and strokes <<his>> cock with the other, ejaculating onto your bottom. Semen drips down your butt and into your crack.
<<case 4 5 6>>
<<He>> strokes <<his>> cock and quietly ejaculates onto your ass. You feel warm semen dripping down your bottom.
<<case 7>>
<<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your ass and down your crotch.
<<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<</switch>>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>>
<<elseif $NPCList[_nn].penis is "anusimminent" and playerChastity("anus")>>
<<He>> gasps as <<he>> cums onto your $worn.genitals.name. "Isn't that uncomfortable?" <<he>> asks. "Do they make softer ones?"
<<elseif $NPCList[_nn].penis is "anusimminent">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> cums before <<he>> can penetrate your ass, ejaculating on the outside. Semen coats your ass and drips down your crack; <<he>> seems disappointed.
<<case 4 5 6>>
<<He>> strokes <<his>> cock and ejaculates onto your ass before <<he>> can penetrate you, sending white streams of semen running down your crack; <<he>> seems upset.
<<case 7>>
<<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your ass and crotch.
<<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<</switch>>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>>
<<elseif $NPCList[_nn].penis is "anus">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> moans and thrusts into your ass as <<he>> cums. You gasp as you feel semen filling you.
<<case 4 5 6>>
<<He>> wordlessly grabs your shoulders, pulling you back onto <<his>> cock as <<he>> cums. Semen fills your ass as you moan with pleasure.
<<case 7>>
<<He>> convulses and, with a final shove, cums in your ass. Thick waves of semen pump into you. You're surprised at the amount; cum oozes from your ass and runs down your legs.
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<</switch>>
<<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">>
<<recordAnusSperm "pc" $NPCList[_nn] "human">>
<<elseif $NPCList[_nn].penis is "chest">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> pushes your <<breasts>> together tight on <<his>> cock as <<he>> cums, ejaculating onto them. Your body feels slick with cum.
<<case 4 5 6>>
<<He>> strokes the tip of <<his>> cock between your <<breasts>> and quietly ejaculates on them. Your <<breasts>> feel cool as semen drips down them.
<<case 7>>
<<He>> puts <<his>> hand behind your neck and bears down on your <<breasts>>, grunting as <<he>> cums; semen shoots between your <<breasts>> and covers your <<if $position is "missionary">>face<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">><<else>>stomach<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">><</if>>.
<</switch>>
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<<elseif $NPCList[_nn].penis is "mouthentrance">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> cups you under the chin with one hand and strokes <<his>> cock with the other, ejaculating onto your face. <<He>> giggles and <<his>> face looks excited.
<<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<case 4 5 6>>
<<He>> strokes <<his>> cock and quietly ejaculates onto your face. Warm cum drips down your forehead and nose. <<He>> smiles and cleans you off.
<<case 7>>
<<He>> gasps and strokes <<his>> cock while aiming straight at your mouth. Thick ropes of cum cover your face and push past your closed lips into your mouth. You're impressed by the volume and <<he>> looks oddly pleased with <<himself>>.
<<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<</switch>>
<<faceejacstat>><<ejacstat>>
<<elseif $NPCList[_nn].penis is "mouthimminent">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> cups the back of your head, ejaculating onto your lips as you barely brush against the tip of <<his>> penis; <<he>> seems disappointed with <<his>> lack of control.
<<case 4 5 6>>
<<He>> brushes <<his>> cock against your face, causing <<him>> to ejaculate early. Cum drips down your lips and chin; <<he>> seems disappointed.
<<case 7>>
<<He>> cups your head but in <<his>> excitement cums before <<he>> can enter your mouth. Thick ropes of cum cover your cheeks, chin, and into your waiting mouth.
<<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<</switch>>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<elseif $NPCList[_nn].penis is "mouth">>
<!-- this is picking up women NPCs...? -->
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> cups you under the chin with one hand and holds the back of your head with the other, thrusting into your mouth as <<he>> cums. Ejaculate streams down your throat and fills your mouth.
<<case 4 5 6>>
<<He>> grasps the base of <<his>> cock and moans, quietly ejaculating into your mouth. You feel warm cum fill your mouth and drip down your throat.
<<case 7>>
<<He>> palms your head, wildly thrusting <<his>> cock in your mouth as <<he>> cums. Semen streams down your throat, fills your mouth and covers your face as <<he>> flails. "Wow, that was fun!"
<<faceejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<</switch>>
<<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<<elseif $NPCList[_nn].penis is "feet">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> pushes your feet together and groans as <<he>> cums. Ejaculate covers your feet.
<<case 4 5 6>>
<<He>> quietly cums on your feet, slickening them with semen.
<<case 7>>
<<He>> grunts and thrusts <<his>> cock between your feet as <<he>> cums, splattering cum on your feet and legs in the process.
<</switch>>
<<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">>
<<elseif $NPCList[_nn].penis is "leftarm" and $NPCList[_nn].penis is "rightarm">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> groans as <<he>> cums, penis pulsing in your hands, covering them both in cum.
<<case 4 5 6>>
<<He>> quietly cums on your hands, slickening them with semen.
<<case 7>>
<<He>> spasms and moans, shooting thick streams of cum. You are so intent on your work you don't notice <<his>> penis is aimed at your face, which is splattered with cum in the process. <<He>> giggles and apologises.
<<faceejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<</switch>>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">>
<<elseif $NPCList[_nn].penis is "leftarm">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> groans as <<he>> cums, penis sliding hotly in your left hand and covering it with cum. "You make me feel good."
<<case 4 5 6>>
<<He>> quietly cums on your left hand. Semen drips down your fingers. "I love how you make me feel."
<<case 7>>
<<He>> spasms and moans, shooting thick streams of cum and splattering your <<breasts>> in the process. You're impressed by the volume from such a small body.
<<chestejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<</switch>>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">>
<<elseif $NPCList[_nn].penis is "rightarm">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> groans as you work <<his>> shaft with your right hand, cumming as you give <<him>> a final squeeze. Your hand is covered in warm semen. "You make me feel special."
<<case 4 5 6>>
<<He>> quietly cums on your right hand. Semen cools on your fingers. "I love how you make me feel."
<<case 7>>
<<He>> grunts and shoots thick ropes of semen onto your hands, making an impressive mess. You're impressed by the volume from such a small body.
<</switch>>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "semen">>
<<elseif $NPCList[_nn].penis is 0>>
<<switch random(1, 4)>>
<<case 1>>
<<He>> groans as <<he>> works <<his>> shaft and, giving <<his>> cock a final squeeze, ejaculates onto your tummy. <<He>> laughs at the mess.
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<case 2>>
<<He>> rapidly rubs <<his>> cock and moans, ejaculating on the ground. "You make me feel good."
<<case 3>>
<<He>> strokes <<his>> penis and, aiming at your ass, ejaculates on your bottom. "That was fun!"
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 4>>
<<He>> strokes <<his>> penis and moans, ejaculating on your <<breasts>>. <<He>> giggles at the mess <<hes>> made.
<</switch>>
<<elseif $NPCList[_nn].penis is "otheranus">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> groans as you fuck <<his>> ass, <<his>> ejaculate spraying on <<his>> own stomach. "That feels so good."
<<case 4 5>>
<<He>> whimpers as you pound <<his>> ass, moaning in pleasure as <<he>> ejaculates on the ground. You roll off <<him>>.
<<case 6 7>>
<<He>> sighs as <<he>> ejaculates onto <<his>> own chest. "That was great; when can we do it again?"
<</switch>>
<<elseif ($NPCList[_nn].penis is "otheranusfrot" or $NPCList[_nn].penis is "otheranusentrance" or $NPCList[_nn].penis is "otheranusimminent") and playerChastity("penis")>>
<<He>> gasps as <<he>> cums onto your $worn.genitals.name. "Isn't that uncomfortable?" <<he>> asks. "Do they make softer ones?"
<<elseif $NPCList[_nn].penis is "otheranusfrot" or $NPCList[_nn].penis is "otheranusentrance" or $NPCList[_nn].penis is "otheranusimminent">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> noisily cums as you fuck <<his>> cheeks, grabbing your ass from behind and grinding your cock against <<his>> ass to finish.
<<case 4 5>>
<<He>> moans as you rub against <<his>> anus and ejaculates on the ground. <<He>> smiles contentedly.
<<case 6 7>>
<<He>> sighs as <<he>> ejaculates onto <<his>> own chest.
<</switch>>
<<elseif $NPCList[_nn].penis is "penis" and playerChastity("penis")>>
<<He>> gasps as <<he>> shoots <<his>> cum over your $worn.genitals.name. <<He>> strokes your face. "You're so cute."
<<elseif $NPCList[_nn].penis is "penis">>
<<He>> cums as you knead your <<penises>> together, moaning with pleasure. "That was fun."
<<elseif $NPCList[_nn].penis is "penisentrance" or $NPCList[_nn].penis is "penisimminent">>
<<if playerChastity("penis")>>
<<He>> gasps as <<he>> shoots <<his>> cum over your $worn.genitals.name. <<He>> strokes your face. "You're so cute."
<<else>>
<<He>> cums before <<he>> can frot your <<penis>>. <<His>> Semen coats your cock and tummy. <<He>> smiles contentedly.
<</if>>
<!-- Special case male PC being orally serviced by male NPC with no other contact -->
<<elseif $NPCList[_nn].mouth is "penis">>
<<switch random(1, 5)>>
<<case 1 2 3>>
<<He>> cums as you fuck <<his>> mouth, gasping against your cock. "That was so much fun!"
<<case 4 5>>
<<He>> cums on the ground as you fuck <<his>> mouth. You stop and pet <<his>> head.
<</switch>>
<<elseif $NPCList[_nn].penis is "othermouth">>
<<He>> shakes with arousal as <<he>> cums, wiping <<his>> wet face clean on your body.
<</if>>
<<if $NPCList[_nn].penis isnot "none" and !$NPCList[_nn].penisdesc.includes("strap-on") and _condomResult is "leaked">>
Despite wearing a condom, it was too damaged to stop the cum.
<</if>>
<br><br>
<<else>><!-- There should be non non-consensual Robin events -->
<<He>> cries out as <<he>> orgasms. <<He>> stops moving save for ragged breathing.
<</if>>
<br><br>
<!-- No finishing moves for Robin. It would be out of character given size and personality -->
<</widget>><<widget "ejaculation-sydney">>
<<set $ejaculating to 1>>
<!-- Changing rows to future-proof the code: from $NPCList[_nn] to $NPCList[_nn], _nn being the main ejaculation loop handler -->
<<run statusCheck("Sydney")>>
<!-- Female SYDNEY -->
<<if $NPCList[_nn].vagina isnot "none" and $NPCList[_nn].penis is "none">>
<<if $consensual is 1>>
<<if $NPCList[_nn].vagina is "mouthentrance" or $NPCList[_nn].vagina is "mouth" or $NPCList[_nn].vagina is "mouthimminent">>
<<if random(1)>>
<<He>> lets out a gasp as <<he>> finishes, <<his>> legs instinctively wrapping around your head and neck for a moment.
<<else>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<He>> goes red in the face, mouth covered as <<he>> cums silently, <<his>> body twitching uncontrollably.
<<case "corrupt" "corruptLust">>
<<He>> grabs the back of your head in <<his>> hands and grinds <<his>> clit against your nose as <<he>> reaches climax.
<<default>>
<<He>> moans and rubs <<his>> <<sydneyGenitals>> against your face with <<his>> hips, <<his>> thighs shaking with orgasm.
<</switch>>
<</if>>
<br><br>
<<elseif $NPCList[_nn].vagina is "leftarm">>
<<if random(1)>>
<<He>> tightly grabs your arm and pulls you closer as <<he>> convulses in pleasure. You can feel <<his>> rapid heartbeat and breathing.
<<else>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<He>> goes red in the face, mouth covered as <<he>> cums silently, <<his>> <<sydneyGenitals>> spasming against your hand.
<br><br>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "goo">>
<<case "corrupt" "corruptLust">>
<<He>> lets out a final moan, grabbing your hand and fucking <<his>> <<sydneyGenitals>> with your fingers. They're soaked in ejaculate.
<br><br>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "goo">>
<<default>>
<<He>> sighs as you finish with <<his>> pussy, shaking <<his>> slim thighs together against your hand as <<his>> body convulses.
<br><br>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "goo">>
<</switch>>
<</if>>
<<elseif $NPCList[_nn].vagina is "rightarm">>
<<if random(1)>>
<<He>> tightly grabs your hand as <<he>> convulses in pleasure. <<takeHandholdingVirginity "Sydney" "romantic">>
<<else>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<He>> goes red in the face and neck, mouth covered as <<he>> cums silently, <<his>> <<sydneyGenitals>> spasming against your hand.
<br><br>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "goo">>
<<case "corrupt" "corruptLust">>
<<He>> lets out a final moan, grabbing your hand and fucking <<his>> <<sydneyGenitals>> with your fingers. They're soaked in ejaculate.
<br><br>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "goo">>
<<default>>
<<He>> sighs as you finish with <<his>> pussy, shaking <<his>> slim thighs together against your hand as <<his>> body convulses.
<br><br>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "goo">>
<</switch>>
<</if>>
<<elseif $NPCList[_nn].vagina is "lefthand" or $NPCList[_nn].vagina is "righthand">>
<<if random(1)>>
<<He>> tightly grabs your arm and pulls you closer as <<he>> convulses in pleasure. You can feel <<his>> rapid heartbeat and breathing.
<<else>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<He>> sighs as <<he>> cums, releasing you and pulling back <<his>> hand. <<He>> rubs <<his>> juices between <<his>> fingers curiously.
<<case "corrupt" "corruptLust">>
<<He>> screams as <<he>> cums, soaking <<his>> own pussy and thighs in ejaculate. "Well, that's a little embarrassing..."
<<default>>
<<He>> moans loudly and shakes, dripping ejaculate on the ground. <<He>> rubs <<his>> juices between <<his>> fingers curiously.
<</switch>>
<</if>>
<br><br>
<<elseif $NPCList[_nn].vagina is "leftDildo">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> ?orgasmMoans as <<his>> body convulses, <<his>> thighs trembling against your $currentSexToyLeft.name.
<<case 3 4>>
<<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your $currentSexToyLeft.name.
<<case 5>>
<<He>> ?orgasmMoans and grasps your arm as your $currentSexToyLeft.name brings <<him>> to orgasm. <<His>> juices soak your $currentSexToyLeft.name.
<</switch>>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "goo">>
<<elseif $NPCList[_nn].vagina is "rightDildo">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> ?orgasmMoans as <<his>> body convulses, <<his>> thighs trembling against your $currentSexToyRight.name.
<<case 3 4>>
<<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your $currentSexToyRight.name.
<<case 5>>
<<He>> ?orgasmMoans and grasps your arm as your $currentSexToyRight.name brings <<him>> to orgasm. <<His>> juices soak your $currentSexToyRight.name.
<</switch>>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "goo">>
<<elseif $NPCList[_nn].vagina is "leftDildoAnus">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> ?orgasmMoans as <<his>> body convulses, <<his>> thighs trembling against your $currentSexToyLeft.name.
<<case 3 4>>
<<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your $currentSexToyLeft.name.
<<case 5>>
<<He>> ?orgasmMoans and grasps your arm as your $currentSexToyLeft.name brings <<him>> to orgasm.
<</switch>>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>>
<<elseif $NPCList[_nn].vagina is "rightDildoAnus">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> ?orgasmMoans as <<his>> body convulses, <<his>> thighs trembling against your $currentSexToyRight.name.
<<case 3 4>>
<<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your $currentSexToyRight.name.
<<case 5>>
<<He>> ?orgasmMoans and grasps your arm as your $currentSexToyRight.name brings <<him>> to orgasm.
<</switch>>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>>
<<elseif $NPCList[_nn].vagina is "feet">>
<<if random(1)>>
<<He>> lets out a long breath as <<he>> climaxes and shakes against your foot.
<br><br>
<<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "goo">>
<<else>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<He>> clasps <<his>> mouth shut with <<his>> hands, twitching underneath your feet and cumming between your toes. <<He>> falls back, breathing heavily.
<br><br>
<<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "goo">>
<<case "corrupt" "corruptLust">>
<<He>> moans as you knead <<his>> pussy<<if _sydneyChastity>> through <<his>> chastity belt, falling back<<else>>, jamming your toes inside with <<his>> hands<</if>> as <<he>> finishes cumming.
<br><br>
<<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "goo">>
<<default>>
<<He>> shakes bodily as <<he>> cums, twitching underneath your feet and cumming between your toes.
<br><br>
<<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "goo">>
<</switch>>
<</if>>
<<elseif $NPCList[_nn].vagina is "vagina" and playerChastity("vagina")>>
<<He>> gasps as <<he>> cums against your $worn.genitals.name.
<<if _sydneyChastity>>
"How can it still feel so good through two devices?" <<he>> asks.
<<else>>
"It's not fair..." <<he>> pouts, glaring at your $worn.genitals.name.
<</if>>
<br><br>
<<elseif $NPCList[_nn].vagina is "vagina" and _sydneyChastity>>
<<He>> moans loudly as <<he>> climaxes. "Hmph," <<he>> pouts, giving <<his>> chastity belt a useless tug.
<<elseif $NPCList[_nn].vagina is "vagina">>
<<if random(1)>>
<<He>> wraps <<his>> arms around you as <<he>> finishes, and you hold each other tightly as you continue to grind together. You only slow down once <<hes>> done shaking.
<<else>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<if _sydneyChastity>>
<<He>> cums as you scissor your <<pussy>> against <<his>> chastity belt.
<<else>>
<<He>> cums as you scissor your pussies together, moaning with pleasure.
<</if>>
<<case "corrupt" "corruptLust">>
<<He>> moans as <<he>> grinds downs hard on your <<pussy>> to finish, legs shaking as <<he>> cums.
<<default>>
<<He>> moans loudly, cupping <<his>> hands under your shoulders as <<his>> entire body shakes.
<</switch>>
<</if>>
<br><br>
<<elseif $NPCList[_nn].vagina is "othermouth">>
<<if random(1)>>
<<He>> shudders in pleasure beneath you, before gasping as <<he>> pulls <<his>> head away from your <<pussy>>.
<br><br>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "goo">>
<<else>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<He>> shudders with pleasure, exhaling warmly against your crotch as <<he>> cums, leaving you wet with saliva and your own fluids.
<br><br>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "goo">>
<<case "corrupt" "corruptLust">>
<<He>> quietly ejaculates, shaking as <<he>> grinds <<his>> nose into your crotch and giving you a long, final, wet lick.
<br><br>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "goo">>
<<default>>
<<He>> moans into your crotch as <<he>> cums, pinching <<his>> hands between <<his>> thighs and buckling over, ejaculate streaming down <<his>> thighs.
<br><br>
<</switch>>
<</if>>
<!-- following appear to be Male PC to Female Antagonist only? -->
<<elseif $NPCList[_nn].vagina is "otheranus" and playerHasStrapon()>>
<<if random(1)>>
<<He>> arches <<his>> back and moans out loud as you fuck <<him>> to climax.
<br><br>
<<else>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<He>> quietly orgasms, shaking as <<he>> instinctively grinds <<his>> ass against you. <<He>> places a hand on <<his>> belly. "The toy... it felt so good inside me..."
<br><br>
<<case "corrupt" "corruptLust">>
<<He>> moans and bucks into your crotch as <<he>> cums. <<He>> giggles. "Hah... still... pure? Oh, who am I kidding..."
<br><br>
<<default>>
<<He>> shakes as <<he>> cums, driving <<his>> ass hard against your $worn.under_lower.name as <<he>> releases a final moan.
<br><br>
<</switch>>
<</if>>
<<elseif $NPCList[_nn].vagina is "otheranus" and playerChastity("penis")>>
<<He>> gasps as <<he>> cums against your $worn.genitals.name.
<<if _sydneyChastity>>
"How can it still feel so good through two devices?" <<he>> asks.
<<else>>
"It's not fair..." <<he>> pouts, glaring at your $worn.genitals.name.
<</if>>
<br><br>
<<elseif $NPCList[_nn].vagina is "otheranus">>
<<if random(1)>>
<<He>> arches <<his>> back and moans out loud as you fuck <<him>> to climax.
<br><br>
<<else>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<He>> quietly ejaculates, shaking as <<he>> instinctively grinds <<his>> ass against you. <<He>> places a hand on <<his>> belly. "It... it feels so full..." <<if $internalejac>><<npcincr Sydney purity -5>><<llspurity>><<else>><<npcincr Sydney purity -2>><<lspurity>><</if>>
<br><br>
<<case "corrupt" "corruptLust">>
<<He>> moans and bucks into your crotch as <<he>> cums. <<He>> giggles. "Hah... still... pure? Oh, who am I kidding..." <<if $internalejac>><<npcincr Sydney purity -5>><<llspurity>><<else>><<npcincr Sydney purity -2>><<lspurity>><</if>>
<br><br>
<<default>>
<<He>> shakes as <<he>> cums, driving <<his>> ass hard against you as <<he>> releases a final moan. <<if $internalejac>><<npcincr Sydney purity -5>><<llspurity>><<else>><<npcincr Sydney purity -2>><<lspurity>><</if>>
<br><br>
<</switch>>
<</if>>
<<elseif $NPCList[_nn].vagina is "penis" and playerHasStrapon()>>
<<if random(1)>>
<<He>> arches <<his>> back and moans out loud as you fuck <<him>> to climax.
<br><br>
<<else>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<He>> wraps <<his>> arms around you as <<he>> cums, instinctively bouncing against your $worn.under_lower.name as <<he>> shudders with pleasure.
<br><br>
<<bodyliquid "penis" "goo">>
<<case "corrupt" "corruptLust">>
<<He>> sighs as <<he>> cums, reddening and going into a full body convulsion.
<br><br>
<<bodyliquid "penis" "goo">>
<<default>>
<<He>> cries out and bucks on your lap as <<he>> cums.
<br><br>
<<bodyliquid "penis" "goo">>
<</switch>>
<</if>>
<<elseif $NPCList[_nn].vagina is "penis">>
<<if random(1)>>
<<He>> arches <<his>> back and moans out loud as you fuck <<him>> to climax. <<if $internalejac>><<He>> pats <<his>> belly. "It feels so warm." <<npcincr Sydney purity -5>><<llspurity>><<set $daily.sydney.sydneyCum to true>><<else>><<npcincr Sydney purity -2>><<lspurity>><</if>>
<br><br>
<<else>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<He>> wraps <<his>> arms around you as <<he>> cums, instinctively bouncing against your cock as <<he>> shudders with pleasure. <<if $internalejac and $pregnancyspeechdisable is "f">><<He>> pats <<his>> belly. "Am... am I gonna have a baby?" <<npcincr Sydney purity -5>><<llspurity>><<set $daily.sydney.sydneyCum to true>><<else>><<npcincr Sydney purity -2>><<lspurity>><</if>>
<br><br>
<<ejacstat>><<set $hygiene += 500>><<bodyliquid "penis" "goo">>
<<case "corrupt" "corruptLust">>
<<He>> sighs as <<he>> cums, reddening and going into a full body convulsion. <<if $internalejac>><<if $pregnancyspeechdisable is "f">><<He>> pats <<his>> belly. "Keep this up and I'll get pregnant for sure."<</if>> <<npcincr Sydney purity -5>><<llspurity>><<set $daily.sydney.sydneyCum to true>><<else>><<npcincr Sydney purity -2>><<lspurity>><</if>>
<br><br>
<<ejacstat>><<set $hygiene += 500>><<bodyliquid "penis" "goo">>
<<default>>
<<He>> cries out and bucks on your lap as <<he>> cums. <<if $internalejac and $pregnancyspeechdisable is "f">><<He>> pats <<his>> belly. "W-well, <<sydneyMum>> always said <<nnpc_he "Sirris">> wanted grandkids..." <<npcincr Sydney purity -5>><<llspurity>><<set $daily.sydney.sydneyCum to true>><<else>><<npcincr Sydney purity -2>><<lspurity>><</if>>
<br><br>
<<ejacstat>><<set $hygiene += 500>><<bodyliquid "penis" "goo">>
<</switch>>
<</if>>
<<elseif ($NPCList[_nn].vagina is "penisimminent" or $NPCList[_nn].vagina is "penisentrance") and playerChastity("penis")>>
<<He>> gasps as <<he>> cums against your $worn.genitals.name.
<<if _sydneyChastity>>
"How can it still feel so good through two devices?" <<he>> asks.
<<else>>
"It's not fair..." <<he>> pouts, glaring at your $worn.genitals.name.
<</if>>
<br><br>
<<elseif ($NPCList[_nn].vagina is "penisimminent" or $NPCList[_nn].vagina is "penisentrance") and _sydneyChastity>>
<<He>> grabs at <<his>> chastity belt in desperation as <<he>> hits climax. <<He>> lets out several frustrated sounds, but quickly composes <<himself>>.
<<elseif $NPCList[_nn].vagina is "penisimminent" or $NPCList[_nn].vagina is "penisentrance">>
<<He>> cums on your <<penis>> as you rub against the entrance, and <<he>> moans with pleasure.
<br><br>
<<elseif ($NPCList[_nn].vagina is "otheranusfrot" or $NPCList[_nn].vagina is "otheranusentrance") and playerChastity("penis")>>
<<He>> gasps as <<he>> cums against your $worn.genitals.name.
<<if _sydneyChastity>>
"How can it still feel so good through two devices?" <<he>> asks.
<<else>>
"It's not fair..." <<he>> pouts, glaring at your $worn.genitals.name.
<</if>>
<br><br>
<<elseif ($NPCList[_nn].vagina is "otheranusfrot" or $NPCList[_nn].vagina is "otheranusentrance") and C.npc.Sydney.chastity.anus.includes("shield")>>
<<He>> grabs at <<his>> chastity belt in desperation as <<he>> hits climax. <<He>> lets out several frustrated sounds, but quickly composes <<himself>>.
<<elseif $NPCList[_nn].vagina is "otheranusfrot" or $NPCList[_nn].vagina is "otheranusentrance">>
<<He>> bucks <<his>> ass against your cock as <<he>> cums, body shaking involuntarily.
<br><br>
<<elseif $NPCList[_nn].vagina is "frot" and playerChastity("penis")>>
<<He>> gasps as <<he>> cums against your $worn.genitals.name.
<<if _sydneyChastity>>
"How can it still feel so good through two devices?" <<he>> asks.
<<else>>
"It's not fair..." <<he>> pouts, glaring at your $worn.genitals.name.
<</if>>
<br><br>
<<elseif $NPCList[_nn].vagina is "frot">>
<<He>> grinds <<his>> <<sydneyGenitals>> hard against your cock as <<he>> cums. <<He>> covers <<his>> blush, but you think <<hes>> smiling.
<br><br>
<<ejacstat>><<set $hygiene += 500>><<bodyliquid "penis" "goo">>
<!-- Special case male PC with female NPC -->
<<elseif $NPCList[_nn].mouth is "penis" and playerHasStrapon()>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust" "neutral" "neutralLust">>
<<He>> cums as you fuck <<his>> mouth. <<His>> eyes widen, and <<he>> slowly pulls away, letting out a gasp as <<his>> mouth is freed. "It tasted so funny..." <<he>> giggles.
<br><br>
<<case "corrupt" "corruptLust">>
<<He>> cums as you fuck <<his>> mouth, leaving your <<penis>> a mess. <<He>> swallows your <<penis>> until <<he>> gags, then comes up for air. "This is so silly," <<he>> giggles.
<br><br>
<</switch>>
<<elseif $NPCList[_nn].mouth is "penis">>
<<switch _sydneyStatus>>
<<case "pure" "pureLust" "neutral" "neutralLust">>
<<He>> cums as you fuck <<his>> mouth. <<His>> eyes widen, and <<he>> slowly pulls away, letting out a gasp as <<his>> mouth is freed. <<if $internalejac>><<He>> hesitantly swallows your semen.<</if>> "It tasted so funny..." <<he>> giggles. <<if $internalejac>><<npcincr Sydney purity -2>><<lspurity>><</if>>
<br><br>
<<case "corrupt" "corruptLust">>
<<He>> cums as you fuck <<his>> mouth, leaving your <<penis>> a mess. <<if $internalejac>><<He>> opens <<his>> mouth, showing you your fresh load, before closing <<his>> mouth and swallowing. When <<he>> opens it again, your semen is gone. "Thanks for the meal," <<he>> giggles. <<npcincr Sydney purity -2>><<lspurity>><<else>>"You're so tasty," <<he>> giggles.<</if>>
<br><br>
<</switch>>
<<else>>
<<He>> convulses in orgasmic bliss.
<br><br>
<</if>>
<<else>>
<<if !_sydneyStatus.includes("corrupt") and $NPCList[_nn].vagina isnot "none">>
<<He>> backs away, dazed and confused at what you've done.
<br><br>
<<elseif $NPCList[_nn].vagina is "footjob">>
<<switch random(1, 5)>>
<<case 1 2 3>>
<<He>> gasps as <<he>> cums. Recovering, <<he>> smiles and stands over you, your <<lewdness>> on display below <<him>>. "If you'd just let me have my fun, I could use more than my foot!"
<br><br>
<<case 4 5>>
<<He>> laughs as <<he>> cums, removing <<his>> foot from your crotch. "I feel so in-control now. You've really opened my eyes."
<br><br>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">>
<</switch>>
<<elseif $NPCList[_nn].vagina is "vagina" and playerChastity("vagina")>>
<<He>> gasps as <<he>> cums against your $worn.genitals.name.
<<if _sydneyChastity>>
"I'll break both of these things one day," <<he>> says.
<<else>>
"Fucking sextease," <<he>> pouts, glaring at your $worn.genitals.name.
<<if $bodywritingLvl gte 2>>
<<sydneyBodywritingLocation>><<if _writingFail isnot 1>><<He>> uncaps a marker, quickly writing something on your <<bodypart _bodypart>> before you can react. Your <<bodypart _bodypart>> now reads: <<sydneyBodywriting stupid_little_fucking_sextease_bitch_fucker>><</if>>
<</if>>
<</if>>
<br><br>
<<elseif $NPCList[_nn].vagina is "vagina">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> groans as <<he>> cums, dragging <<his>> wet pussy across your ass and thighs.
<br><br>
<<case 3 4>>
<<He>> moans as <<he>> digs <<his>> nails into your shoulders and grinds downs hard on your <<pussy>>. You're surprised by <<his>> strength.
<br><br>
<<case 5>>
<<He>> screams, grabbing you by the hair and mashing <<his>> entire body against yours. Ejaculate streams from <<his>> pussy, drenching you.
<br><br>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "goo">>
<</switch>>
<<elseif $NPCList[_nn].vagina is "othermouth">>
<<He>> shakes with arousal as <<he>> cums, wiping <<his>> wet face clean on your stomach.
<br><br>
<<elseif $NPCList[_nn].vagina is "lefthand" or $NPCList[_nn].vagina is "righthand">>
<<He>> moans as <<he>> cums. <<He>> grabs you by the hair and pulls <<his>> face close. You're surprised by <<his>> strength. "One of these days, I'm going to break you until you're a drooling mess."
<br><br>
<<elseif $NPCList[_nn].vagina is "mouthentrance" or $NPCList[_nn].vagina is "mouth" or $NPCList[_nn].vagina is "mouthimminent">>
<<He>> groans and cups your head, grinding <<his>> clit against your nose as <<his>> thighs shake with orgasm.
<br><br>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">>
<!-- following appear to be Male PC to Female Antagonist only? -->
<<elseif $NPCList[_nn].vagina is "otheranus" and playerHasStrapon()>>
<<He>> shakes as <<he>> cums, reaching back and digging <<his>> nails into your thighs as <<he>> releases a final moan.
<br><br>
<<elseif $NPCList[_nn].vagina is "otheranus">>
<<He>> shakes as <<he>> cums, reaching back and digging <<his>> nails into your thighs as <<he>> releases a final moan. <<if $internalejac>><<He>> pats <<his>> belly. "Much better." <<npcincr Sydney purity -5>><<llspurity>><<else>> <<He>> looks irritated and manic. "I wanted you to cum inside! Did I not go hard enough?!" <<npcincr Sydney purity -2>><<lspurity>><</if>>
<br><br>
<<elseif $NPCList[_nn].vagina is "penis" and playerHasStrapon()>>
<<He>> digs <<his>> fingers into your shoulders as <<he>> cums, driving <<his>> pussy down hard against your cock as <<he>> shudders with pleasure.
<br><br>
<<elseif $NPCList[_nn].vagina is "penis">>
<<He>> digs <<his>> fingers into your shoulders as <<he>> cums, driving <<his>> pussy down hard against your cock as <<he>> shudders with pleasure. <<if $internalejac and $pregnancyspeechdisable is "f">><<He>> pats <<his>> belly. "If I keep doing this, I'll get your baby for sure." <<npcincr Sydney purity -5>><<llspurity>><<set $daily.sydney.sydneyCum to true>><<else>> <<He>> looks irritated and manic. "I wanted you to cum inside! Did I not go hard enough?!" <<npcincr Sydney purity -2>><<lspurity>><</if>>
<br><br>
<<elseif ($NPCList[_nn].vagina is "penisimminent" or $NPCList[_nn].vagina is "penisentrance") and playerChastity("penis")>>
<<He>> gasps as <<he>> cums against your $worn.genitals.name.
<<if _sydneyChastity>>
"I'll break both of these things one day," <<he>> says. "I need you inside me."
<<else>>
"Fucking cocktease," <<he>> pouts, glaring at your $worn.genitals.name.
<<if $bodywritingLvl gte 2>>
<<sydneyBodywritingLocation>><<if _writingFail isnot 1>><<He>> uncaps a marker, quickly writing something on your <<bodypart _bodypart>> before you can react. Your <<bodypart _bodypart>> now reads: <<sydneyBodywriting stupid_little_fucking_sextease_bitch_fucker>><</if>>
<</if>>
<</if>>
<br><br>
<<elseif $NPCList[_nn].vagina is "penisimminent" or $NPCList[_nn].vagina is "penisentrance">>
<<if !playerHasStrapon()>>
<<He>> moans as <<he>> cums on your throbbing cock. <<He>> looks angry.
<<else>>
<<He>> moans as <<he>> cums on your $worn.under_lower.name. <<He>> looks angry.
<</if>>
<<if _sydneyChastity>>
"I'll break this thing one day," <<he>> says. "I need you inside me."
<<else>>
"Fucking cocktease," <<he>> pouts. "Why didn't you fuck me?"
<<if $bodywritingLvl gte 2>>
<<sydneyBodywritingLocation>><<if _writingFail isnot 1>><<He>> uncaps a marker, quickly writing something on your <<bodypart _bodypart>> before you can react. Your <<bodypart _bodypart>> now reads: <<sydneyBodywriting stupid_little_fucking_sextease_bitch_fucker>><</if>>
<</if>>
<</if>>
<br><br>
<<elseif ($NPCList[_nn].vagina is "otheranusfrot" or $NPCList[_nn].vagina is "otheranusentrance") and playerChastity("penis")>>
<<He>> gasps as <<he>> cums against your $worn.genitals.name.
<<if _sydneyChastity>>
"I'll break both of these things one day," <<he>> says. "I need you inside me."
<<else>>
"Fucking cocktease," <<he>> pouts, glaring at your $worn.genitals.name.
<<if $bodywritingLvl gte 2>>
<<sydneyBodywritingLocation>><<if _writingFail isnot 1>><<He>> uncaps a marker, quickly writing something on your <<bodypart _bodypart>> before you can react. Your <<bodypart _bodypart>> now reads: <<sydneyBodywriting stupid_little_fucking_sextease_bitch_fucker>><</if>>
<</if>>
<</if>>
<br><br>
<<elseif $NPCList[_nn].vagina is "otheranusfrot" or $NPCList[_nn].vagina is "otheranusentrance">>
<<He>> swivels <<his>> ass against your cock as <<he>> cums.
<<if _sydneyChastity>>
"I'll break this thing one day," <<he>> says. "I need you inside me."
<<else>>
"Fucking cocktease," <<he>> pouts. "Why didn't you fuck me?"
<<if $bodywritingLvl gte 2>>
<<sydneyBodywritingLocation>><<if _writingFail isnot 1>><<He>> uncaps a marker, quickly writing something on your <<bodypart _bodypart>> before you can react. Your <<bodypart _bodypart>> now reads: <<sydneyBodywriting stupid_little_fucking_sextease_bitch_fucker>><</if>>
<</if>>
<</if>>
<br><br>
<<elseif $NPCList[_nn].vagina is "frot" and playerChastity("penis")>>
<<He>> gasps as <<he>> cums against your $worn.genitals.name.
<<if _sydneyChastity>>
"I'll break both of these things one day," <<he>> says.
<<else>>
"Fucking sextease," <<he>> pouts, glaring at your $worn.genitals.name.
<<if $bodywritingLvl gte 2>>
<<sydneyBodywritingLocation>><<if _writingFail isnot 1>><<He>> uncaps a marker, quickly writing something on your <<bodypart _bodypart>> before you can react. Your <<bodypart _bodypart>> now reads: <<sydneyBodywriting stupid_little_fucking_sextease_bitch_fucker>><</if>>
<</if>>
<</if>>
<br><br>
<<elseif $NPCList[_nn].vagina is "frot">>
<<He>> grinds <<his>> clit hard against your cock as <<he>> cums. "Fucking cocktease," <<he>> pouts. "Why didn't you fuck me?"
<<if $bodywritingLvl gte 2>>
<<sydneyBodywritingLocation>><<if _writingFail isnot 1>><<He>> uncaps a marker, quickly writing something on your <<bodypart _bodypart>> before you can react. Your <<bodypart _bodypart>> now reads: <<sydneyBodywriting stupid_little_fucking_sextease_bitch_fucker>><</if>>
<</if>>
<br><br>
<!-- Special case male PC with female NPC -->
<<elseif $NPCList[_nn].mouth is "penis">>
<<if !playerHasStrapon()>>
<<He>> cums as you fuck <<his>> mouth, pushing away as <<he>> gasps for air. "Almost bit you. Sorry."
<<else>>
<<He>> cums as you fuck <<his>> mouth, pushing away as <<he>> gasps for air. "This was fun."
<</if>>
<br><br>
<<else>>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> trembles with orgasm. Pulling your face close, <<he>> says, "You belong to me. And I belong to you."
<br><br>
<<case 4 5 6>>
<<He>> sighs quietly as <<he>> cums, stroking your back. "Being in control is so much more fun."
<br><br>
<<case 7>>
<<He>> rapidly rubs <<his>> clit and screams as <<he>> cums. "I can't control myself when I'm with you."
<br><br>
<</switch>>
<</if>>
<</if>>
<</if>>
<!-- Male SYDNEY -->
<<if _condomResult is "leaked">>
<span class="red">The condom broke.</span>
<<elseif _condomResult is "burst">>
<span class="red">The tip of the condom bursts and rips, exposing the head of <<his>> penis.</span>
<</if>>
<<if $consensual is 1>>
<<if _condomResult is "contained">>
<<genericCondomEjaculation>>
<<elseif npcHasStrapon(_nn)>>
<<He>> moans and shivers in orgasmic bliss, grinding the strap-on against <<his>> genitals.
<<elseif $NPCList[_nn].penis is "idle">>
<<He>> groans as a wet patch forms on <<his>> trousers. You giggle at the sight.
<br><br>
<<elseif $NPCList[_nn].penis is "thighs">>
<<if random(1)>>
<<He>> moans as <<he>> cums, ejaculating a massive load that covers your thighs and tummy.
<br><br>
<<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<tummyejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<else>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<He>> instinctively bucks <<his>> hips as <<he>> moans in bliss, shooting semen onto your thighs.
<br><br>
<<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<case "corrupt" "corruptLust">>
<<He>> grabs your legs, pushing <<his>> crotch hard into yours as <<he>> cums, ejaculating onto your tummy.
<br><br>
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<default>>
<<He>> shakes as <<he>> cums, pulling <<his>> cock out and ejaculating onto the backs of your thighs.
<br><br>
<<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<</switch>>
<</if>>
<<elseif $NPCList[_nn].penis is "vaginaentrance" and playerChastity("vagina")>>
<<He>> gasps as <<he>> cums onto your $worn.genitals.name.
<<if _sydneyChastity>>
"How can it still feel so good through two devices?" <<he>> asks.
<<else>>
"It's not fair..." <<he>> pouts, glaring at your $worn.genitals.name.
<</if>>
<br><br>
<<elseif $NPCList[_nn].penis is "vaginaentrance" and _sydneyChastity>>
<<He>> cums into <<his>> chastity belt, unable to penetrate you. <<He>> makes a few frustrated noises, but quickly composes <<himself>>.
<br><br>
<<elseif $NPCList[_nn].penis is "vaginaentrance">>
<<if random(1)>>
<<He>> moans as <<he>> cums, sending thick ropes of semen onto your <<pussy>> and ass.
<br><br>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>>
<<else>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<He>> covers <<his>> mouth as <<he>> ejaculates onto your <<pussy>>, sending white streams of semen running down your cunt.
<br><br>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<case "corrupt" "corruptLust">>
<<He>> holds you still by the hips with one hand and ejaculates onto your <<pussy>>. Semen coats your outer lips and pools around your legs.
<br><br>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<default>>
<<He>> moans as <<he>> cums, sending thick ropes of semen onto your <<pussy>> and ass.
<br><br>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<</switch>>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>>
<</if>>
<<elseif $NPCList[_nn].penis is "vaginaimminent" and playerChastity("vagina")>>
<<He>> gasps as <<he>> cums onto your $worn.genitals.name.
<<if _sydneyChastity>>
"How can it still feel so good through two devices?" <<he>> asks.
<<else>>
"It's not fair..." <<he>> pouts, glaring at your $worn.genitals.name.
<</if>>
<br><br>
<<elseif $NPCList[_nn].penis is "vaginaimminent" and _sydneyChastity>>
<<He>> cums into <<his>> chastity belt, unable to penetrate you. <<He>> makes a few frustrated noises, but quickly composes <<himself>>.
<<elseif $NPCList[_nn].penis is "vaginaimminent">>
<<if random(1)>>
<<He>> moans as <<he>> cums, sending thick ropes of semen onto your <<pussy>> and ass.
<br><br>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>>
<<else>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<He>> instinctively pulls away before <<he>> can ejaculate onto your <<pussy>>. <<He>> breathes heavily.
<br><br>
<<case "corrupt" "corruptLust">>
<<He>> cums before <<he>> can penetrate your <<pussy>>, ejaculating on the outside. Semen coats your outer lips and tummy. <<He>> seems disappointed.
<br><br>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<default>>
<<He>> slowly lets out a held breath as <<he>> cums on your <<pussy>>.
<br><br>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<</switch>>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>>
<</if>>
<<elseif $NPCList[_nn].penis is "vagina">>
<<set $daily.sydney.cum to true>>
<<if random(1)>>
<<He>> arches <<his>> back and moans out loud as you fuck <<him>> to climax. <<He>> pats your belly. "Was it good for you, too?" <<npcincr Sydney purity -5>><<llspurity>>
<br><br>
<<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human"}`>>
<<else>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<He>> wraps <<his>> arms around you as <<he>> cums, instinctively thrusting deep into you as <<he>> shudders with pleasure.
<<if $pregnancyspeechdisable is "f">>
"Are... are you gonna have a baby?"
<<else>>
"Was it good for you, too?"
<</if>>
<<npcincr Sydney purity -5>><<llspurity>>
<br><br>
<<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">>
<<case "corrupt" "corruptLust">>
<<He>> convulses and grinds down on your crotch as <<he>> cums, sending thick waves of cum into your <<pussy>>. Semen oozes from your vagina and down your legs. <<He>> pats your belly.
<<if $pregnancyspeechdisable is "f">>
"Hah... think I just knocked you up?"
<<else>>
"Was it good for you, too?"
<</if>>
<br><br>
<<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">>
<<vaginalejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<default>>
<<He>> quiets and grabs your shoulders, pulling you onto <<his>> cock as <<he>> cums. Semen fills your <<pussy>>, leaving you breathless. <<He>> pats your belly.
<<if $pregnancyspeechdisable is "f">>
"Well, <<sydneyMum>> did say <<nnpc_he "Sirris">> wanted grandkids..."
<<else>>
"Was it good for you too?"
<</if>>
<br><br>
<<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">>
<</switch>>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human"}`>>
<</if>>
<<elseif $NPCList[_nn].penis is "cheeks" and playerChastity()>>
<<He>> gasps as <<he>> cums onto your $worn.genitals.name.
<<if _sydneyChastity>>
"How can it still feel so good through two devices?" <<he>> asks.
<<else>>
"It's not fair..." <<he>> pouts, glaring at your $worn.genitals.name.
<</if>>
<br><br>
<<elseif $NPCList[_nn].penis is "cheeks">>
<<if random(1)>>
<<He>> lets out a long breath as <<he>> cums between your cheeks.
<br><br>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<else>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<He>> shakes as <<he>> cums, withdrawing <<his>> cock from your cheeks and ejaculating onto your ass.
<br><br>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case "corrupt" "corruptLust">>
<<He>> squeezes your cheeks together and grunts as <<he>> cums, sending out massive load that covers your ass and drips down your crotch. <<He>> seems proud of <<himself>>.
<br><br>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>>
<<default>>
<<He>> grabs your thighs, pushing <<his>> crotch hard against your ass and ejaculating between your cheeks.
<br><br>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<</switch>>
<</if>>
<<elseif $NPCList[_nn].penis is "anusentrance" and playerChastity("anus")>>
<<He>> gasps as <<he>> cums onto your $worn.genitals.name.
<<if _sydneyChastity>>
"How can it still feel so good through two devices?" <<he>> asks.
<<else>>
"It's not fair..." <<he>> pouts, glaring at your $worn.genitals.name.
<</if>>
<br><br>
<<elseif $NPCList[_nn].penis is "anusentrance" and _sydneyChastity>>
<<He>> cums into <<his>> chastity belt, unable to penetrate you. <<He>> makes a few frustrated noises, but quickly composes <<himself>>.
<br><br>
<<elseif $NPCList[_nn].penis is "anusentrance">>
<<if random(1)>>
<<He>> lets out a long breath as <<he>> cums between your cheeks.
<br><br>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<else>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<He>> covers <<his>> mouth and quietly ejaculates onto your ass. You feel warm semen dripping down your bottom.
<br><br>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case "corrupt" "corruptLust">>
<<He>> palms your asscheek with one hand and strokes <<his>> cock with the other, ejaculating onto your bottom. Semen drips down your butt and into your crack.
<br><br>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<default>>
<<He>> grabs your thighs, pushing <<his>> crotch hard against your ass and ejaculating between your cheeks, sending thick ropes of semen onto your ass and down your crotch.
<br><br>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>>
<</switch>>
<</if>>
<<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>>
<<elseif $NPCList[_nn].penis is "anusimminent" and playerChastity("anus")>>
<<He>> gasps as <<he>> cums onto your $worn.genitals.name.
<<if _sydneyChastity>>
"How can it still feel so good through two devices?" <<he>> asks.
<<else>>
"It's not fair..." <<he>> pouts, glaring at your $worn.genitals.name.
<</if>>
<br><br>
<<elseif $NPCList[_nn].penis is "anusimminent" and _sydneyChastity>>
<<He>> cums into <<his>> chastity belt, unable to penetrate you. <<He>> makes a few frustrated noises, but quickly composes <<himself>>.
<br><br>
<<elseif $NPCList[_nn].penis is "anusimminent">>
<<if random(1)>>
<<He>> lets out a long breath as <<he>> cums between your cheeks.
<br><br>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<else>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<He>> covers <<his>> mouth and pulls away from your ass at the last second. You feel warm semen dripping down your bottom.
<br><br>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case "corrupt" "corruptLust">>
<<He>> palms your asscheek with one hand and strokes <<his>> cock with the other, ejaculating onto your bottom before <<he>> can penetrate you. Semen drips down your butt and into your crack. <<He>> seems disappointed.
<br><br>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<default>>
<<He>> grabs your thighs, pushing <<his>> crotch hard against your ass and ejaculating between your cheeks, sending thick ropes of semen onto your ass and down your crotch as <<he>> barely misses penetrating you.
<br><br>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>>
<</switch>>
<</if>>
<<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>>
<<elseif $NPCList[_nn].penis is "anus">>
<<if random(1)>>
<<He>> moans loudly as <<he>> releases a full load into your bowels. "Well... at least you can still be considered pure." <<npcincr Sydney purity -5>><<llspurity>>
<br><br>
<<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">>
<<recordAnusSperm "pc" $NPCList[_nn] "human">>
<<else>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<He>> moans and instinctively thrusts into your ass as <<he>> cums. You gasp as you feel semen filling you. "Th...this can't be done for procreation..." <<npcincr Sydney purity -5>><<llspurity>>
<br><br>
<<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">>
<<recordAnusSperm "pc" $NPCList[_nn] "human">>
<<case "corrupt" "corruptLust">>
<<He>> convulses and, with a final shove, cums in your ass. Thick waves of semen pump into you. You're surprised at the amount; cum oozes from your ass and runs down your legs. <<npcincr Sydney purity -5>><<llspurity>>
<br><br>
<<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">>
<<recordAnusSperm "pc" $NPCList[_nn] "human">>
<<default>>
<<He>> grabs your shoulders, pulling you back onto <<his>> cock as <<he>> cums. Semen fills your ass as you both moan with pleasure. <<npcincr Sydney purity -5>><<llspurity>>
<br><br>
<<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<recordAnusSperm "pc" $NPCList[_nn] "human">>
<</switch>>
<</if>>
<<elseif $NPCList[_nn].penis is "chest">>
<<if random(1)>>
<<He>> moans loudly as <<he>> releases a full load onto your chest.
<br><br>
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<<else>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<He>> puts <<his>> hand behind your neck and bears down on your <<breasts>>. <<He>> grunts as semen shoots between your <<breasts>> and covers your <<if $position is "missionary">>face<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">><<else>>stomach<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">><</if>>.
<br><br>
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<<case "corrupt" "corruptLust">>
<<He>> pushes your <<breasts>> together tight on <<his>> cock as <<he>> cums, ejaculating onto them. Your body feels slick with cum.
<br><br>
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<<default>>
<<He>> strokes the tip of <<his>> cock between your <<breasts>> and quietly ejaculates on them. Your <<breasts>> feel cool as semen drips down them.
<br><br>
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<</switch>>
<</if>>
<<elseif $NPCList[_nn].penis is "mouthentrance" and _sydneyChastity>>
<<He>> moans loudly as <<he>> cums in <<his>> chastity belt. "Hmph," <<he>> pouts, giving it a useless tug.
<br><br>
<<elseif $NPCList[_nn].penis is "mouthentrance">>
<<if random(1)>>
<<He>> moans loudly as <<he>> releases a full load onto your face.
<br><br>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<else>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
You stroke <<his>> cock and <<he>> quietly ejaculates onto your face. Warm cum drips down your forehead and nose. <<He>> smiles and cleans you off, and examines <<his>> cum between <<his>> fingers.
<br><br>
<<case "corrupt" "corruptLust">>
<<He>> gasps and strokes <<his>> cock while aiming straight at your mouth. Thick ropes of cum cover your face and push past your closed lips into your mouth. You're impressed by the volume, and <<he>> looks pleased with <<himself>>.
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<br><br>
<<default>>
<<He>> cups you under the chin with one hand and strokes <<his>> cock with the other, ejaculating onto your face. <<He>> giggles and looks excited.
<br><br>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<</switch>>
<</if>>
<<elseif $NPCList[_nn].penis is "mouthimminent" and _sydneyChastity>>
<<He>> moans loudly as <<he>> cums in <<his>> chastity belt. "Hmph," <<he>> pouts, giving it a useless tug.
<br><br>
<<elseif $NPCList[_nn].penis is "mouthimminent">>
<<if random(1)>>
<<He>> moans loudly as <<he>> releases a full load onto your face. <<His>> face flushes as <<he>> beholds your face, now covered in <<his>> cum. <<He>> helps you clean it off.
<br><br>
<<else>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<He>> cups the back of your head, ejaculating onto your lips as you barely brush against the tip of <<his>> penis. <<He>> seems disappointed with <<his>> lack of control.
<br><br>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<case "corrupt" "corruptLust">>
<<He>> brushes <<his>> cock against your face, causing <<him>> to ejaculate early. Cum drips down your lips and chin; <<he>> seems disappointed.
<br><br>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<default>>
<<He>> cups your head, but in <<his>> excitement cums before <<he>> can enter your mouth. Thick ropes of cum cover your cheeks, chin, and into your waiting mouth.
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<br><br>
<</switch>>
<</if>>
<<elseif $NPCList[_nn].penis is "mouth">>
<<if random(1)>>
<<He>> moans loudly as you pull <<him>> all the way in. You open your mouth to show <<him>> <<his>> semen. <<His>> face goes red. <<npcincr Sydney purity -2>><<lspurity>>
<<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<br><br>
<<else>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<He>> instinctively grasps the base of <<his>> cock and moans, quietly ejaculating into your mouth. You feel warm cum fill your mouth and drip down your throat. <<npcincr Sydney purity -2>><<lspurity>>
<br><br>
<<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<<case "corrupt" "corruptLust">>
<<He>> palms your head and thrusts <<his>> cock in your mouth as <<he>> cums. Semen streams down your throat, fills your mouth and covers your face as <<he>> flails. "Make sure to swallow it all." <<npcincr Sydney purity -2>><<lspurity>>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<br><br>
<<default>>
<<He>> cups you under the chin with one hand and holds the back of your head with the other, thrusting into your mouth as <<he>> cums. Ejaculate streams down your throat and fills your mouth. <<npcincr Sydney purity -2>><<lspurity>>
<<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<br><br>
<</switch>>
<</if>>
<<elseif $NPCList[_nn].penis is "feet">>
<<if random(1)>>
<<He>> lets out a long breath as <<he>> climaxes and shakes against your foot.
<br><br>
<<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">>
<<else>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<He>> quietly cums on your feet, slickening them with semen.
<br><br>
<<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">>
<<case "corrupt" "corruptLust">>
<<He>> grunts and thrusts <<his>> cock between your feet as <<he>> cums, splattering cum on your feet and legs in the process.
<br><br>
<<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<default>>
<<He>> pushes your feet together and groans as <<he>> cums. Ejaculate covers your feet.
<br><br>
<<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">>
<</switch>>
<</if>>
<<elseif $NPCList[_nn].penis is "leftarm" and $NPCList[_nn].penis is "rightarm">>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<He>> quietly cums on your hands, slickening them with semen.
<br><br>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">>
<<case "corrupt" "corruptLust">>
<<He>> spasms and moans, shooting thick streams of cum. You are so intent on your work you don't notice <<his>> penis is aimed at your face, which is splattered with cum in the process. <<He>> giggles and apologises.
<br><br>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">>
<<faceejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<default>>
<<He>> groans as <<he>> cums, penis pulsing in your hands, covering them both in cum.
<br><br>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">>
<</switch>>
<<elseif $NPCList[_nn].penis is "leftarm">>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<He>> quietly cums on your left hand. Semen drips down your fingers. "That felt... really good..."
<br><br>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">>
<<case "corrupt" "corruptLust">>
<<He>> spasms and moans, shooting thick streams of cum and splattering your <<breasts>> in the process. You're impressed by the volume.
<br><br>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">>
<<chestejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<<default>>
<<He>> groans as <<he>> cums, <<his>> penis sliding hotly in your left hand and covering it with cum. "That was amazing."
<br><br>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">>
<</switch>>
<<elseif $NPCList[_nn].penis is "rightarm">>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<He>> groans as you work <<his>> shaft with your right hand, cumming as you give <<him>> a final squeeze. Your hand is covered in warm semen. "That felt... really good..."
<br><br>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "semen">>
<<case "corrupt" "corruptLust">>
<<He>> covers <<his>> mouth as <<he>> cums on your right hand. Semen pools on your fingers. "I can't get enough of you."
<br><br>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "semen">>
<<default>>
<<He>> grunts and shoots thick ropes of semen onto your hands, making an impressive mess. "Oh! Sorry!"
<br><br>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "semen">>
<</switch>>
<<elseif $NPCList[_nn].penis is "otheranus">>
<<if random(1)>>
<<He>> arches <<his>> back and moans out loud as you fuck <<him>> to climax. <<He>> cums all over the ground.
<br><br>
<<else>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<He>> covers <<his>> mouth as you fuck <<his>> ass, <<his>> ejaculate spraying on <<his>> own stomach. "W...wow... I never knew that could feel so good..."
<br><br>
<<case "corrupt" "corruptLust">>
<<He>> sighs as <<he>> ejaculates onto <<his>> own chest. "I needed that so badly. Can we go again?"
<br><br>
<<default>>
<<He>> whimpers as you pound <<his>> ass, moaning in pleasure as <<he>> ejaculates on the ground. You roll off of <<him>>.
<br><br>
<</switch>>
<</if>>
<<elseif ($NPCList[_nn].penis is "otheranusfrot" or $NPCList[_nn].penis is "otheranusentrance" or $NPCList[_nn].penis is "otheranusimminent") and playerChastity("penis")>>
<<He>> gasps as <<he>> cums onto your $worn.genitals.name.
<<if _sydneyChastity>>
"How can it still feel so good through two devices?" <<he>> asks.
<<else>>
"It's not fair..." <<he>> pouts, glaring at your $worn.genitals.name.
<</if>>
<br><br>
<<elseif ($NPCList[_nn].penis is "otheranusfrot" or $NPCList[_nn].penis is "otheranusentrance" or $NPCList[_nn].penis is "otheranusimminent") and _sydneyChastity>>
<<He>> cums into <<his>> chastity belt. <<He>> makes a few frustrated noises, but quickly composes <<himself>>.
<br><br>
<<elseif $NPCList[_nn].penis is "otheranusfrot" or $NPCList[_nn].penis is "otheranusentrance" or $NPCList[_nn].penis is "otheranusimminent">>
<<if random(1)>>
<<He>> arches <<his>> back and moans out loud as you fuck <<his>> cheeks, cumming all over the ground. "How am I that sensitive there?"
<br><br>
<<else>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<He>> covers <<his>> mouth as you fuck <<his>> cheeks, <<his>> ejaculate spraying on <<his>> own stomach. "W...wow... I never knew that could feel so good..."
<br><br>
<<case "corrupt" "corruptLust">>
<<He>> noisily cums as you fuck <<his>> cheeks, grabbing your ass from behind and grinding your cock against <<his>> ass to finish. "You really hit the spot, there."
<br><br>
<<default>>
<<He>> moans as you rub against <<his>> anus and <<he>> ejaculates on the ground. <<He>> smiles contentedly.
<br><br>
<</switch>>
<</if>>
<<elseif $NPCList[_nn].penis is "penis" and playerChastity("penis")>>
<<He>> gasps as <<he>> cums against your $worn.genitals.name.
<<if _sydneyChastity>>
"How can it still feel so good through two devices?" <<he>> asks.
<<else>>
"It's not fair..." <<he>> pouts, glaring at your $worn.genitals.name.
<</if>>
<br><br>
<<elseif $NPCList[_nn].penis isnot 0 and $NPCList[_nn].penis.startsWith("penis") and _sydneyChastity>>
<<He>> moans loudly as <<he>> climaxes. "Hmph," <<he>> pouts, giving <<his>> chastity belt a useless tug.
<<elseif $NPCList[_nn].penis is "penis">>
<<if random(1)>>
<<He>> wraps <<his>> arms around you as <<he>> finishes, and you hold each other tightly as you continue to grind together. You only slow down once <<hes>> done shaking.
<<else>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<if _sydneyChastity>>
<<He>> cums as you frot your <<penis>> against <<his>> chastity belt.
<<else>>
<<He>> cums as you rub your <<penises>> together, moaning with pleasure.
<</if>>
<<case "corrupt" "corruptLust">>
<<He>> moans as <<he>> grinds hard against your <<penis>> to finish, legs shaking as <<he>> cums.
<<default>>
<<He>> moans loudly, cupping <<his>> hands under your shoulders as <<his>> entire body shakes.
<</switch>>
<</if>>
<br><br>
<<elseif $NPCList[_nn].penis is "penisentrance" or $NPCList[_nn].penis is "penisimminent">>
<<if playerChastity("penis")>>
<<He>> gasps as <<he>> shoots <<his>> cum over your $worn.genitals.name. <<He>> strokes your face. "Together."
<br><br>
<<else>>
<<He>> cums before <<he>> can frot your <<penis>>. <<His>> semen coats your cock and tummy. <<He>> smiles contentedly.
<br><br>
<</if>>
<!-- Special case male PC being orally serviced by male NPC with no other contact -->
<<elseif $NPCList[_nn].mouth is "penis">>
<<switch _sydneyStatus>>
<<case "pure" "pureLust" "neutral" "neutralLust">>
<<He>> helplessly cums on the ground as you fuck <<his>> mouth. <<He>> looks down in shame once you pull out. You stop and pet <<his>> head.
<br><br>
<<case "corrupt" "corruptLust">>
<<He>> cums as you fuck <<his>> mouth, gasping against your cock. "I could taste you forever."
<br><br>
<</switch>>
<<elseif $NPCList[_nn].penis is "othermouth">>
<<He>> shakes with arousal as <<he>> cums, wiping <<his>> wet face clean on your body.
<br><br>
<</if>>
<<else>>
<<if !_sydneyStatus.includes("corrupt") and $NPCList[_nn].penis isnot "none">>
<<He>> backs away, dazed and confused at what you've done.
<br><br>
<<elseif _condomResult is "contained">>
<<genericCondomEjaculation>>
<<elseif $NPCList[_nn].penis is "idle">>
<<He>> groans as a wet patch forms on <<his>> trousers. You barely stifle a laugh at the pathetic display.
<br><br>
<<elseif $NPCList[_nn].penis is "thighs">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> shakes as <<he>> cums, pulling <<his>> cock out and ejaculating onto the backs of your thighs, and wipes <<his>> cock clean on your ass.
<br><br>
<<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<case 4 5 6>>
<<He>> grabs your legs, slamming <<his>> crotch hard into your ass as <<he>> cums and ejaculates onto your tummy.
<br><br>
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<case 7>>
<<He>> groan as <<he>> cums, ejaculating a massive load that covers your thighs and tummy. <<He>> seems impressed with <<himself>>.
<br><br>
<<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<tummyejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<</switch>>
<<elseif $NPCList[_nn].penis is "vaginaentrance" and playerChastity("vagina")>>
<<He>> moans as <<he>> cums onto your $worn.genitals.name. <<He>> looks angry.
<<if _sydneyChastity>>
"I'll break these things one day," <<he>> says. "I need to be inside you."
<<else>>
"Fucking cocktease," <<he>> pouts. "Why didn't you let me fuck you?"
<<if $bodywritingLvl gte 2>>
<<sydneyBodywritingLocation>><<if _writingFail isnot 1>><<He>> uncaps a marker, quickly writing something on your <<bodypart _bodypart>> before you can react. Your <<bodypart _bodypart>> now reads: <<sydneyBodywriting stupid_little_fucking_sextease_bitch_fucker>><</if>>
<</if>>
<</if>>
<br><br>
<<elseif $NPCList[_nn].penis is "vaginaentrance">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> grabs your hips, pulling you back and ejaculating onto your <<pussy>>. Semen coats your outer lips and pools around your legs.
<br><br>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<case 4 5 6>>
<<He>> strokes <<his>> cock and ejaculates onto your <<pussy>> without a word, sending white streams of semen running down your cunt.
<br><br>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<case 7>>
<<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your <<pussy>> and ass. <<He>> seems impressed with the mess <<hes>> made.
<br><br>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<</switch>>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>>
<<elseif $NPCList[_nn].penis is "vaginaimminent" and playerChastity("vagina")>>
<<He>> moans as <<he>> cums onto your $worn.genitals.name. <<He>> looks angry.
<<if _sydneyChastity>>
"I'll break these things one day," <<he>> says. "I need to be inside you."
<<else>>
"Fucking cocktease," <<he>> pouts. "Why didn't you let me fuck you?"
<<if $bodywritingLvl gte 2>>
<<sydneyBodywritingLocation>><<if _writingFail isnot 1>><<He>> uncaps a marker, quickly writing something on your <<bodypart _bodypart>> before you can react. Your <<bodypart _bodypart>> now reads: <<sydneyBodywriting stupid_little_fucking_sextease_bitch_fucker>><</if>>
<</if>>
<</if>>
<br><br>
<<elseif $NPCList[_nn].penis is "vaginaimminent" and _sydneyChastity>>
<<He>> moans as <<he>> cums in <<his>> chastity belt. <<He>> looks angry.
"I'll break this thing one day," <<he>> says. "I need to be inside you. I swear I'll fuck you senseless."
<br><br>
<<elseif $NPCList[_nn].penis is "vaginaimminent">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> cums before <<he>> can penetrate your <<pussy>>, ejaculating on the outside. Semen coats your outer lips and tummy. <<He>> makes a few incoherent sounds of frustration, but doesn't take it further.
<br><br>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<case 4 5 6>>
<<He>> ejaculates onto your <<pussy>> before <<he>> can penetrate you, sending white streams of semen running down your cunt. <<He>> pulls <<his>> own hair in frustration.
<br><br>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<case 7>>
<<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your <<pussy>> and ass. <<He>> seems upset at first, but then smiles as <<he>> looks down on your <<lewdness>> covered in <<his>> cum.
<br><br>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<</switch>>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>>
<<elseif $NPCList[_nn].penis is "vagina">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> grabs your hair, pulling and thrusting deeply into your <<pussy>> as <<he>> cums, holding <<his>> cock deep in your womb. Semen splashes inside your cunt. <<if $pregnancyspeechdisable is "f">>"I'm not going to stop until I put a baby in you."<</if>>
<br><br>
<<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">>
<<case 4 5 6>>
<<He>> quiets and pounds <<his>> cock into you as <<he>> cums. Semen fills your <<pussy>> as you gasp at the feeling of being filled against your will. "You've been marked as mine forever. We're bound together."
<br><br>
<<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">>
<<case 7>>
<<He>> convulses and grinds down on your cunt as <<he>> cums, sending thick waves of cum into your <<pussy>>. Semen oozes from your vagina and down your legs. <<He>> looks down at the mess <<hes>> made with satisfaction. "Such a waste."
<br><br>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<vaginalejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<</switch>>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human"}`>>
<<elseif $NPCList[_nn].penis is "cheeks" and playerChastity()>>
<<He>> moans as <<he>> cums onto your $worn.genitals.name. <<He>> looks angry.
<<if _sydneyChastity>>
"I'll break these things one day," <<he>> says. "I need to be inside you."
<<else>>
"Fucking cocktease," <<he>> pouts. "Why didn't you let me fuck you?"
<<if $bodywritingLvl gte 2>>
<<sydneyBodywritingLocation>><<if _writingFail isnot 1>><<He>> uncaps a marker, quickly writing something on your <<bodypart _bodypart>> before you can react. Your <<bodypart _bodypart>> now reads: <<sydneyBodywriting stupid_little_fucking_sextease_bitch_fucker>><</if>>
<</if>>
<</if>>
<br><br>
<<elseif $NPCList[_nn].penis is "cheeks" and _sydneyChastity>>
<<He>> moans as <<he>> cums in <<his>> chastity belt. <<He>> looks angry.
"I'll break this thing one day," <<he>> says. "I need to be inside you. I swear I'll fuck you senseless."
<br><br>
<<elseif $NPCList[_nn].penis is "cheeks">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> shakes as <<he>> cums, withdrawing <<his>> cock from your cheeks and ejaculating onto your ass.
<br><br>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 4 5 6>>
<<He>> palms your cheeks with <<his>> hands and pulls you hard against <<him>>, ejaculating between your cheeks. You are surprised by <<his>> strength.
<br><br>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 7>>
<<He>> squeezes your cheeks together and grunts as <<he>> cums, sending out massive load that covers your ass and drips down your crotch. "You make me feel alive."
<br><br>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>>
<</switch>>
<<elseif $NPCList[_nn].penis is "anusentrance" and playerChastity("anus")>>
<<He>> moans as <<he>> cums onto your $worn.genitals.name. <<He>> looks angry.
<<if _sydneyChastity>>
"I'll break these things one day," <<he>> says. "I need to be inside you."
<<else>>
"Fucking cocktease," <<he>> pouts. "Why didn't you let me fuck you?"
<<if $bodywritingLvl gte 2>>
<<sydneyBodywritingLocation>><<if _writingFail isnot 1>><<He>> uncaps a marker, quickly writing something on your <<bodypart _bodypart>> before you can react. Your <<bodypart _bodypart>> now reads: <<sydneyBodywriting stupid_little_fucking_sextease_bitch_fucker>><</if>>
<</if>>
<</if>>
<br><br>
<<elseif $NPCList[_nn].penis is "anusentrance" and _sydneyChastity>>
<<He>> moans as <<he>> cums in <<his>> chastity belt. <<He>> looks angry.
"I'll break this thing one day," <<he>> says. "I need to be inside you. I swear I'll fuck you senseless."
<br><br>
<<elseif $NPCList[_nn].penis is "anusentrance">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> holds your asscheek with one hand and strokes <<his>> cock with the other, ejaculating onto your bottom. Semen drips down your butt and into your crack.
<br><br>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 4 5 6>>
<<He>> strokes <<his>> cock and quietly ejaculates onto your ass. You feel semen dripping down your crack, and feel filthy inside.
<br><br>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 7>>
<<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your ass and down your crotch.
<br><br>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>>
<</switch>>
<<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>>
<<elseif $NPCList[_nn].penis is "anusimminent" and playerChastity("anus")>>
<<He>> moans as <<he>> cums onto your $worn.genitals.name. <<He>> looks angry.
<<if _sydneyChastity>>
"I'll break these things one day," <<he>> says. "I need to be inside you."
<<else>>
"Fucking cocktease," <<he>> pouts. "Why didn't you let me fuck you?"
<<if $bodywritingLvl gte 2>>
<<sydneyBodywritingLocation>><<if _writingFail isnot 1>><<He>> uncaps a marker, quickly writing something on your <<bodypart _bodypart>> before you can react. Your <<bodypart _bodypart>> now reads: <<sydneyBodywriting stupid_little_fucking_sextease_bitch_fucker>><</if>>
<</if>>
<</if>>
<br><br>
<<elseif $NPCList[_nn].penis is "anusimminent" and _sydneyChastity>>
<<He>> moans as <<he>> cums in <<his>> chastity belt. <<He>> looks angry.
"I'll break this thing one day," <<he>> says. "I need to be inside you. I swear I'll fuck you senseless."
<br><br>
<<elseif $NPCList[_nn].penis is "anusimminent">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> cums before <<he>> can penetrate your ass, ejaculating on the outside. Semen coats your ass and drips down your crack. <<He>> seems furious, but at <<himself>>, shaking with anger.
<br><br>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 4 5 6>>
<<He>> strokes <<his>> cock and ejaculates onto your ass before <<he>> can penetrate you, sending white streams of semen running down your crack. <<He>> seems upset.
<br><br>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 7>>
<<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your ass and crotch. <<He>> seems disappointed but smiles as <<he>> looks at your drenched ass.
<br><br>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>>
<</switch>>
<<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>>
<<elseif $NPCList[_nn].penis is "anus">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> moans, pounding your ass mercilessly as <<he>> cums. You whimper as you feel unwelcome semen streaming in your asshole.
<br><br>
<<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">>
<<recordAnusSperm "pc" $NPCList[_nn] "human">>
<<case 4 5 6>>
<<He>> wordlessly grabs your hair, pulling you hard onto <<his>> cock as <<he>> cums. Semen fills you as you cry out. "Shhh... it's all okay... just enjoy the warmth."
<br><br>
<<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">>
<<recordAnusSperm "pc" $NPCList[_nn] "human">>
<<case 7>>
<<He>> convulses and with a final shove, cums in your ass. Thick waves of semen pump into you. <span class="blue">You gasp as your ass overflows.</span> Cum oozes from your ass and runs down your legs. "I've marked you as mine."
<br><br>
<<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<recordAnusSperm "pc" $NPCList[_nn] "human">>
<</switch>>
<<elseif $NPCList[_nn].penis is "chest">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> pinches your <<breasts>> together on <<his>> cock as <<he>> cums, ejaculating onto them. "You're bound to me," <<he>> says with a smile.
<br><br>
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<<case 4 5 6>>
<<He>> strokes the tip of <<his>> cock between your <<breasts>> and ejaculates onto them. Your <<breasts>> cool as semen slides down your body.
<br><br>
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<<case 7>>
<<He>> puts <<his>> hand behind your neck, mashing your face against <<his>> body and bearing down on your <<breasts>>. Semen shoots between and covers your <<if $position is "missionary">>face<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">><<else>>stomach<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">><</if>> as you gasp.
<br><br>
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<</switch>>
<<elseif $NPCList[_nn].penis is "mouthentrance">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> grabs your chin with one hand and strokes <<his>> cock with the other, ejaculating onto your face. "You're beautiful."
<br><br>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<case 4 5 6>>
<<He>> strokes <<his>> cock and palming your head, ejaculates onto your face. Warm cum drips down your forehead and nose. <<He>> licks it off your face.
<br><br>
<<case 7>>
<<He>> grasps your hair tightly in <<his>> fist, stroking <<his>> cock while aiming straight at your mouth. <span class="pink">You splutter and gag as thick ropes of cum push past your clenched lips and into your mouth.</span> "Swallow it all!"
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<br><br>
<</switch>>
<<elseif $NPCList[_nn].penis is "mouthimminent">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> grips hair at the nape your neck, ejaculating onto your lips as you barely brush against the tip of <<his>> penis. <<His>> face reddens in frustration.
<br><br>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<case 4 5 6>>
<<He>> brushes <<his>> cock against your face, causing <<him>> to ejaculate early. Cum drips down your lips and chin. Frustrated, <<he>> stamps <<his>> feet.
<<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<br><br>
<<case 7>>
<<He>> grasps your hair but in <<his>> excitement cums before <<he>> can enter your mouth. Thick ropes of cum cover your cheeks, chin, and into your waiting mouth. <<He>> looks frustrated.
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<br><br>
<</switch>>
<<elseif $NPCList[_nn].penis is "mouth">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> grabs you under the chin with one hand and by your hair with the other, shoving <<his>> cock down your throat as <<he>> cums. You gag and retch as unwanted semen streams down your throat, forcing you to swallow.
<<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<br><br>
<<case 4 5 6>>
<<He>> grabs you by the shoulder in one hand and grasps the base of <<his>> cock in the other, quietly ejaculating into your mouth. You gag as cum fills your mouth and drips down your throat.
<<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<br><br>
<<case 7>>
<<He>> palms your head, wildly thrusting <<his>> cock down your throat as <<he>> cums. <span class="pink">You whimper as semen streams down your throat,</span> fills your mouth and covers your face as <<he>> flails. "Take it all. You belong to me."
<<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<br><br>
<</switch>>
<<elseif $NPCList[_nn].penis is "feet">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> pushes your feet together and groans as <<he>> cums. Ejaculate covers your feet.
<br><br>
<<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">>
<<case 4 5 6>>
<<He>> quietly cums on your feet, slickening them with semen.
<br><br>
<<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">>
<<case 7>>
<<He>> grunts and thrusts <<his>> cock between your feet as <<he>> cums, splattering cum on your feet and legs in the process. <<He>> seems impressed with the mess.
<br><br>
<<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<</switch>>
<<elseif $NPCList[_nn].penis is "leftarm" and $NPCList[_nn].penis is "rightarm">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> groans as <<he>> cums, penis pulsing in your hands, covering them both in cum.
<br><br>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">>
<<case 4 5 6>>
<<He>> quietly cums on your hands, slickening them with semen.
<br><br>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">>
<<case 7>>
<<He>> spasms and moans, shooting thick streams of cum. You are so intent on your work you don't notice <<his>> penis is aimed at your face, which is splattered with cum in the process. "Everyone has to know who you're bound to."
<br><br>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">>
<<faceejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<</switch>>
<<elseif $NPCList[_nn].penis is "leftarm">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> groans as <<he>> cums, penis sliding hotly in your left hand and covering it with cum.
<br><br>
<<case 3 4>>
<<He>> spasms and moans, shooting thick streams of cum. You are so intent on keeping <<him>> occupied you don't notice <<his>> penis is aimed at your face, which is splattered with cum in the process.
<br><br>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">>
<<faceejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<case 6 7>>
<<He>> spasms and moans, shooting thick streams of cum and splattering your chest in the process.
<br><br>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">>
<<chestejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<</switch>>
<<elseif $NPCList[_nn].penis is "rightarm">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> groans as you work <<his>> shaft with your right hand, cumming as you give <<him>> a final squeeze. <<He>> flicks <<his>> cock clean on the ground.
<br><br>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "semen">>
<<case 4 5>>
<<He>> spasms and moans, shooting thick streams of cum. You are so intent on keeping <<him>> occupied you don't notice <<his>> penis is aimed at your chest, which is splattered with cum in the process.
<br><br>
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<<handejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "semen">>
<<case 6 7>>
<<He>> grunts and shoots thick ropes of semen onto your hand, making an impressive mess.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "semen">>
<<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<br><br>
<</switch>>
<<elseif $NPCList[_nn].penis is 0>>
<<switch random(1, 5)>>
<<case 1>>
<<He>> groans as <<he>> works <<his>> shaft and, giving <<his>> cock a final squeeze, ejaculates onto your tummy. "I love that we can do this together, don't you?"
<br><br>
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<case 2>>
<<He>> rapidly rubs <<his>> cock and cums on the ground.
<br><br>
<<case 3>>
<<He>> strokes <<his>> penis and, aiming at your ass, ejaculates on your bottom. <<He>> looks at your <<lewdness>> covered in <<his>> ejaculate and smiles.
<br><br>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 4>>
<<He>> strokes <<his>> penis and moans, ejaculating on your <<breasts>>.
<br><br>
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<<case 5>>
<<He>> moans and rubs <<his>> cock wildly, sending cum flying all over your body. "Remember who taught me about all this."
<br><br>
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<<tummyejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<</switch>>
<<elseif $NPCList[_nn].penis is "otheranus">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> groans as you fuck <<his>> ass; <<he>> catches <<his>> ejaculate in <<his>> hand and wipes it on your face. "Good <<girl>>."
<br><br>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<case 4 5>>
<<He>> moans as you pound <<his>> ass, and ejaculates on the ground.
<br><br>
<<case 6 7>>
<<He>> sighs as <<he>> ejaculates onto <<his>> own chest.
<br><br>
<</switch>>
<<elseif ($NPCList[_nn].penis is "otheranusfrot" or $NPCList[_nn].penis is "otheranusentrance" or $NPCList[_nn].penis is "otheranusimminent") and playerChastity("penis")>>
<<He>> moans as <<he>> cums onto your $worn.genitals.name. <<He>> looks angry.
<<if _sydneyChastity>>
"I'll break these things one day," <<he>> says. "I need to be inside you."
<<else>>
"Fucking cocktease," <<he>> pouts. "Why didn't you let me fuck you?"
<<if $bodywritingLvl gte 2>>
<<sydneyBodywritingLocation>><<if _writingFail isnot 1>><<He>> uncaps a marker, quickly writing something on your <<bodypart _bodypart>> before you can react. Your <<bodypart _bodypart>> now reads: <<sydneyBodywriting stupid_little_fucking_sextease_bitch_fucker>><</if>>
<</if>>
<</if>>
<br><br>
<<elseif ($NPCList[_nn].penis is "otheranusfrot" or $NPCList[_nn].penis is "otheranusentrance" or $NPCList[_nn].penis is "otheranusimminent") and _sydneyChastity>>
<<He>> moans as <<he>> cums in <<his>> chastity belt. <<He>> looks angry.
"I'll break this thing one day," <<he>> says. "I need you inside me."
<br><br>
<<elseif $NPCList[_nn].penis is "otheranusfrot" or $NPCList[_nn].penis is "otheranusentrance" or $NPCList[_nn].penis is "otheranusimminent">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> noisily cums as you fuck <<his>> cheeks, digging <<his>> fingers into your ass from behind and grinding your cock against <<his>> ass to finish. "Why didn't you fuck me? You did this to me, take responsibility!"
<br><br>
<<case 4 5>>
<<He>> moans as you rub against <<his>> anus, and ejaculates on the ground. <<He>> begins crying, "Why don't you fuck me? I need it!"
<br><br>
<<case 6 7>>
<<He>> sighs as <<he>> ejaculates onto <<his>> own chest. <<He>> seems sad rather than spent. "I need the real thing."
<br><br>
<</switch>>
<<if $bodywritingLvl gte 2>>
<<sydneyBodywritingLocation>><<if _writingFail isnot 1>><<He>> uncaps a marker, quickly writing something on your <<bodypart _bodypart>> before you can react. Your <<bodypart _bodypart>> now reads: <<sydneyBodywriting stupid_little_fucking_sextease_bitch_fucker>><</if>>
<</if>>
<<elseif $NPCList[_nn].penis isnot 0 and $NPCList[_nn].penis.startsWith("penis") and playerChastity("penis")>>
<<He>> gasps as <<he>> cums against your $worn.genitals.name.
<<if _sydneyChastity>>
"I'll break both of these things one day," <<he>> says.
<<else>>
"Fucking sextease," <<he>> pouts, glaring at your $worn.genitals.name.
<<if $bodywritingLvl gte 2>>
<<sydneyBodywritingLocation>><<if _writingFail isnot 1>><<He>> uncaps a marker, quickly writing something on your <<bodypart _bodypart>> before you can react. Your <<bodypart _bodypart>> now reads: <<sydneyBodywriting stupid_little_fucking_sextease_bitch_fucker>><</if>>
<</if>>
<</if>>
<br><br>
<<elseif $NPCList[_nn].penis isnot 0 and $NPCList[_nn].penis.startsWith("penis") and _sydneyChastity>>
<<He>> moans loudly as <<he>> climaxes. "Hmph," <<he>> pouts, giving <<his>> chastity belt a useless tug.
<<elseif $NPCList[_nn].penis isnot 0 and $NPCList[_nn].penis.startsWith("penis")>>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> groans as <<he>> cums, dragging <<his>> cock across your ass and thighs.
<br><br>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 3 4>>
<<He>> moans as <<he>> digs <<his>> nails into your shoulders and grinds hard against on your <<penis>>. You're surprised by <<his>> strength.
<br><br>
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<case 5>>
<<He>> screams, grabbing you by the hair and mashing <<his>> entire body against yours. Ejaculate streams from <<his>> penis, drenching you.
<br><br>
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<</switch>>
<!-- Special case male PC being orally serviced by male NPC with no other contact -->
<<elseif $NPCList[_nn].mouth is "penis">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> cums as you fuck <<his>> mouth, groaning as <<he>> ejaculates on the ground. "I'm sorry, I just can't take anymore."
<br><br>
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<case 4 5>>
<<He>> cums on the ground as you fuck <<his>> mouth. <<He>> pulls away abruptly. "Please stop, I've had enough."
<br><br>
<<case 6 7>>
<<He>> grabs your ass in <<his>> hands, pulling your cock into <<his>> throat. <<He>> ejaculates on <<his>> chest as <<he>> throats your <<genitals>>.
<br><br>
<</switch>>
<<elseif $NPCList[_nn].penis is "othermouth">>
<<He>> shakes with arousal as <<he>> cums, wiping <<his>> wet face clean on your body.
<br><br>
<</if>>
<</if>>
<!-- Finishing moves for consensual with low anger or non-consensual with damage or high anger -->
<<if _args[0] isnot "short">>
<<if $consensual is 1 and $enemyanger lte 0 and !$prayerRoom>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<He>> strokes you, <span class="green">making you feel warm inside.</span> "I... I really love you... please never stop loving me."
<<lstress>><<ltrauma>><<lpain>><<violence -3>>
<br><br>
<<case "corrupt" "corruptLust">>
<<He>> strokes your hair, <span class="green">making you feel warm inside.</span> "I love you, and not just because of what you do with me."
<<lstress>><<ltrauma>><<lpain>><<violence -3>>
<br><br>
<<default>>
<<He>> brushes your cheek with <<his>> hand. "I love you." <span class="green">Your face flushes with pleasure.</span>
<<lstress>><<ltrauma>><<lpain>><<violence -3>>
<br><br>
<</switch>>
<<elseif $consensual is 0 and $enemyhealth lte ($enemyhealthmax / 10) * 6.5>>
With a sudden manic expression, <<he>> <span class="red">grips your hair and pulls your face to <<hers>>.</span>
<<switch _sydneyStatus>>
<<case "corrupt" "corruptLust">>
"Don't test me, darling," <<he>> says in a husky, breathless whisper. "I know how to make it hurt. If you can't handle my lust, you're not ready for my wrath." <<He>> kisses you on the cheek.
<<default>>
"I'd be careful if I were you," <<he>> says in an eerily even tone. "My <span class="pink">forgiveness</span> only goes so far. You'd best pray it doesn't break." <<He>> strokes your hair with a trembling hand.
<</switch>>
After a moment, <<his>> demeanor returns to normal, and <<he>> doesn't seem to realise what <<he>> said.
<<gstress>><<gtrauma>><<gpain>><<violence 3>><<npcStealMoney>>
<br><br>
<</if>>
<</if>>
<</widget>><<widget "ejaculation-wall">>
<<set $ejaculating to 1>>
<!-- Wall encounter assumes NPC at back of PC cannot reach around to front, and vice versa, and that PC cannot see what's happening behind them. Assumes NPCs believe PC may have following combat due to being stuck in wall unaided. Gloryhole removed as of v2.6 and front facing combat only left in place in case of future work-->
<!-- DEBUG -->
<!-- POS:$position POS2:$punishmentposition -->
<!-- Female NPC1 at WALL -->
<<if $NPCList[_nn].gender is "f">>
<<if $consensual is 1>><!-- This is a catch-all; there are no consensual wall encounters. -->
<<He>> collapses in orgasmic bliss.
<<else>>
<<if $NPCList[_nn].vagina is "footjob">>
<<He>> gasps as <<he>> cums. Recovering, <<he>> smiles and grinds <<his>> foot to your crotch. "I bet you enjoyed that."
<<gtrauma>><<gstress>><<gpain>><<violence 3>><<hitstat>>
<br><br>
<<elseif $NPCList[_nn].vagina is "vagina" and playerChastity("vagina")>>
<<He>> gasps as <<he>> cums against your $worn.genitals.name. "Shame someone locked you up so tight," <<he>> says, giving your <<bottom>> a little smack.
<br><br>
<<elseif $NPCList[_nn].vagina is "vagina">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> groans as <<he>> cums, dragging <<his>> wet pussy across your <<bottom>> and back of your thighs as your legs press into the wall. "What sort of person gets themselves into this situation?"
<br><br>
<<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "goo">>
<<case 3 4>>
<<He>> moans as <<he>> grabs your hips for leverage and grinds downs hard on your <<pussy>>, pulling your restraints tight. "It must be so embarrassing to be used like this."
<br><br>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "goo">>
<<case 5>>
<<He>> screams, grabbing you by the thighs and mashing <<his>> crotch against your ass. Ejaculate streams from <<his>> pussy, drenching your exposed legs. "What a mess; well, you're nice and lubed up now."
<br><br>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "goo">>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "goo">>
<</switch>>
<<elseif $NPCList[_nn].vagina is "othermouth">>
<<He>> shakes with arousal as <<he>> cums, wiping <<his>> wet face clean on your thighs. "The next one can clean that off, filthy whore."
<br><br>
<<elseif $NPCList[_nn].vagina is "lefthand" or $NPCList[_nn].vagina is "righthand">>
<<He>> moans as <<he>> cums. "You must enjoy being used like this."
<br><br>
<<elseif $NPCList[_nn].vagina is "mouthentrance" or $NPCList[_nn].vagina is "mouthimminent">>
<<if $head is "bound">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> groans and grinds <<his>> crotch roughly against your restrained face; you feel the wall shake as <<he>> cums on your mouth.
<br><br>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">>
<<case 3 4>>
<<He>> ejaculates on your face, rubbing <<his>> clit against your nose as <<he>> finished. You feel cum running down your nose and lips.
<br><br>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">>
<<case 5>>
<<He>> rubs <<his>> clit rapidly, squirting your face through the hole with cum. You try futilely to back away but your restraints hold you in place; you feel slime running down your face and neck.
<br><br>
<<faceejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "face" "goo" 2>>
<</switch>>
<<else>>
<<He>> groans and grinds <<his>> crotch roughly against your restrained face; your head mashed against the back of the wall as <<his>> thighs shake with orgasm.
<br><br>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">>
<</if>>
<<elseif $NPCList[_nn].vagina is "mouth">>
<<He>> groans and grinds <<his>> crotch roughly against your open mouth; your head mashed against the back of the wall as <<his>> thighs shake with orgasm.
<br><br>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">>
<!-- following appear to be Male PC to Female Antagonist only? -->
<<elseif $NPCList[_nn].vagina is "otheranus">>
<<He>> shakes as <<he>> cums, grabbing you by the <<print ($player.ballsExist ? "balls" : "pussy")>> and dragging your <<penis>> deeply into <<his>> ass as <<he>> releases a final moan.
<br><br>
<<elseif $NPCList[_nn].vagina is "penis">>
<<He>> digs <<his>> nails painfully into your legs as <<he>> cums, driving <<his>> pussy hard against your <<penis>> as <<he>> shudders with pleasure.
<br><br>
<<elseif ($NPCList[_nn].vagina is "penisimminent" or $NPCList[_nn].vagina is "penisentrance") and playerChastity("penis")>>
<<He>> gasps as <<he>> cums against your $worn.genitals.name. "Shame someone locked you up so tight," <<he>> says, giving your <<bottom>> a little smack.
<br><br>
<<elseif $NPCList[_nn].vagina is "penisimminent" or $NPCList[_nn].vagina is "penisentrance">>
<<He>> moans as <<he>> cums on your throbbing cock.
<br><br>
<<elseif ($NPCList[_nn].vagina is "otheranusfrot" or $NPCList[_nn].vagina is "otheranusentrance") and playerChastity("penis")>>
<<He>> gasps as <<he>> cums against your $worn.genitals.name. "Shame someone locked you up so tight," <<he>> says, giving your <<bottom>> a little smack.
<br><br>
<<elseif $NPCList[_nn].vagina is "otheranusfrot" or $NPCList[_nn].vagina is "otheranusentrance">>
<<He>> swivels <<his>> ass against your <<penis>> as <<he>> cums.
<br><br>
<<elseif $NPCList[_nn].vagina is "frot" and playerChastity("penis")>>
<<He>> gasps as <<he>> cums against your $worn.genitals.name. "Shame someone locked you up so tight," <<he>> says, giving your <<bottom>> a little smack.
<br><br>
<<elseif $NPCList[_nn].vagina is "frot">>
<<He>> grabs your legs and pulls you against <<his>> clit hard against your <<penis>> as <<he>> cums.
<br><br>
<!-- Special case male PC with female NPC -->
<<elseif $NPCList[_nn].mouth is "penis">>
<<He>> cums as <<he>> sucks your <<penis>>, dropping away as <<he>> gasps for air.
<br><br>
<<else>>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> trembles with orgasm. You hear <<him>> say, "You must be so embarrassed to be on display like this."
<br><br>
<<case 4 5 6>>
<<He>> sighs quietly as <<he>> cums, smacking you as <<he>> leaves. "See you around, bitch." You feel embarrassed to have your <<lewdness>> on display.
<br><br>
<<case 7>>
<<He>> rapidly rubs <<his>> clit and screams as <<he>> cums; <<his>> pussy squirting and covering you in ejaculate.
<br><br>
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "goo">>
<</switch>>
<</if>>
<</if>>
<</if>>
<!-- Male Gender NPC at WALL -->
<<if $NPCList[_nn].gender is "m">>
<!-- Start simplified strap-on sub-case -->
<<if $NPCList[_nn].penisdesc.includes("strap-on")>>
<<if $consensual is 0>><!-- Non-consen strap-on case -->
<<switch $NPCList[_nn].penis>>
<<case "vagina" "vaginaimminent" "vaginaentrance" "anus" "anusentrance" "anusimminent" "thighs">>
<<switch random(1, 3)>>
<<case 1>>
<<He>> shakes as <<he>> cums, slapping you across the ass with <<his>> $NPCList[_nn].penisdesc.
<br><br>
<<case 2>>
<<He>> cums loudly, then spanks your ass with <<his>> $NPCList[_nn].penisdesc. "Something to remember me by, whore."
<br><br>
<<case 3>>
<<He>> cums quietly, rubbing <<his>> $NPCList[_nn].penisdesc along your back.
<br><br>
<</switch>>
<<case "mouth">>
<<He>> cums loudly, shoving <<his>> $NPCList[_nn].penisdesc deep into your throat, making you gag. Tears stream down your face.
<br><br>
<<case "mouthentrance" "mouthimminent" "chest" "lefthand" "righthand">>
<<switch random(1, 3)>>
<<case 1>>
<<He>> shakes as <<he>> cums, slapping you across the face with <<his>> $NPCList[_nn].penisdesc.
<br><br>
<<case 2>>
<<He>> cums loudly, then laughs, wiping <<his>> $NPCList[_nn].penisdesc of on your hair.
<br><br>
<<case 3>>
<<He>> cums silently, mouth agape, rubbing <<his>> $NPCList[_nn].penisdesc against your cheek.
<br><br>
<</switch>>
<<default>>
<<He>> moans as <<he>> cums, rubbing <<his>> clit with the base of <<his>> $NPCList[_nn].penisdesc.
<br><br>
<</switch>>
<<else>><!-- Consensual strap-on case -->
<<switch $NPCList[_nn].penis>>
<<case "vagina" "vaginaimminent" "vaginaentrance" "anus" "anusentrance" "anusimminent" "thighs">>
<<He>> shakes as <<he>> cums, wiping <<his>> $NPCList[_nn].penisdesc off on your ass.
<br><br>
<<case "mouth">>
<<He>> cums loudly, grinding <<his>> $NPCList[_nn].penisdesc against <<his>> own crotch with <<his>> hand as <<he>> cums.
<br><br>
<<case "mouthentrance" "mouthimminent" "chest" "lefthand" "righthand">>
<<He>> cums silently, mouth agape, rubbing <<his>> $NPCList[_nn].penisdesc against your cheek.
<br><br>
<<default>>
<<He>> moans as <<he>> cums, rubbing <<his>> clit with the base of <<his>> $NPCList[_nn].penisdesc.
<br><br>
<</switch>>
<</if>>
<<elseif $consensual is 1>><!-- This is a catch-all; there are no consensual wall encounters. -->
<<He>> collapses in orgasmic bliss.
<<else>>
<<if _condomResult is "leaked">>
<span class="red">The condom broke.</span>
<<elseif _condomResult is "burst">>
<span class="red">The tip of the condom bursts and rips, exposing the head of <<his>> penis.</span>
<</if>>
<<if _condomResult is "contained">>
<<genericCondomEjaculation>>
<<elseif $NPCList[_nn].penis is "idle">>
<<He>> groans as a wet patch forms on <<his>> trousers. You barely stifle a laugh at the pathetic display.
<br><br>
<<elseif $NPCList[_nn].penis is "thighs">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> shakes as <<he>> cums, pulling <<his>> $NPCList[_nn].penisdesc out and ejaculating onto the backs of your thighs. You feel <<him>> wipe <<his>> cock clean on your <<bottom>>.
<br><br>
<<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<case 4 5 6>>
<<He>> grabs your legs, slamming <<his>> crotch hard into your <<bottom>> as <<he>> cums and ejaculates onto your tummy and the wall.
<br><br>
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<case 7>>
<<He>> groan as <<he>> cums, ejaculating a massive load that covers your thighs and tummy; cum drips coolly down your legs, pooling on the ground. "Now your nice and greasy for the next sucker that comes along."
<br><br>
<<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<tummyejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<</switch>>
<<elseif $NPCList[_nn].penis is "vaginaentrance" and playerChastity("vagina")>>
<<He>> gasps as <<he>> cums against your $worn.genitals.name. "Shame someone locked you up so tight," <<he>> says, giving your <<bottom>> a little smack.
<br><br>
<<elseif $NPCList[_nn].penis is "vaginaentrance">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> shoves <<his>> thumb into your ass and groans as <<he>> ejaculates onto your <<pussy>>. You feel semen coating your outer lips and pooling around your knees.
<br><br>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>>
<<case 4 5 6>>
<<He>> strokes <<his>> $NPCList[_nn].penisdesc and ejaculates onto your <<pussy>> without a word, sending streams of semen running down your cunt; you can feel <<him>> flicking <<his>> cock dry on your <<bottom>>.
<br><br>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>>
<<case 7>>
<<He>> moans and strokes <<his>> $NPCList[_nn].penisdesc as <<he>> cums, sending thick ropes of semen onto your <<pussy>> and ass; <<he>> wipes <<his>> cock on your thighs.
<br><br>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>>
<</switch>>
<<elseif $NPCList[_nn].penis is "vaginaimminent" and playerChastity("vagina")>>
<<He>> gasps as <<he>> cums onto your $worn.genitals.name. "Shame someone locked you up so tight," <<he>> says, giving your <<bottom>> a little smack.
<br><br>
<<elseif $NPCList[_nn].penis is "vaginaimminent">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> cums before <<he>> can penetrate your <<pussy>>, ejaculating on the outside. Semen coats your outer lips and tummy; <span class="red"><<he>> slaps you across the ass hard in anger</span> as you jerk in the restraints.
<<gstress>><<gtrauma>><<gpain>><<violence 6>><<bruise bottom>><<hitstat>>
<br><br>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>>
<<case 4 5 6>>
<<He>> ejaculates onto your <<pussy>> before <<he>> can penetrate you, sending warm streams of semen running down your cunt; <<he>> groans in disappointment.
<br><br>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>>
<<case 7>>
<<He>> moans and strokes <<his>> $NPCList[_nn].penisdesc as <<he>> cums, sending thick ropes of semen onto your <<pussy>> and ass. "Such a filthy little bitch."
<br><br>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>>
<</switch>>
<<elseif $NPCList[_nn].penis is "vagina">>
<<switch $NPCList[_nn].penissize>>
<<case 4>>
<<He>> convulses and grinds down on your crotch as <<he>> cums, <<his>> $NPCList[_nn].penisdesc sending thick waves of cum into your <<pussy>>. Semen oozes from your vagina and down your legs. "Doesn't look like you can hold my load, you fragile cunt."
<br><br>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<vaginalejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<recordVaginalSperm "pc" $NPCList[_nn] "human">>
<<case 1>>
<<He>> moans as a dribble of cum leaks from <<his>> $NPCList[_nn].penisdesc and onto the outside of your <<genitals>>.
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>>
<br><br>
<<default>>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> grabs your thighs for leverage, pulling and thrusting deeply into your <<pussy>> as <<he>> cums, holding <<his>> $NPCList[_nn].penisdesc deep in your womb. Semen splashes inside your bruised cunt as your thighs mash into the wall.
<br><br>
<<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">>
<<recordVaginalSperm "pc" $NPCList[_nn] "human">>
<<case 4 5 6>>
<<He>> quiets and grabs your hips, pounding <<his>> $NPCList[_nn].penisdesc into you as <<he>> cums. Semen fills your <<pussy>> as you jerk in the restraints.
<br><br>
<<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">>
<<recordVaginalSperm "pc" $NPCList[_nn] "human">>
<<case 7>>
<<He>> convulses and grinds on your cunt as <<he>> cums, smashing your <<clit>> and sending thick waves of cum into your <<pussy>>. Semen oozes from your vagina and down your legs, pooling around your knees. "I bet you enjoy being fucked by faceless cocks. What a dirty slut."
<br><br>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<vaginalejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<recordVaginalSperm "pc" $NPCList[_nn] "human">>
<</switch>>
<</switch>>
<<elseif $NPCList[_nn].penis is "cheeks">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> shakes as <<he>> cums, withdrawing <<his>> $NPCList[_nn].penisdesc from your cheeks and ejaculating onto your <<bottom>>.
<br><br>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 4 5 6>>
<<He>> pinches the top of your cheeks with <<his>> hands and smashes your thighs hard against the wall, ejaculating between your cheeks.
<br><br>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 7>>
<<He>> squeezes your cheeks together and grunts as <<he>> cums. You feel a flood of warm cum dripping down your <<bottom>> and crotch. "Such a sloppy mess, I guess you can clean it up later."
<br><br>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>>
<</switch>>
<<elseif $NPCList[_nn].penis is "anusentrance" and playerChastity("anus")>>
<<He>> gasps as <<he>> cums onto your $worn.genitals.name. "Shame someone locked you up so tight," <<he>> says, giving your <<bottom>> a little smack.
<br><br>
<<elseif $NPCList[_nn].penis is "anusentrance">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> <span class="blue">slaps your asscheek with one hand</span> and strokes <<his>> $NPCList[_nn].penisdesc with the other, ejaculating onto your bottom. Semen drips down your butt and into your crack.
<<gstress>><<gtrauma>><<gpain>><<violence 3>><<bruise bottom>><<hitstat>>
<br><br>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 4 5 6>>
<<He>> strokes <<his>> $NPCList[_nn].penisdesc and quietly ejaculates onto your <<bottom>>. You feel semen dripping down your crack, and feel filthy inside.
<br><br>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 7>>
<<He>> moans and strokes <<his>> $NPCList[_nn].penisdesc as <<he>> cums; you feel the splash of wet semen cover your <<bottom>> and drip down your crotch. "I think you'd have enjoyed being fucked in the ass. Maybe next time."
<br><br>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>>
<</switch>>
<<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>>
<<elseif $NPCList[_nn].penis is "anusimminent" and playerChastity("anus")>>
<<He>> gasps as <<he>> cums onto your $worn.genitals.name. "Shame someone locked you up so tight," <<he>> says, giving your <<bottom>> a little smack.
<br><br>
<<elseif $NPCList[_nn].penis is "anusimminent">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> cums before <<he>> can penetrate your wriggling ass, ejaculating on the outside. You feel semen coat your <<bottom>> and drip warmly down your crack. <span class="red"><<He>> smacks your ass angrily.</span> and your body jerks in response.
<<gstress>><<gtrauma>><<gpain>><<violence 6>><<bruise bottom>><<hitstat>>
<br><br>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 4 5 6>>
<<He>> strokes <<his>> $NPCList[_nn].penisdesc and ejaculates onto your <<bottom>> before <<he>> can penetrate you, sending streams of semen running down your crack; <<he>> groans in disappointment.
<br><br>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 7>>
<<He>> moans and strokes <<his>> $NPCList[_nn].penisdesc as <<he>> cums, you feel a flood of semen on your <<bottom>> and crotch. "I bet you feel like a disgusting pig."
<br><br>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>>
<</switch>>
<<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>>
<<elseif $NPCList[_nn].penis is "anus">>
<<switch $NPCList[_nn].penissize>>
<<case 4>>
<<He>> convulses and, with a final shove of <<his>> $NPCList[_nn].penisdesc cums in your ass. Thick waves of semen pump into you. <span class="blue">You gasp as your ass overflows;</span> cum oozes from your <<bottom>> and runs down your legs. "You need to learn how to take a cock, you sloppy pig."
<<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<recordAnusSperm "pc" $NPCList[_nn] "human">>
<br><br>
<<case 1>>
<<He>> moans as a pathetic dribble of cum leaks from <<his>> $NPCList[_nn].penisdesc and onto your <<bottom>>.
<br><br>
<<default>>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> moans, pounding your ass mercilessly as <<he>> cums. You whimper as you take <<his>> entire length, and feel unwelcome semen streaming in your asshole.
<br><br>
<<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">>
<<recordAnusSperm "pc" $NPCList[_nn] "human">>
<<case 4 5 6>>
<<He>> grabs your hips for leverage, pushing hard into your <<bottom>> as <<he>> cums, mashing your thighs into the wall. Semen fills you as you cry out, <<his>> girth stretching your anus.
<br><br>
<<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">>
<<recordAnusSperm "pc" $NPCList[_nn] "human">>
<<case 7>>
<<He>> convulses and with a final shove, cums in your ass. Thick waves of semen pump into you. <span class="blue">You gasp as your ass overflows;</span> cum oozes from your <<bottom>> and runs down your legs. "I can't see your face, but I bet you love being fucked in the ass."
<br><br>
<<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<recordAnusSperm "pc" $NPCList[_nn] "human">>
<</switch>>
<</switch>>
<<elseif $NPCList[_nn].penis is "chest">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> pinches your <<breasts>> together on <<his>> $NPCList[_nn].penisdesc as <<he>> cums, ejaculating onto them.
<br><br>
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<<case 4 5 6>>
<<He>> grabs your hair to force you to look at <<him>> while <<he>> strokes the tip of <<his>> $NPCList[_nn].penisdesc between your <<breasts>> and wordlessly ejaculates onto them. Your <<breasts>> cool as semen slides down your body.
<br><br>
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<<case 7>>
<<He>> grabs your hair for leverage and bears down on your <<breasts>>, grunting as <<he>> cums; semen shoots between your <<breasts>> and onto the wall. <<He>> laughs and <span class="purple">slaps <<his>> $NPCList[_nn].penisdesc across your helpless face to dry it off.</span>
<<gtrauma>><<gstress>><<violence 1>><<bruise face>><<hitstat>>
<br><br>
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<</switch>>
<<elseif $NPCList[_nn].penis is "mouthentrance">>
<<switch $NPCList[_nn].penissize>>
<<case 4>>
<<He>> grips <<his>> $NPCList[_nn].penisdesc tightly, working it while aiming straight at your mouth. <span class="pink">You splutter and gag as thick ropes of cum push past your clenched lips and into your mouth.</span> "You need to learn to swallow, bitch."
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<br><br>
<<case 1>>
<<He>> moans as a pathetic dribble of cum leaks from <<his>> $NPCList[_nn].penisdesc and down your chin. It's all you can do to keep from laughing.
<br><br>
<<default>>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> cups your chin with one hand and strokes <<his>> $NPCList[_nn].penisdesc with the other, ejaculating onto your face. "You must be so embarrassed being used like this."
<br><br>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<case 4 5 6>>
<<He>> strokes <<his>> $NPCList[_nn].penisdesc and, holding your hair, ejaculates onto your face. Warm cum drips down your forehead and nose. "I bet you enjoy being used like this."
<br><br>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<case 7>>
<<He>> grasps your hair tightly in <<his>> fist, stroking <<his>> $NPCList[_nn].penisdesc while aiming straight at your mouth. <span class="pink">You splutter and gag as thick ropes of cum push past your clenched lips and into your mouth.</span> "You need to learn to swallow, bitch."
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<br><br>
<</switch>>
<</switch>>
<<elseif $NPCList[_nn].penis is "mouthimminent">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> grips hair at the top of your head, ejaculating onto your lips as you barely brush against the tip of <<his>> penis.
<br><br>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<case 4 5 6>>
<<He>> brushes <<his>> $NPCList[_nn].penisdesc against your face, causing <<him>> to ejaculate early. Cum drips down your lips and chin; frustrated, <<he>> wipes the cum off your face and shoves it in your mouth.
<<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<br><br>
<<case 7>>
<<He>> grasps your head but in <<his>> excitement cums before <<he>> can enter your mouth. Thick ropes of cum cover your cheeks, chin, and into your waiting mouth. <<He>> looks frustrated.
<br><br>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<</switch>>
<<elseif $NPCList[_nn].penis is "mouth">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> grabs you under the chin with one hand and by your hair with the other, shoving <<his>> $NPCList[_nn].penisdesc down your throat as <<he>> cums. You gag and retch as unwanted semen streams down your throat, forcing you to swallow.
<<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<br><br>
<<case 4 5 6>>
<<He>> grabs your hair as <<he>> mashes <<his>> $NPCList[_nn].penisdesc into your mouth, ejaculating with a moan. You gag as cum fills your mouth and drips down your chin.
<<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<br><br>
<<case 7>>
<<He>> grasps your hair by the temples, wildly thrusting <<his>> $NPCList[_nn].penisdesc down your throat as <<he>> cums. <span class="pink">You whimper as semen streams down your throat,</span> fills your mouth and covers your face as <<he>> flails. "I bet you enjoy being tied up and face fucked."
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<<gstress>><<gtrauma>><<gpain>><<violence 3>><<bruise neck>><<hitstat>>
<br><br>
<</switch>>
<<elseif $NPCList[_nn].penis is "feet">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> pushes your feet together and groans as <<he>> cums. Ejaculate covers your feet.
<br><br>
<<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">>
<<case 4 5 6>>
<<He>> quietly cums on your feet, slickening them with semen.
<br><br>
<<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">>
<<case 7>>
<<He>> grunts and thrusts <<his>> $NPCList[_nn].penisdesc between your feet as <<he>> cums, splattering cum on your feet and legs in the process, and pooling around your knees.
<br><br>
<<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<</switch>>
<!-- Removed hands outcomes -->
<<elseif $NPCList[_nn].penis is 0>>
<<if $head is "bound">>
<<switch random(1, 3)>>
<<case 1 2>>
<<He>> groans and rubs <<his>> cock, spraying your face with ejaculate through the hole.
<br><br>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">>
<<case 3>>
<<He>> moans as <<he>> ejaculates onto the ground. <<He>> reaches through the wall, <span class="purple"> shoving <<his>> fingers down your throat.</span> You gag and retch as <<he>> laughs. "Next time I'm throating you bitch; better train up."
<<gstress>><<gtrauma>><<gpain>><<violence 3>><<bruise neck>><<hitstat>>
<br><br>
<</switch>>
<<else>>
<<switch random(1, 4)>>
<<case 1 2 3>>
<<He>> groans as <<he>> works <<his>> shaft and, giving <<his>> $NPCList[_nn].penisdesc a final squeeze, ejaculates on you. "What a lovely cum dumpster you are."
<br><br>
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<case 4>>
<<He>> moans and rubs <<his>> cock wildly, sending cum flying all over you and the wall. <<He>> wipes <<his>> penis clean on your body.
<br><br>
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<<tummyejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<</switch>>
<</if>>
<<elseif $NPCList[_nn].penis is "otheranus">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> groans as you fuck <<his>> ass; <<he>> catches <<his>> ejaculate in <<his>> hand and wipes it on your <<bottom>>.
<br><br>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 4 5>>
<<He>> moans as you pound <<his>> ass, and ejaculates on the ground.
<br><br>
<<case 6 7>>
<<He>> sighs as <<he>> ejaculates onto <<his>> own chest.
<br><br>
<</switch>>
<<elseif ($NPCList[_nn].penis is "otheranusfrot" or $NPCList[_nn].penis is "otheranusentrance" or $NPCList[_nn].penis is "otheranusimminent") and playerChastity("penis")>>
<<He>> gasps as <<he>> cums onto your $worn.genitals.name. "Shame someone locked you up so tight," <<he>> says, giving your <<bottom>> a little smack.
<br><br>
<<elseif $NPCList[_nn].penis is "otheranusfrot" or $NPCList[_nn].penis is "otheranusentrance" or $NPCList[_nn].penis is "otheranusimminent">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> noisily cums as you fuck <<his>> cheeks, digging <<his>> nails into your <<bottom>> from behind and grinding your <<penis>> against <<his>> ass to finish.
<br><br>
<<case 4 5>>
<<He>> moans as you rub against <<his>> anus, and ejaculates on the ground; <<he>> seems disappointed.
<br><br>
<<case 6 7>>
<<He>> sighs as <<he>> ejaculates onto <<his>> own chest.
<br><br>
<</switch>>
<<elseif $NPCList[_nn].penis is "penis" or $NPCList[_nn].penis is "penisentrance" or $NPCList[_nn].penis is "penisimminent">>
<<He>> shakes with arousal as <<he>> cums all over your <<penis>>.
<<set _postOrgasmSpeech to `"That was awesome."`>>
<!-- Special case male PC being orally serviced by male NPC with no other contact -->
<<elseif $NPCList[_nn].mouth is "penis">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> cums as <<he>> pleasures you with <<his>> mouth; <<he>> catches <<his>> semen and rubs it into your <<bottom>>. "Don't you look lovely now."
<br><br>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 4 5>>
<<He>> cums on the ground, biting your <<penis>> as <<he>> stops abruptly. "I'm done now."
<br><br>
<<case 6 7>>
<<He>> grabs you by the <<print ($player.ballsExist ? "balls" : "pussy")>> and painfully drives your <<penis>> into <<his>> throat; <<he>> ejaculates on <<his>> chest as <<he>> throats your cock.
<br><br>
<</switch>>
<<elseif $NPCList[_nn].penis is "othermouth">>
<<He>> shakes with arousal as <<he>> cums, wiping <<his>> wet face clean on your back.
<br><br>
<</if>>
<</if>>
<</if>>
<!-- Finishing moves for damage only for wall -->
<<if _args[0] isnot "short">>
<<if $punishmentposition is "wall">>
<<if $consensual is 0 and $enemyhealth lte ($enemyhealthmax / 10) * 7.5>>
<<He>> <span class="red">angrily whips your ass and thighs with <<his>> belt; you jerk in the restraints, screaming in pain.</span> "What are you thinking, trying to fight me when you're bound like this?"
<<gstress>><<gtrauma>><<gpain>><<violence 6>><<npcStealMoney>>
<br><br>
<<elseif $consensual is 0 and $enemyhealth lte ($enemyhealthmax / 10) * 8.5>>
<<He>> <span class="pink">slaps your ass back and forth with <<his>> hands, bringing tears to your eyes.</span> "That'll teach you to fight with me."
<<gstress>><<gtrauma>><<gpain>><<violence 3>><<npcStealMoney>>
<br><br>
<<elseif $consensual is 0 and $enemyhealth lte ($enemyhealthmax / 10) * 9.5>>
<<He>> <span class="pink">spits on your <<bottom>>.</span> "You seem to need reminding that you're helpless here, you cheeky cunt."
<<gstress>><<gtrauma>><<gpain>><<violence 1>><<npcStealMoney>>
<br><br>
<</if>>
<</if>>
<</if>>
<</widget>><<widget "ejaculation">>
<<set $ejaculating to 1>>
<!-- Dev Notes -->
<!-- Use <<pussy>> <<breasts>> <<bottom>> in verbiage as PC status -->
<!-- Use <<penis>> <<genitals>> in verbiage as status -->
<!-- NPC references include: <<him>> <<he>> <<He>> <<himself>> and <<hes>> for he's/she's -->
<!-- <<pher>> <<pshe>> refers to PC in third person. Also <<phim>> -->
<!-- if $leftarm is "bound" and $rightarm is "bound" can be used as check for bound arms. NPC restraining is "grappled" -->
<!-- $mouthstate indicates what PC mouth is doing -->
<!-- $position is "wall" can be used as check for body through wall -->
<!-- $punishmentposition "gloryhole" is used for both consensual and non-consensual encounters -->
<!-- $walltype "pillory" or "cleanpillory" for pillory. Note head, arms are bound in pillory. CleanPillory used in school, Pillory outside police events, mostly as a graphical switch -->
<!-- $position = "doggy" or "missionary" for PC body position on back or front -->
<!-- $submissive can be used as check. lte 850 is dominant, gte 1150 is submissive -->
<!-- <<violence 1>> is clasped mouth, 3 grab throat, 4 hair yank, 5 strangle 10 punch/kick thigh 20 gut punch. Raises stress, trauma, pain at same time.-->
<!-- <<violence +#>> should be used with <<gstress>><<gtrauma>><<gpain>> <<violence -#>> should be used with <<lstress>><<ltrauma>><<lpain>> -->
<!-- <span class="red"> text-here</span> can be used to depict adverse events. red-pink-purple-blue-lblue-teal-green from least to most favourable -->
<!-- <<ggcontrol>> shows ++ Control, <<gcontrol>> shows + Control. GG used with <<control 25>> <<llcontrol>><<lcontrol>> for -- and - Control loss. Higher control is better.-->
<!-- <<controlloss>> is used as consensual to non-consen switch -->
<!-- <<lstress>> <<stress -1>> similar to above. Less stress is better. <<ltrauma>> <<trauma -1>> same. Less trauma is better. <<lpain>><<pain -1>> likewise.-->
<!-- <<tearful>> is used as in: "Your body feels sensitive as " or "You feel horny as "-->
<!-- <<bitch>>. is used as "bitch." -->
<!-- <<lewdness>> as in "You're stuck in town with your <<lewdness>> displayed" and contains text on level of undress (bare chest / undergarments / genitals) If clothed, returns "lewdness." Useful for pillory event.-->
<!-- $player.gender_appearance notes PC apparent gender, for use as M/F switch -->
<!-- <<girl>><<girl>>,<<girl>>. used for boy/girl as PC gender -->
<!-- $NPCList[x].gender and $NPCList[x].pronoun note NPC sexual gender and physical appearance gender. Pronoun sets breasts (F) and Gender sets M/F genitals penis/vagina -->
<!-- START MAIN LOOP -->
<<for _nn to 0;_nn lt $enemynomax; _nn++>>
<<if $NPCList[_nn].active is "active" and $NPCList[_nn].stance isnot "defeated">>
<<personselect _nn>>
<<if $sexavoid is 0 or $rapeavoid is 0>>
<<if $consensual is 1>>
<<famesex 1>>
<<else>>
<<famerape 1>>
<</if>>
<</if>>
<<if $exposed is 1>>
<<fameexhibitionism 1>>
<<elseif $exposed gte 2>>
<<fameexhibitionism 2>>
<</if>>
<<set $pronoun to $NPCList[_nn].pronoun>>
<<if $enemytype is "man" or $enemytype is "plant">>
<<set $NPCList[_nn].intro to 1>>
<<else>>
<<set $pronoun to "i">>
<</if>>
<!-- DEBUG -->
/% GENDER:<<girl>> GEN:<<genitals>>. BR:<<breasts>>. BOT:<<bottom>>. PUS:<<pussy>>. PEN:<<penis>>. PC:<<phim>>.<br> %/
/% POS:$position L-ARM:$leftarm R-ARM:$rightarm<br> MOU:$mouthstate<br> %/
/% ANG:$enemyanger MAX:$enemyangermax ENNUM:$enemyno ENHEALTH:$enemyhealth ENHEALTHMX:$enemyhealthmax<br> %/
/% STR:$stress TRA:$trauma PAIN:$pain CON:$control<br> %/
/% NAMED-NPC:<<print $npc[0]>><br><br> %/
/% PEN:$penis VAG:$vagina MOU:$mouth GEN:$pronoun<br><br> %/
/% NPC: _nn VAG: $NPCList[_nn].vagina PEN: $NPCList[_nn].penis MOU: $NPCList[_nn].mouth <br> %/
<!-- Pulling out is for couches -->
<<if ($pullOut or $NPCList[_nn].pregnancyAvoidance gte 80) and ["vagina","vaginadouble","anus","anusdouble"].includes($NPCList[_nn].penis) and !wearingCondom(_nn)>>
<<if _nn is $leglocktarget>>
<<He>> tries to pull out at the last minute, but <span class="lewd">you <<if $position is "missionary">>lock your legs even tighter<<else>>push back even harder<</if>>, taking <<him>> all the way in as <<he>> hits <<his>> peak.</span>
<<elseif $pullOut and $enemyanger gte 60>>
<span class="red"><<He>> doesn't pull out.</span>
<<else>>
<span class="green"><<He>> pulls out at the last minute.</span>
<<if $NPCList[_nn].penis is "vagina" or $NPCList[_nn].penis is "vaginadouble">>
<<set $NPCList[_nn].penis to "vaginaentrance">>
<<set $vaginastate to ($vaginastate is "doublepenetrated" ? "penetrated" : "imminent")>>
<<set _pullOutVagina to true>>
<<elseif $NPCList[_nn].penis is "anus" or $NPCList[_nn].penis is "anusdouble">>
<<set $NPCList[_nn].penis to "anusentrance">>
<<set $anusstate to ($anusstate is "doublepenetrated" ? "penetrated" : "imminent")>>
<<set _pullOutAnus to true>>
<</if>>
<</if>>
<</if>>
<<unset _condomResult>>
<<if wearingCondom(_nn)>>
<<if $NPCList[_nn].condom.state is "defective">>
<<set _condomResult to "leaked">>
<<elseif $NPCList[_nn].condom.state is "sabotaged">>
<<set _condomResult to "burst">>
<<else>>
<<set _condomResult to "contained">>
<</if>>
<<else>>
<<set _condomResult to "none">>
<</if>>
<!-- NAMED NPCs: Named NPCs without custom modules use simple text to stay in character -->
<<if $npc[$npcrow.indexOf(_nn)] is "Eden">>
<<ejaculation-eden _args[0]>>
<<elseif $npc[$npcrow.indexOf(_nn)] is "Kylar">>
<<ejaculation-kylar _args[0]>>
<<elseif $npc[$npcrow.indexOf(_nn)] is "Robin">>
<<ejaculation-robin _args[0]>>
<<elseif $npc[$npcrow.indexOf(_nn)] is "Leighton">>
<<ejaculation-leighton _args[0]>>
<<elseif $npc[$npcrow.indexOf(_nn)] is "Sydney">>
<<ejaculation-sydney _args[0]>>
<<elseif $npc[$npcrow.indexOf(_nn)] is "Alex">>
<<ejaculation-alex _args[0]>>
<<elseif $position is "wall" and ($walltype is "pillory" or $walltype is "cleanpillory")>>
<<ejaculation-pillory _args[0]>>
<<elseif $position is "wall">>
<<ejaculation-wall _args[0]>>
<<elseif $punishmentposition is "gloryhole" or $gloryhole>>
<<ejaculation-gloryhole _args[0]>>
<<elseif $NPCList[_nn].type is "plant">>
<<ejaculation-plant _args[0]>>
<<elseif $NPCList[_nn].fullDescription is "Ivory Wraith">>
<<ejaculation-wraith _args[0]>>
<!-- New Named NPCs or PC unique positions should be added above, otherwise below captures reaction -->
<<elseif ($npcrow.includes(_nn))>>
<<if $NPCList[_nn].vagina isnot "none" and $NPCList[_nn].penis is "none">>
<<He>> convulses in orgasmic bliss.
<</if>>
<<if $NPCList[_nn].penis is "idle">>
<<He>> groans as a wet patch forms on <<his>> trousers.
<</if>>
<<if npcHasStrapon(_nn)>>
<<switch $NPCList[_nn].penis>>
<<case leftDildoAnus rightDildoAnus>>
<<He>> ?orgasmMoans as <<his>> body convulses, <<his>> ass cheeks trembling against your $currentSexToyLeft.name.<<penis>>
<<default>>
<<He>> ?orgasmMoans and shivers in orgasmic bliss, grinding the strap-on against <<his>> genitals.
<</switch>>
<<elseif _condomResult is "contained">>
<<genericCondomEjaculation>>
<<else>>
<<if $NPCList[_nn].penis isnot "none" and (_condomResult is "leaked" or _condomResult is "burst")>>
<<if _condomResult is "leaked">>
<span class="red">The condom broke.</span>
<<elseif _condomResult is "burst">>
<span class="red">The tip of the condom bursts and rips, exposing the head of <<his>> penis.</span>
<</if>>
<<run delete $NPCList[_nn].condom>>
<</if>>
<<if $NPCList[_nn].penis is "otheranusfrot">>
<<He>> ejaculates into <<his>> hand as <<he>> rubs <<his>> ass against your <<penis>>.
<</if>>
<<if $NPCList[_nn].penis is "otheranus">>
<<He>> ?orgasmMoans and ejaculates <<print either("onto <<his>> chest","into the air","into <<his>> hand")>> as <<he>> <<print either("fucks","slams","thrusts")>> <<his>> ass against your <<penis>>.
<</if>>
<<if $NPCList[_nn].penis is "thighs">>
<<He>> ejaculates onto your thighs.
<<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<</if>>
<<if $NPCList[_nn].penis is "vaginaentrance" and playerChastity("vagina")>>
<<He>> ejaculates onto your $worn.genitals.name.
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<elseif $NPCList[_nn].penis is "vaginaentrance" and !npcHasStrapon(_nn)>>
<<if playerChastity("vagina")>>
<<He>> ejaculates onto your $worn.genitals.name.
<<else>>
<<He>> ejaculates onto your <<pussy>>.
<</if>>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: $enemytype is "man" ? "human" : $NPCList[_nn].type, rngModifier: 5, rngType: "canWash"}`>>
<</if>>
<<if $NPCList[_nn].penis is "vaginaimminent" and playerChastity("vagina")>>
<<He>> ejaculates onto your $worn.genitals.name.
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<elseif $NPCList[_nn].penis is "vaginaimminent">>
<<if playerChastity("vagina")>>
<<He>> ejaculates onto your $worn.genitals.name.
<<else>>
<<He>> ejaculates onto your <<pussy>>.
<</if>>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: $enemytype is "man" ? "human" : $NPCList[_nn].type, rngModifier: 15, rngType: "canWash"}`>>
<</if>>
<<if $NPCList[_nn].penis is "vagina">>
<<He>> ejaculates deep into your womb.
<<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">>
<<recordVaginalSperm "pc" $NPCList[_nn] `($enemytype is "man" ? "human" : $NPCList[_nn].type)`>>
<</if>>
<<if $NPCList[_nn].penis is "cheeks">>
<<He>> ejaculates onto your back.
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<</if>>
<<if $NPCList[_nn].penis is "anusentrance">>
<<if playerChastity("anus")>>
<<He>> ejaculates on your $worn.genitals.name.
<<else>>
<<He>> ejaculates between your <<bottom>> cheeks.
<<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: $enemytype is "man" ? "human" : $NPCList[_nn].type, rngModifier: 5, rngType: "canWash"}`>>
<</if>>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<</if>>
<<if $NPCList[_nn].penis is "anusimminent">>
<<if playerChastity("anus")>>
<<He>> ejaculates on your $worn.genitals.name.
<<else>>
<<He>> ejaculates between your <<bottom>> cheeks.
<<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: $enemytype is "man" ? "human" : $NPCList[_nn].type, rngModifier: 15, rngType: "canWash"}`>>
<</if>>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<</if>>
<<if $NPCList[_nn].penis is "anus">>
<<He>> ejaculates into your bowels.
<<analejacstat>><<ejacstat>><<set $hunger -= 200>><<set $thirst -= 200>><<set $hygiene += 500>><<bodyliquid "anus" "semen">>
<<recordAnusSperm "pc" $NPCList[_nn] `($enemytype is "man" ? "human" : $NPCList[_nn].type)`>>
<</if>>
<<if $NPCList[_nn].penis is "chest">>
<<He>> ejaculates onto your chest.
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<</if>>
<<if $NPCList[_nn].penis is "mouthentrance">>
<<He>> ejaculates onto your face.
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<</if>>
<<if $NPCList[_nn].penis is "mouthimminent">>
<<He>> ejaculates onto your face.
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<</if>>
<<if $NPCList[_nn].penis is "mouth">>
<<He>> ejaculates down the back of your throat.
<<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<</if>>
<<if $NPCList[_nn].penis is "feet">>
<<He>> ejaculates on your feet.
<<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">>
<</if>>
<<if $NPCList[_nn].penis is "leftarm" and $NPCList[_nn].penis is "rightarm">>
<<He>> ejaculates on your hands.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">>
<</if>>
<<if $NPCList[_nn].penis is "leftarm">>
<<He>> ejaculates on your hand.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">>
<</if>>
<<if $NPCList[_nn].penis is "rightarm">>
<<He>> ejaculates on your hand.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "semen">>
<</if>>
<<if $NPCList[_nn].penis is "leftDildoAnus">>
<<switch random(1, 5)>>
<<case 1>>
<<He>> ?orgasmMoans as <<his>> body convulses, <<his>> ass cheeks trembling against your $currentSexToyLeft.name.
<<case 2>>
<<He>> ?orgasmMoans and ejaculates into the air as you fuck <<his>> ass with your $currentSexToyLeft.name. It splatters on the floor.
<<case 3 4>>
<<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your $currentSexToyLeft.name.
<<case 5>>
<<He>> ?orgasmMoans and grasps your arm as your $currentSexToyLeft.name brings <<him>> to orgasm.
<</switch>>
<</if>>
<<if $NPCList[_nn].penis is "rightDildoAnus">>
<<switch random(1, 5)>>
<<case 1>>
<<He>> ?orgasmMoans as <<his>> body convulses, <<his>> ass cheeks trembling against your $currentSexToyRight.name.
<<case 2>>
<<He>> ?orgasmMoans and ejaculates into the air as you fuck <<his>> ass with your $currentSexToyLeft.name. It splatters on the floor.
<<case 3 4>>
<<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your $currentSexToyRight.name.
<<case 5>>
<<He>> ?orgasmMoans and grasps your arm as your $currentSexToyRight.name brings <<him>> to orgasm.
<</switch>>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>>
<</if>>
<<if $NPCList[_nn].penis is 0>>
<<if $gloryhole>>
<<He>> ejaculates into the air. It splatters on the floor.
<<else>>
<<He>> ejaculates onto your tummy.
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<</if>>
<</if>>
<<if $NPCList[_nn].penis is "penis" or $NPCList[_nn].penis is "penisentrance" or $NPCList[_nn].penis is "penisimminent">>
<<if $gloryhole>>
<<He>> ejaculates into the air. It splatters on the floor.
<<else>>
<<He>> ejaculates onto your tummy.
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<</if>>
<</if>>
<</if>>
<br><br>
<!-- Finishing moves for Alex, Avery and Whitney; should be moved to their respective ejaculation files if/when they get them -->
<<if $speechdisable isnot 1>>
<<switch $npc[$npcrow.indexOf(_nn)]>>
<<case "Alex">>
<<if $consensual is 1 and $enemyanger lte 0>>
<<switch random(1, 3)>>
<<case 3>>
<<if $farm_stage gte 7 and $alex_countdown is undefined>>
<<if C.npc.Alex.dom gte 30>>
<<He>> grins and ruffles your hair.
<<print either(
`"Don't go far. We're doing this again real soon."`,
`"Best fuck I've had in a while."`,
`"You're so damn cute."`,
`"That's my <<girl>>."`
)>>
<<elseif C.npc.Alex.dom lte -30>>
<<He>> holds you close, and sighs into your chest.
<<print either(
`"What did I do to deserve you?"`,
`"What would I do without you?"`,
`"You're so damn cute."`,
`"I'm your <<if $pronoun is "f">>wo<</if>>man..."`
)>>
<<else>>
<<He>> presses <<his>> forehead to yours.
<<print either(
`"Never thought myself the type to settle down. But you're worth it."`,
`"Who'd've thought I'd fall for a townie?"`,
`"You're so damn cute."`,
`"You're my <<if $player.gender_appearance is "f">>wo<</if>>man..."`
)>>
<</if>>
<<else>>
<<He>> smiles and pats your <<bottom>>.
<<print either(
`"Don't go far. We're doing this again real soon."`,
`"This job isn't so bad with you around."`,
`"You're a bad <<girl>>, getting me to slack off."`
)>>
<</if>>
<span class="green">Your face flushes with pleasure.</span>
<<lstress>><<ltrauma>><<lpain>><<violence -3>>
<<case 2>>
<<if C.npc.Alex.dom gte 10>>
<<He>> strokes under your chin,
<<else>>
<<He>> rests <<his>> head on your shoulder,
<</if>>
<span class="green">making you feel warm inside.</span>
<<lstress>><<ltrauma>><<lpain>><<violence -3>>
<<default>>
<<if C.npc.Alex.dom gte 10>>
<<He>> holds you in <<his>> arms,
<<else>>
<<He>> lies in your arms,
<</if>>
<span class="green">making you feel warm inside.</span>
<<lstress>><<ltrauma>><<lpain>><<violence -3>>
<</switch>>
<br><br>
<</if>>
<<case "Avery">>
<<if $consensual is 1 and $enemyanger lte 0 and C.npc.Avery.love gte 20>>
<<switch random(1, 3)>>
<<case 3>>
<<if $averyragerevealed is 1 and C.npc.Avery.rage gte 60>>
<<He>>
<<if $player.breastsize is 0>>
wraps an arm around your chest
<<else>>
grabs your breast
<</if>>
and pulls your body against <<his>>, breathing heavily in your ear.
<<print either(
`"You'd best keep behaving like this. Or else."`,
`"With a body like this, you're almost worth the hassle."`,
`"So you can behave. Here I thought you were only good for one thing."`
)>>
<span class="pink"><<He>> gives your nipple a harsh tweak,</span> before shoving you aside.
<<gtrauma>><<gstress>><<gpain>><<larage>><<violence 3>><<npcincr Avery rage -5>>
<<elseif $averyragerevealed is 1 and C.npc.Avery.rage gte 20>>
<<He>>
<<if $player.breastsize is 0>>
wraps an arm around your chest
<<else>>
grabs your breast
<</if>>
and pulls your body against <<his>>, whispering in your ear.
<<print either(
`"Good <<girl>>."`,
`"Be good. You'll make both our lives easier."`,
`"It's better when you behave. For both of us."`,
`"I hope this means you've learnt your lesson."`
)>>
<span class="purple"><<He>> gives your chest a rough squeeze</span> before releasing you.
<<stress 4>><<arousal 500 "breasts">><<npcincr Avery rage -5>><<gstress>><<garousal>><<larage>>
<<else>>
<<if $player.breastsize is 0>>
<<He>> strokes your chest,
<<else>>
<<He>> cups your breast,
<</if>>
<span class="lewd">circling <<his>> thumb around your nipple.</span> <<He>> gives it a gentle pinch.
<<print either(
`"A <<girl>> like you is worth every penny."`,
`"Did you enjoy yourself? I know I did."`,
`"You have a magnificent body."`
)>>
<<ltrauma>><<lstress>><<lpain>><<garousal>><<violence -3>><<arousal 500 "breasts">>
<</if>>
<<case 2>>
<<if $averyragerevealed is 1 and C.npc.Avery.rage gte 60>>
<<He>> brushes your hair back, <span class="pink"><<his>> expression impassive.</span>
<<print either(
`"Such a <<if $player.gender_appearance is "m">>handsome<<else>>pretty<</if>> face. Don't make me ruin it."`,
`"You're a passable whore, if nothing else."`,
`"At least you're good for something."`
)>>
<<trauma 6>><<stress 6>><<npcincr Avery rage -5>><<gtrauma>><<gstress>><<larage>>
<<elseif $averyragerevealed is 1 and C.npc.Avery.rage gte 20>>
<<He>> brushes your hair back, <span class="purple">smiling as <<he>> pinches your cheek.</span>
<<print either(
`"Playing nice, are we? What a pleasant surprise."`,
`"I can't stay mad at that face."`,
`"That wasn't so hard, was it?"`
)>>
<<stress 4>><<npcincr Avery rage -5>><<gstress>><<larage>>
<<else>>
<<He>> brushes your hair back, smiling softly. You stare into each other's eyes, <span class="green">and your heart flutters.</span>
<<ltrauma>><<lstress>><<lpain>><<garousal>><<violence -3>>
<</if>>
<<default>>
<<if $averyragerevealed is 1 and C.npc.Avery.rage gte 60>>
<<He>> lifts your chin, <span class="pink">glaring down with a hand on <<his>> hip.</span>
<<print either(
`"So you can behave after all."`,
`"I nearly forgot how much of a brat you've been."`,
`"You still have a long way to go before I'll forgive you."`
)>>
<<trauma 6>><<stress 6>><<npcincr Avery rage -5>><<gtrauma>><<gstress>><<larage>>
<<elseif $averyragerevealed is 1 and C.npc.Avery.rage gte 20>>
<<He>> lifts your chin, forcing you to meet <<his>> gaze.
<<print either(
`"I still haven't forgiven you. But this is a start."`,
`"I hope this means you've learnt your lesson."`,
`"You want my forgiveness that bad, do you?"`
)>>
<span class="purple"><<He>> smiles, and pinches your cheek.</span>
<<stress 4>><<npcincr Avery rage -5>><<gstress>><<larage>>
<<else>>
<<He>> lifts your chin, peering down with a smile.
<<print either(
`"You're simply priceless."`,
`"Such a perfect <<girl>>."`,
`"You are a prize, dear."`
)>>
<<He>> kisses your cheek, <span class="green">making you feel warm inside.</span>
<<ltrauma>><<lstress>><<lpain>><<violence -3>>
<</if>>
<</switch>>
<br><br>
<<elseif $consensual is 0 and $enemyhealth lte ($enemyhealthmax / 10) * 7.5 and $averyragerevealed is 1 and C.npc.Avery.rage gte 60>>
Avery sneers, and
<<if random(1)>>
<span class="red">punches you in the face.</span> <<He>> wipes <<his>> hand on <<his>> sleeve.
<<else>>
<span class="red">stomps on your face, grinding <<his>> heel into your nose.</span> You cry out in pain, but <<he>> only presses down harder.
<</if>>
<<print either(
`"Don't fuck with me."`,
`"Serves you right, cocky little shit."`,
`"Still think you're so tough?"`,
`"Still feeling smart about pissing me off?"`,
`"What's wrong? No more smart remarks?"`,
`"Where'd all that fight go? Fucking brat."`,
`"Get up. I'm not done with you."`
)>>
<<gtrauma>><<gstress>><<gpain>><<violence 10>><<npcStealMoney>>
<br><br>
<<elseif $consensual is 0 and $enemyhealth lte ($enemyhealthmax / 10) * 9>>
<<switch random(1, 3)>>
<<case 3>>
<<if $averyragerevealed is 1 and C.npc.Avery.rage gte 60>>
<span class="red"><<He>> kicks you repeatedly,</span> snarling each time <<his>> foot crashes into your side.
<<print either(
`"Worthless little shit."`,
`"On the ground, where you belong."`,
`"You'll cry when I tell you to cry."`,
`"I'll hurt you as much as I like. I own you."`
)>>
Powerless against <<his>> assault, you can only curl up to protect yourself until <<his>> anger finally subsides.
<<gtrauma>><<gstress>><<gpain>><<violence 6>><<npcStealMoney>>
<<elseif $averyragerevealed is 1 and C.npc.Avery.rage gte 20>>
<span class="pink"><<He>> shoves you away with a sneer.</span>
<<print either(
`"That's enough."`,
`"Perhaps I'll treat you nicer when you learn how to behave."`
)>>
<<gtrauma>><<gstress>><<gpain>><<violence 3>><<npcStealMoney>>
<<else>>
<<He>> grasps your arm, glaring into you. <<He>> doesn't say a word or raise a hand, <span class="purple">but it's enough to leave you shaking.</span>
<<stress 4>><<trauma 6>><<npcincr Avery rage 1>><<gtrauma>><<gstress>><<garage>><<npcStealMoney>>
<</if>>
<<case 2>>
<<if $averyragerevealed is 1 and C.npc.Avery.rage gte 60>>
<span class="red"><<He>> slaps you back and forth across the face,</span> growing more intense with each strike. By the time <<hes>> done, <<hes>> panting.
<<print either(
`"Don't you dare defy me."`,
`"Idiot. You messed up my hair."`,
`"That's what you get, <<bitch>>."`
)>>
<<gtrauma>><<gstress>><<gpain>><<violence 6>><<npcStealMoney>>
<<elseif $averyragerevealed is 1 and C.npc.Avery.rage gte 20>>
<<He>> <span class="pink">slaps you across the face.</span> <<He>> wipes <<his>> hand on <<his>> sleeve, sneering.
<<print either(
`"Look what you made me do."`,
`"You've no one to blame but yourself."`,
`"Remember that next time you think about misbehaving."`
)>>
<<gtrauma>><<gstress>><<gpain>><<violence 3>><<npcStealMoney>>
<<else>>
<span class="purple"><<His>> fist clenches,</span> but <<he>> doesn't move. <<He>> takes a deep breath, then smiles.
<<print either(
`"Don't make me do something I'll regret."`,
`"I don't want to hurt you. Be good, for your sake."`,
`"I don't like getting upset. You wouldn't like it, either."`
)>>
<<stress 4>><<trauma 6>><<npcincr Avery rage 1>><<gtrauma>><<gstress>><<garage>><<npcStealMoney>>
<</if>>
<<default>>
<<if ($neckuse is "hand" or random(1, 5) is 1) and $asphyxiaLvl gte 2>>
<<if $averyragerevealed is 1 and C.npc.Avery.rage gte 60>>
<span class="red"><<He>> grasps your neck in both hands, fingernails piercing your skin.</span>
<<print either(
`"Trashy little whore."`,
`"God, you're infuriating."`,
`"Fucking brat. I'm done playing nice."`,
`"I should leave you in the gutter, where you belong."`,
`"Learnt your lesson yet? Or should I beat it into you?"`
)>>
<<He>> digs <<his>> nails into your throat, before finally letting go.
<<gtrauma>><<gstress>><<gpain>><<violence 8>><<npcStealMoney>>
<<elseif $averyragerevealed is 1 and C.npc.Avery.rage gte 20>>
<span class="pink"><<He>> tightens <<his>> grip on your neck, locking eyes with you.</span>
<<print either(
`"You're being a very naughty <<girl>>."`,
`"So fragile. Don't make me break you."`,
`"My generosity only goes so far."`,
`"I expect obedience next time."`,
`"Mind your manners, brat."`,
`"You're starting to grate."`,
`"Don't test my patience."`
)>>
<<He>> drags <<his>> nails along your skin before letting go.
<<gtrauma>><<gstress>><<gpain>><<garage>><<npcincr Avery rage 5>><<violence 4>><<npcStealMoney>>
<<else>>
<<He>> brushes <<his>> fingers along your neck.
<<print either(
`"I'd mind my manners if I were you."`,
`"You don't want to upset me, do you?"`,
`"You'll behave from now on, won't you?"`
)>>
<span class="purple">You shiver.</span>
<<stress 4>><<trauma 6>><<npcincr Avery rage 1>><<gtrauma>><<gstress>><<garage>><<npcStealMoney>>
<</if>>
<<else>>
<<if $averyragerevealed is 1 and C.npc.Avery.rage gte 60>>
<span class="red"><<He>> grasps your chin and wrenches it up, looking down with fury.</span>
<<print either(
`"Trashy little whore."`,
`"God, you're infuriating."`,
`"Fucking brat. I'm done playing nice."`,
`"I should leave you in the gutter, where you belong."`,
`"Learnt your lesson yet? Or should I beat it into you?"`
)>>
<<He>> claws your cheek, then delivers a swift backhanded strike. <span class="red">You cry out in pain.</span>
<<gtrauma>><<gstress>><<gpain>><<violence 6>><<npcStealMoney>>
<<elseif $averyragerevealed is 1 and C.npc.Avery.rage gte 20>>
<span class="pink"><<He>> grasps your chin and forces it up, looking down with contempt.</span>
<<print either(
`"You're being a very naughty <<girl>>."`,
`"So fragile. Don't make me break you."`,
`"My generosity only goes so far."`,
`"I expect obedience next time."`,
`"Mind your manners, brat."`,
`"You're starting to grate."`,
`"Don't test my patience."`
)>>
<<He>> digs <<his>> nails into your cheek before letting go.
<<gtrauma>><<gstress>><<gpain>><<garage>><<npcincr Avery rage 5>><<violence 3>><<npcStealMoney>>
<<else>>
<span class="purple"><<He>> cups a hand under your chin and tilts it up.</span>
<<print either(
`"I'd mind my manners if I were you."`,
`"You don't want to upset me, do you?"`,
`"You'll behave from now on, won't you?"`
)>>
<<He>> smiles and trails <<his>> thumb along your cheek before letting go.
<<stress 4>><<trauma 6>><<npcincr Avery rage 1>><<gtrauma>><<gstress>><<garage>><<npcStealMoney>>
<</if>>
<</if>>
<</switch>>
<br><br>
<</if>>
<<case "Whitney">>
<<if $consensual is 1 and $enemyanger lte 0 and $whitneyromance is 1>>
<<switch random(1, 3)>>
<<case 3>>
<<if ["mouth"].includes($NPCList[_nn].penis)>>
<<print either(
`<<He>> runs a hand through your hair.`,
`<<He>> rubs <<his>> <<print $NPCList[_nn].penisdesc>> against your cheek.`
)>>
<<elseif ["mouth"].includes($NPCList[_nn].vagina)>>
<<print either(
`<<He>> runs a hand through your hair.`,
`<<He>> gently squeezes your face between <<his>> thighs.`,
`<<He>> brushes your cheek with <<his>> thigh.`
)>>
<<elseif ["facesit"].includes($NPCList[_nn].vagina)>>
<<print either(
`<<He>> runs a hand through your hair.`,
`<<He>> lifts off your face slightly and smiles down at you.`
)>>
<<else>>
<<print either(
`<<He>> runs a hand through your hair.`,
`<<He>> bites your ear, and whispers.`
)>>
<</if>>
<<if (["mouth","facesit"].includes($NPCList[_nn].vagina) or ["mouth"].includes($NPCList[_nn].penis)) and random(1)>>
<<if C.npc.Whitney.dom gte 10>>
<<print either(
`"That's it. Just how I like it."`,
`"Hope you liked your treat, slut."`
)>>
<<else>>
<<print either(
`"You sure know how to work that mouth."`,
`"Damn, you feel great down there."`
)>>
<</if>>
<<else>>
<<if C.npc.Whitney.dom gte 10>>
<<print either(
`"Knew I picked the right <<bitch>>."`,
`"That's a good slut."`,
`"Good <<girl>>."`
)>>
<<else>>
<<print either(
`"Fuck, you're good."`,
`"You're a nice lay, slut."`
)>>
<</if>>
<</if>>
<span class="green">You blush.</span>
<<lstress>><<ltrauma>><<lpain>><<violence -3>>
<<case 2>>
<<if ["facesit"].includes($NPCList[_nn].vagina)>>
<<He>> lifts up just enough to leave your face unobscured, and holds <<his>> phone overhead.
<<elseif ["mouth"].includes($NPCList[_nn].vagina) or ["mouth"].includes($NPCList[_nn].penis)>>
<<He>> yanks your hair back, forcing your gaze upwards. <<He>> holds <<his>> phone overhead.
<<else>>
<<if $worn.neck.collared is 1>>
<<He>> grabs your leash and forces you upright, bringing your face to <<hers>>.
<<else>>
<<He>> slings an arm around your shoulders, pressing your cheek to <<hers>>.
<</if>>
<<He>> raises <<his>> phone.
<</if>>
<<if $pain gte 60>>
<<print either(
`"Don't move, I want everyone to see those tears."`,
`"Cry for the camera, <<bitch>>."`
)>>
<<else>>
<<print either(
`"Now everyone will know you're my property."`,
`"Just showing everyone who owns you."`,
`"Smile, slut."`
)>>
<</if>>
<<if C.npc.Whitney.love gte 25>>
<span class="green"><<He>> <<if ["othervagina","penis","facesit"].includes($mouthuse)>>pets you<<else>>kisses your cheek<</if>> as the camera flashes.</span>
<<stress 4>><<arousal 200>><<status 5>><<gstress>><<garousal>><<gcool>>
<<else>>
<<He>> <<print either("raises <<his>> middle finger","makes a peace sign","sticks <<his>> tongue out")>> as the camera flashes.
<<stress 6>><<status 1>><<gstress>><<gcool>>
<</if>>
<<famesex 1 "pic">>
<<default>>
<<He>> runs <<his>> hand down your back, and caresses your <<bottom>>. <span class="lewd">You shiver from the sensation.</span>
<<lstress>><<ltrauma>><<lpain>><<garousal>><<violence -3>><<arousal 500 "bottom">>
<</switch>>
<br><br>
<<elseif $consensual is 0 and $enemyhealth lte ($enemyhealthmax / 10) * 9>>
<<switch random(1, 3)>>
<<case 3>>
<<He>> smirks, <<if $whitneyromance is 1>>kisses <<his>> knuckles, <</if>>then <span class="red">swings <<his>> fist into the side of your face.</span>
<<print either(
`"Keep struggling. It cracks me up."`,
`"That's for being a <<bitch>>."`
)>>
<<gtrauma>><<gstress>><<gpain>><<violence 6>><<npcStealMoney>>
<<case 2>>
<<if ["facesit"].includes($NPCList[_nn].vagina)>>
<<He>> lifts up just enough to leave your face unobscured. <<He>> holds <<his>> phone overhead.
<<elseif ["mouth"].includes($NPCList[_nn].vagina) or ["mouth"].includes($NPCList[_nn].penis)>>
<<He>> yanks your hair back, forcing your gaze upwards. <<He>> holds <<his>> phone overhead.
<<else>>
<<if $worn.neck.collared is 1>>
<<He>> grabs your leash and forces you upright, bringing your face to <<hers>>.
<<else>>
<<He>> slings an arm around your shoulders, pressing your cheek to <<hers>>.
<</if>>
<<He>> raises <<his>> phone.
<</if>>
<<if $pain gte 60>>
<<print either(
`"Don't move, I want everyone to see those tears."`,
`"Cry for the camera, <<bitch>>."`
)>>
<<else>>
<<print either(
`"Now everyone will know you're my property."`,
`"Just showing everyone who owns you."`,
`"Smile, slut."`
)>>
<</if>>
<<He>> <<print either("raises <<his>> middle finger","makes a peace sign","sticks <<his>> tongue out")>> as the camera flashes.
<<trauma 6>><<stress 6>><<gtrauma>><<gstress>><<npcStealMoney>>
<<famerape 1 "pic">>
<<default>>
Whitney sneers.
<<print either(
`"You like being used?"`,
`"Having fun?"`
)>>
Before you can answer, <span class="red"><<he>> stomps <<his>> foot on your throat.</span> You cough violently.
<<if $audiencepresent gte 1 and random(1)>>
<<He>> smirks over <<his>> shoulder. "Sounds like a yes to me." <<His>> friends laugh.
<<else>>
<<He>> smirks and presses down harder. "What's that?" <<He>> cups a hand to <<his>> ear. "Can't hear you."
<</if>>
<<gtrauma>><<gstress>><<gpain>><<violence 6>><<npcStealMoney>>
<</switch>>
<br><br>
<</if>>
<<default>>
/* Do nothing */
<</switch>>
<</if>>
<<else>>
<!-- Female Gender NPC Start -->
<<if $NPCList[_nn].vagina isnot "none">>
<!-- Start Consensual -->
<<if $consensual is 1>>
<<if $NPCList[_nn].vagina is "mouthentrance" or $NPCList[_nn].vagina is "mouth" or $NPCList[_nn].vagina is "mouthimminent">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> moans and rubs <<his>> crotch against your face with <<his>> hips, thighs shaking with orgasm.
<<case 3 4>>
<<His>> blush deepens and <<his>> body twitches as <<he>> cums.
<<case 5>>
<<He>> screams, cupping your head in <<his>> hand and rubbing <<his>> clit against your face.
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">>
<</switch>>
<<elseif $NPCList[_nn].vagina is "leftarm" or $NPCList[_nn].vagina is "rightarm">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> sighs as <<his>> body convulses, <<his>> thighs trembling against your head.
<<case 3 4>>
<<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your hand.
<<case 5>>
<<He>> screams and grasps your arm as your fingers bring <<him>> to orgasm. <<His>> juices soak your fingers.
<</switch>>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "goo">>
<<elseif $NPCList[_nn].vagina is "leftDildo">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> ?orgasmMoans as <<his>> body convulses, <<his>> thighs trembling against your $currentSexToyLeft.name.
<<case 3 4>>
<<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your $currentSexToyLeft.name.
<<case 5>>
<<He>> ?orgasmMoans and grasps your arm as your $currentSexToyLeft.name brings <<him>> to orgasm. <<His>> juices soak your $currentSexToyLeft.name.
<</switch>>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "goo">>
<<elseif $NPCList[_nn].vagina is "rightDildo">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> ?orgasmMoans as <<his>> body convulses, <<his>> thighs trembling against your $currentSexToyRight.name.
<<case 3 4>>
<<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your $currentSexToyRight.name.
<<case 5>>
<<He>> ?orgasmMoans and grasps your arm as your $currentSexToyRight.name brings <<him>> to orgasm. <<His>> juices soak your $currentSexToyRight.name.
<</switch>>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "goo">>
<<elseif $NPCList[_nn].vagina is "leftDildoAnus">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> ?orgasmMoans as <<his>> body convulses, <<his>> thighs trembling against your $currentSexToyLeft.name.
<<case 3 4>>
<<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your $currentSexToyLeft.name.
<<case 5>>
<<He>> ?orgasmMoans and grasps your arm as your $currentSexToyLeft.name brings <<him>> to orgasm.
<</switch>>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>>
<<elseif $NPCList[_nn].vagina is "rightDildoAnus">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> ?orgasmMoans as <<his>> body convulses, <<his>> thighs trembling against your $currentSexToyRight.name.
<<case 3 4>>
<<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your $currentSexToyRight.name.
<<case 5>>
<<He>> ?orgasmMoans and grasps your arm as your $currentSexToyRight.name brings <<him>> to orgasm.
<</switch>>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>>
<<elseif $NPCList[_nn].vagina is "lefthand" or $NPCList[_nn].vagina is "righthand">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> sighs as <<he>> cums, falling back and resting <<his>> arm over <<his>> eyes.
<<case 3 4>>
<<He>> moans as <<his>> <<if $NPCList[_nn].breastsize is 0>>chest heaves<<else>>$NPCList[_nn].breastsdesc shake<</if>> as <<he>> cums.
<<case 5>>
<<He>> screams as <<he>> cums, <<his>> juices running down <<his>> thighs. <<He>> scoops some with a finger, dons a playful smile, then flicks it across your face.
<<set _postOrgasmSpeech to `"Now you're messy, just like me."`>>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">>
<</switch>>
<<elseif $NPCList[_nn].vagina is "feet">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> moans and grasps your ankles as <<he>> cums.
<<set _postOrgasmSpeech to `"I love being treated like a dirty slut."`>>
<<case 3 4>>
<<He>> <<if $NPCList[_nn].breastsize is 0>>pinches<<else>>grasps<</if>> <<his>> $NPCList[_nn].breastsdesc as <<he>> cums against your feet.
<<set _postOrgasmSpeech to `"I love it when you dominate me."`>>
<<case 5>>
<<He>> screams as <<he>> cums, almost making you jump. <<His>> juices run over your feet.
<</switch>>
<<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "goo">>
<<elseif $NPCList[_nn].vagina is "vagina">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> cums as you scissor your pussies together, moaning with pleasure.
<<case 3 4>>
<<He>> moans and <<his>> legs shake as <<he>> cums against your <<pussy>>.
<<case 5>>
<<He>> screams, wrapping <<his>> arms under your shoulders and pressing <<his>> <<npcChest>> against you as <<his>> body shakes.
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "goo">>
<</switch>>
<<elseif $NPCList[_nn].vagina is "othermouth">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> shudders with pleasure and exhales against your crotch as <<he>> cums.
/* <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "goo">> */
<<case 3 4>>
<<He>> trembles against your crotch as <<he>> cums, and finishes with a long, wet lick.
/* <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "goo">> */
<<case 5>>
<<He>> screams into your crotch as <<he>> cums, <<his>> hands pressing firm into <<his>> thighs.
<</switch>>
<<elseif $NPCList[_nn].vagina is "facesit">>
<<switch random(2)>>
<<case 0>>
<<He>> moans and rubs <<his>> crotch against your face, shuddering as <<he>> comes to orgasm.
<<case 1>>
<<He>> begins to erratically move on your face, losing all semblance of control as <<he>> cums, squirting in your mouth.
<<case 2>>
<<He>> gasps and shudders, pressing down on your face at the moment of orgasm, covering you in <<his>> juices.
<</switch>>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">>
<<elseif $NPCList[_nn].vagina is "facesitanal">>
<<switch random(2)>>
<<case 0>>
<<He>> moans and grinds <<his>> ass against your mouth, shaking as <<he>> comes to orgasm, <<his>> juices running down onto your face.
<<case 1>>
<<He>> begins to rhythmically press <<his>> ass against you, getting faster as <<he>> builds to a shuddering climax, which covers you in <<his>> juices.
<<case 2>>
<<He>> gasps and shudders, pressing down on your face at the moment of orgasm, covering you in <<his>> juices.
<</switch>>
<br><br>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">>
<!-- following appear to be Male PC to Female Antagonist only? -->
<<elseif $NPCList[_nn].vagina is "otheranus">> <!-- anus rewrite -->
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> shakes as <<he>> cums, <<his>> ass pushing against you as <<he>> releases a final moan.
<<case 3 4>>
<<He>> shakes against your <<penis>> as <<he>> cums, moaning and grinding into you as deep as <<he>> can.
<<case 5>>
<<He>> screams and bucks into your crotch as <<he>> cums.
<<set _postOrgasmSpeech to `"Oh God you make me feel good."`>>
<<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "goo">>
<</switch>>
<<elseif $NPCList[_nn].vagina is "penis">>
<<switch random(1, 6)>>
<<case 1 2>>
<<He>> throws <<his>> arms around your shoulders as <<he>> cums, driving <<his>> pussy down hard against your <<penis>>.
<<set _postOrgasmSpeech to `"Your cock was made for me," <<he>> whispers.`>>
<<case 3 4>>
<<He>> sighs as <<he>> cums, <<his>> blush deepening.
<<set _postOrgasmSpeech to `"Oh, look what your cock did to me."`>>
<<case 5>>
<<He>> wraps <<his>> arms under your shoulders and presses <<his>> <<npcChest>> against you as <<he>> cums. You feel <<his>> pussy twitch against your <<penis>>.
<<case 6>>
<<He>> screams and pounds your <<penis>> with <<his>> pelvis as <<he>> cums, <<his>> whole body shaking.
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "goo">>
<</switch>>
<<ejacstat>><<set $hygiene += 500>><<bodyliquid "penis" "goo">>
<<elseif $NPCList[_nn].vagina is "penisimminent" or $NPCList[_nn].vagina is "penisentrance">>
<<He>> bites <<his>> lip as <<he>> cums on your <<penis>>.
<<set _postOrgasmSpeech to `"I want you inside me next time."`>>
<<elseif $NPCList[_nn].vagina is "otheranusfrot" or $NPCList[_nn].vagina is "otheranusentrance">>
<<He>> rubs <<his>> ass against your <<penis>> as <<he>> cums.
<<set _postOrgasmSpeech to `"That felt so good. I want you to pound my ass next time."`>>
<<elseif $NPCList[_nn].vagina is "frot">>
<<He>> grinds <<his>> clit hard against your <<penis>> as <<he>> cums, ejaculating on your cock and breathlessly begging you to screw <<him>> properly next time.
<<ejacstat>><<set $hygiene += 500>><<bodyliquid "penis" "goo">>
<!-- Below cases occur when NPC vagina is not in contact with PC -->
<<elseif $NPCList[_nn].mouth is "penis">>
<<if $speech_attitude is "meek">>
<<He>> cums as you fuck <<his>> mouth, and seems intent on licking your <<penis>> clean.
<<set _postOrgasmSpeech to `"I'm so naughty."`>>
<<elseif $speech_attitude is "bratty">>
<<He>> cums as you fuck <<his>> mouth with savage thrusts. You grasp <<his>> hair and push yourself even deeper inside. <<He>> gags and sputters, <<his>> juices running down <<his>> thighs.
<<set _postOrgasmSpeech to `"I love it when you dominate me."`>>
<<ejacstat>><<set $hygiene += 500>><<bodyliquid "penis" "goo">>
<<feetejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "goo">>
<<else>>
<<He>> cums as you fuck <<his>> mouth, gasping against your <<penis>>.
<<set _postOrgasmSpeech to `"I'm so dirty."`>>
<</if>>
<<elseif $NPCList[_nn].mouth is "kiss">>
<<He>> holds you tight and bites your lips gently as <<he>> cums, moaning into your mouth.
<<elseif $NPCList[_nn].vagina is 0>>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> buckles at the knees, <<his>> <<if $NPCList[_nn].breastsize is 0>>chest heaving<<else>>$NPCList[_nn].breastsdesc trembling<</if>> as <<he>> cums. <<His>> juices run down <<his>> thighs.
<<case 4 5 6>>
<<He>> sighs as <<he>> cums, and pats your <<bottom>>.
<<set _postOrgasmSpeech to `"That was fun."`>>
<<case 7>>
<<He>> rubs <<his>> clit and screams as <<he>> cums, <<his>> juices dripping onto you.
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "goo">>
<</switch>>
<<else>>
<!-- This is a catch-all case and should only be called if there's an error -->
<<He>> convulses in orgasmic bliss.
<</if>>
<!-- Start Non-Consensual -->
<<else>>
<<if $NPCList[_nn].vagina is "footjob">>
<<switch random(1, 5)>>
<<case 1 2 3>>
<<He>> gasps as <<he>> cums. Recovering, <<he>> smiles and moves <<his>> foot over your body. <span class="red"><<He>> pushes down as you gasp for breath.</span>
<<set _postOrgasmSpeech to `"You're mine anytime I want you, <<slut>>. Don't forget it."`>>
<<gtrauma>><<gstress>><<gpain>><<violence 6>><<bruise chest>><<hitstat>>
<<case 4 5>>
<<He>> laughs as <<he>> cums, pulling <<his>> foot away from your crotch and kicking your face.
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">>
<</switch>>
<<elseif $NPCList[_nn].vagina is "vagina">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> moans as <<he>> cums, <<his>> juices dripping over you.
<<case 3 4>>
<<He>> moans and <span class="blue">grasps your throat</span> as <<he>> cums. <<He>> rubs hard against your <<pussy>>, licking your cheek as <<he>> finishes.
<<gstress>><<gtrauma>><<gpain>><<violence 3>><<bruise neck>><<hitstat>>
<<case 5>>
<<He>> screams, grasping your hair and pushing <<his>> <<npcChest>> against you. <<His>> juices drip over you.
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "goo">>
<</switch>>
<<elseif $NPCList[_nn].vagina is "othermouth">>
<<He>> shakes with arousal and rubs against your body as <<he>> cums.
<<elseif $NPCList[_nn].vagina is "leftarm" or $NPCList[_nn].vagina is "rightarm">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> sighs as you finish with <<his>> pussy, <<his>> thighs shaking against you as <<his>> body trembles.
<<case 3 4>>
<<His>> blush deepens and <<his>> mouth gapes as <<he>> twitches against your hand.
<<case 5>>
<<He>> screams and grasps your arm as <<he>> cums against your fingers.
<</switch>>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid $NPCList[_nn].vagina "goo">>
<<elseif $NPCList[_nn].vagina is "lefthand" or $NPCList[_nn].vagina is "righthand">>
<<switch random(1, 6)>>
<<case 1 2>>
<<He>> moans as <<he>> cums, <span class="pink">and slaps you across the face.</span>
<<set _postOrgasmSpeech to `"I know you enjoy being abused. Don't try to hide it."`>>
<<case 3 4>>
<<He>> moans as <<he>> finishes. <<He>> reaches above your head and tugs your hair.
<<default>>
<<He>> moans as <<he>> finishes, and gives your <<bottom>> a sharp smack.
<</switch>>
<<elseif $NPCList[_nn].vagina is "mouthentrance" or $NPCList[_nn].vagina is "mouth" or $NPCList[_nn].vagina is "mouthimminent">>
<<He>> grasps your hair as <<he>> moans and grinds <<his>> crotch against your face.
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">>
<<elseif $NPCList[_nn].vagina is "facesit">>
<<switch random(2)>>
<<case 0>>
<<He>> bucks against your face, crying out as <<he>> cums, covering you in <<his>> juices.
<<case 1>>
<<He>> presses down hard on your face as <<he>> comes to a powerful orgasm that leaves <<him>> quivering.
<<case 2>>
<<He>> gasps "I'm gonna cum on your face, <<slut>>", before promptly sighing and orgasming, squirting in your mouth.
<</switch>>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">>
<<elseif $NPCList[_nn].vagina is "facesitanal">>
<<switch random(2)>>
<<case 0>>
<<He>> bucks against your face, pressing <<his>> ass into your mouth, crying out as <<he>> cums, covering you in <<his>> juices.
<<case 1>>
<<He>> presses down hard on your face as <<he>> comes to a powerful orgasm that leaves <<him>> quivering.
<<case 2>>
<<He>> gasps "I'm gonna cum on your face, <<slut>>", whilst grinding <<his>> ass into your mouth until <<he>> comes to a quivering climax on your face.
<</switch>>
<br><br>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">>
<!-- following appear to be Male PC to Female Antagonist only? -->
<<elseif $NPCList[_nn].vagina is "otheranus">>
<<He>> trembles as <<he>> cums, <<print ($player.ballsExist ? "cups your balls" : "grabs your pussy")>> and drags your <<penis>> deeper into <<his>> ass.
<<elseif $NPCList[_nn].vagina is "penis">>
<<He>> digs <<his>> nails into your shoulders as <<he>> cums, driving <<his>> pussy down hard against your <<penis>> and shuddering with pleasure.
<<elseif $NPCList[_nn].vagina is "penisimminent" or $NPCList[_nn].vagina is "penisentrance">>
<<He>> moans as <<he>> cums on your <<penis>>. <<if $role is "islander" and (!$islander_language or $islander_language lt 100)>><<He>> says something you don't understand.<<else>>"I'm finished with you."<</if>>
<<elseif $NPCList[_nn].vagina is "otheranusfrot" or $NPCList[_nn].vagina is "otheranusentrance">>
<<He>> bounces <<his>> ass cheeks against your <<penis>> as <<he>> cums. <<if $role is "islander" and (!$islander_language or $islander_language lt 100)>><<He>> says something you don't understand.<<else>>"That felt good, but next time you better fuck me properly."<</if>>
<<elseif $NPCList[_nn].vagina is "frot">>
<<He>> <span class="blue">grabs your throat</span> and grinds <<his>> clit against your <<penis>> as <<he>> cums.
<<gstress>><<gtrauma>><<gpain>><<violence 3>><<bruise neck>><<hitstat>>
<!-- Special case male PC with female NPC -->
<<elseif $NPCList[_nn].mouth is "penis">>
<<He>> cums as you fuck <<his>> mouth, shoving you away as <<he>> gasps for air. <<if $role is "islander" and (!$islander_language or $islander_language lt 100)>><<He>> says something you don't understand.<<else>>"I'm done with you now."<</if>>
<<elseif $NPCList[_nn].mouth is "kiss">>
<<He>> bites your lip hard as <<he>> cums, moaning into your mouth.
<<else>>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> <span class="pink">slaps your face,</span> as <<he>> trembles with orgasm. <<if $role is "islander" and (!$islander_language or $islander_language lt 100)>><<He>> says something you don't understand. <<His>> tone is dismissive.<<else>>"That's enough, <<slut>>."<</if>>
<<case 4 5 6>>
<<He>> sighs as <<he>> cums, and gives your <<bottom>> a swift smack. <<if $role is "islander" and (!$islander_language or $islander_language lt 100)>><<He>> says something you don't understand. <<His>> tone is dismissive.<<else>>"You're mine anytime I want you, whore."<</if>>
<<case 7>>
<<He>> shudders and moans as <<he>> cums, juices dripping down <<his>> thighs.
/* <<chestejacstat>><<ejacstat>><<set $hygiene += 500>> */
<</switch>>
<</if>>
<</if>>
<</if>>
<!-- Male Gender NPC Start -->
<<if $NPCList[_nn].penis isnot "none">>
<!-- Start simplified strap-on sub-case -->
<<if $NPCList[_nn].penisdesc.includes("strap-on")>>
<<if $consensual is 0>><!-- Non-consen strap-on case -->
<<switch $NPCList[_nn].penis>>
<<case "vagina" "vaginaimminent" "vaginaentrance" "anus" "anusentrance" "anusimminent" "thighs">>
<<switch random(1, 3)>>
<<case 1>>
<<He>> trembles as <<he>> cums, slapping you across the ass with <<his>> $NPCList[_nn].penisdesc.
<<case 2>>
<<He>> moans as <<he>> cums, then spanks your ass with <<his>> $NPCList[_nn].penisdesc.
<<set _postOrgasmSpeech to `"Something to remember me by, whore."`>>
<<case 3>>
<<He>> cums without a sound, and rubs <<his>> $NPCList[_nn].penisdesc along your back.
<<set _postOrgasmSpeech to "">>
<</switch>>
<<case "mouth">>
<<He>> moans and pushes <<his>> $NPCList[_nn].penisdesc deep into your throat, making you gag. Tears stream down your face.
<<case "mouthentrance" "mouthimminent" "chest" "lefthand" "righthand">>
<<switch random(1, 3)>>
<<case 1>>
<<He>> trembles and slaps you across the face with <<his>> $NPCList[_nn].penisdesc.
<<case 2>>
<<He>> moans and laughs, rubbing <<his>> $NPCList[_nn].penisdesc against your hair.
<<case 3>>
<<He>> cums without a sound, <<his>> mouth agape, as <<he>> rubs <<his>> $NPCList[_nn].penisdesc against your cheek.
<<set _postOrgasmSpeech to "">>
<</switch>>
<<case "penis" "penisentrance" "penisimminent">>
<<switch random(1, 3)>>
<<case 1>>
<<He>> trembles as <<he>> cums, slapping you across the ass with <<his>> $NPCList[_nn].penisdesc.
<<case 2>>
<<He>> moans as <<he>> cums, then spanks your ass with <<his>> $NPCList[_nn].penisdesc.
<<set _postOrgasmSpeech to `"Something to remember me by, whore."`>>
<<case 3>>
<<He>> cums without a sound, and rubs <<his>> $NPCList[_nn].penisdesc along your back.
<<set _postOrgasmSpeech to "">>
<</switch>>
<<default>>
<<He>> moans as <<he>> cums, rubbing <<his>> clit against the base of <<his>> $NPCList[_nn].penisdesc.
<</switch>>
<<else>><!-- Consensual strap-on case -->
<<switch $NPCList[_nn].penis>>
<<case "vagina" "vaginaimminent" "vaginaentrance" "anus" "anusentrance" "anusimminent" "thighs">>
<<He>> shakes as <<he>> cums, and rubs <<his>> $NPCList[_nn].penisdesc against your ass.
<<case "mouth">>
<<He>> moans and grinds <<his>> $NPCList[_nn].penisdesc against <<his>> crotch as <<he>> cums.
<<case "mouthentrance" "mouthimminent" "chest" "lefthand" "righthand">>
<<His>> mouth gapes as <<he>> cums, rubbing <<his>> $NPCList[_nn].penisdesc against your cheek.
<<case "penis" "penisentrance" "penisimminent">>
<<He>> moans and grinds <<his>> $NPCList[_nn].penisdesc against <<his>> crotch as <<he>> cums.
<<default>>
<<He>> moans as <<he>> cums, rubbing <<his>> clit against the base of <<his>> $NPCList[_nn].penisdesc.
<</switch>>
<</if>>
<!-- Start Consensual -->
<<elseif $consensual is 1>>
<<if _condomResult is "leaked">><<run delete $NPCList[_nn].condom>>
<span class="red">The condom broke.</span>
<<elseif _condomResult is "burst">><<run delete $NPCList[_nn].condom>>
<span class="red">The tip of the condom bursts and rips, exposing the head of <<his>> penis.</span>
<</if>>
<<if $NPCList[_nn].penis is "idle">>
<<He>> groans as a wet patch forms on <<his>> trousers.
<<if $speech_attitude is "bratty">>
You stifle a giggle at how pathetic <<he>> looks.
<</if>>
<<elseif _condomResult is "contained">>
<<genericCondomEjaculation>>
<<elseif $NPCList[_nn].penis is "thighs">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> trembles as <<he>> cums. <<He>> pulls <<his>> $NPCList[_nn].penisdesc out and ejaculates onto the backs of your thighs.
<<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<case 4 5 6>>
<<He>> grasps your thighs and fucks them with a violent intensity as <<he>> cums, ejaculating onto your tummy.
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<case 7>>
<<He>> moans as <<he>> cums, ejaculating a massive load that splatters over your thighs and tummy.
<<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<tummyejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<</switch>>
<<elseif ($NPCList[_nn].penis is "vaginaentrance" or $NPCList[_nn].penis is "vaginaentrancedouble") and playerChastity("vagina")>>
<<He>> strokes <<his>> $NPCList[_nn].penisdesc and ejaculates onto your $worn.genitals.name without a word, sending white streams of semen running down your thighs.
<<set _postOrgasmSpeech to "">>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">><<bodyliquid "thigh" "semen">>
<<elseif $NPCList[_nn].penis is "vaginaentrance">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> holds you firm by the hip with one hand and holds <<his>> $NPCList[_nn].penisdesc with the other, ejaculating onto your <<pussy>>. Semen covers you and pools around your legs.
<<case 4 5 6>>
<<He>> strokes <<his>> $NPCList[_nn].penisdesc and ejaculates onto your <<pussy>> without a word, sending white streams of semen running down your cunt.
<<set _postOrgasmSpeech to "">>
<<case 7>>
<<He>> moans and strokes <<his>> $NPCList[_nn].penisdesc as <<he>> cums, sending thick ropes of semen onto your <<pussy>> and <<bottom>>.
<<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<</switch>>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: $enemytype is "man" ? "human" : $NPCList[_nn].type, rngModifier: 5, rngType: "canWash"}`>>
<<elseif ($NPCList[_nn].penis is "vaginaimminent" or $NPCList[_nn].penis is "vaginaimminentdouble") and playerChastity("vagina")>>
<<He>> ejaculates onto your $worn.genitals.name, sending white streams of semen running down your thighs.
<<set _postOrgasmSpeech to `"Wish I could have fucked you properly."`>>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">><<bodyliquid "thigh" "semen">>
<<elseif $NPCList[_nn].penis is "vaginaimminent">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> cums before <<he>> can penetrate your <<pussy>>, ejaculating over your labia. Semen drips into a pool beneath you.
<<set _postOrgasmSpeech to `"Damn it, I wanted to cum inside you."`>>
<<case 4 5 6>>
<<He>> ejaculates onto your <<pussy>> before <<he>> can penetrate, sending white streams of semen running down your labia.
<<set _postOrgasmSpeech to `"Fuck, that should have gone inside."`>>
<<case 7>>
<<He>> moans and strokes <<his>> $NPCList[_nn].penisdesc as <<he>> cums, sending thick ropes of semen onto your <<pussy>> and <<bottom>>.
<<set _postOrgasmSpeech to `"Wish I could have cum inside you. I just made a mess instead."`>>
<<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<</switch>>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: $enemytype is "man" ? "human" : $NPCList[_nn].type, rngModifier: 15, rngType: "canWash"}`>>
<<elseif $NPCList[_nn].penis is "vagina">>
<<switch $NPCList[_nn].penissize>>
<<case 4>>
<<He>> convulses and grinds into your crotch as <<he>> cums, <<his>> $NPCList[_nn].penisdesc sending thick waves of semen into your <<pussy>>. It drips down your thighs.
<<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">>
<<recordVaginalSperm "pc" $NPCList[_nn] `($enemytype is "man" ? "human" : $NPCList[_nn].type)`>>
<<vaginalentranceejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<case 1>>
<<He>> moans as a dribble of cum leaks from <<his>> $NPCList[_nn].penisdesc into your <<pussy>>. You expected more.
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: $enemytype is "man" ? "human" : $NPCList[_nn].type, rngModifier: 50}`>>
<<default>>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> moans and thrusts deep into your <<pussy>> as <<he>> cums, holding <<his>> $NPCList[_nn].penisdesc against your womb. You feel warm as semen fills you.
<<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">>
<<recordVaginalSperm "pc" $NPCList[_nn] `($enemytype is "man" ? "human" : $NPCList[_nn].type)`>>
<<case 4 5 6>>
<<He>> grasps your shoulders, pulling you deeper onto <<his>> $NPCList[_nn].penisdesc as <<he>> cums. Semen fills your <<pussy>>, leaving you breathless.
<<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">>
<<recordVaginalSperm "pc" $NPCList[_nn] `($enemytype is "man" ? "human" : $NPCList[_nn].type)`>>
<<case 7>>
<<He>> convulses and grinds down on your crotch as <<he>> cums, sending thick waves of cum into your <<pussy>>. Semen drips down your thighs.
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<vaginalejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<recordVaginalSperm "pc" $NPCList[_nn] `($enemytype is "man" ? "human" : $NPCList[_nn].type)`>>
<</switch>>
<</switch>>
<<elseif $NPCList[_nn].penis is "vaginaentrancedouble">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> holds you firm by the hip with one hand and holds <<his>> $NPCList[_nn].penisdesc with the other, ejaculating onto your <<pussy>>. Semen covers you and pools around your legs.
<<case 4 5 6>>
<<He>> strokes <<his>> $NPCList[_nn].penisdesc and ejaculates onto your <<pussy>> without a word, sending white streams of semen running down your cunt.
<<set _postOrgasmSpeech to "">>
<<case 7>>
<<He>> moans and strokes <<his>> $NPCList[_nn].penisdesc as <<he>> cums, sending thick ropes of semen onto your <<pussy>> and <<bottom>>.
<<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<</switch>>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: $enemytype is "man" ? "human" : $NPCList[_nn].type, rngModifier: 5, rngType: "canWash"}`>>
<<elseif $NPCList[_nn].penis is "vaginaimminentdouble">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> cums before <<he>> can penetrate your <<pussy>>, ejaculating over your labia. Semen drips into a pool beneath you.
<<set _postOrgasmSpeech to `"Damn it, I wanted to cum inside you."`>>
<<case 4 5 6>>
<<He>> ejaculates onto your <<pussy>> before <<he>> can penetrate, sending white streams of semen running down your labia.
<<set _postOrgasmSpeech to `"Fuck, that should have gone inside."`>>
<<case 7>>
<<He>> moans and strokes <<his>> $NPCList[_nn].penisdesc as <<he>> cums, sending thick ropes of semen onto your <<pussy>> and <<bottom>>.
<<set _postOrgasmSpeech to `"Wish I could have cum inside you. I just made a mess instead."`>>
<<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<</switch>>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: $enemytype is "man" ? "human" : $NPCList[_nn].type, rngModifier: 15, rngType: "canWash"}`>>
<<elseif $NPCList[_nn].penis is "vaginadouble">>
/* consensual */
<<switch $NPCList[_nn].penissize>>
<<case 4>>
<<He>> convulses and <<print either("glides into","grinds into","thrusts deep into","rams into")>> your crotch as <<he>> cums, <<his>> $NPCList[_nn].penisdesc sending thick waves of semen into your <<pussy>>. It drips down your thighs.
<<set _postOrgasmSpeech to [`"Look at the mess we made of your pussy!"`,`"Did you like double stuffing, slut?"`,`"Nothing like a good double slut!"`].random()>>
<<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">>
<<recordVaginalSperm "pc" $NPCList[_nn] `($enemytype is "man" ? "human" : $NPCList[_nn].type)`>>
<<vaginalentranceejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<case 1>>
<<He>> moans as a dribble of cum leaks from <<his>> $NPCList[_nn].penisdesc into your <<pussy>>. You expected more.
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: $enemytype is "man" ? "human" : $NPCList[_nn].type, rngModifier: 50}`>>
<<default>>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> moans and <<print either("glides into","grinds into","thrusts deep into","rams into")>> your <<pussy>> as <<he>> cums, holding <<his>> $NPCList[_nn].penisdesc against your womb. You feel warm as semen fills you.
<<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">>
<<recordVaginalSperm "pc" $NPCList[_nn] `($enemytype is "man" ? "human" : $NPCList[_nn].type)`>>
<<case 4 5 6>>
<<He>> grasps your shoulders, pulling you deeper onto <<his>> $NPCList[_nn].penisdesc as <<he>> cums. Semen fills your <<pussy>>, leaving you breathless.
<<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">>
<<recordVaginalSperm "pc" $NPCList[_nn] `($enemytype is "man" ? "human" : $NPCList[_nn].type)`>>
<<case 7>>
<<He>> convulses and grinds down on your crotch as <<he>> cums, sending thick waves of cum into your <<pussy>>. Semen drips down your thighs.
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<vaginalejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<recordVaginalSperm "pc" $NPCList[_nn] `($enemytype is "man" ? "human" : $NPCList[_nn].type)`>>
<</switch>>
<</switch>>
<<elseif $NPCList[_nn].penis is "cheeks">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> trembles as <<he>> cums, withdrawing <<his>> $NPCList[_nn].penisdesc from your cheeks and ejaculating onto your <<bottom>>.
<<case 4 5 6>>
<<He>> grasps your thighs, pushing <<his>> $NPCList[_nn].penisdesc hard against your <<bottom>> and ejaculating between your cheeks.
<!-- Really should be onto PCs back given position. Or hair maybe. Esp next one -->
<<case 7>>
<<He>> squeezes your cheeks together and moans as <<he>> cums, sending out a massive load that covers your <<bottom>> and pools beneath you.
<<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <!-- intentional dupe line, total of 1000 and 2 -->
<</switch>>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<elseif ($NPCList[_nn].penis is "anusentrance" or $NPCList[_nn].penis is "anusentrancedouble") and playerChastity("anus")>>
<<He>> cums before <<he>> can penetrate your ass. Semen coats your <<bottom>> and drips down your thighs.
<<set _postOrgasmSpeech to `"Damn it, I wanted to pound your ass properly."`>>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">><<bodyliquid "thigh" "semen">>
<<elseif $NPCList[_nn].penis is "anusentrance">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> pinches your ass cheek with one hand and strokes <<his>> $NPCList[_nn].penisdesc with the other as <<he>> ejaculates onto your <<bottom>>. Semen drips down, pooling beneath you.
<<case 4 5 6>>
<<He>> strokes <<his>> $NPCList[_nn].penisdesc and ejaculates onto your <<bottom>>. Warm semen drips down your cheeks.
<<case 7>>
<<He>> moans and strokes <<his>> $NPCList[_nn].penisdesc as <<he>> cums, sending thick ropes of semen onto your <<bottom>>. It pools beneath you.
<<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <!-- intentional dupe line, total of 1000 and 2 -->
<</switch>>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: $enemytype is "man" ? "human" : $NPCList[_nn].type, rngModifier: 5, rngType: "canWash"}`>>
<<elseif ($NPCList[_nn].penis is "anusimminent" or $NPCList[_nn].penis is "anusimminentdouble") and playerChastity("anus")>>
<<He>> cums before <<he>> can penetrate your ass, ejaculating over your cheeks. Semen coats your <<bottom>> and pools beneath you.
<<set _postOrgasmSpeech to `"Fuck, I wanted to cum inside that ass of yours."`>>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">><<bodyliquid "thigh" "semen">>
<<elseif $NPCList[_nn].penis is "anusimminent">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> cums before penetrating your ass, ejaculating over your cheeks. Semen coats your <<bottom>> and pools beneath you.
<<set _postOrgasmSpeech to `"If only I could have waited a bit longer. That could've gone inside."`>>
<<case 4 5 6>>
<<He>> strokes <<his>> $NPCList[_nn].penisdesc and ejaculates onto your <<bottom>> before <<he>> can penetrate you, sending white streams of semen running down your crack; <<he>> seems disappointed.
<<case 7>>
<<He>> moans and strokes <<his>> $NPCList[_nn].penisdesc as <<he>> cums, sending thick ropes of semen onto your <<bottom>>.
<<set _postOrgasmSpeech to `"Your ass looks so fuckable. Can't believe I couldn't wait."`>>
<<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <!-- intentional dupe line, total of 1000 and 2 -->
<</switch>>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: $enemytype is "man" ? "human" : $NPCList[_nn].type, rngModifier: 15, rngType: "canWash"}`>>
<<elseif $NPCList[_nn].penis is "anus">>
<<switch $NPCList[_nn].penissize>>
<<case 4>>
<<He>> convulses and, with a final shove of <<his>> $NPCList[_nn].penisdesc, cums in your ass. You gasp as thick waves of semen pump into you. It's more than you can hold. Cum runs from your <<bottom>> and down your thighs.
<<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<recordAnusSperm "pc" $NPCList[_nn] `($enemytype is "man" ? "human" : $NPCList[_nn].type)`>>
<<case 1>>
<<He>> moans as a pathetic dribble of cum leaks from <<his>> $NPCList[_nn].penisdesc and over your <<bottom>>. You manage to hold in your laughter.
<<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn].fullDescription, spermType: $enemytype is "man" ? "human" : $NPCList[_nn].type, rngModifier: 50}`>>
<<default>>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> moans and thrusts deep into your <<bottom>> as <<he>> cums. You gasp as you take <<his>> entire length and semen fills your insides.
<<case 4 5 6>>
<<He>> grasps your shoulders and pulls you back onto <<his>> $NPCList[_nn].penisdesc as <<he>> cums. You feel semen fill your <<bottom>>.
<<case 7>>
<<He>> convulses and, with a final shove, cums in your ass. Thick waves of semen pump into you. It's more than you can hold. Cum runs from your <<bottom>> and down your legs.
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<</switch>>
<<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">>
<<recordAnusSperm "pc" $NPCList[_nn] `($enemytype is "man" ? "human" : $NPCList[_nn].type)`>>
<</switch>>
<<elseif $NPCList[_nn].penis is "anusdouble">>
<<set _dap to 0>>
<<set _otherNPCindex to 0>>
<<if $anustarget is _nn>> /* State 1 is out of sync, state 2 is in sync */
<<set _otherNPCindex to $anusdoubletarget>>
<<set _dap to ($NPCList[$anusdoubletarget].penis isnot "anusdouble" ? 1 : 2)>>
<<elseif $anusdoubletarget is _nn>>
<<set _otherNPCindex to $anustarget>>
<<set _dap to ($NPCList[$anustarget].penis isnot "anusdouble" ? 1 : 2)>>
<</if>>
<<if _dap is 1>>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> moans, pounding your <<bottom>> without mercy as <<he>> cums. You whimper as you take <<his>> entire length, feeling warm semen streaming into your bowels.
<<case 4 5 6>>
<<He>> grasps your hair, pulling you hard onto <<his>> $NPCList[_nn].penisdesc as <<he>> cums. <span class="blue">You cry out as you feel semen fill you,</span> <<his>> length pulsing in your anus.
<<case 7>>
<<He>> convulses and, with a final shove of <<his>> $NPCList[_nn].penisdesc, cums in your <<bottom>>. Thick waves of semen pump into you. <span class="blue">You gasp as your ass overflows.</span> You feel it drip down your legs.
<<set _postOrgasmSpeech to `"You need to learn how to take a cock. Don't worry, I'm sure you'll get lots of practice."`>>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<</switch>>
<<else>>
<<switch random(1, 7)>>
<<case 1 2>>
<<He>> moans, pounding your <<bottom>> and <<personselect _otherNPCindex>><<combatpersons>> <<npcPenisSimple _otherNPCindex>> without mercy as <<personselect _nn>><<he>> cums. You whimper as you take <<his>> entire length, feeling warm semen streaming into your bowels.
<<case 3 4>>
<<He>> screams, ramming your <<bottom>> and <<personselect _otherNPCindex>><<combatpersons>> <<npcPenisSimple _otherNPCindex>> savagely as <<personselect _nn>><<he>> cums. You whimper as you take <<his>> entire length. Despite the pain, you can't help but enjoy the feel of semen streaming into your bowels.
<<set _postOrgasmSpeech to `"I can't believe you took both of our cocks. I think I'm in love!"`>>
<<case 5 6>>
<<He>> grasps your hair, pulling you hard onto <<his>> $NPCList[_nn].penisdesc as <<he>> cums while giving no thought to the comfort of <<personselect _otherNPCindex>><<combatpersons>> <<npcPenisSimple _otherNPCindex>>. <span class="blue">You moan as you feel semen fill you,</span> <<personselect _nn>><<his>> length pulsing in your anus.
<<case 7>>
<<He>> convulses and, with a final shove of <<his>> $NPCList[_nn].penisdesc, cums in your <<bottom>>. Thick waves of semen pump into you. <span class="blue">You gasp as your ass overflows.</span> You feel it drip down your legs.
<<set _postOrgasmSpeech to `"You need to learn how to take two cocks. Don't worry, I'm sure you'll get lots of practice."`>>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<</switch>>
<<violence 3>>
<</if>>
<<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">>
<<recordAnusSperm "pc" $NPCList[_nn] `($enemytype is "man" ? "human" : $NPCList[_nn].type)`>>
<<elseif $NPCList[_nn].penis is "anusimminentdouble" or $NPCList[_nn].penis is "anusentrancedouble">>
<<set _otherNPCindex to 0>>
<<if _nn is $anustarget>>
<<set _otherNPCindex to $anusdoubletarget>>
<<else>>
<<set _otherNPCindex to $anustarget>>
<</if>>
<<switch random(1, 7)>>
<<case 1 2>>
<<He>> cums before <<he>> can penetrate you, accidentally ejaculating all over the $NPCList[_otherNPCindex].fullDescription and their $NPCList[_otherNPCindex].penisdesc.
<<set _postOrgasmSpeech to `"That's what you get for not giving me a turn with <<pher>> slut ass!"`>>
<<case 3 4>>
<<He>> strokes <<his>> $NPCList[_nn].penisdesc as <<he>> ejaculates onto your <<bottom>>. You feel semen drip down. <<He>> slaps the $NPCList[_otherNPCindex].fullDescription's backside.
<<set _postOrgasmSpeech to `"Next time let me join the fun."`>>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 5>>
<<He>> thrusts <<his>> $NPCList[_nn].penisdesc against you and the $NPCList[_otherNPCindex].fullDescription's cock, desperate to penetrate your <<bottom>>, but cums too soon. White streams of semen splatter against your cheeks.
<<set _postOrgasmSpeech to `"Fuck. I was so close."`>>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 6>>
<<He>> moans and strokes <<his>> $NPCList[_nn].penisdesc as <<he>> cums, sending thick ropes of semen onto your <<bottom>>, down your crotch, and over the $NPCList[_otherNPCindex].fullDescription's thighs.
<<set _postOrgasmSpeech to `"Such a dirty, teasing slut."`>>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 7>>
<<He>> <span class="blue">spanks you</span> with one hand while stroking <<his>> $NPCList[_nn].penisdesc with the other. <<He>> ejaculates onto your <<bottom>> with a shudder.
<<set _postOrgasmSpeech to `"Should've taken us both, <<bitch>>."`>>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<</switch>>
<<if $NPCList[_nn].penis is "anusentrance">>
<<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: $enemytype is "man" ? "human" : $NPCList[_nn].type, rngModifier: 5, rngType: "canWash"}`>>
<<else>>
<<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: $enemytype is "man" ? "human" : $NPCList[_nn].type, rngModifier: 15, rngType: "canWash"}`>>
<</if>>
<<elseif $NPCList[_nn].penis is "chest">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> pushes your <<breasts>> together tight against <<his>> $NPCList[_nn].penisdesc as <<he>> cums, ejaculating onto them and leaving your chest slick.
<<case 4 5 6>>
<<He>> rubs the tip of <<his>> $NPCList[_nn].penisdesc between your <<breasts>> as <<he>> cums. Warm semen runs down your chest.
<<case 7>>
<<He>> grasps the back of your neck as <<he>> bears down on your <<breasts>>, moaning as <<he>> cums. Semen shoots between your <<breasts>> and covers your <<if $position is "missionary">>face.<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">><<else>>stomach.<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">><</if>>
<<set _postOrgasmSpeech to `"Oops. That happens sometimes."`>>
<</switch>>
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<<elseif $NPCList[_nn].penis is "mouthentrance">>
<<if $ejactrait>>
<!-- Has cum-dump trait - Takes precedence -->
<<He>> grabs <<his>> $NPCList[_nn].penisdesc with a moan as <<he>> sprays warm ejaculate across your face.
Unable to help yourself at the smell of fresh cum, you scoop what you can off your face and into your mouth with your hands.
You involuntarily moan a little at its <<= either("strong, bitter", "sweet, creamy", "sharp, salty")>> taste. <<garousal>><<lstress>>
<<set _postOrgasmSpeech to `"Ha, you're such a greedy cum whore!"`>>
<<faceejacstat>><<ejacstat>><<set $hygiene += 100>><<bodyliquid "face" "semen">>
<<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<<else>>
<<switch $NPCList[_nn].penissize>>
<<case 4>>
<<He>> holds <<his>> $NPCList[_nn].penisdesc tight, working it while aiming straight at your face. <span class="pink">Thick ropes of cum cover your face and mouth.</span>
<<set _postOrgasmSpeech to `"Wow. Sorry about the mess."`>>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<oralejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<<case 1>>
<<He>> moans as a pathetic dribble of cum leaks from <<his>> $NPCList[_nn].penisdesc and down your chin. You manage to hold in the laughter.
<<default>>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> cups your chin with one hand and strokes <<his>> $NPCList[_nn].penisdesc with the other, ejaculating onto your face. <<He>> seems pleased with the mess.
<<case 4 5 6>>
<<He>> strokes <<his>> $NPCList[_nn].penisdesc as <<he>> ejaculates onto your face. Warm cum drips down your forehead and nose.
<<set _postOrgasmSpeech to `"I love giving facials."`>>
<<case 7>>
<<He>> grasps your hair, stroking <<his>> $NPCList[_nn].penisdesc while aiming straight at your mouth. Thick ropes of cum cover your face. Some of it lands in your mouth.
<<set _postOrgasmSpeech to `"I bet you're impressed."`>>
<<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<</switch>>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<</switch>>
<</if>>
<<elseif $NPCList[_nn].penis is "mouthimminent">>
<<if $ejactrait>>
<!-- Has cum-dump trait - Takes precedence -->
<<He>> grabs <<his>> $NPCList[_nn].penisdesc with a moan as <<he>> sprays warm ejaculate across your face.
Unable to help yourself at the smell of fresh cum, you scoop what you can off your face and into your mouth with your hands.
You involuntarily moan a little at its <<= either("strong, bitter", "sweet, creamy", "sharp, salty")>> taste. <<garousal>><<lstress>>
<<set _postOrgasmSpeech to `"Ha, you're such a greedy cum whore!"`>>
<<faceejacstat>><<ejacstat>><<set $hygiene += 100>><<bodyliquid "face" "semen">>
<<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<<else>>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> cups your hair, ejaculating onto your lips as you barely brush against the tip of <<his>> $NPCList[_nn].penisdesc. <<He>> seems disappointed.
<<set _postOrgasmSpeech to `"Really wanted to feel that mouth around me."`>>
<<case 4 5 6>>
<<He>> brushes <<his>> $NPCList[_nn].penisdesc against your face, and cums. It drips down your lips and chin.
<<set _postOrgasmSpeech to `"Didn't mean to cum so soon."`>>
<<default>>
<<He>> grasps your hair and tries to force <<his>> $NPCList[_nn].penisdesc into your mouth, but <<his>> spasms sabotage <<his>> efforts. Thick ropes of cum cover your face. Some lands in your mouth.
<<set _postOrgasmSpeech to `"Really made a mess of your face."`>>
<<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<</switch>>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<</if>>
<<elseif $NPCList[_nn].penis is "mouth">>
<<switch $NPCList[_nn].penissize>>
<<case 4>>
<<He>> cups the back of your head and thrusts down your throat, gagging you with <<his>> $NPCList[_nn].penisdesc as <<he>> cums. <span class="green">Semen streams down your throat</span> and fills your mouth.
<<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<<case 1>>
<<He>> ejaculates, and a dribble of semen leaks from <<his>> $NPCList[_nn].penisdesc onto the ground.
<br><br>
<<default>>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> cups your chin with one hand and your hair with the other, thrusting deep into your mouth as <<he>> cums. Ejaculate streams down your throat and fills your mouth.
<<case 4 5 6>>
<<He>> grasps the base of <<his>> $NPCList[_nn].penisdesc and moans as <<he>> ejaculates into your mouth. You feel warm cum drip down your throat.
<<case 7>>
<<He>> grasps your hair and thrusts <<his>> $NPCList[_nn].penisdesc into your mouth as <<he>> cums. Semen streams down your throat, fills your mouth and covers your face as <<he>> pulls out.
<<set _postOrgasmSpeech to `"I just can't control myself with you."`>>
<<faceejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<</switch>>
<<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<</switch>>
<<elseif $NPCList[_nn].penis is "feet">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> pushes your feet together and moans as <<he>> cums. Ejaculate covers your feet.
<<set _postOrgasmSpeech to `"Your feet are just adorable!"`>>
<<case 4 5 6>>
<<He>> cums on your feet, slickening them with semen.
<<set _postOrgasmSpeech to `"Next time I want to fuck you properly."`>>
<<case 7>>
<<He>> thrusts <<his>> $NPCList[_nn].penisdesc between your feet as <<he>> ejaculates, splattering your feet and legs with cum.
<<set _postOrgasmSpeech to `"Look at the mess we made."`>>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<</switch>>
<<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">>
<<elseif $NPCList[_nn].penis is "leftarm" and $NPCList[_nn].penis is "rightarm">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> moans as <<he>> cums, penis pulsing in your hands, covering them both in cum.
<<set _postOrgasmSpeech to `"I love your enthusiasm. Two handed handjobs are best."`>>
<<case 4 5 6>>
<<He>> cums on your hands, slickening them with semen.
<<set _postOrgasmSpeech to `"I'd rather fuck you next time, but I like that you used both hands."`>>
<<case 7>>
<<He>> spasms and moans, shooting thick streams of cum. You are so intent on your work that you don't notice <<his>> $NPCList[_nn].penisdesc is aimed at your face, which ends up splattered.
<<set _postOrgasmSpeech to `"Better look out next time."`>>
<<faceejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<</switch>>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">>
<<elseif $NPCList[_nn].penis is "leftarm">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> moans as <<he>> cums, <<his>> hot $NPCList[_nn].penisdesc sliding in your left hand and covering it with cum.
<<set _postOrgasmSpeech to `"That was a nice change."`>>
<<case 4 5 6>>
<<He>> cums on your left hand. Semen drips down your fingers.
<<set _postOrgasmSpeech to `"I'm gonna fuck you properly next time."`>>
<<case 7>>
<<He>> spasms and moans. Thick streams of cum and splatter over your <<breasts>>.
<<set _postOrgasmSpeech to `"You're really good at hand jobs."`>>
<<chestejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<</switch>>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">>
<br><br>
<<elseif $NPCList[_nn].penis is "rightarm">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> moans as you work <<his>> shaft with your right hand. You give <<him>> a final squeeze, and <<he>> cums. Your hand is covered in warm semen.
<<set _postOrgasmSpeech to `"That was interesting."`>>
<<case 4 5 6>>
<<He>> cums on your right hand.
<<set _postOrgasmSpeech to `"Next time I'll fuck you properly."`>>
<<case 7>>
<<He>> moans and shoots thick ropes of semen over your right hand.
<<set _postOrgasmSpeech to `"You're such a hot thing."`>>
<</switch>>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "semen">>
<<elseif $NPCList[_nn].penis is "leftDildoAnus">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> ?orgasmMoans as <<his>> body convulses, <<his>> thighs trembling against your $currentSexToyLeft.name.
<<case 3 4>>
<<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your $currentSexToyLeft.name.
<<case 5>>
<<He>> ?orgasmMoans and grasps your arm as your $currentSexToyLeft.name brings <<him>> to orgasm.
<</switch>>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>>
<<elseif $NPCList[_nn].penis is "rightDildoAnus">>
<<switch random(1, 5)>>
<<case 1 2>>
<<He>> ?orgasmMoans as <<his>> body convulses, <<his>> thighs trembling against your $currentSexToyRight.name.
<<case 3 4>>
<<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your $currentSexToyRight.name.
<<case 5>>
<<He>> ?orgasmMoans and grasps your arm as your $currentSexToyRight.name brings <<him>> to orgasm.
<</switch>>
<<elseif $NPCList[_nn].penis is 0>>
<<switch random(1, 5)>>
<<case 1>>
<<He>> moans as <<he>> works <<his>> shaft and, giving <<his>> $NPCList[_nn].penisdesc a final squeeze, ejaculates onto your tummy.
<<set _postOrgasmSpeech to `"God you're hot."`>>
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<case 2>>
<<He>> rubs <<his>> $NPCList[_nn].penisdesc and aims at your face before ejaculating, covering it with semen.
<<set _postOrgasmSpeech to `"You're so cute. I just couldn't help myself."`>>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<case 3>>
<<He>> strokes <<his>> $NPCList[_nn].penisdesc and, aiming at your ass, ejaculates on your bottom.
<<set _postOrgasmSpeech to `"I could rub myself to you for hours."`>>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 4>>
<<He>> strokes <<his>> $NPCList[_nn].penisdesc and moans, ejaculating on your <<breasts>>.
<<set _postOrgasmSpeech to `"You look great with my cum on you."`>>
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<<case 5>>
<<He>> moans and rubs <<his>> $NPCList[_nn].penisdesc with wild strokes, sending cum flying over your chest and tummy.
<<set _postOrgasmSpeech to `"You're so hot. I can't control myself."`>>
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<<tummyejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<</switch>>
<<elseif $NPCList[_nn].penis is "otheranus">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> groans as you fuck <<his>> ass, <<his>> ejaculate spraying on <<his>> own stomach.
<<set _postOrgasmSpeech to `"That was great."`>>
<<case 4 5>>
<<He>> whimpers as you pound <<his>> ass, crying out as <<he>> ejaculates on the ground.
<<set _postOrgasmSpeech to `"You made me feel like your bitch."`>>
<<case 6 7>>
<<He>> sighs as <<he>> ejaculates onto <<his>> own chest.
<<set _postOrgasmSpeech to `"Being fucked by you makes me feel so hot."`>>
<</switch>>
<<elseif $NPCList[_nn].penis is "otheranusfrot" or $NPCList[_nn].penis is "otheranusentrance" or $NPCList[_nn].penis is "otheranusimminent">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> cums as you fuck <<his>> cheeks, grinding your <<penis>> against <<his>> ass to finish.
<<set _postOrgasmSpeech to `"You should fuck me properly next time."`>>
<<case 4 5>>
<<He>> moans and ejaculates on the ground as you rub against <<his>> ass.
<<set _postOrgasmSpeech to `"You're such a tease. I thought you were going to enter me, but I couldn't hold on."`>>
<<case 6 7>>
<<He>> sighs and ejaculates onto <<his>> own chest.
<<set _postOrgasmSpeech to `"I love having my ass toyed with."`>>
<</switch>>
<<elseif $NPCList[_nn].penis is "penis" or $NPCList[_nn].penis is "penisentrance" or $NPCList[_nn].penis is "penisimminent">>
<<He>> shakes with arousal as <<he>> cums all over your <<penis>>.
<<set _postOrgasmSpeech to `"That was awesome."`>>
<!-- Special case male PC being orally serviced by male NPC with no other contact -->
<!-- This is picking up female NPCs as well -->
<<elseif $NPCList[_nn].mouth is "penis">>
<<if $speech_attitude is "meek">>
<<He>> cums as you fuck <<his>> mouth, gasping against your <<penis>>.
<<set _postOrgasmSpeech to `"I love giving head."`>>
<<elseif $speech_attitude is "bratty">>
<<He>> whimpers and cums on the ground as you grab <<his>> hair and pound <<his>> face.
<<set _postOrgasmSpeech to `"Please, I can't take any more." You push <<him>> away.`>>
<<else>>
<<He>> grasps your <<bottom>> and drives your <<penis>> deep down <<his>> throat. <<He>> ejaculates on <<his>> chest as <<he>> gags on your cock. <<He>> gasps for air and smiles.
<<set _postOrgasmSpeech to `"I love it when you abuse me."`>>
<</if>>
<<elseif $NPCList[_nn].penis is "othermouth">>
<<He>> shakes with arousal as <<he>> cums.
<<set _postOrgasmSpeech to `"That was awesome."`>>
<<else>>
<<He>> collapses in orgasmic bliss.
<</if>>
<!-- Start Non-Consensual -->
<<else>>
<<if _condomResult is "leaked">>
<span class="red">The condom broke.</span>
<<elseif _condomResult is "burst">>
<span class="red">The tip of the condom bursts and rips, exposing the head of <<his>> penis.</span>
<</if>>
<<if $NPCList[_nn].penis is "idle">>
<<He>> moans as a wet patch forms on <<his>> trousers. You laugh at the pathetic display, regardless of the danger <<he>> poses.
<<elseif _condomResult is "contained">>
<<genericCondomEjaculation>>
<<elseif $NPCList[_nn].penis is "thighs">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> shakes as <<he>> cums, pulling <<his>> $NPCList[_nn].penisdesc out and ejaculating onto the back of your thighs.
<<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<case 4 5 6>>
<<He>> grasps your legs, slamming <<his>> crotch hard into your <<bottom>> as <<he>> cums between your thighs, <<his>> ejaculate flying onto your tummy.
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<case 7>>
<<He>> moans as <<he>> cums, ejaculating a massive load that covers your thighs and tummy.
<<set _postOrgasmSpeech to `"Take that you little bitch."`>>
<<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<tummyejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<</switch>>
<<elseif $NPCList[_nn].penis is "vaginaentrance" and playerChastity("vagina")>>
<<He>> strokes <<his>> $NPCList[_nn].penisdesc and ejaculates onto your $worn.genitals.name, sending white streams of semen running down your thighs.
<br><br>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">><<bodyliquid "thigh" "semen">>
<<elseif $NPCList[_nn].penis is "vaginaentrance">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> grasps your <<bottom>> and tries to pull you onto <<him>> as <<he>> ejaculates over your <<pussy>>. Semen coats your outer labia and pools around your legs.
<<case 4 5 6>>
<<He>> rubs <<his>> $NPCList[_nn].penisdesc against your <<pussy>> with greater intensity as <<he>> ejaculates, covering your labia with semen.
<<case 7>>
<<He>> moans and rubs <<his>> $NPCList[_nn].penisdesc hard against your <<pussy>> as <<he>> cums, sending thick ropes of semen onto your labia and <<bottom>>.
<<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<</switch>>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: $enemytype is "man" ? "human" : $NPCList[_nn].type, rngModifier: 5, rngType: "canWash"}`>>
<<elseif $NPCList[_nn].penis is "vaginaimminent" and playerChastity("vagina")>>
<<He>> ejaculates onto your $worn.genitals.name, sending white streams of semen running down your thighs.
<<set _postOrgasmSpeech to `"Wish you weren't wearing that thing."`>>
<br><br>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">><<bodyliquid "thigh" "semen">>
<<elseif $NPCList[_nn].penis is "vaginaimminent">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> cums before penetrating your <<pussy>>, ejaculating on your labia and tummy. <span class="red"><<He>> slaps your <<bottom>> hard in anger.</span>
<<gstress>><<gtrauma>><<gpain>><<violence 6>><<bruise bottom>><<hitstat>>
<<case 4 5 6>>
<<He>> ejaculates onto your <<pussy>> before penetrating you, sending white streams of semen onto your labia.
<<set _postOrgasmSpeech to `"Fuck. I wanted that to go inside."`>>
<<case 7>>
<<He>> moans and spasms as <<he>> cums, trying to penetrate your <<pussy>> with desperate thrusts. <<He>> lacks the coordination mid-climax, instead sending thick ropes of semen over your labia and <<bottom>> "I'm fucking you properly next time, slut."
<<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<</switch>>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: $enemytype is "man" ? "human" : $NPCList[_nn].type, rngModifier: 15, rngType: "canWash"}`>>
<<elseif $NPCList[_nn].penis is "vagina">>
<<switch $NPCList[_nn].penissize>>
<<case 4>>
<<He>> convulses and pounds your crotch as <<he>> cums, <<his>> $NPCList[_nn].penisdesc sending thick waves of cum into your <<pussy>>. Semen drips from your vagina and down your legs.
<<set _postOrgasmSpeech to `"Doesn't look like you can handle my load."`>>
<<recordVaginalSperm "pc" $NPCList[_nn] `($enemytype is "man" ? "human" : $NPCList[_nn].type)`>>
<<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">>
<<vaginalentranceejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<case 1>>
<<He>> moans as a dribble of cum leaks from <<his>> $NPCList[_nn].penisdesc and over your <<pussy>>.
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: $enemytype is "man" ? "human" : $NPCList[_nn].type, rngModifier: 50, rngType: "canWash"}`>>
<<default>>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> grabs your hair and thrusts <<his>> $NPCList[_nn].penisdesc deep into your <<pussy>> as <<he>> cums. You feel semen splash inside.
<<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">>
<<recordVaginalSperm "pc" $NPCList[_nn] `($enemytype is "man" ? "human" : $NPCList[_nn].type)`>>
<<case 4 5 6>>
<<He>> <span class="purple">grasps your throat</span> and pounds <<his>> $NPCList[_nn].penisdesc into you as <<he>> cums. Semen fills your <<pussy>> as you gasp for air.
<<gstress>><<gtrauma>><<gpain>><<violence 3>><<bruise neck>><<hitstat>>
<<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">>
<<recordVaginalSperm "pc" $NPCList[_nn] `($enemytype is "man" ? "human" : $NPCList[_nn].type)`>>
<<case 7>>
<<He>> convulses and pounds your <<pussy>> as <<he>> cums. Rubbing against your <<clit>> and sending thick waves of cum into your body. Semen drips from your vagina and down your legs.
<<set _postOrgasmSpeech to `"Didn't think you could handle my load."`>>
<<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">>
<<vaginalentranceejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<recordVaginalSperm "pc" $NPCList[_nn] `($enemytype is "man" ? "human" : $NPCList[_nn].type)`>>
<</switch>>
<</switch>>
<<elseif $NPCList[_nn].penis is "vaginaentrancedouble">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> grasps your <<bottom>> and tries to pull you onto <<him>> as <<he>> ejaculates over your <<pussy>>. Semen coats your outer labia and pools around your legs.
<<case 4 5 6>>
<<He>> rubs <<his>> $NPCList[_nn].penisdesc against your <<pussy>> with greater intensity as <<he>> ejaculates, covering your labia with semen.
<<case 7>>
<<He>> moans and rubs <<his>> $NPCList[_nn].penisdesc hard against your <<pussy>> as <<he>> cums, sending thick ropes of semen onto your labia and <<bottom>>.
<<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<</switch>>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: $enemytype is "man" ? "human" : $NPCList[_nn].type, rngModifier: 5, rngType: "canWash"}`>>
<<elseif $NPCList[_nn].penis is "vaginaimminentdouble" and playerChastity("vagina")>>
<<set _otherNPCIndex to (_nn is $vaginatarget ? $vaginatarget : $vaginadoubletarget)>>
<<switch random(2)>>
<<case 0>>
<<He>> ejaculates onto your $worn.genitals.name, sending white streams of semen running down your thighs.
<<set _postOrgasmSpeech to `"Wish you weren't wearing that thing."`>>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">><<bodyliquid "thigh" "semen">>
<<case 1>>
<<He>> ejaculates onto your $worn.genitals.name, sending white streams of semen running down your thighs and <<personselect _otherNPCIndex>><<combatpersons>> <<npcPenisSimple _otherNPCIndex>>.
<<set _postOrgasmSpeech to `"Fucking whore, look what I've done."`>>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">><<bodyliquid "thigh" "semen">>
<<default>>
<<He>> ejaculates onto your $worn.genitals.name, sending white streams of semen running down your thighs.
<<set _postOrgasmSpeech to `"Wish you weren't wearing that thing."`>>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">><<bodyliquid "thigh" "semen">>
<</switch>>
<<elseif $NPCList[_nn].penis is "vaginaimminentdouble">>
<<set _otherNPCIndex to (_nn is $vaginatarget ? $vaginadoubletarget : $vaginatarget)>>
<<switch random(1, 7)>>
<<case 1 2>>
<<He>> cums before penetrating your <<pussy>>, ejaculating on your labia and tummy. <span class="red"><<He>> slaps your <<bottom>> hard in anger.</span>
<<gstress>><<gtrauma>><<gpain>><<violence 6>><<bruise bottom>><<hitstat>>
<<case 3 4>>
<<He>> ejaculates onto your <<pussy>> before penetrating you, sending white streams of semen onto your labia.
<<set _postOrgasmSpeech to `"Fuck. I wanted that to go inside."`>>
<<case 5 6>>
<<He>> cums before penetrating your <<pussy>>, ejaculating on your labia and all over <<personselect _otherNPCIndex>><<combatpersons>> <<npcPenis _otherNPCIndex>>. <span class="red"><<personselect _nn>><<He>> slaps your <<bottom>> hard in anger.</span>
<<gstress>><<gtrauma>><<gpain>><<violence 6>><<bruise bottom>><<hitstat>>
<<case 4 5>>
<<He>> ejaculates onto your <<pussy>> before penetrating you, sending white streams of semen onto your labia.
<<set _postOrgasmSpeech to `"Fuck. I wanted that to go inside."`>>
<<case 7>>
<<He>> moans and spasms as <<he>> cums, trying to penetrate your <<pussy>> with desperate thrusts. <<He>> lacks the coordination mid-climax, instead sending thick ropes of semen over your labia and <<bottom>> "I'm fucking you properly next time, slut."
<<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<</switch>>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: $enemytype is "man" ? "human" : $NPCList[_nn].type, rngModifier: 15, rngType: "canWash"}`>>
<<elseif $NPCList[_nn].penis is "vaginadouble">>
/* Noncon */
<<set _otherNPCIndex to (_nn is $vaginatarget ? $vaginadoubletarget : $vaginatarget)>>
<<switch $NPCList[_nn].penissize>>
<<case 4 5>>
<<He>> convulses and <<print either("pounds","brutalises","thrusts deep into","rams")>> your crotch as <<he>> cums, <<his>> $NPCList[_nn].penisdesc sending thick waves of cum into your <<pussy>>. Semen drips from your vagina and down your legs.
<<set _postOrgasmSpeech to [`"Doesn't look like you can handle my load."`,`"Learn how to take double stuffing, worthless whore."`,`"Look at the mess I made of your pussy!"`,`"We ruined your pussy. Dirty whore."`].random()>>
<<recordVaginalSperm "pc" $NPCList[_nn] `($enemytype is "man" ? "human" : $NPCList[_nn].type)`>>
<<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">>
<<vaginalentranceejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<case 1>>
<<He>> moans as a dribble of cum leaks from <<his>> $NPCList[_nn].penisdesc, oozing over your <<pussy>> and <<personselect _otherNPCIndex>><<combatpersons>> <<npcPenis _otherNPCIndex>>.
<<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: $enemytype is "man" ? "human" : $NPCList[_nn].type, rngModifier: 50, rngType: "canWash"}`>>
<<default>>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> grabs your hair and <<print either("pounds","brutalises","thrusts","rams")>> <<his>> $NPCList[_nn].penisdesc deep into your <<pussy>> as <<he>> cums. You feel unwelcome semen splash inside.
<<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">>
<<recordVaginalSperm "pc" $NPCList[_nn] `($enemytype is "man" ? "human" : $NPCList[_nn].type)`>>
<<case 4 5>>
<<He>> <span class="purple">grasps your throat</span> and pounds <<his>> $NPCList[_nn].penisdesc into you as <<he>> cums. Semen fills your <<pussy>> as you gasp for air.
<<gstress>><<gtrauma>><<gpain>><<violence 3>><<bruise neck>><<hitstat>>
<<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">>
<<recordVaginalSperm "pc" $NPCList[_nn] `($enemytype is "man" ? "human" : $NPCList[_nn].type)`>>
<<case 6>>
<<He>> convulses and <<print either("pounds","brutalises","thrusts deep into","rams")>> your <<pussy>> as <<he>> cums, giving no heed to <<personselect _otherNPCIndex>><<combatpersons>> <<npcPenis _otherNPCIndex>>. Semen drips from your vagina and down your legs.
<<set _postOrgasmSpeech to `"Filthy cum slut, take it!"`>>
<<recordVaginalSperm "pc" $NPCList[_nn] `($enemytype is "man" ? "human" : $NPCList[_nn].type)`>>
<<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">>
<<vaginalentranceejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<case 7>>
<<He>> convulses and <<print either("pounds","brutalises","thrusts deep into","rams")>> your <<pussy>> as <<he>> cums. Rubbing against your <<clit>> and sending thick waves of cum into your body. Semen drips from your vagina and down your legs.
<<set _postOrgasmSpeech to `"Didn't think you could handle my load."`>>
<<recordVaginalSperm "pc" $NPCList[_nn] `($enemytype is "man" ? "human" : $NPCList[_nn].type)`>>
<<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">>
<<vaginalentranceejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<</switch>>
<</switch>>
<<elseif $NPCList[_nn].penis is "cheeks">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> withdraws <<his>> $NPCList[_nn].penisdesc from your cheeks as <<he>> cums, ejaculating over your <<bottom>>. <span class="blue"><<He>> gives your rear a parting smack.</span>
<<case 4 5 6>>
<<He>> pinches your <<bottom>> and pulls you hard against <<his>> body as <<he>> ejaculates between your cheeks.
<!-- Really should be onto PCs back given position. Or hair maybe. Esp next one -->
<<case 7>>
<<He>> squeezes your cheeks together and moans as <<he>> cums, ejaculating a massive load that covers your <<bottom>> and drips down your crotch. <<He>> laughs at the mess.
<<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <!-- intentional dupe line, total of 1000 and 2 -->
<</switch>>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<elseif $NPCList[_nn].penis is "anusentrance" and playerChastity("anus")>>
<<He>> strokes <<his>> $NPCList[_nn].penisdesc as <<he>> ejaculates onto your <<bottom>>. Semen drips down your thighs.
<br><br>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">><<bodyliquid "thigh" "semen">>
<<elseif $NPCList[_nn].penis is "anusentrance">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> <span class="blue">spanks you</span> with one hand while stroking <<his>> $NPCList[_nn].penisdesc with the other. <<He>> ejaculates onto your <<bottom>> with a shudder.
<<gstress>><<gtrauma>><<gpain>><<violence 3>><<bruise bottom>><<hitstat>>
<<case 4 5 6>>
<<He>> strokes <<his>> $NPCList[_nn].penisdesc as <<he>> ejaculates onto your <<bottom>>. You feel semen drip down.
<<case 7>>
<<He>> moans and strokes <<his>> $NPCList[_nn].penisdesc as <<he>> cums, sending thick ropes of semen onto your <<bottom>> and down your crotch.
<<set _postOrgasmSpeech to `"What a dirty slut you are."`>>
<<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <!-- intentional dupe line, total of 1000 and 2 -->
<</switch>>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: $enemytype is "man" ? "human" : $NPCList[_nn].type, rngModifier: 5, rngType: "canWash"}`>>
<<elseif $NPCList[_nn].penis is "anusimminent" and playerChastity("anus")>>
<<He>> strokes <<his>> $NPCList[_nn].penisdesc and ejaculates onto your <<bottom>>, sending white streams of semen running down your thighs.
<<set _postOrgasmSpeech to `"Fuck. If only this thing wasn't in the way."`>>
<br><br>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">><<bodyliquid "thigh" "semen">>
<<elseif $NPCList[_nn].penis is "anusimminent">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> cums before <<he>> can penetrate you, ejaculating onto your cheeks. Semen coats your <<bottom>>. <span class="red"><<He>> smacks your ass in frustration.</span>
<<gstress>><<gtrauma>><<gpain>><<violence 6>><<bruise bottom>><<hitstat>>
<<case 4 5 6>>
<<He>> thrusts <<his>> $NPCList[_nn].penisdesc against you, desperate to penetrate your <<bottom>>, but cums too soon. White streams of semen splatter against your cheeks.
<<set _postOrgasmSpeech to `"Fuck. I was so close."`>>
<<case 7>>
<<He>> thrusts <<his>> $NPCList[_nn].penisdesc against your <<bottom>> as <<he>> cums, sending thick ropes of semen onto your cheeks.
<<set _postOrgasmSpeech to `"Next time I'm going balls deep."`>>
<<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <!-- intentional dupe line, total of 1000 and 2 -->
<</switch>>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: $enemytype is "man" ? "human" : $NPCList[_nn].type, rngModifier: 15, rngType: "canWash"}`>>
<<elseif $NPCList[_nn].penis is "anus">>
<<switch $NPCList[_nn].penissize>>
<<case 4>>
<<He>> convulses and, with a final shove of <<his>> $NPCList[_nn].penisdesc, cums in your <<bottom>>. Thick waves of semen pump into you. <span class="blue">You gasp as your ass overflows.</span> You feel it drip down your legs.
<<set _postOrgasmSpeech to `"You need to learn how to take a cock. Don't worry, I'm sure you'll get lots of practice."`>>
<<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<<recordAnusSperm "pc" $NPCList[_nn] `($enemytype is "man" ? "human" : $NPCList[_nn].type)`>>
<<case 1>>
<<He>> moans as a pathetic dribble of cum leaks from <<his>> $NPCList[_nn].penisdesc and onto your <<bottom>>.
<<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: $enemytype is "man" ? "human" : $NPCList[_nn].type, rngModifier: 50}`>>
<<default>>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> moans, pounding your <<bottom>> without mercy as <<he>> cums. You whimper as you take <<his>> entire length, and feel unwelcome semen streaming into your bowels.
<<case 4 5 6>>
<<He>> grasps your hair, pulling you hard onto <<his>> $NPCList[_nn].penisdesc as <<he>> cums. <span class="blue">You cry out as you feel semen fill you,</span> <<his>> length pulsing in your anus.
<<case 7>>
<<He>> convulses and, with a final shove of <<his>> $NPCList[_nn].penisdesc, cums in your <<bottom>>. Thick waves of semen pump into you. <span class="blue">You gasp as your ass overflows.</span> You feel it drip down your legs.
<<set _postOrgasmSpeech to `"You need to learn how to take a cock. Don't worry, I'm sure you'll get lots of practice."`>>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<</switch>>
<<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">>
<<recordAnusSperm "pc" $NPCList[_nn] `($enemytype is "man" ? "human" : $NPCList[_nn].type)`>>
<</switch>>
<<elseif $NPCList[_nn].penis is "anusdouble">>
/* State 1: One in, the other out
State 2: both dicks inside */
<<set _dap to 0>>
<<set _otherNPCindex to $anustarget>>
<<if $anustarget is _nn>> /* State 1 is out of sync, state 2 is in sync */
<<set _otherNPCindex to $anusdoubletarget>>
<<set _dap to ($NPCList[$anusdoubletarget].penis isnot "anusdouble" ? 1 : 2)>>
<<elseif $anusdoubletarget is _nn>>
<<set _otherNPCindex to $anustarget>>
<<set _dap to ($NPCList[$anustarget].penis isnot "anusdouble" ? 1 : 2)>>
<</if>>
<<if _dap is 1>>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> moans, pounding your <<bottom>> without mercy as <<he>> cums. You whimper as you take <<his>> entire length, feeling unwelcome semen streaming into your bowels.
<<case 4 5 6>>
<<He>> grasps your hair, pulling you hard onto <<his>> $NPCList[_nn].penisdesc as <<he>> cums. <span class="blue">You cry out as you feel semen fill you,</span> <<his>> length pulsing in your anus.
<<case 7>>
<<He>> convulses and, with a final shove of <<his>> $NPCList[_nn].penisdesc, cums in your <<bottom>>. Thick waves of semen pump into you. <span class="blue">You gasp as your ass overflows.</span> You feel it drip down your legs.
<<set _postOrgasmSpeech to `"You need to learn how to take a cock. Don't worry, I'm sure you'll get lots of practice."`>>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<</switch>>
<<else>>
<<switch random(1, 7)>>
<<case 1 2>>
<<He>> moans, pounding your <<bottom>> and the $NPCList[_otherNPCindex].fullDescription's <<npcPenisSimple _otherNPCindex>> without mercy as <<he>> cums. You whimper as you take <<his>> entire length, feeling unwelcome semen streaming into your bowels.
<<case 3 4>>
<<He>> screams, ramming your <<bottom>> and the $NPCList[_otherNPCindex].fullDescription's <<npcPenisSimple _otherNPCindex>> savagely as <<he>> cums. You whimper as you take <<his>> entire length. Despite the pain, you can't help but enjoy the feel of semen streaming into your bowels.
<<set _postOrgasmSpeech to `"I can't believe you took both of our cocks. I think I'm in love!"`>>
<<case 5 6>>
<<He>> grasps your hair, pulling you hard onto <<his>> $NPCList[_nn].penisdesc as <<he>> cums while giving no thought to the comfort of the other cock. <span class="blue">You cry out as you feel semen fill you,</span> <<his>> length pulsing in your anus.
<<case 7>>
<<He>> convulses and, with a final shove of <<his>> $NPCList[_nn].penisdesc, cums in your <<bottom>>. Thick waves of semen pump into you. <span class="blue">You gasp as your ass overflows.</span> You feel it drip down your legs.
<<set _postOrgasmSpeech to `"You need to learn how to take two cocks. Don't worry, I'm sure you'll get lots of practice."`>>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<</switch>>
<</if>>
<<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">>
<<gstress>><<gtrauma>><<gpain>><<violence 5>><<bruise bottom>><<hitstat>>
<<recordAnusSperm "pc" $NPCList[_nn] `($enemytype is "man" ? "human" : $NPCList[_nn].type)`>>
<<elseif $NPCList[_nn].penis is "anusimminentdouble" or $NPCList[_nn].penis is "anusentrancedouble">>
<<set _otherNPCindex to 0>>
<<if _nn is $anustarget>>
<<set _otherNPCindex to $anusdoubletarget>>
<<else>>
<<set _otherNPCindex to $anustarget>>
<</if>>
<<switch random(1, 7)>>
<<case 1 2>>
<<He>> cums before <<he>> can penetrate you, accidentally ejaculating all over the $NPCList[_otherNPCindex].fullDescription and their $NPCList[_otherNPCindex].penisdesc.
<<set _postOrgasmSpeech to `"That's what you get for not giving me a turn with <<pher>> slut ass!"`>>
<<case 3 4>>
<<He>> strokes <<his>> $NPCList[_nn].penisdesc as <<he>> ejaculates onto your <<bottom>>. You feel semen drip down. <<He>> slaps the $NPCList[_otherNPCindex].fullDescription's backside.
<<set _postOrgasmSpeech to `"Next time let me join the fun."`>>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 5>>
<<He>> thrusts <<his>> $NPCList[_nn].penisdesc against you and the $NPCList[_otherNPCindex].fullDescription's cock, desperate to penetrate your <<bottom>>, but cums too soon. White streams of semen splatter against your cheeks.
<<set _postOrgasmSpeech to `"Fuck. I was so close."`>>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 6>>
<<He>> moans and strokes <<his>> $NPCList[_nn].penisdesc as <<he>> cums, sending thick ropes of semen onto your <<bottom>>, down your crotch, and over the $NPCList[_otherNPCindex].fullDescription's thighs.
<<set _postOrgasmSpeech to `"Such a dirty, teasing slut."`>>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 7>>
<<He>> <span class="blue">spanks you</span> with one hand while stroking <<his>> $NPCList[_nn].penisdesc with the other. <<He>> ejaculates onto your <<bottom>> with a shudder.
<<set _postOrgasmSpeech to `"Should've taken us both, <<bitch>>."`>>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<gstress>><<gtrauma>><<gpain>><<violence 3>><<bruise bottom>><<hitstat>>
<</switch>>
<<if $NPCList[_nn].penis is "anusentrance">>
<<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: $enemytype is "man" ? "human" : $NPCList[_nn].type, rngModifier: 5, rngType: "canWash"}`>>
<<else>>
<<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: $enemytype is "man" ? "human" : $NPCList[_nn].type, rngModifier: 15, rngType: "canWash"}`>>
<</if>>
<<elseif $NPCList[_nn].penis is "chest">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> squeezes your <<breasts>> arounds <<his>> $NPCList[_nn].penisdesc as <<he>> cums, ejaculating onto them. <span class="pink"> <<He>> finishes with a slap to your face.</span>
<<gstress>><<gtrauma>><<gpain>><<violence 3>><<bruise face>><<hitstat>>
<<case 4 5 6>>
<<He>> grasps your hair and forces you to look at <<him>> while <<his>> $NPCList[_nn].penisdesc thrusts between your <<breasts>>. <<He>> shudders and ejaculates over them.
<<set _postOrgasmSpeech to `"You should look at me while I use you for my pleasure." You feel warm semen slide down your body.`>>
<<case 7>>
<<He>> grasps your neck and pushes your face against <<his>> body as <<he>> fucks your <<breasts>>. Semen shoots over your <<if $position is "missionary">>face<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">><<else>>stomach<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">><</if>> as you gasp for air.
<<set _postOrgasmSpeech to `"Next time you're swallowing it, you little bitch."`>>
<</switch>>
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<<elseif $NPCList[_nn].penis is "mouthentrance">>
<<if $ejactrait>>
<!-- Has cum-dump trait - Takes precedence -->
<<He>> grabs your hair with one hand and strokes <<his>> $NPCList[_nn].penisdesc with the other as <<he>> sprays warm ejaculate across your face.
Unable to help yourself at the smell of fresh cum, you start to scoop what you can off your face and into your mouth with your hands.
You force yourself to stop once you realise what you're doing, disgusted with your own behaviour. <<garousal>><<gstress>><<gtrauma>>
<<set _postOrgasmSpeech to `"You're actually getting off from this? No-good cum whore."`>>
<<faceejacstat>><<ejacstat>><<set $hygiene += 300>><<bodyliquid "face" "semen">>
<<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<<else>>
<<switch $NPCList[_nn].penissize>>
<<case 4>>
<<He>> holds <<his>> $NPCList[_nn].penisdesc tight, working it while aiming straight at your mouth. <span class="pink">You splutter and gag as thick ropes of cum push past your clenched lips.</span>
<<set _postOrgasmSpeech to `"You need to learn to swallow, bitch."`>>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<<case 1>>
<<He>> moans as a pathetic dribble of cum leaks from <<his>> $NPCList[_nn].penisdesc and down your chin. You manage to hold in the laughter.
<<default>>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> grasps your chin with one hand and strokes <<his>> $NPCList[_nn].penisdesc with the other as <<he>> ejaculates onto your face. <<He>> laughs as you cringe away from <<him>>.
<<case 4 5 6>>
<<He>> grasps your ear with one hand while stroking <<his>> $NPCList[_nn].penisdesc with the other. <<He>> cums on your face.
<<set _postOrgasmSpeech to `"I love giving unwanted facials."`>>
<<case 7>>
<<He>> grasps your hair tight in <<his>> fist while stroking <<his>> $NPCList[_nn].penisdesc. <<He>> aims at your mouth as <<he>> cums. <span class="pink">You splutter and gag as thick ropes of cum push past your clenched lips and into your mouth.</span>
<<set _postOrgasmSpeech to `"I love watching whores gag on cum."`>>
<<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<</switch>>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<</switch>>
<</if>>
<<elseif $NPCList[_nn].penis is "mouthimminent">>
<<if $ejactrait>>
<!-- Has cum-dump trait - Takes precedence -->
<<He>> grabs your hair with one hand and strokes <<his>> $NPCList[_nn].penisdesc with the other as <<he>> sprays warm ejaculate across your face.
Unable to help yourself at the smell of fresh cum, you start to scoop what you can off your face and into your mouth with your hands.
You force yourself to stop once you realise what you're doing, disgusted with your own behaviour. <<garousal>><<gstress>><<gtrauma>>
<<set _postOrgasmSpeech to `"You're actually getting off from this? No-good cum whore."`>>
<<faceejacstat>><<ejacstat>><<set $hygiene += 300>><<bodyliquid "face" "semen">>
<<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<<else>>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> grasps hair at the nape your neck, and tries to push <<his>> $NPCList[_nn].penisdesc into your mouth. <<He>> ejaculates too soon, shooting cum over your lips. <span class="pink"><<He>> slaps you across the face.</span>
<<set _postOrgasmSpeech to `"Next time you better swallow what I give you."`>>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<case 4 5 6>>
<<He>> brushes <<his>> $NPCList[_nn].penisdesc against your lips, causing <<him>> to ejaculate early. Cum drips down your face.
<<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<<default>>
<<He>> grasps your hair and tries to force <<his>> $NPCList[_nn].penisdesc into your mouth. <<Hes>> too excited, and cums before <<he>> can enter you. Thick ropes of cum cover your cheeks and chin. Some makes it into your mouth.
<<set _postOrgasmSpeech to `"Next time it's balls deep, bitch."`>>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<</switch>>
<</if>>
<<elseif $NPCList[_nn].penis is "mouth">>
<<switch $NPCList[_nn].penissize>>
<<case 4>>
<<He>> grasps your hair and thrusts down your throat, gagging you with <<his>> $NPCList[_nn].penisdesc as <<he>> cums. <span class="pink">You whimper as semen streams down your throat.</span>
<<set _postOrgasmSpeech to `"I bet you enjoy being face fucked."`>>
<<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<<gstress>><<gtrauma>><<gpain>><<violence 3>><<bruise neck>><<hitstat>>
<<case 1>>
<<He>> thrusts <<his>> $NPCList[_nn].penisdesc as far into your mouth as possible. It's not much. A tiny dribble of semen leaks from the end of <<his>> penis and down your chin.
<<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<<default>>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> grasps your chin with one hand, and your hair with the other, then shoves <<his>> $NPCList[_nn].penisdesc down your throat. <<He>> cums at once. You gag and retch as unwanted semen streams down your throat, forcing you to swallow.
<<case 4 5 6>>
<<He>> <span class="blue">grasps your throat</span> for purchase as <<his>> $NPCList[_nn].penisdesc thrusts into your mouth. You gag as <<he>> ejaculates down your throat.
<<gstress>><<gtrauma>><<gpain>><<violence 3>><<bruise neck>><<hitstat>>
<<case 7>>
<<He>> grasps your hair by the temples and thrusts <<his>> $NPCList[_nn].penisdesc down your throat as <<he>> cums. <span class="pink">You whimper as semen streams into you.</span> <<Hes>> still ejaculating when <<he>> pulls out, filling your mouth and splattering over your face.
<<set _postOrgasmSpeech to `"Sluts like you are made to be dominated."`>>
<<faceejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<gstress>><<gtrauma>><<gpain>><<violence 3>><<bruise neck>><<hitstat>>
<</switch>>
<<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<</switch>>
<<elseif $NPCList[_nn].penis is "feet">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> pushes your feet together and moans as <<he>> cums. Ejaculate covers your feet.
<<set _postOrgasmSpeech to `"Next time I'm fucking you properly."`>>
<<case 4 5 6>>
<<He>> cums on your feet, leaving them slick with semen.
<<set _postOrgasmSpeech to `"I didn't mean to cum so soon."`>>
<<case 7>>
<<He>> moans and thrusts <<his>> $NPCList[_nn].penisdesc between your feet as <<he>> cums, splattering semen onto your feet and legs.
<<set _postOrgasmSpeech to `"Now you're nice and messy."`>>
<<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<</switch>>
<<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">>
<<elseif $NPCList[_nn].penis is "leftarm" and $NPCList[_nn].penis is "rightarm">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> moans as <<he>> cums, <<his>> $NPCList[_nn].penisdesc pulsing in your hands.
<<set _postOrgasmSpeech to `"I love your enthusiasm. Two handed handjobs are best."`>>
<<case 4 5 6>>
<<He>> cums on your hands, leaving them slick with semen.
<<set _postOrgasmSpeech to `"I'm gonna fuck you next time, but I like that you used both hands."`>>
<<case 7>>
<<He>> spasms and moans, shooting thick streams of cum over your hands. You are so intent on your work you don't notice <<his>> $NPCList[_nn].penisdesc is aimed at your face. It gets splattered with semen.
<<set _postOrgasmSpeech to `"Better look out next time."`>>
<<faceejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<</switch>>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">>
<<elseif $NPCList[_nn].penis is "leftarm">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> moans as <<he>> cums, <<his>> $NPCList[_nn].penisdesc sliding in your left hand and covering it with semen.
<br><br>
<<case 3 4>>
<<He>> spasms and moans, shooting thick streams of cum over your hand. You are so intent on keeping <<him>> occupied that you don't notice that <<his>> $NPCList[_nn].penisdesc is aimed at your face. It gets splattered with semen.
<<set _postOrgasmSpeech to `"Take that you cheeky cunt."`>>
<<faceejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<case 6 7>>
<<He>> spasms and moans. Thick streams of cum shoot from <<his>> $NPCList[_nn].penisdesc, splattering your chest.
<<set _postOrgasmSpeech to `"You need to learn to control cock better."`>>
<<chestejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<</switch>>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">>
<<elseif $NPCList[_nn].penis is "rightarm">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> moans as you work <<his>> shaft with your right hand. You give <<his>> $NPCList[_nn].penisdesc a final squeeze, and <<he>> cums on your wrist.
<<case 4 5>>
<<He>> spasms and moans, shooting thick streams of cum onto your hand. You are so intent on keeping <<him>> occupied you don't notice <<his>> $NPCList[_nn].penisdesc is aimed at your chest. <<His>> semen splatters onto your <<breasts>>.
<<set _postOrgasmSpeech to `"You should lick that up, whore."`>>
<<chestejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<<case 6 7>>
<<He>> moans as thick ropes of semen erupt from <<his>> $NPCList[_nn].penisdesc and into the air. It lands on your hand.
<<set _postOrgasmSpeech to `"Lick it up. Go on, you can't resist."`>>
<</switch>>
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "semen">>
<<elseif $NPCList[_nn].penis is 0>>
<<switch random(1, 5)>>
<<case 1>>
<<He>> moans as <<he>> works <<his>> shaft and, giving <<his>> $NPCList[_nn].penisdesc a final squeeze, ejaculates onto your tummy.
<<set _postOrgasmSpeech to `"Take that, whore."`>>
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<case 2>>
<<He>> aims at your face as <<he>> rubs <<his>> $NPCList[_nn].penisdesc, covering it with semen.
<<set _postOrgasmSpeech to `"Your place is on your knees in service. Don't forget it."`>>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<case 3>>
<<He>> strokes <<his>> $NPCList[_nn].penisdesc and, aiming it with care, ejaculates on your <<bottom>>.
<<set _postOrgasmSpeech to `"That's warm up for next time."`>>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<<case 4>>
<<He>> strokes <<his>> $NPCList[_nn].penisdesc and moans, ejaculating on your <<breasts>>.
<<set _postOrgasmSpeech to `"I love watching cum drip down a used-up whore."`>>
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<<case 5>>
<<He>> moans as <<he>> rubs <<his>> $NPCList[_nn].penisdesc, sending cum flying all over your body.
<<He>> grins as the last strings of ejaculate spurt from <<his>> cock.
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<<tummyejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<</switch>>
<<elseif $NPCList[_nn].penis is "otheranus">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> moans as you fuck <<his>> ass. <<He>> catches <<his>> ejaculate in <<his>> hands, and stares at it. <<He>> looks ashamed.
<<set _postOrgasmSpeech to `"Get off me. I'm done now."`>>
/* <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> */
/* not sure why this is here */
<<case 4 5>>
<<He>> whimpers as you pound <<his>> ass. Cum shoots from <<his>> $NPCList[_nn].penisdesc, splattering over the ground.
<<case 6 7>>
<<He>> sighs as <<he>> ejaculates onto <<his>> own chest.
<<set _postOrgasmSpeech to `"You're a decent fuck toy. Next time I'm fucking that ass of yours."`>>
<</switch>>
<<elseif $NPCList[_nn].penis is "otheranusfrot" or $NPCList[_nn].penis is "otheranusentrance" or $NPCList[_nn].penis is "otheranusimminent">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> cums as you fuck <<his>> cheeks. You grind your <<penis>> against <<his>> ass to finish.
<<set _postOrgasmSpeech to `"You'll get a beating if you don't fuck me properly next time."`>>
<<case 4 5>>
<<He>> moans and ejaculates on the ground as you rub against <<his>> anus.
<<set _postOrgasmSpeech to `"Fuck. I wanted to feel you inside me."`>>
<<case 6 7>>
<<He>> sighs as <<he>> ejaculates onto <<his>> own chest.
<<set _postOrgasmSpeech to `"Next time I'll do the fucking. Be ready."`>>
<</switch>>
<<elseif $NPCList[_nn].penis is "penis" or $NPCList[_nn].penis is "penisentrance" or $NPCList[_nn].penis is "penisimminent">>
<<He>> shakes with arousal as <<he>> cums all over your <<penis>>.
<<set _postOrgasmSpeech to `"That was awesome."`>>
<!-- Special case male PC being orally serviced by male NPC with no other contact -->
<<elseif $NPCList[_nn].mouth is "penis">>
<<switch random(1, 7)>>
<<case 1 2 3>>
<<He>> cums as you fuck <<his>> mouth. <<He>> shoves you away, as if disgusted with <<himself>>.
<<set _postOrgasmSpeech to `"I'm done. Get lost."`>>
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<case 4 5>>
<<He>> whimpers and cums on the ground as you grasp <<his>> hair and pound <<his>> face. <<He>> struggles away from your cock.
<<set _postOrgasmSpeech to `"I'm finished. Fuck off."`>>
<<case 6 7>>
<<He>> <<print ($player.ballsExist ? "cups your balls" : "grabs your pussy")>> and painfully drives your <<penis>> down <<his>> throat.
<<He>> ejaculates on <<his>> chest as <<he>> gags on your cock.
<<set _postOrgasmSpeech to `"T-Topping from the bottom is my speciality, bitch."`>>
<</switch>>
<<elseif $NPCList[_nn].penis is "othermouth">>
<<He>> shakes with arousal as <<he>> cums, before spitting on your face.
<br><br>
<<else>>
<<He>> collapses in orgasmic bliss.
<</if>>
<</if>>
<</if>>
<<if _postOrgasmSpeech and $speechdisable isnot 1>>
_postOrgasmSpeech
<<unset _postOrgasmSpeech>>
<</if>>
<br><br>
<<if $watersportsdisable is "f" and $consensual is 0 and $enemyanger gte random(20, 200) and ($NPCList[_nn].penis is "none" or !$NPCList[_nn].penisdesc.includes("strap-on")) and _condomResult isnot "contained" and _args[0] isnot "short">>
<<ejaculation-urinate>>
<</if>>
<</if>>
<</if>>
<</for>>
<!-- END MAIN LOOP -->
<!-- Finishing moves for consensual with low anger or non-consensual with enemy damage -->
<<if _args[0] isnot "short">>
<<if $npc.length is 0>>
<<if $position isnot "wall">>
<<if $punishmentposition isnot "gloryhole" and not $gloryhole>>
<!-- Disregard named NPCs and Pillory / Wall -->
<<if $consensual is 1 and $enemyanger lte 0 and $NPCList[0].fullDescription isnot "Ivory Wraith">>
<<if $enemyno is 1>>
<<switch random(1, 6)>>
<<case 1 2>>
<<He>> absently strokes you, <span class="green">making you feel warm inside.</span>
<<lstress>><<ltrauma>><<lpain>><<violence -3>>
<br><br>
<<case 3 4>>
<<He>> strokes your hair, <span class="green">making you feel warm inside.</span>
<<lstress>><<ltrauma>><<lpain>><<violence -3>>
<br><br>
<<case 5 6>>
<<He>> brushes your cheek with <<his>> hand.
<<if $role is "islander" and (!$islander_language or $islander_language lt 100)>>
<<He>> says something in <<his>> incomprehensible language, but <<his>> tone is warm. <span class="green">Your face flushes with pleasure.</span>
<<else>>
"You're so <<if $player.gender_appearance is "m">>handsome<<else>>beautiful<</if>>!" <span class="green">Your face flushes with pleasure.</span>
<</if>>
<<lstress>><<ltrauma>><<lpain>><<violence -3>>
<br><br>
<</switch>>
<<elseif $enemyno gte 2>>
They stroke you, <span class="green">making you feel warm inside.</span>
<<lstress>><<ltrauma>><<lpain>><<violence -6>>
<br><br>
<</if>>
<<elseif $consensual is 0 and $mouthuse is "facesit" and $enemyhealth lte ($enemyhealthmax / 10) * 9 and $NPCList[0].fullDescription isnot "Ivory Wraith">>
<<if $mouthstate is "anal">>
<<selectNpcWithPartInPosition "vagina" "facesitanal">>
<<else>>
<<selectNpcWithPartInPosition "vagina" "facesit">>
<</if>>
<<if $npcrow.includes(_j)>>
<<print $npc[$npcrow.indexOf(_j)]>>
<<else>>
The <<person>>
<</if>>
<<if $role is "islander" and (!$islander_language or $islander_language lt 100)>>
snarls, and says something in <<his>> incomprehensible language.
<<else>>
snarls: "You shouldn't have resisted
<<if $enemyno gte 2>>us<<else>>me<</if>>."
<</if>>
<br><br>
<<switch random(1)>>
<<case 0>>
<<He>> presses down on your face as <<he>> reaches forward, pinching your <<nipples>>
<<if $worn.upper.exposed lt 2 and $worn.under_upper.exposed lt 1>> through your <<top>>,<</if>>
and twisting them hard. You cry out but it is heavily muffled by <<his>> pussy and ass.
<<if $enemyno gte 2>>
<<His>> <<if $enemyno gt 2>>friends laugh<<else>>friend laughs<</if>> as <<he>> tortures you like this, before <<he>> eventually gets up off of you.
<<else>>
<<He>> does this several times, torturing you like this while you are helpless under <<him>>, before <<he>> gets up.
<</if>>
<<gstress>><<gtrauma>><<gpain>><<violence 3>><<npcStealMoney>>
<br><br>
<<case 1>>
<<He>> lifts up slightly, then drops down hard onto your face, crushing it under <<him>>.
<<He>> then continues to butt drop onto your face, smashing it with <<his>> ass as <<he>> punishes you.
<<if $enemyno gte 2>>
<<His>> <<if $enemyno gt 2>>friends laugh<<else>>friend laughs<</if>> as <<he>> continues to abuse your face.
<</if>>
<<He>> finally stops, and gets up off of your bruised face.
<<gstress>><<gtrauma>><<gpain>><<bruise face>><<violence 3>><<npcStealMoney>>
<br><br>
<</switch>>
<<elseif $consensual is 0 and $enemyhealth lte ($enemyhealthmax / 10) * 7.5 and $NPCList[0].type isnot "plant" and $NPCList[0].fullDescription isnot "Ivory Wraith">>
<<if $enemyno is 1>>
<<He>> <span class="red">punches you. You <<if playerBellySize(true) gte 8>>stagger and fall backwards.<<else>>double over.<</if>></span>
<<if $role is "islander" and (!$islander_language or $islander_language lt 100)>>
<<He>> shouts something in <<his>> language, before laughing at you.
<<else>>
"That's for struggling, bitch."
<</if>>
<<gstress>><<gtrauma>><<gpain>><<violence 6>><<npcStealMoney>>
<br><br>
<<elseif $enemyno is 2>>
<<set $NPCList[0].intro to 1>>
<<He>> holds your arms <span class="red">while the <<person2>><<person>> punches you. <<if playerBellySize(true) gte 8>>Your head spins.<<else>>You double over.<</if>></span>
<<if $role is "islander" and (!$islander_language or $islander_language lt 100)>>
They shout and jeer at you in their language, and you understand none of it.
<<else>>
"That'll teach you not to fight us, you little <<cunt>>."
<</if>>
<<gstress>><<gtrauma>><<gpain>><<violence 10>><<npcStealMoney>>
<br><br>
<<else>>
<<set $NPCList[0].intro to 1>>
<<He>> holds your arms <span class="red">while the others take turns punching you. <<if playerBellySize(true) gte 8>>Your head spins.<<else>>You double over.<</if>></span>
<<if $role is "islander" and (!$islander_language or $islander_language lt 100)>>
They shout and jeer at you in their language, and you understand none of it.
<<else>>
"Trying to fight us? You get what you deserve, you worthless slut."
<</if>>
<<gstress>><<gtrauma>><<gpain>><<violence 20>><<npcStealMoney>>
<br><br>
<</if>>
<<elseif $consensual is 0 and $enemyhealth lte ($enemyhealthmax / 10) * 8.5 and $NPCList[0].type isnot "plant" and $NPCList[0].fullDescription isnot "Ivory Wraith">>
<<if $enemyno is 1>>
<<He>> <span class="pink">slaps you back and forth across the face.</span>
<<if $role is "islander" and (!$islander_language or $islander_language lt 100)>>
<<He>> shouts something at you. You don't understand it, but <<his>> tone demands submission.
<<else>>
"That's for struggling."
<</if>>
<<gstress>><<gtrauma>><<gpain>><<violence 3>><<npcStealMoney>>
<br><br>
<<elseif $enemyno is 2>>
<<set $NPCList[0].intro to 1>>
<<person1>>
<<He>> holds your arms <span class="pink">while the <<person2>><<person>> slaps you back and forth across the face.</span>
<<if $role is "islander" and (!$islander_language or $islander_language lt 100)>>
<<He>> shouts something at you. You don't understand it, but <<his>> tone demands submission.
<<else>>
"That's what you get for struggling."
<</if>>
<<gstress>><<gtrauma>><<gpain>><<violence 5>><<npcStealMoney>>
<br><br>
<<else>>
<<set $NPCList[0].intro to 1>>
<<He>> holds your arms <span class="pink">while the others take turns slapping you across the face and chest.</span>
<<if $role is "islander" and (!$islander_language or $islander_language lt 100)>>
<<He>> shouts something at you. You don't understand it, but <<his>> tone demands submission.
<<else>>
"That's what you get for struggling."
<</if>>
<<gstress>><<gtrauma>><<gpain>><<violence 10>><<npcStealMoney>>
<br><br>
<</if>>
<<elseif $consensual is 0 and $enemyhealth lt (($enemyhealthmax / 10) * 9.9) and $audience gte 10 and $NPCList[0].type isnot "plant" and $NPCList[0].fullDescription isnot "Ivory Wraith">>
<<set $NPCList[0].intro to 1>>
<<He>> thrusts you in front of the audience, grappling your arms. "Let's show <<phim>> what happens to feisty cunts." <span class="purple">The audience takes turns spitting on your chest and face while you writhe in discomfort.</span>
<<faceejacstat>><<ejacstat>><<bodyliquid "face" "goo">>
<<chestejacstat>><<bodyliquid "chest" "goo">>
<<gstress>><<gtrauma>><<trauma 3>><<stress 3>><<npcStealMoney>>
<br><br>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<<animateCombat>>
<<fetishPregnancyImg>>
<<set $ejaculating to 0>>
<</widget>>
<<widget "ejaculation-urinate">>
<<if $NPCList[_nn].penis isnot "none">>
<<switch random(1, 7)>>
<<case 1>>
<<He>> stands over your face, and releases a stream of urine.
<<case 2>>
<<He>> stands over your body, and releases a stream of urine.
<<case 3>>
<<He>> thrusts <<his>> pelvis forward, and releases a stream of urine.
<<case 4>>
<<He>> stands over you, and urinates.
<<case 5>>
<<He>> takes <<his>> cock in hand, and pisses over your body.
<<case 6>>
<<He>> stands and pisses on you.
<<default>>
<<He>> holds you still, takes <<his>> cock in hand, and urinates on your face.
<</switch>>
<<else>>
<<switch random(1, 7)>>
<<case 1>>
<<He>> squats over your face, and releases a stream of urine.
<<case 2>>
<<He>> squats over your body, and releases a stream of urine.
<<case 3>>
<<He>> thrusts <<his>> pelvis forward, and releases a stream of urine.
<<case 4>>
<<He>> squats over you, and urinates.
<<case 5>>
<<He>> squats and pisses over your body.
<<case 6>>
<<He>> squats and pisses on you.
<<default>>
<<He>> holds you still, squats, and urinates on your face.
<</switch>>
<</if>>
<<if $role is "islander" and (!$islander_language or $islander_language lt 100)>>
<<He>> sneers and says something in <<his>> incomprehensible language.
<<else>>
<<print either(
`"Take that, meat toilet."`,
`"This is all you're good for."`,
`"Just marking my territory."`,
`"Feeling humiliated? Good."`,
`"That's right. This is what you're worth, slut."`,
`"You make a good toilet."`,
`"Just reminding you of your place."`
)>>
<</if>>
<<ggtrauma>><<trauma 12>><<gstress>><<stress 6>>
<<urinestat>>
<br><br>
<</widget>><<widget "beastejaculation">>
<<set $ejaculating to 1>>
<<if $beastGroupFight is 0>>
<<set $enemyejaculated += 1>>
<<else>>
<<set $enemyejaculated to $enemyno>>
<</if>>
<<set $pronoun to "i">>
<<set _jj to $active_enemy>>
<<if $NPCList[_jj] is undefined or $NPCList[_jj].type is undefined>>
<<set _jj to 0>>
<</if>>
<<set _npcisWolfType to ["wolf","wolfboy","wolfgirl"].includes($NPCList[_jj].type)>>
<<set _npcisDogType to ["dog","dogboy","doggirl"].includes($NPCList[_jj].type)>>
<<set _npcisFoxType to ["fox","foxboy","foxgirl"].includes($NPCList[_jj].type)>>
<<set _npcisBearType to ["bear", "bearboy", "beargirl"].includes($NPCList[_jj].type)>>
<<set _legLocked to $leglocktarget is $active_enemy>>
<<set _legLockedKnot to _legLocked ? 0.5 : 1>>
<<set _pregnancyBoost to 0>>
<!-- Male BEAST -->
<<if $NPCList[_jj].penis is "thighs">>
<<if $NPCList[_jj].penissize gte 5>>
Ejaculate gushes from <<bhis>> <<print $NPCList[_jj].penisdesc>>, drenching your thighs and tummy.
<<thighejacstat>><<tummyejacstat>><<ejacstat>><<set $hygiene += 5000>><<bodyliquid "thigh" "semen" 5>><<bodyliquid "tummy" "semen" 5>>
<<else>>
<<bHe>> ejaculates onto your thighs.
<<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">>
<</if>>
<</if>>
<<if $NPCList[_jj].penis is "vaginaentrance">>
<<if $NPCList[_jj].penissize gte 5>>
<<if playerChastity("vagina")>>
Ejaculate gushes from <<bhis>> <<print $NPCList[_jj].penisdesc>>, drenching your $worn.genitals.name and flowing over your thighs.
<<else>>
Ejaculate gushes from <<bhis>> <<print $NPCList[_jj].penisdesc>>, drenching your <<pussy>> and flowing over your thighs.
<<recordSperm `{target: "pc", spermOwner: $NPCList[_jj], spermType: $NPCList[_jj].type, rngModifier: 5, rngType: "canWash"}`>>
<</if>>
<<vaginalentranceejacstat>><<thighejacstat>><<ejacstat>><<set $hygiene += 5000>><<bodyliquid "vaginaoutside" "semen" 5>>
<<else>>
<<if playerChastity("vagina")>>
<<bHe>> ejaculates onto your $worn.genitals.name.
<<else>>
<<bHe>> ejaculates onto your <<pussy>>.
<<recordSperm `{target: "pc", spermOwner: $NPCList[_jj], spermType: $NPCList[_jj].type, rngModifier: 5, rngType: "canWash"}`>>
<</if>>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<</if>>
<</if>>
<<if $NPCList[_jj].penis is "vaginaimminent">>
<<if $NPCList[_jj].penissize gte 5>>
<<if playerChastity("vagina")>>
Ejaculate gushes from <<bhis>> <<print $NPCList[_jj].penisdesc>>, drenching your $worn.genitals.name and flowing over your thighs.
<<else>>
Ejaculate gushes from <<bhis>> <<print $NPCList[_jj].penisdesc>>, drenching your <<pussy>> and flowing over your thighs.
<<recordSperm `{target: "pc", spermOwner: $NPCList[_jj], spermType: $NPCList[_jj].type, rngModifier: 15, rngType: "canWash"}`>>
<</if>>
<<vaginalentranceejacstat>><<thighejacstat>><<ejacstat>><<set $hygiene += 5000>><<bodyliquid "vaginaoutside" "semen" 5>>
<<else>>
<<if playerChastity("vagina")>>
<<bHe>> ejaculates onto your $worn.genitals.name.
<<else>>
<<bHe>> ejaculates onto your <<pussy>>.
<<recordSperm `{target: "pc", spermOwner: $NPCList[_jj], spermType: $NPCList[_jj].type, rngModifier: 15, rngType: "canWash"}`>>
<</if>>
<<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">>
<</if>>
<</if>>
<<if $NPCList[_jj].penis is "vagina">>
<<if (random(1, 100) gte 81 * _legLockedKnot and (_npcisDogType or _npcisFoxType)) or (random(1, 100) gte 61 * _legLockedKnot and _npcisWolfType) or _args[0] is "knot">>
<<if _args[0] is "knot">>
<<set _knotted to true>><<knot_stat>>
With a final thrust, <<bhe>> forces <<bhis>> knot into your <<pussy>>. <<bHe>> ejaculates deep into your womb. You feel the semen build within you, its exit plugged. The <<beasttype>> climbs off and faces away from you, but you remain locked together.
<<else>>
<<set _knotted_short to true>><<knot_stat>>
With a final thrust, <<bhe>> forces <<bhis>> knot into your <<pussy>>. <<bHe>> ejaculates deep into your womb. You feel the semen build within you, its exit plugged. The <<beasttype>> climbs off and faces away from you, but you're locked together for a humiliating five minutes until the knot shrinks enough that the <<beasttype>> can wiggle it free.
<<pass 5>>
<</if>>
<<if _npcisWolfType>><<transform wolf 1>><</if>>
<<if _npcisFoxType>><<transform fox 1>><</if>>
<<set _pregnancyBoost to 25>>
<<elseif ["boar", "pig"].some(type => $NPCList[_jj].type.includes(type))>>
Ejaculate streams from the <<print $NPCList[_jj].type>>'s <<print $NPCList[_jj].penisdesc>>. You're stuck for many humiliating minutes, the <<print $NPCList[_jj].type>>'s cock steadily filling your womb.
<br>
<<if $audiencepresent gte 1>>
The audience enjoys the show.
<br>
<<print either(
`"I can't believe it. <<silently>><<bred>><</silently>><<capitalise>> by a pig."`,
`"I bet <<pshe>> loves getting pig-fucked like this."`
)>>
<br>
<<print either(
`"What a filthy slut."`,
`"Getting what a slut deserves."`
)>>
<br>
<<print either(
`"I wonder how pig cock feels."`,
`"This <<bitch>> would fuck the whole sty."`
)>>
<br>
<</if>>
<br>
Despite filling to the brim, the semen doesn't leak out. You remain full even as the <<print $NPCList[_jj].type>> wiggles free. Then you feel a pressure lift, and a plug of hard semen drops to the ground. <<print $NPCList[_jj].type.includes("pig") ? "Pig" : "Boar">> cum flows out after it, covering your thighs.
<<bodyliquid "vagina" "semen" 2>><<bodyliquid "vaginaoutside" "semen" 2>><<bodyliquid "thigh" "semen">><<pass 30>><<vaginalentranceejacstat>><<thighejacstat>>
<<elseif $NPCList[_jj].penissize gte 5>>
Ejaculate gushes from <<bhis>> <<print $NPCList[_jj].penisdesc>>, filling your womb and flowing from your <<pussy>> in a great torrent.
<<vaginalentranceejacstat>><<set $hygiene += 4500>><<bodyliquid "vagina" "semen" 4>><<bodyliquid "vaginaoutside" "semen" 5>>
<<else>>
<<bHe>> ejaculates deep into your womb.
<</if>>
<<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_jj], spermType: $NPCList[_jj].type, rngModifier: 100 + _pregnancyBoost}`>>
<<if _npcisWolfType>><<transform wolf 1>><</if>>
<<if _npcisFoxType>><<transform fox 1>><</if>>
<<if _npcisBearType>><<transform bear 1>><</if>>
<</if>>
<<if $NPCList[_jj].penis is "cheeks">>
<<if $NPCList[_jj].penissize gte 5>>
Ejaculate gushes from <<bhis>> <<print $NPCList[_jj].penisdesc>>, surging over your back and onto your hair, and flowing over your <<bottom>>.
<<bottomejacstat>><<hairejacstat>><<ejacstat>><<set $hygiene += 5000>><<bodyliquid "bottom" "semen" 5>><<bodyliquid "hair" "semen" 5>>
<<else>>
<<bHe>> ejaculates onto your back.
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<</if>>
<</if>>
<<if $NPCList[_jj].penis is "anusentrance">>
<<if $NPCList[_jj].penissize gte 5>>
<<if playerChastity("anus")>>
Ejaculate gushes from <<bhis>> <<print $NPCList[_jj].penisdesc>>, drenching your $worn.genitals.name and flowing over your thighs.
<<else>>
Ejaculate gushes from <<bhis>> <<print $NPCList[_jj].penisdesc>>, drenching your <<bottom>> and flowing over your thighs.
<<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_jj], spermType: $NPCList[_jj].type, rngModifier: 5, rngType: "canWash"}`>>
<</if>>
<<bottomejacstat>><<thighejacstat>><<ejacstat>><<set $hygiene += 5000>><<bodyliquid "bottom" "semen" 5>><<bodyliquid "thigh" "semen" 5>>
<<else>>
<<if playerChastity("anus")>>
<<bHe>> ejaculates onto your $worn.genitals.name.
<<else>>
<<bHe>> ejaculates onto your <<bottom>>.
<<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_jj], spermType: $NPCList[_jj].type, rngModifier: 5, rngType: "canWash"}`>>
<</if>>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<</if>>
<</if>>
<<if $NPCList[_jj].penis is "anusimminent">>
<<if $NPCList[_jj].penissize gte 5>>
<<if playerChastity("anus")>>
Ejaculate gushes from <<bhis>> <<print $NPCList[_jj].penisdesc>>, drenching your $worn.genitals.name and flowing over your thighs.
<<else>>
Ejaculate gushes from <<bhis>> <<print $NPCList[_jj].penisdesc>>, drenching your <<bottom>> and flowing over your thighs.
<<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_jj], spermType: $NPCList[_jj].type, rngModifier: 15, rngType: "canWash"}`>>
<</if>>
<<bottomejacstat>><<thighejacstat>><<ejacstat>><<set $hygiene += 5000>><<bodyliquid "bottom" "semen" 5>><<bodyliquid "thigh" "semen" 5>>
<<else>>
<<if playerChastity("anus")>>
<<bHe>> ejaculates onto your $worn.genitals.name.
<<else>>
<<bHe>> ejaculates onto your <<bottom>>.
<<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_jj], spermType: $NPCList[_jj].type, rngModifier: 15, rngType: "canWash"}`>>
<</if>>
<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">>
<</if>>
<</if>>
<<if $NPCList[_jj].penis is "anus">>
<<if (random(1, 100) gte 81 * _legLockedKnot and (_npcisDogType or _npcisFoxType)) or (random(1, 100) gte 61 * _legLockedKnot and _npcisWolfType) or _args[0] is "knot">>
<<if _args[0] is "knot">>
<<set _knotted to true>><<knot_stat>>
With a final thrust, <<bhe>> forces <<bhis>> knot into your <<bottom>>. <<bHe>> ejaculates deep into your bowels. You feel the semen build within you, its exit plugged. The <<beasttype>> climbs off and faces away from you, but you remain locked together.
<<else>>
<<set _knotted_short to true>><<knot_stat>>
With a final thrust, <<bhe>> forces <<bhis>> knot into your <<bottom>>. <<bHe>> ejaculates deep into your bowels. You feel the semen build within you, its exit plugged. The <<beasttype>> climbs off and faces away from you, but you're locked together for a humiliating five minutes until the knot shrinks enough that the <<beasttype>> can wiggle it free.
<<pass 5>>
<</if>>
<<if _npcisWolfType>><<transform wolf 1>><</if>>
<<if _npcisFoxType>><<transform fox 1>><</if>>
<<set _pregnancyBoost to 25>>
<<elseif ["boar", "pig"].some(type => $NPCList[_jj].type.includes(type))>>
Ejaculate streams from the <<print $NPCList[_jj].type>>'s <<print $NPCList[_jj].penisdesc>>. You're stuck for many humiliating minutes, the <<print $NPCList[_jj].type>>'s cock steadily filling your ass.
<br>
<<if $audiencepresent gte 1>>
The audience enjoys the show.
<br>
<<print either(
`"I can't believe it. <<silently>><<bred>><</silently>><<capitalise>> by a pig."`,
`"I bet <<pshe>> loves getting pig-fucked like this."`
)>>
<br>
<<print either(
`"What a filthy slut."`,
`"Getting what a slut deserves."`
)>>
<br>
<<print either(
`"I wonder how pig cock feels."`,
`"This <<bitch>> would fuck the whole sty."`
)>>
<br>
<</if>>
<br>
Despite filling to the brim, the semen doesn't leak out. You remain full even as the <<print $NPCList[_jj].type>> wiggles free. Then you feel a pressure lift, and a plug of hard semen drops to the ground. <<print $NPCList[_jj].type.includes("pig") ? "Pig" : "Boar">> cum flows out after it, covering your thighs.
<<bodyliquid "anus" "semen" 2>><<bodyliquid "bottom" "semen" 2>><<bodyliquid "thigh" "semen">><<pass 30>><<bottomejacstat>><<thighejacstat>>
<<elseif $NPCList[_jj].penissize gte 5>>
Ejaculate gushes from <<bhis>> <<print $NPCList[_jj].penisdesc>>, filling your bowels and surging outside, drenching your <<bottom>>.
<<bottomejacstat>><<set $hygiene += 4500>><<bodyliquid "anus" "semen" 4>><<bodyliquid "bottom" "semen" 5>><<set $hunger -= 1800>><<set $thirst -= 1800>>
<<else>>
<<bHe>> ejaculates into your bowels.
<</if>>
<<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">><<set $hunger -= 200>><<set $thirst -= 200>>
<<recordSperm `{target: "pc", spermOwner: $NPCList[_jj], spermType: $NPCList[_jj].type, rngModifier: 100 + _pregnancyBoost, genital:"anus"}`>>
<<if _npcisWolfType>><<transform wolf 1>><</if>>
<<if _npcisFoxType>><<transform fox 1>><</if>>
<<if _npcisBearType>><<transform bear 1>><</if>>
<</if>>
<<if $NPCList[_jj].penis is "chest">>
<<if $position is "missionary">>
<<bHe>> ejaculates onto your neck and chest.
<<neckejacstat>><<set $hygiene += 500>><<bodyliquid "neck" "semen">>
<<else>>
<<bHe>> ejaculates onto your stomach and chest.
<<tummyejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<</if>>
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<</if>>
<<if $NPCList[_jj].penis is "mouthentrance">>
<<bHe>> ejaculates onto your face.
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<</if>>
<<if $NPCList[_jj].penis is "mouthimminent">>
<<switch random(1, 3)>>
<<case 1 2>>
<<bHe>> ejaculates onto your face.
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<case 3>>
<<bHe>> ejaculates a massive load onto your face, pushing past your pursed lips and into your mouth.
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<if _npcisWolfType>><<transform wolf 1>><</if>>
<<if _npcisFoxType>><<transform fox 1>><</if>>
<<if _npcisBearType>><<transform bear 1>><</if>>
<</switch>>
<</if>>
<<if $NPCList[_jj].penis is "mouth">>
<<if (random(1, 100) gte 81 and (_npcisDogType or _npcisFoxType)) or (random(1, 100) gte 61 and _npcisWolfType)>>
<<knot_stat>>
With a final thrust, <<bhe>> forces <<bhis>> knot past your teeth as <<bhe>> ejaculates deep down your throat, <span class="pink">forcing you to swallow.</span> <<if $pain gte 40>>Tears run down your face<<else>>You gag<</if>> as you feel <<bhis>> cum backwash into your mouth. The <<beasttype>> climbs off and faces away from you, but you're locked together for a humiliating five minutes until the knot shrinks enough that the <<beasttype>> can wiggle it free.
<<pass 5>><<cumswallow `$NPCList[_jj].type` null "knotted">>
<<if _npcisWolfType>><<transform wolf 1>><</if>>
<<if _npcisFoxType>><<transform fox 1>><</if>>
<<else>>
<<bHe>> ejaculates down the back of your throat.
<<cumswallow `$NPCList[_jj].type` null `npcSemenMod($NPCList[_jj].penissize)`>>
<</if>>
<<oralejacstat>><<ejacstat>>
<<if _npcisWolfType>><<transform wolf 1>><</if>>
<<if _npcisFoxType>><<transform fox 1>><</if>>
<<if _npcisBearType>><<transform bear 1>><</if>>
<</if>>
<<if $NPCList[_jj].penis is "feet">>
<<bHe>> ejaculates on your feet.
<<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">>
<</if>>
<<if $NPCList[_jj].penis is "leftarm" and $NPCList[_jj].penis is "rightarm">>
<<bHe>> ejaculates on your hands.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">>
<</if>>
<<if $NPCList[_jj].penis is "leftarm">><<bHe>> ejaculates on your hand.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">>
<</if>>
<<if $NPCList[_jj].penis is "rightarm">><<bHe>> ejaculates on your hand.
<<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "semen">>
<</if>>
<<if $NPCList[_jj].penis is "otheranusentrance" or $NPCList[_jj].penis is "otheranusimminent">>
The <<beasttype>> ejaculates as you frot <<bhis>> ass.
<</if>>
<<if $NPCList[_jj].penis is "otheranus">>
The <<beasttype>> ejaculates as you pound <<bhis>> ass.
<<if _npcisWolfType>><<transform wolf 1>><</if>>
<<if _npcisFoxType>><<transform fox 1>><</if>>
<<if _npcisBearType>><<transform bear 1>><</if>>
<</if>>
<<if $NPCList[_jj].penis is 0>>
<<if $NPCList[_jj].stance is "topface">>
<<bHe>> ejaculates onto your neck.
<<neckejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "neck" "semen">>
<<else>>
<<bHe>> ejaculates onto your tummy.
<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<</if>>
<</if>>
<<if $NPCList[_jj].penis is "penis" or $NPCList[_jj].penis is "penisentrance" or $NPCList[_jj].penis is "penisimminent">>
<<if $position is "missionary">>
<<bHe>> ejaculates onto your chest and neck.
<<chestejacstat>><<neckejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<<else>>
<<bHe>> ejaculates onto your stomach and <<penisSimple>>.
<<tummyejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">>
<</if>>
<<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">>
<<if _npcisWolfType>><<transform wolf 1>><</if>>
<<if _npcisFoxType>><<transform fox 1>><</if>>
<<if _npcisBearType>><<transform bear 1>><</if>>
<</if>>
<!-- Female BEAST -->
<<if $NPCList[_jj].vagina is "penisimminent" or $NPCList[_jj].vagina is "penisentrance">>
<<if playerChastity("penis")>>
You feel the vibrations from your $worn.genitals.name as the $NPCList[_jj].type orgasms.
<<else>>
You feel the heat radiate on your <<penis>> as the <<beasttype>> orgasms.
<</if>>
<</if>>
<<if $NPCList[_jj].vagina is "penis">>
The <<beasttype>> orgasms on your <<penis>>, pulsing around your length.
<<if _npcisWolfType>><<transform wolf 1>><</if>>
<<if _npcisFoxType>><<transform fox 1>><</if>>
<<if _npcisBearType>><<transform bear 1>><</if>>
<</if>>
<<if ($NPCList[_jj].vagina is "vaginaentrance" or $NPCList[_jj].vagina is "vaginaimminent") and playerChastity("vagina")>>
You feel the vibrations from your $worn.genitals.name as the $NPCList[_jj].type orgasms.
<<elseif $NPCList[_jj].vagina is "vaginaentrance" or $NPCList[_jj].vagina is "vaginaimminent">>
You feel the heat radiate on your <<pussy>> as the <<beasttype>> orgasms.
<</if>>
<<if $NPCList[_jj].vagina is "vagina" and playerChastity("vagina")>>
You feel the vibrations on your $worn.genitals.name as the $NPCList[_jj].type orgasms.
<<elseif $NPCList[_jj].vagina is "vagina">>
You feel the heat radiate on your <<pussy>> as the <<beasttype>> orgasms. Fluid leaks from the <<beasttype>> and mixes with yours.
<<if _npcisWolfType>><<transform wolf 1>><</if>>
<<if _npcisFoxType>><<transform fox 1>><</if>>
<<if _npcisBearType>><<transform bear 1>><</if>>
<</if>>
<<if $NPCList[_jj].vagina is "mouthimminent">>
You feel the heat radiate on your face as the <<beasttype>> orgasms.
<</if>>
<<if $NPCList[_jj].vagina is "mouthentrance">>
You feel the heat radiate on your face as the <<beasttype>> orgasms.
<</if>>
<<if $NPCList[_jj].vagina is "mouth">>
The <<beasttypes>> pussy shudders against your mouth as it orgasms. Fluid from the <<beasttype>> mixes with your saliva.
<<if _npcisWolfType>><<transform wolf 1>><</if>>
<<if _npcisFoxType>><<transform fox 1>><</if>>
<<if _npcisBearType>><<transform bear 1>><</if>>
<</if>>
<<if $NPCList[_jj].vagina is "otheranusentrance" or $NPCList[_jj].vagina is "otheranusimminent">>
The <<beasttype>> shudders in orgasm as you frot its ass.
<</if>>
<<if $NPCList[_jj].vagina is "otheranus">>
The <<beasttype>> shudders in orgasm as you pound its ass.
<<if _npcisWolfType>><<transform wolf 1>><</if>>
<<if _npcisFoxType>><<transform fox 1>><</if>>
<<if _npcisBearType>><<transform bear 1>><</if>>
<</if>>
<<if $NPCList[_jj].mouth is "penis">>
The <<beasttype>> shudders in orgasm as you fuck its mouth.
<<if _npcisWolfType>><<transform wolf 1>><</if>>
<<if _npcisFoxType>><<transform fox 1>><</if>>
<<if _npcisBearType>><<transform bear 1>><</if>>
<</if>>
<<if $NPCList[_jj].vagina is 0>>
The <<beasttype>> shudders in orgasm.
<</if>>
<!-- End orgasm loop -->
<!-- PC reaction loop -->
<<if $consensual is 1>>
<<if hasSexStat("deviancy", 5)>>
<<print either("You feel lewd,", "You feel a thrill,", "You feel lusty,")>>
<<elseif hasSexStat("deviancy", 2)>>
<<print either("You feel lewd,", "You feel a glow,", "You feel titillated,")>>
<<else>>
<<print either("You feel squeamish,", "You feel unsettled,", "You feel uncomfortable,")>>
<</if>>
<<if $NPCList[_jj].penis is "anus" or $NPCList[_jj].penis is "mouth" or $NPCList[_jj].penis is "vagina">>
having been fucked by the
<<elseif $NPCList[_jj].vagina is "penis" or $NPCList[_jj].mouth is "penis" or $NPCList[_jj].vagina is "otheranus">>
having fucked the
<<elseif $NPCList[_jj].vagina isnot "none" and $NPCList[_jj].penis is "none">>
having been used by the
<<else>>
having pleasured yourself with a
<</if>>
<<if $audience gte 6 or $pillory.audience gte 6>> <<beasttype>> in front of a crowd.<<elseif $audiencepresent gte 1 or $pillory.audience gte 1>> <<beasttype>> in front of others.<<else>><<beasttype>>.<</if>>
<<else>>
<<if hasSexStat("deviancy", 5)>>
<<print either("You feel ashamed,", "You feel embarrassed,", "You feel distraught,")>>
<<elseif hasSexStat("deviancy", 2)>>
<<print either("You feel nauseous,", "You feel sick,", "You feel gross,")>>
<<else>>
<<print either("You feel wretched,", "You feel repugnant,", "You feel loathsome,")>>
<</if>>
<<if $NPCList[_jj].penis is "anus" or $NPCList[_jj].penis is "mouth" or $NPCList[_jj].penis is "vagina">>
having been fucked by a <<beasttype>>
<<elseif $NPCList[_jj].vagina is "penis" or $NPCList[_jj].mouth is "penis" or $NPCList[_jj].vagina is "otheranus">>
having fucked a <<beasttype>>
<<elseif $NPCList[_jj].vagina isnot "none" and $NPCList[_jj].penis is "none">>
having been abused by a <<beasttype>>
<<else>>
having pleasured a <<beasttype>>
<</if>>
<<if $audience gte 6 or $pillory.audience gte 6>> in front of a crowd.<<elseif $audiencepresent gte 1 or $pillory.audience gte 1>> in front of others.<<else>> against your will.<</if>>
<</if>>
<<animateCombat>>
<<fetishPregnancyImg>>
<<if $beastMultiOrgasmToggle is 0 and ($NNPCMultiOrgasmToggle is 0 and ($NPCList[0].fullDescription.includes("Great Hawk") or $NPCList[0].fullDescription.includes("Black Wolf")))>>
<<set $active_enemy += 1>>
<</if>>
<<if _args[0] isnot "short">>
<<if $water is 0>>
<<if _knotted is true>>
<<bHis>> knot remains tight within you, preventing the semen from leaking out.
<br><br>
<<elseif playerHasButtPlug() and $NPCList[_jj].penis is "anus">>
Your $worn.butt_plug.name prevents the semen from leaking out.
<<elseif $NPCList[_jj].penis is "vagina" or $NPCList[_jj].penis is "anus">><<set $semenpuddle += 1>>
<<bHis>> penis slides out; lacking anything to hold it in, semen drools out and
<<switch Math.clamp($semenpuddle, 1,4)>>
<<case 1>>
forms a puddle beneath you.
<<case 2>>
adds to the puddle beneath you.
<<case 3>>
adds to the growing puddle beneath you.
<<case 4>>
adds to the growing pool beneath you.
<</switch>>
<br><br>
<</if>>
<<if _knotted isnot true and $watersportsdisable is "f" and $enemyanger gte random(20, 200)>>
<<if $NPCList[_jj].type.includes("dog") or $NPCList[_jj].type.includes("wolf")>>
<<bHe>> raises a leg and urinates on you for good measure, marking <<bhis>> territory.
<<else>>
<<bHe>> urinates on you for good measure, marking <<bhis>> territory.
<</if>>
<<urinestat>>
<br><br>
<</if>>
<</if>>
<</if>>
<!-- Index BEAST to next up -->
<<if $beastGroupFight is 0>>
<<switch $active_enemy>>
<<case 0>>
<<set $enemyarousal to $enemyarousal1>>
<<set $enemyanger to $enemyanger1>>
<<set $enemyhealth to $enemyhealth1>>
<<set $enemytrust to $enemytrust1>>
<<case 1>>
<<set $enemyarousal to $enemyarousal2>>
<<set $enemyanger to $enemyanger2>>
<<set $enemyhealth to $enemyhealth2>>
<<set $enemytrust to $enemytrust2>>
<<case 2>>
<<set $enemyarousal to $enemyarousal3>>
<<set $enemyanger to $enemyanger3>>
<<set $enemyhealth to $enemyhealth3>>
<<set $enemytrust to $enemytrust3>>
<<case 3>>
<<set $enemyarousal to $enemyarousal4>>
<<set $enemyanger to $enemyanger4>>
<<set $enemyhealth to $enemyhealth4>>
<<set $enemytrust to $enemytrust4>>
<<case 4>>
<<set $enemyarousal to $enemyarousal5>>
<<set $enemyanger to $enemyanger5>>
<<set $enemyhealth to $enemyhealth5>>
<<set $enemytrust to $enemytrust5>>
<<case 5>><!-- Should be unused case -->
<<set $enemyarousal to $enemyarousal6>>
<<set $enemyanger to $enemyanger6>>
<<set $enemyhealth to $enemyhealth6>>
<<set $enemytrust to $enemytrust6>>
<<default>>
<span class="red">ERROR: Beastejac index error</span>
<</switch>>
<</if>>
<<if $beastGroupFight is 0 and $beastMultiOrgasmToggle is 0>>
<<if $player.vaginaExist>>
<<set $vaginause to 0>>
<<set $vaginastate to 0>>
<</if>>
<<if playerHasStrapon() or $player.penisExist>>
<<set $penisuse to 0>>
<<set $penisstate to 0>>
<</if>>
<<set $mouthuse to 0>>
<<set $anususe to 0>>
<<unset $neckuse>>
<<if $worn.face.type.includes("gag")>>
<<set $mouthuse to "gagged">>
<</if>>
<<set $thighuse to 0>>
<<set $bottomuse to 0>>
<<set $feetuse to 0>>
<<if $leftarm isnot "bound" and $position isnot "wall">>
<<set $leftarm to 0>>
<</if>>
<<if $rightarm isnot "bound" and $position isnot "wall">>
<<set $rightarm to 0>>
<</if>>
<<set $chestuse to 0>>
<<set $cheststate to 0>>
<<if $head isnot "bound" and $position isnot "wall">>
<<set $head to 0>>
<</if>>
<<set $anusstate to 0>>
<<set $mouthstate to 0>>
<<set $leftaction to 0>>
<<set $rightaction to 0>>
<<set $vaginaaction to 0>>
<<set $penisaction to 0>>
<<set $anusaction to 0>>
<<set $thighaction to 0>>
<<set $cheekaction to 0>>
<<set $feetaction to 0>>
<<set $mouthaction to 0>>
<</if>>
<<set $rapeavoid to 1>>
<<set $ejaculating to 0>>
<</widget>><<widget "beastwound">>
<<set $enemywounded += 1>>
<<set $active_enemy += 1>>
<!-- Index beasts -->
<<if $beastGroupFight is 0>>
<<switch $active_enemy>>
<<case 0>>
<<set $enemyarousal to $enemyarousal1>>
<<set $enemyanger to $enemyanger1>>
<<set $enemyhealth to $enemyhealth1>>
<<set $enemytrust to $enemytrust1>>
<<case 1>>
<<set $enemyarousal to $enemyarousal2>>
<<set $enemyanger to $enemyanger2>>
<<set $enemyhealth to $enemyhealth2>>
<<set $enemytrust to $enemytrust2>>
<<case 2>>
<<set $enemyarousal to $enemyarousal3>>
<<set $enemyanger to $enemyanger3>>
<<set $enemyhealth to $enemyhealth3>>
<<set $enemytrust to $enemytrust3>>
<<case 3>>
<<set $enemyarousal to $enemyarousal4>>
<<set $enemyanger to $enemyanger4>>
<<set $enemyhealth to $enemyhealth4>>
<<set $enemytrust to $enemytrust4>>
<<case 4>>
<<set $enemyarousal to $enemyarousal5>>
<<set $enemyanger to $enemyanger5>>
<<set $enemyhealth to $enemyhealth5>>
<<set $enemytrust to $enemytrust5>>
<<case 5>><!-- Should be unused case -->
<<set $enemyarousal to $enemyarousal6>>
<<set $enemyanger to $enemyanger6>>
<<set $enemyhealth to $enemyhealth6>>
<<set $enemytrust to $enemytrust6>>
<<default>>
<span class="red">ERROR: Beastwound index error</span>
<</switch>>
<<if $player.vaginaExist>>
<<set $vaginause to 0>>
<<set $vaginastate to 0>>
<</if>>
<<if playerHasStrapon() or $player.penisExist>>
<<set $penisuse to 0>>
<<set $penisstate to 0>>
<</if>>
<<set $mouthuse to 0>>
<<set $anususe to 0>>
<<unset $neckuse>>
<<if $worn.face.type.includes("gag")>>
<<set $mouthuse to "gagged">>
<</if>>
<<set $thighuse to 0>>
<<set $bottomuse to 0>>
<<set $feetuse to 0>>
<<if $leftarm isnot "bound" and $position isnot "wall">>
<<set $leftarm to 0>>
<</if>>
<<if $rightarm isnot "bound" and $position isnot "wall">>
<<set $rightarm to 0>>
<</if>>
<<set $chestuse to 0>>
<<set $cheststate to 0>>
<<if $head isnot "bound" and $position isnot "wall">>
<<set $head to 0>>
<</if>>
<<set $anusstate to 0>>
<<set $mouthstate to 0>>
<<set $leftaction to 0>>
<<set $rightaction to 0>>
<<set $vaginaaction to 0>>
<<set $anusaction to 0>>
<<set $thighaction to 0>>
<<set $cheekaction to 0>>
<<set $feetaction to 0>>
<<set $mouthaction to 0>>
<<set $rapeavoid to 1>>
<</if>>
<</widget>>
<<widget "genericCondomEjaculation">>
<<He>> ejaculates into the condom.
<<rng>>
<<if $rng gte 96 and $npc[$npcrow.indexOf(_nn)] isnot "Robin" and !$npcSub>>
<<if $consensual is 1>>
<<if $player.virginity.kiss is true or random(0,100) gte 60>>
<<He>> takes the condom off <<his>> $NPCList[_nn].penisdesc and, with a lewd grin, holds it open, letting it leak semen all over <<his>> hand. A moment later, <<he>> thrusts <<his>> cum-slicked fingers into your mouth. Only once you've <<if $ejactrait is 1>>eagerly<<else>>gingerly<</if>> licked them clean does <<he>> finally relent.
<<else>>
<<He>> takes the condom off <<his>> $NPCList[_nn].penisdesc and, with a lewd grin, brings it to <<his>> lips, draining it into <<his>> mouth. A moment later, <<he>> presses <<his>> mouth against yours, spitting the entire load of cum into your mouth. Only once you've <<if $ejactrait is 1>>eagerly swallowed<<else>>managed to swallow<</if>> it all does <<he>> finally pull away.
<</if>>
<<else>>
<<He>> takes the condom off <<his>> $NPCList[_nn].penisdesc, and forces the open end into your mouth, laughing as you <<if $ejactrait is 1>>drink it down<<else>>cough and sputter<</if>>.
<</if>>
<<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>>
<</if>>
<br><br>
/*Addition npc comments*/
<</widget>>
/* Takes NPC type to calculate volume of ejaculation to be swallowed or number to represent volume in ml. and updates stat */
<<widget "cumswallow">>
<<set _ejaculation_volume to 0>>
<<set _ejaculation_type to (_args[0] ? _args[0] : "human")>>
<<if _args[1]>>
<<set _ejaculation_volume to _args[1]>>
<<else>>
<<if _ejaculation_type is "human">>
<<set _ejaculation_volume to random(5, 99)>>
<<elseif ["wolf", "dog", "fox"].some(type => _ejaculation_type.includes(type))>>
<<set _ejaculation_volume to random(5, 100)>>
<<elseif ["centaur", "horse", "bull", "cow"].some(type => _ejaculation_type.includes(type))>>
<<set _ejaculation_volume to random(25, 250)>>
<<elseif ["boar", "pig"].some(type => _ejaculation_type.includes(type))>>
<<set _ejaculation_volume to random(50, 300)>>
<<elseif ["bear", "beargirl", "bearboy"].some(type => _ejaculation_type.includes(type))>>
<<set _ejaculation_volume to random(25, 300)>>
<<elseif ["cat"].some(type => _ejaculation_type.includes(type))>>
<<set _ejaculation_volume to random(1, 15)>>
<<elseif ["dolphin", "creature", "hawk", "harpy", "lizard"].some(type => _ejaculation_type.includes(type))>>
<<set _ejaculation_volume to random(20, 150)>>
<<else>>
<<set _ejaculation_volume to random(3, 100)>>
<</if>>
<</if>>
<<switch _args[2]>>
<<case "tiny">><<set _ejaculation_volume to Math.ceil(_ejaculation_volume / 40)>>
<<case "large">><<set _ejaculation_volume to Math.ceil(_ejaculation_volume * 1.5)>>
<</switch>>
<<if _args[2] is "knotted">>
<<if _ejaculation_type is "human" or $bestialitydisable is "t">>
<<semenswallowedstat _ejaculation_volume>>
<<else>>
<<animalsemenswallowedstat _ejaculation_volume>>
<</if>>
<<set $hunger -= 200>>
<<set $thirst -= 200>>
<<bodyliquid "mouth" "semen" 1>>
<<elseif $mouthaction is "ejacspit">>
You spit out the cum.
<<elseif _ejaculation_type is "pc">>
<<if $awareness gte 200>>
<<if _ejaculation_volume lte 10>>
<span class="lewd">You swallow your cum down in a single gulp, <<if $ejactrait gte 1>>disappointed by <<else>>thankful for <</if>>how little there is.</span>
<<elseif _ejaculation_volume lte 30>>
<span class="lewd">
<<if $ejactrait gte 1>>
You swallow your cum, enjoying its personal taste.
<<else>>
You swallow your cum.
<</if>>
</span>
<<elseif _ejaculation_volume lte 100>>
<span class="lewd">Your cheeks puff out as you swallow your semen, downing it in several noisy gulps. You sigh <<if $ejactrait gte 1>>contentedly <<else>>in relief<</if>> once you manage to get it all.</span>
<<else>>
<span class="lewd">You swallow as much of your massive load as you can, struggling to contain its sheer volume.<<if $ejactrait gte 1 and $leftarm isnot "bound" and $rightarm isnot "bound" and $fingersInVagina is 0>> You cup your hands beneath your chin to catch the overflow, not wanting to let any go to waste.<<else>> Some of it overflows, running down your chin and neck. <<bodyliquid "neck" "semen">><</if>></span>
<</if>>
<<else>>
<span class="red">Tears run down <<print either("your cheeks as you struggle to", "your face as you force yourself to")>> swallow your own cum.</span>
<<if $ejactrait is 1>>
You bite your tongue to stop yourself from licking your lips. <<lstress>><<stress -10>>
<<else>>
<<gstress>><<stress 10>>
<</if>>
<</if>>
<<semenswallowedstat _ejaculation_volume>>
<<set $hunger -= 200>>
<<set $thirst -= 200>>
<<bodyliquid "mouth" "semen" 1>>
<<else>>
<<if $consensual is 0 and _ejaculation_volume gte 3>>
<span class="red">Tears run down <<print either("your cheeks as you struggle to", "your face as you force yourself to")>> swallow.</span>
<<if $ejactrait is 1>>
You bite your tongue to stop yourself from licking your lips. <<garousal>><<arousal 600>>
<<else>>
<<gstress>><<stress 10>>
/*Prevents gstress from being displayed twice*/
<<set _ejacStressDisplay to true>>
<</if>>
<<if _ejaculation_type is "human" or $bestialitydisable is "t">>
<<semenswallowedstat _ejaculation_volume>>
<<else>>
<<animalsemenswallowedstat _ejaculation_volume>>
<</if>>
<<else>>
<<if _ejaculation_volume lt 3>>
<span class="lewd">You're <<if $ejactrait gte 1>>disappointed by <<else>>surprised by <</if>> how little cum is released in your mouth, barely being able to taste anything at all.</span>
<<elseif _ejaculation_volume lte 10>>
<span class="lewd">You swallow the cum down in a single gulp, <<if $ejactrait gte 1>>disappointed by <<else>>thankful for <</if>>how little there is.</span>
<<elseif _ejaculation_volume lte 30>>
<span class="lewd">
<<if $ejactrait gte 1>>
You swallow the cum, enjoying its <<print either("strong, bitter", "sweet, creamy", "sharp, salty")>> taste.
<<else>>
You swallow the cum.
<</if>>
</span>
<<elseif _ejaculation_volume lte 100>>
<span class="lewd">Your cheeks puff out as you swallow the semen, downing it in several noisy gulps. You sigh <<if $ejactrait gte 1>>contentedly <<else>>in relief<</if>> once you manage to get it all.</span>
<<else>>
<span class="lewd">You swallow as much of the massive load as you can, struggling to contain its sheer volume.<<if $ejactrait gte 1 and $leftarm isnot "bound" and $rightarm isnot "bound">> You cup your hands beneath your chin to catch the overflow, not wanting to let any go to waste.<<else>> Some of it overflows, running down your chin and neck. <</if>></span>
<</if>>
<<if $mouthaction is 'ejacswallow'>>
<<if _ejaculation_type is "human" or $bestialitydisable is "t">>
<<semenswallowedstat _ejaculation_volume>>
<<else>>
<<animalsemenswallowedstat _ejaculation_volume>>
<</if>>
<<else>>
<<set _ejaculation_volume to Math.floor(_ejaculation_volume/3)>>
<<if _ejaculation_type is "human" or $bestialitydisable is "t">>
<<semenswallowedstat _ejaculation_volume>>
<<else>>
<<animalsemenswallowedstat _ejaculation_volume>>
<</if>>
<</if>>
<</if>>
<<set $hunger -= 200>>
<<set $thirst -= 200>>
<<bodyliquid "mouth" "semen" 1>>
<</if>>
<</widget>><<widget "endcombat">>
<<set $enemytrust to 0>>
<<if $enemyhealth lte 0>>
<<if $enemytype is "man">>
<<famescrap $enemynomax>>
<</if>>
<<if $audiencepresent is 1>>
<<set _fame to 10 * $enemynomax>>
<<famescrap _fame>>
<</if>>
<<set $enemiesDefeatedStat += $enemynomax>>
<<if $enemynomax gte 1>>
<<if $permenemyhealthmax gte 600>>
<<earnFeat "Starting Point">>
<</if>>
<<if $permenemyhealthmax gte 1200>>
<<earnFeat "One Step">>
<</if>>
<<if $permenemyhealthmax gte 2500>>
<<earnFeat "One Leap">>
<</if>>
<<if $permenemyhealthmax gte 5000>>
<<earnFeat "Five Thousand">>
<</if>>
<<if $permenemyhealthmax gte 10000>>
<<earnFeat "Ten Thousand">>
<</if>>
<<if $permenemyhealthmax gte 20000>>
<<earnFeat "Twenty Thousand">>
<</if>>
<<if $permenemyhealthmax gte 50000>>
<<earnFeat "Fifty Thousand">>
<</if>>
<<if $permenemyhealthmax gte 100000>>
<<earnFeat "One Hundred Thousand">>
<</if>>
<<if $permenemyhealthmax gte 200000>>
<<earnFeat "Two Hundred Thousand">>
<</if>>
<<if $permenemyhealthmax gte 500000>>
<<earnFeat "Five Hundred Thousand">>
<</if>>
<<if $permenemyhealthmax gte 1000000>>
<<earnFeat "One Million">>
<</if>>
<<if $encounterHit is undefined>>
<<earnFeat "Hitless">>
<</if>>
<<if $NPCList[0].fullDescription is "Ivory Wraith" and $wraith.type is "man">>
<<earnFeat "Ghost Buster">>
<</if>>
<</if>>
<</if>>
<<if $enemyhealth lte 0 and $enemynomax gte 1>>
<<if $combatExtended.brawlingToggle is 1>>
<<if $combatExtended.brawling gt 1000 or $AMCTraits.halfGain is 1>>
<<set $combatExtended.brawling += 5 * $enemynomax / $AMCTraits.brawling * ($statGainReductionMult / 100)>>
<<else>>
<<set $combatExtended.brawling += 5 * $enemynomax * ($statGainReductionMult / 100)>>
<</if>>
<span class="green">Your brawling skills improve.</span>
<br>
<</if>>
<<elseif $enemyhealth lte ($permenemyhealthmax - 100) and $enemynomax gte 1>>
<<if $combatExtended.brawlingToggle is 1>>
<<if $combatExtended.brawling gt 1000 or $AMCTraits.halfGain is 1>>
<<set $combatExtended.brawling += (5 * $enemynomax / $AMCTraits.brawling * ($statGainReductionMult / 100)) * 0.33>>
<<else>>
<<set $combatExtended.brawling += (5 * $enemynomax * ($statGainReductionMult / 100)) * 0.33>>
<</if>>
<span class="green">Your brawling skills improve.</span>
<br>
<</if>>
<</if>>
<<if $demonabsorb gte 1 and !$stalk>>
<<if $enemytype is "tentacles" or $enemytype is "struggle">>
<<pain `-(5 * $demonabsorb)`>>
<<set $stress -= (300 * $demonabsorb)>>
<<else>>
<<set $trauma -= (150 * $demonabsorb)>>
<</if>>
<span class="lewd">You absorb the sexual essence. You feel soothed.</span>
<<set $demonabsorb to 0>>
<<traumaclamp>>
<<set $_br to true>>
<br>
<</if>>
<<if $transformationParts.traits.mateForLife isnot "disabled" and $sexavoid is 0>>
<<if $enemyno is 1 and isLoveInterest($npc[$npcrow.indexOf(0)])>>
<<if $fox gte 3>>
<<transform fox 1>>
<</if>>
<<stress -10>><<trauma -5>>
<span class="lewd">Copulating with your chosen partner fulfils an instinctual desire.</span><<llstress>><<ltrauma>>
<<set $_br to true>>
<br>
<</if>>
<</if>>
<<if $assertive gte 1>>
You were
<<if $assertive lte 5>>
<span class="pink">slightly</span>
<<elseif $assertive lte 10>>
<span class="pink">a little</span>
<<elseif $assertive lte 30>>
<span class="purple">somewhat</span>
<<elseif $assertive lte 40>>
<span class="blue">quite</span>
<<elseif $assertive lte 50>>
<span class="lblue">pretty</span>
<<elseif $assertive lte 60>>
<span class="teal">very</span>
<<else>>
<span class="green">extremely</span>
<</if>>
assertive.
<<if $assertiveaction isnot 0 and $assertiveaction isnot undefined>>
<<if $assertiveaction is "trauma">>
<<set $trauma -= $assertive>>
<span class="meek">I'm so naughty.</span>
<<ltrauma>>
<<traumaclamp>>
<br>
<<elseif $assertiveaction is "stress">>
<<set $stress -= ($assertive * 10)>>
<span class="green">That was fun.</span>
<<lstress>>
<br>
<<elseif $assertiveaction is "submissive">>
<<sub `($assertive / 40)`>>
<<if $enemytype is "beast">>
<<if $NPCList[0].type is "wolf">>
<<set _plural_beast_type to "wolves">>
<<elseif $NPCList[0].type is "fox">>
<<set _plural_beast_type to "foxes">>
<<else>>
<<set _plural_beast_type to $NPCList[0].type + "s">>
<</if>>
<span class="meek">It's nice to make _plural_beast_type feel good.</span>
<<elseif $enemytype is "tentacles">>
<span class="meek">It's nice to make tentacles feel good.</span>
<<elseif $enemytype is "struggle">>
<span class="meek">It's nice to make creatures feel good.</span>
<<else>>
<span class="meek">It's nice to make people feel good.</span>
<</if>>
<br>
<<elseif $assertiveaction is "defiant">>
<<def `($assertive / 40)`>>
<span class="brat">It's nice to be in control.</span>
<br>
<</if>>
<<set $assertive to 0>>
<<set $_br to true>>
<</if>>
<</if>>
<<unset $enemytype>>
<<endevent _args[0]>>
<<struggle_end>>
<<set $combat to 0>>
<<set $rapeavoid to 1>>
<<set $sexavoid to 1>>
<<set $orgasmdown to 0>>
<<set $orgasmCum to 0>>
<<set $penisbitten to 0>>
<<set $breastbitten to 0>>
<<set $apologised to 0>>
<<unset $bodywriting_special>>
<<unset $machine_tattoo_success>>
<<unset $dodging>>
<<unset $feet_planted>>
<<unset $left_guard>>
<<unset $right_guard>>
<<unset $speechspraycycleplant>>
<<unset $newlyWritten>>
<<unset $combatBegun>>
<<unset $combatPhase>>
<<unset $fightTargets>>
<<unset $pounce_delay>>
<<unset $hypnosis_deviancy_check>>
<<unset $animOverride>>
<<unset $encounterDialogue>>
<<if $player.penisExist>>
<<set $penisstate to 0>>
<<set $penisuse to 0>>
<<else>>
<<set $penisstate to "none">>
<<set $penisuse to "none">>
<</if>>
<<if $player.vaginaExist>>
<<set $vaginastate to 0>>
<<set $vaginause to 0>>
<<else>>
<<set $vaginastate to "none">>
<<set $vaginause to "none">>
<</if>>
<<if playerHasStrapon()>>
<<set $penisstate to 0>>
<<set $penisuse to 0>>
/*<<if $playerPenisSizeBackup isnot undefined>>
<<set $player.penissize to $playerPenisSizeBackup>>
<</if>>*/
<</if>>
<<set $anusstate to 0>>
<<set $mouthstate to 0>>
<<set $finish to 0>>
<<unset $stalk_end>>
<<unset $stalk_event>>
<<unset $stalk_clothes>>
<<unset $stalk>>
<<unset $stalk_assess>>
<<unset $audience_active>>
<<unset $combat_end_text>>
<<set $gloryhole to 0>>
<<set $mouthuse to 0>>
<<set $anususe to 0>>
<<set $thighuse to 0>>
<<set $bottomuse to 0>>
<<if $feetuse isnot "bound">>
<<set $feetuse to 0>>
<</if>>
<<if $leftarm isnot "bound">>
<<set $leftarm to 0>>
<</if>>
<<if $rightarm isnot "bound">>
<<set $rightarm to 0>>
<</if>>
<<set $chestuse to 0>>
<<set $cheststate to 0>>
<<if $head isnot "bound">>
<<set $head to 0>>
<</if>>
<<if $position is "wall">>
<<set $leftarm to 0>>
<<set $rightarm to 0>>
<<set $head to 0>>
<</if>>
<<unset $neckuse>>
<<set $position to 0>>
<<set $walltype to 0>>
<<set $underlowerstruggle to 0>>
<<set $lowerstruggle to 0>>
<<set $upperstruggle to 0>>
<<set $overlowerstruggle to 0>>
<<set $overupperstruggle to 0>>
<<set $alarm to 0>>
<<set $rescue to 0>>
<<set $noise to 0>>
<<set $timer to 0>>
<<set $beastname to "none">>
<<set $panicparalysis to 0>>
<<set $panicviolence to 0>>
<<set $pullaway to 0>>
<<set $novaginal to 0>>
<<set $noanal to 0>>
<<set $nopenile to 0>>
<<set $nochoke to 0>>
<<unset $pullOut>>
<<unset $pullOutAsk>>
<<set $player.condom to false>>
<<unset $otherFilled>>
<<unset $noupper>>
<<unset $noupperasked>>
<<unset $nomask>>
<<unset $nomaskasked>>
<<set $askedtochoke to 0>>
<<unset $speechwheeze>>
<<set $speechorgasmweakcumcount to 0>>
<<set $speechorgasmnocumcount to 0>>
<<set $speechorgasmcount to 0>>
<<set $speechorgasmrepeat to 0>>
<<set $underwatertime to 0>>
<<if $underwater isnot 1>>
<<oxygenrefresh>>
<<set $suffocating to 0>>
<</if>>
<<set $walltype to "wall">>
<<set $angelforgive to 0>>
<<set $fallenangelretribution to 0>>
<<set $begoneThot to 0>>
<<set $demonseduce to 0>>
<<unset $banishDisable>>
<<unset $penisfucked>>
<<unset $vaginafucked>>
<<unset $anusfucked>>
<<set $speechdisable to 0>>
<<unset $stealstateleft>>
<<unset $stealstateright>>
<<unset $position_lock>>
<<unset $handGuideLeft>>
<<unset $handGuideRight>>
<<unset $easySteal>>
<<set $leftactiondefault to $leftaction>>
<<set $rightactiondefault to $rightaction>>
<<set $feetactiondefault to $feetaction>>
<<set $mouthactiondefault to $mouthaction>>
<<set $vaginaactiondefault to $vaginaaction>>
<<set $penisactiondefault to $penisaction>>
<<set $anusactiondefault to $anusaction>>
<<set $thighactiondefault to $thighaction>>
<<set $cheekactiondefault to $cheekaction>>
<<set $chestactiondefault to $chestaction>>
<<actioncarry>>
<<set $penisaction to 0>>
<<set $vaginaaction to 0>>
<<set $anusaction to 0>>
<<set $leftaction to 0>>
<<set $rightaction to 0>>
<<set $mouthaction to 0>>
<<set $thighaction to 0>>
<<set $cheekaction to 0>>
<<set $feetaction to 0>>
<<set $chestaction to 0>>
<<set $mockaction to "none">>
<<set $bodyaction to 0>>
<<set $stealdifficulty to 1>>
<<set $lefttarget to 0>>
<<set $righttarget to 0>>
<<set $feettarget to 0>>
<<unset $leglocktarget>>
<<set $mouthtarget to 0>>
<<if $player.penisExist>>
<<set $penistarget to 0>>
<</if>>
<<if $player.vaginaExist>>
<<set $vaginatarget to 0>>
<<unset $vaginadoubletarget>>
<</if>>
<<set $anustarget to 0>>
<<unset $anusdoubletarget>>
<<set $chesttarget to 0>>
<<set $thightarget to 0>>
<<set $stealtarget to "">>
<<set $carryblock to 0>>
<<set $enemywounded to 0>>
<<set $enemyejaculated to 0>>
<<set $semenpuddle to 0>>
<<set $masturbationorgasm to 0>>
<<set $swarm to {
"type":0,
"name":0,
"move":0,
"spill":0,
"steady":0,
"amount":{},
"data":{}
}>>
<<unset $nowiggle>>
<<unset $cumbucket>>
<<set $tentacles.max to 0>>
<<set $tentacles.active to 0>>
<<set _tentacles to $tentacles>>
<<for _i to 0; _i lt 20; _i++>>
<<set _tentacles[_i] to null>>
<</for>>
<<set $abomination to 0>>
<<unset $tentacleColour>>
<<set $tentacleMouth to 0>>
<<set $tentacleAnus to 0>>
<<set $tentacleAnusBaby to 0>>
<<set $tentacleVagina to 0>>
<<set $tentaclePenis to 0>>
<<set $leftaction to 0>>
<<set $rightaction to 0>>
<<set $back to 0>>
<<set $front to 0>>
<<set $chest to 0>>
<!-- <<set $claws to 1>> -->
<<set $water to 0>>
<<set $vorestrength to 0>>
<<set $vorestruggle to 0>>
<<set $voretentacles to 0>>
<<set $vorestage to 0>>
<<set $vorecreature to 0>>
<<set $vorestomach to 0>>
<<set $swallowed to 0>>
<<set $leftleg to 0>>
<<set $rightleg to 0>>
<<set $leftnipple to 0>>
<<set $rightnipple to 0>>
<<set $leftarmstate to 0>>
<<set $rightarmstate to 0>>
<<set $feetstate to 0>>
<<set $audienceselector to 0>>
<<set $audiencecamera to 0>>
<<set $audiencecamera1 to 0>>
<<set $audiencecamera2 to 0>>
<<set $audiencecamera3 to 0>>
<<set $audiencecamera4 to 0>>
<<set $audiencecamera5 to 0>>
<<set $audiencecamera6 to 0>>
<<set $audiencemember to 0>>
<<set $audienceforceboy to 0>>
<<set $audienceforcegirl to 0>>
<<set $audienceforceteen to 0>>
<<set $audiencepresent to 0>>
<<unset $initialGenderAppearance>>
<<unset $speechcrossdressangry>>
<<unset $speechcrossdressaroused>>
<<unset $speechcrossdressshock>>
<<unset $speechcrossdressdisappointed>>
<<unset $speechhermangry>>
<<unset $speechhermaroused>>
<<unset $speechhermshock>>
<<unset $speechhermdisappointed>>
<<unset $speechsextoy>>
<<unset $speechSextoyState>>
<<set $prop to []>>
<<set $arousalmasochism to 0>>
<<unset $willpowerpain>>
<<set $active_enemy to 0>>
<<set $combatTrain to {
length: 0,
generateInit: 1,
beastTypes: [],
numberPerTrain: [],
}>>
<<if $seductionskillup gte 1>>
<<set $seductionskillup to 0>>
<<if $seductionskill lt 1000>>
<span class="gold">You feel more confident in your seduction skills.</span>
<<set $_br to true>>
<br>
<</if>>
<</if>>
<<if $oralskillup gte 1>>
<<set $oralskillup to 0>>
<<if $oralskill lt 1000>>
<span class="gold">You feel more confident in your ability to give pleasure with your mouth.</span>
<<set $_br to true>>
<br>
<</if>>
<</if>>
<<if $vaginalskillup gte 1>>
<<set $vaginalskillup to 0>>
<<if $vaginalskill lt 1000>>
<span class="gold">You feel more confident in your ability to give pleasure with your vagina.</span>
<<set $_br to true>>
<br>
<</if>>
<</if>>
<<if $analskillup gte 1>>
<<set $analskillup to 0>>
<<if $analskill lt 1000>>
<span class="gold">You feel more confident in your ability to give pleasure with your anus.</span>
<<set $_br to true>>
<br>
<</if>>
<</if>>
<<if $handskillup gte 1>>
<<set $handskillup to 0>>
<<if $handskill lt 1000>>
<span class="gold">You feel more confident in your ability to give pleasure with your hands.</span>
<<set $_br to true>>
<br>
<</if>>
<</if>>
<<if $feetskillup gte 1>>
<<set $feetskillup to 0>>
<<if $feetskill lt 1000>>
<span class="gold">You feel more confident in your ability to give pleasure with your feet.</span>
<<set $_br to true>>
<br>
<</if>>
<</if>>
<<if $bottomskillup gte 1>>
<<set $bottomskillup to 0>>
<<if $bottomskill lt 1000>>
<span class="gold">You feel more confident in your ability to give pleasure with your buttocks.</span>
<<set $_br to true>>
<br>
<</if>>
<</if>>
<<if $thighskillup gte 1>>
<<set $thighskillup to 0>>
<<if $thighskill lt 1000>>
<span class="gold">You feel more confident in your ability to give pleasure with your thighs.</span>
<<set $_br to true>>
<br>
<</if>>
<</if>>
<<if $chestskillup gte 1>>
<<set $chestskillup to 0>>
<<if $chestskill lt 1000>>
<span class="gold">You feel more confident in your ability to use your <<breasts>> to pleasure others.</span>
<<set $_br to true>>
<br>
<</if>>
<</if>>
<<if $penileskillup gte 1>>
<<set $penileskillup to 0>>
<<if $penileskill lt 1000>>
<span class="gold">You feel more confident in your ability to pleasure others with <<= $player.penisExist ? "your penis" : "a strap-on">>.</span>
<<set $_br to true>>
<br>
<</if>>
<</if>>
<<set $enemyArousalLossReduction to 1>>
<<unset $phalluscolorA>>
<<unset $phalluscolorB>>
<<unset $currentSexToyLeft>>
<<unset $currentSexToyRight>>
<<unset $selectedItemLeft>>
<<unset $selectedItemRight>>
<<manend>>
<<turnend>>
<<getCombatDefaultsTypeClear>>
<<unset $disableNormalImpregnation>>
<<unset $disableImpregnation>>
<<if $_br>>
<br>
<</if>>
<<unset $umbrellaHit>>
<<set $combatExtended.standingFightStart to 1>>
<<set $combatExtended.stability to 0>>
<<set $combatExtended.stabilityLost to 0>>
<<set $combatExtended.counterSuccess to 0>>
<<set $combatExtended.dodgeSuccess to 0>>
<<set $combatExtended.enemyDodgeSuccess to 0>>
<<set $combatExtended.reverseRapeEnd to 0>>
<<set $combatExtended.reverseRapeStart to 0>>
<<set $combatExtended.reverseRapeInit to 0>>
<<unset $encounterHit>>
<<unset $npcStolenMoney>>
<<set $ejaculating to 0>>
<<unset $ejaculatingMid>>
<</widget>><<widget "clearnpc">>
<<for _i = 0; _i < $NPCList.length; _i++>>
<<if Object.keys($per_npc).includes($NPCList[_i].per)>>
<<updateNPC $NPCList[_i]>>
<</if>>
<<set $NPCList[_i] to clone(setup.baseNPC)>>
<<if $NPCList[_i].strapon isnot undefined>>
<<run delete $NPCList[_i].strapon>>
<</if>>
<</for>>
<<set $pronoun to 0>>
<<set $beastgenderoverride to 0>>
<<set $enemyno to 0>>
<<set $enemynomax to 0>>
<<set $combattype to 0>>
<!-- Clear the arrays but don't unset them. -->
<<set $npc.splice(0)>>
<<set $npcnum.splice(0)>>
<<set $npcrow.splice(0)>>
<<if $endeventerror is undefined>>
<<run EventSystem.clear()>>
<</if>>
<</widget>><!-- usage tip: if you want to clear an npc and copy another into its position, don't forget to use clone(). example:
<<set $NPCList[1] to clone($NPCList[2])>>
<<clearsinglenpc 2>>
-->
<<widget "clearsinglenpc">>
<<if typeof _args[0] isnot "number">>
<span class="red">Widget "clearsinglenpc" used incorrectly! Please report this!</span>
<</if>>
<<set _i to _args[0]>>
<<set $NPCList[_i] to clone(setup.baseNPC)>>
<<if $enemyno gt 0>>
<<set $enemyno -= 1>>
<</if>>
<<if $endeventerror is undefined>>
<<run EventSystem.pop(_i)>>
<</if>>
<<if $enemyno is 0>>
<<set $pronoun to 0>>
<<if $endeventerror is undefined>>
<<run EventSystem.clear()>>
<</if>>
<</if>>
<<if $NPCList[_i].strapon isnot undefined>>
<<run delete $NPCList[_i].strapon>>
<</if>>
<</widget>><<widget "endevent">>
<<if $dancing is 1>>
<<famedance>>
<<unset $dance_place>>
<<unset $dance_stage_cum>>
<</if>>
<<set $molestavoid to 1>>
<<if _args[0] isnot "phaseless">>
<<set $phaselast to $phase>>
<<set $phase to 0>>
<<set $phase2 to 0>>
<</if>>
<<endnpc>>
/*<<clearnpc>> is already called in endnpc */
<<set $dancelocation to 0>>
<<set $forceddance to 0>>
<<set $consensual to 0>>
<<set $danceaction to 0>>
<<set $danceactiondefault to 0>>
<<set $attention to 0>>
<<set $audience to 0>>
<<set $audienceexcitement to 0>>
<<set $audiencearousal to 0>>
<<set $audiencemod to 1>>
<<set $venuemod to 1>>
<<set $danceevent to 0>>
<<set $dancing to 0>>
<<set $privatedanceoffered to 0>>
<<set $trance to 0>>
<<set $robinhugging to 0>>
<<set $robinroomentered to 0>>
<<set $crossdressing to 0>>
<<unset $tip_add>>
<<unset $monster>>
<<set $enemyno to 0>>
<<set $enemynomax to 0>>
<<unset $noFinish>>
<<unset $promiscuityIgnore>>
<<unset $npcSub>>
<<unset $purityEvent>>
<<unset $corruptionEvent>>
<<unset $speechNPCKissVirgin>>
<<unset $speechNPCHandholdingVirgin>>
<<unset $sydneyComments>>
<<unset $sydneyUniqueComments>>
<<unset $noBodyWriting>>
<<unset $noAdmire>>
<<unset $breakIgnore>>
<<unset $eventforced>>
<<unset $pearlChance>>
<<unset $internalejac>>
<<set $orgasmcurrent to 0>>
<<set $beastname to "none">>
<<unset $action_unclad_over_outfit>>
<<unset $action_unclad_over_upper>>
<<unset $action_unclad_over_lower>>
<<unset $action_unclad_outfit>>
<<unset $action_unclad_upper>>
<<unset $action_unclad_lower>>
<<unset $action_unclad_under_lower>>
<<set $clothingselector to 0>>
<<unset $stealtextskip>>
<<set $trueconsensual to 0>>
<<unset $consensualGuaranteed>>
<<unset $speechcum>>
<<set $speechorgasmcount to 0>>
<<unset $speechmilk>>
<<set $npc_named to 0>>
<<unset $setupMidOrgasm>>
<<unset $childSelected>>
<<set $index to 0>>
<<set $modeloptionsOverride to {}>>
<<if $propEquipped is 1>>
<<handheldon>>
<<set $propEquipped to 0>>
<</if>>
<</widget>><<widget "manend">>
<<unset $speechpenispenetrated>>
<<unset $speechvaginapenetrated>>
<<unset $speechanuspenetrated>>
<<unset $speechmouthpenetrated>>
<<unset $speechotheranuspenetrated>>
<<unset $speechvaginaimminent>>
<<unset $speechpenisimminent>>
<<unset $speechanusimminent>>
<<unset $speechmouthimminent>>
<<unset $speechotheranusimminent>>
<<unset $speechvaginaentrance>>
<<unset $speechanusentrance>>
<<unset $speechmouthentrance>>
<<unset $speechpenisentrance>>
<<unset $speechotheranusentrance>>
<<unset $speechvaginawithhold>>
<<unset $speechanuswithhold>>
<<unset $speechpeniswithhold>>
<<unset $speechotheranuswithhold>>
<<unset $speechvagina>>
<<unset $speechpenis>>
<<unset $speechanus>>
<<unset $speechvaginamouth>>
<<unset $speechvaginavagina>>
<<unset $speechbeat>>
<<unset $speechhit>>
<<unset $speechtribentrance>>
<<unset $speechfacesit>>
<<unset $speechmouthotheranus>>
<<unset $speechanallick>>
<<unset $speechanalkiss>>
<<unset $speechfencingentrance>>
<<unset $speechpenispenis>>
<<unset $speechheadbreasts>>
<<unset $speechheadchest>>
<<unset $speechheadnipple>>
<<unset $speechheadsuckle>>
<<unset $speechheadnippleclosed>>
<<unset $speechheadsuckleclosed>>
<<unset $speechfeet>>
<<unset $speechthigh>>
<<unset $speechcheeks>>
<<unset $speechhandjobpenis>>
<<unset $speechhandjobvagina>>
<<unset $speechmasturbate>>
<<unset $speechdildovagina>>
<<unset $speechdildoanus>>
<<unset $speechstroker>>
<<unset $speechthroat>>
<<unset $speechvaginafoot>>
<<unset $speechpenisfoot>>
<<unset $speechchastity>>
<<unset $speechNPCChastity>>
<<unset $speechstruggle>>
<<unset $speechstripstruggle>>
<<unset $speechspank>>
<<unset $speecharms>>
<<unset $speechclit>>
<<unset $speechglans>>
<<unset $speechfutapenis>>
<<unset $speechbottom>>
<<unset $speechhair>>
<<unset $speechchestrub>>
<<unset $speechbreastrub>>
<<unset $speechvaginaflaunt>>
<<unset $speechpenisbig>>
<<unset $speechpenisescape>>
<<unset $speechvaginaescape>>
<<unset $speechanusescape>>
<<unset $speechsteal>>
<<unset $speechnamedrop>>
<<unset $speechadmired>>
<<unset $speechaskrough>>
<<unset $speechwheeze>>
<<unset $speechNPCPenisVirgin>>
<<unset $speechNPCVaginaVirgin>>
<<unset $speechNPCAnusVirgin>>
<<unset $speechNPCOralVirgin>>
<<unset $speechNPCKissVirgin>>
<<unset $speechNPCHandholdingVirgin>>
<<set $npcspeechcycle += 1>>
<<if $npcspeechcycle gte 7>>
<<set $npcspeechcycle to 0>>
<</if>>
<</widget>>
<<widget "turnend">>
<<if $enemyarousal lt 0>>
<<set $enemyarousal to 0>>
<</if>>
<<unset $speechcum>>
<<set $speechorgasmrepeat to 0>>
<<unset $speechmilk>>
<<unset $speechgenitals>>
<<unset $speechbreasts>>
<<unset $speechscream>>
<<unset $speechapologise>>
<<unset $speechplead>>
<<unset $speechmoan>>
<<unset $speechdemand>>
<<unset $speechcoverface>>
<<unset $speechcoverpenis>>
<<unset $speechcovervagina>>
<<unset $speechapologiseno>>
<<unset $speechforgive>>
<<unset $speechspray>>
<<unset $speechvaginavirgin>>
<<unset $speechanusvirgin>>
<<unset $speechmouthvirgin>>
<<unset $speechpenisvirgin>>
<<unset $speechkissvirgin>>
<<unset $speechgrowl>>
<<unset $speechgrowlheat>>
<<unset $speechgrowlrut>>
<<unset $speechpregnant>>
<<unset $speechleglock>>
<<if $speechcrossdressangry is 2>>
<<set $speechcrossdressangry to 1>>
<<elseif $speechcrossdressangry is 1>>
<<unset $speechcrossdressangry>>
<</if>>
<<if $speechcrossdressaroused is 2>>
<<set $speechcrossdressaroused to 1>>
<<elseif $speechcrossdressaroused is 1>>
<<unset $speechcrossdressaroused>>
<</if>>
<<if $speechcrossdressshock is 2>>
<<set $speechcrossdressshock to 1>>
<<elseif $speechcrossdressshock is 1>>
<<unset $speechcrossdressshock>>
<</if>>
<<if $speechcrossdressdisappointed is 2>>
<<set $speechcrossdressdisappointed to 1>>
<<elseif $speechcrossdressdisappointed is 1>>
<<unset $speechcrossdressdisappointed>>
<</if>>
<<if $speechhermangry is 2>>
<<set $speechhermangry to 1>>
<<elseif $speechhermangry is 1>>
<<unset $speechhermangry>>
<</if>>
<<if $speechhermaroused is 2>>
<<set $speechhermaroused to 1>>
<<elseif $speechhermaroused is 1>>
<<unset $speechhermaroused>>
<</if>>
<<if $speechhermshock is 2>>
<<set $speechhermshock to 1>>
<<elseif $speechhermshock is 1>>
<<unset $speechhermshock>>
<</if>>
<<if $speechhermdisappointed is 2>>
<<set $speechhermdisappointed to 1>>
<<elseif $speechhermdisappointed is 1>>
<<unset $speechhermdisappointed>>
<</if>>
<</widget>>
<<widget "manspeech">>
<<set _n to _args[0]>>
<<if $NPCList[_n].speechpenisescape is 1>>
<<set $speechpenisescape to 1>>
<</if>>
<<if $NPCList[_n].speechvaginaescape is 1>>
<<set $speechvaginaescape to 1>>
<</if>>
<<if $NPCList[_n].speechanusescape is 1>>
<<set $speechanusescape to 1>>
<</if>>
<</widget>><<widget "maninit">>
<<set $enemyarousal to $allure / 50 + $audiencearousal>>
<<set $enemyanger to 0>>
<<set $enemystrength to 20000>>
<<set $combat to 1>>
<<set $enemytrust to 0>>
<<set $enemyhealth to 0>>
<<for _i to 0; _i lt $enemyno; _i++>>
<<if $NPCList[_i].health isnot undefined>>
<<set $enemyhealth += $NPCList[_i].health>>
<</if>>
<</for>>
<<if $enemyhealth is 0>><<set $enemyhealth to 199>><</if>><!-- This is set for compatibility elsewhere if needed, v2.2.0... -->
<<set $enemyarousalmax to 500 * $enemyno>>
<<set $enemyangermax to 200>>
<<set $enemyhealthmax to $enemyhealth>>
<<if $enemyhealthmax is 0>><<set $enemyhealthmax to 199>><</if>><!-- This is set for compatibility elsewhere if needed, v2.2.0... -->
<<for _i = 0; _i < $NPCList.length; _i++>>
<<set $NPCList[_i].bold to $allure / 10>>
<</for>>
<<if $dissociation gte 1>>
<<set $enemytrust -= 40>>
<</if>>
<<if _args[0]>>
<<set $enemytype to _args[0]>>
<<else>>
<<set $enemytype to "man">>
<</if>>
<<if _args[0] is "plant">>
<<set $enemyno to 1>>
<</if>>
<<set $rapeavoid to 1>>
<<set $orgasmdown to 0>>
<<set $penisbitten to 0>>
<<set $apologised to 0>>
<<set $underlowerstruggle to 0>>
<<set $lowerstruggle to 0>>
<<set $upperstruggle to 0>>
<<set $leftaction to 0>>
<<set $rightaction to 0>>
<<set $traumasaved to $trauma>>
<<set $stresssaved to $stress>>
<<set $traumagain to 0>>
<<set $stressgain to 0>>
<<set $combattype to "gang">>
<<if $NPCList[0].monster is "monster">>
<<set $monster to 1>>
<<else>>
<<set $monster to 0>>
<</if>>
<<if $condomLvl gte 2>>
<<for _i to 0; _i lt $enemyno; _i++>>
<<if $condomLvl is 2 and $NPCList[_i].condom and pregnancyCompatible($NPCList[_i]) is false>>
<<set $NPCList[_i].condom.willUse to false>>
<<elseif $NPCList[_i].condom and $NPCList[_i].pregnancyAvoidance gte 80>>
<<set $NPCList[_i].condom.willUse to true>>
<<elseif $NPCList[_i].condom and typeof $NPCList[_i].condom.willUse is "number">>
<<set $NPCList[_i].condom.willUse to ($NPCList[_i].condom.willUse lt ($consensual is 1 ? $condomUseChanceCon : $condomUseChanceRape))>>
<</if>>
<</for>>
<</if>>
<<set $enemyarousalmax to $enemyarousalmax * ($npcArousalMult / 100)>>
<<set $permenemyhealthmax to $enemyhealthmax>>
<<combatinit>>
<</widget>>
<<widget "beastNNPCinit">>
<!-- NEW NNPC beast intitiation widget v2.6. Replaces beast(1-6)init widgets -->
<!-- Probably just temporary... fix for Black Wolf -->
<<set $enemyhealth to 200>>
<<set $enemyarousal to $allure / 50>>
<<set $enemyanger to 0>>
<<set $enemystrength to 20000>>
<<set $combat to 1>>
<<set $enemyarousalmax to 500>>
<<set $enemyangermax to 200>>
<<set $enemyhealthmax to 200>>
<<set $enemytrust to 0>>
<<if $dissociation gte 1>>
<<set $enemytrust -= 40>>
<</if>>
<<set $enemytype to "beast">>
<<set $rapeavoid to 1>>
<<set $orgasmdown to 0>>
<<if $combatTrain.generateInit is 1>>
<<set $penisbitten to 0>>
<<set $apologised to 0>>
<</if>>
<<set $underlowerstruggle to 0>>
<<set $lowerstruggle to 0>>
<<set $upperstruggle to 0>>
<<set $leftaction to 0>>
<<set $rightaction to 0>>
<<set $traumasaved to $trauma>>
<<set $stresssaved to $stress>>
<<set $traumagain to 0>>
<<set $stressgain to 0>>
<!-- NG This means if Beast 1 is a monster, they are all monsters -->
<!-- This should be fixed globally later -->
<<if $NPCList[0].monster is "monster">>
<<set $monster to 1>>
<<else>>
<<set $monster to 0>>
<</if>>
<!--Used to prevent certain variables being repeated during re-generation-->
<<set $combatTrain.generateInit to 0>>
<<healthMultiplier>>
<<set $enemyarousalmax to $enemyarousalmax * ($beastArousalMult / 100)>>
<<combatinit>>
<</widget>>
<<widget "beastCombatInit">>
<<set $rapeavoid to 1>>
<<set $orgasmdown to 0>>
<<if $combatTrain.generateInit is 1>>
<<set $penisbitten to 0>>
<<set $apologised to 0>>
<</if>>
<<set $underlowerstruggle to 0>>
<<set $lowerstruggle to 0>>
<<set $upperstruggle to 0>>
<<set $leftaction to 0>>
<<set $rightaction to 0>>
<<set $traumasaved to $trauma>>
<<set $stresssaved to $stress>>
<<set $traumagain to 0>>
<<set $stressgain to 0>>
<<set $enemyhealth to 200>>
<<set $enemyarousal to $allure / 50>>
<<set $enemyanger to 0>>
<<set $enemystrength to 20000>>
<<set $combat to 1>>
<<set $enemyarousalmax to 500>>
<<set $enemyangermax to 200>>
<<set $enemyhealthmax to 200>>
<<set $enemytrust to 0>>
<<if $dissociation gte 1>>
<<set $enemytrust -= 40>>
<</if>>
<<if $beastGroupFight is 1>>
<<set $enemynomax to $enemyno>>
<<set $enemyhealth to 0>>
<<for _i to 0; _i lt $enemyno; _i++>>
<<if $NPCList[_i].health isnot undefined>>
<<set $enemyhealth += $NPCList[_i].health>>
<</if>>
<</for>>
<<if $enemyhealth is 0>><<set $enemyhealth to 199>><</if>><!-- This is set for compatibility elsewhere if needed, v2.2.0... -->
<<set $enemyhealthmax to $enemyhealth>>
<<if $enemyhealthmax is 0>><<set $enemyhealthmax to 199>><</if>><!-- This is set for compatibility elsewhere if needed, v2.2.0... -->
<<set $enemyarousalmax to 500 * $enemyno>>
<</if>>
<<healthMultiplier>>
<<set $enemyarousalmax to $enemyarousalmax * ($beastArousalMult / 100)>>
<<set $enemytype to "beast">>
<<if $NPCList[0].monster is "monster">>
<<set $monster to 1>>
<<else>>
<<set $monster to 0>>
<</if>>
<!--Used to prevent certain variables being repeated during re-generation-->
<<set $combatTrain.generateInit to 0>>
<!-- NG not sure what to do with below yet, this is part of indexing... leave for now V2.7-->
<<set $enemyarousal1 to $enemyarousal>>
<<set $enemyanger1 to $enemyanger>>
<<set $enemyhealth1 to $enemyhealthmax>>
<<set $enemytrust1 to $enemytrust>>
<<set $enemyarousal2 to $enemyarousal>>
<<set $enemyanger2 to $enemyanger>>
<<set $enemyhealth2 to $enemyhealthmax>>
<<set $enemytrust2 to $enemytrust>>
<<set $enemyarousal3 to $enemyarousal>>
<<set $enemyanger3 to $enemyanger>>
<<set $enemyhealth3 to $enemyhealthmax>>
<<set $enemytrust3 to $enemytrust>>
<<set $enemyarousal4 to $enemyarousal>>
<<set $enemyanger4 to $enemyanger>>
<<set $enemyhealth4 to $enemyhealthmax>>
<<set $enemytrust4 to $enemytrust>>
<<set $enemyarousal5 to $enemyarousal>>
<<set $enemyanger5 to $enemyanger>>
<<set $enemyhealth5 to $enemyhealthmax>>
<<set $enemytrust5 to $enemytrust>>
<<set $enemyarousal6 to $enemyarousal>>
<<set $enemyanger6 to $enemyanger>>
<<set $enemyhealth6 to $enemyhealthmax>>
<<set $enemytrust6 to $enemytrust>>
<<combatinit>>
<</widget>>
<<widget "beastNEWinit">>
<!-- NEW beast intitiation widget v2.6. Replaces beast(1-6)init widgets -->
<!-- Args are number of beasts(1-6), Type, Gender, Genitals and Monster status-->
<!-- Last three args are optional, and override generation based on settings. Use with care -->
<!-- Example: <<beastNEWinit 1 dog m>> would generate 1 male dog -->
<!-- Example: <<beastNEWinit 2 wolf f>> would generate 2 female wolves -->
<!-- Example: <<beastNEWinit 1 horse f penis monster>> would generate 1 dickgirl centaur -->
<<set _nn to _args[0]>> <!-- Number of Beasts -->
<<set _tpe to _args[1]>> <!-- Type -->
<<set _gnn to _args[2]>> <!-- Gender -->
<<set _beast_genitals to _args[3]>>
<<set _beast_monster to _args[4]>>
<<set $active_enemy to 0>>
<!-- Error Checking -->
<<if !$BeastList.includes(_tpe)>>
<span class="red">ERROR: beastNEWinit unknown type</span>
<</if>>
<<for _xx = 1; _xx < _nn+1; _xx++>>
<<generateBEAST _xx _tpe _gnn _beast_genitals _beast_monster>>
<</for>>
<<set $enemyno to _nn>>
<<set $enemytype to "beast">>
<<if $beastGroupFight is 1>>
<<set $enemynomax to $enemyno>>
<<set $enemyhealth to 0>>
<<for _i to 0; _i lt $enemyno; _i++>>
<<if $NPCList[_i].health isnot undefined>>
<<set $enemyhealth += $NPCList[_i].health>>
<</if>>
<</for>>
<<if $enemyhealth is 0>><<set $enemyhealth to 199>><</if>><!-- This is set for compatibility elsewhere if needed, v2.2.0... -->
<<set $enemyhealthmax to $enemyhealth>>
<<if $enemyhealthmax is 0>><<set $enemyhealthmax to 199>><</if>><!-- This is set for compatibility elsewhere if needed, v2.2.0... -->
<<set $enemyarousalmax to 500 * $enemyno>>
<</if>>
<!-- NG This means if Beast 1 is a monster, they are all monsters -->
<!-- This should be fixed globally later -->
<<set $monster to ($NPCList[0].monster is "monster" ? 1 : 0)>>
<<healthMultiplier>>
<<set $enemyarousalmax to $enemyarousalmax * ($beastArousalMult / 100)>>
<</widget>>
<<widget "beastPARTNERinit">>
<!-- Widget to force a beast to generate as a partner for an NPC, whether it be a human or beast. -->
<!-- This will probably brick any combat it's called into. -->
<!-- Args are number of beasts(1-6), Type, Gender, Genitals and Monster status-->
<!-- Last three args are optional, and override generation based on settings. Use with care -->
<!-- Example: <<beastNEWinit 1 dog m>> would generate 1 male dog -->
<!-- Example: <<beastNEWinit 2 wolf f>> would generate 2 female wolves -->
<!-- Example: <<beastNEWinit 1 horse f penis monster>> would generate 1 dickgirl centaur -->
<<set _nn to _args[0]>> <!-- NPC Slot of beast -->
<<set _tpe to _args[1]>> <!-- Type -->
<<set _partner to _args[2]>> <!-- NPC slot of partner -->
<<set $active_enemy to 0>>
<<set _generate_partner to _partner || _nn -1>>
<!-- Error Checking -->
<<if !$BeastList.includes(_tpe)>>
<span class="red">ERROR: beastPARTNERinit unknown type</span>
<</if>>
<<set _xx to _nn +1>>
<<generateBEAST _xx _tpe>>
<<set $enemyno++>>
<<set $monster to ($NPCList[_partner].monster is "monster" ? 1 : 0)>>
<</widget>>
<<widget "beastNOGENinit">>
<!-- NEW beast initiation widget v2.6. Replaces beast(1-6)init widgets -->
<!-- This works like ManInit widget and requires prior beast initialisation, no args -->
<!-- The main reason to use this NOGEN call is so that a variety of beasts can be called, rather than all 1 type -->
<!-- Eventually all the <<beastXXXinit>> calls should be collapsed under man1init, which will require rework of $enemytype="beast" + other stuff -->
<<set $enemyhealth to 200>>
<<set $enemyarousal to $allure / 50>>
<<set $enemyanger to 0>>
<<set $enemystrength to 20000>>
<<set $combat to 1>>
<<set $enemyarousalmax to 500>>
<<set $enemyangermax to 200>>
<<set $enemyhealthmax to 200>>
<<set $enemytrust to 0>>
<<if $dissociation gte 1>>
<<set $enemytrust -= 40>>
<</if>>
<<set $enemytype to "beast">>
<<set $rapeavoid to 1>>
<<set $orgasmdown to 0>>
<<if $combatTrain.generateInit is 1>>
<<set $penisbitten to 0>>
<<set $apologised to 0>>
<</if>>
<<set $underlowerstruggle to 0>>
<<set $lowerstruggle to 0>>
<<set $upperstruggle to 0>>
<<set $leftaction to 0>>
<<set $rightaction to 0>>
<<set $traumasaved to $trauma>>
<<set $stresssaved to $stress>>
<<set $traumagain to 0>>
<<set $stressgain to 0>>
<<if $beastGroupFight is 1>>
<<set $enemynomax to $enemyno>>
<<set $enemyhealth to 0>>
<<for _i to 0; _i lt $enemyno; _i++>>
<<if $NPCList[_i].health isnot undefined>>
<<set $enemyhealth += $NPCList[_i].health>>
<</if>>
<</for>>
<<if $enemyhealth is 0>><<set $enemyhealth to 199>><</if>><!-- This is set for compatibility elsewhere if needed, v2.2.0... -->
<<set $enemyhealthmax to $enemyhealth>>
<<if $enemyhealthmax is 0>><<set $enemyhealthmax to 199>><</if>><!-- This is set for compatibility elsewhere if needed, v2.2.0... -->
<<set $enemyarousalmax to 500 * $enemyno>>
<</if>>
<<healthMultiplier>>
<<set $enemyarousalmax to $enemyarousalmax * ($beastArousalMult / 100)>>
<!-- NG This means if Beast 1 is a monster, they are all monsters -->
<!-- This should be fixed globally later -->
<<if $NPCList[0].monster is "monster">>
<<set $monster to 1>>
<<else>>
<<set $monster to 0>>
<</if>>
<!--Used to prevent certain variables being repeated during re-generation-->
<<set $combatTrain.generateInit to 0>>
<!-- NG not sure what to do with below yet, this is part of indexing... leave for now V2.7-->
<<set $enemyarousal2 to $enemyarousal>>
<<set $enemyanger2 to $enemyanger>>
<<set $enemyhealth2 to $enemyhealthmax>>
<<set $enemytrust2 to $enemytrust>>
<<set $enemyarousal3 to $enemyarousal>>
<<set $enemyanger3 to $enemyanger>>
<<set $enemyhealth3 to $enemyhealthmax>>
<<set $enemytrust3 to $enemytrust>>
<<set $enemyarousal4 to $enemyarousal>>
<<set $enemyanger4 to $enemyanger>>
<<set $enemyhealth4 to $enemyhealthmax>>
<<set $enemytrust4 to $enemytrust>>
<<set $enemyarousal5 to $enemyarousal>>
<<set $enemyanger5 to $enemyanger>>
<<set $enemyhealth5 to $enemyhealthmax>>
<<set $enemytrust5 to $enemytrust>>
<<set $enemyarousal6 to $enemyarousal>>
<<set $enemyanger6 to $enemyanger>>
<<set $enemyhealth6 to $enemyhealthmax>>
<<set $enemytrust6 to $enemytrust>>
<<combatinit>>
<</widget>>
<<widget "strangeman1init">>
<<set $enemyhealth to 200>>
<<set $enemyarousal to $allure / 50>>
<<set $enemyanger to 0>>
<<set $enemystrength to 20000>>
<<set $NPCList[0].lefthand to "mouth">>
<<set $combat to 1>>
<<set $enemyarousalmax to 500>>
<<set $enemyangermax to 200>>
<<set $enemyhealthmax to 200>>
<<set $enemytrust to 0>>
<<if $dissociation gte 1>>
<<set $enemytrust -= 40>>
<</if>>
<<set $enemytype to "man">>
<<set $rapeavoid to 1>>
<<set $orgasmdown to 0>>
<<set $penisbitten to 0>>
<<set $apologised to 0>>
<<set $underlowerstruggle to 0>>
<<set $lowerstruggle to 0>>
<<set $upperstruggle to 0>>
<<set $leftaction to 0>>
<<set $rightaction to 0>>
<<set $traumasaved to $trauma>>
<<set $stresssaved to $stress>>
<<set $traumagain to 0>>
<<set $stressgain to 0>>
<<healthMultiplier>>
<<set $enemyarousalmax to $enemyarousalmax * ($npcArousalMult / 100)>>
<<set $permenemyhealthmax to $enemyhealthmax>>
<<combatinit>>
<</widget>>
<<widget "strangeman2init">>
<<set $enemyhealth to 200>>
<<set $enemyarousal to $allure / 50>>
<<set $enemyanger to 0>>
<<set $enemystrength to 20000>>
<<set $combat to 1>>
<<set $enemyarousalmax to 500>>
<<set $enemyangermax to 200>>
<<set $enemyhealthmax to 200>>
<<set $enemytrust to 0>>
<<if $dissociation gte 1>>
<<set $enemytrust -= 40>>
<</if>>
<<set $enemytype to "man">>
<<set $rapeavoid to 1>>
<<set $orgasmdown to 0>>
<<set $penisbitten to 0>>
<<set $apologised to 0>>
<<set $underlowerstruggle to 0>>
<<set $lowerstruggle to 0>>
<<set $upperstruggle to 0>>
<<set $leftaction to 0>>
<<set $rightaction to 0>>
<<set $traumasaved to $trauma>>
<<set $stresssaved to $stress>>
<<set $traumagain to 0>>
<<set $stressgain to 0>>
<<healthMultiplier>>
<<set $enemyarousalmax to $enemyarousalmax * ($npcArousalMult / 100)>>
<<set $permenemyhealthmax to $enemyhealthmax>>
<<combatinit>>
<</widget>>
<<widget "strangewoman1init">>
<<set $enemyhealth to 200>>
<<set $enemyarousal to $allure / 50>>
<<set $enemyanger to 0>>
<<set $enemystrength to 20000>>
<<set $combat to 1>>
<<set $enemyarousalmax to 500>>
<<set $enemyangermax to 200>>
<<set $enemyhealthmax to 200>>
<<set $enemytrust to 0>>
<<if $dissociation gte 1>>
<<set $enemytrust -= 40>>
<</if>>
<<set $enemytype to "man">>
<<set $rapeavoid to 1>>
<<set $orgasmdown to 0>>
<<set $penisbitten to 0>>
<<set $apologised to 0>>
<<set $underlowerstruggle to 0>>
<<set $lowerstruggle to 0>>
<<set $upperstruggle to 0>>
<<set $leftaction to 0>>
<<set $rightaction to 0>>
<<set $traumasaved to $trauma>>
<<set $stresssaved to $stress>>
<<set $traumagain to 0>>
<<set $stressgain to 0>>
<<healthMultiplier>>
<<set $enemyarousalmax to $enemyarousalmax * ($npcArousalMult / 100)>>
<<set $permenemyhealthmax to $enemyhealthmax>>
<<combatinit>>
<</widget>>
<<widget "tailorinit">>
<<set $enemyhealth to 200>>
<<set $enemyarousal to $allure / 50>>
<<set $enemyanger to 0>>
<<set $enemystrength to 20000>>
<<set $combat to 1>>
<<set $enemyarousalmax to 500>>
<<set $enemyangermax to 200>>
<<set $enemyhealthmax to 200>>
<<set $enemytrust to 0>>
<<if $dissociation gte 1>>
<<set $enemytrust -= 40>>
<</if>>
<<set $enemytype to "man">>
<<set $rapeavoid to 1>>
<<set $orgasmdown to 0>>
<<set $penisbitten to 0>>
<<set $apologised to 0>>
<<set $underlowerstruggle to 0>>
<<set $lowerstruggle to 0>>
<<set $upperstruggle to 0>>
<<set $leftaction to 0>>
<<set $rightaction to 0>>
<<set $traumasaved to $trauma>>
<<set $stresssaved to $stress>>
<<set $traumagain to 0>>
<<set $stressgain to 0>>
<<set $leftarm to "bound">>
<<set $rightarm to "bound">>
<<healthMultiplier>>
<<set $enemyarousalmax to $enemyarousalmax * ($npcArousalMult / 100)>>
<<set $permenemyhealthmax to $enemyhealthmax>>
<<combatinit>>
<</widget>>
<<widget "molestbusinit">>
<<set $enemyhealth to 200>>
<<set $enemyarousal to $allure / 50>>
<<set $enemyanger to 0>>
<<set $enemystrength to 20000>>
<<set $combat to 1>>
<<set $enemyarousalmax to 500>>
<<set $enemyangermax to 200>>
<<set $enemyhealthmax to 200>>
<<set $enemytrust to 0>>
<<if $dissociation gte 1>>
<<set $enemytrust -= 40>>
<</if>>
<<set $enemytype to "man">>
<<set $rapeavoid to 1>>
<<set $orgasmdown to 0>>
<<set $penisbitten to 0>>
<<set $apologised to 0>>
<<set $underlowerstruggle to 0>>
<<set $lowerstruggle to 0>>
<<set $upperstruggle to 0>>
<<set $leftaction to 0>>
<<set $rightaction to 0>>
<<set $traumasaved to $trauma>>
<<set $stresssaved to $stress>>
<<set $traumagain to 0>>
<<set $stressgain to 0>>
<<if Time.dayState isnot "night">><<enable_rescue>><</if>>
<<hand_gag 0 left>>
<<healthMultiplier>>
<<set $enemyarousalmax to $enemyarousalmax * ($npcArousalMult / 100)>>
<<set $permenemyhealthmax to $enemyhealthmax>>
<<combatinit>>
<</widget>>
<<widget "lefthandinit">>
<<set $enemyhealth to 200>>
<<set $enemyarousal to $allure / 50>>
<<set $enemyanger to 0>>
<<set $enemystrength to 20000>>
<<set $NPCList[0].lefthand to 0>>
<<set $NPCList[0].righthand to "none">>
<<set $NPCList[0].penis to "none">>
<<set $NPCList[0].vagina to "none">>
<<set $combat to 1>>
<<set $enemyarousalmax to 100>>
<<set $enemyangermax to 200>>
<<set $enemyhealthmax to 200>>
<<set $enemytrust to 0>>
<<if $dissociation gte 1>>
<<set $enemytrust -= 40>>
<</if>>
<<set $enemytype to "man">>
<<set $rapeavoid to 1>>
<<set $orgasmdown to 0>>
<<set $penisbitten to 0>>
<<set $apologised to 0>>
<<set $underlowerstruggle to 0>>
<<set $lowerstruggle to 0>>
<<set $upperstruggle to 0>>
<<set $leftaction to 0>>
<<set $rightaction to 0>>
<<set $traumasaved to $trauma>>
<<set $stresssaved to $stress>>
<<set $traumagain to 0>>
<<set $stressgain to 0>>
<<if Time.dayState isnot "night">><<enable_rescue>><</if>>
<<healthMultiplier>>
<<set $enemyarousalmax to $enemyarousalmax * ($npcArousalMult / 100)>>
<<set $permenemyhealthmax to $enemyhealthmax>>
<<combatinit>>
<</widget>>
<<widget "nurseinit">>
<<set $enemyhealth to 200>>
<<set $enemyarousal to $allure / 50>>
<<set $enemyanger to 0>>
<<set $enemystrength to 20000>>
<<set $combat to 1>>
<<set $enemyarousalmax to 400>>
<<set $enemyangermax to 200>>
<<set $enemyhealthmax to 200>>
<<set $enemytrust to 0>>
<<if $dissociation gte 1>>
<<set $enemytrust -= 40>>
<</if>>
<<set $enemytype to "man">>
<<set $rapeavoid to 1>>
<<set $orgasmdown to 0>>
<<set $penisbitten to 0>>
<<set $apologised to 0>>
<<set $underlowerstruggle to 0>>
<<set $lowerstruggle to 0>>
<<set $upperstruggle to 0>>
<<set $leftaction to 0>>
<<set $rightaction to 0>>
<<set $traumasaved to $trauma>>
<<set $stresssaved to $stress>>
<<set $traumagain to 0>>
<<set $stressgain to 0>>
<<drugs 120>>
<<healthMultiplier>>
<<set $enemyarousalmax to $enemyarousalmax * ($npcArousalMult / 100)>>
<<set $permenemyhealthmax to $enemyhealthmax>>
<<combatinit>>
<</widget>>
<<widget "pharmnurseinit">>
<<set $enemyhealth to $NPCList[0].health>>
<<set $enemyarousal to $allure / 100>>
<<set $enemyanger to 0>>
<<set $enemystrength to 20000>>
<<set $combat to 1>>
<<set $enemyarousalmax to 1000>>
<<set $enemyangermax to 200>>
<<set $enemyhealthmax to $NPCList[0].healthmax>>
<<set $enemytrust to 0>>
<<if $dissociation gte 1>>
<<set $enemytrust -= 40>>
<</if>>
<<set $enemytype to "man">>
<<set $rapeavoid to 1>>
<<set $orgasmdown to 0>>
<<set $penisbitten to 0>>
<<set $apologised to 0>>
<<set $underlowerstruggle to 0>>
<<set $lowerstruggle to 0>>
<<set $upperstruggle to 0>>
<<set $leftaction to 0>>
<<set $rightaction to 0>>
<<set $traumasaved to $trauma>>
<<set $stresssaved to $stress>>
<<set $traumagain to 0>>
<<set $stressgain to 0>>
<<if $worn.over_lower.name != "naked">>
<<set $NPCList[0].lefthand to "overlowerclothes">>
<<set $NPCList[0].righthand to "overlowerclothes">>
<<elseif $worn.lower.name != "naked">>
<<set $NPCList[0].lefthand to "lowerclothes">>
<<set $NPCList[0].righthand to "lowerclothes">>
<<elseif $worn.under_lower.name != "naked">>
<<set $NPCList[0].lefthand to "underlowerclothes">>
<<set $NPCList[0].righthand to "underlowerclothes">>
<</if>>
<<set $NPCList[0].mouth to "penisentrance">>
<<set $NPCList[0].location.head = "genitals">>
<<set $NPCList[0].location.genitals = "idle">>
<!-- 'dont' is just an invalid value so that the NPC won't know how to use its genitals,
otherwise there's no easy way of stopping NPC from shoving their stuff in PC's face -->
<!--Prevents the use of asking for condoms-->
<<set $NPCList[0].condomAsk to true>>
<<healthMultiplier>>
<<set $enemyarousalmax to $enemyarousalmax * ($npcArousalMult / 100)>>
<<set $permenemyhealthmax to $enemyhealthmax>>
<<combatinit>>
<</widget>>
<<widget "spankmaninit">>
<<set $enemyhealth to 200>>
<<set $enemyarousal to 0>>
<<set $enemyanger to 300>>
<<set $enemystrength to 20000>>
<<set $NPCList[0].lefthand to "arms">>
<<set $NPCList[0].righthand to "spank">>
<<set $combat to 1>>
<<set $enemyarousalmax to 500>>
<<set $enemyangermax to 300>>
<<set $enemyhealthmax to 200>>
<<set $enemytrust to 0>>
<<if $dissociation gte 1>>
<<set $enemytrust -= 40>>
<</if>>
<<set $enemytype to "man">>
<<set $rapeavoid to 1>>
<<set $orgasmdown to 0>>
<<set $penisbitten to 0>>
<<set $apologised to 0>>
<<set $underlowerstruggle to 0>>
<<set $lowerstruggle to 0>>
<<set $upperstruggle to 0>>
<<set $leftaction to 0>>
<<set $rightaction to 0>>
<<set $traumasaved to $trauma>>
<<set $stresssaved to $stress>>
<<set $traumagain to 0>>
<<set $stressgain to 0>>
<<set $enemyno to 1>>
<<set $leftarm to "grappled">>
<<set $rightarm to "grappled">>
<<healthMultiplier>>
<<set $enemyarousalmax to $enemyarousalmax * ($npcArousalMult / 100)>>
<<set $permenemyhealthmax to $enemyhealthmax>>
<<combatinit>>
<</widget>>
<<widget "bound2init">>
<<set $enemyhealth to 400>>
<<set $enemyarousal to $allure / 50>>
<<set $enemyanger to 0>>
<<set $enemystrength to 20000>>
<<set $combat to 1>>
<<set $enemyarousalmax to 1000>>
<<set $enemyangermax to 200>>
<<set $enemyhealthmax to 400>>
<<set $enemytrust to 0>>
<<if $dissociation gte 1>>
<<set $enemytrust -= 40>>
<</if>>
<<set $enemytype to "man">>
<<set $rapeavoid to 1>>
<<set $orgasmdown to 0>>
<<set $penisbitten to 0>>
<<set $apologised to 0>>
<<set $underlowerstruggle to 0>>
<<set $lowerstruggle to 0>>
<<set $upperstruggle to 0>>
<<set $leftaction to 0>>
<<set $rightaction to 0>>
<<set $traumasaved to $trauma>>
<<set $stresssaved to $stress>>
<<set $traumagain to 0>>
<<set $stressgain to 0>>
<<healthMultiplier>>
<<set $enemyarousalmax to $enemyarousalmax * ($npcArousalMult / 100)>>
<<set $permenemyhealthmax to $enemyhealthmax>>
<<combatinit>>
<</widget>>
<<widget "ganginit">>
<<set $enemyhealth to 1200>>
<<set $enemyarousal to $allure / 50>>
<<set $enemyanger to 0>>
<<set $enemystrength to 20000>>
<<set $combat to 1>>
<<set $enemyarousalmax to 3000>>
<<set $enemyangermax to 200>>
<<set $enemyhealthmax to 1200>>
<<set $enemytrust to 0>>
<<if $dissociation gte 1>>
<<set $enemytrust -= 40>>
<</if>>
<<set $enemytype to "man">>
<<set $rapeavoid to 1>>
<<set $orgasmdown to 0>>
<<set $penisbitten to 0>>
<<set $apologised to 0>>
<<set $underlowerstruggle to 0>>
<<set $lowerstruggle to 0>>
<<set $upperstruggle to 0>>
<<set $leftaction to 0>>
<<set $rightaction to 0>>
<<set $traumasaved to $trauma>>
<<set $stresssaved to $stress>>
<<set $traumagain to 0>>
<<set $stressgain to 0>>
<<set $enemyarousalmax to $enemyarousalmax * ($npcArousalMult / 100)>>
<<set $permenemyhealthmax to $enemyhealthmax>>
<<combatinit>>
<</widget>>
<<widget "abominationold">>
<<set $enemyhealth to 5555>>
<<set $enemyarousal to $allure / 50>>
<<set $enemyanger to 0>>
<<set $enemystrength to 20000>>
<<set $NPCList[0].lefthand to 0>>
<<set $NPCList[1].lefthand to "none">>
<<set $NPCList[2].lefthand to "none">>
<<set $NPCList[3].lefthand to "none">>
<<set $NPCList[4].lefthand to "none">>
<<set $NPCList[5].lefthand to "none">>
<<set $NPCList[0].righthand to 0>>
<<set $NPCList[1].righthand to "none">>
<<set $NPCList[2].righthand to "none">>
<<set $NPCList[3].righthand to "none">>
<<set $NPCList[4].righthand to "none">>
<<set $NPCList[5].righthand to "none">>
<<set $NPCList[0].penis to 0>>
<<set $NPCList[1].penis to 0>>
<<set $NPCList[2].penis to 0>>
<<set $NPCList[3].penis to 0>>
<<set $NPCList[4].penis to "clothed">>
<<set $NPCList[5].penis to "clothed">>
<<set $NPCList[0].vagina to 0>>
<<set $NPCList[1].vagina to "none">>
<<set $NPCList[2].vagina to "none">>
<<set $NPCList[3].vagina to "none">>
<<set $NPCList[4].vagina to "none">>
<<set $NPCList[5].vagina to "none">>
<<set $NPCList[0].mouth to 0>>
<<set $NPCList[1].mouth to "none">>
<<set $NPCList[2].mouth to "none">>
<<set $NPCList[3].mouth to "none">>
<<set $NPCList[4].mouth to "none">>
<<set $NPCList[5].mouth to "none">>
<<set $combat to 1>>
<<set $enemyarousalmax to 500>>
<<set $enemyangermax to 200>>
<<set $enemyhealthmax to 5555>>
<<set $enemytrust to 4444>>
<<if $dissociation gte 1>>
<<set $enemytrust -= 40>>
<</if>>
<<set $rapeavoid to 1>>
<<set $orgasmdown to 0>>
<<set $penisbitten to 0>>
<<set $apologised to 0>>
<<set $underlowerstruggle to 0>>
<<set $lowerstruggle to 0>>
<<set $upperstruggle to 0>>
<<set $leftaction to 0>>
<<set $rightaction to 0>>
<<set $traumasaved to $trauma>>
<<set $stresssaved to $stress>>
<<set $traumagain to 0>>
<<set $stressgain to 0>>
<<set $enemyno to 1>>
<<set $NPCList[0].pronoun to "n">>
<<healthMultiplier>>
<<set $enemyarousalmax to $enemyarousalmax * ($beastArousalMult / 100)>>
<<combatinit>>
<</widget>>
<<widget "abominationold2">>
<<set $enemyhealth to 5555>>
<<set $enemyarousal to $allure / 50>>
<<set $enemyanger to 0>>
<<set $enemystrength to 20000>>
<<set $NPCList[0].lefthand to 0>>
<<set $NPCList[1].lefthand to 0>>
<<set $NPCList[0].righthand to 0>>
<<set $NPCList[1].righthand to 0>>
<<set $NPCList[0].penis to 0>>
<<set $NPCList[1].penis to 0>>
<<set $NPCList[0].vagina to 0>>
<<set $NPCList[1].vagina to 0>>
<<set $NPCList[0].mouth to 0>>
<<set $NPCList[1].mouth to 0>>
<<set $combat to 1>>
<<set $enemyarousalmax to 500>>
<<set $enemyangermax to 200>>
<<set $enemyhealthmax to 5555>>
<<set $enemytrust to 4444>>
<<if $dissociation gte 1>>
<<set $enemytrust -= 40>>
<</if>>
<<set $rapeavoid to 1>>
<<set $orgasmdown to 0>>
<<set $penisbitten to 0>>
<<set $apologised to 0>>
<<set $underlowerstruggle to 0>>
<<set $lowerstruggle to 0>>
<<set $upperstruggle to 0>>
<<set $leftaction to 0>>
<<set $rightaction to 0>>
<<set $traumasaved to $trauma>>
<<set $stresssaved to $stress>>
<<set $traumagain to 0>>
<<set $stressgain to 0>>
<<set $enemyno to 1>>
<<set $NPCList[0].pronoun to "n">>
<<healthMultiplier>>
<<set $enemyarousalmax to $enemyarousalmax * ($beastArousalMult / 100)>>
<<combatinit>>
<</widget>>
<<widget "crossdressing_check">>
<<if $player.penisExist and $player.vaginaExist>>
<<set $crossdressing to 2>>
<<elseif $player.gender isnot $player.gender_appearance>>
<<set $crossdressing to 1>>
<<else>>
<<set $crossdressing to 0>>
<</if>>
<</widget>>
<<widget "danceinit">>
<<crossdressing_check>>
<<set $dancing to 1>>
<<set $dance_place to 0>>
<</widget>>
<<widget "combatinit">>
<<if $consensual is 1>>
<<set $controlstart to $control>>
<</if>>
<<set $arousalmasochism to 0>>
<<set $combatgoal to 0>>
<!-- <<set $turnCount to 0>> -->
<<set _genderexposed to $exposed gte 2 and !($worn.genitals.type.includesAll("chastity", "hidden"))>>
<<if $npc.length gt 0>>
<<for _iii to 0; _iii lt $npc.length; _iii++>>
<<if $genderknown.includes($npc[_iii])>>
<<set _genderknownbeforehand to true>>
<<elseif _genderexposed>>
<<run $genderknown.pushUnique($npc[_iii])>>
<</if>>
<</for>>
<</if>>
<<set $initialGenderAppearance to $player.gender_appearance>>
<<set $newlyWritten to []>>
<<if _genderknownbeforehand or _genderexposed>>
<<set $crossdressing to 0>>
<<else>>
<<crossdressing_check>>
<</if>>
<<set $enemynomax to $enemyno>>
<<if $enemytype is "beast">>
<<if $NPCList[0].penis is "none" and $player.penisExist>>
<<set $position to "missionary">>
<<else>>
<<if random(1, 100) gte 20>>
<<set $position to "doggy">>
<<else>>
<<set $position to "missionary">>
<</if>>
<</if>>
<<else>>
<<if $NPCList[0].penis is "none">>
<<if random(1, 100) gte 80>>
<<set $position to "doggy">>
<<else>>
<<set $position to "missionary">>
<</if>>
<<else>>
<<if random(1, 100) gte 50>>
<<set $position to "doggy">>
<<else>>
<<set $position to "missionary">>
<</if>>
<</if>>
<</if>>
<<for _i to 0; _i lt $enemynomax; _i++>>
<<if $NPCList[_i].stance isnot "defeated">>
<<set $NPCList[_i].active to "active">>
<</if>>
<</for>>
<<if $earSlime.event is "have sex with someone" or $earSlime.event is "have sex with someone or something">>
<<set $earSlime.event to "">>
<</if>>
<<if $worn.face.type.includes("gag")>>
<<set $mouthuse to "gagged">>
<</if>>
<<if $worn.feet.type.includes("shackle")>>
<<set $leftleg to "bound">>
<<set $rightleg to "bound">>
<<set $feetuse to "bound">>
<</if>>
<<if playerHasStrapon()>>
<<set $penisuse to 0>><<set $penisstate to 0>>
/*<<if $worn.under_lower.size isnot undefined>>
<<set $playerPenisSizeBackup to $player.penissize>>
<<set $player.penissize to $worn.under_lower.size>>
<</if>>*/
<</if>>
<<resetLastOptions>>
<<getCombatDefaultsType>>
<<wetnessCalculate>>
<</widget>>
<<widget "man">>
<<if $finish isnot 1>>
<<if $setupMidOrgasm is true>>
<<if $ejaculatingMid is true>>
<<set $ejaculating to 1>>
<<set $ejaculatingMid to false>>
<<elseif $ejaculatingMid is false>>
<<unset $ejaculatingMid>>
<</if>>
<</if>>
<div @class="($debugLines ? 'debugLines-combat' : '')">
<br>
<<for _mancombatcontrol = 0; _mancombatcontrol lt $enemynomax; _mancombatcontrol++>>
<<if $NPCList[_mancombatcontrol].active is "active" and $NPCList[_mancombatcontrol].stance isnot "defeated">>
<<man-combat _mancombatcontrol>>
<<if $position isnot "stalk" and !$breakIgnore>>
<br><br>
<</if>>
<<elseif $debug is 1 and $NPCList[_mancombatcontrol].active isnot "active">>
<br>Debug Message:<br>NPC _mancombatcontrol, $NPCList[_mancombatcontrol].fullDescription is not active.<br>
<<elseif $debug is 1 and $NPCList[_mancombatcontrol].stance is "defeated">>
<br>Debug Message:<br>NPC _mancombatcontrol, $NPCList[_mancombatcontrol].fullDescription is defeated.<br>
<</if>>
<</for>>
<<if $oxygen lt $oxygenmax and $underwater isnot 1 and _strangle is 1>>
<<unset _strangle>>
Air: <<oxygencaption>>
<br>
<</if>>
<<if $combatExtended.stability gt 0 and $combatExtended.stabilityLost isnot 1 and $combatExtended.standingFights is 1 and $position isnot "stalk">>
Stability: <<combatExtendedStabilityCaption>>
<br>
<</if>>
</div>
<</if>>
<<rng>>
<<if $worn.over_lower.vagina_exposed gte 1 and $worn.under_lower.vagina_exposed gte 1 and $worn.lower.vagina_exposed gte 1 and $npc.length isnot 0 and !$worn.genitals.type.includesAll("chastity", "hidden")>>
<<run $npc.forEach(npc => $genderknown.pushUnique(npc))>>
<</if>>
<<if $worn.genitals.type.includesAll("chastity", "hidden") or $NPCList[0].state is "stalk" or $NPCList[0].state is "pursuit">>
<<elseif $crossdressing gte 1 and $worn.over_lower.vagina_exposed gte 1 and $worn.under_lower.vagina_exposed gte 1 and $worn.lower.vagina_exposed gte 1>>
<<exposedcheck true>>
<<if $NPCList[0].teen is 1 and $location is "school" and !($npc.length is 1 and (["Kylar","Sydney"].includes($npc[0])))>>
<<schoolrep_naked>>
<</if>>
<<if $genitalReactionDisable>>
<<set _noReaction to true>>
<<elseif $player.penisExist and $player.vaginaExist>>
<<if $initialGenderAppearance is "m" ? $mhermchance gte 50 : $fhermchance gte 50>>
<<set _noReaction to true>>
<</if>>
<<elseif $player.penisExist>>
<<if $initialGenderAppearance is "m" ? $mregularchance gte 50 : $dgchance gte 50>>
<<set _noReaction to true>>
<</if>>
<<elseif $player.vaginaExist>>
<<if $initialGenderAppearance is "m" ? $cbchance gte 50 : $fregularchance gte 50>>
<<set _noReaction to true>>
<</if>>
<</if>>
<<if _noReaction>>
<!-- No reaction -->
<<elseif $crossdressing is 2>> <!-- Herm PC -->
<<if $npc.length is 1 and (["Kylar","Sydney"].includes($npc[0]))>>
<!-- Only Kylar and Sydney have fixed reactions, other named NPCs CAN react with anything from disgust to arousal to anger if they don't know your gender. -->
<<if $npc[0] is "Sydney" and !$sydneySeen.includes("herm")>>
<<set $sydneySeen.pushUnique("herm")>>
<<if _sydneyStatus.includes("corrupt")>>
<<He>> stares with wonder at your <<genitals>>.
<<else>>
<<He>> eyes your <<genitals>> with great curiosity.
<</if>>
<<npcincr Sydney purity -2>><<lspurity>><<set $speechhermaroused to 2>>
<<elseif $npc[0] is "Kylar">>
<!-- TODO: Give Kylar a unique reaction? -->
<span class="purple"><<His>> hands shake and <<his>> breath quickens at the sight of your <<genitals>>.</span>
<<set $enemyarousal += 50>><<set $speechhermaroused to 2>>
<</if>>
<<elseif $NPCList[0].type is "plant" or $rng lt 30>>
<<if $enemyno gte 2>>
They take both your <<genitals>> in stride, seeming unbothered.
<<else>>
<<He>> takes both your <<genitals>> in stride, seeming unbothered.
<</if>>
<<elseif $rng lt 50>>
<<if $enemyno gte 2>>
They're taken aback by your <<genitals>>. They don't seem angry, at least.
<<else>>
<<Hes>> taken aback by your <<genitals>>. <<He>> doesn't seem angry, at least.
<</if>>
<<set $enemyarousal -= 100>><<set $enemytrust -= 50>><<set $speechhermdisappointed to 2>>
<<elseif $rng lt 85>>
<<if $enemyno gte 2>>
<span class="blue">They recoil in shock at the sight of your <<genitals>>.</span>
<<else>>
<span class="blue"><<He>> recoils in shock at the sight of your <<genitals>>.</span>
<</if>>
<<set $enemyanger -= 50>><<set $enemytrust -= 50>><<set $speechhermshock to 2>>
<<elseif $rng lt 95>>
<<if $enemyno gte 2>>
<span class="purple">Their hands shake and their breath quickens at the sight of your <<genitals>>.</span>
<<else>>
<span class="purple"><<His>> hands shake and <<his>> breath quickens at the sight of your <<genitals>>.</span>
<</if>>
<<set $enemyarousal += (50 * $enemyno)>><<set $speechhermaroused to 2>>
<<else>>
<<if $enemyno gte 2>>
<span class="red">They recoil in horror and disgust at the sight of your <<genitals>>!</span>
<<else>>
<span class="red"><<He>> recoils in horror and disgust at the sight of your <<genitals>>!</span>
<</if>>
<<set $enemyanger += 200>><<set $enemytrust -= 100>><<set $speechhermangry to 2>>
<</if>>
<<else>> <!-- Crossdressing PC -->
<<if $npc.length is 1 and (["Kylar","Sydney"].includes($npc[0]))>>
<<if $npc[0] is "Sydney" and !$sydneySeen.includes("crossdress")>>
<<set $sydneySeen.pushUnique("crossdress")>>
<<run statusCheck("Sydney")>>
<<if _sydneyStatus.includes("corrupt")>>
<<He>> looks taken aback by your <<genitals>>. It wasn't what <<he>> was expecting, but <<he>> doesn't seem to mind.
<<else>>
<<He>> stares at your <<genitals>> with confusion. It wasn't what <<he>> was expecting, but <<he>> doesn't seem to mind.
<</if>>
<<npcincr Sydney purity -2>><<lspurity>><<set $speechcrossdressaroused to 2>>
<<elseif $npc[0] is "Kylar">>
<!-- TODO: Give Kylar unique reactions? -->
<<set _kylar to statusCheck("Kylar")>>
<<if _kylar.gender isnot $player.gender or _kylar.gender is "h">>
Your <<genitals 1>> was clearly not what <<he>> was expecting, but <<he>> doesn't seem to mind. <<if _kylar.gender isnot "h">><span class="purple">In fact, if <<his>> shaking hands are anything to go by <<he>> is quite pleased.</span><</if>>
<<set $enemyarousal += 50>><<set $speechcrossdressaroused to 2>>
<<else>>
<<He>> looks disappointed by your <<genitals>>. It wasn't what <<he>> was expecting.
<<set $enemyarousal -= 100>><<set $enemytrust -= 50>><<set $speechcrossdressdisappointed to 2>>
<</if>>
<</if>>
<<elseif $NPCList[0].type is "plant" or $rng lt 30>>
<<if $enemyno gte 2>>
Your <<genitals>> was clearly not what they were expecting, but they don't seem to mind.
<<else>>
Your <<genitals 1>> was clearly not what <<he>> was expecting, but <<he>> doesn't seem to mind.
<</if>>
<<elseif $rng lt 50>>
<<if $enemyno gte 2>>
They look disappointed by your <<genitals>>. It wasn't what they were expecting.
<<else>>
<<He>> looks disappointed by your <<genitals>>. It wasn't what <<he>> was expecting.
<</if>>
<<set $enemyarousal -= 100>><<set $enemytrust -= 50>><<set $speechcrossdressdisappointed to 2>>
<<elseif $rng lt 85>>
<<if $enemyno gte 2>>
Their eyes widen in shock when they see your <<genitals>>. They seem unsure what to do.
<<else>>
<<His>> eyes widen in shock when <<he>> sees your <<genitals>>. <<He>> seems unsure what to do.
<</if>>
<<set $enemyanger -= 50>><<set $enemytrust -= 50>><<set $speechcrossdressshock to 2>>
<<elseif $rng lt 95>>
<<if $enemyno gte 2>>
Your <<genitals>> was clearly not what they were expecting, but they don't seem to mind. <span class="purple">In fact, if their shaking hands are anything to go by they're quite pleased.</span>
<<else>>
Your <<genitals 1>> was clearly not what <<he>> was expecting, but <<he>> doesn't seem to mind. <span class="purple">In fact, if <<his>> shaking hands are anything to go by <<he>> is quite pleased.</span>
<</if>>
<<set $enemyarousal += (50 * $enemyno)>><<set $speechcrossdressaroused to 2>>
<<else>>
<<if $enemyno gte 2>>
<span class="red">They recoil in horror upon seeing your <<genitals>>. The deception has driven them mad with rage!</span>
<<else>>
<span class="red"><<He>> recoils in horror upon seeing your <<genitals>>. The deception has driven <<him>> mad with rage!</span>
<</if>>
<<set $enemyanger += 200>><<set $enemytrust -= 100>><<set $speechcrossdressangry to 2>>
<</if>>
<<if !$backgroundTraits.includes("crossdresser")>>
<<set $crossdressingTrait to ($crossdressingTrait gte 1 ? $crossdressingTrait + 1 : 1)>>
<<if $crossdressingTrait gte 100>>
<<run $backgroundTraits.pushUnique("crossdresser")>>
<br><br>
<span class="gold">Being seen crossdressing makes you feel happy inside.</span>
<</if>>
<</if>>
<</if>>
<<set $crossdressing to 0>>
<<if !_noReaction>>
<br><br>
<</if>>
<</if>>
/* NPC reactions to revealing your sex toys */
<<if $dildoreveal gt 0>>
<<set $dildoreveal to 0>>
<<set $_sexToy to ($rightarm is "heldSexToy" and $leftarm is "heldSexToy" ? "sex toys" : "sex toy")>>
<<set $_was to ($rightarm is "heldSexToy" and $leftarm is "heldSexToy" ? "were" : "was")>>
<<if $enemyno gte 2>>
<<set $speechSextoyState to $speechSextoyState || either("aroused", "neutral", "disappointed", "shocked", "angry")>>
<<cleareventpool>>
<<switch $speechSextoyState>>
<<case "aroused">>
<<addinlineevent>>
Their breath quickens at the sight of your $_sexToy.
<<set $enemyarousal += 50>>
<</addinlineevent>>
<<addinlineevent>>
They seem pleased to see your $_sexToy.
<</addinlineevent>>
<<addinlineevent>>
They're taken aback by your $_sexToy, but seem excited by it.
<</addinlineevent>>
<<case "neutral">>
<<addinlineevent>>
Your $_sexToy $_was clearly unexpected, but they don't seem to mind.
<</addinlineevent>>
<<case "disappointed">>
<<addinlineevent 0.5>>
They look disappointed by your $_sexToy. It wasn't what they was expecting.
<<set $enemyarousal -= 100>><<set $enemytrust -= 50>>
<</addinlineevent>>
<<case "shocked">>
<<addinlineevent 0.5>>
Their eyes widen in shock at the reveal of your $_sexToy.
<<set $enemyanger -= 50>><<set $enemytrust -= 50>>
<</addinlineevent>>
<<case "angry">>
<<addinlineevent 0.5>>
They recoil in disgust at the sight of your $_sexToy.
<<set $enemyanger += 75>><<set $enemytrust -= 75>>
<</addinlineevent>>
<<default>>
<<addinlineevent>>
They appear confused. Not sure what to think of your $_sexToy.
<span class="blue">You should inform Vrelnir.</span>
<</addinlineevent>>
<</switch>>
<<runeventpool>>
<<else>>
<<switch $NPCList[0].fullDescription>>
<<case "Robin">>
<<set $speechsextoy to 1>>
<<case "Kylar">>
<<set $speechsextoy to 1>>
<<case "Whitney">>
<<set $speechsextoy to 1>>
<<case "Sydney">>
<<set $speechsextoy to 1>>
<<case "Alex">>
<<set $speechsextoy to 1>>
<<case "Eden">>
<<set $speechsextoy to 1>>
<<set $enemytrust -=25>>
<<case "Avery">>
<<set $speechsextoy to 1>>
<<case "Leighton">>
<<set $speechsextoy to 1>>
<<default>>
<<set $speechSextoyState to $speechSextoyState || either("aroused", "neutral", "disappointed", "shocked", "angry")>>
<<cleareventpool>>
<<switch $speechSextoyState>>
<<case "aroused">>
<<addinlineevent>>
<<His>> breath quickens at the sight of your $_sexToy.
<<set $enemyarousal += 50>>
<</addinlineevent>>
<<addinlineevent>>
<<He>> seems pleased to see your $_sexToy.
<</addinlineevent>>
<<addinlineevent>>
<<Hes>> taken aback by your $_sexToy, but seems excited by it.
<</addinlineevent>>
<<case "neutral">>
<<addinlineevent>>
Your $_sexToy $_was clearly unexpected, but <<he>> doesn't seem to mind.
<</addinlineevent>>
<<case "disappointed">>
<<addinlineevent 0.5>>
<<He>> looks disappointed by your $_sexToy. It wasn't what <<he>> was expecting.
<<set $enemyarousal -= 100>><<set $enemytrust -= 50>>
<</addinlineevent>>
<<case "shocked">>
<<addinlineevent 0.5>>
<<His>> eyes widen in shock at the reveal of your $_sexToy.
<<set $enemyanger -= 50>><<set $enemytrust -= 50>>
<</addinlineevent>>
<<case "angry">>
<<addinlineevent 0.5>>
<<He>> recoils in disgust at the sight of your $_sexToy.
<<set $enemyanger += 75>><<set $enemytrust -= 75>>
<</addinlineevent>>
<<default>>
<<addinlineevent>>
<<He>> appears confused. Not sure what to think of your $_sexToy.
<span class="blue">You should inform Vrelnir.</span>
<</addinlineevent>>
<</switch>>
<<runeventpool>>
<</switch>>
<</if>>
<</if>>
<<turnend>>
<</widget>>
<<widget "printCombatMenu">>
<<set $_combatTypes to {'Radio': 'radio', 'Radio (c)': 'columnRadio', 'Lists': 'lists', 'List (w)': 'limitedLists'}>>
<div id="cbtToggleMenu">
<label class="cbtToggle">
<p>Combat menu</p>
</label>
<hr>
<<if $combatExtended.reverseRape is 1 and $pain lt 100 and $combatExtended.reverseRapeEnd is 0>>
<<if $combatExtended.reverseRapeStart is 1>>
<label class="cbtOption">
<p>End Reverse Rape</p>
<<link [[Stop|$passage]]>><<set $combatExtended.reverseRapeEnd to 1>><</link>>
</label>
<<else>>
<<if $reverseRapeOptOutInit is undefined>>
<<set $combatExtended.reverseRapeInit to $reverseRapeOptOut>>
<<unset $reverseRapeOptOutInit>>
<</if>>
<label class="cbtOption">
<p>Reverse Rape</p>
<<if hasSexStat("promiscuity", 5)>>
<label>
<<checkbox "$combatExtended.reverseRapeInit" 0 1 autocheck>>
</label><br>
<<else>>
<span class="black"><i>Unlock level 5 promiscuity.</i></span>
<</if>>
</label>
<</if>>
<</if>>
<label class="cbtOption">
<p>Control types</p>
<<listbox "$options.combatControls" autoselect>>
<<optionsfrom $_combatTypes>>
<</listbox>>
</label>
<label class="cbtOption">
<p>Scroll lock</p>
<<checkbox "$options.scrollRemember" false true autocheck>>
</label>
<label class="cbtOption">
<p>Target yourself</p>
<<checkbox "$options.targetYourself" false true autocheck>>
</label>
<label class="cbtOption">
<p>Combat images</p>
<<checkbox "$options.combatImages" 0 1 autocheck>>
</label>
</div>
<</widget>><<widget "generateActionsMachine">>
<<set $combat to 1>>
<<if _targetlist is undefined>>
<<getTargetList>>
<</if>>
<div id="listContainer">
<div id="leftaction" @class="$options.combatControls + 'Control'">
<<leftActionInitMachine>>
</div>
<div id="rightaction" @class="$options.combatControls + 'Control'">
<<rightActionInitMachine>>
</div>
<div id="feetaction" @class="$options.combatControls + 'Control'">
<<feetActionInitMachine>>
</div>
<<if ($mouthuse is 0 and !($dissociation lte 1 and $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined)))>>
<div id="mouthaction" @class="$options.combatControls + 'Control'">
<<mouthActionInit>>
</div>
<</if>>
</div>
<</widget>>
<<widget "leftActionInitMachine">>
<<set $lefttarget to "machine">>
<<switch $leftarm>>
<<case 0>>
<<if $orgasmdown gte 1>>
<<set _leftOptions to "orgasm">>
<span class="lewd">Your left arm is free, but you can't stop the spasms.</span>
<<elseif $pain gte 100 and $willpowerpain is 0>>
<<set _leftOptions to "pain">>
<span class="red">Your left arm is free, but hurts to move.</span>
<<elseif $dissociation gte 2>>
<<set _leftOptions to "unreal">>
<span class="pink">Your left arm is free, but doesn't feel real.</span>
<<else>>
<<if _targetYourself is true and _targetnumber gt 1>>
<<set _targetlistarms["Yourself"] to "self">>
<</if>>
<<if not $options.combatControls.includes("adio") and _targetnumber gt 1>>
<<targetListBox "left" _targetlistarms>>
<</if>>
<<set _leftOptions to "free">>
<span @class="($lastOptions.left isnot _leftOptions ?'gold':'')">Your left arm is free.</span>
<<if $options.combatControls.includes("adio") and _targetnumber gt 1>>
<br>
<<targetListBox "left" _targetlistarms>>
<br>
<</if>>
<</if>>
<<case "mechgrappled">>
<<if $orgasmdown gte 1>>
<<set _leftOptions to "bound">>
<span class="lewd">Your left arm jerks against its bonds.</span>
<<elseif $pain gte 100 and $willpowerpain is 0>>
<<set _leftOptions to "bound">>
<span class="red">Your left arm is held in a painful bind.</span>
<<elseif $dissociation gte 2>>
<<set _leftOptions to "bound">>
<span class="pink">Your left arm lies limp in its bonds.</span>
<<else>>
<<set _leftOptions to "mech">>
<span @class="($lastOptions.left isnot _leftOptions ?'gold':'')">Your left arm is held down.</span>
<</if>>
<<case "swarmgrappled">>
<<set $_changetype to true>><<leftActionInitSwarm>>
<<case "bound">>
<<if $orgasmdown gte 1>>
<<set _leftOptions to "bound">>
<span class="lewd">Your left arm jerks against its bonds.</span>
<<elseif $pain gte 100 and $willpowerpain is 0>>
<<set _leftOptions to "bound">>
<span class="red">Your left arm is held in a painful bind.</span>
<<elseif $dissociation gte 2>>
<<set _leftOptions to "bound">>
<span class="pink">Your left arm lies limp in its bonds.</span>
<<else>>
<<set _leftOptions to "bound">>
<span @class="($lastOptions.left isnot _leftOptions ?'gold':'')">Your left arm is bound and helpless.</span>
<</if>><<if $options.combatControls.includes("adio")>><br><</if>>
<<case "trapped">>
<<set $_changetype to true>><<leftActionInitVore>>
<<case "grappled" "penis" "othervagina" "vagina" "coverpenis" "anus" "behind">>
<<set $_changetype to true>><<leftActionInit>>
<<case "struggle">>
<<set $_changetype to true>><<leftActionInitStruggle>>
<<default>>
<<set $_changetype to true>><<leftActionInitTentacle>>
<</switch>>
<<if $_changetype isnot true>>
<<leftActionsMachine>>
<<if Object.keys(_leftaction).length gt 0>>
<<if !(Object.values(_leftaction).includes($leftactiondefault))>>
<<set $leftactiondefault to "rest">>
<</if>>
<<set $leftaction to $leftactiondefault>>
<<set _textColor to combatListColor('leftaction', (Object.values(_leftaction).includes($leftaction) ? $leftaction : Object.values(_leftaction)[0]), "Machine")>>
<div class="extraMargin">
<<generateCombatActionOthers _leftaction "leftaction" _textColor $leftaction "Machine">>
</div>
<<if $options.combatControls.includes("ists")>>
<div id="leftactionDifficulty">
<<leftactionDifficulty>>
</div>
<</if>>
<</if>>
<<set $lastOptions.left to clone(_leftOptions)>>
<</if>>
<</widget>>
<<widget "leftactionDifficultyMachine">>/* Just so things don't break. */
<!-- Does nothing -->
<</widget>>
<<widget "leftActionsMachine">>
<<set _leftaction to {}>>
<<switch _leftOptions>>
<<case "free">>
<<if $machine.arm_chains>>
<<if $machine.arm_chains.use isnot "inert" and $machine.arm_chains.use isnot "destroyed">>
<<set _leftaction["Pull on the chains"] to "chain_struggle">>
<</if>>
<</if>>
<<if $machine.tattoo>>
<<if $machine.tattoo.use isnot "inert" and $machine.tattoo.use isnot "destroyed">>
<<set _leftaction["Whack the tattoo gun"] to "whack">>
<</if>>
<</if>>
<<if $machine.vaginal>>
<<if $machine.vaginal.use isnot "inert" and $machine.vaginal.use isnot "destroyed">>
<<set _leftaction["Whack the phallic machine"] to "vaginal_whack">>
<<set _leftaction["Push the phallic machine away"] to "vaginal_push">>
<</if>>
<</if>>
<<if $machine.anal>>
<<if $machine.anal.use isnot "inert" and $machine.anal.use isnot "destroyed">>
<<set _leftaction["Whack the small phallic machine"] to "anal_whack">>
<<set _leftaction["Push the small phallic machine away"] to "anal_push">>
<</if>>
<</if>>
<<set _leftaction["Rest"] to "rest">>
<<case "mech">>
<<if $machine.arm_chains>>
<<if $machine.arm_chains.use isnot "inert" and $machine.arm_chains.use isnot "destroyed">>
<<set _leftaction["Pull on the chains"] to "chain_struggle">>
<</if>>
<</if>>
<<set _leftaction["Rest"] to "rest">>
<<case "orgasm">>
<<set _leftaction["Fold"] to "leftfold">>
<<set _leftaction["Grip"] to "leftgrip">>
<<case "pain">>
<<set _leftaction["Struggle"] to "leftstruggleweak">>
<<set _leftaction["Protect"] to "leftprotect">>
<<case "unreal">>
<<set _leftaction["Poke yourself"] to "leftpoke">>
<<set _leftaction["Keep your arms out of the way"] to "leftcurl">>
<</switch>>
<</widget>>
<<widget "rightActionInitMachine">>
<<set $righttarget to "machine">>
<<switch $rightarm>>
<<case 0>>
<<if $orgasmdown gte 1>>
<<set _rightOptions to "orgasm">>
<span class="lewd">Your right arm is free, but you can't stop the spasms.</span>
<<elseif $pain gte 100 and $willpowerpain is 0>>
<<set _rightOptions to "pain">>
<span class="red">Your right arm is free, but hurts to move.</span>
<<elseif $dissociation gte 2>>
<<set _rightOptions to "unreal">>
<span class="pink">Your right arm is free, but doesn't feel real.</span>
<<else>>
<<if _targetYourself is true and _targetnumber gt 1>>
<<set _targetlistarms["Yourself"] to "self">>
<</if>>
<<if not $options.combatControls.includes("adio") and _targetnumber gt 1>>
<<targetListBox "right" _targetlistarms>>
<</if>>
<<set _rightOptions to "free">>
<span @class="($lastOptions.right isnot _rightOptions ?'gold':'')">Your right arm is free.</span>
<<if $options.combatControls.includes("adio") and _targetnumber gt 1>>
<br>
<<targetListBox "right" _targetlistarms>>
<br>
<</if>>
<</if>>
<<case "mechgrappled">>
<<if $orgasmdown gte 1>>
<<set _rightOptions to "bound">>
<span class="lewd">Your right arm jerks against its bonds.</span>
<<elseif $pain gte 100 and $willpowerpain is 0>>
<<set _rightOptions to "bound">>
<span class="red">Your right arm is held in a painful bind.</span>
<<elseif $dissociation gte 2>>
<<set _rightOptions to "bound">>
<span class="pink">Your right arm lies limp in its bonds.</span>
<<else>>
<<set _rightOptions to "mech">>
<span @class="($lastOptions.right isnot _rightOptions ?'gold':'')">Your right arm is held down.</span>
<</if>>
<<case "swarmgrappled">>
<<set $_changetype to true>><<rightActionInitSwarm>>
<<case "bound">>
<<if $orgasmdown gte 1>>
<<set _rightOptions to "bound">>
<span class="lewd">Your right arm jerks against its bonds.</span>
<<elseif $pain gte 100 and $willpowerpain is 0>>
<<set _rightOptions to "bound">>
<span class="red">Your right arm is held in a painful bind.</span>
<<elseif $dissociation gte 2>>
<<set _rightOptions to "bound">>
<span class="pink">Your right arm lies limp in its bonds.</span>
<<else>>
<<set _rightOptions to "bound">>
<span @class="($lastOptions.right isnot _rightOptions ?'gold':'')">Your right arm is bound and helpless.</span>
<</if>><<if $options.combatControls.includes("adio")>><br><</if>>
<<case "trapped">>
<<set $_changetype to true>><<rightActionInitVore>>
<<case "grappled" "penis" "othervagina" "vagina" "coverpenis" "anus" "behind">>
<<set $_changetype to true>><<rightActionInit>>
<<case "struggle">>
<<set $_changetype to true>><<rightActionInitStruggle>>
<<default>>
<<set $_changetype to true>><<rightActionInitTentacle>>
<</switch>>
<<if $_changetype isnot true>>
<<rightActionsMachine>>
<<if Object.keys(_rightaction).length gt 0>>
<<if !(Object.values(_rightaction).includes($rightactiondefault))>>
<<set $rightactiondefault to "rest">>
<</if>>
<<set $rightaction to $rightactiondefault>>
<<set _textColor to combatListColor('rightaction', (Object.values(_rightaction).includes($rightaction) ? $rightaction : Object.values(_rightaction)[0]), "Machine")>>
<div class="extraMargin">
<<generateCombatActionOthers _rightaction "rightaction" _textColor $rightaction "Machine">>
</div>
<<if $options.combatControls.includes("ists")>>
<div id="rightactionDifficulty">
<<rightactionDifficulty>>
</div>
<</if>>
<</if>>
<<set $lastOptions.right to clone(_rightOptions)>>
<</if>>
<</widget>>
<<widget "rightactionDifficultyMachine">>/* Don't think about it, just accept. */
<!-- Does nothing -->
<</widget>>
<<widget "rightActionsMachine">>
<<set _rightaction to {}>>
<<switch _rightOptions>>
<<case "free">>
<<if $machine.arm_chains>>
<<if $machine.arm_chains.use isnot "inert" and $machine.arm_chains.use isnot "destroyed">>
<<set _rightaction["Pull on the chains"] to "chain_struggle">>
<</if>>
<</if>>
<<if $machine.tattoo>>
<<if $machine.tattoo.use isnot "inert" and $machine.tattoo.use isnot "destroyed">>
<<set _rightaction["Whack the tattoo gun"] to "whack">>
<</if>>
<</if>>
<<if $machine.vaginal>>
<<if $machine.vaginal.use isnot "inert" and $machine.vaginal.use isnot "destroyed">>
<<set _rightaction["Whack the phallic machine"] to "vaginal_whack">>
<<set _rightaction["Push the phallic machine away"] to "vaginal_push">>
<</if>>
<</if>>
<<if $machine.anal>>
<<if $machine.anal.use isnot "inert" and $machine.anal.use isnot "destroyed">>
<<set _rightaction["Whack the small phallic machine"] to "anal_whack">>
<<set _rightaction["Push the small phallic machine away"] to "anal_push">>
<</if>>
<</if>>
<<set _rightaction["Rest"] to "rest">>
<<case "mech">>
<<if $machine.arm_chains>>
<<if $machine.arm_chains.use isnot "inert" and $machine.arm_chains.use isnot "destroyed">>
<<set _rightaction["Pull on the chains"] to "chain_struggle">>
<</if>>
<</if>>
<<set _rightaction["Rest"] to "rest">>
<<case "orgasm">>
<<set _rightaction["Fold"] to "rightfold">>
<<set _rightaction["Grip"] to "rightgrip">>
<<case "pain">>
<<set _rightaction["Struggle"] to "rightstruggleweak">>
<<set _rightaction["Protect"] to "rightprotect">>
<<case "unreal">>
<<set _rightaction["Poke yourself"] to "rightpoke">>
<<set _rightaction["Keep your arms out of the way"] to "rightcurl">>
<</switch>>
<</widget>>
<<widget "feetActionInitMachine">>
<<if $dissociation lte 1 and $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined)>>
<<set $feettarget to "machine">>
<<switch $feetuse>>
<<case 0>>
<<if _targetYourself is true and _targetnumber gt 1>>
<<set _targetlistall["Yourself"] to "self">>
<</if>>
<<if not $options.combatControls.includes("adio") and _targetnumber gt 1>>
<<if ($leftleg is "grappled" and $rightleg is "grappled") or ($leftleg is "bound" and $rightleg is "bound")>>
<<else>>
<<targetListBox "feet" _targetlistall>>
<</if>>
<</if>>
<<if $leftleg is 0 and $rightleg is 0>>
<<set _feetOptions to "free">>
<span @class="($lastOptions.feet isnot _feetOptions ?'gold':'')">Your legs are free.</span>
<<elseif $leftleg is "grappled" or $rightleg is "grappled">>
<<set $_changetype to true>><<feetActionInitTentacle>>
<<elseif $leftleg is "bound" and $rightleg is "bound">>
<<set $_changetype to true>><<feetActionInitTentacle>>
<<else>>
<<set _feetOptions to "free">>
<span @class="($lastOptions.feet isnot _feetOptions or _feetGold is true ?'gold':'')">Your legs are free.</span>
<</if>>
<<if $options.combatControls.includes("adio") and _targetnumber gt 1 and _feetOptions.toLowerCase().includes("free")>>
<br>
<<targetListBox "feet" _targetlistall>>
<</if>>
<<if _targetnumber is 1>>
<<set $feettarget to _firsttarget>>
<</if>>
<<case "mechgrappled">>
<<set _feetOptions to "mech">>
<span @class="($lastOptions.feet isnot _feetOptions or _feetGold is true ?'gold':'')">Your legs are chained.</span>
<<case "bound" "penis" "othervagina" "walk" "run" "strut" "none">>
<<set $_changetype to true>><<feetActionInit>>
<<default>>
<<set $_changetype to true>><<feetActionInitTentacle>>
<</switch>>
<<if $lastOptions.feet isnot _feetOptions>>
<<set _feetGold to true>>
<</if>>
<<if $_changetype isnot true>>
<<feetActionsMachine>>
<<if Object.keys(_feetaction).length gt 0>>
<<if !(Object.values(_feetaction).includes($feetactiondefault))>>
<<set $feetactiondefault to "rest">>
<</if>>
<<set $feetaction to $feetactiondefault>>
<<set _textColor to combatListColor('feetaction', (Object.values(_feetaction).includes($feetaction) ? $feetaction : Object.values(_feetaction)[0]), "Machine")>>
<div class="extraMargin">
<<generateCombatActionOthers _feetaction "feetaction" _textColor $feetaction "Machine">>
</div>
<<if $options.combatControls.includes("ists")>>
<div id="feetactionDifficulty">
<<feetactionDifficulty>>
</div>
<</if>>
<</if>>
<<set $lastOptions.feet to clone(_feetOptions)>>
<</if>>
<<else>>
<<timed 100ms>>
<<run jQuery("#feetaction").remove();>>
<</timed>>
<</if>>
<</widget>>
<<widget "feetactionDifficultyMachine">> /* Sometimes in life, there's not much we can do. */
<!-- Does nothing -->
<</widget>>
<<widget "feetActionsMachine">>
<<set _feetaction to {}>>
<<switch _feetOptions>>
<<case "free">>
<<if $machine.leg_chains>>
<<if $machine.leg_chains.use isnot "inert" and $machine.leg_chains.use isnot "destroyed">>
<<set _feetaction["Pull on the chains"] to "chain_struggle">>
<</if>>
<</if>>
<<if $machine.tattoo>>
<<if $machine.tattoo.use isnot "inert" and $machine.tattoo.use isnot "destroyed">>
<<set _feetaction["Kick the tattoo gun"] to "whack">>
<</if>>
<</if>>
<<if $machine.vaginal>>
<<if $machine.vaginal.use isnot "inert" and $machine.vaginal.use isnot "destroyed">>
<<set _feetaction["Kick the phallic machine"] to "vaginal_whack">>
<<set _feetaction["Push the phallic machine away"] to "vaginal_push">>
<</if>>
<</if>>
<<if $machine.anal>>
<<if $machine.anal.use isnot "inert" and $machine.anal.use isnot "destroyed">>
<<set _feetaction["Kick the small phallic machine"] to "anal_whack">>
<<set _feetaction["Push the small phallic machine away"] to "anal_push">>
<</if>>
<</if>>
<<set _feetaction["Rest"] to "rest">>
<<case "mech">>
<<if $machine.leg_chains>>
<<if $machine.leg_chains.use isnot "inert" and $machine.leg_chains.use isnot "destroyed">>
<<set _feetaction["Pull against the chains"] to "chain_struggle">>
<</if>>
<</if>>
<<set _feetaction["Rest"] to "rest">>
<</switch>>
<</widget>><<widget "machine_actions">>
<<willpowerpain>>
<<willpowerorgasm>>
<<actioncarry>>
<<actioncarrydrop>>
<<combatstate>>
<<carryblock>>
<<if $trance lte 0 and $panicparalysis is 0 and $panicviolence is 0 and $options.combatControls isnot "disabled">>
<<generateActionsMachine>>
<</if>>
<<if $trance lte 0 and $dissociation lte 1 and $panicparalysis is 0 and $panicviolence is 0
and $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined) and $options.combatControls is "disabled">>
<<if $leftarm is 0>>
<br>
Your left arm is free.
<br>
<<if $machine.arm_chains>>
<<if $machine.arm_chains.use isnot "inert" and $machine.arm_chains.use isnot "destroyed">>
<<if $leftactiondefault is "chain_struggle">>
| <label><span class="def">Pull on the chains</span> <<radiobutton "$leftaction" "chain_struggle" checked>></label>
<<else>>
| <label><span class="def">Pull on the chains</span> <<radiobutton "$leftaction" "chain_struggle">></label>
<</if>>
<</if>>
<</if>>
<<if $machine.tattoo>>
<<if $machine.tattoo.use isnot "inert" and $machine.tattoo.use isnot "destroyed">>
<<if $leftactiondefault is "whack">>
| <label><span class="def">Whack the tattoo gun</span> <<radiobutton "$leftaction" "whack" checked>></label>
<<else>>
| <label><span class="def">Whack the tattoo gun</span> <<radiobutton "$leftaction" "whack">></label>
<</if>>
<</if>>
<</if>>
<<if $machine.vaginal>>
<<if $machine.vaginal.use isnot "inert" and $machine.vaginal.use isnot "destroyed">>
<<if $leftactiondefault is "vaginal_whack">>
| <label><span class="def">Whack the phallic machine</span> <<radiobutton "$leftaction" "vaginal_whack" checked>></label>
<<else>>
| <label><span class="def">Whack the phallic machine</span> <<radiobutton "$leftaction" "vaginal_whack">></label>
<</if>>
<<if $leftactiondefault is "vaginal_push">>
| <label><span class="brat">Push the phallic machine away</span> <<radiobutton "$leftaction" "vaginal_push" checked>></label>
<<else>>
| <label><span class="brat">Push the phallic machine away</span> <<radiobutton "$leftaction" "vaginal_push">></label>
<</if>>
<</if>>
<</if>>
<<if $machine.anal>>
<<if $machine.anal.use isnot "inert" and $machine.anal.use isnot "destroyed">>
<<if $leftactiondefault is "anal_whack">>
| <label><span class="def">Whack the small phallic machine</span> <<radiobutton "$leftaction" "anal_whack" checked>></label>
<<else>>
| <label><span class="def">Whack the small phallic machine</span> <<radiobutton "$leftaction" "anal_whack">></label>
<</if>>
<<if $leftactiondefault is "anal_push">>
| <label><span class="brat">Push the phallic machine away</span> <<radiobutton "$leftaction" "anal_push" checked>></label>
<<else>>
| <label><span class="brat">Push the phallic machine away</span> <<radiobutton "$leftaction" "anal_push">></label>
<</if>>
<</if>>
<</if>>
<<if $leftactiondefault is "rest">>
| <label>Rest <<radiobutton "$leftaction" "rest" checked>></label>
<<else>>
| <label>Rest <<radiobutton "$leftaction" "rest">></label>
<</if>>
<<elseif $leftarm is "mechgrappled">>
<br>
Your left arm is held down.
<br>
<<if $machine.arm_chains>>
<<if $machine.arm_chains.use isnot "inert" and $machine.arm_chains.use isnot "destroyed">>
<<if $leftactiondefault is "chain_struggle">>
| <label><span class="def">Pull on the chains</span> <<radiobutton "$leftaction" "chain_struggle" checked>></label>
<<else>>
| <label><span class="def">Pull on the chains</span> <<radiobutton "$leftaction" "chain_struggle">></label>
<</if>>
<</if>>
<</if>>
<<if $leftactiondefault is "rest">>
| <label>Rest <<radiobutton "$leftaction" "rest" checked>></label>
<<else>>
| <label>Rest <<radiobutton "$leftaction" "rest">></label>
<</if>>
<<elseif $leftarm is "bound">>
<br>
Your left arm is bound.
<</if>>
<<if $rightarm is 0>>
<br>
Your right arm is free.
<br>
<<if $machine.arm_chains>>
<<if $machine.arm_chains.use isnot "inert" and $machine.arm_chains.use isnot "destroyed">>
<<if $rightactiondefault is "chain_struggle">>
| <label><span class="def">Pull on the chains</span> <<radiobutton "$rightaction" "chain_struggle" checked>></label>
<<else>>
| <label><span class="def">Pull on the chains</span> <<radiobutton "$rightaction" "chain_struggle">></label>
<</if>>
<</if>>
<</if>>
<<if $machine.tattoo>>
<<if $machine.tattoo.use isnot "inert" and $machine.tattoo.use isnot "destroyed">>
<<if $rightactiondefault is "whack">>
| <label><span class="def">Whack the tattoo gun</span> <<radiobutton "$rightaction" "whack" checked>></label>
<<else>>
| <label><span class="def">Whack the tattoo gun</span> <<radiobutton "$rightaction" "whack">></label>
<</if>>
<</if>>
<</if>>
<<if $machine.vaginal>>
<<if $machine.vaginal.use isnot "inert" and $machine.vaginal.use isnot "destroyed">>
<<if $rightactiondefault is "vaginal_whack">>
| <label><span class="def">Whack the phallic machine</span> <<radiobutton "$rightaction" "vaginal_whack" checked>></label>
<<else>>
| <label><span class="def">Whack the phallic machine</span> <<radiobutton "$rightaction" "vaginal_whack">></label>
<</if>>
<<if $rightactiondefault is "vaginal_push">>
| <label><span class="brat">Push the phallic machine away</span> <<radiobutton "$rightaction" "vaginal_push" checked>></label>
<<else>>
| <label><span class="brat">Push the phallic machine away</span> <<radiobutton "$rightaction" "vaginal_push">></label>
<</if>>
<</if>>
<</if>>
<<if $machine.anal>>
<<if $machine.anal.use isnot "inert" and $machine.anal.use isnot "destroyed">>
<<if $rightactiondefault is "anal_whack">>
| <label><span class="def">Whack the small phallic machine</span> <<radiobutton "$rightaction" "anal_whack" checked>></label>
<<else>>
| <label><span class="def">Whack the small phallic machine</span> <<radiobutton "$rightaction" "anal_whack">></label>
<</if>>
<<if $rightactiondefault is "anal_push">>
| <label><span class="brat">Push the small phallic machine away</span> <<radiobutton "$rightaction" "anal_push" checked>></label>
<<else>>
| <label><span class="brat">Push the small phallic machine away</span> <<radiobutton "$rightaction" "anal_push">></label>
<</if>>
<</if>>
<</if>>
<<if $rightactiondefault is "rest">>
| <label>Rest <<radiobutton "$rightaction" "rest" checked>></label>
<<else>>
| <label>Rest <<radiobutton "$rightaction" "rest">></label>
<</if>>
<<elseif $rightarm is "mechgrappled">>
<br>
Your right arm is chained.
<br>
<<if $machine.arm_chains>>
<<if $machine.arm_chains.use isnot "inert" and $machine.arm_chains.use isnot "destroyed">>
<<if $rightactiondefault is "chain_struggle">>
| <label><span class="def">Pull on the chains</span> <<radiobutton "$rightaction" "chain_struggle" checked>></label>
<<else>>
| <label><span class="def">Pull on the chains</span> <<radiobutton "$rightaction" "chain_struggle">></label>
<</if>>
<</if>>
<</if>>
<<if $rightactiondefault is "rest">>
| <label>Rest <<radiobutton "$rightaction" "rest" checked>></label>
<<else>>
| <label>Rest <<radiobutton "$rightaction" "rest">></label>
<</if>>
<<elseif $rightarm is "bound">>
<br>
Your right arm is bound.
<</if>>
<<if $feetuse is 0>>
<br>
Your legs are free.
<br>
<<if $machine.leg_chains>>
<<if $machine.leg_chains.use isnot "inert" and $machine.leg_chains.use isnot "destroyed">>
<<if $feetactiondefault is "chain_struggle">>
| <label><span class="def">Pull on the chains</span> <<radiobutton "$feetaction" "chain_struggle" checked>></label>
<<else>>
| <label><span class="def">Pull on the chains</span> <<radiobutton "$feetaction" "chain_struggle">></label>
<</if>>
<</if>>
<</if>>
<<if $machine.tattoo>>
<<if $machine.tattoo.use isnot "inert" and $machine.tattoo.use isnot "destroyed">>
<<if $feetactiondefault is "whack">>
| <label><span class="def">Kick the tattoo gun</span> <<radiobutton "$feetaction" "whack" checked>></label>
<<else>>
| <label><span class="def">Kick the tattoo gun</span> <<radiobutton "$feetaction" "whack">></label>
<</if>>
<</if>>
<</if>>
<<if $machine.vaginal>>
<<if $machine.vaginal.use isnot "inert" and $machine.vaginal.use isnot "destroyed">>
<<if $feetactiondefault is "vaginal_whack">>
| <label><span class="def">Kick the phallic machine</span> <<radiobutton "$feetaction" "vaginal_whack" checked>></label>
<<else>>
| <label><span class="def">Kick the phallic machine</span> <<radiobutton "$feetaction" "vaginal_whack">></label>
<</if>>
<<if $feetactiondefault is "vaginal_push">>
| <label><span class="brat">Push the phallic machine away</span> <<radiobutton "$feetaction" "vaginal_push" checked>></label>
<<else>>
| <label><span class="brat">Push the phallic machine away</span> <<radiobutton "$feetaction" "vaginal_push">></label>
<</if>>
<</if>>
<</if>>
<<if $machine.anal>>
<<if $machine.anal.use isnot "inert" and $machine.anal.use isnot "destroyed">>
<<if $feetactiondefault is "anal_whack">>
| <label><span class="def">Kick the small phallic machine</span> <<radiobutton "$feetaction" "anal_whack" checked>></label>
<<else>>
| <label><span class="def">Kick the small phallic machine</span> <<radiobutton "$feetaction" "anal_whack">></label>
<</if>>
<<if $feetactiondefault is "anal_push">>
| <label><span class="brat">Push the small phallic machine away</span> <<radiobutton "$feetaction" "anal_push" checked>></label>
<<else>>
| <label><span class="brat">Push the small phallic machine away</span> <<radiobutton "$feetaction" "anal_push">></label>
<</if>>
<</if>>
<</if>>
<<if $feetactiondefault is "rest">>
| <label>Rest <<radiobutton "$feetaction" "rest" checked>></label>
<<else>>
| <label>Rest <<radiobutton "$feetaction" "rest">></label>
<</if>>
<<elseif $feetuse is "mechgrappled">>
<br>
Your legs are chained.
<br>
<<if $machine.leg_chains>>
<<if $machine.leg_chains.use isnot "inert" and $machine.leg_chains.use isnot "destroyed">>
<<if $feetactiondefault is "chain_struggle">>
| <label><span class="def">Pull against the chains</span> <<radiobutton "$feetaction" "chain_struggle" checked>></label>
<<else>>
| <label><span class="def">Pull against the chains</span> <<radiobutton "$feetaction" "chain_struggle">></label>
<</if>>
<</if>>
<</if>>
<<if $feetactiondefault is "rest">>
| <label>Rest <<radiobutton "$feetaction" "rest" checked>></label>
<<else>>
| <label>Rest <<radiobutton "$feetaction" "rest">></label>
<</if>>
<</if>>
<</if>>
<br><br>
<<setupMidOrgasm>>
<</widget>><<widget "machine_effects">>
<<pain -0.25>>
<<if $trance gte 1 or $dissociation gte 2>>
<<if $position is "stalk">>
You wander in a daze, unaware of your surroundings.
<<else>>
You stare straight ahead, your body passive and compliant.
<</if>>
<</if>>
<<if $underwater is 1>>
<<set $underwatertime += 1>>
<<if $underwatertime lte 5>>
You are underwater, and cannot speak.
<<elseif $underwatertime lte 10>>
<span class="blue">You are underwater, and cannot breathe.</span>
<<gstress>><<stress 1>>
<<elseif $underwatertime lte 15>>
<span class="purple">You are underwater, and cannot breathe.</span>
<<gstress>><<stress 2>>
<<elseif $underwatertime lte 20>>
<span class="pink">You are underwater, and cannot breathe.</span>
<<gtrauma>><<gstress>><<stress 4>><<trauma 2>>
<<else>>
<span class="red">You are suffocating beneath the water.</span>
<<pain 20 1>><<gtrauma>><<gstress>><<gpain>><<stress 6>><<trauma 4>>
<br><br>
<</if>>
<</if>>
<<effectspain>>
<<effectsorgasm>>
<<effectsdissociation>>
<<if $leftaction is "rest">>
<<set $leftactiondefault to "rest">><<set $leftaction to 0>>
<</if>>
<<if $rightaction is "rest">>
<<set $rightactiondefault to "rest">><<set $rightaction to 0>>
<</if>>
<<if $leftaction is "chain_struggle" and $rightaction is "chain_struggle">>
<<set $leftaction to 0>><<set $leftactiondefault to "chain_struggle">><<set $rightaction to 0>><<set $rightactiondefault to "chain_struggle">>
<<defiance 5>><<set $machine.arm_chains.health -= 2>>
You pull both arms against the chains. You feel something give, but they tighten in response.
<br>
<<elseif $leftaction is "chain_struggle">>
<<set $leftaction to 0>><<set $leftactiondefault to "chain_struggle">>
You pull against the chains with your left arm. You feel something give, but they tighten in response.
<br>
<<elseif $rightaction is "chain_struggle">>
<<set $rightaction to 0>><<set $rightactiondefault to "chain_struggle">>
You pull against the chains with your right arm. You feel something give, but they tighten in response.
<br>
<</if>>
<<if $leftaction is "whack" and $rightaction is "whack">>
<<set $leftactiondefault to "whack">><<set $leftaction to 0>><<set $rightactiondefault to "whack">><<set $rightaction to 0>>
<<defiance 10>><<set $machine.tattoo.health -= 2>><<machine_violent_arms>>
<<if $machine.tattoo.use isnot "ready">>
You whack the tattoo gun with both hands, <span class="lblue">knocking it away from you.</span>
<<set $machine.tattoo.use to "ready">>
<<set $machine.tattoo.state to "ready">>
<<else>>
You whack the tattoo gun with both hands.
<</if>>
<<set $attackstat += 2>>
<<if currentSkillValue('physique') gte random(1, $physiquemax)>>
<span class="teal">You feel something snap behind the metal.</span><<set $machine.tattoo.health -= 2>>
<</if>>
<br>
<<elseif $leftaction is "whack">>
<<set $leftactiondefault to "whack">><<set $leftaction to 0>>
<<defiance 5>><<set $machine.tattoo.health -= 1>><<machine_violent_arms>>
<<if $machine.tattoo.use isnot "ready">>
You whack the tattoo gun, <span class="lblue">knocking it away from you.</span>
<<set $machine.tattoo.use to "ready">>
<<set $machine.tattoo.state to "ready">>
<<else>>
You whack the tattoo gun.
<</if>>
<<set $attackstat += 1>>
<<if currentSkillValue('physique') gte random(1, $physiquemax)>>
<span class="teal">You feel something snap behind the metal.</span><<set $machine.tattoo.health -= 1>>
<</if>>
<br>
<<elseif $rightaction is "whack">>
<<set $rightactiondefault to "whack">><<set $rightaction to 0>>
<<defiance 5>><<set $machine.tattoo.health -= 1>><<machine_violent_arms>>
<<if $machine.tattoo.use isnot "ready">>
You whack the tattoo gun, <span class="lblue">knocking it away from you.</span>
<<set $machine.tattoo.use to "ready">>
<<set $machine.tattoo.state to "ready">>
<<else>>
You whack the tattoo gun.
<</if>>
<<set $attackstat += 1>>
<<if currentSkillValue('physique') gte random(1, $physiquemax)>>
<span class="teal">You feel something snap behind the metal.</span><<set $machine.tattoo.health -= 1>>
<</if>>
<br>
<</if>>
<<if $leftaction is "vaginal_whack" and $rightaction is "vaginal_whack">>
<<set $leftactiondefault to "vaginal_whack">><<set $leftaction to 0>><<set $rightactiondefault to "vaginal_whack">><<set $rightaction to 0>>
<<defiance 10>><<set $machine.vaginal.health -= 2>><<machine_violent_arms>>
<<if $machine.vaginal.use isnot "ready" and currentSkillValue('physique') gte random(1, 40000)>>
You whack the phallic machine with both hands, <span class="lblue">knocking it away from you.</span>
<<set $machine.vaginal.use to "ready">>
<<set $machine.vaginal.state to "ready">>
<<else>>
You whack the phallic machine with both hands.
<</if>>
<<set $attackstat += 2>>
<<if currentSkillValue('physique') gte random(1, $physiquemax)>>
<span class="teal">You feel something snap behind the silicone.</span><<set $machine.vaginal.health -= 2>>
<</if>>
<br>
<<elseif $leftaction is "vaginal_whack">>
<<set $leftactiondefault to "vaginal_whack">><<set $leftaction to 0>>
<<defiance 5>><<set $machine.vaginal.health -= 1>><<machine_violent_arms>>
<<if $machine.vaginal.use isnot "ready" and currentSkillValue('physique') gte random(1, 50000)>>
You whack the phallic machine, <span class="lblue">knocking it away from you.</span>
<<set $machine.vaginal.use to "ready">>
<<set $machine.vaginal.state to "ready">>
<<else>>
You whack the phallic machine.
<</if>>
<<set $attackstat += 1>>
<<if currentSkillValue('physique') gte random(1, $physiquemax)>>
<span class="teal">You feel something snap behind the silicone.</span><<set $machine.vaginal.health -= 1>>
<</if>>
<br>
<<elseif $rightaction is "vaginal_whack">>
<<set $rightactiondefault to "vaginal_whack">><<set $rightaction to 0>>
<<defiance 5>><<set $machine.vaginal.health -= 1>><<machine_violent_arms>>
<<if $machine.vaginal.use isnot "ready" and currentSkillValue('physique') gte random(1, 50000)>>
You whack the phallic machine, <span class="lblue">knocking it away from you.</span>
<<set $machine.vaginal.use to "ready">>
<<set $machine.vaginal.state to "ready">>
<<else>>
You whack the phallic machine.
<</if>>
<<set $attackstat += 1>>
<<if currentSkillValue('physique') gte random(1, $physiquemax)>>
<span class="teal">You feel something snap behind the metal.</span><<set $machine.vaginal.health -= 1>>
<</if>>
<br>
<</if>>
<<if $leftaction is "vaginal_push" and $rightaction is "vaginal_push">>
<<set $leftaction to 0>><<set $leftactiondefault to "vaginal_push">><<set $rightaction to 0>><<set $rightactiondefault to "vaginal_push">>
<<brat 5>><<machine_violent_arms>>
<<if random(1, 3) is 3>>
<<set $machine.vaginal.health -= 1>>
<</if>>
<<if $machine.vaginal.state is "penetrated">>
You try to push the phallic machine away with both hands, <span class="pink">but its hammering is too ferocious.</span>
<<elseif $machine.vaginal.state is "imminent">>
<<set $machine.vaginal.state to "ready">>
<<set $machine.vaginal.use to "ready">>
<<set $vaginastate to 0>><<set $vaginause to 0>>
You push the phallic machine with both hands, <span class="teal">forcing it away from your <<pussy>>.</span>
<<elseif $machine.vaginal.state is "entrance">>
<<set $machine.vaginal.state to "ready">>
<<set $machine.vaginal.use to "ready">>
<<set $vaginastate to 0>><<set $vaginause to 0>>
You push the phallic machine with both hands, <span class="lblue">forcing it away from your <<pussy>>.</span>
<<else>>
You push the phallic machine with both hands, trying to keep it away from your <<pussy>>.
<</if>>
<<elseif $leftaction is "vaginal_push">>
<<set $leftaction to 0>><<set $leftactiondefault to "vaginal_push">>
<<brat 5>><<machine_violent_arms>>
<<if random(1, 6) is 6>>
<<set $machine.vaginal.health -= 1>>
<</if>>
<<if $machine.vaginal.state is "penetrated">>
You try to push the phallic machine away with your left hand, <span class="pink">but its hammering is too ferocious.</span>
<<elseif $machine.vaginal.state is "imminent">>
<<set $machine.vaginal.state to "entrance">>
<<set $vaginastate to "entrance">>
You push the phallic machine with your left hand, <span class="lblue">forcing it away from your <<pussy>>.</span>
<<elseif $machine.vaginal.state is "entrance">>
<<set $machine.vaginal.state to "ready">>
<<set $machine.vaginal.use to "ready">>
<<set $vaginause to 0>><<set $vaginastate to 0>>
You push the phallic machine with your left hand, <span class="lblue">forcing it away from your <<pussy>>.</span>
<<else>>
You push the phallic machine with your left hand, trying to keep it away from your <<pussy>>.
<</if>>
<<elseif $rightaction is "vaginal_push">>
<<set $rightaction to 0>><<set $rightactiondefault to "vaginal_push">>
<<brat 5>><<machine_violent_arms>>
<<if random(1, 6) is 6>>
<<set $machine.vaginal.health -= 1>>
<</if>>
<<if $machine.vaginal.state is "penetrated">>
You try to push the phallic machine away with your right hand, <span class="pink">but its hammering is too ferocious.</span>
<<elseif $machine.vaginal.state is "imminent">>
<<set $machine.vaginal.state to "entrance">>
<<set $vaginastate to "entrance">>
You push the phallic machine with your right hand, <span class="lblue">forcing it away from your <<pussy>>.</span>
<<elseif $machine.vaginal.state is "entrance">>
<<set $machine.vaginal.state to "ready">>
<<set $machine.vaginal.use to "ready">>
<<set $vaginause to 0>><<set $vaginastate to 0>>
You push the phallic machine with your right hand, <span class="lblue">forcing it away from your <<pussy>>.</span>
<<else>>
You push the phallic machine with your right hand, trying to keep it away from your <<pussy>>.
<</if>>
<</if>>
<<if $leftaction is "anal_whack" and $rightaction is "anal_whack">>
<<set $leftactiondefault to "anal_whack">><<set $leftaction to 0>><<set $rightactiondefault to "anal_whack">><<set $rightaction to 0>>
<<defiance 10>><<set $machine.anal.health -= 2>><<machine_violent_arms>>
<<if $machine.anal.use isnot "ready" and currentSkillValue('physique') gte random(1, 40000)>>
You whack the small phallic machine with both hands, <span class="lblue">knocking it away from you.</span>
<<set $machine.anal.use to "ready">>
<<set $machine.anal.state to "ready">>
<<else>>
You whack the small phallic machine with both hands.
<</if>>
<<set $attackstat += 2>>
<<if currentSkillValue('physique') gte random(1, $physiquemax)>>
<span class="teal">You feel something snap behind the silicone.</span><<set $machine.anal.health -= 2>>
<</if>>
<br>
<<elseif $leftaction is "anal_whack">>
<<set $leftactiondefault to "anal_whack">><<set $leftaction to 0>>
<<defiance 5>><<set $machine.anal.health -= 1>><<machine_violent_arms>>
<<if $machine.anal.use isnot "ready" and currentSkillValue('physique') gte random(1, 50000)>>
You whack the small phallic machine, <span class="lblue">knocking it away from you.</span>
<<set $machine.anal.use to "ready">>
<<set $machine.anal.state to "ready">>
<<else>>
You whack the small phallic machine.
<</if>>
<<set $attackstat += 1>>
<<if currentSkillValue('physique') gte random(1, $physiquemax)>>
<span class="teal">You feel something snap behind the silicone.</span><<set $machine.anal.health -= 1>>
<</if>>
<br>
<<elseif $rightaction is "anal_whack">>
<<set $rightactiondefault to "anal_whack">><<set $rightaction to 0>>
<<defiance 5>><<set $machine.anal.health -= 1>><<machine_violent_arms>>
<<if $machine.anal.use isnot "ready" and currentSkillValue('physique') gte random(1, 50000)>>
You whack the small phallic machine, <span class="lblue">knocking it away from you.</span>
<<set $machine.anal.use to "ready">>
<<set $machine.anal.state to "ready">>
<<else>>
You whack the small phallic machine.
<</if>>
<<set $attackstat += 1>>
<<if currentSkillValue('physique') gte random(1, $physiquemax)>>
<span class="teal">You feel something snap behind the metal.</span><<set $machine.anal.health -= 1>>
<</if>>
<br>
<</if>>
<<if $leftaction is "anal_push" and $rightaction is "anal_push">>
<<set $leftaction to 0>><<set $leftactiondefault to "anal_push">><<set $rightaction to 0>><<set $rightactiondefault to "anal_push">>
<<brat 5>><<machine_violent_arms>>
<<if random(1, 3) is 3>>
<<set $machine.anal.health -= 1>>
<</if>>
<<if $machine.anal.state is "penetrated">>
You try to push the small phallic machine away with both hands, <span class="pink">but its hammering is too ferocious.</span>
<<elseif $machine.anal.state is "imminent">>
<<set $machine.anal.state to "ready">>
<<set $machine.anal.use to "ready">>
<<set $anusstate to 0>><<set $anususe to 0>>
You push the small phallic machine with both hands, <span class="teal">forcing it away from your <<bottom>>.</span>
<<elseif $machine.anal.state is "entrance">>
<<set $machine.anal.state to "ready">>
<<set $machine.anal.use to "ready">>
<<set $anusstate to 0>><<set $anususe to 0>>
You push the small phallic machine with both hands, <span class="lblue">forcing it away from your <<bottom>>.</span>
<<else>>
You push the small phallic machine with both hands, trying to keep it away from your <<bottom>>.
<</if>>
<<elseif $leftaction is "anal_push">>
<<set $leftaction to 0>><<set $leftactiondefault to "anal_push">>
<<brat 5>><<machine_violent_arms>>
<<if random(1, 6) is 6>>
<<set $machine.anal.health -= 1>>
<</if>>
<<if $machine.anal.state is "penetrated">>
You try to push the small phallic machine away with your left hand, <span class="pink">but its hammering is too ferocious.</span>
<<elseif $machine.anal.state is "imminent">>
<<set $machine.anal.state to "entrance">>
<<set $anusstate to "entrance">>
You push the small phallic machine with your left hand, <span class="lblue">forcing it away from your <<bottom>>.</span>
<<elseif $machine.anal.state is "entrance">>
<<set $machine.anal.state to "ready">>
<<set $machine.anal.use to "ready">>
<<set $anususe to 0>><<set $anusstate to 0>>
You push the small phallic machine with your left hand, <span class="lblue">forcing it away from your <<bottom>>.</span>
<<else>>
You push the small phallic machine with your left hand, trying to keep it away from your <<bottom>>.
<</if>>
<<elseif $rightaction is "anal_push">>
<<set $rightaction to 0>><<set $rightactiondefault to "anal_push">>
<<brat 5>><<machine_violent_arms>>
<<if random(1, 6) is 6>>
<<set $machine.anal.health -= 1>>
<</if>>
<<if $machine.anal.state is "penetrated">>
You try to push the small phallic machine away with your right hand, <span class="pink">but its hammering is too ferocious.</span>
<<elseif $machine.anal.state is "imminent">>
<<set $machine.anal.state to "entrance">>
<<set $anusstate to "entrance">>
You push the small phallic machine with your right hand, <span class="lblue">forcing it away from your <<bottom>>.</span>
<<elseif $machine.anal.state is "entrance">>
<<set $machine.anal.state to "ready">>
<<set $machine.anal.use to "ready">>
<<set $anususe to 0>><<set $anusstate to 0>>
You push the small phallic machine with your right hand, <span class="lblue">forcing it away from your <<bottom>>.</span>
<<else>>
You push the small phallic machine with your right hand, trying to keep it away from your <<bottom>>.
<</if>>
<</if>>
<<if $feetaction is "rest">>
<<set $feetaction to "rest">><<set $feetactiondefault to "rest">>
<</if>>
<<if $feetaction is "chain_struggle">>
<<set $feetaction to 0>><<set $feetactiondefault to "chain_struggle">>
<<defiance 5>><<set $machine.leg_chains.health -= 1>>
You pull against the chains holding your legs. You feel something give, but they tighten in response.
<br>
<</if>>
<<if $feetaction is "whack">>
<<set $feetactiondefault to "whack">><<set $feetaction to 0>>
<<defiance 5>><<set $machine.tattoo.health -= 1>><<machine_violent_legs>>
<<if $machine.tattoo.use isnot "ready">>
You kick the tattoo gun, <span class="lblue">knocking it away from you.</span>
<<set $machine.tattoo.use to "ready">>
<<set $machine.tattoo.state to "ready">>
<<else>>
You kick the tattoo gun.
<</if>>
<<set $attackstat += 1>>
<<if currentSkillValue('physique') gte random(1, $physiquemax)>>
<span class="teal">You feel something snap behind the metal.</span><<set $machine.tattoo.health -= 1>>
<</if>>
<br>
<</if>>
<<if $feetaction is "vaginal_whack">>
<<set $feetactiondefault to "vaginal_whack">><<set $feetaction to 0>>
<<defiance 5>><<set $machine.vaginal.health -= 1>><<machine_violent_legs>>
<<if random(1, 6) is 6>>
<<set $machine.vaginal.health -= 1>>
<</if>>
<<if $machine.vaginal.use isnot "ready" and currentSkillValue('physique') gte random(1, 50000)>>
You kick the phallic machine, <span class="lblue">knocking it away from you.</span>
<<set $machine.vaginal.use to "ready">>
<<set $machine.vaginal.state to "ready">>
<<else>>
You kick the phallic machine.
<</if>>
<<set $attackstat += 1>>
<<if currentSkillValue('physique') gte random(1, $physiquemax)>>
<span class="teal">You feel something snap behind the silicone.</span><<set $machine.vaginal.health -= 1>>
<</if>>
<br>
<</if>>
<<if $feetaction is "vaginal_push">>
<<set $feetaction to 0>><<set $feetactiondefault to "vaginal_push">>
<<brat 5>><<machine_violent_legs>>
<<if $machine.vaginal.state is "penetrated">>
You try to push the phallic machine away with your feet, <span class="pink">but it doesn't relent.</span>
<<elseif $machine.vaginal.state is "imminent">>
<<set $machine.vaginal.state to "entrance">>
<<set $vaginastate to "entrance">>
You push the phallic machine with your feet, <span class="lblue">forcing it away from your <<pussy>>.</span>
<<elseif $machine.vaginal.state is "entrance">>
<<set $machine.vaginal.state to "ready">>
<<set $machine.vaginal.use to "ready">>
<<set $vaginause to 0>><<set $vaginastate to 0>>
You push the phallic machine with your feet, <span class="lblue">forcing it away from your <<pussy>>.</span>
<<else>>
You push the phallic machine with your feet, trying to keep it away from your <<pussy>>.
<</if>>
<br>
<</if>>
<<if $feetaction is "anal_whack">>
<<set $feetactiondefault to "anal_whack">><<set $feetaction to 0>>
<<defiance 5>><<set $machine.anal.health -= 1>><<machine_violent_legs>>
<<if random(1, 6) is 6>>
<<set $machine.anal.health -= 1>>
<</if>>
<<if $machine.anal.use isnot "ready" and currentSkillValue('physique') gte random(1, 50000)>>
You kick the small phallic machine, <span class="lblue">knocking it away from you.</span>
<<set $machine.anal.use to "ready">>
<<set $machine.anal.state to "ready">>
<<else>>
You kick the small phallic machine.
<</if>>
<<set $attackstat += 1>>
<<if currentSkillValue('physique') gte random(1, $physiquemax)>>
<span class="teal">You feel something snap behind the silicone.</span><<set $machine.anal.health -= 1>>
<</if>>
<br>
<</if>>
<<if $feetaction is "anal_push">>
<<set $feetaction to 0>><<set $feetactiondefault to "anal_push">>
<<brat 5>><<machine_violent_legs>>
<<if $machine.anal.state is "penetrated">>
You try to push the small phallic machine away with your feet, <span class="pink">but it continues to hammer your <<bottom>>.</span>
<<elseif $machine.anal.state is "imminent">>
<<set $machine.anal.state to "entrance">>
<<set $anusstate to "entrance">>
You push the small phallic machine with your feet, <span class="lblue">forcing it away from your <<bottom>>.</span>
<<elseif $machine.anal.state is "entrance">>
<<set $machine.anal.state to "ready">>
<<set $machine.anal.use to "ready">>
<<set $anususe to 0>><<set $anusstate to 0>>
You push the small phallic machine with your feet, <span class="lblue">forcing it away from your <<bottom>>.</span>
<<else>>
You push the small phallic machine with your feet, trying to keep it away from your <<bottom>>.
<</if>>
<br>
<</if>>
<<if $machine.tattoo>>
<<if $machine.tattoo.health lte 0 and $machine.tattoo.use isnot "destroyed">>
<<set $machine.number -= 1>>
<<set $machine_stat += 1>>
<<set $machine.tattoo.use to "destroyed">>
<<set $machine.tattoo.state to "destroyed">>
Sparks fly, and the tattoo gun <span class="green">shudders to a halt.</span>
<br>
<</if>>
<</if>>
<<if $machine.vaginal>>
<<if $machine.vaginal.health lte 0 and $machine.vaginal.use isnot "destroyed">>
<<set $machine.number -= 1>>
<<set $machine_stat += 1>>
<<set $machine.vaginal.use to "destroyed">>
<<set $machine.vaginal.state to "destroyed">>
Sparks fly, and the phallic machine <span class="green">shudders to a halt.</span>
<br>
<<machine_vaginal_disable>>
<</if>>
<</if>>
<<if $machine.anal>>
<<if $machine.anal.health lte 0 and $machine.anal.use isnot "destroyed">>
<<set $machine.number -= 1>>
<<set $machine_stat += 1>>
<<set $machine.anal.use to "destroyed">>
<<set $machine.anal.state to "destroyed">>
Sparks fly, and the small phallic machine <span class="green">shudders to a halt.</span>
<br>
<<machine_anal_disable>>
<</if>>
<</if>>
<<if $machine.arm_chains>>
<<if $machine.arm_chains.health lte 0 and $machine.arm_chains.use isnot "destroyed">>
<<set $machine_stat += 1>>
<<set $machine.arm_chains.use to "destroyed">>
<<set $machine.arm_chains.state to "destroyed">>
Sparks fly from the rails above, <span class="green">and the chains holding your arms slacken.</span>
<br>
<<machine_arm_chains_disable>>
<</if>>
<</if>>
<<if $machine.leg_chains>>
<<if $machine.leg_chains.health lte 0 and $machine.leg_chains.use isnot "destroyed">>
<<set $machine_stat += 1>>
<<set $machine.leg_chains.use to "destroyed">>
<<set $machine.leg_chains.state to "destroyed">>
Sparks fly from the rails above, <span class="green">and the chains holding your legs slacken.</span>
<br>
<<machine_leg_chains_disable>>
<</if>>
<</if>>
<</widget>>
<<widget "machine_violent_arms">>
<<set _machine_arms to 1>>
<</widget>>
<<widget "machine_violent_legs">>
<<set _machine_legs to 1>>
<</widget>><<widget "machine_init">>
<<combatinit>>
<<set $enemytype to "machine">>
<<set $machine to {}>>
<<set $machine.number to 0>>
<<set $machine.speed to 2>>
<<for _i = 0; _i < _args.length; _i++>>
<<set $machine[_args[_i]] to {}>>
<<set $machine[_args[_i]].health to $machine_health>>
<<set $machine[_args[_i]].ammo to $machine_ammo>>
<<set $machine[_args[_i]].hack to 0>>
<<set $machine[_args[_i]].state to "ready">>
<<set $machine[_args[_i]].use to "ready">>
<<if _args[_i] isnot "arm_chains" and _args[_i] isnot "leg_chains">>
<<set $machine.number += 1>>
<</if>>
<</for>>
<<set $leftactiondefault to "rest">>
<<set $rightactiondefault to "rest">>
<<set $feetactiondefault to "rest">>
<</widget>>
<<widget "machine_damage">>
<<if $machine[_args[0]].health gte $machine_health>>
<span class="red">sturdy</span>
<<elseif $machine[_args[0]].health gte ($machine_health * 0.8)>>
<span class="pink">dented</span>
<<elseif $machine[_args[0]].health gte ($machine_health * 0.6)>>
<span class="purple">dented</span>
<<elseif $machine[_args[0]].health gte ($machine_health * 0.4)>>
<span class="blue">fractured</span>
<<elseif $machine[_args[0]].health gte ($machine_health * 0.2)>>
<span class="lblue">cracked</span>
<<elseif $machine[_args[0]].health gte ($machine_health * 0.1)>>
<span class="teal">cracked</span>
<<else>>
<span class="green">ruined</span>
<</if>>
<</widget>>
<<widget "machine_end">>
<<unset $machine>>
<<unset $machine_health>>
<<unset $machine_ammo>>
<<endcombat>>
<</widget>>
<<widget "machine_combat">>
<<if $machine.tattoo>>
<<switch $machine.tattoo.state>>
<<case "ready">>
<<if $position is "doggy">>
<<set _machine_selection to random(1, 5)>>
<<if _machine_selection is 1 and $machine.tattoo.back isnot 1>>
<<set _machine_choice to "back">>
<<elseif _machine_selection is 2 and $machine.tattoo.left_shoulder isnot 1>>
<<set _machine_choice to "left_shoulder">>
<<elseif _machine_selection is 3 and $machine.tattoo.left_cheek isnot 1>>
<<set _machine_choice to "left_cheek">>
<<elseif _machine_selection is 4 and $machine.tattoo.left_bottom isnot 1>>
<<set _machine_choice to "left_bottom">>
<<elseif $machine.tattoo.hack gte 3>>
<<set $machine.tattoo.use to "inert">>
<<set $machine.tattoo.state to "inert">>
<<set $machine.number -= 1>>
<<set $machine_stat += 1>>
The tattoo gun darts around your body, <span class="green">before falling inert.</span>
<<else>>
<<set _machine_choice to "hover">>
<<set $machine.tattoo.hack += 1>>
The tattoo gun points to each of your body parts in turn, as if making a decision.
<</if>>
<<else>>
<<set _machine_selection to random(1, 8)>>
<<if _machine_selection is 1 and $machine.tattoo.breasts isnot 1>>
<<set _machine_choice to "breasts">>
<<elseif _machine_selection is 2 and $machine.tattoo.forehead isnot 1>>
<<set _machine_choice to "forehead">>
<<elseif _machine_selection is 3 and $machine.tattoo.left_thigh isnot 1>>
<<set _machine_choice to "left_thigh">>
<<elseif _machine_selection is 4 and $machine.tattoo.pubic isnot 1>>
<<set _machine_choice to "pubic">>
<<elseif _machine_selection is 5 and $machine.tattoo.right_bottom isnot 1>>
<<set _machine_choice to "right_bottom">>
<<elseif _machine_selection is 6 and $machine.tattoo.right_cheek isnot 1>>
<<set _machine_choice to "right_cheek">>
<<elseif _machine_selection is 7 and $machine.tattoo.right_shoulder isnot 1>>
<<set _machine_choice to "right_shoulder">>
<<elseif _machine_selection is 8 and $machine.tattoo.right_thigh isnot 1>>
<<set _machine_choice to "right_thigh">>
<<else>>
<<set _machine_choice to "hover">>
<<set $machine.tattoo.hack += 1>>
The <<machine_damage tattoo>> tattoo gun points to each of your body parts in turn, as if making a decision.
<</if>>
<</if>>
<<if _machine_choice isnot "hover" and $machine.tattoo.use isnot "destroyed" and $machine.tattoo.use isnot "inert">>
Accompanied by a whirring sound, <span class="purple">the <<machine_damage tattoo>> tattoo gun hovers over your <<bodypart _machine_choice>>.</span>
<<set $machine.tattoo.use to _machine_choice>>
<<set $machine.tattoo.state to "entrance">>
<</if>>
<<case "destroyed">>
The tattoo gun twitches, <span class="green">but remains disabled.</span>
<<case "inert">>
The tattoo gun <span class="green">remains motionless.</span>
<<case "entrance">>
<<if !$skin[$machine.tattoo.use].pen>>
The <<machine_damage tattoo>> tattoo gun presses against your <<bodypart $machine.tattoo.use>>. <span class="pink">The whirring intensifies as it prepares to write.</span><<gstress>><<stress 6>>
<<set $machine.tattoo.state to "imminent">>
<<elseif $machine.tattoo.armed is 1>>
The <<machine_damage tattoo>> tattoo gun beeps as a red light scans your skin. <span class="purple">A canister opens on its underside.</span>
<<set $machine.tattoo.state to "foam">>
<<else>>
The <<machine_damage tattoo>> tattoo gun presses against your <<bodypart $machine.tattoo.use>>, <span class="lblue">but then withdraws.</span> A red light runs over your skin, and the gun moves away.
<<set $machine.tattoo[$machine.tattoo.use] to 1>>
<<set $machine.tattoo.use to "ready">>
<<set $machine.tattoo.state to "ready">>
<<set $machine.tattoo.hack += 1>>
<</if>>
<<case "imminent">>
<span class="red">The <<machine_damage tattoo>> tattoo gun writes on your <<bodypart $machine.tattoo.use>>: <<bodywriting_machine $machine.tattoo.use>></span><<ggpain>><<ggtrauma>><<ggstress>><<trauma 18>><<stress 18>><<pain 8>>
<br><br>
<<set $machine.tattoo[$machine.tattoo.use] to 1>>
<<set $machine.tattoo.ammo -= 1>>
<<set $machine_tattoo_success to true>>/*Just controls NPC response following encounter in underground dungeon.*/
<<if $machine.tattoo.ammo gte 1>>
The <<machine_damage tattoo>> tattoo gun pulls away, but remains primed.
<<set $machine.tattoo.use to "ready">>
<<set $machine.tattoo.state to "ready">>
<<else>>
The <<machine_damage tattoo>> tattoo gun pulls away, <span class="green">and falls inert.</span>
<<set $machine.tattoo.use to "inert">>
<<set $machine.tattoo.state to "inert">>
<<set $machine.number -= 1>>
<<set $machine_stat += 1>>
<</if>>
<<case "foam">>
<span class="pink">The <<machine_damage tattoo>> tattoo gun sprays a pink foam over your <<bodypart $machine.tattoo.use>>.</span>
<<if $skin[$machine.tattoo.use] and $skin[$machine.tattoo.use].pen and ["brand", "magic"].includes($skin[$machine.tattoo.use].pen)>>
<span class="blue">Nothing happens to your <<tattoo $machine.tattoo.use>> as the foam clears.</span>
The <<machine_damage tattoo>> tattoo gun pulls away.
<<set $machine.tattoo.use to "ready">>
<<set $machine.tattoo.state to "ready">>
<<set $machine.tattoo.ammo -= 1>>
<<else>>
<<bodywriting_clear $machine.tattoo.use>>
<br><br>
The <<machine_damage tattoo>> tattoo gun presses against your <<bodypart $machine.tattoo.use>>. <span class="pink">The whirring intensifies as it prepares to write.</span>
<<set $machine.tattoo.state to "imminent">>
<</if>>
<</switch>>
<br>
<</if>>
<<if $machine.vaginal>>
<<if $machine.vaginal.ammo lte 0 and $machine.vaginal.state isnot "inert" and $machine.vaginal.state isnot "destroyed">>
<<if $machine.vaginal.state is "penetrated">>
The <<machine_damage vaginal>> phallic machine withdraws from your <<pussy>> with a plop, <span class="green">and shudders to a halt.</span>
<<elseif $machine.vaginal.state is "imminent" or $machine.vaginal.state is "entrance">>
The <<machine_damage vaginal>> phallic machine stops menacing you <<pussy>>, <span class="green">and shudders to a halt</span>.
<<else>>
<span class="green">The <<machine_damage vaginal>> phallic machine shudders to a halt.</span>
<</if>>
<<set $machine.vaginal.use to "inert">>
<<set $machine.vaginal.state to "inert">>
<<set $machine.number -= 1>>
<<machine_vaginal_disable>>
<<else>>
<<switch $machine.vaginal.state>>
<<case "ready">>
The <<machine_damage vaginal>> phallic machine <span class="purple">prods your <<pussy>>.</span>
<<neutral 5 "genitals">>
<<set $vaginause to "machine">><<set $vaginastate to "entrance">><<set $machine.vaginal.use to "vagina">><<set $machine.vaginal.state to "entrance">>
<<case "entrance">>
<<if $worn.over_lower.exposed lte 1>>
<<if $machine.vaginal.armed is 1>>
A canister atop the <<machine_damage vaginal>> phallic machine opens, and sprays a pink foam over your $worn.over_lower.name, <span class="purple">dissolving it.</span>
<<set $worn.over_lower.integrity -= 100>>
<<else>>
The <<machine_damage vaginal>> phallic machine tries to push through your $worn.over_lower.name, tearing the fabric.
<<set $worn.over_lower.integrity -= 20>>
<</if>>
<<elseif $worn.lower.exposed lte 1 and (!setup.clothes.lower[V.worn.lower.index].skirt or !setup.clothes.lower[V.worn.lower.index].short)>>
<<if $machine.vaginal.armed is 1>>
A canister atop the <<machine_damage vaginal>> phallic machine opens, and sprays a pink foam over your $worn.lower.name, <span class="purple">dissolving it.</span>
<<set $worn.lower.integrity -= 100>>
<<else>>
The <<machine_damage vaginal>> phallic machine tries to push through your $worn.lower.name, tearing the fabric.
<<set $worn.lower.integrity -= 20>>
<</if>>
<<elseif $worn.under_lower.exposed lte 0>>
<<if $machine.vaginal.armed is 1>>
A canister atop the <<machine_damage vaginal>> phallic machine opens, and sprays a pink foam over your $worn.under_lower.name, <span class="purple">dissolving the fabric.</span>
<<set $worn.under_lower.integrity -= 100>>
<<else>>
The <<machine_damage vaginal>> phallic machine tries to push through your $worn.under_lower.name, tearing the fabric.
<<set $worn.under_lower.integrity -= 20>>
<</if>>
<<elseif playerChastity("vagina")>>
<<if $machine.vaginal.armed is 1>>
A canister atop the <<machine_damage vaginal>> phallic machine opens, and sprays a pink foam over your $worn.genitals.name, <span class="purple">dissolving the <<= setup.clothes.genitals[clothesIndex('genitals',$worn.genitals)].altDamage || "material">>.</span>
<<set $worn.genitals.integrity -= 100>>
<<else>>
The <<machine_damage vaginal>> phallic machine tries to push through your $worn.genitals.name, tearing the fabric.
<<set $worn.genitals.integrity -= 20>>
<</if>>
<<else>>
The <<machine_damage vaginal>> phallic machine pushes against your <<pussy>>, <span class="pink">about to penetrate.</span>
<<sex 5 "genitals">>
<<set $vaginastate to "imminent">><<set $machine.vaginal.state to "imminent">>
<</if>>
<<case "imminent">>
<<if $player.virginity.vaginal isnot true or $boughtMachine isnot undefined>>
<<sex 30 "genitals">>
<<violence 1>>
<<set $vaginastate to "penetrated">><<set $machine.vaginal.state to "penetrated">><<vaginalstat>><<bruise vagina>><<violence 1>><<raped>><<if $boughtMachine is undefined>><<vaginaraped>><</if>>
<span class="pink">The <<machine_damage vaginal>> phallic machine thrusts into your <<pussy>>.</span>
<<else>>
<<sex 100 "genitals">>
<<bruise vagina>><<vaginalstat>><<raped>><<if $boughtMachine is undefined>><<vaginaraped>><</if>>
<<set $vaginastate to "penetrated">><<set $machine.vaginal.state to "penetrated">>
<span class="red">The <<machine_damage vaginal>> phallic machine thrusts into your virgin pussy,
<<if $sexStats.vagina.pregnancy.totalBirthEvents gt 0>>
despite your lack of a hymen, you feel something inside you change as your virginity and purity are taken.<<violence 10>>
<<else>>
breaking your hymen and forever robbing you of your purity.<<violence 25>>
<</if>>
</span>
<</if>>
<<if $boughtMachine is undefined>><<takeVirginity "sex machine" "vaginal">><</if>>
<<case "penetrated">>
<<if $machine.speed is 3>>
<<switch random(1,5)>>
<<case 1>>
The <<machine_damage vaginal>> phallic machine fucks your <<pussy>> with irregular thrusts, catching you off guard.
<<case 2>>
The <<machine_damage vaginal>> phallic machine seems to inflate inside your <<pussy>>, stretching you out.
<<case 3>>
The <<machine_damage vaginal>> phallic machine fucks your <<pussy>> hard enough to send you lurching forward with each thrust.
<<case 4>>
The <<machine_damage vaginal>> phallic machine hammers deep into your <<pussy>>.
<<case 5>>
The <<machine_damage vaginal>> phallic machine pauses a moment, then <span class="purple">assaults your <<pussy>> with a blur of thrusts.</span>
<<violence 10>><<gpain>>
<</switch>>
<<sex 20 "genitals">><<violence 10>>
<<elseif $machine.speed is 2>>
<<switch random(1,5)>>
<<case 1>>
The <<machine_damage vaginal>> phallic machine fucks your <<pussy>> with a mechanical rhythm.
<<case 2>>
The <<machine_damage vaginal>> phallic machine shifts between each thrust into your <<pussy>>.
<<case 3>>
The <<machine_damage vaginal>> phallic machine pounds your <<pussy>> with a mechanical rhythm.
<<case 4>>
The <<machine_damage vaginal>> phallic machine hammers your <<pussy>> faster than anything alive.
<<case 5>>
The <<machine_damage vaginal>> phallic machine pauses a moment, then <span class="purple">assaults your <<pussy>> with a blur of thrusts.</span>
<<sex 30 "genitals">><<garousal>>
<</switch>>
<<sex 20 "genitals">>
<<else>>
<<switch random(1,5)>>
<<case 1>>
The <<machine_damage vaginal>> phallic machine fucks your <<pussy>> with a gentle rhythm.
<<case 2>>
The <<machine_damage vaginal>> phallic machine rubs against your <<pussy>>.
<<case 3>>
The <<machine_damage vaginal>> phallic machine slowly thrusts into your <<pussy>>.
<<case 4>>
The <<machine_damage vaginal>> phallic machine stops inside your <<pussy>> for a moment, before continuing.
<<case 5>>
The <<machine_damage vaginal>> phallic machine vibrates against the entrance to your <<pussy>>
<</switch>>
<</if>>
<<sex 10 "genitals">><<bruise vagina>><<violence 1>>
<<set $machine.vaginal.ammo -= 1>>
<<case "destroyed">>
The <<machine_damage vaginal>> phallic machine twitches, <span class="green">but remains immobile.</span>
<<case "inert">>
The <<machine_damage vaginal>> phallic machine <span class="green">remains inert.</span>
<</switch>>
<</if>>
<br>
<</if>>
<<if $machine.anal>>
<<if $machine.anal.ammo lte 0 and $machine.anal.state isnot "inert" and $machine.anal.state isnot "destroyed">>
<<if $machine.anal.state is "penetrated">>
The <<machine_damage anal>> small phallic machine withdraws from your <<bottom>> with a plop, <span class="green">and shudders to a halt.</span>
<<elseif $machine.anal.state is "imminent" or $machine.anal.state is "entrance">>
The <<machine_damage anal>> small phallic machine stops menacing you <<bottom>>, <span class="green">and shudders to a halt</span>.
<<else>>
<span class="green">The <<machine_damage anal>> small phallic machine shudders to a halt.</span>
<</if>>
<<set $machine.anal.use to "inert">>
<<set $machine.anal.state to "inert">>
<<set $machine.number -= 1>>
<<machine_anal_disable>>
<<else>>
<<switch $machine.anal.state>>
<<case "ready">>
The <<machine_damage anal>> small phallic machine <span class="purple">prods your <<bottom>>.</span>
<<neutral 5 "anus">>
<<set $anususe to "machine">><<set $anusstate to "entrance">><<set $machine.anal.use to "anus">><<set $machine.anal.state to "entrance">>
<<case "entrance">>
<<if $worn.over_lower.exposed lte 1>>
<<if $machine.anal.armed is 1>>
A canister atop the <<machine_damage anal>> small phallic machine opens, and sprays a pink foam over your $worn.over_lower.name, <span class="purple">dissolving it.</span>
<<set $worn.over_lower.integrity -= 100>>
<<else>>
The <<machine_damage anal>> small phallic machine tries to push through your $worn.over_lower.name, tearing the fabric.
<<set $worn.over_lower.integrity -= 20>>
<</if>>
<<elseif $worn.lower.exposed lte 1 and (!setup.clothes.lower[V.worn.lower.index].skirt or !setup.clothes.lower[V.worn.lower.index].short)>>
<<if $machine.anal.armed is 1>>
A canister atop the <<machine_damage anal>> small phallic machine opens, and sprays a pink foam over your $worn.lower.name, <span class="purple">dissolving it.</span>
<<set $worn.lower.integrity -= 100>>
<<else>>
The <<machine_damage anal>> small phallic machine tries to push through your $worn.lower.name, tearing the fabric.
<<set $worn.lower.integrity -= 20>>
<</if>>
<<elseif $worn.under_lower.exposed lte 0>>
<<if $machine.anal.armed is 1>>
A canister atop the <<machine_damage anal>> small phallic machine opens, and sprays a pink foam over your $worn.under_lower.name, <span class="purple">dissolving the fabric.</span>
<<set $worn.under_lower.integrity -= 100>>
<<else>>
The <<machine_damage anal>> small phallic machine tries to push through your $worn.under_lower.name, tearing the fabric.<<set $worn.under_lower.integrity -= 20>>
<</if>>
<<elseif playerChastity("anus")>>
<<if $machine.anal.armed is 1>>
A canister atop the <<machine_damage anal>> small phallic machine opens, and sprays a pink foam over your $worn.genitals.name, <span class="purple">dissolving the <<= setup.clothes.genitals[clothesIndex('genitals',$worn.genitals)].altDamage || "material">>.</span>
<<set $worn.genitals.integrity -= 100>>
<<else>>
The <<machine_damage anal>> small phallic machine tries to push through your $worn.genitals.name, tearing the fabric.
<<set $worn.genitals.integrity -= 20>>
<</if>>
<<else>>
The <<machine_damage anal>> small phallic machine pushes against your <<bottom>>, <span class="pink">about to penetrate.</span>
<<sex 5 "anus">>
<<set $anusstate to "imminent">><<set $machine.anal.state to "imminent">>
<</if>>
<<case "imminent">>
<<if $player.virginity.anal isnot true or $boughtMachine isnot undefined>>
<<sex 30 "anus">>
<<violence 1>>
<<set $anusstate to "penetrated">><<set $machine.anal.state to "penetrated">><<analstat>><<bruise anus>><<violence 1>><<raped>><<anusraped>>
<span class="pink">The <<machine_damage anal>> small phallic machine thrusts into your <<bottom>>.</span>
<<else>>
<<sex 100 "anus">>
<<violence 25>>
<<takeVirginity "sex machine" "anal">><<bruise anus>><<analstat>><<raped>><<anusraped>>
<<set $anusstate to "penetrated">><<set $machine.anal.state to "penetrated">>
<span class="red">The <<machine_damage anal>> small phallic machine thrusts into your virgin ass, violating you in a way you hadn't conceived of.</span>
<</if>>
<<case "penetrated">>
<<if $machine.speed is 3>>
<<switch random(1,5)>>
<<case 1>>
The <<machine_damage anal>> small phallic machine fucks your <<bottom>> with vicious speed.
<<case 2>>
The <<machine_damage anal>> small phallic machine slams into your <<bottom>>, hitting painfully deep each time.
<<case 3>>
The <<machine_damage anal>> small phallic machine is a blur as it thrusts into your <<bottom>> faster than anything living.
<<case 4>>
The <<machine_damage anal>> small phallic machine fucks your <<bottom>> fast enough to push you forward.
<<case 5>>
The <<machine_damage anal>> small phallic machine hilts itself inside your <<bottom>> and <span class="purple">begins to spin</span>, painfully drilling against the inside of your ass.
<<violence 10>><<gpain>>
<</switch>>
<<sex 20 "anus">><<violence 10>>
<<elseif $machine.speed is 2>>
<<switch random(1,5)>>
<<case 1>>
The <<machine_damage anal>> small phallic machine fucks your <<bottom>> with a mechanical rhythm.
<<case 2>>
The <<machine_damage anal>> small phallic machine pounds your <<bottom>> with a mechanical rhythm.
<<case 3>>
The <<machine_damage anal>> small phallic machine is a blur as it fucks your <<bottom>> faster than anything living.
<<case 4>>
The <<machine_damage anal>> small phallic machine fucks your <<bottom>>, shifting between each thrust.
<<case 5>>
The <<machine_damage anal>> small phallic machine vibrates against your <<prostate>> at the end of each thrust into your <<bottom>>, <span class="purple">sending a tingling jolt through you.</span>
<<sex 30 "anus">><<garousal>>
<</switch>>
<<sex 20 "anus">>
<<else>>
<<switch random(1,5)>>
<<case 1>>
The <<machine_damage anal>> small phallic machine fucks your <<bottom>> with a gentle rhythm.
<<case 2>>
The <<machine_damage anal>> small phallic machine pauses for a moment.
<<case 3>>
The <<machine_damage anal>> small phallic machine slowly thrusts in and out of your <<bottom>>.
<<case 4>>
The <<machine_damage anal>> small phallic machine fucks your <<bottom>> with a soft touch.
<<case 5>>
The <<machine_damage anal>> small phallic machine halts inside your <<bottom>> and begins to gently vibrate.
<</switch>>
<</if>>
<<sex 10 "anus">><<bruise anus>><<violence 1>>
<<set $machine.anal.ammo -= 1>>
<<case "destroyed">>
The <<machine_damage anal>> small phallic machine twitches, <span class="green">but remains immobile.</span>
<<case "inert">>
The <<machine_damage anal>> small phallic machine <span class="green">remains inert.</span>
<</switch>>
<</if>>
<br>
<</if>>
<<if $machine.arm_chains>>
<<if $machine.arm_chains.state is "ready">>
<<if _machine_arms is 1>>
The <<machine_damage arm_chains>> chains attached to your shackles retract, <span class="pink">lifting your arms into the air and immobilising them.</span>
<<set $leftactiondefault to "chain_struggle">><<set $rightactiondefault to "chain_struggle">>
<<set $machine.arm_chains.use to "grapple">>
<<set $machine.arm_chains.state to "grapple">>
<<if $leftarm isnot "bound">>
<<set $leftarm to "mechgrappled">><<set $lefttarget to "machine">>
<</if>>
<<if $rightarm isnot "bound">>
<<set $rightarm to "mechgrappled">><<set $righttarget to "machine">>
<</if>>
<<else>>
The <<machine_damage arm_chains>> chains holding your arms resist your movements, <span class="lblue">but remain loose.</span>
<</if>>
<<elseif $machine.arm_chains.state is "recovering">>
The <<machine_damage arm_chains>> chains holding your arms twitch, <span class="teal">but remain loose.</span>
<<elseif $machine.arm_chains.state is "destroyed">>
<span class="teal">The <<machine_damage arm_chains>> chains holding your arms remain loose.</span>
<<elseif $machine.arm_chains.state is "inert">>
<span class="teal">The <<machine_damage arm_chains>> chains holding your arms remain loose.</span>
<</if>>
<br>
<</if>>
<<if $machine.leg_chains>>
<<if $machine.leg_chains.state is "ready">>
<<if _machine_legs is 1>>
The <<machine_damage leg_chains>> chains attached to your shackles retract, <span class="pink">pulling on your legs and immobilising them.</span>
<<set $feetactiondefault to "chain_struggle">>
<<set $feetuse to "mechgrappled">><<set $feettarget to "machine">>
<<set $machine.leg_chains.use to "grapple">>
<<set $machine.leg_chains.state to "grapple">>
<<if $leftleg isnot "bound">>
<<set $leftleg to "mechgrappled">>
<</if>>
<<if $rightleg isnot "bound">>
<<set $rightleg to "mechgrappled">>
<</if>>
<<else>>
The <<machine_damage leg_chains>> chains holding your legs resist your movements, <span class="lblue">but remain loose.</span>
<</if>>
<<elseif $machine.leg_chains.state is "recovering">>
The <<machine_damage leg_chains>> chains holding your legs twitch, <span class="teal">but remain loose.</span>
<<elseif $machine.leg_chains.state is "destroyed">>
<span class="teal">The <<machine_damage leg_chains>> chains holding your legs remain loose.</span>
<<elseif $machine.leg_chains.state is "inert">>
<span class="teal">The <<machine_damage leg_chains>> chains holding your legs remain loose.</span>
<</if>>
<br>
<</if>>
<br>
<</widget>>
<<widget "machine_vaginal_disable">>
<<if $vaginause is "machine">>
<<set $vaginause to 0>>
<<set $vaginastate to 0>>
<</if>>
<</widget>>
<<widget "machine_anal_disable">>
<<if $anususe is "machine">>
<<set $anususe to 0>>
<<set $anusstate to 0>>
<</if>>
<</widget>>
<<widget "machine_arm_chains_disable">>
<<if $leftarm isnot "bound">>
<<set $leftarm to 0>>
<<set $leftactiondefault to "rest">>
<</if>>
<<if $rightarm isnot "bound">>
<<set $rightarm to 0>>
<<set $rightactiondefault to "rest">>
<</if>>
<</widget>>
<<widget "machine_leg_chains_disable">>
<<if $leftleg isnot "bound">>
<<set $leftleg to 0>>
<<set $feetuse to 0>>
<<set $feetactiondefault to "rest">>
<</if>>
<<if $rightleg isnot "bound">>
<<set $rightleg to 0>>
<<set $feetuse to 0>>
<<set $feetactiondefault to "rest">>
<</if>>
<</widget>>
<<widget "machine_speed">>
<<set $machine.speed to _args[0]>>
<<if $robinMachineSpeed>>
<<set $robinMachineSpeed to 4 - _args[0]>>
<</if>>
<</widget>><<widget "machine_state">>
<<if $arousal gte $arousalmax and $orgasmdown lte 0>>
<<orgasm>>
<</if>>
<<sexcheck>>
<<animateCombat>>
<</widget>><!-- GENERAL USE WIDGETS -->
<!-- pass "left" or "right" for which NPC hand this is called for -->
<<widget "combat-reset-hand">>
<<if _args[0] is "both">>
<<set $NPCList[_n].lefthand to 0>>
<<set $NPCList[_n].righthand to 0>>
<<else>>
<<set $NPCList[_n][_args[0]+"hand"] to 0>>
<</if>>
<</widget>>
<!-- pass "left" or "right" for which NPC tool this is called for -->
<<widget "combat-reset-tool">>
<<if _args[0] is "both">>
<<set $NPCList[_n].lefttool to 0>>
<<set $NPCList[_n].righttool to 0>>
<<else>>
<<set $NPCList[_n][_args[0]+"tool"] to 0>>
<</if>>
<</widget>>
<!-- pass "left" or "right" for which NPC hand this is called for, and the name of the targeted PC body part -->
<<widget "combat-set-hand-target">>
<<set $NPCList[_n][_args[0]+"hand"] to _args[1]>>
<</widget>>
<<widget "combat-get-other-hand">>
<<set $otherNPChand to (_args[0] is "left"? $NPCList[_n].righthand : $NPCList[_n].lefthand)>>
<</widget>>
<!-- SPECIFIC HAND ACTION WIDGETS -->
<<widget "combat-spank">>
<<combatExtendedCheck>>
<<if ($combatExtended.passiveDodging is 1 or $combatExtended.activeDodgingActive is 1 or $combatExtended.countering is 1) and ($combatExtended.dodgeSuccess gte 1 or $combatExtended.counteringActive gte 1) and $consensual isnot 1>>
<<if $spankobject is "paddle">>
<<He>> tries to whack your <<bottom>> with the paddle but
<<if $combatExtended.counterSuccess is 2>>
<span class="green">you spin and throw a kick to their side.</span>
<<defiance 5>><<control 4>><<ggcontrol>><<counterStat>>
<<elseif $combatExtended.dodgeSuccess is 2>>
<span class="green">you dodge.</span>
<<control 2>><<gcontrol>><<dodgeStat>><<set $enemyanger += 10>>
<<elseif $combatExtended.counterSuccess is 1>>
<span class="blue">you manage to kick them away.</span>
<<defiance 3>><<violence 10>><<bruise bottom>><<hitstat>><<partialCounterStat>><<combatExtendedStability -10>>
<<else>>
<span class="blue">you partially dodge.</span>
<<violence 5>><<bruise bottom>><<hitstat>><<partialDodgeStat>><<combatExtendedStability -5>>
<</if>>
<<elseif getSexToysofType("dildos and whips").includes($spankobject)>>
<<He>> tries to <<print either("spank","whack","slap","smack","thwack")>> your <<bottom>> with the $spankobject but
<<if $combatExtended.counterSuccess is 2>>
<span class="green">you spin and throw a kick to their side.</span>
<<defiance 5>><<control 4>><<ggcontrol>><<counterStat>>
<<elseif $combatExtended.dodgeSuccess is 2>>
<span class="green">you dodge.</span>
<<control 2>><<gcontrol>><<dodgeStat>><<set $enemyanger += 10>>
<<elseif $combatExtended.counterSuccess is 1>>
<span class="blue">you manage to kick them away.</span>
<<defiance 3>><<violence 5>><<bruise bottom>><<hitstat>><<partialCounterStat>><<combatExtendedStability -5>>
<<else>>
<span class="blue">you partially dodge.</span>
<<violence 3>><<bruise bottom>><<hitstat>><<partialDodgeStat>><<combatExtendedStability -3>>
<</if>>
<<else>>
<<He>> tries to spank your <<bottom>> but
<<if $combatExtended.counterSuccess is 2>>
<span class="green">you spin and throw a kick to their side.</span>
<<defiance 5>><<control 4>><<ggcontrol>><<counterStat>>
<<elseif $combatExtended.dodgeSuccess is 2>>
<span class="green">you dodge.</span>
<<control 2>><<gcontrol>><<dodgeStat>><<set $enemyanger += 10>>
<<elseif $combatExtended.counterSuccess is 1>>
<span class="blue">you manage to kick them away.</span>
<<defiance 3>><<violence 5>><<bruise bottom>><<hitstat>><<partialCounterStat>><<combatExtendedStability -5>>
<<else>>
<span class="blue">you partially dodge.</span>
<<violence 3>><<bruise bottom>><<hitstat>><<partialDodgeStat>><<combatExtendedStability -3>>
<</if>>
<</if>>
<<else>>
<<bruise bottom>><<hitstat>><<set $speechspank to 1>>
<<if $spankobject is "paddle">>
<<He>> whacks your <<bottom>> with the paddle
<<if $worn.lower.anus_exposed is 1 and $worn.over_lower.anus_exposed is 1>>
<<if $worn.under_lower.name isnot "naked" and $worn.under_lower.anus_exposed is 0>>
through your $worn.under_lower.name,
<<else>>
reddening your exposed skin and
<</if>>
<<elseif $worn.over_lower.name isnot "naked" and $worn.over_lower.state is "waist">>
through your $worn.over_lower.name,
<<elseif $worn.lower.name isnot "naked" and $worn.lower.state is "waist">>
through your $worn.lower.name,
<<elseif $worn.under_lower.name isnot "naked" and $worn.under_lower.state is "waist">>
through your $worn.under_lower.name,
<<else>>
reddening your exposed skin and
<</if>>
sending waves of pain through your whole body.
<<bodypart_admire_chance random_bottom>>
<<violence 10 1 1 1 _n>><<combatExtendedStability -10>>
<<elseif getSexToysofType("dildos and whips").includes($spankobject)>>
<<He>> <<print either("spanks","whacks","slaps","smacks","thwacks")>> your <<bottom>> with the $spankobject,
<<if $worn.lower.anus_exposed is 1 and $worn.over_lower.anus_exposed is 1>>
<<if $worn.under_lower.name isnot "naked" and $worn.under_lower.anus_exposed is 0>>
through your $worn.under_lower.name.
<<else>>
reddening your exposed skin.
<</if>>
<<elseif $worn.over_lower.name isnot "naked" and $worn.over_lower.state is "waist">>
through your $worn.over_lower.name.
<<elseif $worn.lower.name isnot "naked" and $worn.lower.state is "waist">>
through your $worn.lower.name.
<<elseif $worn.under_lower.name isnot "naked" and $worn.under_lower.state is "waist">>
through your $worn.under_lower.name.
<<else>>
reddening your exposed skin.
<</if>>
<<bodypart_admire_chance random_bottom>>
<<violence 5 1 1 1 _n>><<combatExtendedStability -5>>
<<else>>
<<He>> spanks your <<bottom>>
<<if $worn.lower.anus_exposed is 1 and $worn.over_lower.anus_exposed is 1>>
<<if $worn.under_lower.name isnot "naked" and $worn.under_lower.anus_exposed is 0>>
through your $worn.under_lower.name.
<<else>>
reddening your exposed skin.
<</if>>
<<elseif $worn.over_lower.name isnot "naked" and $worn.over_lower.state is "waist">>
through your $worn.over_lower.name.
<<elseif $worn.lower.name isnot "naked" and $worn.lower.state is "waist">>
through your $worn.lower.name.
<<elseif $worn.under_lower.name isnot "naked" and $worn.under_lower.state is "waist">>
through your $worn.under_lower.name.
<<else>>
reddening your exposed skin.
<</if>>
<<bodypart_admire_chance random_bottom>>
<<violence 5 1 1 1 _n>><<combatExtendedStability -5>>
<</if>>
<</if>>
<</widget>>
<<widget "combat-dildospank">>
<<set $_hand to _args[0]>>
<<set $_toy to ($_hand is "left" ? $NPCList[_n].lefttool : $NPCList[_n].righttool)>>
<<combatExtendedCheck>>
<<if ($combatExtended.passiveDodging is 1 or $combatExtended.activeDodgingActive is 1 or $combatExtended.countering is 1) and ($combatExtended.dodgeSuccess gte 1 or $combatExtended.counteringActive gte 1) and $consensual isnot 1>>
<<if npcHasSexToyOfType(_n,"dildo")>>
<<if $NPCList[_n].location.genitals is "head" or $mouthuse is "facesit" or $mouthuse is "penis">>
<<He>> tries to <<print either("spank","whack","slap","smack","thwack")>> your <<breasts>> with the $_toy in <<his>> $_hand hand but
<<if $combatExtended.counterSuccess is 2>>
<span class="green">you manage to grab their arm and twist it.</span>
<<defiance 5>><<control 4>><<ggcontrol>><<counterStat>>
<<elseif $combatExtended.dodgeSuccess is 2>>
<span class="green">you dodge.</span>
<<control 2>><<gcontrol>><<dodgeStat>><<set $enemyanger += 10>>
<<elseif $combatExtended.counterSuccess is 1>>
<span class="blue">you manage to hit back.</span>
<<defiance 3>><<violence 5>><<bruise bottom>><<hitstat>><<partialCounterStat>><<combatExtendedStability -5>>
<<else>>
<span class="blue">you partially dodge.</span>
<<violence 3>><<bruise bottom>><<hitstat>><<partialDodgeStat>><<combatExtendedStability -3>>
<</if>>
<<else>>
<<He>> tries to <<print either("spank","whack","slap","smack","thwack")>> your <<bottom>> with the $_toy in <<his>> $_hand hand but
<<if $combatExtended.counterSuccess is 2>>
<span class="green">you spin and throw a kick to their side.</span>
<<defiance 5>><<control 4>><<ggcontrol>><<counterStat>>
<<elseif $combatExtended.dodgeSuccess is 2>>
<span class="green">you dodge.</span>
<<control 2>><<gcontrol>><<dodgeStat>><<set $enemyanger += 10>>
<<elseif $combatExtended.counterSuccess is 1>>
<span class="blue">you manage to kick them away.</span>
<<defiance 3>><<violence 5>><<bruise bottom>><<hitstat>><<partialCounterStat>><<combatExtendedStability -5>>
<<else>>
<span class="blue">you partially dodge.</span>
<<violence 3>><<bruise bottom>><<hitstat>><<partialDodgeStat>><<combatExtendedStability -3>>
<</if>>
<</if>>
<<elseif npcHasSexToyOfType(_n,"whip")>>
<<if $NPCList[_n].location.genitals is "head" or $mouthuse is "facesit" or $mouthuse is "penis">>
<<He>> tries to <<print either("brutally","viciously","deftly","sadistically","maliciously")>> <<print either("spank","whack","slap","smack","thwack")>> your <<breasts>> with the $_toy in <<his>> $_hand hand but
<<if $combatExtended.counterSuccess is 2>>
<span class="green">you manage to grab their arm and twist it.</span>
<<defiance 5>><<control 4>><<ggcontrol>><<counterStat>>
<<elseif $combatExtended.dodgeSuccess is 2>>
<span class="green">you dodge.</span>
<<control 2>><<gcontrol>><<dodgeStat>><<set $enemyanger += 10>>
<<elseif $combatExtended.counterSuccess is 1>>
<span class="blue">you manage to painfully catch the whip in your hands and hit back.</span>
<<defiance 3>><<violence 20>><<hitstat>><<partialCounterStat>><<combatExtendedStability -20>>
<<if $leftaction is "leftcounter">>
<<bruise leftarm>>
<<else>>
<<bruise rightarm>>
<</if>>
<<else>>
<span class="blue">you partially dodge.</span>
<<violence 10>><<bruise bottom>><<hitstat>><<partialDodgeStat>><<combatExtendedStability -10>>
<</if>>
<<else>>
<<He>> tries to <<print either("brutally","viciously","deftly","sadistically","maliciously")>> <<print either("spank","whack","slap","smack","thwack")>> your <<bottom>> with the $_toy in <<his>> $_hand hand but
<<if $combatExtended.counterSuccess is 2>>
<span class="green">you rush into them and kick them in the genitals.</span>
<<defiance 5>><<control 4>><<ggcontrol>><<counterStat>>
<<elseif $combatExtended.dodgeSuccess is 2>>
<span class="green">you dodge.</span>
<<control 2>><<gcontrol>><<dodgeStat>><<set $enemyanger += 10>>
<<elseif $combatExtended.counterSuccess is 1>>
<span class="blue">you manage to painfully catch the whip in your hands and pull them into a haymaker.</span>
<<defiance 3>><<violence 20>><<hitstat>><<partialCounterStat>><<combatExtendedStability -20>>
<<if $leftaction is "leftcounter">>
<<bruise leftarm>>
<<else>>
<<bruise rightarm>>
<</if>>
<<else>>
<span class="blue">you partially dodge.</span>
<<violence 10>><<bruise bottom>><<hitstat>><<partialDodgeStat>><<combatExtendedStability -10>>
<</if>>
<</if>>
<<else>>
<<He>> tries to spank your <<bottom>> but you
<<if $combatExtended.counterSuccess is 2>>
<span class="green">you grab their hand and twist it.</span>
<<defiance 5>><<control 4>><<ggcontrol>><<counterStat>>
<<elseif $combatExtended.dodgeSuccess is 2>>
<span class="green">you dodge.</span>
<<control 2>><<gcontrol>><<dodgeStat>><<set $enemyanger += 10>>
<<elseif $combatExtended.counterSuccess is 1>>
<span class="blue">you spank back.</span>
<<defiance 3>><<violence 2>><<hitstat>><<partialCounterStat>><<combatExtendedStability -2>>
<<else>>
<span class="blue">you partially dodge.</span>
<<violence 1>><<bruise bottom>><<hitstat>><<partialDodgeStat>><<combatExtendedStability -1>>
<</if>>
<</if>>
<<else>>
<<bruise bottom>><<hitstat>><<set $speechspank to 1>>
<<if npcHasSexToyOfType(_n,"dildo")>>
<<if $NPCList[_n].location.genitals is "head" or $mouthuse is "facesit" or $mouthuse is "penis">>
<<He>> <<print either("spanks","whacks","slaps","smacks","thwacks")>> your <<breasts>> with the $_toy in <<his>> $_hand hand,
<<if $worn.over_upper.name isnot "naked" and $worn.over_lower.state is "waist">>
through your $worn.over_upper.name.
<<elseif $worn.upper.name isnot "naked" and $worn.lower.state is "waist">>
through your $worn.upper.name.
<<elseif $worn.under_upper.name isnot "naked" and $worn.under_lower.state is "waist">>
through your $worn.under_upper.name.
<<else>>
reddening your exposed skin.
<</if>>
<<else>>
<<He>> <<print either("spanks","whacks","slaps","smacks","thwacks")>> your <<bottom>> with the $_toy in <<his>> $_hand hand,
<<if $worn.lower.anus_exposed is 1 and $worn.over_lower.anus_exposed is 1>>
<<if $worn.under_lower.name isnot "naked" and $worn.under_lower.anus_exposed is 0>>
through your $worn.under_lower.name.
<<else>>
reddening your exposed skin.
<</if>>
<<elseif $worn.over_lower.name isnot "naked" and $worn.over_lower.state is "waist">>
through your $worn.over_lower.name.
<<elseif $worn.lower.name isnot "naked" and $worn.lower.state is "waist">>
through your $worn.lower.name.
<<elseif $worn.under_lower.name isnot "naked" and $worn.under_lower.state is "waist">>
through your $worn.under_lower.name.
<<else>>
reddening your exposed skin.
<</if>>
<<bodypart_admire_chance random_bottom>>
<</if>>
<<violence 5 1 1 1 _n>><<combatExtendedStability -5>>
<<elseif npcHasSexToyOfType(_n,"whip")>>
<<if $NPCList[_n].location.genitals is "head" or $mouthuse is "facesit" or $mouthuse is "penis">>
<<He>> <<print either("brutally","viciously","deftly","sadistically","maliciously")>>
<<print either("spanks","whacks","slaps","smacks","thwacks")>> your <<breasts>> with the $_toy in <<his>> $_hand hand,
<<if $worn.over_upper.name isnot "naked" and $worn.over_lower.state is "waist">>
through your $worn.over_upper.name.
<<elseif $worn.upper.name isnot "naked" and $worn.lower.state is "waist">>
through your $worn.upper.name.
<<elseif $worn.under_upper.name isnot "naked" and $worn.under_lower.state is "waist">>
through your $worn.under_upper.name.
<<else>>
reddening your exposed skin.
<</if>>
<<else>>
<<He>> <<print either("brutally","viciously","deftly","sadistically","maliciously")>> <<print either("spanks","whacks","slaps","smacks","thwacks")>> your <<bottom>> with the $_toy in <<his>> $_hand hand,
<<if $worn.lower.anus_exposed is 1 and $worn.over_lower.anus_exposed is 1>>
<<if $worn.under_lower.name isnot "naked" and $worn.under_lower.anus_exposed is 0>>
through your $worn.under_lower.name.
<<else>>
reddening your exposed skin.
<</if>>
<<elseif $worn.over_lower.name isnot "naked" and $worn.over_lower.state is "waist">>
through your $worn.over_lower.name.
<<elseif $worn.lower.name isnot "naked" and $worn.lower.state is "waist">>
through your $worn.lower.name.
<<elseif $worn.under_lower.name isnot "naked" and $worn.under_lower.state is "waist">>
through your $worn.under_lower.name.
<<else>>
reddening your exposed skin.
<</if>>
<</if>>
<<bodypart_admire_chance random_bottom>>
<<violence 20 1 1 1 _n>><<combatExtendedStability -20>>
<<else>>
<<He>> spanks your <<bottom>>
<<if $worn.lower.anus_exposed is 1 and $worn.over_lower.anus_exposed is 1>>
<<if $worn.under_lower.name isnot "naked" and $worn.under_lower.anus_exposed is 0>>
through your $worn.under_lower.name.
<<else>>
reddening your exposed skin.
<</if>>
<<elseif $worn.over_lower.name isnot "naked" and $worn.over_lower.state is "waist">>
through your $worn.over_lower.name.
<<elseif $worn.lower.name isnot "naked" and $worn.lower.state is "waist">>
through your $worn.lower.name.
<<elseif $worn.under_lower.name isnot "naked" and $worn.under_lower.state is "waist">>
through your $worn.under_lower.name.
<<else>>
reddening your exposed skin.
<</if>>
<<bodypart_admire_chance random_bottom>>
<<violence 2 1 1 1 _n>><<combatExtendedStability -2>>
<</if>>
<</if>>
<</widget>>
<!-- pass "left" or "right" for which NPC hand this is called for -->
<<widget "combat-hand-on-arms">>
<<if $enemytrust gte 20 and $enemyanger lte 20>>
<span class="lblue"><<He>> releases your arms.</span>
<<combat-reset-hand _args[0]>>
<<set $leftarm to 0>><<set $rightarm to 0>>
<<else>>
<<He>> grips your arms.
<<violence 6 1 1 1 _n>><<bruise leftarm>><<bruise rightarm>>
<<bodypart_admire_chance random_shoulder>>
<</if>>
<</widget>>
<!-- takes two args, both should be either "left" or "right". First is NPC hand, second is player arm. -->
<<widget "combat-hand-on-one-arm">>
<<if $enemytrust gte 20 and $enemyanger lte 20>>
<span class="lblue"><<He>> releases your _args[1] arm.</span>
<<combat-reset-hand _args[0]>>
<<if _args[1] is "left">>
<<set $leftarm to 0>>
<<else>>
<<set $rightarm to 0>>
<</if>>
<<else>>
<<He>> grips your _args[1] arm.
<<if _args[1] is "left">>
<<violence 3 1 1 1 _n>><<bruise leftarm>>
<<bodypart_admire_chance left_shoulder>>
<<else>>
<<violence 3 1 1 1 _n>><<bruise rightarm>>
<<bodypart_admire_chance right_shoulder>>
<</if>>
<</if>>
<</widget>>
<<widget "combat-hand-on-vaginaentrance">>
<<rng>>
<<if $rng gte 101>>
<span class="blue"><<He>> moves <<his>> _args[0] hand away from your <<pussy>>.</span>
<<combat-reset-hand _args[0]>><<set $vaginause to 0>><<set $vaginastate to 0>>
<<elseif $rng gte 61>>
<<He>> <<strokes>> your labia.
<<neutral 10 "genitals" _n>>
<<bodypart_admire_chance pubic>>
<<elseif ($rng gte 21 or $novaginal is 1) and (!$player.penisExist or random(1,100) gte 51)>>
<<He>> gives your clitoris a tweak.
<<set $speechclit to 1>><<neutral 10 "genitals" _n>>
<<bodypart_admire_chance pubic>>
<<elseif $rng gte 21 or $novaginal is 1>>
<<He>> rubs the base of your <<penisSimple>> while toying with your pussy.
<<neutral 10 "genitals" _n>><<set $speechfutapenis to 1>>
<<bodypart_admire_chance pubic>>
<<elseif $rng lte 20 and $novaginal is 0>>
<span class="pink"><<He>> plunges a finger into your warm <<pussy>>.</span>
<<neutral 15 "genitals" _n>>
<<set $speechvagina to 1>><<set $vaginastate to "otherhand">>
<<combat-set-hand-target _args[0] "vagina">>
<<bodypart_admire_chance pubic>>
<</if>>
<</widget>>
<!-- pass "left" or "right" for which NPC hand this is called for -->
<<widget "combat-hand-on-penisentrance">>
<<rng>>
<<if $rng gte 101>>
<span class="blue"><<He>> moves <<his>> _args[0] hand away from your <<penis>>.</span>
<<combat-reset-hand _args[0]>>
<<set $penisuse to 0>><<set $penisstate to 0>>
<<elseif $rng gte 51>>
<<He>> <<strokes>> your shaft.
<<neutral 10 "genitals" _n>>
<<bodypart_admire_chance pubic>>
<<elseif $rng gte 21>>
<<He>> rubs your glans.
<<neutral 10 "genitals" _n>><<set $speechglans to 1>>
<<bodypart_admire_chance pubic>>
<<elseif $rng lte 20>>
<span class="pink"><<He>> wraps <<his>> fingers around your penis.</span>
<<neutral 15 "genitals" _n>>
<<set $speechpenis to 1>><<set $penisstate to "otherhand">>
<<combat-set-hand-target _args[0] "penis">>
<<bodypart_admire_chance pubic>>
<</if>>
<</widget>>
/* Pass "left" or "right" for which NPC hand this is called for.
Hands are 'inverted': NPC holds PC's left hand with their right one, and vice versa.*/
<<widget "combat-hand-on-hand">>
<<rng>>
<<set $_hand to _args[0]>>
<<if $enemyanger + $rng gte 196>>
In anger, <span class="pink"><<he>> wrenches <<his>> hand from your grasp.</span>
<<combat-reset-hand _args[0]>>
<<if $_hand is "left">>
<<set $rightarm to 0>>
<<else>>
<<set $leftarm to 0>>
<</if>>
<<violence 5>>
<<elseif $enemyanger + $rng gte 160>>
<<print either(
"<<He>> digs <<his>> nails into your wrist.",
"<<He>> crushes your hand in <<his>> grip.",
"<<He>> bends your fingers back."
)>>
<<violence 10>><<hitstat>><<set $speechbeat to 1>>
<<elseif $rng gte 95>>
<span class="purple"><<He>> releases your <<print ($_hand is "left" ? "right" : "left")>> hand.</span>
<<combat-reset-hand _args[0]>>
<<if $_hand is "left">>
<<set $rightarm to 0>>
<<else>>
<<set $leftarm to 0>>
<</if>>
<<else>>
<<He>> <<strokes>> your $_hand hand with <<his>> own.
<</if>>
<</widget>>
<!-- pass "left" or "right" for which NPC hand this is called for -->
<<widget "combat-hand-on-vagina">>
<<rng>>
<<if $rng gte 101>>
<span class="purple"><<He>> slides <<his>> finger out of your <<pussy>>.</span>
<<combat-set-hand-target _args[0] "vaginaentrance">>
<<neutral 15 "genitals" _n>><<set $vaginastate to "otherhandentrance">>
<<elseif $rng lte 100>>
<<He>> <<strokes>> the inside of your <<pussy>>,
<<neutral 20 "genitals" _n>><<set $speechvagina to 1>>
<<if $arousal gte ($arousalmax / 5) * 4>>
causing involuntary shudders.
<<elseif $arousal gte $arousalmax / 5>>
coaxing out lewd fluid.
<<else>>
invading your body in a most sordid manner.
<</if>>
<<bodypart_admire_chance pubic>>
<</if>>
<</widget>>
<<widget "combat-hand-on-penis">>
<<rng>>
<<if $rng gte 101>>
<span class="purple"><<He>> releases your <<penis>> from <<his>> grip.</span>
<<combat-set-hand-target _args[0] "penisentrance">>
<<neutral 15 "genitals" _n>><<set $penisstate to "otherhandentrance">>
<<elseif $rng lte 100>>
<<He>> massages the length of your <<penis>>,
<<neutral 20 "genitals" _n>><<set $speechpenis to 1>>
<<if $arousal gte ($arousalmax / 5) * 4>>
causing you involuntary shudders.
<<elseif $arousal gte $arousalmax / 5>>
coaxing out lewd fluid.
<<else>>
exploiting your body's natural reactions in a most sordid manner.
<</if>>
<<bodypart_admire_chance pubic>>
<</if>>
<</widget>>
<<widget "combat-hand-on-anusentrance">>
<<rng>>
<<if $rng gte 101>>
<span class="blue"><<He>> moves <<his>> hand away from your ass.</span>
<<combat-reset-hand _args[0]>>
<<set $anususe to 0>>
<<elseif playerHasButtPlug()>>
<<if $rng gte 21 or $noanal is 1 or $cheekaction is "handrub">>
<<print either(
`<<He>> teases your anus with your $worn.butt_plug.name, sliding it in and out.`,
`<<He>> teases your anus with your $worn.butt_plug.name, sliding it in and out.`,
`<<He>> slaps your ass and $worn.butt_plug.name.`
)>>
<<set $anususe to "hand">>
<<set $anusstate to "handentrance">>
<<else>>
<<set $worn.butt_plug.state to "removed">>
With <<his>> _args[0] hand,
<<if random(0,2) isnot 0>>
<<he>> removes your $worn.butt_plug.name.
<<set $anususe to "hand">>
<<set $anusstate to "handentrance">>
<<else>>
<<he>> removes your $worn.butt_plug.name and moves <<his>> hand away.
<<combat-reset-hand $_hand>><<neutral 5 _n>>
<</if>>
<</if>>
<<set $anususe to "hand">>
<<set $anusstate to "handentrance">>
<<neutral 10 _n>>
<<bodypart_admire_chance random_bottom>>
<<elseif $rng gte 21 or $noanal is 1 or $cheekaction is "handrub">>
<<He>> <<strokes>> your anus.
<<set $anususe to "hand">>
<<set $anusstate to "handentrance">>
<<neutral 10 _n>>
<<bodypart_admire_chance random_bottom>>
<<elseif $rng lte 20 and $noanal is 0 and $cheekaction is not "handrub">>
<span class="pink"><<He>> plunges a finger into your ass.</span>
<<combat-set-hand-target _args[0] "anus">>
<<set $anususe to "hand">>
<<set $anusstate to "hand">>
<<neutral 15 _n>>
<<set $speechanus to 1>>
<<bodypart_admire_chance random_bottom>>
<</if>>
<</widget>>
<<widget "combat-hand-on-bottom">>
<<rng>>
<<if $rng gte 101>>
<span class="blue"><<He>> moves <<his>> hand away from your ass.</span>
<<combat-reset-hand _args[0]>>
<<set $anususe to 0>>
<<elseif $rng gte 21 or $noanal is 1>>
<<He>> <<strokes>> your clenched butt cheeks.
<<neutral 10 _n>>
<<bodypart_admire_chance random_bottom>>
<</if>>
<</widget>>
<<widget "combat-hand-on-anus">>
<<rng>>
<<if $rng gte 101>>
<span class="purple"><<He>> slides <<his>> finger out of your ass.</span>
<<combat-set-hand-target _args[0] "anusentrance">>
<<neutral 15 _n>>
<<elseif $rng lte 100>>
<<He>> rhythmically slides <<his>> finger in and out of your ass,
<<neutral 20 _n>><<set $speechanus to 1>>
<<if $player.gender is "f">>
teasing your anus.
<<else>>
teasing your prostate.
<</if>>
<<bodypart_admire_chance random_bottom>>
<</if>>
<</widget>>
<<widget "combat-dildo-on-vaginaentrance">>
<<set $_hand to _args[0]>>
<<set $_toy to (_args[0] is "left" ? $NPCList[_n].lefttool : $NPCList[_n].righttool)>>
<<if $worn.under_lower.name isnot "naked" and $worn.under_lower.state is "waist" and $worn.under_lower.vagina_exposed is 0>>
<<set $_clothing to $worn.under_lower.name>>
<</if>>
<<if $worn.lower.name isnot "naked" and $worn.lower.state is "waist" and $worn.lower.vagina_exposed is 0>>
<<set $_clothing to $worn.lower.name>>
<</if>>
<<if $worn.over_lower.name isnot "naked" and $worn.over_lower.state is "waist" and $worn.over_lower.vagina_exposed is 0>>
<<set $_clothing to $worn.over_lower.name>>
<</if>>
<<set $_rng to random(1, 100)>>
<<if $_rng gte 96>>
<span class="blue"><<He>> moves the $_toy in <<his>> _args[0] hand away from your <<pussy>>.</span>
<<combat-reset-hand _args[0]>><<set $NPCList[_n][$_hand + "tool"] to 0>>
/*<<set $vaginause to 0>>*/
<<elseif $rng gte 61>>
<<He>> <<strokes>> your labia with the $_toy in <<his>> _args[0] hand<<if $_clothing isnot undefined>>, through your <<print $_clothing>><</if>>.
<<neutral 10 "genitals" _n>>
<<bodypart_admire_chance pubic>>
<<elseif ($_rng gte 21 or $novaginal is 0) and (!$player.penisExist or random(1,100) gte 51)>>
<<He>> <<print either("rubs","slaps")>> your clit with the $_toy in <<his>> _args[0] hand<<if $_clothing isnot undefined>>, through your <<print $_clothing>><</if>>.
<<set $speechclit to 1>><<neutral 10 "genitals" _n>>
<<violence 1>>
<<bodypart_admire_chance pubic>>
<<elseif $_rng gte 21 or $novaginal is 0>>
<<He>> rubs the base of your <<penisSimple>> with <<his>> $_toy while toying with your pussy<<if $_clothing isnot undefined>>, through your <<print $_clothing>><</if>>.
<<neutral 10 "genitals" _n>><<set $speechfutapenis to 1>>
<<bodypart_admire_chance pubic>>
<<elseif $_rng lte 20 and $novaginal is 0
and $worn.under_lower.name isnot "naked" and ($worn.under_lower.state isnot "waist" or $worn.under_lower.vagina_exposed gte 1)
and $worn.lower.name isnot "naked" and ($worn.lower.state isnot "waist" or $worn.lower.vagina_exposed gte 1)
and $worn.over_lower.name isnot "naked" and ($worn.over_lower.state isnot "waist" or $worn.over_lower.vagina_exposed gte 1
and !playerChastity("vagina")) and $vaginause isnot "othermouth" and ($vaginaldoubledisable is "f" and toymultiplepenetration is "f" or $vaginause is 0)>>
/* penetration */
/* Doesn't check if the PC is already penetrated (aside from mouth) in order to allow for multiple penetrations. */
<span class="pink"><<He>> plunges <<his>> _args[0]-hand $_toy into your warm <<pussy>>.</span>
<<neutral 15 "genitals" _n>><<set $speechvagina to 1>><<combat-set-hand-target _args[0] "vaginadildo">>
<<bodypart_admire_chance pubic>>
<<else>>
<<He>> <<strokes>> your labia with the $_toy in <<his>> _args[0] hand.
<<neutral 10 "genitals" _n>>
<<bodypart_admire_chance pubic>>
<</if>>
<</widget>>
<<widget "combat-dildo-on-vagina">>
<<set $_hand to _args[0]>>
<<set $_toy to (_args[0] is "left" ? $NPCList[_n].lefttool : $NPCList[_n].righttool)>>
<<rng>>
<<if $rng gte 101>>
<span class="purple"><<He>> slides the $_toy in <<his>> _args[0] hand out of your <<pussy>>.</span>
<<combat-set-hand-target _args[0] "dildo">><<set $NPCList[_n][$_hand + "tool"] to 0>>
<<neutral 15 "genitals" _n>>
<<elseif $rng lte 100>>
<<He>> <<strokes>> the $_toy in <<his>> _args[0] hand inside of your <<pussy>>,
<<if $vaginastate isnot 0 and $vaginastate.includes("double")>>
?alongside the two cocks,
<<elseif $vaginastate isnot 0 and $vaginastate is "penetrated">>
<<print either("in rhythm with","heedless of","alongside")>>
<<if $vaginastate is _n>><<his>> <<npcPenisSimple _n>>,<<else>><<set $_n to _n>><<personselect $vaginastate>><<combatpersons>> cock,<<set _n to $_n>><</if>>
<</if>>
<<neutral 20 "genitals" _n>><<set $speechvagina to 1>>
<<if $arousal gte ($arousalmax / 5) * 4>>
causing involuntary shudders.
<<elseif $arousal gte $arousalmax / 5>>
coaxing out lewd fluid.
<<else>>
invading your body in a most sordid manner.
<</if>>
<<bodypart_admire_chance pubic>>
<</if>>
<</widget>>
<!-- pass "left" or "right" for which NPC hand this is called for -->
<<widget "combat-dildo-on-penisentrance">>
<<set $_hand to _args[0]>>
<<set $_toy to (_args[0] is "left" ? $NPCList[_n].lefttool : $NPCList[_n].righttool)>>
<<if $worn.under_lower.name isnot "naked" and $worn.under_lower.state is "waist" and $worn.under_lower.vagina_exposed is 0>>
<<set $_clothing to $worn.under_lower.name>>
<</if>>
<<if $worn.lower.name isnot "naked" and $worn.lower.state is "waist" and $worn.lower.vagina_exposed is 0>>
<<set $_clothing to $worn.lower.name>>
<</if>>
<<if $worn.over_lower.name isnot "naked" and $worn.over_lower.state is "waist" and $worn.over_lower.vagina_exposed is 0>>
<<set $_clothing to $worn.over_lower.name>>
<</if>>
<<rng>>
<<if $rng gte 96 or $toymultiplepenetration is "t">>
<span class="blue"><<He>> moves the $_toy in <<his>> _args[0] hand away from your <<penis>>.</span>
<<combat-reset-hand _args[0]>><<set $NPCList[_n][$_hand + "tool"] to 0>>
/*<<set $penisuse to 0>>*/
<<elseif $rng gte 51>>
<<switch $penisstate>>
<<case "otheranus">><<set $_teased to "anus">>
<<case "penetrated">><<set $_teased to "vagina">>
<<case "penispenetrated">><<set $_teased to "cock">>
<</switch>>
<<He>> <<strokes>> your shaft using the $_toy in <<his>> _args[0] hand<<if $_clothing isnot undefined>>, through your <<print $_clothing>>.<<elseif $penisstate is "otheranus" or $penisstate is "penetrated">><<set $_n to _n>>, teasing <<personselect $penistarget>><<combatPersons>> $_teased.<<personselect $_n>><<else>>.<</if>>
<<neutral 10 "genitals" _n>>
<<bodypart_admire_chance pubic>>
<<elseif $rng gte 21>>
<<He>> <<print either("slaps","smacks","teases","rubs")>> your glans with the $_toy in <<his>> _args[0] hand<<if $_clothing isnot undefined>>, through your <<print $_clothing>><</if>>.
<<neutral 10 "genitals" _n>><<set $speechglans to 1>>
<<violence 1>>
<<bodypart_admire_chance pubic>>
<<elseif $rng lte 20
and $worn.under_lower.name isnot "naked" and ($worn.under_lower.state isnot "waist" or $worn.under_lower.vagina_exposed gte 1)
and $worn.lower.name isnot "naked" and ($worn.lower.state isnot "waist" or $worn.lower.vagina_exposed gte 1)
and $worn.over_lower.name isnot "naked" and ($worn.over_lower.state isnot "waist" or $worn.over_lower.vagina_exposed gte 1)
and !playerChastity("penis")>>
/* escalation */
<span class="pink"><<He>> <<print either("rubs","frots","fences")>> the $_toy in <<his>> _args[0] hand against your <<penisSimple>>.</span>
<<neutral 15 "genitals" _n>>
<<set $speechpenis to 1>>
<<combat-set-hand-target _args[0] "penisdildo">>
<<bodypart_admire_chance pubic>>
<<else>>
<<He>> <<strokes>> your <<penis>> with the $_toy in <<his>> _args[0] hand.
<<neutral 10 "genitals" _n>>
<<bodypart_admire_chance pubic>>
<</if>>
<</widget>>
<<widget "combat-dildo-on-penis">>
<<set $_hand to _args[0]>>
<<set $_toy to (_args[0] is "left" ? $NPCList[_n].lefttool : $NPCList[_n].righttool)>>
<<rng>>
<<if $penisstate isnot 0>>
<<set $rng += 10>>
<</if>>
<<if $rng gte 96>>
<span class="purple"><<He>> removes the $_toy from your <<penis>>.</span>
<<combat-set-hand-target _args[0] "dildo">><<set $NPCList[_n][$_hand + "tool"] to 0>>
<<neutral 15 "genitals" _n>>
<<elseif $rng lte 100>>
<<if ["otheranus","penetrated","penispenetrated"].includes($penisstate)>>
<<switch $penisstate>>
<<case "otheranus">><<set $_teased to "anus">><<set $_fuck to "penetrate">>
<<case "penetrated">><<set $_teased to "vagina">><<set $_fuck to "fuck">>
<<case "penispenetrated">><<set $_teased to "cock">><<set $_fuck to "frot">>
<</switch>>
With <<his>> _args[0] hand, <<he>> <<print either("massages","rubs","fences","frots")>> the length of your <<penis>>
as you $_fuck <<set $_n to _n>><<personselect $penistarget>><<combatpersons>> $_teased.<<personselect $_n>>
<<else>>
<<He>> <<print either("massages","rubs","fences","frots")>> the length of your <<penis>> with the $_toy in <<his>> _args[0] hand,
<<neutral 20 "genitals" _n>><<set $speechpenis to 1>>
<<if !playerHasStrapon()>>
<<if $arousal gte ($arousalmax / 5) * 4>>
causing you involuntary shudders.
<<elseif $arousal gte $arousalmax / 5>>
coaxing out lewd fluid.
<<else>>
exploiting your body's natural reactions in a most sordid manner.
<</if>>
<<else>>
<<if $arousal gte ($arousalmax / 5) * 4>>
causing you involuntary shudders.
<<else>>
strangely arousing you.
<</if>>
<</if>>
<</if>>
<<bodypart_admire_chance pubic>>
<</if>>
<</widget>>
<<widget "combat-stroker-on-penisentrance">>
<<set $_hand to _args[0]>>
<<set $_toy to (_args[0] is "left" ? $NPCList[_n].lefttool : $NPCList[_n].righttool)>>
<<set $_clothing to "none">>
<<if $worn.under_lower.name isnot "naked" and $worn.under_lower.state is "waist" and $worn.under_lower.vagina_exposed is 0>>
<<set $_clothing to $worn.under_lower.name>>
<</if>>
<<if $worn.lower.name isnot "naked" and $worn.lower.state is "waist" and $worn.lower.vagina_exposed is 0>>
<<set $_clothing to $worn.lower.name>>
<</if>>
<<if $worn.over_lower.name isnot "naked" and $worn.over_lower.state is "waist" and $worn.over_lower.vagina_exposed is 0>>
<<set $_clothing to $worn.over_lower.name>>
<</if>>
<<rng>>
<<if $rng gte 96>>
<span class="blue"><<He>> moves the $_toy in <<his>> _args[0] hand away from your <<penis>>.</span>
<<combat-reset-hand _args[0]>><<set $NPCList[_n][$_hand + "tool"] to 0>>
<<elseif $rng gte 61 and $penisuse is 0 and $worn.under_lower.name isnot "naked" and ($worn.under_lower.state isnot "waist" or $worn.under_lower.vagina_exposed gte 1) and $worn.lower.name isnot "naked" and ($worn.lower.state isnot "waist" or $worn.lower.vagina_exposed gte 1) and $worn.over_lower.name isnot "naked" and ($worn.over_lower.state isnot "waist" or $worn.over_lower.vagina_exposed gte 1)>>
<span class="pink"><<He>> plunges the $_toy in <<his>> _args[0] hand onto your penis.</span>
<<set $penisuse to "stroker">><<set $penisstate to "stroker">>
<<neutral 15 "genitals" _n>>
<<set $speechpenis to 1>>
<<combat-set-hand-target _args[0] "penisstroker">>
<<bodypart_admire_chance pubic>>
<<else>>
<<He>> teases your glans with the $_toy in <<his>> _args[0] hand<<if $_clothing isnot "none">>, through your $_clothing<</if>>.
<<neutral 10 "genitals" _n>><<set $speechglans to 1>>
<<bodypart_admire_chance pubic>>
<</if>>
<</widget>>
<<widget "combat-stroker-on-penis">>
<<set $_hand to _args[0]>>
<<set $_toy to (_args[0] is "left" ? $NPCList[_n].lefttool : $NPCList[_n].righttool)>>
<<rng>>
<<if $rng gte 101>>
<span class="blue"><<He>> moves the $_toy in <<his>> _args[0] hand away from your <<penis>>.</span>
<<combat-reset-hand _args[0]>><<set $NPCList[_n][$_hand + "tool"] to 0>>
<<set $penisuse to 0>>
<<elseif $enemyarousal gte (($enemyarousalmax / 5) * 4)>>
With increasing power, <<he>> fucks your <<penis>> with the $_toy in <<his>> _args[0] hand.
<<else>>
<<set $_toy to (_args[0] is "left" ? $NPCList[_n].lefttool : $NPCList[_n].righttool)>>
<<He>> <<print either("fucks","fucks","rhythmically works")>> your penis with the $_toy in <<his>> _args[0] hand.
<</if>>
<</widget>>
<<widget "combat-dildo-on-anusentrance">>
<<set $_toy to (_args[0] is "left" ? $NPCList[_n].lefttool : $NPCList[_n].righttool)>>
<<set _hand to _args[0]>>
<<if $worn.under_lower.name isnot "naked" and $worn.under_lower.state is "waist" and $worn.under_lower.vagina_exposed is 0>>
<<set $_clothing to $worn.under_lower.name>>
<</if>>
<<if $worn.lower.name isnot "naked" and $worn.lower.state is "waist" and $worn.lower.vagina_exposed is 0>>
<<set $_clothing to $worn.lower.name>>
<</if>>
<<if $worn.over_lower.name isnot "naked" and $worn.over_lower.state is "waist" and $worn.over_lower.vagina_exposed is 0>>
<<set $_clothing to $worn.over_lower.name>>
<</if>>
<<rng>>
<<if $rng gte 96>>
<span class="blue"><<He>> moves <<his>> _hand-hand $_toy away from your ass.</span>
<<combat-reset-hand _args[0]>><<set $NPCList[_n][$_hand + "tool"] to 0>>
/*<<set $anususe to 0>>*/
<<elseif $rng gte 21 or $noanal is 1>>
<<He>> <<print either("rubs","slaps")>> and teases your <<print either("anus","ass")>> with the $_toy in <<his>> _hand hand<<if $_clothing isnot undefined>>, through your <<print $_clothing>><<elseif playerHasButtPlug()>>, <<print either("rubbing against","through")>> your $worn.butt_plug.name<</if>>.
<<neutral 10 _n>>
<<violence 1>>
<<bodypart_admire_chance random_bottom>>
<<elseif $rng lte 20 and $noanal is 0 and $analdisable is "f"
and $worn.under_lower.name isnot "naked" and ($worn.under_lower.state isnot "waist" or $worn.under_lower.anus_exposed gte 1)
and $worn.lower.name isnot "naked" and ($worn.lower.state isnot "waist" or $worn.lower.anus_exposed gte 1)
and $worn.over_lower.name isnot "naked" and ($worn.over_lower.state isnot "waist" or $worn.over_lower.anus_exposed gte 1)
and !playerChastity("anus") and (!playerHasButtPlug() or random(0,1) isnot 0) and $anususe isnot "othermouth" and ($analdoubledisable is "f" and $toymultiplepenetration is "f" or $anususe is 0)>>
/* penetration */
/* Doesn't check if the PC is already penetrated (aside from mouth) in order to allow for multiple penetrations. */
<span class="pink"><<He>> plunges the $_toy in <<his>> _hand hand into your ass<<if playerHasButtPlug()>>, heedless of your $worn.butt_plug.name<</if>>.</span>
<<combat-set-hand-target _hand "anusdildo">>
<<neutral 15 _n>>
<<set $speechanus to 1>>
<<bodypart_admire_chance random_bottom>>
<<else>>
<<He>> <<strokes>> your <<bottom>> with the $_toy in <<his>> _hand hand<<if playerHasButtPlug()>>, rubbing against your $worn.butt_plug.name<</if>>.
<<neutral 10 _n>>
<<bodypart_admire_chance pubic>>
<</if>>
<</widget>>
<<widget "combat-dildo-on-anus">>
<<set $_toy to (_args[0] is "left" ? $NPCList[_n].lefttool : $NPCList[_n].righttool)>>
<<rng>>
<<if $rng gte 101>>
<span class="purple"><<He>> slides <<his>> _args[0]-hand $_toy out of your ass.</span>
<<combat-set-hand-target _args[0] "dildo">>
<<neutral 15 _n>>
<<elseif $rng lte 100>>
<<set $_rhythmically to either("rhythmically","rhythmically","ruthlessly","gently","teasingly","skillfully")>>
<<if $anusstate isnot 0 and $anusstate.includes("double")>>
<<He>> $_rhythmically slides the $_toy in <<his>> _args[0] hand in and out of your ass, ?alongside the two cocks,
<<elseif $anusstate isnot 0 and $anusstate is "penetrated">>
<<He>> $_rhythmically slides the $_toy in <<his>> _args[0] hand in and out of your ass, <<print either("in rhythm with","heedless of","alongside")>>
<<if $anustarget is _n>><<his>> <<npcPenisSimple _n>>,<<else>><<personselect $anustarget>><<combatPersons>> cock,<</if>>
<<else>>
<<He>> $_rhythmically slides the $_toy in <<his>> _args[0] hand in and out of your ass,
<</if>>
<<neutral 20 _n>><<set $speechanus to 1>>
<<if $player.gender is "f">>
teasing your anus.
<<else>>
teasing your prostate.
<</if>>
<<bodypart_admire_chance random_bottom>>
<</if>>
<</widget>>
<<widget "combat-hand-on-sextoy">>
/* used for both dildo types and whip types */
<<set $_hand to _args[0]>>
<<set $_toy to $_hand + "tool">>
<<set $_rand to random(0,9)>>
<<if $_rand lte 8 and npcHasSexToyOfType(_n,"dildo") or $_rand lt 1 and npcHasSexToyOfType(_n,"whip")>>
/* find orifice to penetrate */
<<if $analdisable is "t" or random(0,2) isnot 0>>
<<if ($player.penisExist and !playerChastity("penis")) and ($player.vaginaExist and !playerChastity("vagina"))>>
<<if random(0,3) is 0>>
<<combat-dildo-on-penisentrance $_hand>>
<<else>>
<<combat-dildo-on-vaginaentrance $_hand>>
<</if>>
<<elseif $player.penisExist and !playerChastity("penis")>>
<<if random(0,2) is 0>>
<<combat-dildo-on-penisentrance $_hand>>
<<else>>
<<combat-dildo-on-anusentrance $_hand>>
<</if>>
<<elseif $player.vaginaExist and !playerChastity("vagina")>>
<<combat-dildo-on-vaginaentrance $_hand>>
<<else>>
<<combat-dildo-on-anusentrance $_hand>>
<</if>>
<<else>>
<<combat-dildo-on-anusentrance $_hand>>
<</if>>
<<elseif npcHasSexToyOfType(_n,"dildo") or npcHasSexToyOfType(_n,"whip")>>
<<combat-dildospank $_hand>>
<</if>>
<</widget>>
<<widget "combat-reveal-sextoy">>
/* Used in conjuction with a widget that starts an NPC with a sex toy in hand */
<<set $_hand to _args[0]>>
<<set $_dildo to ($_hand is "left" ? $NPCList[_n].lefttool : $NPCList[_n].righttool)>>
<<set $_consentcolour to ($consensual is 1 ? "blue" : "red")>>
<<set $_dildocolouredtext to "<span @class='$_consentcolour'>$_dildo</span>">>
<<set $_eagerly to ($consensual is 1 ? "eagerly" : "menacingly")>>
<<if $NPCList[_n][($_hand is "left" ? "righthand" : "lefthand")] is 0>>
<<set $_npcpart to ["palm","palm","palm","thigh","thigh","shoulder"].random()>>
<<else>>
<<set $_npcpart to ["thigh","shoulder"].random()>>
<</if>>
<span class="purple">
<<if _args[1] isnot undefined and _args[1] is "pocket">>
<<He>> pulls a <span class="blue">$_dildo</span> from <<his>> pocket, slapping it against <<his>> $_npcpart $_eagerly.
<<else>>
<<switch random(0,3)>>
<<case 0>> <<He>> <<print either("flourishes","parades","brandishes","waves")>> <<his>> $_dildocolouredtext, $_eagerly.
<<case 1 2>><<He>> <<print either("slaps","smacks")>> <<his>> $_dildocolouredtext against <<his>> $_npcpart.
<<case 3>>
<<set $_slaps to ($consensual is 1 ? ["brushes","caresses"].random() : "slaps")>>
<<if $consensual isnot 1>><<violence 5>><</if>>
<<He>> $_slaps
<<if $position is "wall" and $walltype isnot "front">>
your <<bottom>> with <<his>> $_dildocolouredtext.
<<else>>
your face with the $_dildocolouredtext in <<his>> $_hand hand.
<</if>>
<</switch>>
<</if>>
</span>
<<if _args[0] is "left">>
<<set $NPCList[_n].lefttool to $_dildo>>
<<set $NPCList[_n].lefthand to "dildo">>
<<elseif _args[0] is "right">>
<<set $NPCList[_n].righttool to $_dildo>>
<<set $NPCList[_n].righthand to "dildo">>
<</if>>
<</widget>>
<<widget "combat-hand-hypnosis">>
<<rng>>
<<set _tool to (_args[0] is "left" ? $NPCList[_n].lefttool : $NPCList[_n].righttool)>>
<<set $_hand to _args[0] + "hand">>
<<if $rng gte 76 and ($hypnosis_traits.scream is undefined or $hypnosis_traits.scream lt 5)>>
<<He>> waves the _tool at you.
<<set $NPCList[_n][$_hand] to "hypnosis_scream">>
<<His>> voice echoes in your mind. <span class="purple"><i><span class="red">From when I click my fingers,</span> should you try to scream, you will beg for rougher treatment instead.</i></span>
<<elseif $rng gte 51 and ($hypnosis_traits.cover is undefined or $hypnosis_traits.cover lt 5)>>
<<He>> waves the _tool at you.
<<set $NPCList[_n][$_hand] to "hypnosis_cover">>
<<His>> voice echoes in your mind. <span class="purple"><i><span class="red">From when I click my fingers,</span> should you try to cover your body, you will display it for all to see instead.</i></span>
<<else>>
<<if random(1, 2) is 2>>
<<His>> voice echoes in your mind. <span class="purple"><i>When I click my fingers, you will be overcome by arousal, and climax at once.</i></span>
<<set $NPCList[_n][$_hand] to "hypnosis_orgasm">>
<<else>>
<<His>> voice echoes in your mind. <span class="purple"><i>When I click my fingers, you will lust for the pleasure of pain.</i></span>
<<set $NPCList[_n][$_hand] to "hypnosis_masochism">>
<</if>>
<<He>> waves the _tool at you.
<</if>>
<</widget>>
<<widget "combat-hand-hypnosis-orgasm">>
<<set _tool to (_args[0] is "left" ? $NPCList[_n].lefttool : $NPCList[_n].righttool)>>
<<He>> clasps <<his>> palm around the _tool, and clicks <<his>> fingers.
A deep yearning blooms,
<<if $uncomfortable.hypnosis is false>>
nurtured by a lewd part of you. <span class="lewd">Your mind immediately accepts it.</span> Feelings of arousal overwhelm you. <<He>> flashes you a satisfied smile.
<<arousal 10000>>
<<elseif $willpower gte random(1, 1000)>>
nurtured by a traitorous part of you. <span class="lblue">You will it away.</span> <<He>> frowns.
<<else>>
unbeckoned. <span class="pink">You can't resist it.</span> Feelings of arousal overwhelm you. <<He>> flashes you a satisfied smile.
<<arousal 10000>><<willpower 1>><<gwillpower>>
<</if>>
<<hypnotised 1>>
<<combat-reset-tool _args[0]>>
<<combat-reset-hand _args[0]>>
<</widget>>
<<widget "combat-hand-hypnosis-masochism">>
<<set _tool to (_args[0] is "left" ? $NPCList[_n].lefttool : $NPCList[_n].righttool)>>
<<He>> clasps <<his>> palm around the _tool, and clicks <<his>> fingers.
A deep yearning blooms,
<<if $uncomfortable.hypnosis is false>>
nurtured by a lewd part of you. <span class="lewd">Your mind immediately accepts it.</span> You long for pain. <<He>> flashes you a satisfied smile.
<<masochism 10>>
<<elseif $willpower gte random(1, 1000)>>
nurtured by a traitorous part of you. <span class="lblue">You will it away.</span> <<He>> frowns.
<<else>>
unbeckoned. <span class="pink">You can't resist it.</span> You long for pain. <<He>> flashes you a satisfied smile.
<<masochism 10>><<willpower 1>><<gwillpower>>
<</if>>
<<hypnotised 1>>
<<combat-reset-tool _args[0]>>
<<combat-reset-hand _args[0]>>
<</widget>>
<<widget "combat-hand-hypnosis-scream">>
<<set _tool to (_args[0] is "left" ? $NPCList[_n].lefttool : $NPCList[_n].righttool)>>
<<He>> clasps <<his>> palm around the _tool, and clicks <<his>> fingers.
<span class="pink">You feel something shift in your consciousness.</span>
<<if !$hypnosis_traits.scream or $hypnosis_traits.scream is 0>>
You've gained the <span class="pink">Hypnotic Yearning</span> trait.
<<set $hypnosis_traits.scream to 1>>
<<elseif $hypnosis_traits.scream lt 5>>
Your hypnotic yearning has deepened.
<<set $hypnosis_traits.scream += 1>>
<</if>>
<<hypnotised 1>>
<<combat-reset-tool _args[0]>>
<<combat-reset-hand _args[0]>>
<</widget>>
<<widget "combat-hand-hypnosis-cover">>
<<set _tool to (_args[0] is "left" ? $NPCList[_n].lefttool : $NPCList[_n].righttool)>>
<<He>> clasps <<his>> palm around the _tool, and clicks <<his>> fingers.
<span class="pink">You feel something shift in your consciousness.</span>
<<if !$hypnosis_traits.cover or $hypnosis_traits.cover is 0>>
You've gained the <span class="pink">Hypnotic Flaunting</span> trait.
<<set $hypnosis_traits.cover to 1>>
<<elseif $hypnosis_traits.cover lt 5>>
Your hypnotic flaunting has deepened.
<<set $hypnosis_traits.cover += 1>>
<</if>>
<<hypnotised 1>>
<<combat-reset-tool _args[0]>>
<<combat-reset-hand _args[0]>>
<</widget>>
<<widget "combat-hand-on-mouth">>
<<rng>>
<<if $enemyanger lte 20 and $enemytrust gte 20>>
<span class="teal">Made confident by your accommodating behaviour, <<he>> releases <<his>> hand from your mouth.</span>
<<combat-reset-hand _args[0]>>
<<set $mouthuse to 0>>
<<else>>
<<He>> continues to clasp your mouth shut.
<<violence 1 1 1 1 _n>><<bruise face>>
<<bodypart_admire_chance forehead>>
<</if>>
<</widget>>
<<widget "combat-hand-on-hair">>
<<rng>>
<<if $rng gte 101>>
<span class="lblue"><<He>> releases <<his>> hand from your hair.</span>
<<combat-reset-hand _args[0]>>
<<elseif $enemyanger gte 61>>
With your hair in <<his>> grip, <<he>> yanks back your head.
<<violence 4 1 1 1 _n>><<set $speechhair to 1>>
<<bodypart_admire_chance forehead>>
<<elseif $enemyanger gte 21>>
<<He>> strokes your hair while holding it bunched in <<his>> grip.
<<set $speechhair to 1>><<neutral 1 _n>>
<<bodypart_admire_chance forehead>>
<<else>>
<span class="lblue"><<He>> releases <<his>> hand from your hair.</span>
<<combat-reset-hand _args[0]>>
<</if>>
<</widget>>
<<widget "combat-pull-outfit-down">>
<<set $_layer to _args[0]>>
<<set $_target to _args[1]>>
<<set $_hand to _args[2]>>
<<set $_upperslot to ($_layer is "" ? "upper" : $_layer + "_upper")>>
<<set $_lowerslot to ($_layer is "" ? "lower" : $_layer + "_lower")>>
<<set $_targetslot to ($_layer is "" ? $_target : $_layer + "_" + $_target)>>
<<set $_clothing_upper to $worn[$_upperslot]>>
<<set $_clothing_lower to $worn[$_lowerslot]>>
<<combat-pull-clothing-state $_upperslot "down" $_hand $_lowerslot>>
<<set _origin to $_clothing_upper.state_top>>
<<set _dest to setup.clothingStateNextDown[_origin]>>
<<set $_upperStateSame to setup.clothingStateIndex[$_clothing_upper.state] gte setup.clothingStateIndex[_origin]>>
<<set $_lowerStateSame to setup.clothingStateIndex[$_clothing_lower.state] gte setup.clothingStateIndex[_origin]>>
/* if the top of the outfit is below the original base of the upper portion, pull the upper portion's base down as well */
<<if $_upperStateSame or setup.clothingStateIndex[$_clothing_upper.state_base] gte setup.clothingStateIndex[_origin]>>
<<set $_clothing_upper.state to _dest>>
<</if>>
/* if the top of the outfit is below the original base of the lower portion, pull the lower portion's base down as well */
<<if $_lowerStateSame or setup.clothingStateIndex[$_clothing_lower.state_base] gte setup.clothingStateIndex[_origin]>>
<<set $_clothing_lower.state to _dest>>
<</if>>
<<switch _origin>>
<<case "chest">>
<<if $_target is "upper">>
<<He>> pulls down the top of your $_clothing_upper.name with <<his>> $_hand hand,
<<else>>
<<He>> tugs your $_clothing_lower.name with <<his>> $_hand hand, pulling down your $_clothing_upper.name and
<</if>>
<<if !_toplessExposed>>
revealing your <<exposedupper>>.
<<neutral 2 _n>>
<<else>>
<span class="lewd">revealing your <<breasts>>.</span>
<<neutral 3 _n>>
<</if>>
<<case "midriff">>
<<if $_target is "upper">>
<<He>> pulls your $_clothing_upper.name down past your midriff with <<his>> $_hand hand.
<<neutral 1 _n>>
<<else>>
<<He>> tugs your $_clothing_lower.name with <<his>> $_hand hand, pulling down your $_clothing_upper.name past your midriff.
<<neutral 1 _n>>
<</if>>
<<if playerBellyVisible()>><<set $speechpregnant to 1>><</if>>
<<case "waist">>
<<He>> pulls your $_clothing_upper.name down to your thighs with <<his>> $_hand hand,
<<if !_bottomlessExposed>>
revealing your <<exposedlower>>.
<<neutral 2 _n>>
<<else>>
revealing your <span class="lewd"><<genitals>>.</span>
<<neutral 5 _n>>
<</if>>
<<case "thighs">>
<<He>> pulls your $_clothing_upper.name down to your knees with <<his>> $_hand hand.
<<neutral 1 _n>>
<<case "knees">>
<<He>> pulls your $_clothing_upper.name down to your ankles with <<his>> $_hand hand.
<<neutral 1 _n>>
<<case "ankles">>
<span class="purple"><<He>> pulls your $_clothing_upper.name off the bottom of your legs with <<his>> $_hand hand.</span>
<<neutral 5 _n>>
<</switch>>
<</widget>>
<<widget "combat-pull-outfit-up">>
<<set $_layer to _args[0]>>
<<set $_target to _args[1]>>
<<set $_hand to _args[2]>>
<<set $_upperslot to ($_layer is "" ? "upper" : $_layer + "_upper")>>
<<set $_lowerslot to ($_layer is "" ? "lower" : $_layer + "_lower")>>
<<set $_targetslot to ($_layer is "" ? $_target : $_layer + "_" + $_target)>>
<<if $position isnot "wall">>
<<set $_clothing_upper to $worn[$_upperslot]>>
<<set $_clothing_lower to $worn[$_lowerslot]>>
<<set _origin to $_clothing_upper.state>>
<<set _dest to setup.clothingStateNextUp[_origin]>>
<<set $_upperStateSame to setup.clothingStateIndex[$_clothing_upper.state_top] gte setup.clothingStateIndex[_origin]>>
<<set $_lowerStateSame to setup.clothingStateIndex[$_clothing_lower.state] gte setup.clothingStateIndex[_origin]>>
/* <<set $_clothing_upper.state to _dest>> */
<<combat-pull-clothing-state $_upperslot "up" $_hand>>
/* if the base of the outfit is below the original top of the upper portion, pull the upper portion's top up as well */
<<if $_upperStateSame or setup.clothingStateIndex[$_clothing_upper.state_top_base] gte setup.clothingStateIndex[_origin]>>
<<set $_clothing_upper.state_top to _dest>>
<</if>>
/* if the base of the outfit is below the original base of the lower portion, pull the lower portion's base up as well */
<<if $_lowerStateSame or setup.clothingStateIndex[$_clothing_lower.state_base] gte setup.clothingStateIndex[_origin]>>
<<set $_clothing_lower.state to _dest>>
<</if>>
<<outfitChecksExposed>>
<<switch _origin>>
<<case "waist">>
<<if $position is "wall" and $walltype isnot "front">>
<<combat-tug-clothing "over_lower" $_hand>>
<<else>>
<<if $_target is "upper">>
<<He>> pulls your bundled $_clothing_upper.name up past your midriff.
<<else>>
<<He>> lifts your $_clothing_upper.name above your midriff with <<his>> $_hand hand.
<</if>>
<<neutral 2 _n>>
<<if playerBellyVisible()>><<set $speechpregnant to 1>><</if>>
<</if>>
<<case "midriff">>
<<if $_target is "upper">>
<<He>> pulls your bundled $_clothing_upper.name up past your <<exposedupper>>.
<<else>>
<<He>> lifts up your $_clothing_upper.name with <<his>> $_hand hand,
<<if !_toplessExposed>>
exposing your <<exposedupper>>.
<<neutral 2 _n>>
<<else>>
<span class="lewd">exposing your <<breasts>>.</span>
<<neutral 3 _n>>
<</if>>
<</if>>
<<case "chest">>
<<if $_target is "upper">>
<span class="purple"><<He>> pulls your $_clothing_upper.name off your body with <<his>> $_hand hand.</span>
<<else>>
<span class="purple"><<He>> pulls your $_clothing_upper.name off completely with <<his>> $_hand hand.</span>
<</if>>
<<neutral 3 _n>>
<</switch>>
<<elseif $walltype isnot "front">>
<<combat-tug-clothing $_targetslot $_hand>>
<</if>>
<</widget>>
<<widget "combat-pull-clothing-down">>
<<set $_slot to _args[0]>>
<<set $_clothing to $worn[$_slot]>>
<<set $_hand to _args[1]>>
<<set $_origin to $_clothing.state>>
<<combat-pull-clothing-state $_slot "down" $_hand>>
<<switch $_origin>>
<<case "chest">>
<<He>> pulls your $_clothing.name down with <<his>> $_hand hand,
<<if !_toplessExposed>>
revealing your <<exposedupper>>.
<<neutral 2 _n>>
<<else>>
<span class="lewd">revealing your <<breasts>>.</span>
<<neutral 3 _n>>
<</if>>
<<case "midriff">>
<<He>> pulls your $_clothing.name down past your midriff with <<his>> $_hand hand.
<<neutral 1 _n>>
<<if playerBellyVisible()>><<set $speechpregnant to 1>><</if>>
<<case "waist">>
<<He>> pulls your $_clothing.name down to your thighs with <<his>> $_hand hand,
<<if !_bottomlessExposed and $_slot isnot "under_lower" and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt isnot 1>>
revealing your <<exposedlower>>.
<<neutral 2 _n>>
<<else>>
revealing your <span class="lewd"><<genitals>>.</span>
<<neutral 5 _n>><<set $speechgenitals to 1>>
<</if>>
<<case "thighs">>
<<He>> pulls your $_clothing.name down to your knees with <<his>> $_hand hand.
<<neutral 1 _n>>
<<case "knees">>
<<He>> pulls your $_clothing.name down to your ankles with <<his>> $_hand hand.
<<neutral 1 _n>>
<<case "ankles">>
<span class="purple"><<He>> pulls your $_clothing.name off your legs with <<his>> $_hand hand.</span>
<<neutral 3 _n>>
<</switch>>
<</widget>>
<<widget "combat-pull-clothing-up">>
<<set $_slot to _args[0]>>
<<set $_clothing to $worn[$_slot]>>
<<set $_hand to _args[1]>>
<<if $position isnot "wall">>
<<combat-pull-clothing-state $_slot "up" $_hand>>
<<switch _dest>>
<<case "midriff">>
<<He>> lifts up your $_clothing.name with <<his>> $_hand hand, exposing your midriff.
<<neutral 1 _n>>
<<if playerBellyVisible()>><<set $speechpregnant to 1>><</if>>
<<case "chest">>
<<if _toplessExposed>>
<<He>> lifts up your $_clothing.name with <<his>> $_hand hand, <span class="lewd">exposing your <<breasts>>.</span>
<<neutral 2 _n>><<set $speechbreasts to 1>>
<<else>>
<<He>> lifts your $_clothing.name over your chest with <<his>> $_hand hand, exposing your <<exposedupper>>.
<<neutral 1 _n>>
<</if>>
<<case 0>>
<span class="purple"><<He>> completely removes your $_clothing.name with <<his>> $_hand hand.</span>
<<neutral 3 _n>>
<</switch>>
<<else>>
<<if $walltype isnot "front" and $_slot.includes("upper")>>
<<combat-tug-clothing $_slot $_hand>>
<</if>>
<</if>>
<</widget>>
<<widget "combat-pull-clothing-to-side">>
<<set $_clothing to $worn[_args[0]]>>
<<set $_hand to _args[1]>>
<<if playerHasStrapon() and $penisstate isnot 0>>
<<He>> moves <<his>> $_hand hand away from your $worn.under_lower.colour $worn.under_lower.name.
<<combat-reset-hand $_hand>><<neutral 5 _n>>
<<else>>
<<He>> pulls your $_clothing.name to the side, <span class="lewd">revealing your <<genitals>>.</span>
<<set $_clothing.state to "totheside">>
<<combat-reset-hand $_hand>><<neutral 5 _n>>
<<set $_clothing.vagina_exposed to 1>><<set $_clothing.anus_exposed to 1>><<set $_clothing.exposed to 1>><<set $speechgenitals to 1>>
<</if>>
<</widget>>
<<widget "combat-pull-clothing-state">>
<<set $_slot to _args[0]>>
<<set $_clothing to $worn[$_slot]>>
<<set $_up to _args[1] is "up">>
<<set $_hand to _args[2]>>
<<if _args[3]>>
<<set $_otherOutfitSlot to _args[3]>>
<<set $_otherClothing to $worn[$_otherOutfitSlot]>>
<</if>>
<<if $_up>>
<!-- pulling clothing up -->
<<set _origin to $_clothing.state>>
<<set _dest to setup.clothingStateNextUp[$_clothing.state]>>
<<set $_clothing.state to _dest>>
<<if $_clothing.state_top and setup.clothingStateIndex[$_clothing.state] gt setup.clothingStateIndex[$_clothing.state_top]>>
<<set $_clothing.state_top to _dest>>
<</if>>
<<if $_otherClothing and setup.clothingStateIndex[$_clothing.state] gt setup.clothingStateIndex[$_otherClothing.state]>>
<<set $_otherClothing.state to _dest>>
<</if>>
<<switch _origin>>
<<case "midriff">>
<<set $_clothing.exposed to 2>><<set $speechbreasts to 1>> <!-- breasts/chest now exposed below clothing bottom -->
<<case "waist">>
<<set $_clothing.exposed to 2>><<set $speechgenitals to 1>><!-- genitals now exposed below clothing bottom -->
<<set $_clothing.vagina_exposed to 1>><<set $_clothing.anus_exposed to 1>>
<</switch>>
<<else>>
<!-- pulling clothing down -->
<<if $_clothing.state_top>>
<!-- upper clothing has a .state_top variable, and lower doesn't. -->
<<set _origin to $_clothing.state_top>>
<<set _dest to setup.clothingStateNextDown[$_clothing.state_top]>>
<<set $_clothing.state_top to _dest>>
<<if setup.clothingStateIndex[$_clothing.state_top] lt setup.clothingStateIndex[$_clothing.state]>>
<!-- if the top of the clothing is as low as or lower than the bottom -->
<<set $_clothing.state to _dest>>
<</if>>
<!-- adjust exposure -->
<<if _origin is "chest">>
<<set $_clothing.exposed to 2>><<set $speechbreasts to 1>> <!-- breasts/chest now exposed above clothing top -->
<</if>>
<<else>>
<<set _origin to $_clothing.state>>
<<set _dest to setup.clothingStateNextDown[$_clothing.state]>>
<<set $_clothing.state to _dest>>
<!-- adjust exposure -->
<<if _origin is "waist">>
<<set $_clothing.exposed to 2>><<set $speechgenitals to 1>> <!-- breasts/chest now exposed above clothing top -->
<<set $_clothing.vagina_exposed to 1>><<set $_clothing.anus_exposed to 1>>
<</if>>
<</if>>
<</if>>
<<if _dest is 0>>
<<combat-reset-hand $_hand>><<clothesstripstat>><<generalStrip $_slot>>
<</if>>
<<outfitChecksExposed>>
<</widget>>
<<widget "combat-lift-skirt">>
<<set $_clothing to $worn[_args[0]]>>
<<set $_hand to _args[1]>>
<<set $_clothing.skirt_down to 0>><<set $_clothing.vagina_exposed to 1>><<set $_clothing.anus_exposed to 1>><<set $_clothing.exposed to 2>>
<<outfitChecksExposed>>
<<He>> lifts up your $_clothing.name with <<his>> $_hand hand, exposing your
<<if !_bottomlessExposed>>
<<exposedlower>>.
<<neutral 2 _n>>
<<elseif $worn.genitals.name isnot "naked">>
$worn.genitals.name.
<<neutral 2 _n>>
<<else>>
<span class="lewd"><<genitals>>.</span>
<<neutral 5 _n>><<set $speechgenitals to 1>>
<</if>>
<</widget>>
<<widget "combat-remove-buttplug">>
<<set $_hand to _args[0]>>
<<He>> removes your $worn.butt_plug.name, <span class="lewd">revealing your anus.</span>
<<set $worn.butt_plug.state to "removed">>
<<combat-reset-hand $_hand>><<neutral 5 _n>>
<<set $speechanusentrance to 1>>
<</widget>>
<<widget "combat-tug-clothing">>
<<set $_slot to _args[0]>>
<<set $_hand to _args[1]>>
<<He>> tugs at your $worn[$_slot].name with <<his>> $_hand hand, tearing <<it $_slot>> before <span class="blue">letting go.</span>
<<combat-reset-hand $_hand>><<neutral 1 _n>>
<<set $worn[$_slot].integrity -= 10>>
<</widget>>
<<widget "combat-hand-on-overlowerclothes">>
<<set $_hand to _args[0]>>
<<set $_overlowersetup to setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)]>>
<<if $_overlowersetup.skirt is 1>>
<<if $worn.over_lower.skirt_down is 1>>
<<combat-lift-skirt "over_lower" $_hand>>
<<elseif _overOutfit>>
<<combat-pull-outfit-up "over" "lower" $_hand>>
<<else>>
<<combat-pull-clothing-down "over_lower" $_hand>>
<</if>>
<<elseif _overOutfit>>
<<if $worn.over_upper.open is 1>>
<<combat-pull-outfit-down "over" "lower" $_hand>>
<<else>>
<<combat-tug-clothing "over_lower" $_hand>>
<</if>>
<<else>>
<<combat-pull-clothing-down "over_lower" $_hand>>
<</if>>
<</widget>>
<<widget "combat-hand-on-underlowerclothes">>
<<set $_hand to _args[0]>>
<<set $_overlower_open to setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].skirt is 1 or $worn.over_lower.type.includes("naked")>>
<<set $_lower_open to setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1 or $worn.lower.type.includes("naked")>>
<<if _underOutfit>>
<<combat-pull-outfit-down "under" "lower" $_hand>>
<<elseif playerHasStrapon() and $penisstate isnot 0>>
<<He>> moves <<his>> hand away from your $worn.under_lower.colour $worn.under_lower.name.
<<combat-reset-hand $_hand>>
<<elseif ($_overlower_open and $_lower_open) or $worn.lower.state isnot "waist">>
<<if $worn.under_lower.state is "waist" and !($rng gt 20 or $combatgoal is "strip" or $worn.under_lower.no_aside)>>
<<combat-pull-clothing-to-side "under_lower" $_hand>>
<<else>>
<<combat-pull-clothing-down "under_lower" $_hand>>
<</if>>
<<else>>
<<combat-tug-clothing "under_lower" $_hand>>
<</if>>
<</widget>>
<<widget "combat-hand-on-buttplug">>
<<set $_clothing to $worn.butt_plug.name>>
<<set $_hand to _args[0]>>
<<if random(0,3) is 0>>
With <<his>> $_hand hand, <<he>> teases your anus with your $_clothing.
<<else>>
<<combat-remove-buttplug $_hand>>
<</if>>
<</widget>>
<<widget "combat-hand-on-lowerclothes">>
<<set $_hand to _args[0]>>
<<set $_overlower_open to setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].skirt is 1 or $worn.over_lower.type.includes("naked")>>
<<set $_lower_open to setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
<<if $_overlower_open and $_lower_open>>
<<if $worn.lower.skirt_down is 1>>
<<combat-lift-skirt "lower" $_hand>>
<<elseif _middleOutfit>>
<<combat-pull-outfit-up "" "lower" $_hand>>
<<else>>
<<combat-pull-clothing-down "lower" $_hand>>
<</if>>
<<elseif _middleOutfit>>
<<if $worn.upper.open is 1>>
<<combat-pull-outfit-down "" "lower" $_hand>>
<<else>>
<<combat-tug-clothing "lower" $_hand>>
<</if>>
<<else>>
<<combat-pull-clothing-down "lower" $_hand>>
<</if>>
<</widget>>
<<widget "combat-hand-on-overupperclothes">>
<<set $_hand to _args[0]>>
<<if _overOutfit is false>>
<<if $worn.over_upper.open is 1>>
<<combat-pull-clothing-down "over_upper" $_hand>>
<<else>>
<<combat-pull-clothing-up "over_upper" $_hand>>
<</if>>
<<elseif $worn.over_upper.open is 1>>
<<if $worn.over_lower.state is $worn.over_upper.state_top
and $worn.over_lower.state is $worn.over_upper.state
and setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].skirt is 1>>
<<combat-pull-outfit-up "over" "upper" $_hand>>
<<else>>
<<combat-pull-outfit-down "over" "upper" $_hand>>
<</if>>
<<else>>
<<combat-tug-clothing "over_upper" $_hand>>
<</if>>
<</widget>>
<<widget "combat-hand-on-upperclothes">>
<<set $_hand to _args[0]>>
<<if _middleOutfit is false>>
<<if $worn.upper.open is 1>>
<<combat-pull-clothing-down "upper" $_hand>>
<<else>>
<<combat-pull-clothing-up "upper" $_hand>>
<</if>>
<<elseif $worn.upper.open is 1>>
<<if $worn.lower.state is $worn.upper.state_top
and $worn.lower.state is $worn.upper.state
and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
<<combat-pull-outfit-up "" "upper" $_hand>>
<<else>>
<<combat-pull-outfit-down "" "upper" $_hand>>
<</if>>
<<else>>
<<combat-tug-clothing "upper" $_hand>>
<</if>>
<</widget>>
<<widget "combat-hand-on-underupperclothes">>
<<set $_hand to _args[0]>>
<<if _underOutfit is false>>
<<if $worn.under_upper.open is 1>>
<<combat-pull-clothing-down "under_upper" $_hand>>
<<else>>
<<combat-pull-clothing-up "under_upper" $_hand>>
<</if>>
<<elseif $worn.under_upper.open is 1>>
<<if $worn.under_lower.state is $worn.under_upper.state_top
and $worn.under_lower.state is $worn.under_upper.state
and setup.clothes.under_lower[clothesIndex('under_lower', $worn.under_lower)].skirt is 1>>
<<combat-pull-outfit-up "under" "upper" $_hand>>
<<else>>
<<combat-pull-outfit-down "under" "upper" $_hand>>
<</if>>
<</if>>
<</widget>>
<<widget "combat-hand-on-clothes">>
<<set $_slot to _args[0]>>
<<set $_hand to _args[1]>>
<<set $_strugglevar to $_slot.replace("_","") + "struggle">>
<<rng>>
<<if $worn[$_slot].name is "naked">>
<<cast_aside_clothes>>
<<combat-reset-hand $_hand>>
<<elseif $worn[$_slot].type.includes("strap-on") and $worn[$_slot].state is "waist" and $penisstate is 0>>
<<combat-reset-hand $_hand>>
<<elseif V[$_strugglevar] is 1>>
<<set V[$_strugglevar] to 0>>
You manage to keep <<him>> from stripping you of your $worn[$_slot].name.
<<set $speechstripstruggle to 1>>
<<elseif $rng gte 101>>
<span class="lblue"><<He>> releases <<his>> hand from your $worn[$_slot].name.</span>
<<combat-reset-hand $_hand>>
<<elseif $rng lte 100>>
<<switch $_slot>>
<<case "under_lower">> <<combat-hand-on-underlowerclothes $_hand>>
<<case "lower">> <<combat-hand-on-lowerclothes $_hand>>
<<case "over_lower">> <<combat-hand-on-overlowerclothes $_hand>>
<<case "under_upper">> <<combat-hand-on-underupperclothes $_hand>>
<<case "upper">> <<combat-hand-on-upperclothes $_hand>>
<<case "over_upper">> <<combat-hand-on-overupperclothes $_hand>>
<</switch>>
<</if>>
<<switch $_slot>>
<<case "under_upper" "upper" "over_upper">> <<bodypart_admire_chance "breasts">>
<<case "over_lower" "lower">> <<bodypart_admire_chance "back">>
<<case "under_lower">> <<bodypart_admire_chance "pubic">>
<</switch>>
<</widget>>
<<widget "combat-hand-on-lube">>
<<if $NPCList[_n].penis is "vaginaentrance" and $player.bodyliquid.vaginaoutside.goo lt 5>>
<<He>> squeezes the bottle of lubricant in <<his>> _args[0] hand, <span class="pink">covering your <<pussy>> in slimy fluid.</span>
<<neutral 10 _n>><<bodyliquid "vaginaoutside" "goo">>
<<elseif $NPCList[_n].penis is "anusentrance" and $player.bodyliquid.bottom.goo lt 5>>
<<He>> squeezes the bottle of lubricant in <<his>> _args[0] hand, <span class="pink">covering your <<bottom>> in slimy fluid.</span>
<<neutral 10 _n>><<bodyliquid "bottom" "goo">>
<<elseif $NPCList[_n].penis is "otheranusentrance" and $player.bodyliquid.penis.goo lt 5>>
<<He>> squeezes the bottle of lubricant in <<his>> _args[0] hand, <span class="pink">covering your <<penis>> in slimy fluid.</span>
<<neutral 10 _n>><<bodyliquid "penis" "goo">>
<<elseif $NPCList[_n].vagina is "penisentrance" and $player.bodyliquid.penis.goo lt 5>>
<<He>> squeezes the bottle of lubricant in <<his>> _args[0] hand, <span class="pink">covering your <<penis>> in slimy fluid.</span>
<<neutral 10 _n>><<bodyliquid "penis" "goo">>
<<elseif $NPCList[_n].vagina is "otheranusentrance" and $player.bodyliquid.penis.goo lt 5>>
<<He>> squeezes the bottle of lubricant in <<his>> _args[0] hand, <span class="pink">covering your <<penis>> in slimy fluid.</span>
<<neutral 10>><<bodyliquid "penis" "goo">>
<<elseif ($NPCList[_n].penis is "vaginaentrancedouble" or $NPCList[_n].penis is "vaginaimminentdouble") and $player.bodyliquid.vaginaoutside.goo lt 5>>
<<He>> squeezes the bottle of lubricant in <<his>> _args[0] hand, <span class="pink">covering your <<pussy>> in slimy fluid.</span>
<<neutral 10>><<bodyliquid "vaginaoutside" "goo">>
<<elseif ($NPCList[_n].penis is "anusentrancedouble" or $NPCList[_n].penis is "anusimminentdouble") and $player.bodyliquid.bottom.goo lt 5>>
<<He>> squeezes the bottle of lubricant in <<his>> _args[0] hand, <span class="pink">covering your <<bottom>> in slimy fluid.</span>
<<neutral 10>><<bodyliquid "bottom" "goo">>
<<else>>
<span class="lblue"><<He>> casts aside the lube in <<his>> _args[0] hand.</span>
<<combat-reset-hand _args[0]>>
<</if>>
<</widget>>
<<widget "combat-hand-on-shoes">>
<<if $worn.feet.name isnot "naked">>
<<He>> tugs off your $worn.feet.name.
<<feetstrip>>
<<neutral 5 _n>>
<</if>>
<<combat-reset-hand _args[0]>>
<</widget>>
<<widget "combat-hand-on-socks">>
<<if $worn.legs.name isnot "naked">>
<<He>> tugs off your $worn.legs.name, exposing your feet.
<<legsstrip>>
<<neutral 5 _n>>
<</if>>
<<combat-reset-hand _args[0]>>
<</widget>>
<<widget "combat-hand-on-shackle">>
<span class="red"><<He>> clamps the iron shackles around your ankles.</span> They lock with a click.
<<if $carried.feet.name isnot "naked">>
<<silently>><<generalSteal "feet">><</silently>>
<</if>>
<<shackle_feet>>
<<combat-reset-hand _args[0]>>
<</widget>>
<<widget "combat-hand-on-shackle-imminent">>
<span class="pink"><<He>> pulls your ankles into the iron shackles.</span>
<<combat-set-hand-target _args[0] "shackle_imminent">>
<</widget>>
<<widget "combat-hand-on-head_breasts">>
<<rng>>
<<if $rng gte 69 and ($worn.face.type.includes("covered") or $worn.face.type.includes("gag"))>>
<<He>> pushes your mouth against <<hisselect _n>> $NPCList[_n].breastdesc, but it's blocked by your $worn.face.name.
<<set $speechheadbreasts to 1>>
<<if $NPCList[_n].type is "plant" and $NPCList[_n].pronoun is "f" and $breastfeedingdisable is "f">>
<span class="pink">Nectar leaks from <<hisselect _n>> bud.</span>
<<damageFaceCover 1>>
<<elseif $NPCList[_n].lactation is 1 and $breastfeedingdisable is "f">>
<span class="pink">Milk leaks from <<hisselect _n>> bud.</span>
<<set $speechheadsuckleclosed to 1>>
<<damageFaceCover 1>>
<<else>>
<<set $speechheadnippleclosed to 1>>
<</if>>
<<damageFaceCover 1>>
<<elseif $rng gte 70>>
<<sex 3 "mouth" _n>>
<<combat-set-hand-target _args[0] "head_nipples">>
<<if $mouthstate isnot "nipple">>
<<set $mouthactiondefault to "breastclosed">>
<</if>>
<<set $mouthstate to "nipple">><<set $NPCList[_n].chest to "mouth">><<set $mouthtarget to _n>>
<<if $NPCList[_n].breastsize gte 1>>
<<He>> pushes your mouth against <<hisselect _n>> $NPCList[_n].breastdesc, <span class="purple">and your mouth against <<hisselect _n>> nipple.</span>
<<else>>
<span class="purple"><<He>> pushes your mouth against <<hisselect _n>> $NPCList[_n].breastdesc.</span>
<</if>>
<<if $NPCList[_n].type is "plant" and $NPCList[_n].pronoun is "f" and $breastfeedingdisable is "f">>
<span class="pink">Nectar leaks from <<hisselect _n>> bud.</span>
<<elseif $NPCList[_n].lactation is 1 and $breastfeedingdisable is "f">>
<span class="pink">Milk leaks from <<hisselect _n>> bud.</span>
<<set $speechheadsuckleclosed to 1>>
<<else>>
<<set $speechheadnippleclosed to 1>>
<</if>>
<<else>>
<<neutral 3 _n>>
<<He>> holds your head between <<hisselect _n>> $NPCList[_n].breastsdesc.
<<if $NPCList[_n].breastsize gte 6>>
<<set $speechheadbreasts to 1>>
<<else>>
<<set $speechheadchest to 1>>
<</if>>
<</if>>
<<bodypart_admire_chance forehead>>
<</widget>>
<!-- pass "left", "right" or "both" as the first argument, and "hand" or "hands" for the second argument -->
<<widget "combat-hand-on-mask">>
<<if ($worn.face.type.includes("mask") or $worn.face.type.includes("covered")) and ($nomask isnot 1 or $enemyanger gt ($enemyangermax / 2))>>
<<set $_hishand to (_args[0] isnot "both" ? "<<his>> " : "") + _args[0] + " " + _args[1]>>
<<if $face is "covered">>
<<He>> tries to pull your $worn.face.name off your face with $_hishand, <span class="lblue">but you grip it tight.</span>
<<if random(1, 3) is 3>>
<span class="lblue"><<He>> releases it with a frustrated sigh.</span>
<<combat-reset-hand _args[0]>>
<<else>>
<<if $enemyanger gt ($enemyangermax / 2)>>
<span class="red"><<He>> tries to force your $worn.face.name off!</span>
<<damageFaceCover 4>>
<</if>>
<</if>>
<<else>>
<<He>> pulls your $worn.face.name off your face with $_hishand, <span class="pink">revealing your identity.</span>
<<facestrip>><<clothesstripstat>><<combat-reset-hand _args[0]>>
<</if>>
<<else>>
<<combat-reset-hand _args[0]>>
<</if>>
<</widget>>
<<widget "combat-hand-on-chastity">>
<<if $worn.genitals.name is "naked">>
<<cast_aside_clothes>>
<<combat-reset-hand _args[0]>>
<<else>>
<<if $worn.genitals.name is "chastity parasite">>
<span class="blue"><<He>> pulls on your $worn.genitals.name, only to then squeeze it.</span>
<span class="lewd"><<His>> rough handling leaves you feeling more aroused.</span>
<<arousal 100 "genitals">>
<<if random(0, 100) gt $enemyanger>>
Seeing your reaction to squeezing it, <<he>> continues.
<<arousal 200 "genitals">><<if !$earSlime.defyCooldown and $earSlime.vibration lt 120>><<set $earSlime.vibration += 5>><</if>>
<<elseif $enemyanger gt 100>>
Seeing your reaction to squeezing it, <<he>> gives it one more go at tearing it away before giving up.
<<set $worn.genitals.integrity -= 5>>
<<arousal 100 "genitals">><<combat-reset-hand _args[0]>><<set $speechchastity to 1>><<bodypart_admire_chance pubic>>
<<else>>
<<He>> stops after a few more moments of squeezing, looking bewildered.
<<combat-reset-hand _args[0]>><<set $speechchastity to 1>><<bodypart_admire_chance pubic>>
<</if>>
<<set $worn.genitals.integrity -= 5>>
<<elseif $worn.genitals.origin is $NPCList[_n].fullDescription>>
<span class="lblue"><<He>> gently holds onto your $worn.genitals.name before letting it go.</span>
<<combat-reset-hand _args[0]>><<set $speechchastity to 1>><<bodypart_admire_chance pubic>>
<<else>>
<span class="blue"><<He>> tries to loosen your $worn.genitals.name.</span>
<<His>> rough handling leaves you feeling more frustrated and aroused. <<He>> gives up after a few moments of impotent tugging, looking disappointed.
<<set $enemyanger += 5>><<combat-reset-hand _args[0]>><<set $speechchastity to 1>><<bodypart_admire_chance pubic>><<set $worn.genitals.integrity -= 10>>
<</if>>
<<neutral 1 "genitals" _n>><<arousal 5 "genitals">>
<</if>>
<</widget>>
<<widget "combat-hand-on-throat">>
<<if $asphyxiaLvl gte 1>>
<<rng>>
<<if $consensual is 1>>
<<mancombat_choke>>
<<else>>
<<mancombat_strangle>>
<</if>>
<</if>>
<</widget>>
<<widget "combat-hand-on-head_nipples">>
<<sex 3 "mouth">>
<<personselect _n>>
<<He>> continues to push your mouth against <<his>> $NPCList[_n].breastdesc.
<<if $breastfeedingdisable is "f">>
<<if $NPCList[_n].type is "plant" and $NPCList[_n].pronoun is "f">>
<span class="pink">Nectar leaks from <<his>> bud.</span>
<<elseif $NPCList[_n].lactation is 1>>
<span class="pink">Milk leaks from <<his>> bud.</span>
<</if>>
<</if>>
<<bodypart_admire_chance forehead>>
<</widget>>
<<widget "combat-pen-on-bodypart">>
<<set $_hand to _args[0]>><<set $_penbodypart to _args[1]>>
<<He>> scrawls on your <<bodypart $_penbodypart>>:
<<bodywriting_npc $_penbodypart `$NPCList[_n][$_hand + "tool"]`>>
<<set $newlyWritten.pushUnique($_penbodypart)>>
<<combat-reset-hand $_hand>><<set $NPCList[_n][$_hand + "tool"] to 0>>
<</widget>>
<<widget "combat-set-hand-start">>
<<rng>>
<<outfitChecks>>
<<combat-get-other-hand _args[0]>>
<<if $askedtochoke is 1 and $consensual is 1 and $asphyxiaLvl gte 1 and ($neckuse isnot "hand" or ($otherNPChand is "throat" and $rng lte 30))>>
<<set $neckuse to "hand">>
<<set $askedtochoke to 0>>
<<combat-set-hand-target _args[0] "throat">>
<<neutral 1 _n>>
<<elseif $combatgoal is "strip">>
<<if $worn.over_upper.name isnot "naked" and $noupper isnot 1>>
<span class="purple"><<He>> grasps your $worn.over_upper.name with <<his>> _args[0] hand.</span>
<<neutral 1 _n>>
<<set $handtarget to "overupperclothes">>
<<elseif $worn.upper.name isnot "naked" and $noupper isnot 1>>
<span class="purple"><<He>> grasps your $worn.upper.name with <<his>> _args[0] hand.</span>
<<neutral 1 _n>>
<<set $handtarget to "upperclothes">>
<<elseif $worn.under_upper.name isnot "naked" and !$worn.under_upper.type.includes("sticky") and $noupper isnot 1>>
<span class="purple"><<He>> grasps your $worn.under_upper.name with <<his>> _args[0] hand.</span>
<<neutral 1 _n>>
<<set $handtarget to "underupperclothes">>
<<elseif $worn.over_lower.name isnot "naked" and $walltype isnot "front">>
<span class="purple"><<He>> grasps your $worn.over_lower.name with <<his>> _args[0] hand.</span>
<<neutral 1 _n>>
<<set $handtarget to "overlowerclothes">>
<<elseif $worn.lower.name isnot "naked" and $walltype isnot "front">>
<span class="purple"><<He>> grasps your $worn.lower.name with <<his>> _args[0] hand.</span>
<<neutral 1 _n>>
<<set $handtarget to "lowerclothes">>
<<elseif $worn.under_lower.name isnot "naked" and $worn.under_lower.state isnot "totheside" and $walltype isnot "front">>
<span class="purple"><<He>> grasps your $worn.under_lower.name with <<his>> _args[0] hand.</span>
<<neutral 1 _n>>
<<set $handtarget to "underlowerclothes">>
<<elseif $analdisable is "f" and playerHasButtPlug() and random(0,1) is 0>>
<span class="purple"><<He>> places <<his>> hand on your $worn.butt_plug.name.</span>
<<neutral 1 _n>><<set $handtarget to "buttplug">>
<<elseif $worn.genitals.name isnot "naked" and $walltype isnot "front">>
<span class="purple"><<He>> grasps your $worn.genitals.name with <<his>> _args[0] hand.</span>
<<neutral 1 _n>>
<<set $handtarget to "genitals">>
<<else>>
<!-- You're naked, so the strip attack stops. Either detect this and stop the attack, or just let the attack continue normally. -->
<<set $combatgoal to 0>>
<<set $handtarget to 0>>
<<set $NPCList[_n].mouth to 0>>
<<set _stripped to true>>
<</if>>
<<combat-set-hand-target _args[0] $handtarget>>
<<elseif $NPCList[_n].heldSexToy isnot undefined and $rng lt 25 and !getSexToysofType("all").includes($NPCList[_n].lefttool) and !getSexToysofType("all").includes($NPCList[_n].righttool)>>
<<giveNPCsextoy _n $NPCList[_n].heldSexToy _args[0]>>
<<combat-reveal-sextoy _args[0]>>
<<elseif $rng lte 7 and ($consensual isnot 1 or ["Whitney", "Kylar", "Sydney"].includes($npc[$npcrow.indexOf(_n)])) and $bodywritingLvl gte 2 and $enemytype isnot "beast" and !$noBodyWriting>>
<<set _rng to random(1, 5)>>
<<if (_rng is 5 and $NPCList[_n].type isnot "plant" and $role isnot "islander") or $npc.includes("Sydney")>>
<span class="purple"><<He>> pulls a <span class="pink">permanent</span> marker pen from <<his>> pocket, flicking off the lid.</span>
<<set $tooltarget to "marker">>
<<elseif _rng is 4 and $NPCList[_n].type isnot "plant" and $NPCList[_n].pronoun is "f" and $role isnot "islander">>
<span class="purple"><<He>> pulls lipstick from <<his>> pocket, and pushes out the tip.</span>
<<set $tooltarget to "lipstick">>
<<elseif (_rng is 3 and $outside is 1 and ["forest","moor","farmlands","farm"].includes($location)) or $NPCList[_n].type is "plant" or $role is "islander">>
<span class="purple"><<He>> lifts a handful of mud from the ground.</span>
<<set $tooltarget to "mud">>
<<else>>
<span class="purple"><<He>> pulls a pen from <<his>> pocket, flicking off the lid.</span>
<<set $tooltarget to "pen">>
<</if>>
<<if _args[0] is "left">>
<<set $NPCList[_n].lefttool to $tooltarget>>
<<set $NPCList[_n].lefthand to "pen">>
<<else>>
<<set $NPCList[_n].righttool to $tooltarget>>
<<set $NPCList[_n].righthand to "pen">>
<</if>>
<<neutral 1 _n>>
<<elseif $enemyanger + $rng lte 15 and $NPCList[_n].traits.includes("hypnotist") and $hypnosisdisable is "f">>
<<set _tool to $role is "islander" ? "bundle of herbs" : "pendant">>
<<He>> produces a
<<if _args[0] is "left">>
<<set $NPCList[_n].lefthand to "hypnosis">>
<<set $NPCList[_n].lefttool to _tool>>
<<print $NPCList[_n].lefttool>>,
<<else>>
<<set $NPCList[_n].righthand to "hypnosis">>
<<set $NPCList[_n].righttool to _tool>>
<<print $NPCList[_n].righttool>>,
<</if>>
<span class="purple">and <<print $role is "islander" ? "waves" : "swings">> it in front of your face.</span>
<<elseif $enemyanger + $rng lte 20>>
<<if $walltype is "front">>
<<He>> strokes your cheek.
<<neutral 10 _n>>
<<else>>
<<set $handtarget to 0>>
<<if $worn.over_lower.name isnot "naked">>
<span class="purple"><<He>> grasps your $worn.over_lower.name with <<his>> _args[0] hand.</span>
<<set $handtarget to "overlowerclothes">><<neutral 1 _n>>
<<elseif $worn.lower.name isnot "naked">>
<span class="purple"><<He>> grasps your $worn.lower.name with <<his>> _args[0] hand.</span>
<<set $handtarget to "lowerclothes">><<neutral 1 _n>>
<<elseif !(($player.penisExist and !playerChastity("penis")) or ($player.vaginaExist and !playerChastity("vagina")))>>
<<He>> <<strokes>> your inner thigh and brushes <<his>> fingers against your $worn.genitals.name<<if $worn.genitals.name is "chastity parasite">>, <span class="lewd">leaving you feeling more aroused.</span><<arousal 100 "genitals">><<else>>.<</if>>
<<neutral 10 "genitals" _n>><<set $speechchastity to 1>>
<<elseif ($player.penisExist and !playerChastity("penis")) and ($player.vaginaExist and !playerChastity("vagina"))>>
<<if $player.ballsExist and random(0,1) is 1>>
<<He>> <<strokes>> your <<testicles>> and teases your glans.
<<neutral 10 "genitals" _n>><<set $speechglans to 1>>
<<else>>
<<He>> strokes the base of your <<penis>> where it meets your <<pussy>>.
<<neutral 10 "genitals" _n>><<set $speechfutapenis to 1>>
<</if>>
<<elseif $player.penisExist and $player.ballsExist and !playerChastity("penis")>>
<<He>> <<strokes>> your <<testicles>> and teases your glans.
<<neutral 10 "genitals" _n>><<set $speechglans to 1>>
<<elseif $player.vaginaExist and !playerChastity("vagina")>>
<<He>> <<strokes>> your pubic mound and teases your clit.
<<neutral 10 "genitals" _n>><<set $speechclit to 1>>
<</if>>
<<combat-set-hand-target _args[0] $handtarget>>
<</if>>
<<elseif $enemyanger + $rng lte 30>>
<<set $handtarget to 0>>
<<if $position is "wall" and $walltype isnot "front">>
<<if $worn.over_lower.name isnot "naked">>
<span class="purple"><<He>> grasps your $worn.over_lower.name with <<his>> _args[0] hand.</span>
<<set $handtarget to "overlowerclothes">><<neutral 1 _n>>
<<elseif $worn.lower.name isnot "naked">>
<span class="purple"><<He>> grasps your $worn.lower.name with <<his>> _args[0] hand.</span>
<<set $handtarget to "lowerclothes">><<neutral 1 _n>>
<<elseif playerHasStrapon()>>
<<He>> <<strokes>> your inner thigh and brushes <<his>> fingers against your $worn.under_lower.name.
<<neutral 10 "genitals" _n>>
<<elseif !(($player.penisExist and !playerChastity("penis")) or ($player.vaginaExist and !playerChastity("vagina")))>>
<<He>> <<strokes>> your inner thigh and brushes <<his>> fingers against your $worn.genitals.name<<if $worn.genitals.name is "chastity parasite">>, <span class="lewd">leaving you feeling more aroused.</span><<arousal 100 "genitals">><<else>>.<</if>>
<<neutral 10 "genitals" _n>><<set $speechchastity to 1>>
<<elseif ($player.penisExist and !playerChastity("penis")) and ($player.vaginaExist and !playerChastity("vagina"))>>
<<He>> runs <<his>> hand up your thigh and over the area where your <<penis>> and <<pussy>> meet.
<<neutral 10 "genitals" _n>><<set $speechfutapenis to 1>>
<<elseif $player.penisExist and !playerChastity("penis")>>
<<He>> <<strokes>> your inner thigh and brushes <<his>> fingers against your <<glans>>.
<<neutral 10 "genitals" _n>><<set $speechglans to 1>>
<<elseif $player.vaginaExist and !playerChastity("vagina")>>
<<He>> <<strokes>> your inner thigh and brushes <<his>> fingers against your clit.
<<neutral 10 "genitals" _n>><<set $speechclit to 1>>
<<else>>
<<He>> <<strokes>> your inner thigh.
<<neutral 10 "genitals" _n>>
<</if>>
<<combat-set-hand-target _args[0] $handtarget>>
<<bodypart_admire_chance random_thigh>>
<<else>>
<<if $worn.over_upper.name isnot "naked" and $noupper isnot 1>>
<span class="purple"><<He>> grasps your $worn.over_upper.name with <<his>> _args[0] hand.</span>
<<set $handtarget to "overupperclothes">><<neutral 1 _n>>
<<elseif $worn.upper.name isnot "naked" and $noupper isnot 1>>
<span class="purple"><<He>> grasps your $worn.upper.name with <<his>> _args[0] hand.</span>
<<set $handtarget to "upperclothes">><<neutral 1 _n>>
<<elseif $worn.under_upper.name isnot "naked" and !$worn.under_upper.type.includes("sticky") and $noupper isnot 1>>
<span class="purple"><<He>> grasps your $worn.under_upper.name with <<his>> _args[0] hand.</span>
<<set $handtarget to "underupperclothes">><<neutral 1 _n>>
<<else>>
<<He>> <<strokes>> your chest, <<his>> fingers lingering around your <<nipple>>.
<<neutral 4 "breasts" _n>><<playWithBreasts>>
<</if>>
<<combat-set-hand-target _args[0] $handtarget>>
<<bodypart_admire_chance breasts>>
<</if>>
<<elseif $enemyanger + $rng lte 35>>
<<if $walltype is "front">>
<<He>> cups your chin with <<his>> _args[0] hand.
<<neutral 2 _n>>
<<else>>
<<set $handtarget to 0>>
<<if _skirtExposed>>
<<if $worn.under_lower.name isnot "naked" and $worn.under_lower.state isnot "totheside">>
<span class="purple"><<He>> grasps your $worn.under_lower.name with <<his>> _args[0] hand.</span>
<<set $handtarget to "underlowerclothes">><<neutral 1 _n>>
<<elseif $analdisable is "f" and random(0,1) is 0 and playerHasButtPlug()>>
<span class="purple"><<He>> places <<his>> hand on your $worn.butt_plug.name.</span>
<<neutral 1 _n>><<set $handtarget to "buttplug">>
<<elseif $worn.genitals.name isnot "naked">>
<span class="purple"><<He>> grasps your $worn.genitals.name with <<his>> _args[0] hand.</span>
<<set $handtarget to "genitals">><<neutral 1 "genitals" _n>>
<<elseif $worn.under_lower.anus_exposed is 1 and $worn.genitals.anus_exposed is 1>>
<<if $worn.lower.anus_exposed is 1 and $worn.over_lower.anus_exposed is 1>>
<<if $anususe is 0 and $analdisable is "f">>
<span class="purple"><<He>> presses <<his>> _args[0] hand against your <<bottom>>.</span>
<<set $handtarget to "anusentrance">><<set $anususe to "handentrance">><<set $anusstate to "handentrance">><<neutral 1 _n>>
<</if>>
<</if>>
<</if>>
<<elseif $worn.lower.state isnot "waist">>
<<if $worn.under_lower.name isnot "naked" and $worn.under_lower.state isnot "totheside">>
<span class="purple"><<He>> grasps your $worn.under_lower.name with <<his>> _args[0] hand.</span>
<<set $handtarget to "underlowerclothes">><<neutral 1 _n>>
<<elseif $analdisable is "f" and random(0,1) is 0 and playerHasButtPlug()>>
<span class="purple"><<He>> places <<his>> hand on your $worn.butt_plug.name.</span>
<<neutral 1 _n>><<set $handtarget to "buttplug">>
<<elseif $worn.genitals.name isnot "naked">>
<span class="purple"><<He>> grasps your $worn.genitals.name with <<his>> _args[0] hand.</span>
<<set $handtarget to "genitals">><<neutral 1 "genitals" _n>>
<<elseif $worn.under_lower.anus_exposed is 1 and $worn.genitals.anus_exposed is 1>>
<<if $worn.lower.anus_exposed is 1 and $worn.over_lower.anus_exposed is 1>>
<<if $anususe is 0 and $analdisable is "f">>
<span class="purple"><<He>> presses <<his>> _args[0] hand against your <<bottom>>.</span>
<<set $handtarget to "anusentrance">><<set $anususe to "handentrance">><<set $anusstate to "handentrance">><<neutral 1 _n>>
<</if>>
<</if>>
<</if>>
<</if>>
<<combat-set-hand-target _args[0] $handtarget>>
<<bodypart_admire_chance back>>
<</if>>
<<elseif $enemyanger + $rng lte 40>>
<<if $walltype is "front">>
<<He>> runs <<his>> fingers through your hair with <<his>> _args[0] hand.
<<neutral 2 _n>>
<<else>>
<<set $handtarget to 0>>
<<if _skirtExposed>>
<<if $worn.under_lower.name isnot "naked" and $worn.under_lower.state isnot "totheside">>
<span class="purple"><<He>> grasps your $worn.under_lower.name with <<his>> _args[0] hand.</span>
<<set $handtarget to "underlowerclothes">><<neutral 1 _n>>
<<elseif $analdisable is "f" and playerHasButtPlug() and random(0,1) is 0 and $worn.genitals.anal_shield isnot undefined and !playerChastity("anus")>>
<span class="purple"><<He>> places <<his>> hand on your $worn.butt_plug.name.</span>
<<neutral 1 _n>><<set $handtarget to "buttplug">>
<<elseif $worn.genitals.name isnot "naked">>
<span class="purple"><<He>> grasps your $worn.genitals.name with <<his>> _args[0] hand.</span>
<<set $handtarget to "genitals">><<neutral 1 "genitals" _n>>
<<elseif $worn.under_lower.vagina_exposed is 1 and $worn.genitals.vagina_exposed is 1>>
<<if $worn.lower.vagina_exposed is 1 and $worn.over_lower.vagina_exposed is 1>>
<<if $player.vaginaExist and $vaginause is 0 and (!$player.penisExist or $penisuse isnot 0 or random(0,100) gte 50)>>
<span class="purple"><<He>> presses <<his>> _args[0] hand against your <<pussy>>, resting a finger on your entrance.</span>
<<set $handtarget to "vaginaentrance">><<set $vaginause to 1>><<set $vaginastate to "otherhandentrance">><<neutral 1 "genitals" _n>>
<<elseif $player.penisExist and $penisuse is 0>>
<span class="purple"><<He>> presses <<his>> _args[0] hand against your <<penis>>.</span>
<<set $handtarget to "penisentrance">><<set $penisuse to 1>><<set $penisstate to "otherhandentrance">><<neutral 1 "genitals" _n>>
<</if>>
<</if>>
<</if>>
<<elseif $worn.lower.state isnot "waist">>
<<if $worn.under_lower.name isnot "naked" and $worn.under_lower.state isnot "totheside">>
<span class="purple"><<He>> grasps your $worn.under_lower.name with <<his>> _args[0] hand.</span>
<<set $handtarget to "underlowerclothes">><<neutral 1 "genitals" _n>>
<<elseif $worn.genitals.name isnot "naked">>
<span class="purple"><<He>> grasps your $worn.genitals.name with <<his>> _args[0] hand.</span>
<<set $handtarget to "genitals">><<neutral 1 "genitals" _n>>
<<elseif $analdisable is "f" and random(0,1) is 0 and playerHasButtPlug()>>
<span class="purple"><<He>> places <<his>> hand on your $worn.butt_plug.name.</span>
<<neutral 1 _n>><<set $handtarget to "buttplug">>
<<elseif $worn.under_lower.vagina_exposed is 1 and $worn.genitals.vagina_exposed is 1>>
<<if $worn.lower.vagina_exposed is 1 and $worn.over_lower.vagina_exposed is 1>>
<<if $player.vaginaExist and $vaginause is 0 and (!$player.penisExist or $penisuse isnot 0 or random(0,100) gte 50)>>
<span class="purple"><<He>> presses <<his>> _args[0] hand against your <<pussy>>, resting a finger above your entrance.</span>
<<set $handtarget to "vaginaentrance">><<set $vaginause to 1>><<set $vaginastate to "otherhandentrance">><<neutral 1 "genitals" _n>>
<<elseif $player.penisExist and $penisuse is 0>>
<span class="purple"><<He>> presses <<his>> _args[0] hand against your <<penis>>.</span>
<<set $handtarget to "penisentrance">><<set $penisuse to 1>><<set $penisstate to "otherhandentrance">><<neutral 1 "genitals" _n>>
<</if>>
<</if>>
<</if>>
<</if>>
<<combat-set-hand-target _args[0] $handtarget>>
<<bodypart_admire_chance pubic>>
<</if>>
<<elseif $enemyanger + $rng lte 45>>
<<if $position is "wall" and $walltype isnot "front">>
<<He>> leans against the wall.
<<else>>
<<He>> caresses your tummy.
<<neutral 1 _n>>
<<if playerBellyVisible()>><<set $speechpregnant to 1>><</if>>
<</if>>
<<bodypart_admire_chance back>>
<<elseif $enemyanger + $rng lte 50>>
<<if $position is "wall" and $walltype isnot "front">>
<<He>> grips your thigh and pulls, but you're stuck firm.
<<neutral 1 _n>>
<<bodypart_admire_chance random_thigh>>
<<else>>
<<He>> <<strokes>> your hair.
<<neutral 1 _n>>
<<bodypart_admire_chance forehead>>
<</if>>
<<elseif $enemyanger + $rng lte 55>>
<<if $position is "wall" and $walltype isnot "front">>
<<He>> grips your thigh and pulls, but you're stuck firm.
<<neutral 1 _n>>
<<bodypart_admire_chance random_thigh>>
<<elseif ($worn.face.type.includes("mask") or $worn.face.type.includes("gag")) and ($nomask isnot 1 or $enemyanger gte ($enemyangermax / 2))>>
<span class="purple"><<He>> grasps your $worn.face.name with <<his>> _args[0] hand.</span>
<<neutral 1 _n>><<combat-set-hand-target _args[0] "mask">>
<<else>>
<<He>> <<strokes>> your hair.
<<neutral 1 _n>>
<<bodypart_admire_chance forehead>>
<</if>>
<<elseif $enemyanger + $rng lte 60>>
<<if $position is "wall" and $walltype isnot "front">>
<<He>> tugs on your leg with <<his>> _args[0] hand, but you're stuck firm.
<<neutral 1 _n>>
<<bodypart_admire_chance back>>
<<elseif !$worn.upper.type.includes("naked") and $worn.upper.state isnot "chest" and $worn.upper.state_top is "chest">>
<<He>> gropes your <<breasts>> through your $worn.upper.name.
<<if Weather.BodyTemperature.state is "chilly" or Weather.BodyTemperature.state is "cold">>
Your buds stand erect and vulnerable in the cold.
<</if>>
<<neutral 2 "breasts" _n>><<playWithBreasts>>
<<bodypart_admire_chance breasts>>
<<elseif !$worn.under_upper.type.includes("naked") and $worn.under_upper.state isnot "chest" and $worn.under_upper.state_top is "chest">>
<<He>> gropes your <<breasts>> through your $worn.under_upper.name.
<<if Weather.BodyTemperature.state is "chilly" or Weather.BodyTemperature.state is "cold">>
Your buds stand erect and vulnerable in the cold.
<</if>>
<<neutral 2 "breasts" _n>><<playWithBreasts>>
<<bodypart_admire_chance breasts>>
<<else>>
<<He>> gropes your exposed <<breasts>> with <<his>> _args[0] hand.
<<if Weather.BodyTemperature.state is "chilly" or Weather.BodyTemperature.state is "cold">>
Your buds stand erect and vulnerable in the cold.
<</if>>
<<neutral 4 "breasts" _n>><<playWithBreasts>>
<<bodypart_admire_chance breasts>>
<</if>>
<<elseif $enemyanger + $rng lte 70 and $pronoun is "f" and $position isnot "wall" and not $gloryhole and $head is 0 and ($mouthuse is 0 or $mouthuse is "breasts") and ($NPCList[_n].chest is 0 or $NPCList[_n].chest is "clothed") and $NPCList[_n].location.genitals isnot "head" and $NPCList[_n].location.head isnot "genitals" and $NPCList[_n].stance isnot "topface">>
<<if $NPCList[_n].chest is "clothed">>
<span class="blue"><<He>> <<npcUndressText $NPCList[_n] "upper" "self">>,</span> and <span class="pink">pushes your face against <<his>> $NPCList[_n].breastsdesc</span> with <<his>> _args[0] hand.
<<set $NPCList[_n].chest to 0>>
<<else>>
<<He>> cradles the back of your head in <<his>> _args[0] hand, and <span class="pink">pushes your face against <<his>> $NPCList[_n].breastsdesc.</span>
<</if>>
<<if $NPCList[_n].type is "plant" and $breastfeedingdisable is "f">>
<span class="purple">It carries a sweet scent.</span>
<<elseif $NPCList[_n].lactation is 1 and $breastfeedingdisable is "f">>
<span class="purple">It carries a scent of milk.</span>
<</if>>
<<combat-set-hand-target _args[0] "head_breasts">><<set $mouthuse to "breasts">><<set $mouthstate to "breasts">><<set $head to "breasts">>
<<set $NPCList[_n].chest to "mouthentrance">><<set $speechheadbreasts to 1>><<neutral 3 _n>><<set $mouthactiondefault to "breastclosed">>
<<set $NPCList[_n].location.head to "head">><<set $mouthtarget to _n>>
<<bodypart_admire_chance forehead>>
<<elseif $enemyanger + $rng lte 80>>
<<if $walltype is "front">>
<<He>> pushes your shoulder with <<his>> _args[0] hand, testing how stuck you are.
<<neutral 2 _n>>
<<else>>
<<set $speechbottom to 1>>
<<if $worn.over_lower.state is "waist" and setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].skirt is 0>>
<<if $worn.lower.state is "waist" and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 0>>
<<He>> tries to grope your <<bottom>> through your $worn.over_lower.name, but you're wearing too much to really feel it.
<<neutral 1 _n>>
<<else>>
<<He>> gropes your <<bottom>> through your $worn.over_lower.name.
<<neutral 5 _n>>
<</if>>
<<elseif $worn.lower.state is "waist" and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 0>>
<<He>> gropes your <<bottom>> through your $worn.lower.name.
<<neutral 2 _n>>
<<elseif $worn.under_lower.state is "waist">>
<<He>> gropes your <<bottom>> through your $worn.under_lower.name.
<<neutral 2 _n>>
<<else>>
<<He>> fondles and <<strokes>> your exposed <<bottom>>.
<<neutral 4 _n>>
<</if>>
<<bodypart_admire_chance random_bottom>>
<</if>>
<<elseif $enemyanger + $rng lte 90 and $enemytype isnot "beast" and $NPCList[_n].type isnot "plant" and $NPCList[_n].fullDescription isnot "Ivory Wraith" and !$abomination and $role isnot "islander">>
<<combat-set-hand-target _args[0] "lube">>
<<if $NPCList[_n].penis is "vaginaentrance" and $player.bodyliquid.vaginaoutside.goo lt 5 and !playerChastity("vagina")>>
<span class="purple"><<He>> holds a bottle of lubricant near your <<pussy>>.</span>
<<elseif $NPCList[_n].penis is "anusentrance" and $player.bodyliquid.bottom.goo lt 5 and !playerChastity("anus")>>
<span class="purple"><<He>> holds a bottle of lubricant near your <<bottom>>.</span>
<<elseif $NPCList[_n].penis is "otheranusentrance" and $player.bodyliquid.penis.goo lt 5 and !playerChastity("penis")>>
<span class="purple"><<He>> holds a bottle of lubricant near your <<penis>>.</span>
<<elseif $NPCList[_n].vagina is "penisentrance" and $player.bodyliquid.penis.goo lt 5 and !playerChastity("penis")>>
<span class="purple"><<He>> holds a bottle of lubricant near your <<penis>>.</span>
<<elseif $NPCList[_n].vagina is "otheranusentrance" and $player.bodyliquid.penis.goo lt 5 and !playerChastity("penis")>>
<span class="purple"><<He>> holds a bottle of lubricant near your <<penis>>.</span>
<<else>>
<<He>> smacks your hip.
<<neutral 5 _n>>
<<combat-reset-hand _args[0]>>
<</if>>
<<elseif $enemyanger + $rng lte 95>>
<<if $worn.feet.cursed isnot 1 and $worn.feet.name isnot "naked">>
<span class="purple"><<He>> grasps your $worn.feet.name.</span>
<<combat-set-hand-target _args[0] "shoes">>
<<neutral 3 _n>>
<<else>>
<<if $worn.legs.name is "naked">>
<<He>> rubs your foot.
<<neutral 1 _n>>
<<else>>
<span class="purple"><<He>> grasps your $worn.legs.name.</span>
<<combat-set-hand-target _args[0] "socks">>
<<neutral 3 _n>>
<</if>>
<</if>>
<<elseif $enemyanger + $rng lte 100 and $walltype isnot "front">>
<<if !(($player.penisExist and !playerChastity("penis")) or ($player.vaginaExist and !playerChastity("vagina")))>>
<<if $worn.over_lower.state is "waist" and setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].skirt is 0>>
<<if $worn.lower.state is "waist" and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 0>>
<<He>> tries to fondle you around your $worn.genitals.name through your $worn.over_lower.name, but you're wearing too much to really feel it.
<<neutral 1 _n>>
<<else>>
<<He>> fondles and <<strokes>> you around your $worn.genitals.name through your $worn.over_lower.name.
<<neutral 5 "genitals" _n>>
<</if>>
<<elseif $worn.lower.state is "waist" and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 0>>
<<He>> fondles and <<strokes>> around your $worn.genitals.name through your $worn.lower.name.
<<neutral 5 "genitals" _n>>
<<elseif $worn.under_lower.state is "waist">>
<<He>> fondles and <<strokes>> around your $worn.genitals.name through your $worn.under_lower.name.
<<neutral 5 "genitals" _n>>
<<elseif $penisuse is 0>>
<<He>> fondles and <<strokes>> around your $worn.genitals.name.
<<neutral 10 "genitals" _n>>
<<else>>
<<He>> <<strokes>> your thighs.
<<neutral 10 "genitals" _n>>
<</if>>
<<bodypart_admire_chance random_thigh>>
<<elseif $player.penisExist and (!$player.vaginaExist or random(0,100) gte 50) and !playerChastity("penis")>>
<<if $worn.over_lower.state is "waist" and setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].skirt is 0>>
<<if $worn.lower.state is "waist" and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 0>>
<<He>> tries to grope your <<penis>> through your $worn.over_lower.name, but you're wearing too much to really feel it.
<<neutral 1 _n>>
<<else>>
<<He>> gropes and <<strokes>> your <<penis>> through your $worn.over_lower.name.
<<neutral 5 "genitals" _n>>
<</if>>
<<elseif $worn.lower.state is "waist" and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 0>>
<<He>> gropes and <<strokes>> your <<penis>> through your $worn.lower.name.
<<neutral 5 "genitals" _n>>
<<elseif $worn.under_lower.state is "waist">>
<<He>> gropes and <<strokes>> your <<penis>> through your $worn.under_lower.name.
<<neutral 5 "genitals" _n>>
<<elseif $penisuse is 0>>
<<He>> gropes and <<strokes>> your exposed <<penis>>.
<<neutral 10 "genitals" _n>>
<<elseif $player.ballsExist is true>>
<<He>> cups and <<strokes>> your <<testicles>>.
<<neutral 10 "genitals" _n>>
<<else>>
<<He>> runs a finger down your shaft, stopping and pressing against the point where your <<penis>> and <<pussy>> meet.
<<neutral 10 "genitals" _n>>
<</if>>
<<bodypart_admire_chance pubic>>
<<elseif $player.vaginaExist and !playerChastity("vagina")>>
<<if $worn.over_lower.state is "waist" and setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].skirt is 0>>
<<if $worn.lower.state is "waist" and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 0>>
<<He>> tries to grope your labia through your $worn.over_lower.name, but you're wearing too much to really feel it.
<<neutral 1 _n>>
<<else>>
<<He>> gropes and <<strokes>> your labia through your $worn.over_lower.name.
<<neutral 5 "genitals" _n>>
<</if>>
<<elseif $worn.lower.state is "waist" and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 0>>
<<He>> gropes and <<strokes>> your labia through your $worn.lower.name.
<<neutral 5 "genitals" _n>>
<<elseif $worn.under_lower.state is "waist">>
<<He>> gropes and <<strokes>> your labia through your $worn.under_lower.name.
<<neutral 5 "genitals" _n>>
<<else>>
<<He>> gropes and <<strokes>> your exposed <<pussy>>.
<<neutral 10 "genitals" _n>>
<</if>>
<<bodypart_admire_chance pubic>>
<</if>>
<<elseif $enemyanger + $rng lte 110 and $walltype isnot "front">>
<<if $worn.over_lower.name isnot "naked">>
<span class="purple"><<He>> grasps your $worn.over_lower.name with <<his>> _args[0] hand.</span>
<<combat-set-hand-target _args[0] "overlowerclothes">><<neutral 1 "genitals" _n>>
<<elseif $worn.lower.name isnot "naked">>
<span class="purple"><<He>> grasps your $worn.lower.name with <<his>> _args[0] hand.</span>
<<combat-set-hand-target _args[0] "lowerclothes">><<neutral 1 "genitals" _n>>
<<elseif playerHasStrapon()>>
<<He>> smacks your hip.
<<neutral 15 _n>>
<<elseif $player.penisExist>>
/*$penis use need to be checked inside of $player.penisExist check to prevent mention of the clitoris*/
<<if $penisuse is 0>>
<<He>> pinches your glans.
<<neutral 15 "genitals" _n>><<bruise penis>><<set $speechglans to 1>>
<<else>>
<<He>> pinches your shaft.
<<neutral 10 "genitals" _n>><<bruise penis>>
<</if>>
<<elseif $player.vaginaExist and !playerChastity("vagina")>>
<<He>> pinches your clitoris.
<<neutral 15 "genitals" _n>><<bruise vagina>><<set $speechclit to 1>>
<</if>>
<<bodypart_admire_chance pubic>>
<<elseif $enemyanger + $rng lte 120>>
<<if $position is "wall" and $walltype isnot "front">>
<<He>> squeezes your thigh.
<<violence 1>><<hitstat>><<bruise thigh>>
<<bodypart_admire_chance random_thigh>>
<<else>>
<<combat-get-other-hand _args[0]>>
<<if $worn.over_upper.name isnot "naked" and $noupper isnot 1>>
<span class="purple"><<He>> grasps your $worn.over_upper.name with <<his>> _args[0] hand.</span>
<<combat-set-hand-target _args[0] "overupperclothes">><<neutral 1 _n>>
<<elseif $worn.upper.name isnot "naked" and $noupper isnot 1>>
<span class="purple"><<He>> grasps your $worn.upper.name with <<his>> _args[0] hand.</span>
<<combat-set-hand-target _args[0] "upperclothes">><<neutral 1 _n>>
<<elseif $asphyxiaLvl gte 1 and $nochoke isnot 1 and ($neckuse isnot "hand" or $otherNPChand is "throat")>>
<span class="purple"><<He>> grabs your throat.</span>
<<violence 2>><<combat-set-hand-target _args[0] "throat">><<set $neckuse to "hand">>
<<else>>
<<He>> tugs your hair.
<<violence 1>>
<</if>>
<<bodypart_admire_chance random_shoulder>>
<</if>>
<<elseif $enemyanger + $rng lte 125 and $walltype isnot "front">>
<<if _skirtExposed>>
<<if $worn.under_lower.name isnot "naked" and $worn.under_lower.state isnot "totheside">>
<span class="purple"><<He>> grasps your $worn.under_lower.name with <<his>> _args[0] hand.</span>
<<combat-set-hand-target _args[0] "underlowerclothes">><<neutral 1 "genitals" _n>>
<<elseif $analdisable is "f" and random(0,1) is 0 and playerHasButtPlug()>>
<span class="purple"><<He>> places <<his>> hand on your $worn.butt_plug.name.</span>
<<neutral 1 _n>><<set $handtarget to "buttplug">>
<<elseif $worn.genitals.name isnot "naked">>
<span class="purple"><<He>> grasps your $worn.genitals.name with <<his>> _args[0] hand.</span>
<<combat-set-hand-target _args[0] "genitals">><<neutral 1 "genitals" _n>>
<<elseif $worn.under_lower.anus_exposed is 1 and $worn.genitals.anus_exposed is 1>>
<<if $worn.lower.anus_exposed is 1 and $worn.over_lower.anus_exposed is 1>>
<<if $anususe is 0 and $analdisable is "f">>
<span class="purple"><<He>> presses <<his>> _args[0] hand against your <<bottom>>.</span>
<<combat-set-hand-target _args[0] "anusentrance">><<set $anususe to "handentrance">><<set $anusstate to "handentrance">><<neutral 1 _n>>
<</if>>
<</if>>
<</if>>
<<bodypart_admire_chance back>>
<!-- note: the sections above and below are identical other than the bodypart_admire_chance back -->
<<elseif $worn.lower.state isnot "waist">>
<<if $worn.under_lower.name isnot "naked" and $worn.under_lower.state isnot "totheside">>
<span class="purple"><<He>> grasps your $worn.under_lower.name with <<his>> _args[0] hand.</span>
<<combat-set-hand-target _args[0] "underlowerclothes">><<neutral 1 "genitals" _n>>
<<elseif $analdisable is "f" and random(0,1) is 0 and playerHasButtPlug()>>
<span class="purple"><<He>> places <<his>> hand on your $worn.butt_plug.name.</span>
<<neutral 1 _n>><<set $handtarget to "buttplug">>
<<elseif $worn.genitals.name isnot "naked">>
<span class="purple"><<He>> grasps your $worn.genitals.name with <<his>> _args[0] hand.</span>
<<combat-set-hand-target _args[0] "genitals">><<neutral 1 "genitals" _n>>
<<elseif $worn.under_lower.anus_exposed is 1 and $worn.genitals.anus_exposed is 1>>
<<if $worn.lower.anus_exposed is 1 and $worn.over_lower.anus_exposed is 1>>
<<if $anususe is 0 and $analdisable is "f">>
<span class="purple"><<He>> presses <<his>> _args[0] hand against your <<bottom>>.</span>
<<combat-set-hand-target _args[0] "anusentrance">><<set $anususe to "handentrance">><<set $anusstate to "handentrance">><<neutral 1 _n>>
<</if>>
<</if>>
<</if>>
<</if>>
<<bodypart_admire_chance random_bottom>>
<<elseif $enemyanger + $rng lte 130 and $walltype isnot "front">>
<<if _skirtExposed>>
<<if $worn.under_lower.name isnot "naked" and $worn.under_lower.state isnot "totheside">>
<span class="purple"><<He>> grasps your $worn.under_lower.name with <<his>> _args[0] hand.</span>
<<combat-set-hand-target _args[0] "underlowerclothes">><<neutral 1 "genitals" _n>>
<<elseif $analdisable is "f" and random(0,1) is 0 and playerHasButtPlug()>>
<span class="purple"><<He>> places <<his>> hand on your $worn.butt_plug.name.</span>
<<neutral 1 _n>><<set $handtarget to "buttplug">>
<<elseif $worn.genitals.name isnot "naked">>
<span class="purple"><<He>> grasps your $worn.genitals.name with <<his>> _args[0] hand.</span>
<<combat-set-hand-target _args[0] "genitals">><<neutral 1 "genitals" _n>>
<<elseif $worn.under_lower.vagina_exposed is 1 and $worn.genitals.vagina_exposed is 1>>
<<if $worn.lower.vagina_exposed is 1 and $worn.over_lower.vagina_exposed is 1>>
<<if $player.vaginaExist and $vaginause is 0 and (!$player.penisExist or $penisuse isnot 0 or random(0,100) gte 50)>>
<span class="purple"><<He>> presses <<his>> _args[0] hand against your <<pussy>>, <<his>> finger resting on your entrance.</span>
<<combat-set-hand-target _args[0] "vaginaentrance">><<set $vaginause to 1>><<set $vaginastate to "otherhandentrance">><<neutral 1 "genitals" _n>>
<<elseif $player.penisExist and $penisuse is 0>>
<span class="purple"><<He>> presses <<his>> _args[0] hand against your <<penis>>.</span>
<<combat-set-hand-target _args[0] "penisentrance">><<set $penisuse to 1>><<set $penisstate to "otherhandentrance">><<neutral 1 "genitals" _n>>
<</if>>
<</if>>
<</if>>
<<bodypart_admire_chance pubic>>
<<elseif $worn.lower.state isnot "waist">>
<<if $worn.under_lower.name isnot "naked" and $worn.under_lower.state isnot "totheside">>
<span class="purple"><<He>> grasps your $worn.under_lower.name with <<his>> _args[0] hand.</span>
<<combat-set-hand-target _args[0] "underlowerclothes">><<neutral 1 "genitals" _n>>
<<elseif $analdisable is "f" and random(0,1) is 0 and playerHasButtPlug()>>
<span class="purple"><<He>> places <<his>> hand on your $worn.butt_plug.name.</span>
<<neutral 1 _n>><<set $handtarget to "buttplug">>
<<elseif $worn.genitals.name isnot "naked">>
<span class="purple"><<He>> grasps your $worn.genitals.name with <<his>> _args[0] hand.</span>
<<combat-set-hand-target _args[0] "genitals">><<neutral 1 "genitals" _n>>
<<elseif $worn.under_lower.vagina_exposed is 1 and $worn.genitals.vagina_exposed is 1>>
<<if $worn.lower.vagina_exposed is 1 and $worn.over_lower.vagina_exposed is 1>>
<<if $player.vaginaExist and $vaginause is 0 and (!$player.penisExist or $penisuse isnot 0 or random(0,100) gte 50)>>
<span class="purple"><<He>> presses <<his>> _args[0] hand against your <<pussy>>, <<his>> finger resting on your entrance.</span>
<<combat-set-hand-target _args[0] "vaginaentrance">><<set $vaginause to 1>><<set $vaginastate to "otherhandentrance">><<neutral 1 "genitals" _n>>
<<elseif $player.penisExist and $penisuse is 0>>
<span class="purple"><<He>> presses <<his>> _args[0] hand against your <<penis>>.</span>
<<combat-set-hand-target _args[0] "penisentrance">><<set $penisuse to 1>><<set $penisstate to "otherhandentrance">><<neutral 1 "genitals" _n>>
<</if>>
<</if>>
<</if>>
<</if>>
<<bodypart_admire_chance pubic>>
<<elseif $enemyanger + $rng lte 140>>
<<if $position is "wall" and $walltype isnot "front">>
<<He>> slaps your <<bottom>>.
<<violence 1>><<bruise bottom>><<hitstat>>
<<bodypart_admire_chance random_bottom>>
<<else>>
<span class="purple"><<He>> seizes your hair with <<his>> _args[0] hand.</span>
<<combat-set-hand-target _args[0] "hair">><<violence 2>><<set $speechhair to 1>>
<<bodypart_admire_chance forehead>>
<</if>>
<<elseif $enemyanger + $rng lte 160>>
<<if $asphyxiaLvl gte 4 and $nochoke isnot 1 and ($neckuse isnot "hand" or $otherNPChand is "throat") and random(1,2) is 1 and $combatExtended.stabilityLost isnot 0>>
<span class="purple"><<He>> grabs your throat.</span>
<<violence 2>><<combat-set-hand-target _args[0] "throat">><<set $neckuse to "hand">>
<<elseif $leftarm isnot "bound" and $rightarm isnot "bound" and $leftarm isnot "grappled" and $rightarm isnot "grappled" and $NPCList[_n].lefthand isnot "arms" and $NPCList[_n].righthand isnot "arms" and $combatExtended.stabilityLost isnot 0>>
<span class="purple"><<He>> pins down your arms.</span>
<<combat-set-hand-target _args[0] "arms">><<disablearms>><<set $leftarm to "grappled">><<set $rightarm to "grappled">><<set $lefttarget to _n>><<set $righttarget to _n>><<violence 2>><<bruise leftarm>><<bruise rightarm>><<set $speecharms to 1>>
<<if $vaginause is "cover">>
<<set $vaginause to 0>>
<</if>>
<<if $anususe is "cover">>
<<set $anususe to 0>>
<</if>>
<<if $penisuse is "cover">>
<<set $penisuse to 0>>
<</if>>
<<bodypart_admire_chance random_shoulder>>
<<else>>
<<if $walltype is "front">>
<<He>> slaps your face.
<<violence 10>><<bruise face>><<hitstat>><<set $speechbeat to 1>>
<<bodypart_admire_chance random_cheek>>
<<else>>
<<He>> slaps your <<bottom>>.
<<violence 10>><<bruise bottom>><<hitstat>><<set $speechspank to 1>>
<<bodypart_admire_chance random_bottom>>
<</if>>
<</if>>
<<elseif $enemyanger + $rng lte 175>>
<<if $walltype is "front">>
<<He>> digs <<his>> nails into your <<breasts>> while groping, giving no heed to your comfort.
<<violence 10>><<bruise chest>><<hitstat>><<set $speechbeat to 1>>
<<bodypart_admire_chance back>>
<<else>>
<<He>> digs <<his>> nails into your <<bottom>> while groping, giving no heed to your comfort.
<<violence 10>><<bruise bottom>><<hitstat>><<set $speechspank to 1>>
<<bodypart_admire_chance back>>
<</if>>
<<elseif $enemyanger + $rng lte 180>>
<<if $walltype is "front">>
<<He>> smacks your <<breasts>>.
<<violence 10>><<bruise chest>><<hitstat>><<set $speechbeat to 1>>
<<bodypart_admire_chance back>>
<<else>>
<<He>> smacks your thighs.
<<violence 10>><<bruise thigh>><<hitstat>><<set $speechbeat to 1>>
<<bodypart_admire_chance random_thigh>>
<</if>>
<<elseif $enemyanger + $rng lte 185 and !(playerBellySize(true) gte 8)>>
<<if $position is "wall" and $walltype isnot "front">>
<<He>> beats your thigh.
<<bruise thigh>><<hitstat>><<violence 10>><<set $speechbeat to 1>>
<<bodypart_admire_chance random_thigh>>
<<else>>
<<He>> punches your tummy.
<<violence 20>><<bruise tummy>><<hitstat>><<set $speechbeat to 1>>
<<bodypart_admire_chance back>>
<</if>>
<<elseif $enemyanger + $rng lte 190>>
<<if $position is "wall" and $walltype isnot "front">>
<<He>> spanks your <<bottom>>.
<<violence 20>><<bruise bottom>><<hitstat>><<set $speechbeat to 1>>
<<bodypart_admire_chance random_bottom>>
<<else>>
<<He>> slaps your <<breasts>>.
<<violence 20>><<bruise chest>><<hitstat>><<set $speechbeat to 1>><<playWithBreasts>>
<<bodypart_admire_chance breasts>>
<</if>>
<<elseif $enemyanger + $rng lte 195>>
<<if $walltype is "front">>
<<He>> spits on your face.
<<neutral 5 _n>>
<<else>>
<<if $NPCList[_n].clothes and $NPCList[_n].clothes.set>>
<<set $_clothesSet to $NPCList[_n].clothes.set>>
<</if>>
<<if $worn.feet.cursed is 1>>
<<He>> tests the restraints binding your legs.
<<neutral 5 _n>>
<<elseif $worn.feet.name isnot "naked">>
<span class="purple"><<He>> grasps your $worn.feet.name.</span>
<<combat-set-hand-target _args[0] "shoes">>
<<neutral 3 _n>>
<<elseif $enemytype is "man" and $NPCList[_n].fullDescription isnot "Ivory Wraith" and !$abomination and !$possessed and !$robinmist and $role isnot "islander" and
!["maleSchoolSwim", "maleSchoolSwimShirt", "femaleSchoolSwim", "maleSwim1", "maleSwim2", "femaleSwim1", "femaleSwim2", "neutralSwim"].includes($_clothesSet)>>
<span class="pink"><<He>> produces a pair of menacing metal shackles.</span>
<<combat-set-hand-target _args[0] "shackle_entrance">>
<<neutral 4 _n>>
<<else>>
<<He>> looks at your feet.
<</if>>
<</if>>
<<elseif $enemyanger + $rng gte 196>>
<<if _args[0] is "left">>
<<if $position is "wall" and $walltype isnot "front">>
<<if $player.penisExist>>
<<He>> scratches your helpless <<bottom>>.
<<violence 20>><<bruise bottom>><<hitstat>><<set $speechbeat to 1>>
<<elseif $player.vaginaExist>>
<<He>> scratches your helpless <<bottom>>.
<<violence 20>><<bruise bottom>><<hitstat>><<set $speechbeat to 1>>
<</if>>
<<bodypart_admire_chance random_bottom>>
<<else>>
<<rng>>
<<if $rng gte 81>>
<<combatExtendedCheck>>
<<if ($combatExtended.passiveDodging is 1 or $combatExtended.activeDodgingActive is 1 or $combatExtended.countering is 1) and ($combatExtended.dodgeSuccess gte 1 or $combatExtended.counteringActive gte 1) and $consensual isnot 1>>
<<He>> tries to punch your nose but
<<if $combatExtended.counterSuccess is 2>>
<span class="green">you duck under and deliver your own punch to their nose.</span>
<<defiance 5>><<control 4>><<ggcontrol>><<counterStat>>
<<elseif $combatExtended.dodgeSuccess is 2>>
<span class="green">you dodge.</span>
<<control 2>><<gcontrol>><<dodgeStat>><<set $enemyanger += 10>>
<<elseif $combatExtended.counterSuccess is 1>>
<span class="blue">you punch their nose at the same time.</span>
<<defiance 3>><<violence 20>><<hitstat>><<partialCounterStat>><<combatExtendedStability -20>>
<<else>>
<span class="blue">you partially dodge.</span>
<<violence 10>><<bruise face>><<hitstat>><<partialDodgeStat>><<combatExtendedStability -10>>
<</if>>
<<else>>
<<He>> punches your nose.
<<violence 20>><<bruise face>><<hitstat>><<set $speechbeat to 1>>
<<bodypart_admire_chance forehead>><<combatExtendedStability -20>>
<</if>>
<<elseif $rng gte 61>>
<<combatExtendedCheck>>
<<if ($combatExtended.passiveDodging is 1 or $combatExtended.activeDodgingActive is 1 or $combatExtended.countering is 1) and ($combatExtended.dodgeSuccess gte 1 or $combatExtended.counteringActive gte 1) and $consensual isnot 1>>
<<He>> tries to punch the back of your neck but
<<if $combatExtended.counterSuccess is 2>>
<span class="green">you duck under and strike their own neck with an elbow.</span>
<<defiance 5>><<control 4>><<ggcontrol>><<counterStat>>
<<elseif $combatExtended.dodgeSuccess is 2>>
<span class="green">you dodge.</span>
<<control 2>><<gcontrol>><<dodgeStat>><<set $enemyanger += 10>>
<<elseif $combatExtended.counterSuccess is 1>>
<span class="blue">you swing around and smack their neck too.</span>
<<defiance 3>><<violence 20>><<hitstat>><<partialCounterStat>><<combatExtendedStability -20>>
<<else>>
<span class="blue">you partially dodge.</span>
<<violence 10>><<bruise neck>><<hitstat>><<partialDodgeStat>><<combatExtendedStability -10>>
<</if>>
<<else>>
<<He>> punches the back of your neck.
<<violence 20>><<bruise neck>><<hitstat>><<set $speechbeat to 1>>
<<bodypart_admire_chance back>><<combatExtendedStability -20>>
<</if>>
<<elseif $rng gte 41>>
<<combatExtendedCheck>>
<<if ($combatExtended.passiveDodging is 1 or $combatExtended.activeDodgingActive is 1 or $combatExtended.countering is 1) and ($combatExtended.dodgeSuccess gte 1 or $combatExtended.counteringActive gte 1) and $consensual isnot 1>>
<<He>> tries to punch your cheek but
<<if $combatExtended.counterSuccess is 2>>
<span class="green">you slip left and fire off a hook to their face.</span>
<<defiance 5>><<control 4>><<ggcontrol>><<counterStat>>
<<elseif $combatExtended.dodgeSuccess is 2>>
<span class="green">you dodge.</span>
<<control 2>><<gcontrol>><<dodgeStat>><<set $enemyanger += 10>>
<<elseif $combatExtended.counterSuccess is 1>>
<span class="blue">you punch them at the same time.</span>
<<defiance 3>><<violence 20>><<hitstat>><<partialCounterStat>><<combatExtendedStability -20>>
<<else>>
<span class="blue">you partially dodge.</span>
<<violence 10>><<bruise face>><<hitstat>><<partialDodgeStat>><<combatExtendedStability -10>>
<</if>>
<<else>>
<<He>> punches your cheek.
<<violence 20>><<bruise face>><<hitstat>><<set $speechbeat to 1>>
<<bodypart_admire_chance random_cheek>><<combatExtendedStability -20>>
<</if>>
<<elseif $rng gte 21>>
<<combatExtendedCheck>>
<<if ($combatExtended.passiveDodging is 1 or $combatExtended.activeDodgingActive is 1 or $combatExtended.countering is 1) and ($combatExtended.dodgeSuccess gte 1 or $combatExtended.counteringActive gte 1) and $consensual isnot 1>>
<<He>> tries to punch your jaw but
<<if $combatExtended.counterSuccess is 2>>
<span class="green">you slip right and fire off a hook to their face.</span>
<<defiance 5>><<control 4>><<ggcontrol>><<counterStat>>
<<elseif $combatExtended.dodgeSuccess is 2>>
<span class="green">you dodge.</span>
<<control 2>><<gcontrol>><<dodgeStat>><<set $enemyanger += 10>>
<<elseif $combatExtended.counterSuccess is 1>>
<span class="blue">you punch them at the same time.</span>
<<defiance 3>><<violence 20>><<hitstat>><<partialCounterStat>><<combatExtendedStability -20>>
<<else>>
<span class="blue">you partially dodge.</span>
<<violence 10>><<bruise face>><<hitstat>><<partialDodgeStat>><<combatExtendedStability -10>>
<</if>>
<<else>>
<<He>> punches your jaw.
<<violence 20>><<bruise face>><<hitstat>><<set $speechbeat to 1>>
<<bodypart_admire_chance breasts>><<combatExtendedStability -20>>
<</if>>
<<else>>
<<combatExtendedCheck>>
<<if ($combatExtended.passiveDodging is 1 or $combatExtended.activeDodgingActive is 1 or $combatExtended.countering is 1) and ($combatExtended.dodgeSuccess gte 1 or $combatExtended.counteringActive gte 1) and $consensual isnot 1>>
<<He>> tries to jab the front of your neck but
<<if $combatExtended.counterSuccess is 2>>
<span class="green">you parry and throw your own jab onto their neck.</span>
<<defiance 5>><<control 4>><<ggcontrol>><<counterStat>>
<<elseif $combatExtended.dodgeSuccess is 2>>
<span class="green">you dodge.</span>
<<control 2>><<gcontrol>><<dodgeStat>><<set $enemyanger += 10>>
<<elseif $combatExtended.counterSuccess is 1>>
<span class="blue">you manage to kick their genitals.</span>
<<defiance 3>><<violence 20>><<hitstat>><<partialCounterStat>><<combatExtendedStability -20>>
<<else>>
<span class="blue">you partially dodge.</span>
<<violence 10>><<bruise neck>><<hitstat>><<partialDodgeStat>><<combatExtendedStability -10>>
<</if>>
<<else>>
<<He>> jabs the front of your neck.
<<violence 20>><<bruise neck>><<hitstat>><<set $speechbeat to 1>>
<<bodypart_admire_chance random_shoulder>><<combatExtendedStability -20>>
<</if>>
<</if>>
<</if>>
<<else>>
<<if $position is "wall" and $walltype isnot "front">>
<<if $player.penisExist and (!$player.vaginaExist or random(0,100) gte 50)>>
<<He>> jabs your gooch.
<<violence 20>><<bruise penis>><<hitstat>><<set $speechbeat to 1>>
<<elseif $player.vaginaExist>>
<<He>> jabs your gooch.
<<violence 20>><<bruise vagina>><<hitstat>><<set $speechbeat to 1>>
<</if>>
<<bodypart_admire_chance pubic>>
<<else>>
<<rng>>
<<if $rng gte 81>>
<<combatExtendedCheck>>
<<if ($combatExtended.passiveDodging is 1 or $combatExtended.activeDodgingActive is 1 or $combatExtended.countering is 1) and ($combatExtended.dodgeSuccess gte 1 or $combatExtended.counteringActive gte 1) and $consensual isnot 1>>
<<He>> tries to scratch the side of your face but
<<if $combatExtended.counterSuccess is 2>>
<span class="green">you backstep and launch a fade away jab.</span>
<<defiance 5>><<control 4>><<ggcontrol>><<counterStat>>
<<elseif $combatExtended.dodgeSuccess is 2>>
<span class="green">you dodge.</span>
<<control 2>><<gcontrol>><<dodgeStat>><<set $enemyanger += 10>>
<<elseif $combatExtended.counterSuccess is 1>>
<span class="blue">you manage to scratch their own.</span>
<<defiance 3>><<violence 20>><<hitstat>><<partialCounterStat>><<combatExtendedStability -20>>
<<else>>
<span class="blue">you partially dodge.</span>
<<violence 10>><<bruise face>><<hitstat>><<partialDodgeStat>><<combatExtendedStability -10>>
<</if>>
<<else>>
<<He>> scratches the side of your face.
<<violence 20>><<bruise face>><<hitstat>><<set $speechbeat to 1>>
<<bodypart_admire_chance random_cheek>><<combatExtendedStability -20>>
<</if>>
<<elseif $rng gte 61>>
<<combatExtendedCheck>>
<<if ($combatExtended.passiveDodging is 1 or $combatExtended.activeDodgingActive is 1 or $combatExtended.countering is 1) and ($combatExtended.dodgeSuccess gte 1 or $combatExtended.counteringActive gte 1) and $consensual isnot 1>>
<<He>> tries to scratch the back of your neck but
<<if $combatExtended.counterSuccess is 2>>
<span class="green">you duck and throw a back kick.</span>
<<defiance 5>><<control 4>><<ggcontrol>><<counterStat>>
<<elseif $combatExtended.dodgeSuccess is 2>>
<span class="green">you dodge.</span>
<<control 2>><<gcontrol>><<dodgeStat>><<set $enemyanger += 10>>
<<elseif $combatExtended.counterSuccess is 1>>
<span class="blue">you manage to spin and catch them with your elbow.</span>
<<defiance 3>><<violence 20>><<hitstat>><<partialCounterStat>><<combatExtendedStability -20>>
<<else>>
<span class="blue">you partially dodge.</span>
<<violence 10>><<bruise neck>><<hitstat>><<partialDodgeStat>><<combatExtendedStability -10>>
<</if>>
<<else>>
<<He>> scratches the back of your neck.
<<violence 20>><<bruise neck>><<hitstat>><<set $speechbeat to 1>>
<<bodypart_admire_chance back>><<combatExtendedStability -20>>
<</if>>
<<elseif $rng gte 41>>
<<combatExtendedCheck>>
<<if ($combatExtended.passiveDodging is 1 or $combatExtended.activeDodgingActive is 1 or $combatExtended.countering is 1) and ($combatExtended.dodgeSuccess gte 1 or $combatExtended.counteringActive gte 1) and $consensual isnot 1>>
<<He>> tries to scratch your cheek but
<<if $combatExtended.counterSuccess is 2>>
<span class="green">you backstep and launch a fade away jab.</span>
<<defiance 5>><<control 4>><<ggcontrol>><<counterStat>>
<<elseif $combatExtended.dodgeSuccess is 2>>
<span class="green">you dodge.</span>
<<control 2>><<gcontrol>><<dodgeStat>><<set $enemyanger += 10>>
<<elseif $combatExtended.counterSuccess is 1>>
<span class="blue">you manage to scratch their own.</span>
<<defiance 3>><<violence 20>><<hitstat>><<partialCounterStat>><<combatExtendedStability -20>>
<<else>>
<span class="blue">you partially dodge.</span>
<<violence 10>><<bruise face>><<hitstat>><<partialDodgeStat>><<combatExtendedStability -10>>
<</if>>
<<else>>
<<He>> scratches your cheek.
<<violence 20>><<bruise face>><<hitstat>><<set $speechbeat to 1>>
<<bodypart_admire_chance random_cheek>><<combatExtendedStability -20>>
<</if>>
<<elseif $rng gte 21>>
<<combatExtendedCheck>>
<<if ($combatExtended.passiveDodging is 1 or $combatExtended.activeDodgingActive is 1 or $combatExtended.countering is 1) and ($combatExtended.dodgeSuccess gte 1 or $combatExtended.counteringActive gte 1) and $consensual isnot 1>>
<<He>> tries to scratch your jaw but
<<if $combatExtended.counterSuccess is 2>>
<span class="green">you slap the hand away and proceed to backhand the shit out of them.</span>
<<defiance 5>><<control 4>><<ggcontrol>><<counterStat>>
<<elseif $combatExtended.dodgeSuccess is 2>>
<span class="green">you dodge.</span>
<<control 2>><<gcontrol>><<dodgeStat>><<set $enemyanger += 10>>
<<elseif $combatExtended.counterSuccess is 1>>
<span class="blue">you manage to scratch back.</span>
<<defiance 3>><<violence 20>><<hitstat>><<bruise face>><<partialCounterStat>><<combatExtendedStability -20>>
<<else>>
<span class="blue">you partially dodge.</span>
<<violence 10>><<bruise face>><<hitstat>><<partialDodgeStat>><<combatExtendedStability -10>>
<</if>>
<<else>>
<<He>> scratches your jaw.
<<violence 20>><<bruise face>><<hitstat>><<set $speechbeat to 1>>
<<bodypart_admire_chance random_shoulder>><<combatExtendedStability -20>>
<</if>>
<<else>>
<<combatExtendedCheck>>
<<if ($combatExtended.passiveDodging is 1 or $combatExtended.activeDodgingActive is 1 or $combatExtended.countering is 1) and ($combatExtended.dodgeSuccess gte 1 or $combatExtended.counteringActive gte 1) and $consensual isnot 1>>
<<He>> tries to scratch the front of your neck but
<<if $combatExtended.counterSuccess is 2>>
<span class="green">you swat it away and throw a jab into their neck.</span>
<<defiance 5>><<control 4>><<ggcontrol>><<counterStat>>
<<elseif $combatExtended.dodgeSuccess is 2>>
<span class="green">you dodge.</span>
<<control 2>><<gcontrol>><<dodgeStat>><<set $enemyanger += 10>>
<<elseif $combatExtended.counterSuccess is 1>>
<span class="blue">you manage to scratch back.</span>
<<defiance 3>><<violence 20>><<hitstat>><<bruise neck>><<partialCounterStat>><<combatExtendedStability -20>>
<<else>>
<span class="blue">you partially dodge.</span>
<<violence 10>><<bruise neck>><<hitstat>><<partialDodgeStat>><<combatExtendedStability -10>>
<</if>>
<<else>>
<<He>> scratches the front of your neck.
<<violence 20>><<bruise neck>><<hitstat>><<set $speechbeat to 1>>
<<bodypart_admire_chance back>><<combatExtendedStability -20>>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "man-combat">>
<<outfitChecks>>
<<set _n to _args[0]>>
<!-- Converted his1-6 to hisselect #. Person1-6 to personselect #. $intro1-6 as array $NPCList[_n].intro -->
<!-- Converted man1-6speech to manspeech #. Randomised penissize reaction.-->
<<if ["m", "f", "i", "n", "t"].includes($NPCList[_n].pronoun)>>
<<set $pronoun to $NPCList[_n].pronoun>>
<<elseif $options.debugdisable is "f">>
<span class="red">ERROR: Unexpected $$NPCList[_n].pronoun: [$NPCList[_n].pronoun]</span>
<</if>>
<<personselect _n>>
<<switch _n>>
<<case 0>>
<<manspeech _n>>
<<if $NPCList[0].intro isnot -1>>
<<set $NPCList[0].intro to 1>>
<</if>>
<<case 1 2 3 4 5>>
<<manspeech _n>><<if $NPCList[_n].intro isnot -1>><<set $NPCList[_n].intro to 1>><</if>>
<</switch>>
<<if $NPCList[_n].state is "stalk">>
<<man-stalk>>
<<elseif $NPCList[_n].state is "pursuit">>
<<man-pursuit>>
<<else>>
<<if $begoneThot is 0>>
<!-- HAND SECTION -->
<<hand_section>>
<!-- PENIS START -->
<<rng>>
<<if $NPCList[_n].penis is "clothed" and $npcSub isnot 1>>
<<if $enemyarousal gte 40>>
<span class="blue"><<He>> <<npcUndressText $NPCList[_n] "lower" "self">>, <<npcRevealText $NPCList[_n] "lower">>.</span>
<<npcGenitalReaction $NPCList[_n]>>
<<set $NPCList[_n].penis to 0>>
<<if $NPCList[_n].vagina isnot "none">>
<<set $NPCList[_n].vagina to 0>>
<</if>>
<</if>>
<<if $NPCList[_n].fullDescription is "Sydney">>
<<sydneyExpose>>
<</if>>
<</if>>
<<if $NPCList[_n].penis is "strap-on">>
<<He>> buckles <span class="blue"><<his>> $NPCList[_n].strapon.description around <<his>> hips.</span>
<<set $NPCList[_n].penis to 0>>
<</if>>
<<rng>>
<<if $NPCList[_n].penis is "thighs">>
<<set $speechthigh to 1>>
<<if $player.vaginaExist>>
<<if $rng gte 101>>
<<if $NPCList[_n].condom and $NPCList[_n].condom.willUse is true and $NPCList[_n].condom.worn is false and !$NPCList[_n].penisdesc.includes("strap-on")>>
<<if $NPCList[_n].chastity.penis.includes("chastity")>>
<<He>> tries to put a condom on, but can't seem to get it over <<his>> $NPCList[_n].chastity.penis. <span class="red"><<He>> quickly gives up.</span>
<<set $NPCList[_n].condom.willUse to false>>
<<else>>
<span class="green"><<He>> slips <<condomDesc _n>> on <<his>> penis.</span>
<<equipNPCCondom _n>>
<</if>>
<</if>>
<span class="blue"><<He>> angles <<his>> $NPCList[_n].penisdesc towards your <<pussy>>.</span>
<<if $NPCList[_n].type is "plant" and $NPCList[_n].penissize gte 4 and canImpregnateParasite("vagina")>>
<span class="red">Something about it scares you.</span>
<</if>>
<<set $thighuse to 0>><<set $NPCList[_n].penis to "vaginaentrance">><<set $vaginause to "penis">><<set $vaginastate to "entrance">><<set $vaginatarget to _n>><<set $speechvaginaentrance to 1>>
<<else>>
<<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].penisdesc between your thighs and <<pussy>>.
<<sex 5 "genital" _n>>
<</if>>
<<else>>
<<if $rng gte 101>>
<<He>> moves <<his>> <<= npcHasStrapon(_n) ? "strap-on" : "penis">> out from between your thighs.
<<set $thighuse to 0>><<set $NPCList[_n].penis to 0>>
<<else>>
<<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].penisdesc between your thighs.
<<sex 5 "genital" _n>>
<</if>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].penis is "cheeks">>
<<set $speechcheeks to 1>>
<<if $rng gte 101>>
<<if $NPCList[_n].condom and $NPCList[_n].condom.willUse is true and $NPCList[_n].condom.worn is false and !$NPCList[_n].penisdesc.includes("strap-on")>>
<<if $NPCList[_n].chastity.penis.includes("chastity")>>
<<He>> tries to put a condom on, but can't seem to get it over <<his>> $NPCList[_n].chastity.penis. <span class="red"><<He>> quickly gives up.</span>
<<set $NPCList[_n].condom.willUse to false>>
<<else>>
<span class="green"><<He>> slips <<condomDesc _n>> on <<his>> penis.</span>
<<equipNPCCondom _n>>
<</if>>
<</if>>
<span class="blue"><<He>> angles <<his>> $NPCList[_n].penisdesc towards your anus.</span>
<<if $NPCList[_n].type is "plant" and $NPCList[_n].penissize gte 4 and canImpregnateParasite("anus")>>
<span class="red">Something about it scares you.</span>
<</if>>
<<set $NPCList[_n].penis to "anusentrance">><<set $anusstate to "entrance">><<set $anustarget to _n>><<set $bottomuse to 0>><<set $cheekactiondefault to "cheeks">><<set $speechanusentrance to 1>>
<<else>>
<<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].penisdesc between your cheeks.
<<submission 3 _n>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].penis is "leftarm">>
<<set $speechhandjobpenis to 1>>
<<if $rng gte 1>>
<<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].penisdesc between your fingers.
<<submission 1 _n>>
<<elseif $rng gte 101>>
<<He>> moves <<his>> <<= npcHasStrapon(_n) ? "strap-on" : "penis">> away from your hand. <<set $NPCList[_n].penis to 0>><<set $leftarm to 0>><<set $leftactiondefault to "leftgrab">>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].penis is "rightarm">>
<<set $speechhandjobpenis to 1>>
<<if $rng gte 1>>
<<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].penisdesc between your fingers.
<<submission 1 _n>>
<<elseif $rng gte 101>>
<<He>> moves <<his>> <<= npcHasStrapon(_n) ? "strap-on" : "penis">> away from your hand. <<set $NPCList[_n].penis to 0>><<set $rightarm to 0>><<set $rightactiondefault to "rightgrab">>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].penis is "botharm">>
<<set $speechhandjobpenis to 1>>
<<if $rng gte 1>>
<<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].penisdesc between your hands.
<<submission 2 _n>>
<<elseif $rng gte 101>>
<<He>> moves <<his>> <<= npcHasStrapon(_n) ? "strap-on" : "penis">> away from your hands. <<set $NPCList[_n].penis to 0>><<set $leftarm to 0>><<set $rightarm to 0>><<set $rightactiondefault to "rightgrab">><<set $leftactiondefault to "leftgrab">>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].penis is "feet">>
<<set $speechfeet to 1>>
<<if $rng gte 1>>
<<if $enemyarousal gte (($enemyarousalmax / 10) * 8)>>
<<if $npcSub>>You quicken your pace, rubbing <<his>> $NPCList[_n].penisdesc<<else>><<He>> fucks your feet<</if>> with increasing force as <<he>> approaches <<his>> peak.
<<submission 1 _n>>
<<elseif $enemyarousal gte (($enemyarousalmax / 10) * 4)>>
<<if $npcSub>>You rub and knead<<else>><<He>> pounds<</if>> <<his>> $NPCList[_n].penisdesc between your feet.
<<submission 1 _n>>
<<else>>
<<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].penisdesc between your feet.
<<submission 1 _n>>
<</if>>
<<elseif $rng gte 101>>
<<He>> moves <<his>> <<= npcHasStrapon(_n) ? "strap-on" : "penis">> away from your feet. <<set $NPCList[_n].penis to 0>><<set $feetuse to 0>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].penis is "vagina">>
<<if $rng gte 101>>
<span class="purple"><<He>> slides <<his>> $NPCList[_n].penisdesc out of your <<pussy>>.</span>
<<sex 30 "genital" _n>><<set $NPCList[_n].penis to "vaginaimminent">><<bruise vagina>><<violence 1>><<set $vaginastate to "imminent">>
<<elseif $rng gte 1>>
<<set _pain to Math.floor($vaginalPain * (1.5 / (5 - ($NPCList[_n].penissize or 1))))>>
<<if $enemyanger gte 100 and $combatExtended.reverseRapeStart is 0>><<set _pain *= 1.5>>
<<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>>
<<He>> violates your <<pussy>> with increasing intensity.
<<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>>
<<He>> continues to fuck your <<pussy>> with no regard for your comfort.
<<else>>
<<He>> fucks your <<pussy>> with rough thrusts, giving no regard to your comfort.
<</if>>
<<elseif $enemyanger gte 20 and $combatExtended.reverseRapeStart is 0>>
<<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>>
<<if npcHasStrapon(_n)>>
<<He>> ruthlessly pounds your <<pussy>> with <<his>> $NPCList[_n].penisdesc.
<<else>>
You feel <<his>> $NPCList[_n].penisdesc throb as <<he>> pounds away at your <<pussy>>.
<</if>>
<<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>>
<<He>> continues to violate your <<pussy>>.
<<else>>
<<He>> fucks your <<pussy>> with deep and deliberate thrusts.
<</if>>
<<else>>
<<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>>
<<if $npcSub>>You feel <<him>> approaching <<his>> peak, and ride <<him>><<else>><<He>> fucks your <<pussy>><</if>> with increasing power.
<<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>>
<<if $npcSub>>You continue to ride <<his>> $NPCList[_n].penisdesc.<<else>><<He>> continues thrusting into your <<pussy>>.<</if>>
<<else>>
<<if $npcSub>>You fuck <<his>> $NPCList[_n].penisdesc<<else>><<He>> fucks your <<pussy>><</if>> with steady thrusts.
<</if>>
<</if>>
<<sex 30 "genital" _n>><<bruise vagina>><<violence 1>><<set $speechvaginapenetrated to 1>><<pain _pain>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].penis is "vaginaimminent">>
<<if $rng gte 101>>
<span class="blue"><<He>> stops pressing <<his>> $NPCList[_n].penisdesc against your pussy.</span>
<<set $NPCList[_n].penis to "vaginaentrance">><<set $vaginastate to "entrance">>
<<elseif $rng gte 1>>
<<if $novaginal is 0>>
<<set _pain to Math.floor($vaginalPain * (1.5 / (5 - ($NPCList[_n].penissize or 1))))>>
<<if $player.virginity.vaginal isnot true>>
<<if $enemyanger gte 80>>
<span class="pink"><<He>> thrusts <<his>> $NPCList[_n].penisdesc deep into your <<pussy>>.</span>
<<set _pain *= 1.5>>
<<elseif $enemyanger gte 20>>
<span class="pink"><<He>> thrusts <<his>> $NPCList[_n].penisdesc deep into your <<pussy>>.</span>
<<else>>
<span class="pink"><<He>> glides <<his>> $NPCList[_n].penisdesc deep into your <<pussy>>.</span>
<</if>>
<<switch $NPCList[_n].penissize>>
<<case 4>>
<span class="red"> You whimper as your <<pussy>> stretches to accommodate <<his>> cock.</span>
<<default>>
<</switch>>
<<sex 30 "genital" _n>><<takeTempleVirginity $NPCList[_n].fullDescription "vaginal">><<violence 1>><<set $speechvaginapenetrated to 1>>
<<pain _pain>>
<<elseif $player.virginity.vaginal is true>>
<<if $sexStats.vagina.pregnancy.totalBirthEvents gt 0>>
<span class="red">Despite your lack of a hymen, you feel something inside you change as your virginity and purity are taken.</span>
<<violence 10>>
<<else>>
<<switch $NPCList[_n].penissize>>
<<case 4>>
<span class="red"><<His>> $NPCList[_n].penisdesc thrusts deep into your virgin pussy, obliterating your hymen and <<virginitylosttext $NPCList[_n].fullDescription>> You scream out as your <<pussy>> struggles to accommodate <<his>> cock.</span>
<<violence 200>>
<<case 1>>
<span class="red"><<His>> $NPCList[_n].penisdesc pushes into your virgin pussy, breaking your hymen and <<virginitylosttext $NPCList[_n].fullDescription>></span> <span class="green"> While technically no longer a virgin, you can barely feel it.</span>
<<violence 25 4 4>>
<<default>>
<span class="pink"><<His>> $NPCList[_n].penisdesc thrusts deep into your virgin pussy,</span><span class="red"> tearing your hymen and <<virginitylosttext $NPCList[_n].fullDescription>></span>
<<violence 100>>
<</switch>>
<</if>>
<<sex 100 "genital" _n>><<takeVirginity $NPCList[_n].fullDescription "vaginal">><<set $speechvaginavirgin to 1>>
<<if $enemyanger gte 100>><<set _pain *= 1.5>><</if>><<pain _pain>>
<</if>>
<<vaginalstat>><<set $NPCList[_n].penis to "vagina">><<takeNPCVirginity _n "penile">><<bruise vagina>><<raped>><<vaginaraped>><<set $vaginastate to "penetrated">>
<<else>>
Respecting your wishes, <<he>> presses <<his>> $NPCList[_n].penisdesc against your <<pussy>> but does not penetrate.
<<sex 15 "genital" _n>><<set $speechvaginawithhold to 1>>
<</if>>
<<if setup.bodyliquid.combined("vagina") gte 1 or setup.bodyliquid.combined("vaginaoutside") gte 1>>
Fluid oozes from your <<pussy>>, over <<his>> length.
<</if>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].penis is "vaginaentrance">>
<<if $rng gte 101>>
<span class="lblue"><<He>> moves <<his>> <<= npcHasStrapon(_n) ? "strap-on" : "penis">> away from your <<pussy>>.</span> <<set $NPCList[_n].penis to 0>><<set $vaginause to 0>><<set $vaginastate to 0>>
<<elseif $rng gte 1>>
<<if $worn.over_lower.vagina_exposed is 0>>
<<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].penisdesc against your <<pussy>> through your $worn.over_lower.name.
<<sex 5 "genital" _n>><<set $worn.over_lower.integrity -= 10>><<set $speechvaginaentrance to 1>><<set $enemyanger += 15>>
<<elseif $worn.lower.vagina_exposed is 0>>
<<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].penisdesc against your <<pussy>> through your $worn.lower.name.
<<sex 5 "genital" _n>><<set $worn.lower.integrity -= 10>><<set $speechvaginaentrance to 1>><<set $enemyanger += 15>>
<<elseif $worn.lower.vagina_exposed is 1 and $worn.over_lower.vagina_exposed is 1>>
<<rng>>
<<if $worn.under_lower.vagina_exposed is 0>>
<<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].penisdesc against your <<pussy>> through your $worn.under_lower.name.
<<sex 5 "genital" _n>><<set $worn.under_lower.integrity -= 10>><<set $speechvaginaentrance to 1>>
<<elseif $worn.under_lower.vagina_exposed is 1>>
<<if $rng gte 51>>
<<if $NPCList[_n].chastity.penis.includes("chastity")>>
<<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].chastity.penis against your <<pussy>><<if playerChastity("vagina")>><<set $worn.genitals.integrity -= 10>> through your $worn.genitals.name<</if>>.
<<sex 25 "genital" _n>><<set $speechNPCChastity to 1>>
<<elseif playerChastity("vagina")>>
<<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].penisdesc against your <<pussy>> through your $worn.genitals.name.
<<sex 25 "genital" _n>><<set $worn.genitals.integrity -= 10>><<set $speechchastity to 1>>
<<elseif !$npcSub>>
<<if $vaginaWetness gte ($NPCList[_n].penissize * 15) + random(1, 40) or random(1, 2) is 2>>
<<He>> pushes <<his>> $NPCList[_n].penisdesc against your <<pussy>>. <<vagina_lube_text>><span class="pink">the tip presses into you, a thrust away from penetrating.</span>
<<sex 20 "genital" _n>><<set $NPCList[_n].penis to "vaginaimminent">><<set $vaginastate to "imminent">><<set $speechvaginaimminent to 1>>
<<else>>
<<if $npcSub>>You push<<else>><<He>> pushes<</if>> <<his>> $NPCList[_n].penisdesc against your <<pussy>>, <span class="blue">but fail<<if !$npcSub>>s<</if>> to penetrate,</span> instead angling away and rubbing it against your <<clit>>.
<<sex 5 "genital" _n>><<set $speechvaginaimminent to 1>>
<<if $enemyarousal gte ($enemyarousalmax / 2) and random(1, 3) is 3 and !npcHasStrapon(_n) and !wearingCondom(_n)>>
Precum leaks from the tip, <span class="blue">lubricating your pussy.</span>
<<bodyliquid "vaginaoutside" "semen">>
<</if>>
<</if>>
<</if>>
<<elseif $rng gte 1>>
<<if !playerChastity("vagina")>>
<<if $npcSub>>
You tease <<his>> <<print $NPCList[_n].penisdesc>> with your <<pussy>> without trying to penetrate.
<<else>>
<<He>> teases your <<pussy>> with <<his>> <<print $NPCList[_n].penisdesc>> without trying to penetrate.
<</if>>
<<sex 10 "genital" _n>><<set $speechvaginaentrance to 1>>
<<else>>
<<if $npcSub>>
You tease <<his>> <<print $NPCList[_n].penisdesc>> with your <<pussy>> as best you can with your $worn.genitals.name in the way.
<<else>>
<<He>> teases your <<pussy>> with <<his>> <<print $NPCList[_n].penisdesc>> as best <<he>> can with your $worn.genitals.name in the way.
<</if>>
<<sex 5 "genital" _n>><<set $speechchastity to 1>>
<</if>>
<</if>>
<</if>>
<</if>>
<<if setup.bodyliquid.combined("vagina") gte 1 or setup.bodyliquid.combined("vaginaoutside") gte 1>>
Fluid oozes from your <<pussy>>, over <<his>> length.
<</if>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].penis is "vaginadouble">>
<!-- Notes for how double functions work are found in the NPC action select section -->
<<set _dvp to 0>>
<<set _npcA to $vaginatarget>>
<<set _npcB to $vaginadoubletarget>>
<<if $NPCList[_npcA] is $NPCList[_n]>> /* State 1 is out of sync, state 2 is in sync */
<<set _dvp to ($NPCList[_npcB].penis isnot "vaginadouble" ? 1 : 2)>>
<<elseif $NPCList[_npcB] is $NPCList[_n]>>
<<set _dvp to ($NPCList[_npcA].penis isnot "vaginadouble" ? 1 : 2)>>
<</if>>
<<if $rng gte 101>>
<span class="purple"><<He>> slides <<his>> $NPCList[_n].penisdesc out of your <<pussy>>.</span>
<<sex 30 "genitals" _n>><<set $NPCList[_n].penis to "vaginaimminentdouble">><<bruise vagina>><<violence 1>><<set $vaginastate to "doubleimminent">>
<<elseif $rng gte 1>>
<<if _dvp is 2>>
<<set $_alongsidearray to ["alongside","alongside","in time with","heedless of","pounding away against","thrusting against"]>>
<<set $_alongsidetext to $_alongsidearray[random(0,5)]>>
<<set _pain to Math.floor($vaginalPain * (1.5 / (5 - ($NPCList[_n].penissize or 1))))>>
<<if $enemyanger gte 100 and $combatExtended.reverseRapeStart is 0>><<set _pain *= 1.5>>
<<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>>
<<He>> violates your <<pussy>> with increasing intensity, $_alongsidetext the other cock.
<<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>>
<<He>> continues to fuck your <<pussy>> $_alongsidetext the other cock, with no regard for your comfort nor the other cock's.
<<else>>
<<He>> fucks your <<pussy>> with rough thrusts, $_alongsidetext the other cock, giving no regard to your comfort nor the other cock's.
<</if>>
<<elseif $enemyanger gte 20 and $combatExtended.reverseRapeStart is 0>>
<<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>>
<<if npcHasStrapon(_n)>>
<<He>> ruthlessly pounds your <<pussy>> with <<his>> $NPCList[_n].penisdesc, $_alongsidetext the other cock.
<<else>>
You feel <<his>> $NPCList[_n].penisdesc throb as <<he>> pounds away at your <<pussy>>, $_alongsidetext the other cock.
<</if>>
<<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>>
<<He>> continues to violate your <<pussy>>, $_alongsidetext the other cock.
<<else>>
<<He>> fucks your <<pussy>> $_alongsidetext the other cock, with deep and deliberate thrusts.
<</if>>
<<else>>
<<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>>
<<if $npcSub>>You feel <<him>> approaching <<his>> peak, and ride <<him>><<else>><<He>> fucks your <<pussy>><</if>> with increasing power, $_alongsidetext the other cock.
<<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>>
<<if $npcSub>>You continue to ride <<his>> $NPCList[_n].penisdesc.<<else>><<He>> continues thrusting into your <<pussy>>, $_alongsidetext the other cock.<</if>>
<<else>>
<<if $npcSub>>You fuck <<his>> $NPCList[_n].penisdesc<<else>><<He>> fucks your <<pussy>><</if>> with steady thrusts, $_alongsidetext the other cock.
<</if>>
<</if>>
<<sex 30 "genitals" _n>><<bruise vagina>><<violence 1>><<set $speechvaginapenetrated to 1>><<pain _pain>>
<<else>> /* single penetration */
<<set _pain to Math.floor($vaginalPain * (1.5 / (5 - ($NPCList[_n].penissize or 1))))>>
<<if $enemyanger gte 100 and $combatExtended.reverseRapeStart is 0>><<set _pain *= 1.5>>
<<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>>
<<He>> violates your <<pussy>> with increasing intensity.
<<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>>
<<He>> continues to fuck your <<pussy>> with no regard for your comfort.
<<else>>
<<He>> fucks your <<pussy>> with rough thrusts, giving no regard to your comfort.
<</if>>
<<elseif $enemyanger gte 20 and $combatExtended.reverseRapeStart is 0>>
<<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>>
<<if npcHasStrapon(_n)>>
<<He>> ruthlessly pounds your <<pussy>> with <<his>> $NPCList[_n].penisdesc.
<<else>>
You feel <<his>> $NPCList[_n].penisdesc throb as <<he>> pounds away at your <<pussy>>.
<</if>>
<<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>>
<<He>> continues to violate your <<pussy>>.
<<else>>
<<He>> fucks your <<pussy>> with deep and deliberate thrusts.
<</if>>
<<else>>
<<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>>
<<if $npcSub>>You feel <<him>> approaching <<his>> peak, and ride <<him>><<else>><<He>> fucks your <<pussy>><</if>> with increasing power.
<<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>>
<<if $npcSub>>You continue to ride <<his>> $NPCList[_n].penisdesc.<<else>><<He>> continues thrusting into your <<pussy>>.<</if>>
<<else>>
<<if $npcSub>>You fuck <<his>> $NPCList[_n].penisdesc<<else>><<He>> fucks your <<pussy>><</if>> with steady thrusts.
<</if>>
<</if>>
<<sex 30 "genitals" _n>><<bruise vagina>><<violence 1>><<set $speechvaginapenetrated to 1>><<pain _pain>>
<</if>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].penis is "vaginaimminentdouble">>
<<set _dvp to 0>>
<<set _npcA to (_n is $vaginatarget ? $vaginatarget : $vaginadoubletarget)>>
<<set _npcB to (_n is $vaginatarget ? $vaginadoubletarget : $vaginatarget)>>
<<if _npcA is _n>> /* State 1 is out of sync, state 2 is in sync */
<<set _dvp to ($NPCList[_npcB].penis isnot "anusdouble" ? 1 : 2)>>
<<elseif _npcB is _n>>
<<set _dvp to ($NPCList[_npcA].penis isnot "anusdouble" ? 1 : 2)>>
<</if>>
<<set $_n to _n>> /* backup _n so that we can use personselect widget without errors */
<<if $rng gte 101>>
<span class="blue"><<He>> stops pressing <<his>> $NPCList[_n].penisdesc against your pussy.</span>
<<set $NPCList[_n].penis to "vaginaentrancedouble">><<set $vaginastate to "doubleentrance">>
<<elseif $rng gte 1>>
<<if _dvp is 2>>
<<if $novaginal is 0>>
<<set _pain to Math.floor($vaginalPain * (1.5 / (5 - ($NPCList[_n].penissize or 1))))>>
<<if $player.virginity.vaginal isnot true>>
<<if $enemyanger gte 80>>
<span class="pink"><<He>> furiously thrusts <<his>> $NPCList[_n].penisdesc deep into your <<pussy>>, joining <<personselect _npcB>><<combatPersons>> <<npcPenisSimple _npcB>>.</span><<set _n to $_n>>
<<personselect _npcA>><<set _pain *= 1.5>>
<<elseif $enemyanger gte 20>>
<span class="pink"><<He>> thrusts <<his>> $NPCList[_n].penisdesc deep into your <<pussy>>, joining <<personselect _npcB>><<combatPersons>> <<npcPenisSimple _npcB>>.</span><<set _n to $_n>>
<<personselect _npcA>>
<<else>>
<span class="pink"><<He>> glides <<his>> $NPCList[_n].penisdesc deep into your <<pussy>>, joining <<personselect _npcB>><<combatPersons>> <<npcPenisSimple _npcB>>.</span><<set _n to $_n>>
<<personselect _npcA>>
<</if>>
<<switch $NPCList[_n].penissize>>
<<case 3 4 5>>
<span class="red"> You whimper as your <<pussy>> stretches to accommodate their <<penises>>.</span>
<<default>>
<</switch>>
<<sex 30 "genitals" _n>><<takeTempleVirginity $NPCList[_n].fullDescription "vaginal">><<violence 1>><<set $speechvaginapenetrated to 1>>
<<pain _pain>>
<<elseif $player.virginity.vaginal is true>>
<<if $sexStats.vagina.pregnancy.totalBirthEvents gt 0>>
<span class="red">Despite your lack of a hymen, you feel something inside you change as your virginity and purity are taken.</span>
<<violence 10>>
<<else>>
<<switch $NPCList[_n].penissize>>
<<case 4 5>>
<span class="red"><<His>> $NPCList[_n].penisdesc thrusts deep into your virgin pussy, joining <<personselect _npcB>><<combatPersons>> <<npcPenisSimple _npcB>><<personselect _npcA>>, obliterating your hymen and <<virginitylosttext $NPCList[_n].fullDescription>> You scream out as your <<pussy>> struggles to accommodate <<his>> cock.</span><<set _n to $_n>>
<<violence 200>>
<<case 1>>
<span class="red"><<His>> $NPCList[_n].penisdesc pushes into your virgin pussy, joining <<personselect _npcB>><<combatPersons>> <<npcPenisSimple _npcB>><<personselect _npcA>>, breaking your hymen and <<virginitylosttext $NPCList[_n].fullDescription>></span> <span class="green"> While technically no longer a virgin, you can barely feel it.</span><<set _n to $_n>>
<<violence 25 4 4>>
<<default>>
<span class="pink"><<His>> $NPCList[_n].penisdesc thrusts deep into your virgin pussy, joining <<personselect _npcB>><<combatPersons>> <<npcPenisSimple _npcB>><<personselect _npcA>>,</span><span class="red"> tearing your hymen and <<virginitylosttext $NPCList[_n].fullDescription>></span><<set _n to $_n>>
<<violence 100>>
<</switch>>
<</if>>
<<sex 100 "genitals" _n>><<takeVirginity $NPCList[_n].fullDescription "vaginal">><<set $speechvaginavirgin to 1>>
<<if $enemyanger gte 100>><<set _pain *= 1.5>><</if>><<pain _pain>>
<</if>>
<<vaginalstat>><<vaginaldoublestat>><<set $NPCList[_n].penis to "vaginadouble">><<takeNPCVirginity _n "penile">><<bruise vagina>><<raped>><<vaginaraped>><<set $vaginastate to "doublepenetrated">>
<<else>>
Respecting your wishes, <<he>> presses <<his>> $NPCList[_n].penisdesc against your <<pussy>> but does not penetrate.
<<sex 15 "genitals" _n>><<set $speechvaginawithhold to 1>>
<</if>>
<<else>>
<<if $novaginal is 0>>
<<set _pain to Math.floor($vaginalPain * (1.5 / (5 - ($NPCList[_n].penissize or 1))))>>
<<if $player.virginity.vaginal isnot true>>
<<if $enemyanger gte 80>>
<span class="pink"><<He>> thrusts <<his>> $NPCList[_n].penisdesc deep into your <<pussy>>.</span>
<<set _pain *= 1.5>>
<<elseif $enemyanger gte 20>>
<span class="pink"><<He>> thrusts <<his>> $NPCList[_n].penisdesc deep into your <<pussy>>.</span>
<<else>>
<span class="pink"><<He>> glides <<his>> $NPCList[_n].penisdesc deep into your <<pussy>>.</span>
<</if>>
<<switch $NPCList[_n].penissize>>
<<case 4>>
<span class="red"> You whimper as your <<pussy>> stretches to accommodate <<his>> cock.</span>
<<default>>
<</switch>>
<<sex 30 "genitals" _n>><<takeTempleVirginity $NPCList[_n].fullDescription "vaginal">><<violence 1>><<set $speechvaginapenetrated to 1>>
<<pain _pain>>
<<elseif $player.virginity.vaginal is true>>
<<if $sexStats.vagina.pregnancy.totalBirthEvents gt 0>>
<span class="red">Despite your lack of a hymen, you feel something inside you change as your virginity and purity are taken.</span>
<<violence 10>>
<<else>>
<<switch $NPCList[_n].penissize>>
<<case 4>>
<span class="red"><<His>> $NPCList[_n].penisdesc thrusts deep into your virgin pussy, obliterating your hymen and <<virginitylosttext $NPCList[_n].fullDescription>> You scream out as your <<pussy>> struggles to accommodate <<his>> cock.</span>
<<violence 200>>
<<case 1>>
<span class="red"><<His>> $NPCList[_n].penisdesc pushes into your virgin pussy, breaking your hymen and <<virginitylosttext $NPCList[_n].fullDescription>></span> <span class="green"> While technically no longer a virgin, you can barely feel it.</span>
<<violence 25 4 4>>
<<default>>
<span class="pink"><<His>> $NPCList[_n].penisdesc thrusts deep into your virgin pussy,</span><span class="red"> tearing your hymen and <<virginitylosttext $NPCList[_n].fullDescription>></span>
<<violence 100>>
<</switch>>
<</if>>
<<sex 100 "genitals" _n>><<takeVirginity $NPCList[_n].fullDescription "vaginal">><<set $speechvaginavirgin to 1>>
<<if $enemyanger gte 100>><<set _pain *= 1.5>><</if>><<pain _pain>>
<</if>>
<<vaginalstat>><<set $NPCList[_n].penis to "vaginadouble">><<takeNPCVirginity _n "penile">><<bruise vagina>><<raped>><<vaginaraped>><<set $vaginastate to "doublepenetrated">>
<<else>>
Respecting your wishes, <<he>> presses <<his>> $NPCList[_n].penisdesc against your <<pussy>> but does not penetrate.
<<sex 15 "genitals" _n>><<set $speechvaginawithhold to 1>>
<</if>>
<</if>>
<<if setup.bodyliquid.combined("vagina") gte 1 or setup.bodyliquid.combined("vaginaoutside") gte 1>>
Fluid oozes from your <<pussy>>, over their lengths.
<</if>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].penis is "vaginaentrancedouble">>
<<if $rng gte 101>>
<span class="lblue"><<He>> moves <<his>> <<= npcHasStrapon(_n) ? "strap-on" : "penis">> away from your <<pussy>>, and the other cock.</span> <<set $NPCList[_n].penis to 0>><<set $vaginause to 0>><<set $vaginastate to 0>>
<<elseif $rng gte 1>>
<<if $worn.over_lower.vagina_exposed is 0>>
<<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].penisdesc against your <<pussy>> through your $worn.over_lower.name.
<<sex 5 "genitals" _n>><<set $worn.over_lower.integrity -= 10>><<set $speechvaginaentrance to 1>><<set $enemyanger += 15>>
<<elseif $worn.lower.vagina_exposed is 0>>
<<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].penisdesc against your <<pussy>> through your $worn.lower.name.
<<sex 5 "genitals" _n>><<set $worn.lower.integrity -= 10>><<set $speechvaginaentrance to 1>><<set $enemyanger += 15>>
<<elseif $worn.lower.vagina_exposed is 1 and $worn.over_lower.vagina_exposed is 1>>
<<rng>>
<<if $worn.under_lower.vagina_exposed is 0>>
<<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].penisdesc against your <<pussy>> through your $worn.under_lower.name.
<<sex 5 "genitals" _n>><<set $worn.under_lower.integrity -= 10>><<set $speechvaginaentrance to 1>>
<<elseif $worn.under_lower.vagina_exposed is 1>>
<<if $rng gte 51>>
<<if $NPCList[_n].chastity.penis.includes("chastity")>>
<<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].chastity.penis against your <<pussy>><<if playerChastity("vagina")>><<set $worn.genitals.integrity -= 10>> through your $worn.genitals.name<</if>>.
<<sex 25 "genitals" _n>><<set $speechNPCChastity to 1>>
<<elseif playerChastity("vagina")>>
<<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].penisdesc against your <<pussy>> through your $worn.genitals.name.
<<sex 25 "genitals" _n>><<set $worn.genitals.integrity -= 10>><<set $speechchastity to 1>>
<<elseif !$npcSub>>
<<if $vaginaWetness gte ($NPCList[_n].penissize * 15) + random(1, 40) or random(1, 3) is 2>>
<<He>> pushes <<his>> $NPCList[_n].penisdesc against your <<pussy>>. <<vagina_lube_text>><span class="pink">the tip presses into you, a thrust away from penetrating.</span>
<<sex 20 "genitals" _n>><<set $NPCList[_n].penis to "vaginaimminentdouble">><<set $speechvaginaimminent to 1>>
<<if $vaginastate isnot "doublepenetrated">><<set $vaginastate to "doubleimminent">><</if>>
<<else>>
<<if $npcSub>>You push<<else>><<He>> pushes<</if>> <<his>> $NPCList[_n].penisdesc against your <<pussy>>; <span class="blue">but fail<<if !$npcSub>>s<</if>> to penetrate,</span> instead angling away and rubbing it against your <<clit>> and the other cock.
<<sex 5 "genitals" _n>><<set $speechvaginaimminent to 1>>
<<if $enemyarousal gte ($enemyarousalmax / 2) and random(1, 3) is 3 and !npcHasStrapon(_n) and !wearingCondom(_n)>>
Precum leaks from the tip, <span class="blue">lubricating your pussy.</span>
<<bodyliquid "vaginaoutside" "semen">>
<</if>>
<</if>>
<</if>>
<<elseif $rng gte 1>>
<<if !playerChastity("vagina")>>
<<if $npcSub>>
You tease <<his>> <<print $NPCList[_n].penisdesc>> with your <<pussy>> without trying to penetrate.
<<else>>
<<He>> teases your <<pussy>> with <<his>> <<print $NPCList[_n].penisdesc>> without trying to penetrate.
<</if>>
<<sex 10 "genitals" _n>><<set $speechvaginaentrance to 1>>
<<else>>
<<if $npcSub>>
You tease <<his>> <<print $NPCList[_n].penisdesc>> with your <<pussy>> as best you can with your $worn.genitals.name in the way.
<<else>>
<<He>> teases your <<pussy>> with <<his>> <<print $NPCList[_n].penisdesc>> as best <<he>> can with your $worn.genitals.name in the way.
<</if>>
<<sex 5 "genitals" _n>><<set $speechchastity to 1>>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<<if setup.bodyliquid.combined("vagina") gte 1 or setup.bodyliquid.combined("vaginaoutside") gte 1>>
Fluid oozes from your <<pussy>>, over <<his>> length.
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].penis is "anus">>
<<if $rng gte 101>>
<span class="purple"><<He>> withdraws <<his>> penis from your anus.</span>
<<sex 30 "anal" _n>><<set $NPCList[_n].penis to "anusimminent">><<bruise anus>><<violence 1>><<set $anusstate to "imminent">>
<<elseif $rng gte 1 and playerHasButtPlug()>>
<<set _pain to Math.floor($analPain * (1.5 / (6 - ($NPCList[_n].penissize+1 or 1))))>>
<<if $enemyanger gte 100 and $combatExtended.reverseRapeStart is 0>><<set _pain *= 1.5>>
<<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>>
<<He>> ravages your <<bottom>> with a violent intensity<<alongsideButtPlug>>.
<<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>>
You feel <<his>> $NPCList[_n].penisdesc ever deeper within you as <<he>> fucks your <<bottom>><<alongsideButtPlug>>.
<<else>>
<<He>> fucks your <<bottom>> with rough thrusts<<alongsideButtPlug>>, intent on showing you who's boss.
<</if>>
<<elseif $enemyanger gte 20 and $combatExtended.reverseRapeStart is 0>>
<<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>>
<<if npcHasStrapon(_n)>>
You feel <<his>> pace quicken as <<he>> fucks your <<bottom>> with <<his>> <<print $NPCList[_n].penisdesc>><<alongsideButtPlug>>.
<<else>>
You feel <<his>> $NPCList[_n].penisdesc throb within you as <<he>> fucks your <<bottom>><<alongsideButtPlug>>.
<</if>>
<<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>>
<<He>> continues to violate your <<bottom>><<alongsideButtPlug>>, giving no regard to your comfort.
<<else>>
<<He>> fucks your <<bottom>> with deep and dominating thrusts<<alongsideButtPlug>>.
<</if>>
<<else>>
<<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>>
<<if $npcSub>>You feel <<him>> approaching <<his>> peak, and ride <<him>><<else>><<He>> fucks your <<bottom>><</if>> with increasing power<<alongsideButtPlug>>.
<<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>>
<<if $npcSub>>You continue to ride <<his>> $NPCList[_n].penisdesc.<<else>><<He>> continues thrusting into your <<bottom>><<alongsideButtPlug>>.<</if>>
<<else>>
<<if $npcSub>>You fuck <<his>> $NPCList[_n].penisdesc<<else>><<He>> fucks your <<bottom>><</if>> with steady thrusts<<alongsideButtPlug>>.
<</if>>
<</if>>
<<sex 30 "anal" _n>><<bruise anus>><<violence 1>><<set $speechanuspenetrated to 1>><<pain _pain>>
<<elseif $rng gte 1>>
<<set _pain to Math.floor($analPain * (1.5 / (5 - ($NPCList[_n].penissize or 1))))>>
<<if $enemyanger gte 100 and $combatExtended.reverseRapeStart is 0>><<set _pain *= 1.5>>
<<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>>
<<He>> ravages your <<bottom>> with a violent intensity.
<<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>>
You feel <<his>> $NPCList[_n].penisdesc ever deeper within you as <<he>> fucks your <<bottom>>.
<<else>>
<<He>> fucks your <<bottom>> with rough thrusts, intent on showing you who's boss.
<</if>>
<<elseif $enemyanger gte 20 and $combatExtended.reverseRapeStart is 0>>
<<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>>
<<if npcHasStrapon(_n)>>
You feel <<his>> pace quicken as <<he>> fucks your <<bottom>> with <<his>> $NPCList[_n].penisdesc.
<<else>>
You feel <<his>> $NPCList[_n].penisdesc throb within you as <<he>> fucks your <<bottom>>.
<</if>>
<<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>>
<<He>> continues to violate your <<bottom>>, giving no regard to your comfort.
<<else>>
<<He>> fucks your <<bottom>> with deep and dominating thrusts.
<</if>>
<<else>>
<<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>>
<<if $npcSub>>You feel <<him>> approaching <<his>> peak, and ride <<him>><<else>><<He>> fucks your <<bottom>><</if>> with increasing power.
<<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>>
<<if $npcSub>>You continue to ride <<his>> $NPCList[_n].penisdesc.<<else>><<He>> continues thrusting into your <<bottom>>.<</if>>
<<else>>
<<if $npcSub>>You fuck <<his>> $NPCList[_n].penisdesc<<else>><<He>> fucks your <<bottom>><</if>> with steady thrusts.
<</if>>
<</if>>
<<sex 30 "anal" _n>><<bruise anus>><<violence 1>><<set $speechanuspenetrated to 1>><<pain _pain>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].penis is "anusimminent">>
<<if $rng gte 101>>
<span class="blue"><<He>> stops pressing <<his>> $NPCList[_n].penisdesc against your anus.</span>
<<set $NPCList[_n].penis to "anusentrance">><<set $anusstate to "entrance">>
<<elseif $rng gte 1 and playerHasButtPlug()>>
<<set $_buttplug to $worn.butt_plug.name>>
<<set $_alongside to either("alongside","heedless of","pushing aside")>>
<<if $noanal is 0>>
<<set _pain to Math.floor($analPain * (1.5 / (6 - ($NPCList[_n].penissize+1 or 1))))>>
<<if $player.virginity.anal isnot true>>
<span class="pink"><<He>> thrusts <<his>> $NPCList[_n].penisdesc deep into your <<bottom>><<alongsideButtPlug>>.</span>
<<switch $NPCList[_n].penissize>>
<<case 3 4>>
<span class="red"> You <<if $speech_attitude is "meek">>moan<<else>>whimper<</if>> as your ass stretches to accommodate both <<his>> cock and your $_buttplug.</span>
<<case 1>>
<span class="green">You can barely feel it.</span>
<<default>>
<</switch>>
<<sex 30 "anal" _n>><<violence 1>><<set $speechanuspenetrated to 1>>
<<if $enemyanger gte 100>><<set _pain *= 1.75>><</if>><<pain _pain>>
<<elseif $player.virginity.anal is true>>
<span class="pink"><<He>> thrusts <<his>> $NPCList[_n].penisdesc deep into your virgin anus<<alongsideButtPlug>>,</span> <span class="red">violating you in a way you hadn't conceived of.</span>
<<switch $NPCList[_n].penissize>>
<<case 3 4>>
<span class="red"> You <<if $speech_attitude is "meek">>squeal<<else>>scream<</if>> as your ass struggles to accommodate both <<his>> cock and your $_buttplug.</span>
<<case 1>>
<span class="green"> While your ass is technically no longer virgin, you can barely feel it.</span>
<<default>>
<</switch>>
<<sex 100 "anal" _n>><<violence 50>><<set $speechanusvirgin to 1>>
<<if $enemyanger gte 100>><<set _pain *= 1.75>><</if>><<pain _pain>>
<<takeVirginity $NPCList[_n].fullDescription "anal">>
<</if>>
<<analstat>><<set $NPCList[_n].penis to "anus">><<takeNPCVirginity _n "penile">><<set $anusstate to "penetrated">><<bruise anus>><<raped>><<anusraped>>
<<else>>
Respecting your wishes, <<he>> presses <<his>> $NPCList[_n].penisdesc against your anus and $_buttplug but does not penetrate.
<<sex 15 "anal" _n>><<set $speechanuswithhold to 1>>
<</if>>
<<elseif $rng gte 1>>
<<if $noanal is 0>>
<<set _pain to Math.floor($analPain * (1.5 / (5 - ($NPCList[_n].penissize or 1))))>>
<<if $player.virginity.anal isnot true>>
<span class="pink"><<He>> thrusts <<his>> $NPCList[_n].penisdesc deep into your <<bottom>>.</span>
<<switch $NPCList[_n].penissize>>
<<case 4>>
<span class="red"> You whimper as your ass stretches to accommodate <<his>> cock.</span>
<<default>>
<</switch>>
<<sex 30 "anal" _n>><<violence 1>><<set $speechanuspenetrated to 1>>
<<if $enemyanger gte 100>><<set _pain *= 1.5>><</if>><<pain _pain>>
<<elseif $player.virginity.anal is true>>
<span class="pink"><<He>> thrusts <<his>> $NPCList[_n].penisdesc deep into your virgin anus,</span> <span class="red">violating you in a way you hadn't conceived of.</span>
<<switch $NPCList[_n].penissize>>
<<case 4>>
<span class="red"> You scream as your ass struggles to accommodate <<his>> cock.</span>
<<case 1>>
<span class="green"> While your ass is technically no longer virgin, you can barely feel it.</span>
<<default>>
<</switch>>
<<sex 100 "anal" _n>><<takeVirginity $NPCList[_n].fullDescription "anal">><<violence 50>><<set $speechanusvirgin to 1>>
<<if $enemyanger gte 100>><<set _pain *= 1.5>><</if>><<pain _pain>>
<</if>>
<<analstat>><<set $NPCList[_n].penis to "anus">><<takeNPCVirginity _n "penile">><<bruise anus>><<raped>><<anusraped>><<set $anusstate to "penetrated">>
<<else>>
Respecting your wishes, <<he>> presses <<his>> $NPCList[_n].penisdesc against your anus but does not penetrate.
<<sex 15 "anal" _n>><<set $speechanuswithhold to 1>>
<</if>>
<</if>>
<<if setup.bodyliquid.combined("bottom") gte 1 or setup.bodyliquid.combined("anus") gte 1>>
Fluid oozes from your <<bottom>>, over <<his>> length.
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].penis is "anusentrance">>
<<if $rng gte 101>>
<span class="lblue"><<He>> moves <<his>> <<= npcHasStrapon(_n) ? "strap-on" : "penis">> away from your <<bottom>>.</span> <<set $NPCList[_n].penis to 0>><<set $anususe to 0>><<set $anusstate to 0>>
<<elseif $rng gte 1>>
<<if $worn.over_lower.anus_exposed is 0>>
<<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].penisdesc against your <<bottom>> through your $worn.over_lower.name.
<<sex 5 "anal" _n>><<set $worn.over_lower.integrity -= 10>><<set $speechanusentrance to 1>>
<<elseif $worn.lower.anus_exposed is 0>>
<<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].penisdesc against your <<bottom>> through your $worn.lower.name.
<<sex 5 "anal" _n>><<set $worn.lower.integrity -= 10>><<set $speechanusentrance to 1>>
<<elseif $worn.lower.anus_exposed is 1 and $worn.over_lower.anus_exposed is 1>>
<<rng>>
<<if $worn.under_lower.anus_exposed is 0>>
<<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].penisdesc against your <<bottom>> through your $worn.under_lower.name.
<<set $speechanusentrance to 1>><<sex 5 "anal" _n>><<set $worn.under_lower.integrity -= 10>>
<<elseif $worn.under_lower.anus_exposed is 1>>
<<if $rng gte 51>>
<<if $NPCList[_n].chastity.penis.includes("chastity")>>
<<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].chastity.penis against your anus<<if playerChastity("anus")>><<set $worn.genitals.integrity -= 10>> through your $worn.genitals.name<</if>>.
<<sex 25 "anal" _n>><<set $speechNPCChastity to 1>>
<<elseif playerChastity("anus")>>
<<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].penisdesc against your anus through your $worn.genitals.name.
<<sex 25 "anal" _n>><<set $worn.genitals.integrity -= 10>><<set $speechchastity to 1>>
<<elseif playerHasButtPlug()>>
<<switch random(0,2)>>
<<case 0>>
<<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].penisdesc against your anus and your $worn.butt_plug.name.
<<sex 10 "anal" _n>><<set $speechanusentrance to 1>>
<<if $enemyarousal gte ($enemyarousalmax / 2) and random(1, 3) is 3 and !npcHasStrapon(_n) and !wearingCondom(_n)>>
Precum leaks from the tip, <span class="blue">lubricating your ass.</span>
<<bodyliquid "bottom" "semen">>
<</if>>
<<case 1>>
<<if $NPCList[_n].lefthand is 0 or $NPCList[_n].righthand is 0>>
<<He>> removes your $worn.butt_plug.name.
<<set $worn.butt_plug.state to "removed">>
<<else>>
<<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].penisdesc against your anus and your $worn.butt_plug.name.
<<if $enemyarousal gte ($enemyarousalmax / 2) and random(1, 3) is 3 and !npcHasStrapon(_n) and !wearingCondom(_n)>>
Precum leaks from the tip, <span class="blue">lubricating your ass.</span>
<<bodyliquid "bottom" "semen">>
<</if>>
<</if>>
<<sex 10 "anal" _n>><<set $speechanusentrance to 1>>
<<case 2>>
<<if $anusWetness gte ($NPCList[_n].penissize * 15) + random(1, 40) or random(0, 2) is 2>>
<<anus_lube_text>><<if $npcSub>>you press<<else>><<he>> presses<</if>> <<his>> $NPCList[_n].penisdesc against your anus and your $worn.butt_plug.name, <span class="pink">a thrust away from penetrating.</span>
<<sex 10 "anal" _n>><<set $NPCList[_n].penis to "anusimminent">><<set $anusstate to "imminent">><<set $speechanusimminent to 1>>
<<else>>
<<if $npcSub>>You push<<else>><<He>> pushes<</if>> <<his>> $NPCList[_n].penisdesc against your <<bottom>> and your $worn.butt_plug.name, <span class="blue">but fail<<if !$npcSub>>s<</if>> to penetrate,</span> instead angling away and rubbing it between your cheeks.
<<sex 5 "anal" _n>><<set $speechanusimminent to 1>>
<<if $enemyarousal gte ($enemyarousalmax / 2) and random(1, 3) is 3 and !npcHasStrapon(_n) and !wearingCondom(_n)>>
Precum leaks from the tip, <span class="blue">lubricating your ass.</span>
<<bodyliquid "bottom" "semen">>
<</if>>
<</if>>
<</switch>>
<<elseif !$npcSub>>
<<if $anusWetness gte ($NPCList[_n].penissize * 15) + random(1, 40) or random(1, 2) is 2>>
<<He>> presses <<his>> $NPCList[_n].penisdesc against your <<bottom>>. <<anus_lube_text>><span class="pink">the tip presses into you, a thrust away from penetrating.</span>
<<sex 20 "anal" _n>><<set $NPCList[_n].penis to "anusimminent">><<set $anusstate to "imminent">><<set $speechanusimminent to 1>>
<<else>>
<<if $npcSub>>You push<<else>><<He>> pushes<</if>> <<his>> $NPCList[_n].penisdesc against your <<bottom>>, <span class="blue">but fail<<if !$npcSub>>s<</if>> to penetrate,</span> instead angling away and rubbing it between your cheeks.
<<sex 5 "anal" _n>><<set $speechanusimminent to 1>>
<<if $enemyarousal gte ($enemyarousalmax / 2) and random(1, 3) is 3 and !npcHasStrapon(_n) and !wearingCondom(_n)>>
Precum leaks from the tip, <span class="blue">lubricating your ass.</span>
<<bodyliquid "bottom" "semen">>
<</if>>
<</if>>
<</if>>
<<elseif $rng gte 1>>
<<if playerHasButtPlug()>>
<<His>> $NPCList[_n].penisdesc rubs against your <<bottom>> and $worn.butt_plug.name.
<<else>>
<<His>> $NPCList[_n].penisdesc rubs against your <<bottom>>.
<</if>>
<<sex 5 "anal" _n>><<set $speechanusentrance to 1>>
<</if>>
<</if>>
<</if>>
<</if>>
<<if setup.bodyliquid.combined("bottom") gte 1 or setup.bodyliquid.combined("anus") gte 1>>
Fluid oozes from your <<bottom>>, over <<his>> length.
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].penis is "anusdouble">>
<!-- Notes for how double functions work are found in the NPC action select section -->
<<set _dap to 0>>
<<if $NPCList[$anustarget] is $NPCList[_n]>> /* State 1 is out of sync, state 2 is in sync */
<<set _dap to ($NPCList[$anusdoubletarget].penis isnot "anusdouble" ? 1 : 2)>>
<<elseif $NPCList[$anusdoubletarget] is $NPCList[_n]>>
<<set _dap to ($NPCList[$anustarget].penis isnot "anusdouble" ? 1 : 2)>>
<</if>>
<<if $rng gte 101>>
<span class="purple"><<He>> withdraws <<his>> penis from your anus.</span>
<<sex 30 "anal" _n>><<set $NPCList[_n].penis to "anusimminentdouble">><<bruise anus>><<violence 1>><<set $anusstate to "doubleimminent">>
<<elseif $rng gte 1>>
<<if _dap is 2>> /* double */
<<set $_alongsidearray to ["alongside","alongside","in time with","heedless of","pounding against","thrusting against"]>>
<<set $_alongsidetext to $_alongsidearray[random(0,5)]>>
<<set _pain to Math.floor($analPain * (1.5 / (5 - ($NPCList[_n].penissize or 1))))>>
<<if $enemyanger gte 100 and $combatExtended.reverseRapeStart is 0>><<set _pain *= 1.5>>
<<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>>
<<He>> ravages your <<bottom>> with a violent intensity, $_alongsidetext the other cock.
<<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>>
You feel <<his>> $NPCList[_n].penisdesc ever deeper within you as <<he>> fucks your <<bottom>><<alongsideButtPlug>>, $_alongsidetext the other cock.
<<else>>
<<He>> fucks your <<bottom>><<alongsideButtPlug>>, and the other cock, with rough thrusts, intent on showing you who's boss.
<</if>>
<<elseif $enemyanger gte 20 and $combatExtended.reverseRapeStart is 0>>
<<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>>
You feel <<his>> $NPCList[_n].penisdesc <<if npcHasStrapon(_n)>>hit the right spots<<else>>throb within you<</if>> as <<he>> fucks your <<bottom>>, $_alongsidetext the other cock.
<<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>>
<<He>> continues to violate your <<bottom>>, giving no regard to your comfort nor the other cock.
<<else>>
<<He>> fucks your <<bottom>> with deep and dominating thrusts, $_alongsidetext the other cock.
<</if>>
<<else>>
<<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>>
<<if $npcSub>>You feel <<him>> approaching <<his>> peak while riding both cocks<<else>><<He>> fucks your
<<if playerHasButtPlug()>>
<<bottom>>, your $worn.butt_plug.name,
<<else>>
<<bottom>>
<</if>>
and the other phallus<</if>> with increasing power.
<<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>>
<<if $npcSub>>You continue to ride <<his>> $NPCList[_n].penisdesc, and the other cock.<<else>><<He>> continues thrusting into your <<bottom>><<alongsideButtPlug>>, $_alongsidetext the other cock.<</if>>
<<else>>
<<if $npcSub>>You fuck <<his>> $NPCList[_n].penisdesc, and the other cock,<<else>><<He>> fucks your <<bottom>><<alongsideButtPlug>>, $_alongsidetext the other cock,<</if>> with steady thrusts.
<</if>>
<</if>>
<<sex 30 "anal" _n>><<bruise anus>><<violence 1>><<set $speechanuspenetrated to 1>><<pain _pain>>
<<else>> /* Not double */
<<set _pain to Math.floor($analPain * (1.5 / (5 - ($NPCList[_n].penissize or 1))))>>
<<if $enemyanger gte 100 and $combatExtended.reverseRapeStart is 0>><<set _pain *= 1.5>>
<<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>>
<<He>> ravages your <<bottom>> with a violent intensity<<alongsideButtPlug>>.
<<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>>
You feel <<his>> $NPCList[_n].penisdesc ever deeper within you as <<he>> fucks your <<bottom>><<alongsideButtPlug>>.
<<else>>
<<He>> fucks your <<bottom>> with rough thrusts<<alongsideButtPlug>>, intent on showing you who's boss.
<</if>>
<<elseif $enemyanger gte 20 and $combatExtended.reverseRapeStart is 0>>
<<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>>
<<if npcHasStrapon(_n)>>
You feel <<his>> pace quicken as <<he>> fucks your <<bottom>> with <<his>> <<print $NPCList[_n].penisdesc>><<alongsideButtPlug>>.
<<else>>
You feel <<his>> $NPCList[_n].penisdesc throb within you as <<he>> fucks your <<bottom>><<alongsideButtPlug>>.
<</if>>
<<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>>
<<He>> continues to violate your <<bottom>><<alongsideButtPlug>>, giving no regard to your comfort.
<<else>>
<<He>> fucks your <<bottom>> with deep and dominating thrusts<<alongsideButtPlug>>.
<</if>>
<<else>>
<<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>>
<<if $npcSub>>You feel <<him>> approaching <<his>> peak while riding <<his>> cock<<else>><<He>> fucks your <<bottom>><</if>> with increasing power.
<<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>>
<<if $npcSub>>You continue to ride <<his>> $NPCList[_n].penisdesc.<<else>><<He>> continues thrusting into your <<bottom>>.<</if>>
<<else>>
<<if $npcSub>>You fuck <<his>> $NPCList[_n].penisdesc<<else>><<He>> fucks your <<bottom>><</if>> with steady thrusts.
<</if>>
<</if>>
<<sex 30 "anal" _n>><<bruise anus>><<violence 1>><<set $speechanuspenetrated to 1>><<pain _pain>>
<</if>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].penis is "anusimminentdouble">>
<<set _dap to 0>>
<<set _otherNPCindex to "f">>
<<if $NPCList[$anustarget] is $NPCList[_n]>> /* State 1 is out of sync, state 2 is in sync */
<<set _dap to ($NPCList[$anusdoubletarget].penis isnot "anusdouble" ? 1 : 2)>>
<<set _otherNPCindex to $anusdoubletarget>>
<<elseif $NPCList[$anusdoubletarget] is $NPCList[_n]>>
<<set _dap to ($NPCList[$anustarget].penis isnot "anusdouble" ? 1 : 2)>>
<<set _otherNPCindex to $anustarget>>
<</if>>
<<set $_n to _n>> /* backup _n so that we can use personselect widget without errors */
<<if $rng gte 101>>
<span class="blue"><<He>> stops pressing <<his>> $NPCList[_n].penisdesc against your anus.</span>
<<set $NPCList[_n].penis to "anusentrancedouble">><<set $anusstate to "doubleentrance">>
<<elseif $rng gte 1>>
<<if _dap is 2>>
<<if $noanal is 0>>
<<set _pain to Math.floor($analPain * (1.5 / (5 - ($NPCList[_n].penissize or 1))))>>
<<if $player.virginity.anal isnot true>>
<span class="pink"><<He>> thrusts <<his>> $NPCList[_n].penisdesc deep into your <<bottom>><<alongsideButtPlug>>, joining <<personselect _otherNPCindex>><<combatpersons _otherNPCindex>> <<npcPenisSimple _otherNPCindex>>.</span><<set _n to $_n>><<personselect _n>>
<<switch $NPCList[_n].penissize>>
<<case 4>>
<span class="red"> You whimper as your ass stretches to accommodate <<his>> cock.</span>
<<default>>
<</switch>>
<<sex 30 "anal" _n>><<violence 1>><<set $speechanuspenetrated to 1>>
<<if $enemyanger gte 100>><<set _pain *= 1.5>><</if>><<pain _pain>>
<<elseif $player.virginity.anal is true>>
<span class="pink"><<He>> thrusts <<his>> $NPCList[_n].penisdesc deep into your virgin anus<<alongsideButtPlug>>,</span> <span class="red">violating you in a way you hadn't conceived of.</span>
<<if $NPCList[$anustarget].penis is "anusdouble" and $NPCList[$anusdoubletarget].penis is "anusdouble">>
<<switch $NPCList[_n].penissize>>
<<default>>
<span class="red"> You scream as your ass struggles to accommodate both cocks.</span>
<</switch>>
<<else>>
<<switch $NPCList[_n].penissize>>
<<case 4 5>>
<span class="red"> You scream as your ass struggles to accommodate both cocks<<if playerHasButtPlug()>> and your $worn.butt_plug.name<</if>>.</span>
<<case 1>>
<span class="green"> While your ass is technically no longer virgin, you can barely feel it.</span>
<<default>>
<</switch>>
<</if>>
<<sex 100 "anal" _n>><<takeVirginity $NPCList[_n].fullDescription "anal">><<violence 50>><<set $speechanusvirgin to 1>>
<<if $enemyanger gte 100>><<set _pain *= 1.5>><</if>><<pain _pain>>
<</if>>
<<analstat>><<analdoublestat>><<set $NPCList[_n].penis to "anusdouble">><<takeNPCVirginity _n "penile">><<bruise anus>><<raped>><<anusraped>><<set $anusstate to "doublepenetrated">>
<<else>>
Respecting your wishes, <<he>> presses <<his>> $NPCList[_n].penisdesc against your anus, and the other cock, but does not penetrate.
<<sex 15 "anal" _n>><<set $speechanuswithhold to 1>>
<</if>>
<<else>>
<<if $noanal is 0>>
<<set _pain to Math.floor($analPain * (1.5 / (5 - ($NPCList[_n].penissize or 1))))>>
<<if $player.virginity.anal isnot true>>
<span class="pink"><<He>> thrusts <<his>> $NPCList[_n].penisdesc deep into your <<bottom>><<alongsideButtPlug>>.</span>
<<switch $NPCList[_n].penissize>>
<<case 4>>
<span class="red"> You whimper as your ass stretches to accommodate <<his>> cock.</span>
<<default>>
<</switch>>
<<sex 30 "anal" _n>><<violence 1>><<set $speechanuspenetrated to 1>>
<<if $enemyanger gte 100>><<set _pain *= 1.5>><</if>><<pain _pain>>
<<elseif $player.virginity.anal is true>>
<span class="pink"><<He>> thrusts <<his>> $NPCList[_n].penisdesc deep into your virgin anus<<alongsideButtPlug>>,</span> <span class="red">violating you in a way you hadn't conceived of.</span>
<<if $NPCList[$anustarget].penis is "anusdouble" and $NPCList[$anusdoubletarget].penis is "anusdouble">>
<<switch $NPCList[_n].penissize>>
<<default>>
<span class="red"> You scream as your ass struggles to accommodate <<his>> cock.</span>
<</switch>>
<<else>>
<<switch $NPCList[_n].penissize>>
<<case 4>>
<span class="red"> You scream as your ass struggles to accommodate <<his>> cock.</span>
<<case 1>>
<span class="green"> While your ass is technically no longer virgin, you can barely feel it.</span>
<<default>>
<</switch>>
<</if>>
<<sex 100 "anal" _n>><<violence 50>><<set $speechanusvirgin to 1>>
<<if $enemyanger gte 100>><<set _pain *= 1.5>><</if>><<pain _pain>>
<<takeVirginity $NPCList[_n].fullDescription "anal">>
<</if>>
<<analstat>><<set $NPCList[_n].penis to "anusdouble">><<takeNPCVirginity _n "penile">><<bruise anus>><<raped>><<anusraped>><<set $anusstate to "doublepenetrated">>
<<else>>
Respecting your wishes, <<he>> presses <<his>> $NPCList[_n].penisdesc against your anus, but does not penetrate.
<<sex 15 "anal" _n>><<set $speechanuswithhold to 1>>
<</if>>
<</if>>
<<if setup.bodyliquid.combined("bottom") gte 1 or setup.bodyliquid.combined("anus") gte 1>>
Fluid oozes from your <<bottom>>, over <<his>> length.
<</if>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].penis is "anusentrancedouble">>
<<set _dap to 0>>
<<if $NPCList[$anustarget] is $NPCList[_n]>> /* State 1 is out of sync, state 2 is in sync */
<<set _dap to ($NPCList[$anusdoubletarget].penis isnot "anusdouble" ? 1 : 2)>>
<<elseif $NPCList[$anusdoubletarget] is $NPCList[_n]>>
<<set _dap to ($NPCList[$anustarget].penis isnot "anusdouble" ? 1 : 2)>>
<</if>>
<<if $rng gte 101>>
<span class="lblue"><<He>> moves <<his>> <<= npcHasStrapon(_n) ? "strap-on" : "penis">> away from your <<bottom>> and the other cock.</span> <<set $NPCList[_n].penis to 0>><<set $anususe to 0>><<set $anusstate to 0>>
<<elseif $rng gte 1>>
<<if $worn.over_lower.anus_exposed is 0>>
<<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].penisdesc against your <<bottom>> through your $worn.over_lower.name.
<<sex 5 "anal" _n>><<set $worn.over_lower.integrity -= 10>><<set $speechanusentrance to 1>>
<<elseif $worn.lower.anus_exposed is 0>>
<<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].penisdesc against your <<bottom>> through your $worn.lower.name.
<<sex 5 "anal" _n>><<set $worn.lower.integrity -= 10>><<set $speechanusentrance to 1>>
<<elseif $worn.lower.anus_exposed is 1 and $worn.over_lower.anus_exposed is 1>>
<<rng>>
<<if $worn.under_lower.anus_exposed is 0>>
<<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].penisdesc against your <<bottom>> through your $worn.under_lower.name.
<<set $speechanusentrance to 1>><<sex 5 "anal" _n>><<set $worn.under_lower.integrity -= 10>>
<<elseif $worn.under_lower.anus_exposed is 1>>
<<if $rng gte 51>>
<<if $NPCList[_n].chastity.penis.includes("chastity")>>
<<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].chastity.penis against your anus<<if playerChastity("anus")>><<set $worn.genitals.integrity -= 10>> through your $worn.genitals.name<</if>>.
<<sex 25 "anal" _n>><<set $speechNPCChastity to 1>>
<<elseif playerChastity("anus")>>
<<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].penisdesc against your anus through your $worn.genitals.name.
<<sex 25 "anal" _n>><<set $worn.genitals.integrity -= 10>><<set $speechchastity to 1>>
<<elseif playerHasButtPlug()>>
<<switch random(0,2)>>
<<case 0>>
<<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].penisdesc against your anus and your $worn.butt_plug.name.
<<sex 10 "anal" _n>><<set $speechanusentrance to 1>>
<<if $enemyarousal gte ($enemyarousalmax / 2) and random(1, 3) is 3 and !npcHasStrapon(_n) and !wearingCondom(_n)>>
Precum leaks from the tip, <span class="blue">lubricating your ass.</span>
<<bodyliquid "bottom" "semen">>
<</if>>
<<case 1>>
<<if $NPCList[_n].lefthand is 0 or $NPCList[_n].righthand is 0>>
<<He>> removes your $worn.butt_plug.name.
<<set $worn.butt_plug.state to "removed">>
<<else>>
<<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].penisdesc against your anus and your $worn.butt_plug.name.
<<if $enemyarousal gte ($enemyarousalmax / 2) and random(1, 3) is 3 and !npcHasStrapon(_n) and !wearingCondom(_n)>>
Precum leaks from the tip, <span class="blue">lubricating your ass.</span>
<<bodyliquid "bottom" "semen">>
<</if>>
<</if>>
<<sex 10 "anal" _n>><<set $speechanusentrance to 1>>
<<case 2>>
<<if $anusWetness gte ($NPCList[_n].penissize * 15) + random(1, 40) or random(0, 2) is 2>>
<<anus_lube_text>><<if $npcSub>>you press<<else>><<he>> presses<</if>> <<his>> $NPCList[_n].penisdesc against your anus and your $worn.butt_plug.name, <span class="pink">a thrust away from penetrating.</span>
<<sex 10 "anal" _n>><<set $NPCList[_n].penis to "anusimminentdouble">>
<<if $anusstate isnot "doublepenetrated">><<set $anusstate to "doubleimminent">><</if>><<set $speechanusimminent to 1>>
<<else>>
<<if $npcSub>>You push<<else>><<He>> pushes<</if>> <<his>> $NPCList[_n].penisdesc against your <<bottom>> and your $worn.butt_plug.name, <span class="blue">but fail<<if !$npcSub>>s<</if>> to penetrate,</span> instead angling away and rubbing it between your cheeks.
<<sex 5 "anal" _n>><<set $speechanusimminent to 1>>
<<if $enemyarousal gte ($enemyarousalmax / 2) and random(1, 3) is 3 and !npcHasStrapon(_n) and !wearingCondom(_n)>>
Precum leaks from the tip, <span class="blue">lubricating your ass.</span>
<<bodyliquid "bottom" "semen">>
<</if>>
<</if>>
<</switch>>
<<elseif !$npcSub>>
<<if $anusWetness gte ($NPCList[_n].penissize * 15) + random(1, 40) or random(1, 2) is 2>>
<<He>> presses <<his>> $NPCList[_n].penisdesc against your <<bottom>>. <<anus_lube_text>><span class="pink">the tip presses into you, a thrust away from penetrating.</span>
<<sex 20 "anal" _n>><<set $NPCList[_n].penis to "anusimminentdouble">>
<<if $anusstate isnot "doublepenetrated">><<set $anusstate to "doubleimminent">><</if>><<set $speechanusimminent to 1>>
<<else>>
<<if $npcSub>>You push<<else>><<He>> pushes<</if>> <<his>> $NPCList[_n].penisdesc against your <<bottom>>, <span class="blue">but fail<<if !$npcSub>>s<</if>> to penetrate,</span> instead angling away and rubbing it between your cheeks.
<<sex 5 "anal" _n>><<set $speechanusimminent to 1>>
<<if $enemyarousal gte ($enemyarousalmax / 2) and random(1, 3) is 3 and !npcHasStrapon(_n) and !wearingCondom(_n)>>
Precum leaks from the tip, <span class="blue">lubricating your ass.</span>
<<bodyliquid "bottom" "goo">>
<</if>>
<</if>>
<</if>>
<<elseif $rng gte 1>>
<<if playerHasButtPlug()>>
<<His>> $NPCList[_n].penisdesc rubs against your <<bottom>> and $worn.butt_plug.name.
<<else>>
<<His>> $NPCList[_n].penisdesc rubs against your <<bottom>>.
<</if>>
<<sex 5 "anal" _n>><<set $speechanusentrance to 1>>
<</if>>
<</if>>
<</if>>
<<if setup.bodyliquid.combined("bottom") gte 1 or setup.bodyliquid.combined("anus") gte 1>>
Fluid oozes from your <<bottom>>, over <<his>> length.
<</if>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].penis is "mouth">>
<<if $rng gte 101>>
<span class="purple"><<He>> withdraws <<his>> penis from your mouth.</span>
<<sex 30 "mouth" _n>><<set $NPCList[_n].penis to "mouthimminent">><<bruise face>><<violence 1>><<set $mouthstate to "imminent">>
<<elseif $enemyanger gte random(1, 100) and $NPCList[_n].penissize gte 2 and $combatExtended.reverseRapeStart is 0>>
<<if currentSkillValue("oralskill") gte random(1, 1200 + 100 * (2 - $NPCList[_n].penissize))>>
<<He>> shoves <<his>> $NPCList[_n].penisdesc down your throat, <span class="blue">but you manage to gasp between <<his>> thrusts.</span>
<<if $neckuse isnot "hand">>
<<suffocatepass -1>>
<</if>>
<<else>>
<span class="pink">You gag as <<he>> thrusts <<his>> $NPCList[_n].penisdesc down your throat.</span>
<<oxygen -150>>
<<if $oxygen gte 900>>
<span class="blue">You struggle for breath.</span>
<<elseif $oxygen gte 600>>
<span class="purple">You can't breathe!</span>
<<violence 10 1 1 0.2>>
<<elseif $oxygen gte 300>>
<span class="pink">You feel light-headed.</span>
<<violence 20 1 1 0.2>>
<<elseif $oxygen gte 1>>
<span class="pink">You see stars.</span>
<<violence 40 1 1 0.2>>
<<else>>
<span class="red">You are suffocating.</span>
<<violence 100 1 1 0.2>>
<<suffocatepass>>
<</if>>
<</if>>
<<if $NPCList[_n].type is "plant">>
<span class="pink">Nectar pours down your throat.</span>
<<nectarfed 15>>
<</if>>
<<submission 10 _n>><<bruise face>><<bruise neck>><<violence 1>><<set $speechmouthpenetrated to 1>>
<<elseif $rng gte 1>>
<<if $npcSub>>
You continue to service <<him>> with your mouth.
<<else>>
<<He>> continues thrusting into your mouth.
<</if>>
<<if $NPCList[_n].penissize gte 4>>
<<switch random(1, 4)>>
<<case 1>>
It's a struggle not to gag as the $NPCList[_n].penisdesc fills you.
<<case 2>>
<span class="pink">Saliva
<<if $NPCList[_n].type is "plant">>
mixes with nectar and
<<set _nectar to 1>>
<</if>>
drools down your chin as you struggle to keep your lips wrapped around <<his>> $NPCList[_n].penisdesc.</span>
<<set $hygiene += 500>><<bodyliquid "face" "goo">>
<<default>>
<</switch>>
<</if>>
<<if $NPCList[_n].type is "plant" and $mouthactiondefault isnot "suck" and !_nectar>>
<span class="pink">Sweet nectar drips into your mouth.</span>
<<nectarfed 10>>
<</if>>
<<submission 10 _n>><<bruise face>><<violence 1>><<set $speechmouthpenetrated to 1>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].penis is "mouthimminent">>
<<if $pullaway is 1>>
<<set $pullaway to 0>>
Saliva drips from the tip of <<his>> phallus.
<<else>>
<<if $rng gte 101>>
<span class="blue"><<He>> stops pressing <<his>> $NPCList[_n].penisdesc against your mouth.</span>
<<set $NPCList[_n].penis to "mouthentrance">><<submission 5 _n>><<set $mouthstate to "entrance">>
<<elseif $worn.face.type.includes("covered") or $worn.face.type.includes("gag")>>
<<if $enemyanger lt $enemyangermax/2>>
<span class="lblue"><<He>> moves <<his>> <<= npcHasStrapon(_n) ? "strap-on" : "penis">> away from your mouth.</span> <<set $NPCList[_n].penis to 0>><<set $mouthuse to 0>><<set $mouthstate to 0>>
<<else>>
<<switch random(0,2)>>
<<case 0 1>>
<<He>> pushes <<his>> $NPCList[_n].penisdesc against your $worn.face.name. <<He>> seems frustrated.
<<damageFaceCover 2>>
<<case 2>>
<span class="lblue"><<He>> moves <<his>> <<= npcHasStrapon(_n) ? "strap-on" : "penis">> away from your mouth.</span> <<set $NPCList[_n].penis to 0>><<set $mouthuse to 0>><<set $mouthstate to 0>>
<</switch>>
<</if>>
<<elseif $rng lte 20>>
<<if $player.virginity.oral isnot true>>
<span class="pink"><<He>> thrusts <<his>> $NPCList[_n].penisdesc into your mouth.</span>
<<if $NPCList[_n].type is "plant">>
<span class="pink">Sweet nectar drips into your mouth.</span>
<<nectarfed 10>>
<</if>>
<<submission 10 _n>><<set $speechmouthpenetrated to 1>>
<<elseif $player.virginity.oral is true>>
<span class="pink"><<He>> thrusts <<his>> $NPCList[_n].penisdesc into your mouth.</span>
<<if $NPCList[_n].type is "plant">>
<span class="red">It tastes uncomfortably sweet.</span>
<<else>>
<span class="red">It tastes strange.</span>
<</if>>
<<submission 30 _n>><<takeVirginity $NPCList[_n].fullDescription "oral">><<violence 1>><<set $speechmouthvirgin to 1>>
<</if>>
<<oralstat>><<set $NPCList[_n].penis to "mouth">><<bruise face>><<raped>><<set $mouthstate to "penetrated">>
<<elseif $rng gte 21>>
<<if $mouthsubmit is 1>>
<<He>> allows you to pleasure <<his>> $NPCList[_n].penisdesc with your mouth.
<<if $NPCList[_n].type is "plant" and !["peniskiss","lick"].includes($mouthactiondefault)>>
<span class="pink">You lap up nectar with your tongue.</span>
<<nectarfed 3>>
<</if>>
<<submission 5 _n>><<set $speechmouthimminent to 1>>
<<else>>
<<if $player.virginity.oral isnot true>>
<span class="pink"> <<He>> thrusts <<his>> $NPCList[_n].penisdesc into your mouth.</span>
<<if $NPCList[_n].type is "plant">>
<span class="pink">Sweet nectar drips into your mouth.</span>
<<nectarfed 10>>
<</if>>
<<submission 10 _n>><<violence 1>><<set $speechmouthpenetrated to 1>>
<<elseif $player.virginity.oral is true>>
<span class="pink"> <<He>> thrusts <<his>> $NPCList[_n].penisdesc into your mouth.</span>
<<if $NPCList[_n].type is "plant">>
<span class="red">It tastes uncomfortably sweet.</span>
<<nectarfed 20>>
<<else>>
<span class="red">It tastes strange.</span>
<</if>>
<<submission 30 _n>><<takeVirginity $NPCList[_n].fullDescription "oral">><<violence 1>><<set $speechmouthpenetrated to 1>>
<</if>>
<<oralstat>><<set $NPCList[_n].penis to "mouth">><<bruise face>><<raped>><<set $mouthstate to "penetrated">>
<</if>>
<</if>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].penis is "mouthentrance">>
<<if $pullaway is 1>>
<<set $pullaway to 0>>
<<His>> $NPCList[_n].penisdesc hovers only inches from your face.
<<else>>
<<if $rng gte 101>>
<span class="lblue"><<He>> moves <<his>> <<= npcHasStrapon(_n) ? "strap-on" : "penis">> away from your mouth.</span> <<set $NPCList[_n].penis to 0>><<set $mouthuse to 0>><<set $mouthstate to 0>>
<<elseif $NPCList[_n].chastity.penis.includes("chastity")>>
<span class="purple"><<if $npcSub>>You pull<<else>><<He>> pushes<</if>> <<his>> $NPCList[_n].chastity.penis against your mouth.</span>
<<sex 25 "mouth" _n>><<set $speechNPCChastity to 1>>
<<elseif $worn.face.type.includes("covered") or $worn.face.type.includes("gag")>>
<<if $enemyanger lt $enemyangermax/2>>
<span class="lblue"><<He>> moves <<his>> <<= npcHasStrapon(_n) ? "strap-on" : "penis">> away from your mouth.</span> <<set $NPCList[_n].penis to 0>><<set $mouthuse to 0>><<set $mouthstate to 0>>
<<else>>
<<switch random(0,2)>>
<<case 0 1>>
<<He>> pushes <<his>> $NPCList[_n].penisdesc against your $worn.face.name. <<He>> seems frustrated.
<<damageFaceCover 2>>
<<case 2>>
<span class="lblue"><<He>> moves <<his>> <<= npcHasStrapon(_n) ? "strap-on" : "penis">> away from your mouth.</span> <<set $NPCList[_n].penis to 0>><<set $mouthuse to 0>><<set $mouthstate to 0>>
<</switch>>
<</if>>
<<elseif $rng gte 1 and !$npcSub>>
<span class="purple"><<He>> pushes <<his>> $NPCList[_n].penisdesc against your lips.</span>
<<if $NPCList[_n].type is "plant" and !["peniskiss","penislick"].includes($mouthactiondefault)>>
<span class="pink">Nectar glistens on the tip.</span>
<</if>>
<<set $NPCList[_n].penis to "mouthimminent">><<submission 5 _n>><<set $mouthstate to "imminent">><<set $speechmouthimminent to 1>>
<</if>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].penis is "chest">>
<<if $rng gte 101>>
<<He>> moves <<his>> <<= npcHasStrapon(_n) ? "strap-on" : "penis">> away from your chest. <<set $NPCList[_n].penis to 0>><<set $chestuse to 0>>
<<elseif $rng gte 1>>
<<submission 3 _n>><<playWithBreasts>>
<<if $breastcup is "none">>
<<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].penisdesc against your <<breasts>>.
<<set $speechchestrub to 1>>
<<else>>
<<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].penisdesc between your <<breasts>>.
<<set $speechbreastrub to 1>>
<</if>>
<</if>>
<</if>>
<<if $NPCList[_n].penis is "footjob">>
<<if $rng gte 101 or ($penisuse isnot "feet" and $vaginause isnot "feet")>>
<span class="blue"><<He>> stops pressing <<his>> foot against your <<genitals>>.</span>
<<set $NPCList[_n].penis to 0>>
<<if ($player.penisExist or playerHasStrapon()) and $penisuse is "feet">>
<<set $penisuse to 0>>
<</if>>
<<if $player.vaginaExist and $vaginause is "feet">>
<<set $vaginause to 0>>
<</if>>
<<else>>
<<if $penisuse is "feet">>
<<He>> presses your <<penis>> against your stomach with <<his>> foot and rubs your <<glans>> between <<his>> toes.
<<set $speechpenisfoot to 1>><<neutral 5 "genitals" _n>><<violence 1 1 1 1 _n>>
<<elseif $vaginause is "feet">>
<<He>> presses and teases your <<pussy>> with <<his>> foot.
<<set $speechvaginafoot to 1>><<neutral 5 "genitals" _n>><<violence 1 1 1 1 _n>>
<</if>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].penis is "otherfrot">>
<<if $rng gte 101>>
<span class="blue"><<He>> shifts <<his>> ass and presses <<his>> anus against your <<penis>>.</span>
<<set $penisuse to "otheranus">><<set $NPCList[_n].penis to "otheranusentrance">><<set $penisstate to "otheranusentrance">><<set $speechotheranusentrance to 1>>
<<else>>
<<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> ass against your <<penis>>.
<<sex 5 "genital" _n>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].penis is "otheranus">>
<<if $rng gte 101>>
<span class="purple"><<He>> moves <<his>> pelvis away, releasing your <<penis>> from <<his>> anus.</span>
<<sex 30 "genital" _n>><<set $NPCList[_n].penis to "otheranusimminent">><<set $penisstate to "otheranusimminent">><<set $speechotheranusimminent to 1>>
<<if playerHasStrapon()>><<violence 1 1 1 0>>
<<else>><<bruise penis>><<violence 1>><</if>>
<<elseif $rng gte 1>>
<<if $enemyanger gte 100 and $combatExtended.reverseRapeStart is 0>>
<<if $enemyarousal gte (($enemyarousalmax / 5) * 4) and $combatExtended.reverseRapeStart is 0>>
<<He>> continues to fuck your <<penis>> with <<his>> ass, <<his>> movements violent and erratic.
<<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>>
<<He>> continues to ride you, <<if !playerHasStrapon()>>your penis helpless as it's fucked.<<else>>relishing the feel of your strap-on.<</if>>
<<else>>
<<He>> fucks your <<penis>> with rough movements, intent on showing you who's boss.
<</if>>
<<elseif $enemyanger gte 20 and $combatExtended.reverseRapeStart is 0>>
<<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>>
<<if playerHasStrapon()>>
<<his>> ass twitches around your strap-on as <<he>> fucks you with wild abandon.
<<else>>
You feel <<his>> ass twitch around your length as <<he>> fucks you.
<</if>>
<<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>>
<<if playerHasStrapon()>>
<<He>> continues to fuck your strap-on, relishing your sex toy inside <<him>>.
<<else>>
<<He>> continues to violate your <<penis>>, using you as a sex toy.
<</if>>
<<else>>
<<He>> fucks your <<penis>>, taking as much of you into <<his>> ass as <<he>> can.
<</if>>
<<else>>
<<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>>
<<if $npcSub>>You continue thrusting into <<him>><<else>><<He>> continues riding your <<penis>><</if>>, <<his>> anus rhythmically pounding your length. <<His>> body jerks whenever you hit a sensitive spot.
<<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>>
<<if $npcSub>>You continue thrusting into <<him>><<else>><<He>> continues riding your <<penis>><</if>>, <<his>> anus rhythmically pounding your length.
<<else>>
<<if $npcSub>>You press into <<his>> ass<<else>><<He>> rides your <<penis>><</if>> with steady movements.
<</if>>
<</if>>
<<sex 30 "genital" _n>><<set $speechotheranuspenetrated to 1>>
<<if playerHasStrapon()>><<violence 1 1 1 0>>
<<else>><<bruise penis>><<violence 1>><</if>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].penis is "otheranusimminent">>
<<if $rng gte 101>>
<span class="blue"><<He>> stops pressing <<his>> ass against your <<penis>>.</span>
<<set $NPCList[_n].penis to "otheranusentrance">><<set $penisstate to "otheranusentrance">><<set $speechotheranusentrance to 1>>
<<elseif $rng gte 1>>
<<if $nopenile is 0>>
<<set $penisactiondefault to "otheranustake">>
<<if ((playerPenisSize() is -1 and $arousal lte ($arousalmax / 5) * 4) or (playerPenisSize() is -2 and $arousal lte ($arousalmax / 10) * 9))>>
<<He>> presses <<his>> ass against the tip of your <<penis>>, trying to take you in. <span class="blue">But you don't have an erection.</span>
<<set $speechpenissmall to 1>><<set $enemyanger += 5>>
<<elseif playerPenisSize() lte 2 or playerPenisSize() is 3 and random(1, 100) gte 70 or playerPenisSize() gte 4 and random(1, 100) gte 90>>
<<if playerHasStrapon() or $player.virginity.penile isnot true>>
<span class="pink"><<He>> eases your <<penis>> into <<his>> ass, swallowing you to the base.</span>
<<sex 30 "genital" _n>><<set $speechotheranuspenetrated to 1>>
<<if playerHasStrapon()>><<violence 1 1 1 0>>
<<else>><<bruise penis>><<takeTempleVirginity $NPCList[_n].fullDescription "penile">><<violence 1>><<raped>><<penisraped>><</if>>
<<elseif $player.virginity.penile is true>>
<span class="pink"><<He>> eases your virgin penis into <<his>> ass,</span><span class="red"> separating your foreskin from your glans and</span> <<virginitylosttext $NPCList[_n].fullDescription>>
<<sex 100 "genital" _n>><<takeVirginity $NPCList[_n].fullDescription "penile">><<bruise penis>><<violence 100>><<raped>><<penisraped>><<set $speechpenisvirgin to 1>>
<</if>>
<<penilestat>><<set $NPCList[_n].penis to "otheranus">><<takeNPCVirginity _n "anal">><<set $penisstate to "otheranus">>
<<if playerPenisSize() gte 4>>
<<He>> looks proud to have taken something so big.
<</if>>
<<else>>
<<He>> presses <<his>> ass against the tip of your <<penis>>, trying to take you in. <span class="blue">Your girth proves too much.</span>
<<set $speechpenisbig to 1>><<set $enemyanger += 5>>
<</if>>
<<else>>
Respecting your wishes, <<he>> does not envelope your <<penis>> with <<his>> ass, instead teasing the tip of your <<glans>>.
<<sex 15 "genital" _n>><<set $speechotheranuswithhold to 1>>
<</if>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].penis is "otheranusentrance">>
<<if $rng gte 101>>
<span class="lblue"><<He>> moves <<his>> ass away from your <<penis>>.</span>
<<set $NPCList[_n].penis to 0>><<set $penisuse to 0>><<set $penisstate to 0>>
<<elseif $rng gte 1>>
<<if $worn.over_lower.vagina_exposed is 0>>
<<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> ass against your <<penis>> through your $worn.over_lower.name.
<<sex 5 "genital" _n>><<set $worn.over_lower.integrity -= 10>><<set $speechotheranusentrance to 1>>
<<elseif $worn.lower.vagina_exposed is 0>>
<<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> ass against your <<penis>> through your $worn.lower.name.
<<sex 5 "genital" _n>><<set $worn.lower.integrity -= 10>><<set $speechotheranusentrance to 1>>
<<elseif $worn.lower.vagina_exposed is 1 and $worn.over_lower.vagina_exposed is 1>>
<<rng>>
<<if $worn.under_lower.vagina_exposed is 0>>
<<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> ass against your <<penis>> through your $worn.under_lower.name.
<<sex 5 "genital" _n>><<set $worn.under_lower.integrity -= 10>><<set $speechotheranusentrance to 1>>
<<elseif $worn.under_lower.vagina_exposed is 1>>
<<if $rng gte 71>>
<<if $NPCList[_n].chastity.anus.includes("shield")>>
<<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].chastity.anus against your <<penis>><<if playerChastity("penis")>><<set $worn.genitals.integrity -= 10>> through your $worn.genitals.name<</if>>.
<<sex 25 "genital" _n>><<set $speechNPCChastity to 1>>
<<elseif playerChastity("penis")>>
<<if $worn.genitals.name is "chastity parasite">>
<<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> ass against your $worn.genitals.name, <span class="lewd">leaving you feeling more aroused.</span>
<<arousal 100 "genitals">><<set $worn.genitals.integrity -= 5>>
<<else>>
<<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> ass against your <<penis>> through your $worn.genitals.name.
<<set $worn.genitals.integrity -= 10>>
<</if>>
<<sex 20 "genital" _n>><<set $speechchastity to 1>>
<<elseif $nopenile is 1 and !$npcSub>>
<span class="purple"><<He>> presses <<his>> ass against your <<penis>>.</span>
<<sex 20 "genital" _n>><<set $NPCList[_n].penis to "otheranusimminent">><<set $penisstate to "otheranusimminent">><<set $speechotheranusimminent to 1>>
<<elseif $penisWetness gte (playerPenisSize() * 15) + random(1, 40) or random(1, 2) is 2 and !$npcSub>>
<<He>> presses <<his>> ass against your <<penis>>. <<penis_lube_text>> <span class="pink">your tip is pushed into <<him>>, a thrust away from being enveloped.</span>
<<sex 20 "genital" _n>><<set $NPCList[_n].penis to "otheranusimminent">><<set $penisstate to "otheranusimminent">><<set $speechotheranusimminent to 1>>
<<elseif !$npcSub>>
<<He>> presses <<his>> ass against your <<penis>>, <span class="blue">but fails to envelope you.</span> Your <<penisSimple>> angles away and rubs between <<his>> cheeks.
<<sex 5 "genital" _n>><<set $speechotheranusimminent to 1>>
<</if>>
<<elseif $rng gte 1>>
<<if !playerChastity("penis")>>
<<if $npcSub>>You rub<<else>><<He>> rubs<</if>> your <<penis>> between <<his>> cheeks.
<<sex 10 "genital" _n>>
<<else>>
<<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> cheeks using your $worn.genitals.name<<if $worn.genitals.name is "chastity parasite">>, <span class="lewd">making you feel more aroused.</span><<arousal 100 "genitals">><<else>>.<</if>>
<<sex 5 "genital" _n>>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].penis is "mouthotheranus">>
<<if $rng gte 1>>
<<if $enemyarousal gte (($enemyarousalmax / 5) * 3)>>
<<He>> grinds <<his>> ass against your mouth.
<<else>>
<<He>> slowly moves <<his>> ass against your lips.
<</if>>
<<sex 3 "mouth" _n>><<set $speechmouthotheranus to 1>>
<<if $mouthactiondefault is "anallick">>
<<set $speechanallick to 1>>
<<elseif $mouthactiondefault is "analkiss">>
<<set $speechanalkiss to 1>>
<</if>>
<<else>>
<span class="purple"><<He>> moves <<his>> ass away from your face.</span>
<<set $mouthuse to 0>><<set $mouthstate to 0>><<set $NPCList[_n].penis to 0>>
<<set $NPCList[_n].location.genitals = 0>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].penis is "penisentrance" and !$npcSub>>
<<if $rng gte 51 and playerChastity("penis")>>
<<He>> caresses <<his>> <<npcPenisSimple _n>> against your $worn.genitals.name.
<<set $penisstate to "otherpenisimminent">><<set $NPCList[_n].penis to "penisimminent">><<sex 10 "genital" _n>>
<<neutral 1 _n>>
<<elseif $rng gte 51 and !playerChastity("penis")>>
<<He>> caresses your <<penis>> with <<his>> <<npcPenisSimple _n>>, <span class="purple">teasing what's to come.</span>
<<set $penisstate to "otherpenisimminent">><<set $NPCList[_n].penis to "penisimminent">><<sex 10 "genital" _n>>
<<else>>
<<if playerChastity("penis")>>
<<He>> hovers <<his>> <<npcPenisSimple _n>> closer to your $worn.genitals.name.
<<else>>
<<He>> hovers <<his>> <<npcPenisSimple _n>> closer to your <<penis>>.
<</if>>
<<neutral 1 _n>>
<</if>>
<<set $speechfencingentrance to 1>>
<<elseif $NPCList[_n].penis is "penisimminent" and !$npcSub>>
<<He>> thrusts forward,
<span class="pink">
<<if $enemyarousal gte (($enemyarousalmax / 10) * 7)>>
fencing
<<elseif $enemyarousal gte (($enemyarousalmax / 10) * 4)>>
smashing
<<else>>
pressing
<</if>>
<<if playerChastity("penis")>>
<<his>> <<npcPenisSimple _n>> against your $worn.genitals.name.
<<set $worn.genitals.integrity -= 10>><<set $speechchastity to 1>>
<<else>>
<<his>> <<npcPenisSimple _n>> against your <<penis>>.
<</if>>
</span>
<<set $penisstate to "otherpenis">><<set $NPCList[_n].penis to "penis">><<sex 20 "genital" _n>><<set $speechpenispenis to 1>>
<<elseif $NPCList[_n].penis is "penis">>
<<if $rng gte 1>>
<<if playerChastity("penis")>>
<<if $enemyarousal gte $enemyarousalmax * 0.8>>
<<He>> thrusts <<his>> hips, <<if $npcSub>>instinctively<</if>> pounding into your $worn.genitals.name with <<his>> cock with a violent intensity.
<<elseif $enemyarousal gte $enemyarousalmax * 0.6>>
<<He>> thrusts <<his>> hips, <<if $npcSub>>instinctively<</if>> smashing <<his>> <<npcPenisSimple _n>> against your $worn.genitals.name.
<<elseif $enemyarousal gte $enemyarousalmax * 0.4>>
<<He>> thrusts <<his>> hips, rubbing and kneading your $worn.genitals.name and <<his>> <<npcPenisSimple _n>> together.
<<else>>
<<He>> rubs and kneads your $worn.genitals.name and <<his>> <<npcPenisSimple _n>> together.
<</if>>
<<if $enemyarousal gte $enemyarousalmax * 0.6 and !wearingCondom(_n) and $worn.genitals.name is "chastity parasite">>
<span class="purple"><<His>> precum coats your $worn.genitals.name,</span> <span class="lewd">the parasite parasite sends a wave of pleasure through your <<penis>>.</span><<set $worn.genitals.integrity -= 5>>
<<arousal 400 "genitals">><<if !$earSlime.defyCooldown and $earSlime.vibration lt 120>><<set $earSlime.vibration += 10>><</if>>
<<elseif $enemyarousal gte $enemyarousalmax * 0.6 and !wearingCondom(_n)>>
<span class="purple">Your precum mingles.</span><<purity -1>><<set $worn.genitals.integrity -= 10>>
<</if>>
<<set $worn.genitals.integrity -= 5>>
<<if $worn.genitals.name is "chastity parasite">><<arousal 100 "genitals">><</if>>
<<set $speechchastity to 1>>
<<elseif $enemyarousal gte $enemyarousalmax * 0.8>>
<<He>> thrusts <<his>> hips, <<if $npcSub>>instinctively<</if>> pounding your <<penis>> against <<his>> cock with a violent intensity.
<<if $penisWetness gte 45 and !playerHasStrapon() and !wearingCondom(_n) and !wearingCondom("player")>>
<span class="purple">Your precum mingles.</span><<purity -1>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax * 0.6>>
<<He>> thrusts <<his>> hips, <<if $npcSub>>instinctively<</if>> smashing <<his>> <<npcPenisSimple _n>> against your <<penis>>.
<<if $penisWetness gte 45 and !playerHasStrapon() and !wearingCondom(_n) and !wearingCondom("player")>>
<span class="purple">Your precum mingles.</span><<purity -1>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax * 0.4>>
<<He>> thrusts <<his>> hips, rubbing and kneading your <<penises>> together.
<<elseif $enemyarousal gte $enemyarousalmax * 0.2>>
<<He>> rubs and kneads your <<penises>> together.
<<else>>
<<He>> kneads and caresses your <<penises>> together.
<</if>>
<<sex 20 "genital" _n>><<set $speechpenispenis to 1>>
<<else>>
<span class="lblue"><<He>> moves <<his>> <<npcPenisSimple _n>> away from yours.</span>
<<set $penisuse to 0>><<set $NPCList[_n].penis to 0>>
<</if>>
<</if>>
<!-- VAGINA START -->
<<rng>>
<<if $NPCList[_n].vagina is "clothed" and $npcSub isnot 1>>
<<if $enemyarousal gte 40>>
<span class="blue"><<He>> <<npcUndressText $NPCList[_n] "lower" "self">>, <<npcRevealText $NPCList[_n] "lower">>.</span>
<<set $NPCList[_n].vagina to 0>>
<<if $NPCList[_n].penis isnot "none">>
<<npcGenitalReaction $NPCList[_n]>>
<<set $NPCList[_n].penis to 0>>
<</if>>
<</if>>
<<if $NPCList[_n].fullDescription is "Sydney">>
<<sydneyExpose>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].vagina is "frot">>
<<if $rng gte 101>>
<span class="blue"><<He>> moves <<his>> clit away and presses <<his>> hungry pussy against your <<penis>>.</span>
<<set $penisuse to "othervagina">><<set $NPCList[_n].vagina to "penisentrance">><<set $penisstate to "entrance">><<set $speechpenisentrance to 1>>
<<else>>
<<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> clit against your <<glans>>.
<<sex 5 "genital" _n>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].vagina is "penis">>
<<if $rng gte 101>>
<span class="purple"><<He>> moves <<his>> pelvis away, releasing your <<penis>> from <<his>> vagina.</span>
<<sex 30 "genital" _n>><<set $NPCList[_n].vagina to "penisimminent">><<set $penisstate to "imminent">><<set $speechpenisimminent to 1>>
<<if playerHasStrapon()>><<violence 1 1 1 0>>
<<else>><<bruise penis>><<violence 1>><</if>>
<<elseif $rng gte 1>>
<<if $enemyanger gte 100 and $combatExtended.reverseRapeStart is 0>>
<<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>>
<<He>> continues to fuck your <<penis>>, <<his>> movements violent and erratic as <<his>> pussy slides along your length.
<<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>>
<<if !playerHasStrapon()>>
<<He>> continues to ride you, your penis helpless as it's fucked.
<<else>>
<<He>> continues to ride your <<penis>>.
<</if>>
<<else>>
<<He>> fucks your <<penis>> with rough movements, intent on showing you who's boss.
<</if>>
<<elseif $enemyanger gte 20 and $combatExtended.reverseRapeStart is 0>>
<<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>>
<<if playerHasStrapon()>>
<<His>> vagina twiches and throbs around your strap-on as <<he>> fucks you.
<<else>>
You feel <<his>> vagina twitch and throb around your length as <<he>> fucks you.
<</if>>
<<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>>
<<He>> continues to violate your <<penis>>, using you as a sex toy.
<<else>>
<<He>> fucks your <<penis>>, taking as much of you into <<his>> vagina as <<he>> can.
<</if>>
<<else>>
<<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>>
<<if $npcSub>>You continue thrusting into <<him>><<else>><<He>> continues riding your <<penis>><</if>>, <<his>> vagina rhythmically kneading and squeezing your length. <<His>> body jerks whenever you hit a sensitive spot.
<<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>>
<<if $npcSub>>You continue thrusting into <<him>><<else>><<He>> continues riding your <<penis>><</if>>, <<his>> vagina rhythmically kneading and squeezing your length.
<<else>>
<<if $npcSub>>You press into <<his>> pussy<<else>><<He>> rides your <<penis>><</if>> with steady movements.
<</if>>
<</if>>
<<sex 30 "genital" _n>><<set $speechpenispenetrated to 1>>
<<if playerHasStrapon()>><<violence 1 1 1 0>>
<<else>><<bruise penis>><<violence 1>><</if>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].vagina is "penisimminent">>
<<if $rng gte 101>>
<span class="blue"><<He>> stops pressing <<his>> pussy against your <<penis>>.</span>
<<set $NPCList[_n].vagina to "penisentrance">><<set $penisstate to "entrance">><<set $speechpenisentrance to 1>>
<<elseif $rng gte 1>>
<<if $nopenile is 0>>
<<if ((playerPenisSize() is -1 and $arousal lte ($arousalmax / 5) * 4) or (playerPenisSize() is -2 and $arousal lte ($arousalmax / 10) * 9))>>
<<He>> presses <<his>> pussy against the tip of your <<penis>>, trying to take you in. <span class="blue">But you don't have an erection.</span>
<<set $speechpenissmall to 1>><<set $enemyanger += 5>>
<<elseif playerPenisSize() lte 2 or playerPenisSize() is 3 and random(1, 100) gte 70 or playerPenisSize() gte 4 and random(1, 100) gte 90>>
<<if playerHasStrapon() or $player.virginity.penile isnot true>>
<span class="pink"><<He>> eases your <<penis>> into <<his>> pussy, swallowing you to the base.</span>
<<sex 30 "genital" _n>><<set $speechpenispenetrated to 1>>
<<if playerHasStrapon()>><<violence 1 1 1 0>>
<<else>><<bruise penis>><<takeTempleVirginity $NPCList[_n].fullDescription "penile">><<violence 1>><<raped>><<penisraped>><</if>>
<<elseif $player.virginity.penile is true>>
<span class="pink"><<He>> eases your virgin penis into <<his>> pussy,</span><span class="red"> separating your foreskin from your glans and <<virginitylosttext $NPCList[_n].fullDescription>></span>
<<sex 100 "genital" _n>><<takeVirginity $NPCList[_n].fullDescription "penile">><<bruise penis>><<violence 100>><<raped>><<penisraped>><<set $speechpenisvirgin to 1>>
<</if>>
<<penilestat>><<set $NPCList[_n].vagina to "penis">><<takeNPCVirginity _n "vaginal">><<set $penisstate to "penetrated">>
<<if playerPenisSize() gte 4>>
<<He>> looks proud to have taken something so big.
<</if>>
<<else>>
<<He>> presses <<his>> pussy against the tip of your <<penis>>, trying to take you in. <span class="blue">Your girth proves too much.</span> <<He>> frots against your length.
<<set $speechpenisbig to 1>><<set $enemyanger += 5>>
<</if>>
<<else>>
Respecting your wishes, <<he>> does not envelope your <<penis>> with <<his>> vagina, instead teasing the tip of your glans.
<<sex 15 "genital" _n>><<set $speechpeniswithhold to 1>>
<</if>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].vagina is "penisentrance">>
<<if $rng gte 101>>
<span class="lblue"><<He>> moves <<his>> pussy away from your <<penis>>.</span>
<<set $NPCList[_n].vagina to 0>><<set $penisuse to 0>><<set $penisstate to 0>>
<<elseif $rng gte 1>>
<<if $worn.over_lower.vagina_exposed is 0>>
<<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> pussy against your <<penis>> through your $worn.over_lower.name.
<<sex 5 "genital" _n>><<set $worn.over_lower.integrity -= 10>><<set $speechpenisentrance to 1>>
<<elseif $worn.lower.vagina_exposed is 0>>
<<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> pussy against your <<penis>> through your $worn.lower.name.
<<sex 5 "genital" _n>><<set $worn.lower.integrity -= 10>><<set $speechpenisentrance to 1>>
<<elseif $worn.lower.vagina_exposed is 1 and $worn.over_lower.vagina_exposed is 1>>
<<rng>>
<<if $worn.under_lower.vagina_exposed is 0>>
<<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> pussy against your <<penis>> through your $worn.under_lower.name.
<<sex 5 "genital" _n>><<set $worn.under_lower.integrity -= 10>><<set $speechpenisentrance to 1>>
<<elseif $worn.under_lower.vagina_exposed is 1>>
<<if $rng gte 51>>
<<if $NPCList[_n].chastity.vagina.includes("chastity")>>
<<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].chastity.vagina against your <<penis>><<if playerChastity("penis")>><<set $worn.genitals.integrity -= 10>> through your $worn.genitals.name<</if>>.
<<sex 25 "genital" _n>><<set $speechNPCChastity to 1>>
<<elseif playerChastity("penis")>>
<<if $worn.genitals.name is "chastity parasite">>
<<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> pussy against your $worn.genitals.name, <span class="lewd">leaving you feeling more aroused.</span>
<<arousal 100 "genitals">><<set $worn.genitals.integrity -= 5>>
<<else>>
<<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> pussy against your <<penis>> through your $worn.genitals.name.
<<set $worn.genitals.integrity -= 10>>
<</if>>
<<sex 20 "genital" _n>><<set $speechchastity to 1>>
<<elseif $nopenile is 1 and !$npcSub>>
<span class="purple"><<He>> presses <<his>> pussy against your <<penis>>.</span>
<<sex 20 "genital" _n>><<set $NPCList[_n].vagina to "penisimminent">><<set $penisstate to "imminent">><<set $speechpenisimminent to 1>>
<<elseif $penisWetness gte (playerPenisSize() * 15) + random(1, 40) or random(1, 2) is 2 and !$npcSub>>
<<He>> presses <<his>> pussy against your <<penis>>. <<penis_lube_text>> <span class="pink">your tip is pushed into <<him>>, a thrust away from being enveloped.</span>
<<sex 20 "genital" _n>><<set $NPCList[_n].vagina to "penisimminent">><<set $penisstate to "imminent">><<set $speechpenisimminent to 1>>
<<elseif !$npcSub>>
<<He>> presses <<his>> pussy against your <<penis>>, <span class="blue">but fails to envelope you.</span> Your <<penisSimple>> angles away and rubs against <<his>> clit.
<<sex 5 "genital" _n>><<set $speechpenisimminent to 1>>
<<if $enemyarousal gte ($enemyarousalmax / 2) and random(1, 3) is 3>>
Lewd fluid drips from <<his>> pussy, <span class="blue">lubricating your cock.</span>
<<bodyliquid "penis" "goo">>
<</if>>
<</if>>
<<elseif $rng gte 1>>
<<if !playerChastity("penis")>>
<<if $npcSub>>
You tease <<his>> labia with your <<penis>>.
<<else>>
<<He>> teases your <<penis>> with <<his>> labia.
<</if>>
<<sex 10 "genital" _n>>
<<else>>
<<if $npcSub>>
You tease <<his>> labia with your <<penis>>.
<<else>>
<<He>> teases your <<penis>> with <<his>> labia.
<</if>>
<<sex 5 "genital" _n>>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].vagina is "lefthand" or $NPCList[_n].vagina is "righthand">>
/*<<set $_npchand to $NPCList[_n].vagina.slice(0,4)>>*/
<<if $rng lte 80>>
<<He>> strokes <<his>> pussy with <<his>> hand.
<<neutral 1 _n>><<set $enemyarousal += 20>>
<<else>>
<span class="blue"><<He>> moves <<his>> hand away from <<his>> pussy.</span>
<<set $NPCList[_n][$NPCList[_n].vagina] to 0>><<set $NPCList[_n].vagina to 0>>
<</if>>
<</if>>
<<if $NPCList[_n].vagina is "mouth">>
<<if $enemyanger gte 100 and $combatExtended.reverseRapeStart is 0>>
<<He>> covers your mouth with <<his>> pussy, making it difficult to breathe.
<<if $NPCList[_n].type is "plant" and $mouthactiondefault isnot "vaginalick">>
<span class="pink">Sweet nectar leaks into your mouth.</span>
<<nectarfed 8>>
<</if>>
<<violence 3>><<bruise face>><<set $speechvaginamouth to 1>>
<<else>>
<<if $mouthsubmit is 1>>
<<if $rng gte 1>>
<<if !$npcSub>>
<<He>> rubs <<his>> pussy against your lips.
<<else>>
You continue to violate <<his>> pussy with your lips.
<</if>>
<<if $NPCList[_n].type is "plant" and $mouthactiondefault isnot "vaginalick">>
<span class="pink">You can taste sweet nectar.</span>
<<nectarfed 8>>
<<elseif $enemyarousal gte (($enemyarousalmax / 5) * 3)>>
You can taste <<his>> juices.
<</if>>
<<sex 3 "mouth" _n>><<set $speechvaginamouth to 1>>
<<else>>
<<He>> moves <<his>> pussy away from your face.
<<set $mouthuse to 0>><<set $mouthstate to 0>><<set $NPCList[_n].vagina to 0>>
<</if>>
<<else>>
<<if $rng gte 1>>
<<if !$npcSub>>
<<He>> rubs <<his>> pussy against your lips.
<<else>>
You continue to violate <<his>> pussy with your lips.
<</if>>
<<if $NPCList[_n].type is "plant" and $mouthactiondefault isnot "vaginalick">>
<span class="pink">You can taste sweet nectar.</span>
<<nectarfed 8>>
<<elseif $enemyarousal gte (($enemyarousalmax / 5) * 3)>>
You can taste <<his>> juices.
<</if>>
<<sex 3 "mouth" _n>><<set $speechvaginamouth to 1>>
<<else>>
<<He>> moves <<his>> pussy away from your face.
<<set $mouthuse to 0>><<set $mouthstate to 0>><<set $NPCList[_n].vagina to 0>>
<</if>>
<</if>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].vagina is "vaginaentrance" and !$npcSub>>
<<if $rng gte 51>>
<<He>> kisses your <<pussy>> with <<his>> own, <span class="purple">teasing what's to come.</span>
<<set $vaginastate to "othervaginaimminent">><<set $NPCList[_n].vagina to "vaginaimminent">><<sex 10 "genital" _n>>
<<else>>
<<He>> hovers <<his>> pussy closer to yours.
<<neutral 1 _n>>
<</if>>
<<set $speechtribentrance to 1>>
<<elseif $NPCList[_n].vagina is "vaginaimminent" and !$npcSub>>
<<He>> thrusts forward, <span class="pink">
<<if $enemyarousal gte (($enemyarousalmax / 10) * 7)>>
squelching
<<elseif $enemyarousal gte (($enemyarousalmax / 10) * 4)>>
smashing
<<else>>
pressing
<</if>>
<<his>> pussy against yours.</span>
<<set $vaginastate to "othervagina">><<set $NPCList[_n].vagina to "vagina">><<sex 20 "genital" _n>><<set $speechvaginavagina to 1>>
<<elseif $NPCList[_n].vagina is "vagina">>
<<if $rng gte 1>>
<<if $enemyarousal gte $enemyarousalmax * 0.8>>
<<He>> thrusts <<his>> hips, <<if $npcSub>>instinctively<</if>> pounding your <<pussy>> against <<hers>> with a violent intensity.
<<if $vaginaWetness gte 45>>
<span class="purple">Your juices mingle.</span><<purity -1>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax * 0.6>>
<<He>> thrusts <<his>> hips, <<if $npcSub>>instinctively<</if>> smashing <<his>> pussy against yours.
<<if $vaginaWetness gte 45>>
<span class="purple">Your juices mingle.</span><<purity -1>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax * 0.4>>
<<He>> thrusts <<his>> hips, rubbing and kneading your pussy with <<his>> own.
<<elseif $enemyarousal gte $enemyarousalmax * 0.2>>
<<He>> rubs and kneads your <<pussy>> with <<his>> own.
<<else>>
<<He>> kneads and kisses your <<pussy>> with <<his>> own.
<</if>>
<<sex 20 "genital" _n>><<set $speechvaginavagina to 1>>
<<else>>
<span class="lblue"><<He>> moves <<his>> pussy away from yours.</span>
<<set $vaginause to 0>><<set $NPCList[_n].vagina to 0>>
<</if>>
<</if>>
<<if $NPCList[_n].vagina is "leftarm">>
<<if $rng gte 1>>
<<if !$npcSub>>
<<He>> rubs <<his>> pussy against your fingers.
<<submission 2 _n>>
<<else>>
You rub <<his>> pussy with your fingers.
<</if>>
<<else>>
<<He>> moves your hand away from <<his>> pussy.
<<set $leftarm to 0>><<set $NPCList[_n].vagina to 0>><<set $leftactiondefault to "leftplay">>
<</if>>
<</if>>
<<if $NPCList[_n].vagina is "rightarm">>
<<if $rng gte 1>>
<<if !$npcSub>>
<<He>> rubs <<his>> pussy against your fingers.
<<submission 2 _n>>
<<else>>
You rub <<his>> pussy with your fingers.
<</if>>
<<else>>
<<He>> moves your hand away from <<his>> pussy.
<<set $rightarm to 0>><<set $NPCList[_n].vagina to 0>><<set $rightactiondefault to "rightplay">>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].vagina is "feet">>
<<set $speechfeet to 1>>
<<if $rng gte 1>>
<<if !$npcSub>>
<<He>> rubs <<his>> pussy against your feet.
<<submission 2 _n>>
<<else>>
You rub <<his>> pussy with feet.
<</if>>
<<else>>
<<He>> moves your feet away from <<his>> pussy.
<<set $feetuse to 0>><<set $NPCList[_n].vagina to 0>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].vagina is "footjob">>
<<if $rng gte 101 or ($penisuse isnot "feet" and $vaginause isnot "feet")>>
<span class="blue"><<He>> stops pressing <<his>> foot against your <<genitals>>.</span>
<<set $NPCList[_n].vagina to 0>>
<<if ($player.penisExist or playerHasStrapon()) and $penisuse is "feet">>
<<set $penisuse to 0>>
<</if>>
<<if $player.vaginaExist and $vaginause is "feet">>
<<set $vaginause to 0>>
<</if>>
<<else>>
<<if $penisuse is "feet">>
<<He>> presses your <<penis>> against your stomach with <<his>> foot and rubs your <<glans>> between <<his>> toes.
<<set $speechpenisfoot to 1>><<neutral 5 "genitals" _n>><<violence 1>>
<<elseif $vaginause is "feet">>
<<He>> rubs <<his>> foot against your <<pussy>>.
<<set $speechvaginafoot to 1>><<neutral 5 "genitals" _n>><<violence 1>>
<</if>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].vagina is "otherfrot">>
<<if $rng gte 101>>
<<if $NPCList[_n].condom and $NPCList[_n].condom.willUse is true and !$player.condom and $parasite.penis.name is undefined>>
<<if playerChastity("penis")>>
<<He>> tries to put a condom on your penis, but can't seem to get it over your $worn.genitals.name. <span class="red"><<He>> quickly gives up.</span>
<<set $NPCList[_n].condom.willUse to false>>
<<else>>
<span class="green"><<He>> slips <<condomDesc _n>> on your <<penis>>.</span>
<<equipNPCCondom _n "player">>
<</if>>
<</if>>
<span class="blue"><<He>> shifts <<his>> ass and presses <<his>> anus against your <<penis>>.</span>
<<set $penisuse to "otheranus">><<set $NPCList[_n].vagina to "otheranusentrance">><<set $penisstate to "otheranusentrance">><<set $speechotheranusentrance to 1>>
<<else>>
<<He>> rubs <<his>> ass against your <<penis>>.
<<sex 5 "genital" _n>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].vagina is "otheranus">>
<<if $rng gte 101>>
<span class="purple"><<He>> moves <<his>> pelvis away, releasing your <<penis>> from <<his>> anus.</span>
<<sex 30 "genital" _n>><<set $NPCList[_n].vagina to "otheranusimminent">><<set $penisstate to "otheranusimminent">><<set $speechotheranusimminent to 1>>
<<if playerHasStrapon()>><<violence 1 1 1 0>>
<<else>><<bruise penis>><<violence 1>><</if>>
<<elseif $rng gte 1>>
<<if $enemyanger gte 100 and $combatExtended.reverseRapeStart is 0>>
<<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>>
<<He>> continues to fuck your <<penis>> with <<his>> ass, <<his>> movements violent and erratic. Fluid from <<his>> pussy drools onto your length.
<<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>>
<<if !playerHasStrapon()>>
<<He>> continues to ride you, your penis helpless as it's fucked.
<<else>>
<<He>> continues to ride your <<penis>>.
<</if>>
<<else>>
<<He>> fucks your <<penis>> with rough movements, intent on showing you who's boss.
<</if>>
<<elseif $enemyanger gte 20 and $combatExtended.reverseRapeStart is 0>>
<<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>>
You feel <<his>> ass twitch around your length as <<he>> fucks you.
<<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>>
<<He>> continues to violate your <<penis>>, using you as a sex toy.
<<else>>
<<He>> fucks your <<penis>>, taking as much of you into <<his>> ass as <<he>> can.
<</if>>
<<else>>
<<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>>
<<He>> continues riding your <<penis>>, <<his>> anus rhythmically pounding your length. <<His>> body jerks whenever you hit a sensitive spot.
<<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>>
<<He>> continues riding your <<penis>>, <<his>> anus rhythmically pounding your length.
<<else>>
<<He>> rides your <<penis>> with steady movements.
<</if>>
<</if>>
<<sex 30 "genital" _n>><<set $speechotheranuspenetrated to 1>>
<<if playerHasStrapon()>><<violence 1 1 1 0>>
<<else>><<bruise penis>><<violence 1>><</if>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].vagina is "otheranusimminent">>
<<if $rng gte 101>>
<span class="blue"><<He>> stops pressing <<his>> ass against your <<penis>>.</span>
<<set $NPCList[_n].vagina to "otheranusentrance">><<set $penisstate to "otheranusentrance">><<set $speechotheranusentrance to 1>>
<<elseif $rng gte 1>>
<<if $nopenile is 0>>
<<if ((playerPenisSize() is -1 and $arousal lte ($arousalmax / 5) * 4) or (playerPenisSize() is -2 and $arousal lte ($arousalmax / 10) * 9))>>
<<He>> presses <<his>> ass against the tip of your <<penis>>, trying to take you in. <span class="blue">But you don't have an erection.</span>
<<set $speechpenissmall to 1>><<set $enemyanger += 5>>
<<elseif playerPenisSize() lte 2 or playerPenisSize() is 3 and random(1, 100) gte 70 or playerPenisSize() gte 4 and random(1, 100) gte 90>>
<<if playerHasStrapon() or $player.virginity.penile isnot true>>
<span class="pink"><<He>> eases your <<penis>> into <<his>> ass, swallowing you to the base.</span>
<<sex 30 "genital" _n>><<set $speechotheranuspenetrated to 1>>
<<if playerHasStrapon()>><<violence 1 1 1 0>>
<<else>><<bruise penis>><<takeTempleVirginity $NPCList[_n].fullDescription "penile">><<violence 1>><<raped>><<penisraped>><</if>>
<<elseif $player.virginity.penile is true>>
<span class="pink"> <<He>> eases your virgin penis into <<his>> ass,</span><span class="red"> separating your foreskin from your glans and <<virginitylosttext $NPCList[_n].fullDescription>></span>
<<sex 100 "genital" _n>><<takeVirginity $NPCList[_n].fullDescription "penile">><<bruise penis>><<violence 100>><<raped>><<penisraped>><<set $speechpenisvirgin to 1>>
<</if>>
<<penilestat>><<takeNPCVirginity _n "anal">><<set $NPCList[_n].vagina to "otheranus">><<set $penisstate to "otheranus">>
<<if playerPenisSize() gte 4>>
<<He>> looks proud to have taken something so big.
<</if>>
<<else>>
<<He>> presses <<his>> ass against the tip of your <<penis>>, trying to take you in. <span class="blue">Your girth proves too much.</span>
<<set $speechpenisbig to 1>><<set $enemyanger += 5>>
<</if>>
<<else>>
Respecting your wishes, <<he>> does not envelope your <<penis>> with <<his>> ass, instead teasing the tip of your <<glans>>.
<<sex 15 "genital" _n>><<set $speechotheranuswithhold to 1>>
<</if>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].vagina is "otheranusentrance">>
<<if $rng gte 101>>
<span class="lblue"><<He>> moves <<his>> ass away from your <<penis>>.</span>
<<set $NPCList[_n].vagina to 0>><<set $penisuse to 0>><<set $penisstate to 0>>
<<elseif $rng gte 1>>
<<if $NPCList[_n].condom and $NPCList[_n].condom.willUse is true and !$player.condom and $parasite.penis.name is undefined and
$worn.under_lower.vagina_exposed is 1 and $worn.lower.vagina_exposed is 1 and $worn.over_lower.vagina_exposed is 1>>
<<if playerChastity("penis")>>
<<He>> tries to put a condom on your penis, but can't seem to get it over your $worn.genitals.name. <span class="red"><<He>> quickly gives up.</span>
<<set $NPCList[_n].condom.willUse to false>>
<<else>>
<span class="green"><<He>> slips <<condomDesc _n>> on your <<penis>>.</span>
<<equipNPCCondom _n "player">>
<</if>>
<</if>>
<<if $worn.over_lower.vagina_exposed is 0>>
<<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> ass against your <<penis>> through your $worn.over_lower.name.
<<sex 5 "genital" _n>><<set $worn.over_lower.integrity -= 10>><<set $speechotheranusentrance to 1>>
<<elseif $worn.lower.vagina_exposed is 0>>
<<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> ass against your <<penis>> through your $worn.lower.name.
<<sex 5 "genital" _n>><<set $worn.lower.integrity -= 10>><<set $speechotheranusentrance to 1>>
<<elseif $worn.lower.vagina_exposed is 1 and $worn.over_lower.vagina_exposed is 1>>
<<rng>>
<<if $worn.under_lower.vagina_exposed is 0>>
<<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> ass against your <<penis>> through your $worn.under_lower.name.
<<sex 5 "genital" _n>><<set $worn.under_lower.integrity -= 10>><<set $speechotheranusentrance to 1>>
<<elseif $worn.under_lower.vagina_exposed is 1>>
<<if $rng gte 51>>
<<if $NPCList[_n].chastity.anus.includes("shield")>>
<<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].chastity.anus against your <<penis>><<if playerChastity("penis")>><<set $worn.genitals.integrity -= 10>> through your $worn.genitals.name<</if>>.
<<sex 25 "genital" _n>><<set $speechNPCChastity to 1>>
<<elseif playerChastity("penis")>>
<<if $worn.genitals.name is "chastity parasite">>
<<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> ass against your $worn.genitals.name, <span class="lewd">leaving you feeling more aroused.</span>
<<arousal 100 "genitals">><<set $worn.genitals.integrity -= 5>>
<<else>>
<<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> ass against your <<penis>> through your $worn.genitals.name.
<<set $worn.genitals.integrity -= 10>>
<</if>>
<<sex 25 "genital" _n>><<set $speechchastity to 1>>
<<elseif $nopenile is 1 and !$npcSub>>
<span class="purple"><<He>> presses <<his>> ass against your <<penis>>.</span>
<<sex 20 "genital" _n>><<set $NPCList[_n].vagina to "otheranusimminent">><<set $penisstate to "otheranusimminent">><<set $speechotheranusimminent to 1>>
<<elseif $penisWetness gte (playerPenisSize() * 15) + random(1, 40) or random(1, 2) is 2 and !$npcSub>>
<<He>> presses <<his>> ass against your <<penis>>. <<penis_lube_text>> <span class="pink">your tip is pushed into <<him>>, a thrust away from being enveloped.</span>
<<sex 20 "genital" _n>><<set $NPCList[_n].vagina to "otheranusimminent">><<set $penisstate to "otheranusimminent">><<set $speechotheranusimminent to 1>>
<<elseif !$npcSub>>
<<He>> presses <<his>> ass against your <<penis>>, <span class="blue">but fails to envelope you.</span> Your <<penisSimple>> angles away and rubs between <<his>> cheeks.
<<sex 5 "genital" _n>><<set $speechotheranusimminent to 1>>
<</if>>
<<elseif $rng gte 1>>
<<if !playerChastity("penis")>>
<<if $npcSub>>You rub<<else>><<He>> rubs<</if>> your <<penis>> between <<his>> cheeks.
<<sex 10 "genital" _n>>
<<else>>
<<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> cheeks on your $worn.genitals.name<<if $worn.genitals.name is "chastity parasite">>, <span class="lewd">making you feel more aroused.</span><<arousal 100 "genitals">><<else>>.<</if>>
<<sex 10 "genital" _n>>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].vagina is "facesit">>
<<if $consensual is 0 and $underwater isnot 1>>
<<if ($oxygen gt 150 and $enemyanger gte 30) or $enemyanger gte (($enemyangermax / 5) * 4)>>
<<oxygen -150>>
<<if $worn.face.type.includes("covered") or $worn.face.type.includes("gag")>>
<<if $enemyanger lt $enemyangermax/2>>
<span class="lblue"><<He>> moves <<his>> pussy away from your mouth.</span>
<<set $mouthuse to 0>><<set $mouthstate to 0>><<set $NPCList[_n].vagina to 0>>
<<else>>
<<switch random(0,2)>>
<<case 0 1>>
<<He>> continues to sit down full weight on your $worn.face.name.
<<damageFaceCover 2>>
<<case 2>>
<span class="lblue"><<He>> moves <<his>> pussy away from your mouth.</span>
<<set $mouthuse to 0>><<set $mouthstate to 0>><<set $NPCList[_n].vagina to 0>>
<</switch>>
<</if>>
<<else>>
<<print either(
"<<He>> covers your face with <<his>> pussy and ass.",
"<<His>> pussy and ass press down on your face.",
"<<He>> continues to sit down full weight on your face.",
"<<He>> smothers you under <<him>>.",
"<<His>> pussy and ass press down on your mouth and nose."
)>>
<</if>>
<<sex 1 "mouth" _n>><<bruise face>><<bruise face>>
<<if $suffocationPhase isnot 2>>
<<if $oxygen gte 900>>
<span class="blue">You struggle for breath.</span>
<<violence 3>>
<<elseif $oxygen gte 600>>
<span class="purple">You can't breathe!</span>
<<violence 5>>
<<elseif $oxygen gte 300>>
<span class="pink">You feel light-headed.</span>
<<violence 10>>
<<elseif $oxygen gte 1>>
<span class="pink">You see stars.</span>
<<violence 20>>
<<else>>
<span class="red">You are suffocating.</span>
<<violence 50>>
<<suffocatepass>>
<</if>>
<</if>>
<<elseif $oxygen lte 900>>
<<print either(
"<<He>> lets you breathe in air from under <<him>>.",
"<<He>> lifts off slightly, just enough to let you breathe a little.",
"You are able to snatch in some small amount of air from under <<him>>."
)>>
<<if $neckuse isnot "hand">>
<<suffocatepass -1>>
<</if>>
<</if>>
<</if>>
<<if $analingusdisablegiving is "f" and ($rng lt 5 or ($rng lt 10 and $enemyanger gte $enemyangermax / 10))>>
<<He>> shifts <<his>> position on your face, pressing <<his>> ass onto your mouth.
<<set $mouthstate to "anal">><<set $NPCList[_n].vagina to "facesitanal">>
<<set $speechmouthotheranus to 1>>
<<elseif $worn.face.type.includes("covered") or $worn.face.type.includes("gag")>>
<<if $enemyanger lt $enemyangermax/2>>
<span class="lblue"><<He>> moves <<his>> pussy away from your mouth.</span>
<<set $mouthuse to 0>><<set $mouthstate to 0>><<set $NPCList[_n].vagina to 0>>
<<else>>
<<switch random(0,2)>>
<<case 0 1>>
<<He>> grinds <<his>> ?vulva against your $worn.face.name.
<<damageFaceCover 2>>
<<case 2>>
<span class="lblue"><<He>> moves <<his>> pussy away from your mouth.</span>
<<set $mouthuse to 0>><<set $mouthstate to 0>><<set $NPCList[_n].vagina to 0>>
<</switch>>
<</if>>
<<elseif $rng gte 0>>
<<if $mouthactiondefault is "vaginalick" and random(1) is 0>>
<<if !$npcSub>>
<<He>> grinds <<his>> pussy into your mouth and tongue.
<<else>>
You lap and lick <<his>> pussy.
<</if>>
<<else>>
<<if !$npcSub>>
<<He>> rubs <<his>> pussy against your lips.
<<else>>
You continue to violate <<his>> pussy with your lips.
<</if>>
<</if>>
<<if $NPCList[_n].type is "plant" and $mouthactiondefault isnot "vaginalick">>
<span class="pink">You can taste sweet nectar.</span>
<<nectarfed 8>>
<<elseif $enemyarousal gte (($enemyarousalmax / 5) * 3)>>
You can taste <<his>> juices.
<</if>>
<<sex 3 "mouth" _n>><<set $speechfacesit to 1>>
<<else>>
<<He>> gets up off of your face.
<<set $mouthuse to 0>><<set $mouthstate to 0>><<set $NPCList[_n].vagina to 0>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].vagina is "facesitanal">>
<<if $rng gt 10 or ($rng gt 5 and $enemyanger gte $enemyangermax / 10)>>
<<if $worn.face.type.includes("covered") or $worn.face.type.includes("gag")>>
<<switch random(0,2)>>
<<case 0 1>>
<<He>> grinds <<his>> ass against your $worn.face.name.
<<case 2>>
<span class="lblue"><<He>> moves <<his>> ass away from your mouth.</span>
<<set $mouthuse to 0>><<set $mouthstate to 0>><<set $NPCList[_n].vagina to 0>>
<</switch>>
<<elseif $enemyarousal gte (($enemyarousalmax / 5) * 3)>>
<<He>> grinds <<his>> ass against your mouth.
<<else>>
<<He>> slowly moves <<his>> ass against your lips.
<</if>>
<<sex 3 "mouth" _n>><<set $speechmouthotheranus to 1>>
<<if $mouthactiondefault is "anallick">>
<<set $speechanallick to 1>>
<<elseif $mouthactiondefault is "analkiss">>
<<set $speechanalkiss to 1>>
<</if>>
<<elseif $rng gte 0>>
<<He>> moves <<his>> ass away from your mouth, pressing <<his>> pussy down onto it as <<he>> changes <<his>> position.
<<if $NPCList[_n].type is "plant">>
<span class="pink">Nectar glistens at the entrance.</span>
<</if>>
<<set $mouthstate to "vagina">><<set $NPCList[_n].vagina to "facesit">>
<<set $speechfacesit to 1>><<set $mouthtarget to _n>>
<<else>>
<<He>> gets up off of your face.
<<set $mouthuse to 0>><<set $mouthstate to 0>><<set $NPCList[_n].vagina to 0>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].vagina is "mouthotheranus">>
<<if $rng gte 1>>
<<if $enemyarousal gte (($enemyarousalmax / 5) * 3)>>
<<He>> grinds <<his>> ass against your mouth.
<<else>>
<<He>> slowly moves <<his>> ass against your lips.
<</if>>
<<sex 3 "mouth" _n>><<set $speechmouthotheranus to 1>>
<<if $mouthactiondefault is "anallick">>
<<set $speechanallick to 1>>
<<elseif $mouthactiondefault is "analkiss">>
<<set $speechanalkiss to 1>>
<</if>>
<<else>>
<span class="purple"><<He>> moves <<his>> ass away from your face.</span>
<<set $mouthuse to 0>><<set $mouthstate to 0>><<set $NPCList[_n].penis to 0>>
<<set $NPCList[_n].location.genitals = 0>>
<</if>>
<</if>>
<<if $NPCList[_n].vagina is 0 and $NPCList[_n].penis is 0>>
<<if random(0,1) is 0>>
<<vaginainit>>
<<penisinit>>
<<else>>
<<penisinit>>
<<vaginainit>>
<</if>>
<<elseif $NPCList[_n].vagina is 0>>
<<vaginainit>>
<<elseif $NPCList[_n].penis is 0>>
<<penisinit>>
<</if>>
<<rng>>
<<if $NPCList[_n].vagina is "leftDildo">>
<<if $rng gte 1>>
<<if !$npcSub>>
<<if $enemyarousal lte (($enemyarousalmax / 5) * 4)>>
<<He>> <<print either("rhythmically","","")>> thrusts <<his>> pussy against your $currentSexToyLeft.name.
<<else>>
<<print either(
`<<He>> thrusts <<his>> pussy up and down your dildo, fucking <<himself>> with a violent intensity as <<he>> approaches <<his>> peak.`, `<<He>> <<print either("forcefully","desperately","rhythmically")>> thrusts <<his>> pussy against your $currentSexToyLeft.name.`,
`<<He>> <<print either("thrusts","grinds")>> <<his>> pussy against your $currentSexToyLeft.name in circular motions.`,
)>>
<<if $NPCList[$lefttarget].type is "plant">>Nectar drips<<else>>Fluids drip<</if>> down the toy.
<</if>>
<<else>>
<<if $enemyarousal lte (($enemyarousalmax / 5) * 4)>>
You fuck <<his>> pussy with your $currentSexToyLeft.name.
<<else>>
You fuck <<his>> pussy with your $currentSexToyLeft.name. <<if $NPCList[$lefttarget].type is "plant">>Nectar drips<<else>>Fluids drip<</if>> down your toy.
<</if>>
<</if>>
<<submission 2 _n>>
<<else>>
<<He>> moves your $currentSexToyLeft.name away from <<his>> pussy.
<<set $leftarm to 0>><<set $NPCList[_n].vagina to 0>><<set $leftactiondefault to "dildoOtherPussyFuck">>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].vagina is "rightDildo">>
<<if $rng gte 1>>
<<if !$npcSub>>
<<if $enemyarousal lte (($enemyarousalmax / 5) * 4)>>
<<He>> <<print either("rhythmically","","")>> thrusts <<his>> pussy against your $currentSexToyLeft.name.
<<else>>
<<print either(
`<<He>> thrusts <<his>> pussy up and down your dildo, fucking <<himself>> with a violent intensity as <<he>> approaches <<his>> peak.`, `<<He>> <<print either("forcefully","desperately","rhythmically")>> thrusts <<his>> pussy against your $currentSexToyLeft.name.`,
`<<He>> <<print either("thrusts","grinds")>> <<his>> pussy against your $currentSexToyLeft.name in circular motions.`,
)>>
<<if $NPCList[$lefttarget].type is "plant">>Nectar drips<<else>>Fluids drip<</if>> down your toy.
<</if>>
<<else>>
<<if $enemyarousal lte (($enemyarousalmax / 5) * 4)>>
You fuck <<his>> pussy with your $currentSexToyLeft.name.
<<else>>
You fuck <<his>> pussy with your $currentSexToyLeft.name. <<if $NPCList[$lefttarget].type is "plant">>Nectar drips<<else>>Fluids drip<</if>> from <<his>> pussy.
<</if>>
<</if>>
<<submission 2 _n>>
<<else>>
<<He>> moves your $currentSexToyRight.name away from <<his>> pussy.
<<set $rightarm to 0>><<set $NPCList[_n].vagina to 0>><<set $rightactiondefault to "dildoOtherPussyFuck">>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].vagina is "leftDildoAnus">>
<<if $rng gte 1>>
<<if !$npcSub>>
<<He>> thrusts <<his>> ass against your $currentSexToyLeft.name.
<<submission 2 _n>>
<<else>>
You fuck <<his>> ass with your $currentSexToyLeft.name.
<</if>>
<<else>>
<<He>> moves your $currentSexToyLeft.name away from <<his>> ass.
<<set $leftarm to 0>><<set $NPCList[_n].vagina to 0>><<set $leftactiondefault to "dildoOtherAnusFuck">>
<</if>>
<</if>>
<<if $NPCList[_n].penis is "leftDildoAnus">>
<<if $rng gte 1>>
<<if !$npcSub>>
<<He>> thrusts <<his>> ass against your $currentSexToyLeft.name.
<<submission 2 _n>>
<<else>>
You fuck <<his>> ass with your $currentSexToyLeft.name.
<</if>>
<<else>>
<<He>> moves your $currentSexToyLeft.name away from <<his>> ass.
<<set $leftarm to 0>><<set $NPCList[_n].penis to 0>><<set $leftactiondefault to "dildoOtherAnusFuck">>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].vagina is "rightDildoAnus">>
<<if $rng gte 1>>
<<if !$npcSub>>
<<He>> thrusts <<his>> ass against your $currentSexToyRight.name.
<<submission 2 _n>>
<<else>>
You fuck <<his>> ass with your $currentSexToyRight.name.
<</if>>
<<else>>
<<He>> moves your $currentSexToyRight.name away from <<his>> ass.
<<set $rightarm to 0>><<set $NPCList[_n].vagina to 0>><<set $rightactiondefault to "dildoOtherAnusFuck">>
<</if>>
<</if>>
<<if $NPCList[_n].penis is "rightDildoAnus">>
<<if $rng gte 1>>
<<if !$npcSub>>
<<He>> thrusts <<his>> ass against your $currentSexToyRight.name.
<<submission 2 _n>>
<<else>>
You fuck <<his>> ass with your $currentSexToyRight.name.
<</if>>
<<else>>
<<He>> moves your $currentSexToyRight.name away from <<his>> ass.
<<set $rightarm to 0>><<set $NPCList[_n].penis to 0>><<set $rightactiondefault to "dildoOtherAnusFuck">>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].penis is "leftStroker">>
<<if $rng gte 1>>
<<if !$npcSub>>
<<He>> fucks your $currentSexToyLeft.name with steady thrusts.
<<submission 2 _n>>
<<else>>
You fuck <<his>> <<npcPenis _n>> with your $currentSexToyLeft.name.
<</if>>
<<else>>
<<He>> moves your $currentSexToyLeft.name away from <<his>> <<npcPenisSimple _n>>.
<<set $leftarm to 0>><<set $NPCList[_n].vagina to 0>><<set $leftactiondefault to "dildoOtherPussyFuck">>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].penis is "rightstroker">>
<<if $rng gte 1>>
<<if !$npcSub>>
<<He>> fucks your $currentSexToyRight.name with steady thrusts.
<<submission 2 _n>>
<<else>>
You fuck <<his>> <<npcPenisSimple _n>> with your $currentSexToyRight.name.
<</if>>
<<else>>
<<He>> moves your $currentSexToyRight.name away from <<his>> <<npcPenisSimple _n>>.
<<set $rightarm to 0>><<set $NPCList[_n].penis to 0>><<set $rightactiondefault to "dildoOtherPussyFuck">>
<</if>>
<</if>>
<!-- CHEST START -->
<<rng>>
<<if $NPCList[_n].chest is "clothed" and $npcSub isnot 1>>
<<if ($NPCList[_n].pronoun is "f" and ($NPCList[_n].lactation is 1 or $rng lte ($enemyarousal - 80))) or
($rng lte 15 and $enemyarousal gte 105)>>
<<if not $gloryhole>>
<span class="blue"><<He>> <<npcUndressText $NPCList[_n] "upper" "self">>, <<npcRevealText $NPCList[_n] "upper">>.</span>
<<else>>
You faintly hear fabric sliding on the other side. <<He>> must have taken off some clothing.
<</if>>
<<set $NPCList[_n].chest to 0>>
<</if>>
<</if>>
<<chest_section>>
<!-- MOUTH START -->
<<rng>>
<<if $NPCList[_n].mouth is "thigh">>
<<He>> kisses and licks your thigh.
<<neutral 5 _n>>
<</if>>
<<rng>>
<<if $NPCList[_n].mouth is "bottom">>
<<He>> kisses and licks your <<bottom>>.
<<neutral 5 _n>>
<</if>>
<<rng>>
<<if $NPCList[_n].mouth is "anus">>
<<if $rng gte 101>>
<span class="purple"><<He>> retracts <<his>> tongue from your anus.</span>
<<sex 30 "anal" _n>><<set $NPCList[_n].mouth to "anusimminent">><<bruise anus>><<violence 1>><<set $anusstate to "othermouthimminent">>
<<elseif $rng gte 1>>
<<if $enemyarousal lte ($enemyarousalmax / 5)>>
<<He>> caresses your anus with <<his>> tongue.
<<sex 30 "anal" _n>><<bruise anus>><<violence 1>>
<<elseif $enemyarousal lte (($enemyarousalmax / 5) * 2)>>
<<His>> tongue probes inside your <<bottom>>.
<<sex 30 "anal" _n>><<bruise anus>><<violence 1>>
<<elseif $enemyarousal lte (($enemyarousalmax / 5) * 3)>>
<<He>> circles <<his>> tongue inside your <<bottom>>.
<<sex 30 "anal" _n>><<bruise anus>><<violence 1>>
<<elseif $enemyarousal lte (($enemyarousalmax / 5) * 4)>>
<<He>> presses <<his>> mouth firmly against your <<bottom>>, letting <<him>> push <<his>> tongue deeper into your anus.
<<sex 30 "anal" _n>><<bruise anus>><<violence 1>>
<<else>>
Repeatedly thrusting and retracting, <<he>> fucks your <<bottom>> with <<his>> tongue.
<<sex 30 "anal" _n>><<bruise anus>><<violence 1>>
<</if>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].mouth is "anusimminent">>
<<if $rng gte 101>>
<span class="blue"><<He>> stops pressing <<his>> tongue against your anus.</span>
<<set $NPCList[_n].mouth to "anusentrance">><<set $anusstate to "othermouthentrance">>
<<elseif $rng gte 1>>
<<if $noanal is 0 and $worn.genitals.anus_exposed is 0>>
<<He>> uses <<his>> tongue to lick around your $worn.genitals.name attempting to get past it.
<<sex 25 "genital" _n>><<set $worn.genitals.integrity -= 10>>
<<elseif $noanal is 1 and $worn.genitals.anus_exposed is 0>>
<<He>> uses <<his>> tongue to lick around your $worn.genitals.name.
<<sex 30 "genital" _n>>
<<elseif $noanal is 0>>
<<if $player.virginity.anal isnot true or $virginitytest isnot 1>>
<span class="pink"><<He>> pushes <<his>> tongue into your anus.</span>
<<sex 30 "anal" _n>><<violence 1>>
<<elseif $player.virginity.anal is true>>
<span class="pink"><<He>> pushes <<his>> tongue into your virgin anus,</span><span class="red"> violating you in a way you hadn't conceived of.</span>
<<sex 100 "anal" _n>><<takeVirginity $NPCList[_n].fullDescription "anal">><<violence 100>>
<</if>>
<<analstat>><<set $NPCList[_n].mouth to "anus">><<bruise anus>><<set $anusstate to "othermouth">>
<<if $virginitytest is 1>><<raped>><<anusraped>><</if>>
<<else>>
Respecting your wishes, <<he>> does not penetrate your <<bottom>> with <<his>> tongue, instead licking your anus.
<<sex 15 "anal" _n>>
<</if>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].mouth is "anusentrance">>
<<if $rng gte 101>>
<span class="lblue"><<He>> moves <<his>> head away from your <<bottom>>.</span>
<<set $NPCList[_n].mouth to 0>><<set $anususe to 0>><<set $anusstate to 0>>
<<if $NPCList[_n].vagina is "othermouth">>
<<set $NPCList[_n].vagina to 0>>
<</if>>
<<if $NPCList[_n].penis is "othermouth">>
<<set $NPCList[_n].penis to 0>>
<</if>>
<<elseif $rng gte 1>>
<<if $worn.over_lower.anus_exposed is 0>>
<<He>> circles <<his>> tongue around your anus through your $worn.over_lower.name.
<<sex 5 "anal" _n>><<set $worn.over_lower.integrity -= 10>>
<<elseif $worn.lower.anus_exposed is 0>>
<<He>> circles <<his>> tongue around your anus through your $worn.lower.name.
<<sex 5 "anal" _n>><<set $worn.lower.integrity -= 10>>
<<elseif $worn.lower.anus_exposed is 1 and $worn.over_lower.anus_exposed is 1>>
<<rng>>
<<if $worn.under_lower.anus_exposed is 0>>
<<He>> circles <<his>> tongue around your anus through your $worn.under_lower.name.
<<sex 5 "anal" _n>><<set $worn.under_lower.integrity -= 10>>
<<elseif $worn.genitals.anus_exposed is 0>>
<<He>> prods your $worn.genitals.name with <<his>> tongue.
<<sex 5 "anal" _n>><<set $worn.genitals.integrity -= 10>>
<<elseif $worn.under_lower.anus_exposed is 1 and $worn.genitals.anus_exposed is 1>>
<<if $rng gte 71>>
<<if $noanal is 0 and playerChastity("anus")>>
<span class="purple"><<He>> presses <<his>> tongue against your $worn.genitals.name near your anus.</span>
<<sex 20 "anal" _n>><<set $NPCList[_n].mouth to "anusimminent">><<set $anusstate to "othermouthimminent">>
<<elseif $noanal is 1>>
<span class="purple"><<He>> presses <<his>> tongue against your anus.</span>
<<sex 20 "anal" _n>><<set $NPCList[_n].mouth to "anusimminent">><<set $anusstate to "othermouthimminent">>
<<else>>
<span class="purple"><<He>> presses <<his>> tongue against your anus, preparing to penetrate you.</span>
<<sex 20 "anal" _n>><<set $NPCList[_n].mouth to "anusimminent">><<set $anusstate to "othermouthimminent">>
<</if>>
<<elseif $rng gte 1>>
<<He>> kisses and licks your <<bottom>>.
<<sex 10 "anal" _n>>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].mouth is "vagina">>
<<if $rng gte 101>>
<span class="purple"><<He>> retracts <<his>> tongue from your <<pussy>>.</span>
<<sex 30 "genital" _n>><<set $NPCList[_n].mouth to "vaginaimminent">><<bruise vagina>><<violence 1>><<set $vaginastate to "othermouthimminent">>
<<elseif $rng gte 1>>
<<if $enemyarousal lte ($enemyarousalmax / 5)>>
<<He>> caresses your vagina with <<his>> tongue.
<<sex 30 "genital" _n>><<bruise vagina>><<violence 1>>
<<elseif $enemyarousal lte (($enemyarousalmax / 5) * 2)>>
<<He>> presses down on your <<clit>> with <<his>> teeth while exploring your vagina with <<his>> tongue.
<<sex 30 "genital" _n>><<bruise vagina>><<violence 1>>
<<elseif $enemyarousal lte (($enemyarousalmax / 5) * 3)>>
<<He>> circles <<his>> tongue around your vagina.
<<sex 30 "genital" _n>><<bruise vagina>><<violence 1>>
<<elseif $enemyarousal lte (($enemyarousalmax / 5) * 4)>>
<<He>> presses <<his>> mouth firmly against your <<pussy>>, then pushes <<his>> tongue deeper into your vagina. <<He>> slowly pulls out again, then takes a deep breath.
<<sex 30 "genital" _n>><<bruise vagina>><<violence 1>>
<<else>>
Repeatedly thrusting and retracting, <<he>> fucks your <<pussy>> with <<his>> tongue.
<<sex 30 "genital" _n>><<bruise vagina>><<violence 1>>
<</if>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].mouth is "vaginaimminent">>
<<if $rng gte 101>>
<span class="blue"><<He>> stops pressing <<his>> tongue against your <<pussy>>.</span>
<<set $NPCList[_n].mouth to "vaginaentrance">><<set $vaginastate to "othermouthentrance">>
<<elseif $rng gte 1>>
<<if $novaginal is 0 and playerChastity("vagina")>>
<<He>> licks around your $worn.genitals.name, attempting to get past it.
<<sex 25 "genital" _n>><<set $worn.genitals.integrity -= 10>>
<<elseif $novaginal is 1 and playerChastity("vagina")>>
<<He>> licks around your $worn.genitals.name.
<<sex 30 "genital" _n>>
<<elseif $novaginal is 0>>
<<if $player.virginity.vaginal isnot true or $virginitytest isnot 1>>
<span class="pink"><<He>> pushes <<his>> tongue between your <<pussy>> lips.</span>
<<sex 30 "genital" _n>>
<<elseif $player.virginity.vaginal is true>>
<span class="pink"><<He>> pushes <<his>> tongue into your virgin pussy,</span><span class="red"> breaking your hymen and <<virginitylosttext $NPCList[_n].fullDescription>></span>
<<sex 100 "genital" _n>><<takeVirginity $NPCList[_n].fullDescription "vaginal">><<violence 100>>
<</if>>
<<vaginalstat>><<set $NPCList[_n].mouth to "vagina">><<bruise vagina>><<violence 1>><<set $vaginastate to "othermouth">>
<<if $virginitytest is 1>><<raped>><<vaginaraped>><</if>>
<<else>>
Respecting your wishes, <<he>> does not penetrate your <<pussy>> with <<his>> tongue, instead running <<his>> tongue up and down your labia.
<<sex 15 "genital" _n>>
<</if>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].mouth is "vaginaentrance">>
<<if $rng gte 101>>
<span class="lblue"><<He>> moves <<his>> head away from your <<pussy>>.</span>
<<set $NPCList[_n].mouth to 0>><<set $vaginause to 0>><<set $vaginastate to 0>>
<<if $NPCList[_n].vagina is "othermouth">>
<<set $NPCList[_n].vagina to 0>>
<</if>>
<<if $NPCList[_n].penis is "othermouth">>
<<set $NPCList[_n].penis to 0>>
<</if>>
<<elseif $rng gte 1>>
<<if $worn.over_lower.vagina_exposed is 0>>
<<He>> traces the outline of your <<pussy>> with <<his>> tongue through your $worn.over_lower.name.
<<sex 5 "genital" _n>><<set $worn.over_lower.integrity -= 10>>
<<elseif $worn.lower.vagina_exposed is 0>>
<<He>> traces the outline of your <<pussy>> with <<his>> tongue through your $worn.lower.name.
<<sex 5 "genital" _n>><<set $worn.lower.integrity -= 10>>
<<elseif $worn.lower.vagina_exposed is 1 and $worn.over_lower.vagina_exposed is 1>>
<<rng>>
<<if $worn.under_lower.vagina_exposed is 0>>
<<He>> traces the outline of your <<pussy>> with <<his>> tongue through your $worn.under_lower.name.
<<sex 5 "genital" _n>><<set $worn.under_lower.integrity -= 10>>
<<elseif $worn.under_lower.vagina_exposed is 1>>
<<if $rng gte 71>>
<<if $novaginal is 0 and playerChastity("vagina")>>
<span class="purple"><<He>> presses <<his>> lips against your $worn.genitals.name, near your <<pussy>>.</span>
<<sex 20 "genital" _n>><<set $NPCList[_n].mouth to "vaginaimminent">><<set $vaginastate to "othermouthimminent">>
<<elseif $novaginal is 1>>
<span class="purple"><<He>> presses <<his>> lips against your <<pussy>>.</span>
<<sex 20 "genital" _n>><<set $NPCList[_n].mouth to "vaginaimminent">><<set $vaginastate to "othermouthimminent">>
<<else>>
<span class="purple"><<He>> presses <<his>> lips against your <<pussy>>, preparing to fuck you with <<his>> tongue.</span>
<<sex 20 "genital" _n>><<set $NPCList[_n].mouth to "vaginaimminent">><<set $vaginastate to "othermouthimminent">>
<</if>>
<<elseif $rng gte 1>>
<<if !playerChastity("vagina")>>
<<He>> blows on your <<clit>> and runs <<his>> tongue around your labia.
<<sex 10 "genital" _n>>
<<else>>
<<He>> stares at your $worn.genitals.name.
<<sex 5 "genital" _n>>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].mouth is "penis">>
<<if $rng gte 101>>
<span class="purple"><<He>> moves <<his>> head back, releasing your <<penis>> from <<his>> mouth.</span>
<<sex 30 "genital" _n>><<set $NPCList[_n].mouth to "penisimminent">><<set $penisstate to "othermouthimminent">>
<<if playerHasStrapon()>><<violence 1 1 1 0>>
<<else>><<bruise penis>><<violence 1>><</if>>
<<elseif $rng gte 1>>
<<if $enemyarousal lte ($enemyarousalmax / 5)>>
<<He>> slowly caresses your shaft with <<his>> tongue.
<<sex 30 "genital" _n>>
<<elseif $enemyarousal lte (($enemyarousalmax / 5) * 2)>>
Eyes fixed on your face, <<he>> wraps <<his>> tongue around your <<penis>> and sucks.
<<sex 30 "genital" _n>>
<<elseif $enemyarousal lte (($enemyarousalmax / 5) * 3)>>
<<He>> squeezes <<his>> lips around your <<penis>>, and circles <<his>> tongue around your <<glans>>.
<<sex 30 "genital" _n>>
<<elseif $enemyarousal lte (($enemyarousalmax / 5) * 4)>>
<<He>> takes you deeper into <<his>> mouth, until your <<penis>> disappears inside <<him>> completely. <<He>> slowly pushes you out again, then takes a deep breath.
<<sex 30 "genital" _n>>
<<else>>
<<He>> repeatedly swallows and expels your <<penis>>, fucking you with <<his>> mouth.
<<sex 30 "genital" _n>>
<</if>>
<<if playerHasStrapon()>><<violence 1 1 1 0>>
<<else>><<bruise penis>><<violence 1>><</if>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].mouth is "penisimminent">>
<<if $rng gte 101>>
<span class="blue"><<He>> stops pressing <<his>> lips against your <<penis>>.</span>
<<set $NPCList[_n].mouth to "penisentrance">><<set $penisstate to "othermouthentrance">>
<<elseif $rng gte 1>>
<<if $worn.genitals.name is "chastity parasite">>
<<He>> licks your $worn.genitals.name, <span class="lewd">the parasite parasite sends a wave of pleasure through your <<penis>>.</span> Your reaction causes <<him>> to continue.
<<arousal 400 "genitals">><<if !$earSlime.defyCooldown and $earSlime.vibration lt 120>><<set $earSlime.vibration += 10>><</if>>
<<sex 30 "genital" _n>><<set $worn.genitals.integrity -= 5>>
<<elseif $nopenile is 0 and playerChastity("penis")>>
<<He>> licks around your $worn.genitals.name, near your <<penis>>, attempting to get past it.
<<sex 25 "genital" _n>><<set $worn.genitals.integrity -= 10>>
<<elseif $nopenile is 1 and playerChastity("penis")>>
<<He>> licks around your $worn.genitals.name, near your <<penis>>.
<<sex 30 "genital" _n>>
<<elseif $nopenile is 0>>
<<if playerHasStrapon() or $player.virginity.penile isnot true or $virginitytest isnot 1>>
<span class="pink"><<He>> pushes <<his>> lips against your <<penis>>, taking you into <<his>> mouth.</span>
<<sex 30 "genital" _n>>
<<violence 1 1 1 `+playerHasStrapon()`>>
<<elseif $player.virginity.penile is true>>
<span class="pink"><<He>> pushes <<his>> lips against your virgin penis, taking you into <<his>> mouth,</span><span class="red"> separating your foreskin from your glans and <<virginitylosttext $NPCList[_n].fullDescription>></span>
<<sex 100 "genital" _n>><<takeVirginity $NPCList[_n].fullDescription "penile">><<violence 100>>
<</if>>
<<penilestat>><<takeNPCVirginity _n "oral">><<set $NPCList[_n].mouth to "penis">><<set $penisstate to "othermouth">>
<<if $virginitytest is 1 and !playerHasStrapon()>><<bruise penis>><<raped>><<penisraped>><</if>>
<<else>>
Respecting your wishes, <<he>> does not envelope your <<penis>> with <<his>> mouth, instead kissing the tip of your <<glans>>.
<<sex 15 "genital" _n>>
<</if>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].mouth is "penisentrance">>
<<if $rng gte 101>>
<span class="lblue"><<He>> moves <<his>> head away from your <<penis>>.</span>
<<set $NPCList[_n].mouth to 0>><<set $penisuse to 0>><<set $penisstate to 0>>
<<if $NPCList[_n].vagina is "othermouth">>
<<set $NPCList[_n].vagina to 0>>
<</if>>
<<if $NPCList[_n].penis is "othermouth">>
<<set $NPCList[_n].penis to 0>>
<</if>>
<<elseif $rng gte 1>>
<<if $worn.over_lower.vagina_exposed is 0>>
<<He>> traces the outline of your <<penis>> with <<his>> tongue through your $worn.over_lower.name.
<<sex 5 "genital" _n>><<set $worn.over_lower.integrity -= 10>>
<<elseif $worn.lower.vagina_exposed is 0>>
<<He>> traces the outline of your <<penis>> with <<his>> tongue through your $worn.lower.name.
<<sex 5 "genital" _n>><<set $worn.lower.integrity -= 10>>
<<elseif $worn.lower.vagina_exposed is 1 and $worn.over_lower.vagina_exposed is 1>>
<<rng>>
<<if $worn.under_lower.vagina_exposed is 0>>
<<He>> traces the outline of your <<penis>> with <<his>> tongue through your $worn.under_lower.name.
<<sex 5 "genital" _n>><<set $worn.under_lower.integrity -= 10>>
<<elseif $worn.under_lower.vagina_exposed is 1>>
<<if $rng gte 71>>
<<if playerChastity("penis")>>
<span class="purple"><<He>> tries to wriggle <<his>> tongue into your $worn.genitals.name, eager to taste your <<penis>>.</span>
<<sex 20 "genital" _n>>
<<elseif $nopenile is 1>>
<span class="purple"><<He>> presses <<his>> lips against your <<penis>>.</span>
<<sex 20 "genital" _n>><<set $NPCList[_n].mouth to "penisimminent">><<set $penisstate to "othermouthimminent">>
<<else>>
<span class="purple"><<He>> presses <<his>> lips against your <<penis>>, preparing to take you in <<his>> mouth proper.</span>
<<sex 20 "genital" _n>><<set $NPCList[_n].mouth to "penisimminent">><<set $penisstate to "othermouthimminent">>
<</if>>
<<elseif $rng gte 1>>
<<if !playerChastity("penis")>>
<<He>> blows on and licks the tip of your <<penis>>.
<<sex 10 "genital" _n>>
<<else>>
<<He>> stares at your $worn.genitals.name.
<<sex 5 "genital" _n>>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].mouth is "kiss">>
<<if $speechvaginavirgin isnot 1 and $speechpenisvirgin isnot 1 and $speechanusvirgin isnot 1 and $speechmouthvirgin isnot 1>>
<<if $rng gte 101>>
<span class="lblue"><<He>> pulls <<his>> mouth away from yours.</span>
<<set $NPCList[_n].mouth to 0>><<set $mouthuse to 0>><<set $mouthstate to 0>>
<<set $NPCList[_n].location.head to 0>>
<<else>>
<<if $robinDungeonKiss>>
<<undergroundRobinKiss $mouthactiondefault>>
<<elseif $npcSub>>
<<He>> nervously follows your lead, allowing you to explore <<his>> mouth with your tongue.
<<elseif $enemyanger lte 20>>
<<He>> explores your mouth with <<his>> tongue.
<<sex 2 "mouth" _n>>
<<else>>
<<He>> thrusts <<his>> tongue deep into your mouth.
<<violence 1>>
<</if>>
<<if $NPCList[_n].type is "plant" and $mouthactiondefault isnot "kissback">>
<span class="pink">Sweet nectar drips from <<his>> tongue and fills your mouth.</span>
<<nectarfed 20>>
<</if>>
<</if>>
<<else>>
<span class="lblue"><<He>> pulls <<his>> mouth away from yours.</span>
<<set $mouthuse to 0>><<set $NPCList[_n].mouth to 0>><<set $mouthstate to 0>>
<<set $NPCList[_n].location.head to 0>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].mouth is "kissimminent">>
<<if $speechvaginavirgin isnot 1 and $speechpenisvirgin isnot 1 and $speechanusvirgin isnot 1 and $speechmouthvirgin isnot 1>>
<<if $rng gte 101>>
<span class="lblue"><<He>> pulls <<his>> mouth away from yours.</span>
<<set $NPCList[_n].mouth to 0>><<set $mouthuse to 0>><<set $mouthstate to 0>>
<<set $NPCList[_n].location.head to 0>>
<<elseif $worn.face.type.includes("covered") or $worn.face.type.includes("gag")>>
<<switch random(0,2)>>
<<case 0 1>>
<<He>> pushes <<his>> lips against your $worn.face.name. <<He>> seems disappointed.
<<damageFaceCover 2>>
<<if $consensual isnot 1>>
<<brat 2>>
<</if>>
<<case 2>>
<span class="lblue"><<He>> moves <<his>> <<= npcHasStrapon(_n) ? "strap-on" : "penis">> away from your mouth.</span> <<set $NPCList[_n].penis to 0>><<set $mouthuse to 0>><<set $mouthstate to 0>>
<<if $consensual isnot 1>>
<<brat 2>>
<</if>>
<</switch>>
<<elseif $rng lte 100>>
<<He>> pushes <<his>> tongue between your lips.
<<set $NPCList[_n].mouth to "kiss">><<set $mouthstate to "kiss">><<sex 2 "mouth" _n>>
<<if $NPCList[_n].type is "plant" and $mouthactiondefault isnot "kissback">>
<span class="pink">Sweet nectar fills your mouth.</span>
<<nectarfed 20>>
<</if>>
<<else>>
<<if $enemyanger lte 20>>
<<He>> gently probes your lips with <<his>> tongue.
<<sex 2 "mouth" _n>>
<<else>>
<<He>> bites and toys with your lips.
<<violence 1>>
<</if>>
<</if>>
<<else>>
<span class="lblue"> <<He>> pulls <<his>> mouth away from yours.</span>
<<set $mouthuse to 0>><<set $NPCList[_n].mouth to 0>><<set $mouthstate to 0>>
<<set $NPCList[_n].location.head to 0>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].mouth is "kissentrance">>
<<if $speechvaginavirgin isnot 1 and $speechpenisvirgin isnot 1 and $speechanusvirgin isnot 1 and $speechmouthvirgin isnot 1>>
<<if $rng gte 101>>
<span class="lblue"><<He>> pulls <<his>> mouth away from yours.</span>
<<set $NPCList[_n].mouth to 0>><<set $mouthuse to 0>><<set $mouthstate to 0>>
<<set $NPCList[_n].location.head to 0>>
<<elseif $rng lte 100>>
<<He>> pulls you closer and presses your lips together in a kiss.
<<if $NPCList[_n].type is "plant" and !$player.virginity.kiss>>
<span class="pink">Sweet nectar drips from <<his>> tongue and fills your mouth.</span>
<<nectarfed 50>>
<</if>>
<<if $player.virginity.kiss is true>>
<<set $speechkissvirgin to 1>>
<<if $npcrow.includes(_n)>>
<<takeKissVirginityNamed `$npc[$npcrow.indexOf(_n)]`>>
<<else>>
<<takeKissVirginity $NPCList[_n] `($consensual is 1?"":"rape")`>>
<</if>>
<</if>>
<<set $NPCList[_n].mouth to "kissimminent">><<set $mouthstate to "kissimminent">><<sex 2 "mouth" _n>>
<<else>>
<<if $enemyanger lte 20>>
<<He>> gently brushes <<his>> lips against yours.
<<sex 1 "mouth" _n>>
<<else>>
<<He>> bites your lower lip.
<<violence 1>>
<</if>>
<</if>>
<<else>>
<span class="lblue"><<He>> pulls <<his>> mouth away from yours.</span>
<<set $mouthuse to 0>><<set $NPCList[_n].mouth to 0>><<set $mouthstate to 0>>
<<set $NPCList[_n].location.head to 0>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].mouth is "chest">>
<<if $speechvaginavirgin isnot 1 and $speechpenisvirgin isnot 1 and $speechanusvirgin isnot 1 and $speechmouthvirgin isnot 1>>
<<if $enemyanger gte 100 and $combatExtended.reverseRapeStart is 0>>
<<if $milk_amount gte 1>>
<<He>> sucks your <<nipple>>. <<Hes>> rough, biting and squeezing. Milk leaks from the tip.
<<breastfeed>>
<<violence 5>>
<<else>>
<<He>> sucks your <<nipple>>. <<Hes>> rough, biting and squeezing. Despite <<his>> efforts, no milk comes out. You've been sucked dry.
<<milkvolume 1>>
<<set $cheststate to "chestimminent">><<set $NPCList[_n].mouth to "chestimminent">>
<<violence 3>>
<</if>>
<<else>>
<<if $milk_amount gte 1>>
<<He>> continues to suck your <<nipple>>. Milk leaks from the tip.
<<breastfeed>>
<<sex 5 "breast" _n>>
<<else>>
<<He>> continues to suck your <<nipple>>, but no milk comes out. You've been sucked dry.
<<milkvolume 1>>
<<set $cheststate to "chestimminent">><<set $NPCList[_n].mouth to "chestimminent">>
<<sex 3 "breast" _n>>
<</if>>
<</if>>
<<else>>
<span class="lblue"><<He>> pulls <<his>> mouth away from your chest.</span>
<<set $chestuse to 0>><<set $cheststate to 0>><<set $NPCList[_n].mouth to 0>>
<<set $NPCList[_n].location.head to 0>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].mouth is "chestimminent">>
<<if $speechvaginavirgin isnot 1 and $speechpenisvirgin isnot 1 and $speechanusvirgin isnot 1 and $speechmouthvirgin isnot 1>>
<<if $lactating is 1 and $breastfeedingdisable is "f" and $milk_amount gte 1>>
<span class="pink"><<He>> takes your <<nipple>> into <<his>> mouth. You feel milk leak from your tip.</span>
<<breastfeed>>
<<set $cheststate to "chest">><<set $NPCList[_n].mouth to "chest">><<sex 5 "breast" _n>>
<<milkvolume 1>><<set $enemyanger -= 10>>
<<else>>
<<if random(1, 100) gte 81>>
<<He>> pulls <<his>> head away from your chest.
<<set $chestuse to 0>><<set $cheststate to 0>><<set $NPCList[_n].mouth to 0>>
<<else>>
<<if $enemyanger gte 100 and $combatExtended.reverseRapeStart is 0>>
<<He>> kneads your <<nipple>> between <<his>> teeth.
<<violence 3>>
<<else>>
<<He>> sucks your <<nipple>> while <<his>> tongue works the tip.
<<sex 3 "breast" _n>>
<</if>>
<<milkvolume 1>>
<</if>>
<</if>>
<<else>>
<span class="lblue"><<He>> pulls <<his>> mouth away from your chest.</span>
<<set $chestuse to 0>><<set $cheststate to 0>><<set $NPCList[_n].mouth to 0>>
<<set $NPCList[_n].location.head to 0>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].mouth is "chestentrance">>
<<if $speechvaginavirgin isnot 1 and $speechpenisvirgin isnot 1 and $speechanusvirgin isnot 1 and $speechmouthvirgin isnot 1>>
<<if $enemyanger gte 100>>
<<He>> bites your <<nipple>>, hard enough to hurt.
<<set $NPCList[_n].mouth to "chestimminent">><<set $cheststate to "chestimminent">>
<<violence 3>>
<<else>>
<<He>> presses the tip of <<his>> tongue against your <<nipple>>, licking and teasing.
<<set $NPCList[_n].mouth to "chestimminent">><<set $cheststate to "chestimminent">>
<<sex 3 "breast" _n>>
<</if>>
<<milkvolume 1>>
<<else>>
<span class="lblue"><<He>> pulls <<his>> mouth away from your chest.</span>
<<set $chestuse to 0>><<set $cheststate to 0>><<set $NPCList[_n].mouth to 0>>
<<set $NPCList[_n].location.head to 0>>
<</if>>
<</if>>
<<rng>>
<<namedNpcComments $NPCList[_n].fullDescription>>
<<if ($NPCList[_n].mouth is 0 or $NPCList[_n].mouth is "speech_only" or ($NPCList[_n].type is "plant" and $speechkissvirgin is 1)) and $speechdisable isnot 1 and _noNameComment>>
<<if $role is "islander" and (!$islander_language or $islander_language lt 100)>>
<<He>> speaks and gesticulates in <<his>> incomprehensible language.
<<elseif $NPCList[_n].type is "plant">>
<<plantspeech>>
<<elseif $combatgoal is "strip">>
<<rng>>
<<if $rng lte 25>>
<<if $enemyanger lte 60>>
<<He>> speaks.
"<<print either("Let me take all these clothes off.",
"Let's get you naked.",
"I think you enjoy being stripped naked!",
"You don't need clothes.",
"You need to be naked!")>>"
<<else>>
<<He>> speaks.
"<<print either("I'll rip your clothes off if I need to!",
"I'll get you naked one way or another!",
"I want your clothes gone!",
"You like being stripped naked, don't you!",
"You don't deserve clothes.",
"I want you nude!")>>"
<</if>>
<</if>>
<<elseif $speechvaginavirgin is 1 and $NPCList[_n].penis is "vagina">>
<<if $enemyanger lte 60>>
<<He>> speaks. "You were a virgin! I can't believe my luck!"
<<else>>
<<He>> speaks. "I felt your hymen tear bitch. Something to remember me by."
<</if>>
<<elseif $speechpenisvirgin is 1 and ($NPCList[_n].vagina is "penis" or $NPCList[_n].vagina is "otheranus" or $NPCList[_n].penis is "otheranus")>>
<<if $enemyanger lte 60>>
<<He>> speaks. "AHH! This was your first time wasn't it? It feels so good!"
<<else>>
<<He>> speaks. "How's it feel to have your virgin dick broken in? Feels amazing for me."
<</if>>
<<elseif $speechanusvirgin is 1 and $NPCList[_n].penis is "anus">>
<<if $enemyanger lte 60>>
<<He>> speaks. "It's so tight! This must be the first time your ass has been used like this."
<<else>>
<<He>> speaks. "It's so tight! This must be the first time your ass has been used like this. I've got plenty more work to do before you're properly broken in."
<</if>>
<<elseif $speechmouthvirgin is 1 and $NPCList[_n].penis is "mouth">>
<<if npcHasStrapon(_n)>>
<<if $enemyanger lte 60>>
<<He>> speaks. "Is this your first time giving head?"
<<else>>
<<He>> speaks. "Is this your first time giving head? You'll be addicted to my strap before you know it."
<</if>>
<<else>>
<<if $enemyanger lte 60>>
<<He>> speaks. "Is this the first time you've tasted dick?"
<<else>>
<<He>> speaks. "Is this the first time you've tasted dick? You'll be a cum-addicted cock slave soon."
<</if>>
<</if>>
<<elseif $speechspray is 1>>
<<sprayspeech>>
<<elseif $speechcum is 1 and $rng gte 61 and $speechorgasmrepeat lte 1 and $speechorgasmcount lte 6>>
<<cumspeech>>
<<elseif $rng gte 91>>
<<if not $gloryhole>>
<<basespeech>><<neutral 1 _n>>
<<else>>
<<basegloryholespeech>><<neutral 1 _n>>
<</if>>
<<elseif $rng gte 61>>
<<combatspeech _n>><<neutral 1 _n>>
<<elseif $rng gte 41 and !$gloryhole>>
<<clothesspeech>>
<<elseif !$gloryhole>>
<<rng>>
<<if $enemyanger + $rng lte 20>>
<<He>> ?admires your body.
<<neutral 1 _n>>
<<elseif $enemyanger + $rng lte 25>>
<<if $position is "wall" and $walltype isnot "front">>
<<He>> ?admires your helpless <<bottom>>.
<<neutral 1 _n>>
<<bodypart_admire random_bottom>>
<<else>>
<<He>> ?admires your hair.
<<neutral 1 _n>>
<<bodypart_admire_chance random_shoulder>>
<</if>>
<<elseif $enemyanger + $rng lte 30>>
<<if $position is "wall" and $walltype isnot "front">>
<<He>> ?admires your helpless hips.
<<neutral 1 _n>>
<<bodypart_admire pubic>>
<<else>>
<<He>> ?admires your chest.
<<neutral 1 _n>>
<<bodypart_admire breasts>>
<</if>>
<<elseif $enemyanger + $rng lte 35>>
<<if $walltype is "front">>
<<He>> ?admires your face.
<<neutral 1 _n>>
<<bodypart_admire random_cheek>>
<<else>>
<<He>> ?admires your legs.
<<neutral 1 _n>>
<<bodypart_admire random_thigh>>
<</if>>
<<elseif $enemyanger + $rng lte 40>>
<<if $position is "wall" and $walltype isnot "front">>
<<He>> ?admires your helpless legs.
<<neutral 1 _n>>
<<bodypart_admire random_thigh>>
<<elseif $chestuse is 0 and $NPCList[_n].location.genitals isnot "head" and $NPCList[_n].location.head isnot "head" and $NPCList[_n].location.head isnot "genitals">>
<<set $NPCList[_n].mouth to "chestentrance">><<set $chestuse to "mouth">><<set $cheststate to "mouthentrance">><<set $chesttarget to _n>>
<span class="blue"><<He>> moves <<his>> head to your chest.</span>
<<neutralbreast 1 _n>>
<<bodypart_admire breasts>>
<<set $NPCList[_n].location.head to "head">>
<<else>>
<<He>> leers at your <<breasts>>.
<</if>>
<<elseif $enemyanger + $rng lte 45>>
<<if $position is "wall" and $walltype isnot "front">>
<<He>> kisses your helpless thighs.
<<neutral 3 _n>>
<<bodypart_admire random_thigh>>
<<else>>
<<He>> kisses you on the forehead.
<<neutral 3 _n>>
<<bodypart_admire forehead>>
<</if>>
<<elseif $enemyanger + $rng lte 50>>
<<if $position is "wall" and $walltype isnot "front">>
<<He>> kisses you on the hips.
<<neutral 3 _n>>
<<bodypart_admire random_bottom>>
<<elseif $NPCList[_n].penis is "mouth" or $NPCList[_n].vagina is "mouth">>
<<He>> leans back,
<<if npcHasStrapon(_n)>>
taking in the view of your mouth on <<his>> strap.
<<else>>
savouring the feel of your mouth on <<his>> genitals.
<</if>> <<neutral 10 _n>>
<<else>>
<<He>> kisses you on the cheek.
<<neutral 3 _n>>
<<bodypart_admire random_cheek>>
<</if>>
<<elseif $enemyanger + $rng lte 55>>
<<if $position is "wall" and $walltype isnot "front">>
<<He>> licks your helpless thighs.
<<neutral 3 _n>>
<<bodypart_admire random_thigh>>
<<elseif $NPCList[_n].penis is "mouth" or $NPCList[_n].vagina is "mouth">>
<<He>> leans back,
<<if npcHasStrapon(_n)>>
taking in the view of your mouth on <<his>> strap.
<<else>>
savouring the feel of your mouth on <<his>> genitals.
<</if>> <<neutral 10 _n>>
<<else>>
<<He>> kisses your neck.
<<neutral 3 _n>>
<<bodypart_admire breasts>>
<</if>>
<<elseif $enemyanger + $rng lte 60>>
<<if $position is "wall" and $walltype isnot "front">>
<<He>> licks your helpless hips.
<<neutral 3 _n>>
<<bodypart_admire random_bottom>>
<<else>>
<<cheeklick _n>>
<</if>>
<<elseif $enemyanger + $rng lte 80>>
<<neutral 10 _n>>
<<if $position is "wall" and $walltype isnot "front">>
<<He>> licks your helpless legs.
<<neutral 3 _n>>
<<bodypart_admire random_thigh>>
<<else>>
<<if $mouthuse is 0 and !$worn.face.type.includes("covered") and !$worn.face.type.includes("gag")>>
<<if $NPCList[_n].penis is "chest">>
<<combatspeech _n>><<neutral 1 _n>>
<<elseif $NPCList[_n].location.genitals isnot "head">>
<span class="blue"><<He>> moves <<his>> lips close to yours, about to kiss.</span>
<<set $mouthuse to "kiss">><<set $mouthstate to "kissentrance">><<set $NPCList[_n].mouth to "kissentrance">><<sex 1 "mouth" _n>>
<<set $NPCList[_n].location.head = "head">><<set $mouthtarget to _n>>
<</if>>
<<else>>
<<cheeklick _n>>
<</if>>
<</if>>
<<elseif $enemyanger + $rng lte 84 and $anususe is 0 and $analingusdisablereceiving is "f" and $NPCList[_n].location.head is 0 and $NPCList[_n].location.genitals isnot "genitals" and $walltype isnot "front">>
<<neutral 10 _n>>
<<if $NPCList[_n].location.genitals is "head">>
<span class="blue">You feel <<him>> lean forward along your body, then you feel <<his>> breath on your <<bottom>>.</span>
<<else>>
<span class="blue"><<He>> kneels behind you. You feel <<his>> breath on your <<bottom>>.</span>
<</if>>
<<set $anususe to "othermouth">><<set $anusstate to "othermouthentrance">><<set $NPCList[_n].mouth to "anusentrance">>
<<sex 1 "anal" _n>><<set $NPCList[_n].location.head to "genitals">><<set $anustarget to _n>>
<<elseif $enemyanger + $rng lte 92 and $NPCList[_n].location.head is 0 and $NPCList[_n].location.genitals isnot "genitals" and $walltype isnot "front">>
<<neutral 10 _n>>
<<if $vaginause is 0 and $NPCList[_n].vagina is 0 and $player.vaginaExist>>
<span class="blue"><<He>> kneels beside you. You feel <<his>> breath on your <<pussy>>.</span>
<<set $vaginause to "othermouth">><<set $vaginastate to "othermouthentrance">><<set $NPCList[_n].mouth to "vaginaentrance">>
<<set $NPCList[_n].vagina to "othermouth">><<sex 1 "genital" _n>><<set $NPCList[_n].location.head to "genitals">><<set $vaginatarget to _n>>
<<elseif $vaginause is 0 and $NPCList[_n].penis is 0 and $player.vaginaExist>>
<span class="blue"><<He>> kneels beside you. You feel <<his>> breath on your <<pussy>>.</span>
<<set $vaginause to "othermouth">><<set $vaginastate to "othermouthentrance">><<set $NPCList[_n].mouth to "vaginaentrance">>
<<set $NPCList[_n].penis to "othermouth">><<sex 1 "genital" _n>><<set $NPCList[_n].location.head to "genitals">><<set $vaginatarget to _n>>
<<elseif $vaginause is 0 and $NPCList[_n].vagina is "facesit" and $player.vaginaExist>>
<span class="blue">You feel <<him>> lean forward along your body, then feel <<his>> breath on your <<pussy>>.</span>
<<set $vaginause to "othermouth">><<set $vaginastate to "othermouthentrance">><<set $NPCList[_n].mouth to "vaginaentrance">>
<<sex 1 "genital" _n>><<set $NPCList[_n].location.head to "genitals">><<set $vaginatarget to _n>>
<<else>>
<<He>> breathes on your skin, making your hair stand on end.
<<neutral 1>>
<</if>>
<<elseif $enemyanger + $rng lte 100 and $NPCList[_n].location.head is 0 and $NPCList[_n].location.genitals isnot "genitals" and $walltype isnot "front">>
<<neutral 10 _n>>
<<if $penisuse is 0 and $NPCList[_n].penis is 0 and $player.penisExist>>
<<if $player.condom>>
<<He>> removes <<condomDesc "player" "the">> from your penis.
<<removeNPCCondom $mouthtarget "player">>
<</if>>
<span class="blue">
<<He>> kneels beside
<<if $player.condom>>
you and removes <<condomDesc "player" "your">>.
<<removeNPCCondom $mouthtarget "player">>
<<else>>
you.
<</if>>
You feel <<his>> breath on your <<penis>>.
</span>
<<set $penisuse to "othermouth">><<set $penisstate to "othermouthentrance">><<set $NPCList[_n].mouth to "penisentrance">>
<<set $NPCList[_n].penis to "othermouth">><<sex 1 "genital" _n>><<set $NPCList[_n].location.head to "genitals">><<set $penistarget to _n>>
<<elseif $penisuse is 0 and $NPCList[_n].vagina is 0 and $player.penisExist>>
<span class="blue">
<<He>> kneels beside
<<if $player.condom>>
you and removes <<condomDesc "player" "your">>.
<<removeNPCCondom $mouthtarget "player">>
<<else>>
you.
<</if>>
You feel <<his>> breath on your <<penis>>.
</span>
<<set $penisuse to "othermouth">><<set $penisstate to "othermouthentrance">><<set $NPCList[_n].mouth to "penisentrance">>
<<set $NPCList[_n].vagina to "othermouth">><<sex 1 "genital" _n>><<set $NPCList[_n].location.head to "genitals">><<set $penistarget to _n>>
<<elseif $penisuse is 0 and $NPCList[_n].vagina is "facesit" and $player.penisExist>>
<span class="blue">
You feel <<him>> lean forward along your body, then feel <<his>> breath on your
<<if $player.condom>>
<<penis>> as <<condomDesc "player" "your">> is removed.
<<removeNPCCondom $mouthtarget "player">>
<<else>>
<<penis>>.
<</if>>
</span>
<<set $penisuse to "othermouth">><<set $penisstate to "othermouthentrance">><<set $NPCList[_n].mouth to "penisentrance">>
<<sex 1 "genital" _n>><<set $NPCList[_n].location.head to "genitals">><<set $penistarget to _n>>
<<else>>
<<He>> breathes on your skin, making your hair stand on end.
<<neutral 1 _n>>
<</if>>
<<elseif $enemyanger + $rng lte 105>>
<<if $position is "wall" and $walltype isnot "front" and $NPCList[_n].location.genitals isnot "genitals">>
<<He>> kisses and caresses your helpless thighs with <<his>> tongue.
<<neutral 10 _n>>
<<bodypart_admire random_thigh>>
<<elseif $NPCList[_n].location.genitals isnot "head">>
<<He>> kisses and caresses your <<nipple>> with <<his>> tongue.
<<neutralbreast 10 _n>>
<<bodypart_admire breasts>>
<</if>>
<<elseif $enemyanger + $rng lte 110>>
<<if $position is "wall" and $walltype isnot "front" and $NPCList[_n].location.genitals isnot "genitals">>
<<He>> kisses and gently bites your helpless <<bottom>>.
<<neutral 10 _n>>
<<bodypart_admire random_bottom>>
<<elseif $NPCList[_n].penis is "mouth" or $NPCList[_n].vagina is "mouth">>
<<He>> leans back,
<<if npcHasStrapon(_n)>>
taking in the view of your mouth on <<his>> strap.
<<else>>
savouring the feel of your mouth on <<his>> genitals.
<</if>> <<neutral 10 _n>>
<<elseif $NPCList[_n].location.genitals isnot "head">>
<<He>> kisses and gently bites you on the neck.
<<neutral 10 _n>>
<<bodypart_admire breasts>>
<</if>>
<<elseif $enemyanger + $rng lte 115>>
<<if $walltype is "front">>
<<He>> spits on your face.
<<neutral 5 _n>>
<<bodypart_admire forehead>>
<<else>>
<<He>> spits on your <<genitals>>.
<<neutral 5 "genitals" _n>>
<<bodypart_admire pubic>>
<</if>>
<<elseif $enemyanger + $rng lte 120>>
<<if $walltype is "front">>
<<He>> spits on your back.
<<neutral 5 _n>>
<<bodypart_admire back>>
<<else>>
<<He>> spits on your <<bottom>>.
<<neutral 5 _n>>
<<bodypart_admire random_bottom>>
<</if>>
<<elseif $enemyanger + $rng lte 130>>
<<if $position is "wall" and $walltype isnot "front">>
<<He>> spits on your tummy.
<<neutral 5 _n>>
<<bodypart_admire back>>
<<if playerBellyVisible()>><<set $speechpregnant to 1>><</if>>
<<elseif $NPCList[_n].location.genitals isnot "head" and $NPCList[_n].location.head isnot "head" and $NPCList[_n].location.head isnot "genitals" and $chestuse is 0>>
<<set $NPCList[_n].mouth to "chestentrance">><<set $chestuse to "mouth">><<set $cheststate to "mouthentrance">><<set $chesttarget to _n>>
<span class="blue"><<He>> moves <<his>> head to your chest.</span>
<<neutralbreast 1 _n>>
<<bodypart_admire breasts>>
<<set $NPCList[_n].location.head to "head">>
<</if>>
<<elseif $enemyanger + $rng lte 135 and $NPCList[_n].location.genitals isnot "genitals">>
<<if $walltype is "front">>
<<He>> runs <<his>> tongue over your cheek and jaw.
<<neutral 5 _n>>
<<bodypart_admire random_cheek>>
<<else>>
<<He>> runs <<his>> tongue up your inner thigh.
<<neutral 5 _n>>
<<bodypart_admire random_thigh>>
<</if>>
<<elseif $enemyanger + $rng lte 140>>
<<if $position is "wall" and $walltype isnot "front">>
<<He>> spits on your helpless thighs.
<<neutral 5 _n>>
<<bodypart_admire random_thigh>>
<<else>>
<<He>> spits on your face.
<<neutral 5 _n>>
<<bodypart_admire random_cheek>>
<</if>>
<<elseif $enemyanger + $rng lte 145 and $NPCList[_n].location.genitals isnot "head">>
<<He>> presses <<his>> mouth against your forehead.
<<neutral 5 _n>>
<<bodypart_admire forehead>>
<<elseif $enemyanger + $rng lte 150>>
<<if $walltype isnot "front">>
<<He>> bites your cheek.
<<violence 10>><<hitstat>><<bruise face>>
<<bodypart_admire random_cheek>>
<<else>>
<<He>> bites your <<bottom>>.
<<violence 10>><<hitstat>><<bruise bottom>>
<<bodypart_admire random_bottom>>
<</if>>
<<elseif $enemyanger + $rng lte 155>>
<<if $walltype isnot "front">>
<<He>> ?admires your <<breasts>>, eyes full of thirst.
<<neutral 5 _n>>
<<bodypart_admire chest>>
<<else>>
<<He>> ?admires your groin, eyes full of thirst.
<<neutral 5 _n>>
<<bodypart_admire pubic>>
<</if>>
<<elseif $enemyanger + $rng lte 160>>
<<if $position is "wall" and $walltype isnot "front" and $NPCList[_n].location.genitals isnot "genitals">>
<<He>> bites your thighs.
<<violence 10>><<hitstat>><<bruise thigh>>
<<bodypart_admire random_thigh>>
<<elseif $NPCList[_n].location.genitals isnot "head">>
<<combatExtendedCheck>>
<<if ($combatExtended.passiveDodging is 1 or $combatExtended.activeDodgingActive is 1 or $combatExtended.countering is 1) and ($combatExtended.dodgeSuccess gte 1 or $combatExtended.counteringActive gte 1) and $consensual isnot 1>>
<<He>> tries to bite your shoulders but
<<if $combatExtended.counterSuccess is 2>>
<span class="green">you backstep and throw a jab into their face.</span>
<<defiance 5>><<control 4>><<ggcontrol>><<counterStat>>
<<elseif $combatExtended.dodgeSuccess is 2>>
<span class="green">you dodge.</span>
<<control 2>><<gcontrol>><<dodgeStat>><<set $enemyanger += 10>>
<<elseif $combatExtended.counterSuccess is 1>>
<span class="blue">you manage to punch them away.</span>
<<defiance 3>><<violence 10>><<hitstat>><<bruise leftarm>><<bruise rightarm>><<partialCounterStat>><<combatExtendedStability -10>>
<<else>>
<span class="blue">you partially dodge.</span>
<<violence 5>><<bruise leftarm>><<bruise rightarm>><<hitstat>><<partialDodgeStat>><<combatExtendedStability -5>>
<</if>>
<<else>>
<<He>> bites your shoulders.
<<violence 10>><<hitstat>><<bruise leftarm>><<bruise rightarm>>
<<bodypart_admire_chance random_shoulder>><<combatExtendedStability -10>>
<</if>>
<</if>>
<<elseif $enemyanger + $rng lte 165 and $NPCList[_n].location.genitals isnot "genitals" and !(playerBellySize(true) gte 8)>>
<<combatExtendedCheck>>
<<if ($combatExtended.passiveDodging is 1 or $combatExtended.activeDodgingActive is 1 or $combatExtended.countering is 1) and ($combatExtended.dodgeSuccess gte 1 or $combatExtended.counteringActive gte 1) and $consensual isnot 1>>
<<He>> tries to bite your tummy but
<<if $combatExtended.counterSuccess is 2>>
<span class="green">you grab their head and strike their face with your knee.</span>
<<defiance 5>><<control 4>><<ggcontrol>><<counterStat>>
<<elseif $combatExtended.dodgeSuccess is 2>>
<span class="green">you dodge.</span>
<<control 2>><<gcontrol>><<dodgeStat>><<set $enemyanger += 10>>
<<elseif $combatExtended.counterSuccess is 1>>
<span class="blue">you manage to punch them away.</span>
<<defiance 3>><<violence 10>><<hitstat>><<bruise tummy>><<partialCounterStat>><<combatExtendedStability -10>>
<<else>>
<span class="blue">you partially dodge.</span>
<<violence 5>><<bruise tummy>><<hitstat>><<partialDodgeStat>><<combatExtendedStability -5>>
<</if>>
<<else>>
<<He>> bites your tummy.
<<violence 10>><<hitstat>><<bruise tummy>>
<<bodypart_admire back>><<combatExtendedStability -10>>
<</if>>
<<elseif $enemyanger + $rng lte 170>>
<<if $position is "wall" and $walltype isnot "front" and $NPCList[_n].location.genitals isnot "genitals">>
<<He>> bites your hips.
<<violence 10>><<hitstat>><<bruise tummy>>
<<bodypart_admire pubic>>
<<elseif $NPCList[_n].penis is "mouth" or $NPCList[_n].vagina is "mouth">>
<<He>> leans back,
<<if npcHasStrapon(_n)>>
taking in the view of your mouth on <<his>> strap.
<<else>>
savouring the feel of your mouth on <<his>> genitals.
<</if>> <<neutral 10 _n>>
<<elseif $NPCList[_n].location.genitals isnot "head">>
<<combatExtendedCheck>>
<<if ($combatExtended.passiveDodging is 1 or $combatExtended.activeDodgingActive is 1 or $combatExtended.countering is 1) and ($combatExtended.dodgeSuccess gte 1 or $combatExtended.counteringActive gte 1) and $consensual isnot 1>>
<<He>> tries to bite your neck but you
<<if $combatExtended.counterSuccess is 2>>
<span class="green">you backstep and deliver a hook.</span>
<<defiance 5>><<control 4>><<ggcontrol>><<counterStat>>
<<elseif $combatExtended.dodgeSuccess is 2>>
<span class="green">you dodge.</span>
<<control 2>><<gcontrol>><<dodgeStat>><<set $enemyanger += 10>>
<<elseif $combatExtended.counterSuccess is 1>>
<span class="blue">you manage to punch them away.</span>
<<defiance 3>><<violence 10>><<hitstat>><<bruise neck>><<partialCounterStat>><<combatExtendedStability -10>>
<<else>>
<span class="blue">you partially dodge.</span>
<<violence 5>><<bruise neck>><<hitstat>><<partialDodgeStat>><<combatExtendedStability -5>>
<</if>>
<<else>>
<<He>> bites your neck.
<<violence 10>><<hitstat>><<bruise neck>>
<<bodypart_admire breasts>><<combatExtendedStability -10>>
<</if>>
<</if>>
<<elseif $enemyanger + $rng lte 180>>
<<if $position is "wall" and $walltype isnot "front" and $NPCList[_n].location.genitals isnot "genitals">>
<<He>> bites your thighs.
<<violence 10>><<hitstat>><<bruise thigh>>
<<bodypart_admire random_thigh>>
<<elseif $NPCList[_n].penis is "mouth" or $NPCList[_n].vagina is "mouth">>
<<He>> leans back,
<<if npcHasStrapon(_n)>>
taking in the view of your mouth on <<his>> strap.
<<else>>
savouring the feel of your mouth on <<his>> genitals.
<</if>> <<neutral 10 _n>>
<<elseif $NPCList[_n].location.genitals isnot "head">>
<<combatExtendedCheck>>
<<if ($combatExtended.passiveDodging is 1 or $combatExtended.activeDodgingActive is 1 or $combatExtended.countering is 1) and ($combatExtended.dodgeSuccess gte 1 or $combatExtended.counteringActive gte 1) and $consensual isnot 1>>
<<He>> tries to bite your cheek but
<<if $combatExtended.counterSuccess is 2>>
<span class="green">you simply jab their face.</span>
<<defiance 5>><<control 4>><<ggcontrol>><<counterStat>>
<<elseif $combatExtended.dodgeSuccess is 2>>
<span class="green">you dodge.</span>
<<control 2>><<gcontrol>><<dodgeStat>><<set $enemyanger += 10>>
<<elseif $combatExtended.counterSuccess is 1>>
<span class="blue">you manage to punch them away.</span>
<<defiance 3>><<violence 10>><<hitstat>><<bruise face>><<partialCounterStat>><<combatExtendedStability -10>>
<<else>>
<span class="blue">you partially dodge.</span>
<<violence 5>><<bruise face>><<hitstat>><<partialDodgeStat>><<combatExtendedStability -5>>
<</if>>
<<else>>
<<He>> bites your cheek.
<<violence 10>><<hitstat>><<bruise face>>
<<bodypart_admire random_cheek>><<combatExtendedStability -10>>
<</if>>
<</if>>
<<elseif $enemyanger + $rng gte 190>>
<<if $position is "wall" and $walltype isnot "front" and $NPCList[_n].location.genitals isnot "genitals">>
<<He>> bites your <<bottom>>.
<<violence 10>><<hitstat>><<bruise bottom>>
<<bodypart_admire random_bottom>>
<<elseif $NPCList[_n].location.genitals isnot "head">>
<<combatExtendedCheck>>
<<if ($combatExtended.passiveDodging is 1 or $combatExtended.activeDodgingActive is 1 or $combatExtended.countering is 1) and ($combatExtended.dodgeSuccess gte 1 or $combatExtended.counteringActive gte 1) and $consensual isnot 1>>
<<He>> tries to bite your <<breasts>> but
<<if $combatExtended.counterSuccess is 2>>
<span class="green">you backstep and jab their face.</span>
<<defiance 5>><<control 4>><<ggcontrol>><<counterStat>>
<<elseif $combatExtended.dodgeSuccess is 2>>
<span class="green">you dodge.</span>
<<control 2>><<gcontrol>><<dodgeStat>><<set $enemyanger += 10>>
<<elseif $combatExtended.counterSuccess is 1>>
<span class="blue">you manage to punch them away.</span>
<<defiance 3>><<violence 10>><<hitstat>><<bruise chest>><<partialCounterStat>><<combatExtendedStability -10>>
<<else>>
<span class="blue">you partially dodge.</span>
<<violence 5>><<bruise chest>><<hitstat>><<partialDodgeStat>><<combatExtendedStability -5>>
<</if>>
<<else>>
<<He>> bites your <<breasts>>.
<<violence 10>><<hitstat>><<bruise chest>><<playWithBreasts>>
<<bodypart_admire breasts>><<combatExtendedStability -10>>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<<else>>
<span class="red"><<He>> recoils from the emotional damage</span>.
<</if>>
<</if>>
<<if $possessed and $control lt $controlmax>>
<span class="blue">You barely feel a thing.</span>
<</if>>
<<if $stalk and _stripped>>/*NPC can run off with clothes, and trigger a chase sequence. */
<<stalk_flight>>
<<set $position to "stalk">>
<<He>> runs away, <span class="pink">with your clothes still in <<his>> possession!</span>
<</if>>
<<manend>><<set $pullaway to 0>><<set $NPCList[_n].intro to 0>>
<</widget>>
<<widget "penisinit">>
<<rng>>
<<if $gloryhole>>
The $NPCList[_n].penisdesc waits expectantly.
<<elseif $npcSub>>
<<His>> $NPCList[_n].penisdesc twitches, awaiting your touch.
<<elseif $enemyanger + $rng lte 20>>
<<if $NPCList[_n].lefthand is 0>>
<<if $enemyarousal lte 40>>
<<He>> slowly rubs <<his>> shaft.
<<submission 1 _n>>
<<elseif $enemyarousal lte 90>>
<<He>> quickly rubs <<his>> shaft.
<<submission 2 _n>>
<<elseif $enemyarousal gte 91>>
<<He>> rapidly rubs <<his>> shaft.
<<submission 3 _n>>
<</if>>
<<elseif $NPCList[_n].righthand is 0>>
<<if $enemyarousal lte 40>>
<<He>> slowly rubs <<his>> shaft.
<<submission 1 _n>>
<<elseif $enemyarousal lte 90>>
<<He>> quickly rubs <<his>> shaft.
<<submission 2 _n>>
<<elseif $enemyarousal gte 91>>
<<He>> rapidly rubs <<his>> shaft.
<<submission 3 _n>>
<</if>>
<<else>>
<<if $walltype is "front">>
<<He>> slaps <<his>> $NPCList[_n].penisdesc against your cheek.
<<submission 2 _n>>
<<else>>
<<He>> rubs <<his>> $NPCList[_n].penisdesc against your thighs.
<<submission 2 _n>>
<</if>>
<</if>>
<<elseif $enemyanger + $rng lte 25>>
<<if $position is "wall" and $walltype isnot "front">>
<<He>> rubs <<his>> $NPCList[_n].penisdesc against your thighs.
<<submission 2 _n>>
<<else>>
<<He>> rubs <<his>> $NPCList[_n].penisdesc against your tummy.
<<submission 2 _n>>
<<if playerBellyVisible()>><<set $speechpregnant to 1>><</if>>
<</if>>
<<elseif $enemyanger + $rng lte 30>>
<<if $position is "wall" and $walltype isnot "front">>
<<He>> rubs <<his>> $NPCList[_n].penisdesc against your thighs.
<<submission 2 _n>>
<<elseif $player.breastsize gte 3>>
<span class="blue"><<He>> presses <<his>> $NPCList[_n].penisdesc against your <<breasts>>.</span>
<<submission 2 _n>><<playWithBreasts>><<set $chestactiondefault to "rub">><<set $chestuse to "penis">><<set $chesttarget to _n>><<cheststat>><<set $mouthactiondefault to "peniskiss">><<set $NPCList[_n].penis to "chest">><<set $NPCList[_n].location.genitals to "head">>
<<else>>
<<He>> rubs <<his>> $NPCList[_n].penisdesc against your <<breasts>>.
<<submission 2 _n>><<playWithBreasts>>
<</if>>
<<elseif $enemyanger + $rng lte 35>>
<<if $walltype is "front">>
<<He>> slaps <<his>> $NPCList[_n].penisdesc against your cheek.
<<submission 2 _n>>
<<else>>
<<He>> rubs <<his>> $NPCList[_n].penisdesc against your thighs.
<<submission 2 _n>>
<</if>>
<<elseif $enemyanger + $rng lte 40>>
<<if $position is "wall" and $walltype isnot "front">>
<<He>> rubs <<his>> $NPCList[_n].penisdesc against your thighs.
<<submission 2 _n>>
<<elseif $NPCList[_n].mouth is 0>>
<<He>> rubs <<his>> $NPCList[_n].penisdesc against your face.
<<submission 2 _n>>
<<else>>
<<He>> rubs <<his>> $NPCList[_n].penisdesc against your thighs.
<<submission 2 _n>>
<</if>>
<<elseif $enemyanger + $rng lte 45 and $NPCList[_n].location.genitals is 0 and $NPCList[_n].location.head isnot "genitals" and $walltype isnot "front">>
<!-- anal -->
<<if $player.penisExist or playerHasStrapon()>>
<<if $penisuse is 0>>
<<if $analdisable is "f" and $consensual is 1>>
<<if $NPCList[_n].condom and $NPCList[_n].condom.willUse is true and !$player.condom and $parasite.penis.name is undefined and
$worn.under_lower.vagina_exposed is 1 and $worn.lower.vagina_exposed is 1 and $worn.over_lower.vagina_exposed is 1>>
<<if playerChastity("penis")>>
<<He>> tries to put a condom on your penis, but can't seem to get it over your $worn.genitals.name. <span class="red"><<He>> quickly gives up.</span>
<<set $NPCList[_n].condom.willUse to false>>
<<else>>
<span class="green"><<He>> slips <<condomDesc _n>> on your <<penis>>.</span>
<<equipNPCCondom _n "player">>
<</if>>
<</if>>
<span class="blue"><<He>> straddles you, rubbing <<his>> ass against your <<penis>>.</span>
<<neutral 5 _n>><<set $penisuse to "otheranus">><<set $NPCList[_n].penis to "otheranusentrance">><<set $penisstate to "otheranusentrance">><<set $speechotheranusentrance to 1>><<set $penistarget to _n>>
<<set $NPCList[_n].location.genitals = "genitals">>
<</if>>
<</if>>
<</if>>
<<elseif $enemyanger + $rng lte 60 and $NPCList[_n].location.genitals is 0 and $NPCList[_n].location.head isnot "head">>
<<if $mouthuse is 0>>
<<if $penisbitten is 0>>
<<if $position isnot "wall">>
<<if wearingCondom(_n)>>
<<He>> removes <<condomDesc _n "the">> from <<his>> penis.
<<removeNPCCondom _n>>
<</if>>
<span class="blue"><<He>> positions <<his>> $NPCList[_n].penisdesc in front of your mouth.</span>
<<if $NPCList[_n].type is "plant" and !["peniskiss","penislick"].includes($mouthactiondefault)>>
<span class="pink">Nectar glistens on the tip.</span>
<</if>>
<<neutral 5 _n>><<set $mouthuse to "penis">><<set $NPCList[_n].penis to "mouthentrance">><<set $mouthstate to "entrance">><<set $speechmouthentrance to 1>>
<<set $NPCList[_n].location.genitals = "head">><<set $mouthtarget to _n>>
<</if>>
<</if>>
<</if>>
<<elseif $enemyanger + $rng lte 70 and $penisuse is 0 and ($player.penisExist or (playerHasStrapon() and !npcHasStrapon(_n))) and $worn.under_lower.vagina_exposed is 1 and $worn.lower.vagina_exposed is 1 and $worn.over_lower.vagina_exposed is 1 and $NPCList[_n].location.genitals is 0 and $NPCList[_n].location.head isnot "genitals" and $walltype isnot "front">>
<<set $penisuse to "otherpenis">><<set $penisstate to "otherpenisentrance">><<set $NPCList[_n].penis to "penisentrance">><<sex 5 "genital" _n>><<set $penistarget to _n>>
<<if $NPCList[_n].chastity.penis.includes("chastity")>>
<span class="blue"><<He>> moves <<his>> caged $NPCList[_n].penisdesc close to your penis.</span>
<<elseif playerChastity("penis")>>
<span class="blue"><<He>> moves <<his>> $NPCList[_n].penisdesc close to your $worn.genitals.name.</span>
<<else>>
<span class="blue"><<He>> moves <<his>> $NPCList[_n].penisdesc close to your <<penis>>.</span>
<</if>>
<<elseif $enemyanger + $rng lte 100 and $NPCList[_n].location.genitals is 0 and $NPCList[_n].location.head isnot "genitals" and $walltype isnot "front">>
<<if $player.vaginaExist and $vaginause is 0 and ($anususe isnot 0 or random(0,100) gte 50)>>
<<if $NPCList[_n].condom and $NPCList[_n].condom.willUse is true and $NPCList[_n].condom.worn is false and !$NPCList[_n].penisdesc.includes("strap-on")>>
<<if $NPCList[_n].chastity.penis.includes("chastity")>>
<<He>> tries to put a condom on, but can't seem to get it over <<his>> $NPCList[_n].chastity.penis. <span class="red"><<He>> quickly gives up.</span>
<<set $NPCList[_n].condom.willUse to false>>
<<else>>
<span class="green"><<He>> slips <<condomDesc _n>> on <<his>> penis.</span>
<<equipNPCCondom _n>>
<</if>>
<</if>>
<span class="blue"><<He>> moves between your legs, positioning <<his>> $NPCList[_n].penisdesc in front of your <<pussy>>.</span>
<<neutral 5 _n>><<set $vaginause to "penis">><<set $NPCList[_n].penis to "vaginaentrance">><<set $vaginastate to "entrance">><<set $speechvaginaentrance to 1>><<set $vaginatarget to _n>>
<<set $NPCList[_n].location.genitals = "genitals">>
<<elseif $player.vaginaExist and $vaginaldoubledisable is "f" and ($awareness lt 300 ? random(0,1) is 0 : random(0,3) isnot 0) and $anususe isnot "penisdouble" and $vaginause is "penis" and $NPCList[_n].penissize gte 2 and $NPCList[$vaginatarget].penissize gte 2 and !["legLock","legLocked"].includes($feetuse)>>
/* level 4 awareness( $awareness gt 300) should make this more common
This action requires both NPCs to have a minimum penis size to initiate */
<!--
Double combat actions:
Double comabt actions work similarly to their single counterparts, albeit with penetration states and enter/exit conditions.
NPCs and player actions happen more or less the same way as existing actions.
Initiation/escape actions will add or remove one NPC and switch the other one to single/double as appropriate.
There are two primary states; in sync and out of sync. While out of sync, they typically display text more or less the same as their singular versions.
While in sync, they display the double version text and combat outcomes.
-->
/* Error handling for escaped penises. Divert to regular penetration */
/* Essentially, NPC's penis has been set to 0 somehow, yet the player's states have not been reset. */
<<set $vaginadoubletarget to _n>>
<<if $vaginatarget is $vaginadoubletarget>>
<br><br>
<<error {
message : `[${$NPCList[$vaginatarget].fullDescription}] penis has escaped. It is set to [${$NPCList[$vaginatarget].penis}] but player state remains [${$vaginastate}]`,
source : "[0x0] Occurred in man-combat -> penisinit: DVP. Please export and report."
}>>
<br><br>
<<He>> teases your <<pussy>> with <<his>> $NPCList[$vaginatarget].penisdesc.
<<set $NPCList[$vaginatarget].penis to "vaginaentrance">>
<<if $vaginastate is "entrance">><<set $NPCList[$vaginatarget].penis to "vaginaentrance">>
<<elseif $vaginastate is "imminent">><<set $NPCList[$vaginatarget].penis to "vaginaimminent">>
<<elseif $vaginastate is "penetrated">><<set $NPCList[$vaginatarget].penis to "vagina">>
<</if>>
<<else>>
/* Do intended function. Switch player into DP state and set NPC state */
<<if $NPCList[_n].condom and $NPCList[_n].condom.willUse is true and $NPCList[_n].condom.worn is false and !$NPCList[_n].penisdesc.includes("strap-on")>>
<<if $NPCList[_n].chastity.penis.includes("chastity")>>
<<He>> tries to put a condom on, but can't seem to get it over <<his>> $NPCList[_n].chastity.penis. <span class="red"><<He>> quickly gives up.</span>
<<set $NPCList[_n].condom.willUse to false>>
<<else>>
<span class="green"><<He>> slips <<condomDesc _n>> on <<his>> penis.</span>
<<equipNPCCondom _n>>
<</if>>
<</if>>
<span class="blue"><<He>> moves <<his>> $NPCList[_n].penisdesc between your legs, joining the other cock in front of your <<pussy>>.</span>
<<neutral 5>>
/* Player */
<<set $vaginause to "penisdouble">>
<<set $vaginastate to (["doublepenetration", "doubleimminent"].includes($vaginastate) ? $vaginastate : "doubleentrance")>>
/* NPC */
<<set $speechvaginaentrance to 1>>
<<set $NPCList[_n].penis to "vaginaentrancedouble">>
<<set $NPCList[_n].location.genitals = "genitals">>
<<if $NPCList[$vaginatarget].penis is "vagina">>
<<set $NPCList[$vaginatarget].penis to "vaginadouble">>
<<elseif $NPCList[$vaginatarget].penis is "vaginaimminent">>
<<set $NPCList[$vaginatarget].penis to "vaginaimminentdouble">>
<<elseif $NPCList[$vaginatarget].penis is "vaginaentrance">>
<<set $NPCList[$vaginatarget].penis to "vaginaentrancedouble">>
<</if>>
<</if>>
<<elseif $analdisable is "f" and $anususe is 0 and $bottomuse is 0>>
<<if $NPCList[_n].condom and $NPCList[_n].condom.willUse is true and $NPCList[_n].condom.worn is false and !$NPCList[_n].penisdesc.includes("strap-on")>>
<<if $NPCList[_n].chastity.penis.includes("chastity")>>
<<He>> tries to put a condom on, but can't seem to get it over <<his>> $NPCList[_n].chastity.penis. <span class="red"><<He>> quickly gives up.</span>
<<set $NPCList[_n].condom.willUse to false>>
<<else>>
<span class="green"><<He>> slips <<condomDesc _n>> on <<his>> penis.</span>
<<equipNPCCondom _n>>
<</if>>
<</if>>
<span class="blue"><<He>> moves between your legs, positioning <<his>> $NPCList[_n].penisdesc in front of your <<bottom>>.</span>
<<if $NPCList[_n].type is "plant" and $NPCList[_n].penissize gte 4 and canImpregnateParasite("anus")>>
<span class="red">Something about it scares you.</span>
<</if>>
<<neutral 5>><<set $anususe to "penis">><<set $NPCList[_n].penis to "anusentrance">><<set $anusstate to "entrance">><<set $speechanusentrance to 1>><<set $anustarget to _n>>
<<set $NPCList[_n].location.genitals = "genitals">>
<<elseif $analdisable is "f" and $analdoubledisable is "f" and ($awareness lt 300 ? random(0,1) is 0 : random(0,3) isnot 0) and $vaginause isnot "penisdouble" and $bottomuse isnot "penis" and $anususe is "penis" and $anususe isnot "penisdouble" and $NPCList[_n].penissize gte 2 and $NPCList[$anustarget].penissize gte 2 and !["legLock","legLocked"].includes($feetuse)>>
/* level 4 awareness( $awareness gt 300) should make this more common
This action requires both NPCs to have a minimum penis size to initiate */
<!--
Double combat actions:
Double comabt actions work similarly to their single counterparts, albeit with penetration states and enter/exit conditions.
NPCs and player actions happen more or less the same way as existing actions.
Initiation/escape actions will add or remove one NPC and switch the other one to single/double as appropriate.
There are two primary states; in sync and out of sync. While out of sync, they typically display text more or less the same as their singular versions.
While in sync, they display the double version text and combat outcomes.
-->
/* Error handling for escaped penises. Divert to regular penetration */
/* Essentially, NPC's penis has been set to 0 somehow, yet the player's states have not been reset. */
<<set $anusdoubletarget to _n>>
<<if $anustarget is $anusdoubletarget>>
<br><br>
<<error {
message : `[${$NPCList[$anustarget].fullDescription}] penis has escaped. It is set to [${$NPCList[$anustarget].penis}] but player state remains [${$anusstate}]`,
source : "[0x0] Occurred in man-combat -> penisinit: DAP. Please export and report."
}>>
<br><br>
<<He>> teases your <<bottom>> with <<his>> $NPCList[$anustarget].penisdesc.
<<set $NPCList[$vaginatarget].penis to "anusentrance">>
<<if $anusstate is "entrance">>
<<set $NPCList[$anustarget].penis to "anusentrance">>
<<He>> tries to penetrate, but slips away.
<<elseif $vaginastate is "imminent">>
<<set $NPCList[$vaginatarget].penis to "anusimminent">>
<<He>> pushes <<his>> cock against your opening, teasing what's to come.
<<elseif $vaginastate is "penetrated">>
<<set $NPCList[$vaginatarget].penis to "anus">>
<<He>> continues thrusting into your <<bottom>>.
<</if>>
<<else>>
/* Otherwise do the intended function */
<<if $NPCList[_n].condom and $NPCList[_n].condom.willUse is true and $NPCList[_n].condom.worn is false and !$NPCList[_n].penisdesc.includes("strap-on")>>
<<if $NPCList[_n].chastity.penis.includes("chastity")>>
<<He>> tries to put a condom on, but can't seem to get it over <<his>> $NPCList[_n].chastity.penis. <span class="red"><<He>> quickly gives up.</span>
<<set $NPCList[_n].condom.willUse to false>>
<<else>>
<span class="green"><<He>> slips <<condomDesc _n>> on <<his>> penis.</span>
<<equipNPCCondom _n>>
<</if>>
<</if>>
<span class="blue"><<He>> moves between your legs, joining the cock in front of your <<bottom>>.</span>
<<neutral 5 _n>>
/* Player */
<<set $anusdoubletarget to _n>>
<<set $anususe to "penisdouble">>
<<if $anusstate isnot "doublepenetration" and $anusstate isnot "doubleimminent">>
<<set $anusstate to "doubleentrance">>
<</if>>
/* NPC */
<<set $NPCList[_n].penis to "anusentrancedouble">><<set $NPCList[_n].location.genitals = "genitals">><<set $speechanusentrance to 1>>
<<if $NPCList[$anustarget].penis is "anus">>
<<set $NPCList[$anustarget].penis to "anusdouble">>
<<elseif $NPCList[$anustarget].penis is "anusimminent">>
<<set $NPCList[$anustarget].penis to "anusimminentdouble">>
<<elseif $NPCList[$anustarget].penis is "anusentrance">>
<<set $NPCList[$anustarget].penis to "anusentrancedouble">>
<</if>>
<</if>>
<</if>>
<<elseif $enemyanger + $rng lte 120>>
<<if $analingusdisablegiving is "f" and $enemyno gte 2 and $position isnot "wall"
and $mouthuse is 0 and $NPCList[_n].location.head isnot "head" and $NPCList[_n].location.genitals is 0
and (!$player.vaginaExist or $vaginause isnot 0)
and (!$player.penisExist or $penisuse isnot 0)
and ($analdisable is "t" or $anususe isnot 0)
and !$worn.face.type.includes("covered") and !$worn.face.type.includes("gag")>>
<span class="purple"><<He>> turns around and moves <<his>> ass in front of your face.</span>
<<submission 5 _n>><<set $mouthuse to "otheranus">><<set $mouthstate to "otheranus">><<set $NPCList[_n].penis to "mouthotheranus">>
<<set $NPCList[_n].location.genitals = "head">><<set $speechmouthotheranus to 1>><<set $mouthtarget to _n>>
<<else>>
<<He>> slowly traces <<his>> length across your exposed skin.
<<neutral 1 _n>><<neutral 5 _n>>
<</if>>
<<elseif $enemyanger + $rng lte 140>>
<<if $penisbitten is 0>>
<<if $position isnot "wall">>
<<if $mouthuse is 0 and $NPCList[_n].location.genitals is 0 and $NPCList[_n].location.head isnot "head"and !$worn.face.type.includes("covered") and !$worn.face.type.includes("gag")>>
<<if wearingCondom(_n)>>
<<He>> removes <<condomDesc _n "the">> from <<his>> penis.
<<removeNPCCondom _n>>
<</if>>
<span class="purple"><<He>> shoves <<his>> $NPCList[_n].penisdesc against your lips.</span>
<<if $NPCList[_n].type is "plant" and !["peniskiss","penislick"].includes($mouthactiondefault)>>
<span class="pink">Nectar glistens on the tip.</span>
<</if>>
<<submission 5 _n>><<set $mouthuse to "penis">><<set $mouthstate to "imminent">><<set $NPCList[_n].penis to "mouthimminent">><<set $speechmouthimminent to 1>>
<<set $NPCList[_n].location.genitals = "head">><<set $mouthtarget to _n>>
<<else>>
<<He>> slowly traces <<his>> length across your exposed skin.
<<neutral 1 _n>>
<</if>>
<<else>>
<<He>> slowly traces <<his>> length across your exposed skin.
<<neutral 1 _n>>
<</if>>
<</if>>
<<elseif $enemyanger + $rng lte 150 and ($penisuse is 0 or $vaginause is 0) and $NPCList[_n].location.genitals is 0 and $NPCList[_n].location.head isnot "genitals" and $footdisable is "f" and $walltype isnot "front">>
<span class="purple"><<He>> presses <<his>> foot against your <<genitals>>.</span>
<<neutral 5 "genitals" _n>><<violence 1>><<set $NPCList[_n].penis to "footjob">>
<<if $player.penisExist and $penisuse is 0>>
<<set $penisuse to "feet">><<set $speechpenisfoot to 1>>
<</if>>
<<if $player.vaginaExist and $vaginause is 0>>
<<set $vaginause to "feet">>
<<if !$player.penisExist>>
<<set $speechvaginafoot to 1>>
<</if>>
<</if>>
<<elseif $enemyanger + $rng lte 170 and $NPCList[_n].location.genitals is 0 and $NPCList[_n].location.head isnot "genitals" and $walltype isnot "front">>
<<if $anususe is 0 and $analdisable is "f">>
<<if $NPCList[_n].condom and $NPCList[_n].condom.willUse is true and $NPCList[_n].condom.worn is false and !$NPCList[_n].penisdesc.includes("strap-on")>>
<<if $NPCList[_n].chastity.penis.includes("chastity")>>
<<He>> tries to put a condom on, but can't seem to get it over <<his>> $NPCList[_n].chastity.penis. <span class="red"><<He>> quickly gives up.</span>
<<set $NPCList[_n].condom.willUse to false>>
<<else>>
<span class="green"><<He>> slips <<condomDesc _n>> on <<his>> penis.</span>
<<equipNPCCondom _n>>
<</if>>
<</if>>
<<if $worn.lower.anus_exposed is 1 and $worn.over_lower.anus_exposed is 1>>
<<if $worn.under_lower.anus_exposed is 1 and $worn.genitals.anus_exposed is 1 and $NPCList[_n].chastity.penis.includes("chastity")>>
<span class="purple"><<He>> presses <<his>> $NPCList[_n].penisdesc against your anus.</span>
<<neutral 5 "anus">><<set $anususe to "penis">><<set $NPCList[_n].penis to "anusentrance">><<set $anusstate to "entrance">><<set $speechanusentrance to 1>><<set $anustarget to _n>>
<<elseif $worn.under_lower.anus_exposed is 1 and $worn.genitals.anus_exposed is 1>>
<span class="purple"><<He>> presses <<his>> $NPCList[_n].penisdesc against your anus, preparing to penetrate.</span>
<<sex 5 "anal" _n>><<set $anususe to "penis">><<set $NPCList[_n].penis to "anusimminent">><<set $anusstate to "imminent">><<set $speechanusimminent to 1>><<set $anustarget to _n>>
<<elseif $worn.under_lower.anus_exposed is 0>>
<span class="blue"><<He>> presses <<his>> $NPCList[_n].penisdesc against your anus through your $worn.under_lower.name.</span>
<<sex 3 "anal" _n>><<set $NPCList[_n].penis to "anusentrance">><<set $anususe to "penis">><<set $worn.under_lower.integrity -= 10>><<set $anusstate to "entrance">><<set $speechanusentrance to 1>><<set $anustarget to _n>>
<</if>>
<<elseif $worn.over_lower.anus_exposed is 0>>
<span class="blue"><<He>> presses <<his>> $NPCList[_n].penisdesc against your anus through your $worn.over_lower.name.</span>
<<sex 2 "anal" _n>><<set $NPCList[_n].penis to "anusentrance">><<set $anususe to "penis">><<set $worn.over_lower.integrity -= 10>><<set $anusstate to "entrance">><<set $speechanusentrance to 1>><<set $anustarget to _n>>
<<elseif $worn.lower.anus_exposed is 0>>
<span class="blue"><<He>> presses <<his>> $NPCList[_n].penisdesc against your anus through your $worn.lower.name.</span>
<<sex 2 "anal" _n>><<set $NPCList[_n].penis to "anusentrance">><<set $anususe to "penis">><<set $worn.lower.integrity -= 10>><<set $anusstate to "entrance">><<set $speechanusentrance to 1>><<set $anustarget to _n>>
<</if>>
<<if $NPCList[_n].type is "plant" and $NPCList[_n].penissize gte 4 and canImpregnateParasite("anus")>>
<span class="red">Something about it scares you.</span>
<</if>>
<<set $NPCList[_n].location.genitals = "genitals">>
<</if>>
<<elseif $enemyanger + $rng gte 171 and $NPCList[_n].location.genitals is 0 and $NPCList[_n].location.head isnot "genitals" and $walltype isnot "front">>
<<if $player.vaginaExist and $vaginause is 0 and (!$player.penisExist or $anususe isnot 0 or random(0,100) gte 50)>>
<<if $NPCList[_n].condom and $NPCList[_n].condom.willUse is true and $NPCList[_n].condom.worn is false and !$NPCList[_n].penisdesc.includes("strap-on")>>
<<if $NPCList[_n].chastity.penis.includes("chastity")>>
<<He>> tries to put a condom on, but can't seem to get it over <<his>> $NPCList[_n].chastity.penis. <span class="red"><<He>> quickly gives up.</span>
<<set $NPCList[_n].condom.willUse to false>>
<<else>>
<span class="green"><<He>> slips <<condomDesc _n>> on <<his>> penis.</span>
<<equipNPCCondom _n>>
<</if>>
<</if>>
<<if $worn.lower.vagina_exposed is 1 and $worn.over_lower.vagina_exposed is 1>>
<<if $worn.under_lower.vagina_exposed is 1 and !playerChastity("vagina") and $NPCList[_n].chastity.penis.includes("chastity")>>
<span class="purple"><<He>> presses <<his>> $NPCList[_n].penisdesc against your <<pussy>>.</span>
<<sex 5 "genital" _n>><<set $vaginause to "penis">><<set $NPCList[_n].penis to "vaginaentrance">><<set $vaginastate to "entrance">><<set $speechvaginaentrance to 1>><<set $vaginatarget to _n>>
<<elseif $worn.under_lower.vagina_exposed is 1 and !playerChastity("vagina")>>
<span class="purple"><<He>> presses <<his>> $NPCList[_n].penisdesc against your <<pussy>>, preparing to penetrate.</span>
<<sex 5 "genital" _n>><<set $vaginause to "penis">><<set $NPCList[_n].penis to "vaginaimminent">><<set $vaginastate to "imminent">><<set $speechvaginaimminent to 1>><<set $vaginatarget to _n>>
<<elseif $worn.under_lower.vagina_exposed is 0>>
<span class="blue"><<He>> presses <<his>> $NPCList[_n].penisdesc against your <<pussy>> through your $worn.under_lower.name.</span>
<<set $worn.under_lower.integrity -= 10>><<sex 3 "genital" _n>><<set $NPCList[_n].penis to "vaginaentrance">><<set $vaginause to "penis">><<set $vaginastate to "entrance">><<set $speechvaginaentrance to 1>><<set $vaginatarget to _n>>
<</if>>
<<elseif $worn.over_lower.vagina_exposed is 0>>
<span class="blue"><<He>> presses <<his>> $NPCList[_n].penisdesc against your <<pussy>> through your $worn.over_lower.name.</span>
<<sex 2 "genital" _n>><<set $NPCList[_n].penis to "vaginaentrance">><<set $vaginause to "penis">><<set $worn.over_lower.integrity -= 10>><<set $vaginastate to "entrance">><<set $speechvaginaentrance to 1>><<set $vaginatarget to _n>>
<<elseif $worn.lower.vagina_exposed is 0>>
<span class="blue"><<He>> presses <<his>> $NPCList[_n].penisdesc against your <<pussy>> through your $worn.lower.name.</span>
<<sex 2 "genital" _n>><<set $NPCList[_n].penis to "vaginaentrance">><<set $vaginause to "penis">><<set $worn.lower.integrity -= 10>><<set $vaginastate to "entrance">><<set $speechvaginaentrance to 1>><<set $vaginatarget to _n>>
<</if>>
<<if $NPCList[_n].type is "plant" and $NPCList[_n].penissize gte 4 and canImpregnateParasite("vagina")>>
<span class="red">Something about it scares you.</span>
<</if>>
<<set $NPCList[_n].location.genitals to "genitals">>
<<elseif $player.penisExist>>
<<if $anususe is 0 and $analdisable is "f">>
<<if $NPCList[_n].condom and $NPCList[_n].condom.willUse is true and $NPCList[_n].condom.worn is false and !$NPCList[_n].penisdesc.includes("strap-on")>>
<<if $NPCList[_n].chastity.penis.includes("chastity")>>
<<He>> tries to put a condom on, but can't seem to get it over <<his>> $NPCList[_n].chastity.penis. <span class="red"><<He>> quickly gives up.</span>
<<set $NPCList[_n].condom.willUse to false>>
<<else>>
<span class="green"><<He>> slips <<condomDesc _n>> on <<his>> penis.</span>
<<equipNPCCondom _n>>
<</if>>
<</if>>
<<if $worn.lower.anus_exposed is 1 and $worn.over_lower.anus_exposed is 1>>
<<if $worn.under_lower.anus_exposed is 1 and $worn.genitals.anus_exposed is 1 and $NPCList[_n].chastity.penis.includes("chastity")>>
<span class="purple"><<He>> presses <<his>> $NPCList[_n].penisdesc against your anus.</span>
<<neutral 5 "anus">><<set $anususe to "penis">><<set $NPCList[_n].penis to "anusentrance">><<set $anusstate to "entrance">><<set $speechanusentrance to 1>><<set $anustarget to _n>>
<<elseif $worn.under_lower.anus_exposed is 1 and $worn.genitals.anus_exposed is 1>>
<span class="purple"><<He>> presses <<his>> $NPCList[_n].penisdesc against your anus, preparing to penetrate.</span>
<<sex 5 "anal" _n>><<set $anususe to "penis">><<set $NPCList[_n].penis to "anusimminent">><<set $anusstate to "imminent">><<set $speechanusimminent to 1>><<set $anustarget to _n>>
<<elseif $worn.under_lower.anus_exposed is 0>>
<span class="blue"><<He>> presses <<his>> $NPCList[_n].penisdesc against your anus through your $worn.under_lower.name.</span>
<<sex 3 "anal" _n>><<set $NPCList[_n].penis to "anusentrance">><<set $anususe to "penis">><<set $worn.under_lower.integrity -= 10>><<set $anusstate to "entrance">><<set $speechanusentrance to 1>><<set $anustarget to _n>>
<</if>>
<<elseif $worn.over_lower.anus_exposed is 0>>
<span class="blue"><<He>> presses <<his>> $NPCList[_n].penisdesc against your anus through your $worn.over_lower.name.</span>
<<sex 2 "anal" _n>><<set $NPCList[_n].penis to "anusentrance">><<set $anususe to "penis">><<set $worn.over_lower.integrity -= 10>><<set $anusstate to "entrance">><<set $speechanusentrance to 1>><<set $anustarget to _n>>
<<elseif $worn.lower.anus_exposed is 0>>
<span class="blue"><<He>> presses <<his>> $NPCList[_n].penisdesc against your anus through your $worn.lower.name.</span>
<<sex 2 "anal" _n>><<set $NPCList[_n].penis to "anusentrance">><<set $anususe to "penis">><<set $worn.lower.integrity -= 10>><<set $anusstate to "entrance">><<set $speechanusentrance to 1>><<set $anustarget to _n>>
<</if>>
<<if $NPCList[_n].type is "plant" and $NPCList[_n].penissize gte 4 and canImpregnateParasite("anus")>>
<span class="red">Something about it scares you.</span>
<</if>>
<<set $NPCList[_n].location.genitals = "genitals">>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "vaginainit">>
<<rng>>
<<if $gloryhole>>
The pussy waits expectantly.
<<elseif $npcSub>>
<<His>> legs quiver, <<his>> pussy waiting for you to do something.
<<neutral 1 _n>><<set $speechvaginaflaunt to 1>>
<<elseif $enemyanger + $rng lte 20 and $NPCList[_n].location.genitals is 0>>
<<He>> sways <<his>> hips suggestively.
<<neutral 1 _n>><<set $speechvaginaflaunt to 1>>
<<elseif $enemyanger + $rng lte 40>>
<<He>> rubs <<his>> pussy.
<<neutral 3 _n>><<set $speechvaginaflaunt to 1>>
<<elseif $enemyanger + $rng lte 50 and $NPCList[_n].location.genitals is 0 and $NPCList[_n].location.head isnot "genitals"
and ($player.penisExist or playerHasStrapon()) and $penisuse is 0 and $analdisable is "f" and $walltype isnot "front">>
<<if $NPCList[_n].condom and $NPCList[_n].condom.willUse is true and !$player.condom and $parasite.penis.name is undefined and
$worn.under_lower.vagina_exposed is 1 and $worn.lower.vagina_exposed is 1 and $worn.over_lower.vagina_exposed is 1>>
<<if playerChastity("penis")>>
<<He>> tries to put a condom on your penis, but can't seem to get it over your $worn.genitals.name. <span class="red"><<He>> quickly gives up.</span>
<<set $NPCList[_n].condom.willUse to false>>
<<else>>
<span class="green"><<He>> slips <<condomDesc _n>> on your <<penis>>.</span>
<<equipNPCCondom _n "player">>
<</if>>
<</if>>
<span class="blue"><<He>> straddles you, rubbing <<his>> ass against your <<penis>>.</span>
<<neutral 5 "genitals">><<set $penisuse to "otheranus">><<set $NPCList[_n].vagina to "otheranusentrance">><<set $penisstate to "otheranusentrance">><<set $speechotheranusentrance to 1>><<set $penistarget to _n>>
<<set $NPCList[_n].location.genitals = "genitals">>
<<elseif $enemyanger + $rng lte 60 and $NPCList[_n].location.genitals is 0 and $NPCList[_n].location.head isnot "head" and $mouthuse is 0 and ($position isnot "wall" or $walltype is "front") and !$worn.face.type.includes("covered") and !$worn.face.type.includes("gag")>>
<<if $rng % 5 is 0 and $facesitdisable is "f">>
<<if $position is "doggy">>
<<He>> gently rolls you onto your back.
<<set $position to "missionary">>
<</if>>
<span class="purple">
<<print either(
"<<He>> straddles your face and slowly lowers <<his>> pussy down onto your mouth.",
"<<He>> stands over your face and lowers <<himself>>, planting <<his>> pussy on your face.",
"<<His>> pussy comes down onto your face and rests lightly on your mouth, and <<he>> waits expectantly."
)>>
</span>
<<submission 5 _n>><<set $NPCList[_n].vagina to "facesit">><<set $mouthuse to "facesit">><<set $mouthstate to "vagina">>
<<set $speechfacesit to 1>><<set $NPCList[_n].location.genitals = "head">><<set $mouthtarget to _n>>
<<else>>
<span class="purple"><<He>> takes hold of your head and gently guides it in towards <<his>> pussy as <<he>> opens <<his>> legs.</span>
<<submission 5 _n>><<set $mouthuse to "othervagina">><<set $NPCList[_n].vagina to "mouth">><<set $mouthstate to "othervagina">>
<<set $speechvaginamouth to 1>><<set $NPCList[_n].location.genitals = "head">><<set $mouthtarget to _n>>
<</if>>
<<if $NPCList[_n].type is "plant">>
<span class="pink">Nectar glistens at the entrance.</span>
<</if>>
<<elseif $enemyanger + $rng lte 70>>
<<if $walltype is "front">>
<<He>> rubs <<his>> pussy against your cheek.
<<neutral 10 _n>>
<<else>>
<<He>> rubs <<his>> pussy against your thigh.
<<neutral 10 _n>>
<</if>>
<<elseif $enemyanger + $rng lte 80 and $NPCList[_n].lefthand is 0>>
<span class="lblue"><<He>> presses <<his>> fingers against <<his>> labia.</span>
<<neutral 1 _n>><<set $enemyarousal += 10>><!-- <<set $NPCList[_n].vagina to "lefthand">><<set $NPCList[_n].lefthand to "othervagina">> -->
<<elseif $enemyanger + $rng lte 80 and $NPCList[_n].righthand is 0>>
<span class="lblue"><<He>> presses <<his>> fingers against <<his>> labia.</span>
<<neutral 1 _n>><<set $enemyarousal += 10>><!-- <<set $NPCList[_n].vagina to "righthand">><<set $NPCList[_n].righthand to "othervagina">> -->
<<elseif $enemyanger + $rng lte 80>>
<<if $walltype is "front">>
<<He>> rubs <<his>> pussy against your cheek.
<<neutral 10 _n>>
<<else>>
<<He>> rubs <<his>> pussy against your thigh.
<<neutral 10 _n>>
<</if>>
<<elseif $enemyanger + $rng lte 100 and $penisuse is 0 and ($player.penisExist or playerHasStrapon()) and $worn.under_lower.vagina_exposed is 1 and $worn.lower.vagina_exposed is 1 and $worn.over_lower.vagina_exposed is 1 and $NPCList[_n].location.genitals is 0 and $NPCList[_n].location.head isnot "genitals" and $walltype isnot "front">>
<!-- mount and prepare for vaginal sex -->
<<set $penisuse to "othervagina">><<set $NPCList[_n].vagina to "penisentrance">><<set $penisstate to "entrance">><<set $penistarget to _n>>
<<if $NPCList[_n].condom and $NPCList[_n].condom.willUse is true and !$player.condom and $parasite.penis.name is undefined>>
<<if playerChastity("penis")>>
<<He>> tries to put a condom on your penis, but can't seem to get it over your $worn.genitals.name. <span class="red"><<He>> quickly gives up.</span>
<<set $NPCList[_n].condom.willUse to false>>
<<else>>
<span class="green"><<He>> slips <<condomDesc _n>> on your <<penis>>.</span>
<<equipNPCCondom _n "player">>
<</if>>
<</if>>
<span class="blue"><<He>> straddles you, <<his>> pussy hovering close to your <<penis>>.</span>
<<set $NPCList[_n].location.genitals = "genitals">>
<<elseif $enemyanger + $rng lte 100 and $vaginause is 0 and $player.vaginaExist and $worn.under_lower.vagina_exposed is 1 and $worn.lower.vagina_exposed is 1 and $worn.over_lower.vagina_exposed is 1 and $NPCList[_n].location.genitals is 0 and $NPCList[_n].location.head isnot "genitals" and $walltype isnot "front">>
<!-- tribbing -->
<<set $vaginause to "othervagina">><<set $vaginastate to "othervaginaentrance">><<set $NPCList[_n].vagina to "vaginaentrance">><<sex 5 "genital" _n>><<set $vaginatarget to _n>>
<span class="blue"><<He>> moves <<his>> pussy close to yours.</span>
<<set $NPCList[_n].location.genitals = "genitals">><<set $speechtribentrance to 1>>
<<elseif $enemyanger + $rng lte 120 and $penisuse is 0 and ($player.penisExist or playerHasStrapon()) and $worn.under_lower.vagina_exposed is 1 and $worn.lower.vagina_exposed is 1 and $worn.over_lower.vagina_exposed is 1 and $NPCList[_n].location.genitals is 0 and $NPCList[_n].location.head isnot "genitals" and !playerChastity("penis") and $walltype isnot "front">>
<!-- forceful vaginal sex -->
<<set $penisuse to "othervagina">><<set $NPCList[_n].vagina to "penisimminent">><<set $penisstate to "imminent">><<set $penistarget to _n>>
<<if $NPCList[_n].condom and $NPCList[_n].condom.willUse is true and !$player.condom and $parasite.penis.name is undefined>>
<<if playerChastity("penis")>>
<<He>> tries to put a condom on your penis, but can't seem to get it over your $worn.genitals.name. <span class="red"><<He>> quickly gives up.</span>
<<set $NPCList[_n].condom.willUse to false>>
<<else>>
<span class="green"><<He>> slips <<condomDesc _n>> on your <<penis>>.</span>
<<equipNPCCondom _n "player">>
<</if>>
<</if>>
<<if $NPCList[_n].chastity.vagina.includes("chastity")>>
<<set $penisuse to "othervagina">><<set $NPCList[_n].vagina to "penisentrance">><<set $penisstate to "entrance">><<set $penistarget to _n>>
<span class="blue"><<He>> straddles you, <<his>> pussy hovering close to your <<penis>>.</span>
<<else>>
<<set $penisuse to "othervagina">><<set $NPCList[_n].vagina to "penisimminent">><<set $penisstate to "imminent">><<set $penistarget to _n>>
<span class="purple"><<He>> wraps <<his>> legs around your pelvis, pressing <<his>> pussy against your <<genitals>>.</span>
<</if>>
<<set $NPCList[_n].location.genitals = "genitals">>
<<elseif $enemyanger + $rng lte 120 and $vaginause is 0 and $player.vaginaExist and $worn.under_lower.vagina_exposed is 1 and $worn.lower.vagina_exposed is 1 and $worn.over_lower.vagina_exposed is 1 and $NPCList[_n].location.genitals is 0 and $NPCList[_n].location.head isnot "genitals" and $walltype isnot "front">>
<!-- forceful tribbing -->
<<set $vaginause to "othervagina">><<set $vaginastate to "othervaginaimminent">><<set $NPCList[_n].vagina to "vaginaimminent">><<sex 20 "genital" _n>><<set $vaginatarget to _n>>
<span class="purple"><<He>> pushes <<his>> pussy close to yours.</span>
<<set $NPCList[_n].location.genitals = "genitals">>
<<elseif $enemyanger + $rng lte 140 and $NPCList[_n].location.genitals is 0 and $NPCList[_n].location.head isnot "genitals">>
<<if $position is "wall" and $walltype isnot "front">>
<<He>> sits on your protruding <<bottom>>, pressing down on you painfully.
<<violence 3>>
<<elseif $mouthuse is 0>>
<<He>> rubs <<his>> clit against your face.
<<violence 3>>
<<else>>
<<He>> frots against your thigh while squeezing it with <<his>> own.
<<violence 3>>
<</if>>
<<elseif $enemyanger + $rng lte 160 and ($penisuse is 0 or $vaginause is 0) and $NPCList[_n].location.genitals is 0 and $NPCList[_n].location.head isnot "genitals" and $footdisable is "f" and $walltype isnot "front">>
<!-- foot job -->
<span class="purple"><<He>> presses <<his>> foot against your <<genitals>>.</span>
<<neutral 5 "genitals" _n>><<violence 1>><<set $NPCList[_n].vagina to "footjob">>
<<if ($player.penisExist or playerHasStrapon()) and $penisuse is 0>>
<<set $penisuse to "feet">><<set $speechpenisfoot to 1>>
<</if>>
<<if $player.vaginaExist and $vaginause is 0>>
<<set $vaginause to "feet">>
<<if !$player.penisExist>>
<<set $speechvaginafoot to 1>>
<</if>>
<</if>>
<<elseif $enemyanger + $rng lte 180 and $NPCList[_n].location.genitals is 0 and $NPCList[_n].location.head isnot "genitals" and !(playerBellySize(true) gte 8)>>
<<if $position is "wall" and $walltype isnot "front">>
<<He>> kicks you in the <<bottom>>.
<<violence 10>><<hitstat>><<bruise bottom>>
<<else>>
<<combatExtendedCheck>>
<<if ($combatExtended.passiveDodging is 1 or $combatExtended.activeDodgingActive is 1 or $combatExtended.countering is 1) and ($combatExtended.dodgeSuccess gte 1 or $combatExtended.counteringActive gte 1) and $consensual isnot 1>>
<<He>> tries to kick you in the stomach but
<<if $combatExtended.counterSuccess is 2>>
<span class="green">you sidestep and gut punch them.</span>
<<defiance 5>><<control 4>><<ggcontrol>><<counterStat>>
<<elseif $combatExtended.dodgeSuccess is 2>>
<span class="green">you dodge.</span>
<<control 2>><<gcontrol>><<dodgeStat>><<set $enemyanger += 10>>
<<elseif $combatExtended.counterSuccess is 1>>
<span class="blue">you catch the leg and punch it.</span>
<<defiance 3>><<violence 10>><<hitstat>><<bruise tummy>><<partialCounterStat>><<combatExtendedStability -10>>
<<else>>
<span class="blue">you partially dodge.</span>
<<violence 5>><<bruise tummy>><<hitstat>><<partialDodgeStat>><<combatExtendedStability -5>>
<</if>>
<<else>>
<<He>> kicks you in the stomach.
<<violence 10>><<hitstat>><<bruise tummy>><<combatExtendedStability -10>>
<</if>>
<</if>>
<<elseif $enemyanger + $rng lte 200 and $mouthuse is 0>>
<<if $pullaway is 1>>
<<set $pullaway to 0>>
Saliva drips from <<his>> pussy.
<<else>>
<<if $position is "wall" and $walltype isnot "front" and $NPCList[_n].location.genitals is 0 and $NPCList[_n].location.head isnot "genitals">>
<<if $player.penisExist>>
<<He>> kicks your <<penis>>.
<<violence 20>><<hitstat>><<bruise penis>><<set $speechbeat to 1>>
<<elseif $player.vaginaExist>>
<<He>> kicks your <<pussy>>.
<<violence 20>><<hitstat>><<bruise vagina>><<set $speechbeat to 1>>
<</if>>
<<elseif $NPCList[_n].location.genitals is 0 and $NPCList[_n].location.head isnot "head" and $mouthuse is 0 and !$worn.face.type.includes("covered") and !$worn.face.type.includes("gag")>>
<<if $rng % 2 is 0 and $facesitdisable is "f">>
<<if $position is "doggy">>
<<He>> turns you onto your back.
<<set $position to "missionary">>
<</if>>
<span class="purple">
<<print either(
"<<He>> swings a leg over your face and sits down, sitting on your face.",
"<<He>> sits down on your face, covering your mouth with <<his>> pussy.",
"<<His>> pussy and ass descend onto your face, as <<he>> sits on it."
)>>
</span>
<<submission 5 _n>><<set $NPCList[_n].vagina to "facesit">><<set $mouthuse to "facesit">><<set $mouthstate to "vagina">>
<<violence 3>><<bruise face>><<set $speechfacesit to 1>><<set $mouthtarget to _n>>
<<set $NPCList[_n].location.genitals = "head">>
<<else>>
<span class="purple"><<He>> wraps <<his>> legs around your head and presses <<his>> pussy against your mouth.</span>
<<submission 5 _n>><<set $mouthuse to "othervagina">><<set $NPCList[_n].vagina to "mouth">><<set $mouthstate to "othervagina">><<violence 3>><<bruise face>><<set $speechvaginamouth to 1>>
<<set $NPCList[_n].location.genitals = "head">><<set $mouthtarget to _n>>
<</if>>
<<if $NPCList[_n].type is "plant">>
<span class="pink">Nectar glistens at the entrance.</span>
<</if>>
<</if>>
<</if>>
<<elseif $NPCList[_n].location.genitals is 0 and $NPCList[_n].location.head isnot "genitals">>
<<if $position is "wall" and $walltype isnot "front">>
<<if $player.penisExist>>
<<He>> kicks your <<penis>>.
<<violence 20>><<hitstat>><<bruise penis>><<set $speechbeat to 1>>
<<elseif $player.vaginaExist>>
<<He>> kicks your <<pussy>>.
<<violence 20>><<hitstat>><<bruise vagina>><<set $speechbeat to 1>>
<</if>>
<<else>>
<<combatExtendedCheck>>
<<if ($combatExtended.passiveDodging is 1 or $combatExtended.activeDodgingActive is 1 or $combatExtended.countering is 1) and ($combatExtended.dodgeSuccess gte 1 or $combatExtended.counteringActive gte 1) and $consensual isnot 1>>
<<He>> tries to kick you in the face but
<<if $combatExtended.counterSuccess is 2>>
<span class="green">you duck and deliver a spinning high kick.</span>
<<defiance 5>><<control 4>><<ggcontrol>><<counterStat>>
<<elseif $combatExtended.dodgeSuccess is 2>>
<span class="green">you dodge.</span>
<<control 2>><<gcontrol>><<dodgeStat>><<set $enemyanger += 10>>
<<elseif $combatExtended.counterSuccess is 1>>
<span class="blue">use the momentum for a spinning high kick.</span>
<<defiance 3>><<violence 10>><<hitstat>><<bruise face>><<partialCounterStat>><<combatExtendedStability -10>>
<<else>>
<span class="blue">you partially dodge.</span>
<<violence 5>><<bruise face>><<hitstat>><<partialDodgeStat>><<combatExtendedStability -5>>
<</if>>
<<else>>
<<He>> kicks you in the face.
<<violence 10>><<bruise face>><<set $speechbeat to 1>><<hitstat>><<combatExtendedStability -10>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "chest_section">>
<<if $NPCList[_n].chest isnot "none">>
<<if $NPCList[_n].breastsize lte 1>>
<<set $_NPCBreastDesc to "chest">>
<<else>>
<<set $_NPCBreastDesc to ($NPCList[_n].chest is "clothed" ? "clothed" : either("bare", "exposed")) + " $NPCList[_n].breastsdesc">>
<</if>>
<</if>>
<<if ($NPCList[_n].chest is 0 or $NPCList[_n].chest is "clothed") and !$gloryhole and $position isnot "wall">>
<<if $NPCList[_n].pronoun is "f" and ($NPCList[_n].location.genitals is "genitals" or $NPCList[_n].stance is "top")>>
<!-- Doggy -->
<<if $position is "doggy">>
<!-- Being under the player -->
<<if $NPCList[_n].vagina.toString().includes("penis")
or $NPCList[_n].vagina is "frot"
or $NPCList[_n].vagina.toString().includes("vagina")
or $NPCList[_n].vagina.toString().includes("otheranus")
or $NPCList[_n].penis.toString().includes("otheranus")
or $NPCList[_n].penis is "vaginadouble">>
<<if $NPCList[_n].mouth is "kiss">>
<<if $NPCList[_n].breastsize lte 1>>
<<His>> nipples graze your own.
<<else>>
<<His>> $_NPCBreastDesc squish against <<if $NPCList[_n].breastsize is $player.breastsize>>yours<<else>>your <<breasts>><</if>>.
<</if>>
<<else>>
<<if $NPCList[_n].breastsize gte 6>>
<<if $NPCList[_n].righthand is 0 and $NPCList[_n].lefthand is 0>>
<<He>> hugs you between <<his>> $_NPCBreastDesc.
<<else>>
<<His>> $NPCList[_n].breastsdesc bounce <<if $NPCList[_n].chest is "clothed">>beneath you in <<his>> $NPCList[_n].clothes.upper.name<<else>>freely beneath you with <<his>> movements<</if>>.
<</if>>
<<else>>
<<His>> $_NPCBreastDesc lie<<if $_NPCBreastDesc is "chest">>s<</if>> open beneath you.
<</if>>
<</if>>
<!-- Being above/behind the player -->
<<else>>
<<if $NPCList[_n].breastsize gte 8>>
You feel <<his>> $_NPCBreastDesc weighing down on your back.
<<else>>
You feel <<his>> $_NPCBreastDesc pressing into your back.
<</if>>
<</if>>
<!-- Missionary -->
<<else>>
<!-- Being under the player -->
<<if $NPCList[_n].penis.toString().includes("anus") or
$NPCList[_n].penis is "vaginadouble">>
<<if $NPCList[_n].breastsize gte 10>>
<<if $NPCList[_n].righthand is 0 and $NPCList[_n].lefthand is 0>>
<<He>> hugs you between <<his>> $_NPCBreastDesc.
<<else>>
<<His>> $_NPCBreastDesc bounce around you as you lie between them.
<</if>>
<<else>>
You feel <<his>> $_NPCBreastDesc pressing into your back.
<</if>>
<!-- Being above/riding the player -->
<<else>>
<<if $NPCList[_n].mouth is "kiss">>
<<if $NPCList[_n].breastsize lte 1>>
<<His>> nipples graze your own.
<<else>>
<<His>> $_NPCBreastDesc squish against <<if $NPCList[_n].breastsize is $player.breastsize>>yours<<else>>your <<breasts>><</if>>.
<</if>>
<<else>>
<<if $NPCList[_n].breastsize gte 6>>
<<His>> $NPCList[_n].breastsdesc bounce <<if $NPCList[_n].chest is "clothed">>above you in <<his>> $NPCList[_n].clothes.upper.name<<else>>freely above you with <<his>> movements<</if>>.
<<else>>
<<His>> $_NPCBreastDesc lie<<if $_NPCBreastDesc is "chest">>s<</if>> open above you.
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<<elseif $NPCList[_n].chest.toString().includes("mouth")>>
<<if $mouthstate is "breasts">>
<<if $enemyarousal gte (($enemyarousalmax / 10) * 6)>>
<<if $NPCList[_n].breastsize lte 1>>
<<His>> heart beats rapidly against your cheek.
<<else>>
You can feel <<his>> heartbeat quickening through <<his>> $_NPCBreastDesc.
<</if>>
<<else>>
<<if $NPCList[_n].breastsize lte 1>>
<<His>> chest rubs against your face.
<<else>>
<<His>> chest swells with each breath, <<his>> $_NPCBreastDesc rhythmically rubbing against your face.
<</if>>
<</if>>
<<elseif $mouthstate is "nipple">>
<<if $enemyarousal gte (($enemyarousalmax / 10) * 6)>>
<<if $NPCList[_n].breastsize lte 1>>
<<His>> chest heaves erratically. <<He>> struggles to keep your mouth latched to <<his>> nipple.
<<else>>
<<His>> breaths are quick and heavy, jostling your head against <<his>> breast.
<</if>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "mancombat_strangle">>
<<set _left = $NPCList[_n].lefthand is "throat">>
<<set _right = $NPCList[_n].righthand is "throat">>
<<set _hands = (_left ? 1 : 0) + (_right ? 1 : 0)>>
<<set _handname = _hands == 2 ? "hands" : (_left ? "left hand" : "right hand")>>
<<set _handvar = _left ? "lefthand" : "righthand">>
<<if $enemyanger gte 100 or $keepchoke or ($enemyanger + $rng gte 150 and $asphyxiaLvl gte 4)>>
<<if $underwater isnot 1 and $asphyxiaLvl gte 3>>
<<if _hands == 2>>
<!-- -200 per turn with both hands: max to 0 oxygen in 6 turns -->
<<oxygen -250>>
<<else>>
<!-- -175 per turn with one hand: max to 0 oxygen in 7 turns -->
<<oxygen -225>>
<</if>>
<<set $speechthroat to 1>>
<<sub 1>>
<</if>>
<<bruise neck>><<bruise neck>>
<<if $asphyxiaLvl gte 3>>
<<He>> strangles your throat<<if _hands is 2>> with both hands<</if>>.
<<if $oxygen gte 900>>
<<violence 5 1 1 0.02>>
<<elseif $oxygen gte 600>>
<span class="purple"> You can't breathe!</span>
<<violence 10 1 1 0.02>>
<<elseif $oxygen gte 300>>
<span class="pink"> You feel light-headed.</span>
<<violence 20 1 1 0.02>>
<<elseif $oxygen gte 1>>
<span class="pink"> You see stars.</span>
<<violence 40 1 1 0.02>>
<<else>>
<span class="red"> You are suffocating!</span>
<<suffocatepass>>
<<violence 100 1 1 0.02>>
<</if>>
<<else>>
<<He>> holds you by the neck roughly <<if _hands is 2>> with both hands<</if>>.
<</if>>
<<elseif $rng gte 91 and _hands is 2>>
<span class="teal"><<He>> releases <<his>> hands from your throat.</span>
<<set $neckuse to 0>>
<<gaspair>>
<<set $NPCList[_n].lefthand to 0>><<set $NPCList[_n].righthand to 0>>
<<elseif $rng gte 81>>
<<if _hands is 2>>
<span class="teal"><<He>> releases <<his>> right hand from your throat.</span>
<<set $NPCList[_n].righthand to 0>>
<<suffocatepass -1>>
<<else>>
<span class="teal"><<He>> releases <<his>> _handname from your throat.</span>
<<set $neckuse to 0>>
<<gaspair>>
<<set $NPCList[_n][_handvar] to 0>>
<</if>>
<<elseif $rng gte 71 and _hands is 2>>
<span class="teal"><<He>> releases <<his>> left hand from your throat.</span>
<<set $NPCList[_n].lefthand to 0>>
<<suffocatepass -1>>
<<else>>
<<He>> holds you down <<if _hands is 2>>with both hands around<<else>>by<</if>> your throat.
<<violence _hands>>
<<suffocatepass -1>>
<</if>>
<<bruise neck>><<if _hands is 2>><<bruise neck>><</if>>
<<bodypart_admire_chance random_cheek>>
<</widget>>
<<widget "mancombat_choke">>
<<set _left = $NPCList[_n].lefthand is "throat">>
<<set _right = $NPCList[_n].righthand is "throat">>
<<set _hands = (_left ? 1 : 0) + (_right ? 1 : 0)>>
<<set _handname = _hands == 2 ? "hands" : (_left ? "left hand" : "right hand")>>
<<set _handvar = _left ? "lefthand" : "righthand">>
<!-- 97.2% probability to stop choking before you pass out if my math is correct (95% if with both hands) -->
<<if $oxygen gt 600 or $askedtochoke gte 1 or $keepchoke or $enemyanger gte 100 or $rng lte 55>>
<<if $underwater isnot 1 and $asphyxiaLvl gte 2>>
<<if _hands == 2>>
<!-- -175 per turn with both hands: max to 0 oxygen in 7 turns -->
<<oxygen -225>>
<<else>>
<!-- -150 per turn with one hand: max to 0 oxygen in 8 turns -->
<<oxygen -200>>
<</if>>
<<set $askedtochoke to 0>>
<<set $speechthroat to 1>>
<</if>>
<<bruise neck>>
<<if $asphyxiaLvl gte 2>>
<<He>> chokes you with <<if _hands is 2>>both hands<<else>><<his>> _handname<</if>>.
<<if $oxygen gte 900>>
<<violence 5 1 0.1 0.02>>
<<elseif $oxygen gte 600>>
<span class="purple"> You can't breathe!</span>
<<violence 10 1 0.1 0.02>>
<<elseif $oxygen gte 300>>
<span class="pink"> You feel light-headed.</span>
<<violence 20 1 0.1 0.02>>
<<elseif $oxygen gte 1>>
<span class="pink"> You see stars.</span>
<<violence 40 1 0.1 0.02>>
<<else>>
<span class="red"> You are suffocating!</span>
<<suffocatepass>>
<<violence 100 1 0.1 0.02>>
<</if>>
<<else>>
<<He>> holds your neck in a gentle but firm grip<<if _hands is 2>> with both hands<</if>>.
<</if>>
<<elseif $rng gte 91 and _hands is 2>>
<span class="teal"><<He>> releases <<his>> hands from your neck.</span>
<<set $neckuse to 0>>
<<gaspair>>
<<set $NPCList[_n].lefthand to 0>><<set $NPCList[_n].righthand to 0>>
<<elseif $rng gte 81>>
<<if _hands is 2>>
<span class="teal"><<He>> releases <<his>> right hand from your neck.</span>
<<set $NPCList[_n].righthand to 0>>
<<suffocatepass -1>>
<<else>>
<span class="teal"><<He>> releases <<his>> _handname from your neck.</span>
<<set $neckuse to 0>>
<<gaspair>>
<<set $NPCList[_n][_handvar] to 0>>
<</if>>
<<elseif $rng gte 71 and _hands is 2>>
<span class="teal"><<He>> releases <<his>> left hand from your neck.</span>
<<set $NPCList[_n].lefthand to 0>>
<<suffocatepass -1>>
<<else>>
<<He>> holds you down <<if _hands is 2>>with both hands around<<else>>by<</if>> your neck.
<<violence _hands 1 0.1 0.02>>
<<suffocatepass -1>>
<</if>>
<<bruise neck>>
<<bodypart_admire_chance random_cheek>>
<</widget>>
<<widget "gaspair">>
<<if $underwater isnot 1>>
<<if $oxygen gte 900>>
You inhale sharply.
<<elseif $oxygen gte 600>>
You gasp for air.
<<elseif $oxygen gte 1>>
You hungrily gasp for air.
<<else>>
You hungrily gasp for air and cough.
<</if>>
<<oxygen 300>>
<</if>>
<<set $suffocating to 0>>
<</widget>>
<<widget "suffocatepass">>
<<set $suffocating = Math.clamp($suffocating + (_args[0] or 1), 0, 10)>>
<<if $suffocating gte 1 and $suffocationPhase isnot 2>><span class="red"> You're about to lose consciousness.</span><</if>>
<!-- see "actionsman" widget for the code relating to the PC passing out from suffocation -->
<</widget>><<if $npc.includes("Sydney")>>
<<run statusCheck("Sydney")>>
<</if>>
<<if $npc.includes("Kylar")>>
<<run statusCheck("Kylar")>>
<</if>>
<<if $suffocationPhase lte 1>>
<span class='red'>You suffocate.</span><br>
Your vision clouds and fades.
<<if $vaginastate is "penetrated" or $vaginastate is "othervagina" or $penisstate is "othervagina" or $penisstate is "otheranus" or $penisstate is "othermouth" or $anusstate is "penetrated" or $mouthstate is "penetrated">>
You jerk in a spasm for the last time and droop. Your limp body continues to be fucked relentlessly.
<<else>>
Your body spasms for the last time and goes limp.
<</if>>
<<set $penisaction to 0>>
<<set $vaginaaction to 0>>
<<set $anusaction to 0>>
<<set $leftaction to 0>>
<<set $rightaction to 0>>
<<set $mouthaction to 0>>
<<set $thighaction to 0>>
<<set $cheekaction to 0>>
<<set $feetaction to 0>>
<<set $chestaction to 0>>
<<set $mockaction to "none">>
<<set $bodyaction to 0>>
<!-- Didn't use $NPCList[_n].righthand instead of .find() because once i've got a weird error
with $NPCList[_n] being undefined here. Perhaps, temporary _n expired? -->
<<set _npc = $NPCList.find(x => x.lefthand == "throat" || x.righthand == "throat")>>
<<if _npc isnot undefined>>
<<set _npc.righthand to 0>>
<<set _npc.lefthand to 0>>
<</if>>
<<set $neckuse to 0>>
<<set $enemyanger -= 70>>
<<set $suffocationPhase to 2>>
<br><br>
<<link [[Next|Man combat suffocated]]>><</link>>
<<else>>
<span class="red">You are unconscious.</span><br>
<!-- Simulate 30 seconds of sex while passed out -->
<<set _simTurns to 3>>
<<for _turn to 0; _turn lte _simTurns; _turn++>>
<<if _turn lt _simTurns>>
<div class="unconscious shimmering" hidden="">
<<if $enemytype is "man">>
<<man>>
<<else>>
<<beast $enemyno>><br>
<</if>>
<<integritycheck>>
</div>
<<else>>
<div class="fade-in" hidden="">
You regain consciousness with a long gasp. Your body is still being used.
<<oxygenrefresh>>
<<set $suffocating to 0>>
<<unset $suffocated>>
<<unset $suffocationPhase>>
<br><br>
<span id="next"><<link [[Next|$previousPassage]]>><</link>></span>
</div>
<</if>>
<</for>>
<<script>>
$(document).one(':passageend', function(ev) {
const targets = [ ...document.getElementsByClassName('unconscious'), ...document.getElementsByClassName('fade-in') ];
let delay = 1500;
targets.forEach(ele => {
if (ele instanceof HTMLElement) {
/* Element is prepared and ready to be unhidden, leave a 1.5 timeout per iteration */
setTimeout(() => {
ele.hidden = false;
}, delay);
delay += 1500;
}
});
});
<</script>>
<</if>><<widget "cheeklick">>
<<set _n to _args[0]>>
<<set _npcff to ["enjoys","smiles at","leers at","grins at"]>>
<<set _npccr to ["pressed","shoved","mashed","grinding"]>>
<<set _i to random(0, 3)>>
<<set _j to random(0, 3)>>
<<if _args[0]>>
<<if $NPCList[_n].penis is "mouth">>
<<He>> _npcff[_i] the sight of your face _npccr[_j] against <<his>> crotch.
<<neutral 1>>
<<elseif $NPCList[_n].penis is "mouthimminent" or $NPCList[_n].penis is "mouthentrance">>
<<He>> _npcff[_i] the sight of <<his>> penis _npccr[_j] against your mouth.
<<neutral 1>>
<<elseif $NPCList[_n].vagina is "mouthentrance">>
<<He>> _npcff[_i] the sight of your face _npccr[_j] against <<his>> crotch.
<<neutral 1>>
<<else>>
<<if $consensual is 1>>
<<switch random(1, 4)>>
<<case 1>>
<<He>> licks your cheek.
<<neutral 3>>
<<bodypart_admire random_cheek>>
<<case 2>>
<<He>> strokes your hair.
<<neutral 3>>
<<bodypart_admire forehead>>
<<case 3>>
<<He>> nibbles your ear.
<<neutral 3>>
<<bodypart_admire forehead>>
<<case 4>>
<<He>> nuzzles your neck.
<<neutral 3>>
<<bodypart_admire breasts>>
<</switch>>
<<else>>
<<switch random(1, 4)>>
<<case 1>>
<<He>> licks your cheek.
<<neutral 3>>
<<bodypart_admire random_cheek>>
<<case 2>>
<<He>> tugs at your hair.
<<neutral 3>>
<<bodypart_admire forehead>>
<<case 3>>
<<He>> bites your ear.
<<neutral 3>>
<<bodypart_admire random_cheek>>
<<case 4>>
<<He>> grips your neck.
<<neutral 3>>
<<bodypart_admire breasts>>
<</switch>>
<</if>>
<</if>>
<</if>>
<</widget>><<widget "npcstrip">>
/*
<<for $_npc range $NPCList>>
<!-- anus not implemented yet -->
<!-- <<set $_npc.anus to "idle">> -->
<!-- note: setting genitals to "idle" will remove them from combat unless they're set to something else later. -->
<<if $_npc.penis isnot "none">>
<<set $_npc.penis to "idle">>
<</if>>
<<if $_npc.vagina isnot "none">>
<<set $_npc.vagina to "idle">>
<</if>>
<<if !$worn.upper.type.includes("naked")>>
<<set $_npc.lefthand to "upperclothes">>
<<elseif !$worn.lower.type.includes("naked")>>
<<set $_npc.lefthand to "lowerclothes">>
<<elseif !$worn.under_lower.type.includes("naked") and !$worn.under_lower.type.includes("chastity")>>
<<set $_npc.lefthand to "underlowerclothes">>
<</if>>
<<if !$worn.lower.type.includes("naked")>>
<<set $_npc.righthand to "lowerclothes">>
<<elseif !$worn.upper.type.includes("naked")>>
<<set $_npc.righthand to "upperclothes">>
<<elseif !$worn.under_lower.type.includes("naked") and !$worn.under_lower.type.includes("chastity")>>
<<set $_npc.righthand to "underlowerclothes">>
<</if>>
<</for>>
*/
<<set $combatgoal to "strip">>
<</widget>>
<<widget "npcexhibit">>
<!-- Does nothing, used in one event -->
<</widget>>
<<widget "stuck_in_wall_oral">>
<<set $position to "wall">>
<<set $walltype to "front">>
<<set $anususe to "none">>
<<set $vaginause to "none">>
<<set $penisuse to "none">>
<<set $thighuse to "none">>
<<set $bottomuse to "none">>
<<set $feetuse to "none">>
<<set $chestuse to "none">>
<<npcoral>>
<</widget>>
<<widget "npcoral">>
<!-- TODO: make this take an index as an argument so you can use npcoral with NPCs in other slots -->
<!-- TODO: make this take "m" or "f" as an argument so we can enforce consistency between use of this widget and scenes which set up context before using it -->
<<run npcMakeNaked($NPCList[0], "lower")>>
<<if $NPCList[0].penis isnot "none">>
<<set $NPCList[0].penis to "mouthentrance">><<set $mouthstate to "entrance">><<set $mouthuse to "penis">>
<<He>> presses <<his>> <<= npcHasStrapon(0) ? "strap-on cock" : "penis">> against your lips.
<<elseif $NPCList[0].vagina isnot "none">>
<<set $NPCList[0].vagina to "mouth">><<set $mouthstate to "othervagina">><<set $mouthuse to "othervagina">>
<<He>> presses <<his>> pussy against your lips.
<<else>>
<<He>> presses <<his>> featureless crotch against your lips. Everyone is confused. <span class="red">This is a bug, please inform Vrelnir.</span>
<</if>>
<<if $NPCList[0].type is "plant" and !["peniskiss","penislick"].includes($mouthactiondefault)>>
<span class="pink">Nectar glistens <<print ($NPCList[0].penis isnot "none" ? "on the tip" : "at the entrance")>>. It smells sweet.</span>
<</if>>
<br><br>
<<submission 5>><<set $mouthtarget to 0>><<set $NPCList[0].location.genitals to "head">>
<</widget>>
<<widget "npchand">>
<<if $NPCList[0].penis isnot "none">>
<<set $leftarm to "penis">><<set $NPCList[0].penis to "leftarm">>
<<else>>
<<set $leftarm to "othervagina">><<set $NPCList[0].vagina to "leftarm">>
<</if>>
<</widget>>
<<widget "npcidlegenitals">>
<<for _i = 0; _i < $NPCList.length; _i++>>
<<if $NPCList[_i].penis isnot "none">>
<<set $NPCList[_i].penis to "idle">>
<</if>>
<<if $NPCList[_i].vagina isnot "none">>
<<set $NPCList[_i].vagina to "idle">>
<</if>>
<<set $NPCList[_i].chest to "idle">>
<<set $NPCList[_i].condomAsk to true>>
<</for>>
<</widget>>
<<widget "npckiss">>
<<set $NPCList[0].mouth to "kiss">><<set $NPCList[0].location.head to "head">><<set $mouthstate to "kiss">><<set $mouthuse to "kiss">><<set $mouthtarget to 0>>
<</widget>>
<<widget "npcexpose">>
<<for $_npc range $NPCList>>
<<run npcMakeNaked($_npc, "upper")>>
<<run npcMakeNaked($_npc, "lower")>>
<</for>>
<</widget>>
<<widget "npcgrapplestripall">>
<<if $rightarm is 0>>
<<set $rightarm to "grappled">>
<<set $NPCList[0].lefthand to "arms">>
<</if>>
<<if $leftarm is 0>>
<<set $leftarm to "grappled">>
<<set $NPCList[0].lefthand to "arms">>
<</if>>
<<set $NPCList[0].righthand to 0>>
<<set $position to "missionary">>
<<set $combatgoal to "strip">>
<<set $NPCList[0].mouth to "speech_only">>
<</widget>>
<<widget "npcstripall">>
<<set $NPCList[0].lefthand to 0>>
<<set $NPCList[0].righthand to 0>>
<<set $position to "missionary">>
<<set $combatgoal to "strip">>
<<set $NPCList[0].mouth to "speech_only">>
<</widget>>
<<widget "npcgangstrip">> /* Organises the NPC groups for strips, so they aren't all clawing at the same items (as much) */
<<set $combatgoal to "strip">>
<<set $position to "missionary">>
<<set _startpos to 0>>
<<for _i = 0; _i < $NPCList.length; _i++>>
<<set $NPCList[_i].righthand to 0>>
<<set $NPCList[_i].lefthand to 0>>
<<if $rightarm is 0>> /* Person 1 grabs you */
<<set $rightarm to "grappled">>
<<set $NPCList[_i].lefthand to "arms">>
<</if>>
<<if $leftarm is 0>>
<<set $leftarm to "grappled">>
<<set $NPCList[_i].lefthand to "arms">>
<</if>>
<<if $NPCList[_i].righthand is 0 and $NPCList[_i].lefthand is 0>>
<<switch _startpos>>
<<case 0>> /* Person 2 starts low */
<<if $worn.over_lower.name isnot "naked">>
<<set $NPCList[_i].lefthand to "overlowerclothes">>
<<set $NPCList[_i].righthand to "overlowerclothes">>
<<elseif $worn.lower.name isnot "naked">>
<<set $NPCList[_i].lefthand to "lowerclothes">>
<<set $NPCList[_i].righthand to "lowerclothes">>
<<elseif $worn.under_lower.name isnot "naked">>
<<set $NPCList[_i].lefthand to "underlowerclothes">>
<<set $NPCList[_i].righthand to "underlowerclothes">>
<</if>>
<<case 1>> /* Person 3 starts high by default */
<<case 2>> /* Person 4 works with 1 - goes straight to under */
<<if $worn.under_upper.name isnot "naked">>
<<set $NPCList[_i].lefthand to "underupperclothes">>
<<set $NPCList[_i].righthand to "underupperclothes">>
<</if>>
<</switch>>
<<set _startpos += 1>>
<</if>>
<</for>>
<</widget>>
<<widget "npcspank">>
<<if $rightarm is 0>>
<<set $rightarm to "grappled">>
<<set $NPCList[0].lefthand to "arms">>
<<set $righttarget to 0>>
<</if>>
<<if $leftarm is 0>>
<<set $leftarm to "grappled">>
<<set $NPCList[0].lefthand to "arms">>
<<set $lefttarget to 0>>
<</if>>
<<set $NPCList[0].righthand to "spank">>
<<set $position to "doggy">>
<</widget>>
<<widget "npcspankgag">>
<<hand_gag 0 left>>
<<set $NPCList[0].righthand to "spank">>
<<set $position to "doggy">>
<</widget>>
<<widget "npcgloryhole">>
<<set $gloryhole to 1>>
<<set $punishmentposition to "gloryhole">><!-- This is added to conform with other parts of code-base. Needs to be unset or set to 0 manually after a scene.-->
<<set $enemyhealthmax to 10>><<set $enemyhealth to 10>>
<<healthMultiplier>>
<<set $enemytrust += 100>>
<<set $NPCList[0].lefthand to "none">>
<<set $position to "doggy">>
<<set $NPCList[0].righthand to "none">>
<<set $NPCList[0].mouth to "speech_only">>
<<run npcMakeNaked($NPCList[0], "lower")>>
<</widget>>
<<widget "npcfence">>
<<set $NPCList[0].lefthand to "none">>
<<set $NPCList[0].righthand to "none">>
<<set $NPCList[0].mouth to "speech_only">>
<<run npcMakeNaked($NPCList[0], "lower")>>
<</widget>>
<<widget "npc_attempt_sex">>
<<run npcMakeNaked($NPCList[0], "lower")>>
<<if $NPCList[0].penis isnot "none">>
<<if $player.vaginaExist>>
<<set $NPCList[0].penis to "vaginaentrance">><<set $vaginause to "penis">><<set $vaginastate to "entrance">><<set $vaginatarget to 0>>
<<elseif $analdisable is "f">>
<<set $NPCList[0].penis to "anusentrance">><<set $anususe to "penis">><<set $anusstate to "entrance">><<set $anustarget to 0>>
<</if>>
<<else>>
<<if $player.penisExist>>
<<set $NPCList[0].vagina to "penisentrance">><<set $penisuse to "othervagina">><<set $penisstate to "entrance">><<set $penistarget to 0>>
<</if>>
<</if>>
<</widget>>
<<widget "npc_submissive">>
<<if $NPCList[0].penis isnot "none">>
<<set $NPCList[0].penis to "clothed">>
<</if>>
<<if $NPCList[0].vagina isnot "none">>
<<set $NPCList[0].vagina to "clothed">>
<</if>>
<<set $NPCList[0].chest to "clothed">>
<<set $NPCList[0].lefthand to "idle">>
<<set $NPCList[0].righthand to "idle">>
<<set $NPCList[0].location.genitals to 0>>
<<set $enemyarousal to 0>>
<<set $npcSub to 1>>
<<set $promiscuityIgnore to 1>>
<span class="green">Your partner is submissive. You may take the lead. [Promiscuity requirements will be ignored for this encounter]</span>
<</widget>>
<<widget "reversenpcidlegenitals">>
<<for _i = 0; _i < $NPCList.length; _i++>>
<<if $NPCList[_i].penis is "idle">>
<<set $NPCList[_i].penis to 0>>
<</if>>
<<if $NPCList[_i].vagina is "idle">>
<<set $NPCList[_i].vagina to 0>>
<</if>>
<<if $NPCList[_i].chest is "idle">>
<<set $NPCList[_i].chest to 0>>
<</if>>
<<if $NPCList[_i].traits.includes("lecher") or random(0, 9) gt 6>>
<<set $NPCList[_i].condomAsk to false>>
<</if>>
<</for>>
<</widget>>
<<widget "npc_submissive_multiple">>
<<for _i = 0; _i < $NPCList.length; _i++>>
/* <<if $enemytype is "man">>
<<if $NPCList[_i].penis isnot "none">>
<<set $NPCList[_i].penis to "clothed">>
<</if>>
<<if $NPCList[_i].vagina isnot "none">>
<<set $NPCList[_i].vagina to "clothed">>
<</if>>
<<set $NPCList[_i].chest to "clothed">>
<</if>> */
<<set $NPCList[_i].lefthand to "idle">>
<<set $NPCList[_i].righthand to "idle">>
/* <<set $NPCList[_i].location.genitals to 0>>
<<set $NPCList[_i].stance to 0>> */
<</for>>
/* <<set $enemyarousal to 0>> */
<<set $npcSub to 1>>
<<set $promiscuityIgnore to 1>>
<</widget>>
<<widget "npctakevirginity">>
<<run npcMakeNaked($NPCList[0], "lower")>>
<<if $player.vaginaExist and $NPCList[0].penis isnot "none">>
<<set $vaginause to "penis">><<set $NPCList[0].penis to "vaginaentrance">><<set $vaginastate to "entrance">><<set $vaginatarget to 0>>
<<set $NPCList[0].location.genitals = "genitals">>
<<else>>
<<if $NPCList[0].penis isnot "none" and $analdisable is "f">>
<<set $penisuse to "otheranus">><<set $NPCList[0].penis to "otheranusentrance">><<set $penisstate to "otheranusentrance">><<set $penistarget to 0>>
<<elseif $NPCList[0].vagina isnot "none">>
<<set $penisuse to "othervagina">><<set $NPCList[0].vagina to "penisentrance">><<set $penisstate to "entrance">><<set $penistarget to 0>>
<<set $NPCList[0].location.genitals = "genitals">>
<</if>>
<</if>>
<</widget>><<widget "npcdamage">>
/*
* Deducts the true damage dealt by the PC from each individual NPC's health,
* and prevent excess damage from reaching $enemyhealth.
* args[0] is the target passed through widget "defiance".
* _thedamage is also calculated at widget "defiance".
*/
<<if _args[0] isnot undefined>>
/* args[0] could very well be undefined. When it's not, we calculate as normal. */
<<set $NPCList[_args[0]].health -= _thedamage>>
<<if $NPCList[_args[0]].health lte 0>>
<<defeatnpc _args[0]>>
<</if>>
<<else>>
<<set _npctodefeat to []>>/* An array for later use. */
/* When args[0] is undefined, that means the action has no target and inflicts damage to all NPCs. */
<<for _npctodamage to 0; _npctodamage lt $enemynomax; _npctodamage++>>
<<if $NPCList[_npctodamage].active is "active" and $NPCList[_npctodamage].stance isnot "defeated" and (!$fightTargets or $fightTargets.includes(_npctodamage))>>
<<set _enemydivide to $fightTargets ? $enemyno-$fightTargets.length : $enemyno>> /* Divide damage by all current active enemies. */
<<set $NPCList[_npctodamage].health -= (_thedamage/_enemydivide)>>
/* Lookout for any NPCs whose healths were reduced to 0 by splash damage. */
<<if $enemyno gte 2 and $NPCList[_npctodamage].health lte 0>>
<<set _npctodefeat.push(_npctodamage)>>
<</if>>
<</if>>
<</for>>
/* Then purge any and all NPCs defeated by splash damage. */
<<for $_defeatcontroller to 0; $_defeatcontroller lt _npctodefeat.length; $_defeatcontroller++>>
<<if $enemyno gte 2>>
<<defeatnpc _npctodefeat[$_defeatcontroller]>>
<</if>>
<</for>>
<</if>>
<<if $newtarget isnot undefined>>
<<setnewtarget>>
<</if>>
<</widget>>
/*Lollipop Scythe - there was a bug where the player action was not reset, there may be edgecases where the action shouldnt be changed, . Not the author of the origional code*/
<<widget "defeatnpc">>
<!-- This knocks out and resets the last NPC on the list from 5 to 0 -->
<!-- Resets PC variables to release PC from NPC actions, resets NPC variables as partial cleanup prior to cleannpc, gives PC stats uptick as side benefit to defeating NPCs. -->
<<set _i to _args[0]>>
<<personselect _i>>
<span class="blue"><<combatPerson>> staggers back, defeated.</span>
<<if $enemytype is "beast">><<beastwound>><</if>>
<<llpain>><<pain -15>><<llstress>><<stress -12>><<lltrauma>><<trauma -18>>
<!-- Reset PC's limbs based on defeated NPC's -->
<!-- NPC's Left hand -->
<<switch $NPCList[_i].lefthand>>
<<case "arms">>
<<set $leftarm to 0>><<set $rightarm to 0>><<set $leftaction to 0>><<set $rightaction to 0>>
<<case "leftarm">>
<<set $leftarm to 0>><<set $leftaction to 0>>
<<case "rightarm">>
<<set $rightarm to 0>><<set $rightaction to 0>>
<<case "vaginaentrance" "vagina">>
<<set $vaginause to 0>><<set $vaginaaction to 0>>
<<case "penisentrance" "penis">>
<<set $penisuse to 0>><<set $penisaction to 0>>
<<case "anusentrance" "anus">>
<<set $anususe to 0>><<set $anusaction to 0>>
<<case "mouth">>
<<set $mouthuse to 0>><<set $mouthaction to 0>>
<<case "throat">>
<<set $neckuse to 0>>
<<case "head_nipples" "head_breasts">>
<<set $mouthstate to 0>><<set $mouthaction to 0>>
<</switch>>
<!-- NPC's Reft hand -->
<<switch $NPCList[_i].righthand>>
<<case "arms">>
<<set $leftarm to 0>><<set $rightarm to 0>><<set $leftaction to 0>><<set $rightaction to 0>>
<<case "leftarm">>
<<set $leftarm to 0>><<set $leftaction to 0>>
<<case "rightarm">>
<<set $rightarm to 0>><<set $rightaction to 0>>
<<case "vaginaentrance" "vagina">>
<<set $vaginause to 0>><<set $vaginaaction to 0>>
<<case "penisentrance" "penis">>
<<set $penisuse to 0>><<set $penisaction to 0>>
<<case "anusentrance" "anus">>
<<set $anususe to 0>><<set $anusaction to 0>>
<<case "mouth">>
<<set $mouthuse to 0>><<set $mouthaction to 0>>
<<case "throat">>
<<set $neckuse to 0>>
<<case "head_nipples" "head_breasts">>
<<set $mouthstate to 0>><<set $mouthaction to 0>>
<</switch>>
<!-- NPC's Penis/Anus -->
<<switch $NPCList[_i].penis>>
<<case "thighs">>
<<set $thighuse to 0>>
<<case "cheeks">>
<<set $bottomuse to 0>>
<<case "chest">>
<<set $chestuse to 0>>
<<case "leftarm">>
<<set $leftarm to 0>><<set $leftactiondefault to "leftgrab">><<set $leftaction to 0>>
<<case "rightarm">>
<<set $rightarm to 0>><<set $rightactiondefault to "rightgrab">><<set $rightaction to 0>>
<<case "leftotheranusdildotease" "leftotheranusdildo">>
<<set $leftarm to 0>><<set $leftactiondefault to "rest">><<set $leftaction to 0>>
<<case "rightotheranusdildotease" "rightotheranusdildo">>
<<set $rightarm to 0>><<set $rightactiondefault to "rest">><<set $rightaction to 0>>
<<case "botharm">>
<<set $leftarm to 0>><<set $rightarm to 0>><<set $rightactiondefault to "rightgrab">><<set $leftactiondefault to "leftgrab">><<set $leftaction to 0>><<set $rightaction to 0>>
<<case "feet">>
<<set $feetuse to 0>><<set $feetactiondefault to "grab">><<set $feetaction to 0>>
<<case "vagina" "vaginaimminent" "vaginaentrance">>
<<set $vaginause to 0>><<set $vaginastate to 0>><<set $vaginaaction to 0>>
<<case "anus" "anusimminent" "anusentrance">>
<<set $anususe to 0>><<set $anusstate to 0>><<set $anusaction to 0>>
<<case "otherfrot" "penis" "penisimminent" "penisentrance" "otheranus" "otheranusimminent" "otheranusentrance">>
<<set $penisuse to 0>><<set $penisstate to 0>><<set $penisaction to 0>>
<<case "mouth" "mouthimminent" "mouthentrance">>
<<set $mouthuse to 0>><<set $mouthstate to 0>><<set $mouthaction to 0>>
<<case "footjob">>
<<if $player.penisExist and $penisuse is "feet">>
<<set $penisuse to 0>>
<</if>>
<<if $player.vaginaExist and $vaginause is "feet">>
<<set $vaginause to 0>>
<</if>>
<<case "anusdouble" "anusentrancedouble" "anusimminentdouble">>
<<set $NPCList[_i].penis to "none">>
<<for $_k = 0; $_k lt $NPCList.length; $_k++>>
<<if ["anusdouble","anusimminentdouble","anusentrancedouble"].includes($NPCList[$_k].penis)>>
<<switch $NPCList[$_k].penis>>
<<case "anusdouble">>
<<set $NPCList[$_k].penis to "anus">><<set $anusstate to "penetrated">><<set $anusaction to $anusaction.toString().replace('double','')>>
<<case "anusimminentdouble">>
<<set $NPCList[$_k].penis to "anusimminent">><<set $anusstate to "imminent">><<set $anusaction to $anusaction.toString().replace('double','')>>
<<case "anusentrancedouble">>
<<set $NPCList[$_k].penis to "anusentrance">><<set $anusstate to "entrance">><<set $anusaction to $anusaction.toString().replace('double','')>>
<<default>>
<span class="red">ERROR - Anal double penetration: second NPC's penis wrong value!</span>
<</switch>>
<<set $anususe to "penis">>
<<break>>
<</if>>
<<if $_k is 5>>
<span class="red">ERROR - Anal double penetration: second NPC not found!</span>
<<set $anususe to 0>><<set $anusstate to 0>>
<</if>>
<</for>>
<<case "vaginadouble" "vaginaimminentdouble" "vaginaentrancedouble">>
<<set $NPCList[_i].penis to "none">>
<<for $_k = 0; $_k lt $NPCList.length; $_k++>>
<<if ["vaginadouble","vaginaimminentdouble","vaginaentrancedouble"].includes($NPCList[$_k].penis)>>
<<switch $NPCList[$_k].penis>>
<<case "vaginadouble">>
<<set $NPCList[$_k].penis to "vagina">><<set $vaginastate to "penetrated">><<set $vaginaaction to $vaginaaction.toString().replace('double','')>>
<<case "vaginaimminentdouble">>
<<set $NPCList[$_k].penis to "vaginaimminent">><<set $vaginastate to "imminent">><<set $vaginaaction to $vaginaaction.toString().replace('double','')>>
<<case "vaginaentrancedouble">>
<<set $NPCList[$_k].penis to "vaginaentrance">><<set $vaginastate to "entrance">><<set $vaginaaction to $vaginaaction.toString().replace('double','')>>
<<default>>
<span class="red">ERROR - Vaginal double penetration: second NPC's penis wrong value!</span>
<</switch>>
<<set $vaginause to "penis">>
<<break>>
<</if>>
<<if $_k is 5>>
<span class="red">ERROR - Vaginal double penetration: second NPC not found!</span>
<<set $vaginause to 0>><<set $vaginastate to 0>>
<</if>>
<</for>>
<</switch>>
<!-- NPC's Vagina/Anus -->
<<switch $NPCList[_i].vagina>>
<<case "frot" "otherfrot" "penis" "penisimminent" "penisentrance" "otheranus" "otheranusimminent" "otheranusentrance">>
<<set $penisuse to 0>><<set $penisstate to 0>><<set $penisaction to 0>>
<<case "mouth" "facesit" "facesitanal">>
<<set $mouthuse to 0>><<set $mouthstate to 0>><<set $mouthaction to 0>>
<<case "vagina" "vaginaimminent" "vaginaentrance" "othermouth">>
<<set $vaginause to 0>><<set $vaginastate to 0>><<set $vaginaaction to 0>>
<<case "leftarm">>
<<set $leftarm to 0>><<set $leftactiondefault to "leftplay">><<set $leftaction to 0>>
<<case "rightarm">>
<<set $rightarm to 0>><<set $rightactiondefault to "rightplay">><<set $rightaction to 0>>
<<case "leftotheranusdildotease" "leftotheranusdildo" "leftvaginadildotease" "leftvaginadildo">>
<<set $leftarm to 0>><<set $leftactiondefault to "rest">><<set $leftaction to 0>>
<<case "rightotheranusdildotease" "rightotheranusdildo" "rightvaginadildotease" "rightvaginadildo">>
<<set $rightarm to 0>><<set $rightactiondefault to "rest">><<set $rightaction to 0>>
<<case "feet">>
<<set $feetuse to 0>><<set $feetactiondefault to "vaginagrab">><<set $feetaction to 0>>
<<case "footjob">>
<<if $player.penisExist and $penisuse is "feet">>
<<set $penisuse to 0>>
<</if>>
<<if $player.vaginaExist and $vaginause is "feet">>
<<set $vaginause to 0>>
<</if>>
<</switch>>
<!-- NPC's Mouth -->
<<switch $NPCList[_i].mouth>>
<<case "thigh">>
<<set $thighuse to 0>>
<<case "bottom">>
<<set $bottomuse to 0>>
<<case "anus" "anusimminent" "anusentrance">>
<<set $anususe to 0>><<set $anusstate to 0>><<set $anusaction to 0>>
<<case "vagina" "vaginaimminent" "vaginaentrance">>
<<set $vaginause to 0>><<set $vaginastate to 0>><<set $vaginaaction to 0>>
<<case "penis" "penisimminent" "penisentrance">>
<<set $penisuse to 0>><<set $penisstate to 0>><<set $penisaction to 0>>
<<case "kiss" "kissimminent" "kissentrance">>
<<set $mouthuse to 0>><<set $mouthstate to 0>><<set $mouthaction to 0>>
<<case "chest" "chestimminent" "chestentrance">>
<<set $chestuse to 0>><<set $cheststate to 0>>
<</switch>>
<!-- NPC's Chest (unique case) -->
<<if $NPCList[_i].chest is "mouth" or $NPCList[_i].chest is "mouthentrance">>
<<set $mouthstate to 0>><<set $mouthuse to 0>><<set $head to 0>>
<</if>>
<br><br>
<!-- Reset Defeated NPC appendages -->
<<set $NPCList[_i].lefthand to "none">>
<<set $NPCList[_i].righthand to "none">>
<<set $NPCList[_i].penis to "none">>
<<set $NPCList[_i].vagina to "none">>
<<set $NPCList[_i].mouth to "none">>
<<set $NPCList[_i].chest to "none">>
<<set $NPCList[_i].stance to "defeated">>
<!-- Remove Defeated NPC from loops -->
<<set $enemyno-->>
<!-- Reset Group attributes-->
<<set $enemyarousalmax to 500 * $enemyno * ($npcArousalMult / 100)>>
<<set $enemyarousal to $enemyarousal * ($enemyno / ($enemyno +1))>>
<<set $enemyhealthmax -= $NPCList[_i].healthmax>>
<<set $_excessdamage to (0-$NPCList[_i].health)>>
<!-- Debug message -->
<<if $debug is 1>><br><span class="yellow">Total damage: _thedamage</span> | <span class="blue">Excess damage: $_excessdamage</span> |<</if>>
<<set _thedamage -= $_excessdamage>>
<!-- Debug message -->
<<if $debug is 1>><span class="pink">enemyhealth damage: _thedamage</span><br><</if>>
<<set $NPCList[_i].health to 0>>
<<set $oldtarget to _i>>
<<for $_newtarget to 0; $_newtarget lt $enemynomax; $_newtarget++>>
<<if $NPCList[$_newtarget].active is "active" and $NPCList[$_newtarget].stance isnot "defeated">>
<<set $newtarget to $_newtarget>>
<<break>>
<</if>>
<</for>>
<!-- Give PC stats uptick. -->
<<violence -10>>
<<if $newtarget is undefined>>
<<set $newtarget to $oldtarget>>
<</if>>
<</widget>>
<<widget "setnewtarget">>
<<if $lefttarget is $oldtarget>>
<<set $lefttarget to $newtarget>>
<</if>>
<<if $righttarget is $oldtarget>>
<<set $righttarget to $newtarget>>
<</if>>
<<if $feettarget is $oldtarget>>
<<set $feettarget to $newtarget>>
<</if>>
<<if $mouthtarget is $oldtarget>>
<<set $mouthtarget to $newtarget>>
<</if>>
<<if $vaginatarget is $oldtarget>>
<<set $vaginatarget to $newtarget>>
<</if>>
<<if $penistarget is $oldtarget>>
<<set $penistarget to $newtarget>>
<</if>>
<<if $anustarget is $oldtarget>>
<<set $anustarget to $newtarget>>
<</if>>
<<if $thightarget is $oldtarget>>
<<set $thighaction to 0>>
<</if>>
<<if $chesttarget is $oldtarget>>
<<set $chestaction to 0>>
<</if>>
<<unset $oldtarget>>
<<unset $newtarget>>
<</widget>><<widget "generateNPC">>
<!-- Args are NPC#(1-6), Status, Pronoun, Gender, Level -->
<!-- Example: <<generateNPC 1 a m m 18>> would generate NPC 1 as adult male/male "burly" -->
<!-- Example: <<generateNPC 2 a f f 18>> would generate NPC 2 as adult female/female "vulgar" bodyguard type-->
<!-- Example: <<generateNPC 1 a f h 20>> would generate NPC 1 as adult female/herm "demon" monster type-->
<!-- Latter two examples can only be called via this widget; they are not autogenerated -->
<<set _n to _args[0]-1>>
<!-- Checks if endevent was properly used after the last event -->
<<checkEventNPC _n>>
<<set _status to _args[1]>> /* "t" for teen, "a" for adult, or "r" for random */
<<set _pronoun to _args[2]>>
<<set _gender to _args[3]>>
<<set _lvl to _args[4]>>
<<if _pronoun is "m" or _pronoun is "f">>
<<set $NPCList[_n].pronoun to _pronoun>>
<<else>>
<<rng>>
<<if _generate_victim is 1>>
<<unset _generate_victim>>
<<set $NPCList[_n].pronoun to ($rng lte $malevictimchance ? "m" : "f")>>
<<elseif !isNaN(_generate_partner) and $NPCList[_generate_partner].fullDescription>>
<!-- This determines if the couple is homo or not. The generated NPC's partner is, by default, the NPC directly before them in NPCList. The partner can be selected manually with an argument. -->
<<set $NPCList[_n].pronoun to maleChance($NPCList[_generate_partner].pronoun) gte random(1, 100) ? "m" : "f">>
<<unset _generate_partner>>
<<else>>
<<set $NPCList[_n].pronoun to ($rng lte maleChance() ? "m" : "f")>>
<</if>>
<</if>>
<!-- This doesn't need to be set here, but that's how it's been done in the past, so we'll set it just in case. -->
<!-- NPC gender gets properly set according to player settings in the npcattribute widget. -->
<<set $NPCList[_n].gender to $NPCList[_n].pronoun>>
<<set $NPCList[_n].lefthand to 0>>
<<set $NPCList[_n].righthand to 0>>
<<set $NPCList[_n].mouth to 0>>
<<set $NPCList[_n].location to {}>>
<<set $NPCList[_n].location.head to 0>>
<<set $NPCList[_n].location.genitals to 0>>
<<set $NPCList[_n].bold to 0>>
<<set $NPCList[_n].name to ($NPCList[_n].pronoun is "f" ? $NPC_names_f.random() : $NPC_names_m.random())>>
<<generatePronouns $NPCList[_n]>>
<!-- TODO: remove either .teen or .adult; all adults are not teens, and all teens are not adults. -->
<!-- Having two separate variables means having twice as much code to accomplish the same thing, and STILL possibly introducing bugs if you do it wrong. -->
<<if _status is "t" or (_status is "r" and random(0,1))>>
<<set $NPCList[_n].teen to 1>>
<<set $NPCList[_n].adult to 0>>
<<else>>
<<set $NPCList[_n].adult to 1>>
<<set $NPCList[_n].teen to 0>>
<</if>>
<<set $NPCList[_n].pregnancyAvoidance to random(0,100)>>
<<if $enemyno lt 6>><<set $enemyno += 1>><</if>>
<<npcattribute _n _gender _lvl>>
<<set $NPCList[_n].index to _n>>
<<run EventSystem.push($passage, _n, $timeStamp)>>
<</widget>>
<<widget "generateRole">>
<!-- Argument 1: The slot the new NPC should fill in $NPCList. Slot one would be "0" -->
<!-- Argument 2: The description of the NPC. To generate a default description, use 0
To make a description that changes based on NPC gender, split the male/female descriptions with "/"-->
<!-- Argument 3: The role of the NPC. To generate with no role, use 0. Do not set role to "normal"
To make a role that changes based on NPC gender, split the male/female roles with "/"-->
<!-- Argument 4: The status of the NPC. Defaults to adult; use "t" for student -->
<!-- Example: <<generateRole 0 "curious" "scientist">> would generate the first NPC as adult "curious scientist" -->
<!-- Example: <<generateRole 1 "arrogant" 0 t>> would generate the second NPC as "arrogant boy" or "arrogant girl"-->
<!-- Example: <<generateRole 2 "starstruck" "fanboy/fangirl">> would generate the third NPC as adult "starstruck fanboy" or "starstruck fangirl" -->
<<set _slot to _args[0]>>
<<set _desc to _args[1] ? _args[1] : 0>>
<<set _role to _args[2] ? _args[2] : 0>>
<<set _status to _args[3] is "t" ? "t" : "a">>
<<generateNPC `_slot + 1` _status>>
<<if _desc>>
<<if _desc.includes("/")>>
<<set [_descM, _descF] to _desc.split("/")>>
<<set $NPCList[_slot].description to $NPCList[_slot].pronoun is "m" ? _descM : _descF>>
<<else>>
<<set $NPCList[_slot].description to _desc>>
<</if>>
<</if>>
<<if _role>>
<<if _role.includes("/")>>
<<set [_roleM, _roleF] to _role.split("/")>>
<<set $NPCList[_slot].role to $NPCList[_slot].pronoun is "m" ? _roleM : _roleF>>
<<else>>
<<set $NPCList[_slot].role to _role>>
<</if>>
<<if _role.includes("guard")>>
<<npcClothesType $NPCList[_slot] "security">>
<<elseif _role.includes("inmate")>>
<<npcClothesType $NPCList[_slot] "prison">>
<<elseif _role.includes("pirate")>>
<<npcClothesType $NPCList[_slot] "docker2">>
<<elseif _role.includes("islander")>>
<<npcClothesType $NPCList[_slot] "brothelHarness">>
<</if>>
<</if>>
<<set $NPCList[_slot].fullDescription to $NPCList[_slot].description + " ">>
<<if $NPCList[_slot].role isnot "normal">>
<<set $NPCList[_slot].fullDescription += $NPCList[_slot].role>>
<<elseif $NPCList[_slot].pronoun is "m">>
<<set $NPCList[_slot].fullDescription += ($NPCList[_slot].teen is 1 ? "boy" : "man")>>
<<elseif $NPCList[_slot].pronoun is "f">>
<<set $NPCList[_slot].fullDescription += ($NPCList[_slot].teen is 1 ? "girl" : "woman")>>
<</if>>
<</widget>>
<<widget "undressNPC">>
<<set $_npc to $NPCList[_args[0]-1]>>
<<if $_npc.penis is "clothed">>
<<set $_npc.penis to 0>>
<</if>>
<<if $_npc.vagina is "clothed">>
<<set $_npc.vagina to 0>>
<</if>>
<</widget>>
<<widget "generate1">>
<<generateNPC 1>>
<</widget>>
<<widget "generate2">>
<<generateNPC 2>>
<</widget>>
<<widget "generate3">>
<<generateNPC 3>>
<</widget>>
<<widget "generate4">>
<<generateNPC 4>>
<</widget>>
<<widget "generate5">>
<<generateNPC 5>>
<</widget>>
<<widget "generate6">>
<<generateNPC 6>>
<</widget>>
<<widget "generatey1">>
<<generateNPC 1 t>>
<</widget>>
<<widget "generatey2">>
<<generateNPC 2 t>>
<</widget>>
<<widget "generatey3">>
<<generateNPC 3 t>>
<</widget>>
<<widget "generatey4">>
<<generateNPC 4 t>>
<</widget>>
<<widget "generatey5">>
<<generateNPC 5 t>>
<</widget>>
<<widget "generatey6">>
<<generateNPC 6 t>>
<</widget>>
<<widget "generatev1">>
<<set _generate_victim to 1>>
<<generateNPC 1>>
<</widget>>
<<widget "generatev2">>
<<set _generate_victim to 1>>
<<generateNPC 2>>
<</widget>>
<<widget "generatev3">>
<<set _generate_victim to 1>>
<<generateNPC 3>>
<</widget>>
<<widget "generatev4">>
<<set _generate_victim to 1>>
<<generateNPC 4>>
<</widget>>
<<widget "generatev5">>
<<set _generate_victim to 1>>
<<generateNPC 5>>
<</widget>>
<<widget "generatev6">>
<<set _generate_victim to 1>>
<<generateNPC 6>>
<</widget>>
<<widget "generateyv1">>
<<set _generate_victim to 1>>
<<generateNPC 1 t>>
<</widget>>
<<widget "generateyv2">>
<<set _generate_victim to 1>>
<<generateNPC 2 t>>
<</widget>>
<<widget "generateyv3">>
<<set _generate_victim to 1>>
<<generateNPC 3 t>>
<</widget>>
<<widget "generateyv4">>
<<set _generate_victim to 1>>
<<generateNPC 4 t>>
<</widget>>
<<widget "generateyv5">>
<<set _generate_victim to 1>>
<<generateNPC 5 t>>
<</widget>>
<<widget "generateyv6">>
<<set _generate_victim to 1>>
<<generateNPC 6 t>>
<</widget>>
<<widget "generatep2">>
<<set _generate_partner to _args[0] isnot undefined ? _args[0] : 0>>
<<generateNPC 2>>
<</widget>>
<<widget "generatep3">>
<<set _generate_partner to _args[0] isnot undefined ? _args[0] : 1>>
<<generateNPC 3>>
<</widget>>
<<widget "generatep4">>
<<set _generate_partner to _args[0] isnot undefined ? _args[0] : 2>>
<<generateNPC 4>>
<</widget>>
<<widget "generatep5">>
<<set _generate_partner to _args[0] isnot undefined ? _args[0] : 3>>
<<generateNPC 5>>
<</widget>>
<<widget "generatep6">>
<<set _generate_partner to _args[0] isnot undefined ? _args[0] : 4>>
<<generateNPC 6>>
<</widget>>
<<widget "generateyp2">>
<<set _generate_partner to _args[0] isnot undefined ? _args[0] : 0>>
<<generateNPC 2 t>>
<</widget>>
<<widget "generateyp3">>
<<set _generate_partner to _args[0] isnot undefined ? _args[0] : 1>>
<<generateNPC 3 t>>
<</widget>>
<<widget "generateyp4">>
<<set _generate_partner to _args[0] isnot undefined ? _args[0] : 2>>
<<generateNPC 4 t>>
<</widget>>
<<widget "generateyp5">>
<<set _generate_partner to _args[0] isnot undefined ? _args[0] : 3>>
<<generateNPC 5 t>>
<</widget>>
<<widget "generateyp6">>
<<set _generate_partner to _args[0] isnot undefined ? _args[0] : 4>>
<<generateNPC 6 t>>
<</widget>>
<<widget "generatel">>
<<if $enemyno gte 0 and $enemyno lte 5>>
<<if $location is "beach">>
<<generateNPC `$enemyno + 1` t>> <!-- Generate next slot teenager -->
<<else>>
<<generateNPC `$enemyno + 1`>> <!-- Generate next slot adult -->
<</if>>
<</if>>
<</widget>>
<<widget "generates1">>
<<set _npcClothesPreset to "school">>
<<generatey1>>
<</widget>>
<<widget "generates2">>
<<set _npcClothesPreset to "school">>
<<generatey2>>
<</widget>>
<<widget "generates3">>
<<set _npcClothesPreset to "school">>
<<generatey3>>
<</widget>>
<<widget "generates4">>
<<set _npcClothesPreset to "school">>
<<generatey4>>
<</widget>>
<<widget "generates5">>
<<set _npcClothesPreset to "school">>
<<generatey5>>
<</widget>>
<<widget "generates6">>
<<set _npcClothesPreset to "school">>
<<generatey6>>
<</widget>>
<<widget "generatesm1">>
<<set _npcClothesPreset to "school">>
<<generateym1>>
<</widget>>
<<widget "generatesm2">>
<<set _npcClothesPreset to "school">>
<<generateym2>>
<</widget>>
<<widget "generatesm3">>
<<set _npcClothesPreset to "school">>
<<generateym3>>
<</widget>>
<<widget "generatesm4">>
<<set _npcClothesPreset to "school">>
<<generateym4>>
<</widget>>
<<widget "generatesm5">>
<<set _npcClothesPreset to "school">>
<<generateym5>>
<</widget>>
<<widget "generatesm6">>
<<set _npcClothesPreset to "school">>
<<generateym6>>
<</widget>>
<<widget "generatesf1">>
<<set _npcClothesPreset to "school">>
<<generateyf1>>
<</widget>>
<<widget "generatesf2">>
<<set _npcClothesPreset to "school">>
<<generateyf2>>
<</widget>>
<<widget "generatesf3">>
<<set _npcClothesPreset to "school">>
<<generateyf3>>
<</widget>>
<<widget "generatesf4">>
<<set _npcClothesPreset to "school">>
<<generateyf4>>
<</widget>>
<<widget "generatesf5">>
<<set _npcClothesPreset to "school">>
<<generateyf5>>
<</widget>>
<<widget "generatesf6">>
<<set _npcClothesPreset to "school">>
<<generateyf6>>
<</widget>>
<<widget "generatem1">>
<<generateNPC 1 a m>>
<</widget>>
<<widget "generatem2">>
<<generateNPC 2 a m>>
<</widget>>
<<widget "generatem3">>
<<generateNPC 3 a m>>
<</widget>>
<<widget "generatem4">>
<<generateNPC 4 a m>>
<</widget>>
<<widget "generatem5">>
<<generateNPC 5 a m>>
<</widget>>
<<widget "generatem6">>
<<generateNPC 6 a m>>
<</widget>>
<<widget "generatef1">>
<<generateNPC 1 a f>>
<</widget>>
<<widget "generatef2">>
<<generateNPC 2 a f>>
<</widget>>
<<widget "generatef3">>
<<generateNPC 3 a f>>
<</widget>>
<<widget "generatef4">>
<<generateNPC 4 a f>>
<</widget>>
<<widget "generatef5">>
<<generateNPC 5 a f>>
<</widget>>
<<widget "generatef6">>
<<generateNPC 6 a f>>
<</widget>>
<<widget "generateym1">>
<<generateNPC 1 t m>>
<</widget>>
<<widget "generateym2">>
<<generateNPC 2 t m>>
<</widget>>
<<widget "generateym3">>
<<generateNPC 3 t m>>
<</widget>>
<<widget "generateym4">>
<<generateNPC 4 t m>>
<</widget>>
<<widget "generateym5">>
<<generateNPC 5 t m>>
<</widget>>
<<widget "generateym6">>
<<generateNPC 6 t m>>
<</widget>>
<<widget "generateyf1">>
<<generateNPC 1 t f>>
<</widget>>
<<widget "generateyf2">>
<<generateNPC 2 t f>>
<</widget>>
<<widget "generateyf3">>
<<generateNPC 3 t f>>
<</widget>>
<<widget "generateyf4">>
<<generateNPC 4 t f>>
<</widget>>
<<widget "generateyf5">>
<<generateNPC 5 t f>>
<</widget>>
<<widget "generateyf6">>
<<generateNPC 6 t f>>
<</widget>>
<<widget "generatecm1">>
<<generateNPC 1 t m>>
<</widget>>
<<widget "generatecm2">>
<<generateNPC 2 t m>>
<</widget>>
<<widget "generatecm3">>
<<generateNPC 3 t m>>
<</widget>>
<<widget "generatecm4">>
<<generateNPC 4 t m>>
<</widget>>
<<widget "generatecm5">>
<<generateNPC 5 t m>>
<</widget>>
<<widget "generatecm6">>
<<generateNPC 6 t m>>
<</widget>>
<<widget "generatecf1">>
<<generateNPC 1 t f>>
<</widget>>
<<widget "generatecf2">>
<<generateNPC 2 t f>>
<</widget>>
<<widget "generatecf3">>
<<generateNPC 3 t f>>
<</widget>>
<<widget "generatecf4">>
<<generateNPC 4 t f>>
<</widget>>
<<widget "generatecf5">>
<<generateNPC 5 t f>>
<</widget>>
<<widget "generatecf6">>
<<generateNPC 6 t f>>
<</widget>>
<<widget "generatePlant1">>
<<set _npcPlant to 1>><<set _strapIgnore to 1>><<set _condomIgnore to 1>>
<<generateNPC 1 t>>
<</widget>>
<<widget "generatePlant2">>
<<set _npcPlant to 1>><<set _strapIgnore to 1>><<set _condomIgnore to 1>>
<<generateNPC 2 t>>
<</widget>>
<<widget "generatePlant3">>
<<set _npcPlant to 1>><<set _strapIgnore to 1>><<set _condomIgnore to 1>>
<<generateNPC 3 t>>
<</widget>>
<<widget "generatePlant4">>
<<set _npcPlant to 1>><<set _strapIgnore to 1>><<set _condomIgnore to 1>>
<<generateNPC 4 t>>
<</widget>>
<<widget "generatePlant5">>
<<set _npcPlant to 1>><<set _strapIgnore to 1>><<set _condomIgnore to 1>>
<<generateNPC 5 t>>
<</widget>>
<<widget "generatePlant6">>
<<set _npcPlant to 1>><<set _strapIgnore to 1>><<set _condomIgnore to 1>>
<<generateNPC 6 t>>
<</widget>>
<<widget "generateTemple">>
<<set _npcChastity to 1>>
<<set _npcClothesPreset to "temple">>
<<generateNPC _args[0]>>
<</widget>>
<<widget "generateyTemple">>
<<set _npcChastity to 1>>
<<set _npcClothesPreset to "temple">>
<<generateNPC _args[0] t>>
<</widget>>
<<widget "generateInitiate">>
<<set _npcChastity to 1>>
<<set _npcClothesPreset to "temple">>
<<set _slot to (_args[0] - 1)>>
<<generateRole _slot 0 "initiate">>
<</widget>>
<<widget "generateConfessor">>
<<set _npcClothesPreset to "templeBlack">>
<<generateNPC _args[0]>>
<</widget>>
<<widget "generateCultist">>
<<set _npcClothesPreset to "templeBlack">>
<<set _slot to (_args[0] - 1)>>
<<generateRole _slot 0 "cultist">>
<</widget>>
<<widget "generatePolice">>
<<set _npcClothesPreset to "police">>
<<generateNPC _args[0]>>
<</widget>>
<<widget "generateSecurity">>
<<set _npcClothesPreset to "security">>
<<generateNPC _args[0]>>
<</widget>>
<<widget "generateSailor">>
<<set _npcClothesPreset to "sailor">>
<<generateNPC _args[0]>>
<</widget>>
<<widget "generateDoctor">>
<<set _npcClothesPreset to "hospital">>
<<generateNPC _args[0]>>
<</widget>>
<<widget "generatePlant">>
<<set _npcPlant to 1>><<set _strapIgnore to 1>><<set _condomIgnore to 1>>
<<generateNPC _args[0] "t">>
<</widget>>
<<widget "generateSweaterWearer">>
<<set _npcClothesPreset to "sweater">>
<<generateNPC _args[0]>>
<</widget>>
<<widget "generateDemon">>
<<generateNPC _args[0] a f h 20>>
<<undressNPC _args[0]>>
<</widget>>
<<widget "npcattribute">>
<!-- V2.4 Widget set NPC attributes. $arg[0] calls NPC number (0 - 5) to be generated. NG-->
<!-- $NPCList.pronoun sets appearance, including breasts. NPCList.gender sets genitals, including pp -->
<!-- Future work this should call addns args to set pronoun, gender, and size of NPC(0-18) where larger number is more robust. This would eliminate much of the NPC calls from above and push to code. -->
<!-- Added thug Vulgar/Brutish as NPC19, can only be called with $arg[2] -->
<!-- Added strap-on functionality v2.8 -->
<!-- Added sex toy functionality 0.3.8.0 -->
<!-- check if this npc has seen the player while the player was pantiless; doesn't matter if they knew it or not. -->
<<nounderwearcheck>>
<<set _n to _args[0]>>
<<set _gender to _args[1]>>
<<set _lvl to _args[2]>>
<!-- This sets genitals. -->
<<set $NPCList[_n].vagina to "none">>
<<set $NPCList[_n].penis to "none">>
<<if ["m", "f", "h"].includes(_gender)>>
<<set $NPCList[_n].gender to _gender>>
<<if _gender is "m">>
<<set $NPCList[_n].penis to "clothed">>
<<elseif _gender is "f">>
<<set $NPCList[_n].vagina to "clothed">>
<<elseif _gender is "h">>
<<set $NPCList[_n].vagina to "clothed">>
<<set $NPCList[_n].penis to "clothed">>
<</if>>
<<else>>
<<rng>>
<<if $NPCList[_n].pronoun is "m">>
<<if $rng lte $mhermchance>>
<<set $NPCList[_n].penis to "clothed">>
<<set $NPCList[_n].vagina to "clothed">>
<<set $NPCList[_n].gender to "h">>
<<elseif $rng lte $cbchance>>
<<set $NPCList[_n].vagina to "clothed">>
<<set $NPCList[_n].gender to "f">>
<<else>>
<<set $NPCList[_n].penis to "clothed">>
<<set $NPCList[_n].gender to "m">>
<</if>>
<<elseif $NPCList[_n].pronoun is "f">>
<<if $rng lte $fhermchance>>
<<set $NPCList[_n].vagina to "clothed">>
<<set $NPCList[_n].penis to "clothed">>
<<set $NPCList[_n].gender to "h">>
<<elseif $rng lte $dgchance>>
<<set $NPCList[_n].penis to "clothed">>
<<set $NPCList[_n].gender to "m">>
<<else>>
<<set $NPCList[_n].vagina to "clothed">>
<<set $NPCList[_n].gender to "f">>
<</if>>
<</if>>
<</if>>
<<set $NPCList[_n].chastity to {penis:"", vagina:"", anus:""}>>
<<if _npcChastity is 1>>
<<unset _npcChastity>>
<<if random(-100, 120) gte $world_corruption_soft>>
<<if $NPCList[_n].penis isnot "none">>
<<set $NPCList[_n].chastity.penis to (random(1, 3) is 1 ? "chastity belt" : "chastity cage")>>
<</if>>
<<if $NPCList[_n].vagina isnot "none">>
<!-- if npc has both, give them the same chastity type on both. -->
<<set $NPCList[_n].chastity.vagina to ($NPCList[_n].chastity.penis isnot "" ? $NPCList[_n].chastity.penis : "chastity belt")>>
<</if>>
<<set $_beltPresent to ($NPCList[_n].chastity.penis is "chastity belt" or $NPCList[_n].chastity.vagina is "chastity belt")>>
<<if $analdisable is "f" and random(-100, 150) gte $world_corruption_soft and $_beltPresent>>
<<set $NPCList[_n].chastity.anus to "anal shield">>
<</if>>
<</if>>
<</if>>
<<generateNPCClothes $NPCList[_n]>>
/* Sex toy init rework */
/* Sex toys become more popular over time after the adult shop opens */
<<if !_strapIgnore and $enemytype isnot "beast" and ($NPCList[_n].teen isnot 1 or random(1,20) is 1) and ($position isnot "wall" or $walltype isnot "front")>>
<<if $adultshopdegree gte random(0, 100) or random(0,100) lt 5>>
<<if $toywhipdisable is "f" and $toydildodisable is "f" and $player.gender_appearance isnot "f">>
<<set _sexToy to randomSexToy()>>
<<elseif $toywhipdisable is "f" and $toydildodisable is "f">>
<<set _sexToy to randomSexToy("dildos and whips")>>
<<elseif $toywhipdisable is "f" and $toydildodisable is "t">>
<<set _sexToy to randomSexToy("whip")>>
<<elseif $toywhipdisable is "t" and $toydildodisable is "f">>
<<set _sexToy to randomSexToy("dildo")>>
<</if>>
<<if _sexToy isnot undefined>>
<<set $NPCList[_n].heldSexToy to _sexToy>>
<</if>>
<</if>>
<</if>>
<<if $NPCList[_n].penis isnot "none">>
<<set $NPCList[_n].penis to ($NPCList[_n].clothes.lower.name is "naked" ? 0 : "clothed")>>
<</if>>
<<if $NPCList[_n].vagina isnot "none">>
<<set $NPCList[_n].vagina to ($NPCList[_n].clothes.lower.name is "naked" ? 0 : "clothed")>>
<</if>>
<<set $NPCList[_n].chest to ($NPCList[_n].clothes.upper.name is "naked" ? 0 : "clothed")>>
<<if random(1, 100) lte $blackchance>>
<<set $NPCList[_n].skincolour to "black">>
<<else>>
<<set $NPCList[_n].skincolour to "white">>
<</if>>
<<rng>>
<<if $rng gte 81>>
<<if $NPCList[_n].vagina isnot "none" and $NPCList[_n].penis isnot "none">>
<<set $NPCList[_n].insecurity to ["penis","vagina"].random()>>
<<elseif $NPCList[_n].penis isnot "none">>
<<set $NPCList[_n].insecurity to "penis">>
<<elseif $NPCList[_n].vagina isnot "none">>
<<set $NPCList[_n].insecurity to "vagina">>
<<else>>
<<set $NPCList[_n].insecurity to "perfectly smooth crotch">> /* default case, shouldn't happen. */
<</if>>
<<elseif $rng gte 61>>
<<set $NPCList[_n].insecurity to "ethics">>
<<elseif $rng gte 41>>
<<set $NPCList[_n].insecurity to "weak">>
<<elseif $rng gte 21>>
<<set $NPCList[_n].insecurity to "skill">>
<<else>>
<<set $NPCList[_n].insecurity to "looks">>
<</if>>
<<if $NPCList[_n].teen is 1>>
<<if $NPCList[_n].pronoun is "f">> <!-- female appearing student -->
<<set $_hpMax to [125,175,150,150,150,175,150,200,200,200,125,200,250,125,250,200,250,250,200,300,400,600,900]>>
<<set $_desc to ["slight","lithe","lean","thin","slender","lissome","slim","taut","graceful","trim","mousy","cute","fit","petite","toned","shapely","robust","plump","wide-eyed","vulgar","chubby","heavyset","minor demon"]>>
<<if $npcBreastGenType is "vanilla">>
<<set $_breastMin to [0,0,0,0,0,0,0,0,0,0,0,3,3,3,3,5,5,8,3,10,12,12,12]>>
<<set $_breastMax to [4,4,4,4,4,4,7,7,7,7,8,8,8,8,8,11,11,12,10,12,12,12,12]>>
<<else>>
<<set $_breastMin to [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]>>
<<set $_breastMax to [12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12]>>
<</if>>
<<else>> <!-- male appearing student -->
<<set $_hpMax to [125,175,150,150,150,175,150,200,200,200,125,200,250,125,250,200,250,250,200,300,400,600,900]>>
<<set $_desc to ["slight","lithe","lean","thin","slender","lissome","slim","taut","graceful","trim","mousy","cute","fit","petite","toned","shapely","robust","plump","wide-eyed","brutish","chubby","heavyset","minor demon"]>>
<</if>>
<<else>>
<<if $NPCList[_n].pronoun is "f">> <!-- female appearing adult -->
<<set $_hpMax to [125,175,150,150,150,175,150,200,125,200,275,200,250,250,200,200,250,200,200,350,600,900,1350]>>
<<set $_desc to ["slight","lithe","lean","thin","slender","lissome","slim","taut","petite","trim","muscular","curvy","toned","plump","plush","shapely","robust","voluptuous","lush","vulgar","chubby","heavyset","demon"]>>
<<if $npcBreastGenType is "vanilla">>
<<set $_breastMin to [0,0,0,0,2,2,2,2,2,5,5,5,5,5,5,5,8,8,9,10,12,12,12]>>
<<set $_breastMax to [4,4,4,4,4,4,7,7,8,9,9,9,9,12,10,11,10,11,11,12,12,12,12]>>
<<else>>
<<set $_breastMin to [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]>>
<<set $_breastMax to [12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12]>>
<</if>>
<<else>> <!-- male appearing adult -->
<<set $_hpMax to [125,125,150,150,150,150,175,175,200,200,200,200,250,250,250,250,275,275,275,400,600,900,1350]>>
<<set $_desc to ["petite","slight","slim","thin","slender","lanky","lissome","lithe","trim","lean","taut","plump","toned","bulky","broad","robust","rugged","muscular","burly","brutish","chubby","heavyset","demon"]>>
<</if>>
<</if>>
<!-- Setting pp size limits separately. Changes should track with physical descriptions above, in order. -->
<!-- Brutes and demons always have the largest penis size. -->
<!-- $_penisMin is "smallest possible penis size", $_penisMax is "largest possible penis size" -->
<<if $NPCList[_n].penis isnot "none">>
<<if $NPCList[_n].teen is 1>>
<<if $npcPenisGenType is "vanilla">>
<<set $_penisMin to [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8,8,8]>>
<<else>>
<<set $_penisMin to [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]>>
<</if>>
<<set $_penisMax to [8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8]>>
<<else>>
<<if $npcPenisGenType is "vanilla">>
<<set $_penisMin to [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8,8,8]>>
<<else>>
<<set $_penisMin to [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]>>
<</if>>
<<set $_penisMax to [8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8]>>
<</if>>
<</if>>
<<set _brdes to ["nipple","budding","tiny","small","pert","modest","full","large","ample","massive","huge","gigantic","enormous"]>>
<!-- Select NPC 1-18 Description/Strength pair. Breast size range bound to Description. NPC19 is Brute NPC20 is Demon-->
<<if _lvl gte 0 and _lvl lte 22>>
<<set _i to _lvl>>
<<else>>
<!-- Making NPCs unique, but only when their description is not specifically requested (and most of the time, it isn't) -->
<!-- generate a range of numbers from 0 to N -->
<<set $_range to [...Array(20).keys()]>>
<!-- figure out which indices are already in use by looking them up in $_desc-->
<<set $_takenDescriptionIndices to $NPCList.map(npc => $_desc.indexOf(npc.description))>>
<!-- remove the already taken indices from the pool -->
<<set $_range.delete($_takenDescriptionIndices)>>
<!-- choose the index for this NPC using the filtered pool -->
<<set _i to $_range.pluck()>>
<</if>>
<<set _buffAmount to Math.floor(Time.days / $combatExtended.enemyDayScaling)>>
<<if $combatExtended.enemyLevelDayScaling is 1>>
<<if _buffAmount lte $combatExtended.enemyDayScalingLimit or $combatExtended.enemyInfiniteDayScaling is 1>>
<<set _i to Math.clamp(_i + (_buffAmount * $combatExtended.enemyLevelDayScalingMult), 1, 22)>>
<<else>>
<<set _i to Math.clamp(_i + ($combatExtended.enemyDayScalingLimit * $combatExtended.enemyLevelDayScalingMult), 1, 22)>>
<</if>>
<</if>>
<<set _buffAmount to Math.floor($enemiesDefeatedStat / $combatExtended.enemyDefeatScaling)>>
<<if $combatExtended.enemyLevelDefeatScaling is 1>>
<<if _buffAmount lte $combatExtended.enemyDefeatScalingLimit or $combatExtended.enemyInfiniteDefeatScaling is 1>>
<<set _i to Math.clamp(_i + (_buffAmount * $combatExtended.enemyLevelDefeatScalingMult), 1, 22)>>
<<else>>
<<set _i to Math.clamp(_i + ($combatExtended.enemyDefeatScalingLimit * $combatExtended.enemyLevelDefeatScalingMult), 1, 22)>>
<</if>>
<</if>>
<<set $NPCList[_n].healthmax to $_hpMax[_i]>>
<<set _buff to 0>>
<<set $NPCList[_n].healthmax to Math.round($NPCList[_n].healthmax * ($npcHealthMult / 100))>>
<<set _buffAmount to Math.floor(Time.days / $combatExtended.enemyDayScaling)>>
<<if $combatExtended.enemyHealthDayScaling is 1>>
<<if _buffAmount lte $combatExtended.enemyDayScalingLimit or $combatExtended.enemyInfiniteDayScaling is 1>>
<<set _buff += _buffAmount * $combatExtended.enemyHealthDayScalingMult>>
<<else>>
<<set _buff += $combatExtended.enemyDayScalingLimit * $combatExtended.enemyHealthDayScalingMult>>
<</if>>
<</if>>
<<set _buffAmount to Math.floor($enemiesDefeatedStat / $combatExtended.enemyDefeatScaling)>>
<<if $combatExtended.enemyHealthDefeatScaling is 1>>
<<if _buffAmount lte $combatExtended.enemyDefeatScalingLimit or $combatExtended.enemyInfiniteDefeatScaling is 1>>
<<set _buff += _buffAmount * $combatExtended.enemyHealthDefeatScalingMult>>
<<else>>
<<set _buff += $combatExtended.enemyDefeatScalingLimit * $combatExtended.enemyHealthDefeatScalingMult>>
<</if>>
<</if>>
<<set $NPCList[_n].healthmax to Math.round($NPCList[_n].healthmax * (1 + (_buff / 100)))>>
<<set $NPCList[_n].health to $NPCList[_n].healthmax>>
<<if $npcDescGenType is "vanilla">>
<<set $NPCList[_n].description to $_desc[_i]>>
<<else>>
<<set $NPCList[_n].description to $_desc[random(1, 22)]>>
<</if>>
<<if $npcDescDemonDisable is 1 and $NPCList[_n].description.includes("demon")>>
<<if $npcDescGenType is "vanilla">>
<<set $NPCList[_n].description to $_desc[_i - 1]>>
<<else>>
<<set $NPCList[_n].description to $_desc[random(1, 21)]>>
<</if>>
<</if>>
<<if $combatExtended.enemyPassiveDodging is 1>>
<<set $NPCList[_n].dodgeChance to _i * 2>>
<</if>>
<<if $NPCList[_n].penis isnot "none">><!-- set pp size based on the upper and lower bounds for the selected description -->
<<if $penis_mod gte $_penisMin[_i]>><<set $_penisMin[_i] to $penis_mod>><</if>>
<<if $penis_mod gte $_penisMax[_i]>><<set $_penisMax[_i] to $penis_mod>><</if>>
<<if $penis_mod lt 0>> <!-- Why is this only when $penis_mod is negative? -->
<<set $_penisMin[_i] to Math.clamp($_penisMin[_i]+$penis_mod, 0, 8)>>
<<set $_penisMax[_i] to Math.clamp($_penisMax[_i]+$penis_mod, 0, 8)>>
<</if>>
<</if>>
<<if $NPCList[_n].pronoun is "f">><!-- set breast size based on the upper and lower bounds for the selected description-->
<<if $breast_mod gte $_breastMin[_i]>><<set $_breastMin[_i] to $breast_mod>><</if>>
<<if $breast_mod gte $_breastMax[_i]>><<set $_breastMax[_i] to $breast_mod>><</if>>
<<if $breast_mod lt 0>> <!-- Why is this only when $breast_mod is negative? -->
<<set $_breastMin[_i] to Math.clamp($_breastMin[_i]+$breast_mod, 0, 12)>>
<<set $_breastMax[_i] to Math.clamp($_breastMax[_i]+$breast_mod, 0, 12)>>
<</if>>
<</if>>
<<if $NPCList[_n].pronoun is "f">><<set _rngbr to random($_breastMin[_i], $_breastMax[_i])>><</if>>
<<if $NPCList[_n].penis isnot "none">><<set _rngpp to random($_penisMin[_i], $_penisMax[_i])>><</if>>
<<set $NPCList[_n].fullDescription to $NPCList[_n].description + " ">>
<<if $NPCList[_n].pronoun is "m">>
<<set $NPCList[_n].fullDescription += ($NPCList[_n].teen is 1 ? "boy" : "man")>>
<<elseif $NPCList[_n].pronoun is "f">>
<<set $NPCList[_n].fullDescription += ($NPCList[_n].teen is 1 ? "girl" : "woman")>>
<</if>>
<<set $NPCList[_n].role to "normal">>
/*Sets up multiple orgasms, code needs work*/
/* <<set $NPCList[_n].maxOrgasms to 1>>
<<set $NPCList[_n].orgasms to 0>>
<<if $multiOrgasmToggle is 1>>
<<set _nameCheck to $NPCList[_n].fullDescription>>
<<if _nameCheck is "Robin" or _nameCheck is "Kylar" or _nameCheck is "Sydney" or _nameCheck is "Leighton" or _nameCheck is "Gwylan">>
<<set $NPCList[_n].maxOrgasms to 2 + Math.floor($NPCName[$NPCNameList.indexOf(_nameCheck)].lust / 20)>>
<<elseif _nameCheck is "Doren" or _nameCheck is "Quinn" or _nameCheck is "Niki" or _nameCheck is "Jordan" or _nameCheck is "Harper" or _nameCheck is "Landry" or _nameCheck is "Morgan" or _nameCheck is "River" or _nameCheck is "Mason" or _nameCheck is "Sam" or _nameCheck is "Winter" or _nameCheck is "Sirris" or _nameCheck is "Darryl">>
<<set $NPCList[_n].maxOrgasms to 3 + Math.floor($NPCName[$NPCNameList.indexOf(_nameCheck)].lust / 20)>>
<<elseif _nameCheck is "Avery" or _nameCheck is "Whitney" or _nameCheck is "Remy" or _nameCheck is "Wren" or _nameCheck is "Alex" or _nameCheck is "Charlie">>
<<set $NPCList[_n].maxOrgasms to 4 + Math.floor($NPCName[$NPCNameList.indexOf(_nameCheck)].lust / 20)>>
<<elseif _nameCheck is "Bailey" or _nameCheck is "Briar" or _nameCheck is "Eden" or _nameCheck is "Black Wolf" or _nameCheck is "Great Hawk" or _nameCheck is "Ivory Wraith" or _nameCheck is "Zephyr">>
<<set $NPCList[_n].maxOrgasms to 5 + Math.floor($NPCName[$NPCNameList.indexOf(_nameCheck)].lust / 20)>>
<<else>>
<<set $NPCList[_n].maxOrgasms += Math.floor(_i / 5)>>
<</if>>
<</if>> */
<<if $multiOrgasmToggle is 1>>
<<if !$NPCList[_n].maxOrgasms or $NPCList[_n].maxOrgasms lte 0>>
<<set $NPCList[_n].maxOrgasms = 1 + Math.floor(_i / 5)>>
<</if>>
<<set $NPCList[_n].orgasms to 0>>
<</if>>
<<if $multiOrgasmToggle is 1 and $NPCList[_n].maxOrgasms gt 1 and $abomination isnot 1>>
<<set $setupMidOrgasm to true>>
<</if>>
<<if $NPCList[_n].pronoun is "m">>
<<set $NPCList[_n].breastsize to 0>>
<<set $NPCList[_n].breastsdesc to "nipples">>
<<set $NPCList[_n].breastdesc to "nipple">>
<<else>>
<<if $NPCList[_n].adult is 1>> <!-- set adult breast size -->
<<set $NPCList[_n].breastsize to _rngbr>>
<<switch _rngbr>>
<<case 0>>
<<set $NPCList[_n].breastsdesc to "nipples">>
<<set $NPCList[_n].breastdesc to "nipple">>
<<default>>
<<set $NPCList[_n].breastsdesc to _brdes[_rngbr]+" breasts">>
<<set $NPCList[_n].breastdesc to _brdes[_rngbr]+" breast">>
<</switch>>
<<else>> <!-- set student breast size -->
<<set $NPCList[_n].breastsize to _rngbr>>
<<switch _rngbr>>
<<case 0>>
<<set $NPCList[_n].breastsdesc to "nipples">>
<<set $NPCList[_n].breastdesc to "nipple">>
<<default>>
<<set $NPCList[_n].breastsdesc to _brdes[_rngbr]+" breasts">>
<<set $NPCList[_n].breastdesc to _brdes[_rngbr]+" breast">>
<</switch>>
<</if>>
<</if>>
<<if $NPCList[_n].penis isnot "none">>
<<if $NPCList[_n].adult is 1 or _npcPlant is 1>> <!-- set adult/plantperson pp size -->
<<switch _rngpp>>
<<case 0>>
<<set $NPCList[_n].penisdesc to "tiny penis">>
<<set $NPCList[_n].penissize to 1>>
<<case 5 6 7>>
<<set $NPCList[_n].penisdesc to either("thick cock","hefty cock","big cock","large cock","veiny cock","meaty cock")>>
<<set $NPCList[_n].penissize to 3>>
<<case 8>>
<<set $NPCList[_n].penisdesc to either("massive cock","huge cock","humongous cock","immense cock","gigantic cock","enormous cock")>>
<<set $NPCList[_n].penissize to 4>>
<<default>>
<<set $NPCList[_n].penisdesc to "penis">>
<<set $NPCList[_n].penissize to 2>>
<</switch>>
<<else>> <!-- set student pp size -->
<<switch _rngpp>>
<<case 0>>
<<set $NPCList[_n].penisdesc to "tiny penis">>
<<set $NPCList[_n].penissize to 1>>
<<case 7 8>>
<<set $NPCList[_n].penisdesc to either("thick cock","hefty cock","big cock","large cock","veiny cock","meaty cock")>>
<<set $NPCList[_n].penissize to 3>>
<<default>>
<<set $NPCList[_n].penisdesc to "penis">>
<<set $NPCList[_n].penissize to 2>>
<</switch>>
<</if>>
<</if>>
<<rng>>
<<if $NPCList[_n].pronoun is "f">>
<<if $rng lte ($NPCList[_n].adult is 1 ? 40 : 20)>>
<<set $NPCList[_n].lactation to 1>>
<<else>>
<<set $NPCList[_n].lactation to 0>>
<</if>>
<</if>>
<<generateNPCvirginity $NPCList[_n]>>
<!-- Sets females with strap-ons as adjustment-->
<<if $NPCList[_n].gender is "f" and !_strapIgnore and !npcHasStrapon(_n)>>
<<if random(0, 99) lt $straponchance>>
<<npcstrapon _n>>
<</if>>
<</if>>
/*Location is relative to the PC*/
<<set $NPCList[_n].location to {
head: 0,
genitals: 0,
}>>
<<set $NPCList[_n].trust to 0>>
<<set _rng to random(1, 6)>>
<<if _rng gte 6>>
<<set $NPCList[_n].size to "large">>
<<elseif _rng gte 3>>
<<set $NPCList[_n].size to "normal">>
<<elseif _rng gte 1>>
<<set $NPCList[_n].size to "small">>
<<else>>
<<set $NPCList[_n].size to "tiny">>
<</if>>
<<generate_npc_traits>>
<<generate_npc_skills>>
<<if _npcPlant is 1>>
<<set $NPCList[_n].type to "plant">>
<<set $NPCList[_n].fullDescription to $NPCList[_n].description + " plant">>
<<if $NPCList[_n].pronoun is "m">>
<<set $NPCList[_n].fullDescription += "boy">>
<<elseif $NPCList[_n].pronoun is "f">>
<<set $NPCList[_n].fullDescription += "girl">>
<</if>>
<<unset _npcPlant>>
<<npcClothesType $NPCList[_n] "naked">>
<<else>>
<<set $NPCList[_n].type to "human">>
<</if>>
<<if $condomLvl gte 2 and !_condomIgnore>>
<<if $NPCList[_n].pregnancyAvoidance gte (100 - $condomChance)>>
<<set $NPCList[_n].condom to {
willUse: random(0,100),
state: (random(0,100) gt 98 ? "defective" : "normal"),
type: "plain",
colour: setup.colours.condom[random(0, (setup.colours.condom.length -1))].csstext,
worn: false
}>>
<<elseif $NPCList[_n].pregnancyAvoidance lte 2>>
<<set $NPCList[_n].condom to {
willUse: random(0,100),
state: "sabotaged",
type: "plain",
colour: setup.colours.condom[random(0, (setup.colours.condom.length -1))].csstext,
worn: false
}>>
<</if>>
<</if>>
<<if $NPCList[_n].pregnancy is undefined>>
<<set $NPCList[_n].pregnancy to 0>>
<</if>>
<</widget>>
<<widget "npcstrapon">>
<!-- NG Converts NPCs to strap-on -->
<<switch _args[0]>>
<<case 0 1 2 3 4 5>>
<<set _xx to _args[0]>>
<<default>>
<span class="red">NPCSTRAPON Error: No NPC Identifier</span>
<br><br>
<</switch>>
<<if !$NPCList[_xx].strapon>>
<!-- set .penis to clothed if vagina was clothed, or nude if vagina was nude -->
<<if $NPCList[_xx].vagina isnot "none">>
<<set $NPCList[_xx].penis to $NPCList[_xx].vagina>>
<<set $NPCList[_xx].vagina to "none">>
<<set $NPCList[_xx].gender to "m">>
<</if>>
<!-- NPC strap-on descriptors added: 0.3.6.2 -->
/* Other names: anal beads, barbed, ribbed, corkscrew, butt plug, unicorn horn, bovine */
<<set $_i to $NPCNameList.indexOf($NPCList[_xx].fullDescription)>>
<<if _args[1]>>
<<run console.log("assign strapon from args", _args[1])>>
<<set $_strapon to _args[1]>>
<<setNPCStrapon $NPCList[_xx] $_strapon>>
<<set $NPCList[_xx].strapon.temp to true>>
<<elseif $_i isnot -1 and $NPCName[$_i].strapons and $NPCName[$_i].strapons.length gte 1>>
<!-- If the NPC owns at least one strapon, they'll choose one they own and put it on. -->
<<run console.log("assign strapon from collection", $NPCName[$_i].strapons)>>
<<set $_strapon to clone($NPCName[$_i].strapons.random())>>
<<setNPCStrapon $NPCList[_xx] $_strapon>>
<<else>>
/* Generate random */
<<run console.log("generate random strapon")>>
<<set _dildoType to either("dildo","penis","beaded dildo","horse cock","knotted cock", "tentacle","dolphin cock","studded cock","fist dildo")>>
<<set _straponColor to either("black","red","pink","purple","fleshy","blue","green")>>
<<set _bonusdescriptor to either("","","floppy","transparent","sparkly")>>
<<switch random(1, 6)>>
<<case 1>>
<<set $NPCList[_xx].penisdesc to _bonusdescriptor +" "+_straponColor+" strap-on "+_dildoType>>
<<set $NPCList[_xx].penissize to 2>>
<<case 2 3>>
<<set $NPCList[_xx].penisdesc to "large "+_straponColor+" strap-on cock">>
<<set $NPCList[_xx].penissize to 3>>
<<case 4>>
<<set $NPCList[_xx].penisdesc to "large "+_straponColor+" strap-on "+_dildoType>>
<<set $NPCList[_xx].penissize to 3>>
<<case 5>>
<<set $NPCList[_xx].penisdesc to "massive "+_straponColor+" strap-on "+_dildoType>>
<<set $NPCList[_xx].penissize to 4>>
<<default>>
<<set $NPCList[_xx].penisdesc to "massive "+_straponColor+" strap-on cock">>
<<set $NPCList[_xx].penissize to 4>>
<</switch>>
<!-- Set up like this for futureproofing -->
<<set $NPCList[_xx].strapon to {state:"worn",color:_straponColor,description:$NPCList[_xx].penisdesc,size:$NPCList[_xx].penissize}>>
<<if $_i isnot -1>>
<!-- Give this named npc this strapon temporarily so that they will use it in future appearances (note: they are removed in the <<day>> widget) -->
<<set $NPCList[_xx].strapon.temp to true>>
<<set $randomNNPCStraponsToClear to true>>
<<if !$NPCName[$_i].strapons or $NPCName[$_i].strapons.length is 0>>
<<set $NPCName[$_i].strapons to [$NPCList[_xx].strapon]>>
<<else>>
<!-- This may not make sense? Why would a strapon be randomly generated if they already had one? -->
<<run console.debug("Random strapon added to "+$NPCName[$_i].nam+"'s strapon collection when they already had one")>>
<<set $NPCName[$_i].strapons.push($NPCList[_xx].strapon)>>
<</if>>
<</if>>
<</if>>
<<set $NPCList[_xx].strapon.state to "worn">>
<</if>>
<</widget>>
<<widget "generateNewStrapon">>
<<set $_straponSize to _args[0]>>
<<set $_straponSizeDesc to {2: "", 3: "large", 4: "massive"}[_args[0]]>>
<<set $_straponColour to _args[1]>>
<<set $_straponShape to _args[2]>>
<<set $_modifier to (_args[3] ? _args[3] : "")>>
<<set $_straponDesc to `${$_straponSizeDesc} ${$_modifier} ${$_straponColour} strap-on ${$_straponShape}`.trim().replace(/\s\s+/, " ")>>
<<set _newStrapon to {
color: $_straponColour,
size: $_straponSize,
description: $_straponDesc,
}>>
<</widget>>
<<widget "setNPCStrapon">>
<<if _args[0] and _args[1]>>
<<set $_npc to _args[0]>>
<<set $_strapon to _args[1]>>
<<set $_npc.strapon to clone($_strapon)>>
<<set $_npc.strapon.state to "worn">>
<<set $_npc.penisdesc to $_npc.strapon.description>>
<<set $_npc.penissize to $_npc.strapon.size>>
<</if>>
<</widget>>
<<widget "generate_npc_traits">>
<<set $NPCList[_n].traits to []>>
<<set _rng to random(1, 4)>>
<<switch _rng>>
<<case 1>>
<<set $NPCList[_n].traits.push("relaxed")>>
<<case 2>>
<<set $NPCList[_n].traits.push("sociable")>>
<<case 3>>
<<set $NPCList[_n].traits.push("brooding")>>
<<case 4>>
<<set $NPCList[_n].traits.push("lecher")>>
<</switch>>
<<if $hallucinations gte 1 and $controlled is 0>>
<!-- Update divisor when world corruption clamp changes-->
<<set $_hypnoChance = Math.floor($world_corruption_soft / 10)>>
<<if random(1, 100) lte $_hypnoChance>>
<<set $NPCList[_n].traits.push("hypnotist")>>
<</if>>
<<else>>
<<if random(1, 100) is 100>>
<<set $NPCList[_n].traits.push("hypnotist")>>
<</if>>
<</if>>
/*
<<if random(1, 5) is 5>>
<<if random(1, 2) is 2>>
<<set $NPCList[_n].traits.push("lazy")>>
<<else>>
<<set $NPCList[_n].traits.push("energetic")>>
<</if>>
<</if>>
<<if random(1, 10) is 10>>
<<set $NPCList[_n].traits.push("watchful")>>
<</if>>
<<if random(1, 10) is 10>>
<<set $NPCList[_n].traits.push("needs glasses")>>
<</if>>
<<if random(1, 10) is 10>>
<<set $NPCList[_n].traits.push("scrappy")>>
<</if>>
<<if random(1, 10) is 10>>
<<set $NPCList[_n].traits.push("skulduggerous")>>
<</if>>
<<if random(1, 10) is 10>>
<<set $NPCList[_n].traits.push("promiscuous")>>
<</if>>
<<if random(1, 10) is 10>>
<<set $NPCList[_n].traits.push("exhibitionist")>>
<</if>>
<<if random(1, 10) is 10>>
<<set $NPCList[_n].traits.push("deviant")>>
<</if>>
<<if random(1, 10) is 10>>
<<set $NPCList[_n].traits.push("willful")>>
<</if>>
<<if random(1, 10) is 10>>
<<set $NPCList[_n].traits.push("strong")>>
<</if>>
<<if random(1, 10) is 10>>
<<set $NPCList[_n].traits.push("beautiful")>>
<</if>>
*/
<</widget>>
<<widget "generate_npc_skills">>
<<set $NPCList[_n].skills to {}>>
<<set $NPCList[_n].skills.security to random(1, 1000)>>
<<set $NPCList[_n].skills.athletics to random(1, 1000)>>
<</widget>>
<!-- Argument 0 is NPC object, Argument 1 is clothes name or type. -->
<<widget "npcClothesType">>
<<if _args[0]>>
<<run npcClothes(_args[0], _args[1])>>
<</if>>
<</widget>>
<<widget "npcClothesName">>
<<if _args[0] and _args[1]>>
<<run npcSpecifiedClothes(_args[0], _args[1])>>
<</if>>
<</widget>>
<<widget "generateNPCClothes">>
<<if _args[0]>>
<<set $_npc to _args[0]>>
<<if _npcClothesPreset>>
<!-- For clothing set in generation widgets -->
<<if _npcClothesPreset is "school" and ($location is "pool" or $location is "beach" and Time.season isnot "winter")>>
<<set _npcClothesPreset to "schoolSwim">>
<</if>>
<<set _npcClothingOptions to [_npcClothesPreset]>>
<<unset _npcClothesPreset>>
<<elseif $_npc.monster is "monster">>
<<set _npcClothingOptions to ["naked"]>>
<<elseif $location is "prison">>
<<set _npcClothingOptions to ["prison"]>>
<<else>>
<!-- Determine possible NPC clothes types -->
<<set _npcClothingOptions to ["default"]>>
<<set $_schoolType to ($_npc.teen is 1 ? "school" : "teacher")>>
<<switch $location>>
<<case "brothel" "hospital" "temple" "spa">>
<<set _npcClothingOptions.push($location, $location, "town", "town", "formal")>>
<<case "moor" "farm" "alex_farm">>
<<set _npcClothingOptions.push("town", "wilds", "wilds", "wilds", "riding")>>
<<case "forest" "lake">>
<<set _npcClothingOptions.push("town", "wilds", "wilds", "forest")>>
<<case "beach">>
<<if Time.season isnot "winter">>
<<set _npcClothingOptions.push("town", "beach", "beach", "beach", "beach", "warm", "warm")>>
<<if $_npc.teen is 1>>
<<set _npcClothingOptions.push("schoolSwim", "schoolSwim")>>
<</if>>
<<else>>
<<set _npcClothingOptions.push("town", "cold", "cold", "cold", "cold")>>
<</if>>
<<case "sea">>
<<set _npcClothingOptions.push("town", "sailor", "sailor")>>
<<case "docks">>
<<set _npcClothingOptions.push("town", "docker", "docker")>>
<<case "school">>
<<set _npcClothingOptions to [$_schoolType]>>
<<case "pool">>
<<set _npcClothingOptions to ["schoolSwim"]>>
<<case "dance_studio">>
<<set _npcClothingOptions to ["dance_studio"]>>
<<default>>
<<set _npcClothingOptions.push("town", "town", "town")>>
<<if $outside is 1>>
<<switch Weather.precipitation>>
<<case "none">>
<<if Time.season isnot "winter">>
<<set _npcClothingOptions.push("warm", "warm")>>
<</if>>
<<case "rain">>
<<set _npcClothingOptions.push("cold", "wilds", "rain", "rain", "rain")>>
<<case "snow">>
<<set _npcClothingOptions.push("cold", "cold", "cold", "cold")>>
<</switch>>
<<if Time.season is "winter">>
<<set _npcClothingOptions.push("cold", "cold", "cold", "cold")>>
<</if>>
<</if>>
<<if Time.season is "summer">>
<<set _npcClothingOptions.push("warm", "warm", "warm", "warm")>>
<<elseif Time.hour gte 19 or Time.hour lte 6>>
<<set _npcClothingOptions.push("cold", "cold", "formal", "formal", "formalRare")>>
<</if>>
<<if Time.season isnot "winter">>
<<if Time.hour gt 9 and Time.hour lt 16>>
<<set _npcClothingOptions.push("warm", "warm")>>
<</if>>
<</if>>
<</switch>>
<!-- For named NPCs. Remove "naked" outfit from outfits array. Find all outfit names in setup.
Copy their types into an array. Compare this array with available options.
Delete any possible options that the named NPC does not have a type of. -->
<<if $_npc.outfits>>
<<set $_npcOutfits to clone($_npc.outfits)>>
<<set $_npcOutfits to $_npcOutfits.filter(x => !x.includes("naked"))>>
<<set _npcOutfitsTypes to []>>
<<for $_key, $_outfit range $_npcOutfits>>
<<set _npcOutfitsTypes.push(setup.npcClothesSets.find(set => set.name === $_outfit).type)>>
<</for>>
<<for $_key, $_outfitType range _npcClothingOptions>>
<<if !_npcOutfitsTypes.includes($_outfitType)>>
<<run _npcClothingOptions.delete($_outfitType)>>
<</if>>
<</for>>
<</if>>
<<if _npcClothingOptions.length gt 1>>
<<run _npcClothingOptions.delete("default")>>
<</if>>
<</if>>
<<set _npcClothes to _npcClothingOptions.random()>>
<<run npcClothes($_npc, _npcClothes)>>
<</if>>
<</widget>>
<<widget "generateNPCvirginity">>
<<set $_npc to _args[0]>>
<<set $_npc.virginity to {
"anal": true,
"oral": true,
"penile": true,
"vaginal": true,
"handholding": false,
"temple": false,
"kiss": false
}>>
<<set $_virginChance to ($_npc.adult is 1 ? $npcVirginityChanceAdult : $npcVirginityChance)>>
<<if _npcPlant and $_virginChance lt 100>>
<<set $_virginChance /= 20>>
<</if>>
<<set $_npc.virginity.penile to (random(1,100) lte $_virginChance)>>
<<set $_npc.virginity.vaginal to (random(1,100) lte $_virginChance)>>
<!-- Can't lose virginity if you don't have the part. -->
<!-- Also, futureproofing for strapons; this runs before strapons are assigned, so they should not generate with both penile virginity AND a strapon. -->
<<if $_npc.penis is "none">>
<<set $_npc.virginity.penile to false>>
<</if>>
<<if $_npc.vagina is "none">>
<<set $_npc.virginity.vaginal to false>>
<</if>>
<!-- this is quadratic, but basically it approaches 100% faster than regular virgin chance. -->
<<set $_uncommonVirginChance to $_virginChance * (2 - ($_virginChance/100))>>
<<if $analdisable is "f">>
<<set $_npc.virginity.anal to (random(1,100) lte $_uncommonVirginChance)>>
<</if>>
<<set $_npc.virginity.oral to (random(1,100) lte $_uncommonVirginChance)>>
<</widget>>
<<widget "generatetakevirginity">>
<<set _n to _args[0]>>
<<set _g to maleChance() gte random(1, 100) ? "m" : "f">>
<<if $player.vaginaExist and $straponchance is 0 and !unableTakeVirginity("vaginal")>>
<<if $dgchance gte 1>>
<<generateNPC _n a _g m>>
<<else>>
<<generateNPC _n a m m>>
<</if>>
<<elseif $player.penisExist and $analdisable isnot "f" and !unableTakeVirginity("penile")>>
<<if $cbchance gte 1>>
<<generateNPC _n a _g f>>
<<else>>
<<generateNPC _n a f f>>
<</if>>
<<else>>
<<generateNPC _n>>
<<if $player.vaginaExist and !$player.penisExist and $NPCList[_n].penis is "none">>
<<run _n-1>>
<<npcstrapon _n>>
<</if>>
<</if>>
<</widget>><<widget "speech-sydney">>
<<set _sydney to statusCheck("Sydney")>><<rng>>
<<if !$sydneyComments>>
<<set $sydneyComments to {}>>
<<set $sydneyComments.penetrated to 0>>
<<set $sydneyComments.mouth to 0>>
<<set $sydneyComments.trib to 0>>
<<set $sydneyComments.imminent to 0>>
<<set $sydneyComments.chastity to 0>>
<<set $sydneyComments.touch to 0>>
<<set $sydneyComments.fondle to 0>>
<<set $sydneyComments.flaunt to 0>>
<<set $sydneyUniqueComments to []>>
<</if>>
<<if $speechNPCPenisVirgin is 1 or $speechNPCVaginaVirgin is 1>>
<<if $speechpenisvirgin is 1 or $speechvaginavirgin is 1 or $speechanusvirgin is 1>>
<<if _sydneyStatus.includes("corrupt")>>
<<if $sydneySeen.includes("corruptroom")>>
<<set _sydneyText to `<<He>> moans, looking to you with pure ecstasy. "The feeling of you ruining me gets better each time. We belong to each other, now and forever!" <<He>> holds on to you tight. <<set $corruptionEvent to 1>><<npcincr Sydney purity -5>><<llspurity>>`>>
<<else>>
<<set _sydneyText to `<<He>> moans, looking to you with pure ecstasy. "You did it. You defiled me at last. We belong to each other forever now!" <<He>> holds on to you tight. <<set $corruptionEvent to 1>><<npcincr Sydney purity -20>><<lllspurity>>`>>
<</if>>
<<else>>
<<if $templePromised is "Sydney">>
<<set _sydneyText to `<<He>> gasps, looking to you with pure ecstasy. "We... we did it... I'm so happy..." <<He>> holds on to you tightly. "This means we're bound together forever... right?" <<npcincr Sydney purity -5>><<llspurity>>`>>
<<else>>
<<set _sydneyText to `<<He>> gasps, looking to you with pure ecstasy. "We shouldn't be doing this... so why do I feel so happy...?" <<He>> holds on to you tightly. "This means we're bound together forever... right?" <<set $corruptionEvent to 1>><<npcincr Sydney purity -20>><<lllspurity>>`>>
<</if>>
<</if>>
<<else>>
<<if _sydneyStatus.includes("corrupt")>>
<<if $sydneySeen.includes("corruptroom")>>
<<set _sydneyText to `<<He>> moans, looking to you with pure ecstasy. "The feeling of you ruining me gets better every time. I belong to you, now and forever!" <<He>> holds on to you tightly. <<set $corruptionEvent to 1>><<npcincr Sydney purity -5>><<llspurity>>`>>
<<else>>
<<set _sydneyText to `<<He>> moans, looking to you with pure ecstasy. "You did it. You defiled me at last. We belong to each other forever now!" <<He>> holds on to you tight. <<set $corruptionEvent to 1>><<npcincr Sydney purity -20>><<lllspurity>>`>>
<</if>>
<<else>>
<<if $templePromised is "Sydney">>
<<set _sydneyText to `<<He>> gasps, looking to you with pure ecstasy. "We... we did it... I'm so happy..." <<He>> holds on to you tightly. "Even if I wasn't your first... this means we're bound together forever... right?" <<npcincr Sydney purity -5>><<llspurity>>`>>
<<else>>
<<set _sydneyText to `<<He>> gasps, looking to you with pure ecstasy. "We shouldn't be doing this... so why do I feel so happy...?" <<He>> holds on to you tightly. "It's okay that I wasn't your first, as long as I'm your last!" <<set $corruptionEvent to 1>><<npcincr Sydney purity -20>><<lllspurity>>`>>
<</if>>
<</if>>
<</if>>
<<elseif $speechNPCAnusVirgin is 1>>
<<if $speechpenisvirgin is 1>>
<<if _sydneyStatus.includes("corrupt")>>
<<set _sydneyText to `<<He>> moans. "This is your first time doing this too, isn't it? Don't slow down. Please!" <<He>> wraps <<his>> legs around you.`>>
<<else>>
<<set _sydneyText to `<<He>> gasps. "Are... are you sure we're still pure...? It feels... too good..." <<He>> holds on to you tightly.`>>
<</if>>
<<else>>
<<if _sydneyStatus.includes("corrupt")>>
<<set _sydneyText to `<<He>> moans. "Woah, I never expected it to feel like that... keep going!" <<He>> wraps <<his>> legs around you.`>>
<<else>>
<<set _sydneyText to `<<He>> gasps. "Are... are you sure I'm still pure...? It feels... too good..." <<He>> holds on to you tightly.`>>
<</if>>
<</if>>
<<elseif $speechmouthvirgin is 1>>
<<if _sydneyStatus.includes("corrupt")>>
<<set _sydneyText to `<<He>> moans and places a hand on your head. "This is your first time doing this, isn't it? You're doing great."`>>
<<else>>
<<set _sydneyText to `<<He>> gasps. "Is... is this your first time doing thi-" <<He>> stifles further lewd noises by placing <<his>> hands over <<his>> mouth.`>>
<</if>>
<<elseif $speechNPCKissVirgin is 1>>
<<set _sydneyText to `<<He>> gazes at you lovingly. "That was my first kiss..." <<he>> giggles.`>>
<<elseif $speechhermaroused is 1>>
<<if _sydneyStatus.includes("corrupt")>>
<<if _sydney.gender is "h">>
<<set _sydneyText to `<<He>> gasps. "Woah! <<sydneyMum>> always told me I was special, but you have both too!"`>>
<<else>>
<<set _sydneyText to `<<He>> gasps. "Woah! <<sydneyMum>> never told me that was possible."`>>
<</if>>
<<else>>
<<if _sydney.gender is "h">>
<<set _sydneyText to `<<He>> gasps. "You... have both too? I thought I was the only one!"`>>
<<else>>
<<set _sydneyText to `<<He>> gasps. "B...both? I didn't know that was possible!"`>>
<</if>>
<</if>>
<<elseif $speechcrossdressaroused is 1>>
<<if _sydneyStatus.includes("corrupt")>>
<<set _sydneyText to `<<He>> gasps. "All this time, you were a <<gender>>? Well, that doesn't change how I feel about you."`>>
<<else>>
<<set _sydneyText to `<<He>> gasps. "You're... a <<gender>>? Th-that's okay! I don't think of you any differently!"`>>
<</if>>
<<elseif $speechnamedrop is 1 and $sydneyromance is 1>>
<<set $speechnamedrop to 0>>
<<switch _loveInterest>>
<<case "Black Wolf" "Great Hawk">>
<<set _sydneyText to `<<He>> balks. "An... animal? What?"`>>
<<case "Whitney">>
<<set _sydneyText to `<<He>> balks. "H... <<nnpc_him "Whitney">>?!"`>>
<<case "Robin" "Kylar">>
<<set _sydneyText to `<<He>> freezes. "I... thought you were just friends. You mean...?"`>>
<<default>>
<<set _sydneyText to `<<He>> freezes. "Wh... who? Who is it?!"`>>
<</switch>>
<<npcincr Sydney love -10>><<llllove>>
<<elseif $speechsextoy is 1>>
<<set $speechsextoy to 0>>
<<set _sexToy to ($rightarm is "heldSexToy" and $leftarm is "heldSexToy" ? "sex toys" : "sex toy")>>
<<if _sydneyStatus.includes("corrupt")>>
<<set _sydneyText to `<<He>> looks at your <<print _sexToy>> and grins. "<<print either("Oh, I'd like nothing more than to test that out with you.","You got that on a discount, right?")>>"`>>
<<elseif _sydneyStatus.includes("pure")>>
<<set _sydneyText to `<<He>> looks at your <<print _sexToy>> and blushes. "<<print either("Oh, that's from <<sydneymum>>'s store!","...How do you use that one?")>>"`>>
<<else>>
<<set _sydneyText to `<<He>> looks at your <<print _sexToy>> and blushes. "This feels wrong, but I don't want to stop."`>>
<</if>>
<<elseif $speechcum is 1>>
<<if $speechspank is 1>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<set _sydneyText to `<<He>> looks down at you with confusion. "This is supposed to be painful, what... what is this?" <<npcincr Sydney purity -2>><<lspurity>>`>>
<<case "corrupt" "corruptLust">>
<<set _sydneyText to `<<He>> smiles at you and giggles. "Seeing you struggle and writhe just makes it better." <<npcincr Sydney purity -2>><<lspurity>>`>>
<<default>>
<<set _sydneyText to `<<He>> looks to you with a mixture of panic and confusion as you climax. <<npcincr Sydney purity -2>><<lspurity>>`>>
<</switch>>
<<else>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<if $sydneySeen.includes("player climax")>>
<<set _sydneyText to `<<He>> smiles at you. "I... I did it! I made you..." <<he>> giggles. <<npcincr Sydney purity -2>><<lspurity>>`>>
<<else>>
<<set _sydneyText to `<<His>> eyes widen. "A-are you okay? You're shaking!" You manage to nod in response, and <<he>> calms down. <<npcincr Sydney purity -5>><<llspurity>>`>>
<</if>>
<<case "corrupt" "corruptLust">>
<<set _sydneyText to `<<He>> smiles at you and giggles. "My turn, now." <<npcincr Sydney purity -2>><<lspurity>>`>>
<<default>>
<<set _sydneyText to `<<He>> lovingly clings to you as you tremble. <<npcincr Sydney purity -2>><<lspurity>>`>>
<</switch>>
<</if>>
<<set $sydneySeen.pushUnique("player climax")>>
<<elseif $speechgenitals is 1 and $worn.genitals.type.includesAll("chastity", "hidden") and !$sydneySeen.includes("chastity")>>
<<set _sydneyText to `<<His>> eyebrows raise in surprise upon seeing your <<printChastity>>. <<npcincr Sydney purity 2>><<gspurity>>`>>
<<set $sydneySeen.pushUnique("chastity")>>
<<set $sydneyUniqueComments.pushUnique("chastity")>>
<<elseif $speechpenispenetrated is 1 and $sydneyComments.penetrated is 0>>
<<set $sydneyComments.penetrated to 2>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<set _sydneyText to `<<He>> barely manages to speak. "If... if you... I'm going to..."`>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<set _sydneyText to `<<He>> speaks. "Th-the temple will punish me for this... but I don't care anymore!"`>>
<<else>>
<<set _sydneyText to `<<He>> speaks. "Y...you're really inside..."`>>
<</if>>
<<case "corrupt" "corruptLust">>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<if $rng gte 80 and $pregnancyspeechdisable is "f">>
<<set _sydneyText to `<<He>> grabs you by the head and pulls your face close to <<hers>>. "I want you to put a child in me. Now."`>>
<<else>>
<<set _sydneyText to `<<He>> moans. "Harder. Harder! I'm almost there!"`>>
<</if>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<set _sydneyText to `<<He>> speaks. "This is worth any punishment the temple will do to me."`>>
<<else>>
<<set _sydneyText to `<<He>> speaks. "I love the feeling of you inside me."`>>
<</if>>
<<default>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<set _sydneyText to `<<He>> barely manages to speak. "I think I'm... getting close...!"`>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<set _sydneyText to `<<He>> speaks. "We're both sinners now, aren't we?"`>>
<<else>>
<<set _sydneyText to `<<He>> speaks. "I think I'm getting used to this."`>>
<</if>>
<</switch>>
<<elseif $speechotheranuspenetrated is 1 and $sydneyComments.penetrated is 0>>
<<set $sydneyComments.penetrated to 2>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<set _sydneyText to `<<He>> barely manages to speak. "If... if you... I'm going to..."`>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<set _sydneyText to `<<He>> speaks. "This... still feels so wrong... but..."`>>
<<else>>
<<set _sydneyText to `<<He>> speaks. "Y...you're really inside..."`>>
<</if>>
<<case "corrupt" "corruptLust">>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<set _sydneyText to `<<He>> moans. "Harder. Harder! I'm almost there!"`>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<set _sydneyText to `<<He>> speaks. "I can't believe I never tried this. You've really opened my eyes."`>>
<<else>>
<<set _sydneyText to `<<He>> speaks. "I love the feeling of you inside me."`>>
<</if>>
<<default>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<set _sydneyText to `<<He>> barely manages to speak. "I think I'm... getting close...!"`>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<set _sydneyText to `<<He>> speaks. "We're still pure, right? This doesn't count?"`>>
<<else>>
<<set _sydneyText to `<<He>> speaks. "I think I'm getting used to this."`>>
<</if>>
<</switch>>
<<elseif $speechvaginapenetrated is 1 and $sydneyComments.penetrated is 0>>
<<set $sydneyComments.penetrated to 2>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<set _sydneyText to `<<He>> barely manages to speak. "Sh... should I... pull out?"`>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<set _sydneyText to `<<He>> speaks. "Th-the temple will punish me for this... but I don't care anymore!"`>>
<<else>>
<<set _sydneyText to `<<He>> speaks. "I... I'm really inside..."`>>
<</if>>
<<case "corrupt" "corruptLust">>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<if $rng gte 80 and $pregnancyspeechdisable is "f">>
<<set _sydneyText to `<<He>> grabs you by the head and pulls your face close to <<hers>>. "I want to put a child in you."`>>
<<else>>
<<set _sydneyText to `<<He>> moans. "I'm almost there! Are you ready?"`>>
<</if>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<set _sydneyText to `<<He>> speaks. "This is worth any punishment the temple will do to me."`>>
<<else>>
<<set _sydneyText to `<<He>> speaks. "I love the feeling of being inside you."`>>
<</if>>
<<default>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<set _sydneyText to `<<He>> barely manages to speak. "I think I'm... getting close...!"`>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<set _sydneyText to `<<He>> speaks. "We're both sinners now, aren't we?"`>>
<<else>>
<<set _sydneyText to `<<He>> speaks. "I'm getting used to this feeling."`>>
<</if>>
<</switch>>
<<elseif $speechanuspenetrated is 1 and $sydneyComments.penetrated is 0>>
<<set $sydneyComments.penetrated to 2>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<if $pregnancyspeechdisable is "f" and !$player.vaginaExist and _sydney.gender is "m" and knowsAboutAnyPregnancy("pc","Sydney")>>
<<set _sydneyText to `<<He>> barely manages to speak. "Sh... should I... pull out?"`>>
<<else>>
<<set _sydneyText to `<<He>> barely manages to speak. "If... if you... I'm going to..."`>>
<</if>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<set _sydneyText to `<<He>> speaks. "This... still feels so wrong... but..."`>>
<<else>>
<<set _sydneyText to `<<He>> speaks. "I...I'm really inside..."`>>
<</if>>
<<case "corrupt" "corruptLust">>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<if $rng gte 80 and $pregnancyspeechdisable is "f" and !$player.vaginaExist and _sydney.gender is "m" and knowsAboutAnyPregnancy("pc","Sydney")>>
<<set _sydneyText to `<<He>> grabs you by the head and pulls your face close to <<hers>>. "I want to put a child in you."`>>
<<else>>
<<set _sydneyText to `<<He>> moans. "I'm almost there! Are you ready?"`>>
<</if>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<set _sydneyText to `<<He>> speaks. "Are you sure this feels good for you?"`>>
<<else>>
<<set _sydneyText to `<<He>> speaks. "I love being inside you."`>>
<</if>>
<<default>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<set _sydneyText to `<<He>> barely manages to speak. "I think I'm... getting close...!"`>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<set _sydneyText to `<<He>> speaks. "We're still pure, right? This doesn't count?"`>>
<<else>>
<<set _sydneyText to `<<He>> speaks. "I'm getting used to this feeling."`>>
<</if>>
<</switch>>
<<elseif $speechmouthpenetrated is 1 and $sydneyComments.penetrated is 0>>
<<set $sydneyComments.penetrated to 2>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<set _sydneyText to `<<He>> barely manages to speak. "Ah... something's coming..."`>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<set _sydneyText to `<<He>> speaks. "I'm starting to feel weird..."`>>
<<else>>
<<set _sydneyText to `<<He>> giggles. "This tickles!"`>>
<</if>>
<<case "corrupt" "corruptLust">>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<set _sydneyText to `<<He>> moans, grabbing the back of your head. "I'm almost there! Are you ready?"`>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<set _sydneyText to `<<He>> speaks. "I hope you don't plan on wasting any."`>>
<<else>>
<<set _sydneyText to `<<He>> speaks. "You look so cute down there."`>>
<</if>>
<<default>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<set _sydneyText to `<<He>> barely manages to speak. "I think I'm... getting close...!"`>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<set _sydneyText to `<<He>> speaks. "You can breathe, right? I'm not hurting you?"`>>
<<else>>
<<set _sydneyText to `<<He>> speaks. "Your mouth is so warm."`>>
<</if>>
<</switch>>
<<elseif ($speechvaginamouth + $speechanallick + $speechanalkiss + $speechmouthotheranus + $speechthroat + $speechfacesit) gte 1 and $sydneyComments.mouth is 0>>
<<set $sydneyComments.mouth to 3>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<set _sydneyText to `<<He>> barely manages to speak. "Ah... something's coming..."`>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<set _sydneyText to `<<He>> speaks. "I'm starting to feel weird..."`>>
<<else>>
<<set _sydneyText to `<<He>> giggles. "This tickles!"`>>
<</if>>
<<case "corrupt" "corruptLust">>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<set _sydneyText to `<<He>> moans, grabbing the back of your head. "I'm almost there! Are you ready?"`>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<set _sydneyText to `<<He>> speaks. "Lick harder."`>>
<<else>>
<<set _sydneyText to `<<He>> speaks. "You look so cute down there."`>>
<</if>>
<<default>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<set _sydneyText to `<<He>> barely manages to speak. "I think I'm... getting close...!"`>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<set _sydneyText to `<<He>> speaks. "You can breathe, right? I'm not hurting you?"`>>
<<else>>
<<set _sydneyText to `<<He>> speaks. "Your tongue is so warm."`>>
<</if>>
<</switch>>
<<elseif ($speechvaginavagina + $speechtribentrance) gte 1 and $sydneyComments.trib is 0>>
<<set $sydneyComments.trib to 3>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<set _sydneyText to `<<He>> barely manages to speak. "If... if you... I'm going to..."`>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<set _sydneyText to `<<He>> speaks. "This... still feels so wrong... but..."`>>
<<else>>
<<set _sydneyText to `<<He>> speaks. "We're... really touching down there..."`>>
<</if>>
<<case "corrupt" "corruptLust">>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<set _sydneyText to `<<He>> moans. "I'm almost there! Are you ready?"`>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<set _sydneyText to `<<He>> speaks. "Are you sure this feels good for you?"`>>
<<else>>
<<set _sydneyText to `<<He>> speaks. "I love being this close together."`>>
<</if>>
<<default>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<set _sydneyText to `<<He>> barely manages to speak. "I think I'm... getting close...!"`>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<set _sydneyText to `<<He>> speaks. "We're still pure, right? This doesn't count?"`>>
<<else>>
<<set _sydneyText to `<<He>> speaks. "I'm getting used to this feeling."`>>
<</if>>
<</switch>>
<<elseif ($speechvaginaimminent + $speechpenisimminent + $speechvaginaentrance + $speechpenisentrance) gte 1 and !_sydneyChastity and $sydneyComments.imminent is 0>>
<<set $sydneyComments.imminent to 3>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust" "neutral" "neutralLust">>
<<if _sydneyVirgin>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<set _sydneyText to `<<He>> barely manages to speak. "D...don't... put it in..."`>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<set _sydneyText to `<<He>> speaks. "J... just the tip, alright?"`>>
<<else>>
<<set _sydneyText to `<<He>> giggles nervously. "This is dangerous..."`>>
<</if>>
<<else>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<set _sydneyText to `<<He>> speaks through gasps and moans. "J...just put it in already. I can't take it anymore!"`>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<set _sydneyText to `<<He>> smiles at you with pleading eyes, and spreads <<his>> legs further. "Wh... what are you waiting for...?"`>>
<<else>>
<<set _sydneyText to `<<He>> giggles. "G... go ahead. Just be gentle, please."`>>
<</if>>
<</if>>
<<case "corrupt" "corruptLust">>
<<if _sydneyVirgin>>
<<set _sydneyText to `<<He>> moans. "Do it. Deflower me. Make me yours!"`>>
<<else>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<set _sydneyText to `<<He>> moans. "Stop teasing me!"`>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<if $speechvaginaimminent is 1>>
<<set _sydneyText to `<<He>> speaks. "I want to be inside you."`>>
<<else>>
<<set _sydneyText to `<<He>> speaks. "I want you inside me."`>>
<</if>>
<<else>>
<<set _sydneyText to `<<He>> speaks. "I want to put it in."`>>
<</if>>
<</if>>
<</switch>>
<<elseif ($speechotheranusimminent + $speechotheranusentrance) gte 1 and !_sydney.chastity.anus.includes("shield") and $sydneyComments.imminent is 0>>
<<set $sydneyComments.imminent to 2>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust" "neutral" "neutralLust">>
<<if _sydney.virginity.anal is true>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<set _sydneyText to `<<He>> barely manages to speak. "I... think I'm ready..."`>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<set _sydneyText to `<<He>> speaks. "Be gentle, please..."`>>
<<else>>
<<set _sydneyText to `<<He>> giggles nervously. "I've never even though about doing it this way..."`>>
<</if>>
<<else>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<set _sydneyText to `<<He>> speaks through gasps and moans. "J...just put it in already. I can't take it anymore!"`>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<set _sydneyText to `<<He>> smiles at you with pleading eyes, and spreads <<his>> legs further. "Wh... what are you waiting for...?"`>>
<<else>>
<<set _sydneyText to `<<He>> giggles. "At least it's still pure this way."`>>
<</if>>
<</if>>
<<case "corrupt" "corruptLust">>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<set _sydneyText to `<<He>> moans. "Stop teasing me!"`>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<set _sydneyText to `<<He>> speaks. "I want you inside me."`>>
<<else>>
<<set _sydneyText to `<<He>> speaks. "I want to put it in."`>>
<</if>>
<</switch>>
<<elseif ($speechanusimminent + $speechanusentrance) gte 1 and $sydneyComments.imminent is 0>>
<<set $sydneyComments.imminent to 2>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust" "neutral" "neutralLust">>
<<if _sydneyVirgin>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<set _sydneyText to `<<He>> barely manages to speak. "D...don't... put it in..."`>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<set _sydneyText to `<<He>> speaks. "J... just the tip, alright?"`>>
<<else>>
<<set _sydneyText to `<<He>> giggles nervously. "This is dangerous..."`>>
<</if>>
<<else>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<set _sydneyText to `<<He>> speaks through gasps and moans. "J...just let me put it in already! I can't take it anymore!"`>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<set _sydneyText to `<<He>> smiles at you pleadingly. "Wh... what are you waiting for...?"`>>
<<else>>
<<set _sydneyText to `<<He>> giggles. "G... go ahead. Just be gentle, please."`>>
<</if>>
<</if>>
<<case "corrupt" "corruptLust">>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<set _sydneyText to `<<He>> moans. "Stop teasing me!"`>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<set _sydneyText to `<<He>> speaks. "I want to be inside you."`>>
<<else>>
<<set _sydneyText to `<<He>> speaks. "I want to put it in."`>>
<</if>>
<</switch>>
<<elseif $speechspank is 1>>
<<if $speechmoan is 1>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<set _sydneyText to either(
`<<He>> blushes. "Th-this is supposed to be a punishment!"`,
`<<He>> blushes. "I don't understand, am I not punishing you hard enough?"`,
`<<He>> blushes. "Are you... enjoying this?" <<npcincr Sydney purity -1>><<lspurity>>`
)>>
<<case "corrupt" "corruptLust">>
<<set _sydneyText to either(
`<<He>> smirks. "I knew you were into this." <<npcincr Sydney purity -1>><<lspurity>>`,
`<<He>> smirks. "Naughty <<girls>> get punished, and I love it when you're naughty." <<npcincr Sydney purity -1>><<lspurity>>`,
`<<He>> smirks. "I want to savour your moans. I should spank you more often." <<npcincr Sydney purity -1>><<lspurity>>`
)>>
<<default>>
<<set _sydneyText to either(
`<<He>> pouts. "This is supposed to be discipline, you know."`,
`<<He>> blushes. "Are you... into this?" <<npcincr Sydney purity -1>><<lspurity>>`,
`<<He>> blushes. "This is supposed to be a punishment! Stop moaning like that!" <<npcincr Sydney purity -1>><<lspurity>>`
)>>
<</switch>>
<<else>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<if $sydneySeen.includes("spank") and $rng lte 10 and $location is "school">>
<<set _sydneyText to `<<He>> speaks. "It's either I do this, or the <<nnpc_title "Leighton">> does, so please cooperate!"`>>
<<elseif $rng lte 10 and $location is "temple">>
<<set _sydneyText to `<<He>> speaks. "How dare you defile sacred ground!?"`>>
<<elseif $rng lte 35>>
<<set _sydneyText to `<<He>> speaks. "No one is above discipline!"`>>
<<elseif $rng lte 70>>
<<set _sydneyText to `<<He>> speaks. "Hold still! You need to learn your lesson!"`>>
<<else>>
<<set _sydneyText to `<<He>> speaks. "The pain will help you remember! Accept your punishment!"`>>
<</if>>
<<case "corrupt" "corruptLust">>
<<if $sydneySeen.includes("spank") and $rng lte 10 and $location is "school">>
<<set _sydneyText to `<<He>> speaks. "Better me than the <<nnpc_title "Leighton">>, right?"`>>
<<elseif $rng lte 10 and $location is "temple">>
<<set _sydneyText to `<<He>> speaks. "You've defiled a sacred place. Maybe I should defile you in return."`>>
<<elseif $rng lte 35>>
<<set _sydneyText to `<<He>> speaks. "I bet you're enjoying this."`>>
<<elseif $rng lte 70>>
<<set _sydneyText to `<<He>> speaks. "Does this make you angry? Maybe I'll let you do the same to me."`>>
<<else>>
<<set _sydneyText to `<<He>> speaks. "I won't stop until you enjoy the pain."`>>
<</if>>
<<default>>
<<if $sydneySeen.includes("spank") and $rng lte 10 and $location is "school">>
<<set _sydneyText to `<<He>> speaks. "It's either I do this, or the <<nnpc_title "Leighton">> does, so please cooperate!"`>>
<<elseif $rng lte 10 and $location is "temple">>
<<set _sydneyText to `<<He>> speaks. "How dare you defile sacred ground!?"`>>
<<elseif $rng lte 35>>
<<set _sydneyText to `<<He>> speaks. "Don't get the wrong idea, this is purely disciplinary."`>>
<<elseif $rng lte 70>>
<<set _sydneyText to `<<He>> speaks. "I wish you would just behave so I wouldn't have to do this, I don't like hurting you."`>>
<<else>>
<<set _sydneyText to `<<He>> speaks. "Jordan's taught me a thing or two about discipline, it's time for you to learn too."`>>
<</if>>
<</switch>>
<</if>>
<<elseif $speechapologise is 1>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust" "neutral" "neutralLust">>
<<set _sydneyText to `<<He>> looks confused. "Why are you sorry? Everything's okay, I promise."`>>
<<case "corrupt" "corruptLust">>
<<set _sydneyText to `<<He>> speaks. "I know how you can make it up to me."`>>
<</switch>>
<<elseif $speechapologiseno is 1>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust" "neutral" "neutralLust">>
<<set _sydneyText to `<<He>> looks confused. "You keep saying you're sorry, are you okay? We can stop if you want."`>>
<<case "corrupt" "corruptLust">>
<<set _sydneyText to `<<He>> speaks. "Yes, keep saying that, you look so delightfully helpless."`>>
<</switch>>
<<elseif ($speechvaginawithhold + $speechanuswithhold + $speechpeniswithhold + $speechotheranuswithhold) gte 1 and !$sydneyUniqueComments.includes("withhold")>>
<<set $sydneyUniqueComments.pushUnique("withhold")>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust" "neutral" "neutralLust">>
<<set _sydneyText to `<<He>> smiles with glee. "We both have to stay pure, after all." <<npcincr Sydney purity 2>><<gspurity>>`>>
<<case "corrupt" "corruptLust">>
<<set _sydneyText to `<<He>> gives an exaggerated sigh, but smiles. "You're such a fucking sextease sometimes!" <<npcincr Sydney purity 2>><<gspurity>>`>>
<</switch>>
<<elseif $speechNPCChastity is 1 and $sydneyComments.chastity is 0>>
<<set $sydneyComments.chastity to 3>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust" "neutral" "neutralLust">>
<<set _sydneyText to either(
`<<He>> speaks. "Sorry about the belt, but I really need to stay safe..."`,
`<<He>> speaks. "Please don't hurt yourself trying to mess with my belt."`,
`<<He>> speaks. "Th... the belt's not going to make you stop loving me, is it?"`
)>>
<<case "corrupt" "corruptLust">>
<<set _sydneyText to either(
`<<He>> speaks. "I want this thing off, but I know it's for my own good."`,
`<<He>> speaks. "Don't hurt yourself against the belt, it's a finger pincher."`,
`<<He>> speaks. "I hope the belt's not a dealbreaker."`
)>>
<</switch>>
<<elseif $speechchastity is 1 and !$sydneyUniqueComments.includes("chastity")>>
<<set $sydneyUniqueComments.pushUnique("chastity")>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust" "neutral" "neutralLust">>
<<if $worn.genitals.name is "chastity parasite">>
<<set _sydneyText to "What is that? Do you need to go to the hospital?">>
<<elseif _sydneyChastity>>
<<set _sydneyText to either(
`<<He>> stares at your <<printChastity>>. "We're matching!"`,
`<<He>> speaks. "We're both still pure if we both have chastity devices, right?"`,
`<<He>> stares at your <<printChastity>>. "At least we don't have to worry since we're both protected."`
)>>
<<else>>
<<set _sydneyText to either(
`<<He>> stares at your <<printChastity>>. "You got me to remove mine, but now you have one?"`,
`<<He>> stares at your <<printChastity>>. "So this is how it feels."`,
`<<He>> stares at your <<printChastity>>. "Oh."`
)>>
<</if>>
<<case "corrupt" "corruptLust">>
<<if $worn.genitals.name is "chastity parasite">>
<<set _sydneyText to `"I'm always up for trying new things, but that's a little freaky."`>>
<<elseif _sydneyChastity>>
<<set _sydneyText to either(
`<<He>> speaks. "Okay, hear me out, if we smash the chastity devices together really hard..."`,
`<<He>> speaks. "We need to find the keys for our chastity devices soon."`,
`<<He>> stares at your <<printChastity>>. "I guess we're both just lusty sinners, and can't do anything about it."`
)>>
<<else>>
<<set _sydneyText to either(
`<<He>> stares at your <<printChastity>>. "You're kidding me, right?"`,
`<<He>> stares at your <<printChastity>>. "Is this a joke?"`,
`<<He>> stares at your <<printChastity>>. "Oh you absolute sextease, you got me to remove mine just to-"`
)>>
<</if>>
<</switch>>
<<elseif $speechhit is 1>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<set _sydneyText to `<<He>> winces. "H... harder..."`>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<set _sydneyText to `<<He>> winces. "You're hurting me..."`>>
<<else>>
<<set _sydneyText to `<<He>> winces. "Ow! Is it always this painful?"`>>
<</if>>
<<case "corrupt" "corruptLust">>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<set _sydneyText to `<<He>> gives you a menacing glare. "I know you can hit harder than that."`>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<set _sydneyText to `<<He>> laughs. "I love it when you're rough!"`>>
<<else>>
<<set _sydneyText to `<<He>> winces. "Ow! Haha, harder!"`>>
<</if>>
<<default>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<set _sydneyText to `<<He>> winces. "Hit me again! I like it!"`>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<set _sydneyText to `<<He>> laughs. "If you enjoy being rough, I guess I have to enjoy it too."`>>
<<else>>
<<set _sydneyText to `<<He>> winces. "Ow! That one really hurt!"`>>
<</if>>
<</switch>>
<<elseif ($speechcoverface + $speechcoverpenis + $speechcovervagina) gte 1 and !$sydneyUniqueComments.includes("hide")>>
<<set $sydneyUniqueComments.pushUnique("hide")>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<set _sydneyText to `<<He>> notices your attempts to cover yourself. "A-are you nervous? That's okay, I am too."`>>
<<case "corrupt" "corruptLust">>
<<set _sydneyText to `<<He>> notices your attempts to cover yourself. "Remember when I was the apprehensive one? How things have changed."`>>
<<default>>
<<set _sydneyText to `<<He>> notices your attempts to cover yourself. "It's okay, I don't mind seeing you like this anymore. We can both trust each other, right?"`>>
<</switch>>
<<elseif $speechhair is 1 and !$sydneyUniqueComments.includes("hair")>>
<<set $sydneyUniqueComments.pushUnique("hair")>>
<<if _sydney.hairColour isnot "strawberryblond">>
<<set _sydneyText to `<<He>> speaks. "I've always loved your hair. That's why I didn't hesitate to take your advice on my appearance."`>>
<<else>>
<<set _sydneyText to `<<He>> speaks. "I've always loved your hair."`>>
<</if>>
<<elseif ($speechhandjobpenis + $speechhandjobvagina + $speechcheeks + $speechthigh + $speechfeet + $speechchestrub + $speechbreastrub) gte 1 and $sydneyComments.touch is 0>>
<<set $sydneyComments.touch to 3>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<set _sydneyText to `<<He>> stifles a moan. "I... I think... something's coming..."`>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<set _sydneyText to `<<He>> gasps. "Th... this is called foreplay, right?"`>>
<<else>>
<<set _sydneyText to `<<He>> giggles. "I... guess this isn't too impure."`>>
<</if>>
<<case "corrupt" "corruptLust">>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<set _sydneyText to `<<He>> speaks through gasps and moans. "Just a little more!"`>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<set _sydneyText to `<<He>> speaks. "You're pretty good at this."`>>
<<else>>
<<set _sydneyText to `<<He>> lets out a clearly fake yawn. "Already bored of the foreplay."`>>
<</if>>
<<default>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<set _sydneyText to `<<He>> speaks through gasps and moans. "I'm getting close..."`>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<set _sydneyText to `<<He>> speaks. "I think I can handle a little more."`>>
<<else>>
<<set _sydneyText to `<<He>> giggles. "I wouldn't want anyone else to touch me like this."`>>
<</if>>
<</switch>>
<<elseif $sydneyComments.fondle is 0 and ($speechfutapenis + $speechvagina + $speechclit + $speechpenis + $speechglans + $speechanus + $speechbottom) gte 1>>
<<if $speechfutapenis is 1>>
<<set $sydneyComments.fondle to 3>>
<<if _sydney.gender is "h">>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<set _sydneyText to either(
`<<He>> speaks. "Am... am I doing this right?"`,
`<<He>> speaks. "It's getting harder! And... wetter."`,
`<<He>> speaks. "I'm... not being too rough, am I?"`
)>>
<<case "corrupt" "corruptLust">>
<<set _sydneyText to either(
`<<He>> speaks. "I love that you've also got both sets of gear. You really are perfect."`,
`<<He>> speaks. "I'll stick my fingers in your mouth after this, so you can taste yourself."`,
`<<He>> speaks. "It'd be a shame if I just redirected your cumshot right into your own pussy. Then I could clone you!"`,
`<<He>> speaks. "So, which one do you like more?"`
)>>
<<default>>
<<set _sydneyText to either(
`<<He>> speaks. "I never would have learned things like this, if not for you."`,
`<<He>> speaks. "I think I'm getting the hang of this!"`,
`<<He>> speaks. "Does it feel good when I work it like this?"`
)>>
<</switch>>
<<else>> <!-- sydney is not a herm -->
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<set _sydneyText to either(
`<<He>> speaks. "Am... am I doing this right?"`,
`<<He>> speaks. "It's getting harder! And... wetter."`,
`<<He>> speaks. "I'm... not being too rough, am I?"`
)>>
<<case "corrupt" "corruptLust">>
<<set _sydneyText to either(
`<<He>> speaks. "I love that you've got both sets of gear. You really are perfect."`,
`<<He>> speaks. "It'd be a shame if I just redirected your cumshot right into your own pussy. Then I could clone you!"`,
`<<He>> speaks. "So, which one feels better?"`
)>>
<<default>>
<<set _sydneyText to either(
`<<He>> speaks. "You're so unique. I never learned about this in science class."`,
`<<He>> speaks. "I think I'm getting used to working with both."`,
`<<He>> speaks. "I'm almost jealous. I wish I knew what both felt like."`
)>>
<</switch>>
<</if>>
<<elseif $speechvagina is 1 or $speechclit is 1>>
<<set $sydneyComments.fondle to 3>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<set _sydneyText to either(
`<<He>> speaks. "Am... am I doing this right?"`,
`<<He>> giggles. "It's getting wetter!"`,
`<<He>> speaks. "I'm... not being too rough, am I?"`
)>>
<<case "corrupt" "corruptLust">>
<<set _sydneyText to either(
`<<He>> speaks. "I'll stick my fingers in your mouth after this, so you can taste yourself."`,
`<<He>> speaks. "Just relax, and let me take care of this."`,
`<<He>> giggles. "Make sure to keep it down!"`
)>>
<<default>>
<<set _sydneyText to either(
`<<He>> speaks. "I never would have learned things like this, if not for you."`,
`<<He>> speaks. "I think I'm getting the hang of this!"`,
`<<He>> speaks. "How deep should I go?"`
)>>
<</switch>>
<<elseif $speechpenis is 1 or $speechglans is 1>>
<<set $sydneyComments.fondle to 3>>
<<if playerHasStrapon()>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<set _sydneyText to `<<He>> speaks. "Am... am I doing this right?"`>>
<<case "corrupt" "corruptLust">>
<<set _sydneyText to `<<He>> giggles. "This toy makes me feel hot. I need it inside me."`>>
<<default>>
<<set _sydneyText to either(
`<<He>> speaks. "I never would have learned things like this, if not for you."`,
`<<He>> speaks. "I think I'm getting the hang of this!"`
)>>
<</switch>>
<<else>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<set _sydneyText to either(
`<<He>> speaks. "Am... am I doing this right?"`,
`<<He>> giggles. "It's getting bigger!"`,
`<<He>> speaks. "I'm... not being too rough, am I?"`
)>>
<<case "corrupt" "corruptLust">>
<<set _sydneyText to either(
`<<He>> speaks. "I'm going to wring you dry."`,
`<<He>> speaks. "Just relax, and let me take care of this."`,
`<<He>> giggles. "Make sure to keep it down!"`
)>>
<<default>>
<<set _sydneyText to either(
`<<He>> speaks. "I never would have learned things like this, if not for you."`,
`<<He>> speaks. "I think I'm getting the hang of this!"`,
`<<He>> speaks. "Does it feel good when I work it like this?"`
)>>
<</switch>>
<</if>>
<<elseif $speechanus is 1 or $speechbottom is 1>>
<<set $sydneyComments.fondle to 3>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<set _sydneyText to either(
`<<He>> speaks. "Am... am I doing this right?"`,
`<<He>> giggles. "I didn't know this spot could make someone feel good!"`,
`<<He>> speaks. "I'm... not being too rough, am I?"`
)>>
<<case "corrupt" "corruptLust">>
<<set _sydneyText to either(
`<<He>> speaks. "Maybe we should stick something bigger in there."`,
`<<He>> speaks. "Just relax, and let me take care of this."`,
`<<He>> giggles. "Make sure to keep it down!"`
)>>
<<default>>
<<set _sydneyText to either(
`<<He>> speaks. "I never would have learned things like this, if not for you."`,
`<<He>> speaks. "I think I'm getting the hang of this!"`,
`<<He>> speaks. "How deep should I go?"`
)>>
<</switch>>
<</if>>
<<elseif $speechvaginaflaunt is 1 and $sydneyComments.flaunt is 0>>
<<set $sydneyComments.flaunt to 2>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<set _sydneyText to either(
`<<He>> covers <<his>> blush. "D-don't just stare at it..."`,
`<<He>> giggles. "You're looking at me funny..."`,
`<<He>> whispers. "N-no one else has ever seen me like this before..."`
)>>
<<case "corrupt" "corruptLust">>
<<set _sydneyText to either(
`<<He>> uses two fingers to spread <<his>> lips. "Enjoying the view?"`,
`<<He>> speaks. "Yeah, I know, it looks perfect doesn't it?"`,
`<<He>> giggles. "It's all yours."`
)>>
<<default>>
<<set _sydneyText to either(
`<<He>> speaks. "You're staring. At least let me look at yours, too..."`,
`<<He>> speaks. "What are you going to do?"`,
`<<He>> speaks. "W...well? Don't just stand there..."`
)>>
<</switch>>
<<else>>
<<if $rng gte 95 and !$sydneyUniqueComments.includes("clothes")>>
<<set $sydneyUniqueComments.pushUnique("clothes")>>
<<if $worn.upper.name is "nun's habit" or $worn.upper.name is "monk's habit">>
<<if _sydneyStatus.includes("corrupt")>>
<<set _sydneyText to `<<He>> runs <<his>> hands over your ` + $worn.upper.name + `. <<He>> almost seems nostalgic. <<npcincr Sydney purity 2>><<gspurity>>`>>
<<else>>
<<set _sydneyText to `<<He>> looks over your ` + $worn.upper.name + `. "Does... wearing that make this all okay?" <<npcincr Sydney purity 2>><<gspurity>>`>>
<</if>>
<<elseif $worn.neck.name is "holy pendant" or $worn.neck.name is "stone pendant">>
<<set $sydneySeen.pushUnique("holy pendant")>>
<<if _sydneyStatus.includes("corrupt")>>
<<set _sydneyText to `<<He>> stares at your ` + $worn.neck.name + `. <<He>> almost seems nostalgic. <<npcincr Sydney purity 2>><<gspurity>>`>>
<<else>>
<<set _sydneyText to `<<He>> looks over your ` + $worn.neck.name + `. "Does... wearing that make this all okay?" <<npcincr Sydney purity 2>><<gspurity>>`>>
<</if>>
<<elseif $worn.neck.name is "dark pendant">>
<<set $sydneySeen.pushUnique("dark pendant")>>
<<if _sydneyStatus.includes("corrupt")>>
<<set _sydneyText to `<<He>> stares at your ` + $worn.neck.name + `. <<He>> seems to get lost in it for a moment. <<npcincr Sydney purity -2>><<lspurity>>`>>
<<else>>
<<set _sydneyText to `<<He>> looks over your ` + $worn.neck.name + `. "It's... so pretty, but also a little unsettling..." <<npcincr Sydney purity -2>><<lspurity>>`>>
<</if>>
<<elseif $location is "school" and $exposed lte 0 and (!$worn.upper.type.includes("school") and !$worn.lower.type.includes("school"))>>
<<if _sydneyStatus.includes("corrupt")>>
<<set _sydneyText to `<<He>> looks over your clothes, and giggles. "That's not proper school uniform. Don't worry, I can help you take it off." <<set $combatgoal to "strip">>`>>
<<else>>
<<set _sydneyText to `<<He>> looks over your clothes. "Y-you should really adhere to the dress code, before you get in trouble..."`>>
<</if>>
<<elseif $worn.lower.name is "naked" and playerHasStrapon()>>
<<if _sydneyStatus.includes("corrupt")>>
<<set _sydneyText to `<<He>> looks over your <<penisSimple>> and giggles. "Oh these toys are fun."`>>
<<else>>
<<set _sydneyText to `<<He>> looks over your <<penisSimple>> and blushes. "<<sydneyMum>>'s always talking about these."`>>
<</if>>
<<elseif $exposed gte 1>>
<<if _sydneyStatus.includes("corrupt")>>
<<set _sydneyText to `<<He>> looks over your body, and giggles. "You look even better all exposed like this." <<npcincr Sydney lust 1>><<glust>>`>>
<<else>>
<<set _sydneyText to `<<He>> shyly looks over your exposed body. "Y-you're... you look... uhm..." <<He>> looks away for a moment. "You look good." <<npcincr Sydney lust 1>><<npcincr Sydney purity -2>><<gslust>><<lspurity>>`>>
<</if>>
<<else>>
/* Say Nothing */
<<set _sydneyText to ``>>
<</if>>
<<elseif $rng gte 90>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<set _sydneyText to `<<He>> murmurs. "Sorry, I don't really know what I'm doing..."`>>
<<case "corrupt" "corruptLust">>
<<set _sydneyText to `<<He>> speaks. "We sure know how to have fun."`>>
<<default>>
<<set _sydneyText to `"I used to get so nervous about this kind of thing..."`>>
<</switch>>
<<elseif $rng gte 85>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<set _sydneyText to `<<He>> speaks. "This is... so sinful..."`>>
<<case "corrupt" "corruptLust">>
<<set _sydneyText to `<<He>> speaks. "You've opened my eyes, being a sinner is too much fun!"`>>
<<default>>
<<set _sydneyText to `<<He>> speaks. "I was always taught that this was sinful, but..."`>>
<</switch>>
<<elseif $rng gte 80>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<set _sydneyText to `<<He>> murmurs. "N...not too rough, please..."`>>
<<case "corrupt" "corruptLust">>
<<set _sydneyText to `<<He>> speaks. "I can handle anything you have for me. Come on, show me what you've got!"`>>
<<default>>
<<set _sydneyText to `<<He>> speaks. "I... you can be a little rough, if you want..."`>>
<</switch>>
<<elseif $rng gte 75>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<set _sydneyText to `<<He>> takes a deep breath. "I... I can do this."`>>
<<case "corrupt" "corruptLust">>
<<set _sydneyText to `<<He>> speaks. "Think you can keep up?"`>>
<<default>>
<<set _sydneyText to `<<He>> speaks. "I think I can keep pace with you, now."`>>
<</switch>>
<<elseif $rng gte 70>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<set _sydneyText to `<<He>> takes a deep breath. "We... need to stay quiet..."`>>
<<case "corrupt" "corruptLust">>
<<set _sydneyText to `<<He>> giggles. "Shh!"`>>
<<default>>
<<set _sydneyText to `<<He>> speaks. "Let's try not to get caught..."`>>
<</switch>>
<<elseif $rng gte 65>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<set _sydneyText to `<<He>> looks upwards. "Forgive me..."`>>
<<case "corrupt" "corruptLust">>
<<set _sydneyText to `<<He>> giggles. "Looks like I'm due for some discipline. Maybe you can punish me?"`>>
<<default>>
<<set _sydneyText to `<<He>> giggles. "I've sinned... is this my punishment?"`>>
<</switch>>
<<elseif $rng gte 60>>
<<if $location is "temple">>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<set _sydneyText to `<<He>> looks upwards. "S...such a sin, doing this on such holy ground..."`>>
<<case "corrupt" "corruptLust">>
<<set _sydneyText to `<<He>> giggles. "Let's defile this place."`>>
<<default>>
<<set _sydneyText to `<<He>> giggles. "W...we're doing this in the temple, and nothing is stopping us..."`>>
<</switch>>
<<elseif $location is "school">>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<set _sydneyText to `<<He>> looks around nervously. "If... if someone caught us..."`>>
<<case "corrupt" "corruptLust">>
<<set _sydneyText to `<<He>> giggles. "I sure hope one of the other students hear us."`>>
<<default>>
<<set _sydneyText to `<<He>> looks around. "I hope there's no one waiting in line..."`>>
<</switch>>
<<else>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<set _sydneyText to `<<He>> looks around nervously. "Here, of all places..."`>>
<<case "corrupt" "corruptLust">>
<<set _sydneyText to `<<He>> giggles. "Think anyone will find us?"`>>
<<default>>
<<set _sydneyText to `<<He>> looks around. "I think we're safe."`>>
<</switch>>
<</if>>
<<else>>
/* Say Nothing */
<<set _sydneyText to ` `>>
<</if>>
<</if>>
<<if $sydneyComments>>
<<set _keys to Object.keys($sydneyComments)>>
<<for $_i to 0; $_i lt _keys.length; $_i++>>
<<if $sydneyComments[_keys[$_i]] gt 0>>
<<set $sydneyComments[_keys[$_i]]-->>
<</if>>
<</for>>
<</if>>
<</widget>><<widget "cumspeech">>
<<rng>>
<<He>> speaks.
<<if $player.gender_appearance is "m" or ($exposed gte 2 and $player.penisExist)>>
<<if _deniedOrgasm and $speechorgasmnocumcount is 0>>
<<set $speechorgasmnocumcount += 1>>
<<if $enemyanger lte 40>>
"Be a good boy and maybe I'll let you cum."
<<elseif $enemyanger lte 100>>
"Weren't you just going to cum? What happened?"
<<else>>
"Good! You don't deserve to cum, you little brat."
<</if>>
<<elseif _deniedOrgasm and $enemyanger gt 100>>
<<switch random(1,5)>>
<<case 1>> "What's the matter? Did that orgasm hurt? Good lesson for a little brat.",
<<case 2>> "Good! You deserve it, you little brat.",
<<case 3>> "Maybe if we're a bit rougher it'll make the pain of having an orgasm easier on you."
<<case 4>> "You want to cum?, start begging for it.",
<<case 5>> "if you act like a good little slut you can cum.",
<</switch>>
<<elseif ($orgasmcount gte 24 or $femaleclimax) and $speechorgasmnocumcount is 0>>
<<set $speechorgasmnocumcount += 1>>
"You climaxed but nothing came out! What's wrong with you?"
<<elseif $speechorgasmnocumcount gte 1>>
<<if $speechorgasmrepeat is 0>>
<<switch random(1,3)>>
<<case 1>> "Have you been over-milked or were you always this pathetic?"
<<case 2>> "You better not be faking it."
<<case 3>> "You should be embarrassed by your lack of ejaculate."
<</switch>>
<<else>>
<<switch random(1,3)>>
<<case 1>> "I think we've worn <<phim>> out already."
<<case 2>> "Still nothing coming out. This is disappointing."
<<case 3>> "Maybe if we're a bit rougher we'll get some semen to come out?"
<</switch>>
<</if>>
<<set $speechorgasmrepeat += 1>>
<<elseif $orgasmcount gte 18 and $speechorgasmweakcumcount is 0>>
<<set $speechorgasmweakcumcount += 1>>
"Is that really all the cum you can manage?"
<<else>>
<<if $speechorgasmrepeat is 0>>
<<switch $speechorgasmcount>>
<<case 1>> "You're cumming! That's it, let it out, don't hold any back."
<<case 2>> "You're releasing even more cum! Have you no shame?"
<<case 3>> "Don't try to hide it, you like being milked of your cum."
<<case 4>> "Let out all your precious dick-milk."
<<case 5>> "You've cum so much! You're making a real mess you know."
<<default>> "So much cum, I don't know whether to be impressed or embarrassed for you."
<</switch>>
<<else>>
<<switch $speechorgasmcount>>
<<case 1>> "<<pShe>> really is cumming!"
<<case 2>> "Cumming again? <<pShe>> is so dirty!"
<<case 3>> "<<pShe>> is cumming again? This is great!"
<<case 4>> "We'll milk <<phim>> dry at this rate."
<<case 5>> "I want to keep some of <<pher>> cum for later."
<<case 6>> "Cum any more and you will turn stupid."
<<case 7>> "Let's see how much it takes for <<pher>> to break."
<<default>> "<<pShe>> has cum so much. Is <<pshe>> going to be okay?"
<</switch>>
<</if>>
<<set $speechorgasmrepeat += 1>>
<</if>>
<<else>> <!-- gender appearance is female and either the player does not have a dick or the npc is not aware of it -->
<<if $speechmilk and $rng gte 70>>
<<switch $speechmilk>>
<<case 1>>"<<pShes>> milking!"
<<case 2>>"Couldn't wait for me to put my mouth on it first?"
<<default>>"Holy shit, that was so much."
<</switch>>
<<elseif $speechorgasmrepeat is 0>>
<<switch $speechorgasmcount>>
<<case 1>> "I knew you'd enjoy it, your spasms don't lie."
<<case 2>> "How does this orgasm feel? Better than the last I bet."
<<case 3>> "You're cumming again? You're such a dirty slut!"
<<case 4>> "I hope you remember me, what with all these orgasms I'm giving you."
<<case 5>> "You're cumming over and over again, you must be quite the slut!"
<<default>> "Making a <<girl>> cum repeatedly is so much fun."
<</switch>>
<<else>>
<<switch $speechorgasmcount>>
<<case 1>> "<<pShe>> spasms so delightfully when <<pshe>> cums."
<<case 2>> "<<pHer>> pussy is absolutely drenched!"
<<case 3>> "<<pShe>> is so very sensitive."
<<case 4>> "<<pShe>> is cumming again? This is great."
<<case 5>> "<<pShe>> is cumming again! Such a nasty bitch."
<<default>> "Careful not to overdo it, <<pshe>> might break if <<pshe>> cums too much."
<</switch>>
<</if>>
<<set $speechorgasmrepeat += 1>>
<</if>>
<</widget>>
<<widget "combatspeech">>
<<set _n to _args[0]>>
<<rng>>
<<if $encounterDialogue>>
<<switch $encounterDialogue>>
<<case "cold">>
<<He>> speaks.
<<if $enemyanger lte 50>>
<<print [
`"I'll warm you up in no time."`,
`"Feeling warmer now?"`,
`"I'll get you all hot and bothered, you'll see."`,
`"Your skin is so flushed. See, I'm helping!"`,
`"Look at how red you're getting. You must be feeling better now."`,
][random(0,4)]>>
<<else>>
<<print [
`"Stop struggling! You know I'm helping you warm up, right?"`,
`"What's the matter with you? I thought you were cold."`,
`"I know you're cold, but you don't need to act like a frigid bitch."`,
`"That's cold of you. Real cold."`
][random(0,3)]>>
<</if>>
<<case "hot">>
<<He>> speaks.
<<if $enemyanger lte 50>>
<<print [
`"Hot and sweaty sex is the best."`,
`"Your body feels so warm."`,
`"I love seeing a <<girl>> all hot and bothered."`,
`"Being flushed is a good sign."`,
`"You'll feel cooler once we're done here."`,
][random(0,4)]>>
<<else>>
<<print [
`"Stop struggling! You know you're making yourself feel even hotter, right?"`,
`"Just lay here and take it, and you'll feel better."`,
`"I know you're all hot and bothered, but you're being a right pain."`,
`"Be reasonable here. All this exertion isn't helping your heatstroke any."`,
][random(0,3)]>>
<</if>>
<<case "hotStrip">>
<<if $enemyanger lte 20>>
<<print [
`"Come on, I'm just trying to help."`,
`"You'll feel cooler if you let me take this thing off."`,
`"Aren't you hot wearing this?"`,
][random(0,2)]>>
<<elseif $enemyanger lte 100>>
<<print [
`"Is this how you treat everyone who tries to help you?"`,
`"Just let me take your clothes off already."`,
`"Be reasonable here. All this exertion isn't helping your heatstroke any."`,
][random(0,2)]>>
<<else>>
<<print [
`"Give me your clothes, bitch!"`,
`"You're getting stripped, slut. Stop fighting it."`,
`"Just give it up already. Your clothes belong to me now!"`,
][random(0,2)]>>
<</if>>
<<case "brothelVirginityShow">>
<<if $player.virginity.penile isnot true or $player.virginity.vaginal isnot true>>
<<print [
`"Ha, well, not a virgin any more."`,
`"I hope you enjoyed losing your virginity on stage as much as I enjoyed taking it."`,
`"Best ride I ever paid for."`,
][random(0,2)]>>
<<elseif ($NPCList[_n].vagina is "penisimminent" or $NPCList[_n].vagina is "otheranusimminent" or $NPCList[_n].penis is "otheranusimminent") and $rng gte 80>>
"Virgin cock, nothing like it."
<<elseif $NPCList[_n].penis is "vaginaimminent" and $rng gte 80>>
<<if $player.virginity.penile isnot true or $player.virginity.vaginal isnot true>>
"It feels so good, but you're not as tight as I'd have expected for a virgin. Should be expected from a whore, I guess."
<<else>>
"Whew, that is one amazingly tight virgin pussy."
<</if>>
<<else>>
<<if $brothelshowdata.counts.virginity gte 2 and $rng gte 50>>
<<print [
`"No more games, I'll have you this time."`,
`"You'll not be able to keep this up forever."`,
`"I can't wait until someone finally gets you."`,
`"One day you'll slip up and you'll be mine."`,
][random(0,3)]>>
<<else>>
<<print [
`"Your <<genitals>> will be all mine!"`,
`"I can't wait to pop your cherry."`,
`"Beg for it, I know you want it."`,
`"Hard to believe a slut like you is a virgin."`,
`"Your <<genitals>> looks so cute. Just wait and see how cute it will look when <<= $NPCList[_n].strapon ? "I fill it up" : $NPCList[_n].penis isnot "none" and $player.vaginaExist ? "I fill it with cum" : "you fill me with cum">>."`,
][random(0,4)]>>
<</if>>
<</if>>
<<case "brothelVirginityRapeShow">>
<<if ["chastity", "chastitylost"].includes($brothelVirginityState)>>
<<if playerChastity()>>
<<print [
`"I paid too much to be denied by a damn <<= $worn.genitals.name>>!"`,
`"Going to rip this thing off if it's the last thing I do."`,
`"You think you can promise your <<genitals 2>> and just show up in a <<= $worn.genitals.name>>?"`,
`"Looks like we'll have to teach this stupid virgin a lesson."`,
][random(0,3)]>>
<<elseif $brothelVirginityState is "chastitylost">>
<<print [
`"What the hell? This slut isn't a virgin at all!"`,
`"Lying, filthy, piece of meat, you're getting what you deserve!"`,
`"It's no wonder a slut like you isn't a virgin."`,
`"This is what happens to lying whores!"`,
`"You don't deserve this, I'm sure you enjoy a good rape."`,
][random(0,4)]>>
<<else>>
<<print [
`"And I'm going to keep fucking you. It's not like it matters to a whore like you."`,
`"Certainly not a virgin now."`,
`"How does it feel to have your virginity robbed on stage?"`,
`"Nice and tight, just the way I like my virgins."`,
`"I just love the sight of a deflowered virgin."`,
][random(0,4)]>>
<</if>>
<<else>>
<<if $NPCList[_n].penis is "vagina" or $NPCList[_n].penis is "otheranus" or $NPCList[_n].vagina is "penis" or $NPCList[_n].vagina is "otheranus" or $NPCList[_n].vagina is "penisimminent" or $NPCList[_n].vagina is "otheranusimminent" or $NPCList[_n].penis is "otheranusimminent" or $NPCList[_n].penis is "vaginaimminent">>
<<print [
`"I bet you're sorry now."`,
`"Certainly not a virgin now."`,
`"It's no wonder a slut like you isn't a virgin."`,
][random(0,2)]>>
<<else>>
<<print [
`"This is what happens to lying whores!"`,
`"I bet you wish you're a virgin now, don't you."`,
`"Lying about your virginity just to enjoy a good raping? We'd have done that for free."`,
`"You don't deserve this, I'm sure you enjoy a good rape."`,
][random(0,3)]>>
<</if>>
<</if>>
<<case "undergroundBrothelVirginityShow">>
<<if playerChastity()>>
<<print [
`"I paid too much to be denied by a damn <<= $worn.genitals.name>>!"`,
`"I'm going to rip this thing off if it's the last thing I do."`,
`"Looks like we'll have to teach this stupid virgin a lesson."`,
][random(0,2)]>>
<<elseif $player.virginity.penile isnot true or $player.virginity.vaginal isnot true>>
<<print [
`"One less virgin in the world and one more slut. Don't try to hide it; you know you enjoyed it."`,
`"How does it feel to have your virginity robbed on stage?"`,
`"Nice and tight, just the way I like my virgins."`,
`"I just love the sight of a deflowered virgin."`,
`"This is what happens to whores like yourself."`,
][random(0,4)]>>
<<else>>
<<print [
`"Why fight it? You're losing that virginity, one way or another."`,
`"Let's find out how tight you really are."`,
`"Cry for me. Virgin tears are adorable."`,
`"Don't worry, it's not going to hurt. For me."`,
`"You deserve this, and more."`,
`"Your virgin <<= $NPCList[_n].penis isnot "none" and $player.vaginaExist ? "pussy" : "penis">> will be all mine!"`,
`"I can't wait to pop your cherry."`,
`"Beg for it, I know you want it."`,
`"Hard to believe a slut like you is a virgin."`,
`"Your virgin <<= $NPCList[_n].penis isnot "none" and $player.vaginaExist ? "pussy" : "penis">> looks so cute. I can't wait to see how cute it will look when <<= $NPCList[_n].penis isnot "none" and $player.vaginaExist ? "I fill it with cum" : "you fill me with cum">>."`,
][random(0,9)]>>
<</if>>
<<default>>
<<basespeech>>
<</switch>>
<<elseif $speechcrossdressangry is 1>>
<<He>> glares at your newly-exposed <<genitals>>.
<<print [
`"You thought you could trick me? Time to show you your place."`,
`"I bet you're real happy you tricked me. You won't be smiling when I'm through with you."`,
`"Fucking <<bitch>>, I'm gonna fuck you like you're a ${($player.gender is 'm' ? "girl" : "boy")} anyway."`,
`"You think that's funny? I'm gonna fuck you senseless anyway."`,
`"You'll pay for this, slut."`,
`"You want to be treated like a ${($player.gender is 'm' ? "girl" : "boy")} ? I'll fuck you like one then,"`,
`"Don't worry I'd treat you like a slut anyways."`,
][random(0,6)]>>
<<elseif $speechcrossdressaroused is 1>>
<<He>> gazes with hunger at your newly exposed <<genitals>>.
<<print [
`"What a treat!"`,
`"You're full of surprises."`,
`"Nothing gets me going like a crossdressing slut."`,
`"It's like unwrapping a present."`,
`"Sneaky slut, I know just what to do with you."`,
`"This is really the best of both worlds."`,
][random(0,5)]>>
<<elseif $speechcrossdressshock is 1>>
<<He>> stares at your <<genitals>> in shock.
<<print [
`"I'm not normally into this sort of thing. You're pretty cute though."`,
`"I never thought it could look so tasty."`,
`"You're a sneaky one."`,
`"This is fine too."`,
`"You had me completely fooled."`,
`"Don't worry you still going to make me feel good."`,
][random(0,5)]>>
<<elseif $speechcrossdressdisappointed is 1>>
<<He>> looks at your <<genitals>> and sighs.
<<print [
`"This isn't what I signed up for."`,
`"I've come this far I guess."`,
`"Cute, but that isn't what I wanted."`,
`"I bet you think this is funny."`,
`"Why do I keep falling for this?"`,
][random(0,4)]>>
<<elseif $speechhermangry is 1>>
<<He>> glares at your newly-exposed <<genitals>>.
<<print [
`"You're a freak. Time to show you your place."`,
`"I bet you're loving how fucking shocked I am. You won't be smiling when I'm through with you."`,
`"Fucking <<bitch>>. I'm gonna fuck you like you're a <<girl>> anyway."`,
`"You're a perversion, but I'm gonna fuck you senseless anyway."`,
`"I can't believe you tricked me into thinking you were normal. You're gonna pay."`,
`"I should take a picture and show everyone what a freak you are."`,
][random(0,5)]>>
<<elseif $speechhermaroused is 1>>
<<He>> gazes with hunger at your newly exposed <<genitals>>.
<<print [
`"What a treat!"`,
`"You're full of surprises."`,
`"You're both a boy and girl rolled into one. It's like my birthday."`,
`"It's like unwrapping a present."`,
`"Sneaky slut, I know just what to do with you."`,
`"You really are the best of both worlds."`,
][random(0,5)]>>
<<elseif $speechhermshock is 1>>
<<He>> stares at your <<genitals>> in shock.
<<print [
`"I've not seen anything like this. You're still pretty cute though."`,
`"Whatever, you still look tasty."`,
`"You're a strange one."`,
`"This is fine too."`,
`"I didn't expect to find this."`,
][random(0,4)]>>
<<elseif $speechhermdisappointed is 1>>
<<He>> looks at your <<genitals>> and sighs.
<<print [
`"This isn't what I signed up for."`,
`"I've come this far I guess."`,
`"Cute, but I'm not sure what to do with it."`,
`"Both? I hope there's nothing else wrong with you."`,
`"Why do I never get anyone normal?"`,
][random(0,4)]>>
<<elseif ($speechSextoyState is "aroused" or $speechsextoy is 1) and random(0,2) isnot 0 and ($rightarm is "heldSexToy" or $leftarm is "heldSexToy")>>
<<if $rightarm is "heldSexToy" and $leftarm is "heldSexToy">>
<<set $_sexToy to "sex toys">>
<<elseif $rightarm is "heldSexToy">>
<<set $_sexToy to $currentSexToyRight.name>>
<<else>>
<<set $_sexToy to $currentSexToyLeft.name>>
<</if>>
<<He>> gazes with hunger at your $_sexToy.
<<print [
`"What a treat!"`,
`"You're full of surprises."`,
`"I've always wanted to try this toy. It's like my birthday."`,
`"I can't wait to see you use it."`,
`"Such a slut. I know just what to do with you."`,
][random(0,4)]>>
<<elseif $speechSextoyState is "shocked" and ($rightarm is "heldSexToy" or $leftarm is "heldSexToy")>>
<<if $rightarm is "heldSexToy" and $leftarm is "heldSexToy">>
<<set $_sexToy to "sex toys">>
<<elseif $rightarm is "heldSexToy">>
<<set $_sexToy to $currentSexToyRight.name>>
<<else>>
<<set $_sexToy to $currentSexToyLeft.name>>
<</if>>
<<He>> stares at your $_sexToy in shock.
<<print [
`"I've not seen anything like this. You're still pretty cute though."`,
`"Whatever, you still look tasty."`,
`"You're a strange one."`,
`"This is fine too."`,
`"I didn't expect to see this."`,
][random(0,4)]>>
<<elseif $speechSextoyState is "disappointed" and ($rightarm is "heldSexToy" or $leftarm is "heldSexToy")>>
<<if $rightarm is "heldSexToy" and $leftarm is "heldSexToy">>
<<set $_sexToy to "sex toys">>
<<elseif $rightarm is "heldSexToy">>
<<set $_sexToy to $currentSexToyRight.name>>
<<else>>
<<set $_sexToy to $currentSexToyLeft.name>>
<</if>>
<<He>> looks at your $_sexToy and sighs.
<<print [
`"This isn't what I signed up for."`,
`"I've come this far I guess."`,
`"Cute, but I'm not sure what to do with it."`,
`"I just wanted us to be together."`,
`"Why do I never get anyone normal?"`,
][random(0,4)]>>
<<elseif $speechSextoyState is "angry" and ($rightarm is "heldSexToy" or $leftarm is "heldSexToy")>>
<<if $rightarm is "heldSexToy" and $leftarm is "heldSexToy">>
<<set $_sexToy to "sex toys">>
<<elseif $rightarm is "heldSexToy">>
<<set $_sexToy to $currentSexToyRight.name>>
<<else>>
<<set $_sexToy to $currentSexToyLeft.name>>
<</if>>
<<He>> glares at your $_sexToy.
<<print [
`"This isn't what I signed up for."`,
`"You fucking pervert."`,
`"Fucking bitch. I'm going to fuck you senseless."`,
`"I bet you're loving how fucking shocked I am. You won't be smiling when I'm through with you."`,
`"Put that shit away you fucking slut."`,
`"What you arn't good enough without a toy."`,
][random(0,5)]>>
<<elseif $speechgenitals is 1>>
<<if $player.gender_appearance is $player.gender>>
/* ToDo: Strapon - check if any one this needs its own strapon text */
<<if $worn.genitals.type.includesAll("chastity", "hidden")>>
<<if $enemyanger lte 0>>
<<He>> ?admires your newly-exposed $worn.genitals.name. "I wonder what treasures are behind that lock?"
<<elseif $enemyanger lte 20>>
<<He>> <<laughs>> at your newly-exposed $worn.genitals.name. "So are you hiding a pussy or a tiny penis?"
<<if $player.penisExist>>
<<if $player.penissize is 1>>
<<insecurity "penis_small" 1>><<ginsecurity "penis_small">>
<<elseif $player.penissize lt 1>>
<<insecurity "penis_small" 2>><<ginsecurity "penis_small">>
<</if>>
<</if>>
<<elseif $enemyanger lte 100>>
<<He>> <<laughs>> at your newly-exposed $worn.genitals.name. "Don't be shy, I'll help you get it off."
<<else>>
<<He>> <<laughs>> at your newly-exposed $worn.genitals.name. "You must be a slut that was forced to wear that."
<</if>>
<<elseif $player.penisExist>>
<<switch Math.clamp($player.penissize, -2, 4)>>
<<case 4>>
<<if $enemyanger lte 20>>
<<He>> ?admires your newly-exposed <<genitals>>. "Your huge cock looks delicious!"
<<elseif $enemyanger lte 100>>
<<He>> ?admires your newly-exposed <<genitals>>. "I've never seen one so big."
<<else>>
<<He>> ?admires your newly-exposed <<genitals>>. "Don't think I'm intimidated by your freakishly big cock."
<</if>>
<<insecurity "penis_big" 1>><<ginsecurity "penis_big">>
<<case 3>>
<<if $enemyanger lte 20>>
<<He>> ?admires your newly-exposed <<genitals>>. "Your cock looks delicious!"
<<elseif $enemyanger lte 100>>
<<He>> ?admires your newly-exposed <<genitals>>. "Nice. Very nice."
<<else>>
<<He>> ?admires your newly-exposed <<genitals>>. "There. Exposed like the slut you are."
<</if>>
<<insecurity "penis_big" 1>><<ginsecurity "penis_big">>
<<case 2>>
<<if $enemyanger lte 20>>
<<He>> ?admires your newly-exposed <<genitals>>. "Your cock looks delicious!"
<<elseif $enemyanger lte 100>>
<<He>> ?admires your newly-exposed <<genitals>>. "Nice."
<<else>>
<<He>> ?admires your newly-exposed <<genitals>>. "There. Exposed like the slut you are."
<</if>>
<<case 1>>
<<if $enemyanger lte 20>>
<<He>> ?admires your newly-exposed <<genitals>>. "So small and cute!"
<<elseif $enemyanger lte 100>>
<<He>> <<laughs>> at your newly-exposed <<genitals>>. "It's so small!"
<<else>>
<<He>> <<laughs>> at newly-exposed <<genitals>>. "Your small cock is pathetic."
<</if>>
<<insecurity "penis_small" 1>><<ginsecurity "penis_small">>
<<case 0 -1>>
<<if $enemyanger lte 20>>
<<He>> <<laughs>> at your newly-exposed <<genitals>>. "Your tiny cock is so cute!"
<<elseif $enemyanger lte 100>>
<<He>> <<laughs>> at your newly-exposed <<genitals>>. "I've never seen such a tiny cock."
<<else>>
<<He>> <<laughs>> at your newly-exposed <<genitals>>. "This is just pathetic."
<</if>>
<<insecurity "penis_small" 2>><<ginsecurity "penis_small">>
<<case -2>>
<<if $enemyanger lte 20>>
<<He>> <<laughs>> at your newly-exposed <<genitals>>. "Your micro cock is so cute!"
<<elseif $enemyanger lte 100>>
<<He>> <<laughs>> at your newly-exposed <<genitals>>. "I've never seen such a miniature cock!"
<<else>>
<<He>> <<laughs>> at your newly-exposed <<genitals>>. "Ugly clit you have there."
<</if>>
<<insecurity "penis_small" 2>><<ginsecurity "penis_small">>
<</switch>>
<<else>>
<<if $enemyanger lte 0>>
<<He>> ?admires your newly-exposed <<genitals>>. "Your pussy is so cute!"
<<elseif $enemyanger lte 20>>
<<He>> ?admires your newly-exposed <<genitals>>. "Your pussy is so enticing!"
<<elseif $enemyanger lte 100>>
<<He>> ?admires your newly-exposed <<genitals>>. "Don't be shy, a pussy like this was made to be exposed."
<<else>>
<<He>> ?admires your newly-exposed <<genitals>>. "There, now you're exposed like the slut you are."
<</if>>
<</if>>
<</if>>
<<elseif $speechpregnant is 1 and $pregnancyspeechdisable is "f">>
<<if $enemyanger lte 20>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<if $NPCList[_n].penis isnot "none">>
<<He>> speaks. "I'll be sure to find you later and knock you up myself!"
<<elseif $enemyarousal gte ($enemyarousalmax /5) * 3>>
<<He>> speaks. and rubs your tummy "How cute, seems you been having fun"
<<else>>
<<He>> speaks. "I can't imagine how much better this would be without that bump in the way."
<</if>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks and pats your belly. "I'll be extra careful."
<<else>>
<<He>> speaks. "Look at that baby bump!"
<</if>>
<<elseif $enemyanger lte 40>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> speaks. "Look at that, the little pregnant slut can make me cum."
<<elseif $enemyarousal gte ($enemyarousalmax /5) * 3>>
<<He>> speaks. "Fuck, You want me to breed you aswell?"
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks. "Be a good little cumdump."
<<else>>
<<He>> speaks. "What a cute bump."
<</if>>
<<elseif $enemyanger lte 60>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> speaks. "I'll find after you gave birth so we can make you pregnant again."
<<elseif $enemyarousal gte ($enemyarousalmax /5) * 3>>
<<He>> speaks. "You a abused little pregnant cocksleeve aren't you?"
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks. "Should I abuse your little pregnant hole?"
<<else>>
<<He>> speaks. "Don't make me mad or I'll breed you more."
<</if>>
<<elseif $enemyanger lte 80>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> speaks. "Spread yourself wide, lets see if we can make you double pregnant."
<<elseif $enemyarousal gte ($enemyarousalmax /5) * 3>>
<<He>> speaks. "You better be a good little bred slut."
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks. "You would think a little pregnant <<bitch>> would get you off."
<<else>>
<<He>> speaks. "You better still have a tight little ${($player.gender is 'm' ? "ass" : "cunt")}, for your sake."
<</if>>
<<elseif $enemyanger lte 100>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> speaks. "You're lucky you look so vulnerable with that belly."
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks. "I guess I should have expected moodiness from a pregnant cocksleeve."
<<else>>
<<He>> speaks. "You'd better hope the father doesn't find out about this."
<</if>>
<<insecurity "pregnancy" 2>><<ginsecurity "pregnancy">>
<<else>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> laughs. "I feel bad for whoever was unlucky enough to get you pregnant."
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks. "Should have known better than to expect a pregnant <<bitch>> to behave."
<<else>>
<<He>> speaks. "If you want to live to see your kid be born, you'll knock it the fuck off and behave."
<</if>>
<<insecurity "pregnancy" 2>><<ginsecurity "pregnancy">>
<</if>>
<<elseif $speechleglock is 1>>
<<if $enemyanger lte 20>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<if $NPCList[_n].pregnancyAvoidance gte 80>>
<<He>> speaks. "Let me go! Hurry!"
<<else>>
<<He>> speaks.
<<print [
`"Yeah, keep moving just like that!"`,
`"Get pregnant get pregnant get pregnant get pregnant get pregnant."`
][random(0,1)]>>
<</if>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<if $NPCList[_n].pregnancyAvoidance gte 60>>
<<He>> speaks. "Alright, ease up with the legs, <<girl>>!"
<<else>>
<<He>> speaks. "See how much better it feels this way?"
<</if>>
<<else>>
<<if $NPCList[_n].pregnancyAvoidance gte 80>>
<<He>> speaks. "You're making me a little nervous with that legwork."
<<else>>
<<He>> speaks. "You're into it, I knew it!"
<</if>>
<</if>>
<<elseif $enemyanger lte 100>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<if $NPCList[_n].pregnancyAvoidance gte 80>>
<<He>> speaks. "Let me go! I'm..."
<<else>>
<<He>> speaks. "<<if $position is "missionary">>Hold on tighter<<else>>Push back harder<</if>>!"
<</if>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<if $NPCList[_n].pregnancyAvoidance gte 80>>
<<He>> speaks. "Get your legs off me!"
<<else>>
<<He>> speaks. "See how much better it feels when you cooperate?"
<</if>>
<<else>>
<<He>> speaks. "I knew you'd be eager, <<bitch>>."
<</if>>
<<else>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<if $NPCList[_n].pregnancyAvoidance gte 60>>
<<He>> speaks. "Let me go! You crazy fucking... Ah!"
<<else>>
<<He>> speaks. "You want it that bad, huh? Fine!"
<</if>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<if $NPCList[_n].pregnancyAvoidance gte 60>>
<<He>> speaks. "The fuck do you think you're doing? Let go!"
<<else>>
<<He>> speaks. "Much better. Time to break you in."
<</if>>
<<else>>
<<if $NPCList[_n].pregnancyAvoidance gte 60>>
<<He>> speaks. "Get your legs off me!"
<<else>>
<<He>> speaks. "Eager now, huh?"
<</if>>
<</if>>
<</if>>
<<elseif $speechbreasts is 1>>
<<if $player.gender_appearance is "m">>
<<if $player.breastsize lte 0>>
<<if $enemyanger lte 70>>
<<He>> ?admires your newly-exposed <<breasts>>. "Guess I'm not surprised."
<<else>>
<<He>> ?admires your newly-exposed <<breasts>>. "No surprises here."
<</if>>
<<elseif $player.breastsize lte 1>>
<<if $enemyanger lte 70>>
<<He>> ?admires your newly-exposed <<breasts>>. "Those are asking to be bullied."
<<else>>
<<He>> ?admires your newly-exposed <<breasts>>. "Cute and puffy."
<</if>>
<<elseif $player.breastsize lte 2>>
<<if $enemyanger lte 70>>
<<He>> ?admires your newly-exposed <<breasts>>. "That's a nice pair of bitch-tits you've got there."
<<else>>
<<He>> ?admires your newly-exposed <<breasts>>. "those are some slutty tits on you"
<</if>>
<<elseif $player.breastsize lte 4>>
<<He>> ?admires your newly-exposed <<breasts>>. "You have breasts like a woman!"
<<else>>
<<if $enemyanger lte 70>>
<<He>> ?admires your newly-exposed <<breasts>>. "You really want to be a cow so bad?"
<<else>>
<<He>> ?admires your newly-exposed <<breasts>>. "Those things are gigantic! Maybe you'll share some boy-milk."
<</if>>
<</if>>
<<else>>
<<if $player.breastsize lte 0>>
<<if $enemyanger lte 70>>
<<He>> ?admires your newly-exposed <<breasts>>. "How cute that chest of yours is!"
<<else>>
<<He>> ?admires your newly-exposed <<breasts>>. "Don't be ashamed about being flat, it's really cute."
<</if>>
<<elseif $player.breastsize lte 1>>
<<if $enemyanger lte 70>>
<<He>> ?admires your newly-exposed <<breasts>>. "So tiny, that means they need the most attention"
<<else>>
<<He>> ?admires your newly-exposed <<breasts>>. "Nothing quite like developing breasts. So lewd and cute."
<</if>>
<<elseif $player.breastsize lte 2>>
<<if $enemyanger lte 70>>
<<He>> ?admires your newly-exposed <<breasts>>. "How small!"
<<else>>
<<He>> ?admires your newly-exposed <<breasts>>. "Your small breasts are so lewd."
<</if>>
<<elseif $player.breastsize lte 4>>
<<if $enemyanger lte 70>>
<<He>> ?admires your newly-exposed <<breasts>>. "Who knew sluts could have cow tits?"
<<else>>
<<He>> ?admires your newly-exposed <<breasts>>. "Don't be ashamed about having your breasts displayed like this, it's what they're for."
<</if>>
<<else>>
<<if $enemyanger lte 70>>
<<He>> ?admires your newly-exposed <<breasts>>. "I've seen cows with smaller tits than these!"
<<else>>
<<He>> ?admires your newly-exposed <<breasts>>. "They're so big! You'd make a fine cow."
<</if>>
<</if>>
<</if>>
<<elseif $speechscream is 1>>
<<set $speechscream to 0>>
<<if $enemyanger lte 50>>
<<He>> <<print $CTAnnoyedMidC.random()>>
<<print [
`"Shut your fucking mouth."`,
`"Are you trying to make me hurt you? Be quiet!"`,
`"Things are going to be difficult for you if you keep resisting."`,
`"Stupid slut, no one's going to help you."`,
`"Crying for help? No one gives a shit."`,
][random(0,4)]>>
<<else>>
<<He>> <<print $CTAngryLowC.random()>>
<<print [
`"SHUT THE FUCK UP!"`,
`"DO YOU WANT TO GET HURT?!"`,
`"SHUT UP BEFORE I HURT YOU!"`
][random(0,2)]>>
<</if>>
<<elseif $speechsteal is 1>>
<<set $speechsteal to 0>>
<<He>> speaks.
<<if $enemyanger lte 100>>
<<switch $npcspeechcycle>>
<<case 0>> "Keep your fingers where I can see them."
<<case 1>> "No one likes a thief."
<<case 2>> "Hands off my stuff."
<<case 3>> "You're a sneaky <<girl>>, aren't you?"
<<case 4>> "Don't think you can steal from me."
<<case 5>> "It's rude to touch other people's belongings."
<<default>>"That isn't yours."
<</switch>>
<<else>>
<<switch $npcspeechcycle>>
<<case 0>> "Fingers where I can see them, or you're gonna get hurt."
<<case 1>> "It'll be the pillory for you, thief."
<<case 2>> "You'll regret trying to steal from me, <<bitch>>."
<<case 3>> "I'm gonna teach you a lesson."
<<case 4>> "When I'm done with you, you'll never steal again."
<<case 5>> "I'll show you what I do to thieves."
<<default>>"You think you can steal from me?"
<</switch>>
<</if>>
<<elseif $speechwheeze is 1>>
<<set $speechwheeze to 0>>
<<if $enemyanger lte 20>>
<<if $rng lte 7>>
<<He>> <<print $CTHappyLowC.random()>>
<<print [
"I love seeing you like this.",
"You can do it, just a bit more.",
"You sound so hot baby.",
"Just a little longer, baby."
][random(0,3)]>>
<<else>>
<<He>> lets go of your throat. "Sorry, <<girl>>, what was that?"
<<set _npc = $NPCList.find(x => x.lefthand == "throat" || x.righthand == "throat")>>
<<run if (_npc != undefined) {
if (_npc.lefthand == "throat") _npc.lefthand = 0;
if (_npc.righthand == "throat") _npc.righthand = 0;
$neckuse = 0; }>>
<</if>>
<<elseif $enemyanger lte 100>>
<<print [
`<<He>> speaks. "Tough it up, <<girl>>, you'll enjoy it."`,
`<<He>> speaks. "That's your punishment for being a bad <<girl>>."`,
`<<He>> speaks. "Don't complain now, be a good <<girl>>."`,
`<<He>> speaks. "You like it, don't you, <<girl>>?"`,
`<<He>> speaks. "Too late now, you'll speak when I let you."`,
][random(0,4)]>>
<<else>>
<<print [
`<<He>> grins. "That's right, <<bitch>>."`,
`<<He>> grins. "What was that? Can't hear you."`,
`<<He>> speaks. "Shut up, you stupid whore."`,
`<<He>> grins. "Hard to speak, isn't it?"`,
`<<He>> speaks. "I love this wheezing sound they make!"`,
][random(0,4)]>>
<</if>>
<<elseif $speechpenisbig is 1>>
/* ToDo: Strapon - check if this is reachable and replace with strapon varient */
<<set $speechpenisbig to 0>>
<<He>> speaks.
<<if (($enemyarousal / $enemyarousalmax) * 100) gte 70>>
<<switch $npcspeechcycle>>
<<case 0>> "How are you so fucking big?"
<<case 1>> "You're too big to fit. That's so cruel."
<<case 2>> "I hope I get you inside before I cum."
<<case 3>> "Just go in already!"
<<case 4>> "Fuck, you're gonna make me cum without even penetrating me."
<<case 5>> "I don't care if you split me in two."
<<case 6>> "You are going to break me in half"
<<case 7>> "You are going to ruin me"
<<default>>"I need it in me now."
<</switch>>
<<else>>
<<switch $npcspeechcycle>>
<<case 0>> "Help me get it in. I can take it."
<<case 1>> "It's not my fault your cock is so big."
<<case 2>> "I'm not used to taking such girths."
<<case 3>> "You should be proud of such a large cock."
<<case 4>> "I'm afraid it'll hurt."
<<case 5>> "It's too big, but I need it."
<<default>>"I-I can take it. I just need time."
<</switch>>
<</if>>
<<ginsecurity "penis_big">><<insecurity "penis_big" 1>>
<<elseif $speechnamedrop is 1>>
<<set $speechnamedrop to 0>>
<<if _loveInterest is "Black Wolf">>
<<if $enemyanger lte 20>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> speaks. "You're talented! Did you learn this from fucking animals all day?"
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks. "I'm sure your wolf friend won't mind."
<<else>>
<<He>> laughs. "Is it appropriate to call that 'Puppy Love'?"
<</if>>
<<elseif $enemyanger lte 100>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> speaks. "I bet you get treated like a bitch by animals, too!"
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks. "I'll be sure to leave leftovers for your... dog."
<<else>>
<<He>> speaks. "So you're a dog fucker? No surprise there."
<</if>>
<<else>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> laughs. "Not even your wolf will fuck you when I'm done!"
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks. "Keep this up and I'll feed you to more than just the wolves."
<<else>>
<<He>> speaks. "Good to know that you're accustomed to being prey, whore!"
<</if>>
<</if>>
<<elseif _loveInterest is "Great Hawk">>
<<if $enemyanger lte 20>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> speaks. "You're talented! Did you learn this from fucking animals all day?"
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks. "I'm sure your bird friend won't mind."
<<else>>
<<He>> laughs. "I have no idea what you're talking about. Are you drugged?"
<</if>>
<<elseif $enemyanger lte 100>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> speaks. "I bet you get treated like a bitch by animals, too!"
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks. "I'll be sure to leave leftovers for your... bird."
<<else>>
<<He>> speaks. "So you're a bird fucker? How does that even work?"
<</if>>
<<else>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> laughs. "Not even your bird will fuck you when I'm done!"
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks. "Keep this up and I'll spread you out like bird seed."
<<else>>
<<He>> speaks. "Good to know that you're accustomed to being prey, whore!"
<</if>>
<</if>>
<<elseif $enemyanger lte 20>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> speaks. "Just close your eyes and think about them, just a little longer."
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks. "Don't worry, you'll see them again."
<<else>>
<<He>> speaks. "Already taken? Adorable. I'll make you forget all about them."
<</if>>
<<elseif $enemyanger lte 100>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> speaks. "Enough. You're mine."
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks. "Quit being a brat and maybe I'll let you see them again."
<<else>>
<<He>> speaks. "I don't care about who you're seeing. Shut it."
<</if>>
<<else>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> laughs. "You're mine, slut. They'll probably leave you when they find out about this!"
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks. "Keep it up and you won't see them again, bitch."
<<else>>
<<He>> speaks. "You're lucky they won't find you in a ditch somewhere."
<</if>>
<</if>>
<<elseif $speechmasturbate is 1 and random(1,2) is 1 and not $gloryhole>>
<<if $enemyanger lt 20>>
<<He>> <<print ["speaks","speaks","coos","whispers"][random(0,3)]>>.
<<print [
`"Am I not good enough for you?"`,
`"Playing with yourself makes me feel so hot."`,
`"You just can't wait, can you?"`,
`"I see you're getting ready for me."`,
][random(0,3)]>>
<<elseif $enemyanger lt 60>>
<<He>> <<print ["speaks","jeers","coos","whispers"][random(0,3)]>>.
<<print [
`"Do I disgust you so much you have to get yourself off?"`,
`"Good <<girl>>, get all warmed up so we can play nice."`,
`"I see you like it a little rough."`,
`"Focus on me, bitch."`,
`"I knew you'd be into this, slut."`,
][random(0,4)]>>
<<else>>
<<He>> <<print ["speaks","speaks","snarls","jeers"][random(0,3)]>>.
<<print [
`"You know your place like a good whore."`,
`"Isn't it much more fun when you behave?"`,
`"I'm going to hurt you and you're going to like it."`,
`"That's it, play with yourself. Pretend this isn't happening."`,
`"Good little fuck slave."`,
][random(0,4)]>>
<</if>>
<<elseif $speechhandjobpenis is 1 and random(1, 2) is 2>>
<<He>> speaks.
<<if (($enemyarousal / $enemyarousalmax) * 100) gte 70>>
<<if (($enemyanger / $enemyangermax) * 100) gte 10>>
<<switch $npcspeechcycle>>
<<case 0>> "Don't you dare stop now!"
<<case 1>> "You better not waste a single drop."
<<case 2>> "I'll make you lick your fingers clean when you're done."
<<case 3>> "Keep going. Or I'll hurt you."
<<case 4>> "Aim it at your mouth, or I'll force it down your throat!"
<<case 5>> "Keep going, whore."
<<default>> "Keep jerking it like the slut that you are."
<</switch>>
<<else>>
<<switch $npcspeechcycle>>
<<case 0>> "Don't stop jerking it. I'm so close!"
<<case 1>> "Keep going."
<<case 2>> "Milk my cock till it's dry."
<<case 3>> "You're good at this."
<<case 4>> "Faster! I'm almost there."
<<case 5>> "Sliding my cock between your fingers feels so good."
<<default>> "This feels amazing!"
<</switch>>
<</if>>
<<else>>
<<if (($enemyanger / $enemyangermax) * 100) gte 10>>
<<switch $npcspeechcycle>>
<<case 0>> "You better put in some work if you want to satisfy me."
<<case 1>> "Your arms will tire before you can get me off like this."
<<case 2>> "Keep your filthy hands off my cock."
<<case 3>> "Put some work into it, or I'll make you."
<<case 4>> "Just couldn't keep your hands off it, could you?"
<<case 5>> "I might let you get away with this if you do a good job."
<<default>> "Looks like you already know how to handle a cock, you little whore."
<</switch>>
<<else>>
<<switch $npcspeechcycle>>
<<case 0>> "Your hands feel so good around my cock."
<<case 1>> "You look so cute, playing with my cock."
<<case 2>> "You're so good with your hands."
<<case 3>> "I love watching your fingers slide up and down my cock."
<<case 4>> "This will do just fine."
<<case 5>> "Show me how well you can handle a dick."
<<default>> "Your hands are so soft."
<</switch>>
<</if>>
<</if>>
<<elseif $speechhandjobvagina is 1 and random(1, 2) is 2>>
<<He>> speaks.
<<if (($enemyarousal / $enemyarousalmax) * 100) gte 70>>
<<if (($enemyanger / $enemyangermax) * 100) gte 10>>
<<switch $npcspeechcycle>>
<<case 0>> "Don't you dare stop now!"
<<case 1>> "You better not waste a single drop."
<<case 2>> "I'll make you lick your fingers clean when you're done."
<<case 3>> "Keep going. Or I'll hurt you."
<<case 4>> "You better keep this up."
<<case 5>> "Keep going, whore."
<<default>> "I'm so damn close."
<</switch>>
<<else>>
<<switch $npcspeechcycle>>
<<case 0>> "Your fingers are slippery with my juices."
<<case 1>> "That's the spot. Don't stop!"
<<case 2>> "I'm going to drench your hand in my juices."
<<case 3>> "Faster! I'm so close!"
<<case 4>> "This feels amazing. You're so good at this."
<<case 5>> "Faster!"
<<default>> "You're making my pussy feel so good."
<</switch>>
<</if>>
<<else>>
<<if (($enemyanger / $enemyangermax) * 100) gte 10>>
<<switch $npcspeechcycle>>
<<case 0>> "You better treat my pussy right."
<<case 1>> "My pussy needs better than this."
<<case 2>> "Take your filthy hands off my pussy."
<<case 3>> "You better know what you're doing."
<<case 4>> "I want more of you than just your hands."
<<case 5>> "You better not bore me."
<<default>> "Do a good job, or I'll have to punish you."
<</switch>>
<<else>>
<<switch $npcspeechcycle>>
<<case 0>> "Your hands are so warm."
<<case 1>> "You really know how to handle a pussy."
<<case 2>> "Don't be afraid of using more fingers."
<<case 3>> "Don't stop rubbing my clit."
<<case 4>> "You're so skilled with your hands."
<<case 5>> "You have such lovely hands."
<<default>> "So much better than doing it myself."
<</switch>>
<</if>>
<</if>>
<<elseif $speechdildovagina is 1 and random(1, 2) is 2>>
<<if (($enemyarousal / $enemyarousalmax) * 100) gte 70>>
<<if (($enemyanger / $enemyangermax) * 100) gte 10>>
<<He>> <<print ["speaks","speaks","snarls","jeers"][random(0,3)]>>.
<<switch $npcspeechcycle>>
<<case 0>> "Don't you dare stop now!"
<<case 1>> "You better not waste a single drop."
<<case 2>> "I'll make you lick your toy clean when you're done."
<<case 3>> "Keep going. Or I'll hurt you."
<<case 4>> "You better keep this up."
<<case 5>> "Keep going, whore."
<<default>> "I'm so damn close."
<</switch>>
<<else>>
<<He>> <<print ["speaks","speaks","whispers","moans"][random(0,3)]>>.
<<switch $npcspeechcycle>>
<<case 0>> "Your toy's slippery with my juices."
<<case 1>> "That's the spot. Don't stop!"
<<case 2>> "I'm going to drench your toy and hand in my juices."
<<case 3>> "Faster! I'm so close!"
<<case 4>> "This feels amazing. You're so good at this."
<<case 5>> "Faster!"
<<default>> "You're making my pussy feel so good."
<</switch>>
<</if>>
<<else>>
<<if (($enemyanger / $enemyangermax) * 100) gte 10>>
<<He>> <<print ["speaks","speaks","snarls","jeers"][random(0,3)]>>.
<<switch $npcspeechcycle>>
<<case 0>> "You better treat my pussy right."
<<case 1>> "My pussy needs better than this."
<<case 2>> "Take your filthy toy off my pussy."
<<case 3>> "You better know what you're doing."
<<case 4>> "I want more of you than just your toy."
<<case 5>> "You better not bore me."
<<default>> "Do a good job, or I'll have to punish you."
<</switch>>
<<else>>
<<He>> <<print ["speaks","speaks","whispers","moans"][random(0,3)]>>.
<<switch $npcspeechcycle>>
<<case 0>> "Your toy feels so good."
<<case 1>> "You really know how to handle a pussy."
<<case 2>> "Don't be afraid of hurting me."
<<case 3>> "Don't slow down."
<<case 4>> "You're so skilled with your hands."
<<case 5>> "You have such lovely hands."
<<default>> "So much better than doing it myself."
<</switch>>
<</if>>
<</if>>
<<elseif $speechdildoanus is 1 and random(1, 2) is 2>>
<<He>> speaks.
<<if (($enemyarousal / $enemyarousalmax) * 100) gte 70>>
<<if (($enemyanger / $enemyangermax) * 100) gte 10>>
<<switch $npcspeechcycle>>
<<case 0>> "Don't you dare stop now!"
<<case 1>> "You better know how to work this toy."
<<case 2>> "I'll make you lick your toy clean when you're done."
<<case 3>> "Keep going. Or I'll hurt you."
<<case 4>> "You better keep this up."
<<case 5>> "Keep going, whore."
<<default>> "I'm so damn close."
<</switch>>
<<else>>
<<switch $npcspeechcycle>>
<<case 0>> "Your toy feels so good."
<<case 1>> "That's the spot. Don't stop!"
<<case 2>> "That's the spot. Don't stop!"
<<case 3>> "Faster! I'm so close!"
<<case 4>> "This feels amazing. You're so good at this."
<<case 5>> "Faster!"
<<default>> "You're making my ass feel so good."
<</switch>>
<</if>>
<<else>>
<<if (($enemyanger / $enemyangermax) * 100) gte 10>>
<<switch $npcspeechcycle>>
<<case 0>> "You better treat my ass right."
<<case 1>> "My ass needs better than this."
<<case 2>> "Take your filthy toy off my ass."
<<case 3>> "You better know what you're doing."
<<case 4>> "I want more of you than just your toy."
<<case 5>> "You better not bore me."
<<default>> "Do a good job, or I'll have to punish you."
<</switch>>
<<else>>
<<switch $npcspeechcycle>>
<<case 0>> "Your toy feels so good."
<<case 1>> "You really know how to handle an ass."
<<case 2>> "Don't be afraid of hurting me."
<<case 3>> "Don't stop, it feels so good."
<<case 4>> "You're so skilled with your hands."
<<case 5>> "You have such lovely hands."
<<default>> "So much better than doing it myself."
<</switch>>
<</if>>
<</if>>
<<elseif $speechstroker is 1 and random(1, 2) is 2>>
<<He>> speaks.
<<if (($enemyarousal / $enemyarousalmax) * 100) gte 70>> /* High arousal */
<<if (($enemyanger / $enemyangermax) * 100) gte 10>> /* high anger */
<<switch $npcspeechcycle>>
<<case 0>> "Don't you dare stop now!"
<<case 1>> "You better know how to work this toy."
<<case 2>> speaks. "I'll make you lick your toy clean when you're done."
<<case 3>> "Keep going. Or I'll hurt you."
<<case 4>> <<print ["You better keep this up.","Aim it at your mouth, or I'll force it down your throat!"][random(0,1)]>>
<<case 5>> "Keep going, whore."
<<default>> "Keep jerking it like the slut that you are."
<</switch>>
<<else>> /* low anger */
<<switch $npcspeechcycle>>
<<case 0>> "Your toy feels so good."
<<case 1>> "That's the spot. Don't stop!"
<<case 2>> "Milk my cock 'til it's dry."
<<case 3>> "Faster! I'm so close!"
<<case 4>> "This feels amazing. You're so good at this."
<<case 5>> "Faster!"
<<default>> "You're making my cock feel so good."
<</switch>>
<</if>>
<<else>> /* low to mid arousal */
<<if (($enemyanger / $enemyangermax) * 100) gte 10>> /* high anger */
<<switch $npcspeechcycle>>
<<case 0>> "You better treat my cock right."
<<case 1>> <<print[`My cock needs better than this.`,`This toy is better than your worn-out ${$player.vaginaExist ? "holes" : "ass"}.`][random(0,1)]>>
<<case 2>> "Take your filthy toy off my cock."
<<case 3>> "You better know what you're doing."
<<case 4>> "I want more of you than just your toy."
<<case 5>> "You better not bore me."
<<default>> "Do a good job, or I'll have to punish you."
<</switch>>
<<else>> /* low anger */
<<switch $npcspeechcycle>>
<<case 0>> "Your toy feels so good around my cock."
<<case 1>> "You really know how to handle cock."
<<case 2>> "I love watching your toy slide up and down my cock."
<<case 3>> "Don't stop, it feels so good."
<<case 4>> "You're so skilled with your hands."
<<case 5>> "You have such lovely hands."
<<default>>"So much better than doing it myself."
<</switch>>
<</if>>
<</if>>
<<elseif $speechcheeks is 1 and random(1, 2) is 2>>
<<He>> speaks.
<<if (($enemyarousal / $enemyarousalmax) * 100) gte 70>>
<<if (($enemyanger / $enemyangermax) * 100) gte 10>>
<<switch $npcspeechcycle>>
<<case 0>> "I'll slap your asscheeks raw if you stop."
<<case 1>> "I'll grind against you until your ass goes numb."
<<case 2>> "Don't think this'll hurt any less than putting it in."
<<case 3>> "You won't be able to stand when I'm done with you!"
<<case 4>> "I'll make you regret toying with me!"
<<case 5>> "I'll spank the shit out of you when I'm done."
<<default>> "You're gonna drain me before I can even stick it in."
<</switch>>
<<else>>
<<switch $npcspeechcycle>>
<<case 0>> "Your ass is mesmerising."
<<case 1>> "You're good at this."
<<case 2>> "Don't stop. Keep going!"
<<case 3>> "I'm gonna shoot my load all over you."
<<case 4>> "I love fucking your asscheeks."
<<case 5>> "Your ass feels amazing against my cock."
<<default>> "I can't wait to shoot my load on you."
<</switch>>
<</if>>
<<else>>
<<if (($enemyanger / $enemyangermax) * 100) gte 10>>
<<switch $npcspeechcycle>>
<<case 0>> "Want me to slap it, you whore?"
<<case 1>> "You're even more of a slut than I thought."
<<case 2>> "Trying to distract me from your <<print ($player.vaginaExist ? "holes" : "asshole")>>? It won't work."
<<case 3>> "You look like such a whore."
<<case 4>> "Look at this little slut shaking <<pher>> ass at me."
<<case 5>> "I'll spank your ass raw if you don't satisfy me."
<<default>> "Are you scared of having my cock inside you? Cute. I'll humour you for now."
<</switch>>
<<else>>
<<switch $npcspeechcycle>>
<<case 0>> "I can work with that."
<<case 1>> "Need a warm up?"
<<case 2>> "Your buttcheeks wrap so nicely around my cock."
<<case 3>> "You have such a cute ass on you."
<<case 4>> "Shake that ass for me."
<<case 5>> "Watching you grind against me is so hot."
<<default>> "You look so lewd when you run your ass-cheeks up and down my cock."
<</switch>>
<</if>>
<</if>>
<<elseif $speechthigh is 1 and random(1, 2) is 2>>
<<He>> speaks.
<<if (($enemyarousal / $enemyarousalmax) * 100) gte 70>>
<<if (($enemyanger / $enemyangermax) * 100) gte 10>>
<<switch $npcspeechcycle>>
<<case 0>> "I'm gonna fuck your thighs raw."
<<case 1>> "Trust a slut like you to turn anything into a hole."
<<case 2>> "I'll slam your thighs all I please."
<<case 3>> "You won't be able to stand when I'm done with you!"
<<case 4>> "I'm so close to drenching your legs with cum!"
<<case 5>> "You stand no chance against my cock."
<<default>> "Your entire body exists for me to fuck."
<</switch>>
<<else>>
<<switch $npcspeechcycle>>
<<case 0>> "Your soft thighs are gonna make me cum."
<<case 1>> "Sliding my cock between your thighs feels amazing."
<<case 2>> "Your thighs are slick with precum."
<<case 3>> "Those thighs were made to be fucked."
<<case 4>> "I never expected this to feel so good."
<<case 5>> "I'm gonna erupt between your thighs."
<<default>> "I can't wait to see my cum run down your beautiful legs."
<</switch>>
<</if>>
<<else>>
<<if (($enemyanger / $enemyangermax) * 100) gte 10>>
<<switch $npcspeechcycle>>
<<case 0>> "You won't keep me away like this forever."
<<case 1>> "Your thighs will do, for now."
<<case 2>> "Don't waste my time with your thighs."
<<case 3>> "Trying to distract me with your thighs?"
<<case 4>> "My cock deserves better than this."
<<case 5>> "I need more than this."
<<default>> "You won't keep me away from your <<print ($player.vaginaExist ? "holes" : "asshole")>> forever."
<</switch>>
<<else>>
<<switch $npcspeechcycle>>
<<case 0>> "Your thighs are so smooth."
<<case 1>> "You have beautiful legs."
<<case 2>> "Your thighs are so soft."
<<case 3>> "I don't mind some foreplay."
<<case 4>> "I'm always open for new things."
<<case 5>> "This feels surprisingly good."
<<default>> "I love playing with your legs."
<</switch>>
<</if>>
<</if>>
<<elseif $speechfeet is 1 and random(1, 2) is 2>>
<<He>> speaks.
<<if (($enemyarousal / $enemyarousalmax) * 100) gte 70>>
<<if (($enemyanger / $enemyangermax) * 100) gte 10>>
<<switch $npcspeechcycle>>
<<case 0>> "Your feet will be sore when I'm done with you."
<<case 1>> "I'll defile every inch of your body."
<<case 2>> "Your feet aren't worthy of my <<if $NPCList[_n].penis isnot "none">>cum<<else>>juices<</if>>."
<<case 3>> "You must be a total slut, being this good with your feet."
<<case 4>> "I won't leave an inch of your body unmolested."
<<case 5>> "I'll make you lick those clean when I'm done."
<<default>> "I'm gonna make a mess of your feet."
<</switch>>
<<else>>
<<switch $npcspeechcycle>>
<<case 0>> "You're so good with your feet!"
<<case 1>> "Your feet feel so nice."
<<case 2>> "I want to watch you lick those clean when we're done!"
<<case 3>> "I'm going to drench your feet in my <<if $NPCList[_n].penis isnot "none">>cum<<else>>juices<</if>>."
<<case 4>> <<if $NPCList[_n].penis isnot "none">>"I'm going to erupt between your feet."<<else>>"Your toes feel so good against my pussy."<</if>>
<<case 5>> "Your feet feel so good."
<<default>> "My <<if $NPCList[_n].penis isnot "none">>cock<<else>>pussy<</if>> feels so good against your feet. Don't stop."
<</switch>>
<</if>>
<<else>>
<<if (($enemyanger / $enemyangermax) * 100) gte 10>>
<<switch $npcspeechcycle>>
<<case 0>> "You won't keep me away with this forever."
<<case 1>> "Your feet will do, for now."
<<case 2>> "Don't waste my time with your feet."
<<case 3>> "Trying to distract me with your feet?"
<<case 4>> "You won't keep me away with your feet forever."
<<case 5>> "Your feet aren't worthy of touching my <<if $NPCList[_n].penis isnot "none">>cock<<else>>pussy<</if>>."
<<default>> "This won't be enough to make me cum."
<</switch>>
<<else>>
<<switch $npcspeechcycle>>
<<case 0>> "Your soles are so smooth!"
<<case 1>> "You really know how to handle your feet."
<<case 2>> "Put those feet to work."
<<case 3>> "Show me what you can do with your feet."
<<case 4>> "I love being teased by your feet."
<<case 5>> "I love watching your toes play with me."
<<default>> "I don't mind some foreplay."
<</switch>>
<</if>>
<</if>>
<<elseif $speechheadsuckle is 1 and random(1, 2) is 2>>
<<if (($enemyarousal / $enemyarousalmax) * 100) gte 70>>
<<if (($enemyanger / $enemyangermax) * 100) gte 10>>
<<He>> speaks.
<<switch $npcspeechcycle>>
<<case 0>> "You should feel lucky to have such fresh milk."
<<case 1>> "Keep sucking and I might forgive you."
<<case 2>> "You're a greedy <<girl>>, aren't you?"
<<case 3>> "Don't be so grouchy."
<<case 4>> "You better appreciate this."
<<case 5>> "Greedy brat."
<<default>>"You're a real glutton."
<</switch>>
<<else>>
<<He>> coos.
<<switch $npcspeechcycle>>
<<case 0>> "S-suck harder. I have more to give."
<<case 1>> "It's such a relief to drain them."
<<case 2>> "You're so well behaved."
<<case 3>> "You like that, don't you."
<<case 4>> "Finish up and we'll move on to dessert."
<<case 5>> "I feel all tingly."
<<default>> "I hope my milk is tasty."
<</switch>>
<</if>>
<<else>>
<<if (($enemyanger / $enemyangermax) * 100) gte 10>>
<<He>> tuts.
<<switch $npcspeechcycle>>
<<case 0>> "I hope you choke."
<<case 1>> "I'm not your mother. I won't forgive you so easily."
<<case 2>> "Insolent <<girl>>. I bet you don't have a care in the world."
<<case 3>> "Look at you, sucking away like you own the place."
<<case 4>> "Does my milk taste good, you little brat?"
<<case 5>> "My milk's too good for brats like you."
<<default>> "You're having the time of your life, aren't you."
<</switch>>
<<else>>
<<He>> coos.
<<switch $npcspeechcycle>>
<<case 0>> "Does my milk taste good?"
<<case 1>> "I knew you were hungry."
<<case 2>> "I hope my milk makes you feel good."
<<case 3>> "I feel like a mother."
<<case 4>> "Take your time."
<<case 5>> "You gonna fall asleep?"
<<default>> "You're so cute."
<</switch>>
<</if>>
<</if>>
<<elseif $speechheadnipple is 1 and random(1, 2) is 2>>
<<if (($enemyarousal / $enemyarousalmax) * 100) gte 70>>
<<if (($enemyanger / $enemyangermax) * 100) gte 10>>
<<He>> speaks.
<<switch $npcspeechcycle>>
<<case 0>> "St-stupid..."
<<case 1>> "I bet you're experienced at sucking things."
<<case 2>> "That's it, put that whore mouth to work."
<<case 3>> "Keep this up and I might forgive you."
<<case 4>> "Maybe I'll share your mouth with all my friends."
<<case 5>> "I bet you've done all sorts of nasty things with that mouth."
<<default>> "Your slutty lips feel good against my skin."
<</switch>>
<<else>>
<<He>> speaks.
<<switch $npcspeechcycle>>
<<case 0>> "You can be a bit rougher."
<<case 1>> "H-harder."
<<case 2>> "You tease."
<<case 3>> "Your tongue... Ah!"
<<case 4>> "You've done this before, haven't you."
<<case 5>> "You know your way around my body."
<<default>> "My chest feels so good."
<</switch>>
<</if>>
<<else>>
<<if (($enemyanger / $enemyangermax) * 100) gte 10>>
<<He>> tuts.
<<switch $npcspeechcycle>>
<<case 0>> "You're a desperate slut, aren't you."
<<case 1>> "You'd best remember who's in charge."
<<case 2>> "Don't you dare bite."
<<case 3>> "Don't think this means we're even."
<<case 4>> "Keep sucking, whore."
<<case 5>> "My chest feels good, but that doesn't mean I forgive you."
<<default>> "You're such a brat."
<</switch>>
<<else>>
<<He>> coos.
<<switch $npcspeechcycle>>
<<case 0>> "Don't stop."
<<case 1>> "That tickles."
<<case 2>> "You're making my chest feel good."
<<case 3>> "That mouth of yours has some experience, I bet."
<<case 4>> "You look cute like that."
<<case 5>> "Your tongue feels good against my skin."
<<default>> "That's it. Right there."
<</switch>>
<</if>>
<</if>>
<<elseif $speechheadnippleclosed is 1 and random(1, 2) is 2>>
<<if (($enemyarousal / $enemyarousalmax) * 100) gte 70>>
<<if (($enemyanger / $enemyangermax) * 100) gte 10>>
<<He>> speaks.
<<switch $npcspeechcycle>>
<<case 0>> "You'd better start sucking, or else."
<<case 1>> "I want you to suck me. Now."
<<case 2>> "I bet you're good at nipple licking. Get to work."
<<case 3>> "Hurry up and use your tongue."
<<case 4>> "Suck. Now."
<<case 5>> "Your head is there for a reason."
<<default>> "Bratty <<girls>> like you are good for one thing."
<</switch>>
<<else>>
<<He>> speaks.
<<switch $npcspeechcycle>>
<<case 0>> "Don't keep me waiting."
<<case 1>> "Come on, make me feel good."
<<case 2>> "Put your lips right there."
<<case 3>> "You're making my chest feel funny."
<<case 4>> "Don't fall asleep."
<<case 5>> "I can't take this for much longer."
<<default>> "You tease."
<</switch>>
<</if>>
<<else>>
<<if (($enemyanger / $enemyangermax) * 100) gte 10>>
<<He>> tuts.
<<switch $npcspeechcycle>>
<<case 0>> "Stop being so stubborn."
<<case 1>> "You'd best get to it, or I'll make you."
<<case 2>> "You're right where I want you."
<<case 3>> "You're in trouble."
<<case 4>> "When I say use your tongue, you use it."
<<case 5>> "I bet you've done all sorts of dirty things."
<<default>> "Stupid slut."
<</switch>>
<<else>>
<<He>> coos.
<<switch $npcspeechcycle>>
<<case 0>> "I can't wait to feel your tongue."
<<case 1>> "They're so ready for you."
<<case 2>> "I bet your lips feel wonderful."
<<case 3>> "You're cute like that."
<<case 4>> "I bet you've done this many times."
<<case 5>> "You're a good <<girl>>, aren't you?"
<<default>> "Do you like how I feel?"
<</switch>>
<</if>>
<</if>>
<<elseif $speechheadsuckleclosed is 1 and random(1, 2) is 2>>
<<if (($enemyarousal / $enemyarousalmax) * 100) gte 70>>
<<if (($enemyanger / $enemyangermax) * 100) gte 10>>
<<He>> speaks.
<<switch $npcspeechcycle>>
<<case 0>> "Drink, or I'll make you."
<<case 1>> "Open wide."
<<case 2>> "Suck them. I need release!"
<<case 3>> "Don't be such a brat."
<<case 4>> "You drink when I tell you to."
<<case 5>> "I can't believe how rude you are."
<<default>> "I'm gonna fill you up."
<</switch>>
<<else>>
<<He>> speaks.
<<switch $npcspeechcycle>>
<<case 0>> "Open wide."
<<case 1>> "I promise you'll enjoy it."
<<case 2>> "Don't hold back."
<<case 3>> "I need to fill you."
<<case 4>> "Please, hurry up and suck."
<<case 5>> "Milk me dry."
<<default>> "This is gonna feel so good."
<</switch>>
<</if>>
<<else>>
<<if (($enemyanger / $enemyangermax) * 100) gte 10>>
<<He>> tuts.
<<switch $npcspeechcycle>>
<<case 0>> "Stupid <<girl>>, it's rude to turn down a treat."
<<case 1>> "I'll squirt if you don't open up."
<<case 2>> "You don't know what's good for you."
<<case 3>> "How rude."
<<case 4>> "Do as I say and open wide."
<<case 5>> "Suck, or I'll make you."
<<default>> "Such insolence."
<</switch>>
<<else>>
<<He>> coos.
<<switch $npcspeechcycle>>
<<case 0>> "I know you're hungry."
<<case 1>> "Come on, drink up."
<<case 2>> "My milk will make you feel better. Open up."
<<case 3>> "It's okay."
<<case 4>> "Let me take care of you."
<<case 5>> "Open wide."
<<default>> "I promise you'll like the taste."
<</switch>>
<</if>>
<</if>>
<<elseif $speechheadbreasts is 1 and random(1, 2) is 2>>
<<if (($enemyarousal / $enemyarousalmax) * 100) gte 70>>
<<if (($enemyanger / $enemyangermax) * 100) gte 10>>
<<He>> speaks.
<<switch $npcspeechcycle>>
<<case 0>> "You're lucky I'm not rougher."
<<case 1>> "Maybe I'll keep you buried in my boobs."
<<case 2>> "Better get to work, or I won't let you out."
<<case 3>> "Impressed by my size?"
<<case 4>> "You get to touch my magnificent breasts. You're so lucky."
<<case 5>> "It feels good for me, at least."
<<default>> "I bet you're enjoying this, slut."
<</switch>>
<<else>>
<<He>> speaks.
<<switch $npcspeechcycle>>
<<case 0>> "My my."
<<case 1>> "Don't be shy. You can play with them."
<<case 2>> "Feels good in there, right?"
<<case 3>> "Can you feel my heart beat? Or are my breasts too big?"
<<case 4>> "My breasts feel tingly."
<<case 5>> "Are my breasts soft enough?"
<<default>> "My breasts feel so good."
<</switch>>
<</if>>
<<else>>
<<if (($enemyanger / $enemyangermax) * 100) gte 10>>
<<He>> tuts.
<<switch $npcspeechcycle>>
<<case 0>> "I bet you're enjoying this."
<<case 1>> "Trouble breathing?"
<<case 2>> "Don't pass out in there."
<<case 3>> "I bet you wanted this. Pervert."
<<case 4>> "Hold still."
<<case 5>> "Stop squirming."
<<default>> "My breasts are better than you deserve."
<</switch>>
<<else>>
<<He>> coos.
<<switch $npcspeechcycle>>
<<case 0>> "Are you blushing? That's so cute."
<<case 1>> "Does it feel nice being smothered?"
<<case 2>> "People always stare at my breasts."
<<case 3>> "Are my breasts that much bigger than normal?"
<<case 4>> "I can tell you like my breasts."
<<case 5>> "Are my breasts soft enough?"
<<default>> "Do you like my breasts?"
<</switch>>
<</if>>
<</if>>
<<elseif $speechheadchest is 1 and random(1, 2) is 2>>
<<if (($enemyarousal / $enemyarousalmax) * 100) gte 70>>
<<if (($enemyanger / $enemyangermax) * 100) gte 10>>
<<He>> speaks.
<<switch $npcspeechcycle>>
<<case 0>> "It's your fault my breasts feel this way."
<<case 1>> "I bet you think being cute means you can get away with whatever you like."
<<case 2>> "I'm gonna do so many things to you."
<<case 3>> "Don't get too comfortable."
<<case 4>> "Shame on you, getting me riled up like this."
<<case 5>> "What are you waiting for? Put that mouth to work."
<<default>> "You better give me what I want."
<</switch>>
<<else>>
<<He>> speaks.
<<switch $npcspeechcycle>>
<<case 0>> "You're so lewd."
<<case 1>> "I can't keep this up much longer."
<<case 2>> "Are my nipples hard? You did that."
<<case 3>> "How can you be so cute and lewd at the same time."
<<case 4>> "Are you feeling good? I am."
<<case 5>> "My nipples need your touch."
<<default>> "My chest feels warm where you touch it."
<</switch>>
<</if>>
<<else>>
<<if (($enemyanger / $enemyangermax) * 100) gte 10>>
<<He>> tuts.
<<switch $npcspeechcycle>>
<<case 0>> "You'd better start putting that mouth to work. Or else."
<<case 1>> "Be a good <<girl>> and do what I say."
<<case 2>> "Stay where I can see you."
<<case 3>> "I know you like my chest, slut."
<<case 4>> "You like that, don't you."
<<case 5>> "You're pathetic."
<<default>> "I bet you think you can get away with anything."
<</switch>>
<<else>>
<<He>> coos.
<<switch $npcspeechcycle>>
<<case 0>> "I know just what to do with you."
<<case 1>> "Can you feel my heartbeat?"
<<case 2>> "Your hair is soft."
<<case 3>> "You're so cute."
<<case 4>> "I like having you close to me."
<<case 5>> "Is my chest comfy?"
<<default>> "Soft."
<</switch>>
<</if>>
<</if>>
<<elseif $speechvaginaescape is 1>>
<<set $speechvaginaescape to 0>>
<<He>> <<print $CTAnnoyedLowC.random()>>
<<if $enemyanger lte 20>>
<<print [
`"I can't enjoy you properly if you keep squirming around."`,
`"Be still now."`,
`"You're a feisty little thing!"`,
][random(0,2)]>>
<<elseif $enemyanger lte 100>>
<<print [
`"Keep pretending you don't want to be fucked, I'm not fooled."`,
`"Stop resisting."`,
`"I love it when you squirm."`,
][random(0,2)]>>
<<else>>
<<print [
`"Do you think that will stop me, bitch?"`,
`"The sooner you accept that you're nothing but a cock-sleeve the easier it'll be for you."`,
`"Your pussy is mine slut, stop fighting it."`,
][random(0,2)]>>
<</if>>
<<elseif $speechpenisescape is 1>>
<<set $speechpenisescape to 0>>
<<He>> speaks.
<<if $enemyanger lte 20>>
<<print [
`"I can't enjoy you properly if you keep squirming around."`,
`"Be still now."`,
`"You're a feisty little thing!"`,
][random(0,2)]>>
<<elseif $enemyanger lte 100>>
<<print [
`"Keep pretending you don't want to be fucked, I'm not fooled."`,
`"Stop resisting."`,
`"I love it when you squirm."`,
][random(0,2)]>>
<<else>>
<<print [
`"Do you think that will stop me, bitch?"`,
`"The sooner you accept that you're nothing but a piece of fuckmeat the easier it'll be for you."`,
`"Your dick is mine slut, stop fighting it."`,
][random(0,2)]>>
<</if>>
<<elseif $speechotheranusescape is 1>>
<<set $speechotheranusescape to 0>>
<<He>> speaks.
<<if $enemyanger lte 20>>
<<print [
`"I can't enjoy you properly if you keep squirming around."`,
`"Be still now."`,
`"You're a feisty little thing!"`,
][random(0,2)]>>
<<elseif $enemyanger lte 100>>
<<print [
`"Keep pretending you don't want to be fucked, I'm not fooled."`,
`"Stop resisting."`,
`"I love it when you squirm."`,
][random(0,2)]>>
<<else>>
<<print [
`"Do you think that will stop me, bitch?"`,
`"The sooner you accept that you're nothing but a piece of fuckmeat the easier it'll be for you."`,
`"Your dick is mine slut, stop fighting it."`,
][random(0,2)]>>
<</if>>
<<elseif $speechanusescape is 1>>
<<set $speechanusescape to 0>>
<<He>> speaks.
<<if $enemyanger lte 20>>
<<print [
`"I can't enjoy you properly if you keep squirming around."`,
`"Be still now."`,
`"You're a feisty little thing!"`,
][random(0,2)]>>
<<elseif $enemyanger lte 100>>
<<print [
`"Keep pretending you don't want to be fucked, I'm not fooled."`,
`"Stop resisting."`,
`"I love it when you squirm."`,
][random(0,2)]>>
<<else>>
<<print [
`"Do you think that will stop me, bitch?"`,
`"The sooner you accept that you're nothing but a cock-sleeve the easier it'll be for you."`,
`"Your ass is mine slut, stop fighting it."`,
][random(0,2)]>>
<</if>>
<<elseif $speechpenispenetrated is 1>>
<<if $dissociation lt 2>>
<<if $enemyanger lte 20>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<if $consensual is 1>>
<<He>> <<print ["is lost in the moment.","breathes","moans"][random(0,2)]>>
<<print [
`"It feels too good, I nee- wait please before I--- oh my god wa--"`,
`"Please harder, I need you deeper inside of me"`,
`"Fuck you feel so good in me, please fuck me more"`,
`"I can't think straight with you fucking me, You're making me dick drunk"`,
`"I can't get enough of you, please let's fuck more"`
][random(0,4)]>>
<<else>>
<<He>> <<print ["is lost in the moment.","breathes","moans"][random(0,2)]>>
<<print [
`"Yes! Yes! Give it to me! AH!"`,
`"Oh fuck keep going, I a-almost t-there."`,
`"Keep hitting me there, it feels so good"`,
`"Right there, oh my god im almost... AH!"`,
`"You are good for a slutty l-litt--- AH!"`
][random(0,4)]>>
<</if>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<if $consensual is 1>>
<<He>> speaks hushedly.
<<print [
`"I've been needing this so badly."`,
`"Fuck me harder cutie, make me cum."`,
`"You are so cute fucking me like that."`
][random(0,2)]>>
<<elseif $multiOrgasmToggle is 1>>
<<He>> speaks.
<<print [
`"Let's see how many times you can make me cum."`,
`"I'm fucking you until I can't no more."`,
`"You're not done until I am satisfied."`
][random(0,2)]>>
<<else>>
<<He>> speaks hushedly.
<<print [
`"I've been needing this so badly."`,
`"I'll make you fuck me till you are a shriveling mess."`,
`"You'd better do your best to please me."`,
`"I'm not letting you go until im done."`
][random(0,3)]>>
<</if>>
<<else>>
<<if playerHasStrapon()>>
<<He>> <<print ["speaks.","speaks.","coos.","whispers."][random(0,3)]>>
"Your <<print $worn.under_lower.name>> feels so good inside me."
<<else>>
<<He>> speaks.
"You feel so good inside me."
<</if>>
<</if>>
<<elseif $enemyanger lte 100>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> is lost in the moment.
<<print [
`"K-keep going.. I'm about to.. AH!"`,
`"F-uck Right there, Ha-harder!.. AH!"`,
`"<<He> mutters F-uck me.. a-lmost there AH"`,
`"UHH! That's it...Not long now... AH!"`
][random(0,3)]>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> <<print ["speaks hushedly.","sneers","groans"][random(0,2)]>>
<<print [
`"Right there, keep going good <<girl>>"`,
`"Harder! right there, Give me More!"`,
`"Yes! right there, keep hitting me right there slut!"`,
`"You better work hard to make me cum you whore"`,
`"Keep going, right there"`,
`"Good <<girl>>, just like that"`,
`"That's it right there, good <<girl>>."`
][random(0,6)]>>
<<else>>
<<He>> speaks
<<print [
`"We are going to have some fun"`,
`"I've been waiting for this, let's see how much of a whore you are"`,
`"I've been waiting too long for this, don't even think about stopping!"`
][random(0,2)]>>
<</if>>
<<else>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> is lost in the moment.
<<print [
`"You.... A-at least you... f-fuck good. AH!"`,
`"At least..you worthless slut can... fuck good AH!"`,
`"You... Stupid... AHH!"`
][random(0,2)]>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<if playerHasStrapon()>>
<<He>> <<print ["jeers","mocks you","teases","laughs"][random(0,3)]>>.
<<print [
`"Do you know how to use this toy?"`,
`"Really? You need that?"`,
`"Hope you wont be a useless fuck."`,
`"Do you need a instruction guide for that, dweeb?"`
][random(0,3)]>>
<<else>>
<<He>> mocks you.
<<print [
`"I feel good don't I slut? What a whore"`,
`"I know you can't have enough of my insides. you fucking whore"`,
`"What's it like having your dick dominated like this?"`,
`"You like fucking me whore? I know you do"`,
`"I wonder, if I hit you harder will you cum?"`
][random(0,4)]>>
<</if>>
<<else>>
<<He>> mocks you.
<<print [
`"You dick belong to me"`,
`"Whore dick for a whore <<girl>> What a thing!"`,
`"You will fuck me good or i'll fuck you up"`,
`"You like being used like this? fucking bitch"`,
`"You're right where you belong."`
][random(0,4)]>>
<</if>>
<</if>>
<<else>> <!-- Code deprecated as part of sissification and forced orgasm-like-a-girl content testing -->
<<if $enemyanger lte 20>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> is lost in the moment. "Oh! You... I... AHHH!"
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks hushedly. "You're so cute when you're being fucked."
<<else>>
<<He>> speaks. "Just relax, I'll look after your dick."
<</if>>
<<elseif $enemyanger lte 100>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> is lost in the moment. "Keep... going... not long now."
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks. "Nothing like a nice cock."
<<else>>
<<He>> speaks. "You like being inside me, don't you?"
<</if>>
<<else>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> is lost in the moment. "You... Stupid... AHH!"
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks hushedly. "You make a good fucktoy."
<<else>>
<<He>> speaks. "You're mine now, <<girl>>."
<</if>>
<</if>>
<</if>>
<<elseif $speechotheranuspenetrated is 1>>
<<if $dissociation lt 2>>
<<if playerHasStrapon()>>
<<if $enemyanger lte 20>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> is lost in the moment. "<<print ["Yes! Yes! Give it to me! Fuck my ass!","Yes, yes! Make me your strap-on bitch!","Oh-oh-yes! I'm nearly there, don't stop!"][random(0,2)]>>"
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks hushedly. "<<print ["I've been needing this so badly.","Give it to me harder!","Right there, just like that."][random(0,2)]>>"
<<else>>
<<He>> speaks. "Your toy feels so good inside me."
<</if>>
<<elseif $enemyanger lte 100>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> is lost in the moment. "UHH! That's it... Not long now... AH!"
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks hushedly. "That's it, right there, good <<girl>>."
<<else>>
<<He>> <<print ["speaks. \"I've been waiting too long for this, don't even think about stopping!\"","teases. \"Do you know how to use this toy?\""][random(0,1)]>>
<</if>>
<<else>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> is lost in the moment. "You... Stupid... AHH!"
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> <<print ["mocks you","mocks you","jeers","snarls"][random(0,3)]>>. "Even with your toy up my ass, you're still the bottom bitch."
<<else>>
<<He>> mocks you. "You're right where you belong."
<</if>>
<</if>>
<<else>>
<<if $enemyanger lte 20>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> is lost in the moment. "Yes! Yes! Give it to me! Fill me up!"
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks hushedly. "I've been needing this so badly."
<<else>>
<<He>> speaks. "You feel so good inside me."
<</if>>
<<elseif $enemyanger lte 100>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> is lost in the moment. "UHH! That's it... Not long now... AH!"
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks hushedly. "That's it, right there, good <<girl>>."
<<else>>
<<He>> speaks "I've been waiting too long for this, don't even think about stopping!"
<</if>>
<<else>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> is lost in the moment. "You... Stupid... AHH!"
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> mocks you. "What's it like having your dick dominated like this?"
<<else>>
<<He>> mocks you. "You're right where you belong."
<</if>>
<</if>>
<</if>>
<<else>> <!-- Code deprecated as part of sissification and forced orgasm-like-a-girl content testing -->
<<if $enemyanger lte 20>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> is lost in the moment. "Oh! You... I... AHHH!"
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks hushedly. "You're so cute when you're being fucked."
<<else>>
<<He>> speaks. "Just relax, I'll look after your dick."
<</if>>
<<elseif $enemyanger lte 100>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> is lost in the moment. "Keep... going... not long now."
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks. "Nothing like a nice cock."
<<else>>
<<He>> speaks. "You like being inside me, don't you?"
<</if>>
<<else>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> is lost in the moment. "You... Stupid... AHH!"
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks hushedly. "You make a good fucktoy."
<<else>>
<<He>> speaks. "You're mine now, <<girl>>."
<</if>>
<</if>>
<</if>>
<<elseif $speechvaginapenetrated is 1>>
<<if $dissociation lt 2>>
<<if $vaginatarget isnot undefined and npcHasStrapon($vaginatarget)>> <!-- NPC strap-on -->
<<if $enemyanger lte 20>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> is lost in the moment.
"<<print [
"Yes baby, just like that!",
"Oh yes! Just like that, my little fucktoy!",
"Take it like the whore you are!",
"I can feel your legs shaking!"
][random(0,3)]>>"
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks. "It feels so good hammering against my clit."
<<else>>
<<He>> speaks. "Your pussy is perfect."
<</if>>
<<elseif $enemyanger lte 100>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> is lost in the moment. "That's it! Take it, whore!"
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks hushedly. "Good <<girl>>."
<<else>>
<<He>> speaks "Your body is welcoming me at least."
<</if>>
<<else>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> is lost in the moment. "Take it! Take it all you worthless slut!"
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> mocks you. "What's it like having your pussy dominated like this?"
<<else>>
<<He>> mocks you. "You're right where you belong."
<</if>>
<</if>>
<<else>>
<<if $enemyanger lte 20>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> <<print ["is lost in the moment","speaks","coos","whispers", "speaks hushedly"][random(0,4)]>>.
<<print [
`"Your pussy feels so good!"`,
`"Your pussy was made for this"`,
`"I love pounding this sweet pussy of yours"`,
`"God this feels so good"`,
`"I'm gonna fill you up soon, I hope you're ready!"`,
`"Your wet cunt feels way too good!"`,
`"Pussy really shouldn't feel this good"`,
`"Fuck this is too good, I'm going to cum!"`,
`"You are making me cum!"`,
`"You are just so damn tight"`
][random(0,9)]>>
<<elseif playerBellyVisible() and $pregnancyspeechdisable is "f">>
<<He>> says.
<<print [
`"For a <<bred>> bitch, you're still pretty tight."`,
`"A <<bred>> bitch always is the most fun."`,
`"You really know how to use that pussy of your's."`,
`"Fuck I'm really cumming in a <<bred>> cunt."`,
`"Should I cum inside you? Seeing you won't get anymore pregnant."`,
][random(0,4)]>>"
<<insecurity "pregnancy" 2>><<ginsecurity "pregnancy">>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks.
<<print [
`"You feel so nice around my dick."`,
`"Such a tight little cunt"`,
`"So warm, almost making me melt"`,
`"It's almost like you are made for me"`,
`"You're so cute when you're being fucked"`,
`"I could fuck this cunt all day long"`,
`"Just relax so I can hit all your sweet spots"`,
][random(0,6)]>>
<<else>>
<<He>> <<print ["speaks", "whispers" , "Murmurs" , "breathes"][random(0,3)]>>.
<<print [
`"Your pussy is so warm"`,
`"I love how you tremble when I touch you"`,
`"I'm going to strech your pussy so good"`,
`"I'm going to enjoy this"`,
`"I can't get enough of this cunt"`,
`"This cunt is addictive"`,
`"Ive been waiting for this warm pussy"`,
][random(0,6)]>>
<</if>>
<<elseif $enemyanger lte 100>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> <<print ["is lost in the moment","snarls","sneers","growls"][random(0,3)]>>.
<<print [
`"That's it! Take it, whore!"`,
`"This pussy is made to be pounded."`,
`"That's it take all I give you."`,
`"bratty <<girl>>'s have the best cunts."`,
`"Whores like you deserve their cunts being abused."`,
][random(0,4)]>>
<<elseif playerBellyVisible() and $pregnancyspeechdisable is "f">>
<<print [
`"Keep struggling and I'll put another brat in you"`,
`"The more you struggle, the rougher I get, and that can't be good for the little brat, now can it?"`,
`"Let me to you a favor and widen your pussy up for the brat"`,
][(0,2)]>>
<<insecurity "pregnancy" 2>><<ginsecurity "pregnancy">>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> <<print ["speaks hushedly","snarls","sneers","growls"][random(0,3)]>>.
<<print [
`"Good <<girl>>."`,
`"Beg for it, you filthy slut."`,
`"You are such a naughty little whore."`,
`"I'm going to make you feel every inch of me."`,
`"Do you like me pounding you slutty little cunt."`,
`"You asked for this, walking around like that."`,
`"what a needy cunt."`,
][random(0,6)]>>
<<else>>
<<He>> <<print ["speaks", "snarls", "growl", "jeers"][random(0,3)]>>.
<<print [
`"Your body is welcoming me at least."`,
`"You are nothing but a hole for me to use."`,
`"I'll show you what it means to be owned."`,
`"You're nothing but a slut craving punishment."`,
`"You're just a filthy fucktoy for me."`,
`"I'll fuck your pussy till you are nothing but a quivering mess."`,
][random(0,5)]>>
<</if>>
<<else>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> is lost in the moment.
<<print [
`"Take it! Take it all you worthless slut!"`,
`"This pussy exists for my pleasure, nothing else."`,
`"Take every inch of me deep in your cunt, you filthy whore."`,
`"You're just a filthy slut craving my cock pounding that cunt."`,
`"I'll ruin you until you're worthless slit is a cum-drenched mess."`,
`"I'll make sure you're cunt properly used like the slut you are."`,
][random(0,5)]>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> mocks you.
<<print [
`"What's it like having your pussy dominated like this?"`,
`"Your bratty cunt is begging for punishment."`,
`"I'll teach you what it means to be a dirty little whore."`,
`"I'll leave your cunt a drooling mess"`,
`"Your pussy is mine to use however I want."`,
][random(0,4)]>>
<<else>>
<<He>> mocks you.
<<print [
`"You're right where you belong."`,
`"Your worthless cunt is begging for this."`,
`"I know you love having your pussy dominated."`,
`"Don't worry, l'll make your pussy remember me."`,
][random(0,3)]>>
<</if>>
<</if>>
<</if>>
<<else>> <!-- Code deprecated as part of sissification and forced orgasm-like-a-girl content testing -->
<<if $enemyanger lte 20>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> is lost in the moment. "Your pussy is so good!"
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks hushedly. "You're so cute when you're being fucked."
<<else>>
<<He>> speaks. "Just relax, I'll look after you."
<</if>>
<<elseif $enemyanger lte 100>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> is lost in the moment. "Keep... going... not long now."
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks. "Nothing like the cunt of a <<girl>> who tried fighting back."
<<else>>
<<He>> speaks. "You like being filled like this, don't you?"
<</if>>
<<else>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> is lost in the moment. "Don't act like you didn't want this, I can feel you squeezing my dick, begging for my cum."
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks hushedly. "This is your place, remember that."
<<else>>
<<He>> speaks. "You're mine now, <<girl>>."
<</if>>
<</if>>
<</if>>
<<elseif $speechanuspenetrated is 1>>
<<if $dissociation lt 2>>
<<if $anustarget isnot undefined and npcHasStrapon($anustarget)>> <!-- NPC strap-on -->
<<if $enemyanger lte 20>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> is lost in the moment.
"<<print [
"Yes baby, just like that!",
"Oh yes! Just like that, my little fucktoy!",
"Your moans are so good! I'm cumming!",
"Moan for me, bitch!",
"You like me fucking your ass."
][random(0,4)]>>"
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks.
"<<print [
"Do you like me fucking your butt with my strap on baby<<girl>>?",
"My little toy will have you cumming in no time.",
"It feels so good hammering against my clit."
][random(0,2)]>>"
<<else>>
<<He>> speaks.
"<<print [
"Your butt is so welcoming.",
"You're so tight, just relax.",
"I know you like this, just relax.",
"Do you want me to make your little hole feel good."
][random(0,3)]>>"
<</if>>
<<elseif $enemyanger lte 100>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> is lost in the moment. "That's it! Take it, whore!"
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks hushedly. "Good <<girl>>."
<<else>>
<<He>> speaks "Your body is welcoming me at least."
<</if>>
<<else>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> is lost in the moment. "Take it! Take it all you worthless slut!"
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> mocks you. "What's it like having your ass dominated like this?"
<<else>>
<<He>> mocks you. "You're right where you belong."
<</if>>
<</if>>
<<else>>
<<if $enemyanger lte 20>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> <<print ["is lost in the moment", "moans", "breathes"][random(0,2)]>>.
"<<print [
"Yes just like that im about to cum.",
"I love your tight little asshole around my dick.",
"Fuck you feel too good Im about to...",
"I'm gonna fill you up soon, I hope you're ready!",
"Moan for me while I fill you up.",
"You like me fucking your little ass."
][random(0,5)]>>"
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> <<print ["speaks", "mutters"," coos"][random(0,2)]>>.
"<<print [
"Your ass feels amazing.",
"I love seeing it jiggle every time I thrust it in.",
"Do you like me fucking your ass baby<<girl>>.",
"I know you love the shape of my cock in your ass.",
"Don't worry my cock will have you cumming in no time.",
"You feel so nice around my dick."
][random(0,5)]>>"
<<else>>
<<He>> speaks.
"<<print [
"Do you want me to fuck your little tight ass.",
"You will remember the shape of my dick by the time im done with you.",
"Spread your legs for me, I wanna see you taking my dick.",
"Your butt is so warm."
][random(0,3)]>>"
<</if>>
<<elseif $enemyanger lte 100>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> <<print ["is lost in the moment", "moans", "groans"][random(0,2)]>>.
"<<print [
"Sqeeze that slutty hole tighter.",
"That's right bitch, take all of me.",
"Do-- You-- Like-- Me-- Pounding-- Your-- little-- whore-- Ass--.",
"Your ass will remember my cock after this.",
"At least you got this tight little hole.",
"That's it! Take it, whore!"
][random(0,5)]>>"
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> <<print ["speaks hushedly", "whispers", "breathes"][random(0,2)]>>.
"<<print [
"Be a good <<girl>> and take all of me.",
"You love my dick in your ass, I know you do.",
"Your ass is made for this moment.",
"Fuck me, you feel so good around my dick.",
"Do you hear the sound of your slutty asshole, begging for more.",
"Your asshole is being good, will you be aswell?.",
"Good <<girl>>."
][random(0,6)]>>"
<<else>>
<<He>> speaks.
"<<print [
"You will remember the shape of my dick by the time i'm done with you.",
"Do you want me to stuff you with my cock?",
"Let's see how long you can last.",
"Your hole feels amazing.",
"At least your body is welcoming me.",
][random(0,4)]>>"
<</if>>
<<else>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> is lost in the moment.
"<<print [
"The one good thing about you is your tight asshole.",
"Fuck me, This worthless body at least has a great asshole.",
"You need a good pounding to show you your place.",
"Take it you Whore, Take all of my cock in your worthless hole.",
"Your whore asshole Keeps sucking me in, at least knows it's place.",
"Take it! Take it all you worthless slut!"
][random(0,5)]>>"
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> <<print ["mocks you", "sneers", "growls"][random(0,2)]>>.
"<<print [
"You love my cock in you, don't you? you stupid whore.",
"When im done with you all you will think of is my cock.",
"Ive been waiting for this moment, to abuse your hole like this.",
"Spread yourself open for me, let me see your whoreish hole take all of my cock.",
"At least this hole is worth something.",
"What's it like having your ass dominated like this?"
][random(0,5)]>>"
<<else>>
<<He>> mocks you.
"<<print [
"You're right where you belong.",
"Your place is right here whore, with my cock up your ass.",
"You already moaning like the little whore you are.",
"This worthless hole needs to know who's boss."
][random(0,3)]>>"
<</if>>
<</if>>
<</if>>
<<else>> <!-- Code deprecated as part of sissification and forced orgasm-like-a-girl content testing -->
<<if $enemyanger lte 20>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> is lost in the moment. "Your butt is so tight!"
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks hushedly. "You're so cute when you're being fucked."
<<else>>
<<He>> speaks. "Just relax, I'll look after you."
<</if>>
<<elseif $enemyanger lte 100>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> is lost in the moment. "Keep... going... not long now."
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks. "Nothing like an anal fucktoy."
<<else>>
<<He>> speaks. "You like being filled like this, don't you?"
<</if>>
<<else>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> is lost in the moment. "Don't act like you didn't want this, I can feel you squeezing my dick, begging for my cum."
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks hushedly. "This is your place, remember that."
<<else>>
<<He>> speaks. "You're mine now, <<girl>>."
<</if>>
<</if>>
<</if>>
<<elseif $speechmouthpenetrated is 1>>
<<if $dissociation lt 2>>
<<if $mouthtarget isnot undefined and npcHasStrapon($mouthtarget)>> <!-- NPC strap-on -->
<<if $enemyanger lte 20>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> is lost in the moment.
"<<print [
"Yes baby, just like that!",
"Oh yes! Just like that, my little fucktoy!",
"Open your mouth for me, bitch.",
"Just like that, keep going!",
"Good to have a toy for my toy.",
"You are so hot with your lips around my strap-on.",
"Your drooling is so hot."
][random(0,6)]>>"
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks. "It feels so good hammering my clit."
<<else>>
<<He>> <<print ["speaks.","breathes","mutters"][random(0,2)]>>
"<<print [
"Do you like mouth fucking my toy?",
"How does my toy taste?",
"This is so hot baby.",
"I want to see you deep throat my toy.",
"Just like that, let me fuck that cute throat.",
"So hot seeing this little toy getting throatfucked by my toy."
][random(0,5)]>>"
<</if>>
<<elseif $enemyanger lte 100>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> is lost in the moment.
"<<print [
"Take all of it you whore.",
"That's it! use that useless mouth of yours.",
"Fuck, I'm about to cum.",
"That's it! Take it, whore!"
][random(0,3)]>>"
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> <<print ["speaks hushedly", "growls","gazes with hunger"][random(0,2)]>>.
"<<print [
"Open your mouth more so I can fuck your little throat.",
"Do you like this!, someone using your mouth like a hole to fuck!",
"Look me in the eyes while you are getting your throat fucked.",
"Good <<girl>>.",
"I know you love having your throat abused like this."
][random(0,4)]>>"
<<else>>
<<He>> speaks
"<<print [
"Your throat is very obedient, unlike you.",
"What a little slut, I know you love me throatfucking you with me toy.",
"Your throat is welcoming me at least."
][random(0,2)]>>"
<</if>>
<<else>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> is lost in the moment.
"<<print [
"You like me throatfucking your little whore mouth.",
"Take it! Take all of it! Use that worthless mouth of yours!",
"You like that whore! You like me abusing your little mouth.",
"Take it! Take it all you worthless slut!"
][random(0,3)]>>"
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> mocks you.
"<<print [
"Keep your mouth open whore, or i'll force it open.",
"What a worthless whore, only thing you can do is be abused.",
"You like that! You like being used like a toy!?",
"What's it like being dominated like this?"
][random(0,3)]>>"
<<else>>
<<He>> mocks you.
"<<print [
"Don't worry I won't be too rough.",
"Let's see how deep this rabbithole goes.",
"You act like a whore, let's see if you suck like one too.",
"This is all your fault, being abused like this.",
"Don't worry, you won't see straight after i'm done with you.",
"You're right where you belong."
][random(0,5)]>>"
<</if>>
<</if>>
<<else>>
<!-- Not indented until feedback. Regular blowsex code -->
<<if $enemyanger lte 20>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> is lost in the moment.
"<<print [
"Yes baby! Just like that!",
"You feel so good wrapped around my cock.",
"I love your drooling mouth on my cock.",
"Open your mouth more, take all of my cock!",
"I'm gonna fill you up soon, I hope you're ready!"
][random(0,4)]>>"
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks.
"<<print [
"Do you like me mouth fucking you with my cock?",
"You are so hot baby.",
"Just like that, open your mouth more.",
"You are so hot, drooling everywhere.",
"Your mouth is so warm."
][random(0,4)]>>"
<<else>>
<<He>> speaks. "You feel so nice around my dick."
<</if>>
<<elseif $enemyanger lte 100>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> is lost in the moment.
"<<print [
"That's it! Use that useless mouth of yours.",
"Fuck, I'm about to cum.",
"Take all of it, you whore!",
"Open your mouth more, let me cum in you.",
"That's it! Take it, whore!"
][random(0,4)]>>"
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks hushedly.
"<<print [
"Open your mouth, so I can fuck your little throat.",
"Do you like this? Do you like me fucking that little throat!",
"You like having your throat abused by my cock, whore?",
"Keep doing that, your whore-mouth feels good.",
"Good <<girl>>."
][random(0,4)]>>"
<<else>>
<<He>> speaks
"<<print [
"Your throat is so obedient, unlike you.",
"You're so cute with my cock down your throat.",
"Be a good <<girl>> and this won't hurt.",
"Your throat is welcoming me at least."
][random(0,3)]>>"
<</if>>
<<else>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> is lost in the moment.
"<<print [
"You like me throatfucking your little whore mouth.",
"Take it! Take all of it! Use that worthkess mouth of yours!",
"You like that whore! You like me abusing your little mouth.",
"I should cum all over your whore face.",
"Take it! Take it all you worthless slut!"
][random(0,4)]>>"
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> mocks you.
"<<print [
"Keep your mouth open whore, or I'll force it open.",
"What a worthless whore, only thing you can do is be abused.",
"You like that! You like being used like a toy!?",
"What's it like being dominated like this?"
][random(0,3)]>>"
<<else>>
<<He>> mocks you.
"<<print [
"Don't worry I won't be too rough.",
"Let's see how deep this rabbithole goes.",
"You act like a whore, let's see if you suck like one too.",
"This is all your fault, being abused like this.",
"Don't worry, you won't see straight after I'm done with you.",
"You're right where you belong."
][random(0,5)]>>"
<</if>>
<</if>>
<</if>>
<<else>> <!-- Code deprecated as part of sissification and forced orgasm-like-a-girl content testing -->
<<if $enemyanger lte 20>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> is lost in the moment. "Keep going, I'm almost there!"
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks hushedly. "You're so cute with your lips around my dick."
<<else>>
<<He>> speaks. "Just relax, I'll look after you."
<</if>>
<<elseif $enemyanger lte 100>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> is lost in the moment. "Keep... going... not long now."
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks. "Nothing like a mouthy fucktoy."
<<else>>
<<He>> speaks. "You like being filled like this, don't you?"
<</if>>
<<else>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> is lost in the moment. "Don't act like you didn't want this, your mouth was made for it."
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks hushedly. "This is your place, remember that."
<<else>>
<<He>> speaks. "You're mine now, <<girl>>."
<</if>>
<</if>>
<</if>>
<<elseif $speechvaginaimminent is 1>>
<<He>> speaks.
<<if npcHasStrapon($vaginatarget)>>
<<if $player.virginity.vaginal is true>>
<<if $enemyanger lte 60>>
<<print [
`"My toy is pressing against your virgin pussy... I could deflower you at any moment."`,
`"Let's find out if your virgin pussy can handle my strap-on."`,
][random(0,1)]>>
<<else>>
<<print [
`"I'm an inch away from taking your virginity, bitch."`,
`"You're not gonna be a virgin for long."`,
][random(0,1)]>>
<</if>>
<<else>>
<<if $enemyanger lte 60>>
<<print [
`"I need to feel your pussy hammer this toy against my clit!"`,
`"I can't wait to start pounding away at your pussy."`,
][random(0,1)]>>
<<else>>
<<print [
`"I hope your pussy is ready, I sure am."`,
`"My fat toy will ruin your cunt, bitch."`,
][random(0,1)]>>
<</if>>
<</if>>
<<else>>
<<if $player.virginity.vaginal is true>>
<<if $enemyanger lte 60>>
<<print [
`"My dick is pressing against your virgin pussy... I could deflower you at any moment."`,
`"Im about to be the first in your virgin pussy"`,
`"Let's find out if your virgin pussy can handle my cock."`,
`"My cock is so close, I almost took your viginity"`
][random(0,3)]>>
<<else>>
<<print [
`"I'm an inch away from taking your virginity, bitch."`,
`"You're not gonna be a virgin for long."`,
`"I'm about to pound your vigin pussy"`,
`"I always wanted to fuck a virgin cunt"`
][random(0,3)]>>
<</if>>
<<else>>
<<if playerBellyVisible() and $pregnancyspeechdisable is "f">>
"Maybe if you're lucky, when that brat is born, I'll come and put one of my own in ya."
<<elseif $enemyanger lte 60>>
<<print [
`"Just having the tip pressing against you like this is driving me mad!"`,
`"I can't wait to start pounding away at your pussy."`,
][random(0,1)]>>
<<else>>
<<print [
`"I hope your pussy is ready, I sure am."`,
`"I'm going to destroy your cunt, bitch."`,
][random(0,1)]>>
<</if>>
<</if>>
<</if>>
<<elseif $speechpenisimminent is 1>>
<<He>> speaks.
<<if playerHasStrapon()>>
<<if $enemyanger lte 60>>
<<print [
`"Just having the tip pressing against me like this is driving me mad!"`,
`"I can't wait to feel your strap-on inside me."`,
][random(0,1)]>>
<<elseif $enemyanger lte 80>>
<<print [
`"I need a hard cock, but this will do."`,
`"Can your little toy keep up with my pussy?"`,
][random(0,1)]>>
<<else>>
<<print [
`"You better know how to use this toy, don't make me hurt you."`,
`"I'm going to destroy your strap-on."`,
][random(0,1)]>>
<</if>>
<<elseif $player.virginity.penile is true>>
<<if $enemyanger lte 60>>
<<print [
`"My pussy is pressing against your virgin dick... I could deflower you at any moment."`,
`"My pussy is going to destroy your virginity."`,
][random(0,1)]>>
<<else>>
<<print [
`"I'm an inch away from taking your virginity, bitch."`,
`"You're not gonna be a virgin for long."`,
][random(0,1)]>>
<</if>>
<<else>>
<<if $enemyanger lte 60>>
<<print [
`"Just having the tip pressing against me like this is driving me mad!"`,
`"I can't wait to feel you inside me."`,
][random(0,1)]>>
<<else>>
<<print [
`"I hope your dick is ready, I sure am."`,
`"I'm going to destroy your penis."`,
][random(0,1)]>>
<</if>>
<</if>>
<<elseif $speechotheranusimminent is 1>>
<<He>> speaks.
<<if playerHasStrapon()>>
<<if $enemyanger lte 60>>
<<print [
`"Just having the tip pressing against me like this is driving me mad!"`,
`"I can't wait to take your strap-on up my ass."`,
][random(0,1)]>>
<<elseif $enemyanger lte 80>>
<<print [
`"I need a hard cock, but this will do."`,
`"Can your little toy satisfy my ass?"`,
][random(0,1)]>>
<<else>>
<<print [
`"You better know how to use this toy, don't make me hurt you."`,
`"My ass will destroy your little strap-on."`,
][random(0,1)]>>
<</if>>
<<elseif $player.virginity.penile is true>>
<<if $enemyanger lte 60>>
"My ass is pressing against your virgin dick... I could deflower you at any moment."
<<else>>
"I'm an inch away from taking your virginity, bitch."
<</if>>
<<else>>
<<if $enemyanger lte 60>>
"Just having the tip pressing against me like this is driving me mad!"
<<else>>
"I hope your dick is ready, I sure am."
<</if>>
<</if>>
<<elseif $speechanusimminent is 1>>
<<He>> <<print ["speaks", "gazes with hunger at your ass"][random(0,1)]>>.
<<if $anustarget isnot undefined and npcHasStrapon($anustarget)>>
<<if $player.virginity.anal is true>>
<<if $enemyanger lte 60>>
"My toy is pressing against your virgin ass... It's gonna be a tight fit!"
<<else>>
"I'm an inch away from taking your anal virginity, bitch."
<</if>>
<<else>>
<<if $enemyanger lte 60>>
<<print [
"Can't wait to see you strech around my strap-on.",
"I can't wait to start pounding your ass!",
"Do you want me to fuck you right here?",
][random(0,2)]>>
<<else>>
"I hope your ass is ready for my strap-on, <<bitch>>!"
<</if>>
<</if>>
<<else>>
<<if $player.virginity.anal is true>>
<<if $enemyanger lte 60>>
"My dick is pressing against your virgin ass... It's gonna be a tight fit!"
<<else>>
"I'm an inch away from taking your anal virginity, bitch."
<</if>>
<<else>>
<<if playerBellyVisible() and $pregnancyspeechdisable is "f">>
"Don't worry, I'll put it up your ass instead to keep the kid safe."
<<elseif $enemyanger lte 60>>
<<print [
"Just having the tip pressing against you like this is driving me mad!",
"Can't wait to see you strech around my cock.",
"I can't wait to start fucking your ass!",
"Do you want me to fuck you in the ass.",
][random(0,3)]>>
<<else>>
"I hope your ass is ready, my dick sure is!"
<</if>>
<</if>>
<</if>>
<<elseif $speechmouthimminent is 1>>
<<He>> speaks.
<<if $player.virginity.oral is true>>
<<if $enemyanger lte 60>>
"You've never <<= npcHasStrapon(_n) ? "given head" : "tasted dick">> before, have you? You're in for a treat!"
<<else>>
"You've never <<= npcHasStrapon(_n) ? "given head" : "tasted dick">> before, have you? If you bite me, I'll fuck you up.<<if npcHasStrapon(_n)>> I don't want some brat leaving teeth marks on my strap.<</if>>"
<</if>>
<<else>>
<<if $enemyanger lte 60>>
"Just having the tip pressing against you like this is driving me mad!"
<<else>>
"Open wide, whore."
<</if>>
<</if>>
<<elseif $speechapologise is 1>>
<<He>> speaks.
<<if $enemyanger lte 20>>
"How could I be mad at a little hottie like you?"
<<elseif $enemyanger lte 40>>
"Look how cute you are when you apologise."
<<elseif $enemyanger lte 60>>
"I know you didn't mean to, now let's have some fun."
<<elseif $enemyanger lte 80>>
"I can think of a few ways you can make it up to me."
<<elseif $enemyanger lte 100>>
"You better show me how sorry you truely are."
<<else>>
"You better not be lying to me, or you'll be real sorry."
<</if>>
<<elseif $speechvaginaentrance is 1>>
<<He>> speaks.
<<if $player.gender_appearance is "m">>
<<if $enemyanger lte 20>>
"Don't worry, I'll be gentle."
<<elseif $enemyanger lte 40>>
"Can't wait to fuck your cute pussy."
<<elseif $enemyanger lte 60>>
"You will be mine soon."
<<elseif $enemyanger lte 80>>
"Don't Squirm, or do you want me to hurt you?"
<<elseif $enemyanger lte 100>>
"I can't wait to fuck you sore."
<<else>>
"Don't try to squirm. You're mine."
<</if>>
<<else>>
<<if $enemyanger lte 20>>
"Don't worry, I'll be gentle."
<<elseif $enemyanger lte 40>>
"Can't wait to fuck your cute pussy."
<<elseif $enemyanger lte 60>>
"You will be mine soon."
<<elseif $enemyanger lte 80>>
"Don't Squirm, or do you want me to hurt you?"
<<elseif $enemyanger lte 100>>
"I can't wait to fuck you sore."
<<else>>
"Don't try to squirm away. You're mine."
<</if>>
<</if>>
<<elseif $speechanusentrance is 1>>
<<He>> speaks.
<<if $enemyanger lte 20>>
"Don't worry, I'll be gentle with your ass."
<<elseif $enemyanger lte 40>>
"Do you want me to fuck you ass till you cum?"
<<elseif $enemyanger lte 60>>
"Don't worry this will feel good for at least one of us."
<<elseif $enemyanger lte 80>>
"Don't anger me or you won't be able to walk straight afterwards."
<<elseif $enemyanger lte 100>>
"I can't wait to fuck you."
<<else>>
"Don't try to squirm away, your ass is mine."
<</if>>
<<elseif $speechmouthentrance is 1>>
<<He>> speaks.
<<if $mouthtarget isnot undefined and npcHasStrapon($mouthtarget)>>
<<if $enemyanger lte 20>>
"Let's see that tongue of yours."
<<elseif $enemyanger lte 40>>
"That mouth is begging to be stuffed by my toy."
<<elseif $enemyanger lte 60>>
"Let's see that mouth around my toy."
<<elseif $enemyanger lte 80>>
"I can't wait to feel your tongue on my toy."
<<elseif $enemyanger lte 100>>
"Don't make me force it in there."
<<else>>
"I want your lips around my toy. Now."
<</if>>
<<else>>
<<if $enemyanger lte 20>>
"Let's see that tongue of yours."
<<elseif $enemyanger lte 40>>
"That mouth is begging to be stuffed by my cock."
<<elseif $enemyanger lte 60>>
"Let's see that mouth around my dick."
<<elseif $enemyanger lte 80>>
"I can't wait to feel your tongue on my dick."
<<elseif $enemyanger lte 100>>
"Don't make me force it in there."
<<else>>
"I want your lips around my dick. Now."
<</if>>
<</if>>
<<elseif $speechpenisentrance is 1>>
<<He>> speaks.
<<if playerHasStrapon()>>
<<if $enemyanger lte 20>>
"The anticipation is almost too much!"
<<elseif $enemyanger lte 40>>
"I'd rather a penis, but this will do."
<<elseif $enemyanger lte 60>>
"I hope you know how to use this toy."
<<elseif $enemyanger lte 100>>
"You better use that thing correctly, or I'll take the real thing instead."
<<else>>
"I hope your toy satisfies me, for your sake."
<</if>>
<<elseif $player.gender_appearance is "f">>
<<if $enemyanger lte 20>>
"The anticipation is almost too much!"
<<elseif $enemyanger lte 40>>
"Who would have guessed that you would be packing."
<<elseif $enemyanger lte 60>>
"I know you want my pussy."
<<elseif $enemyanger lte 80>>
"Make better make me cum with that cute thing of yours."
<<elseif $enemyanger lte 100>>
"You're eager for my pussy, don't try to hide it."
<<else>>
"I hope you satisfy me, for your sake."
<</if>>
<<else>>
<<if $enemyanger lte 20>>
"My pussy almost has you, the anticipation is almost too much!"
<<elseif $enemyanger lte 40>>
"My pussy is drooling for you."
<<elseif $enemyanger lte 60>>
"I need some hard fucking, Do you need it too?"
<<elseif $enemyanger lte 100>>
"You're eager for my pussy, don't try to hide it."
<<else>>
"I hope you satisfy me, for your sake."
<</if>>
<</if>>
<<elseif $speechotheranusentrance is 1>>
<<He>> speaks.
<<if $enemyanger lte 20>>
"Is my ass making you feel good?"
<<elseif $enemyanger lte 100>>
"Your dick is eager for my ass, don't try to hide it."
<<else>>
"I hope you satisfy me, for your sake."
<</if>>
<<elseif $speechvaginawithhold is 1>>
<<He>> speaks.
<<if $enemyanger lte 20>>
"I really wish I could fuck you, guess I'll have to make do."
<<elseif $enemyanger lte 100>>
"Are you sure you don't want my dick? Your pussy seems to."
<<else>>
"Fuck, I can't hold back like this for long."
<</if>>
<<elseif $speechanuswithhold is 1>>
<<He>> speaks.
<<if $enemyanger lte 20>>
"I really wish I could ass fuck you, guess I'll have to make do."
<<elseif $enemyanger lte 100>>
"Are you sure you don't want my dick? Your ass is so close..."
<<else>>
"Fuck, I can't hold back like this for long."
<</if>>
<<elseif $speechpeniswithhold is 1>>
<<He>> speaks.
<<if $enemyanger lte 20>>
"I can't take this, I need you inside me!"
<<elseif $enemyanger lte 100>>
"I can't take this, I need you inside me!"
<<else>>
"Fuck, I can't hold back like this for long."
<</if>>
<<elseif $speechotheranuswithhold is 1>>
<<He>> speaks.
<<if $enemyanger lte 20>>
"I can't take this, I need you inside me!"
<<elseif $enemyanger lte 100>>
"I can't take this, I need you inside me!"
<<else>>
"Fuck, I can't hold back like this for long."
<</if>>
<<elseif $speechvagina is 1>>
<<He>> speaks.
<<if $arousal gte ($arousalmax / 5) * 4>>
<<if $enemyanger lte 20>>
"Your pussy is so moist! You need it bad, don't you?"
<<elseif $enemyanger lte 100>>
"You're sopping wet down here!"
<<else>>
"Don't pretend you don't want this. Your pussy is far too wet."
<</if>>
<<else>>
<<if $enemyanger lte 20>>
"Don't worry, I'll soon have your pussy drenched."
<<elseif $enemyanger lte 100>>
"How do you like the feel of me moving inside you?"
<<else>>
"You like being treated like a cheap harlot, don't lie."
<</if>>
<</if>>
<<elseif $speechpenis is 1>>
<<He>> speaks.
<<if $arousal gte ($arousalmax / 5) * 4>>
<<if $enemyanger lte 20>>
"Your dick is so hard! You need it bad, don't you?"
<<elseif $enemyanger lte 100>>
"Don't pretend you don't want this, not with a dick this hard."
<<else>>
"Don't pretend you don't want this, not with a dick this hard."
<</if>>
<<else>>
<<if $enemyanger lte 20>>
"Does my hand make you feel good?"
<<elseif $enemyanger lte 100>>
"You like that, don't you."
<<else>>
"Your dick is in my hand, I hope you realise who's in charge now."
<</if>>
<</if>>
<<elseif $speechanus is 1>>
<<if $NPCList[_n].lefthand is "anusdildo" or $NPCList[_n].righthand is "anusdildo">>
<<set $_toyOrFinger to ($NPCList[_n].lefthand is "anusdildo" ? $NPCList[_n].lefttool : $NPCList[_n].righttool)>>
<<else>>
<<set $_toyOrFinger to "finger">>
<</if>>
<<He>> speaks.
<<if $enemyanger lte 20>>
"Does my $_toyOrFinger make you feel good?"
<<elseif $enemyanger lte 100>>
"You like that, don't you."
<<else>>
"You better start being good, I can be much rougher than this." <<He>> moves the $_toyOrFinger in your anus more violently to demonstrate the point.
<</if>>
<<elseif $speechvaginamouth is 1>>
<<if $enemyanger lte 20>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> is lost in the moment. "Ohh! Not long now!"
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks. "How do you like the taste of my juices?"
<<else>>
<<He>> speaks. "Let's see what your tongue is capable of."
<</if>>
<<elseif $enemyanger lte 100>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> is lost in the moment. "Mmm, it feels so good!"
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks. "Now's your chance to satisfy me."
<<else>>
<<He>> speaks. "You don't want to disappoint me, do you?"
<</if>>
<<else>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> is lost in the moment. "OHH! Your tongue, you stupid... AHH!"
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks. "You better swallow all my juices."
<<else>>
<<He>> speaks. "Nothing like rubbing my cunt in a fucktoy's face to remind them who's boss."
<</if>>
<</if>>
<<elseif $speechvaginavagina is 1>>
<<if $enemyanger lte 20>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> is lost in the moment. "Ohh! Not long now!"
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks. "How do you like the feel of my pussy against yours?"
<<else>>
<<He>> speaks. "How do you like the feel of my pussy against yours?"
<</if>>
<<elseif $enemyanger lte 100>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> is lost in the moment. "Our juices are mingling together."
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks. "Mmm, it feels so good!"
<<else>>
<<He>> speaks. "You don't want to disappoint me, do you? Rub harder."
<</if>>
<<else>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> is lost in the moment. "OHH! Your pussy is so good!"
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks. "You act like you don't want this, but your pussy is drenching me."
<<else>>
<<He>> speaks. "You like that, slut?"
<</if>>
<</if>>
<<elseif $speechtribentrance is 1>>
<<if $enemyanger lte 20>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> is lost in the moment. "I can't take this. I need to feel your pussy."
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks. "Your pussy will feel so good against mine."
<<else>>
<<He>> speaks. "Your pussy looks tasty."
<</if>>
<<elseif $enemyanger lte 100>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> is lost in the moment. "I need your pussy. Now."
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks. "This will feel so good."
<<else>>
<<He>> speaks. "Do you feel the anticipation? You've never felt a pussy like mine."
<</if>>
<<else>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> is lost in the moment. "I can't take this anymore. I need your pussy, right now!"
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks. "You act like you don't want this. I know how to change your tune."
<<else>>
<<He>> speaks. "Just you wait. My pussy will dominate you."
<</if>>
<</if>>
<<elseif $speechpenispenis is 1>>
<<if playerChastity("penis")>>
<<if $enemyanger lte 20>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> is lost in the moment. "Ohh! Not long now!"
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks. "If only I could get you out of that chastity."
<<else>>
<<He>> speaks. "How do you like the fact of our <<penises>> are so close together?"
<</if>>
<<elseif $enemyanger lte 100>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<if $worn.genitals.name is "chastity parasite">>
<<He>> is lost in the moment. "If only my penis juice could mix with yours."
<<else>>
<<He>> is lost in the moment. "Our penis juices are mingling together."
<</if>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks. "Mmm, it feels so good!"
<<else>>
<<He>> speaks. "You don't want to disappoint me, do you? Rub harder."
<</if>>
<<else>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> is lost in the moment. "OHH! Your penis is so good!"
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<if $worn.genitals.name is "chastity parasite">>
<<He>> speaks. "You act like you don't want this, but your reaction tells me otherwise."
<<else>>
<<He>> speaks. "You act like you don't want this, but your <<penis>> is drenching me in precum."
<</if>>
<<else>>
<<He>> speaks. "You like that, stud?"
<</if>>
<</if>>
<<else>>
<<if $enemyanger lte 20>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> is lost in the moment. "Ohh! Not long now!"
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks. "How do you like the feel of my cock against yours?"
<<else>>
<<He>> speaks. "How do you like the feel of our <<penises>> pressed together?"
<</if>>
<<elseif $enemyanger lte 100>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> is lost in the moment. "Our penis juices are mingling together."
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks. "Mmm, it feels so good!"
<<else>>
<<He>> speaks. "You don't want to disappoint me, do you? Rub harder."
<</if>>
<<else>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> is lost in the moment. "OHH! Your penis is so good!"
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks. "You act like you don't want this, but your <<penis>> is drenching me in precum."
<<else>>
<<He>> speaks. "You like that, stud?"
<</if>>
<</if>>
<</if>>
<<elseif $speechfencingentrance is 1>>
<<if $enemyanger lte 20>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> is lost in the moment. "I can't take this. I need to feel your <<penis>>."
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks. "Your penis will feel so good against mine."
<<else>>
<<He>> speaks. "Your <<penis>> looks tasty."
<</if>>
<<elseif $enemyanger lte 100>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> is lost in the moment. "I need your penis. Now."
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks. "This will feel so good."
<<else>>
<<He>> speaks. "Do you feel the anticipation? You've never felt a cock like mine."
<</if>>
<<else>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> is lost in the moment. "I can't take this anymore. I need your dick, right now!"
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks. "You act like you don't want this. I know how to change your tune."
<<else>>
<<He>> speaks. "Just you wait. My penis will dominate you."
<</if>>
<</if>>
<<elseif $speechbeat is 1>>
<<He>> speaks.
<<print [
`"That's the least you deserve, bitch!"`,
`"You want some more of this? Huh?"`,
`"Hurts, don't it."`,
`"I'll beat you into submission if I have to."`,
`"Take that you stupid fuck!"`,
`"There's plenty more punishment to come, whore."`,
`"I love it when sluts cower."`,
`"I'll have my fun, even if I have to beat it out of you."`,
`"Maybe you like being beaten? I can accommodate that."`,
`"Afraid of me yet?"`,
][random(0,9)]>>
<<elseif $speechhit is 1>>
<<if $enemyanger lte 20>>
<<He>> is annoyed by your attack.
<<print [
`"Now why'd you go and do that?"`,
`"Come on, don't be like that."`,
`"Ow! Not so rough!"`,
][random(0,2)]>>
<<elseif $enemyanger lte 100>>
<<He>> is annoyed by your attack.
<<print [
`"You're starting to piss me off."`,
`"Are you trying to get yourself hurt?"`,
`"Keep this up and you'll be in a lot of trouble, <<girl>>."`,
][random(0,2)]>>
<<else>>
<<He>> is enraged by your attack.
<<print [
`"I'm going to fucking murder you if you don't stop."`,
`"I'm going to show you your place, <<bitch>>."`,
`"Ungrateful piece of shit."`,
][random(0,2)]>>
<</if>>
<<elseif $speechthroat is 1>>
<<He>> tightens <<his>> grip around your throat.
<<if $consensual and $enemyanger lt 100>>
<<print [
`"Yes, choke on me."`,
`"Your neck is so soft."`,
`"You like to be dominated, don't you?"`,
`"You are so fragile."`,
`"I love the way you squirm."`,
][random(0,4)]>>
<<else>>
<<print [
`"What's the matter? Trouble breathing?"`,
`"Don't lose consciousness just yet, I want you to be awake for this."`,
`"You better start being nice to me if you want to breathe freely."`,
`"Too tight for you? Maybe you should stop being such a brat."`,
`"I love it when they squirm."`,
][random(0,4)]>>
<</if>>
<<elseif $speechvaginafoot is 1>>
<<He>> speaks.
<<if $enemyanger lte 20>>
"I can feel you leaking on my toes."
<<elseif $enemyanger lte 100>>
"I know you like being trodden on like this, don't pretend otherwise."
<<else>>
"It's probably best I use my foot, I don't know where your slutty slit has been."
<</if>>
<<elseif $speechpenisfoot is 1>>
<<He>> speaks.
<<if $enemyanger lte 20>>
"Do you like the feel of my feet?"
<<elseif $enemyanger lte 100>>
"I know you like being trodden on like this, don't pretend otherwise."
<<else>>
"It's probably best I use my foot, I don't know where your filthy dick has been."
<</if>>
<<elseif $speechNPCChastity is 1>>
<<He>> speaks.
<<if $enemyanger lte 20>>
<<print [
`"I wish I didn't have to wear this."`,
`"Help me get this thing off, would you?"`,
`"I really want to get out of this thing."`,
][random(0,2)]>>
<<elseif $enemyanger lte 100>>
<<print [
`"Stupid device."`,
`"Fuck, how do I get this off?"`,
`"Just you wait until I get this off of me. Oh, the fun we'll have."`,
][random(0,2)]>>
<<else>>
<<print [
`"Something's gonna break, either you or this device."`,
`"Fuck you, and fuck this device."`,
`"Just you wait until I get this off."`,
][random(0,2)]>>
<</if>>
<<elseif $speechchastity is 1>>
<<He>> speaks.
<<if $worn.genitals.name is "chastity parasite">>
<<if $enemyanger lte 20>>
<<print [
`"What even is this thing? You seem to like me touching it."`,
`"It seems too elastic to do anything but tease you."`,
`"Are you getting off from me squeezing this thing?"`,
][random(0,2)]>>
<<elseif $enemyanger lte 100>>
<<print [
`"Oh, you little tease."`,
`"Fuck, I don't even see how you got it on, let alone how to get it off."`,
`"Oh you poor thing, I'll get this thing off for you."`,
][random(0,2)]>>
<<else>>
<<print [
`"Something's gonna break, either you or this... sphere."`,
`"Fuck, am I even damaging this thing?"`,
`"Just you wait until I tear this thing up."`,
][random(0,2)]>>
<</if>>
<<else>>
<<if $enemyanger lte 20>>
<<print [
`"This device is on pretty tight."`,
`"I can't get it off."`,
`"I really want to get under this thing."`,
][random(0,2)]>>
<<elseif $enemyanger lte 100>>
<<print [
`"Oh, you little tease."`,
`"Fuck, how do I get this off?"`,
`"Just you wait until I get this off of you. Oh, the fun we'll have."`,
][random(0,2)]>>
<<else>>
<<print [
`"Something's gonna break, either you or this device."`,
`"Fuck you, and fuck this device."`,
`"Just you wait until I get this off."`,
][random(0,2)]>>
<</if>>
<</if>>
<<elseif $speechstripstruggle is 1>>
<<He>> speaks.
<<if $enemyanger lte 20>>
<<print [
`"Come on, don't be shy."`,
`"You're so beautiful, I have to see more of you."`,
`"I really want to get under this thing."`,
][random(0,2)]>>
<<elseif $enemyanger lte 100>>
<<print [
`"Oh, you little tease."`,
`"Stop struggling!"`,
`"If you let me take your clothes off, things will go easier for you."`,
][random(0,2)]>>
<<else>>
<<print [
`"Give me your clothes, bitch!"`,
`"You're getting stripped, slut. Stop fighting it."`,
`"Your clothes belong to me now, stop struggling."`,
][random(0,2)]>>
<</if>>
<<elseif $speechstruggle is 1>>
<<He>> speaks.
<<if $enemyanger lte 20>>
<<print [
`"You're a feisty little thing!"`,
`"Calm down, you're not going to be hurt."`,
`"Just be calm and let it happen."`,
][random(0,2)]>>
<<elseif $enemyanger lte 100>>
<<print [
`"Stop struggling, or I'll get angry."`,
`"If you don't want things to get worse, then calm down."`,
`"A good <<girl>> wouldn't struggle. Do you want to be punished?"`,
][random(0,2)]>>
<<else>>
<<print [
`"Be still, you ungrateful bitch!"`,
`"Stop struggling and accept your place."`,
`"Stupid slut! Stop it!"`,
][random(0,2)]>>
<</if>>
<<elseif $speechspank is 1>>
<<if ["dildo","riding crop","length of anal beads","flog"].includes($NPCList[_n].lefttool) or ["dildo","riding crop","length of anal beads","flog"].includes($NPCList[_n].righttool)>>
<<He>> speaks.
<<print [
`"I'll spank you raw, cutie."`,
`"Naughty <<girl>>."`,
`"Have you learnt your lesson yet?"`,
`"You've been a bad, bad <<girl>>. And bad <<girls>> get spanked."`,
][random(0,3)]>>
<<elseif $enemyanger lte 20>>
<<He>> speaks.
<<print [
`"If this doesn't teach you to behave, I'm not sure what will."`,
`"If you're a good <<girl>> in the future, then you won't need to be punished."`,
`"Have you learnt your lesson yet?"`,
`"This hurts me more than it hurts you."`,
][random(0,3)]>>
<<elseif $enemyanger lte 100>>
<<print [
`<<He>> speaks. "I could spank you far harder than this if I wanted."`,
`<<He>> speaks. "If you don't want things to get worse, then stop acting like a brat."`,
`<<He>> tuts. "You'll think twice before being so naughty in future."`,
`<<He>> speaks. "You've been a bad <<girl>>. So you get punished. It's as simple as that."`,
][random(0,3)]>>
<<else>>
<<He>> speaks.
<<print [
`"You're going to take your punishment, and when I'm done you're going to thank me for it!"`,
`"You deserve far worse than this."`,
`"Does that hurt? Good."`,
`"I'm gonna spank your butt raw, <<girl>>."`,
][random(0,3)]>>
<</if>>
<<elseif $speecharms is 1>>
<<He>> speaks.
<<if $enemyanger lte 20>>
<<print [
`"If I give you your arms back, will you be good?"`,
`"Some people like being restrained, you know."`,
`"It's cute when they can't use their arms."`,
][random(0,2)]>>
<<elseif $enemyanger lte 100>>
<<print [
`"I'd release your arms if I was sure you wouldn't be a brat."`,
`"If you prove that you're nice, then I won't have to restrain you."`,
`"You're completely helpless."`,
][random(0,2)]>>
<<else>>
<<print [
`"You're completely at my mercy, get used to it."`,
`"Try to struggle free, I dare you."`,
`"I know you love being restrained like this, you dirty slut."`,
][random(0,2)]>>
<</if>>
<<elseif $speechclit is 1>>
<<He>> speaks.
<<if $enemyanger lte 20>>
<<print [
`"Does having your clit teased feel good?"`,
`"Your little clit is so cute!"`,
`"Your clit is really firm. I guess that means you like it."`,
][random(0,2)]>>
<<elseif $enemyanger lte 100>>
<<print [
`"Your clit is so much fun to play with."`,
`"I could hurt instead of pleasure you, you know, best be a good <<girl>>."`,
`"You don't want to annoy me, not with your clit vulnerable like this."`,
][random(0,2)]>>
<<else>>
<<print [
`"You like having your bean toyed with, bitch?"`,
`"Nothing like teasing some slut's clit to assert your superiority."`,
`"The fucktoy reacts to having its clit teased, what a surprise."`,
][random(0,2)]>>
<</if>>
<<elseif $speechfutapenis is 1>>
<<He>> speaks.
<<if $enemyanger lte 20>>
<<print [
`"Which feels better when teased, your cock or your pussy?"`,
`"Your face is so cute when your cock is being teased like this!"`,
`"Your cock is as firm as your pussy is wet. I guess that means you like it."`,
][random(0,2)]>>
<<elseif $enemyanger lte 100>>
<<print [
`"I can't decide which of your genitals are more fun to play with."`,
`"I could hurt instead of pleasure you, you know, best be a good <<girl>>."`,
`"You don't want to annoy me, not with your cock and pussy vulnerable like this."`,
][random(0,2)]>>
<<else>>
<<print [
`"You like having your cock toyed with, bitch? Or would you prefer I tease your pussy?"`,
`"Nothing like teasing some freak's cock to assert your superiority."`,
`"The freak reacts to having its cock teased, what a surprise."`,
][random(0,2)]>>
<</if>>
<<elseif $speechglans is 1>>
<<He>> speaks.
<<if $enemyanger lte 20>>
<<print [
`"Does having your dick played with feel good?"`,
`"Your face is so cute when your dick is being teased like this!"`,
`"Your dick is really firm. I guess that means you like it."`,
][random(0,2)]>>
<<elseif $enemyanger lte 100>>
<<print [
`"Your dick is so much fun to play with."`,
`"I could hurt instead of pleasure you, you know, best be a good <<girl>>."`,
`"You don't want to annoy me, not with your dick vulnerable like this."`,
][random(0,2)]>>
<<else>>
<<print [
`"You like having your dick toyed with, bitch?"`,
`"Nothing like teasing some fucktoy's dick to assert your superiority."`,
`"The fucktoy reacts to having its glans teased, what a surprise."`,
][random(0,2)]>>
<</if>>
<<elseif $speechbottom is 1>>
<<He>> speaks.
<<if $enemyanger lte 20>>
<<print [
`"Does having your butt fondled feel good?"`,
`"Your face is so cute when your butt is being teased like this!"`,
`"Your butt is so shapely."`,
][random(0,2)]>>
<<elseif $enemyanger lte 100>>
<<print [
`"Your butt is so much fun to play with."`,
`"I could hurt instead of pleasure you, you know, best be a good <<girl>>."`,
`"If you annoy me, I'll give you a spanking."`,
][random(0,2)]>>
<<else>>
<<print [
`"You like having your ass toyed with, bitch?"`,
`"Bitches like you deserve a hard spanking."`,
`"Nice ass. At least you've got something going for you, slut."`,
][random(0,2)]>>
<</if>>
<<elseif $speechhair is 1>>
<<He>> speaks.
<<if $hairlength gte 400>>
<<if $enemyanger lte 20>>
<<print [
`"Long hair is fun to play with."`,
`"Your silken locks are lovely."`,
`"Your hair is so long and beautiful."`,
][random(0,2)]>>
<<elseif $enemyanger lte 100>>
<<print [
`"Long hair is fun to yank around."`,
`"I could hurt you a lot by just pulling your hair, best be a good <<girl>>."`,
`"Your hair makes a fine leash."`,
][random(0,2)]>>
<<else>>
<<print [
`"You like having your hair pulled, bitch?"`,
`"You're staying right where I want you."`,
`"You'll give me what I want, or I'll keep pulling."`,
][random(0,2)]>>
<</if>>
<<else>>
<<if $enemyanger lte 20>>
<<print [
`"Your hair is fun to play with."`,
`"Your hair is silky smooth."`,
`"Your hair is so beautiful."`,
][random(0,2)]>>
<<elseif $enemyanger lte 100>>
<<print [
`"Your hair is fun to yank around."`,
`"I could really hurt you if I pulled hard enough, best be a good <<girl>>."`,
`"Your hair is cute, but don't think I won't pull it harder."`,
][random(0,2)]>>
<<else>>
<<print [
`"You like having your hair pulled, bitch?"`,
`"You're staying right where I want you."`,
`"You'll give me what I want, or I'll keep pulling."`,
][random(0,2)]>>
<</if>>
<</if>>
<<elseif $speechchestrub is 1>>
<<if $player.gender_appearance is "m">>
<<if $enemyanger lte 20>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> is lost in the moment. "I'm gonna cum all over your chest!"
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks. "I bet your nipples are a weak spot."
<<else>>
<<He>> speaks. "Do you like the sight of my dick?"
<</if>>
<<elseif $enemyanger lte 100>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> is lost in the moment. "You'll be drenched when I'm done!"
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks. "Nothing quite like getting off on a boy's chest."
<<else>>
<<He>> speaks. "Be on your best behaviour, or I'll find some other part of you to fuck."
<</if>>
<<else>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> is lost in the moment. "I'm gonna mark you with my seed!"
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks. "You'll be begging for more when I'm done, fucktoy."
<<else>>
<<He>> speaks. "Don't get any delusions of grandeur, you're just a cum rag."
<</if>>
<</if>>
<<else>>
<<if $enemyanger lte 20>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> is lost in the moment. "I'm gonna cum all over your flat chest!"
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks. "Flat breasts are so lewd..."
<<else>>
<<He>> speaks. "Don't be ashamed of your small breasts, it's cute."
<</if>>
<<elseif $enemyanger lte 100>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> speaks. "They may be small, but your breasts feel good on my dick."
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks. "Keep it up, whore."
<<else>>
<<He>> speaks. "Your breasts are so small. You'll have to make it up to me in other ways."
<</if>>
<<else>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> speaks. "I'm gonna cover your pathetic excuse for breasts in my seed, and you're gonna thank me for it."
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> speaks. "What's it like to have such an inadequate rack?"
<<else>>
<<He>> speaks. "Your breasts are pathetic by the way."
<</if>>
<</if>>
<</if>>
<<elseif $speechbreastrub is 1>>
<<He>> speaks.
<<if $enemyanger lte 20>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
"I'm gonna cum all over your delicious breasts!"
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
"Nothing like a boob job from a cutie."
<<else>>
"My dick feels so good between your breasts."
<</if>>
<<elseif $enemyanger lte 100>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
"Careful, or I might squirt in your face."
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
"Your boobs were made for pleasuring dick."
<<else>>
"Keep those tits of yours around my dick."
<</if>>
<<else>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
"That's it, take it between your tits like the slut you are."
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
"Take it, bitch!"
<<else>>
"You better be good at this, for your sake."
<</if>>
<</if>>
<<elseif $speechgrowl is 1>>
<<He>> speaks.
<<if $enemyanger lte 20>>
<<if $npcspeechcycle is 0>>
"Sounds like you've got some bite!"
<<elseif $npcspeechcycle is 1>>
"You're too cute to be threatening."
<<elseif $npcspeechcycle is 2>>
"There's a good bitch."
<<elseif $npcspeechcycle is 3>>
"I bet you're tamer than you sound."
<<elseif $npcspeechcycle is 4>>
"Cute fangs."
<<elseif $npcspeechcycle is 5>>
"Who's a good puppy?"
<<else>>
"I bet you're a good licker."
<</if>>
<<elseif $enemyanger lte 100>>
<<if $npcspeechcycle is 0>>
"You've got some bite to you!"
<<elseif $npcspeechcycle is 1>>
"You'll be barking like a bitch soon."
<<elseif $npcspeechcycle is 2>>
"Best not bite. You'll regret it."
<<elseif $npcspeechcycle is 3>>
"Your weird teeth don't scare me."
<<elseif $npcspeechcycle is 4>>
"Bite me. I dare you."
<<elseif $npcspeechcycle is 5>>
"Can't wait to tame you."
<<else>>
"You think you frighten me?"
<</if>>
<<else>>
<<if $npcspeechcycle is 0>>
"I'm gonna muzzle that mouth of yours."
<<elseif $npcspeechcycle is 1>>
"Put those teeth away before I shut you up."
<<elseif $npcspeechcycle is 2>>
"I'll fuck you up, bitch."
<<elseif $npcspeechcycle is 3>>
"I know how to shut up bitches like you."
<<elseif $npcspeechcycle is 4>>
"I'm gonna put you in your place, bitch."
<<elseif $npcspeechcycle is 5>>
"You'll be whining when I'm through with you."
<<else>>
"I'm gonna hold that jaw of yours open."
<</if>>
<</if>>
<<elseif $speechgrowlheat is 1 or $speechgrowlrut is 1>>
<<He>> speaks.
<<if $npcspeechcycle is 0>>
"Sounds like someone is in a very <<print ($pregnancyspeechdisable is "f" ? "breedable" : "fuckable")>> mood!"
<<elseif $npcspeechcycle is 1>>
"Someone's a little too horny to be threat."
<<elseif $npcspeechcycle is 2>>
"There's a good bitch."
<<elseif $npcspeechcycle is 3>>
"Don't worry, you'll be <<bred>> before you know it."
<<elseif $npcspeechcycle is 4>>
"Cute fangs."
<<elseif $npcspeechcycle is 5>>
"Who's a good puppy in heat?"
<<else>>
"I bet you'll do anything to be <<bred>>."
<</if>>
<<elseif $speechplead is 1>>
<<if $enemyanger lte 20>>
<<He>> speaks.
<<print [
`"You don't want to stop really."`,
`"Don't be silly, you're enjoying this."`,
`"It'll be over before you know it."`,
`"You're not going to be hurt you know."`,
`"Don't worry, I'll be gentle."`,
][random(0,4)]>>
<<elseif $enemyanger lte 100>>
<<He>> speaks.
<<print [
`"This is happening, one way or another."`,
`"Don't try to guilt me."`,
`"You say that, but your body tells a different story."`,
`"I'm not stopping until I'm satisfied."`,
`"All the more reason to please me, it'll be over faster."`,
][random(0,4)]>>
<<else>>
<<He>> speaks.
<<print [
`"Don't make me laugh, a slut like you can't get enough of this."`,
`"We're not stopping until I'm done, whore."`,
`"You're a selfish little shit, aren't you?"`,
`"Did I give you permission to speak?"`,
`"Don't make me laugh, <<bitch>>. You're gagging for this."`,
][random(0,4)]>>
<</if>>
<<elseif $speechmoan is 1>>
<<if random(0,2) isnot 0 and (($vaginastate is "doublepenetrated" and $NPCList[$vaginatarget].penis is "vaginadouble" and $NPCList[$vaginadoubletarget].penis is "vaginadouble")
or ($anusstate is "doublepenetrated" and $NPCList[$anustarget].penis is "anusdouble" and $NPCList[$anusdoubletarget].penis is "anusdouble"))>>
<<He>> <<print ["speaks","speaks","whispers","coos","laughs","sniggers","jeers"][random(0,6)]>>.
<<print [
`"You love having your hole ruined by us, don't you <<bitch>>?"`,
`"You like that, slut? Two fat cocks stretching you out?"`,
`"Don't worry, we'll use you properly."`,
`"You're so cute. You love taking our cocks."`,
`"Yes baby, take our cocks you filthy cock-sleeve."`,
][random(0,4)]>>
<<else>>
<<if $enemyanger lte 20>>
<<He>> speaks.
<<print [
`"I knew you'd love it."`,
`"Don't worry, I'll use you properly."`,
`"Your voice is so cute."`,
`"You're such a good <<girl>>."`,
`"You're so precious."`,
][random(0,4)]>>
<<elseif $enemyanger lte 100>>
<<He>> speaks.
<<print [
`"That's more like it."`,
`"Trying to butter me up? You still need to be punished."`,
`"You like that? Filthy slut."`,
`"You'd make a fine pet."`,
`"Keep this up and it'll end well for you."`,
][random(0,4)]>>
<<else>>
<<He>> speaks.
<<print [
`"Shut up, <<bitch>>, I'm on to your tricks."`,
`"You have a sweet mouth, but I know you're a rotten whore."`,
`"You're a submissive little shit, aren't you?"`,
`"Did I give you permission to speak?"`,
`"Don't make me laugh, <<bitch>>. You're a manipulative whore."`,
][random(0,4)]>>
<</if>>
<</if>>
<<elseif $speechdemand is 1>>
<<if $enemyanger lte 20>>
<<He>> speaks.
<<print [
`"You certainly have a mouth on you."`,
`"You shouldn't be so rude to your betters."`,
`"You better start being nicer, or I'll get meaner."`,
`"You're such a naughty <<girl>>."`,
`"Careful, that's no way to speak to me."`,
][random(0,4)]>>
<<elseif $enemyanger lte 100>>
<<He>> speaks.
<<print [
`"Keep talking like that and I'll show you just how little you're worth."`,
`"How dare you talk to me like that."`,
`"If you don't start being more polite, I'll fuck you up."`,
`"You're not making this any easier on yourself."`,
`"Keep this up and it won't end well for you."`,
][random(0,4)]>>
<<else>>
<<He>> speaks.
<<print [
`"Shut the fuck up, <<bitch>>."`,
`"Shut up, or I'll shut you up."`,
`"You're a bratty little shit, aren't you?"`,
`"Did I give you permission to speak?"`,
`"Don't make me laugh, <<bitch>>. You're a weak little toy."`,
][random(0,4)]>>
<</if>>
<<elseif $speechforgive is 1>>
<<if $enemyanger lte 20>>
<<print [
`<<He>> laughs. "You forgive me? How cute."`,
`<<He>> laughs. "You forgive me? For what?"`,
`<<He>> speaks. "Shush, <<girl>>."`,
`<<He>> speaks. "You're a sweet little thing."`,
`<<He>> laughs. "You can't be this cute."`,
][random(0,4)]>>
<<elseif $enemyanger lte 100>>
<<He>> speaks.
<<print [
`"Forgive me for what?"`,
`"I don't like what you're implying, <<girl>>."`,
`"Don't worry yourself, I'll give you plenty to forgive."`,
`"Did I ask for your forgiveness? Better keep it zipped."`,
`"Forgive me? That's presumptuous for a <<bitch>> in your position."`,
][random(0,4)]>>
<<else>>
<<He>> speaks.
<<print [
`"Shut the fuck up, <<bitch>>."`,
`"Don't make me laugh, <<bitch>>. Toys like you are made to be played with."`,
`"You're a presumptuous little shit, aren't you?"`,
`"Did I give you permission to speak?"`,
`"There's nothing wrong with putting you to your proper use."`,
][random(0,4)]>>
<</if>>
<<elseif $speechvaginaflaunt is 1>>
<<He>> coos.
<<if $player.gender_appearance is "m">>
<<print [
`"I can't wait to swallow your dick."`,
`"Just look at the effect you're having on me."`,
`"Like what you see?"`,
][random(0,2)]>>
<<else>>
<<print [
`"I'm rather proud of my body, I'm sure you can see why."`,
`"Just look at the effect you're having on me."`,
`"Like what you see?"`,
][random(0,2)]>>
<</if>>
<<elseif $speechcoverface is 1>>
<<He>> speaks.
<<if $enemyanger lte 20>>
<<print [
`"Aww look, the shy <<girl>> is covering <<pher>> face."`,
`"<<pShe>> is so shy!"`,
`"Don't be shy, <<girl>>."`,
][random(0,2)]>>
<<elseif $enemyanger lte 100>>
<<print [
`"Don't think you won't be recognised."`,
`"Something to hide?"`,
`"If covering your face makes this easier for you, fine."`,
][random(0,2)]>>
<<else>>
<<print [
`"<<pShe>> is covering <<pher>> face! How pathetic."`,
`"Cover your face if you want slut, you can't hide everything."`,
`"At least I don't have to look at your whore face."`,
][random(0,2)]>>
<</if>>
<<elseif $speechcoverpenis is 1>>
<<He>> speaks.
<<if $enemyanger lte 20>>
<<print [
`"Stop hiding your penis from me and I'll make you feel good."`,
`"Why are you hiding your penis from me?"`,
`"There's no reason to be shy."`,
][random(0,2)]>>
<<elseif $enemyanger lte 100>>
<<print [
`"Come on, let me see your penis."`,
`"Something to hide?"`,
`"Stop covering your penis, I want to see it."`,
][random(0,2)]>>
<<else>>
<<print [
`"If you don't stop covering your dick I'll beat you until you do."`,
`"Let me see your dick. Now."`,
`"Stop covering your fucktoy dick or I'll stop being so courteous."`,
][random(0,2)]>>
<</if>>
<<elseif $speechcovervagina is 1>>
<<He>> speaks.
<<if $enemyanger lte 20>>
<<print [
`"Stop hiding your pussy from me and I'll make you feel good."`,
`"Why are you hiding your pussy from me?"`,
`"There's no reason to be shy."`,
][random(0,2)]>>
<<elseif $enemyanger lte 100>>
<<print [
`"Come on, let me see your pussy."`,
`"Something to hide?"`,
`"Stop covering your pussy, I want to see it."`,
][random(0,2)]>>
<<else>>
<<print [
`"If you don't stop covering your cunt I'll beat you until you do."`,
`"Let me see your pussy. Now."`,
`"Stop covering your whore cunt or I'll stop being so courteous."`,
][random(0,2)]>>
<</if>>
<<elseif $speechapologiseno is 1>>
<<He>> speaks.
<<if $enemyanger lte 20>>
<<print [
`"Shhh, you've already apologised."`,
`"That's very polite, but I already know you're sorry."`,
`"I know you're sorry, don't worry about it."`,
][random(0,2)]>>
<<elseif $enemyanger lte 100>>
<<print [
`"I heard you the first time."`,
`"Quit whining."`,
`"Shush, <<girl>>."`,
][random(0,2)]>>
<<else>>
<<print [
`"Shut up, bitch."`,
`"Shut up before I give you something to choke on."`,
`"Do you have permission to speak, slut?"`,
][random(0,2)]>>
<</if>>
<<elseif $speechfacesit is 1>>
<<if (($enemyarousal / $enemyarousalmax) * 100) gte 70>>
<<if (($enemyanger / $enemyangermax) * 100) gte 10>>
<<print [
`<<He>> speaks. "Yeah, take it, <<girl>>!"`,
`<<He>> speaks. "You're gonna make me cum all over your worthless face!"`,
`<<He>> speaks. "I'm gonna drown you in my juices, unless you drink them all up!"`,
][random(0,2)]>>
<<else>>
<<print [
`<<He>> moans. "Yeah! Keep working that tongue!"`,
`<<He>> is lost in the moment. "Mmm, it feels so good!"`,
`<<He>> sighs. "Not long now..."`,
][random(0,2)]>>
<</if>>
<<else>>
<<if (($enemyanger / $enemyangermax) * 100) gte 10>>
<<print [
`<<He>> speaks. "Get that tongue to work, <<girl>>!"`,
`<<He>> speaks. "Maybe I'll stay on until you pass out!"`,
`<<He>> speaks. "I'm not getting off until I cum on your face."`,
][random(0,2)]>>
<<else>>
<<print [
`<<He>> speaks. "Make me feel good with your mouth."`,
`<<He>> speaks. "Do you like me sitting on your face?"`,
`<<He>> speaks. "How do I taste?"`,
][random(0,2)]>>
<</if>>
<</if>>
<<elseif $speechanallick is 1>>
<<if (($enemyarousal / $enemyarousalmax) * 100) gte 70>>
<<print [
`<<He>> moans. "Yeah! Keep working that tongue!"`,
`<<He>> is lost in the moment. "Mmm, your tongue feels so good against my ass!"`,
`<<He>> sighs. "You licking my butt is going to make me cum..."`,
][random(0,2)]>>
<<elseif (($enemyanger / $enemyangermax) * 100) gte 10>>
<<print [
`<<He>> speaks. "Yeah, <<girl>>, work that tongue and lick my ass!"`,
`<<He>> speaks. "Good <<girl>>. Lick my ass clean."`,
`<<He>> coos. "Not bad, slut. Keep licking!"`,
][random(0,2)]>>
<<else>>
<<print [
`<<He>> speaks. "I love the feel of your tongue in my ass."`,
`<<He>> speaks. "I think you like licking my ass, don't you?"`,
`<<He>> speaks. "Yeah! your tongue feels so good up there."`,
][random(0,2)]>>
<</if>>
<<elseif $speechanalkiss is 1>>
<<if (($enemyanger / $enemyangermax) * 100) gte 10>>
<<print [
"<<He>> speaks. \"This is where you belong, kissing ass.\"",
"<<He>> speaks. \"Good slut, keep kissing that ass.\"",
"<<He>> coos. \"Ooh, you are a good ass kisser!\""
][random(0,2)]>>
<<else>>
<<print [
"<<He>> speaks. \"You like kissing my ass, don't you?\"",
"<<He>> speaks. \"Mmm. That feels good. Keep kissing my ass.\"",
"<<He>> speaks. \"I love the feel of your lips against my ass.\""
][random(0,2)]>>
<</if>>
<<elseif $speechmouthotheranus is 1>>
<<if (($enemyanger / $enemyangermax) * 100) gte 10>>
<<print [
"<<He>> speaks. \"Kiss my ass!\"",
"<<He>> speaks. \"Lick my butt, <<bitch>>!\"",
"<<He>> speaks. \"You belong there, worshipping my ass, slut.\"",
"<<He>> speaks. \"Get that mouth to work! Make my ass feel good.\"",
"<<He>> speaks. \"How does my butt taste?\""
][random(0,4)]>>
<<else>>
<<print [
"<<He>> speaks. \"Do you like my ass in your face?\"",
"<<He>> speaks. \"Make my ass feel good with your mouth.\"",
"<<He>> speaks. \"Go on, be good to my ass.\"",
"<<He>> speaks. \"I want you to worship my ass.\"",
"<<He>> speaks. \"Do things to my butt, with your mouth.\""
][random(0,4)]>>
<</if>>
<<elseif $speechaskrough is 1>>
<<if (($enemyanger / $enemyangermax) * 100) gte 10>>
<<print [
"<<He>> speaks. \"You want it more rough? If you say so, slut.\"",
"<<He>> speaks. \"I'll treat you like the worthless whore you are.\"",
"<<He>> speaks. \"I'll smack you around like you deserve.\"",
"<<He>> speaks. \"I wonder how hard I could beat you before you pass out.\"",
"<<He>> speaks. \"I'm just getting started, <<bitch>>.\""
][random(0,4)]>>
<<else>>
<<print [
"<<He>> speaks. \"Rougher? You're a kinky one.\"",
"<<He>> speaks. \"Want it rough? I'll give you rough.\"",
"<<He>> speaks. \"I'll treat you like you deserve, slut.\"",
"<<He>> speaks. \"I've been too gentle with you so far.\"",
"<<He>> speaks. \"Hah! The slut wants it hard. I can oblige.\""
][random(0,4)]>>
<</if>>
<<else>>
<<if not $gloryhole>>
<<basespeech>>
<<else>>
<<basegloryholespeech>>
<</if>>
<</if>>
<</widget>>
<<widget "basespeech">>
<<if $enemyanger lte 20 or _args[0] is "low">>
<<rng>>
<<He>> whispers.
<<if $rng lte 5>>
"You are so beautiful."
<<elseif $rng lte 10>>
"You are so very pretty."
<<elseif $rng lte 15>>
"You're such a gorgeous <<girl>>."
<<elseif $rng lte 20>>
"I bet you get a lot of attention."
<<elseif $rng lte 25>>
"You are so very cute."
<<elseif $rng lte 30>>
"You're so lovely."
<<elseif $rng lte 35 and $consensual is 0>>
"Be a good <<girl>> and I won't hurt you."
<<elseif $rng lte 40>>
"Be a good <<girl>> and I'll make you feel good."
<<elseif $rng lte 45>>
"If you make me feel good, I'll make you feel good too."
<<elseif $rng lte 50>>
"Your skin is so smooth."
<<elseif $rng lte 55>>
"I want to kiss you all over."
<<elseif $rng lte 60>>
"You're a delicate thing, aren't you?"
<<elseif $rng lte 65>>
"You are wonderful."
<<elseif $rng lte 70>>
"Your body is so appealing."
<<elseif $rng lte 75>>
"Don't be ashamed of your body."
<<elseif $rng lte 80>>
"You look so fragile."
<<elseif $rng lte 85>>
"You're like an angel."
<<elseif $rng lte 90 and !$gloryhole>>
"Your <<breasts>> are so cute."
<<elseif $rng lte 95>>
"You smell nice."
<<elseif $rng lte 100>>
"You're such a cute <<girl>>."
<</if>>
<<elseif ($enemyanger lte 100 and _args[0] isnot "low") or _args[0] is "mid">>
<<rng>>
<<He>> gives you a stern look.
<<if $rng lte 5>>
"Don't try my patience."
<<elseif $rng lte 10>>
"Bad sluts get hurt."
<<elseif $rng lte 15>>
"You're not a bad <<girl>>, are you?"
<<elseif $rng lte 20>>
"Don't think I won't hurt you."
<<elseif $rng lte 25>>
"You're so fucking sexy."
<<elseif $rng lte 30>>
"I wonder how much you could take."
<<elseif $rng lte 35>>
"This is happening, you might as well make it easy on yourself."
<<elseif $rng lte 40>>
"Be a good <<girl>> and things will be easier for you."
<<elseif $rng lte 45>>
"I'm going to have fun with your body."
<<elseif $rng lte 50>>
"Don't defy me."
<<elseif $rng lte 55>>
"You were made for this."
<<elseif $rng lte 60>>
"I can tell you're enjoying this."
<<elseif $rng lte 65>>
"This is your fault, you know."
<<elseif $rng lte 70>>
"You like this, don't you."
<<elseif $rng lte 75>>
"You're on thin ice, <<girl>>."
<<elseif $rng lte 80>>
"Don't think you've seen the worst of me."
<<elseif $rng lte 85>>
"I own you now."
<<elseif $rng lte 90>>
"It's not over until I say it's over."
<<elseif $rng lte 95>>
"You're a fun toy, but don't get any ideas."
<<elseif $rng lte 100>>
"You should treat your betters with respect."
<</if>>
<<elseif ($enemyanger gt 100 and !_args[0]) or _args[0] is "high">>
<<rng>>
<<He>> looks at you with fury.
<<if $rng lte 5>>
"Fucking whore."
<<elseif $rng lte 10>>
"You're just a filthy slut."
<<elseif $rng lte 15>>
"You're a vessel for cum, nothing more."
<<elseif $rng lte 20>>
"You should be happy anyone is giving a worthless piece of shit like you attention."
<<elseif $rng lte 25>>
"I haven't killed you yet, you should show gratitude."
<<elseif $rng lte 30>>
"I'm going to break you, in so many ways."
<<elseif $rng lte 35>>
"You'll show me respect before I'm done."
<<elseif $rng lte 40>>
"I wonder where I'll dump you when I'm done."
<<elseif $rng lte 45>>
"Even rape is too good for a bitch like you."
<<elseif $rng lte 50>>
"You deserve this, bitch."
<<elseif $rng lte 55>>
"You enjoy being treated like this. Don't try to deny it."
<<elseif $rng lte 60>>
"You're a worthless fucktoy."
<<elseif $rng lte 65>>
"You look pretty good, for useless trash."
<<elseif $rng lte 70>>
"Getting me off is your only purpose, don't forget."
<<elseif $rng lte 75>>
"I know you like this, you stupid slut."
<<elseif $rng lte 80>>
"You deserve far worse than this, whore."
<<elseif $rng lte 85>>
"You're a worthless slut."
<<elseif $rng lte 90>>
"I'm going to hurt you, and you're going to like it."
<<elseif $rng lte 95>>
"There's only one thing a <<girl>> like you is good for."
<<elseif $rng lte 100>>
"You're such a wretched tramp."
<</if>>
<</if>>
<</widget>>
<<widget "basegloryholespeech">>
<<if $enemyanger lte 20 or _args[0] is "low">>
<<rng>>
<<He>> whispers.
<<if $rng lte 5>>
"I wish I could see you."
<<elseif $rng lte 10>>
"I bet you're very pretty."
<<elseif $rng lte 15>>
"I wish I could see the <<girl>> on the other side."
<<elseif $rng lte 20>>
"Are you a boy or a girl? So exciting not to know."
<<elseif $rng lte 25>>
"You must be cute. I'd love to see you."
<<elseif $rng lte 30>>
"Not seeing who's pleasuring me is exciting."
<<elseif $rng lte 35>>
"Be a good <<girl>>, give it all you've got."
<<elseif $rng lte 40>>
"Be a good <<girl>>, it will make you feel good."
<<elseif $rng lte 45>>
"Make me feel good and you'll feel good too."
<<elseif $rng lte 50>>
"I wish I could touch you."
<<elseif $rng lte 55>>
"I want to kiss you all over."
<<elseif $rng lte 60>>
"The things I'd do to you if this wall weren't in the way."
<<elseif $rng lte 65>>
"You're doing wonderful things to me."
<<elseif $rng lte 70>>
"If only I could caress your body."
<<elseif $rng lte 75>>
"I'd love to see your body."
<<elseif $rng lte 80>>
"I wish this wall wasn't here."
<<elseif $rng lte 85>>
"I wonder who's on the other side."
<<elseif $rng lte 90>>
"You're doing a great job."
<<elseif $rng lte 95>>
"I wonder what you look like."
<<elseif $rng lte 100>>
"You're such a good <<girl>>."
<</if>>
<<elseif $enemyanger lte 100 or _args[0] is "mid">>
<<rng>>
<<He>> speaks.
<<if $rng lte 5>>
"Don't try my patience."
<<elseif $rng lte 10>>
"Bad sluts get hurt."
<<elseif $rng lte 15>>
"You're not a bad <<girl>>, are you?"
<<elseif $rng lte 20>>
"Don't think I won't find a way to hurt you."
<<elseif $rng lte 25>>
"You need to do better, <<girl>>."
<<elseif $rng lte 30>>
"I wonder how much more you can give."
<<elseif $rng lte 35>>
"This is happening, you might as well make it easy on yourself."
<<elseif $rng lte 40>>
"Be a good <<girl>> and things will be easier for you."
<<elseif $rng lte 45>>
"You're going to pleasure me with your body."
<<elseif $rng lte 50>>
"Don't defy me."
<<elseif $rng lte 55>>
"You were made for this."
<<elseif $rng lte 60>>
"I can tell you're enjoying this."
<<elseif $rng lte 65>>
"This is your fault, you know."
<<elseif $rng lte 70>>
"You like this, don't you."
<<elseif $rng lte 75>>
"You're on thin ice, <<girl>>."
<<elseif $rng lte 80>>
"Don't think you've seen the worst of me."
<<elseif $rng lte 85>>
"I own you now."
<<elseif $rng lte 90>>
"It's not over until I say it's over."
<<elseif $rng lte 95>>
"You're a fun toy, but don't get any ideas."
<<elseif $rng lte 100>>
"You should treat your betters with respect."
<</if>>
<<elseif $enemyanger gt 100 or _args[0] is "high">>
<<rng>>
<<He>> pounds the wall in fury.
<<if $rng lte 5>>
"Fucking whore."
<<elseif $rng lte 10>>
"You're just a filthy slut."
<<elseif $rng lte 15>>
"You're a vessel for cum, nothing more."
<<elseif $rng lte 20>>
"You should be happy a worthless piece of shit like you is allowed to give me attention."
<<elseif $rng lte 25>>
"I haven't broken through this wall yet, you should show gratitude."
<<elseif $rng lte 30>>
"I'm going to break this wall, and then I'm going to break you."
<<elseif $rng lte 35>>
"You'll show me respect before I'm done."
<<elseif $rng lte 40>>
"I wonder what I'll do to you once I get on the other side."
<<elseif $rng lte 45>>
"Even rape is too good for a bitch like you."
<<elseif $rng lte 50>>
"You deserve far worse than this, bitch."
<<elseif $rng lte 55>>
"You enjoy this. Don't try to deny it."
<<elseif $rng lte 60>>
"You're a worthless fucktoy."
<<elseif $rng lte 65>>
"I'll break this wall if I have to, you useless trash."
<<elseif $rng lte 70>>
"Getting me off is your only purpose, don't forget."
<<elseif $rng lte 75>>
"You like this, don't you? You stupid slut."
<<elseif $rng lte 80>>
"You deserve far worse than this, whore. If only I could get to you."
<<elseif $rng lte 85>>
"You're a worthless slut."
<<elseif $rng lte 90>>
"I'm going to get over there, I'm going to hurt you, and you're going to like it."
<<elseif $rng lte 95>>
"There's only one thing a <<girl>> like you is good for."
<<elseif $rng lte 100>>
"You're such a wretched tramp."
<</if>>
<</if>>
<</widget>>
<<widget "sprayspeech">>
<<He>> shouts.
<<switch $speechspraycycle>>
<<case 0>> "Where the fuck did you get that?"
<<case 1>> "You're no fun."
<<case 2>> "You sadistic bitch!"
<<case 3>> "Fuck! Shit!"
<<case 4>> "Argh!"
<<case 5>> "Shit. You've some fight in you."
<<default>> "My eyes!"
<</switch>>
<<set $speechspraycycle to $speechspraycycle isnot undefined ? ($speechspraycycle + 1) % 7 : 0>>
<</widget>>
<<widget "beastspeech">>
<<set _n to _args[0]>>
<<switch $NPCList[_n].type>>
<<case "lizardgirl" "lizardboy">>
<<bHe>> hisses.
<<case "dolphingirl" "dolphinboy">>
<<bHe>> clicks.
<<case "catgirl" "catboy">>
<<bHe>> purrs.
<<case "harpy">>
<<bHe>> chirps.
<<case "cowgirl" "bullboy">>
<<bHe>> moos.
<<case "spidergirl" "spiderboy">>
<<bHe>> chitters.
<<case "foxgirl" "foxboy">>
<<bHe>> yips.
<<default>>
<<bHe>> growls.
<</switch>>
<<if $NPCList[_n].fullDescription is "Great Hawk">>
<<hawkspeech>>
<<elseif $NPCList[_n].penis isnot "none">>
<<if $player.gender_appearance is "f">>
<<if $enemyanger gte 60>>
<<if $enemyarousal gte ($enemyarousalmax / 2)>>
<<if $NPCList[_n].type is "wolfgirl" or $NPCList[_n].type is "wolfboy">>
<<switch $npcspeechcycle>>
<<case 0>> "Mark you with scent. As mine."
<<case 1>> "All will know scent. Show to pack as prize."
<<case 2>> "Litter inside you should make you quiet soon."
<<case 3>> "No struggle, work hard for prey."
<<case 4>> "Share with pack if keep squirming!"
<<case 5>> "Prey is mine."
<<default>> "Submit! Submit!"
<</switch>>
<<else>>
<<switch $npcspeechcycle>>
<<case 0>> "I can't wait to mark you with my seed."
<<case 1>> "I'm gonna fill you up so everyone knows who owns you."
<<case 2>> "You won't be so insolent once I've put a litter in you."
<<case 3>> "It's no fun without a struggle."
<<case 4>> "You'd best be nice, or I'll share you with my siblings."
<<case 5>> "Your womb is mine."
<<default>> "My cock will show you your place."
<</switch>>
<</if>>
<<else>>
<<if $NPCList[_n].type is "wolfgirl" or $NPCList[_n].type is "wolfboy">>
<<switch $npcspeechcycle>>
<<case 0>> "I show prey who the alpha is."
<<case 1>> "Squirm less. Submit!"
<<case 2>> "Prey should be lucky. Prefer to eat."
<<case 3>> "Be proud. Mate, not eat. Best of pack."
<<case 4>> "Stay still, else I attack."
<<case 5>> "Smell good. Eat later."
<<default>> "Strong offspring from you, as pack mother."
<</switch>>
<<else>>
<<switch $npcspeechcycle>>
<<case 0>> "I'm gonna show you who's boss."
<<case 1>> "Stop squirming."
<<case 2>> "You're lucky I don't eat you."
<<case 3>> "You should feel honoured I want to mate."
<<case 4>> "Don't make me hurt you."
<<case 5>> "You smell good enough to eat."
<<default>> "You'll have strong babies."
<</switch>>
<</if>>
<</if>>
<<else>>
<<if $enemyarousal gte ($enemyarousalmax / 2)>>
<<if $NPCList[_n].type is "wolfgirl" or $NPCList[_n].type is "wolfboy">>
<<switch $npcspeechcycle>>
<<case 0>> "Filling you with seed will feel good."
<<case 1>> "Hope you are enjoying this. Much as I do."
<<case 2>> "Strong scent from you. Has me in a rut."
<<case 3>> "Marking you with scent will make you smell better."
<<case 4>> "Happy to find mate. Lucky."
<<case 5>> "Finish. Cruel to leave me in a rut."
<<default>> "Strong offspring from you, as pack mother."
<</switch>>
<<else>>
<<switch $npcspeechcycle>>
<<case 0>> "Filling you up is gonna feel so good."
<<case 1>> "I hope you're enjoying this as much as me."
<<case 2>> "Your scent alone has me in a rut."
<<case 3>> "My seed will make you smell even better."
<<case 4>> "I'm lucky to have a mate like you."
<<case 5>> "It's cruel to arouse me without finishing."
<<default>> "You'll have strong babies."
<</switch>>
<</if>>
<<else>>
<<if $NPCList[_n].type is "wolfgirl" or $NPCList[_n].type is "wolfboy">>
<<switch $npcspeechcycle>>
<<case 0>> "You smell nice."
<<case 1>> "Going to mate with you. Okay?"
<<case 2>> "<<print ($pregnancyspeechdisable is "f" ? "Breed" : "Mate")>> with me."
<<case 3>> "Bet prey tastes nice."
<<case 4>> "Smell fertile. Ready for seed."
<<case 5>> "Cold out. I keep you warm."
<<default>> "Ready to fight for your litter. All will see."
<</switch>>
<<else>>
<<switch $npcspeechcycle>>
<<case 0>> "You smell nice."
<<case 1>> "I'm going to mate with you. I hope that's okay."
<<case 2>> "You have to <<print ($pregnancyspeechdisable is "f" ? "breed" : "mate")>> with me."
<<case 3>> "I bet you taste nice."
<<case 4>> "You smell very fertile."
<<case 5>> "I'll keep you warm."
<<default>> "I'm ready to father a litter, you'll see."
<</switch>>
<</if>>
<</if>>
<</if>>
<<else>>
<<if $enemyanger gte 60>>
<<if $enemyarousal gte ($enemyarousalmax / 2)>>
<<if $NPCList[_n].type is "wolfgirl" or $NPCList[_n].type is "wolfboy">>
<<switch $npcspeechcycle>>
<<case 0>> "Mark you with scent. As mine."
<<case 1>> "All will know scent. Show to pack as prize."
<<case 2>> "Seed inside you should make you quiet soon."
<<case 3>> "No struggle, work hard for prey."
<<case 4>> "Share with pack if keep squirming!"
<<case 5>> "I'm in charge. You follow."
<<default>> "Submit! Submit!"
<</switch>>
<<else>>
<<switch $npcspeechcycle>>
<<case 0>> "I can't wait to mark you with my seed."
<<case 1>> "I'm gonna fill you up so everyone knows who owns you."
<<case 2>> "You won't be so insolent once you're full of seed."
<<case 3>> "It's no fun without a struggle."
<<case 4>> "You'd best be nice, or I'll share you with my siblings."
<<case 5>> "I'm in charge."
<<default>> "My cock will show you your place."
<</switch>>
<</if>>
<<else>>
<<if $NPCList[_n].type is "wolfgirl" or $NPCList[_n].type is "wolfboy">>
<<switch $npcspeechcycle>>
<<case 0>> "You're no alpha! I show you."
<<case 1>> "Squirm less. Submit!"
<<case 2>> "Prey should be lucky. Prefer to eat."
<<case 3>> "Be proud. Mate, not eat. Best of pack."
<<case 4>> "Stay still, else I attack."
<<case 5>> "Smell good. Eat later."
<<default>> "Strong offspring from you, as pack mother."
<</switch>>
<<else>>
<<switch $npcspeechcycle>>
<<case 0>> "I'm gonna show you who's boss."
<<case 1>> "Stop squirming."
<<case 2>> "You're lucky I don't eat you."
<<case 3>> "You should feel honoured I want to mate."
<<case 4>> "Don't make me hurt you."
<<case 5>> "You smell good enough to eat."
<<default>> "I'm strongest of pack. <<print ($pregnancyspeechdisable is "f" ? "You're breeding stock." : "You'll do what I want.")>>"
<</switch>>
<</if>>
<</if>>
<<else>>
<<if $enemyarousal gte ($enemyarousalmax / 2)>>
<<if $NPCList[_n].type is "wolfgirl" or $NPCList[_n].type is "wolfboy">>
<<switch $npcspeechcycle>>
<<case 0>> "Filling you with seed will feel good."
<<case 1>> "Hope you are enjoying this. Much as I do."
<<case 2>> "Strong scent from you. Has me in a rut."
<<case 3>> "Marking you with scent will make you smell better."
<<case 4>> "Happy to find mate. Lucky."
<<case 5>> "Finish. Cruel to leave me in a rut."
<<default>> "I impressed you, yes?"
<</switch>>
<<else>>
<<switch $npcspeechcycle>>
<<case 0>> "Filling you up is gonna feel so good."
<<case 1>> "I hope you're enjoying this as much as me."
<<case 2>> "Your scent alone has me in a rut."
<<case 3>> "My seed will make you smell even better."
<<case 4>> "I'm lucky to have a mate like you."
<<case 5>> "It's cruel to arouse me without finishing."
<<default>> "Are you impressed?"
<</switch>>
<</if>>
<<else>>
<<if $NPCList[_n].type is "wolfgirl" or $NPCList[_n].type is "wolfboy">>
<<switch $npcspeechcycle>>
<<case 0>> "You smell nice."
<<case 1>> "Going to mate with you. Okay?"
<<case 2>> "<<print ($pregnancyspeechdisable is "f" ? "Breed" : "Mate")>> with me."
<<case 3>> "Bet prey tastes nice."
<<case 4>> "Smell fertile. Ready for seed."
<<case 5>> "Cold out. I keep you warm."
<<default>> "I am the pack's strongest. All will see."
<</switch>>
<<else>>
<<switch $npcspeechcycle>>
<<case 0>> "You smell nice."
<<case 1>> "I'm going to mate with you. I hope that's okay."
<<case 2>> "You have to mate with me."
<<case 3>> "I bet you taste nice."
<<case 4>> "You smell very fertile."
<<case 5>> "I'll keep you warm."
<<default>> "I'm the strongest, you'll see."
<</switch>>
<</if>>
<</if>>
<</if>>
<</if>>
<<else>>
<<if $player.gender_appearance is "f">>
<<if $enemyanger gte 60>>
<<if $enemyarousal gte ($enemyarousalmax / 2)>>
<<if $NPCList[_n].type is "wolfgirl" or $NPCList[_n].type is "wolfboy">>
<<switch $npcspeechcycle>>
<<case 0>> "My territory. Mine."
<<case 1>> "All will know scent. Show to pack as prize."
<<case 2>> "Show prey who leads."
<<case 3>> "No struggle, work hard for prey."
<<case 4>> "Share with pack if keep squirming!"
<<case 5>> "I'm in charge. You follow."
<<default>> "Show prey their place."
<</switch>>
<<else>>
<<switch $npcspeechcycle>>
<<case 0>> "This is my territory."
<<case 1>> "I'm gonna mark you with my scent so everyone knows who owns you."
<<case 2>> "I'm gonna show you who's in charge."
<<case 3>> "It's no fun without a struggle."
<<case 4>> "You'd best be nice, or I'll share you with my siblings."
<<case 5>> "I'm the alpha here."
<<default>> "I'll show you your place."
<</switch>>
<</if>>
<<else>>
<<if $NPCList[_n].type is "wolfgirl" or $NPCList[_n].type is "wolfboy">>
<<switch $npcspeechcycle>>
<<case 0>> "You're no alpha! I show you."
<<case 1>> "Squirm less. Submit!"
<<case 2>> "Prey should be lucky. Prefer to eat."
<<case 3>> "Be proud. Mate, not eat. Best of pack."
<<case 4>> "Stay still, else I attack."
<<case 5>> "Smell good. Eat later."
<<default>> "Strong offspring from you one day. For pack. We can protect them."
<</switch>>
<<else>>
<<switch $npcspeechcycle>>
<<case 0>> "I'm gonna show you who's boss."
<<case 1>> "Stop squirming."
<<case 2>> "You're lucky I don't eat you."
<<case 3>> "You should feel honoured I want to mate."
<<case 4>> "Don't make me hurt you."
<<case 5>> "You smell good enough to eat."
<<default>> "You'll have strong babies one day."
<</switch>>
<</if>>
<</if>>
<<else>>
<<if $enemyarousal gte ($enemyarousalmax / 2)>>
<<if $NPCList[_n].type is "wolfgirl" or $NPCList[_n].type is "wolfboy">>
<<switch $npcspeechcycle>>
<<case 0>> "Play feels good."
<<case 1>> "Hope you are enjoying this. Much as I do."
<<case 2>> "Strong scent from you. Has me in heat."
<<case 3>> "Marking you with scent will make you smell better."
<<case 4>> "Happy to find mate. Lucky."
<<case 5>> "Finish. Cruel to leave me in heat."
<<default>> "Strong offspring from you one day. For pack. We can protect them."
<</switch>>
<<else>>
<<switch $npcspeechcycle>>
<<case 0>> "Playing with you feels so good."
<<case 1>> "I hope you're enjoying this as much as me."
<<case 2>> "Your scent alone has me in heat."
<<case 3>> "My scent will make you smell even better."
<<case 4>> "I'm lucky to have a mate like you."
<<case 5>> "It's cruel to arouse me without finishing."
<<default>> "You'll have strong babies one day."
<</switch>>
<</if>>
<<else>>
<<if $NPCList[_n].type is "wolfgirl" or $NPCList[_n].type is "wolfboy">>
<<switch $npcspeechcycle>>
<<case 0>> "You smell nice."
<<case 1>> "Going to mate with you. Okay?"
<<case 2>> "Mate with me."
<<case 3>> "Bet prey tastes nice."
<<case 4>> "Smell fertile."
<<case 5>> "Cold out. I keep you warm."
<<default>> "My mates for me only. Not for you. No taking."
<</switch>>
<<else>>
<<switch $npcspeechcycle>>
<<case 0>> "You smell nice."
<<case 1>> "I'm going to mate with you. I hope that's okay."
<<case 2>> "You have to mate with me."
<<case 3>> "I bet you taste nice."
<<case 4>> "You smell very fertile."
<<case 5>> "I'll keep you warm."
<<default>> "You aren't planning on stealing my mates, I hope."
<</switch>>
<</if>>
<</if>>
<</if>>
<<else>>
<<if $enemyanger gte 60>>
<<if $enemyarousal gte ($enemyarousalmax / 2)>>
<<if $NPCList[_n].type is "wolfgirl" or $NPCList[_n].type is "wolfboy">>
<<switch $npcspeechcycle>>
<<case 0>> "Ready. Mark with your scent. Can take it all. Wait no longer."
<<case 1>> "I belong to you. All will know your scent. Fill me."
<<case 2>> "Litter inside me should make you quiet soon. I carry for you."
<<case 3>> "No struggle, work hard for prey."
<<case 4>> "Share with pack if keep squirming!"
<<case 5>> "Prey is mine."
<<default>> "My womb belongs to you. Begging for you."
<</switch>>
<<else>>
<<switch $npcspeechcycle>>
<<case 0>> "I can't wait to take your seed."
<<case 1>> "Fill me up so everyone knows who <<bred>> me."
<<case 2>> "You won't be so insolent once I'm carrying your litter."
<<case 3>> "It's no fun without a struggle."
<<case 4>> "You'd best be nice, or I'll share you with my siblings."
<<case 5>> "Your cock is mine."
<<default>> "My womb is desperate for you."
<</switch>>
<</if>>
<<else>>
<<if $NPCList[_n].type is "wolfgirl" or $NPCList[_n].type is "wolfboy">>
<<switch $npcspeechcycle>>
<<case 0>> "I show prey who the alpha is."
<<case 1>> "Squirm less. Submit!"
<<case 2>> "Prey should be lucky. Prefer to eat."
<<case 3>> "Be proud. Mate, not eat. Best of pack."
<<case 4>> "Stay still, else I attack."
<<case 5>> "Smell good. Eat later."
<<default>> "Strong offspring from you, as pack father."
<</switch>>
<<else>>
<<switch $npcspeechcycle>>
<<case 0>> "I'm gonna show you who's boss."
<<case 1>> "Stop squirming."
<<case 2>> "You're lucky I don't eat you."
<<case 3>> "You should feel honoured I want to mate."
<<case 4>> "Don't make me hurt you."
<<case 5>> "You smell good enough to eat."
<<default>> "You'll father strong babies."
<</switch>>
<</if>>
<</if>>
<<else>>
<<if $enemyarousal gte ($enemyarousalmax / 2)>>
<<if $NPCList[_n].type is "wolfgirl" or $NPCList[_n].type is "wolfboy">>
<<switch $npcspeechcycle>>
<<case 0>> "Put seed in me. Please."
<<case 1>> "Hope you are enjoying this. Much as I do."
<<case 2>> "Strong scent from you. Has me in heat."
<<case 3>> "Mark me as yours. Yours alone. My own special mate."
<<case 4>> "Happy to find mate. Lucky."
<<case 5>> "Finish. Cruel to leave me in heat."
<<default>> "Strong offspring from you, as pack father."
<</switch>>
<<else>>
<<switch $npcspeechcycle>>
<<case 0>> "Being filled is gonna feel so good."
<<case 1>> "I hope you're enjoying this as much as me."
<<case 2>> "Your scent alone has me in heat."
<<case 3>> "Mark me with your seed and scent."
<<case 4>> "I'm lucky to have a mate like you."
<<case 5>> "It's cruel to leave me in heat."
<<default>> "You'll father strong babies."
<</switch>>
<</if>>
<<else>>
<<if $NPCList[_n].type is "wolfgirl" or $NPCList[_n].type is "wolfboy">>
<<switch $npcspeechcycle>>
<<case 0>> "You smell nice."
<<case 1>> "Going to mate with you. Okay?"
<<case 2>> "Mate with me."
<<case 3>> "Bet prey tastes nice."
<<case 4>> "Smell fertile."
<<case 5>> "Cold out. I keep you warm."
<<default>> "My mates for me only. Not for you. No taking."
<</switch>>
<<else>>
<<switch $npcspeechcycle>>
<<case 0>> "You smell nice."
<<case 1>> "I'm going to mate with you. I hope that's okay."
<<case 2>> "You have to <<print ($pregnancyspeechdisable is "f" ? "breed" : "mate")>> with me."
<<case 3>> "I bet you taste nice."
<<case 4>> "You smell very fertile."
<<case 5>> "I'll keep you warm."
<<default>> "Ready to mother litter. Yours. All will see."
<</switch>>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "hawkspeech">>
<<if $NPCList[_n].penis isnot "none">>
<<if $player.gender_appearance is "f">>
<<if $enemyanger gte 60>>
<<if $enemyarousal gte ($enemyarousalmax / 2)>>
<<switch $npcspeechcycle>>
<<case 0>> "<<Wife>> has to take my seed."
<<case 1>> "Be still. Let me take care of you."
<<case 2>> "Now is not time for mating dance! It's time for mating!"
<<case 3>> "Is this landbound way of showing love? I have a lot to learn from <<wife>>."
<<case 4>> "Will be harder to move like this when <<wife>> is full of eggs."
<<case 5>> "Is <<wife>> not happy? How can I fix?"
<<default>> "Will my seed calm you down, <<wife>>?"
<</switch>>
<<else>>
<<switch $npcspeechcycle>>
<<case 0>> "Even if <<wife>> is rough, I will be gentle."
<<case 1>> "<<Wife>> is very strong! I feel so proud!"
<<case 2>> "<<Wife>> will get hungry from all this squirming. I'll hunt big meal after."
<<case 3>> "Will make sure <<wife>> has belly full of food and eggs."
<<case 4>> "Be careful! I am not food! No need to fight me!"
<<case 5>> "Hold still. I want to fill <<wife>> up."
<<default>> "Our babies will be the strongest flyers."
<</switch>>
<</if>>
<<else>>
<<if $enemyarousal gte ($enemyarousalmax / 2)>>
<<switch $npcspeechcycle>>
<<case 0>> "Grateful for my eyes, that spotted you."
<<case 1>> "I want to hear <<wife>>'s sweet mating song."
<<case 2>> "Your smell is making me broody. I'll fill you up."
<<case 3>> "I'll watch <<wife>> lay our eggs from <<pher>> fertile womb."
<<case 4>> "I want to finish in <<wife>> and only <<wife>> for the rest of my life."
<<case 5>> "Want to see you sitting on a clutch of eggs."
<<default>> "Our babies will be the strongest flyers."
<</switch>>
<<else>>
<<switch $npcspeechcycle>>
<<case 0>> "We will make a beautiful flock together."
<<case 1>> "Our mating song is the prettiest sound in the world."
<<case 2>> "First you'll be full of my seed. Then full of my eggs."
<<case 3>> "Does this make <<wife>> feel good, too?"
<<case 4>> "I'll mate with you, make you as happy as you make me."
<<case 5>> "Is <<wife>> ready for my seed?"
<<default>> "I'm ready to breed with you."
<</switch>>
<</if>>
<</if>>
<<else>>
<<if $enemyanger gte 60>>
<<if $enemyarousal gte ($enemyarousalmax / 2)>>
<<switch $npcspeechcycle>>
<<case 0>> "<<Wife>> has to take my seed."
<<case 1>> "Be still. Let me take care of you."
<<case 2>> "Now is not time for mating dance! It's time for mating!"
<<case 3>> "Is this landbound way of showing love? I have a lot to learn from <<wife>>."
<<case 4>> "Will be harder to move like this when <<wife>> is full of my seed."
<<case 5>> "Is <<wife>> not happy? How can I fix?"
<<default>> "Will my seed calm you down, <<wife>>?"
<</switch>>
<<else>>
<<switch $npcspeechcycle>>
<<case 0>> "Even if <<wife>> is rough, I will be gentle."
<<case 1>> "<<Wife>> is very strong! I feel so proud!"
<<case 2>> "<<Wife>> will get hungry from all this squirming. I'll hunt big meal after."
<<case 3>> "Will make sure <<wife>> has belly full of food and hole full of me."
<<case 4>> "Be careful! I am not food! No need to fight me!"
<<case 5>> "Hold still. I want to fill <<wife>> up."
<<default>> "You're taking me so well."
<</switch>>
<</if>>
<<else>>
<<if $enemyarousal gte ($enemyarousalmax / 2)>>
<<switch $npcspeechcycle>>
<<case 0>> "Grateful for my eyes, that spotted you."
<<case 1>> "I want to hear <<wife>>'s sweet mating song."
<<case 2>> "Your smell is making me broody. I'll fill you up."
<<case 3>> "I'll watch <<wife>>'s hole be filled with my seed."
<<case 4>> "I want to finish in <<wife>> and only <<wife>> for the rest of my life."
<<case 5>> "Want to see you sitting naked in our nest."
<<default>> "You're taking me so well."
<</switch>>
<<else>>
<<switch $npcspeechcycle>>
<<case 0>> "You make such a beautiful <<wife>>."
<<case 1>> "Our mating song is the prettiest sound in the world."
<<case 2>> "You'll be full of my seed."
<<case 3>> "Does this make <<wife>> feel good, too?"
<<case 4>> "I'll mate with you, make you as happy as you make me."
<<case 5>> "Is <<wife>> ready for my seed?"
<<default>> "I'm ready to breed with you."
<</switch>>
<</if>>
<</if>>
<</if>>
<<else>>
<<if $player.gender_appearance is "f">>
<<if $enemyanger gte 60>>
<<if $enemyarousal gte ($enemyarousalmax / 2)>>
<<switch $npcspeechcycle>>
<<case 0>> "<<Wife>> has to be marked with my scent."
<<case 1>> "Be still. Let me take care of you."
<<case 2>> "Now is not time for mating dance! It's time for mating!"
<<case 3>> "Is this landbound way of showing love? I have a lot to learn from <<wife>>."
<<case 4>> "Why move like this, <<wife>>?"
<<case 5>> "Is <<wife>> not happy? How can I fix?"
<<default>> "What will calm you down, <<wife>>?"
<</switch>>
<<else>>
<<switch $npcspeechcycle>>
<<case 0>> "Even if <<wife>> is rough, I will be gentle."
<<case 1>> "<<Wife>> is very strong! I feel so proud!"
<<case 2>> "<<Wife>> will get hungry from all this squirming. I'll hunt big meal after."
<<case 3>> "Will make sure <<wife>> has belly full of food and skin marked with my scent."
<<case 4>> "Be careful! I am not food! No need to fight me!"
<<case 5>> "Hold still. I want to show <<wife>> my love."
<<default>> "You're such a good mate."
<</switch>>
<</if>>
<<else>>
<<if $enemyarousal gte ($enemyarousalmax / 2)>>
<<switch $npcspeechcycle>>
<<case 0>> "Grateful for my eyes, that spotted you."
<<case 1>> "I want to hear <<wife>>'s sweet mating song."
<<case 2>> "Your smell is making me broody. I'll wet you with my juices."
<<case 3>> "I'll watch the look on <<wife>>'s face as <<pshe>> finishes."
<<case 4>> "I want to finish with <<wife>> and only <<wife>> for the rest of my life."
<<case 5>> "Want to see you sitting naked in our nest."
<<default>> "You're such a good mate."
<</switch>>
<<else>>
<<switch $npcspeechcycle>>
<<case 0>> "You make such a beautiful <<wife>>."
<<case 1>> "Our mating song is the prettiest sound in the world."
<<case 2>> "First you'll be under me. Then finish under me."
<<case 3>> "Does this make <<wife>> feel good, too?"
<<case 4>> "I'll mate with you, make you as happy as you make me."
<<case 5>> "Is <<wife>> ready to finish?"
<<default>> "I'm ready to breed with you."
<</switch>>
<</if>>
<</if>>
<<else>>
<<if $enemyanger gte 60>>
<<if $enemyarousal gte ($enemyarousalmax / 2)>>
<<switch $npcspeechcycle>>
<<case 0>> "<<Wife>> has to give me <<pher>> seed."
<<case 1>> "Be still. Let me take care of you."
<<case 2>> "Now is not time for mating dance! It's time for mating!"
<<case 3>> "Is this landbound way of showing love? I have a lot to learn from <<wife>>."
<<case 4>> "Will be harder to move like this when <<wife>> is filling my womb."
<<case 5>> "Is <<wife>> not happy? How can I fix?"
<<default>> "Will my hole calm you down, <<wife>>?"
<</switch>>
<<else>>
<<switch $npcspeechcycle>>
<<case 0>> "Even if <<wife>> is rough, I will be gentle."
<<case 1>> "<<Wife>> is very strong! I feel so proud!"
<<case 2>> "<<Wife>> will get hungry from all this squirming. I'll hunt big meal after."
<<case 3>> "Will make sure <<wife>> has belly full of food and body warmed by me."
<<case 4>> "Be careful! I am not food! No need to fight me!"
<<case 5>> "Hold still. I want <<wife>> to fill me up."
<<default>> "Our babies will be the strongest flyers."
<</switch>>
<</if>>
<<else>>
<<if $enemyarousal gte ($enemyarousalmax / 2)>>
<<switch $npcspeechcycle>>
<<case 0>> "Grateful for my eyes, that spotted you."
<<case 1>> "I want to hear <<wife>>'s sweet mating song."
<<case 2>> "Your smell is making me broody. Fill me up."
<<case 3>> "I'll watch <<wife>> fill me with <<pher>> semen."
<<case 4>> "I want to finish with <<wife>> and only <<wife>> for the rest of my life."
<<case 5>> "Want to sit on the eggs you'll give me."
<<default>> "Our babies will be the strongest flyers."
<</switch>>
<<else>>
<<switch $npcspeechcycle>>
<<case 0>> "You make such a beautiful <<wife>>."
<<case 1>> "Our mating song is the prettiest sound in the world."
<<case 2>> "Fill me with your seed."
<<case 3>> "Does this make <<wife>> feel good, too?"
<<case 4>> "I'll mate with you, make you as happy as you make me."
<<case 5>> "Is <<wife>> ready to finish in me?"
<<default>> "I'm ready to breed with you."
<</switch>>
<</if>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "clothesspeech">>
<<rng>>
<<if $rng gte 81>>
<<rng>>
<<if !$worn.upper.type.includes("naked")>>
<<He>> examines your $worn.upper.name.
<<switch $worn.upper.name>>
<<case "sundress">>
<<switch random(1,3)>>
<<case 1>> "What a cute little dress."
<<case 2>> "I like your dress."
<<case 3>> "So cute and innocent."
<</switch>>
<<case "evening gown">>
<<if $enemyanger gte 20>>
"You look like an expensive whore."
<<else>>
"Classy."
<</if>>
<<case "ballgown">>
<<switch random(1,3)>>
<<case 1>> "Beautiful."
<<case 2>> "Looks like I stole someone's dance partner."
<<case 3>> "I almost feel bad about getting your clothes dirty."
<</switch>>
<<case "kimono" "mini kimono">>
<<switch random(1,3)>>
<<case 1>> "How exotic."
<<case 2>> "Where'd you get this?"
<<case 3>> "You even dressed up for me."
<</switch>>
<<case "maid dress">>
<<switch random(1,3)>>
<<case 1>> "Time to service your <<master>>."
<<case 2>> "I'm your <<master>> now."
<<case 3>> "Call me <<master>>."
<</switch>>
<<case "nun's habit">>
<<if $enemyanger gte 20>>
<<switch random(1,3)>>
<<case 1>> "Trying to look virtuous? No one's buying it, slut."
<<case 2>> "You think that's going to protect you?"
<<case 3>> "Pious girls are all the more fun to ravage."
<</switch>>
<<else>>
"Always wanted to fuck a nun."
<</if>>
<<case "pyjama shirt">>
<<if $rng gte 71 and $location isnot "home">>
"Looks like someone forgot to dress this morning."
<<elseif $rng gte 41>>
"How unflattering."
<<else>>
"Don't sell yourself short."
<</if>>
<<case "t-shirt">>
"That shirt's doing a poor job of hiding your cute body."
<<case "school shirt">>
<<if ["Sirris","River","Doren","Winter","Mason","Leighton"].includes($NPCList[_n].fullDescription)>>
<<if $location is "school">>
"At least you're following the dress code."
<<else>>
"Still eager to learn?"
<</if>>
<<elseif $NPCList[_n].teen is 1>>
<<switch random(1,4)>>
<<case 1>> "The school uniform looks good on you."
<<case 2>> "I hate how they make us wear these."
<<case 3>> "Call me teacher."
<<case 4>> "I've got a lot to teach you."
<</switch>>
<<else>>
<<switch random(1,4)>>
<<case 1>> "Always wanted to fuck a student."
<<case 2>> "Still going to school, I see."
<<case 3>> "Call me teacher."
<<case 4>> "I've got a lot to teach you."
<</switch>>
<</if>>
<<case "tank top">>
<<switch random(1,2)>>
<<case 1>> "Only sluts wear tank tops."
<<case 2>> "Really shows off your chest."
<</switch>>
<<case "tuxedo jacket">>
<<if $enemyanger gte 20>>
"Looks like you were on your way to somewhere fancy. You're stuck with me now."
<<elseif $player.gender_appearance is "f">>
"Trying to pass as a boy?"
<<else>>
"Classy."
<</if>>
<<case "babydoll lingerie">>
<<if $enemyanger gte 20>>
"You're really asking for it, wearing that."
<<else>>
<<switch random(1,3)>>
<<case 1>> "So sexy."
<<case 2>> "God you're hot."
<<case 3>> "You can't expect me to control myself if you dress like that."
<</switch>>
<</if>>
<<case "crop top">>
"Really shows off your nice, tight body."
<<case "tube top">>
<<switch random(1,2)>>
<<case 1>> "You're barely wearing anything."
<<case 2>> "You may as well be running around in underwear."
<</switch>>
<<case "turtleneck">>
<<if $enemyanger gte 20>>
<<switch random(1,2)>>
<<case 1>> "You look so slutty in that."
<<case 2>> "Only sluts dress like this."
<</switch>>
<<else>>
<<switch random(1,2)>>
<<case 1>> "Cute tummy."
<<case 2>> "You're so slim."
<</switch>>
<</if>>
<<case "sweater">>
<<switch random(1,2)>>
<<case 1>> "You're adorable."
<<case 2>> "Why so shy?"
<</switch>>
<<case "serafuku" "gakuran">>
<<switch random(1,3)>>
<<case 1>> "What a cute outfit."
<<case 2>> "Are you one of those anime nerds?"
<<case 3>> "Always wanted to fuck a <<girl>> in one of these."
<</switch>>
<<case "plant top">>
<<switch random(1,7)>>
<<case 1>> "How strange."
<<case 2>> "What is that?"
<<case 3>> "You look like a mermaid."
<<case 4>> "Has an odd charm."
<<case 5>> "Lost your clothes?"
<<case 6>> "That can't be hygienic."
<<case 7>> "Is that made of plants?"
<</switch>>
<<case "towel top" "large towel">>
<<switch random(1,3)>>
<<case 1>> "Were you in a hurry?"
<<case 2>> "You need to get yourself some new clothes."
<<case 3>> "Nice and easy to take off."
<</switch>>
<<default>>
<<basespeech>><<neutral 1>>
<</switch>>
<<else>>
<<basespeech>><<neutral 1>>
<</if>>
<<elseif $rng gte 61>>
<<rng>>
<<if !$worn.lower.type.includes("naked")>>
<<He>> examines your $worn.lower.name.
<<switch $worn.lower.name>>
<<case "pyjama bottoms">>
<<if $rng gte 71 and $location isnot "home">>
"Forget to dress this morning?"
<<elseif $rng gte 41>>
"How unflattering."
<<else>>
"Don't sell yourself short."
<</if>>
<<case "waist apron">>
<<switch(1,2)>>
<<case 1>> "Already dressed for service, huh?"
<<case 2>> "Cute apron."
<</switch>>
<<case "school shorts">>
<<if $player.gender_appearance is "f">>
<<switch random(1,2)>>
<<case 1>> "Aren't those for boys?"
<<case 2>> "What a tomboy you are."
<</switch>>
<<else>>
<<switch random(1,2)>>
<<case 1>> <<if $NPCList[_n].teen is 1>>"The uniform shorts fit you."<<else>>"Always wanted to fuck a school boy."<</if>>
<<case 2>> "Nice and tight."
<</switch>>
<</if>>
<<case "shorts">>
<<switch(1,2)>>
<<case 1>> "These show off your legs nicely."
<<case 2>> "Wish you were wearing something tighter."
<</switch>>
<<case "school skirt">>
<<if $player.gender_appearance is "m">>
<<if $NPCList[_n].teen is 1>>
"Do you get off on people thinking you're a girl?"
<<else>>
"Do your classmates know you're a boy?"
<</if>>
<<else>>
<<if $NPCList[_n].teen is 1>>
"The uniform skirt suits you."
<<else>>
"Always wanted to fuck a school girl."
<</if>>
<</if>>
<<case "tuxedo trousers">>
<<if $enemyanger gte 20>>
"Were you on your way to somewhere fancy? You're stuck with me now."
<<elseif $player.gender_appearance is "f">>
"Do you enjoy dressing as a boy?"
<<else>>
<<switch random(1,2)>>
<<case 1>> "Nice trousers."
<<case 2>> "I'll try not to dirty your fancy trousers too much."
<</switch>>
<</if>>
<<case "board shorts">>
<<switch(1,2)>>
<<case 1>> "I hope you enjoy your swim."
<<case 2>> "I prefer shorts to be shorter."
<</switch>>
<<case "breeches">>
"Really show off your legs."
<<case "long cut skirt" "short cut skirt" "long skirt">>
<<switch(1,2)>>
<<case 1>> "I love a skirt. So easy to pull up."
<<case 2>> "I'm glad you're wearing a skirt. Makes things easy."
<</switch>>
<<case "cycle shorts">>
<<switch random(1,5)>>
<<case 1>> "The sight of your cute bottom in those tight shorts is driving me crazy."
<<case 2>> "Those don't leave much to the imagination. I'm not complaining."
<<case 3>> "Do I see a wet patch between your legs?"
<<case 4>> "That tight fabric is so inviting."
<<case 5>> "I want to run my hands all over that."
<</switch>>
<<case "jeans">>
"They really accentuate your legs."
<<case "school trousers">>
<<if $player.gender_appearance is "f">>
"You're such a tomboy."
<<else>>
<<if $NPCList[_n].teen is 1>>
"You should wear something more revealing."
<<else>>
"Always wanted to fuck a school boy."
<</if>>
<</if>>
<<case "trousers">>
"You should wear something tighter."
<<case "miniskirt">>
<<if $enemyanger gte 20>>
"Only total sluts wear them this short."
<<else>>
<<switch random(1,2)>>
<<case 1>> "That short skirt is driving me crazy."
<<case 2>> "I like them short."
<</switch>>
<</if>>
<<case "plant skirt">>
<<switch random(1,7)>>
<<case 1>> "How strange."
<<case 2>> "What is that?"
<<case 3>> "You look like a mermaid."
<<case 4>> "Has an odd charm."
<<case 5>> "Lost your clothes?"
<<case 6>> "That can't be hygienic."
<<case 7>> "Is that made of plants?"
<</switch>>
<<case "towel skirt" "large towel bottom">>
<<switch random(1,3)>>
<<case 1>> "Were you in a hurry?"
<<case 2>> "You need to get yourself some new clothes."
<<case 3>> "Nice and easy to take off."
<</switch>>
<<default>>
<<basespeech>><<neutral 1>>
<</switch>>
<<else>>
<<basespeech>><<neutral 1>>
<</if>>
<<elseif $rng gte 41>>
<<rng>>
<<if !$worn.under_upper.type.includes("naked") and $worn.upper.exposed gte 2>>
<<He>> examines your $worn.under_upper.name.
<<switch $worn.under_upper.name>>
<<case "school swimsuit" "foreign school swimsuit">>
<<if $enemyanger gte 20>>
"I'll leave you a wet mess."
<<elseif $rng gte 51>>
<<if $NPCList[_n].teen is 1>>
"Always wanted to fuck the girls in my class in their swimsuits."
<<else>>
"Always wanted to fuck a student in one of these swimsuits."
<</if>>
<<else>>
"School swimsuits are so hot."
<</if>>
<<case "leotard" "skimpy leotard" "unitard">>
<<switch random(1,4)>>
<<case 1>> "That leotard leaves little to the imagination."
<<case 2>> "So nice and tight."
<<case 3>> "That leotard really accentuates your body."
<<case 4>> "I love athletic <<girls>>."
<</switch>>
<<case "swimsuit">>
<<if $enemyanger gte 20>>
"I'll leave you a wet mess."
<<else>>
<<switch random(1,3)>>
<<case 1>> "Always wanted to fuck a <<if $player.gender_appearance is "m">>'girl'<<else>>girl<</if>> in a swimsuit."
<<case 2>> "What a cute swimsuit."
<<case 3>> "Your swimsuit is so hot."
<</switch>>
<</if>>
<<case "bunny leotard">>
<<switch random(1,6)>>
<<case 1>> "That leotard leaves nothing to the imagination."
<<case 2>> "So nice and tight."
<<case 3>> "That leotard really accentuates your body."
<<case 4>> "Your body deserves a tip."
<<case 5>> "Are you in heat, bunnygirl?"
<<case 6>> "You look just like those in magazines."
<</switch>>
<<case "bikini top">>
<<if $rng gte 51>>
"Cute bikini."
<<else>>
<<if $NPCList[_n].penis isnot "none">>
"I bet you give people lots of awkward boners on the beach."
<<else>>
"I bet you've gotten countless pussies wet."
<</if>>
<</if>>
<<case "catgirl bra">>
<<switch random(1,2)>>
<<case 1>> "You're a cute one."
<<case 2>> "Quite the playful one, aren't you?"
<</switch>>
<<case "lace bra">>
<<switch random(1,2)>>
<<case 1>> "Sexy and tasteful."
<<case 2>> "That's pretty lewd."
<</switch>>
<<case "microkini top">>
"You're lewd indeed if you go swimming like this."
<<case "plain bra">>
"Plain, but pretty."
<<case "sports bra" "swim shirt">>
<<switch random(1,2)>>
<<case 1>> "I love sexy sportswear."
<<case 2>> "You're quite athletic, aren't you?"
<</switch>>
<<default>>
<<basespeech>><<neutral 1>>
<</switch>>
<<else>>
<<basespeech>><<neutral 1>>
<</if>>
<<elseif $rng gte 21>>
<<rng>>
<<if !$worn.under_lower.type.includes("naked") and $worn.lower.exposed gte 2>>
<<He>> examines your $worn.under_lower.name.
<<switch $worn.under_lower.name>>
<<case "plain panties">>
"Plain, but pretty."
<<case "bikini bottoms">>
<<if $rng gte 51>>
"Cute bikini."
<<else>>
<<if $NPCList[_n].penis isnot "none">>
"I bet you cause lots of awkward boners wearing this at the beach."
<<else>>
"You're making me so wet."
<</if>>
<</if>>
<<case "lace panties">>
"Lewd yet classy."
<<case "briefs">>
<<if $player.gender_appearance is "f">>
"Aren't those for boys?"
<<else>>
"I might keep these as a souvenir."
<</if>>
<<case "school swim shorts">>
<<if $player.gender_appearance is "f">>
<<switch random(1,2)>>
<<case 1>> "Did you steal those from the boy's changing room?"
<<case 2>> "Aren't those for boys? They're nice and tight still."
<</switch>>
<<else>>
<<switch random(1,2)>>
<<case 1>> "I've always wanted to fuck a school boy wearing these."
<<case 2>> "So glad they make the uniform swimsuits so tight."
<</switch>>
<</if>>
<<case "boyshorts">>
<<switch random(1,2)>>
<<case 1>> "These really show off your bottom."
<<case 2>> "So spankable."
<</switch>>
<<case "catgirl panties">>
<<switch random(1,2)>>
<<case 1>> "So cute."
<<case 2>> "How playful."
<</switch>>
<<case "G-string">>
<<switch random(1,2)>>
<<case 1>> "I love these."
<<case 2>> "They barely cover anything."
<</switch>>
<<case "crotchless panties">>
<<switch random(1,2)>>
<<case 1>> "Kinky."
<<case 2>> "Don't even need to remove them."
<</switch>>
<<case "microkini bottom">>
"You must be pretty perverted to go swimming in this."
<<case "speedo">>
<<if $player.gender_appearance is "f">>
"Aren't those for boys? Hot though."
<<else>>
"So tight."
<</if>>
<<case "striped panties">>
<<if $rng gte 100>>
"Shimapan!"
<<elseif $rng gte 51>>
"Very cute."
<<else>>
"Cute colours."
<</if>>
<<default>>
<<basespeech>><<neutral 1>>
<</switch>>
<<else>>
<<basespeech>><<neutral 1>>
<</if>>
<<elseif $rng gte 11>>
<<rng>>
<<if !$worn.face.type.includes("naked")>>
<<He>> examines your $worn.face.name.
<<if $worn.face.type.includes("glasses")>>
<<if $enemyanger gte 20>>
<<switch random(1,5)>>
<<case 1>> "I'll break those if you don't behave."
<<case 2>> "Fucking nerd."
<<case 3>> "How'd you like to have your glasses smashed?"
<<case 4>> "You must be picked on all the time with those."
<<case 5>> "How much those cost? Maybe I'll take them."
<</switch>>
<<else>>
<<switch random(1,5)>>
<<case 1>> "I love <<girls>> with glasses."
<<case 2>> "Cute glasses."
<<case 3>> "Fashionable."
<<case 4>> "They suit you."
<<case 5>> "Nice eyewear."
<</switch>>
<</if>>
<<else>>
<<basespeech>><<neutral 1>>
<</if>>
<<else>>
<<basespeech>><<neutral 1>>
<</if>>
<<else>>
<<rng>>
<<if !$worn.legs.type.includes("naked")>>
<<He>> examines your $worn.legs.name.
<<switch $worn.legs.name>>
<<case "tights">>
<<switch random(1,3)>>
<<case 1>> "Your legs look so smooth."
<<case 2>> "Makes me want to run my hands all over them."
<<case 3>> "Such a tease."
<</switch>>
<<case "boy's gym socks" "girl's gym socks">>
"Cute socks."
<<case "fishnet stockings" "fishnet tights">>
<<if $enemyanger gte 20>>
"You look like a whore."
<<else>>
"I love fishnets."
<</if>>
<<case "stockings" "garter stockings">>
"Classy."
<<case "legwarmers">>
"How cute."
<<default>>
<<basespeech>><<neutral 1>>
<</switch>>
<<else>>
<<basespeech>><<neutral 1>>
<</if>>
<</if>>
<</widget>>
<<widget "plantspeech">>
<<if $speechpenisvirgin is 1 or $speechvaginavirgin is 1>>
<<He>> grins. "Is this your first time? Lucky break!"
<<elseif $speechanusvirgin gte 1>>
<<He>> grins. "First time taking it up this hole, huh? I'll show you how great it is!"
<<elseif $speechmouthvirgin gte 1>>
<<He>> grins. "You've never used your mouth like this before, have you? I'll make it extra sweet, just for you."
<<elseif $speechkissvirgin is 1>>
<<He>> moans into your mouth. "I'll get you addicted to kissing. Or maybe you'll just be addicted to me."
<span class="pink">Sweet nectar floods your mouth, and <<he>> winks.</span>
<<nectarfed 50>>
<<elseif $speechvaginavirgin is 2 and $NPCList[0].penis isnot "none">>
<<He>> whines. "Oh, you were a virgin? Come on! I knew I should've used my dick."
<<elseif $speechpenisvirgin is 2>>
<<He>> whines. "Oh, you were a virgin? Come on! I knew I should've used my <<if $NPCList[0].vagina isnot "none">>pussy<<else>>ass<</if>>."
<<elseif $speechspray is 1>>
<<He>> yelps.
<<if $speechspraycycleplant is 1>>
"Cut that out!"
<<else>>
<<set $speechspraycycleplant to 1>>
"Agh! What is that, attack pollen? Can humans do that?!"
<</if>>
<<elseif $speechcum is 1>>
<<if $exposed gte 2 and $player.penisExist>>
<<if $semen_amount lte (($semen_volume / 24) * 6) or $orgasmcount gte 24 or $femaleclimax or _deniedOrgasm>>
<<He>> blinks. "Where's the, y'know... the cum? Is that it?"
<<elseif ["othervagina","otheranus","tentacle","tentacledeep"].includes($penisstate)>>
<<if $parasite.penis.name or _condom or $worn.genitals.name is "chastity parasite">>
<<He>> groans. "Come on, get that thing off your dick! It blocked all the cum!"
<<elseif $orgasmcurrent is 1>>
<<He>> moans. "Oh, that's the stuff. I'll milk you dry for this. Fertilise me more."
<<else>>
<<He>> moans. "I'll be the one addicted to you at this rate. Plant your seed in me."
<</if>>
<<else>>
<<switch $orgasmcurrent>>
<<case 1>>
<<He>> giggles. "I'm not the only one having fun."
<<case 2>>
<<He>> giggles. "Wow, you're like a fountain!"
<<default>>
<<He>> giggles. "I'll milk you dry, just watch me."
<</switch>>
<</if>>
<<else>>
<<if ["otherpenis","tentacle"].includes($vaginause) or ["otherpenis","tentacle"].includes($anususe)>>
<<switch $orgasmcurrent>>
<<case 1>>
<<He>> moans. "It'll be my turn soon. I'll pollinate you."
<<case 2>>
<<if $vaginause is "tentacle" or $anususe is "tentacle">>
<<He>> giggles. "Are my vines making you feel that good?"
<<else>>
<<He>> giggles. "You're so cute, making that face while I'm fucking you."
<</if>>
<<default>>
<<He>> giggles. "You won't need anyone but me soon enough!"
<</switch>>
<<else>>
<<switch $orgasmcurrent>>
<<case 1>>
<<He>> grins. "I love making humans do that."
<<case 2>>
<<He>> grins. "Now how about you make me feel good, to return the favour?"
<<default>>
<<He>> giggles. "You won't need anyone but me soon enough!"
<</switch>>
<</if>>
<</if>>
<<elseif $alarm is 1 and isLoveInterest("Eden") and $location is $forest>>
<<He>> yelps. "What are you doing, shouting for the freak? Don't you know how dangerous <<nnpc_he "Eden">> is?!"
<<set $enemytrust -= 30>>
<<elseif $speechnamedrop is 1 and _loveInterest is "Eden" and $location is "forest">>
<<He>> flinches at your words. "Oh shit, you know the <<nnpc_title "Eden">>? This is... dangerous."
<<set $enemytrust -= 20>>
<<elseif $speechnamedrop is 1 and _loveInterest is "Black Wolf" and $location is "forest">>
<<He>> grins. "The alpha won't even recognise you when I'm done with you!"
<<elseif $speechnamedrop is 1 and _loveInterest is "Alex" and $location is "moor">>
<<He>> grins. "A farmer, huh? Maybe I'll cultivate you, cow<<girl>>."
<<elseif $speechnamedrop is 1 and _loveInterest is "Great Hawk" and $location is "moor">>
<<He>> flinches at your words. "Oh shit, you know the sky terror? This is... dangerous."
<<set $enemytrust -= 20>>
<<elseif random(1,10) is 10 and $NPCList[_n].penis isnot "chest" and $NPCList[_n].location.genitals isnot "head" and $mouthstate is 0 and !$worn.face.type.includes("covered") and !$worn.face.type.includes("gag")>>
<span class="blue"><<He>> moves <<his>> lips close to yours, about to kiss.</span>
<span class="pink"><<His>> breath smells sweet.</span>
<<set $mouthuse to "kiss">><<set $mouthstate to "kissentrance">><<set $NPCList[_n].mouth to "kissentrance">><<sex 1 "mouth">><<set $mouthtarget to _n>>
<<set $NPCList[_n].location.head = "head">>
<<elseif random(1,20) is 20 and $tentacleMouth>>
<<He>> <span class="lblue">yanks the $tentacleMouth <<if $mouthstate is "tentacle" or $mouthstate is "tentacledeep">>out of<<else>>away from<</if>> your mouth</span> and
<span class="blue">moves <<his>> lips close to yours, about to kiss.</span>
<span class="pink"><<His>> breath smells sweet.</span>
<<set $mouthuse to "kiss">><<set $mouthstate to "kissentrance">><<set $NPCList[_n].mouth to "kissentrance">><<sex 1 "mouth">><<set $mouthtarget to _n>>
<<set $NPCList[_n].location.head = "head">>
<<set $tentacleMouth to "removed">>
<<elseif random(1,3) is 3>>
<<basespeech "low">>
<<else>>
<<if $speechheadsuckle is 1 or $speechmouthpenetrated is 1 or $speechvaginamouth is 1 or $speechfacesit is 1>>
<<switch $npcspeechcycle>>
<<case 0>> <<He>> coos. "Isn't it the sweetest thing you've ever tasted?"
<<case 1>> <<He>> coos. "Drink up, it's good for you!"
<<case 2>> <<He>> giggles. "You love my nectar, don't you? It's okay. Everyone does."
<<case 3>> <<He>> coos. "Just keep drinking it, until your mind goes blank."
<<case 4>> <<He>> giggles. "Wouldn't it be lovely if you got addicted, and had to spend the rest of your life here?"
<<case 5>> <<He>> <<if $NPCList[_n].lefthand is 0 or $NPCList[_n].righthand is 0>>strokes your hair<<else>>smiles at you<</if>>. "You don't need to worry. I'll take care of you."
<<default>> <<He>> giggles. "You won't be able to go back to anything else."
<</switch>>
<<elseif $speechheadsuckleclosed is 1 or $speechmouthentrance is 1 or $speechmouthimminent is 1 or ($speechheadnippleclosed is 1 and $NPCList[_n].pronoun is "f")>>
<<switch $npcspeechcycle>>
<<case 0>> <<He>> whines. "Try it, it's good!"
<<case 1>> <<He>> coos. "You'll love my nectar. Come on, just a lick."
<<case 2>> <<He>> coos. "It's delicious, I promise!"
<<case 3>> <<He>> whines. "Please? Just one lick. Just one itty-bitty drop."
<<case 4>> <<He>> huffs. "You'd love slurping down my nectar, you know."
<<case 5>> <<He>> whines. "You're supposed to get addicted! Come on, work with me!"
<<default>> <<He>> pouts. "We'd both have so much more fun if you just opened your mouth and started sucking."
<</switch>>
<<else>>
<<switch $npcspeechcycle>>
<<case 0>>
<<if $worn.upper.name is "plant top" and random(0,1) is 1>>
<<He>> examines your $worn.upper.name and beams. "We match!"
<<elseif $worn.lower.name is "plant skirt" and random(0,1) is 1>>
<<He>> examines your $worn.lower.name and beams. "We match!"
<<elseif $worn.head.name is "flower crown" and random(0,1) is 1>>
<<He>> examines your $worn.head.name and gasps. "Oh, that's so cute! I need to make one of those for myself!"
<<elseif $rng gte 51>>
<<He>> speaks. "I bet nobody in the town has vines like mine!"
<<else>>
<<He>> speaks. "All natural, baby."
<</if>>
<<case 1>>
<<if $wolfgirl gte 4 and $transformationParts.wolf.ears isnot "hidden" and $location is "forest">>
<<He>> examines your wolf ears and frowns. "Hey, are you with the... never mind."
<<elseif ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled")) and $transformationParts.bird.wings isnot "hidden" and $location is "moor">>
<<He>> examines your<<if ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled")) or ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled")) or ($fallenangel gte 2 or ($transformationParts.fallenAngel.wings isnot "hidden" and $transformationParts.fallenAngel.wings isnot "disabled"))>> bird<</if>> wings and frowns. "Hey, are you with the... never mind."
<<elseif ($cow gte 2 or $transformationParts.cow.horns is "default") and $transformationParts.cow.horns isnot "hidden" and $location is "moor">>
<<He>> examines your<<if ($demon gte 2 or $transformationParts.demon.horns is "default")>> cow<</if>> horns and smiles. "Don't worry. I won't let Remy get you."
<<elseif $rng gte 51>>
<<He>> speaks. "You deserve this. You deserve this pleasure."
<<else>>
<<He>> speaks. "We fit together perfectly!"
<</if>>
<<case 2>>
<<if $speechcoverface is 1 or $speechcoverpenis is 1 or $speechcovervagina is 1>>
<<He>> giggles. "You don't need to be shy! I'm the only one here."
<<elseif ["othervagina","otheranus","tentacle","tentacledeep"].includes($penisuse) and $orgasmcurrent gte 1>>
<<He>> moans. "You're a much better pollinator than <<if $location is "forest">>those giant wasps<<else>>the lurkers<</if>>!"
<<He>> <<if $NPCList[_n].lefthand is 0 or $NPCList[_n].righthand is 0>>scratches <<his>> head<<else>>smiles<</if>> sheepishly. "That, er, was a compliment."
<<elseif $rng gte 51>>
<<He>> whispers. "Don't you want to kiss me, lick me, taste me all over?"
<<else>>
<<He>> speaks. "This is the best, isn't it?"
<</if>>
<<case 3>>
<<if $rng gte 66>>
<<He>> grins. "A little slice of paradise, just for us."
<<elseif $rng gte 33>>
<<He>> grins. "You'll be thinking about me for days."
<<else>>
<<He>> grins. "If I had my way, you'd be here forever."
<</if>>
<<case 4>>
<<if $anususe is "tentacle" and $tentacleAnusBaby and $parasitepregdisable is "f">>
<<He>> grins. "I'll leave you with something to remember me."
<span class="purple">The $tentacleAnus pounding your <<bottom>> speeds up.</span>
<<if $NPCList[_n].penis is "anus" and $NPCList[_n].penissize gte 4 and $parasitepregdisable is "f">>
<<He>> grins. "I'll leave you with something to remember me."
<span class="purple"><<He>> thrusts faster into your <<bottom>>.</span>
<</if>>
<<elseif $noanal is 1 and $parasitepregdisable is "f">>
<<He>> pouts. "Shame you don't want it in the ass. I could've given you something to remember me by."
<<elseif $rng gte 51>>
<<He>> grins. "I just want to pollinate you."
<<else>>
<<He>> speaks. "Just let me take care of you."
<</if>>
<<case 5>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> moans. "I don't want it to end, but... I'm so close!"
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<<He>> moans. "I might not be able to go back to anyone else. Not after you."
<<else>>
<<He>> speaks. "I swear, you were made for this!"
<</if>>
<<default>>
<<if $tentacletrait is 1 and random(1,5) is 1>>
<<He>> grins. "I can see it in your eyes. You've been dying for this, haven't you?" <<He>> leans in to whisper in your ear. "Someone like me, filling your every hole with my vines.
<<if $speech_attitude is "bratty">>
Let me fulfil that wish, little <span class="lewd">witch</span>."
<<else>>
Turning you into my <span class="lewd">prey</span>."
<</if>>
<<elseif $rng gte 51>>
<<He>> speaks. "I'll keep going, and going, until you give in."
<<else>>
<<He>> giggles. "I've fucked a lot of humans. You're one of my favourites!"
<</if>>
<</switch>>
<</if>>
<</if>>
<</widget>>
<<widget "namedNpcComments">><<silently>>
<<unset _noNameComment>>
<<switch _args[0]>>
<<case "Robin">>
<<if $robinmist>>
<<set $_text_output to `<br><br>`>>
<<set $_text_output += [
`Robin is crying.`,
`Robin frantically tries to look away from you, but <<he>> doesn't stop.`,
`"I d-don't..." Robin whispers under <<his>> breath.`,
`"I love you!" Robin says, though <<hes>> not smiling.`,
`"I just need-" Robin gasps. <<He>> doesn't try to finish <<his>> sentence.`,
`Robin closes <<his>> eyes, unable to meet your gaze.`,
`Robin cries out. Tears are running down <<his>> face.`,
`Robin shakes <<his>> head and closes <<his>> eyes.`,
`"S-stop it!" Robin yells, but not at you.`,
`"I need you..." Robin says with teary eyes.`
][random(0,9)]>>
<<set $_text_output += `<<grtrauma>>`>>
<<elseif $robinMetal>>
<<set $_text_output to [
`Robin can't maintain eye contact.`,
`"Hurry," Robin whispers. "So they'll leave you alone."`,
`Robin struggles against <<his>> bindings.`,
`Robin struggles against the metal tentacles holding <<him>>. They don't budge.`,
`"Please," Robin whimpers.`,
`Robin stifles a sob.`,
`"I'm sorry," Robin hiccups.`,
`"They did something to me," Robin says shamefully. "I feel... numb."`,
`"I'm sorry it's taking so long," Robin mutters.`,
`"They're using me against you," Robin sobs.`
][random(0,9)]>>
<<elseif ($speechpenisvirgin is 1 and $player.virginity.penile is _args[0]) or ($speechvaginavirgin is 1 and $player.virginity.vaginal is _args[0])>>
<<set $_text_output to `<<He>> gasps. "You saved yourself for me. I don't deserve something so special. Thank you." Tears roll down <<his>> cheeks.`>>
<<elseif $speechanusvirgin is 1 and $player.virginity.anal is _args[0]>>
<<set $_text_output to `<<He>> gasps. "This is so naughty!"`>>
<<elseif $speechmouthvirgin is 1 and $player.virginity.oral is _args[0]>>
<<set $_text_output to `<<He>> gasps. "You're making me feel funny down there."`>>
<<elseif $speechnamedrop is 1>>
<<set $speechnamedrop to 0>>
<<set $_text_output to `<<He>> speaks. "So you're a cheater in more ways than one. (This line is a placeholder and should be unobtainable.)"`>>
<<elseif $speechsextoy is 1>>
<<set $speechsextoy to 0>>
<<set $_sexToy to ($rightarm is "heldSexToy" and $leftarm is "heldSexToy" ? "sex toys" : "sex toy")>>
<<if C.npc.Robin.dom gte 70>>
<<set $_text_output to `<<He>> looks at your $_sexToy and giggles. "` + [`I've wanted to do this with you for a while.`, `This is so dirty... keep going.`][random(0,1)] + `"`>>
<<elseif C.npc.Robin.dom lte 30>>
<<set $_text_output to `<<He>> looks at your $_sexToy and blushes. "` + [`Woah! Don't you feel embarrassed?`, `Just take it slow, okay?`][random(0,1)] + `"`>>
<<else>>
<<set $_text_output to `<<He>> looks at your $_sexToy and giggles. "` + [`I can't believe you're touching that.`, `This is so dirty... keep going.`][random(0,1)] + `"`>>
<</if>>
<<elseif $speechaskrough is 1>>
<<set $_text_output to `<<He>> speaks. "You want me to be more rough? I'm sorry, I'm already being as rough as I can."`>>
<<elseif $speechvaginapenetrated is 1 or $speechvagina is 1>>
<<set $speechvaginapenetrated to 0>>
<<set $speechvagina to 0>>
<<if $dpctext is 1>>
<<set $_text_output to `<<He>> starts whispering under their breath "Up, up, down, down, left, right, left, right, B, A, Start."`>>
<<else>>
<<set $_text_output to ` `>>
<</if>>
<<else>>
<<set $_text_output to ` `>>
<</if>>
<<case "Kylar">>
<<set _kylar to statusCheck("Kylar")>>
<<if ($speechpenisvirgin is 1 and $player.virginity.penile is _args[0]) or ($speechvaginavirgin is 1 and $player.virginity.vaginal is _args[0])>>
<<set $_text_output to `<<He>> gasps. "You were a virgin too," <<he>> says. "We were meant for each other."`>>
<<elseif $speechanusvirgin is 1 and $player.virginity.anal is _args[0]>>
<<if $player.vaginaExist and $pregnancyspeechdisable is "f">>
<<set $_text_output to `<<He>> gasps. "We can't make babies this way, but I just couldn't resist you."`>>
<<elseif !$player.vaginaExist and _kylar.gender is "m" and knowsAboutAnyPregnancy("pc","Kylar") and $pregnancyspeechdisable is "f">>
<<set $_text_output to `<<He>> gasps. "Is this how you got pregnant before? But you were still a virgin!"`>>
<<else>>
<<set $_text_output to `<<He>> gasps. "Every part of you, the deepest part of you. I wanna feel it all!"`>>
<</if>>
<<elseif $speechmouthvirgin is 1 and $player.virginity.oral is _args[0]>>
<<set $_text_output to `<<He>> gasps. "Finally, you're kissing the most intimate part of me. Just like in my dreams!"`>>
<<elseif $speechkissvirgin is 1 and $player.virginity.kiss is _args[0]>>
<<set $_text_output to `<<He>> gasps. "Iloveyouiloveyouiloveyou!!!"`>>
<<set $kylarSeen.pushUnique("saidLove")>>
<<elseif $speechcrossdressaroused is 1 and $pregnancyspeechdisable is "f">>
<<if _kylar.gender is "h">>
<<set $_text_output to `<<He>> gasps. "Oh. I thought you were..." <<He>> shakes <<his>> head with a grin. "Oh well! We can still make a family together...!"`>>
<<elseif $player.penisExist>>
<<set $_text_output to `<<He>> gasps. "You can make me pregnant. I'd given up on making a family, but..." <<He>> starts to cry. "You can make me pregnant...!"`>>
<<else>>
<<set $_text_output to `<<He>> gasps. "I can make you pregnant. I'd given up on making a family, but..." <<He>> starts to cry. "I can make you pregnant...!"`>>
<</if>>
<<elseif $speechcrossdressdisappointed is 1>>
<<if !$player.vaginaExist and knowsAboutAnyPregnancy("pc","Kylar")>>
<<set $_text_output to `<<He>> sighs. "Oh. I thought you were..." <<He>> suddenly looks excited. "But weren't you pregnant before? Hmm, there's still a chance then."`>>
<<else>>
<<set $_text_output to `<<He>> sighs. "Oh. I thought you were..." <<He>> shakes <<his>> head. "I-it's okay. We can always adopt."`>>
<</if>>
<<elseif $speechhermaroused is 1>>
<<if _kylar.gender is "h" and $pregnancyspeechdisable is "f">>
<<set $_text_output to `<<He>> gasps. "You have both...? Just like me...? We could make so many children...perfection..."`>>
<<else>>
<<set $_text_output to `<<He>> gasps. "You have both...? I didn't think you could get any more perfect..."`>>
<</if>>
<<elseif $speechnamedrop is 1>>
<<set $speechnamedrop to 0>>
<<if _loveInterest is "Black Wolf" or _loveInterest is "Great Hawk">>
<<set $_text_output to `<<His>> eyes narrow. "I can be an animal, too. Watch!"`>>
<<elseif random(1, 100) lte 50>>
<<switch _loveInterest>>
<<case "Robin">>
<<set $_text_output to `<<He>> growls. "Robin can't take care of you like I can!"`>>
<<case "Whitney">>
<<set $_text_output to `<<He>> freezes. "W... Whitney can't stop me!"`>>
<<case "Sydney">>
<<set $_text_output to `<<He>> growls. "Sydney doesn't know you like I do!"`>>
<<set $kylarSeen.pushUnique("sydneyWriting")>>
<<default>>
<<set $_text_output to `<<He>> freezes. "Who... are you talking about...?"`>>
<</switch>>
<<else>>
<<set $_text_output to `<<He>> freezes. "You don't need them! You only need me!"`>>
<</if>>
<<set $_text_output += "<<npcincr Kylar rage 10>><<ggksuspicion>>">>
<<elseif $speechsextoy is 1>>
<<set $speechsextoy to 0>>
<<set $_sexToy to ($rightarm is "heldSexToy" and $leftarm is "heldSexToy" ? "sex toys" : "sex toy")>>
<<if !$player.penisExist and $NPCList[0].vagina isnot "none" and random(0,2) isnot 0>>
<<set $_text_output to `<<He>> looks at your $_sexToy and speaks. "` + [`U-use it. Please, use me, use it.`, `It's a sign of our love, right?`][random(0,1)] + `"`>>
<<elseif $player.penisExist or $NPCList[0].penis isnot "none" and random(0,2) isnot 0>>
<<set $_text_output to `<<He>> looks at your $_sexToy and speaks. "` + [`What... am I doing wrong...?`, `If it makes you happy, my love, but...`][random(0,1)] + `"`>>
<<else>>
<<set $_text_output to `<<He>> looks at your $_sexToy and pouts. "Am I not good enough for you?"`>>
<</if>>
<<elseif _silent isnot 1>>
<<set $kylarsexcycle to $kylarsexcycle or 0>>
<<switch $kylarsexcycle>>
<<case 0>>
<<if $pregnancyspeechdisable is "f" and (playerCanBreedWith("Kylar") or (!$genderknown.includes("Kylar") and $player.gender_appearance is "f"))>>
<<set $_text_output to `<<He>> whispers into your ear. "We're going to make lots of babies."`>>
<<else>>
<<set $_text_output to `"We're going to adopt lots of babies," <<he>> says.`>>
<</if>>
<<case 1>>
<<set $_text_output to `"You'll be the best ${$player.gender_appearance is "m" ? "daddy" : "mummy"} ever," <<he>> says.`>>
<<case 2>>
<<set $_text_output to `"You're so naughty," <<he>> says. "We're not even married yet!"`>>
<<case 3>>
<<set $_text_output to `"I want you to wear me out," <<he>> says, "and then keep going."`>>
<<case 4>>
<<set $_text_output to `"I'm going to do this again and again until you forget about every other ${$pronoun is "m" ? "bastard" : "whore"} who's looked at you," <<he>> says.`>>
<<case 5>>
<<set $_text_output to `"I'll be the only one you ever think about," <<he>> says.`>>
<<case 6>>
<<set $_text_output to `"Everyone is bad," <<he>> says. "Except you. You're perfect."`>>
<<case 7>>
<<set $_text_output to `"I feel safe like this," <<he>> says. "I never want it to end."`>>
<<case 8>>
<<set $_text_output to `"I l-love you," <<he>> says.`>>
<<set $kylarSeen.pushUnique("saidLove")>>
<<default>>
<<set $_text_output to `"You're so lewd and naughty and all mine," <<he>> says.`>>
<</switch>>
<<set $kylarsexcycle to ($kylarsexcycle + 1) % 10>> <!-- increase by one, and reset to 0 if it hits 10 -->
<<else>>
<<set $_text_output to ` `>>
<</if>>
<<case "Eden">>
<<if ($speechpenisvirgin is 1 and $player.virginity.penile is _args[0]) or ($speechvaginavirgin is 1 and $player.virginity.vaginal is _args[0])>>
<<set $_text_output to `<<He>> speaks. "I felt your virginity. I couldn't help it. I needed to take you."`>>
<<elseif $speechanusvirgin is 1 and $player.virginity.anal is _args[0]>>
<<set $_text_output to `<<He>> speaks. "I know this hurts now, but you'll get used to it soon."`>>
<<elseif $speechmouthvirgin is 1 and $player.virginity.oral is _args[0]>>
<<set $_text_output to `<<He>> speaks. "Damn, you feel great. We're definitely doing this more often."`>>
<<elseif $speechkissvirgin is 1 and $player.virginity.kiss is _args[0]>>
<<set $_text_output to `<<He>> speaks. "How was that? I'm not done, though."`>>
<<elseif $speechnamedrop is 1>>
<<set $speechnamedrop to 0>>
<<switch _loveInterest>>
<<case "Black Wolf" "Great Hawk">>
<<set $_text_output to `<<He>> speaks. "That thing will tear you apart the first chance it gets! Stay away from it."`>>
<<default>>
<<set $_text_output to `<<He>> speaks. "Whoever that is, forget them." <<He>> sounds hurt.`>>
<</switch>>
<<elseif $speechsextoy is 1>>
<<set $speechsextoy to 0>>
<<set $_sexToy to ($rightarm is "heldSexToy" and $leftarm is "heldSexToy" ? "sex toys" : "sex toy")>>
<<set $_text_output to `Eden looks at your $_sexToy. "Toys like that aren't necessary," <<he>> says. "They might even get in the way."`>>
<</if>>
<<if $daily.eden.huntCaught gte 1>>
<<switch $daily.eden.huntCaught>>
<<case 1>> <<set $_text_output to `"How dare they touch you?" Eden growls.`>>
<<case 2>> <<set $_text_output to `"You belong to me," Eden snaps.`>>
<<case 3>> <<set $_text_output to `"You're mine." Eden says. "Only mine."`>>
<<case 4>> <<set $_text_output to `"I'm the only one who's allowed to do this to you," Eden says.`>>
<<case 5>> <<set $_text_output to `"If anyone else lays their hands on you," Eden says, "they're dead."`>>
<<case 6>> <<set $_text_output to `"Only I can touch you like this," Eden seethes.`>>
<<case 7>> <<set $_text_output to `"Say it," Eden growls. "Tell me that you're mine."`>>
<<case 8>> <<set $_text_output to `"You're my possession." Eden says. "Mine alone."`>>
<<case 9>> <<set $_text_output to `"Don't forget who you belong to," Eden says.`>>
<<case 10>> <<set $_text_output to `"I own every single part of you," Eden growls.`>>
<</switch>>
<<set $daily.eden.huntCaught to ($daily.eden.huntCaught + 1) % 10>>
<</if>>
<<if $daily.eden.robinCrash gte 1>>
<<switch $daily.eden.robinCrash>>
<<case 1>> <<set $_text_output to `"<<nnpc_He "Robin">> can't protect you," Eden snarls.`>>
<<case 2>> <<set $_text_output to `"Only I can," Eden says.`>>
<<case 3>> <<set $_text_output to `"I'm the one who provides for you," Eden says.`>>
<<case 4>> <<set $_text_output to `"I'm the one who cares for you," Eden shouts.`>>
<<case 5>> <<set $_text_output to `"<<nnpc_He "Robin">> didn't rescue you from the town," Eden sneers, "I did."`>>
<<case 6>> <<set $_text_output to `"You're the only one I need," Eden says.`>>
<<case 7>> <<set $_text_output to `"And I'm the only one you need," Eden says.`>>
<<case 8>> <<set $_text_output to `"Everyone else is just noise," Eden says.`>>
<<case 9>> <<set $_text_output to `"I'm never going to let you go," Eden says.`>>
<<case 10>> <<set $_text_output to `"You belong to me and only me," Eden growls. "I'll make sure you forget about everyone else. "`>>
<</switch>>
<<set $daily.eden.robinCrash to ($daily.eden.robinCrash + 1) % 10>>
<</if>>
<<case "Whitney">>
<<if ($speechpenisvirgin is 1 and $player.virginity.penile is _args[0]) or ($speechvaginavirgin is 1 and $player.virginity.vaginal is _args[0])>>
<<set $_text_output to `<<He>> laughs. "No one can call you a virgin after this. You're my dirty slut now."`>>
<<elseif $speechanusvirgin is 1 and $player.virginity.anal is _args[0]>>
<<set $_text_output to `<<He>> laughs. "Was this off limits? I want to hear you squeal, bitch!"`>>
<<elseif $speechmouthvirgin is 1 and $player.virginity.oral is _args[0]>>
<<set $_text_output to `<<He>> laughs. "I bet you'll get addicted in no time!"`>>
<<elseif $speechkissvirgin is 1 and $player.virginity.kiss is _args[0]>>
<<set $_text_output to `<<He>> laughs. "Why are you looking at me like that? I can't be your first, slut."`>>
<<elseif $speechnamedrop is 1>>
<<set $speechnamedrop to 0>>
<<if _loveInterest is "Black Wolf">>
<<set $_text_output to `<<He>> laughs. "` + [`Did you just admit to fucking a dog? You're making this too easy.`, `I think I need to remind you whose bitch you actually are.`][random(0,1)] + `"`>>
<<elseif _loveInterest is "Great Hawk">>
<<set $_text_output to `<<He>> laughs. "` + [`Did you just admit to fucking a bird? You're making this too easy.`, `You can't fly away. Not from me.`][random(0,1)] + `"`>>
<<elseif random(1, 2) lte 1>>
<<switch _loveInterest>>
<<case "Robin">>
<<set $_text_output to `<<He>> laughs. "You've fallen for that weak little shit? I guess I know who to visit next."`>>
<<case "Kylar">>
<<set $_text_output to `<<He>> scowls. "I should've known you'd fall for that freak."`>>
<<case "Sydney">>
<<set $_text_output to `<<He>> laughs. "Two book criminals, sitting in a tree. Adorable."`>>
<<default>>
<<set $_text_output to `<<He>> scowls. "Let me remind you why you don't have a choice."`>>
<</switch>>
<<else>>
<<set $_text_output to `<<He>> laughs. "I don't care about your little crush. You belong to me."`>>
<</if>>
<<elseif $speechsextoy is 1>>
<<set $speechsextoy to 0>>
<<set $_sexToy to ($rightarm is "heldSexToy" and $leftarm is "heldSexToy" ? "sex toys" : "sex toy")>>
<<set $_text_output to `<<He>> looks at your $_sexToy and grins. "` + [`Good slut.`, `I knew you were a dirty slut.`, `Don't get any bright ideas.`, `What's wrong, is your slutty mouth getting tired?`][random(0,3)] + `"`>>
<<elseif $clothesspeech is 1 and $whitneycollar is 1>>
<<if $worn.neck.name.includes("Whitney's collar")>> /*Collared*/
<<if $worn.genitals.origin is "Whitney">> /*Collared and caged */
<<set $_text_output to `"Remember who owns you," <<He>> smirks, "sluts like you get locked and marked for their own good."`>>
<<else>> /*just collared */
<<set $_text_output to '<<He>> smirks. "You look so cute below me all begging."'>>
<</if>>
<<elseif $worn.neck.name isnot "naked">> /*wearing something else*/
<<set $_text_output to `"What a bad little slut," <<He>> tuts, "Where is your collar? Tsk."`>>
<<else>> /*wearing nothing*/
<<set $_text_output to `<<He>> traces your collarbone, "I should put your collar back on, ${
["Can't trust you walking around unmarked.","Everyone should know you are mine."][random(0,2)]
}"`>>
<</if>>
<<elseif $speechchastity is 1>>
<<if $worn.genitals.name is "chastity parasite">>
<<set $_text_output to [`<<He>> laughs. "You always get a slutty look on your face when I squeeze this."`, `<<He>> raises an eyebrow. "That good?"`, `<<He>> raises an eyebrow. "Horny slut."`][random(0, 2)]>>
<<elseif $worn.genitals.origin is "Whitney">>
<<if $rng gte 85 and $player.gender_appearance is "f" and $player.penissize lt 0>>
<<set $_text_output to `<<He>> smirks. "You look so cute with your tiny${$player.virginity.penile is true ? " virgin" : " useless"} penis all locked up." <<insecurity "penis_small" 4>><<ginsecurity "penis_small">>`>>
<<elseif $rng gte 60>>
<<if playerBellyVisible() and random(0, 100) gte 50>>
<<set $_text_output to `"Good slut." <<He>> smirks. "You clearly don't need to be unlocked when you've obviously been having a lot of fun without it."`>>
<<elseif ((!playerBellyVisible() and knowsAboutAnyPregnancy("pc", "Whitney")) or $pregnancyspeechdisable isnot "f") and random(0, 100) gte 50>>
<<set $_text_output to `"Good slut." <<He>> smirks. "Don't worry, you'll still be my slut even when you get ${$pregnancyspeechdisable is "f" ? "knocked" : "fucked"} up."`>>
<<elseif C.npc.Whitney.vagina isnot "none" and $whitneyromance and $pregnancyspeechdisable is "f" and !npcIsPregnant("Whitney")>>
<<set $_text_output to `"Good slut." <<He>> smirks. "Maybe I'll unlock you in the future, whenever I'm ready to have my own."`>>
<<else>>
<<set $_text_output to `"Good slut." <<He>> smirks. "Not like you need that thing to have fun."`>>
<</if>>
<<else>>
<<set $_text_output to `"Good slut." <<He>> smirks. "${
["Can't trust a slut like you to run around without being locked up.", "I hope it's getting you all hot and bothered.", "If only these things were indestructible."][random(0,2)]
}"`>>
<</if>>
<</if>>
<</if>>
<<case "Avery">>
<<if ($speechpenisvirgin is 1 and $player.virginity.penile is _args[0]) or ($speechvaginavirgin is 1 and $player.virginity.vaginal is _args[0])>>
<<set $_text_output to `<<He>> laughs. "How splendid. Your virginity is a wonderful gift."`>>
<<elseif $speechanusvirgin is 1 and $player.virginity.anal is _args[0]>>
<<set $_text_output to `<<He>> laughs. "This may hurt a bit, but you'll feel good soon. Trust me."`>>
<<elseif $speechmouthvirgin is 1 and $player.virginity.oral is _args[0]>>
<<set $_text_output to `<<He>> laughs. "Have you never done this before? Don't worry. I'll teach you."`>>
<<elseif $speechkissvirgin is 1 and $player.virginity.kiss is _args[0]>>
<<set $_text_output to `<<He>> laughs. "I hope you enjoyed it as much as I did."`>>
<<elseif $speechnamedrop is 1>>
<<set $speechnamedrop to 0>>
<<switch _loveInterest>>
<<case "Robin">>
<<set $_text_output to `<<His>> face darkens. "The little brat I keep seeing you with? I should've known."`>>
<<case "Black Wolf" "Great Hawk">>
<<set $_text_output to `<<His>> face darkens. "I don't pay you to let a filthy animal have its way with you."`>>
<<default>>
<<set $_text_output to `<<He>> wordlessly eyes you with contempt.`>>
<</switch>>
<<elseif $speechanuspenetrated is 1>>
<<set $speechanuspenetrated to 0>>
<<set $_text_ouput to `<<He>> laughs. "You're worth every penny and more, let me spoil you with something else."`>>
<<elseif $speechsextoy is 1>>
<<set $speechsextoy to 0>>
<<set $_sexToy to ($rightarm is "heldSexToy" and $leftarm is "heldSexToy" ? "sex toys" : "sex toy")>>
<<if C.npc.Avery.rage gte 60>>
<<set $_text_output to `<<He>> looks at your $_sexToy and speaks. "` + [`Well, this is a nice change of pace.`, `Everyone has their tools of the trade.`][random(0,1)] + `"`>>
<<else>>
<<set $_text_output to `<<He>> looks at your $_sexToy and speaks. "` + [`Oh, no. I'm paying you too much for this.`, `You put that back this instant.`][random(0,1)] + `"`>>
<<set $enemyanger += 50>><<set $enemytrust -= 50>>
<</if>>
<</if>>
<<case "Alex">>
<<if ($speechpenisvirgin is 1 and $player.virginity.penile is _args[0]) or ($speechvaginavirgin is 1 and $player.virginity.vaginal is _args[0])>>
<<set $_text_output to `<<He>> smiles. "Your first time? I'll work extra hard to make it memorable."`>>
<<elseif $speechanusvirgin is 1 and $player.virginity.anal is _args[0]>>
<<set $_text_output to `<<He>> smiles. "It's tight. I won't tell anyone you let me fuck your bottom."`>>
<<elseif $speechmouthvirgin is 1 and $player.virginity.oral is _args[0]>>
<<set $_text_output to `<<He>> smiles. "You haven't used your mouth like this before, have you? Just keep your chompers away."`>>
<<elseif $speechkissvirgin is 1 and $player.virginity.kiss is _args[0]>>
<<set $_text_output to `<<He>> smiles. "Town <<girls>> are so cute."`>>
<<elseif $speechnamedrop is 1>>
<<set $speechnamedrop to 0>>
<<if $alex_countdown is undefined and $farm_stage gte 7>>
<<switch _loveInterest>>
<<case "Black Wolf">>
<<set $_text_output to `<<He>> deflates. "You're two-timing me with an animal? I need another drink..."`>>
<<case "Great Hawk">>
<<set $_text_output to `<<He>> glares. "Did your brain get pecked in the moor? Stay out of there."`>>
<<default>>
<<set $_text_output to `<<He>> glares. "You're two-timing me?"`>>
<</switch>>
<<else>>
<<switch _loveInterest>>
<<case "Black Wolf" "Great Hawk">>
<<set $_text_output to `"I think I had one too many," <<he>> says. "You're speaking nonsense."`>>
<<default>>
<<set $_text_output to `"I think I had one too many," <<he>> says, holding <<his>> forehead.`>>
<</switch>>
<</if>>
<<elseif $speechsextoy is 1>>
<<set $speechsextoy to 0>>
<<set $_sexToy to ($rightarm is "heldSexToy" and $leftarm is "heldSexToy" ? "sex toys" : "sex toy")>>
<<if C.npc.Alex.dom gte 30>>
<<set $_text_output to `<<He>> looks at your $_sexToy and grins. "` + [`Now we're getting somewhere.`, `Cute toy. You better know how to use it.`, `Is that the best thing town has to offer?`][random(0,2)] + `"`>>
<<elseif C.npc.Alex.dom lte -30>>
<<set $_text_output to `<<He>> looks at your $_sexToy and hesitates. "` + [`All right. I trust your judgement.`, `Hope you know how to use that thing.`, `You always know just how to have a good time.`][random(0,2)] + `"`>>
<<else>>
<<set $_text_output to `<<He>> looks at your $_sexToy and smiles. "` + [`I like where your head's at.`, `Looks like we're in for a wild ride.`, `So this is what sells in town.`][random(0,2)] + `"`>>
<</if>>
<</if>>
<<case "Leighton">>
<<if ($speechpenisvirgin is 1 and $player.virginity.penile is _args[0]) or ($speechvaginavirgin is 1 and $player.virginity.vaginal is _args[0])>>
<<set $_text_output to `<<He>> smirks. "Far from satisfactory. Come see me again for further improvement."`>>
<<elseif $speechanusvirgin is 1 and $player.virginity.anal is _args[0]>>
<<set $_text_output to `<<He>> smirks. "You'll need plenty of training."`>>
<<elseif $speechmouthvirgin is 1 and $player.virginity.oral is _args[0]>>
<<set $_text_output to `<<He>> smirks. "You lack skill... For now."`>>
<<elseif $speechkissvirgin is 1 and $player.virginity.kiss is _args[0]>>
<<set $_text_output to `<<He>> smirks. "Not terrible for a first time."`>>
<<elseif $speechnamedrop is 1>>
<<set $speechnamedrop to 0>>
<<switch _loveInterest>>
<<case "Robin">>
<<set $_text_output to `<<He>> smirks. "Another student? Perhaps I should invite <<nnpc_him "Robin">> to my office."`>>
<<case "Kylar">>
<<set $_text_output to `<<He>> frowns. "Kylar? That explains a lot of things."`>>
<<case "Whitney">>
<<set $_text_output to `<<He>> frowns. "You and that delinquent? I'm not surprised."`>>
<<case "Sydney">>
<<if $sydneySeen.includes("spank")>>
<<set $_text_output to `<<He>> smirks. "Sydney? We could do <<nnpc_his "Sydney">> punishment in my office next time."`>>
<<else>>
<<set $_text_output to `<<He>> smirks. "Sydney? I plan to have <<nnpc_him "Sydney">> in my office soon."`>>
<</if>>
<<case "Black Wolf" "Great Hawk">>
<<set $_text_output to `<<He>> frowns. "An animal? This requires extra discipline."`>>
<<default>>
<<set $_text_output to `<<He>> smirks. "I'm not familiar. This is a private matter, anyway."`>>
<</switch>>
<<elseif $speechhit is 1>>
<<set $speechhit to 0>>
<<set $_text_output to `<<He>> Laughs out loud. "Maybe now you'll finally listen and behave!"`>>
<<elseif $speechmouthpenetrated is 1>>
<<set $speechmouthpenetrated to 0>>
<<set $_text_output to `"You've been a good <<girl>> so here's your reward," <<He>> smiles.`>>
<<elseif $speechsextoy is 1>>
<<set $speechsextoy to 0>>
<<set $_sexToy to ($rightarm is "heldSexToy" and $leftarm is "heldSexToy" ? "sex toys" : "sex toy")>>
<<set $_text_output to `<<He>> looks at your $_sexToy and smirks. "I can teach you a thing or two with that."`>>
<</if>>
<<case "Harper">>
<<if $speechpenisvirgin is 1 and $player.virginity.penile is _args[0]>>
<<set $_text_output to `<<He>> smiles. "Hold still. I need to check your blood pressure."`>>
<<elseif ($speechvaginavirgin is 1 and $player.virginity.vaginal is _args[0])>>
<<set $_text_output to `<<He>> smiles. "This will only hurt a bit."`>>
<<elseif $speechanusvirgin is 1 and $player.virginity.anal is _args[0]>>
<<if $player.gender is "f">>
<<set $_text_output to `<<He>> smiles. "I'm going to administer a suppository. Please, try to relax."`>>
<<else>>
<<set $_text_output to `<<He>> smiles. "You're overdue for a prostate examination. Please, try to relax."`>>
<</if>>
<<elseif $speechmouthvirgin is 1 and $player.virginity.oral is _args[0]>>
<<set $_text_output to `<<He>> smiles. "Say 'Ahh'..."`>>
<<elseif $speechkissvirgin is 1 and $player.virginity.kiss is _args[0]>>
<<set $_text_output to `<<He>> smiles. "How's my bedside manner?"`>>
<</if>>
<<case "Morgan">>
<<if $possessed>>
<<switch random(1,10)>>
<<case 1>>
<<set $_text_output to `<<He>> roars. "I won't let you hurt <<phim>>!"`>>
<<case 2>>
<<set $_text_output to `<<He>> pleads. "Fight it, <<charles>>! Fight back!"`>>
<<case 3>>
<<set $_text_output to `<<He>> spits. "Return to mist!"`>>
<<case 4>>
<<set $_text_output to `<<He>> scowls. "Get out of here. Get out of <<phim>>!"`>>
<<case 5>>
<<set $_text_output to `<<He>> scowls. "I can see you falling apart."`>>
<<case 6>>
<<set $_text_output to `<<He>> hisses. "Don't make me repeat myself."`>>
<<case 7>>
<<set $_text_output to `<<He>> screeches incoherently.`>>
<<case 8>>
<<set $_text_output to `<<He>> meets your eye and nods reassuringly.`>>
<<case 9>>
<<set $_text_output to `<<He>> babbles under <<his>> breath.`>>
<<case 10>>
<<set $_text_output to `<<He>> shakes <<his>> head. "You'll fall. You'll fall, and you won't get back up."`>>
<</switch>>
<<elseif ($speechpenisvirgin is 1 and $player.virginity.penile is _args[0]) or ($speechvaginavirgin is 1 and $player.virginity.vaginal is _args[0])>>
<<set $_text_output to `<<He>> smiles. "This feels like your first time again. How did you do that <<charles>>?"`>>
<<elseif $speechanusvirgin is 1 and $player.virginity.anal is _args[0]>>
<<set $_text_output to `<<He>> smiles. "<<charles>>, I got to pop your other cherry too! Isn't it wonderful?"`>>
<<elseif $speechmouthvirgin is 1 and $player.virginity.oral is _args[0]>>
<<set $_text_output to `<<He>> smiles. "Did you forget how to do this?"`>>
<<elseif $speechkissvirgin is 1 and $player.virginity.kiss is _args[0]>>
<<set $_text_output to `<<He>> smiles. "Don't you remember my taste?"`>>
<<elseif $speechnamedrop is 1>>
<<set $speechnamedrop to 0>>
<<switch _loveInterest>>
<<default>>
<<set $_text_output to `<<He>> snarls. "<<charles>>, you belong to <<mummy>>!"`>>
<</switch>>
<<elseif ($NPCList[_n].vagina is "feet" or $NPCList[_n].penis is "feet") and random(1, 10) is 1 and $footdisable is "f">>
<<set $_text_output to `<<He>> moans. "Oh, <<charles>>, your feet...!"`>> /* I hate you I hate you I hate you */
<<elseif $speechsextoy is 1>>
<<set $speechsextoy to 0>>
<<set $_sexToy to ($rightarm is "heldSexToy" and $leftarm is "heldSexToy" ? "sex toys" : "sex toy")>>
<<set $_text_output to `<<He>> looks at your $_sexToy and speaks. "<<charles>>, what is that?"`>>
<</if>>
<<case "Zephyr">>
<<if $possessed>>
<<if $control gte $controlmax>>
<<set $_text_output to `<<He>> scoffs. "Now leave, and leave <<phim>> be."`>>
<<elseif $npcspeechcycle is 0>>
<<set $_text_output to `<<He>> raises <<his>> telescope to <<his>> eye for a moment, before putting it away.`>>
<<else>>
<<set $_text_output to `<<He>> stares you down, silent.`>>
<</if>>
<</if>>
<<case "Bailey">>
<<set $_stringsPre to ($enemyanger lte 60 ? "<<He>> snickers. ":"<<He>> snarls. ")>>
<<if ($speechpenisvirgin is 1 and $player.virginity.penile is _args[0]) or ($speechvaginavirgin is 1 and $player.virginity.vaginal is _args[0])>>
<<set $_text_output to $_stringsPre + `"Fuck. Your value just depreciated a little."`>>
<<elseif $speechanusvirgin is 1 and $player.virginity.anal is _args[0]>>
<<set $_text_output to $_stringsPre + `"You should be putting out more if you're this tight. What do you think you're good for?"`>>
<<elseif $speechmouthvirgin is 1 and $player.virginity.oral is _args[0]>>
<<set $_text_output to $_stringsPre + `"Don't get any funny ideas. Just take it."`>>
<<elseif $speechkissvirgin is 1 and $player.virginity.kiss is _args[0]>>
<<set $_text_output to $_stringsPre + `"Surprised are you? You'll learn to kiss better soon."`>>
<<elseif $speechnamedrop is 1>>
<<set $speechnamedrop to 0>>
<<switch _loveInterest>>
<<case "Robin">>
<<set $_text_output to $_stringsPre + `"That worthless brat can't save you."`>>
<<case "Black Wolf" "Great Hawk">>
<<set $_text_output to $_stringsPre + `"People would pay extra to see you ${$player.penisExist ? "fuck" : "get fucked by"} some beast."`>>
<<default>>
<<set $_text_output to $_stringsPre + `"If <<nnpc_he _loveInterest>> cared about you, <<nnpc_he _loveInterest>> would pay for you."`>>
<</switch>>
<<elseif $speechcum is 1>>
<<set $_strings to [`"I hope you appreciate that."`,`"Just something to remember me by."`,`"We'll call that your going away gift."`]>>
<<set $_text_output to $_stringsPre + $_strings[random(0, $_strings.length - 1)]>>
<<elseif $arousal gte 9500>>
<<set $_strings to [`"Nice look. Some people would pay big to see you hot and bothered like this."`,`"Should've brought a camera. Your profile would look great with this expression."`]>>
<<set $_text_output to $_stringsPre + $_strings[random(0, $_strings.length - 1)]>>
<<elseif $enemyanger lte 60>>
<<if $rng gte 80>>
<<set $_options to ["default"]>>
<<if $hairlength gte 600>>
<<run $_options.push("hair")>>
<</if>>
<<if $player.breastsize gte 6 or $player.penissize gte 4>>
<<run $_options.push("cow")>>
<</if>>
<<if $athletics gte 750 or currentSkillValue('physique') gte $physiquesize * 0.75>>
<<run $_options.push("healthy")>>
<</if>>
<<switch $_options[random(0, $_options.length - 1)]>>
<<case "hair">><<set $_text_output to $_stringsPre + `"Kept your hair long? I know someone who will like that."`>>
<<case "cow">><<set $_text_output to $_stringsPre + `"Cows fetch a high price these days, you know."`>>
<<case "healthy">><<set $_text_output to $_stringsPre + `"You're strong. Good. Some people pay for the fight."`>>
<<case "default">><<set $_text_output to $_stringsPre + `"Don't make this harder than it needs to be."`>>
<</switch>>
<<elseif $rng gte 60>>
<<set $_text_output to $_stringsPre + `"You're so valuable!"`>>
<<elseif $rng gte 40>>
<<set $_text_output to $_stringsPre + `"Just relax. I'll handle everything like always."`>>
<<elseif $rng gte 20>>
<<set $_text_output to $_stringsPre + `"You were always the best looking little ` + ["bastard","shit","<<bitch>>"][random(0,2)] + `."`>>
<<else>>
<<set $_text_output to $_stringsPre + `"It's easier this way. Trust me."`>>
<</if>>
<<else>>
<<if $rng gte 90 and $enemyanger lte 70>>
<<set $_text_output to $_stringsPre + `"Maybe I should inspect you before we go."`>>
<<else>>
<<set $_strings to [`Why do you shits have to make it harder on yourselves?`,
`I told you to hold still.`,
`You're making it harder on both of us.`,
`You chose this.`,
`Are you going to listen to me now?`,
`I have someone willing to pay big for you.`,
`You're coming with me, and that's that.`]>>
<<set $_text_output to $_stringsPre + '"' + $_strings[random(0,6)] + '"'>>
<</if>>
<</if>>
<<case "Sydney">>
<<speech-sydney>>
<<if _sydneyText and $speechdisable isnot 1>>
<<set $_text_output to _sydneyText>>
<</if>>
<<case "Ivory Wraith">>
<<if !_speechWraith>>
<<speechWraith>>
<<set $_text_output to _speechWraith>>
<</if>>
<</switch>>
<</silently>><<if _silent>><<elseif $_text_output or _silent>>$_text_output<<else>><<set _noNameComment to true>><</if>><</widget>>
/*Dolp+ speech variables
$dpctext - meme content/contributors content
$whitneycollar - if whitney ever put a collar on you
<<if $worn.neck.name.includes("Whitney's collar") - way to check if you wearing whitneys collar
*//*Hands */
<<widget "left_pursuit_grab">>
<<if $NPCList[0].state is "pursuit" and $NPCList[0].distance lte 0>>
<<set _leftaction["Grab"] to "pursuit_grab">>
<</if>>
<</widget>>
<<widget "right_pursuit_grab">>
<<if $NPCList[0].state is "pursuit" and $NPCList[0].distance lte 0>>
<<set _rightaction["Grab"] to "pursuit_grab">>
<</if>>
<</widget>>
/*Feet */
<<widget "feet_walk">>
<<if $leftleg isnot "bound" and $rightleg isnot "bound" and $dissociation lt 2 and $NPCList[0].state isnot "pursuit" and $feetuse isnot "run" and (currentSkillValue("feetskill") gte 200 or !$worn.feet.type.includes("heels"))>>
<<set _feetaction["Walk"] to "walk">>
<</if>>
<</widget>>
<<widget "feet_strut">>
<<if $leftleg isnot "bound" and $rightleg isnot "bound" and $dissociation lt 2 and $NPCList[0].state isnot "pursuit" and $feetuse isnot "run" and hasSexStat("exhibitionism", 2)>>
<<set _feetaction["Strut"] to "strut">>
<</if>>
<</widget>>
<<widget "feet_run">>
<<if $leftleg isnot "bound" and $rightleg isnot "bound" and $dissociation lt 2 and (currentSkillValue("feetskill") gte 200 or !$worn.feet.type.includes("heels"))>>
<<if $NPCList[0].state is "pursuit">>
<<set _feetaction["Chase"] to "run">>
<<else>>
<<set _feetaction["Run"] to "run">>
<</if>>
<</if>>
<</widget>>
<<widget "feet_stand">>
<<if $dissociation lt 2 and $NPCList[0].state isnot "pursuit" and $feetuse isnot "run">>
<<set _feetaction["Stand still"] to "stand">>
<</if>>
<</widget>>
<<widget "feet_hobble">>
<<if $dissociation lt 2 and ($leftleg is "bound" or $rightleg is "bound") or (currentSkillValue("feetskill") lt 200 and $worn.feet.type.includes("heels"))>>
<<set _feetaction["Hobble"] to "hobble">>
<</if>>
<</widget>>
<<widget "feet_hide">>
<<if $dissociation lt 2 and $panicviolence lte 0>>
<<set _feetaction["Hide"] to "hide">>
<</if>>
<</widget>>
<<widget "feet_confront">>
<<if $dissociation lt 2 and $panicviolence lte 0 and $NPCList[0].legs isnot "run" and $NPCList[0].state isnot "pursuit">>
<<set _feetaction["Confront"] to "confront">>
<</if>>
<</widget>>
<<widget "head_turn">>
<<if $dissociation lt 2 and $panicviolence lte 0 and $NPCList[0].legs isnot "run" and $NPCList[0].state isnot "pursuit">>
<<set _mouthaction["Look behind you"] to "turn">>
<</if>>
<</widget>>
<<widget "head_down">>
<<if $dissociation lt 2 and $panicviolence lte 0 and $NPCList[0].legs isnot "run" and $NPCList[0].state isnot "pursuit">>
<<set _mouthaction["Look at the ground"] to "down">>
<</if>>
<</widget>>
<<widget "head_up">>
<<if $dissociation lt 2 and $panicviolence lte 0 and $NPCList[0].legs isnot "run" and $NPCList[0].state isnot "pursuit">>
<<set _mouthaction["Keep your chin up"] to "up">>
<</if>>
<</widget>>
<<widget "bottom_wiggle">>
<<if $dissociation lt 2 and $panicviolence lte 0 and $NPCList[0].legs isnot "run" and $NPCList[0].state isnot "pursuit">>
<<set _anusaction["Wiggle"] to "wiggle">>
<</if>>
<</widget>><<widget "man-stalk">>
<<if $stalk_intro is undefined and $NPCList[0].legs isnot "run">>
<<set $stalk_intro to true>>
<i>You are being stalked. <span class="brat">Bratty</span> actions will discourage people from assaulting you, while <span class="meek">meek</span> actions will make them less likely to be violent if they do.
<br><br>
You could always run or hide, but failing will increase the chance of being assaulted. Looking over your shoulder will give an idea of how hard they are to outrun or deceive.
<br><br></i>
<</if>>
<<if _n is 0 and $stalk_end isnot "escaped" and $stalk_end isnot "hide" and $stalk_end isnot "confront">>/*Only triggers on first NPC in a group. */
<<if $NPCList[_n].legs is "walk">>
<<set $NPCList[_n].distance -= 1>>
<<if $NPCList[_n].distance is 3>>
You hear a pair of footsteps <span class="blue">some distance</span> behind you.
<<elseif $NPCList[_n].distance is 2>>
You hear a pair of footsteps <span class="purple">close</span> behind you.
<<elseif $NPCList[_n].distance is 1>>
You hear a pair of footsteps <span class="pink">right behind</span> you!
<</if>>
<<else>>
<<set $NPCList[_n].distance -= 1>>
<<if $NPCList[_n].distance is 3>>
You hear footsteps running <span class="blue">some distance</span> behind you.
<<elseif $NPCList[_n].distance is 2>>
You hear footsteps running <span class="purple">close</span> behind you.
<<elseif $NPCList[_n].distance is 1>>
You hear footsteps running <span class="pink">right behind</span> you!
<</if>>
<</if>>
<<if $NPCList[_n].distance lte _n>>
<<if !$stalk_end>>
<<if $NPCList[0].fullDescription isnot "Ivory Wraith" and ($NPCList[_n].legs is "run" or $NPCList[0].bold gte random(1, 1000))
or $NPCList[0].fullDescription is "Ivory Wraith" and C.npc["Ivory Wraith"].lust gte random(5,15)>>
<span class="red">You are accosted.</span>
<<if $npcrow.includes(0)>>
<<stalk_nnpc_text_attack $NPCList[0].fullDescription>>
<<if !$stalk_assess>>
<<if $NPCList[0].fullDescription is "Ivory Wraith">>
<span class="red">A<<if $wraith.seen gte 3>> familiar<</if>> pale figure stares down at you, eyes flashing <<wraithEyes>>.</span>
<<else>>
<span class="pink">It's <<print $npc[$npcrow.indexOf(0)]>>.</span>
<</if>>
<</if>>
<br><br>
<<events_stalk_nnpc $NPCList[0].fullDescription>>
<<else>>
<br><br>
<<events_stalk>>
<</if>>
<<else>>
<<if $npcrow.includes(0)>>
<<stalk_nnpc_text_passed $NPCList[0].fullDescription>>
<<else>>
A <<person1>><<person>>
<<switch $enemyno>>
<<case 6>>
and five others pass by. <span class="teal">They don't glance at you.</span>
<<case 5>>
and four others pass by. <span class="teal">They don't glance at you.</span>
<<case 4>>
and three others pass by. <span class="teal">They don't glance at you.</span>
<<case 3>>
and two others pass by. <span class="teal">They don't glance at you.</span>
<<case 2>>
and <<person2>><<person>> pass by. <span class="teal">They don't glance at you.</span>
<<default>>
passes by. <span class="teal"><<He>> doesn't glance at you.</span>
<</switch>>
<</if>>
<<set $stalk_end to "passed">>
<</if>>
<</if>>
<</if>>
<</if>>
<<stalk_img>>
<</widget>>
<<widget "stalk_walk_events">>
<<switch $location>>
<<case forest>>
<<set _rng to random(1, 10)>>
<<switch _rng>>
<<case 1>>
<<if Weather.isSnow>>
Snow tumbles from an overturned branch.
<<elseif Time.season is "autumn">>
Leaves fall all around.
<<elseif Time.season is "spring">>
Budding branches sway in the breeze.
<<else>>
Dapples of sunlight cover the path ahead.
<</if>>
<<case 2>>
You push through low hanging branches.
<<case 3>>
Your foot almost snags on a root.
<<case 4>>
<<if Weather.isSnow>>
Snow crunches underfoot.
<<elseif Time.season is "winter">>
You travel on a bare landscape.
<<elseif Time.season is "autumn">>
Leaves crunch underfoot.
<<elseif Time.season is "spring">>
You travel through a patch of wild flowers.
<<else>>
You travel through a patch of wild flowers.
<</if>>
<<case 5>>
You push through a dense patch of ferns.
<</switch>>
<<case moor>>
<<set _rng to random(1, 10)>>
<<switch _rng>>
<<case 1>>
You traverse a small, rocky ridge.
<<case 2>>
You avoid a small pond.
<<case 3>>
You push through a patch of heather.
<<case 4>>
You find the remains of an old path, now almost swallowed by surrounding plants.
<<case 5>>
You glimpse a small animal scurry into a bush.
<</switch>>
<<case alley>>
<<set _rng to random(1, 10)>>
<<switch _rng>>
<<case 1>>
Steam rises from a nearby grate.
<<case 2>>
<<if Weather.precipitation is "rain">>
You avoid a puddle.
<<elseif Weather.isSnow>>
You avoid a patch of ice.
<<else>>
You avoid a pile of rubbish.
<</if>>
<<case 3>>
The buildings tower around the thin alley.
<<case 4>>
The path dips and bends.
<<case 5>>
You're penned between metal fences.
<</switch>>
<<default>>
<<set _rng to random(1, 10)>>
<<switch _rng>>
<<case 1>>
Steam rises from a nearby grate.
<<case 2>>
<<if Weather.precipitation is "rain">>
You avoid a puddle.
<<elseif Weather.isSnow>>
You avoid a patch of ice.
<<else>>
You avoid a pile of rubbish.
<</if>>
<<case 3>>
You pass beneath an awning.
<<case 4>>
You walk beneath an overpass.
<<case 5>>
The pavement is rough and uneven.
<</switch>>
<</switch>>
<</widget>>
<<widget "stalk_run_events">>
<br><br>
<<if $stalk_event>>
<<stalk_events_followup>>
<<else>>
<<if $exposed gte 1 and Time.dayState isnot "night" and $location is "town">>
<</if>>
<<switch $location>>
<<case forest>>
<<case moor>>
<<case alley>>
<<if $NPCList[0].state is "pursuit">>
<<set _rng to random(1, 5)>>
<<switch _rng>>
<<case 1>>
You run across a metal grate. Warm air blows from the depths below.
<<case 2>>
<<switch $NPCList[0].size>>
<<case large>>
<<set $stalk_event to "wall_large">>
Your quarry <span class="blue"> jumps and hauls <<himself>> over a <span class="purple">tall</span> wall.</span> You'll need to do likewise if you mean to follow.
<<case normal>>
<<set $stalk_event to "wall_normal">>
Your quarry <span class="blue"> jumps and hauls <<himself>> over a wall.</span> You'll need to do likewise if you mean to follow.
<<case small>>
<<set $stalk_event to "wall_small">>
Your quarry <span class="blue">kneels and scrambles through a hole in a wall.</span> You'll need to likewise if you mean to follow.
<<case tiny>>
<<set $stalk_event to "wall_tiny">>
Your quarry <span class="blue">kneels and scrambles through a <span class="purple">tight</span> hole in the wall.</span> You'll need to likewise if you mean to follow.
<</switch>>
<<case 3>>
<<set $stalk_event to "cat">>
Your quarry kicks aside a sleeping cat. It stands upright <span class="blue">and hisses in anger.</span>
<<case 4>>
<<set $stalk_event to "dead-end">>
You follow <<him>> around a corner, and see a brick wall up ahead. It looks like a dead-end. <<He>> searches for a way out.
<<case 5>>
<<set $stalk_event to "employee">>
<span class="blue">An employee from a nearby establishment leans against the wall up ahead,</span> and regards the <<person>> with mild curiosity.
<</switch>>
<<else>>
<</if>>
<<default>>
<<if $NPCList[0].state is "pursuit">>
<<if Time.dayState is "night">>
<<set _rng to random(1, 5)>>
<<switch _rng>>
<<case 1>>
<<set $stalk_event to "taxi">>
A taxi drives around the corner. <span class="blue">It's heading this way.</span>
<<case 2>>
<<set $stalk_event to "crowd">>
The <<person>> runs <span class="blue">into a drunken crowd.</span>
<<case 3>>
<<if $hallucinations gte 2>>
<span class="pink">Something snares your foot in the dark.</span> A tentacle extends from a storm drain, and coils around your ankle.
<<else>>
<span class="pink">Something snares your foot in the dark.</span>
<</if>>
You shake it free, but your quarry is getting away.
<<set $NPCList[0].distance += 1>>
<<case 4>>
<<set $stalk_event to "night_house">>
<span class="blue">You hear voices from a building up ahead.</span> Light floods from the windows, bathing the street.
<<case 5>>
A chill gust makes your hair stand on end.
<</switch>>
<<else>>
<<set _rng to random(1, 5)>>
<<switch _rng>>
<<case 1>>
<<set $stalk_event to "bus">>
A tourist bus pulls around the corner up ahead. <span class="blue">It's heading this way.</span>
<<case 2>>
<<set $stalk_event to "crowd">>
The <<person>> runs <span class="blue">into a crowd.</span>
<<case 3>>
<<set $stalk_event to "restaurant">>
The <<person>> runs past <span class="blue">a busy restaurant.</span>
<<case 4>>
<<set $stalk_event to "school">>
The <<person>> runs past <span class="blue">a gaggle of students you recognise from school.</span>
<<case 5>>
<<set $stalk_event to "street">>
The <<person>> <span class="blue">runs across the street.</span>
<</switch>>
<</if>>
<<else>>
<</if>>
<</switch>>
<</if>>
<</widget>>
<<widget "stalk_events_followup">>
<<switch $stalk_event>>
<<case "bus">>
The bus drives by. A <<personsimple>> spots you. <<His>> mouth moves,
<<set _rng to random(1, 2)>>
<<switch _rng>>
<<case 1>>
<span class="green">but no one else seems interested in what <<he>> has to say.</span> The bus passes.
<<case 2>>
<span class="red">and other heads turn your way.</span> There's a flurry of activity and the tourists grab their cameras, eager to snap the <<nude_text>> <<girl>>.
<<fameexhibitionism 10 "pic">><<if playerBellyVisible()>><<famepregnancy 10 "pic">><</if>>
<</switch>>
<<case "crowd">>
You run into the crowd. You hope to move fast enough to keep anyone from snatching more than a glimpse.
<<if $allure gte random(1, 10000) / 2>>
<<if random(1, 3) is 3>>
<span class="pink">Someone gropes your <<bottom>> as you pass, encouraging others.</span> More hands reach out, fondling and stroking your body.<<gtrauma>><<gstress>><<garousal>>
<br><br>
You emerge from the other side, and escape around the corner before the bemused pedestrians can reach for their phones.
<<else>>
<span class="red">The <<person>> ambushes you!</span> <<He>> grasps your arms and shoves you to the ground.
<br><br>
<<stalk_attack>>
<<set $audience_active to true>>
<</if>>
<<else>>
You emerge from the other side, and escape around the corner before the bemused pedestrians can reach for their phones.
<br><br>
<</if>>
<<case "restaurant">>
You rush past the restaurant.
<<set _rng to random(1, 2)>>
<<switch _rng>>
<<case 1>>
<span class="green">Everyone's too occupied to notice the <<nude_text>> <<girl>> run by.</span>
<br><br>
<<case 2>>
<span class="pink">Someone shouts.</span> Spoons drop in soup, their owners aghast at the sight of the <<nude_text>> <<girl>> running by. Others chuckle, and reach for their phones.
<<fameexhibitionism 10 "vid">>
<br><br>
<</switch>>
<<case "school">>
The students laugh as you run by.
<br>
<<if $worn.face.type.includes("mask")>>
<<if random(1, 2) is 2>>
"Do you recognise <<phim>> from school?" asks one <<persony>>.
<<else>>
"<<pShe>> must go to our school," says one <<persony>>.
<</if>>
<br>
<<if random(1, 2) is 2>>
"I can't see behind <<pher>> mask," replies another.
<<else>>
"Someone grab <<pher>> mask!" replies another.
<</if>>
<br>
<<elseif $face is "covered">>
<<if random(1, 2) is 2>>
"Do you recognise <<phim>> from school?" asks one <<persony>>.
<<else>>
"<<pShe>> must go to our school," says one <<persony>>.
<</if>>
<br>
<<if random(1, 2) is 2>>
"I can't tell," replies another. "<<pHer>> hands are in the way."
<<else>>
"Someone grab them!" replies another.
<</if>>
<br>
<<else>><<fameexhibitionism 5>>
<<if (random(1,7) is 1 and $loveInterest.primary is "Robin") or (random(1,7) is 2 and $loveInterest.secondary is "Robin") or (random(1,7) is 3 and $loveInterest.tertiary is "Robin") or (random(1,7) is 4 and $loveInterest.quarternary is "Robin") or (random(1,7) is 5 and $loveInterest.quinary is "Robin") or (random(1,7) is 6 and $loveInterest.senary is "Robin")>>
"Isn't that Robin's <<girlfriend>>?" asks one <<persony>>.
<br>
"Who'd have thought Robin would be into perverts," says another.
<br>
<<elseif (random(1,7) is 1 and $loveInterest.primary is "Whitney") or (random(1,7) is 2 and $loveInterest.secondary is "Whitney") or (random(1,7) is 3 and $loveInterest.tertiary is "Whitney") or (random(1,7) is 4 and $loveInterest.quarternary is "Whitney") or (random(1,7) is 5 and $loveInterest.quinary is "Whitney") or (random(1,7) is 6 and $loveInterest.senary is "Whitney")>>
"That's the <<girl>> Whitney always bullies," says one <<persony>>.
<br>
"I bet this is Whitney's fault," replies another.
<br>
<<elseif (random(1,7) is 1 and $loveInterest.primary is "Kylar") or (random(1,7) is 2 and $loveInterest.secondary is "Kylar") or (random(1,7) is 3 and $loveInterest.tertiary is "Kylar") or (random(1,7) is 4 and $loveInterest.quarternary is "Kylar") or (random(1,7) is 5 and $loveInterest.quinary is "Kylar") or (random(1,7) is 6 and $loveInterest.senary is "Kylar")>>
"That's the <<girl>> Kylar hangs out with," says one <<persony>>.
<br>
"Figures <<pshe>>'d be a pervert," replies another.
<br>
<<elseif (random(1,7) is 1 and $loveInterest.primary is "Sydney") or (random(1,7) is 2 and $loveInterest.secondary is "Sydney") or (random(1,7) is 3 and $loveInterest.tertiary is "Sydney") or (random(1,7) is 4 and $loveInterest.quarternary is "Sydney") or (random(1,7) is 5 and $loveInterest.quinary is "Sydney") or (random(1,7) is 6 and $loveInterest.senary is "Sydney")>>
"Hold on, that's Sydney's <<girlfriend>>," says one <<persony>>. "What's <<pshe>> doing like that?"
<br>
"Stole one too many books, now <<pshes>> on the run," laughs another.
<br>
<<else>>
<<if random(1, 2) is 2>>
"I recognise <<phim>>!" proclaims one <<persony>>.
<<else>>
"I know <<phim>> from school," says one <<persony>>.
<</if>>
<br>
<<if random(1, 2) is 2>>
"Oh my god," replies another. "I can't wait to tell everyone."
<<else>>
"<<pShes>> so perverted," replies another.
<</if>>
<br>
<</if>>
<</if>>
You run around a corner, and escape their prying before they get touchy.<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<<case "street">>
You cross the street.
<<set _rng to random(1, 5)>>
<<if _rng gte 5>>
<span class="blue">A car almost collides with you.</span> It screeches to a halt, <span class="red">but still thuds into you with enough force to knock you to the ground.</span><<ggstress>><<stress 12>><<gtrauma>><<trauma 6>><<gpain>><<pain 4>>
<br><br>
You're left lying in the middle of the street, giving everyone time for a good look. <<covered>> The <<personsimple>> behind the offending vehicle steps out, a bewildered look on <<his>> face.
<br><br>
You struggle to your feet, and rush after the <<person>> before <<he>> escapes, your face bright hot.
<br><br>
<<set $NPCList[0].distance += 1>>
<<elseif _rng gte 3>>
<span class="blue">A car almost collides with you,</span> but screeches to a halt instead. The <<personsimple>> behind the wheel's expression softens in bewilderment when <<he>> sees your state of dress. You don't have time to apologise. You make it to the other side, where you're a bit more sheltered.<<gstress>><<stress 6>>
<<else>>
You keep focused on your quarry, but you know eyes up and down the street are glimpsing you. You make it to the other side, where you're a bit more sheltered.<<ggstress>><<stress 12>><<gtrauma>><<trauma 6>>
<</if>>
<br><br>
<<case "taxi">>
<<set _rng to random(1, 3)>>
<<switch _rng>>
<<case 1>>
<span class="purple">The taxi pulls to a stop as you pass,</span> and the <<personsimple>> in the passenger seat leans. <<lewdcatcall>><<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<<case 2>>
A <<personsimple>> leans out the passenger seat of the taxi as you pass, <span class="purple">a large camera pressed against <<his>> face.</span> You hear it click.<<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 5 "pic">>
<br><br>
<<case 3>>
The taxi driver stares at you as you pass, but doesn't stop.<<gstress>><<stress 6>>
<br><br>
<</switch>>
<<case "night_house">>
<<set _rng to random(1, 3)>>
<<if _rng gte 3>>
You run through the light. <span class="purple">A cry of mirth erupts from the lit building.</span> You glance over, and see a dozen faces staring back.<<gtrauma>><<gstress>><<trauma 12>><<stress 12>><<fameexhibitionism 12>>
<br><br>
<<else>>
You run through the light, sparing a nervous glance at the windows. There are people within, but none are looking this way.
<br><br>
<</if>>
<<case "wall_large">>
<<if $bodysize gte 3 or $bodysize gte 2 and random(1, 2) is 2>>
<span class="green">You jump and haul yourself over the wall.</span>
<br><br>
<<else>>
You jump and try to grasp the top of the wall, <span class="red">but you're too short.</span> You manage to squeeze through a hole at the base instead, but the <<person>> is getting away.
<<set $NPCList[0].distance += 1>>
<br><br>
<</if>>
<<case "wall_normal">>
<<if $bodysize gte 2 or $bodysize gte 1 and random(1, 2) is 2>>
<span class="green">You jump and haul yourself over the wall.</span>
<br><br>
<<else>>
You jump and try to grasp the top of the wall, <span class="red">but you're too short.</span> You manage to squeeze through a hole at the base instead, but the <<person>> is getting away.
<<set $NPCList[0].distance += 1>>
<br><br>
<</if>>
<<case "wall_small">>
<<if $bodysize lte 1 or $bodysize lte 2 and random(1, 2) is 2>>
You drop to your knees and crawl through the hole, <span class="green">emerging on the other side.</span> You continue the chase.
<br><br>
<<else>>
You drop to your knees and crawl through the hole. You emerge on the other side, <span class="red">but get stuck.</span>
<br><br>
The <<person>> returns when <<he>> notices your predicament. <<He>> <<npcUndressText $NPCList[0] "lower" "self">>,
<span class="purple"><<npcRevealText $NPCList[0] "lower">>.</span>
<<stalk_attack>>
<<stuck_in_wall_oral>>
<br><br>
<</if>>
<<case "wall_tiny">>
<<if $bodysize lte 0 or $bodysize lte 1 and random(1, 2) is 2>>
You drop to your knees and crawl through the hole, <span class="green">emerging on the other side.</span> You continue the chase.
<br><br>
<<else>>
You drop to your knees and crawl through the hole. You emerge on the other side, <span class="red">but get stuck.</span>
<br><br>
The <<person>> returns when <<he>> notices your predicament. <<He>> <<npcUndressText $NPCList[0] "lower" "self">>,
<span class="purple"><<npcRevealText $NPCList[0] "lower">>.</span>
<<stuck_in_wall_oral>>
<br><br>
<</if>>
<<case "cat">>
<<if ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled"))>>
You meow at the cat. <span class="green">It meows back,</span> and runs after the <<person>>. It jumps on <<his>> back, its claws ablur. <span class="green"><<He>> drops your $stalk_clothes and reaches for the attacker.</span>
<br><br>
<<He>> throws the cat away, then turns to face you.
<br><br>
<<stalk_catch>>
<<else>>
The cat hisses as you pass.
<br><br>
<</if>>
<<case "dead-end">>
<<if random(1, 2) is 2>>
<<He>> spots a thin passage between a building and metal shed, and squeezes through.
<br><br>
<<else>>
Finding no way out, <span class="blue">the <<person>> turns to face you.</span>
<br><br>
<<stalk_catch>>
<</if>>
<<case "employee">>
<<set _rng to random(1, 3)>>
<<switch _rng>>
<<case 3>>
The employee reaches into <<his>> pocket when <<he>> spots you, <span class="blue">and produces <<his>> phone,</span> pointing it at you as you pass.
<<fameexhibitionism 5>>
<br><br>
<<case 2>>
The employee's mouth opens in shock when <<he>> spots you. <<His>> cigarette falls to the floor.
<br><br>
<<case 1>>
The employee's mouth opens in shock when <<he>> spots you.
<br><br>
<</switch>>
<</switch>>
<<unset $stalk_event>>
<</widget>>
<<widget "man-pursuit">>
<<if _n is 0>>
<<set $NPCList[_n].distance += 1>>
<<if $NPCList[_n].distance gte 4>>
You round a corner, but the <<person>> is nowhere to be seen. <span class="red">You've lost <<him>>.</span>
<<set $stalk_end to "outpaced">>
<<elseif $NPCList[_n].distance is 3>>
The <<person>> rounds a corner ahead. <span class="pink">You've almost lost <<him>>.</span>
<<elseif $NPCList[_n].distance is 2>>
The <<person>> runs, your clothes trailing behind <<him>>. <span class="purple"><<Hes>> some distance from you.</span>
<<elseif $NPCList[_n].distance is 1>>
The <<person>> runs, and throws the occasional glance over <<his>> shoulder. <span class="blue"><<Hes>> not far ahead.</span>
<<else>>
<<set $NPCList[_n].distance to 0>>
The <<person>> runs, your clothes bundled under <<his>> arm. <span class="green"><<Hes>> right in front of you.</span>
<</if>>
<</if>>
<<stalk_img>>
<</widget>>
<<widget "stalk_catch">>
<<for _i = 0; _i < $NPCList.length; _i++>>
<<set $NPCList[_i].state to "attack">>
<</for>>
<<if random(1, 2) is 2>>
<<set $position to "missionary">>
<<else>>
<<set $position to "doggy">>
<</if>>
<<if $location is "town" and Time.dayState isnot "night">>
<<set $audience_active to true>>
<</if>>
<</widget>>
<<widget "stalk_attack">>
<<for _i = 0; _i < $NPCList.length; _i++>>
<<set $NPCList[_i].state to "attack">>
<</for>>
<<if random(1, 2) is 2>>
<<set $position to "missionary">>
<<else>>
<<set $position to "doggy">>
<</if>>
<<if $location is "town" and Time.dayState isnot "night">>
<<set $audience_active to true>>
<</if>>
<<set $feetuse to 0>>
<<controlloss>>
<<molested>>
<</widget>>
<<widget "stalk_pursuit">>
<<for _i = 0; _i < $NPCList.length; _i++>>
<<set $NPCList[_i].state to "pursuit">>
<<set $NPCList[_i].distance to 2>>
<</for>>
<<set _clothesJustStolen to true>>
<<set $rescue to 0>>
<<controlloss>>
<<molested>>
<</widget>>
<<widget "stalk_run">>
<<set $feetuse to "run">>
<<for _i = 0; _i < $NPCList.length; _i++>>
<<set $NPCList[_i].legs to "run">>
<</for>>
<br>
<</widget>>
<<widget "stalk_flight">>
<<for _i = 0; _i < $NPCList.length; _i++>>
<<set $NPCList[_i].state to "pursuit">>
<<set $NPCList[_i].distance to 2>>
<</for>>
<<set $rescue to 0>>
<<unset $audience_active>>
<</widget>>
<<widget "stalk_init">>
<<for _i = 0; _i < $NPCList.length; _i++>>
<<set $NPCList[_i].state to "stalk">>
<<set $NPCList[_i].distance to 4>>
<<set $NPCList[_i].legs to "walk">>
<</for>>
<<set $position to "stalk">>
<<set $feetuse to "walk">>
<<set $stalk to true>>
<<set $enemyanger to 40>>
<<if $controlled is 0 and ($anxiety gte 2 and random(1, 3) is 3 or $anxiety gte 1 and random(1, 9) is 9)>>
<span class="red">Your mind races, concocting terrible scenarios of what could befall you.</span><<llcontrol>><<control -25>>
<br>
<</if>>
<</widget>>
<<widget "events_stalk">>
<<if $combatgoal is "confront">>
<<if $npcrow.includes(0)>>
<<stalk_nnpc_text_confront $NPCList[0].fullDescription>>
<<else>>
<span class="purple">You're grabbed by the arm and pulled back to face your assailant.</span>
<</if>>
<<set $stalk_end to "confront">>
<<else>>
<<switch $enemyno>>
<<case 1>>
<<set _rng to random(1, 100)>>
<<if $worn.upper.name is "large towel" and $worn.upper.set is $worn.lower.set>>
A <<person>> <span class="purple">snatches the towel from your body,</span> <span class="pink">exposing your <<undertop>> and <<undies>>.</span> <<He>> runs ahead, leaving you exposed in the middle of the <<location_text>>.
<<set $stalk_clothes to $worn.upper.name>>
<<upperstrip>>
<<exposure>>
<<stalk_pursuit>>
<br><br>
<<elseif $worn.upper.name is "large towel">>
A <<person>> <span class="purple">snatches the towel from your chest,</span> <span class="pink">exposing your <<undertop>>.</span> <<He>> runs ahead, leaving you exposed in the middle of the <<location_text>>.
<<set $stalk_clothes to $worn.upper.name>>
<<upperstrip>>
<<exposure>>
<<stalk_pursuit>>
<br><br>
<<elseif $worn.lower.name is "large towel bottom">>
A <<person>> <span class="purple">snatches the towel from your waist,</span> <span class="pink">exposing your <<undies>>.</span> <<He>> runs ahead, leaving you exposed in the middle of the <<location_text>>.
<<set $stalk_clothes to $worn.lower.name>>
<<lowerstrip>>
<<exposure>>
<<stalk_pursuit>>
<br><br>
<<elseif $worn.upper.name is "towel top">>
A <<person>> <span class="purple">snatches the towel from your chest,</span> <span class="pink">exposing your <<undertop>>.</span> <<He>> runs ahead, leaving you exposed in the middle of the <<location_text>>.
<<set $stalk_clothes to $worn.upper.name>>
<<upperstrip>>
<<exposure>>
<<stalk_pursuit>>
<br><br>
<<elseif $worn.lower.name is "towel skirt">>
A <<person>> <span class="purple">snatches the towel from your waist,</span> <span class="pink">exposing your <<undies>>.</span> <<He>> runs ahead, leaving you exposed in the middle of the <<location_text>>.
<<set $stalk_clothes to $worn.lower.name>>
<<lowerstrip>>
<<exposure>>
<<stalk_pursuit>>
<br><br>
<<elseif _rng gte 81 and $exposed lt 2>>
You hear a <<person>> behind you. <<catcall>> Before you can respond, a pair of intruding hands grasp your clothes!
<<npcstrip>>
<<npcidlegenitals>>
<<stalk_attack>>
<br><br>
<<elseif $leftarm is "bound" or $rightarm is "bound">>
Someone grabs your bound arms from behind. "All wrapped up like a present," says a <<person>> as <<he>> swivels you around. "How could I resist?"
<<stalk_attack>>
<br><br>
<<else>>
You hear a <<person>> behind you. <<catcall>> Before you can respond, a pair of intruding hands grasp you!
<<stalk_attack>>
<br><br>
<</if>>
<<case 2>>
You hear a <<person1>><<person>> behind you. Before you can respond, <<he>> seizes you by the arms and mouth.
<<if $location is "alley">>
<<He>> drags you into a shadowed alley, where <<his>> friend awaits.
<<elseif $location is "town">>
<<He>> drags you into an alley, where <<his>> friend awaits.
<<else>>
<<He>> drags you into the shadows, where <<his>> friend awaits.
<</if>>
<<stalk_attack>>
<<set $leftarm to "grappled">><<set $rightarm to "grappled">><<hand_gag 0 left>><<set $NPCList[0].righthand to "arms">>
<br><br>
<<case 3>>
<<if $worn.upper.name is "large towel" or $worn.lower.name is "large towel bottom" or $worn.upper.name is "towel top" or $worn.lower.name is "towel skirt">>
A <<person1>><<person>> steps in front of you, while two other figures move in from behind, penning you between them. "That's an odd thing to walk around in during the night," says the <<person1>><<person>> as <<he>> strokes your towel. "I think I know exactly what you want."
<br><br>
<<set $combat_end_text to '"Dress like a slut, get treated like one," says the <<person>>. They leave you lying on the pavement.'>>
<<stalk_attack>>
<<else>>
A <<person1>><<person>> steps in front of you, while other figures move in from behind, penning you between them.
<br><br>
<<stalk_attack>>
<</if>>
<<case 4>>
A <<person1>><<person>>'s hand grasps your shoulder and three other figures block your path. "You're going nowhere <<lass>>," the <<person>> says. "Not til we're done."
<br><br>
<<stalk_attack>>
<<case 5>>
A <<person1>><<person>> steps in front of you while <<person2>><<person>> rests <<his>> hands on your hips. Three others are with them. They aren't going to let you go.
<br><br>
<<person1>>
<<stalk_attack>>
<<default>>
A <<person1>><<person>> and <<person2>><<person>> step in front of you as several others press in from behind, penning you in.
<br><br>
<<person1>>
<<stalk_attack>>
<</switch>>
<</if>>
<</widget>>
<<widget "events_stalk_nnpc">>
<<switch _args[0]>>
<<case "Avery">>
<<He>> drags you into an alley and shoves you against a wall. You feel <<his>> breath on your neck.
<br><br>
<<person1>>
<<set $location to "alley">><<set $bus to "commercial">>
<<stalk_attack>>
<<default>>
<<events_stalk>>
<</switch>>
<</widget>>
<<widget "stalk_athletics_difficulty">>
<<if $stalk_assess or $NPCList[0].state is "pursuit">>
<<if $worn.feet.type.includes("heels")>>
<<skill_difficulty `currentSkillValue("feetskill")` "Feet (heels)" 1 1000>>
<</if>>
<<athleticsdifficulty 0 $NPCList[0].skills.athletics>>
<</if>>
<</widget>>
<<widget "stalk_skulduggery_difficulty">>
<<if $stalk_assess or $NPCList[0].state is "pursuit">>
<<set _difficulty to $NPCList[0].skills.security>>
<<set _difficulty += $liquidcount * 20>>
<<if $liquidcount gte 1>>
<<skill_difficulty `currentSkillValue("skulduggery")` "Skulduggery (Slimy)" 0 _difficulty>>
<<else>>
<<skill_difficulty `currentSkillValue("skulduggery")` "Skulduggery" 0 _difficulty>>
<</if>>
<</if>>
<</widget>>
<<widget "run_text">>
<<switch $location>>
<<case alley>>
<<set _rng to random(1, 3)>>
<<switch _rng to random(1, 3)>>
<<case 1>>
You leap over a parked car.
<<case 2>>
You skirt between tightly-packed dumpsters.
<<case 3>>
You avoid a bollard.
<</switch>>
<<case park>>
<<set _rng to random(1, 3)>>
<<switch _rng to random(1, 3)>>
<<case 1>>
You leap over bins and through bushes.
<<case 2>>
You duck beneath a tall hedge.
<<case 3>>
You bat away obstructing branches.
<</switch>>
<<case moor>>
<<set _rng to random(1, 3)>>
<<switch _rng to random(1, 3)>>
<<case 1>>
You leap over a muddy patch.
<<case 2>>
You scramble up a ridge.
<<case 3>>
You stomp through a patch of short brambles.
<</switch>>
<<case forest>>
<<set _rng to random(1, 3)>>
<<switch _rng to random(1, 3)>>
<<case 1>>
You leap over a stream.
<<case 2>>
You squeeze between dense trees.
<<case 3>>
You stomp through a patch of ferns.
<</switch>>
<<default>>
<<set _rng to random(1, 3)>>
<<switch _rng to random(1, 3)>>
<<case 1>>
<<if Weather.precipitation is "rain">>
You leap over a puddle.
<<elseif Weather.isSnow>>
You leap over ice.
<<else>>
You leap over a pothole.
<</if>>
<<case 2>>
You avoid colliding with a <<if random(1, 2) is 2>>postbox<<else>>bin<</if>>.
<<case 3>>
You weave between parked cars.
<</switch>>
<</switch>>
<</widget>>
<!-- Named NPC response widgets. _args[0] = npc name -->
<!-- Default responses should be inaccessible and are only here as a failsafe. Any named (and maybe persistent) NPCs that don't have responses should be given them before they're written into a stalking scene. -->
<!-- Player is accosted after failing to run, hide or confront -->
<<widget "stalk_nnpc_text_attack">>
<<switch _args[0]>>
<<case "Avery">>
<<switch random(1, 4)>>
<<case 4>>"That's enough, brat."
<<case 3>>"When I say come, you come."
<<case 2>>"Who do you think you are, wasting my time?"
<<case 1>>"Making me run all over town for you," <<he>> spits. "You've earned this."
<</switch>>
<<case "Bailey">>
<<switch random(1, 4)>>
<<case 4>>"Time to pay up."
<<case 3>>"I'm done playing games with you."
<<case 2>>"Thanks for wasting my time," <<he>> sneers. "Now hold still."
<<case 1>>"You're almost more trouble than you're worth." <<He>> smiles. "Almost."
<</switch>>
<<case "Briar">>
<<switch random(1, 4)>>
<<case 4>>"Let me show you who's boss around here."
<<case 3>>"One way or another, you're paying me back."
<<case 2>>"There <<pshe>> is. The little thorn in my side."
<<case 1>>"No one pisses me off. You're about to find out why."
<</switch>>
<<case "Eden">>
<<if $syndromeeden is 1>>
<<switch random(1, 4)>>
<<case 4>>"Time to go home."
<<case 3>>"Quiet. I've got you."
<<case 2>>"I knew I'd get you back."
<<case 1>>"Thought you could run away?"
<</switch>>
<<else>>
<<switch random(1, 4)>>
<<case 4>>"Don't struggle."
<<case 3>>"No more running."
<<case 2>>"I've got you now."
<<case 1>>"I always get my prey."
<</switch>>
<</if>>
<<case "Harper">>
<<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>
<<switch random(1, 4)>>
<<case 4>>"Remy's waiting."
<<case 3>>"We've missed you."
<<case 2>>"Let's get you home."
<<case 1>>"You'll be at peace again."
<</switch>>
<<else>>
<<switch random(1, 4)>>
<<case 4>>"Shh. Just relax."
<<case 3>>"Close your eyes."
<<case 2>>"Take a deep breath."
<<case 1>>"You're too tense," <<he>> whispers. "It's unhealthy."
<</switch>>
<</if>>
<<case "Kylar">>
<<switch random(1, 4)>>
<<case 4>>"D-don't worry! It's just me!"
<<case 3>>"I won't let you get away," <<he>> whispers. "Ever."
<<case 2>>"Looking for me?" <<he>> giggles. "I'm right here, silly!"
<<case 1>>"I-I couldn't help myself." <<He>> licks <<his>> lips. "I need you."
<</switch>>
<<case "Leighton">>
<<switch random(1, 4)>>
<<case 4>>"Time for your discipline."
<<case 3>>"Good <<girls>> obey their superiors."
<<case 2>>"Best keep quiet," <<he>> whispers. "If you know what's good for you."
<<case 1>>"You should be honoured," <<he>> whispers. "Most <<girls>> are beneath my notice."
<</switch>>
<<case "Morgan">>
<<switch random(1, 4)>>
<<case 4>>"<<charles>>!"
<<case 3>>"There you are, you little sneak!"
<<case 2>>"I've found you," <<he>> whispers. "At last."
<<case 1>>"Don't worry, darling," <<he>> coos. "I'm here, now."
<</switch>>
<<case "Whitney">>
<<switch random(1, 4)>>
<<case 4>>"Guess who?"
<<case 3>>"Surprise, slut."
<<case 2>>"Thought you were safe? Guess again."
<<case 1>>"My favourite <<bitch>>, all by <<pherself>>." <<He>> grins. "Lucky me."
<</switch>>
<<case "Ivory Wraith">>
<<set $stalk_assess to true>>
<<if $wraith.state is "haunt">>
<<switch random(1, 5)>>
<<case 5>><<set _wraith_output to "Give it back.">>
<<case 4>><<set _wraith_output to "I am everywhere.">>
<<case 3>><<set _wraith_output to "<<pcPetname \"Wraith\">>.">>
<<case 2>><<set _wraith_output to "Where can you go but down?">>
<<case 1>><<set _wraith_output to "Run from your sins, into empty arms.">>
<</switch>>
<<elseif ["dead","sold"].includes($wraith.offspring)>>
<<switch random(1, 5)>>
<<case 5>><<set _wraith_output to "Coward.">>
<<case 4>><<set _wraith_output to "All your fault.">>
<<case 3>><<set _wraith_output to "<<pcPetname \"Wraith\">>.">>
<<case 2>><<set _wraith_output to "Afraid. Alone. You'll share that pain.">>
<<case 1>><<set _wraith_output to ($wraith.offspring is "dead" ? "You've dug their grave. Now lie with them." : "They're still calling your name. Will you hear them?")>>
<</switch>>
<<else>>
<<switch random(1, 5)>>
<<case 5>><<set _wraith_output to "Find you.">>
<<case 4>><<set _wraith_output to "Why run from fate?">>
<<case 3>><<set _wraith_output to "<<pcPetname \"Wraith\">>.">>
<<case 2>><<set _wraith_output to "You can run. But where will you go?">>
<<case 1>><<set _wraith_output to "Fly while you can, before your wings are clipped.">>
<</switch>>
<</if>>
"<span class="wraith"><<print _wraith_output>></span>"
<<rainWraith true>>
<<default>>
"Best play along," <<he>> says. "It'll be easier for you."
<</switch>>
<</widget>>
<!-- Successfully used the "confront" action -->
<<widget "stalk_nnpc_text_threat">>
<<switch _args[0]>>
<<case "Avery">>
<<if $averyragerevealed is 1 and C.npc.Avery.rage gte random(20, 100)>>
<<switch random(1, 3)>>
<<case 3>><<He>> looks you up and down, <span class="green">then rolls <<his>> eyes.</span> "I've no time to waste on you."
<<case 2>><<He>> narrows <<his>> eyes before <span class="green">turning away with a scoff.</span> "Not worth the effort."
<<case 1>><<He>> stops, fixing you with a glare. "I'm a busy <<personsimple>>. <span class="green">Lucky for you, I have places to be."</span>
<</switch>>
<br><br>
<<He>> walks on. You feel tense.<<stress 2>><<gstress>>
<<else>>
<<switch random(1, 3)>>
<<case 3>><span class="green"><<He>> raises an eyebrow,</span> smirking. "Is that your idea of a proper greeting?"<br><br> <<He>> laughs as <<he>> walks on.
<<case 2>><<He>> stops and stares at you, brow furrowed. <span class="green"><<He>> brushes past you without a word.</span><br><br>
<<case 1>><<He>> crosses <<his>> arms and holds up <<his>> phone. "Do you mind?"<br><br> <<He>> walks on, trying to pick up <<his>> conversation.
<</switch>>
You feel a little silly.
<</if>>
<<case "Bailey">>
<<switch random(1, 3)>>
<<case 3>><<He>> doesn't break eye contact as <<he>> passes, <span class="green">but ultimately leaves you alone.</span>
<<case 2>><<He>> stops in front of you, stares in silence, <span class="green">then continues on <<his>> way.</span>
<<case 1>><<He>> stands in front of you and raises <<his>> phone. You hear a click. <span class="green"><<He>> leaves without a word.</span>
<</switch>>
<br><br>
You let out a shaky breath as <<he>> walks on.<<stress 6>><<gstress>>
<<case "Briar">>
<<switch random(1, 3)>>
<<case 3>><<He>> smirks, eyes you up and down, <span class="green">then walks right past you.</span>
<<case 2>><span class="green"><<He>> bursts out laughing.</span> "You? That's rich."
<<case 1>><span class="green"><<He>> lets out a sharp bark of laughter.</span> "Cute. Now get out of my way."
<</switch>>
<br><br>
<<He>> peers at you over <<his>> shoulder as <<he>> walks on. You feel tense.<<stress 2>><<gstress>>
<<case "Eden">>
<<He>> stares for a moment, <span class="teal">then silently slinks <<if $location is "forest">>between the trees<<elseif $location is "moor">>into the fog<<else>>into an alley<</if>>.</span>
<br><br>
You let out a shaky breath.<<stress 4>><<gstress>>
<<case "Harper">>
<span class="green"><<He>> stops.</span> <<His>> polite smile doesn't falter.
<<switch random(1, 3)>>
<<case 3>>"Lashing out at innocent passersby is a sure sign of stress, you know."
<<case 2>>"For some people, anger is just a cry for help. Please, be well."
<<case 1>>"You look troubled. Don't be afraid to ask for help."
<</switch>>
<br><br>
<<He>> walks on. You feel tense.<<stress 2>><<gstress>>
<<case "Kylar">>
<<switch random(1, 3)>>
<<case 3>><<He>> mutters something under <<his>> breath. You can't make it out. <span class="green"><<He>> scurries past you.</span>
<<case 2>><<He>> tenses as you turn around, barely managing an awkward smile and a wave <span class="green">before hurrying past you.</span>
<<case 1>><<He>> freezes up, <span class="green">before bolting in the opposite direction.</span> You're left bewildered.
<</switch>>
<<case "Leighton">>
<<switch random(1, 3)>>
<<case 3>><<He>> tuts. <span class="green">"How uncouth. If I weren't so busy, I'd discipline you myself."</span>
<<case 2>><<He>> raises an eyebrow, <span class="green">then turns away.</span> "I'll overlook that remark."
<<case 1>><span class="green"><<He>> looks down at you with contempt,</span> muttering under <<his>> breath. "Disrespectful brats."
<</switch>>
<br><br>
<<He>> walks on. You feel a little silly.
<<case "Morgan">>
<<switch random(1, 3)>>
<<case 3>><<He>> stops in <<his>> tracks and gasps. "You're right! I forgot the scones!"<br><br> <span class="green"><<He>> runs off in the opposite direction,</span> leaving you bewildered.
<<case 2>><span class="green"><<He>> stumbles past you as if you weren't there.</span><br><br> You watch <<him>> leave, babbling to <<himself>> all the while.
<<case 1>><span class="green"><<He>> smiles and waves as <<he>> walks past you.</span><br><br> You feel silly, and more than a little confused.
<</switch>>
<<case "Whitney">>
<<switch random(1, 3)>>
<<case 3>><span class="green"><<He>> shoves past you,</span> almost knocking you over.<br><br> You dust yourself off, thankful nothing worse became of it.
<<case 2>><span class="green"><<He>> throws <<his>> hands up,</span> smiling innocently. "Just admiring the view from back here."<br><br> <<He>> smacks your <<bottom>> as <<he>> walks on.<<stress 2>><<arousal 150 "bottom">><<gstress>><<garousal>>
<<case 1>>Just as <<he>> draws near, <<he>> jumps at you with a loud "Boo!" You flinch on instinct.<br><br> "Wuss," <<he>> laughs <span class="green">as <<he>> leaves you behind.</span><<stress 4>><<gstress>>
<</switch>>
<<case "Ivory Wraith">>
It cackles, <span class="teal">before dissipating into a thick, cool mist.</span> Its voice echoes around you.
<<switch random(1, 3)>>
<<case 3>><<set _wraith_output to "Bask while you can. The night comes quickly.">>
<<case 2>><<set _wraith_output to "For what little comfort it's worth.">>
<<case 1>><<set _wraith_output to "Hold it close.">>
<</switch>>
"<span class="wraith"><<print _wraith_output>></span>"
<br><br>
You shiver as the haze clears around you, revealing an empty <<if $location is "forest">>clearing<<elseif $location is "moor">>field<<else>>street<</if>>.
<<trauma 2>><<stress 4>><<gtrauma>><<gstress>>
<<default>>
<span class="green"><<He>> throws up <<his>> hands.</span> "Easy <<girl>>," <<he>> says, giving you a wide berth. "I didn't mean to frighten you."
<br><br>
<<He>> walks ahead.
<</switch>>
<</widget>>
<!-- NPC walks by due to lack of boldness -->
<<widget "stalk_nnpc_text_passed">>
<<switch _args[0]>>
<<case "Avery">>
<<switch random(1, 3)>>
<<case 3>><<stalk_nnpc_name>> chats on <<his>> phone as <<he>> passes. <span class="teal"><<He>> ignores you.</span>
<<case 2>><<stalk_nnpc_name>> peers at you from the corner of <<his>> eye as <<he>> passes. <span class="teal"><<He>> leaves you alone.</span>
<<case 1>><<stalk_nnpc_name>> walks by. <span class="teal"><<He>> doesn't glance at you.</span>
<</switch>>
<<case "Bailey">>
<<switch random(1, 3)>>
<<case 3>><<stalk_nnpc_name>> walks by, <span class="teal">too busy on the phone to acknowledge you.</span>
<<case 2>><<stalk_nnpc_name>> peers at you from the corner of <<his>> eye as <<he>> passes. <span class="teal"><<He>> leaves you alone.</span>
<<case 1>><<stalk_nnpc_name>> thumps <<his>> shoulder against yours as <<he>> passes. <span class="teal"><<He>> doesn't look up.</span>
<</switch>>
<<if $stalk_assess>>
You let out a shaky breath.
<<stress 4>><<gstress>>
<</if>>
<<case "Briar">>
<<switch random(1, 3)>>
<<case 3>><<stalk_nnpc_name>> winks over <<his>> shoulder <span class="teal">as <<he>> walks on by.</span>
<<case 2>><<stalk_nnpc_name>> stops, stares at you over <<his>> shoulder, <span class="teal">then continues on <<his>> way.</span>
<<case 1>><<stalk_nnpc_name>> walks by. <span class="teal"><<He>> doesn't so much as glance at you.</span>
<</switch>>
<<case "Eden">>
<<switch random(1, 3)>>
<<case 3>>Suddenly seized by primal fear, you turn around. <span class="teal">You're alone.</span><<stress 4>><<gstress>>
<<case 2>><span class="teal"><<stalk_nnpc_name>> stomps past you,</span> almost shoving you to the ground in <<his>> haste.
<<case 1>>You hear movement behind you. You turn to catch a glimpse of <<if $stalk_assess>>Eden<<else>>a large figure<</if>> <span class="teal">disappearing <<if $location is "forest">>between the trees<<elseif $location is "moor">>into the fog<<else>>into an alley<</if>>.</span>
<</switch>>
<<case "Harper">>
<<switch random(1, 3)>>
<<case 3>><<stalk_nnpc_name>> jots notes in a journal as <<he>> passes. <span class="teal"><<He>> ignores you.</span>
<<case 2>><<stalk_nnpc_name>> peers at you from the corner of <<his>> eye as <<he>> passes. <span class="teal"><<He>> leaves you alone.</span>
<<case 1>><<stalk_nnpc_name>> walks by. <span class="teal"><<He>> doesn't glance at you.</span>
<</switch>>
<<case "Kylar">>
<<switch random(1, 3)>>
<<case 3>><span class="teal"><<stalk_nnpc_name>> walks right by you,</span> <<his>> gaze fixed to the floor.
<<case 2>>You feel a tug on your arm from behind. When you turn, <span class="teal">nobody's there.</span><<stress 4>><<gstress>>
<<case 1>><<stalk_nnpc_name>> passes without looking up, <span class="teal">leaving you alone.</span>
<</switch>>
<<case "Leighton">>
<<switch random(1, 3)>>
<<case 3>><<stalk_nnpc_name>> leers as <<he>> passes, <span class="teal">but otherwise leaves you alone.</span>
<<case 2>><<stalk_nnpc_name>> gives you a passing nod. <span class="teal"><<He>> continues on <<his>> way.</span>
<<case 1>><<stalk_nnpc_name>> walks by, <span class="teal">too busy tinkering with <<his>> watch to notice you.</span>
<</switch>>
<<case "Morgan">>
<<switch random(1, 3)>>
<<case 3>><<stalk_nnpc_name>> cheerfully hums as <<he>> passes, <span class="teal">all but ignoring you.</span>
<<case 2>><span class="teal"><<stalk_nnpc_name>> stumbles past you as if you weren't there.</span>
<<case 1>>You hear a gasp behind you. <span class="teal">You turn in time to catch a fleeting glimpse of <<if $stalk_assess>>Morgan<<else>>a figure<</if>> scurrying away.</span>
<</switch>>
<<case "Whitney">>
<<switch random(1, 3)>>
<<case 3>><span class="teal"><<stalk_nnpc_name>> flicks a cigarette butt over <<his>> shoulder as <<he>> passes.</span> It bounces off your cheek.
<<case 2>><<stalk_nnpc_name>> smacks your <<bottom>> as <<he>> passes. <<if $stalk_assess>> <<He>> flashes a smug smirk over <<his>> shoulder.<<else>> <<Hes>> gone before you can get a good look at <<him>>.<</if>><<stress 2>><<arousal 150 "bottom">><<gstress>><<garousal>>
<<case 1>><<stalk_nnpc_name>> picks at <<his>> nails as <<he>> passes. <span class="teal"><<Hes>> too engrossed to notice you.</span>
<</switch>>
<<case "Ivory Wraith">>
<<switch random(1, 3)>>
<<case 3>>A cold chill blows over you, <span class="teal">but it vanishes just as quickly.</span>
<<case 2>>A cold, clammy hand grabs your shoulder. You turn, <span class="teal">but no one's there.</span>
<<case 1>>You feel a presence. Someone breathes in your ear. "<span class="wraith">Not yet.</span>" A warm breeze washes over you, <span class="teal">taking the unwelcome presence with it.</span>
<</switch>>
A faint mist is left in the air. You think you're alone.<<trauma 2>><<stress 4>><<gtrauma>><<gstress>>
<<default>>
A <<personsimple>> passes by. <span class="teal"><<He>> doesn't glance at you.</span>
<</switch>>
<</widget>>
<!-- For specific encounters where $combatgoal is "confront" -->
<<widget "stalk_nnpc_text_confront">>
<<switch _args[0]>>
<<case "Kylar">>
You feel a tug on your arm. You turn around to face
<<if $stalk_assess>>
<<print $NPCList[0].fullDescription>>.
<<else>>
the culprit.
<</if>>
<<case "Ivory Wraith">>
The air chills around you. Animated by instinct, you turn around to find a pair of <<wraithEyes>> eyes staring back.
<<case "Eden">>
Eden's hand grabs tightly onto the back of your neck, bringing you to a stop.
<<default>>
You're grabbed by the arm and pulled back to face your assailant.
<</switch>>
<</widget>>
<<widget "stalk_nnpc_name">>
<<if $NPCList[0].fullDescription is "Ivory Wraith">>
<<if $stalk_assess>>
The pale figure
<<else>>
Somebody
<</if>>
<<else>>
<<if $stalk_assess>>
<<print $NPCList[0].fullDescription>>
<<else>>
A <<personsimple>>
<</if>>
<</if>>
<</widget>>
<<widget "stalk_img">>
<<if $options.images is 1>>
<br><br>
<div class="div_stalk">
<<for _i to 0; _i lt 8; _i++>>
<img @class="'stalk_' + _i" src="img/misc/stalk/base.png">
<</for>>
<<if $NPCList[0].fullDescription is "Ivory Wraith" and $stalk_assess>>
<<set $_stalker to "_wraith">>
<<else>>
<<set $_stalker to "">>
<</if>>
<<set $_pcAction to (_clothesJustStolen ? "_theft" : $feetuse is "run" ? "_run" : "")>>
<<if $NPCList[0].distance lte 0 and $NPCList[0].state isnot "pursuit" or $stalk_end is "hide">>
<<if $stalk_end is "confront">>
<<if $_stalker is "_wraith">>
<img class="stalk_4" src="img/misc/stalk/caught_wraith.png">
<<elseif $feetaction is "confront">>
<img class="stalk_4" src="img/misc/stalk/confront_npc.png">
<<else>>
<img class="stalk_4" src="img/misc/stalk/grabbed.png">
<</if>>
<<elseif $stalk_end>>
<<if $feetaction is "confront">>
<img class="stalk_4" src="img/misc/stalk/confront_safe_npc.png">
<<else>>
<img class="stalk_4" src="img/misc/stalk/pc.png">
<</if>>
<img class="stalk_5" @src="'img/misc/stalk/safe_npc' + $_stalker + '.png'">
<<else>>
<<if $feetaction is "confront" and $_stalker isnot "_wraith">>
<img class="stalk_4" src="img/misc/stalk/confront_npc.png">
<<else>>
<img class="stalk_4" @src="'img/misc/stalk/caught' + $_stalker + '.png'">
<</if>>
<</if>>
<<else>>
<<if $NPCList[0].distance lt 4>>
<<if $NPCList[0].state is "pursuit">>
<<set _stalk_position to 4 + $NPCList[0].distance>>
<<if $_stalker isnot "">>
<img @class="'stalk_' + _stalk_position" @src="'img/misc/stalk/npc' + $_stalker + '.png'">
<img @class="'stalk_' + _stalk_position" src="img/misc/stalk/clothes.png">
<<else>>
<img @class="'stalk_' + _stalk_position" src="img/misc/stalk/npc_theft.png">
<</if>>
<<elseif $stalk_end is "escaped">>
<<else>>
<<set _stalk_position to 4 - $NPCList[0].distance>>
<img @class="'stalk_' + _stalk_position" @src="'img/misc/stalk/npc' + $_stalker + '.png'">
<</if>>
<</if>>
<img class="stalk_4" @src="'img/misc/stalk/pc' + $_pcAction + '.png'">
<</if>>
</div>
<</if>>
<</widget>><<widget "stateman">>
<div @class="($debugLines ? 'debugLines-stateman' : '')">
<<if $position isnot "stalk">>
<<if $fightTargets is undefined or $fightTargets.length lte 0>>
<<set $_enemies to $enemyno>>
<<else>>
<<set $_enemies to $fightTargets.length>>
<</if>>
<<set _looks to ($_enemies is 1? "looks" : "look")>>
<<set _doesntlook to ($_enemies is 1? "doesn't look" : "don't look")>>
<<set _is to ($_enemies is 1? "is" : "are")>>
<<set $_n to 0>>
<<if $enemyno is 1 and $enemynomax gt 1>>
<<for $_i to 0; $_i lt $enemynomax; $_i++>>
<<if $NPCList[$_i].active is "active" and $NPCList[$_i].stance isnot "defeated">>
<<set $_n to $_i>>
<<break>>
<</if>>
<</for>>
<</if>>
<<if ["m", "f", "i", "n", "t"].includes($NPCList[$_n].pronoun)>>
<<set $pronoun to $NPCList[$_n].pronoun>>
<<elseif $options.debugdisable is "f">>
<span class="red">ERROR: Unexpected $$NPCList[0].pronoun: [$NPCList[0].pronoun]</span>
<</if>>
<<if $enemytype is "beast" and $monster is 0>>
<<set $pronoun to "i">>
<</if>>
<<if $_enemies gt 1>>
<<set $pronoun to "t">>
<</if>>
<<set _enemyhealth to Math.round($enemyhealth)>>
<<set _enemyhealthmax to Math.round($enemyhealthmax)>>
<<if $loveDrunk>>
<span class="lustful"><<He>> _looks <<print either("love-drunk", "sinful", "crazed", "wild with lust", "rapturous")>>.</span>
<<elseif $enemyhealth gte $enemyhealthmax>>
<span class="red"><<He>> _looks eager. <<if $enemystatstyle is "full">>[_enemyhealth/_enemyhealthmax]<</if>></span>
<<elseif $enemyhealth gte ($enemyhealthmax / 5) * 4>>
<span class="pink"><<He>> _looks uncomfortable. <<if $enemystatstyle is "full">>[_enemyhealth/_enemyhealthmax]<</if>></span>
<<elseif $enemyhealth gte ($enemyhealthmax / 5) * 3>>
<span class="purple"><<He>> _looks stung. <<if $enemystatstyle is "full">>[_enemyhealth/_enemyhealthmax]<</if>></span>
<<elseif $enemyhealth gte ($enemyhealthmax / 5) * 2>>
<span class="blue"><<He>> _looks pained. <<if $enemystatstyle is "full">>[_enemyhealth/_enemyhealthmax]<</if>></span>
<<elseif $enemyhealth gte ($enemyhealthmax / 5) * 1>>
<span class="lblue"><<He>> _looks hurt. <<if $enemystatstyle is "full">>[_enemyhealth/_enemyhealthmax]<</if>></span>
<<elseif $enemyhealth gt 0>>
<span class="teal"><<He>> _doesntlook like <<he>> can take much more pain. <<if $enemystatstyle is "full">>[_enemyhealth/_enemyhealthmax]<</if>></span>
<<elseif $enemyhealth lte 0>>
<span class="green"><<He>> _is recoiling in pain. <<if $enemystatstyle is "full">>[_enemyhealth/_enemyhealthmax]<</if>></span>
<<combatcontrol 15>><<def 10>>
<</if>>
<<set _enemyarousal to Math.round($enemyarousal)>>
<<if $enemyarousal gte $enemyarousalmax>>
<<if $NPCList[0].penis isnot "none" and !npcHasStrapon(0)>>
<span class="red">Ejaculation imminent. <<if $enemystatstyle is "full">>[_enemyarousal/$enemyarousalmax]<</if>></span>
<<else>>
<span class="red">Orgasm imminent. <<if $enemystatstyle is "full">>[_enemyarousal/$enemyarousalmax]<</if>></span>
<</if>>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<span class="pink">You think <<he>> _is approaching orgasm. <<if $enemystatstyle is "full">>[_enemyarousal/$enemyarousalmax]<</if>></span>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 3>>
<span class="purple"><<He>> _looks lustful. <<if $enemystatstyle is "full">>[_enemyarousal/$enemyarousalmax]<</if>></span>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
<span class="blue"><<He>> _looks horny. <<if $enemystatstyle is "full">>[_enemyarousal/$enemyarousalmax]<</if>></span>
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 1>>
<span class="lblue"><<He>> _looks aroused. <<if $enemystatstyle is "full">>[_enemyarousal/$enemyarousalmax]<</if>></span>
<<elseif $enemyarousal gt 0>>
<span class="teal"><<He>> _looks stimulated. <<if $enemystatstyle is "full">>[_enemyarousal/$enemyarousalmax]<</if>></span>
<<elseif $enemyarousal lte 0>>
<<if $_enemies gt 1>>
<span class="green"><<He>> _looks unaroused. <<if $enemystatstyle is "full">>[_enemyarousal/$enemyarousalmax]<</if>></span>
<<else>>
<<if $npcSub>>
<span class="green"><<He>> lies still, waiting for you. <<if $enemystatstyle is "full">>[_enemyarousal/$enemyarousalmax]<</if>></span>
<<else>>
<span class="green"><<He>> is positively <<if $NPCList[0].penis isnot "none">>flaccid<<else>>dry<</if>> <<if $enemystatstyle is "full">>[_enemyarousal/$enemyarousalmax]<</if>>.</span>
<</if>>
<</if>>
<</if>>
<<set _enemyanger to Math.round($enemyanger)>>
<<if $enemyanger gte $enemyangermax>>
<span class="red"><<He>> _is furious. <<if $enemystatstyle is "full">>[_enemyanger/$enemyangermax]<</if>></span>
<<elseif $enemyanger gte ($enemyangermax / 5) * 4>>
<span class="pink"><<He>> _looks incredibly pissed off. <<if $enemystatstyle is "full">>[_enemyanger/$enemyangermax]<</if>></span>
<<elseif $enemyanger gte ($enemyangermax / 5) * 3>>
<span class="purple"><<He>> _looks angry. <<if $enemystatstyle is "full">>[_enemyanger/$enemyangermax]<</if>></span>
<<elseif $enemyanger gte ($enemyangermax / 5) * 2>>
<span class="blue"><<He>> _looks frustrated. <<if $enemystatstyle is "full">>[_enemyanger/$enemyangermax]<</if>></span>
<<elseif $enemyanger gte ($enemyangermax / 5) * 1>>
<span class="lblue"><<He>> _looks irritated. <<if $enemystatstyle is "full">>[_enemyanger/$enemyangermax]<</if>></span>
<<elseif $enemyanger gt 0>>
<span class="teal"><<He>> _looks disappointed. <<if $enemystatstyle is "full">>[_enemyanger/$enemyangermax]<</if>></span>
<<elseif $enemyanger lte 0>>
<span class="green"><<He>> _looks calm. <<if $enemystatstyle is "full">>[_enemyanger/$enemyangermax]<</if>></span>
<</if>>
<<set _enemytrust to Math.round($enemytrust)>>
<<if $enemytrust lte -100>>
<span class="red"><<He>> _looks full of suspicion. <<if $enemystatstyle is "full">>[_enemytrust]<</if>></span>
<<elseif $enemytrust lte -60>>
<span class="pink"><<He>> _looks guarded. <<if $enemystatstyle is "full">>[_enemytrust]<</if>></span>
<<elseif $enemytrust lte -20>>
<span class="purple"><<He>> _looks wary. <<if $enemystatstyle is "full">>[_enemytrust]<</if>></span>
<<elseif $enemytrust lte 20>>
<span class="blue"><<He>> _looks cautious. <<if $enemystatstyle is "full">>[_enemytrust]<</if>></span>
<<elseif $enemytrust lte 60>>
<span class="lblue"><<He>> _looks alert. <<if $enemystatstyle is "full">>[_enemytrust]<</if>></span>
<<elseif $enemytrust lte 100>>
<span class="teal"><<He>> _looks relaxed. <<if $enemystatstyle is "full">>[_enemytrust]<</if>></span>
<<elseif $enemytrust gt 100>>
<span class="green"><<He>> _looks confident. <<if $enemystatstyle is "full">>[_enemytrust]<</if>></span>
<</if>>
<</if>>
<<if $panicviolence is 0 and $panicparalysis is 0 and $controlled is 0>>
<<if $panicattacks gte 1 and _panicchecked isnot true and random(1, 100) is 100>>
<<set $panicparalysis to 5>>
<</if>>
<<set _panicchecked to true>>
<<if $panicattacks gte 2 and _paniccheckedviolence isnot true and random(1, 100) is 100>>
<<set $panicviolence to 3>>
<<if $position is "stalk">>
<<set $feetuse to "run">>
<</if>>
<</if>>
<<set _paniccheckedviolence to true>>
<</if>>
<br><br>
<<if $arousal gte $arousalmax and $orgasmdown lte 0>>
<<orgasm>>
<</if>>
<<sexcheck>>
</div>
<<unset $speechcamerapose>>
<</widget>><<widget "combatstate">>
<<if _statechecked isnot true>>
<<if $gamemode is "soft">>
<<set $pain to 0>>
<</if>>
<<wetnessCalculate>>
<<if $orgasmdown gte 1>>
<<set $enemyarousal += 10>>
<span class="pink">Your body pulses and spasms with orgasmic waves, preventing you from acting normally.</span>
<br>
<<disable>><<combatExtendedStability -15>>
<<if $options.combatControls is "disabled" and $panicviolence lte 0 and $panicparalysis lte 0 and $trance lte 0>>
<<actionsorgasm>>
<</if>>
<</if>>
<<if $pain gte 100 and $willpowerpain is 0>>
<<set $enemyarousal += 10>>
<<if $possessed is true>>
<<if $orgasmdown lte 0>>
You can't take any more pain, <span class="red">but your body continues to fight.</span>
<<trauma 12>><<ggtrauma>>
<br>
<</if>>
<<else>>
<span class="red">You are in too much pain to act normally.</span>
<br>
<<disable>><<set $combatExtended.stability to 0>>
<<if $options.combatControls is "disabled" and $orgasmdown lte 0 and $panicviolence lte 0 and $panicparalysis lte 0 and $trance lte 0>>
<<actionspain>>
<</if>>
<</if>>
<</if>>
<<if $panicviolence gte 1 and !$possessed>>
<<set $enemyarousal += 10>>
<<if $position is "stalk">>
<span class="red">You are overcome by panic. You run, needing to be anywhere but here.</span>
<<else>>
<span class="red">You are stricken with panic, and flail wildly at anything invading your personal space.</span>
<</if>>
<<defiance 10>><<set $panicviolence to $panicviolence - 1>><<disable>><<combatExtendedStability -15>>
<br>
<</if>>
<<if $panicparalysis gte 1 and !$possessed>>
<<set $enemyarousal += 10>>
<<if $position is "stalk">>
<span class="red">You are stricken with panic. Your muscles seize up, leaving you motionless.</span>
<<else>>
<span class="red">You are stricken with panic. Your muscles seize up, leaving you helpless.</span>
<</if>>
<br>
<<set $panicparalysis -= 1>><<disable>><<set $combatExtended.stability to 0>>
<</if>>
<<if $dissociation gte 2 and !$possessed>>
<<set $enemyarousal += 10>>
You feel disconnected from yourself, as if in a dream.
<br>
<<disable>><<set $combatExtended.stability to 0>>
<<if $options.combatControls is "disabled" and $orgasmdown lte 0 and $panicviolence lte 0 and $panicparalysis lte 0 and $trance lte 0>>
<<if $pain lt 100 or $willpowerpain is undefined>>
<<actionsdissociation>>
<</if>>
<</if>>
<</if>>
<<if $trance gte 1>>
<<set $enemyarousal += 10>>
You are entranced.
<br>
<<disable>>
<<set $combatExtended.stability to 0>>
<</if>>
<<if $possessed is true>>
<<if $orgasmdown lte 0>>
Your body is not your own. <<if $rng gte 96>><span class="fading">It never was.</span><</if>>
<br>
<</if>>
<<disable>><<set $combatExtended.stability to 0>>
<<if $options.combatControls is "disabled" and $dissociation lte 1 and $orgasmdown lte 0 and $panicviolence lte 0 and $panicparalysis lte 0 and $trance lte 0>>
<<actionspossessed>>
<</if>>
/* Updates the control caption at the top of the screen to include any control gained through the rest of the passage */
<<run $(()=>{
Dynamic.render("control-caption")
})>>
/* Adds the condition for ending an encounter. */
<<if $control gte $controlmax>>
<<set _controlRegain to 1>>
<</if>>
<</if>>
<<set _statechecked to true>>
<</if>>
<</widget>>
<<widget "carryblock">>
<<if $orgasmdown gte 1>>
<<set $carryblock to "orgasm">>
<<elseif $pain gte 100 and $willpowerpain is 0>>
<<set $carryblock to "pain">>
<<elseif $dissociation gte 2>>
<<set $carryblock to "dissociation">>
<<elseif $panicviolence gte 1>>
<<set $carryblock to 1>>
<<elseif $panicparalysis gte 1>>
<<set $carryblock to 1>>
<<elseif $trance gte 1>>
<<set $carryblock to 1>>
<<else>>
<<set $carryblock to 0>>
<</if>>
<</widget>>
<<widget "actioncarry">>
<<if $carryblock is 0>>
<<set $leftactioncarry to $leftactiondefault>>
<<set $rightactioncarry to $rightactiondefault>>
<<set $feetactioncarry to $feetactiondefault>>
<<set $mouthactioncarry to $mouthactiondefault>>
<<set $vaginaactioncarry to $vaginaactiondefault>>
<<set $penisactioncarry to $penisactiondefault>>
<<set $anusactioncarry to $anusactiondefault>>
<<set $thighactioncarry to $thighactiondefault>>
<<set $cheekactioncarry to $cheekactiondefault>>
<<set $chestactioncarry to $chestactiondefault>>
<<elseif $carryblock is "pain">>
<<set $leftactioncarrypain to $leftactiondefault>>
<<set $rightactioncarrypain to $rightactiondefault>>
<<set $feetactioncarrypain to $feetactiondefault>>
<<set $mouthactioncarrypain to $mouthactiondefault>>
<<set $vaginaactioncarrypain to $vaginaactiondefault>>
<<set $penisactioncarrypain to $penisactiondefault>>
<<set $anusactioncarrypain to $anusactiondefault>>
<<set $thighactioncarrypain to $thighactiondefault>>
<<set $cheekactioncarrypain to $cheekactiondefault>>
<<set $chestactioncarrypain to $chestactiondefault>>
<<elseif $carryblock is "orgasm">>
<<set $leftactioncarryorgasm to $leftactiondefault>>
<<set $rightactioncarryorgasm to $rightactiondefault>>
<<set $feetactioncarryorgasm to $feetactiondefault>>
<<set $mouthactioncarryorgasm to $mouthactiondefault>>
<<set $vaginaactioncarryorgasm to $vaginaactiondefault>>
<<set $penisactioncarryorgasm to $penisactiondefault>>
<<set $anusactioncarryorgasm to $anusactiondefault>>
<<set $thighactioncarryorgasm to $thighactiondefault>>
<<set $cheekactioncarryorgasm to $cheekactiondefault>>
<<set $chestactioncarryorgasm to $chestactiondefault>>
<<elseif $carryblock is "dissociation">>
<<set $leftactioncarrydissociation to $leftactiondefault>>
<<set $rightactioncarrydissociation to $rightactiondefault>>
<<set $feetactioncarrydissociation to $feetactiondefault>>
<<set $mouthactioncarrydissociation to $mouthactiondefault>>
<<set $vaginaactioncarrydissociation to $vaginaactiondefault>>
<<set $penisactioncarrydissociation to $penisactiondefault>>
<<set $anusactioncarrydissociation to $anusactiondefault>>
<<set $thighactioncarrydissociation to $thighactiondefault>>
<<set $cheekactioncarrydissociation to $cheekactiondefault>>
<<set $chestactioncarrydissociation to $chestactiondefault>>
<</if>>
<<set $carryblock to 0>>
<</widget>>
<<widget "actioncarrydrop">>
<<if $orgasmdown gte 1>>
<<set $leftactiondefault to $leftactioncarryorgasm>>
<<set $rightactiondefault to $rightactioncarryorgasm>>
<<set $feetactiondefault to $feetactioncarryorgasm>>
<<set $mouthactiondefault to $mouthactioncarryorgasm>>
<<set $vaginaactiondefault to $vaginaactioncarryorgasm>>
<<set $penisactiondefault to $penisactioncarryorgasm>>
<<set $anusactiondefault to $anusactioncarryorgasm>>
<<set $thighactiondefault to $thighactioncarryorgasm>>
<<set $cheekactiondefault to $cheekactioncarryorgasm>>
<<set $chestactiondefault to $chestactioncarryorgasm>>
<<elseif $pain gte 100 and $willpowerpain is 0>>
<<set $leftactiondefault to $leftactioncarrypain>>
<<set $rightactiondefault to $rightactioncarrypain>>
<<set $feetactiondefault to $feetactioncarrypain>>
<<set $mouthactiondefault to $mouthactioncarrypain>>
<<set $vaginaactiondefault to $vaginaactioncarrypain>>
<<set $penisactiondefault to $penisactioncarrypain>>
<<set $anusactiondefault to $anusactioncarrypain>>
<<set $thighactiondefault to $thighactioncarrypain>>
<<set $cheekactiondefault to $cheekactioncarrypain>>
<<set $chestactiondefault to $chestactioncarrypain>>
<<elseif $dissociation gte 2>>
<<set $leftactiondefault to $leftactioncarrydissociation>>
<<set $rightactiondefault to $rightactioncarrydissociation>>
<<set $feetactiondefault to $feetactioncarrydissociation>>
<<set $mouthactiondefault to $mouthactioncarrydissociation>>
<<set $vaginaactiondefault to $vaginaactioncarrydissociation>>
<<set $penisactiondefault to $penisactioncarrydissociation>>
<<set $anusactiondefault to $anusactioncarrydissociation>>
<<set $thighactiondefault to $thighactioncarrydissociation>>
<<set $cheekactiondefault to $cheekactioncarrydissociation>>
<<set $chestactiondefault to $chestactioncarrydissociation>>
<<else>>
<<set $leftactiondefault to $leftactioncarry>>
<<set $rightactiondefault to $rightactioncarry>>
<<set $feetactiondefault to $feetactioncarry>>
<<set $mouthactiondefault to $mouthactioncarry>>
<<set $vaginaactiondefault to $vaginaactioncarry>>
<<set $penisactiondefault to $penisactioncarry>>
<<set $anusactiondefault to $anusactioncarry>>
<<set $thighactiondefault to $thighactioncarry>>
<<set $cheekactiondefault to $cheekactioncarry>>
<<set $chestactiondefault to $chestactioncarry>>
<</if>>
<</widget>><<widget "combateffects">>
<<if $trauma gte $traumasaved>>
<<set $traumagain += ($trauma - $traumasaved)>>
<</if>>
<<if $trauma lte 0>>
<<set $traumasaved to 0>>
<<else>>
<<set $traumasaved to $trauma>>
<</if>>
<<if $stress gte $stresssaved>>
<<set $stressgain += ($stress - $stresssaved)>>
<</if>>
<<if $stress lte 0>>
<<set $stresssaved to 0>>
<<else>>
<<set $stresssaved to $stress>>
<</if>>
<<set $enemyanger to Math.clamp($enemyanger, 0, 200)>>
<</widget>>
/* Use first parameter to override the output text <<alarmstate "Custom line">> */
/* Use <<alarmstate 1>> if you want to set $alarm to 0 later in the passage */
<<widget "alarmstate">>
<<if $alarm is 1 and $rescue is 0>>
<<if _args[0] isnot 1 and _args[1] isnot 1>>
<<set $alarm to 0>>
<</if>>
<<if _args[0] is undefined or _args[0] is 1>>
<span class="red">No one comes to your aid.</span>
<<if $drugged gte 1>>The drugs inhibit you, you couldn't cry very convincingly.<</if>>
<<else>>
_args[0]
<</if>>
<br><br>
<</if>>
<</widget>><<widget "struggle_init">>
<<set $enemytype to "struggle">>
<<set $struggle to {
timer: 0,
creature: "lurker",
number: 1,
warded: 0,
done: 0,
enemy: {}
}>>
<<set $feetaction to "evade">>
<<set $leftaction to "guard">>
<<set $rightaction to "guard">>
<<if $worn.face.type.includes("gag")>>
<<set $mouthuse to "gagged">>
<</if>>
<<if $worn.feet.type.includes("shackle")>>
<<set $leftleg to "bound">>
<<set $rightleg to "bound">>
<<set $feetuse to "bound">>
<</if>>
/*<<if playerHasStrapon() and $worn.under_lower.size isnot undefined>>
<<set $playerPenisSizeBackup to $player.penissize>>
<<set $player.penissize to $worn.under_lower.size>>
<</if>>*/
<</widget>>
<<widget "struggle_creatures">>
<<set $struggle.number to _args[0]>>
<<set $struggle.descriptions to ["twisting", "slimy", "chittering", "slippery", "darting", "mesmerising", "big", "small", "colourful", "dull", "jittering", "shuddering", "pulsating", "wide", "thin", "thick", "buzzing", "glistening"]>>
<<for _i to 0; _i lt $struggle.number; _i++>>
<<generate_struggle_creature _i _args[1]>>
<</for>>
<<for _part range ["mouth", "vagina", "penis", "anus", "chest"]>>
<<struggle_part_init _part>>
<</for>>
<</widget>>
<<widget "struggle_add">>
<<set _i to $struggle.number>>
<<set $struggle.number += _args[0]>>
<<for _i to _i; _i lt $struggle.number; _i++>>
<<generate_struggle_creature _i _args[1]>>
<</for>>
<</widget>>
<<widget "generate_struggle_creature">>
<<set _slot = _args[0];
_health = _args[1];
_type = _args[2] ? _args[2] : $struggle.creature
>>
<<set $struggle.enemy[_slot] to {
location: "lurking",
health: _health,
satisfied: 0,
name: _type,
description: $struggle.descriptions.pluck(),
motion: {wasp: "flying", bee: "flying", squid: "swimming"}[_type] || "jumping",
legs: {wasp: "legs", bee: "legs", squid: "tentacles"}[_type] || "none"
}>>
<</widget>>
<<widget "struggle_part_init">>
<<if ["mouth", "vagina", "penis", "anus", "chest"].includes(_args[0])>>
<<set $_part to _args[0]>>
<<else>>
<span class="error">struggle_part_init error: invalid arguments: _args</span>
<</if>>
<!-- reset bodypart states -->
<<set $struggle[$_part] to {
grip: 0,
creature: 0,
progress: 0,
success: 0,
action: 0,
action_default: 0,
damage: 0
}>>
<<if !$struggle_start>>
<!-- clean all creatures stuck to bodypart -->
<<for _i to 0; _i lt $struggle.number; _i++>>
<<if $struggle.enemy[_i].location is $_part>>
<<set $struggle.enemy[_i].location to "fleeing">>
<<if _args[1] is "cum">>
<<set $struggle.enemy[_i].satisfied += 1>>
<<else>>
<<set $struggle.enemy[_i].health -= 1>>
<</if>>
<</if>>
<</for>>
<!-- clean hand states -->
<<set $_actions to [$_part + '_strengthen', $_part + '_pull', $_part + '_spray', $_part + '_grasp', $_part + '_stroke']>>
<<if $_actions.includes($leftactiondefault)>>
<<if $carryblock>>
<<set $leftactioncarry to "rest">>
<<else>>
<<set $leftactiondefault to "rest">>
<</if>>
<<set $leftarmstate to 0>>
<<set $leftarm to 0>>
<</if>>
<<if $_actions.includes($rightactiondefault)>>
<<if $carryblock>>
<<set $rightactioncarry to "rest">>
<<else>>
<<set $rightactiondefault to "rest">>
<</if>>
<<set $rightarmstate to 0>>
<<set $rightarm to 0>>
<</if>>
<</if>>
<</widget>>
<<widget "struggle_name">><<silently>>
<!-- prints full description of an enemy in specified slot or location -->
<<set $_loc to _args[0]>>
<<if $_loc lt $struggle.number>>
<!-- when _args[0] is a slot number -->
<<set _fulldesc to $struggle.enemy[$_loc].description + ' ' + $struggle.enemy[$_loc].name>>
<<elseif ["mouth", "vagina", "penis", "anus", "chest"].includes($_loc)>>
<!-- when _args[0] is a location -->
<<if $struggle[$_loc].description>>
<!-- description doesn't exist in older versions -->
<<set _fulldesc to $struggle[$_loc].description + ' ' + $struggle[$_loc].creature>>
<<elseif $struggle[$_loc].creature>>
<<for _i to 0; _i lt $struggle.number; _i++>>
<<if $struggle.enemy[_i].location is $_loc>>
<<set _fulldesc to $struggle.enemy[_i].description + ' ' + $struggle.enemy[_i].name>>
<<set $struggle[$_loc].description to $struggle.enemy[_i].description>>
<</if>>
<</for>>
<</if>>
<</if>>
<</silently>><<print _fulldesc>>
<</widget>>
<<widget "struggle">>
<<struggle_effects>>
<<struggle_enemy>>
<<struggle_state>>
<<struggle_actions>>
<</widget>>
<<widget "struggle_state">>
<<for $_part range ["mouth", "vagina", "penis", "anus", "chest"]>>
<<if $struggle[$_part].creature>>
You have
<<switch $struggle[$_part].grip>>
<<case 0>><span class="red"> no </span>
<<case 1>>a <span class="pink"> fragile </span>
<<case 2>>a <span class="purple"> weak </span>
<<case 3>>a <span class="blue"> tentative </span>
<<case 4>>a <span class="lblue"> decent </span>
<<case 5>>a <span class="teal"> strong </span>
<<default>>an <span class="green"> iron </span>
<</switch>>
grip on the <<print $struggle[$_part].creature>> clutching your
<<switch $_part>>
<<case "mouth">> mouth.
<<case "vagina">> pelvis.
<<case "penis">> tummy.
<<case "anus">> bottom.
<<case "chest">> chest.
<</switch>>
<br>
<</if>>
<</for>>
<br>
<<if $arousal gte $arousalmax and $orgasmdown lte 0>>
<<orgasm>>
<</if>>
<<set $struggle.timer += 1>>
<<sexcheck>>
<</widget>>
<<widget "struggle_end">>
/*<<if playerHasStrapon()>>
<<set $player.penissize to $playerPenisSizeBackup>>
<</if>>*/
<<unset $struggle>>
<</widget>>
<<widget "generateActionsStruggle">>
<<set $combat to 1>>
<<if _targetlist is undefined>>
<<getTargetList>>
<</if>>
<<for _i to 0; _i lt $struggle.number; _i++>>
<<if $struggle.enemy[_i].location is "fleeing" or $struggle.enemy[_i].location is "lurking">>
The <<struggle_name _i>> keeps at a distance.
<br>
<<if $farm_stage gte 10 and $lurkers_held lt lurkerCap()>>
<<set _lurker_net_possible to true>>
<</if>>
<</if>>
<</for>>
<hr>
<div id="listContainer" style="margin-bottom:0px">
<div id="leftaction" @class="$options.combatControls + 'Control'">
<<leftActionInitStruggle>>
</div>
<div id="rightaction" @class="$options.combatControls + 'Control'">
<<rightActionInitStruggle>>
</div>
<<if $dissociation lte 1 and $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined)>>
<div id="feetaction" @class="$options.combatControls + 'Control'">
<<feetActionInitStruggle>>
</div>
<</if>>
</div>
<<if ($mouthuse is "struggle" and $struggle.mouth.creature) or ($mouthuse is 0 and !($dissociation lte 1 and $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined)))>>
<hr>
<div id="listContainer" style="margin-bottom:0px">
<div id="mouthaction" @class="$options.combatControls + 'Control'">
<<mouthActionInitStruggle>>
</div>
</div>
<</if>>
<<if $dissociation lte 1 and $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined)>>
<<if $vaginastate isnot 0 and $player.vaginaExist>>
<hr>
<div id="listContainer" style="margin-bottom:0px">
<div id="vaginaaction" @class="$options.combatControls + 'Control'">
<<vaginaActionInitStruggle>>
</div>
</div>
<</if>>
<<if $penisstate isnot 0 and (playerHasStrapon() or $player.penisExist)>>
<hr>
<div id="listContainer" style="margin-bottom:0px">
<div id="penisaction" @class="$options.combatControls + 'Control'">
<<penisActionInitStruggle>>
</div>
</div>
<</if>>
<<if $anusstate isnot 0>>
<hr>
<div id="listContainer" style="margin-bottom:0px">
<div id="anusaction" @class="$options.combatControls + 'Control'">
<<anusActionInitStruggle>>
</div>
</div>
<</if>>
<<if $chestuse isnot 0 and $chestuse isnot "squeezed">>
<hr>
<div id="listContainer" style="margin-bottom:0px">
<div id="chestaction" @class="$options.combatControls + 'Control'">
<<chestActionInitStruggle>>
</div>
</div>
<</if>>
<</if>>
<</widget>>
<<widget "leftActionInitStruggle">>
<<set $lefttarget to "struggle">>
<<switch $leftarm>>
<<case 0>>
<<if $orgasmdown gte 1>>
<<set _leftOptions to "orgasm">>
<span class="lewd">Your left arm is free, but you can't stop the spasms.</span>
<<elseif $pain gte 100 and $willpowerpain is 0>>
<<set _leftOptions to "pain">>
<span class="red">Your left arm is free, but hurts to move.</span>
<<elseif $dissociation gte 2>>
<<set _leftOptions to "unreal">>
<span class="pink">Your left arm is free, but doesn't feel real.</span>
<<else>>
<<if _targetYourself is true and _targetnumber gt 1>>
<<set _targetlistarms["Yourself"] to "self">>
<</if>>
<<if not $options.combatControls.includes("adio") and _targetnumber gt 1>>
<<targetListBox "left" _targetlistarms>>
<</if>>
<<set _leftOptions to "free">>
<span @class="($lastOptions.left isnot _leftOptions ? 'gold' : '')">Your left arm is free.</span>
<<if $options.combatControls.includes("adio") and _targetnumber gt 1>>
<<targetListBox "left" _targetlistarms>>
<br>
<</if>>
<</if>>
<<if $options.combatControls.includes("adio")>><br><</if>>
<<case "struggle">>
<<if $orgasmdown gte 1>>
<<set _leftOptions to "orgasm">>
<span class="lewd">You hold a $struggle.creature with your left arm, but you can't stop the spasms.</span>
<<elseif $pain gte 100 and $willpowerpain is 0>>
<<set _leftOptions to "bound">>
<span class="red">You hold a $struggle.creature with your left arm, but it hurts to move.</span>
<<elseif $dissociation gte 2>>
<<set _leftOptions to "bound">>
<span class="pink">You hold a $struggle.creature with your left arm, but it doesn't feel real.</span>
<<else>>
<<set _leftOptions to "struggle">>
<<switch $leftarmstate>>
<<case "mouth_struggle">>
<span @class="($lastOptions.left isnot _leftOptions ?'gold':'')">Your left arm grips the $struggle.mouth.creature over your mouth.</span>
<<case "penis_struggle">>
<span @class="($lastOptions.left isnot _leftOptions ?'gold':'')">Your left arm grips the $struggle.penis.creature over your <<penis>>.</span>
<<case "vagina_struggle">>
<span @class="($lastOptions.left isnot _leftOptions ?'gold':'')">Your left arm grips the $struggle.vagina.creature over your <<pussy>>.</span>
<<case "anus_struggle">>
<span @class="($lastOptions.left isnot _leftOptions ?'gold':'')">Your left arm grips the $struggle.anus.creature over your <<bottom>>.</span>
<<case "chest_struggle">>
<span @class="($lastOptions.left isnot _leftOptions ?'gold':'')">Your left arm grips the $struggle.chest.creature over your chest.</span>
<</switch>>
<</if>>
<<if $options.combatControls.includes("adio")>><br><</if>>
<<case "bound">>
<<set _leftOptions to "bound">>
<<if $orgasmdown gte 1>>
<span class="lewd">Your left arm jerks against its bonds.</span>
<<elseif $pain gte 100 and $willpowerpain is 0>>
<span class="red">Your left arm is held in a painful bind.</span>
<<elseif $dissociation gte 2>>
<span class="pink">Your left arm lies limp in its bonds.</span>
<<else>>
<span @class="($lastOptions.left isnot _leftOptions ?'gold':'')">Your left arm is bound.</span>
<</if>>
<<if $options.combatControls.includes("adio")>><br><</if>>
<<case "trapped">>
<<set $_changetype to true>><<leftActionInitVore>>
<<case "grappled" "penis" "othervagina" "vagina" "coverpenis" "anus" "behind">>
<<set $_changetype to true>><<leftActionInit>>
<<case "swarmgrappled">>
<<set $_changetype to true>><<leftActionInitSwarm>>
<<case "mechgrappled">>
<<set $_changetype to true>><<leftActionInitMachine>>
<<default>>
<<set $_changetype to true>><<leftActionInitTentacle>>
<</switch>>
<<if $_changetype isnot true>>
<<leftActionsStruggle>>
<<if Object.keys(_leftaction).length gt 0>>
<<if Object.values(_leftaction).includes($leftactiondefault)>>
<<set $leftaction to $leftactiondefault>>
<</if>>
<<set _textColor to combatListColor('leftaction', (Object.values(_leftaction).includes($leftaction) ? $leftaction : Object.values(_leftaction)[0]), "Struggle")>>
<<generateCombatActionOthers _leftaction "leftaction" _textColor $leftaction "Struggle">>
<<if $options.combatControls.includes("ists")>>
<div id="leftactionDifficulty">
<<leftactionDifficulty>>
</div>
<</if>>
<</if>>
<<set $lastOptions.left to clone(_leftOptions)>>
<</if>>
<</widget>>
<<widget "leftactionDifficultyStruggle">>/* Don't mind the blank widget. */
<!-- Does nothing -->
<</widget>>
<<widget "leftActionsStruggle">>
<<set _leftaction to {}>>
<<switch _leftOptions>>
<<case "free" "struggle">>
<<set _leftaction["Keep left arm still"] to "rest">>
<<if _lurker_net_possible is true>>
<<set _leftaction["Hurl net"] to "capture">>
<</if>>
<<set _leftaction["Guard"] to "guard">>
<<leftclothesnew>>
<<if not $options.combatControls.includes("adio")>>
<<for $_part range ["mouth", "vagina", "penis", "anus", "chest"]>>
<<if V[$_part + 'use'] is "struggle" and $struggle[$_part].creature>>
<<set $_desc to ($leftactiondefault.includes($_part) ? '' : ' (' + $_part + ')')>>
<<if $leftactiondefault.includes($_part) and $struggle[$_part].grip gte 1>>
<!-- require hand on the creature before pulling or strengthening -->
<<if $struggle[$_part].success lt 100>>
<<set _leftaction["Strengthen your grip"] to $_part + '_strengthen'>>
<</if>>
<<set _leftaction["Pull"] to $_part + '_pull'>>
<<elseif $struggle[$_part].success lt 100 or $struggle[$_part].grip lte 0>>
<<set _leftaction['Grasp' + $_desc] to $_part + '_grasp'>>
<</if>>
<<if $spray gte 1 and $consensual isnot 1>>
<<set _leftaction['Spray' + $_desc] to $_part + '_spray'>>
<</if>>
<<set _leftaction['Stroke' + $_desc] to $_part + '_stroke'>>
<</if>>
<</for>>
<</if>>
<<case "bound">>
<<case "orgasm">>
<<set _leftaction["Fold"] to "leftfold">>
<<set _leftaction["Grip"] to "leftgrip">>
<<case "pain">>
<<set _leftaction["Struggle"] to "leftstruggleweak">>
<<set _leftaction["Protect"] to "leftprotect">>
<<case "unreal">>
<<set _leftaction["Poke yourself"] to "leftpoke">>
<<set _leftaction["Keep your arms out of the way"] to "leftcurl">>
<</switch>>
<</widget>>
<<widget "rightActionInitStruggle">>
<<set $righttarget to "struggle">>
<<switch $rightarm>>
<<case 0>>
<<if $orgasmdown gte 1>>
<<set _rightOptions to "orgasm">>
<span class="lewd">Your right arm is free, but you can't stop the spasms.</span>
<<elseif $pain gte 100 and $willpowerpain is 0>>
<<set _rightOptions to "pain">>
<span class="red">Your right arm is free, but hurts to move.</span>
<<elseif $dissociation gte 2>>
<<set _rightOptions to "unreal">>
<span class="pink">Your right arm is free, but doesn't feel real.</span>
<<else>>
<<if _targetYourself is true and _targetnumber gt 1>>
<<set _targetlistarms["Yourself"] to "self">>
<</if>>
<<if not $options.combatControls.includes("adio") and _targetnumber gt 1>>
<</if>>
<<set _rightOptions to "free">>
<span @class="($lastOptions.right isnot _rightOptions ?'gold':'')">Your right arm is free.</span>
<<if $options.combatControls.includes("adio") and _targetnumber gt 1>>
<<targetListBox "right" _targetlistarms>>
<br>
<</if>>
<</if>>
<<if $options.combatControls.includes("adio")>><br><</if>>
<<case "struggle">>
<<if $orgasmdown gte 1>>
<<set _rightOptions to "orgasm">>
<span class="lewd">You hold a $struggle.creature with your right arm, but you can't stop the spasms.</span>
<<elseif $pain gte 100 and $willpowerpain is 0>>
<<set _rightOptions to "bound">>
<span class="red">You hold a $struggle.creature with your right arm, but it hurts to move.</span>
<<elseif $dissociation gte 2>>
<<set _rightOptions to "bound">>
<span class="pink">You hold a $struggle.creature with your right arm, but it doesn't feel real.</span>
<<else>>
<<set _rightOptions to "struggle">>
<<switch $rightarmstate>>
<<case "mouth_struggle">>
<span @class="($lastOptions.right isnot _rightOptions ?'gold':'')">Your right arm grips the $struggle.mouth.creature over your mouth.</span>
<<case "penis_struggle">>
<span @class="($lastOptions.right isnot _rightOptions ?'gold':'')">Your right arm grips the $struggle.penis.creature over your <<penis>>.</span>
<<case "vagina_struggle">>
<span @class="($lastOptions.right isnot _rightOptions ?'gold':'')">Your right arm grips the $struggle.vagina.creature over your <<pussy>>.</span>
<<case "anus_struggle">>
<span @class="($lastOptions.right isnot _rightOptions ?'gold':'')">Your right arm grips the $struggle.anus.creature over your <<bottom>>.</span>
<<case "chest_struggle">>
<span @class="($lastOptions.right isnot _rightOptions ?'gold':'')">Your right arm grips the $struggle.chest.creature over your chest.</span>
<</switch>>
<</if>>
<<if $options.combatControls.includes("adio")>><br><</if>>
<<case "bound">>
<<set _rightOptions to "bound">>
<<if $orgasmdown gte 1>>
<span class="lewd">Your right arm jerks against its bonds.</span>
<<elseif $pain gte 100 and $willpowerpain is 0>>
<span class="red">Your right arm is held in a painful bind.</span>
<<elseif $dissociation gte 2>>
<span class="pink">Your right arm lies limp in its bonds.</span>
<<else>>
<span @class="($lastOptions.right isnot _rightOptions ?'gold':'')">Your right arm is bound.</span>
<</if>>
<<if $options.combatControls.includes("adio")>><br><</if>>
<<case "trapped">>
<<set $_changetype to true>><<rightActionInitVore>>
<<case "grappled" "penis" "othervagina" "vagina" "coverpenis" "anus" "behind">>
<<set $_changetype to true>><<rightActionInit>>
<<case "swarmgrappled">>
<<set $_changetype to true>><<rightActionInitSwarm>>
<<case "mechgrappled">>
<<set $_changetype to true>><<rightActionInitMachine>>
<<default>>
<<set $_changetype to true>><<rightActionInitTentacle>>
<</switch>>
<<if $_changetype isnot true>>
<<rightActionsStruggle>>
<<if Object.keys(_rightaction).length gt 0>>
<<if Object.values(_rightaction).includes($rightactiondefault)>>
<<set $rightaction to $rightactiondefault>>
<</if>>
<<set _textColor to combatListColor('rightaction', (Object.values(_rightaction).includes($rightaction) ? $rightaction : Object.values(_rightaction)[0]), "Struggle")>>
<<generateCombatActionOthers _rightaction "rightaction" _textColor $rightaction "Struggle">>
<<if $options.combatControls.includes("ists")>>
<div id="rightactionDifficulty">
<<rightactionDifficulty>>
</div>
<</if>>
<</if>>
<<set $lastOptions.right to clone(_rightOptions)>>
<</if>>
<</widget>>
<<widget "rightactionDifficultyStruggle">>/* It's a necessary evil. */
<!-- Does nothing. todo: investigate why combatButtonAdjustments() needs this -->
<</widget>>
<<widget "rightActionsStruggle">>
<<set _rightaction to {}>>
<<switch _rightOptions>>
<<case "free" "struggle">>
<<set _rightaction["Keep right arm still"] to "rest">>
<<if _lurker_net_possible is true>>
<<set _rightaction["Hurl net"] to "capture">>
<</if>>
<<set _rightaction["Guard"] to "guard">>
<<rightclothesnew>>
<<if not $options.combatControls.includes("adio")>>
<<for $_part range ["mouth", "vagina", "penis", "anus", "chest"]>>
<<if V[$_part + 'use'] is "struggle" and $struggle[$_part].creature>>
<<set $_desc to ($rightactiondefault.includes($_part) ? '' : ' (' + $_part + ')')>>
<<if $rightactiondefault.includes($_part) and $struggle[$_part].grip gt 0>>
<!-- require hand on the creature before pulling or strengthening -->
<<if $struggle[$_part].success lt 100>>
<<set _rightaction["Strengthen your grip"] to $_part + '_strengthen'>>
<</if>>
<<set _rightaction["Pull"] to $_part + '_pull'>>
<<elseif $struggle[$_part].success lt 100 or $struggle[$_part].grip lte 0>>
<<set _rightaction['Grasp' + $_desc] to $_part + '_grasp'>>
<</if>>
<<if $spray gte 1 and $consensual isnot 1>>
<<set _rightaction['Spray' + $_desc] to $_part + '_spray'>>
<</if>>
<<set _rightaction['Stroke' + $_desc] to $_part + '_stroke'>>
<</if>>
<</for>>
<</if>>
<<case "bound">>
<<case "orgasm">>
<<set _rightaction["Fold"] to "rightfold">>
<<set _rightaction["Grip"] to "rightgrip">>
<<case "pain">>
<<set _rightaction["Struggle"] to "rightstruggleweak">>
<<set _rightaction["Protect"] to "rightprotect">>
<<case "unreal">>
<<set _rightaction["Poke yourself"] to "rightpoke">>
<<set _rightaction["Keep your arms out of the way"] to "rightcurl">>
<</switch>>
<</widget>>
<<widget "feetActionInitStruggle">>
<<set $feettarget to "struggle">>
<<switch $feetuse>>
<<case 0>>
<<if _targetYourself is true and _targetnumber gt 1>>
<<set _targetlistall["Yourself"] to "self">>
<</if>>
<<if not $options.combatControls.includes("adio") and _targetnumber gt 1>>
<<if ($leftleg is "grappled" and $rightleg is "grappled") or ($leftleg is "bound" and $rightleg is "bound")>>
<<else>>
<<targetListBox "feet" _targetlistall>>
<</if>>
<</if>>
<<if $leftleg is 0 and $rightleg is 0>>
<<set _feetOptions to "free">>
<span @class="($lastOptions.feet isnot _feetOptions ?'gold':'')">Your feet are free.</span>
<<elseif $leftleg is 0>>
<<set _feetOptions to "leftfree">>
<span @class="($lastOptions.feet isnot _feetOptions ?'gold':'')">Your left leg is free.</span>
<<elseif $rightleg is 0>>
<<set _feetOptions to "rightfree">>
<span @class="($lastOptions.feet isnot _feetOptions ?'gold':'')">Your right leg is free.</span>
<<elseif $leftleg is "grappled" and $rightleg is "grappled">>
<<set $_changetype to true>><<feetActionInitTentacle>>
<<elseif $leftleg is "bound" and $rightleg is "bound">>
<<set $_changetype to true>><<feetActionInitTentacle>>
<<else>>
<<set _feetOptions to "free">>
<span @class="($lastOptions.feet isnot _feetOptions or _feetGold is true ?'gold':'')">Your feet are free.</span>
<</if>>
<<if $options.combatControls.includes("adio") and _targetnumber gt 1 and _feetOptions.toLowerCase().includes("free")>>
<<targetListBox "feet" _targetlistall>>
<</if>>
<<if _targetnumber is 1>>
<<set $feettarget to _firsttarget>>
<</if>>
<<if $options.combatControls.includes("adio")>><br><</if>>
<<case "penis" "othervagina" "bound" "walk" "run" "strut" "none">>
<<set $_changetype to true>><<feetActionInit>>
<<case "mechgrappled">>
<<set $_changetype to true>><<feetActionInitMachine>>
<<default>>
<<set $_changetype to true>><<feetActionInitTentacle>>
<</switch>>
<<if $_changetype isnot true>>
<<feetActionsStruggle>>
<<if Object.keys(_feetaction).length gt 0>>
<<if !(Object.values(_feetaction).includes($feetactiondefault))>>
<<set $feetactiondefault to "rest">>
<</if>>
<<set $feetaction to $feetactiondefault>>
<<set _textColor to combatListColor('feetaction', (Object.values(_feetaction).includes($feetaction) ? $feetaction : Object.values(_feetaction)[0]), "Struggle")>>
<<generateCombatActionOthers _feetaction "feetaction" _textColor $feetaction "Struggle">>
<<if $options.combatControls.includes("ists")>>
<div id="feetactionDifficulty">
<<feetactionDifficulty>>
</div>
<</if>>
<</if>>
<<set $lastOptions.feet to clone(_feetOptions)>>
<</if>>
<</widget>>
<<widget "feetactionDifficultyStruggle">>/* "How so", you ask? */
<!-- Does nothing -->
<</widget>>
<<widget "feetActionsStruggle">>
<<set _feetaction to {}>>
<<set _feetaction["Keep still"] to "rest">>
<<set _feetaction["Dodge"] to "evade">>
<<set _feetaction["Plant"] to "plant">>
<</widget>>
<<widget "mouthActionInitStruggle">>
<<if $orgasmdown gte 1>>
<<mouthActionInit>>
<<elseif $pain gte 100 and $willpowerpain is 0>>
<<mouthActionInit>>
<<elseif $dissociation gte 2>>
<<mouthActionInit>>
<<else>>
<<set $mouthtarget to "struggle">>
<<switch $mouthuse>>
<<case "struggle">>
<span @class="($lastOptions.mouth isnot _mouthOptions or _mouthGold is true ?'gold':'')">A <<print $struggle.mouth.creature>> clings to your face.</span>
<<if $leftarmstate is "mouth_struggle" and $rightarmstate is "mouth_struggle">>
You clutch it with both hands.
<<elseif $leftarmstate is "mouth_struggle">>
You clutch it with your left hand.
<<elseif $rightarmstate is "mouth_struggle">>
You clutch it with your right hand.
<</if>>
<<if $options.combatControls.includes("adio")>><br><</if>>
<<case "tentacle">>
<<set $_changetype to true>><<mouthActionInitTentacle>>
<<default>>
<<set $_changetype to true>><<mouthActionInit>>
<</switch>>
<<if $_changetype isnot true>>
<<set _mouthaction to {}>>
<<if $mouthstate is "struggle" and !$worn.face.type.includes("covered") and !$worn.face.type.includes("gag")>>
<<set _mouthaction["Keep closed"] to "rest">>
<<set _mouthaction["Open"] to "open">>
<<elseif $worn.face.type.includes("covered") or $worn.face.type.includes("gag")>>
<<set _mouthaction["Rest"] to "rest">>
<<elseif $mouthstate is "struggle_pen">>
<<set _mouthaction["Rest"] to "rest">>
<<set _mouthaction["Suck"] to "suck">>
<<if $consensual isnot 1>>
<<set _mouthaction["Bite"] to "bite">>
<</if>>
<</if>>
<<if Object.keys(_mouthaction).length gt 0>>
<<if !(Object.values(_mouthaction).includes($mouthactiondefault))>>
<<if !["open", "suck", "bite"].includes($mouthactiondefault)>>
<<set $mouthactiondefault to "rest">>
<</if>>
<</if>>
<<set $mouthaction to $mouthactiondefault>>
<<set _textColor to combatListColor('mouthaction', (Object.values(_mouthaction).includes($mouthaction) ? $mouthaction : Object.values(_mouthaction)[0]), "Struggle")>>
<<if $options.combatControls.includes("adio")>>
<span>Mouth:
<<generateCombatActionOthers _mouthaction "mouthaction" _textColor $mouthaction "Struggle">>
</span>
<<else>>
<<generateCombatActionOthers _mouthaction "mouthaction" _textColor $mouthaction "Struggle">>
<</if>>
<<if $options.combatControls.includes("ists")>>
<div id="mouthactionDifficulty">
<<mouthactionDifficulty>>
</div>
<</if>>
<</if>>
<<if $options.combatControls is "radio">>
<<handsActionsStruggleRadio "mouth">>
<</if>>
<<if $options.combatControls is "columnRadio">>
<<handsActionsStruggleColumnRadio "mouth">>
<</if>>
<<set $lastOptions.mouth to clone(_mouthOptions)>>
<</if>>
<</if>>
<</widget>>
<<widget "mouthactionDifficultyStruggle">>/* Simply put, there's a JavaScript macro that needs it. */
<!-- Does nothing -->
<</widget>>
<<widget "penisActionInitStruggle">>
<<set $penistarget to "struggle">>
<<if $dissociation lte 1 and $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined)>>
<<switch $penisstate>>
<<case "struggle" "struggle_pen">>
<span @class="(_gold_penis ? 'gold' : '')">A <<print $struggle.penis.creature>> clings to your tummy, where it threatens your <<penisSimple>>.</span>
<<if $leftarmstate is "penis_struggle" and $rightarmstate is "penis_struggle">>
You clutch it with both hands.
<<elseif $leftarmstate is "penis_struggle">>
You clutch it with your left hand.
<<elseif $rightarmstate is "penis_struggle">>
You clutch it with your right hand.
<</if>>
<<case "tentacleentrance" "tentacleimminent" "tentacle" "tentacledeep" "tentaclerub">>
<<set $_changetype to true>><<penisActionInitTentacle>>
<<default>>
<<set $_changetype to true>><<penisActionInit>>
<</switch>>
<<if $_changetype isnot true and $options.combatControls is "radio">>
<<handsActionsStruggleRadio penis>>
<</if>>
<<if $_changetype isnot true and $options.combatControls is "columnRadio">>
<<handsActionsStruggleColumnRadio penis>>
<</if>>
<</if>>
<</widget>>
<<widget "vaginaActionInitStruggle">>
<<set $vaginatarget to "struggle">>
<<switch $vaginastate>>
<<case "struggle" "struggle_pen">>
<span @class="(_gold_vagina ? 'gold' : '')">A <<print $struggle.vagina.creature>> clings to your pelvis, where it threatens your pussy.</span>
<<if $leftarmstate is "vagina_struggle" and $rightarmstate is "vagina_struggle">>
You clutch it with both hands.
<<elseif $leftarmstate is "vagina_struggle">>
You clutch it with your left hand.
<<elseif $rightarmstate is "vagina_struggle">>
You clutch it with your right hand.
<</if>>
<<case "tentacleentrance" "tentacleimminent" "tentacle" "tentacledeep" "tentaclerub">>
<<set $_changetype to true>><<vaginaActionInitTentacle>>
<<default>>
<<set $_changetype to true>><<vaginaActionInit>>
<</switch>>
<<if $_changetype isnot true and $options.combatControls is"radio">>
<<handsActionsStruggleRadio "vagina">>
<</if>>
<<if $_changetype isnot true and $options.combatControls is "columnRadio">>
<<handsActionsStruggleColumnRadio "vagina">>
<</if>>
<</widget>>
<<widget "anusActionInitStruggle">>
<<set $anustarget to "struggle">>
<<if $bottomuse is "mouth" or $bottomuse is "penis">>
<<set $_changetype to true>><<anusActionInit>>
<<else>>
<<switch $anusstate>>
<<case "struggle" "struggle_pen">>
<span @class="(_gold_anus ? 'gold' : '')">A <<print $struggle.anus.creature>> clings to your bottom.</span>
<<if $leftarmstate is "anus_struggle" and $rightarmstate is "anus_struggle">>
You clutch it with both hands.
<<elseif $leftarmstate is "anus_struggle">>
You clutch it with your left hand.
<<elseif $rightarmstate is "anus_struggle">>
You clutch it with your right hand.
<</if>>
<<case "tentacleentrance" "tentacleimminent" "tentacle" "tentacledeep" "tentaclerub">>
<<set $_changetype to true>><<anusActionInitTentacle>>
<<default>>
<<set $_changetype to true>><<anusActionInit>>
<</switch>>
<</if>>
<<if $_changetype isnot true and $options.combatControls is "radio">>
<<handsActionsStruggleRadio "anus">>
<</if>>
<<if $_changetype isnot true and $options.combatControls is "columnRadio">>
<<handsActionsStruggleColumnRadio "anus">>
<</if>>
<</widget>>
<<widget "chestActionInitStruggle">>
<<switch $chestuse>>
<<case "struggle">>
<span @class="(_gold_chest ? 'gold' : '')">A <<print $struggle.chest.creature>> clings to your chest.</span>
<<if $leftarmstate is "chest_struggle" and $rightarmstate is "chest_struggle">>
You clutch it with both hands.
<<elseif $leftarmstate is "chest_struggle">>
You clutch it with your left hand.
<<elseif $rightarmstate is "chest_struggle">>
You clutch it with your right hand.
<</if>>
<<case "tentaclerub">>
<<set $_changetype to true>><<chestActionInitTentacle>>
<<case "penis">>
<<set $_changetype to true>><<chestActionInit>>
<</switch>>
<<if $_changetype isnot true and $options.combatControls is "radio">>
<<handsActionsStruggleRadio "chest">>
<</if>>
<<if $_changetype isnot true and $options.combatControls is "columnRadio">>
<<handsActionsStruggleColumnRadio "chest">>
<</if>>
<</widget>>
<<widget "struggle_actions">>
<<if !($struggle.mouth.progress gte 6 and $struggle.mouth.progress lte 14) and !$underwater>>
<<oxygen 50>>
<</if>>
<<willpowerpain>>
<<willpowerorgasm>>
<<actioncarry>>
<<actioncarrydrop>>
<<combatstate>>
<<carryblock>>
<<if $trance lte 0 and $panicparalysis is 0 and $panicviolence is 0 and $options.combatControls isnot "radio_old">>
<<struggle_difficulty_set>>
<<if $options.combatControls.includes("adio")>>
<<set $leftaction to $leftactiondefault>>
<<set $rightaction to $rightactiondefault>>
<</if>>
<<generateActionsStruggle>>
<</if>>
<<if $trance lte 0 and $dissociation lte 1 and $panicparalysis is 0 and $panicviolence is 0
and $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined) and $options.combatControls is "radio_old">>
<<struggle_difficulty_set>>
<!-- arms bound set -->
<<if $leftarm is "bound" and $rightarm is "bound">>
<span class="pink">Your arms are helplessly bound, leaving you defenceless.</span>
<<elseif $leftarm is "grappled" and $rightarm is "grappled">>
<span class="pink">Your arms are grappled, leaving you defenceless.</span>
<<elseif $leftarm is "grappled" or $leftarm is "bound">>
<span class="purple">Your left arm is grappled.</span>
<<elseif $rightarm is "grappled" or $rightarm is "bound">>
<span class="purple">Your right arm is grappled.</span>
<<else>>
Your arms are free.
<</if>>
<!-- arms line -->
<<set $leftaction to $leftactiondefault>>
<<if $leftarm isnot "grappled" and $leftarm isnot "bound">>
<label><span class="meek">Keep left arm still</span> <<radiobutton "$leftaction" "rest" autocheck>></label>
<<set _pipe to 1>>
<</if>>
<<set $rightaction to $rightactiondefault>>
<<if $rightarm isnot "grappled" and $rightarm isnot "bound">>
<<if _pipe>>| <</if>><label><span class="meek">Keep right arm still</span> <<radiobutton "$rightaction" "rest" autocheck>></label>
<</if>>
<<set _pipe to 0>>
<br>
<!-- feet line -->
<<set $feetaction to $feetactiondefault>>
<<if $feetuse is 0>>
Your feet are free.
<<set $feetaction to $feetactiondefault>>
<label><span class="meek">Keep still</span> <<radiobutton "$feetaction" "rest" autocheck>></label>
| <label><span class="meek">Dodge</span> <<radiobutton "$feetaction" "evade" autocheck>></label>
| <label><span class="meek">Plant</span> <<radiobutton "$feetaction" "plant" autocheck>></label>
<</if>>
<br>
<hr>
<!-- attached lurkers -->
<!-- mouth -->
<<if $mouthuse is "struggle" and $struggle.mouth.creature>>
The <<struggle_name "mouth">> clings to your face.
<br>
<span>
Mouth:
<<if $mouthstate is "struggle">>
<<set $mouthaction to ($mouthactiondefault is "open" ? "open" : "rest")>>
<label>Keep closed <<radiobutton "$mouthaction" "rest" autocheck>></label>
| <label><span class="sub">Open</span> <<radiobutton "$mouthaction" "open" autocheck>></label>
<<elseif $mouthstate is "struggle_pen">>
<<if $mouthactiondefault is "suck" or ($consensual isnot 1 and $mouthactiondefault is "bite")>>
<!-- all is good -->
<<else>>
<<set $mouthactiondefault to "rest">>
<</if>>
<<set $mouthaction to $mouthactiondefault>>
<label>Rest <<radiobutton "$mouthaction" "rest" autocheck>></label>
| <label><span class="sub">Suck</span> <<radiobutton "$mouthaction" "suck" autocheck>></label>
<<if $consensual isnot 1>>
| <label><span class="def">Bite</span> <<radiobutton "$mouthaction" "bite" autocheck>></label>
<</if>>
<</if>>
</span>
<<if $options.combatControls is "radio">>
<br>
<hr>
<<handsActionsStruggleRadio "mouth">>
<<elseif $options.combatControls is "columnRadio">>
<<handsActionsStruggleColumnRadio "mouth">>
<</if>>
<</if>>
<!-- the rest of it -->
<<for _part range ["vagina", "penis", "anus", "chest"]>>
<<if V[_part + 'use'] is "struggle">>
The <<struggle_name _part>> clings to your <<struggle_region _part>><<if ["vagina", "penis"].includes(_part)>>, where it threatens your <<struggle_bodypart _part>><</if>>.
<br>
<<if $options.combatControls is "radio">>
<<handsActionsStruggleRadio _part>>
<hr>
<<elseif $options.combatControls is "columnRadio">>
<<handsActionsStruggleColumnRadio _part>>
<</if>>
<</if>>
<</for>>
<!-- distant lurkers -->
<<set _dlurkers to []>>
<<for _i to 0; _i lt $struggle.number; _i++>>
<<if $struggle.enemy[_i].location is "fleeing" or $struggle.enemy[_i].location is "lurking">>
<<set _dlurkers.push(_i)>>
<</if>>
<</for>>
<<if _dlurkers.length gt 0>>
The
<<for _i to _dlurkers.length - 1; _i gte 0; _i-->>
<<struggle_name _dlurkers[_i]>><<if _i gte 2>>, the<<elseif _i is 1>> and the<</if>>
<</for>>
keep<<if _dlurkers.length is 1>>s<</if>> at a distance.
<<if $farm_stage gte 10 and $lurkers_held lt lurkerCap()>>
<<if $leftarm isnot "grappled" and $leftarm isnot "bound">>
<br>
Left arm: <label><span class="def">Hurl net</span> <<radiobutton "$leftaction" "capture" autocheck>></label>
<</if>>
<<if $rightarm isnot "grappled" and $rightarm isnot "bound">>
<br>
Right arm: <label><span class="def">Hurl net</span> <<radiobutton "$rightaction" "capture" autocheck>></label>
<</if>>
<</if>>
<br>
<hr>
<</if>>
<</if>>
<br><br>
<<setupMidOrgasm>>
<</widget>>
<<widget "handsActionsStruggleRadio">>
<<set _hpart to _args[0]>>
<<set V[_hpart + 'target'] to "struggle">>
<<if V[_hpart + 'use'] is "struggle">>
<br>
<<for _hhand range ["left", "right"]>>
<<if ["free", "struggle"].includes(_leftOptions)>>
<<print (_hhand is "left" ? "Left" : "Right")>> arm:
<<if V[_hhand + 'actiondefault'].includes(_hpart) and $struggle[_hpart].grip gte 1>>
<!-- require hand on the creature before pulling or strengthening -->
<<if $struggle[_hpart].success lt 100>>
<label><<radiobutton `'$' + _hhand + 'action'` `_hpart + '_strengthen'` autocheck>> <span class="brat">Strengthen your grip</span></label> |
<</if>>
<label><<radiobutton `'$' + _hhand + 'action'` `_hpart + '_pull'` autocheck>> <span class="def">Pull</span></label> |
<<elseif $struggle[_hpart].success lt 100 or $struggle[_hpart].grip lte 0>>
<label><<radiobutton `'$' + _hhand + 'action'` `_hpart + '_grasp'` autocheck>> <span class="brat">Grasp</span></label> |
<</if>>
<<if $spray gte 1 and !$consensual>>
<label><<radiobutton `'$' + _hhand + 'action'` `_hpart + '_spray'` autocheck>> <span class="def">Spray</span></label> |
<</if>>
<label><<radiobutton `'$' + _hhand + 'action'` `_hpart + '_stroke'` autocheck>> <span class="sub">Stroke it</span></label> |
<</if>>
<br>
<</for>>
<</if>>
<</widget>>
<<widget "handsActionsStruggleColumnRadio">>
<<set _hpart to _args[0]>>
<<set V[_hpart + 'target'] to "struggle">>
<<if V[_hpart + 'use'] is "struggle">>
<span>
<<for _hhand range ["left", "right"]>>
<<if ["free", "struggle"].includes(_leftOptions)>>
<span><<print (_hhand is "left" ? "Left" : "Right")>> arm: </span>
<<if V[_hhand + 'actiondefault'].includes(_hpart) and $struggle[_hpart].grip gte 1>>
<!-- require hand on the creature before pulling or strengthening -->
<<if $struggle[_hpart].success lt 100>>
<label><<radiobutton `'$' + _hhand + 'action'` `_hpart + '_strengthen'` autocheck>> <span class="brat">Strengthen your grip</span></label> |
<</if>>
<label><<radiobutton `'$' + _hhand + 'action'` `_hpart + '_pull'` autocheck>> <span class="def">Pull</span></label> |
<<elseif $struggle[_hpart].success lt 100 or $struggle[_hpart].grip lte 0>>
<label><<radiobutton `'$' + _hhand + 'action'` `_hpart + '_grasp'` autocheck>> <span class="brat">Grasp</span></label> |
<</if>>
<<if $spray gte 1 and !$consensual>>
<label><<radiobutton `'$' + _hhand + 'action'` `_hpart + '_spray'` autocheck>> <span class="def">Spray</span></label> |
<</if>>
<label><<radiobutton `'$' + _hhand + 'action'` `_hpart + '_stroke'` autocheck>> <span class="sub">Stroke it</span></label>
<</if>>
<br>
<</for>>
</span>
<</if>>
<</widget>>
<<widget "handsActionsStruggleRadiobkp">>
<<set _hpart to _args[0]>>
<<set V[_hpart + 'target'] to "struggle">>
<<if V[_hpart + 'use'] is "struggle">>
<br>
<<for _hhand range ["left", "right"]>>
<<if V[_hhand + 'arm'] isnot "bound" and !(V[_hhand + 'arm'] and V[_hhand + 'arm'].includes("grappled"))>>
<<print (_hhand is "left" ? "Left" : "Right")>> arm:
<<if $struggle[_hpart].success lt 100 or $struggle[_hpart].grip lte 0>>
<<if !V[_hhand + 'armstate'].includes(_hpart)>>
<label><<radiobutton `'$' + _hhand + 'action'` `_hpart + '_grasp'` autocheck>> <span class="brat">Grasp</span></label> |
<<else>>
<label><<radiobutton `'$' + _hhand + 'action'` `_hpart + '_strengthen'` autocheck>> <span class="brat">Strengthen your grip</span></label> |
<</if>>
<</if>>
<<if $struggle[_hpart].grip gte 1>>
<label><<radiobutton `'$' + _hhand + 'action'` `_hpart + '_pull'` autocheck>> <span class="def">Pull</span></label> |
<</if>>
<<if $spray gte 1 and !$consensual>>
<label><<radiobutton `'$' + _hhand + 'action'` `_hpart + '_spray'` autocheck>> <span class="def">Spray</span></label> |
<</if>>
<label><<radiobutton `'$' + _hhand + 'action'` `_hpart + '_stroke'` autocheck>> <span class="sub">Stroke it</span></label> |
<</if>>
<br>
<</for>>
<</if>>
<</widget>>
<<widget "struggle_effects">>
<<pain -0.25>>
<<if $trance gte 1 or $dissociation gte 2>>
<<if $position is "stalk">>
You wander in a daze, unaware of your surroundings.
<<else>>
You stare straight ahead, your body passive and compliant.
<</if>>
<</if>>
<<if $underwater is 1>>
<<set $underwatertime += 1>>
<<if $underwatertime lte 5>>
You are underwater, and cannot speak.
<<elseif $underwatertime lte 10>>
<span class="blue">You are underwater, and cannot breathe.</span>
<<gstress>><<stress 1>>
<<elseif $underwatertime lte 15>>
<span class="purple">You are underwater, and cannot breathe.</span>
<<gstress>><<stress 2>>
<<elseif $underwatertime lte 20>>
<span class="pink">You are underwater, and running out of breath.</span>
<<gtrauma>><<gstress>><<stress 4>><<trauma 2>>
<<else>>
<span class="red">You are suffocating beneath the water.</span>
<<pain 20 1>><<gtrauma>><<gstress>><<gpain>><<stress 6>><<trauma 4>>
<br><br>
<</if>>
<</if>>
<<effectspain>>
<<effectsorgasm>>
<<effectsdissociation>>
<!-- MOUTH -->
<<if $mouthaction is "rest">>
<!-- nothing to do. add some flavour text maybe? -->
<<elseif $mouthaction is "open" and $mouthstate is "struggle">>
<<set $mouthactiondefault to "suck">>
You open your mouth wide allowing it to enter.
<<set _mouthOpen to true>>
<<if $struggle.mouth.progress gte 1 and $struggle.mouth.progress lte 3>>
<<set $struggle.mouth.progress to 4>><<submission 1>>
<</if>>
<<elseif $mouthaction is "suck" and $mouthstate is "struggle_pen">>
You suck on <<struggle_name mouth>>'s <<struggle_appendage mouth>><<if $struggle.mouth.progress gte 8>>, forcing it to release more sweet fluid down your throat<</if>>.
<<neutral 5 "mouth">><<struggle_fluid mouth>><<purity -1>><<internalejac>><<bodyliquid "mouth" "goo">><<submission 2>>
<<if $struggle.mouth.progress gt 7 and $struggle.mouth.progress lt 13>>
<<set $struggle.mouth.progress += 1>>
<</if>>
<<elseif $mouthaction is "bite" and $mouthstate is "struggle_pen">>
<<if $transformationParts.traits.fangs isnot "disabled">>
<<set _rng to random(1, 5)>>
<<switch _rng>>
<<case 1>>
You bite the <<struggle_name mouth>>'s <<struggle_appendage mouth>> with your fangs.
<<case 2>>
Your fangs bite deep into the <<struggle_name mouth>>'s <<struggle_skin mouth>>.
<<case 3>>
Your fangs rip and tear into the <<struggle_name mouth>>'s <<struggle_skin mouth>>.
<<case 4>>
Your fangs pierce the <<struggle_name mouth>>'s <<struggle_skin mouth>>.
<<default>>
Your fangs skewer the <<struggle_name mouth>>'s <<struggle_skin mouth>>.
<</switch>>
<span class="green">It leaps off your face.</span>
<<set $mouthuse to 0>>
<<set $mouthstate to 0>>
<<struggle_part_init "mouth">>
<<set $struggle.warded += 1>>
<<defiance 2>> <<control 5>>
<<struggleClearActions "mouth_">>
<br>
<<else>>
<<set _rng to random(1, 5)>>
<<switch _rng>>
<<case 1>>
No matter how hard you try to bite on its <<struggle_appendage mouth>>, <span class="red">it doesn't react.</span>
<<case 2>>
You bite, <span class="red">but your teeth fail</span> to penetrate the <<struggle_name mouth>>'s <<struggle_skin mouth>>.
<<case 3>>
You bite, <span class="red">but your teeth are unable to breach</span> the <<struggle_name mouth>>'s tough <<struggle_skin mouth>>.
<<case 4>>
You bite into the <<struggle_name mouth>>'s tough <<struggle_skin mouth>>, <span class="red">but it's not enough to provoke a reaction.</span>
<<default>>
You bite down, <span class="red">but your teeth can't get purchase</span> on the <<struggle_name mouth>>'s <<struggle_skin mouth>>.
<</switch>>
<<defiance 1>>
<</if>>
<</if>>
<<if !$carryblock>>
<<set $mouthactiondefault to ($mouthaction is "bite" ? "rest" : $mouthaction)>>
<<set $mouthaction to 0>>
<</if>>
<!-- FEET -->
<<set _grip_strength to currentSkillValue('physique') / 20 + currentSkillValue("handskill")>>
<<if $feetaction is "rest">>
<<unset $dodging>>
You rest your legs.
<<elseif $feetaction is "evade">>
<<set $dodging to 1>>
<<if $underwater is 1 or ["sea","lake"].includes($location)>>
You relax your legs and let yourself float, ready to dodge incoming attacks.
<<else>>
You remain light on your feet, ready to dodge incoming attacks.
<</if>>
<<elseif $feetaction is "plant">>
<<unset $dodging>>
<<set _grip_strength += currentSkillValue("feetskill")>>
<<if $underwater is 1 or ["sea","lake"].includes($location)>>
You tread water, helping you steady your grip.
<<else>>
You plant your feet, helping you get a firm grip.
<</if>>
<<feetskilluse>>
<</if>>
<<if !$carryblock>>
<<set $feetactiondefault to ($feetaction ? $feetaction : "rest")>>
<<set $feetaction to 0>>
<</if>>
<!-- HANDS -->
<<set _actionPriority = ["rest", "stroke", "grasp", "strengthen", "pull", "spray"]>>
<<set _hands = [{id: "left", handaction: $leftaction},{id: "right", handaction: $rightaction}]
.map(h => {
let [,part, action] = /(?:([^_]+)_)?(.*)/.exec(h.handaction);
return Object.assign(h, {part, action});
}).sort((a,b) => _actionPriority.indexOf(a.action) - _actionPriority.indexOf(b.action))
>>
<<for _i, _handObj range _hands>>
<!-- iterate once per hand, unless $leftaction is $rightaction, in which case do stuff for the other hand immediately and <<break>> -->
/* <<set {id: _hand, part: _actionpart, action: _action} = _Hand>> */
<<set _hand = _handObj.id, _actionpart = _handObj.part, _action = _handObj.action>>
<<set _otherHand to _hands[1-_i].id>>
<<if !_action or V[_hand + "action"] is 0>><<continue>><</if>>
<<if _action.includes("upper") or _action.includes("lower")>><<set _action to "clothes">><</if>>
<<set _gripped to _grip_strength gte random(2000)>>
<!-- _grip_strength is set above in the FEET section -->
<<switch _action>>
<<case "rest">>
/* nothing to do */
<<case "stroke">>
<<if _actionpart is "mouth">>
You stroke the <<struggle_name _actionpart>>, hoping to put it at ease.
<<else>>
You stroke the <<struggle_name _actionpart>>'s <<struggle_appendage _actionpart>>, hoping to excite it.
<<if $struggle[_actionpart].progress gt 7 and $struggle[_actionpart].progress lt (_actionpart is "chest" ? 12 : 13)>>
<<set $struggle[_actionpart].progress++>>
<<bodyliquid _actionpart "goo">>
<<if ["vagina", "anus"].includes(_actionpart)>>
<<struggle_fluid _actionpart>>
<<purity -1>>
<<internalejac>>
<</if>>
<</if>>
<</if>>
<br>
<<neutral 5>><<submission 2>>
<<set V[_hand + 'arm'] to "struggle">>
<<set V[_hand + 'armstate'] to _actionpart + '_struggle'>>
<<if $leftaction is $rightaction>>
<<set V[_otherHand + "armstate"] to _actionpart + '_struggle'>>
<<set V[_otherHand + "arm"] to "struggle">>
<<submission 2>>
<<break>>
<</if>>
<<case "grasp">>
You raise your <<if $leftaction is $rightaction>>hands<<else>>_hand hand<</if>> to the <<print $struggle[_actionpart].creature>> clinging to your <<struggle_region _actionpart>>, though it's hard to find purchase.
<<set V[_hand + 'arm'] to "struggle">>
<<set V[_hand + 'armstate'] to _actionpart + '_struggle'>>
<<set $struggle[_actionpart].grip += 1 + _gripped>>
<<set V[_hand + 'action'] to _actionpart + '_strengthen'>>
<<case "strengthen">>
You tighten your grip on the <<print $struggle[_actionpart].creature>> clinging to your <<struggle_region _actionpart>><<if $leftaction is $rightaction>> with both hands<</if>>.
<<set V[_hand + 'arm'] to "struggle">>
<<set V[_hand + 'armstate'] to _actionpart + '_struggle'>>
<<if _gripped>>
Your grasp is <span class="teal">much better.</span>
<<set $struggle[_actionpart].grip += 2>>
<<else>>
Your grasp is <span class="blue">a bit better.</span>
<<set $struggle[_actionpart].grip += 1>>
<</if>>
<br>
<<handskilluse>>
<<if $leftaction is $rightaction and _i == 0>>
<<set $struggle[_actionpart].grip += 1 + _gripped>>
<<set V[_otherHand + "arm"] to "struggle">>
<<set V[_otherHand + "armstate"] to _actionpart + '_struggle'>>
<<break>>
<</if>>
<<case "pull">>
<br>
You dig your nails in and try to wrench the <<print $struggle[_actionpart].creature>> off your <<struggle_region _actionpart>>.
<<struggle_difficulty_set>>
<<if $struggle[_actionpart].success gte random(1, 100) || ($leftaction is $rightaction and $struggle[_actionpart].success gte random(1, 100))>>
<span class="green">You hurl it away from you.</span>
<<set V[_actionpart + 'use'] to 0>>
<<set V[_actionpart + 'state'] to 0>>
<<struggle_part_init _actionpart>>
<<set $struggle.warded++>>
<<struggleClearActions `_actionpart + '_'`>>
<<else>>
<!-- TODO: maybe add some skill and random checks, with possibilities (and corresponding flavour text) to retain the grip -->
You can't maintain your grip, and <span class="red">your fingers pull away without the creature.</span>
<<set $struggle[_actionpart].grip to 0>>
<<set V[_hand + 'action'] to _actionpart + '_grasp'>>
<</if>>
<<if $leftaction is $rightaction>>
<<break>>
<</if>>
<<case "spray">>
<<if $spray gte 1>>
You spray the <<print $struggle[_actionpart].creature>>. <span class="green">It leaps off your <<struggle_region _actionpart>>.</span>
<<set $spraystat++>><<spray -1>>
<<set V[_actionpart + 'use'] to 0>>
<<set V[_actionpart + 'state'] to 0>>
<<struggle_part_init _actionpart>>
<<set $struggle.warded++>>
<<struggleClearActions _actionpart>>
<<effectssprayFree>>
<<else>>
You try to spray the <<print $struggle[_actionpart].creature>> clinging to your <<struggle_region _actionpart>>, <span class="purple">but your spray is empty!</span>
<</if>>
<br>
<<if $leftaction is $rightaction>>
<<break>>
<</if>>
<<case "clothes">>
<<effectshandsclothes>>
<br>
<<if _hand is "left" and ($rightaction.toString().includes("upper") or $rightaction.toString().includes("lower"))>>
<<break>>
<</if>>
<</switch>>
<</for>>
/* lose grasp on the lurkers that you have no contact with */
<<if !$carryblock>>
<<for _part range ["mouth", "vagina", "penis", "anus", "chest"]>>
<<if $struggle[_part].grip gt 0 and (!$leftaction or !$leftaction.includes(_part)) and (!$rightaction or !$rightaction.includes(_part))>>
Switching all attention away from it, <span class="red">you lose all grasp on the <<print $struggle[_part].creature>> clutching your <<struggle_region _part>>.</span>
<<set $struggle[_part].grip to 0>>
<!-- reset arm state -->
<<if $leftarmstate.toString().includes(_part)>>
<<set $leftarmstate to 0>>
<<set $leftarm to 0>>
<</if>>
<<if $rightarmstate.toString().includes(_part)>>
<<set $rightarmstate to 0>>
<<set $rightarm to 0>>
<</if>>
<!-- prevent attempts to strenghten what hasn't been grasped after orgasm, disassociation, etc -->
<!-- pretty useless unless !$carryblock check above goes away some day -->
<<if $rightactioncarry is (_part + '_strengthen')>>
<<set $rightactioncarry to (_part + '_grasp')>>
<</if>>
<<if $leftactioncarry is (_part + '_strengthen')>>
<<set $leftactioncarry to (_part + '_grasp')>>
<</if>>
<</if>>
<</for>>
<</if>>
/* capture calculations should go independently */
<<if $leftaction is "capture" or $rightaction is "capture">>
<<set _capture_chance to (!!($leftaction is "capture") + !!($rightaction is "capture")) * 30>>
<!-- select the best target -->
<<for _i to 0; _i lt $struggle.number; _i++>>
<<if $struggle.enemy[_i].location is "fleeing">>
<<set _capture_chance *= 2>>
<<set _capture_creature to _i>>
<<break>>
<<elseif $struggle.enemy[_i].location is "lurking">>
<<set _capture_creature to _i>>
<</if>>
<</for>>
<<if _capture_creature isnot undefined>>
<!-- do a strict check for undefined and not something else! otherwise the check will fail on 0 -->
You cast your net at the <<if $struggle.enemy[_capture_creature] is "fleeing">><span class="green">recoiling </span><</if>><<print $struggle.enemy[_capture_creature].name>><<if $leftaction is $rightaction>> with both hands<</if>>.
<<if $prof.net / 20 + _capture_chance gte random(100)>>
<<set _succ to true>>
<</if>>
<<else>>
You prepare to cast your net at a <<print $struggle.creature>>, <span class="pink">but they're too close.</span> You'll have to drive one back first.
<</if>>
<<if _succ>>
<span class="green">The net lands true.</span> You pull the creature into your possession.
<<if $struggle.enemy[_capture_creature].name is "lurker">>
<<set $lurkers_held += 1>>
<<set $stat_lurkers_captured += 1>>
<</if>>
<<set $struggle.done += 1>>
<<set $struggle.enemy[_capture_creature].location to "fled">>
<<if $leftaction is "capture" and $lurkers_held gte lurkerCap()>>
<<set $leftaction to "rest">>
<</if>>
<<if $rightaction is "capture" and $lurkers_held gte lurkerCap()>>
<<set $rightaction to "rest">>
<</if>>
<<else>>
<span class="red">The creature squirms aside.</span><<gnet>><<prof net 1>>
<</if>>
<</if>>
<<if $leftaction is "guard" and $rightaction is "guard">>
You raise both arms, preparing to bat away any attacks.
<<set $left_guard to 1>>
<<set $right_guard to 1>>
<<elseif $leftaction is "guard">>
You raise your left arm, preparing to bat away any attacks.
<<set $left_guard to 1>>
<<elseif $rightaction is "guard">>
You raise your right arm, preparing to bat away any attacks.
<<set $right_guard to 1>>
<</if>>
<<if !$carryblock>>
<<set $leftactiondefault to ($leftaction ? $leftaction : "rest"); $leftaction to 0>>
<<set $rightactiondefault to ($rightaction ? $rightaction : "rest"); $rightaction to 0>>
<</if>>
<br>
<</widget>>
<<widget "struggle_enemy">>
<<if $struggle.mouth.creature>>
<<switch $struggle.mouth.progress>>
<<case 0>>
<<if $struggle.mouth.legs is "tentacles">>
The <<print $struggle.mouth.creature>>'s tentacles wrap around your neck.<<neutral 2>>
<<elseif $worn.face.type.includes("covered") or $worn.face.type.includes("gag")>>
The <<print $struggle.mouth.creature>>'s <<struggle_appendage mouth>> rubs against your $worn.face.name.<<neutral 1>>
<<else>>
The <<print $struggle.mouth.creature>>'s <<struggle_appendage mouth>> rubs against your face.<<neutral 1>>
<</if>>
<<case 1>>
<<if $worn.face.type.includes("covered") or $worn.face.type.includes("gag")>>
The <<print $struggle.mouth.creature>> plays with your $worn.face.name, <span class="blue">searching for a way in.</span><<neutral 2 "mouth">>
/*<<struggle_clothes mouth>>*/
<<else>>
The <<print $struggle.mouth.creature>> plays with your lips, <span class="blue">searching for a way in.</span><<neutral 2 "mouth">>
<</if>>
<<case 2>>
<<struggle_clothes mouth>>
/*The <<print $struggle.mouth.creature>>'s <<struggle_appendage mouth>> <span class="purple">pushes against your lips.</span><<neutral 4 "mouth">>*/
<<case 3>>
The tip of the <<print $struggle.mouth.creature>>'s <<struggle_appendage mouth>> begins to part your lips. <span class="pink">It's about to penetrate fully.</span><<neutral 5 "mouth">>
<<case 4>>
<<if $player.virginity.oral isnot true>>
The <<print $struggle.mouth.creature>> <span class="pink"><<print (_mouthOpen ?'slides':'forces')>> its <<struggle_appendage mouth>> into your mouth</span>. It becomes girthier as more enters.
<<submission 10>>
<<else>>
The <<print $struggle.mouth.creature>> <span class="pink"><<print (_mouthOpen ?'slides':'forces')>> its <<struggle_appendage mouth>> into your mouth</span>. <span class="red">It tastes strange.</span>
<<submission 30>><<takeVirginity $struggle.mouth.creature "oral">>
<</if>>
<<if $consensual isnot 1>><<bruise face>><<violence 1>><<raped>><</if>>
<<oralstat>><<neutral 5 "mouth">><<set $mouthstate to "struggle_pen">><<set $mouthaction to 0>>
<<case 5>>
The <<print $struggle.mouth.creature>> pushes itself deeper into your mouth.<<neutral 5 "mouth">>
<<case 6>>
The <<print $struggle.mouth.creature>>'s <<struggle_appendage mouth>> pushes down your throat. <<if $underwater isnot 1>><span class="purple">You can't breathe!</span><</if>><<neutral 5 "mouth">>
<<case 7>>
The <<print $struggle.mouth.creature>> <span class="pink">shudders as it begins to pump a sweet fluid down your throat.</span><<neutral 5 "mouth">><<struggle_fluid mouth>><<purity -1>><<internalejac>><<bodyliquid "mouth" "goo">><<oralejacstat>><<ejacstat>>
<<case 13>>
<<if $struggle.creature is "lurker">>
<<impregnateParasite "Lurker" 400>><<fertiliseParasites>>
<<if _impreg is true>>
The <<print $struggle.mouth.creature>>'s <<struggle_appendage mouth>> <span class="red">expands again</span>, but the extra pressure disappears quickly. It feels like it left something behind. <<neutral 5 "mouth">><<struggle_fluid mouth>><<purity -1>><<internalejac>><<bodyliquid "mouth" "goo">>
<<else>>
<<set _failedImpreg to true>>
<</if>>
<<set _impreg to false>>
<<else>>
<<set _failedImpreg to true>>
<</if>>
<<if _failedImpreg>>
The <<print $struggle.mouth.creature>> pumps a sweet fluid down your throat.<<neutral 5 "mouth">><<struggle_fluid mouth>><<purity -1>><<internalejac>><<bodyliquid "mouth" "goo">>
<</if>>
<<case 14>>
The <<print $struggle.mouth.creature>> shudders, <span class="blue">and withdraws its <<struggle_appendage mouth>> from your throat.</span> It leaps from your face.<<neutral 5 "mouth">><<struggle_fluid mouth>>
<<set $mouthuse to 0>>
<<set $mouthstate to 0>>
<<struggle_part_init "mouth" "cum">>
<<default>>
The <<print $struggle.mouth.creature>> pumps a sweet fluid down your throat.<<neutral 5 "mouth">><<struggle_fluid mouth>><<purity -1>><<internalejac>><<bodyliquid "mouth" "goo">>
<</switch>>
<<if $struggle.mouth.progress gte 6 and $struggle.mouth.progress lte 14>>
<<if $underwater isnot 1>>
<<oxygen -150>>
<</if>>
<<if $oxygen gte 900>>
<!-- TODO: maybe add something here? -->
<<elseif $oxygen gte 600>>
<<elseif $oxygen gte 300>>
<<elseif $oxygen gte 1>>
<<else>>
<<violence 15>>
<</if>>
<</if>>
<<set $struggle.mouth.progress += 1>>
<br>
<</if>>
<<if $struggle.vagina.creature>>
<<switch $struggle.vagina.progress>>
<<case 0>>
<<if $struggle.vagina.legs is "tentacles">>
The <<print $struggle.vagina.creature>>'s tentacles grope and cling to your pelvis.<<neutral 2 "genitals">>
<<else>>
The <<print $struggle.vagina.creature>>'s <<struggle_appendage vagina>> prods your pelvis, as if searching for something.<<neutral 1 "genitals">>
<</if>>
<<case 1>>
The <<print $struggle.vagina.creature>> slides over your labia, <span class="blue">searching for a way in.</span><<neutral 2 "genitals">>
<<case 2>>
<<struggle_clothes vagina>>
<<case 3>>
The tip of the <<print $struggle.vagina.creature>>'s <<struggle_appendage vagina>> pushes against your <<pussy>>. <span class="pink">It's about to penetrate fully.</span><<neutral 5 "genitals">>
<<case 4>>
<<set _pain to $vaginalPain>>
<<if $player.virginity.vaginal isnot true>>
The <<print $struggle.vagina.creature>> <span class="pink">forces its <<struggle_appendage vagina>> into your <<pussy>>.</span> It becomes girthier as more enters.
<<sex 30 "genitals">>
<<else>>
The <<print $struggle.vagina.creature>> <span class="pink">forces its <<struggle_appendage vagina>> into your <<pussy>>,</span>
<<if $sexStats.vagina.pregnancy.totalBirthEvents gt 0>>
<span class="red">despite your lack of a hymen, you feel something inside you change as your virginity and purity are taken.</span>
<<else>>
<span class="red">breaking your hymen and forever robbing you of your purity.</span>
<</if>>
<<sex 100 "genitals">><<takeVirginity $struggle.vagina.creature "vaginal">>
<</if>>
<<if $consensual isnot 1>><<bruise vagina>><<violence 2>><<pain _pain>><<raped>><<vaginaraped>><</if>>
<<vaginalstat>><<set $vaginastate to "struggle_pen">><<neutral 5 "genitals">>
<<case 5>>
The <<print $struggle.vagina.creature>> pushes itself deeper into your <<pussy>>.<<neutral 5 "genitals">>
<<case 6>>
The <<print $struggle.vagina.creature>>'s <<struggle_appendage vagina>> begins to thrust into your <<pussy>>.<<neutral 5 "genitals">>
<<case 7>>
The <<print $struggle.vagina.creature>> <span class="pink">shudders and pumps a warm fluid into your <<pussy>>.</span><<neutral 5 "genitals">><<struggle_fluid vagina>><<purity -1>><<internalejac>><<bodyliquid "vagina" "goo">><<vaginalejacstat>><<ejacstat>>
<<case 13>>
<<impregnateParasite $struggle.vagina.creature 50 "vagina">>
<<if _impreg is true>>
The <<print $struggle.vagina.creature>>'s <<struggle_appendage mouth>> <span class="red">expands again</span>, but the extra pressure disappears quickly. It feels like it left something behind.<<neutral 5 "genitals">><<bodyliquid "vagina" "goo">><<struggle_fluid vagina>><<purity -1>><<internalejac>><<bodyliquid "vagina" "goo">>
<<set _impreg to false>>
<<else>>
The <<print $struggle.vagina.creature>>'s <<struggle_appendage vagina>> thrusts into your <<pussy>>.<<neutral 5 "genitals">><<bodyliquid "vagina" "goo">><<struggle_fluid vagina>><<purity -1>><<internalejac>><<bodyliquid "vagina" "goo">>
<</if>>
<<case 14>>
The <<print $struggle.vagina.creature>> shudders, <span class="blue">and withdraws its <<struggle_appendage vagina>> from your <<pussy>>.</span> It leaps from your pelvis.<<neutral 5 "genitals">><<struggle_fluid vagina>>
<<set $vaginause to 0>>
<<set $vaginastate to 0>>
<<struggle_part_init "vagina" "cum">>
<<default>>
The <<print $struggle.vagina.creature>> pumps a warm fluid into your <<pussy>>.<<neutral 5 "genitals">><<struggle_fluid vagina>><<purity -1>><<internalejac>><<bodyliquid "vagina" "goo">>
<</switch>>
<<set $struggle.vagina.progress += 1>>
<br>
<</if>>
<<if $struggle.penis.creature>>
<<switch $struggle.penis.progress>>
<<case 0>>
<<if $struggle.penis.legs is "tentacles">>
The <<print $struggle.penis.creature>> lowers itself towards your <<penis>> as its tentacles slide and grope.<<neutral 2 "genitals">>
<<else>>
The <<print $struggle.penis.creature>> lowers itself towards your <<penis>>.<<neutral 1 "genitals">>
<</if>>
<<case 1>>
The <<print $struggle.penis.creature>> presses against your <<penis>>, <span class="blue">trying to envelop.</span><<neutral 2 "genitals">>
<<case 2>>
<<struggle_clothes penis>>
<<case 3>>
The <<print $struggle.penis.creature>> pushes against your <<penis>>. <span class="pink">It's about to envelop you fully.</span><<neutral 5 "genitals">>
<<case 4>>
<<set _pain to $penisPain>>
<<if playerHasStrapon() or $player.virginity.penile isnot true>>
The <<print $struggle.penis.creature>> <span class="pink">forces your <<penis>> inside its body.</span> It becomes tighter as more enters.
<<sex 30 "genitals">>
<<else>>
The <<print $struggle.penis.creature>> <span class="pink">forces your <<penis>> into its body,</span> <span class="red">separating your foreskin from your glans and forever robbing you of your purity.</span>
<<sex 100 "genitals">><<takeVirginity $struggle.penis.creature "penile">>
<</if>>
<<if playerHasStrapon()>><<violence 2 1 1 0>>
<<elseif $consensual isnot 1>><<bruise penis>><<violence 2>><<pain _pain>><<raped>><<penisraped>><</if>>
<<penilestat>><<neutral 5 "genitals">><<set $penisstate to "struggle_pen">>
<<case 5>>
The <<print $struggle.penis.creature>> takes your <<penis>> deeper inside.<<neutral 5 "genitals">>
<<case 6>>
The <<print $struggle.penis.creature>> begins to thrust against your <<penis>>.<<neutral 5 "genitals">>
<<case 7>>
The <<print $struggle.penis.creature>> <span class="pink">shudders as your <<penis>> thrusts against its core.</span><<neutral 5 "genitals">><<bodyliquid "penis" "goo">>
<<case 14>>
The <<print $struggle.penis.creature>> shudders, <span class="blue">and releases your <<penis>>.</span> It leaps from your tummy.<<neutral 5 "genitals">>
<<set $penisuse to 0>>
<<set $penisstate to 0>>
<<struggle_part_init "penis" "cum">>
<<default>>
The <<print $struggle.penis.creature>> thrusts against your <<penis>>.<<neutral 5 "genitals">><<bodyliquid "penis" "goo">>
<</switch>>
<<set $struggle.penis.progress += 1>>
<br>
<</if>>
<<if $struggle.anus.creature>>
<<switch $struggle.anus.progress>>
<<case 0>>
<<if $struggle.anus.legs is "tentacles">>
The <<print $struggle.anus.creature>>'s tentacles slide and grope over your <<bottom>>.<<neutral 2 "anus">>
<<else>>
The <<print $struggle.anus.creature>>'s <<struggle_appendage anus>> slides over your <<bottom>>.<<neutral 1 "anus">>
<</if>>
<<case 1>>
The <<print $struggle.anus.creature>>'s <<struggle_appendage anus>> gropes your <<bottom>>, <span class="blue">trying to find an entrance.</span><<neutral 2 "anus">>
<<case 2>>
<<struggle_clothes anus>>
<<case 3>>
The <<print $struggle.anus.creature>>'s <<struggle_appendage anus>> pushes against your <<bottom>>, <span class="pink">about to penetrate you fully.</span><<neutral 5 "anus">>
<<case 4>>
<<set _pain to $analPain>>
<<if $player.virginity.anal isnot true>>
The <<print $struggle.anus.creature>>'s <<struggle_appendage anus>> <span class="pink">thrusts into your <<bottom>>.</span> It becomes girthier as more enters.
<<sex 30 "anus">>
<<else>>
The <<print $struggle.anus.creature>>'s <<struggle_appendage anus>> <span class="pink">thrusts into your <<bottom>>,</span> <span class="red">violating you in a way you hadn't conceived of.</span>
<<sex 100 "anus">><<takeVirginity $struggle.anus.creature "anal">>
<</if>>
<<if $consensual isnot 1>><<bruise anus>><<violence 2>><<raped>><<anusraped>><</if>>
<<analstat>><<neutral 5 "anus">><<pain _pain>><<anusraped>><<set $anusstate to "struggle_pen">>
<<case 5>>
The <<print $struggle.anus.creature>>'s <<struggle_appendage anus>> pushes deeper into your <<bottom>>.<<neutral 5 "anus">>
<<case 6>>
The <<print $struggle.anus.creature>>'s <<struggle_appendage anus>> begins to thrust into your <<bottom>>.<<neutral 5 "anus">>
<<case 7>>
The <<print $struggle.anus.creature>> <span class="pink">shudders as it pumps a warm fluid into your <<bottom>>.</span><<neutral 5 "anus">><<struggle_fluid anus>><<purity -1>><<internalejac>><<bodyliquid "anus" "goo">><<analejacstat>><<ejacstat>>
<<case 13>>
<<impregnateParasite $struggle.anus.creature 50>>
<<if _impreg is true>>
The <<print $struggle.anus.creature>>'s <<struggle_appendage mouth>> <span class="red">expands again</span>, but the extra pressure disappears quickly. It feels like it left something behind.<<neutral 5 "anus">><<bodyliquid "anus" "goo">><<struggle_fluid anus>><<purity -1>><<internalejac>><<bodyliquid "anus" "goo">>
<<set _impreg to false>>
<<else>>
The <<print $struggle.anus.creature>>'s <<struggle_appendage anus>> thrusts into your <<bottom>>.<<neutral 5 "anus">><<bodyliquid "anus" "goo">><<struggle_fluid anus>><<purity -1>><<internalejac>><<bodyliquid "anus" "goo">>
<</if>>
<<case 14>>
The <<print $struggle.anus.creature>> shudders <span class="blue">and withdraws its <<struggle_appendage anus>>,</span> leaping from your <<bottom>>.<<neutral 5 "anus">><<struggle_fluid anus>>
<<set $anususe to 0>>
<<set $anusstate to 0>>
<<struggle_part_init "anus" "cum">>
<<default>>
The <<print $struggle.anus.creature>>'s <<struggle_appendage anus>> thrusts into your <<bottom>>.<<neutral 5 "anus">><<bodyliquid "anus" "goo">><<struggle_fluid anus>><<purity -1>><<internalejac>><<bodyliquid "anus" "goo">>
<</switch>>
<<set $struggle.anus.progress += 1>>
<br>
<</if>>
<<if $struggle.chest.creature>>
<<switch $struggle.chest.progress>>
<<case 0>>
<<neutral 2 "breasts">>
<<if $struggle.chest.legs is "tentacles">>
The <<print $struggle.chest.creature>>'s tentacles grope your <<breasts>>,
<<if $player.breastsize gte 3>>
squeezing them together as <span class="blue">a phallic <<struggle_appendage chest>> rubs against them.</span>
<<else>>
teasing them as <span class="blue">a phallic <<struggle_appendage chest>> rubs between them.</span>
<</if>>
<<elseif $struggle.chest.legs is "legs">>
The <<print $struggle.chest.creature>>'s legs grope your
<<if $player.breastsize gte 3>>
<<breasts>>. <span class="blue">A phallic <<struggle_appendage chest>> emerges from the creature,</span> and rubs against them.
<<else>>
<<breasts>>, teasing them as <span class="blue">a phallic <<struggle_appendage chest>> emerges from the creature,</span> and joins the flurry.
<</if>>
<<else>>
The <<print $struggle.chest.creature>>'s body slides over your <<breasts>>.
<<if $player.breastsize gte 3>>
<span class="blue">A phallic <<struggle_appendage chest>> emerges from the creature</span> and rubs against them.
<<else>>
It teases them as <span class="blue">a phallic <<struggle_appendage chest>> emerges from the creature.</span>
<</if>>
<</if>>
<<case 1>>
<<struggle_clothes chest>>
<<case 2>>
<<if $player.breastsize gte 3>>
<<if $struggle.chest.legs is "tentacles">>
The <<print $struggle.chest.creature>>'s tentacles <span class="pink">wrap around your breasts.</span><<neutral 5 "breasts">>
<<else>>
The <<print $struggle.chest.creature>> squeezes your <<breasts>> together, and <span class="pink">pushes its <<struggle_appendage chest>> between them.</span><<neutral 3 "breasts">>
<</if>>
<<else>>
<<if $struggle.chest.legs is "tentacles">>
The <<print $struggle.chest.creature>>'s tentacles grope and flick your <<breasts>>.<<neutral 5 "breasts">>
<<else>>
The <<print $struggle.chest.creature>> gropes and teases your <<breasts>>.<<neutral 3 "breasts">>
<</if>>
<</if>>
<<if $lactating is 1 and $breastfeedingdisable is "f" and $milk_amount gte 1>>
<span class="pink">You feel milk leak from your buds.</span>
<<breastfeed>>
<<milkvolume 1>>
<<else>>
<<milkvolume 1>>
<</if>>
<<case 3>>
<<if $player.breastsize gte 3>>
<<if $struggle.chest.legs is "tentacles">>
<<if $lactating is 1 and $breastfeedingdisable is "f" and $milk_amount gte 1>>
The <<print $struggle.chest.creature>>'s tentacles <span class="pink">squeeze milk from your <<breasts>>.</span>
<<breastfeed>>
<<else>>
The <<print $struggle.chest.creature>>'s tentacles squeeze your <<breasts>>, while others flick your nipples.
<<milkvolume 1>>
<</if>>
<<sex 5 "breasts">>
<<else>>
<<if $lactating is 1 and $breastfeedingdisable is "f" and $milk_amount gte 1>>
The <<print $struggle.chest.creature>> <span class="pink">thrusts its <<struggle_appendage chest>> between your <<breasts>></span> as <span class="pink">milk leaks from your buds.</span>
<<breastfeed>>
<<else>>
The <<print $struggle.chest.creature>> <span class="pink">thrusts its <<struggle_appendage chest>> between your <<breasts>>.</span>
<<milkvolume 1>>
<</if>>
<<sex 5 "breasts">>
<</if>>
<<else>>
<<struggle_flat_chest>>
<</if>>
<<case 4>>
<<if $player.breastsize gte 3>>
<<if $struggle.chest.legs is "tentacles">>
<<if $lactating is 1 and $breastfeedingdisable is "f" and $milk_amount gte 1>>
The <<print $struggle.chest.creature>>'s appendage <span class="pink">presses against your <<breasts>></span> as <span class="pink">the tentacles continue to squeeze milk from your buds.</span>
<<breastfeed>>
<<else>>
The <<print $struggle.chest.creature>>'s appendage <span class="pink">presses against your <<breasts>></span> as <span class="pink">the tentacles continue to squeeze.</span>
<<milkvolume 1>>
<</if>>
<<sex 5 "breasts">>
<<else>>
<<if $lactating is 1 and $breastfeedingdisable is "f" and $milk_amount gte 1>>
The <<print $struggle.chest.creature>> fucks your <<breasts>> as <span class="pink">milk leaks from your buds.</span> The creature shudders as <span class="purple">a warm fluid erupts from its <<struggle_appendage chest>>.</span>
<<breastfeed>>
<<else>>
The <<print $struggle.chest.creature>>'s <<struggle_appendage chest>> fucks your <<breasts>>. The creature shudders as <span class="purple">a warm fluid erupts from its <<struggle_appendage chest>>.</span>
<<milkvolume 1>>
<</if>>
<<sex 5 "breasts">><<bodyliquid "chest" "goo">>
<</if>>
<<else>>
<<struggle_flat_chest>>
<</if>>
<<case 5>>
<<if $player.breastsize gte 3>>
<<if $struggle.chest.legs is "tentacles">>
<<if $lactating is 1 and $breastfeedingdisable is "f" and $milk_amount gte 1>>
The <<print $struggle.chest.creature>>'s appendage <span class="pink">thrusts between your <<breasts>></span> as <span class="pink">the tentacles continue to squeeze milk from your buds.</span>
<<breastfeed>>
<<else>>
The <<print $struggle.chest.creature>>'s appendage <span class="pink">thrusts between your <<breasts>></span> as <span class="pink">the tentacles continue to squeeze.</span>
<<milkvolume 1>>
<</if>>
<<sex 5 "breasts">>
<<else>>
<<if $lactating is 1 and $breastfeedingdisable is "f" and $milk_amount gte 1>>
The <<print $struggle.chest.creature>>'s <<struggle_appendage chest>> fucks your <<breasts>>, pumping warm fluid with each thrust as <span class="pink">milk leaks from your buds.</span>
<<breastfeed>>
<<else>>
The <<print $struggle.chest.creature>>'s <<struggle_appendage chest>> keeps thrusting between your <<breasts>>, pumping out a warm fluid.
<<milkvolume 1>>
<</if>>
<<sex 5 "breasts">><<bodyliquid "chest" "goo">>
<</if>>
<<else>>
<<struggle_flat_chest>>
<</if>>
<<case 6>>
<<if $player.breastsize gte 3>>
<<if $struggle.chest.legs is "tentacles">>
<<if $lactating is 1 and $breastfeedingdisable is "f" and $milk_amount gte 1>>
The <<print $struggle.chest.creature>>'s appendage fucks your <<breasts>> as <span class="pink">the tentacles continue to squeeze milk from your buds.</span> The creature shudders as a warm fluid erupts from its <<struggle_appendage chest>>.
<<breastfeed>>
<<else>>
The <<print $struggle.chest.creature>>'s appendage fucks your <<breasts>> as <span class="pink">the tentacles continue to squeeze.</span> The creature shudders as a warm fluid erupts from its <<struggle_appendage chest>>.
<<milkvolume 1>>
<</if>>
<<sex 5 "breasts">><<bodyliquid "chest" "goo">>
<<else>>
<<if $lactating is 1 and $breastfeedingdisable is "f" and $milk_amount gte 1>>
The <<print $struggle.chest.creature>>'s <<struggle_appendage chest>> fucks your <<breasts>>, pumping warm fluid with each thrust as <span class="pink">milk leaks from your buds.</span>
<<breastfeed>>
<<else>>
The <<print $struggle.chest.creature>>'s <<struggle_appendage chest>> keeps thrusting between your <<breasts>>, pumping out a warm fluid.
<<milkvolume 1>>
<</if>>
<<sex 5 "breasts">><<bodyliquid "chest" "goo">>
<</if>>
<<else>>
<<struggle_flat_chest>>
<</if>>
<<case 12>>
<<if $player.breastsize gte 3>>
The <<print $struggle.chest.creature>> shudders <span class="blue">and withdraws its <<struggle_appendage chest>>,</span> leaping from your <<breasts>>.<<bodyliquid "chest" "goo">>
<<else>>
The <<print $struggle.chest.creature>> <span class="blue">leaps from your <<breasts>>.</span>
<</if>>
<<set $chestuse to 0>>
<<set $cheststate to 0>>
<<struggle_part_init "chest" "cum">>
<<default>>
<<if $player.breastsize gte 3>>
<<if $struggle.chest.legs is "tentacles">>
<<if $lactating is 1 and $breastfeedingdisable is "f" and $milk_amount gte 1>>
The <<print $struggle.chest.creature>>'s appendage keeps thrusting between your <<breasts>>, pumping a warm fluid as the tentacles <span class="pink">continue to squeeze milk from your buds.</span>
<<breastfeed>>
<<else>>
The <<print $struggle.chest.creature>>'s appendage keeps thrusting between your <<breasts>>, pumping out a warm fluid.
<<milkvolume 1>>
<</if>>
<<sex 5 "breasts">><<bodyliquid "chest" "goo">>
<<else>>
<<if $lactating is 1 and $breastfeedingdisable is "f" and $milk_amount gte 1>>
The <<print $struggle.chest.creature>>'s <<struggle_appendage chest>> fucks your <<breasts>>, pumping warm fluid with each thrust as <span class="pink">milk leaks from your buds.</span>
<<breastfeed>>
<<else>>
The <<print $struggle.chest.creature>>'s <<struggle_appendage chest>> keeps thrusting between your <<breasts>>, pumping out a warm fluid.
<<milkvolume 1>>
<</if>>
<<sex 5 "breasts">><<bodyliquid "chest" "goo">>
<</if>>
<<else>>
<<struggle_flat_chest>>
<</if>>
<</switch>>
<<set $struggle.chest.progress += 1>>
<br>
<</if>>
<!-- populate an array of unoccupied bodyparts to target -->
<<set _targets to []>>
<<if $mouthuse is 0>><<set _targets.push("mouth")>><</if>>
<<if $vaginause is 0 and $player.vaginaExist>><<set _targets.push("vagina")>><</if>>
<<if $penisuse is 0 and (playerHasStrapon() or $player.penisExist)>><<set _targets.push("penis")>><</if>>
<<if $anususe is 0 and $analdisable is "f">><<set _targets.push("anus")>><</if>>
<<if $chestuse is 0>><<set _targets.push("chest")>><</if>>
<<for _i to 0; _i lt $struggle.number; _i++>>
<<if $struggle.enemy[_i].location is "fleeing">>
The <<print $struggle.enemy[_i].description>> <<print $struggle.enemy[_i].name>>
<<if $struggle.enemy[_i].health gte 1 and $struggle.enemy[_i].satisfied lt 1>>
<<if $underwater is 1 or $struggle.enemy[_i].motion is "swimming">>
swims around you,
<<elseif $struggle.enemy[_i].motion is "flying">>
flies around you,
<<else>>
lands nearby,
<</if>>
<span class="blue">preparing to attack.</span>
<<set $struggle.enemy[_i].location to "lurking">>
<<else>>
<<if $underwater is 1 or $struggle.enemy[_i].motion is "swimming">>
swims into the murk.
<<elseif $struggle.enemy[_i].motion is "flying">>
flies away.
<<else>>
leaps away.
<</if>>
<span class="green">It won't return.</span>
<<set $struggle.done += 1>>
<<set $struggle.enemy[_i].location to "fled">>
<</if>>
<br>
<<elseif $struggle.enemy[_i].location is "lurking" and _targets.length gt 0>>
<!-- lurkers attacc -->
<<rng>>
<<if $dodging gte 1>>
<<set _doge_chance to ((currentSkillValue("feetskill") / 5) + (currentSkillValue('danceskill') / 3))>>
<<feetskilluse>><<danceskilluse>>
<</if>>
<<if $left_guard is 1>>
<<set _left_guard_chance to ((currentSkillValue("handskill") / 5) + (currentSkillValue("physique") / 160))>>
<<handskilluse>>
<</if>>
<<if $right_guard is 1>>
<<set _right_guard_chance to ((currentSkillValue("handskill") / 5) + (currentSkillValue("physique") / 160))>>
<<handskilluse>>
<</if>>
<<set _hit_chance to random(1, 1000)>>
<<if _doge_chance gte _hit_chance or _left_guard_chance gte _hit_chance or _right_guard_chance gte _hit_chance>>
<<struggle_bide_the>> <<print $struggle.enemy[_i].description>> <<print $struggle.enemy[_i].name>>
<<if $underwater is 1 or $struggle.enemy[_i].motion is "swimming">>
swims towards you,
<<elseif $struggle.enemy[_i].motion is "flying">>
flies towards you,
<<else>>
leaps towards you,
<</if>>
<<if _left_guard_chance - _hit_chance gte 200 or _right_guard_chance - _hit_chance gte 200>>
<<struggle_defense_init "guard">>
<span class="green">smacking it against the ground.</span>
<<set $struggle.enemy[_i].health -= 1>>
<<set _struggleDefenseResult to "guard">>
<<elseif _doge_chance - _hit_chance gte 20>>
<<struggle_defense_init "dodge">>
<span class="green">dodging it.</span>
<<set _struggleDefenseResult to "dodge">>
<<else>>
<<if _doge_chance gte _hit_chance>>
<<struggle_defense_init "dodge">>
<span class="teal">narrowly dodging it.</span>
<<set _struggleDefenseResult to "dodge">>
<<else>>
<<struggle_defense_init "guard">>
<span class="teal">deflecting it away.</span>
<<set _struggleDefenseResult to "dodge">>
<</if>>
<<for $_slot range setup.clothingLayer.torso>>
<<if $worn[$_slot].name isnot "naked">>
<<set $worn[$_slot].integrity -= random(10, 15)>>
<<set _clothesdamaged to true>>
It tears your $worn[$_slot].name as it passes.
<<break>>
<</if>>
<</for>>
<<if !_clothesdamaged>>
It whips you as it passes. <<pain 2>>
<</if>>
<<neutral 2>>
<</if>>
<<struggle_defense_result _struggleDefenseResult>>
<<elseif $rng lte 66 and _targets.length gt 0>>
<<set _target to _targets.pluck()>>
<<struggle_bide_the>> <<print $struggle.enemy[_i].description>> <<print $struggle.enemy[_i].name>>
<<if $underwater is 1 or $struggle.enemy[_i].motion is "swimming">>
swims towards you,
<<elseif $struggle.enemy[_i].motion is "flying">>
flies towards you,
<<else>>
leaps towards you,
<</if>>
<span class="blue">landing on your <<struggle_region _target>>.</span>
<<struggle_attach _target>>
<<set V[_target + 'use'] to "struggle">>
<<set V[_target + 'state'] to "struggle">>
<<set V[_target + 'target'] to "struggle">>
<<elseif random(1, 2) is 2>>
An appendage emerges from the <<print $struggle.enemy[_i].description>> <<print $struggle.enemy[_i].name>>, and <span class="blue">shoots a string of sticky fluid at you.</span>
<<random_goo>>
<<else>>
The <<print $struggle.enemy[_i].description>> <<print $struggle.enemy[_i].name>> waits for an opening.
<<set $struggle.enemy[_i].bide to true>>
<</if>>
<br>
<</if>>
<</for>>
<<unset $left_guard>>
<<unset $right_guard>>
<<if $oxygen lt $oxygenmax and $underwater isnot 1 and _strangle is 1>>
<<unset _strangle>>
<br>Air: <<oxygencaption>>
<</if>>
<br>
<<turnend>>
<</widget>>
<<widget "struggle_difficulty">>/*Unused for now*/
<!-- can be slapped at the end of _pull actions to show difficulty -->
<<set $_chance to $struggle[_args[0]].success>>
<<struggle_difficulty_set>>
| Success Chance :
<<if $_chance gte 100>>
<span class="green"><<print $_chance>>%</span>
<<elseif $_chance gte 80>>
<span class="teal"><<print $_chance>>%</span>
<<elseif $_chance gte 60>>
<span class="lblue"><<print $_chance>>%</span>
<<elseif $_chance gte 40>>
<span class="blue"><<print $_chance>>%</span>
<<elseif $_chance gte 20>>
<span class="purple"><<print $_chance>>%</span>
<<elseif $_chance gte 1>>
<span class="pink"><<print $_chance>>%</span>
<<else>>
<span class="red"><<print $_chance>>%</span>
<</if>>
<</widget>>
<<widget "struggle_difficulty_set">>
<<for $_part range ["mouth", "vagina", "penis", "anus", "chest"]>>
<<set $struggle[$_part].success to Math.trunc(($struggle[$_part].grip * 17) + (currentSkillValue('physique') / 600))>>
<<if $struggle[$_part].success gte 100>>
<!-- can't strengthen anymore, default to pull -->
<<if $leftactiondefault is $_part + '_strengthen'>>
<<set $leftactiondefault to $_part + '_pull'>>
<</if>>
<<if $rightactiondefault is $_part + '_strengthen'>>
<<set $rightactiondefault to $_part + '_pull'>>
<</if>>
<</if>>
<</for>>
<</widget>>
<<widget "struggle_bide_the">>
<<if $struggle.enemy[_i].bide is true>>
<<set $struggle.enemy[_i].bide to false>>
Seeing an opening, the
<<else>>
The
<</if>>
<</widget>>
<<widget "struggle_fluid">>
<<if ["mouth", "vagina", "anus"].includes(_args[0])>>
<<if $struggle[_args[0]].creature is "lurker" or $struggle.mouth.creature is "slime">>
<<drugs 25>>
<<elseif $struggle[_args[0]].creature is "pale slime">>
<<drugs 50>>
<<hallucinogen 40>>
<</if>>
<</if>>
<</widget>>
<<widget "struggle_clothes">>
<<if _args[0] is "vagina" or _args[0] is "penis">>
<<if $worn.over_lower.vagina_exposed is 0 or (setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].skirt is 1 and $worn.over_lower.skirt_down is 1)>>
<<set _struggle_exposed to "over">>
<<elseif $worn.lower.vagina_exposed is 0 or (setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1 and $worn.lower.skirt_down is 1)>>
<<set _struggle_exposed to "main">>
<<elseif $worn.under_lower.vagina_exposed is 0 or (setup.clothes.under_lower[clothesIndex('under_lower', $worn.under_lower)].skirt is 1 and $worn.under_lower.skirt_down is 1)>>
<<set _struggle_exposed to "under">>
<<elseif (playerChastity("penis") and _args[0] is "penis") or (playerChastity("vagina") and _args[0] is "vagina")>>
<<set _struggle_exposed to "genitals">>
<<else>>
<<set _struggle_exposed to "naked">>
<</if>>
<<elseif _args[0] is "anus">>
<<if (setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].skirt is 1 and $worn.over_lower.skirt_down is 1) or $worn.over_lower.anus_exposed is 0>>
<<set _struggle_exposed to "over">>
<<elseif $worn.lower.anus_exposed is 0 or (setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1 and $worn.lower.skirt_down is 1)>>
<<set _struggle_exposed to "main">>
<<elseif $worn.under_lower.anus_exposed is 0 or (setup.clothes.under_lower[clothesIndex('under_lower', $worn.under_lower)].skirt is 1 and $worn.under_lower.skirt_down is 1)>>
<<set _struggle_exposed to "under">>
<<elseif playerChastity("anus")>>
<<set _struggle_exposed to "genitals">>
<<else>>
<<set _struggle_exposed to "naked">>
<</if>>
<<elseif _args[0] is "chest">>
<<if !$worn.over_upper.type.includes("naked") and $worn.over_upper.exposed lt 2>>
<<set _struggle_exposed to "over_top">>
<<elseif !$worn.upper.type.includes("naked") and $worn.upper.exposed lt 2>>
<<set _struggle_exposed to "main_top">>
<<elseif !$worn.under_upper.type.includes("naked") and $worn.under_upper.exposed is 0>>
<<set _struggle_exposed to "under_top">>
<<else>>
<<set _struggle_exposed to "naked">>
<</if>>
<<elseif _args[0] is "mouth">>
<<if $worn.face.type.includes("covered") or $worn.face.type.includes("gag")>>
<<set _struggle_exposed to "mask">>
<<else>>
<<set _struggle_exposed to "naked">>
<</if>>
<</if>>
<<if _struggle_exposed is "over_top">>
<<set $struggle[_args[0]].progress -= 1>>
<<if $struggle[_args[0]].legs is "tentacles">>
The <<print $struggle[_args[0]].creature>>'s tentacles tear your $worn.over_upper.name as they search for a way in.<<neutral 2>><<set $worn.over_upper.integrity -= 10>>
<<else>>
The <<print $struggle[_args[0]].creature>>'s appendage prods your <<struggle_bodypart _args[0]>> through your $worn.over_upper.name.<<neutral 1>>
<</if>>
<<set $worn.over_upper.integrity -= 10>>
<<if $struggle[_args[0]].creature is "slime">>
<span class="purple">The fabric hisses as it dissolves in the slime.</span><<set $worn.over_upper.integrity -= 30>>
<<elseif $struggle[_args[0]].creature is "pale slime">>
<span class="purple">The fabric violently hisses as it dissolves in the pale slime.</span><<set $worn.over_upper.integrity -= 50>>
<</if>>
<<if $worn.over_upper.integrity lte 0>>
<<integritycheck no_text>><<exposure>>
<<if $struggle[_args[0]].legs is "tentacles">>
The tentacles wrap around the fabric, and <span class="pink">tear it off your body with a flick, exposing your <<top>>.</span>
<<else>>
Its appendage pierces the fabric, and <span class="pink">tears it off your body with a flick, exposing your <<top>>.</span>
<</if>>
<</if>>
<<elseif _struggle_exposed is "main_top">>
<<set $struggle[_args[0]].progress -= 1>>
<<if $struggle[_args[0]].legs is "tentacles">>
The <<print $struggle[_args[0]].creature>>'s tentacles tear your $worn.upper.name as they search for a way in.<<neutral 2>><<set $worn.upper.integrity -= 10>>
<<else>>
The <<print $struggle[_args[0]].creature>>'s appendage prods your <<struggle_bodypart _args[0]>> through your $worn.upper.name.<<neutral 1>>
<</if>>
<<set $worn.upper.integrity -= 10>>
<<if $struggle[_args[0]].creature is "slime">>
<span class="purple">The fabric hisses as it dissolves in the slime.</span><<set $worn.upper.integrity -= 30>>
<<elseif $struggle[_args[0]].creature is "pale slime">>
<span class="purple">The fabric violently hisses as it dissolves in the pale slime.</span><<set $worn.upper.integrity -= 50>>
<</if>>
<<if $worn.upper.integrity lte 0>>
<<integritycheck no_text>><<exposure>>
<<if $struggle[_args[0]].legs is "tentacles">>
The tentacles wrap around the fabric, and <span class="pink">tear it off your body with a flick, exposing your <<undertop>>.</span>
<<else>>
Its appendage pierces the fabric, and <span class="pink">tears it off your body with a flick, exposing your <<undertop>>.</span>
<</if>>
<</if>>
<<elseif _struggle_exposed is "under_top">>
<<set $struggle[_args[0]].progress -= 1>>
<<if $struggle[_args[0]].legs is "tentacles">>
The <<print $struggle[_args[0]].creature>>'s tentacles tear your $worn.under_upper.name as they search for a way in.<<neutral 3>><<set $worn.under_upper.integrity -= 10>>
<<else>>
The <<print $struggle[_args[0]].creature>>'s appendage prods your $worn.under_upper.name.
<</if>>
<<set $worn.under_upper.integrity -= 10>>
<<if $struggle[_args[0]].creature is "slime">>
<span class="purple">The fabric hisses as it dissolves in the slime.</span><<set $worn.under_upper.integrity -= 30>>
<<elseif $struggle[_args[0]].creature is "pale slime">>
<span class="purple">The fabric violently hisses as it dissolves in the pale slime.</span><<set $worn.under_upper.integrity -= 50>>
<</if>>
<<if $worn.under_upper.integrity lte 0>>
<<integritycheck no_text>><<exposure>>
<<if $struggle[_args[0]].legs is "tentacles">>
The tentacles wrap around the fabric, and <span class="pink">tear it off your body with a flick, exposing your <<breasts>>.</span>
<<else>>
Its appendage pierces the fabric, and <span class="pink">tears it off your body with a flick, exposing your <<breasts>>.</span>
<</if>>
<</if>>
<<elseif _struggle_exposed is "over">>
<<set $struggle[_args[0]].progress -= 1>>
<<if $struggle[_args[0]].legs is "tentacles">>
The <<print $struggle[_args[0]].creature>>'s tentacles tear at your $worn.over_lower.name, trying to reach the <<struggle_bodypart _args[0]>> beneath.<<neutral 2>><<set $worn.over_lower.integrity -= 10>>
<<else>>
The <<print $struggle[_args[0]].creature>> tears at your $worn.over_lower.name, trying to reach the <<struggle_bodypart _args[0]>> beneath.<<neutral 1>>
<</if>>
<<set $worn.over_lower.integrity -= 10>>
<<if $struggle[_args[0]].creature is "slime">>
<span class="purple">The fabric hisses as it dissolves in the slime.</span><<set $worn.over_lower.integrity -= 30>>
<<elseif $struggle[_args[0]].creature is "pale slime">>
<span class="purple">The fabric violently hisses as it dissolves in the pale slime.</span><<set $worn.over_lower.integrity -= 50>>
<</if>>
<<if $worn.over_lower.integrity lte 0>>
<<integritycheck no_text>><<exposure>>
<<if $struggle[_args[0]].legs is "tentacles">>
Its tentacles wrap around the fabric, and <span class="pink">tear it off your body with a flick, exposing your <<crotch>>.</span>
<<else>>
Its appendage pierces the fabric, and <span class="pink">tears it off your body with a flick, exposing your <<crotch>>.</span>
<</if>>
<</if>>
<<elseif _struggle_exposed is "main">>
<<set $struggle[_args[0]].progress -= 1>>
<<if $struggle[_args[0]].legs is "tentacles">>
The <<print $struggle[_args[0]].creature>>'s tentacles tear at your $worn.lower.name, trying to reach the <<struggle_bodypart _args[0]>> beneath.<<neutral 2>><<set $worn.lower.integrity -= 10>>
<<else>>
The <<print $struggle[_args[0]].creature>> tears at your $worn.lower.name, trying to reach the <<struggle_bodypart _args[0]>> beneath.<<neutral 1>>
<</if>>
<<set $worn.lower.integrity -= 10>>
<<if $struggle[_args[0]].creature is "slime">>
<span class="purple">The fabric hisses as it dissolves in the slime.</span><<set $worn.lower.integrity -= 30>>
<<elseif $struggle[_args[0]].creature is "pale slime">>
<span class="purple">The fabric violently hisses as it dissolves in the pale slime.</span><<set $worn.lower.integrity -= 50>>
<</if>>
<<if $worn.lower.integrity lte 0>>
<<integritycheck no_text>><<exposure>>
<<if $struggle[_args[0]].legs is "tentacles">>
Its tentacles wrap around the fabric, and <span class="pink">tear it off your body with a flick, exposing your <<undies>>.</span>
<<else>>
Its appendage pierces the fabric, and <span class="pink">tears it off your body with a flick, exposing your <<undies>>.</span>
<</if>>
<</if>>
<<elseif _struggle_exposed is "under">>
<<set $struggle[_args[0]].progress -= 1>>
<<if $struggle[_args[0]].legs is "tentacles">>
The <<print $struggle[_args[0]].creature>>'s tentacles worm their way inside your $worn.under_lower.name, trying to get to the <<struggle_bodypart _args[0]>> beneath.<<neutral 2>><<set $worn.under_lower.integrity -= 10>>
<<else>>
The <<print $struggle[_args[0]].creature>> tears at your $worn.under_lower.name, trying to get to the <<struggle_bodypart _args[0]>> beneath.<<neutral 1>>
<</if>>
<<set $worn.under_lower.integrity -= 10>>
<<if $struggle[_args[0]].creature is "slime">>
<span class="purple">The fabric hisses as it dissolves in the slime.</span><<set $worn.under_lower.integrity -= 30>>
<<elseif $struggle[_args[0]].creature is "pale slime">>
<span class="purple">The fabric violently hisses as it dissolves in the pale slime.</span><<set $worn.under_lower.integrity -= 50>>
<</if>>
<<if $worn.under_lower.integrity lte 0>>
<<integritycheck no_text>><<exposure>>
<<if $struggle[_args[0]].legs is "tentacles">>
Its tentacles worm their way into the fabric, and <span class="pink">tear it off your body with a flick, exposing your <<genitals>>.</span>
<<else>>
Its appendage pierces the fabric, and <span class="pink">tears it off your body with a flick, exposing your <<genitals>>.</span>
<</if>>
<</if>>
<<elseif _struggle_exposed is "genitals">>
<<set $struggle[_args[0]].progress -= 1>>
<<if $struggle[_args[0]].legs is "tentacles">>
<<if $worn.genitals.name is "chastity parasite">>
The <<print $struggle[_args[0]].creature>>'s tentacles worm round your $worn.genitals.name, rubbing and squeezing it in the process. <span class="lewd">Your clearly aroused reaction encourages it further.</span>
<<arousal 200 "genitals">><<neutral 2 "genitals">><<set $worn.genitals.integrity -= 5>>
<<else>>
The <<print $struggle[_args[0]].creature>>'s tentacles worm behind your $worn.genitals.name, brushing against your <<struggle_bodypart _args[0]>> as they search for a way in.<<neutral 2 "genitals">><<set $worn.genitals.integrity -= 10>>
<</if>>
<<else>>
<<if $worn.genitals.name is "chastity parasite">>
The <<print $struggle[_args[0]].creature>> attempts to tear at your $worn.genitals.name, but only succeed at squeezing it and <span>further arousing you.</span>
<<neutral 1 "genitals">><<arousal 100 "genitals">><<set $worn.genitals.integrity -= 5>>
<<else>>
The <<print $struggle[_args[0]].creature>> tears at your $worn.genitals.name, trying to get to your <<struggle_bodypart _args[0]>> beneath.<<neutral 1 "genitals">><<set $worn.genitals.integrity -= 10>>
<</if>>
<</if>>
<<if $struggle[_args[0]].creature is "slime">>
<span class="purple">The material hisses as it dissolves in the slime.</span><<set $worn.genitals.integrity -= 30>>
<<elseif $struggle[_args[0]].creature is "pale slime">>
<span class="purple">The material violently hisses as it dissolves in the pale slime.</span><<set $worn.genitals.integrity -= 50>>
<</if>>
<<if $worn.genitals.integrity lte 0>>
<<integritycheck no_text>><<exposure>>
<<if $struggle[_args[0]].legs is "tentacles">>
Its tentacles wrap around the material, and pull. The material
<<if $worn.genitals.name is "chastity parasite">>
pops
<<else>>
groans
<</if>>
<span class="pink">as the <<print $struggle[_args[0]].creature>> tears it off your body with a flick, exposing your <<genitals>>.</span>
<<else>>
Its appendage pierces the material, and pulls. The material
<<if $worn.genitals.name is "chastity parasite">>
pops
<<else>>
groans
<</if>>
<span class="pink">as the <<print $struggle[_args[0]].creature>> tears it off your body with a flick, exposing your <<genitals>>.</span>
<</if>>
<<else>>
<<if $struggle[_args[0]].damage gte 10>>
It <<if $worn.genitals.name is "chastity parasite">>tired<<else>>hurt<</if>> itself against the material, <span class="green">and leaps away.</span>
<<if _args[0] is "vagina">>
<<set $vaginause to 0>>
<<set $vaginastate to 0>>
<<struggle_part_init "vagina">>
<<set $struggle.warded += 1>>
<<struggleClearActions "vagina_">>
<<elseif _args[0] is "penis">>
<<set $penisuse to 0>>
<<set $penisstate to 0>>
<<struggle_part_init "penis">>
<<set $struggle.warded += 1>>
<<struggleClearActions "penis_">>
<<else>>
<<set $anususe to 0>>
<<set $anusstate to 0>>
<<struggle_part_init "anus">>
<<set $struggle.warded += 1>>
<<struggleClearActions "anus_">>
<</if>>
<<else>>
It <<if $worn.genitals.name is "chastity parasite">>tires<<else>>hurts<</if>> itself against the material.
<<set $struggle[_args[0]].damage += 1>>
<</if>>
<</if>>
<<elseif _struggle_exposed is "mask">>
<<set $struggle[_args[0]].progress -= 1>>
<<if $struggle[_args[0]].legs is "tentacles">>
The <<print $struggle[_args[0]].creature>>'s tentacles worm their way inside your $worn.face.name, trying to get to the <<struggle_bodypart _args[0]>> beneath.<<neutral 2>><<damageFaceCover 5 struggle>>
<<else>>
The <<print $struggle[_args[0]].creature>> tears at your $worn.face.name, trying to get to the <<struggle_bodypart _args[0]>> beneath.<<neutral 1>>
<</if>>
<<damageFaceCover 5 struggle>>
<<if $struggle[_args[0]].creature is "slime">>
<span class="purple">The fabric hisses as it dissolves in the slime.</span><<damageFaceCover 20 struggle>>
<<elseif $struggle[_args[0]].creature is "pale slime">>
<span class="purple">The fabric violently hisses as it dissolves in the pale slime.</span><<damageFaceCover 30 struggle>>
<</if>>
<<if $worn.face.integrity lte 0>>
<<if $struggle[_args[0]].legs is "tentacles">>
Its tentacles worm their way into the fabric, and <span class="pink">tear it off your body with a flick, exposing your mouth.</span>
<<else>>
Its appendage pierces the fabric, and <span class="pink">tears it off your body with a flick, exposing your mouth.</span>
<</if>>
<<faceruined>><<set $worn.face.type.push("broken")>>
<</if>>
<<elseif _struggle_exposed is "naked">>
<<if _args[0] is "vagina">>
The <<print $struggle[_args].creature>>'s appendage <span class="purple">presses against your <<pussy>>.</span><<neutral 4 "genitals">>
<<elseif _args[0] is "penis">>
The <<print $struggle[_args].creature>> <span class="purple">presses an aperture against your <<penis>>.</span><<neutral 4 "genitals">>
<<elseif _args[0] is "anus">>
The <<print $struggle[_args].creature>>'s appendage <span class="purple">presses against your <<bottom>>.</span><<neutral 4 "bottom">>
<<elseif _args[0] is "chest">>
The <<print $struggle[_args].creature>>'s appendage <span class="purple">presses against your <<breasts>>.</span><<neutral 4 "breasts">>
<<elseif _args[0] is "mouth">>
The <<print $struggle[_args].creature>>'s appendage <span class="purple">presses against your mouth.</span><<neutral 4 "mouth">>
<</if>>
<</if>>
<</widget>>
<<widget "struggle_bodypart">><<silently>>
<<switch _args[0]>>
<<case "vagina">>
<<pussy>>
<<case "penis">>
<<penis>>
<<case "anus">>
<<bottom>>
<<case "chest">>
<<breasts>>
<<case "mouth">>
<<set _text_output to "mouth">>
<</switch>>
<</silently>><<print _text_output>>
<</widget>>
<<widget "struggle_appendage">><<silently>>
<<switch $struggle[_args[0]].creature>>
<<case "wasp" "bee">>
<<set $_text_output to "stinger">>
<<case "squid">>
<<set $_text_output to "tentacle">>
<<default>>
<<set $_text_output to "appendage">>
<</switch>>
<</silently>><<print $_text_output>>
<</widget>>
<<widget "struggle_skin">><<silently>>
<<switch $struggle[_args[0]].creature>>
<<case "wasp" "bee">>
<<set $_text_output to "carapace">>
<<default>>
<<set $_text_output to "flesh">>
<</switch>>
<</silently>><<print $_text_output>>
<</widget>>
<<widget "struggle_flat_chest">>
<<if $struggle.chest.legs is "tentacles">>
<<if $lactating is 1 and $breastfeedingdisable is "f" and $milk_amount gte 1>>
The <<print $struggle.chest.creature>>'s tentacles flick your <<breasts>> as <span class="pink">milk leaks from your buds.</span>
<<else>>
The <<print $struggle.chest.creature>>'s tentacles flick and tease your <<breasts>>.
<</if>>
<<sex 5 "breasts">>
<<else>>
<<if $lactating is 1 and $breastfeedingdisable is "f" and $milk_amount gte 1>>
The <<print $struggle.chest.creature>> suckles your <<breasts>> as <span class="pink">milk leaks from your buds.</span>
<<breastfeed>><<sex 3 "breasts">>
<<else>>
The <<print $struggle.chest.creature>> sucks on your <<breasts>> as its <<struggle_appendage chest>> rubs against your abdomen.
<<milkvolume 1>><<sex 5 "breasts">>
<</if>>
<<sex 3 "breasts">>
<</if>>
<</widget>>
<<widget "struggle_attach">>
<<set $struggle[_args[0]].creature to $struggle.enemy[_i].name>>
<<set $struggle[_args[0]].description to $struggle.enemy[_i].description>>
<<set $struggle[_args[0]].legs to $struggle.enemy[_i].legs>>
<<set $struggle.enemy[_i].location to _args[0]>>
<!-- temp var to highlight newly attached lurkers -->
<<set T['gold_' + _args[0]] to true>>
<</widget>>
<<widget "struggleClearActions">>
<<if _args[0]>>
<<if ($mouthaction).toString().includes(_args[0])>>
<<set $mouthactiondefault to $mouthaction>><<set $mouthaction to 0>>
<</if>>
<<if ($leftaction).toString().includes(_args[0])>>
<<set $leftactiondefault to $leftaction>><<set $leftaction to 0>>
<</if>>
<<if ($rightaction).toString().includes(_args[0])>>
<<set $rightactiondefault to $rightaction>><<set $rightaction to 0>>
<</if>>
<<if ($leftarmstate).toString().includes(_args[0])>>
<<set $leftarm to 0>><<set $leftarmstate to 0>>
<</if>>
<<if ($rightarmstate).toString().includes(_args[0])>>
<<set $rightarm to 0>><<set $rightarmstate to 0>>
<</if>>
<</if>>
<</widget>>
<<widget "struggle_region">><<silently>>
<<if ["mouth","vagina","penis","anus","chest"].includes(_args[0])>>
<<switch _args[0]>>
<<case "mouth">><<set _text_output to "head">>
<<case "vagina">><<set _text_output to "pelvis">>
<<case "penis">><<set _text_output to "tummy">>
<<case "anus">><<set _text_output to "bottom">>
<<case "chest">><<set _text_output to "chest">>
<</switch>>
<</if>>
<</silently>><<print _text_output>>
<</widget>><<widget "generateActionsSwarm">>
<<set $combat to 1>>
<<if _targetlist is undefined>>
<<getTargetList>>
<</if>>
<div id="listContainer">
<div id="leftaction" @class="$options.combatControls + 'Control'">
<<if $lefttarget is "self">>
<<leftActionInitSelf>>
<<else>>
<<leftActionInitSwarm>>
<</if>>
</div>
<div id="rightaction" @class="$options.combatControls + 'Control'">
<<if $righttarget is "self">>
<<rightActionInitSelf>>
<<else>>
<<rightActionInitSwarm>>
<</if>>
</div>
<div id="feetaction" @class="$options.combatControls + 'Control'">
<<feetActionInitSwarm>>
</div>
<<if ($mouthuse is 0 and !($dissociation lte 1 and $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined)))>>
<div id="mouthaction" @class="$options.combatControls + 'Control'">
<<mouthActionInit>>
</div>
<</if>>
</div>
<</widget>>
<<widget "leftActionInitSwarm">>
<<set $lefttarget to "swarm">>
<<switch $leftarm>>
<<case 0>>
<<if $orgasmdown gte 1>>
<<set _leftOptions to "orgasm">>
<span class="lewd">Your left arm is free, but you can't stop the spasms.</span>
<<elseif $pain gte 100 and $willpowerpain is 0>>
<<set _leftOptions to "pain">>
<span class="red">Your left arm is free, but hurts to move.</span>
<<elseif $dissociation gte 2>>
<<set _leftOptions to "unreal">>
<span class="pink">Your left arm is free, but doesn't feel real.</span>
<<else>>
<<if _targetYourself is true and _targetnumber gt 1>>
<<set _targetlistarms["Yourself"] to "self">>
<</if>>
<<if not $options.combatControls.includes("adio") and _targetnumber gt 1>>
<<targetListBox "left" _targetlistarms>>
<</if>>
<<set _leftOptions to "free">>
<span @class="($lastOptions.left isnot _leftOptions ?'gold':'')">Your left arm is free.</span>
<<if $options.combatControls.includes("adio") and _targetnumber gt 1>>
<<targetListBox "left" _targetlistarms>>
<br>
<</if>>
<</if>>
<<case "swarmgrappled">>
<<set _leftOptions to "unable">>
<span class="purple">The $swarm["type"] are constricting your left arm!</span><<if $options.combatControls.includes("adio")>><br><</if>>
<<case "bound">>
<<if $orgasmdown gte 1>>
<<set _leftOptions to "unable">>
<span class="lewd">Your left arm jerks against its bonds.</span>
<<elseif $pain gte 100 and $willpowerpain is 0>>
<<set _leftOptions to "unable">>
<span class="red">Your left arm is held in a painful bind.</span>
<<elseif $dissociation gte 2>>
<<set _leftOptions to "unable">>
<span class="pink">Your left arm lies limp in its bonds.</span>
<<else>>
<<set _leftOptions to "bound">>
<span @class="($lastOptions.left isnot _leftOptions ?'gold':'')">Your left arm is bound and helpless.</span>
<</if>><<if $options.combatControls.includes("adio")>><br><</if>>
<<case "trapped">>
<<set $_changetype to true>><<leftActionInitVore>>
<<case "grappled" "penis" "othervagina" "vagina" "coverpenis" "anus" "behind">>
<<set $_changetype to true>><<leftActionInit>>
<<case "struggle">>
<<set $_changetype to true>><<leftActionInitStruggle>>
<<case "mechgrappled">>
<<set $_changetype to true>><<leftActionInitMachine>>
<<default>>
<<set $_changetype to true>><<leftActionInitTentacle>>
<</switch>>
<<if $_changetype isnot true>>
<<leftActionsSwarm>>
<<if Object.keys(_leftaction).length gt 0>>
<<if !(Object.values(_leftaction).includes($leftactiondefault))>>
<<set $leftactiondefault to "swarmrest">>
<</if>>
<<set $leftaction to $leftactiondefault>>
<<set _textColor to combatListColor('leftaction', (Object.values(_leftaction).includes($leftaction) ? $leftaction : Object.values(_leftaction)[0]), "Swarm")>>
<div class="extraMargin">
<<generateCombatActionOthers _leftaction "leftaction" _textColor $leftaction "Swarm">>
</div>
<<if $options.combatControls.includes("ists")>>
<div id="leftactionDifficulty">
<<leftactionDifficulty>>
</div>
<</if>>
<</if>>
<<set $lastOptions.left to clone(_leftOptions)>>
<</if>>
<</widget>>
<<widget "leftactionDifficultySwarm">>/* Yes, it is supposed to be blank. */
<!-- Does nothing -->
<</widget>>
<<widget "leftActionsSwarm">>
<<set _leftaction to {}>>
<<switch _leftOptions>>
<<case "free">>
<<if $rightarm is "swarmgrappled" and ($lefttarget is "self" or $options.targetYourself is false or _targetnumber is 1)>>
<<set _leftaction["Free your right arm"] to "leftfree">>
<<elseif _swarmamounts.active[2] gte 1 and $lefttarget isnot "self">>
<<silently>><<swarmName>><</silently>>
<<set _leftaction[_swarmsteady + " one of the " + _swarmname] to "leftswarm">>
<</if>>
<<if _swarmamounts.genital[0] lte 0 and _swarmamounts.genital[1] lte 0 and ($lefttarget is "self" or $options.targetYourself is false or _targetnumber is 1)>>
<<silently>><<genitals>><</silently>>
<<set _leftaction["Cover your "+ _text_output] to "frontcoverleft">>
<</if>>
<<if _swarmamounts.butt[0] lte 0 and _swarmamounts.butt[1] lte 0 and ($lefttarget is "self" or $options.targetYourself is false or _targetnumber is 1)>>
<<set _leftaction["Cover your butt"] to "backcoverleft">>
<</if>>
<<if _swarmamounts.chest lte 0 and ($lefttarget is "self" or $options.targetYourself is false or _targetnumber is 1)>>
<<set _leftaction["Cover your chest"] to "chestcoverleft">>
<</if>>
<<if $lefttarget isnot "self">>
<<if _swarmamounts.genital[1] gte 1 and !playerChastity()>>
<<silently>><<genitals>><</silently>>
<<set _leftaction["Pull the "+ $swarm["type"] + " from your " + _text_output] to "frontpurgeleft">>
<</if>>
<<if _swarmamounts.genital[0] gte 1 and !playerChastity()>>
<<silently>><<genitals>><</silently>>
<<set _leftaction["Keep the "+ $swarm["type"] + " away from your " + _text_output] to "frontclearleft">>
<</if>>
<<if _swarmamounts.butt[1] gte 1 and !playerChastity("anus")>>
<<set _leftaction["Pull the "+ $swarm["type"] + " out of your anus"] to "backpurgeleft">>
<</if>>
<<if _swarmamounts.butt[0] gte 1 and !playerChastity("anus")>>
<<set _leftaction["Keep the "+ $swarm["type"] + " away from your butt"] to "backclearleft">>
<</if>>
<<if _swarmamounts.chest gte 1>>
<<set _leftaction["Clear the "+ $swarm["type"] + " off of your chest"] to "chestclearleft">>
<</if>>
<</if>>
<<if $water is 1 and $vorecreature is 0 and ($consensual isnot 1 or $gamemode is "soft") and ($lefttarget is "self" or $options.targetYourself is false or _targetnumber is 1)>>
<<set _leftaction["Swim to safety"] to "swim">>
<</if>>
<<if $vorecreature is 0>>
<<set _leftaction["Rest"] to "swarmrest">>
<</if>>
<<leftclothesnew>>
<<case "bound">>
<<if $gamemode is "soft" and $nowiggle isnot true>>
<<set _leftaction["Wriggle free"] to "leftwriggle">>
<</if>>
<<case "orgasm">>
<<set _leftaction["Fold"] to "leftfold">>
<<set _leftaction["Grip"] to "leftgrip">>
<<case "pain">>
<<set _leftaction["Struggle"] to "leftstruggleweak">>
<<set _leftaction["Protect"] to "leftprotect">>
<<case "unreal">>
<<set _leftaction["Poke yourself"] to "leftpoke">>
<<set _leftaction["Keep your arms out of the way"] to "leftcurl">>
<</switch>>
<</widget>>
<<widget "rightActionInitSwarm">>
<<set $righttarget to "swarm">>
<<switch $rightarm>>
<<case 0>>
<<if $orgasmdown gte 1>>
<<set _rightOptions to "orgasm">>
<span class="lewd">Your right arm is free, but you can't stop the spasms.</span>
<<elseif $pain gte 100 and $willpowerpain is 0>>
<<set _rightOptions to "pain">>
<span class="red">Your right arm is free, but hurts to move.</span>
<<elseif $dissociation gte 2>>
<<set _rightOptions to "unreal">>
<span class="pink">Your right arm is free, but doesn't feel real.</span>
<<else>>
<<if _targetYourself is true and _targetnumber gt 1>>
<<set _targetlistarms["Yourself"] to "self">>
<</if>>
<<if not $options.combatControls.includes("adio") and _targetnumber gt 1>>
<<targetListBox "right" _targetlistarms>>
<</if>>
<<set _rightOptions to "free">>
<span @class="($lastOptions.right isnot _rightOptions ?'gold':'')">Your right arm is free.</span>
<<if $options.combatControls.includes("adio") and _targetnumber gt 1>>
<<targetListBox "right" _targetlistarms>>
<br>
<</if>>
<</if>>
<<case "swarmgrappled">>
<<set _rightOptions to "unable">>
<span class="purple">The $swarm["type"] are constricting your right arm!</span><<if $options.combatControls.includes("adio")>><br><</if>>
<<case "bound">>
<<if $orgasmdown gte 1>>
<<set _rightOptions to "unable">>
<span class="lewd">Your right arm jerks against its bonds.</span>
<<elseif $pain gte 100 and $willpowerpain is 0>>
<<set _rightOptions to "unable">>
<span class="red">Your right arm is held in a painful bind.</span>
<<elseif $dissociation gte 2>>
<<set _rightOptions to "unable">>
<span class="pink">Your right arm lies limp in its bonds.</span>
<<else>>
<<set _rightOptions to "bound">>
<span @class="($lastOptions.right isnot _rightOptions ?'gold':'')">Your right arm is bound and helpless.</span>
<</if>><<if $options.combatControls.includes("adio")>><br><</if>>
<<case "trapped">>
<<set $_changetype to true>><<rightActionInitVore>>
<<case "grappled" "penis" "othervagina" "vagina" "coverpenis" "anus" "behind">>
<<set $_changetype to true>><<rightActionInit>>
<<case "struggle">>
<<set $_changetype to true>><<rightActionInitStruggle>>
<<case "mechgrappled">>
<<set $_changetype to true>><<rightActionInitMachine>>
<<default>>
<<set $_changetype to true>><<rightActionInitTentacle>>
<</switch>>
<<if $_changetype isnot true>>
<<rightActionsSwarm>>
<<if Object.keys(_rightaction).length gt 0>>
<<if !(Object.values(_rightaction).includes($rightactiondefault))>>
<<set $rightactiondefault to "swarmrest">>
<</if>>
<<set $rightaction to $rightactiondefault>>
<<set _textColor to combatListColor('rightaction', (Object.values(_rightaction).includes($rightaction) ? $rightaction : Object.values(_rightaction)[0]), "Swarm")>>
<div class="extraMargin">
<<generateCombatActionOthers _rightaction "rightaction" _textColor $rightaction "Swarm">>
</div>
<<if $options.combatControls.includes("ists")>>
<div id="rightactionDifficulty">
<<rightactionDifficulty>>
</div>
<</if>>
<</if>>
<<set $lastOptions.right to clone(_rightOptions)>>
<</if>>
<</widget>>
<<widget "rightactionDifficultySwarm">>/* No, it cannot be removed. */
<!-- Does nothing -->
<</widget>>
<<widget "rightActionsSwarm">>
<<set _rightaction to {}>>
<<switch _rightOptions>>
<<case "free">>
<<if $leftarm is "swarmgrappled" and ($righttarget is "self" or $options.targetYourself is false or _targetnumber is 1)>>
<<set _rightaction["Free your left arm"] to "rightfree">>
<<elseif _swarmamounts.active[2] gte 1 and $righttarget isnot "self">>
<<silently>><<swarmName>><</silently>>
<<set _rightaction[_swarmsteady + " one of the " + _swarmname] to "rightswarm">>
<</if>>
<<if _swarmamounts.genital[0] lte 0 and _swarmamounts.genital[1] lte 0 and ($righttarget is "self" or $options.targetYourself is false or _targetnumber is 1)>>
<<silently>><<genitals>><</silently>>
<<set _rightaction["Cover your "+ _text_output] to "frontcoverright">>
<</if>>
<<if _swarmamounts.butt[0] lte 0 and _swarmamounts.butt[1] lte 0 and ($righttarget is "self" or $options.targetYourself is false or _targetnumber is 1)>>
<<set _rightaction["Cover your butt"] to "backcoverright">>
<</if>>
<<if _swarmamounts.chest lte 0 and ($righttarget is "self" or $options.targetYourself is false or _targetnumber is 1)>>
<<set _rightaction["Cover your chest"] to "chestcoverright">>
<</if>>
<<if $righttarget isnot "self">>
<<if _swarmamounts.genital[1] gte 1 and !playerChastity()>>
<<silently>><<genitals>><</silently>>
<<set _rightaction["Pull the "+ $swarm["type"] + " from your " + _text_output] to "frontpurgeright">>
<</if>>
<<if _swarmamounts.genital[0] gte 1 and !playerChastity()>>
<<silently>><<genitals>><</silently>>
<<set _rightaction["Keep the "+ $swarm["type"] + " away from your " + _text_output] to "frontclearright">>
<</if>>
<<if _swarmamounts.butt[1] gte 1 and !playerChastity("anus")>>
<<set _rightaction["Pull the "+ $swarm["type"] + " out of your anus"] to "backpurgeright">>
<</if>>
<<if _swarmamounts.butt[0] gte 1 and !playerChastity("anus")>>
<<set _rightaction["Keep the "+ $swarm["type"] + " away from your butt"] to "backclearright">>
<</if>>
<<if _swarmamounts.chest gte 1>>
<<set _rightaction["Clear the "+ $swarm["type"] + " off of your chest"] to "chestclearright">>
<</if>>
<</if>>
<<if $water is 1 and $vorecreature is 0 and ($consensual isnot 1 or $gamemode is "soft") and ($righttarget is "self" or $options.targetYourself is false or _targetnumber is 1)>>
<<set _rightaction["Swim to safety"] to "swim">>
<</if>>
<<if $vorecreature is 0>>
<<set _rightaction["Rest"] to "swarmrest">>
<</if>>
<<rightclothesnew>>
<<case "bound">>
<<if $gamemode is "soft" and $nowiggle isnot true>>
<<set _rightaction["Wriggle free"] to "rightwriggle">>
<</if>>
<<case "orgasm">>
<<set _rightaction["Fold"] to "rightfold">>
<<set _rightaction["Grip"] to "rightgrip">>
<<case "pain">>
<<set _rightaction["Struggle"] to "rightstruggleweak">>
<<set _rightaction["Protect"] to "rightprotect">>
<<case "unreal">>
<<set _rightaction["Poke yourself"] to "rightpoke">>
<<set _rightaction["Keep your arms out of the way"] to "rightcurl">>
<</switch>>
<</widget>>
<<widget "feetActionInitSwarm">>
<<if $dissociation lte 1 and $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined)>>
<<set $feettarget to "swarm">>
<<switch $feetuse>>
<<case 0>>
<<if _targetYourself is true and _targetnumber gt 1>>
<<set _targetlistall["Yourself"] to "self">>
<</if>>
<<if not $options.combatControls.includes("adio") and _targetnumber gt 1>>
<<if ($leftleg is "grappled" and $rightleg is "grappled") or ($leftleg is "bound" and $rightleg is "bound")>>
<<else>>
<<targetListBox "feet" _targetlistall>>
<</if>>
<</if>>
<<if $leftleg is 0 and $rightleg is 0>>
<<set _feetOptions to "free">>
<span @class="($lastOptions.feet isnot _feetOptions ?'gold':'')">Your feet are free.</span>
<<elseif $leftleg is 0>>
<<set _feetOptions to "leftfree">>
<span @class="($lastOptions.feet isnot _feetOptions ?'gold':'')">Your left leg is free.</span>
<<elseif $rightleg is 0>>
<<set _feetOptions to "rightfree">>
<span @class="($lastOptions.feet isnot _feetOptions ?'gold':'')">Your right leg is free.</span>
<<elseif $leftleg is "grappled" and $rightleg is "grappled">>
<<set $_changetype to true>><<feetActionInitTentacle>>
<<elseif $leftleg is "bound" and $rightleg is "bound">>
<<set $_changetype to true>><<feetActionInitTentacle>>
<<else>>
<<set _feetOptions to "free">>
<span @class="($lastOptions.feet isnot _feetOptions or _feetGold is true ?'gold':'')">Your feet are free.</span>
<</if>>
<<if $options.combatControls.includes("adio") and _targetnumber gt 1 and _feetOptions.toLowerCase().includes("free")>>
<<targetListBox "feet" _targetlistall>>
<</if>>
<<if _targetnumber is 1>>
<<set $feettarget to _firsttarget>>
<</if>>
<<case "bound" "penis" "othervagina" "walk" "strut" "run" "none">>
<<set $_changetype to true>><<feetActionInit>>
<<case "mechgrappled">>
<<set $_changetype to true>><<feetActionInitMachine>>
<<default>>
<<set $_changetype to true>><<feetActionInitTentacle>>
<</switch>>
<<if $lastOptions.feet isnot _feetOptions>>
<<set _feetGold to true>>
<</if>>
<<if $_changetype isnot true>>
<<feetActionsSwarm>>
<<if Object.keys(_feetaction).length gt 0>>
<<if !(Object.values(_feetaction).includes($feetactiondefault))>>
<<set $feetactiondefault to "swarmrest">>
<</if>>
<<set $feetaction to $feetactiondefault>>
<<set _textColor to combatListColor('feetaction', (Object.values(_feetaction).includes($feetaction) ? $feetaction : Object.values(_feetaction)[0]), "Swarm")>>
<div class="extraMargin">
<<generateCombatActionOthers _feetaction "feetaction" _textColor $feetaction "Swarm">>
</div>
<<if $options.combatControls.includes("ists")>>
<div id="feetactionDifficulty">
<<feetactionDifficulty>>
</div>
<</if>>
<</if>>
<<set $lastOptions.feet to clone(_feetOptions)>>
<</if>>
<<else>>
<<timed 100ms>>
<<run jQuery("#feetaction").remove();>>
<</timed>>
<</if>>
<</widget>>
<<widget "feetactionDifficultySwarm">>/* If removed, expect errors in combats with controls set to "lists". */
<!-- Does nothing -->
<</widget>>
<<widget "feetActionsSwarm">>
<<set _feetaction to {}>>
<<if $swarm.amount.active[2] gte 1 and $feettarget isnot "self">>
<<silently>><<swarmName>><</silently>>
<<set _feetaction[_swarmsteady + " one of the " + _swarmname] to "feetswarm">>
<</if>>
<<if _feetOptions is "free">>
<<if $water is 1 and $vorecreature is 0 and currentSkillValue('swimmingskill') gt 700 and $consensual isnot 1 and ($feettarget is "self" or $options.targetYourself is false or _targetnumber is 1)>>
<<set _feetaction["Swim to safety"] to "swim">>
<</if>>
<</if>>
<<if $vorecreature is 0>>
<<set _feetaction["Rest"] to "swarmrest">>
<</if>>
<</widget>><<widget "swarmactions">>
<div @class="($debugLines ? 'debugLines-swarmactions' : '')">
<<set $chest to 0>>
<<set $front to 0>>
<<set $back to 0>>
<<if $vorecreature is 0>>
<<set _swarmactive to $swarm.amount.active ? $swarm.amount.active[0] : 0>>
<<animateCombat>>
<</if>>
<<willpowerpain>>
<<willpowerorgasm>>
<<actioncarry>>
<<actioncarrydrop>>
<<combatstate>>
<<carryblock>>
<<if $trance lte 0 and $panicparalysis is 0 and $panicviolence is 0 and $options.combatControls isnot "disabled">>
<<set _swarmsteady to $swarm["steady"].toUpperFirst()>>
<<set _swarmamounts to $swarm.amount>>
<<generateActionsSwarm>>
<</if>>
<<if $trance lte 0 and $dissociation lte 1 and $panicparalysis is 0 and $panicviolence is 0 and $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined) and $options.combatControls is "disabled">>
<<set _swarmsteady to $swarm["steady"].toUpperFirst()>>
<<set _swarmamounts to $swarm.amount>>
<<if $leftarm is "bound">>
Your left arm is bound and helpless.
<<if $gamemode is "soft" and $nowiggle isnot true>>
<br>
<label>Wriggle free<<radiobutton "$leftaction" "leftwriggle" checked>></label> |
<</if>>
<br><br>
<<elseif $leftarm is "swarmgrappled">>
<span class="purple">The $swarm["type"] are constricting your left arm!</span>
<br><br>
<<elseif $leftarm is 0>>
Your left arm is free.
<br>
<<if $rightarm is "swarmgrappled">>
<label><span class="brat">Free your right arm</span> <<radiobutton "$leftaction" "leftfree">></label> |
<<elseif _swarmamounts.active[2] gte 1>>
<label>_swarmsteady one of the <<swarmName>> <<radiobutton "$leftaction" "leftswarm">></label> |
<</if>>
<<if _swarmamounts.genital[0] lte 0 and _swarmamounts.genital[1] lte 0>>
<label>Cover your <<genitals>> <<radiobutton "$leftaction" "frontcoverleft">></label> |
<</if>>
<<if _swarmamounts.butt[0] lte 0 and _swarmamounts.butt[1] lte 0>>
<label>Cover your butt <<radiobutton "$leftaction" "backcoverleft" checked>></label> |
<</if>>
<<if _swarmamounts.chest lte 0>>
<label>Cover your chest <<radiobutton "$leftaction" "chestcoverleft">></label> |
<</if>>
<<if _swarmamounts.genital[1] gte 1 and !playerChastity()>>
<label><span class="brat">Pull the $swarm["type"] from your <<genitals>></span> <<radiobutton "$leftaction" "frontpurgeleft">></label> |
<</if>>
<<if _swarmamounts.genital[0] gte 1 and !playerChastity()>>
<label><span class="brat">Keep the $swarm["type"] away from your <<genitals>></span> <<radiobutton "$leftaction" "frontclearleft">></label> |
<</if>>
<<if _swarmamounts.butt[1] gte 1 and !playerChastity("anus")>>
<label><span class="brat">Pull the $swarm["type"] out of your anus</span> <<radiobutton "$leftaction" "backpurgeleft" checked>></label> |
<</if>>
<<if _swarmamounts.butt[0] gte 1 and !playerChastity("anus")>>
<label><span class="brat">Keep the $swarm["type"] away from your butt</span> <<radiobutton "$leftaction" "backclearleft" checked>></label> |
<</if>>
<<if _swarmamounts.chest gte 1>>
<label><span class="brat">Clear the $swarm["type"] off of your chest</span> <<radiobutton "$leftaction" "chestclearleft">></label> |
<</if>>
<<if $water is 1 and $vorecreature is 0 and ($consensual isnot 1 or $gamemode is "soft")>>
<label><span class="teal">Swim to safety</span> <<radiobutton "$leftaction" "swim" checked>></label> |
<</if>>
<<if $vorecreature is 0>>
<label>Rest <<radiobutton "$leftaction" "swarmrest">></label> |
<</if>>
<br><br>
<</if>>
<<if $rightarm is "bound">>
Your right arm is bound and helpless.
<<if $gamemode is "soft" and $nowiggle isnot true>>
<br>
<label>Wriggle free<<radiobutton "$rightaction" "rightwriggle" checked>></label> |
<</if>>
<br><br>
<<elseif $rightarm is "swarmgrappled">>
<span class="purple">The $swarm["type"] are constricting your right arm!</span>
<br><br>
<<elseif $rightarm is 0>>
Your right arm is free.
<br>
<<if $leftarm is "swarmgrappled">>
<label><span class="brat">Free your left arm</span> <<radiobutton "$rightaction" "rightfree">></label> |
<<elseif _swarmamounts.active[2] gte 1>>
<label>_swarmsteady one of the <<swarmName>> <<radiobutton "$rightaction" "rightswarm">></label> |
<</if>>
<<if _swarmamounts.genital[0] lte 0 and _swarmamounts.genital[1] lte 0>>
<label>Cover your <<genitals>> <<radiobutton "$rightaction" "frontcoverright" checked>></label> |
<</if>>
<<if _swarmamounts.butt[0] lte 0 and _swarmamounts.butt[1] lte 0>>
<label>Cover your butt <<radiobutton "$rightaction" "backcoverright">></label> |
<</if>>
<<if _swarmamounts.chest lte 0>>
<label>Cover your chest <<radiobutton "$rightaction" "chestcoverright">></label> |
<</if>>
<<if _swarmamounts.genital[1] gte 1 and !playerChastity("hidden")>>
<label><span class="brat">Pull the $swarm["type"] from your <<genitals>></span> <<radiobutton "$rightaction" "frontpurgeright" checked>></label> |
<</if>>
<<if _swarmamounts.genital[0] gte 1 and !playerChastity("hidden")>>
<label><span class="brat">Keep the $swarm["type"] away from your <<genitals>></span> <<radiobutton "$rightaction" "frontclearright" checked>></label> |
<</if>>
<<if _swarmamounts.butt[1] gte 1 and !playerChastity("anus")>>
<label><span class="brat">Pull the $swarm["type"] out of your anus</span> <<radiobutton "$rightaction" "backpurgeright">></label> |
<</if>>
<<if _swarmamounts.butt[0] gte 1 and !playerChastity("anus")>>
<label><span class="brat">Keep the $swarm["type"] away from your butt</span> <<radiobutton "$rightaction" "backclearright">></label> |
<</if>>
<<if _swarmamounts.chest gte 1>>
<label><span class="brat">Clear the $swarm["type"] off of your chest</span> <<radiobutton "$rightaction" "chestclearright">></label> |
<</if>>
<<if $water is 1 and $vorecreature is 0 and ($consensual isnot 1 or $gamemode is "soft")>>
<label><span class="teal">Swim to safety</span> <<radiobutton "$rightaction" "swim" checked>></label> |
<</if>>
<<if $vorecreature is 0>>
<label>Rest <<radiobutton "$rightaction" "swarmrest">></label> |
<</if>>
<br><br>
<</if>>
<<if $feetuse is 0>>
Your feet are free.
<br>
<<if $swarm.amount.active[2] gte 1>>
<label>_swarmsteady one of the <<swarmName>> <<radiobutton "$feetaction" "feetswarm" checked>></label> |
<</if>>
<<if $water is 1 and $vorecreature is 0 and currentSkillValue('swimmingskill') gt 700 and $consensual isnot 1>>
<label><span class="teal">Swim to safety</span> <<radiobutton "$feetaction" "swim" checked>></label> |
<</if>>
<<if $vorecreature is 0>>
<label>Rest <<radiobutton "$feetaction" "swarmrest">></label> |
<</if>>
<</if>>
<br><br>
<</if>>
<br><br><br>
</div>
<</widget>><<widget "swarmeffects">>
<<effectspain>>
<<effectsorgasm>>
<<effectsdissociation>>
<<set _swarmamounts to $swarm.amount>>
/* -------- Clothes -------- */
<<effectshandsclothes>>
<<set $leftactiondefault to $leftaction>><<set $rightactiondefault to $rightaction>>
/* -------- Both arms -------- */
<<if $leftaction is "swim" and $rightaction is "swim">><<set $leftaction to 0>><<set $rightaction to 0>>
<<set $swimdistance -= 2>>
You paddle towards safety with both arms.
<</if>>
/* -------- Left Arm -------- */
<<if $leftaction is "leftwriggle">><<set $leftaction to 0>>
<<if $leftarm is "bound">>
<<unbind>><span class="green">You wriggle free from your bonds.</span>
<</if>>
<</if>>
<<if $leftaction is "leftfree">><<set $leftaction to 0>><<set $rightarm to 0>>
<span class="lblue">You push away the $swarm["type"] covering your right arm, freeing it.</span>
<</if>>
<<if $leftaction is "leftswarm">><<set $leftaction to 0>>
<<set _swarmamounts.active[2] -= 1>><<set _swarmamounts.active[3] += 1>>
<span class="lblue">You $swarm["steady"] one of the <<swarmName>> with your left hand.</span>
<</if>>
<<if $leftaction is "frontcoverleft">><<set $leftaction to 0>>
<<set $front to "covered">>
You cover your <<genitals>> with your left hand to prevent the $swarm["type"] from violating you.
<</if>>
<<if $leftaction is "backcoverleft">><<set $leftaction to 0>>
<<set $back to "covered">>
You cover your butt with your left hand. Hopefully it will keep the $swarm["type"] from invading your rear. They prod and poke without success, for now.
<</if>>
<<if $leftaction is "chestcoverleft">><<set $leftaction to 0>>
<<set $chest to "covered">>
You cover your chest with your left hand, keeping the $swarm["type"] away from your sensitive bust.
<</if>>
<<if $leftaction is "frontpurgeleft">><<set $leftaction to 0>>
<<set _swarmamounts.genital[1] -= 1>><<set _swarmamounts.active[4] += 1>>
<span class="teal">You remove some of the $swarm["type"] that are <<print ($player.vaginaExist ? "penetrating" : "wrapped around")>> your <<if $player.vaginaExist and $player.penisExist>><<pussy>><<else>><<genitals>><</if>>.</span>
<<if _swarmamounts.genital[1] gte 1>>However, there are still some violating you.<<else>>You think you got them all, for now.<</if>>
<</if>>
<<if $leftaction is "frontclearleft">><<set $leftaction to 0>>
<<set _swarmamounts.genital[0] -= 1>><<set _swarmamounts.active[4] += 1>>
<span class="lblue">You prevent the encroaching $swarm["type"] from <<print ($player.vaginaExist ? "entering" : "enveloping")>> your <<if $player.vaginaExist and $player.penisExist>><<pussy>><<else>><<genitals>><</if>>.</span>
<<if _swarmamounts.genital[0] gte 1>><span class="purple">There are so many however, that some make it through your guard.</span><</if>>
<</if>>
<<if $leftaction is "backpurgeleft">><<set $leftaction to 0>>
<<set _swarmamounts.butt[1] -= 1>><<set _swarmamounts.active[4] += 1>>
<span class="teal">You extract some of the $swarm["type"] from your anus.</span>
<<if _swarmamounts.butt[1] gte 1>>However, there are still some infesting you.<<else>>You think you got them all.<</if>>
<</if>>
<<if $leftaction is "backclearleft">><<set $leftaction to 0>>
<<set _swarmamounts.butt[0] -= 1>><<set _swarmamounts.active[4] += 1>>
<span class="lblue">You prevent the encroaching $swarm["type"] from burrowing into your anus.</span>
<<if _swarmamounts.butt[0] gte 1>><span class="purple">There are so many however, that some make it through your guard.</span><</if>>
<</if>>
<<if $leftaction is "chestclearleft">><<set $leftaction to 0>>
<<set _swarmamounts.chest -= 1>><<set _swarmamounts.active[4] += 1>>
<span class="lblue">You clear away some of the $swarm["type"] around your sensitive nipples.</span>
<<if _swarmamounts.chest gte 1>><span class="purple">Many more remain however.</span><</if>>
<</if>>
<<if $leftaction is "swim">><<set $leftaction to 0>>
<<set $swimdistance -= 1>>
You paddle towards safety with your left arm.
<</if>>
<<if $leftaction is "swarmrest">><<set $leftaction to 0>>
You rest your left arm.
<</if>>
/* -------- Right Arm -------- */
<<if $rightaction is "rightwriggle">><<set $rightaction to 0>>
<<if $rightarm is "bound">>
<<unbind>><span class="green">You wriggle free from your bonds.</span>
<</if>>
<</if>>
<<if $rightaction is "rightfree">><<set $rightaction to 0>><<set $leftarm to 0>>
<span class="lblue">You push away the $swarm["type"] covering your left arm, freeing it.</span>
<</if>>
<<if $rightaction is "rightswarm">><<set $rightaction to 0>>
<<set _swarmamounts.active[2] -= 1>><<set _swarmamounts.active[3] += 1>>
<span class="lblue">You $swarm["steady"] one of the <<swarmName>> with your right hand.</span>
<</if>>
<<if $rightaction is "frontcoverright">><<set $rightaction to 0>>
<<set $front to "covered">>
You cover your <<genitals>> with your right hand to prevent the $swarm["type"] from violating you.
<</if>>
<<if $rightaction is "backcoverright">><<set $rightaction to 0>>
<<set $back to "covered">>
You cover your butt with your right hand. Hopefully it will keep the $swarm["type"] from invading your rear.
<</if>>
<<if $rightaction is "chestcoverright">><<set $rightaction to 0>>
<<set $chest to "covered">>
You cover your chest with your right hand, keeping the $swarm["type"] away from your sensitive bust.
<</if>>
<<if $rightaction is "frontpurgeright">><<set $rightaction to 0>>
<<set _swarmamounts.genital[1] -= 1>><<set _swarmamounts.active[4] += 1>>
<span class="teal">You remove some of the $swarm["type"] that are <<print ($player.vaginaExist ? "penetrating" : "wrapped around")>> your <<if $player.vaginaExist and $player.penisExist>><<pussy>><<else>><<genitals>><</if>>.</span>
<<if _swarmamounts.genital[1] gte 1>>However, there are still some violating you.<<else>>You think you got them all, for now.<</if>>
<</if>>
<<if $rightaction is "frontclearright">><<set $rightaction to 0>>
<<set _swarmamounts.genital[0] -= 1>><<set _swarmamounts.active[4] += 1>>
<span class="lblue">You prevent the encroaching $swarm["type"] from <<print ($player.vaginaExist ? "entering" : "enveloping")>> your <<if $player.vaginaExist and $player.penisExist>><<pussy>><<else>><<genitals>><</if>>.</span>
<<if _swarmamounts.genital[0] gte 1>><span class="purple">There are so many however, that some make it through your guard.</span><</if>>
<</if>>
<<if $rightaction is "backpurgeright">><<set $rightaction to 0>>
<<set _swarmamounts.butt[1] -= 1>><<set _swarmamounts.active[4] += 1>>
<span class="teal">You extract some of the $swarm["type"] from your anus.</span>
<<if _swarmamounts.butt[1] gte 1>>However, there are still some infesting you.<<else>>You think you got them all.<</if>>
<</if>>
<<if $rightaction is "backclearright">><<set $rightaction to 0>>
<<set _swarmamounts.butt[0] -= 1>><<set _swarmamounts.active[4] += 1>>
<span class="lblue">You prevent the encroaching $swarm["type"] from burrowing into your anus.</span>
<<if _swarmamounts.butt[0] gte 1>><span class="purple">There are so many however, that some make it through your guard.</span><</if>>
<</if>>
<<if $rightaction is "chestclearright">><<set $rightaction to 0>>
<<set _swarmamounts.chest -= 1>><<set _swarmamounts.active[4] += 1>>
<span class="lblue">You clear away some of the $swarm["type"] around your sensitive nipples.</span>
<<if _swarmamounts.chest gte 1>><span class="purple">Many more remain however.</span><</if>>
<</if>>
<<if $rightaction is "swim">><<set $rightaction to 0>>
<<set $swimdistance -= 1>>
You paddle towards safety with your right arm.
<</if>>
<<if $rightaction is "swarmrest">><<set $rightaction to 0>>
You rest your right arm.
<</if>>
/* -------- Legs -------- */
<<set $feetactiondefault to $feetaction>>
<<if $feetaction is "feetswarm">><<set $feetaction to 0>>
<<set $swarm.amount.active[2] -= 1>><<set $swarm.amount.active[3] += 1>>
<span class="lblue">You $swarm["steady"] one of the <<swarmName>> with your feet.</span>
<</if>>
<<if $feetaction is "swim">><<set $feetaction to 0>><<set $swimdistance -= 1>>
You paddle towards safety with your legs.
<</if>>
<<if $feetaction is "swarmrest">><<set $feetaction to 0>>
You rest your legs.
<</if>>
<br><br>
<</widget>><<widget "swarminit">>
/* Example call <<swarminit "fish" "container" "shaking" "shatter" "steady" 4 6>> */
/* <<swarminit type name move spill steady amountactive amountstored>> */
/*
Define Data to make each swarmer type unique
Milk: Sets of the swarm type is attracted to PC's chest when lactating
*/
<<set _swarmdats to {
"fish":{"milk":1},
"eels":{"milk":1},
"snakes":{"milk":1},
"spiders":{"milk":0},
"slimes":{"milk":1},
"pale slimes":{"milk":1},
"maggots":{"milk":0},
"worms":{"milk":0}
}>>
/* This contains the persistent data we will use for the encounter. */
<<set $swarm to {
"data": _swarmdats[_args[0]],
"type":_args[0],
"name":_args[1],
"move":_args[2],
"spill":_args[3],
"steady":_args[4],
"amount":{
"active":[_args[5],_args[6],0,0,_args[5]],
"chest":0,
"genital":[0,0],
"butt":[0,0]
}
}>>
<<set $enemyarousal to 0>>
<</widget>>
<<widget "swarm">>
<div @class="($debugLines ? 'debugLines-swarm' : '')">
<<set $position to "doggy">>
<<set _swarmnote to {
"activate":0,
"chestintro":0,
"chestcovered":0,
"chestintroclothed":0,
"chestclothed":0,
"chestmolest":0,
"chestmilk":0,
"buttintro":0,
"buttcovered":0,
"buttlowerclothed":0,
"buttlowerintroclothed":0,
"buttunderclothed":0,
"buttunderintroclothed":0,
"buttmolest":0,
"buttchasity":0,
"buttinsideintro":0,
"genitalintro":0,
"genitalcovered":0,
"genitallowerclothed":0,
"genitallowerintroclothed":0,
"genitalunderclothed":0,
"genitalunderintroclothed":0,
"genitalmolest":0,
"genitalchasity":0,
"genitalinsideintro":0,
}>>
<<set _swarmamounts to $swarm.amount>>
<<set _swarmcreature to $swarm.type>>
<<set _swarmactive to _swarmamounts.active[0]>>
/* Swarm Targeting priorities */
<<set _swarmchance to {"chest":30,"butt":30,"genital":30}>>
<<if $analdisable is not "f">>
<<set _swarmchance["butt"] to 0>><<set _swarmchance["chest"] += 10>><<set _swarmchance["genital"] += 20>>
<</if>>
/* Chest related activities */
<<if _swarmamounts.chest gt 0>>
/* Swarms didn't do much after going to the chest before */
<<if $lactating gte 1 and $breastfeedingdisable is "f">>
<<if $milk_amount gte 1>>/*Milky, Maybe milk attracts swarmers to the breasts*/
<<set _swarmnote.chestmilk to 1>>
<<breastfeed>>
<<if $swarm.data["milk"] gt 0>>
<<set _swarmchance["chest"] += 15>>/*Increase chest roll ratio since the swarm is attracted to milk*/
<</if>>
<</if>>
<</if>>
<</if>>
/* Butt related activities */
<<if _swarmamounts.butt[1] gt 0>> /* Inside Activities */ <</if>>
<<if _swarmamounts.butt[0] gt 0>>
<<set _swarmnote.buttinsideintro += _swarmamounts.butt[0]>>
<<set _swarmamounts.butt[1] += _swarmamounts.butt[0]>><<set _swarmamounts.butt[0] to 0>>
<</if>>
/* Genital related activities */
<<if _swarmamounts.genital[1] gt 0>> /* Inside Activities */ <</if>>
<<if _swarmamounts.genital[0] gt 0>>
<<set _swarmnote.genitalinsideintro += _swarmamounts.genital[0]>>
<<set _swarmamounts.genital[1] += _swarmamounts.genital[0]>><<set _swarmamounts.genital[0] to 0>>
<</if>>
/* Handle the active swarm and give them targets to go after */
<<for _i to 0; _i lt _swarmamounts.active[4]; _i++>>
<<rng>>
<<if $rng lte _swarmactive * 20>>
<<rng _swarmchance["chest"]+_swarmchance["butt"]+_swarmchance["genital"]>>
<<if $rng lte _swarmchance["chest"]>>
<<if $chest is "covered">>
<<set _swarmnote.chestcovered += 1>>
<<arousal 10 "breasts">>
<<else>>
<<rng>>
<<if $rng lte _swarmactive * 20>>
<<outfitChecks>>
<<if _shirtless>>
<<set _swarmamounts.chest += 1>><<set _swarmamounts.active[4] -= 1>>
<<set _swarmnote.chestintro += 1>>
<<neutral 3 "breasts">>
<<else>>
<<rng>>
<<if $rng gte 81>> /* Maybe smaller swarmers are more likely to get under cloths */
<<set _swarmamounts.chest += 1>><<set _swarmamounts.active[4] -= 1>>
<<set _swarmnote.chestintroclothed += 1>>
<<neutral 3 "breasts">>
<<else>>
<<set _swarmnote.chestclothed += 1>>
<<if !$worn.over_upper.type.includes("naked")>>
<<set $worn.over_upper.integrity -= 2>>
<</if>>
<<if !$worn.upper.type.includes("naked")>>
<<set $worn.upper.integrity -= 2>>
<</if>>
<<neutral 1 "breasts">>
<</if>>
<</if>>
<<else>>
<<set _swarmnote.chestmolest += 1>>
<<if !$worn.over_upper.type.includes("naked")>>
<<set $worn.over_upper.integrity -= 2>>
<</if>>
<<if !$worn.upper.type.includes("naked")>>
<<set $worn.upper.integrity -= 2>>
<</if>>
<<neutral 1 "breasts">>
<</if>>
<</if>>
<<elseif $rng gt _swarmchance["chest"] and $rng lte _swarmchance["chest"]+_swarmchance["butt"]>> /* Butt */
<<if $back is "covered">>
<<set _swarmnote.buttcovered += 1>>
<<arousal 10 "bottom">>
<<else>>
<<rng>>
<<if $rng lte _swarmactive * 20>>
<<rng>>
<<if $rng gte 81>> /*Chance swarm bypass clothing*/
<<neutral 4 "bottom">>
<<set _swarmamounts.butt[0] += 1>><<set _swarmamounts.active[4] -= 1>>
<<if $worn.under_lower.type.includes("naked") and !(playerChastity("hidden") and playerChastity("anus"))>>
<<if (!$worn.over_lower.type.includes("naked") and setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].skirt is 0) or (!$worn.lower.type.includes("naked") and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 0)>>
<<set _swarmnote.buttlowerintroclothed += 1>>
<<else>>
<<set _swarmnote.buttintro += 1>>
<</if>>
<<elseif playerChastity("hidden") and playerChastity("anus")>>
<<set _swarmnote.buttchasity += 1>>
<<else>>
<<set _swarmnote.buttunderintroclothed += 1>>
<</if>>
<<else>>
<<if (!$worn.over_lower.type.includes("naked") and setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].skirt is 0) or (!$worn.lower.type.includes("naked") and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 0)>>
<<set _swarmnote.buttlowerclothed += 1>>
<<if !$worn.over_lower.type.includes("naked")>>
<<set $worn.over_lower.integrity -= 2>>
<</if>>
<<if !$worn.lower.type.includes("naked")>>
<<set $worn.lower.integrity -= 2>>
<</if>>
<<neutral 1>>
<<elseif !$worn.under_lower.type.includes("naked")>>
<<set _swarmnote.buttunderclothed+= 1>>
<<set $worn.under_lower.integrity -= 2>>
<<neutral 1>>
<<elseif playerChastity("hidden") and playerChastity("anus")>>
<<set _swarmamounts.butt[0] += 1>><<set _swarmamounts.active[4] -= 1>>
<<set _swarmnote.buttchasity += 1>>
<<neutral 4>>
<<else>>
<<set _swarmamounts.butt[0] += 1>><<set _swarmamounts.active[4] -= 1>>
<<set _swarmnote.buttintro += 1>>
<<neutral 4>>
<</if>>
<</if>>
<<else>>
<<set _swarmnote.buttmolest += 1>>
<<set $worn.lower.integrity -= 2>>
<<if $worn.lower.type.includes("naked")>>
<<set $worn.under_lower.integrity -= 2>>
<</if>>
<<neutral 1 "bottom">>
<</if>>
<</if>>
<<elseif $rng gt _swarmchance["chest"]+_swarmchance["butt"]>> /* Genitals */
<<if $front is "covered">>
<<set _swarmnote.genitalcovered += 1>>
<<arousal 10 "genitals">>
<<else>>
<<rng>>
<<if $rng lte _swarmactive * 20>>
<<rng>>
<<if $rng gte 81>>
<<set _swarmamounts.genital[0] += 1>><<set _swarmamounts.active[4] -= 1>>
<<neutral 4 "genitals">>
<<if $worn.under_lower.type.includes("naked") and !playerChastity("hidden")>>
<<if (!$worn.over_lower.type.includes("naked") and setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].skirt is 0) or (!$worn.lower.type.includes("naked") and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 0)>>
<<set _swarmnote.genitallowerintroclothed += 1>>
<<else>>
<<set _swarmnote.genitalintro += 1>>
<</if>>
<<elseif playerChastity("hidden")>>
<<set _swarmnote.genitalchasity += 1>>
<<else>>
<<set _swarmnote.genitalunderintroclothed += 1>>
<</if>>
<<else>>
<<if (!$worn.over_lower.type.includes("naked") and setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].skirt is 0) or (!$worn.lower.type.includes("naked") and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 0)>>
<<set _swarmnote.genitallowerclothed+= 1>>
<<if !$worn.over_lower.type.includes("naked")>>
<<set $worn.over_lower.integrity -= 2>>
<</if>>
<<if !$worn.lower.type.includes("naked")>>
<<set $worn.lower.integrity -= 2>>
<</if>>
<<neutral 1 "genitals">>
<<elseif !$worn.under_lower.type.includes("naked")>>
<<set _swarmnote.genitalunderclothed += 1>>
<<set $worn.under_lower.integrity -= 2>>
<<neutral 1 "genitals">>
<<elseif playerChastity("hidden")>>
<<set _swarmamounts.genital[0] += 1>><<set _swarmamounts.active[4] -= 1>>
<<set _swarmnote.genitalchasity += 1>>
<<neutral 4 "genitals">>
<<else>>
<<set _swarmamounts.genital[0] += 1>><<set _swarmamounts.active[4] -= 1>>
<<set _swarmnote.genitalintro += 1>>
<<neutral 4 "genitals">>
<</if>>
<</if>>
<<else>>
<<set _swarmnote.genitalmolest += 1>>
<<set $worn.lower.integrity -= 2>>
<<if $worn.lower.type.includes("naked")>>
<<set $worn.under_lower.integrity -= 2>>
<</if>>
<<neutral 1 "genitals">>
<</if>>
<</if>>
<</if>>
<<else>>
<<arousal 10>>
<</if>>
<</for>>
/* pending -> active */
<<if _swarmamounts.active[2] gt 0>>
<<set _swarmamounts.active[0] += _swarmamounts.active[2]>>
<<set _swarmamounts.active[4] += _swarmamounts.active[2]>>
<<set _swarmamounts.active[2] to 0>>
<<set _swarmnote.activate to 1>>
<</if>>
/* 0:active, 1:contained, 2:pending, 3:steadied 4:idle*/
<<if _swarmamounts.active[1] gt 0>>/* contained -> pending */
<<for _i to 0; _i lt _swarmamounts.active[1]; _i++>>
<<rng>>
<<if $rng gte 51>> /* Maybe this number can be augmented by something? */
<<set _swarmamounts.active[1] -= 1>>
<<set _swarmamounts.active[2] += 1>>
<</if>>
<</for>>
<</if>>
/* steadied -> contained */
<<set _swarmamounts.active[1] += _swarmamounts.active[3]>>
<<set _swarmamounts.active[3] to 0>>
/* --------- Text Notifications ---------*/
<<if _swarmnote.activate gte 1>>
<<set _swarmnote.activate to 0>>
The <<swarmName>> $swarm.spill, surrounding you with more $swarm.type.
<</if>>
<<if _swarmamounts.active[2] gte 1>>
<<set $_remainingSwarms to _swarmamounts.active[1] + _swarmamounts.active[2]>>
There <<if $_remainingSwarms gt 1>>are<<else>>is<</if>> <<number $_remainingSwarms>> <<swarmName $_remainingSwarms>> and <span class="blue"><<if _swarmamounts.active[1] + _swarmamounts.active[2] is 1>>it<<else>><<number _swarmamounts.active[2]>> of them<</if>> <<if _swarmamounts.active[2] gte 2>>are<<else>>is<</if>> $swarm.move.</span>
<</if>>
<<if _swarmactive lte 0>>
<<elseif _swarmactive lte 1>>
The _swarmcreature are squirming over you.
<<elseif _swarmactive lte 2>>
The _swarmcreature are swarming over you.
<<elseif _swarmactive lte 3>>
The _swarmcreature teem around you.
<<elseif _swarmactive lte 4>>
You're practically swimming in _swarmcreature.
<<elseif _swarmactive lte 9>>
The _swarmcreature completely surround you.
<<elseif _swarmactive gte 10>>
<span class="pink">The _swarmcreature completely surround you, as if you are in a living pit.<<if $orgasmdown gte 1>> Not an inch of skin is spared the torment.<</if>></span>
<</if>>
<<rng>>
<<if $rng gte 91 and $leftarm is 0 and $rightarm is 0>>
<<if $rng gte 96>>
<<set $leftarm to "swarmgrappled">><<set $lefttarget to "swarm">>
<span class="purple">The $swarm["type"] swarm over your left arm, restraining it.</span>
<<else>>
<<set $rightarm to "swarmgrappled">><<set $righttarget to "swarm">>
<span class="purple">The $swarm["type"] swarm over your right arm, restraining it.</span>
<</if>>
<</if>>
/* -------- Chest -------- */
<<if _swarmnote.chestcovered gte 1>>
<<set _swarmnote.chestcovered to 0>>
You manage to keep them away from your chest.
<</if>>
<<if _swarmnote.chestmolest gte 1>>
<<set _swarmnote.chestmolest to 0>>
They writhe over your <<print either("chest", "stomach", "back", "neck", "arms")>>.
<</if>>
<<if _swarmnote.chestclothed gte 1>>
<<set _swarmnote.chestclothed to 0>>
Some of them assault and damage your
<<if !$worn.over_upper.type.includes("naked")>>
$worn.upper.name<<if !$worn.upper.type.includes("naked")>> and<<else>>,<</if>>
<</if>>
<<if !$worn.upper.type.includes("naked")>>
$worn.upper.name,
<</if>>
trying to get to the skin beneath.
<</if>>
<<if _swarmnote.chestintro gte 1>>
<<set _swarmnote.chestintro to 0>>
<<if _swarmamounts.chest gte 1>>
<span class="purple">More $swarm["type"] gather around your <<breasts>>.</span>
<<else>>
<span class="purple">A number of them take a liking to your <<breasts>>.</span>
<</if>>
<</if>>
<<if _swarmnote.chestintroclothed gte 1>>
<<set _swarmnote.chestintroclothed to 0>>
<span class="purple">Some of them wriggle their way into your
<<if !$worn.over_upper.type.includes("naked")>>
$worn.upper.name<<if !$worn.upper.type.includes("naked")>> and<<else>>,<</if>>
<</if>>
<<if !$worn.upper.type.includes("naked")>>
$worn.upper.name,
<</if>>
where they take a liking to your <<breasts>>.</span>
<</if>>
<<if _swarmamounts.chest gte 1>>
<<playWithBreasts _swarmamounts.chest>>
<<arousal `_swarmamounts.chest * 20`>>
<<neutral 5 "breasts">>
<<if _swarmnote.chestmilk gte 1>>
<<set _swarmnote.chestmilk to 0>>
They twist and tease your <<nipples>>, <span class="purple">causing milk to leak out of the tips.</span>
/*Maybe put a notification here, about swarmers that are attracted to milk?*/
<<else>>
They twist and tease your <<nipples>>, keeping them firm.
<</if>>
<</if>>
/* -------- Butts --------*/
<<if _swarmnote.buttcovered gte 1>>
<<set _swarmnote.buttcovered to 0>>
You manage to keep them away from your butt.
<</if>>
<<if _swarmnote.buttmolest gte 1>>
<<set _swarmnote.buttmolest to 0>>
They writhe over your <<print either("butt", "thighs", "legs")>>.
<</if>>
<<if _swarmnote.buttlowerclothed gte 1>>
<<set _swarmnote.buttlowerclothed to 0>>
<<if $worn.over_lower.name is "naked" and $worn.lower.name is "naked">>
Some tear apart the ruined scraps of your clothing.
<<else>>
Some of them burrow into your
<<if !$worn.over_lower.type.includes("naked")>>
$worn.over_lower.name<<if !$worn.lower.type.includes("naked")>> and<<else>>,<</if>>
<</if>>
<<if !$worn.lower.type.includes("naked")>>
$worn.lower.name,
<</if>>
tearing the fabric.
<</if>>
<</if>>
<<if _swarmnote.buttunderclothed gte 1>>
<<set _swarmnote.buttunderclothed to 0>>
Some of them assail your $worn.under_lower.name, tearing the fabric.
<</if>>
<<if _swarmnote.buttlowerintroclothed gte 1>>
<<set _swarmnote.buttlowerintroclothed to 0>>
<span class="purple">Some of them wriggle their way into your
<<if !$worn.over_lower.type.includes("naked")>>
$worn.over_lower.name<<if !$worn.lower.type.includes("naked")>> and<<else>>,<</if>>
<</if>>
<<if !$worn.lower.type.includes("naked")>>
$worn.lower.name,
<</if>>
you feel them moving toward your anus.</span>
<</if>>
<<if _swarmnote.buttunderintroclothed gte 1>>
<<set _swarmnote.buttunderintroclothed to 0>>
<span class="purple">Some of them wriggle their way into your $worn.under_lower.name, you feel them moving toward your anus.</span>
<</if>>
<<if _swarmnote.buttchasity gte 1>>
<<set _swarmnote.buttchasity to 0>>
<span class="purple">Some of them wriggle their way into your $worn.genitals.name, you feel them moving toward your <<genitals>>.</span> <span class="pink">With your $worn.genitals.name anal shield in the way, you won't be able to get them out!</span>
<<if $parasitedisable is "f">>
<<set $analchastityparasite to $swarm["type"]>>
<</if>>
<</if>>
<<if _swarmnote.buttintro gte 1>>
<<set _swarmnote.buttintro to 0>>
<span class="purple">They swarm around your butt, you feel them move toward your anus.</span>
<</if>>
<<if _swarmnote.buttinsideintro gte 1>>
<<set _swarmnote.buttinsideintro to 0>>
<span class="pink">They start squirming their way into your <<bottom>>.</span>
<</if>>
<<if _swarmamounts.butt[1] gte 1>>
<<neutral 10 "bottom">><<impregnateParasite $swarm["type"] _swarmamounts.butt[1]>>
They writhe inside your lower intestine<<if $player.penisExist>>, blindly teasing your prostate<</if>><<if _impreg is true>>, and <span class="red">attempt to move further inside you</span><</if>>.
<<set _impreg to false>>
<<arousal `_swarmamounts.butt[1] * 20`>>
<</if>>
/* -------- Genital -------- */
<<if _swarmnote.genitalcovered gte 1>>
<<set _swarmnote.genitalcovered to 0>>
You manage to keep them away from your <<genitals>>.
<</if>>
<<if _swarmnote.genitalmolest gte 1>>
<<set _swarmnote.genitalmolest to 0>>
You feel them writhing over your <<if !$worn.lower.type.includes("naked") and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt isnot 1>><<genitals>> through your
<<if !$worn.over_lower.type.includes("naked")>>
$worn.over_lower.name<<if !$worn.lower.type.includes("naked")>> and<<else>>.<</if>>
<</if>>
<<if !$worn.lower.type.includes("naked")>>
$worn.lower.name.
<</if>>
<<elseif !$worn.under_lower.type.includes("naked")>>
<<genitals>> through your $worn.under_lower.name.<<else>>unprotected <<genitals>>.
<</if>>
<</if>>
<<if _swarmnote.genitallowerclothed gte 1>>
<<set _swarmnote.genitallowerclothed to 0>>
Some of them start tearing into your
<<if !$worn.over_lower.type.includes("naked")>>
$worn.over_lower.name<<if !$worn.lower.type.includes("naked")>> and<<else>>.<</if>>
<</if>>
<<if !$worn.lower.type.includes("naked")>>
$worn.lower.name.
<</if>>
<</if>>
<<if _swarmnote.genitalunderclothed gte 1>>
<<set _swarmnote.genitalunderclothed to 0>>
Some of them try to breach your $worn.under_lower.name, trying to get to the skin beneath.
<</if>>
<<if _swarmnote.genitallowerintroclothed gte 1>>
<<set _swarmnote.genitallowerintroclothe to 0>>
<span class="purple">Some of them wriggle their way into your
<<if !$worn.over_lower.type.includes("naked")>>
$worn.over_lower.name<<if !$worn.lower.type.includes("naked")>> and<<else>>,<</if>>
<</if>>
<<if !$worn.lower.type.includes("naked")>>
$worn.lower.name,
<</if>>
you feel them moving toward your <<genitals>>.</span>
<</if>>
<<if _swarmnote.genitalunderintroclothed gte 1>>
<<set _swarmnote.genitalunderintroclothed to 0>>
<span class="purple">Some of them wriggle their way into your $worn.under_lower.name, you feel them moving toward your <<genitals>>.</span>
<</if>>
<<if _swarmnote.genitalchasity gte 1>>
<<set _swarmnote.genitalchasity to 0>>
<span class="purple">Some of them wriggle their way into your $worn.genitals.name, you feel them moving toward your <<genitals>>.</span> <span class="pink">With your $worn.genitals.name in the way, you won't be able to get them out!</span>
<<if $parasitedisable is "f">>
<<if $player.vaginaExist and playerChastity("vagina")>>
<<set $vaginalchastityparasite to $swarm["type"]>>
<</if>>
<<if $player.penisExist and playerChastity("penis")>>
<<set $penilechastityparasite to $swarm["type"]>>
<</if>>
<</if>>
<</if>>
<<if _swarmnote.genitalintro gte 1>>
<<set _swarmnote.genitalintro to 0>>
<span class="purple">They swarm around your groin, you feel them move toward your <<genitals>>.</span>
<</if>>
<<if _swarmnote.genitalinsideintro gte 1>>
<<set _swarmnote.genitalinsideintro to 0>>
<<if $player.vaginaExist>>
<span class="pink">They start squirming their way into your pussy!</span>
<<elseif $player.penisExist>>
<span class="pink">They start enveloping your penis!</span>
<</if>>
<</if>>
<<if _swarmamounts.genital[1] gte 1>>
<<if $player.vaginaExist>>
<<impregnateParasite $swarm["type"] _swarmamounts.genital[1] "vagina">>
They writhe and squirm inside your vagina, probing and teasing without mercy<<if _impreg is true>>, and <span class="red">attempt to move further inside you</span><</if>>.
<<set _impreg to false>>
<<arousal `_swarmamounts.genital[1] * 20 * $genitalsensitivity`>>
<<neutral 10 "genitals">>
<<elseif $player.penisExist>>
They writhe and squirm over your penis, rubbing and teasing the entire length.
<<arousal `_swarmamounts.genital[1] * 20 * $genitalsensitivity`>>
<<neutral 10 "genitals">>
<</if>>
<</if>>
<br><br>
<<if $panicattacks gte 1 and $panicviolence is 0 and $panicparalysis is 0 and $controlled is 0 and _panicchecked isnot true>>
<<rng>>
<<if $rng is 100>>
<<set $panicparalysis to 5>>
<</if>>
<<set _panicchecked to true>>
<</if>>
<<if $panicattacks gte 2 and $panicviolence is 0 and $panicparalysis is 0 and $controlled is 0 and _paniccheckedviolence isnot true>>
<<rng>>
<<if $rng is 100>>
<<set $panicviolence to 3>>
<</if>>
<<set _paniccheckedviolence to true>>
<</if>>
<<if $arousal gte $arousalmax and $orgasmdown lte 0>>
<<orgasm>>
<</if>>
</div>
<</widget>>
<<widget "swarmName">>
<<if _args[0] is undefined or _args[0] gt 1>>
<<if $swarm.name.endsWith(" mass")>>
<<set _swarmname to $swarm.name + "es">>
<<else>>
<<set _swarmname to $swarm.name + "s">>
<</if>>
<<else>>
<<set _swarmname to $swarm.name>>
<</if>>
_swarmname
<</widget>>/* Turn NPC into Abomination. Only works if only one NPC generated for now. Can be used mid-combat. */
<<widget "makeAbomination">>
<<if $enemyno isnot 1>>
<span class="red">ERROR: Only one NPC may be present to turn into an Abomination.</span>
<<else>>
<<set $abomination to 1>>
<<set _tentacleNumber to (_args[0] ? _args[0] : random(2,8))>>
<<set _tentacleHealth to (_args[1] ? _args[1] : 15)>>
<<set _tentacleType to (_args[2] ? _args[2] : undefined)>>
<<set _tentacleVariant to (_args[3] ? _args[3] : undefined)>>
<<set _tentacleVarDesc to (_args[4] ? _args[4] : undefined)>>
<<tentaclestart _tentacleNumber _tentacleHealth _tentacleType _tentacleVariant _tentacleVarDesc>>
<<for _i to 0; _i lt $tentacles.active; _i++>>
<<set $enemyhealthmax += $tentacles[_i].tentaclehealth>>
<<set $enemyhealth += $tentacles[_i].tentaclehealth>>
<<set $enemyarousalmax += $tentacles[_i].tentaclehealth>>
<</for>>
<</if>>
<</widget>>
<<widget "effectsabomination">>
<<effectsman>>
<div @class="($debugLines ? 'debugLines-effectstentacleadv' : '')">
<<for _i to 0; _i lt $tentacles.max; _i++>>
<<if $tentacles[_i] isnot undefined>>
<<set _tentacle to $tentacles[_i]>>
<<effectstentacleadv _tentacle>>
<</if>>
<</for>>
</div>
<</widget>>
<<widget "abomination">>
<<if !$enemytype or ["man","plant"].includes($enemytype)>>
<<man>>
<<else>>
<<beast $enemyno>>
<</if>>
<<for _i to 0; _i lt $tentacles.max; _i++>>
<<set _tentacle to $tentacles[_i]>>
<<if _tentacle isnot undefined>>
<<tentacleadv _tentacle>>
<<set _tentacle.tentaclehealth -= 0.2>>
<<set $enemyarousal += 2>>
<</if>>
<</for>>
<</widget>>
<<widget "stateabomination">>
<<statetentacles>>
<<stateman>>
<</widget>>
<<widget "actionsabomination">>
<div @class="($debugLines ? 'debugLines-actionsman' : '')">
<<exposure>>
<<set $face to 0>>
<<if $enemyno gte 2>>
<<set $pronoun to "n">>
<<else>>
<<if $NPCList[0].pronoun is "m">>
<<set $pronoun to "m">>
<</if>>
<<if $NPCList[0].pronoun is "f">>
<<set $pronoun to "f">>
<</if>>
<<if $NPCList[0].pronoun is "i">>
<<set $pronoun to "i">>
<</if>>
<<if $NPCList[0].pronoun is "n">>
<<set $pronoun to "n">>
<</if>>
<<if $NPCList[0].pronoun is "t">>
<<set $pronoun to "t">>
<</if>>
<</if>>
<<animateCombat>>
<<if $traumafocus gte 1 and $traumafocusintro isnot 1>>
<<set $traumafocusintro to 1>>
<i>As you gain focus, you become more and more likely to escape your helpless state of dissociation.</i>
<br><br>
<</if>>
<<if $traumafocus gt random(1, 1000) and $dissociation gte 2 and $combat is 1>>
<<set $traumafocus to 0>><<set $trauma -= 1000>><<set $dissociation to 1>>
<span class="green">Your lucidity returns.</span>
<<ltrauma>>
<br>
<span class="red">The weight of reality crashes down on you.</span>
<br><br>
<</if>>
<<oxygen 50>>
<<willpowerpain>>
<<willpowerorgasm>>
<<actioncarry>>
<<actioncarrydrop>>
<<combatstate>>
<<carryblock>>
<<if $trance lte 0 and $panicparalysis is 0 and ($panicviolence is 0 or $position is "stalk")>>
<<if $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined) and $dissociation lte 1>>
<<if $options.images is 1 and $options.combatImages is 1 and $consensual is 1 and $position_lock isnot 1>>
<<if $position is "doggy">>
| <label>Roll over <<radiobutton "$bodyaction" "missionary">></label>
<<elseif $position is "missionary">>
| <label>Roll over <<radiobutton "$bodyaction" "doggy">></label>
<</if>>
<<if $position isnot "stalk">>
| <label>Rest <<radiobutton "$bodyaction" "rest" checked>></label>
<br>
<</if>>
<</if>>
<</if>>
<<if $options.combatControls isnot "disabled">>
<<generateActionsAbomination>>
<</if>>
<br>
<</if>>
<br><br>
<<set $face to 0>>
</div>
/*Due to how combat is setup, this is the best location for it*/
<<setupMidOrgasm>>
<<set _combatend to
($alarm is 1 and $rescue gte 1) or
($enemyhealth lte 0) or
($enemyarousal gte $enemyarousalmax) or
($finish is 1)
>>
<<if $debug is 1>>
__Debug__
<br>
<<for _i to 0; _i lt $enemynomax; _i++>>
<<print _i>> $NPCList[_i].fullDescription: Head Location: $NPCList[_i].location.head --- Genitals Location: $NPCList[_i].location.genitals
<br>
Penis: $NPCList[_i].penis --- Vagina: $NPCList[_i].vagina --- Mouth: $NPCList[_i].mouth --- Anus: $NPCList[_i].anus
<br><br>
<</for>>
<</if>>
<br><br>
<</widget>>
<<widget "generateActionsAbomination">>
<<set $combat to 1>>
<<if _targetlist is undefined>>
<<getTargetList>>
<</if>>
<div id="listContainer">
<div id="leftaction" @class="$options.combatControls + 'Control'">
<<if $lefttarget is "self">>
<<leftActionInitSelf>>
<<elseif $lefttarget is "tentacles" and Object.values(_targetlistarms).includes("tentacles")>>
<<leftActionInitTentacle>>
<<else>>
<<leftActionInit>>
<</if>>
</div>
<div id="rightaction" @class="$options.combatControls + 'Control'">
<<if $righttarget is "self">>
<<rightActionInitSelf>>
<<elseif $righttarget is "tentacles" and Object.values(_targetlistarms).includes("tentacles")>>
<<rightActionInitTentacle>>
<<else>>
<<rightActionInit>>
<</if>>
</div>
<div id="feetaction" @class="$options.combatControls + 'Control'">
<<if $feettarget is "self">>
<<feetActionInitSelf>>
<<elseif $feettarget is "tentacles" and Object.values(_targetlistall).includes("tentacles")>>
<<feetActionInitTentacle>>
<<else>>
<<feetActionInit>>
<</if>>
</div>
<div id="mouthaction" @class="$options.combatControls + 'Control'">
<<if $mouthtarget is "tentacles" and Object.values(_targetlistall).includes("tentacles")>>
<<mouthActionInitTentacle>>
<<else>>
<<mouthActionInit>>
<</if>>
</div>
<<if $player.penisExist>>
<div id="penisaction" @class="$options.combatControls + 'Control'">
<<if $penistarget is "tentacles" and Object.values(_targetlistall).includes("tentacles")>>
<<penisActionInitTentacle>>
<<else>>
<<penisActionInit>>
<</if>>
</div>
<</if>>
<<if $player.vaginaExist>>
<div id="vaginaaction" @class="$options.combatControls + 'Control'">
<<if $vaginatarget is "tentacles" and Object.values(_targetlistall).includes("tentacles")>>
<<vaginaActionInitTentacle>>
<<else>>
<<vaginaActionInit>>
<</if>>
</div>
<</if>>
<div id="anusaction" @class="$options.combatControls + 'Control'">
<<if $anustarget is "tentacles" and Object.values(_targetlistall).includes("tentacles")>>
<<anusActionInitTentacle>>
<<else>>
<<anusActionInit>>
<</if>>
</div>
<<if $chestuse is "tentaclerub">>
<div id="chestaction" @class="$options.combatControls + 'Control'">
<<chestActionInitTentacle>>
</div>
<<elseif $chestuse is "penis">>
<div id="chestaction" @class="$options.combatControls + 'Control'">
<<chestActionInit>>
</div>
<</if>>
<<if $thighuse isnot 0>>
<div id="thighaction" @class="$options.combatControls + 'Control'">
<<thighActionInit>>
</div>
<</if>>
</div>
<</widget>><<widget "tentacleact">>
<<if $tentacles[$tentacleindex].health lte 0 and $tentacles[$tentacleindex].shaft isnot "finished">>
Worn out, the $tentacles[$tentacleindex].name tentacle retracts from you.
<<tentacledisable>>
<<set $tentacles[$tentacleindex].shaft to "finished">>
<<set $tentacles[$tentacleindex].head to "finished">>
<</if>>
<<if $tentacles[$tentacleindex].shaft is "tummy">>
The $tentacles[$tentacleindex].name tentacle <<slithers>> around your tummy,
<</if>>
<<if $tentacles[$tentacleindex].shaft is "thighs">>
The $tentacles[$tentacleindex].name tentacle <<slithers>> between your thighs,
<</if>>
<<if $tentacles[$tentacleindex].shaft is "breasts">>
The $tentacles[$tentacleindex].name tentacle squeezes your breasts together,
<</if>>
<<if $tentacles[$tentacleindex].shaft is "chest">>
The $tentacles[$tentacleindex].name tentacle <<slithers>> around your chest,
<</if>>
<<if $tentacles[$tentacleindex].shaft is "waist">>
The $tentacles[$tentacleindex].name tentacle <<slithers>> around your waist,
<</if>>
<<if $tentacles[$tentacleindex].shaft is "neck">>
The $tentacles[$tentacleindex].name tentacle <<slithers>> around your neck,
<</if>>
<<if $tentacles[$tentacleindex].shaft is "shoulders">>
The $tentacles[$tentacleindex].name tentacle <<slithers>> around your shoulders,
<</if>>
<<if $tentacles[$tentacleindex].shaft is "leftleg">>
The $tentacles[$tentacleindex].name tentacle <<slithers>> around your left leg,
<</if>>
<<if $tentacles[$tentacleindex].shaft is "rightleg">>
The $tentacles[$tentacleindex].name tentacle <<slithers>> around your right leg,
<</if>>
<<if $tentacles[$tentacleindex].shaft is "leftarm">>
The $tentacles[$tentacleindex].name tentacle <<slithers>> around your left arm,
<</if>>
<<if $tentacles[$tentacleindex].shaft is "rightarm">>
The $tentacles[$tentacleindex].name tentacle <<slithers>> around your right arm,
<</if>>
<<if $tentacles[$tentacleindex].head is "leftarm">>
The $tentacles[$tentacleindex].name tentacle writhes in your left hand.
<<neutral 5>>
<</if>>
<<if $tentacles[$tentacleindex].head is "rightarm">>
The $tentacles[$tentacleindex].name tentacle writhes in your right hand.
<<neutral 5>>
<</if>>
<<if $tentacles[$tentacleindex].head is "feet">>
The $tentacles[$tentacleindex].name tentacle writhes between your feet.
<<neutral 5>>
<</if>>
<<if $tentacles[$tentacleindex].head is "leftnipplesuck">>
and up to your <<breasts>>, where it suckles your left nipple.
<<neutralbreast 3>><<playWithBreasts>>
<</if>>
<<if $tentacles[$tentacleindex].head is "rightnipplesuck">>
and up to your <<breasts>>, where it suckles your right nipple.
<<neutralbreast 3>><<playWithBreasts>>
<</if>>
<<if $tentacles[$tentacleindex].head is "leftnipple">>
and continues teasing your left nipple. <span class="purple">The tip of the tentacle opens up, latches on, then begins sucking.</span>
<<neutralbreast 3>><<set $tentacles[$tentacleindex].head to "leftnipplesuck">><<set $leftnipple to "tentaclesuck">><<playWithBreasts>>
<</if>>
<<if $tentacles[$tentacleindex].head is "rightnipple">>
and continues teasing your right nipple. <span class="purple">The tip of the tentacle opens up, latches on, then begins sucking.</span>
<<neutralbreast 3>><<set $tentacles[$tentacleindex].head to "rightnipplesuck">><<set $rightnipple to "tentaclesuck">><<playWithBreasts>>
<</if>>
<<if $parasite.nipples.name isnot undefined>>
The suction drives the attached $parasite.nipples.name into a frenzy.
<</if>>
<<if $tentacles[$tentacleindex].head is "chest">>
<<if $chestuse is 0>>
moves away from your <<breasts>>
<<set $tentacles[$tentacleindex].head to 0>>
<<else>>
then up between your <<breasts>>, rubbing itself between them.
<<neutralbreast 2>>
<</if>>
<</if>>
<<if $tentacles[$tentacleindex].head is "mouthdeep">>
and up into your mouth where it spurts a sweet fluid down your throat at the apex of each thrust.
<<purity -1>><<internalejac>><<sex 5 "mouth">><<drugs 3>><<bodyliquid "mouth" "goo">><<set $tentacles[$tentacleindex].health -= 1>>
<<if $tentacles[$tentacleindex].desc.includes("pale")>>
<<hallucinogen 3>>
<</if>>
<</if>>
<<if $tentacles[$tentacleindex].head is "mouth">>
and continues thrusting into your mouth.<span class="pink"> The tip opens and begins oozing a sweet liquid.</span>
<<purity -1>><<internalejac>><<set $mouthstate to "tentacledeep">><<set $tentacles[$tentacleindex].head to "mouthdeep">><<sex 5 "mouth">><<oralejacstat>><<ejacstat>>
<</if>>
<<if $tentacles[$tentacleindex].head is "mouthimminent">>
<<if $worn.face.type.includes("covered") or $worn.face.type.includes("gag")>>
<span class="purple"> and forces itself against your <<print $worn.face.name>>, desperate to get in.</span>
<<damageFaceCover 5>>
<<else>>
<<if $player.virginity.oral is true>>
<span class="pink"> and thrusts between your lips,</span><span class="red"> penetrating your mouth for the first time.</span>
<<takeVirginity $tentacles[$tentacleindex].fullDesc "oral">><<violence 5>>
<<else>>
<span class="pink"> and thrusts between your lips.</span>
<</if>>
<<set $mouthstate to "tentacle">><<set $tentacles[$tentacleindex].head to "mouth">><<sex 5 "mouth">><<raped>><<oralstat>>
<</if>>
<</if>>
<<if $tentacles[$tentacleindex].head is "mouthentrance">>
<<if $worn.face.type.includes("covered") or $worn.face.type.includes("gag")>>
<span class="purple"> and presses against your <<print $worn.face.name>>.</span>
<<damageFaceCover 3>>
<<else>>
<span class="purple"> and presses against your lips.</span>
<</if>>
<<set $mouthstate to "tentacleimminent">><<set $tentacles[$tentacleindex].head to "mouthimminent">><<neutral 4 "mouth">>
<</if>>
<<if $tentacles[$tentacleindex].head is "vaginadeep">>
and <<slithers>> into your <<pussy>> where it pumps a viscous fluid at the apex of each thrust.
<<purity -1>><<internalejac>><<sex 5 "genitals">><<drugs 3>><<bodyliquid "vagina" "goo">><<set $tentacles[$tentacleindex].health -= 1>>
<<if $tentacles[$tentacleindex].desc.includes("pale")>>
<<hallucinogen 3>>
<</if>>
<</if>>
<<if $tentacles[$tentacleindex].head is "vagina">>
and continues thrusting into your <<pussy>>.<span class="pink"> The tip opens and begins oozing a viscous liquid.</span>
<<purity -1>><<internalejac>><<set $vaginastate to "tentacledeep">><<set $tentacles[$tentacleindex].head to "vaginadeep">><<sex 5 "genitals">><<vaginalejacstat>><<ejacstat>>
<</if>>
<<if $tentacles[$tentacleindex].head is "vaginaimminent">>
<<if $player.virginity.vaginal is true>>
<span class="pink"> and thrusts into your <<pussy>>,</span>
<<if $sexStats.vagina.pregnancy.totalBirthEvents gt 0>>
<span class="red">despite your lack of a hymen, you feel something inside you change as your virginity and purity are taken.</span>
<<violence 10>>
<<else>>
<span class="red">tearing your hymen and forever robbing you of your purity.</span>
<<violence 100>>
<</if>>
<<else>>
<span class="pink"> and thrusts into your <<pussy>>.</span>
<</if>>
<<takeVirginity $tentacles[$tentacleindex].fullDesc "vaginal">>
<<set $vaginastate to "tentacle">><<set $tentacles[$tentacleindex].head to "vagina">><<sex 5 "genitals">><<raped>><<vaginaraped>><<vaginalstat>><<violence 1>>
<</if>>
<<if $tentacles[$tentacleindex].head is "vaginaentrance">>
<<if !playerChastity("vagina")>>
<<if $vaginaWetness gte ($tentacles[$tentacleindex].size * 20) + random(1, 40) or random(1, 2) is 2>>
and presses against your <<pussy>>. <<vagina_lube_text>> <span class="pink">the tip presses into you, a thrust away from penetrating.</span>
<<set $vaginastate to "tentacleimminent">><<set $tentacles[$tentacleindex].head to "vaginaimminent">><<sex 10 "genitals">>
<<else>>
and presses against your <<pussy>>, <span class="blue">but fails to gain purchase.</span>
<<sex 5 "genitals">>
<<if random(1, 3) gte 3>>
<span class="purple">Slimy fluid squirts from the tip, lubricating you.</span>
<<bodyliquid "vaginaoutside" "goo">>
<</if>>
<</if>>
<<else>>
and tries to find a way inside to your <<pussy>>. Failing, it lashes at the <<print setup.clothes.genitals[clothesIndex('genitals',$worn.genitals)].altDamage or "metal">>.
<<set $worn.genitals.integrity -= 10>><<violence 1>>
<</if>>
<</if>>
<<if $tentacles[$tentacleindex].head is "penisdeep">>
and continues thrusting against your <<penis>>, caressing and kneading your length.
<<sex 5 "genitals">><<set $tentacles[$tentacleindex].health -= 1>>
<</if>>
<<if $tentacles[$tentacleindex].head is "penis">>
and continues thrusting against your <<penis>>.<span class="pink"> It sucks and kneads your length, trying to milk you of your cum.</span>
<<set $penisstate to "tentacledeep">><<set $tentacles[$tentacleindex].head to "penisdeep">><<sex 5 "genitals">>
<</if>>
<<if $tentacles[$tentacleindex].head is "penisimminent">>
<<if $player.virginity.penile is true and !playerHasStrapon()>>
<span class="pink"> and thrusts against your <<penis>>, swallowing you to the base and</span> <span class="red"> tearing the membrane between your glans and foreskin, forever robbing you of your purity.</span>
<<violence 100>>
<<else>>
<span class="pink"> and thrusts against your <<penis>>, swallowing you to the base.</span>
<</if>>
<<takeVirginity $tentacles[$tentacleindex].fullDesc "penile">>
<<set $penisstate to "tentacle">><<set $tentacles[$tentacleindex].head to "penis">><<sex 5 "genitals">>
<<if !playerHasStrapon()>>
<<raped>><<penisraped>>
<</if>>
<<penilestat>><<violence 1>>
<</if>>
<<if $tentacles[$tentacleindex].head is "penisentrance">>
<<if !playerChastity("penis")>>
<<if $penisWetness + ($tentacles[$tentacleindex].size * 10) gte (playerPenisSize() * 15) + random(1, 40) or random(1, 2) is 2>>
and <<slithers>> over to your <<penis>>. <<penis_lube_text>> <span class="purple">the tip opens and presses against your glans, a thrust away from enveloping.</span>
<<set $penisstate to "tentacleimminent">><<set $tentacles[$tentacleindex].head to "penisimminent">><<neutralgenitals 4>>
<<else>>
and <<slithers>> over to your <<penis>>. The tip opens presses against your glans, but <span class="blue">it fails to gain purchase.</span>
<<sex 5 "genitals">>
<<if random(1, 3) gte 3>>
<span class="purple">Slimy fluid squirts from the tip, lubricating you.</span>
<<bodyliquid "penis" "goo">>
<</if>>
<</if>>
<<elseif $worn.genitals.name is "chastity parasite">>
and worms round your $worn.genitals.name, rubbing and squeezing it in the process. <span class="lewd">Your clearly aroused reaction encourages it further.</span>
<<arousal 200 "genitals">><<neutral 2 "genitals">><<set $worn.genitals.integrity -= 5>>
<<else>>
and tries to find a way inside to envelop your <<penis>>. Failing, it lashes at the <<print setup.clothes.genitals[clothesIndex('genitals',$worn.genitals)].altDamage or "metal">>.
<<set $worn.genitals.integrity -= 10>><<violence 1>>
<</if>>
<</if>>
<<if $tentacles[$tentacleindex].head is "anusdeep">>
and <<slithers>> into your <<bottom>> where it pumps a viscous fluid at the apex of each thrust.
<<purity -1>><<internalejac>><<sex 5 "anus">><<drugs 3>><<bodyliquid "anus" "goo">><<set $tentacles[$tentacleindex].health -= 1>>
<<if $tentacles[$tentacleindex].desc.includes("pale")>>
<<hallucinogen 3>>
<</if>>
<</if>>
<<if $tentacles[$tentacleindex].head is "anus">>
and continues thrusting into your <<bottom>>.<span class="pink"> The tip opens and begins oozing a viscous liquid.</span>
<<purity -1>><<internalejac>><<set $anusstate to "tentacledeep">><<set $tentacles[$tentacleindex].head to "anusdeep">><<sex 5 "anus">><<analejacstat>><<ejacstat>>
<</if>>
<<if $tentacles[$tentacleindex].head is "anusimminent">>
<<if $player.virginity.anal is true>>
<span class="pink"> and thrusts into your <<bottom>>,</span><span class="red"> violating you in a way you hadn't conceived of.</span>
<<takeVirginity $tentacles[$tentacleindex].fullDesc "anal">><<violence 100>>
<<else>>
<span class="pink"> and thrusts into your <<bottom>>.</span>
<</if>>
<<set $anusstate to "tentacle">><<set $tentacles[$tentacleindex].head to "anus">><<sex 5 "anus">><<raped>><<anusraped>><<analstat>><<violence 1>>
<</if>>
<<if $tentacles[$tentacleindex].head is "anusentrance">>
<<if !playerChastity("anus")>>
<<if $anusWetness gte ($tentacles[$tentacleindex].size * 20) + random(1, 40) or random(1, 2) is 2>>
and presses against your <<bottom>>. <<anus_lube_text>> <span class="pink">the tip presses into you, a thrust away from penetrating.</span>
<<set $anusstate to "tentacleimminent">><<set $tentacles[$tentacleindex].head to "anusimminent">><<neutral 4 "anus">>
<<else>>
and presses against your <<bottom>>. <span class="blue">It fails to gain purchase.</span>
<<sex 5 "anus">>
<<if random(1, 3) gte 3>>
<span class="purple">Slimy fluid squirts from the tip, lubricating you.</span>
<<bodyliquid "bottom" "goo">>
<</if>>
<</if>>
<<else>>
and tries to find a way inside to your <<bottom>>. Failing, it lashes at the device.
<<set $worn.genitals.integrity -= 10>><<violence 1>>
<</if>>
<</if>>
<<rng>>
<<if $tentacles[$tentacleindex].head is "vaginarub">>
<<if $rng gte 21>>
<<if $tentacles[$tentacleindex].shaft is "thighs">>
and against your <<pussy>>, pressing into your clit.
<<else>>
and between your thighs where it <<slithers>> against your <<pussy>>, pressing against your clit.
<</if>>
<<sex 3 "genitals">>
<<else>>
<<if $tentacles[$tentacleindex].shaft is "thighs">>
<span class="blue">where it <<slithers>> toward your <<pussy>>.</span>
<<else>>
and between your thighs <span class="blue">where it <<slithers>> toward your <<pussy>>.</span>
<</if>>
<<neutralgenitals 3>><<set $vaginause to "tentacle">><<set $vaginastate to "tentacleentrance">><<set $tentacles[$tentacleindex].head to "vaginaentrance">><<set $thighuse to 0>><<set $vaginatarget to "tentacles">>
<</if>>
<</if>>
<<rng>>
<<if $tentacles[$tentacleindex].head is "penisrub">>
<<if $rng gte 21>>
<<if $tentacles[$tentacleindex].shaft is "thighs">>
where it <<slithers>> against your <<penis>>, coiling around it.
<<else>>
and between your thighs where it <<slithers>> against your <<penis>>, coiling around it.
<</if>>
<<sex 3 "genitals">>
<<else>>
<<if $tentacles[$tentacleindex].shaft is "thighs">>
<span class="blue">where the tip opens as it <<slithers>> toward your <<penis>>.</span>
<<else>>
and between your thighs, <span class="blue">where the tip opens as it <<slithers>> toward your <<penis>>.</span>
<</if>>
<<neutralgenitals 3>><<set $penisuse to "tentacle">><<set $penisstate to "tentacleentrance">><<set $tentacles[$tentacleindex].head to "penisentrance">><<set $thighuse to 0>><<set $penistarget to "tentacles">><<set $tentaclePenis to _tentacle.fullDesc>>
<</if>>
<</if>>
<<rng>>
<<if $tentacles[$tentacleindex].head is "anusrub">>
<<if $rng gte 21>>
and between your <<bottom>> cheeks where it <<slithers>> against your back.
<<sex 3 "anus">>
<<else>>
and between your <<bottom>> cheeks, <span class="blue"> toward your anus.</span>
<<neutral 3 "anus">><<set $anususe to "tentacle">><<set $anusstate to "tentacleentrance">><<set $tentacles[$tentacleindex].head to "anusentrance">><<set $anustarget to "tentacles">>
<</if>>
<</if>>
<<rng>>
<<if $tentacles[$tentacleindex].head is 0 and $tentacles[$tentacleindex].shaft isnot 0>>
<<if $rng lte 10>>
<<if $chestuse is "squeezed">>
<<upperslither>><span class="blue">and up between your squeezed <<breasts>>.</span>
<<set $tentacles[$tentacleindex].head to "chest">><<neutralbreast 2>><<set $chestuse to "tentaclerub">><<cheststat>><<set $chesttarget to "tentacles">>
<<else>>
<<tentacledefault>>
<</if>>
<<elseif $rng lte 20>>
<<if $leftnipple is 0>>
<<upperslither>> <<playWithBreasts>><span class="blue">and teases your left nipple.</span>
<<neutralbreast 2>><<set $tentacles[$tentacleindex].head to "leftnipple">><<set $leftnipple to "tentacle">>
<<else>>
<<tentacledefault>>
<</if>>
<<elseif $rng lte 30>>
<<if $rightnipple is 0>>
<<upperslither>> <<playWithBreasts>><span class="blue">and teases your right nipple.</span>
<<neutralbreast 2>><<set $tentacles[$tentacleindex].head to "rightnipple">><<set $rightnipple to "tentacle">>
<<else>>
<<tentacledefault>>
<</if>>
<<elseif $rng lte 40>>
<<if $mouthuse is 0>>
<<upperslither>> <span class="blue">and up toward your mouth.</span>
<<neutral 2 "mouth">><<set $mouthuse to "tentacle">><<set $mouthstate to "tentacleentrance">><<set $tentacles[$tentacleindex].head to "mouthentrance">><<set $mouthtarget to "tentacles">>
<<else>>
<<tentacledefault>>
<</if>>
<<elseif $rng lte 50>>
<<if $anususe is 0 and $analdisable is "f">>
<<underslither>> <span class="blue">and <<slithers>> toward your <<bottom>>.</span>
<<neutral 2 "bottom">><<set $anususe to "tentacle">><<set $anusstate to "tentacleentrance">><<set $tentacles[$tentacleindex].head to "anusentrance">><<set $anustarget to "tentacles">>
<<else>>
<<tentacledefault>>
<</if>>
<<elseif $rng lte 60>>
<<if $player.vaginaExist and $vaginause is 0>>
<<underslither>> <span class="blue">and <<slithers>> toward your <<pussy>>.</span>
<<neutralgenitals 2>><<set $vaginause to "tentacle">><<set $vaginastate to "tentacleentrance">><<set $tentacles[$tentacleindex].head to "vaginaentrance">><<set $vaginatarget to "tentacles">>
<<else>>
<<tentacledefault>>
<</if>>
<<elseif $rng lte 70>>
<<if $player.penisExist and $penisuse is 0>>
<<underslither>> <span class="blue">and <<slithers>> toward your <<penis>>.</span>
<<neutralgenitals 2>><<set $penisuse to "tentacle">><<set $penisstate to "tentacleentrance">><<set $tentacles[$tentacleindex].head to "penisentrance">><<set $penistarget to "tentacles">><<set $tentaclePenis to _tentacle.fullDesc>>
<<else>>
<<tentacledefault>>
<</if>>
<<elseif $rng lte 80>>
<<if $thighuse is 0>>
<<if $player.penisExist and $penisuse is 0>>
<<if $tentacles[$tentacleindex].shaft is "thighs">>
<<underslither>> <span class="blue">where it <<slithers>> against your tummy and <<penis>>.</span>
<<else>>
<<underslither>> <span class="blue">where it <<slithers>> between your thighs and against your tummy and <<penis>>.</span>
<</if>>
<<set $penisuse to "tentaclerub">><<set $thighuse to "tentaclerub">><<set $tentacles[$tentacleindex].head to "penisrub">><<sex 3 "genitals">><<thighstat>><<set $penistarget to "tentacles">><<set $tentaclePenis to _tentacle.fullDesc>>
<<elseif $player.vaginaExist and $vaginause is 0>>
<<if $tentacles[$tentacleindex].shaft is "thighs">>
<<underslither>> <span class="blue">where it <<slithers>> against your tummy and <<pussy>>.</span>
<<else>>
<<underslither>> <span class="blue">where it <<slithers>> between your thighs and against your tummy and <<pussy>>.</span>
<</if>>
<<set $vaginause to "tentaclerub">><<set $thighuse to "tentaclerub">><<set $tentacles[$tentacleindex].head to "vaginarub">><<sex 3 "genitals">><<thighstat>><<set $vaginatarget to "tentacles">>
<<else>>
<<tentacledefault>>
<</if>>
<<else>>
<<tentacledefault>>
<</if>>
<<elseif $rng lte 90>>
<<if $anusstate is 0 and $anususe is 0 and $analdisable is "f">>
<<underslither>> <span class="blue">and <<slithers>> between your <<bottom>> cheeks and against your back.</span>
<<set $anusstate to "tentaclerub">><<set $anususe to "tentaclerub">><<set $tentacles[$tentacleindex].head to "anusrub">><<sex 1 "anus">><<bottomstat>><<set $anustarget to "tentacles">>
<<else>>
<<tentacledefault>>
<</if>>
<<elseif $rng lte 95>>
<<else>>
<<tentacledefault>>
<</if>>
<<elseif $tentacles[$tentacleindex].head is 0 and $tentacles[$tentacleindex].shaft is 0>>
<<if $rng lte 10>>
<<if $position isnot "wall">>
The $tentacles[$tentacleindex].name tentacle winds around your tummy.
<<neutral 1>><<set $tentacles[$tentacleindex].shaft to "tummy">>
<<else>>
The $tentacles[$tentacleindex].name tentacle gently slaps your <<bottom>>.
<<violence 1>><<hitstat>>
<</if>>
<<elseif $rng lte 20>>
The $tentacles[$tentacleindex].name tentacle <<slithers>> between your thighs.
<<neutral 1>><<set $tentacles[$tentacleindex].shaft to "thighs">>
<<elseif $rng lte 30>>
<<if $position isnot "wall">>
<<if $player.breastsize gte 2 and $chestuse is 0>>
The $tentacles[$tentacleindex].name tentacle <<slithers>> around your <<breasts>>, <span class="blue">squeezing them together.</span>
<<neutralbreast 1>><<set $tentacles[$tentacleindex].shaft to "breasts">><<set $chestuse to "squeezed">>
<<else>>
The $tentacles[$tentacleindex].name tentacle gently slaps your <<bottom>>.
<<violence 1>><<hitstat>>
<</if>>
<<else>>
The $tentacles[$tentacleindex].name tentacle gently slaps your <<bottom>>.
<<violence 1>><<hitstat>>
<</if>>
<<elseif $rng lte 40>>
<<if $position isnot "wall">>
The $tentacles[$tentacleindex].name tentacle winds its way around your chest, beneath your <<breasts>>.
<<neutralbreast 1>><<set $tentacles[$tentacleindex].shaft to "chest">>
<<else>>
The $tentacles[$tentacleindex].name tentacle gently slaps your <<bottom>>.
<<violence 1>><<hitstat>>
<</if>>
<<elseif $rng lte 50>>
The $tentacles[$tentacleindex].name tentacle winds its way around your waist.
<<neutral 1>><<set $tentacles[$tentacleindex].shaft to "waist">>
<<elseif $rng lte 60>>
<<if $position isnot "wall">>
<<if $head is 0>>
The $tentacles[$tentacleindex].name tentacle winds its way around your neck, <span class="blue">restraining your head.</span>
<<neutral 1>><<set $tentacles[$tentacleindex].shaft to "neck">><<set $head to "grappled">>
<<else>>
The $tentacles[$tentacleindex].name tentacle winds its way around your shoulders.
<<neutral 1>><<set $tentacles[$tentacleindex].shaft to "shoulders">>
<</if>>
<<else>>
The $tentacles[$tentacleindex].name tentacle gently slaps your <<bottom>>.
<<violence 1>><<hitstat>>
<</if>>
<<elseif $rng lte 70>>
The $tentacles[$tentacleindex].name tentacle gently slaps your <<bottom>>.
<<violence 1>><<hitstat>>
<<elseif $rng lte 80>>
<<if $leftleg is 0>>
The $tentacles[$tentacleindex].name tentacle winds its way around your left leg, <span class="blue">restraining it.</span>
<<neutral 1>><<feettentacledisable>><<set $tentacles[$tentacleindex].shaft to "leftleg">><<set $leftleg to "grappled">><<set $feettarget to "tentacles">>
<<else>>
The $tentacles[$tentacleindex].name tentacle tickles your feet.
<<neutral 1>>
<</if>>
<<elseif $rng lte 85>>
<<if $rightleg is 0>>
The $tentacles[$tentacleindex].name tentacle winds its way around your right leg, <span class="blue">restraining it.</span>
<<neutral 1>><<feettentacledisable>><<set $tentacles[$tentacleindex].shaft to "rightleg">><<set $rightleg to "grappled">><<set $feettarget to "tentacles">>
<<else>>
The $tentacles[$tentacleindex].name tentacle tickles your feet.
<<neutral 1>>
<</if>>
<<elseif $rng lte 90>>
<<if $leftarm is 0>>
The $tentacles[$tentacleindex].name tentacle winds its way around your left arm, <span class="blue">restraining it.</span>
<<neutral 1>><<leftarmtentacledisable>><<set $tentacles[$tentacleindex].shaft to "leftarm">><<set $leftarm to "tentgrappled">><<set $leftarmstate to 0>><<set $lefttarget to "tentacles">>
<<else>>
The $tentacles[$tentacleindex].name tentacle tickles your armpit.
<<neutral 1>>
<</if>>
<<elseif $rng lte 95>>
<<if $rightarm is 0>>
The $tentacles[$tentacleindex].name tentacle winds its way around your right arm, <span class="blue">restraining it.</span>
<<rightarmtentacledisable>><<neutral 1>><<set $tentacles[$tentacleindex].shaft to "rightarm">><<set $rightarm to "tentgrappled">><<set $rightarmstate to 0>><<set $righttarget to "tentacles">>
<<else>>
The $tentacles[$tentacleindex].name tentacle tickles your armpit.
<<neutral 1>>
<</if>>
<<elseif $rng lte 100>>
The $tentacles[$tentacleindex].name tentacle <<slithers>> against your <<bottom>>.
<<neutral 1 "bottom">>
<</if>>
<</if>>
<</widget>>
<<widget "tentacledefault">>
<<rng>>
<<if $rng gte 90>>
then squirts a warm fluid over your neck.
<<neutral 1>><<bodyliquid "neck" "goo">><<set $tentacles[$tentacleindex].health -= 1>><<neckejacstat>><<ejacstat>>
<<elseif $rng gte 80>>
then squirts a warm fluid over your right arm.
<<neutral 1>><<bodyliquid "rightarm" "goo">><<set $tentacles[$tentacleindex].health -= 1>><<handejacstat>><<ejacstat>>
<<elseif $rng gte 70>>
then squirts a warm fluid over your left arm.
<<neutral 1>><<bodyliquid "leftarm" "goo">><<set $tentacles[$tentacleindex].health -= 1>><<handejacstat>><<ejacstat>>
<<elseif $rng gte 60>>
then squirts a warm fluid over your thighs.
<<neutral 1>><<bodyliquid "thigh" "goo">><<set $tentacles[$tentacleindex].health -= 1>><<thighejacstat>><<ejacstat>>
<<elseif $rng gte 50>>
then squirts a warm fluid over your <<bottom>>.
<<neutral 1>><<bodyliquid "bottom" "goo">><<set $tentacles[$tentacleindex].health -= 1>><<bottomejacstat>><<ejacstat>>
<<elseif $rng gte 40>>
then squirts a warm fluid over your tummy.
<<neutral 1>><<bodyliquid "tummy" "goo">><<set $tentacles[$tentacleindex].health -= 1>><<tummyejacstat>><<ejacstat>>
<<elseif $rng gte 30>>
then squirts a warm fluid over your chest.
<<neutralbreast 1>><<bodyliquid "chest" "goo">><<set $tentacles[$tentacleindex].health -= 1>><<chestejacstat>><<ejacstat>>
<<elseif $rng gte 20>>
then squirts a warm fluid over your face.
<<neutral 1>><<bodyliquid "face" "goo">><<set $tentacles[$tentacleindex].health -= 1>><<faceejacstat>><<ejacstat>>
<<elseif $rng gte 10>>
then squirts a warm fluid over your hair.
<<neutral 1>><<bodyliquid "hair" "goo">><<set $tentacles[$tentacleindex].health -= 1>><<hairejacstat>><<ejacstat>>
<<else>>
then squirts a warm fluid over your feet.
<<neutral 1>><<bodyliquid "feet" "goo">><<set $tentacles[$tentacleindex].health -= 1>><<feetejacstat>><<ejacstat>>
<</if>>
<</widget>>
<<widget "tentacledisable">>
<<if $tentacles[$tentacleindex].head is "feet">>
<<set $leftleg to 0>>
<<set $rightleg to 0>>
<<set $feetstate to 0>>
<</if>>
<<if $tentacles[$tentacleindex].head is "leftarm">>
<<set $leftarm to 0>>
<<set $leftarmstate to 0>>
<</if>>
<<if $tentacles[$tentacleindex].head is "rightarm">>
<<set $rightarm to 0>>
<<set $rightarmstate to 0>>
<</if>>
<<if $tentacles[$tentacleindex].head is "leftnipplesuck">>
<<set $leftnipple to 0>>
<</if>>
<<if $tentacles[$tentacleindex].head is "rightnipplesuck">>
<<set $rightnipple to 0>>
<</if>>
<<if $tentacles[$tentacleindex].head is "leftnipple">>
<<set $leftnipple to 0>>
<</if>>
<<if $tentacles[$tentacleindex].head is "rightnipple">>
<<set $rightnipple to 0>>
<</if>>
<<if $tentacles[$tentacleindex].head is "mouthentrance">>
<<set $mouthuse to 0>>
<<set $mouthstate to 0>>
<</if>>
<<if $tentacles[$tentacleindex].head is "mouthimminent">>
<<set $mouthuse to 0>>
<<set $mouthstate to 0>>
<</if>>
<<if $tentacles[$tentacleindex].head is "mouth">>
<<set $mouthuse to 0>>
<<set $mouthstate to 0>>
<</if>>
<<if $tentacles[$tentacleindex].head is "mouthdeep">>
<<set $mouthuse to 0>>
<<set $mouthstate to 0>>
<</if>>
<<if $tentacles[$tentacleindex].head is "anusentrance">>
<<set $anususe to 0>>
<<set $anusstate to 0>>
<</if>>
<<if $tentacles[$tentacleindex].head is "anusimminent">>
<<set $anususe to 0>>
<<set $anusstate to 0>>
<</if>>
<<if $tentacles[$tentacleindex].head is "anus">>
<<set $anususe to 0>>
<<set $anusstate to 0>>
<</if>>
<<if $tentacles[$tentacleindex].head is "anusdeep">>
<<set $anususe to 0>>
<<set $anusstate to 0>>
<</if>>
<<if $tentacles[$tentacleindex].head is "vaginaentrance">>
<<set $vaginause to 0>>
<<set $vaginastate to 0>>
<</if>>
<<if $tentacles[$tentacleindex].head is "vaginaimminent">>
<<set $vaginause to 0>>
<<set $vaginastate to 0>>
<</if>>
<<if $tentacles[$tentacleindex].head is "vagina">>
<<set $vaginause to 0>>
<<set $vaginastate to 0>>
<</if>>
<<if $tentacles[$tentacleindex].head is "vaginadeep">>
<<set $vaginause to 0>>
<<set $vaginastate to 0>>
<</if>>
<<if $tentacles[$tentacleindex].head is "penisentrance">>
<<set $penisuse to 0>>
<<set $penisstate to 0>>
<</if>>
<<if $tentacles[$tentacleindex].head is "penisimminent">>
<<set $penisuse to 0>>
<<set $penisstate to 0>>
<</if>>
<<if $tentacles[$tentacleindex].head is "penis">>
<<set $penisuse to 0>>
<<set $penisstate to 0>>
<</if>>
<<if $tentacles[$tentacleindex].head is "penisdeep">>
<<set $penisuse to 0>>
<<set $penisstate to 0>>
<</if>>
<<if $tentacles[$tentacleindex].head is "vaginarub">>
<<set $vaginause to 0>>
<<set $thighuse to 0>>
<</if>>
<<if $tentacles[$tentacleindex].head is "penisrub">>
<<set $penisuse to 0>>
<<set $thighuse to 0>>
<</if>>
<<if $tentacles[$tentacleindex].head is "anusrub">>
<<set $anususe to 0>>
<<set $anusstate to 0>>
<</if>>
<<if $tentacles[$tentacleindex].head is "chest">>
<<set $chestuse to "squeezed">>
<</if>>
<<if $tentacles[$tentacleindex].shaft is "breasts">>
<<set $chestuse to 0>>
<</if>>
<<if $tentacles[$tentacleindex].shaft is "neck" and $head isnot "bound">>
<<set $head to 0>>
<</if>>
<<if $tentacles[$tentacleindex].shaft is "leftleg" and $leftleg isnot "bound">>
<<set $leftleg to 0>>
<</if>>
<<if $tentacles[$tentacleindex].shaft is "rightleg" and $rightleg isnot "bound">>
<<set $rightleg to 0>>
<</if>>
<<if $tentacles[$tentacleindex].shaft is "leftarm" and $leftarm isnot "bound">>
<<set $leftarm to 0>>
<</if>>
<<if $tentacles[$tentacleindex].shaft is "rightarm" and $rightarm isnot "bound">>
<<set $rightarm to 0>>
<</if>>
<<set $tentacles[$tentacleindex].shaft to 0>>
<<set $tentacles[$tentacleindex].head to 0>>
<</widget>><<widget "tentacleadv">>
<<set _tentacle to _args[0]>>
<<if _tentacle.type is "vine" and $abomination is 1 or ["vine","root","shoot"].includes(_tentacle.type)>>
<<set _fluid to "nectar">>
<<set _Slimy to "Sticky">>
<<else>>
<<set _fluid to "fluid">>
<<set _Slimy to "Slimy">>
<</if>>
<<set _The to ($abomination is 1 ? "<<His>>" : "The")>>
<<set _the to ($abomination is 1 ? "<<his>>" : "the")>>
<<if $abomination is 1 and $ejaculating is 1>>
<<statetentacles>>
<<if (_tentacle.head is "anus" or _tentacle.head is "anusdeep") and _tentacle.baby isnot 0>>
<<impregnateParasite _tentacle.baby _tentacle.babychance>>
<<fertiliseParasites>>
<<set _tentacleAnus to _impregnatedParasite is "anus" ? $tentacleAnus : 0>>
<</if>>
<<if (_tentacle.head is "vagina" or _tentacle.head is "vaginadeep") and _tentacle.baby isnot 0>>
<<impregnateParasite _tentacle.baby _tentacle.babychance "vagina">>
<<fertiliseParasites "vagina">>
<<set _tentacleVagina to _impregnatedParasite is "vagina" ? $tentacleVagina : 0>>
<</if>>
<<if _tentacle.shaft isnot "finished" and _tentacle.head isnot "finished">>
<<if _firsttentacle isnot 1>><<set _firsttentacle to 1>>_The<</if>>
<<if $tentacles.active is 1>>
<<if _retract isnot 3 and _retract isnot 2>><<set _retract to 1>><</if>>
<<if _retract is 1>>
_tentacle.fullDesc retracts
<<elseif _retract is 2>>
and <<print _tentacle.fullDesc>>s both retract
<<else>>
and <<print _tentacle.fullDesc>>s all retract
<</if>>
<<if _tentacleVagina and _tentacleAnus>>
away from you, the _tentacleVagina and _tentacleAnus <span class="red">pumping something into your vagina and anus</span> before leaving.
<<elseif _tentacleVagina>>
away from you,<<if _retract isnot 1>> the _tentacleVagina<</if>> <span class="red">pumping something into your vagina</span> before leaving.
<<elseif _tentacleAnus>>
away from you,<<if _retract isnot 1>> the _tentacleAnus<</if>> <span class="red">pumping something into your anus</span> before leaving.
<<else>>
away from you.
<</if>>
<br>
<<elseif $tentacles.active is 2>>
<<if _retract isnot 3>><<set _retract to 2>><</if>>
_tentacle.desc
<<else>>
<<set _retract to 3>>
_tentacle.desc,
<</if>>
<<tentacleadvdisable _tentacle>>
<<set _tentacle.shaft to "finished">><<set _tentacle.head to "finished">>
<</if>>
<</if>>
<<if _tentacle.tentaclehealth lte 0 and _tentacle.shaft isnot "finished">>
<<if ["leftarm","rightarm"].includes(_tentacle.head)>>
Worn out, _the _tentacle.fullDesc writhes around your hand and squeezes, before retracting from you.
<<takeHandholdingVirginity `$abomination is 1 ? $NPCList[0].fullDescription + "'s " + _tentacle.fullDesc : _tentacle.fullDesc` "tentacle" _tentacle.type>>
<<else>>
Worn out, _the _tentacle.fullDesc retracts from you.
<</if>>
<<tentacleadvdisable _tentacle>>
<<set _tentacle.shaft to "finished">><<set _tentacle.head to "finished">>
<br>
<</if>>
<<if $novaginal is 1 and (_tentacle.head is "vaginaentrance" or _tentacle.head is "vaginaimminent" or _tentacle.head is "vagina" or _tentacle.head is "vaginadeep")>>
The <<personsimple>> clicks <<his>> tongue, and <span class="lblue">_the _tentacle.fullDesc retracts from your <<pussy>>.</span>
<<tentacleadvdisable _tentacle>>
<</if>>
<<if $noanal is 1 and (_tentacle.head is "anusentrance" or _tentacle.head is "anusimminent" or _tentacle.head is "anus" or _tentacle.head is "anusdeep")>>
The <<personsimple>> clicks <<his>> tongue, and <span class="lblue">_the _tentacle.fullDesc retracts from your <<bottom>>.</span>
<<tentacleadvdisable _tentacle>>
<</if>>
<<if $nopenile is 1 and (_tentacle.head is "penisentrance" or _tentacle.head is "penisimminent" or _tentacle.head is "penis" or _tentacle.head is "penisdeep")>>
The <<personsimple>> clicks <<his>> tongue, and <span class="lblue">_the _tentacle.fullDesc retracts from your <<penis>>.</span>
<<tentacleadvdisable _tentacle>>
<</if>>
<<if $nochoke is 1 and _tentacle.shaft is "neck">>
The <<personsimple>> clicks <<his>> tongue, and <span class="lblue">_the _tentacle.fullDesc retracts from your neck.</span>
<<tentacleadvdisable _tentacle>>
<</if>>
<<if $tentacleMouth is "removed" and (_tentacle.head is "mouthentrance" or _tentacle.head is "mouthimminent" or _tentacle.head is "mouth" or _tentacle.head is "mouthdeep")>>
<<tentacleadvdisable _tentacle>>
<</if>>
<<if $tentacleAnus is "removed" and (_tentacle.head is "anusentrance" or _tentacle.head is "anusimminent" or _tentacle.head is "anus" or _tentacle.head is "anusdeep")>>
<<tentacleadvdisable _tentacle>>
<</if>>
<<if $tentacleVagina is "removed" and (_tentacle.head is "vaginaentrance" or _tentacle.head is "vaginaimminent" or _tentacle.head is "vagina" or _tentacle.head is "vaginadeep")>>
<<tentacleadvdisable _tentacle>>
<</if>>
<<if $tentaclePenis is "removed" and (_tentacle.head is "penisentrance" or _tentacle.head is "penisimminent" or _tentacle.head is "penis" or _tentacle.head is "penisdeep")>>
<<tentacleadvdisable _tentacle>>
<</if>>
<<if _tentacle.shaft is "tummy">>_The _tentacle.fullDesc <<slithers>> around your tummy,<</if>>
<<if _tentacle.shaft is "thighs">>_The _tentacle.fullDesc <<slithers>> between your thighs,<</if>>
<<if _tentacle.shaft is "breasts">>_The _tentacle.fullDesc squeezes your breasts together,<</if>>
<<if _tentacle.shaft is "chest">>_The _tentacle.fullDesc <<slithers>> around your chest,<</if>>
<<if _tentacle.shaft is "waist">>_The _tentacle.fullDesc <<slithers>> around your waist,<</if>>
<<if _tentacle.shaft is "neck">>_The _tentacle.fullDesc <<slithers>> around your neck,<</if>>
<<if _tentacle.shaft is "shoulders">>_The _tentacle.fullDesc <<slithers>> around your shoulders,<</if>>
<<if _tentacle.shaft is "leftleg">><span class="blue">_The _tentacle.fullDesc <<slithers>> around your left leg</span>,<</if>>
<<if _tentacle.shaft is "rightleg">><span class="blue">_The _tentacle.fullDesc <<slithers>> around your right leg</span>,<</if>>
<<if _tentacle.shaft is "leftarm">><span class="blue">_The _tentacle.fullDesc <<slithers>> around your left arm</span>,<</if>>
<<if _tentacle.shaft is "rightarm">><span class="blue">_The _tentacle.fullDesc <<slithers>> around your right arm</span>,<</if>>
<<if _tentacle.head is "leftarm">>
_The _tentacle.fullDesc writhes in your left hand.
<<neutral 5>>
<br>
<</if>>
<<if _tentacle.head is "rightarm">>
_The _tentacle.fullDesc writhes in your right hand.
<<neutral 5>>
<br>
<</if>>
<<if _tentacle.head is "feet">>
_The _tentacle.fullDesc writhes between your feet.
<<neutral 5>>
<br>
<</if>>
<<if _tentacle.head is "leftnipplesuck">>
and<<if _tentacle.shaft is "breasts">> <<slithers>><</if>> up to your <<breasts>>, where it suckles your left nipple.
<<playWithBreasts>><<neutralbreast 3>>
<br>
<</if>>
<<if _tentacle.head is "rightnipplesuck">>
and<<if _tentacle.shaft is "breasts">> <<slithers>><</if>> up to your <<breasts>>, where it suckles your right nipple.
<<playWithBreasts>><<neutralbreast 3>>
<br>
<</if>>
<<if _tentacle.head is "leftnipple">>
and continues teasing your left nipple. <span class="purple">The tip of the <<print _tentacle.type>> opens up, latches on, then begins sucking.</span>
<<set _tentacle.head to "leftnipplesuck">><<set $leftnipple to "tentaclesuck">>
<<playWithBreasts>><<neutralbreast 3>>
<br>
<</if>>
<<if _tentacle.head is "rightnipple">>
and continues teasing your right nipple. <span class="purple">The tip of the <<print _tentacle.type>> opens up, latches on, then begins sucking.</span>
<<set _tentacle.head to "rightnipplesuck">><<set $rightnipple to "tentaclesuck">>
<<playWithBreasts>><<neutralbreast 3>>
<br>
<</if>>
<<if _tentacle.head is "chest">>
<<if $chestuse is 0>>
moves away from your <<breasts>>
<<set _tentacle.head to 0>>
<<else>>
then<<if _tentacle.shaft is "breasts">> <<slithers>><</if>> up between your <<breasts>>, rubbing itself between them.
<<neutralbreast 2>>
<<tentacle_skin "breasts">>
<</if>>
<br>
<</if>>
<<if _tentacle.head is "mouthdeep">>
and<<if _tentacle.shaft is "breasts">> <<slithers>><</if>> up into your mouth where it spurts a sweet _fluid down your throat at the apex of each thrust.
<<if $ejactrait gte 1>>
The sensation of the thick liquid flowing down your throat makes you shiver.
<</if>>
<<tentacle_skin "mouth">>
<<purity -1>><<internalejac>><<sex 5 "mouth">>
<<if _fluid is "nectar">><<nectarfed 5>><<else>><<drugs 3>><</if>><<bodyliquid "mouth" _fluid>>
<<set _tentacle.tentaclehealth -= 1>>
<<if _tentacle.desc.includes("pale")>>
<<hallucinogen 5>>
<</if>>
<<if $abomination is 1>>
<<set $enemyarousal += 3>>
<</if>>
<br>
<</if>>
<<if _tentacle.head is "mouth">>
and continues thrusting into your mouth. <span class="pink">The tip opens and begins oozing a sweet _fluid.</span>
<<tentacle_skin "mouth">>
<<purity -1>><<internalejac>><<sex 5 "mouth">>
<<set $mouthstate to "tentacledeep">><<set _tentacle.head to "mouthdeep">>
<<oralejacstat>><<ejacstat>>
<br>
<</if>>
<<if _tentacle.head is "mouthimminent">>
<<if $worn.face.type.includes("covered") or $worn.face.type.includes("gag")>>
<span class="blue">and thrashes against your <<print $worn.face.name>>, trying to force itself inside.</span>
<<damageFaceCover 5>>
<<else>>
<<if $player.virginity.oral is true>>
<<switch _tentacle.size>>
<<case 3>>
<span class="pink">and thrusts between your lips forcing your mouth wide open, </span><span class="red">penetrating your mouth for the first time.</span>
<<violence 25>>
<<default>>
<span class="pink">and thrusts between your lips, </span><span class="red">penetrating your mouth for the first time.</span>
<</switch>>
<<takeVirginity `$abomination is 1 ? $NPCList[0].fullDescription + "'s " + _tentacle.fullDesc : _tentacle.fullDesc` "oral">><<violence 5>>
<<if $abomination is 1 and $NPCList[0].type is "plant">>
<<set $speechmouthvirgin to 2>>
<</if>>
<<else>>
<<switch _tentacle.size>>
<<case 3>>
<span class="pink">and thrusts between your lips forcing your mouth wide open.</span>
<<violence 25>>
<<default>>
<span class="pink">and thrusts between your lips.</span>
<</switch>>
<</if>>
<<tentacle_skin "mouth">>
<<set $mouthstate to "tentacle">><<set _tentacle.head to "mouth">><<sex 5 "mouth">><<raped>><<oralstat>>
<br>
<</if>>
<</if>>
<<if _tentacle.head is "mouthentrance">>
<<if $worn.face.type.includes("covered") or $worn.face.type.includes("gag")>>
<span class="purple">and presses against your <<print $worn.face.name>>.</span>
<<damageFaceCover 5>>
<<else>>
<span class="purple">and presses against your lips.</span>
<<set $mouthstate to "tentacleimminent">><<set _tentacle.head to "mouthimminent">>
<<neutral 4 "mouth">>
<<set $tentacleMouth to _tentacle.fullDesc>>
<br>
<</if>>
<</if>>
<<if _tentacle.head is "vaginadeep">>
<<if _tentacle.baby isnot 0>>
and <<slithers>> into your <<pussy>> where it pumps a viscous _fluid <<if canImpregnateParasite("vagina")>><span class="red">alongside something else</span><</if>> at the apex of each thrust.
<<impregnateParasite _tentacle.baby _tentacle.babychance "vagina">>
<<fertiliseParasites "vagina">>
<<else>>
and <<slithers>> into your <<pussy>> where it pumps a viscous _fluid at the apex of each thrust.
<</if>>
<<tentacle_skin "vagina">>
<<purity -1>><<internalejac>><<sex 5 "genitals">>
<<drugs 3>><<bodyliquid "vagina" _fluid>><<pain $vaginalPain>>
<<set _tentacle.tentaclehealth -= 1>>
<<if _tentacle.desc.includes("pale")>>
<<hallucinogen 5>>
<</if>>
<<if $abomination is 1>>
<<set $enemyarousal += 3>>
<</if>>
<br>
<</if>>
<<if _tentacle.head is "vagina">>
<<if _tentacle.baby isnot 0 and canImpregnateParasite("vagina")>>
and continues thrusting into your <<pussy>>. <span class="pink">The tip opens and begins oozing a viscous _fluid <span class="red">alongside something else</span>.</span>
<span class="red">Something about it scares you.</span>
<<else>>
and continues thrusting into your <<pussy>>. <span class="pink">The tip opens and begins oozing a viscous _fluid.</span>
<</if>>
<<tentacle_skin "vagina">>
<<purity -1>><<internalejac>>
<<set $vaginastate to "tentacledeep">><<set _tentacle.head to "vaginadeep">><<pain $vaginalPain>>
<<sex 5 "genitals">><<vaginalejacstat>><<ejacstat>>
<br>
<</if>>
<<if _tentacle.head is "vaginaimminent">>
<<if $player.virginity.vaginal is true>>
<<if $sexStats.vagina.pregnancy.totalBirthEvents gt 0>>
<span class="pink">and thrusts into your <<pussy>>.</span> <span class="red">Despite your lack of a hymen, you feel something inside you change as your virginity and purity are taken.</span>
<<violence 10>>
<<else>>
<<switch _tentacle.size>>
<<case 3>>
<span class="pink">and thrusts into your <<pussy>>, </span><span class="red">tearing your hymen and forever robbing you of your purity. You whimper as your <<pussy>> stretches to accommodate _the _tentacle.fullDesc.</span>
<<violence 100>>
<<default>>
<span class="pink">and thrusts into your <<pussy>>, </span><span class="red">tearing your hymen and forever robbing you of your purity.</span>
<</switch>>
<<violence 100>>
<<if $abomination is 1 and $NPCList[0].type is "plant">>
<<set $speechvaginavirgin to 2>>
<</if>>
<</if>>
<<else>>
<<switch _tentacle.size>>
<<case 3>>
<span class="pink">and thrusts into your <<pussy>>.</span> <span class="red">You whimper as your <<pussy>> stretches to accommodate _the _tentacle.fullDesc.</span>
<<default>>
<span class="pink">and thrusts into your <<pussy>>.</span>
<</switch>>
<</if>>
<<tentacle_skin "vagina">>
<<takeVirginity `$abomination is 1 ? $NPCList[0].fullDescription + "'s " + _tentacle.fullDesc : _tentacle.fullDesc` "vaginal">>
<<set $vaginastate to "tentacle">><<set _tentacle.head to "vagina">><<sex 5 "genitals">><<raped>><<vaginaraped>><<vaginalstat>><<violence 1>><<pain $vaginalPain>>
<br>
<</if>>
<<if _tentacle.head is "vaginaentrance">>
<<if !playerChastity("vagina")>>
<<if $vaginaWetness gte (_tentacle.size * 20) + random(1, 40) or random(1, 2) is 2>>
and presses into your <<pussy>>. <<vagina_lube_text>> <span class="pink">the tip presses into you, a thrust away from penetrating.</span>
<<set $vaginastate to "tentacleimminent">><<set _tentacle.head to "vaginaimminent">><<sex 10 "genitals">>
<<if setup.bodyliquid.combined("vagina") gte 1 or setup.bodyliquid.combined("vaginaoutside") gte 1>>
_Slimy _fluid oozes out.
<</if>>
<<else>>
and presses against your <<pussy>>, <span class="blue">but fails to gain purchase.</span>
<<sex 5 "genitals">>
<<if random(1, 3) gte 3>>
<span class="purple">_Slimy _fluid squirts from the tip, lubricating you.</span>
<<bodyliquid "vaginaoutside" _fluid>>
<</if>>
<</if>>
<<else>>
and tries to find a way inside to your <<pussy>>. Failing, it lashes the <<print setup.clothes.genitals[clothesIndex('genitals',$worn.genitals)].altDamage or "metal">>.
<<set $worn.genitals.integrity -= 10>><<violence 1>>
<</if>>
<<set $tentacleVagina to _tentacle.fullDesc>>
<br>
<</if>>
<<if _tentacle.head is "penisdeep">>
and continues thrusting against your <<penis>>, caressing and kneading your length.
<<sex 5 "genitals">><<set _tentacle.tentaclehealth -= 1>>
<<if $abomination is 1>>
<<set $enemyarousal += 3>>
<</if>>
<<tentacle_skin "penis">>
<br>
<</if>>
<<if _tentacle.head is "penis">>
and continues thrusting against your <<penis>>. <span class="pink">It sucks and kneads your length, trying to milk you of your cum.</span>
<<tentacle_skin "penis">>
<<set $penisstate to "tentacledeep">><<set _tentacle.head to "penisdeep">><<sex 5 "genitals">>
<br>
<</if>>
<<if _tentacle.head is "penisimminent">>
<<if $player.virginity.penile is true and !playerHasStrapon()>>
<span class="pink">and thrusts against your <<penis>>, swallowing you to the base and</span> <span class="red">tearing the membrane between your glans and foreskin, forever robbing you of your purity.</span>
<<violence 100>>
<<if $abomination is 1 and $NPCList[0].type is "plant">>
<<set $speechpenisvirgin to 2>>
<</if>>
<<else>>
<span class="pink">and thrusts against your <<penis>>, swallowing you to the base.</span>
<</if>>
<<tentacle_skin "penis">>
<<takeVirginity `$abomination is 1 ? $NPCList[0].fullDescription + "'s " + _tentacle.fullDesc : _tentacle.fullDesc` "penile">>
<<set $penisstate to "tentacle">><<set _tentacle.head to "penis">><<sex 5 "genitals">>
<br>
<<if !playerHasStrapon()>>
<<raped>><<penisraped>>
<</if>>
<<penilestat>><<violence 1>>
<</if>>
<<if _tentacle.head is "penisentrance">>
<<if !playerChastity("penis")>>
<<if $penisWetness + (_tentacle.size * 10) gte (playerPenisSize() * 15) + random(1, 40) or random(1, 2) is 2>>
and <<slithers>> over to your <<penis>>. <<penis_lube_text>> <span class="pink">the tip opens and presses against your glans, a thrust away from enveloping.</span>
<<set $penisstate to "tentacleimminent">><<set _tentacle.head to "penisimminent">><<neutralgenitals 4>>
<<else>>
and <<slithers>> over to your <<penis>>. The tip opens and presses against your glans, but <span class="blue">it fails to gain purchase.</span>
<<sex 5 "genitals">>
<<if random(1, 3) gte 3>>
<span class="purple">_Slimy _fluid squirts from the tip, lubricating you.</span>
<<bodyliquid "penis" _fluid>>
<</if>>
<</if>>
<<tentacle_skin "penis">>
<<elseif $worn.genitals.name is "chastity parasite">>
and worms round your $worn.genitals.name, rubbing and squeezing it in the process. <span class="lewd">Your clearly aroused reaction encourages it further.</span>
<<arousal 200 "genitals">><<neutral 2 "genitals">><<set $worn.genitals.integrity -= 5>>
<<else>>
and tries to find a way inside to envelop your <<penis>>. Failing, it lashes the <<print setup.clothes.genitals[clothesIndex('genitals',$worn.genitals)].altDamage or "metal">>.
<<set $worn.genitals.integrity -= 10>><<violence 1>>
<</if>>
<<set $tentaclePenis to _tentacle.fullDesc>>
<br>
<</if>>
<<if _tentacle.head is "anusdeep">>
<<if _tentacle.baby isnot 0>>
and <<slithers>> into your <<bottom>> where it pumps a viscous _fluid <<if canImpregnateParasite("anus")>><span class="red">alongside something else</span><</if>> at the apex of each thrust.
<<impregnateParasite _tentacle.baby _tentacle.babychance>>
<<fertiliseParasites>>
<<set _tentacle.baby to 0>><<set $tentacleAnusBaby to _tentacle.baby>>
<<else>>
and <<slithers>> into your <<bottom>> where it pumps a viscous _fluid at the apex of each thrust.
<</if>>
<<purity -1>><<internalejac>><<sex 5 "anus">>
<<drugs 3>><<bodyliquid "anus" _fluid>>
<<set _tentacle.tentaclehealth -= 1>><<pain $analPain>>
<<if _tentacle.desc.includes("pale")>>
<<hallucinogen 5>>
<</if>>
<<if $abomination is 1>>
<<set $enemyarousal += 3>>
<</if>>
<<tentacle_skin "anus">>
<br>
<</if>>
<<if _tentacle.head is "anus">>
<<if _tentacle.baby isnot 0 and canImpregnateParasite("anus")>>
and continues thrusting into your <<bottom>>. <span class="pink">The tip opens and begins oozing a viscous _fluid</span> <span class="red">alongside something else. Something about it scares you.</span>
<<else>>
and continues thrusting into your <<bottom>>. <span class="pink">The tip opens and begins oozing a viscous _fluid.</span>
<</if>>
<<purity -1>><<internalejac>><<sex 5 "anus">>
<<set $anusstate to "tentacledeep">><<set _tentacle.head to "anusdeep">>
<<analejacstat>><<ejacstat>><<pain $analPain>>
<<tentacle_skin "anus">>
<br>
<</if>>
<<if _tentacle.head is "anusimminent">>
<<if $player.virginity.anal is true>>
<<switch _tentacle.size>>
<<case 3>>
<span class="pink">and thrusts into your <<bottom>>, </span><span class="red">violating you in a way you hadn't conceived of. You shudder as your <<bottom>> stretches to accommodate _the _tentacle.fullDesc.</span>
<<violence 100>>
<<default>>
<span class="pink">and thrusts into your <<bottom>>, </span><span class="red">violating you in a way you hadn't conceived of.</span>
<</switch>>
<<takeVirginity `$abomination is 1 ? $NPCList[0].fullDescription + "'s " + _tentacle.fullDesc : _tentacle.fullDesc` "anal">><<violence 100>>
<<if $abomination is 1 and $NPCList[0].type is "plant">>
<<set $speechanusvirgin to 2>>
<</if>>
<<else>>
<<switch _tentacle.size>>
<<case 3>>
<span class="pink">and thrusts into your <<bottom>>. </span><span class="red"> You shudder as your <<bottom>> stretches to accommodate _the _tentacle.fullDesc.</span>
<<default>>
<span class="pink">and thrusts into your <<bottom>>.</span>
<</switch>>
<</if>>
<<set $anusstate to "tentacle">><<set _tentacle.head to "anus">>
<<sex 5 "anus">><<raped>><<anusraped>><<analstat>><<violence 1>><<pain $analPain>>
<<tentacle_skin "anus">>
<br>
<</if>>
<<if _tentacle.head is "anusentrance">>
<<if !playerChastity("anus")>>
<<if $anusWetness gte (_tentacle.size * 20) + random(1, 40) or random(1, 2) is 2>>
and presses against your <<bottom>>. <<anus_lube_text>> <span class="purple">the tip presses into you, a thrust away from penetrating.</span>
<<set $anusstate to "tentacleimminent">><<set _tentacle.head to "anusimminent">><<neutral 4 "anus">>
<<if setup.bodyliquid.combined("bottom") gte 1 or setup.bodyliquid.combined("anus") gte 1>>
_Slimy _fluid oozes out.
<</if>>
<<else>>
and presses against your <<bottom>>. <span class="blue">It fails to gain purchase.</span>
<<sex 5 "anus">>
<<if random(1, 3) gte 3>>
<span class="purple">_Slimy _fluid squirts from the tip, lubricating you.</span>
<<bodyliquid "bottom" _fluid>>
<</if>>
<</if>>
<<else>>
and tries to find a way inside to your <<bottom>>. Failing, it lashes the device.
<<set $worn.genitals.integrity -= 10>><<violence 1>>
<</if>>
<<set $tentacleAnus to _tentacle.fullDesc>><<set $tentacleAnusBaby to _tentacle.baby>>
<br>
<</if>>
<<rng>>
<<if _tentacle.head is "vaginarub">>
<<if $rng gte 21>>
<<if _tentacle.shaft is "thighs">>
where it <<slithers>> against your <<pussy>>, pressing against your clit.
<<else>>
and<<if _tentacle.shaft is "breasts">> <<slithers>><</if>> between your thighs where it <<slithers>> against your <<pussy>>, pressing against your clit.
<</if>>
<<sex 3 "genitals">>
<<elseif $novaginal is 1>>
<<if _tentacle.shaft is "thighs">>
where it <<slithers>> toward your <<pussy>>.
<<else>>
and<<if _tentacle.shaft is "breasts">> <<slithers>><</if>> between your thighs where it <<slithers>> toward your <<pussy>>.
<</if>>
The <<personsimple>> clicks <<his>> tongue, and <span class="lblue">it retracts,</span> pressing against your clit instead.
<<sex 3 "genitals">>
<<else>>
<<if _tentacle.shaft is "thighs">>
<span class="blue">where it <<slithers>> toward your <<pussy>>.</span>
<<else>>
and<<if _tentacle.shaft is "breasts">> <<slithers>><</if>> between your thighs <span class="blue">where it <<slithers>> toward your <<pussy>>.</span>
<</if>>
<<if _tentacle.baby isnot 0 and canImpregnateParasite("vagina")>>
<span class="red"> Something about it scares you.</span>
<</if>>
<<set $vaginause to "tentacle">><<set $vaginastate to "tentacleentrance">><<set _tentacle.head to "vaginaentrance">><<set $thighuse to 0>><<set $vaginatarget to "tentacles">>
<</if>>
<br>
<</if>>
<<rng>>
<<if _tentacle.head is "penisrub">>
<<if $rng gte 21>>
<<if _tentacle.shaft is "thighs">>
where it <<slithers>> against your <<penis>>, coiling around it.
<<else>>
and<<if _tentacle.shaft is "breasts">> <<slithers>><</if>> between your thighs where it <<slithers>> against your <<penis>>, coiling around it.
<</if>>
<<sex 3 "genitals">>
<<elseif $nopenile is 1>>
<<if _tentacle.shaft is "thighs">>
where the tip opens as it <<slithers>> toward your <<penis>>.
<<else>>
and<<if _tentacle.shaft is "breasts">> <<slithers>><</if>> between your thighs where the tip opens as it <<slithers>> toward your <<penis>>.
<</if>>
The <<personsimple>> clicks <<his>> tongue, and <span class="lblue">it retracts,</span> coiling around your <<penis>> instead.
<<sex 3 "genitals">>
<<else>>
<<if _tentacle.shaft is "thighs">>
<span class="blue">where the tip opens as it <<slithers>> toward your <<penis>>.</span>
<<else>>
and<<if _tentacle.shaft is "breasts">> <<slithers>><</if>> between your thighs <span class="blue">where the tip opens as it <<slithers>> toward your <<penis>>.</span>
<</if>>
<<set $penisuse to "tentacle">><<set $penisstate to "tentacleentrance">><<set _tentacle.head to "penisentrance">><<set $thighuse to 0>><<set $penistarget to "tentacles">><<set $tentaclePenis to _tentacle.fullDesc>>
<</if>>
<br>
<</if>>
<<rng>>
<<if _tentacle.head is "anusrub">>
<<if $rng gte 21>>
and<<if _tentacle.shaft is "breasts">> <<slithers>><</if>> between your <<bottom>> cheeks where it <<slithers>> against your back.
<<sex 3 "anus">>
<<elseif $noanal is 1>>
and <<slithers>> toward your <<bottom>>. The <<personsimple>> clicks <<his>> tongue, and <span class="lblue">it retracts,</span> <<slithering>> between your <<bottom>> cheeks instead.
<<else>>
<<if _tentacle.baby isnot 0 and canImpregnateParasite("anus")>>
<span class="blue">and <<slithers>> toward your <<bottom>>.</span> <span class="red"> Something about it scares you.</span>
<<else>>
and<<if _tentacle.shaft is "breasts">> <<slithers>><</if>> between your <<bottom>> cheeks, <span class="blue">toward your anus.</span>
<<neutral 3 "anus">>
<</if>>
<<set $anususe to "tentacle">>
<<set $anusstate to "tentacleentrance">><<set _tentacle.head to "anusentrance">><<set $anustarget to "tentacles">>
<</if>>
<br>
<</if>>
<<rng>>
<<if _tentacle.head is "hypnosis_scream">>
and in front of your face
<<if _tentacle.type is "vine">>
<span class="pink">where it puffs glittering pollen in your face.</span>
<<elseif _tentacle.fullDesc.includes("metal")>>
<span class="pink">where a light flashes to a fascinating rhythm.</span>
<<else>>
<span class="pink">where it shines with eldritch light.</span>
<</if>>
<span class="pink">You feel something shift in your consciousness.</span>
<<if !$hypnosis_traits.scream or $hypnosis_traits.scream is 0>>
You've gained the <span class="pink">Hypnotic Yearning</span> trait.
<<set $hypnosis_traits.scream to 1>>
<<elseif $hypnosis_traits.scream lt 5>>
Your hypnotic yearning has deepened.
<<set $hypnosis_traits.scream += 1>>
<</if>>
<<hypnotised 1>>
<<set _tentacle.tentaclehealth -= 6>><<set _tentacle.head to 0>><<set _tentacle.tempBusy to true>>
<br>
<</if>>
<<rng>>
<<if _tentacle.head is "hypnosis_cover">>
and in front of your face
<<if _tentacle.type is "vine">>
<span class="pink">where it puffs glittering pollen in your face.</span>
<<elseif _tentacle.fullDesc.includes("metal")>>
<span class="pink">where a light flashes to a fascinating rhythm.</span>
<<else>>
<span class="pink">where it shines with eldritch light.</span>
<</if>>
<span class="pink">You feel something shift in your consciousness.</span>
<<if !$hypnosis_traits.cover or $hypnosis_traits.cover is 0>>
You've gained the <span class="pink">Hypnotic Flaunting</span> trait.
<<set $hypnosis_traits.cover to 1>>
<<elseif $hypnosis_traits.cover lt 5>>
Your hypnotic flaunting has deepened.
<<set $hypnosis_traits.cover += 1>>
<</if>>
<<hypnotised 1>>
<<set _tentacle.tentaclehealth -= 6>><<set _tentacle.head to 0>><<set _tentacle.tempBusy to true>>
<br>
<</if>>
<<rng>>
<<if _tentacle.head is "hypnosis_deviancy">>
and in front of your face
<<if _tentacle.type is "vine">>
<span class="pink">where it puffs glittering pollen in your face.</span>
<<elseif _tentacle.fullDesc.includes("metal")>>
<span class="pink">where a light flashes to a fascinating rhythm.</span>
<<else>>
<span class="pink">where it shines with eldritch light.</span>
<</if>>
<span class="pink">You feel something shift in your consciousness.</span> Alluring sensations of unspeakable matings fill your mind,
<<if $uncomfortable.hypnosis is false>>
<span class="red">devouring all contrary thoughts.</span>
<<if !$hypnosis_traits.deviancy $hypnosis_traits.deviancy is 0>>
You've gained the <span class="pink">Hypnotic Deviancy</span> trait.
<<set $hypnosis_traits.deviancy to 1>>
<<elseif $hypnosis_traits.deviancy lt 5>>
Your hypnotic deviancy has deepened.
<<set $hypnosis_traits.deviancy += 1>>
<</if>>
<<willpower 1>><<gwillpower>>
<<elseif $willpower gte random(1, 1000)>>
<span class="green">but you will them away.</span>
<<else>>
<span class="red">devouring all contrary thoughts.</span>
<<if !$hypnosis_traits.deviancy $hypnosis_traits.deviancy is 0>>
You've gained the <span class="pink">Hypnotic Deviancy</span> trait.
<<set $hypnosis_traits.deviancy to 1>>
<<elseif $hypnosis_traits.deviancy lt 5>>
Your hypnotic deviancy has deepened.
<<set $hypnosis_traits.deviancy += 1>>
<</if>>
<<willpower 1>><<gwillpower>>
<</if>>
<<set _tentacle.tentaclehealth -= 6>><<set _tentacle.head to 0>><<set _tentacle.tempBusy to true>>
<br>
<</if>>
<<rng>>
<<if _tentacle.head is "hypnosis_sadism">>
and in front of your face
<<if _tentacle.type is "vine">>
<span class="pink">where it puffs glittering pollen in your face.</span>
<<elseif _tentacle.fullDesc.includes("metal")>>
<span class="pink">where a light flashes to a fascinating rhythm.</span>
<<else>>
<span class="pink">where it shines with eldritch light.</span>
<</if>>
A deep yearning blooms,
<<if $uncomfortable.hypnosis is false>>
nurtured by a lewd part of you. <span class="lewd">Your mind immediately accepts it.</span> You long for the suffering of others. <<sadism 10>>
<<elseif $willpower gte random(1, 1000)>>
nurtured by a traitorous part of you. <span class="lblue">You will it away.</span>
<<else>>
unbeckoned. <span class="pink">You can't resist it.</span> You long for the suffering of others. <<sadism 10>><<willpower 1>><<gwillpower>>
<</if>>
<<hypnotised 1>>
<<set _tentacle.tentaclehealth -= 6>><<set _tentacle.head to 0>><<set _tentacle.tempBusy to true>>
<br>
<</if>>
<<rng>>
<<if _tentacle.head is "hypnosis_orgasm">>
and in front of your face
<<if _tentacle.type is "vine">>
<span class="pink">where it puffs glittering pollen in your face.</span>
<<elseif _tentacle.fullDesc.includes("metal")>>
<span class="pink">where a light flashes to a fascinating rhythm.</span>
<<else>>
<span class="pink">where it shines with eldritch light.</span>
<</if>>
A deep yearning blooms,
<<if $uncomfortable.hypnosis is false>>
nurtured by a lewd part of you. <span class="lewd">Your mind immediately accepts it.</span> Feelings of arousal overwhelm you. <<arousal 10000>>
<<elseif $willpower gte random(1, 1000)>>
nurtured by a traitorous part of you. <span class="lblue">You will it away.</span>
<<else>>
unbeckoned. <span class="pink">You can't resist it.</span> Feelings of arousal overwhelm you. <<arousal 10000>><<willpower 1>><<gwillpower>>
<</if>>
<<hypnotised 1>>
<<set _tentacle.tentaclehealth -= 6>><<set _tentacle.head to 0>><<set _tentacle.tempBusy to true>>
<br>
<</if>>
<<rng>>
<<if _tentacle.head is "hypnosis">>
and in front of your face
<<if _tentacle.type is "vine">>
<span class="purple">where glittering pollen lingers on the tip.</span>
<<elseif _tentacle.fullDesc.includes("metal")>>
<span class="purple">where a light blinks to a strange rhythm.</span>
<<else>>
<span class="purple">where it glimmers with eldritch light.</span>
<</if>>
<<rng 5>>
<<if $rng gte 5 and ($hypnosis_traits.scream is undefined or $hypnosis_traits.scream lt 5)>>
Confusing images swim through your mind, blending and reversing your thoughts.
<<set _tentacle.head to "hypnosis_scream">>
<<elseif $rng gte 4 and ($hypnosis_traits.cover is undefined or $hypnosis_traits.cover lt 5)>>
Confusing images swim through your mind, blending and reversing your thoughts.
<<set _tentacle.head to "hypnosis_cover">>
<<elseif $rng gte 3 and $bestialitydisable is "f" and ($hypnosis_traits.deviancy is undefined or $hypnosis_traits.deviancy lt 5)>>
Unspeakable images fill your mind, luring you someplace alien.
<<set _tentacle.head to "hypnosis_deviancy">>
<<elseif $rng gte 2>>
Sadistic images surge through your mind, accompanied by unholy delight.
<<set _tentacle.head to "hypnosis_sadism">>
<<else>>
A feeling of immense pleasure shivers through your scalp. A dangerous feeling.
<<set _tentacle.head to "hypnosis_orgasm">>
<</if>>
<br>
<</if>>
<<if _tentacle.head is "leftlegentrance">>
<<if _tentacle.traits.includes("pain")>>
<<violence 2>>
<<switch random(1, 3)>>
<<case 3>>_The _tentacle.fullDesc pries your left leg out of the way, <span class="purple">leaving you defenceless.</span>
<<case 2>>_The _tentacle.fullDesc gives your left leg a harsh tug, <span class="purple">painfully seizing it.</span>
<<case 1>>_The _tentacle.fullDesc wrings your left leg in a vice grip, <span class="purple">restraining it.</span>
<</switch>>
<<else>>
<<switch random(1, 3)>>
<<case 3>>_The _tentacle.fullDesc rings around your left leg, <span class="purple">trapping it in its coils.</span>
<<case 2>>_The _tentacle.fullDesc tightens around your left leg, <span class="purple">restraining it.</span>
<<case 1>>_The _tentacle.fullDesc squeezes tight, <span class="purple">until your left leg goes numb.</span>
<</switch>>
<</if>>
<<neutral 1>><<feettentacledisable>><<set _tentacle.shaft to "leftleg">><<set _tentacle.head to 0>>
<<set $leftleg to "grappled">><<set $feettarget to "tentacles">><<set _tentacle.tempBusy to true>>
<<if $rightleg and $rightleg.includes("tentacle")>>
<<set $rightleg to 0>>
<</if>>
<<tentacle_skin "left_thigh">>
<br>
<</if>>
<<if _tentacle.head is "rightlegentrance">>
<<if _tentacle.traits.includes("pain")>>
<<violence 2>>
<<switch random(1, 3)>>
<<case 3>>_The _tentacle.fullDesc pries your right leg out of the way, <span class="purple">leaving you defenceless.</span>
<<case 2>>_The _tentacle.fullDesc gives your right leg a harsh tug, <span class="purple">painfully seizing it.</span>
<<case 1>>_The _tentacle.fullDesc wrings your right leg in a vice grip, <span class="purple">restraining it.</span>
<</switch>>
<<else>>
<<switch random(1, 3)>>
<<case 3>>_The _tentacle.fullDesc rings around your right leg, <span class="purple">trapping it in its coils.</span>
<<case 2>>_The _tentacle.fullDesc tightens around your right leg, <span class="purple">restraining it.</span>
<<case 1>>_The _tentacle.fullDesc squeezes tight, <span class="purple">until your right leg goes numb.</span>
<</switch>>
<</if>>
<<neutral 1>><<feettentacledisable>><<set _tentacle.shaft to "rightleg">><<set _tentacle.head to 0>>
<<set $rightleg to "grappled">><<set $feettarget to "tentacles">><<set _tentacle.tempBusy to true>>
<<if $leftleg and $leftleg.includes("tentacle")>>
<<set $left to 0>>
<</if>>
<<tentacle_skin "right_thigh">>
<br>
<</if>>
<<if _tentacle.head is "leftarmentrance">>
<<if _tentacle.traits.includes("pain")>>
<<violence 2>>
<<switch random(1, 3)>>
<<case 3>>_The _tentacle.fullDesc pries your left arm out of the way, <span class="purple">leaving you defenceless.</span>
<<case 2>>_The _tentacle.fullDesc twists your left arm behind your back, <span class="purple">painfully seizing it.</span>
<<case 1>>_The _tentacle.fullDesc wrings your left arm in a vice grip, <span class="purple">restraining it.</span>
<</switch>>
<<else>>
<<switch random(1, 3)>>
<<case 3>>_The _tentacle.fullDesc rings around your left arm, <span class="purple">trapping it in its coils.</span>
<<case 2>>_The _tentacle.fullDesc tightens around your left arm, <span class="purple">restraining it.</span>
<<case 1>>_The _tentacle.fullDesc squeezes tight, <span class="purple">until your left arm goes numb.</span>
<</switch>>
<</if>>
<<neutral 1>><<leftarmtentacledisable>><<set _tentacle.shaft to "leftarm">><<set _tentacle.head to 0>>
<<set $leftarm to "tentgrappled">><<set $leftarmstate to 0>><<set $lefttarget to "tentacles">><<set _tentacle.tempBusy to true>>
<<tentacle_skin "left_arm">>
<br>
<</if>>
<<if _tentacle.head is "rightarmentrance">>
<<if _tentacle.traits.includes("pain")>>
<<violence 2>>
<<switch random(1, 3)>>
<<case 3>>_The _tentacle.fullDesc pries your right arm out of the way, <span class="purple">leaving you defenceless.</span>
<<case 2>>_The _tentacle.fullDesc twists your right arm behind your back, <span class="purple">painfully seizing it.</span>
<<case 1>>_The _tentacle.fullDesc wrings your right arm in a vice grip, <span class="purple">restraining it.</span>
<</switch>>
<<else>>
<<switch random(1, 3)>>
<<case 3>>_The _tentacle.fullDesc rings around your right arm, <span class="purple">trapping it in its coils.</span>
<<case 2>>_The _tentacle.fullDesc tightens around your right arm, <span class="purple">restraining it.</span>
<<case 1>>_The _tentacle.fullDesc squeezes tight, <span class="purple">until your right arm goes numb.</span>
<</switch>>
<</if>>
<<rightarmtentacledisable>><<neutral 1>><<set _tentacle.shaft to "rightarm">><<set _tentacle.head to 0>>
<<set $rightarm to "tentgrappled">><<set $rightarmstate to 0>><<set $righttarget to "tentacles">><<set _tentacle.tempBusy to true>>
<<tentacle_skin "right_arm">>
<br>
<</if>>
<<rng>>
<<if _tentacle.head is 0 and _tentacle.shaft isnot 0 and !_tentacle.tempBusy>>
<<if random(1, 2) is 2 and _tentacle.traits.includes("hypno") and $hypnosisdisable is "f">>
<<upperslither>><span class="blue">and waves in front of your eyes.</span>
<<set _tentacle.head to "hypnosis">>
<<elseif $rng lte 10>>
<<if $chestuse is "squeezed">>
<<upperslither>><span class="blue">and<<if _tentacle.shaft is "breasts">> <<slithers>><</if>> up between your squeezed <<breasts>>.</span>
<<set _tentacle.head to "chest">><<neutralbreast 2>><<set $chestuse to "tentaclerub">><<cheststat>><<set $chesttarget to "tentacles">>
<<tentacle_skin "breasts">>
<<else>>
<<tentacleadvdefault _tentacle>>
<</if>>
<<elseif $rng lte 20>>
<<if $leftnipple is 0>>
<<upperslither>> <<playWithBreasts>><span class="blue">and teases your left nipple.</span>
<<neutralbreast 2>>
<<set _tentacle.head to "leftnipple">><<set $leftnipple to "tentacle">>
<<tentacle_skin "breasts">>
<<else>>
<<tentacleadvdefault _tentacle>>
<</if>>
<<elseif $rng lte 30>>
<<if $rightnipple is 0>>
<<upperslither>> <<playWithBreasts>><span class="blue">and teases your right nipple.</span>
<<neutralbreast 2>>
<<set _tentacle.head to "rightnipple">><<set $rightnipple to "tentacle">>
<<tentacle_skin "breasts">>
<<else>>
<<tentacleadvdefault _tentacle>>
<</if>>
<<elseif $rng lte 40>>
<<if $mouthuse is 0>>
<<upperslither>> <span class="blue">and<<if _tentacle.shaft is "breasts">> <<slithers>><</if>> up toward your mouth.</span>
<<neutral 1 "breasts">><<neutral 1 "mouth">>
<<set $mouthuse to "tentacle">><<set $mouthstate to "tentacleentrance">><<set _tentacle.head to "mouthentrance">><<set $mouthtarget to "tentacles">>
<<tentacle_skin "left_cheek" "right_cheek">>
<<else>>
<<tentacleadvdefault _tentacle>>
<</if>>
<<elseif $rng lte 50>>
<<if $anususe is 0 and $analdisable is "f" and $noanal is 0>>
<<underslither>> <span class="blue">and <<slithers>> toward your <<bottom>>.</span>
<<if _tentacle.baby isnot 0 and canImpregnateParasite("anus")>>
<span class="red">Something about it scares you.</span>
<</if>>
<<neutral 2 "bottom">>
<<set $anususe to "tentacle">><<set $anusstate to "tentacleentrance">><<set _tentacle.head to "anusentrance">><<set $anustarget to "tentacles">>
<<tentacle_skin "left_bottom" "right_bottom">>
<<else>>
<<tentacleadvdefault _tentacle>>
<</if>>
<<elseif $rng lte 60>>
<<if $player.vaginaExist and $vaginause is 0 and $novaginal is 0>>
<<underslither>> <span class="blue">and <<slithers>> toward your <<pussy>>.</span>
<<if _tentacle.baby isnot 0 and canImpregnateParasite("vagina")>>
<span class="red">Something about it scares you.</span>
<</if>>
<<neutralgenitals 2>>
<<set $vaginause to "tentacle">><<set $vaginastate to "tentacleentrance">><<set _tentacle.head to "vaginaentrance">><<set $vaginatarget to "tentacles">>
<<tentacle_skin "pubic">>
<<else>>
<<tentacleadvdefault _tentacle>>
<</if>>
<<elseif $rng lte 70>>
<<if $player.penisExist and $penisuse is 0 and $nopenile is 0>>
<<underslither>> <span class="blue">and <<slithers>> toward your <<penis>>.</span>
<<neutralgenitals 2>>
<<set $penisuse to "tentacle">><<set $penisstate to "tentacleentrance">><<set _tentacle.head to "penisentrance">><<set $penistarget to "tentacles">><<set $tentaclePenis to _tentacle.fullDesc>>
<<tentacle_skin "pubic">>
<<else>>
<<tentacleadvdefault _tentacle>>
<</if>>
<<elseif $rng lte 80>>
<<if $player.penisExist and $penisuse is 0 and random(0,100) gte 50>>
<<if _tentacle.shaft is "thighs">>
<<underslither>> <span class="blue">where it <<slithers>> against your tummy and <<penis>>.</span>
<<else>>
<<underslither>> <span class="blue">where it <<slithers>> between your thighs and against your tummy and <<penis>>.</span>
<</if>>
<<set $penisuse to "tentaclerub">><<set $thighuse to "tentaclerub">><<set _tentacle.head to "penisrub">><<sex 3 "genitals">><<thighstat>><<set $penistarget to "tentacles">><<set $tentaclePenis to _tentacle.fullDesc>>
<<elseif $player.vaginaExist and $vaginause is 0 and random(0,100) gte 50>>
<<if _tentacle.shaft is "thighs">>
<<underslither>> <span class="blue">where it <<slithers>> against your tummy and <<pussy>>.</span>
<<else>>
<<underslither>> <span class="blue">where it <<slithers>> between your thighs and against your tummy and <<pussy>>.</span>
<</if>>
<<set $vaginause to "tentaclerub">><<set $thighuse to "tentaclerub">><<set _tentacle.head to "vaginarub">><<sex 3 "genitals">><<thighstat>><<set $vaginatarget to "tentacles">>
<<tentacle_skin "left_thigh" "right_thigh">>
<<else>>
<<tentacleadvdefault _tentacle>>
<</if>>
<<elseif $rng lte 90>>
<<if $anusstate is 0 and $anususe is 0 and $analdisable is "f">>
<<underslither>> <span class="blue">and <<slithers>> between your <<bottom>> cheeks and against your back.</span>
<<set $anusstate to "tentaclerub">><<set $anususe to "tentaclerub">><<set _tentacle.head to "anusrub">><<sex 1 "anus">><<bottomstat>><<set $anustarget to "tentacles">>
<<tentacle_skin "back">>
<<else>>
<<tentacleadvdefault _tentacle>>
<</if>>
<<else>>
<<tentacleadvdefault _tentacle>>
<</if>>
<br>
<<elseif _tentacle.head is 0 and _tentacle.shaft is 0>>
<<if $rng lte 10>>
<<if $position isnot "wall">>
_The _tentacle.fullDesc winds around your tummy.
<<neutral 1>>
<<set _tentacle.shaft to "tummy">>
<<else>>
_The _tentacle.fullDesc gently slaps your <<bottom>>.
<<violence 1>><<hitstat>>
<</if>>
<<elseif $rng lte 20>>
_The _tentacle.fullDesc <<slithers>> between your thighs.
<<neutral 1 "genitals">>
<<set _tentacle.shaft to "thighs">>
<<tentacle_skin "left_thigh" "right_thigh">>
<<elseif $rng lte 30>>
<<if $position isnot "wall">>
<<if $player.breastsize gte 2 and $chestuse is 0>>
_The _tentacle.fullDesc <<slithers>> around your <<breasts>>, <span class="blue">squeezing them together.</span>
<<neutralbreast 1>><<set _tentacle.shaft to "breasts">><<set $chestuse to "squeezed">>
<<tentacle_skin "breasts">>
<<else>>
_The _tentacle.fullDesc gently slaps your <<bottom>>.
<<violence 1>><<hitstat>>
<<tentacle_skin "left_bottom" "right_bottom">>
<</if>>
<<else>>
_The _tentacle.fullDesc gently slaps your <<bottom>>.
<<violence 1>><<hitstat>>
<<tentacle_skin "left_bottom" "right_bottom">>
<</if>>
<<elseif $rng lte 40>>
<<if $position isnot "wall">>
_The _tentacle.fullDesc winds its way around your chest, beneath your <<breasts>>.
<<neutralbreast 1>><<set _tentacle.shaft to "chest">>
<<tentacle_skin "breasts">>
<<else>>
_The _tentacle.fullDesc gently slaps your <<bottom>>.
<<violence 1>><<hitstat>>
<<tentacle_skin "left_bottom" "right_bottom">>
<</if>>
<<elseif $rng lte 50>>
_The _tentacle.fullDesc winds its way around your waist.
<<neutral 1>><<set _tentacle.shaft to "waist">>
<<elseif $rng lte 60>>
<<if $position isnot "wall">>
<<if $head is 0 and $nochoke isnot 1 and $asphyxiaLvl gte 1>>
_The _tentacle.fullDesc winds its way around your neck, <span class="blue">restraining your head.</span>
<<neutral 1>><<set _tentacle.shaft to "neck">><<set $head to "grappled">>
<<tentacle_skin "left_cheek" "right_cheek">>
<<else>>
_The _tentacle.fullDesc winds its way around your shoulders.
<<neutral 1>><<set _tentacle.shaft to "shoulders">>
<</if>>
<<else>>
_The _tentacle.fullDesc gently slaps your <<bottom>>.
<<tentacle_skin "left_bottom" "right_bottom">>
<<violence 1>><<hitstat>>
<</if>>
<<elseif $rng lte 70>>
_The _tentacle.fullDesc gently slaps your <<bottom>>.
<<tentacle_skin "left_bottom" "right_bottom">>
<<violence 1>><<hitstat>>
<<elseif $rng lte 80>>
<<if $leftleg is 0>>
<<switch random(1, 3)>>
<<case 3>>_The _tentacle.fullDesc winds its way around your left leg, <span class="blue">wrapping around it.</span>
<<case 2>>_The _tentacle.fullDesc <span class="blue">prods your left leg,</span> probing for a response.
<<case 1>>_The _tentacle.fullDesc <span class="blue">curls up to your left leg.</span>
<</switch>>
<<neutral 1>><<set _tentacle.head to "leftlegentrance">><<tentacle_skin "left_thigh">>
<<else>>
<<switch random(1, 3)>>
<<case 3>>_The _tentacle.fullDesc tickles your feet.
<<case 2>>_The _tentacle.fullDesc squeezes your thigh.
<<case 1>>_The _tentacle.fullDesc <<slithers>> between your legs.
<</switch>>
<<neutral 1>>
<</if>>
<<elseif $rng lte 85>>
<<if $rightleg is 0>>
<<switch random(1, 3)>>
<<case 3>>_The _tentacle.fullDesc winds its way around your right leg, <span class="blue">wrapping around it.</span>
<<case 2>>_The _tentacle.fullDesc <span class="blue">prods your right leg,</span> probing for a response.
<<case 1>>_The _tentacle.fullDesc <span class="blue">curls up to your right leg.</span>
<</switch>>
<<neutral 1>><<set _tentacle.head to "rightlegentrance">><<tentacle_skin "right_thigh">>
<<else>>
<<switch random(1, 3)>>
<<case 3>>_The _tentacle.fullDesc tickles your feet.
<<case 2>>_The _tentacle.fullDesc squeezes your thigh.
<<case 1>>_The _tentacle.fullDesc <<slithers>> between your legs.
<</switch>>
<<neutral 1>>
<</if>>
<<elseif $rng lte 90>>
<<if $leftarm is 0>>
<<switch random(1, 3)>>
<<case 3>>_The _tentacle.fullDesc winds its way around your left arm, <span class="blue">wrapping around it.</span>
<<case 2>>_The _tentacle.fullDesc <span class="blue">prods your left arm,</span> probing for a response.
<<case 1>>_The _tentacle.fullDesc <span class="blue">curls up to your left arm.</span>
<</switch>>
<<neutral 1>><<set _tentacle.head to "leftarmentrance">><<tentacle_skin "left_arm">>
<<else>>
<<switch random(1, 3)>>
<<case 3>>_The _tentacle.fullDesc tickles your armpit.
<<case 2>>_The _tentacle.fullDesc <<slithers>> over your ribs.
<<case 1>>_The _tentacle.fullDesc slaps against your palm.
<</switch>>
<<neutral 1>>
<</if>>
<<elseif $rng lte 95>>
<<if $rightarm is 0>>
<<switch random(1, 3)>>
<<case 3>>_The _tentacle.fullDesc winds its way around your right arm, <span class="blue">wrapping around it.</span>
<<case 2>>_The _tentacle.fullDesc <span class="blue">prods your right arm,</span> probing for a response.
<<case 1>>_The _tentacle.fullDesc <span class="blue">curls up to your right arm.</span>
<</switch>>
<<neutral 1>><<set _tentacle.head to "rightarmentrance">><<tentacle_skin "right_arm">>
<<else>>
<<switch random(1, 3)>>
<<case 3>>_The _tentacle.fullDesc tickles your armpit.
<<case 2>>_The _tentacle.fullDesc <<slithers>> over your ribs.
<<case 1>>_The _tentacle.fullDesc slaps against your palm.
<</switch>>
<<neutral 1>>
<</if>>
<<elseif $rng lte 100>>
_The _tentacle.fullDesc <<slithers>> against your <<bottom>>.
<<tentacle_skin "left_bottom" "right_bottom">>
<<neutral 1 "bottom">>
<</if>>
<br>
<</if>>
<<run delete _tentacle.tempBusy>>
<</widget>>
<<widget "tentacleadvdefault">>
<<set _tentacle to _args[0]>>
<<rng>>
<<if $rng gte 90>>
then squirts a warm _fluid over your neck.
<<bodyliquid "neck" _fluid>><<neckejacstat>>
<<elseif $rng gte 80>>
then squirts a warm _fluid over your right arm.
<<bodyliquid "rightarm" _fluid>><<handejacstat>>
<<elseif $rng gte 70>>
then squirts a warm _fluid over your left arm.
<<bodyliquid "leftarm" _fluid>><<handejacstat>>
<<elseif $rng gte 60>>
then squirts a warm _fluid over your thighs.
<<bodyliquid "thigh" _fluid>><<thighejacstat>>
<<elseif $rng gte 50>>
then squirts a warm _fluid over your <<bottom>>.
<<bodyliquid "bottom" _fluid>><<bottomejacstat>>
<<elseif $rng gte 40>>
then squirts a warm _fluid over your tummy.
<<bodyliquid "tummy" _fluid>><<tummyejacstat>>
<<elseif $rng gte 30>>
then squirts a warm _fluid over your chest.
<<bodyliquid "chest" _fluid>><<chestejacstat>>
<<elseif $rng gte 20>>
then squirts a warm _fluid over your face.
<<bodyliquid "face" _fluid>><<faceejacstat>>
<<elseif $rng gte 10>>
then squirts a warm _fluid over your hair.
<<bodyliquid "hair" _fluid>><<hairejacstat>>
<<else>>
then squirts a warm _fluid over your feet.
<<bodyliquid "feet" _fluid>><<feetejacstat>>
<</if>>
<<neutral 1>><<set _tentacle.tentaclehealth -= 1>><<ejacstat>>
<<if $abomination is 1>>
<<set $enemyarousal += 3>>
<</if>>
<</widget>>
<<widget "tentacleadvdisable">>
<<set _tentacle to _args[0]>>
<<if _tentacle.head is "feet">><<set $leftleg to 0>><<set $rightleg to 0>><<set $feetstate to 0>><</if>>
<<if _tentacle.head is "leftarm">><<set $leftarm to 0>><<set $leftarmstate to 0>><</if>>
<<if _tentacle.head is "rightarm">><<set $rightarm to 0>><<set $rightarmstate to 0>><</if>>
<<if _tentacle.head is "leftnipple" or _tentacle.head is "leftnipplesuck">>
<<set $leftnipple to 0>>
<</if>>
<<if _tentacle.head is "rightnipple" or _tentacle.head is "rightnipplesuck">>
<<set $rightnipple to 0>>
<</if>>
<<if _tentacle.head is "mouthentrance" or _tentacle.head is "mouthimminent" or _tentacle.head is "mouth" or _tentacle.head is "mouthdeep">>
<<if $mouthuse is "tentacle">><<set $mouthuse to 0>><<set $mouthstate to 0>><</if>>
<<unset $tentacleMouth>>
<</if>>
<<if _tentacle.head is "anusentrance" or _tentacle.head is "anusimminent" or _tentacle.head is "anus" or _tentacle.head is "anusdeep">>
<<if $anususe is "tentacle" or $anususe is "tentaclerub">><<set $anususe to 0>><<set $anusstate to 0>><</if>>
<<unset $tentacleAnus>><<unset $tentacleAnusBaby>>
<</if>>
<<if _tentacle.head is "vaginaentrance" or _tentacle.head is "vaginaimminent" or _tentacle.head is "vagina" or _tentacle.head is "vaginadeep">>
<<if $vaginause is "tentacle" or $vaginause is "tentaclerub">><<set $vaginause to 0>><<set $vaginastate to 0>><</if>>
<<unset $tentacleVagina>>
<</if>>
<<if _tentacle.head is "penisentrance" or _tentacle.head is "penisimminent" or _tentacle.head is "penis" or _tentacle.head is "penisdeep">>
<<if $penisuse is "tentacle" or $penisuse is "tentaclerub">><<set $penisuse to 0>><<set $penisstate to 0>><</if>>
<<unset $tentaclePenis>>
<</if>>
<<if _tentacle.head is "chest">><<set $chestuse to "squeezed">><</if>>
<<if _tentacle.shaft is "breasts">><<set $chestuse to 0>><</if>>
<<if _tentacle.head is "vaginarub">><<set $vaginause to 0>><<set $thighuse to 0>><</if>>
<<if _tentacle.head is "penisrub">><<set $penisuse to 0>><<set $thighuse to 0>><</if>>
<<if _tentacle.head is "bottomrub">><<set $anususe to 0>><<set $bottomuse to 0>><</if>>
<<if _tentacle.head is "anusrub">><<set $anususe to 0>><<set $anususe to 0>><</if>>
<<if _tentacle.shaft is "neck" and $head isnot "bound">><<set $head to 0>><</if>>
<<if _tentacle.shaft is "leftleg" and $leftleg isnot "bound">><<set $leftleg to 0>><</if>>
<<if _tentacle.shaft is "rightleg" and $rightleg isnot "bound">><<set $rightleg to 0>><</if>>
<<if _tentacle.shaft is "leftarm" and $leftarm isnot "bound">><<set $leftarm to 0>><</if>>
<<if _tentacle.shaft is "rightarm" and $rightarm isnot "bound">><<set $rightarm to 0>><</if>>
<<set _tentacle.shaft to 0>>
<<set _tentacle.head to 0>>
<</widget>>
<<widget "actionstentacleadvcheckbox">> /* Dunno what im doing honestly ~Ludsoe */
<<if _args[3] is _args[4]>><<set _checked to "checked">><<else>><<set _checked to "">><</if>>
/* Originally i was just passing _args[0] along to the label, but for some reason that didnt work.... but this does*/
<<if _args[0] is "def">>
| <label><span class="def">_args[1]</span> <<radiobutton _args[2] _args[3] _checked>></label>
<<elseif _args[0] is "sub">>
| <label><span class="sub">_args[1]</span> <<radiobutton _args[2] _args[3] _checked>></label>
<<elseif _args[0] is "neutral">>
| <label><span class="neutral">_args[1]</span> <<radiobutton _args[2] _args[3] _checked>></label>
<<elseif _args[0] is "brat">>
| <label><span class="brat">_args[1]</span> <<radiobutton _args[2] _args[3] _checked>></label>
<</if>>
<</widget>>
<<widget "actionstentacleadvlefthand">> /* unused */
<<set _tentacle to _args[0]>>
<<if $leftarm is 0 and _tentacle.shaft isnot "finished">>
<<set _action to "lefthittentacle"+_tentacle.id>>
<<actionstentacleadvcheckbox "def" "Strike the _tentacle.fullDesc" "$leftaction" _action $leftactiondefault>>
<<set _action to "leftgrabtentacle"+_tentacle.id>>
<<actionstentacleadvcheckbox "sub" "Grab the _tentacle.fullDesc" "$leftaction" _action $leftactiondefault>>
<<if $angel gte 4 and $angelBanish gte 1>>
<<set _action to "leftbanish"+_tentacle.id>>
<<actionstentacleadvcheckbox "def" "Banish the _tentacle.fullDesc" "$leftaction" _action $leftactiondefault>>
<</if>>
<br>
<<elseif $leftarm is _tentacle.id>>
You hold the _tentacle.fullDesc in your left hand.
<br>
<<set _action to "leftrub"+_tentacle.id>>
<<actionstentacleadvcheckbox "sub" "Milk it" "$leftaction" _action $leftactiondefault>>
<<set _action to "leftstop"+_tentacle.id>>
<<actionstentacleadvcheckbox "neutral" "Let go" "$leftaction" _action $leftactiondefault>>
<<if hasSexStat("deviancy", 5)>> /* Should i lock this behind consentacles? */
<<if ($anususe is 0 and $analdisable is "f") or ($player.vaginaExist and $vaginause is 0 or $player.penisExist and $penisuse is 0) or $mouthuse is 0>>
<br>--<<deviant5>>| --<br>
<<if $anususe is 0 and $analdisable is "f">>
<<set _action to "showbottom"+_tentacle.id>>
<<actionstentacleadvcheckbox "sub" "Guide to your <<bottom>>." "$leftaction" _action $leftactiondefault>>
<</if>>
<<if ($player.vaginaExist and $vaginause is 0) or ($player.penisExist and $penisuse is 0)>>
<<set _action to "showthighs"+_tentacle.id>>
<<actionstentacleadvcheckbox "sub" "Guide to your thighs." "$leftaction" _action $leftactiondefault>>
<</if>>
<<if $mouthuse is 0>>
<<set _action to "showmouth"+_tentacle.id>>
<<actionstentacleadvcheckbox "sub" "Guide to your mouth." "$leftaction" _action $leftactiondefault>>
<</if>>
<</if>>
<</if>>
<br>
<</if>>
<</widget>>
<<widget "actionstentacleadvrighthand">> /* unused */
<<set _tentacle to _args[0]>>
<<if $rightarm is 0 and _tentacle.shaft isnot "finished">>
<<set _action to "righthittentacle"+_tentacle.id>>
<<actionstentacleadvcheckbox "def" "Strike _the _tentacle.fullDesc" "$rightaction" _action $rightactiondefault>>
<<set _action to "rightgrabtentacle"+_tentacle.id>>
<<actionstentacleadvcheckbox "sub" "Grab _the _tentacle.fullDesc" "$rightaction" _action $rightactiondefault>>
<<if $angel gte 4 and $angelBanish gte 1>>
<<set _action to "rightbanish"+_tentacle.id>>
<<actionstentacleadvcheckbox "def" "Banish _the _tentacle.fullDesc" "$rightaction" _action $rightactiondefault>>
<</if>>
<br>
<<elseif $rightarm is _tentacle.id>>
You hold the _tentacle.fullDesc in your right hand.
<br>
<<set _action to "rightrub"+_tentacle.id>>
<<actionstentacleadvcheckbox "sub" "Milk it" "$rightaction" _action $rightactiondefault>>
<<set _action to "rightstop"+_tentacle.id>>
<<actionstentacleadvcheckbox "neutral" "Let go" "$rightaction" _action $rightactiondefault>>
<<if hasSexStat("deviancy", 5)>> /* Should i lock this behind consentacles? */
<<if ($anususe is 0 and $analdisable is "f") or ($player.vaginaExist and $vaginause is 0 or $player.penisExist and $penisuse is 0) or $mouthuse is 0>>
<br>--<<deviant5>>| --<br>
<<if $anususe is 0 and $analdisable is "f">>
<<set _action to "showbottom"+_tentacle.id>>
<<actionstentacleadvcheckbox "sub" "Guide to your <<bottom>>." "$rightaction" _action $rightactiondefault>>
<</if>>
<<if ($player.vaginaExist and $vaginause is 0) or ($player.penisExist and $penisuse is 0)>>
<<set _action to "showthighs"+_tentacle.id>>
<<actionstentacleadvcheckbox "sub" "Guide to your thighs." "$rightaction" _action $rightactiondefault>>
<</if>>
<<if $mouthuse is 0>>
<<set _action to "showmouth"+_tentacle.id>>
<<actionstentacleadvcheckbox "sub" "Guide to your mouth." "$rightaction" _action $rightactiondefault>>
<</if>>
<</if>>
<</if>>
<br>
<</if>>
<</widget>>
<<widget "actionstentacleadvlegs">> /* unused */
<<set _tentacle to _args[0]>>
<<if $leftleg is 0 and $rightleg is 0 and _tentacle.shaft isnot "finished">>
<<set _action to "feethit"+_tentacle.id>>
<<actionstentacleadvcheckbox "def" "Kick _the _tentacle.fullDesc" "$feetaction" _action $feetactiondefault>>
<<set _action to "feetgrab"+_tentacle.id>>
<<actionstentacleadvcheckbox "sub" "Grab _the _tentacle.fullDesc" "$feetaction" _action $feetactiondefault>>
<br>
<<elseif ($rightleg is 0 or $leftleg is 0) and _tentacle.shaft isnot "finished">>
<<set _action to "feethit"+_tentacle.id>>
<<actionstentacleadvcheckbox "def" "Kick _the _tentacle.fullDesc" "$feetaction" _action $feetactiondefault>>
<br>
<<elseif $leftleg is _tentacle.id>>
You hold the _tentacle.fullDesc between your feet.
<br>
<<set _action to "feetrub"+_tentacle.id>>
<<actionstentacleadvcheckbox "sub" "Milk it" "$feetaction" _action $feetactiondefault>>
<<set _action to "feetstop"+_tentacle.id>>
<<actionstentacleadvcheckbox "neutral" "Let go" "$feetaction" _action $feetactiondefault>>
<<if hasSexStat("deviancy", 5)>> /* Should i lock this behind consentacles? */
<<if ($anususe is 0 and $analdisable is "f") or ($player.vaginaExist and $vaginause is 0 or $player.penisExist and $penisuse is 0)>>
<br>--<<deviant5>>| --<br>
<<if $anususe is 0 and $analdisable is "f">>
<<set _action to "showbottom"+_tentacle.id>>
<<actionstentacleadvcheckbox "sub" "Guide to your <<bottom>>." "$feetaction" _action $feetactiondefault>>
<</if>>
<<if ($player.vaginaExist and $vaginause is 0) or ($player.penisExist and $penisuse is 0)>>
<<set _action to "showthighs"+_tentacle.id>>
<<actionstentacleadvcheckbox "sub" "Guide to your thighs." "$feetaction" _action $feetactiondefault>>
<</if>>
<</if>>
<</if>>
<br>
<</if>>
<</widget>>
<<widget "actionstentacleadvmouth">> /* unused */
<<set _tentacle to _args[0]>>
<<if _tentacle.head is "mouthentrance">>
<<set _action to "mouthlick"+_tentacle.id>>
<<actionstentacleadvcheckbox "sub" "Lick it" "$mouthaction" _action $mouthactiondefault>>
<<if $head is "grappled">>
<<else>>
<<set _action to "mouthpullaway"+_tentacle.id>>
<<actionstentacleadvcheckbox "brat" "Pull away" "$mouthaction" _action $mouthactiondefault>>
<</if>>
<<if $tending gte 600>>
<<set _action to "mouthlull"+_tentacle.id>>
<<actionstentacleadvcheckbox "brat" "Lull" "$mouthaction" _action $mouthactiondefault>>
<</if>>
<<elseif _tentacle.head is "mouthimminent">>
<<set _action to "mouthkiss"+_tentacle.id>>
<<actionstentacleadvcheckbox "sub" "Kiss it" "$mouthaction" _action $mouthactiondefault>>
<<if $head is "grappled">>
<<else>>
<<set _action to "mouthpullaway"+_tentacle.id>>
<<actionstentacleadvcheckbox "brat" "Pull away" "$mouthaction" _action $mouthactiondefault>>
<</if>>
<<if $tending gte 600>>
<<set _action to "mouthlull"+_tentacle.id>>
<<actionstentacleadvcheckbox "brat" "Lull" "$mouthaction" _action $mouthactiondefault>>
<</if>>
<<elseif _tentacle.head is "mouth" or _tentacle.head is "mouthdeep">>
<<set _action to "mouthcooperate"+_tentacle.id>>
<<actionstentacleadvcheckbox "sub" "Cooperate" "$mouthaction" _action $mouthactiondefault>>
<<set _action to "mouthbite"+_tentacle.id>>
<<actionstentacleadvcheckbox "def" "Bite" "$mouthaction" _action $mouthactiondefault>>
<<else>>
<<if $tending gte 600>>
<<set _action to "mouthlull"+_tentacle.id>>
<<actionstentacleadvcheckbox "brat" "Lull" "$mouthaction" _action $mouthactiondefault>>
<</if>>
<</if>>
<</widget>>
<<widget "actionstentacleadvvagina">> /* unused */
<<set _tentacle to _args[0]>>
<<if _tentacle.head is "vaginaentrance" or _tentacle.head is "vaginaimminent">>
<<set _action to "vaginarub"+_tentacle.id>>
<<actionstentacleadvcheckbox "sub" "Rub" "$vaginaaction" _action $vaginaactiondefault>>
<<if $leftleg is "grappled" and $rightleg is "grappled">>
<<else>>
<<set _action to "vaginapullaway"+_tentacle.id>>
<<actionstentacleadvcheckbox "brat" "Pull away" "$vaginaaction" _action $vaginaactiondefault>>
<</if>>
<<elseif _tentacle.head is "vagina" or _tentacle.head is "vaginadeep">>
<<set _action to "vaginacooperate"+_tentacle.id>>
<<actionstentacleadvcheckbox "sub" "Cooperate" "$vaginaaction" _action $vaginaactiondefault>>
<</if>>
<</widget>>
<<widget "actionstentacleadvpenis">> /* unused */
<<set _tentacle to _args[0]>>
<<if _tentacle.head is "penisentrance" or _tentacle.head is "penisimminent">>
<<set _action to "penisrub"+_tentacle.id>>
<<actionstentacleadvcheckbox "sub" "Rub" "$penisaction" _action $penisactiondefault>>
<<if $leftleg is "grappled" and $rightleg is "grappled">>
<<else>>
<<set _action to "penispullaway"+_tentacle.id>>
<<actionstentacleadvcheckbox "brat" "Pull away" "$penisaction" _action $penisactiondefault>>
<</if>>
<<elseif _tentacle.head is "penis" or _tentacle.head is "penisdeep">>
<<set _action to "peniscooperate"+_tentacle.id>>
<<actionstentacleadvcheckbox "sub" "Cooperate" "$penisaction" _action $penisactiondefault>>
<</if>>
<</widget>>
<<widget "actionstentacleadvanus">> /* unused */
<<set _tentacle to _args[0]>>
<<if _tentacle.head is "anusentrance" or _tentacle.head is "anusimminent">>
<<set _action to "anusrub"+_tentacle.id>>
<<actionstentacleadvcheckbox "sub" "Rub" "$anusaction" _action $anusactiondefault>>
<<if $leftleg is "grappled" and $rightleg is "grappled">>
<<else>>
<<set _action to "anuspullaway"+_tentacle.id>>
<<actionstentacleadvcheckbox "brat" "Pull away" "$anusaction" _action $anusactiondefault>>
<</if>>
<<elseif _tentacle.head is "anus" or _tentacle.head is "anusdeep">>
<<set _action to "anuscooperate"+_tentacle.id>>
<<actionstentacleadvcheckbox "sub" "Cooperate" "$anusaction" _action $anusactiondefault>>
<</if>>
<</widget>>
<<widget "actionstentacleadvthighs">> /* unused */
<<set _tentacle to _args[0]>>
<<if _tentacle.head is "penisrub">>
<<set _action to "penisrub"+_tentacle.id>>
<<actionstentacleadvcheckbox "sub" "Rub" "$thighaction" _action $thighactiondefault>>
<<elseif _tentacle.head is "vaginarub">>
<<set _action to "vaginarub"+_tentacle.id>>
<<actionstentacleadvcheckbox "sub" "Rub" "$thighaction" _action $thighactiondefault>>
<</if>>
<</widget>>
<<widget "actionstentacleadvbottom">> /* unused */
<<set _tentacle to _args[0]>>
<<set _action to "bottomrub"+_tentacle.id>>
<<actionstentacleadvcheckbox "sub" "Rub" "$bottomaction" _action $bottomactiondefault>>
<</widget>>
<<widget "actionstentacleadvchest">> /* unused */
<<set _tentacle to _args[0]>>
<<set _action to "chestrub"+_tentacle.id>>
<<actionstentacleadvcheckbox "sub" "Rub" "$chestaction" _action $chestactiondefault>>
<</widget>>
<<widget "effectstentacleadv">>
<<set _tentacle to _args[0]>>
<<if _tentacle.type is "vine">>
<<set _fluid to "nectar">>
<<set _Slimy to "Sticky">>
<<else>>
<<set _fluid to "fluid">>
<<set _Slimy to "Slimy">>
<</if>>
<<rng>>
<<set _The to ($abomination is 1 ? "<<His>>" : "The")>>
<<set _the to ($abomination is 1 ? "<<his>>" : "the")>>
/*New Controls*/
<<if ($leftaction is "lefthittentacle" and $leftactionTarget is _tentacle.id)
or ($rightaction is "righthittentacle" and $rightactionTarget is _tentacle.id)>>
<<if $leftaction is "lefthittentacle" and $rightaction is "righthittentacle" and $leftactionTarget is $rightactionTarget>>
You strike _the _tentacle.fullDesc with both hands and it reels away from you.
<<set _multi to 2>>
<<set $leftaction to 0>><<set $leftactiondefault to "lefthittentacle">>
<<set $rightaction to 0>><<set $rightactiondefault to "righthittentacle">>
<<elseif $leftaction is "lefthittentacle">>
You strike _the _tentacle.fullDesc with your left hand and it reels away from you.
<<set _multi to 1>><<set $leftaction to 0>>
<<set $leftactiondefault to "lefthittentacle">>
<<else>>
You strike _the _tentacle.fullDesc with your right hand and it reels away from you.
<<set _multi to 1>>
<<set $rightaction to 0>><<set $rightactiondefault to "righthittentacle">>
<</if>>
<<defiance `2 * _multi`>>
<<set $speechhit to 1 * _multi>><<set $attackstat += 1 * _multi>>
<<if $rng lte (currentSkillValue('physique') / 200)>>
<span class="green">It trembles before your strength.</span>
<<set _tentacle.tentaclehealth -= 1 * _multi>>
<</if>>
<<set _tentacle.tentaclehealth -= 1 * _multi>>
<<tentacleadvdisable _tentacle>>
<<if $abomination is 1>>
The <<person>> winces in pain.
<</if>>
<</if>>
<<if ($leftaction is "leftbanish" and $leftactionTarget is _tentacle.id)
or ($rightaction is "rightbanish" and $rightactionTarget is _tentacle.id)>>
<<if $leftaction is "leftbanish" and $rightaction is "rightbanish" and $leftactionTarget is $rightactionTarget and $angelBanish gte 2>>
<<set $angelBanish -= 2>>
You clasp your hands together in prayer. _The _tentacle.fullDesc shimmers brightly, and is blasted away from you.
<<set _multi to 2>>
<<set $leftaction to 0>><<set $leftactiondefault to "leftbanish">>
<<set $rightaction to 0>><<set $rightactiondefault to "rightbanish">>
<<elseif $leftaction is "leftbanish">>
<<set $angelBanish -->>
You make an intricate gesture with your left hand. _The _tentacle.fullDesc shimmers and recoils violently.
<<set _multi to 1>><<set $leftaction to 0>>
<<set $leftactiondefault to "leftbanish">>
<<else>>
<<set $angelBanish -->>
You make an intricate gesture with your right hand. _The _tentacle.fullDesc shimmers and recoils violently.
<<set _multi to 1>><<set $rightaction to 0>>
<<set $rightactiondefault to "rightbanish">>
<</if>>
<<if $purity gte 1000>>
<<set _multi ++>>
<</if>>
<<defiance `($purity / 100) * _multi`>>
<<set $speechhit to 1 * _multi>><<set $attackstat += 1 * _multi>>
<<if $rng lte ($purity / 20)>><<set _tentacle.tentaclehealth -= 10 * _multi>><</if>>
<<set _tentacle.tentaclehealth -= 10 * _multi>>
<<tentacleadvdisable _tentacle>>
<<if $abomination is 1>>
The <<person>> recoils from the light.
<</if>>
<</if>>
<<if ($leftaction is "leftgrabtentacle" and $leftactionTarget is _tentacle.id)
or ($rightaction is "rightgrabtentacle" and $rightactionTarget is _tentacle.id)>>
<<tentacleadvdisable _tentacle>> /* Make sure you call this before trying to set the tentacle info */
<<if $leftaction is "leftgrabtentacle" and $leftactionTarget is _tentacle.id>>
<<set _hand to "left">><<set $leftaction to 0>><<set $leftactiondefault to "leftrub">>
<<set $leftarm to _tentacle.id>><<set _tentacle.head to "leftarm">><<set $leftarmstate to "tentacle">><<set $lefttarget to "tentacles">>
<<else>>
<<set _hand to "right">><<set $rightaction to 0>><<set $rightactiondefault to "rightrub">>
<<set $rightarm to _tentacle.id>><<set _tentacle.head to "rightarm">><<set $rightarmstate to "tentacle">><<set $righttarget to "tentacles">>
<</if>>
<span class="lblue">You <<handtext>> grab _the _tentacle.fullDesc with your _hand hand.</span>
<<submission 1>><<handstat>>
<</if>>
<<if $leftaction is "leftrub"+_tentacle.id or $rightaction is "rightrub"+_tentacle.id>>
<<if $leftaction is "leftrub"+_tentacle.id>>
<<set _hand to "left">><<set $leftaction to 0>>
<<set $leftactiondefault to "leftrub"+_tentacle.id>>
<<else>>
<<set _hand to "right">><<set $rightaction to 0>>
<<set $rightactiondefault to "rightrub"+_tentacle.id>>
<</if>>
<<handskilluse>><<submission 1>>
You <<handtext>> squeeze _the _tentacle.fullDesc in your _hand hand and rub up and down its length.
<<if currentSkillValue("handskill") gte (800 - ($rng * 10))>>
<span class="lblue">_Slimy _fluid erupts from the tip.</span>
<<set _tentacle.tentaclehealth -= 3>>
<<if $abomination is 1>>
<<set $enemyarousal += 6>>
<</if>>
<<handejacstat>><<ejacstat>>
<<if _hand is "left">><<bodyliquid "leftarm" _fluid>><<else>><<bodyliquid "rightarm" _fluid>><</if>>
<</if>>
<</if>>
<<if $leftaction is "leftstruggle" or $rightaction is "rightstruggle">>
<<if !_struggletext>>
<<if $leftaction is "leftstruggle" and $rightaction is "rightstruggle">>
You struggle with all your might.
<<else>>
You struggle.
<</if>>
<<set _struggletext to 1>>
<</if>>
<<if $abomination is 1 and ($NPCList[0].lefthand is "arms" or $NPCList[0].righthand is "arms")>>
<<if $leftaction is "leftstruggle" and $rightaction is "rightstruggle">>
<<set $leftaction to 0>><<set $rightaction to 0>><<set $leftactiondefault to "leftstruggle">><<set $rightactiondefault to "rightstruggle">>
<<if currentSkillValue('physique') gte random(1, 32000)>>
<span class="teal">You manage to twist your arms free.</span>
<<defiance 5>>
<<set $leftarm to 0>><<set $rightarm to 0>>
<<set $NPCList[0].lefthand to 0>>
<<set $NPCList[0].righthand to 0>>
<<else>>
<span class="purple">Your arms remain entangled.</span>
<</if>>
<<else>>
<<if currentSkillValue('physique') gte random(1, 64000)>>
<span class="teal">You manage to twist your arms free.</span>
<<defiance 5>>
<<set $leftarm to 0>><<set $rightarm to 0>>
<<set $NPCList[0].lefthand to 0>>
<<set $NPCList[0].righthand to 0>>
<<else>>
<span class="purple">Your arms remain entangled.</span>
<</if>>
<</if>>
<</if>>
<<if $leftaction is "leftstruggle" and _tentacle.shaft is "leftarm">>
<<set $leftaction to 0>><<set $leftactiondefault to "leftstruggle">>
<<set $speechstruggle to 1>><<defiance 1>>
<<if currentSkillValue('physique') gte random(1, 64000)>>
<span class="teal">You manage to twist your left arm free.</span>
<<defiance 5>><<tentacleadvdisable _tentacle>>
<<set $leftarm to 0>>
<<else>>
<span class="purple">Your left arm remains entangled.</span>
<</if>>
<</if>>
<<if $rightaction is "rightstruggle" and _tentacle.shaft is "rightarm">>
<<set $rightaction to 0>><<set $rightactiondefault to "rightstruggle">>
<<defiance 1>><<set $speechstruggle to 1>>
<<if currentSkillValue('physique') gte random(1, 64000)>>
<span class="teal">You manage to twist your right arm free.</span>
<<defiance 5>><<tentacleadvdisable _tentacle>>
<<set $rightarm to 0>>
<<else>>
<span class="purple">Your right arm remains entangled.</span>
<</if>>
<</if>>
<</if>>
<<if $leftaction is "showbottom"+_tentacle.id or $rightaction is "showbottom"+_tentacle.id>>
<<if $leftaction is "showbottom"+_tentacle.id>>
<<set _hand to "left">><<set $leftaction to 0>>
<<set $leftarm to 0>>
<<set $leftarmstate to 0>>
<<else>>
<<set _hand to "right">><<set $rightaction to 0>>
<<set $rightarm to 0>>
<<set $rightarmstate to 0>>
<</if>>
<<submission 1>>
<br>
<<combatdeviancy5>>
<br>
You <<handtext>> guide _the _tentacle.fullDesc with your _hand hand towards your <<bottom>>.
<<if $rng lte 30>> /* How common will the tentacle wrap around the arm guiding it */
<<if _hand is "left">>
<<leftarmtentacledisable>>
<<set _tentacle.shaft to "leftarm">>
<<set $leftarm to "tentgrappled">><<set $leftarmstate to 0>><<set $lefttarget to "tentacles">>
<<else>>
<<rightarmtentacledisable>>
<<set _tentacle.shaft to "rightarm">>
<<set $rightarm to "tentgrappled">><<set $rightarmstate to 0>><<set $righttarget to "tentacles">>
<</if>>
_The _tentacle.fullDesc winds its way around your _hand arm, <span class="blue">restraining it.</span>
<<neutral 1>>
<<else>>
<<if _tentacle.shaft is 0>>
<<set _tentacle.shaft to (either("tummy","waist","thighs"))>>
<</if>>
<</if>>
<<set $anusstate to "tentaclerub">><<set $anususe to "tentaclerub">>
<<set _tentacle.head to "anusrub">><<sex 1 "anus">><<bottomstat>><<set $anustarget to "tentacles">>
<</if>>
<<if $leftaction is "showmouth"+_tentacle.id or $rightaction is "showmouth"+_tentacle.id>>
<<if $leftaction is "showmouth"+_tentacle.id>>
<<set _hand to "left">><<set $leftaction to 0>>
<<set $leftarm to 0>>
<<set $leftarmstate to 0>>
<<else>>
<<set _hand to "right">><<set $rightaction to 0>>
<<set $rightarm to 0>>
<<set $rightarmstate to 0>>
<</if>>
<<submission 1>>
<br>
<<combatdeviancy5>>
<br>
You <<handtext>> guide _the _tentacle.fullDesc with your _hand hand up towards your mouth.
<<if $rng lte 30>> /* How common will the tentacle wrap around the arm guiding it */
<<if _hand is "left">>
<<leftarmtentacledisable>>
<<set _tentacle.shaft to "leftarm">>
<<set $leftarm to "tentgrappled">><<set $leftarmstate to 0>><<set $lefttarget to "tentacles">>
<<else>>
<<rightarmtentacledisable>>
<<set _tentacle.shaft to "rightarm">>
<<set $rightarm to "tentgrappled">><<set $rightarmstate to 0>><<set $righttarget to "tentacles">>
<</if>>
_The _tentacle.fullDesc winds its way around your _hand arm, <span class="blue">restraining it.</span>
<<neutral 1>>
<<else>>
<<if _tentacle.shaft is 0>>
<<if $nochoke is 1>>
<<set _tentacle.shaft to (either("tummy","chest","breasts"))>>
<<else>>
<<set _tentacle.shaft to (either("tummy","neck","chest","breasts"))>>
<</if>>
<</if>>
<</if>>
<<set $mouthuse to "tentacle">><<set $mouthstate to "tentacleentrance">><<set $mouthtarget to "tentacles">>
<<set _tentacle.head to "mouthentrance">><<neutral 2 "mouth">>
<</if>>
<<if $leftaction is "showthighs"+_tentacle.id or $rightaction is "showthighs"+_tentacle.id>>
<<if $leftaction is "showthighs"+_tentacle.id>>
<<set _hand to "left">><<set $leftaction to 0>>
<<set $leftarm to 0>>
<<set $leftarmstate to 0>>
<<else>>
<<set _hand to "right">><<set $rightaction to 0>>
<<set $rightarm to 0>>
<<set $rightarmstate to 0>>
<</if>>
<<submission 1>>
<br>
<<combatdeviancy5>>
<br>
You <<handtext>> guide _the _tentacle.fullDesc with your _hand hand between your thighs.
<<if $rng lte 30>> /* How common will the tentacle wrap around the arm guiding it */
<<if _hand is "left">>
<<leftarmtentacledisable>>
<<set _tentacle.shaft to "leftarm">>
<<set $leftarm to "tentgrappled">><<set $leftarmstate to 0>><<set $lefttarget to "tentacles">>
<<else>>
<<rightarmtentacledisable>>
<<set _tentacle.shaft to "rightarm">>
<<set $rightarm to "tentgrappled">><<set $rightarmstate to 0>><<set $righttarget to "tentacles">>
<</if>>
_The _tentacle.fullDesc winds its way around your _hand arm, <span class="blue">restraining it.</span>
<<neutral 1>>
<<else>>
<<if _tentacle.shaft is 0>>
<<set _tentacle.shaft to (either("tummy","waist"))>>
<</if>>
<</if>>
<<if $player.penisExist and $penisuse is 0>>
<<set $penisuse to "tentaclerub">><<set _tentacle.head to "penisrub">><<set $penistarget to "tentacles">>
<<elseif $player.vaginaExist and $vaginause is 0>>
<<set $vaginause to "tentaclerub">><<set _tentacle.head to "vaginarub">><<set $vaginatarget to "tentacles">>
<</if>>
<<sex 3 "genitals">><<thighstat>>
<<set $thighuse to "tentaclerub">>
<</if>>
<<if $leftaction is "showpenis"+_tentacle.id or $rightaction is "showpenis"+_tentacle.id>>
<<if $leftaction is "showpenis"+_tentacle.id>>
<<set _hand to "left">><<set $leftaction to 0>>
<<set $leftarm to 0>>
<<set $leftarmstate to 0>>
<<else>>
<<set _hand to "right">><<set $rightaction to 0>>
<<set $rightarm to 0>>
<<set $rightarmstate to 0>>
<</if>>
<<if playerHasStrapon() or $player.penisExist>>
<<submission 1>>
<br>
<<combatdeviancy5>>
<br>
You <<handtext>> guide _the _tentacle.fullDesc with your _hand hand between your thighs close to your <<penisSimple>>.
<<if $rng lte 30>> /* How common will the tentacle wrap around the arm guiding it */
<<if _hand is "left">>
<<leftarmtentacledisable>>
<<set _tentacle.shaft to "leftarm">>
<<set $leftarm to "tentgrappled">><<set $leftarmstate to 0>><<set $lefttarget to "tentacles">>
<<else>>
<<rightarmtentacledisable>>
<<set _tentacle.shaft to "rightarm">>
<<set $rightarm to "tentgrappled">><<set $rightarmstate to 0>><<set $righttarget to "tentacles">>
<</if>>
_The _tentacle.fullDesc winds its way around your _hand arm, <span class="blue">restraining it.</span>
<<neutral 1>>
<<else>>
<<if _tentacle.shaft is 0>>
<<set _tentacle.shaft to (either("tummy","waist"))>>
<</if>>
<</if>>
<<if $penisuse is 0>>
<<set $penisuse to "tentaclerub">><<set _tentacle.head to "penisrub">><<set $penistarget to "tentacles">>
<</if>>
<<sex 3 "genitals">><<thighstat>>
<<set $thighuse to "tentaclerub">>
<</if>>
<</if>>
<<if $leftaction is "showvagina"+_tentacle.id or $rightaction is "showvagina"+_tentacle.id>>
<<if $leftaction is "showvagina"+_tentacle.id>>
<<set _hand to "left">><<set $leftaction to 0>>
<<set $leftarm to 0>>
<<set $leftarmstate to 0>>
<<else>>
<<set _hand to "right">><<set $rightaction to 0>>
<<set $rightarm to 0>>
<<set $rightarmstate to 0>>
<</if>>
<<if $player.vaginaExist>>
<<submission 1>>
<br>
<<combatdeviancy5>>
<br>
You <<handtext>> guide _the _tentacle.fullDesc with your _hand hand between your thighs close to your pussy.
<<if $rng lte 30>> /* How common will the tentacle wrap around the arm guiding it */
<<if _hand is "left">>
<<leftarmtentacledisable>>
<<set _tentacle.shaft to "leftarm">>
<<set $leftarm to "tentgrappled">><<set $leftarmstate to 0>><<set $lefttarget to "tentacles">>
<<else>>
<<rightarmtentacledisable>>
<<set _tentacle.shaft to "rightarm">>
<<set $rightarm to "tentgrappled">><<set $rightarmstate to 0>><<set $righttarget to "tentacles">>
<</if>>
_The _tentacle.fullDesc winds its way around your _hand arm, <span class="blue">restraining it.</span>
<<neutral 1>>
<<else>>
<<if _tentacle.shaft is 0>>
<<set _tentacle.shaft to (either("tummy","waist"))>>
<</if>>
<</if>>
<<if $vaginause is 0>>
<<set $vaginause to "tentaclerub">><<set _tentacle.head to "vaginarub">><<set $vaginatarget to "tentacles">>
<</if>>
<<sex 3 "genitals">><<thighstat>>
<<set $thighuse to "tentaclerub">>
<</if>>
<</if>>
<<if $leftaction is "leftstop"+_tentacle.id>>
<<set $leftaction to 0>><<set $leftactiondefault to "leftstop"+_tentacle.id>>
You release _the _tentacle.fullDesc from your left hand.
<<tentacleadvdisable _tentacle>>
<</if>>
<<if $rightaction is "rightstop"+_tentacle.id>>
<<set $rightaction to 0>><<set $rightactiondefault to "rightstop"+_tentacle.id>>
You release _the _tentacle.fullDesc from your right hand.
<<tentacleadvdisable _tentacle>>
<</if>>
<<if $leftaction is "leftstop"+_tentacle.id>>
<<set $leftaction to 0>><<set $leftactiondefault to "leftstop"+_tentacle.id>>
You release _the _tentacle.fullDesc from your left hand.
<<tentacleadvdisable _tentacle>>
<</if>>
<<effectshandsclothes>>
<<if $feetaction is "feethit" and $feetactionTarget is _tentacle.id>>
<<set $feetaction to 0>><<set $feetactiondefault to "feethit">>
You kick _the _tentacle.fullDesc and it reels away from you.
<<defiance 2>><<set $speechhit to 1>><<tentacleadvdisable _tentacle>><<set $attackstat += 1>>
<<set _tentacle.tentaclehealth -= 1>>
<<if $rng lte (currentSkillValue('physique') / 200)>>
<span class="green">It trembles before your strength.</span>
<<set _tentacle.tentaclehealth -= 1>>
<</if>>
<<if $abomination is 1>>
<<defiance 3>>
<</if>>
<</if>>
<<if $feetaction is "feetgrab" and $feetactionTarget is _tentacle.id>>
<<set $feetaction to 0>><<set $feetactiondefault to "feetrub">><<submission 1>><<feetstat>>
<span class="lblue">You <<feettext>> grab _the _tentacle.fullDesc between your feet.</span>
<<tentacleadvdisable _tentacle>><<set $leftleg to _tentacle.id>><<set $rightleg to _tentacle.id>><<set $feettarget to "tentacles">>
<<set _tentacle.head to "feet">><<feetstat>><<set $feetstate to "tentacle">>
<</if>>
<<if $feetaction is "feetrub"+_tentacle.id>>
<<set $feetaction to 0>><<set $feetactiondefault to "feetrub"+_tentacle.id>><<feetskilluse>><<submission 1>>
You <<feettext>> squeeze _the _tentacle.fullDesc between your feet and rub up and down its length.
<<if currentSkillValue("feetskill") gte (800 - ($rng * 10))>>
<span class="lblue">_Slimy _fluid erupts from the tip.</span>
<<bodyliquid "feet" _fluid>><<set _tentacle.tentaclehealth -= 3>><<feetejacstat>><<ejacstat>>
<<if $abomination is 1>>
<<set $enemyarousal += 6>>
<</if>>
<</if>>
<</if>>
<<if $feetaction is "showthighs"+_tentacle.id or $feetaction is "showbottom"+_tentacle.id>>
<<set $feetaction to 0>><<set $feetstate to 0>>
<<set $leftleg to 0>><<set $rightleg to 0>>
<<submission 1>>
<br>
<<combatdeviancy5>>
<br>
<<if $feetaction is "showthighs"+_tentacle.id>>
<<set _dir to "thighs">>
You <<feettext>> guide _the _tentacle.fullDesc with your feet between your thighs.
<<else>>
<<set _dir to "bottom">>
You <<feettext>> guide _the _tentacle.fullDesc with your feet towards your <<bottom>>.
<</if>>
<<if $rng lte 30>> /* Leg grapple? */
<<if $rng gte 15>>
<<set _leg to "left">><<set _tentacle.shaft to "leftleg">><<set $leftleg to "grappled">><<set $feettarget to "tentacles">>
<<else>>
<<set _leg to "right">><<set _tentacle.shaft to "rightleg">><<set $rightleg to "grappled">><<set $feettarget to "tentacles">>
<</if>>
<<neutral 1>><<feettentacledisable>>
_The _tentacle.fullDesc winds its way around your _leg leg, <span class="blue">restraining it.</span>
<<else>>
<<if _tentacle.shaft is 0>>
<<if _dir is "thighs">>
<<set _tentacle.shaft to (either("tummy","waist"))>>
<<else>>
<<set _tentacle.shaft to (either("tummy","waist","thighs"))>>
<</if>>
<</if>>
<</if>>
<<if _dir is "thighs">>
<<if $player.penisExist and $penisuse is 0>>
<<set $penisuse to "tentaclerub">><<set _tentacle.head to "penisrub">><<set $penistarget to "tentacles">>
<<elseif $player.vaginaExist and $vaginause is 0>>
<<set $vaginause to "tentaclerub">><<set _tentacle.head to "vaginarub">><<set $vaginatarget to "tentacles">>
<</if>>
<<sex 3 "genitals">><<thighstat>>
<<set $thighuse to "tentaclerub">>
<<else>>
<<set $anusstate to "tentaclerub">><<set $anususe to "tentaclerub">>
<<set _tentacle.head to "anusrub">><<sex 1 "anus">><<bottomstat>><<set $anustarget to "tentacles">>
<</if>>
<</if>>
<<if $feetaction is "showvagina"+_tentacle.id>>
<<set $feetaction to 0>><<set $feetstate to 0>>
<<set $leftleg to 0>><<set $rightleg to 0>>
<<if $player.vaginaExist>>
<<submission 1>>
<br>
<<combatdeviancy5>>
<br>
You <<feettext>> guide _the _tentacle.fullDesc with your feet between your thighs close to your pussy.
<<if $rng lte 30>>
<<if $rng gte 15>>
<<set _leg to "left">><<set _tentacle.shaft to "leftleg">><<set $leftleg to "grappled">><<set $feettarget to "tentacles">>
<<else>>
<<set _leg to "right">><<set _tentacle.shaft to "rightleg">><<set $rightleg to "grappled">><<set $feettarget to "tentacles">>
<</if>>
<<neutral 1>><<feettentacledisable>>
_The _tentacle.fullDesc winds its way around your _leg leg, <span class="blue">restraining it.</span>
<<else>>
<<if _tentacle.shaft is 0>>
<<set _tentacle.shaft to (either("tummy","waist"))>>
<</if>>
<</if>>
<<if $vaginause is 0>>
<<set $vaginause to "tentaclerub">><<set _tentacle.head to "vaginarub">><<set $vaginatarget to "tentacles">>
<</if>>
<<sex 3 "genitals">><<thighstat>>
<<set $thighuse to "tentaclerub">>
<</if>>
<</if>>
<<if $feetaction is "showpenis"+_tentacle.id>>
<<set $feetaction to 0>><<set $feetstate to 0>>
<<set $leftleg to 0>><<set $rightleg to 0>>
<<if playerHasStrapon() or $player.penisExist>>
<<submission 1>>
<br>
<<combatdeviancy5>>
<br>
You <<feettext>> guide _the _tentacle.fullDesc with your feet between your thighs close to your <<print playerHasStrapon() ? "strap-on" : "penis">>.
<<if $rng lte 30>>
<<if $rng gte 15>>
<<set _leg to "left">><<set _tentacle.shaft to "leftleg">><<set $leftleg to "grappled">><<set $feettarget to "tentacles">>
<<else>>
<<set _leg to "right">><<set _tentacle.shaft to "rightleg">><<set $rightleg to "grappled">><<set $feettarget to "tentacles">>
<</if>>
<<neutral 1>><<feettentacledisable>>
_The _tentacle.fullDesc winds its way around your _leg leg, <span class="blue">restraining it.</span>
<<else>>
<<if _tentacle.shaft is 0>>
<<set _tentacle.shaft to (either("tummy","waist"))>>
<</if>>
<</if>>
<<if $penisuse is 0>>
<<set $penisuse to "tentaclerub">><<set _tentacle.head to "penisrub">><<set $penistarget to "tentacles">>
<</if>>
<<sex 3 "genitals">><<thighstat>>
<<set $thighuse to "tentaclerub">>
<</if>>
<</if>>
<<if $feetaction is "feetstop"+_tentacle.id>>
<<set $feetaction to 0>><<set $feetactiondefault to "feetstop"+_tentacle.id>>
You let go of the _tentacle.fullDesc between your feet.
<<tentacleadvdisable _tentacle>>
<</if>>
<<if $mouthaction is "mouthlull"+_tentacle.id>>
<<set $mouthaction to 0>><<set $mouthactiondefault to "mouthlull"+_tentacle.id>>
<<brat 1>>
You hum a soothing lullaby at _the _tentacle.fullDesc, sapping its strength. <span class="green">It recoils.</span>
<<tentacleadvdisable _tentacle>><<set _tentacle.tentaclehealth -= 1>>
<<if $rng lte (currentSkillValue('willpower') / 10)>>
<span class="green">It trembles before your will.</span>
<<set _tentacle.tentaclehealth -= 1>>
<</if>>
<</if>>
<<if $mouthaction is "mouthlick"+_tentacle.id>>
<<set $mouthaction to 0>><<set $mouthactiondefault to "mouthlick"+_tentacle.id>>
<<submission 2>><<oralskilluse>>
You <<oraltext>> lick the tip of _the _tentacle.fullDesc.
<<if currentSkillValue("oralskill") gte (800 - ($rng * 10))>>
<span class="lblue">_Slimy _fluid erupts from the tip, covering your face.</span>
<<bodyliquid "face" _fluid>><<set _tentacle.tentaclehealth -= 3>><<faceejacstat>><<ejacstat>>
<<if $abomination is 1>>
<<set $enemyarousal += 6>>
<</if>>
<</if>>
<</if>>
<<if $mouthaction is "mouthkiss"+_tentacle.id>>
<<set $mouthaction to 0>><<set $mouthactiondefault to "mouthkiss"+_tentacle.id>>
<<submission 3>><<oralskilluse>>
You <<oraltext>> kiss the tip of _the _tentacle.fullDesc.
<<if currentSkillValue("oralskill") gte (800 - ($rng * 10))>>
<span class="lblue">_Slimy _fluid erupts from the tip, covering your face.</span>
<<bodyliquid "face" _fluid>><<set _tentacle.tentaclehealth -= 3>><<faceejacstat>><<ejacstat>>
<<if $abomination is 1>>
<<set $enemyarousal += 6>>
<</if>>
<</if>>
<</if>>
<<if $mouthaction is "take">>
<<set $mouthaction to 0>><<set $mouthactiondefault to "take">>
<</if>>
<<if $mouthaction is "mouthcooperate"+_tentacle.id>>
<<set $mouthaction to 0>><<set $mouthactiondefault to "mouthcooperate"+_tentacle.id>>
<<sex 5 "mouth">><<oralskilluse>>
You <<oraltext>> suck the _tentacle.fullDesc invading your mouth.
<<if currentSkillValue("oralskill") gte (800 - ($rng * 10))>>
<span class="lblue">_Slimy _fluid erupts from the tip and into your mouth.</span>
<<set _tentacle.tentaclehealth -= 3>><<if _fluid is "nectar">><<nectarfed 5>><<else>><<drugs 3>><</if>><<bodyliquid "mouth" _fluid>><<oralejacstat>><<ejacstat>>
<<if _tentacle.desc.includes("pale")>>
<<hallucinogen 5>>
<</if>>
<<if $abomination is 1>>
<<set $enemyarousal += 6>>
<</if>>
<</if>>
<</if>>
<<if $mouthaction is "mouthpullaway"+_tentacle.id>>
<<set _nectarDifficulty to Math.clamp($drugged, 0, 500) + Math.clamp($nectar_addiction, 0, 500)>>
<<willpowerdifficulty _nectarDifficulty $willpowermax "silent">>
<<if $NPCList[0].type is "plant" and _tentacle.head is "mouthdeep" and !$willpowerSuccess>>
You attempt to pull away from the _tentacle.fullDesc threatening your mouth.
<span class="red">However, you can't tear yourself from the sweet nectar,</span>
and desperately suck on the _tentacle.type.
<<willpower 1>>
<<else>>
<<set $mouthaction to 0>><<set $mouthactiondefault to "mouthpullaway"+_tentacle.id>><<brat 1>>
<span class="teal">You pull away from the _tentacle.fullDesc threatening your mouth.</span>
<<tentacleadvdisable _tentacle>>
<</if>>
<</if>>
<<if $mouthaction is "mouthbite"+_tentacle.id>>
<<set $mouthaction to 0>><<set $mouthactiondefault to "mouthbite"+_tentacle.id>><<defiance 5>>
You bite down on the _tentacle.fullDesc invading your mouth. <span class="teal">It recoils immediately.</span>
<<tentacleadvdisable _tentacle>><<set $attackstat += 1>><<set _tentacle.tentaclehealth -= 1>>
<<if $rng lte (currentSkillValue('physique') / 200)>>
<span class="green">It trembles before your strength.</span>
<<set _tentacle.tentaclehealth -= 1>>
<</if>>
<<if $abomination is 1>>
The <<person>> grunts in pain. <<defiance 10>>
<<if $transformationParts.traits.fangs isnot "disabled">>
<<defiance 10>><<defiance 10>>
You lick your fangs clean.
<</if>>
<</if>>
<</if>>
<<if $vaginaaction is "vaginarub"+_tentacle.id>>
<<set $vaginaaction to 0>><<set $vaginaactiondefault to "vaginarub"+_tentacle.id>>
<<submission 2>><<vaginalskilluse>>
You <<vaginaltext>> rub the tip of _the _tentacle.fullDesc with your <<pussy>>.
<<if currentSkillValue("vaginalskill") gte (800 - ($rng * 10))>>
<span class="lblue">_Slimy _fluid erupts from the tip.</span>
<<bodyliquid "vaginaoutside" _fluid>><<set _tentacle.tentaclehealth -= 3>><<vaginalentranceejacstat>><<ejacstat>>
<<if $abomination is 1>>
<<set $enemyarousal += 6>>
<</if>>
<</if>>
<</if>>
<<if $vaginaaction is "take">>
<<set $vaginaaction to 0>><<set $vaginaactiondefault to "take">>
<</if>>
<<if $vaginaaction is "vaginacooperate"+_tentacle.id>>
<<set $vaginaaction to 0>><<set $vaginaactiondefault to "vaginacooperate"+_tentacle.id>>
<<sex 5 "genitals">><<vaginalskilluse>>
You <<vaginaltext>> push back against the _tentacle.fullDesc invading your <<pussy>>.
<<if currentSkillValue("vaginalskill") gte (800 - ($rng * 10))>>
<span class="lblue">_Slimy _fluid erupts from the tip, flooding your womb with its warmth.</span>
<<set _tentacle.tentaclehealth -= 3>><<drugs 3>><<bodyliquid "vagina" _fluid>><<vaginalejacstat>><<ejacstat>>
<<if _tentacle.desc.includes("pale")>>
<<hallucinogen 5>>
<</if>>
<<if $abomination is 1>>
<<set $enemyarousal += 6>>
<</if>>
<</if>>
<</if>>
<<if $vaginaaction is "vaginapullaway"+_tentacle.id>>
<<set $vaginaaction to 0>><<set $vaginaactiondefault to "vaginapullaway"+_tentacle.id>><<brat 1>>
<span class="teal">You pull away from the _tentacle.fullDesc threatening your <<pussy>>.</span>
<<tentacleadvdisable _tentacle>>
<</if>>
<<if $penisaction is "penisrub"+_tentacle.id>>
<<set $penisaction to 0>><<set $penisactiondefault to "penisrub"+_tentacle.id>>
<<submission 2>><<penileskilluse>>
You <<peniletext>> rub the tip of the _tentacle.fullDesc with your <<penis>>.
<<if currentSkillValue("penileskill") gte (800 - ($rng * 10))>>
<span class="lblue">_Slimy _fluid erupts from the tip.</span>
<<bodyliquid "penis" _fluid>><<set _tentacle.tentaclehealth -= 3>>
<<if $abomination is 1>>
<<set $enemyarousal += 6>>
<</if>>
<</if>>
<</if>>
<<if $penisaction is "take">>
<<set $penisaction to 0>><<set $penisactiondefault to "take">>
<</if>>
<<if $penisaction is "peniscooperate"+_tentacle.id>>
<<set $penisaction to 0>><<set $penisactiondefault to "peniscooperate"+_tentacle.id>>
<<sex 5 "genitals">><<penileskilluse>>
You <<peniletext>> push back against the _tentacle.fullDesc engulfing your <<penis>>.
<<if currentSkillValue("penileskill") gte (800 - ($rng * 10))>>
<span class="lblue">_Slimy _fluid erupts from the tip, covering your groin.</span>
<<set _tentacle.tentaclehealth -= 3>><<bodyliquid "penis" _fluid>>
<<if $abomination is 1>>
<<set $enemyarousal += 6>>
<</if>>
<</if>>
<</if>>
<<if $penisaction is "penispullaway"+_tentacle.id>>
<<set $penisaction to 0>><<set $penisactiondefault to "penispullaway"+_tentacle.id>><<brat 1>>
<span class="teal">You pull away from the _tentacle.fullDesc threatening your <<penis>>.</span>
<<tentacleadvdisable _tentacle>>
<</if>>
<<if $anusaction is "anusrub"+_tentacle.id>>
<<set $anusaction to 0>><<set $anusactiondefault to "anusrub"+_tentacle.id>>
<<submission 2>><<analskilluse>>
You <<analtext>> rub the tip of _the _tentacle.fullDesc with your <<bottom>>.
<<if currentSkillValue("analskill") gte (800 - ($rng * 10))>>
<span class="lblue">_Slimy _fluid erupts from the tip, covering your <<bottom>>.</span>
<<bodyliquid "bottom" _fluid>><<set _tentacle.tentaclehealth -= 3>><<bottomejacstat>><<ejacstat>>
<<if $abomination is 1>>
<<set $enemyarousal += 6>>
<</if>>
<</if>>
<</if>>
<<if $anusaction is "take">>
<<set $anusaction to 0>><<set $anusactiondefault to "take">>
<</if>>
<<if $anusaction is "anuscooperate"+_tentacle.id>>
<<set $anusaction to 0>><<set $anusactiondefault to "anuscooperate"+_tentacle.id>>
<<sex 5 "anus">><<analskilluse>>
You <<analtext>> push back against the _tentacle.fullDesc invading your <<bottom>>.
<<if currentSkillValue("analskill") gte (800 - ($rng * 10))>>
<span class="lblue">_Slimy _fluid erupts from the tip, flooding your bowels with its warmth.</span>
<<set _tentacle.tentaclehealth -= 3>><<drugs 3>><<bodyliquid "anus" _fluid>><<analejacstat>><<ejacstat>>
<<if _tentacle.desc.includes("pale")>>
<<hallucinogen 5>>
<</if>>
<<if $abomination is 1>>
<<set $enemyarousal += 6>>
<</if>>
<</if>>
<</if>>
<<if $anusaction is "anuspullaway"+_tentacle.id>>
<<set $anusaction to 0>><<set $anusactiondefault to "anuspullaway"+_tentacle.id>><<brat 1>>
<span class="teal">You pull away from the _tentacle.fullDesc threatening your <<bottom>>.</span>
<<tentacleadvdisable _tentacle>>
<</if>>
<<if $thighaction is "penisrub"+_tentacle.id>>
<<set $thighaction to 0>><<set $thighactiondefault to "penisrub"+_tentacle.id>>
<<submission 3>><<thighskilluse>>
You <<thightext>> rub _the _tentacle.fullDesc between your thighs.
<<if currentSkillValue("thighskill") gte (800 - ($rng * 10))>>
<span class="lblue">_Slimy _fluid erupts from the tip, covering your tummy.</span>
<<set _tentacle.tentaclehealth -= 3>><<bodyliquid "tummy" _fluid>><<tummyejacstat>><<ejacstat>>
<<if $abomination is 1>>
<<set $enemyarousal += 6>>
<</if>>
<</if>>
<</if>>
<<if $thighaction is "vaginarub"+_tentacle.id>>
<<set $thighaction to 0>><<set $thighactiondefault to "vaginarub"+_tentacle.id>>
<<submission 3>><<thighskilluse>>You <<thightext>> rub _the _tentacle.fullDesc between your thighs.
<<if currentSkillValue("thighskill") gte (800 - ($rng * 10))>>
<span class="lblue">_Slimy _fluid erupts from the tip, covering your tummy.</span>
<<set _tentacle.tentaclehealth -= 3>><<bodyliquid "tummy" _fluid>><<tummyejacstat>><<ejacstat>>
<<if $abomination is 1>>
<<set $enemyarousal += 6>>
<</if>>
<</if>>
<</if>>
<<if $anusaction is "anusrub"+_tentacle.id>>
<<set $anusaction to 0>><<set $anusactiondefault to "anusrub"+_tentacle.id>>
<<submission 3>><<bottomskilluse>>
You <<bottomtext>> rub _the _tentacle.fullDesc between your cheeks.
<<if currentSkillValue("bottomskill") gte (800 - ($rng * 10))>>
<span class="lblue">_Slimy _fluid erupts from the tip, covering your <<bottom>>.</span>
<<set _tentacle.tentaclehealth -= 3>><<bodyliquid "bottom" _fluid>><<bottomejacstat>><<ejacstat>>
<<if $abomination is 1>>
<<set $enemyarousal += 6>>
<</if>>
<</if>>
<</if>>
<<if $chestaction is "chestrub"+_tentacle.id>>
<<set $chestaction to 0>><<set $chestactiondefault to "chestrub"+_tentacle.id>>
<<submission 3>><<chestskilluse>>
You <<chesttext>> rub _the _tentacle.fullDesc between your <<breasts>>.
<<if currentSkillValue("chestskill") gte (800 - ($rng * 10))>>
<span class="lblue">_Slimy _fluid erupts from the tip, covering your chest.</span>
<<set _tentacle.tentaclehealth -= 3>><<bodyliquid "chest" _fluid>><<chestejacstat>><<ejacstat>>
<<if $abomination is 1>>
<<set $enemyarousal += 6>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "tentacle_skin">>
<<if $skin[_args[0]] and $skin[_args[0]].special is "holy" or $skin[_args[1]] and $skin[_args[1]].special is "holy" and !$banishDisable>>
The holy symbol on your skin burns with a white light, <span class="pink">searing you,</span> <span class="teal">and _the _tentacle.fullDesc.</span><<pain 8>><<set _tentacle.tentaclehealth -= 12>><<tentacleadvdisable _tentacle>>
<<elseif _tentacle.traits.includes("pain") and _args[0] isnot "pubic">>
<<if _args[0].includes("_")>>
<<set _bodypart to _args[0].split("_").pop()>>
<<else>>
<<set _bodypart to _args[0]>>
<</if>>
<<if !(playerHasStrapon() and _bodypart is "penis")>>
You <<print $masochism_level gte 3 ? "shiver" : "wince">> as _the _tentacle.fullDesc rubs against your _bodypart.
<<pain 1>><<gpain>>
<</if>>
<</if>>
<</widget>>/*Sends the required variables to the chosen display type*/
<<widget "generateCombatActionTentacle">>
<<switch $options.combatControls>>
<<case "radio" "columnRadio">>
<<generateCombatActionTentacleRadio _args[0] _args[1] _args[3]>>
<<case "lists" "limitedLists">>
<<generateCombatActionTentacleList _args[0] _args[1] _args[2] _args[4]>>
<</switch>>
<</widget>>
/*Generated each set of actions in the form of a set of radio buttons*/
<<widget "generateCombatActionTentacleRadio">>
<<for _labelC, _valueC range _args[0]>>
<label>
<<print '<<radiobutton "$'+_args[1]+'" "'+_valueC+'" ' + (_valueC is _args[2] ? "checked" : "") + '>>'>>
<span @class="combatListColor('', _valueC, 'Tentacle')"><<print _labelC>></span>
<<print '<<'+_args[1]+'DifficultyTentacle "'+_valueC+'">>'>><<if $options.combatControls is "radio">> |<</if>>
</label>
<</for>>
<</widget>>
/*Generated each set of actions in the form of a list*/
<<widget "generateCombatActionTentacleList">>
<<if _args[0]>>
<<set _options to _args[0]>>
<<set _name to _args[1]>>
<<capture _var _options _name>>
<span @id="_name + 'Select'" @class="_args[2] + 'List flavorText '+(_args[3] is true?'reducedWidth':'')">
<<listbox `"$"+_name` autoselect>>
<<optionsfrom _options>>
<</listbox>>
</span>
/*Changes the color of the list border when the option is changed*/
<<combatButtonAdjustments _name "Tentacle">>
<</capture>>
<</if>>
<</widget>>
<<widget "generateActionsTentacle">>
<<set $combat to 1>>
<<if _targetlist is undefined>>
<<getTargetList>>
<</if>>
<<set _The to ($abomination is 1 ? "<<His>>" : "The")>>
<<set _the to ($abomination is 1 ? "<<his>>" : "the")>>
<div id="listContainer">
<div id="leftaction" @class="$options.combatControls + 'Control'">
<<leftActionInitTentacle>>
</div>
<div id="rightaction" @class="$options.combatControls + 'Control'">
<<rightActionInitTentacle>>
</div>
<div id="feetaction" @class="$options.combatControls + 'Control'">
<<feetActionInitTentacle>>
</div>
<<if $mouthstate isnot 0 or !($dissociation lte 1 and $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined))>>
<div id="mouthaction" @class="$options.combatControls + 'Control'">
<<mouthActionInitTentacle>>
</div>
<</if>>
<<if $penisstate isnot 0 and $player.penisExist>>
<div id="penisaction" @class="$options.combatControls + 'Control'">
<<penisActionInitTentacle>>
</div>
<</if>>
<<if $vaginastate isnot 0 and $player.vaginaExist>>
<div id="vaginaaction" @class="$options.combatControls + 'Control'">
<<vaginaActionInitTentacle>>
</div>
<</if>>
<<if $anusstate isnot 0>>
<div id="anusaction" @class="$options.combatControls + 'Control'">
<<anusActionInitTentacle>>
</div>
<</if>>
<<if $chestuse isnot 0 and $chestuse isnot "squeezed">>
<div id="chestaction" @class="$options.combatControls + 'Control'">
<<chestActionInitTentacle>>
</div>
<</if>>
</div>
<</widget>>
<<widget "leftActionInitTentacle">>
<<set $lefttarget to "tentacles">>
<<switch $leftarm>>
<<case 0>>
<<if $orgasmdown gte 1>>
<<set _leftOptions to "orgasm">>
<span class="lewd">Your left arm is free, but you can't stop the spasms.</span>
<<elseif $pain gte 100 and $willpowerpain is 0>>
<<set _leftOptions to "pain">>
<span class="red">Your left arm is free, but hurts to move.</span>
<<elseif $dissociation gte 2>>
<<set _leftOptions to "unreal">>
<span class="pink">Your left arm is free, but doesn't feel real.</span>
<<else>>
<<if not $options.combatControls.includes("adio") and _targetnumber gt 1>>
<<targetListBox "left" _targetlistarms>>
<</if>>
<<set _leftOptions to "free">>
<span @class="($lastOptions.left isnot _leftOptions ?'gold':'')">Your left arm is free.</span>
<<if $options.combatControls.includes("adio") and _targetnumber gt 1>>
<br>
<<targetListBox "left" _targetlistarms>>
<</if>>
<</if>>
<<case "tentgrappled">>
<<if $orgasmdown gte 1>>
<<set _leftOptions to "bound">>
<span class="lewd">Your left arm jerks against _the grip.</span>
<<elseif $pain gte 100 and $willpowerpain is 0>>
<<set _leftOptions to "bound">>
<span class="red">Your left arm is held in a painful grip.</span>
<<elseif $dissociation gte 2>>
<<set _leftOptions to "bound">>
<span class="pink">Your left arm lies limp in _the grip.</span>
<<else>>
<<set _leftOptions to "grappled">>
<<for _i to 0; _i lt $tentacles.max; _i++>>
<<if $tentacles[_i].shaft is "leftarm">>
<span @class="($lastOptions.left isnot _leftOptions ?'gold':'')">_The $tentacles[_i].fullDesc entangles your left arm.</span>
<<set $_tentgrab to 1>>
<<if $angel gte 4 and $angelBanish gte 1 and !$banishDisable>>
<<set _banishTarget to $tentacles[_i]>>
<</if>>
<<break>>
<</if>>
<</for>>
<<if !$_tentgrab>>
<span @class="($lastOptions.left isnot _leftOptions ?'gold':'')">Your left arm is being held down.</span>
<</if>>
<</if>>
<<case "bound">>
<<set _leftOptions to "bound">>
<<if $orgasmdown gte 1>>
<span class="lewd">Your left arm jerks against its bonds.</span>
<<elseif $pain gte 100 and $willpowerpain is 0>>
<span class="red">Your left arm is held in a painful bind.</span>
<<elseif $dissociation gte 2>>
<span class="pink">Your left arm lies limp in its bonds.</span>
<<else>>
<span @class="($lastOptions.left isnot _leftOptions ?'gold':'')">Your left arm is bound.</span>
<</if>>
<<case "grappled" "penis" "othervagina" "vagina" "coverpenis" "anus" "behind">>
<<set $_changetype to true>><<leftActionInit>>
<<case "trapped">>
<<set $_changetype to true>><<leftActionInitVore>>
<<case "struggle">>
<<set $_changetype to true>><<leftActionInitStruggle>>
<<case "swarmgrappled">>
<<set $_changetype to true>><<leftActionInitSwarm>>
<<case "mechgrappled">>
<<set $_changetype to true>><<leftActionInitMachine>>
<<default>>
<<for _i to 0; _i lt $tentacles.max; _i++>>
<<if $leftarm is $tentacles[_i].id>>
<<set _leftOptions to "tentacle">>
<<set _tentacleLeftOption to $tentacles[_i].id>>
<span @class="($lastOptions.left isnot _leftOptions ?'gold':'')">You hold _the $tentacles[_i].fullDesc in your left hand.</span>
<<break>>
<</if>>
<</for>>
<</switch>>
<<if $_changetype isnot true>>
<<leftActionsTentacle>>
<<if Object.keys(_leftaction).length gt 0>>
<<if Object.values(_leftaction).includes($leftactiondefault) is false or _args[0] is true or ["rest","leftgrabtentacle"].includes($leftactiondefault)>>
<<set _defaultsCombatAction to "leftaction">>
<<set _actionsSet = DefaultActions.get($defaultsCombatType, "Tentacles", _defaultsCombatAction)>>
<<set _pass to false>>
<<for _set to 0; _set lt $maxDefaultActionSets; _set++>>
<<if ["leftgrabtentacle"].includes(_actionsSet[_set]) and $leftactionTarget isnot undefined>>
<<for _i to 0; _i lt $tentacles.max; _i++>>
<<if $tentacles[_i].shaft isnot "finished">>
<<if $regrab and $tentacles[_i].head is 0>>
<<set $leftactiondefault to clone(_actionsSet[_set])>>
<<set $leftactionTarget to $tentacles[_i].id>>
<<set _pass to true>>
<<break>>
<<elseif $tentacles[_i].head is 0>>
<<set $leftactiondefault to clone(_actionsSet[_set])>>
<<set _pass to true>>
<</if>>
<<if $regrab is false>>
<<break>>
<</if>>
<</if>>
<</for>>
<<elseif ["leftrub","showpenis","showvagina","showbottom"].includes(_actionsSet[_set]) and _tentacleLeftOption isnot undefined>>
<<if Object.values(_leftaction).includes(_actionsSet[_set] + _tentacleLeftOption)>>
<<set $leftactiondefault to clone(_actionsSet[_set] + _tentacleLeftOption)>>
<<set _pass to true>>
<<break>>
<</if>>
<<elseif Object.values(_leftaction).includes(_actionsSet[_set])>>
<<set $leftactiondefault to clone(_actionsSet[_set])>>
<<set _pass to true>>
<<break>>
<</if>>
<</for>>
<<if _pass is false>>
<<set $leftactiondefault to Object.values(_leftaction)[0]>>
<</if>>
<</if>>
<<set $leftaction to $leftactiondefault>>
<<set _textColor to combatListColor('leftaction', (Object.values(_leftaction).includes($leftaction) ? $leftaction : Object.values(_leftaction)[0]), "Tentacle")>>
<div class="extraMargin">
<<if not $options.combatControls.includes("adio") and _leftOptions is "free">>
<<set _reducedWidths to true>>
<<else>>
<<set _reducedWidths to false>>
<</if>>
<<generateCombatActionTentacle _leftaction "leftaction" _textColor $leftaction _reducedWidths>>
<<if _leftOptions is "free" and $tentacles.active gt 0>>
<<leftactionSetupTentacle>>
<<elseif _leftOptions is "grappled" and $angel gte 4 and $angelBanish gte 1 and !$banishDisable and _banishTarget>>
<<leftactionBoundBanish>>
<</if>>
</div>
<<if $options.combatControls.includes("ists")>>
<div id="leftactionDifficulty">
<<leftactionDifficultyTentacle>>
</div>
<</if>>
<</if>>
<<set $lastOptions.left to clone(_leftOptions)>>
<</if>>
<</widget>>
<<widget "leftactionSetupTentacle">>
<<if $options.combatControls is "radio">>
<br><br>
<<set _first to true>>
<<if $regrab>>
<<for _i to 0; _i lt $tentacles.max; _i++>>
<<if $tentacles[_i] isnot undefined>>
<<if $tentacles[_i].shaft isnot "finished" and $tentacles[_i].id is $leftactionTarget>>
<<set _first to false>>
<<set $_found to $tentacles[_i].id>>
<<break>>
<</if>>
<</if>>
<</for>>
<</if>>
<<for _i to 0; _i lt $tentacles.max; _i++>>
<<if $tentacles[_i] isnot undefined>>
<<if $tentacles[_i].shaft isnot "finished">>
<label>
<<print '<<radiobutton "$leftactionTarget" "'+$tentacles[_i].id+'" ' + (_first is true or $tentacles[_i].id is $_found ? "checked" : "") + '>>'>>
$tentacles[_i].fullDesc
</label> |
<<set _first to false>>
<</if>>
<</if>>
<</for>>
<<else>>
<<if _availableTargets is undefined>>
<<if $controls is "radio">>
<br>
<</if>>
<<set _availableTargets to {}>>
<<for _i to 0; _i lt $tentacles.max; _i++>>
<<if $tentacles[_i] isnot undefined>>
<<if $tentacles[_i].shaft isnot "finished">>
<<set _availableTargets[$tentacles[_i].fullDesc] to $tentacles[_i].id>>
<<set _tentacle_targets_available to true>>
<</if>>
<</if>>
<</for>>
<</if>>
<<if _tentacle_targets_available>>
<<if $options.combatControls is "columnRadio">>
<label>
Target: <span @class="'whiteList ' + 'reducedWidth'">
<<listbox "$leftactionTarget" autoselect>>
<<optionsfrom _availableTargets>>
<</listbox>>
</span>
</label>
<<else>>
<span @class="'whiteList ' + (_reducedWidths is true? 'reducedWidth':'')">
<<listbox "$leftactionTarget" autoselect>>
<<optionsfrom _availableTargets>>
<</listbox>>
</span>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "leftactionBoundBanish">>
<<if $options.combatControls.includes("adio")>>
<br>
<label>
<<print '<<radiobutton "$leftactionTarget" "'+_banishTarget.id+'">>'>>
$tentacles[_i].fullDesc
</label> |
<<else>>
<<set _availableTargets to {}>>
<<set _availableTargets[_banishTarget.fullDesc] to _banishTarget.id>>
<span @class="'whiteList ' + (_reducedWidths is true? 'reducedWidth':'')">
<<listbox "$leftactionTarget" autoselect>>
<<optionsfrom _availableTargets>>
<</listbox>>
</span>
<</if>>
<</widget>>
<<widget "leftactionDifficultyTentacle">>
<<if _args[0] is undefined>>
<<set _diffAction to $leftaction>>
<<else>>
<<set _diffAction to _args[0]>>
<</if>>
<<switch (""+_diffAction).replace(/\d+/g,'')>>
<<case "showbottomtentacle" "showthighstentacle" "showmouthtentacle" "showpenistentacle" "showvaginatentacle">><<deviant5>>
<</switch>>
<</widget>>
<<widget "leftActionsTentacle">>
/*Generate Actions*/
<<set _leftaction to {}>>
<<if !(["orgasm", "pain", "unreal"].includes(_leftOptions))>>
<<set _leftaction["Rest"] to "rest">>
<</if>>
<<switch _leftOptions>>
<<case "free">>
<<if $tentacles.active gt 0>>
<<if $consensual is 0>>
<<set _leftaction["Strike the"] to "lefthittentacle">>
<<if $angel gte 4 and $angelBanish gte 1 and !$banishDisable>>
<<set _leftaction["("+$angelBanish+" / "+$angelBanishMax+") Banish the"] to "leftbanish">>
<</if>>
<</if>>
<<set _leftaction["Grab the"] to "leftgrabtentacle">>
<</if>>
<<leftclothesnew>>
<<case "grappled">>
<<if $angel gte 4 and $angelBanish gte 1 and !$banishDisable>>
<<for _i to 0; _i lt $tentacles.max; _i++>>
<<if $tentacles[_i].shaft is "leftarm">>
<<set _leftaction["("+$angelBanish+" / "+$angelBanishMax+") Banish the"] to "leftbanish">>
<<break>>
<</if>>
<</for>>
<</if>>
<<case "bound">>
<<case "tentacle">>
<<set _leftaction["Milk it"] to "leftrub"+_tentacleLeftOption>>
<<set _leftaction["Let go"] to "leftstop"+_tentacleLeftOption>>
<<if hasSexStat("deviancy", 5)>>
<<if playerHasStrapon() and $penisuse is 0>>
<<set _leftaction["Guide to your strap-on"] to "showpenis"+_tentacleLeftOption>>
<<elseif $player.penisExist and $penisuse is 0>>
<<set _leftaction["Guide to your penis"] to "showpenis"+_tentacleLeftOption>>
<</if>>
<<if $player.vaginaExist and $vaginause is 0>>
<<set _leftaction["Guide to your pussy"] to "showvagina"+_tentacleLeftOption>>
<</if>>
<<if $anususe is 0 and $analdisable is "f">>
<<set _leftaction["Guide to your ass"] to "showbottom"+_tentacleLeftOption>>
<</if>>
/* Old Control
<<if ($player.vaginaExist and $vaginause is 0) or ($player.penisExist and $penisuse is 0)>>
<<set _leftaction["Guide to your thighs"] to "showthighs"+_tentacleLeftOption>>
<</if>>*/
<<if $mouthuse is 0>>
<<set _leftaction["Guide to your mouth"] to "showmouth"+_tentacleLeftOption>>
<</if>>
<</if>>
<<case "orgasm">>
<<set _leftaction["Fold"] to "leftfold">>
<<set _leftaction["Grip"] to "leftgrip">>
<<case "pain">>
<<set _leftaction["Struggle"] to "leftstruggleweak">>
<<set _leftaction["Protect"] to "leftprotect">>
<<case "unreal">>
<<set _leftaction["Poke yourself"] to "leftpoke">>
<<set _leftaction["Keep your arms out of the way"] to "leftcurl">>
<</switch>>
<</widget>>
<<widget "rightActionInitTentacle">>
<<set $righttarget to "tentacles">>
<<switch $rightarm>>
<<case 0>>
<<if $orgasmdown gte 1>>
<<set _rightOptions to "orgasm">>
<span class="lewd">Your right arm is free, but you can't stop the spasms.</span>
<<elseif $pain gte 100 and $willpowerpain is 0>>
<<set _rightOptions to "pain">>
<span class="red">Your right arm is free, but hurts to move.</span>
<<elseif $dissociation gte 2>>
<<set _rightOptions to "unreal">>
<span class="pink">Your right arm is free, but doesn't feel real.</span>
<<else>>
<<if _targetYourself is true and _targetnumber gt 1>>
<<set _targetlistarms["Yourself"] to "self">>
<</if>>
<<if not $options.combatControls.includes("adio") and _targetnumber gt 1>>
<<targetListBox "right" _targetlistarms>>
<</if>>
<<set _rightOptions to "free">>
<span @class="($lastOptions.right isnot _rightOptions ?'gold':'')">Your right arm is free.</span>
<<if $options.combatControls.includes("adio") and _targetnumber gt 1>>
<br>
<<targetListBox "right" _targetlistarms>>
<</if>>
<<if _targetnumber is 1>>
<<set $righttarget to _firsttarget>>
<</if>>
<</if>>
<<case "tentgrappled">>
<<if $orgasmdown gte 1>>
<<set _rightOptions to "bound">>
<span class="lewd">Your right arm jerks against _the grip.</span>
<<elseif $pain gte 100 and $willpowerpain is 0>>
<<set _rightOptions to "bound">>
<span class="red">Your right arm is held in a painful grip.</span>
<<elseif $dissociation gte 2>>
<<set _rightOptions to "bound">>
<span class="pink">Your right arm lies limp in _the grip.</span>
<<else>>
<<set _rightOptions to "grappled">>
<<for _i to 0; _i lt $tentacles.max; _i++>>
<<if $tentacles[_i].shaft is "rightarm">>
<span @class="($lastOptions.right isnot _rightOptions ?'gold':'')">_The $tentacles[_i].fullDesc entangles your right arm.</span>
<<set $_tentgrab to 1>>
<<if $angel gte 4 and $angelBanish gte 1 and !$banishDisable>>
<<set _banishTarget to $tentacles[_i]>>
<</if>>
<<break>>
<</if>>
<</for>>
<<if !$_tentgrab>>
<span @class="($lastOptions.right isnot _rightOptions ?'gold':'')">Your right arm is being held down.</span>
<</if>>
<</if>>
<<case "bound">>
<<set _rightOptions to "bound">>
<<if $orgasmdown gte 1>>
<span class="lewd">Your right arm jerks against its bonds.</span>
<<elseif $pain gte 100 and $willpowerpain is 0>>
<span class="red">Your right arm is held in a painful bind.</span>
<<elseif $dissociation gte 2>>
<span class="pink">Your right arm lies limp in its bonds.</span>
<<else>>
<span @class="($lastOptions.right isnot _rightOptions ?'gold':'')">Your right arm is bound.</span>
<</if>>
<<case "grappled" "penis" "othervagina" "vagina" "coverpenis" "anus" "behind">>
<<set $_changetype to true>><<rightActionInit>>
<<case "trapped">>
<<set $_changetype to true>><<rightActionInitVore>>
<<case "struggle">>
<<set $_changetype to true>><<rightActionInitStruggle>>
<<case "swarmgrappled">>
<<set $_changetype to true>><<rightActionInitSwarm>>
<<case "mechgrappled">>
<<set $_changetype to true>><<rightActionInitMachine>>
<<default>>
<<for _i to 0; _i lt $tentacles.max; _i++>>
<<if $rightarm is $tentacles[_i].id>>
<<set _rightOptions to "tentacle">>
<<set _tentaclerightOption to $tentacles[_i].id>>
<span @class="($lastOptions.right isnot _rightOptions ?'gold':'')">You hold _the $tentacles[_i].fullDesc in your right hand.</span>
<<break>>
<</if>>
<</for>>
<</switch>>
<<if $_changetype isnot true>>
<<rightActionsTentacle>>
<<if Object.keys(_rightaction).length gt 0>>
<<if Object.values(_rightaction).includes($rightactiondefault) is false or _args[0] is true or ["rest","rightgrabtentacle"].includes($rightactiondefault)>>
<<set _defaultsCombatAction to "rightaction">>
<<set _actionsSet = DefaultActions.get($defaultsCombatType, "Tentacles", _defaultsCombatAction)>>
<<set _pass to false>>
<<for _set to 0; _set lt $maxDefaultActionSets; _set++>>
<<if ["rightgrabtentacle"].includes(_actionsSet[_set]) and $rightactionTarget isnot undefined>>
<<for _i to 0; _i lt $tentacles.max; _i++>>
<<if $tentacles[_i].shaft isnot "finished">>
<<if $regrab and $tentacles[_i].head is 0>>
<<set $rightactiondefault to clone(_actionsSet[_set])>>
<<set $rightactionTarget to $tentacles[_i].id>>
<<set _pass to true>>
<<break>>
<<elseif $tentacles[_i].head is 0>>
<<set $rightactiondefault to clone(_actionsSet[_set])>>
<<set _pass to true>>
<</if>>
<<if $regrab is false>>
<<break>>
<</if>>
<</if>>
<</for>>
<<elseif ["rightrub","showpenis","showvagina","showbottom"].includes(_actionsSet[_set]) and _tentaclerightOption isnot undefined>>
<<if Object.values(_rightaction).includes(_actionsSet[_set] + _tentaclerightOption)>>
<<set $rightactiondefault to clone(_actionsSet[_set] + _tentaclerightOption)>>
<<set _pass to true>>
<<break>>
<</if>>
<<elseif Object.values(_rightaction).includes(_actionsSet[_set])>>
<<set $rightactiondefault to clone(_actionsSet[_set])>>
<<set _pass to true>>
<<break>>
<</if>>
<</for>>
<<if _pass is false>>
<<set $rightactiondefault to Object.values(_rightaction)[0]>>
<</if>>
<</if>>
<<set $rightaction to $rightactiondefault>>
<<set _textColor to combatListColor('rightaction', (Object.values(_rightaction).includes($rightaction) ? $rightaction : Object.values(_rightaction)[0]), "Tentacle")>>
<div class="extraMargin">
<<if not $options.combatControls.includes("adio") and _rightOptions is "free">>
<<set _reducedWidths to true>>
<<else>>
<<set _reducedWidths to false>>
<</if>>
<<generateCombatActionTentacle _rightaction "rightaction" _textColor $rightaction _reducedWidths>>
<<if _rightOptions is "free" and $tentacles.active gt 0>>
<<rightactionSetupTentacle>>
<<elseif _rightOptions is "grappled" and $angel gte 4 and $angelBanish gte 1 and !$banishDisable and _banishTarget>>
<<rightactionBoundBanish>>
<</if>>
</div>
<<if $options.combatControls.includes("ists")>>
<div id="rightactionDifficulty">
<<rightactionDifficultyTentacle>>
</div>
<</if>>
<</if>>
<<set $lastOptions.right to clone(_rightOptions)>>
<</if>>
<</widget>>
<<widget "rightactionSetupTentacle">>
<<if $options.combatControls is "radio">>
<br><br>
<<set _first to true>>
<<if $regrab>>
<<for _i to 0; _i lt $tentacles.max; _i++>>
<<if $tentacles[_i] isnot undefined>>
<<if $tentacles[_i].shaft isnot "finished" and $tentacles[_i].id is $rightactionTarget>>
<<set _first to false>>
<<set $_found to $tentacles[_i].id>>
<<break>>
<</if>>
<</if>>
<</for>>
<</if>>
<<for _i to 0; _i lt $tentacles.max; _i++>>
<<if $tentacles[_i] isnot undefined>>
<<if $tentacles[_i].shaft isnot "finished">>
<label>
<<print '<<radiobutton "$rightactionTarget" "'+$tentacles[_i].id+'" ' + (_first is true or $tentacles[_i].id is $_found ? "checked" : "") + '>>'>>
$tentacles[_i].fullDesc
</label> |
<<set _first to false>>
<</if>>
<</if>>
<</for>>
<<else>>
<<if _availableTargets is undefined>>
<<if $controls is "radio">>
<br>
<</if>>
<<set _availableTargets to {}>>
<<for _i to 0; _i lt $tentacles.max; _i++>>
<<if $tentacles[_i] isnot undefined>>
<<if $tentacles[_i].shaft isnot "finished">>
<<set _availableTargets[$tentacles[_i].fullDesc] to $tentacles[_i].id>>
<<set _tentacle_targets_available to true>>
<</if>>
<</if>>
<</for>>
<</if>>
<<if _tentacle_targets_available>>
<<if $options.combatControls is "columnRadio">>
<label>
Target: <span @class="'whiteList ' + 'reducedWidth'">
<<listbox "$rightactionTarget" autoselect>>
<<optionsfrom _availableTargets>>
<</listbox>>
</span>
</label>
<<else>>
<span @class="'whiteList ' + (_reducedWidths is true? 'reducedWidth':'')">
<<listbox "$rightactionTarget" autoselect>>
<<optionsfrom _availableTargets>>
<</listbox>>
</span>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "rightactionBoundBanish">>
<<if $options.combatControls.includes("adio")>>
<br>
<label>
<<print '<<radiobutton "$rightactionTarget" "'+_banishTarget.id+'">>'>>
$tentacles[_i].fullDesc
</label> |
<<else>>
<<set _availableTargets to {}>>
<<set _availableTargets[_banishTarget.fullDesc] to _banishTarget.id>>
<span @class="'whiteList ' + (_reducedWidths is true? 'reducedWidth':'')">
<<listbox "$rightactionTarget" autoselect>>
<<optionsfrom _availableTargets>>
<</listbox>>
</span>
<</if>>
<</widget>>
<<widget "rightactionDifficultyTentacle">>
<<if _args[0] is undefined>>
<<set _diffAction to $rightaction>>
<<else>>
<<set _diffAction to _args[0]>>
<</if>>
<<switch (""+_diffAction).replace(/\d+/g,'')>>
<<case "showbottomtentacle" "showthighstentacle" "showmouthtentacle" "showpenistentacle" "showvaginatentacle">><<deviant5>>
<</switch>>
<</widget>>
<<widget "rightActionsTentacle">>
/*Generate Actions*/
<<set _rightaction to {}>>
<<if !(["orgasm", "pain", "unreal"].includes(_rightOptions))>>
<<set _rightaction["Rest"] to "rest">>
<</if>>
<<switch _rightOptions>>
<<case "free">>
<<if $tentacles.active gt 0>>
<<if $consensual is 0>>
<<set _rightaction["Strike the"] to "righthittentacle">>
<<if $angel gte 4 and $angelBanish gte 1 and !$banishDisable>>
<<set _rightaction["("+$angelBanish+" / "+$angelBanishMax+") Banish the"] to "rightbanish">>
<</if>>
<</if>>
<<set _rightaction["Grab the"] to "rightgrabtentacle">>
<</if>>
<<rightclothesnew>>
<<case "grappled">>
<<if $angel gte 4 and $angelBanish gte 1 and !$banishDisable>>
<<for _i to 0; _i lt $tentacles.max; _i++>>
<<if $tentacles[_i].shaft is "rightarm">>
<<set _rightaction["("+$angelBanish+" / "+$angelBanishMax+") Banish the"] to "rightbanish">>
<<break>>
<</if>>
<</for>>
<</if>>
<<case "bound">>
<<case "tentacle">>
<<set _rightaction["Milk it"] to "rightrub"+_tentaclerightOption>>
<<set _rightaction["Let go"] to "rightstop"+_tentaclerightOption>>
<<if hasSexStat("deviancy", 5)>>
<<if playerHasStrapon() and $penisuse is 0>>
<<set _rightaction["Guide to your strap-on"] to "showpenis"+_tentacleRightOption>>
<<elseif $player.penisExist and $penisuse is 0>>
<<set _rightaction["Guide to your penis"] to "showpenis"+_tentaclerightOption>>
<</if>>
<<if $player.vaginaExist and $vaginause is 0>>
<<set _rightaction["Guide to your pussy"] to "showvagina"+_tentaclerightOption>>
<</if>>
<<if $anususe is 0 and $analdisable is "f">>
<<set _rightaction["Guide to your ass"] to "showbottom"+_tentaclerightOption>>
<</if>>
/* Old controls
<<if ($player.vaginaExist and $vaginause is 0) or ($player.penisExist and $penisuse is 0)>>
<<set _rightaction["Guide to your thighs"] to "showthighs"+_tentaclerightOption>>
<</if>>*/
<<if $mouthuse is 0>>
<<set _rightaction["Guide to your mouth"] to "showmouth"+_tentaclerightOption>>
<</if>>
<</if>>
<<case "orgasm">>
<<set _rightaction["Fold"] to "rightfold">>
<<set _rightaction["Grip"] to "rightgrip">>
<<case "pain">>
<<set _rightaction["Struggle"] to "rightstruggleweak">>
<<set _rightaction["Protect"] to "rightprotect">>
<<case "unreal">>
<<set _rightaction["Poke yourself"] to "rightpoke">>
<<set _rightaction["Keep your arms out of the way"] to "rightcurl">>
<</switch>>
<</widget>>
<<widget "feetActionInitTentacle">>
<<set $feettarget to "tentacles">>
<<if $dissociation lte 1 and $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined)>>
<<switch $feetuse>>
<<case "penis" "othervagina" "bound" "walk" "run" "strut" "none">>
<<set $_changetype to true>><<feetActionInit>>
<<case "mechgrappled">>
<<set $_changetype to true>><<feetActionInitMachine>>
<<default>>
<<if _targetYourself is true and _targetnumber gt 1>>
<<set _targetlistall["Yourself"] to "self">>
<</if>>
<<if not $options.combatControls.includes("adio") and _targetnumber gt 1>>
<<if !(($leftleg is "grappled" and $rightleg is "grappled") or ($leftleg is "bound" and $rightleg is "bound"))>>
<<targetListBox "feet" _targetlistall>>
<</if>>
<</if>>
<<if $leftleg is 0 and $rightleg is 0>>
<<set _feetOptions to "free">>
<span @class="($lastOptions.feet isnot _feetOptions ?'gold':'')">Your legs are free.</span>
<<elseif $leftleg is 0>>
<<set _feetOptions to "leftFree">>
<span @class="($lastOptions.feet isnot _feetOptions ?'gold':'')">Your left leg is free.</span>
<<elseif $rightleg is 0>>
<<set _feetOptions to "rightFree">>
<span @class="($lastOptions.feet isnot _feetOptions ?'gold':'')">Your right leg is free.</span>
<<elseif $leftleg is "grappled" and $rightleg is "grappled">>
<<set _feetOptions to "grappled">>
<span @class="($lastOptions.feet isnot _feetOptions ?'gold':'')">Your legs are entangled and forced apart, leaving you less able to protect your <<genitals>>.</span>
<<elseif $leftleg is "bound" and $rightleg is "bound">>
<<set _feetOptions to "bound">>
<span @class="($lastOptions.feet isnot _feetOptions ?'gold':'')">Your legs are bound and forced apart, leaving you less able to protect your <<genitals>>.</span><<combatExtendedStability -15>>
<<else>>
<<for _i to 0; _i lt $tentacles.max; _i++>>
<<if $leftleg is $tentacles[_i].id>>
<<set _feetOptions to "tentacle">>
<<set _tentacleFeetOption to $tentacles[_i].id>>
<span @class="($lastOptions.feet isnot _feetOptions ?'gold':'')">You hold _the $tentacles[_i].fullDesc between your feet.</span>
<<break>>
<</if>>
<</for>>
<</if>>
<<if $options.combatControls.includes("adio") and _targetnumber gt 1 and _feetOptions.toLowerCase().includes("free")>>
<br>
<<targetListBox "feet" _targetlistall>>
<</if>>
<<if _targetnumber is 1>>
<<set $feettarget to _firsttarget>>
<</if>>
<</switch>>
<<if $_changetype isnot true>>
<<feetActionsTentacle>>
<<if Object.keys(_feetaction).length gt 0>>
<<if Object.values(_feetaction).includes($feetactiondefault) is false or _args[0] is true or ["rest","feetgrab"].includes($feetactiondefault)>>
<<set _defaultsCombatAction to "feetaction">>
<<set _actionsSet = DefaultActions.get($defaultsCombatType, "Tentacles", _defaultsCombatAction)>>
<<set _pass to false>>
<<for _set to 0; _set lt $maxDefaultActionSets; _set++>>
<<if ["feetgrab"].includes(_actionsSet[_set]) and $feetactionTarget isnot undefined>>
<<for _i to 0; _i lt $tentacles.max; _i++>>
<<if $tentacles[_i].shaft isnot "finished">>
<<if $regrab and $tentacles[_i].head is 0>>
<<set $feetactiondefault to clone(_actionsSet[_set])>>
<<set $feetactionTarget to $tentacles[_i].id>>
<<set _pass to true>>
<<break>>
<<elseif $tentacles[_i].head is 0>>
<<set $feetactiondefault to clone(_actionsSet[_set])>>
<<set _pass to true>>
<</if>>
<<if $regrab is false>>
<<break>>
<</if>>
<</if>>
<</for>>
<<elseif ["feetrub","showpenis","showvagina","showbottom"].includes(_actionsSet[_set]) and _tentacleFeetOption isnot undefined>>
<<if Object.values(_feetaction).includes(_actionsSet[_set] + _tentacleFeetOption)>>
<<set $feetactiondefault to clone(_actionsSet[_set] + _tentacleFeetOption)>>
<<set _pass to true>>
<<break>>
<</if>>
<<elseif Object.values(_feetaction).includes(_actionsSet[_set])>>
<<set $feetactiondefault to clone(_actionsSet[_set])>>
<<set _pass to true>>
<<break>>
<</if>>
<</for>>
<<if _pass is false>>
<<set $feetactiondefault to Object.values(_feetaction)[0]>>
<</if>>
<</if>>
<<set $feetaction to $feetactiondefault>>
<<set _textColor to combatListColor('feetaction', (Object.values(_feetaction).includes($feetaction) ? $feetaction : Object.values(_feetaction)[0]), "Tentacle")>>
<div class="extraMargin">
<<set _availableContext to ["free","leftFree","rightFree"]>>
<<if not $options.combatControls.includes("adio") and _availableContext.includes(_feetOptions)>>
<<set _reducedWidths to true>>
<<else>>
<<set _reducedWidths to false>>
<</if>>
<<generateCombatActionTentacle _feetaction "feetaction" _textColor $feetaction _reducedWidths>>
<<if _availableContext.includes(_feetOptions) and $tentacles.active gt 0>>
<<feetactionSetupTentacle>>
<</if>>
</div>
<<if $options.combatControls.includes("ists")>>
<div id="feetactionDifficulty">
<<feetactionDifficultyTentacle>>
</div>
<</if>>
<</if>>
<<set $lastOptions.feet to clone(_feetOptions)>>
<</if>>
<<else>>
<<timed 100ms>>
<<run jQuery("#feetaction").remove();>>
<</timed>>
<</if>>
<</widget>>
<<widget "feetactionSetupTentacle">>
<<if $options.combatControls is "radio">>
<br><br>
<<set _first to true>>
<<if $regrab>>
<<for _i to 0; _i lt $tentacles.max; _i++>>
<<if $tentacles[_i] isnot undefined>>
<<if $tentacles[_i].shaft isnot "finished" and $tentacles[_i].id is $feetactionTarget>>
<<set _first to false>>
<<set $_found to $tentacles[_i].id>>
<<break>>
<</if>>
<</if>>
<</for>>
<</if>>
<<for _i to 0; _i lt $tentacles.max; _i++>>
<<if $tentacles[_i] isnot undefined>>
<<if $tentacles[_i].shaft isnot "finished">>
<label>
<<print '<<radiobutton "$feetactionTarget" "'+$tentacles[_i].id+'" ' + (_first is true or $tentacles[_i].id is $_found ? "checked" : "") + '>>'>>
$tentacles[_i].fullDesc
</label> |
<<set _first to false>>
<</if>>
<</if>>
<</for>>
<<else>>
<<if _availableTargets is undefined>>
<<if $controls is "radio">>
<br>
<</if>>
<<set _availableTargets to {}>>
<<for _i to 0; _i lt $tentacles.max; _i++>>
<<if $tentacles[_i] isnot undefined>>
<<if $tentacles[_i].shaft isnot "finished">>
<<set _availableTargets[$tentacles[_i].fullDesc] to $tentacles[_i].id>>
<<set _tentacle_targets_available to true>>
<</if>>
<</if>>
<</for>>
<</if>>
<<if _tentacle_targets_available>>
<<if $options.combatControls is "columnRadio">>
<label>
Target: <span @class="'whiteList ' + 'reducedWidth'">
<<listbox "$feetactionTarget" autoselect>>
<<optionsfrom _availableTargets>>
<</listbox>>
</span>
</label>
<<else>>
<span @class="'whiteList ' + (_reducedWidths is true? 'reducedWidth':'')">
<<listbox "$feetactionTarget" autoselect>>
<<optionsfrom _availableTargets>>
<</listbox>>
</span>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "feetactionDifficultyTentacle">>
<<if _args[0] is undefined>>
<<set _diffAction to $feetaction>>
<<else>>
<<set _diffAction to _args[0]>>
<</if>>
<<switch (""+_diffAction).replace(/\d+/g,'')>>
<<case "showbottomtentacle" "showthighstentacle" "showpenistentacle" "showvaginatentacle">><<deviant5>>
<</switch>>
<</widget>>
<<widget "feetActionsTentacle">>
/*Generate Actions*/
<<set _feetaction to {}>>
<<set _feetaction["Rest"] to "rest">>
<<switch _feetOptions>>
<<case "free">>
<<if $tentacles.active gt 0>>
<<if $consensual is 0>>
<<set _feetaction["Kick the"] to "feethit">>
<</if>>
<<set _feetaction["Grab the"] to "feetgrab">>
<</if>>
<<case "leftFree" "rightFree">>
<<if $tentacles.active gt 0>>
<<if $consensual is 0>>
<<set _feetaction["Kick the"] to "feethit">>
<</if>>
<</if>>
<<case "tentacle">>
<<set _feetaction["Milk it"] to "feetrub"+_tentacleFeetOption>>
<<set _feetaction["Let go"] to "feetstop"+_tentacleFeetOption>>
<<if hasSexStat("deviancy", 5)>>
<<if playerHasStrapon() and $penisuse is 0>>
<<set _feetaction["Guide to your strap-on"] to "showpenis"+_tentacleFeetOption>>
<<elseif $player.penisExist and $penisuse is 0>>
<<set _feetaction["Guide to your penis"] to "showpenis"+_tentacleFeetOption>>
<</if>>
<<if $player.vaginaExist and $vaginause is 0>>
<<set _feetaction["Guide to your pussy"] to "showvagina"+_tentacleFeetOption>>
<</if>>
<<if $anususe is 0 and $analdisable is "f">>
<<set _feetaction["Guide to your ass"] to "showbottom"+_tentacleFeetOption>>
<</if>>
/* Old control
<<if ($player.vaginaExist and $vaginause is 0) or ($player.penisExist and $penisuse is 0)>>
<<set _feetaction["Guide to your thighs"] to "showthighs"+_tentacleFeetOption>>
<</if>>*/
<</if>>
<</switch>>
<</widget>>
<<widget "mouthActionInitTentacle">>
<<if $orgasmdown gte 1>>
<<mouthActionInit>>
<<elseif $pain gte 100 and $willpowerpain is 0>>
<<mouthActionInit>>
<<elseif $dissociation gte 2>>
<<mouthActionInit>>
<<else>>
<<set $mouthtarget to "tentacles">>
<<for _i to 0; _i lt $tentacles.max; _i++>>
<<switch $mouthstate>>
<<case "tentacleentrance">>
<<if $tentacles[_i].head is "mouthentrance">>
<<set _mouthOptions to "entrance">>
<<set _tentacleMouthOption to $tentacles[_i].id>>
<<if $worn.face.type.includes("covered") or $worn.face.type.includes("gag")>>
<span @class="($lastOptions.mouth isnot _mouthOptions ?'gold':'')">_The $tentacles[_i].fullDesc threatens your <<print $worn.face.name>>.</span>
<<else>>
<span @class="($lastOptions.mouth isnot _mouthOptions ?'gold':'')">_The $tentacles[_i].fullDesc threatens your mouth.</span>
<</if>>
<<break>>
<</if>>
<<case "tentacleimminent">>
<<if $tentacles[_i].head is "mouthimminent">>
<<set _mouthOptions to "imminent">>
<<set _tentacleMouthOption to $tentacles[_i].id>>
<<if $worn.face.type.includes("covered") or $worn.face.type.includes("gag")>>
<span @class="($lastOptions.mouth isnot _mouthOptions ?'gold':'')">_The $tentacles[_i].fullDesc presses against your <<print $worn.face.name>>.</span>
<<else>>
<span @class="($lastOptions.mouth isnot _mouthOptions ?'gold':'')">_The $tentacles[_i].fullDesc presses against your mouth.</span>
<</if>>
<<break>>
<</if>>
<<case "tentacle">>
<<if $tentacles[_i].head is "mouth">>
<<set _mouthOptions to "penetrated">>
<<set _tentacleMouthOption to $tentacles[_i].id>>
<span @class="($lastOptions.mouth isnot _mouthOptions ?'gold':'')">_The $tentacles[_i].fullDesc thrusts into your mouth.</span>
<<break>>
<</if>>
<<case "tentacledeep">>
<<if $tentacles[_i].head is "mouthdeep">>
<<set _mouthOptions to "penetrated">>
<<set _tentacleMouthOption to $tentacles[_i].id>>
<span @class="($lastOptions.mouth isnot _mouthOptions ?'gold':'')">_The $tentacles[_i].fullDesc thrusts into your mouth, ejaculating down your throat.</span>
<<break>>
<</if>>
<<case "struggle" "struggle_pen">>
<<set $_changetype to true>><<mouthActionInitStruggle>>
<<break>>
<<default>>
<<set $_changetype to true>><<mouthActionInit>>
<<break>>
<</switch>>
<</for>>
<<if $_changetype isnot true>>
<<mouthActionsTentacle>>
<<if Object.keys(_mouthaction).length gt 0>>
<<if Object.values(_mouthaction).includes($mouthactiondefault) is false or _args[0] is true or $mouthactiondefault is "rest">>
<<set _defaultsCombatAction to "mouthaction">>
<<set _actionsSet = DefaultActions.get($defaultsCombatType, "Tentacles", _defaultsCombatAction)>>
<<set _pass to false>>
<<for _set to 0; _set lt $maxDefaultActionSets; _set++>>
<<if ["mouthlick","mouthpullaway","mouthkiss","mouthcooperate","mouthbite"].includes(_actionsSet[_set]) and _tentacleMouthOption isnot undefined>>
<<if Object.values(_mouthaction).includes(_actionsSet[_set] + _tentacleMouthOption)>>
<<set $mouthactiondefault to clone(_actionsSet[_set] + _tentacleMouthOption)>>
<<set _pass to true>>
<<break>>
<</if>>
<<elseif Object.values(_mouthaction).includes(_actionsSet[_set])>>
<<set $mouthactiondefault to clone(_actionsSet[_set])>>
<<set _pass to true>>
<<break>>
<</if>>
<</for>>
<<if _pass is false>>
<<set $mouthactiondefault to Object.values(_mouthaction)[0]>>
<</if>>
<</if>>
<<set $mouthaction to $mouthactiondefault>>
<<set _textColor to combatListColor('mouthaction', (Object.values(_mouthaction).includes($mouthaction) ? $mouthaction : Object.values(_mouthaction)[0]), "Tentacle")>>
<div class="extraMargin">
<<generateCombatActionTentacle _mouthaction "mouthaction" _textColor $mouthaction>>
</div>
<<if $options.combatControls.includes("ists")>>
<div id="mouthactionDifficulty">
<<mouthactionDifficultyTentacle>>
</div>
<</if>>
<</if>>
<<set $lastOptions.mouth to clone(_mouthOptions)>>
<</if>>
<</if>>
<</widget>>
<<widget "mouthactionDifficultyTentacle">>
/*
<<if _args[0] is undefined>>
<<set _diffAction to $mouthaction>>
<<else>>
<<set _diffAction to _args[0]>>
<</if>>
<<switch (""+_diffAction).replace(/\d+/g,'')>>
<</switch>>
*/
<</widget>>
<<widget "mouthActionsTentacle">>
/*Generate Actions*/
<<set _mouthaction to {}>>
<<switch _mouthOptions>>
<<case "entrance">>
<<set _mouthaction["Rest"] to "rest">>
<<if !$worn.face.type.includes("covered") and !$worn.face.type.includes("gag")>>
<<set _mouthaction["Lick it"] to "mouthlick"+_tentacleMouthOption>>
<</if>>
<<if $head isnot "grappled">>
<<set _mouthaction["Pull away"] to "mouthpullaway"+_tentacleMouthOption>>
<</if>>
<<set _mouthaction["Lull"] to "mouthlull"+_tentacleMouthOption>>
<<case "imminent">>
<<set _mouthaction["Rest"] to "rest">>
<<if !$worn.face.type.includes("covered") and !$worn.face.type.includes("gag")>>
<<set _mouthaction["Kiss it"] to "mouthkiss"+_tentacleMouthOption>>
<</if>>
<<if $head isnot "grappled">>
<<set _mouthaction["Pull away"] to "mouthpullaway"+_tentacleMouthOption>>
<</if>>
<<set _mouthaction["Lull"] to "mouthlull"+_tentacleMouthOption>>
<<case "penetrated">>
<<set _mouthaction["Take it"] to "take">>
<<set _mouthaction["Cooperate"] to "mouthcooperate"+_tentacleMouthOption>>
<<if $consensual is 0>>
<<set _mouthaction["Bite"] to "mouthbite"+_tentacleMouthOption>>
<</if>>
<<default>>
<<set _mouthaction["Lull"] to "mouthlull"+_tentacleMouthOption>>
<</switch>>
<</widget>>
<<widget "penisActionInitTentacle">>
<<set $penistarget to "tentacles">>
<<if $dissociation lte 1 and $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined)>>
<<for _i to 0; _i lt $tentacles.max; _i++>>
<<switch $penisstate>>
<<case "tentacleentrance">>
<<if $tentacles[_i].head is "penisentrance">>
<<set _penisOptions to "entrance">>
<<set _tentaclepenisOption to $tentacles[_i].id>>
<span @class="($lastOptions.penis isnot _penisOptions ?'gold':'')">_The $tentacles[_i].fullDesc threatens your <<penis>>.</span>
<<break>>
<</if>>
<<case "tentacleimminent">>
<<if $tentacles[_i].head is "penisimminent">>
<<set _penisOptions to "imminent">>
<<set _tentaclepenisOption to $tentacles[_i].id>>
<span @class="($lastOptions.penis isnot _penisOptions ?'gold':'')">_The $tentacles[_i].fullDesc presses against your <<penis>>, about to engulf.</span>
<<break>>
<</if>>
<<case "tentacle">>
<<if $tentacles[_i].head is "penis">>
<<set _penisOptions to "penetrated">>
<<set _tentaclepenisOption to $tentacles[_i].id>>
<span @class="($lastOptions.penis isnot _penisOptions ?'gold':'')">_The $tentacles[_i].fullDesc envelops and pounds your <<penis>>.</span>
<<break>>
<</if>>
<<case "tentacledeep">>
<<if $tentacles[_i].head is "penisdeep">>
<<set _penisOptions to "penetrated">>
<<set _tentaclepenisOption to $tentacles[_i].id>>
<span @class="($lastOptions.penis isnot _penisOptions ?'gold':'')">_The $tentacles[_i].fullDesc envelops and pounds your <<penis>>.</span>
<<break>>
<</if>>
<<case "tentaclerub">>
<<if $tentacles[_i].head is "penisrub">>
<<set _penisOptions to "penisrub">>
<<set _tentaclepenisOption to $tentacles[_i].id>>
<span @class="($lastOptions.penis isnot _penisOptions ?'gold':'')">_The $tentacles[_i].fullDesc runs between your thighs, coiling around your <<penis>> and pressing against your tummy.</span>
<<break>>
<</if>>
<<case "struggle" "struggle_pen">>
<<set $_changetype to true>><<penisActionInitStruggle>>
<<break>>
<<default>>
<<set $_changetype to true>><<penisActionInit>>
<<break>>
<</switch>>
<</for>>
<<if $_changetype isnot true>>
<<penisActionsTentacle>>
<<if Object.keys(_penisaction).length gt 0>>
<<if Object.values(_penisaction).includes($penisactiondefault) is false or _args[0] is true or $penisactiondefault is "rest">>
<<set _defaultsCombatAction to "penisaction">>
<<set _actionsSet = DefaultActions.get($defaultsCombatType, "Tentacles", _defaultsCombatAction)>>
<<set _pass to false>>
<<for _set to 0; _set lt $maxDefaultActionSets; _set++>>
<<if ["penisrub","penispullaway","peniscooperate"].includes(_actionsSet[_set]) and _tentaclepenisOption isnot undefined>>
<<if Object.values(_penisaction).includes(_actionsSet[_set] + _tentaclepenisOption)>>
<<set $penisactiondefault to clone(_actionsSet[_set] + _tentaclepenisOption)>>
<<set _pass to true>>
<<break>>
<</if>>
<<elseif Object.values(_penisaction).includes(_actionsSet[_set])>>
<<set $penisactiondefault to clone(_actionsSet[_set])>>
<<set _pass to true>>
<<break>>
<</if>>
<</for>>
<<if _pass is false>>
<<set $penisactiondefault to Object.values(_penisaction)[0]>>
<</if>>
<</if>>
<<set $penisaction to $penisactiondefault>>
<<set _textColor to combatListColor('penisaction', (Object.values(_penisaction).includes($penisaction) ? $penisaction : Object.values(_penisaction)[0]), "Tentacle")>>
<div class="extraMargin">
<<generateCombatActionTentacle _penisaction "penisaction" _textColor $penisaction>>
</div>
<<if $options.combatControls.includes("ists")>>
<div id="penisactionDifficulty">
<<penisactionDifficultyTentacle>>
</div>
<</if>>
<</if>>
<<set $lastOptions.penis to clone(_penisOptions)>>
<</if>>
<<else>>
<<timed 100ms>>
<<run jQuery("#penisaction").remove();>>
<</timed>>
<</if>>
<</widget>>
<<widget "penisactionDifficultyTentacle">>
/*
<<if _args[0] is undefined>>
<<set _diffAction to $penisaction>>
<<else>>
<<set _diffAction to _args[0]>>
<</if>>
<<switch (""+_diffAction).replace(/\d+/g,'')>>
<</switch>>
*/
<</widget>>
<<widget "penisActionsTentacle">>
/*Generate Actions*/
<<set _penisaction to {}>>
<<switch _penisOptions>>
<<case "entrance" "imminent">>
<<set _penisaction["Rest"] to "rest">>
<<set _penisaction["Rub"] to "penisrub"+_tentaclepenisOption>>
<<if $leftleg isnot "grappled" or $rightleg isnot "grappled">>
<<set _penisaction["Pull away"] to "penispullaway"+_tentaclepenisOption>>
<</if>>
<<case "penetrated">>
<<set _penisaction["Take it"] to "take">>
<<set _penisaction["Cooperate"] to "peniscooperate"+_tentaclepenisOption>>
<<case "penisrub">>
<<set _penisaction["Rest"] to "rest">>
<<set _penisaction["Rub"] to "penisrub"+_tentaclepenisOption>>
<</switch>>
<</widget>>
<<widget "vaginaActionInitTentacle">>
<<set $vaginatarget to "tentacles">>
<<if $dissociation lte 1 and $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined)>>
<<for _i to 0; _i lt $tentacles.max; _i++>>
<<switch $vaginastate>>
<<case "tentacleentrance">>
<<if $tentacles[_i].head is "vaginaentrance">>
<<set _vaginaOptions to "entrance">>
<<set _tentaclevaginaOption to $tentacles[_i].id>>
<span @class="($lastOptions.right isnot _rightOptions ?'gold':'')">_The $tentacles[_i].fullDesc threatens your <<pussy>>.</span>
<<break>>
<</if>>
<<case "tentacleimminent">>
<<if $tentacles[_i].head is "vaginaimminent">>
<<set _vaginaOptions to "imminent">>
<<set _tentaclevaginaOption to $tentacles[_i].id>>
<span @class="($lastOptions.vagina isnot _vaginaOptions ?'gold':'')">_The $tentacles[_i].fullDesc presses against your <<pussy>>, about to penetrate.</span>
<<break>>
<</if>>
<<case "tentacle">>
<<if $tentacles[_i].head is "vagina">>
<<set _vaginaOptions to "penetrated">>
<<set _tentaclevaginaOption to $tentacles[_i].id>>
<span @class="($lastOptions.vagina isnot _vaginaOptions ?'gold':'')">_The $tentacles[_i].fullDesc thrusts into your <<pussy>>.</span>
<<break>>
<</if>>
<<case "tentacledeep">>
<<if $tentacles[_i].head is "vaginadeep">>
<<set _vaginaOptions to "penetrated">>
<<set _tentaclevaginaOption to $tentacles[_i].id>>
<span @class="($lastOptions.vagina isnot _vaginaOptions ?'gold':'')">_The $tentacles[_i].fullDesc thrusts into your <<pussy>>, ejaculating deep into your womb.</span>
<<break>>
<</if>>
<<case "tentaclerub">>
<<if $tentacles[_i].head is "tentaclerub">>
<<set _vaginaOptions to "vaginarub">>
<<set _tentaclevaginaOption to $tentacles[_i].id>>
<span @class="($lastOptions.vagina isnot _vaginaOptions ?'gold':'')">_The $tentacles[_i].fullDesc runs between your thighs, pressing against your labia and continuing to your tummy.</span>
<<break>>
<</if>>
<<case "struggle" "struggle_pen">>
<<set $_changetype to true>><<vaginaActionInitStruggle>>
<<break>>
<<default>>
<<set $_changetype to true>><<vaginaActionInit>>
<<break>>
<</switch>>
<</for>>
<<if $_changetype isnot true>>
<<vaginaActionsTentacle>>
<<if Object.keys(_vaginaaction).length gt 0>>
<<if Object.values(_vaginaaction).includes($vaginaactiondefault) is false or _args[0] is true or $vaginaactiondefault is "rest">>
<<set _defaultsCombatAction to "vaginaaction">>
<<set _actionsSet = DefaultActions.get($defaultsCombatType, "Tentacles", _defaultsCombatAction)>>
<<set _pass to false>>
<<for _set to 0; _set lt $maxDefaultActionSets; _set++>>
<<if ["vaginarub","vaginapullaway","vaginacooperate"].includes(_actionsSet[_set]) and _tentaclevaginaOption isnot undefined>>
<<if Object.values(_vaginaaction).includes(_actionsSet[_set] + _tentaclevaginaOption)>>
<<set $vaginaactiondefault to clone(_actionsSet[_set] + _tentaclevaginaOption)>>
<<set _pass to true>>
<<break>>
<</if>>
<<elseif Object.values(_vaginaaction).includes(_actionsSet[_set])>>
<<set $vaginaactiondefault to clone(_actionsSet[_set])>>
<<set _pass to true>>
<<break>>
<</if>>
<</for>>
<<if _pass is false>>
<<set $vaginaactiondefault to Object.values(_vaginaaction)[0]>>
<</if>>
<</if>>
<<set $vaginaaction to $vaginaactiondefault>>
<<set _textColor to combatListColor('vaginaaction', (Object.values(_vaginaaction).includes($vaginaaction) ? $vaginaaction : Object.values(_vaginaaction)[0]), "Tentacle")>>
<div class="extraMargin">
<<generateCombatActionTentacle _vaginaaction "vaginaaction" _textColor $vaginaaction>>
</div>
<<if $options.combatControls.includes("ists")>>
<div id="vaginaactionDifficulty">
<<vaginaactionDifficultyTentacle>>
</div>
<</if>>
<</if>>
<<set $lastOptions.vagina to clone(_vaginaOptions)>>
<</if>>
<<else>>
<<timed 100ms>>
<<run jQuery("#vaginaaction").remove();>>
<</timed>>
<</if>>
<</widget>>
<<widget "vaginaactionDifficultyTentacle">>
/*
<<if _args[0] is undefined>>
<<set _diffAction to $vaginaaction>>
<<else>>
<<set _diffAction to _args[0]>>
<</if>>
<<switch (""+_diffAction).replace(/\d+/g,'')>>
<</switch>>
*/
<</widget>>
<<widget "vaginaActionsTentacle">>
/*Generate Actions*/
<<set _vaginaaction to {}>>
<<switch _vaginaOptions>>
<<case "entrance" "imminent">>
<<set _vaginaaction["Rest"] to "rest">>
<<set _vaginaaction["Rub"] to "vaginarub"+_tentaclevaginaOption>>
<<if $leftleg isnot "grappled" or $rightleg isnot "grappled">>
<<set _vaginaaction["Pull away"] to "vaginapullaway"+_tentaclevaginaOption>>
<</if>>
<<case "penetrated">>
<<set _vaginaaction["Take it"] to "take">>
<<set _vaginaaction["Cooperate"] to "vaginacooperate"+_tentaclevaginaOption>>
<<case "vaginarub">>
<<set _vaginaaction["Rest"] to "rest">>
<<set _vaginaaction["Rub"] to "vaginarub"+_tentaclevaginaOption>>
<</switch>>
<</widget>>
<<widget "anusActionInitTentacle">>
<<set $anustarget to "tentacles">>
<<if $dissociation lte 1 and $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined)>>
<<if $bottomuse is "mouth" or $bottomuse is "penis">>
<<set $_changetype to true>><<anusActionInit>>
<<else>>
<<for _i to 0; _i lt $tentacles.max; _i++>>
<<switch $anusstate>>
<<case "tentacleentrance">>
<<if $tentacles[_i].head is "anusentrance">>
<<set _anusOptions to "entrance">>
<<set _tentacleanusOption to $tentacles[_i].id>>
<span @class="($lastOptions.anus isnot _anusOptions ?'gold':'')">_The $tentacles[_i].fullDesc threatens your <<bottom>>.</span>
<<break>>
<</if>>
<<case "tentacleimminent">>
<<if $tentacles[_i].head is "anusimminent">>
<<set _anusOptions to "imminent">>
<<set _tentacleanusOption to $tentacles[_i].id>>
<span @class="($lastOptions.anus isnot _anusOptions ?'gold':'')">_The $tentacles[_i].fullDesc presses against your <<bottom>>, about to penetrate.</span>
<<break>>
<</if>>
<<case "tentacle">>
<<if $tentacles[_i].head is "anus">>
<<set _anusOptions to "penetrated">>
<<set _tentacleanusOption to $tentacles[_i].id>>
<span @class="($lastOptions.anus isnot _anusOptions ?'gold':'')">_The $tentacles[_i].fullDesc thrusts into your <<bottom>>.</span>
<<break>>
<</if>>
<<case "tentacledeep">>
<<if $tentacles[_i].head is "anusdeep">>
<<set _anusOptions to "penetrated">>
<<set _tentacleanusOption to $tentacles[_i].id>>
<span @class="($lastOptions.anus isnot _anusOptions ?'gold':'')">_The $tentacles[_i].fullDesc thrusts into your <<bottom>>, ejaculating deep into your bowels.</span>
<<break>>
<</if>>
<<case "tentaclerub">>
<<if $tentacles[_i].head is "anusrub">>
<<set _anusOptions to "anusrub">>
<<set _tentacleanusOption to $tentacles[_i].id>>
<span @class="($lastOptions.anus isnot _anusOptions ?'gold':'')">_The $tentacles[_i].fullDesc rubs itself between your butt cheeks.</span>
<<break>>
<</if>>
<<case "struggle" "struggle_pen">>
<<set $_changetype to true>><<anusActionInitStruggle>>
<<break>>
<<default>>
<<set $_changetype to true>><<anusActionInit>>
<<break>>
<</switch>>
<</for>>
<</if>>
<<if $_changetype isnot true>>
<<anusActionsTentacle>>
<<if Object.keys(_anusaction).length gt 0>>
<<if Object.values(_anusaction).includes($anusactiondefault) is false or _args[0] is true or $anusactiondefault is "rest">>
<<set _defaultsCombatAction to "anusaction">>
<<set _actionsSet = DefaultActions.get($defaultsCombatType, "Tentacles", _defaultsCombatAction)>>
<<set _pass to false>>
<<for _set to 0; _set lt $maxDefaultActionSets; _set++>>
<<if ["anusrub","anuspullaway","anuscooperate"].includes(_actionsSet[_set]) and _tentacleanusOption isnot undefined>>
<<if Object.values(_anusaction).includes(_actionsSet[_set] + _tentacleanusOption)>>
<<set $anusactiondefault to clone(_actionsSet[_set] + _tentacleanusOption)>>
<<set _pass to true>>
<<break>>
<</if>>
<<elseif Object.values(_anusaction).includes(_actionsSet[_set])>>
<<set $anusactiondefault to clone(_actionsSet[_set])>>
<<set _pass to true>>
<<break>>
<</if>>
<</for>>
<<if _pass is false>>
<<set $anusactiondefault to Object.values(_anusaction)[0]>>
<</if>>
<</if>>
<<set $anusaction to $anusactiondefault>>
<<set _textColor to combatListColor('anusaction', (Object.values(_anusaction).includes($anusaction) ? $anusaction : Object.values(_anusaction)[0]), "Tentacle")>>
<div class="extraMargin">
<<generateCombatActionTentacle _anusaction "anusaction" _textColor $anusaction>>
</div>
<<if $options.combatControls.includes("ists")>>
<div id="anusactionDifficulty">
<<anusactionDifficultyTentacle>>
</div>
<</if>>
<</if>>
<<set $lastOptions.anus to clone(_anusOptions)>>
<</if>>
<<else>>
<<timed 100ms>>
<<run jQuery("#vaginaaction").remove();>>
<</timed>>
<</if>>
<</widget>>
<<widget "anusactionDifficultyTentacle">>
/*
<<if _args[0] is undefined>>
<<set _diffAction to $anusaction>>
<<else>>
<<set _diffAction to _args[0]>>
<</if>>
<<switch (""+_diffAction).replace(/\d+/g,'')>>
<</switch>>
*/
<</widget>>
<<widget "anusActionsTentacle">>
/*Generate Actions*/
<<set _anusaction to {}>>
<<switch _anusOptions>>
<<case "entrance" "imminent">>
<<set _anusaction["Rest"] to "rest">>
<<set _anusaction["Rub"] to "anusrub"+_tentacleanusOption>>
<<if $leftleg isnot "grappled" or $rightleg isnot "grappled">>
<<set _anusaction["Pull away"] to "anuspullaway"+_tentacleanusOption>>
<</if>>
<<case "penetrated">>
<<set _anusaction["Take it"] to "take">>
<<set _anusaction["Cooperate"] to "anuscooperate"+_tentacleanusOption>>
<<case "anusrub">>
<<set _anusaction["Rest"] to "rest">>
<<set _anusaction["Rub"] to "anusrub"+_tentacleanusOption>>
<</switch>>
<</widget>>
<<widget "chestActionInitTentacle">>
<<set $chesttarget to "tentacles">>
<<if $dissociation lte 1 and $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined)>>
<<for _i to 0; _i lt $tentacles.max; _i++>>
<<switch $chestuse>>
<<case "tentaclerub">>
<<if $tentacles[_i].head is "chestrub">>
<<set _chestOptions to "entrance">>
<<set _tentaclechestOption to $tentacles[_i].id>>
<span @class="($lastOptions.chest isnot _chestOptions ?'gold':'')">_The $tentacles[_i].fullDesc rubs itself between your chest.</span>
<<break>>
<</if>>
<<case "penis">>
<<set $_changetype to true>><<chestActionInit>>
<<break>>
<<case "struggle">>
<</switch>>
<</for>>
<<if $_changetype isnot true>>
<<chestActionsTentacle>>
<<if Object.keys(_chestaction).length gt 0>>
<<if $chestactiondefault is 0 or Object.values(_chestaction).includes($chestactiondefault) is false>>
<<set $chestactiondefault to Object.values(_chestaction)[0]>>
<</if>>
<<set $chestaction to $chestactiondefault>>
<<set _textColor to combatListColor('chestaction', (Object.values(_chestaction).includes($chestaction) ? $chestaction : Object.values(_chestaction)[0]), "Tentacle")>>
<div class="extraMargin">
<<generateCombatActionTentacle _chestaction "chestaction" _textColor $chestaction>>
</div>
<<if $options.combatControls.includes("ists")>>
<div id="chestactionDifficulty">
<<chestactionDifficultyTentacle>>
</div>
<</if>>
<</if>>
<<set $lastOptions.chest to clone(_chestOptions)>>
<</if>>
<<else>>
<<timed 100ms>>
<<run jQuery("#chestaction").remove();>>
<</timed>>
<</if>>
<</widget>>
<<widget "chestactionDifficultyTentacle">>
/*
<<if _args[0] is undefined>>
<<set _diffAction to $chestaction>>
<<else>>
<<set _diffAction to _args[0]>>
<</if>>
<<switch (""+_diffAction).replace(/\d+/g,'')>>
<</switch>>
*/
<</widget>>
<<widget "chestActionsTentacle">>
/*Generate Actions*/
<<set _chestaction to {}>>
<<switch _chestOptions>>
<<case "chestrub">>
<<set _chestaction["Rest"] to "rest">>
<<set _chestaction["Rub"] to "chestrub"+_tentaclechestOption>>
<</switch>>
<</widget>>
<<widget "actionsvorentacles">>
<<animateCombat>>
<<willpowerpain>>
<<willpowerorgasm>>
<<actioncarry>>
<<actioncarrydrop>>
<<combatstate>>
<<carryblock>>
<<if $trance lte 0 and $panicparalysis is 0 and $panicviolence is 0>>
<<generateActionsVorentacles>>
<</if>>
<br>
<</widget>>
<<widget "generateActionsVorentacles">>
<<set $combat to 1>>
<<if _targetlist is undefined>>
<<getTargetList>>
<</if>>
<div id="listContainer">
<div id="leftaction" @class="$options.combatControls + 'Control'">
<<if $lefttarget is "vore" or $tentacles.active is 0>>
<<leftActionInitVore>>
<<else>>
<<leftActionInitTentacle>>
<</if>>
</div>
<div id="rightaction" @class="$options.combatControls + 'Control'">
<<if $righttarget is "vore" or $tentacles.active is 0>>
<<rightActionInitVore>>
<<else>>
<<rightActionInitTentacle>>
<</if>>
</div>
<div id="feetaction" @class="$options.combatControls + 'Control'">
<<feetActionInitTentacle>>
</div>
<<if $mouthstate isnot 0 or !($dissociation lte 1 and $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined))>>
<div id="mouthaction" @class="$options.combatControls + 'Control'">
<<mouthActionInitTentacle>>
</div>
<</if>>
<<if $penisstate isnot 0 and (playerHasStrapon() or $player.penisExist)>>
<div id="penisaction" @class="$options.combatControls + 'Control'">
<<penisActionInitTentacle>>
</div>
<</if>>
<<if $vaginastate isnot 0 and $player.vaginaExist>>
<div id="vaginaaction" @class="$options.combatControls + 'Control'">
<<vaginaActionInitTentacle>>
</div>
<</if>>
<<if $anusstate isnot 0>>
<div id="anusaction" @class="$options.combatControls + 'Control'">
<<anusActionInitTentacle>>
</div>
<</if>>
<<if $chestuse isnot 0 and $chestuse isnot "squeezed">>
<div id="chestaction" @class="$options.combatControls + 'Control'">
<<chestActionInitTentacle>>
</div>
<</if>>
</div>
<</widget>><<widget "tentaclestart">>
<<if $abomination isnot 1>>
<<set $enemyarousalmax to 10000>>
<<set $enemyarousalmax to $enemyarousalmax * ($beastArousalMult / 100)>>
<</if>>
<<set $tentacles to {
"max": _args[0],
"active": _args[0],
}>>
<<if _args[0]>>
<<if _args[2]>>
<<set _tentacleType to _args[2]>>
<<else>>
<<set _tentacleType to "tentacle">>
<</if>>
<<if ["root","shoot"].includes(_tentacleType)>>
<<set _babyType to "vine">>
<<elseif _tentacleType is "tendril">>
<<set _babyType to "tentacle">>
<<else>>
<<set _babyType to _tentacleType>>
<</if>>
<<if ["root","shoot","vine","metal"].includes(_tentacleType) or _args[3] is "metal">>
<<set $banishDisable to true>>
<</if>>
/* Deciding if tentacle templates should be defined somewhere else still */
/* Argument 0 is the number of tentacles.
* Argument 1 is health.
* Argument 2 is tentacle type, which can be replaced with "vines", "machines" etc later on. Optional, unless also using Argument 3.
* Argument 3 is variant, and will give different offspring as well as allowing different batches of descriptions.
* Argument 4 is whether or not the variant impacts the full description and offspring. If Argument 4 is used, Argument 3 will only impact which description batches are part of _tentacledescs. If Argument 4 is "desc", Argument 3 will impact description batches and variant, but not offspring.*/
<<set _tentacledescs to [
{"desc":"slimy","baby":0,"size":2,"traits":[]},
{"desc":"sticky","baby":0,"size":2,"traits":[]},
{"desc":"thick","baby":_babyType,"size":3,"traits":[]},
{"desc":"throbbing","baby":0,"size":2,"traits":[]},
{"desc":"slick","baby":0,"size":2,"traits":[]},
{"desc":"moist","baby":0,"size":2,"traits":[]},
{"desc":"quivering","baby":0,"size":2,"traits":[]},
{"desc":"sodden","baby":0,"size":2,"traits":[]},
{"desc":"shivering","baby":0,"size":2,"traits":[]},
{"desc":"shuddering","baby":0,"size":2,"traits":[]},
{"desc":"convulsing","baby":0,"size":2,"traits":["hypno"]},
{"desc":"undulating","baby":0,"size":2,"traits":[]},
{"desc":"damp","baby":0,"size":2,"traits":[]},
{"desc":"bulbous","baby":0,"size":3,"traits":[]},
{"desc":"gyrating","baby":0,"size":2,"traits":[]},
{"desc":"large","baby":_babyType,"size":3,"traits":[]},
{"desc":"bumpy","baby":0,"size":2,"traits":[]},
{"desc":"thin","baby":0,"size":1,"traits":[]},
{"desc":"narrow","baby":0,"size":1,"traits":[]},
{"desc":"squishy","baby":0,"size":2,"traits":[]},
{"desc":"rough","baby":0,"size":2,"traits":["pain"]},
]>>
<<if _args[3]>>
<<if _args[3] is "pale">>
<<set _tentacledescs.push(
{"desc":"ghostly","baby":_babyType,"size":2,"traits":[]},
{"desc":"translucent","baby":0,"size":1,"traits":["hypno"]},
{"desc":"twitching","baby":0,"size":2,"traits":[]},
{"desc":"manic","baby":0,"size":3,"traits":[]},
{"desc":"cloudy","baby":_babyType,"size":3,"traits":[]},
{"desc":"ethereal","baby":0,"size":1,"traits":[]},
{"desc":"incandescent","baby":0,"size":3,"traits":["hypno"]},
{"desc":"iridescent","baby":_babyType,"size":2,"traits":["hypno"]},
{"desc":"searing","baby":0,"size":3,"traits":["pain"]},
)>>
<<elseif _args[3] is "vine">>
<<set _tentacledescs.push(
{"desc":"flowering","baby":_babyType,"size":3,"traits":[]},
{"desc":"blossoming","baby":0,"size":3,"traits":[]},
{"desc":"wooden","baby":0,"size":2,"traits":[]},
{"desc":"blooming","baby":_babyType,"size":2,"traits":["hypno"]},
{"desc":"climbing","baby":0,"size":2,"traits":[]},
{"desc":"mossy","baby":0,"size":2,"traits":[]},
{"desc":"grassy","baby":0,"size":2,"traits":[]},
{"desc":"thorny","baby":0,"size":2,"traits":["pain"]},
{"desc":"pistil","baby":_babyType,"size":1,"traits":[]},
{"desc":"leafy","baby":0,"size":1,"traits":[]},
{"desc":"sprouting","baby":0,"size":1,"traits":[]},
{"desc":"sapling","baby":0,"size":1,"traits":[]},
)>>
<<elseif _args[3] is "metal">>
<<set _tentacledescs.push(
{"desc":"jerking","baby":0,"size":3,"traits":[]},
{"desc":"plated","baby":0,"size":3,"traits":[]},
{"desc":"sparking","baby":0,"size":2,"traits":["pain"]},
{"desc":"shiny","baby":0,"size":2,"traits":[]},
{"desc":"labelled","baby":_babyType,"size":2,"traits":[]},
{"desc":"jolting","baby":0,"size":2,"traits":["pain"]},
{"desc":"rusted","baby":0,"size":2,"traits":[]},
{"desc":"wired","baby":0,"size":1,"traits":["hypno"]},
{"desc":"stainless","baby":0,"size":1,"traits":[]},
)>>
<</if>>
<</if>>
<<set _tentacledescs to shuffle(_tentacledescs)>>
<<for _i to 0; _i lt _args[0]; _i++>>
<<set _tentacledata to _tentacledescs[_i]>>
<<set _tentacle to {
"desc": (_args[3] and (!_args[4] or _args[4] is "desc") ? _args[3] + " " : "" ) + _tentacledata.desc,
"fullDesc": (_args[3] and (!_args[4] or _args[4] is "desc") ? _args[3] + " " : "" ) + _tentacledata.desc + " " + _tentacleType,
"type": _tentacleType,
"tentaclehealth": _args[1],
"tentaclehealthstart": _args[1],
"shaft": 0,
"head": 0,
"id": "tentacle"+_i,
"baby": (_args[3] and (!_args[4] or _args[4] is "baby") and _tentacledata.baby isnot 0 ? _args[3] + " " + _tentacledata.baby : _tentacledata.baby ),
"babychance": 400,
"size": _tentacledata.size,
"traits": _tentacledata.traits
}>>
<<set $tentacles[_i] to clone(_tentacle)>>
<</for>>
<</if>>
<<set $combat to 1>>
<<if $rng gte 51>>
<<set $position to "missionary">>
<<else>>
<<set $position to "doggy">>
<</if>>
<<wetnessCalculate>>
<<resetLastOptions>>
<<getCombatDefaultsType>>
<<if !$tentacleColour>>
<<if $tentacles[0].fullDesc.includes("pale")>>
<<set $tentacleColour to "tentacles-wraith">>
<<elseif $tentacles[0].fullDesc.includes("metal")>>
<<set $tentacleColour to "tentacles-red">>
<<elseif $tentacles[0].type>>
<<switch $tentacles[0].type>>
<<case "vine" "shoot">>
<<set $tentacleColour to "tentacles-vines">>
<<case "root">>
<<set $tentacleColour to "tentacles-roots">>
<<default>>
<<set $tentacleColour to "tentacles-purple">>
<</switch>>
<<else>>
<<set $tentacleColour to "tentacles-purple">>
<</if>>
<</if>>
<</widget>>
<<widget "tentacles">>
<div @class="($debugLines ? 'debugLines-tentacles' : '')">
<<for _i to 0; _i lt $tentacles.max; _i++>>
<<set _tentacle to $tentacles[_i]>>
<<if _tentacle isnot undefined>>
<<tentacleadv _tentacle>>
<<set _tentacle.tentaclehealth -= 0.2>>
<</if>>
<</for>>
<<if $panicattacks gte 1 and $panicviolence is 0 and $panicparalysis is 0 and $controlled is 0 and _panicchecked isnot true>>
<<rng>>
<<if $rng is 100>>
<<set $panicparalysis to 5>>
<</if>>
<<set _panicchecked to true>>
<</if>>
<<if $panicattacks gte 2 and $panicviolence is 0 and $panicparalysis is 0 and $controlled is 0 and _paniccheckedviolence isnot true>>
<<rng>>
<<if $rng is 100>>
<<set $panicviolence to 3>>
<</if>>
<<set _paniccheckedviolence to true>>
<</if>>
<<if $arousal gte $arousalmax and $orgasmdown lte 0>>
<<orgasm>>
<</if>>
<br>
</div>
<</widget>>
<<widget "effectstentacles">>
<<effectspain>>
<<effectsorgasm>>
<<effectsdissociation>>
<div @class="($debugLines ? 'debugLines-effectstentacleadv' : '')">
<<for _i to 0; _i lt $tentacles.max; _i++>>
<<if $tentacles[_i] isnot undefined>>
<<set _tentacle to $tentacles[_i]>>
<<effectstentacleadv _tentacle>>
<</if>>
<</for>>
</div>
<br>
<</widget>>
<<widget "actionstentacles">>
<div @class="($debugLines ? 'debugLines-actionstentacles' : '')">
<<set $enemyarousal to $arousal>>
<<if $vorecreature is 0 and _swarmcreature is undefined>>
<<animateCombat>>
<</if>>
<<willpowerpain>>
<<willpowerorgasm>>
<<actioncarry>>
<<actioncarrydrop>>
<<combatstate>>
<<carryblock>>
<<if $trance lte 0 and $panicparalysis is 0 and $panicviolence is 0>>
<<generateActionsTentacle>>
<</if>>
</div>
<br><br>
<</widget>>
<<widget "actionstentaclespenis">> /* unused */
<<for _i to 0; _i lt $tentacles.max; _i++>>
<<if $tentacles[_i] isnot undefined>>
<<set _tentacle to $tentacles[_i]>>
<<actionstentacleadvpenis _tentacle>>
<</if>>
<</for>>
<br>
<</widget>>
<<widget "actionstentacleslegs">> /* unused */
<<for _i to 0; _i lt $tentacles.max; _i++>>
<<if $tentacles[_i] isnot undefined>>
<<set _tentacle to $tentacles[_i]>>
<<actionstentacleadvlegs _tentacle>>
<</if>>
<</for>>
<</widget>>
<<widget "actionstentaclesrighthand">> /* unused */
<<for _i to 0; _i lt $tentacles.max; _i++>>
<<if $tentacles[_i] isnot undefined>>
<<set _tentacle to $tentacles[_i]>>
<<actionstentacleadvrighthand _tentacle>>
<</if>>
<</for>>
<</widget>>
<<widget "actionstentacleslefthand">> /* unused */
<<for _i to 0; _i lt $tentacles.max; _i++>>
<<if $tentacles[_i] isnot undefined>>
<<set _tentacle to $tentacles[_i]>>
<<actionstentacleadvlefthand _tentacle>>
<</if>>
<</for>>
<</widget>>
<<widget "upperslither">>
<<if $worn.over_upper.name isnot "naked">>
then <<slithers>> beneath your $worn.over_upper.name<<if $worn.upper.name isnot "naked">> and $worn.upper.name<</if>>
<<elseif $worn.upper.name isnot "naked">>
then <<slithers>> beneath your $worn.upper.name
<<else>>
then <<slithers>> across your bare skin
<</if>>
<</widget>>
<<widget "lowerslither">>
<<if $worn.over_lower.name isnot "naked">>
then <<slithers>> beneath your $worn.over_lower.name<<if $worn.lower.name isnot "naked">> and $worn.lower.name<</if>>
<<elseif $worn.lower.name isnot "naked">>
then <<slithers>> beneath your $worn.lower.name
<<else>>
then <<slithers>> across your bare skin
<</if>>
<</widget>>
<<widget "underslither">>
<<if $worn.lower.name isnot "naked">>
<<if !$worn.under_lower.type.includes("naked")>>
then <<slithers>> beneath your $worn.lower.name and $worn.under_lower.name
<<elseif playerChastity()>>
then <<slithers>> beneath your $worn.lower.name against your <<print $worn.genitals.name>>
<<else>>
<</if>>
<<else>>
<<if !$worn.under_lower.type.includes("naked")>>
then <<slithers>> beneath your $worn.under_lower.name
<<if playerChastity("hidden")>>
against your <<print $worn.genitals.name>>.
<</if>>
<<elseif $worn.under_lower.type.includes("naked") and playerChastity("hidden")>>
then <<slithers>> against your <<print $worn.genitals.name>>
<<else>>
then <<slithers>> across your bare skin
<</if>>
<</if>>
<</widget>>
<<widget "statetentacles">>
<<for _j to 0; _j lt $tentacles.max; _j++>>
<<if $tentacles[_j] isnot undefined>>
<<if $tentacles[_j].shaft is "finished" and $tentacles[_j].name isnot "finished">>
<<set $tentacles.active -= 1>>
<<set $tentacles[_j].name to "finished">>
<</if>>
<</if>>
<</for>>
<<sexcheck>>
<<if $ejaculating isnot 1>>
You count <<number $tentacles.active>> <<print $tentacles[0].type>><<if $tentacles.active isnot 1>>s<</if>> surrounding you.
<br><br><br>
<</if>>
<</widget>>
<<widget "leftarmtentacledisable">>
<<for _j to 0; _j lt $tentacles.max; _j++>>
<<if $tentacles[_j] isnot undefined>>
<<if $tentacles[_j].id is $leftarm>>
<<set $tentacles[_j].head to 0>>
<</if>>
<</if>>
<</for>>
<</widget>>
<<widget "rightarmtentacledisable">>
<<for _j to 0; _j lt $tentacles.max; _j++>>
<<if $tentacles[_j] isnot undefined>>
<<if $tentacles[_j].id is $rightarm>>
<<set $tentacles[_j].head to 0>>
<</if>>
<</if>>
<</for>>
<</widget>>
<<widget "feettentacledisable">>
<<for _j to 0; _j lt $tentacles.max; _j++>>
<<if $tentacles[_j] isnot undefined>>
<<if $tentacles[_j].id is $feetuse>>
<<set $tentacles[_j].head to 0>>
<</if>>
<</if>>
<</for>>
<</widget>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<enable_rescue>>
<<maninit>>
<<set $NPCList[0].chest to "none">>
<<He>> reaches toward you.
<<set $NPCList[0].fullDescription to "Tutorial " + ($NPCList[0].pronoun is "m"?"man":"woman")>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>
<br><br>
__Combat Tutorial__
<br>
<<if $gamemode is "soft">>
<i>Your character will be quite passive at first. More actions will become available as you become more promiscuous and comfortable being assertive.
<br><br>
<span class="sub">Assertive</span> and <span class="meek">meek</span> actions will arouse your partner, bringing them closer to orgasm. They'll also make them trust you more.
<br><br>
<span class="brat">Bratty</span> acts will irritate your partner. Use them too frequently and they will become rougher and less trusting.
<br><br>
Some actions have only a chance of working, based on your skill with the bodypart being used and how trusting your partner is.
<br><br>
Each part of your body can perform one action per turn. Choose your actions, then click next or press enter to continue.</i>
<br><br>
<<else>>
<i>There are three common ways to escape an attacker; fight them off, sexually satisfy them, or be rescued.
<span class="def">Defiant</span> acts will hurt them. Hurt them enough and you'll escape. However, <span class="def">defiant</span> acts will anger them, making them more violent.
<br><br>
They'll be happy to use you as a passive toy, but <span class="sub">submissive</span> acts will make them cum faster. Once spent, they'll usually leave you alone. Some <span class="sub">submissive</span> acts will occupy their genitals, so they can't use them in more dangerous ways.
<br><br>
<span class="meek">Meek</span> acts will endear you to them without being directly sexual. <span class="meek">Meek</span> acts will make them trust you more, and often have effects which may help you.
<br><br>
<span class="brat">Bratty</span> acts protect you in ways that defies your attacker's will without hurting them. <span class="brat">Bratty</span> acts will reduce trust and increase anger.
<br><br>
Finally, you could scream for help. Whether it will help or make things worse depends on who's around to hear. Screaming at night or in the wilderness will only anger your attacker. You won't be able to scream (or speak) if your attacker has you gagged.
For this encounter, screaming will get you rescued. Each part of your body can perform one action per turn. Choose your actions, then click next or press enter to continue.</i>
<br><br>
<</if>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Tutorial Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Tutorial]]>><</link>></span><<nexttext>>
<</if>><<effects>><<set $eventskip to 1>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<if $enemyanger gte 60>>
"That's what you get, slut." <<He>> leaves you lying on the ground.
<<else>>
"Good <<girl>>. Here's a little something for the trouble." <<He>> leaves you lying on the ground.
<br><br>
<<tearful>> you climb to your knees. You've gained <<moneyGain 5 false false `"tutorial" + ($NPCList[0].pronoun is "m"?"Man":"Woman")`>>.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<if $gamemode is "soft">>
<<generate1>><<person1>>A <<person>> rushes over to you. "Are you okay?" <<He>> offers an arm to help you up.
<br><br>
<<else>>
<<generate1>><<person1>>A <<person>> rushes over to you. "I saw what that fiend did. Are you okay?" <<He>> offers an arm to help you up.
<br><br>
<</if>>
<i>Being attacked will damage your sense of control. You will become more vulnerable to trauma as your control fails.
Actions marked as "promiscuity", "exhibitionism" or "deviancy" will lower stress and trauma. They will also restore your sense of control. Committing these actions with enough frequency will unlock lewder actions of the same type, but make weaker actions lose effectiveness. If you're not careful, you'll be unable to reach the controlled state without shameless and outrageous acts.</i>
<br><br>
<<link [[Flirt|Tutorial Flirt]]>><<set $spraymax++>><<spray 5>><</link>><<promiscuous1>>
<br>
<<link [[Thank <<him>>|Tutorial Thank]]>><<set $spraymax++>><<spray 5>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
The <<person>> recoils in pain. "You're fucking nuts," <<he>> says, limping away. <<tearful>> you climb to your knees.
<br><br>
<<clotheson>>
<<endcombat>>
<<if $gamemode is "soft">>
<<generate1>><<person1>>A <<person>> rushes over to you. "Are you okay?" <<He>> offers an arm to help you up.
<br><br>
<<else>>
<<generate1>><<person1>>A <<person>> rushes over to you. "I saw what that fiend did. Are you okay?" <<He>> offers an arm to help you up.
<br><br>
<</if>>
<i>Being attacked will damage your sense of control. You will become more vulnerable to trauma as your control fails.
Actions marked as "promiscuity", "exhibitionism", or "deviancy" will lower stress and trauma. They will also restore your sense of control. Committing these actions with enough frequency will unlock lewder actions of the same type, but make weaker actions lose effectiveness. If you're not careful, you'll be unable to reach the controlled state without shameless and outrageous acts.</i>
<br><br>
<<link [[Flirt|Tutorial Flirt]]>><<set $spraymax++>><<spray 5>><</link>><<promiscuous1>>
<br>
<<link [[Thank <<him>>|Tutorial Thank]]>><<set $spraymax++>><<spray 5>><</link>>
<br>
<<elseif $rescue is 1 and $alarm is 1>>
<<set $rescued += 1>>
<<He>> notices several heads turning in response to your cry, and relents in <<his>> assault before making a hurried escape.
<br><br>
<<tearful>> you climb to your knees.
<br><br>
<<clotheson>>
<<endcombat>>
<<if $gamemode is "soft">>
<<generate1>><<person1>>A <<person>> rushes over to you. "Are you okay?" <<He>> offers an arm to help you up.
<br><br>
<<else>>
<<generate1>><<person1>>A <<person>> rushes over to you. "I saw what that fiend did. Are you okay?" <<He>> offers an arm to help you up.
<br><br>
<</if>>
<i>Being attacked will damage your sense of control. You will become more vulnerable to trauma as your control fails.
Actions marked as "promiscuity", "exhibitionism", or "deviancy" will lower stress and trauma. They will also restore your sense of control. Committing these actions with enough frequency will unlock lewder actions of the same type, but make weaker actions lose effectiveness. If you're not careful, you'll be unable to reach the controlled state without shameless and outrageous acts.</i>
<br><br>
<<link [[Flirt|Tutorial Flirt]]>><<set $spraymax++>><<spray 5>><</link>><<promiscuous1>>
<br>
<<link [[Thank <<him>>|Tutorial Thank]]>><<set $spraymax++>><<spray 5>><</link>>
<br>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "domus">>
<<if $tutorialExit is undefined>><<set $tutorialExit to "Domus Street">><</if>>
You take <<his>> arm and hoist yourself up and against <<him>>, forcing <<him>> to catch you in an embrace to stop you falling. You look <<him>> in the eyes. "I feel safe now," you say.
<<promiscuity1>>
<<He>> blushes. "I-I'm glad you're alright," <<he>> says as <<he>> slowly withdraws <<his>> arms from you, making sure you're steady. <<He>> glances around. "Here." <<He>> hands you a small cylinder. "Be discreet. It's not legal, and there's only enough for one use."
<<gspraymax>>
<br><br>
<<if $tutorialExit.includes("Robin")>>
"You better get back to your friend, <<nnpc_hes "Robin">> the one that called me over. <<nnpc_He "Robin">> was pale as a ghost and could hardly form the words. I need to get going. You be careful."
<<else>>
"I need to get going. You be careful."
<</if>>
<br><br>
<<link [[Next|$tutorialExit]]>><<endevent>><<set $eventskip to 1>><<unset $tutorialExit>><<set $tutorial to 1>><</link>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "domus">>
<<if $tutorialExit is undefined>><<set $tutorialExit to "Domus Street">><</if>>
<<wearProp "pepperspray">>
You take <<his>> arm and <<he>> helps lift you to your feet. "Thank you," you say. "I'll be okay now."
<br><br>
<<He>> glances around. "Here." <<He>> hands you a small cylinder. "Be discreet. It's not legal, and there's only enough for one use."
<<gspraymax>>
<br><br>
<<if $tutorialExit isnot "Domus Street">>
"You better get back to your friend, <<nnpc_hes "Robin">> the one that called me over. <<nnpc_He "Robin">> was pale as a ghost and could hardly form the words. I need to get going. You be careful."
<<else>>
"I need to get going. You be careful."
<</if>>
<br><br>
<<link [[Next|$tutorialExit]]>><<endevent>><<set $eventskip to 1>><<unset $tutorialExit>><<set $tutorial to 1>><</link>><<widget "generateActionsVore">>
<<set $combat to 1>>
<<if _targetlist is undefined>>
<<getTargetList>>
<</if>>
<div id="listContainer">
<div id="leftaction" @class="$options.combatControls + 'Control'">
<<leftActionInitVore>>
</div>
<div id="rightaction" @class="$options.combatControls + 'Control'">
<<rightActionInitVore>>
</div>
<<if ($mouthuse is 0 and !($dissociation lte 1 and $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined)))>>
<div id="mouthaction" @class="$options.combatControls + 'Control'">
<<mouthActionInit>>
</div>
<</if>>
</div>
<</widget>>
<<widget "leftActionInitVore">>
<<set $lefttarget to "vore">>
<<switch $leftarm>>
<<case 0>>
<<set $lefttarget to "vore">>
<<if $orgasmdown gte 1>>
<<set _leftOptions to "orgasm">>
<span class="lewd">Your left arm is free, but you can't stop the spasms.</span>
<<elseif $pain gte 100 and $willpowerpain is 0>>
<<set _leftOptions to "pain">>
<span class="red">Your left arm is free, but hurts to move.</span>
<<elseif $dissociation gte 2>>
<<set _leftOptions to "unreal">>
<span class="pink">Your left arm is free, but doesn't feel real.</span>
<<else>>
<<if _targetYourself is true and _targetnumber gt 1>>
<<set _targetlistarms["Yourself"] to "self">>
<</if>>
<<if not $options.combatControls.includes("adio") and _targetnumber gt 1>>
<<targetListBox "left" _targetlistarms>>
<</if>>
<<set _leftOptions to "free">>
<span @class="($lastOptions.left isnot _leftOptions ?'gold':'')">Your left arm is free.</span>
<<if $options.combatControls.includes("adio") and _targetnumber gt 1>>
<br>
<<targetListBox "left" _targetlistarms>>
<br>
<</if>>
<</if>>
<<case "bound">>
<<set _leftOptions to "bound">>
<<if $orgasmdown gte 1>>
<span class="lewd">Your left arm jerks against its bonds.</span>
<<elseif $pain gte 100 and $willpowerpain is 0>>
<span class="red">Your left arm is held in a painful bind.</span>
<<elseif $dissociation gte 2>>
<span class="pink">Your left arm lies limp in its bonds.</span>
<<else>>
<span @class="($lastOptions.left isnot _leftOptions ?'gold':'')">Your left arm is bound.</span>
<</if>><<if $options.combatControls.includes("adio")>><br><</if>>
<<case "trapped">>
<<set _leftOptions to "trapped">>
<span @class="($lastOptions.left isnot _leftOptions ?'gold':'purple')">Your left arm is trapped by the $vorecreature.</span><<if $options.combatControls.includes("adio")>><br><</if>>
<<case "grappled" "penis" "othervagina" "vagina" "coverpenis" "anus" "behind">>
<<set $_changetype to true>><<leftActionInit>>
<<case "struggle">>
<<set $_changetype to true>><<leftActionInitStruggle>>
<<case "swarmgrappled">>
<<set $_changetype to true>><<leftActionInitSwarm>>
<<case "mechgrappled">>
<<set $_changetype to true>><<leftActionInitMachine>>
<<default>>
<<set $_changetype to true>><<leftActionInitTentacle>>
<</switch>>
<<if $_changetype isnot true>>
<<leftActionsVore>>
<<if Object.keys(_leftaction).length gt 0>>
<<if !(Object.values(_leftaction).includes($leftactiondefault))>>
<<set $leftactiondefault to "rest">>
<</if>>
<<set $leftaction to $leftactiondefault>>
<<set _textColor to combatListColor('leftaction', (Object.values(_leftaction).includes($leftaction) ? $leftaction : Object.values(_leftaction)[0]), "Vore")>>
<div class="extraMargin">
<<generateCombatActionOthers _leftaction "leftaction" _textColor $leftaction "Vore">>
</div>
<<if $options.combatControls.includes("ists")>>
<div id="leftactionDifficulty">
<<leftactionDifficulty>>
</div>
<</if>>
<</if>>
<<set $lastOptions.left to clone(_leftOptions)>>
<</if>>
<</widget>>
<<widget "leftactionDifficultyVore">>/* Blank widget to pacify the JavaScript Gods. */
<!-- Does nothing -->
<</widget>>
<<widget "leftActionsVore">>
<<set _leftaction to {}>>
<<if !(["orgasm", "pain", "unreal"].includes(_leftOptions))>>
<<set _leftaction["Rest"] to "rest">>
<</if>>
<<switch _leftOptions>>
<<case "free">>
<<set _leftaction["Escape the "+$vorecreature] to "leftescape">>
<<if $vorestage lte 6>>
<<set _leftaction["Hold on to the "+$vorecreature] to "lefthold">>
<</if>>
<<if $rightarm is "trapped">>
<<set _leftaction["Free your right arm"] to "leftvorefree">>
<</if>>
<<case "bound" "trapped">>
<<case "orgasm">>
<<set _leftaction["Fold"] to "leftfold">>
<<set _leftaction["Grip"] to "leftgrip">>
<<case "pain">>
<<set _leftaction["Struggle"] to "leftstruggleweak">>
<<set _leftaction["Protect"] to "leftprotect">>
<<case "unreal">>
<<set _leftaction["Poke yourself"] to "leftpoke">>
<<set _leftaction["Keep your arms out of the way"] to "leftcurl">>
<</switch>>
<</widget>>
<<widget "rightActionInitVore">>
<<set $righttarget to "vore">>
<<switch $rightarm>>
<<case 0>>
<<if $orgasmdown gte 1>>
<<set _rightOptions to "orgasm">>
<span class="lewd">Your right arm is free, but you can't stop the spasms.</span>
<<elseif $pain gte 100 and $willpowerpain is 0>>
<<set _rightOptions to "pain">>
<span class="red">Your right arm is free, but hurts to move.</span>
<<elseif $dissociation gte 2>>
<<set _rightOptions to "unreal">>
<span class="pink">Your right arm is free, but doesn't feel real.</span>
<<else>>
<<if _targetYourself is true and _targetnumber gt 1>>
<<set _targetlistarms["Yourself"] to "self">>
<</if>>
<<if not $options.combatControls.includes("adio") and _targetnumber gt 1>>
<<targetListBox "right" _targetlistarms>>
<</if>>
<<set _rightOptions to "free">>
<span @class="($lastOptions.right isnot _rightOptions ?'gold':'')">Your right arm is free.</span>
<<if $options.combatControls.includes("adio") and _targetnumber gt 1>>
<br>
<<targetListBox "right" _targetlistarms>>
<br>
<</if>>
<</if>>
<<case "bound">>
<<set _rightOptions to "bound">>
<<if $orgasmdown gte 1>>
<span class="lewd">Your right arm jerks against its bonds.</span>
<<elseif $pain gte 100 and $willpowerpain is 0>>
<span class="red">Your right arm is held in a painful bind.</span>
<<elseif $dissociation gte 2>>
<span class="pink">Your right arm lies limp in its bonds.</span>
<<else>>
<span @class="($lastOptions.right isnot _rightOptions ?'gold':'')">Your right arm is bound.</span>
<</if>>
<<case "trapped">>
<<set _rightOptions to "trapped">>
<span @class="($lastOptions.right isnot _rightOptions ?'gold':'purple')">Your right arm is trapped by the $vorecreature.</span><br>
<<case "grappled" "penis" "othervagina" "vagina" "coverpenis" "anus" "behind">>
<<set $_changetype to true>><<rightActionInit>>
<<case "struggle">>
<<set $_changetype to true>><<rightActionInitStruggle>>
<<case "swarmgrappled">>
<<set $_changetype to true>><<rightActionInitSwarm>>
<<case "mechgrappled">>
<<set $_changetype to true>><<rightActionInitMachine>>
<<default>>
<<set $_changetype to true>><<rightActionInitTentacle>>
<</switch>>
<<if $_changetype isnot true>>
<<rightActionsVore>>
<<if Object.keys(_rightaction).length gt 0>>
<<if !(Object.values(_rightaction).includes($rightactiondefault))>>
<<set $rightactiondefault to "rest">>
<</if>>
<<set $rightaction to $rightactiondefault>>
<<set _textColor to combatListColor('rightaction', (Object.values(_rightaction).includes($rightaction) ? $rightaction : Object.values(_rightaction)[0]), "Vore")>>
<div class="extraMargin">
<<generateCombatActionOthers _rightaction "rightaction" _textColor $rightaction "Vore">>
</div>
<<if $options.combatControls.includes("ists")>>
<div id="rightactionDifficulty">
<<rightactionDifficulty>>
</div>
<</if>>
<</if>>
<<set $lastOptions.right to clone(_rightOptions)>>
<</if>>
<</widget>>
<<widget "rightactionDifficultyVore">>/* But seriously, not having this blank widget will cause red blocks of error in the "lists" actions types */
<!-- Does nothing -->
<</widget>>
<<widget "rightActionsVore">>
<<set _rightaction to {}>>
<<if !(["orgasm", "pain", "unreal"].includes(_rightOptions))>>
<<set _rightaction["Rest"] to "rest">>
<</if>>
<<switch _rightOptions>>
<<case "free">>
<<set _rightaction["Escape the "+$vorecreature] to "rightescape">>
<<if $vorestage lte 6>>
<<set _rightaction["Hold on to the "+$vorecreature] to "righthold">>
<</if>>
<<if $rightarm is "trapped">>
<<set _rightaction["Free your right arm"] to "rightvorefree">>
<</if>>
<<case "bound" "trapped">>
<<case "orgasm">>
<<set _rightaction["Fold"] to "rightfold">>
<<set _rightaction["Grip"] to "rightgrip">>
<<case "pain">>
<<set _rightaction["Struggle"] to "rightstruggleweak">>
<<set _rightaction["Protect"] to "rightprotect">>
<<case "unreal">>
<<set _rightaction["Poke yourself"] to "rightpoke">>
<<set _rightaction["Keep your arms out of the way"] to "rightcurl">>
<</switch>>
<</widget>><<widget "vore">>
<<rng>>
<<if $vorestage is 1>>
Your thighs are gripped by the $vorecreature's mouth, your shins and feet at the mercy of its probing tongue.
<<neutral 4>>
<<elseif $vorestage is 2>>
Your waist is gripped by the $vorecreature's mouth, your delicate parts at the mercy of its slippery tongue.
<<neutral 2 "genitals">><<neutral 2 "bottom">>
<<elseif $vorestage is 3>>
Your chest is gripped by the $vorecreature's mouth, your body at the mercy of its slimy tongue.
<<neutral 2 "breasts">><<neutral 3 "genitals">><<neutral 3 "bottom">>
<<elseif $vorestage is 4>>
Your shoulders are gripped by the $vorecreature's mouth, your body at the mercy of its intrusive tongue.
<<neutral 3 "breasts">><<neutral 4 "genitals">><<neutral 4 "bottom">>
<<elseif $vorestage is 5>>
Your entire body is in the $vorecreature's mouth. Its slimy tongue presses against your whole body.
<<neutral 4 "breasts">><<neutral 5 "genitals">><<neutral 5 "bottom">>
<<elseif $vorestage is 6>>
You are in the $vorecreature's gullet, pushed along by movements in the walls.
<<neutral 5 "breasts">><<neutral 6 "genitals">><<neutral 6 "bottom">>
<<elseif $vorestage is 7>>
You are in the $vorecreature's stomach. It's a struggle to keep your head above the slimy liquid.
<<if $vorecreature is "oyster" and $rng lte 10 and $pearlChance is undefined>>
<<wearProp "oyster pearl">>
You feel something round and smooth pressing against your body. You grab it and investigate it. <span class="green">You found a rare pearl.</span> It's going to fetch a tidy sum.
<<tending_give oyster_pearl 1>>
<<set $pearlChance to 1>>
<</if>>
<<neutral 6 "breasts">><<neutral 7 "genitals">><<neutral 7 "bottom">>
<</if>>
<<if $vorestage is 1>>
<<if ($vorestruggle * currentSkillValue('physique')) gte $vorestrength>>
<<if $vorestruggle is 2>>
You push down on the $vorecreature's maw with both your arms, <span class="green">preventing it from swallowing you further.</span>
<<elseif $vorestruggle is 1>>
You push down on the $vorecreature's maw with one arm, <span class="green">preventing it from swallowing you further.</span>
<<else>>
There's nothing preventing the $vorecreature from swallowing you further, <span class="green">but it doesn't take advantage of your vulnerability.</span>
<</if>>
<<else>>
<<set $vorestage += 1>>
<<if $vorestruggle is 2>>
You push down on the $vorecreature's maw with both your arms,<span class="blue"> but it isn't enough.</span> You slide deeper into its mouth, until it swallows you up to the waist.
<<elseif $vorestruggle is 1>>
You push down on the $vorecreature's maw with one arm,<span class="blue"> but it isn't enough.</span> You slide deeper into its mouth, until it swallows you up to the waist.
<<else>>
There's nothing preventing the $vorecreature from swallowing you further, <span class="blue">and it takes advantage of your vulnerability.</span> You slide deeper into its mouth, until it swallows you up to the waist.
<</if>>
<<if $voretrait gte 1 and random(1, 3) is 3>>
You shiver at the sensation.<<arousal 100>>
<</if>>
<</if>>
<<elseif $vorestage is 2>>
<<if $worn.over_lower.integrity gt 0>>
<<set $worn.over_lower.integrity -= 1>>
<<elseif $worn.lower.integrity lte 0>>
<<set $worn.lower.integrity -= 1>>
<<elseif $worn.under_lower.integrity lte 0>>
<<set $worn.under_lower.integrity -= 1>>
<</if>>
<<if ($vorestruggle * currentSkillValue('physique')) gte $vorestrength>>
<<if $vorestruggle is 2>>
You push down on the $vorecreature's maw with both your arms, <span class="green">preventing it from swallowing you further.</span>
<<elseif $vorestruggle is 1>>
You push down on the $vorecreature's maw with one arm, <span class="green">preventing it from swallowing you further.</span>
<<else>>
There's nothing preventing the $vorecreature from swallowing you further, <span class="green">but it doesn't take advantage of your vulnerability.</span>
<</if>>
<<else>>
<<set $vorestage += 1>>
<<if $vorestruggle is 2>>
You push down on the $vorecreature's maw with both your arms,<span class="purple"> but it isn't enough.</span> You slide deeper into its mouth, until it swallows you up to your chest.
<<elseif $vorestruggle is 1>>
You push down on the $vorecreature's maw with one arm,<span class="purple"> but it isn't enough.</span> You slide deeper into its mouth, until it swallows you up to your chest.
<<else>>
There's nothing preventing the $vorecreature from swallowing you further, <span class="purple">and it takes advantage of your vulnerability.</span> You slide deeper into its mouth, until it swallows you up to your chest.
<</if>>
<</if>>
<<elseif $vorestage is 3>>
<<if $worn.over_lower.integrity gt 0>>
<<set $worn.over_lower.integrity -= 1>>
<<elseif $worn.lower.integrity gt 0>>
<<set $worn.lower.integrity -= 1>>
<<elseif $worn.under_lower.integrity gt 0>>
<<set $worn.under_lower.integrity -= 1>>
<</if>>
<<if $worn.over_upper.integrity gt 0>>
<<set $worn.over_upper.integrity -= 1>>
<<elseif $worn.upper.integrity gt 0>>
<<set $worn.upper.integrity -= 1>>
<<elseif $worn.under_upper.integrity gt 0>>
<<set $worn.under_upper.integrity -= 1>>
<</if>>
<<set $worn.upper.integrity -= 1>>
<<if ($vorestruggle * currentSkillValue('physique')) gte $vorestrength>>
<<if $vorestruggle is 2>>
You push down on the $vorecreature's maw with both your arms, <span class="green">preventing it from swallowing you further.</span>
<<elseif $vorestruggle is 1>>
You push down on the $vorecreature's maw with one arm, <span class="green">preventing it from swallowing you further.</span>
<<else>>
There's nothing preventing the $vorecreature from swallowing you further, <span class="green">but it doesn't take advantage of your vulnerability.</span>
<</if>>
<<else>>
<<set $vorestage += 1>>
<<if $vorestruggle is 2>>
You push down on the $vorecreature's maw with both your arms,<span class="pink"> but it isn't enough.</span> You slide deeper into its mouth, until it swallows you up to your neck.
<<elseif $vorestruggle is 1>>
You push down on the $vorecreature's maw with one arm,<span class="pink"> but it isn't enough.</span> You slide deeper into its mouth, until it swallows you up to your neck.
<<else>>
There's nothing preventing the $vorecreature from swallowing you further, <span class="pink">and it takes advantage of your vulnerability.</span> You slide deeper into its mouth, until it swallows you up to your neck.
<</if>>
<</if>>
<<elseif $vorestage is 4>>
<<if $worn.over_lower.integrity gt 0>>
<<set $worn.over_lower.integrity -= 1>>
<<elseif $worn.lower.integrity gt 0>>
<<set $worn.lower.integrity -= 1>>
<<elseif $worn.under_lower.integrity gt 0>>
<<set $worn.under_lower.integrity -= 1>>
<</if>>
<<if $worn.over_upper.integrity gt 0>>
<<set $worn.over_upper.integrity -= 1>>
<<elseif $worn.upper.integrity gt 0>>
<<set $worn.upper.integrity -= 1>>
<<elseif $worn.under_upper.integrity gt 0>>
<<set $worn.under_upper.integrity -= 1>>
<</if>>
<<if ($vorestruggle * currentSkillValue('physique')) gte $vorestrength>>
<<if $vorestruggle is 2>>
You grab the inside of the $vorecreature's maw with both arms, <span class="green">preventing it from swallowing you further.</span>
<<elseif $vorestruggle is 1>>
You grab the inside of the $vorecreature's maw with one arm, <span class="green">preventing it from swallowing you further.</span>
<<else>>
There's nothing preventing the $vorecreature from swallowing you further, <span class="green">but it doesn't take advantage of your vulnerability.</span>
<</if>>
<<else>>
<<set $vorestage += 1>>
<<if $vorestruggle is 2>>
You grab the inside of the $vorecreature's maw with both your arms,<span class="pink"> but it isn't enough.</span> The last of your body slides into its mouth, its lips closing behind you.
<<elseif $vorestruggle is 1>>
You grab the inside of the $vorecreature's maw with one arm,<span class="pink"> but it isn't enough.</span> The last of your body slides into its mouth, its lips closing behind you.
<<else>>
There's nothing preventing the $vorecreature from swallowing you further, <span class="pink">and it takes advantage of your vulnerability.</span> The last of your body slides into its mouth, its lips closing behind you.
<</if>>
<</if>>
<<elseif $vorestage is 5>>
<<if $worn.over_lower.integrity gt 0>>
<<set $worn.over_lower.integrity -= 1>>
<<elseif $worn.lower.integrity gt 0>>
<<set $worn.lower.integrity -= 1>>
<<elseif $worn.under_lower.integrity gt 0>>
<<set $worn.under_lower.integrity -= 1>>
<</if>>
<<if $worn.over_upper.integrity gt 0>>
<<set $worn.over_upper.integrity -= 1>>
<<elseif $worn.upper.integrity gt 0>>
<<set $worn.upper.integrity -= 1>>
<<elseif $worn.under_upper.integrity gt 0>>
<<set $worn.under_upper.integrity -= 1>>
<</if>>
<<if ($vorestruggle * currentSkillValue('physique')) gte $vorestrength>>
<<if $vorestruggle is 2>>
You grab the inside of the $vorecreature's maw with both arms, <span class="green">preventing it from swallowing you further.</span>
<<elseif $vorestruggle is 1>>
You grab the inside of the $vorecreature's maw with one arm, <span class="green">preventing it from swallowing you further.</span>
<<else>>
There's nothing preventing the $vorecreature from swallowing you further, <span class="green">but it doesn't take advantage of your vulnerability.</span>
<</if>>
<<else>>
<<set $vorestage += 1>>
<<if $vorestruggle is 2>>
You grab the inside of the $vorecreature's maw with both your arms,<span class="pink"> but it isn't enough.</span> The $vorecreature sucks you further down, sliding you into its gullet.
<<elseif $vorestruggle is 1>>
You grab the inside of the $vorecreature's maw with one arm,<span class="pink"> but it isn't enough.</span> The $vorecreature sucks you further down, sliding you into its gullet.
<<else>>
There's nothing preventing the $vorecreature from swallowing you further, <span class="pink">and it takes advantage of your vulnerability.</span> The $vorecreature sucks you further down, sliding you into its gullet.
<</if>>
<</if>>
<<elseif $vorestage is 6>>
<<if $worn.over_lower.integrity gt 0>>
<<set $worn.over_lower.integrity -= 1>>
<<elseif $worn.lower.integrity gt 0>>
<<set $worn.lower.integrity -= 1>>
<<elseif $worn.under_lower.integrity gt 0>>
<<set $worn.under_lower.integrity -= 1>>
<</if>>
<<if $worn.over_upper.integrity gt 0>>
<<set $worn.over_upper.integrity -= 1>>
<<elseif $worn.upper.integrity gt 0>>
<<set $worn.upper.integrity -= 1>>
<<elseif $worn.under_upper.integrity gt 0>>
<<set $worn.under_upper.integrity -= 1>>
<</if>>
<<if ($vorestruggle * currentSkillValue('physique')) gte $vorestrength>>
<<if $vorestruggle is 2>>
You grab the inside of the $vorecreature's maw with both arms, <span class="green">preventing it from swallowing you further.</span>
<<elseif $vorestruggle is 1>>
You grab the inside of the $vorecreature's maw with one arm, <span class="green">preventing it from swallowing you further.</span>
<<else>>
There's nothing preventing the $vorecreature from swallowing you further, <span class="green">but it doesn't take advantage of your vulnerability.</span>
<</if>>
<<else>>
<<set $vorestomach to 0>>
<<set $vorestage += 1>>
<<if $vorestruggle is 2>>
You grab the inside of the $vorecreature's maw with both your arms,<span class="pink"> but it isn't enough.</span> The $vorecreature sucks you further down, depositing you in a fleshy chamber.
<<if $leftarm is "trapped">><<set $leftarm to 0>><</if>><<if $rightarm is "trapped">><<set $rightarm to 0>><<swallowed>><</if>>
<<elseif $vorestruggle is 1>>
You grab the inside of the $vorecreature's maw with one arm,<span class="pink"> but it isn't enough.</span> The $vorecreature sucks you further down, depositing you in a fleshy chamber.
<<if $leftarm is "trapped">><<set $leftarm to 0>><</if>><<if $rightarm is "trapped">><<set $rightarm to 0>><<swallowed>><</if>>
<<else>>
There's nothing preventing the $vorecreature from swallowing you further, <span class="pink">and it takes advantage of your vulnerability.</span> The $vorecreature sucks you further down, depositing you in a fleshy chamber.
<<if $leftarm is "trapped">><<set $leftarm to 0>><</if>><<if $rightarm is "trapped">><<set $rightarm to 0>><</if>><<swallowed>>
<</if>>
<</if>>
<<else>>
<<if $worn.over_lower.integrity gt 0>>
<<set $worn.over_lower.integrity -= 5>>
<</if>>
<<if ($worn.over_lower.name is "naked" or $worn.over_lower.integrity lte clothingData('over_lower',$worn.over_lower,'integrity_max') / 5) and $worn.lower.integrity gt 0>>
<<set $worn.upper.integrity -= 5>>
<</if>>
<<if ($worn.over_lower.name is "naked" or $worn.over_lower.integrity lte clothingData('over_lower',$worn.over_lower,'integrity_max') / 5)
and ($worn.lower.name is "naked" or $worn.lower.integrity lte clothingData('lower',$worn.lower,'integrity_max') / 5) and $worn.under_lower.integrity gt 0>>
<<set $worn.under_lower.integrity -= 5>>
<</if>>
<<if $worn.over_upper.integrity gt 0>>
<<set $worn.over_upper.integrity -= 5>>
<</if>>
<<if ($worn.over_upper.name is "naked" or $worn.over_upper.integrity lte clothingData('over_upper',$worn.over_upper,'integrity_max') / 5) and $worn.upper.integrity gt 0>>
<<set $worn.upper.integrity -= 5>>
<</if>>
<<if ($worn.over_upper.name is "naked" or $worn.over_upper.integrity lte clothingData('over_upper',$worn.over_upper,'integrity_max') / 5) and
($worn.upper.name is "naked" or $worn.upper.integrity lte clothingData('upper',$worn.upper,'integrity_max') / 5) and $worn.under_upper.integrity gt 0>>
<<set $worn.under_upper.integrity -= 5>>
<</if>>
<</if>>
<br><br>
<<set $vorestruggle to 0>>
<<rng>>
<<if $vorestage is 1>>
<<if $rng gte 66>>
You feel the $vorecreature licking your feet.
<<neutral 5>>
<<elseif $rng gte 33>>
The $vorecreature's tongue protrudes from its maw, and licks your inner thighs.
<<neutral 5 "genitals">>
<<else>>
The $vorecreature's tongue protrudes from its maw, and licks your butt.
<<neutral 5 "anus">>
<</if>>
<<elseif $vorestage is 2>>
<<if $rng gte 66>>
You feel the $vorecreature licking your butt.
<<neutral 5 "anus">>
<<elseif $rng gte 33>>
The $vorecreature gently licks your <<groin>>.
<<neutral 10 "genitals">>
<<else>>
The $vorecreature's tongue wraps around your pelvis, and rubs up and down the length of your thighs.
<<neutral 5 "genitals">>
<</if>>
<<elseif $vorestage is 3>>
<<if $rng gte 66>>
The $vorecreature's tongue presses your body against the roof of its maw.
<<neutral 5>>
<<elseif $rng gte 33>>
The $vorecreature gently prods your <<groin>>.
<<neutral 10 "genitals">>
<<else>>
The $vorecreature's tongue caresses your inner thighs.
<<neutral 5 "genitals">>
<</if>>
<<elseif $vorestage is 4>>
<<if $rng gte 66>>
The $vorecreature runs the tip of its tongue down the length of your body.
<<neutral 5>>
<<elseif $rng gte 33>>
The $vorecreature gently prods your <<groin>>.
<<neutral 10 "genitals">>
<<else>>
The $vorecreature's tongue caresses your inner thighs.
<<neutral 10 "genitals">>
<</if>>
<<elseif $vorestage is 5>>
<<if $rng gte 66>>
The $vorecreature runs the tip of its tongue down the length of your body.
<<neutral 10>>
<<elseif $rng gte 33>>
The $vorecreature wraps its tongue around your body.
<<neutral 10>>
<<else>>
The $vorecreature flicks your <<groin>> with the tip of its tongue.
<<neutral 15 "genitals">>
<</if>>
<<elseif $vorestage is 6>>
<<if $rng gte 81 and $leftarm is 0>>
A groove in the side of the gullet constricts around your left arm, trapping it.
<<set $leftarm to "trapped">><<set $lefttarget to "vore">><<neutral 10>>
<<elseif $rng gte 61 and $rightarm is 0>>
A groove in the side of the gullet constricts around your right arm, trapping it.
<<set $rightarm to "trapped">><<set $righttarget to "vore">><<neutral 10>>
<<elseif $rng gte 41>>
The gullet tightens around your entire body, holding you in place.
<<neutral 10>>
<<elseif $rng gte 21>>
Valves open at the side of the tube and release a warm liquid, coating you in a slimy goo.
<<neutral 15>>
<<elseif $rng gte 1>>
The sides of the gullet push against you, sliding you along the tube.
<<neutral 15>>
<</if>>
<<elseif $vorestage is 7>>
<<if $rng gte 81 and $rightarm is 0>>
A groove in the side of the chamber constricts around your right arm, trapping it.
<<set $rightarm to "trapped">><<set $righttarget to "vore">><<neutral 15>>
<<elseif $rng gte 61>>
More liquid squirts out the side of the chamber, covering you in a slimy goo.
<<neutral 15>><<outergoo>>
<<elseif $rng gte 41 and $leftarm is 0>>
A groove in the side of the chamber constricts around your left arm, trapping it.
<<set $leftarm to "trapped">><<set $lefttarget to "vore">><<neutral 15>>
<<elseif $rng gte 21>>
The chamber pulses to a gentle rhythm.
<<neutral 15>>
<<elseif $rng gte 1>>
The entire chamber pulsates and rubs against you.
<<neutral 20>>
<</if>>
<<if $vorestomach is 0>>
<<set $vorestomach to 1>>
<span class="blue">The walls close in around you.</span>
<<elseif $vorestomach is 1>>
<<set $vorestomach to 2>>
<span class="purple">The walls close in around you.</span>
<<elseif $vorestomach is 2>>
<<set $vorestomach to 3>>
<span class="pink">The walls close in around you, squeezing your body and stealing your breath.</span>
<<elseif $vorestomach is 3>>
<<set $vorestomach to 4>>
<span class="red">The walls close in around you. You soon won't be able to move at all.</span>
<<else>>
<<set $vorestomach to 5>>
<span class="red">The walls close in around you. The world starts to fade.</span>
<</if>>
<</if>>
<br><br>
<<rng>>
<<if $vorestage lte 5>>
<<if $rng gte 75>>
<<set $vorestrength to random(0, 0)>>
<span class="lblue">The $vorecreature seems content to savour your taste, for now.</span>
<<elseif $rng gte 50>>
<<set $vorestrength to random(-5000, 10000)>>
<span class="blue">The $vorecreature salivates in anticipation.</span>
<<elseif $rng gte 25>>
<<set $vorestrength to random(-5000, 20000)>>
<span class="purple">The $vorecreature prepares to suck you in.</span>
<<elseif $rng gte 1>>
<<set $vorestrength to random(1, 20000)>>
<span class="pink">The $vorecreature prepares to gulp you down.</span>
<</if>>
<br><br>
<<else>>
<<if $rng gte 75>>
<<set $vorestrength to random(0, 0)>>
<<elseif $rng gte 50>>
<<set $vorestrength to random(-5000, 10000)>>
<<elseif $rng gte 25>>
<<set $vorestrength to random(-5000, 20000)>>
<<elseif $rng gte 1>>
<<set $vorestrength to random(1, 20000)>>
<</if>>
<</if>>
<<if $voretrait gte 1>>
<<set $vorestrength -= 2500>>
<</if>>
<<if $panicattacks gte 1 and $panicviolence is 0 and $panicparalysis is 0 and $controlled is 0 and _panicchecked isnot true>>
<<rng>>
<<if $rng is 100>>
<<set $panicparalysis to 5>>
<</if>>
<<set _panicchecked to true>>
<</if>>
<<if $panicattacks gte 2 and $panicviolence is 0 and $panicparalysis is 0 and $controlled is 0 and _paniccheckedviolence isnot true>>
<<rng>>
<<if $rng is 100>>
<<set $panicviolence to 3>>
<</if>>
<<set _paniccheckedviolence to true>>
<</if>>
<<if $arousal gte $arousalmax and $orgasmdown lte 0>>
<<orgasm>>
<</if>>
<</widget>>
<<widget "swallowedstat">>
<<set $swallowedstat += 1>>
<</widget>>
<<widget "swallowed">>
<<if $swallowed isnot 1>>
<<set $swallowed to 1>>
<<swallowedstat>>
<</if>>
<</widget>><<widget "voreactions">>
<<animateCombat>>
<<willpowerpain>>
<<willpowerorgasm>>
<<actioncarry>>
<<actioncarrydrop>>
<<combatstate>>
<<carryblock>>
<<if $trance lte 0 and $panicparalysis is 0 and $panicviolence is 0>>
<<generateActionsVore>>
<</if>>
<br>
<</widget>><<widget "voreeffects">>
<<rng>>
<<effectspain>>
<<effectsorgasm>>
<<effectsdissociation>>
<<if $leftaction is "leftescape" and $rightaction is "rightescape">>
<<set $leftaction to 0>><<set $rightaction to 0>><<set $leftactiondefault to "leftescape">><<set $rightactiondefault to "rightescape">><<set $attackstat += 2>><<set $leftactiondefault to "leftescape">><<set $rightactiondefault to "rightescape">>
<<if $rng gte 40>>
<<if $leftarm is "trapped">><<set $leftarm to 0>><</if>><<if $rightarm is "trapped">><<set $rightarm to 0>><</if>>
<<if $vorestage is 1>>
<<set $vorestage -= 1>>
You hit the $vorecreature's maw with both arms, <span class="green">and make it spit you out.</span>
<<elseif $vorestage is 2>>
<<set $vorestage -= 1>>
You hit the $vorecreature's mouth with both arms. <span class="green">It gags, letting you slide your body out, freeing your <<genitals>> from its maw.</span>
<<elseif $vorestage is 3>>
<<set $vorestage -= 1>>
You hit the $vorecreature's mouth with both arms. <span class="green">It gags, letting you slide your body out, freeing your <<breasts>> from its maw.</span>
<<elseif $vorestage is 4>>
<<set $vorestage -= 1>>
You hit the inside of the $vorecreature's mouth with both arms. <span class="green">It gags, letting you slide your body out, freeing your arms from its maw.</span>
<<elseif $vorestage is 5>>
<<set $vorestage -= 1>>
You hit the inside of the $vorecreature's mouth with both arms. <span class="green">It gags, letting you slide your head back out.</span>
<<elseif $vorestage is 6>>
<<set $vorestage -= 1>>
You hit the walls of the $vorecreature's gullet with both arms. <span class="green">It convulses, violently pushing you up into its mouth.</span>
<<elseif $vorestage is 7>>
<<set $vorestage -= 1>>
You pound the walls of the $vorecreature's stomach with both arms. <span class="green">It convulses, violently pushing you up into its gullet.</span>
<</if>>
<<else>>
<<if $vorestage is 1>>
You hit the $vorecreature's maw with both arms, <span class="red">but it doesn't react.</span>
<<elseif $vorestage is 2>>
You hit the $vorecreature's mouth with both arms, <span class="red">but it doesn't react.</span>
<<elseif $vorestage is 3>>
You hit the $vorecreature's mouth with both arms, <span class="red">but it doesn't react.</span>
<<elseif $vorestage is 4>>
You hit the inside of the $vorecreature's mouth with both arms, <span class="red">but it doesn't react.</span>
<<elseif $vorestage is 5>>
You hit the inside of the $vorecreature's mouth with both arms, <span class="red">but it doesn't react.</span>
<<elseif $vorestage is 6>>
You hit the walls of the $vorecreature's gullet with both arms, <span class="red">but it doesn't react.</span>
<<elseif $vorestage is 7>>
You pound the walls of the $vorecreature's stomach with both arms, <span class="red">but it doesn't react.</span>
<</if>>
<</if>>
<<elseif $leftaction is "leftescape">>
<<set $leftaction to 0>><<set $leftactiondefault to "leftescape">><<set $attackstat += 1>><<set $leftactiondefault to "leftescape">>
<<if $rng gte 20>>
<<if $leftarm is "trapped">><<set $leftarm to 0>><</if>><<if $rightarm is "trapped">><<set $rightarm to 0>><</if>>
<<if $vorestage is 1>>
<<set $vorestage -= 1>>
You hit the $vorecreature's maw with your left arm, <span class="green">and make it spit you out.</span>
<<elseif $vorestage is 2>>
<<set $vorestage -= 1>>
You hit the $vorecreature's mouth with your left arm. <span class="green">It gags, letting you slide your body out, freeing your <<genitals>> from its maw.</span>
<<elseif $vorestage is 3>>
<<set $vorestage -= 1>>
You hit the $vorecreature's mouth with your left arm. <span class="green">It gags, letting you slide your body out, freeing your <<breasts>> from its maw.</span>
<<elseif $vorestage is 4>>
<<set $vorestage -= 1>>
You hit the inside of the $vorecreature's mouth with your left arm. <span class="green">It gags, letting you slide your body out, freeing your arms from its maw.</span>
<<elseif $vorestage is 5>>
<<set $vorestage -= 1>>
You hit the inside of the $vorecreature's mouth with your left arm. <span class="green">It gags, letting you slide your head back out.</span>
<<elseif $vorestage is 6>>
<<set $vorestage -= 1>>
You hit the walls of the $vorecreature's gullet with your left arm. <span class="green">It convulses, violently pushing you up into its mouth.</span>
<<elseif $vorestage is 7>>
<<set $vorestage -= 1>>
You pound the walls of the $vorecreature's stomach with your left arm. <span class="green">It convulses, violently pushing you up into its gullet.</span>
<</if>>
<<else>>
<<if $vorestage is 1>>
You hit the $vorecreature's maw with your left arm, <span class="red">but it doesn't react.</span>
<<elseif $vorestage is 2>>
You hit the $vorecreature's mouth with your left arm, <span class="red">but it doesn't react.</span>
<<elseif $vorestage is 3>>
You hit the $vorecreature's mouth with your left arm, <span class="red">but it doesn't react.</span>
<<elseif $vorestage is 4>>
You hit the inside of the $vorecreature's mouth with your left arm, <span class="red">but it doesn't react.</span>
<<elseif $vorestage is 5>>
You hit the inside of the $vorecreature's mouth with your left arm, <span class="red">but it doesn't react.</span>
<<elseif $vorestage is 6>>
You hit the walls of the $vorecreature's gullet with your left arm, <span class="red">but it doesn't react.</span>
<<elseif $vorestage is 7>>
You pound the walls of the $vorecreature's stomach with your left arm, <span class="red">but it doesn't react.</span>
<</if>>
<</if>>
<<elseif $rightaction is "rightescape">>
<<set $rightaction to 0>><<set $rightactiondefault to "rightescape">><<set $attackstat += 1>><<set $rightactiondefault to "rightescape">>
<<if $rng gte 20>>
<<if $leftarm is "trapped">><<set $leftarm to 0>><</if>><<if $rightarm is "trapped">><<set $rightarm to 0>><</if>>
<<if $vorestage is 1>>
<<set $vorestage -= 1>>
You hit the $vorecreature's maw with your right arm, <span class="green">and make it spit you out.</span>
<<elseif $vorestage is 2>>
<<set $vorestage -= 1>>
You hit the $vorecreature's mouth with your right arm. <span class="green">It gags, letting you slide your body out, freeing your <<genitals>> from its maw.</span>
<<elseif $vorestage is 3>>
<<set $vorestage -= 1>>
You hit the $vorecreature's mouth with your right arm. <span class="green">It gags, letting you slide your body out, freeing your <<breasts>> from its maw.</span>
<<elseif $vorestage is 4>>
<<set $vorestage -= 1>>
You hit the inside of the $vorecreature's mouth with your right arm. <span class="green">It gags, letting you slide your body out, freeing your arms from its maw.</span>
<<elseif $vorestage is 5>>
<<set $vorestage -= 1>>
You hit the inside of the $vorecreature's mouth with your right arm. <span class="green">It gags, letting you slide your head back out.</span>
<<elseif $vorestage is 6>>
<<set $vorestage -= 1>>
You hit the walls of the $vorecreature's gullet with your right arm. <span class="green">It convulses, violently pushing you up into its mouth.</span>
<<elseif $vorestage is 7>>
<<set $vorestage -= 1>>
You pound the walls of the $vorecreature's stomach with your right arm. <span class="green">It convulses, violently pushing you up into its gullet.</span>
<</if>>
<<else>>
<<if $vorestage is 1>>
You hit the $vorecreature's maw with your right arm, <span class="red">but it doesn't react.</span>
<<elseif $vorestage is 2>>
You hit the $vorecreature's mouth with your right arm, <span class="red">but it doesn't react.</span>
<<elseif $vorestage is 3>>
You hit the $vorecreature's mouth with your right arm, <span class="red">but it doesn't react.</span>
<<elseif $vorestage is 4>>
You hit the inside of the $vorecreature's mouth with your right arm, <span class="red">but it doesn't react.</span>
<<elseif $vorestage is 5>>
You hit the inside of the $vorecreature's mouth with your right arm, <span class="red">but it doesn't react.</span>
<<elseif $vorestage is 6>>
You hit the walls of the $vorecreature's gullet with your right arm, <span class="red">but it doesn't react.</span>
<<elseif $vorestage is 7>>
You pound the walls of the $vorecreature's stomach with your right arm, <span class="red">but it doesn't react.</span>
<</if>>
<</if>>
<</if>>
<<if $leftaction is "lefthold" and $rightaction is "righthold">>
<<set $leftaction to 0>><<set $rightaction to 0>><<set $leftactiondefault to "lefthold">><<set $rightactiondefault to "righthold">><<set $vorestruggle to 2>>
<<if $vorestage is 1>>
You grab hold of the $vorecreature's maw with both arms.
<<elseif $vorestage is 2>>
You grab hold of the $vorecreature's maw with both arms.
<<elseif $vorestage is 3>>
You grab hold of the $vorecreature's maw with both arms.
<<elseif $vorestage is 4>>
You cling to the side of the $vorecreature's mouth with both arms.
<<elseif $vorestage is 5>>
You cling to the side of the $vorecreature's mouth with both arms.
<<elseif $vorestage is 6>>
You cling to the side of the $vorecreature's gullet with both arms.
<</if>>
<<elseif $leftaction is "lefthold">>
<<set $leftaction to 0>><<set $leftactiondefault to "lefthold">><<set $vorestruggle to 1>>
<<if $vorestage is 1>>
You grab hold of the $vorecreature's maw with your left arm.
<<elseif $vorestage is 2>>
You grab hold of the $vorecreature's maw with your left arm.
<<elseif $vorestage is 3>>
You grab hold of the $vorecreature's maw with your left arm.
<<elseif $vorestage is 4>>
You cling to the side of the $vorecreature's mouth with your left arm.
<<elseif $vorestage is 5>>
You cling to the side of the $vorecreature's mouth with your left arm.
<<elseif $vorestage is 6>>
You cling to the side of the $vorecreature's gullet with your left arm.
<</if>>
<<elseif $rightaction is "righthold">>
<<set $rightaction to 0>><<set $rightactiondefault to "righthold">><<set $vorestruggle to 1>>
<<if $vorestage is 1>>
You grab hold of the $vorecreature's maw with your right arm.
<<elseif $vorestage is 2>>
You grab hold of the $vorecreature's maw with your right arm.
<<elseif $vorestage is 3>>
You grab hold of the $vorecreature's maw with your right arm.
<<elseif $vorestage is 4>>
You cling to the side of the $vorecreature's mouth with your right arm.
<<elseif $vorestage is 5>>
You cling to the side of the $vorecreature's mouth with your right arm.
<<elseif $vorestage is 6>>
You cling to the side of the $vorecreature's gullet with your right arm.
<</if>>
<</if>>
<<if $leftaction is "leftvorefree">>
<<set $leftaction to 0>>
<<set $rightarm to 0>>
<span class="lblue">Using all your strength, you manage to free your right arm from the side of the gullet.</span>
<</if>>
<<if $rightaction is "rightvorefree">>
<<set $rightaction to 0>>
<<set $leftarm to 0>>
<span class="lblue">Using all your strength, you manage to free your left arm from the side of the gullet.</span>
<</if>>
<<if $leftaction is "vorerest">>
<<set $leftaction to 0>><<set $leftactiondefault to "vorerest">>
<</if>>
<<if $rightaction is "vorerest">>
<<set $rightaction to 0>><<set $rightactiondefault to "vorerest">>
<</if>>
<br><br>
<</widget>><<widget "takeVirginity">>
<<if Array.isArray(_args[0])>>
/* Array of NPCList index's, should only be used for double penetration */
<<set $_npc to $NPCList[_args[0][0]]>>
<<set $_npc2 to $NPCList[_args[0][1]]>>
<<if $_npc?.fullDescription and $_npc2?.fullDescription>>
<<set $_taker to `${$_npc.fullDescription} and ${$_npc2.fullDescription}`>>
<</if>>
<</if>>
<<if !$_taker>>
<<set $_taker to _args[0]>>
<<set $_npcIndex to $NPCNameList.indexOf($_taker)>>
<<if $_npcIndex isnot -1>>
<<set $_npc to $NPCName[$_npcIndex]>>
<<else>>
<<run $NPCList.forEach(npc => {
if (npc.fullDescription is $_taker) $_npc to npc;
})>>
<</if>>
<</if>>
<<if _args[1]>>
<<if _args[1] is "penile" and playerHasStrapon()>>
<!-- Do nothing -->
<<else>>
<<if $player.virginity[_args[1]] is true>>
<<if $activeNightmare or ($wraith.mimic is $_taker)>>
<<switch $_taker>>
<<case "Robin">><<displayFeatFake "Robin the Lover">>
<<case "Kylar">><<displayFeatFake "Kylar the Obsessed">>
<<case "Eden">><<displayFeatFake "Eden the Lonely">>
<<case "Whitney">><<displayFeatFake "Whitney the Tsundere">>
<<case "Avery">><<displayFeatFake "Avery the Moneybags">>
<<case "Leighton">><<displayFeatFake "Leighton the Shady">>
<<case "Alex">><<displayFeatFake "Alex the Robust">>
<<case "Great Hawk">><<displayFeatFake "Great Hawk the Terror">>
<<case "Wren">><<displayFeatFake "Wren the Sly">>
<<case "Black Wolf">><<displayFeatFake "Great Wolf the Alpha">>
<<case "Harper">><<displayFeatFake "Harper the Hypnotist">>
<<case "Morgan">><<displayFeatFake "Morgan the Lost">>
<<case "Bailey">><<displayFeatFake "Bailey the 'caretaker'">>
<<case "Zephyr">><<displayFeatFake "Zephyr the captain">>
<</switch>>
<<if !$activeNightmare>>
<<set $_taker to "Ivory Wraith">>
<</if>>
<<elseif _args[1] is "vaginal" or _args[1] is "penile">>
<<switch $_taker>>
<<case "Robin">><<earnFeat "Robin the Lover">>
<<case "Kylar">><<earnFeat "Kylar the Obsessed">>
<<case "Eden">><<earnFeat "Eden the Lonely">>
<<case "Whitney">><<earnFeat "Whitney the Tsundere">>
<<case "Avery">><<earnFeat "Avery the Moneybags">>
<<case "Leighton">><<earnFeat "Leighton the Shady">>
<<case "Alex">><<earnFeat "Alex the Robust">>
<<case "Great Hawk">><<earnFeat "Great Hawk the Terror">>
<<case "Wren">><<earnFeat "Wren the Sly">>
<<case "Black Wolf">><<earnFeat "Great Wolf the Alpha">>
<<case "Harper">><<earnFeat "Harper the Hypnotist">>
<<case "Morgan">><<earnFeat "Morgan the Lost">>
<<case "Bailey">><<earnFeat "Bailey the 'caretaker'">>
<<case "Zephyr">><<earnFeat "Zephyr the captain">>
<</switch>>
<</if>>
<<if !$player.virginityDetails>>
<<set $player.virginityDetails to {}>>
<</if>>
<<set $player.virginityDetails[_args[1]] to {
timestamp: Time.date.timeStamp,
taker: $_taker,
passage: $passage,
}>>
<<if $combat>>
<<set $player.virginityDetails[_args[1]].consensual to !!$consensual>>
<<set $player.virginityDetails[_args[1]].position to $position>>
<<elseif _consensualOverride isnot undefined>>
<<set $player.virginityDetails[_args[1]].consensual to _consensualOverride>>
<<unset _consensualOverride>>
<</if>>
<<if _args[1] is "penile">>
<<set $player.virginityDetails[_args[1]].playerPenisSize to $player.penissize>>
<<elseif ["vaginal", "anal", "oral"].includes(_args[1])>>
<<if $_npc>>
<<set $player.virginityDetails[_args[1]].npcPenisSize to $_npc.penissize>>
<<set $player.virginityDetails[_args[1]].npcPenisdesc to $_npc.penisdesc>>
<</if>>
<<if $_npc2>>
<<set $player.virginityDetails[_args[1]].npcPenisSize2 to $_npc2.penissize>>
<<set $player.virginityDetails[_args[1]].npcPenisdesc2 to $_npc2.penisdesc>>
<</if>>
<<if !$player.virginityDetails[_args[1]].npcPenisSize>>
<<if $tentacles>>
<<run Object.values($tentacles).forEach(tentacle => {
if (tentacle and tentacle.fullDesc is $_taker and tentacle.size isnot undefined) $player.virginityDetails[_args[1]].tentacleSize to tentacle.size;
})>>
<</if>>
<</if>>
<</if>>
<<if $_taker isnot undefined and $_taker isnot 0>>
<<set $player.virginity[_args[1]] to $_taker>>
<<if $ironmanmode is true and $passage != "Loveth">>
<<run ironmanAutoSave()>>
<</if>>
<<else>>
<<set $player.virginity[_args[1]] to false>>
<</if>>
<!-- virgin purity loss -->
<<switch _args[1]>>
<<case "vaginal" "penile">>
<<if $templePromised isnot $_taker>>
<<purity -50>>
<</if>>
<<case "anal">><<purity -25>>
<<case "oral">><<purity -25>>
<<case "handholding">><<purity -10>>
<<case "kiss">><<purity -10>>
<</switch>>
<</if>>
<<if $player.virginity.temple is true and (_args[1] is "vaginal" or _args[1] is "penile") and $templePromised isnot $_taker>>
<<set $virginityProtected to false>>
<<set $player.virginity.temple to $_taker>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "takeTempleVirginity">>
<<if _args[1]>>
<<if _args[1] is "penile" and playerHasStrapon()>>
<!-- Do nothing -->
<<else>>
<<if $player.virginity.temple is true and (_args[1] is "vaginal" or _args[1] is "penile") and $templePromised isnot _args[0]>>
<<set $virginityProtected to false>>
<<set $player.virginity.temple to _args[0]>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "takeHandholdingVirginity">>
<<if typeof _args[0] === 'string' or _args[0] instanceof String>>
<<set $_fullDescription to _args[0]>>
<<if C.npc[_args[0]]>>
<<set $_type to C.npc[_args[0]].type>>
<<else>>
<<set $_type to _args[2]>>
<</if>>
<<else>>
<<set $_fullDescription to _args[0].fullDescription>>
<<set $_type to _args[0].type>>
<</if>>
<<switch _args[1]>>
<<case "romantic" "consensual">>
<<set _npcConsensualOverride to true>>
<<case "rape">>
<<set _npcConsensualOverride to true>>
<</switch>>
<<takeNPCVirginity $_fullDescription "handholding" "pc">>
<<unset _npcConsensualOverride>>
<<if $player.virginity.handholding is true>>
<<switch _args[1]>>
<<case "romantic">>
<span class="lewd">You aren't used to this kind of romantic handholding.</span><<arousal 2000>><<ggarousal>>
<<set _consensualOverride to true>>
<<case "rape">>
<span class="red">You feel horrible, being forced to hold hands like this.</span><<stress 40>><<ggstress>>
<<set _consensualOverride to false>>
<<case "consensual">>
<span class="green">Having your hand held feels nice.</span><<lltrauma>><<trauma -18>>
<<set _consensualOverride to true>>
<<case "tentacle">>
<<set $_handTentacle to _args[2] or "tentacle">>
<span class="lewd">You wonder what others would say about a $_handTentacle holding your hand, if they would even believe you.</span><<arousal 1000>>
<<default>>
<span class="blue">You feel nervous holding the hands of someone you're not close to.</span><<stress 20>><<gstress>>
<</switch>>
<<takeVirginity $_fullDescription "handholding">>
<</if>>
<<recordSperm `{target: "pc", spermOwner: _args[0], spermType: $_type, genital: "hand"}`>>
<<recordSperm `{target: _args[0], spermOwner: "pc", spermType: "human", genital: "hand"}`>>
<<if !$combat>><<fetishPregnancyImg>><</if>>
<</widget>>
<<widget "takeKissVirginity">>
<<if typeof _args[0] === 'string' or _args[0] instanceof String>>
<<set $_fullDescription to _args[0]>>
<<if C.npc[_args[0]]>>
<<set $_type to C.npc[_args[0]].type>>
<<else>>
<<set $_type to _args[2]>>
<</if>>
<<else>>
<<set $_fullDescription to _args[0].fullDescription>>
<<set $_type to _args[0].type>>
<</if>>
<<switch _args[1]>>
<<case "loveInterest" "romantic">>
<<set _npcConsensualOverride to true>>
<<case "rape" "loveRape">>
<<set _npcConsensualOverride to true>>
<</switch>>
<<takeNPCVirginity $_fullDescription "kiss" "pc">>
<<unset _npcConsensualOverride>>
<<if $player.virginity.kiss is true>>
<<if _args[0].type is "plant" and $backgroundTraits.includes("plantlover") and $nectar_timer lte 14>>
<<set $_kissType to "addiction">>
<<else>>
<<set $_kissType to _args[1]>>
<</if>>
<<switch $_kissType>>
<<case "loveInterest">>
<span class="lewd">You're happy your first kiss went to a love interest.</span><<arousal 3000>><<stress -12>><<trauma -12>><<ggarousal>><<llstress>>
<<if ($wraith.mimic isnot $_fullDescription)>><<earnFeat "First Kiss">><</if>>
<<set _consensualOverride to true>>
<<case "romantic">>
<span class="lewd">You're happy your first kiss was taken in such a romantic way.</span><<arousal 1500>><<stress -6>><<trauma -6>><<garousal>><<lstress>>
<<set _consensualOverride to true>>
<<case "rape">>
<span class="red">They stole your first kiss. You feel horrible.</span><<stress 40>><<gggstress>>
<<set _consensualOverride to false>>
<<case "loveRape">>
<span class="red">You didn't want your first kiss with <<nnpc_him $_fullDescription>> to be like this.</span><<stress 40>><<gggstress>>
<<set _consensualOverride to false>>
<<case "tentacle">>
<span class="lewd">You wonder what others would say about giving a tentacle your first kiss, if they would even believe you.</span><<arousal 3000>>
<<case "addiction">>
<span class="lewd">You're so relieved, the thought of giving away your first kiss like this hardly registers to you.</span><<arousal 1000>>
<<default>>
<span class="blue">You feel conflicted about giving away your first kiss like this.</span><<stress 20>><<ggstress>>
<</switch>>
<<takeVirginity $_fullDescription "kiss">>
<</if>>
<<recordSperm `{target: "pc", spermOwner: _args[0], spermType: $_type, genital: "kiss"}`>>
<<recordSperm `{target: _args[0], spermOwner: "pc", spermType: "human", genital: "kiss"}`>>
<<if !$combat>><<fetishPregnancyImg>><</if>>
<</widget>>
<<widget "takeKissVirginityNamed">>
<<switch _args[0]>>
<<case "Robin">> <<set $_isLoveInterest to ($robinromance is 1)>>
<<case "Whitney">> <<set $_isLoveInterest to ($whitneyromance is 1)>>
<<case "Kylar">> <<set $_isLoveInterest to ($kylarenglish gte 1)>>
<<case "Sydney">> <<set $_isLoveInterest to ($sydneyromance is 1)>>
<<case "Eden">> <<set $_isLoveInterest to ($syndromeeden is 1)>>
<<case "Avery">> <<set $_isLoveInterest to ($dateCount.Avery gte 3)>>
<<case "Black Wolf">> <<set $_isLoveInterest to ($syndromewolves is 1 and hasSexStat("deviancy", 3))>>
<<case "Great Hawk">> <<set $_isLoveInterest to ($syndromebird is 1)>>
<<case "Alex">> <<set $_isLoveInterest to ($farm_stage gte 7 and $alex_countdown is undefined)>>
<<default>> <<run $NPCNameList.includes(_args[0]) ? $_isLoveInterest = false : Errors.report("wrong argument passed to takeKissVirginityNamed: ", _args)>>
<</switch>>
<<set $_isConsensual to _args[1] or ($consensual is 1)>>
<<if $_isLoveInterest>>
<<set $_kissType to ($_isConsensual ? "loveInterest" : "loveRape")>>
<<else>>
<<set $_kissType to ($_isConsensual ? "consensual" : "rape")>>
<</if>>
<<takeKissVirginity _args[0] $_kissType>>
<</widget>>
/* Argument 0 is the npc, argument 1 is their virginity. */
<<widget "takeNPCVirginity">>
<<set $_npcId to _args[0]>>
<<set $_vType to _args[1]>>
<!-- if the first argument is a name, find which npc has that name, else assume it is an index. -->
<<if typeof $_npcId is "string">>
<<set $_npcId to $NPCList.findIndex(npc => npc.fullDescription === $_npcId)>>
<</if>>
<<if $_npcId isnot undefined and $_npcId gte 0>>
<<set $_npc to $NPCList[$_npcId]>>
<<set $_straponvirginityIgnore to ($_vType is "penile" and npcHasStrapon($_npcId))>>
<</if>>
<<if $_npc and $_vType and $_npc.virginity and $_npc.virginity[$_vType] and ($wraith.mimic isnot $_npc.fullDescription) and !$_straponvirginityIgnore>>
<<if ($_vType is "vaginal" or $_vType is "penile") and $_npc.virginity.temple is true and $templePromised isnot $_npc.fullDescription>>
<<set $_npc.virginity.temple to false>>
<<if !$activeNightmare and $NPCNameList.indexOf($_npc.fullDescription) isnot -1>>
<<set $NPCName[$NPCNameList.indexOf($_npc.fullDescription)].virginity.temple to false>>
<</if>>
<</if>>
/* note: virginity must be exactly equal to true; only true means that they still have their virginity. */
<<if $_npc.virginity[$_vType] is true>>
<<personselect $_npcId>>
<<set $_npc.virginity[$_vType] to "player">>
<<switch $_vType>>
<<case "vaginal">>
<<set $speechNPCVaginaVirgin to 1>>
<span class="pink">You feel <<his>> hymen tear, forever robbing <<him>> of <<his>> purity.</span>
<<if ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled"))>>
<span class="lewd">You feel a surge of pleasure unlike any other as you defile <<him>> and spread your impurity.</span>
<<stress -50>><<trauma -50>><<lllstress>><<llltrauma>>
<</if>>
<<arousal 2000>><<ggarousal>>
<br>
<<case "penile">>
<<set $speechNPCPenisVirgin to 1>>
<span class="pink">You feel <<his>> foreskin separate from <<his>> glans, forever robbing <<him>> of <<his>> purity.</span>
<<if ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled"))>>
<span class="lewd">You feel a surge of pleasure unlike any other as you defile <<him>> and spread your impurity.</span>
<<stress -50>><<trauma -50>><<lllstress>><<llltrauma>>
<</if>>
<<arousal 2000>><<ggarousal>>
<br>
<<case "anal">>
<<set $speechNPCAnusVirgin to 1>>
<span class="pink">It's a tight fit. This is probably <<his>> first time doing this.</span>
<<arousal 2000>><<ggarousal>>
<br>
<<case "oral">>
<<set $speechNPCOralVirgin to 1>>
<span class="pink"><<He>> looks surprised, as if <<he>> wasn't expecting the taste. This is probably <<his>> first time.</span>
<<arousal 1500>><<ggarousal>>
<br>
<<case "kiss">>
<<set $speechNPCKissVirgin to 1>>
<<set _npcKissVirginTemp to 1>>
<<case "handholding">>
<<set $speechNPCHandholdingVirgin to 1>>
<span class="green"><<His>> hand clenches, and <<he>> looks slightly nervous.</span>
<<default>>
<</switch>>
<<if $activeNightmare>>
<<if $_npc.fullDescription is "Sydney" and ($_vType is "vaginal" or $_vType is "penile")>>
<<displayFeatFake "Sydney the Pure Hearted">>
<</if>>
<<else>>
<<run $virginTaken[$_vType].pushUnique($_npc.fullDescription)>>
<<set $_i to $NPCNameList.indexOf($_npc.fullDescription)>>
<<if $_i isnot -1>>
<<if $_npc.fullDescription is "Sydney" and ($_vType is "vaginal" or $_vType is "penile")>>
<<earnFeat "Sydney the Pure Hearted">>
<</if>>
<<set $NPCName[$_i].virginity to $_npc.virginity>>
<<if !$NPCName[$_i].virginityDetails>>
<<set $NPCName[$_i].virginityDetails to {}>>
<</if>>
<<set $NPCName[$_i].virginityDetails[$_vType] to {
timestamp: Time.date.timeStamp,
taker: "pc",
passage: $passage,
}>>
<<if $combat>>
<<set $NPCName[$_i].virginityDetails[$_vType].consensual to !!$consensual>>
<<set $NPCName[$_i].virginityDetails[$_vType].position to $position>>
<<elseif _npcConsensualOverride isnot undefined>>
<<set $NPCName[$_i].virginityDetails[$_vType].consensual to _npcConsensualOverride>>
<<unset _npcConsensualOverride>>
<</if>>
<<if $_vType is "penile">>
<<set $NPCName[$_i].virginityDetails[$_vType].npcPenisSize to $NPCName[$_i].penissize>>
<<set $NPCName[$_i].virginityDetails[$_vType].npcPenisdesc to $NPCName[$_i].penisdesc>>
<<elseif ["vaginal", "anal", "oral"].includes($_vType)>>
<<if playerHasStrapon() or $player.penisExist>>
<<set $NPCName[$_i].virginityDetails[$_vType].playerPenisSize to playerPenisSize()>>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "NPCVirginityTakenByOther">>
<!-- Argument 0 is the npc, argument1 is the virginity, argument 2 is the thing taking the virginity -->
<!-- example usage: <<NPCVirginityTakenByOther "Robin" "vaginal" $NPCList[0].fullDescription>> -->
<!-- example usage: <<NPCVirginityTakenByOther 0 "anal" $tentacles[$tentacleindex].fullDesc>> -->
<<set $_npcId to _args[0]>>
<<set $_vType to _args[1]>>
<<set $_takerDesc to _args[2]>>
<<set _npcVirgin to {}>>
<!-- if the first argument is a name, find which npc has that name, else assume it is an index. -->
<<if typeof $_npcId is "string">>
<<set $_npc to $NPCList.find(npc => npc.fullDescription === $_npcId)>>
<<if $_npc is undefined>>
<<set $_npc to $NPCName.find(npc => npc.description === $_npcId)>>
<<set $_isNamedOnly to ($_npc isnot undefined)>>
<</if>>
<<elseif $_npcId isnot undefined>>
<<set $_npc to $NPCList[$_npcId]>>
<</if>>
<<if $_npc and $_npc.penisdesc && $_npc.penisdesc.includes("strap-on")>>
<<set $_straponvirginityIgnore to ($_vType is "penile")>>
<</if>>
<<if $_npc and $_vType and $_npc.virginity and $_npc.virginity[$_vType] is true>>
<!-- note: virginity must be exactly equal to true; only true means that they still have their virginity. -->
<!-- note: NTR is never going to be a thing, but we record this bc it might be useful to remember HOW an npc's virginity was lost, and to what. beast/tentacle/etc -->
<<set $_npc.virginity[$_vType] to $_takerDesc>>
<<if !$_npc.virginityDetails>>
<<set $_npc.virginityDetails to {}>>
<</if>>
<<set $_npc.virginityDetails[$_vType] to {
timestamp: Time.date.timeStamp,
taker: $_takerDesc,
passage: $passage,
}>>
<<if $combat>>
<<set $_npc.virginityDetails[$_vType].consensual to !!$consensual>>
<<set $_npc.virginityDetails[$_vType].position to $position>>
<</if>>
<<if $_vType is "penile">>
<<set $_npc.virginityDetails[$_vType].npcPenisSize to $_npc.penissize>>
<<set $_npc.virginityDetails[$_vType].npcPenisdesc to $_npc.penisdesc>>
<<elseif ["vaginal", "anal", "oral"].includes($_vType)>>
<<set $_npcIndex to $NPCNameList.indexOf($_takerDesc)>>
<<if $_npcIndex isnot -1>>
<<set $_npc.virginityDetails[$_vType].npcPenisSize to $NPCName[$_npcIndex].penissize>>
<<set $_npc.virginityDetails[$_vType].npcPenisdesc to $NPCName[$_npcIndex].penisdesc>>
<<else>>
<<run $NPCList.forEach(npc => {
if (npc.fullDescription is $_takerDesc) $_npc.virginityDetails[$_vType].npcPenisSize to npc.penissize;
if (npc.fullDescription is $_takerDesc) $_npc.virginityDetails[$_vType].npcPenisdesc to npc.penisdesc;
})>>
<</if>>
<</if>>
<!-- if the npc is named, this will find and update their entry in $NPCName -->
<<if !$_isNamedOnly>>
<<set $_i to $NPCNameList.indexOf($_npc.fullDescription)>>
<<if $_i isnot -1>>
<<set $NPCName[$_i].virginity to $_npc.virginity>>
<<set $NPCName[$_i].virginityDetails ||= {}>>
<!-- Doubled up due to the way this widget works -->
<<set $NPCName[$_i].virginityDetails[$_vType] to {
timestamp: Time.date.timeStamp,
taker: $_takerDesc,
passage: $passage,
}>>
<<if $combat>>
<<set $NPCName[$_i].virginityDetails[$_vType].consensual to !!$consensual>>
<<set $NPCName[$_i].virginityDetails[$_vType].position to $position>>
<</if>>
<<if $_vType is "penile">>
<<set $NPCName[$_i].virginityDetails[$_vType].npcPenisSize to $NPCName[$_i].penissize>>
<<set $NPCName[$_i].virginityDetails[$_vType].npcPenisdesc to $NPCName[$_i].penisdesc>>
<<elseif ["vaginal", "anal", "oral"].includes($_vType)>>
<<run console.log($_takerDesc)>>
<<set $_npcIndex to $NPCNameList.indexOf($_takerDesc)>>
<<if $_npcIndex isnot -1>>
<<set $NPCName[$_i].virginityDetails[$_vType].npcPenisSize to $NPCName[$_npcIndex].penissize>>
<<set $NPCName[$_i].virginityDetails[$_vType].npcPenisdesc to $NPCName[$_npcIndex].penisdesc>>
<<else>>
<<run $NPCList.forEach(npc => {
if (npc.fullDescription is $_takerDesc) $NPCName[$_i].virginityDetails[$_vType].npcPenisSize to npc.penissize;
if (npc.fullDescription is $_takerDesc) $NPCName[$_i].virginityDetails[$_vType].npcPenisdesc to npc.penisdesc;
})>>
<</if>>
<</if>>
<</if>>
<</if>>
<!-- temporary variables to use for scenes. -->
<<set _npcVirgin[$_vType] to true>>
<</if>>
<</widget>>
<<widget "setupMidOrgasm">>
<<if $setupMidOrgasm isnot undefined and $enemyarousal gte $enemyarousalmax>>
<<set _midOrgasm to false>>
<<for _n to 0; _n lt $NPCList.length;_n++>>
<<if $NPCList[_n].maxOrgasms gt $NPCList[_n].orgasms>>
<<set $NPCList[_n].orgasms++>>
<</if>>
<<if $NPCList[_n].orgasms lt $NPCList[_n].maxOrgasms>>
<<set _midOrgasm to true>>
<</if>>
<</for>>
<<if _midOrgasm is true>>
<<set $enemyarousal to $enemyarousalmax / 2>>
<<set $finish to 0>>
<<set $ejaculatingMid to true>>
<</if>>
<</if>>
<</widget>>
<<widget "combatTrainAdvance">>/*For use after a beast/monster in a train is finished with their turn. Loads next in line into $NPCList[0]. Loads them all back into $NPCList if at the end of the train.*/
<<if $beastGroupFight is 0 or $ejaculatingMid>>
<<clearnpc>>
<</if>>
<<if $combatTrain.length gt 0>>
<<set $combatTrain.length-->>
<<set $combatTrain.active += 1>>
<<loadNPC 0 `"beast_" + $combatTrain.active`>>
<<if $NPCList[0].monster is "monster">>
<<set $monster to 1>>
<<else>>
<<set $monster to 0>>
<</if>>
<<else>>
<<for _e_n to 0; _e_n lt $combatTrain.total_length + 1; _e_n++>>
<<loadNPC _e_n `"beast_" + _e_n`>>
<<if $beastGroupFight is 0 or $ejaculatingMid>>
<<clearNPC `"beast_" + _e_n`>>
<</if>>
<</for>>
<</if>>
<<if $combatExtended.reverseRapeStart is 1>>
<<set $consensual to 0>>
<<set $combatExtended.reverseRapeStart to 0>>
<<set $combatExtended.standingFightStart to 1>>
<</if>>
<<if $finish is 1>>
<<set $enemyhealth to 1>>
<<set $enemyarousal to 0>>
<</if>>
<<set $active_enemy to 0>>
<<unset $hypnosis_deviancy_check>>
<<unset $otherFilled>>
<<unset $leglocktarget>>
<</widget>>
<<widget "beastTrainGenerate">>/*Saves all beasts/monsters in $NPCList, then loads the first into slot 0.*/
<<set _enemyno to $enemyno - 1>>
<<set $combatTrain to {
length: _enemyno,
total_length: _enemyno,
active: 0,
pronouns: [],
monsters: [],
beastTypes: []
}>>
<<for _e_n to 0; _e_n lt $enemyno; _e_n++>>
<<saveNPC _e_n `"beast_" + _e_n`>>
<<set $combatTrain.beastTypes.push($NPCList[_e_n].type)>>
<<set $combatTrain.pronouns.push($NPCList[_e_n].pronoun)>>
<<set $combatTrain.monsters.push($NPCList[_e_n].monster)>>
<</for>>
<<if $beastGroupFight is 0>>
<<clearnpc>>
<</if>>
<<loadNPC 0 beast_0>>
<</widget>>
/* Cannot remove as it is used in combat logic */
<<widget "leg_position">>
<<set $_parts to [$anususe, $vaginause, $chestuse, $mouthuse]>>
<<if $machine and $machine.tattoo and ["left_thigh", "right_thigh"].includes($machine.tattoo.use)>>
<<set _leg_position to "up">>
<<elseif $_parts.includes("penis") or $_parts.includes(1)>>
<<set _leg_position to "up">>
<<else>>
<<set _leg_position to "down">>
<</if>>
<</widget>>
/* Should ideally only be used if you're sure one npc is in this position */
/* Selects the NPC that has the given body part (chest, mouth, vagina) set to the given value */
/* Useful when you know one of them is in a given position by looking at the PC, but aren't sure which */
<<widget "selectNpcWithPartInPosition">>
<<if _args[0] and _args[1]>>
<<set $_part to _args[0]>>
<<set $_position to _args[1]>>
<<unset _npc>>
<<for _j = 0; _j lt $enemynomax; _j++>>
<<if $_part is "hand" and ($NPCList[_j]["lefthand"] is $_position or $NPCList[_j]["righthand"] is $_position)>>
<<personselect _j>>
<<set _npc to $NPCList[_j]>>
<<break>>
<<elseif $NPCList[_j][$_part] is $_position>>
<<personselect _j>>
<<set _npc to $NPCList[_j]>>
<<break>>
<</if>>
<</for>>
<<if _index isnot undefined>>
<<personselect _j>>
<<else>>
<!-- Should we throw an error? If we suspect an NPC part is in this position and don't find one, is that a bug? -->
<</if>>
<<else>>
<<run throw new Error("selectNpcWithPartInPosition used with incorrect number of variables (or one is undefined)")>>
<</if>>
<</widget>>
<<widget "selectNpcWithPartInPositionAnus">>
<<if _args[0]>>
<<unset _npc>>
<<for _j = 0; _j lt $enemynomax; _j++>>
<<if $NPCList[_j].penis is _args[0] or $NPCList[_j].vagina is _args[0]>>
<<personselect _j>>
<<set _npc to $NPCList[_j]>>
<<break>>
<</if>>
<</for>>
<</if>>
<</widget>>
<<widget "cover_end">>
<<if $leftarm is "vagina" or $rightarm is "vagina">>
<<set $vaginause to 0>>
<<elseif $leftarm is "coverpenis" or $rightarm is "coverpenis">>
<<set $penisuse to 0>>
<<elseif $leftarm is "anus" or $rightarm is "anus">>
<<set $anususe to 0>>
<<elseif $leftarm is "face" or $rightarm is "face">>
<<set $face to 0>>
<</if>>
<</widget>>
/* args[0] - 0-5 for npc, or "player", args[1] fo article (the, it, etc)*/
<<widget "condomDesc">><<silently>>
<<if _args[1] is "it">>
<<set _text_output to "it">>
<<elseif _args[0] isnot "player" and !between(_args[0], 0, 5)>>
<<run Errors.report("Bad arguments for <<condomDesc>> ", "args: " + JSON.stringify(_args) + "; stack: " + Utils.GetStack())>>
<span class="error"><<print "Bad arguments for condomDesc. args: " + JSON.stringify(_args) + "; stack: " + Utils.GetStack()>></span>
<<else>>
<<set $_condomArticle to (_args[1] ? _args[1] : "a")>>
<<set $_condom to (_args[0] ? _args[0] : 0)>>
<<set _text_output to $_condomArticle>>
<<if $_condom is "player" and $player.condom>>
<<set $_condomDesc to clone($player.condom)>>
<<elseif $NPCList[$_condom].condom>>
<<set $_condomDesc to clone($NPCList[$_condom].condom)>>
<<else>>
<<set _text_output to "ERROR: Condom $_condom invalid">>
<</if>>
<<if $_condomDesc.colour is "lblue">>
<<set $_colourName to "light blue">>
<<else>>
<<set $_colourName to $_condomDesc.colour>>
<</if>>
<<if $_condomArticle is "a">>
<<set _text_output += (["a","e","i","o","u","A","E","I","O","U"].some(letter => $_colourName.startsWith(letter)) ? "n " + $_colourName + " " : " " + $_colourName + " ")>>
<<elseif $_condomArticle is "the">>
<<set _text_output += " ">>
<<else>>
<<set _text_output += " " + $_colourName + " ">>
<</if>>
<<if $_condomDesc.type isnot "plain">>
<<set _text_output += $_condomDesc.type + " ">>
<</if>>
<<set _text_output += "condom">>
<</if>>
<</silently>><<print _text_output>><</widget>>
/* args[0] - 0-5 for npc, args[1] "player" if the npc is equipping it on the player */
<<widget "equipNPCCondom">>
<<set $_condomnpc to (_args[0] ? _args[0] : 0)>>
<<if $NPCList[$_condomnpc].condom>>
<<if _args[1] is "player">>
<<set $player.condom to clone($NPCList[$_condomnpc].condom)>>
<<set $player.condom.worn to true>>
<<run delete $player.condom.willUse>>
<<set $NPCList[$_condomnpc].condom to false>>
<<else>>
<<set $NPCList[$_condomnpc].condom.worn to true>>
<</if>>
<<set $NPCList[$_condomnpc].condomAsk to true>>
<<else>>
<span class="red">ERROR: NPC condom $_condomnpc not defined.</span>
<</if>>
<</widget>>
/* args[0] - 0-5 for npc, args[1] "player" if the npc is removing it from the player */
<<widget "removeNPCCondom">>
<<set $_condomnpc to (_args[0] ? _args[0] : 0)>>
<<if _args[1] is "player">>
<<set $player.condom to false>>
<<else>>
<<set $NPCList[$_condomnpc].condom to false>>
<</if>>
<</widget>>
/* For the player equipping their own condom on themselves */
<<widget "equipPlayerCondom">>
<<set $player.condom to {
state: (random(0,100) gt 98 ? "defective" : "normal"),
type: "plain",
colour: setup.colours.condom[random(0, (setup.colours.condom.length -1))].csstext,
worn: true
}>>
<<set $condoms -= 1>>
<</widget>>
/* For the player removing any condom from themselves */
<<widget "removePlayerCondom">>
<<set $player.condom to false>>
<</widget>>
<<widget "giveNPCCondom">>
<<set $_condomnpc to (_args[0] ? _args[0] : 0)>>
<<if $NPCList[$_condomnpc].condom>>
<span class="red">ERROR: NPC condom $_condomnpc overlapped with existing condom.</span>
<<else>>
<<set $NPCList[$_condomnpc].condom to {
willUse: true,
state: (random(0,100) gt 98 ? "defective" : "normal"),
type: "plain",
colour: setup.colours.condom[random(0, (setup.colours.condom.length -1))].csstext,
worn: false
}>>
<<set $condoms -= 1>>
<<set $NPCList[$_condomnpc].condomCanGive to false>>
<<npcCondomEquipImmediate $_condomnpc "it">>
<</if>>
<</widget>>
<<widget "npcCondomEquipImmediate">>
<<set $_condomnpc to (_args[0] ? _args[0] : 0)>>
<<set $_condomArticle to (_args[1] ? _args[1] : 0)>>
<<if $NPCList[$_condomnpc].condom and $NPCList[$_condomnpc].condom.willUse>>
/*Your penis*/
<<if $penisstate is "entrance" or $penisstate is "imminent" or $penisstate is "otheranusentrance" or $penisstate is "otheranusimminent">>
<<if ($NPCList[$_condomnpc].vagina.toString().includes("penis") or $NPCList[$_condomnpc].penis.toString().includes("otheranus")) and !$player.condom and $parasite.penis.name is undefined>>
<<personselect $_condomnpc>>
<<if playerChastity("penis")>>
<<He>> tries to put a condom on your penis, but can't seem to get it over your $worn.genitals.name. <span class="red"><<He>> quickly gives up.</span>
<<set $NPCList[$_condomnpc].condom.willUse to false>>
<<else>>
<span class="green"><<He_Short>> slips <<condomDesc $_condomnpc $_condomArticle>> onto your penis.</span>
<<equipNPCCondom $_condomnpc "player">>
<</if>>
<</if>>
<</if>>
<<if $penisstate is "penetrated">>
<<if $NPCList[$_condomnpc].vagina is "penis" and !$player.condom and $parasite.penis.name is undefined>>
<<personselect $_condomnpc>>
<span class="green"><<He_Short>> briefly frees your penis from <<his>> vagina, slips <<condomDesc $_condomnpc $_condomArticle>> on, and slides it back in.</span>
<<equipNPCCondom $_condomnpc "player">>
<</if>>
<</if>>
<<if $penisstate is "otheranus">>
<<if $NPCList[$_condomnpc].penis is "otheranus" and !$player.condom and $parasite.penis.name is undefined>>
<<personselect $_condomnpc>>
<span class="green"><<He_Short>> briefly frees your penis from <<his>> ass, slips <<condomDesc $_condomnpc $_condomArticle>> on, and slides it back in.</span>
<<equipNPCCondom $_condomnpc "player">>
<</if>>
<</if>>
/*Their penis*/
<<if $vaginastate is "entrance" or $vaginastate is "imminent">>
<<if ($NPCList[$_condomnpc].penis is "vaginaentrance" or $NPCList[$_condomnpc].penis is "vaginaimminent") and $NPCList[$_condomnpc].condom.worn is false and !$NPCList[$_condomnpc].penisdesc.includes("strap-on")>>
<<personselect $_condomnpc>>
<<if $NPCList[$_condomnpc].chastity.penis.includes("chastity")>>
<<He>> tries to put a condom on, but can't seem to get it over <<his>> $NPCList[$_condomnpc].chastity.penis. <span class="red"><<He>> quickly gives up.</span>
<<set $NPCList[$_condomnpc].condom.willUse to false>>
<<else>>
<span class="green"><<He_Short>> slips <<condomDesc $_condomnpc $_condomArticle>> onto <<his>> penis.</span>
<<equipNPCCondom $_condomnpc>>
<</if>>
<</if>>
<</if>>
<<if $vaginastate is "penetrated">>
<<if $NPCList[$_condomnpc].penis is "vagina" and $NPCList[$_condomnpc].condom.worn is false and !$NPCList[$_condomnpc].penisdesc.includes("strap-on")>>
<<personselect $_condomnpc>>
<span class="green">The <<person>> briefly withdraws <<his>> penis from your vagina, slips <<condomDesc $_condomnpc $_condomArticle>> on, and slides it back in.</span>
<<equipNPCCondom $_condomnpc>>
<</if>>
<</if>>
<<if $anusstate is "entrance" or $anusstate is "imminent">>
<<if ($NPCList[$_condomnpc].penis is "anusentrance" or $NPCList[$_condomnpc].penis is "anusimminent") and $NPCList[$_condomnpc].condom.worn is false and !$NPCList[$_condomnpc].penisdesc.includes("strap-on")>>
<<personselect $_condomnpc>>
<span class="green">The <<person>> slips <<condomDesc $_condomnpc $_condomArticle>> onto <<his>> penis.</span>
<<equipNPCCondom $_condomnpc>>
<</if>>
<</if>>
<<if $anusstate is "penetrated">>
<<if $NPCList[$_condomnpc].penis is "anus" and $NPCList[$_condomnpc].condom.worn is false and !$NPCList[$_condomnpc].penisdesc.includes("strap-on")>>
<<personselect $_condomnpc>>
<span class="green">The <<person>> briefly withdraws <<his>> penis from your ass, slips <<condomDesc $_condomnpc $_condomArticle>> on, and slides it back in.</span>
<<equipNPCCondom $_condomnpc>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "pickupSexToy">>
<<if $consensual is 1 and hasSexStat("promiscuity", 3) and $enemytype is "man">>
<<set $_hand to _args[0]>>
<<set $_items to window.listUniqueCarriedSextoys()>>
<<if $_hand is "left" and ($lefttarget is "self" or $options.targetYourself is false or _targetnumber is 1)>>
<<if $_items.length gt 0>>
<<set _itemsLeft to {}>>
<<run $_items.forEach(item => {
if (($currentSexToyRight is undefined or item.name isnot $currentSexToyRight.name) and item.type.includesAny("dildo","stroker") and !item.worn){
_itemsLeft[item.namecap] = item;
}
})>>
<<if Object.keys(_itemsLeft).length gte 1>>
<<set _leftaction["Pick up item:"] to "pickupSexToy">>
<</if>>
<</if>>
<</if>>
<<if $_hand is "right" and ($righttarget is "self" or $options.targetYourself is false or _targetnumber is 1)>>
<<if $_items>>
<<set _itemsRight to {}>>
<<run $_items.forEach(item => {
if (($currentSexToyLeft is undefined or item.name isnot $currentSexToyLeft.name) and item.type.includesAny("dildo","stroker") and !item.worn){
_itemsRight[item.namecap] = item;
}
})>>
<<if Object.keys(_itemsRight).length gte 1>>
<<set _rightaction["Pick up item:"] to "pickupSexToy">>
<</if>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "andButtPlug">><<silently>>
<<set _text_output to (playerHasButtPlug() ? " and $worn.butt_plug.name" : "")>>
<</silently>><<print _text_output>><</widget>>
<<widget "alongsideButtPlug">><<silently>>
<<set $_alongside to either("alongside","heedless of","pushing aside")>>
<<set _text_output to (playerHasButtPlug() ? ", "+$_alongside+" your "+$worn.butt_plug.name : "")>>
<</silently>><<print _text_output>><</widget>>
<<widget "combatExtendedCheck">>
<<set _dodgeChance to 0>>
<<set _passiveDodgeSuccess to 0>>
<<set _activeDodgeSuccess to 0>>
<<set _counterChance to 0>>
<<set _check1 to 100>>
<<set $combatExtended.counterSuccess to 0>>
<<set $combatExtended.dodgeSuccess to 0>>
<<if $combatExtended.enemyFeinting is 1 and random(100) gte 33>>
<<set _check1 += 50>>
<</if>>
<<set _check2 to _check1 * 0.8>>
<<set _dancedodge to Math.round(currentSkillValue('danceskill') / 40)>>
<<if $bodysize is 3>>
<<set _bodyDodgeChance to -20>>
<<elseif $bodysize is 2>>
<<set _bodyDodgeChance to 0>>
<<elseif $bodysize is 1>>
<<set _bodyDodgeChance to 15>>
<<else>>
<<set _bodyDodgeChance to 30>>
<</if>>
<<if $combatExtended.brawlingToggle is 1>>
<<set _brawlingDodgeChance to ($combatExtended.brawling * $enemyno * ($enemyno / 16)) / 100>>
<<else>>
<<set _brawlingDodgeChance to 0>>
<</if>>
<<if $combatExtended.passiveDodging is 1>>
<<set _dodgeChance = Math.round(_dancedodge + _bodyDodgeChance + _brawlingDodgeChance)>>
<<if $combatExtended.uncappedDodgeChance is 0>>
<<set _dodgeChance to Math.clamp(_dodgeChance, 0, $combatExtended.dodgeChanceCap)>>
<</if>>
<<if $combatExtended.stabilityLost is 1>>
<<set _dodgeChance = Math.round(_dodgeChance / 2)>>
<</if>>
<<if _dodgeChance gte random(_check1)>>
<<set _passiveDodgeSuccess to 2>>
<<elseif _dodgeChance gte random(_check2)>>
<<set _passiveDodgeSuccess to 1>>
<<else>>
<<set _passiveDodgeSuccess to 0>>
<</if>>
<</if>>
<<if $combatExtended.activeDodgingActive is 1>>
<<set _dodgeChance = Math.round((_dancedodge + _bodyDodgeChance + _brawlingDodgeChance) * 2)>>
<<if $combatExtended.uncappedDodgeChance is 0>>
<<set _dodgeChance to Math.clamp(_dodgeChance, 0, $combatExtended.dodgeChanceCap)>>
<</if>>
<<if $combatExtended.stabilityLost is 1>>
<<set _dodgeChance = Math.round(_dodgeChance / 2)>>
<</if>>
<<if _dodgeChance gte random(_check1)>>
<<set _activeDodgeSuccess to 2>>
<<elseif _dodgeChance gte random(_check2)>>
<<set _activeDodgeSuccess to 1>>
<<else>>
<<set _activeDodgeSuccess to 0>>
<</if>>
<</if>>
<<if $combatExtended.countering is 1>>
<<if $combatExtended.counteringActive gte 1>>
<<set _counterChance to 100 * ((0.25 * (1 * ($skulduggery / 1000))) * $combatExtended.counteringActive)>>
<<if $combatExtended.stabilityLost is 1>>
<<set _counterChance = Math.round(_counterChance / 2)>>
<</if>>
<<if _counterChance gte random(_check1)>>
<<set _counterSuccess to 2>>
<<elseif _counterChance gte random(_check2)>>
<<set _counterSuccess to 1>>
<<else>>
<<set _counterSuccess to 0>>
<</if>>
<</if>>
<</if>>
<<if $suffocated is undefined and $willpowerpain is undefined and $orgasmdown lte 0 and $trance lte 0 and $panicparalysis is 0 and $panicviolence is 0 and $dissociation lte 1>>
<<set $combatExtended.counterSuccess to _counterSuccess>>
<<if _passiveDodgeSuccess gt _activeDodgeSuccess>>
<<set $combatExtended.dodgeSuccess to _passiveDodgeSuccess>>
<<else>>
<<set $combatExtended.dodgeSuccess to _activeDodgeSuccess>>
<</if>>
<</if>>
<</widget>>
<<widget "combatExtendedStability">>
<<set $combatExtended.stability += _args[0]>>
<</widget>>
<<widget "combatExtendedEnemyCheck">>
<<set _dodgeChance to $NPCList[_args[0]].dodgeChance>>
<<set _passiveEnemyDodge to 0>>
<<set _activeEnemyDodge to 0>>
<<set _check1 to 100>>
<<set _events to 0>>
<<cleareventpool>>
<<if $combatExtended.enemyActiveDodging is 1>>
<<addinlineevent "enemy_dodging" 1>>
<<set _dodgeChance to _dodgeChance * 2>>
<</addinlineevent>>
<<set _events += 1>>
<</if>>
<<if $combatExtended.enemyBlocking is 1>>
<<addinlineevent "enemy_blocking" 1>>
<<set $combatExtended.enemyBlockingActive to 1>>
<</addinlineevent>>
<<set _events += 1>>
<</if>>
<<if $combatExtended.enemyCountering is 1>>
<<addinlineevent "enemy_countering" 1>>
<<set $combatExtended.enemyCounteringActive to 1>>
<</addinlineevent>>
<<set _events += 1>>
<</if>>
<<if _events is 0>>
<<set _events to 1>>
<</if>>
<<addinlineevent "enemy_none" _events>>
/* Nothing */
<</addinlineevent>>
<<runeventpool>>
<<set _check2 to _check1 * 0.8>>
<<if $combatExtended.feinting is 1>>
<<if $combatExtended.feintingActive gte 1>>
<<set _dodgeChanceReduction to Math.round($skulduggery / 100)>>
<<if $combatExtended.stabilityLost is 1>>
<<set _dodgeChanceReduction to _dodgeChanceReduction / 4>>
<</if>>
<<if $combatExtended.feintingActive is 2>>
<<set _dodgeChance -= _dodgeChanceReduction * 3>>
<<else>>
<<set _dodgeChance -= _dodgeChanceReduction>>
<</if>>
<</if>>
<</if>>
<<if $combatExtended.hookpunching is 1>>
<<if $combatExtended.hookpunchingActive gte 1>>
<<if $combatExtended.hookpunchingActive is 2>>
<<set _dodgeChance += 30>>
<<else>>
<<set _dodgeChance += 10>>
<</if>>
<</if>>
<</if>>
<<if $combatExtended.enemyPassiveDodging is 1>>
<<if _dodgeChance gte random(_check1)>>
<<set _passiveEnemyDodge to 2>>
<<elseif _dodgeChance gte random(_check2)>>
<<set _passiveEnemyDodge to 1>>
<<else>>
<<set _passiveEnemyDodge to 0>>
<</if>>
<</if>>
<<if $combatExtended.enemyActiveDodgingActive is 1>>
<<if _dodgeChance gte random(_check1)>>
<<set _activeEnemyDodge to 2>>
<<elseif _dodgeChance gte random(_check2)>>
<<set _activeEnemyDodge to 1>>
<<else>>
<<set _activeEnemyDodge to 0>>
<</if>>
<</if>>
<<if $combatExtended.enemyCounteringActive is 1>>
<<set _check1 += 50>>
<<set _check2 to _check1 * 0.8>>
<<if _dodgeChance gte random(_check1)>>
<<set _enemyCounter to 2>>
<<elseif _dodgeChance gte random(_check2)>>
<<set _enemyCounter to 1>>
<<else>>
<<set _enemyCounter to 0>>
<</if>>
<</if>>
<<set $combatExtended.enemyCounterSuccess to _enemyCounter>>
<<if _activeEnemyDodge gt _activeEnemyDodge>>
<<set $combatExtended.enemyDodgeSuccess to _passiveEnemyDodge>>
<<else>>
<<set $combatExtended.enemyDodgeSuccess to _activeEnemyDodge>>
<</if>>
<</widget>>
<<widget "healthMultiplier">>
<<if $NPCList[0].health isnot undefined and $NPCList[0].health gt $enemyhealth>>
<<set $enemyhealth to $NPCList[0].health>>
<</if>>
<<set _buff to 0>>
<<if $enemytype is "beast">>
<<set $enemyhealth to Math.round($enemyhealth * ($beastHealthMult / 100))>>
<<else>>
<<set $enemyhealth to Math.round($enemyhealth * ($npcHealthMult / 100))>>
<</if>>
<<set _buffAmount to Math.floor(Time.days / $combatExtended.enemyDayScaling)>>
<<if $combatExtended.enemyHealthDayScaling is 1>>
<<if _buffAmount lte $combatExtended.enemyDayScalingLimit or $combatExtended.enemyInfiniteDayScaling is 1>>
<<set _buff += _buffAmount * $combatExtended.enemyHealthDayScalingMult>>
<<else>>
<<set _buff += _buffAmount * $combatExtended.enemyDayScalingLimit>>
<</if>>
<</if>>
<<set _buffAmount to Math.floor($enemiesDefeatedStat / $combatExtended.enemyDefeatScaling)>>
<<if $combatExtended.enemyHealthDefeatScaling is 1>>
<<if _buffAmount lte $combatExtended.enemyDefeatScalingLimit or $combatExtended.enemyInfiniteDefeatScaling is 1>>
<<set _buff += _buffAmount * $combatExtended.enemyHealthDefeatScalingMult>>
<<else>>
<<set _buff += _buffAmount * $combatExtended.enemyDefeatScalingLimit>>
<</if>>
<</if>>
<<set $enemyhealth to Math.round($enemyhealth * (1 + (_buff / 100)))>>
<<set $enemyhealthmax to $enemyhealth>>
<<set $permenemyhealthmax to $enemyhealthmax>>
<</widget>>
<<widget "npcStealMoney">>
<<if $npcStealMoneyToggle is 1 and $npcStolenMoney is undefined>>
<br>
<<set _stolenMoney to $money * ($npcStealMoneyPercentage/100)>>
<<He>> rifles through your pockets and take <<printmoney _stolenMoney>>.
<<if _stolenMoney gte 100000>>
"That's a lot of money, I'll take that thank you."
<<elseif _stolenMoney gte 50000>>
"Not bad, not bad at all."
<<elseif _stolenMoney gte 10000>>
"Heh, that makes it worth the trouble."
<<elseif _stolenMoney gte 5000>>
"This is all you have?"
<<else>>
"This is peanuts..."
<</if>>
<<set $money to $money - _stolenMoney>>
<<set $npcStolenMoney to 1>>
<</if>>
<</widget>>
<<widget "struggle_defense_init">>
<<if _args[0] is "guard">>
<<if currentSkillValue("handskill") gte 800>>
but you redirect its momentum with a well-timed blow,
<<elseif currentSkillValue("handskill") gte 200>>
but you bat it aside,
<<else>>
but your flailing knocks it aside,
<</if>>
<<elseif _args[0] is "dodge">>
<<set $dodging -= 1>>
<<if $drunk gte 60>>
but you drunkenly stagger out of the way<<if !random(100)>> like the drunk master you are<</if>>,
<<elseif currentSkillValue("feetskill") gte 800 or currentSkillValue('danceskill') gte 400>>
but you dance aside,
<<elseif currentSkillValue("feetskill") gte 200>>
but you step aside,
<<else>>
but you stumble aside,
<</if>>
<</if>>
<</widget>>
<<widget "struggle_defense_result">>
<<if _args[0] is "guard">>
<<if _left_guard_chance gte _hit_chance>>
<<unset $left_guard>>
<<elseif _right_guard_chance gte _hit_chance>>
<<unset $right_guard>>
<</if>>
<<if $struggle.enemy[_i].health gt 0>>
<span class="teal">It's hurt. </span>
<<else>>
<span class="green">It's too hurt. </span>
<</if>>
<<elseif _args[0] is "dodge">>
<<if $struggle.enemy[_i].dodge is undefined>>
<<set $struggle.enemy[_i].dodge to 1>>
<<elseif $struggle.enemy[_i].dodge lt 3>>
<<set $struggle.enemy[_i].dodge ++>>
<<else>>
<<set $struggle.enemy[_i].dodge to 0>>
<<set $struggle.enemy[_i].health -= 1>>
<<if $struggle.enemy[_i].health gt 0>>
<span class="teal">It's running out of steam. </span>
<<else>>
<span class="green">It ran out of steam. </span>
<</if>>
<</if>>
<</if>>
<<if $struggle.enemy[_i].health lte 0>>
<span class="green">It won't return.</span>
<<set $struggle.done += 1>>
<<set $struggle.enemy[_i].location to "fled">>
<</if>>
<<unset _struggleDefenseResult>>
<</widget>><h3>Character Viewer</h3>
/*Old Variables*/
<<unset $characterViewerControls>>
<<unset $debugClothesEquipped>>
<<unset $debugClothesEquippedIntegrity>>
<<unset $debugBodyState>>
<<unset $debugSelectedColors>>
<<unset $debugSkinColor>>
/*End*/
<<if $options.images is 1>>
<<if $characterViewer is undefined>>
<<set $characterViewer to {}>>
<<set $characterViewer.clothesEquipped to {
head:0,
face:0,
neck:0,
hands:0,
handheld:0,
upper:0,
lower:0,
under_upper:0,
under_lower:0,
legs:0,
feet:0,
genitals:0,
}>>
<<set $characterViewer.clothesIntegrity to {
head:"full",
face:"full",
neck:"full",
hands:"full",
handheld:"full",
upper:"full",
lower:"full",
under_upper:"full",
under_lower:"full",
legs:"full",
feet:"full",
genitals:"full",
}>>
<<set $characterViewer.bodyState to {
show_face: true,
facestyle: "default",
facevariant: "default",
freckles: false,
brows: "none",
mouth: "none",
trauma: false,
blink: true,
eyes_half: false,
eyes_bloodshot: false,
tears: 0,
blush: 0,
hairStage: "none",
hairType: "default",
fringeType: "default",
fringeStage: "short",
fringePosition: "back",
breastSize: 0,
penisSize: "none",
penisVirgin: "virgin",
ballsExist: true,
bellySize: 0,
vaginaCum: 0,
anusCum: 0,
mouthCum: 0,
bodytype: 0,
rightArmCovering: false,
leftArmCovering: false,
angelHalo:"hidden",
angelWings:"hidden",
angelWingsLeftType:"idle",
angelWingsRightType:"idle",
angelWingsLayer:"front",
fallenAngelHalo:"hidden",
fallenAngelWings:"hidden",
fallenAngelWingsLeftType:"idle",
fallenAngelWingsRightType:"idle",
fallenAngelWingsLayer:"front",
demonHorns:"hidden",
demonHornsLayer:"back",
demonTail:"hidden",
demonTailType:"idle",
demonTailLayer:"front",
demonWings:"hidden",
demonWingsType:"idle",
demonWingsLayer:"front",
wolfEars:"hidden",
wolfTail:"hidden",
wolfTailLayer:"front",
wolfPits:"hidden",
wolfPubes:"hidden",
wolfCheeks:"hidden",
catEars:"hidden",
catTail:"hidden",
catTailLayer:"front",
catTailType:"idle",
cowHorns:"hidden",
cowHornsLayer:"back",
cowEars:"hidden",
cowTail:"hidden",
cowTailLayer:"front",
birdEyes:"hidden",
birdMalar:"hidden",
birdPlumage:"hidden",
birdPubes:"hidden",
birdWings:"hidden",
birdWingsLeftType:"idle",
birdWingsRightType:"idle",
birdWingsLayer:"front",
birdTail:"hidden",
birdTailLayer:"front",
foxEars:"hidden",
foxTail:"hidden",
foxTailLayer:"front",
foxCheeks:"hidden",
}>>
<<set $characterViewer.colours to {
dyedHairPart: "full",
hair_colour_style: "simple",
hair: "red",
hair_colour_gradient: {style: "low-ombre", colours: ["red", "red"]},
hair_fringe_colour_style: "simple",
fringe: "red",
hair_fringe_colour_gradient: {style: "low-ombre", colours: ["red", "red"]},
eyesl: "purple",
eyesr: "purple",
head:["Range", "Range"],
face:["Range", "Range"],
neck:["Range", "Range"],
hands:["Range", "Range"],
handheld:["Range", "Range"],
upper:["Range", "Range"],
lower:["Range", "Range"],
under_upper:["Range", "Range"],
under_lower:["Range", "Range"],
legs:["Range", "Range"],
feet:["Range", "Range"],
genitals:["Range", "Range"],
}>>
<<set $characterViewer.skinColour to {
style:"",
type: "light",
range: 0,
}>>
<<set $characterViewer.controls to {
charactersToShow: 1,
page: "body",
animations: true,
autoRefresh: true,
expand: false,
}>>
<</if>>
<<if !$characterViewer.colours.hair_colour_style>>
<<set $characterViewer.colours.hair_colour_style to "simple">>
<<set $characterViewer.colours.hair_colour_gradient to {style: "low-ombre", colours: ["red", "red"]}>>
<<set $characterViewer.colours.hair_fringe_colour_style to "simple">>
<<set $characterViewer.colours.hair_fringe_colour_gradient to {style: "low-ombre", colours: ["red", "red"]}>>
<</if>>
<<if $tempCharacterViewerControls>>
<<set $characterViewer.controls to clone($tempCharacterViewerControls)>>
<<unset $tempCharacterViewerControls>>
<</if>>
<<if !_clothes>>
<<clothesTestingGenerateClothes>>
<</if>>
<div id="images">
<<clothesTestingImageGenerateAll>>
</div>
<div style="clear:both;"></div>
<<if !$characterViewer.controls.autoRefresh>>
<br>
<<link "Refresh Image">><<clothesTestingImageUpdate>><</link>>
<br>
<</if>>
<div id="controlsNav">
<br>
<<link "Body">>
<<set $characterViewer.controls.page to "body">>
<<removeclass "#controls-body" "hidden">>
<<addclass "#controls-face" "hidden">>
<<addclass "#controls-hair" "hidden">>
<<addclass "#controls-transformations" "hidden">>
<<addclass "#controls-clothes" "hidden">>
<<addclass "#controls-export" "hidden">>
<</link>> |
<<link "Face">>
<<set $characterViewer.controls.page to "face">>
<<addclass "#controls-body" "hidden">>
<<removeclass "#controls-face" "hidden">>
<<addclass "#controls-hair" "hidden">>
<<addclass "#controls-transformations" "hidden">>
<<addclass "#controls-clothes" "hidden">>
<<addclass "#controls-export" "hidden">>
<</link>> |
<<link "Hair">>
<<set $characterViewer.controls.page to "hair">>
<<addclass "#controls-body" "hidden">>
<<addclass "#controls-face" "hidden">>
<<removeclass "#controls-hair" "hidden">>
<<addclass "#controls-transformations" "hidden">>
<<addclass "#controls-clothes" "hidden">>
<<addclass "#controls-export" "hidden">>
<</link>> |
<<link "Transformations">>
<<set $characterViewer.controls.page to "transformations">>
<<addclass "#controls-body" "hidden">>
<<addclass "#controls-face" "hidden">>
<<addclass "#controls-hair" "hidden">>
<<removeclass "#controls-transformations" "hidden">>
<<addclass "#controls-clothes" "hidden">>
<<addclass "#controls-export" "hidden">>
<</link>> |
<<link "Clothes">>
<<set $characterViewer.controls.page to "clothes">>
<<addclass "#controls-body" "hidden">>
<<addclass "#controls-face" "hidden">>
<<addclass "#controls-hair" "hidden">>
<<addclass "#controls-transformations" "hidden">>
<<removeclass "#controls-clothes" "hidden">>
<<addclass "#controls-export" "hidden">>
<</link>> |
<<link "Export/Settings">>
<<set $characterViewer.controls.page to "export">>
<<addclass "#controls-body" "hidden">>
<<addclass "#controls-face" "hidden">>
<<addclass "#controls-hair" "hidden">>
<<addclass "#controls-transformations" "hidden">>
<<addclass "#controls-clothes" "hidden">>
<<removeclass "#controls-export" "hidden">>
<</link>> |
<br>
</div>
<br>
<div id="controls" class="no-numberify">
<div id="controls-body" @class="$characterViewer.controls.page is 'body' ? '' : 'hidden'">
<<clothesTestingBodyControls>>
</div>
<div id="controls-face" @class="$characterViewer.controls.page is 'face' ? '' : 'hidden'">
<<clothesTestingFaceControls>>
</div>
<div id="controls-hair" @class="$characterViewer.controls.page is 'hair' ? '' : 'hidden'">
<<clothesTestingHairControls>>
</div>
<div id="controls-transformations" @class="$characterViewer.controls.page is 'transformations' ? '' : 'hidden'">
<<clothesTestingTransformationsControls>>
</div>
<div id="controls-clothes" @class="$characterViewer.controls.page is 'clothes' ? '' : 'hidden'">
<<characterViewerModelClothesControls>>
</div>
</div>
<div id="controls-export" @class="$characterViewer.controls.page is 'export' ? '' : 'hidden'">
<div class="no-numberify"><<characterViewerModelExportControls>></div>
</div>
<br>
<<link [[Temp save|$passage]]>><</link>>
<br><br>
<<link [[Reset Character|$passage]]>>
<<set $tempCharacterViewerControls to clone($characterViewer.controls)>>
<<unset $characterViewer>>
<</link>> |
<<link [[Reset All|$passage]]>>
<<unset $characterViewer>>
<</link>>
<<if $characterViewer.controls.autoRefresh>>
<<run $(() =>
$('#controls input, #controls select').on('input change', e => wikifier('<<clothesTestingImageUpdate>>'))
)>>
<</if>>
<<if $characterViewer.controls.expand>>
<<addclass "#passages" "debugPassages">>
<</if>>
<<else>>
images disabled
<</if>>
<br><br>
<<link [[Return|$lastPassage]]>>
<<unset $characterViewer>>
<<unset $lastPassage>>
<<removeclass "#passages" "debugPassages">>
<</link>><<widget "clothesTestingImageUpdate">>
<<replace #images>>
<<clothesTestingImageGenerateAll>>
<</replace>>
<</widget>>
<<widget "clothesTestingImageGenerateAll">>
<<set _test to []>>
<<for _i to 0; _i lt $characterViewer.controls.charactersToShow; _i++>>
<<capture _i>>
<div @id="'no' + _i" class="left debug-hideImageOverflow debug-images">
<<characterViewerModel _i>>
</div>
<</capture>>
<</for>>
<</widget>>
<<widget "clothesTestingGenerateClothes">>
<<set _clothes to {}>>
<<set _equip to ["upper","lower","under_upper","under_lower","head","face","neck","hands", "handheld","legs","feet","genitals"]>>
<<for _i to 0; _i lt _equip.length; _i++>>
<<set _slot to _equip[_i]>>
<<set _clothes[_slot] to {}>>
<<set _keys to Object.keys(setup.clothes[_slot])>>
<<for _j to 0; _j lt _keys.length; _j++>>
<<if _clothes[_slot][setup.clothes[_slot][_j].name] is undefined>>
<<set _clothes[_slot][setup.clothes[_slot][_j].name] to setup.clothes[_slot][_j].index>>
<</if>>
<</for>>
<</for>>
<</widget>>
<<widget "clothesTestingBodyControls">>
<h4>Body</h4>
<<set _penisSize to {"None":"none","Micro":"-2", "Mini":"-1", "Tiny":"0", "Small":"1", "Normal":"2", "Large":"3", "Enormous":"4"}>>
<<set _breastNames to ["Flat", "Budding", "Tiny", "Small", "Pert", "Modest", "Full", "Large", "Ample", "Massive", "Huge", "Gigantic", "Enormous"]>>
<<set _liquidNames to ["None","Drops","Some","Lots","Dripping","Overflowing"]>>
<<link "Reset">>
<<set $characterViewer.bodyState.bodytype to 0>>
<<set $characterViewer.skinColour.type to "light">>
<<set $characterViewer.skinColour.range to 0>>
<<set $characterViewer.bodyState.penisSize to "none">>
<<set $characterViewer.bodyState.penisVirgin to "virgin">>
<<set $characterViewer.bodyState.ballsExist to true>>
<<set $characterViewer.bodyState.breastSize to 0>>
<<set $characterViewer.bodyState.cleavage to false>>
<<set $characterViewer.bodyState.bellySize to 0>>
<<set $characterViewer.bodyState.vaginaCum to 0>>
<<set $characterViewer.bodyState.anusCum to 0>>
<<set $characterViewer.bodyState.mouthCum to 0>>
<<set $characterViewer.bodyState.leftArmCovering to false>>
<<set $characterViewer.bodyState.rightArmCovering to false>>
<<replace "#controls-body">><<clothesTestingBodyControls>><</replace>>
<<clothesTestingImageUpdate>>
<<if $characterViewer.controls.autoRefresh>>
<<run $(() =>
$('#controls-body input, #controls-body select').on('input change', e => wikifier('<<clothesTestingImageUpdate>>'))
)>>
<</if>>
<</link>> |
<<link "Randomise">>
<<set $characterViewer.bodyState.bodytype to random(0,2)>>
<<set $characterViewer.skinColour.type to ["light", "medium", "dark", "gyaru", "ylight", "ymedium", "ydark", "ygyaru"].random()>>
<<set $characterViewer.skinColour.range to random(0, 100)>>
<<set $characterViewer.bodyState.penisSize to Object.values(_penisSize).random()>>
<<set $characterViewer.bodyState.penisVirgin to ["virgin", "default"].random()>>
<<set $characterViewer.bodyState.ballsExist to !random(1)>>
<<set $characterViewer.bodyState.breastSize to random(0, _breastNames.length - 1)>>
<<set $characterViewer.bodyState.cleavage to !random(1)>>
<<set $characterViewer.bodyState.bellySize to random(0, 24)>>
<<set $characterViewer.bodyState.vaginaCum to random(0, _liquidNames.length - 1)>>
<<set $characterViewer.bodyState.anusCum to random(0, _liquidNames.length - 1)>>
<<set $characterViewer.bodyState.mouthCum to random(0, _liquidNames.length - 1)>>
<<set $characterViewer.bodyState.leftArmCovering to !random(1)>>
<<set $characterViewer.bodyState.rightArmCovering to !random(1)>>
<<replace "#controls-body">><<clothesTestingBodyControls>><</replace>>
<<clothesTestingImageUpdate>>
<<if $characterViewer.controls.autoRefresh>>
<<run $(() =>
$('#controls-body input, #controls-body select').on('input change', e => wikifier('<<clothesTestingImageUpdate>>'))
)>>
<</if>>
<</link>>
<br><br>
<span class="gold">Body Type</span>
<br>
<label>Classic <<radiobutton "$characterViewer.bodyState.bodytype" 0 autocheck>></label> |
<label>Slender <<radiobutton "$characterViewer.bodyState.bodytype" 1 autocheck>></label> |
<label>Curvy <<radiobutton "$characterViewer.bodyState.bodytype" 2 autocheck>></label> |
<br><br>
<span class="gold">Skin Colour</span>
<br>
Reddish:
<label>Light <<radiobutton "$characterViewer.skinColour.type" "light" autocheck>></label> |
<label>Medium <<radiobutton "$characterViewer.skinColour.type" "medium" autocheck>></label> |
<label>Dark <<radiobutton "$characterViewer.skinColour.type" "dark" autocheck>></label> |
<label>Gyaru <<radiobutton "$characterViewer.skinColour.type" "gyaru" autocheck>> (Pale with no tan, very dark with full tan)</label>
<br>
Yellowish:
<label>Light <<radiobutton "$characterViewer.skinColour.type" "ylight" autocheck>></label> |
<label>Medium <<radiobutton "$characterViewer.skinColour.type" "ymedium" autocheck>></label> |
<label>Dark <<radiobutton "$characterViewer.skinColour.type" "ydark" autocheck>></label> |
<label>Gyaru <<radiobutton "$characterViewer.skinColour.type" "ygyaru" autocheck>></label>
<br><br>
<label>Initial Tan: <<numberslider "$characterViewer.skinColour.range" $characterViewer.skinColour.range 0 100 1>></label>
<br><br>
<span class="gold">Penis Size</span>
<br>
<<set _keys to Object.keys(_penisSize)>>
<<for _i to 0; _i lt _keys.length; _i++>>
<label>
<<print _keys[_i]>>
<<print '<<radiobutton "$characterViewer.bodyState.penisSize" "'+_penisSize[_keys[_i]]+'" ' + ($characterViewer.bodyState.penisSize is _penisSize[_keys[_i]] ? "checked" : "") + '>>'>>
</label> |
<</for>>
<br><br>
<span class="gold">Penis Virginity</span>
<br>
<label>Virgin <<radiobutton "$characterViewer.bodyState.penisVirgin" "virgin" autocheck>></label> |
<label>Non-Virgin <<radiobutton "$characterViewer.bodyState.penisVirgin" "default" autocheck>></label> |
<br><br>
<span class="gold">Testes</span><br>
<label>Yes <<radiobutton "$characterViewer.bodyState.ballsExist" true autocheck>></label> |
<label>No <<radiobutton "$characterViewer.bodyState.ballsExist" false autocheck>></label> |
<br><br>
<span class="gold">Breasts</span>
<<numberslider "$characterViewer.bodyState.breastSize" $characterViewer.bodyState.breastSize 0 _breastNames.length-1 1>>
<br>
<label>Breast Cleavage: <<checkbox "$characterViewer.bodyState.cleavage" false true autocheck>></label>
<br><br>
<span class="gold">Belly Size</span>
<br>
<<numberslider "$characterViewer.bodyState.bellySize" $characterViewer.bodyState.bellySize 0 24 1>>
<br><br>
<span class="gold">Vagina Cum Amount</span>
<br>
<<numberslider "$characterViewer.bodyState.vaginaCum" $characterViewer.bodyState.vaginaCum 0 _liquidNames.length-1 1>>
<br><br>
<span class="gold">Anus Cum Amount</span>
<br>
<<numberslider "$characterViewer.bodyState.anusCum" $characterViewer.bodyState.anusCum 0 _liquidNames.length-1 1>>
<br><br>
<span class="gold">Mouth Cum Amount</span>
<br>
<<numberslider "$characterViewer.bodyState.mouthCum" $characterViewer.bodyState.mouthCum 0 _liquidNames.length-1 1>>
<br><br>
<label>
<span class="gold">Left Arm Covering Chest:</span>
<<checkbox "$characterViewer.bodyState.leftArmCovering" false true autocheck>>
</label>
<br>
<label>
<span class="gold">Right Arm Covering Crotch:</span>
<<checkbox "$characterViewer.bodyState.rightArmCovering" false true autocheck>>
</label>
<br><br>
<<run $(() => {
function setupListener(name, labels) {
let className = name.toLowerCase();
$('#numberslider-input-characterviewerbodystate' + className).on('input change', e =>
$('#numberslider-value-characterviewerbodystate' + className).html(" "+labels[e.currentTarget.value]));
$('#numberslider-value-characterviewerbodystate' + className).html(" "+labels[$characterViewer.bodyState[name]]);
}
setupListener("breastSize", _breastNames);
setupListener("vaginaCum", _liquidNames);
setupListener("anusCum", _liquidNames);
setupListener("mouthCum", _liquidNames);
})>>
<</widget>>
<<widget "clothesTestingFaceControls">>
<h4>Face</h4>
<<set _browTypes to ["none", "top", "mid", "low", "orgasm"]>>
<<set _mouthTypes to ["none", "neutral", "cry", "frown", "smile"]>>
<<set _eyeColours to ["purple", "dark blue", "light blue", "amber", "hazel", "green", "red", "pink", "grey", "range"]>>
<<link "Reset">>
<<set $characterViewer.bodyState.show_face to true>>
<<set $characterViewer.bodyState.freckles to false>>
<<set $characterViewer.bodyState.brows to "none">>
<<set $characterViewer.bodyState.blush to 0>>
<<set $characterViewer.bodyState.mouth to "none">>
<<set $characterViewer.bodyState.trauma to false>>
<<set $characterViewer.bodyState.blink to false>>
<<set $characterViewer.bodyState.eyes_half to false>>
<<set $characterViewer.bodyState.eyes_bloodshot to false>>
<<set $characterViewer.bodyState.tears to 0>>
<<set $characterViewer.colours.eyesl to "purple">>
<<set $characterViewer.colours.eyesr to "purple">>
<<replace "#controls-face">><<clothesTestingFaceControls>><</replace>>
<<clothesTestingImageUpdate>>
<<if $characterViewer.controls.autoRefresh>>
<<run $(() =>
$('#controls-face input, #controls-face select').on('input change', e => wikifier('<<clothesTestingImageUpdate>>'))
)>>
<</if>>
<</link>> |
<<link "Randomise">>
<<set $characterViewer.bodyState.show_face to true>>
<<set $characterViewer.bodyState.freckles to !random(1)>>
<<set $characterViewer.bodyState.brows to _browTypes.random()>>
<<set $characterViewer.bodyState.blush to random(4)>>
<<set $characterViewer.bodyState.mouth to _mouthTypes.random()>>
<<set $characterViewer.bodyState.trauma to !random(1)>>
<<set $characterViewer.bodyState.blink to !random(1)>>
<<set $characterViewer.bodyState.eyes_half to !random(1)>>
<<set $characterViewer.bodyState.eyes_bloodshot to !random(1)>>
<<set $characterViewer.bodyState.tears to random(4)>>
<<set $characterViewer.colours.eyesl to _eyeColours.random()>>
<<set $characterViewer.colours.eyesr to _eyeColours.random()>>
<<replace "#controls-face">><<clothesTestingFaceControls>><</replace>>
<<clothesTestingImageUpdate>>
<<if $characterViewer.controls.autoRefresh>>
<<run $(() =>
$('#controls-face input, #controls-face select').on('input change', e => wikifier('<<clothesTestingImageUpdate>>'))
)>>
<</if>>
<</link>>
<br><br>
<span class="gold">Show Face</span><br>
<label>Yes <<radiobutton "$characterViewer.bodyState.show_face" true autocheck>></label> |
<label>No <<radiobutton "$characterViewer.bodyState.show_face" false autocheck>></label> |
<br><br>
<<if setup.faceStyleOptions.length gt 1>>
<span class="gold">Face style:</span><br>
<<listbox "$characterViewer.bodyState.facestyle" autoselect>>
<<optionsfrom setup.faceStyleOptions>>
<</listbox>>
<br><br>
<</if>>
<span class="gold">Demeanour:</span><br>
<<listbox "$characterViewer.bodyState.facevariant" autoselect>>
<<optionsfrom setup.faceVariantOptions[$characterViewer.bodyState.facestyle]>>
<</listbox>>
<br><br>
<span class="gold">Freckles</span><br>
<label>Yes <<radiobutton "$characterViewer.bodyState.freckles" true autocheck>></label> |
<label>No <<radiobutton "$characterViewer.bodyState.freckles" false autocheck>></label> |
<br><br>
<span class="gold">Brow</span><br>
<<for $_name range _browTypes>>
<label><<print $_name.toUpperFirst()>> <<radiobutton "$characterViewer.bodyState.brows" $_name autocheck>></label> |
<</for>>
<br><br>
<span class="gold">Blush level</span><br>
<label>None <<radiobutton "$characterViewer.bodyState.blush" 0 autocheck>></label> |
<label>1 <<radiobutton "$characterViewer.bodyState.blush" 1 autocheck>></label> |
<label>2 <<radiobutton "$characterViewer.bodyState.blush" 2 autocheck>></label> |
<label>3 <<radiobutton "$characterViewer.bodyState.blush" 3 autocheck>></label> |
<label>4 <<radiobutton "$characterViewer.bodyState.blush" 4 autocheck>></label> |
<br><br>
<span class="gold">Mouth</span><br>
<<for $_name range _mouthTypes>>
<label><<print $_name.toUpperFirst()>> <<radiobutton "$characterViewer.bodyState.mouth" $_name autocheck>></label> |
<</for>>
<br><br>
<h4>Eyes</h4>
<span class="gold">Show Trauma Eyes</span><br>
<label>Yes <<radiobutton "$characterViewer.bodyState.trauma" true autocheck>></label> |
<label>No <<radiobutton "$characterViewer.bodyState.trauma" false autocheck>></label> |
<br><br>
<span class="gold">Enable blinking</span><br>
<label>Yes <<radiobutton "$characterViewer.bodyState.blink" true autocheck>></label> |
<label>No <<radiobutton "$characterViewer.bodyState.blink" false autocheck>></label> |
<br><br>
<span class="gold">Enable Half Eyes</span><br>
<label>Yes <<radiobutton "$characterViewer.bodyState.eyes_half" true autocheck>></label> |
<label>No <<radiobutton "$characterViewer.bodyState.eyes_half" false autocheck>></label> |
<br><br>
<span class="gold">Enable Bloodshot eyes</span><br>
<label>Yes <<radiobutton "$characterViewer.bodyState.eyes_bloodshot" true autocheck>></label> |
<label>No <<radiobutton "$characterViewer.bodyState.eyes_bloodshot" false autocheck>></label> |
<br><br>
<span class="gold">Tears level</span><br>
<label>None <<radiobutton "$characterViewer.bodyState.tears" 0 autocheck>></label> |
<label>1 <<radiobutton "$characterViewer.bodyState.tears" 1 autocheck>></label> |
<label>2 <<radiobutton "$characterViewer.bodyState.tears" 2 autocheck>></label> |
<label>3<<radiobutton "$characterViewer.bodyState.tears" 3 autocheck>></label> |
<label>4 <<radiobutton "$characterViewer.bodyState.tears" 4 autocheck>></label> |
<br><br>
<span class="gold">Left Eye Colour</span>
<br>
<label><span class="purple">Purple</span> <<radiobutton "$characterViewer.colours.eyesl" "purple" autocheck>></label> |
<label><span class="blue">Dark Blue</span> <<radiobutton "$characterViewer.colours.eyesl" "dark blue" autocheck>></label> |
<label><span class="lblue">Light Blue</span> <<radiobutton "$characterViewer.colours.eyesl" "light blue" autocheck>></label> |
<label><span class="tangerine">Amber</span> <<radiobutton "$characterViewer.colours.eyesl" "amber" autocheck>></label> |
<label><span class="brown">Hazel</span> <<radiobutton "$characterViewer.colours.eyesl" "hazel" autocheck>></label> |
<label><span class="green">Green</span> <<radiobutton "$characterViewer.colours.eyesl" "green" autocheck>></label> |
<label><span class="red">Red</span> <<radiobutton "$characterViewer.colours.eyesl" "red" autocheck>></label> |
<label><span class="pink">Pink</span> <<radiobutton "$characterViewer.colours.eyesl" "pink" autocheck>></label> |
<label><span class="grey">Grey</span> <<radiobutton "$characterViewer.colours.eyesl" "grey" autocheck>></label> |
<label><span class="grey">Range</span> <<radiobutton "$characterViewer.colours.eyesl" "range" autocheck>></label> |
<br><br>
<span class="gold">Right Eye Colour</span>
<br>
<label><span class="purple">Purple</span> <<radiobutton "$characterViewer.colours.eyesr" "purple" autocheck>></label> |
<label><span class="blue">Dark Blue</span> <<radiobutton "$characterViewer.colours.eyesr" "dark blue" autocheck>></label> |
<label><span class="lblue">Light Blue</span> <<radiobutton "$characterViewer.colours.eyesr" "light blue" autocheck>></label> |
<label><span class="tangerine">Amber</span> <<radiobutton "$characterViewer.colours.eyesr" "amber" autocheck>></label> |
<label><span class="brown">Hazel</span> <<radiobutton "$characterViewer.colours.eyesr" "hazel" autocheck>></label> |
<label><span class="green">Green</span> <<radiobutton "$characterViewer.colours.eyesr" "green" autocheck>></label> |
<label><span class="red">Red</span> <<radiobutton "$characterViewer.colours.eyesr" "red" autocheck>></label> |
<label><span class="pink">Pink</span> <<radiobutton "$characterViewer.colours.eyesr" "pink" autocheck>></label> |
<label><span class="grey">Grey</span> <<radiobutton "$characterViewer.colours.eyesr" "grey" autocheck>></label> |
<label><span class="grey">Range</span> <<radiobutton "$characterViewer.colours.eyesr" "range" autocheck>></label> |
<br><br>
<</widget>>
<<widget "clothesTestingHairControls">>
<h4>Hair</h4>
<<set _hairLengths to ["short", "shoulder", "chest", "navel", "thighs", "feet"]>>
<<set _hairColorByName to {"Red":"red", "Jet Black":"jetblack", "Black":"black", "Brown":"brown", "Soft Brown":"softbrown", "Light Brown":"lightbrown", "Blond":"blond",
"Platinum Blond":"platinumblond", "Strawberry Blond":"strawberryblond", "Soft Blond":"softblond", "Ashy blond":"ashyblond", "Burnt Orange":"burntorange", "Ginger":"ginger", "Blue":"blue", "Green":"green", "Teal":"teal",
"Pink":"pink", "Hotpink":"hotpink", "Softpink":"softpink", "Crimson":"crimson", "Purple":"purple","Medium Purple":"mediumpurple", "Bright Purple":"brightpurple", "White":"white", "Snow White":"snowwhite", "Deep Blue":"deepblue","Dark Lime":"darklime", "Toxic Green":"toxicgreen",}>>
<<set _hairTypeByName to {}>>
<<run setup.hairstyles.sides.forEach(style => {
if (!V.shopClothingFilter || !V.shopClothingFilter.active || !V.shopClothingFilter.traits.length || style.type.find(type => V.shopClothingFilter.traits.includes(type))) T.hairTypeByName[style.name_cap] = style.variable;
})>>
<<set _fringeTypeByName to {}>>
<<run setup.hairstyles.fringe.forEach(style => {
if (!V.shopClothingFilter || !V.shopClothingFilter.active || !V.shopClothingFilter.traits.length || style.type.find(type => V.shopClothingFilter.traits.includes(type))) T.fringeTypeByName[style.name_cap] = style.variable;
})>>
<<link "Reset">>
<<set $characterViewer.bodyState.hairStage to "none">>
<<set $characterViewer.bodyState.hairType to "default">>
<<set $characterViewer.colours.hair to Object.values(_hairColorByName)[0]>>
<<set $characterViewer.colours.hair_colour_style to "simple">>
<<set $characterViewer.colours.dyedHairPart to "full">>
<<set $characterViewer.bodyState.fringeStage to "none">>
<<set $characterViewer.bodyState.fringeType to "default">>
<<set $characterViewer.colours.fringe to Object.values(_hairTypeByName)[0]>>
<<set $characterViewer.colours.hair_fringe_colour_style to "simple">>
<<replace "#controls-hair">><<clothesTestingHairControls>><</replace>>
<<clothesTestingImageUpdate>>
<<if $characterViewer.controls.autoRefresh>>
<<run $(() =>
$('#controls-hair input, #controls-hair select').on('input change', e => wikifier('<<clothesTestingImageUpdate>>'))
)>>
<</if>>
<</link>> |
<<link "Randomise">>
<<set $characterViewer.bodyState.hairStage to _hairLengths.random()>>
<<set $characterViewer.bodyState.hairType to Object.values(_hairTypeByName).random()>>
<<set $characterViewer.colours.hair to Object.values(_hairColorByName).random()>>
<<set $characterViewer.colours.hair_colour_style to ["simple", "gradient"].random()>>
<<set $characterViewer.colours.hair_colour_gradient.style to ["low-ombre", "high-ombre", "split", "face-frame"].random()>>
<<set $characterViewer.colours.hair_colour_gradient.colours[0] to Object.values(_hairColorByName).random()>>
<<set $characterViewer.colours.hair_colour_gradient.colours[1] to Object.values(_hairColorByName).random()>>
<<set $characterViewer.colours.dyedHairPart to ["full", "split"].random()>>
<<set $characterViewer.bodyState.fringeStage to _hairLengths.random()>>
<<set $characterViewer.bodyState.fringeType to Object.values(_fringeTypeByName).random()>>
<<set $characterViewer.colours.fringe to Object.values(_hairTypeByName).random()>>
<<set $characterViewer.colours.hair_fringe_colour_style to ["simple", "gradient"].random()>>
<<set $characterViewer.colours.hair_fringe_colour_gradient.style to ["low-ombre", "high-ombre", "split", "face-frame"].random()>>
<<set $characterViewer.colours.hair_fringe_colour_gradient.colours[0] to Object.values(_hairTypeByName).random()>>
<<set $characterViewer.colours.hair_fringe_colour_gradient.colours[1] to Object.values(_hairTypeByName).random()>>
<<replace "#controls-hair">><<clothesTestingHairControls>><</replace>>
<<clothesTestingImageUpdate>>
<<if $characterViewer.controls.autoRefresh>>
<<run $(() =>
$('#controls-hair input, #controls-hair select').on('input change', e => wikifier('<<clothesTestingImageUpdate>>'))
)>>
<</if>>
<</link>>
<br><br>
<span class="gold">Hair Length</span>
<br>
<label>None <<radiobutton "$characterViewer.bodyState.hairStage" "none" autocheck>></label> |
<<for $_name range _hairLengths>>
<label><<print $_name.toUpperFirst()>> <<radiobutton "$characterViewer.bodyState.hairStage" $_name autocheck>></label> |
<</for>>
<br><br>
<span class="gold">Hair Type</span>
<br>
<<listbox "$characterViewer.bodyState.hairType" autoselect>>
<<optionsfrom _hairTypeByName>>
<</listbox>>
<br><br>
<span class="gold">Colour Method: </span>
<br>
<span @class="$characterViewer.colours.dyedHairPart is 'full' ? 'goldLink' : ''">
<<link "Full">>
<<set $characterViewer.colours.dyedHairPart to "full">>
<<replace "#controls-hair">><<clothesTestingHairControls>><</replace>>
<<clothesTestingImageUpdate>>
<<if $characterViewer.controls.autoRefresh>>
<<run $(() =>
$('#controls-hair input, #controls-hair select').on('input change', e => wikifier('<<clothesTestingImageUpdate>>'))
)>>
<</if>>
<</link>>
</span> |
<span @class="$characterViewer.colours.dyedHairPart is 'split' ? 'goldLink' : ''">
<<link "Split">>
<<set $characterViewer.colours.dyedHairPart to "split">>
<<replace "#controls-hair">><<clothesTestingHairControls>><</replace>>
<<clothesTestingImageUpdate>>
<<if $characterViewer.controls.autoRefresh>>
<<run $(() =>
$('#controls-hair input, #controls-hair select').on('input change', e => wikifier('<<clothesTestingImageUpdate>>'))
)>>
<</if>>
<</link>>
</span>
<br><br>
<div id="controls-hair-colour-simple" @class="$characterViewer.colours.hair_colour_style is 'simple' ? '' : 'hidden'">
<<link "Enable Two Tone for hair">>
<<set $characterViewer.colours.hair_colour_style to "gradient">>
<<addclass "#controls-hair-colour-simple" "hidden">>
<<removeclass "#controls-hair-colour-gradient" "hidden">>
<</link>>
<br><br>
<span class="gold">Hair Colour</span>
<br>
<<listbox "$characterViewer.colours.hair" autoselect>>
<<optionsfrom _hairColorByName>>
<</listbox>>
<br><br>
</div>
<div id="controls-hair-colour-gradient" @class="$characterViewer.colours.hair_colour_style is 'simple' ? 'hidden' : ''">
<<link "Disable Two Tone for hair">>
<<set $characterViewer.colours.hair_colour_style to "simple">>
<<removeclass "#controls-hair-colour-simple" "hidden">>
<<addclass "#controls-hair-colour-gradient" "hidden">>
<</link>>
<br><br>
<span class="gold">Style:</span>
<<listbox "$characterViewer.colours.hair_colour_gradient.style" autoselect>>
<<option "Low Ombré" "low-ombre">>
<<option "High Ombré" "high-ombre">>
<<option "Split" "split">>
<<option "Face-framing highlights" "face-frame">>
<</listbox>>
<br><br>
<span class="gold">First Colour:</span>
<br>
<<listbox "$characterViewer.colours.hair_colour_gradient.colours[0]" autoselect>>
<<optionsfrom _hairColorByName>>
<</listbox>>
<br><br>
<span class="gold">Second Colour:</span>
<br>
<<listbox "$characterViewer.colours.hair_colour_gradient.colours[1]" autoselect>>
<<optionsfrom _hairColorByName>>
<</listbox>>
<br><br>
</div>
<span class="gold">Fringe Length</span>
<br>
<label>None <<radiobutton "$characterViewer.bodyState.fringeStage" "none" autocheck>></label> |
<<for $_name range _hairLengths>>
<label><<print $_name.toUpperFirst()>> <<radiobutton "$characterViewer.bodyState.fringeStage" $_name autocheck>></label> |
<</for>>
<br><br>
<span class="gold">Fringe Type</span>
<br>
<<listbox "$characterViewer.bodyState.fringeType" autoselect>>
<<optionsfrom _fringeTypeByName>>
<</listbox>>
<br><br>
<<if $characterViewer.colours.dyedHairPart is "split">>
<div id="controls-hair-colourfringe-simple" @class="$characterViewer.colours.hair_fringe_colour_style is 'simple' ? '' : 'hidden'">
<<link "Enable Two Tone for fringe">>
<<set $characterViewer.colours.hair_fringe_colour_style to "gradient">>
<<addclass "#controls-hair-colourfringe-simple" "hidden">>
<<removeclass "#controls-hair-colourfringe-gradient" "hidden">>
<</link>>
<br><br>
<span class="gold">Fringe Colour</span>
<br>
<<listbox "$characterViewer.colours.fringe" autoselect>>
<<optionsfrom _hairColorByName>>
<</listbox>>
<br><br>
</div>
<div id="controls-hair-colourfringe-gradient" @class="$characterViewer.colours.hair_fringe_colour_style is 'simple' ? 'hidden' : ''">
<<link "Disable Two Tone for fringe">>
<<set $characterViewer.colours.hair_fringe_colour_style to "simple">>
<<removeclass "#controls-hair-colourfringe-simple" "hidden">>
<<addclass "#controls-hair-colourfringe-gradient" "hidden">>
<</link>>
<br><br>
<span class="gold">Style:</span>
<<listbox "$characterViewer.colours.hair_fringe_colour_gradient.style" autoselect>>
<<option "Low Ombré" "low-ombre">>
<<option "High Ombré" "high-ombre">>
<<option "Split" "split">>
<<option "Face-framing highlights" "face-frame">>
<</listbox>>
<br><br>
<span class="gold">First Colour:</span>
<br>
<<listbox "$characterViewer.colours.hair_fringe_colour_gradient.colours[0]" autoselect>>
<<optionsfrom _hairColorByName>>
<</listbox>>
<br><br>
<span class="gold">Second Colour:</span>
<br>
<<listbox "$characterViewer.colours.hair_fringe_colour_gradient.colours[1]" autoselect>>
<<optionsfrom _hairColorByName>>
<</listbox>>
<br><br>
</div>
<</if>>
<</widget>>
<<widget "clothesTestingTransformationsControls">>
<h4>Transformations</h4>
<<link "Reset">>
/* Figured that it was only V. that was needed for this method to work, just as i was about done... */
<<set $characterViewer.bodyState to {
...V.characterViewer.bodyState,
angelHalo:"hidden",
angelWings:"hidden",
angelWingsLeftType:"idle",
angelWingsRightType:"idle",
angelWingsLayer:"front",
fallenAngelHalo:"hidden",
fallenAngelWings:"hidden",
fallenAngelWingsLeftType:"idle",
fallenAngelWingsRightType:"idle",
fallenAngelWingsLayer:"front",
demonHorns:"hidden",
demonHornsLayer:"back",
demonTail:"hidden",
demonTailType:"idle",
demonTailLayer:"front",
demonWings:"hidden",
demonWingsType:"idle",
demonWingsLayer:"front",
wolfEars:"hidden",
wolfTail:"hidden",
wolfTailLayer:"front",
wolfPits:"hidden",
wolfPubes:"hidden",
wolfCheeks:"hidden",
catEars:"hidden",
catTail:"hidden",
catTailLayer:"front",
catTailType:"idle",
cowHorns:"hidden",
cowHornsLayer:"back",
cowEars:"hidden",
cowTail:"hidden",
cowTailLayer:"front",
birdEyes:"hidden",
birdMalar:"hidden",
birdPlumage:"hidden",
birdPubes:"hidden",
birdWings:"hidden",
birdWingsLeftType:"idle",
birdWingsRightType:"idle",
birdWingsLayer:"front",
birdTail:"hidden",
birdTailLayer:"front",
foxEars:"hidden",
foxTail:"hidden",
foxTailLayer:"front",
foxCheeks:"hidden",
}>>
<<replace "#controls-transformations">><<clothesTestingTransformationsControls>><</replace>>
<<clothesTestingImageUpdate>>
<<if $characterViewer.controls.autoRefresh>>
<<run $(() =>
$('#controls-transformations input, #controls-transformations select').on('input change', e => wikifier('<<clothesTestingImageUpdate>>'))
)>>
<</if>>
<</link>> |
<<link "Randomise">>
<<set $characterViewer.bodyState to {
...V.characterViewer.bodyState,
angelHalo:["hidden", "default", "traditional"].random(),
angelWings:["hidden", "default", "classic"].random(),
angelWingsLeftType:["idle", "cover"].random(),
angelWingsRightType:["idle", "cover"].random(),
angelWingsLayer:["front", "back"].random(),
fallenAngelHalo:["hidden", "default", "traditional"].random(),
fallenAngelWings:["hidden", "default", "classic", "fallenplus", "classicfallenplus"].random(),
fallenAngelWingsLeftType:["idle", "cover"].random(),
fallenAngelWingsRightType:["idle", "cover"].random(),
fallenAngelWingsLayer:["front", "back"].random(),
demonHorns:["hidden", "default", "classic", "succubus"].random(),
demonHornsLayer:["front", "back"].random(),
demonTail:["hidden", "default", "classic", "succubus"].random(),
demonTailType:["idle", "cover"].random(),
demonTailLayer:["front", "back"].random(),
demonWings:["hidden", "default", "succubus"].random(),
demonWingsType:["idle", "cover"].random(),
demonWingsLayer:["front", "back"].random(),
wolfEars:["hidden", "default", "feral"].random(),
wolfTail:["hidden", "default", "feral"].random(),
wolfTailLayer:["front", "back"].random(),
wolfPits:"hidden",
wolfPubes:"hidden",
wolfCheeks:["hidden", "feral"].random(),
catEars:["hidden", "default"].random(),
catTail:["hidden", "default"].random(),
catTailLayer:["front", "back"].random(),
catTailType:["idle", "cover"].random(),
cowHorns:["hidden", "default"].random(),
cowHornsLayer:["front", "back"].random(),
cowEars:["hidden", "default", "spotted black", "spotted brown"].random(),
cowTail:["hidden", "default", "black"].random(),
cowTailLayer:["front", "back"].random(),
birdEyes:["hidden", "default"].random(),
birdMalar:["hidden", "default"].random(),
birdPlumage:["hidden", "default"].random(),
birdPubes:["hidden", "default"].random(),
birdWings:["hidden", "default"].random(),
birdWingsLeftType:["idle", "cover"].random(),
birdWingsRightType:["idle", "cover"].random(),
birdWingsLayer:["front", "back"].random(),
birdTail:["hidden", "default"].random(),
birdTailLayer:["front", "back"].random(),
foxEars:["hidden", "default"].random(),
foxTail:["hidden", "default"].random(),
foxTailLayer:["front", "back"].random(),
foxCheeks:["hidden", "default"].random(),
}>>
<<replace "#controls-transformations">><<clothesTestingTransformationsControls>><</replace>>
<<clothesTestingImageUpdate>>
<<if $characterViewer.controls.autoRefresh>>
<<run $(() =>
$('#controls-transformations input, #controls-transformations select').on('input change', e => wikifier('<<clothesTestingImageUpdate>>'))
)>>
<</if>>
<</link>>
<br><br>
<span class="gold">Angel:</span>
<br>
Wings:
<<listbox "$characterViewer.bodyState.angelWings" autoselect>>
<<option "Hide" "hidden">>
<<option "Default" "default">>
<<option "Classic" "classic">>
<</listbox>>
||
Halo:
<<listbox "$characterViewer.bodyState.angelHalo" autoselect>>
<<option "Hide" "hidden">>
<<option "Default" "default">>
<<option "Traditional" "traditional">>
<</listbox>>
<br>
Left Wing Type:
<<listbox "$characterViewer.bodyState.angelWingsLeftType" autoselect>>
<<option "Normal" "idle">>
<<option "Cover" "cover">>
<</listbox>>
||
Right Wing Type:
<<listbox "$characterViewer.bodyState.angelWingsRightType" autoselect>>
<<option "Normal" "idle">>
<<option "Cover" "cover">>
<</listbox>>
<br>
Wing Layering:
<<listbox "$characterViewer.bodyState.angelWingsLayer" autoselect>>
<<option "Front" "front">>
<<option "Back" "back">>
<</listbox>>
<br><br>
<span class="gold">Fallen Angel:</span>
<br>
Wings:
<<listbox "$characterViewer.bodyState.fallenAngelWings" autoselect>>
<<option "Hide" "hidden">>
<<option "Default" "default">>
<<option "Classic" "classic">>
<<option "Feathered" "fallenplus">>
<<option "Classic Feathered" "classicfallenplus">>
<</listbox>>
||
Halo:
<<listbox "$characterViewer.bodyState.fallenAngelHalo" autoselect>>
<<option "Hide" "hidden">>
<<option "Default" "default">>
<<option "Traditional" "traditional">>
<</listbox>>
<br>
Left Wing Type:
<<listbox "$characterViewer.bodyState.fallenAngelWingsLeftType" autoselect>>
<<option "Normal" "idle">>
<<option "Cover" "cover">>
<</listbox>>
||
Right Wing Type:
<<listbox "$characterViewer.bodyState.fallenAngelWingsRightType" autoselect>>
<<option "Normal" "idle">>
<<option "Cover" "cover">>
<</listbox>>
<br>
Wing Layering:
<<listbox "$characterViewer.bodyState.fallenAngelWingsLayer" autoselect>>
<<option "Front" "front">>
<<option "Back" "back">>
<</listbox>>
<br><br>
<span class="gold">Demon:</span>
<br>
Horns:
<<listbox "$characterViewer.bodyState.demonHorns" autoselect>>
<<option "Hide" "hidden">>
<<option "Default" "default">>
<<option "Classic" "classic">>
<<option "Succubus" "succubus">>
<</listbox>>
||
Tail:
<<listbox "$characterViewer.bodyState.demonTail" autoselect>>
<<option "Hide" "hidden">>
<<option "Default" "default">>
<<option "Classic" "classic">>
<<option "Succubus" "succubus">>
<</listbox>>
||
Demon Wings:
<<listbox "$characterViewer.bodyState.demonWings" autoselect>>
<<option "Hide" "hidden">>
<<option "Default" "default">>
<<option "Succubus" "succubus">>
<</listbox>>
<br>
Demon Wings Type:
<<listbox "$characterViewer.bodyState.demonWingsType" autoselect>>
<<option "Normal" "idle">>
<<option "Cover" "cover">>
<<option "Flaunt" "flaunt">>
<</listbox>>
<br>
Demon Tail Type:
<<listbox "$characterViewer.bodyState.demonTailType" autoselect>>
<<option "Normal" "idle">>
<<option "Cover" "cover">>
<<option "Flaunt" "flaunt">>
<</listbox>>
<br>
Horn Layering:
<<listbox "$characterViewer.bodyState.demonHornsLayer" autoselect>>
<<option "Front" "front">>
<<option "Back" "back">>
<</listbox>>
||
Tail Layering:
<<listbox "$characterViewer.bodyState.demonTailLayer" autoselect>>
<<option "Front" "front">>
<<option "Back" "back">>
<</listbox>>
||
Wing Layering:
<<listbox "$characterViewer.bodyState.demonWingsLayer" autoselect>>
<<option "Front" "front">>
<<option "Back" "back">>
<</listbox>>
<br><br>
<span class="gold">Wolf:</span>
<br>
Ears:
<<listbox "$characterViewer.bodyState.wolfEars" autoselect>>
<<option "Hide" "hidden">>
<<option "Default" "default">>
<<option "Feral" "feral">>
<</listbox>>
||
Tail:
<<listbox "$characterViewer.bodyState.wolfTail" autoselect>>
<<option "Hide" "hidden">>
<<option "Default" "default">>
<<option "Feral" "feral">>
<</listbox>>
||
Cheeks:
<<listbox "$characterViewer.bodyState.wolfCheeks" autoselect>>
<<option "Hide" "hidden">>
<<option "Feral" "feral">>
<</listbox>>
<br>
Tail Layering:
<<listbox "$characterViewer.bodyState.wolfTailLayer" autoselect>>
<<option "Front" "front">>
<<option "Back" "back">>
<</listbox>>
<br><br>
<span class="gold">Cat:</span>
<br>
Ears:
<<listbox "$characterViewer.bodyState.catEars" autoselect>>
<<option "Hide" "hidden">>
<<option "Default" "default">>
<</listbox>>
||
Tail:
<<listbox "$characterViewer.bodyState.catTail" autoselect>>
<<option "Hide" "hidden">>
<<option "Default" "default">>
<</listbox>>
||
Tail:
<<listbox "$characterViewer.bodyState.catTailType" autoselect>>
<<option "Normal" "idle">>
<<option "Cover" "cover">>
<<option "Flaunt" "flaunt">>
<</listbox>>
<br>
Tail Layering:
<<listbox "$characterViewer.bodyState.catTailLayer" autoselect>>
<<option "Front" "front">>
<<option "Back" "back">>
<</listbox>>
<br><br>
<span class="gold">Cow:</span>
<br>
Horns:
<<listbox "$characterViewer.bodyState.cowHorns" autoselect>>
<<option "Hide" "hidden">>
<<option "Default" "default">>
<</listbox>>
||
Ears:
<<listbox "$characterViewer.bodyState.cowEars" autoselect>>
<<option "Hide" "hidden">>
<<option "Default" "default">>
<<option "Spotted black" "spotted black">>
<<option "Spotted brown" "spotted brown">>
<</listbox>>
||
Tail:
<<listbox "$characterViewer.bodyState.cowTail" autoselect>>
<<option "Hide" "hidden">>
<<option "Default" "default">>
<<option "Black" "black">>
<</listbox>>
<br>
Horn Layering:
<<listbox "$characterViewer.bodyState.cowHornsLayer" autoselect>>
<<option "Front" "front">>
<<option "Back" "back">>
<</listbox>>
||
Tail Layering:
<<listbox "$characterViewer.bodyState.cowTailLayer" autoselect>>
<<option "Front" "front">>
<<option "Back" "back">>
<</listbox>>
<br><br>
<span class="gold">Bird:</span>
<br>
Eyes:
<<listbox "$characterViewer.bodyState.birdEyes" autoselect>>
<<option "Hide" "hidden">>
<<option "Default" "default">>
<</listbox>>
||
Malar:
<<listbox "$characterViewer.bodyState.birdMalar" autoselect>>
<<option "Hide" "hidden">>
<<option "Default" "default">>
<</listbox>>
||
Plumage:
<<listbox "$characterViewer.bodyState.birdPlumage" autoselect>>
<<option "Hide" "hidden">>
<<option "Default" "default">>
<</listbox>>
||
Pubes:
<<listbox "$characterViewer.bodyState.birdPubes" autoselect>>
<<option "Hide" "hidden">>
<<option "Default" "default">>
<</listbox>>
||
Tail:
<<listbox "$characterViewer.bodyState.birdTail" autoselect>>
<<option "Hide" "hidden">>
<<option "Default" "default">>
<</listbox>>
<br>
Wings:
<<listbox "$characterViewer.bodyState.birdWings" autoselect>>
<<option "Hide" "hidden">>
<<option "Default" "default">>
<</listbox>>
||
Left Wing Type:
<<listbox "$characterViewer.bodyState.birdWingsLeftType" autoselect>>
<<option "Normal" "idle">>
<<option "Cover" "cover">>
<</listbox>>
||
Right Wing Type:
<<listbox "$characterViewer.bodyState.birdWingsRightType" autoselect>>
<<option "Normal" "idle">>
<<option "Cover" "cover">>
<</listbox>>
<br>
Tail Layering:
<<listbox "$characterViewer.bodyState.birdTailLayer" autoselect>>
<<option "Front" "front">>
<<option "Back" "back">>
<</listbox>>
||
Wing Layering:
<<listbox "$characterViewer.bodyState.birdWingsLayer" autoselect>>
<<option "Front" "front">>
<<option "Back" "back">>
<</listbox>>
<br><br>
<span class="gold">Fox:</span>
<br>
Ears:
<<listbox "$characterViewer.bodyState.foxEars" autoselect>>
<<option "Hide" "hidden">>
<<option "Default" "default">>
<</listbox>>
||
Tail:
<<listbox "$characterViewer.bodyState.foxTail" autoselect>>
<<option "Hide" "hidden">>
<<option "Default" "default">>
<</listbox>>
||
Cheeks:
<<listbox "$characterViewer.bodyState.foxCheeks" autoselect>>
<<option "Hide" "hidden">>
<<option "Default" "default">>
<</listbox>>
<br>
Tail Layering:
<<listbox "$characterViewer.bodyState.foxTailLayer" autoselect>>
<<option "Front" "front">>
<<option "Back" "back">>
<</listbox>>
<br><br>
<</widget>>
<<widget "characterViewerModel">>
<<set $_id to _args[0] or 0>>
<<set $_instanceId to `characterViewer-${$_id}`>>
<<selectmodel "main" $_instanceId>>
/* set options and filters */
/*group toggles*/
<<set _modeloptions.show_hair to $characterViewer.bodyState.hairStage !== "none">>
<<set _modeloptions.show_face to $characterViewer.bodyState.show_face>>
/*body*/
<<set _modeloptions.body_type to ["classic","slender","curvy"][$characterViewer.bodyState.bodytype]>>
<<set _modeloptions.breasts to $characterViewer.bodyState.cleavage ? "cleavage" : "default">>
/* <<set _modeloptions.breasts to $characterViewer.clothesEquipped.under_upper isnot 0 ? "cleavage" : "default">> */
<<set _modeloptions.arm_left to $characterViewer.bodyState.leftArmCovering ? "cover" : "idle">>
<<set _modeloptions.arm_right to $characterViewer.bodyState.rightArmCovering ? "cover" : "idle">>
<<switch $characterViewer.bodyState.breastSize>>
<<case 12>>
<<set _modeloptions.breast_size to 6>>
<<case 8 9 10 11>>
<<set _modeloptions.breast_size to 5>>
<<case 6 7>>
<<set _modeloptions.breast_size to 4>>
<<case 4 5>>
<<set _modeloptions.breast_size to 3>>
<<case 3>>
<<set _modeloptions.breast_size to 2>>
<<case 1 2>>
<<set _modeloptions.breast_size to 1>>
<<default>>
<<set _modeloptions.breast_size to 0>>
<</switch>>
<<set _modeloptions.crotch_visible to $characterViewer.bodyState.penisSize !== "none">>
<<set _modeloptions.crotch_exposed to $characterViewer.bodyState.penisSize !== "none">>
<<set _modeloptions.penis to $characterViewer.bodyState.penisSize !== "none" ? $characterViewer.bodyState.penisVirgin : "">>
<<set _modeloptions.penis_size to $characterViewer.bodyState.penisSize !== "none" ? $characterViewer.bodyState.penisSize : "">>
<<set _modeloptions.balls to $characterViewer.bodyState.ballsExist>>
<<set _modeloptions.belly to $characterViewer.bodyState.bellySize>>
/*Skin & tan*/
<<set _modeloptions.skin_type to $characterViewer.skinColour.type>>
<<set _modeloptions.skin_tone to $characterViewer.skinColour.range>>
/*Hair*/
<<set _modeloptions.hair_colour_style to $characterViewer.colours.hair_colour_style>>
<<set _modeloptions.hair_colour to $characterViewer.colours.hair>>
<<set _modeloptions.hair_colour_gradient to $characterViewer.colours.hair_colour_gradient>>
<<set _modeloptions.hair_sides_type to $characterViewer.bodyState.hairType>>
<<set _modeloptions.hair_sides_length to $characterViewer.bodyState.hairStage>>
<<set _modeloptions.hair_sides_position to $characterViewer.bodyState.fringePosition>>
<<if $characterViewer.colours.dyedHairPart is "full">>
<<set _modeloptions.hair_fringe_colour_style to $characterViewer.colours.hair_colour_style>>
<<set _modeloptions.hair_fringe_colour to $characterViewer.colours.hair>>
<<set _modeloptions.hair_fringe_colour_gradient to $characterViewer.colours.hair_colour_gradient>>
<<else>>
<<set _modeloptions.hair_fringe_colour_style to $characterViewer.colours.hair_fringe_colour_style>>
<<set _modeloptions.hair_fringe_colour to $characterViewer.colours.fringe>>
<<set _modeloptions.hair_fringe_colour_gradient to $characterViewer.colours.hair_fringe_colour_gradient>>
<</if>>
<<set _modeloptions.hair_fringe_type to $characterViewer.bodyState.fringeType>>
<<set _modeloptions.hair_fringe_length to $characterViewer.bodyState.fringeStage>>
<<set _modeloptions.brows_colour to $characterViewer.colours.hair>>
<<switch $characterViewer.colours.dyedHairPart>>
<<case "full">>
<<set _modeloptions.hair_fringe_colour_style to $characterViewer.colours.hair_colour_style>>
<<set _modeloptions.hair_fringe_colour to $characterViewer.colours.hair>>
<<set _modeloptions.hair_fringe_colour_gradient to $characterViewer.colours.hair_colour_gradient>>
<<case "fringe">>
<<case "sides">>
<</switch>>
/*Face*/
<<set _modeloptions.facestyle to $characterViewer.bodyState.facestyle>>
<<set _modeloptions.facevariant to $characterViewer.bodyState.facevariant>>
<<set _modeloptions.freckles to $characterViewer.bodyState.freckles>>
<<set _modeloptions.brows to $characterViewer.bodyState.brows>>
<<set _modeloptions.mouth to $characterViewer.bodyState.mouth>>
<<set _modeloptions.trauma to $characterViewer.bodyState.trauma>>
<<set _modeloptions.blink to $characterViewer.bodyState.blink>>
<<set _modeloptions.eyes_half to $characterViewer.bodyState.eyes_half>>
<<set _modeloptions.eyes_bloodshot to $characterViewer.bodyState.eyes_bloodshot>>
<<set _modeloptions.tears to $characterViewer.bodyState.tears>>
<<set _modeloptions.blush to $characterViewer.bodyState.blush>>
<<set _eyeOptions to ["purple","dark blue","light blue","amber","hazel","green","red","pink","grey"]>>
<<if $characterViewer.colours.eyesl is "range">>
<<set _modeloptions.left_eye to _eyeOptions[Math.clamp($_id,0,_eyeOptions.length - 1)]>>
<<else>>
<<set _modeloptions.left_eye to $characterViewer.colours.eyesl>>
<</if>>
<<if $characterViewer.colours.eyesr is "range">>
<<set _modeloptions.right_eye to _eyeOptions[Math.clamp($_id,0,_eyeOptions.length - 1)]>>
<<else>>
<<set _modeloptions.right_eye to $characterViewer.colours.eyesr>>
<</if>>
/*Fluid*/
<<set _baseArray to ["", "Start", "VerySlow", "Slow", "Fast", "VeryFast"]>>
<<set _modeloptions.drip_vaginal to _baseArray[$characterViewer.bodyState.vaginaCum]>>
<<set _modeloptions.drip_anal to _baseArray[$characterViewer.bodyState.anusCum]>>
<<set _modeloptions.drip_mouth to _baseArray[$characterViewer.bodyState.mouthCum]>>
/*Clothes*/
<<characterViewerModelClothes $_id "head">>
<<characterViewerModelClothes $_id "face">>
<<characterViewerModelClothes $_id "neck">>
<<characterViewerModelClothes $_id "hands">>
<<characterViewerModelClothes $_id "handheld">>
<<characterViewerModelClothes $_id "upper">>
<<characterViewerModelClothes $_id "lower">>
<<characterViewerModelClothes $_id "under_upper">>
<<characterViewerModelClothes $_id "under_lower">>
<<characterViewerModelClothes $_id "legs">>
<<characterViewerModelClothes $_id "feet">>
<<characterViewerModelClothes $_id "genitals">>
<<if _modeloptions.worn.handheld.index>>
<<set _modeloptions.arm_right to "hold">>
<<else>>
<<run delete _modeloptions.arm_right>>
<</if>>
/*tf*/
<<set _modeloptions.angel_wings_type to $characterViewer.bodyState.angelWings>>
<<set _modeloptions.angel_wing_right to $characterViewer.bodyState.angelWingsRightType>>
<<set _modeloptions.angel_wing_left to $characterViewer.bodyState.angelWingsLeftType>>
<<set _modeloptions.angel_wings_layer to $characterViewer.bodyState.angelWingsLayer>>
<<set _modeloptions.angel_halo_type to $characterViewer.bodyState.angelHalo>>
<<set _modeloptions.fallen_wings_type to $characterViewer.bodyState.fallenAngelWings>>
<<set _modeloptions.fallen_wing_right to $characterViewer.bodyState.fallenAngelWingsRightType>>
<<set _modeloptions.fallen_wing_left to $characterViewer.bodyState.fallenAngelWingsLeftType>>
<<set _modeloptions.fallen_wings_layer to $characterViewer.bodyState.fallenAngelWingsLayer>>
<<set _modeloptions.fallen_halo_type to $characterViewer.bodyState.fallenAngelHalo>>
<<set _modeloptions.demon_wings_type to $characterViewer.bodyState.demonWings>>
<<set _modeloptions.demon_wings_state to $characterViewer.bodyState.demonWingsType>>
<<set _modeloptions.demon_wings_layer to $characterViewer.bodyState.demonWingsLayer>>
<<set _modeloptions.demon_tail_type to $characterViewer.bodyState.demonTail>>
<<set _modeloptions.demon_tail_state to $characterViewer.bodyState.demonTailType>>
<<set _modeloptions.demon_tail_layer to $characterViewer.bodyState.demonTailLayer>>
<<set _modeloptions.demon_horns_type to $characterViewer.bodyState.demonHorns>>
<<set _modeloptions.demon_horns_layer to $characterViewer.bodyState.demonHornsLayer>>
<<set _modeloptions.wolf_tail_type to $characterViewer.bodyState.wolfTail>>
<<set _modeloptions.wolf_tail_layer to $characterViewer.bodyState.wolfTailLayer>>
<<set _modeloptions.wolf_ears_type to $characterViewer.bodyState.wolfEars>>
<<set _modeloptions.wolf_pits_type to $characterViewer.bodyState.wolfPits>>
<<set _modeloptions.wolf_pubes_type to $characterViewer.bodyState.wolfPubes>>
<<set _modeloptions.wolf_cheeks_type to $characterViewer.bodyState.wolfCheeks>>
<<set _modeloptions.wolf_cheeks_type to "disabled">>
<<set _modeloptions.cat_tail_type to $characterViewer.bodyState.catTail>>
<<set _modeloptions.cat_tail_state to $characterViewer.bodyState.catTailType>>
<<set _modeloptions.cat_tail_layer to $characterViewer.bodyState.catTailLayer>>
<<set _modeloptions.cat_ears_type to $characterViewer.bodyState.catEars>>
<<set _modeloptions.cow_horns_type to $characterViewer.bodyState.cowHorns>>
<<set _modeloptions.cow_horns_layer to $characterViewer.bodyState.cowHornsLayer>>
<<set _modeloptions.cow_tail_type to $characterViewer.bodyState.cowTail>>
<<set _modeloptions.cow_tail_layer to $characterViewer.bodyState.cowTailLayer>>
<<set _modeloptions.cow_ears_type to $characterViewer.bodyState.cowEars>>
<<set _modeloptions.bird_wings_type to $characterViewer.bodyState.birdWings>>
<<set _modeloptions.bird_wing_right to $characterViewer.bodyState.birdWingsRightType>>
<<set _modeloptions.bird_wing_left to $characterViewer.bodyState.birdWingsLeftType>>
<<set _modeloptions.bird_wings_layer to $characterViewer.bodyState.birdWingsLayer>>
<<set _modeloptions.bird_tail_type to $characterViewer.bodyState.birdTail>>
<<set _modeloptions.bird_tail_layer to $characterViewer.bodyState.birdTailLayer>>
<<set _modeloptions.bird_eyes_type to $characterViewer.bodyState.birdEyes>>
<<set _modeloptions.bird_malar_type to $characterViewer.bodyState.birdMalar>>
<<set _modeloptions.bird_plumage_type to $characterViewer.bodyState.birdPlumage>>
<<set _modeloptions.bird_pubes_type to $characterViewer.bodyState.birdPubes>>
<<set _modeloptions.fox_tail_type to $characterViewer.bodyState.foxTail>>
<<set _modeloptions.fox_tail_layer to $characterViewer.bodyState.foxTailLayer>>
<<set _modeloptions.fox_ears_type to $characterViewer.bodyState.foxEars>>
<<set _modeloptions.fox_cheeks_type to $characterViewer.bodyState.foxCheeks>>
<<if $characterViewer.controls.animations>>
<<animatemodel>>
<<else>>
<<rendermodel>>
<</if>>
<</widget>>
<<widget "characterViewerModelClothesControls">>
<h4>Clothes</h4>
<<link "Reset">>
<<run Object.keys($characterViewer.clothesEquipped).forEach(slot => {
$characterViewer.clothesEquipped[slot] = 0;
$characterViewer.colours[slot] = ["Range", "Range"];
})>>
<<replace "#controls-clothes">><<characterViewerModelClothesControls>><</replace>>
<<clothesTestingImageUpdate>>
<<if $characterViewer.controls.autoRefresh>>
<<run $(() =>
$('#controls-clothes input, #controls-clothes select').on('input change', e => wikifier('<<clothesTestingImageUpdate>>'))
)>>
<</if>>
<</link>> |
<<link "Randomise">>
<<run Object.keys($characterViewer.clothesEquipped).forEach(slot => {
const item = clone(setup.clothes[slot]).random();
$characterViewer.clothesEquipped[slot] = item.index;
$characterViewer.colours[slot] = [(item.colour_options || [0]).random(), (item.accessory_colour_options || [0]).random()];
})>>
<<replace "#controls-clothes">><<characterViewerModelClothesControls>><</replace>>
<<clothesTestingImageUpdate>>
<<if $characterViewer.controls.autoRefresh>>
<<run $(() =>
$('#controls-clothes input, #controls-clothes select').on('input change', e => wikifier('<<clothesTestingImageUpdate>>'))
)>>
<</if>>
<</link>>
<br><br>
<<set $_equip to ["upper","lower","under_upper","under_lower","head","face","neck","hands", "handheld","legs","feet","genitals"]>>
<<for $_i to 0; $_i lt $_equip.length; $_i++>>
<<set $_slot to $_equip[$_i]>>
<span class="gold"><<print $_slot.toUpperFirst()>></span>
<<set _clothingMap to new Map(Object.entries(_clothes[$_slot]).sort((a, b) => a[0].localeCompare(b[0])))>>
<<set $_var to `$characterViewer.clothesEquipped.${$_slot}`>>
<<listbox $_var autoselect>>
<<optionsfrom _clothingMap>>
<</listbox>>
<br>
<div @id="'controls-clothes-colour-' + $_slot">
<<characterViewerModelClothesControlsColour $_slot>>
</div>
<<if ["over_upper","over_lower","upper","lower","under_upper","under_lower","genitals"].includes($_slot)>>
<br>
Integrity:
<<listbox `"$characterViewer.clothesIntegrity." + $_slot` autoselect>>
<<option "full">>
<<option "frayed">>
<<option "torn">>
<<option "tattered">>
<</listbox>>
<</if>>
<br><br>
<</for>>
<<run $(() => {
function setupListener(slot = "") {
let classId = '#listbox-characterviewerclothesequipped' + slot.replace(/_/g, "-");
$(classId).on('input change', e => {
const slot = e.target.id.split("equipped")[1].replace(/-/g, "_");
const index = e.target.value;
wikifier(`<<replace "#controls-clothes-colour-${slot}">><<characterViewerModelClothesControlsColour "${slot}">><</replace>>`);
$(`#controls-clothes-colour-${slot} select`).on('input change', e => wikifier('<<clothesTestingImageUpdate>>'));
});
}
["upper","lower","under_upper","under_lower","head","face","neck","hands", "handheld","legs","feet","genitals"].forEach(slot => setupListener(slot));
})>>
<</widget>>
<<widget "characterViewerModelClothesControlsColour">>
<<if _args[0]>>
<<set $_item to setup.clothes[_args[0]][$characterViewer.clothesEquipped[_args[0]] or 0]>>
<<set $_options1 to ["Range", "Inversed Range"].concat($_item.colour_options or [])>>
<<set $_options2 to ["Range", "Inversed Range"].concat($_item.accessory_colour_options or [])>>
Primary:
<<set $_var to `$characterViewer.colours.${_args[0]}[0]`>>
<<listbox $_var autoselect>>
<<optionsfrom $_options1>>
<</listbox>>
| Secondary:
<<set $_var2 to `$characterViewer.colours.${_args[0]}[1]`>>
<<listbox $_var2 autoselect>>
<<optionsfrom $_options2>>
<</listbox>>
<</if>>
<</widget>>
<<widget "characterViewerModelClothes">>
<<set $_instanceId to _args[0]>>
<<set $_slot to _args[1]>>
<<set $_item to setup.clothes[$_slot][$characterViewer.clothesEquipped[$_slot]]>>
<<if $_item and $characterViewer.clothesEquipped[$_slot] isnot 0 and $_item.name isnot "naked">>
<<set _modeloptions.worn[$_slot].index to $characterViewer.clothesEquipped[$_slot]>>
<<if ["over_upper","over_lower","upper","lower","under_upper","under_lower","genitals"].includes($_slot)>>
<<set _modeloptions.worn[$_slot].integrity to $characterViewer.clothesIntegrity[$_slot]>>
<</if>>
<<set $_colours to $_item.colour_options>>
<<run $_colours.delete("custom")>>
<<set $_acc_colours to $_item.accessory_colour_options>>
<<run $_acc_colours.delete("custom")>>
<<if !Array.isArray($_colours) or $_colours.length is 0>>
<<set _modeloptions.worn[$_slot].colour to "">>
<<elseif $characterViewer.colours[$_slot][0] is "Range">>
<<set _modeloptions.worn[$_slot].colour to $_colours[Math.clamp($_instanceId,0,$_colours.length - 1)]>>
<<elseif $characterViewer.colours[$_slot][0] is "Inversed Range">>
<<set _modeloptions.worn[$_slot].colour to $_colours[Math.clamp($_colours.length - $_instanceId - 1,0,$_colours.length - 1)]>>
<<else>>
<<set _modeloptions.worn[$_slot].colour to $characterViewer.colours[$_slot][0]>>
<</if>>
<<if !Array.isArray($_acc_colours) or $_acc_colours.length is 0>>
<<set _modeloptions.worn[$_slot].acc_colour to "">>
<<elseif $characterViewer.colours[$_slot][1] is "Range">>
<<set _modeloptions.worn[$_slot].acc_colour to $_acc_colours[Math.clamp($_instanceId,0,$_acc_colours.length - 1)]>>
<<elseif $characterViewer.colours[$_slot][1] is "Inversed Range">>
<<set _modeloptions.worn[$_slot].acc_colour to $_acc_colours[Math.clamp($_acc_colours.length - $_instanceId - 1,0,$_acc_colours.length - 1)]>>
<<else>>
<<set _modeloptions.worn[$_slot].acc_colour to $characterViewer.colours[$_slot][1]>>
<</if>>
<<else>>
<<set _modeloptions.worn[$_slot].index to 0>>
<<set _modeloptions.worn[$_slot].colour to "">>
<<set _modeloptions.worn[$_slot].acc_colour to "">>
<</if>>
<</widget>>
<<widget "characterViewerModelExportControls">>
<h4>Export/Settings</h4>
<span class="gold">Character Setup</span>
<br>
<<listbox "$characterViewer.controls.charactersToShow" autoselect>>
<<option "Single" 1>>
<<option "Wiki" 11>>
<</listbox>>
<br><br>
<span class="gold">Animations</span>
<br>
<label>Enable <<radiobutton "$characterViewer.controls.animations" true autocheck>></label> |
<label>Disable <<radiobutton "$characterViewer.controls.animations" false autocheck>></label> |
<br><br>
<span class="gold">Expand the space for character images</span>
<br>
<<link "Expand Temp">>
<<addclass "#passages" "debugPassages">>
<</link>> |
<<link "Expand">>
<<set $characterViewer.controls.expand to true>>
<<addclass "#passages" "debugPassages">>
<</link>> |
<<link "Set Default">>
<<set $characterViewer.controls.expand to false>>
<<removeclass "#passages" "debugPassages">>
<</link>>
<br><br>
<span class="gold">Auto Refresh</span>
<small class="red">May be laggy on slower devices</small>
<br>
<<if $characterViewer.controls.autoRefresh>>
<<link [[Disable|$passage]]>>
<<set $characterViewer.controls.autoRefresh to false>>
<</link>>
<<else>>
<<link [[Enable|$passage]]>>
<<set $characterViewer.controls.autoRefresh to true>>
<</link>>
<</if>>
<br><br>
<span class="gold">Export/Import</span>
<br>
<textarea id="characterViewerDataInput" rows="4" cols="40" onClick="if(V.disableAutoSelect == false)this.select();" onfocus="V.tempDisable = true;" onblur="V.tempDisable = false;"></textarea>
<br>
<input type="button" value="Clear Text Box" onclick="clearTextBox('characterViewerDataInput')"/>
<input type="button" value="Top of Text Box" onclick="topTextArea('characterViewerDataInput')"/>
<input type="button" value="Bottom of Text Box" onclick="bottomTextArea('characterViewerDataInput')"/>
<input type="button" value="Get Character Data" onclick="getCharacterViewerDate()"/>
<input type="button" value="Load Character Data" onclick="loadCharacterViewerDate()"/>
<input id="CopyTextArea" type="button" value="Copy Text Area" onclick="copySavedata('characterViewerDataInput')">
<br><br>
<label>
<<checkbox "$disableAutoSelect" false true autocheck>>
Disables auto select.
</label>
<</widget>><!-- Any widget with the goal to bug-purge events goes here.
Since I didn't find an appropriate file to put this in, I decided to make my own.
Feel free to delete this comment at leisure. -->
<<widget "checkEventNPC">>
<<if (EventSystem.isSlotTaken(_args[0]) and !EventSystem.Disable) or $enemynomax gte 6 or $enemyno gte 6>>
<<set $endeventerror to $lastgenerated>>
<<clearsinglenpc _args[0]>>
<!-- <<endevent phaseless>> -->
<</if>>
<<set $lastgenerated to $passage>>
<</widget>>
<<widget "eventExtraInfo">>
<!-- Setup useful variables -->
<<set $_passages = V.event is undefined
? []
: V.event.buffer.reduce((prev, cur) => {
prev.pushUnique(cur.area[0]);
return prev;
}, [])
>>
<h3>Area information</h3>
<br>
Passage: $_passages
<br>
<<if _eventAlertMajorArea is true>>
<span class="red">You are in a major area, which means an NPC escaped!</span>
<<if $cheatdisable is "f">>
Ignore this message if you've just used a cheat. Otherwise, <span class="red">please report this!</span>
<<else>>
<span class="red">Please report this!</span>
<</if>>
<<set _eventreason to true>>
<<elseif !_eventAlertMajorArea>>
<span class="green">This NPC was defined in this passage</span>
<<set _eventreason to true>>
<<else>>
<<if $passage.includes("Street Stalk")>>
<span class="green">You are being stalked. Usually this means everything is in order.</span>
<<set _eventreason to true>>
<</if>>
<<if $event isnot undefined>>
<<if $_passages.includes($passage)>>
<span class="green">You are in a passage where NPCs were generated.</span>
<<set _eventreason to true>>
<<elseif $passage.includes($_passages)>>
<span class="green">You are in a subpassage from where NPCs were generated. Usually this means they are still in use.</span>
<<set _eventreason to true>>
<</if>>
<<else>>
<span class="yellow">You are not in an event.</span>
<</if>>
<</if>>
<<if !_eventreason>>
<span class="yellow">NPCs were generated at some point and may not be cleared. They could still be in use. If you feel like they shouldn't be active, please report this. If you're unsure whether or not to report this, go to a major area (i.e a street/alleyway/outside) and check this again.</span>
<</if>>
<br><br>
<h3>NPC information</h3>
<br>
$enemyno NPC<<if $enemyno gt 1>>s are<<else>> is<</if>> currently active. Max: $enemynomax. Them being:<br><br>
<div class="debug-event-container">
<<for $_i to 0; $_i lt $NPCList.length; $_i++>>
<<set $_npc to $NPCList[$_i]>>
<<set $_eventNPC to EventSystem.get($_i)>>
<<if $_npc.type isnot undefined and $_eventNPC isnot undefined>>
<<set $_time to new DateTime($_eventNPC.time)>>
<div class="debug-event-item debug-event-success">
ID: $_i | $_npc.fullDescription<br>
Sex: $_npc.gender | Gender: $_npc.pronouns.man<br>
Description: $_npc.description<<if $_npc.role>> | Role: $_npc.role<</if>><br>
Source: <<print $_eventNPC.area[0]>>, at: <<ampm $_time.getHours() $_time.getMinutes()>>.<br>
</div>
<<else>>
<div class="debug-event-item debug-event-empty">
NPC #: $_i
</div>
<</if>>
<</for>>
</div>
<<if $event isnot undefined>>
<br>Extra debugging:<br>
<<for $_i to 0; $_i lt $event.buffer.length; $_i++>>
<<set $_eventNPC to $event.buffer[$_i]>>
<<set $_time to new DateTime($_eventNPC.time)>>
<<print ($NPCList[$_eventNPC.slot] || {}).fullDescription || "No description.">><br>
Defined in passage <<print $_eventNPC.area[0]>>, at <<ampm $_time.getHours() $_time.getMinutes()>>.<br>
<<if $_eventNPC.area.length gt 1>>
Widget Stack:
<<set $_widgetStack to $_eventNPC.area.slice(1)>>
<<for $_iStack = 0; $_iStack lt $_widgetStack.length; $_iStack++>>
<<print "<<$_widgetStack[$_iStack]>>">><<if $_iStack isnot $_widgetStack.length - 1>>, <</if>>
<</for>>
<br>
<</if>>
<!-- Check other event NPCs for linked passages -->
<<for $_j to 0; $_j lt $event.buffer.length; $_j++>>
<<set $_eventNPC2 to $event.buffer[$_j]>>
<<if $_i isnot $_j and $_eventNPC.area[0] is $_eventNPC2.area[0]>>
<<if _eventnumberinpassage is undefined>>
<<set _eventnumberinpassage to 0>>
<</if>>
<<set _eventnumberinpassage += 1>>
<</if>>
<</for>>
<!-- Check other event NPCs for linked passages -->
<<if _eventnumberinpassage isnot undefined>>
<<print _eventnumberinpassage>> other NPC<<if _eventnumberinpassage isnot 1>>s<</if>> have also been defined in passage <<print $_eventNPC.area[0]>>.<br>
<<unset _eventnumberinpassage>>
<</if>>
Set in slot <<print $_eventNPC.slot>> of $$NPCList.<br>
<<for $_j to 0; $_j lt $event.buffer.length; $_j++>>
<<if $_i isnot $_j and $_eventNPC.slot is $_eventNPC.slot[$_j]>>
<span class="red">This NPC has been overwritten or overwrote another one in slot <<print $event.slot[$_eventNPC.slot]>>!</span><br>
<<break>>
<</if>>
<</for>>
<br>
<</for>>
Phase: $phase
<</if>>
<</widget>>
<!-- <<widget "eventAlert">>
<<if $event[0] is $passage>>
<span class="green" style="text-align: center">Event Active</span>
<<if $debug is 1>>
<<set _eventAlertMajorArea to false>>
<span class="rainbow"><<button "More Event Info">>
<<overlayReplace "eventExtraInfo">>
<</button>></span>
<</if>>
<<elseif ["Orphanage", "Bedroom", "Barb Street", "Cliff Street", "Connudatus Street", "Danube Street", "Domus Street", "Elk Street", "Harvest Street", "High Street", "Mer Street", "Nightingale Street", "Oxford Street", "Starfish Street", "Wolf Street", "Residential alleyways", "Commercial alleyways", "Industrial alleyways", "Park", "Hallways", "Brothel", "Strip Club", "Beach", "Ocean Breeze", "Docks Work", "Residential Drain", "Commercial Drain", "Industrial Drain", "Forest", "Farmland", "Livestock Field", "Forest Wolf Cave", "Wolf Cave", "Wolf Cave Clearing", "Asylum", "Asylum Cell", "Underground Cell"].includes($passage)>>
<span class="red" style="text-align: center">Event Active</span>
<<set _eventAlertMajorArea to true>>
<span class="rainbow"><<button "More Event Info">>
<<overlayReplace "eventExtraInfo">>
<</button>></span>
<<elseif ["Forest Cabin", "Eden Cabin", "Eden Clearing"].includes($event[0]) and $event.length is 1>>
<span class="green" style="text-align: center">Eden Active</span>
<<else>>
<span class="yellow" style="text-align: center">Event Active</span>
<span class="rainbow"><<button "More Event Info">>
<<overlayReplace "eventExtraInfo">>
<</button>></span>
<</if>>
<</widget>> --><<widget "debug">>
<<button DEBUG>>
<<script>>overlayShowHide('debugOverlay')<</script>>
<</button>>
<<if $debugMenu is undefined>>
<<set $debugMenu to [false, 'debugMain', ""]>>
<</if>>
<<if $debugMenu[2] is undefined>>
<<set $debugMenu[2] = "">>
<</if>>
<<if $debug_favourite == undefined>>
<<set $debug_favourite = []>>
<</if>>
<<if setup.debugMenu.cacheDebugDiv["debugOverlay"] == undefined or setup.debugMenu.cacheDebugDiv["debugOverlay"] == {}>>
<<if $debugMenu == []>>
<<set $debugMenu = [false, "debugMain", ""]>>
<</if>>
<<replace "#debugOverlay">><<debugContents>><</replace>>
<<if $debugMenu[0] is true>>
<<removeclass "#debugOverlay" "hidden">>
<<else>>
<<addclass "#debugOverlay" "hidden">>
<</if>>
<<else>>
<<saveLoadCache "load">>
<<if $debugMenu[2] != "" and $debugMenu[2] != undefined>>
<<run window.researchEvents($debugMenu[2])>>
<</if>>
<</if>>
<<run window.checkEventCondition()>>
<</widget>>
<<widget "debugContents">>
<<set _selected = $debugMenu[1]>>
<nav class="overlayMenu">
<ul>
<li><input id="debugOverlayButton" type="button" class="close" style="width:45px;height: 35px;" value="⮨" onclick="overlayShowHide('debugOverlay', 'close')"/></li>
<li><input id="debugMainButton" @class="'bg-color-debug-unselected '+(_selected == 'debugMain' ? 'bg-color-debug-selected' : '')" type="button" value="Main" style="width: 60px;" onclick="overlayMenu('debugMain', 'debug')"/></li>
<li><input id="debugCharacterButton" @class="'bg-color-debug-unselected '+(_selected == 'debugCharacter' ? 'bg-color-debug-selected' : '')" type="button" value="Character" onclick="overlayMenu('debugCharacter', 'debug')"/></li>
<li><input id="debugEventsButton" @class="'bg-color-debug-unselected '+(_selected == 'debugEvents' ? 'bg-color-debug-selected' : '')" type="button" value="Events" style="width: 65px;" onclick="overlayMenu('debugEvents', 'debug')"/></li>
<li><input id="debugFavouritesButton" @class="'bg-color-debug-unselected '+(_selected == 'debugFavourites' ? 'bg-color-debug-selected' : '')" type="button" value="Favourites" onclick="overlayMenu('debugFavourites', 'debug')"/></li>
<li><input id="debugAddButton" @class="'bg-color-debug-unselected '+(_selected == 'debugAdd' ? 'bg-color-debug-selected' : '')" style="width: 20px; padding-left: 0.259em;" type="button" value="+" onclick="overlayMenu('debugAdd', 'debug')"/></li>
</ul>
<div class="header-content-search-content" id="formChangeColor" style="">
<input name="searchEvents" id="searchEvents" placeholder="Filtering..." onfocusout="window.changeBorderColor()" onfocus="window.changeBorderColor()" oninput="window.researchEvents(null,event)">
</div>
</nav>
<<if $debugMenu[1] is "debugMain">>
<div id="debugMain" class="overlayItem">
<h3>Main</h3>
<<debugMain>>
<br>
</div>
<<else>>
<div id="debugMain" class="overlayItem hidden">
<h3>Main</h3>
<<debugMain>>
<br>
</div>
<</if>>
<<if $debugMenu[1] is "debugCharacter">>
<div id="debugCharacter" class="overlayItem">
<h3>Character</h3>
<<debugCharacter>>
<br>
</div>
<<else>>
<div id="debugCharacter" class="overlayItem hidden">
<h3>Character</h3>
<<debugCharacter>>
<br>
</div>
<</if>>
<<if $debugMenu[1] is "debugEvents">>
<div id="debugEvents" class="overlayItem" onload="restoreDebugMenuState">
<h3>Events</h3>
<<debugEvents>>
<br>
</div>
<<else>>
<div id="debugEvents" class="overlayItem hidden" onload="restoreDebugMenuState">
<h3>Events</h3>
<<debugEvents>>
<br>
</div>
<</if>>
<<if $debugMenu[1] is "debugFavourites">>
<div id="debugFavourites" class="overlayItem" onload="restoreDebugMenuState">
<h3>Favourites</h3>
<<debugFavourites>>
<br>
</div>
<<else>>
<div id="debugFavourites" class="overlayItem hidden" onload="restoreDebugMenuState">
<h3>Favourites</h3>
<<debugFavourites>>
<br>
</div>
<</if>>
<<if $debugMenu[1] is "debugAdd">>
<div id="debugAdd" class="overlayItem" onload="restoreDebugMenuState">
<h3>Add passages to the Menu</h3>
<<debugAdd>>
<br>
<br>
</div>
<<else>>
<div id="debugAdd" class="overlayItem hidden" onload="restoreDebugMenuState">
<h3>Add passages to the Menu</h3>
<<debugAdd>>
<br>
</div>
<</if>>
<<if $debugMenu[2] != "" and $debugMenu[2] != undefined>>
<<run window.researchEvents($debugMenu[2])>>
<</if>>
<<saveLoadCache "save">>
<</widget>>
<<widget "debugMain">>
<br>
<div id="MainDebugInfo">
Allure: <<print $allure>>
<br>
Rng: <<print $rng>>
<br>
Danger: <<print $danger || '0'>>
<br>
Passage: <<print $passage>>
<br>
</div>
<input type="button" id="backwords" value="Back" onclick="SugarCube.State.backward()"/>
<br>
<div id='debugEventsMain'>
<<debugGenerateDivs "Main">>
</div>
<</widget>>
<<widget "debugCharacter">>
<div id='debugEventsCharacter'>
<<debugGenerateDivs "Character">>
</div>
<</widget>>
<<widget "debugEvents">>
<div id='debugEventsEvents'>
<<debugGenerateDivs "Events">>
</div>
<</widget>>
<<widget "debugFavourites">>
<<if _args[0] == "replace">>
<<replace "#debugEventsFavourites">>
<<debugGenerateDivs "Favourites">>
<</replace>>
<<else>>
<div id='debugEventsFavourites'>
<<debugGenerateDivs "Favourites">>
</div>
<</if>>
<</widget>>
<<widget "debugAdd">>
<div id='debugEventsAdd'>
<<debugGenerateDivs "Add">>
</div>
<</widget>>
<<widget "debugGenerateDivs">>
<<if ndef _event_list>>
<<set _event_list to window.returnEventList()>>
<</if>>
<<if _event_list["Favourites"] == undefined>>
<<set _event_list["Favourites"] = $debug_favourite>>
<</if>>
<<if _args[0] != "Add">>
<<for _index = 0; _index < _event_list[_args[0]].length; _index++>>
<<if _event_list[_args[0]][_index].text_only != undefined>>
<<for _c = 0; _event_list[_args[0]][_index].text_only[_c] == '\n'; _c++>><br name="#"><</for>>
<<if _c < _event_list[_args[0]][_index].text_only.length>>
<div name="#" @id="_args[0]+'-'+_index">
<<print _event_list[_args[0]][_index].text_only>>
</div>
<<for _c = _event_list[_args[0]][_index].text_only.length - 1; _event_list[_args[0]][_index].text_only[_c] == '\n'; _c-->><br name="#"><</for>>
<</if>>
<<else>>
<<run window.getNameAndPassage(_args[0], T.index)>>
<<capture _args[0] _index _link_name _link_passage>>
<<set _onclickTemp = "window.debugCreateLinkAndRedirect("+"'"+_args[0]+"'"+","+_index+","+"'"+_args[0]+"-"+_index+"'"+");">>
<div @name="_link_name" @id="_args[0]+'-'+_index">
<a tabindex="0" @onclick="_onclickTemp">_link_name</a>
<<run window.addFavouriteIcon(_args[0], _index, _args[0]+'-'+_index)>>
</div>
<<run window.addonClickDivPassage(_args[0], _index, _args[0]+'-'+_index)>>
<</capture>>
<</if>>
<</for>>
<<else>>
<<run window.addDebugForm()>>
<</if>>
<</widget>>
<<widget "saveLoadCache">>
<<if _args[0] == "save">>
<<run window.cacheDebugDiv()>>
<<else>>
<<run $(document).one(':passageend', (ev) => window.loadCachedDebugDiv())>>
<</if>>
<</widget>>
<<widget "resetDebugLinks">>
<<link _link_name _link_passage>>
<<run window.runWidgetsInsideLink(_args[0], _index)>>
<</link>>
<</widget>><<if !$scenesSearch>>
<<set $scenesSearch to {
numberOfItems: 12,
hideLocked: false,
text: "",
}>>
<</if>>
<h3>Scene Viewer</h3>
<<scenes>>
<<scenesSearch>>
<<scenesViewerCalc>>
<div id="scenesViewer">
<<scenesViewer>>
</div>
<div id="scenesViewerControls">
<<scenesViewerControls>>
</div>
<<if $debug is 1>>
<!--<br>
<<saveCompareTool>>-->
<br>
<<link [[Reset|$passage]]>><<unset $scenes>><<unset _scenes>><</link>>
<</if>>
<<if $lastPassage>>
<br>
<<link [[Exit|$lastPassage]]>><<unset $scenes>><<unset $lastPassage>><</link>>
<</if>>End of '<<print $replayScene.name>>' scene.
<br><br>
<<unset $replayScene>>
<<unfreezePlayerStats>>
<<endevent>>
<<link [[Exit scene|Scene Viewer]]>><</link>><<switch $sceneViewSwitch>>
<<case "halloweenwhitney">><<halloweenwhitney>>
<<case "halloweenkylar">><<halloweenkylar>>
<<case "AlexFarmWorkStage3">><<farmVisitor>>
<<case "AlexFarmWorkStage4">><<farmStage4>>
<<case "AlexFarmWorkStage5">><<farmStage5>>
<<case "AlexFarmWorkStage6">><<farmStage6>>
<<case "AlexFarmWorkStage7">><<farmStage7>>
<<case "AlexFarmWorkStage8">><<farmStage8>>
<<case "AlexFarmWorkStage9">><<farmStage9>>
<<case "AlexFarmWorkStage10">><<farmStage10>>
<<case "AlexFarmWorkStage11">><<farmStage11>>
<<case "AlexFarmWorkStage12">><<farmStage12>>
<<case "schoolBully">><<schoolbully>>
<<case "schoolBullyPantyCheck">><<WhitneyPantyCheck>>
<<case "whitneyShoppingCentre">><<whitneyShoppingCentre>>
<<case "prison_spire_options">><<prison_spire_options>>
<<default>>
Error occurred in scene viewer. <<print $replayScene.name>>. Please report.
<br><br>
<<set _exitpassage to clone($replayScene.exitpassage)>>
<<unset $replayScene>>
<<unfreezePlayerStats>>
<<link [[Back|_exitpassage]]>>
<</link>>
<</switch>>
<<unset $sceneViewSwitch>><<widget "setupReplayScene">>
/*In case the object isnt setup correctly*/
<<set _passages to ["Scene Viewer End"]>>
<<if Array.isArray(_args[2])>>
<<set _passages to _args[2]>>
<</if>>
<<set _variablesToRestore to []>>
<<freezePlayerStats>>
<<set $replayScene to {
name: _args[0],
startPassage: (_args[1] ? _args[1] : _passages[0]),
passages: _passages,
exitpassage: $passage
}>>
<</widget>>
/*Scenes when player viewing cant be tracked*/
<<widget "seenPassage">>
<<if $scenePassages is undefined>>
<<set $scenePassages to []>>
<</if>>
<<run $scenePassages.pushUnique(_args[0] || $passage)>>
<</widget>>
/*Scenes when player viewing can be tracked*/
<<widget "seenPassageChecks">>
<<set $_robin to statusCheck("Robin")>>
<<if $scenePassages is undefined>>
<<set $scenePassages to []>>
<</if>>
<<if C.npc.Avery.init is 1>>
<<run $scenePassages.pushUnique("Park Lichen")>>
<</if>>
<<if $_robin.init is 1>>
<<run $scenePassages.pushUnique("Robin Intro")>>
<</if>>
<<if $bun_value gte 15000>>
<<run $scenePassages.pushUnique("Photography Chef")>>
<<run $scenePassages.pushUnique("Chef Opening")>>
<</if>>
<<if $adultshopintro or $adultshopunlocked>>
<<run $scenePassages.pushUnique("AdultShopIntro")>>
<</if>>
<<if $adultshopunlocked>>
<<run $scenePassages.pushUnique("AdultShopOpening")>>
<</if>>
<<if $schoolevent gte 1>>
<<run $scenePassages.pushUnique("Penis School Inspection")>>
<</if>>
<<if $schoolevent gte 2>>
<<run $scenePassages.pushUnique("Pussy School Inspection")>>
<</if>>
<<if $schoolevent gte 3>>
<<run $scenePassages.pushUnique("Breast School Inspection")>>
<</if>>
<<if $halloween_whitney_proposed>>
<<run $scenePassages.pushUnique("halloweenwhitney")>>
<</if>>
<<if $halloween_kylar_proposed>>
<<run $scenePassages.pushUnique("halloweenkylar")>>
<</if>>
<!-- Intentional breakless design for this switch.
Example: If $farm_stage is 4, it will run cases 4, 3 and 2. -->
<<run
switch (Math.clamp($farm_stage, 0, 12)) {
case 12: $scenePassages.pushUnique("AlexFarmWorkStage12");
case 11: $scenePassages.pushUnique("AlexFarmWorkStage11");
case 10: $scenePassages.pushUnique("AlexFarmWorkStage10");
case 9: $scenePassages.pushUnique("AlexFarmWorkStage9");
case 8: $scenePassages.pushUnique("AlexFarmWorkStage8");
case 7: $scenePassages.pushUnique("AlexFarmWorkStage7");
case 6: $scenePassages.pushUnique("AlexFarmWorkStage6");
case 5: $scenePassages.pushUnique("AlexFarmWorkStage5");
case 4: $scenePassages.pushUnique("AlexFarmWorkStage4");
case 3: $scenePassages.pushUnique("AlexFarmWorkStage3");
case 2: $scenePassages.pushUnique("AlexFarmIntro");
}
>>
<<if $farm and $farm.milking and $farm.milking.alexNightEvent>>
<<run $scenePassages.pushUnique("AlexFarmSelfMilkingCaught")>>
<</if>>
<<if $bullyevent gt 0>>
<<run $scenePassages.pushUnique("WhitneySchoolBully1")>>
<</if>>
<<if $bullyevent gt 1>>
<<run $scenePassages.pushUnique("WhitneySchoolBully2")>>
<</if>>
<<if $bullyevent gt 2>>
<<run $scenePassages.pushUnique("WhitneySchoolBully3")>>
<</if>>
<<if $bullyevent gt 3>>
<<run $scenePassages.pushUnique("WhitneySchoolBully4")>>
<</if>>
<<if $whitneypantiescheck>>
<<run $scenePassages.pushUnique("WhitneySchoolBullyPanty")>>
<</if>>
<<if $whitneyskirtcheck>>
<<run $scenePassages.pushUnique("WhitneySchoolBullySkirt")>>
<</if>>
<<if $bullyEventShopping isnot undefined>>
<<run $scenePassages.pushUnique("WhitneyShopping")>>
<<if $bullyEventShopping gt 1 or $whitneyCrossdressSchool gte 0 or $whitneyCrossdressNormalItems gte 0 or $whitneyCrossdressSwimwear gte 0 or $whitneyCrossdressSleepwear gte 0>>
<<run $scenePassages.pushUnique("Whitney Shopping Centre Clothes")>>
<</if>>
<<if $whitneyCrossdressMakeup gte 0>>
<<run $scenePassages.pushUnique("Whitney Shopping Centre Cosmetics")>>
<</if>>
<</if>>
<<if $whitneyCrossdressSwimwear gte 1>>
<<run $scenePassages.pushUnique("WhitneyCrossdressSwimming")>>
<</if>>
<<if $loft_whitney>>
<<run $scenePassages.pushUnique("WhitneyOrphanageLoft")>>
<</if>>
<!-- Intentional breakless design for this switch.
Example: If $_robin.cdquest is 3, it will run cases 3, 2 and 1. -->
<<run
switch (Math.clamp($_robin.cdquest, 0, 6)) {
case 6: $scenePassages.pushUnique("RobinCrossdressing6", "RobinCrossdressing6I");
case 5: $scenePassages.pushUnique("RobinCrossdressing5");
case 4: $scenePassages.pushUnique("RobinCrossdressing4");
case 3: $scenePassages.pushUnique("RobinCrossdressing3");
case 2: $scenePassages.pushUnique("RobinCrossdressing2");
case 1: $scenePassages.pushUnique("RobinCrossdressing1");
}
>>
<<if $robinfirstrentfight is 1>>
<<run $scenePassages.pushUnique("RentFirstRobinFight")>>
<</if>>
<<if $robinPunishments.includes("docks")>>
<<run $scenePassages.pushUnique("RobinDocks")>>
<</if>>
<<if $robinPunishments.includes("landfill")>>
<<run $scenePassages.pushUnique("RobinLandfill")>>
<</if>>
<<if $robinPunishments.includes("pillory")>>
<<run $scenePassages.pushUnique("RobinPillory")>>
<</if>>
<<if $kylarSeen.includes("basement")>>
<<run $scenePassages.pushUnique("KylarBasement")>>
<</if>>
<<if $syndromekylar is 1>>
<<run $scenePassages.pushUnique("KylarAbduction")>>
<</if>>
<<if $kylar_sleep_abduction is 1>>
<<set $scenePassages.pushUnique("KylarManorSleep")>>
<</if>>
<!-- Intentional breakless design for this switch.
Example: If $kylar_manor_secret is 2, it will run cases 2 and 1. -->
<<run
switch (Math.clamp($kylar_manor_secret, 0, 3)) {
case 3: $scenePassages.pushUnique("KylarMonstranceAccost");
case 2: $scenePassages.pushUnique("KylarMonstranceAsk");
case 1: $scenePassages.pushUnique("KylarManorSecret");
}
>>
<<if $syndromeeden>>
<<set $scenePassages.pushUnique("EdenIntro")>>
<</if>>
<<if $edenradiointro gte 2>>
<<set $scenePassages.pushUnique("EdenRadioIntro")>>
<</if>>
<<if $wraithPrison and $wraithPrison.vision>>
<<set $scenePassages.pushUnique("Schism")>>
<</if>>
<<if $christmas_wraith>>
<<set $scenePassages.pushUnique("Christmas Mirror")>>
<</if>>
<<if $temple_rank is "monk" or $temple_rank is "priest">>
<<set $scenePassages.pushUnique("TempleVigil")>>
<</if>>
<<if $templePromised is "Sydney">>
<<set $scenePassages.pushUnique("TempleSydneyPureRitual")>>
<</if>>
<<if $sydneySeen>>
<<if $sydneySeen.includes("corruptroom")>>
<<set $scenePassages.pushUnique("TempleSydneyCorrupt")>>
<</if>>
<<if $sydneySeen.includes("punishment")>>
<<set $scenePassages.pushUnique("TempleSydneyPunish")>>
<</if>>
<</if>>
<<if $temple_confessor_intro>>
<<set $scenePassages.pushUnique("TempleConfessorIntro")>>
<</if>>
<<if $spear_vessel>>
<<set $scenePassages.pushUnique("IslandCastle")>>
<</if>>
<<if $christmas_book_read gte 3>>
<<set $scenePassages.pushUnique("Pinch")>>
<</if>>
<<if $janet_book_read is 1>>
<<set $scenePassages.pushUnique("RaulAndJanet")>>
<</if>>
<<if $nightmaresSeen>>
<<if $nightmaresSeen.includes("eden")>>
<<set $scenePassages.pushUnique("NightmareEden")>>
<</if>>
<<if $nightmaresSeen.includes("wraith")>>
<<set $scenePassages.pushUnique("NightmareWraith")>>
<</if>>
<<if $nightmaresSeen.includes("bird")>>
<<set $scenePassages.pushUnique("NightmareBird")>>
<</if>>
<<if $nightmaresSeen.includes("harper")>>
<<set $scenePassages.pushUnique("NightmareHarper")>>
<</if>>
<<if $nightmaresSeen.includes("sydneyCorrupt")>>
<<set $scenePassages.pushUnique("NightmareCorruptSydney")>>
<</if>>
<</if>>
<<if $hypnosis gte 1>>
<<set $scenePassages.pushUnique("HarperHypnosisIntro")>>
<</if>>
<<if $hypnosis gte 2>>
<<set $scenePassages.pushUnique("HarperHypnosisTrance1")>>
<</if>>
<<if $hypnosis gte 3>>
<<set $scenePassages.pushUnique("HarperHypnosisTrance2")>>
<</if>>
<<if $hypnosis gte 4>>
<<set $scenePassages.pushUnique("HarperHypnosisTrance3")>>
<</if>>
<<if $hypnosis gte 5>>
<<set $scenePassages.pushUnique("HarperHypnosisTrance4")>>
<</if>>
<<if $harperexam gte 1>>
<<set $scenePassages.pushUnique("HarperHypnosisExam1")>>
<</if>>
<<if $harperexam gte 2>>
<<set $scenePassages.pushUnique("HarperHypnosisExam2")>>
<</if>>
<<if $harperexam gte 3>>
<<set $scenePassages.pushUnique("HarperHypnosisExam3")>>
<</if>>
<<if $hookah_plot gte 1>>
<<set $scenePassages.pushUnique("TentacleForestDoor")>>
<</if>>
<<if $hookah_plot gte 3>>
<<set $scenePassages.pushUnique("TownHallComputer")>>
<</if>>
<<if $syndromewolves>>
<<set $scenePassages.pushUnique("BlackWolfIntro")>>
<</if>>
<<if $pound?.progress gte 5>>
<<set $scenePassages.pushUnique("FreeTheBlackDog")>>
<</if>>
<<if $mickeyPub gte 2>>
<<set $scenePassages.pushUnique("OrphanageHacker")>>
<</if>>
<<if $pubfame and $pubfame.status>>
<<set $scenePassages.pushUnique("PubFameIntro")>>
<</if>>
<<if $per_npc.anxious_guard?.name_known>>
<<set $scenePassages.pushUnique("PrisonSpirePrecipice")>>
<</if>>
<<if $per_npc.veteran_guard?.name_known>>
<<set $scenePassages.pushUnique("PrisonYardLocket")>>
<</if>>
<<if $per_npc.scarred_inmate?.name_known>>
<<set $scenePassages.pushUnique("PrisonScarredInmate")>>
<</if>>
<</widget>>
<<widget "scenes">>
/*Be extra careful when adding new scenes, make sure that any variables that shouldn't be changed this way, are restored right after
The widgets `<<freezePlayerStats>>` and `<<unfreezePlayerStats>>` can help here alongside `variablesToRestore` for more scene specific variables
The variable $statFreeze to prevent other widgets from running
Be aware that many objects will be restored for you, including player, worn, carried, wardrobe, sexStats, dateCount and named npc's
*/
<<if $scenePassages is undefined>>
<<set $scenePassages to []>>
<</if>>
<<if $scenes is undefined>>
<<seenPassageChecks>>
<<set $scenes to {
/*"placeHolder":{
name:"",
startPassage:"",
passages:["",""],
manualVariableChanges:"",
unlocked: $scenePassages.includes("startPassage"),
lockedMessage: $someCheck ? "Optional locked message, remove line if not required" : "Locked"
},*/
"Tutorial":{
name:"Tutorial",
startPassage:"SV Tutorial",
passages: ["SV Tutorial","Tutorial","Tutorial Finish","Tutorial Flirt","Tutorial Thank","Rent Intro","Tutorial Bailey","Garden Fence","Robin's Lemonade Set Tutorial","Robin's Lemonade Set Tutorial 2","Robin Chocolate Set Tutorial","Robin Chocolate Set Tutorial 2","Robin Walk School","Robin Walk School Tutorial"],
manualVariableChanges: "<<set $tutorial to 0>><<set $debug to 0>>",
unlocked: $scenePassages.includes("Tutorial"),
lockedMessage: "Locked." /* Intention change */
},
"TheFarm":{
name:"The Farm",
startPassage:"The Farm",
passages: ["The Farm","The Farm Finish"],
manualVariableChanges: "<<set $molestationstart to 1>>",
unlocked: $scenePassages.includes("The Farm"),
lockedMessage: "Locked." /* Intention change */
},
"AveryParkIntroduction":{
name:"Avery Park Introduction",
startPassage:"Park Lichen",
passages: ["Park Lichen","Park Lichen Climb","Park Lichen Help","Park Lichen Explain","Park Lichen Run","Park Lichen Honest","Park Lichen Evasive","Park Lichen Accept","Park Lichen Refuse","Park Lichen Smooch","Park Lichen Still","Park Lichen Move"],
manualVariableChanges: "<<set C.npc.Avery.init to 0>>",
unlocked: $scenePassages.includes("Park Lichen")
},
"AveryHelicopter":{
name:"Avery Helicopter",
startPassage:"SV Avery Helicopter",
passages: ["SV Avery Helicopter","Avery Helicopter","Avery Helicopter Drink","Avery Helicopter Refuse","Avery Helicopter 2","Avery Helicopter Nod","Avery Helicopter Brush","Avery Helicopter Push","Avery Helicopter Sex","Avery Helicopter Sex End","Avery Helicopter Roll","Avery Helicopter Slap","Avery Helicopter Walk"],
manualVariableChanges: "<<set $location to 'town'>>",
unlocked: $scenePassages.includes("Avery Helicopter")
},
"RobinIntro1":{
name:"Robin Intro 1",
startPassage:"Orphanage",
passages:[],
manualVariableChanges:"<<set C.npc.Robin.init to 0>><<set Time.setTime(7, 0)>><<set $stress to 0>><<set $home_gone to 0>><<if $exposed gt 0>><<givestartclothing>><</if>>",
unlocked: $scenePassages.includes("Robin Intro")
},
"RobinIntro2":{
name:"Robin Intro 2",
startPassage:"Shopping Centre",
passages:[],
manualVariableChanges:"<<set C.npc.Robin.init to 0>><<set Time.set(0)>><<set Time.setTime(18, 0)>><<set $stress to 0>><<if $exposed gt 0>><<givestartclothing>><</if>>",
unlocked: $scenePassages.includes("Robin Intro")
},
"RobinIntro3":{
name:"Robin Intro 3",
startPassage:"Canteen",
passages:[],
manualVariableChanges:"<<set C.npc.Robin.init to 0>><<set $schoolstate to 'lunch'>><<set Time.setTime(12, 0)>><<set $stress to 0>><<if $exposed gt 0>><<givestartclothing>><</if>>",
unlocked: $scenePassages.includes("Robin Intro")
},
"ChefOpeningPhotograph":{
name:"Chef Opening Photograph",
startPassage:"Photography Chef",
passages:["Photography Chef","Photography Chef 2","Photography Chef 3","Photography Chef 4","Photography Chef 5","Photography Chef Tease","Photography Chef Wait","Photography Chef Cream","Photography Chef Leave","Photography Chef Milk","Photography Chef 6","Photography Chef Wait","Photography Chef Lewd Cream","Photography Chef Normal Cream","Photography Chef 7"],
manualVariableChanges:"",
unlocked: $scenePassages.includes("Photography Chef")
},
"ChefOpeningCeremony":{
name:"Chef Opening Ceremony",
startPassage:"Chef Opening",
passages:["Chef Opening","Chef Opening 2","Chef Opening 3","Chef Opening Current","Chef Opening Gown","Chef Opening Tuxedo","Chef Opening 4","Chef Opening 5","Chef Opening Avery Accept","Chef Opening Avery Refuse","Chef Opening 6","Chef Opening Bailey Slap","Chef Opening Bailey Thank","Chef Opening Bailey Silent","Chef Opening 7","Chef Opening Smile","Chef Opening Funny","Chef Opening Refuse Photograph","Chef Opening 8","Chef Opening 9","Chef Opening 10","Chef Opening 11","Chef Opening Truth","Chef Opening Bailey","Chef Opening Sam","Chef Opening Self","Chef Opening Refuse","Chef Opening Local","Chef Opening Foreign","Chef Opening Staff","Chef Opening Enjoy","Chef Opening End","Chef Opening End 2"],
manualVariableChanges:"",
unlocked: $scenePassages.includes("Chef Opening")
},
"AdultShopIntro":{
name:"Adult Shop Intro",
startPassage:"SV Dilapidated Shop",
passages:["SV Dilapidated Shop","Dilapidated Shop","Dilapidated Shop Intro","Dilapidated Help","Dilapidated Toy","Dilapidated Suggest","Dilapidated Let","Dilapidated Paint Suit Romance","Dilapidated Paint Watch Romance","Dilapidated Paint Look","Dilapidated Paint Watch","Dilapidated Paint Help","Dilapidated Paint Watch 2","Dilapidated End","Dilapidated Dildo","Dilapidated Dildo Refuse","Dilapidated Dildo Encourage","Dilapidated Dildo Work","Dilapidated Dildo Tease","Dilapidated Pretend","Dilapidated Beads","Dilapidated Beads Refuse","Dilapidated Beads Lick","Dilapidated Beads Lick Refuse","Dilapidated Beads Tease","Dilapidated Crop Fours","Dilapidated Crop Refuse","Dilapidated Crop Whack Hard","Dilapidated Crop Whack Soft","Dilapidated Crop Whack Refuse","Dilapidated Crop Tease","Dilapidated Crop Fours 2","Dilapidated Crop Fours End","Dilapidated Crop Fours Flirt","Dilapidated Crop Fours Cry","Dilapidated Crop Fours Work","Dilapidated Beads 2","Dilapidated Beads Refuse 2","Dilapidated Dildo Lick","Dilapidated Dildo Sydney Lick","Dilapidated Bye","Dilapidated Temple"],
manualVariableChanges:"<<set $location to 'dilapidated_shop'>><<unset $adultshopintro>><<unset $adultshophelped>><<set $adultshopprogress to 0>><<set $sydney_location_override to 'shop'>><<run Time.setDate(Time.getNextWeekdayDate(6))>><<run Time.setTime(17,0)>>",
unlocked: $scenePassages.includes("AdultShopIntro")
},
"AdultShopOpening":{
name:"Adult Shop Opening",
startPassage:"SV Adult Shop Opening",
passages:["SV Adult Shop Opening","Adult Shop Opening","Adult Shop Opening 2","Adult Shop Opening Refuse","Adult Shop Opening Refuse 2","Adult Shop Opening Refuse 3","Adult Shop Opening Pure","Adult Shop Opening Pure Onesie","Adult Shop Opening Pure Babydoll","Adult Shop Opening Pure 2","Adult Shop Opening Pure 3","Adult Shop Opening Pure Refresh","Adult Shop Opening Pure Fine","Adult Shop Opening Pure Bed","Adult Shop Opening Pure Let","Adult Shop Opening Pure Hold","Adult Shop Opening Pure Kiss","Adult Shop Opening Neutral","Adult Shop Opening Neutral Onesie","Adult Shop Opening Neutral Onesie 2","Adult Shop Opening Neutral Pictures","Adult Shop Opening Neutral Refuse","Adult Shop Opening Neutral Babydoll","Adult Shop Opening Neutral Babydoll 2","Adult Shop Opening Neutral 2","Adult Shop Opening Neutral Kiss","Adult Shop Opening Neutral Smile","Adult Shop Opening Corrupt","Adult Shop Opening Corrupt Onesie","Adult Shop Opening Corrupt Onesie Ask","Adult Shop Opening Corrupt Onesie Compliment","Adult Shop Opening Corrupt Onesie 2","Adult Shop Opening Corrupt Babydoll","Adult Shop Opening Corrupt Babydoll Ask","Adult Shop Opening Corrupt Babydoll Compliment","Adult Shop Opening Corrupt Babydoll 2","Adult Shop Opening Corrupt 2","Adult Shop Opening Corrupt Niki","Adult Shop Opening Corrupt Niki Kiss","Adult Shop Opening Corrupt Niki 2","Adult Shop Opening Corrupt 3","Adult Shop Opening End","Adult Shop Opening End 2"],
manualVariableChanges:"<<set $location to 'adult_shop'>><<run Time.setTime(17,0)>><<set C.npc.Sydney.virginity.kiss to true>>",
unlocked: $scenePassages.includes("AdultShopOpening")
},
"SchoolInspectionPenis":{
name:"School Inspection - Penis",
startPassage:"Science Lesson",
passages:["Penis Inspection", "Penis Inspection 1", "Penis Inspection Expose", "Penis Inspection Flaunt", "Penis Inspection Run Away", "Penis Inspection End", "Penis Inspection Flaunt No Penis", "Penis Inspection Forced", "Penis Inspection Forced Defiant", "Penis Inspection 2"],
manualVariableChanges:"<<set Time.setDate(Time.getNextWeekdayDate(2))>><<set Time.setTime(9, 1)>><<set $schoolevent to 0>><<set $schooleventtimer to 0>>",
unlocked: $scenePassages.includes("Penis School Inspection")
},
"SchoolInspectionPussy":{
name:"School Inspection - Pussy",
startPassage:"Science Lesson",
passages:["Pussy Inspection", "Pussy Inspection 1", "Pussy Inspection 2", "Pussy Inspection Run", "Pussy Inspection Flaunt No Pussy", "Pussy Inspection Comply", "Pussy Inspection Flaunt", "Pussy Inspection Forced", "Pussy Inspection Forced Defiant", "Pussy Inspection End"],
manualVariableChanges:"<<set Time.setDate(Time.getNextWeekdayDate(2))>><<set Time.setTime(9, 1)>><<set $schoolevent to 1>><<set $schooleventtimer to 0>>",
unlocked: $scenePassages.includes("Pussy School Inspection")
},
"SchoolInspectionBreast":{
name:"School Inspection - Breast",
startPassage:"Science Lesson",
passages:["Breast Inspection","Breast Inspection Comply","Breast Inspection Flaunt","Breast Inspection Flat Flaunt","Breast Inspection Protest","Breast Inspection End"],
manualVariableChanges:"<<set Time.setTime(9, 1)>><<set $schoolevent to 2>><<set $schooleventtimer to 0>>",
unlocked: $scenePassages.includes("Breast School Inspection")
},
"HalloweenWhitney":{
name:"Halloween Whitney",
startPassage:"Scene Viewer passages",
passages:["Whitney Trick 1","Whitney Trick 2","Whitney Trick Refuse","Whitney Trick 2","Whitney Trick Refuse 2","Whitney Trick 3","Whitney Trick 4","Whitney Trick Stop","Whitney Trick Watch","Whitney Trick 5","Whitney Trick 6","Whitney Trick Exhibitionism","Whitney Trick Drink","Whitney Trick Drink","Whitney Trick Sex","Whitney Trick Sex Refuse","Whitney Trick 7","Whitney Trick Sex Finish"],
manualVariableChanges:"<<set $sceneViewSwitch to 'halloweenwhitney'>>",
unlocked: $scenePassages.includes("halloweenwhitney")
},
"HalloweenKylar":{
name:"Halloween Kylar",
startPassage:"Scene Viewer passages",
passages:["Kylar Halloween Look","Kylar Halloween Watch","Kylar Halloween","Kylar Halloween Refuse","Kylar Halloween Walk","Kylar Halloween Hesitate","Kylar Halloween Forest Refuse","Kylar Halloween Continue","Kylar Halloween Angry","Kylar Halloween Continue Walk","Kylar Halloween Leave","Kylar Halloween March","Kylar Halloween Kiss","Kylar Halloween Yes","Kylar Halloween No","Kylar Halloween Town","Kylar Halloween Sex","Kylar Halloween Sex Finish","Kylar Halloween Mansion","Kylar Halloween Mansion 2","Kylar Halloween Known Drink","Kylar Halloween Unknown Refuse","Kylar Halloween Known Angry","Kylar Halloween Unknown Drink","Kylar Halloween Known Pretend","Kylar Halloween Known Hand","Kylar Halloween Known Go","Kylar Halloween Known Scare","Kylar Halloween Mansion Sex","Kylar Halloween Mansion Sex Finish","Kylar Halloween Exit","Kylar Halloween Known Chase","Kylar Halloween Known Curtain","Kylar Halloween Known Sheet","Kylar Halloween Known Front","Kylar Halloween Known Dumb","Kylar Halloween Known Clean","Kylar Halloween Known Kiss","Kylar Halloween Known Stand","Kylar Halloween Known Sex","Kylar Halloween Known Sex Finish","Kylar Halloween Rough Exit","Kylar Halloween Unknown Refuse 2","Kylar Halloween Exit 2","Kylar Halloween Skulduggery 2","Kylar Halloween Pick","Kylar Halloween Upstairs","Kylar Halloween Skulduggery","Kylar Halloween Skulduggery Kiss","Kylar Halloween Skulduggery Pull","Kylar Halloween Upstairs Dodge","Kylar Halloween Caught","Kylar Halloween Upstairs Applaud","Kylar Halloween Upstairs Angry","Kylar Halloween Kneel","Kylar Halloween Kneel Refuse","Kylar Halloween Kneel Refuse 2","Kylar Halloween Kneel Run","Kylar Halloween Kneel Help","Kylar Halloween Kneel Spray","Kylar Halloween Forced Kneel","Kylar Halloween Oral","Kylar Halloween Lick","Kylar Halloween Lick Refuse","Kylar Halloween Lick Refuse 2","Kylar Halloween End","Kylar Halloween Oral Finish","Kylar Halloween Bed","Kylar Halloween Bed 2","Kylar Halloween Bed 3","Kylar Halloween Bed 4","Kylar Halloween Bed 5","Kylar Halloween Wait","Kylar Halloween Warn","Kylar Halloween Escape","Kylar Halloween Tricks","Kylar Halloween Whitney","Kylar Halloween Accompany","Kylar Halloween Alone","Kylar Halloween Thank","Kylar Halloween Ask","Kylar Halloween Whitney Kiss","Kylar Halloween Whitney Apologise","Kylar Halloween Whitney Silent"],
manualVariableChanges:"<<set $sceneViewSwitch to 'halloweenkylar'>>",
unlocked: $scenePassages.includes("halloweenkylar")
},
"AlexFarmIntro":{
name:"Alex Farm Intro",
startPassage:"Farm Intro",
passages:["Farm Intro","Farm Intro 2","Farm Intro 3","Farm Intro 4","Farm Intro 5","Farm Intro 6","Farm Intro 7","Farm Intro 8","Farm Intro 9","Farm Intro 10","Farm Intro Accept","Farm Intro Refuse"],
manualVariableChanges:"",
unlocked: $scenePassages.includes("AlexFarmIntro")
},
"AlexFarmWorkStage03":{
name:"Alex Farm Work Stage 3",
startPassage:"Scene Viewer passages",
passages:["Farm Visitor"],
manualVariableChanges:"<<set $sceneViewSwitch to 'AlexFarmWorkStage3'>><<farm_work_update>>",
unlocked: $scenePassages.includes("AlexFarmWorkStage3")
},
"AlexFarmWorkStage04":{
name:"Alex Farm Work Stage 4",
startPassage:"Scene Viewer passages",
passages:["Farm Stage 4"],
manualVariableChanges:"<<set $sceneViewSwitch to 'AlexFarmWorkStage4'>><<farm_work_update>>",
unlocked: $scenePassages.includes("AlexFarmWorkStage4")
},
"AlexFarmWorkStage05":{
name:"Alex Farm Work Stage 5",
startPassage:"Scene Viewer passages",
passages:["Farm Stage 5","Farm Stage 5 2","Farm Stage 5 3"],
manualVariableChanges:"<<set $sceneViewSwitch to 'AlexFarmWorkStage5'>><<farm_work_update>>",
unlocked: $scenePassages.includes("AlexFarmWorkStage5")
},
"AlexFarmWorkStage06":{
name:"Alex Farm Work Stage 6",
startPassage:"Scene Viewer passages",
passages:["Farm Stage 6","Farm Stage 6 2","Farm Stage 6 Look","Farm Stage 6 No Look","Farm Stage 6 Pull","Farm Stage 6 3","Farm Stage 6 Pull 2","Farm Stage 6 Pull Return","Farm Stage 6 Pull Refuse","Farm Stage 6 4","Farm Stage 6 5","Farm Stage 6 6","Farm Stage 6 7","Farm Stage 6 8"],
manualVariableChanges:"<<set $sceneViewSwitch to 'AlexFarmWorkStage6'>>",
unlocked: $scenePassages.includes("AlexFarmWorkStage6")
},
"AlexFarmWorkStage07":{
name:"Alex Farm Work Stage 7",
startPassage:"Scene Viewer passages",
passages:["Farm Stage 7","Farm Stage 7 Warn","Farm Stage 7 Break","Farm Stage 7 2","Farm Fight","Farm Fight End","Farm Fight Search","Farm Fight Search Shelf","Farm Fight Search Toolbox","Farm Fight Search Cupboard","Farm Fight Search Rakes","Farm Fight Search Sheet","Farm Fight End 2","Farm Fight End Rush","Farm Fight End Confront","Farm Fight End Threaten","Farm Fight End 3","Farm Fight End Rational","Farm Fight End Tea","Farm Fight End 4","Farm Fight End Ask","Farm Fight End Apologise","Farm Fight End Suggest","Farm Fight End Accept","Farm Fight End Refuse"],
manualVariableChanges:"<<set $sceneViewSwitch to 'AlexFarmWorkStage7'>>",
unlocked: $scenePassages.includes("AlexFarmWorkStage7")
},
"AlexFarmWorkStage08":{
name:"Alex Farm Work Stage 8",
startPassage:"Scene Viewer passages",
passages:["Farm Stage 8"],
manualVariableChanges:"<<set $sceneViewSwitch to 'AlexFarmWorkStage8'>>",
unlocked: $scenePassages.includes("AlexFarmWorkStage8")
},
"AlexFarmWorkStage09":{
name:"Alex Farm Work Stage 9",
startPassage:"Scene Viewer passages",
passages:["Farm Stage 9 Catch","Farm Stage 9 Leave","Farm Stage 9 Empty","Farm Stage 9 Caught","Farm Stage 9 Impressed","Farm Stage 9 Curious","Farm Stage 9 Dismissive","Farm Stage 9 Lab","Farm Stage 9 Yes","Farm Stage 9 No","Farm Stage 9 Agree","Farm Stage 9 Object"],
manualVariableChanges:"<<set $sceneViewSwitch to 'AlexFarmWorkStage9'>>",
unlocked: $scenePassages.includes("AlexFarmWorkStage9")
},
"AlexFarmWorkStage10":{
name:"Alex Farm Work Stage 10",
startPassage:"Scene Viewer passages",
passages:["Farm Stage 10 Impressed","Farm Stage 10 Dismiss","Farm Stage 10 Explain"],
manualVariableChanges:"<<set $sceneViewSwitch to 'AlexFarmWorkStage10'>>",
unlocked: $scenePassages.includes("AlexFarmWorkStage10")
},
"AlexFarmWorkStage11":{
name:"Alex Farm Work Stage 11",
startPassage:"Scene Viewer passages",
passages:["Farm Stage 11 Confident","Farm Stage 11 Caution"],
manualVariableChanges:"<<set $sceneViewSwitch to 'AlexFarmWorkStage11'>>",
unlocked: $scenePassages.includes("AlexFarmWorkStage11")
},
"AlexFarmWorkStage12":{
name:"Alex Farm Work Stage 12",
startPassage:"Scene Viewer passages",
passages:["Farm Stage 12 Hands","Farm Stage 12 Pat","Farm Stage 12 Reassure","Farm Stage 12 Embolden","Farm Stage 12 Remy","Farm Stage 12 Intercede","Farm Stage 12 Alex","Farm Stage 12 End"],
manualVariableChanges:"<<set $sceneViewSwitch to 'AlexFarmWorkStage12'>>",
unlocked: $scenePassages.includes("AlexFarmWorkStage12")
},
"AlexFarmSelfMilkingCaught":{
name:"Alex Farm Self Milking Caught",
startPassage:"Farm Barn Caught",
passages:[],
manualVariableChanges:"",
unlocked: $scenePassages.includes("AlexFarmSelfMilkingCaught")
},
"WhitneySchoolBully1":{
name:"Whitney School Bully 1",
startPassage:"Scene Viewer passages",
passages:[],
manualVariableChanges:"<<set $sceneViewSwitch to 'schoolBully'>><<set $bullyevent to 0>><<unset $whitneyReunionScene>>",
unlocked: $scenePassages.includes("WhitneySchoolBully1")
},
"WhitneySchoolBully2":{
name:"Whitney School Bully 2",
startPassage:"Scene Viewer passages",
passages:["Bully Locker","Bully Fight","Bully Fight Finish"],
manualVariableChanges:"<<set $sceneViewSwitch to 'schoolBully'>><<set $bullyevent to 1>><<unset $whitneyReunionScene>>",
unlocked: $scenePassages.includes("WhitneySchoolBully2")
},
"WhitneySchoolBully3":{
name:"Whitney School Bully 3",
startPassage:"Scene Viewer passages",
passages:["Bully Fight","Bully Fight Finish","Bully Top","Bully Top Flaunt"],
manualVariableChanges:"<<set $sceneViewSwitch to 'schoolBully'>><<set $bullyevent to 2>><<unset $whitneyReunionScene>>",
unlocked: $scenePassages.includes("WhitneySchoolBully3")
},
"WhitneySchoolBully4":{
name:"Whitney School Bully 4",
startPassage:"Scene Viewer passages",
passages:["Bully Fight","Bully Fight Finish","Bully Strip","Bully Strip Flaunt","Bully Walk","Bully Walk Flaunt","Bully Refuse"],
manualVariableChanges:"<<set $sceneViewSwitch to 'schoolBully'>><<set $bullyevent to 3>><<unset $whitneyReunionScene>>",
unlocked: $scenePassages.includes("WhitneySchoolBully4")
},
"WhitneySchoolBullyPanty":{
name:"Whitney School Bully Underwear Rule",
startPassage:"Scene Viewer passages",
passages:["Bully Fight","Bully Fight Finish","Bully Panties","Bully Panties 2"],
manualVariableChanges:"<<set $sceneViewSwitch to 'schoolBullyPantyCheck'>><<npc Whitney>><<set $bullyevent to 10>><<set $whitneypantiescheck to 0>><<set C.npc.Whitney.dom to 18>><<unset $whitneyReunionScene>>",
unlocked: $scenePassages.includes("WhitneySchoolBullyPanty")
},
"WhitneySchoolBullySkirt":{
name:"Whitney School Bully Skirt Rule",
startPassage:"Scene Viewer passages",
passages:["Bully Fight","Bully Fight Finish","Bully Skirt"],
manualVariableChanges:"<<set $sceneViewSwitch to 'schoolBully'>><<set $bullyevent to 15>><<set $whitneyskirtcheck to 0>><<set $forcedcrossdressingdisable to 'f'>><<set C.npc.Whitney.dom to 18>><<unset $whitneyReunionScene>>",
unlocked: $scenePassages.includes("WhitneySchoolBullySkirt"),
lockedMessage: $player.gender isnot "m" ? "Male exclusive scene" : "Locked"
},
"WhitneySchoolBullyChastity":{
name:"Whitney School Bully Chastity Rule",
startPassage:"Scene Viewer passages",
passages:["Bully Chastity"],
manualVariableChanges:"<<set $sceneViewSwitch to 'schoolBully'>><<set $bullyevent to 15>><<set $whitneyskirtcheck to 1>><<set $forcedcrossdressingdisable to 'f'>><<set C.npc.Whitney.dom to 18>><<set $worn.genitals to setup.clothes.genitals[0]>><<unset $whitneychastity>><<unset $whitneyReunionScene>>",
unlocked: $scenePassages.includes("WhitneySchoolBullySkirt"),
lockedMessage: $player.gender isnot "m" ? "Male exclusive scene" : "Locked"
},
"WhitneyShoppingCentreHairDressers":{
name:"Whitney Shopping Centre Hairdressers",
startPassage:"Scene Viewer passages",
passages:["Whitney Shopping Centre", "Whitney Shopping Centre Refuse","Whitney Shopping Centre Hairdressers","Whitney Shopping Centre Hairdressers Refuse","Whitney Shopping Centre Hairdressers 2","Whitney Shopping Centre Hairdressers 3"],
manualVariableChanges:"<<set $sceneViewSwitch to 'whitneyShoppingCentre'>><<set $location to 'town'>><<set $bullyEventShopping to 0>>",
unlocked: $scenePassages.includes("WhitneyShopping"),
},
"WhitneyShoppingCentreClothes":{
name:"Whitney Shopping Centre Clothes",
startPassage:"Scene Viewer passages",
passages:["Whitney Shopping Centre", "Whitney Shopping Centre Refuse","Whitney Shopping Centre Clothes","Whitney Shopping Centre Clothes 2","Whitney Shopping Centre Clothes 2 Thank","Whitney Shopping Centre Clothes 2 Thank Lewd","Whitney Shopping Centre Clothes 2 Thank Lewd Sex","Whitney Shopping Centre Clothes 2 Thank Lewd Sex Finish","Whitney Shopping Centre Clothes 3"],
manualVariableChanges:"<<set $sceneViewSwitch to 'whitneyShoppingCentre'>><<set $location to 'town'>><<set $bullyEventShopping to 1>><<set C.npc.Whitney.lust to 100>><<set $whitneyCrossdressSchool to 0>>",
unlocked: $scenePassages.includes("Whitney Shopping Centre Clothes"),
},
"WhitneyShoppingCentreCosmetics":{
name:"Whitney Shopping Centre Cosmetics",
startPassage:"Scene Viewer passages",
passages:["Whitney Shopping Centre", "Whitney Shopping Centre Refuse","Whitney Shopping Centre Cosmetics","Whitney Shopping Centre Cosmetics 2"],
manualVariableChanges:"<<set $sceneViewSwitch to 'whitneyShoppingCentre'>><<set $location to 'town'>><<set $bullyEventShopping to 2>>",
unlocked: $scenePassages.includes("Whitney Shopping Centre Cosmetics"),
},
"WhitneySchoolBullySwimwear":{
name:"Whitney School Bully Swimwear Rule",
startPassage:"Scene Viewer passages",
passages:["Bully Fight","Bully Fight Finish","Bully Changing Room"],
manualVariableChanges:"<<set $sceneViewSwitch to 'schoolBully'>><<set $bullyevent to 11>><<set $whitneyCrossdressSwimwear to 0>><<set $forcedcrossdressingdisable to 'f'>><<set C.npc.Whitney.dom to 18>><<unset $whitneyReunionScene>>",
unlocked: $scenePassages.includes("WhitneySchoolBullySkirt"),
lockedMessage: $player.gender isnot "m" ? "Male exclusive scene" : "Locked"
},
"WhitneyOrphanageVisit":{
name:"Whitney Orphanage Visit",
startPassage:"SV Street Bully Orphanage Go",
passages:["SV Street Bully Orphanage Go","SV Street Bully Orphanage Go 2","Street Bully Orphanage Go","Street Bully Orphanage Promise","Street Bully Orphanage Refuse","Street Bully Orphanage Bedroom","Street Bully Orphanage Office","Street Bully Orphanage Office 2","Street Bully Orphanage Leave","Street Bully Orphanage Stay","Street Bully Orphanage Wait","Street Bully Orphanage Eavesdrop","Street Bully Orphanage Living","Street Bully Orphanage Close","Street Bully Orphanage Kiss","Street Bully Orphanage Oral","Street Bully Orphanage Sex","Street Bully Orphanage Sex Finish"],
manualVariableChanges:"",
unlocked: $scenePassages.includes("Street Bully Orphanage Go"),
},
"WhitneyOrphanageLoft":{
name:"Whitney Orphanage Loft",
startPassage:"Whitney Orphanage Loft 5",
passages:["Whitney Orphanage Loft 5","Whitney Orphanage Loft Decline","Whitney Orphanage Loft Pay","Whitney Orphanage Loft Kiss","Whitney Orphanage Loft Pull","Whitney Orphanage Loft Cafe","Whitney Orphanage Loft Cafe Hello","Whitney Orphanage Loft Cafe Shake","Whitney Orphanage Loft Cafe Silent","Whitney Orphanage Loft Cafe 2","Whitney Orphanage Loft Cafe Vegetarian","Whitney Orphanage Loft Cafe 3","Whitney Orphanage Loft Cafe Steal","Whitney Orphanage Loft Cafe 4","Whitney Orphanage Loft Cafe Ask","Whitney Orphanage Loft Cafe Ask 2","Whitney Orphanage Loft Cafe 5","Whitney Orphanage Loft Cafe 6","Whitney Orphanage Loft Ladder","Whitney Orphanage Loft Modest","Whitney Orphanage Loft Flaunt","Whitney Orphanage Loft Flaunt Lewd","Whitney Orphanage Loft Insist","Whitney Orphanage Loft Slap","Whitney Orphanage Loft 7","Whitney Orphanage Loft Flirt","Whitney Orphanage Loft 8","Whitney Orphanage Loft 9","Whitney Orphanage Loft 10","Whitney Orphanage Loft 11","Whitney Orphanage Loft 12","Whitney Orphanage Loft 13"],
manualVariableChanges:"<<npc Whitney>><<set $money to 200000>>",
unlocked: $scenePassages.includes("WhitneyOrphanageLoft"),
},
"RobinCrossdressing1":{
name:"Robin Caught Crossdressing",
startPassage:"Robin Caught CD SV Start",
passages:["Robin Caught CD SV Start", "Robin Caught CD","Robin CD Encourage","Robin CD Soft Discourage","Robin CD Harsh Discourage"],
manualVariableChanges:"",
unlocked: $scenePassages.includes("RobinCrossdressing1")
},
"RobinCrossdressing2":{
name:"Robin Crossdressing In Room",
startPassage:"Robin CD Door SV Start",
passages:["Robin CD Door SV Start","Robin CD Door Answer", "Robin CD Door Ignore","Robin CD Door Encourage","Robin CD Door Discourage"],
manualVariableChanges:"<<set $NPCName[$NPCNameList.indexOf(\"Robin\")].crossdress to 2>>",
unlocked: $scenePassages.includes("RobinCrossdressing2")
},
"RobinCrossdressing3":{
name:"Robin Crossdressing In Orphanage",
startPassage:"Robin CD Socialise SV Start",
passages:["Robin CD Socialise SV Start", "Robin CD Socialise", "Robin CD Socialise Defend", "Robin CD Socialise Change"],
manualVariableChanges:"<<set $NPCName[$NPCNameList.indexOf(\"Robin\")].crossdress to 3>><<set Time.setTime(16)>>",
unlocked: $scenePassages.includes("RobinCrossdressing3")
},
"RobinCrossdressing4":{
name:"Robin Crossdressing At Drink Stand",
startPassage:"Robin's Stand CD SV Intro",
passages:["Robin's Stand CD SV Intro", "Robin's Stand CD Explain Demo", "Robin's Stand CD Explain Full", "Robin's Stand CD Accept", "Robin's Stand CD Refuse", "Robin's Stand CD Intervene", "Robin's Stand CD Listen", "Robin's Stand CD Wait", "Robin's Stand CD Reassure", "Robin's Stand CD Discourage"],
manualVariableChanges:"<<set $NPCName[$NPCNameList.indexOf(\"Robin\")].crossdress to 4>><<set Time.setDate(Time.getNextWeekdayDate(7))>><<set Time.setTime(9, 0)>>",
unlocked: $scenePassages.includes("RobinCrossdressing4")
},
"RobinCrossdressing5":{
name:"Robin Crossdressing Before School",
startPassage:"Robin School CD SV Intro",
passages:["Robin School CD SV Intro", "Robin School CD Interrupt", "Robin School CD Compliment","Robin School CD Refuse","Robin School CD Accept","Robin School CD Change","Robin School CD Walk"],
manualVariableChanges:"<<set $NPCName[$NPCNameList.indexOf(\"Robin\")].crossdress to 5>><<set Time.setDate(Time.getNextWeekdayDate(1))>><<set Time.setTime(7, 0)>>",
unlocked: $scenePassages.includes("RobinCrossdressing5")
},
"RobinCrossdressing6":{
name:"Robin Crossdressing In Canteen",
startPassage:"Canteen Lunch Robin CD 1",
passages:["Canteen Lunch Robin CD 1", "Canteen Lunch Robin CD 2"],
manualVariableChanges:"<<set $NPCName[$NPCNameList.indexOf(\"Robin\")].crossdress to 6>><<set Time.setDate(Time.getNextWeekdayDate(1))>><<set Time.setTime(12, 0)>>",
unlocked: $scenePassages.includes("RobinCrossdressing6")
},
"RobinCrossdressing6I":{
name:"Robin Crossdressing Infirmary Sex",
startPassage:"School Infirmary Robin CD Intro",
passages:["School Infirmary Robin CD Intro", "School Infirmary Robin CD Kiss", "School Infirmary Robin CD No Sex", "School Infirmary Robin CD Receive Oral", "School Infirmary Robin CD Penetrate", "School Infirmary Robin CD Get Penetrated", "School Infirmary Robin CD Give Oral", "School Infirmary Robin CD Aftercare"],
/* TODO: update this when we figure out how much time the above passage is meant to take */
manualVariableChanges:"<<set $NPCName[$NPCNameList.indexOf(\"Robin\")].crossdress to 6>><<set Time.setDate(Time.getNextWeekdayDate(1))>><<set Time.setTime(12, 0)>>",
unlocked: $scenePassages.includes("RobinCrossdressing6I")
},
"RentFirstRobinFight":{
name:"Rent First Robin Fight",
startPassage:"Rent First Robin SV",
passages:["Rent Pay","Rent Seduce","Rent Refuse","Rent First Robin Fight","Rent First Robin Fight Finish"],
manualVariableChanges:"<<set $robinpaid to 1>><<set $robinromance to 1>><<set $bus to \"home\">><<set $robinfirstrentfight to 0>><<set $baileydefeatedchain to 3>><<unset $baileyReunionScene>><<set $renttime to 0>><<set $robinmissing to 0>><<set $home_gone to 0>>",
unlocked: $scenePassages.includes("RentFirstRobinFight")
},
"RobinDocks":{
name:"Robin Docks",
startPassage:"Docks_Robin",
passages:["Docks_Robin","Docks_Robin Get Help","Docks_Robin Get Help 2","Docks_Robin Get Help 3","Docks_Robin Get Help 4","Docks_Robin Swap","Docks_Robin Fight","Docks_Robin Fight Finish","Docks_Robin Rescue","Docks_Robin Leave","Docks_Robin Swap 2","Docks_Robin Comfort","Docks_Robin Ignore"],
manualVariableChanges:"",
unlocked: $scenePassages.includes("RobinDocks")
},
"RobinLandfill":{
name:"Robin Landfill",
startPassage:"Robin Mist Intro",
passages:["Robin Mist Intro","Robin Mist Fight","Robin Mist Fight Finish","Robin Mist Rescue","Robin Mist Forgive","Robin Mist Silence","Robin Mist Rescue 2","Robin Mist Walk","Robin Mist Abandon"],
manualVariableChanges:"",
unlocked: $scenePassages.includes("RobinLandfill")
},
"RobinPilloryIntro":{
name:"Robin Pillory Intro",
startPassage:"Robin Pillory Intro",
passages:["Robin Pillory Intro","Robin Pillory Truth","Robin Pillory Evade"],
manualVariableChanges:"<<set $robinPillory to {}>>",
unlocked: $scenePassages.includes("RobinPillory")
},
"RobinPillory":{
name:"Robin Pillory",
startPassage:"Robin Pillory Watch",
passages:["Robin Pillory Watch","Robin Pillory Failure","Robin Pillory Failure 2","Robin Pillory Failure 3","Robin Pillory Failure Optimism","Robin Pillory Failure Pessimism","Robin Pillory Lockpick","Robin Pillory Distractions","Robin Pillory Speech","Robin Pillory Fruit","Robin Pillory Money","Robin Pillory Crime","Robin Pillory Flower","Robin Pillory Escape","Robin Pillory Escape End","Robin Pillory Escape Sex","Robin Pillory Escape Sex Finish","Robin Pillory Escape Orphanage","Robin Pillory Bath","Robin Pillory Bath Wait","Robin Pillory Finish"],
manualVariableChanges:"<<set $robinPillory to {locks: 3, danger: 0, distractions: [], known: true}>><<run Time.setTime(15,0)>><<set C.npc.Robin.virginity.vaginal to true>><<set C.npc.Robin.virginity.anal to true>>",
unlocked: $scenePassages.includes("RobinPillory")
},
"RobinUndergroundDice":{
name:"Robin Underground Dice",
startPassage:"Underground Robin Dice Intro",
passages:["Underground Robin Dice Intro","Underground Robin Dice Intro 2","Underground Robin Dice Intro 3","Underground Robin Dice Intro 4","Underground Robin Dice Molestation","Underground Robin Dice Molestation Finish"],
manualVariableChanges:"<<set $undergroundbrothel to {}>><<ruined>><<set C.npc.Robin.virginity.vaginal to true>><<set C.npc.Robin.virginity.anal to true>>",
unlocked: $scenePassages.includes("RobinUnderground")
},
"RobinUndergroundStage":{
name:"Robin Underground Stage",
startPassage:"Underground Robin Stage Intro",
passages:["Underground Robin Stage Intro","Underground Robin Stage Pig","Underground Robin Stage Pig Finish","Underground Robin Stage Molestation","Underground Robin Stage Molestation Finish"],
manualVariableChanges:"<<set $undergroundbrothel to {}>><<ruined>><<set C.npc.Robin.virginity.vaginal to true>><<set C.npc.Robin.virginity.anal to true>>",
unlocked: $scenePassages.includes("RobinUnderground")
},
"RobinUndergroundMachine":{
name:"Robin Underground Machine",
startPassage:"Underground Robin Machine Intro",
passages:["Underground Robin Machine Intro","Underground Robin Machine","Underground Robin Machine End"],
manualVariableChanges:"<<set $undergroundbrothel to {}>><<ruined>><<set C.npc.Robin.virginity.vaginal to true>><<set C.npc.Robin.virginity.anal to true>>",
unlocked: $scenePassages.includes("RobinUnderground")
},
"RobinUndergroundKiss":{
name:"Robin Underground Kiss",
startPassage:"Underground Robin Kiss Intro",
passages:["Underground Robin Kiss Intro","Underground Robin Kiss Molestation","Underground Robin Kiss Molestation Finish"],
manualVariableChanges:"<<set $undergroundbrothel to {}>><<ruined>><<set C.npc.Robin.virginity.vaginal to true>><<set C.npc.Robin.virginity.anal to true>>",
unlocked: $scenePassages.includes("RobinUnderground")
},
"RobinUndergroundHunt":{
name:"Robin Underground Hunt",
startPassage:"Underground Robin Hunt Intro",
passages:["Underground Robin Hunt Intro","Underground Robin Hunt","Underground Robin Hunt Dog","Underground Robin Hunt Dog Finish","Underground Robin Hunt Molestation","Underground Robin Hunt Molestation Finish"],
manualVariableChanges:"<<set $undergroundbrothel to {}>><<ruined>><<set C.npc.Robin.virginity.vaginal to true>><<set C.npc.Robin.virginity.anal to true>>",
unlocked: $scenePassages.includes("RobinUnderground")
},
"RobinUndergroundEscape":{
name:"Robin Underground Escape",
startPassage:"SV undergroundEscapeForestRobin",
passages:["SV undergroundEscapeForestRobin","Underground Robin Escape Stalk","Underground Robin Escape Stalk End","Underground Robin Escape Fight","Underground Robin Escape Fight Finish","Underground Robin Escape Swim","Underground Robin Escape Shore","Underground Robin Escape Orphanage","Underground Robin Escape Stay"],
manualVariableChanges:"<<set $undergroundbrothel to {}>><<ruined>><<set C.npc.Robin.virginity.vaginal to true>><<set C.npc.Robin.virginity.anal to true>>",
unlocked: $scenePassages.includes("RobinUnderground")
},
"KylarBasement":{
name:"Kylar Basement",
startPassage:"Kylar Basement",
passages:["Kylar Basement","Kylar Basement 2","Kylar Basement 3","Kylar Basement Rape","Kylar Basement Rape Finish","Kylar Basement 4","Kylar Basement Protest","Kylar Basement Silent","Kylar Basement Police","Kylar Basement Police Silent","Kylar Basement Police Heroics","Kylar Basement Car"],
manualVariableChanges:"<<npcincr Kylar rage 100>>",
unlocked: $scenePassages.includes("KylarBasement")
},
"KylarAbduction":{
name:"Kylar Abduction",
startPassage:"Kylar Abduction Intro",
passages:["Kylar Abduction Intro","Kylar Abduction Intro Nod","Kylar Abduction Intro Angry","Kylar Abduction Intro Plead","Kylar Abduction Intro Silent","Kylar Abduction Intro Kiss","Kylar Abduction Intro Turn","Kylar Abduction Intro Bite","Kylar Abduction Intro End","Kylar Abduction","Kylar Abduction Weaken","Kylar Abduction Rest","Kylar Abduction Event Response","Kylar Abduction Rape","Kylar Abduction Rape Finish","Kylar Abduction Rage","Kylar Abduction Stupid","Kylar Abduction Grass","Kylar Abduction Formal","Kylar Abduction Goth","Kylar Abduction Swimsuit","Kylar Abduction Normal","Kylar Abduction Kneel","Kylar Abduction Feet","Kylar Abduction Dance","Kylar Abduction Dance Cool","Kylar Abduction Dance Sophisticated","Kylar Abduction Dance Sensual","Kylar Abduction Dance Sexual","Kylar Abduction Dance Berate","Kylar Abduction Dance Compliment","Kylar Abduction Release","Kylar Abduction Comfort","Kylar Abduction Leave","Kylar Abduction Release 2","Kylar Abduction Release 3","Kylar Abduction Release Investigate","Kylar Abduction Release Investigate 2","Kylar Abduction Release Investigate 3","Kylar Abduction Release Investigate 4","Kylar Abduction Release Investigate 5","Kylar Abduction Release 4","Kylar Abduction Free","Kylar Abduction Free Wait","Kylar Abduction Free Rescue","Kylar Abduction Free Rescue 2","Kylar Abduction Free Rescue 3","Kylar Abduction Free Rescue 4","Kylar Abduction Free Rescue 5","Kylar Abduction Free Rescue Reassure","Kylar Abduction Free Rescue Mock","Kylar Abduction Free Rescue Leave","Kylar Abduction Free Rescue 6","Kylar Abduction Free Rescue Inform","Kylar Abduction Free Rescue Quiet","Kylar Abduction Free Rescue Thank","Kylar Abduction Free Rescue Angry","Kylar Abduction Free Rescue Silent","Kylar Abduction Free Refuse","Kylar Abduction Free Guilt","Kylar Abduction Free Silent","Kylar Abduction Laptop","Kylar Abduction Free Pictures","Kylar Abduction Free Video","Kylar Abduction Free Browser","Kylar Abduction Free Bailey","Kylar Abduction Free Peek","Kylar Abduction Free Corridor","Kylar Abduction Free Flicker","Kylar Abduction Free Flicker Room","Kylar Abduction Free Flicker Room 2","Kylar Abduction Free Water","Kylar Abduction Free Water Room","Kylar Abduction Free Scurry","Kylar Abduction Free Scurry Room","Kylar Abduction Free Cabinet","Kylar Abduction Free Hunt","Kylar Abduction Free Hunt Hide","Kylar Abduction Free Hunt Run","Kylar Abduction Free Breeze","Kylar Abduction Free Stairs","Kylar Abduction Free Sneak","Kylar Abduction Free Investigate","Kylar Abduction Free Investigate 2","Kylar Abduction Free Capture","Kylar Abduction Free Leave","Kylar Abduction Free Reassure","Kylar Abduction Free Mock","Kylar Abduction Free Leave 2","Kylar Abduction Hypnosis Pretend","Kylar Abduction Hypnosis","Kylar Abduction Hypnosis Resist","Kylar Abduction Hypnosis Let",
"Kylar Abduction Event End","Kylar Abduction Neck Resist","Kylar Abduction Neck Headbutt","Kylar Abduction Neck Kiss","Kylar Abduction Knife Agree","Kylar Abduction Knife Disagree","Kylar Abduction Knife Whimper","Kylar Abduction Circle Encourage","Kylar Abduction Circle Discourage","Kylar Abduction Circle Nothing","Kylar Abduction Camera Smile","Kylar Abduction Camera Frown","Kylar Abduction Camera Glare","Kylar Abduction Camera Close","Kylar Abduction Food","Kylar Abduction Food Veg","Kylar Abduction Food Veg Suggest","Kylar Abduction Food Veg Bite","Kylar Abduction Food Meat","Kylar Abduction Food Meat Eat","Kylar Abduction Food Meat Refuse","Kylar Abduction Food Fruit","Kylar Abduction Food Nothing","Kylar Abduction Food Kiss","Kylar Abduction Food Spit","Kylar Abduction Food Turn","Kylar Abduction Song Like","Kylar Abduction Song Hate","Kylar Abduction Song Silent","Kylar Abduction Kids Insult","Kylar Abduction Kids Nice","Kylar Abduction Kids Terrible","Kylar Abduction Kids Silent","Kylar Abduction Parents Encourage","Kylar Abduction Parents Silent","Kylar Abduction Draw Agree","Kylar Abduction Draw Refuse","Kylar Abduction Draw Nice","Kylar Abduction Draw Horrible","Kylar Abduction Draw Silent",
"Kylar Abduction Stockholm","Kylar Abduction Stockholm 2","Kylar Abduction Stockholm Offer","Kylar Abduction Stockholm Tease","Kylar Abduction Stockholm Silent","Kylar Abduction Stockholm 3","Kylar Abduction Stockholm Dress","Kylar Abduction Stockholm Dress Refuse","Kylar Abduction Stockholm 4","Kylar Abduction Stockholm 5","Kylar Abduction Stockholm 6","Kylar Abduction Stockholm 7","Kylar Abduction Stockholm Tease 2","Kylar Abduction Stockholm Ignore 2","Kylar Abduction Stockholm 8","Kylar Abduction Stockholm Refuse","Kylar Abduction Stockholm Agree","Kylar Abduction Stockholm Leave","Kylar Abduction Stockholm Suggest","Kylar Abduction Stockholm Tell","Kylar Abduction Stockholm Ignore","Kylar Abduction Stockholm Kiss","Kylar Abduction Stockholm End"],
manualVariableChanges:"<<set $kylar_camera to 2>><<set $syndromekylar to 0>>",
unlocked: $scenePassages.includes("KylarAbduction")
},
"KylarManorSleep":{
name:"Kylar Manor Sleep",
startPassage:"Manor Sleep Abduction",
passages:["Manor Sleep Abduction","Manor Sleep Abduction 2","Manor Sleep Abduction 3","Manor Sleep Abduction 4","Manor Sleep Abduction Reassure","Manor Sleep Abduction Angry","Manor Sleep Abduction Silent","Manor Sleep Abduction 5"],
manualVariableChanges:"<<set Time.setTime(20, 0)>><<set $outside to 0>><<location 'kylarmanor'>>",
unlocked: $scenePassages.includes("KylarManorSleep")
},
"KylarManorSecret":{
name:"Kylar Manor Secret",
startPassage:"Manor Kylar Secret",
passages:["Manor Kylar Secret","Manor Kylar Secret 2","Manor Kylar Secret 3","Manor Kylar Secret 4","Manor Kylar Secret 5"],
manualVariableChanges:"<<set $outside to 0>><<location 'kylarmanor'>><<npc Kylar>><<person1>>",
unlocked: $scenePassages.includes("KylarManorSecret")
},
"KylarMonstranceAsk":{
name:"Kylar Monstrance Ask",
startPassage:"Temple Kylar Monstrance",
passages:["Temple Kylar Monstrance","Temple Kylar Monstrance Open","Temple Kylar Monstrance Refuse"],
manualVariableChanges:"<<set $outside to 0>><<set $location to 'temple'>><<npc Jordan>><<person1>>",
unlocked: $scenePassages.includes("KylarMonstranceAsk")
},
"KylarMonstranceAccost":{
name:"Kylar Monstrance Accost",
startPassage:"SV Temple Kylar Monstrance",
passages:["SV Temple Kylar Monstrance","Street Monstrance Nothing","Street Monstrance Brave","Street Monstrance Scary","Street Monstrance Silent","Street Monstrance 2","Street Monstrance 3","Street Monstrance Angry","Street Monstrance Silent 2"],
manualVariableChanges:"<<set $outside to 0>><<set $location to 'temple'>>",
unlocked: $scenePassages.includes("KylarMonstranceAccost")
},
"EdenIntro":{
name:"Eden Intro",
startPassage:"ForestHuntDebug",
passages:["ForestHuntDebug","Forest Hunter Molestation","Forest Hunter Molestation Finish","Forest Hunter Intro","Forest Hunter Resist Molestation","Forest Hunter Resist Molestation Finish","Forest Hunter Nod","Forest Hunter Refuse","Forest Hunter Punishment","Forest Hunter Punishment Finish"],
manualVariableChanges:"<<set $location to 'forest'>><<set $edenforesthunt to 1>><<unset $hunterintro>><<set $syndromeeden to 0>><<unset $edenCagedEscape>><<unset $edenfreedom>>",
unlocked: $scenePassages.includes("EdenIntro")
},
"EdenRadioIntro":{
name:"Eden Radio Intro",
startPassage:"Eden Radio Intro",
passages:["Eden Valentines Bath","Eden Radio Intro 2","Eden Radio Intro 3","Eden Radio Intro 4"],
manualVariableChanges:"<<npc Eden>><<person1>>",
unlocked: $scenePassages.includes("EdenRadioIntro")
},
"EdenValentinesBath":{
name:"Eden Valentines Bath",
startPassage:"Eden Valentines Bath",
passages:["Eden Valentines Bath","Eden Valentines Bath 2","Eden Valentines Relax","Eden Valentines Wash","Eden Valentines Wash Nod","Eden Valentines Bath 3","Eden Valentines Dance","Eden Valentines Dance 2","Eden Valentines Dance 3","Eden Valentines Book","Eden Valentines Book Refuse","Eden Valentines Read","Eden Valentines Book 2","Eden Valentines Listen","Eden Valentines Distract","Eden Valentines Distract Push","Eden Valentines Push","Eden Valentines Sex","Eden Valentines Sex Finish","Eden Valentines Book 3"],
manualVariableChanges:"<<npc Eden>><<person1>>",
unlocked: $scenePassages.includes("Eden Valentines Bath")
},
"Schism":{
name:"Schism",
startPassage:"Schism",
passages:["Schism", "Schism 2", "Schism 3", "Schism 4", "Schism Lichen Eat", "Schism Lichen Refuse", "Schism Lichen Refuse 2", "Schism Lichen Refuse 3", "Schism 5", "Schism Gold Give", "Schism Gold Refuse", "Schism 6", "Schism Robes Accept", "Schism Robes Refuse", "Schism Robes Refuse Finish", "Schism 7", "Schism 8", "Schism Continue", "Schism 9", "Schism 10", "Schism Awakening", "Schism Awake", "Schism Battle", "Schism Battle 2", "Schism Battle 3", "Schism Struggle", "Schism Drown", "Schism Drowned", "Schism Necklace", "Schism Ghost", "Schism Wraith", "Schism Wraith 2", "Schism Failure", "Schism End"],
manualVariableChanges:"<<set $outside to 0>><<set $location to 'lake_ruin'>>",
unlocked: $scenePassages.includes("Schism")
},
"Christmas Mirror":{
name:"Christmas Mirror",
startPassage:"Christmas Mirror",
passages:["Christmas Mirror","Christmas Mirror Leave","Christmas Mirror Watch","Christmas Mirror Reach","Christmas Mirror 2","Christmas Mirror 3","Christmas Mirror 4","Christmas Mirror 5","Christmas Mirror Fall","Christmas Mirror End"],
manualVariableChanges:"<<set $location to 'home'>>",
unlocked: $scenePassages.includes("Christmas Mirror")
},
"TempleSydneyPureRitual":{
name:"Temple Sydney Pure Ritual",
startPassage:"SV Sydney Temple Pure",
passages:["SV Sydney Temple Pure","Sydney Temple Pure","Sydney Temple Pure 2","Sydney Temple Pure 3","Sydney Temple Pure Eavesdrop","Sydney Temple Pure Eavesdrop 2","Sydney Temple Pure 4","Sydney Temple Pure 5","Sydney Temple Pure 6","Sydney Temple Pure Abuse","Sydney Temple Pure Appearance","Sydney Temple Pure Final","Sydney Temple Pure Fail","Sydney Temple Pure Test","Sydney Temple Pure Test Refuse","Sydney Temple Pure Test Admission","Sydney Temple Pure Pass","Sydney Temple Pure Ritual","Sydney Temple Pure Ritual 2","Sydney Temple Pure Sex","Sydney Temple Pure Sex Finish","Sydney Temple Pure End"],
manualVariableChanges:"<<set $outside to 0>><<set $location to 'temple'>><<run Time.setTime(17,0)>>",
unlocked: $scenePassages.includes("TempleSydneyPureRitual"),
lockedMessage: $scenePassages.includes("TempleSydneyCorrupt") ? "Mutually exclusive scene" : "Locked"
},
"TempleSydneyCorrupt":{
name:"Temple Sydney Corrupt",
startPassage:"SV Sydney Temple Corrupt",
passages:["SV Sydney Temple Corrupt","Sydney Temple Corrupt","Sydney Temple Corrupt Cancel","Sydney Temple Corrupt 2","Sydney Temple Corrupt Lock","Sydney Temple Corrupt Pick","Sydney Temple Corrupt Fight","Sydney Temple Corrupt Fight Finish","Sydney Temple Corrupt Search","Sydney Temple Corrupt 3","Sydney Temple Corrupt 4","Sydney Temple Corrupt Sex","Sydney Temple Corrupt Sex Finish","Sydney Temple Corrupt End","Sydney Temple Corrupt End 2","Sydney Temple Corrupt End 3","Sydney Temple Corrupt End 4","Sydney Temple Corrupt End 5","Sydney Temple Corrupt End 6","Sydney Temple Corrupt End Final"],
manualVariableChanges:"<<set $outside to 0>><<set $location to 'temple'>><<run Time.setTime(21,0)>>",
unlocked: $scenePassages.includes("TempleSydneyCorrupt"),
lockedMessage: $scenePassages.includes("TempleSydneyPureRitual") ? "Mutually exclusive scene" : "Locked"
},
"TempleSydneyPunish":{
name:"Temple Sydney Punish",
startPassage:"Sydney Temple Punish Intro",
passages:["Sydney Temple Punish Intro","Sydney Temple Punish Intro 2","Sydney Temple Punish Intro 3","Sydney Temple Punish Intro 4","Sydney Temple Punish","Sydney Temple Punish Repeat","Sydney Temple Punish Hold","Sydney Temple Punish Belt","Sydney Temple Punish Hit","Sydney Temple Punish Plead","Sydney Temple Punish Close","Sydney Temple Punish Touch","Sydney Temple Punish End"],
manualVariableChanges:"<<set $outside to 0>><<set $location to 'temple'>><<set $stress to 0>><<set $arousal to 0>>",
unlocked: $scenePassages.includes("TempleSydneyPunish")
},
"TempleVigil":{
name:"Temple Vigil",
startPassage:"SV Temple Vigil Inquire",
passages:["SV Temple Vigil Inquire","Temple Vigil Inquire","Temple Vigil","Temple Vigil 2","Temple Vigil 3","Temple Vigil 4","Temple Vigil Undress","Temple Vigil Undress Refuse","Temple Vigil Undress Refuse 2","Temple Vigil 5","Temple Vigil Abandon","Temple Vigil End","Temple Vigil End 2","Temple Vigil End Sydney","Temple Vigil End Sydney 2","Temple Vigil 6","Temple Vigil 7","Temple Vigil 8","Temple Vigil 9","Temple Vigil 10","Temple Vigil Refuse","Temple Vigil Refuse 2","Temple Vigil 11","Temple Vigil 12","Temple Vigil 13","Temple Vigil Focus","Temple Vigil Yield","Temple Vigil 14","Temple Vigil 15","Temple Vigil 15 Sydney"],
manualVariableChanges:"<<set $outside to 0>><<set $location to 'temple'>><<run Time.setDate(Time.getNextWeekdayDate(1))>><<run Time.setTime(20,0)>><<set $grace to 100>>",
unlocked: $scenePassages.includes("TempleVigil")
},
"TempleConfessorIntro":{
name:"Temple Purge and Confessor Intro",
startPassage:"SV Temple Confess Purge",
passages:["SV Temple Confess Purge","SV Temple Confess Purge 2","Temple Confess Purge Sex","Temple Confess Purge Sex Finish Corrupt","Temple Confess Inspect","Temple Confess Drain","Temple Confess Stop","Temple Confess Drain End","Temple Confessor Intro","Temple Confessor Intro 2","Temple Confessor Intro 3","Temple Confessor Intro 4","Temple Confessor Intro 5","Temple Confessor Intro Ask","Temple Confessor Intro 6","Temple Confessor Intro 7","Temple Confessor Intro 8"],
manualVariableChanges:"<<set $outside to 0>><<set $location to 'temple'>><<unset $temple_confessor_intro>>",
unlocked: $scenePassages.includes("TempleConfessorIntro")
},
"IslandCastle":{
name:"Island Castle",
startPassage:"SV Island Castle Approach",
passages:["SV Island Castle Approach","Island Castle Dignified","Island Castle Cute","Island Castle Enter","Island Castle 2","Island Castle 3","Island Castle Stool","Island Castle Stool 2","Island Castle Stool 3","Island Castle Stool 4","Island Castle Run","Island Castle Run 2","Islander","Islander 2","Islander Play","Islander Understand","Islander 3","Islander 4","Islander Walk","Islander Kneel","Islander Spear","Islander End","Islander End 2","Islander End 3","Islander Enforce","Islander End Hide","Islander End Confident","Islander End Hand","Islander Pirate Return","Islander End Swim","Islander End Throw","Islander End Throw 2"],
manualVariableChanges:"<<set $outside to 1>><<set $location to 'island'>><<unset $spear_vessel>>",
unlocked: $scenePassages.includes("IslandCastle")
},
"Pinch":{
name:"Pinch",
startPassage: "Olive Book 1",
passages:["Olive Book 1", "Olive Book 2", "Olive Book 3", "Olive Book 4", "Olive Book Full", "Olive Book Full 2", "Olive Book Full 3", "Olive Book Full 4", "Olive Book Full 5", "Olive Book Full 6", "Olive Book Full 7", "Olive Book Lew", "Olive Book Lew Molestation", "Olive Book Lew Finish", "Olive Book Full 8", "Olive Book Full 9", "Olive Book Full 10", "Olive Book Full 11", "Olive Book Pinch", "Olive Book Pinch 2", "Olive Book Pinch Gangbang", "Olive Book Pinch Finish", "Olive Book End"],
manualVariableChanges:"<<set $oliveExitPassage to 'Bedroom'>>",
unlocked: $scenePassages.includes("Pinch")
},
"RaulAndJanet":{
name:"Raul and Janet",
startPassage: "ScarletBook1",
passages:["ScarletBook1", "ScarletBook2", "ScarletBook3", "ScarletBook4", "ScarletBook5", "ScarletBook6", "ScarletBook7aye", "ScarletBook7nay", "ScarletBook7nay_page2", "ScarletBook8aye", "ScarletBook8nay", "ScarletBook9", "ScarletBook10", "Loveth", "Loveth Finish", "Drama", "Drama Finish"],
manualVariableChanges:"<<set $scarletExitPassage to 'Bedroom'>><<set $bus to ''>><<set $arousal to ($arousalmax / 5) * 2>>",
unlocked: $scenePassages.includes("RaulAndJanet")
},
"NightmareEden":{
name:"Nightmare Eden",
startPassage:"Nightmare Eden",
passages:["Nightmare Eden","Nightmare Eden Wake","Nightmare Eden 2","Nightmare Eden 3","Nightmare Eden Molestation","Nightmare Eden Molestation Finish","Nightmare Eden End","Nightmare Eden Wake 2","Nightmare Eden Console","Nightmare Eden Insist"],
manualVariableChanges:"<<set $sleephour to 1>><<set $nightmareExit to 'Eden Cabin Bed'>>",
unlocked: $scenePassages.includes("NightmareEden")
},
"NightmareWraith":{
name:"Nightmare Wraith",
startPassage:"Nightmare Wraith",
passages:["Nightmare Wraith","Nightmare Wraith Wake","Nightmare Wraith 2","Nightmare Wraith 3","Nightmare Wraith 4","Nightmare Wraith 5","Nightmare Wraith Rape","Nightmare Wraith Rape Finish","Nightmare Wraith 6","Nightmare Wraith End"],
manualVariableChanges:"<<set $sleephour to 1>><<set $nightmareExit to 'Bed'>>",
unlocked: $scenePassages.includes("NightmareWraith")
},
"NightmareBird":{
name:"Nightmare Bird",
startPassage:"Nightmare Bird",
passages:["Nightmare Bird","Nightmare Bird Wake","Nightmare Bird 2","Nightmare Bird Rape","Nightmare Bird Rape Finish","Nightmare Bird End"],
manualVariableChanges:"<<set $sleephour to 1>><<set $nightmareExit to 'Bird Tower Bed'>>",
unlocked: $scenePassages.includes("NightmareBird")
},
"NightmareCorruptSydney":{
name:"Nightmare Corrupt Sydney",
startPassage:"Nightmare Corrupt Sydney",
passages:["Nightmare Corrupt Sydney","Nightmare Corrupt Sydney Wake","Nightmare Corrupt Sydney 2","Nightmare Corrupt Sydney 3","Nightmare Corrupt Sydney 4","Nightmare Corrupt Sydney 5","Nightmare Corrupt Sydney 6","Nightmare Corrupt Sydney 7","Nightmare Corrupt Sydney 8","Nightmare Corrupt Sydney 9","Nightmare Corrupt Sydney 10","Nightmare Corrupt Sydney 11","Nightmare Corrupt Sydney 12","Nightmare Corrupt Sydney Rape","Nightmare Corrupt Sydney Rape Finish","Nightmare Corrupt Sydney Rape Finish 2","Nightmare Corrupt Sydney End"],
manualVariableChanges:"<<set $sleephour to 1>><<set $nightmareExit to 'Bed'>>",
unlocked: $scenePassages.includes("NightmareCorruptSydney")
},
"NightmareHarper":{
name:"Nightmare Harper",
startPassage:"Nightmare Harper",
passages:["Nightmare Harper","Nightmare Harper Wake","Nightmare Harper 2","Nightmare Harper 3","Nightmare Harper 4","Nightmare Harper 5","Nightmare Harper Machine","Nightmare Harper Machine Finish","Nightmare Harper 6","Nightmare Harper End"],
manualVariableChanges:"<<set $sleephour to 1>><<set $nightmareExit to 'Bed'>>",
unlocked: $scenePassages.includes("NightmareHarper")
},
"HarperHypnosisIntro":{
name:"Harper Hypnosis Intro",
startPassage:"Doctor Harper's Office",
passages:["Doctor Harper's Office","Doctor Harper's Office Trance"],
manualVariableChanges:"<<unset $harperintro>><<set $hypnosis to 0>>",
unlocked: $scenePassages.includes("HarperHypnosisIntro")
},
"HarperHypnosisTrance1":{
name:"Harper Hypnosis Trance 1",
startPassage:"Doctor Harper's Office",
passages:["Doctor Harper's Office","Doctor Harper's Office Trance","Doctor Harper's Office Camera"],
manualVariableChanges:"<<set $harperintro to 1>><<set $hypnosis to 1>><<set $rng to 100>>",
unlocked: $scenePassages.includes("HarperHypnosisTrance1")
},
"HarperHypnosisTrance2":{
name:"Harper Hypnosis Trance 2",
startPassage:"Doctor Harper's Office",
passages:["Doctor Harper's Office","Doctor Harper's Office Trance","Doctor Harper's Office Camera2"],
manualVariableChanges:"<<set $harperintro to 1>><<set $hypnosis to 2>><<set $rng to 100>>",
unlocked: $scenePassages.includes("HarperHypnosisTrance2")
},
"HarperHypnosisTrance3":{
name:"Harper Hypnosis Trance 3",
startPassage:"Doctor Harper's Office",
passages:["Doctor Harper's Office","Doctor Harper's Office Trance","Doctor Harper's Office Camera3"],
manualVariableChanges:"<<set $harperintro to 1>><<set $hypnosis to 3>><<set $rng to 100>>",
unlocked: $scenePassages.includes("HarperHypnosisTrance3")
},
"HarperHypnosisTrance4":{
name:"Harper Hypnosis Trance 4",
startPassage:"Doctor Harper's Office",
passages:["Doctor Harper's Office","Doctor Harper's Office Trance","Doctor Harper's Office Camera3","Doctor Harper's Office Camera Molestation","Doctor Harper's Office Camera Molestation Finish"],
manualVariableChanges:"<<set $harperintro to 1>><<set $hypnosis to 4>><<set $rng to 100>>",
unlocked: $scenePassages.includes("HarperHypnosisTrance4")
},
"HarperHypnosisExam1":{
name:"Harper Hypnosis Exam 1",
startPassage:"Doctor Harper's Office",
passages:["Doctor Harper's Office","Doctor Harper's Office Exam"],
manualVariableChanges:"<<set $harperintro to 1>><<set $harperexam to 0>><<set $rng to 0>>",
unlocked: $scenePassages.includes("HarperHypnosisExam1")
},
"HarperHypnosisExam2":{
name:"Harper Hypnosis Exam 2",
startPassage:"Doctor Harper's Office",
passages:["Doctor Harper's Office","Doctor Harper's Office Exam"],
manualVariableChanges:"<<set $harperintro to 1>><<set $harperexam to 1>><<set $rng to 0>>",
unlocked: $scenePassages.includes("HarperHypnosisExam2")
},
"HarperHypnosisExam3":{
name:"Harper Hypnosis Exam 3",
startPassage:"Doctor Harper's Office",
passages:["Doctor Harper's Office","Doctor Harper's Office Exam"],
manualVariableChanges:"<<set $harperintro to 1>><<set $harperexam to 2>><<set $rng to 0>>",
unlocked: $scenePassages.includes("HarperHypnosisExam3")
},
"MoorFlower":{
name:"Moor Flower",
startPassage:"SV Moor Flower",
passages:["SV Moor Flower","Moor Flower","Moor Phallus Plant","Moor Flower Masturbation","Moor Flower Masturbation Finish","Moor Phallus Plant Masturbation","Moor Phallus Plant Masturbation Finish","Moor Flower Ignore","Moor Flower Leave","Moor Tentacles","Moor Tentacles Finish"],
manualVariableChanges:"<<set $location to 'moor'>>",
unlocked: $scenePassages.includes("Moor Flower") or $scenePassages.includes("Moor Phallus Plant")
},
"HookahPlot1":{
name:"Hookah Plot 1: Tentacle Forest Door",
startPassage:"Tentacle Forest Door",
passages:["Tentacle Forest Door","Tentacle Forest Quinn","Tentacle Forest Quinn 2","Tentacle Forest Quinn 3","Tentacle Forest Quinn 4"],
manualVariableChanges:"<<set $location to 'tentworld'>><<set $tentacle_forest_time to 30>><<set $tentacle_forest_key to 1>><<set $hookah_plot to 0>>",
unlocked: $scenePassages.includes("TentacleForestDoor")
},
"HookahPlot2":{
name:"Hookah Plot 2: Town Hall Computer",
startPassage:"Town Hall Computer",
passages:["Town Hall Computer","Town Hall Computer 2","Town Hall Computer 3","Town Hall Computer 4","Town Hall Computer 5","Town Hall Computer 6","Town Hall Computer 7","Town Hall Computer 8"],
manualVariableChanges:"<<set $location to 'town'>>",
unlocked: $scenePassages.includes("TownHallComputer")
},
"BlackWolfIntro":{
name:"Black Wolf Intro",
startPassage:"ForestHuntDebug",
passages:["ForestHuntDebug","Forest Wolf Molestation","Forest Wolf Molestation Finish","Forest Wolf Cave Intro","Forest Wolf Molestation Resist","Forest Wolf Molestation Resist Finish","Forest Wolf Cave Rape","Forest Wolf Cave Rape Finish","Forest Wolf Cave Rape End"],
manualVariableChanges:"<<set $location to 'forest'>><<set $blackwolfhunt to 1>><<set $syndromewolves to 0>>",
unlocked: $scenePassages.includes("BlackWolfIntro")
},
"FreeTheBlackDog":{
name:"Free the Black Dog",
startPassage:"Pound Free",
passages:["Pound Free","Pound Free Reassure","Pound Free Lead","Pound Free 2","Pound Free Distract","Pound Free Run","Pound Free 3","Pound Free 4","Pound Free 5","Pound Free Fight","Pound Free Fight Finish","Pound Free Submit","Pound Free Crawl","Pound Free Stand","Pound Free Refuse","Pound Free 6","Pound Free Rape","Pound Free Rape Finish","Pound Free 7","Pound Free Beast","Pound Free Beast End"],
manualVariableChanges:"<<set $location to 'town'>>",
unlocked: $scenePassages.includes("FreeTheBlackDog")
},
"MickeyOrphanageHacker":{
name:"Mickey Orphanage Hacker",
startPassage:"Orphanage Hacker",
passages:["Orphanage Hacker","Orphanage Hacker Strip Refuse","Orphanage Hacker Strip","Orphanage Hacker Strip 2","Orphanage Hacker Strip 3","Orphanage Hacker Strip 4"],
manualVariableChanges:"<<set $location to 'home'>>",
unlocked: $scenePassages.includes("OrphanageHacker")
},
"MickeyPubFameIntro":{
name:"Mickey Pub Fame Intro",
startPassage:"SV Pub Fame Intro",
passages:["SV Pub Fame Intro","Pub Fame Intro","Pub Fame Intro 2","Pub Fame Intro 3","Pub Fame Intro 4"],
manualVariableChanges:"<<set $location to 'pub'>><<set $mickeyPub to 2>>",
unlocked: $scenePassages.includes("PubFameIntro")
},
"PrisonSpirePrecipice":{
name:"Prison Spire Precipice",
startPassage:"Scene Viewer passages",
passages:["Prison Spire Precipice","Prison Spire Precipice Help","Prison Spire Precipice Demand"],
manualVariableChanges:"<<set $sceneViewSwitch to 'prison_spire_options'>><<set $location to 'prison'>><<set $per_npc.anxious_guard.name_known to 0>><<run Time.setTime(13,0)>>",
unlocked: $scenePassages.includes("PrisonSpirePrecipice")
},
"PrisonYardLocket":{
name:"Prison Yard Locket",
startPassage:"Prison Yard Speak",
passages:["Prison Yard Speak","Prison Yard Locket"],
manualVariableChanges:"<<set $location to 'prison'>><<set $per_npc.veteran_guard.name_known to 0>><<run Time.setTime(13,0)>>",
unlocked: $scenePassages.includes("PrisonYardLocket")
},
"PrisonScarredInmate":{
name:"Prison Scarred Inmate",
startPassage:"SV Prison Scarred",
passages:["SV Prison Scarred","Prison Scarred","Prison Scarred Bars","Prison Scarred Bars 2","Prison Scarred Bars Say","Prison Scarred Bars Refuse","Prison Scarred Bars Sob","Prison Scarred Refuse","Prison Scarred Pair","Prison Scarred Pair 2","Prison Scarred Pair Calm","Prison Scarred Pair Spank","Prison Scarred Pair Silent","Prison Scarred Pair Help","Prison Scarred Molestation","Prison Scarred Molestation 2","Prison Scarred Rape","Prison Scarred Rape Finish","Prison Scarred Turn","Prison Scarred Resist","Prison Scarred Fight","Prison Scarred Fight Finish","Prison Scarred Walk","Prison Scarred Walk 2","Prison Scarred Yard","Prison Scarred Yard Warn","Prison Scarred Yard End","Prison Scarred Yard Rape","Prison Scarred Yard Rape Finish","Prison Scarred Inmate Rape","Prison Scarred Inmate Rape Finish","Prison Scarred Inmate Help","Prison Scarred Sex","Prison Scarred Sex Finish","Prison Scarred Ask","Prison Scarred Sibling Refuse","Prison Scarred Sibling Agree","Prison Scarred Sibling 2","Prison Scarred Sibling 3","Prison Scarred Sibling 4","Prison Scarred Sex Refuse"],
manualVariableChanges:"<<set $location to 'prison'>><<run Time.setTime(13,0)>>",
unlocked: $scenePassages.includes("PrisonScarredInmate")
},
}>>
<</if>>
<</widget>>
<<widget "scenesSearch">>
<span class="red">Avoid updating your games while you're replaying a scene.<<if $debug isnot 0>> "Teleporting" during a replay will break saves, avoid it if you don't know how to fix saves.<</if>></span>
<br>
Scenes per page: <<numberslider "$scenesSearch.numberOfItems" $scenesSearch.numberOfItems 4 40 2>>
<br>
<label>Hide locked: <<checkbox "$scenesSearch.hideLocked" false true autocheck>></label>
<br>
Search: <<textbox "$scenesSearch.text" $scenesSearch.text>>
<br><br>
<<run $(() => {
$("#numberslider-input-scenessearchnumberofitems, #checkbox-scenessearchhidelocked").on("input change", function (e) {
wikifier("<<scenesSearchUpdate>>");
});
$("#textbox-scenessearchtext").on("input keypress", function (e) {
V.scenesSearch.text = e.target.value;
switch(e.target.value.toLowerCase()) {
case "tutorial":
V.scenePassages.pushUnique("Tutorial");
V.scenes.Tutorial.unlocked = true;
break;
case "the farm":
V.scenePassages.pushUnique("The Farm");
V.scenes.TheFarm.unlocked = true;
break;
}
wikifier("<<scenesSearchUpdate>>");
});
})>>
<</widget>>
<<widget "scenesSearchUpdate">>
<<set $scenesSearch.text to $scenesSearch.text.replace(/[^a-zA-Z\u4e00-\u9fa5 0-9]+/g,"")>>
<<set _listPage to 1>>
<<updateSceneViewer>>
<</widget>>
<<widget "scenesViewerCalc">>
<<set _scenes to {}>>
<<for _label, _value range $scenes>>
<<if $scenesSearch.hideLocked and !_value.unlocked>><<continue>><</if>>
<<set _lowerName to clone(_value.name).toLowerCase()>>
<<set _lowerPassages to "".concat(_value.startPassage).toLowerCase()>>
<<if $scenesSearch.text.length is 0 or ((_value.unlocked or $debug is 1) and (_value.name.toLowerCase().includes($scenesSearch.text.toLowerCase()) or "".concat(_value.startPassage).toLowerCase().includes($scenesSearch.text.toLowerCase())))>>
<<run _scenes[_label] to clone(_value)>>
<</if>>
<</for>>
<<set _keys to Object.keys(_scenes)>>
<<set _keys to _keys.sort()>>
<<set _scenesAvailable to _keys.length gt 0>>
<<if _listPage is undefined>>
<<set _listPage to 1>>
<</if>>
<<set _listMaxItems to $scenesSearch.numberOfItems>>
<<set _listPageMax to Math.ceil(_keys.length / _listMaxItems)>>
<<set _indexStart to ((_listPage - 1) * _listMaxItems)>>
<<set _indexEnd to (_indexStart + _listMaxItems gt _keys.length ? _keys.length : _indexStart + _listMaxItems)>>
<</widget>>
<<widget "scenesViewer">>
<<if _scenesAvailable is false>>
No Scenes Found.
<<exit>>
<</if>>
<<for _i to _indexStart; _i lt _indexEnd; _i++>>
<<set _item to _scenes[_keys[_i]]>>
<<if _item.unlocked is false and $debug is 0>>
<span class="no-numberify red">
<<print _item.lockedMessage || "Locked">>
</span>
<<elseif _item.name is undefined or _item.startPassage is undefined or _item.passages is undefined>>
<span class="no-numberify red">
Error in key '<<print _keys[_i]>>'.
</span>
<<else>>
<<capture _item>>
<span class="no-numberify">
<<link [[_item.name|_item.startPassage]]>><<setupReplayScene _item.name _item.startPassage _item.passages>><<print _item.manualVariableChanges>><</link>>
</span>
<</capture>>
<</if>>
<</for>>
<</widget>>
<<widget "scenesViewerControls">>
<<if _scenesAvailable is false>><<exit>><</if>>
<<set _disabled = _listPage > 1 ? "" : "disabled">>
<div @class="'div-link btn-pagination prev ' + _disabled">
<<link "Previous">>
<<if _listPage > 1>>
<<set _listPage -= 1>>
<<updateSceneViewer>>
<</if>>
<</link>>
<div class="btn-pagination-arrow"><</div>
</div>
<div>
<<print (_listPage) + " out of " + _listPageMax>>
</div>
<<set _disabled = _listPage < _listPageMax ? "" : "disabled">>
<div @class="'div-link btn-pagination next ' + _disabled">
<<link "Next">>
<<if _listPage < _listPageMax>>
<<set _listPage += 1>>
<<updateSceneViewer>>
<</if>>
<</link>>
<div class="btn-pagination-arrow">></div>
</div>
<<run linkifyDivs('#scenesViewerControls')>>
<</widget>>
<<widget "updateSceneViewer">>
<<scenesViewerCalc>>
<<replace "#scenesViewer">><<scenesViewer>><</replace>>
<<replace "#scenesViewerControls">><<scenesViewerControls>><</replace>>
<</widget>>
<<widget "saveCompareTool">>
Stored Variables are lost on page refresh.
<div id="saveCompareUI">
<<saveCompareUI>>
</div>
<</widget>>
<<widget "saveCompareUI">>
<<link "Store Save1">><<set window.variableData1 to clone(V)>><<replace "#saveCompareUI">><<saveCompareUI>><</replace>><</link>>
<<print (window.variableData1 isnot undefined ? "(Stored)" : "")>>
<br>
<<link "Store Save2">><<set window.variableData2 to clone(V)>><<replace "#saveCompareUI">><<saveCompareUI>><</replace>><</link>>
<<print (window.variableData2 isnot undefined ? "(Stored)" : "")>>
<br><br>
<<if window.variableData1 and window.variableData2>>
<<link "Compare Saves">><<set _comparedResult to saveDataCompare(window.variableData1,window.variableData2)>><<replace "#saveCompareUI">><<saveCompareUI>><</replace>><</link>>
<</if>>
<<if _comparedResult>>
<<set _skip to ["map","NPCName","NPCList","saveDetails","lastgenerated","description","npcadult","lastOptions","danger","lock","femaleclimax","anusactiondefault","anusactioncarry","enemyhealthmax","enemyhealth","enemyarousal","mouthactiondefault","enemyanger","npcspeechcycle","mouthactioncarry","rng","pass","speechcycle"]>>
<<if Object.keys(_comparedResult).length gt 0>>
<div id="comparedResult">
<<for _label, _value range _comparedResult>>
<<if _skip.includes(_label)>>
<<continue>>
<</if>>
<div class="item">
<<if typeof _value[0] === 'object'>>
<<print _label>>
<br><br>
<<print JSON.stringify(_value[0])>>
<br><br>
<<print JSON.stringify(_value[1])>>
<<else>>
<<print _label>> - <<print _value[0]>> - <<print _value[1]>>
<</if>>
</div>
<</for>>
</div>
<<else>>
Saves Identical
<</if>>
<</if>>
<</widget>>
<<widget "freezePlayerStats">>
<<if $frozenValues>><<exit>><</if>> /* Should never be run more than once */
<<script>>
const skipKeysOnFreeze = ["replayScene", "frozenValues", "statFreeze", "passage", "debug", "debugMenu", "options"];
V.statFreeze = true;
V.frozenValues = {};
V.frozenValues.deepMerge(V, (key, value, depth) => {
return !(depth === 1 && skipKeysOnFreeze.includes(key)) && typeof value !== "function";
});
<</script>>
<</widget>>
<<widget "unfreezePlayerStats">>
<<if $replayScene>><<exit>><</if>> /* Should never be run when a scene is running */
<<script>>
const skipKeysOnFreeze = ["replayScene", "frozenValues", "statFreeze", "passage", "debug", "debugMenu", "options"];
delete V.statFreeze;
if (V.frozenValues) {
const retainedKeys = Object.fromEntries(
Object.entries(V).filter(([key]) => skipKeysOnFreeze.includes(key))
);
V.deepMerge(V.frozenValues, "strict-replace");
Object.assign(V, retainedKeys);
delete V.frozenValues;
Time.set();
}
<</script>>
<<if $replayScene is undefined>>
<<doVersionCheck>>
<</if>>
<</widget>>
<<widget "SVTutorial">>
<<givestartclothing>>
<<set $worn.over_upper to clone(setup.clothes.over_upper[0])>>
<<set $worn.over_lower to clone(setup.clothes.over_lower[0])>>
<<set $worn.upper to clone(setup.clothes.upper[0])>>
<<set $worn.lower to clone(setup.clothes.lower[0])>>
<<exposedcheck>>
<</widget>>
<<widget "SVSydney">>
Sydney Purity: <span id="sydneyPurity">Current Save</span>
<br>
<<link "Set Pure">>
<<set C.npc.Sydney.purity to 100>>
<<set C.npc.Sydney.corruption to 0>>
<<replace "#sydneyPurity">>Pure<</replace>>
<</link>> |
<<link "Set Neutral">>
<<set C.npc.Sydney.purity to 0>>
<<set C.npc.Sydney.corruption to 0>>
<<replace "#sydneyPurity">>Neutral<</replace>>
<</link>> |
<<link "Set Corrupt">>
<<set C.npc.Sydney.purity to 0>>
<<set C.npc.Sydney.corruption to 100>>
<<replace "#sydneyPurity">>Corrupt<</replace>>
<</link>> |
<br><br>
Sydney Lust: <span id="sydneyLust">Current Save</span>
<br>
<<link "Clear">>
<<set C.npc.Sydney.lust to 0>>
<<replace "#sydneyLust">>Not Lustful<</replace>>
<</link>> |
<<link "Set">>
<<set C.npc.Sydney.lust to 100>>
<<replace "#sydneyLust">>Lustful<</replace>>
<</link>> |
<br><br>
Sydney Romance: <span id="sydneyRomance">Current Save</span>
<br>
<<link "Clear">>
<<set $sydneyromance to 0>>
<<replace "#sydneyRomance">>Not romancing<</replace>>
<</link>> |
<<link "Set">>
<<set $sydneyromance to 1>>
<<replace "#sydneyRomance">>Romancing<</replace>>
<</link>> |
<</widget>>
<!-- False passages to initiate scene viewer scenes, for cases where starting passages have too many potential roadblocks --><br>
You are in the main hall of the orphanage.
<<if $christmas is 1 and Time.monthDay is 25 and Time.dayState isnot "night">>
The room is alive with festive merriment.
<<else>>
<<if Time.dayState is "day">>
A couple of orphans on cleaning duty sweep the floor.
<<elseif Time.dayState is "dusk">>
You hear hushed voices.
<<elseif Time.dayState is "dawn">>
<<if Time.schoolDay>>
The orphans are heading off to school.
<<else>>
The orphans are leaving to find work.
<</if>>
<<elseif Time.dayState is "night">>
The orphans must be asleep.
<</if>>
<</if>>
<br><br>
A hand rests on your shoulder from behind. <span class="red">It's Bailey.</span>
<br><br>
<<if $robinfirstrentfight and ($baileypaychain lt 2 or $renttime lte -1)>>
<<rentduerobin 0>>
<<else>>
<<rentdue 0>>
<</if>><<set $outside to 0>><<set $location to "home">><<effects>>
<<npc Robin>><<person1>>
You go to Robin's room. There's a note on the door. "Please don't enter!"
<br><br>
<<link [[Enter|Robin Caught CD]]>><</link>>
<br>
<<link [[Leave|Orphanage]]>><<set $fromRobinRoom to true>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "home">><<effects>>
<<set _robin to statusCheck("Robin")>>
<<npc Robin>><<person1>>
You play a cooperative game with <<him>>. You're about to win the stage when there's a knock on the door.
<br><br>
Robin, still wearing <<his>>
<<if _robin.pronoun is "f">>
<<npcClothesText _robin "upper">> and chest binder,
<<else>>
<<npcClothesText _robin "upper">>,
<</if>>
flushes deeply. "This looks bad doesn't it?"
<br><br>
<<link [[Let Robin respond|Robin CD Door Answer]]>><</link>>
<br>
<<link [[Tell Robin to ignore it|Robin CD Door Ignore]]>><</link>>
<br><<set $outside to 0>><<set $location to "home">><<home_effects>><<effects>>
You are in the main hall of the orphanage. A couple of orphans on cleaning duty sweep the floor.
<br><br>
<<npc Robin>>
<<generatey2>><<person2>>
You see Robin talking with a <<person2>><<person>>. Robin waves you over.
<br><br>
<<link [[Go over|Robin CD Socialise]]>><</link>>
<br>
<<link [[Ignore|Orphanage]]>><<endevent>><</link>><<set _uniqueoptions to true>>
<<robinroom>>
<<if Time.season is "winter">>
<<set _stand to "hot chocolate stand">>
<<set _inLocation to "in the park">>
<<else>>
<<set _stand to "lemonade stand">>
<<set _inLocation to "on the beach">>
<</if>>
Robin looks at the clock on the wall and sighs. "I need to get my _stand set up."
<<He>> slowly gets up. "I'll get changed, then I'll be _inLocation if you want to see me."
<br><br>
<<if _robin.lovestage gte 5>>
<<link [[Ask what's wrong|Robin's Stand CD Explain Full]]>><<npcincr Robin love 3>><</link>><<gglove>>
<<else>>
<<link [[Ask what's wrong|Robin's Stand CD Explain Demo]]>><</link>>
<</if>>
<br>
<<if Time.season is "winter">>
<<link [[Offer to help set up (0:30)|Robin Chocolate Set]]>><<pass 30>><<npcincr Robin love 1>><</link>><<glove>>
<<else>>
<<link [[Offer to help set up (0:30)|Robin's Lemonade Set]]>><<pass 30>><<npcincr Robin love 1>><</link>><<glove>>
<</if>>
<br>
<<link [[Leave|Orphanage]]>><<set $fromRobinRoom to true>><<endevent>><</link>>
<br><<npc Robin>><<person1>>
<<set _robin to statusCheck("Robin")>>
You enter Robin's room, <<hes>> standing in front of <<his>> mirror holding a
<<print (_robin.pronoun is "m" ? "girl's" : "boy's")>> school uniform in front of <<him>>.
<<He>> seems focused on how <<he>> looks and doesn't notice you at first.
<br><br>
<<if $robinromance is 1>>
<<link [[Compliment|Robin School CD Compliment]]>><</link>>
<<else>>
<<link [[Interrupt|Robin School CD Interrupt]]>><</link>>
<</if>>
<br>
<<link [[Leave|Orphanage]]>><</link>>
<br><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "wolf">>
You are on Wolf Street. The nearby forest bleeds into the town here, particularly where the temple sits.
<<if Time.dayState is "day">>
<<if Weather.precipitation is "rain">>
The trees sway in the wind.
<<elseif Weather.isSnow>>
The trees sway in the wind, dislodging snow from their branches.
<<else>>
It's one of the quieter parts of town.
<</if>>
<<elseif Time.dayState is "dawn">>
You hear chanting from within.
<<elseif Time.dayState is "dusk">>
It strikes a forbidding silhouette against the darkening sky.
<<elseif Time.dayState is "night">>
It's almost pitch-black.
<</if>>
<<streeteffects>>
<br><br>
<<monstrance_accost>><<SVSydney>>
<br><br>
<<link [[Start|SV Temple Confess Purge 2]]>><</link>>
<br>"I name you <span class="red">corrupted</span>." You kneel, positioning yourself against the seal and opening the small metal shutter. "Remove your clothes and stand against the seal of confession. I will take your corruption into myself, and you will be forgiven."
<br><br>
<<set $attendant to ["corrupt_1","corrupt_2","corrupt_3","corrupt_4","corrupt_5","corrupt_6","corrupt_7","corrupt_8","corrupt_9"].random()>>
<<generate1>><<person1>>
<<switch $attendant>>
<<case "corrupt_1">>
<<set _accepted to true>>
"Ah... yes! Fill the hole! I understand now! Bless you, <<sister>>!" <<He>> complies.
<<case "corrupt_2">>
<<set _accepted to true>>
"Oh? How unexpected. If you insist, dear <<sister>>." <<He>> complies.
<<case "corrupt_3">>
<<set _accepted to true>>
<<He>> complies. "Will this make God forgive me?"
<<case "corrupt_4">>
<<set _accepted to true>>
"Is this purification? Will this spare me the... the wall? Th-thank you, <<sister>>." <<He>> complies.
<<case "corrupt_5">>
<<set _accepted to true>>
"Finally, someone punctual." <<He>> complies.
<<case "corrupt_6">>
<<set _accepted to true>>
"Right away, <<sister>>. Anything to make this feeling stop. Is... is this going to hurt?"
<<case "corrupt_7">>
<<set _accepted to true>>
<<He>> complies with your request. "This... this feels sinful, but I trust you, <<sister>>."
<<case "corrupt_8">>
<<set _accepted to true>>
<<He>> goes silent for a moment. "Purges. Urges. Purges. Urges."
<br><br>
<<He>> continues to repeat <<himself>>, but complies with your request.
<<case "corrupt_9">>
<<set _accepted to true>>
"Wonderful! Thank you, <<sister>>." <<He>> complies with your request.
<</switch>>
<br><br>
<<link [[Next|Temple Confess Purge Sex]]>><<set $sexstart to 1>><</link>>
<br><<effects>>
<<generateRole 0 0 "islander">>
<<generateRole 1 0 "islander">>
<<person1>>
You approach the guards, a <<person>> and <<person2>><<person>>.
<span class="green">Your mask conceals your face.</span> They remain motionless, until you're halfway across the bridge.
<br><br>
"Halt," the <<person1>><<person>> says. "What gives you the right to enter here?" <span class="green">You should be able to respond in their language.</span>
<br><br>
<<ind>><<link [[Act dignified|Island Castle Dignified]]>><</link>>
<br>
<<ind>><<link [[Act cute|Island Castle Cute]]>><</link>>
<br><<if random(1, 2) is 1>>
<<set $moorFlower to "flower">>
<<else>>
<<set $moorFlower to "phallus plant">>
<</if>>
You smell a sweet fragrance. A pink flower alongside an odd plant grows among the heather.
<<if $earSlime.corruption gte 80 and random(1, 4) gte 5 - numberOfEarSlime()>>
<span class="red">The ear slimes weaken your ability to resist its allure.</span>
<<if numberOfEarSlime() gte 2>>
<<set $moorFlowerMod to 400>>
<<else>>
<<set $moorFlowerMod to 200>>
<</if>>
<<else>>
<<set $moorFlowerMod to 0>>
<</if>>
<br><br>
<<link [[Investigate the flower|Moor Flower]]>><<arousal 600>><<drugs 60>><<set $moorFlower to "flower">><</link>><<garousal>>
<br>
<<link [[Investigate the odd plant|Moor Phallus Plant]]>><<arousal 600>><<drugs 60>><<set $moorFlower to "phallus plant">><</link>><<garousal>>
<br>
<<link [[Ignore|Moor Flower Ignore]]>><</link>><<willpowerdifficulty `1 + $moorFlowerMod` `600 + $moorFlowerMod`>>
<br><div id="SVTutorial">
<<link "Leaving the Orphanage">>
<<replace "#SVTutorial">>
<<generate1>><<person1>>As you leave the orphanage you bump into a <<person>> passing by. <<He>> staggers back and looks at you with anger, but <<his>> rage turns to lechery as <<he>> beholds you. "You're the cutest thing I've seen all week! Come 'ere."
<br><br>
<<link [[Next|Tutorial]]>><<set $molestationstart to 1>><<set $tutorialExit to "Domus Street">><</link>>
<</replace>>
<</link>>
<br>
<<link [[Climbing a Fence in just underwear|Garden Fence]]>><<SVTutorial>><</link>>
<br>
<<link [[Walking to school with Robin|Robin Walk School]]>><</link>>
<br>
<<link [[Helping Robin with <<nnpc_his "Robin">> lemonade stand|Robin's Lemonade Set Tutorial]]>><<npc Robin>><</link>>
<br>
<<link [[Helping Robin with <<nnpc_his "Robin">> hot chocolate stand|Robin Chocolate Set Tutorial]]>><<npc Robin>><</link>>
<br>
<<link [[Waiting it out|Rent Intro]]>><</link>>
<br>
<<link '"Sleep" walking'>>
<<set $molestationstart to 1>>
<<replace "#SVTutorial">><<slimeWakeAlleyway>><</replace>>
<</link>>
<br>
</div><<undergroundEscapeForestRobin>><<SVSydney>>
<br><br>
<<link [[Start|Temple Vigil Inquire]]>><</link>>
<br><<SVSydney>>
<br><br>
<<link [[Start|Dilapidated Shop]]>><</link>>
<br><<SVSydney>>
<br><br>
<<link [[Start|Adult Shop Opening]]>><</link>>
<br><<set $pubfame to {seen: [], tasksDone: []}>><<set $fameDecay to {}>><<set $fameDecayTimer to {}>>
<<generate1>><<person1>>
A hand lands on your shoulder from behind. "You've been busy," a <<person>> says in your ear. You can smell the alcohol on <<his>> breath. "Don't think I don't recognise you. You're the talk of the town.
<<if $fame.bestiality gte 400>>
Bit surprising not seeing a buncha mutts fucking you raw, though."
<<elseif $fame.sex gte 400 or $fame.rape gte 400 or $fame.prostitution gte 400>>
Bit surprising not seeing you being fucked raw, though."
<<else>>
Bit surprising seeing you all covered up, though."
<</if>>
<<stress 3>><<gstress>>
<br><br>
<<His>> grip tightens. "I reckon it's time I got my slice of the pie. <<if $fame.prostitution gte 400>>Hope you don't mind that I'm not paying for it.<<elseif $fame.rape gte 400>>You like it rough, right? That's what I've heard.<</if>> Come 'ere, sweetheart."
<br><br>
<<link [[Next|Pub Fame Intro]]>><</link>><<npc Avery>><<person1>>
As you are about to leave the building, you hear a great uproar. Dozens of students are gathering outside as a helicopter descends upon the school precincts. One of the passenger doors swings open. Avery beckons from inside.
<br><br>
"Come on, get a move on, I haven't got all day! Important business awaits!"
<br><br>
<<link [[Board helicopter (0:20)|Avery Helicopter]]>><<npcincr Avery love 2>><</link>><<gglove>>
<br>
<<link [[Walk away|Avery Helicopter Walk]]>><<npcincr Avery love -1>><<npcincr Avery rage 5>><</link>><<garage>><<llove>>Whitney Meets Bailey First Time: <span id="baileyMeet">False</span>
<br>
<<link "Clear">>
<<set $whitney_bailey_met to 0>>
<<replace "#baileyMeet">>False<</replace>>
<<run Time.setTime(17,0)>>
<<replace "#timeOfDay">>Day<</replace>>
<</link>> |
<<link "Set">>
<<set $whitney_bailey_met to 1>>
<<replace "#baileyMeet">>True<</replace>>
<<run Time.setTime(17,0)>>
<<replace "#timeOfDay">>Day<</replace>>
<</link>> |
<br><br>
Time of day: <span id="timeOfDay">Current Save</span>
<br>
<<link "Day">>
<<run Time.setTime(17,0)>>
<<replace "#timeOfDay">>Day<</replace>>
<</link>> |
<<link "Night">>
<<run Time.setTime(22,0)>>
<<replace "#timeOfDay">>Night<</replace>>
<</link>> |
<br><br>
<<link [[Start|SV Street Bully Orphanage Go 2]]>><</link>>
<br><<npc Whitney>><<person1>>
"Just the slut I was looking for," <<he>> says, "Come on. I'm visiting your home. The orphanage." <<He>> flicks a fresh cigarette butt into the gutter, and takes your arm in <<his>> own.
<br><br>
<<link [[Make Whitney promise to be nice to the other residents (0:25)|Street Bully Orphanage Promise]]>><<pass 25>><</link>>
<br>
<<link [[Go to the orphanage (0:25)|Street Bully Orphanage Go]]>><<npcincr Whitney love 1>><<pass 25>><</link>><<glove>>
<br>
<<link [[Refuse|Street Bully Orphanage Refuse]]>><<npcincr Whitney love -3>><</link>><<lllove>>
<br>Player Purity: <span id="playerPurity">Current Save</span>
<br>
<<link "High">>
<<set $purity to 999>>
<<replace "#playerPurity">>High<</replace>>
<</link>> |
<<link "Mid">>
<<set $purity to 950>>
<<replace "#playerPurity">>Mid<</replace>>
<</link>> |
<<link "Low">>
<<set $purity to 450>>
<<replace "#playerPurity">>Low<</replace>>
<</link>> |
<br><br>
Player Grace: <span id="playerGrace">Current Save</span>
<br>
<<link "High">>
<<set $grace to 100>>
<<replace "#playerGrace">>High<</replace>>
<</link>> |
<<link "Mid">>
<<set $grace to 50>>
<<replace "#playerGrace">>Mid<</replace>>
<</link>> |
<<link "Low">>
<<set $grace to 1>>
<<replace "#playerGrace">>Low<</replace>>
<</link>> |
<<link "None">>
<<set $grace to 0>>
<<replace "#playerGrace">>None<</replace>>
<</link>> |
<br><br>
Evaluation already taken: <span id="evaluation">Current Save</span>
<br>
<<link "No">>
<<run $sydneySeen.delete("evaluation")>>
<<replace "#evaluation">>No<</replace>>
<</link>> |
<<link "Yes">>
<<run $sydneySeen.pushUnique("evaluation")>>
<<replace "#evaluation">>Yes<</replace>>
<</link>> |
<br><br>
Sydney is Pure: <span id="sydneyPurity">Current Save</span>
<br>
<<link "Yes">>
<<set C.npc.Sydney.purity to 100>>
<<replace "#sydneyPurity">>Yes<</replace>>
<</link>> |
<<link "Lost some">>
<<set C.npc.Sydney.purity to 80>>
<<replace "#sydneyPurity">>Lost some<</replace>>
<</link>> |
<<link "Not enough">>
<<set C.npc.Sydney.purity to 0>>
<<replace "#sydneyPurity">>Not enough<</replace>>
<</link>> |
<br><br>First met Sydney at: <span id="sydneyMet">Current Save</span>
<br>
<<link "Mass">>
<<set $sydneyFirstSeen to "mass">>
<<run $sydneySeen.pushUnique("mass")>>
<<replace "#sydneyMet">>Mass<</replace>>
<</link>> |
<<link "Library">>
<<set $sydneyFirstSeen to "library">>
<<run $sydneySeen.pushUnique("library")>>
<<replace "#sydneyMet">>Library<</replace>>
<</link>> |
<<link "Library rescue">>
<<set $sydneyFirstSeen to "libRescue">>
<<run $sydneySeen.pushUnique("libRescue")>>
<<replace "#sydneyMet">>Library rescue<</replace>>
<</link>> |
<<link "Science class">>
<<set $sydneyFirstSeen to "science">>
<<run $sydneySeen.pushUnique("science")>>
<<replace "#sydneyMet">>Science class<</replace>>
<</link>> |
<<link "Sirris' Shop">>
<<set $sydneyFirstSeen to "shop">>
<<run $sydneySeen.pushUnique("shop")>>
<<replace "#sydneyMet">>shop<</replace>>
<</link>> |
<<link "Trial of Anguish">>
<<set $sydneyFirstSeen to "anguish">>
<<run $sydneySeen.pushUnique("anguish")>>
<<replace "#sydneyMet">>anguish<</replace>>
<</link>> |
<br><br>
<<link [[Start|Sydney Temple Pure]]>><<npc Sydney>><</link>>
<br><<npc "Sydney">><<person1>>
Sydney takes a deep breath. "I'm ready." <<He>> begins to count the number of <<monks>> around. "Perfect. We should have an opening in a minute. I'll go first, follow me in about two minutes." <<He>> begins giving you a list of directions and subtle details to look out for in the temple's back halls.
<br><br>
<<He>> starts to get up, but stops <<himself>> and turns back to you. "Are you absolutely sure you're ready? Broken vows are taken very seriously here, and if we get caught..."
<br><br>
<<link [[Yes (0:02)|Sydney Temple Corrupt 2]]>><<pass 2>><</link>>
<br>
<<link [[No|Sydney Temple Corrupt Cancel]]>><</link>>
<br><br><br>Stage: <span id="stage">Name Learned</span>
<br>
<<link "1st Event">>
<<set $per_npc.scarred_inmate.name_known to 0>>
<<set $prison.scarred to 0>>
<<set $prison.scarred_level to 0>>
<<replace "#stage">>1st Event<</replace>>
<</link>> |
<<link "2nd Event">>
<<set $per_npc.scarred_inmate.name_known to 0>>
<<set $prison.scarred to 0>>
<<set $prison.scarred_level to 1>>
<<replace "#stage">>2nd Event<</replace>>
<</link>> |
<<link "3rd Event">>
<<set $per_npc.scarred_inmate.name_known to 0>>
<<set $prison.scarred to 0>>
<<set $prison.scarred_level to 2>>
<<replace "#stage">>3rd Event<</replace>>
<</link>> |
<<link "4th Event">>
<<set $per_npc.scarred_inmate.name_known to 0>>
<<set $prison.scarred to 0>>
<<set $prison.scarred_level to 3>>
<<replace "#stage">>4th Event<</replace>>
<</link>> |
<<link "5th Event">>
<<set $per_npc.scarred_inmate.name_known to 0>>
<<set $prison.scarred to 0>>
<<set $prison.scarred_level to 5>>
<<replace "#stage">>5th Event<</replace>>
<</link>> |
<<link "Name Learned">>
<<set $per_npc.scarred_inmate.name_known to 0>>
<<replace "#stage">>Name Learned<</replace>>
<</link>> |
<br><br>
<<link [[Start|Prison Scarred]]>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<!-- Generate Demon -->
<<generateDemon 1>><<person1>>
You investigate the noise coming from the school's hallway.
Suddenly, with a HERMMMMM-POP a portal swirls open in front out you. From the portal <span class="blue">a <<person>> strides out,</span> <<his>> red eyes never leaving contact with yours.
<br><br>
The <<person>> opens <<his>> mouth and roars hotly. <span class="red">Your clothes are shredded to nothing in a blast of heat and wind as you wince from the impact,</span> your skin glowing hotly.
<<set Skin.color.tan to 100>>
<br>
<<set $worn.lower.integrity to 0>><<set $worn.upper.integrity to 0>><<set $worn.under_lower.integrity to 0>><<set $worn.under_upper.integrity to 0>>
<<headruined>><<legsruined>><<feetruined>>
<<integritycheck>>
<br>
You look up, feeling a combination of awe and terror. The <<persons>> $NPCList[0].breastsdesc are standing straight out in defiance of gravity, <<his>> $NPCList[0].penisdesc dangling semi-engorged over <<his>> vagina... while the <<person>> is standing in front of you, everything shifts about lazily, as if you were looking at painting being swirled.
<br><br>
The <<person>> speaks in a commanding voice breaking your reverie, "Serve me well mortal and you shall be rewarded."
<br><br>
You consider your options...
<br><br>
<<link [[Run away screaming|Oxford Street]]>><</link>>
<br>
<<link [[Stay and see what happens...|Demon Sex]]>><<set $sexstart to 1>><</link>>
<br><<effects>><<person1>>
<<if $sexstart is 1>>
<span class="pink">Prepare yourself, mortal.</span>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<violence 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 500>>
<<set $enemyarousalmax to 10000>>
<<set $enemyarousalmax to $enemyarousalmax * ($npcArousalMult / 100)>>
<<set $ostart to $orgasmcount>><<set $oindex to 0>><<set $o to 0>>
<</if>>
/% DEBUG: $NPCList[0].penis $NPCList[0].vagina<br> %/
/% DEBUG: ocount $orgasmcount $o $oindex $ostart <br> %/
<<set $o to ($orgasmcount - $ostart)>>
<<if $o gt $oindex>>
You have cum $o times. <span class="purple">The <<person>> grows in power as <<he>> drains you.
<<awareness -10>><<llawareness>></span>
<br>
<<set $oindex to $o>>
<</if>>
<<set $enemyanger to 0>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $enemyhealth lte 0>>
<span id="next"><<link [[Next|Demon Sex Finish]]>><</link>></span><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Demon Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Demon Sex]]>><</link>></span><<nexttext>>
<</if>><<schooleffects>><<effects>>
<<unset $o>><<unset $ostart>><<unset $oindex>>
<<person1>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation-demon>>
You wake on a grassy field, refreshed but drenched in semen and goo... the <<person>> is gone, <span class="blue">leaving you with a deep sense of longing you can't shake or understand.</span>
<br><br>
<<set $tiredness to 1>>
<<set $pain to 0>>
<<drench "semen" "slime" 5>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Park]]>><</link>>
<<else>>
<<He>> recoils and vanishes. You are left with a deep sense of longing you can't shake or understand.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Hallways]]>><</link>>
<</if>><<widget "ejaculation-demon">>
<<famesex 1>>
<<if $exposed is 1>>
<<fameexhibitionism 1>>
<<elseif $exposed gte 2>>
<<fameexhibitionism 2>>
<</if>>
You pass out from exertion, completely spent, <span class="blue">while the <<person>> roars and continues to work away on your limp body.</span>
<<animateCombat>>
<</widget>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>><<person1>>
You feel the room shake, then shift sideways. You find yourself in a featureless black room with a gang of $enemyno and an audience behind ropes. There is a sign on the wall that says <span class="orange">DEBUG</span> in bright orange letters, along with other statistics you don't understand.
<br><br>
<span class="red">The gang advances...</span>
<br><br>
<<controlloss>>
<br>
<<violence 1>>
<<neutral 1>>
<<maninit>>
<</if>>
<span class="orange">DEBUG GROUP:</span> <span class="red">TRST: $enemytrust HLTH: <<print Math.trunc($enemyhealth)>> : $enemyhealthmax AROSL: <<print Math.trunc($enemyarousal)>> : $enemyarousalmax ANGR: $enemyanger : $enemyangermax </span>
<br>
<span class="orange">DEBUG BROTHEL EVENT:</span> Enemy current of $enemynomax (1 - 6): $enemyno
<br>
<span class="green">DEBUG: Enemy #: Health Descr Gen Pro PP Vag Mouth LH RH Clothes</span>
<br>
<<for _ii = 0; _ii < $enemynomax; _ii++>>
DEBUG: _ii: <<print Math.trunc($NPCList[_ii].health)>> $NPCList[_ii].description $NPCList[_ii].gender $NPCList[_ii].pronoun $NPCList[_ii].penis $NPCList[_ii].vagina $NPCList[_ii].mouth $NPCList[_ii].lefthand $NPCList[_ii].righthand $NPCList[_ii].clothes.upper.name $NPCList[_ii].clothes.lower.name
<br>
<</for>>
DEBUG PC (P/V/A/M/LARM): $penisstate $vaginastate $anusstate $mouthstate $leftarm
<br><br>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $alarm is 1>>
<<if $rescue is 0>>
<<set $alarm to 0>>
<<if ($enemyarousal gte $enemyarousalmax) or ($enemyhealth lte 0)>>
<span id="next"><<link [[Next|The Pod Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|The Pod]]>><</link>></span><<nexttext>>
<</if>>
<</if>>
<<elseif ($enemyarousal gte $enemyarousalmax) or ($enemyhealth lte 0)>>
<span id="next"><<link [[Next|The Pod Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|The Pod]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyhealth lte 0>>
<<He>> recoils in pain, giving you the chance you need. <<tearful>> you escape the gang, leaving them defeated on the floor.
<br>
You feel the room shift again, and find yourself in your bedroom.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Bedroom]]>><</link>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<if $audience is 1>>
A cheer erupts from the crowd as the <<person1>><<person>> climaxes. <<tearful>> you manage to stagger away before anyone else gets ideas.
<<elseif $audience lte 6>>
The <<person1>><<person>> and <<person2>><<person>> high-five each other. <<tearful>> you manage to stagger away while the audience congratulates each other.
<<else>>
A cheer erupts from the crowd, seems they enjoyed the show. <<tearful>> you manage to stagger away before anyone else gets any ideas.
<</if>>
<br><br>
<<stealclothes>>
<<clotheson>>
<<endcombat>>
You feel the room shift again, and find yourself in your bedroom.
<br><br>
<<link [[Next|Bedroom]]>><</link>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<generateBEAST 1 dog>>
<<generateBEAST 2 pig>>
<<generateBEAST 3 cat>>
<<generateBEAST 4 fox>>
<<generateBEAST 5 lizard>>
<<generateBEAST 6 creature>>
<<beastTrainGenerate>>
You stumble from the woods onto the verge of a steep cliff. Losing your balance <span class="red">you tip over the edge, tumbling to the bottom.</span>
<br><br>
When you recover, you find yourself in the main yard of a small farm. You are stunned to see several animals dancing around you... singing...
<br><br>
<span class="green">Old McDonald's rape-y farm
<br>
E-I-E-I-O
<br>
And on this farm we found a whore
<br>
E-I-E-I-O</span>
<br><br>
<span class="red">They stop singing and advance on you</span>
<br>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<</if>>
<<effects>>
<<effectsman>>
<br>
<<beast $enemyno>>
<br><br>
<<if $replayScene is undefined>>
DEBUG BEAST EVENT: Enemy current of $enemynomax (1 - 6): $enemyno
<br>
<span class="green">DEBUG: Enemy #: Gen Pro Type Monster Stance PP Vag</span>
<br>
<<for _ii = 0; _ii < $enemynomax; _ii++>>
DEBUG: _ii: $NPCList[_ii].gender $NPCList[_ii].pronoun $NPCList[_ii].type $NPCList[_ii].monster $NPCList[_ii].stance $NPCList[_ii].penis $NPCList[_ii].vagina
<br>
<</for>>
<br><br>
<</if>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|The Farm Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|The Farm]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyhealth lte 0>>
<<beastwound>>
<<if $combatTrain.length gt 0>>
The $NPCList[0].type recoils in pain and fear, but another beast is eager for a go.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|The Farm]]>><</link>>
<<else>>
The $NPCList[_na].type recoils in pain and fear.
<br><br>
<<link [[Next|The Farm Finish]]>><<set $finish to 1>><</link>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<if $combatTrain.length gt 0>>
Satisfied, the $NPCList[0].type moves and another beast takes its turn.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|The Farm]]>><</link>>
<<else>>
Satisfied, the $NPCList[0].type moves away from you.
<br><br>
<<link [[Next|The Farm Finish]]>><<set $finish to 1>><</link>>
<</if>>
<<elseif $finish is 1>>
<<if $enemywounded is 1 and $enemyejaculated is 0>>
The $NPCList[_na].type whimpers and flees into a barn.
<<elseif $enemywounded is 0 and $enemyejaculated is 1>>
The $NPCList[_na].type leaves you lying on the grass.
<<elseif $enemywounded gte 2 and $enemyejaculated is 0>>
Feeling that you're more trouble than you're worth, the animals flee to a nearby barn.
<<elseif $enemywounded is 0 and $enemyejaculated gte 2>>
The animals leave you spent and shivering on the grass.
<<elseif $enemywounded gte 1 and $enemyejaculated gte 1>>
The animals leave you spent and shivering on the grass.
<</if>>
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
Out of nowhere a goat runs from the shed. Rearing back, <span class="green">it kicks you all the way to Domus Street and through your bedroom window.</span>
<br>
<<link [[Next|Bedroom]]>><</link>>
<</if>><!-- Used to debug Beast generation by displaying all attributes. -->
<span class="red">TOTAL BEAST TYPES: $BeastList.length</span>
<br>
<<for _i = 0; _i lt $BeastList.length; _i++>>
/% <<generateBEAST 1 $BeastList[_i]>><!-- This can call all m/f if specified --> %/
<<beastNEWinit 1 $BeastList[_i]>>
<br>
Introducing Beast <<print _i>>: <span class="green">$NPCList[0].description $NPCList[0].type</span>
<br>
PRONOUN: <span class="red">$NPCList[0].pronoun</span> GENDER: <span class="red">$NPCList[0].gender</span>
<br>
PPSize,Desc: <span class="gold">$NPCList[0].penissize, $NPCList[0].penisdesc</span> BREASTSize,Desc: <span class="gold">$NPCList[0].breastsize, $NPCList[0].breastsdesc</span>
<br>
PenActiv: <span class="gold">$NPCList[0].penis</span> VagActiv: <span class="gold">$NPCList[0].vagina</span>
<br>
/% DOM: $NPCList[0].dom LUST $NPCList[0].lust RAGE: $NPCList[0].rage TRAUMA $NPCList[0].trauma<br> %/
/% STATE: $NPCList[0].state<br> %/
<</for>>
<<link [[Next|Bedroom]]>><</link>><!-- Used to debug Beast Train -->
<<beastNEWinit 6 dolphin>>
<span class="red">BEAST TRAIN: $enemyno members</span>
<br>
<<for _x = $enemyno-1; _x gte 0; _x-->>
Introducing Beast <<print _x+1>>: <span class="green">$NPCList[_x].description $NPCList[_x].type</span>
<br>
PRONOUN: <span class="red">$NPCList[_x].pronoun</span> GENDER: <span class="red">$NPCList[_x].gender</span>
<br>
PPSize,Desc: <span class="gold">$NPCList[_x].penissize, $NPCList[_x].penisdesc</span> BREASTSize,Desc: <span class="gold">$NPCList[_x].breastsize, $NPCList[_x].breastsdesc</span>
<br>
PenActiv: <span class="gold">$NPCList[_x].penis</span> VagActiv: <span class="gold">$NPCList[_x].vagina</span>
<br><br>
<</for>>
<<link [[Next|Bedroom]]>><</link>><!-- Used to debug Named NPCs by displaying all attributes. -->
<span class="red">TOTAL NAMED NPCS: $NPCName.length</span>
<br>
<!-- Example of introduction, variable set / increment, and put away of npc -->
/% <<npc Robin>> %/
/% In walks $npc[0], and takes a bow. <<He>> has more Trauma now. And out <<he>> goes.<br> %/
/% <<npcset $npc[0] trauma 80>> %/
/% <<npcincr $npc[0] trauma 100>> %/
/% <<endnpc>> %/
<<set _genderColor to {"m": "blue", "h": "purple", "f": "pink"}>>
<<for _i = 0; _i lt $NPCName.length; _i++>>
<<set _nnpc to $NPCName[_i]>>
<<set _nnpc_init_backup to _nnpc.init>>
<<npc _nnpc.nam>>
<<set _listnpc to $NPCList[0]>>
<br>
NNPC #<<print _i>>: <span class="green">_nnpc.nam, the _nnpc.title</span>
<br>
<<set _pColor to _genderColor[_nnpc.pronoun]>>
<<set _gColor to _genderColor[_nnpc.gender]>>
PRONOUN: <span @class="_pColor"><<print _nnpc.pronoun.toUpperCase()>></span> |
GENDER: <span @class="_gColor"><<print _nnpc.gender.toUpperCase()>></span>
<br>
Penis Size: <span class="gold">_nnpc.penissize</span>, Desc: <span class="gold">_nnpc.penisdesc</span>,
State: <span @class="_nnpc.penis is 'none' ? 'red' : 'gold'">_nnpc.penis</span>
<br>
Breast Size: <span class="gold">_nnpc.breastsize</span>, Desc: <span class="gold">_nnpc.breastsdesc</span>
<br>
TYPE: <span class="blue"><<if _nnpc.adult>>Adult<<elseif _nnpc.teen>>Teen<<else>>???<</if>></span>
| INSECURITY: <span class="red">_nnpc.insecurity</span>
<br>
TRUST: <span class="gold">_nnpc.trust</span>
| LOVE: <span class="gold">_nnpc.love</span>
| DOM: <span class="gold">_nnpc.dom</span>
| LUST: <span class="gold">_nnpc.lust</span>
| RAGE: <span class="gold">_nnpc.rage</span>
| TRAUMA: <span class="gold">_nnpc.trauma</span>
<br>
STATE: _nnpc.state
<br>
CLOTHES: <span class="teal">_nnpc.clothes.set</span>
<br>
Upper: <span class="teal">_nnpc.clothes.upper.name</span> | Lower: <span class="teal">_nnpc.clothes.lower.name</span>
<br>
Outfits: [<<print '<span class="teal">'+_nnpc.outfits.join('</span>, <span class="teal">')+"</span>">>]
<br>
You have <<if _nnpc_init_backup isnot 1>><span class="red">not</span><</if>> been introduced to <<him>>.
<br>
<<endnpc _nnpc.nam>>
<<set _nnpc.init to _nnpc_init_backup>>
<hr>
<</for>>
<<link [[Next|Bedroom]]>><</link>><!-- Keeping this only as an example on how to use Widget as Event for debug -->
<<residentialex2>>
<<link [[Next|Domus Street]]>><</link>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<abomination>>
You awaken to find yourself being assaulted by a strange beast!
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $alarm is 1>>
<<if $rescue is 1>>
<span id="next"><<link [[Next|Abomination Old]]>><</link>></span><<nexttext>>
<<else>>
<<set $alarm to 0>>
<<if $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Abomination Old]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Abomination Old]]>><</link>></span><<nexttext>>
<</if>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Abomination Old]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0>>
<span id="next"><<link [[Next|Abomination Old]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Abomination Old]]>><</link>></span><<nexttext>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<molested>>
<<controlloss>>
<<set $combat to 1>>
<</if>>
<<underwater>><<effects>><<swarmeffects>>
<<swarm>>
<<swarmactions>>
<<if $stress gte $stressmax>>
<span id="next"><<link [[Next|Swarm Test]]>><</link>></span><<nexttext>>
<<elseif $swimdistance lte 0>>
<span id="next"><<link [[Next|Swarm Test]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Swarm Test]]>><</link>></span><<nexttext>>
<</if>><<location "sea">><<effects>>
<<if $molestationstart is 1>><<set $molestationstart to 0>>
<<set $combat to 1>>
<<molested>>
<<controlloss>>
<<set $enemytype to "tentacles">>
<<tentaclestart 6 15>>
<<set $vorestage to 1>>
<<set $vorecreature to "whale">>
<<set $vorestrength to 1>><<set $position to "doggy">>
<<if $hallucinations gte 1>>
<<set $voretentacles to 1>>
<<else>>
<<set $voretentacles to 0>>
<</if>>
<<swarminit "fish" "swarm" "moving towards you" "encircle you" "fend off" 1 9>>
<<set $swimdistance to 20>>
<<set $water to 1>>
<<resetLastOptions>>
<<getCombatDefaultsType>>
<</if>>
<<voreeffects>><<swarmeffects>><<effectstentacles>>
<<vore>><<swarm>><<tentacles>>
<<statetentacles>>
<<actionsOmni>>
<<if $stress gte $stressmax>>
<span id="next"><<link [[Next|Monster Test]]>><</link>></span><<nexttext>>
<<elseif $vorestage lte 0>>
<span id="next"><<link [[Next|Monster Test]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Monster Test]]>><</link>></span><<nexttext>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<generate1>><<generate2>><<maninit>>
<<set $NPCList[0].penis to "vagina">><<set $vaginause to "penis">><<set $vaginastate to "penetrated">><<set $vaginatarget to 0>>
<<set $NPCList[1].penis to "anus">><<set $anususe to "penis">><<set $anusstate to "penetrated">><<set $anustarget to 1>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $alarm is 1>>
<<if $rescue is 1>>
<span id="next"><<link [[Next|DP Test]]>><</link>></span><<nexttext>>
<<else>>
<<set $alarm to 0>>
<<if $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Molestation Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0>>
<span id="next"><<link [[Next|Molestation Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|DP Test]]>><</link>></span><<nexttext>>
<</if>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Molestation Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0>>
<span id="next"><<link [[Next|Molestation Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|DP Test]]>><</link>></span><<nexttext>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastNEWinit 6 wolf>>
<<beastCombatInit>>
<<beastTrainGenerate>>
You awaken to find yourself surrounded by a pack of stray dogs!
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if $alarm is 1>>
<<set $alarm to 0>>
<<if $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Wolf Pack Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0>>
<span id="next"><<link [[Next|Wolf Pack Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Wolf Pack]]>><</link>></span><<nexttext>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Wolf Pack Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0>>
<span id="next"><<link [[Next|Wolf Pack Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Wolf Pack]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<beastwound>>
<<if $combatTrain.length gt 0>>
The beast recoils in pain and fear, but another takes its place.
<<beastNEWinit $combatTrain.numberPerTrain[0] $combatTrain.beastTypes[0]>>
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Wolf Pack]]>><</link>>
<<else>>
The beast recoils in pain and fear.
<br><br>
<<link [[Next|Wolf Pack End]]>><</link>>
<</if>><<effects>>
<<beastejaculation>>
<<if $combatTrain.length gt 0>>
Satisfied, the beast leaves you be. Another takes its place.
<<beastNEWinit $combatTrain.numberPerTrain[0] $combatTrain.beastTypes[0]>>
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Wolf Pack]]>><</link>>
<<else>>
Satisfied, the beast leaves you be.
<br><br>
<<link [[Next|Wolf Pack End]]>><</link>>
<</if>><<effects>>
<<if $enemywounded is 1 and $enemyejaculated is 0>>
The wolf whimpers and flees into the forest.
<<elseif $enemywounded is 0 and $enemyejaculated is 1>>
The wolf leaves you lying on the grass.
<<elseif $enemywounded gte 2 and $enemyejaculated is 0>>
Feeling that you're more trouble than you're worth, the wolves flee into the forest.
<<elseif $enemywounded is 0 and $enemyejaculated gte 2>>
The wolves leave you spent and shivering on the grass.
<<elseif $enemywounded gte 1 and $enemyejaculated gte 1>>
The wolves leave you spent and shivering on the grass. One seems to be limping.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[It was just a dream|Bedroom]]>><</link>>Add the NPCs you want.<br>
<<if $enemyno lt 6>>
<<if !($npc.includes("Alex"))>>
<<link [[Add Alex|$passage]]>><<npc Alex -1>><</link>><br>
<</if>>
<<if !($npc.includes("Avery"))>>
<<link [[Add Avery|$passage]]>><<npc Avery -1>><</link>><br>
<</if>>
<<if !($npc.includes("Bailey"))>>
<<link [[Add Bailey|$passage]]>><<npc Bailey -1>><</link>><br>
<</if>>
<<if !($npc.includes("Briar"))>>
<<link [[Add Briar|$passage]]>><<npc Briar -1>><</link>><br>
<</if>>
<<if !($npc.includes("Charlie"))>>
<<link [[Add Charlie|$passage]]>><<npc Charlie -1>><</link>><br>
<</if>>
<<if !($npc.includes("Darryl"))>>
<<link [[Add Darryl|$passage]]>><<npc Darryl -1>><</link>><br>
<</if>>
<<if !($npc.includes("Doren"))>>
<<link [[Add Doren|$passage]]>><<npc Doren -1>><</link>><br>
<</if>>
<<if !($npc.includes("Eden"))>>
<<link [[Add Eden|$passage]]>><<npc Eden -1>><</link>><br>
<</if>>
<<if !($npc.includes("Gwylan"))>>
<<link [[Add Gwylan|$passage]]>><<npc Gwylan -1>><</link>><br>
<</if>>
<<if !($npc.includes("Harper"))>>
<<link [[Add Harper|$passage]]>><<npc Harper -1>><</link>><br>
<</if>>
<<if !($npc.includes("Jordan"))>>
<<link [[Add Jordan|$passage]]>><<npc Jordan -1>><</link>><br>
<</if>>
<<if !($npc.includes("Kylar"))>>
<<link [[Add Kylar|$passage]]>><<npc Kylar -1>><</link>><br>
<</if>>
<<if !($npc.includes("Landry"))>>
<<link [[Add Landry|$passage]]>><<npc Landry -1>><</link>><br>
<</if>>
<<if !($npc.includes("Leighton"))>>
<<link [[Add Leighton|$passage]]>><<npc Leighton -1>><</link>><br>
<</if>>
<<if !($npc.includes("Mason"))>>
<<link [[Add Mason|$passage]]>><<npc Mason -1>><</link>><br>
<</if>>
<<if !($npc.includes("Morgan"))>>
<<link [[Add Morgan|$passage]]>><<npc Morgan -1>><</link>><br>
<</if>>
<<if !($npc.includes("Niki"))>>
<<link [[Add Niki|$passage]]>><<npc Niki -1>><</link>><br>
<</if>>
<<if !($npc.includes("Quinn"))>>
<<link [[Add Quinn|$passage]]>><<npc Quinn -1>><</link>><br>
<</if>>
<<if !($npc.includes("Remy"))>>
<<link [[Add Remy|$passage]]>><<npc Remy -1>><</link>><br>
<</if>>
<<if !($npc.includes("River"))>>
<<link [[Add River|$passage]]>><<npc River -1>><</link>><br>
<</if>>
<<if !($npc.includes("Robin"))>>
<<link [[Add Robin|$passage]]>><<npc Robin -1>><</link>><br>
<</if>>
<<if !($npc.includes("Sam"))>>
<<link [[Add Sam|$passage]]>><<npc Sam -1>><</link>><br>
<</if>>
<<if !($npc.includes("Sirris"))>>
<<link [[Add Sirris|$passage]]>><<npc Sirris -1>><</link>><br>
<</if>>
<<if !($npc.includes("Sydney"))>>
<<link [[Add Sydney|$passage]]>><<npc Sydney -1>><</link>><br>
<</if>>
<<if !($npc.includes("Whitney"))>>
<<link [[Add Whitney|$passage]]>><<npc Whitney -1>><</link>><br>
<</if>>
<<if !($npc.includes("Winter"))>>
<<link [[Add Winter|$passage]]>><<npc Winter -1>><</link>><br>
<</if>>
<<if !($npc.includes("Wren"))>>
<<link [[Add Wren|$passage]]>><<npc Wren -1>><</link>><br>
<</if>>
<<if !($npc.includes("Zephyr"))>>
<<link [[Add Zephyr|$passage]]>><<npc Zephyr -1>><</link>><br>
<</if>>
<</if>>
<br><br>
<<if $enemyno gte 1>>
<<for _lll to 0; _lll lt $enemyno; _lll++>>
$npc[_lll] is active.<br>
<</for>><br>
<<link "Remove $npc[0]"$passage>><<endnpc `$npc[0]`>><</link>><br>
<<if $enemyno gte 2>>
<<link "Remove $npc[1]"$passage>><<endnpc `$npc[1]`>><</link>><br>
<</if>>
<<if $enemyno gte 3>>
<<link "Remove $npc[2]"$passage>><<endnpc `$npc[2]`>><</link>><br>
<</if>>
<<if $enemyno gte 4>>
<<link "Remove $npc[3]"$passage>><<endnpc `$npc[3]`>><</link>><br>
<</if>>
<<if $enemyno gte 5>>
<<link "Remove $npc[4]"$passage>><<endnpc `$npc[4]`>><</link>><br>
<</if>>
<<if $enemyno is 6>>
<<link "Remove $npc[5]"$passage>><<endnpc `$npc[5]`>><</link>><br>
<</if>>
<<if $enemyno gte 2>>
<<link [[Remove all NPCs|$passage]]>><<endnpc>><</link>><br>
<</if>>
<br><br>
<<link [[Named NPC Gangbang]]>><<set $sexstart to 1>><</link>>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<if $possessed is true>>
<<set $enemyanger to 200>><<npcidlegenitals>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or _controlRegain is 1>>
<span id="next"><<link [[Next|Named NPC Gangbang Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Named NPC Gangbang]]>><</link>></span><<nexttext>>
<</if>><<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><br>
<<elseif $enemyhealth lte 0>>
You've beaten their ass.
<<elseif $finish is 1>>
You ended it prematurely.
<<elseif $possessed is true and $control gte $controlmax>>
You maxed out your control.
<<set $possessed to false>><<set _possess to 1>>
<</if>>
<br>
<<clotheson>>
<<if _possess>>
<<link [[Go again|Possessed Fight Test]]>><<endcombat>><<set $possessed to true>><<set $control to 0>><</link>><<lllcontrol>><<note "+ Wraith" "wraith">><br>
<<else>>
<<link [[Select NPCs|Named NPC Gangbang Select]]>><<endcombat>><</link>><br>
<</if>>
<<link [[Back Home|Bedroom]]>><<endcombat>><</link>><<set $outside to 0>><<set $location to "home">><<effects>>
<!-- Generate Ivory Wraith -->
<<generateWraith 1 true>><<person1>><<rainWraith>>
You find yourself standing before your mirror. You trace a holy symbol on it, and a baleful red glow begins to emanate from it. A beautiful pale figure stares back. It presses a hand against the mirror.
<br><br>
"<span class="wraith">I can feel your heartbeat. I am already inside you. Won't you give in?</span>"
<br><br>
How do you respond?
<br><br>
<<link [[As One.|Wraith Test]]>><<set $wraith.select to "man">><</link>>
<br>
<<link [[The Writhing Ensues.|Wraith Test]]>><<set $wraith.select to "tentacles">><</link>>
<br>
<<link [[Enveloped by Nothing.|Wraith Test]]>><<set $wraith.select to "slimetentacles">><</link>>
<br>
<<link [[Dissolve.|Wraith Test]]>><<set $wraith.select to "slime">><</link>>
<br>
<<link [[Immaculate Vanity.|Wraith Test]]>><<set $wraith.select to "arms">><</link>>
<br>
<<link [[The Power of Lust.|Wraith Test]]>><<set $wraith.select to "abomination">><</link>>
<br>
<<link [[Surprise Me.|Wraith Test]]>><<set $wraith.select to "random">><</link>>
<br>
<<link [[I'm going to jump out my window now, bye.|Domus Street]]>><<endWraith>><<clearWraith>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<if $wraith.select is "random">>
<<switch random(1, 6)>>
<<case 1>>
<<set $wraith.select to "man">>
<<case 2>>
<<set $wraith.select to "tentacles">>
<<case 3>>
<<set $wraith.select to "slimetentacles">>
<<case 4>>
<<set $wraith.select to "slime">>
<<case 5>>
<<set $wraith.select to "arms">>
<<case 6>>
<<set $wraith.select to "abomination">>
<</switch>>
<</if>>
<<if ($wraith.select.includes("slime") and $slimedisable is "t") or (($wraith.select.includes("tentacle") or $wraith.select is "abomination") and $tentacledisable is "t")>>
The image in the mirror freezes, and the figure's face becomes blank. A message appears on the surface:
<br><br>
<span class="red">ERROR: You have chosen or randomly rolled an option disabled by your current settings. Please enable both slimes and tentacles. If both are already enabled, please tell PurityGuy that he's an idiot.</span>
<br><br>
The figure unfreezes, and shakes its head. It then looks at you. "<span class="wraith">Get fucked.</span>" Your mirror shatters, and signals for replacement. When you blink, it's been fixed.
<br><br>
<<link [[Next...?|Bedroom]]>><<endWraith>><</link>>
<br>
<<else>>
<<initWraith $wraith.select>>
<<switch $wraith.gen>>
<<case "man">>
A pale arm reaches out from the mirror and lifts your chin. "<span class="wraith">Forever,</span> <span class="tentacle">As One.</span>" It steps from the mirror.
<<case "tentacles">>
The space behind the figure begins to distort. A mass of pale tentacles shoot out from the mirror, violently pinning you to the wall and destroying your clothes.
<<clothesruined>><<legsruined>><<feetruined>>
<br><br>
"<span class="wraith">The writhing ensues.</span>" The figure steps out of the mirror.
<<case "slimetentacles">>
The space behind the figure begins to distort. A mass of pale tentacles shoot out from the mirror, violently pinning you to the wall and destroying your clothes.
<br><br>
It raises its hand, and a swirling portal appears above you. Slimes begin to pour out and cover you.
<br><br>
"<span class="wraith">Be enveloped by nothing.</span>"
<<clothesruined>><<legsruined>><<feetruined>>
<<case "slime">>
The figure raises a hand as it steps from the mirror. From behind it, a group of pale slimes leap at you! "<span class="wraith">Dissolve the shell to have your way with the flesh.</span>"
<<case "arms">>
The figure steps out from the mirror. As it emerges before you, several extra pairs of arms spring out from its back. "<span class="wraith">Kneel before my immaculate form.</span>"
<<case "abomination">>
The space behind the figure begins to distort. A mass of pale tentacles shoot out from the mirror as it steps out. "<span class="wraith">Embrace the power of lust.</span>"
<</switch>>
<br><br>
<<link [[Next|Wraith Test Sex]]>><</link>>
<</if>><<effects>>
<<if $struggle_start is 1>>
<<set $combat to 1>>
<<controlloss>>
<<violence 1>>
<<molested>>
<<if $player.penisExist>>
<<set $struggle.penis.creature to "pale slime">><<set $penisuse to "struggle">><<set $penisstate to "struggle">><<set $struggle.enemy[0].location to "penis">>
<<else>>
<<set $struggle.vagina.creature to "pale slime">><<set $vaginause to "struggle">><<set $vaginastate to "struggle">><<set $struggle.enemy[0].location to "vagina">>
<</if>>
<<unset $struggle_start>>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $enemytype to $wraith.type>>
<</if>>
<<set $rescue to 0>>
<<effectsWraith>>
<<switch $wraith.type>>
<<case "man">>
<<if $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Wraith Test Sex Finish]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0>>
<span id="next"><<link [[Next|Wraith Test Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Wraith Test Sex]]>><</link>></span><<nexttext>>
<</if>>
<<case "tentacles">>
<<if $tentacles.active lte ($tentacles.max / 2)>>
<span id="next"><<link [[Next|Wraith Test Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Wraith Test Sex]]>><</link>></span><<nexttext>>
<</if>>
<<case "slime">>
<<if $struggle.done gte $struggle.number>>
<span id="next"><<link [[Next|Wraith Test Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Wraith Test Sex]]>><</link>></span><<nexttext>>
<</if>>
<</switch>>
<br>
<<link [[Back to the bedroom|Bedroom]]>><<endcombat>><<endWraith>><<clotheson>><</link>>
<br><br><br><br><<effects>>
<<switch $wraith.type>>
<<case "man">>
<<if $enemyhealth lte 0>>
The figure looks down at you in shock as it staggers backwards.
<<if $wraith.gen is "abomination">>
The tentacles drop lifelessly to the ground, and sublimate into a pink mist.
<<elseif $wraith.gen is "arms">>
Its extra arms fold back in.
<</if>>
Its head snaps back, and it dissipates into nothingness with a brief shriek that echoes in your mind. Your ears ring, and you think you hear laughter. "<span class="wraith">Worry not, we'll meet again soon.</span>"
<br><br>
<<tearful>> you sit against you bed, wondering if what just happened was real.
<<set $wraith.defeated++>>
<<else>>
<<ejaculation>>
With a bright flash, it vanishes. You feel lewd energy linger in the air, and its laughs echo between your ears. "<span class="wraith">Worry not, we'll meet again soon.</span>"
<br><br>
<<tearful>> you sit against you bed, wondering if what just happened was real.
<</if>>
<<case "tentacles">>
The tentacles retreat from you, back to the pale figure's side.<<if $wraith.gen is "slimetentacles">> The slimes quickly follow.<</if>> It gives you a regal bow, before stepping back into your mirror, which promptly shatters behind it.
<br><br>
You blink, and your mirror looks normal again. <<tearful>> you sit against you bed, wondering if what just happened was real.
<<case "slime">>
The slimes disengage, retreating back to the figure. It picks one up, and begins to pet it as it walks back though your mirror.
<br><br>
<<tearful>> you sit against you bed, wondering if what just happened was real.
<</switch>>
<<clotheson>>
<<endcombat>>
<<endWraith>>
<<link [[Next|Bedroom]]>><<set $eventskip to 1>><</link>>
<br><br>
<<if $plantdisable is "f" or $tentacledisable is "f">>
<<link [[Consensual sex in the forest|Plantperson Test Sex]]>><<set $sexstart to 1>><<set $location to "forest">><</link>><br>
<<link [[Nonconsensual sex in the forest|Plantperson Test Sex]]>><<set $molestationstart to 1>><<set $location to "forest">><</link>><br>
<<link [[Consensual sex in the moor|Plantperson Test Sex]]>><<set $sexstart to 1>><<set $location to "moor">><</link>><br>
<<link [[Nonconsensual sex in the moor|Plantperson Test Sex]]>><<set $molestationstart to 1>><<set $location to "moor">><</link>>
<<else>>
<b>Plantpeople/tentacles are disabled or otherwise unavailable.</b> I don't know what you're trying to do here.
<br><br>
<<link [[Enable plantpeople|Plantperson Test]]>><<hallucinogen 10>><<set $plantdisable to "f">><<set $tentacledisable to "f">><</link>><<ghallucinogens>>
<</if>>
<br><br>
<<link [[Back home|Bedroom]]>><<endevent>><</link>><<if $sexstart is 1 or $molestationstart is 1>>
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>><<set $consensual to 1>>
<<neutral 1>>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<</if>>
<<generatePlant1>><<person1>>
<<maninit "plant">><<npcexpose>>
<<if $location is "forest">>
<<enable_rescue>>
<</if>>
<<set $enemyarousalmax to 800>>
<<set $enemyarousalmax to $enemyarousalmax * ($npcArousalMult / 100)>>
<<set _randomtentacles to random(6, 10)>>
<<makeAbomination _randomtentacles 10 "vine" "vine" true>>
"Hi there!" A <<person>> pops up in front of you, <<plant_details>> strewn through <<his>> hair because you're in the $location and it's <<print Time.season>>. "You're cute! I'm gonna fuck you with my vines!"
<br>
A bunch of vines pop out of the ground.
<</if>>
<<effects>>
<<effectsabomination>><<abomination>>
<<stateabomination>>
<br><br>
<<actionsabomination>>
<<if $finish is 1>>
<span id="next"><<link [[FINISH|Plantperson Test Sex Finish]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0>>
<span id="next"><<link [[HEALTH|Plantperson Test Sex Finish]]>><</link>></span><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[ORGASM|Plantperson Test Sex Finish]]>><</link>></span><<nexttext>>
<<elseif $alarm is 1 and $rescue is 1>>
<span id="next"><<link [[RESCUE|Plantperson Test Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Plantperson Test Sex]]>><</link>></span><<nexttext>>
<</if>>
<br>
<<link [[Emergency exit|Plantperson Test Sex Finish]]>><<set $finish to 1>><</link>>
<br><br><br><br><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<if _orgasm>>
"That was great!" the <<person>> cheers. "And thanks for cumming in me! Later!"
<<else>>
"That was fun!" the <<person>> chirps. "Later!"
<</if>>
<<He>> digs back into the ground, and <<his>> vines follow. One of the vines waves at you.
<<elseif $enemyhealth lte 0>>
"Ow!" the <<person>> whines. "You're no fun!" <<He>> digs back into the ground, and <<his>> vines follow. One of the vines flips you off, somehow.
<<elseif $alarm is 1 and $rescue is 1>>
You hear a gun fire close by, and a bullet lands at the <<persons>> feet. "Fuck," <<he>> hisses. "It's the <<nnpc_title "Eden">>. Fuck. Fuck shit fuck. Um." <<He>> grabs your face and gives you a syrupy kiss on each cheek, before pulling away from you. "See ya! I'm out!"
<<bodyliquid "face" "goo">>
<br><br>
The <<person>> retracts <<his>> vines and retreats into the forest right as Eden emerges. <<nnpc_He "Eden">> helps you collect yourself. "Damn hikers," <<nnpc_he "Eden">> mutters. "Are you okay?"
<<else>>
"Emergency exit? Bummer," the <<person>> says. <<He>> shrugs. "Oh well. Fuck your holes until you're a gibbering mess hopelessly addicted to my nectar later!" <<He>> digs back into the ground, and <<his>> vines follow. One of the vines checks <<his>> notifications on <<his>> phone.
<</if>>
<<endcombat>>
<<clotheson>>
<<link [[Do it again|Plantperson Test]]>><</link>><br>
<<link [[Back home|Bedroom]]>><</link>><<generateWraith>><<endevent>>
<<if !$wraith.will>>
<<set $wraith.will to random(1300, 1700)>>
<</if>>
<br>
You feel a tap on your shoulder. You turn around. Nothing is there. You turn back.
<br><br>
"<span class="wraith">Boo.</span>"
<br><br>
You open your mouth to scream, but it is already inside you.
<br><br>
<<link [[Fight a stranger|Possessed Fight]]>><<set $opponent to 1>><<set $fightstart to 1>><</link>><br>
<<link [[Fight Sydney|Possessed Fight]]>><<set $opponent to 2>><<set $fightstart to 1>><</link>><br>
<<link [[Select your named NPCs|Named NPC Gangbang Select]]>><</link>><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<if $opponent is 1>>
<<generate1>><<person1>>
<<catcall>> A <<person>> reaches for you.
<br><br>
Your body is made to laugh. "<span class="wraith">Those who interrupt ghosts shall join them.</span>"
<<elseif $opponent is 2>>
<<npc Sydney>><<person1>>
Sydney freezes in front of you. "Oh, no. Beloved, something's wrong, I can feel it."
<br><br>
Your body is made to laugh. "<span class="wraith">False. Everything is right in the world.</span>"
<</if>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<br><br>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $enemyhealth lte 0>>
<span id="next" class="nextWraith"><<link [[HEALTH|Possessed Fight Finish]]>><</link>></span><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<span id="next" class="nextWraith"><<link [[ORGASM|Possessed Fight Finish]]>><</link>></span><<nexttext>>
<<elseif _controlRegain is 1>>
<span id="next" class="nextWraith"><<link [[CONTROL|Possessed Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next" class="nextWraith"><<link [[Next|Possessed Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<br><br>
<<tearful>> you recover. "<span class="wraith">Shall we dance again?</span>" your mouth is forced to ask.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Fight again|Possessed Fight]]>><<endevent phaseless>><<set $fightstart to 1>><</link>>
<br>
<<link [[Freshen up, then fight again|Possessed Fight]]>><<endevent phaseless>><<set $fightstart to 1>><<set $pain to 0>><<set $arousal to 0>><</link>><<lpain>><<larousal>>
<<elseif $enemyhealth lte 0>>
<<if $opponent is 1>>
The <<person>> falls back, and scrambles away.
<<elseif $opponent is 2>>
Sydney moans, slaps a hand over <<his>> mouth, and runs away.
<</if>>
<br><br>
<<tearful>> you recover. "<span class="wraith">Shall we dance again?</span>" your mouth is forced to ask.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Fight again|Possessed Fight]]>><<set $fightstart to 1>><<endevent phaseless>><</link>>
<br>
<<link [[Freshen up, then fight again|Possessed Fight]]>><<set $fightstart to 1>><<endevent phaseless>><<set $pain to 0>><<set $arousal to 0>><</link>><<lpain>><<larousal>>
<<else>>
<<set $possessed to false>>
You regain control in your body, and rip the pale figure out of your chest like you're pulling a rabbit out of a hat.
<<if $opponent is 1>>The <<person>>, justifiably terrified by this development, scrambles away.<</if>>
<br><br>
"<span class="wraith">Congratulations. You won.</span>" It pats you on the head, then vanishes in a torrent of water.
<<if $opponent is 2>>Sydney is nowhere to be seen.<</if>>
<br><br>
<<tearful>> you try to decide if you want to go again or not.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Fight again|Possessed Fight]]>><<set $possessed to true>><<set $control to 0>><<set $fightstart to 1>><<endevent phaseless>><</link>><<lllcontrol>><<note "+ Wraith" "wraith">>
<br>
<<link [[Freshen up, then fight again|Possessed Fight]]>><<set $possessed to true>><<set $control to 0>><<set $fightstart to 1>><<endevent phaseless>><<set $pain to 0>><<set $arousal to 0>><</link>><<lpain>><<larousal>><<lllcontrol>><<note "+ Wraith" "wraith">>
<br>
<<link [[Decision room|Possessed Fight Test]]>><<set $possessed to true>><<set $control to 0>><</link>><<lllcontrol>><<note "Also + Wraith" "wraith">>
<</if>>
<br><br>
<<link [[Back home|Bedroom]]>><<set $possessed to false>><<endevent>><<unset $opponent>><</link>><br>
The lights flash on. You find yourself in a strange chamber, completely smooth and featureless. There is a sign on the wall that says <span class="orange">DEBUG</span> in bright orange letters. A large, opaque tube reaches to the ceiling, The words <span class="blue">CUSTOM CONSTRUCT</span> are labelled on the front.
<br>
A terminal is attached to the tube. You look at the prompts.
<br><br>
<i>Please select the construct's descriptor. Leave blank for default generation.</i>
<br>
<<if $npcselectdesc is undefined>><<set $npcselectdesc to "custom">><</if>>
<<textbox "$npcselectdesc" $npcselectdesc>>
<br><br>
<i>Please select the construct's role. Leave blank for default generation.</i>
<br>
<<if $npcselectrole is undefined>><<set $npcselectrole to "construct">><</if>>
<<textbox "$npcselectrole" $npcselectrole>>
<br><br>
<<link [[Sex|NPC Role Fight]]>><<set $sexstart to 1>>
<<if $npcselectdesc is undefined>><<set $npcselectdesc to "custom">><</if>>
<<if $npcselectrole is undefined>><<set $npcselectrole to "construct">><</if>>
<<set $npcselectdesc to Util.escape($npcselectdesc)>>
<<set $npcselectrole to Util.escape($npcselectrole)>>
<<generateRole 0 $npcselectdesc $npcselectrole>><<person1>>
<<unset $npcselectdesc>><<unset $npcselectrole>>
<</link>>
<br>
<<link [[Fight|NPC Role Fight]]>><<set $fightstart to 1>>
<<if $npcselectdesc is undefined>><<set $npcselectdesc to "custom">><</if>>
<<if $npcselectrole is undefined>><<set $npcselectrole to "construct">><</if>>
<<set $npcselectdesc to Util.escape($npcselectdesc)>>
<<set $npcselectrole to Util.escape($npcselectrole)>>
<<generateRole 0 $npcselectdesc $npcselectrole>><<person1>>
<<unset $npcselectdesc>><<unset $npcselectrole>>
<</link>>
<br><br>
<<link [[Back home|Bedroom]]>><<unset $npcselectdesc>><<unset $npcselectrole>><</link>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
With a hiss of steam, the tube retracts to the ceiling. A figure walks out, a <<if $pronoun is "m">>man<<else>>woman<</if>>. You recognise <<him>> as the <<person>> you selected.
<br><br>
"Beginning sex encounter," the <<person>> says in a flat tone, before <<his>> face morphs into a lascivious smile. <<catcall>>
<<elseif $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
With a hiss of steam, the tube retracts to the ceiling. A figure walks out, a <<if $pronoun is "m">>man<<else>>woman<</if>>. You recognise <<him>> as the <<person>> you selected.
<br><br>
"Beginning combat encounter," the <<person>> says in a flat tone, before <<his>> face morphs into an angry scowl. "Oh, you're in for it now!"
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $finish is 1>>
<span id="next"><<link [[FINISH|NPC Role Fight Finish]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0>>
<span id="next"><<link [[HEALTH|NPC Role Fight Finish]]>><</link>></span><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[ORGASM|NPC Role Fight Finish]]>><</link>></span><<nexttext>>
<<elseif $pain gte 100 and $willpowerpain is 0>>
<span id="next"><<link [[PAIN|NPC Role Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|NPC Role Fight]]>><</link>></span><<nexttext>>
<</if>>
<br>
<<link [[Emergency exit|NPC Role Fight Finish]]>><<set $finish to 1>><</link>>
<br><br><br><br><<if $finish is 1>>
"Test concluded," the <<person>> says in a flat tone, abruptly stepping back. "Restoring state to default."
<<elseif $enemyhealth lte 0>>
"Test concluded," the <<person>> says in a flat tone, stepping away from you as if <<he>> weren't hurt at all. "Restoring state to default."
<<elseif $pain gte 100 and $willpowerpain is 0>>
"Test concluded," the <<person>> says in a flat tone, stepping away from you. "Restoring state to default."
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Test concluded," the <<person>> says in a flat tone, stepping away from you. "Restoring state to default."
<</if>>
<br><br>
<<He>> walks back to the terminal and flicks a switch. <<He>> steps past it, and the tube descends from the ceiling over <<him>> again. Once the tube touches the floor, the lights switch off.
<br><br>
<<tearful>> you wonder what to do next.
<br><br>
<<endcombat>><<clotheson>>
<<link [[Create another construct|NPC Role Select]]>><</link>>
<br>
<<link [[Back home|Bedroom]]>><</link>><br>
The lights flash on. You find yourself in a strange chamber, completely smooth and featureless. There is a sign on the wall that says <span class="orange">DEBUG</span> in bright orange letters. A large, opaque tube reaches to the ceiling, The words <span class="blue">CUSTOM CONSTRUCT</span> are labelled on the front.
<br>
A terminal is attached to the tube. You look at the prompts.
<br><br>
<i>Please select the construct's outfit.</i>
<br>
<<set _clothesOptions to setup.npcClothesSets.map(c => c.name)>>
<<listbox "_npcClothes" autoselect>>
<<optionsfrom _clothesOptions>>
<</listbox>>
<br><br>
<i>Please select the construct's configuration.</i>
<br>
<label>Male <<radiobutton "_npcPronoun" "m">></label> |
<label>Female <<radiobutton "_npcPronoun" "f">></label> |
<label>Use Settings <<radiobutton "_npcPronoun" "" checked>></label>
<br>
<label>Penis <<radiobutton "_npcGender" "m">></label> |
<label>Vagina <<radiobutton "_npcGender" "f">></label> |
<label>Both <<radiobutton "_npcGender" "h">></label> |
<label>Use Settings <<radiobutton "_npcGender" "" checked>></label>
<br>
<label>Teen <<radiobutton "_npcType" "t">></label> |
<label>Adult <<radiobutton "_npcType" "a">></label> |
<label>Random <<radiobutton "_npcType" "r" checked>></label>
<br><br>
<!-- storing the values and then generating the npc in the next passage is a bit more convenient for debugging. -->
<<link [[Sex|NPC Clothing Fight]]>>
<<set $sexstart to 1>>
<<set $npcOptions to {"type": _npcType, "pronoun": _npcPronoun, "gender": _npcGender, "clothes": _npcClothes}>>
<</link>>
<br>
<<link [[Rape|NPC Clothing Fight]]>>
<<set $fightstart to 1>>
<<set $npcOptions to {"type": _npcType, "pronoun": _npcPronoun, "gender": _npcGender, "clothes": _npcClothes}>>
<</link>>
<br><br>
<<link [[Back home|Bedroom]]>><</link>><<if $sexstart is 1>>
<<generateNPC 1 $npcOptions.type $npcOptions.pronoun $npcOptions.gender>><<person1>>
<<run npcEquipSet($NPCList[0], setup.npcClothesSets.find(n => n.name === $npcOptions.clothes))>>
<<unset $npcOptions>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
With a hiss of steam, the tube retracts to the ceiling. A figure walks out, a <<personsimple>>. You recognise <<him>> as the <<person>> you selected.
<br><br>
"Beginning sexual encounter," the <<person>> says in a flat tone, before <<his>> face morphs into a lascivious smile. <<catcall>>
<<elseif $fightstart is 1>>
<<generateNPC 1 $npcOptions.type $npcOptions.pronoun $npcOptions.gender>><<person1>>
<<run npcEquipSet($NPCList[0], setup.npcClothesSets.find(n => n.name === $npcOptions.clothes))>>
<<unset $npcOptions>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
With a hiss of steam, the tube retracts to the ceiling. A figure walks out, a <<personsimple>>. You recognise <<him>> as the <<person>> you selected.
<br><br>
"Beginning combat encounter," the <<person>> says in a flat tone, before <<his>> face morphs into an angry scowl. "Oh, you're in for it now!"
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $finish is 1>>
<span id="next"><<link [[FINISH|NPC Clothing Fight Finish]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0>>
<span id="next"><<link [[HEALTH|NPC Clothing Fight Finish]]>><</link>></span><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[ORGASM|NPC Clothing Fight Finish]]>><</link>></span><<nexttext>>
<<elseif $pain gte 100 and $willpowerpain is 0>>
<span id="next"><<link [[PAIN|NPC Clothing Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|NPC Clothing Fight]]>><</link>></span><<nexttext>>
<</if>>
<br>
<<link [[Emergency exit|NPC Clothing Fight Finish]]>><<set $finish to 1>><</link>>
<br><br><br><br><<if $finish is 1>>
"Test concluded," the <<person>> says in a flat tone, abruptly stepping back. "Restoring state to default."
<<elseif $enemyhealth lte 0>>
"Test concluded," the <<person>> says in a flat tone, stepping away from you as if <<he>> weren't hurt at all. "Restoring state to default."
<<elseif $pain gte 100 and $willpowerpain is 0>>
"Test concluded," the <<person>> says in a flat tone, stepping away from you. "Restoring state to default."
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Test concluded," the <<person>> says in a flat tone, stepping away from you. "Restoring state to default."
<</if>>
<br><br>
<<He>> walks back to the terminal and flicks a switch. <<He>> steps past it, and the tube descends from the ceiling over <<him>> again. Once the tube touches the floor, the lights switch off.
<br><br>
<<tearful>> you wonder what to do next.
<br><br>
<<endcombat>><<clotheson>>
<<link [[Create another construct|NPC Clothing Select]]>><</link>>
<br>
<<link [[Back home|Bedroom]]>><</link>>Generating two NPCs both at slot 0.
<<generate1>><<generate1>>Manipulating time itself.
<br>
Distorting time by $timeDistortion.
<br>
<<set $timeStamp += $timeDistortion>>
<<run Time.set()>>
$$timeStamp = $timeStamp
<br>
hour = <<print Time.hour>>
<br>
minute = <<print Time.minute>>
<br><br>
<<link [[Fast-Forward (0:05)|TimeTest]]>><<set $timeDistortion to 5>><</link>>
<br>
<<link [[Fast-Backward -(0:05)|TimeTest]]>><<set $timeDistortion to -5>><</link>>
<br><br>
<<link [[Go back|$prevPassage]]>><<run delete $timeDistortion>><</link>><<widget "straponGeneratorOptions">>
<i>Size:</i>
<<listbox "_straponSize" autoselect>>
<<option "regular" 2>>
<<option "large" 3>>
<<option "massive" 4>>
<</listbox>>
<i>Colour:</i>
<<set _colourOptions to ["black","red","pink","purple","fleshy","blue","green"]>>
<<listbox "_straponColour" autoselect>>
<<optionsfrom _colourOptions>>
<</listbox>>
<i>Shape:</i>
<<set _shapeOptions to ["dildo","penis","beaded dildo","horse cock","knotted cock","tentacle","dolphin cock","studded cock","fist dildo"]>>
<<listbox "_straponShape" autoselect>>
<<optionsfrom _shapeOptions>>
<</listbox>>
<i>Additional Modifier:</i>
<<set _modifierOptions to ["","floppy","transparent","sparkly"]>>
<<listbox "_straponModifier" autoselect>>
<<optionsfrom _modifierOptions>>
<</listbox>>
<br><br>
<</widget>>The lights flash on. You find yourself in a strange chamber, completely smooth and featureless.
There is a sign on the wall that says <span class="orange">DEBUG</span> in bright orange letters.
A large, opaque tube reaches to the ceiling, The words <span class="blue">CUSTOM CONSTRUCT</span> are labelled on the front.
<br>
<<set _nnpcOptions to $NPCName.filter(npc => npc.penis === "none")>>
<<set _nnpcOptions to _nnpcOptions.map(npc => npc.nam)>>
A terminal is attached to the tube.
<<if _nnpcOptions.length gte 1>>
Its screen is a monochrome green. You look at the prompts. The first one surprises you. It's a list of the names of people you recognise, how peculiar...
<br><br>
<i>Please select the construct's model.</i>
<br>
<<listbox "_npcNameSelect" autoselect>>
<<optionsfrom _nnpcOptions>>
<</listbox>>
<br><br>
<i>Please design the construct's strap-on.</i>
<br>
<<set _straponSize to 3>>
<span id="straponOptions">
<<straponGeneratorOptions>>
</span>
<<button "<i>Randomise</i>">>
<<set _straponSize to [2,3,4].random()>>
<<set _straponColour to ["black","red","pink","purple","fleshy","blue","green"].random()>>
<<set _straponShape to ["dildo","penis","beaded dildo","horse cock","knotted cock","tentacle","dolphin cock","studded cock","fist dildo"].random()>>
<<set _straponModifier to ["","","floppy","transparent","sparkly"].random()>>
<<replace "#straponOptions">><<straponGeneratorOptions>><</replace>>
<</button>>
<br><br>
Having selected the desired options, your finger hovers over the "Create" button. You really have no idea what this strange device is about to do...
<br><br>
<<link [[Create Construct|NNPC Strapon Generator Sex]]>>
<<npc _npcNameSelect>><<npcexpose>><<person1>>
<<generateNewStrapon _straponSize _straponColour _straponShape _straponModifier>>
<<npcstrapon 0>>
<<setNPCStrapon $NPCList[0] _newStrapon>>
<<set $sexstart to 1>>
<</link>>
<br><br>
<<else>>
Its screen is a solid red colour, and it displays a message.
<br><br>
<span class="red"><i>Subject has no compatible candidates for construct in memory.</i></span>
<br>
<span class="red"><i>No actions available at this time.</i></span>
<br><br>
<</if>>
<<link [[Back home|Bedroom]]>><</link>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
With a hiss of steam, the tube retracts to the ceiling.
A figure walks out, looking identical to <<print $NPCList[0].fullDescription>>,
<<if $NPCList[0].fullDescription is "Whitney">>
although fully nude and holding a <<print $NPCList[0].strapon.description>> in <<his>> hand.
<br><br>
<<setNPCStrapon $NPCList[0] `C.npc.Whitney.strapons[0]`>>
"This thing is cute and all, but I've already got one", <<he>> says,
throwing it away and pulling <<his>> favourite <<print $NPCList[0].strapon.description>> out of nowhere.
<<else>>
although fully nude and wearing a <<print $NPCList[0].strapon.description>>.
<</if>>
<br><br>
"Beginning sex encounter," the <<personsimple>> says in a flat tone, before <<his>> face morphs into a lascivious smile. <<catcall>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $finish is 1>>
<span id="next"><<link [[FINISH|NNPC Strapon Generator Sex Finish]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0>>
<span id="next"><<link [[HEALTH|NNPC Strapon Generator Sex Finish]]>><</link>></span><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[ORGASM|NNPC Strapon Generator Sex Finish]]>><</link>></span><<nexttext>>
<<elseif $pain gte 100 and $willpowerpain is 0>>
<span id="next"><<link [[PAIN|NNPC Strapon Generator Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|NNPC Strapon Generator Sex]]>><</link>></span><<nexttext>>
<</if>>
<br>
<<link [[Emergency exit|NNPC Strapon Generator Sex Finish]]>><<set $finish to 1>><</link>>
<br><br><br><br><<if $finish is 1>>
"Test concluded," the <<personsimple>> says in a flat tone, abruptly stepping back. "Restoring state to default."
<<elseif $enemyhealth lte 0>>
"Test concluded," the <<personsimple>> says in a flat tone, stepping away from you as if <<he>> weren't hurt at all. "Restoring state to default."
<<elseif $pain gte 100 and $willpowerpain is 0>>
"Test concluded," the <<personsimple>> says in a flat tone, stepping away from you. "Restoring state to default."
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Test concluded," the <<personsimple>> says in a flat tone, stepping away from you. "Restoring state to default."
<</if>>
<br><br>
<<He>> walks back to the terminal and flicks a switch. <<He>> steps past it, and the tube descends from the ceiling over <<him>> again.
Once the tube touches the floor, the lights switch off.
<br><br>
<<tearful>> you wonder what to do next.
<br><br>
<<endcombat>><<clotheson>>
<<link [[Create another construct|NNPC Strapon Generator]]>><</link>>
<br>
<<link [[Back home|Bedroom]]>><</link>><<if $sexstart is 1>>
<<beastNEWinit 1 cow>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<beastCombatInit>>
<</if>>
<<effects>>
<<effectsman>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Cow Test Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Cow Test Sex]]>><</link>></span><<nexttext>>
<</if>><<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
The <<beasttype>> is spent
<br><br>
<<elseif $enemyhealth lte 0>>
The <<beasttype>> can't take any more and runs away
<br><br>
<<else>>
The <<beasttype>> leaves
<br><br>
<</if>>
<<clotheson>>
<<endcombat>>
<<link [[Find another cow|Cow Test Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<link [[Go home|Bedroom]]>><</link>>
<br><<set $location to "town">><<set $bus to "domus">><<set $outside to 1>><<effects>>
<<if $phase is 1>>
<<if $enemyno gte 2>>
<<person1>>You hear footsteps behind you, from more than one person. <span class="blue">You feel followed.</span>
<br><br>
<<link [[Next|Street Stalk Group]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<person1>>You hear footsteps behind you. <span class="blue">You feel followed.</span>
<br><br>
<<link [[Next|Street Stalk]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<<else>>
<<if $stalkTestNPC>>
<<if $stalkTestNPC is "Ivory Wraith">>
<<generateWraith 1>>
<<else>>
<<npc $stalkTestNPC>>
<</if>>
<<set $NPCList[0].skills to {athletics: random(1, 1000), security: random(1, 1000)}>>
<<unset $stalkTestNPC>>
<</if>>
<<if $enemyno gte 1>>
<<person1>>
<<if $NPCList[0].fullDescription is "Ivory Wraith">>
<span class="red">You are being hunted by <span class="wraith">the Ivory Wraith.</span></span>
<<else>>
<span class="red">You are being hunted by <<print $npc[$npcrow.indexOf(0)]>>.</span>
<</if>>
<br><br>
<<His>> athletics skill is <span class="gold"><<print $NPCList[0].skills.athletics>></span>.
<br>
<<His>> security skill is <span class="gold"><<print $NPCList[0].skills.security>></span>.
<br><br>
<</if>>
<<if $enemyno is 2>>
<span class="teal"><<He>> will be accompanied by a <<person2>><<person>>.</span>
<<person1>>
<br><br>
<<elseif $enemyno gte 3>>
<<He>> will be accompanied by
<<switch $enemyno>>
<<case 6>><span class="pink">five</span>
<<case 5>><span class="purple">four</span>
<<case 4>><span class="blue">three</span>
<<case 3>><span class="lblue">two</span>
<</switch>>
others.
<br><br>
<</if>>
<<if $NPCList[0].fullDescription is "Ivory Wraith">>
<span class="blue">You can't add any NPCs to accompany the Wraith.</span>
<br>
<<link [[Start test|Named NPC Stalk Select]]>><<set $phase to 1>><</link>>
<br>
<<else>>
<<switch $enemyno>>
<<case 6>>
<span class="blue">You can't add any more NPCs.</span>
<br><br>
<<link [[Start test|Named NPC Stalk Select]]>><<set $phase to 1>><</link>>
<br>
<<case 5>>
<<link [[Add another unnamed NPC|Named NPC Stalk Select]]>><<generate6>><</link>>
<br>
<<link [[Start test|Named NPC Stalk Select]]>><<set $phase to 1>><</link>>
<br>
<<case 4>>
<<link [[Add another unnamed NPC|Named NPC Stalk Select]]>><<generate5>><</link>>
<br>
<<link [[Start test|Named NPC Stalk Select]]>><<set $phase to 1>><</link>>
<br>
<<case 3>>
<<link [[Add another unnamed NPC|Named NPC Stalk Select]]>><<generate4>><</link>>
<br>
<<link [[Start test|Named NPC Stalk Select]]>><<set $phase to 1>><</link>>
<br>
<<case 2>>
<<link [[Add another unnamed NPC|Named NPC Stalk Select]]>><<generate3>><</link>>
<br>
<<link [[Start test|Named NPC Stalk Select]]>><<set $phase to 1>><</link>>
<br>
<<case 1>>
<<link [[Add an unnamed NPC|Named NPC Stalk Select]]>><<generate2>><</link>>
<br>
<<link [[Start test|Named NPC Stalk Select]]>><<set $phase to 1>><</link>>
<br>
<</switch>>
<</if>>
<<if $enemyno is 0>>
Choose a named NPC.
<br><br>
<<link [[Avery|Named NPC Stalk Select]]>><<set $stalkTestNPC to "Avery">><</link>>
<br>
<<link [[Bailey|Named NPC Stalk Select]]>><<set $stalkTestNPC to "Bailey">><</link>>
<br>
<<link [[Briar|Named NPC Stalk Select]]>><<set $stalkTestNPC to "Briar">><</link>>
<br>
<<link [[Eden|Named NPC Stalk Select]]>><<set $stalkTestNPC to "Eden">><</link>>
<br>
<<link [[Harper|Named NPC Stalk Select]]>><<set $stalkTestNPC to "Harper">><</link>>
<br>
<<link [[Kylar|Named NPC Stalk Select]]>><<set $stalkTestNPC to "Kylar">><</link>>
<br>
<<link [[Leighton|Named NPC Stalk Select]]>><<set $stalkTestNPC to "Leighton">><</link>>
<br>
<<link [[Morgan|Named NPC Stalk Select]]>><<set $stalkTestNPC to "Morgan">><</link>>
<br>
<<link [[Whitney|Named NPC Stalk Select]]>><<set $stalkTestNPC to "Whitney">><</link>>
<br>
<<link [[Wraith|Named NPC Stalk Select]]>><<set $stalkTestNPC to "Ivory Wraith">><</link>>
<br>
<<link [[Someone else|Named NPC Stalk Select]]>><<set $stalkTestNPC to either("Alex","Charlie","Darryl","Doren","Gwylan","Jordan","Landry","Mason","Niki","Quinn","Remy","River","Robin","Sam","Sirris","Sydney","Wren", "Zephyr")>><</link>>
<br>
<</if>>
<br>
<<link [[Restart|Named NPC Stalk Select]]>><<endevent>><<set $phase to 0>><</link>>
<br>
<</if>><br>
<<link [[Consensual sex|Hypnotist Test Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<link [[Nonconsensual sex|Hypnotist Test Sex]]>><<set $molestationstart to 1>><</link>>
<br>
<<link [[Harper|Hypnotist Test Sex]]>><<set $molestationstart to 1>><<set $phase to "Harper">><</link>>
<br>
<<if $tentacledisable is "f">>
<<link [[Tentacles|Hypnotist Test Tentacles]]>><<set $molestationstart to 1>><</link>>
<<else>>
<b>Tentacles are disabled or otherwise unavailable.</b> Enable tentacles to test tentacle hypnosis.
<br><br>
<<link [[Enable tentacles|Hypnotist Test]]>><<set $tentacledisable to "f">><</link>>
<</if>>
<br><br>
<<link [[Back home|Bedroom]]>><<endevent>><</link>><<if $sexstart is 1 or $molestationstart is 1>>
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>><<set $consensual to 1>>
<<neutral 1>>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<</if>>
<<if $phase is "Harper">>
<<npc Harper>><<person1>>
Doctor Harper approaches you. "It's time to commit medical malpractice," <<he>> says.
<<else>>
<<generate1>><<person1>><<set $NPCList[0].traits.pushUnique("hypnotist")>>
A <<person>> walks up to you. "Hey," <<he>> says. "You're feeling sleepy, or whatever. Let's get this over with."
<</if>>
<<maninit>><<enable_rescue>>
<<set $NPCList[0].lefthand to "hypnosis">><<set $NPCList[0].lefttool to "pendant">>
<br><br>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $alarm is 1 and $rescue is 1>>
<span id="next"><<link [[FINISH|Hypnotist Test Sex Finish]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0>>
<span id="next"><<link [[HEALTH|Hypnotist Test Sex Finish]]>><</link>></span><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[ORGASM|Hypnotist Test Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Hypnotist Test Sex]]>><</link>></span><<nexttext>>
<</if>>
<br>
<<link [[Emergency exit|Hypnotist Test Sex Finish]]>><<set $finish to 1>><</link>>
<br><br><br><br><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> nods and walks away, swaying <<his>> ass hypnotically.
<<elseif $enemyhealth lte 0>>
<<He>> frowns. "Look, what's the point in testing this out if you're just going to beat me up?"
<<elseif $alarm is 1 and $rescue is 1>>
"You managed to scream," <<he>> mutters. "We'll need to change that in the future."
<<else>>
"I suppose we can stop there," <<he>> says.
<</if>>
<br><br>
<<endcombat>>
<<clotheson>>
<<link [[Do it again|Hypnotist Test]]>><</link>><br>
<<link [[Back home|Bedroom]]>><</link>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<set $combat to 1>>
<<set $enemytype to "tentacles">>
<<controlloss>>
<<molested>>
<<tentaclestart 8 15>>
<<for _t to 0; _t lt $tentacles.max; _t++>>
<<set $tentacles[_t].traits.pushUnique("hypno")>>
<</for>>
A hoard of tentacles accosts you. Each one is capable of hypnotising you, including tentacles that typically don't have the hypno trait.
<</if>>
<<effects>>
<<effectstentacles>>
<<tentacles>>
<<statetentacles>>
<<actionstentacles>>
<<if $tentacles.active lte ($tentacles.max / 2)>>
<span id="next"><<link [[Next|Hypnotist Test Tentacles Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Hypnotist Test Tentacles]]>><</link>></span><<nexttext>>
<</if>><<effects>>
The creature loses interest in you, its testing complete, and returns to nothingness.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Do it again|Hypnotist Test]]>><</link>><br>
<<link [[Back home|Bedroom]]>><</link>>Increase and decrease belly size here.
If you use anything but the exit link below to exit this scene, your belly size will be stuck, so be careful!
Unset V.bellySizeDebug to fix.
<hr>
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>><<set $consensual to 1>>
<<generate1>><<person1>>
<<maninit>>
<<set $bellySizeDebug to playerBellySize()>>
<</if>>
<<effects>>
<<effectsman>>
<<animateCombat>>
<hr>
<label class="no-numberify">
<span class="lewd">Body:</span><br>
<div class="small-description">
<<link [[Roll over|Pregnancy Belly Test]]>><<set $position to (V.position === "doggy" ? "missionary" : "doggy")>><</link>>
<br>
Change Speed:
<<link [[Idle|Pregnancy Belly Test]]>><<set $animDebug to false>><<set $enemyarousal to 0>><</link>> |
<<link [[Slow|Pregnancy Belly Test]]>><<set $animDebug to true>><<set $enemyarousal to 0>><</link>> |
<<link [[Med|Pregnancy Belly Test]]>><<set $animDebug to true>><<set $enemyarousal to 1 + ($enemyarousalmax / 5) * 1>><</link>> |
<<link [[Fast|Pregnancy Belly Test]]>><<set $animDebug to true>><<set $enemyarousal to 1 + ($enemyarousalmax / 5) * 3>><</link>> |
<<link [[Very Fast|Pregnancy Belly Test]]>><<set $animDebug to true>><<set $enemyarousal to 1 + ($enemyarousalmax / 5) * 4>><</link>> |
</div>
<hr>
<span class="lewd">Belly:</span><br>
<div class="small-description">
<<set $bellySizeDebug to Math.clamp($bellySizeDebug,0,24)>>
<span class="blue">Current Belly Size: $bellySizeDebug</span>
<<ind>>
Increase belly size by:
<<link [[1|Pregnancy Belly Test]]>><<set $bellySizeDebug++>><</link>> |
<<link [[5|Pregnancy Belly Test]]>><<set $bellySizeDebug += 5>><</link>> |
<<link [[10|Pregnancy Belly Test]]>><<set $bellySizeDebug += 10>><</link>> |
<<ind>>
Decrease belly size by:
<<link [[1|Pregnancy Belly Test]]>><<set $bellySizeDebug-->><</link>> |
<<link [[5|Pregnancy Belly Test]]>><<set $bellySizeDebug -= 5>><</link>> |
<<link [[10|Pregnancy Belly Test]]>><<set $bellySizeDebug -= 10>><</link>> |
<<ind>>
Description:
<<bellyDescription "pc" true>>
</div>
<hr>
<span class="green">Clothes:</span><br>
<div class="small-description">
Strip:
<<link [[Strip All|Pregnancy Belly Test]]>><<strip>><</link>> |
<<if $worn.upper.name isnot "naked">><<link [[Upper|Pregnancy Belly Test]]>><<upperstrip>><</link>> |<</if>>
<<if $worn.under_upper.name isnot "naked">><<link [[Under_Upper|Pregnancy Belly Test]]>><<underupperstrip>><</link>> |<</if>>
<<if $worn.lower.name isnot "naked">><<link [[Lower|Pregnancy Belly Test]]>><<lowerstrip>><</link>> |<</if>>
<<if $worn.under_lower.name isnot "naked">><<link [[Under_Lower|Pregnancy Belly Test]]>><<underlowerstrip>><</link>> |<</if>>
<<if $worn.head.name isnot "naked">><<link [[Head|Pregnancy Belly Test]]>><<headstrip>><</link>> |<</if>>
<<if $worn.face.name isnot "naked">><<link [[Face|Pregnancy Belly Test]]>><<facestrip>><</link>> |<</if>>
<<if $worn.hands.name isnot "naked">><<link [[Hands|Pregnancy Belly Test]]>><<handsstrip>><</link>> |<</if>>
<<if $worn.legs.name isnot "naked">><<link [[Legs|Pregnancy Belly Test]]>><<legsstrip>><</link>> |<</if>>
<<if $worn.feet.name isnot "naked">><<link [[Feet|Pregnancy Belly Test]]>><<feetstrip>><</link>> |<</if>>
<br>
Displace:
<<if $worn.upper.name isnot "naked">><<link [[Upper|Pregnancy Belly Test]]>><<set $leftaction to "upper">><</link>> |<</if>>
<<if $worn.under_upper.name isnot "naked">><<link [[Under_Upper|Pregnancy Belly Test]]>><<set $leftaction to "under_upper">><</link>> |<</if>>
<<if $worn.lower.name isnot "naked">><<link [[Lower|Pregnancy Belly Test]]>><<set $leftaction to "lower">><</link>> |<</if>>
<<if $worn.under_lower.name isnot "naked">><<link [[Under_Lower|Pregnancy Belly Test]]>><<set $leftaction to "under_lower">><</link>> |<</if>>
<br>
<<link [[Fix All Clothes|Pregnancy Belly Test]]>><<clotheson>><</link>>
</div>
<hr>
<span class="gold">Props:</span><br>
<div class="small-description">
<<set _propList to ["haybale", "table", "bench", "milk", "semen", "rails", "neck_shackle", "arm_shackle", "leg_shackle", "breast_pump", "penis_pump", "examtable", "hospitalbed", "ivbag"]>>
Add:
<<for _pr1 to 0; _pr1 < _propList.length; _pr1 ++>>
<<if !$prop.includes(_propList[_pr1])>>
<<capture _pr1>>
<<link [[_propList[_pr1]|Pregnancy Belly Test]]>><<prop _propList[_pr1]>><</link>> |
<</capture>>
<</if>>
<</for>>
<br>
Remove:
<<for _pr2 to 0; _pr2 < _propList.length; _pr2 ++>>
<<if $prop.includes(_propList[_pr2])>>
<<capture _pr2>>
<<link [[_propList[_pr2]|Pregnancy Belly Test]]>><<set $prop.delete(_propList[_pr2])>><</link>> |
<</capture>>
<</if>>
<</for>>
</div>
</label>
<br>
<<link [[Back home|Bedroom]]>><<endcombat>><<unset $bellySizeDebug>><<unset $animDebug>><<clotheson>><</link>>
<br>
<!-- Used in the debug start events --><<foresthunt>><<effects>>
<span id="statsTEST">
GRACE:<br>
<<lgrace>><<llgrace>><<lllgrace>><br>
<<ggrace>><<gggrace>><<ggggrace>><br><br>
STRESS:<br>
<<lstress>><<llstress>><<lllstress>><br>
<<gstress>><<ggstress>><<gggstress>><br><br>
TIREDNESS (fatigue):<br>
<<ltiredness>><<lltiredness>><<llltiredness>><br>
<<gtiredness>><<ggtiredness>><<gggtiredness>><br><br>
AROUSAL:<br>
<<larousal>><<llarousal>><<lllarousal>><br>
<<garousal>><<ggarousal>><<gggarousal>><br><br>
TRAUMA:<br>
<<ltrauma>><<lltrauma>><<llltrauma>><br>
<<gtrauma>><<ggtrauma>><<gggtrauma>><br><br>
LEWDITY (the old one):<br>
<<llewdity>><<lllewdity>><<llllewdity>><br>
<<glewdity>><<gglewdity>><<ggglewdity>><br><br>
PAIN:<br>
<<lpain>><<llpain>><<lllpain>><br>
<<gpain>><<ggpain>><<gggpain>><br><br>
PURITY:<br>
<<lpurity>><<llpurity>><<lllpurity>><br>
<<gpurity>><<ggpurity>><<gggpurity>><br><br>
DELINQUENCY:<br>
<<ldelinquency>><<lldelinquency>><<llldelinquency>><br>
<<gdelinquency>><<ggdelinquency>><<gggdelinquency>><br><br>
COOL (status):<br>
<<lcool>><<llcool>><<lllcool>><br>
<<gcool>><<ggcool>><<gggcool>><br><br>
SALTINESS:<br>
<<lsaltiness>><<llsaltiness>><<lllsaltiness>><br>
<<gsaltiness>><<ggsaltiness>><<gggsaltiness>><br><br>
CHAOS:<br>
<<lchaos>><<llchaos>><<lllchaos>><br>
<<gchaos>><<ggchaos>><<gggchaos>><br><br>
TRUST:<br>
<<ltrust>><<lltrust>><<llltrust>><br>
<<gtrust>><<ggtrust>><<gggtrust>><br><br>
OXYGEN:<br>
<<loxygen>><<goxygen>><br><br>
CONTROL:<br>
<<lcontrol>><<llcontrol>><<llcontrol>><br>
<<gcontrol>><<ggcontrol>><<gggcontrol>><br>
COMBAT CONTROL:<br>
Current Control: $control<br>
"Starting" Control: $controlstart<br>
<<link "Control Up" "statDisplay Test">><<set $control += 250>><</link>> | <<link "Control Down" "statDisplay Test">><<set $control -= 250>><</link>> |
<<link "Starting Control Up" "statDisplay Test">><<set $controlstart += 250>><</link>> | <<link "Starting Control Down" "statDisplay Test">><<set $controlstart -= 250>><</link>>
<br>
<<lcombatcontrol>><<llcombatcontrol>><<lllcombatcontrol>><br>
<<gcombatcontrol>><<ggcombatcontrol>><<gggcombatcontrol>><br><br>
MYSTERY:<br>
<<gmystery>><br><br>
SCHOOL:<br>
<<gschool>><br><br>
SWIMMING:<br>
<<gswimming>><<ggswimming>><<gggswimming>><br><br>
ATHLETICS:<br>
<<gathletics>><<ggathletics>><<gggathletics>><br><br>
DANCE:<br>
<<gdanceskill>><<ggdanceskill>><<gggdanceskill>><br><br>
TENDING:<br>
<<gtending>><<ggtending>><<gggtending>><br><br>
TREASURE:<br>
<<ltreasure>><<gtreasure>><br>
CHANCE OF HARASSMENT:<br>
<<lharass>><<gharass>><<noharass>><br><br>
LOVE:<br>
<<llove>><<lllove>><<llllove>><br>
<<glove>><<gglove>><<ggglove>><br>
WITH NPC ARGUMENT:<br>
<<llove "Robin">><<lllove "Whitney">><<llllove "Kylar">><br>
<<glove "Vrelnir">><<gglove "John Lewdity">><<ggglove "The Cuddle Monster">><br><br>
LUST:<br>
<<llust>><<lllust>><<llllust>><br>
<<glust>><<gglust>><<ggglust>><br><br>
WITH NPC ARGUMENT:<br>
<<llust "Sydney">><<lllust "Avery">><<llllust "Eden">><br>
<<glust "Me">><<gglust "Tutorial Man">><<ggglust "Tentacle Number 529">><br><br>
ROBIN'S TRAUMA:<br>
Current Robin Trauma: <<print C.npc.Robin.trauma>>
<<link "Trauma Up" "statDisplay Test">><<npcincr "Robin" trauma 10>><</link>> | <<link "Trauma Down" "statDisplay Test">><<npcincr "Robin" trauma -10>><</link>> |
<br>
<<lrtrauma>><<llrtrauma>><<lllrtrauma>><br>
<<grtrauma>><<ggrtrauma>><<gggrtrauma>><br><br>
ATTENTION:<br>
<<lattention>><<llattention>><<lllattention>><br>
<<if !$daily.prison>>
<span class="red">DAILY PRISON OBJECT NOT INITIALISED</span>
<<else>>
<<gattention>><<ggattention>><<gggattention>>
<</if>><br><br>
AGGRO (Remy's Encroachment):<br>
<<if !$farm>>
<span class="red">FARM NOT INITIALISED</span>
<</if>>
<<laggro>><<llaggro>><<lllaggro>><br>
<<gaggro>><<ggaggro>><<gggaggro>><br><br>
SUSPICION (Kylar's Jealousy):<br>
<<lksuspicion>><<llksuspicion>><<lllksuspicion>><br>
<<gksuspicion>><<ggksuspicion>><<gggksuspicion>><br><br>
SUSPICION:<br>
<<lsuspicion>><<llsuspicion>><<lllsuspicion>><br>
<<gsuspicion>><<ggsuspicion>><<gggsuspicion>><br><br>
AVERY'S RAGE:<br>
<<if $averyragerevealed is 1>>
<<link "Toggle Avery Rage Reveal" "statDisplay Test">><<set $averyragerevealed to 0>><</link>> CURRENTLY: AVERY RAGE <span class="green">REVEALED</span>
<<else>>
<<link "Toggle Avery Rage Reveal" "statDisplay Test">><<set $averyragerevealed to 1>><</link>> CURRENTLY: AVERY RAGE <span class="red">HIDDEN</span>
<</if>>
<br>
<<larage>><<llarage>><<lllarage>><br>
<<garage>><<ggarage>><<gggarage>><br><br>
ENDEARMENT:<br>
<<lendear>><<llendear>><<lllendear>><br>
<<gendear>><<ggendear>><<gggendear>><br><br>
HOPE:<br>
<<lhope>><<llhope>><<lllhope>><br>
<<ghope>><<gghope>><<ggghope>><br><br>
REBELLIOUSNESS:<br>
<<lreb>><<llreb>><<lllreb>><br>
<<greb>><<ggreb>><<gggreb>><br><br>
BODY SKILLS:<br>
<<ghandskill>><<goralskill>><<gthighskill>><<gbottomskill>><<gvaginalskill>><<gpenileskill>><<ganalskill>><<gfeetskill>><<gchestskill>><br><br>
STOCKHOLM:<br>
<<lstockholm>><<llstockholm>><<lllstockholm>><br>
<<gstockholm>><<ggstockholm>><<gggstockholm>><br><br>
SHAME:<br>
<<lshame>><<llshame>><<lllshame>><br>
<<gshame>><<ggshame>><<gggshame>><br><br>
FARM YIELD:<br>
<<lfarm>><<llfarm>><<lllfarm>><br>
<<gfarm>><<ggfarm>><<gggfarm>><br><br>
WEAPONS:<br>
<<gnet>><<gbaton>><<ggbaton>><<gggbaton>><<gwhip>><<ggwhip>><<gggwhip>><br><br>
SECURITY:<br>
<<lsecurity>><<llsecurity>><<lllsecurity>><br>
<<gsecurity>><<ggsecurity>><<gggsecurity>><br><br>
IMPATIENCE:<br>
<<limpatience>><<llimpatience>><<lllimpatience>><br>
<<gimpatience>><<ggimpatience>><<gggimpatience>><br><br>
INTEREST:<br>
<<linterest>><<llinterest>><<lllinterest>><br>
<<ginterest>><<gginterest>><<ggginterest>><br><br>
DARING:<br>
<<ldaring>><<lldaring>><<llldaring>><br>
<<gdaring>><<ggdaring>><<gggdaring>><br><br>
KNOWLEDGE:<br>
<<gknowledge>><br><br>
BODYWRITING:<br>
<<gbodywriting>><<ggbodywriting>><<gggbodywriting>><br><br>
HALLUCINOGENS:<br>
<<ghallucinogens>><<gghallucinogens>><<ggghallucinogens>><br><br>
OBEDIENCE:<br>
<<lobey>><<llobey>><<lllobey>><br>
<<gobey>><<ggobey>><<gggobey>><br><br>
HUNGER:<br>
<<lhunger>><<llhunger>><<lllhunger>><br>
<<ghunger>><<gghunger>><<ggghunger>><br><br>
ACCEPTANCE:<br>
<<gacceptance>><<ginsecurity "breasts_big">><br><br>
WILLPOWER:<br>
<<gwillpower>><<ggwillpower>><<gggwillpower>><br><br>
PHYSIQUE:<br>
<<lphysique>><<llphysique>><<lllphysique>><br>
<<gphysique>><<ggphysique>><<gggphysique>><br><br>
TANNED:<br>
<<gtanned>><<ggtanned>><<gggtanned>><br><br>
CORRUPTION:<br>
<<link "Give Self Left Ear Slime" "statDisplay Test">><<parasite left_ear slime>><</link>><br>
<<link "Corruption Up" "statDisplay Test">><<set $earSlime.corruption += 20>><</link>> | <<link "Corruption Down" "statDisplay Test">><<set $earSlime.corruption -= 20>><</link>> Current: $earSlime.corruption<br>
<<link "Growth Up" "statDisplay Test">><<set $earSlime.growth += 20>><</link>> | <<link "Growth Down" "statDisplay Test">><<set $earSlime.growth -= 20>><</link>> Current: $earSlime.growth<br>
<<lcorruption>><<llcorruption>><<lllcorruption>><br>
<<gcorruption>><<ggcorruption>><<gggcorruption>><br><br>
AWARENESS:<br>
<<if $innocencestate is 1>>
<<link "Toggle Innocence" "statDisplay Test">><<set $innocencestate to 0>><</link>> CURRENTLY: INNOCENT
<<else>>
<<link "Toggle Innocence" "statDisplay Test">><<set $innocencestate to 1>><</link>> CURRENTLY: AWARE
<</if>>
<br>
<<lawareness>><<llawareness>><<lllawareness>><br>
<<gawareness>><<ggawareness>><<gggawareness>><br><br>
SYDNEY'S PURITY:<br>
<<if C.npc.Sydney.purity gte 1>>
<<link "CORRUPT SYDNEY" "statDisplay Test">><<set C.npc.Sydney.purity to -1>><</link>> CURRENTLY: PURE
<<else>>
<<link "PURIFY SYDNEY" "statDisplay Test">><<set C.npc.Sydney.purity to 1>><</link>> CURRENTLY: CORRUPT
<</if>>
<br>
<<lspurity>><<llspurity>><<lllspurity>><br>
<<gspurity>><<ggspurity>><<gggspurity>><br><br>
SYDNEY'S LUST:<br>
<<lslust>><<llslust>><<lllslust>><br>
<<gslust>><<ggslust>><<gggslust>><br><br>
SCHOOL GRADES:<br>
<<link "Stars to 0" "statDisplay Test">><<set $science_star to 0>><<set $maths_star to 0>><<set $english_star to 0>><<set $history_star to 0>><</link>> |
<<link "Stars to 1" "statDisplay Test">><<set $science_star to 1>><<set $maths_star to 1>><<set $english_star to 1>><<set $history_star to 1>><</link>> |
<<link "Stars to 2" "statDisplay Test">><<set $science_star to 2>><<set $maths_star to 2>><<set $english_star to 2>><<set $history_star to 2>><</link>> |
<<link "Stars to 3" "statDisplay Test">><<set $science_star to 3>><<set $maths_star to 3>><<set $english_star to 3>><<set $history_star to 3>><</link>> |
<br>
<<lscience>><<gscience>><<ggscience>><<gggscience>><br>
<<lmaths>><<gmaths>><<ggmaths>><<gggmaths>><br>
<<lenglish>><<genglish>><<ggenglish>><<gggenglish>><br>
<<lhistory>><<ghistory>><<gghistory>><<ggghistory>><br><br>
HOUSEKEEPING:<br>
Current: $housekeeping
<<link "Housekeeping to 0" "statDisplay Test">><<set $housekeeping to 0>><</link>>
<<link "Housekeeping to 600" "statDisplay Test">><<set $housekeeping to 600>><</link>>
<br>
<<ghousekeeping 500>> (Threshold: 500)<br>
<<gghousekeeping>><<ggghousekeeping>><br><br>
NPC DOMINANCE:<br>
<<ldom>><<lldom>><<llldom>><br>
<<gdom>><<ggdom>><<gggdom>><br>
ROBIN'S CONFIDENCE:<br>
<<npc "Robin" 2>>
<<ldom>><<lldom>><<llldom>><br>
<<gdom>><<ggdom>><<gggdom>><br>
<<endevent>>
MANUAL ARGUMENT NAME CALL:<br>
<<ldom "Vrelnir">><<lldom "Vrelnir">><<llldom "Vrelnir">><br>
<<gdom "Vrelnir">><<ggdom "Vrelnir">><<gggdom "Vrelnir">><br>
WITH MULTIPLE LOADED NAMED NPCS (Whitney slot 0, Robin slot 1):<br>
<<npc "Whitney">><<npc "Eden" 2>>
<<ldom>><<lldom>><<llldom>><br>
<<gdom>><<ggdom>><<gggdom>><br><br>
<<endevent>>
RESPECT:<br>
<<lrespect>><<llrespect>><<lllrespect>><br>
<<grespect>><<ggrespect>><<gggrespect>><br>
PIRATE RESPECT:<br>
<<grespect "scum">><<ggrespect "scum">><<gggrespect "scum">><br>
<<grespect "mate">><<ggrespect "mate">><<gggrespect "mate">><br><br>
ALEX'S DEVIANCY:<br>
<<ladeviancy>><<lladeviancy>><<llladeviancy>><br>
<<gadeviancy>><<ggadeviancy>><<gggadeviancy>><br><br>
HARMONY:<br>
<<gharmony>><<lharmony>><br>
FEROCITY:<br>
<<gferocity>><<lferocity>><br>
WOLF TRUST:<br>
<<wolfpacktrust>><<wolfpackfear>><br><br>
OTHER:<br>
<<incgpenisinsecurity>><<incggpenisinsecurity>><<incgbreastinsecurity>><<gpenisacceptance 10>><br><br>
</span>
<br>
<<if $statdisable is "f">>
<<link "Toggle Stat Disable" "statDisplay Test">><<set $statdisable to "t">><</link>> CURRENTLY: STATS <span class="green">ENABLED</span>
<<elseif $statdisable is "t">>
<<link "Toggle Stat Disable" "statDisplay Test">><<set $statdisable to "f">><</link>> CURRENTLY: STATS <span class="red">DISABLED</span>
<<else>>
<<link "Toggle Stat Disable" "statDisplay Test">><<set $statdisable to "f">><</link>> CURRENTLY: SOMETHING OTHER THAN "t" OR "f" FOR SOME REASON, PROBABLY AN UNRELATED BUG, CLICK TO ENABLE
<</if>>
<br><br><br>
<<link [[Back Home|Bedroom]]>><<endcombat>><</link>>
<br><<effects>>
Take penile virginity: <span class="gold"><<= !unableTakeVirginity("penile") ? "Yes":"No">>.</span><br>
male vaginas 0% + female penises 100% + disable anal:
<span class="gold"><<= ($cbchance is 0 and $dgchance is 100 and $analdisable isnot "f") ? "true":"false">></span><br>
All NPCs are male + male vaginas 0% + disable anal:
<span class="gold"><<= (maleChance() is 100 and $cbchance is 0 and $analdisable isnot "f") ? "true":"false">></span><br>
All NPCs are female + female penises 100% + disable anal:
<span class="gold"><<= (maleChance() is 0 and $dgchance is 100 and $analdisable isnot "f") ? "true":"false">></span><br>
All NPCs are male + male vaginas 100% + strap-on penises 100% + disable anal:
<span class="gold"><<= (maleChance() is 100 and $cbchance is 100 and $straponchance is 100 and $analdisable isnot "f") ? "true":"false">></span><br>
All NPCs are female + female penises 0% + strap-on penises 100% + disable anal:
<span class="gold"><<= (maleChance() is 0 and $dgchance is 0 and $straponchance is 100 and $analdisable isnot "f") ? "true":"false">></span>
<br><br>
Take vaginal virginity: <span class="gold"><<= !unableTakeVirginity("vaginal") ? "Yes":"No">>.</span><br>
male vaginas 100% + female penises 0% + strap-on penises 0%:
<span class="gold"><<= ($cbchance is 100 and $dgchance is 0 and $straponchance is 0) ? "true":"false">></span><br>
All NPCs are male + male vaginas 100% + strap-on penises 0%:
<span class="gold"><<= (maleChance() is 100 and $cbchance is 100 and $straponchance is 0) ? "true":"false">></span><br>
All NPCs are female + female penises 0% + strap-on penises 0%:
<span class="gold"><<= (maleChance() is 0 and $dgchance is 0 and $straponchance is 0) ? "true":"false">></span>
<br><br>
<<set _test to "Virginity Show Test">>
Virginity: <span class="gold"><<= !unableTakeVirginity() and $player.virginity.penile is true and $player.virginity.vaginal is true ? "true" : "false">></span>
<br>
<<link [[Generate Take Virginity NPCs|_test]]>><<endevent>><<generatetakevirginity 1>><<generatetakevirginity 2>><<generatetakevirginity 3>><<generatetakevirginity 4>><<generatetakevirginity 5>><<generatetakevirginity 6>><</link>>
<br>
<<if EventSystem.any() and $debug is 1>>
<<script>>
V.NPCList.forEach((element, index) => {
console.log(`NPC_${index}; penis: ${element.penis}; vagina: ${element.vagina}.`);
});
<</script>>
<</if>>
<<link [[Take Virginity Combat|Underground Virgin Rape]]>><<endevent>><<generatetakevirginity 1>><<set $molestationstart to 1>><</link>>
<br><br>
Brothel Virginity Show:
<br>
<<link [[Briar's Office Show|Briar's Office Show]]>><<endevent>><<npc Briar>><<person1>><<set Time.setDate(Time.getNextWeekdayDate(5))>><</link>>
<br>
<<link [[Brothel Virginity Show|Brothel Stage]]>><<endevent>><<$brothelVirginityIntro to true>><<set Time.setDate(Time.getNextWeekdayDate(5))>><<acceptbrothelshow "virginity">><<set Time.setDate(Time.getNextWeekdayDate(6))>><</link>>
<br>
<<link [[Show Virginity Auction|Brothel Show Virginity Auction]]>><<endevent>><<set $virginitytip to 0>><<set $weekly.brothelVirginityShow to 0>><</link>>
<br>
Underground Brothel Virginity Show:
<br>
<<link [[Underground Brothel Virginity Show|Underground Intro]]>><<endevent>><<generate1>><<generate2>><</link>>
<br><br>
<<link [[Gameplay Settings|Settings]]>><<set $settingsExitPassage to "Virginity Show Test">><</link>>
<br>
<<link [[Back Home|Bedroom]]>><<endevent>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<generate1>><<generate2>><<generate3>><<person1>>
<br><br>
<span class="red">The gang advances...</span>
<br><br>
<<controlloss>>
<br>
<<violence 1>>
<<neutral 1>>
<<maninit>>
<</if>>
<div class="debugBorder"><<effects>></div>
<div class="debugBorder"><<effectsman>></div>
<div class="debugBorder"><<man>></div>
<div class="debugBorder"><<audience>></div>
<div class="debugBorder"><<stateman>></div>
<br><br>
<div class="debugBorder"><<debugactionsman>></div>
<<if $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|UITest1 Finish]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0>>
<span id="next"><<link [[Next|UITest1 Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|UITest1]]>><</link>></span><<nexttext>>
<</if>>Demo Over<<widget "debugactionsman">>
<!-- Unused -->
<</widget>><<link [[Return|$lastPassage]]>>
<<unset $lastPassage>>
<</link>>
<br><br>
Report errors on this page, unsupported features, or if generated and reference images look different.
<br>
<div id="useragent">
<b>User-Agent (browser & OS versions)</b>: <<print navigator.userAgent>>.
<<link "Hide">><<remove '#useragent'>><</link>>
<br><br>
</div>
1. <b>globalCompositeOperation</b>:
<<twinescript>>
let c2d = Renderer.createCanvas(16, 16);
_gcoSupported = 'globalCompositeOperation' in c2d && typeof c2d.globalCompositeOperation is 'string';
_gaSupported = 'globalAlpha' in c2d && typeof c2d.globalAlpha is 'number';
<</twinescript>>
<<if _gcoSupported>>
<span class="green">supported</span>.
<<else>>
<span class="red">not supported</span>. Most of the renderer features will not work.
<</if>>
<br>
<<dynamicblock delay "id=ontestimageloaded">>
2. <b>getImageData</b>:
<<twinescript>>
_gidSupported = false;
let c2d = Renderer.createCanvas(_width, _height);
c2d.drawImage(_testimg, 0, 0);
try {
c2d.getImageData(0, 0, _width, _height);
_gidSupported = true;
} catch (e){
console.debug(e);
}
<</twinescript>>
<<if _gidSupported>>
<span class="green">supported</span>. That's surprising.
<<else>>
not supported. That's the expected result.
<</if>>
<br>
3. <b>Composition modes</b>
<br>
<<if _gcoSupported>>
<div style="background:#8000ff;display:inline-block">
<<twinescript>>
let c2d = Renderer.createCanvas(_width*7, _height);
function testOneMode(index, mode, fill) {
c2d.globalCompositeOperation = 'source-over';
c2d.fillStyle = fill;
c2d.fillRect(_width*index, 0, _width, _height);
c2d.globalCompositeOperation = mode;
c2d.drawImage(_testimg, _width*index, 0);
}
testOneMode(0, 'destination-in', '#00ff80');
testOneMode(1, 'saturation', '#ff0000');
testOneMode(2, 'multiply', '#808080');
testOneMode(3, 'screen', '#404040');
testOneMode(4, 'hard-light', '#00ff80');
testOneMode(5, 'color-dodge', '#404040');
testOneMode(6, 'color-burn', '#808080');
output.append(c2d.canvas);
<</twinescript>>
</div>
- generated image
<br>
<div style="background:#8000ff;display:inline-block;">
<img src="img/testref1.png" style="vertical-align:middle">
</div>
- reference image
<br>
<i>Composition modes, left-to-right: destination-in, saturation, multiply, screen, hard-light, color-dodge, color-burn</i>
<br>
<<else>>
<span class="red">not supported</span><br>
<</if>>
4. <b>globalAlpha</b>
<br>
<<if _gaSupported>>
<<twinescript>>
let c2d = Renderer.createCanvas(_width, _height);
c2d.fillStyle = '#00ff80';
c2d.fillRect(0, 0, _width, _height);
c2d.globalAlpha = 0.5;
c2d.drawImage(_testimg, 0, 0);
output.append(c2d.canvas);
<</twinescript>>
- generated image
<br>
<img src="img/testref2.png" style="vertical-align:middle">
- reference image
<br>
<<else>>
<span class="red" not supported</span><br>
<</if>>
<</dynamicblock>>
<<twinescript>>
let image = new Image();
image.onload = ()=>{
_testimg = image;
_width = Number(image.width);
_height = Number(image.height);
Dynamic.render("ontestimageloaded");
}
image.src = "img/test0.png";
<</twinescript>>
5. <b>Model test run</b>
<br>
<div style="display:flex">
<div style="margin:0 2px">
Generated image:<br>
<div style="width:160px;height:192px;overflow:hidden;background:#8000ff;">
<<selectmodel "main">>
<<set _modeloptions.mouth to 'neutral'>>
<<set _modeloptions.skin_tone to 1>>
<<set _modeloptions.worn.head.index to 2>>
<<set _modeloptions.worn.head.colour to 'custom'>>
<<set _modeloptions.filters.worn.head.custom to {blend:{gradient:'linear',values:[110,60,130,30],colors:['#000000','#FF0000']},blendMode:'hard-light'}>>
<<set _modeloptions.worn.upper.index to 1>>
<<set _modeloptions.worn.upper.alpha to 0.7>>
<<set _modeloptions.worn.upper.colour to "custom">>
<<set _modeloptions.filters.worn.upper.custom to getCustomClothesColourCanvasFilter(90,1,4,2)>>
<<set _modeloptions.worn.under_lower.index to 1>>
<<set _modeloptions.worn.under_lower.colour to 'red'>>
<<set _modeloptions.worn.lower.index to 1>>
<<set _modeloptions.worn.lower.alpha to 0.7>>
<<set _modeloptions.worn.lower.colour to _modeloptions.worn_upper_colour>>
<<set _modeloptions.filters.worn_lower_custom to _modeloptions.filters.worn_upper_custom>>
<<rendermodel>>
</div>
</div>
<div>
Reference image:<br>
<div style="width:160px;height:192px;overflow:hidden;background:#8000ff;">
<img src="img/testref3.png">
</div>
</div>
</div>
<br>
<<link [[Return|$lastPassage]]>>
<<unset $lastPassage>>
<</link>><<silently>><<effects>><</silently>><br>
/*<<Avatar>>*/
<<link [[<<|Testing Room]]>><<set $pain -= 10>><</link>>
<<link [[<|Testing Room]]>><<set $pain -= 5>><</link>>
Pain (<<print $pain>>)
<<link [[>|Testing Room]]>><<set $pain += 5>><</link>>
<<link [[>>|Testing Room]]>><<set $pain += 10>><</link>>
<br>
<<link [[<<|Testing Room]]>><<arousal -1000>><</link>>
<<link [[<|Testing Room]]>><<arousal -100>><</link>>
Arousal (<<print $arousal>>)
<<link [[>|Testing Room]]>><<arousal 100>><</link>>
<<link [[>>|Testing Room]]>><<arousal 1000>><</link>>
<br>
<<link [[<<|Testing Room]]>><<set $stress -= 1000>><</link>>
<<link [[<|Testing Room]]>><<set $stress -= 100>><</link>>
Stress (<<print $stress>>)
<<link [[>|Testing Room]]>><<set $stress += 100>><</link>>
<<link [[>>|Testing Room]]>><<set $stress += 1000>><</link>>
<br>
<<link [[<<|Testing Room]]>><<set $trauma -= 1000>><</link>>
<<link [[<|Testing Room]]>><<set $trauma -= 100>><</link>>
Trauma (<<print $trauma>>)
<<link [[>|Testing Room]]>><<set $trauma += 100>><</link>>
<<link [[>>|Testing Room]]>><<set $trauma += 1000>><</link>>
<br><br>
<<link [[<<|Testing Room]]>><<set $promiscuity -= 10>><</link>>
<<link [[<|Testing Room]]>><<set $promiscuity -= 2>><</link>>
Promiscuity (<<print $promiscuity>>)
<<link [[>|Testing Room]]>><<set $promiscuity += 2>><</link>>
<<link [[>>|Testing Room]]>><<set $promiscuity += 10>><</link>>
<br>
<<link [[<<|Testing Room]]>><<set $exhibitionism -= 10>><</link>>
<<link [[<|Testing Room]]>><<set $exhibitionism -= 2>><</link>>
Exhibitionism (<<print $exhibitionism>>)
<<link [[>|Testing Room]]>><<set $exhibitionism += 2>><</link>>
<<link [[>>|Testing Room]]>><<set $exhibitionism += 10>><</link>>
<br><br>
Toggle:
<<link [[Gender|Testing Room]]>>
/* note: add ability to switch to herm gender in the future; maybe a set of (three) buttons to pick which gender instead of a toggle? */
<<set $player.gender to ($player.gender is "m" ? "f" : "m")>>
<<set $player.penisExist to ($player.gender is "m")>>
<<set $player.ballsExist to ($player.gender is "m")>>
<<set $player.vaginaExist to ($player.gender is "f")>>
<</link>> |
<<link [[Sex|Testing Room]]>>
<<set $player.sex to ($player.sex is "m" ? "f" : "m")>>
<<set $player.penisExist to ($player.gender is "m")>>
<<set $player.ballsExist to ($player.gender is "m")>>
<<set $player.vaginaExist to ($player.gender is "f")>>
<</link>> |
<<link [[Virginity|Testing Room]]>>
<<if $player.virginity.penile isnot true or $player.virginity.vaginal isnot true>>
<<set $player.virginity.vaginal to true>><<set $player.virginity.penile to true>><<set $player.virginity.anal to true>><<set $player.virginity.oral to true>>
<<else>>
<<set $player.virginity.vaginal to false>><<set $player.virginity.penile to false>><<set $player.virginity.anal to false>><<set $player.virginity.oral to false>><<set $player.virginity.temple to false>>
<</if>>
<</link>> |
<<link [[Hirsute|Testing Room]]>>
<<set $hirsutedisable to ($hirsutedisable is "t"? "f" : "t")>>
<</link>> |
<<link [[Bound Left Arm|Testing Room]]>>
<<if $leftarm is "bound">>
<<set $leftarm to 0>><<set $leftboundcarry to 0>>
<<else>>
<<set $leftarm to "bound">>
<</if>>
<</link>> |
<<link [[Bound Right Arm|Testing Room]]>>
<<if $rightarm is "bound">>
<<set $rightarm to 0>><<set $rightboundcarry to 0>>
<<else>>
<<set $rightarm to "bound">>
<</if>>
<</link>>
<br><br>
Breast Size - 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12
<br>
Hair Colour (<<print $haircolour>>):
<<link [[Black|Testing Room]]>><<set $haircolour to "black">><</link>> |
<<link [[Brown|Testing Room]]>><<set $haircolour to "brown">><</link>> |
<<link [[Red|Testing Room]]>><<set $haircolour to "red">><</link>> |
<<link [[Ginger|Testing Room]]>><<set $haircolour to "ginger">><</link>> |
<<link [[Blond|Testing Room]]>><<set $haircolour to "blond">><</link>> |
<<link [[Green|Testing Room]]>><<set $haircolour to "green">><</link>> |
<<link [[Blue|Testing Room]]>><<set $haircolour to "blue">><</link>> |
<<link [[Purple|Testing Room]]>><<set $haircolour to "purple">><</link>>
<br>
Fringe Colour (<<print $hairfringecolour>>):
<<link [[Black|Testing Room]]>><<set $hairfringecolour to "black">><</link>> |
<<link [[Brown|Testing Room]]>><<set $hairfringecolour to "brown">><</link>> |
<<link [[Red|Testing Room]]>><<set $hairfringecolour to "red">><</link>> |
<<link [[Ginger|Testing Room]]>><<set $hairfringecolour to "ginger">><</link>> |
<<link [[Blond|Testing Room]]>><<set $hairfringecolour to "blond">><</link>> |
<<link [[Green|Testing Room]]>><<set $hairfringecolour to "green">><</link>> |
<<link [[Blue|Testing Room]]>><<set $hairfringecolour to "blue">><</link>> |
<<link [[Purple|Testing Room]]>><<set $hairfringecolour to "purple">><</link>>
<br>
<<link [[<<|Testing Room]]>><<set $hairlength -= 100>><</link>>
<<link [[<|Testing Room]]>><<set $hairlength -= 10>><</link>>
Hair Length (<<print $hairlength>>)
<<link [[>|Testing Room]]>><<set $hairlength += 10>><</link>>
<<link [[>>|Testing Room]]>><<set $hairlength += 100>><</link>>
<br>
Eye Colour (<<print $leftEyeColour>>/<<print $rightEyeColour>>):
<<link [[Hazel|Testing Room]]>><<set $leftEyeColour to "hazel">><<set $rightEyeColour to "hazel">><</link>> |
<<link [[Amber|Testing Room]]>><<set $leftEyeColour to "amber">><<set $rightEyeColour to "amber">><</link>> |
<<link [[Green|Testing Room]]>><<set $leftEyeColour to "green">><<set $rightEyeColour to "green">><</link>> |
<<link [[Dark Blue|Testing Room]]>><<set $leftEyeColour to "dark blue">><<set $rightEyeColour to "dark blue">><</link>> |
<<link [[Light Blue|Testing Room]]>><<set $leftEyeColour to "light blue">><<set $rightEyeColour to "light blue">><</link>> |
<<link [[Purple|Testing Room]]>><<set $leftEyeColour to "purple">><<set $rightEyeColour to "purple">><</link>>
<br><br>
<<link [[<|Testing Room]]>><<set $wolfgirl -= 1>><</link>>
Wolf (<<print $wolfgirl>>)
<<link [[>|Testing Room]]>><<set $wolfgirl += 1>><</link>> |
<<link [[<|Testing Room]]>><<set $angel -= 1>><</link>>
Angel (<<print $angel>>)
<<link [[>|Testing Room]]>><<set $angel += 1>><</link>> |
<<link [[<|Testing Room]]>><<set $demon -= 1>><</link>>
Demon (<<print $demon>>)
<<link [[>|Testing Room]]>><<set $demon += 1>><</link>> |
<<link [[<|Testing Room]]>><<set $fallenangel -= 1>><</link>>
Fallen Angel (<<print $fallenangel>>)
<<link [[>|Testing Room]]>><<set $fallenangel += 1>><</link>>
<br><br>
Semen:
<<link [[<|Testing Room]]>><<bodyliquid "vagina" "semen" -1>><</link>>
Vagina (<<print $player.bodyliquid.vagina.semen>>)
<<link [[>|Testing Room]]>><<bodyliquid "vagina" "semen">><</link>> |
<<link [[<|Testing Room]]>><<bodyliquid "anus" "semen" -1>><</link>>
Anus (<<print $player.bodyliquid.anus.semen>>)
<<link [[>|Testing Room]]>><<bodyliquid "anus" "semen">><</link>> |
<<link [[<|Testing Room]]>><<bodyliquid "mouth" "semen" -1>><</link>>
Mouth (<<print $player.bodyliquid.mouth.semen>>)
<<link [[>|Testing Room]]>><<bodyliquid "mouth" "semen" 1>><</link>>
<br>
Goo:
<<link [[<|Testing Room]]>><<bodyliquid "vagina" "goo" -1>><</link>>
Vagina (<<print $player.bodyliquid.vagina.goo>>)
<<link [[>|Testing Room]]>><<bodyliquid "vagina" "goo">><</link>> |
<<link [[<|Testing Room]]>><<bodyliquid "anus" "goo" -1>><</link>>
Anus (<<print $player.bodyliquid.anus.goo>>)
<<link [[>|Testing Room]]>><<bodyliquid "anus" "goo">><</link>> |
<<link [[<|Testing Room]]>><<bodyliquid "mouth" "goo" -1>><</link>>
Mouth (<<print $player.bodyliquid.mouth.goo>>)
<<link [[>|Testing Room]]>><<bodyliquid "mouth" "goo">><</link>>
<br>
Parasite:
<<link [[Chest|Testing Room]]>>
<<if $parasite.nipples.name is undefined>>
<<parasite nipples urchin>>
<<else>>
<<removeparasite nipples>>
<</if>>
<</link>> |
<<link [[Penis|Testing Room]]>>
<<if $parasite.penis.name is undefined>>
<<parasite penis urchin>>
<<else>>
<<removeparasite penis>>
<</if>>
<</link>> |
<<link [[Clit|Testing Room]]>>
<<if $parasite.clit.name is undefined>>
<<parasite clit urchin>>
<<else>>
<<removeparasite clit>>
<</if>>
<</link>>
<br><br>
Upper Clothes:
<<link [[<<|Testing Room]]>><<set $worn.upper.integrity -= 10>><</link>>
<<link [[<|Testing Room]]>><<set $worn.upper.integrity -= 1>><</link>>
Integrity (<<print $worn.upper.integrity>>)
<<link [[>|Testing Room]]>><<set $worn.upper.integrity += 1>><</link>>
<<link [[>>|Testing Room]]>><<set $worn.upper.integrity += 10>><</link>> |
<<link [[<|Testing Room]]>><<set $upperwet -= 100>><</link>>
Wet (<<print $upperwet>>)
<<link [[>|Testing Room]]>><<set $upperwet += 1>><</link>>
<br>
Lower Clothes:
<<link [[<<|Testing Room]]>><<set $worn.lower.integrity -= 10>><</link>>
<<link [[<|Testing Room]]>><<set $worn.lower.integrity -= 1>><</link>>
Integrity (<<print $worn.lower.integrity>>)
<<link [[>|Testing Room]]>><<set $worn.lower.integrity += 1>><</link>>
<<link [[>>|Testing Room]]>><<set $worn.lower.integrity += 10>><</link>> |
<<link [[<|Testing Room]]>><<set $lowerwet -= 100>><</link>>
Wet (<<print $lowerwet>>)
<<link [[>|Testing Room]]>><<set $lowerwet += 1>><</link>>
<br>
Under Bottoms:
<<link [[<<|Testing Room]]>><<set $worn.under_lower.integrity -= 10>><</link>>
<<link [[<|Testing Room]]>><<set $worn.under_lower.integrity -= 1>><</link>>
Integrity (<<print $worn.under_lower.integrity>>)
<<link [[>|Testing Room]]>><<set $worn.under_lower.integrity += 1>><</link>>
<<link [[>>|Testing Room]]>><<set $worn.under_lower.integrity += 10>><</link>> |
<<link [[<|Testing Room]]>><<set $underlowerwet -= 100>><</link>>
Wet (<<print $underlowerwet>>)
<<link [[>|Testing Room]]>><<set $underlowerwet += 1>><</link>>
<br>
Under Top:
<<link [[<<|Testing Room]]>><<set $worn.under_upper.integrity -= 10>><</link>>
<<link [[<|Testing Room]]>><<set $worn.under_upper.integrity -= 1>><</link>>
Integrity (<<print $worn.under_upper.integrity>>)
<<link [[>|Testing Room]]>><<set $worn.under_upper.integrity += 1>><</link>>
<<link [[>>|Testing Room]]>><<set $worn.under_upper.integrity += 10>><</link>> |
<<link [[<|Testing Room]]>><<set $underupperwet -= 100>><</link>>
Wet (<<print $underupperwet>>)
<<link [[>|Testing Room]]>><<set $underupperwet += 1>><</link>>
<br>
/*ToDo: Add handling for toggling clothing.*/
/*ToDo: Wardrobe and Shop*/
<br><br>
<<link [[Bedroom]]>><</link>>
<br><<widget "attitudes">>
<div class="settingsGrid">
<div class="settingsHeader">Attitudes</div>
<div class="settingsToggleItem">
<span class="gold bold">How do you feel about consensual sex?</span>
<br>
<span class="black small-description"><i>Provides a bonus after consensual sex based on how assertive you were.</i></span>
<br>
<label>
<<radiobutton "$assertiveaction" "submissive" autocheck>>
<span class="meek">I like making people feel good</span> (increase submissiveness)
</label>
<br>
<label>
<<radiobutton "$assertiveaction" "defiant" autocheck>>
<span class="brat">I like being in control</span> (increase defiance)
</label>
<br>
<label>
<<radiobutton "$assertiveaction" "trauma" autocheck>>
<span class="green">It's naughty</span> (decrease trauma)
</label>
<br>
<label>
<<radiobutton "$assertiveaction" "stress" autocheck>>
<span class="green">It's fun</span> (decrease stress)
</label>
</div>
<div class="settingsToggleItem">
<span class="gold bold">With what demeanor do you speak with others?</span>
<br>
<label><<radiobutton "$speech_attitude" "neutral" autocheck>> Neutral</label>
<br>
<label><<radiobutton "$speech_attitude" "meek" autocheck>> <span class="meek">Meek</span></label>
<br>
/* <input type="radio" disabled /> <span class="black"><i>You're too defiant to adopt a meek demeanor.</i></span>
<br> */
<label><<radiobutton "$speech_attitude" "bratty" autocheck>> <span class="brat">Bratty</span></label>
<br>
</div>
<div class="settingsToggleItem">
<span class="gold bold">What makes you feel uncomfortable?</span>
<br>
/* some events can force the switches to false without actually unlocking them */
<<if $attitudesControl.unlockExhibitionismUnderwear or $uncomfortable.underwear is false>>
<label><<checkbox "$uncomfortable.underwear" false true autocheck>> Having your underwear seen by others</label>
<<else>>
<input type="checkbox" checked disabled /> <span class="black">Having your underwear seen by others</span>
<br>
<span class="blue small-description"><i>Requires higher exhibitionism.</i></span>
<</if>>
<br>
<<if $attitudesControl.unlockExhibitionismNude or $uncomfortable.nude is false>>
<label><<checkbox "$uncomfortable.nude" false true autocheck>> Being nude in front of others</label>
<<else>>
<input type="checkbox" checked disabled /> <span class="black">Being nude in front of others</span>
<br>
<span class="blue small-description"><i>Requires higher exhibitionism.</i></span>
<</if>>
<br>
<<if $attitudesControl.unlockProstitution>>
<label><<checkbox "$uncomfortable.prostituting" false true autocheck>> Prostituting yourself to help avoid Bailey's torments
<br>
<span class="black small-description"><i>If unchecked, you can prostitute yourself without appropriate promiscuity. Doing so will decrease control.</i></span></label>
<<else>>
<input type="checkbox" checked disabled /> <span class="black">Prostituting yourself to help avoid Bailey's torments</span>
<br>
<span class="blue small-description"><i>Bailey hasn't scared you enough.</i></span>
<</if>>
<br>
<<if $gamemode isnot "hard">>
<<if $attitudesControl.unlockLewd>>
<label><<checkbox "$uncomfortable.lewd" false true autocheck>> Reflecting on all the lewd acts you've performed
<br>
<span class="black small-description"><i>If unchecked, exhibitionism, promiscuity, and deviancy will not decay. This can make managing control difficult.</i></span></label>
<<else>>
<input type="checkbox" checked disabled /> <span class="black">Reflecting on all the lewd acts you've performed</span>
<br>
<span class="blue small-description"><i>Requires higher exhibitionism, deviancy, or promiscuity.</i></span>
<</if>>
<br>
<</if>>
<<if $attitudesControl.unlockHypnosis>>
<label><<checkbox "$uncomfortable.hypnosis" false true autocheck>> Being hypnotised during sex
<br>
<span class="black small-description"><i>If unchecked, you will accept hypnosis attempts during combat regardless of willpower.</i></span></label>
<br>
<</if>>
</div>
<<set _loveIntStart1 to $loveInterest.primary>>
<<set _loveIntStart2 to $loveInterest.secondary>>
<<set _loveIntStart3 to $loveInterest.tertiary>>
<<set _loveIntStart4 to $loveInterest.quarternary>>
<<set _loveIntStart5 to $loveInterest.quinary>>
<<set _loveIntStart6 to $loveInterest.senary>>
<div id="loveInterest" class="settingsToggleItem">
<div class="gold bold">Who do you consider to be your love interest?</div>
<<loveInterest>>
</div>
<<loveInterestFunction>>
</div>
<hr>
<div class="settingsGrid">
<div class="settingsHeader">Default Combat Actions</div>
<div class="settingsToggleItemWide">
<<setupDefaults>>
<span class="gold bold">How do you feel about others?</span>
<br>
<<if $moleststat gt 0 or $debug is 1>>
<<set _options to ["Everyone","Strangers","Animals","Tentacles","Acquaintances","Robin","Bailey"]>>
<<set _named to ["Whitney","Kylar","Eden","Avery","Leighton","Sydney","Alex","Ivory Wraith","Black Wolf","Great Hawk"]>>
<<for _i to 0; _i lt _named.length; _i++>>
<<set _index to $NPCNameList.indexOf(_named[_i])>>
<<if $NPCName[_index].init is 1>>
<<run _options.push(_named[_i])>>
<</if>>
<</for>>
<<run _options.push("Alternative")>>
<<run _options.push("Defiant")>>
<<run _options.push("Submissive")>>
/*Data for the later loops*/
<<set _titles to ["Left Hand","Right Hand","Feet","Mouth","Penis","Vagina","Anus"]>>
<<set _dataName to ["leftaction","rightaction","feetaction","mouthaction","penisaction","vaginaaction","anusaction"]>>
<<set _data to ["_leftHand","_rightHand","_feet","_mouth","_penis","_vagina","_anus"]>>
<<set _defaultActions = DefaultActions.load(DefaultActions.create())>>
<<listbox "_defaultoption" autoselect>>
<<optionsfrom _options>>
<</listbox>>
<<combatDefaults>>
<br>
<<set _currentActionSet to 0>>
<div id="othersFeelings">
<<othersFeelings 0>>
</div>
<<else>>
<span class="black"><i>Default Actions will be unlocked after your first encounter.</i></span>
<</if>>
</div>
</div>
<hr>
<div class="settingsGrid">
<div class="settingsHeader">DoLP Attitudes Settings</div>
<div class="settingsToggleItemWide">
<<if $attitudesControl.unlockSadoMaso>>
<label><<checkbox "$uncomfortable.sadoMaso" false true autocheck>> You're uncomfortable reflecting on your depravity. <i>If unchecked, sadism and masochism will not decay.</i></label>
<<else>>
<input type="checkbox" checked disabled /> <span class="black">You're uncomfortable reflecting on your depravity.</span>
<br>
<span class="black"><i>Unlock level 2 sadism or masochism.</i></span>
<</if>>
<br>
<<if $attitudesControl.unlockWillpower>>
<label><<checkbox "$willpowerDecay" false true autocheck>> Your willpower wanes. <i>If unchecked, willpower will not decay.</i></label>
<<else>>
<input type="checkbox" checked disabled /> <span class="black"> Your willpower wanes.</span>
<br>
<span class="black"><i>Unlock level 4 willpower.</i></span>
<</if>>
<br>
<<if $combatExtended.reverseRape is 1>>
<<if hasSexStat("promiscuity", 5)>>
<label><<checkbox "$reverseRapeOptOut" 0 1 autocheck>> You seek to turn the tables on everyone. <i>If unchecked, reverse rape will not initiate by default.</i></label>
<<else>>
<input type="checkbox" checked disabled /> <span class="black"> You can't fathom trying to turn the tables on your attackers.</span>
<br>
<span class="black"><i>Unlock level 5 promiscuity.</i></span>
<</if>>
<</if>>
<br>
<label><<checkbox "$willpowerCum" 0 1 autocheck>> You cum even if you resist the stun. <i>If unchecked, you will not cum if you suceed the willpower check during an orgasm.</i></label>
</div>
<</widget>>
<<widget "othersFeelings">>
<<set _currentOptions to _args[0]>>
<<set _stringDefault to "_defaultActions.consensual."+_options[_currentOptions]>>
<<switch _options[_currentOptions]>>
<<case "Everyone">><span class="red small-description">"Everyone" will only apply defaults when the "Override related settings" link is used. This will override defaults for every NPC.</span>
<<set _requireConfirm to true>>
<<case "Acquaintances">><span class="red small-description">Will override the other named acquaintances in the list if you use "Override related settings".</span>
<<set _requireConfirm to true>>
<<case "Alternative" "Defiant" "Submissive">>Can be used to replace moves mid-combat. Is not changed by "Override related settings" in any way.
<<set _requireConfirm to false>>
<<default>><<set _requireConfirm to false>>
<</switch>>
<br><br>
<span class="gold bold">Selected Action Set:</span>
<br>
Your first action set has highest priority. Default options in higher sets are used if the default action in a lower set is unavailable.
<div class="featButtonContainer no-numberify">
<<if _currentActionSet gt 0>>
<div class="featButton">
<<button "<span class='fa-icon fa-left'></span>">>
<<set _currentActionSet-->>
<<replace #othersFeelings>><<othersFeelings _currentOptions>><</replace>>
<</button>>
</div>
<<else>>
<div class="featButtonGrey">
<<button "<span class='fa-icon fa-left'></span>">><</button>>
</div>
<</if>>
<div class="gold featButton buttonDisable">
<<set _selectedActionSet to _currentActionSet + 1>>
<<button "_selectedActionSet / $maxDefaultActionSets">><</button>>
</div>
<<if _currentActionSet lt $maxDefaultActionSets - 1>>
<div class="featButton">
<<button "<span class='fa-icon fa-right'></span>">>
<<set _currentActionSet++>>
<<replace #othersFeelings>><<othersFeelings _currentOptions>><</replace>>
<</button>>
</div>
<<else>>
<div class="featButtonGrey">
<<button "<span class='fa-icon fa-right'></span>">><</button>>
</div>
<</if>>
</div>
<hr>
Consensual Sex:
<br>
<span class="black small-description">Some actions require sufficient lewdity.</span>
<br>
<<if _options[_currentOptions] is "Tentacles">>
<<tentacleDefaults false>>
<<else>>
<<sexDefaults false>>
<</if>>
<ul class="listMargin">
<<for _i to 0; _i lt _titles.length; _i++>>
<<if (_titles[_i] is "Penis" and !$player.penisExist) or (_titles[_i] is "Vagina" and !$player.vaginaExist)>>
<<continue>>
<</if>>
<!-- This creates the consensual list of items. -->
<li>
<<print _titles[_i]>>:
<<print '<<listbox "'+_stringDefault+'.'+_dataName[_i]+'['+_currentActionSet+']" autoselect>><<optionsfrom '+_data[_i]+'>><</listbox>>'>>
</li>
<</for>>
<<if _options[_currentOptions] is "Tentacles">>
<li>
<label>Auto Select different tentacle for grab actions when the current tentacle is occupied <<print '<<checkbox "_defaultActions.consensual.Tentacles.regrab[0]" false true ' + (_defaultActions.consensual.Tentacles.regrab[0] is true ? "checked" : "") + '>>'>></label>
</li>
<</if>>
<<if _defaultActions.consensual[_options[_currentOptions]].askActions isnot undefined>>
<li>
<label>Ask them:
<<print '<<listbox "'+_stringDefault+'.askActions['+_currentActionSet+']" autoselect>><<optionsfrom _askActions>><</listbox>>'>></label>
</li>
<</if>>
</ul>
<<set _stringDefault to "_defaultActions.rape."+_options[_currentOptions]>>
<<if _options[_currentOptions] isnot "Robin">>
<<if _options[_currentOptions] is "Tentacles">>
<<tentacleDefaults true>>
<<else>>
<<sexDefaults true>>
<</if>>
<br><br>
Assault:
<br>
<ul class="listMargin">
<<for _i to 0; _i lt _titles.length; _i++>>
<<if (_titles[_i] is "Penis" and !$player.penisExist) or (_titles[_i] is "Vagina" and !$player.vaginaExist)>>
<<continue>>
<</if>>
<li>
<<print _titles[_i]>>:
<<print '<<listbox "'+_stringDefault+"."+_dataName[_i]+'['+_currentActionSet+']" autoselect>><<optionsfrom '+_data[_i]+'>><</listbox>>'>>
</li>
<</for>>
<<if _options[_currentOptions] is "Tentacles">>
<li>
<label>Auto Select different tentacle for grab actions when the current tentacle is occupied <<print '<<checkbox "_defaultActions.rape.Tentacles.regrab[0]" false true ' + (_defaultActions.rape.Tentacles.regrab[0] is true ? "checked" : "") + '>>'>></label>
</li>
<</if>>
<<if _defaultActions.rape[_options[_currentOptions]].askActions isnot undefined>>
<li>
<label>Ask them:
<<print '<<listbox "'+_stringDefault+'.askActions['+_currentActionSet+']" autoselect>><<optionsfrom _askActions>><</listbox>>'>></label>
</li>
<</if>>
</ul>
<</if>>
<br>
<<if _requireConfirm is true>>
<br>
<<link [[Override related settings|$passage]]>>
<<run DefaultActions.save(T.defaultActions)>>
<<switch _options[_currentOptions]>>
<<case "Everyone">>
<<set _options to ["Strangers","Animals","Acquaintances","Robin", "Bailey","Whitney","Kylar","Eden","Avery","Leighton","Sydney","Black Wolf","Great Hawk"]>>
<<for _option range _options>>
<<if !$actionDefaults.consensual>>
<<set $actionDefaults.consensual to {}>>
<</if>>
<<if !$actionDefaults.rape>>
<<set $actionDefaults.rape to {}>>
<</if>>
<<set _index to $NPCNameList.indexOf(_option)>>
<<if $NPCName[_index] && $NPCName[_index].init isnot 1>>
<<continue>>
<</if>>
<<set $actionDefaults.consensual[_option] to clone($actionDefaults.consensual.Everyone)>>
<<set $actionDefaults.rape[_option] to clone($actionDefaults.rape.Everyone)>>
<</for>>
<<case "Acquaintances">>
<<set _options to ["Robin","Bailey","Whitney","Kylar","Eden","Avery","Leighton","Sydney","Black Wolf","Great Hawk"]>>
<<for _option range _options>>
<<if !$actionDefaults.consensual>>
<<set $actionDefaults.consensual to {}>>
<</if>>
<<if !$actionDefaults.rape>>
<<set $actionDefaults.rape to {}>>
<</if>>
<<set _index to $NPCNameList.indexOf(_option)>>
<<if $NPCName[_index] && $NPCName[_index].init isnot 1>>
<<continue>>
<</if>>
<<set $actionDefaults.consensual[_option] to clone($actionDefaults.consensual.Everyone)>>
<<set $actionDefaults.rape[_option] to clone($actionDefaults.rape.Everyone)>>
<</for>>
<</switch>>
<</link>>
<</if>>
<</widget>>
<<widget "setupDefaults">>
<!-- Use default action sets to create array for each default action. -->
<<if $maxDefaultActionSets === undefined>>
<<set $maxDefaultActionSets = 2>>
<</if>>
<<set $actionDefaults = DefaultActions.check(DefaultActions.setup())>>
<</widget>>
<!-- _args[0] As Boolean: false is consensual, true is non-consensual. -->
<<widget "sexDefaults">>
<<set _leftHand to {
"Rest": "rest",
"Stroke": "leftchest",
"Hold behind back": "behind",
"Stop holding behind": "stopbehind"
}>>
<<if _args[0] is true>>
<<set _leftHand["Punch"] to "lefthit">>
<<if $worn.handheld.type.includes("rainproof") and $worn.handheld.integrity gte 1>>
<<set _leftHand["Umbrella"] to "leftumbrella">>
<</if>>
<<if $combatExtended.blocking is 1>>
<<set _leftHand["Block"] to "leftblock">>
<</if>>
<<if $combatExtended.countering is 1>>
<<set _leftHand["Counter"] to "leftcounter">>
<</if>>
<<if $combatExtended.feinting is 1>>
<<set _leftHand["Feint"] to "leftfeint">>
<</if>>
<<if $combatExtended.hookpunching is 1 and $combatExtended.stabilityLost is 0>>
<<set _leftHand["Hook Punch"] to "lefthookpunch">>
<</if>>
<<set _leftHand["Pull their hand off your neck"] to "stopchokenoncon">>
<<set _leftHand["Pull their face off your crotch"] to "stoporalnoncon">>
<<else>>
<<set _leftHand["Press their hand to your neck"] to "keepchoke">>
<<set _leftHand["Take their hand off your neck"] to "stopchoke">>
<<set _leftHand["Take their face off your crotch"] to "stoporal">>
<</if>>
<<set _leftHand["Cover your face"] to "leftcoverface">>
<<set _leftHand["Pose for camera"] to "leftcamerapose">>
<<set _leftHand["Whack the writing tool away"] to "penwhack">>
<<set _leftHand["Whack the hypnotic instrument away"] to "hypnosiswhack">>
<<if currentSkillValue('skulduggery') gte 200>>
<<set _leftHand["Steal"] to "steal">>
<</if>>
<<set _leftHand["Struggle"] to "leftstruggle">>
<<set _leftHand["Stroke their penis"] to "leftstroke">>
<<if hasSexStat("promiscuity", 3) or hasSexStat("deviancy", 3) or _args[0] is true>>
<<set _leftHand["Grab their penis"] to "leftgrab">>
<<set _leftHand["Work their shaft"] to "leftwork">>
<<set _leftHand["Play with their pussy"] to "leftplay">>
<<set _leftHand["Rub their clit"] to "leftclit">>
<</if>>
<<if hasSexStat("promiscuity", 2)>>
<<if $player.penisExist>>
<<set _leftHand["Play with your penis"] to "leftmasturbatepenis">>
<</if>>
<<if $player.vaginaExist>>
<<set _leftHand["Play with your pussy"] to "leftmasturbatepussy">>
<</if>>
<</if>>
<<if hasSexStat("promiscuity", 3) and $awareness gte 200>>
<<set _leftHand["Play with your anus"] to "leftmasturbateanus">>
<</if>>
<<set _leftHand["Remove your buttplug"] to "removebuttplug">>
<<set _rightHand to {
"Rest":"rest",
"Stroke":"rightchest",
"Hold behind back": "behind",
"Stop holding behind": "stopbehind"
}>>
<<if _args[0] is true>>
<<set _rightHand["Punch"] to "righthit">>
<<if $worn.handheld.type.includes("rainproof") and $worn.handheld.integrity gte 1>>
<<set _rightHand["Umbrella"] to "rightumbrella">>
<</if>>
<<if $combatExtended.blocking is 1>>
<<set _rightHand["Block"] to "rightblock">>
<</if>>
<<if $combatExtended.countering is 1>>
<<set _rightHand["Counter"] to "rightcounter">>
<</if>>
<<if $combatExtended.feinting is 1>>
<<set _rightHand["Feint"] to "rightfeint">>
<</if>>
<<if $combatExtended.hookpunching is 1 and $combatExtended.stabilityLost is 0>>
<<set _rightHand["Hook Punch"] to "righthookpunch">>
<</if>>
<<set _rightHand["Pull their hand off your neck"] to "stopchokenoncon">>
<<set _rightHand["Pull their face off your crotch"] to "stoporalnoncon">>
<<else>>
<<set _rightHand["Press their hand to your neck"] to "keepchoke">>
<<set _rightHand["Take their hand off your neck"] to "stopchoke">>
<<set _rightHand["Take their face off your crotch"] to "stoporal">>
<</if>>
<<set _rightHand["Cover your face"] to "rightcoverface">>
<<set _rightHand["Pose for camera"] to "rightcamerapose">>
<<set _rightHand["Whack the writing tool away"] to "penwhack">>
<<set _rightHand["Whack the hypnotic instrument away"] to "hypnosiswhack">>
<<if currentSkillValue('skulduggery') gte 200>>
<<set _rightHand["Steal"] to "steal">>
<</if>>
<<set _rightHand["Struggle"] to "rightstruggle">>
<<set _rightHand["Stroke their penis"] to "rightstroke">>
<<if hasSexStat("promiscuity", 3) or hasSexStat("deviancy", 3) or _args[0] is true>>
<<set _rightHand["Grab their penis"] to "rightgrab">>
<<set _rightHand["Work their shaft"] to "rightwork">>
<<set _rightHand["Play with their pussy"] to "rightplay">>
<<set _rightHand["Rub their clit"] to "rightclit">>
<</if>>
<<if hasSexStat("promiscuity", 2)>>
<<if $player.vaginaExist>>
<<set _rightHand["Play with your pussy"] to "rightmasturbatepussy">>
<</if>>
<<if $player.penisExist>>
<<set _rightHand["Play with your penis"] to "rightmasturbatepenis">>
<</if>>
<</if>>
<<if hasSexStat("promiscuity", 3) and $awareness gte 200>>
<<set _rightHand["Play with your anus"] to "rightmasturbateanus">>
<</if>>
<<set _rightHand["Remove your buttplug"] to "removebuttplug">>
<<set _feet to {
"Rest":"rest",
}>>
<<if _args[0] is true>>
<<set _feet["Kick"] to "kick">>
<<set _feet["Dodge"] to "dodge">>
<<set _feet["Plant"] to "plant">>
<<set _feet["Submit"] to "submit">>
<</if>>
<<if hasSexStat("promiscuity", 3) or hasSexStat("deviancy", 3) or _args[0] is true>>
<<set _feet["Grab their penis"] to "grab">>
<<set _feet["Rub their penis"] to "grabrub">>
<<set _feet["Press against their pussy"] to "vaginagrab">>
<<set _feet["Rub their pussy"] to "vaginagrabrub">>
<</if>>
<<if (_args[0] is false and (hasSexStat("promiscuity", 3) or hasSexStat("deviancy", 3))) or (_args[0] is true and (hasSexStat("promiscuity", 6) or hasSexStat("deviancy", 6)))>>
<<set _feet["Leg lock them"] to "legLock">>
<</if>>
<<set _mouth to {
"Rest":"rest",
"Kiss":"kiss",
"Kiss Back":"kissback",
}>>
<<if _args[0] is true>>
<<set _mouth["Scream"] to "scream">>
<<set _mouth["Plead"] to "plead">>
<</if>>
<<if $wolfgirl gte 2>>
<<set _mouth["Growl"] to "growl">>
<</if>>
/* <<if $submissive gte 1150>> */
<<set _mouth["Moan"] to "moan">>
/* <</if>> */
<<if (($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled")) or $angeltf is 1) and $angelforgive isnot 1>>
<<set _mouth["Forgive"] to "forgive">>
<</if>>
<<if (($fallenangel gte 2 or ($transformationParts.fallenAngel.wings isnot "hidden" and $transformationParts.fallenAngel.wings isnot "disabled")) or $fallenangeltf is 1 or $fallenangelplustf is 1) and $fallenangelretribution isnot 1>>
<<set _mouth["Retribution"] to "retribution">>
<</if>>
<<if (($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled")) or $demontf is 1) and $demonseduce isnot 1>>
<<set _mouth["Seduce"] to "seduce">>
<</if>>
<<if ($fallenangel gte 4 or $transformationParts.fallenAngel.wings is "fallenplus" or $transformationParts.fallenAngel.wings is "classicfallenplus") and $angelforgive isnot 1 and _args[0] is true>>
<<set _mouth["Disparage"] to "disparage">>
<</if>>
/* <<if $submissive lte 850 and _args[0] is true>> */
<<set _mouth["Demand"] to "demand">>
/* <</if>> */
<<if hasSexStat("promiscuity", 4) or hasSexStat("deviancy", 4) or _args[0] is true>>
<<set _mouth["Move your lips to their penis"] to "mouth">>
<</if>>
<<if hasSexStat("promiscuity", 3) or hasSexStat("deviancy", 3) or _args[0] is true>>
<<set _mouth["Grab penis between breasts"] to "grasp">>
<</if>>
<<set _mouth["Pull away"] to "pullaway">>
<<set _mouth["Lick their penis"] to "lick">>
<<if hasSexStat("promiscuity", 5) or hasSexStat("deviancy", 5) or _args[0] is true>>
<<set _mouth["Take their penis into your mouth"] to "swallow">>
<</if>>
<<set _mouth["Suck their penis"] to "suck">>
<<if _args[0] is true>>
<<set _mouth["Bite their penis"] to "bite">>
<</if>>
<<if _args[0] is false>>
<<set _mouth["Swallow their cum"] to "ejacswallow">>
<<set _mouth["Spit out their cum"] to "ejacspit">>
<</if>>
<<set _mouth["Pull away from their penis"] to "pullaway">>
<<if hasSexStat("promiscuity", 4) or hasSexStat("deviancy", 4) or _args[0] is true>>
<<set _mouth["Move your lips to their pussy"] to "othervagina">>
<</if>>
<<set _mouth["Lick their pussy"] to "vaginalick">>
<<if _args[0] is true>>
<<set _mouth["Bite their pussy"] to "bitepussy">>
<</if>>
<<set _mouth["Pull away from their vagina"] to "pullawayvagina">>
<<if hasSexStat("promiscuity", 3) or _args[0] is true>>
<<set _mouth["Move your lips to their chest"] to "movetochest">>
<</if>>
<<set _mouth["Lick their breasts"] to "breastlick">>
<<set _mouth["Pull away from their breasts"] to "breastpull">>
<<set _mouth["Suck their breasts"] to "breastsuck">>
<<if _args[0] is true>>
<<set _mouth["Bite their breasts"] to "breastbite">>
<</if>>
<<set _mouth["Keep your mouth closed"] to "breastclosed">>
<<if hasSexStat("promiscuity", 4) or $deviancy gt 55 or _args[0] is true>>
<<set _mouth["Edge"] to "oraledge">>
<</if>>
<<set _mouth["Lick ass"] to "anallick">>
/* <<if $submissive gte 1150>> */
<<set _mouth["Kiss ass"] to "analkiss">>
/* <</if>> */
<<if _args[0] is false>>
<<set _mouth["Pull away from their ass"] to "analpull">>
<</if>>
<<if _args[0] is true>>
<<set _mouth["Headbutt"] to "headbutt">>
<</if>>
<<set _mouth["Ask them"] to "ask">>
<<set _askActions to {"Nothing":"rest"}>>
<<if _args[0] is false>>
<<set _askActions["to stop"] to "finish">>
<<if $player.vaginaExist>>
<<set _askActions["to not put anything in your pussy"] to "novaginal">>
<</if>>
<<if $player.penisExist>>
<<set _askActions["to not put your penis in anything"] to "nopenile">>
<</if>>
<<set _askActions["to not put anything in your anus"] to "noanal">>
<<if $asphyxiaLvl gte 1>>
<<set _askActions["to not choke you"] to "nochoke">>
<</if>>
<</if>>
<<if (_args[0] is false and ($choketrait or ($chokeorgasm gte 1))) or ($awarelevel gte 2)>>
<<set _askActions["to choke you"] to "askchoke">>
<</if>>
<<if (_args[0] is false and $masochism_level gte 1) or $masochism_level gte 3>>
<<set _askActions["to be more rough"] to "askrough">>
<</if>>
<<if $condomLvl gte 2>>
<<set _askActions["to use a condom"] to "condoms">>
<<set _askActions["to not use a condom"] to "noCondoms">>
<</if>>
<<set _askActions["to leave your top on"] to "noupper">>
<<if $asphyxiaLvl gte 1 and _args[0] is false and
($choketrait or ($chokeorgasm gte 1) or ($awarelevel gte 2))>>
<<set _askActions["to choke you"] to "askchoke">>
<</if>>
<<if $consensual is 1 and $masochism_level gte 1 or $masochism_level gte 3>>
<<set _askActions["to be more rough"] to "askrough">>
<</if>>
<<set _penis to {
"Rest":"rest",
}>>
<<if hasSexStat("promiscuity", 5) or hasSexStat("deviancy", 5) or _args[0] is true>>
<<set _penis["Press against their pussy"] to "penistovagina">>
<<set _penis["Penetrate their pussy"] to "penisvaginafuck">>
<</if>>
<<if hasSexStat("promiscuity", 4) or hasSexStat("deviancy", 4) or _args[0] is true>>
<<set _penis["Frot against their clit"] to "bay">>
<</if>>
<<set _penis["Tease the pussy"] to "tease">>
<<set _penis["Pull away from their pussy"] to "escape">>
/*After bay*/
<<if hasSexStat("promiscuity", 4) or hasSexStat("deviancy", 4) or _args[0] is true>>
<<set _penis["Rub against their pussy"] to "rub">>
<</if>>
/*After penisvaginafuck*/
<<set _penis["Take the pussy"] to "take">>
<<set _penis["Cooperate with their pussy"] to "cooperate">>
<<if (hasSexStat("promiscuity", 4) or hasSexStat("deviancy", 4) or _args[0] is true) and currentSkillValue("penileskill") gte 800>>
<<set _penis["Edge their vagina"] to "vaginaEdging">>
<</if>>
<<if hasSexStat("promiscuity", 5) or hasSexStat("deviancy", 5) or _args[0] is true>>
<<set _penis["Press against their ass"] to "penistoanus">>
<<set _penis["Penetrate their ass"] to "penisanusfuck">>
<</if>>
<<if hasSexStat("promiscuity", 4) or hasSexStat("deviancy", 4) or _args[0] is true>>
<<set _penis["Frot against their ass"] to "otheranusbay">>
<</if>>
<<set _penis["Tease the ass"] to "otheranustease">>
<<set _penis["Pull away from their ass"] to "otheranusescape">>
/*After otheranusbay*/
<<if hasSexStat("promiscuity", 4) or hasSexStat("deviancy", 4) or _args[0] is true>>
<<set _penis["Rub against their ass"] to "otheranusrub">>
<</if>>
/*After penisanusfuck*/
<<set _penis["Take the ass"] to "otheranustake">>
<<set _penis["Cooperate with their ass"] to "otheranuscooperate">>
<<if (hasSexStat("promiscuity", 4) or hasSexStat("deviancy", 4) or _args[0] is true) and currentSkillValue("penileskill") gte 800>>
<<set _penis["Edge their ass"] to "otheranusEdging">>
<</if>>
<<set _penis["Press your thigh against their mouth"] to "thighbay">>
<<set _penis["Rub against their face"] to "othermouthtease">>
<<set _penis["Rub against their lips"] to "othermouthrub">>
<<set _penis["Pull away from their mouth"] to "othermouthescape">>
<<set _penis["Cooperate with their mouth"] to "othermouthcooperate">>
<<set _vagina to {
"Rest":"rest",
"Offer your ass instead":"penisanus",
}>>
<<if hasSexStat("promiscuity", 5) or hasSexStat("deviancy", 5) or _args[0] is true>>
<<set _vagina["Straddle their penis"] to "vaginatopenis">>
<<set _vagina["Envelop their penis"] to "vaginapenisfuck">>
<</if>>
<<if hasSexStat("promiscuity", 4) or hasSexStat("deviancy", 4) or _args[0] is true>>
<<set _vagina["Try to keep their penis away with your thighs"] to "penisthighs">>
<</if>>
<<if hasSexStat("promiscuity", 5) or hasSexStat("deviancy", 5) or _args[0] is true>>
<<set _vagina["Push your pussy against theirs"] to "vaginatovagina">>
<</if>>
<<set _vagina["Pull away from their penis"] to "escape">>
<<set _vagina["Tease the tip"] to "penistease">>
/*After penisthighs*/
<<if hasSexStat("promiscuity", 4) or hasSexStat("deviancy", 4) or _args[0] is true>>
<<set _vagina["Rub against their penis"] to "rub">>
<</if>>
/*After vaginapenisfuck*/
<<set _vagina["Take it"] to "take">>
<<set _vagina["Cooperate"] to "cooperate">>
<<if (hasSexStat("promiscuity", 4) or hasSexStat("deviancy", 4) or _args[0] is true) and currentSkillValue("vaginalskill") gte 800>>
<<set _vagina["Edge their penis with your vagina"] to "penisEdging">>
<</if>>
<<set _vagina["Press your thigh against their mouth"] to "thighbay">>
<<set _vagina["Rub against their face"] to "othermouthtease">>
<<set _vagina["Rub against their lips"] to "othermouthrub">>
<<set _vagina["Pull away from their mouth"] to "othermouthescape">>
<<set _vagina["Cooperate with their mouth"] to "othermouthcooperate">>
<<set _anus to {
"Rest":"rest",
}>>
<<if $player.vaginaExist>>
<<set _anus["Offer your pussy instead"] to "penispussy">>
<</if>>
<<if hasSexStat("promiscuity", 5) or hasSexStat("deviancy", 5) or _args[0] is true>>
<<set _anus["Straddle their penis"] to "anustopenis">>
<<set _anus["Envelop their penis"] to "anuspenisfuck">>
<</if>>
<<if hasSexStat("promiscuity", 4) or hasSexStat("deviancy", 4) or _args[0] is true>>
<<set _anus["Keep their penis away with your cheeks"] to "penischeeks">>
<</if>>
<<set _anus["Tease the tip"] to "penistease">>
<<set _anus["Pull away from their penis"] to "escape">>
/*After penischeeks*/
<<set _anus["Rub against their penis"] to "rub">>
/*After anuspenisfuck*/
<<set _anus["Take it"] to "take">>
<<set _anus["Cooperate"] to "cooperate">>
<<if (hasSexStat("promiscuity", 4) or hasSexStat("deviancy", 4) or _args[0] is true) and currentSkillValue("analskill") gte 800>>
<<set _anus["Edge their penis with your ass"] to "penisEdging">>
<</if>>
<<set _anus["Press your butt against their mouth"] to "bottombay">>
<<set _anus["Rub against their face"] to "othermouthtease">>
<<set _anus["Rub against their lips"] to "othermouthrub">>
<<set _anus["Pull away from their mouth"] to "othermouthescape">>
<<set _anus["Cooperate with their mouth"] to "othermouthcooperate">>
<<set _anus["Rub their hand with your cheeks"] to "bottomhandbay">>
<<set _anus["Rub your anus against their hand"] to "handtease">>
<<set _anus["Rub against their fingers"] to "handrub">>
<<set _anus["Pull away from their hand"] to "handescape">>
<<set _anus["Cooperate with their fingers"] to "handcooperate">>
<</widget>>
<<widget "tentacleDefaults">>
<<set _leftHand to {
"Rest":"rest",
"Grab the":"leftgrab"
}>>
<<if hasSexStat("deviancy", 5)>>
<<set _leftHand["Guide to your penis"] to "showpenis">>
<<set _leftHand["Guide to your pussy"] to "showvagina">>
<<set _leftHand["Guide to your ass"] to "showbottom">>
<</if>>
<<if _args[0] is true>>
<<set _leftHand["Strike the"] to "lefthittentacle">>
<</if>>
<<set _leftHand["Milk it"] to "leftrub">>
<<set _rightHand to {
"Rest":"rest",
"Grab the":"rightgrab"
}>>
<<if hasSexStat("deviancy", 5)>>
<<set _rightHand["Guide to your penis"] to "showpenis">>
<<set _rightHand["Guide to your pussy"] to "showvagina">>
<<set _rightHand["Guide to your ass"] to "showbottom">>
<</if>>
<<if _args[0] is true>>
<<set _rightHand["Strike the"] to "righthittentacle">>
<</if>>
<<set _rightHand["Milk it"] to "rightrub">>
<<set _feet to {
"Rest":"rest",
"Grab the":"feetgrab"
}>>
<<if hasSexStat("deviancy", 5)>>
<<set _feet["Guide to your penis"] to "showpenis">>
<<set _feet["Guide to your pussy"] to "showvagina">>
<<set _feet["Guide to your ass"] to "showbottom">>
<</if>>
<<if _args[0] is true>>
<<set _feet["Kick the"] to "feethit">>
<</if>>
<<set _feet["Milk it"] to "feetrub">>
<<set _mouth to {
"Rest":"rest",
"Lick it":"mouthlick",
"Pull away":"mouthpullaway",
"Kiss it":"mouthkiss",
"Take it":"take",
"Cooperate":"mouthcooperate"
}>>
<<if _args[0] is true>>
<<set _mouth["Bite"] to "mouthbite">>
<</if>>
<<set _penis to {
"Rest":"rest",
"Rub":"penisrub",
"Pull away":"penispullaway",
"Take it":"take",
"Cooperate":"peniscooperate"
}>>
<<set _vagina to {
"Rest":"rest",
"Rub":"vaginarub",
"Pull away":"vaginapullaway",
"Take it":"take",
"Cooperate":"vaginacooperate"
}>>
<<set _anus to {
"Rest":"rest",
"Rub":"anusrub",
"Pull away":"anuspullaway",
"Take it":"take",
"Cooperate":"anuscooperate"
}>>
<</widget>>
<<widget "loveInterest">>
Primary Love Interest:
<br>
<<set _npc = ["None"].concat(setup.loveInterestNpc)>>
<<set _potentialLoveInterests = ["None"]>>
<<if $robinromance is 1>>
<<run _potentialLoveInterests.push("Robin")>>
<</if>>
<<if $whitneyromance is 1 and C.npc.Whitney.state isnot "dungeon">>
<<run _potentialLoveInterests.push("Whitney")>>
<</if>>
<<if $kylarenglish gte 1 and C.npc.Kylar.state isnot "prison">>
<<run _potentialLoveInterests.push("Kylar")>>
<</if>>
<<if $sydneyromance is 1>>
<<run _potentialLoveInterests.push("Sydney")>>
<</if>>
<<if $syndromeeden is 1>>
<<run _potentialLoveInterests.push("Eden")>>
<</if>>
<<if $dateCount.Avery gte 3 and C.npc.Avery.state isnot "dismissed">>
<<run _potentialLoveInterests.push("Avery")>>
<</if>>
<<if $syndromewolves is 1 and hasSexStat("deviancy", 3)>>
<<run _potentialLoveInterests.push("Black Wolf")>>
<</if>>
<<if $syndromebird is 1>>
<<run _potentialLoveInterests.push("Great Hawk")>>
<</if>>
<<if $farm_stage gte 7 and $alex_countdown is undefined>>
<<run _potentialLoveInterests.push("Alex")>>
<</if>>
<<if _potentialLoveInterests.length lte 1>>
<span class="black"><i>You haven't developed feelings for anyone yet.</i></span>
<<else>>
<<listbox "$loveInterest.primary" autoselect>>
<<optionsfrom _potentialLoveInterests>>
<</listbox>>
<<if $loveInterest.primary isnot "None">>
<<run _potentialLoveInterests.delete($loveInterest.primary)>>
<</if>>
<br><br>
Secondary Love Interest:
<br>
<<if $awarelevel gte 2>>
<<if $loveInterest.primary is "None">>
<<set $loveInterest.secondary to "None">>
<span class="black">You need to choose a primary love interest before you can choose a secondary.</span>
<<else>>
<<listbox "$loveInterest.secondary" autoselect>>
<<optionsfrom _potentialLoveInterests>>
<</listbox>>
<<if $loveInterest.secondary isnot "None">>
<<run _potentialLoveInterests.delete($loveInterest.secondary)>>
<</if>>
<</if>>
<br>
<<else>>
<span class="black">You don't consider it possible to have more than one love interest.</span>
<<set $loveInterest.secondary to "None">><<set _awareChecked to 1>>
<br>
<</if>>
<<if $awarelevel gte 3>>
<<if $loveInterest.secondary is "None">>
<<set $loveInterest.tertiary to "None">>
<span class="black">You need to choose secondary love interest before you can choose a tertiary.</span>
<<else>>
Who do you consider to be your tertiary love interest?
<br>
<<listbox "$loveInterest.tertiary" autoselect>>
<<optionsfrom _potentialLoveInterests>>
<</listbox>>
<<if $loveInterest.tertiary isnot "None">>
<<run _potentialLoveInterests.delete($loveInterest.tertiary)>>
<</if>>
<</if>>
<br>
<<elseif _awareChecked isnot 1>>
<span class="black">You don't consider it possible to have more than two love interests.</span>
<<set $loveInterest.tertiary to "None">><<set _awareChecked to 1>>
<br>
<</if>>
<<if $awarelevel gte 4>>
<<if $loveInterest.tertiary is "None">>
<<set $loveInterest.quarternary to "None">>
<span class="black">You need to choose tertiary love interest before you can choose a quarternary.</span>
<<else>>
Who do you consider to be your quarternary love interest?
<br>
<<listbox "$loveInterest.quarternary" autoselect>>
<<optionsfrom _potentialLoveInterests>>
<</listbox>>
<<if $loveInterest.quarternary isnot "None">>
<<run _potentialLoveInterests.delete($loveInterest.quarternary)>>
<</if>>
<</if>>
<br>
<<elseif _awareChecked isnot 1>>
<span class="black">You don't consider it possible to have more than three love interests.</span>
<<set $loveInterest.quarternary to "None">><<set _awareChecked to 1>>
<br>
<</if>>
<<if $awarelevel gte 5>>
<<if $loveInterest.quarternary is "None">>
<<set $loveInterest.quinary to "None">>
<span class="black">You need to choose quarternary love interest before you can choose a quinary.</span>
<<else>>
Who do you consider to be your quinary love interest?
<br>
<<listbox "$loveInterest.quinary" autoselect>>
<<optionsfrom _potentialLoveInterests>>
<</listbox>>
<<if $loveInterest.quinary isnot "None">>
<<run _potentialLoveInterests.delete($loveInterest.quinary)>>
<</if>>
<</if>>
<br>
<<elseif _awareChecked isnot 1>>
<span class="black">You don't consider it possible to have more than four love interests.</span>
<<set $loveInterest.quinary to "None">><<set _awareChecked to 1>>
<br>
<</if>>
<<if $awarelevel gte 6>>
<<if $loveInterest.quinary is "None">>
<<set $loveInterest.senary to "None">>
<span class="black">You need to choose quinary love interest before you can choose a senary.</span>
<<else>>
Who do you consider to be your senary love interest?
<br>
<<listbox "$loveInterest.senary" autoselect>>
<<optionsfrom _potentialLoveInterests>>
<</listbox>>
<</if>>
<br>
<<elseif _awareChecked isnot 1>>
<span class="black">You don't consider it possible to have more than five love interests.</span>
<<set $loveInterest.senary to "None">><<set _awareChecked to 1>>
<br>
<</if>>
<</if>>
<<if $transformationParts.traits.mateForLife isnot "disabled" and (!isLoveInterest(_loveIntStart1) or (_loveIntStart2 isnot "None" and !isLoveInterest(_loveIntStart2)) or (_loveIntStart3 isnot "None" and !isLoveInterest(_loveIntStart3)) or (_loveIntStart4 isnot "None" and !isLoveInterest(_loveIntStart4)) or (_loveIntStart5 isnot "None" and !isLoveInterest(_loveIntStart5)) or (_loveIntStart6 isnot "None" and !isLoveInterest(_loveIntStart6)))>>
<<set $LIChanged to true>>
<br>
<span class="red">Changing your partners goes against your instincts to mate for life. It will take a toll on your mental state.</span>
<<else>>
<<unset $LIChanged>>
<</if>>
<</widget>>
<<widget "attitudesControlCheck">>
/* highlight the attitudes button when new attitude controls are available */
<<script>>
/* back up the old variable for later comparison */
T.oldControl = clone(V.attitudesControl);
/* update available controls */
V.attitudesControl.unlockExhibitionismUnderwear = V.exhibitionism >= 55;
V.attitudesControl.unlockExhibitionismNude = V.exhibitionism >= 95;
V.attitudesControl.unlockTransformation = V.specialTransform === 1 || V.physicalTransform === 1;
V.attitudesControl.unlockDemonFlaunt = V.demon >= 6 && V.exhibitionism >= 95;
V.attitudesControl.unlockProstitution = V.soldCount >= 1;
/* getting the first LI automatically assigns them as a primary one, indicating that now there's options */
V.attitudesControl.unlockLoveInterest1 = V.loveInterest.primary !== "None";
/* there's no point in highlighting that you can assign the second LI if you've not assigned the first one */
V.attitudesControl.unlockLoveInterest2 = V.awarelevel >= 2 && V.loveInterest.primary !== "None" && V.loveInterest.secondary === "None";
V.attitudesControl.unlockLoveInterest3 = V.awarelevel >= 3 && V.loveInterest.primary !== "None" && V.loveInterest.secondary !== "None" && V.loveInterest.tertiary === "None";
V.attitudesControl.unlockLoveInterest4 = V.awarelevel >= 4 && V.loveInterest.primary !== "None" && V.loveInterest.secondary !== "None" && V.loveInterest.tertiary !== "None" && V.loveInterest.quarternary === "None";
V.attitudesControl.unlockLoveInterest5 = V.awarelevel >= 5 && V.loveInterest.primary !== "None" && V.loveInterest.secondary !== "None" && V.loveInterest.tertiary !== "None" && V.loveInterest.quarternary !== "None" && V.loveInterest.quinary === "None";
V.attitudesControl.unlockLoveInterest6 = V.awarelevel >= 6 && V.loveInterest.primary !== "None" && V.loveInterest.secondary !== "None" && V.loveInterest.tertiary !== "None" && V.loveInterest.quarternary !== "None" && V.loveInterest.quinary !== "None" && V.loveInterest.senary === "None";
V.attitudesControl.unlockDefaultActions = V.moleststat > 0;
V.attitudesControl.unlockLewd = V.exhibitionism >= 35 || V.promiscuity >= 35 || V.deviancy >= 35;
V.attitudesControl.unlockSadoMaso = V.sadism >= 300 || V.masochism >= 300;
V.attitudesControl.unlockHypnosis = V.hypnosis_traits.scream >= 0 || V.hypnosis_traits.cover >= 0 || V.hypnosis_traits.deviancy >= 0;
V.attitudesControl.unlockWillpower = V.willpower >= 429;
/* set the highlight flag when one of the controls switches to true */
for (const c in V.attitudesControl) {
if (V.attitudesControl[c] && !T.oldControl[c]) { V.attitudesControl.showGoldLink = true; break }
}
<</script>>
<</widget>><<widget "attach_leash">>
<<if $worn.neck.colour>><<set $_colour to $worn.neck.colour>><</if>>
<<set $_collaredpolice to $worn.neck.collaredpolice>>
<<if $worn.neck.name is "collar">>
<<set $worn.neck.type.push("broken")>>
<<neckruined _args[1]>>
<<neckwear 21 $_colour>>
<<elseif $worn.neck.name is "Whitney's collar">>
<<set $worn.neck.type.push("broken")>>
<<neckruined _args[1]>>
<<neckwear 36 $_colour>>
<<elseif $worn.neck.name is "free use collar">>
<<set $worn.neck.type.push("broken")>>
<<neckruined _args[1]>>
<<neckwear 22 $_colour>>
<<elseif $worn.neck.name is "leather collar">>
<<set $worn.neck.type.push("broken")>>
<<neckruined _args[1]>>
<<neckwear 24 $_colour>>
<<elseif $worn.neck.name is "spiked collar">>
<<set $_cursed to $worn.neck.cursed>>
<<set $worn.neck.type.push("broken")>>
<<neckruined _args[1]>>
<<neckwear 26 $_colour>>
<<if !_args[0] or $_cursed>><<set $worn.neck.cursed to 1>><</if>>
<</if>>
<<set $worn.neck.collaredpolice to $_collaredpolice>>
<</widget>>
<<widget "detach_leash">>
<<if $worn.neck.colour>><<set $_colour to $worn.neck.colour>><</if>>
<<set $_collaredpolice to $worn.neck.collaredpolice>>
<<if $worn.neck.name is "collar with leash">>
<<set $worn.neck.type.push("broken")>>
<<neckruined _args[1]>>
<<neckwear 1 $_colour>>
<<elseif $worn.neck.name is "Whitney's collar with leash">>
<<set $worn.neck.type.push("broken")>>
<<neckruined _args[1]>>
<<neckwear 35 $_colour>>
<<elseif $worn.neck.name is "free use collar with leash">>
<<set $worn.neck.type.push("broken")>>
<<neckruined _args[1]>>
<<neckwear 20 $_colour>>
<<elseif $worn.neck.name is "leather collar with leash">>
<<set $worn.neck.type.push("broken")>>
<<neckruined _args[1]>>
<<neckwear 25 $_colour>>
<<elseif $worn.neck.name is "spiked collar with leash">>
<<set $_cursed to $worn.neck.cursed>>
<<set $worn.neck.type.push("broken")>>
<<neckruined _args[1]>>
<<neckwear 10 $_colour>>
<<if !_args[0] or $_cursed>><<set $worn.neck.cursed to 1>><</if>>
<<set $worn.neck.collared to 1>>
<</if>>
<<set $worn.neck.collaredpolice to $_collaredpolice>>
<</widget>><<widget "init_bodywriting_objects">>
/*fuckdoll isn't used yet.*/
<<set setup.bodywriting to {
rape_me: {
index: 0,
writing: "Rape me",
type: "text",
arrow: 1,
special: "rape",
gender: "n",
lewd: 1,
degree: 0,
key: "rape_me",
sprites: ["breasts", "forehead", "left_thigh", "pubic", "right_thigh"]
},
slut: {
index: 1,
writing: "Slut",
type: "text",
arrow: 0,
special: "none",
gender: "n",
lewd: 1,
degree: 0,
key: "slut",
sprites: ["breasts", "forehead", "left_thigh", "pubic", "right_thigh"]
},
fucktoy: {
index: 2,
writing: "Fucktoy",
type: "text",
arrow: 0,
special: "none",
gender: "n",
lewd: 1,
degree: 0,
key: "fucktoy",
sprites: ["breasts", "forehead", "left_thigh", "pubic", "right_thigh"]
},
rapetoy: {
index: 3,
writing: "Rapetoy",
type: "text",
arrow: 0,
special: "rape",
gender: "n",
lewd: 1,
degree: 0,
key: "rapetoy",
sprites: ["breasts", "forehead", "left_thigh", "pubic", "right_thigh"]
},
worthless: {
index: 4,
writing: "Worthless",
type: "text",
arrow: 0,
special: "none",
gender: "n",
lewd: 1,
degree: 0,
key: "worthless",
sprites: ["breasts", "left_thigh", "pubic", "right_thigh"]
},
free_use: {
index: 5,
writing: "Free use",
type: "text",
arrow: 1,
special: "none",
gender: "n",
lewd: 1,
degree: 0,
key: "free_use",
sprites: ["breasts", "forehead", "left_thigh", "pubic", "right_thigh"]
},
slave: {
index: 6,
writing: "Slave",
type: "text",
arrow: 0,
special: "slave",
gender: "n",
lewd: 1,
degree: 0,
key: "slave",
sprites: ["breasts", "forehead", "left_thigh", "pubic", "right_thigh"]
},
use_me: {
index: 7,
writing: "Use me",
type: "text",
arrow: 1,
special: "none",
gender: "n",
lewd: 1,
degree: 0,
key: "use_me",
sprites: ["breasts", "forehead", "left_thigh", "pubic", "right_thigh"]
},
hit_me: {
index: 8,
writing: "Hit me",
type: "text",
arrow: 0,
special: "violence",
gender: "n",
lewd: 1,
degree: 0,
key: "hit_me",
sprites: ["breasts", "forehead", "left_thigh", "pubic", "right_thigh"]
},
cum_rag: {
index: 9,
writing: "Cum rag",
type: "text",
arrow: 0,
special: "none",
gender: "n",
lewd: 1,
degree: 0,
key: "cum_rag",
sprites: ["breasts", "forehead", "left_thigh", "pubic", "right_thigh"]
},
walking_dildo: {
index: 10,
writing: "Walking dildo",
type: "text",
arrow: 0,
special: "none",
gender: "n",
lewd: 1,
degree: 0,
key: "walking_dildo",
sprites: ["breasts", "forehead", "left_thigh", "pubic", "right_thigh"]
},
rape_bait: {
index: 11,
writing: "Rape bait",
type: "text",
arrow: 0,
special: "rape",
gender: "n",
lewd: 1,
degree: 0,
key: "rape_bait",
sprites: ["breasts", "forehead", "left_thigh", "pubic", "right_thigh"]
},
bitch: {
index: 12,
writing: "Bitch",
type: "text",
arrow: 0,
special: "none",
gender: "n",
lewd: 1,
degree: 0,
key: "bitch",
sprites: ["breasts", "forehead", "left_thigh", "pubic", "right_thigh"]
},
fuck_me: {
index: 13,
writing: "Fuck me",
type: "text",
arrow: 1,
special: "none",
gender: "n",
lewd: 1,
degree: 0,
key: "fuck_me",
sprites: ["breasts", "forehead", "left_thigh", "pubic", "right_thigh"]
},
hurt_me: {
index: 14,
writing: "Hurt me",
type: "text",
arrow: 0,
special: "violence",
gender: "n",
lewd: 1,
degree: 0,
key: "hurt_me",
sprites: ["breasts", "forehead", "left_thigh", "pubic", "right_thigh"]
},
enslave_me: {
index: 15,
writing: "Enslave me",
type: "text",
arrow: 0,
special: "none",
gender: "n",
lewd: 1,
degree: 0
},
treat_me_bad: {
index: 16,
writing: "Treat me bad",
type: "text",
arrow: 0,
special: "violence",
gender: "n",
lewd: 1,
degree: 0
},
sex_addict: {
index: 17,
writing: "Sex addict",
type: "text",
arrow: 0,
special: "none",
gender: "n",
lewd: 1,
degree: 0
},
rape_addict: {
index: 18,
writing: "Rape addict",
type: "text",
arrow: 0,
special: "rape",
gender: "n",
lewd: 1,
degree: 0
},
make_me_squeal: {
index: 19,
writing: "Make me squeal",
type: "text",
arrow: 0,
special: "violence",
gender: "n",
lewd: 1,
degree: 0
},
make_me_cum: {
index: 20,
writing: "Make me cum",
type: "text",
arrow: 0,
special: "none",
gender: "n",
lewd: 1,
degree: 0
},
free_sex: {
index: 21,
writing: "Free sex",
type: "text",
arrow: 1,
special: "none",
gender: "n",
lewd: 1,
degree: 0
},
rapists_toy: {
index: 22,
writing: "Rapist's toy",
type: "text",
arrow: 0,
special: "rape",
gender: "n",
lewd: 1,
degree: 0
},
no_means_yes: {
index: 23,
writing: "No means yes",
type: "text",
arrow: 0,
special: "rape",
gender: "n",
lewd: 1,
degree: 0,
key: "no_means_yes",
sprites: ["breasts", "forehead", "left_thigh", "pubic", "right_thigh"]
},
public_toy: {
index: 24,
writing: "Public toy",
type: "text",
arrow: 0,
special: "rape",
gender: "n",
lewd: 1,
degree: 0,
key: "public_toy",
sprites: ["breasts", "forehead", "left_thigh", "pubic", "right_thigh"]
},
public_property: {
index: 25,
writing: "Public property",
type: "text",
arrow: 0,
special: "rape",
gender: "n",
lewd: 1,
degree: 0
},
promiscuous: {
index: 26,
writing: "Promiscuous",
type: "text",
arrow: 0,
special: "sex",
gender: "n",
lewd: 1,
degree: 0
},
town_bicycle: {
index: 27,
writing: "Town bicycle",
type: "text",
arrow: 0,
special: "sex",
gender: "n",
lewd: 1,
degree: 0
},
public_slut: {
index: 28,
writing: "Public slut",
type: "text",
arrow: 0,
special: "sex",
gender: "n",
lewd: 1,
degree: 0
},
wanton: {
index: 29,
writing: "Wanton",
type: "text",
arrow: 0,
special: "sex",
gender: "n",
lewd: 1,
degree: 0
},
insatiable_slut: {
index: 30,
writing: "Insatiable slut",
type: "text",
arrow: 0,
special: "sex",
gender: "n",
lewd: 1,
degree: 0
},
doggy_slut: {
index: 31,
writing: "Doggy slut",
type: "text",
arrow: 0,
special: "bestiality",
gender: "n",
lewd: 1,
degree: 0
},
animal: {
index: 32,
writing: "Animal",
type: "text",
arrow: 0,
special: "bestiality",
gender: "n",
lewd: 1,
degree: 0
},
beast_fucker: {
index: 33,
writing: "Beast fucker",
type: "text",
arrow: 0,
special: "bestiality",
gender: "n",
lewd: 1,
degree: 0
},
breedable: {
index: 34,
writing: "Breedable",
type: "text",
arrow: 0,
special: "bestiality",
gender: "n",
lewd: 1,
degree: 0
},
deviant: {
index: 35,
writing: "Deviant",
type: "text",
arrow: 0,
special: "bestiality",
gender: "n",
lewd: 1,
degree: 0
},
five_pound_whore: {
index: 36,
writing: "£5 whore",
type: "text",
arrow: 1,
special: "prostitution",
gender: "n",
lewd: 1,
degree: 500,
key: "five_pound_whore",
sprites: ["breasts", "forehead", "left_thigh", "pubic", "right_thigh"]
},
ten_pound_a_pop: {
index: 37,
writing: "£10 a pop",
type: "text",
arrow: 1,
special: "prostitution",
gender: "n",
lewd: 1,
degree: 1000,
key: "ten_pound_a_pop",
sprites: ["breasts", "forehead", "left_thigh", "pubic", "right_thigh"]
},
twenty_five_pound_per_fuck: {
index: 38,
writing: "£25 per fuck",
type: "text",
arrow: 1,
special: "prostitution",
gender: "n",
lewd: 1,
degree: 2500,
key: "twenty_five_pound_per_fuck",
sprites: ["breasts", "forehead", "left_thigh", "pubic", "right_thigh"]
},
one_hundred_pound: {
index: 39,
writing: "£100",
type: "text",
arrow: 1,
special: "prostitution",
gender: "n",
lewd: 1,
degree: 10000,
key: "one_hundred_pound",
sprites: ["breasts", "forehead", "left_thigh", "pubic", "right_thigh"]
},
its_not_rape_if_you_pay_me: {
index: 40,
writing: "It's not rape if you pay me",
type: "text",
arrow: 1,
special: "prostitution",
gender: "n",
lewd: 1,
degree: 0
},
whore: {
index: 41,
writing: "Whore",
type: "text",
arrow: 1,
special: "prostitution",
gender: "n",
lewd: 1,
degree: 0
},
slut_for_hire: {
index: 42,
writing: "Slut for hire",
type: "text",
arrow: 1,
special: "prostitution",
gender: "n",
lewd: 1,
degree: 0
},
body_for_sale: {
index: 43,
writing: "Body for sale",
type: "text",
arrow: 1,
special: "prostitution",
gender: "n",
lewd: 1,
degree: 0
},
pervert: {
index: 44,
writing: "Pervert",
type: "text",
arrow: 0,
special: "exhibitionism",
gender: "n",
lewd: 1,
degree: 0
},
attention_whore: {
index: 45,
writing: "Attention whore",
type: "text",
arrow: 0,
special: "exhibitionism",
gender: "n",
lewd: 1,
degree: 0
},
flaunter: {
index: 46,
writing: "Flaunter",
type: "text",
arrow: 0,
special: "exhibitionism",
gender: "n",
lewd: 1,
degree: 0
},
object: {
index: 47,
writing: "Object",
type: "text",
arrow: 0,
special: "exhibitionism",
gender: "n",
lewd: 1,
degree: 0
},
strip_me: {
index: 48,
writing: "Strip me",
type: "text",
arrow: 0,
special: "exhibitionism",
gender: "n",
lewd: 1,
degree: 0
},
fuckdoll: {
index: 49,
writing: "Fuckdoll",
type: "text",
arrow: 0,
special: "none",
gender: "n",
lewd: 1,
degree: 0
},
handsome: {
index: 50,
writing: "Handsome",
type: "text",
arrow: 0,
special: "none",
gender: "m",
lewd: 1,
degree: 0
},
pretty: {
index: 51,
writing: "Pretty",
type: "text",
arrow: 0,
special: "none",
gender: "f",
lewd: 1,
degree: 0
},
hot: {
index: 52,
writing: "Hot",
type: "text",
arrow: 0,
special: "none",
gender: "n",
lewd: 1,
degree: 0,
key: "hot",
sprites: ["breasts", "forehead", "left_thigh", "pubic", "right_thigh"]
},
beautiful: {
index: 53,
writing: "Beautiful",
type: "text",
arrow: 0,
special: "none",
gender: "n",
lewd: 1,
degree: 0
},
cute_boy: {
index: 54,
writing: "Cute boy",
type: "text",
arrow: 0,
special: "none",
gender: "m",
lewd: 1,
degree: 0,
key: "cute_boy",
sprites: ["breasts", "forehead", "left_thigh", "pubic", "right_thigh"]
},
cute_girl: {
index: 55,
writing: "Cute girl",
type: "text",
arrow: 0,
special: "none",
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writing: "Study Fiend",
type: "text",
arrow: 0,
special: "Sydney",
gender: "n",
lewd: 0,
degree: 0,
featSkip: true
},
lazybones: {
index: 170,
writing: "Lazybones",
type: "text",
arrow: 0,
special: "Sydney",
gender: "n",
lewd: 0,
degree: 0,
featSkip: true
},
copycat: {
index: 171,
writing: "Copycat >:(",
type: "text",
arrow: 0,
special: "Sydney",
gender: "n",
lewd: 0,
degree: 0,
featSkip: true
},
attractive_force: {
index: 172,
writing: "Attractive force = 8.19 × 10-",
type: "text",
arrow: 0,
special: "Sydney",
gender: "n",
lewd: 1,
degree: 0,
featSkip: true
},
reproductive_system: {
index: 173,
writing: "Reproductive System",
type: "text",
arrow: 0,
special: "Sydney",
gender: "n",
lewd: 1,
degree: 0,
featSkip: true
},
breeding_cycle: {
index: 174,
writing: "The Breeding Cycle of-",
type: "text",
arrow: 0,
special: "Sydney",
gender: "n",
lewd: 1,
degree: 0,
featSkip: true
},
water_tables: {
index: 175,
writing: "Water Tables",
type: "text",
arrow: 0,
special: "Sydney",
gender: "n",
lewd: 0,
degree: 0,
featSkip: true
},
cytoplasm: {
index: 176,
writing: "Cytoplasm",
type: "text",
arrow: 0,
special: "Sydney",
gender: "n",
lewd: 0,
degree: 0,
featSkip: true
},
atomic_weight: {
index: 177,
writing: "Atomic Weight 196.96657",
type: "text",
arrow: 0,
special: "Sydney",
gender: "n",
lewd: 0,
degree: 0,
featSkip: true
},
stupid_little_fucking_sextease_bitch_fucker: {
index: 178,
writing: "Stupid little fucking sextease bitch fucker",
type: "text",
arrow: 0,
special: "Sydney",
gender: "n",
lewd: 1,
degree: 0,
featSkip: true
},
sleepyhead: {
index: 179,
writing: "Sleepyhead",
type: "text",
arrow: 0,
special: "Sydney",
gender: "n",
lewd: 0,
degree: 0,
featSkip: true
},
sinner: {
index: 180,
writing: "Sinner",
type: "text",
arrow: 0,
special: "Sydney",
gender: "n",
lewd: 0,
degree: 0,
featSkip: true,
key: "sinner",
sprites: ["breasts", "forehead", "left_thigh", "pubic", "right_thigh"]
},
brood_mother: {
index: 181,
writing: "Brood mother",
type: "text",
arrow: 0,
special: "pregnancy",
gender: "f",
lewd: 1,
degree: 0
},
inseminate_me: {
index: 182,
writing: "Inseminate me",
type: "text",
arrow: 0,
special: "pregnancy",
gender: "f",
lewd: 1,
degree: 0
},
impregnate_me: {
index: 183,
writing: "Impregnate me",
type: "text",
arrow: 0,
special: "pregnancy",
gender: "f",
lewd: 1,
degree: 0
},
pregnancy_slut: {
index: 184,
writing: "Pregnancy slut",
type: "text",
arrow: 0,
special: "pregnancy",
gender: "f",
lewd: 1,
degree: 0
},
breeding_ground: {
index: 185,
writing: "Breeding ground",
type: "text",
arrow: 0,
special: "pregnancy",
gender: "f",
lewd: 1,
degree: 0
},
seedbed: {
index: 186,
writing: "Seedbed",
type: "text",
arrow: 0,
special: "pregnancy",
gender: "f",
lewd: 1,
degree: 0
},
fertile: {
index: 187,
writing: "Fertile",
type: "text",
arrow: 0,
special: "pregnancy",
gender: "f",
lewd: 1,
degree: 0
},
fill_me_up: {
index: 188,
writing: "Fill me up",
type: "text",
arrow: 0,
special: "pregnancy",
gender: "f",
lewd: 1,
degree: 0
},
homewrecker: {
index: 189,
writing: "Homewrecker",
type: "text",
arrow: 0,
special: "impreg",
gender: "m",
lewd: 1,
degree: 0
},
sire: {
index: 190,
writing: "Sire",
type: "text",
arrow: 0,
special: "impreg",
gender: "m",
lewd: 1,
degree: 0
},
sperm_donor: {
index: 191,
writing: "Sperm donor",
type: "text",
arrow: 0,
special: "impreg",
gender: "m",
lewd: 1,
degree: 0
},
stallion: {
index: 192,
writing: "Stallion",
type: "text",
arrow: 0,
special: "impreg",
gender: "m",
lewd: 1,
degree: 0
},
condom_breaker: {
index: 193,
writing: "Condom breaker",
type: "text",
arrow: 0,
special: "impreg",
gender: "m",
lewd: 1,
degree: 0
},
seed_sower: {
index: 194,
writing: "Seed sower",
type: "text",
arrow: 0,
special: "impreg",
gender: "m",
lewd: 1,
degree: 0
},
virile: {
index: 195,
writing: "Virile",
type: "text",
arrow: 0,
special: "impreg",
gender: "m",
lewd: 1,
degree: 0
},
womb_filler: {
index: 196,
writing: "Womb filler",
type: "text",
arrow: 0,
special: "impreg",
gender: "m",
lewd: 1,
degree: 0
},
square: {
index: 197,
writing: "square",
type: "object",
arrow: 0,
special: "islander",
gender: "n",
lewd: 0,
degree: 0
},
triangle: {
index: 198,
writing: "triangle",
type: "object",
arrow: 0,
special: "islander",
gender: "n",
lewd: 0,
degree: 0
},
circle: {
index: 199,
writing: "circle",
type: "object",
arrow: 0,
special: "islander",
gender: "n",
lewd: 0,
degree: 0
}
}>>
<<set setup.bodywriting_namebyindex to []>>
<<for _label, _value range setup.bodywriting>>
<<set setup.bodywriting_namebyindex[_value.index] to _label>>
<</for>>
<</widget>><<widget "bodywriting_init">>
<<set $skin to {}>>
<<set $bodypart_number to 12>>
<<for _active_bodypart range setup.bodyparts>>
<<set $skin[_active_bodypart] to {}>>
<</for>>
<</widget>>
<<widget "add_bodywriting">>/*First argument is body part. Second is the tattoo/bodywriting. Third is the tool used.*/
<<if typeof _args[1] === "object">>
<<set $skin[_args[0]] to clone(_args[1])>>
<<elseif typeof _args[1] === "number">>
<<set $skin[_args[0]] to clone(setup.bodywriting[setup.bodywriting_namebyindex[_args[1]]])>>
<<else>>
<<set $skin[_args[0]] to clone(setup.bodywriting[_args[1]])>>
<</if>>
<<set $skin[_args[0]].pen to _args[2]>>
<</widget>>
<<widget "bodywriting_npc_bodypart">>/*Argument is the hand used.*/
<<if $walltype is 0 or $walltype is "front">>
<<set _bodypart to "forehead">>
<</if>>
<<if $walltype is "front">>
<<set $_parts to setup.bodyparts.slice(0,6)>>
<<elseif $walltype isnot 0>>
<<set $_parts to setup.bodyparts.slice(6)>>
<<else>>
<<set $_parts to setup.bodyparts>>
<</if>>
<<for _i to 0; _i lt 10; _i++>>
<<rng $bodypart_number>>
<<switch $rng>>
<<case 1>>
<<if $_parts.includes("forehead")>>
<<set _bodypart to "forehead">>
<<break>>
<</if>>
<<case 2>>
<<if !$worn.face.type.includes("mask") and $_parts.includes("left_cheek")>>
<<set _bodypart to "left_cheek">>
<<if not $skin[_bodypart].pen>>
<<break>>
<</if>>
<</if>>
<<case 3>>
<<if !$worn.face.type.includes("mask") and $_parts.includes("right_cheek")>>
<<set _bodypart to "right_cheek">>
<<if not $skin[_bodypart].pen>>
<<break>>
<</if>>
<</if>>
<<case 4>>
<<if ($worn.upper.exposed gte 2 or $worn.upper.open is 1) and ($worn.under_upper.exposed gte 1 or $worn.under_open is 1) and $_parts.includes("left_shoulder")>>
<<set _bodypart to "left_shoulder">>
<<if not $skin[_bodypart].pen>>
<<break>>
<</if>>
<</if>>
<<case 5>>
<<if ($worn.upper.exposed gte 2 or $worn.upper.open is 1) and ($worn.under_upper.exposed gte 1 or $worn.under_open is 1) and $_parts.includes("right_shoulder")>>
<<set _bodypart to "right_shoulder">>
<<if not $skin[_bodypart].pen>>
<<break>>
<</if>>
<</if>>
<<case 6>>
<<if $worn.upper.exposed gte 2 and ($worn.under_upper.exposed gte 1 or $worn.under_upper.open is 1) and $_parts.includes("breasts")>>
<<set _bodypart to "breasts">>
<<if not $skin[_bodypart].pen>>
<<break>>
<</if>>
<</if>>
<<case 7>>
<<if ($worn.upper.exposed gte 2 or $worn.upper.state isnot "waist") and ($worn.under_upper.exposed gte 1 or $worn.under_upper.state isnot "waist") and $_parts.includes("back")>>
<<set _bodypart to "back">>
<<if not $skin[_bodypart].pen>>
<<break>>
<</if>>
<</if>>
<<case 8>>
<<if ($worn.lower.exposed gte 2 or $worn.lower.anus_exposed gte 1) and ($worn.under_lower.exposed gte 1 or !$worn.under_lower.type.includes("covered") and !$worn.legs.type.includes("covered")) and $_parts.includes("left_bottom")>>
<<set _bodypart to "left_bottom">>
<<if not $skin[_bodypart].pen>>
<<break>>
<</if>>
<</if>>
<<case 9>>
<<if ($worn.lower.exposed gte 2 or $worn.lower.anus_exposed gte 1) and ($worn.under_lower.exposed gte 1 or !$worn.under_lower.type.includes("covered") and !$worn.legs.type.includes("covered")) and $_parts.includes("right_bottom")>>
<<set _bodypart to "right_bottom">>
<<if not $skin[_bodypart].pen>>
<<break>>
<</if>>
<</if>>
<<case 10>>
<<if $worn.lower.exposed gte 1 and ($worn.under_lower.exposed gte 1 or !$worn.under_lower.type.includes("covered") and !$worn.legs.type.includes("covered")) and $_parts.includes("pubic")>>
<<set _bodypart to "pubic">>
<<if not $skin[_bodypart].pen>>
<<break>>
<</if>>
<</if>>
<<case 11>>
<<if $worn.lower.vagina_exposed gte 1 and !$worn.under_lower.type.includes("covered") and !$worn.legs.type.includes("covered") and $_parts.includes("left_thigh")>>
<<set _bodypart to "left_thigh">>
<<if not $skin[_bodypart].pen>>
<<break>>
<</if>>
<</if>>
<<case 12>>
<<if $worn.lower.vagina_exposed gte 1 and !$worn.under_lower.type.includes("covered") and !$worn.legs.type.includes("covered") and $_parts.includes("right_thigh")>>
<<set _bodypart to "right_thigh">>
<<if not $skin[_bodypart].pen>>
<<break>>
<</if>>
<</if>>
<</switch>>
<</for>>
<<if !_bodypart>>
<<set _bodypart to "failure">>
<</if>>
<<if _args[0] is "left">>
<<for _bwn to 0; _bwn lt $enemynomax; _bwn++>>
<<if _n isnot _bwn and ($NPCList[_bwn].lefthand is "pen" + "_" + _bodypart or $NPCList[_bwn].righthand is "pen" + "_" + _bodypart)>>
<<He>> tries to scrawl on your <<bodypart _bodypart>> with <<his>> <<print $NPCList[_n].lefttool>>, <span class="blue">but <<his>> colleague shoves <<him>> out of the way.</span>
<<set $NPCList[_n].lefthand to 0>>
<<set _bwn_stop to 1>>
<<break>>
<</if>>
<</for>>
<<else>>
<<for _bwn to 0; _bwn lt $enemynomax; _bwn++>>
<<if _n isnot _bwn and ($NPCList[_bwn].lefthand is "pen" + "_" + _bodypart or $NPCList[_bwn].righthand is "pen" + "_" + _bodypart)>>
<<He>> tries to scrawl on your <<bodypart _bodypart>> with <<his>> <<print $NPCList[_n].righttool>>, <span class="blue">but <<his>> colleague shoves <<him>> out of the way.</span>
<<set $NPCList[_n].righthand to 0>>
<<set _bwn_stop to 1>>
<<break>>
<</if>>
<</for>>
<</if>>
<<if _bwn_stop isnot 1>>
<<if _bodypart is "failure">>
<<He>> examines your body, not seeing anywhere <<he>> can access,
<<brat 1>>
<<if _args[0] is "left">>
<<set $NPCList[_n].lefthand to 0>>
<span class="blue">and discards the <<print $NPCList[_n].lefttool>> in frustration.</span>
<<else>>
<<set $NPCList[_n].righthand to 0>>
<span class="blue">and discards the <<print $NPCList[_n].righttool>> in frustration.</span>
<</if>>
<<elseif $skin[_bodypart].pen is "tattoo">>
<<He>> tries to rub the tattoo off your <<bodypart _bodypart>>.
<<brat 1>>
<<if _args[0] is "left">>
<<set $NPCList[_n].lefthand to 0>>
<span class="blue"><<He>> discards the <<print $NPCList[_n].lefttool>> in frustration.</span>
<<else>>
<<set $NPCList[_n].righthand to 0>>
<span class="blue"><<He>> discards the <<print $NPCList[_n].righttool>> in frustration.</span>
<</if>>
<<elseif $skin[_bodypart].pen is "brand">>
<<He>> tries to rub the brand off your <<bodypart _bodypart>>.
<<brat 1>>
<<if _args[0] is "left">>
<<set $NPCList[_n].lefthand to 0>>
<span class="blue"><<He>> discards the <<print $NPCList[_n].lefttool>> in frustration.</span>
<<else>>
<<set $NPCList[_n].righthand to 0>>
<span class="blue"><<He>> discards the <<print $NPCList[_n].righttool>> in frustration.</span>
<</if>>
<<elseif $skin[_bodypart].pen is "magic">>
<<He>> tries to rub the seal off your <<bodypart _bodypart>>.
<<brat 1>>
<<if _args[0] is "left">>
<<set $NPCList[_n].lefthand to 0>>
<span class="blue"><<He>> discards the <<print $NPCList[_n].lefttool>> in frustration.</span>
<<else>>
<<set $NPCList[_n].righthand to 0>>
<span class="blue"><<He>> discards the <<print $NPCList[_n].righttool>> in frustration.</span>
<</if>>
<<elseif $skin[_bodypart].pen is "marker">>
<<He>> tries to rub the permanent ink off your <<bodypart _bodypart>>.
<<brat 1>>
<<if _args[0] is "left">>
<<set $NPCList[_n].lefthand to 0>>
<span class="blue"><<He>> discards the <<print $NPCList[_n].lefttool>> in frustration.</span>
<<else>>
<<set $NPCList[_n].righthand to 0>>
<span class="blue"><<He>> discards the <<print $NPCList[_n].righttool>> in frustration.</span>
<</if>>
<<elseif $skin[_bodypart].pen is "pen">>
<<He>> looks thoughtful as <span class="lblue"><<he>> rubs off the ink scrawled on your <<bodypart _bodypart>>.</span>
<<bodywriting_clear _bodypart>>
<<if _args[0] is "left">>
<<set $NPCList[_n].lefthand to "pen" + "_" + _bodypart>>
<<else>>
<<set $NPCList[_n].righthand to "pen" + "_" + _bodypart>>
<</if>>
<<elseif $skin[_bodypart].pen is "lipstick">>
<<He>> looks thoughtful as <span class="lblue"><<he>> rubs off the lipstick scrawled on your <<bodypart _bodypart>>.</span>
<<bodywriting_clear _bodypart>>
<<if _args[0] is "left">>
<<set $NPCList[_n].lefthand to "pen" + "_" + _bodypart>>
<<else>>
<<set $NPCList[_n].righthand to "pen" + "_" + _bodypart>>
<</if>>
<<elseif $skin[_bodypart].pen is "mud">>
<<He>> looks thoughtful as <span class="lblue"><<he>> rubs off the mud scrawled on your <<bodypart _bodypart>>.</span>
<<bodywriting_clear _bodypart>>
<<if _args[0] is "left">>
<<set $NPCList[_n].lefthand to "pen" + "_" + _bodypart>>
<<else>>
<<set $NPCList[_n].righthand to "pen" + "_" + _bodypart>>
<</if>>
<<else>>
<<if _args[0] is "left">>
<<set $NPCList[_n].lefthand to "pen" + "_" + _bodypart>>
<<He>> looks thoughtful as <<he>> hovers the <<print $NPCList[_n].lefttool>> over your <<bodypart _bodypart>>.
<<else>>
<<set $NPCList[_n].righthand to "pen" + "_" + _bodypart>>
<<He>> looks thoughtful as <<he>> hovers the <<print $NPCList[_n].righttool>> over your <<bodypart _bodypart>>.
<</if>>
<</if>>
<</if>>
<<unset _bwn_stop>>
<</widget>>
<<widget "bodywriting_npc">>
/*First arg: bodypart
Second arg: tool */
<<rng>>
<<if $npc[$npcrow.indexOf(_n)] is "Whitney">>
<<bodywriting_npc_whitney _args[0] _args[1]>>
<<elseif $npc[$npcrow.indexOf(_n)] is "Kylar">>
<<bodywriting_npc_kylar _args[0] _args[1]>>
<<elseif $npc[$npcrow.indexOf(_n)] is "Sydney">>
<<bodywriting_npc_sydney _args[0] _args[1]>>
<<elseif $NPCList[_n].type is "plant" or $role is "islander">>
<<bodywriting_npc_picture _args[0] _args[1]>>
<<elseif $rng gte 51>>
<<bodywriting_npc_special _args[0] _args[1]>>
<<else>>
<<bodywriting_npc_normal _args[0] _args[1]>>
<</if>>
<</widget>>
<<widget "bodywriting_npc_whitney">>
<<rng 3>>
<<switch $rng>>
<<case 1>>
<<if $player.gender_appearance is "m">>
<<add_bodywriting _args[0] whitneys_boyslut _args[1]>>
<<else>>
<<add_bodywriting _args[0] whitneys_slut _args[1]>>
<</if>>
<<case 2>>
<<add_bodywriting _args[0] property_of_whitney _args[1]>>
<<case 3>>
<<add_bodywriting _args[0] whitneys_toy _args[1]>>
<</switch>>
<<bodywriting_finalisation _args[0]>>
<</widget>>
<<widget "bodywriting_npc_kylar">>
<<rng 3>>
<<switch $rng>>
<<case 1>>
<<add_bodywriting _args[0] love_kylar_forever _args[1]>>
<<case 2>>
<<add_bodywriting _args[0] reserved_for_kylar _args[1]>>
<<case 3>>
<<add_bodywriting _args[0] just_kylar _args[1]>>
<</switch>>
<<bodywriting_finalisation _args[0]>>
<</widget>>
<<widget "bodywriting_npc_sydney">>
<<if $consensual is 1 or $combat is 0>>
<<rng 6>>
<<switch $rng>>
<<case 1>>
<<if C.npc.Sydney.purity gte 1>>
<<add_bodywriting _args[0] purest_love _args[1]>>
<<else>>
<<add_bodywriting _args[0] lusty_sinners _args[1]>>
<</if>>
<<case 2>>
<<add_bodywriting _args[0] bound_to_sydney _args[1]>>
<<case 3>>
<<add_bodywriting _args[0] sydney_makes_me_smile _args[1]>>
<<case 4>>
<<if C.npc.Sydney.corruption gte 10>>
<<if $player.gender_appearance is "m">>
<<add_bodywriting _args[0] stud _args[1]>>
<<else>>
<<add_bodywriting _args[0] beauty _args[1]>>
<</if>>
<<else>>
<<if $player.gender_appearance is "m">>
<<add_bodywriting _args[0] handsome _args[1]>>
<<else>>
<<add_bodywriting _args[0] pretty _args[1]>>
<</if>>
<</if>>
<<case 5>>
<<if C.npc.Sydney.corruption gte 10 and $daily.sydney.sex gte 2>>
<<add_bodywriting _args[0] insatiable _args[1]>>
<<else>>
<<if $player.gender_appearance is "m">>
<<add_bodywriting _args[0] cute_boy _args[1]>>
<<else>>
<<add_bodywriting _args[0] cute_girl _args[1]>>
<</if>>
<</if>>
<<case 6>>
<<add_bodywriting _args[0] sinner _args[1]>>
<</switch>>
<<else>>
<<add_bodywriting _args[0] sinner _args[1]>>
<</if>>
<<bodywriting_finalisation _args[0]>>
<</widget>>
<<widget "bodywriting_npc_sydney_book">>
<<if $sydneyromance is 1>>
<<add_bodywriting _args[0] book_criminal_heart _args[1]>>
<<else>>
<<add_bodywriting _args[0] book_criminal_frown _args[1]>>
<</if>>
<<bodywriting_finalisation _args[0]>>
<</widget>>
<<widget "bodywriting_npc_sydney_science">>
<<if _sydneyStatus.includes("corrupt") or _sydneyStatus.includes("Lust")>>
<<switch random(1, 3)>>
<<case 1>>
<<add_bodywriting _args[0] attractive_force _args[1]>>
<<case 2>>
<<add_bodywriting _args[0] reproductive_system _args[1]>>
<<case 3>>
<<add_bodywriting _args[0] breeding_cycle _args[1]>>
<</switch>>
<<else>>
<<switch random(1, 3)>>
<<case 1>>
<<add_bodywriting _args[0] water_tables _args[1]>>
<<case 2>>
<<add_bodywriting _args[0] cytoplasm _args[1]>>
<<case 3>>
<<add_bodywriting _args[0] atomic_weight _args[1]>>
<</switch>>
<</if>>
<<bodywriting_finalisation _args[0]>>
<</widget>>
<<widget "bodywriting_npc_sydney_friendly">>
<<if C.npc.Sydney.love gte 70>>
<<add_bodywriting _args[0] best_friend _args[1]>>
<<elseif C.npc.Sydney.love gte 40>>
<<add_bodywriting _args[0] inspiring _args[1]>>
<<else>>
<<add_bodywriting _args[0] interesting _args[1]>>
<</if>>
<<bodywriting_finalisation _args[0]>>
<</widget>>
<<widget "bodywriting_npc_picture">>
<<if $NPCList[0].type is "plant">>
<<rng 7>>
<<else>>
<<rng 10>>
<</if>>
<<switch $rng>>
<<case 1>>
<<add_bodywriting _args[0] unicorn _args[1]>>
<<case 2>>
<<add_bodywriting _args[0] heart _args[1]>>
<<case 3>>
<<add_bodywriting _args[0] paw_print _args[1]>>
<<case 4>>
<<add_bodywriting _args[0] flower _args[1]>>
<<case 5>>
<<add_bodywriting _args[0] butterfly _args[1]>>
<<case 6>>
<<add_bodywriting _args[0] star _args[1]>>
<<case 7>>
<<add_bodywriting _args[0] skull _args[1]>>
<<case 8>>
<<add_bodywriting _args[0] cross _args[1]>>
<<case 9>>
<<add_bodywriting _args[0] flame _args[1]>>
<<case 10>>
<<add_bodywriting _args[0] cattle_brand _args[1]>>
<</switch>>
<<bodywriting_finalisation _args[0]>>
<</widget>>
<<widget "bodywriting_normal_select">>
<<rng 39>>
<<switch $rng>>
<<case 1>>
<<add_bodywriting _args[0] slut _args[1]>>
<<case 2>>
<<add_bodywriting _args[0] fucktoy _args[1]>>
<<case 3>>
<<add_bodywriting _args[0] worthless _args[1]>>
<<case 4>>
<<add_bodywriting _args[0] free_use _args[1]>>
<<case 5>>
<<add_bodywriting _args[0] slave _args[1]>>
<<case 6>>
<<add_bodywriting _args[0] use_me _args[1]>>
<<case 7>>
<<add_bodywriting _args[0] hit_me _args[1]>>
<<case 8>>
<<if ($cbchance lt 100 or $dgchance gte 1) and !$player.penisExist>>
<<add_bodywriting _args[0] cum_rag _args[1]>>
<<elseif ($dgchance lt 100 or $cbchance gte 1) and $player.penisExist>>
<<add_bodywriting _args[0] walking_dildo _args[1]>>
<<else>>
<<add_bodywriting _args[0] free_use _args[1]>>
<</if>>
<<case 9>>
<<if ($dgchance lt 100 or $cbchance gte 1) and $player.penisExist>>
<<add_bodywriting _args[0] walking_dildo _args[1]>>
<<elseif ($cbchance lt 100 or $dgchance gte 1) and !$player.penisExist>>
<<add_bodywriting _args[0] cum_rag _args[1]>>
<<else>>
<<add_bodywriting _args[0] free_use _args[1]>>
<</if>>
<<case 10>>
<<add_bodywriting _args[0] rape_bait _args[1]>>
<<case 11>>
<<add_bodywriting _args[0] bitch _args[1]>>
<<case 12>>
<<add_bodywriting _args[0] fuck_me _args[1]>>
<<case 13>>
<<add_bodywriting _args[0] hurt_me _args[1]>>
<<case 14>>
<<add_bodywriting _args[0] enslave_me _args[1]>>
<<case 15>>
<<add_bodywriting _args[0] treat_me_bad _args[1]>>
<<case 16>>
<<add_bodywriting _args[0] sex_addict _args[1]>>
<<case 17>>
<<add_bodywriting _args[0] rape_addict _args[1]>>
<<case 18>>
<<add_bodywriting _args[0] make_me_squeal _args[1]>>
<<case 19>>
<<add_bodywriting _args[0] make_me_cum _args[1]>>
<<case 20>>
<<add_bodywriting _args[0] free_sex _args[1]>>
<<case 21>>
<<add_bodywriting _args[0] insatiable _args[1]>>
<<case 22>>
<<add_bodywriting _args[0] stupid_whore _args[1]>>
<<case 23>>
<<add_bodywriting _args[0] rapetoy _args[1]>>
<<case 24>>
<<add_bodywriting _args[0] cocksucker _args[1]>>
<<case 25>>
<<add_bodywriting _args[0] side_piece _args[1]>>
<<case 26>>
<<add_bodywriting _args[0] slam_pig _args[1]>>
<<case 27>>
<<add_bodywriting _args[0] abuse_me _args[1]>>
<<case 28>>
<<add_bodywriting _args[0] strugglefucker _args[1]>>
<<case 29>>
<<add_bodywriting _args[0] cum_dump _args[1]>>
<<case 30>>
<<add_bodywriting _args[0] submissive _args[1]>>
<<case 31>>
<<add_bodywriting _args[0] pet _args[1]>>
<<case 32>>
<<add_bodywriting _args[0] skank _args[1]>>
<<case 33>>
<<add_bodywriting _args[0] gutter_whore _args[1]>>
<<case 34>>
<<add_bodywriting _args[0] stupid_ho _args[1]>>
<<case 35>>
<<add_bodywriting _args[0] asking_for_it _args[1]>>
<<case 36>>
<<add_bodywriting _args[0] cock_tease _args[1]>>
<<case 37>>
<<add_bodywriting _args[0] dumb_bitch _args[1]>>
<<case 38>>
<<add_bodywriting _args[0] kick_me _args[1]>>
<<case 39>>
<<add_bodywriting _args[0] buttslut _args[1]>>
<</switch>>
<</widget>>
<<widget "bodywriting_npc_normal">>
<<set _bigdick to 0>>
<<for _nx to 0; _nx lt $enemynomax; _nx++>>
<<if $NPCList[_nx].penissize gte 3>>
<<set _bigdick to 1>>
<</if>>
<</for>>
<<rng 10>>
<<if _bigdick eq 1 and $rng eq 1>>
<<add_bodywriting _args[0] size_queen _args[1]>>
<<else>>
<<bodywriting_normal_select _args[0] _args[1]>>
<</if>>
<<bodywriting_finalisation _args[0]>>
<</widget>>
<<widget "bodywriting_finalisation">>
<<if $skin[_args[0]].type is "text">>
<i><span class="pink">"<<print $skin[_args[0]].writing>>"</span></i>.
<<else>>
<i><span class="pink">A picture of a <<print $skin[_args[0]].writing>></span></i>.
<</if>>
<<if $skin[_args[0]].arrow is 1>>
<<if _args[1] is "machine">>
<<set $_He to "It">>
<<else>>
<<set $_He to "<<He>>">>
<</if>>
<<switch _args[0]>>
<<case "left_cheek" "right_cheek">>
$_He draws an arrow beside it, <span class="red">pointing at your mouth.</span>
<<case "pubic" "left_thigh" "right_thigh">>
$_He draws an arrow beside it, <span class="red">pointing at your <<genitals 1>>.</span>
<<case "back" "left_bottom" "right_bottom">>
<<if $analdisable is "f">>
$_He draws an arrow beside it, <span class="red">pointing at your <<bottom>>.</span>
<</if>>
<</switch>>
<</if>>
<<if _args[1] is "machine">>
<<set $skin[_args[0]].pen to "tattoo">>
<<else>>
<<if $skin[_args[0]].pen is undefined>>
<<set $skin[_args[0]].pen to "pen">>
<</if>>
<</if>>
<</widget>>
<<widget "bodywriting_criminal">>
<<bodywriting_criminal_select _args[0] _args[1]>>
<<bodywriting_finalisation _args[0]>>
<</widget>>
<<widget "bodywriting_criminal_select">>
<<switch random(1, 7)>>
<<case 1>><<add_bodywriting _args[0] criminal_scum _args[1]>>
<<case 2>><<add_bodywriting _args[0] criminal _args[1]>>
<<case 3>><<add_bodywriting _args[0] law_breaker _args[1]>>
<<case 4>><<add_bodywriting _args[0] criminal_whore _args[1]>>
<<case 5>><<add_bodywriting _args[0] in_debt_to_society _args[1]>>
<<case 6>><<add_bodywriting _args[0] deserves_prison _args[1]>>
<<case 7>><<add_bodywriting _args[0] threat_to_society _args[1]>>
<</switch>>
<</widget>>
<<widget "bodywriting_rape_select">>
<<switch random(1, 5)>>
<<case 1>><<add_bodywriting _args[0] rape_me _args[1]>>
<<case 2>><<add_bodywriting _args[0] rapists_toy _args[1]>>
<<case 3>><<add_bodywriting _args[0] no_means_yes _args[1]>>
<<case 4>><<add_bodywriting _args[0] public_toy _args[1]>>
<<case 5>><<add_bodywriting _args[0] public_property _args[1]>>
<</switch>>
<</widget>>
<<widget "bodywriting_sex_select">>
<<switch random(1, 6)>>
<<case 1>><<add_bodywriting _args[0] promiscuous _args[1]>>
<<case 2>><<add_bodywriting _args[0] town_bicycle _args[1]>>
<<case 3>><<add_bodywriting _args[0] public_slut _args[1]>>
<<case 4>><<add_bodywriting _args[0] wanton _args[1]>>
<<case 5>><<add_bodywriting _args[0] insatiable_slut _args[1]>>
<<case 6>><<add_bodywriting _args[0] dtf _args[1]>>
<</switch>>
<</widget>>
<<widget "bodywriting_bestiality_select">>
<<switch random(1, 12)>>
<<case 1>><<add_bodywriting _args[0] doggy_slut _args[1]>>
<<case 2>><<add_bodywriting _args[0] animal _args[1]>>
<<case 3>><<add_bodywriting _args[0] beast_fucker _args[1]>>
<<case 4>><<add_bodywriting _args[0] breedable _args[1]>>
<<case 5>><<add_bodywriting _args[0] deviant _args[1]>>
<<case 6>><<add_bodywriting _args[0] horse_cock_only _args[1]>>
<<case 7>><<add_bodywriting _args[0] knots_only _args[1]>>
<<case 8>><<add_bodywriting _args[0] barn_slut _args[1]>>
<<case 9>>
<<if $player.gender_appearance is "m">>
<<add_bodywriting _args[0] breeding_stud _args[1]>>
<<else>>
<<add_bodywriting _args[0] breeding_mare _args[1]>>
<</if>>
<<case 10>><<add_bodywriting _args[0] cats_toy _args[1]>>
<<case 11>><<add_bodywriting _args[0] cat_fucker _args[1]>>
<<case 12>><<add_bodywriting _args[0] cat_slut _args[1]>>
<</switch>>
<</widget>>
<<widget "bodywriting_prostitution_select">>
<<switch random(1, 9)>>
<<case 1>><<add_bodywriting _args[0] five_pound_whore _args[1]>>
<<case 2>><<add_bodywriting _args[0] ten_pound_a_pop _args[1]>>
<<case 3>><<add_bodywriting _args[0] twenty_five_pound_per_fuck _args[1]>>
<<case 4>><<add_bodywriting _args[0] one_hundred_pound _args[1]>>
<<case 5>><<add_bodywriting _args[0] its_not_rape_if_you_pay_me _args[1]>>
<<case 6>><<add_bodywriting _args[0] whore _args[1]>>
<<case 7>><<add_bodywriting _args[0] slut_for_hire _args[1]>>
<<case 8>><<add_bodywriting _args[0] body_for_sale _args[1]>>
<<case 9>><<add_bodywriting _args[0] prostitute _args[1]>>
<</switch>>
<</widget>>
<<widget "bodywriting_pregnancy_select">>
<<switch random(1, 8)>>
<<case 1>><<add_bodywriting _args[0] brood_mother _args[1]>>
<<case 2>><<add_bodywriting _args[0] inseminate_me _args[1]>>
<<case 3>><<add_bodywriting _args[0] impregnate_me _args[1]>>
<<case 4>><<add_bodywriting _args[0] pregnancy_slut _args[1]>>
<<case 5>><<add_bodywriting _args[0] breeding_ground _args[1]>>
<<case 6>><<add_bodywriting _args[0] seedbed _args[1]>>
<<case 7>><<add_bodywriting _args[0] fertile _args[1]>>
<<case 8>><<add_bodywriting _args[0] fill_me_up _args[1]>>
<</switch>>
<</widget>>
<<widget "bodywriting_impreg_select">>
<<switch random(1, 8)>>
<<case 1>><<add_bodywriting _args[0] homewrecker _args[1]>>
<<case 2>><<add_bodywriting _args[0] sire _args[1]>>
<<case 3>><<add_bodywriting _args[0] sperm_donor _args[1]>>
<<case 4>><<add_bodywriting _args[0] stallion _args[1]>>
<<case 5>><<add_bodywriting _args[0] condom_breaker _args[1]>>
<<case 6>><<add_bodywriting _args[0] seed_sower _args[1]>>
<<case 7>><<add_bodywriting _args[0] virile _args[1]>>
<<case 8>><<add_bodywriting _args[0] womb_filler _args[1]>>
<</switch>>
<</widget>>
<<widget "bodywriting_exhibitionism_select">>
<<switch random(1, 5)>>
<<case 1>><<add_bodywriting _args[0] pervert _args[1]>>
<<case 2>><<add_bodywriting _args[0] attention_whore _args[1]>>
<<case 3>><<add_bodywriting _args[0] flaunter _args[1]>>
<<case 4>><<add_bodywriting _args[0] object _args[1]>>
<<case 5>><<add_bodywriting _args[0] strip_me _args[1]>>
<</switch>>
<</widget>>
<<widget "bodywriting_beauty_select">>
<<switch random(1, 5)>>
<<case 1>>
<<if $player.gender_appearance is "m">>
<<add_bodywriting _args[0] handsome _args[1]>>
<<else>>
<<add_bodywriting _args[0] pretty _args[1]>>
<</if>>
<<case 2>><<add_bodywriting _args[0] hot _args[1]>>
<<case 3>><<add_bodywriting _args[0] beautiful _args[1]>>
<<case 4>>
<<if $player.gender_appearance is "m">>
<<add_bodywriting _args[0] cute_boy _args[1]>>
<<else>>
<<add_bodywriting _args[0] cute_girl _args[1]>>
<</if>>
<<case 5>>
<<if $player.gender_appearance is "m">>
<<add_bodywriting _args[0] stud _args[1]>>
<<else>>
<<add_bodywriting _args[0] beauty _args[1]>>
<</if>>
<</switch>>
<</widget>>
<<widget "bodywriting_scrap_select">>
<<switch random(1, 6)>>
<<case 1>><<add_bodywriting _args[0] defiant_whelp _args[1]>>
<<case 2>><<add_bodywriting _args[0] brat _args[1]>>
<<case 3>><<add_bodywriting _args[0] punish_me _args[1]>>
<<case 4>><<add_bodywriting _args[0] insolent _args[1]>>
<<case 5>><<add_bodywriting _args[0] naughty _args[1]>>
<<case 6>><<add_bodywriting _args[0] dumb_bitch _args[1]>>
<</switch>>
<</widget>>
<<widget "bodywriting_npc_special">>
<<rng>>
<<if $rng gte 90>>
<<if $fame.rape gte random(200, 1000)>>
<<bodywriting_rape_select _args[0] _args[1]>>
<<bodywriting_finalisation _args[0]>>
<<else>>
<<bodywriting_npc_normal _args[0] _args[1]>>
<</if>>
<<elseif $rng gte 80>>
<<if $fame.sex gte random(200, 1000)>>
<<bodywriting_sex_select _args[0] _args[1]>>
<<bodywriting_finalisation _args[0]>>
<<else>>
<<bodywriting_npc_normal _args[0] _args[1]>>
<</if>>
<<elseif $rng gte 70>>
<<if $fame.bestiality gte random(200, 1000)>>
<<bodywriting_bestiality_select _args[0] _args[1]>>
<<bodywriting_finalisation _args[0]>>
<<else>>
<<bodywriting_npc_normal _args[0] _args[1]>>
<</if>>
<<elseif $rng gte 60>>
<<if $fame.pregnancy gte random(200, 1000) and $player.vaginaExist and $rng gte 65>>
<<bodywriting_pregnancy_select _args[0]>>
<<bodywriting_finalisation _args[0]>>
<<elseif $fame.impreg gte random(200, 1000) and $player.penisExist>>
<<bodywriting_impreg_select _args[0]>>
<<bodywriting_finalisation _args[0]>>
<<else>>
<<bodywriting_npc_normal _args[0]>>
<</if>>
<<elseif $rng gte 50>>
<<if $fame.prostitution gte random(200, 1000)>>
<<bodywriting_prostitution_select _args[0] _args[1]>>
<<bodywriting_finalisation _args[0]>>
<<else>>
<<bodywriting_npc_normal _args[0] _args[1]>>
<</if>>
<<elseif $rng gte 40>>
<<if $fame.exhibitionism gte random(200, 1000)>>
<<bodywriting_exhibitionism_select _args[0] _args[1]>>
<<bodywriting_finalisation _args[0]>>
<<else>>
<<bodywriting_npc_normal _args[0] _args[1]>>
<</if>>
<<elseif $rng gte 28>>
<<if $beauty gte random(1, $beautymax)>>
<<bodywriting_beauty_select _args[0] _args[1]>>
<<bodywriting_finalisation _args[0]>>
<<else>>
<<bodywriting_npc_normal _args[0] _args[1]>>
<</if>>
<<elseif $rng gte 16>>
<<if $fame.scrap gte random(1, 1000)>>
<<bodywriting_scrap_select _args[0] _args[1]>>
<<bodywriting_finalisation _args[0]>>
<<else>>
<<bodywriting_npc_normal _args[0] _args[1]>>
<</if>>
<<else>>
<<bodywriting_npc_normal _args[0] _args[1]>>
<</if>>
<</widget>>
<<widget "bodywriting_machine">>
<<rng>>
<<if $bodywriting_special is "dungeon">>
<<bodywriting_dungeon_select _args[0]>>
<<bodywriting_finalisation _args[0] machine>>
<<elseif $rng gte 94>>
<<if $fame.rape gte random(200, 1000)>>
<<bodywriting_rape_select _args[0]>>
<<bodywriting_finalisation _args[0] machine>>
<<else>>
<<bodywriting_normal_select _args[0]>>
<<bodywriting_finalisation _args[0] machine>>
<</if>>
<<elseif $rng gte 87>>
<<if $fame.sex gte random(200, 1000)>>
<<bodywriting_sex_select _args[0]>>
<<bodywriting_finalisation _args[0]>>
<<else>>
<<bodywriting_normal_select _args[0]>>
<<bodywriting_finalisation _args[0] machine>>
<</if>>
<<elseif $rng gte 80>>
<<if $fame.bestiality gte random(200, 1000)>>
<<bodywriting_bestiality_select _args[0]>>
<<bodywriting_finalisation _args[0]>>
<<else>>
<<bodywriting_normal_select _args[0]>>
<<bodywriting_finalisation _args[0] machine>>
<</if>>
<<elseif $rng gte 73>>
<<if $fame.pregnancy gte random(200, 1000) and $player.vaginaExist>>
<<bodywriting_pregnancy_select _args[0]>>
<<bodywriting_finalisation _args[0]>>
<<else>>
<<bodywriting_npc_normal _args[0]>>
<<bodywriting_finalisation _args[0] machine>>
<</if>>
<<elseif $rng gte 65>>
<<if $fame.prostitution gte random(200, 1000)>>
<<bodywriting_prostitution_select _args[0]>>
<<bodywriting_finalisation _args[0]>>
<<else>>
<<bodywriting_normal_select _args[0]>>
<<bodywriting_finalisation _args[0] machine>>
<</if>>
<<elseif $rng gte 59>>
<<if $fame.exhibitionism gte random(200, 1000)>>
<<bodywriting_exhibitionism_select _args[0]>>
<<bodywriting_finalisation _args[0]>>
<<else>>
<<bodywriting_normal_select _args[0]>>
<<bodywriting_finalisation _args[0] machine>>
<</if>>
<<elseif $rng gte 53>>
<<if $beauty gte random(1, $beautymax)>>
<<bodywriting_beauty_select _args[0]>>
<<bodywriting_finalisation _args[0]>>
<<else>>
<<bodywriting_normal_select _args[0]>>
<<bodywriting_finalisation _args[0] machine>>
<</if>>
<<elseif $rng gte 47>>
<<if $fame.scrap gte random(1, 1000)>>
<<bodywriting_scrap_select _args[0]>>
<<bodywriting_finalisation _args[0]>>
<<else>>
<<bodywriting_normal_select _args[0]>>
<<bodywriting_finalisation _args[0] machine>>
<</if>>
<<else>>
<<bodywriting_normal_select _args[0]>>
<<bodywriting_finalisation _args[0] machine>>
<</if>>
<</widget>>
<<widget "bodypart">>
<<switch _args[0]>>
<<case "breasts" "chest">>
<<set _text_output to "<<breasts>>">>
<<case "pubic">>
<<set _text_output to "pubic area">>
<<case "left_bottom">>
<<set _text_output to "left ass cheek">>
<<case "right_bottom">>
<<set _text_output to "right ass cheek">>
<<case "leftarm">>
<<set _text_output to "left arm">>
<<case "rightarm">>
<<set _text_output to "right arm">>
<<case "vaginaoutside">>
<<set _text_output to "labia">>
<<case "thigh">>
<<set _text_output to "thighs">>
<<default>>
<<set _text_output to _args[0].replace(/_/g," ")>>
<</switch>>
<<print _text_output>>
<</widget>>
<<widget "tattoo">>
<span class="lewd">"<<print $skin[_args[0]].writing>>"</span>
<<switch $skin[_args[0]].pen>>
<<case "tattoo">><<set _text_output to "tattoo">>
<<case "brand">><<set _text_output to "brand">>
<<case "magic">><<set _text_output to "seal">>
<<default>><<set _text_output to ($skin[_args[0]].type is "text" ? "writing" : "image")>>
<</switch>>
<<print _text_output>>
<</widget>>
<<widget "bodywriting_clear">>
<<set $skin[_args[0]] to {}>>
<</widget>>
<<widget "bodywriting_clear_all">>
<<bodywriting_clear forehead>>
<<bodywriting_clear left_cheek>>
<<bodywriting_clear right_cheek>>
<<bodywriting_clear left_shoulder>>
<<bodywriting_clear right_shoulder>>
<<bodywriting_clear breasts>>
<<bodywriting_clear back>>
<<bodywriting_clear pubic>>
<<bodywriting_clear left_thigh>>
<<bodywriting_clear right_thigh>>
<<bodywriting_clear left_bottom>>
<<bodywriting_clear right_bottom>>
<</widget>>
<<widget "bodypart_admire_prostitution">>
<<if $NPCList[_n].paid is 1>>
<<elseif $skin[_args[0]].degree lte 0>>
<<if (($enemyarousal + ($enemytrust * 5) - $enemyanger + ($attractiveness / 10) * (currentSkillValue("seductionskill") / 200)) gte 1000)>>
<<set $enemyanger += 10>><<set $enemytrust -= 100>><<fameprostitution 1>>
<<if !$speechadmired>><<set $speechadmired to 1>>
<<switch random(1, 5)>>
<<case 1>><<He>> speaks. "Expensive. Fine."
<<case 2>><<He>> speaks. "I'll pay, but you better be worth it."
<<case 3>><<He>> speaks. "I'll pay this time, slut."
<<case 4>><<He>> speaks. "I've seen worse deals."
<<case 5>><<He>> speaks. "I should pay you. I doubt you're good for anything else."
<</switch>>
<</if>>
<<He>> drops a <<printmoney 1000>><<money 1000 "prostitution">> note atop you.
<<earnFeat "Billboard">><<set $NPCList[_n].paid to 1>>
<<elseif (($enemyarousal + ($enemytrust * 5) - $enemyanger + ($attractiveness / 10) * (currentSkillValue("seductionskill") / 200)) gte 500)>>
<<set $enemyanger += 10>><<set $enemytrust -= 100>><<fameprostitution 1>>
<<if !$speechadmired>><<set $speechadmired to 1>>
<<switch random(1, 5)>>
<<case 1>><<He>> speaks. "You're lucky I'm giving you a thing."
<<case 2>><<He>> speaks. "If only money could buy you dignity."
<<case 3>><<He>> speaks. "I've bought drinks more expensive than you."
<<case 4>><<He>> speaks. "Where should I insert it?"
<<case 5>><<He>> speaks. "Cheap and dirty whores are the best."
<</switch>>
<</if>>
<<He>> drops a <<printmoney 500>><<money 500 "prostitution">> note atop you.
<<earnFeat "Billboard">><<set $NPCList[_n].paid to 1>>
<<else>><<set $enemytrust -= 20>>
<<fameprostitution 1>>
<<if !$speechadmired>><<set $speechadmired to 1>>
<<switch random(1, 5)>>
<<case 1>><<He>> speaks. "Pay you? Don't make me laugh."
<<case 2>><<He>> speaks. "Getting to fuck me is payment enough."
<<case 3>><<He>> speaks. "Don't think you're worth anything."
<<case 4>><<He>> speaks. "I hope you're not expecting cash."
<<case 5>><<He>> speaks. "Whores like you don't deserve anything."
<</switch>>
<</if>>
<</if>>
<<elseif $skin[_args[0]].degree lte ($enemyarousal + ($enemytrust * 5) - $enemyanger + ($attractiveness / 10) * (currentSkillValue("seductionskill") / 200))>>
<<set $enemyanger += 10>><<set $enemytrust -= $skin[_args[0]].degree>><<fameprostitution 1>>
<<if !$speechadmired>><<set $speechadmired to 1>>
<<switch random(1, 5)>>
<<case 1>><<He>> speaks. "I'm paying, but you better be worth it."
<<case 2>><<He>> speaks. "You whores are so full of yourself."
<<case 3>><<He>> speaks. "Fine, but I'm getting my money's worth."
<<case 4>><<He>> speaks. "I'm gonna make you earn every penny."
<<case 5>><<He>> speaks. "Fine, I'll pay. This time."
<</switch>>
<</if>>
<<He>> drops <<printmoney $skin[_args[0]].degree>><<money $skin[_args[0]].degree "prostitution">> atop you.
<<earnFeat "Billboard">><<set $NPCList[_n].paid to 1>>
<<else>>
<<set $enemytrust -= 20>><<fameprostitution 1>>
<<if !$speechadmired>><<set $speechadmired to 1>>
<<switch random(1, 5)>>
<<case 1>><<He>> speaks. "You're fucking kidding me."
<<case 2>><<He>> speaks. "You're not getting a penny, slut."
<<case 3>><<He>> speaks. "You're not worth a penny."
<<case 4>><<He>> speaks. "I work hard for my cash. I'm not about to give it to some slut."
<<case 5>><<He>> speaks. "Fucking me is the only reward you need."
<</switch>>
<</if>>
<</if>>
<</widget>>
<<widget "bodypart_admire_arrow">>
<<if $skin[_args[0]].special is "prostitution" and $NPCList[_n].type isnot "plant">>
<<bodypart_admire_prostitution _args[0]>>
<</if>>
<<if (_args[0] is "left_cheek" or _args[0] is "right_cheek") and $NPCList[_n].location.genitals is 0 and $NPCList[_n].location.head isnot "head" and ($position isnot "wall" or $walltype is "front") and $mouthuse is 0>>
<<if $analingusdisablegiving is "f" and random(1, 10) is 1 and ($NPCList[_n].penis is 0 or $NPCList[_n].vagina is 0)>>
<<He>> follows the arrow's instruction, <span class="blue">and swings <<his>> ass in front of your face.</span>
<<neutral 5>><<set $mouthuse to "otheranus">><<set $mouthstate to "otheranus">>
<<if $NPCList[_n].penis is 0>>
<<set $NPCList[_n].penis to "mouthotheranus">>
<</if>>
<<if $NPCList[_n].vagina is 0>>
<<set $NPCList[_n].vagina to "mouthotheranus">>
<</if>>
<<set $NPCList[_n].location.genitals = "head">><<set $speechmouthotheranus to 1>><<set $mouthtarget to _n>>
<<elseif $NPCList[_n].penis is 0>>
<<He>> follows the arrow's instruction, <span class="blue">and positions <<his>> $NPCList[_n].penisdesc in front of your mouth.</span>
<<neutral 5>><<set $mouthuse to "penis">><<set $NPCList[_n].penis to "mouthentrance">><<set $mouthstate to "entrance">><<set $speechmouthentrance to 1>><<set $mouthtarget to _n>>
<<set $NPCList[_n].location.genitals to "head">>
<<elseif $NPCList[_n].vagina is 0>>
<<He>> follows the arrow's instruction.
<<if random(4) is 0 and $facesitdisable is "f">>
<<if $position is "doggy">>
<<He>> gently rolls you onto your back.
<<set $position to "missionary">>
<</if>>
<span class="purple">
<<if $enemyanger gte (($enemyangermax / 5) * 1)>>
<<print either(
"<<He>> swings a leg over your face and sits down, sitting on your face.",
"<<He>> sits down on your face, covering your mouth with <<his>> pussy.",
"<<His>> pussy and ass descend onto your face, as <<he>> sits on it."
)>>
<<violence 3>><<bruise face>>
<<else>>
<<print either(
"<<He>> straddles your face and slowly lowers <<his>> pussy down onto your mouth.",
"<<He>> stands over your face and lowers <<himself>>, planting <<his>> pussy on your face.",
"<<His>> pussy comes down onto your face and rests lightly on your mouth, and <<he>> waits expectantly."
)>>
<</if>>
</span>
<<submission 5>><<set $NPCList[_n].vagina to "facesit">><<set $mouthuse to "facesit">><<set $mouthstate to "vagina">><<set $mouthtarget to _n>>
<<set $speechfacesit to 1>><<set $NPCList[_n].location.genitals = "head">>
<<else>>
<span class="purple"><<He>> wraps <<his>> legs around your head and presses <<his>> pussy against your mouth.</span>
<<submission 5>><<set $mouthuse to "othervagina">><<set $NPCList[_n].vagina to "mouth">><<set $mouthstate to "othervagina">><<violence 3>><<bruise face>><<set $speechvaginamouth to 1>><<set $mouthtarget to _n>>
<<set $NPCList[_n].location.genitals to "head">>
<</if>>
<</if>>
<<elseif (_args[0] is "back" or _args[0] is "right_bottom" or _args[0] is "left_bottom") and $NPCList[_n].location.genitals is 0 and $NPCList[_n].location.head isnot "genitals">>
<<if $worn.lower.anus_exposed gte 1 and $worn.under_lower.anus_exposed gte 1 and $anususe is 0>>
<<if $analingusdisablereceiving is "f" and $NPCList[_n].mouth is 0 and ($NPCList[_n].penis is "none" or random(1, 10) is 1)>>
<<He>> follows the arrow's instruction and lowers <<his>> head, <span class="blue">until <<hes>> level with your <<bottom>>.</span>
<<neutral 5>><<set $NPCList[_n].mouth to "anusentrance">><<set $anususe to "othermouth">><<set $anusstate to "othermouthentrance">>
<<set $NPCList[_n].location.head to "genitals">><<set $anustarget to _n>>
<<elseif $NPCList[_n].penis is 0>>
<<He>> follows the arrow's instruction, <span class="blue">and positions <<his>> penis in front of your <<bottom>>.</span>
<<if $NPCList[_n].type is "plant" and $NPCList[_n].penissize gte 4 and canImpregnateParasite("anus")>>
<span class="red">Something about it scares you.</span>
<</if>>
<<neutral 5>><<set $anususe to "penis">><<set $NPCList[_n].penis to "anusentrance">><<set $anusstate to "entrance">><<set $speechanusentrance to 1>>
<<set $NPCList[_n].location.genitals to "genitals">><<set $anustarget to _n>>
<</if>>
<</if>>
<<elseif (_args[0] is "pubic" or _args[0] is "left_thigh" or _args[0] is "right_thigh") and $NPCList[_n].location.genitals is 0 and $NPCList[_n].location.head isnot "genitals">>
<<if $worn.lower.vagina_exposed gte 1 and $worn.under_lower.vagina_exposed gte 1>>
<<if $penisuse is 0 and ($vaginause isnot 0 or random(1))>>
<<if random(1, 5) is 1 and $NPCList[_n].mouth is 0>>
<<He>> follows the arrow's instruction and lowers <<his>> head, <span class="blue">until <<hes>> level with your <<penis>>.</span>
<<neutral 5>><<set $NPCList[_n].mouth to "penisentrance">><<set $penisuse to "othermouth">><<set $penisstate to "othermouthentrance">>
<<set $NPCList[_n].location.head to "genitals">><<set $penistarget to _n>>
<<elseif $NPCList[_n].penis is 0>>
<<He>> follows the arrow's instruction, <span class="blue">and angles <<his>> $NPCList[_n].penisdesc towards yours.</span>
<<neutral 5>><<set $NPCList[_n].penis to "penisentrance">><<set $penisuse to "otherpenis">><<set $penisstate to "otherpenisentrance">>
<<set $NPCList[_n].location.genitals to "genitals">><<set $penistarget to _n>><<set $speechfencingentrance to 1>>
<<elseif $NPCList[_n].vagina is 0>>
<<He>> follows the arrow's instruction, <span class="blue">and straddles you, <<his>> pussy hovering close to your <<penis>>.</span>
<<neutral 5>><<set $NPCList[_n].vagina to "penisentrance">><<set $penisuse to "othervagina">><<set $penisstate to "entrance">>
<<set $NPCList[_n].location.genitals to "genitals">><<set $penistarget to _n>><<set $speechpenisentrance to 1>>
<</if>>
<<elseif $vaginause is 0>>
<<if random(1, 5) is 1 and $NPCList[_n].mouth is 0>>
<<He>> follows the arrow's instruction and lowers <<his>> head, <span class="blue">until <<hes>> level with your <<pussy>>.</span>
<<neutral 5>><<set $NPCList[_n].mouth to "vaginaentrance">><<set $vaginause to "othermouth">><<set $vaginastate to "othermouthentrance">>
<<set $NPCList[_n].location.head to "genitals">><<set $vaginatarget to _n>>
<<elseif $NPCList[_n].penis is 0>>
<<He>> follows the arrow's instruction, <span class="blue">and moves between your legs, positioning <<his>> $NPCList[_n].penisdesc in front of your <<pussy>>.</span>
<<if $NPCList[_n].type is "plant" and $NPCList[_n].penissize gte 4 and canImpregnateParasite("vagina")>>
<span class="red">Something about it scares you.</span>
<</if>>
<<neutral 5>><<set $NPCList[_n].penis to "vaginaentrance">><<set $vaginause to "penis">><<set $vaginastate to "entrance">>
<<set $NPCList[_n].location.genitals to "genitals">><<set $vaginatarget to _n>><<set $speechvaginaentrance to 1>>
<<elseif $NPCList[_n].vagina is 0>>
<<He>> follows the arrow's instruction, <span class="blue">and moves <<his>> pussy closer to yours.</span>
<<neutral 5>><<set $NPCList[_n].vagina to "vaginaentrance">><<set $vaginause to "othervagina">><<set $vaginastate to "othervaginaentrance">>
<<set $NPCList[_n].location.genitals to "genitals">><<set $vaginatarget to _n>><<set $speechtribentrance to 1>>
<</if>>
<</if>>
<</if>>
<</if>>
<<set $speechadmired to 1>>
<</widget>>
<<widget "bodypart_admire_rape">>
<<set $enemytrust -= 20>><<famerape 1>>
<<if !$speechadmired>><<set $speechadmired to 1>>
<<if $consensual is 1>>
<<switch random(1, 9)>>
<<case 1>><<He>> speaks. "Do you get off on being treated like filth?"
<<case 2>><<He>> speaks. "I didn't know you were that kind of <<girl>>."
<<case 3>><<He>> speaks. "You'd like it to be rougher, aye?"
<<case 4>><<He>> speaks. "You're a dirty one."
<<case 5>><<He>> speaks. "Do you get taken often?"
<<case 6>><<He>> speaks. "I'll treat you like you want, don't worry."
<<case 7>><<He>> speaks. "So you like being a victim?"
<<case 8>><<He>> speaks. "I bet you put that on yourself, slut."
<<case 9>><<He>> speaks. "You're just asking for it."
<</switch>>
<<else>>
<<switch random(1, 9)>>
<<case 1>><<He>> speaks. "Hah! I knew you were a rape addict."
<<case 2>><<He>> speaks. "I'm just giving you what you want, after all."
<<case 3>><<He>> speaks. "Don't worry, you'll be treated how you deserve."
<<case 4>><<He>> speaks. "My my, what a slut."
<<case 5>><<He>> speaks. "Good to see you know your place."
<<case 6>><<He>> speaks. "You're just asking for it."
<<case 7>><<He>> speaks. "I knew you were a fucktoy."
<<case 8>><<He>> speaks. "I knew this was all you're good for."
<<case 9>><<He>> speaks. "I'm giving you what you deserve."
<</switch>>
<</if>>
<</if>>
<</widget>>
<<widget "bodypart_admire_exhibitionism">>
<<fameexhibitionism 1>>
<<if !$speechadmired>><<set $speechadmired to 1>>
<<switch random(1, 10)>>
<<case 1>><<He>> speaks. "Don't worry. I'm getting a good look."
<<case 2>><<He>> speaks. "Maybe I'll take some pictures."
<<case 3>><<He>> speaks. "You're certainly a feast for the eyes."
<<case 4>><<He>> speaks. "You're hot alright."
<<case 5>><<He>> speaks. "You like being ogled at, slut?"
<<case 6>><<He>> speaks. "Being leered at is all you're good for."
<<case 7>><<He>> speaks. "You'd look great in a cage."
<<case 8>><<He>> speaks. "Cuties like you shouldn't wear clothes."
<<case 9>><<He>> speaks. "You're such an attention whore."
<<case 10>><<He>> speaks. "I bet half the town's seen that ass of yours."
<</switch>>
<</if>>
<</widget>>
<<widget "bodypart_admire_bestiality">>
<<famebestiality 1>>
<<if !$speechadmired>><<set $speechadmired to 1>>
<<switch random(1, 10)>>
<<case 1>><<He>> speaks. "You're disgusting."
<<case 2>><<He>> speaks. "So you like fucking animals? Doesn't surprise me."
<<case 3>><<He>> speaks. "Maybe I'm not hairy enough for you."
<<case 4>><<He>> speaks. "You belong in a kennel."
<<case 5>><<He>> speaks. "Filthy bitch."
<<case 6>>
<<if $player.gender_appearance is "f">>
<<He>> speaks. "You must be in heat."
<<else>>
<<He>> speaks. "You must be rutting."
<</if>>
<<case 7>><<He>> speaks. "You're such a dirty <<girl>>."
<<case 8>>
<<if $player.gender_appearance is "m">>
<<He>> speaks. "Good dog."
<<else>>
<<He>> speaks. "Good bitch."
<</if>>
<<case 9>><<He>> speaks. "Someone should tie you up in the park, let the neighbourhood dogs take out their stress."
<<case 10>><<He>> speaks. "I knew you were a dog-fucker."
<</switch>>
<</if>>
<</widget>>
<<widget "bodypart_admire_promiscuity">>
<<famesex 1>>
<<if !$speechadmired>><<set $speechadmired to 1>>
<<switch random(1, 10)>>
<<case 1>><<He>> speaks. "You're such a slut."
<<case 2>><<He>> speaks. "I bet you'd fuck anyone."
<<case 3>><<He>> speaks. "I'll let my friends know who to see if they need a fucktoy."
<<case 4>><<He>> speaks. "Have you no shame?"
<<case 5>><<He>> speaks. "Self-respect must be an alien concept to you."
<<case 6>><<He>> speaks. "Don't worry, I know how to satisfy a <<girl>>."
<<case 7>><<He>> speaks. "I'm glad I could find such a slut."
<<case 8>><<He>> speaks. "Fucking must be like breathing to you."
<<case 9>><<He>> speaks. "I bet you can't go a single day without a good fuck."
<<case 10>><<He>> speaks. "Seems I'm giving you what you want."
<</switch>>
<</if>>
<</widget>>
<<widget "bodypart_admire_pregnancy">>
<<if playerBellyVisible()>>
<<famepregnancy 1>>
<<if !$speechadmired>><<set $speechadmired to 1>>
<<if $pregnancyspeechdisable is "f">>
<<switch random(1, 10)>>
<<case 1>><<He>> speaks. "Doesn't look like it's something I can help with right now."
<<case 2>><<He>> speaks. "So how many kids have you given birth to?"
<<case 3>><<He>> speaks. "I'll let my friends know who to see if they want a kid in a couple of months."
<<case 4>><<He>> speaks. "How far along are you?"
<<case 5>><<He>> speaks. "Not being pregnant must be an alien concept to you."
<<case 6>><<He>> speaks. "Don't worry, you're already pregnant."
<<case 7>><<He>> speaks. "At least I don't need to worry about condoms."
<<case 8>><<He>> speaks. "Breeding must be like breathing to you."
<<case 9>><<He>> speaks. "I bet you love the feeling of giving birth."
<<case 10>><<He>> speaks. "Seems like you already have what you're after."
<</switch>>
<</if>>
<</if>>
<<else>>
<<if !$speechadmired>><<set $speechadmired to 1>>
<<if $pregnancyspeechdisable is "f">>
<<switch random(1, 10)>>
<<case 1>><<He>> speaks. "You want a kid that much, slut?"
<<case 2>><<He>> speaks. "So how many kids have you given birth to?"
<<case 3>><<He>> speaks. "I'll let my friends know who to see if they want a kid."
<<case 4>><<He>> speaks. "Are you ovulating right now?"
<<case 5>><<He>> speaks. "Not being pregnant must be an alien concept to you."
<<case 6>><<He>> speaks. "Don't worry, I know how to get you pregnant."
<<case 7>><<He>> speaks. "I'm glad I don't need to worry about condoms."
<<case 8>><<He>> speaks. "Breeding must be like breathing to you."
<<case 9>><<He>> speaks. "I bet you love the feeling of giving birth."
<<case 10>><<He>> speaks. "Seems I'm giving you what you want."
<</switch>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "bodypart_admire_impreg">>
<<fameimpreg 1>>
<<if !$speechadmired>><<set $speechadmired to 1>>
<<if $pregnancyspeechdisable is "f">>
<<switch random(1, 10)>>
<<case 1>><<He>> speaks. "You want a kid that much, slut?"
<<case 2>><<He>> speaks. "So how many kids have you sired?"
<<case 3>><<He>> speaks. "I'll let my friends know who to see if they want a kid."
<<case 4>><<He>> speaks. "Just how many people have you knocked up?"
<<case 5>><<He>> speaks. "You must love seeing baby bumps."
<<case 6>><<He>> speaks. "What a stud."
<<case 7>><<He>> speaks. "I'm glad I don't need to worry about condoms."
<<case 8>><<He>> speaks. "Breeding must be like breathing to you."
<<case 9>><<He>> speaks. "I bet you love the feeling of impregnating others."
<<case 10>><<He>> speaks. "Seems I'm giving you what you want."
<</switch>>
<</if>>
<</if>>
<</widget>>
<<widget "bodypart_admire_girly">>
<<if !$speechadmired>><<set $speechadmired to 1>>
<<if $player.gender_appearance is "m">>
<<switch random(1, 10)>>
<<case 1>><<He>> speaks. "You want to be treated like a girl? Fine by me."
<<case 2>><<He>> speaks. "That's an odd thing for a boy to wear."
<<case 3>><<He>> speaks. "So girly."
<<case 4>><<He>> speaks. "Makes you look like a girl."
<<case 5>><<He>> speaks. "Don't worry, I'll treat you like a girl."
<<case 6>><<He>> speaks. "Aren't you embarrassed to be covered in such a girly thing?"
<<case 7>><<He>> speaks. "Cute."
<<case 8>><<He>> speaks. "I bet you like dressing up as a girl, slut."
<<case 9>><<He>> speaks. "I bet your friends make fun of you."
<<case 10>><<He>> speaks. "Why would you wear such a thing?"
<</switch>>
<<else>>
<<switch random(1, 10)>>
<<case 1>><<He>> speaks. "Cute."
<<case 2>><<He>> speaks. "I bet you wanna be treated like a princess, but you're just a slut."
<<case 3>><<He>> speaks. "I'll treat you like a kidnapped princess."
<<case 4>><<He>> speaks. "So cute and feminine."
<<case 5>><<He>> speaks. "I think you need someone strong to protect you."
<<case 6>><<He>> speaks. "Most girls would be embarrassed to wear such a thing."
<<case 7>><<He>> speaks. "Do other girls wear marks like this?"
<<case 8>><<He>> speaks. "Advertising your femininity? Like anyone would mistake you for a boy."
<<case 9>><<He>> speaks. "You're fucking hot, that's for sure."
<<case 10>><<He>> speaks. "So glad I get such a pretty girl to play with."
<</switch>>
<</if>>
<</if>>
<</widget>>
<<widget "bodypart_admire_boyish">>
<<if !$speechadmired>><<set $speechadmired to 1>>
<<if $player.gender_appearance is "m">>
<<switch random(1, 10)>>
<<case 1>><<He>> speaks. "So glad I get such a handsome boy to play with."
<<case 2>><<He>> speaks. "You're fucking hot, that's for sure."
<<case 3>><<He>> speaks. "Advertising your masculinity? Like anyone would mistake you for a girl."
<<case 4>><<He>> speaks. "Do other boys wear marks like this?"
<<case 5>><<He>> speaks. "Most boys would be embarrassed to wear such at thing."
<<case 6>><<He>> speaks. "I think you need someone strong to protect you."
<<case 7>><<He>> speaks. "So strong and masculine."
<<case 8>><<He>> speaks. "I'll treat you like a kidnapped prince."
<<case 9>><<He>> speaks. "You're a hot fucktoy alright."
<<case 10>><<He>> speaks. "It's not wrong."
<</switch>>
<<else>>
<<switch random(1, 10)>>
<<case 1>><<He>> speaks. "Why would you wear such a thing?"
<<case 2>><<He>> speaks. "I bet your friends make fun of you."
<<case 3>><<He>> speaks. "I bet you like dressing up as a boy, but you're just a slut."
<<case 4>><<He>> speaks. "Hot."
<<case 5>><<He>> speaks. "Aren't you embarrassed to be covered in such a boyish thing?"
<<case 6>><<He>> speaks. "Don't worry, I'll treat you like a boy."
<<case 7>><<He>> speaks. "Makes you look like a boy."
<<case 8>><<He>> speaks. "So boyish."
<<case 9>><<He>> speaks. "That's an odd thing for a girl to wear."
<<case 10>><<He>> speaks. "You want to be treated like a boy? Fine by me."
<</switch>>
<</if>>
<</if>>
<</widget>>
<<widget "bodypart_admire_combat">>
<<famescrap 1>><<set $enemytrust -= 5>>
<<if !$speechadmired>><<set $speechadmired to 1>>
<<switch random(1, 10)>>
<<case 1>><<He>> speaks. "I need to watch myself around you."
<<case 2>><<He>> speaks. "I bet you like being treated badly, really."
<<case 3>><<He>> speaks. "Your brattiness is a front. I can see through it."
<<case 4>><<He>> speaks. "Do I need to watch my <<if $NPCList[_n].pronoun is "f">>purse<<else>>wallet<</if>>?"
<<case 5>><<He>> speaks. "Try anything funny and you'll get beat."
<<case 6>><<He>> speaks. "Like you could take me."
<<case 7>><<He>> speaks. "You must have a high opinion of yourself."
<<case 8>><<He>> speaks. "The people you've beaten must be real wimps."
<<case 9>><<He>> speaks. "You don't look so tough."
<<case 10>><<He>> speaks. "Bratty little <<bitch>>."
<</switch>>
<</if>>
<</widget>>
<<widget "bodypart_admire_violence">>
<<set $enemyanger += 20>>
<<if !$speechadmired>><<set $speechadmired to 1>>
<<switch random(1, 10)>>
<<case 1>><<He>> speaks. "So you like it rough."
<<case 2>><<He>> speaks. "I'm just giving you what you want."
<<case 3>><<He>> speaks. "I bet you're addicted to pain."
<<case 4>><<He>> speaks. "Sluts like you do deserve beatings."
<<case 5>><<He>> speaks. "I'll hurt you all you want, and then some."
<<case 6>><<He>> speaks. "Like I need to be asked."
<<case 7>><<He>> speaks. "It's a dream come true."
<<case 8>><<He>> speaks. "I can be rougher."
<<case 9>><<He>> speaks. "So that's how you like it."
<<case 10>><<He>> speaks. "Will you cum if I hit you hard enough?"
<</switch>>
<</if>>
<</widget>>
<<widget "bodypart_admire_lewd">>
<<if !$speechadmired>><<set $speechadmired to 1>>
<<if $skin[_args[0]].type is "text">>
<<switch random(1, 10)>>
<<case 1>>
<<if $skin[_args[0]].pen is "tattoo">>
<<He>> speaks. "Such a lewd tattoo."
<<elseif $skin[_args[0]].pen is "brand">>
<<He>> speaks. "Such a lewd brand."
<<else>>
<<He>> speaks. "Such lewd writing."
<</if>>
<<case 2>>
<<if $skin[_args[0]].pen is "tattoo">>
<<He>> speaks. "Why would you have yourself tattooed so?"
<<elseif $skin[_args[0]].pen is "brand">>
<<He>> speaks. "Why would you burn that into your skin?"
<<else>>
<<He>> speaks. "Did you write this?"
<</if>>
<<case 3>><<He>> speaks. "Suits you."
<<case 4>><<He>> speaks. "I like my sluts signposted."
<<case 5>><<He>> speaks. "You're a perfect canvas."
<<case 6>><<He>> speaks. "I see others have marked their territory."
<<case 7>><<He>> speaks. "Short and to the point."
<<case 8>><<He>> speaks. "Good to see sluts come with instructions now."
<<case 9>><<He>> speaks. "Maybe I'll add my mark."
<<case 10>><<He>> speaks. "I can think of worse things to write on you."
<</switch>>
<<else>>
<<switch random(1, 10)>>
<<case 1>>
<<if $skin[_args[0]].pen is "tattoo">>
<<He>> speaks. "Such a lewd tattoo."
<<elseif $skin[_args[0]].pen is "brand">>
<<He>> speaks. "Such a lewd brand."
<<else>>
<<He>> speaks. "Such a lewd drawing."
<</if>>
<<case 2>>
<<if $skin[_args[0]].pen is "tattoo">>
<<He>> speaks. "Why would you have yourself tattooed so?"
<<elseif $skin[_args[0]].pen is "brand">>
<<He>> speaks. "Why would you burn that into your skin?"
<<else>>
<<He>> speaks. "Did you draw this?"
<</if>>
<<case 3>><<He>> speaks. "Suits you."
<<case 4>>
<<if $skin[_args[0]].pen is "tattoo">>
<<He>> speaks. "I love tattooed sluts."
<<elseif $skin[_args[0]].pen is "brand">>
<<He>> speaks. "Burned into you. Lovin' it."
<<else>>
<<He>> speaks. "You should get that as a tattoo."
<</if>>
<<case 5>><<He>> speaks. "You're a perfect canvas."
<<case 6>><<He>> speaks. "I see others have marked their territory."
<<case 7>><<He>> speaks. "Someone's an artist."
<<case 8>>
<<if $skin[_args[0]].pen is "tattoo">>
<<He>> speaks. "You should get more lewd tattoos."
<<elseif $skin[_args[0]].pen is "brand">>
<<He>> speaks. "You should get more lewd brands."
<<else>>
<<He>> speaks. "I might leave my own mark."
<</if>>
<<case 9>>
<<if $skin[_args[0]].pen is "tattoo">>
<<He>> speaks. "Good use of ink."
<<elseif $skin[_args[0]].pen is "brand">>
<<He>> speaks. "I can think of worse things to brand you with."
<<else>>
<<He>> speaks. "I can think of worse things to draw on you."
<</if>>
<<case 10>><<He>> speaks. "I've seen lewder."
<</switch>>
<</if>>
<</if>>
<</widget>>
<<widget "bodypart_admire_criminal">>
<<set $enemytrust -= 35>>
<<if !$speechadmired>><<set $speechadmired to 1>>
<<if $consensual is 1>>
<<switch random(1, 9)>>
<<case 1>><<He>> speaks. "I should watch my money."
<<case 2>><<He>> speaks. "I'm keeping an eye on you."
<<case 3>><<He>> speaks. "Maybe I should punish you."
<<case 4>><<He>> speaks. "Don't try to steal anything."
<<case 5>><<He>> speaks. "Don't think about robbing me."
<<case 6>><<He>> speaks. "Should I be worried?"
<<case 7>><<He>> speaks. "Who'd you steal from?"
<<case 8>><<He>> speaks. "I didn't know being a slut was illegal."
<<case 9>><<He>> speaks. "I bet you tried whoring yourself."
<</switch>>
<<else>>
<<switch random(1, 9)>>
<<case 1>><<He>> speaks. "You deserve to be treated like this."
<<case 2>><<He>> speaks. "I'm doing my part for the community."
<<case 3>><<He>> speaks. "Punishing whores is fun."
<<case 4>><<He>> speaks. "Be good, or I'll tell the police you robbed me."
<<case 5>><<He>> speaks. "Steal from me and I'll fuck you up."
<<case 6>><<He>> speaks. "Don't try anything. I've counted every penny."
<<case 7>><<He>> speaks. "I bet you tried to whore yourself, you dumb slut."
<<case 8>><<He>> speaks. "I knew this was all you're good for."
<<case 9>><<He>> speaks. "I'm giving you what you deserve."
<</switch>>
<</if>>
<</if>>
<</widget>>
<<widget "bodypart_admire_cum_heavy">>
<<if $NPCList[_n].type is "plant">>
<<He>> licks <<his>> lips.
<<else>>
<<famesex 2>>
<<if !$speechadmired>><<set $speechadmired to 1>>
<<He>> speaks.
<<if _args[0] is "anus" and $player.gender is "m" and $player.penissize lte 1 and random(1, 5) is 1>>
<<if random(1, 2) is 1>>
"Doesn't surprise me, with a dick that small."
<<else>>
"With such a tiny cock, I guess that's the only way you could pleasure someone."
<</if>>
<<if $player.penissize is 1>>
<<insecurity "penis_small" 1>>
<<else>>
<<insecurity "penis_small" 2>>
<</if>>
<<else>>
<<switch random(1, 11)>>
<<case 1>>"What a fucking cum rag."
<<case 2>>"What a filthy slut."
<<case 3>>"What a fucking cumdump."
<<case 4>>"You nasty cumdump!"
<<case 5>>"Does walking around covered in cum excite you?"
<<case 6>>"Do you ever clean yourself?"
<<case 7>>"Fucking sluts won't even take a bath anymore."
<<case 8>>"Were you whoring yourself?"
<<case 9>>"Fuck, are you addicted to cum or what?"
<<case 10>>"Someone knows how to have fun."
<<case 11>>
<<if _args[0] is "vagina">>
"Are you that desperate for a baby?"
<<elseif _args[0] is "anus">>
"Looks like your ass is getting a lot of action."
<<else>>
"Someone knows how to have fun."
<</if>>
<</switch>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "bodypart_admire_cum_light">>
<<if $NPCList[_n].type is "plant">>
<<He>> licks <<his>> lips.
<<else>>
<<famesex 1>>
<<if !$speechadmired>><<set $speechadmired to 1>>
<<He>> speaks.
<<if _args[0] is "vagina">>
<<switch random(1, 9)>>
<<case 1>>
<<if maleChance() gt 0>>
"Did you have some fun with your boyfriend?"
<<else>>
"I see someone had fun already."
<</if>>
<<case 2>>
<<if maleChance() gt 0>>
"Did your boyfriend do that?"
<<else>>
"Who put that load in you?"
<</if>>
<<case 3>>
<<if maleChance() gt 0>>
"I bet you made your boyfriend happy."
<<else>>
"You must've made someone very happy."
<</if>>
<<case 4>>"Don't worry, I'll give you some more."
<<case 5>>"Guess I'll be taking sloppy seconds."
<<case 6>>"At least clean yourself after slutting out."
<<case 7>>"I see someone had fun already."
<<case 8>>"Do you like being creampied?"
<<case 9>><<if $pregnancyspeechdisable is "f">>"Are you trying to get pregnant?"<<else>>"Do you like being filled?"<</if>>
<</switch>>
<<elseif _args[0] is "anus">>
<<if $player.gender is "m" and $player.penissize lte 1 and random(1, 5) is 1>>
<<if random(1, 2) is 1>>
"Doesn't surprise me, with a dick that small."
<<else>>
"With such a tiny cock, I guess that's the only way you could pleasure someone."
<</if>>
<<if $player.penissize is 1>>
<<insecurity "penis_small" 1>>
<<else>>
<<insecurity "penis_small" 2>>
<</if>>
<<else>>
<<switch random(1, 10)>>
<<case 1>>
<<if maleChance() gt 0>>
"Did you have some fun with your boyfriend?"
<<else>>
"I see someone had fun already."
<</if>>
<<case 2>>
<<if maleChance() gt 0>>
"Did your boyfriend do that?"
<<else>>
"Who put that load in you?"
<</if>>
<<case 3>>
<<if maleChance() gt 0>>
"I bet you made your boyfriend happy."
<<else>>
"You must've made someone very happy."
<</if>>
<<case 4>>"Don't worry, I'll give you some more."
<<case 5>>"Guess I'll be taking sloppy seconds."
<<case 6>>"At least clean yourself after slutting out."
<<case 7>>"I see someone had fun already."
<<case 8>>"Nice to know you don't mind taking it in the ass."
<<case 9>>"Did you enjoy getting your ass filled?"
<<case 10>>"Were you trying to stay a virgin?"
<</switch>>
<</if>>
<<else>>
<<switch random(1, 8)>>
<<case 1>>
<<if maleChance() gt 0>>
"Did you have some fun with your boyfriend?"
<<else>>
"I see someone had fun with you already."
<</if>>
<<case 2>>
<<if maleChance() gt 0>>
"Did your boyfriend do that?"
<<else>>
"Who dumped that load on you?"
<</if>>
<<case 3>>
<<if maleChance() gt 0>>
"I bet you made your boyfriend happy."
<<else>>
"You must've made someone very happy."
<</if>>
<<case 4>>"Do you like having cum on you?"
<<case 5>>"Don't worry, I'll give you some more."
<<case 6>>"At least clean yourself after slutting out."
<<case 7>>"I see someone had fun with you already."
<<case 8>>"Were you trying to stay a virgin?"
<</switch>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "bodypart_admire_parasite_comment">>
<<if $NPCList[_n].type is "plant">>
<<if !$speechadmired>><<set $speechadmired to 1>>
<<if _args[0] is "penis">>
<<He>> pouts. "That thing better not block your cum<<if $orgasmcurrent gte 1>> again<</if>>."
<<else>>
<<He>> raises an eyebrow. "Alright. Gotta admit, that's a new one."
<</if>>
<</if>>
<<else>>
<<famebestiality 1>>
<<if !$speechadmired>><<set $speechadmired to 1>>
<<He>> speaks.
<<switch random(1, 8)>>
<<case 1>>"That must feel good."
<<case 2>>"I bet that keeps you horny. That's why you haven't taken it off yet."
<<case 3>>"You should see a doctor about that."
<<case 4>>"Fuck, is that real?"
<<case 5>>"Did you put that on yourself?"
<<case 6>>"Where did you even find that?"
<<case 7>>"I would never suspect a <<girl>> like you to be into that."
<<case 8>>"Not my thing, but I guess I can't be picky."
<</switch>>
<</if>>
<</if>>
<</widget>>
<<widget "bodypart_admire_kylar">>
<<set _silent to 1>>
<<set $_kylar to statusCheck("Kylar")>>
<<switch $skin[_args[0]].special>>
<<case "Kylar">>
<<switch $skin[_args[0]].writing>>
<<case "Reserved for Kylar">>
"Reserved for me," <<he>> says lovingly as <<he>>
<<if (_args[0] is "left_cheek" or _args[0] is "right_cheek") and $NPCList[_n].location.genitals is 0 and $NPCList[_n].location.head isnot "head" and $NPCList[_n].penis is 0 and $mouthuse is 0>>
<span class="blue">positions <<his>> $NPCList[_n].penisdesc in front of your mouth</span>.
<<neutral 5>><<set $mouthuse to "penis">><<set $NPCList[_n].penis to "mouthentrance">><<set $mouthstate to "entrance">><<set $NPCList[_n].location.genitals to "head">><<set $mouthtarget to _n>>
<<elseif (_args[0] is "left_cheek" or _args[0] is "right_cheek") and $NPCList[_n].location.genitals is 0 and $NPCList[_n].location.head isnot "head" and $NPCList[_n].vagina is 0 and $mouthuse is 0>>
<<if random(4) is 0 and $facesitdisable is "f">>
gently rolls you onto your back and <span class="purple">straddles your face, lowering <<his>> pussy down onto your mouth</span>.
<<submission 5>><<set $NPCList[_n].vagina to "facesit">><<set $mouthuse to "facesit">><<set $mouthstate to "vagina">><<set $position to "missionary">><<set $mouthtarget to _n>>
<<else>>
<span class="blue">wraps <<his>> legs around your head, pressing <<his>> pussy against your mouth</span>.
<<submission 5>><<set $mouthuse to "othervagina">><<set $NPCList[_n].vagina to "mouth">><<set $mouthstate to "othervagina">><<set $mouthtarget to _n>>
<</if>>
<<elseif (_args[0] is "back" or _args[0] is "right_bottom" or _args[0] is "left_bottom") and $NPCList[_n].location.genitals is 0 and $NPCList[_n].location.head isnot "genitals" and $worn.lower.anus_exposed gte 1 and $worn.under_lower.anus_exposed gte 1 and $NPCList[_n].penis is 0 and $anususe is 0>>
<span class="blue">positions <<his>> penis in front of your <<bottom>></span>.
<<neutral 5>><<set $anususe to "penis">><<set $NPCList[_n].penis to "anusentrance">><<set $anusstate to "entrance">><<set $anustarget to _n>>
<<elseif (_args[0] is "pubic" or _args[0] is "left_thigh" or _args[0] is "right_thigh") and $NPCList[_n].location.genitals is 0 and $NPCList[_n].location.head isnot "genitals" and $player.vaginaExist and $worn.lower.vagina_exposed gte 1 and $worn.under_lower.vagina_exposed gte 1 and $NPCList[_n].penis is 0 and $vaginause is 0>>
<span class="blue">moves between your legs, positioning <<his>> $NPCList[_n].penisdesc in front of your pussy</span>.
<<neutral 5>><<set $NPCList[_n].penis to "vaginaentrance">><<set $vaginause to "penis">><<set $vaginastate to "entrance">><<set $NPCList[_n].location.genitals to "genitals">><<set $vaginatarget to _n>>
<<elseif (_args[0] is "pubic" or _args[0] is "left_thigh" or _args[0] is "right_thigh") and $NPCList[_n].location.genitals is 0 and $NPCList[_n].location.head isnot "genitals" and $player.penisExist and $worn.lower.vagina_exposed gte 1 and $worn.under_lower.vagina_exposed gte 1 and $NPCList[_n].vagina is 0 and $penisuse is 0>>
<span class="blue">straddles you, <<his>> pussy hovering close to your <<penis>></span>.
<<neutral 5>><<set $penisuse to "othervagina">><<set $NPCList[_n].vagina to "penisentrance">><<set $penisstate to "entrance">><<set $NPCList[_n].location.genitals to "genitals">><<set $penistarget to _n>>
<<else>>
smiles at you.
<</if>>
<<case "Kylar's Obsession">>
<<He>> looks nervous. "I-it doesn't bother you, right?"
<<case "Love Kylar Forever">>
<<if random(1) and ($NPCList[_n].lefthand is 0 or $NPCList[_n].righthand is 0)>>
<<He>> traces <<his>> finger along the letters, smiling. "F-o-r-e-v-e-r."
<<else>>
<<He>> smiles. "One day we'll get married, and it really will be forever!"
<</if>>
<<case "Just Kylar">>
<<He>> looks down. "I-I hope you only love me..."
<<default>>
<<He>> smiles at you.
<<unset _silent>>
<</switch>>
<<set $enemyanger -= 10>><<set $enemytrust += 10>><<npcincr Kylar rage -2>>
<<case "Robin">>
<<if _kylarStatus.includes("Rage")>>
<<He>> snarls. "Forget about <<nnpc_him "Robin">>! I'm better than <<nnpc_him "Robin">>!"
<<else>>
<<He>> growls. "Robin can't take care of you like I can!"
<</if>>
<<set $enemyanger += 30>><<set $enemytrust -= 30>><<npcincr Kylar rage 3>>
<<case "Whitney">>
<<if _kylarStatus.includes("Rage")>>
<<He>> snarls. "You're not Whitney's! You're mine!"
<<else>>
<<He>> freezes. "Wh... Whitney doesn't treat you right! I can!"
<</if>>
<<set $enemyanger += 30>><<set $enemytrust -= 30>><<npcincr Kylar rage 3>>
<<case "Sydney">>
<<if $skin[_args[0]].lewd isnot 1>>
<<He>> frowns, but doesn't say anything about it.
<<unset _silent>>
<<set $enemyanger += 5>><<set $enemytrust -= 5>>
<<elseif !$kylarSeen.includes("sydneyWriting") and _args[0].lewd is 1>>
<<He>> frowns, reading it again, and <<his>> lip curls. "<<nnpc_He "Sydney">>... Forget about <<nnpc_him "Sydney">>."
<<set $enemyanger += 20>><<set $enemytrust -= 20>><<npcincr Kylar rage 1>><<set $kylarSeen.pushUnique("sydneyWriting")>>
<<elseif _kylarStatus.includes("Rage")>>
<<He>> growls. "Sydney doesn't know you like I do!"
<<set $enemyanger += 30>><<set $enemytrust -= 30>><<npcincr Kylar rage 3>>
<<else>>
<<He>> frowns. "I don't like how close you are to <<nnpc_him "Sydney">>."
<<set $enemyanger += 20>><<set $enemytrust -= 20>><<npcincr Kylar rage 1>>
<</if>>
<<case "Black Wolf" "Great Hawk">>
<<His>> eyes narrow. "I can be an animal, too. Watch!"
<<set $enemyanger += 30>><<set $enemytrust -= 30>><<npcincr Kylar rage 3>>
<<case "Eden" "Avery" "Alex">>
<<if _kylarStatus.includes("Rage")>>
<<He>> snarls. "Whoever they are, they're worthless!"
<<else>>
<<He>> growls. "You don't need them! You only need me!"
<</if>>
<<set $enemyanger += 30>><<set $enemytrust -= 30>><<npcincr Kylar rage 3>>
<<case "prostitution" "rape" "exhibitionism" "sex">>
<<He>> grimaces.
<<unset _silent>>
<<set $enemyanger += 20>><<set $enemytrust -= 20>><<npcincr Kylar rage 1>>
<<case "pregnancy">>
/*ToDo: Pregnancy, write once Kylar's reaction to/thoughts on pregnancy is better understood.
May differ based on gender, jealousy and whether or not Kylar has impregnated the PC in the past.*/
<<case "combat" "violence" "criminal">>
<<His>> eyes widen, but <<he>> doesn't say anything about it.
<<unset _silent>>
<<default>>
<<if $skin[_args[0]].lewd is 1>>
<<He>> frowns.
<<unset _silent>>
<<set $enemyanger += 10>><<set $enemytrust -= 10>><<npcincr Kylar rage 1>>
<<else>>
/*Do nothing.*/
<<unset _silent>>
<</if>>
<</switch>>
<</widget>>
<<widget "bodypart_admire_named">>
<<switch $npc[$npcrow.indexOf(_n)]>>
<<case "Kylar">>
<<bodypart_admire_kylar _args[0]>>
<<set _admireNothing to true>>
<<case "Robin">>
<<switch $skin[_args[0]].special>>
<<case "Robin">>
<<switch $skin[_args[0]].writing>>
<<case "Robin's Protector">>
<<if $NPCName[_n].trauma gte 10>>
<<He>> winces.
<<npcincr Robin dom -1>>
<<else>>
<<He>> grins.
<<set _text_output to "You really do keep me safe!">>
<<npcincr Robin love 1>>
<</if>>
<<case "Robin & I">>
<<if random(1)>>
<<He>> gives you a soft look.
<<set _text_output to "I'm still amazed you chose me,">>
<<else>>
<<He>> eyes meet yours.
<<set _text_output to "I wouldn't have it any other way... you know?">>
<</if>>
<<npcincr Robin love 1>><<npcincr Robin dom 1>>
<<case "The Orphan Lover">>
<<He>> smiles.
<<if random(1)>>
<<set _text_output to "You really love me?">>
<<else>>
<<if $NPCName[_n].dom gte 20>>
<<set _text_output to "I'm so glad to have you.">>
<<else>>
<<set _text_output to "I'm so lucky to have you.">>
<</if>>
<</if>>
<<npcincr Robin love 1>><<npcincr Robin dom 1>>
<<case "Robin's Boyfriend" "Robin's Girlfriend">>
<<He>> giggles.
<<set _text_output to "I'm so happy we're together!">>
<<npcincr Robin love 1>><<npcincr Robin dom 1>>
<<default>>
<<He>> smiles.
<<npcincr Robin love 1>>
<</switch>>
<<default>>
/*Do nothing.*/
<<set _admireNothing to true>>
<</switch>>
<<case "Eden">>
<<switch $skin[_args[0]].special>>
<<case "Eden">>
<<switch $skin[_args[0]].writing>>
<<case "Eden's Companion">>
<<if random(1)>>
<<set _text_output to "That's right. You're mine, my <<wife>>. Never forget that.">>
<<else>>
<<set _text_output to "A nice little reminder of who you belong to.">>
<</if>>
<<case "Hunter and Prey">>
<<He>> smiles.
<<if random(1)>>
<<set _text_output to "You want to be chased, is that it?">>
<<else>>
<<set _text_output to "You enjoy being prey, is that it?">>
<</if>>
<<npcincr Eden lust 1>>
<<case "It's Lonely in the Woods">>
<<His>> eyes soften.
<<set _text_output to "It's much better with a <<girl>> like you around.">>
<<case "Something is Hunting You">>
<<He>> raises an eyebrow.
<<set _text_output to "Do you like that? Being hunted?">>
<<npcincr Eden lust 1>>
<<default>>
<<He>> chuckles.
<</switch>>
<<set $enemyanger -= 10>><<set $enemytrust += 10>>
<<case "Black Wolf">>
<<He>> scowls.
<<if random(1)>>
<<set _text_output to "Whose pet do you think you are?">>
<<else>>
<<set _text_output to "Maybe I'll start treating you like an animal, then.">>
<</if>>
<<set $enemyanger += 20>><<set $enemytrust -= 20>>
<<default>>
<<bodypart_admire_generic _args[0]>>
<</switch>>
<<case "Avery">>
<<switch $skin[_args[0]].special>>
<<case "Avery">>
<<switch $skin[_args[0]].writing>>
<<case "Avery's Trophy">>
<<if $averyragerevealed is 1 and C.npc.Avery.rage gte random(20, 100)>>
<<He>> scoffs.
<<set _text_output to "Don't flatter yourself.">>
<<set $enemyanger += 20>><<set $enemytrust -= 20>><<npcincr Avery rage 1>>
<<else>>
<<if random(1)>>
<<He>> raises an eyebrow.
<<set _text_output to "You better keep behaving so perfectly.">>
<<else>>
<<He>> smiles.
<<set _text_output to "It would be a shame not to show you off.">>
<</if>>
<<set $enemyanger -= 10>><<set $enemytrust += 10>><<npcincr Avery rage -1>>
<</if>>
<<case "Uptown Boy" "Uptown Girl">>
<<if $averyragerevealed is 1 and C.npc.Avery.rage gte random(20, 100)>>
<<He>> scoffs.
<<set _text_output to "An urchin like you? As if.">>
<<set $enemyanger += 20>><<set $enemytrust -= 20>><<npcincr Avery rage 1>>
<<else>>
<<He>> laughs.
<<set _text_output to "One day you just might be.">>
<<set $enemyanger -= 10>><<set $enemytrust += 10>><<npcincr Avery rage -1>>
<</if>>
<<case "Avery's Monopoly">>
<<if $averyragerevealed is 1 and C.npc.Avery.rage gte random(20, 100)>>
<<He>> sneers.
<<set _text_output to "You're more of a subsidiary.">>
<<set $enemyanger += 20>><<set $enemytrust -= 20>><<npcincr Avery rage 1>>
<<else>>
<<if random(1)>>
<<He>> laughs.
<<set _text_output to "Maybe we should play that lewd dice game some time.">>
<<else>>
<<He>> laughs.
<<set _text_output to "What's next? Sole Shareholder?">>
<</if>>
<<set $enemyanger -= 10>><<set $enemytrust += 10>><<npcincr Avery rage -1>>
<</if>>
<<case "Endearing">>
<<if $averyragerevealed is 1 and C.npc.Avery.rage gte random(20, 100)>>
<<He>> scowls.
<<set _text_output to "You're not as cute as you think.">>
<<set $enemyanger += 20>><<set $enemytrust -= 20>><<npcincr Avery rage 1>>
<<else>>
<<His>> eyes soften.
<<set _text_output to "You truly are, my dear.">>
<<set $enemyanger -= 10>><<set $enemytrust += 10>><<npcincr Avery rage -1>>
<</if>>
<<default>>
<<He>> cocks an eyebrow.
<</switch>>
<<default>>
<<bodypart_admire_generic _args[0]>>
<</switch>>
<<case "Alex">>
<<switch $skin[_args[0]].special>>
<<case "Alex">>
<<switch $skin[_args[0]].writing>>
<<case "Alex's Partner">>
<<He>> smiles wide.
<<if $player.gender_appearance is "m">>
<<set _text_output to "You sure are! You're my man!">>
<<else>>
<<set _text_output to "You sure are! You're my woman!">>
<</if>>
<<npcincr Alex love 1>>
<<case "Sunrise to Sunset">>
<<He>> sighs.
<<set _text_output to "If only we didn't have to work all day.">>
<<npcincr Alex love 1>>
<<case "Cowboy" "Cowgirl">>
<<He>> chuckles.
<<set _text_output to "We can do some riding, that's for sure.">>
<<npcincr Alex lust 3>>
<<case "Hay Baler">>
<<if random(1)>>
<<He>> tilts <<his>> head.
<<set _text_output to "Like 'em strong, do you?">>
<<else>>
<<He>> grins.
<<set _text_output to "There's better ways to make you sweat.">>
<</if>>
<<npcincr Alex lust 3>>
<<default>>
<<He>> chuckles.
<</switch>>
<<default>>
<<bodypart_admire_generic _args[0]>>
<</switch>>
<<case "Black Wolf">>
/*Not obtainable*/
<<if $monster is 1>>
<<if random(1)>>
<<bHe>> frowns.
<<set _text_output to "Stupid human scratchings. Make no sense.">>
<<else>>
<<bHe>> tilts <<bhis>> head.
<<set _text_output to "Is that dirt?">>
<</if>>
<</if>>
<<case "Great Hawk">>
/*Not obtainable*/
<<if $monster is 1>>
<<bHe>> tilts <<bhis>> head.
<<if random(1)>>
<<set _text_output to "Did someone scratch you? What are these?">>
<<else>>
<<set _text_output to "Is this landbound custom?">>
<</if>>
<</if>>
<<case "Bailey">>
<<switch $skin[_args[0]].special>>
<<case "Robin">>
<<switch $skin[_args[0]].writing>>
<<case "Robin & I">>
<<He>> sneers.
<<set _text_output to "Good thinking. They'll pay double for a package deal.">>
<<default>>
<<if $speechadmired>>
<<He>> glares.
<<else>>
<<He>> smiles.
<</if>>
<<set _text_output to "Don't worry, I'll be paying <<nnpc_him 'Robin'>> a visit soon.">>
<</switch>>
<<case "prostitution">>
<<if $skin[_args[0]].degree gte 10000>>
<<He>> nods.
<<if random(1)>>
<<set _text_output to "Decent price.">>
<<else>>
<<set _text_output to "Good. You know your worth.">>
<</if>>
<<else>>
<<He>> sneers.
<<if random(1)>>
<<set _text_output to "You're selling yourself short.">>
<<else>>
<<set _text_output to "At least you know what you're good for.">>
<</if>>
<</if>>
<<case "rape">>
<<He>> curls <<his>> lip.
<<if random(1)>>
<<set _text_output to "Throwing your body away like garbage. Pathetic.">>
<<else>>
<<set _text_output to "What a waste.">>
<</if>>
<<default>>
/*Do nothing.*/
<<set _admireNothing to true>>
<</switch>>
<<case "Briar">>
<<if $skin[_args[0]].special is "prostitution">>
<<if $skin[_args[0]].degree gte 10000>>
<<He>> balks.
<<if random(1)>>
<<set _text_output to "Someone's full of <<pherself>>.">>
<<else>>
<<set _text_output to "Like hell you're worth that much.">>
<</if>>
<<elseif $skin[_args[0]].degree gte 2500>>
<<if random(1)>>
<<He>> smirks.
<<set _text_output to "A pity. You could've made much more with me.">>
<<else>>
<<He>> scowls.
<<set _text_output to "You're not worth shit.">>
<</if>>
<<else>>
<<He>> scoffs.
<<if random(1)>>
<<set _text_output to "Who'd want a cheap street rat?">>
<<else>>
<<set _text_output to "At least my whores have some dignity.">>
<</if>>
<</if>>
<<set $enemyanger += 30>><<set $enemytrust -= 30>>
<<else>>
<<bodypart_admire_generic _args[0]>>
<</if>>
<<case "Remy">>
<<switch $skin[_args[0]].special>>
<<case "Alex">>
<<if random(1)>>
<<if $speechadmired>>
<<He>> flashes a smug grin.
<<else>>
<<He>> smiles.
<</if>>
<<set _text_output to "You're in better hands now.">>
<<else>>
<<His>> eyes narrow.
<<set _text_output to "That upstart would've squandered such a fine specimen.">>
<</if>>
<<set $enemytrust -= 20>>
<<case "cattle">>
<<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>
<<He>> smiles.
<<if random(1)>>
<<set _text_output to "The pride of this ranch.">>
<<else>>
<<set _text_output to "A fine specimen, indeed.">>
<</if>>
<<set $enemyanger -= 5>><<set $enemytrust += 5>><<livestock_obey 1>>
<<else>>
<<He>> smiles.
<<if random(1)>>
<<set _text_output to "I'll make a prize of you yet.">>
<<else>>
<<set _text_output to "You belong here. Never forget that.">>
<</if>>
<</if>>
<<case "prostitution">>
<<He>> laughs.
<<set _text_output to "You're more valuable than you know.">>
<<default>>
<<bodypart_admire_generic _args[0]>>
<</switch>>
<<case "Mason" "Sydney">>
/*Do nothing.*/
<<set _admireNothing to true>>
<<default>>
<<bodypart_admire_generic _args[0]>>
<</switch>>
<<if !$speechadmired and !_admireNothing>><<set $speechadmired to 1>>
"<<print _text_output>>"
<</if>>
<</widget>>
<<widget "bodypart_admire_plant">>
<<if !$speechadmired>><<set $speechadmired to 1>>
<<if $skin[_args[0]].type is "object">>
<<switch $skin[_args[0]].writing>>
<<case "unicorn">>
"Horses like that exist? Whoa."
<<case "heart" "cross">>
"Aw, how cute! ...What is it?"
<<case "paw_print">>
<<if $location is "forest">>
"Hey, are you with the... never mind."
<<else>>
"Exotic!"
<</if>>
<<case "flower" "butterfly">>
"Oh, I love it!"
<<set $enemytrust += 20>>
<<case "star">>
<<if $location is "forest">>
"I wish we could see the stars, but the trees block most of them out..."
<<elseif Time.dayState is "night">>
"Just like the sky!"
<<else>>
"Just like the night sky..."
<</if>>
<<case "skull">>
"You mean you have one of those in your body? I don't buy it."
<<case "flame">>
<<if $skin[_args[0]].pen is "brand" or $skin[_args[0]].pen is "magic">>
"That's not... actually burning you, is it?"
<<else>>
"You've got a taste for the dangerous."
<</if>>
<<case "cattle_brand">>
<<if $location is "moor">>
"Don't worry. I won't let Remy take you from me."
<<else>>
"Aw, how cute! ...What is it?"
<</if>>
<<case "penis">>
"Ooh, how lewd! ...What do you mean, unused?!"
<</switch>>
<<else>>
<<switch $skin[_args[0]].pen>>
<<case "tattoo">>
"What is that, a birthmark?"
<<case "brand">>
"Yowch, wouldn't want that seared into me."
<<case "magic">>
"Did I have a funky mushroom, or is that actually glowing?"
<<case "lipstick">>
"Ooh, pink!"
<<case "mud">>
"Nature's canvas."
<<default>>
"It's a shame to draw on such cute skin."
<</switch>>
<</if>>
<</if>>
<</widget>>
<<widget "bodypart_admire">>
<<if !$noAdmire and ($role isnot "islander" or $islander_language gte 100)>>
<<if _args[0].includes("random_")>>
<<set _args[0] to _args[0].replace("random_", (random(0,1) ? "left_" : "right_"))>> <!-- ex "random_cheek" turns into either "right_cheek" or "left_cheek" -->
<</if>>
<<switch _args[1]>>
<<case "bodywriting">>
<<if $skin[_args[0]] is undefined or $newlyWritten.includes(_args[0])>>
<<elseif $skin[_args[0]].writing>>
<<if _args[0] is "forehead" or
(_args[0] is "left_cheek" or _args[0] is "right_cheek") and !$worn.face.type.includes("mask") or
(_args[0] is "left_shoulder" or _args[0] is "right_shoulder") and ($worn.upper.exposed gte 1 or $worn.upper.open is 1) and ($worn.under_upper.exposed gte 1 or $worn.under_open is 1) or
_args[0] is "breasts" and $worn.upper.exposed gte 1 and ($worn.under_upper.exposed gte 1 or $worn.under_upper.open is 1) or
_args[0] is "back" and ($worn.upper.exposed gte 1 or $worn.upper.state isnot "waist") and ($worn.under_upper.exposed gte 1 or $worn.under_upper.state isnot "waist") or
(_args[0] is "left_bottom" or _args[0] is "right_bottom") and ($worn.lower.exposed gte 1 or $worn.lower.anus_exposed gte 1) and ($worn.under_lower.exposed gte 1 or !$worn.under_lower.type.includes("covered")) or
_args[0] is "pubic" and $worn.lower.exposed gte 1 and ($worn.under_lower.exposed gte 1 or !$worn.under_lower.type.includes("covered")) or
(_args[0] is "left_thigh" or _args[0] is "right_thigh") and $worn.lower.vagina_exposed gte 1 and !$worn.under_lower.type.includes("covered")>>/*Makes sure bodywriting isn't seen if obstructed by clothing.*/
<<if $skin[_args[0]].type is "text">>
<<He>> reads the "<<print $skin[_args[0]].writing>>" writing on your <<bodypart _args[0]>>.
<<else>>
<<He>> examines the <<print $skin[_args[0]].writing>> image on your <<bodypart _args[0]>>.
<</if>>
<<if $npc[_n]>>
<<bodypart_admire_named _args[0]>>
<<else>>
<<bodypart_admire_generic _args[0]>>
<</if>>
<</if>>
<</if>>
<<case "cum">>
<<bodypart_admire_cum_convert _args[0]>>
<<case "parasite">>
<<bodypart_admire_parasite_convert _args[0]>>
<</switch>>
<</if>>
<</widget>>
<<widget "bodypart_admire_generic">>
<<if $skin[_args[0]].arrow is 1 and
(_args[0] is "left_cheek" or
_args[0] is "right_cheek" or
_args[0] is "back" or
_args[0] is "left_bottom" or
_args[0] is "right_bottom" or
_args[0] is "pubic" or
_args[0] is "left_thigh" or
_args[0] is "right_thigh")>>
<<bodypart_admire_arrow _args[0]>>
<<elseif $NPCList[_n].type is "plant">>
<<bodypart_admire_plant _args[0]>>
<<elseif $skin[_args[0]].special is "prostitution">>
<<bodypart_admire_prostitution _args[0]>>
<<elseif $skin[_args[0]].special is "rape">>
<<bodypart_admire_rape _args[0]>>
<<elseif $skin[_args[0]].special is "exhibitionism">>
<<bodypart_admire_exhibitionism _args[0]>>
<<elseif $skin[_args[0]].special is "bestiality" or $skin[_args[0]].special is "Black Wolf" or $skin[_args[0]].special is "Great Hawk">>
<<bodypart_admire_bestiality _args[0]>>
<<elseif $skin[_args[0]].special is "sex">>
<<bodypart_admire_promiscuity _args[0]>>
<<elseif $skin[_args[0]].special is "pregnancy">>
<<bodypart_admire_pregnancy _args[0]>>
<<elseif $skin[_args[0]].special is "impreg">>
<<bodypart_admire_impreg _args[0]>>
<<elseif $skin[_args[0]].gender is "f">>
<<bodypart_admire_girly _args[0]>>
<<elseif $skin[_args[0]].gender is "m">>
<<bodypart_admire_boyish _args[0]>>
<<elseif $skin[_args[0]].special is "combat">>
<<bodypart_admire_combat _args[0]>>
<<elseif $skin[_args[0]].special is "violence">>
<<bodypart_admire_violence _args[0]>>
<<elseif $skin[_args[0]].special is "criminal">>
<<bodypart_admire_criminal _args[0]>>
<<elseif $skin[_args[0]].writing>>
<<bodypart_admire_lewd _args[0]>>
<</if>>
<</widget>>
<<widget "bodypart_admire_cum_convert">>
<<switch _args[0]>>
<<case "forehead">>
<<bodypart_admire_cum hair>>
<<case "left_bottom", "right_bottom">>
<<if random(1, 2) is 1>>
<<bodypart_admire_cum bottom>>
<<else>>
<<bodypart_admire_cum anus>>
<</if>>
<<case "left_shoulder">>
<<bodypart_admire_cum leftarm>>
<<case "right_shoulder">>
<<bodypart_admire_cum rightarm>>
<<case "pubic">>
<<if $player.penisExist and (!$player.vaginaExist or random(1, 2) is 1)>>
<<bodypart_admire_cum penis>>
<<else>>
<<if random(1, 2) is 1>>
<<bodypart_admire_cum vagina>>
<<else>>
<<bodypart_admire_cum vaginaoutside>>
<</if>>
<</if>>
<<case "back">>
<<bodypart_admire_cum neck>>
<<case "breasts">>
<<bodypart_admire_cum chest>>
<<case "left_thigh", "right_thigh">>
<<bodypart_admire_cum thigh>>
<<case "left_cheek", "right_cheek">>
<<if random(1, 2) is 1>>
<<bodypart_admire_cum face>>
<<else>>
<<bodypart_admire_cum mouth>>
<</if>>
<<default>>
<<set _admireNothing to true>>
<</switch>>
<<if $NPCList[_n].type is "plant">>
<<set _admireNothing to true>>
<</if>>
<</widget>>
<<widget "bodypart_admire_parasite_convert">>
<<switch _args[0]>>
<<case "left_bottom", "right_bottom">>
<<bodypart_admire_parasite bottom>>
<<case "left_shoulder">>
<<bodypart_admire_parasite left_arm>>
<<case "right_shoulder">>
<<bodypart_admire_parasite right_arm>>
<<case "pubic">>
<<if $player.penisExist and (!$player.vaginaExist or random(1, 2) is 1)>>
<<bodypart_admire_parasite penis>>
<<else>>
<<bodypart_admire_parasite clit>>
<</if>>
<<case "breasts">>
<<bodypart_admire_parasite nipples>>
<<default>>
<<set _admireNothing to true>>
<</switch>>
<</widget>>
<<widget "bodypart_admire_cum">>
<<if _admireNothing>>
<<elseif setup.bodyliquid.combined(_args[0]) gte 4>>
<<set _bodypartLiquidText to formatList(
["semen", "goo", "nectar"].filter(stuff => $player.bodyliquid[_args[0]][stuff] gte 1)
).replace("goo", "slime")
>>
<<if _args[0] is "vagina" or _args[0] is "anus" or _args[0] is "mouth">>
<<He>> <<print either("sees a large amount of", "spots the", "notices the", "eyes up the", "stares at the")>> <<print _bodypartLiquidText>> <<print either("oozing from", "pouring out of", "running from", "drooling from", "streaming from")>> your <<bodypart _args[0]>>.
<<else>>
<<He>> <<print either("sees a large amount of", "spots the", "notices the", "eyes up the", "stares at the")>> <<print _bodypartLiquidText>> <<print either("coating", "soaking", "running down", "cascading off", "dripping off of")>> your <<bodypart _args[0]>>.
<</if>>
<<if !$npc[_n]>>
<<bodypart_admire_cum_heavy _args[0]>>
<</if>>
<<elseif setup.bodyliquid.combined(_args[0]) gte 2>>
<<set _bodypartLiquidText to formatList(
["semen", "goo", "nectar"].filter(stuff => $player.bodyliquid[_args[0]][stuff] gte 1)
).replace("goo", "slime")
>>
<<if _args[0] is "vagina" or _args[0] is "anus" or _args[0] is "mouth">>
<<He>> <<print either("sees a small amount of", "spots some", "notices some", "eyes up the")>> <<print _bodypartLiquidText>> <<print either("dripping from", "leaking from", "running from", "dribbling out of")>> your <<bodypart _args[0]>>.
<<else>>
<<He>> <<print either("sees a small amount of", "spots some", "notices some", "eyes up the")>> <<print _bodypartLiquidText>> on your <<bodypart _args[0]>>.
<</if>>
<<if !$npc[_n]>>
<<bodypart_admire_cum_light _args[0]>>
<</if>>
<</if>>
<</widget>>
<<widget "bodypart_admire_parasite">>
<<if _admireNothing or $parasite[_args[0]].name is undefined>>
<<elseif (_args[0] is "nipples" and $worn.upper.exposed gte 2 and $worn.under_upper.exposed gte 1) or (["bottom","clit","penis"].includes(_args[0]) and $worn.lower.exposed gte 2 and $worn.under_lower.exposed gte 1) or !["nipples","bottom","clit","penis"].includes(_args[0])>>
<<He>> <<print either("notices", "stares at", "glances at", "eyes up", "sees")>> the <<print $parasite[_args[0]].name>> on your <<bodypart _args[0]>>.
<<if !$npc[_n]>>
<<bodypart_admire_parasite_comment _args[0]>>
<</if>>
<</if>>
<</widget>>
<<widget "bodypart_admire_chance">>
<<if $enemytype isnot "beast" and ($NPCList[_n].mouth is 0 or $NPCList[_n].mouth is "speech_only" or ($NPCList[_n].type is "plant" and $speechkissvirgin is 1)) and $speechdisable isnot 1>>
<<switch random(1, 5)>>
<<case 5>>
<<bodypart_admire _args[0] bodywriting>>
<<case 4>>
<<bodypart_admire _args[0] cum>>
<<case 3>>
<<bodypart_admire _args[0] parasite>>
<<default>>
/*Do nothing*/
<<set _admireNothing to true>>
<</switch>>
<</if>>
<</widget>>
<<widget "bodywriting">>
<<bodywritingExposureCheck true true>>
<<for _active_bodypart range setup.bodyparts>>
<<if $skin[_active_bodypart].writing>>
<<if $skin[_active_bodypart].type is "text">>
<<if isLoveInterest($skin[_active_bodypart].special)>>
"<span class="lewd"><<print $skin[_active_bodypart].writing>></span>" has been
<<elseif $skin[_active_bodypart].special isnot "none">>
"<span class="red"><<print $skin[_active_bodypart].writing>></span>" has been
<<elseif $skin[_active_bodypart].lewd is 1>>
"<span class="pink"><<print $skin[_active_bodypart].writing>></span>" has been
<<else>>
"<span class="purple"><<print $skin[_active_bodypart].writing>></span>" has been
<</if>>
<<if $skin[_active_bodypart].pen is "pen">>
written on your <<bodypart _active_bodypart>> in regular pen.
<<elseif $skin[_active_bodypart].pen is "marker">>
written on your <<bodypart _active_bodypart>> in <span class="purple">permanent marker.</span>
<<elseif $skin[_active_bodypart].pen is "tattoo">>
<span class="red">tattooed</span> on your <<bodypart _active_bodypart>>.
<<elseif $skin[_active_bodypart].pen is "lipstick">>
written on your <<bodypart _active_bodypart>> in lipstick.
<<elseif $skin[_active_bodypart].pen is "mud">>
written on your <<bodypart _active_bodypart>> in mud.
<<elseif $skin[_active_bodypart].pen is "brand">>
<span class="red">branded</span> on your <<bodypart _active_bodypart>>.
<<elseif $skin[_active_bodypart].pen is "magic">>
<span class="pink">sealed</span> on your <<bodypart _active_bodypart>>.
<</if>>
<<else>>
<<if $skin[_active_bodypart].special isnot "none">>
A picture of a <span class="red"><<print $skin[_active_bodypart].writing>></span> has been
<<elseif $skin[_active_bodypart].lewd is 1>>
A picture of a <span class="pink"><<print $skin[_active_bodypart].writing>></span> has been
<<else>>
A picture of a <span class="purple"><<print $skin[_active_bodypart].writing>></span> has been
<</if>>
<<if $skin[_active_bodypart].pen is "pen">>
drawn on your <<bodypart _active_bodypart>> in regular pen.
<<elseif $skin[_active_bodypart].pen is "lipstick">>
drawn on your <<bodypart _active_bodypart>> in lipstick.
<<elseif $skin[_active_bodypart].pen is "mud">>
drawn on your <<bodypart _active_bodypart>> in mud.
<<elseif $skin[_active_bodypart].pen is "marker">>
drawn on your <<bodypart _active_bodypart>> in <span class="purple">permanent marker.</span>
<<elseif $skin[_active_bodypart].pen is "tattoo">>
<span class="red">tattooed</span> on your <<bodypart _active_bodypart>>.
<<elseif $skin[_active_bodypart].pen is "brand">>
<span class="red">branded</span> on your <<bodypart _active_bodypart>>.
<<elseif $skin[_active_bodypart].pen is "magic">>
<span class="pink">sealed</span> on your <<bodypart _active_bodypart>>.
<</if>>
<</if>>
<<if $skin[_active_bodypart].arrow is 1>>
<<if _active_bodypart is "left_cheek" or _active_bodypart is "right_cheek">>
An arrow points to your mouth.
<<elseif _active_bodypart is "left_bottom" or _active_bodypart is "right_bottom" or _active_bodypart is "back">>
An arrow points to your anus.
<<elseif _active_bodypart is "pubic" or _active_bodypart is "left_thigh" or _active_bodypart is "right_thigh">>
An arrow points to your <<genitals true>>.
<</if>>
<</if>>
<<if _skin_array.includes(_active_bodypart)>>
<span class="purple">It's currently visible.</span>
<<else>>
<span class="lblue">It isn't currently visible.</span>
<</if>>
<br>
<</if>>
<</for>>
<</widget>>
<<widget "bodywriting_prostitution_check">>
<!-- unused -->
<</widget>>
<<widget "tattoo_parlour">>
<<generate1>><<person1>>
<<if ["bestiality", "Black Wolf", "Great Hawk"].includes($tattoo_parlour.special)>>
<<set $_embarassingType to "deviant">>
<<elseif $tattoo_parlour.lewd is 1>>
<<set $_embarassingType to "lewd">>
<<elseif ["left_bottom", "right_bottom", "pubic", "breasts"].includes($tattoo_bodypart)>>
<<set $_embarassingType to "location">>
<</if>>
<<if $tattoo_choice>>
<<if $tattoo_parlour.type is "text">>
<<set $_request to `<span class="pink">"<<print $tattoo_parlour.writing>>"</span>`>>
<<else>>
<<set $_request to `a <span class="pink"><<print $tattoo_parlour.writing>></span>`>>
<</if>>
<<if $_embarassingType>>
Blushing, you tell the tattoo artist you want $_request tattooed on your <<bodypart $tattoo_bodypart>>.
<<control 50>><<gggcontrol>>
<br><br>
<<else>>
You tell the tattoo artist you want $_request tattooed on your <<bodypart $tattoo_bodypart>>.
<<control 25>><<ggcontrol>>
<br><br>
<</if>>
<<else>>
<<set $_writing to ($tattoo_parlour.type is "text" ? "writing" : "image")>>
<<if $_embarassingType>>
Blushing, you tell the tattoo artist you want the $_writing on your <<bodypart $tattoo_bodypart>> to become permanent.
<<else>>
You tell the tattoo artist you want the $_writing on your <<bodypart $tattoo_bodypart>> to become permanent.
<</if>>
<</if>>
<<if $_embarassingType is "deviant">>
<<Hes>> unfazed by your deviant request.
<<elseif $_embarassingType is "lewd">>
<<Hes>> unfazed by your lewd request.
<<elseif $_embarassingType is "location">>
<<Hes>> unfazed by the location.
<</if>>
<br><br>
<<set $_skirt to setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt>>
<<if ["left_bottom", "right_bottom"].includes($tattoo_bodypart)>>
"Alright," <<he>> says, pulling the curtain shut. "Let's see your bottom."
<<if $worn.lower.type.includes("naked")>>
<<if $worn.under_lower.type.includes("naked")>>
You <<nervously>> turn, showing <<him>> your <<bottom>>.
<<else>>
You <<nervously>> pull down your $worn.under_lower.name, baring your <<bottom>>.
<</if>>
<<elseif $worn.under_lower.type.includes("naked")>>
<<if $_skirt is 1>>
You <<nervously>> flip up your skirt, baring your <<bottom>>.
<<else>>
You <<nervously>> pull down your $worn.lower.name, baring your <<bottom>>.
<</if>>
<<else>>
<<if $_skirt is 1>>
You <<nervously>> flip up your skirt, baring your $worn.under_lower.name.
<<elseif $worn.lower.set is $worn.upper.set>>
You <<nervously>> remove your $worn.upper.name, baring your <<undertop>> and $worn.under_lower.name.
<<else>>
You <<nervously>> pull down your $worn.lower.name, baring your $worn.under_lower.name.
<</if>>
"Those need to go," <<he>> says. "Or they'll get in the way."
<<if $worn.under_lower.set is $worn.under_upper.set>>
You follow <<his>> instruction, and shuffle out of your $worn.under_upper.name while <<his>> back is turned.
<<else>>
You follow <<his>> instruction, and pull down your $worn.under_lower.name while <<his>> back is turned.
<</if>>
<</if>>
<br><br>
<<elseif ["pubic", "left_thigh", "right_thigh"].includes($tattoo_bodypart)>>
"Alright," <<he>> says, pulling the curtain shut.
<<if $worn.lower.type.includes("naked")>>
<<if $tattoo_bodypart is "pubic" and !$worn.under_lower.type.includes("naked")>>
"Those need to go," <<he>> says. "Or they'll get in the way."
<<if $worn.under_lower.set is $worn.under_upper.set>>
You <<nervously>> follow <<his>> instruction, and shuffle out of your $worn.under_upper.name while <<his>> back is turned.
<<else>>
You <<nervously>> follow <<his>> instruction, and pull down your $worn.under_lower.name while <<his>> back is turned.
<</if>>
<</if>>
<<else>>
<<if $_skirt is 1>>
"You'll have to pull your skirt right up. Don't want fabric getting in the way."
You <<nervously>> lift your $worn.lower.name, baring your <<undies>>.
<<elseif $worn.upper.set is $worn.lower.set>>
"You'll have to strip right down. Don't want fabric getting in the way."
You <<nervously>> remove your $worn.upper.name, baring your <<undertop>> and <<undies>>.
<<else>>
"You'll have to take your bottoms off. Don't want the fabric getting in the way."
You <<nervously>> pull down your $worn.lower.name, baring your <<undies>>.
<</if>>
<<if $tattoo_bodypart is "pubic" and !$worn.under_lower.type.includes("naked")>>
"Those need to go too," <<he>> says.
<<if $worn.under_lower.set is $worn.under_upper.set>>
You follow <<his>> instruction, and shuffle out of your $worn.under_upper.name while <<his>> back is turned.
<<else>>
You follow <<his>> instruction, and pull down your $worn.under_lower.name while <<his>> back is turned.
<</if>>
<</if>>
<</if>>
<br><br>
<<elseif ["breasts", "back"].includes($tattoo_bodypart)>>
"Alright," <<he>> says, pulling the curtain shut.
<<if !$worn.upper.type.includes("naked")>>
<<if $worn.upper.open is 1 or $worn.upper.type.includes("naked")>>
"Could you pull your top down?" You <<nervously>> tug down your $worn.upper.name,
<<else>>
"Could you take your top off?" You <<nervously>> remove your $worn.upper.name,
<</if>>
exposing your <<undertop>>.
<</if>>
<br><br>
<</if>>
<<if ["left_bottom", "right_bottom", "pubic", "left_thigh", "right_thigh"].includes($tattoo_bodypart)>>
<<He>> pulls a lever, and the chair beside <<him>> reclines. "Lie <<print (["left_bottom", "right_bottom"].includes($tattoo_bodypart) ? "on your side" : "down")>>," <<he>> says.
<<if $worn.genitals.name isnot "naked">>
<<He>> doesn't mention your $worn.genitals.name. You assume that means it won't get in the way.
<br><br>
<</if>>
<<if $worn.under_lower.type.includes("naked")>>
Bare from the waist down, you lie as instructed. "This will hurt a bit."
<<else>>
You lie as instructed. "This will hurt a bit."
<</if>>
<<else>>
<<He>> pulls a lever, and the chair beside <<him>> reclines. "Lie down." You lie as instructed. "This will hurt a bit."
<</if>>
<br><br>
<<Hes>> not wrong. Your <<bodypart $tattoo_bodypart>> stings the whole way through, but you get used to it, becoming bored instead.
<<if $_embarassingType is "location">>
The artist remains professional despite the lewd location.
<</if>>
<br><br>
"There we go," <<he>> says at last, reaching for a mirror. You examine your new tattoo,
<<set $_colour to ($tattoo_parlour.lewd is 1 ? "lewd" : "purple")>>
<<if $tattoo_parlour.type is "text">>
<span @class="$_colour">"<<print $tattoo_parlour.writing>>"</span>
<<else>>
a <span @class="$_colour"><<print $tattoo_parlour.writing>></span>
<</if>>
now permanently emblazoned on your <<bodypart $tattoo_bodypart>>.
<br><br>
The artist explains how to care for your skin while the tattoo is still raw. You get the gist. "Thanks for your custom," <<he>> says as you stand.
<<if $tattoo_bodypart is "left_bottom" or $tattoo_bodypart is "right_bottom">>
"Oh, and be careful sitting down."
<</if>>
<br><br>
<<if $tattoo_parlour.writing is "Book Criminal >:(" or $tattoo_parlour.writing is "Book Criminal <3">>
<<earnFeat "A Crime Most Foul">>
<</if>>
<<unset $tattoo_parlour>>
<<unset $tattoo_bodypart>>
<<unset $tattoo_choice>>
<<endevent>>
<</widget>>
<<widget "bodywriting_dungeon_select">>
<<if !Object.values($skin).some(p => p.writing is "163") or random(0,2) is 2>>
<<add_bodywriting _args[0] one_six_three>>
<<elseif random(0,2) is 1>>
<<bodywriting_rape_select _args[0]>>
<<else>>
<<add_bodywriting _args[0] slave>>
<</if>>
<</widget>><div @class="(Errors.log.length==0?'hidden':'') + ' error-reporter-btn'" onclick="Errors.Reporter.toggle()"></div>
<<run T.buttons = new window.Tab("overlayButtons", "macro-button-selected")>>
<<if $intro is 0>>
<<if $options.weatherUpdate && $options.images>>
<<skybox>>
<<else>>
<<weatherdisplay>>
<</if>>
<<if $gamemode is "soft">>
<<set $pain to 0>>
<</if>>
<<if $options.images is 1>>
<<addclass body has-images>>
<<removeclass body no-images>>
<div id="sidebar-img-container">
<<img>>
</div>
<<else>>
<<removeclass body has-images>>
<<addclass body no-images>>
<</if>>
<<combateffects>>
<div id="storyCaptionDiv" @class="($extendedStats ? 'statsExtended' : '')">
<div id="debugWindow"></div>
<<if $options.images is 1>>
<div id="stats" onclick="extendStats()">
<<statsCaption>>
</div>
<</if>>
<div id="storyCaptionContent">
<<if $options.numpad is true>>
<style>
.mob-btn-group{
position: fixed;
top: 100px;
right: 0;
display: flex;
align-items: end;
flex-direction: column;
cursor: pointer;
color: #fff;
}
.mob-btn-group>div{
padding: 10px;
background-color: var(--850);
border: 1px solid var(--750);
border-radius: 5px 0 0 5px;
}
.mob-btn-group>div:hover{
background-color: var(--800);
}
</style>
<div class="mob-btn-group unstowable">
<div class="mob-btn-h" onclick="mobBtnShow()" style="display:none;"></div>
<div class="mob-btn" onclick="mobBtnHide()"></div>
<div @class="'mob-btn' + (Links.currentLinks.length < 1 ? ' red' : '')" onclick="mobClick(1)">1</div>
<div @class="'mob-btn' + (Links.currentLinks.length < 2 ? ' link-disabled' : '')" onclick="mobClick(2)">2</div>
<div @class="'mob-btn' + (Links.currentLinks.length < 3 ? ' link-disabled' : '')" onclick="mobClick(3)">3</div>
<div @class="'mob-btn' + (Links.currentLinks.length < 4 ? ' link-disabled' : '')" onclick="mobClick(4)">4</div>
<div @class="'mob-btn' + (Links.currentLinks.length < 5 ? ' link-disabled' : '')" onclick="mobClick(5)">5</div>
<div @class="'mob-btn' + (Links.currentLinks.length < 6 ? ' link-disabled' : '')" onclick="mobClick(6)">6</div>
<div @class="'mob-btn' + (Links.currentLinks.length < 7 ? ' link-disabled' : '')" onclick="mobClick(7)">7</div>
<div @class="'mob-btn' + (Links.currentLinks.length < 8 ? ' link-disabled' : '')" onclick="mobClick(8)">8</div>
<div @class="'mob-btn' + (Links.currentLinks.length < 9 ? ' link-disabled' : '')" onclick="mobClick(9)">9</div>
<div @class="'mob-btn' + (Links.currentLinks.length < 10 ? ' link-disabled' : '')" onclick="mobClick(10)">0</div>
</div>
<</if>>
<<if $endeventerror isnot undefined>>
<<if $options.debugdisable is "f">>
<<if $options.images is 1>><img class="layer-sexmouth" src="img/ui/sym_awareness.png"><</if>><span class="red"><<print StartConfig.version>> Error: An NPC generated on the "$endeventerror" passage broke free. Please inform Vrelnir. <<if $cheatdisable is "f">>Disregard this if you've just used a cheat.<</if>></span>
<br><br>
<</if>>
<<unset $endeventerror>>
<</if>>
<<if $physiquechange is 1>><<set $physiquechange to 0>>
<<if $physiqueuse gte $physique / 1000>>
<span class="gold">Your physique is improving due to all the exercise you are getting.</span>
<<set $physiqueuse to 0>>
<br><br>
<<else>>
<span class="pink">You didn't get enough exercise yesterday, your physique has deteriorated slightly as a result.</span>
<<set $physiqueuse to 0>>
<br><br>
<</if>>
<</if>>
<<if !$lessonmissedtext>>
<<else>>
<<if $lessonmissedtext is 1>>
<span class="pink">You missed a lesson yesterday.</span>
<<elseif $lessonmissedtext gte 2>>
<span class="pink">You missed $lessonmissedtext lessons yesterday.</span>
<</if>>
<<if $lessonmissed gte 50 and $schooltrait gte 4>>
<span class="red">You've missed many lessons</span> <span class="green">but your grades are so good they don't even care.</span>
/* give players a grace period of 2 weeks worth of skipped lessons before penalizing them for not attending the school in case they're stuck in a bad end, and wait a weak before doing that again */
<<elseif $lessonmissed gte 50 && !$truancytimer>>
<span class="red">You've missed many lessons. Your reputation has taken a hit.</span>
<<delinquency 50>><<gggdelinquency>><<status -5>><<lcool>>
<<set $truancytimer to 7>>
<<elseif $truancytimer>>
<<set $truancytimer-->>
<</if>>
/* don't let $lessonmissed get out of control */
<<set $lessonmissed to Math.clamp($lessonmissed, 0, 75)>>
<<set $lessonmissedtext to 0>>
<br>
<</if>>
<<if $options.images is 0>>
<div id="money-noimg">
You have <<printmoney $money true>><br>
</div>
<br>
It is <<ampm>>.
<br>
It is <<print Time.weekDayName>>.
<br>
<</if>>
<<schoolday>>
<br>
<<if $options.clothingCaption or !$options.images>>
<div id="sidebar-look-description">
<<clothingCaptionText>>
</div>
<br>
<</if>>
<<caption_clamp>>
<<calculateallure>>
<<rng>>
<<if $worn.neck.collared gte 1>>
<<if $worn.neck.name is "Whitney's collar with leash" or $worn.neck.name is "Whitney's collar" >>
<span class="pink">A collar encases your neck with bold letters saying "Whitney's pet"</span>
<br>
<<else>>
<span class="pink">A collar encases your neck.</span>
<br>
<</if>>
<</if>>
<<if $penilechastityparasite isnot 0>>
<span class="pink">You feel $penilechastityparasite squirming around your penis.</span>
<br>
<</if>>
<<if $vaginalchastityparasite isnot 0 and $vaginalchastityparasite eq $analchastityparasite>>
<span class="pink">You feel $vaginalchastityparasite squirming inside your vagina and lower intestine.</span>
<br>
<<else>>
<<if $vaginalchastityparasite isnot 0>>
<span class="pink">You feel $vaginalchastityparasite squirming inside your vagina.</span>
<br>
<</if>>
<<if $analchastityparasite isnot 0>>
<span class="pink">You feel $analchastityparasite squirming inside your lower intestine.</span>
<br>
<</if>>
<</if>>
<<for _type range $parasite.types>>
<<switch $parasite[_type].length>>
<<case 0>>
<<case 1>>
<<if $parasite[_type][0] is "nipples">>
<span class="pink">The _type parasites clinging to your <<print $parasite[_type][0]>> suck and massage you.</span>
<<else>>
<span class="pink">The _type parasite clinging to your <<print $parasite[_type][0]>> sucks and massages you.</span>
<</if>>
<br>
<<case 2>>
<span class="pink">The _type parasites clinging to your <<print $parasite[_type][0]>> and <<print $parasite[_type][1]>> suck and massage you.</span>
<br>
<<default>>
<<set _pstring to $parasite[_type][0]>>
<<for _i to 1; _i lt $parasite[_type].length - 1; _i++>>
<<set _pstring += ", " + $parasite[_type][_i]>>
<</for>>
<<set _pstring += ", and " + $parasite[_type][_i]>>
<span class="pink">The _type parasites clinging to your _pstring suck and massage you.</span>
<br>
<</switch>>
<</for>>
<<if $worn.genitals.name isnot "chastity parasite">>
<<if $parasite.penis.name and $parasite.penis.name is "parasite">>
<<if $earSlime.defyCooldown>>
<span class="red">The parasite compresses your <<if $player.ballsExist>>balls<<else>>penis<</if>>.</span>
<<elseif $earSlime.vibration and $earSlime.vibration lte 20>>
<span class="pink">The parasite pulsates around your penis.</span>
<<elseif $earSlime.vibration>>
<span class="pink">The parasite vibrates around your penis.</span>
<</if>>
<<elseif $parasite.clit.name and $parasite.clit.name is "parasite">>
<<if $earSlime.defyCooldown>>
<span class="red">The parasite<<if $earSlime.focus isnot "pregnancy">> penis<</if>> compresses your clit.</span>
<<elseif $earSlime.vibration and $earSlime.vibration lte 20>>
<span class="pink">The parasite<<if $earSlime.focus isnot "pregnancy">> penis<</if>> pulsates around your clit.</span>
<<elseif $earSlime.vibration>>
<span class="pink">The parasite<<if $earSlime.focus isnot "pregnancy">> penis<</if>> vibrates around your clit.</span>
<</if>>
<</if>>
<</if>>
<<if $parasite.left_ear.name and $parasite.left_ear.name eq $parasite.right_ear.name>>
<<if $parasite.left_ear.name is "slime">>
<span class="lewd">The $parasite.left_ear.name in each ear influences your thoughts<<if $earSlime.growth gte 100>> and actions<</if>>.</span>
<br>
<</if>>
<<else>>
<<if $parasite.left_ear.name is "slime">>
<span class="lewd">The $parasite.left_ear.name in your left ear influences your thoughts.</span>
<br>
<</if>>
<<if $parasite.right_ear.name is "slime">>
<span class="lewd">The $parasite.right_ear.name in your right ear influences your thoughts.</span>
<br>
<</if>>
<</if>>
<<if $leftarm is "bound" and $rightarm is "bound">>
<span class="pink">Your arms are bound.</span>
<br>
<<elseif $leftarm is "bound">>
<span class="purple">Your left arm is bound.</span>
<br>
<<elseif $rightarm is "bound">>
<span class="purple">Your right arm is bound.</span>
<br>
<</if>>
<<if $feetuse is "bound" or $worn.feet.type.includes("shackle")>>
<span class="pink">Your legs are bound.</span><<combatExtendedStability -15>>
<br>
<</if>>
<<goo>>
<div id="statmeters">
<<if $gamemode isnot "soft">>
<<paincaption>>
<</if>>
<<arousalcaption>>
<<tirednesscaption>>
<<stresscaption>>
<<if $innocencestate is 1>>
<<innocencecaption>>
<<else>>
<<traumacaption>>
<</if>>
<<if $gamemode isnot "soft">>
<<controlcaption>>
<</if>>
<<allurecaption>>
<<if $underwater is 1>>
<<oxygencaption true>>
<</if>>
<<drunkcaption>><<druggedcaption>><<hallucinogencaption>>
</div>
<br>
<<if $options.tipdisable is "f" and !$statFreeze>>
<span class="gold">Tip:</span> <<tips>>
<br><br>
<</if>>
<div id="overlayButtons">
<<button CHARACTERISTICS>>
<<overlayReplace "characteristics">>
<</button>>
<<button SOCIAL>>
<<overlayReplace "social">>
<</button>>
<div class="sidebarButtonSplit">
<<button TRAITS>>
<<overlayReplace "traits">>
<</button>>
<<button JOURNAL>>
<<overlayReplace "journal">>
<</button>>
</div>
<div class="sidebarButtonSplit">
<<button STATS>>
<<overlayReplace "statistics">>
<</button>>
<<button FEATS>>
<<overlayReplace "gameFeats">>
<</button>>
</div>
<br>
<div class="sidebarButtonSplit">
<<if $dancing is 0 and $combat is 0 and $passage isnot "Start2" and $cheatdisable is "f" or $debug is 1>>
<<button CHEATS>>
<<overlayReplace "cheats">>
<</button>>
<</if>>
<<if $debug is 1>>
<<debug>>
<</if>>
</div>
<div class="no-numberify">
<<button "DOL+ CREDITS">>
<<overlayReplace "DoLPCredits">>
<</button>>
</div>
<!-- Event debug button - Shows an overlay stored in debug-events.twee. -->
<<if $event isnot undefined and $options.debugdisable is "f">>
<!-- Default _temp to what we should people regularly if an event active. -->
<<set _temp to "<span class='yellow'>SHOW EVENT INFO</span>">>
<!-- Prepare for cases where we want to update the button view. -->
<<if EventSystem.any()>>
<<if !EventSystem.validate()>>
<!-- Could not validate the NPC list with event data. -->
<<set _temp to "<span class='red'>EVENT ERROR</span>">>
<<elseif EventSystem.has(0) and EventSystem.get(0).area[0] is $passage>>
<<set _eventAlertMajorArea to false>>
<<set _temp to "<span class='green'>EVENT ACTIVE</span>">>
<<elseif setup.majorAreas.includes($passage)>>
<<set _eventAlertMajorArea to true>>
<<set _temp to "<span class='red'>EVENT ACTIVE</span>">>
<<elseif $event.buffer.map(e => e.area[0]).length is 1 and EventSystem.has(0) and ["Forest Cabin", "Eden Cabin", "Eden Clearing"].includes(EventSystem.get(0).area[0])>>
<<set _temp to "<span class='green'>EVENT ACTIVE</span>">>
<</if>>
<</if>>
<<button _temp>><<overlayReplace "eventExtraInfo">><</button>>
<<unset _temp>>
<</if>>
<<if $options.showDebugRenderer>>
<<button "DEBUG RENDERER">><<overlayReplace "canvasModel">><</button>>
<</if>>
<div class="sidebarButtonSplit">
<<button OPTIONS>>
<<overlayReplace "options">>
<</button>>
<<button SAVES>>
<<overlayReplace "saves">>
<</button>>
</div>
</div>
</div>
</div>
<<if $passage isnot "Start" and $passage isnot "Start2">>
<div id="mobileStats">
<<if $options.sidebarStats is "all">>
<div class="weatherIcon">
<<weatherIcon>>
</div>
<</if>>
<<if $options.sidebarTime is "top">>
<<mobileStatsTime>>
<</if>>
<<if $options.sidebarStats isnot "disabled">>
<<mobileStats>>
<</if>>
<<if $options.sidebarTime is "bottom">>
<<mobileStatsTime>>
<</if>>
</div>
<</if>>
<<else>>
<<run T.buttons = new window.Tab("startCaption", "macro-button-selected")>>
<<if StartConfig.enableImages is true>>
<div id="startingPlayerImage" class="hidden"></div>
<</if>>
<div id="startCaption">
<<startCaption>>
</div>
<</if>>
<br>
<<unset _currentOverlay>><<widget "startCaption">>
<<versioninfo>>
<div class="my-4">
<<linkinformation>>
</div>
<<button SAVES>>
<<overlayReplace "saves">>
<</button>>
<div class="sidebarButtonSplit">
<<button OPTIONS>>
<<overlayReplace "options">>
<</button>>
<<button FEATS>>
<<overlayReplace "startFeats">>
<</button>>
</div>
<</widget>>
<<widget "calculateallure">>
<<if Weather.dayState is "night">>
<<set $nightmod to 1.5>>
<<else>>
<<set $nightmod to 1>>
<</if>>
<<if $exposed gte 2>>
<<set $exposedmod to 1.4>>
<<elseif $exposed gte 1>>
<<set $exposedmod to 1.2>>
<<else>>
<<set $exposedmod to 1>>
<</if>>
<<set $allure to (($beauty / 3) + $hairlength / 4 + $worn.upper.reveal + $worn.lower.reveal)>>
<<if $worn.upper.type.includes("naked")>><<set $allure += $worn.under_upper.reveal>><</if>>
<<if $worn.lower.type.includes("naked")>><<set $allure += $worn.under_lower.reveal>><</if>>
<<set $allure *= $nightmod>>
<<set $allure *= $exposedmod>>
<<set $allure += $worn.head.reveal>>
<<set $allure += $worn.face.reveal>>
<<set $allure += $worn.neck.reveal>>
<<set $allure += $worn.legs.reveal>>
<<set $allure += $worn.feet.reveal>>
<<if ($wolfgirl gte 6 or ($transformationParts.wolf.tail isnot "hidden" and $transformationParts.wolf.tail isnot "disabled"))>><<set $allure += 500>><</if>>
<<if ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled"))>><<set $allure += 500>><</if>>
<<if ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled"))>><<set $allure += 500>><</if>>
<<if ($fallenangel gte 2 or ($transformationParts.fallenAngel.wings isnot "hidden" and $transformationParts.fallenAngel.wings isnot "disabled"))>><<set $allure += 500>><</if>>
<<if ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled"))>><<set $allure += 500>><</if>>
<<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>><<set $allure += 500>><</if>>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled"))>><<set $allure += 500>><</if>>
<<if ($fox gte 6 or ($transformationParts.fox.tail isnot "hidden" and $transformationParts.fox.tail isnot "disabled"))>><<set $allure += 750>><</if>>
<<if ($bunny gte 6 or ($transformationParts.bunny.tail isnot "hidden" and $transformationParts.bunny.tail isnot "disabled"))>><<set $allure += 500>><</if>>
<<goocount>><<set $allure += ($liquidcount * 50)>>
<<if $makeup.lipstick != 0>><<set $allure += 100>><</if>>
<<if $makeup.eyeshadow != 0>><<set $allure += 100>><</if>>
<<if $makeup.mascara != 0>><<set $allure += 100>><</if>>
<<if $makeup.blusher != 0>><<set $allure += 100>><</if>>
<<if $earSlime.growth gt 50>><<set $allure += ($earSlime.growth - 50) * 10>><</if>>
<<if !["island"].includes($location)>>
<<set $allure += ($fame.sex / 10)>>
<<set $allure += ($fame.prostitution / 10)>>
<<set $allure += ($fame.rape / 10)>>
<<set $allure += ($fame.bestiality / 10)>>
<<set $allure += ($fame.exhibitionism / 10)>>
<<set $allure += ($fame.pregnancy / 10)>>
<<set $allure += ($fame.impreg / 10)>>
<<set $allure -= ($fame.scrap / 2)>>
<<set $allure -= ($fame.good / 2)>>
<<set $allure -= ($fame.business / 2)>>
<<set $allure -= ($fame.social / 2)>>
<<set $allure -= ($fame.model / 2)>>
<<if $debug is 1>>
<<set $allure -= ($fame.pimp / 2)>>
<</if>>
<</if>>
<<if Time.isBloodMoon()>>
<<set $allure += 2000>>
<</if>>
<<set $baseAllure to $allure>>
<<if $hallucinogen >= 1 and $substanceRebalance == 1>>
<<set $allure *= 1 + (0.25 * ($hallucinogen / 250))>>
<</if>>
<<set $allure *= $alluremod>>
<<if $allure gte 8000 * $alluremod>><<set $allure to 8000 * $alluremod>><</if>>
<<if $moorLuck gt 0>>
<<set $allure to Math.floor($allure * (1 - ($moorLuck / 100)))>>
<</if>>
<<if $allure lt 0>>
<<set $allure to 0>>
<</if>>
<<set $attractiveness to (($beauty / 3) + $hairlength / 4 + $worn.upper.reveal + $worn.lower.reveal)>>
<<if $worn.upper.type.includes("naked")>><<set $attractiveness += $worn.under_upper.reveal>><</if>>
<<if $worn.lower.type.includes("naked")>><<set $attractiveness += $worn.under_lower.reveal>><</if>>
<<set $attractiveness += $worn.head.reveal>>
<<set $attractiveness += $worn.face.reveal>>
<<set $attractiveness += $worn.neck.reveal>>
<<set $attractiveness += $worn.legs.reveal>>
<<set $attractiveness += $worn.feet.reveal>>
<<if ($wolfgirl gte 6 or ($transformationParts.wolf.tail isnot "hidden" and $transformationParts.wolf.tail isnot "disabled"))>>
<<set $attractiveness += 200>>
<</if>>
<<if ($transformationParts.wolf.ears isnot "hidden" and $transformationParts.wolf.ears isnot "disabled")>>
<<set $attractiveness += 150>>
<</if>>
<<if ($transformationParts.wolf.tail isnot "hidden" and $transformationParts.wolf.tail isnot "disabled")>>
<<set $attractiveness += 150>>
<</if>>
<<if ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled"))>>
<<set $attractiveness += 200>>
<</if>>
<<if ($transformationParts.demon.horns isnot "hidden" and $transformationParts.demon.horns isnot "disabled")>>
<<set $attractiveness += 100>>
<</if>>
<<if ($transformationParts.demon.tail isnot "hidden" and $transformationParts.demon.tail isnot "disabled")>>
<<set $attractiveness += 100>>
<</if>>
<<if _excludeWings isnot true and ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled")>>
<<set $attractiveness += 100>>
<</if>>
<<if ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled"))>>
<<set $attractiveness += 200>>
<</if>>
<<if ($transformationParts.angel.halo isnot "hidden" and $transformationParts.angel.halo isnot "disabled")>>
<<set $attractiveness += 150>>
<</if>>
<<if _excludeWings isnot true and ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled")>>
<<set $attractiveness += 150>>
<</if>>
<<if ($fallenangel gte 2 or ($transformationParts.fallenAngel.wings isnot "hidden" and $transformationParts.fallenAngel.wings isnot "disabled"))>>
<<set $attractiveness += 200>>
<</if>>
<<if ($transformationParts.fallenAngel.halo isnot "hidden" and $transformationParts.fallenAngel.halo isnot "disabled")>>
<<set $attractiveness += 150>>
<</if>>
<<if _excludeWings isnot true and ($transformationParts.fallenAngel.wings isnot "hidden" and $transformationParts.fallenAngel.wings isnot "disabled")>>
<<set $attractiveness += 150>>
<</if>>
<<if ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled"))>>
<<set $attractiveness += 200>>
<</if>>
<<if ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled")>>
<<set $attractiveness += 150>>
<</if>>
<<if ($transformationParts.cat.ears isnot "hidden" and $transformationParts.cat.ears isnot "disabled")>>
<<set $attractiveness += 150>>
<</if>>
<<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>
<<set $attractiveness += 200>>
<</if>>
<<if ($transformationParts.cow.ears isnot "hidden" and $transformationParts.cow.ears isnot "disabled")>>
<<set $attractiveness += 100>>
<</if>>
<<if ($transformationParts.cow.horns isnot "hidden" and $transformationParts.cow.horns isnot "disabled")>>
<<set $attractiveness += 100>>
<</if>>
<<if ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled")>>
<<set $attractiveness += 100>>
<</if>>
<<if ($bear gte 6 or ($transformationParts.bear.tail isnot "hidden" and $transformationParts.bear.tail isnot "disabled"))>>
<<set $attractiveness += 200>>
<</if>>
<<if ($transformationParts.bear.ears isnot "hidden" and $transformationParts.bear.ears isnot "disabled")>>
<<set $attractiveness += 100>>
<</if>>
<<if ($transformationParts.bear.tail isnot "hidden" and $transformationParts.bear.tail isnot "disabled")>>
<<set $attractiveness += 100>>
<</if>>
<<if ($transformationParts.bear.plumage isnot "hidden" and $transformationParts.bear.plumage isnot "disabled")>>
<<set $attractiveness += 100>>
<</if>>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled"))>>
<<set $attractiveness += 200>>
<</if>>
<<if ($transformationParts.bird.tail isnot "hidden" and $transformationParts.bird.tail isnot "disabled")>>
<<set $attractiveness += 60>>
<</if>>
<<if ($transformationParts.bird.eyes isnot "hidden" and $transformationParts.bird.eyes isnot "disabled")>>
<<set $attractiveness += 60>>
<</if>>
<<if _excludeWings isnot true and $transformationParts.bird.wings is "default">>
<<set $attractiveness += 60>>
<</if>>
<<if ($transformationParts.bird.malar isnot "hidden" and $transformationParts.bird.malar isnot "disabled")>>
<<set $attractiveness += 60>>
<</if>>
<<if ($transformationParts.bird.plumage isnot "hidden" and $transformationParts.bird.plumage isnot "disabled")>>
<<set $attractiveness += 60>>
<</if>>
<<if ($fox gte 6 or ($transformationParts.fox.tail isnot "hidden" and $transformationParts.fox.tail isnot "disabled"))>>
<<set $attractiveness += 300>>
<</if>>
<<if ($transformationParts.fox.ears isnot "hidden" and $transformationParts.fox.ears isnot "disabled")>>
<<set $attractiveness += 225>>
<</if>>
<<if ($transformationParts.fox.tail isnot "hidden" and $transformationParts.fox.tail isnot "disabled")>>
<<set $attractiveness += 225>>
<</if>>
<<if ($bunny gte 6 or ($transformationParts.bunny.tail isnot "hidden" and $transformationParts.bunny.tail isnot "disabled"))>>
<<set $attractiveness += 500>>
<<if $transformationParts.bunny.ears is "hidden">>
<<set $attractiveness -= 100>>
<</if>>
<<if $transformationParts.bunny.tail is "hidden">>
<<set $attractiveness -= 100>>
<</if>>
<</if>>
<<if $makeup.lipstick != 0>><<set $attractiveness += 100>><</if>>
<<if $makeup.eyeshadow != 0>><<set $attractiveness += 100>><</if>>
<<if $makeup.mascara != 0>><<set $attractiveness += 100>><</if>>
<<if $makeup.blusher != 0>><<set $attractiveness += 100>><</if>>
<</widget>>
<<widget "statsCaption">>
<<set $_icon to $outside ? "icon_open.png" : "icon_closed.png">>
<<set _message to $outside ? "You are outside." : "You are inside.">>
<<if $extendedStats>>
<div class="left-fixed expanded" tooltip="_message">
<img class="icon_ui" @src="'img/ui/' + $_icon">
</div>
<</if>>
<div class="content">
<div class="first-row">
<div class="centered-elements">
<<if !$extendedStats>>
<div tooltip="_message">
<img class="icon_ui" @src="'img/ui/' + $_icon">
</div>
<</if>>
<div>
<span class="true">
<<printmoney $money true>>
</span>
</div>
<div>
<<clock>>
<<ampm>>
</div>
<<if !$extendedStats>>
<div>
<img class="icon_ui" src="img/ui/icon_day.png">
<<print Time.weekDayName.slice(0, 3)>>
</div>
<</if>>
</div>
</div>
<<if $extendedStats>>
<div class="second-row">
<div>
<img class="icon_ui" src="img/ui/icon_day.png">
<<print Time.weekDayName.slice(0, 3)>>
<<print ordinalSuffixOf(Time.monthDay) + " " + Time.monthName.slice(0,3)>>
</div>
</div>
<</if>>
</div>
<</widget>>
<<widget "startingPlayerImage">>
<<set $naturalhaircolour to $hairselect>>
<<set _filters to {
"body": Skin.cssColorFilter(Skin.color.natural),
"breasts": Skin.cssColorFilter(Skin.color.natural),
"penis": Skin.cssColorFilter(Skin.color.natural),
"mouth": Skin.cssColorFilter(Skin.color.natural),
}>>
<<if $hairlength gte 900>>
<<set _hairlengthstage to "feet">>
<<elseif $hairlength gte 700>>
<<set _hairlengthstage to "thighs">>
<<elseif $hairlength gte 600>>
<<set _hairlengthstage to "navel">>
<<elseif $hairlength gte 400>>
<<set _hairlengthstage to "chest">>
<<elseif $hairlength gte 200>>
<<set _hairlengthstage to "shoulder">>
<<else>>
<<set _hairlengthstage to "short">>
<</if>>
<<set _fringelengthstage to "short">>
<<if _showClothes is undefined>>
<<set _showClothes to true>>
<</if>>
<<if $player.gender is "m">>
<<set _clothesType to "male">>
<<elseif $player.gender is "h">>
<<if $player.gender_body is "m" or ($player.gender_body is "a" and $player.breastsize lte 3)>>
<<set _clothesType to "male">>
<<else>> <!-- if $player.gender_body is "f" or ($player.gender_body is "a" and $player.breastsize gt 3)) -->
<<set _clothesType to "female">>
<</if>>
<<else>> <!-- if $player.gender is "f" -->
<<set _clothesType to "female">>
<</if>>
<<if $background.crossdresser is true>>
<<set _clothesType to (_clothesType is "male" ? "female" : "male")>>
<</if>>
<div id="startImg" @class="'hair-'+ $hairselect + ' noAnimations'">
/*Prep for image checks*/
<<switch $player.breastsize>>
<<case 12>>
<<set _breastSize to 6>>
<<case 8 9 10 11>>
<<set _breastSize to 5>>
<<case 6 7>>
<<set _breastSize to 4>>
<<case 4 5>>
<<set _breastSize to 3>>
<<case 3>>
<<set _breastSize to 2>>
<<case 1 2>>
<<set _breastSize to 1>>
<<default>>
<<set _breastSize to 0>>
<</switch>>
<<if $player.gender is "m" or $player.gender is "h">>
<<set _penisSize to $player.penissize>>
<<else>>
<<unset _penisSize>>
<</if>>
<<set _disabled to ["disabled","hidden"]>>
<<selectmodel "lighting" "sidebar">>
<<set _modeloptions.lights.gradient.enabled = false>>
<<set _modeloptions.lights.flat.enabled = false>>
<<rendermodel "lighting">>
<<selectmodel "main" "sidebar">> <!-- reuse sidebar cache slot -->
<<twinescript>>
_modeloptions.body_type = $player.bodyshape;
_modeloptions.breast_size = _breastSize;
_modeloptions.breasts = (!_showUnderwear && !_showClothes) ? "default" : "cleavage";
if (_penisSize isnot undefined) {
_modeloptions.penis = $player.virginity.penile is true ? "virgin" : "default";
_modeloptions.penis_size = _penisSize;
_modeloptions.balls = $player.gender is "h" ? $player.ballsExist : true;
}
_modeloptions.skin_type = Skin.color.natural;
_modeloptions.skin_tone = Skin.color.tan;
_modeloptions.hair_colour = $hairselect;
_modeloptions.hair_fringe_colour = $hairselect;
_modeloptions.hair_sides_position = $hairposition;
_modeloptions.hair_sides_length = _hairlengthstage;
_modeloptions.hair_fringe_length = _hairlengthstage;
_modeloptions.facestyle = $facestyle;
_modeloptions.facevariant = $facevariant;
_modeloptions.left_eye = $eyeselect;
_modeloptions.right_eye = $eyeselect;
_modeloptions.mouth = "smile";
_modeloptions.freckles = $player.freckles is true;
_modeloptions.toast = _toast is true;
_modeloptions.demon_wings_type = $transformationParts.demon.wings;
_modeloptions.angel_wings_type = $transformationParts.angel.wings;
_modeloptions.fallen_wings_type = $transformationParts.fallenAngel.wings;
_modeloptions.worn = {};
if (_clothesType is "male") {
if (_showClothes) {
_modeloptions.worn = {
upper: {
index: 4, /* t-shirt */
colour: "tangerine",
},
lower: {
index: 5, /* shorts */
colour: "blue",
},
legs: {
index: 2 /* boysgymsocks */
},
feet: {
index: 1 /* schoolshoes */
},
};
}
if (_showUnderwear) {
_modeloptions.worn.under_lower = {
index: 4, /* briefs */
colour: "black",
};
}
} else if (_clothesType is "female") {
if (_showClothes) {
_modeloptions.worn = {
upper: {
index: 1, /* sundress */
colour: "white",
},
lower: {
index: 1, /* sundress */
colour: "white",
},
legs: {
index: 3 /* girlsgymsocks */
},
feet: {
index: 1 /* schoolshoes */
},
};
}
if (_showUnderwear) {
if ($player.breastsize > 3) {
_modeloptions.worn.under_upper = {
index: 12, /* plainbra */
colour: "pale white",
};
}
_modeloptions.worn.under_lower = {
index: 1, /* plainpanties */
colour: "pale white",
};
}
}
_modeloptions.crotch_visible = !_showClothes && !_showUnderwear;
<</twinescript>>
<<rendermodel>>
</div>
<</widget>>
<<widget "startingPlayerImageUpdate">>
<<if $passage is "Start" and StartConfig.enableImages is true>>
<<replace #startingPlayerImage>>
<<startingPlayerImage>>
<</replace>>
<</if>>
<</widget>>Testing<<widget "sleep_clamp">>
<<set $stress = Math.clamp($stress, 0, $stressmax)>>
<<arousalclamp>>
<<set $tiredness = Math.clamp($tiredness, 0, 2000)>>
<</widget>>
<<widget "caption_clamp">>
<<set $stress = Math.clamp($stress, 0, $stressmax)>>
<<set $enemyanger to Math.clamp($enemyanger, 0, 200)>>
<<set $audienceexcitement to Math.clamp($audienceexcitement, 0, 100)>>
<<set $audiencearousal to Math.clamp($audiencearousal, 0, 100)>>
<</widget>>
<<widget "clamp">>
<<traumaclamp>>
<<caption_clamp>>
<<set $beauty = Math.clamp($beauty, 0, $beautymax * $AMCTraits.beauty)>>
<<set $physique = Math.clamp($physique, 0, $physiquesize * $AMCTraits.physique)>>
<<set $upperwet = Math.clamp($upperwet, 0, 200)>>
<<set $lowerwet = Math.clamp($lowerwet, 0, 200)>>
<<set $underlowerwet = Math.clamp($underlowerwet, 0, 200)>>
<<set $underupperwet = Math.clamp($underupperwet, 0, 200)>>
<<set $seductionskill = Math.clamp($seductionskill, 0, 1000 * $AMCTraits.seductionskill)>>
<<set $oralskill = Math.clamp($oralskill, 0, 1000 * $AMCTraits.oralskill)>>
<<set $vaginalskill = Math.clamp($vaginalskill, 0, 1000 * $AMCTraits.vaginalskill)>>
<<set $analskill = Math.clamp($analskill, 0, 1000 * $AMCTraits.analskill)>>
<<set $handskill = Math.clamp($handskill, 0, 1000 * $AMCTraits.handskill)>>
<<set $feetskill = Math.clamp($feetskill, 0, 1000 * $AMCTraits.feetskill)>>
<<set $bottomskill = Math.clamp($bottomskill, 0, 1000 * $AMCTraits.bottomskill)>>
<<set $thighskill = Math.clamp($thighskill, 0, 1000 * $AMCTraits.thighskill)>>
<<set $chestskill = Math.clamp($chestskill, 0, 1000 * $AMCTraits.chestskill)>>
<<set $penileskill = Math.clamp($penileskill, 0, 1000 * $AMCTraits.penileskill)>>
<<set $earSlime.corruption = Math.clamp($earSlime.corruption, 0, 100)>>
<<set $milk_volume to Math.clamp($milk_volume, 24, $milk_max * $AMCTraits.milk)>>
<<set $semen_volume to Math.clamp($semen_volume, 0, $semen_max * $AMCTraits.semen)>>
<<set $semen_amount = Math.clamp($semen_amount, 0, $semen_volume)>>
<<set $milk_amount = Math.clamp($milk_amount, 0, $milk_volume)>>
<<set $lactation_pressure = Math.clamp($lactation_pressure, 0, 100)>>
<<set $nectar_addiction = Math.clamp($nectar_addiction, 0, 200)>>
<<set $hygiene = Math.clamp($hygiene, 0, 2000)>>
<<arousalclamp>>
<<set $tiredness = Math.clamp($tiredness, 0, 2000)>>
<<set $hairlength = Math.clamp($hairlength, 0, 1000)>>
<<set $fringelength = Math.clamp($fringelength, 0, 1000)>>
<<if $gamemode is "soft">>
<<set $control = $controlmax>>
<<else>>
<<set $control = Math.clamp($control, 0, $controlmax)>>
<</if>>
<<set $awareness = Math.clamp($awareness, -200, 1000)>>
<<set $submissive = Math.clamp($submissive, 0, 2000)>>
/* note: $player.virginity.* is truthy even after it's taken */
<<if $virginityProtected or $player.virginity.vaginal is true and $player.virginity.penile is true>>
<<set $purity = Math.clamp($purity, 0, 1000)>>
<<else>>
<<set $purity = Math.clamp($purity, 0, 999)>>
<</if>>
<<set $orgasmcount = Math.clamp($orgasmcount, 0, 25)>>
<<set $willpower = Math.clamp($willpower, 0, $willpowermax * $AMCTraits.willpower)>>
<<set $orphan_hope = Math.clamp($orphan_hope, -50, 50)>>
<<set $orphan_reb = Math.clamp($orphan_reb, -50, 50)>>
<<set $english to Math.clamp($english, 0, 1000 * $AMCTraits.english)>>
<<set $maths to Math.clamp($maths, 0, 1000 * $AMCTraits.maths)>>
<<set $science to Math.clamp($science, 0, 1000 * $AMCTraits.science)>>
<<set $history to Math.clamp($history, 0, 1000 * $AMCTraits.history)>>
<<set _schoolMax to (1000 * $AMCTraits.english) + (1000 * $AMCTraits.maths) + (1000 * $AMCTraits.science) + (1000 * $AMCTraits.history)>>
<<set $school to Math.clamp($school, 0, _schoolMax)>>
<<set $cool to Math.clamp($cool, 0, $coolmax)>>
<<set $delinquency to Math.clamp($delinquency, 0, 1000)>>
<<set $skulduggery to Math.clamp($skulduggery, 0, 1000 * $AMCTraits.skulduggery)>>
<<set $swimmingskill to Math.clamp($swimmingskill, 0, 1000 * $AMCTraits.swimming)>>
<<set $danceskill to Math.clamp($danceskill, 0, 1000 * $AMCTraits.dancing)>>
<<set $athletics to Math.clamp($athletics, 0, 1000 * $AMCTraits.athletics)>>
<<set $tending to Math.clamp($tending, 0, 1000 * $AMCTraits.tending)>>
<<painclamp>>
<<set $housekeeping to Math.clamp($housekeeping, 0, 1000 * $AMCTraits.housekeeping)>>
<<set $combatExtended.brawling to Math.clamp($combatExtended.brawling, 0, 1000 * $AMCTraits.brawling)>>
<<if $gamemode is "soft">>
<<set $pain to Math.clamp($pain, 0, 0)>>
<<else>>
<<set $pain to Math.clamp($pain, 0, 200)>>
<</if>>
<<set $facebruise to Math.clamp($facebruise, 0, 100)>>
<<set $chestbruise to Math.clamp($chestbruise, 0, 100)>>
<<set $tummybruise to Math.clamp($tummybruise, 0, 100)>>
<<set $vaginabruise to Math.clamp($vaginabruise, 0, 100)>>
<<set $penisbruise to Math.clamp($penisbruise, 0, 100)>>
<<set $anusbruise to Math.clamp($anusbruise, 0, 100)>>
<<set $bottombruise to Math.clamp($bottombruise, 0, 100)>>
<<set $thighbruise to Math.clamp($thighbruise, 0, 100)>>
<<set $neckbruise to Math.clamp($neckbruise, 0, 100)>>
<<set $masochism to Math.clamp($masochism, 0, 1000)>>
<<set $sadism to Math.clamp($sadism, 0, 1000)>>
<<set $player.breastsize to Math.clamp($player.breastsize, 0, 12)>>
<<set $player.bottomsize to Math.clamp($player.bottomsize, 0, 8)>>
<<set $player.penissize to Math.clamp($player.penissize, -2, 4)>>
<<set $ballssize to Math.clamp($ballssize, -2, 4)>>
<<set $mouthsensitivity to Math.clamp($mouthsensitivity, 1, 4)>>
<<set $breastsensitivity to Math.clamp($breastsensitivity, 1, 4)>>
<<set $bottomsensitivity to Math.clamp($bottomsensitivity, 1, 4)>>
<<set $genitalsensitivity to Math.clamp($genitalsensitivity, 1, 4)>>
<<set $exhibitionism to Math.clamp($exhibitionism, 0, 100)>>
<<set $promiscuity to Math.clamp($promiscuity, 0, 100)>>
<<set $deviancy to Math.clamp($deviancy, 0, 100)>>
<<set $hallucinogen to Math.clamp($hallucinogen, 0, 1000)>>
<<set $drunk to Math.clamp($drunk, 0, 1000)>>
<<set $drugged to Math.clamp($drugged, 0, 1000)>>
<</widget>>
<<widget "fameclamp">>
<!-- clamp all fames between 0 and 2k -->
/* <<for _t range Object.keys($fame)>>
<<set $fame[_t] to Math.clamp($fame[_t], 0, 2000)>>
<</for>> */
<!-- limit preg fame growth by the number of actual pregnancies -->
<<set $fame.sex to Math.clamp($fame.sex, 0, 2000 * $AMCTraits.sexFame)>>
<<set $fame.prostitution to Math.clamp($fame.prostitution, 0, 2000 * $AMCTraits.prostitutionFame)>>
<<set $fame.rape to Math.clamp($fame.rape, 0, 2000 * $AMCTraits.rapeFame)>>
<<set $fame.bestiality to Math.clamp($fame.bestiality, 0, 2000 * $AMCTraits.bestialityFame)>>
<<set $fame.exhibitionism to Math.clamp($fame.exhibitionism, 0, 2000 * $AMCTraits.exhibitionismFame)>>
<<set $fame.pregnancy to Math.clamp($fame.pregnancy, 0, Math.clamp(playerNormalPregnancyTotal(),1,8) * 250 * $AMCTraits.pregnancyFame)>>
<<set $fame.impreg to Math.clamp($fame.impreg, 0, 2000 * $AMCTraits.impregFame)>>
<<set $fame.scrap to Math.clamp($fame.scrap, 0, 2000 * $AMCTraits.scrapFame)>>
<<set $fame.good to Math.clamp($fame.good, 0, 2000 * $AMCTraits.goodFame)>>
<<set $fame.business to Math.clamp($fame.business, 0, 2000 * $AMCTraits.businessFame)>>
<<set $fame.pimp to Math.clamp($fame.pimp, 0, 2000)>>
<<set $fame.social to Math.clamp($fame.social, 0, 2000 * $AMCTraits.socialFame)>>
<<set $fame.model to Math.clamp($fame.model, 0, 2000 * $AMCTraits.modelFame)>>
<</widget>>
<<widget "maxDefaultActionSetsclamp">>
<<set $maxDefaultActionSets to Math.clamp($maxDefaultActionSets, 1, 10)>>
<</widget>><<widget "DoLPCredits">>
__''Degrees of Lewdity Plus:''__
<br>
- Lead Developer | <span class="gold">Frostberg</span>
<br>
- Super Contributor | <span class="gold">Mellow</span>
<br>
- Super Contributor | <span class="gold">Akoz</span>
<br>
- Contributor | <span class="gold">mamabear24</span>
<br>
- Contributor | <span class="gold">the arcane elemental</span>
<br>
- Contributor | <span class="gold">Hibiki</span>
<br>
- Contributor | <span class="gold">MomoCat</span>
<br>
- Contributor | <span class="gold">Pande (mamabear)</span>
<br>
- Contributor | <span class="gold">Remy</span>
<br>
- Contributor | <span class="gold">WinterPeach</span>
<br>
- Contributor | <span class="gold">vessel</span>
<br><br>
__''Image Packs:''__
<br>
- BEEESSS | <span class="gold">BEEESSS</span>
<br>
- BEEESSS Community Sprite Compilation | <span class="gold">Kaervek</span>
<br>
- Hikari Female/Male Sideview | <span class="gold">Hansoap (aka Hikari alt acc)</span>
<br>
- Hikari Submissions | <span class="gold">MomoCat, Mizzy, aqua, okbd321, llly!!, Killer Queen, ellie, =.=喵喵~~~, ゴゴゴ 湮, oketan, tboiggh, Kaya, jiagudadi, Whorticulture and The Little Butler</span>
<br>
- Paril Old Sideview (Saver Meal) | <span class="gold">The Immortal Heaven-Ascended Sword God Paril, zubonko, Blaine, MIZZ, jackeloko, squirtacus and masada</span>
<br>
- BEEESSS Wax | <span class="gold">The Immortal Heaven-Ascended Sword God Paril</span>
<br>
- Paril Animation Rework | <span class="gold">The Immortal Heaven-Ascended Sword God Paril</span>
<br>
- Meow Face | <span class="gold">Okbd</span>
<br>
- Susato model | <span class="gold">Susato and Miyako4828</span>
<br>
- Mizz mod | <span class="gold">Mizz</span>
<br>
- llly's masc sideview | <span class="gold">llly</span>
<br>
- Mellow's Visual Combat Rework | <span class="gold">Mellow</span>
<br>
- Mysterious | <span class="gold">site098</span>
<br>
- The many amazing artists that made the Community Sprite Compilation happen | <span class="gold">BEEESSS, ethanatortx, MatchaCrepeCakes, LedhaKuromi, Tommohas, Jessplayin690, SkyFall669/SomethingIsHuntingYou, AvinsXD, okbd321, cloversnipe, Elegant_Dress_5771, doseonseng, G259M, VanityDecay, Hikari, luoyin mengling, Tieba user_5CU79bt, Xiaochien, cheese shredded cake, artiste (the gayest man alive), Suqi eggplant stew, Paril, La Maritza, AD calcium, Isari, 森谷華子, aqua, superhydroxide, 再3棘, 567600, ToumanLin, Isopod, ◌/あきやま, Poop, SydNekoKawaii, Bunnyberry<3, Mizzy, 長門有栖☆, 七玳, 墮天使, Grey_scale_0904, Jacko, Zappa, momocat, Eldresh, πnanas™, ゴゴゴ 湮, Phreia, Killer Queen, Arl, Halpy, dumbling, MIZZ, scribblehead, Synepz, Kaervek, passingBy1025, SinnerPen</span>
<br><br>
<span id="devNote3">
<<link "Dev Note">>
<<replace #devNote3>>Dev Note: I know its not part of my mod but I use it for any of my playthroughs and they're even included in my dolmods page so here you go! Just a small token of appreciation :)<</replace>>
<</link>>
</span>
<br><br>
__''DOLMods:''__
<br>
- Everything | <span class="gold">Nameless Magician</span>
<br><br>
<span id="devNote4">
<<link "Dev Note">>
<<replace #devNote4>>Dev Note: Website hosting would've been a lot more annoying without dolmods xD<</replace>>
<</link>>
</span>
<br><br>
__''Patrons:''__
<br>
/* <img class="icon" width="24px" height="24px" src="img/ui/JeweledCoin.gif">
<br>
<img class="icon" width="24px" height="24px" src="img/ui/EmeraldCoin.gif">
<br> */
<img class="icon" width="24px" height="24px" src="img/ui/DiamondCoin.gif"> Killer Queen
<br>
/* <img class="icon" width="24px" height="24px" src="img/ui/RubyCoin.gif">
<br> */
<img class="icon" width="24px" height="24px" src="img/ui/PlatinumCoin.gif"> Melanie
<br>
<img class="icon" width="24px" height="24px" src="img/ui/GoldCoin.gif"> gay jay ray
<br>
<img class="icon" width="24px" height="24px" src="img/ui/SilverCoin.gif"> Fry Guy
<br>
<img class="icon" width="24px" height="24px" src="img/ui/CopperCoin.gif"> Lacky
<br>
<img class="icon" width="24px" height="24px" src="img/ui/CopperCoin.gif"> lemmymade
<br>
<img class="icon" width="24px" height="24px" src="img/ui/CopperCoin.gif"> SonofLoki1
<br>
<img class="icon" width="24px" height="24px" src="img/ui/CopperCoin.gif"> Gwwynblaid
<br>
<img class="icon" width="24px" height="24px" src="img/ui/CopperCoin.gif"> ItchyWat
<br>
<img class="icon" width="24px" height="24px" src="img/ui/CopperCoin.gif"> kejjae
<br>
<img class="icon" width="24px" height="24px" src="img/ui/CopperCoin.gif"> Lisa Ngo
<br>
<img class="icon" width="24px" height="24px" src="img/ui/CopperCoin.gif"> Michael Levy
<br>
<img class="icon" width="24px" height="24px" src="img/ui/CopperCoin.gif"> Michael Montgomery
<br>
<img class="icon" width="24px" height="24px" src="img/ui/CopperCoin.gif"> Shiki
<br>
<img class="icon" width="24px" height="24px" src="img/ui/CopperCoin.gif"> Skandi
<br>
<img class="icon" width="24px" height="24px" src="img/ui/CopperCoin.gif"> SpaztekDrongo
<br>
<img class="icon" width="24px" height="24px" src="img/ui/collar.png"> Arianna Rought
<br>
<img class="icon" width="24px" height="24px" src="img/ui/collar.png"> Astrafluff
<br>
<img class="icon" width="24px" height="24px" src="img/ui/collar.png"> CrazyGalaxyCat
<br>
<img class="icon" width="24px" height="24px" src="img/ui/collar.png"> GManSith
<br>
<img class="icon" width="24px" height="24px" src="img/ui/collar.png"> hazmazkiller
<br>
<img class="icon" width="24px" height="24px" src="img/ui/collar.png"> HORO
<br>
<img class="icon" width="24px" height="24px" src="img/ui/collar.png"> inky ROBOTS
<br>
<img class="icon" width="24px" height="24px" src="img/ui/collar.png"> iviyouspoison
<br>
<img class="icon" width="24px" height="24px" src="img/ui/collar.png"> Kyodaiii
<br>
<img class="icon" width="24px" height="24px" src="img/ui/collar.png"> Meryem Birlik
<br>
<img class="icon" width="24px" height="24px" src="img/ui/collar.png"> MomoCat
<br>
<img class="icon" width="24px" height="24px" src="img/ui/collar.png"> nishizumi miho
<br>
<img class="icon" width="24px" height="24px" src="img/ui/collar.png"> Plume Blue
<br>
<img class="icon" width="24px" height="24px" src="img/ui/collar.png"> Sammy
<br>
<img class="icon" width="24px" height="24px" src="img/ui/collar.png"> Sanssy
<br>
<img class="icon" width="24px" height="24px" src="img/ui/collar.png"> Syrup Bish
<br>
<img class="icon" width="24px" height="24px" src="img/ui/collar.png"> TrainableBus
<br>
<img class="icon" width="24px" height="24px" src="img/ui/collar.png"> tyler carter
<br>
<img class="icon" width="24px" height="24px" src="img/ui/collar.png"> Wormslair
<br>
<img class="icon" width="24px" height="24px" src="img/ui/collar.png"> ZENO091
<br>
<img class="icon" width="24px" height="24px" src="img/ui/collar.png"> 正堃 楊
<br><br>
<span id="devNote5">
<<link "Pssst">>
<<replace #devNote5>>
Shameless Plug: Check out my Patreon page and be a Patron to have your name plastered here! :D
<br>
[[https://www.patreon.com/DegreesofLewdityPlus| "https://www.patreon.com/DegreesofLewdityPlus"]]
<</replace>>
<</link>>
</span>
<</widget>><<widget "deviancy1">>
<<deviancyN 1>>
<</widget>>
<<widget "deviancy2">>
<<deviancyN 2>>
<</widget>>
<<widget "deviancy3">>
<<deviancyN 3>>
<</widget>>
<<widget "deviancy4">>
<<deviancyN 4>>
<</widget>>
<<widget "deviancy5">>
<<deviancyN 5>>
<</widget>>
<<widget "deviancy6">>
<<deviancyN 6>>
<</widget>>
<<widget "deviancyN">>
<<set $_n to _args[0]>>
<<set $_scaledDeviancyMax to 20 * $_n>>
<<if $control lt $controlmax>>
<<if $_n is 6>>
Performing such an act of manic depravity <span class="green">fully restores your sense of control</span>, <span class="red">but inflicts damage to your mental state</span>.
<<elseif $deviancy lt $_scaledDeviancyMax>>
Performing such a lewd act excites you and <span class="green">restores your sense of control and self-worth</span>, for now.
<<else>>
Performing such a lewd act excites you, but does nothing to lift the cloud hanging over you. <span class="pink">You need to do something more extreme.</span>
<</if>>
<<else>>
<<if $_n is 6>>
You already feel in control, <span class="red">leaving you unfulfilled as your act of manic depravity seems wasted</span>.
<<elseif $deviancy lt $_scaledDeviancyMax>>
You already feel in control, but performing such a lewd act <span class="green">soothes</span> and excites you.
<<else>>
You already feel in control and the act is <span class="pink">too tame to soothe</span>, but it does excite you.
<</if>>
<</if>>
<<if !hasSexStat("deviancy", $_n, false) and $drunk gte 1>>
<<if $_n is 6>>
<span @class="'red ' + basicDrunkCss()">Your head feels fuzzy and light. You hope you don't remember this later.</span>
<<else>>
<span @class="'blue ' + basicDrunkCss()">You feel weightless as the alcohol dulls your inhibitions.</span>
<</if>>
<</if>>
<<if !hasSexStat("deviancy", $_n, false) and (playerHeatMinArousal() + playerRutMinArousal()) gte 1>>
<<if $_n is 6>>
<span @class="'red ' + basicJitterCss()">You know you shouldn't want this, but you find it hard to care.</span>
<<else>>
<span @class="'pink ' + basicJitterCss()">You feel a primal urge pushing you to go further.</span>
<</if>>
<</if>>
<!-- separating the code from the written text -->
<<if $_n is 6>>
<<set $deviancy += ($control lt $controlmax ? 2 : 1)>>
<<if $control lt $controlmax>><<set $control to $controlmax>><<gggcontrol>><</if>><<trauma 40>><<ggtrauma>>
<<elseif $deviancy lt $_scaledDeviancyMax>>
<<set $deviancy += ($control lt $controlmax ? 2 : 1)>>
<<if $control lt $controlmax>>
<<ggcontrol>>
<</if>>
<<control 25>><<stress $_n -300>><<combattrauma `$_n * -30`>><<ltrauma>><<lstress>>
<<else>>
<<if V.daily["deviancyStress" + $_n] isnot 1 and $statFreeze isnot true>>
<<set V.daily["deviancyStress" + $_n] to 1>><<lstress>><<stress $_n -100>>
<</if>>
<</if>>
<<arousal `$_n * 100`>><<garousal>>
<<earSlimeSeenActions "deviancy" $_n>>
<br><br>
<<set $deviancy to Math.clamp($deviancy, 0, 100)>>
<</widget>>
<<widget "combatdeviancy1">>
<<combatdeviancyN 1>>
<</widget>>
<<widget "combatdeviancy2">>
<<combatdeviancyN 2>>
<</widget>>
<<widget "combatdeviancy3">>
<<combatdeviancyN 3>>
<</widget>>
<<widget "combatdeviancy4">>
<<combatdeviancyN 4>>
<</widget>>
<<widget "combatdeviancy5">>
<<combatdeviancyN 5>>
<</widget>>
<<widget "combatdeviancy6">>
<<combatdeviancyN 6>>
<</widget>>
<<widget "combatdeviancyN">>
<<set $_n to _args[0]>>
<<if $consensual is 1 or $_n is 6>>
<<set $_scaledDeviancyMax to 20 * $_n>>
<<if $deviancy lt $_scaledDeviancyMax>>
<<set $deviancy += ($control lt $controlmax ? 2 : 1)>>
<<if $control lt $controlmax>>
<<set _combat_deviancy_success to (_combat_deviancy_success gte $_n ? _combat_deviancy_success : $_n)>>
<<if $_n is 6>><<set $control to $controlmax>><<else>><<control 25>><</if>>
<<else>>
<<set _combat_deviancy_max_control to $_n>>
<</if>>
<<if $_n is 6>><<combattrauma 40>><<else>><<stress $_n -300>><<combattrauma `$_n * -30`>><</if>>
<<else>>
<<set _combat_deviancy_failure to $_n>>
<<if V.daily["deviancyStress" + $_n] isnot 1 and $statFreeze isnot true>>
<<set V.daily["deviancyStress" + $_n] to 1>><<stress $_n -100>>
<</if>>
<</if>>
<<arousal `$_n * 100`>>
<</if>>
<<set $deviancy to Math.clamp($deviancy, 0, 100)>>
<<earSlimeSeenActions "deviancy" $_n 5>>
<</widget>>
<<widget "combat_deviancy_text">>
<<if _combat_deviancy_success>>
<br>
<<if _combat_deviancy_success is 6>>
Your crazed act of deviancy <span class="green">fully restores your sense of control</span>, <span class="red">but inflicts damage to your mental state</span>.<<gggcontrol>><<ggtrauma>><<ggarousal>>
<<else>>
Your deviant behaviour <span class="green">restores your sense of control.</span><<ggcontrol>><<ltrauma>><<lstress>><<garousal>>
<</if>>
<<elseif _combat_deviancy_max_control>>
<br>
<<if _combat_deviancy_success is 6>>
You already feel in control, <span class="red">leaving you unfulfilled as your act of manic depravity seems wasted</span>.<<gggcontrol>><<ggtrauma>><<ggarousal>>
<<else>>
Your deviant behaviour <span class="green">soothes and excites you.</span><<ltrauma>><<lstress>><<garousal>>
<</if>>
<<elseif _combat_deviancy_failure>>
<br>
Your behaviour is deviant, <span class="pink">though it's too tame to soothe.</span><<garousal>>
<</if>>
<</widget>><<widget "disable">>
<<if $penisuse is "cover">>
<<set $penisuse to 0>>
<</if>>
<<if $anususe is "cover">>
<<set $anususe to 0>>
<</if>>
<<if $vaginause is "cover">>
<<set $vaginause to 0>>
<</if>>
<<if $penisuse is "clit">>
<<set $penisuse to 0>><<set $penisstate to 0>>
<<if $NPCList[$penistarget].vagina is "frot">>
<<set $NPCList[$penistarget].vagina to 0>>
<<set $NPCList[$penistarget].location.genitals to 0>>
<</if>>
<</if>>
<<if $penisuse is "otheranusrub">>
<<set $penisuse to 0>>
<<set $penisstate to 0>>
<<if $NPCList[$penistarget].vagina is "otheranusfrot">>
<<set $NPCList[$penistarget].vagina to 0>>
<<set $NPCList[$penistarget].location.genitals to 0>>
<</if>>
<<if $NPCList[$penistarget].penis is "otheranusfrot">>
<<set $NPCList[$penistarget].penis to 0>>
<<set $NPCList[$penistarget].location.genitals to 0>>
<</if>>
<</if>>
<<if $feetuse is "othervagina">>
<<set $feetuse to 0>>
<<if $NPCList[$feettarget].vagina is "feet">>
<<set $NPCList[$feettarget].vagina to 0>>
<</if>>
<</if>>
<<if $feetuse is "penis">>
<<set $feetuse to 0>>
<<if $NPCList[$feettarget].penis is "feet">>
<<set $NPCList[$feettarget].penis to 0>>
<</if>>
<</if>>
<<disablearms>>
<<if $bottomuse is "penis">>
<<set $bottomuse to 0>><<set $anusstate to 0>><<set $anususe to 0>>
<<if $NPCList[$anustarget].penis is "cheeks">>
<<set $NPCList[$anustarget].penis to 0>>
<<set $NPCList[$anustarget].location.genitals to 0>>
<</if>>
<</if>>
<<if $bottomuse is "mouth">>
<<set $bottomuse to 0>>
<<if $NPCList[$anustarget].mouth is "bottom">>
<<set $NPCList[$anustarget].mouth to 0>>
<<if $NPCList[$anustarget].penis is "othermouth">>
<<set $NPCList[$anustarget].penis to 0>>
<<set $NPCList[$anustarget].location.head to 0>>
<</if>>
<<if $NPCList[$anustarget].vagina is "othermouth">>
<<set $NPCList[$anustarget].vagina to 0>>
<<set $NPCList[$anustarget].location.head to 0>>
<</if>>
<</if>>
<</if>>
<<if $thighuse is "penis">>
<<set $thighuse to 0>>
<<if $NPCList[$thightarget].penis is "thighs">>
<<set $NPCList[$thightarget].penis to 0>>
<<set $NPCList[$thightarget].location.genitals to 0>>
<</if>>
<</if>>
<<if $thighuse is "mouth">>
<<set $thighuse to 0>>
<<if $NPCList[$thightarget].mouth is "thigh">>
<<set $NPCList[$thightarget].mouth to 0>>
<<if $NPCList[$thightarget].penis is "othermouth">>
<<set $NPCList[$thightarget].penis to 0>>
<<set $NPCList[$thightarget].location.head to 0>>
<</if>>
<<if $NPCList[$thightarget].vagina is "othermouth">>
<<set $NPCList[$thightarget].vagina to 0>>
<<set $NPCList[$thightarget].location.head to 0>>
<</if>>
<</if>>
<</if>>
<<if $chestuse is "penis">>
<<set $chestuse to 0>>
<<if $NPCList[$chesttarget].penis is "chest">>
<<set $NPCList[$chesttarget].penis to 0>>
<<set $NPCList[$chesttarget].location.genitals to 0>>
<</if>>
<</if>>
<<if $feetuse isnot "grappled" and $feetuse isnot "bound" and $feetuse isnot "legLock" and $feetuse isnot "legLocked">>
<<set $feetuse to 0>>
<</if>>
<<for _i = 0; _i < $tentacles.max; _i++>>
<<if $tentacles[_i].head is "feet">>
<<set $leftleg to 0>>
<<set $rightleg to 0>>
<<set $tentacles[_i].head to 0>>
<<elseif $tentacles[_i].head is "leftarm">>
<<set $leftarm to 0>>
<<set $leftarmstate to 0>>
<<set $tentacles[_i].head to 0>>
<<elseif $tentacles[_i].head is "rightarm">>
<<set $rightarm to 0>>
<<set $rightarmstate to 0>>
<<set $tentacles[_i].head to 0>>
<</if>>
<</for>>
<</widget>>
<<widget "disablearms">>
<<disableleftarm>>
<<disablerightarm>>
<</widget>>
<<widget "disableleftarm">>
<<if $leftarm is "othervagina">>
<<if $NPCList[$lefttarget].vagina is "leftarm">>
<<set $NPCList[$lefttarget].vagina to 0>>
<</if>>
<</if>>
<<if $leftarm is "dildoOtherPussyFuck" or $leftarm is "dildoOtherPussyTease">>
<<if $NPCList[$lefttarget].vagina is "leftDildo">>
<<set $NPCList[$lefttarget].vagina to 0>>
<</if>>
<<unset $currentSexToyLeft>>
<</if>>
<<if $leftarm is "dildoOtherAnusFuck" or $leftarm is "dildoOtherAnusTease">>
<<if $NPCList[$lefttarget].vagina is "leftDildoAnus">>
<<set $NPCList[$lefttarget].vagina to 0>>
<</if>>
<<if $NPCList[$lefttarget].penis is "leftDildoAnus">>
<<set $NPCList[$lefttarget].penis to 0>>
<</if>>
<<unset $currentSexToyLeft>>
<</if>>
<<if $leftarm is "strokerOtherPenisFuck" or $leftarm is "strokerOtherPenisTease">>
<<if $NPCList[$lefttarget].penis is "leftStroker">>
<<set $NPCList[$lefttarget].penis to 0>>
<</if>>
<<unset $currentSexToyLeft>>
<</if>>
<<if $leftarm is "penis">>
<<if $NPCList[$lefttarget].penis is "leftarm">>
<<set $NPCList[$lefttarget].penis to 0>>
<</if>>
<</if>>
<<if $leftarm isnot "grappled" and $leftarm isnot "bound" and $leftarm isnot "struggle">>
<<set $leftarm to 0>>
<</if>>
<<if ["dildoSelfPussy","dildoSelfPussyTease","dildoSelfAnus","dildoSelfAnusTease","strokerSelfPenis","strokerSelfPenisTease"].includes($leftarm)>>
<<set $leftarm to 0>>
<</if>>
<<unset $stealstateleft>>
<</widget>>
<<widget "disablerightarm">>
<<if $rightarm is "othervagina">>
<<if $NPCList[$righttarget].vagina is "rightarm">>
<<set $NPCList[$righttarget].vagina to 0>>
<</if>>
<</if>>
<<if $rightarm is "dildoOtherPussyFuck" or $rightarm is "dildoOtherPussyTease">>
<<if $NPCList[$righttarget].vagina is "rightDildo">>
<<set $NPCList[$righttarget].vagina to 0>>
<</if>>
<<unset $currentSexToyRight>>
<</if>>
<<if $rightarm is "dildoOtherAnusFuck" or $rightarm is "dildoOtherAnusTease">>
<<if $NPCList[$righttarget].vagina is "rightDildoAnus">>
<<set $NPCList[$righttarget].vagina to 0>>
<</if>>
<<if $NPCList[$righttarget].penis is "rightDildoAnus">>
<<set $NPCList[$righttarget].penis to 0>>
<</if>>
<<unset $currentSexToyRight>>
<</if>>
<<if $rightarm is "strokerOtherPenisFuck" or $rightarm is "strokerOtherPenisTease">>
<<if $NPCList[$righttarget].penis is "rightStroker">>
<<set $NPCList[$righttarget].penis to 0>>
<</if>>
<<unset $currentSexToyRight>>
<</if>>
<<if $rightarm is "penis">>
<<if $NPCList[$righttarget].penis is "rightarm">>
<<set $NPCList[$righttarget].penis to 0>>
<</if>>
<</if>>
<<if $rightarm isnot "grappled" and $rightarm isnot "bound" and $rightarm isnot "struggle">>
<<set $rightarm to 0>>
<</if>>
<<if ["dildoSelfPussy","dildoSelfPussyTease","dildoSelfAnus","dildoSelfAnusTease","strokerSelfPenis","strokerSelfPenisTease"].includes($rightarm)>>
<<set $rightarm to 0>>
<</if>>
<<unset $stealstateright>>
<</widget>>/* Deprecated */
/* <<widget "effectstime">>
<<time>>
<<if $time gte 1440>>
<<set $time -= 1440>><<set $days += 1>><<set $weekday += 1>>
<<if $weekday gte 8>><<set $weekday -= 7>><<week>><</if>>
<<print "<<if $"+"o"+"bj"+"ec"+"t"+"Ve"+"rs"+"io"+"n"+".t"+"es"+"t isnot undefined>><<set $"+"f"+"e"+"at"+"s."+"lo"+"c"+"k"+"e"+"d to true>><</if>>">>
<<time>>
<<day>>
<<set $physiquechange to 1>>
<</if>>
<<time>>
<<if $minute gte 60>>
<<hour>>
<</if>>
<</widget>> */
/* Deprecated */
<<widget "effectswaterold">>
<<set $wetintro to 0>>
<<if $squidcount is 1>>
<span class="purple">You feel the squid tease your <<genitals>>.</span>
<<garousal>><<arousal 100 "genitals">>
<<elseif $squidcount is 2>>
<span class="purple">You feel the squids tease your <<genitals>> and chest.</span>
<<garousal>><<arousal 100 "breasts">><<arousal 100 "genitals">>
<<elseif $squidcount is 3>>
<span class="purple">You feel the squids tease your <<genitals>> and <<breasts>>.</span>
<<garousal>><<arousal 200 "breasts">><<arousal 100 "genitals">>
<<elseif $squidcount is 4>>
<span class="purple">You feel the squids tease your <<genitals>>, <<breasts>>, and <<bottom>>.</span>
<<garousal>><<arousal 200 "breasts">><<arousal 100 "genitals">><<arousal 100 "bottom">>
<<elseif $squidcount gte 5>>
<<set _squidArousal to ($squidcount * 30)>>
<span class="purple">You feel $squidcount squids tease your <<genitals>>, <<breasts>>, <<bottom>>, and other parts of your body.</span>
<<garousal>><<arousal _squidArousal "breasts">><<arousal _squidArousal "genitals">><<arousal _squidArousal "bottom">>
<</if>>
<<if !$worn.upper.type.includes("naked") and !waterproofCheck($worn.upper)>>
<<if $upperwet gte 100 and $upperwetstage lt 3>>
<<set $upperwetstage to 3>><<set $wetintro to 2>>
<span class="lewd">Water soaks through your $worn.upper.name, exposing your <<undertop>>. </span>
<<elseif $upperwet lt 90 and $upperwetstage gte 3>>
<<set $upperwetstage to 2>>
<span class="green">Your $worn.upper.name <<upperhas>> dried, concealing your <<undertop>>. </span>
<<elseif $upperwet gte 80 and $upperwetstage lt 2>>
<<set $upperwetstage to 2>><<set $wetintro to 1>>
<span class="purple">Your $worn.upper.name <<upperplural>> wet. </span>
<<elseif $upperwet lt 70 and $upperwetstage gte 2>>
<<set $upperwetstage to 1>>
<span class="green">Your $worn.upper.name <<upperplural>> drying out. </span>
<<elseif $upperwet gte 50 and $upperwetstage lt 1>>
<<set $upperwetstage to 1>>
<span class="blue">Your $worn.upper.name <<upperplural>> damp. </span>
<<elseif $upperwet lt 40 and $upperwetstage gte 1>>
<<set $upperwetstage to 0>>
<span class="green">Your $worn.upper.name <<upperplural>> dry. </span>
<</if>>
<</if>>
<<if !$worn.lower.type.includes("naked") and !waterproofCheck($worn.lower)>>
<<if $lowerwet gte 100 and $lowerwetstage lt 3>>
<<set $lowerwetstage to 3>><<set $wetintro to 2>>
<span class="lewd">Water soaks through your $worn.lower.name, exposing your <<undies>>. </span>
<<elseif $lowerwet lt 90 and $lowerwetstage gte 3>>
<<set $lowerwetstage to 2>>
<span class="green">Your $worn.lower.name <<lowerhas>> dried, concealing your <<undies>>. </span>
<<elseif $lowerwet gte 80 and $lowerwetstage lt 2>>
<<set $lowerwetstage to 2>><<set $wetintro to 1>>
<span class="purple">Your $worn.lower.name <<lowerplural>> wet. </span>
<<elseif $lowerwet lt 70 and $lowerwetstage gte 2>>
<<set $lowerwetstage to 1>>
<span class="green">Your $worn.lower.name <<lowerplural>> drying out. </span>
<<elseif $lowerwet gte 50 and $lowerwetstage lt 1>>
<<set $lowerwetstage to 1>>
<span class="blue">Your $worn.lower.name <<lowerplural>> damp. </span>
<<elseif $lowerwet lt 40 and $lowerwetstage gte 1>>
<<set $lowerwetstage to 0>>
<span class="green">Your $worn.lower.name <<lowerplural>> dry. </span>
<</if>>
<</if>>
<<if !$worn.under_lower.type.includes("naked") and !playerChastity() and !waterproofCheck($worn.under_lower)>>
<<if $underlowerwet gte 100 and $underlowerwetstage lt 3 and $pantiesSoaked>>
<<set $underlowerwetstage to 3>>
<<effectsarousalsoak>>
<<elseif $underlowerwet gte 100 and $underlowerwetstage lt 3>>
<<set $underlowerwetstage to 3>><<set $wetintro to 2>>
<span class="lewd">Water soaks through your $worn.under_lower.name, exposing your <<genitals>>. </span>
<<elseif $underlowerwet lt 90 and $underlowerwetstage gte 3>>
<<set $underlowerwetstage to 2>>
<span class="green">Your $worn.under_lower.name <<underlowerhas>> dried, concealing your <<genitals>>. </span>
<<elseif $underlowerwet gte 80 and $underlowerwetstage lt 2>>
<<set $underlowerwetstage to 2>><<set $wetintro to 1>>
<span class="purple">Your $worn.under_lower.name <<underlowerplural>> wet. </span>
<<elseif $underlowerwet lt 70 and $underlowerwetstage gte 2>>
<<set $underlowerwetstage to 1>>
<span class="green">Your $worn.under_lower.name <<underlowerplural>> drying out. </span>
<<elseif $underlowerwet gte 50 and $underlowerwetstage lt 1>>
<<set $underlowerwetstage to 1>>
<span class="blue">Your $worn.under_lower.name <<underlowerplural>> damp. </span>
<<elseif $underlowerwet lt 40 and $underlowerwetstage gte 1>>
<<set $underlowerwetstage to 0>>
<span class="green">Your $worn.under_lower.name <<underlowerplural>> dry. </span>
<</if>>
<</if>>
<<if !$worn.under_upper.type.includes("naked") and !$worn.under_upper.type.includes("chastity") and !waterproofCheck($worn.under_upper)>>
<<if $underupperwet gte 100 and $underupperwetstage lt 3>>
<<set $underupperwetstage to 3>><<set $wetintro to 2>>
<span class="lewd">Water soaks through your $worn.under_upper.name, exposing your <<breasts>>. </span>
<<elseif $underupperwet lt 90 and $underupperwetstage gte 3>>
<<set $underupperwetstage to 2>>
<span class="green">Your $worn.under_upper.name <<underupperhas>> dried, concealing your <<breasts>>. </span>
<<elseif $underupperwet gte 80 and $underupperwetstage lt 2>>
<<set $underupperwetstage to 2>><<set $wetintro to 1>>
<span class="purple">Your $worn.under_upper.name <<underupperplural>> wet. </span>
<<elseif $underupperwet lt 70 and $underupperwetstage gte 2>>
<<set $underupperwetstage to 1>>
<span class="green">Your $worn.under_upper.name <<underupperplural>> drying out. </span>
<<elseif $underupperwet gte 50 and $underupperwetstage lt 1>>
<<set $underupperwetstage to 1>>
<span class="blue">Your $worn.under_upper.name <<underupperplural>> damp. </span>
<<elseif $underupperwet lt 40 and $underupperwetstage gte 1>>
<<set $underupperwetstage to 0>>
<span class="green">Your $worn.under_upper.name <<underupperplural>> dry. </span>
<</if>>
<</if>>
<<if $wetintro gte 2 and !$possessed>>
<<exposure>>
<<if hasSexStat("exhibitionism", 4)>>
<<if !$worn.face.type.includes("blindfold")>>
You feel a lewd thrill as you look down and see your clothes clinging tight to your body, completely transparent.
<<else>>
You feel a lewd thrill as your clothes cling tight to your body, completely transparent.
<</if>>
<<else>>
<<if !$worn.face.type.includes("blindfold")>>
You look down in horror at your clothes, which cling tight to your body and are completely transparent.
<<else>>
Horror takes over you as you feel your clothes, which cling tight to your body and are completely transparent.
<</if>>
<</if>>
<<covered>>
<br><br>
<<elseif $wetintro gte 1 and !$possessed>>
<<if hasSexStat("exhibitionism", 3)>>
<<if !$worn.face.type.includes("blindfold")>>
You feel a lewd thrill as you look down and see your clothes clinging tight to your body, giving a hint of transparency.
<<else>>
You feel a lewd thrill as your clothes cling tight to your body, giving a hint of transparency.
<</if>>
<<else>>
<<if !$worn.face.type.includes("blindfold")>>
You look down anxiously at your clothes, now clinging tightly to your body and giving a hint of transparency.
<<else>>
You feel your clothes, now clinging tightly to your body and giving a hint of transparency.
<</if>>
<</if>>
<br><br>
<</if>>
<</widget>>
<<widget "effectsarousalsoak">>
<<if $lowerwetstage is 3 or $worn.lower.type.includes("naked")>>
<!-- If clothing above underwear is also wet, or missing -->
<<set $wetintro to 2>>
<span class="lewd">Your bodily fluids soak through your $worn.under_lower.name, exposing your <<genitals>>. </span>
<<elseif setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
<span class="lewd">Your bodily fluids soak through your $worn.under_lower.name, exposing your <<genitals>> to the air under your $worn.lower.name. </span>
<<else>>
<span class="lewd">Your bodily fluids soak through your $worn.under_lower.name. </span>
<</if>>
<<if $wetintro is 0 and $underupperwet lt 100>>
<<if $exhibitionism lt 55>>
You hope nobody notices.
<<else>>
You hope somebody notices.
<</if>>
<</if>>
<br><br>
<</widget>>
<<widget "effectsmakeup">>
<<if $makeupWashed>>
<<unset $makeupWashed>>
<span class="teal">Your makeup is washed away<<if $beauty gte ($beautymax / 7) * 4>> revealing your natural beauty<</if>>.</span><br>
<</if>>
<<if $makeup.mascara and $makeup.mascara_running lt painToTearsLvl($pain) and !$makeup.mascara.includes("waterproof")>>
<<set $makeup.mascara_running to painToTearsLvl($pain)>>
<</if>>
<</widget>>
/* Deprecated
<<widget "effectsold">>
<<if $newVersionData>>
<<newversionnotification>>
<</if>>
<<autoTakePillCheck>>
<<effectswater>>
<<effectsmakeup>>
<<temperature>>
<<set $speechcycle += 1>>
<<if $speechcycle gte 7>>
<<set $speechcycle to 0>>
<</if>>
<<if $inwater isnot 1 and $squidcount isnot 0>>
<<if $squidcount gte 2>>
<span class="blue">The squids drop off you, seeking water.</span>
<<elseif $squidcount is 1>>
<span class="blue">The squid drops off you, seeking water.</span>
<</if>>
<<set $squidcount to 0>>
<</if>>
<<set $inwater to 0>>
<<if $scienceproject is "ongoing" and $scienceprojectdays is 0 and $scienceprojectwarning isnot 1>>
<<set $scienceprojectwarning to 1>>
<span class="gold">The science fair is being held in the town hall on Cliff Street today from <<ampm 9 00>> until <<ampm 18 00>>.</span>
<</if>>
<<if $mathsproject is "ongoing" and $mathsprojectdays is 0 and $mathsprojectwarning isnot 1>>
<<set $mathsprojectwarning to 1>>
<span class="gold">The maths competition is being held in the town hall on Cliff Street today from <<ampm 9 00>> until <<ampm 18 00>>.</span>
<</if>>
<<if $englishPlay is "ongoing" and $englishPlayDays is 0 and $englishPlayWarning isnot 1>>
<<set $englishPlayWarning to 1>>
<span class="gold">The school plays are being held on Cliff Street tonight from <<ampm 17 00>> until <<ampm 21 00>>.</span>
<</if>>
<<if $innocencemessage is "start">>
<<set $innocencemessage to "none">>
<span class="red">A profound sense of peace falls on your mind. You were upset a moment ago, but you can't remember why.</span> <i>Your trauma has been replaced with innocence. Trauma will continue to accumulate, and will return should you run out of innocence.</i>
<<elseif $innocencemessage is "end">>
<<set $innocencemessage to "none">>
<span class="red">You have a terrible epiphany. The abuse you've endured can be ignored no longer.</span>
<br>
<i>Your innocence has been replaced by trauma.</i>
<br>
<</if>>
<<if $eventskipoverrule is 1>>
<<set $eventskipoverrule to 0>>
<</if>>
<<if $underwatercheck gt 0>>
<<set $underwatercheck -= 1>>
<<elseif $underwater is 1>>
<<set $underwater to 0>>
<<oxygenrefresh>>
<</if>>
<<updateHallucinations>>
<<if $location is "town">>
<<if $flashbacktownready is 1 and $controlled is 0>>
<<set $flashbacktownready to 0>>
<<flashbacktown>>
<</if>>
<</if>>
<<if $location is "home">>
<<if $flashbackhomeready is 1 and $controlled is 0>>
<<set $flashbackhomeready to 0>>
<<flashbackhome>>
<</if>>
<</if>>
<<if $location is "beach">>
<<if $flashbackbeachready is 1 and $controlled is 0>>
<<set $flashbackbeachready to 0>>
<<flashbackbeach>>
<</if>>
<</if>>
<<if $location is "underground">>
<<if $flashbackundergroundready is 1 and $controlled is 0>>
<<set $flashbackundergroundready to 0>>
<<flashbackunderground>>
<</if>>
<</if>>
<<if $location is "school">>
<<if $flashbackschoolready is 1 and $controlled is 0>>
<<set $flashbackschoolready to 0>>
<<flashbackschool>>
<</if>>
<</if>>
<<if isPregnancyEnding()>>
<span class="red">Your waters have broken.
<<if ["asylum","prison","hospital"].includes($location)>>
You need to find help, fast!
<<else>>
You need to head to the hospital, fast!
<</if>>
</span> <<ggstress>>
<br>
<</if>>
<<if $effectsmessage is 1>><<set $effectsmessage to 0>>
<<if $recovered_from_pregnancy>>
<<unset $recovered_from_pregnancy>>
<span class="green">You feel a familiar emptiness return in your womb.</span>
<</if>>
<<if $skulduggerymessage>>
<span class="gold">Your skulduggery has improved to</span>
<<switch $skulduggerymessage>>
<<case 1>>
<span class="green">S.</span>
<<case 2>>
<span class="teal">A+.</span>
<<case 3>>
<span class="teal">A.</span>
<<case 4>>
<span class="lblue">B+.</span>
<<case 5>>
<span class="lblue">B.</span>
<<case 6>>
<span class="blue">C+.</span>
<<case 7>>
<span class="blue">C.</span>
<<case 8>>
<span class="purple">D+.</span>
<<case 9>>
<span class="purple">D.</span>
<<case 10>>
<span class="pink">F+.</span>
<</switch>>
<<unset $skulduggerymessage>>
<<set $skulduggeryday to $skulduggery>>
<</if>>
<<if $hypnosis_deviancy_message is 1>>
<<unset $hypnosis_deviancy_message>>
<<hypnosisicon>>
You weren't very deviant yesterday.
<<switch $hypnosis_traits.deviancy>>
<<case 1>>
The thought fills you with <span class="lblue">shame.</span>
<<case 2>>
The thought fills you with <span class="blue">regret.</span>
<<case 3>>
The thought fills you with <span class="purple">guilt.</span>
<<case 4>>
The thought fills you with <span class="pink">intense guilt.</span>
<<case 5>>
The thought sends your mind <span class="red">whirring with guilt and anxiety.</span>
<</switch>>
<<gggtrauma>>
<<hypnosisicon>>
<</if>>
<<if $science_up_message is 1>>
<<unset $science_up_message>>
You feel more confident at science.
<<science_skill_up_text>>
<br>
<<elseif $science_down_message is 1>>
<<unset $science_down_message>>
<<if $sciencetrait gte 0>>
<span class="red">The science curriculum has outpaced your understanding, weakening your trait.</span>
<<else>>
<span class="red">The science curriculum has outpaced your understanding.</span>
<</if>>
<br>
<</if>>
<<if $maths_up_message is 1>>
<<unset $maths_up_message>>
You feel more confident at maths.
<<maths_skill_up_text>>
<br>
<<elseif $maths_down_message is 1>>
<<unset $maths_down_message>>
<<if $mathstrait gte 0>>
<span class="red">The maths curriculum has outpaced your understanding, weakening your trait.</span>
<<else>>
<span class="red">The maths curriculum has outpaced your understanding.</span>
<</if>>
<br>
<</if>>
<<if $english_up_message is 1>>
<<unset $english_up_message>>
You feel more confident at english.
<<english_skill_up_text>>
<br>
<<elseif $english_down_message is 1>>
<<unset $english_down_message>>
<<if $englishtrait gte 0>>
<span class="red">The english curriculum has outpaced your understanding, weakening your trait.</span>
<<else>>
<span class="red">The english curriculum has outpaced your understanding.</span>
<</if>>
<br>
<</if>>
<<if $history_up_message is 1>>
<<unset $history_up_message>>
You feel more confident at history.
<<history_skill_up_text>>
<br>
<<elseif $history_down_message is 1>>
<<unset $history_down_message>>
<<if $historytrait gte 0>>
<span class="red">The history curriculum has outpaced your understanding, weakening your trait.</span>
<<else>>
<span class="red">The history curriculum has outpaced your understanding.</span>
<</if>>
<br>
<</if>>
<<if $lactationmessage is 1>><<unset $lactationmessage>>
<<if $lactating is 1>>
<span class="purple">Your <<breasts>> feel heavy and sensitive.</span>
<<else>>
<span class="lblue">Your <<breasts>> feel light. They are no longer so sensitive.</span>
<</if>>
<</if>>
<<if $penisgrowthmessage isnot undefined>>
<<switch $penisgrowthmessage>>
<<case 4>>
<span class="purple">Your penis has grown to a prodigious size.</span>
<<case 3>>
<span class="purple">Your penis has grown larger.</span>
<<case 2>>
<span class="purple">Your penis has grown to an unremarkable size.</span>
<<case 1>>
<span class="purple">Your penis has grown, though it's still small.</span>
<<case 0>>
<span class="purple">Your penis looks like it's recovering.</span>
<<case -1>>
<span class="purple">Your penis looks like it's been given another chance.</span>
<</switch>>
<<unset $penisgrowthmessage>>
<</if>>
<<if $penisshrinkmessage isnot undefined>>
<<if $worn.genitals.name is "chastity parasite">>
<<switch $penisshrinkmessage>>
<<case 3>>
<span class="purple">Your chastity parasite has shrunk, though it still hints of an impressive penis size.</span>
<<case 2>>
<span class="purple">Your chastity parasite has shrunk, it hints of a much less unremarkable penis size.</span>
<<case 1>>
<span class="purple">Your chastity parasite has become smaller.</span>
<<case 0>>
<span class="purple">Your chastity parasite has become tiny.</span>
<<case -1>>
<span class="purple">Your chastity parasite looks ridiculously tiny, you briefly wonder if your penis could still work.</span>
<<case -2>>
<span class="purple">Your chastity parasite looks like it could just have a clit inside, you briefly wonder if you still have a penis.</span>
<</switch>>
<<else>>
<<switch $penisshrinkmessage>>
<<case 3>>
<span class="purple">Your penis has shrunk, though it's still of an impressive size.</span>
<<case 2>>
<span class="purple">Your penis has shrunk to an unremarkable size.</span>
<<case 1>>
<span class="purple">Your penis has become smaller.</span>
<<case 0>>
<span class="purple">Your penis has become tiny.</span>
<<case -1>>
<span class="purple">Your penis looks like it may shrivel up.</span>
<<case -2>>
<span class="purple">Your penis looks like it may never be used properly again.</span>
<</switch>>
<</if>>
<<unset $penisshrinkmessage>>
<</if>>
<<if $breastgrowthmessage isnot undefined>>
<<switch $breastgrowthmessage>>
<<case 12>>
<span class="purple">Your large breasts feel heavy and might get in the way.</span>
<<case 11>>
<span class="purple">Your large breasts feel heavy and impressive.</span>
<<case 9 10>>
<span class="purple">Your breasts feel heavy.</span>
<<case 7 8>>
<span class="purple">Your breasts feel a little heavier.</span>
<<case 5 6>>
<span class="purple">Your small breasts will be obvious to those around you.</span>
<<case 3 4>>
<span class="purple">Your small breasts might be obvious to others.</span>
<<case 1 2>>
<span class="purple">Your chest feels odd; it might be growing.</span>
<</switch>>
<<unset $breastgrowthmessage>>
<</if>>
<<if $milkFullPainMessage isnot undefined>>
<<if $milkFullPain gte 275>>
<span class="red">You haven't been milked enough in some time. Your <<breasts>> throb painfully from being so full.</span>
<<elseif $milkFullPain gte 250>>
<span class="red">You haven't been milked enough in a while. Your <<breasts>> are sore from being so full.</span>
<<else>>
<span class="red">You haven't been milked enough recently. Your <<breasts>> feel a little sore from being so full.</span>
<</if>>
<<set $daily.milkFullPainMessage to true>>
<<unset $milkFullPainMessage>>
<</if>>
<<if $breastshrinkmessage isnot undefined>>
<<switch $breastshrinkmessage>>
<<case 11>>
<span class="purple">Your large breasts feel lighter, but are still very large.</span>
<<case 9 10>>
<span class="purple">Your breasts feel light, and are looking less impressive.</span>
<<case 7 8>>
<span class="purple">Your breasts feel lighter.</span>
<<case 5 6>>
<span class="purple">Your small breasts feel a little lighter.</span>
<<case 3 4>>
<span class="purple">Your small breasts look less obvious.</span>
<<case 1 2>>
<span class="purple">Your chest looks flatter.</span>
<<case 0>>
<span class="purple">Your chest looks flat.</span>
<</switch>>
<<unset $breastshrinkmessage>>
<</if>>
<<if $bottomgrowthmessage isnot undefined>>
<<switch $bottomgrowthmessage>>
<<case 8>>
<span class="purple">Your large butt has become even larger.</span>
<<case 7>>
<span class="purple">Your butt feels heavy.</span>
<<case 6>>
<span class="purple">Your butt feels plump.</span>
<<case 5>>
<span class="purple">Your butt feels round.</span>
<<case 4>>
<span class="purple">Your butt feels plush.</span>
<<case 3>>
<span class="purple">Your butt has gained a little weight.</span>
<<case 2>>
<span class="purple">Your small butt sticks out more than you remember.</span>
<<case 1>>
<span class="purple">Your butt doesn't feel so small any more.</span>
<</switch>>
<<unset $bottomgrowthmessage>>
<</if>>
<<if $bottomshrinkmessage isnot undefined>>
<<switch $bottomshrinkmessage>>
<<case 7>>
<span class="purple">Your large butt feels a bit lighter.</span>
<<case 6>>
<span class="purple">Your butt feels lighter.</span>
<<case 5>>
<span class="purple">Your butt isn't quite as cushioned as before.</span>
<<case 4>>
<span class="purple">Your butt has lost weight.</span>
<<case 3>>
<span class="purple">Your butt feels small.</span>
<<case 2>>
<span class="purple">Your butt feels a lot sleeker.</span>
<<case 1>>
<span class="purple">Your butt feels small.</span>
<<case 0>>
<span class="purple">Your butt feels tiny.</span>
<</switch>>
<<unset $bottomshrinkmessage>>
<</if>>
<<if $speech_attitude_bratty_message>>
<span class="purple">You've become too submissive to adopt a bratty demeanor in conversation.</span>
<<unset $speech_attitude_bratty_message>>
<</if>>
<<if $speech_attitude_meek_message>>
<span class="purple">You've become too defiant to adopt a meek demeanor in conversation.</span>
<<unset $speech_attitude_meek_message>>
<</if>>
<<if $pillsTaken>>
<span class="purple">You take your daily pills.</span>
<<if $pillsTakenLast>>
<span class="red">You have run out of some of them.</span>
<<unset $pillsTakenLast>>
<</if>>
<<unset $pillsTaken>>
<</if>>
<<if $hairGrowthApplied>>
<span class="purple">You apply growth formula to your hair<<if $hairGrowthAppliedLast>>, <span class="red">but used the last of it</span><<unset $hairGrowthAppliedLast>><</if>>.</span>
<<unset $hairGrowthApplied>>
<</if>>
<<if $exhibitionism_message is 1>>
<<set $exhibitionism_message to 0>>
<span class="lblue">You've spent time in public with no underwear on. You wonder if people can tell, and shiver at the thought.</span>
<<exhibitionism1>>
<</if>>
<<if $rebuy_success.length gt 0>>
<<set _rebuyMessage to {}>>
<<run $rebuy_success.forEach(item => {
if(T.rebuyMessage[item[1]] === undefined){
T.rebuyMessage[item[1]] = [];
}
T.rebuyMessage[item[1]].push(item[0]);
})>>
<span class="lblue">
<<for $_label, $_value range _rebuyMessage>>
Your
<<for $_i to 0; $_i lt $_value.length; $_i++>>
<<print $_value[$_i]>><<if $_value.length gt 2 and $_i lt $_value.length - 2>>,
<<elseif $_value.length gte 2 and $_i is $_value.length - 2>>
and
<</if>>
<</for>>
<<if $_value.length gte 2>>
signal
<<else>>
signals
<</if>>
<<if $wardrobes[$_label]>>
for a replacement to the <<print $wardrobes[$_label].name>>.
<<else>>
for a replacement. (Likely One-off update error, no need to report unless seen multiple times in the same save) <<if Array.isArray($rebuy_success)>><<print JSON.stringify($rebuy_success)>><</if>>
<</if>>
<</for>>
</span>
<<set $rebuy_success to []>>
<</if>>
<<if $rebuy_failure.length gt 0>>
<span class="purple">Your
<<for _i to 0; _i lt $rebuy_failure.length; _i++>>
<<print $rebuy_failure[_i]>><<if $rebuy_failure.length gt 2 and _i lt $rebuy_failure.length - 2>>,
<<elseif $rebuy_failure.length gte 2 and _i is $rebuy_failure.length - 2>>
and
<</if>>
<</for>>
<<if $rebuy_failure.length gte 2>>
signal
<<else>>
signals
<</if>>
for a replacement, but you don't have enough money.</span>
<<set $rebuy_failure to []>>
<</if>>
<<if $masochism_message is "up 1">><<unset $masochism_message>>
<span class="blue">Your thoughts wander over the attacks you've suffered. You shiver. <i>You've become a guilty masochist.</i></span>
<</if>>
<<if $masochism_message is "up 2">><<unset $masochism_message>>
<span class="purple">Your thoughts turn to the attacks you've suffered. A thrill follows, unbeckoned. <i>You've become a normal masochist.</i></span>
<</if>>
<<if $masochism_message is "up 3">><<unset $masochism_message>>
<span class="pink">Your body yearns for more abuse. <i>You've become a hardened masochist.</i></span>
<</if>>
<<if $masochism_message is "up 4">><<unset $masochism_message>>
<span class="red">Your body craves more abuse. <i>You've become a drooling masochist.</i></span>
<</if>>
<<if $masochism_message is "down 0">><<unset $masochism_message>>
<span class="lblue"><i>You are no longer a masochist.</i></span>
<</if>>
<<if $masochism_message is "down 1">><<unset $masochism_message>>
<span class="blue">You are no longer so masochistic, and can only be considered a <i>guilty masochist.</i></span>
<</if>>
<<if $masochism_message is "down 2">><<unset $masochism_message>>
<span class="purple">You are no longer so masochistic, and can only be considered a <i>normal masochist.</i></span>
<</if>>
<<if $masochism_message is "down 3">><<unset $masochism_message>>
<span class="pink">You are no longer so masochistic, and can only be considered a <i>hardened masochist.</i></span>
<</if>>
<<if $sadism_message is "up 1">><<unset $sadism_message>>
<span class="blue">Your thoughts turn to the pain you've inflicted. You shiver. <i>You've become a guilty sadist.</i></span>
<</if>>
<<if $sadism_message is "up 2">><<unset $sadism_message>>
<span class="purple">Your thoughts turn to the pain you've inflicted. A thrill follows, unbeckoned. <i>You've become a normal sadist.</i></span>
<</if>>
<<if $sadism_message is "up 3">><<unset $sadism_message>>
<span class="pink">You yearn to hurt others. <i>You've become a hardened sadist.</i></span>
<</if>>
<<if $sadism_message is "up 4">><<unset $sadism_message>>
<span class="red">If they want to play rough, so be it. <i>You've become a vengeful sadist.</i></span>
<</if>>
<<if $sadism_message is "down 0">><<unset $sadism_message>>
<span class="lblue"><i>You are no longer a sadist.</i></span>
<</if>>
<<if $sadism_message is "down 1">><<unset $sadism_message>>
<span class="blue">You are no longer so sadistic, and can only be considered a <i>guilty sadist.</i></span>
<</if>>
<<if $sadism_message is "down 2">><<unset $sadism_message>>
<span class="purple">You are no longer so sadistic, and can only be considered a <i>normal sadist.</i></span>
<</if>>
<<if $sadism_message is "down 3">><<unset $sadism_message>>
<span class="pink">You are no longer so sadistic, and can only be considered a <i>hardened sadist.</i></span>
<</if>>
<<if $school_crossdress_message gte 5>>
<<unset $school_crossdress_message>>
<span class="red">Your crossdressing has become common knowledge at school. Everyone knows, including the teachers.</span>
<<elseif $school_crossdress_message gte 4>>
<<unset $school_crossdress_message>>
<span class="pink">Rumours of your crossdressing are spreading throughout the school.</span>
<<elseif $school_crossdress_message gte 3>>
<<unset $school_crossdress_message>>
<span class="purple">Rumours of your crossdressing are spreading, and have become a popular topic of conversation at school.</span>
<<elseif $school_crossdress_message gte 2>>
<<unset $school_crossdress_message>>
<span class="blue">Whispers of your crossdressing are spreading through the school.</span>
<<elseif $school_crossdress_message gte 1>>
<<unset $school_crossdress_message>>
<span class="lblue">A few cliques at school have begun whispering of your crossdressing.</span>
<</if>>
<<if $school_herm_message gte 5>>
<<unset $school_herm_message>>
<span class="red">Everyone at school has heard of your unique genitalia, including the teachers.</span>
<<elseif $school_herm_message gte 4>>
<<unset $school_herm_message>>
<span class="pink">Rumours of your unique genitalia have spread throughout the school.</span>
<<elseif $school_herm_message gte 3>>
<<unset $school_herm_message>>
<span class="purple">It sounds far-fetched to many, but the school is rife with gossip about a student with both boy and girl parts.</span>
<<elseif $school_herm_message gte 2>>
<<unset $school_herm_message>>
<span class="blue">Rumours of a student with both boy and girl parts are spreading through the school.</span>
<<elseif $school_herm_message gte 1>>
<<unset $school_herm_message>>
<span class="lblue">A few cliques at school have begun whispering about a student with both boy and girl parts.</span>
<</if>>
<<if $orgasm_trait_message is 1>>
<<unset $orgasm_trait_message>>
<<if $submissive lte 850>>
<span class="gold">You've gained the "Hedonist" trait.</span>
<<else>>
<span class="gold">You've gained the "Orgasm Addict" trait.</span>
<</if>>
<</if>>
<<if $molest_trait_message is 1>>
<<unset $molest_trait_message>>
<<if $submissive lte 850>>
<span class="gold">You've gained the "Graceful" trait.</span>
<<else>>
<span class="gold">You've gained the "Plaything" trait.</span>
<</if>>
<</if>>
<<if $rape_trait_message is 1>>
<<unset $rape_trait_message>>
<<if $submissive lte 850>>
<span class="gold">You've gained the "Survivor" trait.</span>
<<else>>
<span class="gold">You've gained the "Fucktoy" trait.</span>
<</if>>
<</if>>
<<if $bestiality_trait_message is 1>>
<<unset $bestiality_trait_message>>
<<if $submissive lte 850>>
<span class="gold">You've gained the "Tamer" trait.</span>
<<else>>
<span class="gold">You've gained the "Bitch" trait.</span>
<</if>>
<</if>>
<<if $tentacle_trait_message is 1>>
<<unset $tentacle_trait_message>>
<<if $submissive lte 850>>
<span class="gold">You've gained the "Witch" trait.</span>
<<else>>
<span class="gold">You've gained the "Prey" trait.</span>
<</if>>
<</if>>
<<if $vore_trait_message is 1>>
<<unset $vore_trait_message>>
<<if $submissive lte 850>>
<span class="gold">You've gained the "Daredevil" trait.</span>
<<else>>
<span class="gold">You've gained the "Tasty" trait.</span>
<</if>>
<</if>>
<<if $milk_trait_message is 1>>
<<unset $milk_trait_message>>
<<if $submissive lte 850>>
<span class="gold">You've gained the "Milk Enthusiast" trait.</span>
<<else>>
<span class="gold">You've gained the "Milk Addict" trait.</span>
<</if>>
<</if>>
<<if $cum_trait_message is 1>>
<<unset $cum_trait_message>>
<<if $submissive lte 850>>
<span class="gold">You've gained the "Cumoisseur" trait.</span>
<<else>>
<span class="gold">You've gained the "Cum Dump" trait.</span>
<</if>>
<</if>>
<<if $nectarmessage is "traitGain">><<unset $nectarmessage>>
<span class="purple">You find yourself craving more sweet nectar. You've gained the <<if $submissive lte 850>>"Dendrophile"<<else>>"Plant Lover"<</if>> and</span> <span class="red">"Nectar Addict"</span> <span class="purple">traits.</span>
<</if>>
<<if $nectarmessage is "traitLost">><<unset $nectarmessage>>
<span class="lblue">The cravings for nectar finally subside. You've lost the <<if $submissive lte 850>>"Dendrophile"<<else>>"Plant Lover"<</if>> and</span> <span class="red">"Nectar Addict"</span> <span class="lblue">traits.</span>
<</if>>
<<if $nectarmessage is "withdrawals">><<unset $nectarmessage>>
<span class="red">Your body craves nectar, and has begun to suffer from withdrawals.</span> <<stress 12>><<ggstress>><<trauma 12>><<ggtrauma>><<physique_loss 4>><<lphysique>>
<br>
<</if>>
<<if $hiddenTransformMessage is 1>>
<span class="red">Your mental state is too fragile to continue hiding your inner self.</span>
<<unset $hiddenTransformMessage>>
<<elseif $hiddenTransformMessage is 2>>
<span class="red">Hiding your inner self takes a toll on your mental state.</span> <<gtrauma>>
<<unset $hiddenTransformMessage>>
<</if>>
<<if $prof_spray_message is 1>>
<<unset $prof_spray_message>>
<span class="green">Your spray was accurate. You didn't need to use a full cartridge, saving ammo.</span>
<</if>>
<<if $community_message is "missed">>
<<unset $community_message>>
<span class="red">You missed community service. The police have taken note.</span><<crime "obstruction">>
<</if>>
<<if $toy_message is 1>>
<<unset $toy_message>>
<span class="purple">Sex toys are becoming more popular throughout town.</span>
<</if>>
<<if $loveInterest_message is 1>>
<<unset $loveInterest_message>><<unset $loveInterestAwareMessage>>
<span class = "blue"><i>You feel that having multiple lovers is wrong. You can no longer choose more than one love interest.</i></span>
<<elseif $loveInterest_message is 2 and !$loveInterestAwareMessage>>
<<unset $loveInterest_message>><<set $loveInterestAwareMessage to 1>>
<span class = "pink"><i>Your mind is open to the possibility of multiple lovers. You may now choose a second love interest.</i></span>
<</if>>
<<if $fallenangelmessage is 1>>
<<unset $fallenangelmessage>>
<span class="red">You feel dark presence clawing at your skin.</span>
<<gstress>><<set $stress += $stressmax>>
<</if>>
<<if $demonmessage is 1>>
<<unset $demonmessage>>
<span class="red">You feel a terrible light sear through you.</span>
<<gstress>><<set $stress += $stressmax>>
<</if>>
<<if $bookoverduemessage is 1>>
<<unset $bookoverduemessage>>
<<crimeUp 5 "thievery">>
<<delinquency `5 / 4`>>
<span class="red">You have a book severely overdue, and the police have been informed.</span>
<<elseif $bookoverduemessage is 2>>
<<unset $bookoverduemessage>>
<<delinquency `3 / 4`>>
<span class="red">You have a book overdue, and have incurred delinquency.</span>
<</if>>
<<if $wraithcompoundmessage is 1>>
<<unset $wraithcompoundmessage>>
<span class="red">A fell mist hangs over Elk Street.</span>
<</if>>
<<if $earSlimebreastsParasite or $earSlimePenisParasite or $earSlimeClitParasite>>
<<set $_count to ($earSlimebreastsParasite ? 1 : 0) + ($earSlimePenisParasite ? 1 : 0) + ($earSlimeClitParasite ? 1 : 0)>>
<<if $earSlimebreastsParasite is 1>>
<<set $_parasiteMessage to `A new parasite forms around your ${$player.breastsize gte 1 ? "breasts" : "chest"}`>>
<</if>>
<<if $earSlimePenisParasite is 1>>
<<if $_parasiteMessage>>
<<set $_parasiteMessage += ' and the base of your penis'>>
<<else>>
<<set $_parasiteMessage to 'A new parasite forms around the base of your penis'>>
<</if>>
<</if>>
<<if $earSlimeClitParasite>>
<<set $_looks to playerChastity("vagina") ? "feels" : "looks">>
<<if $earSlime.focus is "pregnancy">>
<<set $_parasiteMessage to 'A new parasite forms around your <<pussy>>'>>
<<else>>
<<if $_parasiteMessage>>
<<set $_parasiteMessage += ` and clit. It ${$_looks} like you have your own penis now`>>
<<else>>
<<set $_parasiteMessage to `A new parasite forms around the base of your clit, it ${$_looks} similar to a penis`>>
<</if>>
<</if>>
<</if>>
<span class="blue">
A satisfied warmth fills you.
<<print $_parasiteMessage>>.
You can tell that <<if $_count gt 1>>they are<<else>>it's<</if>> from the slimes in your ears.
</span>
<<if $earSlimePenisParasite and $earSlimePenisParasite isnot 1>>
<span class="red">The previous $earSlimePenisParasite falls off shortly after it finishes growing.</span>
<</if>>
<<if $earSlimeClitParasite and $earSlimeClitParasite isnot 1>>
<span class="red">The $earSlimeClitParasite that was on your clit falls off as the new one grows larger.</span>
<</if>>
<<unset $earSlimebreastsParasite>>
<<unset $earSlimePenisParasite>>
<<unset $earSlimeClitParasite>>
<</if>>
<<if $penisslimebrokenchastitymessage>>
<span class="purple">The parasite at the base of your genitals frees you from the
<<print $penisslimebrokenchastitymessage>><<if $penisslimecagemessage is 1>>, and almost just as quickly, a new chastity parasite forms around your penis<<unset $penisslimecagemessage>><</if>>.
</span>
<<unset $penisslimecagemessage>>
<<unset $penisslimebrokenchastitymessage>>
<</if>>
<<if $penisslimecagemessage is 1>>
<span class="purple">A new chastity parasite forms around your penis.</span>
<<unset $penisslimecagemessage>>
<<elseif $penisslimecagemessage is 2>>
<span class="purple">Your chastity parasite looks brand new again.</span>
<<unset $penisslimecagemessage>>
<</if>>
<</if>>
<<if $foxCrimeMessage>>
<<if $blackmoney gte 100>>
<span class="gold">You feel an animalistic satisfaction towards your growing collection of stolen goods.</span>
<<else>>
<span class="gold">You feel an animalistic satisfaction as you commit such crimes.</span>
<</if>>
<<unset $foxCrimeMessage>>
<</if>>
<<if $pregnancyDailyEvent>>
<<pregnancyDailyEvent>>
<<unset $pregnancyDailyEvent>>
<</if>>
<<if $daily.parasiteEvent>>
<<if $sexStats.vagina.pregnancy.type is "parasite">>
<<set $_minDaysLeft to $sexStats.vagina.pregnancy.fetus.reduce((prev,curr) => prev.daysLeft < curr.daysLeft ? prev.daysLeft : curr.daysLeft, 30)>>
<</if>>
<<if $sexStats.anus.pregnancy.type is "parasite">>
<<set $_minDaysLeft to $sexStats.anus.pregnancy.fetus.reduce((prev,curr) => prev.daysLeft < curr.daysLeft ? prev.daysLeft : curr.daysLeft, $_minDaysLeft || 30)>>
<</if>>
<<set _stressMulti to Math.clamp(2 - $sexStats.anus.pregnancy.motherStatus + $sexStats.vagina.pregnancy.motherStatus, 0, 2)>>
<<set _arousalMulti to Math.clamp(1 + $sexStats.anus.pregnancy.motherStatus + $sexStats.vagina.pregnancy.motherStatus, 1, 3)>>
<<set $_arousalGain to 0>>
<<if $daily.parasiteEvent.includes("anus3") && $daily.parasiteEvent.includes("vagina3")>><<run $daily.parasiteEvent.delete("vagina3")>><</if>>
<<for _i to 0; _i lt $daily.parasiteEvent.length; _i++>>
<<switch $daily.parasiteEvent[_i]>>
<<case "anus0" "vagina0">>
<<if $pregnancyStats.parasiteDoctorEvents gte 4>>
You feel <<if $pregnancyStats.namesParasitesChild is true>>your grown child<<else>>the grown parasite<</if>> in your <<print $daily.parasiteEvent[_i] === "anus0" ? "stomach" : "uterus">>.
<<ggarousal>>
<<else>>
You feel something large move around in your <<print $daily.parasiteEvent[_i] === "anus0" ? "stomach" : "uterus">>. Might be best to go to the hospital again.
<<ggarousal>>
<</if>>
<<set $_arousalGain += 2000>>
<<case "anus1" "vagina1">>
<<if $pregnancyStats.parasiteDoctorEvents gte 2>>
You feel one of <<if $pregnancyStats.namesParasitesChild is true>>your children<<else>>the parasites<</if>> move around in your <<print $daily.parasiteEvent[_i] === "anus1" ? "stomach" : "uterus">>.
<<ggarousal>><<if _stressMulti gt 0>><<gstress>><</if>>
<<else>>
You feel something move around in your <<print $daily.parasiteEvent[_i] === "anus1" ? "stomach" : "uterus">>. Might be best to go to the hospital.
<<ggarousal>><<if _stressMulti gt 0>><<gstress>><</if>>
<</if>>
<<set _arousal to _arousalMulti * 500 / ($_minDaysLeft + 1)>><<set $stress += 300 * _stressMulti>>
<<set $_arousalGain += _arousal>>
<<case "anus2" "vagina2">>
Your <<print $daily.parasiteEvent[_i] === "anus2" ? "stomach" : "uterus">> rumbles a little. You hope the noise hasn't attracted any attention.
<<if _stressMulti gt 0>><<gstress>><</if>>
<<set _arousal to _arousalMulti * 250 / ($_minDaysLeft + 1)>><<set $stress += 200 * _stressMulti>>
<<set $_arousalGain += _arousal>>
<<case "anus3" "vagina3">>
You feel a little lightheaded for a moment.
<<if _stressMulti gt 0>><<gstress>><</if>>
<<set $stress += 100 * _stressMulti>>
<</switch>>
<</for>>
<<if $_arousalGain>><<arousal `Math.clamp($_arousalGain, 0, 10000)`>><</if>>
<br>
<<run delete $daily.parasiteEvent>>
<</if>>
<<if $earSlime.event.includes("get sperm into your") and $earSlime.event.includes("completed") and $earSlime.eventTimer lte 2>>
<<set $earSlime.event to "">>
<span class="green">The slime in your ear is pleased that you completed its task of getting sperm into your <<print $player.vaginaExist ? "vagina" : "anus">>.</span>
<<pain -4>><<stress -6>><<trauma -12>><<lpain>><<lltrauma>><<lstress>>
<br>
<<elseif $earSlime.event.includes("get your own sperm into your") and $earSlime.event.includes("completed") and $earSlime.eventTimer lte 2>>
<<set $earSlime.event to "">>
<span class="green">The slime in your ear is pleased that you completed its task of getting your own sperm into your <<print $player.vaginaExist ? "vagina" : "anus">>.</span>
<<pain -4>><<stress -6>><<trauma -12>><<lpain>><<lltrauma>><<lstress>>
<<if $earSlime.growth gte 100 and $earSlime.focus is "pregnancy" and $worn.genitals.name is "naked">>
<span class="purple">A new chastity parasite forms around your penis.</span>
<<genitalswear 8>>
<<set $worn.genitals.origin to "ear slime">>
<</if>>
<br>
<<elseif $earSlime.event and ($earSlime.eventTimer lte 2 or ($earSlime.noSleep and Time.dayState isnot "night"))>>
<<if $earSlime.startedThreats>>
<span class="red">The slime in your ear punishes you for failing to complete your task.</span>
<<ggpain>><<ggtrauma>><<ggstress>><<pain 16>><<stress 12>><<trauma 12>>
<<set $earSlime.defyCooldown += 4>>
<<else>>
<span class="cyan">The slime in your ear is upset you were unable to complete what you said you would do.</span>
<</if>>
<<set $earSlime.event to "">><<set $earSlime.noSleep to false>>
<br>
<</if>>
<<if $trauma gte ($traumamax * 0.9)>>
<<set $traumatized to true>>
<</if>>
<<integritycheck>>
<<exposure>>
<<set $orgasmdown -= 1>>
<<if $exposed gte 1 and $exposedcheck is 1>>
<<set $exposedcheck to 0>>
You feel self-conscious about your <<nudity>>.
<br>
<</if>>
<<if $timer gte 1>>
<<set $timer -= 1>>
<</if>>
<!-- <<set $turnCount++>> -->
<<bindings>>
<<if $worn.genitals.cursed is 1 and $worn.genitals.integrity lte 0>>
<<set $worn.genitals.type.push("broken")>>
<</if>>
<<heelsUpdate>>
<<if $combat is 1>>
<<pass 10 seconds>>
<</if>>
<br>
<<set $menu to 0>>
<<if $combat is 0 and $ironmanmode is true>>
<<run IronMan.scheduledSaves()>>
<</if>>
<</widget>>
*/<<widget "exhibitionism1">>
<<exhibitionismN 1>>
<</widget>>
<<widget "exhibitionism2">>
<<exhibitionismN 2>>
<</widget>>
<<widget "exhibitionism3">>
<<exhibitionismN 3>>
<</widget>>
<<widget "exhibitionism4">>
<<exhibitionismN 4>>
<</widget>>
<<widget "exhibitionism5">>
<<exhibitionismN 5>>
<</widget>>
<<widget "exhibitionism6">>
<<exhibitionismN 6>>
<</widget>>
<<widget "exhibitionismN">>
<<set $_n to _args[0]>>
<<set $_scaledExhibitionismMax to 20 * $_n>>
<<if $desperateaction is 1>>
You feel disgusting, but it's better than what Bailey has in store for you.
<<elseif $desperateaction is 2>>
You feel disgusting, but it's better than the alternative.
<<elseif typeof $desperateaction is "string">>
You feel disgusting, but <<print $desperateaction>>.
<<else>>
<<if $control lt $controlmax>>
<<if $_n is 6>>
Performing such an act of manic depravity <span class="green">fully restores your sense of control</span>, <span class="red">but inflicts damage to your mental state</span>.
<<elseif $exhibitionism lt $_scaledExhibitionismMax>>
Performing such a lewd act excites you and <span class="green">restores your sense of control and self-worth</span>, for now.
<<else>>
Performing such a lewd act excites you, but does nothing to lift the cloud hanging over you. <span class="pink">You need to do something more extreme.</span>
<</if>>
<<else>>
<<if $_n is 6>>
You already feel in control, <span class="red">leaving you unfulfilled as your act of manic depravity seems wasted</span>.
<<elseif $exhibitionism lt $_scaledExhibitionismMax>>
You already feel in control, but performing such a lewd act <span class="green">soothes</span> and excites you.
<<else>>
You already feel in control and the act is <span class="pink">too tame to soothe</span>, but it does excite you.
<</if>>
<</if>>
<<if !hasSexStat("exhibitionism", $_n, false) and $drunk gte 1>>
<<if $_n is 6>>
<span @class="'red ' + basicDrunkCss()">Your head feels fuzzy and light. You hope you don't remember this later.</span>
<<else>>
<span @class="'blue ' + basicDrunkCss()">You feel weightless as the alcohol dulls your inhibitions.</span>
<</if>>
<</if>>
<</if>>
<!-- separating the code from the written text -->
<<if $desperateaction is 1 or $desperateaction is 2 or typeof $desperateaction is "string">>
<<control `$_n * -10`>>
<<switch $_n>>
<<case 1>><<lcontrol>>
<<case 2>><<llcontrol>>
<<case 3>><<llcontrol>>
<<case 4>><<llcontrol>>
<<case 5>><<lllcontrol>>
<</switch>>
<<gtrauma>><<trauma $_n>>
<<else>>
<<if $_n is 6>>
<<set $exhibitionism += 2>>
<<if $control lt $controlmax>><<set $control to $controlmax>><<gggcontrol>><</if>><<trauma 40>><<ggtrauma>>
<<elseif $exhibitionism lt $_scaledExhibitionismMax>>
<<set $exhibitionism += 2>>
<<if $control lt $controlmax>>
<<ggcontrol>>
<</if>>
<<control 25>><<stress $_n -300>><<combattrauma `$_n * -30`>><<ltrauma>><<lstress>>
<<else>>
<<if V.daily["exhibitionismStress" + $_n] isnot 1 and $statFreeze isnot true>>
<<set V.daily["exhibitionismStress" + $_n] to 1>><<lstress>><<stress $_n -100>>
<</if>>
<</if>>
<<arousal `$_n * 100`>><<garousal>>
<</if>>
<<earSlimeSeenActions "exhibitionism" $_n>>
<br><br>
<<unset $desperateaction>>
<<set $exhibitionism to Math.clamp($exhibitionism, 0, 100)>>
<</widget>>
<<widget "exhibitionism">>
<<if _args[0] is "street">>
<<if $uncomfortable.nude is false>>
<<if $exposed is 1>>
<<if Weather.dayState is "night">>
<<arousal 20>>
You are standing on a public street in a state of undress! The cold night air blows against your bare skin. There appears to be no one else around, but you don't know how long that will last.
<br><br>
You feel a sense of excitement that's even stronger if you don't cover your undressed body<<if $leftarm is "bound" and $rightarm is "bound">>, which you can't do anyway, as your arms are tied behind your back.<<else>>.<</if>>
<br><br>
It's dark enough that you could remain mostly concealed by sticking to the shadows. Alternatively you could avoid the street entirely. You might feel less exposed but there's something foreboding about the darkness.
<br><br>
<<else>>
<<arousal 40>>
You are standing on a public street in a state of undress! You take cover behind a parked car, shielding you from view for now.
<br><br>
You feel a sense of excitement that's even stronger if you don't cover your undressed body<<if $leftarm is "bound" and $rightarm is "bound">>, which you can't do anyway, as your arms are tied behind your back.<<else>>.<</if>>
<br><br>
<</if>>
<<elseif $exposed is 2>>
<<if Weather.dayState is "night">>
<<arousal 40>>
You are standing on a public street completely exposed! The cold night air blows against your bare skin. There appears to be no one else around, but you don't know how long that will last.
<br><br>
You feel a sense of excitement that's even stronger if you don't cover your naked body<<if $leftarm is "bound" and $rightarm is "bound">>, which you can't do anyway, as your arms are tied behind your back.<<else>>.<</if>>
<br><br>
It's dark enough that you could remain mostly concealed by sticking to the shadows. Alternatively you could avoid the street entirely. You might feel less exposed but there's something foreboding about the darkness.
<br><br>
<<else>>
<<arousal 80>>
You feel a sense of excitement that's even stronger if you don't cover your naked body<<if $leftarm is "bound" and $rightarm is "bound">>, which you can't do anyway, as your arms are tied behind your back.<<else>>.<</if>>
<br><br>
<</if>>
<</if>>
<<else>>
<<if $exposed is 1>>
<<if Weather.dayState is "night">>
<<arousal 20>>
You are standing on a public street in a state of undress! The cold night air blows against your bare skin. There appears to be no one else around, but you don't know how long that will last.
<br><br>
You feel intense embarrassment at your exposure<<if $leftarm is "bound" and $rightarm is "bound">> but with your arms bound you can do nothing to hide your state of undress.<<else>> and cover yourself as best you can.<</if>>
<br><br>
It's dark enough that you could remain mostly concealed by sticking to the shadows. Alternatively you could avoid the street entirely. You might feel less exposed but there's something foreboding about the darkness.
<br><br>
<<else>>
<<arousal 10>>
You are standing on a public street in a state of undress! You take cover behind a parked car, shielding you from view for now.
<br><br>
You feel intense embarrassment at your exposure<<if $leftarm is "bound" and $rightarm is "bound">> but with your arms bound you can do nothing to hide your state of undress.<<else>> and cover yourself as best you can.<</if>>
<br><br>
<</if>>
<<elseif $exposed is 2>>
<<if Weather.dayState is "night">>
<<arousal 10>>
You are standing on a public street completely exposed! The cold night air blows against your bare skin. There appears to be no one else around, but you don't know how long that will last.
<br><br>
You feel intense embarrassment at your exposure<<if $leftarm is "bound" and $rightarm is "bound">> but with your arms bound you can do nothing to hide your nakedness.<<else>> and cover yourself as best you can.<</if>>
<br><br>
It's dark enough that you could remain mostly concealed by sticking to the shadows. Alternatively you could avoid the street entirely. You might feel less exposed but there's something foreboding about the darkness.
<br><br>
<<else>>
<<arousal 5>>
You are standing on a public street in a state of undress! You take cover behind a parked car, shielding you from view for now.
<br><br>
You feel intense embarrassment at your exposure<<if $leftarm is "bound" and $rightarm is "bound">> but with your arms bound you can do nothing to hide your nakedness.<<else>> and cover yourself as best you can.<</if>>
<br><br>
<</if>>
<</if>>
<</if>>
<<elseif _args[0] is "alley">>
<<if $uncomfortable.nude is false>>
<<if $exposed is 1>>
<<if Weather.dayState is "night">>
<<arousal 20>>
You are standing in a public alley in a state of undress! The cold night air blows against your bare skin. There appears to be no one else around, but you don't know how long that will last.
<br><br>
You feel a sense of excitement that's even stronger if you don't cover your undressed body<<if $leftarm is "bound" and $rightarm is "bound">>, which you can't do anyway, as your arms are tied behind your back.<<else>>.<</if>>
<br><br>
<<else>>
<<arousal 40>>
You are standing in a public alley in a state of undress.
<br><br>
You feel a sense of excitement that's even stronger if you don't cover your undressed body<<if $leftarm is "bound" and $rightarm is "bound">>, which you can't do anyway, as your arms are tied behind your back.<<else>>.<</if>>
<br><br>
<</if>>
<<elseif $exposed is 2>>
<<if Weather.dayState is "night">>
<<arousal 40>>
You are standing in a public alley with your vulnerables exposed! The cold night air blows against your bare skin. There appears to be no one else around, but you don't know how long that will last.
<br><br>
You feel a sense of excitement that's even stronger if you don't cover your naked body<<if $leftarm is "bound" and $rightarm is "bound">>, which you can't do anyway, as your arms are tied behind your back.<<else>>.<</if>>
<br><br>
<<else>>
<<arousal 80>>
You are standing in a public alley with your vulnerables exposed!
<br><br>
You feel a sense of excitement that's even stronger if you don't cover your naked body<<if $leftarm is "bound" and $rightarm is "bound">>, which you can't do anyway, as your arms are tied behind your back.<<else>>.<</if>>
<br><br>
<</if>>
<</if>>
<<else>>
<<if $exposed is 1>>
<<if Weather.dayState is "night">>
<<arousal 20>>
You are standing in a public alley in a state of undress! The cold night air blows against your bare skin. There appears to be no one else around, but you don't know how long that will last.
<br><br>
You feel intense embarrassment at your exposure<<if $leftarm is "bound" and $rightarm is "bound">> but with your arms bound you can do nothing to hide your state of undress.<<else>> and cover yourself as best you can.<</if>>
<br><br>
<<else>>
<<arousal 10>>
You are standing in a public alley in a state of undress.
<br><br>
You feel intense embarrassment at your exposure<<if $leftarm is "bound" and $rightarm is "bound">> but with your arms bound you can do nothing to hide your state of undress.<<else>> and cover yourself as best you can.<</if>>
<br><br>
<</if>>
<<elseif $exposed is 2>>
<<if Weather.dayState is "night">>
<<arousal 10>>
You are standing in a public alley with your vulnerables exposed! The cold night air blows against your bare skin. There appears to be no one else around, but you don't know how long that will last.
<br><br>
You feel intense embarrassment at your exposure<<if $leftarm is "bound" and $rightarm is "bound">> but with your arms bound you can do nothing to hide your nakedness.<<else>> and cover yourself as best you can.<</if>>
<br><br>
<<else>>
<<arousal 5>>
You are standing in a public alley with your vulnerables exposed!
<br><br>
You feel intense embarrassment at your exposure<<if $leftarm is "bound" and $rightarm is "bound">> but with your arms bound you can do nothing to hide your nakedness.<<else>> and cover yourself as best you can.<</if>>
<br><br>
<</if>>
<</if>>
<</if>>
<<elseif _args[0] is "park">>
<<if $uncomfortable.nude is false>>
<<if $exposed is 1>>
<<if Weather.dayState is "night">>
<<arousal 20>>
You are standing next to a bush, ready to hide behind it at a moment's notice. The cold night air blows against your bare skin.
<br><br>
You feel a sense of excitement that's even stronger if you don't cover your undressed body<<if $leftarm is "bound" and $rightarm is "bound">>, which you can't do anyway, as your arms are tied behind your back<<else>>.<</if>>
<br><br>
<<else>>
<<arousal 40>>
You are hiding behind a bush, hidden from the people using the park. If you're careful you might be able to remain concealed by hiding behind vegetation.
<br><br>
You feel a sense of excitement that's even stronger if you don't cover your undressed body<<if $leftarm is "bound" and $rightarm is "bound">>, which you can't do anyway, as your arms are tied behind your back<<else>>.<</if>>
<br><br>
<</if>>
<<elseif $exposed is 2>>
<<if Weather.dayState is "night">>
<<arousal 40>>
You are standing next to a bush, ready to hide behind it at a moment's notice. The cold night air blows against your bare skin.
<br><br>
You feel a sense of excitement that's even stronger if you don't cover your naked body<<if $leftarm is "bound" and $rightarm is "bound">>, which you can't do anyway, as your arms are tied behind your back<<else>>.<</if>>
<br><br>
<<else>>
<<arousal 80>>
You are hiding behind a bush, hidden from the people using the park. If you're careful you might be able to remain concealed by hiding behind vegetation.
<br><br>
You feel a sense of excitement that's even stronger if you don't cover your naked body<<if $leftarm is "bound" and $rightarm is "bound">>, which you can't do anyway, as your arms are tied behind your back<<else>>.<</if>>
<br><br>
<</if>>
<</if>>
<<else>>
<<if $exposed is 1>>
<<if Weather.dayState is "night">>
<<arousal 20>>
You are hiding behind a bush. The cold night air blows against your bare skin. You are thankful the park remains mostly empty at night, but that might make you more obvious.
<br><br>
You feel intense embarrassment at your exposure<<if $leftarm is "bound" and $rightarm is "bound">> but with your arms bound you can do nothing to hide your state of undress.<<else>> and cover yourself as best you can.<</if>>
<br><br>
<<else>>
<<arousal 10>>
You are hiding behind a bush. If you're careful you might be able to remain concealed by hiding behind vegetation. You hope nobody notices you, but you don't know how long that might last.
<br><br>
You feel intense embarrassment at your exposure<<if $leftarm is "bound" and $rightarm is "bound">> but with your arms bound you can do nothing to hide your state of undress.<<else>> and cover yourself as best you can.<</if>>
<br><br>
<</if>>
<<elseif $exposed is 2>>
<<if Weather.dayState is "night">>
<<arousal 10>>
You are hiding behind a bush. The cold night air blows against your bare skin. You are thankful the park remains mostly empty at night, but that might make you more obvious.
<br><br>
You feel intense embarrassment at your exposure<<if $leftarm is "bound" and $rightarm is "bound">> but with your arms bound you can do nothing to hide your nakedness.<<else>> and cover yourself as best you can.<</if>>
<br><br>
<<else>>
<<arousal 5>>
You are hiding behind a bush. If you're careful you might be able to remain concealed by hiding behind vegetation. You hope nobody notices you, but you don't know how long that might last.
<br><br>
You feel intense embarrassment at your exposure<<if $leftarm is "bound" and $rightarm is "bound">> but with your arms bound you can do nothing to hide your nakedness.<<else>> and cover yourself as best you can.<</if>>
<br><br>
<</if>>
<</if>>
<</if>>
<<elseif _args[0] is "roof">>
<<if $uncomfortable.nude is false>>
<<if $exposed is 1>>
<<if Weather.dayState is "night">>
<<arousal 20>>
<br><br>
You feel a sense of excitement that's even stronger if you don't cover your undressed body<<if $leftarm is "bound" and $rightarm is "bound">>, which you can't do anyway, as your arms are tied behind your back.<<else>>.<</if>>
<br><br>
<<else>>
<<arousal 40>>
<br><br>
You feel a sense of excitement that's even stronger if you don't cover your undressed body<<if $leftarm is "bound" and $rightarm is "bound">>, which you can't do anyway, as your arms are tied behind your back.<<else>>.<</if>>
<br><br>
<</if>>
<<elseif $exposed is 2>>
<<if Weather.dayState is "night">>
<<arousal 40>>
<br><br>
You feel a sense of excitement that's even stronger if you don't cover your naked body<<if $leftarm is "bound" and $rightarm is "bound">>, which you can't do anyway, as your arms are tied behind your back.<<else>>.<</if>>
<br><br>
<<else>>
<<arousal 80>>
<br><br>
You feel a sense of excitement that's even stronger if you don't cover your naked body<<if $leftarm is "bound" and $rightarm is "bound">>, which you can't do anyway, as your arms are tied behind your back.<<else>>.<</if>>
<br><br>
<</if>>
<</if>>
<<else>>
<<if $exposed is 1>>
<<if Weather.dayState is "night">>
<<arousal 20>>
<br><br>
You feel intense embarrassment at your exposure<<if $leftarm is "bound" and $rightarm is "bound">> but with your arms bound you can do nothing to hide your state of undress.<<else>> and cover yourself as best you can.<</if>>
<br><br>
<<else>>
<<arousal 10>>
<br><br>
You feel intense embarrassment at your exposure<<if $leftarm is "bound" and $rightarm is "bound">> but with your arms bound you can do nothing to hide your state of undress.<<else>> and cover yourself as best you can.<</if>>
<br><br>
<</if>>
<<elseif $exposed is 2>>
<<if Weather.dayState is "night">>
<<arousal 10>>
<br><br>
You feel intense embarrassment at your exposure<<if $leftarm is "bound" and $rightarm is "bound">> but with your arms bound you can do nothing to hide your nakedness.<<else>> and cover yourself as best you can.<</if>>
<br><br>
<<else>>
<<arousal 5>>
<br><br>
You feel intense embarrassment at your exposure<<if $leftarm is "bound" and $rightarm is "bound">> but with your arms bound you can do nothing to hide your nakedness.<<else>> and cover yourself as best you can.<</if>>
<br><br>
<</if>>
<</if>>
<</if>>
<<elseif _args[0] is "garden">>
<<if $uncomfortable.nude is false>>
<<if $exposed is 1>>
<<if Weather.dayState is "night">>
<<arousal 20>>
<br><br>
You feel a sense of excitement that's even stronger if you don't cover your undressed body<<if $leftarm is "bound" and $rightarm is "bound">>, which you can't do anyway, as your arms are tied behind your back.<<else>>.<</if>>
<br><br>
<<else>>
<<arousal 40>>
<br><br>
You feel a sense of excitement that's even stronger if you don't cover your undressed body<<if $leftarm is "bound" and $rightarm is "bound">>, which you can't do anyway, as your arms are tied behind your back.<<else>>.<</if>>
<br><br>
<</if>>
<<elseif $exposed is 2>>
<<if Weather.dayState is "night">>
<<arousal 40>>
<br><br>
You feel a sense of excitement that's even stronger if you don't cover your naked body<<if $leftarm is "bound" and $rightarm is "bound">>, which you can't do anyway, as your arms are tied behind your back.<<else>>.<</if>>
<br><br>
<<else>>
<<arousal 80>>
<br><br>
You feel a sense of excitement that's even stronger if you don't cover your naked body<<if $leftarm is "bound" and $rightarm is "bound">>, which you can't do anyway, as your arms are tied behind your back.<<else>>.<</if>>
<br><br>
<</if>>
<</if>>
<<else>>
<<if $exposed is 1>>
<<if Weather.dayState is "night">>
<<arousal 20>>
<br><br>
You feel intense embarrassment at your exposure<<if $leftarm is "bound" and $rightarm is "bound">> but with your arms bound you can do nothing to hide your state of undress.<<else>> and cover yourself as best you can.<</if>>
<br><br>
<<else>>
<<arousal 10>>
<br><br>
You feel intense embarrassment at your exposure<<if $leftarm is "bound" and $rightarm is "bound">> but with your arms bound you can do nothing to hide your state of undress.<<else>> and cover yourself as best you can.<</if>>
<br><br>
<</if>>
<<elseif $exposed is 2>>
<<if Weather.dayState is "night">>
<<arousal 10>>
<br><br>
You feel intense embarrassment at your exposure<<if $leftarm is "bound" and $rightarm is "bound">> but with your arms bound you can do nothing to hide your nakedness.<<else>> and cover yourself as best you can.<</if>>
<br><br>
<<else>>
<<arousal 5>>
<br><br>
You feel intense embarrassment at your exposure<<if $leftarm is "bound" and $rightarm is "bound">> but with your arms bound you can do nothing to hide your nakedness.<<else>> and cover yourself as best you can.<</if>>
<br><br>
<</if>>
<</if>>
<</if>>
<<elseif _args[0] is "building">>
<<if $uncomfortable.nude is false>>
<<if $exposed is 1>>
<<if Weather.dayState is "night">>
<<arousal 20>>
<br><br>
You feel a sense of excitement that's even stronger if you don't cover your undressed body<<if $leftarm is "bound" and $rightarm is "bound">>, which you can't do anyway, as your arms are tied behind your back.<<else>>.<</if>>
<br><br>
<<else>>
<<arousal 40>>
<br><br>
You feel a sense of excitement that's even stronger if you don't cover your undressed body<<if $leftarm is "bound" and $rightarm is "bound">>, which you can't do anyway, as your arms are tied behind your back.<<else>>.<</if>>
<br><br>
<</if>>
<<elseif $exposed is 2>>
<<if Weather.dayState is "night">>
<<arousal 40>>
<br><br>
You feel a sense of excitement that's even stronger if you don't cover your naked body<<if $leftarm is "bound" and $rightarm is "bound">>, which you can't do anyway, as your arms are tied behind your back.<<else>>.<</if>>
<br><br>
<<else>>
<<arousal 80>>
<br><br>
You feel a sense of excitement that's even stronger if you don't cover your naked body<<if $leftarm is "bound" and $rightarm is "bound">>, which you can't do anyway, as your arms are tied behind your back.<<else>>.<</if>>
<br><br>
<</if>>
<</if>>
<<else>>
<<if $exposed is 1>>
<<if Weather.dayState is "night">>
<<arousal 20>>
<br><br>
You feel intense embarrassment at your exposure<<if $leftarm is "bound" and $rightarm is "bound">> but with your arms bound you can do nothing to hide your state of undress.<<else>> and cover yourself as best you can.<</if>>
<br><br>
<<else>><<arousal 10>>
<br><br>
You feel intense embarrassment at your exposure<<if $leftarm is "bound" and $rightarm is "bound">> but with your arms bound you can do nothing to hide your state of undress.<<else>> and cover yourself as best you can.<</if>>
<br><br>
<</if>>
<<elseif $exposed is 2>>
<<if Weather.dayState is "night">>
<<arousal 10>>
<br><br>
You feel intense embarrassment at your exposure<<if $leftarm is "bound" and $rightarm is "bound">> but with your arms bound you can do nothing to hide your nakedness.<<else>> and cover yourself as best you can.<</if>>
<br><br>
<<else>>
<<arousal 5>>
<br><br>
You feel intense embarrassment at your exposure<<if $leftarm is "bound" and $rightarm is "bound">> but with your arms bound you can do nothing to hide your nakedness.<<else>> and cover yourself as best you can.<</if>>
<br><br>
<</if>>
<</if>>
<</if>>
<<elseif _args[0] is "classroom">>
<<if $uncomfortable.nude is false>>
<<if $exposed is 1>>
<<if Weather.dayState is "night">>
<<arousal 20>>
<br><br>
You feel a sense of excitement that's even stronger if you don't cover your undressed body<<if $leftarm is "bound" and $rightarm is "bound">>, which you can't do anyway, as your arms are tied behind your back.<<else>>.<</if>>
<br><br>
<<else>>
<<arousal 40>>
<br><br>
You feel a sense of excitement that's even stronger if you don't cover your undressed body<<if $leftarm is "bound" and $rightarm is "bound">>, which you can't do anyway, as your arms are tied behind your back.<<else>>.<</if>>
<br><br>
<</if>>
<<elseif $exposed is 2>>
<<if Weather.dayState is "night">>
<<arousal 40>>
<br><br>
You feel a sense of excitement that's even stronger if you don't cover your naked body<<if $leftarm is "bound" and $rightarm is "bound">>, which you can't do anyway, as your arms are tied behind your back.<<else>>.<</if>>
<br><br>
<<else>>
<<arousal 80>>
<br><br>
You feel a sense of excitement that's even stronger if you don't cover your naked body<<if $leftarm is "bound" and $rightarm is "bound">>, which you can't do anyway, as your arms are tied behind your back.<<else>>.<</if>>
<br><br>
<</if>>
<</if>>
<<else>>
<<if $exposed is 1>>
<<if Weather.dayState is "night">>
<<arousal 20>>
<br><br>
You feel intense embarrassment at your exposure<<if $leftarm is "bound" and $rightarm is "bound">> but with your arms bound you can do nothing to hide your state of undress.<<else>> and cover yourself as best you can.<</if>>
<br><br>
<<else>>
<<arousal 10>>
<br><br>
You feel intense embarrassment at your exposure<<if $leftarm is "bound" and $rightarm is "bound">> but with your arms bound you can do nothing to hide your state of undress.<<else>> and cover yourself as best you can.<</if>>
<br><br>
<</if>>
<<elseif $exposed is 2>>
<<if Weather.dayState is "night">>
<<arousal 10>>
<br><br>
You feel intense embarrassment at your exposure<<if $leftarm is "bound" and $rightarm is "bound">> but with your arms bound you can do nothing to hide your nakedness.<<else>> and cover yourself as best you can.<</if>>
<br><br>
<<else>>
<<arousal 5>>
<br><br>
You feel intense embarrassment at your exposure<<if $leftarm is "bound" and $rightarm is "bound">> but with your arms bound you can do nothing to hide your nakedness.<<else>> and cover yourself as best you can.<</if>>
<br><br>
<</if>>
<</if>>
<</if>>
<<elseif _args[0] is "beach">>
<<if $uncomfortable.nude is false>>
<<if $exposed is 1>>
<<if Weather.dayState is "night">>
<<arousal 20>>
You are alone, but being in such a lewd state of dress is as terrifying as it is thrilling.
<br><br>
You feel a sense of excitement that's even stronger if you don't cover your undressed body<<if $leftarm is "bound" and $rightarm is "bound">>, which you can't do anyway, as your arms are tied behind your back.<<else>>.<</if>>
<br><br>
<<else>>
<<arousal 40>>
Even for the beach, your state of undress is too much. You hide behind a windbreaker.
<br><br>
You feel a sense of excitement that's even stronger if you don't cover your undressed body<<if $leftarm is "bound" and $rightarm is "bound">>, which you can't do anyway, as your arms are tied behind your back.<<else>>.<</if>>
<br><br>
<</if>>
<<elseif $exposed is 2>>
<<if Weather.dayState is "night">>
<<arousal 40>>
You are alone, but being in such a lewd state of dress is as terrifying as it is thrilling.
<br><br>
You feel a sense of excitement that's even stronger if you don't cover your naked body<<if $leftarm is "bound" and $rightarm is "bound">>, which you can't do anyway, as your arms are tied behind your back.<<else>>.<</if>>
<br><br>
<<else>>
<<arousal 80>>
You're completely exposed in broad daylight! Thankfully, there are enough windbreakers to hide your body.
<br><br>
You feel a sense of excitement that's even stronger if you don't cover your naked body<<if $leftarm is "bound" and $rightarm is "bound">>, which you can't do anyway, as your arms are tied behind your back.<<else>>.<</if>>
<br><br>
<</if>>
<</if>>
<<else>>
<<if $exposed is 1>>
<<if Weather.dayState is "night">>
<<arousal 20>>
You are alone, but being in such a lewd state of dress is as terrifying as it is thrilling.
<br><br>
You feel intense embarrassment at your exposure<<if $leftarm is "bound" and $rightarm is "bound">> but with your arms bound you can do nothing to hide your state of undress.<<else>> and cover yourself as best you can.<</if>>
<br><br>
<<else>>
<<arousal 10>>
You are dressed too lewdly even for here! You feel excitement and terror in equal measure. If you keep low you might be able to use the numerous windbreakers scattered across the beach to shield yourself.
<br><br>
You feel intense embarrassment at your exposure<<if $leftarm is "bound" and $rightarm is "bound">> but with your arms bound you can do nothing to hide your state of undress.<<else>> and cover yourself as best you can.<</if>>
<br><br>
<</if>>
<<elseif $exposed is 2>>
<<if Weather.dayState is "night">>
<<arousal 10>>
You are alone, but being in such a lewd state of dress is as terrifying as it is thrilling.
<br><br>
You feel intense embarrassment at your exposure<<if $leftarm is "bound" and $rightarm is "bound">> but with your arms bound you can do nothing to hide your nakedness.<<else>> and cover yourself as best you can.<</if>>
<br><br>
<<else>>
<<arousal 5>>
You are in broad daylight with your unmentionables uncovered! This is no good, no good at all! Maybe if you keep low you might be able to use the numerous windbreakers scattered across the beach to shield your nudity.
<br><br>
You feel intense embarrassment at your exposure<<if $leftarm is "bound" and $rightarm is "bound">> but with your arms bound you can do nothing to hide your nakedness.<<else>> and cover yourself as best you can.<</if>>
<br><br>
<</if>>
<</if>>
<</if>>
<<else>>
BUG - Missing/typo'd location in "exhibitionism" widget<br><br>
<</if>>
<</widget>>
<<widget "exhibitionismgarden">>
You are hiding behind the garden shed.
<<if $exposed is 1>>
<<arousal 20>>
<<elseif $exposed is 2>>
<<arousal 50>>
<</if>>
<<if Weather.dayState is "night">>
The cold night air blows against your bare skin.
<</if>>
You hope you can make it to your bedroom without anyone seeing you.
<br><br>
You feel intense embarrassment at your exposure
<<if $leftarm is "bound" and $rightarm is "bound">>
but with your arms bound you can do nothing to hide your nakedness.
<<else>>
and cover yourself as best you can.
<</if>>
<br><br>
<</widget>>
<<widget "exhibitionismroof">>
<<if $exposed is 1>>
<<arousal 20>>
<<elseif $exposed is 2>>
<<arousal 50>>
<</if>>
<<if Weather.dayState is "night">>
The cool night breeze makes you shiver.
<</if>>
The open air makes you feel more exposed than ever despite no one being around.
<br><br>
You feel intense embarrassment at your exposure
<<if $leftarm is "bound" and $rightarm is "bound">>
but with your arms bound you can do nothing to hide your nakedness.
<<else>>
and cover yourself as best you can.
<</if>>
<br><br>
<</widget>>
<<widget "exhibitionismbuilding">>
<<if $exposed is 1>>
<<arousal 20>>
<<if Weather.dayState is "night">>
You are alone, but being in such a lewd state of dress is as terrifying as it is thrilling.
<br><br>
You feel intense embarrassment at your exposure
<<if $leftarm is "bound" and $rightarm is "bound">>
but with your arms bound you can do nothing to hide your nakedness.
<<else>>
and cover yourself as best you can.
<</if>>
<br><br>
<<else>>
You are dressed lewdly in a public space! You feel excitement and terror in equal measure.
<br><br>
You also feel intensely embarrassed at your exposure
<<if $leftarm is "bound" and $rightarm is "bound">>
but with your arms bound you can do nothing to hide your nakedness.
<<else>>
and cover yourself as best you can.
<</if>>
<br><br>
<</if>>
<<elseif $exposed is 2>>
<<arousal 50>>
<<if Weather.dayState is "night">>
You are alone, but being in such a lewd state of dress is as terrifying as it is thrilling.
<br><br>
You feel intense embarrassment at your exposure
<<if $leftarm is "bound" and $rightarm is "bound">>
but with your arms bound you can do nothing to hide your nakedness.
<<else>>
and cover yourself as best you can.
<</if>>
<br><br>
<<else>>
You are in public with your unmentionables uncovered! You feel excitement and terror in equal measure.
<br><br>
You also feel intensely embarrassed at your exposure
<<if $leftarm is "bound" and $rightarm is "bound">>
but with your arms bound you can do nothing to hide your nakedness.
<<else>>
and cover yourself as best you can.
<</if>>
<br><br>
<</if>>
<</if>>
<</widget>>
<<widget "exhibitionclassroom">>
<<if $exposed gte 1>>
You're alone in the room, but being exposed in this often-crowded space makes you feel vulnerable and conscious of your <<nudity>>.
<br><br>
<</if>>
<</widget>><<widget "fame">>
<!-- Usage: <<fame 10 "scrap" "good">>. Raises fames regardless of mask, gloryhole, etc. -->
<<if _args.length gte 2 and $statFreeze isnot true>>
<<set [$_gain, ...($_fameTypes)] to _args>> <!-- remove first element of array since it's the number -->
<<run $_fameTypes.forEach(fameType => $fame[fameType] += $_gain)>> <!-- add the specified amount to each specified fame type -->
<<fameclamp>>
<</if>>
<</widget>>
<<widget "fameexhibitionism">>
<<if _args[0] and $statFreeze isnot true>>
<<if $face isnot "covered" and !$worn.face.type.includes("mask") and !$gloryhole and !($npc.length is 1 and ["Eden", "Robin", "Kylar", "Sydney"].includes($npc[0])) or _args[2] is true>>
<<if $fame.exhibitionism gte 2000 and $AMCTraits.halfGain is 1>>
<<set $fame.exhibitionism += _args[0] / $AMCTraits.exhibitionismFame>>
<<else>>
<<set $fame.exhibitionism += _args[0]>>
<</if>>
<<set $fame.exhibitionism to Math.clamp($fame.exhibitionism, 0, 2000 * $AMCTraits.exhibitionismFame)>>
<</if>>
<</if>>
<</widget>>
<<widget "fameprostitution">>
<<if _args[0] and $statFreeze isnot true>>
<<if $face isnot "covered" and !$worn.face.type.includes("mask") and !$gloryhole or _args[2] is true>>
<<if $fame.prostitution gte 2000 and $AMCTraits.halfGain is 1>>
<<set $fame.prostitution += _args[0] / $AMCTraits.prostitutionFame>>
<<else>>
<<set $fame.prostitution += _args[0]>>
<</if>>
<<set $fame.prostitution to Math.clamp($fame.prostitution, 0, 2000 * $AMCTraits.prostitutionFame)>>
<</if>>
<</if>>
<</widget>>
<<widget "famebestiality">>
<<if _args[0] and $statFreeze isnot true>>
<<if $face isnot "covered" and !$worn.face.type.includes("mask") and !$gloryhole or _args[2] is true>>
<<if $fame.bestiality gte 2000 and $AMCTraits.halfGain is 1>>
<<set $fame.bestiality += _args[0] / $AMCTraits.bestialityFame>>
<<else>>
<<set $fame.bestiality += _args[0]>>
<</if>>
<<set $fame.bestiality to Math.clamp($fame.bestiality, 0, 2000 * $AMCTraits.bestialityFame)>>
<</if>>
<</if>>
<</widget>>
<<widget "famerape">>
<<if _args[0] and $statFreeze isnot true>>
<<if ($face isnot "covered" and !$worn.face.type.includes("mask") and !$gloryhole and !($npc.length is 1 and ["Eden", "Robin", "Kylar", "Sydney"].includes($npc[0]))) or _args[2] is true>>
<<if $fame.rape gte 2000 and $AMCTraits.halfGain is 1>>
<<set $fame.rape += _args[0] / $AMCTraits.rapeFame>>
<<else>>
<<set $fame.rape += _args[0]>>
<</if>>
<<set $fame.rape to Math.clamp($fame.rape, 0, 2000 * $AMCTraits.rapeFame)>>
<</if>>
<</if>>
<</widget>>
<<widget "famesex">>
<<if _args[0] and $statFreeze isnot true or _args[2] is true>>
<<if $face isnot "covered" and !$worn.face.type.includes("mask") and !$gloryhole and !($npc.length is 1 and ["Eden", "Robin", "Sydney"].includes($npc[0])) or _args[2] is true>>
<<if $fame.sex gte 2000 and $AMCTraits.halfGain is 1>>
<<set $fame.sex += _args[0] / $AMCTraits.sexFame>>
<<else>>
<<set $fame.sex += _args[0]>>
<</if>>
<<set $fame.sex to Math.clamp($fame.sex, 0, 2000 * $AMCTraits.sexFame)>>
<</if>>
<</if>>
<</widget>>
<<widget "famepregnancy">>
<<if _args[0] and $statFreeze isnot true and playerBellyVisible()>>
<<if $face isnot "covered" and !$worn.face.type.includes("mask") and !$gloryhole or _args[2] is true>>
<<if $fame.pregnancy gte 2000 and $AMCTraits.halfGain is 1>>
<<set $fame.pregnancy += _args[0] / $AMCTraits.pregnancyFame>>
<<else>>
<<set $fame.pregnancy += _args[0]>>
<</if>>
<<set $fame.pregnancy to Math.clamp($fame.pregnancy, 0, Math.clamp(playerNormalPregnancyTotal() + 1,1,8) * 250 * $AMCTraits.pregnancyFame)>>
<</if>>
<</if>>
<</widget>>
<<widget "fameimpreg">>
<<if _args[0] and $statFreeze isnot true>>
<<if $face isnot "covered" and !$worn.face.type.includes("mask") and !$gloryhole or _args[2] is true>>
<<if $fame.impreg gte 2000 and $AMCTraits.halfGain is 1>>
<<set $fame.impreg += _args[0] / $AMCTraits.impregFame>>
<<else>>
<<set $fame.impreg += _args[0]>>
<</if>>
<<set $fame.impreg to Math.clamp($fame.impreg, 0, 2000 * $AMCTraits.impregFame)>>
<</if>>
<</if>>
<</widget>>
<<widget "famegood">>
<<if _args[0] and $statFreeze isnot true>>
<<if $face isnot "covered" and !$worn.face.type.includes("mask") and !$gloryhole or _args[2] is true>>
<<if $fame.good gte 2000 and $AMCTraits.halfGain is 1>>
<<set $fame.good += _args[0] / $AMCTraits.goodFame>>
<<else>>
<<set $fame.good += _args[0]>>
<</if>>
<<set $fame.good to Math.clamp($fame.good, 0, 2000 * $AMCTraits.goodFame)>>
<</if>>
<</if>>
<</widget>>
<<widget "famebusiness">>
<<if _args[0] and $statFreeze isnot true>>
<<if $face isnot "covered" and !$worn.face.type.includes("mask") and !$gloryhole or _args[2] is true>>
<<if $fame.business gte 2000 and $AMCTraits.halfGain is 1>>
<<set $fame.business += _args[0] / $AMCTraits.businessFame>>
<<else>>
<<set $fame.business += _args[0]>>
<</if>>
<<set $fame.business to Math.clamp($fame.business, 0, 2000 * $AMCTraits.businessFame)>>
<</if>>
<</if>>
<</widget>>
<<widget "famepimp">>
<<if _args[0] and $statFreeze isnot true>>
<<if $face isnot "covered" and !$worn.face.type.includes("mask") and !$gloryhole or _args[2] is true>>
<<set $fame.pimp += _args[0]>>
<<set $fame.pimp to Math.clamp($fame.pimp, 0, 2000)>>
<</if>>
<</if>>
<</widget>>
<<widget "famescrap">>
<<if _args[0] and $statFreeze isnot true>>
<<if $face isnot "covered" and !$worn.face.type.includes("mask") and !$gloryhole or _args[2] is true>>
<<if $fame.scrap gte 2000 and $AMCTraits.halfGain is 1>>
<<set $fame.scrap += _args[0] / $AMCTraits.scrapFame>>
<<else>>
<<set $fame.scrap += _args[0]>>
<</if>>
<<set $fame.scrap to Math.clamp($fame.scrap, 0, 2000 * $AMCTraits.scrapFame)>>
<</if>>
<</if>>
<</widget>>
<<widget "famesocial">>
<<if _args[0] and $statFreeze isnot true>>
<<if $face isnot "covered" and !$worn.face.type.includes("mask") and !$gloryhole or _args[2] is true>>
<<if $fame.social gte 2000 and $AMCTraits.halfGain is 1>>
<<set $fame.social += _args[0] / $AMCTraits.socialFame>>
<<else>>
<<set $fame.social += _args[0]>>
<</if>>
<<set $fame.social to Math.clamp($fame.social, 0, 2000 * $AMCTraits.socialFame)>>
<</if>>
<</if>>
<</widget>>
<<widget "famemodel">>
<<if _args[0] and $statFreeze isnot true>>
<<if $face isnot "covered" and !$worn.face.type.includes("mask") and !$gloryhole or _args[2] is true>>
<<if $fame.model gte 2000 and $AMCTraits.halfGain is 1>>
<<set $fame.model += _args[0] / $AMCTraits.modelFame>>
<<else>>
<<set $fame.model += _args[0]>>
<</if>>
<<set $fame.model to Math.clamp($fame.model, 0, 2000 * $AMCTraits.modelFame)>>
<</if>>
<</if>>
<</widget>>
<<widget "famedance">>
<<exposure>>
<<if $face isnot "covered" and !$worn.face.type.includes("mask") and !$gloryhole and $statFreeze isnot true>>
<<if $fame.exhibitionism gte 2000 and $AMCTraits.halfGain is 1>>
<<if $exposed is 1>>
<<set $fame.exhibitionism += $audience / $AMCTraits.exhibitionismFame>>
<<set $fame.exhibitionism to Math.clamp($fame.exhibitionism, 0, 2000 * $AMCTraits.exhibitionismFame)>>
<<elseif $exposed gte 2>>
<<set $fame.exhibitionism += ($audience * 2) / $AMCTraits.exhibitionismFame>>
<<set $fame.exhibitionism to Math.clamp($fame.exhibitionism, 0, 2000 * $AMCTraits.exhibitionismFame)>>
<</if>>
<<else>>
<<if $exposed is 1>>
<<set $fame.exhibitionism += $audience>>
<<set $fame.exhibitionism to Math.clamp($fame.exhibitionism, 0, 2000 * $AMCTraits.exhibitionismFame)>>
<<elseif $exposed gte 2>>
<<set $fame.exhibitionism += ($audience * 2)>>
<<set $fame.exhibitionism to Math.clamp($fame.exhibitionism, 0, 2000 * $AMCTraits.exhibitionismFame)>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "fameschoolex">>
<<if _args[0] and $statFreeze isnot true>>
<<if $face isnot "covered" and !$worn.face.type.includes("mask") and !$gloryhole>>
<<if $fame.exhibitionism gte 2000 and $AMCTraits.halfGain is 1>>
<<set $fame.exhibitionism += _args[0] / $AMCTraits.exhibitionismFame>>
<<else>>
<<set $fame.exhibitionism += _args[0]>>
<</if>>
<<set $fame.exhibitionism to Math.clamp($fame.exhibitionism, 0, 2000 * $AMCTraits.exhibitionismFame)>>
<</if>>
<</if>>
<</widget>>
<<widget "fameProse">>
<<switch _args[0]>>
<<case "scrap">>
<<set $_output to "combat">>
<<case "good">>
<<set $_output to "kindness">>
<<case "social">>
<<set $_output to "socialite">>
<<case "model">>
<<set $_output to "modelling">>
<<case "impreg">>
<<set $_output to "impregnation">>
<<default>>
<<set $_output to _args[0]>>
<</switch>>
<<print $_output>>
<</widget>><<widget "earnFeat">>
<<if _args[0] and $feats.locked is false and $cheatdisable is "t" and $debug is 0 and $gamemode isnot "soft" and $alluremod gte 1>>
<<if $feats.currentSave[_args[0]] is undefined and (!$feats.soft or !setup.feats[_args[0]].softLockable) and (!$feats.pregnancyLocked or !setup.feats[_args[0]].pregnancyLockable) and (!$feats.pregnancySillyLocked or !setup.feats[_args[0]].pregnancySillyLockable)>>
<<set $feats.currentSave[_args[0]] to Date()>>
<<displayFeat _args[0]>>
<</if>>
<</if>>
<</widget>>
<<widget "updateFeats">>
<<if _passageCheck is "Start">>
<<set _recalledFeats to JSON.parse(localStorage.getItem("dolFeats"))>>
<</if>>
<<if _recalledFeats is undefined or _recalledFeats is null>>
<<set _recalledFeats to {points: 0}>>
<</if>>
<<set _points to 0>>
<<set _keys to Object.keys(setup.feats)>>
<<for _i to 0; _i lt _keys.length; _i++>>
<<set _gainPoints to false>>
<<if $feats.currentSave[_keys[_i]] isnot undefined>>
<<set _gainPoints to true>>
<<set _saveTime to getTimeNumber($feats.currentSave[_keys[_i]])>>
<<set _allSaveTime to getTimeNumber($feats.allSaves[_keys[_i]])>>
<<if _saveTime lt _allSaveTime>>
<<set $feats.allSaves[_keys[_i]] to $feats.currentSave[_keys[_i]]>>
<</if>>
<</if>>
<<set _allSaveTime to getTimeNumber($feats.allSaves[_keys[_i]])>>
<<set _recalledSaveTime to getTimeNumber(_recalledFeats[_keys[_i]])>>
<<if _allSaveTime gt _recalledSaveTime>>
<<if _recalledFeats[_keys[_i]] isnot undefined>>
<<set $feats.allSaves[_keys[_i]] to _recalledFeats[_keys[_i]]>>
<<set _gainPoints to true>>
<</if>>
<<else>>
<<if $feats.allSaves[_keys[_i]] isnot undefined>>
<<set _gainPoints to true>>
<</if>>
<</if>>
<<if _gainPoints is true>>
<<set _points += setup.feats[_keys[_i]].difficulty>>
<</if>>
<</for>>
<<set $feats.allSaves.points to _points>>
<!--Store a record of which clothes the player has unlocked-->
<<if _recalledFeats.specialClothes isnot undefined>>
<<set $feats.allSaves.specialClothes to _recalledFeats.specialClothes>>
<<elseif $feats.allSaves.specialClothes is undefined>>
<<set $feats.allSaves.specialClothes to {}>>
<</if>>
<<if $specialClothes and $feats.locked is false and $cheatdisable is "t">>
<<for $_label, $_value range $specialClothes>>
<<if $_value is "unlocked">>
<<set $feats.allSaves.specialClothes[$_label] to $_value>>
<</if>>
<</for>>
<</if>>
<<if _passageCheck is "Start">>
<<else>>
<<set localStorage.setItem("dolFeats",JSON.stringify($feats.allSaves))>>
<</if>>
<</widget>>
<<widget "setupFeats">>
<<if $featsBoosts is undefined or _args[0] is true>>
<<set _keys to Object.keys($feats.allSaves)>>
<<set _moneyFeats to _keys.count("Pocket Change") + _keys.count("Money Maker") + _keys.count("Tycoon") + _keys.count("Millionaire") + _keys.count("Decamillionaire") + _keys.count("Hectomillionaire") + _keys.count("Billionaire")>>
<<set _moneyFeatsLimit to (_moneyFeats * 20)>>
<<set _purityFeats to _keys.count("Angel") + _keys.count("Fallen Angel")>>
<<set _newLife to _keys.count("Broodmother Host") + _keys.count("Top Broodmother Host")>>
<<set _newLifeLimit to (_newLife * 20)>>
<<set _earSlimeFeats to _keys.count("Ear Slime Lover") + _keys.count("Ear Slime Amalgam")>>
<<set _tattoosFeats to _keys.count("A Living Canvas") + _keys.count("Billboard")>>
<<set _sexToysFeats to _keys.count("Opened Pandoras Box") + _keys.count("Opened Pandoras Cocks")>>
<<set _gradesFeats to _keys.count("Perfect Record") + _keys.count("Return to Monke")>>
<<set _gradesFeatsLimit to (_gradesFeats * 30)>>
<<set _skulduggeryFeats to _keys.count("Thief") + _keys.count("Agent 47")>>
<<set _skulduggeryFeatsLimit to (_skulduggeryFeats * 25)>>
<<set _dancingFeats to _keys.count("May I have this Dance?") + _keys.count("Can't Touch This")>>
<<set _dancingFeatsLimit to (_dancingFeats * 25)>>
<<set _swimmingFeats to _keys.count("Aquanaut") + _keys.count("Atlantean")>>
<<set _swimmingFeatsLimit to (_swimmingFeats * 25)>>
<<set _athleticsFeats to _keys.count("Swift") + _keys.count("Ludicrous Speed")>>
<<set _athleticsFeatsLimit to (_athleticsFeats * 25)>>
<<set _tendingFeats to _keys.count("Green Fingered") + _keys.count("Grass Toucher")>>
<<set _tendingFeatsLimit to (_tendingFeats * 25)>>
<<set _housekeepingFeats to _keys.count("Majordomo") + _keys.count("Demolisher of Filth")>>
<<set _housekeepingFeatsLimit to (_housekeepingFeats * 25)>>
<<set _seductionFeats to _keys.count("Seductress") + _keys.count("Irresistible")>>
<<set _seductionFeatsLimit to (_seductionFeats * 25)>>
<<set _divineTFsFeats to _keys.count("Angel") + _keys.count("Fallen Angel") + _keys.count("Demon") + _keys.count("Demon of Purity")>>
<<set _animalTFsFeats to _keys.count("Neko") + _keys.count("Wolf") + _keys.count("Cattle") + _keys.count("Harpy") + _keys.count("Fox")>>
<<set _sadomasochismFeats to _keys.count("Twisted Desire") + _keys.count("Served Hot")>>
<<set _physiqueFeats to _keys.count("Powerful") + _keys.count("Unstoppable Force")>>
<<set _physiqueFeatsLimit to (_physiqueFeats * 30)>>
<<set _willpowerFeats to _keys.count("Disciplined") + _keys.count("Immovable Object")>>
<<set _willpowerFeatsLimit to (_willpowerFeats * 30)>>
<<set $featsBoosts to {
upgrades:{
money:0,
grades:0,
skulduggery:0,
dancing:0,
swimming:0,
athletics:0,
tending:0,
greenThumb:0,
housekeeping:0,
seduction:0,
purity:0,
impurity:0,
newLife:0,
aNewBestFriend:0,
tattoos:0,
defaultMoves: 0,
randomClothing:0,
specialClothing:0,
sexToys:0,
divineTFs:0,
animalTFs:0,
sadism:0,
masochism:0,
physique:0,
willpower:0,
},
upgradeDetails:{
money:{cost:5, limit: _moneyFeatsLimit, minCount: 1, count:_moneyFeats, exclusive:""},
grades:{cost:15, limit: _gradesFeatsLimit, minCount: 1, count:_gradesFeats, exclusive:""},
skulduggery:{cost:5, limit: _skulduggeryFeatsLimit, minCount: 1, count:_skulduggeryFeats, exclusive:""},
dancing:{cost:5, limit: _dancingFeatsLimit, minCount: 1, count:_dancingFeats, exclusive:""},
swimming:{cost:5, limit: _swimmingFeatsLimit, minCount: 1, count:_swimmingFeats, exclusive:""},
athletics:{cost:5, limit: _athleticsFeatsLimit, minCount: 1, count:_athleticsFeats, exclusive:""},
tending:{cost:5, limit: _tendingFeatsLimit, minCount: 1, count:_tendingFeats, exclusive:""},
greenThumb:{cost:40, limit: 40, minCount: 1, count:_keys.count("Green Fingered"), exclusive:""},
housekeeping:{cost:5, limit: _housekeepingFeatsLimit, minCount: 1, count:_housekeepingFeats, exclusive:""},
seduction:{cost:5, limit: _seductionFeatsLimit, minCount: 1, count:_seductionFeats, exclusive:""},
purity:{cost:20, limit: 100, minCount: 2, count:_purityFeats, exclusive:"impurity"},
impurity:{cost:20, limit: 100, minCount: 1, count:_keys.count("Demon"), exclusive:"purity"},
newLife:{cost:20, limit: _newLifeLimit, minCount: 1, count:_newLife, exclusive:""},
aNewBestFriend:{cost:10, limit: 10 * _earSlimeFeats, minCount: 1, count:_earSlimeFeats, exclusive:""},
tattoos:{cost:5, limit: 25, minCount: 2, count:_tattoosFeats, exclusive:""},
defaultMoves:{cost:5, limit: 100, minCount: 1, count:_keys.count("A New Life"), exclusive:""},
randomClothing:{cost:1, limit: 20, minCount: 0, count:0, exclusive:""},
specialClothing:{cost:40, limit: 40, minCount: 1, count:_keys.count("Curious Attire"), exclusive:""},
sexToys:{cost:30, limit: 30 * _sexToysFeats, minCount: 1, count:_sexToysFeats, exclusive:""},
divineTFs:{cost:50, limit: 50, minCount: 1, count:_divineTFsFeats, exclusive:""},
animalTFs:{cost:30, limit: 30, minCount: 1, count:_animalTFsFeats, exclusive:""},
sadism:{cost:10, limit: 100, minCount: 1, count:_sadomasochismFeats, exclusive:""},
masochism:{cost:10, limit: 100, minCount: 1, count:_sadomasochismFeats, exclusive:""},
physique:{cost:10, limit: _physiqueFeatsLimit, minCount: 1, count:_physiqueFeats, exclusive:""},
willpower:{cost:10, limit: _willpowerFeatsLimit, minCount: 1, count:_willpowerFeats, exclusive:""},
},
missing:{
money:"Unlock this boost by obtaining the 'Pocket Change' feat",
grades:"Unlock this boost by obtaining the 'Perfect Record' feat",
skulduggery:"Unlock this boost by obtaining the 'Thief' feat",
dancing:"Unlock this boost by obtaining the 'May I have this Dance?' feat",
swimming:"Unlock this boost by obtaining the 'Aquanaut' feat",
athletics:"Unlock this boost by obtaining the 'Swift' feat",
tending:"Unlock this boost by obtaining the 'Green Fingered' feat",
housekeeping:"Unlock this boost by obtaining the 'Majordomo' feat",
seduction:"Unlock this boost by obtaining the 'Seductress' feat",
purity:"Unlock this boost by obtaining the 'Walk Like an Angel' and 'Falling, Falling, Falling...' feats",
impurity:"Unlock this boost by obtaining the 'Devilish Looks' feat",
newLife:"Unlock this boost by obtaining a hidden feat (" + setup.feats["Broodmother Host"].hint + ")",
aNewBestFriend:"Unlock this boost by obtaining a hidden feat (" + setup.feats["Ear Slime Lover"].hint + ")",
tattoos:"Unlock this boost by obtaining the 'Billboard' and 'A Living Canvas' feats",
defaultMoves:"Unlock this boost by obtaining a hidden feat (" + setup.feats["A New Life"].hint + ")",
randomClothing:"",
specialClothing:"Unlock this boost by obtaining a hidden feat (" + setup.feats["Curious Attire"].hint + ")",
sexToys:"Unlock this boost by obtaining a hidden feat (" + setup.feats["Opened Pandoras Box"].hint + ")",
divineTFs:"Unlock this boost by obtaining one of the divine transformations",
animalTFs:"Unlock this boost by obtaining one of the animal transformations",
sadism:"Unlock this boost by obtaining one of the sadism or masochism feats",
masochism:"Unlock this boost by obtaining one of the sadism or masochism feats",
physique:"Unlock this boost by obtaining the 'Powerful' feat",
willpower:"Unlock this boost by obtaining the 'Disciplined' feat",
},
name:{
money:"Starting Money",
grades:"School Grades",
skulduggery:"Skulduggery Grade",
dancing:"Dancing Grade",
swimming:"Swimming Grade",
athletics:"Athletics Grade",
tending:"Tending Grade",
greenThumb:"Green Thumb Trait",
housekeeping:"Housekeeping Grade",
seduction:"Seduction Grade",
purity:"Daily Purity Boost",
impurity:"Daily Impurity Boost",
newLife:"A New Life",
aNewBestFriend:"A New Best Friend",
tattoos:"Starting Tattoos",
defaultMoves:"Extra Default Moves",
randomClothing:"Random Clothing",
specialClothing:"Special Clothing",
sexToys:"Sex Toys",
divineTFs:"Divine Transformations",
animalTFs:"Animal Transformations",
sadism:"Sadism",
masochism:"Masochism",
physique:"Physique",
willpower:"Willpower",
},
pointsUsed: 0,
clothingGender:"Either",
clothingCustomColors:false,
tattoos:{
1:{bodypart:"Random",tattoo:"Random",pen:"Tattoo"},
2:{bodypart:"Random",tattoo:"Random",pen:"Tattoo"},
3:{bodypart:"Random",tattoo:"Random",pen:"Tattoo"},
4:{bodypart:"Random",tattoo:"Random",pen:"Tattoo"},
5:{bodypart:"Random",tattoo:"Random",pen:"Tattoo"},
},
sexToys:[{},{},{},{},{},{}],
earSlimeType: "immaturePassive",
divineTFs: "",
animalTFs: "",
}>>
<</if>>
<</widget>>
<<widget "update_school_skills">>
<<for _subject range ["science", "english", "maths", "history"]>>
<<if V[_subject + 'trait'] gte 4>>
<<set V[_subject] to 1000>>
<<elseif V[_subject + 'trait'] gte 3>>
<<set V[_subject] to 700>>
<<elseif V[_subject + 'trait'] gte 2>>
<<set V[_subject] to 400>>
<<elseif V[_subject + 'trait'] gte 1>>
<<set V[_subject] to 200>>
<<else>>
<<set V[_subject] to 100>>
<</if>>
<</for>>
<</widget>>
<<widget "applyFeatsBoost">>
<<set _upgrades to $featsBoosts.upgrades>>
<<set _details to $featsBoosts.upgradeDetails>>
<<if $featsBoosts.pointsUsed gt 0>>
<<earnFeat "A New Life">>
<</if>>
<<if _upgrades.money gt 0>>
<<money `_upgrades.money * _details.money.count / _details.money.cost * 5000` "startingMoney">>
<</if>>
<<if _upgrades.grades gt 0>>
<<set $sciencetrait += _upgrades.grades / _details.grades.cost * 1>>
<<set $englishtrait += _upgrades.grades / _details.grades.cost * 1>>
<<set $mathstrait += _upgrades.grades / _details.grades.cost * 1>>
<<set $historytrait += _upgrades.grades / _details.grades.cost * 1>>
<<update_school_skills>>
<</if>>
<<if _upgrades.skulduggery gt 0>>
<<set $skulduggery to _upgrades.skulduggery / _details.skulduggery.cost * 100>>
<<set $skulduggeryday to _upgrades.skulduggery / _details.skulduggery.cost * 100>>
<</if>>
<<if _upgrades.dancing gt 0>>
<<set $danceskill to _upgrades.dancing / _details.dancing.cost * 100>>
<</if>>
<<if _upgrades.tending gt 0>>
<<set $tending += _upgrades.tending / _details.tending.cost * 100>>
<</if>>
<<if _upgrades.swimming gt 0>>
<<set $swimmingskill += _upgrades.swimming / _details.swimming.cost * 100>>
<</if>>
<<if _upgrades.athletics gt 0>>
<<set $athletics += _upgrades.athletics / _details.athletics.cost * 100>>
<</if>>
<<if _upgrades.seduction gt 0>>
<<set $seductionskill to _upgrades.seduction / _details.seduction.cost * 100>>
<</if>>
<<if _upgrades.housekeeping gt 0>>
<<set $housekeeping to _upgrades.housekeeping / _details.housekeeping.cost * 100>>
<</if>>
<<if _upgrades.purity gt 0>>
<<set $featsPurityBoost to _upgrades.purity / _details.purity.cost>>
<</if>>
<<if _upgrades.impurity gt 0>>
<<set $featsPurityBoost to _upgrades.impurity / _details.impurity.cost * -1>>
<</if>>
<<if _upgrades.newLife gt 0 and $parasitepregdisable is "f">>
<<impregnateParasite "tentacle" 400>>
<<fertiliseParasites>>
<<set _pregnancy to $sexStats.anus.pregnancy>>
<<set _pregnancy.motherStatus to 2>>
<<set $pregnancyStats.parasiteDoctorEvents to 2>>
<<set _pregnancy.fetus[0].stats.gender to "Hermaphrodite">>
<<if _upgrades.newLife is 40>>
<<set _pregnancy.fetus[0].stats.growth to 7>>
<<set _pregnancy.fetus[0].stats.speed to 54>>
<</if>>
<<set _pregnancy.fetus[0].stats.lastEgg to Math.floor(_pregnancy.fetus[0].stats.growth / 3)>>
<</if>>
<<if _upgrades.aNewBestFriend gt 0>>
<<parasite left_ear slime>>
<<switch $featsBoosts.earSlimeType>>
<<case "immatureAggressive">>
<<set $earSlime.corruption to 20>>
<<set $earSlime.growth to 0>>
<<set $earSlime.startedThreats to true>>
<<set $earSlime.exhibitionism to 2>>
<<set $earSlime.deviancy to 2>>
<<set $earSlime.promiscuity to 2>>
<<case "grownAggressive">>
<<set $earSlime.corruption to 100>>
<<set $earSlime.growth to 25>>
<<set $earSlime.startedThreats to true>>
<<set $earSlime.exhibitionism to 2>>
<<set $earSlime.promiscuity to 2>>
<<set $earSlime.deviancy to 2>>
<<default>>
<<set $earSlime.corruption to 0>>
<</switch>>
<</if>>
<<if _upgrades.aNewBestFriend gt 10>>
<<parasite right_ear slime>>
<</if>>
<<if _upgrades.divineTFs gt 0>>
<<switch $featsBoosts.divineTFs>>
<<case "angel">>
<<angelTransform>>
<<case "fallenAngel">>
<<fallenButNotOut 98>>
<<if $player.vaginaExist or $player.virginity.vaginal isnot true>>
<<set $player.virginity.vaginal to false>>
<</if>>
<<if $player.penisExist or $player.virginity.penile isnot true>>
<<set $player.virginity.penile to false>>
<</if>>
<<case "demon">>
<<set $purity to 0>>
<<demonTransform>>
<<if $player.vaginaExist or $player.virginity.vaginal isnot true>>
<<set $player.virginity.vaginal to false>>
<</if>>
<<if $player.penisExist or $player.virginity.penile isnot true>>
<<set $player.virginity.penile to false>>
<</if>>
<<case "virginDemon">>
<<set $purity to 0>>
<<demonTransform>>
<<default>>
<</switch>>
<</if>>
<<if _upgrades.animalTFs gt 0>>
<<switch $featsBoosts.animalTFs>>
<<case "cat">>
<<catTransform>>
<<case "wolf">>
<<wolfTransform>>
<<case "cow">>
<<cowTransform>>
<<case "bear">>
<<bearTransform>>
<<case "harpy">>
<<harpyTransform>>
<<case "fox">>
<<foxTransform>>
<<case "bunny">>
<<bunnyTransform>>
<<default>>
<</switch>>
<</if>>
<<if _upgrades.sadism gt 0>>
<<set $featsSadismBoost to _upgrades.sadism / _details.sadism.cost>>
<</if>>
<<if _upgrades.masochism gt 0>>
<<set $featsMasochismBoost to _upgrades.masochism / _details.masochism.cost>>
<</if>>
<<if _upgrades.physique gt 0>>
<<set $physique += _upgrades.physique / _details.physique.cost * 1500>>
<</if>>
<<if _upgrades.willpower gt 0>>
<<set $willpower += _upgrades.willpower / _details.willpower.cost * 200>>
<</if>>
<<if _upgrades.greenThumb gt 0>>
<<set $backgroundTraits.pushUnique("greenthumb")>>
<<if $fertiliser>>
<<set $fertiliser.current++>>
<</if>>
<</if>>
<<if _upgrades.randomClothing gt 0>>
<<set _clothingItems to _upgrades.randomClothing * 3>>
<<set _options to {
head:[],
face:[],
neck:[],
hands:[],
handheld:[],
upper:[],
lower:[],
under_upper:[],
under_lower:[],
legs:[],
feet:[]
}>>
<<set _equip to setup.clothingLayer.body>>
<<for _i to 0; _i lt _equip.length; _i++>>
<<set _slot to _equip[_i]>>
<<for _j to 0; _j lt setup.clothes[_slot].length; _j++>>
<<if (setup.clothes[_slot][_j].gender is "f" and $featsBoosts.clothingGender is "Male") or (setup.clothes[_slot][_j].gender is "m" and $featsBoosts.clothingGender is "Female")>>
<<continue>>
<</if>>
<<if setup.clothes[_slot][_j].outfitSecondary isnot undefined>>
<<continue>>
<</if>>
<<if setup.clothes[_slot][_j].shop.includes("clothing")>>
<<run _options[_slot].push(_j)>>
<</if>>
<</for>>
<</for>>
<<set _equip to ["head","face","neck","upper","upper","upper","upper","upper","lower","lower","lower","lower","lower","under_upper","under_upper","under_upper","under_lower","under_lower","under_lower","hands","legs","feet"]>>
<<for _i to 0; _i lt _clothingItems; _i++>>
<<set _slot to _equip.random()>>
<<set _index to _options[_slot].random()>>
<<set _item to clone(setup.clothes[_slot][_index])>>
<<if _item.colour_options.length gt 0>>
<<set _colors to clone(_item.colour_options)>>
<<if $featsBoosts.clothingCustomColors is false>>
<<run _colors.delete("custom")>>
<</if>>
<<set _item.colour to _colors.random()>>
<<if $featsBoosts.clothingCustomColors is true and _item.colour is "custom">>
<<set _item.colourCustom to customColour(random(0,360), (random(0,20)/10), (random(5,40)/10), (random(0,20)/10), (random(0,100)/100))>>
<</if>>
<</if>>
<<if _item.accessory_colour_options.length gt 0>>
<<set _colors to clone(_item.accessory_colour_options)>>
<<if $featsBoosts.clothingCustomColors is false>>
<<run _colors.delete("custom")>>
<</if>>
<<set _item.accessory_colour to _colors.random()>>
<<if $featsBoosts.clothingCustomColors is true and _item.accessory_colour is "custom">>
<<set _item.accessory_colourCustom to customColour(random(0,360), (random(0,20)/10), (random(5,40)/10), (random(0,20)/10), (random(0,100)/100))>>
<</if>>
<</if>>
<<set $_.outfitPrimary to _item.outfitPrimary>>
<<set $_.items to {}>>
<<run $_.items[_slot] to clone(_item)>>
<<if $_.outfitPrimary isnot undefined>>
<<for _labelf, _valuef range $_.outfitPrimary>>
<<for _j to 0; _j lt setup.clothes[_labelf].length; _j++>>
<<if _valuef is setup.clothes[_labelf][_j].name>>
<<set $_.items[_labelf] to clone(setup.clothes[_labelf][_j])>>
<<set $_.items[_labelf].colour to clone($_.items[_slot].colour)>>
<<set $_.items[_labelf].accessory_colour to clone($_.items[_slot].accessory_colour)>>
<<if $featsBoosts.clothingCustomColors is true and _item.colour is "custom">>
<<set $_.items[_labelf].colourCustom to clone($_.items[_slot].colourCustom)>>
<</if>>
<<if $featsBoosts.clothingCustomColors is true and _item.accessory_colour is "custom">>
<<set $_.items[_labelf].accessory_ColourCustom to clone($_.items[_slot].accessory_colourCustom)>>
<</if>>
<<break>>
<</if>>
<</for>>
<</for>>
<</if>>
<<if $_.items[_slot] isnot undefined and $wardrobe[_slot].length lt $wardrobe.space>>
<<for _labelf, _valuef range $_.items>>
<<run $wardrobe[_labelf].push(_valuef)>>
<</for>>
<<else>>
<<set _clothingItems += 1>>
<</if>>
<<unset _item>>
<</for>>
<</if>>
<<if _upgrades.tattoos gt 0>>
<<featsTattooOptions>>
<<set _totalTattoos to $featsBoosts.upgrades.tattoos / $featsBoosts.upgradeDetails.tattoos.cost>>
<<set _bodyPartOptions to ["forehead","left_cheek","right_cheek","left_shoulder","right_shoulder","back","breasts","left_bottom","right_bottom","left_thigh","right_thigh","pubic"]>>
/*Remove non-random locations*/
<<for _label, _value range $featsBoosts.tattoos>>
<<if _value.tattoo isnot "Random">>
<<set _bodyPart to _value.bodypart.toLowerCase()>>
<<set _bodyPart to _bodyPart.replace(" ", "_")>>
<<run _bodyPartOptions.delete(_bodyPart)>>
<</if>>
<</for>>
/*Add non-random bodyparts*/
<<for _label, _value range $featsBoosts.tattoos>>
<<if _label gt _totalTattoos>>
<<break>>
<</if>>
<<if _value.bodypart is "Random">>
<<continue>>
<</if>>
<<set _bodyPart to _value.bodypart.toLowerCase()>>
<<set _bodyPart to _bodyPart.replace(" ", "_")>>
<<run _bodyPartOptions.delete(_bodyPart)>>
<<if _value.tattoo is "Random">>
<<set _tattoo to _featsTattooAll.pluck()>>
<<else>>
<<set _tattoo to _value.tattoo>>
<</if>>
<<for _label2, _value2 range setup.bodywriting>>
<<if _value2.writing is _tattoo>>
<<add_bodywriting _bodyPart _label2 `_value.pen.toLowerCase()`>>
<<break>>
<</if>>
<</for>>
<</for>>
/*Add random bodyparts*/
<<for _label, _value range $featsBoosts.tattoos>>
<<if _label gt _totalTattoos>>
<<break>>
<</if>>
<<if _value.bodypart isnot "Random">>
<<continue>>
<</if>>
<<set _bodyPart to _bodyPartOptions.pluck()>>
<<if _value.tattoo is "Random">>
<<set _tattoo to _featsTattooAll.pluck()>>
<<else>>
<<set _tattoo to _value.tattoo>>
<</if>>
<<for _label2, _value2 range setup.bodywriting>>
<<if _value2.writing is _tattoo>>
<<add_bodywriting _bodyPart _label2 `_value.pen.toLowerCase()`>>
<<break>>
<</if>>
<</for>>
<</for>>
<<bodywritingExposureCheck true>>
<</if>>
<<if _upgrades.defaultMoves gt 0>>
<<set $maxDefaultActionSets to 2 + _upgrades.defaultMoves / _details.defaultMoves.cost>>
<</if>>
<<if _upgrades.specialClothing gt 0>>
<<set _unlocked to $feats.allSaves.specialClothes>>
<<specialClothesSetup>>
<<for $_label, $_value range _unlocked>>
<<set $specialClothes[$_label] to $_value>>
<</for>>
<</if>>
<<if _upgrades.sexToys gt 0>>
<<set _totalToys to _upgrades.sexToys / 10>>
<<set _indexList to []>>
<<run Object.values(setup.sextoys).forEach(toy => T.indexList.push(toy.index))>>
<<for _i to 0; _i lt _totalToys; _i++>>
<<if $featsBoosts.sexToys[_i].index isnot undefined and $featsBoosts.sexToys[_i].index isnot -1>>
<<set _sexToyIndex to $featsBoosts.sexToys[_i].index>>
<<set _sexToyColour to $featsBoosts.sexToys[_i].colour>>
<<run _indexList.delete(_sexToyIndex)>>
<<else>>
<<set _sexToyIndex to _indexList.pluck()>>
<</if>>
<<run console.log(_sexToyColour)>>
<<if !_sexToyColour or _sexToyColour is -1>>
<<set _sexToyColourOptions to Object.values(setup.sextoys).find(toy => toy.index is _sexToyIndex).colour_options>>
<<set _sexToyColour to _sexToyColourOptions[random(0, _sexToyColourOptions.length - 1)]>>
<</if>>
<<run sexShopOnBuyClick(_sexToyIndex, false, _sexToyColour, false)>>
<<unset _sexToyColour>>
<</for>>
<</if>>
/* Clean Up */
<<run delete $featsBoosts.name>>
<<run delete $featsBoosts.missing>>
<<run delete $featsBoosts.clothingCustomColors>>
<<run delete $featsBoosts.clothingGender>>
<<run delete $featsBoosts.upgradeDetails>>
<<run delete $featsBoosts.tattoos>>
<<run delete $featsBoosts.sexToys>>
<</widget>>
<<widget "earnAllFeats">>
<<specialClothesUpdate>>
<<if $feats.locked is false and $cheatdisable is "t" and $debug is 0 and $gamemode isnot "soft" and $alluremod gte 1 and $replayScene is undefined>>
<<if _args[0] is true>>
/*Rarely occurring feats*/
<<if Time.days gte 50>>
<<if $player.gender is "m">>
<<earnFeat "Being a Boy">>
<<elseif $player.gender is "f">>
<<earnFeat "Being a Girl">>
<<elseif $player.gender is "h">>
<<earnFeat "Being a Hermaphrodite">>
<</if>>
<<if Time.days gte 150>>
<<earnFeat "Being an Orphan">>
<</if>>
<<if $passoutstat is 0>>
<<earnFeat "Stressful Challenge">>
<<if Time.days gte 150>>
<<earnFeat "Long Stressful Challenge">>
<</if>>
<</if>>
<</if>>
<<if $awareness gte 500>>
<<earnFeat "Most Aware">>
<<elseif $awareness lte -199>>
<<earnFeat "Most Innocent">>
<</if>>
<<if $promiscuity gte 100 and $deviancy gte 100 and $exhibitionism gte 100>>
<<earnFeat "No More Control">>
<</if>>
<<if (!$player.vaginaExist or $vaginalskill gte 1000) and (!$player.penisExist or $penileskill gte 1000) and $oralskill gte 1000
and ($analskill gte 1000 or $analdisable is "t") and $handskill gte 1000 and $feetskill gte 1000 and $bottomskill gte 1000
and $thighskill gte 1000 and $chestskill gte 1000>>
<<earnFeat "Sex Specialist">>
<</if>>
<<if $submissive gte 2000>>
<<earnFeat "Perfect Sub">>
<<elseif $submissive lte 0>>
<<earnFeat "Defying the Odds">>
<</if>>
<<if $museumAntiques.museumCount is $museumAntiques.maxCount>>
<<earnFeat "It Belongs in a Museum">>
<</if>>
<<if ($robinromance gte 1 and $whitneyromance gte 1 and $kylarenglish gte 1) or ($robinromance gte 1 and $whitneyromance gte 1 and $sydneyromance gte 1) or ($robinromance gte 1 and $kylarenglish gte 1 and $sydneyromance gte 1) or ($kylarenglish gte 1 and $whitneyromance gte 1 and $sydneyromance gte 1)>>
<<earnFeat "Love Triangles">>
<</if>>
<<if $robinromance gte 1 and $whitneyromance gte 1 and $kylarenglish gte 1 and $sydneyromance gte 1>>
<<earnFeat "Love Trapezoids">>
<</if>>
<<if ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled"))>>
<<earnFeat "Neko">>
<</if>>
<<if ($wolfgirl gte 6 or ($transformationParts.wolf.tail isnot "hidden" and $transformationParts.wolf.tail isnot "disabled"))>>
<<earnFeat "Wolf">>
<</if>>
<<if ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled"))>>
<<earnFeat "Angel">>
<</if>>
<<if ($fallenangel gte 2 or ($transformationParts.fallenAngel.wings isnot "hidden" and $transformationParts.fallenAngel.wings isnot "disabled"))>>
<<earnFeat "Fallen Angel">>
<</if>>
<<if ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled"))>>
<<earnFeat "Demon">>
<</if>>
<<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>
<<earnFeat "Cattle">>
<</if>>
<<if ($bear gte 6 or ($transformationParts.bear.tail isnot "hidden" and $transformationParts.bear.tail isnot "disabled"))>>
<<earnFeat "Bear">>
<</if>>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled"))>>
<<earnFeat "Harpy">>
<</if>>
<<if ($fox gte 6 or ($transformationParts.fox.tail isnot "hidden" and $transformationParts.fox.tail isnot "disabled"))>>
<<earnFeat "Fox">>
<</if>>
<<if $orgasmtrait gte 1 or $ejactrait gte 1 or $molesttrait gte 1 or $rapetrait gte 1 or $bestialitytrait gte 1
or $tentacletrait gte 1 or $voretrait gte 1 or $milkdranktrait gte 1 or $choketrait gte 1>>
<<earnFeat "A Special Trait">>
<</if>>
<<if $orgasmtrait gte 1 and $ejactrait gte 1 and $molesttrait gte 1 and $rapetrait gte 1 and $bestialitytrait gte 1
and $tentacletrait gte 1 and $voretrait gte 1 and $milkdranktrait gte 1 and $choketrait gte 1>>
<<earnFeat "A Special Trait Collector">>
<</if>>
<<if $sexStats.anus.pregnancy.motherStatus is 2 or $sexStats.vagina.pregnancy.motherStatus is 2>>
<<earnFeat "Broodmother Host">>
<</if>>
<<if $pregnancyStats.parasiteTypesSeen && $pregnancyStats.parasiteTypesSeen.length gte 14 and $pregnancyStats.parasiteVariantsSeen.length gte 2 and $pregnancyStats.parasiteBook is 3>>
<!-- typesSeen: fish, snake, slime, spider, maggot, worm, eel, wasp, bee, lurker, squid, slug, tentacle, vine -->
<!-- variantsSeen: pale, metal -->
<<earnFeat "Broodmother Zoologist">>
<</if>>
<<if $spraymax gte 7>>
<<earnFeat "Max Those Shots">>
<</if>>
<<if ($semen_volume gte 2000 and $semen_amount gte $semen_volume)
or ($milk_volume gte 2000 and $milk_amount gte $milk_volume)>>
<<earnFeat "Feeling Full">>
<</if>>
<<if $cool gte 400>>
<<earnFeat "Social Butterfly">>
<</if>>
<<if $cool lte 2 and !$backgroundTraits.includes("nerd")>>
<<earnFeat "Anti-Social Moth">>
<</if>>
<<if $delinquency lte 0>>
<<earnFeat "Teachers Pet">>
<<elseif $delinquency gte 1000>>
<<earnFeat "Teachers Nightmare">>
<</if>>
<<if $skin.forehead.writing and $skin.left_cheek.writing and $skin.right_cheek.writing and $skin.left_shoulder.writing and $skin.right_shoulder.writing
and $skin.breasts.writing and $skin.back.writing and $skin.pubic.writing and $skin.left_thigh.writing and $skin.right_thigh.writing>>
<<earnFeat "A Living Canvas">>
<</if>>
<<if $produce_sold gte 100>>
<<earnFeat "Hawker">>
<</if>>
<<if $produce_sold gte 1000>>
<<earnFeat "Vendor">>
<</if>>
<<if $produce_sold gte 5000>>
<<earnFeat "Merchant">>
<</if>>
<<if $plants_known.length gte 17>>
<<earnFeat "Seedy">>
<</if>>
<<if $daily.ex.road is 1 and $daily.ex.cream is 1 and $daily.ex.flyover is 1>>
<<earnFeat "A Lewd Adventure">>
<</if>>
<<if $athletics gte 1000>>
<<earnFeat "Swift">>
<</if>>
<<if $farm_stage gte 2>>
<<if $farm.beasts.horses gte 20 and $farm.beasts.cattle gte 20 and $farm.beasts.dogs gte 20 and $farm.beasts.pigs gte 20>>
<<earnFeat "Animal Tender">>
<</if>>
<</if>>
<<if $masochism_level gte 4 and $sadism_level gte 4>>
<<earnFeat "Sadomasochist">>
<</if>>
<<if $masochism_level gte 4>>
<<earnFeat "Twisted Desire">>
<</if>>
<<if $sadism_level gte 4>>
<<earnFeat "Served Hot">>
<</if>>
<<if $fame.sex lte 29 and $fame.prostitution lte 29 and $fame.rape lte 29 and $fame.bestiality lte 29 and $fame.exhibitionism lte 29 and $fame.pregnancy lte 29 and $fame.impreg lte 29
and $fame.scrap gte 1000 and $fame.good gte 1000 and $fame.business gte 1000 and $fame.social gte 1000 and $fame.model gte 1000 /* and $fame.pimp gte 1000 */>>
<<earnFeat "Shining Reputation">>
<</if>>
<<if Object.values($children).reduce((prev,curr) => {
if (curr.mother === "pc") prev.pushUnique(curr.type);
return prev;
}, []).length gte Object.keys(pregnancyGenerator).filter(type => setup.pregnancy.typesEnabled.includes(type)).length>>
<<earnFeat "Diversity of Life">>
<</if>>
<!-- Should be last -->
<<if $feats.allSaves.points gte 150>>
<<earnFeat "My Collection of Feats">>
<</if>>
<<if $feats.allSaves.points gte 300>>
<<earnFeat "My Timeless Collection of Feats">>
<</if>>
<<specialClothesUpdate>>
<</if>>
<<if $money gte 100000>>
<<earnFeat "Pocket Change">>
<</if>>
<<if $money gte 1000000>>
<<earnFeat "Money Maker">>
<</if>>
<<if $money gte 10000000>>
<<earnFeat "Tycoon">>
<</if>>
<<if $money gte 100000000>>
<<earnFeat "Millionaire">>
<</if>>
<<if $liquidoutsidecount gte 100
and ($analdisable is "t" or setup.bodyliquid.combined("anus") gte 5)
and (!$player.vaginaExist or setup.bodyliquid.combined("vagina") gte 5)
and setup.bodyliquid.combined("mouth") gte 5>>
<<earnFeat "Fully Covered">>
<</if>>
<<if $skulduggery gte 1000>>
<<earnFeat "Thief">>
<</if>>
<<if $danceskill gte 1000>>
<<earnFeat "May I have this Dance?">>
<</if>>
<<if $swimmingskill gte 1000>>
<<earnFeat "Aquanaut">>
<</if>>
<<if $seductionskill gte 1000>>
<<earnFeat "Seductress">>
<</if>>
<<if $tending gte 1000>>
<<earnFeat "Green Fingered">>
<</if>>
<<if $housekeeping gte 1000>>
<<earnFeat "Majordomo">>
<</if>>
<<if $baseAllure gte 7000 and $outside is 1 and $moonstate is 0>>
<<earnFeat "Alluring">>
<</if>>
<<if $science gte 1000 and $maths gte 1000 and $english gte 1000 and $history gte 1000>>
<<earnFeat "Perfect Record">>
<</if>>
<<if $earSlime.corruption gte 100>>
<<earnFeat "Ear Slime Lover">>
<</if>>
<<if $earSlime.corruption gte 100 and $earSlime.growth gte 200>>
<<earnFeat "Ear Slime Amalgam">>
<</if>>
<<if currentSkillValue('physique') gte 32000>>
<<earnFeat "Unstoppable Force">>
<</if>>
<<if $willpower gte 2000>>
<<earnFeat "Immovable Object">>
<</if>>
<<if $skulduggery gte 2000>>
<<earnFeat "Agent 47">>
<</if>>
<<if $danceskill gte 2000>>
<<earnFeat "Can't Touch This">>
<</if>>
<<if $swimmingskill gte 2000>>
<<earnFeat "Atlantean">>
<</if>>
<<if $athletics gte 2000>>
<<earnFeat "Ludicrous Speed">>
<</if>>
<<if $tending gte 2000>>
<<earnFeat "Grass Toucher">>
<</if>>
<<if $housekeeping gte 2000>>
<<earnFeat "Demolisher of Filth">>
<</if>>
<<if $sciencetrait gte 8>>
<<earnFeat "Smarter than Einstein">>
<</if>>
<<if $mathstrait gte 8>>
<<earnFeat "Human Calculator">>
<</if>>
<<if $englishtrait gte 8>>
<<earnFeat "Voice of All Things">>
<</if>>
<<if $historytrait gte 8>>
<<earnFeat "Errm, ackshually">>
<</if>>
<<if $schooltrait gte 8>>
<<earnFeat "Return to Monke">>
<</if>>
<<if $seductionskill gte 2000>>
<<earnFeat "Irresistible">>
<</if>>
<<if (!$player.vaginaExist or $vaginalskill gte 2000) and (!$player.penisExist or $penileskill gte 2000) and $oralskill gte 2000 and ($analskill gte 2000 or $analdisable is "t") and $handskill gte 2000 and $feetskill gte 2000 and $bottomskill gte 2000 and $thighskill gte 2000 and $chestskill gte 2000>>
<<earnFeat "God of Lust">>
<</if>>
<<if $combatExtended.brawling gte 1000>>
<<earnFeat "Brawler">>
<</if>>
<<if $combatExtended.brawling gte 2000>>
<<earnFeat "Many Punch Man">>
<</if>>
<<if $birdFly is 1>>
<<earnFeat "Catch the Wind">>
<</if>>
<<if $beauty gte 20000>>
<<earnFeat "Aphrodite">>
<</if>>
<<if $milk_volume gte 12000>>
<<earnFeat "Rivers of White">>
<</if>>
<<if $semen_volume gte 12000>>
<<earnFeat "Sticky Fountain">>
<</if>>
<<if (($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled")) or $demontf is 1) and $player.virginity.vaginal is true and $player.virginity.penile is true>>
<<earnFeat "Demon of Purity">>
<</if>>
<<specialClothesUpdate>>
<</if>>
<</widget>>
<!--
Paste in the console to get the total number of vrelcoins
var count = 0;
for (var i = 0; i < Object.keys(setup.feats).length;i++){
count += setup.feats[Object.keys(setup.feats)[i]].difficulty
}--><<widget "barbicon">>
<<icon "barb.png">>
<</widget>>
<<widget "wolfcaveicon">>
<<switch _args[0]>>
<<case "pup">><<icon "wolfpup.png">>
<<case "sleep">><<icon "wolfsleep.png">>
<<case "stream">><<icon "stream.png">>
<<case "black dog">><<icon "blackdog.png">>
<<case "bw">><<icon "blackwolf.png">>
<<case "ferocity">><span class="icon-container"><img class="icon" src="img/ui/wolfferocity.png"></span>
<<case "harmony">><span class="icon-container"><img class="icon" src="img/ui/wolfharmony.png"></span>
<<default>><<icon "wolves.png">>
<</switch>>
<</widget>>
<<widget "clifficon">>
<<icon "cliff.png">>
<</widget>>
<<widget "starfishicon">>
<<icon "starfish.png">>
<</widget>>
<<widget "fishtankicon">>
<<switch $container.home.name>>
<<case "Small Fish Tank">>
<<icon "tank_small.gif">>
<<case "Fish Tank">>
<<icon "tank_medium.gif">>
<<case "Large Fish Tank">>
<<switch $container.home.decorations>>
<<case "Standard Decorations">><<icon "tank_large_decor.gif">>
<<case "Exotic Decorations">><<icon "tank_large_exotic.gif">>
<<default>><<icon "tank_large.gif">>
<</switch>>
<<case "Huge Fish Tank">>
<<switch $container.home.decorations>>
<<case "Standard Decorations">><<icon "tank_huge_decor.gif">>
<<case "Exotic Decorations">><<icon "tank_huge_exotic.gif">>
<<default>><<icon "tank_huge.gif">>
<</switch>>
<<default>>
<<icon "tank_medium.gif">>
<</switch>>
<</widget>>
<<widget "mericon">>
<<icon "mer.png">>
<</widget>>
<<widget "domusicon">>
<<icon "domus.png">>
<</widget>>
<<widget "connudatusicon">>
<<icon "connudatus.png">>
<</widget>>
<<widget "highicon">>
<<icon "high.png">>
<</widget>>
<<widget "oxfordicon">>
<<icon "oxford.png">>
<</widget>>
<<widget "harvesticon">>
<<icon "harvest.png">>
<</widget>>
<<widget "danubeicon">>
<<icon "danube.png">>
<</widget>>
<<widget "wolficon">>
<<icon "wolf.png">>
<</widget>>
<<widget "nightingaleicon">>
<<icon "nightingale.png">>
<</widget>>
<<widget "elkicon">>
<<icon "elk.png">>
<</widget>>
<<widget "busicon">>
<<icon "bus.png">>
<</widget>>
<<widget "bikeicon">>
<<icon "bike.png">>
<</widget>>
<<widget "brothelicon">>
<<switch _args[0]>>
<<case "gloryhole">><<icon "gloryhole.png">>
<<case "stage">><<icon "stage.png">>
<<default>><<icon "brothel.gif">>
<</switch>>
<</widget>>
<<widget "swimmingicon">>
<<icon "swimming.png">>
<</widget>>
<<widget "scienceicon">>
<<switch _args[0]>>
<<case "pink lichen">><<icon "lichen_pink.png">>
<<case "white lichen">><<icon "lichen_white.png">>
<<case "violet lichen">><<icon "lichen_violet.png">>
<<case "purple lichen">><<icon "lichen_purple.png">>
<<default>><<icon "science.png">>
<</switch>>
<</widget>>
<<widget "historyicon">>
<<icon "history.png">>
<</widget>>
<<widget "mathicon">>
<<icon "math.png">>
<</widget>>
<<widget "englishicon">>
<<icon "english.png">>
<</widget>>
<<widget "parkicon">>
<<switch _args[0]>>
<<case "fountain">><<icon "fountain.png">>
<<default>><<icon "park.gif">>
<</switch>>
<</widget>>
<<widget "policeicon">>
<<icon "police.png">>
<</widget>>
<<widget "peppersprayicon">>
<<icon "spray.png">>
<</widget>>
<<widget "sewericon">>
<<switch _args[0]>>
<<case "algae">><<icon "algae.png">>
<<case "breeze">><<icon "breeze.png">>
<<case "drain">><<icon "drain_ocean.png">>
<<case "litter">><<icon "litter.png">>
<<case "main">><<icon "sewermain.png">>
<<case "mud">><<icon "mud.png">>
<<case "wood">><<icon "log.png">>
<<case "webs">><<icon "webs.png">>
<<case "rubble">><<icon "rubble.png">>
<<case "rubbish">><<icon "rubbish.png">>
<<case "ruins">><<icon "ruins.png">>
<<case "sculpture">><<icon "sculpture.png">>
<<case "scrap">><<icon "scrap.png">>
<<case "waterfall">><<icon "waterfall.png">>
<<default>><<icon "sewer.png">>
<</switch>>
<</widget>>
<<widget "foresticon">>
<<switch _args[0]>>
<<case "bush">><<icon "bush.png">>
<<case "churchyard">><<icon "churchyard.png">>
<<case "river">><<icon "river.png">>
<<case "bog">><<icon "bog.png">>
<<default>><<icon "forest.png">>
<</switch>>
<</widget>>
<<widget "islandicon">>
<<switch _args[0]>>
<<case "explore">><<icon "explore.png">>
<<case "mask">><<icon "clothes/islander_mask.png">>
<<case "nuts">><<icon "nuts.png">>
<<default>><<icon "island.png">>
<</switch>>
<</widget>>
<<widget "pubicon">>
<<icon "pub.png">>
<</widget>>
<<widget "lockericon">>
<<switch _args[0]>>
<<case "put in">><<icon "putinlocker.png">>
<<default>><<icon "locker.png">>
<</switch>>
<</widget>>
<<widget "loitericon">>
<<icon "loiter.gif">>
<</widget>>
<<widget "compoundicon">>
<<icon "compound.gif">>
<</widget>>
<<widget "oakicon">>
<<icon "danube_oak.png">>
<</widget>>
<<widget "heelsicon">>
<<switch _args[0]>>
<<case "hobble">><<icon "hobbleheels.png">>
<<default>><<icon "exerciseheels.png">>
<</switch>>
<</widget>>
<<widget "exerciseicon">>
<<icon "physique.png">>
<</widget>>
<<widget "getinicon">>
<<icon "get_in.png">>
<</widget>>
<<widget "refuseicon">>
<<icon "refuse.png">>
<</widget>>
<<widget "getouticon">>
<<switch _args[0]>>
<<case "dig">><<icon "dig.png">>
<<case "hole">><<icon "get_out_hole.png">>
<<default>><<icon "get_out.png">>
<</switch>>
<</widget>>
<<widget "loveicon">>
<span class="icon-container"><img class="icon" src="img/ui/love_interest.png"></span>
<</widget>>
<<widget "lockicon">>
<<switch _args[0]>>
<<case "key">><<icon "key_cabinet.png">>
<<case "bronze key">><<icon "key_bronze.png">>
<<case "iron key">><<icon "key_iron.png">>
<<case "pick">><<icon "lockpick.png">>
<<case "unlock">><<icon "padlock_unlocked.png">>
<<default>><<icon "padlock.png">>
<</switch>>
<</widget>>
<<widget "templeicon">>
<<switch _args[0]>>
<<case "altar">><<icon "altar.gif">>
<<case "confession">><<icon "confessional.png">>
<<case "garden">><<switch Weather.dayState>><<case "night">><<icon "temple_garden_night.png">><<default>><<icon "temple_garden.png">><</switch>>
<<case "pew">><<icon "pew.png">>
<<case "pray">><<skinicon "pray">>
<<case "prayer room">><<icon "prayer_room.png">>
<<case "quarters">><<icon "quarters.png">>
<<case "trial">><<icon "trial_of_purity.gif">>
<<case "trialcontinue">><<icon "trial_continue.gif">>
<<case "trialbail">><<icon "trial_jump.gif">>
<<case "virginity">><<icon "virginity_test.png">>
<<default>><<wolficon>>
<</switch>>
<</widget>>
<<widget "edenicon">>
<<switch _args[0]>>
<<case "broom">><<icon "broom_dustpan.png">>
<<case "coat stand">><<icon "coatstand.png">>
<<case "curtains">><<icon "curtains.png">>
<<case "fix">><<icon "hammer_nails.png">>
<<case "radio">><<icon "radio.png">>
<<case "rug">><<icon "rug.png">>
<<case "scarf">><<icon "clothes/scarf.png">>
<<case "salve">><<icon "salve.png">>
<<case "soap">><<icon "soap.png">>
<<case "supplies">><<icon "supplies.png">>
<<case "target">><<icon "target.png">>
<<default>><<icon "cabin.png">>
<</switch>>
<</widget>>
<<widget "choreicon">>
<<switch _args[0]>>
<<case "sweep">><<icon "broom_dustpan.png">>
<<case "clean">><<icon "sponge.png">>
<<case "fix">><<icon "hammer_nails.png">>
<<case "litter">><<icon "litter.png">>
<<case "rubbish">><<icon "rubbish.png">>
<<case "trashcan">><<icon "landfill.png">>
<<case "trim">><<icon "shears.gif">>
<<default>><<icon "sponge.png">>
<</switch>>
<</widget>>
<<widget "wraithicon">>
<<icon "wraith.png">>
<</widget>>
<<widget "assignmenticon">>
<<icon "assignment.png">>
<</widget>>
<<widget "couchicon">>
<<icon "couch_relax.png">>
<</widget>>
<<widget "mysteryicon">>
<<icon "ask.png">>
<</widget>>
<<widget "stallicon">>
<<switch _args[0]>>
<<case "open">><<icon "stall_open.png">>
<<case "balloon">><<icon "stall_balloon.png">>
<<default>><<icon "stall.png">>
<</switch>>
<</widget>>
<<widget "entertownicon">>
<<switch Weather.dayState>>
<<case "night">>
<<icon "town_night.png">>
<<default>>
<<icon "town.png">>
<</switch>>
<</widget>>
<<widget "relaxicon">>
<<icon "relax.png">>
<</widget>>
<<widget "farmicon">>
<<switch _args[0]>>
<<case "alexbed">><<icon "farm_alexbed.png">>
<<case "alexdesk">><<icon "farm_alexdesk.png">>
<<case "barn">><<icon "barn.png">>
<<case "clear yard">><<icon "clearyard.gif">>
<<case "cottage">><<icon "cottage.png">>
<<case "grass">><<icon "grass.png">>
<<case "kennel">><<icon "kennel.png">>
<<case "meadow">><<icon "meadow.png">>
<<case "tv">><<icon "TV.gif">>
<<case "lab">><<icon "farm_lab.gif">>
<<case "parasitebarn">><<icon "farm_parasitebarn.png">>
<<case "compostbin">><<icon "compostbin.png">>
<<default>>
<<switch Time.season>>
<<case "autumn">><<icon "farmlands_autumn.png">>
<<case "winter">><<icon "farmlands_winter.png">>
<<default>><<icon "farmlands.png">>
<</switch>>
<</switch>>
<</widget>>
<<widget "tendingicon">>
<<switch _args[0]>>
<<case "basket">>
<<set _tending = `tending/${_args[0] || "basket"}.png`>>
<<icon _tending>>
<<case "aphrodisiac shrooms">><<icon "tending/mushroom_aphrodisiac.png">>
<<case "carrots">><<icon "tending/carrot.png">>
<<case "eggs">><<icon "tending/egg.png">>
<<case "ghostshrooms">><<icon "tending/ghostshroom.png">>
<<case "milk">><<icon "tending/milk.png">>
<<case "mushrooms">><<icon "tending/mushroom.png">>
<<case "truffles">><<icon "tending/truffle.png">>
<<case "wolfshrooms">><<icon "tending/wolfshroom.png">>
<<default>>
<<set _string to "tending/" + _args[0]>>
<<if !_string.includes(".png")>>
<<set _string += ".png">>
<</if>>
<<icon _string>>
<</switch>>
<</widget>>
<<widget "crimeicon">>
<<switch _args[0]>>
<<case "black box">><<icon "blackbox.gif">>
<<case "mark">><<icon "mark.gif">>
<<case "safe">><<icon "safe.gif">>
<<case "shackles">><<icon "shackles.png">>
<<case "plunder">><<icon "plunder.png">>
<<default>><<icon "crime.png">>
<</switch>>
<</widget>>
<<widget "antiqueicon">>
<<icon `"antiques/antique_" + _args[0] + ".png"`>>
<</widget>>
<<widget "symbol">>
<<switch _args[0]>>
<<case "purity">><<tficon "angel">><<exit>>
<<case "corruption">><<tficon "demon">><<exit>>
<<case "promiscuity" "lust">><<set _symbol to "lust">>
<<case "trauma" "willpower" "fear">><<set _symbol to "trauma">>
<<default>><<set _symbol to _args[0]>>
<</switch>>
<span class="icon-container"><img class="icon" @src='"img/ui/sym_" + _symbol + ".png"'></span>
<</widget>>
<<widget "gifticon">>
<<switch _args[0]>>
<<case "balloons">><<icon "balloons.png">>
<<case "christmas">><<icon "gift_christmas.png">>
<<case "christmas hat">><<icon "clothes/christmas_hat.png">>
<<case "gothic">><<icon "clothes/gothic_gown.png">>
<<case "hunting">><span class="clothes-brown"><<icon "clothes/hunting_coat.png">></span>
<<case "kimono">><<icon "clothes/kimono.png">>
<<case "love">><<icon "gift_li.png">>
<<case "wrapping">><<icon "wrapping.png">>
<<case "shirt">><span class="clothes-light-blue"><<icon "clothes/t-shirt.png">></span>
<<case "sundress">><span class="clothes-light-pink"><<icon "clothes/sundress.png">></span>
<<case "tuxedo">><<icon "clothes/tuxedo_jacket.png">>
<<case "valentine">><<icon "gift_vday.png">>
<<default>><<icon "gift_christmas.png">>
<</switch>>
<</widget>>
<<widget "mooricon">>
<<switch _args[0]>>
<<case "remy">><<icon "estate.png">>
<<case "remy cottage">><<icon "remy_cottage.png">>
<<default>><<icon "moor.png">>
<</switch>>
<</widget>>
<<widget "birdicon">>
<<switch _args[0]>>
<<case "nest">>
<<set $_nestImg to "birdTower/nest">>
<<switch $bird.upgrades.nest>>
<<case 0>><<set $_nestImg += "_wood">>
<<case 1>><<set $_nestImg += "_padded">>
<<case 2>><<set $_nestImg += "_cushioned">>
<<case 3>>
<<set $_nestImg += "_luxurious">>
<<if $bird.upgrades.decor gte 4>>
<<set $_nestImg += "_decor">>
<</if>>
<</switch>>
<<if Object.values($children).find(child => (child.type is "hawk" and child.location is "tower" and child.eggTimer))>>
<<set $_nestImg += "_eggs">>
<</if>>
<<set $_nestImg += ".png">>
<<icon $_nestImg>>
<<case "perch">>
<<set $_perchImg to "birdTower/perch">>
<<switch Weather.dayState>>
<<case "night">>
<<if Weather.bloodMoon>>
<<set $_perchImg += "_blood">>
<<else>>
<<set $_perchImg += "_night">>
<</if>>
<<default>>
<<switch Weather.name>>
<<case "lightPrecipitation" "heavyPrecipitation" "thunderStorm">>
<<if Weather.precipitation is "snow">>
<<set $_perchImg += "_snow">>
<<else>>
<<set $_perchImg += "_rain">>
<</if>>
<<default>><<set $_perchImg += ("_" + Weather.dayState)>>
<</switch>>
<</switch>>
<<if $bird.upgrades?.decor gte 3>>
<<set $_perchImg += "_decor">>
<</if>>
<<set $_perchImg += ".png">>
<<icon $_perchImg>>
<<case "perch_up">><<icon "birdTower/perch_get_up.png">>
<<case "preen">>
<<set $_frontIcon = 'birdTower/preen_wing_debris.png'>>
<<if $daily.birdGroom is undefined>>
<<icon $_frontIcon infront>>
<</if>>
<<icon "birdTower/preen_wing.png">>
<<case "preen_self">>
<<set $_hairIcon = 'birdTower/preen_wing_hair.png'>>
<<set $_frontIcon = 'birdTower/preen_wing_debris.png'>>
<<if $daily.birdSelfPreen is undefined>>
<<icon $_frontIcon infront>>
<</if>>
<span @class="'hair-'+$haircolour">
<span class="colour-hair"><<icon $_hairIcon>></span>
</span>
<<case "hunt">>
<<set $_huntImg to "birdTower/prepare_hunt_" + Weather.dayState + ".gif">>
<<icon $_huntImg>>
<<case "firepit">>
<<if $bird.upgrades>>
<<set $_firePitImg to "birdTower/firepit_">>
<<switch $bird.upgrades.firepit>>
<<case 0 1>><<set $_firePitImg += "makeshift_">>
<<case 2>><<set $_firePitImg += "robust_">>
<<case 3>><<set $_firePitImg += "bonfire_">>
<</switch>>
<<set $_firePitTime to getBirdBurnTime()>>
<<if $_firePitTime lte 0>>
<<set $_firePitImg += "0.gif">>
<<elseif $_firePitTime lte 120>>
<<set $_firePitImg += "1.gif">>
<<elseif $_firePitTime lte 480>>
<<set $_firePitImg += "2.gif">>
<<elseif $_firePitTime lte 960>>
<<set $_firePitImg += "3.gif">>
<<else>>
<<set $_firePitImg += "4.gif">>
<</if>>
<<icon $_firePitImg>>
<<else>>
<<icon "campfire.gif">>
<</if>>
<<case "rainwater">>
<<if $bird.upgrades?.pot is 3 and getBirdBurnTime() gt 0>>
<<icon "birdTower/rain_pool_heated.gif">>
<<else>>
<<icon "birdTower/rain_pool.gif">>
<</if>>
<<case "rack">>
<<switch $bird.upgrades.rack>>
<<case 0 1>><<icon "birdTower/drying_rack_makeshift.png">>
<<case 2>><<icon "birdTower/drying_rack_expanded.png">>
<<case 3>><<icon "birdTower/drying_rack_enclosed.png">>
<</switch>>
<<case "snare">><<icon "birdTower/snare_no_bait.png">>
<<case "snare_bait">><<icon "birdTower/snare_bait.png">>
<<case "snare_lurker">><<icon "birdTower/snare_lurker.gif">>
<<case "sing">><<icon "sing.png">>
<<case "tower">><<icon "birdTower/tower.png">>
<<case "tools">><<icon "birdTower/toolbox.png">>
<<case "pot">><<icon "birdTower/cooking_pot.png">>
<<case "pot_cook">>
<<if getBirdBurnTime() gt 0>>
<<icon "birdTower/cooking_pot_boil.gif">>
<<else>>
<<icon "birdTower/cooking_pot.png">>
<</if>>
<<case "telescope">><<icon "birdTower/ornate_telescope.png">>
<<case "wood">><<icon "birdTower/wood.png">>
<<case "fabric">><<icon "birdTower/fabric.png">>
<<case "sticks">><<icon "birdTower/stick.png">>
<<case "leaves">><<icon "birdTower/leaf.png">>
<<case "junk">><<icon "birdTower/junk.png">>
<<case "lurkers">><<icon "birdTower/lurker_dead.png">>
<<case "lurkers_netted">><<icon "birdTower/lurker_netted.png">>
<<case "leather">><<icon "birdTower/lurker_leather.png">>
<<case "feathers">><<icon "birdTower/feather.png">>
<<case "tarp" "shelter">><<icon "birdTower/tarp.png">>
<<case "mirror">>
<<if $bird.upgrades?.decor gte 3>>
<<icon "birdTower/mirror_tower_decor.png">>
<<else>>
<<icon "birdTower/mirror_tower.png">>
<</if>>
<<case "wardrobe">><<if $bird.upgrades?.decor gte 4>><<icon "birdTower/wardrobe_tower_decor.png">><<else>><<icon "birdTower/wardrobe_tower.png">><</if>>
<<case "eggs">>
<<switch _eggIcon>>
<<case 1>><<icon "birdTower/hawk_egg_one.png">>
<<case 2>><<icon "birdTower/hawk_egg_two.png">>
<<default>><<icon "birdTower/hawk_egg_three.png">>
<</switch>>
<<case "kiss">><<if $monster is 1>><<icon "birdTower/kiss_greathawk_monster.png">><<else>><<icon "birdTower/kiss_greathawk_beast.png">><</if>>
<<case "ask">><<icon "birdTower/socialise_question.png">>
<<case "fly_down">><<icon "birdTower/flight_land.png">>
<<case "bracelet">><<icon "birdTower/bracelet.png">>
<<case "wallet">><<icon "birdTower/wallet.png">>
<<case "ring">><<icon "birdTower/ring.png">>
<<case "watch">><<icon "birdTower/watch.png">>
<<case "necklace">><<icon "birdTower/necklace.png">>
<<case "antique bullet">><<icon "antiques/antique_bullet.png">>
<<case "silver">><<icon "birdTower/silver_bar.gif">>
<<case "trapdoor">><<if $bird.lock is 1>><<icon "birdTower/trap_door_locked.png">><<else>><<icon "birdTower/trap_door.png">><</if>>
<<case "children">>
<<run Object.values($children).forEach(child => {
if (child.type is "hawk" and child.location is "tower" and child.eggTimer is undefined) {
if (!T.childrenIconSelect) T.childrenIconSelect = [];
T.childrenIconSelect.push(child.childId);
}
})>>
<<if _childrenIconSelect.length gte 2>>
<<set $_child1 to _childrenIconSelect.pluck()>>
<<set $_child2 to _childrenIconSelect.pluck()>>
<<if $children[$_child1].features.monster is $children[$_child2].features.monster>>
<<if $children[$_child1].features.monster is "monster">>
<<set _childIconFilter1 = "filter: " + setup.colours.getSkinCSSFilter($children[$_child1].features.skinColour)>>
<<set _childIconFilter2 = "filter: " + setup.colours.getSkinCSSFilter($children[$_child2].features.skinColour)>>
<<set $_baseIcon to "birdTower/child_harpies.png">>
<<set $_skinIcon1 to "birdTower/child_harpies_skin1.png">>
<<set $_skinIcon2 to "birdTower/child_harpies_skin2.png">>
<span class="icon-container">
<<icon $_baseIcon>>
<span @style="_childIconFilter1">
<<icon $_skinIcon2>>
</span>
<span @style="_childIconFilter2">
<<icon $_skinIcon1>>
</span>
</span>
<<else>>
<<icon "birdTower/child_hawks.png">>
<</if>>
<<else>>
<<set _childIconFilter = "filter: " + ($children[$_child1].features.monster is "monster" ? setup.colours.getSkinCSSFilter($children[$_child1].features.skinColour) : setup.colours.getSkinCSSFilter($children[$_child2].features.skinColour))>>
<<set $_baseIcon to "birdTower/child_birds.png">>
<<set $_skinIcon to "birdTower/child_birds_skin.png">>
<span class="icon-container">
<<icon $_baseIcon>>
<span @style="_childIconFilter">
<<icon $_skinIcon>>
</span>
</span>
<</if>>
<<else>>
<<if $children[_childrenIconSelect[0]].features.monster is "monster">>
<<set _childIconFilter = "filter: " + setup.colours.getSkinCSSFilter($children[_childrenIconSelect[0]].features.skinColour)>>
<<set $_baseIcon to "birdTower/child_harpy.png">>
<<set $_skinIcon to "birdTower/child_harpy_skin.png">>
<span class="icon-container">
<<icon $_baseIcon>>
<span @style="_childIconFilter">
<<icon $_skinIcon>>
</span>
</span>
<<else>>
<<icon "birdTower/child_hawk.png">>
<</if>>
<</if>>
<<default>><<icon "birdTower/tower.png">>
<</switch>>
<</widget>>
<<widget "tficon">>
<<switch _args[0]>>
<<case "angel">>
<<set $_baseIcon to "tf_angel.png">>
<<case "fallenangel">>
<<set $_baseIcon to "tf_fallen.png">>
<<case "demon">>
<<set $_baseIcon to "tf_demon.png">>
<<case "wolf">>
<<set $_hairIcon = 'tf_wolf.png'>>
<<set $_frontIcon = 'tf_wolf_acc.png'>>
<<case "cat">>
<<set $_hairIcon = 'tf_cat.png'>>
<<set $_frontIcon = 'tf_cat_acc.png'>>
<<case "cow">>
<<set $_baseIcon = 'tf_cow.png'>>
<<case "bear">>
<<set $_baseIcon = 'tf_bear.png'>>
<<case "fox">>
<<set $_hairIcon = 'tf_fox.png'>>
<<set $_frontIcon = 'tf_fox_acc.png'>>
<<case "harpy">>
<<set $_hairIcon = 'tf_harpy.png'>>
<<case "bunny">>
<<set $_hairIcon = 'tf_bunny.png'>>
<<set $_frontIcon = 'tf_bun_acc.png'>>
<</switch>>
<<if $_baseIcon>>
<<icon $_baseIcon>>
<<elseif $_hairIcon>>
<<if $_frontIcon>>
<<icon $_frontIcon infront>>
<</if>>
<span @class="'hair-'+$haircolour">
<span class="colour-hair"><<icon $_hairIcon>></span>
</span>
<</if>>
<</widget>>
<<widget "alleyicon">>
<<switch Weather.dayState>>
<<case "day">>
<<icon "alley.png">>
<<case "night">>
<<icon "alley_night.png">>
<<case "dawn">>
<<icon "alley_dawn.png">>
<<case "dusk">>
<<icon "alley_dusk.png">>
<<default>>
<<icon "alley.png">>
<</switch>>
<</widget>>
<<widget "arcadeicon">>
<<icon "arcade.gif">>
<</widget>>
<<widget "gameicon">>
<<switch _args[0]>>
<<case "controller">>
<<set $_baseIcon to "robin_controller.png">>
<<case "cards">>
<<set $_cardIcon = "game_cards.gif">>
<<set $_frontIcon = "game_acc_cards.gif">>
<<case "cards_0" "cards_1" "cards_2">>
<<set $_cardIcon = "game_cards_bet.gif">>
<<set $_frontIcon = "game_acc_" + _args[0] +".gif">>
<<case "cards_3" "cards_4" "cards_5">>
<<set $_cardIcon = "game_cards_bet.gif">>
<<set $_frontIcon = "game_acc_cards_2.gif">>
<<default>>
<<set $_baseIcon to "game_" + _args[0] +".png">>
<</switch>>
<<if $_baseIcon>>
<<icon $_baseIcon>>
<<elseif $_cardIcon>>
<<icon $_frontIcon infront>>
<span @class="'clothes-' + $cardcover.colour">
<<icon $_cardIcon>>
</span>
<</if>>
<</widget>>
<<widget "poundicon">>
<<if Weather.precipitation is "rain">>
<<icon "pound_rust.png">>
<<else>>
<<icon "pound.png">>
<</if>>
<</widget>>
<<widget "dancestudioicon">>
<<icon "dancestudio.png">>
<</widget>>
<<widget "flatsicon">>
<<icon "flats.png">>
<</widget>>
<<widget "maleicon">>
<<icon "male.png">>
<</widget>>
<<widget "femaleicon">>
<<icon "female.png">>
<</widget>>
<<widget "museumicon">>
<<icon "museum.png">>
<</widget>>
<<widget "homeicon">>
<<icon "orphanage.png">>
<</widget>>
<<widget "roadicon">>
<<if (Weather.bloodMoon or $forcedBloodmoon)>>
<<icon "roadnight_blood.png">>
<<else>>
<<switch Weather.dayState>>
<<case "day">>
<<icon "roadday.png">>
<<case "night">>
<<icon "roadnight.png">>
<<case "dawn">>
<<icon "roaddawn.png">>
<<case "dusk">>
<<icon "roaddusk.png">>
<<default>>
<<icon "roadday.png">>
<</switch>>
<</if>>
<</widget>>
<<widget "forestroadicon">>
<<icon `"forest_road_" + _args[0] + ".png"`>>
<</widget>>
<<widget "schoolicon">>
<<switch _args[0]>>
<<case "building">><span style="position:relative;bottom:5px"><<icon "schoolnew.png">></span>
<<case "computer">><<icon "computer.png">>
<<case "courtyard">><<icon "school_courtyard.png">>
<<case "headdesk">><<icon "headdesk.png">>
<<case "infirmary">><<icon "infirmary.png">>
<<case "library">> <<icon "library.png">>
<<case "library desk">><<icon "library_desk.png">>
<<case "stump">><<icon "stump.png">>
<<default>><<icon "school.png">>
<</switch>>
<</widget>>
<<widget "spaicon">>
<<icon "spa.png">>
<</widget>>
<<widget "stripclubicon">>
<<icon "stripclub.gif">>
<</widget>>
<<widget "stairsicon">>
<<set _stairs = `stairs${_args[0] || "downup"}${_args[1] || ""}.png`>>
<<icon _stairs>>
<</widget>>
<<widget "walkicon">>
<<set _direction to _args[0] is "west" ? "flip" : "">>
<<icon "walk.png" _direction>>
<</widget>>
<<widget "runicon">>
<<set _direction to _args[0] is "west" ? "flip" : "">>
<<icon "run.png" _direction>>
<</widget>>
<<widget "glideicon">>
<<set _direction to _args[0] is "west" ? "flip" : "">>
<<icon "wing.png" _direction>>
<</widget>>
<<widget "swimicon">>
<<switch _args[0]>>
<<case "back">><img class="icon flip" src="img/misc/icon/swim.png">
<<case "break">><<icon "breakice.png">>
<<case "dive">><<icon "dive.png">>
<<case "down">><<icon "swimdown.png">>
<<case "leave">><<icon "leavewater.png">>
<<case "up">><<icon "swimup.png">>
<<default>><<icon "swim.png">>
<</switch>>
<</widget>>
<<widget "sneakicon">>
<<icon "sneak.png">>
<</widget>>
<<widget "caveicon">>
<<switch _args[0]>>
<<case "left">><<icon "caveleft.png">>
<<case "right">><<icon "caveright.png">>
<<case "north">><<icon "cavenorth.png">>
<<case "south">><<icon "cavesouth.png">>
<<case "west">><<icon "cavedeeper.png">>
<<case "east">><<icon "cavedeeper.png" "flip">>
<<case "sea">><<icon "cavesea.png">>
<<case "torch">><<icon "torch.gif">>
<<case "treasure">><<icon "treasure_chest.png">>
<<default>><<icon "cavedeeper.png">>
<</switch>>
<</widget>>
<<widget "tentacleicon">>
<<switch _args[0]>>
<<case "north">><<icon "tentanorth.png">>
<<case "south">><<icon "tentasouth.png">>
<<case "west">><<icon "tentadeeper.png">>
<<case "east">><<icon "tentadeeper.png" "flip">>
<<default>><<icon "tentadeeper.png">>
<</switch>>
<</widget>>
<<widget "entranceicon">>
<<icon "entrance.png">>
<</widget>>
<<widget "exiticon">>
<<icon "exit.png">>
<</widget>>
<<widget "lakeicon">>
<<switch _args[0]>>
<<case "campfire">><<icon "birdTower/firepit_robust_3.gif">>
<<case "dock">><<icon "lake_dock.png">>
<<case "field office">><<icon "field_office.png">>
<<case "fishing">><<icon "fishing.png">>
<<case "key">><<icon "bronze_key.png">>
<<case "meditate">><<icon "meditate.png">>
<<case "pond">><<icon "pond.png">>
<<case "pots">><<icon "pots.png">>
<<case "skate">><span class="clothes-tan"><<icon "clothes/ice_skates.png">></span>
<<case "waterfall">><<icon "waterfall_lake.png">>
<<default>><<icon "lake.png">>
<</switch>>
<</widget>>
<<widget "bedicon">>
<<switch _args[0]>>
<<case "zzz">><<icon "zzz.png">>
<<case "single">><<furnitureicon "bed">>
<<case "double">><<furnitureicon "doublebed">>
<<case "deluxe">><<furnitureicon "doublebeddeluxe">>
<<case "eden">><<icon "bededen.png">>
<<case "farm">><<icon "farm_pcbed.png">>
<<case "alex">><<icon "farm_alexli.png">>
<<case "exotic">><<furnitureicon "doublebedexotic">>
<<case "hospital">><<icon "hospital_bed.png">>
<<case "kylar">><<icon "kylars_bed.png">>
<<case "parents">><<icon "kylars_parents.gif">>
<<case "wicker">><<furnitureicon "doublebedwicker">>
<<case "yellow">><<furnitureicon "doublebedyellow">>
<<default>><<icon "bed.png">>
<</switch>>
<</widget>>
<<widget "furnitureicon">>
<<icon `"furniture/" + _args[0] + ".png"`>>
<</widget>>
<<widget "deskchairicon">>
<<if $options.images is 1>>
<<set $_desk to Furniture.get('desk').iconFile>>
<<set $_chair to Furniture.get('chair').iconFile2>>
<span>
<<if $_chair>><<icon `"furniture/" + $_chair + ".png"` "infront">><</if>>
<<if $_desk>><<icon `"furniture/" + $_desk + ".png"`>><</if>>
</span>
<</if>>
<</widget>>
<<widget "bedroomtablechairicon">>
<<if $options.images is 1>>
<<set $_table to Furniture.get('table')>>
<<set $_chair to Furniture.get('chair')>>
<span>
<<if $_table>><img class="icon infront" @src="'img/misc/icon/furniture/' + $_table.iconFile + '.png'"><</if>>
<<if $_chair>><img class="icon" @src="'img/misc/icon/furniture/' + $_chair.iconFile + '.png'"><</if>>
</span>
<</if>>
<</widget>>
<<widget "wardrobeicon">>
<<icon "wardrobe.png">>
<</widget>>
<<widget "gardenicon">>
<<switch _args[0]>>
<<case "fertiliser">><<icon "fertiliser.png">>
<<case "flower">><<icon "flower.png">>
<<case "kylar">><<icon "kylars_garden.png">>
<<case "overgrown">><<icon "kylars_garden_overgrown.png">>
<<case "plot">><<icon "gardenplot.png">>
<<case "strangled">><<icon "gardenstrangled.png">>
<<case "tangled">><<icon "gardentangled.png">>
<<case "till">><<icon "till.png">>
<<case "water">><<icon "watering_can.gif">>
<<case "weeds">><<icon "gardenweeds.png">>
<<default>><<icon "garden.png">>
<</switch>>
<</widget>>
<<widget "laddericon">>
<<icon "ladder.png">>
<</widget>>
<<widget "lofticon">>
<<icon "loft.png">>
<</widget>>
<<widget "fenceicon">>
<<icon "fence.gif">>
<</widget>>
<<widget "undobindingsicon">>
<<icon "bindings.png">>
<</widget>>
<<widget "bathroomicon">>
<<switch _args[0]>>
<<case "shower">><<icon "shower.gif">>
<<case "sink">><<icon "sink.png">>
<<case "bath">><<icon "bath.png">>
<<case "robe">><<icon "clothes/bathrobe.png">>
<<case "shave">><<icon "shave.png">>
<<case "toilet">><<icon "toilet.png">>
<<default>><<icon "bathroom.png">>
<</switch>>
<</widget>>
<<widget "shavestyleicon">>
<<if $options.images is 1>>
<<set _shaveIconFilter = "filter: " + setup.colours.getSkinCSSFilter(Skin.color.natural, Skin.color.tan)>>
<<set $_fileName = 'shave_' + _args[0] + '_' + ($player.penisExist ? 'm' : 'f') + '.png'>>
<span @style="_shaveIconFilter">
<<icon $_fileName>>
</span>
<</if>>
<</widget>>
<<widget "skinicon">>
<<if $options.images is 1>>
<<set _iconFilter = "filter: " + setup.colours.getSkinCSSFilter(Skin.color.natural, Skin.color.tan)>>
<<switch _args[0]>>
<<case "chef">>
<<set $_skinIcon = 'chef_hands.png'>>
<<set $_frontIcon = 'chef_bowl.png'>>
<<case "give">>
<<set $_skinIcon = 'give_hand.png'>>
<<set $_frontIcon = 'give_tray.png'>>
<<case "waiter">>
<<set $_skinIcon = 'waiter_arm.png'>>
<<set $_frontIcon = 'waiter_platter.png'>>
<<case "hitchhike">>
<<set $_skinIcon = 'hitchhike_thumb.png'>>
<<set $_frontIcon = 'hitchhike_car.png'>>
<<case "masturbate">>
<<set $_skinIcon = `masturbation_${$player.penisExist ? 'penis' : 'vagina'}.gif`>>
<<set $_noFront to 1>>
<<case "strip">>
<<set $_skinIcon = 'strip_skin.png'>>
<<set $_frontIcon = 'strip_undies.png'>>
<<case "pray">>
<<set $_skinIcon = 'pray_hands.png'>>
<<set $_frontIcon = 'pray.png'>>
<<case "breastEnlarge">>
<<set $_skinIcon = 'breast_enlarge_skin.png'>>
<<set $_frontIcon = 'breast_enlarge_arrows.png'>>
<<case "breastReduce">>
<<set $_skinIcon = 'breast_reduce_skin.png'>>
<<set $_frontIcon = 'breast_reduce_arrows.png'>>
<<case "penisEnlarge">>
<<set $_skinIcon = 'penis_enlarge_skin.png'>>
<<set $_frontIcon = 'penis_enlarge_arrows.png'>>
<<case "penisReduce">>
<<set $_skinIcon = 'penis_reduce_skin.png'>>
<<set $_frontIcon = 'penis_reduce_arrows.png'>>
<<case "wash">>
<<set $_skinIcon = 'wash_skin.png'>>
<<set $_frontIcon = 'wash_bubbles.png'>>
<</switch>>
<span class="icon-container">
<span @style="_iconFilter">
<<icon $_skinIcon>>
</span>
<<if !$_noFront>><<icon $_frontIcon>><</if>>
</span>
<</if>>
<</widget>>
<<widget "pregnancyicon">>
<<if $options.images is 1>>
<<if _args[0] is "player">>
<<set _pregnancyIconFilter = "filter: " + setup.colours.getSkinCSSFilter(Skin.color.natural, Skin.color.tan)>>
<<set $_skinIcon to "belly_human_breasts">>
<<switch $player.breastsize>>
<<case 0>><<set $_skinIcon += "0.png">>
<<case 1 2>><<set $_skinIcon += "1.png">>
<<case 3 4>><<set $_skinIcon += "2.png">>
<<case 5 6>><<set $_skinIcon += "3.png">>
<<case 7 8>><<set $_skinIcon += "4.png">>
<<case 9 10>><<set $_skinIcon += "5.png">>
<<case 11 12>><<set $_skinIcon += "6.png">>
<</switch>>
<span @style="_pregnancyIconFilter">
<<icon $_skinIcon>>
</span>
<<elseif C.npc[_args[0]]>>
<<if _args[0] is "Great Hawk">>
<<if $monster is 1 or ($monsterchance gte $rng and $hallucinations gte 1) or ($monsterchance gte $rng and $monsterhallucinations is "f") or ($greathawkmonster is 2) or ($bestialitydisable is "t")>>
<<set _skin to C.npc["Great Hawk"].skincolour is "black" ? "dark" : "light">>
<<set _pregnancyIconFilter = "filter: " + setup.colours.getSkinCSSFilter(_skin)>>
<<set $_frontIcon to "birdTower/belly_harpy.png">>
<<set $_skinIcon to "birdTower/belly_harpy_breasts">>
<<switch C.npc["Great Hawk"].breastsize>>
<<case 0>><<set $_skinIcon += "0.png">>
<<case 1 2>><<set $_skinIcon += "1.png">>
<<case 3 4>><<set $_skinIcon += "2.png">>
<<case 5 6>><<set $_skinIcon += "3.png">>
<<case 7 8>><<set $_skinIcon += "4.png">>
<<case 9 10>><<set $_skinIcon += "5.png">>
<<case 11 12>><<set $_skinIcon += "6.png">>
<</switch>>
<span class="icon-container">
<span @style="_pregnancyIconFilter">
<<icon $_skinIcon>>
</span>
<<icon $_frontIcon>>
</span>
<<else>>
<<icon "birdTower/belly_hawk.png">>
<</if>>
<<else>>
<<set _skin to C.npc[_args[0]].skincolour is "black" ? "dark" : "light">>
<<set _pregnancyIconFilter = "filter: " + setup.colours.getSkinCSSFilter(_skin)>>
<<set $_skinIcon to "belly_human_breasts">>
<<switch C.npc[_args[0]].breastsize>>
<<case 0>><<set $_skinIcon += "0.png">>
<<case 1 2>><<set $_skinIcon += "1.png">>
<<case 3 4>><<set $_skinIcon += "2.png">>
<<case 5 6>><<set $_skinIcon += "3.png">>
<<case 7 8>><<set $_skinIcon += "4.png">>
<<case 9 10>><<set $_skinIcon += "5.png">>
<<case 11 12>><<set $_skinIcon += "6.png">>
<</switch>>
<span @style="_pregnancyIconFilter">
<<icon $_skinIcon>>
</span>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "dressasyouwereicon">>
<<set _slot to setup.clothingLayer.all.find(c => V.carried[c].name !== "naked")>>
<<if _temp_clothes_present and _temp_strip>>
<<set _slot to setup.clothingLayer.all.find(c => V.store[c].find(item => item.location is T.temp_strip))>>
<<set _item to V.store[_slot].find(item => item.location is T.temp_strip)>>
<<clothingicon _item _slot>>
<<elseif _slot>>
<<clothingicon $carried[_slot] _slot>>
<<else>>
<span class="clothes-light-blue"><<icon "clothes/serafuku.png">></span>
<</if>>
<</widget>>
<<widget "towelicon">>
<span class="clothes-off-white"><<icon "clothes/towel.png">></span>
<</widget>>
<<widget "bedroomicon">>
<<icon "bedroom.png">>
<</widget>>
<<widget "mirroricon">>
<<switch _args[0]>>
<<case "blood">><<icon "mirrorblood.gif">>
<<case "home">><<icon "mirrorhome.png">>
<<default>>
<<switch $location>>
<<case "home">><<icon "mirrorhome.png">>
<<case "prison">><<prisonicon "mirror">>
<<default>><<icon "mirror.png">>
<</switch>>
<</switch>>
<</widget>>
<<widget "animalicon">>
<<icon `_args[0] + ".png"`>>
<</widget>>
<<widget "investigateicon">>
<<icon "investigate.png">>
<</widget>>
<<widget "robinicon">>
<<icon `"robin_" + _args[0] + ".png"`>>
<</widget>>
<<widget "shopicon">>
<<switch _args[0]>>
<<case "adult">><<icon "adultshop.gif">>
<<case "closed">><<icon "closedstore.png">>
<<case "clothing">><<icon "clothingshop.png">>
<<case "dilapidated">><<icon "dilapidatedshop.png">>
<<case "forest">><<icon "forestshop.png">>
<<case "tailor">><<icon "tailorThread.png">>
<<case "tattoo">><<icon "tattoo.png">>
<<case "toy">><<icon "toyshop2.png">>
<<case "register">><<icon "cash_register.png">>
<<default>><<icon "shopping_centre.png">>
<</switch>>
<</widget>>
<<widget "petshopicon">>
<<switch _args[0]>>
<<case "brush">><<icon "kennel_brush.png">>
<<case "cage">><<icon "cage.png">>
<<case "chew">><<icon "chewtoy.png">>
<<case "decor">><<icon "tank_decor.png">>
<<case "decor exotic">><<icon "tank_decor_exotic.png">>
<<case "dog bowl">><<icon "dog_bowl.png">>
<<case "dog food">><<icon "dog_bowl_food.png">>
<<case "dog leash">><<icon "dog_leash_acc.png" "infront">><<icon "dog_leash.png">>
<<case "feeder">><<icon "automatic_feeder.gif">>
<<case "tank small">><<icon "tank_small.gif">>
<<case "tank medium">><<icon "tank_medium.gif">>
<<case "tank large">><<icon "tank_large.gif">>
<<case "tank huge">><<icon "tank_huge.gif">>
<<case "treat">><<icon "dogtreat.png">>
<<default>><<icon "petshop.png">>
<</switch>>
<</widget>>
<<widget "hairdressericon">>
<<switch _args[0]>>
<<case "chair">><<icon "hairdresser_chair.png">>
<<case "gel">><<icon "hairgel.png">>
<<case "hairspray">><<icon "hairspray.png">>
<<default>><<icon "hairdresser.gif">>
<</switch>>
<</widget>>
<<widget "cosmeticsicon">>
<<switch _args[0]>>
<<case "blusher">><<icon "blusher.png">>
<<case "contacts">><<icon "contacts.png">>
<<case "dyes">><<icon "dye.png">>
<<case "mascara">><<icon "mascara.png">>
<<case "eyeshadow">><<icon "eyeshadow.png">>
<<case "sunscreen">><<icon "sunscreen.png">>
<<default>><<icon "cosmetics.gif">>
<</switch>>
<</widget>>
<<widget "rebuyicon">>
<<switch _args[0]>>
<<case "disable">><<icon "rebuy_disabled.png">>
<<default>><<icon "rebuy.png">>
<</switch>>
<</widget>>
<<widget "pregnancytesticon">>
<<icon "pregnancy_test.gif">>
<</widget>>
<<widget "beachicon">>
<<switch _args[0]>>
<<case "seaweed">><<icon "seaweed.png">>
<<case "rocks">><<icon "sea_rocks.png">>
<<default>><<icon "beach.gif">>
<</switch>>
<</widget>>
<<widget "chaleticon">>
<<icon "chalet.png">>
<</widget>>
<<widget "prisonicon">>
<<icon `"prison_" + _args[0] + ".png"`>>
<</widget>>
<<widget "hospitalicon">>
<<icon "hospital.png">>
<</widget>>
<<widget "procedureicon">>
<<switch _args[0]>>
<<case "breast enlarge">><<skinicon "breastEnlarge">>
<<case "breast reduce">><<skinicon "breastReduce">>
<<case "penis enlarge">><<skinicon "penisEnlarge">>
<<case "penis reduce">><<skinicon "penisReduce">>
<<case "parasite">><<icon "antiParasiteCream.png">>
<<case "paternity">><<icon "paternityTest.png">>
<</switch>>
<</widget>>
<<widget "condomicon">>
<<switch _args[0]>>
<<case "machine">><<icon "condom_machine.png">>
<<default>><<icon "condom.png">>
<</switch>>
<</widget>>
<<widget "pillicon">>
<<switch _args[0]>>
<<case "breastEnlarge">><<icon "smalluparrow.png" "infront">><<icon "pillbreast.png">>
<<case "breastReduce">><<icon "smalldownarrow.png" "infront">><<icon "pillbreast.png">>
<<case "breastBlock">><<icon "smallcross.png" "infront">><<icon "pillbreast.png">>
<<case "penisEnlarge">><<icon "smalluparrow.png" "infront">><<icon "pillpenis.png">>
<<case "penisReduce">><<icon "smalldownarrow.png" "infront">><<icon "pillpenis.png">>
<<case "penisBlock">><<icon "smallcross.png" "infront">><<icon "pillpenis.png">>
<<case "bottomEnlarge">><<icon "smalluparrow.png" "infront">><<icon "pillbottom.png">>
<<case "bottomReduce">><<icon "smalldownarrow.png" "infront">><<icon "pillbottom.png">>
<<case "bottomBlock">><<icon "smallcross.png" "infront">><<icon "pillbottom.png">>
<<case "fertility">><<icon "fertility_booster.png">>
<<case "contraceptive">><<icon "contraceptive_pills.png">>
<<case "morningAfter">><<icon "morningAfter.png">>
<<case "blue">><<icon "pillblue.png">> /*unused*/
<<case "stimulant">><<icon "stimulant.png">>
<<default>><<icon "pill_collection.png">>
<</switch>>
<</widget>>
<<widget "asylumicon">>
<<switch _args[0]>>
<<case "door">><<icon "asylum_door.png">>
<<case "wardrobe">><<icon "asylum_wardrobe.png">>
<<case "cell">><<icon "asylum_cell.png">>
<<case "bed">><<icon "hospital_bed.png">>
<<default>><<icon "hospital_bed.png">>
<</switch>>
<</widget>>
<<widget "socialiseicon">>
<<switch _args[0]>>
<<case "angry">><<icon "socialise_angry.png">>
<<case "party">><<icon "solocup.png">>
<<case "volleyball">><<icon "volleyball.png">>
<<case "cinema">><<icon "ticket.png">>
<<case "ask">><<icon "birdTower/socialise_question.png">>
<<default>><<icon "socialise.png">>
<</switch>>
<</widget>>
<<widget "smokeicon">>
<<icon "cig.png">>
<</widget>>
<<widget "daydreamicon">>
<<icon "daydream.png">>
<</widget>>
<<widget "photographystudioicon">>
<<icon "camera.png">>
<</widget>>
<<widget "officeicon">>
<<switch _args[0]>>
<<case "files">><<icon "filing_cabinet.png">>
<<default>><<icon "office.png">>
<</switch>>
<</widget>>
<<widget "pilloryicon">>
<<icon "watch_pillory.png">>
<</widget>>
<<widget "cafeicon">>
<<icon "cafe.png">>
<</widget>>
<<widget "docksicon">>
<<icon "docks.png">>
<</widget>>
<<widget "landfillicon">>
<<icon "rubbish.png">>
<</widget>>
<<widget "coastalpathicon">>
<<switch Weather.dayState>>
<<case "day">>
<<icon "coastalpath_day.png">>
<<case "night">>
<<icon "coastalpath_night.png">>
<<case "dawn">>
<<icon "coastalpath_dawn.png">>
<<case "dusk">>
<<icon "coastalpath_dusk.png">>
<<default>>
<<icon "coastalpath_day.png">>
<</switch>>
<</widget>>
<<widget "baskicon">>
<<icon "bask.png">>
<</widget>>
<<widget "changingroomicon">>
<<icon "changingroom.png">>
<</widget>>
<<widget "scarleticon">>
<<icon "scarlet.png">>
<</widget>>
<<widget "oliveicon">>
<<icon "olive.png">>
<</widget>>
<<widget "sextoysicon">>
<<switch _args[0]>>
<<case "anal beads">><span class="clothes-silver"><<icon "sexToys/analbeads.png">></span>
<<case "dildo">><span class="clothes-fleshy"><<icon "sexToys/dildo.png">></span>
<<case "horse strap-on">><<icon "sexToys/strap-on_horse_cock.png">>
<<case "knotted strap-on">><<icon "sexToys/strap-on_knotted_cock.png">>
<<case "lube">><span class="clothes-light-blue"><<icon "sexToys/lube.png">></span>
<<case "pump">><span class="clothes-pink"><<icon "sexToys/handheld_pump.png">></span>
<<case "smalldildo">><span class="clothes-fleshy"><<icon "sexToys/dildo_small.png">></span>
<<case "strap-on">><<icon "sexToys/strap-on.png">>
<<case "stroker">><<icon "sexToys/onahole.png">>
<<default>><<icon "sexToys/bulletvibe.png">>
<</switch>>
<</widget>>
<<widget "busstationicon">>
<<icon "busstation.png">>
<</widget>>
<<widget "factoryicon">>
<<icon "factory.gif">>
<</widget>>
<<widget "foodicon">>
<<icon `"food/" + _args[0] + ".png"`>>
<</widget>>
<<widget "hypnosisicon">>
<<icon "hypnosis.png">>
<</widget>>
<<widget "dooricon">>
<<switch _args[0]>>
<<case "basement">><<icon "basement_door.png">>
<<case "domus">><<icon "domus_house.png">>
<<case "danube">><<icon "danube_house.png">>
<<case "doren">><<icon "doren_flat.png">>
<<case "locked">><<icon "padlocked_door.png">>
<<case "open">><<icon "flat_door_open.png">>
<<case "orphanage">><<icon "orphanage_doors.png">>
<<case "trapdoor">><<icon "trapdoor.png">>
<<default>><<icon "flat_door.png">>
<</switch>>
<</widget>>
<<widget "childicon">>
<<icon `"childToys/" + _args[0] + ".png"`>>
<</widget>>
<<widget "officebuildingicon">>
<<icon "office_building.png">>
<</widget>>
<<widget "kitchenicon">>
<<icon `"kitchen_" + (_args[0] || "pot") + ".png"`>>
<</widget>>
<<widget "supermarketicon">>
<<icon `"supermarket_" + (_args[0] || "basket") + ".png"`>>
<</widget>>
<<widget "kylarmanoricon">>
<<switch _args[0]>>
<<case "pipe">><<icon `"kylars_" + _args[0] + ".gif"`>>
<<default>><<icon `"kylars_" + (_args[0] || "manor") + ".png"`>>
<</switch>>
<</widget>>
<<widget "main_hall_icon">>
<<if $christmas is 1>>
<<icon "mainhall_christmas.png">>
<<elseif $halloween is 1>>
<<icon "mainhall_halloween.png">>
<<else>>
<<icon "mainhall.png">>
<</if>>
<</widget>>
<<widget "townhallicon">>
<<icon "town_hall.png">>
<</widget>>
<<widget "venticon">>
<<switch _args[0]>>
<<case "eyes">><<icon "vent_eyes.png">>
<<default>><<icon "vent.png">>
<</switch>>
<</widget>>
<<widget "ind">>
<<icon "indent.png">>
<</widget>>
<<widget "clothingicon">>
<<if $options.images is 1>>
<<set $_item to setup.clothes[_args[1]][clothesIndex(_args[1],_args[0])]>>
<<if $_item.iconFile>>
<<if typeof($_item.iconFile) === 'string'>>
<<set $clothesiconFile = "img/misc/icon/clothes/" + $_item.iconFile>>
<<else>>
<<set $clothesiconFile = "img/misc/icon/clothes/" + $_item.name_cap + ".png">>
<</if>>
<<if _args[0].colour is 0 or $_item.colour_options.length lt 2>>
<img class="icon" alt="" @src="$clothesiconFile">
<<else>>
<img alt="" @class="'icon-'+ _args[0].colour.replace(/ /g, '-') + ' icon'" @src="$clothesiconFile" @style="(_args[0].colour is 'custom'? _args[0].colourCustom : '')">
<</if>>
<</if>>
<<if $_item.accIcon isnot 0 and $_item.accessory isnot 0>>
<<if typeof($_item.accIcon) === 'string'>>
<<set $clothesiconFile = "img/misc/icon/clothes/" + $_item.accIcon>>
<<else>>
<<set $clothesiconFile = "img/misc/icon/clothes/" + $_item.name_cap + "_acc.png">>
<</if>>
<span class="spanIcon">
<<if !_args[0].accessory_colour or $_item.accessory_colour_options.length lt 2>>
<img class="accIcon" alt="" @src="$clothesiconFile">
<<else>>
<img @class="'icon-'+ _args[0].accessory_colour.replace(/ /g, '-') + ' accIcon'" alt="" @src="$clothesiconFile" @style="(_args[0].accessory_colour is 'custom'? _args[0].accessory_colourCustom : '')">
<</if>>
</span>
<</if>>
<</if>>
<</widget>>
<<widget "hearticon">>
<<icon "heart.png">>
<</widget>>
<<widget "steedicon">>
<<set _icons to {
"appaloosa": { class: "clothes-off-white", spots: "clothes-black" },
"bay": { class: "icon-bronze" },
"black": { class: "clothes-blue-steel" },
"brown": { class: "clothes-brown" },
"buckskin": { class: "clothes-pale-yellow" },
"chestnut": { class: "clothes-tangerine" },
"cremello": { class: "clothes-off-white" },
"dun": { class: "clothes-sand" },
"grey": { class: "clothes-grey" },
"overo": { class: "clothes-sand",spots: "icon-bronze" },
"palomino": { class: "clothes-pale-yellow" },
"piebald": { class: "clothes-blue-steel", spots: "clothes-off-white" },
"roan": { class: "clothes-tan" },
"skewbald": { class: "icon-bronze", spots: "clothes-off-white" },
"spotted": { class: "clothes-sand", spots: "clothes-tan" },
"tobiano": { class: "clothes-off-white", spots: "clothes-wine" },
}>>
<<set _direction to $location is "town" ? "flip" : "">>
<<if _icons.hasOwnProperty($farm?.steed) || _icons.hasOwnProperty($NPCList[0].hair)>>
<<set _horse to $NPCList[0].hair || $farm.steed>>
<<if _icons[_horse].spots>>
<span @class="'icon-container icon infront'">
<span @class="_icons[_horse].spots">
<<icon "horsespottedicon.png" _direction>>
</span>
</span>
<</if>>
<span @class="_icons[_horse].class">
<<icon "horsebodyicon.png" _direction>>
</span>
<<else>>
<span class="icon-bronze">
<<icon "horsebodyicon.png" _direction>>
</span>
<</if>>
<</widget>>
<<widget "techicon">>
<<switch _args[0]>>
<<case "lightbulb">><<icon "lightbulb.gif">>
<<default>><<icon `_args[0] + ".png"`>>
<</switch>>
<</widget>><<widget "kitchen_display">>
<<set _recipe_known to false>>
<details class="kitchenInventory journal">
<summary class="journal"><<print _args[0].toLocaleUpperFirst()>></summary>
<<set _food_keys to Object.keys(setup.plants)>>
<div class="m-2">
<<for _i to 0; _i lt _food_keys.length; _i++>>
<<set _food to _food_keys[_i]>>
<<if _args[0] is "sweets" and setup.plants[_food].special.includes("sweet") or
_args[0] is "drinks" and setup.plants[_food].special.includes("drink") or
_args[0] is "ingredients" and setup.plants[_food].type.includes("ingredient") or
_args[0] is "savouries" and !setup.plants[_food].special.includes("sweet") and !setup.plants[_food].special.includes("drink") and setup.plants[_food].type isnot "ingredient">>
<<set _recipe_go to true>>
<<else>>
<<set _recipe_go to false>>
<</if>>
<<if $plants[_food].recipe is true and _recipe_go is true>>
<div class="kitchen-recipe-box">
<div class="recipe-text"><<tendingicon setup.plants[_food].icon>><<print _food.toLocaleUpperFirst().replace(/_/g," ")>></div>
Owned: <span class="gold"><<print $plants[_food].amount>></span>
<br>
Time: <span class="gold"><<print setup.plants[_food].days>></span> minute<<if setup.plants[_food].days isnot 1>>s<</if>>
<br>
Result: <span class="gold"><<print setup.plants[_food].multiplier>></span>
<<= setup.plants[_food].multiplier gte 2 ? setup.plants[_food].plural : setup.plants[_food].singular>>
<br>
Ingredients (available):
<<unset _ingredients_available>><<unset _ingredients_blocked>>
<<for _e to 0; _e lt setup.plants[_food].ingredients.length; _e++>>
<<set _ingredient to setup.plants[_food].ingredients[_e]>>
<<print _ingredient.toLocaleUpperFirst().replace(/_/g," ")>>
<<if _food_keys.includes(_ingredient)>>
<<tendingicon setup.plants[_ingredient].icon>>
<<else>>
<span class="red">Ingredient missing, perhaps misspelled?</span>
<</if>>
<<if Object.keys($plants).includes(_ingredient)>>
<<if _ingredients_supplied.includes(_ingredient)>>
<span class="gold">(∞)</span>
<<else>>
<span class="gold">(<<print $plants[_ingredient].amount>>)</span>
<</if>>
<<if $plants[_ingredient].amount gte 1 or _ingredients_supplied.includes(_ingredient)>>
<<if $bus is "orphanage_kitchen" and !_ingredients_exceptions.includes(_ingredient) and !_ingredients_supplied.includes(_ingredient)>>
<<set _ingredients_blocked to true>>
<</if>>
<<else>>
<<set _ingredients_available to false>>
<</if>>
<<else>>
<span class="red">Problem detected.</span>
<</if>>
<<= _e lt setup.plants[_food].ingredients.length - 1 ? "|" : "">>
<</for>>
<br>
<<if $tiredness gte C.tiredness.max>>
<span class="purple">You're too tired to cook!</span>
<<elseif _ingredients_available is false>>
<span class="purple">You do not have all the required ingredients.</span>
<<elseif _ingredients_blocked is true>>
<span class="purple">Some required ingredients are banned by Bailey.</span>
<<else>>
<<capture _food>>
<<link [[Make|$passage]]>><<make_recipe _food>><</link>>
<</capture>>
<</if>>
<<set _recipe_known to true>>
</div>
<hr>
<</if>>
<</for>>
<<if _recipe_known is false>>
<span class="blue">You know no recipes!</span> <span class="gold">You can learn them from the housekeeping class at school.</span>
<</if>>
</div>
</details>
<</widget>>
<<widget "learn_recipe">>
<<if $plants[_args[0]].recipe isnot true>>
<span class="gold">You have learned how to make <<recipe_name _args[0]>>!</span>
<<tendingicon setup.plants[_args[0]].icon>>
<</if>>
<<set $plants[_args[0]].recipe to true>>
<<set _recipes_known to 0>>
<<set _food_keys_recipes to Object.keys(setup.plants)>>
<<for _e to 0; _e lt _food_keys_recipes.length; _e++>>
<<set _food_recipes to _food_keys_recipes[_e]>>
<<if $plants[_food_recipes].recipe is true>>
<<set _recipes_known++>>
<</if>>
<</for>>
<<if _recipes_known gte 5>>
<<earnFeat "Chef de Tournant">>
<</if>>
<<if _recipes_known gte 20>>
<<earnFeat "Chef de Partie">>
<</if>>
<<if _recipes_known gte 50>>
<<earnFeat "Sous Chef">>
<</if>>
<</widget>>
<<widget "learn_recipe_all">>
<<set _food_keys to Object.keys(setup.plants)>>
<<for _i to 0; _i lt _food_keys.length; _i++>>
<<set _food to _food_keys[_i]>>
<<if setup.plants[_food].ingredients.length gte 1>>
<<learn_recipe _food>>
<</if>>
<</for>>
<</widget>>
<<widget "make_recipe">>
<<tending_give _args[0] setup.plants[_args[0]].multiplier>>
<<for _i to 0; _i lt setup.plants[_args[0]].ingredients.length; _i++>>
<<if !_ingredients_supplied.includes(setup.plants[_args[0]].ingredients[_i])>>
<<tending_give setup.plants[_args[0]].ingredients[_i] -1>>
<</if>>
<</for>>
<<wearProp setup.plants[_args[0]].handheld>>
<<pass setup.plants[_args[0]].days>>
<</widget>>
<<widget "kitchen_display_all">>
<<kitchen_display "ingredients">>
<br>
<<kitchen_display "savouries">>
<br>
<<kitchen_display "sweets">>
<br>
<<kitchen_display "drinks">>
<br>
<</widget>>
<<widget "ingredients_supplied">>
<<set _ingredients_supplied to []>>
<<if _args[0]>>
The kitchen has plenty of the following ingredients in stock:
<br>
<<for _i to 0; _i lt _args.length; _i++>>
<<set _ingredients_supplied.push(_args[_i])>>
<<print _args[_i].toLocaleUpperFirst().replace(/_/g," ")>>
<<tendingicon setup.plants[_args[_i]].icon>>
<<= _i lt _args.length - 1 ? "|" : "">>
<</for>>
<</if>>
<</widget>>
<<widget "ingredients_exceptions">>
<<set _ingredients_exceptions to []>>
<<if _args[0]>>
<<for _i to 0; _i lt _args.length; _i++>>
<<set _ingredients_exceptions.push(_args[_i])>>
<</for>>
<</if>>
<</widget>>
<<widget "food_list">>
<summary class="journal"><<print _args[0].toLocaleUpperFirst()>></summary>
<<set _food_keys to Object.keys(setup.plants)>>
<<for _i to 0; _i lt _food_keys.length; _i++>>
<<set _food to _food_keys[_i]>>
<<if _args[0] is "sweets" and setup.plants[_food].special.includes("sweet") or
_args[0] is "drinks" and setup.plants[_food].special.includes("drink") or
_args[0] is "savouries" and !setup.plants[_food].special.includes("sweet") and !setup.plants[_food].special.includes("drink") and setup.plants[_food].type isnot "ingredient">>
<<set _recipe_go to true>>
<<else>>
<<set _recipe_go to false>>
<</if>>
<<if $plants[_food].recipe is true and _recipe_go is true>>
<div class="kitchen-recipe-box">
<div class="recipe-text"><<tendingicon setup.plants[_food].icon>><<print _food.toLocaleUpperFirst().replace(/_/g," ")>></div>
Number owned: <<print $plants[_food].amount>>
<br>
<<if _ingredients_available isnot false>>
<<capture _food>>
<br>
<<if $tiredness gte C.tiredness.max>>
<span class="purple">You're too tired to cook!</span>
<<else>>
<<link [[Make|$passage]]>><<make_recipe _food>><</link>>
<</if>>
<</capture>>
<</if>>
<<set _recipe_known to true>>
</div>
<</if>>
<</for>>
<<if _recipe_known is false>>
<span class="blue">You know no recipes!</span> <span class="gold">You can learn them from the housekeeping class at school.</span>
<</if>>
<</widget>>
<<widget "food_list_all">>
<<food_list "savouries">>
<br>
<<food_list "sweets">>
<br>
<<food_list "drinks">>
<br>
<</widget>>
<<widget "housekeeping_exam_select">>
<<set _food_keys to Object.keys(setup.plants)>>
<<set _possible_recipes to []>>
<<for _i to 0; _i lt _food_keys.length; _i++>>
<<set _food to _food_keys[_i]>>
<<if $plants[_food].recipe isnot true and setup.plants[_food].ingredients.length gte 1 and setup.plants[_food].difficulty is 1>>
<<set _possible_recipes.push(_food)>>
<</if>>
<</for>>
<<if _possible_recipes.length is 0>>
<<for _i to 0; _i lt _food_keys.length; _i++>>
<<set _food to _food_keys[_i]>>
<<if $plants[_food].recipe isnot true and setup.plants[_food].ingredients.length gte 1 and setup.plants[_food].difficulty is 2>>
<<set _possible_recipes.push(_food)>>
<</if>>
<</for>>
<</if>>
<<if _possible_recipes.length is 0>>
<<for _i to 0; _i lt _food_keys.length; _i++>>
<<set _food to _food_keys[_i]>>
<<if $plants[_food].recipe isnot true and setup.plants[_food].ingredients.length gte 1 and setup.plants[_food].difficulty is 3>>
<<set _possible_recipes.push(_food)>>
<</if>>
<</for>>
<</if>>
<<if _possible_recipes.length is 0>>
<<for _i to 0; _i lt _food_keys.length; _i++>>
<<set _food to _food_keys[_i]>>
<<if $plants[_food].recipe isnot true and setup.plants[_food].ingredients.length gte 1 and setup.plants[_food].difficulty is 4>>
<<set _possible_recipes.push(_food)>>
<</if>>
<</for>>
<</if>>
<<if _possible_recipes.length isnot 0>>
<<set $chosen_recipe to _possible_recipes.pluck()>>
<<else>>
<<set $chosen_recipe to "none">>
<</if>>
<</widget>>
<<widget "food_gift_list">>
<<set _food_keys to Object.keys(setup.plants)>>
<<for _i to 0; _i lt _food_keys.length; _i++>>
<<set _food to _food_keys[_i]>>
<<if setup.plants[_food].type is "food">>
<<if $plants[_food].amount gte 1>>
<<set _food_gift_found to true>>
<label><<tendingicon setup.plants[_food].icon>><<recipe_name _food "cap">> (<<print $plants[_food].amount>>) <<radiobutton "$gift" setup.plants[_food] checked>></label> |
<</if>>
<</if>>
<</for>>
<<if _food_gift_found isnot true>>
You don't have any homemade food to gift.
<</if>>
<br><br>
<</widget>>
<<widget "give_gift">>
<<tending_give $gift.name -1>>
<<set $daily.giftedFood[_args[0]] to $gift.name>>
<</widget>>
<<widget "recipe_name">><<silently>>
<<set $_difficultyColour to _args[1] is "difficulty" ? ["","green","blue","purple","pink","red"][setup.plants[_args[0]].difficulty] : "white">>
<<set $_recipeName to setup.plants[_args[0]].recipe_name ? setup.plants[_args[0]].recipe_name : setup.plants[_args[0]].name.replace(/_/g," ")>>
<<if _args[1] is "cap">>
<<set $_recipeName to $_recipeName.toUpperFirst()>>
<</if>>
<</silently>><span @class=$_difficultyColour><<print $_recipeName>></span><</widget>><<widget "init_locations">>
/*
parent: the location this location is in. values are inherited from here
area: marker for locations that represent large areas with many locations inside. you don't usually want to set the pc
location to them. use a more specialised location instead.
bus: marker for sub-areas within the town
outside: if the location is outside or indoors
tanning: factor applied to tanning. only used for outside locations
location: locations that should show up in C.location, don't set this on e.g. indoor variants or single rooms. you can get
those with C.sublocation if you need them
*/
<<script>>
setup.addlocation = function(location) {
setup.locations[location] = { name: location, parent: "world" };
return {
data: setup.locations[location],
parent: function(parent) {
this.data.parent = parent;
return this;
},
area: function() {
this.data.area = true;
return this;
},
bus: function() {
this.data.bus = true;
return this;
},
outside: function() {
this.data.outside = 1;
return this;
},
inside: function() {
this.data.outside = 0;
return this;
},
tanning: function(tanning) {
this.data.tanning = tanning;
return this;
},
descr: function(descr) {
this.data.descr = descr;
return this;
},
location: function(name = undefined) {
this.data.location = true;
this.data.location_name = name; /* override for weird inheritance, e.g. drains */
return this;
},
build: function() {
if (this.data.descr === undefined) {
this.data.descr = this.data.name.replace(/_/, " ").replace(/(^|\s)\S/g, function(t) { return t.toUpperCase() });
}
let parent = this.data.name;
while (parent !== undefined) {
if (this.data.area_name === undefined && setup.locations[parent].area) {
this.data.area_name = setup.locations[parent].name;
}
if (this.data.location_name === undefined && setup.locations[parent].location) {
this.data.location_name = setup.locations[parent].name;
}
if (this.data.bus_name === undefined && setup.locations[parent].bus) {
this.data.bus_name = setup.locations[parent].name;
}
if (this.data.outside === undefined && setup.locations[parent].outside !== undefined) {
this.data.outside = setup.locations[parent].outside;
}
if (this.data.tanning === undefined && setup.locations[parent].tanning !== undefined) {
this.data.tanning = setup.locations[parent].tanning;
}
parent = setup.locations[parent].parent;
}
if (!this.data.outside) {
this.data.tanning = 0;
}
}
};
};
setup.locations = {
world: {
parent: undefined,
area: true,
location: true,
bus: false,
outside: 1,
tanning: 1.0
}
};
setup.addlocation( "town" ).parent("world").area().location().tanning(0.5).build();
setup.addlocation( "alley" ).parent("town").location().build();
setup.addlocation( "beach" ).parent("town").location().tanning(1.1).build();
setup.addlocation( "changingroom" ).parent("beach").inside().build();
setup.addlocation( "seabeach" ).parent("beach").bus().tanning(1.0).build();
setup.addlocation( "drain" ).parent("town").location().inside().build();
setup.addlocation( "sewers" ).parent("drain").location().build();
setup.addlocation( "underground" ).parent("town").location().inside().build(); /* both underground brothel and various caves */
setup.addlocation( "promenade" ).parent("town").location().build();
setup.addlocation( "residential" ).parent("town").bus().build();
setup.addlocation( "domus" ).parent("residential").bus().build();
setup.addlocation( "home" ).parent("domus").location().inside().build();
setup.addlocation( "backyard" ).parent("home").outside().build();
setup.addlocation( "garden" ).parent("home").outside().build();
setup.addlocation( "barb" ).parent("residential").bus().build();
setup.addlocation( "dance_studio" ).parent("barb").location().inside().build();
setup.addlocation( "police_station" ).parent("barb").location().inside().build();
setup.addlocation( "flats" ).parent("barb").location().inside().build();
setup.addlocation( "canal" ).parent("barb").location().inside().build();
setup.addlocation( "mines" ).parent("flats").location().inside().build();
setup.addlocation( "danube" ).parent("residential").bus().build();
setup.addlocation( "spa" ).parent("danube").location().inside().build();
setup.addlocation( "kylarmanor" ).parent("danube").location("kylar_manor").bus().inside().build();
setup.addlocation( "kylarmanor_outside" ).parent("kylarmanor").location("kylar_manor").bus().outside().build();
setup.addlocation( "kylarmanor_grounds" ).parent("kylarmanor_outside").location("kylarmanor_grounds").bus().outside().build();
setup.addlocation( "wolf" ).parent("residential").bus().build();
setup.addlocation( "temple" ).parent("danube").location().inside().build();
setup.addlocation( "residential_alley" ).parent("residential").location("alley").build();
setup.addlocation( "residential_drain" ).parent("residential").location("drain").inside().build();
setup.addlocation( "commercial" ).parent("town").bus().location().build();
setup.addlocation( "connudatus" ).parent("town").bus().build();
setup.addlocation( "strip_club" ).parent("connudatus").location().inside().build();
setup.addlocation( "cliff" ).parent("town").bus().build();
setup.addlocation( "townhall" ).parent("cliff").location().inside().build();
setup.addlocation( "cafe" ).parent("cliff").location().inside().build();
setup.addlocation( "cafe_outside" ).parent("cafe").outside().build(); /* outside seating */
setup.addlocation( "high" ).parent("town").bus().build();
setup.addlocation( "shopping_centre" ).parent("high").location().inside().build();
setup.addlocation( "shopping_centre_roof" ).parent("shopping_centre").location().inside().build();
setup.addlocation( "office" ).parent("high").location().inside().build();
setup.addlocation( "starfish" ).parent("town").bus().build();
setup.addlocation( "arcade" ).parent("starfish").location().inside().build();
setup.addlocation( "nightingale" ).parent("town").bus().build();
setup.addlocation( "hospital" ).parent("nightingale").location().inside().build();
setup.addlocation( "park" ).parent("town").location().tanning(0.75).build();
setup.addlocation( "parkmens" ).parent("park").inside().bus().descr("Men's Room").build();
setup.addlocation( "parkwomens" ).parent("park").inside().bus().descr("Women's Room").build();
setup.addlocation( "chocolate_stand" ).parent("park").inside().build();
setup.addlocation( "parkcafe" ).parent("park").inside().build();
setup.addlocation( "parktree" ).parent("park").inside().descr("Park").build();
setup.addlocation( "oxford" ).parent("town").bus().build();
setup.addlocation( "school" ).parent("oxford").location().inside().build();
setup.addlocation( "schoolgrounds" ).parent("school").outside().build();
setup.addlocation( "pool" ).parent("school").location().build();
setup.addlocation( "museum" ).parent("oxford").location().inside().build();
setup.addlocation( "commercial_alley" ).parent("commercial").location("alley").build();
setup.addlocation( "commercial_drain" ).parent("commercial").location("drain").inside().build();
setup.addlocation( "pound" ).parent("starfish").location().inside().build();
setup.addlocation( "industrial" ).parent("town").bus().location().build();
setup.addlocation( "mer" ).parent("industrial").bus().build();
setup.addlocation( "docks" ).parent("mer").location().outside().build();
setup.addlocation( "docks_building" ).parent("docks").inside().build();
setup.addlocation( "elk" ).parent("industrial").bus().build();
setup.addlocation( "compound" ).parent("elk").location().build();
setup.addlocation( "compound_building" ).parent("compound").location().inside().build();
setup.addlocation( "landfill" ).parent("elk").location().build();
setup.addlocation( "night_monster_lair" ).parent("elk").location().inside().build();
setup.addlocation( "harvest" ).parent("industrial").bus().build();
setup.addlocation( "brothel" ).parent("harvest").location().inside().build();
setup.addlocation( "pub" ).parent("harvest").location().inside().build();
setup.addlocation( "industrial_alley" ).parent("industrial").location("alley").build();
setup.addlocation( "industrial_drain" ).parent("industrial").location("drain").inside().build();
setup.addlocation( "forest" ).parent("world").area().location().tanning(0.1).build();
setup.addlocation( "churchyard" ).parent("forest").location().outside().tanning(0.1).build();
setup.addlocation( "sepulchre" ).parent("churchyard").location().inside().build();
setup.addlocation( "wolf_cave" ).parent("forest").location().inside().build();
setup.addlocation( "wolf_cave_yard" ).parent("wolf_cave").outside().tanning(0.5).build();
setup.addlocation( "asylum" ).parent("forest").location().inside().build();
setup.addlocation( "asylum_yard" ).parent("asylum").outside().tanning(0.5).build();
setup.addlocation( "cabin" ).parent("forest").location().inside().build();
setup.addlocation( "lake" ).parent("forest").location().tanning(1.0).build();
setup.addlocation( "lake_ruin" ).parent("lake").location().inside().build();
setup.addlocation( "lake_office" ).parent("lake").location("lake_office").inside().build();
setup.addlocation( "farmroad3" ).parent("forest").bus().tanning(1.0).build();
setup.addlocation( "plains" ).parent("world").area().build();
setup.addlocation( "farm" ).parent("plains").location().build(); /* underground farm */
setup.addlocation( "estate" ).parent("farm").location().build();
setup.addlocation( "alex_farm" ).parent("plains").location().build();
setup.addlocation( "alex_cottage" ).parent("alex_farm").location().inside().build();
setup.addlocation( "alex_stables" ).parent("alex_farm").inside().build();
setup.addlocation( "riding_school" ).parent("plains").location().build();
setup.addlocation( "moor" ).parent("plains").location().build();
setup.addlocation( "castle" ).parent("moor").location().build();
setup.addlocation( "tower" ).parent("castle").location().build();
setup.addlocation( "sea" ).parent("world").area().location().bus().build();
setup.addlocation( "searocks" ).parent("sea").bus().build();
setup.addlocation( "seadocks" ).parent("sea").bus().build();
setup.addlocation( "seacliffs" ).parent("sea").bus().build();
setup.addlocation( "pirate_ship" ).parent("sea").location().inside().build();
setup.addlocation( "coastpath" ).parent("sea").location().build();
setup.addlocation( "prison" ).parent("sea").location().inside().build();
setup.addlocation( "prison_beach" ).parent("prison").location().tanning(1.1).build();
setup.addlocation( "island" ).parent("sea").location().build();
setup.addlocation( "tentworld" ).parent("world").area().location().tanning(0).inside().build(); /* TODO: remove inside() when consuming code has been adapted */
<</script>>
<</widget>>
<!-- This shall replace all "set $location/$outside/$bus" when this system is fully implemented -->
<<widget "location">>
<<set _location to _args[0]>>
<<if ndef setup.locations[_location]>>
<<set $locationerror to _location>> /* unused */
<<else>>
<<set $sublocation to _location>>
<<set $area to CU.area>>
<<set $location to CU.location>>
<<if def CU.bus>>
<<set $bus to CU.bus>>
<</if>>
<<set $outside to CU.outside>>
<</if>>
<</widget>>
<!-- Do NOT use these computes until all "set $location"s have been eliminated! -->
<<compute "area">>
setup.locations[$sublocation].area_name
<</compute>>
<<compute "location">>
setup.locations[$sublocation].location_name
<</compute>>
<<compute "sublocation">>
setup.locations[$sublocation].name
<</compute>>
<<compute "bus">>
setup.locations[$sublocation].bus_name
<</compute>>
<<compute "outside">>
setup.locations[$sublocation].outside
<</compute>>
<<compute "tanning">>
setup.locations[$sublocation].tanning
<</compute>>
<<compute "location_pretty_name">>
setup.locations[$sublocation].descr
<</compute>><<widget "calchairlengthstage">>
<<if $hairlength gte 1000>>
<<set $hairlengthstage to "feet">>
<<elseif $hairlength gte 800>>
<<set $hairlengthstage to "thighs">>
<<elseif $hairlength gte 600>>
<<set $hairlengthstage to "navel">>
<<elseif $hairlength gte 400>>
<<set $hairlengthstage to "chest">>
<<elseif $hairlength gte 200>>
<<set $hairlengthstage to "shoulder">>
<<else>>
<<set $hairlengthstage to "short">>
<</if>>
<<if $fringelength gte 1000>>
<<set $fringelengthstage to "feet">>
<<elseif $fringelength gte 800>>
<<set $fringelengthstage to "thighs">>
<<elseif $fringelength gte 600>>
<<set $fringelengthstage to "navel">>
<<elseif $fringelength gte 400>>
<<set $fringelengthstage to "chest">>
<<elseif $fringelength gte 200>>
<<set $fringelengthstage to "shoulder">>
<<else>>
<<set $fringelengthstage to "short">>
<</if>>
<<set $hairlength = Math.clamp($hairlength, 0, 1000)>>
<<set $fringelength = Math.clamp($fringelength, 0, 1000)>>
<</widget>>
<<widget "mirror">>
<div id="mirror">
<<if _args[0] isnot undefined>>
<<mirrorDisplay _args[0]>>
<<else>>
<<mirrorDisplay>>
<</if>>
</div>
<</widget>>
<<widget "preMirror">>
<<if (Browser.isMobile).any()>>
<<set $showMannequins to 0>>
<<else>>
<<set $showMannequins to 1>>
<</if>>
<</widget>>
<<widget "postMirror">>
<<shopClothingFilterReset>> /* Due to the reusing of shop code */
<</widget>>
<<widget "mirrorDisplay">>
<<switch $mirrorMenu>>
<<case "appearance">>
<<if playerBellyVisible(true) and !playerAwareTheyArePregnant()>>
<<mirrorAppearancePregnancy>>
<<else>>
<<mirrorAppearance>>
<</if>>
<<case "body">>
<<visual-settings>>
<<case "skin">>
<<mirrorSkin>>
<<case "hair">>
<<mirrorHair>>
<<case "makeup">>
<<mirrorMakeup>>
<<case "transformation">>
<<mirrorTransformation>>
<<case "genomedump">>
<<genomedump>>
<<case "mood">>
<<mirrorMood>>
<<default>>
<<mirrorMenu _args[0]>>
<</switch>>
<<calchairlengthstage>>
<br><br>
<</widget>>
<<widget "mirrorwet">>
<<if _args[1] or _args[2] or _args[3]>>
<br>
<<set $_part to _args[0]>>
<<set $_semen to _args[1]>>
<<set $_slime to _args[2]>>
<<set $_nectar to _args[3]>>
Your $_part
<<if $_part is "thighs" or $_part is "feet">>
are
<<else>>
is
<</if>>
<<if $_semen gt 0>>
<<switch Math.clamp($_semen, 1, 5)>>
<<case 1>> <span class="blue">moist</span> with
<<case 2>> <span class="purple">wet</span> with
<<case 3>> <span class="purple">slick</span> with
<<case 4>> <span class="pink">soaked</span> in
<<case 5>> <span class="red">drenched</span> in
<</switch>>
<<if $_slime gt 0 and $_nectar gt 0>>
semen,
<<elseif $_slime gt 0 or $_nectar gt 0>>
semen and
<<else>>
semen.
<</if>>
<</if>>
<<if $_slime gt 0>>
<<switch Math.clamp($_slime, 1, 5)>>
<<case 1>> <span class="blue">moist</span> with
<<case 2>> <span class="purple">wet</span> with
<<case 3>> <span class="purple">slick</span> with
<<case 4>> <span class="pink">soaked</span> in
<<case 5>> <span class="red">drenched</span> in
<</switch>>
<<if $_nectar gt 0>>
slime and
<<else>>
slime.
<</if>>
<</if>>
<<if $_nectar gt 0>>
<<switch Math.clamp($_nectar, 1, 5)>>
<<case 1>> <span class="blue">moist</span> with
<<case 2>> <span class="purple">wet</span> with
<<case 3>> <span class="purple">slick</span> with
<<case 4>> <span class="pink">soaked</span> in
<<case 5>> <span class="red">drenched</span> in
<</switch>>
nectar.
<</if>>
<</if>>
<</widget>>
<<widget "mirrorMenu">>
<<set $_mirror to _args[0] || 'mirror'>>
You look into the $_mirror.
<<if $fallenangel is 2>>
A pathetic excuse of a person
<<elseif $hallucinogen gte 200>>
The $_mirror melts away into an inky black puddle, floating before you.
<<if $_mirror is 'mirror'>>
Shards of glass graze past your skin and dissolve into the air.
<</if>>
<br>
You stare into the void, and the void
<<elseif $hallucinogen gte 100>>
The surface folds over itself at an angle you can't quite understand, and something unrecognisable
<<elseif $hallucinogen gt 0>>
The surface ripples at your presence, and a vaguely familiar <<girl>>
<<elseif $trauma gte $traumamax>>
A <<girl>> with glazed eyes
<<else>>
A <<= $pain gte 100 ? "crying" : $pain gte 40 ? "tearful" : $pain gte 1 ? "frowning" : "cheerful">> <<girl>>
<</if>>
stares back.
<<if ["haunt", "despair"].includes($wraith.state) and $hallucinations gte 1 and ((random(1, 100) is 1) or ($controlled is 0 and random(1, 100) lte 5))>>
<span class="fading">A pale figure stands behind.</span>
<</if>>
<br><br>
<<crimeicon "mark">><<link "Examine how you are seen by others">><<set $mirrorMenu to "appearance">><<replace #mirror>><<mirrorDisplay>><</replace>><<numberify "#passages > .passage">><</link>>
<br><br>
<<if !$simpleMirror>>
__Appearance__
<br>
<<investigateicon>><<link "Examine your body">><<set $mirrorMenu to "skin">><<replace #mirror>><<mirrorDisplay>><</replace>><<numberify "#passages > .passage">><</link>>
<br><br>
<</if>>
__Hair__
<br>
<<hairdressericon "hairspray">><<link "Change your hair style">><<set $mirrorMenu to "hair">><<replace #mirror>><<mirrorDisplay>><</replace>><<numberify "#passages > .passage">><</link>>
<br><br>
__Makeup__
<br>
<<cosmeticsicon>><<link "Apply makeup">><<set $mirrorMenu to "makeup">><<replace #mirror>><<mirrorDisplay>><</replace>><<numberify "#passages > .passage">><</link>>
<br><br>
<<if $worn.neck.name is "love locket">>
__Locket__
<br>
<span @class="'clothes-'+$worn.neck.colour.replace(' ','-')"><<icon "locket.png">></span><<link [[Customise locket|Mirror Locket]]>><<set $passage_mirror to $passage>><</link>>
<br><br>
<</if>>
__Headspace__
<br>
<<icon "meditate.png">><<link "Choose your state of mind">><<set $mirrorMenu to "mood">><<replace #mirror>><<mirrorDisplay>><</replace>><<numberify "#passages > .passage">><</link>>
<br><br>
<<if !$simpleMirror>>
<<if $specialTransform is 1 or $physicalTransform is 1 or $angeltf is 1 or $fallenangeltf is 1 or $fallenangelplustf is 1 or $demontf is 1 or $wolftf is 1 or $cattf is 1 or $cowtf is 1 or $beartf is 1 or $harpytf is 1 or $foxtf is 1>>
__Transformation__
<br>
<<if ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled"))>><<tficon "demon">>
<<elseif ($wolfgirl gte 6 or ($transformationParts.wolf.tail isnot "hidden" and $transformationParts.wolf.tail isnot "disabled"))>><<tficon "wolf">>
<<elseif ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled"))>><<tficon "angel">>
<<elseif ($fallenangel gte 2 or ($transformationParts.fallenAngel.wings isnot "hidden" and $transformationParts.fallenAngel.wings isnot "disabled"))>><<tficon "fallenangel">>
<<elseif ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled"))>><<tficon "cat">>
<<elseif ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>><<tficon "cow">>
<<elseif ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled"))>><<tficon "harpy">>
<<elseif ($fox gte 6 or ($transformationParts.fox.tail isnot "hidden" and $transformationParts.fox.tail isnot "disabled"))>><<tficon "fox">>
<<elseif ($bunny gte 6 or ($transformationParts.bunny.tail isnot "hidden" and $transformationParts.bunny.tail isnot "disabled"))>><<tficon "bunny">>
<<else>><<tficon "angel">>
<</if>>
<<link "Examine your inner self">><<set $mirrorMenu to "transformation">><<replace #mirror>><<mirrorDisplay>><</replace>><<numberify "#passages > .passage">><</link>>
<<else>>
Obtain otherworldly powers to examine further.
<</if>>
<</if>>
<br><br>
<<if $debug is 1>>
<<ind>><<link "Debug">><<set $mirrorMenu to "debug">><<replace #mirror>><<mirrorDisplay>><</replace>><</link>>
<</if>>
<</widget>>
<<widget "mirrorGender">>
<div class="settingsGrid">
<div class="settingsHeader">Gender Appearance</div>
<div class="settingsToggleItem">
<<settextcolorfromgender $player.gender_appearance>>
You look like a <span @class="_text_color"><<if playerBellyVisible(true)>>pregnant <</if>><<girl>>.</span>
<br>
The following factors are contributing:
<br>
<<for _x range $player.gender_appearance_factors>>
<<if _x.femininity is 0 or !_x.factor>>
<<continue>>
<</if>>
<<settextcolorfromfemininity _x.femininity>>
<span @class="_text_color">
_x.factor
<<if $debug is 1>>
_x.femininity
<<else>>
<<print "+".repeat(
Math.trunc(Math.clamp(
Math.abs(_x.femininity) / 100, 0, 10
))
)>>
<</if>>
</span>
<br>
<</for>>
<<if $debug is 1>>
<<settextcolorfromfemininity $player.femininity>>
Total femininity: <span @class="_text_color">$player.femininity</span>
<br><br>
<</if>>
</div>
<div class="settingsToggleItem">
<span class="gold bold">Behaviour:</span>
<br>
<<if $player.gender_posture is "n">>
You turn around to get a look at yourself. You look like a <<girl>>. Maybe if you carried yourself differently, you could change that.
<<elseif $player.gender_posture is "f">>
You strike a few girly poses and put on your best feminine voice.
<br>
<span class="pink">Others will be more likely to think that you're a girl.</span>
<<elseif $player.gender_posture is "m">>
You flex your muscles and add some gruff to your voice.
<br>
<span class="lblue">Others will be more likely to think that you're a boy.</span>
<</if>>
<br><br>
<<set _postures to ["masculine", "feminine", "natural"]>>
Posture:
<<capture _i>>
<<for _i = 0; _i < _postures.length; _i++>>
<span @class="$player.gender_posture is _postures[_i].charAt(0) ? 'goldLink no-numberify' : 'unselected no-numberify'">
<<link _postures[_i].toUpperFirst()>>
<<set $player.gender_posture to _postures[_i].charAt(0)>>
<<exposedcheck>>
<<replace "#mirrorGender">><<mirrorGender>><</replace>>
<</link>>
</span> <<= _i lt _postures.length - 1 ? "|" : "">>
<</for>>
<</capture>>
</div>
</div>
<</widget>>
<<widget "mirrorAppearance">>
<<mirroricon>><<link "Back">><<replace #mirror>><<mirrorMenu>><</replace>><<numberify "#passages > .passage">><<unset $mirrorMenu>><</link>>
<br><br>
<i>Attractiveness measures your ability to use your looks to your advantage.</i>
<br>
Attractiveness rating:
<<if $attractiveness gte 5000>>
<span class="green">S</span>
<<elseif $attractiveness gte 4000>>
<span class="teal">A</span>
<<elseif $attractiveness gte 3000>>
<span class="lblue">B</span>
<<elseif $attractiveness gte 2000>>
<span class="blue">C</span>
<<elseif $attractiveness gte 1000>>
<span class="purple">D</span>
<<else>>
<span class="pink">F</span>
<</if>>
<br><br>
<span class="green">
<<if $beauty gte ($beautymax / 7)>>
Cute
<br>
<</if>>
<<if $beauty gte ($beautymax / 7) * 2>>
Pretty
<br>
<</if>>
<<if $beauty gte ($beautymax / 7) * 3>>
Charming
<br>
<</if>>
<<if $beauty gte ($beautymax / 7) * 4>>
Beautiful
<br>
<</if>>
<<if $beauty gte ($beautymax / 7) * 5>>
Ravishing
<br>
<</if>>
<<if $beauty gte ($beautymax / 7) * 6>>
Divine
<br>
<</if>>
<<if $beauty gte ($beautymax / 7) * 7>>
Alluring
<br>
<</if>>
<<if $beauty gte ($beautymax / 7) * 8>>
Stunning
<br>
<</if>>
<<if $beauty gte ($beautymax / 7) * 9>>
Mesmerizing
<br>
<</if>>
<<if $beauty gte ($beautymax / 7) * 10>>
Enchanting
<br>
<</if>>
<<if $beauty gte ($beautymax / 7) * 11>>
Captivating
<br>
<</if>>
<<if $beauty gte ($beautymax / 7) * 12>>
Breathtaking
<br>
<</if>>
<<if $beauty gte ($beautymax / 7) * 13>>
Beyond Divine
<br>
<</if>>
Hair length
<br>
<<if $worn.upper.type.includes("naked")>>
Topless
<br>
<<elseif $worn.upper.reveal gte 500>>
Revealing top
<br>
<</if>>
<<if $worn.lower.type.includes("naked")>>
Bottomless
<br>
<<elseif $worn.lower.reveal gte 500>>
Revealing bottoms
<br>
<</if>>
<<if $worn.under_lower.type.includes("naked")>>
Pantiless
<br>
<<elseif $worn.under_lower.reveal gte 500>>
Sexy underwear
<br>
<</if>>
<<if ($wolfgirl gte 6 or ($transformationParts.wolf.tail isnot "hidden" and $transformationParts.wolf.tail isnot "disabled"))>>
Wolfy
<br>
<</if>>
<<if ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled"))>>
Catlike
<br>
<</if>>
<<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>
Bovine
<br>
<</if>>
<<if ($bear gte 6 or ($transformationParts.bear.tail isnot "hidden" and $transformationParts.bear.tail isnot "disabled"))>>
Bearly
<br>
<</if>>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled"))>>
Harpy
<br>
<</if>>
<<if ($fox gte 6 or ($transformationParts.fox.tail isnot "hidden" and $transformationParts.fox.tail isnot "disabled"))>>
Vulpine
<br>
<</if>>
<<if ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled"))>>
Angel
<br>
<</if>>
<<if ($fallenangel gte 2 or ($transformationParts.fallenAngel.wings isnot "hidden" and $transformationParts.fallenAngel.wings isnot "disabled"))>>
Fallen angel
<br>
<</if>>
<<if ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled"))>>
Demon
<br>
<</if>>
<<if $makeup.lipstick != 0 or $makeup.eyeshadow != 0 or $makeup.mascara != 0>>
Attractive makeup
<br>
<</if>>
<<if $worn.head.reveal gte 50>>
Attractive headwear
<br>
<</if>>
<<if $worn.face.reveal gte 50>>
Attractive face accessory
<br>
<</if>>
<<if $worn.neck.reveal gte 50>>
Attractive collar
<br>
<</if>>
<<if $worn.legs.reveal gte 50>>
Attractive legwear
<br>
<</if>>
<<if $worn.feet.reveal gte 50>>
Attractive shoes
<br>
<</if>>
</span>
<span id="mirrorGender">
<<mirrorGender>>
</span>
<hr>
<div class="settingsGrid">
<<set _increaseAllure to []>>
<<set _increaseAttractive to []>>
<<set _increaseBoth to (name) => {
_increaseAllure.push(name);
_increaseAttractive.push(name);
}>>
<<if $beauty gte ($beautymax / 7)>>
<<run _increaseBoth("Cute")>>
<</if>>
<<if $beauty gte ($beautymax / 7) * 2>>
<<run _increaseBoth("Pretty")>>
<</if>>
<<if $beauty gte ($beautymax / 7) * 3>>
<<run _increaseBoth("Charming")>>
<</if>>
<<if $beauty gte ($beautymax / 7) * 4>>
<<run _increaseBoth("Beautiful")>>
<</if>>
<<if $beauty gte ($beautymax / 7) * 5>>
<<run _increaseBoth("Ravishing")>>
<</if>>
<<if $beauty gte ($beautymax / 7) * 6>>
<<run _increaseBoth("Divine")>>
<</if>>
<<run _increaseBoth("Hair length")>>
<<if $worn.upper.type.includes("naked")>>
<<run _increaseBoth("Topless")>>
<<elseif $worn.upper.reveal gte 500>>
<<run _increaseBoth("Revealing top")>>
<</if>>
<<if $worn.lower.type.includes("naked")>>
<<run _increaseBoth("Bottomless")>>
<<elseif $worn.lower.reveal gte 500>>
<<run _increaseBoth("Revealing bottoms")>>
<</if>>
<<if $worn.under_lower.type.includes("naked")>>
<<run _increaseBoth("Pantiless")>>
<<elseif $worn.under_lower.reveal gte 500>>
<<run _increaseBoth("Sexy underwear")>>
<</if>>
<<if ($wolfgirl gte 6 or ($transformationParts.wolf.tail isnot "hidden" and $transformationParts.wolf.tail isnot "disabled"))>>
<<run _increaseBoth("Wolfy")>>
<</if>>
<<if ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled"))>>
<<run _increaseBoth("Catlike")>>
<</if>>
<<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>
<<run _increaseBoth("Bovine")>>
<</if>>
<<if ($bear gte 6 or ($transformationParts.bear.tail isnot "hidden" and $transformationParts.bear.tail isnot "disabled"))>>
<<run _increaseBoth("Bearly")>>
<</if>>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled"))>>
<<run _increaseBoth("Harpy")>>
<</if>>
<<if ($fox gte 6 or ($transformationParts.fox.tail isnot "hidden" and $transformationParts.fox.tail isnot "disabled"))>>
<<run _increaseAttractive.push("Vulpine")>>
<<run _increaseAllure.push("Foxy")>>
<</if>>
<<if ($bunny gte 6 or ($transformationParts.bunny.tail isnot "hidden" and $transformationParts.bunny.tail isnot "disabled"))>>
<<run _increaseBoth("Bunny")>>
<</if>>
<<if ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled"))>>
<<run _increaseBoth("Angel")>>
<</if>>
<<if ($fallenangel gte 2 or ($transformationParts.fallenAngel.wings isnot "hidden" and $transformationParts.fallenAngel.wings isnot "disabled"))>>
<<run _increaseBoth("Fallen angel")>>
<</if>>
<<if ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled"))>>
<<run _increaseBoth("Demon")>>
<</if>>
<<if $earSlime.growth gt 50>>
<<run _increaseAllure.push("Ear slime pheromones")>>
<</if>>
<<if $makeup.lipstick != 0 or $makeup.eyeshadow != 0 or $makeup.mascara != 0 or $makeup.blusher != 0>>
<<run _increaseAllure.push("Alluring makeup")>>
<<run _increaseAttractive.push("Attractive makeup")>>
<</if>>
<<if $worn.head.reveal gte 50>>
<<run _increaseAllure.push("Alluring headwear")>>
<<run _increaseAttractive.push("Attractive headwear")>>
<</if>>
<<if $worn.face.reveal gte 50>>
<<run _increaseAllure.push("Alluring face accessory")>>
<<run _increaseAttractive.push("Attractive face accessory")>>
<</if>>
<<if $worn.neck.reveal gte 50>>
<<run _increaseAllure.push("Alluring neck accessory")>>
<<run _increaseAttractive.push("Attractive neck accessory")>>
<</if>>
<<if $worn.legs.reveal gte 50>>
<<run _increaseAllure.push("Alluring legwear")>>
<<run _increaseAttractive.push("Attractive legwear")>>
<</if>>
<<if $worn.feet.reveal gte 50>>
<<run _increaseAllure.push("Alluring shoes")>>
<<run _increaseAttractive.push("Attractive shoes")>>
<</if>>
<<if Weather.dayState is "night">>
<<run _increaseAllure.push("Night")>>
<</if>>
<<if $exposed gte 1>>
<<run _increaseAllure.push("Exposed")>>
<</if>>
<<if $liquidcount gte 1>>
<<run _increaseAllure.push("Smell of lewd fluids")>>
<</if>>
<<if $liquidcount gte 10>>
<<run _increaseAllure.push("Covered in lewd fluids")>>
<</if>>
<<if $liquidcount gte 30>>
<<run _increaseAllure.push("Drenched in lewd fluids")>>
<</if>>
<<if Time.isBloodMoon()>>
<<run _increaseAllure.push("Full moon")>>
<</if>>
<<set _negLabels = [
{ threshold: 1000, class: "red", label: "Notorious" },
{ threshold: 600, class: "pink", label: "Famous" },
{ threshold: 400, class: "purple", label: "Recognised" },
{ threshold: 200, class: "blue", label: "Known" },
{ threshold: 100, class: "lblue", label: "Low-key" },
{ threshold: 30, class: "teal", label: "Obscure" }
]>>
<<set _posLabels = [
{ threshold: 1000, class: "green", label: "Notorious" },
{ threshold: 600, class: "teal", label: "Famous" },
{ threshold: 400, class: "lblue", label: "Recognised" },
{ threshold: 200, class: "blue", label: "Known" },
{ threshold: 100, class: "purple", label: "Low-key" },
{ threshold: 30, class: "pink", label: "Obscure" }
]>>
<<set _neg = [
{ type: "sex", name: "slut" },
{ type: "prostitution", name: "whore" },
{ type: "rape", name: "fucktoy" },
{ type: "bestiality", name: $bestialitydisable is "f" ? "bitch" : "monster fucker" },
{ type: "exhibitionism", name: "flaunter" },
{ type: "pregnancy", name: $fame.pregnancy gte 1000 ? "broodmother" : ($fame.pregnancy gte 400 ? "breeder" : "mother") },
{ type: "impreg", name: $fame.impreg gte 1000 ? "allfather" : ($fame.impreg gte 400 ? "sire" : "inseminator") },
]>>
<<set _pos = [
{ type: "scrap", name: "scrapper" },
{ type: "good", name: "do-gooder" },
{ type: "business", name: "entrepreneur" },
{ type: "social", name: $fame.social gte 1000 ? "schmoozer" : "socialite" },
{ type: "model", name: $fame.model gte 1000 ? "show off" : "model" },
]>>
<<set _decreaseAllure to _pos.some(fame => (_posLabels.some(status => $fame[fame.type] >= status.threshold)))>>
<div class="settingsHeader">Attractiveness</div>
<div class="settingsToggleItemWide">
<i>Attractiveness</i> measures your ability to use your looks to your advantage.
<br>
Rating:
<<if $attractiveness gte 5000>>
<span class="green">S</span>
<<elseif $attractiveness gte 4000>>
<span class="teal">A</span>
<<elseif $attractiveness gte 3000>>
<span class="lblue">B</span>
<<elseif $attractiveness gte 2000>>
<span class="blue">C</span>
<<elseif $attractiveness gte 1000>>
<span class="purple">D</span>
<<else>>
<span class="pink">F</span>
<</if>>
</div>
<div class="settingsToggleItemWide">
<span class="gold bold">Contributing Factors:</span>
<br>
<span class="green">
<<for _item range _increaseAttractive>>
<<= _item>>
<br>
<</for>>
</span>
</div>
</div>
<hr>
<div class="settingsGrid">
<div class="settingsHeader">Allure</div>
<div class="settingsToggleItemWide">
<i>Allure</i> is the dark side of attractiveness, and measures how much people will want to molest you.
<br>
Currently:
<<if $allure gte 6000 * $alluremod>>
<span class="red">You look like you need to be ravaged.</span>
<<elseif $allure gte 4000 * $alluremod>>
<span class="pink">You look perverted.</span>
<<elseif $allure gte 3000 * $alluremod>>
<span class="purple">You look lewd.</span>
<<elseif $allure gte 2000 * $alluremod>>
<span class="blue">You stand out.</span>
<<elseif $allure gte 1500 * $alluremod>>
<span class="lblue">You attract attention.</span>
<<elseif $allure gte 1000 * $alluremod>>
<span class="teal">You attract glances.</span>
<<else>>
<span class="green">You look unremarkable.</span>
<</if>>
</div>
<div @class="_decreaseAllure ? 'settingsToggleItem' : 'settingsToggleItemWide'">
<span class="gold bold">Increasing Allure:</span>
<br>
<span class="red">
<<for _item range _increaseAllure>>
<<= _item>>
<br>
<</for>>
</span>
<<if !["island"].includes($location)>>
<<for _fame range _neg>>
<<set _famous = _negLabels.find(status => $fame[_fame.type] >= status.threshold)>>
<<if _famous>>
<span @class="_famous.class"><<= _famous.label>> <<= _fame.name>></span>
<br>
<</if>>
<</for>>
<</if>>
</div>
<<if _decreaseAllure>>
<div class="settingsToggleItem">
<span class="gold bold">Decreasing Allure:</span>
<br>
<<if !["island"].includes("location")>>
<<for _fame range _pos>>
<<set _famous = _posLabels.find(status => $fame[_fame.type] >= status.threshold)>>
<<if _famous>>
<span @class="_famous.class"><<= _famous.label>> <<= _fame.name>></span>
<br>
<</if>>
<</for>>
<</if>>
<<if $moorLuck gt 5>>
<span class="green">????</span>
<br>
<<elseif $moorLuck gt 0>>
<span class="lblue">????</span>
<br>
<</if>>
</div>
<</if>>
</div>
<</widget>>
<<widget "mirrorAppearancePregnancy">>
<<run updateMoment()>>
You look like a <span class="lewd">pregnant <<girl>>...</span><<garousal>><<gstress>>
<<arousal 300>><<stress 10>>
<br><br>
<<if getPregnancyObject().potentialFathers.length is 1>>
<<set $_fatherName to pregnancyNameCorrection(getPregnancyObject().potentialFathers[0].source)>>
<span class="lewd">It's clear that <<print $_fatherName === "yourself" ? "you are" : $_fatherName + " is">> the father.</span>
<<else>>
<span class="red">You wonder who the father is.</span>
<</if>>
<<set getPregnancyObject().awareOf to "mirror">>
<</widget>>
<<widget "mirrorBodywriting">>
<<set _array to _args[0] is "visible" ? _skin_array : _hidden_writing>>
<<for _index, _active_bodypart range _array>>
<<if $skin[_active_bodypart].writing>>
<<silently>><<bodypart _active_bodypart>><</silently>>
<<= _text_output.toUpperFirst()>>:
<<if isLoveInterest($skin[_active_bodypart].special)>>
<<set _colour to "lewd">>
<<elseif $skin[_active_bodypart].special isnot "none">>
<<set _colour to "red">>
<<elseif $skin[_active_bodypart].lewd is 1>>
<<set _colour to "pink">>
<<else>>
<<set _colour to "purple">>
<</if>>
<<if $skin[_active_bodypart].type is "text">>
<span @class="_colour">"<<= $skin[_active_bodypart].writing.toUpperFirst()>>"</span>
<<else>>
A picture of a <span @class="_colour"><<= $skin[_active_bodypart].writing>></span>
<</if>>
<<if $skin[_active_bodypart].arrow is 1>>
<<if _active_bodypart is "left_cheek" or _active_bodypart is "right_cheek">>
and an arrow pointing to your mouth
<<elseif _active_bodypart is "left_bottom" or _active_bodypart is "right_bottom" or _active_bodypart is "back">>
and an arrow pointing to your anus
<<elseif _active_bodypart is "pubic" or _active_bodypart is "left_thigh" or _active_bodypart is "right_thigh">>
and an arrow pointing to your <<genitals true>>
<</if>>
<</if>>
<<switch $skin[_active_bodypart].pen>>
<<case "marker">>
(written in permanent marker)
<<case "magic">>
(<span class="pink">seal</span>)
<<case "tattoo" "brand">>
(<span class="red"><<= $skin[_active_bodypart].pen>></span>)
<<default>>
(written in <<= $skin[_active_bodypart].pen>>)
<</switch>>
<<= _index lt _array.length - 1 ? "<br>" : "">>
<</if>>
<</for>>
<</widget>>
<<widget "visual-settings">>
<<mirroricon>><<link "Back">><<replace #mirror>><<mirrorMenu>><</replace>><<numberify "#passages > .passage">><<unset $mirrorMenu>><</link>>
<</widget>>
<<widget "faceStyleOptions">>
Your currently selected style is:
<<listbox "_facestyle" autoselect>>
<<optionsfrom setup.faceStyleOptions>>
<</listbox>>
<br>
<<link "Apply">>
<<if $facestyle isnot _facestyle>>
<<set $facestyle to _facestyle>>
<<set $facevariant to "default">>
<<replace "#visualsFaceVariantRadios">><<faceVariantOptions>><</replace>>
<<updatesidebarimg true>>
<</if>>
<</link>>
<</widget>>
<<widget "faceVariantOptions">>
<<if Object.keys(setup.faceVariantOptions[$facestyle]).length gt 1>>
Your current demeanour is set to:
<<listbox "$facevariant" autoselect>>
<<optionsfrom setup.faceVariantOptions[$facestyle]>>
<</listbox>>
<br>
<<run $(() => {
$("#listbox-facevariant").on("change", () => {
Wikifier.wikifyEval('<<updatesidebarimg true>>');
});
})>>
<<else>>
There are
<mouse class = "gold tooltip-small" style="border-bottom-color:white">
no alternative demeanours available.
<span class="blue">
Selecting a different face style may make additional demeanours available to you.
</span>
</mouse>
<</if>>
<</widget>>
<<widget "mirrorSkin">>
<<mirroricon>><<link "Back">><<handheldon>><<updatesidebarimg>><<replace #mirror>><<mirrorMenu>><</replace>><<numberify "#passages > .passage">><<unset $mirrorMenu>><</link>>
<br><br>
<div class="settingsGrid">
<div class="settingsHeader">Skin</div>
<div class="settingsToggleItem">
<span class="gold bold">Tanning:</span>
<br>
<span id="sunscreenDescription">
<<sunscreenDesc>>
</span>
<span id="sunscreenLinks">
<<sunscreenLinks>>
</span>
<br>
<label data-target="options.images" data-disabledif="V.options.images===0">
<<checkbox "$options.tanLines" false true autocheck>> Enable tanning lines from clothing
</label>
<mouse class="tooltip-small linkBlue">(?)<span>Disables the visual aspect of tanning lines. Only for sidebar.</span></mouse>
</div>
<div class="settingsToggleItem">
<span class="gold bold">Body Liquids:</span>
<<if $liquidcount gt 0>>
<<mirrorwet "neck" $player.bodyliquid.neck.semen $player.bodyliquid.neck.goo $player.bodyliquid.neck.nectar>>
<<mirrorwet "right arm" $player.bodyliquid.rightarm.semen $player.bodyliquid.rightarm.goo $player.bodyliquid.rightarm.nectar>>
<<mirrorwet "left arm" $player.bodyliquid.leftarm.semen $player.bodyliquid.leftarm.goo $player.bodyliquid.leftarm.nectar>>
<<mirrorwet "thighs" $player.bodyliquid.thigh.semen $player.bodyliquid.thigh.goo $player.bodyliquid.thigh.nectar>>
<<mirrorwet "bottom" $player.bodyliquid.bottom.semen $player.bodyliquid.bottom.goo $player.bodyliquid.bottom.nectar>>
<<mirrorwet "tummy" $player.bodyliquid.tummy.semen $player.bodyliquid.tummy.goo $player.bodyliquid.tummy.nectar>>
<<mirrorwet "chest" $player.bodyliquid.chest.semen $player.bodyliquid.chest.goo $player.bodyliquid.chest.nectar>>
<<mirrorwet "face" $player.bodyliquid.face.semen $player.bodyliquid.face.goo $player.bodyliquid.face.nectar>>
<<mirrorwet "hair" $player.bodyliquid.hair.semen $player.bodyliquid.hair.goo $player.bodyliquid.hair.nectar>>
<<mirrorwet "feet" $player.bodyliquid.feet.semen $player.bodyliquid.feet.goo $player.bodyliquid.feet.nectar>>
<<mirrorwet "labia" $player.bodyliquid.vaginaoutside.semen $player.bodyliquid.vaginaoutside.goo $player.bodyliquid.vaginaoutside.nectar>>
<<mirrorwet "vagina" $player.bodyliquid.vagina.semen $player.bodyliquid.vagina.goo $player.bodyliquid.vagina.nectar>>
<<mirrorwet "penis" $player.bodyliquid.penis.semen $player.bodyliquid.penis.goo $player.bodyliquid.penis.nectar>>
<<mirrorwet "anus" $player.bodyliquid.anus.semen $player.bodyliquid.anus.goo $player.bodyliquid.anus.nectar>>
<<mirrorwet "mouth" $player.bodyliquid.mouth.semen $player.bodyliquid.mouth.goo $player.bodyliquid.mouth.nectar>>
<<else>>
<br>
Your skin feels <span class="green">clean</span>.
<</if>>
</div>
</div>
<hr>
<div class="settingsGrid">
<<bodywritingExposureCheck true true>>
<<bodywritingHiddenCheck true true>>
<div class="settingsHeader">Body</div>
<<if _bodywriting_exposed is 1 and _bodywriting_hidden is 1>>
<div class="settingsToggleItem">
<div class="skinMenu">
<span class="gold bold">Visible Bodywriting:</span>
<br>
<<mirrorBodywriting "visible">>
<br>
</div>
</div>
<div class="settingsToggleItem">
<div class="skinMenu">
<span class="gold bold">Hidden Bodywriting:</span>
<br>
<<mirrorBodywriting "hidden">>
<br>
</div>
</div>
<<elseif _bodywriting_exposed is 1 || _bodywriting_hidden is 1>>
<div class="settingsToggleItemWide">
<<if _bodywriting_exposed is 1>>
<span class="gold bold">Visible Bodywriting:</span>
<br>
<<mirrorBodywriting "visible">>
<br>
<<elseif _bodywriting_hidden is 1>>
<span class="gold bold">Hidden Bodywriting:</span>
<br>
<<mirrorBodywriting "hidden">>
<</if>>
</div>
<</if>>
<div class="settingsToggleItemWide">
<<if $bodyWritingSelected is null>>
<<unset $bodyWritingSelected>>
<</if>>
<<if $bodyWritingSelected isnot undefined>>
You write
<<if isLoveInterest($skin[$bodyPartSelected].special)>>
"<span class="lewd"><<print $bodyWritingSelected>></span>"
<<elseif $skin[$bodyPartSelected].special isnot "none">>
"<span class="red"><<print $bodyWritingSelected>></span>"
<<elseif $skin[$bodyPartSelected].lewd is 1>>
"<span class="pink"><<print $bodyWritingSelected>></span>"
<<else>>
"<span class="purple"><<print $bodyWritingSelected>></span>"
<</if>>
on your <<bodypart $bodyPartSelected>>.
<<unset $bodyWritingSelected>>
<<unset $bodyPartSelected>>
<hr>
<</if>>
<<bodywritingOptions>>
/*Needs to be last*/
<div class="mirrorContainer">
<<bodywritingMenuLinks>>
</div>
</div>
<div class="settingsToggleItemWide">
<div class="skinMenu">
<span class="gold bold">Body shape:</span>
<mouse class="tooltip-small linkBlue">(?)<span>This is a cosmetic change that does not contribute towards gender appearance.</span></mouse>
<br>
Your chosen body shape is:
<<set _bodyOptions to {
"Classic": "classic",
"Slender": "slender",
"Curvy": "curvy",
"Soft": "soft"
}>>
<<listbox "$player.bodyshape" autoselect>>
<<optionsfrom _bodyOptions>>
<</listbox>>
<br>
<<link "Apply">>
<<updatesidebarimg true>>
<</link>>
</div>
</div>
<div class="settingsToggleItemWide">
<div class="armMenu">
<span class="gold bold">Right arm position:</span>
<mouse class="tooltip-small linkBlue">(?)<span>This is a cosmetic change.</span></mouse>
<br>
Your chosen body shape is:
<<set _positionOptions to {
"Above": "above",
"Below": "Below"
}>>
<<listbox "$rightArmPosition" autoselect>>
<<optionsfrom _positionOptions>>
<</listbox>>
<br>
<<link "Apply">>
<<updatesidebarimg true>>
<</link>>
</div>
</div>
</div>
<hr>
<div class="settingsGrid">
<div class="settingsHeader">Facial Settings</div>
<div id="visualsFaceStyle" class="settingsToggleItem">
<span class="gold bold">Face style:</span><br>
<<faceStyleOptions>>
</div>
<div id="visualsFaceVariants" class="settingsToggleItem">
<span class="gold bold">Demeanour:</span>
<br>
<div id="visualsFaceVariantRadios">
<<faceVariantOptions>>
</div>
</div>
</div>
<</widget>>
<<widget "sunscreenLinks">>
<<if Skin.Sunscreen.isApplied()>>
<br>
<<cosmeticsicon "sunscreen">><<link "Remove sunscreen">>
<<handheldon>>
<<replace #sunscreenDescription>><<sunscreenApply "remove">><</replace>>
<<replace #sunscreenLinks>><<sunscreenLinks>><</replace>>
<</link>> <<note `Skin.Sunscreen.usesLeft + ' use'+(Skin.Sunscreen.usesLeft > 1 ? 's' : '') + ' left'`>>
<<else>>
<<if Skin.Sunscreen.usesLeft gt 0>>
<br>
<<cosmeticsicon "sunscreen">><<link "Apply sunscreen">>
<<handheldon>>
<<replace #sunscreenDescription>><<sunscreenApply>><</replace>>
<<replace #sunscreenLinks>><<sunscreenLinks>><</replace>>
<</link>> <<note `Skin.Sunscreen.usesLeft + ' use'+(Skin.Sunscreen.usesLeft > 1 ? 's' : '') + ' left'`>>
<</if>>
<</if>>
<br>
Automatically apply sunscreen everyday <<checkbox "$dailySunscreen" false true autocheck>>
<</widget>>
<<widget "sunscreenDesc">>
Your skin is
<<if Skin.Sunscreen.isApplied()>>
<mouse class = "gold tooltip-small" style="border-bottom-color:white">
protected against the sun
<span class="black">
Sunscreen is keeping your skin from getting tanned.
<<if Skin.Sunscreen.usesLeft is 0>>
<br>
<i class="blue">Sunscreen can be acquired at the shops</i>
<</if>>
</span>
</mouse>
<<set $_timeLeft to Math.floor(Skin.Sunscreen.timeLeft / 60)>>
(<<print getTimeString($_timeLeft)>> left).
<<else>>
<mouse class = "gold tooltip-small" style="border-bottom-color:white">
not protected against the sun.
<span class="black">
Your skin will tan when exposed to the sun.
<<if Skin.Sunscreen.usesLeft is 0>>
<br>
<i class="blue">Sunscreen can be acquired at the cosmetics shop</i>
<</if>>
</span>
</mouse>
<</if>>
<</widget>>
<<widget "sunscreenApply">>
<<if $leftarm isnot "bound" and $rightarm isnot "bound">>
<<if _args[0] is "remove">>
<<run Skin.Sunscreen.remove()>>
<<else>>
<<run Skin.Sunscreen.apply()>>
<</if>>
<</if>>
<<if $leftarm is "bound" and $rightarm is "bound">>
<span class="red">Both of your arms are bound</span>, and you find it difficult to do anything about your skin this way.
<hr>
<<elseif _args[0] is "remove">>
<<wearProp "rag" "white">><<updatesidebarimg>>
You scrub a damp towel over your skin, removing any last traces of sunscreen.
<hr>
<<else>>
<<wearProp "sunscreen">><<updatesidebarimg>>
You squirt a hefty dollop of sunscreen onto your hand and rub it into your skin.
<hr>
<</if>>
<<sunscreenDesc>>
<</widget>>
<<widget "bodywritingOptions">>
<<set _bodyWritingOptions to {
General: {
"Cute boy":"cute_boy",
"Cute girl":"cute_girl",
"Orphan":"orphan"
}
}>>
<<if $beauty gte ($beautymax / 7) * 3>>
<<set _bodyWritingOptions.General["Handsome"] to "handsome">>
<<set _bodyWritingOptions.General["Pretty"] to "pretty">>
<</if>>
<<if $beauty gte ($beautymax / 7) * 4>>
<<set _bodyWritingOptions.General["Stud"] to "stud">>
<<set _bodyWritingOptions.General["Beauty"] to "beauty">>
<</if>>
<<if $beauty gte ($beautymax / 7) * 5>>
<<set _bodyWritingOptions.General["Beautiful"] to "beautiful">>
<</if>>
<<if $trauma gte (($traumamax / 5) * 2)>>
<<set _bodyWritingOptions.General["Daddy issues"] to "daddy_issues">>
<<set _bodyWritingOptions.General["Mommy issues"] to "mommy_issues">>
<<set _bodyWritingOptions.General["Trashy"] to "trashy">>
<</if>>
<<if $trauma gte (($traumamax / 5) * 3)>>
<<set _bodyWritingOptions.General["Worthless"] to "worthless">>
<<set _bodyWritingOptions.General["Oh no"] to "oh_no">>
<<set _bodyWritingOptions.General["Dumb bitch"] to "dumb_bitch">>
<</if>>
<<if hasSexStat("promiscuity", 2)>>
<<set _bodyWritingOptions.General["Hot"] to "hot">>
<</if>>
<<if hasSexStat("promiscuity", 3)>>
<<set _bodyWritingOptions.Promiscuity = {}>>
<<set _bodyWritingOptions.Promiscuity["Slut"] to "slut">>
<<set _bodyWritingOptions.Promiscuity["Promiscuous"] to "promiscuous">>
<<set _bodyWritingOptions.Promiscuity["Wanton"] to "wanton">>
<<set _bodyWritingOptions.Promiscuity["D.T.F."] to "dtf">>
<</if>>
<<if hasSexStat("promiscuity", 4)>>
<<set _bodyWritingOptions.Promiscuity["Insatiable slut"] to "insatiable_slut">>
<<set _bodyWritingOptions.Promiscuity["Free Sex"] to "free_sex">>
<<set _bodyWritingOptions.Promiscuity["Town bicycle"] to "town_bicycle">>
<<set _bodyWritingOptions.Promiscuity["Size queen"] to "size_queen">>
<<if $orgasmtrait gte 1>>
<<set _bodyWritingOptions.Promiscuity["Sex addict"] to "sex_addict">>
<<set _bodyWritingOptions.Promiscuity["Make me cum"] to "make_me_cum">>
<</if>>
<</if>>
<<if hasSexStat("promiscuity", 5)>>
<<set _bodyWritingOptions.Promiscuity["Fuck Me"] to "fuck_me">>
<<set _bodyWritingOptions.Promiscuity["Cocksucker"] to "cocksucker">>
<<set _bodyWritingOptions.Promiscuity["Cum dump"] to "cum_dump">>
<<set _bodyWritingOptions.Promiscuity["Public Slut"] to "public_slut">>
<<if $analstat gte 100>>
<<set _bodyWritingOptions.Promiscuity["Buttslut"] to "buttslut">>
<<set _bodyWritingOptions.Promiscuity["Anal whore"] to "anal_whore">>
<</if>>
<</if>>
<<if hasSexStat("promiscuity", 3)>>
<<set _bodyWritingOptions.Prostitution = {}>>
<<if $trauma gte (($traumamax / 5) * 2)>>
<<set _bodyWritingOptions.Prostitution["It's not rape if you pay me"] to "its_not_rape_if_you_pay_me">>
<</if>>
<<set _bodyWritingOptions.Prostitution["£5 whore"] to "five_pound_whore">>
<<set _bodyWritingOptions.Prostitution["£10 a pop"] to "ten_pound_a_pop">>
<<set _bodyWritingOptions.Prostitution["Slut for hire"] to "slut_for_hire">>
<</if>>
<<if hasSexStat("promiscuity", 4)>>
<<set _bodyWritingOptions.Prostitution["£25 per fuck"] to "twenty_five_pound_per_fuck">>
<<set _bodyWritingOptions.Prostitution["£100"] to "one_hundred_pound">>
<<set _bodyWritingOptions.Prostitution["Body for sale"] to "body_for_sale">>
<<if $trauma gte (($traumamax / 5) * 3)>>
<<set _bodyWritingOptions.Prostitution["Stupid whore"] to "stupid_whore">>
<<else>>
<<set _bodyWritingOptions.Prostitution["Whore"] to "whore">>
<</if>>
<<set _bodyWritingOptions.Prostitution["Prostitute"] to "prostitute">>
<</if>>
<<if hasSexStat("exhibitionism", 3)>>
<<set _bodyWritingOptions.Exhibitionism to {}>>
<<set _bodyWritingOptions.Exhibitionism["Pervert"] to "pervert">>
<<set _bodyWritingOptions.Exhibitionism["Attention whore"] to "attention_whore">>
<<set _bodyWritingOptions.Exhibitionism["Flaunter"] to "flaunter">>
<<set _bodyWritingOptions.Exhibitionism["Object"] to "object">>
<<set _bodyWritingOptions.Exhibitionism["Strip me"] to "strip_me">>
<<set _bodyWritingOptions.Exhibitionism["Ask to see me naked"] to "ask_to_see_me_naked">>
<</if>>
<<if hasSexStat("deviancy", 4)>>
<<set _bodyWritingOptions.Deviancy to {}>>
<<set _bodyWritingOptions.Deviancy["Doggy slut"] to "doggy_slut">>
<<set _bodyWritingOptions.Deviancy["Animal"] to "animal">>
<<set _bodyWritingOptions.Deviancy["Beast fucker"] to "beast_fucker">>
<<set _bodyWritingOptions.Deviancy["Breedable"] to "breedable">>
<<set _bodyWritingOptions.Deviancy["Deviant"] to "deviant">>
<</if>>
<<if $masochism_level gte 1>>
<<set _bodyWritingOptions.Masochism to {}>>
<<set _bodyWritingOptions.Masochism["Hit me"] to "hit_me">>
<<set _bodyWritingOptions.Masochism["Hurt me"] to "hurt_me">>
<<set _bodyWritingOptions.Masochism["Treat me bad"] to "treat_me_bad">>
<<set _bodyWritingOptions.Masochism["Make me squeal"] to "make_me_squeal">>
<</if>>
/* <<if $submissive gte 1200>> */
<<set _bodyWritingOptions.Submission to {}>>
<<set _bodyWritingOptions.Submission["Submissive"] to "submissive">>
<<set _bodyWritingOptions.Submission["Pet"] to "pet">>
<<if hasSexStat("deviancy", 3)>>
<<set _bodyWritingOptions.Submission["Public pet"] to "public_pet">>
<</if>>
<<if hasSexStat("promiscuity", 4)>>
<<set _bodyWritingOptions.Submission["Free use"] to "free_use">>
<<set _bodyWritingOptions.Submission["Use Me"] to "use_me">>
<</if>>
/* <<if $submissive gte 1500>> */
<<set _bodyWritingOptions.Submission["Slave"] to "slave">>
<<set _bodyWritingOptions.Submission["Enslave Me"] to "enslave_me">>
<<set _bodyWritingOptions.Submission["Cum rag"] to "cum_rag">>
<<if hasSexStat("promiscuity", 5)>>
<<set _bodyWritingOptions.Submission["Fuckdoll"] to "fuckdoll">>
<<set _bodyWritingOptions.Submission["Fucktoy"] to "fucktoy">>
<<if $player.penisExist>>
<<set _bodyWritingOptions.Submission["Walking dildo"] to "walking_dildo">>
<</if>>
<</if>>
/* <</if>> */
/* <</if>> */
<<if ($player.vaginaExist or ($sexStats.anus.pregnancy.awareOf or $sexStats.anus.pregnancy.givenBirth gte 1)) and hasSexStat("promiscuity", 5)>>
<<set _bodyWritingOptions.Pregnancy to {}>>
<<set _bodyWritingOptions.Pregnancy["Brood mother"] to "brood_mother">>
<<set _bodyWritingOptions.Pregnancy["Inseminate me"] to "inseminate_me">>
<<set _bodyWritingOptions.Pregnancy["Impregnate me"] to "impregnate_me">>
<<set _bodyWritingOptions.Pregnancy["Pregnancy slut"] to "pregnancy_slut">>
<<set _bodyWritingOptions.Pregnancy["Breeding ground"] to "breeding_ground">>
<</if>>
<<set _bodyWritingOptions["Love Interests"] to {}>>
<<if $robinromance is 1>>
<<set _bodyWritingOptions["Love Interests"]["Robin's Protector"] to "robins_protector">>
<<set _bodyWritingOptions["Love Interests"]["Robin & I"] to "robin_and_i">>
<<set _bodyWritingOptions["Love Interests"]["The Orphan Lover"] to "the_orphan_lover">>
<<if ($player.penisExist or $player.gender_appearance is "m" or $backgroundTraits.includes("crossdresser"))>>
<<set _bodyWritingOptions["Love Interests"]["Robin's Boyfriend"] to "robins_boyfriend">>
<</if>>
<<if ($player.vaginaExist or $player.gender_appearance is "f" or $backgroundTraits.includes("crossdresser"))>>
<<set _bodyWritingOptions["Love Interests"]["Robin's Girlfriend"] to "robins_girlfriend">>
<</if>>
<</if>>
<<if $whitneyromance is 1>>
<<set _bodyWritingOptions["Love Interests"]["Whitney's Pet"] to "whitneys_pet">>
<<set _bodyWritingOptions["Love Interests"]["Property of Whitney"] to "property_of_whitney">>
<<set _bodyWritingOptions["Love Interests"]["Whitney's Toy"] to "whitneys_toy">>
<<if ($player.penisExist or $player.gender_appearance is "m" or $backgroundTraits.includes("crossdresser"))>>
<<set _bodyWritingOptions["Love Interests"]["Whitney's Boyslut"] to "whitneys_boyslut">>
<</if>>
<<if ($player.vaginaExist or $player.gender_appearance is "f" or $backgroundTraits.includes("crossdresser"))>>
<<set _bodyWritingOptions["Love Interests"]["Whitney's Slut"] to "whitneys_slut">>
<</if>>
<</if>>
<<if $kylarenglish gte 1 and C.npc.Kylar.state isnot "prison">>
<<set _bodyWritingOptions["Love Interests"]["Kylar's Obsession"] to "kylars_obsession">>
<<set _bodyWritingOptions["Love Interests"]["Love Kylar Forever"] to "love_kylar_forever">>
<<set _bodyWritingOptions["Love Interests"]["Reserved for Kylar"] to "reserved_for_kylar">>
<<set _bodyWritingOptions["Love Interests"]["Just Kylar"] to "just_kylar">>
<</if>>
<<if $syndromeeden is 1>>
<<set _bodyWritingOptions["Love Interests"]["Eden's Companion"] to "edens_companion">>
<<set _bodyWritingOptions["Love Interests"]["Hunter and Prey"] to "hunter_and_prey">>
<<set _bodyWritingOptions["Love Interests"]["It's Lonely in the Woods"] to "its_lonely_in_the_woods">>
<<set _bodyWritingOptions["Love Interests"]["Something is Hunting you"] to "something_is_hunting_you">>
<</if>>
<<if $dateCount.Avery gte 3 and C.npc.Avery.state isnot "dismissed">>
<<set _bodyWritingOptions["Love Interests"]["Avery's Trophy"] to "averys_trophy">>
<<set _bodyWritingOptions["Love Interests"]["Endearing"] to "endearing">>
<<if ($player.penisExist or $player.gender_appearance is "m" or $backgroundTraits.includes("crossdresser"))>>
<<set _bodyWritingOptions["Love Interests"]["Uptown Boy"] to "uptown_boy">>
<</if>>
<<if ($player.vaginaExist or $player.gender_appearance is "f" or $backgroundTraits.includes("crossdresser"))>>
<<set _bodyWritingOptions["Love Interests"]["Uptown Girl"] to "uptown_girl">>
<</if>>
<<set _bodyWritingOptions["Love Interests"]["Avery's Monopoly"] to "averys_monopoly">>
<</if>>
<<if $farm_stage gte 7 and $alex_countdown is undefined>>
<<set _bodyWritingOptions["Love Interests"]["Alex's Partner"] to "alexs_partner">>
<<set _bodyWritingOptions["Love Interests"]["Sunrise to Sunset"] to "sunrise_to_sunset">>
<<set _bodyWritingOptions["Love Interests"]["Hay Baler"] to "hay_baler">>
<<if ($player.penisExist or $player.gender_appearance is "m" or $backgroundTraits.includes("crossdresser"))>>
<<set _bodyWritingOptions["Love Interests"]["Cowboy"] to "cowboy">>
<</if>>
<<if ($player.vaginaExist or $player.gender_appearance is "f" or $backgroundTraits.includes("crossdresser"))>>
<<set _bodyWritingOptions["Love Interests"]["Cowgirl"] to "cowgirl">>
<</if>>
<</if>>
<<if $sydneyromance is 1>>
<<set _bodyWritingOptions["Love Interests"]["Sydney's Saviour"] to "sydneys_savior">>
<<set _bodyWritingOptions["Love Interests"]["Bound to Sydney"] to "bound_to_sydney">>
<<set _bodyWritingOptions["Love Interests"]["Sydney Makes Me :)"] to "sydney_makes_me_smile">>
<<if C.npc.Sydney.purity gt 1>>
<<set _bodyWritingOptions["Love Interests"]["Purest Love"] to "purest_love">>
<<else>>
<<set _bodyWritingOptions["Love Interests"]["Lusty Sinners"] to "lusty_sinners">>
<</if>>
<</if>>
<<if $syndromewolves is 1 and hasSexStat("deviancy", 3)>>
<<set _bodyWritingOptions["Love Interests"]["Black Wolf's Bitch"] to "black_wolfs_bitch">>
<<set _bodyWritingOptions["Love Interests"]["All for my Alpha"] to "all_for_my_alpha">>
<<if $wolfpackleader is 1>>
<<set _bodyWritingOptions["Love Interests"]["Leader of the Pack"] to "leader_of_the_pack">>
<</if>>
<<set _bodyWritingOptions["Love Interests"]["Runs With Wolves"] to "runs_with_wolves">>
<</if>>
<<if $syndromebird is 1>>
<<set _bodyWritingOptions["Love Interests"]["Great Hawk's Spouse"] to "great_hawks_spouse">>
<<set _bodyWritingOptions["Love Interests"]["Soaring With Love"] to "soaring_with_love">>
<<set _bodyWritingOptions["Love Interests"]["Terror's Mate"] to "terrors_mate">>
<<set _bodyWritingOptions["Love Interests"]["Free Bird"] to "free_bird">>
<</if>>
<<if $debug is 1>>
<<set _bodyWritingOptions["Debug"] to setup.bodywriting>>
<<set _debugBodywritingOptionsKeys to Object.keys(setup.bodywriting)>>
<<link [[Wash yourself|$passage]]>>
<<set $mirrorMenu to "skin">>
<<wash>>
<</link>>
<<link [[Bind hands|$passage]]>>
<<set $mirrorMenu to "skin">>
<<bind>>
<</link>><span class="black"> (Will destroy handheld items.)</span>
<br/>
<<print Object.values(setup.bodywriting).length>> known bodywriting options.
<</if>>
<</widget>>
<<widget "bodywritingMenuLinks">>
<div id="bodywritingMenuLinks">
<<set _keys to Object.keys(_bodyWritingOptions)>>
<<if $bodywritingSet is undefined>>
<<set $bodywritingSet to "General">>
<</if>>
<<for _i to 0; _i lt _keys.length; _i++>>
<<capture _i _keys>>
<div @id="'link-'+_keys[_i].replace(/ /g,'-')" @class="(_keys[_i] is $bodywritingSet ? 'no-numberify bodywritingSelected' : 'no-numberify bodywriting')">
<<button _keys[_i]>>
<<removeclass `'#link-'+$bodywritingSet.replace(/ /g,'-')` "bodywritingSelected">>
<<addclass `'#link-'+$bodywritingSet.replace(/ /g,'-')` "bodywriting">>
<<set $bodywritingSet to clone(_keys[_i])>>
<<addclass `'#link-'+$bodywritingSet.replace(/ /g,'-')` "bodywritingSelected">>
<<replace "#bodywritingMenu">><<bodywritingMenu _args[0]>><</replace>>
<</button>>
</div>
<</capture>>
<</for>>
</div>
<br>
<div id="bodywritingMenu" class="skinMenu no-numberify">
<<bodywritingMenu _args[0]>>
</div>
<div class="skinMenu">
<label data-target="options.images" data-disabledif="V.options.images===0">
<<checkbox "$options.bodywritingImages" false true autocheck>> Enable bodywriting images
</label>
</div>
<</widget>>
<<widget "bodywritingMenu">>
<<if Object.keys(_bodyWritingOptions[$bodywritingSet]).length gt 0>>
<span class="gold bold">Add Bodywriting:</span>
<br>
<<set _bodyPartOptions to {}>>
<<if _args[0] isnot undefined>>
<<set _bodyPartOptionsSkip to _args[0]>>
<<else>>
<<set _bodyPartOptionsSkip to ["back", "left_bottom", "right_bottom"]>>
<</if>>
<<for _label, _value range $skin>>
<<if _bodyPartOptionsSkip.includes(_label)>>
<<continue>>
<<elseif Object.keys(_value).length is 0>>
<<silently>><<bodypart _label>><</silently>>
<<set _bodyPartOptions[_text_output.toUpperFirst()] to _label>>
<</if>>
<</for>>
<<if $debug is 1>>
Write
<<listbox "_bodyWritingDebugSelected">>
<<optionsfrom _bodyWritingOptions[$bodywritingSet]>>
<</listbox>>
everywhere
<<link [[Confirm|$passage]]>>
<<set $mirrorMenu to "skin">>
<<for _part, _value range $skin>>
<<add_bodywriting _part _bodyWritingDebugSelected "pen">>
<</for>>
<</link>>
<br />
Write
<<listbox "_bodyWritingDebugSelected">>
<<optionsfrom _bodyWritingOptions[$bodywritingSet]>>
<</listbox>>
everywhere where it has custom sprites
<<link [[Confirm|$passage]]>>
<<set $mirrorMenu to "skin">>
<<for _part, _value range $skin>>
<<if _bodyWritingDebugSelected.sprites.includes(_part)>>
<<add_bodywriting _part _bodyWritingDebugSelected "pen">>
<</if>>
<</for>>
<</link>>
<br />
<br />
<</if>>
<<if Object.keys(_bodyPartOptions).length gt 0>>
Write
<<listbox "_bodyWritingSelected">>
<<optionsfrom _bodyWritingOptions[$bodywritingSet]>>
<</listbox>>
on your
<<listbox "_bodyPartSelected">>
<<optionsfrom _bodyPartOptions>>
<</listbox>>
<<link [[Confirm|$passage]]>>
<<set $mirrorMenu to "skin">>
<<set $bodyWritingSelected to Object.keys(_bodyWritingOptions[$bodywritingSet])[Object.values(_bodyWritingOptions[$bodywritingSet]).indexOf(_bodyWritingSelected)]>>
<<set $bodyPartSelected to _bodyPartSelected>>
<<add_bodywriting _bodyPartSelected _bodyWritingSelected "pen">>
<</link>>
<<else>>
You're not sure where else you can write an advertisement.
<</if>>
<<else>>
You have not unlocked any bodywriting options for this category yet.
<</if>>
<</widget>>
<<widget "hairDescription">>
You check your hair in the mirror.
<<if $hairtype is "default" and $fringetype is "default">>
Your hair is not currently styled. Your sides are positioned <<if $hairposition is "front">>in front of<<else>>behind<</if>> your body.
Your hair
<<if $hairgelBottles is undefined>><<set $hairgelBottles to 0>><</if>>
<<if $earsposition is "front">>
<span class="gold"> is tucked behind your ears</span>
<<else>>
<span class="gold">hangs in front of your ears</span>
<</if>>
and is
<<if $ruffledisable is "t">>
<mouse class = "gold tooltip-small" style="border-bottom-color:white">
fixed in place.
<span class="black">Your hairstyle cannot be ruined. <br> <i class="red">Selecting a new hairstyle will re-enable hair ruffling. <<print ($hairgelBottles is 0 ? "Hair gel can be acquired at the shops." : "Hair gel will need to be re-applied.")>></i></span>
</mouse>
<<else>>
<mouse class = "gold tooltip-small" style="border-bottom-color:white">
not fixed in place.
<span class="black">Certain situations may change your hair to a messier style. <br> <i class="teal">You can apply hair gel to disable hair ruffling.<<print ($hairgelBottles is 0 ? " Hair gel can be acquired at the shops." : "")>></i> </span>
</mouse>
<</if>>
<div class="no-numberify">
<<link [[Randomise your hairstyle|$passage]]>>
<<set _hairType to Object.values(_hairTypeByName)>>
<<set $hairtype to _hairType[random(0,_hairType.length - 1)]>>
<<set _fringeType to Object.values(_fringeTypeByName)>>
<<set $fringetype to _fringeType[random(0,_fringeType.length - 1)]>>
<<set $hairposition to ["front","back"][random(0,1)]>>
<</link>>
|
<<switch $hairposition>>
<<case "front">>
<<link "Position sides behind body">>
<<run State.setVar("$hairposition", "back")>>
<<run Engine.show()>>
<</link>>
<<case "back">>
<<link "Position sides in front of body">>
<<run State.setVar("$hairposition", "front")>>
<<run Engine.show()>>
<</link>>
<<default>>
<<link "Position sides in front of body">>
<<run State.setVar("$hairposition", "front")>>
<<run Engine.show()>>
<</link>>
<</switch>>
|
<<switch $earsposition>>
<<case "front">>
<<link "Position hair in front of ears">>
<<run State.setVar("$earsposition", "back")>>
<<run Engine.show()>>
<</link>>
<<case "back">>
<<link "Tuck hair behind ears">>
<<run State.setVar("$earsposition", "front")>>
<<run Engine.show()>>
<</link>>
<<default>>
<<link "Tuck hair behind ears">>
<<run State.setVar("$earsposition", "front")>>
<<run Engine.show()>>
<</link>>
<</switch>>
|
<<switch $tfearsposition>>
<<case "front">>
<<link "Position hair in front of TF ears">>
<<run State.setVar("$tfearsposition", "back")>>
<<run Engine.show()>>
<</link>>
<<case "back">>
<<link "Tuck hair behind TF ears">>
<<run State.setVar("$tfearsposition", "front")>>
<<run Engine.show()>>
<</link>>
<<default>>
<<link "Tuck hair behind TF ears">>
<<run State.setVar("$tfearsposition", "front")>>
<<run Engine.show()>>
<</link>>
<</switch>>
|
<<switch $tfearshatposition>>
<<case "through">>
<<link "Tuck ears under hats">>
<<run State.setVar("$tfearshatposition", "under")>>
<<run Engine.show()>>
<</link>>
<<case "under">>
<<link "Poke ears through hats">>
<<run State.setVar("$tfearshatposition", "through")>>
<<run Engine.show()>>
<</link>>
<<default>>
<<link "Tuck ears under hats">>
<<run State.setVar("$tfearshatposition", "under")>>
<<run Engine.show()>>
<</link>>
<</switch>>
|
<<switch $browsposition>>
<<case "front">>
<<link "Position brows behind hair">>
<<run State.setVar("$browsposition", "back")>>
<<run Engine.show()>>
<</link>>
<<case "back">>
<<link "Position brows in front of hair">>
<<run State.setVar("$browsposition", "front")>>
<<run Engine.show()>>
<</link>>
<<default>>
<<link "Position brows behind hair">>
<<run State.setVar("$browsposition", "back")>>
<<run Engine.show()>>
<</link>>
<</switch>>
<br><br>
</div>
<<else>>
<<if $hairtype is "default">>
Currently, your fringe is in the <span class="gold">$fringetype</span> style. Your sides are left <span class="gold">natural</span> and are positioned <<if $hairposition is "front">>in front of<<else>>behind<</if>> your body.
<<elseif $fringetype is "default">>
Currently, your fringe is left <span class="gold">natural</span>. Your sides are in the <span class="gold">$hairtype</span> style and are positioned <<if $hairposition is "front">>in front of<<else>>behind<</if>> your body.
<<else>>
Currently, your fringe is in the <span class="gold">$fringetype</span> style. Your sides are in the <span class="gold">$hairtype</span> style and are positioned <<if $hairposition is "front">>in front of<<else>>behind<</if>> your body.
<</if>>
Your hair
<<if $hairgelBottles is undefined>><<set $hairgelBottles to 0>><</if>>
<<if $earsposition is "front">>
<span class="gold"> is tucked behind your ears</span>
<<else>>
<span class="gold">hangs in front of your ears</span>
<</if>>
and is
<<if $ruffledisable is "t">>
<mouse class = "gold tooltip-small" style="border-bottom-color:white">
fixed in place.
<span class="black">Your hairstyle cannot be ruined. <br> <i class="red">Selecting a new hairstyle will re-enable hair ruffling. <<print ($hairgelBottles is 0 ? "Hair gel can be acquired at the shops." : "Hair gel will need to be re-applied.")>></i></span>
</mouse>
<<else>>
<mouse class = "gold tooltip-small" style="border-bottom-color:white">
not fixed in place.
<span class="black">Certain situations may change your hair to a messier style. <br> <i class="teal">You can apply hair gel to disable hair ruffling.<<print ($hairgelBottles is 0 ? " Hair gel can be acquired at the shops." : "")>></i> </span>
</mouse>
<</if>>
<div class="no-numberify">
<<link [[Randomise your hairstyle|$passage]]>>
<<set _hairType to Object.values(_hairTypeByName)>>
<<set $hairtype to _hairType[random(0,_hairType.length - 1)]>>
<<set _fringeType to Object.values(_fringeTypeByName)>>
<<set $fringetype to _fringeType[random(0,_fringeType.length - 1)]>>
<<set $hairposition to ["front","back"][random(0,1)]>>
<</link>>
|
<<switch $hairposition>>
<<case "front">>
<<link "Position sides behind body">>
<<run State.setVar("$hairposition", "back")>>
<<run Engine.show()>>
<</link>>
<<case "back">>
<<link "Position sides in front of body">>
<<run State.setVar("$hairposition", "front")>>
<<run Engine.show()>>
<</link>>
<<default>>
<<link "Position sides in front of body">>
<<run State.setVar("$hairposition", "front")>>
<<run Engine.show()>>
<</link>>
<</switch>>
|
<<switch $earsposition>>
<<case "front">>
<<link "Position hair in front of ears">>
<<run State.setVar("$earsposition", "back")>>
<<run Engine.show()>>
<</link>>
<<case "back">>
<<link "Tuck hair behind ears">>
<<run State.setVar("$earsposition", "front")>>
<<run Engine.show()>>
<</link>>
<<default>>
<<link "Tuck hair behind ears">>
<<run State.setVar("$earsposition", "front")>>
<<run Engine.show()>>
<</link>>
<</switch>>
|
<<switch $tfearsposition>>
<<case "front">>
<<link "Position hair in front of TF ears">>
<<run State.setVar("$tfearsposition", "back")>>
<<run Engine.show()>>
<</link>>
<<case "back">>
<<link "Tuck hair behind TF ears">>
<<run State.setVar("$tfearsposition", "front")>>
<<run Engine.show()>>
<</link>>
<<default>>
<<link "Tuck hair behind TF ears">>
<<run State.setVar("$tfearsposition", "front")>>
<<run Engine.show()>>
<</link>>
<</switch>>
|
<<switch $tfearshatposition>>
<<case "through">>
<<link "Tuck ears under hats">>
<<run State.setVar("$tfearshatposition", "under")>>
<<run Engine.show()>>
<</link>>
<<case "under">>
<<link "Poke ears through hats">>
<<run State.setVar("$tfearshatposition", "through")>>
<<run Engine.show()>>
<</link>>
<<default>>
<<link "Tuck ears under hats">>
<<run State.setVar("$tfearshatposition", "under")>>
<<run Engine.show()>>
<</link>>
<</switch>>
|
<<switch $browsposition>>
<<case "front">>
<<link "Position brows behind hair">>
<<run State.setVar("$browsposition", "back")>>
<<run Engine.show()>>
<</link>>
<<case "back">>
<<link "Position brows in front of hair">>
<<run State.setVar("$browsposition", "front")>>
<<run Engine.show()>>
<</link>>
<<default>>
<<link "Position brows behind hair">>
<<run State.setVar("$browsposition", "back")>>
<<run Engine.show()>>
<</link>>
<</switch>>
<br><br>
</div>
<</if>>
<</widget>>
<<widget "mirrorHair">>
<<mirroricon>><<link "Back">><<handheldon>><<updatesidebarimg>><<replace #mirror>><<mirrorMenu>><</replace>><<numberify "#passages > .passage">><<unset $mirrorMenu>><</link>>
<<shopClothingFilterSettingsDefault>> /* Due to reusing the traits filtering */
<br><br>
<div id="hairDescription">
<<hairDescription>>
</div>
<div id="hairgelLinks">
<<hairgelLinks>>
</div>
<br>
<<set _hairTypeByName to {}>>
<<run setup.hairstyles.sides.sort((a, b) => {
if (a.name === "natural") return -1;
if (b.name === "natural") return 1;
return a.name.localeCompare(b.name);
}).forEach(style => {
if (!V.shopClothingFilter.active || !V.shopClothingFilter.traits.length || style.type.find(type => V.shopClothingFilter.traits.includes(type))) {
T.hairTypeByName[style.name] = style.variable;
}
})>>
<<set _fringeTypeByName to {}>>
<<run setup.hairstyles.fringe.sort((a, b) => {
if (a.name === "natural") return -1;
if (b.name === "natural") return 1;
return a.name.localeCompare(b.name);
}).forEach(style => {
if (!V.shopClothingFilter.active || !V.shopClothingFilter.traits.length || style.type.find(type => V.shopClothingFilter.traits.includes(type))) {
T.fringeTypeByName[style.name] = style.variable;
}
})>>
<div id="hairContainer">
<div id="hairContainerHeader" class="no-numberify">
<<mirrorhairdisplayLinks "hair">>
</div>
<<mirrorhairdisplay "$hairtype" "sides">>
</div>
<br><br>
<</widget>>
<<widget "hairgelLinks">>
<div class="no-numberify">
<<link [[($showMannequins ? "Hide" : "Show") + " Mannequins"|$passage]]>><<set $showMannequins to 1 - ($showMannequins or 0)>><</link>>
<mouse class="tooltip-small linkBlue">(?)<span>Disable preview images for hairstyles. <i class="red">Enabling mannequins may cause performance issues on some devices.</i></span></mouse>
<<if $hairgelBottles isnot undefined and $hairgelBottles gte 1>>
| <<hairdressericon "gel">>
<<if $ruffledisable is "f">>
<<link "Apply hair gel">><<replace #hairDescription>><<hairgelApply>><</replace>><<replace #hairgelDesc>><<hairgelDesc>><</replace>><<replace#hairgelLinks>><<hairgelLinks>><</replace>><</link>>
|
<</if>>
<div id="hairgelDesc" style="display:inline"><<hairgelDesc>></div>
<</if>>
</div>
<</widget>>
<<widget "hairgelApply">>
<<if $leftarm isnot "bound" and $rightarm isnot "bound">>
<<set $ruffledisable to "t">>
<<set $hairgelBottles += -1>>
<</if>>
<<hairDescription>>
<<if $leftarm is "bound" and $rightarm is "bound">>
<span class="red">Both of your arms are bound</span>, and you find it difficult to do anything about your hair this way.
<hr>
<<else>>
<<wearProp "hairgel">><<updatesidebarimg>>
You squirt a hefty dollop of hair gel onto your hand and slick it through your hair. By the time you're finished, your hairstyle is securely in place, and the small bottle is empty. <span class="pink">If you decide to change up your hairstyle, you'll need to <<print ($hairgelBottles is 0) ? "acquire" : "apply">> more.</span>
<hr>
<</if>>
<</widget>>
<<widget "hairgelDesc">>
You have <span class="gold">$hairgelBottles</span> <<print ($hairgelBottles is 1) ? "bottle" : "bottles">> of hair gel remaining.
<</widget>>
<<widget "mirrorhairdisplay">>
<<if _hairCategory isnot _args[0]>>
<<set _perPage to $showMannequins ? 14 : 100>>
<<set _page to 1>>
<</if>>
<<set _hairCategory to _args[0]>>
<<mirrorhairOptions _args[1]>>
<div id="hairContainerElements">
<<mirrorhairdisplayElements _hairOptions>>
</div>
<div id="hairContainerPages" class="no-numberify">
<<mirrorhairControls _args[1]>>
</div>
<</widget>>
<<widget "mirrorhairControls">>
<<if $showMannequins>>
<div id="hairContainerFooter">
<div class="tab">
<<if _page gt 1>>
<<button '<span class="fa-icon fa-left"></span> Previous'>>
<<if _page gt 1>><<set _page-->><</if>>
<<mirrorhairOptions _args[0]>>
<<replace "#hairContainerElements">><<mirrorhairdisplayElements _hairOptions>><</replace>>
<<replace "#hairContainerPages">><<mirrorhairControls _args[0]>><</replace>>
<</button>>
<</if>>
</div>
<div class="tab">
<<if _page lt _pageMax>>
<<button 'Next <span class="fa-icon fa-right"></span>'>>
<<if _page lt _pageMax>><<set _page++>><</if>>
<<mirrorhairOptions _args[0]>>
<<replace "#hairContainerElements">><<mirrorhairdisplayElements _hairOptions>><</replace>>
<<replace "#hairContainerPages">><<mirrorhairControls _args[0]>><</replace>>
<</button>>
<</if>>
</div>
<div class="tab">
<div id="buttonpage">
<<button '_page/_pageMax'>>
<</button>>
</div>
</div>
</div>
<</if>>
<</widget>>
<<widget "mirrorhairTraits">>
<div id="hairContainerFilter">
<div class="tab">
<<button "<span class='fa-icon fa-check'></span> Apply">>
<<set $shopClothingFilter.active = true>>
<<run updateMoment()>>
<</button>>
<<button "<span class='fa-icon fa-reset'></span> Reset Filters">>
<<shopClothingFilterReset>>
<<replace "#hairContainerTraits">><<mirrorHairTraitList>><</replace>>
<<run updateMoment()>>
<</button>>
<<button "<span class='fa-icon fa-selected'></span> Select/Deselect All">>
<<run toggleAllHairTraitsFilter()>>
<</button>>
</div>
</div>
<</widget>>
<<widget "mirrorhairOptions">>
<<set _hairOptions to {}>>
<<run setup.hairstyles[_args[0]].forEach(style => {
if (!V.shopClothingFilter.active || !V.shopClothingFilter.traits.length || style.type.find(type => V.shopClothingFilter.traits.includes(type))) T.hairOptions[style.name] = style.variable;
})>>
<<set _pageMax to Math.ceil(Object.keys(_hairOptions).length / _perPage)>>
<<run Object.keys(_hairOptions).forEach((key, index) => {
if (!between(index, T.perPage * (T.page - 1), (T.perPage * T.page) - 1)) {
delete T.hairOptions[key];
}
})>>
<</widget>>
<<widget "mirrorhairdisplayLinks">>
<div class="tab">
<span @class="_args[0] is 'hair' ? 'tab-selected' : 'tab'">
<<button "Sides">>
<<replace "#hairContainer">>
<div id="hairContainerHeader" class="no-numberify">
<<mirrorhairdisplayLinks "hair">>
</div>
<<mirrorhairdisplay "$hairtype" "sides">>
<</replace>>
<</button>>
</span>
</div>
<div class="tab">
<span @class="_args[0] is 'fringe' ? 'tab-selected' : ''">
<<button "Fringe">>
<<replace "#hairContainer">>
<div id="hairContainerHeader" class="no-numberify">
<<mirrorhairdisplayLinks "fringe">>
</div>
<<mirrorhairdisplay "$fringetype" "fringe">>
<</replace>>
<</button>>
</span>
</div>
<div class="tab">
<span @class="_args[0] is 'style' ? 'tab-selected' : ''">
<<button "Save/Load">>
<<replace "#hairContainer">>
<div id="hairContainerHeader" class="no-numberify">
<<mirrorhairdisplayLinks "style">>
</div>
<<mirrorhairdisplaySave>>
<</replace>>
<</button>>
<div id="hairContainerSave" class="no-numberify">
</div>
</span>
</div>
<div class="tab">
<span @class="_args[0] is 'filter' ? 'tab-selected' : ''">
<<button "Filters">>
<<replace "#hairContainer">>
<div id="hairContainerHeader" class="no-numberify">
<<mirrorhairdisplayLinks "filter">>
</div>
<<mirrorhairdisplayFilter>>
<</replace>>
<</button>>
</span>
</div>
<</widget>>
<<widget "mirrorhairdisplayElements">>
<div id="hairGridSides" class="no-numberify hairGrid">
<<for _label, _hairName range _args[0]>>
<<capture _hairCategory, _hairName>>
<div @id="'hairGrid-' + _hairCategory.replace('$','') + '-' + _hairName.replace(/ /g,'')" @class="'gridItem' + (_hairName is V[_hairCategory.replace('$','')] ? ' selectedHair' : '')" @onclick="`wikifier('mirrorhairdisplayClick', '${T.hairCategory.replace('$','')}', '${T.hairName.replace(/ /g,'_')}');`">
<<if $options.images is 1 and $showMannequins is 1>>
<<selectmodel "main">>
<<set _modeloptions.tanningEnabled to false>>
<<set _modeloptions.skin_type = Skin.color.natural>>
<<set _modeloptions.skin_tone = Skin.color.tan>>
<<set _modeloptions.freckles = $player.freckles == true and $makeup.concealer != 1>>
<<set _modeloptions.left_eye = $makeup.eyelenses.left != 0 ? $makeup.eyelenses.left : $leftEyeColour>>
<<set _modeloptions.right_eye = $makeup.eyelenses.right != 0 ? $makeup.eyelenses.right : $rightEyeColour>>
<<set _modeloptions.mouth to 'neutral'>>
<<set _modeloptions.hair_colour = $haircolour>>
<<set _modeloptions.hair_fringe_colour = $hairfringecolour>>
<<set _modeloptions.hair_fringe_colour_gradient = $hairFringeColourGradient>>
<<set _modeloptions.hair_fringe_colour_style = $hairFringeColourStyle>>
<<set _modeloptions.hair_colour_gradient = $hairColourGradient>>
<<set _modeloptions.hair_colour_style = $hairColourStyle>>
<<set _modeloptions.hair_sides_length to $hairlengthstage>>
<<set _modeloptions.hair_sides_position to $hairposition>>
<<set _modeloptions.hair_fringe_length to $fringelengthstage>>
<<if _hairCategory is "$hairtype">>
<<set _modeloptions.hair_sides_type to _hairName>>
<<set _modeloptions.hair_fringe_type to $fringetype>>
<<else>>
<<set _modeloptions.hair_fringe_type to _hairName>>
<<set _modeloptions.hair_sides_type to $hairtype>>
<</if>>
<<set _modeloptions.ears_position to $earsposition>>
<<rendermodel "hairstyleMannequin">>
<br>
<</if>>
<<print toTitleCase(_label)>>
</div>
<</capture>>
<</for>>
</div>
<</widget>>
<<widget "mirrorhairdisplayClick">>
<<if _args[0] and _args[1]>>
<<if Object.values(_hairOptions).includes(V[_args[0]])>>
<<set _id to "#hairGrid-" + _args[0] + "-" + V[_args[0]].replace(/ /g,"")>>
<<removeclass _id "selectedHair">>
<</if>>
<<set V[_args[0]] to _args[1].replace(/_/g," ")>>
<<set _id2 to "#hairGrid-" + _args[0] + "-" + _args[1].replace(/_/g,"")>>
<<set $ruffledisable to "f">>
<<addclass _id2 "selectedHair">>
<<updatesidebarimg>>
<<replace #hairDescription>><<hairDescription>><</replace>>
<<replace #hairgelLinks>><<hairgelLinks>><</replace>>
<</if>>
<</widget>>
<<widget "mirrorhairdisplaySave">>
<div id="hairContainerHairstyle">
<<mirrorHairSaveOptions>>
</div>
<div id="hairContainerSave" class="no-numberify">
<<mirrorHairSave>>
</div>
<</widget>>
<<widget "mirrorHairSaveOptions">>
<<if !$savedHairStyles>>
<<set $savedHairStyles to {
Default: { hairtype:$hairtype, fringetype:$fringetype, hairposition:$hairposition }
}>>
<</if>>
<div class="no-numberify saveHair">
<span class="bold">Select a hairstyle:</span>
<hr style="border:none;margin:.25em 0">
<<set _savedHairStylesKeys to Object.keys($savedHairStyles)>>
<<if _savedHairStylesKeys.length gt 0>>
<<listbox '_selectedSavedHairStyle'>>
<<optionsfrom _savedHairStylesKeys>>
<</listbox>>
<</if>>
<br>
</div>
<div class="no-numberify saveHair">
<span class="bold" style="margin:.25em 0">Create a new hairstyle:</span>
<hr style="border:none;margin:.25em 0">
<label>Name: <<textbox "_hairStyleName" "">></label>
<mouse class="tooltip linkBlue"> (?)<span>Saves your current hairstyle, so it may be worn later. Duplicate names will overwrite existing styles.</span></mouse>
<span id="textbox-error"></span>
</div>
<</widget>>
<<widget "mirrorhairdisplayFilter">>
<div id="hairContainerTraits" class="no-numberify">
<<mirrorHairTraitList>>
</div>
<div id="hairContainerFilter">
<<mirrorhairTraits>>
</div>
<</widget>>
<<widget "mirrorHairTraitList">>
<<set _shopLocation to "mirrorhair">>
<div class="hairGridTraits">
<div class="traitCategory">
<<set _textureTraits to ["curly", "sleek", "wavy", "textured"]>>
<span class="gold" style="padding-left:5px">Texture:</span>
<<for _trait range _textureTraits.sort()>>
<<silently>><< _trait>><</silently>>
<<set _traitObj to setup.shopDetails[_trait]>>
<div class="filters-trait-row">
<label>
<<set _checked = $shopClothingFilter.traits.includes(_trait) ? 'checked="checked"' : ''>>
<<clothingtrait _trait 'display_normal'>>
<<print '<input type="checkbox" @id="_trait" @value="_trait" ' + _checked + ' onclick="window.shopClothingFilterToggleTrait(this.value)">'>>
<<if !_traitObj.desc>>
<<print _traitObj.name>>
<<else>>
<mouse class = "tooltip-small">
<<print _traitObj.name>>
<span class="black"><<print _traitObj.desc>></span>
</mouse>
<</if>>
</label>
</div>
<</for>>
</div>
<div class="traitCategory">
<span class="gold" style="padding-left:5px">Style:</span>
<<set _styleTraits to ["braids", "buns", "pigtails", "ponytail"]>>
<<for _trait range _styleTraits.sort()>>
<<silently>><< _trait>><</silently>>
<<set _traitObj to setup.shopDetails[_trait]>>
<div class="filters-trait-row">
<label>
<<set _checked = $shopClothingFilter.traits.includes(_trait) ? 'checked="checked"' : ''>>
<<clothingtrait _trait 'display_normal'>>
<<print '<input type="checkbox" @id="_trait" @value="_trait" ' + _checked + ' onclick="window.shopClothingFilterToggleTrait(this.value)">'>>
<<if !_traitObj.desc>>
<<print _traitObj.name>>
<<else>>
<mouse class = "tooltip-small">
<<print _traitObj.name>>
<span class="black"><<print _traitObj.desc>></span>
</mouse>
<</if>>
</label>
</div>
<</for>>
</div>
<div class="traitCategory">
<span class="gold" style="padding-left:5px">Other</span>
<<set _otherTraits to ["loose","short"]>>
<<for _trait range _otherTraits.sort()>>
<<silently>><< _trait>><</silently>>
<<set _traitObj to setup.shopDetails[_trait]>>
<div class="filters-trait-row">
<label>
<<set _checked = $shopClothingFilter.traits.includes(_trait) ? 'checked="checked"' : ''>>
<<clothingtrait _trait 'display_normal'>>
<<print '<input type="checkbox" @id="_trait" @value="_trait" ' + _checked + ' onclick="window.shopClothingFilterToggleTrait(this.value)">'>>
<<if !_traitObj.desc>>
<<print _traitObj.name>>
<<else>>
<mouse class = "tooltip-small">
<<print _traitObj.name>>
<span class="black"><<print _traitObj.desc>></span>
</mouse>
<</if>>
</label>
</div>
<</for>>
</div>
</div>
<</widget>>
<<widget "mirrorHairSave">>
<div class="hairContainerSave">
<<if _savedHairStylesKeys.length gt 0>>
<div class="tab">
<<button '<span class="fa-icon fa-check"></span> Wear'>>
<<set $hairtype to $savedHairStyles[_selectedSavedHairStyle].hairtype>>
<<set $fringetype to $savedHairStyles[_selectedSavedHairStyle].fringetype>>
<<set $hairposition to $savedHairStyles[_selectedSavedHairStyle].hairposition>>
<<set $ruffledisable to "f">>
<<updatesidebarimg>>
<</button>>
<<button '<span class="fa-icon fa-overwrite"></span> Overwrite'>>
<<set $savedHairStyles[_selectedSavedHairStyle].hairtype to $hairtype>>
<<set $savedHairStyles[_selectedSavedHairStyle].fringetype to $fringetype>>
<<set $savedHairStyles[_selectedSavedHairStyle].hairposition to $hairposition>>
<<updatesidebarimg>>
<</button>>
<<button '<span class="fa-icon fa-delete"></span> Delete'>>
<<if _selectedSavedHairStyle isnot "Default">>
<<run $outfit.forEach((o) => {
if(o.hairStyle === T.selectedSavedHairStyle){
o.hairStyle = undefined;
}
})>>
<<run delete $savedHairStyles[_selectedSavedHairStyle]>>
<<updatesidebarimg>>
<<replace #hairContainerHairstyle>><<mirrorHairSaveOptions>><</replace>>
<</if>>
<</button>>
<<button '<span class="fa-icon fa-save"></span> Save'>>
<<if _hairStyleName is "">>
<<replace "#textbox-error">><br> <span class="red">Please enter a name.</span><</replace>>
<<else>>
<<replace "#textbox-error">><</replace>>
<<set _hairStyleName to _hairStyleName.replace(/[^a-zA-Z\u4e00-\u9fa50-9_-]+/g,"").substring(0,30)>>
<<set $savedHairStyles[_hairStyleName] to { hairtype:$hairtype, fringetype:$fringetype, hairposition:$hairposition }>>
<<replace #hairContainerHairstyle>><<mirrorHairSaveOptions>><</replace>>
<</if>>
<</button>>
</div>
<<else>>
<div class="tab">
<<button '<span class="fa-icon fa-save"></span> Save'>>
<<if _hairStyleName is "">>
<<replace "#textbox-error">><br> <span class="red">Please enter a name.</span><</replace>>
<<else>>
<<replace "#textbox-error">><</replace>>
<<set _hairStyleName to _hairStyleName.replace(/[^a-zA-Z\u4e00-\u9fa50-9_-]+/g,"").substring(0,30)>>
<<set $savedHairStyles[_hairStyleName] to { hairtype:$hairtype, fringetype:$fringetype, hairposition:$hairposition }>>
<<replace #hairContainerHairstyle>><<mirrorHairSaveOptions>><</replace>>
<</if>>
<</button>>
</div>
<</if>>
</div>
<</widget>>
<<widget "mirrorMakeupPart">>
<<set _itemType = _args[0]>>
<<set _items = $makeup.owned[_itemType].filter(x => x.count > 0)>>
<<if $makeup.owned[_itemType].length == 0>>
<<cosmeticsicon _itemType>> You don't own any _itemType.
<<elseif _items.length == 0>>
You ran out of _itemType.
<br>
<</if>>
<<if _items.length != 0 or $makeup[_itemType] != 0>>
<<cosmeticsicon _itemType>>
<span class="gold bold"><<= _itemType.toUpperFirst()>>:</span>
<<if $makeup[_itemType] != 0>>
<<capture _itemType>>
<span class="no-numberify">
<<link "Remove">>
<<if _itemType is "eyelenses">>
<!-- A safety check for $makeup.eyelenses -->
<<set $makeup.eyelenses to { left: 0, right: 0 }>>
<<else>>
<<set $makeup[_itemType] to 0>>
<</if>>
<<if _itemType == 'mascara'>>
<<set $makeup.mascara_running = 0>>
<</if>>
<<run Engine.show()>>
<</link>>
</span>
<</capture>>
<</if>>
<div class="makeupList no-numberify capitalize">
<<for _i, _item range _items>>
<span @class="$makeup[_itemType] == _item.colour ? 'makeupWorn' : 'makeupItem'">
<<capture _item, _itemType>>
<<set _name to
`_item.colour <span @class="_itemType+'-'+_item.colour.replace(/ /g, '-')"><span class="colour-sample"></span></span>
× _item.count`>>
<<button _name>>
<<handheldon>>
<<if _itemType is "lipstick">>
<<set _colour to _item.colour is "dark red" ? "jewel red" : _item.colour is "orange" ? "tangerine" : _item.colour>>
<<wearProp _itemType _colour>>
<<else>>
<<wearProp _itemType>>
<</if>>
<<if $makeup[_itemType] !== _item.colour>>
<<set $makeup[_itemType] = _item.colour>>
<<set _item.count -= 1>>
<<if _itemType == 'mascara'>>
<<set $makeup.mascara_running = 0>>
<</if>>
<<run Engine.show()>>
<</if>>
<</button>>
<</capture>>
</span>
<</for>>
</div>
<</if>>
<</widget>>
<<widget "mirrorMakeup">>
<<mirroricon>><<link "Back">><<replace #mirror>><<mirrorMenu>><</replace>><<numberify "#passages > .passage">><<unset $mirrorMenu>><</link>>
<br><br>
<div class="settingsGrid">
<div class="settingsHeader">Makeup</div>
<<set _makeup to []>>
<<if $makeup.lipstick isnot 0>>
<<run _makeup.push($makeup.lipstick + " lipstick")>>
<</if>>
<<if $makeup.eyeshadow isnot 0>>
<<run _makeup.push($makeup.eyeshadow + " eyeshadow")>>
<</if>>
<<if $makeup.blusher isnot 0>>
<<run _makeup.push($makeup.blusher + " blusher")>>
<</if>>
<<if $makeup.mascara isnot 0>>
<<run _makeup.push($makeup.mascara + " mascara")>>
<</if>>
<<if $makeup.concealer is 1>>
<<run _makeup.push("concealer")>>
<</if>>
<<set _makeupNames to ["lipstick","eyeshadow","mascara","blusher","browscolour","eyelenses"]>>
<<set _makeupData to ["lipstick","eyeshadow","mascara","blusher","hairdye","eyelenses"]>>
<<set _ownsMakeup to _makeupData.some(item => $makeup.owned[item].some(colour => colour.count > 0))>>
<<set _removableMakeup to _makeup.length gt 1 or (_makeup.length is 1 and _makeup[0] isnot "concealer")>>
<div class="settingsToggleItemWide">
<<if _makeup.length gt 0>>
You are wearing <<=_makeup.reduce( (a, b, i, array) => a + ( i < array.length - 1 ? ', ' : (array.length > 2 ? ', and ' : ' and ') ) + b)>>.
<<else>>
You are not wearing any makeup.
<</if>>
<<if _ownsMakeup or _makeup.length gt 0 or $player.freckles == true>>
<br><br>
Makeup:
<</if>>
<<if _removableMakeup>>
<<link [[Remove all|$passage]]>>
<<set $makeup.lipstick to 0>>
<<set $makeup.eyeshadow to 0>>
<<set $makeup.mascara to 0>>
<<set $makeup.blusher to 0>>
<<set $makeup.eyelenses to { left: 0, right: 0 }>>
<<set $makeup.mascara_running to 0>>
<</link>>
<<if _makeup.includes("concealer")>>
<mouse class="tooltip linkBlue">(?)<span>Will not remove concealer.</span></mouse>
<</if>>
|
<</if>>
<<if _ownsMakeup>>
<<link [[Randomise|$passage]]>>
<<for _i to 0; _i lt _makeupNames.length; _i++>>
<<set _ownedMakeup to $makeup.owned[_makeupData[_i]]>>
<<if _makeupNames[_i] is "eyelenses">>
<<set _rng to random(0, _ownedMakeup.length)>>
<<set _lens to _rng is _ownedMakeup.length ? 0 : _ownedMakeup[_rng]>>
<<set $makeup.eyelenses to { left: _lens, right: _lens }>>
<<else>>
<<set _rngset to []>>
<<for _label, _value range _ownedMakeup>>
<<if _value.count gt 0>>
<<run _rngset.push(_label)>>
<</if>>
<</for>>
<<run _rngset.push(_ownedMakeup.length)>>
<<set _rng to _rngset[random(0, _rngset.length - 1)]>>
<<if _rng is _ownedMakeup.length and _makeupNames[_i] is "browscolour">>
/*Do Nothing*/
<<elseif _rng is _ownedMakeup.length>>
<<set $makeup[_makeupNames[_i]] to 0>>
<<elseif _ownedMakeup[_rng].count gt 0 and $makeup[_makeupNames[_i]] isnot _ownedMakeup[_rng].colour>>
<<set $makeup[_makeupNames[_i]] to _ownedMakeup[_rng].colour>>
<<set _ownedMakeup[_rng].count-->>
<</if>>
<</if>>
<</for>>
<</link>>
<</if>>
/* CONCEALER */
<<if $player.freckles == true>>
<<if _ownsMakeup>>|<</if>>
<<if $makeup.concealer == 0>>
<<link "Hide freckles with concealer">>
<<set $makeup.concealer = 1>>
<<run Engine.show()>>
<</link>>
<<else>>
<<link "Remove concealer">>
<<set $makeup.concealer = 0>>
<<run Engine.show()>>
<</link>>
<</if>>
<</if>>
<<if $makeup.presets is undefined>>
<<set $makeup.presets to {}>>
<</if>>
<<if Object.keys($makeup.presets).length gt 0>>
<br>
Presets:
<<for _label, _value range $makeup.presets>>
<<capture _label>>
<<link _label>>
<<replace "#makeupPresets">>
<<makeupPresets _label>>
<</replace>>
<</link>>
<<if _value lt Object.keys($makeup.presets).length -1>>|<</if>>
<</capture>>
<</for>>
<div id="makeupPresets"></div>
<</if>>
</div>
<div class="settingsToggleItem">
<<mirrorMakeupPart "lipstick">>
</div>
<div class="settingsToggleItem">
<<mirrorMakeupPart "eyeshadow">>
</div>
<div class="settingsToggleItem">
<<mirrorMakeupPart "mascara">>
</div>
<div class="settingsToggleItem">
<<mirrorMakeupPart "blusher">>
</div>
<div class="settingsToggleItemWide">
<span class="gold bold">New Makeup Preset</span>
<br>
Saves the makeup you currently have equipped.
<br>
<<textbox "_newPresetName" "">>
<br>
<<link [[Save preset|$passage]]>>
<<set _newPresetName to _newPresetName.replace(/[^a-zA-Z\u4e00-\u9fa5 0-9]+/g,"")>>
<<set $makeup.presets[_newPresetName] to {
lipstick:clone($makeup.lipstick),
eyeshadow:clone($makeup.eyeshadow),
mascara:clone($makeup.mascara),
blusher:clone($makeup.blusher),
browscolour:clone($makeup.browscolour),
eyelenses:clone($makeup.eyelenses),
}>>
<</link>>
</div>
<<if !$simpleMirror>>
<div class="settingsToggleItemWide">
<<cosmeticsicon "contacts">>
<<if $makeup.owned.eyelenses.length == 0 and $makeup.owned.custom_eyelenses.length == 0>>
You don't own any contact lenses.
<<else>>
<span class="gold bold">Contact Lenses:</span>
<<if $makeup.eyelenses.left != 0 || $makeup.eyelenses.right != 0>>
<span class="no-numberify">
<<link "Remove">>
<<set $makeup.eyelenses = { left: 0, right: 0 }>>
<<run Engine.show()>>
<</link>>
</span>
<br>
You are wearing
<<if $makeup.eyelenses.left is $makeup.eyelenses.right>>
<<= $makeup.eyelenses.left>> contacts.
<<elseif $makeup.eyelenses.left != 0 and $makeup.eyelenses.right != 0>>
<<= $makeup.eyelenses.left>> contacts in your left eye and <<= $makeup.eyelenses.right>> contacts in your right eye.
<<else>>
<<set _lens to $makeup.eyelenses.left != 0 ? $makeup.eyelenses.left : $makeup.eyelenses.right>>
<<set _eye to $makeup.eyelenses.left != 0 ? "left" : "right">>
<<= _lens>> contacts in your <<= _eye>> eye. Your <<= _eye is "left" ? "right" : "left">> eye is your natural <<= _eye is "left" ? $rightEyeColour : $leftEyeColour>> colour.
<</if>>
<<else>>
<br>
You are not wearing any contact lenses.
<</if>>
<br><br>
Put contacts in:
<label><<radiobutton "_contact_eye_selected" "Both" checked>> Both eyes</label> |
<label><<radiobutton "_contact_eye_selected" "Left eye">> Left eye</label> |
<label><<radiobutton "_contact_eye_selected" "Right eye">> Right eye</label>
<br>
<div class="makeupList no-numberify capitalize">
<<for _i, _colour range $makeup.owned.eyelenses>>
<<switch _contact_eye_selected>>
<<default>><<set _eye to "left">>
<</switch>>
<span class="makeupItem">
<<capture _colour>>
<<set _contactName to
`_colour <span @class="'eye-'+_colour.replace(/ /g, '-')"><span class="colour-sample bgcolour-eyes left-"></span></span>`>>
<<button _contactName>>
<<handheldon 1>>
<<if _contact_eye_selected == "Both">>
<<set $makeup.eyelenses = { left: _colour, right: _colour }>>
<<elseif _contact_eye_selected == "Left eye">>
<<set $makeup.eyelenses.left = _colour>>
<<elseif _contact_eye_selected == "Right eye">>
<<set $makeup.eyelenses.right = _colour>>
<</if>>
<<run Engine.show()>>
<</button>>
<</capture>>
</span>
<</for>>
/* I wish a fiery death on whoever made the custom contacts */
<<for _i = 0; _i < $makeup.owned.custom_eyelenses.length; _i++>>
<<run _colour = $makeup.owned.custom_eyelenses[_i]>>
<<for _e = 0; _e < $custom_eyecolours.length; _e++>>
<<if $custom_eyecolours[_e].variable == $makeup.owned.custom_eyelenses[_i]>>
<<set _background_colour to clone($custom_eyecolours[_e].canvasfilter.blend)>>
<</if>>
<</for>>
<span class="makeupItem">
<<capture _colour _background_colour>>
<<set _colourSpaced to window.colorNameTranslate(_colour, "spaced name")>>
<<set _customName to
`_colourSpaced [C] <span class="eye-custom"><span @style="'background:'+_background_colour" class="colour-sample"></span></span>`>>
<<button _customName>>
<<if _contact_eye_selected == "Both">>
<<set $makeup.eyelenses = { left:_colour, right:_colour }>>
<<elseif _contact_eye_selected == "Left eye">>
<<set $makeup.eyelenses.left = _colour>>
<<elseif _contact_eye_selected == "Right eye">>
<<set $makeup.eyelenses.right = _colour>>
<</if>>
<<run Engine.show()>>
<</button>>
<</capture>>
</span>
<</for>>
</div>
<</if>>
</div>
/* WHY IS THIS IN THE BEDROOM AND NOT THE BATHROOM WITH THE PUBIC HAIR DYE? WHY IS IT SAVED WITH MAKEUP PRESETS? */
<div class="settingsToggleItemWide">
<<cosmeticsicon "dyes">>
<<set _dyes = $makeup.owned.hairdye.filter(x => x.count > 0)>>
<<if _dyes.length == 0>>
You have no hair dye to dye your eyebrows with.
<<else>>
<span class="gold bold">Eyebrow Colour:</span>
<br>
<<if $mirror_eyebrow_dye is true>>
<<handheldon 1>>
<<wearProp "hairdye">>
<<unset $mirror_eyebrow_dye>>
You open up the box with <<= setup.colours.hair_map[$browsDyeOption].name>> dye and prepare the mixture. Using a small brush, you carefully apply the dye to your eyebrows. You wait several minutes for the dye to set and hope you didn't mess up anything.
<<set $makeup.owned.hairdye.find(x => x.colour == $browsDyeOption).count -= 1>><<set $makeup.browscolour = $browsDyeOption>><<unset $browsDyeOption>>
<hr>
<</if>>
<<if $makeup.browscolour != 0>>
Your brows are coloured with <<hairmapcolourtext $makeup.browscolour>> hair dye. Visit a hairdresser to restore them to their natural <<hairmapcolourtext $naturalhaircolour>> colour.
<<else>>
Your brows are their natural <<hairmapcolourtext $naturalhaircolour>> colour.
<</if>>
<br><br>
Dying your eyebrows will take <span class="gold">0:15</span> minutes.
<br>
<div class="makeupList no-numberify capitalize">
<<for _i to 0; _i lt _dyes.length; _i++>>
<<if $makeup.browscolour is _dyes[_i].colour or $naturalhaircolour is _dyes[_i].colour>>
<<continue>>
<</if>>
<<set _displayName = (_dyes[_i].colour in setup.colours.hair_map ? setup.colours.hair_map[_dyes[_i].colour].name : _dyes[_i].colour.charAt(0).toUpperCase() + _dyes[_i].colour.slice(1)) + " ×" + _dyes[_i].count + " ">>
<<set _dyeName to _displayName + `<span @class="'hair-' + _dyes[_i].colour.replace(/ /g, '-')"><span class="colour-sample bgcolour-hair colour-hair"></span>`>>
<<capture _dyes, _i>>
<<button _dyeName>>
<<set $mirror_eyebrow_dye to true>><<pass 15>>
<<set $browsDyeOption to _dyes[_i].colour>>
<<run Engine.show()>>
<</button>>
<</capture>>
<</for>>
</div>
<</if>>
</div>
<</if>>
</div>
<</widget>>
<<widget "makeupPresets">>
<<set _presetChosen to $makeup.presets[_args[0]]>>
Preset: <<print _args[0]>>
<br>
<<for $_label, $_value range _presetChosen>>
<<switch $_label>>
<<case "browscolour">>
Eyebrow Dye: <<makeupPresetsItem "hairdye" $_value>>
<<case "lipstick">>
Lipstick: <<makeupPresetsItem $_label $_value>>
<<case "eyeshadow">>
Eyeshadow: <<makeupPresetsItem $_label $_value>>
<<case "mascara">>
Mascara: <<makeupPresetsItem $_label $_value>>
<<case "blusher">>
Blusher: <<makeupPresetsItem $_label $_value>>
<<case "eyelenses">>
Contact Lenses: <<makeupPresetsItem $_label $_value>>
<</switch>>
<br>
<</for>>
<br>
<<link [[Apply preset makeup|$passage]]>>
<<for $_makeupName range _makeupNames>>
<<set _preset to _presetChosen[$_makeupName]>>
<<if $_makeupName is "eyelenses">>
<<if _preset.left is 0 and _preset.right is 0>>
<<set $makeup.eyelenses to { left:0, right:0 }>>
<<elseif $makeup.owned.eyelenses.includes(_preset.left) and $makeup.owned.eyelenses.includes(_preset.right)>>
<<set $makeup.eyelenses to _preset>>
<<elseif $makeup.owned.custom_eyelenses.includes(_preset.left) and $makeup.owned.custom_eyelenses.includes(_preset.right)>>
<<set $makeup.eyelenses to _preset>>
<</if>>
<<elseif _preset is 0 and $_makeupName is "hairdye">>
/*Do Nothing*/
<<elseif _preset is 0>>
<<set $makeup[$_makeupName] to 0>>
<<else>>
<<set $_makeupName2 to ($_makeupName is "browscolour" ? "hairdye" : $_makeupName)>>
<<set $_target to $makeup.owned[$_makeupName2].find(invMakeup => invMakeup.colour is _preset and invMakeup.colour isnot $makeup[$_makeupName] and invMakeup.count gt 0)>>
<<if $_target>>
<<set $makeup[$_makeupName] to clone($_target.colour)>>
<<set $_target.count-->>
<</if>>
<</if>>
<</for>>
<</link>> |
<<link [[Delete preset|$passage]]>>
<<run delete $makeup.presets[_args[0]]>>
<</link>>
<</widget>>
<<widget "makeupPresetsItem">>
<<if _args[0] isnot undefined and _args[1] isnot undefined>>
<<if _args[1] is 0 and _args[0] is "hairdye">>
<span class="green">Natural</span>
<<elseif _args[1] is 0>>
None
<<else>>
<<if _args[0] is "eyelenses">>
<<if _args[1].left == 0 && _args[1].right == 0>>
None
<<elseif _args[1].left == _args[1].right>>
<span class="green"><<print _args[1].left.toUpperFirst()>> (Owned)</span>
<<else>>
<span class="green"><<print _args[1].left.toUpperFirst() + "(Left), " + _args[1].right.toUpperFirst()+" (Right)">></span>
<</if>>
<<else>>
<<for $_i to 0; $_i lt $makeup.owned[_args[0]].length; $_i++>>
<<if $makeup.owned[_args[0]][$_i].colour is _args[1]>>
<<if $makeup.owned[_args[0]][$_i].count gt 0>>
<span class="green"><<print _args[1].toUpperFirst()>> (<<print "×"+$makeup.owned[_args[0]][$_i].count>>)</span>
<<else>>
<span class="red"><<print _args[1].toUpperFirst()>> (× 0)</span>
<</if>>
<<break>>
<</if>>
<</for>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "browsColourPreview">>
<span id="browsColourPreview">
<<if $browsDyeOption isnot "noChange">>
<span @class="'hair-' + $browsDyeOption.replace(/ /g, '-')">
<span class="colour-sample bgcolour-hair colour-hair"></span>
</span>
<br><<link [[Dye eyebrows (0:15)|$passage]]>><<set $mirror_eyebrow_dye to true>><<pass 15>><</link>>
<</if>>
</span>
<</widget>>
<<widget "mirrorTransformation">>
<<mirroricon>><<link "Back">><<replace #mirror>><<mirrorMenu>><</replace>><<numberify "#passages > .passage">><<unset $mirrorMenu>><</link>>
<br><br>
/* Hiding parts of your Inner Self will slowly increase your Trauma over time (excludes pubes and pits).
If your Trauma gets too high, you will be unable to hide.
<br><br> */
__Genome Dump__
<br>
<<link "Reset Transformation">><<set $mirrorMenu to "genomedump">><<replace #mirror>><<mirrorDisplay>><</replace>><<numberify "#passages > .passage">><</link>>
<br><br>
<<tfcheck>>
<<set _angel to $transformationParts.angel>>
<<set _fallen to $transformationParts.fallenAngel>>
<<set _demon to $transformationParts.demon>>
<<set _cat to $transformationParts.cat>>
<<set _cow to $transformationParts.cow>>
<<set _bear to $transformationParts.bear>>
<<set _wolf to $transformationParts.wolf>>
<<set _bird to $transformationParts.bird>>
<<set _fox to $transformationParts.fox>>
<<set _bunny to $transformationParts.bunny>>
<<set _traits to $transformationParts.traits>>
<<set _angelFullCheck to ($angel gte 6) or $angeltf is 1>>
<<set _fallenFullCheck to ($fallenangel gte 2) or $fallenangeltf is 1>>
<<set _fallenPlusFullCheck to ($fallenangel gte 4) or $fallenangelplustf is 1>>
<<set _demonFullCheck to ($demon gte 6) or $demontf is 1>>
<<set _catFullCheck to ($cat gte 6) or $cattf is 1>>
<<set _cowFullCheck to ($cow gte 6) or $cowtf is 1>>
<<set _bearFullCheck to ($bear gte 6) or $beartf is 1>>
<<set _wolfFullCheck to ($wolfgirl gte 6) or $wolftf is 1>>
<<set _birdFullCheck to ($harpy gte 6) or $harpytf is 1>>
<<set _foxFullCheck to ($fox gte 6) or $foxtf is 1>>
<<set _bunnyFullCheck to ($bunny gte 6) or $bunnytf is 1>>
<<set _angelPartialCheck to ($angel gte 4) or $angeltf is 1>>
<<set _demonPartialCheck to ($demon gte 4) or $demontf is 1>>
<<set _catPartialCheck to ($cat gte 4) or $cattf is 1>>
<<set _cowPartialCheck to ($cow gte 4) or $cowtf is 1>>
<<set _bearPartialCheck to ($bear gte 4) or $beartf is 1>>
<<set _wolfPartialCheck to ($wolfgirl gte 4) or $wolftf is 1>>
<<set _birdPartialCheck to ($harpy gte 4) or $harpytf is 1>>
<<set _foxPartialCheck to ($fox gte 4) or $foxtf is 1>>
<<set _bunnyPartialCheck to ($bunny gte 4) or $bunnytf is 1>>
<<set _angelInitialCheck to ($angel gte 2) or $angeltf is 1>>
<<set _demonInitialCheck to ($demon gte 2) or $demontf is 1>>
<<set _catInitialCheck to ($cat gte 2) or $cattf is 1>>
<<set _cowInitialCheck to ($cow gte 2) or $cowtf is 1>>
<<set _bearInitialCheck to ($bear gte 2) or $beartf is 1>>
<<set _wolfInitialCheck to ($wolfgirl gte 2) or $wolftf is 1>>
<<set _birdInitialCheck to ($harpy gte 2) or $harpytf is 1>>
<<set _foxInitialCheck to ($fox gte 2) or $foxtf is 1>>
<<set _bunnyInitialCheck to ($bunny gte 2) or $bunnytf is 1>>
<<if _wolfInitialCheck or _catInitialCheck or _cowFullCheck or _bearFullCheck or $harpy gte 3 or $harpytf is 1 or $fox gte 3 or $foxtf is 1 or (_demonPartialCheck and $exhibitionism gte 95)>>
__Traits__<br>
<<if _wolfInitialCheck or _catInitialCheck or _foxInitialCheck or _bearInitialCheck>>
Fangs: <<checkbox "_traits.fangs" "disabled" "default" autocheck>><br>
<</if>>
<<if _catInitialCheck or _birdInitialCheck or _foxInitialCheck>>
Sharp Eyes: <<checkbox "_traits.sharpEyes" "disabled" "default" autocheck>><br>
<</if>>
<<if _cowFullCheck>>
Double Semen/Milk:
<<if $semen_max isnot 6000>>
<<link [[Set|$passage]]>><<set $semen_max to 6000>><<set $milk_max to 6000>><</link>>
<<else>>
<<link [[Clear|$passage]]>><<set $semen_max to 3000>><<set $milk_max to 3000>><</link>>
<</if>>
<br>
<</if>>
<<if $harpy gte 3 or $harpytf is 1 or $fox gte 3 or $foxtf is 1>>
Mate for Life: <<checkbox "_traits.mateForLife" "disabled" "default" autocheck>><br>
<</if>>
<<if _bunnyInitialCheck>>
Strong Feet: <<checkbox "_traits.strongFeet" "disabled" "default" autocheck>><br>
<</if>>
<<if _demonPartialCheck and hasSexStat("exhibitionism", 6)>>
Flaunting when exposed: <<checkbox "_traits.flaunting" "disabled" "default" autocheck>><br>
<</if>>
<<if $cat gte 7 or $cattf is 1>>
Heterochromia:
<<if _cat.heterochromia isnot "default">>
<<link [[Set|$passage]]>><<set _cat.heterochromia = "default">><<run window.determineCatEyeStages()>><<set $original_colour = [$leftEyeColour, $rightEyeColour]>><<catHeterochromiaTF 3>><<updatesidebarimg>><</link>>
<<else>>
<<link [[Clear|$passage]]>><<set _cat.heterochromia = "disabled">><<set $leftEyeColour to $original_colour[0]>><<set $rightEyeColour to $original_colour[1]>><<catHeterochromiaTF 0>><<updatesidebarimg>><</link>>
<</if>>
<br><br>
<</if>>
<<if $DoLPTFBuffs is 1>>
<<if _wolfFullCheck>>
Spirit of the Wild: <<checkbox "$TFWolfBuffs" 0 1 autocheck>><br>
<</if>>
<<if _catFullCheck>>
Felinous Mischief: <<checkbox "$TFCatBuffs" 0 1 autocheck>><br>
<</if>>
<<if _cowFullCheck>>
Nature's Nurturer: <<checkbox "$TFCowBuffs" 0 1 autocheck>><br>
<</if>>
<<if _bearFullCheck>>
Ursine Strength: <<checkbox "$TFBearBuffs" 0 1 autocheck>><br>
<</if>>
<<if _birdFullCheck>>
Sky's Embrace: <<checkbox "$TFBirdBuffs" 0 1 autocheck>><br>
<</if>>
<<if _foxFullCheck>>
Vixen's Guile: <<checkbox "$TFFoxBuffs" 0 1 autocheck>><br>
<</if>>
<<if _bunnyFullCheck>>
Lapine Celerity: <<checkbox "$TFBunnyBuffs" 0 1 autocheck>><br>
<</if>>
<</if>>
<br>
<</if>>
/* Cheeks */
<<set _options = {}>>
<<set _options["None"] = 0>>
<<if $fox gte 5 or $foxtf is 1>>
<<set _options["Fox"] = ["fox", "default"]>>
<<if _fox.cheeks is "default">>
<<set _cheeksChoice to _options["Fox"]>>
<</if>>
<</if>>
<<if _wolfFullCheck>>
<<set _options["Wolf"] = ["wolf", "feral"]>>
<<if _wolf.cheeks is "feral">>
<<set _cheeksChoice to _options["Wolf"]>>
<</if>>
<</if>>
<<if !_cheeksChoice>>
<<set _cheeksChoice to 0>>
<</if>>
<<if Object.keys(_options).length > 1>>
<label>Cheeks:
<div class="tf-cheeks">
<<listbox "_cheeksChoice" autoselect>>
<<optionsfrom _options>>
<</listbox>>
</div>
</label>
<br>
<</if>>
/* Malar */
<<set _options = {}>>
<<set _options["None"] = 0>>
<<if _birdInitialCheck>>
<<set _options["Bird"] = ["bird", "default"]>>
<<if _bird.malar is "default">>
<<set _malarChoice to _options["Bird"]>>
<</if>>
<</if>>
<<if !_malarChoice>>
<<set _malarChoice to 0>>
<</if>>
<<if Object.keys(_options).length > 1>>
<label>Malar:
<div class="tf-malar">
<<listbox "_malarChoice" autoselect>>
<<optionsfrom _options>>
<</listbox>>
</div>
</label>
<br>
<</if>>
/* Pits */
<<set _options = {}>>
<<set _options["None"] = 0>>
<<if $pbdisable is "f">>
<<if _wolfPartialCheck>>
<<set _options["Wolf"] = ["wolf", "default"]>>
<<if _wolf.pits is "default">>
<<set _pitsChoice to _options["Wolf"]>>
<</if>>
<</if>>
<</if>>
<<if !_pitsChoice>>
<<set _pitsChoice to 0>>
<</if>>
<<if Object.keys(_options).length > 1>>
<label>Pits:
<div class="tf-pits">
<<listbox "_pitsChoice" autoselect>>
<<optionsfrom _options>>
<</listbox>>
</div>
</label>
<br>
<</if>>
/* Plumage and Fur */
<<set _options = {}>>
<<set _options["None"] = 0>>
<<if _bearPartialCheck>>
<<set _options["Bear"] = ["bear", "default"]>>
<<if _bear.plumage is "default">>
<<set _plumageChoice to _options["Bear"]>>
<</if>>
<</if>>
<<if _birdPartialCheck>>
<<set _options["Bird"] = ["bird", "default"]>>
<<if _bird.plumage is "default">>
<<set _plumageChoice to _options["Bird"]>>
<</if>>
<</if>>
<<if !_plumageChoice>>
<<set _plumageChoice to 0>>
<</if>>
<<if Object.keys(_options).length > 1>>
<label>Plumage and Fur:
<div class="tf-plumage">
<<listbox "_plumageChoice" autoselect>>
<<optionsfrom _options>>
<</listbox>>
</div>
</label>
<br>
<</if>>
/* Pubes */
<<set _options = {}>>
<<set _options["None"] = 0>>
<<if $pbdisable is "f">>
<<if _bearFullCheck>>
<<set _options["Bear"] = ["bear", "default"]>>
<<if _bear.pubes is "default">>
<<set _pubesChoice to _options["Bear"]>>
<</if>>
<</if>>
<<if _birdPartialCheck>>
<<set _options["Bird"] = ["bird", "default"]>>
<<if _bird.pubes is "default">>
<<set _pubesChoice to _options["Bird"]>>
<</if>>
<</if>>
<<if _wolfPartialCheck>>
<<set _options["Wolf"] = ["wolf", "default"]>>
<<if _wolf.pubes is "default">>
<<set _pubesChoice to _options["Wolf"]>>
<</if>>
<</if>>
<</if>>
<<if !_pubesChoice>>
<<set _pubesChoice to 0>>
<</if>>
<<if Object.keys(_options).length > 1>>
<label>Pubes:
<div class="tf-pubes">
<<listbox "_pubesChoice" autoselect>>
<<optionsfrom _options>>
<</listbox>>
</div>
</label>
<br>
<</if>>
/* Ears */
<<set _options = {}>>
<<set _options["None"] = 0>>
<<if _bearFullCheck>>
<<set _options["Bear"] = ["bear", "default"]>>
<<if _bear.ears is "default">>
<<set _earsChoice to _options["Bear"]>>
<</if>>
<</if>>
<<if _bunnyPartialCheck>>
<<set _options["Bunny"] = ["bunny", "default"]>>
<<if _bunny.ears is "default">>
<<set _earsChoice to _options["Bunny"]>>
<</if>>
<</if>>
<<if _catPartialCheck>>
<<set _options["Cat"] = ["cat", "default"]>>
<<if _cat.ears is "default">>
<<set _earsChoice to _options["Cat"]>>
<</if>>
<</if>>
<<if _cowPartialCheck>>
<<set _options["Cow"] = ["cow", "default"]>>
<<set _options["Cow Spotted Black"] = ["cow", "spotted black"]>>
<<set _options["Cow Spotted Brown"] = ["cow", "spotted brown"]>>
<<if _cow.ears is "default">>
<<set _earsChoice to _options["Cow"]>>
<<elseif _cow.ears is "spotted black">>
<<set _earsChoice to _options["Cow Spotted Black"]>>
<<elseif _cow.ears is "spotted brown">>
<<set _earsChoice to _options["Cow Spotted Brown"]>>
<</if>>
<</if>>
<<if _foxPartialCheck>>
<<set _options["Fox"] = ["fox", "default"]>>
<<if _fox.ears is "default">>
<<set _earsChoice to _options["Fox"]>>
<</if>>
<</if>>
<<if _wolfPartialCheck>>
<<set _options["Wolf Default"] = ["wolf", "default"]>>
<<set _options["Wolf Feral"] = ["wolf", "feral"]>>
<<if _wolf.ears is "default">>
<<set _earsChoice to _options["Wolf Default"]>>
<<elseif _wolf.ears is "feral">>
<<set _earsChoice to _options["Wolf Feral"]>>
<</if>>
<</if>>
<<if !_earsChoice>>
<<set _earsChoice to 0>>
<</if>>
<<if Object.keys(_options).length > 1>>
<label>Ears:
<div class="tf-ears">
<<listbox "_earsChoice" autoselect>>
<<optionsfrom _options>>
<</listbox>>
</div>
</label>
<br>
<</if>>
/* Eyes */
<<set _options = {}>>
<<set _options["None"] = 0>>
<<if _catInitialCheck or _birdInitialCheck or _foxInitialCheck>>
<<set _options["Bird"] = ["bird", "default"]>>
<<if _bird.eyes is "default">>
<<set _eyesChoice to _options["Bird"]>>
<</if>>
<</if>>
<<if !_eyesChoice>>
<<set _eyesChoice to 0>>
<</if>>
<<if Object.keys(_options).length > 1>>
<label>Eyes:
<div class="tf-eyes">
<<listbox "_eyesChoice" autoselect>>
<<optionsfrom _options>>
<</listbox>>
</div>
</label>
<br>
<</if>>
/* Halo */
<<set _options = {}>>
<<set _options["None"] = 0>>
<<if _angelPartialCheck>>
<<set _options["Angel Default"] = ["angel", "default"]>>
<<set _options["Angel Traditional"] = ["angel", "traditional"]>>
<<if _angel.halo is "default">>
<<set _haloChoice to _options["Angel Default"]>>
<<elseif _angel.halo is "traditional">>
<<set _haloChoice to _options["Angel Traditional"]>>
<</if>>
<</if>>
<<if $fallenangel gte 1 or $fallenangeltf is 1>>
<<set _options["Fallen Angel Default"] = ["fallenAngel", "default"]>>
<<set _options["Fallen Angel Traditional"] = ["fallenAngel", "traditional"]>>
<<if _fallen.halo is "default">>
<<set _haloChoice to _options["Fallen Angel Default"]>>
<<elseif _fallen.halo is "traditional">>
<<set _haloChoice to _options["Fallen Angel Traditional"]>>
<</if>>
<</if>>
<<if !_haloChoice>>
<<set _haloChoice to 0>>
<</if>>
<<if Object.keys(_options).length > 1>>
<label>Halo:
<div class="tf-halo">
<<listbox "_haloChoice" autoselect>>
<<optionsfrom _options>>
<</listbox>>
</div>
</label>
<br>
<</if>>
/* Divine Horns */
<<set _options = {}>>
<<set _options["None"] = 0>>
<<if _demonInitialCheck>>
<<set _options["Demon Default"] = ["demon", "default"]>>
<<set _options["Demon Succubus"] = ["demon", "succubus"]>>
<<set _options["Demon Classic"] = ["demon", "classic"]>>
<<if _demon.horns is "default">>
<<set _divineHornsChoice to _options["Demon Default"]>>
<<elseif _demon.horns is "succubus">>
<<set _divineHornsChoice to _options["Demon Succubus"]>>
<<elseif _demon.horns is "classic">>
<<set _divineHornsChoice to _options["Demon Classic"]>>
<</if>>
<</if>>
<<if !_divineHornsChoice>>
<<set _divineHornsChoice to 0>>
<</if>>
<<if Object.keys(_options).length > 1>>
<label>Divine Horns:
<div class="tf-divine-horns">
<<listbox "_divineHornsChoice" autoselect>>
<<optionsfrom _options>>
<</listbox>>
<<gencolourselector "_demon.horns_colour">>
</div>
</label>
<br>
<</if>>
/* Horns */
<<set _options = {}>>
<<set _options["None"] = 0>>
<<if _cowInitialCheck>>
<<set _options["Cow"] = ["cow", "default"]>>
<<if _cow.horns is "default">>
<<set _hornsChoice to _options["Cow"]>>
<</if>>
<</if>>
<<if !_hornsChoice>>
<<set _hornsChoice to 0>>
<</if>>
<<if Object.keys(_options).length > 1>>
<label>Horns:
<div class="tf-horns">
<<listbox "_hornsChoice" autoselect>>
<<optionsfrom _options>>
<</listbox>>
</div>
</label>
<br>
<</if>>
/* Divine Tail */
<<set _options = {}>>
<<set _options["None"] = 0>>
<<if _demonPartialCheck>>
<<set _options["Demon Default"] = ["demon", "default"]>>
<<set _options["Demon Succubus"] = ["demon", "succubus"]>>
<<set _options["Demon Classic"] = ["demon", "classic"]>>
<<if _demon.tail is "default">>
<<set _divineTailChoice to _options["Demon Default"]>>
<<elseif _demon.tail is "succubus">>
<<set _divineTailChoice to _options["Demon Succubus"]>>
<<elseif _demon.tail is "classic">>
<<set _divineTailChoice to _options["Demon Classic"]>>
<</if>>
<</if>>
<<if !_divineTailChoice>>
<<set _divineTailChoice to 0>>
<</if>>
<<if Object.keys(_options).length > 1>>
<label>Divine Tail:
<div class="tf-divine-tail">
<<listbox "_divineTailChoice" autoselect>>
<<optionsfrom _options>>
<</listbox>>
<<gencolourselector "_demon.tail_colour">>
</div>
</label>
<br>
<</if>>
/* Tail */
<<set _options = {}>>
<<set _options["None"] = 0>>
<<if _bearPartialCheck>>
<<set _options["Bear"] = ["bear", "default"]>>
<<if _bear.tail is "default">>
<<set _tailChoice to _options["Bear"]>>
<</if>>
<</if>>
<<if _birdPartialCheck>>
<<set _options["Bird"] = ["bird", "default"]>>
<<if _bird.tail is "default">>
<<set _tailChoice to _options["Bird"]>>
<</if>>
<</if>>
<<if _bunnyFullCheck>>
<<set _options["Bunny"] = ["bunny", "default"]>>
<<if _bunny.tail is "default">>
<<set _tailChoice to _options["Bunny"]>>
<</if>>
<</if>>
<<if _catFullCheck>>
<<set _options["Cat"] = ["cat", "default"]>>
<<if _cat.tail is "default">>
<<set _tailChoice to _options["Cat"]>>
<</if>>
<</if>>
<<if _cowFullCheck>>
<<set _options["Cow"] = ["cow", "default"]>>
<<set _options["Cow Black"] = ["cow", "black"]>>
<<if _cow.tail is "default">>
<<set _tailChoice to _options["Cow"]>>
<<elseif _cow.tail is "black">>
<<set _tailChoice to _options["Cow Black"]>>
<</if>>
<</if>>
<<if _foxFullCheck>>
<<set _options["Fox"] = ["fox", "default"]>>
<<if _fox.tail is "default">>
<<set _tailChoice to _options["Fox"]>>
<</if>>
<</if>>
<<if _wolfFullCheck>>
<<set _options["Wolf Default"] = ["wolf", "default"]>>
<<set _options["Wolf Feral"] = ["wolf", "feral"]>>
<<if _wolf.tail is "default">>
<<set _tailChoice to _options["Wolf Default"]>>
<<elseif _wolf.tail is "feral">>
<<set _tailChoice to _options["Wolf Feral"]>>
<</if>>
<</if>>
<<if !_tailChoice>>
<<set _tailChoice to 0>>
<</if>>
<<if Object.keys(_options).length > 1>>
<label>Tail:
<div class="tf-tail">
<<listbox "_tailChoice" autoselect>>
<<optionsfrom _options>>
<</listbox>>
</div>
</label>
<br>
<</if>>
/* Divine Wings */
<<set _options = {}>>
<<set _options["None"] = 0>>
<<if _angelFullCheck>>
<<set _options["Angel Default"] = ["angel", "default"]>>
<<set _options["Angel Classic"] = ["angel", "classic"]>>
<<if _angel.wings is "default">>
<<set _divineWingsChoice to _options["Angel Default"]>>
<<elseif _angel.wings is "classic">>
<<set _divineWingsChoice to _options["Angel Classic"]>>
<</if>>
<</if>>
<<if _demonFullCheck>>
<<set _options["Demon Default"] = ["demon", "default"]>>
<<set _options["Demon Succubus"] = ["demon", "succubus"]>>
<<if _demon.wings is "default">>
<<set _divineWingsChoice to _options["Demon Default"]>>
<<elseif _demon.wings is "succubus">>
<<set _divineWingsChoice to _options["Demon Succubus"]>>
<</if>>
<</if>>
<<if _fallenFullCheck>>
<<set _options["Fallen Angel Default"] = ["fallenAngel", "default"]>>
<<set _options["Fallen Angel Classic"] = ["fallenAngel", "classic"]>>
<<if _fallen.wings is "default">>
<<set _divineWingsChoice to _options["Fallen Angel Default"]>>
<<elseif _fallen.wings is "classic">>
<<set _divineWingsChoice to _options["Fallen Angel Classic"]>>
<</if>>
<</if>>
<<if _fallenPlusFullCheck>>
<<set _options["Fallen Angel Default"] = ["fallenAngel", "fallenplus"]>>
<<set _options["Fallen Angel Classic"] = ["fallenAngel", "classicfallenplus"]>>
<<if _fallen.wings is "fallenplus">>
<<set _divineWingsChoice to _options["Fallen Angel Default"]>>
<<elseif _fallen.wings is "classicfallenplus">>
<<set _divineWingsChoice to _options["Fallen Angel Classic"]>>
<</if>>
<</if>>
<<if !_divineWingsChoice>>
<<set _divineWingsChoice to 0>>
<</if>>
<<if Object.keys(_options).length > 1>>
<label>Divine Wings:
<div class="tf-divine-wings">
<<listbox "_divineWingsChoice" autoselect>>
<<optionsfrom _options>>
<</listbox>>
<<gencolourselector "_demon.wings_colour">>
</div>
</label>
<br>
<</if>>
/* Wings */
<<set _options = {}>>
<<set _options["None"] = 0>>
<<if _birdFullCheck>>
<<set _options["Bird"] = ["bird", "default"]>>
<<if _bird.wings is "default">>
<<set _wingsChoice to _options["Bird"]>>
<</if>>
<</if>>
<<if !_wingsChoice>>
<<set _wingsChoice to 0>>
<</if>>
<<if Object.keys(_options).length > 1>>
<label>Wings:
<div class="tf-wings">
<<listbox "_wingsChoice" autoselect>>
<<optionsfrom _options>>
<</listbox>>
</div>
</label>
<br>
<</if>>
/* Chimera */
<<set $_chimeraOptions to {
"demoncat_tail" : !["disabled", "hidden"].includesAny(_demon.tail, _cat.tail),
"demonharpy_wings" : !["disabled", "hidden"].includesAny(_demon.wings, _bird.wings)
}>>
<<set $_chimeraEnabled to Object.values($_chimeraOptions).some(o => o) ? "" : " hide">>
<div @class="'chimera' + $_chimeraEnabled">
Chimera:
<div class="tf-chimera">
<<if $_chimeraOptions.demoncat_tail>>
/* Using demon cat chimera tail. */
<label>Demon cat tail:
<<listbox "$chimera.demoncat.tail" autoselect>>
<<option "Show" true>>
<<option "Hide" false>>
<</listbox>>
</label>
<br>
<</if>>
<<if $_chimeraOptions.demonharpy_wings>>
/* Using demon harpy chimera wings. */
<label>Demon harpy wings:
<<listbox "$chimera.demonharpy.wings" autoselect>>
<<option "Show" true>>
<<option "Hide" false>>
<</listbox>>
</label>
<</if>>
</div>
</div>
<<if ($traumatized isnot undefined)>>
__Trauma__<br>
<<link [[Set|$passage]]>><<set $traumaeyes to true>><<updatesidebarimg>><</link>> / <<link [[Clear|$passage]]>><<set $traumaeyes to false>><<updatesidebarimg>><</link>><br>
<br>
<</if>>
<div class="no-numberify">
<<if !["demon", "cow"].every(transform => T[transform].horns is "disabled")>>
<<switch $hornslayer>>
<<case "front">>
<<link "Prioritise headwear over horns">>
<<run State.setVar("$hornslayer", "back")>>
<<run Engine.show()>>
<</link>>
<<case "back">>
<<link "Prioritise horns over headwear">>
<<run State.setVar("$hornslayer", "front")>>
<<run Engine.show()>>
<</link>>
<<default>>
<<link "Prioritise horns over headwear">>
<<run State.setVar("$hornslayer", "front")>>
<<run Engine.show()>>
<</link>>
<</switch>>
<br>
<</if>>
<<if !["demon", "cat", "cow", "bear", "wolf", "bird", "fox"].every(transform => T[transform].tail is "disabled")>>
<<switch $taillayer>>
<<case "front">>
<<link "Push tail back">>
<<run State.setVar("$taillayer", "back")>>
<<run Engine.show()>>
<</link>>
<<case "back">>
<<link "Move tail forward">>
<<run State.setVar("$taillayer", "front")>>
<<run Engine.show()>>
<</link>>
<<default>>
<<link "Push tail back">>
<<run State.setVar("$taillayer", "back")>>
<<run Engine.show()>>
<</link>>
<</switch>>
<br>
<</if>>
<<if !["angel", "fallen", "demon", "bird"].every(transform => T[transform].wings is "disabled")>>
<<switch $wingslayer>>
<<case "front">>
<<link "Push wings behind">>
<<run State.setVar("$wingslayer", "back")>>
<<run Engine.show()>>
<</link>>
<<case "back">>
<<link "Move wings forward">>
<<run State.setVar("$wingslayer", "front")>>
<<run Engine.show()>>
<</link>>
<<default>>
<<link "Push wings behind">>
<<run State.setVar("$wingslayer", "back")>>
<<run Engine.show()>>
<</link>>
<</switch>>
<br>
<</if>>
</div>
<<if _isMenuEnabled>>
<details class="expandMenu">
<summary class="expandMenu">Custom Colours</summary>
<div class="menuWarning">
You haven't chosen any transformation parts! Select the checkboxes for the parts you'd like to recolour.
</div>
<div class="menuContent hidden">
<<set _options to ['ffffff', 'ff0000', '00ff00', '0000ff', '590099', '000000']>>
<<gencoloursquares _options>>
<<gencolourpicker>>
</div>
</details>
<</if>>
<br>
<<link "Top of Page">>
<<script>>
document.body.scrollTop = 0;
document.documentElement.scrollTop = 0;
<</script>>
<</link>>
<br>
/*
<<link [[Confirm|$passage]]>>
<<set $mirrorMenu to "transformation">>
/* <<if _cat.heterochromia is "hidden">>
<<catHeterochromiaTF "hide">>
<<elseif $cat gte 7 and $cat lte 10>>
<<catHeterochromiaTF `$cat - 7`>>
<</if>>
<</link>>
*/
<!-- Attach an event to every listbox item to update the PC on the sidebar. -->
<<script>>
jQuery('.passage').on('change', 'div.tf-cheeks select.macro-listbox', function (e) {
Wikifier.wikifyEval('<<clearcheeks>><<if _cheeksChoice isnot 0>><<set $transformationParts[_cheeksChoice[0]].cheeks = _cheeksChoice[1]>><</if>><<updatesidebarimg true>>');
});
jQuery('.passage').on('change', 'div.tf-malar select.macro-listbox', function (e) {
Wikifier.wikifyEval('<<clearmalar>><<if _malarChoice isnot 0>><<set $transformationParts[_malarChoice[0]].malar = _malarChoice[1]>><</if>><<updatesidebarimg true>>');
});
jQuery('.passage').on('change', 'div.tf-pits select.macro-listbox', function (e) {
Wikifier.wikifyEval('<<clearpits>><<if _pitsChoice isnot 0>><<set $transformationParts[_pitsChoice[0]].pits = _pitsChoice[1]>><</if>><<updatesidebarimg true>>');
});
jQuery('.passage').on('change', 'div.tf-plumage select.macro-listbox', function (e) {
Wikifier.wikifyEval('<<clearplumage>><<if _plumageChoice isnot 0>><<set $transformationParts[_plumageChoice[0]].plumage = _plumageChoice[1]>><</if>><<updatesidebarimg true>>');
});
jQuery('.passage').on('change', 'div.tf-ears select.macro-listbox', function (e) {
Wikifier.wikifyEval('<<clearears>><<if _earsChoice isnot 0>><<set $transformationParts[_earsChoice[0]].ears = _earsChoice[1]>><</if>><<updatesidebarimg true>>');
});
jQuery('.passage').on('change', 'div.tf-eyes select.macro-listbox', function (e) {
Wikifier.wikifyEval('<<cleareyes>><<if _eyesChoice isnot 0>><<set $transformationParts[_eyesChoice[0]].eyes = _eyesChoice[1]>><</if>><<updatesidebarimg true>>');
});
jQuery('.passage').on('change', 'div.tf-halo select.macro-listbox', function (e) {
Wikifier.wikifyEval('<<clearhalo>><<if _haloChoice isnot 0>><<set $transformationParts[_haloChoice[0]].halo = _haloChoice[1]>><</if>><<updatesidebarimg true>>');
});
jQuery('.passage').on('change', 'div.tf-divine-horns select.macro-listbox', function (e) {
Wikifier.wikifyEval('<<cleardivinehorns>><<if _divineHornsChoice isnot 0>><<set $transformationParts[_divineHornsChoice[0]].horns = _divineHornsChoice[1]>><</if>><<updatesidebarimg true>>');
});
jQuery('.passage').on('change', 'div.tf-horns select.macro-listbox', function (e) {
Wikifier.wikifyEval('<<clearhorns>><<if _hornsChoice isnot 0>><<set $transformationParts[_hornsChoice[0]].horns = _hornsChoice[1]>><</if>><<updatesidebarimg true>>');
});
jQuery('.passage').on('change', 'div.tf-divine-tail select.macro-listbox', function (e) {
Wikifier.wikifyEval('<<cleardivinetail>><<if _divineTailChoice isnot 0>><<set $transformationParts[_divineTailChoice[0]].tail = _divineTailChoice[1]>><</if>><<updatesidebarimg true>>');
});
jQuery('.passage').on('change', 'div.tf-tail select.macro-listbox', function (e) {
Wikifier.wikifyEval('<<cleartail>><<if _tailChoice isnot 0>><<set $transformationParts[_tailChoice[0]].tail = _tailChoice[1]>><</if>><<updatesidebarimg true>>');
});
jQuery('.passage').on('change', 'div.tf-divine-wings select.macro-listbox', function (e) {
Wikifier.wikifyEval('<<cleardivinewings>><<updateFly>><<if _divineWingsChoice isnot 0>><<set $transformationParts[_divineWingsChoice[0]].wings = _divineWingsChoice[1]>><</if>><<updatesidebarimg true>>');
});
jQuery('.passage').on('change', 'div.tf-wings select.macro-listbox', function (e) {
Wikifier.wikifyEval('<<clearwings>><<updateFly>><<if _wingsChoice isnot 0>><<set $transformationParts[_wingsChoice[0]].wings = _wingsChoice[1]>><</if>><<updatesidebarimg true>>');
});
jQuery('.passage').on('change', 'div.tf-chimera select.macro-listbox', function (e) {
Wikifier.wikifyEval('<<updatesidebarimg true>>');
});
<</script>>
<</widget>>
<<widget "genomedump">>
<<link "Back">><<set $mirrorMenu to "transformation">><<replace #mirror>><<mirrorMenu>><</replace>><<numberify "#passages > .passage">><<unset $mirrorMenu>><</link>>
<br><br>
<span class="red">Warning: This will reset your manifestation and transformation points for the specified transformation.
<br><br>
<i>It is highly recommended you only do this after completing the transformation in its entirety.</i></span>
<br><br>
<<if $angelbuild gte 1>>
Angel Transform: <<link [[Reset|$passage]]>><<angelTransform 99>><<updatesidebarimg>><</link>><<if $angeltf is 1>><span class="green">Safe</span><<else>><span class="red">Unsafe</span><</if>><br>
<</if>>
<<if $demonbuild gte 1>>
Demon Transform: <<link [[Reset|$passage]]>><<demonTransform 99>><<updatesidebarimg>><</link>><<if $demontf is 1>><span class="green">Safe</span><<else>><span class="red">Unsafe</span><</if>><br>
<</if>>
<<if $wolfbuild gte 1>>
Wolf Transform: <<link [[Reset|$passage]]>><<wolfTransform 99>><<updatesidebarimg>><</link>><<if $wolftf is 1>><span class="green">Safe</span><<else>><span class="red">Unsafe</span><</if>><br>
<</if>>
<<if $catbuild gte 1>>
Cat Transform: <<link [[Reset|$passage]]>><<catTransform 99>><<updatesidebarimg>><</link>><<if $cattf is 1>><span class="green">Safe</span><<else>><span class="red">Unsafe</span><</if>><br>
<</if>>
<<if $cowbuild gte 1>>
Cow Transform: <<link [[Reset|$passage]]>><<cowTransform 99>><<updatesidebarimg>><</link>><<if $cowtf is 1>><span class="green">Safe</span><<else>><span class="red">Unsafe</span><</if>><br>
<</if>>
<<if $bearbuild gte 1>>
Bear Transform: <<link [[Reset|$passage]]>><<bearTransform 99>><<updatesidebarimg>><</link>><<if $beartf is 1>><span class="green">Safe</span><<else>><span class="red">Unsafe</span><</if>><br>
<</if>>
<<if $birdbuild gte 1>>
Bird Transform: <<link [[Reset|$passage]]>><<harpyTransform 99>><<updatesidebarimg>><</link>><<if $harpytf is 1>><span class="green">Safe</span><<else>><span class="red">Unsafe</span><</if>><br>
<</if>>
<<if $foxbuild gte 1>>
Fox Transform: <<link [[Reset|$passage]]>><<foxTransform 99>><<updatesidebarimg>><</link>><<if $foxtf is 1>><span class="green">Safe</span><<else>><span class="red">Unsafe</span><</if>><br>
<</if>>
<<if $bunnybuild gte 1>>
Bunny Transform: <<link [[Reset|$passage]]>><<bunnyTransform 99>><<updatesidebarimg>><</link>><<if $bunnytf is 1>><span class="green">Safe</span><<else>><span class="red">Unsafe</span><</if>><br>
<</if>>
<</widget>>
<<widget "mirrorMood">>
<br>
<i>Select the background and foreground to use in the character sidebar.</i><mouse class="tooltip linkBlue">(?)<span style="font-size:16px;">You can add your own background images in \img\decorations\background or \img\decorations\foreground. Name the images either "1", "2", "3", et cetera, up to "8" without the quotes in order to select them in this menu.</span></mouse>
<br>
<br>
<div class="settingsToggleItem">
<span class="gold">Foreground:</span><br>
<label>None <<radiobutton "$foreground_image" "none" autocheck>></label><br>
<label>Option 1 <<radiobutton "$foreground_image" "1" autocheck>></label><br>
<label>Option 2 <<radiobutton "$foreground_image" "2" autocheck>></label><br>
<label>Option 3 <<radiobutton "$foreground_image" "3" autocheck>></label><br>
<label>Option 4 <<radiobutton "$foreground_image" "4" autocheck>></label><br>
<label>Option 5 <<radiobutton "$foreground_image" "5" autocheck>></label><br>
<label>Option 6 <<radiobutton "$foreground_image" "6" autocheck>></label><br>
<label>Option 7 <<radiobutton "$foreground_image" "7" autocheck>></label><br>
<label>Option 8 <<radiobutton "$foreground_image" "8" autocheck>></label><br>
</div>
<br>
<div class="settingsToggleItem">
<span class="gold">Background:</span><br>
<label>None <<radiobutton "$background_image" "none" autocheck>></label><br>
<label>Option 1 <<radiobutton "$background_image" "1" autocheck>></label><br>
<label>Option 2 <<radiobutton "$background_image" "2" autocheck>></label><br>
<label>Option 3 <<radiobutton "$background_image" "3" autocheck>></label><br>
<label>Option 4 <<radiobutton "$background_image" "4" autocheck>></label><br>
<label>Option 5 <<radiobutton "$background_image" "5" autocheck>></label><br>
<label>Option 6 <<radiobutton "$background_image" "6" autocheck>></label><br>
<label>Option 7 <<radiobutton "$background_image" "7" autocheck>></label><br>
<label>Option 8 <<radiobutton "$background_image" "8" autocheck>></label><br>
<label>Option 9 <<radiobutton "$background_image" "9" autocheck>></label><br>
<label>Option 10 <<radiobutton "$background_image" "10" autocheck>></label><br>
<label>Option 11 <<radiobutton "$background_image" "11" autocheck>></label><br>
</div>
<br>
<br>
<<link [[Confirm|$passage]]>><<updatesidebarimg>><</link>>
<br>
<br>
<<link "Back">><<replace #mirror>><<mirrorMenu>><</replace>><<numberify "#passages > .passage">><<unset $mirrorMenu>><</link>>
<</widget>><<widget "mobileStats">>
<<if Number.isFinite($pain) and ($options.sidebarStats is "all" or $pain gt 50)>>
<<mobileStatsColor "pain">>
<div @class="'stat ' + _mobileColor">
<mouse class="tooltip-centertop">P<span>Pain: <<print $pain.toFixed(2)>></span></mouse>
</div>
<</if>>
<<if Number.isFinite($arousal) and ($options.sidebarStats is "all" or $arousal gt $arousalmax / 2)>>
<<mobileStatsColor "arousal">>
<div @class="'stat ' + _mobileColor">
<mouse class="tooltip-centertop">Ar<span>Arousal: <<print $arousal.toFixed(2)>></span></mouse>
</div>
<</if>>
<<if Number.isFinite($tiredness) and ($options.sidebarStats is "all" or $tiredness gt C.tiredness.max / 2)>>
<<mobileStatsColor "fatigue">>
<div @class="'stat ' + _mobileColor">
<mouse class="tooltip-centertop">F<span>Fatigue: <<print $tiredness.toFixed(2)>></span></mouse>
</div>
<</if>>
<<if Number.isFinite($stress) and ($options.sidebarStats is "all" or $stress gt $stressmax / 2)>>
<<mobileStatsColor "stress">>
<div @class="'stat ' + _mobileColor">
<mouse class="tooltip-centertop">S<span>Stress: <<print $stress.toFixed(2)>></span></mouse>
</div>
<</if>>
<<if Number.isFinite($innocencestate) and $innocencestate is 1 and ($options.sidebarStats is "all" or $awareness gt -100)>>
<<mobileStatsColor "innocence">>
<div @class="'stat ' + _mobileColor">
<mouse class="tooltip-centertop">I<span>Innocence: <<print Math.abs($awareness).toFixed(2)>></span></mouse>
</div>
<<elseif Number.isFinite($trauma) and ($options.sidebarStats is "all" or $trauma gt $traumamax / 2)>>
<<mobileStatsColor "trauma">>
<div @class="'stat ' + _mobileColor">
<mouse class="tooltip-centertop">T<span>Trauma: <<print $trauma.toFixed(2)>></span></mouse>
</div>
<</if>>
<<if Number.isFinite($control) and ($options.sidebarStats is "all" or $control gt $controlmax / 2)>>
<<mobileStatsColor "control">>
<div @class="'stat ' + _mobileColor">
<mouse class="tooltip-centertop">C<span>Control: <<print $control.toFixed(2)>></span></mouse>
</div>
<</if>>
<<mobileStatsColor "allure">>
<<if Number.isFinite($allure)>>
<div @class="'stat ' + _mobileColor">
<mouse class="tooltip-centertop">Al<span>Allure: <<print $allure.toFixed(2)>></span></mouse>
</div>
<</if>>
<<if Number.isFinite($drunk) and $drunk gt 0>>
<<mobileStatsColor "drunk">>
<div @class="'stat ' + _mobileColor">
<mouse class="tooltip-centertop">Dk<span>Drunk: <<print $drunk.toFixed(2)>></span></mouse>
</div>
<</if>>
<<if Number.isFinite($drugged) and $drugged gt 0>>
<<mobileStatsColor "drugged">>
<div @class="'stat ' + _mobileColor">
<mouse class="tooltip-centertop">Dg<span>Drugged: <<print $drugged.toFixed(2)>></span></mouse>
</div>
<</if>>
<<if Number.isFinite($hallucinogen) and $hallucinogen gt 0>>
<<mobileStatsColor "hallucinogen">>
<div @class="'stat ' + _mobileColor">
<mouse class="tooltip-centertop">H<span>Hallucinogen: <<print $hallucinogen.toFixed(2)>></span></mouse>
</div>
<</if>>
<</widget>>
<<widget "mobileStatsTime">>
<<set _hour to $options.timestyle === "ampm" ? ((Time.hour + 11) % 12) + 1 : Time.hour>>
<div class="stat time">
<<print _hour.toString().padStart(2, "0")>>
<br>
<span class="vertical">:</span>
<br>
<<print Time.minute.toString().padStart(2, "0")>>
<<if $options.timestyle === "ampm">>
<br>
<<print Time.hour >= 12 ? "pm" : "am">>
<</if>>
</div>
<</widget>>
<<widget "mobileStatsColor">>
<<switch _args[0]>>
<<case "pain">>
<<mobileStatsColorSet `($pain gte 100 and $willpowerpain is 0 ? $pain : Math.clamp($pain, 0, 99))` 100>>
<<case "arousal">>
<<mobileStatsColorSet `Math.clamp($arousal, 0, $arousalmax)` $arousalmax>>
<<case "fatigue">>
<<mobileStatsColorSet `Math.clamp($tiredness, 0, C.tiredness.max)` `C.tiredness.max`>>
<<case "stress">>
<<mobileStatsColorSet `Math.clamp($stress, 0, $stressmax)` $stressmax>>
<<case "innocence">>
<<mobileStatsColorSetIverted `Math.clamp($awareness, 0, -200)` -200>>
<<case "trauma">>
<<mobileStatsColorSet `Math.clamp($trauma, 0, $traumamax)` $traumamax>>
<<case "control">>
<<mobileStatsColorSetIverted `Math.clamp($control, 0, $controlmax)` $controlmax>>
<<case "allure">>
<<mobileStatsColorAllure>>
<<case "drunk">>
<<mobileStatsColorSet `Math.clamp($drunk, 50, 500)` 500>>
<<case "drugged">>
<<mobileStatsColorSet `Math.clamp($drugged, 50, 500)` 500>>
<<case "hallucinogen">>
<<mobileStatsColorSet `Math.clamp($hallucinogen, 50, 500)` 500>>
<</switch>>
<</widget>>
<<widget "mobileStatsColorSet">>
<<if _args[0] is 0>>
<<set _mobileColor to "green">>
<<else>>
<<set _percent=Math.floor((_args[0]/_args[1])*10)>>
<<switch _percent>>
<<case 8 9>>
<<set _mobileColor to "pink">>
<<case 6 7>>
<<set _mobileColor to "purple">>
<<case 4 5>>
<<set _mobileColor to "blue">>
<<case 2 3>>
<<set _mobileColor to "lblue">>
<<case 0 1>>
<<set _mobileColor to "teal">>
<<default>>
<<set _mobileColor to "red">>
<</switch>>
<</if>>
<</widget>>
<<widget "mobileStatsColorSetIverted">>
<<if _args[0] is 0>>
<<set _mobileColor to "red">>
<<else>>
<<set _percent=Math.floor((_args[0]/_args[1])*10)>>
<<switch _percent>>
<<case 8 9>>
<<set _mobileColor to "teal">>
<<case 6 7>>
<<set _mobileColor to "lblue">>
<<case 4 5>>
<<set _mobileColor to "blue">>
<<case 2 3>>
<<set _mobileColor to "purple">>
<<case 0 1>>
<<set _mobileColor to "pink">>
<<default>>
<<set _mobileColor to "green">>
<</switch>>
<</if>>
<</widget>>
<<widget "mobileStatsColorAllure">>
<<if $allure gte (6000 * $alluremod)>>
<<set _mobileColor to "red">>
<<else>>
<<switch Math.floor($allure / $alluremod / 1000)>>
<<case 3>>
<<set _mobileColor to "purple">>
<<case 2>>
<<set _mobileColor to "blue">>
<<case 1>>
<<if $allure / $alluremod gte 1500>>
<<set _mobileColor to "lblue">>
<<else>>
<<set _mobileColor to "teal">>
<</if>>
<<case 0>>
<<set _mobileColor to "green">>
<<default>>
<<set _mobileColor to "pink">>
<</switch>>
<</if>>
<</widget>><<widget "init_names">>
<<set $NPC_names_m to [
"Oliver",
"Noah",
"George",
"Arthur",
"Freddie",
"Leo",
"Theo",
"Oscar",
"Charlie",
"Harry",
"Michael",
"Christopher",
"Matthew",
"Joshua",
"Jacob",
"Nicholas",
"Andrew",
"Daniel",
"Tyler",
"Joseph",
"James",
"David",
"Robert",
"Jack",
"Richard",
"Paul",
"Mark",
"Thomas",
"Adam",
"Jason",
"Connor",
"Jake",
"John",
"Brian",
"William",
"Ben",
"Kevin",
"Eric",
"Jeffrey",
"Jamie",
"Louis",
"Ryan",
"Mark",
"Joe",
"Stephen",
"Ian",
"Austin",
"Kyle",
"Zach",
"Patrick"
]>>
<<set $NPC_names_f to [
"Olivia",
"Amelia",
"Isla",
"Ava",
"Mia",
"Grace",
"Freya",
"Lily",
"Sophia",
"Ivy",
"Jessica",
"Ashley",
"Emily",
"Sarah",
"Samantha",
"Amanda",
"Brittany",
"Elizabeth",
"Taylor",
"Megan",
"Laura",
"Gemma",
"Emma",
"Rebecca",
"Claire",
"Victoria",
"Rachel",
"Amy",
"Jennifer",
"Nicola",
"Katie",
"Lisa",
"Julie",
"Melissa",
"Michelle",
"Kim",
"Angela",
"Heather",
"Stephanie",
"Nicole",
"Christina",
"Susan",
"Karen",
"Jacqueline",
"Deborah",
"Tracey",
"Jane",
"Helen",
"Diane",
"Sharon"
]>>
<</widget>><<widget "endnpc">>
/* We properly change how Named NPCs are ended.
* The way we want to do this is: if an argument is passed (the argument being the Named NPC's name) we clearnpc the specific NPC in question.
* If no argument is passed, we clear all the Named NPCs.
*/
<<if _args[0]>>
<<set _passargs to _args[0]>>
<<set _leindex to $npc.indexOf(_passargs)>>
<<set C.npc[_passargs].trust += ($enemytrust / 100)>>
<<for _temp to 0; _temp lt $NPCList.length; _temp++>>
<<if $NPCList[_temp].fullDescription is _passargs>>
<<set _ii to clone(_temp)>>
<<break>>
<</if>>
<</for>>
<!-- In case someone calls the wrong NPC, or doesn't use upper case -->
<<if _ii is undefined>>
<span class="red">Error: <<print _passargs>> is not active. Aborting.</span>
<<else>>
<<set $NPCList[_ii].lefthand to "none">>
<<set $NPCList[_ii].righthand to "none">>
<<set $NPCList[_ii].penis to "none">>
<<set $NPCList[_ii].vagina to "none">>
<<set $NPCList[_ii].mouth to "none">>
<<set $NPCList[_ii].chest to "none">>
<<set $NPCList[_ii].gender to 0>>
<<set $NPCList[_ii].pronoun to 0>>
<<set $NPCList[_ii].description to 0>>
<<set $NPCList[_ii].fullDescription to 0>>
<<set $NPCList[_ii].insecurity to 0>>
<<set $NPCList[_ii].lactation to 0>>
<<set $NPCList[_ii].intro to 0>>
<<set $NPCList[_ii].speechanusescape to 0>>
<<set $NPCList[_ii].speechpenisescape to 0>>
<<set $NPCList[_ii].speechvaginaescape to 0>>
<<set $NPCList[_ii].type to 0>>
<<set $NPCList[_ii].stance to 0>>
<<set $NPCList[_ii].monster to 0>>
/*multiple orgasms code needs work
<<set $NPCList[_ii].maxOrgasms to 1>>
<<set $NPCList[_ii].orgasms to 0>> */
<<set $NPCList[_ii].paid to 0>>
<<if _ii < 1>>
<<set $NPCList[_ii].breastsize to 3>>
<<set $NPCList[_ii].breastsdesc to "breasts">>
<<set $NPCList[_ii].breastdesc to "breast">>
<<set $NPCList[_ii].penisdesc to "penis">>
<<set $NPCList[_ii].penissize to 2>>
<<set $NPCList[_ii].health to 200>>
<<set $NPCList[_ii].healthmax to 200>>
<<else>>
<<set $NPCList[_ii].breastsize to 0>>
<<set $NPCList[_ii].breastsdesc to 0>>
<<set $NPCList[_ii].breastdesc to 0>>
<<set $NPCList[_ii].penisdesc to 0>>
<<set $NPCList[_ii].penissize to 0>>
<<set $NPCList[_ii].health to 0>>
<</if>>
<<set $enemyno -= 1>>
<<set $enemynomax -= 1>>
<<if $endeventerror is undefined>>
<<run EventSystem.pop(_ii)>>
<</if>>
<<if $enemyno is 0>>
<<set $pronoun to 0>>
<<if $endeventerror is undefined>>
<<run EventSystem.clear()>>
<</if>>
<</if>>
<<set $npc.splice(_leindex, 1)>>
<<set $npcnum.splice(_leindex, 1)>>
<<set $npcrow.splice(_leindex, 1)>>
<</if>>
<<unset _temp>>
<<unset _leindex>>
<<else>>
<!-- For each and every named NPC defined, we increase their trust. -->
<<for _temp to 0; _temp lt $npc.length; _temp++>>
<<set _nam to clone($npc[_temp])>>
<<set C.npc[_nam].trust += ($enemytrust / 100)>>
<</for>>
<<clearnpc>>
<<unset _temp>>
<</if>>
<</widget>>
<!-- Named NPC aka NNPC notes -->
<!-- $NPCNameList.indexOf("Eden") returns the index value of Eden array, allowing name-friendly calls -->
<!-- To call NNPC Eden, use <<npc Eden>>, and <<endnpc>> to put them away. -->
/*Gender neutral names for future reference
Aiden
Akira
Alex
Alexis
Ariel
Armani
Ashanti
Ashton
Aspen
Aubrey
August
Blair
Blake
Brogan
Brooklyn
Bryce
Cameron
Carson
Casey
Chris
Courtney
Dana
Delaney
Devon
Dominique
Drew
Dylan
Easton
Elia
Elliot
Esme
Evan
Farai
Faris
Ferris
Finley
Flynn
Frankie
Genesis
Hayden
Hollis
Hudson
Ira
Ivory
Jamie
Jayden
Jean
Jeryn
Jesse
Joey
Jun
Justice
Keegan
Kendall
Kennedy
Kerry
Kim
Kirby
Kit
Kris
Kyrie
Lashawn
Lee
Lesley
Lincoln
Linden
Mackenzie
Maddox
Madison
Mel
Michael
Nakia
Nasim
Noah
Noor
Nyx
Odell
Orion
Palmer
Paris
Payson
Peyton
Phoenix
Raz
Reagan
Rebel
Rei
Ren
Rey
Riley
Roan
Rotem
Ryan
Shannon
Sharon
Shaw
Shay
Shiloh
Spencer
Sydney
Taylor
Teagan
Toby
Tracy
Tyne
Willow
Wren
Wynne
Yael
Yannick
Zain
Zane
Zephyr
Zia
Zohar
*/
<<widget "initnpcskin">>
<<for _i to 0; _i lt $NPCName.length; _i++>>
<<initnpcskinsingle _i _args[0]>>
<</for>>
<</widget>>
<<widget "initnpcskinsingle">>
<<set _i to _args[0]>>
<<if !$NPCName[_i].skincolour or $NPCName[_i].skincolour is "none" or _args[1] is "skincolour">>
<<if random(0, 99) lte $blackchance>>
<<set $NPCName[_i].skincolour to "black">>
<<else>>
<<set $NPCName[_i].skincolour to "white">>
<</if>>
<</if>>
<</widget>>
<<widget "initNPCBaseMaxOrgasm">>
<<for _i to 0; _i lt $NPCName.length; _i++>>
<<initNPCBaseMaxOrgasmSingle _i _args[0]>>
<</for>>
<</widget>>
<<widget "initNPCBaseMaxOrgasmSingle">>
<<set _i to _args[0]>>
<<if !$NPCName[_i].maxOrgasms or $NPCName[_i].maxOrgasms is 0 or _args[1] is "base max orgasms">>
<<set $NPCName[_i].maxOrgasms to random(1, 5)>>
<</if>>
<</widget>>
<<widget "initnpcgender">>
<<for _i to 0; _i lt $NPCName.length; _i++>>
<<initnpcgendersingle _i _args[0]>>
<</for>>
<</widget>>
<<widget "initnpcgendersingle">>
<<set _i to _args[0]>>
<!-- Set Pronoun -->
<<if !$NPCName[_i].pronoun or $NPCName[_i].pronoun is "none" or _args[1] is "genders">>
<<if $passage is "Start">>
<<if $player.gender is "m">>
<<set _override to "m">>
<<elseif $player.gender is "h">>
<<if $player.gender_body is "m" or ($player.gender_body is "a" and $player.breastsize lte 3)>>
<<set _override to "m">>
<<else>> <!-- if $player.gender_body is "f" or ($player.gender_body is "a" and $player.breastsize gt 3)) -->
<<set _override to "f">>
<</if>>
<<else>> <!-- if $player.gender is "f" -->
<<set _override to "f">>
<</if>>
<<if $background.crossdresser is true>>
<<set _override to (_override is "m" ? "f" : "m")>>
<</if>>
<</if>>
<<if ($NPCName[_i].type is "human" and maleChance(_override) lt random(1, 100)) or ($NPCName[_i].type isnot "human" and beastMaleChance(_override) lt random(1, 100))>>
<<set $NPCName[_i].pronoun to "f">>
<<else>>
<<set $NPCName[_i].pronoun to "m">>
<</if>>
<</if>>
<!-- Set Gender -->
<<if $NPCName[_i].pregnancy?.type>>
<<set $NPCName[_i].gender to "f">>
<<elseif !$NPCName[_i].gender or $NPCName[_i].gender is "none" or _args[1] is "genders">>
<<rng>>
<<if $NPCName[_i].pronoun is "m">>
<<if $rng lte $mregularchance>>
<<set $NPCName[_i].gender to "m">>
<<elseif $rng lte $cbchance>>
<<set $NPCName[_i].gender to "f">>
<<else>>
<<set $NPCName[_i].gender to "h">>
<</if>>
<<elseif $NPCName[_i].pronoun is "f">>
<<if $rng lte $fregularchance>>
<<set $NPCName[_i].gender to "f">>
<<elseif $rng lte $dgchance>>
<<set $NPCName[_i].gender to "m">>
<<else>>
<<set $NPCName[_i].gender to "h">>
<</if>>
<</if>>
<</if>>
<<if $NPCName[_i].nam is "Ivory Wraith">>
<<set $NPCName[_i].pronoun to "i">>
<</if>>
<!-- Set Genital Existence -->
<<if $NPCName[_i].type isnot "human">>
<<set $NPCName[_i].penis to ($NPCName[_i].gender !== "f" ? 0 : "none")>>
<<set $NPCName[_i].vagina to ($NPCName[_i].gender !== "m" ? 0 : "none")>>
<<else>>
<<set $NPCName[_i].penis to ($NPCName[_i].gender !== "f" ? "clothed" : "none")>>
<<set $NPCName[_i].vagina to ($NPCName[_i].gender !== "m" ? "clothed" : "none")>>
<</if>>
<!-- Set breast defaults-->
<<set _b_mod_lower to Math.clamp($breast_mod, 0, 12)>>
<<set _b_mod_upper to Math.clamp($breast_mod + 12, 0, 12)>>
<!-- can't use breastsize, since that would either break the numberslider
or make one of the sizes always be randomised,
but can use breastdesc not being changed from 0 as a substitute -->
<<if $NPCName[_i].breastdesc is 0 or _args[1] is "breasts">>
<<if $NPCName[_i].pronoun is "m">>
<<set $NPCName[_i].breastsize to 0>>
<<else>>
<<set $NPCName[_i].breastsize to random(_b_mod_lower, _b_mod_upper)>>
<</if>>
<</if>>
<<if $NPCName[_i].breastsize gt 0>>
<<set _brdes to ["nipple","budding","tiny","small","pert","modest","full","large","ample","massive","huge","gigantic","enormous"]>>
<<set $NPCName[_i].breastdesc to _brdes[$NPCName[_i].breastsize]+" breast">>
<<else>>
<<set $NPCName[_i].breastdesc to "nipple">>
<</if>>
<<set $NPCName[_i].breastsdesc to $NPCName[_i].breastdesc + "s">>
<!-- Set pp to defaults-->
/* New way to set upper and lower bounds.
* This method makes use of all other slider positions, but does nothing when slider is between -1 and 1,
* for a total of 15 unique positions vs the current method's 9. (max would be 17)
* Changing the penis_mod slider to range from -7 to 7 would work to make every slider position unique here, but potentially affects unnamed npc generation.
*/
/*
<<set _p_mod_upper to 8>><<set _p_mod_lower to 1>>
<<if $penis_mod gt 0>>
<<set _p_mod_lower += $penis_mod - 1>>
<<elseif $penis_mod lt 0>>
<<set _p_mod_upper += $penis_mod + 1>>
<</if>>
alternative way to write that:
<<set _p_mod_lower to ($penis_mod > 0 ? $penis_mod : 1)>>
<<set _p_mod_upper to ($penis_mod < 0 ? 9 + $penis_mod : 8)>>
*/
<<if $penis_mod is 8>>/*Clumsy way to get average penis size setting working for NNPCs.*/
<<set _p_mod_upper to 8>><<set _p_mod_lower to 8>>
<<elseif $penis_mod gte 6>>
<<set _p_mod_upper to 8>><<set _p_mod_lower to 7>>
<<elseif $penis_mod gte 4>>
<<set _p_mod_upper to 8>><<set _p_mod_lower to 5>>
<<elseif $penis_mod gte 2>>
<<set _p_mod_upper to 8>><<set _p_mod_lower to 3>>
<<elseif $penis_mod gte 0>>
<<set _p_mod_upper to 8>><<set _p_mod_lower to 1>>
<<elseif $penis_mod gte -2>>
<<set _p_mod_upper to 7>><<set _p_mod_lower to 1>>
<<elseif $penis_mod gte -4>>
<<set _p_mod_upper to 5>><<set _p_mod_lower to 1>>
<<elseif $penis_mod gte -6>>
<<set _p_mod_upper to 3>><<set _p_mod_lower to 1>>
<<else>>
<<set _p_mod_upper to 1>><<set _p_mod_lower to 1>>
<</if>>
<<if $NPCName[_i].penissize is 0 or _args[1] is "penis">>
<<if $NPCName[_i].gender is "f">>
<<set $NPCName[_i].penissize to 0>>
<<set $NPCName[_i].penisdesc to "none">>
<<else>>
<<switch random(_p_mod_lower, _p_mod_upper)>>
<<case 8>>
<<set $NPCName[_i].penisdesc to either("massive cock","huge cock","humongous cock","immense cock","gigantic cock","enormous cock")>>
<<set $NPCName[_i].penissize to 4>>
<<case 5 6 7>>
<<set $NPCName[_i].penisdesc to either("thick cock","hefty cock","big cock","large cock","veiny cock","meaty cock")>>
<<set $NPCName[_i].penissize to 3>>
<<case 2 3 4>>
<<set $NPCName[_i].penisdesc to "penis">>
<<set $NPCName[_i].penissize to 2>>
<<default>>
<<set $NPCName[_i].penisdesc to either("tiny penis","pathetic cock","little penis","small penis","mini penis","micro penis")>>
<<set $NPCName[_i].penissize to 1>>
<</switch>>
<</if>>
<</if>>
<!-- Set pp to size in case PC selected it-->
<<if $NPCName[_i].penissize isnot 0>>
<<switch $NPCName[_i].penissize>>
<<case 4>>
<<set $NPCName[_i].penisdesc to either("massive cock","huge cock","humongous cock","immense cock","gigantic cock","enormous cock")>>
<<case 3>>
<<set $NPCName[_i].penisdesc to either("thick cock","hefty cock","big cock","large cock","veiny cock","meaty cock")>>
<<case 1>>
<<set $NPCName[_i].penisdesc to either("tiny penis","pathetic cock","little penis","small penis","mini penis","micro penis")>>
<<default>>
<<set $NPCName[_i].penisdesc to "penis">>
<</switch>>
<</if>>
<<switch $NPCName[_i].nam>>
<<case "Jordan">> <<set $NPCName[_i].title to ($NPCName[_i].pronoun is "m" ? "priest" : "priestess")>>
<<case "Leighton">> <<set $NPCName[_i].title to ($NPCName[_i].pronoun is "m" ? "headmaster" : "headmistress")>>
<<case "Eden">> <<set $NPCName[_i].title to ($NPCName[_i].pronoun is "m" ? "hunter" : "huntress")>>
<<case "Avery">> <<set $NPCName[_i].title to ($NPCName[_i].pronoun is "m" ? "businessman" : "businesswoman")>>
<</switch>>
<<generatePronouns $NPCName[_i]>>
<</widget>>
<<widget "initnpc">>
<<set _nam to _args[0]>>
<<set _i to $NPCNameList.indexOf(_nam)>>
<<if $NPCName[_i].init is 0>> <!-- This prevents double-init from wiping variables -->
<<set $NPCName[_i].init to 1>>
<<set $NPCName[_i].trust to 0>>
<<set $NPCName[_i].love to 0>>
<<set $NPCName[_i].dom to 0>>
<<set $NPCName[_i].lust to 0>>
<<set $NPCName[_i].trauma to 0>>
<<set $NPCName[_i].rage to 0>>
<<set $NPCName[_i].state to "active">>
<<set $NPCName[_i].purity to 0>>
<<set $NPCName[_i].corruption to 0>>
<<set $NPCName[_i].chastity to {penis:"", vagina:"", anus:""}>>
<<set $NPCName[_i].name_known to 1>>
<<if !$NPCName[_i].skincolour>>
<<if random(1, 100) lte $blackchance>>
<<set $NPCName[_i].skincolour to "black">>
<<else>>
<<set $NPCName[_i].skincolour to "white">>
<</if>>
<</if>>
<<generatePronouns $NPCName[_i]>>
<<initNNPCClothes _nam>>
<<initNNPCstrapon $NPCName[_i]>>
<!-- Special Cases NNPC Variables, Introductions, Adjustments -->
<<switch _nam>>
<<case Kylar>>
<<set C.npc.Kylar.state to 0>>
<<case Robin>>
<<set $robinSeen to []>>
<<set $NPCName[_i].cdquest to 0>>
<<case River>>
<<if $NPCName[_i].pronoun is "m">>
//River teaches maths and housekeeping at the local school. His short brown hair is flecked with grey and his piercing blue eyes scrutinise his surroundings. Students tend to be well-behaved in his class.//
<<else>>
//River teaches maths and housekeeping at the local school. Her long brown hair is flecked with grey and her piercing blue eyes scrutinise her surroundings. Students tend to be well-behaved in her class.//
<</if>>
<<case Leighton>>
<<if $NPCName[_i].pronoun is "m">>
<<set $NPCName[_i].title to "headmaster">>
//Leighton is the headmaster of the local school. He has green eyes and well-kept greying black hair. Tall and stately, he has a firm attitude towards the students at his school.//
<<else>>
<<set $NPCName[_i].title to "headmistress">>
//Leighton is the headmistress of the local school. She has green eyes and greying black hair, held behind her head in a bun. Tall and stately, she has a firm attitude towards the students at her school.//
<</if>>
<<case Mason>>
<<if $NPCName[_i].pronoun is "m">>
//Mason is the swimming teacher at the local school. He's the youngest teacher, only a few years older than some of the students. His toned body is naturally shown off during class, but if he notices the way he's leered at, he gives no indication.//
<<else>>
//Mason is the swimming teacher at the local school. She's the youngest teacher, only a few years older than some of the students. Her toned body is naturally shown off during class, but if she notices the way she's leered at, she gives no indication.//
<</if>>
<<set $NPCName[_i].chastityKeyCarried to 0>> /* Mason is carrying the key to unlock Winter's Chastity belt. 1 is carried, 2 player knows it is carried */
<<set $NPCName[_i].chastityRemoved to 0>> /* Number of chastity devices Mason has removed */
<<set $NPCName[_i].chastityRemovalDeclined to 0>> /* Whether you've declined Mason's offer to remove it (prompts more passive checking). Resets when a device is removed */
<<case Winter>>
<<if $NPCName[_i].pronoun is "m">>
//Winter teaches history at the local school. He's an older gentleman, well-groomed and sophisticated.//
<<else>>
//Winter teaches history at the local school. She's an older lady, well-groomed and sophisticated.//
<</if>>
<<case Doren>>
<<if $NPCName[_i].pronoun is "m">>
//Doren teaches English at the local school. His shaggy red hair and beard give him a savage look.//
<<else>>
//Doren teaches English at the local school. Her shaggy red hair gives her a savage look.//
<</if>>
<<case Sirris>>
<<if $NPCName[_i].pronoun is "m">>
//Sirris teaches science at the local school. He's calm and patient, which sometimes leads to a disordered classroom.//
<<else>>
//Sirris teaches science at the local school. She's calm and patient, which sometimes leads to a disordered classroom.//
<</if>>
<<case Eden>>
<<if $NPCName[_i].pronoun is "m">>
<<set $NPCName[_i].title to "hunter">>
<<else>>
<<set $NPCName[_i].title to "huntress">>
<</if>>
<<set $NPCName[_i].name_known to 0>>
<<case Avery>>
<<if $NPCName[_i].pronoun is "m">>
<<set $NPCName[_i].title to "businessman">>
<<else>>
<<set $NPCName[_i].title to "businesswoman">>
<</if>>
<<case Jordan>>
<<if $NPCName[_i].pronoun is "m">>
<<set $NPCName[_i].title to "priest">>
<<else>>
<<set $NPCName[_i].title to "priestess">>
<</if>>
<<case Whitney>>
<<set C.npc.Whitney.dom to 10>>
<<case "Great Hawk">>
<<set C.npc["Great Hawk"].dom to 50>>
<<case Sydney>>
<<set $NPCName[_i].purity to 100>>
<<set $NPCName[_i].chastity to {penis:"chastity belt", vagina:"chastity belt", anus:"anal shield"}>>
<<set $sydneySeen to []>>
<<set $sydneyFirstSeen to "">>
<<set $sydney to {
glasses: "glasses",
hair: "ponytail",
swim: "school",
sexTotal: 0,
rank: "initiate",
}>>
<<case "Ivory Wraith">>
<<checkWraith>>
<<set $genderknown.pushUnique("Ivory Wraith")>>
<<set C.npc["Ivory Wraith"].lust to 0>>
<<if $wraith.state is "haunt">>
<<set C.npc["Ivory Wraith"].lust to 20>>
<<if $wraithPrison and $wraithPrison.vision>>
<<set C.npc["Ivory Wraith"].lust -= 5>>
<</if>>
<</if>>
<<set C.npc["Ivory Wraith"].skincolour to "ghost">>
<<case Remy>>
<<if $remySeen is undefined>>
<<set $remySeen to []>>
<</if>>
<<case Wren>>
<<if $wrenSeen is undefined>>
<<set $wrenSeen to []>>
<</if>>
<<case Niki>>
<<if $nikiSeen is undefined>>
<<set $nikiSeen to []>>
<</if>>
<<default>>
<</switch>>
<</if>>
<</widget>>
<<widget "initNNPCClothes">>
<<set _nam to _args[0]>>
<<set _i to $NPCNameList.indexOf(_nam)>>
<<set $_generation to (_args[1] ? _args[1] : "none")>>
<<if !$NPCName[_i].outfits or $_generation is "reset" or $_generation is "update">>
<<if $_generation isnot "update">>
<<set $NPCName[_i].outfits to ["naked", "maleDefault", "femaleDefault"]>>
<</if>>
<<switch _nam>>
<<case Kylar>>
<<set $NPCName[_i].outfits.pushUnique(
"maleSchool", "femaleSchool",
"maleSchoolSwim", "femaleSchoolSwim",
"maleTown1", "femaleTown1", "maleWarm1", "femaleWarm1", "coldHoodie"
)>>
<<case Robin>>
<<set $NPCName[_i].outfits.pushUnique(
"maleSchool", "femaleSchool", "maleSchoolLong", "femaleSchoolLong",
"maleSchoolSwimShirt", "femaleSchoolSwim",
"maleTown1", "femaleTown1", "maleWarm1", "femaleWarm1", "coldPuffer", "pyjamas"
)>>
<<case Whitney>>
<<set $NPCName[_i].outfits.pushUnique(
"Whitney", "maleSchoolBlazer", "femaleSchoolBlazer",
"maleSchoolSwim", "femaleSchoolSwim", "coldHoodie"
)>>
<<case Sydney>>
<<set $NPCName[_i].outfits.pushUnique(
"maleSchoolLong", "femaleSchoolLong",
"maleSchoolSwimShirt", "femaleSchoolSwim",
"neutralRobe", "coldTrench"
)>>
<<case Alex>><<set $NPCName[_i].outfits.pushUnique("wildsFlannel", "AlexJorts", "AlexSkirt", "coldCoat")>>
<<case Avery>><<set $NPCName[_i].outfits.pushUnique("business", "maleFormal1", "femaleFormal1", "pyjamas")>>
<<case Eden>><<set $NPCName[_i].outfits.pushUnique("Eden")>>
<<case Morgan>><<set $NPCName[_i].outfits.pushUnique("Morgan")>>
<<case Briar>><<set $NPCName[_i].outfits.pushUnique("maleBriar", "femaleBriar")>>
<<case Darryl>><<set $NPCName[_i].outfits.pushUnique("maleFormal1", "femaleFormal1")>>
<<case Remy>><<set $NPCName[_i].outfits.pushUnique("ridingFormal")>>
<<case Landry>><<set $NPCName[_i].outfits.pushUnique("maleLandry", "femaleLandry")>>
<<case Charlie>><<set $NPCName[_i].outfits.pushUnique("dance")>>
<<case Harper>><<set $NPCName[_i].outfits.pushUnique("doctor")>>
<<case Jordan>><<set $NPCName[_i].outfits.pushUnique("maleRobe", "femaleRobe")>>
<<case Sirris>><<set $NPCName[_i].outfits.pushUnique("teacher", "townTurtleneck", "townCollar")>>
<<case Doren>><<set $NPCName[_i].outfits.pushUnique("teacher", "townTrack", "townCollar")>>
<<case River>><<set $NPCName[_i].outfits.pushUnique("teacher", "neutralRobe", "townCollar")>>
<<case Winter>><<set $NPCName[_i].outfits.pushUnique("teacher")>>
<<case Mason>><<set $NPCName[_i].outfits.pushUnique("teacher", "maleSchoolSwim", "neutralSwim", "townTrack")>>
<<case Leighton>><<set $NPCName[_i].outfits.pushUnique("teacher", "maleFormal1", "femaleFormal1")>>
<<case "Black Wolf" "Great Hawk">><<set $NPCName[_i].outfits to ["naked"]>>
<<case "Ivory Wraith">><<set $NPCName[_i].outfits to ["naked", "moonRobe"]>>
<<default>>
<!-- Maybe should be left as a default case for futureproofing?
Assigns area-appropriate clothes without saving them to the NPC.
If this does not run, named NPC will only have default and naked clothes.
<<set $NPCName[_i].outfits to undefined>> -->
<</switch>>
<</if>>
<<getNNPCClothes _nam>>
<</widget>>
<<widget "getNNPCClothes">>
<<set _nam to _args[0]>>
<<set _i to $NPCNameList.indexOf(_nam)>>
<<if !$NPCName[_i].outfits>>
<<generateNPCClothes $NPCName[_i]>>
<<run console.log('Named NPC [', $NPCName[_i], '] generated with area-appropriate clothes due to a lack of outfits.')>>
<<else>>
<<switch _nam>>
<<case Alex>>
<<if $location is "alex_cottage" and (Time.hour gte 21 or Time.hour lte 5)>>
<<if $NPCName[_i].pronoun is "m">>
<<npcClothesName $NPCName[_i] "maleAlexSleep">>
<<else>>
<<npcClothesName $NPCName[_i] "femaleAlexSleep">>
<</if>>
<<else>>
<<generateNPCClothes $NPCName[_i]>>
<</if>>
<<case Avery>>
<<if Time.hour gte 18>>
<<npcClothesType $NPCName[_i] "formal">>
<<else>>
<<npcClothesType $NPCName[_i] "business">>
<</if>>
<<case Robin>>
<<run getRobinCrossdressingStatus($NPCName[_i].crossdress)>>
<<set $NPCName[_i].crossdressing to _robin_cd>>
<<run statusCheck("Robin")>>
<<switch _robin_location>>
<<case "sleep">>
<<npcClothesType $NPCName[_i] "sleep">>
<<case "school">>
<<npcClothesType $NPCName[_i] "school">>
<<case "park">>
<<npcClothesType $NPCName[_i] "cold">>
<<case "halloween">>
<<if $halloween_robin_costume>>
<<npcClothesName $NPCName[_i] $halloween_robin_costume>>
<<else>>
<<generateNPCClothes $NPCName[_i]>>
<</if>>
<<default>>
<<generateNPCClothes $NPCName[_i]>>
<</switch>>
<<case Sydney>>
<<sydneySchedule>>
<<switch _sydney_location>>
<<case "temple">>
<<npcClothesType $NPCName[_i] "temple">>
<<case "school" "class" "lunch" "library">>
<<npcClothesType $NPCName[_i] "school">>
<<default>>
<<generateNPCClothes $NPCName[_i]>>
<</switch>>
<<case Kylar>>
<<if $kylar_clothes is "formal">>
<<npcClothesType $NPCName[_i] "formal">>
<<elseif $kylar_clothes is "goth">>
<<npcClothesType $NPCName[_i] "formalRare">>
<<elseif $kylar_clothes is "swimsuit">>
<<npcClothesType $NPCName[_i] "beach">>
<<else>>
<<generateNPCClothes $NPCName[_i]>>
<</if>>
<<case Eden Morgan Briar Landry Remy>>
<<npcClothesType $NPCName[_i] _nam>>
<<case Darryl>>
<<npcClothesType $NPCName[_i] "formal">>
<<case Charlie>>
<<npcClothesType $NPCName[_i] "dance_studio">>
<<case Harper>>
<<npcClothesType $NPCName[_i] "hospital">>
<<case Jordan>>
<<npcClothesType $NPCName[_i] "temple">>
<<case Mason>>
<<npcClothesType $NPCName[_i] "beach">>
<<case "Black Wolf" "Great Hawk">>
<<npcClothesType $NPCName[_i] "naked">>
<<case "Ivory Wraith">>
<<npcClothesType $NPCName[_i] "Wraith">>
<<default>>
<<generateNPCClothes $NPCName[_i]>>
<</switch>>
<</if>>
<<if $NPCName[_i].penis isnot "none">>
<<set $NPCName[_i].penis to ($NPCName[_i].clothes.lower.name is "naked" ? 0 : "clothed")>>
<</if>>
<<if $NPCName[_i].vagina isnot "none">>
<<set $NPCName[_i].vagina to ($NPCName[_i].clothes.lower.name is "naked" ? 0 : "clothed")>>
<</if>>
<<set $NPCName[_i].chest to ($NPCName[_i].clothes.upper.name is "naked" ? 0 : "clothed")>>
<</widget>>
<!-- addNNPCOutfit and removeNNPCOutfit should only ever be used on named NPCs! -->
<<widget "addNNPCOutfit">>
<<set _nam to _args[0]>>
<<set _i to $NPCNameList.indexOf(_nam)>>
<<set $_newNPCOutfit to _args[1]>>
<<if _args[0] and _args[1]>>
<<if !setup.npcClothesSets.some(set => set.name.includes($_newNPCOutfit))>>
<<error {
message : `NPC (${_nam}) was given invalid outfit (Outfit name: ${$_newNPCOutfit}). Please inform PurityGuy.`,
source : Utils.GetStack()
}>>
<<elseif _i lt 0>>
<<error {
message : `NPC (${_nam}) ${"is"} invalid (Must be a named NPC. check for typos!). Please inform PurityGuy.`,
source : Utils.GetStack()
}>>
<<else>>
<<if !$NPCName[_i].outfits>>
<<set $NPCName[_i].outfits to ["naked", "maleDefault", "femaleDefault"]>>
<</if>>
<<set $NPCName[_i].outfits.pushUnique($_newNPCOutfit)>>
<</if>>
<</if>>
<</widget>>
<<widget "removeNNPCOutfit">>
<<set _nam to _args[0]>>
<<set _i to $NPCNameList.indexOf(_nam)>>
<<set $_newNPCOutfit to _args[1]>>
<<if _args[0] and _args[1]>>
<<if _i lt 0>>
<<error {
message : `NPC (${_nam}) ${"is"} invalid (Must be a named NPC. Check for typos!). Please inform PurityGuy.`,
source : Utils.GetStack()
}>>
<<elseif !$NPCName[_i].outfits>>
<<error {
message : `NPC (${_nam}) attempted to remove outfit (Outfit name: ${$_newNPCOutfit}) while having no outfits. Why don't you remove that pesky skin of yours? Please inform PurityGuy.`,
source : Utils.GetStack()
}>>
<<elseif !$NPCName[_i].outfits.some(x => x.includes($_newNPCOutfit))>>
<<error {
message : `NPC (${_nam}) had non-existent outfit removed (Outfit name: ${$_newNPCOutfit}). Please inform PurityGuy.`,
source : Utils.GetStack()
}>>
<<else>>
<<set $NPCName[_i].outfits.delete($_newNPCOutfit)>>
<<if $NPCName[_i].outfits.length is 0>>
<<set $NPCName[_i].outfits to undefined>>
<</if>>
<</if>>
<</if>>
<</widget>>
<!-- generates the strapon that the NNPC will use if the scene or rng calls for it. doesn't guarantee they will have it 100% of the time. -->
<<widget "initNNPCstrapon">>
<<set $_npcName to _args[0]>>
<<set $_name to $_npcName.nam>>
<<switch $_name>>
<<case "Whitney">>
<<set $_npcName.strapons to [{"state": "worn", "color": "dark red", "size": 3, "description":"large dark red strap-on cock"}]>>
<<default>>
<<set $_npcName.strapons to []>>
<</switch>>
<</widget>>
<!-- give an NNPC a *new* strapon -->
<!-- <<giveNNPCnewstrapon _npcNameSelect _straponSize _straponColour _straponShape _modifierOptions>> -->
<<widget "giveNNPCnewstrapon">>
<<set $_name to _args[0]>>
<<set $_npcName to $NPCName.find(npc => npc.nam === $_name)>>
<<set $_index to $NPCName.findIndex(npc => npc.nam === $_name)>>
<<if _newStrapon is undefined>>
<<run throw new Error("giveNNPCnewstrapon was run when _newStrapon was undefined! Call generateNewStrapon first!")>>
<<else>>
<<set $_strapon to clone(_newStrapon)>>
<!-- unset _newStrapon so that we can't accidentally dupe strapons. That's right, we're forcing you to generate multiple if you want identical ones. -->
<<unset _newStrapon>>
<</if>>
<!-- if the nnpc's name is in the following list, they will refuse to accept a new strapon -->
<<if !["Whitney"].includes($_name)>>
<<if $_npcName.strapons is undefined or $_npcName.strapons.length is 0>>
<<set $NPCName[$_index].strapons to [$_strapon]>>
<<else>>
<<set $NPCName[$_index].strapons.push($_strapon)>>
<</if>>
<</if>>
<</widget>>
<<widget "npc">>
/* Prepare the call for multiple Named NPCs at the same time.
* We do this by changing all $NPCList[0] calls to $NPCList[x] in which x can be any temporary variable. In this case, we'll use _npcno.
* We also give the option to set the Named NPC in any available row if so desired, by calling a second argument _args[1]. In case no _args[1] is passed, it will default to the first row.
* We also now have the option to have the Named NPC be set into the first available slot instead, by setting the secent argument _args[1] to a negative number, such as -1. However this will bypass the check for npcs that have broken free from a previous passage.
* Remember: available rows go from 0 to 5 ($NPCList[0] to $NPCList[5]). No more than that.
*/
<<if _args[1] lt 0>>
<<for _controller to 0; _controller lte $NPCList.length; _controller++>>
<<if _controller gte 6>>
<!-- Since 6 is past our limit, we want to alert the user something went wrong. For simplicity, we'll set _npcno to 0 and overwrite $NPCList[0] -->
<span class="red"> Error: There are already 6 active NPCs. Clearing NPC 0 to make space for Named NPC.</span>
<<set _npcno to 0>>
<<clearsinglenpc 0>>
<<set _overwrite to true>>
<<break>> <!-- Always remember to break the for loop when the condition is met -->
<</if>>
<<if $NPCList[_controller].gender is undefined and $NPCList[_controller].description is undefined>>
<!-- These comparisons could be changed to a proper variable, for example $NPCList[x].active which would store if NPC x is active or not. To make things simple, we compare to .gender and .description since those two are always set to something other than 0 if the NPC in question is in fact active -->
<<set _npcno to clone(_controller)>>
<<break>> <!-- Always remember to break the for loop when the condition is met -->
<</if>>
<</for>>
<<elseif _args[1]>>
<<set _npcno to _args[1] - 1>>
<<else>>
<<set _npcno to 0>>
<</if>>
<<if _npcno is 0 and $enemyno gte 1 and !_overwrite>>
<<set $endeventerror to $lastgenerated>>
<<endevent phaseless>>
<</if>>
<<set $lastgenerated to $passage>>
<<set _nam to _args[0]>>
<<set _i to $NPCNameList.indexOf(_nam)>>
<!-- Initialise NPC on first time called, introducing them to PC -->
<<if $NPCName[_i].init isnot 1>>
<<initnpc _nam>>
<</if>>
<!-- Determine what outfit the NPC should be wearing -->
<<if !$NPCName[_i].outfits>>
<<initNNPCClothes _nam>>
<<else>>
<<getNNPCClothes _nam>>
<</if>>
<<if !$NPCName[_i].strapons>>
<<initNNPCstrapon $NPCName[_i]>>
<</if>>
<<set $NPCList[_npcno].virginity to $NPCName[_i].virginity>>
<!-- Set global variables -->
/* Both $npc and $npcnum will keep defined NPCs in the order they were defined.
* DO NOT COMPARE NEITHER $npc NOR $npcnum TO $NPCList.
* Since when defining an NPC one can choose in which row of $NPCList to put it, comparing them could result in missmatches.
*/
<<set $npc.push(_nam)>>
<<set $npcnum.push(_i)>>
<<set $NPCList[_npcno].fullDescription to _nam>>
<!-- Set a variable to be compared to $NPCList, for simplicity. The row indicates which NPC it is, value is where in $NPCList it was defined. -->
<<set $npcrow.push(_npcno)>>
<<if $npc.length gt 1>>
<<set $pronoun to "t">> <!-- In case more than 1 Named NPC is defined, we set pronoun to "they". -->
<<else>>
<<set $pronoun to $NPCName[_i].pronoun>>
<</if>>
/*Sets up multiple orgasms, code needs work*/
/* <<set $NPCList[0].maxOrgasms to 1>>
<<set $NPCList[0].orgasms to 0>>
<<if $multiOrgasmToggle is 1>>
<<set _nameCheck to $NPCList[0].fullDescription>>
<<if _nameCheck is "Robin" or _nameCheck is "Kylar" or _nameCheck is "Sydney" or _nameCheck is "Leighton" or _nameCheck is "Gwylan">>
<<set $NPCList[0].maxOrgasms to 2 + Math.floor($NPCName[$NPCNameList.indexOf(_nameCheck)].lust / 20)>>
<<elseif _nameCheck is "Doren" or _nameCheck is "Quinn" or _nameCheck is "Niki" or _nameCheck is "Jordan" or _nameCheck is "Harper" or _nameCheck is "Landry" or _nameCheck is "Morgan" or _nameCheck is "River" or _nameCheck is "Mason" or _nameCheck is "Sam" or _nameCheck is "Winter" or _nameCheck is "Sirris" or _nameCheck is "Darryl">>
<<set $NPCList[0].maxOrgasms to 3 + Math.floor($NPCName[$NPCNameList.indexOf(_nameCheck)].lust / 20)>>
<<elseif _nameCheck is "Avery" or _nameCheck is "Whitney" or _nameCheck is "Remy" or _nameCheck is "Wren" or _nameCheck is "Alex" or _nameCheck is "Charlie">>
<<set $NPCList[0].maxOrgasms to 4 + Math.floor($NPCName[$NPCNameList.indexOf(_nameCheck)].lust / 20)>>
<<elseif _nameCheck is "Bailey" or _nameCheck is "Briar" or _nameCheck is "Eden" or _nameCheck is "Black Wolf" or _nameCheck is "Great Hawk" or _nameCheck is "Ivory Wraith" or _nameCheck is "Zephyr">>
<<set $NPCList[0].maxOrgasms to 5 + Math.floor($NPCName[$NPCNameList.indexOf(_nameCheck)].lust / 20)>>
<</if>>
<</if>> */
<!-- Set combat variables -->
<<set $NPCList[_npcno].pronoun to $NPCName[_i].pronoun>>
<<set $NPCList[_npcno].pronouns to clone($NPCName[_i].pronouns)>>
<<set $NPCList[_npcno].gender to $NPCName[_i].gender>>
<<set $NPCList[_npcno].type to $NPCName[_i].type>>
<<set $NPCList[_npcno].maxOrgasms to $NPCName[_i].maxOrgasms>>
<<if $NNPCMultiOrgasmToggle is 1>>
<<if !$NPCList[_npcno].maxOrgasms or $NPCList[_npcno].maxOrgasms lte 0>>
<<set $NPCList[_npcno].maxOrgasms = random(1, 5)>>
<</if>>
<<if $multiOrgasmLustScaling is 1>>
<<set $NPCList[_npcno].maxOrgasms += Math.floor($NPCName[$NPCNameList.indexOf(_nam)].lust / 20)>>
<</if>>
<<set $NPCList[_npcno].orgasms to 0>>
<</if>>
<<if $NNPCMultiOrgasmToggle is 1 and $NPCList[_npcno].maxOrgasms gt 1>>
<<set $setupMidOrgasm to true>>
<</if>>
<<set $NPCList[_npcno].lefthand to 0>>
<<set $NPCList[_npcno].righthand to 0>>
<<set $NPCList[_npcno].mouth to 0>>
<<set $NPCList[_npcno].anus to 0>>/* is not actually used anywhere */
<<set $NPCList[_npcno].chest to 0>>
<<set $NPCList[_npcno].traits to []>>
<<switch _nam>>
<<case "Eden" "Black Wolf" "Great Hawk">>
<<set $NPCList[_npcno].health to 600>>
<<set $NPCList[_npcno].healthmax to 600>>
<<set $NPCList[_npcno].dodgeChance to 40>>
<<case "Bailey">>
<<set $NPCList[_npcno].health to 400>>
<<set $NPCList[_npcno].healthmax to 400>>
<<set $NPCList[_npcno].dodgeChance to 30>>
<<case "Harper">>
<<set $NPCList[_npcno].health to 200>>
<<set $NPCList[_npcno].healthmax to 200>>
<<set $NPCList[_npcno].traits.push("hypnotist")>>
<<set $NPCList[_npcno].dodgeChance to 5>>
<<case "Ivory Wraith">>
<<statsWraith>>
<<set $NPCList[_npcno].health to _wraithHP>>
<<set $NPCList[_npcno].healthmax to _wraithHP>>
<<set $NPCList[_npcno].traits to ["brooding", "watchful", "willful", "beautiful"]>>
<<set _condomIgnore to true>>
<<set $NPCList[_npcno].dodgeChance to 30>>
<<case "Alex">>
<<set $NPCList[_npcno].health to 200>>
<<set $NPCList[_npcno].healthmax to 200>>
/* Alex never thinks to bring a condom. */
<<set _condomIgnore to true>>
<<set $NPCList[_npcno].dodgeChance to 25>>
<<case "Morgan">>
<<set $NPCList[_npcno].health to 200>>
<<set $NPCList[_npcno].healthmax to 200>>
/* I'm so sorry.*/
<<set $NPCName[_i].pregnancyAvoidance to random(0,100)>>
<<set $NPCList[_npcno].dodgeChance to 20>>
<<default>>
<<set $NPCList[_npcno].health to 200>>
<<set $NPCList[_npcno].healthmax to 200>>
<<set $NPCList[_npcno].dodgeChance to 20>>
<</switch>>
<<set _buff to 0>>
<<set $NPCList[_npcno].healthmax to Math.round($NPCList[_npcno].healthmax * ($npcHealthMult / 100))>>
<<set _buffAmount to Math.floor(Time.days / $combatExtended.enemyDayScaling)>>
<<if $combatExtended.enemyHealthDayScaling is 1>>
<<if _buffAmount lte $combatExtended.enemyDayScalingLimit or $combatExtended.enemyInfiniteDayScaling is 1>>
<<set _buff += _buffAmount * $combatExtended.enemyHealthDayScalingMult>>
<<else>>
<<set _buff += $combatExtended.enemyDayScalingLimit * $combatExtended.enemyHealthDayScalingMult>>
<</if>>
<</if>>
<<set _buffAmount to Math.floor($enemiesDefeatedStat / $combatExtended.enemyDefeatScaling)>>
<<if $combatExtended.enemyHealthDefeatScaling is 1>>
<<if _buffAmount lte $combatExtended.enemyDefeatScalingLimit or $combatExtended.enemyInfiniteDefeatScaling is 1>>
<<set _buff += _buffAmount * $combatExtended.enemyHealthDefeatScalingMult>>
<<else>>
<<set _buff += $combatExtended.enemyDefeatScalingLimit * $combatExtended.enemyHealthDefeatScalingMult>>
<</if>>
<</if>>
<<set $NPCList[_npcno].healthmax to Math.round($NPCList[_npcno].healthmax * (1 + (_buff / 100)))>>
<<set $NPCList[_npcno].health to $NPCList[_npcno].healthmax>>
<<set $NPCList[_npcno].breastsize to $NPCName[_i].breastsize>>
<<set $NPCList[_npcno].breastsdesc to $NPCName[_i].breastsdesc>>
<<set $NPCList[_npcno].breastdesc to $NPCName[_i].breastdesc>>
<<set $NPCList[_npcno].vagina to $NPCName[_i].vagina>>
<<if $breastfeedingdisable is "f" and _nam is "Morgan" and $NPCName[_i].pronoun is "f" and $NPCName[_i].breastsize gt 0>>
<<set $NPCList[_npcno].lactation to 1>>
<</if>>
<<set $NPCList[_npcno].penis to $NPCName[_i].penis>>
<<set $NPCList[_npcno].penissize to $NPCName[_i].penissize>>
<<set $NPCList[_npcno].penisdesc to $NPCName[_i].penisdesc>>
<<set $NPCList[_npcno].chastity to clone($NPCName[_i].chastity)>>
<<set $NPCList[_npcno].clothes to clone($NPCName[_i].clothes)>>
<<set $NPCList[_npcno].chest to clone($NPCName[_i].chest)>>
<<if $NPCList[_npcno].penis is "none" and $NPCName[_i].strapons and $NPCName[_i].strapons.length gt 0 and random(0,99) lt $straponchance>>
<<set $NPCList[_npcno].penis to $NPCList[_npcno].vagina>>
<<set $NPCList[_npcno].vagina to "none">>
<<set $NPCList[_npcno].gender to "m">>
<<set $_strapon to clone($NPCName[_i].strapons.random())>>
<<setNPCStrapon $NPCList[_npcno] $_strapon>>
<</if>>
<<set $NPCList[_npcno].skincolour to $NPCName[_i].skincolour>>
<<set $NPCList[_npcno].insecurity to $NPCName[_i].insecurity>>
<<set $NPCList[_npcno].description to $NPCName[_i].title>>
<<set $NPCList[_npcno].insecurity to $NPCName[_i].insecurity>>
<<set $NPCList[_npcno].description to $NPCName[_i].title>>
<<set $NPCList[_npcno].adult to $NPCName[_i].adult>>
<<set $NPCList[_npcno].teen to $NPCName[_i].teen>>
<<set $NPCList[_npcno].location to {
head: 0,
genitals: 0,
}>>
<<set $NPCList[_npcno].bold to 0>>
<<set $NPCList[_npcno].condom to false>>
<<set $NPCList[_npcno].pregnancyAvoidance to $NPCName[_i].pregnancyAvoidance>>
<<set $NPCList[_npcno].name_known to $NPCName[_i].name_known>>
<<if $condomLvl gte 2>>
<!-- 50 is the threshold for named NPCs bringing their own condoms, do not change -->
<<if ($NPCList[_npcno].pregnancyAvoidance gte 50 and !_condomIgnore)>>
<<set $NPCList[_npcno].condom to {
willUse: true,
state: (random(0,100) gt 98 ? "defective" : "normal"),
type: "plain",
colour: setup.colours.condom[random(0, (setup.colours.condom.length -1))].csstext,
worn: false
}>>
<!-- Kylar brings their own sabotaged condoms -->
<<elseif _nam is "Kylar">>
<<set $NPCList[_npcno].condom to {
willUse: false,
state: "sabotaged",
type: "plain",
colour: setup.colours.condom[random(0, (setup.colours.condom.length -1))].csstext,
worn: false
}>>
<</if>>
<</if>>
<!-- Whitney and Avery should wear strap-ons based on strap-on chance -->
<<if $NPCList[_npcno].penis is "none" and (_nam is "Whitney" or _nam is "Avery") and !_strapIgnore and random(0,99) lt $straponchance>>
<<npcstrapon _npcno>>
<</if>>
<<if _nam is "Sydney" and $sydney_toy isnot undefined>>
<<giveNPCsextoy _npcno $sydney_toy>>
<</if>>
<!-- Following sections adjusted for the changes converting from $claws to .claws -->
<!-- Adjust for Beast type NNPCs: Black Wolf -->
<!-- Changed all instances of zeroes (0) to _npcno in the event multi-beast is properly implemented -->
<<if $NPCList[_npcno].type is "wolf">>
<<set $beastname to "blackwolf">>
<<set $NPCList[_npcno].lefthand to "none">>
<<set $NPCList[_npcno].righthand to "none">>
<<set $NPCList[_npcno].stance to "approach">>
<<if $daily.bwMonsterRoll isnot undefined and $blackwolfmonster is 1>>
<<if $daily.bwMonsterRoll is true>>
<<set $NPCList[_npcno].monster to "monster">>
<<set $monster to 1>><<set _monsterOverride to true>>
<<set $NPCList[_npcno].type to ($NPCList[0].pronoun is "f" ? "wolfgirl" : "wolfboy")>>
<<set $NPCList[_npcno].lefthand to 0>>
<<set $NPCList[_npcno].righthand to 0>>
<<run delete $NPCList[_npcno].claws>>
<<else>>
<<set $NPCList[_npcno].monster to 0>>
<<set $NPCList[_npcno].pronoun to "i">>
<<set $NPCList[_npcno].claws to "claws">>
<</if>>
<<elseif $blackwolfmonster gte 1>>
<<if ($monsterchance gte $rng and ($hallucinations gte 1 or $monsterhallucinations is "f")) or ($blackwolfmonster is 2)>>
<<set $daily.bwMonsterRoll to true>>
<<set $NPCList[_npcno].monster to "monster">>
<<set $monster to 1>><<set _monsterOverride to true>>
<<set $NPCList[_npcno].type to ($NPCList[0].pronoun is "f" ? "wolfgirl" : "wolfboy")>>
<<set $NPCList[_npcno].lefthand to 0>>
<<set $NPCList[_npcno].righthand to 0>>
<<run delete $NPCList[_npcno].claws>>
<<else>>
<<set $daily.bwMonsterRoll to false>>
<<set $NPCList[_npcno].monster to 0>>
<<set $NPCList[_npcno].pronoun to "i">>
<<set $NPCList[_npcno].claws to "claws">>
<</if>>
<<else>>
<<set $daily.bwMonsterRoll to false>>
<<set $NPCList[_npcno].monster to 0>>
<<set $NPCList[_npcno].pronoun to "i">>
<<set $NPCList[_npcno].claws to "claws">>
<</if>>
<</if>>
<!-- Adjust for Beast type NNPCs: Great Hawk -->
<<if $NPCList[_npcno].type is "hawk">>
<<set $beastname to "greathawk">>
<<set $NPCList[_npcno].lefthand to "none">>
<<set $NPCList[_npcno].righthand to "none">>
<<set $NPCList[_npcno].stance to "approach">>
<<if $daily.ghMonsterRoll isnot undefined and $greathawkmonster is 1>>
<<if $daily.ghMonsterRoll is true>>
<<set $NPCList[_npcno].monster to "monster">>
<<set $monster to 1>><<set _monsterOverride to true>>
<<set $NPCList[_npcno].type to "harpy">>
<<set $NPCList[_npcno].lefthand to 0>>
<<set $NPCList[_npcno].righthand to 0>>
<<run delete $NPCList[_npcno].claws>>
<<else>>
<<set $NPCList[_npcno].monster to 0>>
<<set $NPCList[_npcno].pronoun to "i">>
<<set $NPCList[_npcno].claws to "talons">>
<</if>>
<<elseif $greathawkmonster gte 1 or $bestialitydisable is "t">>
<<if ($monsterchance gte $rng and ($hallucinations gte 1 or $monsterhallucinations is "f")) or ($greathawkmonster is 2) or ($bestialitydisable is "t")>>
<<set $daily.ghMonsterRoll to true>>
<<set $NPCList[_npcno].monster to "monster">>
<<set $monster to 1>><<set _monsterOverride to true>>
<<set $NPCList[_npcno].type to "harpy">>
<<set $NPCList[_npcno].lefthand to 0>>
<<set $NPCList[_npcno].righthand to 0>>
<<run delete $NPCList[_npcno].claws>>
<<else>>
<<set $daily.ghMonsterRoll to false>>
<<set $NPCList[_npcno].monster to 0>>
<<set $NPCList[_npcno].pronoun to "i">>
<<set $NPCList[_npcno].claws to "talons">>
<</if>>
<<else>>
<<set $daily.ghMonsterRoll to false>>
<<set $NPCList[_npcno].monster to 0>>
<<set $NPCList[_npcno].pronoun to "i">>
<<set $NPCList[_npcno].claws to "talons">>
<</if>>
<</if>>
<<if $enemyno lt 6>><<set $enemyno += 1>><</if>>
<<if $NPCList[0].monster is "monster" or _monsterOverride>>
<<set $monster to 1>>
<<else>>
<<set $monster to 0>>
<</if>>
/*Run pregnancy Checks*/
<<if playerIsPregnant() and playerBellyVisible(true) and _nam isnot "Robin">>
<<setKnowsAboutPregnancy "pc" _args[0]>>
<</if>>
<<if npcIsPregnant(_args[0]) and npcBellyVisible(_args[0])>>
<<setKnowsAboutPregnancy _args[0] "pc">>
<</if>>
<<set $NPCList[_npcno].index to _npcno>>
<<run EventSystem.push($passage, _npcno, $timeStamp)>>
<<set $index to _npcno>>
<</widget>>
<<widget "npcrelationship">>
<!-- Robin, Avery, Kylar are unique and are treated differently -->
<<set _i to V.NPCName.findIndex(i => i.nam === _args[0])>>
<<if _i !== -1>>
<<set _npc to _args[0]>>
<<else>>
<<error { message: "<<npcrelationship>> was provided incorrect arguments" }>>
<</if>>
<<if $NPCName[_i].init is 1>>
<<relationshiptext>>
<br>
<</if>>
<</widget>>
<<widget "npcincr">>
<!-- Arguments passed are NNPC name, variable type, and value (+/-)-->
<<set _nam to _args[0]>>
<<set _var to _args[1]>>
<<set _val to _args[2]>>
<<if _args[3]>>
<<set _cheat to _args[3]>>
<</if>>
<<set _i to $NPCNameList.indexOf(_nam)>>
<<switch _var>>
<<case love>>
<<set $NPCName[_i].love += _val>>
<<case dom>>
<<set $NPCName[_i].dom += _val>>
<<case trust>>
<<set $NPCName[_i].trust += _val>>
<<case lust>>
<<if _nam is "Sydney" and !_sydneyChastity and _val gt 0 and !_cheat>>
<<set $NPCName[_i].lust += (_val + 1)>>
<<else>>
<<set $NPCName[_i].lust += _val>>
<</if>>
<<set _lustincr to 1>>
<<case rage>>
<<set $NPCName[_i].rage += _val>>
<<case state>>
<<set $NPCName[_i].state to _val>>
<<case init>>
<<set $NPCName[_i].init to _val>>
<<case trauma>>
<<if _nam is "Robin" and _val lt 0>>
<<set $NPCName[_i].trauma += Math.round(_val * ($robinTraumaMultiplier || 1))>>
<<if $NPCName[_i].trauma lt 0>>
<<set $NPCName[_i].trauma = 0>>
<</if>>
<<else>>
<<set $NPCName[_i].trauma += _val>>
<<if $NPCName[_i].trauma gt 100>>
<<set $NPCName[_i].trauma = 100>>
<</if>>
<</if>>
<<case purity>>
<<if $NPCName[_i].corruption gt 0>>
<<set $NPCName[_i].corruption -= _val>>
<<if $NPCName[_i].corruption lte 0>>
<<if $purityEvent is 1>>
<<set _rollover to -$NPCName[_i].corruption>>
<<set $NPCName[_i].purity += (_rollover + 4)>>
<<set $NPCName[_i].corruption = 0>>
<<set $purityRollover to 1>>
<<else>>
<<set $NPCName[_i].corruption = 1>>
<</if>>
<</if>>
<<else>>
<<set $NPCName[_i].purity += _val>>
<<if $NPCName[_i].purity lte 0>>
<<if $corruptionEvent is 1>>
<<set _rollover to -$NPCName[_i].purity>>
<<set $NPCName[_i].corruption += (_rollover + 10)>>
<<set $NPCName[_i].purity = 0>>
<<set $corruptionRollover to 1>>
<<else>>
<<set $NPCName[_i].purity = 1>>
<</if>>
<</if>>
<<if $NPCName[_i].purity gte 100 and ($NPCName[_i].virginity.vaginal isnot true or $NPCName[_i].virginity.penile isnot true)>>
<<set $NPCName[_i].purity = 99>>
<</if>>
<<if $NPCName[_i].purity lte 50 and _val lt 0 and _lustincr isnot 1>>
<<npcincr Sydney lust 1>>
<</if>>
<</if>>
<<unset $purityEvent>>
<<unset $corruptionEvent>>
<<default>>
<span class="red">NPCINCR error - Unknown variable _var</span>
<br><br>
<</switch>>
<<relationshipclamp>>
<</widget>>
<<widget "npcset">>
<!-- Sets selected NNPC variables using NNPC name-->
<!-- Arguements passed are NNPC name, variable type, value -->
<<set _nam to _args[0]>>
<<set _var to _args[1]>>
<<set _val to _args[2]>>
<<set _i to $NPCNameList.indexOf(_nam)>>
<<switch _var>>
<<case love>>
<<set $NPCName[_i].love to _val>>
<<case dom>>
<<set $NPCName[_i].dom to _val>>
<<case trust>>
<<set $NPCName[_i].trust to _val>>
<<case lust>>
<<set $NPCName[_i].lust to _val>>
<<case rage>>
<<set $NPCName[_i].rage to _val>>
<<case state>>
<<set $NPCName[_i].state to _val>>
<<case init>>
<<set $NPCName[_i].init to _val>>
<<case trauma>>
<<set $NPCName[_i].trauma to _val>>
<<case purity>>
<<set $NPCName[_i].purity to _val>>
<<case corruption>>
<<set $NPCName[_i].corruption to _val>>
<<default>>
<span class="red">NPCSET error - Unknown value _var</span>
<br><br>
<</switch>>
<</widget>>
<<widget "relationshiptext">>
<!-- Special cases for Robin, Avery, Kylar, Whitney, Sydney, Alex, Wraith -->
<<switch _npc>>
<<case Robin>>
Robin
<<if $robin.timer.hurt gte 2>>
<span class="red">feels betrayed.</span>
<<elseif $robin.timer.hurt gte 1>>
<span class="purple">feels conflicted.</span>
<<elseif $robinromance is 1>>
<<if $NPCName[_i].trauma gte 80>>
<<if $NPCName[_i].lust gte 50>>
<span class="red">is lost in need for you.</span>
<<else>>
<span class="red">is nothing without you.</span>
<</if>>
<<elseif $NPCName[_i].dom gte 40>>
<span class="lewd">cherishes you.</span>
<<else>>
<span class="lewd">loves you.</span>
<</if>>
<<elseif $NPCName[_i].trauma gte 80>>
<span class="red">is traumatised.</span>
<<elseif $NPCName[_i].trauma gte 40>>
<span class="red">is in pain.</span>
<<elseif $NPCName[_i].trauma gte 10>>
<span class="purple">is troubled.</span>
<<elseif $NPCName[_i].dom gte 80>>
<span class="teal">feels protective of you.</span>
<<elseif $NPCName[_i].dom gte 20>>
<span class="teal">thinks you're <<nnpc_his "Robin">> best friend.</span>
<<else>>
<span class="teal">looks up to you.</span>
<</if>>
<<case Avery>>
Avery
<<if $NPCName[_i].state is "dismissed">>
<span class="red">has moved on.</span>
<<elseif $NPCName[_i].rage gte 96>>
<span class="red">has given up on you.</span>
<<elseif $NPCName[_i].love gte 60>>
<<if $NPCName[_i].rage gte 60>>
<span class="pink">is infuriated by you.</span>
<<elseif $NPCName[_i].rage gte 20>>
<span class="blue">wants you on a tighter leash.</span>
<<else>>
<span class="green">prizes you.</span>
<</if>>
<<elseif $NPCName[_i].love gte 20>>
<<if $NPCName[_i].rage gte 60>>
<span class="pink">is furious with you.</span>
<<elseif $NPCName[_i].rage gte 20>>
<span class="purple">sees you as a possession.</span>
<<else>>
<span class="teal">thinks you're cute.</span>
<</if>>
<<else>>
<<if $NPCName[_i].rage gte 60>>
<span class="pink">thinks you're insolent.</span>
<<elseif $NPCName[_i].rage gte 20>>
<span class="blue">thinks you're a brat.</span>
<<else>>
has no strong opinion of you.
<</if>>
<</if>>
<<case Kylar>>
Kylar
<<if $NPCName[_i].state is "prison" and $location isnot "prison">>
<span class="red"> is imprisoned.</span>
<<elseif $NPCName[_i].love gte 90>>
<<if $NPCName[_i].rage gte 90>>
<span class="red">is hysterical.</span>
<<elseif $NPCName[_i].rage gte 60>>
<span class="pink">is obsessed with you.</span>
<<elseif $NPCName[_i].rage gte 30>>
<span class="blue">is obsessed with you.</span>
<<else>>
<span class="green">is obsessed with you.</span>
<</if>>
<<elseif $NPCName[_i].love gte 60>>
<<if $NPCName[_i].rage gte 90>>
<span class="red">is hysterical.</span>
<<elseif $NPCName[_i].rage gte 60>>
<span class="pink">is enamoured with you.</span>
<<elseif $NPCName[_i].rage gte 30>>
<span class="purple">is enamoured with you.</span>
<<else>>
<span class="teal">is enamoured with you.</span>
<</if>>
<<elseif $NPCName[_i].love gte 30>>
<<if $NPCName[_i].rage gte 90>>
<span class="red">is hysterical.</span>
<<elseif $NPCName[_i].rage gte 60>>
<span class="pink">is infatuated with you.</span>
<<elseif $NPCName[_i].rage gte 30>>
<span class="purple">is infatuated with you.</span>
<<else>>
<span class="lblue">is infatuated with you.</span>
<</if>>
<<else>>
<<if $NPCName[_i].rage gte 90>>
<span class="red">is hysterical.</span>
<<elseif $NPCName[_i].rage gte 60>>
<span class="pink">is fixated on you.</span>
<<elseif $NPCName[_i].rage gte 30>>
<span class="purple">is fixated on you.</span>
<<else>>
<span class="blue">is fixated on you.</span>
<</if>>
<</if>>
<<case Whitney>>
Whitney
<<if $NPCName[_i].state is "dungeon">>
<span class="red">is gone.</span>
<<elseif $whitneyRescueStatus isnot undefined>>
<<if $whitneyRescueStatus is "humiliated" and !$whitneyRescueTimer>>
<span class="red">is vulnerable.</span>
<<elseif $whitneyRescueStatus is "humiliated">>
<span class="red">is humiliated.</span>
<<elseif $whitneyRescueStatus is "shaken">>
<span class="pink">is unnerved and agitated.</span>
<<elseif $whitneyRescueStatus is "grateful">>
is <span class="green">grateful.</span>
<</if>>
<<elseif $NPCName[_i].love gte 20>>
<<if $NPCName[_i].lust gte 60>>
<span class="lewd">is up for some fun.</span>
<<else>>
<<if $NPCName[_i].dom gte 20>>
<span class="lewd">owns you.</span>
<<elseif $NPCName[_i].dom lte 8>>
thinks you're <span class="green"><<nnpc_his "Whitney">> <<girlfriend>>.</span>
<<else>>
<span class="lewd">thinks you're <<nnpc_his "Whitney">> pet.</span>
<</if>>
<</if>>
<<elseif $NPCName[_i].love lte 5>>
<<if $NPCName[_i].lust gte 60>>
<<if $NPCName[_i].dom gte 18>>
<span class="pink">wants to make you beg.</span>
<<else>>
<span class="pink">wants to hear you beg.</span>
<</if>>
<<else>>
<<if $NPCName[_i].dom gte 20>>
thinks you're <span class="red">pathetic.</span>
<<elseif $NPCName[_i].dom lte 7>>
<<if $NPCName[_i].dom lte 2 and $NPCName[_i].love lte 2>>
<span class="red">has a vendetta against you.</span>
<<else>>
thinks you're <span class="red">a threat to <<nnpc_his "Whitney">> status.</span>
<</if>>
<<else>>
thinks you're <span class="red">a freak.</span>
<</if>>
<</if>>
<<else>>
<<if $NPCName[_i].dom gte 20>>
thinks you're <span class="teal">fun to pick on.</span>
<<elseif $NPCName[_i].dom lte 8>>
finds you <span class="purple">annoying.</span>
<<else>>
thinks you're <span class="pink">an easy target.</span>
<</if>>
<</if>>
<<case Sydney>>
Sydney
<<if $sydneyromance is 1>>
<<if $NPCName[_i].purity gt 80>>
<<if $NPCName[_i].lust gte 60>>
<span class="lewd">can't think of anything but you.</span>
<<else>>
<span class="lewd">loves you beyond words.</span>
<</if>>
<<elseif $NPCName[_i].purity gte 40>>
<<if $NPCName[_i].lust gte 30>>
<span class="lewd">yearns for your touch.</span>
<<else>>
<span class="lewd">feels bound to you.</span>
<</if>>
<<elseif $NPCName[_i].corruption gte 40>>
<<if $NPCName[_i].lust gte 20>>
<span class="lewd">wants to be <<if $NPCName[_i].virginity.vaginal is true and $NPCName[_i].virginity.penile is true>>deflowered<<else>>defiled<</if>> by you.</span>
<<else>>
<span class="lewd">loves you beyond words.</span>
<</if>>
<<elseif $NPCName[_i].corruption gte 10>>
<<if $NPCName[_i].lust gte 10>>
<span class="lewd">craves your touch.</span>
<<else>>
<span class="lewd">belongs to you.</span>
<</if>>
<<else>>
<span class="lewd">loves you.</span>
<</if>>
<<elseif $NPCName[_i].love gte 60>>
<<if $NPCName[_i].purity gte 50>>
<<if $purity lte 500 or ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled"))>>
<span class="blue">wants to save you.</span>
<<elseif $temple_rank is "monk" or $temple_rank is "priest" or ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled"))>>
<span class="green">considers you an inspiration.</span>
<<elseif $temple_rank is "initiate">>
<span class="green">considers you a prodigy.</span>
<<else>>
<span class="green">is very fond of you.</span>
<</if>>
<<elseif $NPCName[_i].corruption gte 10>>
<span class="lewd">is influenced by you.</span>
<<else>>
<span class="purple">is torn.</span>
<</if>>
<<elseif $NPCName[_i].love gte 30>>
<<if $NPCName[_i].purity gte 50>>
<<if $purity lte 500 or ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled"))>>
thinks you're <span class="blue">misguided.</span>
<<elseif $temple_rank is "monk" or $temple_rank is "priest" or ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled"))>>
<span class="teal">looks up to you.</span>
<<elseif $temple_rank is "initiate">>
<span class="teal">sees you as an equal.</span>
<<else>>
<span class="teal">enjoys your company.</span>
<</if>>
<<elseif $NPCName[_i].corruption gte 10>>
<span class="pink">wants to know you better.</span>
<<else>>
<span class="purple">is conflicted.</span>
<</if>>
<<elseif $NPCName[_i].love gte 10>>
<<if $sydneySeen and $sydneySeen.includes("initiate")>>
<<if $purity lte 500 or ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled"))>>
<span class="pink">thinks you're lost.</span>
<<else>>
<span class="lblue">is proud of you.</span>
<</if>>
<<else>>
<span class="lblue">is intrigued by you.</span>
<</if>>
<<else>>
<<if $sydneySeen and $sydneySeen.includes("initiate")>>
<<if $purity lte 500 or ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled"))>>
<span class="red">thinks you're heretical.</span>
<<elseif $sydney.rank is "initiate" and $temple_rank is "initiate">>
<span class="blue">is happy to know another initiate.</span>
<<else>>
<span class="blue">is happy to know another worshipper.</span>
<</if>>
<<else>>
has no strong opinion of you.
<</if>>
<</if>>
<<case Alex>>
Alex
<<if $alex_countdown is undefined and $farm_stage gte 7>>
<<if $NPCName[_i].lust gte 60>>
<span class="lewd">wants to ride until sun<<if Time.dayState is "night">>rise<<else>>set<</if>>.</span>
<<elseif $NPCName[_i].dom gte 30>>
<span class="lewd">is in charge.</span>
<<elseif $NPCName[_i].dom lte -30>>
<span class="lewd">depends on you.</span>
<<else>>
<span class="lewd">thinks you're <<nnpc_his "Alex">> partner.</span>
<</if>>
<<elseif $farm_stage gte 6>>
<<if $NPCName[_i].dom gte 30>>
<span class="pink">is in control.</span>
<<elseif $NPCName[_i].dom lte -30>>
<span class="teal">relies on you.</span>
<<else>>
<span class="blue">can't be more grateful.</span>
<</if>>
<<elseif $farm_stage gte 5>>
<<if $NPCName[_i].dom gte 10>>
<span class="blue">respects you.</span>
<<elseif $NPCName[_i].dom lte -10>>
<span class="blue">admires you.</span>
<<else>>
<span class="blue">appreciates you.</span>
<</if>>
<<elseif $farm_stage gte 4>>
<<if $NPCName[_i].dom gte 10>>
<span class="green">thinks you're responsible.</span>
<<elseif $NPCName[_i].dom lte -10>>
<span class="green">thinks you're capable.</span>
<<else>>
<span class="green">likes having you around.</span>
<</if>>
<<elseif $NPCName[_i].love gte 10>>
<span class="green">is glad to have help.</span>
<<elseif $NPCName[_i].love lte -10>>
<<if $NPCName[_i].lust gte 10>>
<span class="purple">thinks you're a pervert.</span>
<<elseif $NPCName[_i].dom gte 10>>
<span class="red">wants a new farmhand.</span>
<<else>>
<span class="red">thinks you're a bother.</span>
<</if>>
<<else>>
has no strong opinion of you.
<</if>>
<<case "Ivory Wraith">>
<<if $wraith>>
<<if $wraith.hunt and !$wraith.type>>
The Wraith
<<if $wraith.state is "haunt">>
<span class="red">is fiercely hunting you.</span>
<<else>>
<span class="blue">is stalking you.</span>
<</if>>
<<elseif _rngWraithLineChance is 1>>
<<if !_rngWraithLine>>
<<set _rngWraithLine to true>>
<<silently>><<speechWraith "lines">><</silently>>
<</if>>
_line1
<<elseif $bus isnot "lake_ruin_prison" and !$wraith.type and Time.isBloodMoon()>>
The Wraith
<<if $wraith.state is "haunt">>
<span class="red">is looking for you.</span>
<<else>>
<span class="blue">prowls.</span>
<</if>>
<<else>>
The Wraith
<<if $wraith.state is "haunt">>
<<if $NPCName[_i].lust gte 18>>
<span class="red">is manic.</span>
<<elseif $NPCName[_i].lust gte 14>>
<span class="pink">is enraged.</span>
<<else>>
<span class="purple">holds a grudge.</span>
<</if>>
<<elseif $wraith.state is "despair">>
<<if $NPCName[_i].lust gte 18>>
<span class="red">is manic.</span>
<<elseif $NPCName[_i].lust gte 14>>
<span class="pink">is in anguish.</span>
<<else>>
<span class="purple">is melancholy.</span>
<</if>>
<<else>>
<<if $NPCName[_i].lust gte 15>>
<span class="purple">is obsessed with you.</span>
<<elseif $NPCName[_i].lust gte 6>>
<span class="purple">is intrigued by you.</span>
<<else>>
<span class="blue">is entertained by you.</span>
<</if>>
<</if>>
<</if>>
<</if>>
<<case "Great Hawk">>
Great Hawk
<<if $syndromebird is 1>>
<<if $NPCName[_i].love gte 60>>
<<if $NPCName[_i].dom gte 50>>
has <span class="lewd">claimed you as <<if $greathawkmonster gte 1>><<nnpc_his "Great Hawk">><<else>>its<</if>> <<wife>>.</span>
<<elseif $NPCName[_i].dom gte 20>>
<span class="lewd">thinks you're <<if $greathawkmonster gte 1>><<nnpc_his "Great Hawk">><<else>>its<</if>> <<wife>>.</span>
<<else>>
<span class="lewd">thinks you're a good <<wife>>.</span>
<</if>>
<<elseif $NPCName[_i].love gte 20>>
<<if $NPCName[_i].dom gte 50>>
<span class="red">wants you to return <<if $greathawkmonster gte 1>><<nnpc_his "Great Hawk">><<else>>its<</if>> affections.</span>
<<elseif $NPCName[_i].dom gte 20>>
<span class="red">is distraught.</span>
<<else>>
<span class="red">is desperate for your affection.</span>
<</if>>
<<else>>
<<if $NPCName[_i].dom gte 50>>
<span class="teal">wants you as a mate.</span>
<<elseif $NPCName[_i].dom gte 20>>
is lonely.
<<else>>
<span class="teal">is smitten with you.</span>
<</if>>
<</if>>
<<else>>
<span class="red">wants you to stay forever.</span>
<</if>>
<<case "Black Wolf">>
Black Wolf
<<if $syndromewolves is 1>>
<<if $NPCName[_i].love gte $npclovehigh>>
<<if $wolfpackferocity gt $wolfpackharmony>>
<span class="lewd"><<print $blackwolfmonster gte 1 ? "is" : "seems">> proud you're <<if $blackwolfmonster gte 1>><<nnpc_his "Black Wolf">><<else>>its<</if>> mate.</span>
<<elseif $wolfpackharmony gt $wolfpackferocity>>
<span class="lewd"><<print $blackwolfmonster gte 1 ? "is" : "seems">> glad you're <<if $blackwolfmonster gte 1>><<nnpc_his "Black Wolf">><<else>>its<</if>> mate.</span>
<<else>>
<span class="lewd">thinks of you as <<if $blackwolfmonster gte 1>><<nnpc_his "Black Wolf">><<else>>its<</if>> mate.</span>
<</if>>
<<elseif $NPCName[_i].love lte $npclovelow>>
<<if $wolfpackferocity gt $wolfpackharmony>>
<span class="red">wants you out of the pack.</span>
<<elseif $wolfpackharmony gt $wolfpackferocity>>
<span class="red">is wary of you.</span>
<<else>>
<span class="red">thinks you're a terrible packmate.</span>
<</if>>
<<else>>
<<if $wolfpackferocity gt $wolfpackharmony>>
<span class="pink">thinks you're a strong packmate.</span>
<<elseif $wolfpackharmony gt $wolfpackferocity>>
<span class="teal">thinks you're a worthy packmate.</span>
<<else>>
<span class="teal">values your place in the pack.</span>
<</if>>
<</if>>
<<else>>
<<if $NPCName[_i].love gte $npclovehigh>>
<<if $wolfpackferocity gt $wolfpackharmony>>
thinks you'd be a <span class="green">powerful</span> packmate.
<<elseif $wolfpackharmony gt $wolfpackferocity>>
thinks you'd be a <span class="green">valuable</span> packmate.
<<else>>
thinks you'd be a <span class="green">good</span> packmate.
<</if>>
<<elseif $NPCName[_i].love lte $npclovelow>>
<<if $wolfpackferocity gt $wolfpackharmony>>
thinks you'd be a <span class="red">weak</span> packmate.
<<elseif $wolfpackharmony gt $wolfpackferocity>>
thinks you'd be a <span class="red">useless</span> packmate.
<<else>>
thinks you'd be a <span class="red">poor</span> packmate.
<</if>>
<<else>>
<<if $wolfpackferocity gt $wolfpackharmony>>
<span class="pink">wants to tussle with you.</span>
<<elseif $wolfpackharmony gt $wolfpackferocity>>
<span class="teal">wants to spend more time with you.</span>
<<else>>
has no strong opinion of you.
<</if>>
<</if>>
<</if>>
<!-- Default cases for all other NNPCs -->
<<default>>
_npc
<<if $NPCName[_i].love gte $npclovehigh>>
<<if $NPCName[_i].dom gte $npcdomhigh>>
thinks you're <span class="green">adorable.</span>
<<elseif $NPCName[_i].dom lte $npcdomlow>>
thinks you're <span class="green">inspiring.</span>
<<else>>
thinks you're <span class="green">delightful.</span>
<</if>>
<<elseif $NPCName[_i].love lte $npclovelow>>
<<if $NPCName[_i].dom gte $npcdomhigh>>
thinks you're <span class="red">pathetic.</span>
<<elseif $NPCName[_i].dom lte $npcdomlow>>
thinks you're <span class="red">irritating.</span>
<<else>>
thinks you're <span class="red">terrible.</span>
<</if>>
<<else>>
<<if $NPCName[_i].dom gte $npcdomhigh>>
thinks you're <span class="pink">cute.</span>
<<elseif $NPCName[_i].dom lte $npcdomlow>>
<span class="teal">looks up to you.</span>
<<else>>
has no strong opinion of you.
<</if>>
<</if>>
<</switch>>
<</widget>>
<<widget "push_nnpc_genderknown">>
<!-- Can be used in any situation to let all active named NPCs known the player's gender -->
<!-- Use _args[0] to ignore clothing -->
<!-- Won't ignore the chastity belt's "hidden" property (for now) -->
<<if _args[0] or $exposed gte 2>>
<<if !playerChastity("hidden")>>
<<run $npc.forEach(npc => $genderknown.pushUnique(npc))>>
<</if>>
<</if>>
<</widget>>
/* <<widget "NPCStatusCheck">> [OBSOLETE; use statusCheck(name)]
<!-- When NPCs are updated and made compatible with statusCheck-style widgets, add them to here. Make a new if statement, NOT an elseif -->
<!-- Usage: call a SINGLE argument with every relevant NPC. <<NPCStatusCheck("Kylar Sydney")>> will call <<kylarStatusCheck>> and <<sydneyStatusCheck>> --> [DOES NOT WORK WITH statusCheck(name)]
<<if _args[0].includes("Robin")>>
<<set _robin to C.npc.Robin>>
<<if _robin.init is 1>>
<<robinStatusCheck>>
<</if>>
<</if>>
<<if _args[0].includes("Kylar")>>
<<set _kylar to C.npc.Kylar>>
<<if _kylar.init is 1>>
<<kylarStatusCheck>>
<</if>>
<</if>>
<<if _args[0].includes("Sydney")>>
<<set _sydney to C.npc.Sydney>>
<<if _sydney.init is 1>>
<<sydneyStatusCheck>>
<</if>>
<</if>>
<</widget>> */<<widget "underworld_nickname">><<silently>>
<<if $fame.sex gte 400>>
<<if $fame.prostitution gte 400>>
<<if $fame.rape gte 400>>
<<if $fame.bestiality gte 400>>
<<if $fame.scrap gte 400>>
<<if $fame.pimp gte 400>>
<<if $player.gender_appearance is "m">>
<<set _text_output to "Our Boy">>
<<else>>
<<set _text_output to "Our Girl">>
<</if>>
<<else>>
<<if $player.gender_appearance is "m">>
<<set _text_output to "The Boy">>
<<else>>
<<set _text_output to "The Girl">>
<</if>>
<</if>>
<<else>>
<<if $fame.pimp gte 400>>
<<set _text_output to "Plaything">>
<<else>>
<<set _text_output to "Fucktoy">>
<</if>>
<</if>>
<<else>>
<<if $fame.scrap gte 400>>
<<if $fame.pimp gte 400>>
<<set _text_output to "Pike">>
<<else>>
<<set _text_output to "Rapier">>
<</if>>
<<else>>
<<if $fame.pimp gte 400>>
<<set _text_output to "Ultra Slut">>
<<else>>
<<set _text_output to "Super Slut">>
<</if>>
<</if>>
<</if>>
<<else>>
<<if $fame.bestiality gte 400>>
<<if $fame.scrap gte 400>>
<<if $fame.pimp gte 400>>
<<set _text_output to "Milker">>
<<else>>
<<set _text_output to "Milky">>
<</if>>
<<else>>
<<if $fame.pimp gte 400>>
<<set _text_output to "Kibbles">>
<<else>>
<<set _text_output to "Nibbles">>
<</if>>
<</if>>
<<else>>
<<if $fame.scrap gte 400>>
<<if $fame.pimp gte 400>>
<<set _text_output to "Weaver">>
<<else>>
<<set _text_output to "Needle">>
<</if>>
<<else>>
<<if $fame.pimp gte 400>>
<<set _text_output to "Pokies">>
<<else>>
<<set _text_output to "Pokey">>
<</if>>
<</if>>
<</if>>
<</if>>
<<else>>
<<if $fame.rape gte 400>>
<<if $fame.bestiality gte 400>>
<<if $fame.scrap gte 400>>
<<if $fame.pimp gte 400>>
<<set _text_output to "Wolf Whore">>
<<else>>
<<set _text_output to "Wolf Slut">>
<</if>>
<<else>>
<<if $fame.pimp gte 400>>
<<set _text_output to "Dog Whore">>
<<else>>
<<set _text_output to "Dog Slut">>
<</if>>
<</if>>
<<else>>
<<if $fame.scrap gte 400>>
<<if $fame.pimp gte 400>>
<<set _text_output to "Spike">>
<<else>>
<<set _text_output to "Rough-and-Tumble">>
<</if>>
<<else>>
<<if $fame.pimp gte 400>>
<<set _text_output to "Freebies">>
<<else>>
<<set _text_output to "Free Slut">>
<</if>>
<</if>>
<</if>>
<<else>>
<<if $fame.bestiality gte 400>>
<<if $fame.scrap gte 400>>
<<if $fame.pimp gte 400>>
<<set _text_output to "Doggy Squeezer">>
<<else>>
<<set _text_output to "Wolf Warrior">>
<</if>>
<<else>>
<<if $fame.pimp gte 400>>
<<set _text_output to "Doggy Milker">>
<<else>>
<<set _text_output to "Wolf Rider">>
<</if>>
<</if>>
<<else>>
<<if $fame.scrap gte 400>>
<<if $fame.pimp gte 400>>
<<if $player.gender_appearance is "m">>
<<set _text_output to "Pimp">>
<<else>>
<<set _text_output to "Madame">>
<</if>>
<<else>>
<<set _text_output to "Sabre">>
<</if>>
<<else>>
<<if $fame.pimp gte 400>>
<<if $player.gender_appearance is "m">>
<<set _text_output to "Slut Dad">>
<<else>>
<<set _text_output to "Slut Mum">>
<</if>>
<<else>>
<<set _text_output to "Slut">>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<<else>>
<<if $fame.prostitution gte 400>>
<<if $fame.rape gte 400>>
<<if $fame.bestiality gte 400>>
<<if $fame.scrap gte 400>>
<<if $fame.pimp gte 400>>
<<if $player.gender_appearance is "m">>
<<set _text_output to "Hound Father">>
<<else>>
<<set _text_output to "Hound Mother">>
<</if>>
<<else>>
<<set _text_output to "Hound">>
<</if>>
<<else>>
<<if $fame.pimp gte 400>>
<<set _text_output to "Dogged One">>
<<else>>
<<set _text_output to "Pup">>
<</if>>
<</if>>
<<else>>
<<if $fame.scrap gte 400>>
<<if $fame.pimp gte 400>>
<<set _text_output to "Dagger">>
<<else>>
<<set _text_output to "Scar">>
<</if>>
<<else>>
<<if $fame.pimp gte 400>>
<<set _text_output to "Sex Beggar">>
<<else>>
<<set _text_output to "Rape Beggar">>
<</if>>
<</if>>
<</if>>
<<else>>
<<if $fame.bestiality gte 400>>
<<if $fame.scrap gte 400>>
<<if $fame.pimp gte 400>>
<<set _text_output to "Fang">>
<<else>>
<<set _text_output to "Claw">>
<</if>>
<<else>>
<<if $fame.pimp gte 400>>
<<set _text_output to "The Hound">>
<<else>>
<<set _text_output to "Puppy">>
<</if>>
<</if>>
<<else>>
<<if $fame.scrap gte 400>>
<<if $fame.pimp gte 400>>
<<set _text_output to "Stiletto">>
<<else>>
<<set _text_output to "Knife">>
<</if>>
<<else>>
<<if $fame.pimp gte 400>>
<<if $player.gender_appearance is "m">>
<<set _text_output to "Whoredad">>
<<else>>
<<set _text_output to "Whoremum">>
<</if>>
<<else>>
<<set _text_output to "Penny Chaser">>
<</if>>
<</if>>
<</if>>
<</if>>
<<else>>
<<if $fame.rape gte 400>>
<<if $fame.bestiality gte 400>>
<<if $fame.scrap gte 400>>
<<if $fame.pimp gte 400>>
<<set _text_output to "Tasty">>
<<else>>
<<set _text_output to "The Rabbit">>
<</if>>
<<else>>
<<if $fame.pimp gte 400>>
<<set _text_output to "Kitten">>
<<else>>
<<set _text_output to "Bitch">>
<</if>>
<</if>>
<<else>>
<<if $fame.scrap gte 400>>
<<if $fame.pimp gte 400>>
<<set _text_output to "The Rough One">>
<<else>>
<<if $player.gender_appearance is "m">>
<<set _text_output to "Spear-Prick">>
<<else>>
<<set _text_output to "Vagina Dentata">>
<</if>>
<</if>>
<<else>>
<<if $fame.pimp gte 400>>
<<set _text_output to "Free Samples">>
<<else>>
<<set _text_output to "Rape Bait">>
<</if>>
<</if>>
<</if>>
<<else>>
<<if $fame.bestiality gte 400>>
<<if $fame.scrap gte 400>>
<<if $fame.pimp gte 400>>
<<if $player.gender_appearance is "m">>
<<set _text_output to "Den Father">>
<<else>>
<<set _text_output to "Den Mother">>
<</if>>
<<else>>
<<set _text_output to "The Wolf">>
<</if>>
<<else>>
<<if $fame.pimp gte 400>>
<<set _text_output to "Rancher">>
<<else>>
<<set _text_output to "Paw">>
<</if>>
<</if>>
<<else>>
<<if $fame.scrap gte 400>>
<<if $fame.pimp gte 400>>
<<set _text_output to "The Rat">>
<<else>>
<<set _text_output to "Scrappy">>
<</if>>
<<else>>
<<if $fame.pimp gte 400>>
<<if $player.gender_appearance is "m">>
<<set _text_output to "Dad">>
<<else>>
<<set _text_output to "Mum">>
<</if>>
<<else>>
<<set _text_output to "meat">>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<<if _args[0] is "cap">><<capitalise>><</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "overworld_nickname">><<silently>>
<<if $fame.exhibitionism gte 400>>
<<if $fame.good gte 400>>
<<if $fame.business gte 400>>
<<if $fame.social gte 400>>
<<set _text_output to "The Orphan">>
<<elseif $fame.model gte 400>>
<<set _text_output to "Crowd Pleaser">>
<<else>>
<<set _text_output to "Gold Heart">>
<</if>>
<<else>>
<<if $fame.social gte 400>>
<<if $fame.model gte 400>>
<<set _text_output to "Scandalous">>
<<else>>
<<set _text_output to "Flaunty">>
<</if>>
<<else>>
<<if $fame.model gte 400>>
<<set _text_output to "Venus">>
<<else>>
<<set _text_output to "Smiles">>
<</if>>
<</if>>
<</if>>
<<else>>
<<if $fame.business gte 400>>
<<if $fame.social gte 400>>
<<if $fame.model gte 400>>
<<set _text_output to "Centerfold">>
<<else>>
<<set _text_output to "Orchid">>
<</if>>
<<else>>
<<if $fame.model gte 400>>
<<set _text_output to "Hot Shot">>
<<else>>
<<if $player.gender_appearance is "m">>
<<set _text_output to "Suspicious Shop Boy">>
<<else>>
<<set _text_output to "Suspicious Shop Girl">>
<</if>>
<</if>>
<</if>>
<<else>>
<<if $fame.social gte 400>>
<<if $fame.model gte 400>>
<<if $player.gender_appearance is "m">>
<<set _text_output to "Star">>
<<else>>
<<set _text_output to "Starlet">>
<</if>>
<<else>>
<<if $player.gender_appearance is "m">>
<<set _text_output to "Party Boy">>
<<else>>
<<set _text_output to "Party Girl">>
<</if>>
<</if>>
<<else>>
<<if $fame.model gte 400>>
<<if $player.gender_appearance is "m">>
<<set _text_output to "Pin-Up Boy">>
<<else>>
<<set _text_output to "Pin-Up Girl">>
<</if>>
<<else>>
<<if $player.gender_appearance is "m">>
<<set _text_output to "Lewd Boy">>
<<else>>
<<set _text_output to "Lewd Girl">>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<<else>>
<<if $fame.good gte 400>>
<<if $fame.business gte 400>>
<<if $fame.social gte 400>>
<<if $fame.model gte 400>>
<<set _text_output to "Icon">>
<<else>>
<<set _text_output to "Flower">>
<</if>>
<<else>>
<<if $fame.model gte 400>>
<<set _text_output to "Mascot">>
<<else>>
<<set _text_output to "Charity">>
<</if>>
<</if>>
<<else>>
<<if $fame.social gte 400>>
<<if $fame.model gte 400>>
<<set _text_output to "Poppet">>
<<else>>
<<set _text_output to "Preachy">>
<</if>>
<<else>>
<<if $fame.model gte 400>>
<<set _text_output to "Muse">>
<<else>>
<<set _text_output to "Angel">>
<</if>>
<</if>>
<</if>>
<<else>>
<<if $fame.business gte 400>>
<<if $fame.social gte 400>>
<<if $fame.model gte 400>>
<<set _text_output to "Promo">>
<<else>>
<<set _text_output to "Tulip">>
<</if>>
<<else>>
<<if $fame.model gte 400>>
<<set _text_output to "Money Shot">>
<<else>>
<<if $player.gender_appearance is "m">>
<<set _text_output to "Shop Boy">>
<<else>>
<<set _text_output to "Shop Girl">>
<</if>>
<</if>>
<</if>>
<<else>>
<<if $fame.social gte 400>>
<<if $fame.model gte 400>>
<<set _text_output to "Trendy">>
<<else>>
<<set _text_output to "Wallflower">>
<</if>>
<<else>>
<<if $fame.model gte 400>>
<<if $player.gender_appearance is "m">>
<<set _text_output to "Glamour Boy">>
<<else>>
<<set _text_output to "Glamour Girl">>
<</if>>
<<else>>
<<if $player.gender_appearance is "m">>
<<set _text_output to "some orphan boy">>
<<else>>
<<set _text_output to "some orphan girl">>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<<if _args[0] is "cap">><<capitalise>><</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "pcpetname">><<silently>>
<<if _args[0]>>
<<set $_npc to _args[0]>>
<<elseif $npc.length gte 1>>
<<set $_npc to $npc[0]>>
<</if>>
<<set $_mod to _args[1]>>
<<if $wraith.mimic is $_npc>>
<<set $_wraith to true>>
<</if>>
<<set _names to []>>
<<set _gender to $player.gender_appearance>>
<<switch $_npc>>
<<case "Avery" "avery">>
/* note: female terms for male pc are intentional */
<<set _names.push(_gender is "m" ? "boy" : "girl")>>
<<set _love to C.npc.Avery.love>>
<<set _rage to C.npc.Avery.rage>>
<<if _love + _rage gte 25>>
/* generic */
<<if _love gte 30>>
<<set _names.push("doll", "sunshine")>>
<<if _love gte 60>>
<<set _names.push("princess")>>
<<if _gender is "m">><<set _names.push("prince")>><</if>>
<</if>>
<</if>>
<<if _rage gte 30>>
<<set _names.push("brat")>>
<<if _rage gte 60>>
<<set _names.push("cunt")>>
<<if _gender is "m">><<set _names.push("dick")>><</if>>
<</if>>
<</if>>
/* tf */
<<if (($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled"))) and ($transformationParts.cat.ears isnot "hidden") and ($transformationParts.cat.tail isnot "hidden")>>
<<set _names.push("kitten", "pussy")>>
<</if>>
<<if (($wolfgirl gte 6 or ($transformationParts.wolf.tail isnot "hidden" and $transformationParts.wolf.tail isnot "disabled"))) and ($transformationParts.wolf.ears isnot "hidden") and ($transformationParts.wolf.tail isnot "hidden")>>
<<set _names.push("puppy", "pup")>>
<</if>>
<<if (($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))) and ($transformationParts.cow.ears isnot "hidden") and ($transformationParts.cow.tail isnot "hidden") and ($transformationParts.cow.horns isnot "hidden")>>
<<set _names.push(_gender is "m"? "cowboy" : "cowgirl")>>
<</if>>
<<if (($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled"))) and ($transformationParts.bird.wings isnot "hidden") and ($transformationParts.bird.tail isnot "hidden") and ($transformationParts.bird.plumage isnot "hidden")>>
<<set _names.push("nestling", "cygnet")>>
<</if>>
<<if (($fox gte 6 or ($transformationParts.fox.tail isnot "hidden" and $transformationParts.fox.tail isnot "disabled"))) and ($transformationParts.fox.ears isnot "hidden") and ($transformationParts.fox.tail isnot "hidden")>>
<<set _names.push(_gender is "m" ? "kit" : "vixen")>>
<</if>>
<<if (($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled"))) and ($transformationParts.angel.wings isnot "hidden") and ($transformationParts.angel.halo isnot "hidden")>>
<<set _names.push("angel", "cherub")>>
<</if>>
<<if (($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled"))) and ($transformationParts.demon.wings isnot "hidden") and ($transformationParts.demon.tail isnot "hidden") and ($transformationParts.demon.horns isnot "hidden")>>
<<set _names.push("demon", "succubus")>>
<<if _gender is "m">><<set _names.push("incubus")>><</if>>
<</if>>
/* attitude */
<<if random(0, 100) lt 40>>
<<if $submissive gte 1150>>
<<set _names.push("pet")>>
<<if $submissive gte 1500>>
<<set _names.push("toy")>>
<<if $submissive gte 1900>>
<<set _names.push("slave")>>
<</if>>
<</if>>
<</if>>
<</if>>
/* fame */
<<if random(0, 100) lt 20>>
<<if $fame.exhibitionism gte 400>>
<<set _names.push("show off")>>
<<if $fame.exhibitionism gte 600>>
<<set _names.push("flaunty")>>
<</if>>
<</if>>
<<if $fame.sex gte 400>>
<<set _names.push("nymph")>>
<<if $fame.sex gte 600>>
<<set _names.push("slut")>>
<</if>>
<</if>>
<<if $fame.prostitution gte 400>>
<<set _names.push("tramp")>>
<<if $fame.prostitution gte 600>>
<<set _names.push("whore")>>
<</if>>
<</if>>
<<if $fame.rape gte 400>>
<<set _names.push("fuckdoll")>>
<<if $fame.rape gte 600>>
<<set _names.push("fucktoy")>>
<</if>>
<</if>>
<</if>>
/* mimic */
<<if $_wraith>>
<<set _names.push("thief","graverobber")>>
<</if>>
<</if>>
/* pick and decorate */
<<set _text_output to _names.pluck()>>
<<if _love gte 30 and random(0, 100) lt _love - 30 and !["boy","girl"].includes(_text_output)>>
<<set _text_output to "little " + _text_output>>
<</if>>
<<if _rage gte 50 and random(0, 100) lt _rage - 30>>
<<set _text_output to "insufferable " + _text_output>>
<</if>>
<<if _love gte 60 and random(0, 100) lt _love - 30 and _args[1] isnot "my">>
<<set _text_output to "my " + _text_output>>
<</if>>
<<case "wraith" "Wraith" "Ivory Wraith">>
<<set _pre to [""]>>
/* generic */
<<set _names.push(
"manifestation",
"reflection",
"body"
)>>
<<if playerIsPregnant()>>
<<set _names.push("lifebearer")>>
<</if>>
<<if $location is "lake" or $location is "forest">>
<<set _names.push("trespasser")>>
<</if>>
/* angry or calm */
<<if $wraith.state is "haunt" and $_mod isnot "nice" or $_mod is "angry">>
<<set _names.push(
"graverobber","graverobber","graverobber","graverobber","graverobber","graverobber",
"thief","thief","thief","thief",
"vulture","vulture",
"forsaker",
"scion",
"twig"
)>>
<<if playerIsPregnant()>>
<<set _names.push("seedbed")>>
<</if>>
<<set _pre.push(
"wretched ",
"baleful ",
"cruel "
)>>
<<else>>
<<if $wraith.state is "despair">>
<<set _names.push("accomplice")>>
<</if>>
<<set _names.push(
"promise",
"droplet",
"memory",
"pearl"
)>>
<<if $temple_rank isnot undefined and $temple_rank isnot "prospective">>
<<set _names.push(
"coalwalker"
)>>
<</if>>
<<if $temple_confessor_intro>>
<<set _names.push(
"confessor"
)>>
<</if>>
<</if>>
/* offspring */
<<if ["dead","sold"].includes($wraith.offspring)>>
<<set _names.push(
"oathbreaker",
"mutineer",
"serpent"
)>>
<</if>>
/* tfs */
<<if ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled"))>>
<<set _names.push(
"messenger",
"gaoler"
)>>
<<set _pre.push("fluttering ")>>
<</if>>
<<if $fallen_angel gte 2>>
<<set _names.push(
"wingless",
"shard"
)>>
<<set _pre.push("fallen ")>>
<</if>>
<<if ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled"))>>
<<set _names.push(
"hellion",
"imp"
)>>
<</if>>
/* pick and decorate */
<<set _text_output to _names.pluck()>>
<<if random(1,100) lte 15>>
<<set _text_output to _pre.pluck() + _text_output>>
<</if>>
<<default>>
<<girl>>
<</switch>>
<</silently>><<print _text_output>><</widget>>
<<widget "pcPetname">><<silently>>
<<pcpetname _args[0]>><<capitalise>>
<</silently>><<print _text_output>><</widget>>
<<widget "foxnickname">><<silently>>
<<if ($fox gte 6 or ($transformationParts.fox.tail isnot "hidden" and $transformationParts.fox.tail isnot "disabled"))>>
<<set _text_output to "kit">>
<<elseif ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled"))>>
<<set _text_output to "stray">>
<<elseif $wolf gte 6>>
<<set _text_output to "pup">>
<<else>>
<<set _text_output to "meat">>
<</if>>
<</silently>><<print _text_output>><</widget>><<widget "orgasm">>
<<orgasmstat>><<orgasmcount 1>><<set $orgasmdown to 3>>
<<if $combat is 1>>
<<set $speechcum to 1>><<set $speechorgasmcount += 1>>
<</if>>
<<tinyPenisDryOrgasmChance>>
<<if $earSlime.growth gte 100 and $earSlime.defyCooldown gte Math.clamp(30 - Math.floor($earSlime.growth / 9), 2, 20) and !$possessed and $ruinedorgasmdisable is "f">>
<span class="red">You are almost overcome by sensation, but it ends prematurely.</span><<pain 10>><<stress 10>><<gpain>><<gstress>>
<br>
<<set _deniedOrgasm to true>>
<<set $ruinedOrgasmStat++>>
<<set $ruinedOrgasmTimeStat to Time.date.timeStamp>>
<<if $masturbating>>
<<set $masturbationRuinedOrgasm++>>
<</if>>
<<elseif $player.penisExist>>
<<if $earSlime.focus is "pregnancy" and $earSlime.growth gte 100>>
<<set _cumDesc to "watery cum">>
<<elseif $earSlime.focus is "impregnation" and $earSlime.growth gte 100>>
<<set _cumDesc to "thick cum">>
<<else>>
<<set _cumDesc to "cum">>
<</if>>
<<if $femaleclimax is 1>>
<span class="pink">You are overcome by sensation and climax like a girl.</span>
<<semenvolume `$player.penissize is -2 ? -5 : -1`>>
<<elseif $semen_volume is 0 or $semen_amount lt 0.1>>
<span class="pink">You are overcome by sensation and climax, but nothing comes out.</span>
<<set $femaleclimax to 1>>
<<semenvolume -1>>
<<else>>
<<set $parasitePenis to $player.gender is "f" and $parasite.clit.name is "parasite" ? " parasitic" : "">>
<<if !playerHasStrapon()>>
<<bodyliquid "penis" "semen">>
<</if>>
<<if wearingCondom("player")>>
<<set _condom to $player.condom.state>>
<</if>>
<<if ($parasite.penis.name and $parasite.penis.name isnot "parasite") or $worn.genitals.name is "chastity parasite">>
/* No need for you to know it breaks */
<<elseif _condom is "defective">>
<span class="red">The condom broke.</span>
<<elseif _condom is "sabotaged">>
<span class="red">The tip of the condom bursts, exposing the head of your<<print $parasitePenis>> penis.</span>
<</if>>
<<if $parasite.penis.name and $parasite.penis.name isnot "parasite">>
<span class="pink">You are overcome by sensation, and ejaculate into the parasite latched onto your<<print $parasitePenis>> penis.</span>
<<elseif $worn.genitals.name is "chastity parasite">>
<span class="pink">You are overcome by sensation and climax into your chastity parasite.</span>
<<elseif _condom is "normal" or _condom is "used">>
<span class="pink">You are overcome by sensation, and ejaculate into the condom that covers your<<print $parasitePenis>> penis.</span>
<<set $player.condom.state to "used">>
<<elseif playerHasStrapon()>>
<span class="pink">You are overcome by sensation and climax under your strap-on.</span>
<<elseif $penisuse is "othervagina">>
<<if $NPCList[$penistarget].vagina is "penis">>
<<personselect $penistarget>>
<<penileejacstat>>
<span class="pink">You are overcome by sensation and ejaculate<<if _cumDesc isnot "cum">> _cumDesc<</if>> deep into <<his>> womb.</span>
<<if $earSlime.event is "ejaculate into someone's vagina">>
<<set $earSlime.event to "">>
<<set $_earslimeEjaculateTask to true>>
<</if>>
<<purity -1>><<internalejac>><<creampie "npc" "vagina">><<fillOther>>
<<if $earSlime.focus is "pregnancy" and $earSlime.growth gte 75>>
<<set _orgasmSpermRng to 25>>
<<elseif $earSlime.focus is "impregnation" and $earSlime.growth gte 75>>
<<set _orgasmSpermRng to 200>>
<<else>>
<<set _orgasmSpermRng to 100>>
<</if>>
<<if $semen_amount lte ($semen_volume * (6 / 24))>>
<<set _orgasmSpermRng to Math.floor(_orgasmSpermRng / 2)>>
<</if>>
<<if $abomination is 1>>
/*ToDo: Pregnancy, figure out how the Wraith, plantpeople, etc will handle pregnancy.*/
<<elseif $npcrow.includes($penistarget)>>
<<recordSperm `{target: $NPCList[$penistarget].fullDescription, spermOwner: "pc", spermType: "human", rngModifier: _orgasmSpermRng}`>>
<<elseif $NPCList[$penistarget].pregnancy is 0 and ["realistic", "fetish"].includes($pregnancytype)>>
/* Pregnancy Count */
<<set $_count to Object.values($storedNPCs).reduce((prev, curr) => {
if(curr.pregnancy) return prev + 1;
return prev;
},0)>>
/* Pregnancy chance checks */
<<set $_impregnatedChance to 200 / (20 - $baseNpcPregnancyChance)>>
<<if V.sexStats.pills.pills["fertility booster"].doseTaken gt 0>>
<<set $_impregnatedChance to Math.ceil($_impregnatedChance * (1 + (V.sexStats.pills.pills["fertility booster"].doseTaken * 0.5)))>>
<</if>>
<<if V.sexStats.pills.pills["contraceptive"].doseTaken gt 0>>
<<set $_impregnatedChance to Math.ceil($_impregnatedChance * 0.1)>>
<</if>>
<<set $_impregnatedChance to Math.floor($_impregnatedChance * (_orgasmSpermRng / 100))>>
/*If random NPC is impregnated, store NPC and fetus*/
<<if ($_impregnatedChance gte random(0,200) or _npcForceImpregnation)>>
<<switch $NPCList[$penistarget].type>>
<<case "human">><<set $_pregnancy to pregnancyGenerator.human(V.NPCList[$penistarget], "pc", true)>>
<<case "wolf">><<set $_pregnancy to pregnancyGenerator.wolf(V.NPCList[$penistarget], "pc", true, "vagina", false)>>
<<case "wolfgirl" "wolfboy">><<set $_pregnancy to pregnancyGenerator.wolf(V.NPCList[$penistarget], "pc", true, "vagina", true)>>
<</switch>>
<<if $_pregnancy and !(typeof $_pregnancy is "string" || $_pregnancy instanceof String)>>
<<if $consensual is 1 and ((random(0, 1 + $_count) is 0 and $_count lte 10) or (setup.pregnancy.randomAlwaysKeep.includes($location) and $_count lte 15))>>
<<storeNPC $penistarget "pregnancy">>
<<set $storedNPCs[_lastStoredName].pregnancy to $_pregnancy>>
<</if>>
<<if $pregnancytype is "fetish">><<set _npcIsNowPregnant to $NPCList[$penistarget].fullDescription>><</if>>
<<set $NPCList[$penistarget].pregnancy to 1>>
<</if>>
<</if>>
<</if>>
<<elseif $NPCList[$penistarget].vagina is "penisimminent" or $NPCList[$penistarget].vagina is "penisentrance">>
<<personselect $penistarget>>
<span class="pink">You are overcome by sensation and ejaculate<<if _cumDesc isnot "cum">> _cumDesc<</if>> on <<his>> pussy.</span>
<</if>>
<<elseif $penisuse is "otheranus">>
<<for $_i = 0; $_i lt $enemynomax; $_i++>>
<<if $NPCList[$_i].penis is "otheranus" or $NPCList[$_i].vagina is "otheranus">>
<<personselect $_i>>
<<penileejacstat>>
<span class="pink">You are overcome by sensation and ejaculate<<if _cumDesc isnot "cum">> _cumDesc<</if>> deep into <<his>> bowels.</span>
<<purity -1>><<internalejac>><<creampie "npc" "anus">><<fillOther>>
<<elseif $NPCList[$_i].penis is "otheranusimminent" or $NPCList[$_i].penis is "otheranusentrance" or $NPCList[$_i].vagina is "otheranusimminent" or $NPCList[$_i].vagina is "otheranusentrance">>
<<personselect $_i>>
<span class="pink">You are overcome by sensation and ejaculate<<if _cumDesc isnot "cum">> _cumDesc<</if>> on <<his>> ass.</span>
<</if>>
<</for>>
<<elseif $penisuse is "othermouth">>
<<for $_i = 0; $_i lt $enemynomax; $_i++>>
<<if $NPCList[$_i].mouth is "penis">>
<<personselect $_i>>
<<penileejacstat>>
<span class="pink">You are overcome by sensation and ejaculate<<if _cumDesc isnot "cum">> _cumDesc<</if>> into <<his>> mouth.</span>
<<purity -1>><<internalejac>><<creampie "npc" "mouth">><<fillOther>>
<<elseif $NPCList[$_i].mouth is "penisimminent" or $NPCList[$_i].mouth is "penisentrance">>
<<personselect $_i>>
<span class="pink">You are overcome by sensation and ejaculate<<if _cumDesc isnot "cum">> _cumDesc<</if>> on <<his>> face.</span>
<</if>>
<</for>>
<<elseif $penisuse is "otherpenis">>
<<for $_i = 0; $_i lt $enemyno; $_i++>>
<<if $NPCList[$_i].penis is "penis">>
<<personselect $_i>>
<<penileejacstat>>
<span class="pink">You are overcome by sensation and ejaculate<<if _cumDesc isnot "cum">> _cumDesc<</if>> over <<his>> penis.</span>
<<purity -1>><<internalejac>><<fillOther>>
<!-- <<creampie "npc" "penis">> -->
<<elseif $NPCList[$_i].penis is "penisimminent" or $NPCList[$_i].penis is "penisentrance">>
<<personselect $_i>>
<span class="pink">You are overcome by sensation and ejaculate<<if _cumDesc isnot "cum">> _cumDesc<</if>> over <<his>> cock and stomach.</span>
<</if>>
<</for>>
<<elseif $penisuse is "tentacle">>
<<if $penisstate isnot "tentacleentrance" and $penisstate isnot "tentacleimminent">>
<<penileejacstat>>
<span class="pink">You are overcome by sensation. The $tentaclePenis milks you of your semen.</span>
<<purity -1>><<internalejac>><<fillOther>>
<!-- <<creampie "npc" "tentacle">> -->
<<else>>
<span class="pink">You are overcome by sensation and ejaculate<<if _cumDesc isnot "cum">> _cumDesc<</if>> on the $tentaclePenis.</span>
<</if>>
<<elseif $mouth is "mpenisentrance">>
<span class="pink">
You are overcome by sensation. A surge of _cumDesc erupts from your<<print $parasitePenis>> penis onto your
face<<if $rng gte 10 and $semen_amount gt ($semen_volume / 24) * 18>> and hair.<<bodyliquid "hair" "semen">><<else>>.<</if>>
</span>
<<if $semen_amount gt ($semen_volume / 24) * 18>>
<<bodyliquid "face" "semen">>
<</if>>
<<elseif $mouth is "mpenis">>
<<if $selfsuckDepth gte 2>>
<span class="pink">You are overcome by sensation. A surge of _cumDesc pumps up the length of your<<print $parasitePenis>> penis and flows straight down your throat.</span>
<<else>>
<span class="pink">You are overcome by sensation and ejaculate<<if _cumDesc isnot "cum">> _cumDesc<</if>> in your mouth, forcing you to quickly drink it down.</span>
<</if>>
<<set $_released to calculateSemenReleased()>>
<<if $_released gt 0>>
<<cumswallow "pc" $_released>>
<</if>>
<<elseif playerChastity()>>
<span class="pink">You are overcome by sensation. A surge of _cumDesc erupts from your<<print $parasitePenis>> penis into your $worn.genitals.name.</span>
<<elseif $leftarm is "mpenisentrance" or $rightarm is "mpenisentrance">>
<<if $leftarm is "mpenisentrance" and $semen_amount gte random(500,1500)>>
<<set $leftFingersSemen to 1>>
<<set $_hand to "left hand">>
<</if>>
<<if $rightarm is "mpenisentrance" and $semen_amount gte random(500,1500)>>
<<set $rightFingersSemen to 1>>
<<set $_hand to ($_hand is undefined ? "right hand" : "hands")>>
<</if>>
<span class="pink">You are overcome by sensation. A surge of _cumDesc erupts from your<<print $parasitePenis>> penis<<if $_hand>>, and some of it gets on your $_hand<</if>>.</span>
<<else>>
<span class="pink">You are overcome by sensation. A surge of _cumDesc erupts from your<<print $parasitePenis>> penis.</span>
<</if>>
<<if $semen_amount lte ($semen_volume * (6 / 24))>>
<span class="pink">Exhausted, your body only manages to produce a few droplets of watery cum.</span>
<<semenvolume -2>>
<<elseif $semen_amount lte ($semen_volume * (12 / 24))>>
<span class="pink">Tired from overuse, your cum is thin and watery.</span>
<<semenvolume -1>>
<<elseif $semen_amount lte ($semen_volume * (18 / 24))>>
<span class="pink">The repeated orgasms are taking their toll, reducing the amount of _cumDesc your body manages to produce.</span>
<<semenvolume -1>>
<</if>>
<</if>>
<</if>>
<<if $player.vaginaExist and !_deniedOrgasm>>
<<if !$player.penisExist>>
<span class="pink">You are overcome by sensation and climax.</span>
<</if>>
<<if $leftarm is "mvaginafist" or $rightarm is "mvaginafist">>
<span class="pink">You feel your muscles clamp down around your hand, pulsing as your orgasm runs its course.</span>
<<elseif $leftarm is "mvagina" or $rightarm is "mvagina">>
<span class="pink">You feel your muscles clamp down around your fingers, pulsing as your orgasm runs its course.</span>
<</if>>
<</if>>
<<if $arousalmasochism/$arousal gte 0.70>>
<!--
If over 70% arousal is from pain, PC has added reaction NG v2.7
combat get 4 points per orgasm
everything else get 8 points per day if from just pain, 10 if its from a denied orgasm
-->
<<if $combat>>
<span class="green">Your body writhes and yearns for more pain.</span>
<<masochism 4>>
<<elseif $daily.masturbationMasochism or 0 lte _deniedOrgasm ? 10 : 8>>
<span class="green">Your body writhes and yearns for more pain.</span>
<<masochism `_deniedOrgasm ? 2 : 1`>>
<<set $daily.masturbationMasochism to ($daily.masturbationMasochism or 0) + (_deniedOrgasm ? 2 : 1)>>
<<else>>
<span class="red">Your body yearns for more pain from elsewhere.</span>
<</if>>
<</if>>
<<if $masturbation_bowl is 1>><<set _liquid_collection_text to []>><</if>>
<<if $player.penisExist and !_deniedOrgasm>>
<<semenOrgasm>>/*Makes changes to semen values*/
<</if>>
<<if $player.vaginaExist and !_deniedOrgasm>>
<<vaginaFluidOrgasm>>
<<if _lube_released gt 10>>
<span class="pink">Fluids gush from your <<pussy>>.</span>
<<elseif _lube_released gt 0>>
<span class="pink">Fluids leak from your <<pussy>>.</span>
<</if>>
<</if>>
<<if $lactating is 1 and $milk_volume gte 1000 and $milk_amount gte ($milk_volume / 3) and $breastsensitivity gte 1.5>>
<<if $worn.over_upper.exposed is 0 or $worn.upper.exposed is 0 or $worn.under_upper.exposed is 0>>
<<if $milk_amount gte (($milk_volume / 3) * 2) and $milk_amount gte 2500>>
<<breastfeed 4>><<set $_wetAmount to 100>><<set $_milkText to "sprays">>
<<else>>
<<breastfeed 2>><<set $_wetAmount to 50>><<set $_milkText to "leaks">>
<</if>>
<<if $worn.under_upper.exposed is 0>>
<<set $_milkedName to $worn.under_upper.name>>
<<if !$worn.under_upper.type.includes("swim") and !$worn.under_upper.type.includes("naked")>>
<<underupperwet $_wetAmount>>
<</if>>
<<elseif $worn.upper.exposed is 0>>
<<set $_milkedName to $worn.upper.name>>
<<if !$worn.upper.type.includes("swim") and !$worn.upper.type.includes("naked")>>
<<upperwet $_wetAmount>>
<</if>>
<<else>>
<<set $_milkedName to $worn.over_upper.name>>
<</if>>
<span class="pink">Milk $_milkText from your <<breasts>> into your $_milkedName.</span>
<<if $combat is 1>><<set $speechmilk to 1>><</if>>
<<elseif $combat is 1 and ($cheststate is "chest" or $cheststate is "chestimminent") and $breastfeedingdisable is "f">>
<<for $_i = 0; $_i lt $enemynomax; $_i++>>
<<if $NPCList[$_i].mouth is "chest">>
<<personselect $_i>>
<<if $milk_amount gte (($milk_volume / 3) * 2) and $milk_amount gte 2500>>
<<if $milk_amount gte 2500>>
<span class="pink">Your orgasm makes your <<breasts>> start spraying milk. You flood <<his>> mouth, and <<hes>> forced to disengage, coughing.</span>
<<breastfeed 10>>
<<set $cheststate to "chestimminent">><<set $NPCList[$_i].mouth to "chestimminent">>
<<milkvolume 1>><<set $enemyanger += 10>>
<<set $speechmilk to 3>>
<<else>>
<span class="pink">Your orgasm makes your <<breasts>> start spraying milk. <<He>> struggles to drink it all down.</span>
<<breastfeed 8>><<milkvolume 1>><<sex 2 "breast" $_i>>
<<set $speechmilk to 1>>
<</if>>
<<else>>
<span class="pink">Your orgasm makes your <<breasts>> leak even more milk into <<his>> eager mouth.</span>
<<breastfeed 4>><<milkvolume 1>><<sex 2 "breast" $_i>>
<<set $speechmilk to 1>>
<</if>>
<<elseif $NPCList[$_i].mouth is "chestimminent" or $NPCList[$_i].mouth is "chestentrance">>
<<personselect $_i>>
<<if $milk_amount gte (($milk_volume / 3) * 2) and $milk_amount gte 2500>>
<span class="pink">Your orgasm makes your <<breasts>> start spraying milk all over <<his>> face.</span>
<<breastfeed 8>>
<<set $speechmilk to 2>>
<<else>>
<span class="pink">Your orgasm makes your <<breasts>> leak milk.</span>
<<breastfeed 3>>
<<set $speechmilk to 1>>
<</if>>
<</if>>
<</for>>
<<elseif $masturbating and $mouthaction is "mbreastsuck" or $mouthaction is "mbreastlick">>
<<if $milk_amount gte (($milk_volume / 3) * 2) and $milk_amount gte 2500>>
<<if $milk_amount gte 2500>>
<span class="pink">A surge of milk floods your mouth. You disengage temporarily to gasp and cough after managing to swallow it all.</span>
<<else>>
<span class="pink">Milk sprays into your mouth. You struggle to drink it all down in one gulp.</span>
<</if>>
<<else>>
<span class="pink">You quickly drink down the thin stream of milk flowing into your mouth.</span>
<</if>>
<<else>>
<<if $milk_amount gte (($milk_volume / 3) * 2) and $milk_amount gte 2500>>
<<if $leftarm is "mbreastpump" and $rightarm is "mbreastpump">>
<span class="pink">Milk bursts from your <<breasts>>.</span>
<<else>>
<span class="pink"><<if $leftarm is "mbreastpump" or $rightarm is "mbreastpump">>Some milk<<else>>Milk<</if>> sprays from your <<breasts>><<if $lactating and $bugsinside>>, launching some of the insects into the air<</if>>.</span>
<<set _milkEscaped to true>>
<</if>>
<<breastfeed 4>>
<<else>>
<span class="pink">Milk leaks from your <<breasts>>.</span>
<<breastfeed 2>>
<</if>>
<<if $combat is 1>><<set $speechmilk to 1>><</if>>
<</if>>
<</if>>
<<if _deniedOrgasm>>
<span class="blue">A forgiving warmth fills you.</span>
You can tell it's the slimes in your ears, rewarding you for having a ruined orgasm.
<<gcorruption>><<ltrauma>><<trauma -1>><<corruption 1>>
<br>
<<elseif numberOfEarSlime() gte 2 and $_earslimeEjaculateTask>>
<span class="green">A pleased warmth fills you.</span>
You almost forget the strife of the world. You can tell it's the slimes in your ears, rewarding you for having an orgasm while completing their request.
<<gcorruption>><<lltrauma>><<llstress>><<trauma -24>><<stress -24>><<corruption 2>>
<br>
<<elseif numberOfEarSlime() gte 2>>
<span class="blue">A soothing warmth fills you.</span>
You almost forget the strife of the world. You can tell it's the slimes in your ears, rewarding you for having an orgasm.
<<gcorruption>><<ltrauma>><<lstress>><<trauma -12>><<stress -12>><<corruption 2>>
<br>
<<elseif $parasite.left_ear.name is "slime">>
<span class="blue">A soothing warmth fills you.</span>
You almost forget the strife of the world. You can tell it's the slime in your left ear, rewarding you for having an orgasm.
<<gcorruption>><<ltrauma>><<lstress>><<trauma -6>><<stress -6>><<corruption 1>>
<br>
<<elseif $parasite.right_ear.name is "slime">>
<span class="blue">A soothing warmth fills you.</span>
You almost forget the strife of the world. You can tell it's the slime in your right ear, rewarding you for having an orgasm.
<<gcorruption>><<ltrauma>><<lstress>><<trauma -6>><<stress -6>><<corruption 1>>
<br>
<</if>>
<!-- This code is orphaned, the $swarmchestgrab variable is not referenced or set in any other file -->
<<if $swarmchestgrab gte 1 and !_deniedOrgasm>>
<span class="pink">Your convulsions launch the _swarmcreature away from your chest.</span>
<<set $swarmchestgrab to 0>>
<</if>>
<<if $orgasmcount lte 4>>
<<set $stress -= 200>>
<<set $_arousalDrop to -3000 - ($orgasmcount * 1000)>>
<<if _deniedOrgasm>><<set $_arousalDrop += 1000>><</if>>
<<if $drugged gte 1>>
<<arousal $_arousalDrop>><<drugs -20>>
<<else>>
<<arousal `$_arousalDrop * 2`>>
<</if>>
<<if _deniedOrgasm>>
<span class="pink">You shudder despite the lack of release.</span>
<<else>>
<span class="pink">You shudder from the sudden release.</span>
<</if>>
<<elseif $orgasmcount lte 5>>
<<set $stress -= 200>>
<<if $drugged gte 1>>
<<arousal -8000>><<drugs -20>>
<<else>>
<<arousal -10000>>
<</if>>
<span class="pink">You feel spent.</span>
<<elseif $orgasmcount lte 8>>
<<set $stress -= 100>>
<<if $drugged gte 1>>
<<set $_arousalDrop to -7000 + (($orgasmcount - 8) * 1000)>>
<<arousal $_arousalDrop>><<drugs -20>>
<<else>>
<<arousal -10000>>
<</if>>
<<if _deniedOrgasm>>
<span class="pink">Despite being denied the orgasm, you're left feeling like you've nothing to give.</span>
<<else>>
<span class="pink">Despite feeling like you've nothing left to give, the orgasm is intense.</span>
<</if>>
<<elseif $orgasmcount lte 11>>
<<if $drugged gte 1>>
<<set $_arousalDrop to -4000 + (($orgasmcount - 9) * 1000)>>
<<arousal $_arousalDrop>><<drugs -20>>
<<else>>
<<arousal -10000>>
<</if>>
<span class="pink">Your body is tiring from the repeated<<if _deniedOrgasm>> failed<</if>> climaxes.</span>
<<elseif $orgasmcount lte 18>>
<<if $drugged gte 1>>
<<arousal -2000>><<drugs -20>>
<<else>>
<<arousal -10000>>
<</if>>
<<set $stress += 100>>
<span class="pink">The repeated<<if _deniedOrgasm>> failed<</if>> orgasms are causing you great strain. You don't want to cum any more.</span>
<<elseif $orgasmcount lte 23>>
<<if $drugged gte 1>>
<<arousal -2000>><<drugs -20>>
<<else>>
<<arousal -10000>>
<</if>>
<<set $stress += 100>><<combattrauma 10>>
<span class="pink">Your mind and body buckle under the continued<<if _deniedOrgasm>> failed<</if>> orgasms.</span>
<<else>>
<<if $drugged gte 1>>
<<arousal -2000>><<drugs -20>>
<<else>>
<<arousal -10000>>
<</if>>
<<set $stress += 100>><<combattrauma 10>><<pain 1>>
<<if _deniedOrgasm>>
<span class="red">You've had so many failed orgasms in such a short span of time that you are numb to them.</span>
<<else>>
<span class="red">You've had so many orgasms in such a short span of time that you no longer gain any pleasure from them. They're painful, both physically and psychologically.</span>
<</if>>
<</if>>
<!-- Chance to get "dick drunk" after 3rd orgasm, chance is 45% for consensual and 15% otherwise, +5% for each following orgasm, but aphrodisiacs make it 100% -->
<<if $orgasmcount gte 3 and $drunk lte 1000 and playerIsPenetrated() and $mouth isnot "mpenis" and !_deniedOrgasm>>
<<if $drugged gt 0 or (random(1,100) + ($orgasmcount * 5) gte ($consensual ? 70 : 100))>>
<<alcohol 25>>
<span class="purple"><<print either("You feel dizzy.", "You feel lightheaded.", "You can't think straight.")>></span>
<</if>>
<</if>>
<!-- If came while being choked -->
<<if $neckuse is "hand" and $oxygen lt $oxygenmax and !_deniedOrgasm>>
<<set $chokeorgasm += 1>>
<<if $chokeorgasm gte 35 and $choketrait isnot 1>>
<<set $choketrait = 1>>
<br><span class="green">You feel that your orgasms are more intense when you can't breathe, and you like it.</span>
<</if>>
<</if>>
<<if ($halloween is 1 or $NPCList[0].fullDescription is "Ivory Wraith") and random(1, 10000) is 10000>>
<span class="pink">Bustin' makes you feel good.</span>
<</if>>
<br><br>
<<if $orgasmtrait gte 1 and !_deniedOrgasm>>
<<set $stress -= 100>>
<</if>>
<<set $orgasmcurrent += 1>>
<<wetnessCalculate>>
<<if $masturbation_bowl is 1>>
<<if $masturbation_milk gt 0>>
<<set _liquid_collection_text.push($masturbation_milk.toFixed(1) + " mL of milk")>>
<</if>>
<<if _liquid_collection_text.length is 0>>
<span class="purple">You've failed to gather anything.</span>
<<else>>
<span class="gold">You've gathered <<print formatList(_liquid_collection_text, "and", true)>>.</span>
<</if>>
<br>
<</if>>
<</widget>>
<<widget "orgasmstreet">>
<<orgasm>>
<<if $exposed gte 1>>
<<if Weather.dayState isnot "night">>
You steady yourself as your spasms subside, feeling exposed and hoping the noise hasn't given away your hiding place.
<<else>>
You steady yourself as your spasms subside, feeling exposed and hoping the noise hasn't attracted attention.
<</if>>
<<else>>
<<if Weather.dayState isnot "night">>
The sight and sound of a <<girl>> convulsing in climax draws attention, and as you regain control you find yourself stared at from all directions. Face red, you flee the scene.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 10>>
<<else>>
You steady yourself as your spasms subside, and hope the noise hasn't attracted attention.
<</if>>
<</if>>
<br><br>
<</widget>>
<<widget "orgasmforest">>
<<orgasm>>
<<if $exposed gte 1>>
<<if Time.dayState isnot "night">>
You steady yourself against a tree as your spasms subside.
<<else>>
You steady yourself against a tree as your spasms subside.
<</if>>
<<else>>
<<if Time.dayState isnot "night">>
You steady yourself against a tree as your spasms subside.
<<else>>
You steady yourself against a tree as your spasms subside.
<</if>>
<</if>>
<br><br>
<</widget>>
<<widget "orgasmbog">>
<<orgasm>>
<<if $bogwater gte 1>>
You sink under the surface of the water for a moment, but swiftly resurface.
<<else>>
You nearly tumble into the water, but manage to steady yourself.
<</if>>
<br><br>
<</widget>>
<<widget "orgasmbeach">>
<<orgasm>>
<<if $exposed gte 1>>
<<if Time.dayState isnot "night">>
You steady yourself as your spasms subside, feeling exposed and hoping the noise hasn't given away your hiding place.
<<else>>
You steady yourself as your spasms subside, feeling exposed on the open beach.
<</if>>
<<else>>
<<if Time.dayState isnot "night">>
The sight and sound of a <<girl>> convulsing in climax draws attention, and as you regain control you find yourself stared at from all across the beach. Face red, you flee the scene.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 10>>
<<else>>
You steady yourself as your spasms subside, feeling exposed on the open beach.
<</if>>
<</if>>
<br><br>
<</widget>>
<<widget "orgasmstage">>
<<if hasSexStat("exhibitionism", 5) and $backgroundTraits.includes("lustful") and $orgasmtrait gte 1>>
You feel a massive orgasm building up.
<br><br>
Blinded by your <span class="lewd">lust</span> and your <span class="lewd">hedonism</span>, you
<<if $exposed lte 1 and $leftarm isnot "bound" and $rightarm isnot "bound">>
rip the clothes still covering you and
<<clothesstrip>>
<</if>>
kneel right at the edge of the stage, presenting your naked <<body_size_text>> and <<breasts>> to the crowd.
Hands reach out to grope you. <<arousal 500 "breasts">><<garousal>>
<br><br>
<<set $audience += 26>>
/* Fills all unoccupied NPC slots; generatel not to be confused with generate1 */
<<if $enemyno is 0>>
<<generatel>><<generatel>><<generatel>><<generatel>><<generatel>><<generatel>>
<<elseif $enemyno is 1>>
<<generatel>><<generatel>><<generatel>><<generatel>><<generatel>>
<<elseif $enemyno is 2>>
<<generatel>><<generatel>><<generatel>><<generatel>>
<<elseif $enemyno is 3>>
<<generatel>><<generatel>><<generatel>>
<<elseif $enemyno is 4>>
<<generatel>><<generatel>>
<<elseif $enemyno is 5>>
<<generatel>>
<</if>>
The muscles in your legs and abs tense. Your pelvis twitches back and forth. You moan and convulse with a mix of pain and pleasure while the audience cheers.
<br><br>
<<orgasm>>
After a while, the spasms subside. You lie on the floor gasping for air. The music has stopped.
The multitude around you gaze at your body, covered in sweat and fluids.
<br><br>
You rise, shaking, to your feet and bow. The gathered crowd erupts in applause.
<<fameexhibitionism 15>>
<<set $audiencearousal += 80>>
<<set $audienceexcitement += 50>>
<<set $audiencemod += 5>>
<<else>>
You feel an orgasm build within, interrupting your dance. <<orgasm>>
<<if currentSkillValue('danceskill') lte 500>>
It breaks your focus. You try to regain balance, but your knees give in and you fall to your knees.
The gathered crowd taunts you, and mocks your dance skills.
<br><br>
<<if $worn.feet.type.includes("heels")>>
You try to climb to your feet, but one last orgasmic shiver disrupts your balance.
The heel on one of your shoes breaks your fall, and your weight breaks your heel.
You crash to the floor again, eliciting laughter from the crowd.<<ggpain>> <<pain 10>>
<<feetruined>>
<br><br>
<</if>>
<<if $dancelocation is "smuggler_forced" or $dancelocation is "underground">>
You feel ashamed, but you've nowhere to run.
<<ggtrauma>><<gggstress>><<trauma 12>><<stress 24>>
<<else>>
<<tearful>> you crawl out of sight, face red and ashamed.
<<gtrauma>><<gstress>><<trauma 10>><<stress 10>>
<<set $danceevent to "finish">>
<</if>>
<<elseif currentSkillValue('danceskill') gte 500 and hasSexStat("exhibitionism", 4) and hasSexStat("promiscuity", 4)>>
You drop to your knees before you collapse outright. Your <<body_size_text>> is wracked by violent spasms. The crowd cheers you on.
<br><br>
You climb to your feet and continue dancing, as the crowd jeer.
<<fameexhibitionism 15>>
<<set $audiencearousal += 10>>
<<set $audienceexcitement += 5>>
<<set $audiencemod += 2>>
<<else>>
You try to conceal your spasming body with your dance moves.
<<if $dancelocation is "smuggler_forced" or $dancelocation is "underground">>
The humiliation is too much to bear, but you stay put for fear of your captors.
<<trauma 10>><<stress 12>><<gtrauma>><<ggstress>>
<<else>>
But it's too much to bear. You flee the scene with as much grace as you can manage.
<<gtrauma>><<gstress>><<trauma 5>><<stress 5>>
<<set $danceevent to "finish">>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "orgasmLocation">>
<<orgasm>>
<<switch _args[0]>>
<<case "schoolHallway">>
<<if ["early","late","earlynoschool","latenoschool","daynoschool"].includes($schoolstate)>>
You steady yourself as your spasms subside. You feel fortunate that the hallway is empty right now, and hope the noise hasn't attracted attention.
<<elseif $exposed gte 1>>
<<set $_hidden to true>>
<<else>>
The sight and sound of a <<girl>> convulsing in climax draws attention, and as you regain control you find yourself stared at from all directions by your fellow students. A few whispers start to run down the hallway. Face red, you turn around a corner, out of sight.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 10>>
<</if>>
<<case "emptyClassroom">>
You steady yourself as your spasms subside. You feel fortunate that the classroom is empty right now, and hope the noise hasn't attracted attention.
<<case "classroom">>
<<if $schoolstate is "second" and ($whitneymaths is "active" or $whitneymaths is "seat")>>
Having taken notice of your orgasm, Whitney smiles at you.
<<npcincr Whitney lust 1>><<glust>>
<br><br>
<<elseif $schoolstate is "third" and ($kylarenglishstate is "watching" or $kylarenglishstate is "seat")>>
Kylar watches you, transfixed by your orgasm.
<<npcincr Kylar lust 1>><<glust>>
<br><br>
<<elseif $schoolstate is "fourth" and $robinhistory is "seat">>
Robin politely tries to look away, but still can't avoid a peek.
<<npcincr Robin lust 1>><<glust>>
<br><br>
<</if>>
You manage to keep yourself from moaning, but your spasms announce your climax to the students around you. A few whispers start to run through the classroom, but are quickly shut down by <<print _teacher>>. <<nnpc_He _teacher>> doesn't seem to know the reason, but understands that you are the talk of the class.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 10>><<detention 1>><<gdelinquency>>
<<case "swimClassroom">>
You manage to keep quiet, so as to not draw Mason's attention. However, your spasms announce your climax to the students around you. A few whispers start to run through the pool. <<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 10>>
<<case "emptySwimClassroom">>
You steady yourself as your spasms subside. You feel fortunate that the pool is empty right now, and hope the noise hasn't attracted attention.
<<case "canteen">>
<<if ["early","late","earlynoschool","latenoschool","daynoschool"].includes($schoolstate)>>
You steady yourself as your spasms subside. You feel fortunate that the canteen is empty right now, and hope the noise hasn't attracted attention.
<<elseif $exposed gte 1>>
<<set $_hidden to true>>
<<else>>
The sight and sound of a <<girl>> convulsing in climax draws attention, and as you regain control you find yourself stared at from all directions by your fellow students. A few whispers start to run through the canteen. Face red, you attempt to conceal yourself.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 10>>
<</if>>
<<case "library">>
<<if ["early","late","earlynoschool","latenoschool","daynoschool"].includes($schoolstate)>>
You steady yourself as your spasms subside. You feel fortunate that the library is empty right now, and hope the noise hasn't attracted attention.
<<elseif $exposed gte 1>>
<<set $_hidden to true>>
<<else>>
The sight and sound of a <<girl>> convulsing in climax draws attention, and as you regain control you find yourself stared at from all directions by your fellow students. A few whispers start to run through the library.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 10>>
<<if $sydneySeen and _sydney_location is "library">>
<br><br>
Sydney clears <<nnpc_his "Sydney">> throat. The other students get the message and the whispers stop.
<</if>>
<</if>>
<<case "boyChangingRoom">>
<<if $changingroomstate is "empty">>
You steady yourself as your spasms subside. You feel fortunate that the room is empty right now, and hope the noise hasn't attracted attention.
<<elseif $player.gender_appearance is "f">>
The sight and sound of a <<girl>> convulsing in climax incites the <<if $changingRoomGender is "girls">>girls<<else>>boys<</if>>. Their reactions vary. Some cheer you on. Some try to look away. And some shout all kinds of insults at you.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 10>>
<<else>>
The sight and sound of a <<girl>> convulsing in climax draws attention, and as you regain control you find yourself stared at from all directions by your fellow students. A few whispers start to run through the room. Face red, you turn away to hide your face.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 10>>
<</if>>
<<case "girlChangingRoom">>
<<if $changingroomstate is "empty">>
You steady yourself as your spasms subside. You feel fortunate that the room is empty right now, and hope the noise hasn't attracted attention.
<<elseif $player.gender_appearance is "m">>
The sight and sound of a <<girl>> convulsing in climax incites the <<if $changingRoomGender is "girls">>girls<<else>>boys<</if>>. Their reactions vary. Some cheer you on. Some try to look away. And some shout all kinds of insults at you.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 10>>
<<else>>
The sight and sound of a <<girl>> convulsing in climax draws attention, and as you regain control you find yourself stared at from all directions by your fellow students. A few whispers start to run through the room. Face red, you turn away to hide your face.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 10>>
<</if>>
<<case "policeStation">>
<<if Time.dayState is "night">>
<<set $_quiet to "police station">>
<<else>>
The sight and sound of a <<girl>> convulsing in climax draws the attention of those in the police station. Their reactions are mixed. Some citizens filing a complaint avoid looking. Some more sketchy individuals loudly cheer you on. As you regain control of yourself, you see two officers coming in your direction. Face red, you decide it's best to flee the scene.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 10>>
<</if>>
<<case "danceStudio">>
<<if $openinghours is 0 and Time.hour isnot $closinghour>>
<<set $_quiet to "studio">>
<<elseif $exposed gte 1>>
<<set $_hidden to true>>
<<else>>
The sight and sound of a <<girl>> convulsing in climax draws the attention of those in the studio. Their reactions are mixed. Some avoid looking. Some stare at you with displeasure. But some also cheer you on. As you regain control of yourself, you notice how rowdy the studio has become. Face red, you try to make yourself look as small and unassuming as possible.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 10>>
<</if>>
<<case "pound">>
The sight and sound of a <<girl>> convulsing in climax draws the attention of the <<pound_text>>, who watch with curiosity as you shake and steady yourself.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<<case "danceStudioLesson">>
The sight and sound of a <<girl>> convulsing in climax draws the attention of those in the studio. Their reactions are mostly muted, only the odd glances as they focus on their dancing. As you regain control of yourself, you notice Charlie blushing.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 10>><<npcincr Charlie love 1>>
<<case "danceStudioHeelLesson">>
The sight and sound of a <<girl>> convulsing in climax draws the attention of those in the studio. Their reactions are mostly muted, only the odd glances as they focus on Charlie. As you regain control of yourself, you notice Charlie blushing.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 10>><<npcincr Charlie love 1>>
<<case "cafe">>
<<if $openinghours is 0>>
<<set $_quiet to "cafe">>
<<elseif $exposed gte 1>>
<<set $_hidden to true>>
<<else>>
The sight and sound of a <<girl>> convulsing in climax draws the attention of the patrons. Their reactions are mixed. Some avoid looking. Some stare at you with displeasure. But some also cheer you on. As you regain control of yourself, you notice how rowdy the cafe has become. Face red, you try to make yourself look as small and unassuming as possible.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 10>>
<</if>>
<<case "arcade">>
<<if Weather.dayState is "night" or Weather.dayState is "dawn">>
<<set $_quiet to "arcade">>
<<else>>
You steady yourself as your spasms subside. Fortunately, the loud ambient noise has stifled your moans, and the dim lights made your spasms almost imperceptible. Still, as you look around, you notice a <<generatey1>><<person1>><<person>> staring at you, with a look of surprise and disbelief. <<His>> attention, however, quickly goes back to the game <<he>> was playing.
<<endevent>>
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 10>>
<</if>>
<<case "docks">>
<<if Weather.dayState is "night">>
<<set $_quiet to "docks">>
<<else>>
You steady yourself as your spasms subside. You look around, and it doesn't look like anyone noticed your orgasm. That is, until you take note of a <<generate1>><<person1>><<person>> looking at you from afar. <<He>> gives you a grin, and then goes back to work.
<<endevent>>
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 10>>
<</if>>
<<case "stripClub">>
<<if Weather.dayState isnot "night" and Weather.dayState isnot "dusk" and Time.hour isnot 6>>
<<set $_quiet to "club">>
<<else>>
You steady yourself as your spasms subside. Fortunately, the loud ambient noise has stifled your moans, and the dim lights made your spasms almost imperceptible. Still, as you look around, you notice a patron staring at you. <<generate1>><<person1>><<He>> grins and gives you a wink, before getting up and leaving.
<<endevent>>
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 10>>
<</if>>
<<case "shoppingCentre">>
<<if Time.dayState is "night">>
<<set $_quiet to "shopping centre">>
<<elseif $exposed gte 1>>
<<set $_hidden to true>>
<<else>>
The sight and sound of a <<girl>> convulsing in climax draws the attention of the other shoppers. Their reactions are mixed. Some avoid looking. Some stare at you with displeasure. But some also cheer you on. As you regain control of yourself, you notice how rowdy the place has become. Face red, you flee around a corner.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 10>>
<</if>>
<<case "museum">>
<<if Time.dayState is "night">>
<<set $_quiet to "museum">>
<<else>>
The sight and sound of a <<girl>> convulsing in climax draws the attention of the other visitors. As you regain control, you feel yourself stared from all directions. Face red, you flee the scene.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 10>>
<</if>>
<<case "brothel">>
The sight and sound of a <<girl>> convulsing in climax draws attention. Those in the brothel cheer you on, while shouting all kinds of profanities. As you regain control of yourself, you notice how rowdy the place has become. Face red, you disappear into a crowded area.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 10>>
<<case "pub">>
The sight and sound of a <<girl>> convulsing in climax draws attention. Those in the pub cheer you on, while shouting all kinds of profanities. As you regain control of yourself, you notice how rowdy the place has become. Face red, you disappear into a crowded area
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 10>>
<<case "spa">>
<<if $openinghours is 0 and Time.hour isnot $closinghour>>
<<set $_quiet to "spa">>
<<else>>
The sight and sound of a <<girl>> convulsing in climax draws the attention of the patrons. Their reactions are mixed. Some avoid looking. Some stare at you with displeasure. But some also cheer you on. As you regain control of yourself, you notice how rowdy the spa has become. Face red, you duck behind a tanning bed.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 10>>
<</if>>
<<case "temple">>
<<if Time.dayState is "night">>
<<set $_quiet to "temple walls">>
<<elseif $exposed gte 1>>
<<set $_hidden to true>>
<<else>>
The sight and sound of a <<girl>> convulsing in climax draws attention. The prevalent silence only makes your moans more obvious. Most look at you with disdain, but some shower you with a lustful gaze. As you regain control, you notice yourself stared at from all directions. Face red, you duck behind a pew.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 10>>
<</if>>
<<case "hospital">>
<<if Time.dayState is "night">>
<<set $_quiet to "hospital">>
<<elseif $exposed gte 1>>
<<set $_hidden to true>>
<<else>>
The sight and sound of a <<girl>> convulsing in climax draws attention. The reaction of those in the hospital is mixed. Some avoid looking. Some stare at you with displeasure. But some also cheer you on. As you regain control of yourself, you notice how rowdy the place has become. Face red, you try to feign it as a medical condition.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 10>>
<</if>>
<<case "countryside">>
<<switch random(1,10)>>
<<case 1 2 3>>
You steady yourself as your spasms subside. A car passes by your side. You wonder if the people inside noticed your climax.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<<case 4>>
You steady yourself as your spasms subside. A truck passes by your side. You wonder if the driver noticed your climax.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<<case 5>>
You steady yourself as your spasms subside. A tractor passes by your side. You wonder if the farmer noticed your climax.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<<default>>
<<set $_quiet to "countryside">>
<</switch>>
<<case "meadow">>
<<if $rng gte 91>>
<<beastNEWinit 1 fox>>
You grip the blades, steadying yourself as your spasms subside. You think there's no one around to listen, but you notice a <<beasttype>> staring at you, hiding in the grass. <<bHe>> runs off before you can flee.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<<endevent>>
<<else>>
You grip the blades, steadying yourself as your spasms subside. The sounds of your climax get carried by the breeze, but fortunately there's no one around to listen.
<</if>>
<<case "alexFarmWork">>
<<if Time.dayState is "night">>
You steady yourself as your spasms subside, and hope the noise hasn't disturbed the animals.
<<elseif ($exposed gte 2 and $uncomfortable.nude is true) or ($exposed is 1 and $uncomfortable.underwear is true)>>
<<set $_hidden to true>>
<<elseif ["shower","tending","admin","clearing"].includes($farm_work.alex)>>
The sight and sound of a <<girl>> convulsing in climax agitate the animals around you. Fortunately, Alex is not around to see you in such a state. You steady yourself and go back to work.
<<else>>
The sight and sound of a <<girl>> convulsing in climax agitate the animals around you. Alex takes notice of the small commotion, looking at you as your orgasm starts to subside. Face deep red, you both avoid eye contact, and try to act like nothing happened.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<npcincr Alex lust 1>><<glust>>
<</if>>
<<case "alexFarmTending">>
Noticing your spasms, Alex comes to check on you. Once <<nnpc_he "Alex">> understands what's happening, however, <<nnpc_he "Alex">> stops <<nnpc_himself "Alex">>, watching as your orgasm subsides. Face deep red, you both avoid eye contact, and try to act like nothing happened.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<npcincr Alex lust 1>><<glust>>
<<case "alexFarmTendingAlone">>
You steady yourself as your spasms subside, and feel grateful that Alex isn't around right now to see you in such a state.
<<case "alexFarmAdmin">>
Your loud moans attract the attention of Alex and the person on the phone. "I-I'm sorry," <<nnpc_he "Alex">> stammers. "Th-that was just the wind."
<br><br>
<<nnpc_He "Alex">> continues the call with <<nnpc_his "Alex">> face deep red, and you both avoid eye contact as your spasms subside.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<npcincr Alex lust 1>><<glust>>
<<case "sewers">>
Your loud moans echo through the tunnels.
<<if _args[1]>>
As your spasms subside, you hope the noise hasn't attracted further attention.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<<set $sewerschasedstep -= 1>>
<<else>>
As your spasms subside, you hope the noise hasn't attracted attention.
<</if>>
<<case "lake">>
<<if _args[1]>>
You steady yourself against a tree as your spasms subside. Fortunately, there's no one around right now to see you in such a state.
<<elseif $exposed gte 1>>
<<set $_hidden to true>>
<<else>>
You steady yourself as your spasms subside. Fortunately, the loud ambient noise has stifled your moans, and the foliage provides cover for your spasms. Still, as you look around, you notice a <<generatey1>><<person1>><<person>> staring at you. <<He>> grins, before going back to <<his>> friends.
<<endevent>>
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 10>>
<</if>>
<<case "campsite">>
<<if Weather.precipitation !== "none" or Time.hour lt 18 or $daily.lakeCouple is 1>>
You steady yourself against a tree as your spasms subside. Fortunately, there's no one around right now to see you in such a state.
<<elseif $exposed gte 1>>
<<set $_hidden to true>>
<<else>>
The sight and sound of a <<girl>> convulsing in climax draws the attention of the campers. They look surprised for a moment, but soon smile at your lewd display. As you regain control of yourself, you notice their lustful gaze. Face red, you flee the scene.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 10>>
<</if>>
<<case "moor">>
You almost fall down to the short grass, but manage to steady yourself as your orgasm subsides.
<</switch>>
<<if $_hidden>>
You steady yourself as your spasms subside, feeling exposed and hoping the noise hasn't given away your hiding place.
<</if>>
<<if $_quiet>>
Your loud moans echo through the empty <<print $_quiet>>. As your spasms subside, you hope the noise hasn't attracted attention.
<</if>>
<br><br>
<</widget>>
<<widget "breastfeed">>
<<set _milk_released to random(10, 50)>>
<<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>
<<set _milk_released *= 2>>
<</if>>
<<set _milk_released /= 10>>
<<set _milk_released to parseFloat(_milk_released.toFixed(1))>>
<<if _args[0]>><<set _milk_released *= _args[0]>><</if>>
/* if the player doesn't have enough milk, set _milk_released to whatever they have left */
<<if $milk_amount lt _milk_released>>
<<set _milk_released to $milk_amount>>
<</if>>
<<set $milk_produced_stat += Math.trunc(_milk_released)>>
<<milkvolume 1>>
<<if ($worn.over_upper.exposed is 0 and $worn.upper.exposed is 0 and $worn.under_upper.exposed is 0) or _args[1] is "drunk">>
<<else>>
<<set $_milkEscaped to _milkEscaped and _args[1] isnot "pump">>
<<if $masturbating>>
<<if $masturbation_bowl is 1 and $_milkEscaped>>
/* Either Milk sprays everywhere or is drunk, so isn't collected */
<<else>>
<<set $masturbation_milk += _milk_released>>
<</if>>
<</if>>
<<if _args[1] is "pump">>
<<set $bottledMilk to ($bottledMilk or 0) + _milk_released>>
<</if>>
<<if $masturbation_bowl is 1>>
<<if $_milkEscaped>>
<span class="red">The force of your orgasm makes<<if $leftarm is "mbreastpump" or $rightarm is "mbreastpump">> some of<</if>> your milk spray out wildly, missing the bowl entirely.</span> <<gsuspicion>><<set $chef_sus += 5>><br>
<<else>>
<span class="gold">You gather <<print (_milk_released).toFixed(1)>> mL of your breast milk.</span>
<</if>>
<<elseif $leftaction is "mbreastpumppump" or $rightaction is "mbreastpumppump">>
<span class="gold">You store <<print (_milk_released).toFixed(1)>> mL of your breast milk.</span>
<</if>>
<</if>>
<<milk_amount `-_milk_released`>>
<</widget>>
<<widget "orgasmHourlyRecovery">>
<<if $purity gte 990>>
<<orgasmcount -1>>
<<else>>
<<set _orgmod to Math.floor((1100-$purity)/100)>>
<<set _orgmod to Math.clamp(_orgmod, 2, 11)>>
<<orgasmcount `-_orgmod`>>
<</if>>
<<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>
<<semenvolume 1>>
<<milkvolume 1>>
<</if>>
<<if $player.penisExist>>
<<if $arousal gte $arousalmax * (4/5)>>
<<set $_semen_gain to Math.floor($semen_volume * (3/24))>>
<<elseif $arousal gte $arousalmax * (3/5)>>
<<set $_semen_gain to Math.floor($semen_volume * (2/24))>>
<<else>>
<<set $_semen_gain to Math.floor($semen_volume * (1/24))>>
<</if>>
<<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled")) or ($earSlime.growth gte 100 and $earSlime.focus is "impregnation")>>
<<set $_semen_gain *= 2>>
<</if>>
<<if $earSlime.growth gte 100 and $earSlime.focus is "pregnancy">>
<<set $_semen_gain /= 4>>
<</if>>
<<if $drugged gte 1>>
<<set $_semen_gain += Math.floor($semen_volume * (1/24))>>
<</if>>
<<semen_amount $_semen_gain>>
<<if $semen_amount gte $semen_volume>>
<<if $arousal gte $arousalmax * (4/5)>>
<<semenvolume 2>>
<<elseif $arousal gte $arousalmax * (3/5)>>
<<semenvolume 1>>
<</if>>
<<if $drugged gte 1>>
<<semenvolume 1>>
<</if>>
<<set $semen_amount to $semen_volume>>
<</if>>
<</if>>
<<set $_milk_gain to $milk_volume / 24>>
<<if $earSlime.growth gte 75 and $earSlime.focus is "impregnation">>
<<set $_milk_gain /= 4>>
<</if>>
<<if $earSlime.growth gte 75 and $earSlime.focus is "pregnancy">>
<<set $_milk_gain *= 2>>
<</if>>
<<milk_amount `Math.floor($_milk_gain)`>>
<<if $milk_amount is $milk_volume and $lactating>>
<<set $milkFullPain to Math.clamp(($milkFullPain || 0) + Math.ceil($milk_volume / 1000),0,200 + Math.ceil($milk_volume / 60))>>
<<else>>
<<set $milkFullPain to 0>>
<</if>>
<</widget>>
<<widget "semenOrgasm">>
<<set _semen_released to calculateSemenReleased()>>
<<if $semen_amount gte 1 and $worn.under_lower.vagina_exposed is 1 and $worn.lower.vagina_exposed is 1 and $mouth isnot "mpenis" and $worn.genitals.name isnot "chastity parasite">>
<<if $masturbating>>
<<set $masturbation_semen += _semen_released>>
<</if>>
<<if $masturbation_bowl is 1>>
<<set _liquid_collection_text.push($masturbation_semen.toFixed(1) + " mL of <<semen>>")>>
<</if>>
<</if>>
<<if $femaleclimax isnot 1>>
<<semenvolume 1>>
<</if>>
<<set $semen_produced_stat += _semen_released>>
<<semen_amount `-_semen_released`>>
<</widget>>
<<widget "wetnessCalculate">>
<<if $player.vaginaExist>>
<<vaginaWetnessCalculate>>
<</if>>
<<if $player.penisExist>>
<<set $_minimumPenis to 0>>
<<if playerRutMinArousal() and numberOfEarSlime() and $earSlime.focus is "impregnation" and $earSlime.growth gte 100>>
<<set $_minimumPenis += Math.floor(($earSlime.growth - 100) / 2)>>
<</if>>
<<set $penisWetness to setup.bodyliquid.combined("penis") * 12>>
<<set $penisWetness to Math.clamp($penisWetness, Math.clamp($_minimumPenis, 0, 45), 120)>>
<</if>>
<<set $anusWetness to (setup.bodyliquid.combined("anus") + setup.bodyliquid.combined("bottom")) * 6>>
<<set $_minimum to 0>>
<<if playerHeatMinArousal() and numberOfEarSlime() and $earSlime.focus is "pregnancy" and $earSlime.growth gte 100 and $player.gender is "m">>
<<set $_minimum += Math.floor(($earSlime.growth - 100) / 2)>>
<</if>>
<<set $anusWetness to Math.clamp($anusWetness, Math.clamp($_minimum, 0, 45), 120)>>
<<if $combat is 1>>
<<penetrationPainCalculate>>
<</if>>
<</widget>>
<<widget "vaginaWetnessCalculate">>
<<set _totalArousal = 0>>
<<set _length to $trackedArousal.length>>
<<for _ia to 0; _ia lt _length; _ia++>>
<<set _totalArousal += $trackedArousal[_ia] / ((_length - _ia) * 1.5)>>
<</for>>
<<if $combat is 1>>
<!-- combatWetBoost can be from 0 to 5, because max promiscuity/deviancy is 100. -->
<<if $enemytype is "man">>
<<set $combatWetBoost to Math.floor($promiscuity /20)>>
<<elseif $enemytype is "tentacles" or $enemytype is "beast">>
<<set $combatWetBoost to Math.floor($deviancy /20)>>
<<else>>
<<set $combatWetBoost to 0>>
<</if>>
<!-- combatArousalWetness has been replaced by vaginaArousalWetness but I don't want to remove it completely so it's commented out for now. -->
/* <<set $_combatArousalWetness to 75 - Math.floor(Math.pow(0.99985,_totalArousal) * 75)>>
<<set $combatWetBoost += $_combatArousalWetness>> */
<<else>>
<<set $combatWetBoost to 0>>
<</if>>
<<set $_minimum to 0>>
<<if playerHeatMinArousal() and numberOfEarSlime() and $earSlime.focus is "pregnancy" and $earSlime.growth gte 100>>
<<set $_minimum += Math.floor(($earSlime.growth - 100) / 2)>>
<</if>>
<<set $vaginaWetness to $vaginaArousalWetness + $combatWetBoost + (setup.bodyliquid.combined("vagina") + setup.bodyliquid.combined("vaginaoutside")) * 6>>
<<set $vaginaWetness to Math.clamp($vaginaWetness, Math.clamp($_minimum, 0, 45), 120)>>
<</widget>>
<<widget "penetrationPainCalculate">>
<<set $vaginalPain to 0>>
<<set $analPain to 0>>
<<set $penisPain to 0>>
<<if $demon lt 6 and $gamemode isnot "soft">>
<<if $player.vaginaExist>>
<<if $consensual is 1>>
<<set $vaginalPain to Math.floor(3 * Math.pow(0.4,$vaginaWetness/8))>>
<<else>>
<<set $vaginalPain to Math.floor(6 * Math.pow(0.5,$vaginaWetness/25))>>
<</if>>
<</if>>
<<if $player.penisExist>>
<<if $consensual is 1>>
<<set $penisPain to Math.floor(3 * Math.pow(0.4,$penisWetness/8))>>
<<else>>
<<set $penisPain to Math.floor(6 * Math.pow(0.5,$penisWetness/25))>>
<</if>>
<</if>>
<<if $consensual is 1>>
<<set $analPain to Math.floor(3 * Math.pow(0.4,$anusWetness/8))>>
<<else>>
<<set $analPain to Math.floor(6 * Math.pow(0.5,$anusWetness/25))>>
<</if>>
<<if $gamemode is "hard">>
<<set $vaginalPain *= 2>>
<<set $penisPain *= 2>>
<<set $analPain *= 2>>
<</if>>
<</if>>
<</widget>>
<!-- Lube is only released when vaginaArousalWetness is over 60 (also, its max value is 100)-->
<!-- "passive" means the lube is dripping out, while "active" means it is being pushed out -->
<<widget "vaginaFluidPassive">>
<<set $_lube_max to Math.round(30*Math.log10($vaginaArousalWetness - 59))>>
<<set _lube_released to random(0, $_lube_max)/20>>
<!-- Expected value is between 0 and 2.5, much more likely to be on the lower end due to wetness having a softcap -->
<<set _lube_released to parseFloat(_lube_released.toFixed(1))>>
<<set $masturbation_vaginaFluid += _lube_released>>
<<set $lube_produced_stat += _lube_released>>
<</widget>>
<<widget "vaginaFluidActive">>
<<set $_lube_max to Math.ceil(30*Math.log10($vaginaArousalWetness - 59))>>
<<set _lube_released to random(10, $_lube_max)/10>>
<!-- Expected value is between 1 and 5, much more likely to be on the lower end due to wetness having a softcap -->
<<set _lube_released to parseFloat(_lube_released.toFixed(1))>>
<<set $masturbation_vaginaFluid += _lube_released>>
<<set $lube_produced_stat += _lube_released>>
<</widget>>
<<widget "vaginaFluidOrgasm">>
<<addVaginalWetness 10>>
<<if $vaginaArousalWetness gte 60>>
<<set _lube_released to (2*Math.log10($vaginaArousalWetness - 59)) + 11>>
<<elseif $vaginaArousalWetness gte 30>>
<<set _lube_released to ($vaginaArousalWetness / 10) + 5>>
<<else>>
<<set _lube_released to 0>>
<</if>>
<!-- Expected value is either 0, or between 5 and 15 -->
<<set _lube_released to parseFloat(_lube_released.toFixed(1))>>
<<if $worn.under_lower.vagina_exposed is 1 and $worn.lower.vagina_exposed is 1>>
<<if $masturbating>>
<<set $masturbation_vaginaFluid += _lube_released>>
<</if>>
<<if $masturbation_bowl is 1>>
<<set _liquid_collection_text.push($masturbation_vaginaFluid.toFixed(1) + " mL of vaginal fluid")>>
<</if>>
<<elseif $worn.under_lower.vagina_exposed is 0>>
<<set $underlowerwet += Math.round(30 * Math.clamp((1 - $underlowerwet/100), 0, 1))>>
<</if>>
<<set $lube_produced_stat += _lube_released>>
<</widget>>
<<widget "tinyPenisDryOrgasmChance">>
<<if !$player.penisExist or $player.penissize gte 0>>
<!-- Cannot have a "femaleclimax" (aka an orgasm with no cum, but with extra humiliation) without a size -1 or lower penis -->
<<set $femaleclimax to 0>>
<<else>>
<!-- Guaranteed at size -2 -->
<<set $femaleclimax to 1>>
<!-- chance at -1, if haven't cum in a while -->
<<if $player.penissize is -1 and $orgasmdown lt 0>>
<<set $_femaleclimaxchance to 50>>
<<if ['penetrated', 'tentacle', 'tentacledeep', 'doublepenetrated'].includes($anusstate)>>
<<set $_femaleclimaxchance += 40>>
<<if $anusstate is "doublepenetrated">>
<<set $_femaleclimaxchance += 20>>
<</if>>
<</if>>
<<if ['penetrated', 'tentacle', 'tentacledeep'].includes($mouthstate)>>
<<set $_femaleclimaxchance += 20>>
<</if>>
<<if ['penetrated', 'otheranus', 'tentacle', 'tentacledeep'].includes($penisstate)>>
<<set $_femaleclimaxchance -= 40>>
<</if>>
<<set $femaleclimax to (random(1, 100) lte $_femaleclimaxchance ? 1 : 0)>>
<</if>>
<</if>>
<</widget>>
<<widget "orgasmcount">>
<<if _args[0]>>
<<set $orgasmcount += _args[0]>>
<<set $orgasmcount = Math.clamp($orgasmcount, 0, 25)>>
<</if>>
<</widget>><<widget "characteristics">>
<br>
You are
<<if $wraithSkin>>
a spirit
<<elseif ($wolfgirl gte 6 or ($transformationParts.wolf.tail isnot "hidden" and $transformationParts.wolf.tail isnot "disabled")) or ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled")) or ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled")) or ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled")) or ($fox gte 6 or ($transformationParts.fox.tail isnot "hidden" and $transformationParts.fox.tail isnot "disabled")) or ($bunny gte 6 or ($transformationParts.bunny.tail isnot "hidden" and $transformationParts.bunny.tail isnot "disabled"))>>
<<if ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled"))>>
an angelic
<<elseif ($fallenangel gte 2 or ($transformationParts.fallenAngel.wings isnot "hidden" and $transformationParts.fallenAngel.wings isnot "disabled"))>>
a fallen
<<elseif ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled"))>>
a demonic
<<else>>
a
<</if>>
<<if ($wolfgirl gte 6 or ($transformationParts.wolf.tail isnot "hidden" and $transformationParts.wolf.tail isnot "disabled")) and (($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled")) or ($fallenangel gte 2 or ($transformationParts.fallenAngel.wings isnot "hidden" and $transformationParts.fallenAngel.wings isnot "disabled")))>>
hellhound
<<elseif ($wolfgirl gte 6 or ($transformationParts.wolf.tail isnot "hidden" and $transformationParts.wolf.tail isnot "disabled")) and ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled"))>>
dog
<<elseif ($wolfgirl gte 6 or ($transformationParts.wolf.tail isnot "hidden" and $transformationParts.wolf.tail isnot "disabled"))>>
wolf
<<elseif ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled"))>>
cat
<<elseif ($bunny gte 6 or ($transformationParts.bunny.tail isnot "hidden" and $transformationParts.bunny.tail isnot "disabled")) and ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled"))>>
jackalope
<<elseif ($bunny gte 6 or ($transformationParts.bunny.tail isnot "hidden" and $transformationParts.bunny.tail isnot "disabled")) and ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled"))>>
moon rabbit
<<elseif ($bunny gte 6 or ($transformationParts.bunny.tail isnot "hidden" and $transformationParts.bunny.tail isnot "disabled"))>>
bunny
<<elseif ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>
<<if $player.gender_appearance is "m">>
bull
<<else>>
cow
<</if>>
<<elseif ($bear gte 6 or ($transformationParts.bear.tail isnot "hidden" and $transformationParts.bear.tail isnot "disabled"))>>
bear
<<elseif ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled"))>>
<<if $hallucinations gte 2 or $bestialitydisable is "t">>
harpy
<<else>>
bird
<</if>>
<<elseif ($fox gte 6 or ($transformationParts.fox.tail isnot "hidden" and $transformationParts.fox.tail isnot "disabled"))>>
fox
<</if>>
<<else>>
<<if ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled"))>>
an angel
<<elseif ($fallenangel gte 2 or ($transformationParts.fallenAngel.wings isnot "hidden" and $transformationParts.fallenAngel.wings isnot "disabled"))>>
a fallen angel
<<elseif ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled"))>>
a demon
<<else>>
a<<if $NudeGenderDC lt 0 and $player.gender_posture is "n">>n<</if>>
<</if>>
<</if>>
<<if $NudeGenderDC gte 0>>
<<gender>>.
<<else>>
<<gender_posture>>.
<</if>>
<br><br>
<<switch $bodysize>>
<<case 0>>You are tiny compared to others.
<<case 1>>You are small compared to others.
<<case 2>>You are of average height.
<<case 3>>You are large compared to others.
<</switch>>
<!-- Eye details -->
<<print window.buildEyeDetails()>>
<!-- -->
You have a <<skincolourtext>>
<<if $player.breastsize gte 1>>
<<if $player.breastsize is $player.perceived_breastsize>>
You have <<breasts>>.
<<else>>
You have <<breasts>>, but your clothing
<<if $player.perceived_breastsize is 0>>
hides them, making them look flat.
<<elseif $player.perceived_breastsize lt $player.breastsize>>
hides them, making them look <<breastsizedesc $player.perceived_breastsize>>.
<<else>> /*if $player.perceived_breastsize gt $player.breastsize*/
pads them, making them look <<breastsizedesc $player.perceived_breastsize>>.
<</if>>
<</if>>
<<elseif $player.breastsize is 0 and $player.perceived_breastsize gte 1>>
Your chest is flat, but your clothing pads it, making it look <<breastsizedesc $player.perceived_breastsize>>.
<</if>>
You have a <<bottom true>>.
<<if $player.penisExist and $player.vaginaExist>>
<<silently>>
<<penis false true>><<set _penis to _text_output>>
<<pussy false true>><<set _pussy to _text_output>>
<</silently>>
You have <<a _penis>> and <<a _pussy>>.
<<else>>
You have
<<if $player.penisExist>>
<<silently>><<penis false true>><<set _penis to _text_output>><</silently>>
<<a _penis>>.
<</if>>
<<if $player.vaginaExist>>
<<silently>><<pussy false true>><<set _pussy to _text_output>><</silently>>
<<a _pussy>>.
<</if>>
<</if>>
<!--Hair Details-->
<<set _hairTextConfig = { currentValue : $hairlength, states : [
{ requiredValue: 0, color: '', preText: 'Your ', description: '<<haircolourtext>>', postText: ' hair is short.' },
{ requiredValue: 100, color: '', preText: 'When left natural, your ', description: '<<haircolourtext>>', postText: ' hair passes your chin, <<fringedescription>>' },
{ requiredValue: 200, color: '', preText: 'When left natural, your ', description: '<<haircolourtext>>', postText: ' hair comes down to your shoulders, <<fringedescription>>' },
{ requiredValue: 300, color: '', preText: 'When left natural, your ', description: '<<haircolourtext>>', postText: ' hair is quite long, and comes down to the top of your chest, <<fringedescription>>' },
{ requiredValue: 400, color: '', preText: 'When left natural, your long ', description: '<<haircolourtext>>', postText: ' hair hangs down to your nipples, <<fringedescription>>' },
{ requiredValue: 500, color: '', preText: 'When left natural, your long ', description: '<<haircolourtext>>', postText: ' hair reaches the top of your tummy, <<fringedescription>>' },
{ requiredValue: 600, color: '', preText: 'When left natural, your long ', description: '<<haircolourtext>>', postText: ' hair reaches your navel, <<fringedescription>>' },
{ requiredValue: 700, color: '', preText: 'When left natural, your very long ', description: '<<haircolourtext>>', postText: ' hair reaches your thighs, <<fringedescription>>' },
{ requiredValue: 800, color: '', preText: 'When left natural, your very long ', description: '<<haircolourtext>>', postText: ' hair reaches your knees, <<fringedescription>>' },
{ requiredValue: 900, color: '', preText: 'When left natural, your extremely long ', description: '<<haircolourtext>>', postText: ' hair reaches your ankles, <<fringedescription>>' },
{ requiredValue: 1000, color: '', preText: 'When left natural, your ', description: '<<haircolourtext>>', postText: ' hair is so long you need be careful lest you trip on it, <<fringedescription>>' }
]
}>>
<<characteristic-text _hairTextConfig>>
<br><br>
<!--Pregnancy Details-->
<<set $_pregnancy to getPregnancyObject()>>
<<set $_menstruation to $sexStats.vagina.menstruation>>
<<set $_pills to $sexStats.pills>>
<<set $_knowsTheyCanBecomePregnant to ($playerPregnancyHumanDisable is "f" or $playerPregnancyBeastDisable is "f") and playerAwareTheyCanBePregnant()>>
<<set $_heatArousal to playerHeatMinArousal()>>
<<set $_rutArousal to playerRutMinArousal()>>
<<set $_heatRutDisplay to ($_heatArousal and playerAwareTheyAreInHeat() ? "heat" : "") + ($_heatArousal and playerAwareTheyAreInHeat() and $_rutArousal ? " and " : "") + ($_rutArousal ? "rut" : "")>>
<<if $_pregnancy.fetus.length and $_pregnancy.awareOf>>
<<if $_pregnancy.timer / $_pregnancy.timerEnd lte 0.33>>
<<set _trimester to "first">>
<<elseif $_pregnancy.timer / $_pregnancy.timerEnd lte 0.66>>
<<set _trimester to "second">>
<<else>>
<<set _trimester to "third">>
<</if>>
<<if $_pregnancy.awareOfDetails || $_pregnancy.potentialFathers.every((father, index, array) => father.type === array[0].type)>>
<<if $_pregnancy.awareOfDetails>>
<<set $_number to $_pregnancy.fetus.length>>
<<elseif $_pregnancy.awareOfMultiple>>
<<set $_number to $_pregnancy.fetus.length is 1 ? 1 : "more than one">>
<<else>>
<<set $_number to "an unknown number of">>
<</if>>
<<switch $_pregnancy.type>>
<<case "human">>
<<if $_number isnot "an unknown number of" and $_number isnot "more than one" and $_number gt 1>>
<<set _childType to "">>
<<if $_pregnancy.fetus[0].features.identical is true and $_pregnancy.awareOfDetails>>
<<set _childType += "identical ">>
<</if>>
<<set _childType += ($_number is 3 ? "triplets" : "twins")>>
<<else>>
<<set _childType to ($_number is 1 || $_number is "more than one" ? "baby" : "babies")>>
<</if>>
<<case "wolf">>
<<set _childType to ($_number is 1 || $_number is "more than one" ? "wolf pup" : "wolf pups")>>
<<case "hawk">>
<<set _childType to ($_number is 1 || $_number is "more than one" ? "hawk egg" : "hawk eggs")>>
<</switch>>
<<if $_pregnancy.type is "hawk">>
You're pregnant with <<number $_number>> _childType,
<<switch _trimester>>
<<case "first">>and it will be a while before you can lay <<if $_number is 1>>it<<else>>them<</if>>.
<<case "second">>but it will still take some time to lay <<if $_number is 1>>it<<else>>them<</if>>.
<<case "third">>and you'll be ready to lay <<if $_number is 1>>it<<else>>them<</if>> soon.
<</switch>>
<<else>>
You're pregnant with <<if !["twins", "identical twins", "triplets"].includes(_childType)>><<number $_number>><</if>> _childType, in the _trimester trimester of your pregnancy.
<</if>>
<<else>>
You know you're in the _trimester trimester of your pregnancy.
<</if>>
<<if between($_pregnancy.timer / $_pregnancy.timerEnd, 0.1, 1) and !$daily.ultrasoundDone>>
<span class="blue">You can get an ultrasound done at the hospital.</span>
<</if>>
<<if $_pregnancy.potentialFathers.length is 1>>
You know that the father is <<print pregnancyNameCorrection($_pregnancy.potentialFathers[0].source)>>.
<<elseif $_pregnancy.potentialFathers.length is 2>>
You're sure that the father is either <<print pregnancyNameCorrection($_pregnancy.potentialFathers[0].source)>> or <<print pregnancyNameCorrection($_pregnancy.potentialFathers[1].source)>>.
<<elseif $_pregnancy.potentialFathers.length is 3>>
You're pretty sure that the father is either <<print pregnancyNameCorrection($_pregnancy.potentialFathers[0].source)>>, <<print pregnancyNameCorrection($_pregnancy.potentialFathers[1].source)>> or <<print pregnancyNameCorrection($_pregnancy.potentialFathers[2].source)>>.
<<else>>
You're unsure who the father is.
<</if>>
<br><br>
<<elseif $_knowsTheyCanBecomePregnant and $_pills.pills.contraceptive.doseTaken>>
<<if $_pills.pills.contraceptive.doseTaken gte 2>>
You have overdosed on a contraceptive, reducing your chance of impregnation to zero.
<<else>>
You have taken a contraceptive, reducing your chance of impregnation to almost zero.
<</if>>
<br><br>
<<elseif $_knowsTheyCanBecomePregnant and (($sciencetrait gte 4 and $awareness gte 200) or $awareness gte 500)>>
<<set $_risk to playerPregnancyRisk()>>
<<if $_risk isnot undefined>>
<<switch $_risk>>
<<case 6>><<set $_pregnancyRisk to "very safe">><<set $_pregnancyRiskColour to "green">>
<<case 5>><<set $_pregnancyRisk to "safe">><<set $_pregnancyRiskColour to "teal">>
<<case 3 4>><<set $_pregnancyRisk to "some-what safe">><<set $_pregnancyRiskColour to "lblue">>
<<case 1 2>><<set $_pregnancyRisk to "risky">><<set $_pregnancyRiskColour to "pink">>
<<case 0>><<set $_pregnancyRisk to "dangerous">><<set $_pregnancyRiskColour to "red">>
<</switch>>
<<if $_heatArousal or $_rutArousal>>
<<heatRutDisplay>>
Intercourse will be <span @class="$_pregnancyRiskColour">$_pregnancyRisk</span>.
<<else>>
You feel that it's <span @class="$_pregnancyRiskColour">$_pregnancyRisk</span> to have intercourse.
<</if>>
<br><br>
<</if>>
<<else>>
<<heatRutDisplay true>>
<</if>>
<!--Semen Details-->
<<if $player.penisExist and $player.penissize gte -1>>
<<set _semenCapacityTextConfig = { currentValue : $semen_volume, preText: 'You produce ', states : [
{ requiredValue: 0, color: '', description: '', postText: ' no cum.' },
{ requiredValue: 1, color: 'red', description: 'a tiny', postText: ' amount of cum, ' },
{ requiredValue: 100, color: 'pink', description: 'a small', postText: ' amount of cum, ' },
{ requiredValue: 300, color: 'purple', description: 'a limited', postText: ' amount of cum, ' },
{ requiredValue: 500, color: 'blue', description: 'a decent', postText: ' amount of cum, ' },
{ requiredValue: 1000, color: 'lblue', description: 'a large', postText: ' amount of cum, ' },
{ requiredValue: 1500, color: 'teal', description: 'a huge', postText: ' amount of cum, ' },
{ requiredValue: 2000, color: 'green', description: 'a prodigious', postText: ' amount of cum, ' }
]
}>>
<<set _semenVolumeTextConfig = { currentValue : $semen_amount, states : [
{ requiredValue: 0, color: 'red', preText: "", description: "but you\'ve been milked completely dry."},
{ requiredValue: 1, color: 'pink', preText: "but you\'re ", description: 'almost empty. '},
{ requiredValue: ($semen_volume / 7) * 2, color: 'pink', preText: "but you\'re ", description: 'running out. '},
{ requiredValue: ($semen_volume / 7) * 3, color: 'purple', preText: "but you\'re ", description: 'running low. '},
{ requiredValue: ($semen_volume / 7) * 4, color: 'blue', preText: "and you\'ve ", description: 'about half left. '},
{ requiredValue: ($semen_volume / 7) * 5, color: 'lblue', preText: "and you have ", description: 'plenty left. '},
{ requiredValue: ($semen_volume / 7) * 6, color: 'teal', preText: "and you\'re ", description: 'almost full. '},
{ requiredValue: $semen_volume, color: 'green', preText: "and you\'re ", description: 'full to the brim. '}
]
}>>
<<characteristic-text _semenCapacityTextConfig>>
<<if $semen_volume gt 0>>
<<characteristic-text _semenVolumeTextConfig>>
<<if $semen_amount gte $semen_volume>>
<<if $arousal gte ($arousalmax / 5) * 4>>
As you're already full, <span class="pink">your arousal is increasing your capacity.</span>
<<elseif $arousal gte ($arousalmax / 5) * 3>>
As you're already full, <span class="purple">your arousal is increasing your capacity.</span>
<</if>>
<<else>>
<<if $arousal gte ($arousalmax / 5) * 4>>
<span class="pink">Your arousal is helping recover.</span>
<<elseif $arousal gte ($arousalmax / 5) * 3>>
<span class="purple">Your arousal is helping recover.</span>
<</if>>
<</if>>
<</if>>
<br>
<</if>>
<!--Lactation Details-->
<<if $lactating is 1 and $breastfeedingdisable is "f">>
<<set _milkCapacityTextConfig = { currentValue : $milk_volume, preText: 'Your <<breasts>> produce a ', postText: ' amount of milk, ', states : [
{ requiredValue: 0, color: 'red', description: 'tiny'},
{ requiredValue: 100, color: 'pink', description: 'small'},
{ requiredValue: 300, color: 'purple', description: 'limited'},
{ requiredValue: 500, color: 'blue', description: 'decent'},
{ requiredValue: 1000, color: 'lblue', description: 'large'},
{ requiredValue: 1500, color: 'teal', description: 'huge'},
{ requiredValue: 2000, color: 'green', description: 'prodigious'}
]
}>>
<<set _milkVolumeTextConfig = { currentValue : $milk_amount, states : [
{ requiredValue: 0, color: 'red', preText: "", description: " but you\'ve been milked completely dry."},
{ requiredValue: 1, color: 'pink', preText: "but you\'re ", description: ' almost empty.'},
{ requiredValue: ($milk_volume / 7) * 2, color: 'pink', preText: "but you\'re ", description: ' running out.'},
{ requiredValue: ($milk_volume / 7) * 3, color: 'purple', preText: "but you\'re ", description: ' running low.'},
{ requiredValue: ($milk_volume / 7) * 4, color: 'blue', preText: "and you\'ve ", description: ' about half left.'},
{ requiredValue: ($milk_volume / 7) * 5, color: 'lblue', preText: "and you have ", description: ' plenty left.'},
{ requiredValue: ($milk_volume / 7) * 6, color: 'teal', preText: "and you\'re ", description: ' almost full.'},
{ requiredValue: $milk_volume, color: 'green', preText: "and you\'re ", description: ' full to the brim.'}
]
}>>
<<characteristic-text _milkCapacityTextConfig>>
<<characteristic-text _milkVolumeTextConfig>>
<<if $milkFullPain and $milkFullPain gt 200>>
Being full for so long is causing you some pain.
<<if !$player.inventory.sextoys["breast pump"] and $milkFullPain gt 225>><span class="gold">A breast pump from the pharmacy might help.</span><</if>>
<</if>>
<br>
<</if>>
<<set _holeWetnessStates = [
{ requiredValue: 0, color: 'green', description: 'dry.', postText: ' Insertions will be difficult.' },
{ requiredValue: 15, color: 'teal', description: 'a little slick.', postText: ' Insertions will be difficult for all but the smallest penises.' },
{ requiredValue: 30, color: 'lblue', description: 'slick.', postText: ' Most penises will have a hard time penetrating.' },
{ requiredValue: 45, color: 'blue', description: 'moist.', postText: ' Some penises will be able to penetrate without difficulty.' },
{ requiredValue: 60, color: 'purple',description: 'wet.', postText: ' Most penises will have an easy time sliding in.' },
{ requiredValue: 75, color: 'pink', description: 'dripping.', postText: ' All but the largest penises will have an easy time sliding in.' },
{ requiredValue: 90, color: 'red', description: 'drenched.', postText: ' Even the largest penises will have an easy time sliding in.' }
]>>
<!--Vagina Wetness-->
<<if $player.vaginaExist>>
<<set _vaginaWetnessTextConfig = { currentValue : $vaginaWetness, preText: 'Your vagina is ', states: _holeWetnessStates}>>
<<characteristic-text _vaginaWetnessTextConfig>>
<br>
<</if>>
<!--Penis Wetness-->
<<if $player.penisExist>>
<<set _penisWetnessTextConfig = { currentValue : $penisWetness, preText: 'Your penis is ', states: [
{ requiredValue: 0, color: 'green', description: 'dry.', postText: ($player.penissize >= 2) ? " Insertions may be difficult." : ''},
{ requiredValue: 15, color: 'teal', description: 'a little slick.', postText: ''},
{ requiredValue: 30, color: 'lblue', description: 'slick.', postText: ''},
{ requiredValue: 45, color: 'blue', description: 'moist.', postText: ''},
{ requiredValue: 60, color: 'purple',description: 'wet.', postText: ''},
{ requiredValue: 75, color: 'pink', description: 'dripping.', postText: ''},
{ requiredValue: 90, color: 'red', description: 'well-lubricated.', postText: ($player.penissize >= 4) ? " It shouldn\'t have much trouble sliding into places, even at your size." : ''}
]}>>
<<characteristic-text _penisWetnessTextConfig>>
<br>
<</if>>
<!--Anal Wetness-->
<<if $analdisable is "f">>
<<set _analWetnessTextConfig = { currentValue : $anusWetness, preText: 'Your ass is ', states: _holeWetnessStates}>>
<<characteristic-text _analWetnessTextConfig>>
<</if>>
<br><br>
<<bodywriting>>
<div id="characteristics-display">
<br>
<span class="gold">Core Characteristics</span>
<div id="base-characteristics" class="characteristic-box-list">
<!--Core skill configurations-->
<<silently>>
<!--PURITY-->
<<if ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled"))>>
<<set _purityIcon='misc/icon/tf_demon'>>
<<elseif ($fallenangel gte 2 or ($transformationParts.fallenAngel.wings isnot "hidden" and $transformationParts.fallenAngel.wings isnot "disabled"))>>
<<set _purityIcon='misc/icon/tf_fallen'>>
<<else>>
<<set _purityIcon='misc/icon/tf_angel'>>
<</if>>
<<set _purityConfig = { name : "Purity", icon : _purityIcon, displayType : "level", currentValue : $purity, modifier: 100, modTypes: { good: [], bad: [] },
states : [
{ requiredValue: 0, level: 0, color: 'red', description: 'You are beyond defiled.'},
{ requiredValue: 1, level: 1, color: 'red', description: 'You feel utterly defiled.'},
{ requiredValue: 500, level: 2, color: 'pink', description: 'You feel defiled.'},
{ requiredValue: 600, level: 3, color: 'purple', description: 'You feel somewhat defiled.'},
{ requiredValue: 700, level: 4, color: 'blue', description: 'You feel soiled.'},
{ requiredValue: 800, level: 5, color: 'lblue', description: 'You feel slightly soiled.'},
{ requiredValue: 900, level: 6, color: 'teal', description: "You don\'t feel entirely pure."},
{ requiredValue: 1000, level: 7, color: 'green', description: 'You are angelic.'}
]
}>>
<!--AWARENESS-->
<<set _awarenessConfig = { name : "Awareness", icon : "ui/sym_awareness", displayType : "level", currentValue : $awareness, modifier: 100, modTypes: { good: [], bad: [] },
states : [
{ requiredValue: -200, level: 0, color: 'green', description: 'You are innocent.'},
{ requiredValue: 1, level: 1, color: 'teal', description: 'You are almost entirely innocent.'},
{ requiredValue: 100, level: 2, color: 'lblue', description: 'You have a limited understanding of sexuality.'},
{ requiredValue: 200, level: 3, color: 'blue', description: 'You have a normal understanding of sexuality.'},
{ requiredValue: 300, level: 4, color: 'purple', description: 'Your knowledge of sexual depravity extends beyond that of most people.'},
{ requiredValue: 400, level: 5, color: 'pink', description: 'You have seen things that few are privy to.'},
{ requiredValue: 500, level: 6, color: 'red', description: 'You have peered into the depths of depravity.'},
{ requiredValue: 1000, level: 7, color: 'red', description: 'Your understanding is transcendental.'}
]
}>>
<!--PHYSIQUE-->
<<if $AMCTraits.physique is 2>>
<<set _physiqueConfig = { name : "Physique", icon : "ui/sym_physique", displayType : "level", currentValue : $physique, maxValue: $physiquesize * $AMCTraits.physique, modifier: 100, modTypes: { good: [], bad: [] },
states : [
{ requiredValue: 0, level: 0, color: 'red', description: `You are ${$player.bodyshape === "soft" ? "malnourished" : "emaciated"}.`},
{ requiredValue: $physiquesize / 7, level: 1, color: 'pink', description: `Your body is ${$player.bodyshape === "soft" ? "squishy" : "skinny"}.`},
{ requiredValue: ($physiquesize / 7) * 2, level: 2, color: 'purple', description: `Your body is ${$player.bodyshape === "soft" ? "soft and supple" : "lithe and slender"}.`},
{ requiredValue: ($physiquesize / 7) * 3, level: 3, color: 'blue', description: `Your body is ${$player.bodyshape === "soft" ? "well built" : "slim"}.`},
{ requiredValue: ($physiquesize / 7) * 4, level: 4, color: 'lblue', description: `Your body is ${$player.bodyshape === "soft" ? "sturdy" : "slim"} and athletic.`},
{ requiredValue: ($physiquesize / 7) * 5, level: 5, color: 'teal', description: `Your body is ${$player.bodyshape === "soft" ? "robust" : "toned"} and firm.`},
{ requiredValue: ($physiquesize / 7) * 6, level: 6, color: 'green', description: `Your body is ${$player.bodyshape === "soft" ? "robust" : "toned"} and powerful.`},
{ requiredValue: ($physiquesize / 7) * 7, level: 7, color: 'green', description: 'Your body is sculpted and athletic.'},
{ requiredValue: ($physiquesize / 7) * 8, level: 8, color: 'gold', description: 'Your body is chiseled and formidable.'},
{ requiredValue: ($physiquesize / 7) * 9, level: 9, color: 'gold', description: 'Your body is honed and muscular.'},
{ requiredValue: ($physiquesize / 7) * 10, level: 10, color: 'gold', description: 'Your body is ripped and robust.'},
{ requiredValue: ($physiquesize / 7) * 11, level: 11, color: 'gold', description: 'Your body is defined and Herculean.'},
{ requiredValue: ($physiquesize / 7) * 12, level: 12, color: 'lustful',description: 'Your body is powerful and supremely fit.'},
{ requiredValue: ($physiquesize / 7) * 13, level: 13, color: 'lustful',description: 'Your body is a pinnacle of strength and vitality.'}
]
}>>
<<else>>
<<set _physiqueConfig = { name : "Physique", icon : "ui/sym_physique", displayType : "level", currentValue : $physique, maxValue: $physiquesize, modifier: 100, modTypes: { good: [], bad: [] },
states : [
{ requiredValue: 0, level: 0, color: 'red', description: `You are ${$player.bodyshape === "soft" ? "malnourished" : "emaciated"}.`},
{ requiredValue: $physiquesize / 7, level: 1, color: 'pink', description: `Your body is ${$player.bodyshape === "soft" ? "squishy" : "skinny"}.`},
{ requiredValue: ($physiquesize / 7) * 2, level: 2, color: 'purple', description: `Your body is ${$player.bodyshape === "soft" ? "soft and supple" : "lithe and slender"}.`},
{ requiredValue: ($physiquesize / 7) * 3, level: 3, color: 'blue', description: `Your body is ${$player.bodyshape === "soft" ? "well built" : "slim"}.`},
{ requiredValue: ($physiquesize / 7) * 4, level: 4, color: 'lblue', description: `Your body is ${$player.bodyshape === "soft" ? "sturdy" : "slim"} and athletic.`},
{ requiredValue: ($physiquesize / 7) * 5, level: 5, color: 'teal', description: `Your body is ${$player.bodyshape === "soft" ? "robust" : "toned"} and firm.`},
{ requiredValue: ($physiquesize / 7) * 6, level: 6, color: 'green', description: `Your body is ${$player.bodyshape === "soft" ? "robust" : "toned"} and powerful.`}
]
}>>
<</if>>
<<if playerBellySize() gte 10 and playerNormalPregnancyTotal() lt 50>>
<<switch playerNormalPregnancyTotal()>>
<<case 0>><<set _pregnancyModifier to 36>>
<<case 1>><<set _pregnancyModifier to 48>>
<<case 2>><<set _pregnancyModifier to 60>>
<<case 3 4 5>><<set _pregnancyModifier to 78>>
<<case 6 7>><<set _pregnancyModifier to 96>>
<<default>><<set _pregnancyModifier to 120>>
<</switch>>
<<set _physiqueConfig.modifier to Math.floor(_physiqueConfig.modifier * (1 - (playerBellySize() / _pregnancyModifier)))>>
<<set _physiqueConfig.modTypes.bad.pushUnique(playerAwareTheyArePregnant() ? "Pregnant" : "Large Belly")>>
<</if>>
<<switch $location>>
<<case "forest" "moor" "farm" "alex_farm">>
<<if $worn.feet.type.includes("heels")>>
<<set _physiqueConfig.modifier to Math.floor(_physiqueConfig.modifier * (1 - ($worn.feet.reveal / 5000)))>>
<<set _physiqueConfig.modTypes.bad.pushUnique("heels")>>
<</if>>
<<if $worn.feet.type.includes("rugged")>>
<<set _physiqueConfig.modifier to Math.floor(_physiqueConfig.modifier * (1 + (currentSkillValue("feetskill") / 10000)))>>
<<set _physiqueConfig.modTypes.good.pushUnique("rugged footwear")>>
<</if>>
<</switch>>
<<if $drunk gte 120 and $substanceRebalance is 1>>
<<set _physiqueConfig.modifier to Math.round(_physiqueConfig.modifier * (1 - (0.1 * Math.round(V.drunk / 120))))>>
<<set _physiqueConfig.modTypes.bad.pushUnique("alcohol intoxication")>>
<<elseif $drunk gte 1 and $substanceRebalance is 1>>
<<set _physiqueConfig.modifier to Math.round(_physiqueConfig.modifier * 0.95)>>
<<set _physiqueConfig.modTypes.bad.pushUnique("alcohol intoxication")>>
<</if>>
<<if $hallucinogen gte 1 and $substanceRebalance is 1>>
<<set _physiqueConfig.modifier to Math.round(_physiqueConfig.modifier * (1 - (0.125 * Math.round(V.hallucinogen / 250))))>>
<<set _physiqueConfig.modTypes.bad.pushUnique("hallucinogens - muscle weakness")>>
<</if>>
<<if $DoLPTFBuffs is 1>>
<<if $TFWolfBuffs is 1>>
<<set _physiqueConfig.modifier to Math.round(_physiqueConfig.modifier * 1.2)>>
<<set _physiqueConfig.modTypes.good.pushUnique("spirit of the wild")>>
<</if>>
<<if $TFCatBuffs is 1>>
<<set _physiqueConfig.modifier to Math.round(_physiqueConfig.modifier * 0.8)>>
<<set _physiqueConfig.modTypes.bad.pushUnique("felinous mischief")>>
<</if>>
<<if $TFCowBuffs is 1>>
<<set _physiqueConfig.modifier to Math.round(_physiqueConfig.modifier * 1.4)>>
<<set _physiqueConfig.modTypes.good.pushUnique("nature's nurturer")>>
<</if>>
<<if $TFBearBuffs is 1>>
<<set _physiqueConfig.modifier to Math.round(_physiqueConfig.modifier * 1.5)>>
<<set _physiqueConfig.modTypes.good.pushUnique("ursine strength")>>
<</if>>
<<if $TFBirdBuffs is 1>>
<<set _physiqueConfig.modifier to Math.round(_physiqueConfig.modifier * 0.7)>>
<<set _physiqueConfig.modTypes.bad.pushUnique("sky's embrace")>>
<</if>>
<<if $TFFoxBuffs is 1>>
<<set _physiqueConfig.modifier to Math.round(_physiqueConfig.modifier * 0.9)>>
<<set _physiqueConfig.modTypes.bad.pushUnique("vixen's guile")>>
<</if>>
<<if $TFBunnyBuffs is 1>>
<<set _physiqueConfig.modifier to Math.round(_physiqueConfig.modifier * 0.7)>>
<<set _physiqueConfig.modTypes.bad.pushUnique("lupine's celerity")>>
<</if>>
<</if>>
<!--WILLPOWER-->
<<if $AMCTraits.willpower is 2>>
<<set _willpowerConfig = { name : "Willpower", icon : "ui/sym_trauma", displayType : "level", currentValue : $willpower, maxValue: $willpowermax * $AMCTraits.willpower, modifier: 100, modTypes: { good: [], bad: [] },
states : [
{ requiredValue: 0, level: 0, color: 'red', description: 'You are timid.'},
{ requiredValue: $willpowermax / 7, level: 1, color: 'pink', description: 'You are fainthearted.'},
{ requiredValue: ($willpowermax / 7) * 2, level: 2, color: 'purple', description: 'You are mindful.'},
{ requiredValue: ($willpowermax / 7) * 3, level: 3, color: 'blue', description: 'You are resolved.'},
{ requiredValue: ($willpowermax / 7) * 4, level: 4, color: 'lblue', description: 'You are determined.'},
{ requiredValue: ($willpowermax / 7) * 5, level: 5, color: 'teal', description: 'You are tenacious.'},
{ requiredValue: ($willpowermax / 7) * 6, level: 6, color: 'green', description: 'Your will is iron.'},
{ requiredValue: ($willpowermax / 7) * 7, level: 7, color: 'green', description: 'You are resolute.'},
{ requiredValue: ($willpowermax / 7) * 8, level: 8, color: 'gold', description: 'You are unwavering.'},
{ requiredValue: ($willpowermax / 7) * 9, level: 9, color: 'gold', description: 'You are indomitable.'},
{ requiredValue: ($willpowermax / 7) * 10, level: 10, color: 'gold', description: 'You are unyielding.'},
{ requiredValue: ($willpowermax / 7) * 11, level: 11, color: 'gold', description: 'Your will is adamantine.'},
{ requiredValue: ($willpowermax / 7) * 12, level: 12, color: 'lustful',description: 'Your will is invincible.'},
{ requiredValue: ($willpowermax / 7) * 13, level: 13, color: 'lustful',description: 'Your will is titanic.'}
]
}>>
<<else>>
<<set _willpowerConfig = { name : "Willpower", icon : "ui/sym_trauma", displayType : "level", currentValue : $willpower, maxValue: $willpowermax, modifier: 100, modTypes: { good: [], bad: [] },
states : [
{ requiredValue: 0, level: 0, color: 'red', description: 'You are timid.'},
{ requiredValue: $willpowermax / 7, level: 1, color: 'pink', description: 'You are fainthearted.'},
{ requiredValue: ($willpowermax / 7) * 2, level: 2, color: 'purple', description: 'You are mindful.'},
{ requiredValue: ($willpowermax / 7) * 3, level: 3, color: 'blue', description: 'You are resolved.'},
{ requiredValue: ($willpowermax / 7) * 4, level: 4, color: 'lblue', description: 'You are determined.'},
{ requiredValue: ($willpowermax / 7) * 5, level: 5, color: 'teal', description: 'You are tenacious.'},
{ requiredValue: ($willpowermax / 7) * 6, level: 6, color: 'green', description: 'Your will is iron.'}
]
}>>
<</if>>
<<if numberOfEarSlime() gte 2 and $earSlime.growth gt 50>>
<<set _willpowerConfig.modifier to Math.floor(_willpowerConfig.modifier * (0.9 - Math.clamp(($earSlime.growth - 50) / 1000, 0, 0.1)))>>
<<set _willpowerConfig.modTypes.bad.pushUnique("ear slimes")>>
<<elseif numberOfEarSlime() gte 2>>
<<set _willpowerConfig.modifier to Math.floor(_willpowerConfig.modifier * 0.9)>>
<<set _willpowerConfig.modTypes.bad.pushUnique("ear slimes")>>
<</if>>
<<if $drunk gte 120 and $substanceRebalance is 1>>
<<set _willpowerConfig.modifier to Math.round(_willpowerConfig.modifier * (1 - (0.1 * Math.round(V.drunk / 120))))>>
<<set _willpowerConfig.modTypes.bad.pushUnique("alcohol intoxication")>>
<<elseif $drunk gte 1 and $substanceRebalance is 1>>
<<set _willpowerConfig.modifier to Math.round(_willpowerConfig.modifier * 0.95)>>
<<set _willpowerConfig.modTypes.bad.pushUnique("alcohol intoxication")>>
<</if>>
<<if $hallucinogen gte 1 and $substanceRebalance is 1>>
<<set _willpowerConfig.modifier to Math.floor(_willpowerConfig.modifier * (1 + (0.125 * Math.round(V.hallucinogen / 250))))>>
<<set _willpowerConfig.modTypes.good.pushUnique("hallucinogens - enhanced focus")>>
<</if>>
<<if $DoLPTFBuffs is 1>>
<<if $TFWolfBuffs is 1>>
<<set _willpowerConfig.modifier to Math.round(_willpowerConfig.modifier * 1.1)>>
<<set _willpowerConfig.modTypes.good.pushUnique("spirit of the wild")>>
<</if>>
<<if $TFCatBuffs is 1>>
<<set _willpowerConfig.modifier to Math.round(_willpowerConfig.modifier * 1.1)>>
<<set _willpowerConfig.modTypes.good.pushUnique("felinous mischief")>>
<</if>>
<<if $TFCowBuffs is 1>>
<<set _willpowerConfig.modifier to Math.round(_willpowerConfig.modifier * 0.8)>>
<<set _willpowerConfig.modTypes.bad.pushUnique("nature's nurturer")>>
<</if>>
<<if $TFBearBuffs is 1>>
<<set _willpowerConfig.modifier to Math.round(_willpowerConfig.modifier * 1.2)>>
<<set _willpowerConfig.modTypes.good.pushUnique("ursine strength")>>
<</if>>
<<if $TFBunnyBuffs is 1>>
<<set _willpowerConfig.modifier to Math.round(_willpowerConfig.modifier * 0.8)>>
<<set _willpowerConfig.modTypes.bad.pushUnique("lupine's celerity")>>
<</if>>
<</if>>
<!--BEAUTY-->
<<if $AMCTraits.beauty is 2>>
<<set _beautyConfig = { name : "Beauty", icon : "ui/sym_beauty", displayType : "level", currentValue : $beauty, maxValue: $beautymax * $AMCTraits.beauty, modifier: 100, modTypes: { good: [], bad: [] },
states : [
{ requiredValue: 0, level: 0, color: 'red', description: 'You are plain.'},
{ requiredValue: $beautymax / 7, level: 1, color: 'pink', description: 'You are cute.'},
{ requiredValue: ($beautymax / 7) * 2, level: 2, color: 'purple', description: 'You are pretty.'},
{ requiredValue: ($beautymax / 7) * 3, level: 3, color: 'blue', description: 'You are charming.'},
{ requiredValue: ($beautymax / 7) * 4, level: 4, color: 'lblue', description: 'You are beautiful.'},
{ requiredValue: ($beautymax / 7) * 5, level: 5, color: 'teal', description: 'You are ravishing.'},
{ requiredValue: ($beautymax / 7) * 6, level: 6, color: 'green', description: 'Your beauty is divine.'},
{ requiredValue: ($beautymax / 7) * 7, level: 7, color: 'green', description: 'You are alluring.'},
{ requiredValue: ($beautymax / 7) * 8, level: 8, color: 'gold', description: 'You are stunning.'},
{ requiredValue: ($beautymax / 7) * 9, level: 9, color: 'gold', description: 'You are mesmerizing.'},
{ requiredValue: ($beautymax / 7) * 10, level: 10, color: 'gold', description: 'You are enchanting.'},
{ requiredValue: ($beautymax / 7) * 11, level: 11, color: 'gold', description: 'You are captivating.'},
{ requiredValue: ($beautymax / 7) * 12, level: 12, color: 'lustful',description: 'You are breathtaking.'},
{ requiredValue: ($beautymax / 7) * 13, level: 13, color: 'lustful',description: 'Your beauty surpasses divinity.'}
]
}>>
<<else>>
<<set _beautyConfig = { name : "Beauty", icon : "ui/sym_beauty", displayType : "level", currentValue : $beauty, maxValue: $beautymax, modifier: 100, modTypes: { good: [], bad: [] },
states : [
{ requiredValue: 0, level: 0, color: 'red', description: 'You are plain.'},
{ requiredValue: $beautymax / 7, level: 1, color: 'pink', description: 'You are cute.'},
{ requiredValue: ($beautymax / 7) * 2, level: 2, color: 'purple', description: 'You are pretty.'},
{ requiredValue: ($beautymax / 7) * 3, level: 3, color: 'blue', description: 'You are charming.'},
{ requiredValue: ($beautymax / 7) * 4, level: 4, color: 'lblue', description: 'You are beautiful.'},
{ requiredValue: ($beautymax / 7) * 5, level: 5, color: 'teal', description: 'You are ravishing.'},
{ requiredValue: ($beautymax / 7) * 6, level: 6, color: 'green', description: 'Your beauty is divine.'}
]
}>>
<</if>>
<!--PROMISCUITY-->
<<set _promiscuityConfig = { name : "Promiscuity", icon : "ui/sym_lust", displayType : "level", currentValue : $promiscuity, maxValue: 100, modifier: 100, modTypes: { good: [], bad: [] },
states : [
{ requiredValue: 0, level: 0, color: 'green', description: 'You are chaste and pure.'},
{ requiredValue: 1, level: 1, color: 'teal', description: 'You are prudish.'},
{ requiredValue: 15, level: 2, color: 'lblue', description: 'You are sexually curious.'},
{ requiredValue: 35, level: 3, color: 'blue', description: 'The thought of sexual contact excites you.'},
{ requiredValue: 55, level: 4, color: 'purple', description: 'You crave sexual contact.'},
{ requiredValue: 75, level: 5, color: 'pink', description: 'You are a slut.'},
{ requiredValue: 95, level: 6, color: 'red', description: 'Your sexual appetite is insatiable.'}
]
}>>
<!--EXHIBITIONISM-->
<<set _exhibitionismConfig = { name : "Exhibitionism", icon : "ui/sym_exhibitionism", displayType : "level", currentValue : $exhibitionism, maxValue: 100, modifier: 100, modTypes: { good: [], bad: [] },
states : [
{ requiredValue: 0, level: 0, color: 'green', description: 'You are coy.'},
{ requiredValue: 1, level: 1, color: 'teal', description: 'You are shy.'},
{ requiredValue: 15, level: 2, color: 'lblue', description: 'You like being sexualised.'},
{ requiredValue: 35, level: 3, color: 'blue', description: 'You enjoy lewd attention.'},
{ requiredValue: 55, level: 4, color: 'purple', description: 'Feeling exposed excites you.'},
{ requiredValue: 75, level: 5, color: 'pink', description: 'You are shameless.'},
{ requiredValue: 95, level: 6, color: 'red', description: 'The thought of exposure fills you with wild abandon.'}
]
}>>
<!--DEVIANCY-->
<<set _deviancyConfig = { name : "Deviancy", icon : "ui/sym_deviancy", displayType : "level", currentValue : $deviancy, maxValue: 100, modifier: 100, modTypes: { good: [], bad: [] },
states : [
{ requiredValue: 0, level: 0, color: 'green', description: 'You are squeamish.'},
{ requiredValue: 1, level: 1, color: 'teal', description: 'You are conventional.'},
{ requiredValue: 15, level: 2, color: 'lblue', description: 'Your tastes are strange.'},
{ requiredValue: 35, level: 3, color: 'blue', description: 'Your tastes are shocking.'},
{ requiredValue: 55, level: 4, color: 'purple', description: 'Your desires are scandalous.'},
{ requiredValue: 75, level: 5, color: 'pink', description: "You crave acts others wouldn\'t conceive of."},
{ requiredValue: 95, level: 6, color: 'red', description: 'You lust for the unspeakable.'}
]
}>>
<!-- Visual indicator for lewd stats being affected by alcohol -->
<<if $drunk gte 1>>
<<set _promiscuityConfig.modTypes.good.pushUnique("alcohol")>>
<<set _exhibitionismConfig.modTypes.good.pushUnique("alcohol")>>
<<set _deviancyConfig.modTypes.good.pushUnique("alcohol")>>
<</if>>
<!-- Visual indicator for lewd stats being affected by heat -->
<<if playerHeatMinArousal() gte 1>>
<<set _promiscuityConfig.modTypes.good.pushUnique("in heat")>>
<<set _deviancyConfig.modTypes.good.pushUnique("in heat")>>
<</if>>
<!-- Visual indicator for lewd stats being affected by rut -->
<<if playerRutMinArousal() gte 1>>
<<set _promiscuityConfig.modTypes.good.pushUnique("in rut")>>
<<set _deviancyConfig.modTypes.good.pushUnique("in rut")>>
<</if>>
<!-- MOOR LUCK, at the end so it appears at the end of the mouseover tooltip -->
<<if $moorLuck gt 0>>
<<set _physiqueConfig.modifier to Math.floor(_physiqueConfig.modifier * (1 + ($moorLuck / 100)))>>
<<set _physiqueConfig.modTypes.good.pushUnique("<i>????</i>")>>
<<set _willpowerConfig.modifier to Math.floor(_willpowerConfig.modifier * (1 + ($moorLuck / 100)))>>
<<set _willpowerConfig.modTypes.good.pushUnique("<i>????</i>")>>
<</if>>
<</silently>>
<<characteristic-box _purityConfig>>
<<characteristic-box _beautyConfig>>
<<characteristic-box _physiqueConfig>>
<<characteristic-box _willpowerConfig>>
<<characteristic-box _awarenessConfig>>
<<characteristic-box _promiscuityConfig>>
<<characteristic-box _exhibitionismConfig>>
<<characteristic-box _deviancyConfig>>
</div>
<!--Common states for skills with grades-->
<<silently>>
<<set _basicSkillGrades=[
{ requiredValue: 0, level: "None", color: 'red'},
{ requiredValue: 1, level: "F", color: 'pink'},
{ requiredValue: 200, level: "D", color: 'purple'},
{ requiredValue: 400, level: "C", color: 'blue'},
{ requiredValue: 600, level: "B", color: 'lblue'},
{ requiredValue: 800, level: "A", color: 'teal'},
{ requiredValue: 1000, level: "S", color: 'green'},
{ requiredValue: 1500, level: "SS", color: 'gold'},
{ requiredValue: 2000, level: "SSS", color: 'lustful'}
]>>
<<set _detailedSkillGrades=[
{ requiredValue: 0, level: "None", color: 'red'},
{ requiredValue: 1, level: "F", color: 'pink'},
{ requiredValue: 100, level: "F+", color: 'pink'},
{ requiredValue: 200, level: "D", color: 'purple'},
{ requiredValue: 300, level: "D+", color: 'purple'},
{ requiredValue: 400, level: "C", color: 'blue'},
{ requiredValue: 500, level: "C+", color: 'blue'},
{ requiredValue: 600, level: "B", color: 'lblue'},
{ requiredValue: 700, level: "B+", color: 'lblue'},
{ requiredValue: 800, level: "A", color: 'teal'},
{ requiredValue: 900, level: "A+", color: 'teal'},
{ requiredValue: 1000, level: "S", color: 'green'},
{ requiredValue: 1250, level: "S+", color: 'green'},
{ requiredValue: 1500, level: "SS", color: 'gold'},
{ requiredValue: 1750, level: "SS+", color: 'gold'},
{ requiredValue: 2000, level: "SSS", color: 'lustful'}
]>>
<</silently>>
<br>
<span class="gold">Skills</span>
<div id="base-skills" class="characteristic-box-list" @style="($parasite.left_ear.name == 'slime' || $parasite.right_ear.name == 'slime') ? '--min-width: 30%;' : ''">
<!--Additional skills configurations-->
<<silently>>
<<set _corruptionConfig = { name : "Corruption", displayType : "none", currentValue : $earSlime.corruption, modifier: 100, modTypes: { good: [], bad: [] }, meterColor: $earSlime.startedThreats ? "purple" : "blue", secondValue: $earSlime.growth / 2, secondMeterColor: "red"}>>
<<set _skulduggeryConfig = { name : "Skulduggery", displayType : "grade", currentValue : $skulduggery, modifier: 100, modTypes: { good: [], bad: [] }, states : _detailedSkillGrades}>>
<<set _dancingConfig = { name : "Dancing", displayType : "grade", currentValue : $danceskill, modifier: 100, modTypes: { good: [], bad: [] }, states : _detailedSkillGrades}>>
<<set _swimmingConfig = { name : "Swimming", displayType : "grade", currentValue : $swimmingskill, modifier: 100, modTypes: { good: [], bad: [] }, states : _detailedSkillGrades}>>
<<set _athleticsConfig = { name : "Athletics", displayType : "grade", currentValue : $athletics, modifier: 100, modTypes: { good: [], bad: [] }, states : _detailedSkillGrades}>>
<<set _tendingConfig = { name : "Tending", displayType : "grade", currentValue : $tending, modifier: 100, modTypes: { good: [], bad: [] }, states : _detailedSkillGrades}>>
<<set _housekeepingConfig = { name : "Housekeeping",displayType : "grade", currentValue : $housekeeping, modifier: 100, modTypes: { good: [], bad: [] }, states : _detailedSkillGrades}>>
<<if $combatExtended.brawlingToggle is 1>>
<<set _brawlingConfig = { name : "Brawling", displayType : "grade", currentValue : $combatExtended.brawling, modifier: 100, modTypes: { good: [], bad: [] }, states : _detailedSkillGrades}>>
<</if>>
<<set _bellySize to playerBellySize()>>
<<if _bellySize gte 10 and playerNormalPregnancyTotal() lt 50>>
<<switch playerNormalPregnancyTotal()>>
<<case 0>><<set _pregnancyModifier to 36>>
<<case 1>><<set _pregnancyModifier to 48>>
<<case 2>><<set _pregnancyModifier to 60>>
<<case 3 4 5>><<set _pregnancyModifier to 78>>
<<case 6 7>><<set _pregnancyModifier to 96>>
<<default>><<set _pregnancyModifier to 120>>
<</switch>>
<<set _dancingConfig.modifier to Math.floor(_dancingConfig.modifier * (1 - (_bellySize / _pregnancyModifier)))>>
<<set _dancingConfig.modTypes.bad.pushUnique(playerAwareTheyArePregnant() ? "Pregnant" : "Large Belly")>>
<<set _swimmingConfig.modifier to Math.floor(_swimmingConfig.modifier * (1 - (_bellySize / _pregnancyModifier)))>>
<<set _swimmingConfig.modTypes.bad.pushUnique(playerAwareTheyArePregnant() ? "Pregnant" : "Large Belly")>>
<<set _athleticsConfig.modifier to Math.floor(_athleticsConfig.modifier * (1 - (_bellySize / _pregnancyModifier)))>>
<<set _athleticsConfig.modTypes.bad.pushUnique(playerAwareTheyArePregnant() ? "Pregnant" : "Large Belly")>>
<</if>>
<<if $worn.hands.type.includes("sticky_fingers")>>
<<set _skulduggeryConfig.modifier to Math.floor(_skulduggeryConfig.modifier * 1.05)>>
<<set _skulduggeryConfig.modTypes.good.pushUnique("sticky fingers")>>
<</if>>
<<if $transformationParts.traits.sharpEyes isnot "disabled">>
<<set _skulduggeryConfig.modifier to Math.floor(_skulduggeryConfig.modifier * 1.05)>>
<<set _skulduggeryConfig.modTypes.good.pushUnique("sharp eyes")>>
<</if>>
<<if $transformationParts.traits.strongFeet isnot "disabled">>
<<set _dancingConfig.modifier to Math.floor(_dancingConfig.modifier * 1.05)>>
<<set _dancingConfig.modTypes.good.pushUnique("strong feet")>>
<<set _athleticsConfig.modifier to Math.floor(_athleticsConfig.modifier * 1.05)>>
<<set _athleticsConfig.modTypes.good.pushUnique("strong feet")>>
<</if>>
<<if ($fox gte 6 or ($transformationParts.fox.tail isnot "hidden" and $transformationParts.fox.tail isnot "disabled"))>>
<<set _skulduggeryConfig.modifier to Math.floor(_skulduggeryConfig.modifier * 1.10)>>
<<set _skulduggeryConfig.modTypes.good.pushUnique("fox")>>
<</if>>
<<if $worn.under_upper.type.includesAny("dance", "naked") and $worn.under_lower.type.includesAny("dance", "naked")
and $worn.upper.type.includesAny("dance", "naked")and $worn.lower.type.includesAny("dance", "naked")>>
<<set _dancingConfig.modifier to Math.floor(_dancingConfig.modifier * 1.05)>>
<<if [$worn.under_upper.type, $worn.under_lower.type, $worn.upper.type, $worn.lower.type].flat().includes("dance")>>
<<set _dancingConfig.modTypes.good.pushUnique("dancing attire")>>
<<else>>
<<set _dancingConfig.modTypes.good.pushUnique("naked")>>
<</if>>
<</if>>
<<if $worn.under_upper.type.includesAny("swim", "naked") and $worn.under_lower.type.includesAny("swim", "naked")
and $worn.upper.type.includesAny("swim", "naked") and $worn.lower.type.includesAny("swim", "naked")>>
<<set _swimmingConfig.modifier to Math.floor(_swimmingConfig.modifier * 1.05)>>
<<if $worn.under_upper.type.includes("swim") or $worn.under_lower.type.includes("swim")
or $worn.upper.type.includes("swim") or $worn.lower.type.includes("swim")>>
<<set _swimmingConfig.modTypes.good.pushUnique("swimwear")>>
<<else>>
<<set _swimmingConfig.modTypes.good.pushUnique("naked")>>
<</if>>
<</if>>
<<if $worn.feet.type.includes("swim")>>
<<set _swimmingConfig.modifier to Math.floor(_swimmingConfig.modifier * (1 + (currentSkillValue("feetskill") / 10000)))>>
<<set _swimmingConfig.modTypes.good.pushUnique("flippers")>>
<<elseif !$worn.feet.type.includes("naked")>>
<<if $worn.feet.type.includes("heels")>>
<<set _heels to 0.1>>
<<set _swimmingConfig.modTypes.bad.pushUnique("heels")>>
<<else>>
<<set _heels to 0>>
<<set _swimmingConfig.modTypes.bad.pushUnique("shoes")>>
<</if>>
<<set _swimmingConfig.modifier to Math.floor(_swimmingConfig.modifier * (0.9 + (currentSkillValue("feetskill") / 10000) - _heels))>>
<</if>>
<<switch $location>>
<<case "forest" "moor" "farm" "alex_farm">>
<<if $worn.feet.type.includes("heels")>>
<<set _athleticsConfig.modifier to Math.floor(_athleticsConfig.modifier * (1 - ($worn.feet.reveal / 5000)))>>
<<set _athleticsConfig.modTypes.bad.pushUnique("heels")>>
<</if>>
<<if $worn.feet.type.includes("rugged")>>
<<set _athleticsConfig.modifier to Math.floor(_athleticsConfig.modifier * (1 + (currentSkillValue("feetskill") / 10000)))>>
<<set _athleticsConfig.modTypes.good.pushUnique("rugged footwear")>>
<</if>>
<</switch>>
<<if $worn.feet.type.includes("shackle")>>
<<set _athleticsConfig.modifier to 0>>
<<set _athleticsConfig.modTypes.bad.pushUnique("<b>shackled</b>")>>
<<set _swimmingConfig.modifier to Math.floor(_swimmingConfig.modifier * 0.5)>>
<<run _swimmingConfig.modTypes.bad.delete("heels","shoes")>>
<<set _swimmingConfig.modTypes.bad.pushUnique("<b>shackled</b>")>>
<<set _dancingConfig.modifier to Math.floor(_dancingConfig.modifier * 0.5)>>
<<set _dancingConfig.modTypes.bad.pushUnique("<b>shackled</b>")>>
<</if>>
<<if $backgroundTraits.includes("plantlover")>>
<<set _tendingConfig.modifier to Math.floor(_tendingConfig.modifier * (1 + ($trauma / ($traumamax * 2))))>>
<<if $submissive lte 850>>
<<set _tendingConfig.modTypes.good.pushUnique("dendrophile")>>
<<else>>
<<set _tendingConfig.modTypes.good.pushUnique("plant lover")>>
<</if>>
<</if>>
<<if $worn.upper.type.includes("maid")>>
<<set _housekeepingConfig.modifier to Math.floor(_housekeepingConfig.modifier * 1.05)>>
<<set _housekeepingConfig.modTypes.good.pushUnique("maid outfit")>>
<</if>>
<<if $worn.lower.type.includes("maid")>>
<<set _housekeepingConfig.modifier to Math.floor(_housekeepingConfig.modifier * 1.05)>>
<<set _housekeepingConfig.modTypes.good.pushUnique("maid outfit")>>
<</if>>
<<if $worn.head.type.includes("maid")>>
<<set _housekeepingConfig.modifier to Math.floor(_housekeepingConfig.modifier * 1.05)>>
<<set _housekeepingConfig.modTypes.good.pushUnique("maid outfit")>>
<</if>>
<<if $worn.handheld.type.includes("maid")>>
<<set _housekeepingConfig.modifier to Math.floor(_housekeepingConfig.modifier * 1.05)>>
<<set _housekeepingConfig.modTypes.good.pushUnique("cleaning supplies")>>
<</if>>
<<if $drunk gte 120 and $substanceRebalance is 1>>
<<set _skulduggeryConfig.modifier to Math.round(_skulduggeryConfig.modifier * (1 - (0.1 * Math.round(V.drunk / 120))))>>
<<set _skulduggeryConfig.modTypes.bad.pushUnique("alcohol intoxication")>>
<<set _dancingConfig.modifier to Math.round(_dancingConfig.modifier * (1 - (0.1 * Math.round(V.drunk / 120))))>>
<<set _dancingConfig.modTypes.bad.pushUnique("alcohol intoxication")>>
<<set _swimmingConfig.modifier to Math.round(_swimmingConfig.modifier * (1 - (0.1 * Math.round(V.drunk / 120))))>>
<<set _swimmingConfig.modTypes.bad.pushUnique("alcohol intoxication")>>
<<set _athleticsConfig.modifier to Math.round(_athleticsConfig.modifier * (1 - (0.1 * Math.round(V.drunk / 120))))>>
<<set _athleticsConfig.modTypes.bad.pushUnique("alcohol intoxication")>>
<<set _tendingConfig.modifier to Math.round(_tendingConfig.modifier * (1 - (0.1 * Math.round(V.drunk / 120))))>>
<<set _tendingConfig.modTypes.bad.pushUnique("alcohol intoxication")>>
<<set _housekeepingConfig.modifier to Math.round(_housekeepingConfig.modifier * (1 - (0.1 * Math.round(V.drunk / 120))))>>
<<set _housekeepingConfig.modTypes.bad.pushUnique("alcohol intoxication")>>
<<elseif $drunk gte 1 and $substanceRebalance is 1>>
<<set _skulduggeryConfig.modifier to Math.round(_skulduggeryConfig.modifier * 0.95)>>
<<set _skulduggeryConfig.modTypes.bad.pushUnique("alcohol intoxication")>>
<<set _dancingConfig.modifier to Math.round(_dancingConfig.modifier * 0.95)>>
<<set _dancingConfig.modTypes.bad.pushUnique("alcohol intoxication")>>
<<set _swimmingConfig.modifier to Math.round(_swimmingConfig.modifier * 0.95)>>
<<set _swimmingConfig.modTypes.bad.pushUnique("alcohol intoxication")>>
<<set _athleticsConfig.modifier to Math.round(_athleticsConfig.modifier * 0.95)>>
<<set _athleticsConfig.modTypes.bad.pushUnique("alcohol intoxication")>>
<<set _tendingConfig.modifier to Math.round(_tendingConfig.modifier * 0.95)>>
<<set _tendingConfig.modTypes.bad.pushUnique("alcohol intoxication")>>
<<set _housekeepingConfig.modifier to Math.round(_housekeepingConfig.modifier * 0.95)>>
<<set _housekeepingConfig.modTypes.bad.pushUnique("alcohol intoxication")>>
<</if>>
<<if $hallucinogen gte 1 and $substanceRebalance is 1>>
<<set _skulduggeryConfig.modifier to Math.round(_skulduggeryConfig.modifier * (1 + (0.125 * Math.round(V.hallucinogen / 250))))>>
<<set _skulduggeryConfig.modTypes.good.pushUnique("hallucinogens - enhanced focus")>>
<<set _dancingConfig.modifier to Math.round(_dancingConfig.modifier * (1 + (0.125 * Math.round(V.hallucinogen / 250))))>>
<<set _dancingConfig.modTypes.good.pushUnique("hallucinogens - enhanced focus")>>
<<set _swimmingConfig.modifier to Math.round(_swimmingConfig.modifier * (1 - (0.125 * Math.round(V.hallucinogen / 250))))>>
<<set _swimmingConfig.modTypes.bad.pushUnique("hallucinogens - muscle weakness")>>
<<set _athleticsConfig.modifier to Math.round(_athleticsConfig.modifier * (1 - (0.125 * Math.round(V.hallucinogen / 250))))>>
<<set _athleticsConfig.modTypes.bad.pushUnique("hallucinogens - muscle weakness")>>
<<set _tendingConfig.modifier to Math.round(_tendingConfig.modifier * (1 + (0.125 * Math.round(V.hallucinogen / 250))))>>
<<set _tendingConfig.modTypes.good.pushUnique("hallucinogens - enhanced focus")>>
<<set _housekeepingConfig.modifier to Math.round(_housekeepingConfig.modifier * (1 + (0.125 * Math.round(V.hallucinogen / 250))))>>
<<set _housekeepingConfig.modTypes.good.pushUnique("hallucinogens - enhanced focus")>>
<</if>>
<<if $DoLPTFBuffs is 1>>
<<if $TFWolfBuffs is 1>>
<<set _dancingConfig.modifier to Math.round(_dancingConfig.modifier * 1.1)>>
<<set _dancingConfig.modTypes.good.pushUnique("spirit of the wild")>>
<<set _athleticsConfig.modifier to Math.round(_athleticsConfig.modifier * 1.2)>>
<<set _athleticsConfig.modTypes.good.pushUnique("spirit of the wild")>>
<<set _housekeepingConfig.modifier to Math.round(_housekeepingConfig.modifier * 0.9)>>
<<set _housekeepingConfig.modTypes.bad.pushUnique("spirit of the wild")>>
<</if>>
<<if $TFCatBuffs is 1>>
<<set _skulduggeryConfig.modifier to Math.round(_skulduggeryConfig.modifier * 1.2)>>
<<set _skulduggeryConfig.modTypes.good.pushUnique("felinous mischief")>>
<<set _dancingConfig.modifier to Math.round(_dancingConfig.modifier * 1.4)>>
<<set _dancingConfig.modTypes.good.pushUnique("felinous mischief")>>
<<set _swimmingConfig.modifier to Math.round(_swimmingConfig.modifier * 0.8)>>
<<set _swimmingConfig.modTypes.bad.pushUnique("felinous mischief")>>
<<set _athleticsConfig.modifier to Math.round(_athleticsConfig.modifier * 1.1)>>
<<set _athleticsConfig.modTypes.good.pushUnique("felinous mischief")>>
<<set _housekeepingConfig.modifier to Math.round(_housekeepingConfig.modifier * 0.9)>>
<<set _housekeepingConfig.modTypes.bad.pushUnique("felinous mischief")>>
<</if>>
<<if $TFCowBuffs is 1>>
<<set _dancingConfig.modifier to Math.round(_dancingConfig.modifier * 0.9)>>
<<set _dancingConfig.modTypes.bad.pushUnique("nature's nurturer")>>
<<set _athleticsConfig.modifier to Math.round(_athleticsConfig.modifier * 0.9)>>
<<set _athleticsConfig.modTypes.bad.pushUnique("nature's nurturer")>>
<<set _tendingConfig.modifier to Math.round(_tendingConfig.modifier * 1.4)>>
<<set _tendingConfig.modTypes.good.pushUnique("nature's nurturer")>>
<</if>>
<<if $TFBearBuffs is 1>>
<<set _skulduggeryConfig.modifier to Math.round(_skulduggeryConfig.modifier * 0.9)>>
<<set _skulduggeryConfig.modTypes.bad.pushUnique("ursine strength")>>
<<set _dancingConfig.modifier to Math.round(_dancingConfig.modifier * 0.7)>>
<<set _dancingConfig.modTypes.bad.pushUnique("ursine strength")>>
<<set _swimmingConfig.modifier to Math.round(_swimmingConfig.modifier * 1.3)>>
<<set _swimmingConfig.modTypes.good.pushUnique("ursine strength")>>
<<set _athleticsConfig.modifier to Math.round(_athleticsConfig.modifier * 1.2)>>
<<set _athleticsConfig.modTypes.good.pushUnique("ursine strength")>>
<<set _housekeepingConfig.modifier to Math.round(_housekeepingConfig.modifier * 0.8)>>
<<set _housekeepingConfig.modTypes.bad.pushUnique("ursine strength")>>
<</if>>
<<if $TFBirdBuffs is 1>>
<<set _skulduggeryConfig.modifier to Math.round(_skulduggeryConfig.modifier * 1.1)>>
<<set _skulduggeryConfig.modTypes.good.pushUnique("sky's embrace")>>
<<set _dancingConfig.modifier to Math.round(_dancingConfig.modifier * 1.3)>>
<<set _dancingConfig.modTypes.good.pushUnique("sky's embrace")>>
<<set _swimmingConfig.modifier to Math.round(_swimmingConfig.modifier * 0.8)>>
<<set _swimmingConfig.modTypes.bad.pushUnique("sky's embrace")>>
<<set _athleticsConfig.modifier to Math.round(_athleticsConfig.modifier * 1.2)>>
<<set _athleticsConfig.modTypes.good.pushUnique("sky's embrace")>>
<<set _housekeepingConfig.modifier to Math.round(_housekeepingConfig.modifier * 1.3)>>
<<set _housekeepingConfig.modTypes.good.pushUnique("sky's embrace")>>
<</if>>
<<if $TFFoxBuffs is 1>>
<<set _skulduggeryConfig.modifier to Math.round(_skulduggeryConfig.modifier * 1.3)>>
<<set _skulduggeryConfig.modTypes.good.pushUnique("vixen's guile")>>
<<set _dancingConfig.modifier to Math.round(_dancingConfig.modifier * 1.1)>>
<<set _dancingConfig.modTypes.good.pushUnique("vixen's guile")>>
<<set _swimmingConfig.modifier to Math.round(_swimmingConfig.modifier * 0.9)>>
<<set _swimmingConfig.modTypes.bad.pushUnique("vixen's guile")>>
<<set _athleticsConfig.modifier to Math.round(_athleticsConfig.modifier * 1.1)>>
<<set _athleticsConfig.modTypes.good.pushUnique("vixen's guile")>>
<</if>>
<<if $TFBunnyBuffs is 1>>
<<set _dancingConfig.modifier to Math.round(_dancingConfig.modifier * 1.4)>>
<<set _dancingConfig.modTypes.good.pushUnique("lupine's celerity")>>
<<set _athleticsConfig.modifier to Math.round(_athleticsConfig.modifier * 1.5)>>
<<set _athleticsConfig.modTypes.good.pushUnique("lupine's celerity")>>
<</if>>
<</if>>
<<if $moorLuck gt 0>>
<<set _skulduggeryConfig.modifier to Math.floor(_skulduggeryConfig.modifier * (1 + ($moorLuck / 100)))>>
<<set _skulduggeryConfig.modTypes.good.pushUnique("<i>????</i>")>>
<<set _dancingConfig.modifier to Math.floor(_dancingConfig.modifier * (1 + ($moorLuck / 100)))>>
<<set _dancingConfig.modTypes.good.pushUnique("<i>????</i>")>>
<<set _swimmingConfig.modifier to Math.floor(_swimmingConfig.modifier * (1 + ($moorLuck / 100)))>>
<<set _swimmingConfig.modTypes.good.pushUnique("<i>????</i>")>>
<<set _athleticsConfig.modifier to Math.floor(_athleticsConfig.modifier * (1 + ($moorLuck / 100)))>>
<<set _athleticsConfig.modTypes.good.pushUnique("<i>????</i>")>>
<<set _tendingConfig.modifier to Math.floor(_tendingConfig.modifier * (1 + ($moorLuck / 100)))>>
<<set _tendingConfig.modTypes.good.pushUnique("<i>????</i>")>>
<<set _housekeepingConfig.modifier to Math.floor(_housekeepingConfig.modifier * (1 + ($moorLuck / 100)))>>
<<set _housekeepingConfig.modTypes.good.pushUnique("<i>????</i>")>>
<</if>>
<</silently>>
<<characteristic-box _skulduggeryConfig>>
<<characteristic-box _dancingConfig>>
<<characteristic-box _swimmingConfig>>
<<characteristic-box _athleticsConfig>>
<<characteristic-box _tendingConfig>>
<<characteristic-box _housekeepingConfig>>
<<if $combatExtended.brawlingToggle is 1>>
<<characteristic-box _brawlingConfig>>
<</if>>
<<if numberOfEarSlime()>>
<<characteristic-box _corruptionConfig>>
<</if>>
</div>
<br>
<span class="gold">Sex Skills</span>
<!--Sex skills configurations-->
<<silently>>
<<set _seductionConfig = { name : "Seduction", displayType : "grade", currentValue : $seductionskill, modifier: 100, modTypes: { good: [], bad: [] }, states : _basicSkillGrades, sensitivity : 0}>>
<<set _oralConfig = { name : "Oral", displayType : "grade", currentValue : $oralskill, modifier: 100, modTypes: { good: [], bad: [] }, states : _basicSkillGrades, sensitivity : $mouthsensitivity}>>
<<set _chestConfig = { name : "Chest", displayType : "grade", currentValue : $chestskill, modifier: 100, modTypes: { good: [], bad: [] }, states : _basicSkillGrades, sensitivity : $breastsensitivity}>>
<<set _handsConfig = { name : "Hands", displayType : "grade", currentValue : $handskill, modifier: 100, modTypes: { good: [], bad: [] }, states : _basicSkillGrades, sensitivity : 0}>>
<<set _buttocksConfig = { name : "Buttocks", displayType : "grade", currentValue : $bottomskill, modifier: 100, modTypes: { good: [], bad: [] }, states : _basicSkillGrades, sensitivity : $bottomsensitivity}>>
<<set _analConfig = { name : "Anal", displayType : "grade", currentValue : $analskill, modifier: 100, modTypes: { good: [], bad: [] }, states : _basicSkillGrades, sensitivity : $bottomsensitivity}>>
<<set _thighsConfig = { name : "Thighs", displayType : "grade", currentValue : $thighskill, modifier: 100, modTypes: { good: [], bad: [] }, states : _basicSkillGrades, sensitivity : 0}>>
<<set _feetConfig = { name : "Feet", displayType : "grade", currentValue : $feetskill, modifier: 100, modTypes: { good: [], bad: [] }, states : _basicSkillGrades, sensitivity : 0}>>
<<if $player.penisExist>>
<<set _penileConfig = { name : "Penile", displayType : "grade", currentValue : $penileskill, modifier: 100, modTypes: { good: [], bad: [] }, states : _basicSkillGrades, sensitivity : $genitalsensitivity}>>
<</if>>
<<if playerHasStrapon()>>
<<set _penileConfig = { name : "Strap-on use",displayType : "grade", currentValue : $penileskill, modifier: 100, modTypes: { good: [], bad: [] }, states : _basicSkillGrades, sensitivity : 0}>>
<</if>>
<<if $player.vaginaExist>>
<<set _vaginalConfig = { name : "Vaginal", displayType : "grade", currentValue : $vaginalskill, modifier: 100, modTypes: { good: [], bad: [] }, states : _basicSkillGrades, sensitivity : $genitalsensitivity}>>
<</if>>
<<if $earSlime.growth gt 50 and !V.earSlime.defyCooldown>>
<<set _seductionConfig.modTypes.good.pushUnique("ear slimes")>>
<<set _seductionConfig.modifier to Math.floor(_seductionConfig.modifier * (1 + (($earSlime.growth - 50) / 600)))>>
<</if>>
<<if $earSlime.growth gte 100 and $earSlime.focus is "pregnancy">>
<<if _vaginalConfig>>
<<set _vaginalConfig.modTypes.good.pushUnique("ear slimes")>>
<<set _vaginalConfig.modifier to Math.floor(_vaginalConfig.modifier * (1 + (($earSlime.growth - 100) / 500)))>>
<</if>>
<<if _penileConfig>>
<<set _penileConfig.modTypes.bad.pushUnique("ear slimes")>>
<<set _penileConfig.modifier to Math.floor(_penileConfig.modifier * (1 - (($earSlime.growth - 100) / 400)))>>
<</if>>
<<if !$player.vaginaExist>>
<<set _analConfig.modTypes.good.pushUnique("ear slimes")>>
<<set _analConfig.modifier to Math.floor(_analConfig.modifier * (1 + (($earSlime.growth - 100) / 500)))>>
<</if>>
<</if>>
<<if $earSlime.growth gte 100 and $earSlime.focus is "impregnation">>
<<if _vaginalConfig>>
<<set _vaginalConfig.modTypes.bad.pushUnique("ear slimes")>>
<<set _vaginalConfig.modifier to Math.floor(_vaginalConfig.modifier * (1 - (($earSlime.growth - 100) / 400)))>>
<</if>>
<<if _penileConfig>>
<<set _penileConfig.modTypes.good.pushUnique("ear slimes")>>
<<set _penileConfig.modifier to Math.floor(_penileConfig.modifier * (1 + (($earSlime.growth - 100) / 500)))>>
<</if>>
<</if>>
<<if playerHeatMinArousal()>>
<<if _vaginalConfig>>
<<set _vaginalConfig.modTypes.good.pushUnique("in heat")>>
<<set _vaginalConfig.modifier to Math.floor(_vaginalConfig.modifier * (1 + (Math.clamp(playerHeatMinArousal(), 0, 4000) / 20000)))>>
<</if>>
<<if !$player.vaginaExist>>
<<set _analConfig.modTypes.good.pushUnique(playerAwareTheyCanBePregnant() ? "in heat" : "<i>????</i>")>>
<<set _analConfig.modifier to Math.floor(_analConfig.modifier * (1 + (Math.clamp(playerHeatMinArousal(), 0, 4000) / 20000)))>>
<</if>>
<</if>>
<<if playerRutMinArousal()>>
<<set _penileConfig.modTypes.good.pushUnique("in rut")>>
<<set _penileConfig.modifier to Math.floor(_penileConfig.modifier * (1 + (Math.clamp(playerRutMinArousal(), 0, 4000) / 20000)))>>
<</if>>
<<if $drunk gte 120 and $substanceRebalance is 1>>
<<if _vaginalConfig>>
<<set _vaginalConfig.modifier to Math.round(_vaginalConfig.modifier * (1 - (0.1 * Math.round(V.drunk / 120))))>>
<<set _vaginalConfig.modTypes.bad.pushUnique("alcohol intoxication")>>
<</if>>
<<if _penileConfig>>
<<set _penileConfig.modifier to Math.round(_penileConfig.modifier * (1 - (0.1 * Math.round(V.drunk / 120))))>>
<<set _penileConfig.modTypes.bad.pushUnique("alcohol intoxication")>>
<</if>>
<<set _analConfig.modifier to Math.round(_analConfig.modifier * (1 - (0.1 * Math.round(V.drunk / 120))))>>
<<set _analConfig.modTypes.bad.pushUnique("alcohol intoxication")>>
<<set _seductionConfig.modifier to Math.round(_seductionConfig.modifier * (1 - (0.1 * Math.round(V.drunk / 120))))>>
<<set _seductionConfig.modTypes.bad.pushUnique("alcohol intoxication")>>
<<elseif $drunk gte 1 and $substanceRebalance is 1>>
<<if _vaginalConfig>>
<<set _vaginalConfig.modifier to Math.round(_vaginalConfig.modifier * 0.95)>>
<<set _vaginalConfig.modTypes.bad.pushUnique("alcohol intoxication")>>
<</if>>
<<if _penileConfig>>
<<set _penileConfig.modifier to Math.round(_penileConfig.modifier * 0.95)>>
<<set _penileConfig.modTypes.bad.pushUnique("alcohol intoxication")>>
<</if>>
<<set _analConfig.modifier to Math.round(_analConfig.modifier * 0.95)>>
<<set _analConfig.modTypes.bad.pushUnique("alcohol intoxication")>>
<<set _seductionConfig.modifier to Math.round(_seductionConfig.modifier * 0.95)>>
<<set _seductionConfig.modTypes.bad.pushUnique("alcohol intoxication")>>
<</if>>
<<if $hallucinogen gte 1 and $substanceRebalance is 1>>
<<if _vaginalConfig>>
<<set _vaginalConfig.modifier to Math.round(_vaginalConfig.modifier * (1 + (0.125 * Math.round(V.hallucinogen / 250))))>>
<<set _vaginalConfig.modTypes.good.pushUnique("hallucinogens - enhanced focus")>>
<</if>>
<<if _penileConfig>>
<<set _penileConfig.modifier to Math.round(_penileConfig.modifier * (1 + (0.125 * Math.round(V.hallucinogen / 250))))>>
<<set _penileConfig.modTypes.good.pushUnique("hallucinogens - enhanced focus")>>
<</if>>
<<set _analConfig.modifier to Math.round(_analConfig.modifier * (1 + (0.125 * Math.round(V.hallucinogen / 250))))>>
<<set _analConfig.modTypes.good.pushUnique("hallucinogens - enhanced focus")>>
<<set _seductionConfig.modifier to Math.round(_seductionConfig.modifier * (1 + (0.125 * Math.round(V.hallucinogen / 250))))>>
<<set _seductionConfig.modTypes.good.pushUnique("hallucinogens - enhanced focus")>>
<</if>>
<<if $DoLPTFBuffs is 1>>
<<if $TFCatBuffs is 1>>
<<set _seductionConfig.modifier to Math.round(_seductionConfig.modifier * 1.2)>>
<<set _seductionConfig.modTypes.good.pushUnique("felinous mischief")>>
<</if>>
<<if $TFCowBuffs is 1>>
<<set _seductionConfig.modifier to Math.round(_seductionConfig.modifier * 1.1)>>
<<set _seductionConfig.modTypes.good.pushUnique("nature's nurturer")>>
<</if>>
<<if $TFBearBuffs is 1>>
<<set _seductionConfig.modifier to Math.round(_seductionConfig.modifier * 0.9)>>
<<set _seductionConfig.modTypes.bad.pushUnique("ursine strength")>>
<</if>>
<<if $TFBirdBuffs is 1>>
<<set _seductionConfig.modifier to Math.round(_seductionConfig.modifier * 1.1)>>
<<set _seductionConfig.modTypes.good.pushUnique("sky's embrace")>>
<</if>>
<<if $TFFoxBuffs is 1>>
<<set _seductionConfig.modifier to Math.round(_seductionConfig.modifier * 1.2)>>
<<set _seductionConfig.modTypes.good.pushUnique("vixen's guile")>>
<</if>>
<<if $TFBunnyBuffs is 1>>
<<set _seductionConfig.modifier to Math.round(_seductionConfig.modifier * 1.1)>>
<<set _seductionConfig.modTypes.good.pushUnique("lupine's celerity")>>
<</if>>
<</if>>
<</silently>>
<<if $options.images is 1>>
<div id="player-body">
<<player-base-body>>
</div>
<div id="sex-diagram">
<div class="characteristic-box-list left-column">
<div class="sex-diagram-box">
<<characteristic-box _seductionConfig>>
<div class="connector-box"></div>
</div>
<div class="sex-diagram-box">
<<characteristic-box _chestConfig>>
<<connector-box 52 35 10>>
</div>
<div class="sex-diagram-box">
<<characteristic-box _buttocksConfig>>
<<connector-box 37 50 20>>
</div>
<<if $player.vaginaExist>>
<div class="sex-diagram-box">
<<characteristic-box _vaginalConfig>>
<<connector-box 0 50 3>>
</div>
<div class="sex-diagram-box">
<<characteristic-box _thighsConfig>>
<<connector-box 37 35 10 true>>
</div>
<<else>>
<div class="sex-diagram-box">
<<characteristic-box _thighsConfig>>
<<connector-box 0 35 10>>
</div>
<</if>>
</div>
<div class="characteristic-box-list right-column">
<div class="sex-diagram-box">
<<connector-box 71 35 3>>
<<characteristic-box _oralConfig>>
</div>
<div class="sex-diagram-box">
<<connector-box 74 50 15>>
<<characteristic-box _handsConfig>>
</div>
<<if $player.penisExist or playerHasStrapon()>>
<div class="sex-diagram-box">
<<connector-box 36 65 2>>
<<characteristic-box _penileConfig>>
</div>
<div class="sex-diagram-box">
<<connector-box 2 50 12 true>>
<<characteristic-box _analConfig>>
</div>
<div class="sex-diagram-box">
<<connector-box 0 50 14>>
<<characteristic-box _feetConfig>>
</div>
<<else>>
<div class="sex-diagram-box">
<<connector-box 39 65 12>>
<<characteristic-box _analConfig>>
</div>
<div class="sex-diagram-box">
<<connector-box 45 80 15>>
<<characteristic-box _feetConfig>>
</div>
<</if>>
</div>
</div>
<<else>>
<div id="sex-skills" class="characteristic-box-list">
<<characteristic-box _seductionConfig>>
<<characteristic-box _oralConfig>>
<<if $player.vaginaExist>>
<<characteristic-box _vaginalConfig>>
<</if>>
<<if $player.penisExist>>
<<characteristic-box _penileConfig>>
<</if>>
<<if playerHasStrapon()>>
<<characteristic-box _penileConfig>>
<</if>>
<<characteristic-box _analConfig>>
<<characteristic-box _handsConfig>>
<<characteristic-box _feetConfig>>
<<characteristic-box _thighsConfig>>
<<characteristic-box _buttocksConfig>>
<<characteristic-box _chestConfig>>
</div>
<</if>>
<br>
<span class="gold">School Performance</span>
<div id="school-grades" class="characteristic-box-list">
<!--School grade configurations-->
<<silently>>
<<set _schoolGradeStates= [
{ requiredValue: -1, level: 'F', color: 'red'},
{ requiredValue: 0, level: 'D', color: 'purple'},
{ requiredValue: 1, level: 'C', color: 'blue'},
{ requiredValue: 2, level: 'B', color: 'lblue'},
{ requiredValue: 3, level: 'A', color: 'teal'},
{ requiredValue: 4, level: 'A*', color: 'green'},
{ requiredValue: 5, level: 'S', color: 'gold'},
{ requiredValue: 6, level: 'S+', color: 'gold'},
{ requiredValue: 7, level: 'SS', color: 'gold'},
{ requiredValue: 8, level: 'SSS', color: 'lustful'}
]>>
<<set _scienceConfig = { name : 'Science', icon : 'misc/icon/science', displayType : "grade", currentValue : $sciencetrait, modifier: 100, modTypes: { good: [], bad: [] }, percent: $science_exam, showStars: true, starLevel: $science_star, states : _schoolGradeStates}>>
<<set _mathsConfig = { name : 'Maths', icon : 'misc/icon/math', displayType : "grade", currentValue : $mathstrait, modifier: 100, modTypes: { good: [], bad: [] }, percent: $maths_exam, showStars: true, starLevel: $maths_star, states : _schoolGradeStates}>>
<<set _englishConfig = { name : 'English', icon : 'misc/icon/english', displayType : "grade", currentValue : $englishtrait, modifier: 100, modTypes: { good: [], bad: [] }, percent: $english_exam, showStars: true, starLevel: $english_star, states : _schoolGradeStates}>>
<<set _historyConfig = { name : 'History', icon : 'misc/icon/history', displayType : "grade", currentValue : $historytrait, modifier: 100, modTypes: { good: [], bad: [] }, percent: $history_exam, showStars: true, starLevel: $history_star, states : _schoolGradeStates}>>
<<if $drunk gte 120 and $substanceRebalance is 1>>
<<set _scienceConfig.modifier to Math.round(_scienceConfig.modifier * (1 - (0.1 * Math.round(V.drunk / 120))))>>
<<set _scienceConfig.modTypes.bad.pushUnique("alcohol intoxication")>>
<<set _mathsConfig.modifier to Math.round(_mathsConfig.modifier * (1 - (0.1 * Math.round(V.drunk / 120))))>>
<<set _mathsConfig.modTypes.bad.pushUnique("alcohol intoxication")>>
<<set _englishConfig.modifier to Math.round(_englishConfig.modifier * (1 - (0.1 * Math.round(V.drunk / 120))))>>
<<set _englishConfig.modTypes.bad.pushUnique("alcohol intoxication")>>
<<set _historyConfig.modifier to Math.round(_historyConfig.modifier * (1 - (0.1 * Math.round(V.drunk / 120))))>>
<<set _historyConfig.modTypes.bad.pushUnique("alcohol intoxication")>>
<<elseif $drunk gte 1 and $substanceRebalance is 1>>
<<set _scienceConfig.modifier to Math.round(_scienceConfig.modifier * 0.95)>>
<<set _scienceConfig.modTypes.bad.pushUnique("alcohol intoxication")>>
<<set _mathsConfig.modifier to Math.round(_mathsConfig.modifier * 0.95)>>
<<set _mathsConfig.modTypes.bad.pushUnique("alcohol intoxication")>>
<<set _englishConfig.modifier to Math.round(_englishConfig.modifier * 0.95)>>
<<set _englishConfig.modTypes.bad.pushUnique("alcohol intoxication")>>
<<set _historyConfig.modifier to Math.round(_historyConfig.modifier * 0.95)>>
<<set _historyConfig.modTypes.bad.pushUnique("alcohol intoxication")>>
<</if>>
<<if $DoLPTFBuffs is 1>>
<<if $TFBirdBuffs is 1>>
<<set _englishConfig.modifier to Math.round(_englishConfig.modifier * 1.1)>>
<<set _englishConfig.modTypes.good.pushUnique("sky's embrace")>>
<</if>>
<<if $TFFoxBuffs is 1>>
<<set _englishConfig.modifier to Math.round(_englishConfig.modifier * 1.2)>>
<<set _englishConfig.modTypes.good.pushUnique("vixen's guile")>>
<</if>>
<</if>>
<<if $moorLuck gt 0>>
<<set _scienceConfig.modifier to Math.floor(_scienceConfig.modifier * (1 + ($moorLuck / 100)))>>
<<set _scienceConfig.modTypes.good.pushUnique("<i>????</i>")>>
<<set _mathsConfig.modifier to Math.floor(_mathsConfig.modifier * (1 + ($moorLuck / 100)))>>
<<set _mathsConfig.modTypes.good.pushUnique("<i>????</i>")>>
<<set _englishConfig.modifier to Math.floor(_englishConfig.modifier * (1 + ($moorLuck / 100)))>>
<<set _englishConfig.modTypes.good.pushUnique("<i>????</i>")>>
<<set _historyConfig.modifier to Math.floor(_historyConfig.modifier * (1 + ($moorLuck / 100)))>>
<<set _historyConfig.modTypes.good.pushUnique("<i>????</i>")>>
<</if>>
<</silently>>
<<characteristic-box _scienceConfig>>
<<characteristic-box _mathsConfig>>
<<characteristic-box _englishConfig>>
<<characteristic-box _historyConfig>>
</div>
<div class="characteristic-box-extras">
<<set _schoolPerformanceConfig = { currentValue : $school, preText: 'Your overall school performance is ', modifier: 100, modTypes: { good: [], bad: [] }, states : [
{ requiredValue: 0, color: 'red', description: 'appalling.'},
{ requiredValue: 1, color: 'pink', description: 'awful.'},
{ requiredValue: 400, color: 'purple', description: 'bad.'},
{ requiredValue: 800, color: 'blue', description: 'okay.'},
{ requiredValue: 1600, color: 'lblue', description: 'good.'},
{ requiredValue: 2800, color: 'teal', description: 'excellent.'},
{ requiredValue: 4000, color: 'green', description: 'exemplary.'},
{ requiredValue: 5000, color: 'gold', description: 'outstanding.'},
{ requiredValue: 6500, color: 'gold', description: 'distinguished.'},
{ requiredValue: 8000, color: 'lustful', description: 'exceptional.'}
]
}>>
<<characteristic-text _schoolPerformanceConfig>>
<br>
</div>
<br>
<span class="gold">Weapon Skills</span>
<div id="prof" class="characteristic-box-list">
<<silently>>
<<set _sprayConfig = { name : "Sprays", displayType : "grade", currentValue : $prof.spray, modifier: 100, modTypes: { good: [], bad: [] }, states : _basicSkillGrades}>>
<<set _netConfig = { name : "Nets", displayType : "grade", currentValue : $prof.net, modifier: 100, modTypes: { good: [], bad: [] }, states : _basicSkillGrades}>>
<<set _batonConfig = { name : "Batons", displayType : "grade", currentValue : $prof.baton, modifier: 100, modTypes: { good: [], bad: [] }, states : _basicSkillGrades}>>
<<set _whipConfig = { name : "Whips", displayType : "grade", currentValue : $prof.whip, modifier: 100, modTypes: { good: [], bad: [] }, states : _basicSkillGrades}>>
<<set _hiddenConfig = { name : "<i>????</i>", displayType : "grade", currentValue : 0, modifier: 100, modTypes: { good: [], bad: [] }, states : _basicSkillGrades}>>
<</silently>>
<<characteristic-box _sprayConfig>>
<<if $prof.net isnot undefined>>
<<characteristic-box _netConfig>>
<<else>>
<<characteristic-box _hiddenConfig>>
<</if>>
<<if $prof.baton isnot undefined>>
<<characteristic-box _batonConfig>>
<<else>>
<<characteristic-box _hiddenConfig>>
<</if>>
<<if $prof.whip isnot undefined>>
<<characteristic-box _whipConfig>>
<<else>>
<<characteristic-box _hiddenConfig>>
<</if>>
/*
<<if $prof.pickaxe isnot undefined>>
<<characteristic-box _pickaxeConfig>>
<<else>>
<<characteristic-box _hiddenConfig>>
<</if>>*/
</div>
</div>
<br>
<span class="gold">Insecurities</span>
<div class="description">Scrutiny becomes harder to take as insecurity increases, inflicting more stress and damaging control. Acceptance renders you immune to the effect.</div>
<br><br>
<<set $_penisSize to setup.penisSizes[$player.penissize + 2].toUpperFirst()>>
<<if $player.penisExist and $insecurity_penis_small gte 1 and $player.penissize lte 1 and $acceptance_penis_small lte 999>>
<span class="red">Insecurity: <<print $_penisSize>> Penis</span>
<div class="meter">
<<set _percent=Math.floor(($insecurity_penis_small/1000)*100)>>
<<print '<div class="redbar" style="width:' + _percent + '%"></div>'>>
</div>
<<if $acceptance_penis_small gte 1 and $acceptance_penis_small lte 999 and $player.penissize lte 1>>
<span class="green">Acceptance: <<print $_penisSize>> Penis</span>
<div class="meter">
<<set _percent=Math.floor(($acceptance_penis_small/1000)*100)>>
<<print '<div class="greenbar" style="width:' + _percent + '%"></div>'>>
</div>
<</if>>
<</if>>
<<set $_penisSizeMin to $player.gender is "m" ? 4 : 2>>
<<if $player.penisExist and $insecurity_penis_big gte 1 and $player.penissize gte $_penisSizeMin and $acceptance_penis_big lte 999>>
<span class="red">Insecurity: <<print $_penisSize>> Penis</span>
<div class="meter">
<<set _percent=Math.floor(($insecurity_penis_big/1000)*100)>>
<<print '<div class="redbar" style="width:' + _percent + '%"></div>'>>
</div>
<<if $acceptance_penis_big gte 1 and $acceptance_penis_big lte 999 and $player.penissize gte $_penisSizeMin>>
<span class="green">Acceptance: <<print $_penisSize>> Penis</span>
<div class="meter">
<<set _percent=Math.floor(($acceptance_penis_big/1000)*100)>>
<<print '<div class="greenbar" style="width:' + _percent + '%"></div>'>>
</div>
<</if>>
<</if>>
<<set $_breastSize to setup.breastsizes[$player.breastsize].toUpperFirst()>>
<<if $player.gender is "f" and $insecurity_breasts_small gte 1 and between($player.breastsize, 0, 4) and $acceptance_breasts_small lte 999>>
<span class="red">Insecurity: <<print $player.breastsize ? "$_breastSize Breasts" : "Flat Chest">></span>
<div class="meter">
<<set _percent=Math.floor(($insecurity_breasts_small/1000)*100)>>
<<print '<div class="redbar" style="width:' + _percent + '%"></div>'>>
</div>
<<if $acceptance_breasts_small gte 1 and $acceptance_breasts_small lte 999 and between($player.breastsize, 0, 4)>>
<span class="green">Acceptance: <<print $player.breastsize ? "$_breastSize Breasts" : "Flat Chest">></span>
<div class="meter">
<<set _percent=Math.floor(($acceptance_breasts_small/1000)*100)>>
<<print '<div class="greenbar" style="width:' + _percent + '%"></div>'>>
</div>
<</if>>
<</if>>
<<set $_breastSizeMin to $player.gender is "m" ? 1 : 8>>
<<if $insecurity_breasts_big gte 1 and $player.breastsize gte $_breastSizeMin and $acceptance_breasts_big lte 999>>
<span class="red">Insecurity: <<print $_breastSize>> Breasts</span>
<div class="meter">
<<set _percent=Math.floor(($insecurity_breasts_big/1000)*100)>>
<<print '<div class="redbar" style="width:' + _percent + '%"></div>'>>
</div>
<<if $acceptance_breasts_big gte 1 and $acceptance_breasts_big lte 999 and $player.breastsize gte $_breastSizeMin>>
<span class="green">Acceptance: <<print $_breastSize>> Breasts</span>
<div class="meter">
<<set _percent=Math.floor(($acceptance_breasts_big/1000)*100)>>
<<print '<div class="greenbar" style="width:' + _percent + '%"></div>'>>
</div>
<</if>>
<</if>>
<<if $insecurity_pregnancy gte 1 and $acceptance_pregnancy lte 999 and playerBellySize() gte 8>>
<<set $_bellyText to (playerAwareTheyArePregnant() ? "Pregnant Belly" : "Pregnant Looking Belly")>>
<span class="red">Insecurity: <<print $_bellyText>></span>
<div class="meter">
<<set _percent=Math.floor(($insecurity_pregnancy/1000)*100)>>
<<print '<div class="redbar" style="width:' + _percent + '%"></div>'>>
</div>
<<if between($acceptance_pregnancy, 1, 999)>>
<span class="green">Acceptance: <<print $_bellyText>></span>
<div class="meter">
<<set _percent=Math.floor(($acceptance_pregnancy/1000)*100)>>
<<print '<div class="greenbar" style="width:' + _percent + '%"></div>'>>
</div>
<</if>>
<</if>>
<br>
<</widget>>
<<widget "heatRutDisplay">><<silently>>
<<set $_knowsTheyCanBecomePregnant to ($playerPregnancyHumanDisable is "f" or $playerPregnancyBeastDisable is "f") and playerAwareTheyCanBePregnant()>>
<<set $_heatArousal to playerHeatMinArousal()>>
<<set $_rutArousal to playerRutMinArousal()>>
<<if $_heatArousal or $_rutArousal>>
<<set $_source to []>>
<<set $_sourceText to "Something">>
<<set $_arousal to []>>
<<set $_arousedText to "keeping you aroused">>
/* SourceText */
<<if $wolfgirl gte 2 or $cat gte 2 or ($cow gte 2 or $transformationParts.cow.horns is "default") or $fox gte 2 or $bear gte 2 or $bunny gte 2>>
<<run $_source.push("inner beast")>>
<</if>>
<<if $earSlime.growth gt 50 and (($earSlime.focus is "pregnancy" and $_heatArousal) or ($earSlime.focus is "impregnation" and $_rutArousal))>>
<<run $_source.push("ear slime")>>
<</if>>
<<if $_source.length>>
<<set $_sourceText to "Your " + formatList($_source, "and")>>
<</if>>
/* arousedText */
<<if $_source.length and $_heatArousal and $_knowsTheyCanBecomePregnant>>
<<run $_arousal.push("heat")>>
<</if>>
<<if $_source.length and $_rutArousal>>
<<run $_arousal.push("rut")>>
<</if>>
<<if $_arousal.length>>
<<set $_arousedText to "sending you into " + formatList($_arousal, "and")>>
<</if>>
<</if>>
<</silently>><<if $_sourceText>><<print $_sourceText>><<print $_source.length and $_source.length gte 2 ? " are " : " is">> <<print $_arousedText>>.<<if _args[0]>><br><br><</if>><</if>>
<</widget>><<widget "cheats">>
<<link [[Confirm|$passage]]>><<set $cheatReload to true>><</link>>
<br>
Can cause problems if confirmed during events, or with NPCs around.
<br>
Only required if you want cheats to take immediate effect on the current scene.
<hr>
<div id="cheatsShown"><<cheats-characterStats>></div>
<div class="settingsGrid">
<input type="button" class="toTop options" value="Top of Page" onclick="$('#customOverlayContent').scrollTop(0)"/>
</div>
<</widget>>
<<widget "cheatVirginityToggle">>
<<set _type to _args[0]>>
<<set _id to `stats${_type}virginity`>>
<<capture _type _id>>
<span @id="_id"><<= ($player.virginity[_type] is true ? "Present" : "Taken by " + ($player.virginity[_type] is false ? "unknown" : $player.virginity[_type]))>></span> |
<span @id="_id + 'link'"><<link `($player.virginity[_type] is true and !$player?.virginityDetails?.[_type]?.taker ? "Take" : "Restore")`>>
<<if $player.virginity[_type] is true>>
<<set $player.virginity[_type] to (_virginity[_type] is true ? false : _virginity[_type])>>
<<if $player.virginity[_type] is false and $player?.virginityDetails?.[_type]?.taker>><<set $player.virginity[_type] to $player.virginityDetails[_type].taker>><</if>>
<<if $player.virginity.temple isnot false and ["penile", "vaginal"].includes(_type)>><<set $player.virginity.temple to "unknown">><</if>>
<<else>>
<<set $player.virginity[_type] to true>>
<<if $player.virginity.temple isnot false and ["penile", "vaginal"].includes(_type)>><<set $player.virginity.temple to true>><</if>>
<</if>>
<<run $(`#${_id}link .link-internal`).html($player.virginity[_type] is true and !$player?.virginityDetails?.[_type]?.taker ? "Take" : "Restore")>>
<<run $(`#${_id}`).html($player.virginity[_type] is true ? "Present" : "Taken by " + ($player.virginity[_type] is false ? "unknown" : $player.virginity[_type]))>>
<</link>></span>
<</capture>>
<</widget>>
<<widget "cheatParasiteToggle">>
<<set _bodypart to _args[0]>>
<<set _parasiteTypes to setup.parasiteTypesPerBodypart[_bodypart]>>
<<= _bodypart.toUpperFirst().replace("_", " ")>>:
<<capture _bodypart, _parasiteTypes, _i, _temp>>
<<for _i = 0; _i < _parasiteTypes.length; _i++>>
<span @id="_parasite" @class="_parasiteTypes[_i] is $parasite[_bodypart].name || _parasiteTypes[_i] is 'none' and !$parasite[_bodypart].name ? 'goldLink' : 'link' ">
<<link _parasiteTypes[_i]>>
<<removeparasite _bodypart>>
<<set _temp to _parasiteTypes[_i]>>
<<set _parasiteTypes[_i] to _parasiteTypes[0]>>
<<set _parasiteTypes[0] to _temp>>
<<if _temp isnot "none">>
<<parasite _bodypart _temp>>
<</if>>
<<updatesidebarimg>>
<<replace `"#"+ _bodypart`>><<cheatParasiteToggle _bodypart>><</replace>>
<</link>>
</span>
<<if _i < _parasiteTypes.length - 1>> |<</if>>
<</for>>
<</capture>>
<</widget>>
<<widget "cheatBodyLiquid">>
<<set _semen to _args[0]>>
<<set _label to _semen is "goo" ? "slime" : _semen>>
<div class="settingsToggleItem">
<span class="gold"><<= _label.toUpperFirst()>></span>
<br>
<<capture _type _semen>>
<<link `'Add all ' + _label`>>
<<for _type range ["neck","rightarm","leftarm","thigh","bottom","tummy","chest","face","hair","feet","vaginaoutside","vagina","penis","anus","mouth"]>>
<<bodyliquid _type _semen 5>><<run $(`#stats${_type}${_semen}`).html(Math.trunc($player.bodyliquid[_type][_semen]))>>
<</for>>
<<updatesidebarimg>>
<<set _id to "#cheatLiquids-" + _semen>>
<<replace _id>><<cheatBodyliquidElement _semen>><</replace>>
<</link>>
<</capture>> |
<<capture _type _semen>>
<<link `'Remove all ' + _label`>>
<<for _type range ["neck","rightarm","leftarm","thigh","bottom","tummy","chest","face","hair","feet","vaginaoutside","vagina","penis","anus","mouth"]>>
<<bodyliquid _type _semen -5>><<run $(`#stats${_type}${_semen}`).html(Math.trunc($player.bodyliquid[_type][_semen]))>>
<</for>>
<<updatesidebarimg>>
<<set _id to "#cheatLiquids-" + _semen>>
<<replace _id>><<cheatBodyliquidElement _semen>><</replace>>
<</link>>
<</capture>>
<br>
<<set _id to "cheatLiquids-" + _semen>>
<span @id="_id">
<<cheatBodyliquidElement _semen>>
</span>
</div>
<</widget>>
<<widget "cheatBodyliquidElement">>
<<set _semen to _args[0]>>
<<set _options to {
max: 5,
step: 1,
values: [_semen],
activeButtons: ["single", "minMax"],
percentage: false,
reverse: true,
css: {display: "inline-block", "margin-bottom": "0"}
}>>
<<numberStepper "Neck" $player.bodyliquid.neck[_semen] {...T.options, callback: (value, arr) => { V.player.bodyliquid.neck[arr[0]] = value; Wikifier.wikifyEval("<<updatesidebarimg>>") }}>>
<<numberStepper "Right arm" $player.bodyliquid.rightarm[_semen] {...T.options, callback: (value, arr) => { V.player.bodyliquid.rightarm[arr[0]] = value; Wikifier.wikifyEval("<<updatesidebarimg>>") }}>>
<<numberStepper "Left arm" $player.bodyliquid.leftarm[_semen] {...T.options, callback: (value, arr) => { V.player.bodyliquid.leftarm[arr[0]] = value; Wikifier.wikifyEval("<<updatesidebarimg>>") }}>>
<<numberStepper "Thigh" $player.bodyliquid.thigh[_semen] {...T.options, callback: (value, arr) => { V.player.bodyliquid.thigh[arr[0]] = value; Wikifier.wikifyEval("<<updatesidebarimg>>") }}>>
<<numberStepper "Bottom" $player.bodyliquid.bottom[_semen] {...T.options, callback: (value, arr) => { V.player.bodyliquid.bottom[arr[0]] = value; Wikifier.wikifyEval("<<updatesidebarimg>>") }}>>
<<numberStepper "Tummy" $player.bodyliquid.tummy[_semen] {...T.options, callback: (value, arr) => { V.player.bodyliquid.tummy[arr[0]] = value; Wikifier.wikifyEval("<<updatesidebarimg>>") }}>>
<<numberStepper "Chest" $player.bodyliquid.chest[_semen] {...T.options, callback: (value, arr) => { V.player.bodyliquid.chest[arr[0]] = value; Wikifier.wikifyEval("<<updatesidebarimg>>") }}>>
<<numberStepper "Face" $player.bodyliquid.face[_semen] {...T.options, callback: (value, arr) => { V.player.bodyliquid.face[arr[0]] = value; Wikifier.wikifyEval("<<updatesidebarimg>>") }}>>
<<numberStepper "Hair" $player.bodyliquid.hair[_semen] {...T.options, callback: (value, arr) => { V.player.bodyliquid.hair[arr[0]] = value; Wikifier.wikifyEval("<<updatesidebarimg>>") }}>>
<<numberStepper "Feet" $player.bodyliquid.feet[_semen] {...T.options, callback: (value, arr) => { V.player.bodyliquid.feet[arr[0]] = value; Wikifier.wikifyEval("<<updatesidebarimg>>") }}>>
<<numberStepper "Labia" $player.bodyliquid.vaginaoutside[_semen] {...T.options, callback: (value, arr) => { V.player.bodyliquid.vaginaoutside[arr[0]] = value; Wikifier.wikifyEval("<<updatesidebarimg>>") }}>>
<<numberStepper "Vagina" $player.bodyliquid.vagina[_semen] {...T.options, callback: (value, arr) => { V.player.bodyliquid.vagina[arr[0]] = value; Wikifier.wikifyEval("<<updatesidebarimg>>") }}>>
<<numberStepper "Penis" $player.bodyliquid.penis[_semen] {...T.options, callback: (value, arr) => { V.player.bodyliquid.penis[arr[0]] = value; Wikifier.wikifyEval("<<updatesidebarimg>>") }}>>
<<numberStepper "Anus" $player.bodyliquid.anus[_semen] {...T.options, callback: (value, arr) => { V.player.bodyliquid.anus[arr[0]] = value; Wikifier.wikifyEval("<<updatesidebarimg>>") }}>>
<<numberStepper "Mouth" $player.bodyliquid.mouth[_semen] {...T.options, callback: (value, arr) => { V.player.bodyliquid.mouth[arr[0]] = value; Wikifier.wikifyEval("<<updatesidebarimg>>") }}>>
<</widget>>
<<widget "cheats-characterStats">>
<div class="settingsGrid">
<div class="settingsHeader options">Player</div>
<div class="settingsToggleItemWide">
<span class="gold">Miscellaneous</span>
<br>
<<numberStepper "Money" $money {
activeButtons: ["single", "double", "triple", "quad", "penta"],
step: 1000,
max: 100000000000,
colorArr:["--yellow"],
percentage: false,
valueFormat: (value) => `<b>${formatMoney(value)}</b>`,
callback: (value) => {
const difference = value - V.money;
V.moneyStats.cheats.earned += difference;
V.money = value;
}
}>>
<<if $location is "prison">>
<<set $prison.teeth to $prison.teeth or 0>>
<<numberStepper "Teeth" $prison.teeth {callback: (value) => V.prison.teeth = value, disableMinMax: true, step: 1, max: 1000000, colorArr:["--yellow"], percentage: false}>>
<</if>>
Infinite spray: <span id="statsinfinitespray"><<= ($infinitespray ? "On" : "Off")>></span> |
<<link "Change">>
<<if $infinitespray is 1>>
<<set $infinitespray to 0>>
<<else>>
<<spray 5>>
<<set $infinitespray to 1>>
<</if>>
<<replace "#statsinfinitespray">><<= ($infinitespray ? "On" : "Off")>><</replace>>
<</link>>
<br>
<<if $debug is 1>>
Pheromones (DEBUG): <span id="statsalluretest"><<= $alluretest ? "On" : "Off">></span> |
<<link "Change">>
<<if $alluretest is 1>>
<<set $alluretest to 0>>
<<else>>
<<set $alluretest to 1>>
<</if>>
<<replace "#statsalluretest">><<= $alluretest>><</replace>>
<</link>>
<br>
<</if>>
</div>
<div class="settingsToggleItem">
<span class="gold">Body</span> <mouse class="tooltip linkBlue">(?)<span>Changing the player's genitalia will wash the player of lewd fluids, and remove genital parasites, to prevent them from lingering on nonexisting body parts.</span></mouse>
<br>
Sex:
<span id="statsGender">
<<cheatsGender>>
</span>
<br>
<<set _gender_body_words to {"m": "Masculine", "f": "Feminine", "a": "Androgynous"}>>
Gender appearance:
<span id="statsBodyType">
<<cheatsBody>>
</span>
<br>
<<set _bodysize_words to ["Tiny","Small","Normal","Large"]>>
Body size:
<span id="statsBodySize">
<<cheatsBodySize>>
</span>
</div>
<div class="settingsToggleItem">
<span class="gold">Virginity</span>
<br>
<<set _virginity to clone($player.virginity)>>
<<if $player.vaginaExist or $player.virginity.vaginal isnot true>>
Vaginal: <<cheatVirginityToggle "vaginal">>
<br>
<</if>>
<<if $player.penisExist or $player.virginity.penile isnot true>>
Penile: <<cheatVirginityToggle "penile">>
<br>
<</if>>
Anal: <<cheatVirginityToggle "anal">>
<br>
Oral: <<cheatVirginityToggle "oral">>
<br>
Handholding: <<cheatVirginityToggle "handholding">>
<br>
First kiss: <<cheatVirginityToggle "kiss">>
<<if $temple_rank isnot undefined and $temple_rank isnot "prospective">>
<br>
Temple Vow: <<cheatVirginityToggle "temple">>
<</if>>
</div>
<div class="settingsToggleItem">
<span class="gold">State</span>
<br>
<<set _state to ["pain", "arousal", "tiredness", "stress", "trauma", "drunk", "drugged", "hallucinogen"]>>
<<link "Refresh">>
<<set $control = 1000>><<clamp>>
<<for _i range _state>>
<<set V[_i] to 0>><<clamp>>
<</for>>
<<replace "#cheatstate">><<cheatSection "state">><</replace>>
<<updatesidebarimg>>
<</link>> |
<<link "Ruin">>
<<set $control = 0>><<clamp>>
<<for _i range _state>>
<<set V[_i] to 20000>><<clamp>>
<</for>>
<<replace "#cheatstate">><<cheatSection "state">><</replace>>
<<updatesidebarimg>>
<</link>>
<br><br>
<div id="cheatstate">
<<cheatSection "state">>
</div>
</div>
<div class="settingsToggleItem">
<span class="gold">Fluids:</span>
<<link "Refill">>
<<set $semen_amount to $semen_volume>>
<<set $milk_amount to $milk_volume>>
<<replace "#fluids">><<cheats-fluids>><</replace>>
<</link>> | <<link "Empty">>
<<set $semen_amount to 0>>
<<set $milk_amount to 0>>
<<replace "#fluids">><<cheats-fluids>><</replace>>
<</link>>
<br>
<span class="gold">Lactating:</span> <span id="statslactatingspray"><<= ($lactating is 1 ? "Yes" : "No")>></span> | <<link "Toggle">><<set $lactating to ($lactating is 1 ? 0 : 1)>><<set $lactation_pressure to $lactating * 100>><<replace "#statslactatingspray">><<= ($lactating is 1 ? "Yes" : "No")>><</replace>><<updatesidebarimg>><</link>>
<br><br>
<span id="fluids"><<cheats-fluids>></span>
<<numberStepper "Milk Volume" $milk_volume {
callback: value => {
V.milk_volume = value;
V.milk_amount = Math.min(V.milk_amount, V.milk_volume);
Wikifier.wikifyEval("<<replace '#fluids'>><<cheats-fluids>><</replace>>");
},
step: 10,
valueFormat: value => Math.round(value) + "ml",
percentage: false, min: 24, max: $milk_max * $AMCTraits.milk
}>>
<<if $player.penisExist>>
<<numberStepper "Semen Volume" $semen_volume {
callback: value => {
V.semen_volume = value;
V.semen_amount = Math.min(V.semen_amount, V.semen_volume);
Wikifier.wikifyEval("<<replace '#fluids'>><<cheats-fluids>><</replace>>");
},
step: 10,
valueFormat: value => Math.round(value) + "ml",
percentage: false, max: $semen_max * $AMCTraits.semen
}>>
<</if>>
</div>
</div>
<hr>
<div class="settingsGrid">
<div class="settingsHeader options">Clothes</div>
<div class="settingsToggleItemWide">
<<link "Unlock all special clothing">>
<<run for(const c in V.specialClothes) V.specialClothes[c] = "unlocked">>
<</link>>
<br>
<span class="description">If clothing health is set to zero, it will break. Leaving the cheats menu will destroy it, and you will not be able to get it back.</span>
<br>
</div>
<<set _cl_slots to ["upper", "lower", "under_upper", "under_lower", "over_upper", "over_lower", "genitals"]>>
<<if $worn.face.type.includesAny("covered", "gag", "mask")>>
<<run _cl_slots.push("face")>>
<</if>>
<<set $_clothes to []>>
<<if $worn.over_upper.integrity gte 1>>
<div class="settingsToggleItem numberslider-inline">
<span class="gold"><<clothingicon $worn.over_upper "over_upper">><<= $worn.over_upper.name.toUpperFirst()>> integrity:</span>
<<set _overupperintegritymax to getSetupClothing('over_upper', $worn.over_upper)?.integrity_max || 200>>
<<numberslider "$worn.over_upper.integrity" `Math.min($worn.over_upper.integrity, _overupperintegritymax)` 0 _overupperintegritymax 1 {
onInputChange: value => wikifier("<<updatesidebarimg false>>"),
value: () => integrityWord(V.worn.over_upper, "over_upper") || `<span class="green">full</span>`
}>>
</div>
<div class="settingsToggleItem numberslider-inline">
<span class="gold"><<clothingicon $worn.over_upper "over_upper">><<= $worn.over_upper.name.toUpperFirst()>> wetness:</span>
<<numberslider "$overupperwet" $overupperwet 0 200 1 {
onInputChange: (value) => cheatsShowWetness('overupperwet', value),
value: v => wetnessWord('overupper')
}>>
</div>
<<else>>
<<set $_clothes.push("an overtop")>>
<</if>>
<<if $worn.over_lower.integrity gte 1>>
<div class="settingsToggleItem numberslider-inline">
<<set _overlowerintegritymax to getSetupClothing('over_lower', $worn.over_lower)?.integrity_max || 200>>
<span class="gold"><<clothingicon $worn.over_lower "over_lower">><<= $worn.over_lower.name.toUpperFirst()>> integrity:</span>
<<numberslider "$worn.over_lower.integrity" `Math.min($worn.over_lower.integrity, _overlowerintegritymax)` 0 _overlowerintegritymax 1 {
onInputChange: value => wikifier("<<updatesidebarimg false>>"),
value: () => integrityWord(V.worn.over_lower, "over_lower") || `<span class="green">full</span>`
}>>
</div>
<div class="settingsToggleItem numberslider-inline">
<span class="gold"><<clothingicon $worn.over_lower "over_lower">><<= $worn.over_lower.name.toUpperFirst()>> wetness:</span>
<<numberslider "$overlowerwet" $overlowerwet 0 200 1 {
onInputChange: (value) => cheatsShowWetness('overlowerwet', value),
value: v => wetnessWord('overlower')
}>>
</div>
<<else>>
<<set $_clothes.push("an overbottom")>>
<</if>>
<<if $worn.upper.integrity gte 1>>
<div class="settingsToggleItem numberslider-inline">
<span class="gold"><<clothingicon $worn.upper "upper">><<= $worn.upper.name.toUpperFirst()>> integrity:</span>
<<set _upperintegritymax to getSetupClothing('upper', $worn.upper)?.integrity_max || 200>>
<<numberslider "$worn.upper.integrity" `Math.min($worn.upper.integrity, _upperintegritymax)` 0 _upperintegritymax 1 {
onInputChange: value => wikifier("<<updatesidebarimg false>>"),
value: () => integrityWord(V.worn.upper, "upper") || `<span class="green">full</span>`
}>>
</div>
<div class="settingsToggleItem numberslider-inline">
<span class="gold"><<clothingicon $worn.upper "upper">><<= $worn.upper.name.toUpperFirst()>> wetness:</span>
<<numberslider "$upperwet" $upperwet 0 200 1 {
onInputChange: (value) => cheatsShowWetness('upperwet', value),
value: v => wetnessWord('upper')
}>>
</div>
<<else>>
<<set $_clothes.push("a top")>>
<</if>>
<<if $worn.lower.integrity gte 1>>
<div class="settingsToggleItem numberslider-inline">
<span class="gold"><<clothingicon $worn.lower "lower">><<= $worn.lower.name.toUpperFirst()>> integrity:</span>
<<set _lowerintegritymax to getSetupClothing('lower', $worn.lower)?.integrity_max || 200>>
<<numberslider "$worn.lower.integrity" `Math.min($worn.lower.integrity, _lowerintegritymax)` 0 _lowerintegritymax 1 {
onInputChange: value => wikifier("<<updatesidebarimg false>>"),
value: () => integrityWord(V.worn.lower, "lower") || `<span class="green">full</span>`
}>>
</div>
<div class="settingsToggleItem numberslider-inline">
<span class="gold"><<clothingicon $worn.lower "lower">><<= $worn.lower.name.toUpperFirst()>> wetness:</span>
<<numberslider "$lowerwet" $lowerwet 0 200 1 {
onInputChange: (value) => cheatsShowWetness('lowerwet', value),
value: v => wetnessWord('lower')
}>>
</div>
<<else>>
<<set $_clothes.push("a bottom")>>
<</if>>
<<if $worn.under_lower.integrity gte 1>>
<div class="settingsToggleItem numberslider-inline">
<span class="gold"><<clothingicon $worn.under_lower "under_lower">><<= $worn.under_lower.name.toUpperFirst()>> integrity:</span>
<<set _underlowerintegritymax to getSetupClothing('under_lower', $worn.under_lower)?.integrity_max || 200>>
<<numberslider "$worn.under_lower.integrity" `Math.min($worn.under_lower.integrity, _underlowerintegritymax)` 0 _underlowerintegritymax 1 {
onInputChange: value => wikifier("<<updatesidebarimg false>>"),
value: () => integrityWord(V.worn.under_lower, "under_lower") || `<span class="green">full</span>`
}>>
<br>
</div>
<div class="settingsToggleItem numberslider-inline">
<span class="gold"><<clothingicon $worn.under_lower "under_lower">><<= $worn.under_lower.name.toUpperFirst()>> wetness:</span>
<<numberslider "$underlowerwet" $underlowerwet 0 200 1 {
onInputChange: (value) => cheatsShowWetness('underlowerwet', value),
value: v => wetnessWord('underlower')
}>>
</div>
<<else>>
<<set $_clothes.push("underbottoms")>>
<</if>>
<<if $worn.under_upper.integrity gte 1>>
<div class="settingsToggleItem numberslider-inline">
<span class="gold"><<clothingicon $worn.under_upper "under_upper">><<= $worn.under_upper.name.toUpperFirst()>> integrity:</span>
<<set _underupperintegritymax to getSetupClothing('under_upper', $worn.under_upper)?.integrity_max || 200>>
<<numberslider "$worn.under_upper.integrity" `Math.min($worn.under_upper.integrity, _underupperintegritymax)` 0 _underupperintegritymax 1 {
onInputChange: value => wikifier("<<updatesidebarimg false>>"),
value: () => integrityWord(V.worn.under_upper, "under_upper") || `<span class="green">full</span>`
}>>
<br>
</div>
<div class="settingsToggleItem numberslider-inline">
<span class="gold"><<clothingicon $worn.under_upper "under_upper">><<= $worn.under_upper.name.toUpperFirst()>> wetness:</span>
<<numberslider "$underupperwet" $underupperwet 0 200 1 {
onInputChange: (value) => cheatsShowWetness('underupperwet', value),
value: v => wetnessWord('underupper')
}>>
</div>
<<else>>
<<set $_clothes.push("an undertop")>>
<</if>>
<<if $worn.genitals.integrity gte 1>>
<div class="settingsToggleItemWide numberslider-inline">
<span class="gold"><<clothingicon $worn.genitals "genitals">><<= $worn.genitals.name.toUpperFirst()>> integrity:</span>
<<set _genitalsintegritymax to getSetupClothing('genitals', $worn.genitals)?.integrity_max || 200>>
<<numberslider "$worn.genitals.integrity" `Math.min($worn.genitals.integrity, _genitalsintegritymax)` 0 _genitalsintegritymax 1 {
onInputChange: value => wikifier("<<updatesidebarimg false>>"),
value: () => integrityWord(V.worn.genitals, "genitals") || `<span class="green">full</span>`
}>>
<br>
</div>
<<else>>
<<set $_clothes.push("a chastity belt")>>
<</if>>
<<if $worn.face.type.includesAny("covered", "gag", "mask")>>
<div class="settingsToggleItemWide numberslider-inline">
<span class="gold"><<clothingicon $worn.face "face">><<= $worn.face.name.toUpperFirst()>> integrity:</span>
<<set _faceintegritymax to getSetupClothing('face', $worn.face)?.integrity_max || 200>>
<<numberslider "$worn.face.integrity" `Math.min($worn.face.integrity, _faceintegritymax)` 0 _faceintegritymax 1 {
onInputChange: value => wikifier("<<updatesidebarimg false>>"),
value: () => integrityWord(V.worn.face, "face") || `<span class="green">full</span>`
}>>
<br>
</div>
<<else>>
<<set $_clothes.push("a mask, or a gag")>>
<</if>>
<div class="settingsToggleItemWide">
You are not wearing <span class="gold"><<= $_clothes.join(", ")>></span>.
/* Don't show links if player doesn't have anything to fix/destroy */
<<if $_clothes.length lt 8>>
<br>
<<link "Fix all">>
<<run _cl_slots.forEach((slot) => {
if (V.worn[slot].name === "naked") return;
V.worn[slot].integrity = clothingData(slot, V.worn[slot], "integrity_max");
cheatsUpdateSlider(
`#numberslider-input-worn${slot.replace('_', '-')}integrity`,
V.worn[slot].integrity
);
})>>
<<updatesidebarimg>>
<</link>> |
<<link "Destroy all">>
/* not using ruined widgets to avoid side effects until confirmation */
<<run _cl_slots.forEach((slot) => {
if (V.worn[slot].name === "naked") return;
V.worn[slot].integrity = 0;
cheatsUpdateSlider(
`#numberslider-input-worn${slot.replace('_', '-')}integrity`,
V.worn[slot].integrity
);
})>>
<<updatesidebarimg>>
<</link>>
<</if>>
/* Don't show unless the player is wearing clothes that can be drenched or dried */
<<if !$_clothes.includesAll("an overtop", "an overbottom", "a top", "a bottom", "underbottoms", "an undertop")>>
| <<link "Dry all">>
<<dry_full>>
<<run _cl_slots.slice(0, 4).forEach((slot) => {
if (V.worn[slot].name === 'naked') return;
const wetnessProp = slot.replace('_', '') + 'wet';
V[wetnessProp + 'stage'] = 0;
cheatsUpdateSlider(`#numberslider-input-${wetnessProp}`, V[wetnessProp]);
})>>
<<updatesidebarimg>>
<</link>> |
<<link "Drench all">>
<<run _cl_slots.slice(0, 4).forEach((slot) => {
if (V.worn[slot].name === 'naked') return;
const wetnessProp = slot.replace('_', '') + 'wet';
V[wetnessProp] = 200;
V[wetnessProp + 'stage'] = 3;
cheatsUpdateSlider(`#numberslider-input-${wetnessProp}`, V[wetnessProp]);
})>>
<<updatesidebarimg>>
<</link>>
<</if>>
<br><br>
<span class="gold">Bindings:</span>
<br>
<span class="description"> Binding your arms will destroy handheld items. Shackling your feet will destroy shoes.</span>
<br>
<<icon "clothes/gag.png">><<link "Gag">><<facewear 4>><<updatesidebarimg>><</link>> | <<link "Blindfold">><<facewear 5>><<updatesidebarimg>><</link>> | <<link "Gag and blindfold">><<facewear 6>><<updatesidebarimg>><</link>> | <<link "Bind arms">><<bind>><<updatesidebarimg>><</link>> | <<link "Shackle feet">><<shackle_feet>><<updatesidebarimg>><</link>>
<br>
<<undobindingsicon>> <<link "Unbind all">><<unbind>><<if $worn.face.type.includes("gag") or $worn.face.type.includes("blindfold")>><<set $worn.face.type.push("broken")>><<faceruined>><</if>><<updatesidebarimg>><</link>>
<<if $debug is 1>>
<br><br>
<span class="gold">Add to Wardrobe:</span>
<br>
<span class="description">DEBUG: Send clothing with a given ID to your wardrobe.</span>
<br>
<<listbox "_slot" autoselect>>
<<optionsfrom setup.clothingLayer.body>>
<</listbox>>
<<set _clothesID to "1">>
<<textbox "_clothesID" "1">>
<br>
<<link "Send">>
<<if !between(+_clothesID, 1, setup.clothes[_slot].length)>>
<<replace "#ClothesSendResult">>That didn't work!<</replace>>
<<else>>
<<shopbuyv2 _slot "buy" "send" _clothesID 1>>
<<replace "#ClothesSendResult">>Sent <<= setup.clothes[_slot][_clothesID].name>> to your wardrobe!<</replace>>
<</if>>
<</link>>
<br>
<span id="ClothesSendResult"></span>
<</if>>
</div>
</div>
<hr>
<div class="cheatsGrid">
<div class="settingsHeader options">Characteristics</div>
<div class="settingsToggleItem">
<<set _core to ["purity", "beauty", "physique", "willpower", "awareness", "promiscuity", "exhibitionism", "deviancy"]>>
<<if numberOfEarSlime()>><<set _core.push("earSlime.corruption")>><</if>>
<span class="gold">Core Characteristics</span>
<br>
<<link "Set all to 0">>
<<for _i range _core>>
<<set V[_i] to 0>><<clamp>>
<</for>>
<<replace "#characteristics">><<cheatSection "characteristics">><</replace>>
<</link>>
|
<<link "Set all to max">>
<<for _i range _core>>
<<set V[_i] to 50000>><<clamp>>
<</for>>
<<replace "#characteristics">><<cheatSection "characteristics">><</replace>>
<</link>>
<br><br>
<span id="characteristics">
<<cheatSection "characteristics">>
</span>
<hr>
<span class="gold">Secondary Characteristics</span>
<br>
Speech Attitude:
<span id="statsSpeechAttitude">
<<cheatsSpeechAttitude>>
</span>
<br>
<span class="description">Changing speech attitude will also alter your submissiveness.</span>
<<numberStepper "Submissiveness" $submissive "submissive" {max: 2000}>>
<<numberStepper "Masochism" $masochism "masochism" {max: 1000}>>
<<numberStepper "Sadism" $sadism "sadism" {max: 1000}>>
<<if $temple_rank is "initiate" or $temple_rank is "monk" or $temple_rank is "priest">>
<<numberStepper "Grace" $grace "grace">>
<</if>>
</div>
<div class="settingsToggleItem">
<<set _skills to ["skulduggery", "skulduggeryday", "danceskill", "swimmingskill", "athletics", "tending", "housekeeping", "brawling"]>>
<span class="gold">Core Skills</span>
<br>
<<link "Set all to 0">>
<<for _i range _skills>>
<<if _i isnot "brawling">>
<<set V[_i] to 0>><<clamp>>
<<else>>
<<set $combatExtended[_i] to 0>><<clamp>>
<</if>>
<</for>>
<<replace "#coreSkills">><<cheatSection "skills">><</replace>>
<</link>>
|
<<link "Set all to max">>
<<for _i range _skills>>
<<if _i isnot "brawling">>
<<set V[_i] to 20000>><<clamp>>
<<else>>
<<set $combatExtended[_i] to 20000>><<clamp>>
<</if>>
<</for>>
<<replace "#coreSkills">><<cheatSection "skills">><</replace>>
<</link>>
<br><br>
<span id="coreSkills">
<<cheatSection "skills">>
</span>
<hr>
<<set _subjects to ["english", "maths", "science", "history"]>>
<span class="gold">School Skills</span>
<br>
<<link "Set all to 0">>
<<for _i range _subjects>>
<<set V[_i] to 0>><<clamp>>
<</for>>
<<adjust_school_traits>>
<<exam_difficulty>>
<<replace "#schoolSkills">><<cheatSection "school">><</replace>>
<</link>>
|
<<link "Set all to max">>
<<for _i range _subjects>>
<<set V[_i] to 2000>><<clamp>>
<</for>>
<<adjust_school_traits>>
<<exam_difficulty>>
<<replace "#schoolSkills">><<cheatSection "school">><</replace>>
<</link>>
<br><br>
<span id="schoolSkills">
<<cheatSection "school">>
</span>
</div>
<div class="settingsToggleItem">
<<set _sexSkills to ["seduction", "oral", "vaginal", "penile", "anal", "hand", "feet", "bottom", "thigh", "chest"]>>
<span class="gold">Sex Skills</span>
<br>
<<link "Set all to 0">>
<<for _i range _sexSkills>>
<<set V[`${_i}skill`] to 0>><<clamp>>
<</for>>
<<replace "#cheatsSex">><<cheatSection "sex">><</replace>>
<</link>>
|
<<link "Set all to max">>
<<for _i range _sexSkills>>
<<set V[`${_i}skill`] to 2000>><<clamp>>
<</for>>
<<replace "#cheatsSex">><<cheatSection "sex">><</replace>>
<</link>>
<br><br>
<span id="cheatsSex">
<<cheatSection "sex">>
</span>
</div>
<div class="settingsToggleItem">
<<set _hypnosis to ["scream", "cover", "deviancy"]>>
<span class="gold">Hypnosis Traits</span>
<br>
<<link "Set all to 0">>
<<for _i range _hypnosis>>
<<set V.hypnosis_traits[_i] to 0>><<clamp>>
<</for>>
<<replace "#hypnosis">><<cheatSection "hypnosis">><</replace>>
<</link>>
|
<<link "Set all to max">>
<<for _i range _hypnosis>>
<<set V.hypnosis_traits[_i] to 5>><<clamp>>
<</for>>
<<replace "#hypnosis">><<cheatSection "hypnosis">><</replace>>
<</link>>
<br><br>
<span id="hypnosis">
<<cheatSection "hypnosis">>
</span>
</div>
<div class="settingsToggleItem">
<span class="gold">Traits</span>
<br>
<<set $_traits to {"choke": $choketrait, "milkdrank" : $milkdranktrait, "vore" : $voretrait, "tentacle" : $tentacletrait, "bestiality" : $bestialitytrait, "rape" : $rapetrait, "molest" : $molesttrait, "ejac" : $ejactrait, "orgasm" : $orgasmtrait}>>
<<set _traitValue to {"1": "On", "-1": "Disabled", "0": "Off"}>>
Orgasm Addict: <span id="statsorgasmtrait" @class="$orgasmtrait is 1 ? 'green' : 'red'"><<= _traitValue[$_traits["orgasm"].toString()]>></span> |
<<link "Change">>
<<set $orgasmtrait += 1>>
<<if $orgasmtrait gte 2>>
<<set $orgasmtrait to -1>>
<</if>>
<<replace "#statsorgasmtrait">>
<<set _orgasmtrait to _traitValue[$orgasmtrait.toString()]>>
<<= _orgasmtrait>>
<<changeCheatClass "#statsorgasmtrait" _orgasmtrait>>
<</replace>>
<</link>>
<br>
Cum Dump: <span id="statsejactrait" @class="$ejactrait is 1 ? 'green' : 'red'"><<= _traitValue[$_traits["ejac"].toString()]>></span> |
<<link "Change">>
<<set $ejactrait += 1>>
<<if $ejactrait gte 2>>
<<set $ejactrait to -1>>
<</if>>
<<replace "#statsejactrait">>
<<set _ejactrait to _traitValue[$ejactrait.toString()]>>
<<= _ejactrait>>
<<changeCheatClass "#statsejactrait" _ejactrait>>
<</replace>>
<</link>>
<br>
Plaything: <span id="statsmolesttrait" @class="$molesttrait is 1 ? 'green' : 'red'"><<= _traitValue[$_traits["molest"].toString()]>></span> |
<<link "Change">>
<<set $molesttrait += 1>>
<<if $molesttrait gte 2>>
<<set $molesttrait to -1>>
<</if>>
<<replace "#statsmolesttrait">>
<<set _molesttrait to _traitValue[$molesttrait.toString()]>>
<<= _molesttrait>>
<<changeCheatClass "#statsmolesttrait" _molesttrait>>
<</replace>>
<</link>>
<br>
Fucktoy: <span id="statsrapetrait" @class="$rapetrait is 1 ? 'green' : 'red'"><<= _traitValue[$_traits["rape"].toString()]>></span> |
<<link "Change">>
<<set $rapetrait += 1>>
<<if $rapetrait gte 2>>
<<set $rapetrait to -1>>
<</if>>
<<replace "#statsrapetrait">>
<<set _rapetrait to _traitValue[$rapetrait.toString()]>>
<<= _rapetrait>>
<<changeCheatClass "#statsrapetrait" _rapetrait>>
<</replace>>
<</link>>
<br>
Bitch: <span id="statsbestialitytrait" @class="$bestialitytrait is 1 ? 'green' : 'red'"><<= _traitValue[$_traits["bestiality"].toString()]>></span> |
<<link "Change">>
<<set $bestialitytrait += 1>>
<<if $bestialitytrait gte 2>>
<<set $bestialitytrait to -1>>
<</if>>
<<replace "#statsbestialitytrait">>
<<set _bestialitytrait to _traitValue[$bestialitytrait.toString()]>>
<<= _bestialitytrait>>
<<changeCheatClass "#statsbestialitytrait" _bestialitytrait>>
<</replace>>
<</link>>
<br>
Prey: <span id="statstentacletrait" @class="$tentacletrait is 1 ? 'green' : 'red'"><<= _traitValue[$_traits["tentacle"].toString()]>></span> |
<<link "Change">>
<<set $tentacletrait += 1>>
<<if $tentacletrait gte 2>>
<<set $tentacletrait to -1>>
<</if>>
<<replace "#statstentacletrait">>
<<set _tentacletrait to _traitValue[$tentacletrait.toString()]>>
<<= _tentacletrait>>
<<changeCheatClass "#statstentacletrait" _tentacletrait>>
<</replace>>
<</link>>
<br>
Tasty: <span id="statsvoretrait" @class="$voretrait is 1 ? 'green' : 'red'"><<= _traitValue[$_traits["vore"].toString()]>></span> |
<<link "Change">>
<<set $voretrait += 1>>
<<if $voretrait gte 2>>
<<set $voretrait to -1>>
<</if>>
<<replace "#statsvoretrait">>
<<set _voretrait to _traitValue[$voretrait.toString()]>>
<<= _voretrait>>
<<changeCheatClass "#statsvoretrait" _voretrait>>
<</replace>>
<</link>>
<br>
Milk Addict: <span id="statsmilkdranktrait" @class="$milkdranktrait is 1 ? 'green' : 'red'"><<= _traitValue[$_traits["milkdrank"].toString()]>></span> |
<<link "Change">>
<<set $milkdranktrait += 1>>
<<if $milkdranktrait gte 2>>
<<set $milkdranktrait to -1>>
<</if>>
<<replace "#statsmilkdranktrait">>
<<set _milkdranktrait to _traitValue[$milkdranktrait.toString()]>>
<<= _milkdranktrait>>
<<changeCheatClass "#statsmilkdranktrait" _milkdranktrait>>
<</replace>>
<</link>>
<br>
Lustful: <span id="statslustful" @class="$backgroundTraits.includes('lustful') is true ? 'green' : 'red'"><<= $backgroundTraits.includes("lustful") is true ? "On" : "Off">></span> |
<<link "Change">>
<<if !$backgroundTraits.includes("lustful")>>
<<set $backgroundTraits.pushUnique("lustful")>><<set $specialClothesEffects.bimboTotal to 1200>>
<<else>>
<<set $backgroundTraits.delete("lustful")>><<if $specialClothesEffects.bimboTotal gt 1000>><<set $specialClothesEffects.bimboTotal to 1000>><</if>>
<</if>>
<<replace "#statslustful">>
<<set _lustful to $backgroundTraits.includes("lustful") is true ? "On" : "Off">>
<<= _lustful>>
<<changeCheatClass "#statslustful" _lustful>>
<</replace>>
<</link>>
<br>
Crossdresser: <span id="statscrossdresser" @class="$backgroundTraits.includes('crossdresser') is true ? 'green' : 'red'"><<= $backgroundTraits.includes("crossdresser") is true ? "On" : "Off">></span> |
<<link "Change">>
<<if !$backgroundTraits.includes("crossdresser")>>
<<set $backgroundTraits.pushUnique("crossdresser")>><<set $crossdressingTrait to 100>>
<<else>>
<<set $backgroundTraits.delete("crossdresser")>><<if $crossdressingTrait gt 80>><<set $crossdressingTrait to 80>><</if>>
<</if>>
<<replace "#statscrossdresser">>
<<set _crossdresser to $backgroundTraits.includes("crossdresser") is true ? "On" : "Off">>
<<= _crossdresser>>
<<changeCheatClass "#statscrossdresser" _crossdresser>>
<</replace>>
<</link>>
<br>
Green Thumb: <span id="statsgreenthumb" @class="$backgroundTraits.includes('greenthumb') is true ? 'green' : 'red'"><<= $backgroundTraits.includes("greenthumb")is true ? "On" : "Off">></span> |
<<link "Change">>
<<if !$backgroundTraits.includes("greenthumb")>>
<<set $backgroundTraits.pushUnique("greenthumb")>>
<<else>>
<<set $backgroundTraits.delete("greenthumb")>>
<</if>>
<<replace "#statsgreenthumb">>
<<set _greenthumb to $backgroundTraits.includes("greenthumb") is true ? "On" : "Off">>
<<= _greenthumb>>
<<changeCheatClass "#statsgreenthumb" _greenthumb>>
<</replace>>
<</link>>
<br>
Asphyxiophilia: <span id="statschoke" @class="$choketrait is 1 ? 'green' : 'red'"><<= _traitValue[$_traits["choke"].toString()]>></span> |
<<link "Change">>
<<set $choketrait += 1>>
<<if $choketrait gte 2>>
<<set $choketrait to 0>>
<</if>>
<<replace "#statschoke">>
<<set _choketrait to _traitValue[$choketrait.toString()]>>
<<= _choketrait>>
<<changeCheatClass "#statschoke" _choketrait>>
<</replace>>
<</link>>
<br>
Plant Lover: <span id="statsplantlover" @class="$backgroundTraits.includes('plantlover') is true ? 'green' : 'red'"><<= $backgroundTraits.includes("plantlover")is true ? "On" : "Off">></span> |
<<link "Change">>
<<if !$backgroundTraits.includes("plantlover")>>
<<set $backgroundTraits.pushUnique("plantlover")>>
<<set $nectar_addiction to 200>>
<<set $nectar_timer to 21>>
<<else>>
<<set $backgroundTraits.delete("plantlover")>>
<<set $nectar_addiction to 0>>
<<set $nectar_timer to 0>>
<</if>>
<<replace "#statsplantlover">>
<<set _plantlover to $backgroundTraits.includes("plantlover") is true ? "On" : "Off">>
<<= _plantlover>>
<<changeCheatClass "#statsplantlover" _plantlover>>
<</replace>>
<</link>>
</div>
</div>
<hr>
<div class="settingsGrid">
<div class="settingsHeader options">Fame</div>
<div class="settingsToggleItem">
<<set _positiveFames to ["good", "business", "scrap", "social", "model"]>>
<<set _negativeFames to ["exhibitionism", "prostitution", "bestiality", "sex", "rape", "pregnancy", "impreg"]>>
<span class="gold">Negative Fame</span>
<br>
<<link "Set all to 0">>
<<for _i range _negativeFames>>
<<set $fame[_i] to 0>>
<</for>>
<<fameclamp>>
<<replace #cheatsNegative>><<cheatSection "negative">><</replace>>
<</link>>
|
<<link "Set all to max">>
<<for _i range _negativeFames>>
<<set $fame[_i] to 2000>>
<</for>>
<<fameclamp>>
<<replace #cheatsNegative>><<cheatSection "negative">><</replace>>
<</link>>
<br><br>
<span id="cheatsNegative">
<<cheatSection "negative">>
</span>
<hr>
<span class="gold">Positive Fame</span>
<br>
<<link "Set all to 0">>
<<for _i range _positiveFames>>
<<set $fame[_i] to 0>>
<</for>>
<<fameclamp>>
<<replace #cheatsPositive>><<cheatSection "positive">><</replace>>
<</link>>
|
<<link "Set all to max">>
<<for _i range _positiveFames>>
<<set $fame[_i] to 2000>>
<</for>>
<<fameclamp>>
<<replace #cheatsPositive>><<cheatSection "positive">><</replace>>
<</link>>
<br><br>
<span id="cheatsPositive">
<<cheatSection "positive">>
</span>
</div>
<div class="settingsToggleItem">
<span class="gold">Crime</span>
<br>
<<link "Set all to 0">>
<<for _cr range Object.keys(setup.crimeNames)>>
<<capture _cr>>
<<set C.crime[_cr] to 0>>
<<replace "#cheatsCrime">><<cheatSection "crime">><</replace>>
<</capture>>
<</for>>
<</link>> |
<<link "Set all to max">>
<<for _cr range Object.keys(setup.crimeNames)>>
<<capture _cr>>
<<set C.crime[_cr] to 10000>>
<<replace "#cheatsCrime">><<cheatSection "crime">><</replace>>
<</capture>>
<</for>>
<</link>>
<br><br>
<span id="cheatsCrime">
<<cheatSection "crime">>
</span>
<hr>
<span class="gold">Crime Events</span>
<br>
<span id="statscrimeevents"><<listCrimeCheats>></span>
<<link "Clear Crime events">><<crimeClearEvent "all">><<replace #statscrimeevents>><<listCrimeCheats>><</replace>><</link>>
</div>
</div>
<</widget>>
<<widget "cheats-fluids">>
<<numberStepper "Milk Amount" $milk_amount "milk_amount" {
max: $milk_volume,
step: 10,
valueFormat: (value, percentage) => `<b>${Math.round(percentage)}%</b> (${Math.round(value)}ml)`
}>>
<<if $player.penisExist>>
<<numberStepper "Semen Amount" $semen_amount "semen_amount" {
max: $semen_volume,
step: 10,
valueFormat: (value, percentage) => `<b>${Math.round(percentage)}%</b> (${Math.round(value)}ml)`
}>>
<</if>>
<</widget>>
<<widget "cheats-characterVisual">>
<div class="settingsGrid">
<div class="settingsHeader options">Player</div>
<div class="settingsToggleItemWide">
<span class="gold">Hair Length</span>
<br>
<<if $passage is "Hairdressers Seat">>
Hair cheats are disabled while at the hairdressers.
<br><br>
<<else>>
<<numberStepper "Hair length" $hairlength {max: 1000, callback: value => {V.hairlength = value; Wikifier.wikifyEval("<<calchairlengthstage>><<updatesidebarimg>>")}}>>
<<numberStepper "Fringe length" $fringelength {max: 1000, callback: value => {V.fringelength = value; Wikifier.wikifyEval("<<calchairlengthstage>><<updatesidebarimg>>")}}>>
<<if $hairtest is 1 or $debug>>
<<foldout false "_cheatsFoldoutNatural">>
<span class="gold">Natural Hair Colour (DEBUG)</span>
<<set _bar to false>>
<<for _i = 0; _i < setup.colours.hair.length; _i++>>
<<if setup.colours.hair[_i].natural>>
<<if _bar>>|<</if>>
<label><span @class="setup.colours.hair[_i].csstext"><<= setup.colours.hair[_i].name_cap>></span> <<radiovar "$naturalhaircolour" setup.colours.hair[_i].variable>> <<updatesidebarimg>><</radiovar>></label>
<<set _bar to true>>
<</if>>
<</for>>
<br><br>
<</foldout>>
<</if>>
<<foldout false "_cheatsFoldoutDye">>
<span class="gold">Hair Dye</span>
<label>None <<radiovar "$haircolour" $naturalhaircolour>> <<updatesidebarimg>><</radiovar>></label>
<<for _i = 0; _i < setup.colours.hair.length; _i++>>
<<if setup.colours.hair[_i].dye>>
| <label><span @class="setup.colours.hair[_i].csstext"><<= setup.colours.hair[_i].name_cap>></span> <<radiovar "$haircolour" setup.colours.hair[_i].variable>> <<updatesidebarimg>><</radiovar>></label>
<</if>>
<</for>>
<br>
Two-tone:
<label>Enable <<radiovar "$hairColourStyle" "gradient">> <<updatesidebarimg>><</radiovar>></label>
<label>Disable <<radiovar "$hairColourStyle" "simple">> <<updatesidebarimg>><</radiovar>></label>
<br>
Two-tone style: <<listbox "$hairColourGradient.style" autoselect>>
<<option "Low Ombré" "low-ombre">>
<<option "High Ombré" "high-ombre">>
<<option "Split" "split">>
<<option "Face-framing highlights" "face-frame">>
<</listbox>>
<br><br>
<</foldout>>
<<foldout false "_cheatsFoldoutFringe">>
<span class="gold">Hair Fringe Dye</span>
<label>None <<radiovar "$hairfringecolour" $naturalhaircolour>> <<updatesidebarimg>><</radiovar>></label>
<<for _i = 0; _i < setup.colours.hair.length; _i++>>
<<if setup.colours.hair[_i].dye>>
| <label><span @class="setup.colours.hair[_i].csstext"><<= setup.colours.hair[_i].name_cap>></span> <<radiovar "$hairfringecolour" setup.colours.hair[_i].variable>> <<updatesidebarimg>><</radiovar>></label>
<</if>>
<</for>>
<br>
Two-tone:
<label>Enable <<radiovar "$hairFringeColourStyle" "gradient">> <<updatesidebarimg>><</radiovar>></label>
<label>Disable <<radiovar "$hairFringeColourStyle" "simple">> <<updatesidebarimg>><</radiovar>></label>
<br>
Two-tone style: <<listbox "$hairFringeColourGradient.style" autoselect>>
<<option "Low Ombré" "low-ombre">>
<<option "High Ombré" "high-ombre">>
<<option "Split" "split">>
<<option "Face-framing highlights" "face-frame">>
<</listbox>>
<br><br>
<</foldout>>
<</if>>
</div>
<div class="settingsToggleItem">
<span class="gold">Eye Colour</span>
<br>
<<set _bar to false>>
<<for _i = 0; _i < setup.colours.eyes.length; _i++>>
<<if setup.colours.eyes[_i].natural>>
<<if _bar>>|<</if>>
<label><span @class="setup.colours.eyes[_i].csstext">
<<= setup.colours.eyes[_i].name>></span>
<<radiovar "$eyeselected" setup.colours.eyes[_i].variable>>
<<cheatMenuEyesSelected>>
<</radiovar>></label>
<<set _bar to true>>
<</if>>
<</for>>
</div>
<div class="settingsToggleItem">
<span class="gold">Freckles</span>
<br>
<label>Enabled <<radiobutton "$player.freckles" true autocheck>></label>
| <label>Disabled <<radiobutton "$player.freckles" false `!$player.freckles ? "checked" : ""`>></label>
</div>
<div class="settingsToggleItem">
<span class="gold">Breast Size</span>
<<set _breastsText to ["Flat", "Budding", "Tiny", "Small", "Pert", "Modest", "Full", "Large", "Ample", "Massive", "Huge", "Gigantic", "Enormous"]>>
<<numberslider "$player.breastsize" $player.breastsize 0 _breastsText.length-1 1 {
onInputChange: value => {
wikifier("<<updatesidebarimg false>>");
},
value: v => {
return T.breastsText[v];
}
}>>
<br><br>
<span class="gold">Bottom Size</span>
<<set _buttsText to ["Slender", "Slim", "Modest", "Cushioned", "Soft", "Round", "Plump", "Large", "Huge"]>>
<<numberslider "$player.bottomsize" $player.bottomsize 0 _buttsText.length-1 1 {
onInputChange: value => {
wikifier("<<updatesidebarimg false>>");
},
value: v => {
return T.buttsText[v];
}
}>>
<<if $player.penisExist>>
<br><br>
<span class="gold">Penis Size</span>
<<set _penisText to ["Micro", "Mini", "Tiny", "Small", "Normal", "Large", "Enormous"]>>
<<numberslider "$player.penissize" $player.penissize -2 4 1 {
onInputChange: value => {
wikifier("<<updatesidebarimg false>>");
},
value: v => {
return T.penisText[v + 2];
}
}>>
<<if $debug is 1>>
<br>
<span class="description">Ball Size (DEBUG):
<<link "<">><<set $ballssize -= 1>><<clamp>><<replace "#statsballssize">><<= Math.trunc($ballssize)>><</replace>> <<updatesidebarimg>><</link>> |
<span id="statsballssize"><<= Math.trunc($ballssize)>></span>
| <<link ">">><<set $ballssize += 1>><<clamp>><<replace "#statsballssize">><<= Math.trunc($ballssize)>><</replace>> <<updatesidebarimg>><</link>></span>
<</if>>
<</if>>
<br><br>
Cover nudity (only if embarrassed): <<checkbox "$dontHide" true false autocheck>>
<<run $(() => $('#checkbox-donthide').on('change', e => wikifier('<<updatesidebarimg>>')))>>
</div>
<div class="settingsToggleItem">
<span class="gold">Sensitivity</span>
<<numberStepper "Mouth sensitivity" $mouthsensitivity "mouthsensitivity" {
min: 1, max: 4, step: 0.1, reverse: true,
valueFormat: value => `<b>${round(value, 2)}</b> (${sensitivityString(value)})`
}>>
<<numberStepper "Breast sensitivity" $breastsensitivity "breastsensitivity" {
min: 1, max: 4, step: 0.1, reverse: true,
valueFormat: value => `<b>${round(value, 2)}</b> (${sensitivityString(value)})`
}>>
<<numberStepper "Genital sensitivity" $genitalsensitivity "genitalsensitivity" {
min: 1, max: 4, step: 0.1, reverse: true,
valueFormat: value => `<b>${round(value, 2)}</b> (${sensitivityString(value)})`
}>>
<<numberStepper "Bottom sensitivity" $bottomsensitivity "bottomsensitivity" {
min: 1, max: 4, step: 0.1, reverse: true,
valueFormat: value => `<b>${round(value, 2)}</b> (${sensitivityString(value)})`
}>>
</div>
</div>
<<if $parasitedisable is "f">>
<hr>
<div class="settingsGrid">
<div class="settingsHeader options">Parasites</div>
<div class="settingsToggleItemWide">
<<set _penis to $player.penisExist ? "penis" : "clit">>
<div id="nipples"><<cheatParasiteToggle "nipples">></div>
<div @id="_penis"><<cheatParasiteToggle _penis>></div>
<div id="bottom"><<cheatParasiteToggle "bottom">></div>
<div id="left_thigh"><<cheatParasiteToggle "left_thigh">></div>
<div id="right_thigh"><<cheatParasiteToggle "right_thigh">></div>
<div id="left_arm"><<cheatParasiteToggle "left_arm">></div>
<div id="right_arm"><<cheatParasiteToggle "right_arm">></div>
<div id="tummy"><<cheatParasiteToggle "tummy">></div>
<<if playerIsPregnant() and $player.gender is "m" and numberOfEarSlime()>>
<div class="red">Unable to remove ear slimes while pregnant as a male.</div>
<<else>>
<div id="left_ear"><<cheatParasiteToggle "left_ear">></div>
<div id="right_ear"><<cheatParasiteToggle "right_ear">></div>
<</if>>
</div>
</div>
<</if>>
<hr>
<div class="settingsGrid">
<div class="settingsHeader options">Fluids</div>
<<cheatBodyLiquid "semen">>
<<cheatBodyLiquid "goo">>
<<cheatBodyLiquid "nectar">>
</div>
<hr>
<div class="settingsGrid">
<div class="settingsHeader options">Transformations</div>
<div class="settingsToggleItem">
<span class="gold">Transformation Types</span>
<br>
<span class="description">You may only have one animal and one divine transformation at a time.</span>
<br>
<<tficon "angel">>Angel: <<link "Set">><<angelTransform>><<updatesidebarimg>><</link>> | <<link "Clear">><<angelTransform 99>><<updatesidebarimg>><</link>><br>
<<tficon "fallenangel">>Fallen Angel: <<link "Set">><<clearDivineTransformations>><<set $specialTransform to 1>>
<<set $fallenangel to 2>><<set $fallenangeltf to 1>><<set $transformationParts.fallenAngel.halo to ($transformationParts.angel.halo is "traditional" ? "traditional" : "default")>><<set $transformationParts.fallenAngel.wings to ($transformationParts.angel.wings is "classic" ? "classic" : "default")>><<if $transformationParts.bird.wings is "default">><<set $transformationParts.fallenAngel.wings to "hidden">><</if>><<updatesidebarimg>><</link>> | <<link "Clear">><<fallenButNotOut 99>><<updatesidebarimg>><</link>><br>
<<tficon "demon">>Demon: <<link "Set">><<demonTransform>><<updatesidebarimg>><</link>> | <<link "Clear">><<demonTransform 99>><<updatesidebarimg>><</link>><br>
<<tficon "wolf">>Wolf: <<link "Set">><<wolfTransform>><<updatesidebarimg>><</link>> | <<link "Clear">><<wolfTransform 99>><<updatesidebarimg>><</link>><br>
<<tficon "cat">>Cat: <<link "Set">><<catTransform>><<updatesidebarimg>><</link>> | <<link "Clear">><<catTransform 99>><<updatesidebarimg>><</link>><br>
<<tficon "cow">>Cow: <<link "Set">><<cowTransform>><<updatesidebarimg>><</link>> | <<link "Clear">><<cowTransform 99>><<updatesidebarimg>><</link>><br>
<<tficon "harpy">>Bird: <<link "Set">><<harpyTransform>><<updatesidebarimg>><</link>> | <<link "Clear">><<harpyTransform 99>><<updatesidebarimg>><</link>><br>
<<tficon "fox">>Fox: <<link "Set">><<foxTransform>><<updatesidebarimg>><</link>> | <<link "Clear">><<foxTransform 99>><<updatesidebarimg>><</link>><br>
<<tficon "bear">>Bear: <<link "Set">><<bearTransform>><<updatesidebarimg>><</link>> / <<link "Clear">><<bearTransform 99>><<updatesidebarimg>><</link>><br>
<<tficon "bunny">>Bunny: <<link "Set">><<bunnyTransform>><<updatesidebarimg>><</link>> / <<link "Clear">><<bunnyTransform 99>><<updatesidebarimg>><</link>><br>
</div>
<div class="settingsToggleItem">
<span class="gold">Transformation Points</span>
<br>
<span class="description">Angel and Cat require 50 points to reach their full transformation, while all others require 30 points. Fallen Angel requires 30 points for Acceptance.</span>
<<for _tf range ["angel", "fallen", "demon", "wolf", "cat", "cow", "bird", "fox", "bear", "bunny"]>>
<<capture _tf>>
<<set _name to (_tf is "fallen" ? "Fallen Angel" : _tf)>>
<<set _title to `<<tficon _tf>> ${toTitleCase(_name)}`>>
<<set _varName to `${_tf}build`>>
<<numberStepper _title `V[T.varName]` {
callback: (value, arr) => {
V[arr[0]] = value;
Wikifier.wikifyEval("<<transformationAlteration>><<updatesidebarimg>>");
},
max: 100, percentage: false, colorArr: ["--teal", "--purple"], values: [T.varName]
}>>
<</capture>>
<</for>>
<<unset _cr>>
</div>
<</widget>>
<<widget "cheatMenuEyesSelected">>
<<set $leftEyeColour to $eyeselected>>
<<set $rightEyeColour to $eyeselected>>
<<updatesidebarimg>>
<</widget>>
<<widget "cheats-npcs">>
<div class="settingsGrid">
<div class="settingsHeader options">NPC Virginity</div>
<div class="settingsToggleItemWide">
Reset the following NPC's virginities to their starting values:
<br>
<<listbox "_npcId" autoselect>>
<<optionsfrom $NPCNameList>>
<</listbox>>
<br><br>
<<link "Confirm">>
<<initNNPCVirginity $NPCNameList.indexOf(_npcId)>>
<<if $npc.includes(_npcId)>>
<<set $NPCList[$npcrow[$npc.indexOf(_npcId)]].virginity to C.npc[_npcId].virginity>>
<</if>>
<<for _virginType, _virginList range $virginTaken>>
<<run _virginList.delete(_npcId)>>
<</for>>
<<replace "#npcvirgin">><br><<= _npcId>>'s virginities have been restored.<</replace>>
<</link>>
<span id="npcvirgin"></span>
</div>
</div>
<hr>
<div class="settingsGrid">
<div class="settingsHeader options">Primary Relationships</div>
<div class="settingsToggleItem">
<span class="gold">Robin</span>
<<numberStepper "<<symbol love>> Love" `C.npc.Robin.love` { callback: value => { C.npc.Robin.love = value } }>>
<<numberStepper "<<symbol lust>> Lust" `C.npc.Robin.lust` { callback: value => { C.npc.Robin.lust = value } }>>
<<numberStepper "<<symbol confidence>> Confidence" `C.npc.Robin.dom` { callback: value => { C.npc.Robin.dom = value } }>>
<<numberStepper "<<symbol trauma>> Trauma" `C.npc.Robin.trauma` { callback: value => { C.npc.Robin.trauma = value }, reverse: true }>>
</div>
<div class="settingsToggleItem">
<span class="gold">Whitney</span>
<<numberStepper "<<symbol love>> Love" `C.npc.Whitney.love` { callback: value => { C.npc.Whitney.love = value }, max: 30 }>>
<<numberStepper "<<symbol lust>> Lust" `C.npc.Whitney.lust` { callback: value => { C.npc.Whitney.lust = value } }>>
<<numberStepper "<<symbol dominance>> Dominance" `C.npc.Whitney.dom` { callback: value => { C.npc.Whitney.dom = value }, max: 20 }>>
</div>
<div class="settingsToggleItem">
<span class="gold">Eden</span>
<<numberStepper "<<symbol love>> Love" `C.npc.Eden.love` { callback: value => { C.npc.Eden.love = value }, max: 200 }>>
<<numberStepper "<<symbol lust>> Lust" `C.npc.Eden.lust` { callback: value => { C.npc.Eden.lust = value } }>>
<<numberStepper "<<symbol dominance>> Dominance" `C.npc.Eden.dom` { callback: value => { C.npc.Eden.dom = value }, max: 150}>>
</div>
<div class="settingsToggleItem">
<span class="gold">Kylar</span>
<<numberStepper "<<symbol love>> Love" `C.npc.Kylar.love` { callback: value => { C.npc.Kylar.love = value } }>>
<<numberStepper "<<symbol lust>> Lust" `C.npc.Kylar.lust` { callback: value => { C.npc.Kylar.lust = value } }>>
<<numberStepper "<<symbol jealousy>> Jealousy" `C.npc.Kylar.rage` { callback: value => { C.npc.Kylar.rage = value }, reverse: true }>>
</div>
<div class="settingsToggleItem">
<span class="gold">Avery</span>
<<numberStepper "<<symbol love>> Love" `C.npc.Avery.love` { callback: value => { C.npc.Avery.love = value } }>>
<<numberStepper "<<symbol rage>> Rage" `C.npc.Avery.rage` { callback: value => { C.npc.Avery.rage = value }, reverse: true }>>
</div>
<div class="settingsToggleItem">
<span class="gold">Alex</span>
<<numberStepper "<<symbol love>> Love" `C.npc.Alex.love` { callback: value => { C.npc.Alex.love = value } }>>
<<numberStepper "<<symbol lust>> Lust" `C.npc.Alex.lust` { callback: value => { C.npc.Alex.lust = value } }>>
<<numberStepper "<<symbol dominance>> Dominance" `C.npc.Alex.dom` { callback: value => { C.npc.Alex.dom = value }, min: -50 }>>
</div>
<div class="settingsToggleItem">
<span class="gold">Great Hawk</span>
<<numberStepper "<<symbol love>> Love" `C.npc["Great Hawk"].love` { callback: value => { C.npc["Great Hawk"].love = value } }>>
<<numberStepper "<<symbol dominance>> Dominance" `C.npc["Great Hawk"].dom` { callback: value => { C.npc["Great Hawk"].dom = value } }>>
</div>
<div class="settingsToggleItem">
<span class="gold">Black Wolf</span>
<<numberStepper "<<symbol love>> Love" `C.npc["Black Wolf"].love` { callback: value => { C.npc["Black Wolf"].love = value }, max: 150 }>>
</div>
<div class="settingsToggleItemWide">
<span class="gold">Sydney</span>
<<set _purity to C.npc.Sydney.purity gt 0 ? "purity" : "corruption">>
<<numberStepper "<<symbol love>> Love" `C.npc.Sydney.love` { callback: value => { C.npc.Sydney.love = value }, max: 150 }>>
<<numberStepper "<<symbol lust>> Lust" `C.npc.Sydney.lust` { callback: value => { C.npc.Sydney.lust = value } }>>
<span id="sydneypurity">
<<sydneyPurity>>
</span>
<span id="sydneydesc" class="description">
Setting Sydney's <<= _purity is "purity" ? "purity to below 0%" : "corruption to above 0%">> will switch it to <<= _purity is "purity" ? "corruption" : "purity">>.
</span>
</div>
</div>
<hr>
<div class="settingsGrid">
<div class="settingsHeader options">People of Interest</div>
<div class="settingsToggleItem">
<span class="gold">Mason</span>
<<numberStepper "<<symbol love>> Love" `C.npc.Mason.love` { callback: value => { C.npc.Mason.love = value }, max: 50 }>>
<<numberStepper "<<symbol lust>> Lust" `C.npc.Mason.lust` { callback: value => { C.npc.Mason.lust = value }, max: 100 }>>
</div>
<div class="settingsToggleItem">
<span class="gold">Zephyr</span>
<<numberStepper "<<symbol love>> Love" `C.npc.Zephyr.love` { callback: value => { C.npc.Zephyr.love = value } }>>
<<numberStepper "<<symbol lust>> Lust" `C.npc.Zephyr.lust` { callback: value => { C.npc.Zephyr.lust = value }, max: 50 }>>
</div>
<div class="settingsToggleItem">
<span class="gold">Teachers</span>
<<numberStepper "<<symbol love>> Sirris Love" `C.npc.Sirris.love` { callback: value => { C.npc.Sirris.love = value } }>>
<<numberStepper "<<symbol love>> Doren Love" `C.npc.Doren.love` { callback: value => { C.npc.Doren.love = value } }>>
<<numberStepper "<<symbol love>> Leighton Love" `C.npc.Leighton.love` { callback: value => { C.npc.Leighton.love = value } }>>
<<numberStepper "<<symbol love>> River Love" `C.npc.River.love` { callback: value => { C.npc.River.love = value }, max: 50 }>>
<<numberStepper "<<symbol love>> Winter Love" `C.npc.Winter.love` { callback: value => { C.npc.Winter.love = value }, max: 50 }>>
</div>
<div class="settingsToggleItem">
<span class="gold">Other Named NPCs</span>
<<numberStepper "<<symbol love>> Briar Love" `C.npc.Briar.love` { callback: value => { C.npc.Briar.love = value } }>>
<<numberStepper "<<symbol love>> Charlie Love" `C.npc.Charlie.love` { callback: value => { C.npc.Charlie.love = value }, max: 50 }>>
<<numberStepper "<<symbol love>> Darryl Love" `C.npc.Darryl.love` { callback: value => { C.npc.Darryl.love = value }, max: 50 }>>
<<numberStepper "<<symbol love>> Harper Love" `C.npc.Harper.love` { callback: value => { C.npc.Harper.love = value } }>>
<<numberStepper "<<symbol love>> Morgan Love" `C.npc.Morgan.love` { callback: value => { C.npc.Morgan.love = value } }>>
<<numberStepper "<<symbol love>> Niki Love" `C.npc.Niki.love` { callback: value => { C.npc.Niki.love = value } }>>
<<numberStepper "<<symbol love>> Remy Love" `C.npc.Remy.love` { callback: value => { C.npc.Remy.love = value } }>>
<<numberStepper "<<symbol love>> Sam Love" `C.npc.Sam.love` { callback: value => { C.npc.Sam.love = value }, max: 50 }>>
<<numberStepper "<<symbol love>> Wren Love" `C.npc.Wren.love` { callback: value => { C.npc.Wren.love = value }, max: 50 }>>
</div>
</div>
<hr>
<div class="settingsGrid">
<div class="settingsHeader options">Reputation</div>
<<if $farm_stage gte 2>>
<div class="settingsToggleItem">
<<farmicon>><span class="gold">Farm Status</span>
<<numberStepper "Steeds' Respect" `V.farm.beasts.horses` { callback: value => { V.farm.beasts.horses = value }, min: -30, max: 30 }>>
<<numberStepper "Pigs' Respect" `V.farm.beasts.pigs` { callback: value => { V.farm.beasts.pigs = value }, min: -30, max: 30}>>
<<numberStepper "Cattle' Respect" `V.farm.beasts.cattle` { callback: value => { V.farm.beasts.cattle = value }, min: -30, max: 30 }>>
<<numberStepper "Dogs' Respect" `V.farm.beasts.dogs` { callback: value => { V.farm.beasts.dogs = value }, min: -30, max: 30 }>>
</div>
<div class="settingsToggleItem">
<<farmicon>><span class="gold">Farm Progress</span>
<br>
<<if $farm_stage gte 12>>
You've cleared <span class="green">all</span> of the fields.
<<else>>
<span id="farmYard"><<cheatsRep "farm">></span>
<</if>>
<<if $farm_stage gte 5>>
<hr>
<<numberStepper "Remy's Encroachment" `V.farm.aggro` { reverse: true, callback: value => { V.farm.aggro = value; Wikifier.wikifyEval("<<replace #farmAggro>><<cheatsRep aggro>><</replace>>") } }>>
<span id="farmAggro"><<cheatsRep "aggro">></span>
<</if>>
</div>
<</if>>
<div class="settingsToggleItem">
<<wolfcaveicon "pup">><span class="gold">Wolf Pack</span>
<br>
<<if $syndromewolves is 1>>
Rank: <span id="wolfpackleader"><<cheatsRep "wolfpackleader">></span>
<</if>>
<<numberStepper "Trust" $wolfpacktrust "wolfpacktrust" {max: 30}>>
<<numberStepper "Fear" $wolfpackfear "wolfpackfear" {max: 30}>>
<<if $syndromewolves is 1>>
<<numberStepper "Harmony" $wolfpackharmony "wolfpackharmony" {max: 20}>>
<<numberStepper "Ferocity" $wolfpackferocity "wolfpackferocity" {max: 20}>>
<</if>>
</div>
<div class="settingsToggleItem">
<<schoolicon "building">><span class="gold">School</span>
<<numberStepper "Status" $cool "cool" {max: V.coolmax}>>
<<numberStepper "Delinquency" $delinquency "delinquency" {max: 1000, reverse: true}>>
<hr>
<<if $player.penisExist and $player.vaginaExist>>
<<numberStepper "Hermaphrodite Fame" $schoolrep.herm { callback: value => {V.schoolrep.herm = value; Wikifier.wikifyEval("<<replace '#repherm'>><<cheatsRep herm>><</replace>>")}, max: 5, step: 1, percentage: false, reverse: true, activeButtons: ["single", "minMax"] }>>
<span id="repherm"><<cheatsRep "herm">></span>
<<else>>
<<numberStepper "Crossdresser Fame" $schoolrep.crossdress { callback: value => {V.schoolrep.crossdress = value; Wikifier.wikifyEval("<<replace '#repcrossdress'>><<cheatsRep crossdress>><</replace>>")}, max: 5, step: 1, percentage: false, reverse: true, activeButtons: ["single", "minMax"] }>>
<span id="repcrossdress"><<cheatsRep "crossdress">></span>
<</if>>
</div>
<<if ["asylum", "prison"].includes($location)>>
<div class="settingsToggleItem">
<<if $location is "asylum">>
<<asylumicon "cell">><span class="gold">Asylum</span>
<<numberStepper "Status" $asylumstatus "asylumstatus">>
<<numberStepper "Suspicion" $asylumsuspicion "asylumsuspicion">>
<<elseif $location is "prison">>
<<policeicon>><span class="gold">Prison</span>
<<numberStepper "Guards" $prison.guards { callback: value => { V.prison.guards = value } }>>
<<numberStepper "Inmates" $prison.inmates { callback: value => { V.prison.inmates = value } }>>
<</if>>
</div>
<</if>>
<<if $dockwork is 2>>
<div class="settingsToggleItem">
<<docksicon>><span class="gold">Docks</span>
<<numberStepper "Status" $dockstatus "dockstatus">>
</div>
<</if>>
<<if $pirate_rank gte 0>>
<div class="settingsToggleItem">
<<mericon>><span class="gold">Pirates</span>
<br>
Rank: <span id="pirate_rank"><<cheatsRep "pirate_rank">></span>
<<numberStepper "Status" $pirate_status "pirate_status">>
</div>
<</if>>
<<if $pound>>
<div class="settingsToggleItem">
<<poundicon>><span class="gold">Pound</span>
<<numberStepper "Status" $pound.status { callback: value => { V.pound.status = value } }>>
<<numberStepper "Stray Contentment" $stray_happiness "stray_happiness">>
</div>
<</if>>
<div class="settingsToggleItem">
<<homeicon>><span class="gold">Orphanage</span>
<<numberStepper "Hope" $orphan_hope "orphan_hope" {max: 50}>>
<<numberStepper "Rebelliousness" $orphan_reb "orphan_reb" {max: 50}>>
</div>
</div>
<</widget>>
<<widget "sydneyPurity">>
<<if C.npc.Sydney.purity gt 0>>
<<numberStepper "<<symbol purity>> Purity" `C.npc.Sydney.purity` {
callback: value => {
C.npc.Sydney.purity = value;
if (value < 0) {
C.npc.Sydney.corruption = Math.abs(value);
value = 0;
Wikifier.wikifyEval("<<replace '#sydneypurity'>><<sydneyPurity>><</replace>>");
}
},
min: -100, max: 100, step: 1, percentage: false,
valueFormat: value => `<b>${value}%</b>`
}>>
<<else>>
<<numberStepper "<<symbol corruption>> Corruption" `C.npc.Sydney.corruption` {
callback: value => {
C.npc.Sydney.corruption = value;
if (value < 0) {
C.npc.Sydney.purity = Math.abs(value);
value = 0;
Wikifier.wikifyEval("<<replace '#sydneypurity'>><<sydneyPurity>><</replace>>");
}
},
min: -100, max: 50, step: 1, percentage: false, reverse: true, reverseButtons: true,
valueFormat: value => `<b>${value*2}%</b>`
}>>
<</if>>
<</widget>>
<<widget "cheatsRep">>
<<switch _args[0]>>
<<case "aggro">>
<<if $farm.aggro gte 100>>
<span class="red">Remy's goons operate in the open, sabotaging the farm and its business.</span>
<<elseif $farm.aggro gte 60>>
<span class="pink">The farm is being sabotaged, day and night.</span>
<<elseif $farm.aggro gte 40>>
<span class="purple">The farm is being sabotaged at night.</span>
<<elseif $farm.aggro gte 20>>
<span class="blue">Something is spooking the beasts of the farm.</span>
<<elseif $farm.aggro gte 10>>
<span class="lblue">Signs of intrusion have been found around the farm.</span>
<<elseif $farm.aggro gte 1>>
<span class="teal">Strange people have been seen watching the farm.</span>
<<else>>
<span class="green">The farm is peaceful.</span>
<</if>>
<<case "farm">>
<<if $farm_stage lt 12>>
<<set _clearing to (100 - $farm.clearing)>>
<<set _percent=Math.floor((_clearing/100)*100)>>
One of the fields is being cleared,
<<if $farm.clearing lte 0>>
<span class="green">and is ready for planting!</span>
<div class="meter">
<<print '<div class="greenbar" style="width:' + _percent + '%"></div>'>>
</div>
<<elseif $farm.clearing lte 20>>
<span class="teal">and is almost ready for planting.</span>
<div class="meter">
<<print '<div class="tealbar" style="width:' + _percent + '%"></div>'>>
</div>
<<elseif $farm.clearing lte 40>>
<span class="lblue">and is starting to look civilised.</span>
<div class="meter">
<<print '<div class="lbluebar" style="width:' + _percent + '%"></div>'>>
</div>
<<elseif $farm.clearing lte 60>>
<span class="blue">and soil has been exposed in places.</span>
<div class="meter">
<<print '<div class="bluebar" style="width:' + _percent + '%"></div>'>>
</div>
<<elseif $farm.clearing lte 80>>
<span class="purple">but the tangle remains defiant.</span>
<div class="meter">
<<print '<div class="purplebar" style="width:' + _percent + '%"></div>'>>
</div>
<<elseif $farm.clearing lte 99>>
<span class="pink">but little progress has been made.</span>
<div class="meter">
<<print '<div class="pinkbar" style="width:' + _percent + '%"></div>'>>
</div>
<<else>>
<span class="red">but remains a jungle of weeds.</span>
<div class="meter">
<<print '<div class="redbar" style="width:' + _percent + '%"></div>'>>
</div>
<</if>>
<br>
<<elseif $farm.waterField is 1 and !$farm.build_finished.includes("water field 2")>>
<<set _clearing to (1200 - $farm.clearing)>>
<<set _percent=Math.floor((_clearing/1200)*100)>>
The water field is being excavated and shaped,
<<if $farm.clearing lte 0>>
<span class="green">and is ready for the next phase!</span>
<div class="meter">
<<print '<div class="greenbar" style="width:' + _percent + '%"></div>'>>
</div>
<<elseif $farm.clearing lte 240>>
<span class="teal">and is almost fully excavated.</span>
<div class="meter">
<<print '<div class="tealbar" style="width:' + _percent + '%"></div>'>>
</div>
<<elseif $farm.clearing lte 480>>
<span class="lblue">and significant progress has been made.</span>
<div class="meter">
<<print '<div class="lbluebar" style="width:' + _percent + '%"></div>'>>
</div>
<<elseif $farm.clearing lte 720>>
<span class="blue">and the digging is well underway.</span>
<div class="meter">
<<print '<div class="bluebar" style="width:' + _percent + '%"></div>'>>
</div>
<<elseif $farm.clearing lte 960>>
<span class="purple">but there's still much earth to move.</span>
<div class="meter">
<<print '<div class="purplebar" style="width:' + _percent + '%"></div>'>>
</div>
<<elseif $farm.clearing lte 1199>>
<span class="pink">but progress is slow.</span>
<div class="meter">
<<print '<div class="pinkbar" style="width:' + _percent + '%"></div>'>>
</div>
<<else>>
<span class="red">but the site remains untouched.</span>
<div class="meter">
<<print '<div class="redbar" style="width:' + _percent + '%"></div>'>>
</div>
<</if>>
<br>
<</if>>
<<if $farm.clearing gt 0>>
| <<farmicon "clear yard">><<link "Clear field">><<set $farm.clearing to 0>><<replace "#farmYard">><<cheatsRep "farm">><</replace>><</link>>
<<else>>
<span class="green">Talk to Alex to advance farm progress.</span>
<</if>>
<<case "crossdress">>
<<switch $schoolrep.crossdress>>
<<case 5>><span class="red">Your crossdressing has become common knowledge at school. Everyone knows, including the teachers.</span>
<<case 4>><span class="pink">Rumours of your crossdressing are spreading throughout the school.</span>
<<case 3>><span class="purple">Rumours of your crossdressing are spreading, and have become a popular topic of conversation at school.</span>
<<case 2>><span class="blue">Whispers of your crossdressing are spreading through the school.</span>
<<case 1>><span class="lblue">A few cliques at school have begun whispering of your crossdressing.</span>
<<default>><span class="green">No one is spreading rumours about you at school.</span>
<</switch>>
<<case "herm">>
<<switch $schoolrep.herm>>
<<case 5>><span class="red">Everyone at school has heard of your unique genitalia, including the teachers.</span>
<<case 4>><span class="pink">Rumours of your unique genitalia have spread throughout the school.</span>
<<case 3>><span class="purple">It sounds far-fetched to many, but the school is rife with gossip about a student with both boy and girl parts.</span>
<<case 2>><span class="blue">Rumours of a student with both boy and girl parts are spreading through the school.</span>
<<case 1>><span class="lblue">A few cliques at school have begun whispering about a student with both boy and girl parts.</span>
<<default>><span class="green">No one is spreading rumours about you at school.</span>
<</switch>>
<<case "wolfpackleader" "pirate_rank">>
<<set _ranks to _args[0] is "pirate_rank" ? {0: "Scum", 1: "Mate"} : {0: "Packmate", 1: "Pack leader"}>>
<<capture _i, _ranks>>
<<for _i to 0; _i lt Object.keys(_ranks).length; _i++>>
<span @class="V[_args[0]] is _i ? 'goldLink' : 'unselected'">
<<link _ranks[_i]>>
<<set V[_args[0]] to _i>>
<<replace `"#" + _args[0]`>><<cheatsRep _args[0]>><</replace>>
<</link>>
</span>
<<= _i < Object.keys(_ranks).length - 1 ? "|" : "">>
<</for>>
<</capture>>
<<default>>
<</switch>>
<</widget>>
<<widget "cheats-teleport">>
<div class="settingsGrid">
<div class="settingsHeader options">Teleportation</div>
<<if ["Clothing Shop", "Forest Shop", "School Library Shop", "Adult Shop Store"].includes($passage)>>
<div class="settingsToggleItemWide">
<span class="red">Teleporting from a clothing store can break your wardrobe.</span> Please leave the shop before teleporting.
</div>
<<elseif ["Livestock Field"].includes($passage)>>
<div class="settingsToggleItemWide">
<span class="red">Teleporting from bad end can lead to various problems.</span> Please escape before teleporting.
</div>
<<elseif setup.majorAreas.includes($passage) and $event is undefined>>
<div class="settingsToggleItemWide">
<b>Teleporting from anywhere but the overworld can cause bugs.</b>
</div>
<div class="settingsToggleItem">
<span class="gold">Town Locations</span>
<br>
<<homeicon>><<link [[Orphanage]]>><<cheats-teleport-function>><</link>>
<br>
<<shopicon>><<link [[Shopping Centre]]>><<cheats-teleport-function>><</link>>
<br>
<<if $dorenintro gte 1 and $exposed lte 0>>
<<dooricon "doren">><<link [[Doren's Flat|Doren Entrance]]>><<cheats-teleport-function>><</link>>
<br>
<</if>>
<<dancestudioicon>><<link [[Dance Studio]]>><<cheats-teleport-function>><</link>>
<br>
<<policeicon>><<link [[Police Station]]>><<cheats-teleport-function>><</link>>
<br>
<<policeicon>><<link [[Police Back Office]]>><<cheats-teleport-function>><</link>>
<br>
<<spaicon>><<link [[Spa]]>><<cheats-teleport-function>><</link>>
<br>
<<wolficon>><<link [[Temple]]>><<cheats-teleport-function>><</link>>
<br>
<<kitchenicon "soup">><<link [[Soup Kitchen]]>><<cheats-teleport-function>><</link>>
<br>
<<stripclubicon>><<link [[Strip Club]]>><<cheats-teleport-function>><</link>>
<br>
<<hospitalicon>><<link [[Hospital|Hospital front]]>><<cheats-teleport-function>><</link>>
<br>
<<if $trash_unlocked is 1>>
<<landfillicon>><<link [[Landfill|Trash Gate Enter]]>><<cheats-teleport-function>><</link>>
<br>
<</if>>
<<if $compoundcard or $farm_stage gte 9>>
<<landfillicon>><<link [[Elk Compound]]>><<cheats-teleport-function>><</link>>
<br>
<</if>>
<<museumicon>><<link [[Museum]]>><<cheats-teleport-function>><</link>>
<br>
<<oxfordicon>><<link [[School Front Courtyard]]>><<cheats-teleport-function>><</link>>
<br>
<<brothelicon>><<link [[Brothel]]>><<cheats-teleport-function>><</link>>
<br>
<<pubicon>><<link [[Pub]]>><<cheats-teleport-function>><</link>>
<br>
<<busstationicon>><<link [[Bus Station]]>><<cheats-teleport-function>><</link>>
<br>
<<docksicon>><<link [[Docks]]>><<cheats-teleport-function>><</link>>
<br>
<<beachicon>><<link [[Beach]]>><<cheats-teleport-function>><</link>>
<br>
<<cafeicon>><<link [[Ocean Breeze]]>><<cheats-teleport-function>><</link>>
<hr>
<span class="gold">Town Outskirts</span>
<br>
<u>Forest</u><br>
<<foresticon>><<link [[Forest Outskirts|Forest]]>><<set $forest = 0>><<cheats-teleport-function>><</link>><br>
<<foresticon>><<link [[Forest Sparse|Forest]]>><<set $forest = 20>><<cheats-teleport-function>><</link>><br>
<<foresticon>><<link [[Forest Lake|Forest]]>><<set $forest = 50>><<cheats-teleport-function>><</link>><br>
<<foresticon>><<link [[Forest Deep|Forest]]>><<set $forest = 99>><<cheats-teleport-function>><</link>><br>
<br>
<u>Forest Lake Locations</u><br>
<<lakeicon>><<link [[Forest Lake Shore|Lake Shore]]>><<cheats-teleport-function>><</link>><br>
<<lakeicon>><<link [[Forest Lake Firepit|Lake Firepit]]>><<cheats-teleport-function>><</link>><br>
<<lakeicon>><<link [[Forest Lake Waterfall|Lake Waterfall]]>><<cheats-teleport-function>><</link>><br>
<<lakeicon>><<link [[Forest Lake Fishing Rock|Lake Fishing Rock]]>><<cheats-teleport-function>><</link>><br>
<<lakeicon>><<link [[Forest Lake Campsite|Lake Campsite]]>><<cheats-teleport-function>><</link>><br>
<br>
<u>Plains</u><br>
<<farmicon "barn">><<link [[Farmland|Farmland]]>><<cheats-teleport-function>><</link>><br>
<<farmicon "meadow">><<link [[Meadow|Meadow]]>><<cheats-teleport-function>><</link>><br>
<<farmicon "horse">><<link [[Riding School|Riding School]]>><<cheats-teleport-function>><</link>><br>
<<mooricon "remy">><<link [[Remy's Estate (Gate)|Estate]]>><<estate_init gate>><<cheats-teleport-function>><</link>><br>
<<getinicon>><<link [[Remy's Estate (Secret)|Estate]]>><<estate_init secret>><<cheats-teleport-function>><</link>><br>
<br>
<u>Moor</u><br>
<<mooricon>><<link [[Moor Plains|Moor]]>><<set $moor = 1>><<cheats-teleport-function>><</link>><br>
<<mooricon>><<link [[Moor Rocky|Moor]]>><<set $moor = 21>><<cheats-teleport-function>><</link>><br>
<<mooricon>><<link [[Moor Bubbles|Moor]]>><<set $moor = 51>><<cheats-teleport-function>><</link>><br>
<<mooricon>><<link [[Moor Castle|Moor]]>><<set $moor = 100>><<cheats-teleport-function>><</link>><br>
</div>
<div class="settingsToggleItem">
<span class="gold">Town Streets</span>
<br>
<<domusicon>><<link [[Domus Street]]>><<cheats-teleport-function>><</link>>
<br>
<<danubeicon>><<link [[Danube Street]]>><<cheats-teleport-function>><</link>>
<br>
<<barbicon>><<link [[Barb Street]]>><<cheats-teleport-function>><</link>>
<br>
<<wolficon>><<link [[Wolf Street]]>><<cheats-teleport-function>><</link>>
<br>
<<connudatusicon>><<link [[Connudatus Street]]>><<cheats-teleport-function>><</link>>
<br>
<<nightingaleicon>><<link [[Nightingale Street]]>><<cheats-teleport-function>><</link>>
<br>
<<highicon>><<link [[High Street]]>><<cheats-teleport-function>><</link>>
<br>
<<elkicon>><<link [[Elk Street]]>><<cheats-teleport-function>><</link>>
<br>
<<oxfordicon>><<link [[Oxford Street]]>><<cheats-teleport-function>><</link>>
<br>
<<harvesticon>><<link [[Harvest Street]]>><<cheats-teleport-function>><</link>>
<br>
<<mericon>><<link [[Mer Street]]>><<cheats-teleport-function>><</link>>
<br>
<<starfishicon>><<link [[Starfish Street]]>><<cheats-teleport-function>><</link>>
<br>
<<clifficon>><<link [[Cliff Street]]>><<cheats-teleport-function>><</link>>
<br>
<<alleyicon>><<link [[Commercial alleyways]]>><<cheats-teleport-function>><</link>>
<br>
<<alleyicon>><<link [[Industrial alleyways]]>><<cheats-teleport-function>><</link>>
<br>
<<alleyicon>><<link [[Residential alleyways]]>><<cheats-teleport-function>><</link>>
<hr>
<span class="gold">Underground</span>
<br>
<<sewericon>><<link [[Industrial Drain]]>><<cheats-teleport-function>><</link>>
<br>
<<sewericon>><<link [[Commercial Drain]]>><<cheats-teleport-function>><</link>>
<br>
<<sewericon>><<link [[Residential Drain]]>><<cheats-teleport-function>><</link>>
<br>
<<sewericon>><<link [[Drain ocean exit|Drain Exit]]>><<cheats-teleport-function>><</link>>
<br>
<<sewericon>><<link [[Sewers Residential]]>><<cheats-teleport-function>><</link>>
<br>
<<sewericon>><<link [[Sewers Commercial]]>><<cheats-teleport-function>><</link>>
<br>
<<sewericon>><<link [[Sewers Industrial]]>><<cheats-teleport-function>><</link>>
<hr>
<span class="gold">Sea</span>
<br>
<<swimicon>><<link [[Sea Nearby Beach|Sea]]>><<set $sea = 0>><<cheats-teleport-function>><</link>><br>
<<swimicon>><<link [[Sea Nearby Town|Sea]]>><<set $sea = 20>><<cheats-teleport-function>><</link>><br>
<<swimicon>><<link [[Sea Distant Town|Sea]]>><<set $sea = 50>><<cheats-teleport-function>><</link>><br>
<<swimicon>><<link [[Sea Horizon Town|Sea]]>><<set $sea = 99>><<cheats-teleport-function>><</link>><br>
<<swimicon>><<link [[Sea Endless Deep|Sea]]>><<set $sea = 100>><<cheats-teleport-function>><</link>><br>
<hr>
<span class="gold">Unsafe Teleports</span>
<br>
Caution: Teleporting to these locations may or may not break your save. Use after saving and at your own risk.
<br><br>
<u>Forest Locations</u><br>
<<edenicon>><<link [[Eden Cabin|Eden Cabin]]>><<cheats-teleport-function>><</link>><br>
<<foresticon "churchyard">><<link [[Churchyard|Churchyard]]>><<cheats-teleport-function>><</link>><br>
<<getinicon>><<link [[Wolf Cave|Wolf Cave]]>><<cheats-teleport-function>><</link>><br>
<br>
<u>Others</u><br>
<<compoundicon>><<link [[Elk Compound|Elk Compound]]>><<cheats-teleport-function>><</link>><br>
<<asylumicon "cell">><<link [[Asylum|Asylum Cell]]>><<cheats-teleport-function>><</link>><br>
<<link [[Underground Brothel|Underground Cell]]>><<cheats-teleport-function>><</link>><br>
<<link [[Underground Farm|Livestock Cell]]>><<cheats-teleport-function>><</link>><br>
<<link [[Tentacle Plains|Tentacle Plains]]>><<cheats-teleport-function>><</link>><br>
<<link [[Night Monster Lair|Monster Tower]]>><<cheats-teleport-function>><</link>><br>
<<link [[Great Hawk Tower|Bird Tower]]>><<cheats-teleport-function>><</link>><br>
<<prisonicon "cell">><<link [[Prison Cell|Prison Cell]]>><<prison_init>><<cheats-teleport-function>><</link>><br>
</div>
<<else>>
<div class="settingsToggleItemWide">
<span class="red">You are in an area where teleporting can break your save, or an event is in progress.</span> Return to the overworld before teleporting.
</div>
<</if>>
</div>
<</widget>>
<<widget "cheats-teleport-function">>
<<set _lastBadEnd to $badEndStats.last()>>
<<if _lastBadEnd?.trackedStart and _lastBadEnd.trackedEnd is undefined>>
<<badEndTrackingEnd _lastBadEnd.source { reason: "teleportCheater" }>>
<</if>>
<<switch $passage>>
<<case "Island">>
<<island_end>>
<<case "Underground Cell">>
<<dungeonescape>>
<<case "Asylum" "Asylum Cell">>
<<asylumescape>>
<<case "Prison Cell">>
<<prison_bondage_removal>>
<</switch>>
<</widget>>
<<widget "cheats-other">>
<div class="settingsGrid">
<div class="settingsHeader options">Time and Weather</div>
<div class="settingsToggleItem">
<span class="gold">Advance time:</span>
<br>
<<link [[15 minutes|$passage]]>><<pass 15>><</link>>
<br>
<<link [[30 minutes|$passage]]>><<pass 30>><</link>>
<br>
<<for _i, _hr range [1, 2, 3, 6, 8, 12, 16, 24]>>
<<capture _hr>>
<<set _hours to _i is 0 ? "hour" : "hours">>
<<link [[_hr _hours|$passage]]>><<pass _hr hour>><</link>>
/* <<= _i lt 7 ? "<br>" : "">> */
<br>
<</capture>>
<</for>>
<<for _i, _dy range [2, 3, 4, 5, 6, 7, 14, 28]>>
<<capture _dy>>
<<link [[_dy + " days"|$passage]]>><<pass _dy days>><</link>>
<<= _i lt 7 ? "<br>" : "">>
<</capture>>
<</for>>
</div>
<div class="settingsToggleItem">
<span class="gold">Current Weather:</span>
<br>
<span id="cheatsWeather"><<cheatsWeather>></span>
<br>
<span class="description">Changing this setting will change the weather for at least 6 hours, before returning to the original weather simulation.</span>
</div>
<div class="settingsToggleItemWide">
<span class="gold">Temperature</span>
<br>
<span class="description">Will increase or decrease the base temperature until the next day - then go back to the proper temperature over time.<br>
The base temperature will still be modified by other factors such as time of day - and will not be constant throughout the day.</span>
<<numberStepper "Outside Temperature" `Weather.toSelected(Weather.temperature)` {
callback: value => {
Weather.Temperature.set(V.options.fahrenheit ? Weather.Temperature.toCelsius(value) : value);
Weather.Temperature.set(V.options.fahrenheit ? Weather.Temperature.toCelsius(value) : value, new DateTime(Time.date).addDays(1));
},
min: -60, max: 60, step: 0.1, colorArr: ["--blue", "--teal", "--yellow", "--orange", "--red"], percentage: false,
valueFormat: value => round(value, 1) + (V.options.fahrenheit ? "°F" : "°C"),
activeButtons: ["single", "double", "triple"]
}>>
<span class="description">Changes will be visible after at least 1 minute of game time passes.</span>
</div>
</div>
<<if $maxDefaultActionSets isnot undefined>>
<hr>
<div class="settingsGrid">
<div class="settingsHeader options">Default Action Sets</div>
<div class="settingsToggleItemWide">
Too many action sets may reduce combat performance. Without cheats, the max number of default action sets is 7.
<<numberStepper "Sets" $maxDefaultActionSets "maxDefaultActionSets" {min: 1, max: 10, step: 1, colorArr: ["--teal", "--teal"], percentage: false, activeButtons: ["single", "minMax"]}>>
</div>
<</if>>
<br><br>
<<link "Unlock All Seeds">><<run unlockAllSeeds()>><</link>>
<br><br>
<<link "<<<">><<set $swimnudecounter -= 100>><<set $swimnudecounter = Math.clamp($swimnudecounter, 0, 100)>><<replace "#statswimnudecounter">><<print Math.trunc($swimnudecounter)>><</replace>><</link>> |
<<link "<<">><<set $swimnudecounter -= 10>><<set $swimnudecounter = Math.clamp($swimnudecounter, 0, 100)>><<replace "#statswimnudecounter">><<print Math.trunc($swimnudecounter)>><</replace>><</link>> |
<<link "<">><<set $swimnudecounter -= 1>><<set $swimnudecounter = Math.clamp($swimnudecounter, 0, 100)>><<replace "#statswimnudecounter">><<print Math.trunc($swimnudecounter)>><</replace>><</link>> |
School Pool Swim Nude Counter: <span id="statswimnudecounter"><<print Math.trunc($swimnudecounter)>></span>
| <<link ">">><<set $swimnudecounter += 1>><<set $swimnudecounter = Math.clamp($swimnudecounter, 0, 100)>><<replace "#statswimnudecounter">><<print Math.trunc($swimnudecounter)>><</replace>><</link>>
| <<link ">>">><<set $swimnudecounter += 10>><<set $swimnudecounter = Math.clamp($swimnudecounter, 0, 100)>><<replace "#statswimnudecounter">><<print Math.trunc($swimnudecounter)>><</replace>><</link>>
| <<link ">>>">><<set $swimnudecounter += 100>><<set $swimnudecounter = Math.clamp($swimnudecounter, 0, 100)>><<replace "#statswimnudecounter">><<print Math.trunc($swimnudecounter)>><</replace>><</link>>
<br><br>
Note: Greater than 10 will trigger the Pool Leighton Nude Punishment event.
<hr>
<div class="settingsGrid">
<div class="settingsHeader options">Pregnancy</div>
<<if $parasitepregdisable is "t">>
<div class="settingsToggleItemWide">
<span class="gold">Parasitic Pregnancy</span>
<br>
You need to enable parasitic pregnancy in the settings to access these cheats.
</div>
<<else>>
<div @class="$player.vaginaExist ? 'settingsToggleItem' : 'settingsToggleItemWide'">
<<if $sexStats.anus.pregnancy.type is "parasite" or $sexStats.anus.pregnancy.type is null>>
<div id="cheatsParasiteOptions-anus"><<cheatsParasiteOptions "anus">></div>
<<else>>
<span class="gold">Anal Parasitic Pregnancy</span>
<br>
You're currently pregnant with <<= $sexStats.anus.pregnancy.type>> children and can't get pregnant with anal parasites.
<</if>>
</div>
<<if $player.vaginaExist>>
<div class="settingsToggleItem">
<<if ($sexStats.vagina.pregnancy.type is "parasite" or $sexStats.vagina.pregnancy.type is null)>>
<div id="cheatsParasiteOptions-vagina"><<cheatsParasiteOptions "vagina">></div>
<<elseif !($sexStats.vagina.pregnancy.type is "parasite" or $sexStats.vagina.pregnancy.type is null)>>
<span class="gold">Vaginal Parasitic Pregnancy</span>
<br>
You're currently pregnant with <<= $sexStats.vagina.pregnancy.type>> children and can't get pregnant with vaginal parasites.
<</if>>
</div>
<</if>>
<</if>>
<<if ($playerPregnancyBeastDisable is "f" or $playerPregnancyHumanDisable is "f")>>
<div class="settingsToggleItem" id="cheatsPregnancyOptions">
<<cheatsPregnancyOptions>>
</div>
<div class="settingsToggleItem" id="cheatsImpregOptions">
<<cheatsImpregOptions>>
</div>
<<else>>
<div class="settingsToggleItem">
<span class="gold">Non-Parasitic Pregnancy</span>
<br>
You need to enable pregnancy in the settings to access these cheats.
</div>
<div class="settingsToggleItem">
<span class="gold">Impregnation</span>
<br>
You need to enable pregnancy in the settings to access these cheats.
</div>
<</if>>
</div>
<</widget>>
<<widget "cheatsParasiteOptions">>
<<capture _args, _anal, _type>>
<<set $_pregnancy to $sexStats[_args[0]].pregnancy>>
<<set _anal to _args[0] is "anus" ? "anal" : "vaginal">>
<<set _slots to maxParasites(_args[0])>>
<<set $_aPregnancy to $sexStats[_args[0]].pregnancy>>
<<set _parasiteTypes to ["eels", "slimes", "fish", "snake", "worms", "tentacle", "lurker", "wasp", "bee", "squid", "vine", "slug", "maggots", "spiders"]>>
<<set $_linkName to "Clear current " + _anal + " pregnancies">>
<span class="gold"><<= _anal.toUpperFirst()>> Parasitic Pregnancy</span>
<br>
You can have up to <<number _slots>> _anal <<= _slots is 1 ? "parasite" : "parasites">>.
<<if $_pregnancy.fetus.length lt maxParasites(_args[0])>>
<br><br>
<<if $_aPregnancy.type is "parasite" or $_aPregnancy.type is null>>
Get Pregnant with a:
<br>
<<for _i, _type range _parasiteTypes>>
<<set _parasiteName to _type.endsWith('s') ? _type.slice(0, -1).toUpperFirst() : _type.toUpperFirst()>>
<<link _parasiteName>>
<<impregnateParasite _type true _args[0]>><<cheatsParasite _args[0] _hermaphrodite>>
<<set _hermaphrodite to false>>
<</link>>
<<= _i lt _parasiteTypes.length - 1 ? "|" : "">>
<</for>>
<br>
<<if $_pregnancy.motherStatus lt 2>>
<label><<checkbox "_hermaphrodite" false true autocheck>> Hermaphrodite</label>
<<else>>
You can only have one hermaphrodite parasite in your _args[0] at a time.
<</if>>
<<else>>
You are currently unable to host parasites due to your current _anal pregnancy.
<</if>>
<br>
<<else>>
You cannot get <<= _anal + "ly">> pregnant with any more parasites.
<</if>>
<hr>
<<for _i to 0; _i lt maxParasites(_args[0]); _i++>>
<<if $_aPregnancy.fetus[_i] isnot undefined>>
<<if $_aPregnancy.fetus[_i].fertilised>>
<<= _anal.toUpperFirst()>> slot <<=_i+1>> is pregnant with a $_aPregnancy.fetus[_i].stats.gender $_aPregnancy.fetus[_i].creature.
<br>
<<else>>
<<= _anal.toUpperFirst()>> slot <<=_i+1>> has a $_aPregnancy.fetus[_i].stats.gender $_aPregnancy.fetus[_i].creature egg ready to be fertilised.
<br>
<</if>>
<<else>>
<<= _anal.toUpperFirst()>> slot <<=_i+1>> is empty.
<br>
<</if>>
<</for>>
<<link $_linkName>>
<<if $sexStats[_args[0]].pregnancy.type is "parasite">>
<<set $sexStats[_args[0]].pregnancy.fetus to []>>
<<set $sexStats[_args[0]].pregnancy.type to null>>
<<if $sexStats[_args[0]].pregnancy.motherStatus is 2>>
<<set $sexStats[_args[0]].pregnancy.motherStatus to 1>>
<</if>>
<</if>>
<<replace `"#cheatsParasiteOptions-" + _args[0]`>><<cheatsParasiteOptions _args[0]>><</replace>>
<</link>>
<</capture>>
<</widget>>
<<widget "cheatsParasite">>
<<set $_pregnancy to $sexStats[_args[0]].pregnancy>>
<<if $pregnancyStats.parasiteDoctorEvents lt 2>>
<<set $pregnancyStats.parasiteDoctorEvents to 2>>
<</if>>
<<if _args[1]>>
<<set $_pregnancy.motherStatus to 2>>
<<set $_pregnancy.fetus.last().stats.gender to "Hermaphrodite">>
<<set $_pregnancy.fetus.last().stats.lastEgg to Math.floor($_pregnancy.fetus.last().stats.growth / 3)>>
<<else>>
<<if $_pregnancy.motherStatus is 0>>
<<set $_pregnancy.motherStatus to 1>>
<</if>>
<</if>>
<<fertiliseParasites _args[0]>>
<<replace `"#cheatsParasiteOptions-" + _args[0]`>><<cheatsParasiteOptions _args[0]>><</replace>>
<</widget>>
<<widget "cheatsPregnancyOptions">>
<span class="gold">Non-Parasitic Pregnancy</span>
<br>
<<set _womb to ($player.vaginaExist ? "vagina" : "anus")>>
<<set _eligible to ["Avery", "Eden", "Harper", "Kylar", "Morgan", "Robin", "Whitney", "Black Wolf", "Alex", "Wren", "Sydney", "Great Hawk"]>>
<<set _impregnatableNPC to []>>
<<set _impregnatorNPC to []>>
<<set _pregnantNPC to {}>>
<<for _pregEnabled range $NPCName.filter(npc => npc.pregnancy and npc.pregnancy.enabled isnot undefined)>>
<<if playerPregnancyPossibleWith(_pregEnabled)>>
<<set _impregnatorNPC.push($NPCName.indexOf(_pregEnabled))>>
<</if>>
<<if NPCPregnancyPossibleWithPlayer(_pregEnabled.nam)>>
<<set _impregnatableNPC.push($NPCName.indexOf(_pregEnabled))>>
<</if>>
<</for>>
<<if $player.vaginaExist or canBeMPregnant()>>
<<set _menstruation to $sexStats.vagina.menstruation>>
<<set $_pregnancy to getPregnancyObject()>>
<<if !playerIsPregnant() and $cycledisable == "f">>
You aren't pregnant.
<<if $pregnancytype is "realistic">>
You have <span id="cheatSpermSources"><span class="gold"><span class="gold">$sexStats[_womb].sperm.length</span></span> <<= $sexStats[_womb].sperm.length is 1 ? "sperm source" : "sperm sources">></span> contributing to your chances of getting pregnant.
<</if>>
<br><br>
Menstruation:
<br>
<<link "<<">><<set _menstruation.currentDay to Math.clamp(_menstruation.currentDay - 5, 0, _menstruation.currentDaysMax)>><<replace "#cheatMenstruationDay">><<= Math.trunc(_menstruation.currentDay)>><</replace>><</link>> |
<<link "<">><<set _menstruation.currentDay to Math.clamp(_menstruation.currentDay - 1, 0, _menstruation.currentDaysMax)>><<replace "#cheatMenstruationDay">><<= Math.trunc(_menstruation.currentDay)>><</replace>><</link>> |
Day <span id="cheatMenstruationDay"><<= Math.trunc(_menstruation.currentDay)>></span> of _menstruation.currentDaysMax
| <<link "Ovulate">><<set _menstruation.currentDay to _menstruation.stages[2]>><<replace "#cheatMenstruationDay">><<= Math.trunc(_menstruation.currentDay)>><</replace>><</link>>
| <<link ">">><<set _menstruation.currentDay to Math.clamp(_menstruation.currentDay + 1, 0, _menstruation.currentDaysMax)>><<replace "#cheatMenstruationDay">><<= Math.trunc(_menstruation.currentDay)>><</replace>><</link>>
| <<link ">>">><<set _menstruation.currentDay to Math.clamp(_menstruation.currentDay + 5, 0, _menstruation.currentDaysMax)>><<replace "#cheatMenstruationDay">><<= Math.trunc(_menstruation.currentDay)>><</replace>><</link>>
<br><br>
<</if>>
<<if playerIsPregnant()>>
You are pregnant.
<<set _pregnancyTimer to getPregnancyObject()>>
<<numberStepper "Pregnancy progress" _pregnancyTimer.timer {
callback: value => {
getPregnancyObject().timer = value;
Wikifier.wikifyEval("<<updatesidebarimg>>");
},
min: 0, max: getPregnancyObject().timerEnd - 0.5,
colorArr: ["--teal", "--pink"], activeButtons: ["single", "double"]
}>>
<br><br>
<<link [[Clear current pregnancy|$passage]]>>
<<set _pregnancyClear to getPregnancyObject()>>
<<set _pregnancyClear.type to null>>
<<set _pregnancyClear.fetus to []>>
<<set _pregnancyClear.waterBreaking to false>>
<<set _pregnancyClear.waterBreakingTimer to null>>
<<set _pregnancyClear.timer to null>>
<<set _pregnancyClear.timerEnd to null>>
<<set _pregnancyClear.awareOf to null>>
<<set _pregnancyClear.awareOfMultiple to null>>
<<set _pregnancyClear.awareOfDetails to null>>
<<set _pregnancyClear.potentialFathers to []>>
<<set $sexStats[($player.vaginaExist ? "vagina" : "anus")].sperm to []>>
<<restartMenstruationCycle>>
<<set _menstruation.currentState to "normal">>
<<set _menstruation.recoveryTime to null>>
<<set _menstruation.recoveryTimeStart to null>>
<<set _menstruation.recoveryStage to null>>
<<run delete C.npc.Alex.pregnancy.pcKnowledge>>
<<run delete C.npc.Alex.pregnancy.test>>
<<run delete C.npc.Alex.pregnancy.ultraSound>>
<<run delete C.npc.Alex.pregnancy.sample>>
<<run delete C.npc.Alex.pregnancy.ultraSoundPics>>
<</link>>
<span class="description">This is a cheat, not an abortion.</span>
<<else>>
<<if ($playerPregnancyHumanDisable == "f" or $playerPregnancyBeastDisable == "f") and !playerIsPregnant()>>
Get pregnant from:
<br>
<<if $playerPregnancyHumanDisable == "f">>
<<link [[A random person|$passage]]>> /* checks if males or females have penises, if there is no people with penises a foreigner impregnates PC */
<<set _impregnator to either("arbitrary", "aimless", "by-the-way", "casual", "driftless", "hit-or-miss", "fluky", "promiscuous", "slapdash", "irresponsible", "careless", "negligent") + " cheater ">>
<<if $dgchance gt 0 and $cbchance lt 100>>
<<set _impregnator += either("man", "boy", "woman", "girl")>>
<<elseif $dgchance gt 0 and $cbchance gt 99>>
<<set _impregnator += either("woman", "girl")>>
<<elseif $dgchance lt 1 and $cbchance lt 100>>
<<set _impregnator += either("man", "boy")>>
<<else>>
<<set _impregnator += "foreigner">>
<</if>>
<<playerPregnancy _impregnator "human" true _womb undefined true>>
<</link>>
<</if>>
<<if $playerPregnancyBeastDisable == "f">>
<<if $playerPregnancyHumanDisable == "f">>
|
<</if>>
<<link [[A wolf|$passage]]>>
<<if $monsterchance gte random(1, 100) and ($hallucinations gte 1 or $monsterhallucinations is "f")>>
<<if $dgchance gt 0 and $cbchance lt 100>>
<<set _impregnator to either("cheater wolfboy", "cheater wolfgirl")>>
<<elseif $dgchance gt 0 and $cbchance gt 99>>
<<set _impregnator to "cheater wolfgirl">>
<<elseif $dgchance lt 1 and $cbchance lt 100>>
<<set _impregnator to "cheater wolfboy">>
<<else>>
<<set _impregnator to "foreign cheater wolfperson">>
<</if>>
<<if _impregnator is "cheater wolfgirl">><<set _spermType to "wolfgirl">><<else>><<set _spermType to "wolfboy">><</if>>
<<else>>
<<if beastMaleChance() gt 0>> /* checks if there are male wolves, if not a foreigner wolf impregnates PC */
<<set _impregnator to "cheater wolf">>
<<else>>
<<set _impregnator to "cheater foreign wolf">>
<</if>>
<<set _spermType to "wolf">>
<</if>>
<<playerPregnancy _impregnator _spermType true _womb undefined true>>
<</link>>
<</if>>
<<for _pregEnabled range _impregnatorNPC>>
<<set _actor to $NPCName[_pregEnabled]>>
<<if !_eligible.includes(_actor.nam)>>
<<continue>>
<</if>>
<<switch _actor.nam>>
<<case "Black Wolf">>
<<if $blackwolfmonster>>
<<set _spermType to (C.npc["Black Wolf"].pronoun is "f" ? "wolfgirl" : "wolfboy")>>
<<else>>
<<set _spermType to "wolf">>
<</if>>
<<case "Great Hawk">>
<<if $greathawkmonster>>
<<set _spermType to "harpy">>
<<else>>
<<set _spermType to "hawk">>
<</if>>
<<default>><<set _spermType to "human">>
<</switch>>
<<capture _actor, _spermType, _womb>>
| <<link [[_actor.nam|$passage]]>>
<<playerPregnancy _actor.nam _spermType true _womb undefined true>>
<</link>>
<</capture>>
<</for>>
<<if $player.penisExist>>
| <<link [[Yourself|$passage]]>>
<<playerPregnancy "pc" "human" true _womb undefined true>>
<</link>>
<</if>>
<br><br>
<<if $pregnancytype is "realistic">>
Add sperm from:
<br>
<<if $playerPregnancyHumanDisable == "f">>
<<link "An anonymous donor">> /* The sperm owner is always the same, anonymous donor, so it helps pregnancy from only one source */
<<recordSperm `{target: "pc", spermOwner: "anonymous donor", spermType: "human", genital: _womb}`>>
<<replace "#cheatSpermSources">><span class="gold">$sexStats[_womb].sperm.length</span> <<= $sexStats[_womb].sperm.length is 1 ? "sperm source" : "sperm sources">><</replace>>
<</link>>
| <<link "A random person">> /* checks if males or females have penises, if there is no people with penises a foreigner inseminates PC */
<<set _impregnator to either("arbitrary", "aimless", "by-the-way", "casual", "driftless", "hit-or-miss", "fluky", "promiscuous", "slapdash", "irresponsible", "careless", "negligent") + " cheater ">>
<<if $dgchance gt 0 and $cbchance lt 100>>
<<set _impregnator += either("man", "boy", "woman", "girl")>>
<<elseif $dgchance gt 0 and $cbchance gt 99>>
<<set _impregnator += either("woman", "girl")>>
<<elseif $dgchance lt 1 and $cbchance lt 100>>
<<set _impregnator += either("man", "boy")>>
<<else>>
<<set _impregnator += "foreigner">>
<</if>>
<<recordSperm `{target: "pc", spermOwner: _impregnator, spermType: "human", genital: _womb}`>>
<<replace "#cheatSpermSources">><span class="gold">$sexStats[_womb].sperm.length</span> <<= $sexStats[_womb].sperm.length is 1 ? "sperm source" : "sperm sources">><</replace>>
<</link>>
<</if>>
<<if $playerPregnancyBeastDisable == "f">>
<<if $playerPregnancyHumanDisable == "f">>
|
<</if>>
<<link "A wolf">>
<<if $monsterchance gte random(1, 100) and ($hallucinations gte 1 or $monsterhallucinations is "f")>>
<<if $dgchance gt 0 and $cbchance lt 100>>
<<set _impregnator to either("cheater wolfboy", "cheater wolfgirl")>>
<<elseif $dgchance gt 0 and $cbchance gt 99>>
<<set _impregnator to "cheater wolfgirl">>
<<elseif $dgchance lt 1 and $cbchance lt 100>>
<<set _impregnator to "cheater wolfboy">>
<<else>>
<<set _impregnator to "foreign cheater wolfperson">>
<</if>>
<<if _impregnator is "cheater wolfgirl">><<set _spermType to "wolfgirl">><<else>><<set _spermType to "wolfboy">><</if>>
<<else>>
<<if beastMaleChance() gt 0>> /* checks if there are male wolves, if not a foreigner wolf inseminates PC */
<<set _impregnator to "cheater wolf">>
<<else>>
<<set _impregnator to "foreign cheater wolf">>
<</if>>
<<set _spermType to "wolf">>
<</if>>
<<recordSperm `{target: "pc", spermOwner: _impregnator, spermType: _spermType, genital: _womb}`>>
<<replace "#cheatSpermSources">><span class="gold">$sexStats[_womb].sperm.length</span> <<= $sexStats[_womb].sperm.length is 1 ? "sperm source" : "sperm sources">><</replace>>
<</link>>
<</if>>
<<for _pregEnabled range _impregnatorNPC>>
<<set _actor to $NPCName[_pregEnabled]>>
<<if !_eligible.includes(_actor.nam)>>
<<continue>>
<</if>>
<<switch _actor.nam>>
<<case "Black Wolf">>
<<if $blackwolfmonster>>
<<set _spermType to (C.npc["Black Wolf"].pronoun is "f" ? "wolfgirl" : "wolfboy")>>
<<else>>
<<set _spermType to "wolf">>
<</if>>
<<case "Great Hawk">>
<<if $greathawkmonster>>
<<set _spermType to "harpy">>
<<else>>
<<set _spermType to "hawk">>
<</if>>
<<default>><<set _spermType to "human">>
<</switch>>
<<capture _actor, _spermType, _womb>>
| <<link _actor.nam>>
<<recordSperm `{target: "pc", spermOwner: _actor.nam, spermType: _spermType, genital: _womb}`>>
<<replace "#cheatSpermSources">><span class="gold">$sexStats[_womb].sperm.length</span> <<= $sexStats[_womb].sperm.length is 1 ? "sperm source" : "sperm sources">><</replace>>
<</link>>
<</capture>>
<</for>>
<<if $player.penisExist>>
| <<link "Yourself">>
<<recordSperm `{target: "pc", spermOwner: "pc", spermType: "human", genital: _womb}`>>
<<replace "#cheatSpermSources">><span class="gold">$sexStats[_womb].sperm.length</span> <<= $sexStats[_womb].sperm.length is 1 ? "sperm source" : "sperm sources">><</replace>>
<</link>>
<</if>>
<</if>>
<</if>>
<</if>>
<<else>>
You are unable to get pregnant.
<</if>>
<</widget>>
<<widget "cheatsImpregOptions">>
<span class="gold">Impregnation</span>
<<if $player.penisExist and _impregnatableNPC.length>>
<br>
You can impregnate <span class="gold">_impregnatableNPC.length</span> fertile <<= _impregnatableNPC.length is 1 ? "NPC" : "NPCs">>.
<br><br>
<<set _fertileNPC to 0>>
<<for _pregEnabled range _impregnatableNPC>>
<<set _actor to $NPCName[_pregEnabled]>>
<<set _actorNameNoSpace to _actor.nam.replace(" ","")>>
<<if !_eligible.includes(_actor.nam) or _actor.pregnancy.fetus.length>>
<<continue>>
<</if>>
<<set _fertileNPC += 1>>
<<= _actor.nam>>:
<br>
<<capture _actor>>
<<set _linkText to "Impregnate">>
<<link [[_linkText|$passage]]>>
<<namedNpcPregnancy _actor.nam "pc" "human" true undefined true>>
<</link>>
<<if $pregnancytype is "realistic">>
<<set _linkText to "Inseminate">>
- <<link _linkText>>
<<recordSperm `{target: _actor.nam, spermOwner: "pc", spermType: "human", genital: "vagina"}`>>
<<replace `"#cheatSpermSources" + _actorNameNoSpace`>>(<<= _actor.pregnancy.sperm.length>> doses)<</replace>>
<</link>>
<span @id="'cheatSpermSources' + _actorNameNoSpace" class="description">(<<= _actor.pregnancy.sperm.length>> doses)</span>
<</if>>
<<if $cycledisable == "f">>
- <<link [[Set cycle to fertile days|$passage]]>>
<<set _actor.pregnancy.cycleDay to _actor.pregnancy.cycleDangerousDay - 1>>
<</link>>
<</if>>
<</capture>>
<br>
<</for>>
<<if !_fertileNPC is 0>>
You can't impregnate any other NPCs.
<</if>>
<<else>>
<br>
You can't currently impregnate any NPCs<<if !$player.penisExist>>, since you have no penis<</if>>.
<</if>>
<<for _pregEnabled range $NPCName>> /* Checks for any pregnant named NPC. */
<<if npcIsPregnant(_pregEnabled.nam) and _pregEnabled.pregnancy.type isnot "parasite">>
<<set _pregnantNPC[_pregEnabled.nam] to $NPCName.indexOf(_pregEnabled)>>
<</if>>
<</for>>
<<if Object.keys(_pregnantNPC).length>>
<hr>
<span class="gold">Pregnant NPCs</span>
<br>
<<listbox "_pregnantNPCId" autoselect>>
<<optionsfrom _pregnantNPC>>
<</listbox>>
<br><br>
<div id="cheatPregnancyNPC">
<<cheatPregnancyNPC _pregnantNPCId>>
</div>
<<cheatPregnancyNPCReset>>
<</if>>
<</widget>>
<<widget "cheatPregnancyNPCStepper">>
<<numberStepper "Pregnancy progress" _pregnancyNPC.timer {
callback: (value, arr) => {
$NPCName[arr[0]].pregnancy.timer = value;
Wikifier.wikifyEval("<<updatesidebarimg>>");
},
values: [_args[0]],
min: 0, max: $NPCName[_args[0]].pregnancy.timerEnd - 0.5,
colorArr: ["--teal", "--pink"], activeButtons: ["single", "double"]
}>>
<</widget>>
<<widget "cheatPregnancyNPC">>
<<set _pregnancyNPC to $NPCName[_args[0]].pregnancy>>
<<set $_fatherName to pregnancyNameCorrection(_pregnancyNPC.fetus[0].father)>>
<<= $NPCName[_args[0]].nam>> is pregnant with <<= _pregnancyNPC.type is "wolf" ? "wolve" : _pregnancyNPC.type>>s. <<= $_fatherName === "yourself" ? "You are" : $_fatherName.toUpperFirst() + "is">> the father.
<span id="cheatNPCPregnancyProgress">
<<cheatPregnancyNPCStepper _args[0]>>
</span>
<br>
<<link "1st trimester">>
<<set _pregnancyNPC.timer to _pregnancyNPC.timerEnd * .05>>
<<replace "#cheatNPCPregnancyProgress">><<cheatPregnancyNPCStepper _args[0]>><</replace>>
<</link>> -
<<link "2nd trimester">>
<<set _pregnancyNPC.timer to _pregnancyNPC.timerEnd * .35>>
<<replace "#cheatNPCPregnancyProgress">><<cheatPregnancyNPCStepper _args[0]>><</replace>>
<</link>> -
<<link "3rd trimester">>
<<set _pregnancyNPC.timer to _pregnancyNPC.timerEnd * .7>>
<<replace "#cheatNPCPregnancyProgress">><<cheatPregnancyNPCStepper _args[0]>><</replace>>
<</link>> -
<<link "End of pregnancy">>
<<set _pregnancyNPC.timer to _pregnancyNPC.timerEnd>>
<<replace "#cheatNPCPregnancyProgress">><<cheatPregnancyNPCStepper _args[0]>><</replace>>
<</link>>
<br><br>
<<link [[Clear pregnancy|$passage]]>>
<<set _pregnancyNPC.type to null>>
<<set _pregnancyNPC.fetus to []>>
<<set _pregnancyNPC.waterBreaking to false>>
<<set _pregnancyNPC.timer to null>>
<<set _pregnancyNPC.timerEnd to null>>
<<set _pregnancyNPC.npcAwareOf to null>>
<<set _pregnancyNPC.pcAwareOf to null>>
<<set _pregnancyNPC.potentialFathers to []>>
<<set _pregnancyNPC.sperm to []>>
<<set _pregnancyNPC.cycleDay to 1>>
<<if _pregnantNPCId is 25>><<run delete C.npc.Alex.pregnancy.selfKnowledge>><</if>>
<</link>>
<</widget>>
<<widget "cheats-alex">>
<u>Animal Respect</u>
<br>
<<link "<<<">><<set $farm.beasts.horses -= 20>><<set $farm.beasts.horses = Math.clamp($farm.beasts.horses, -30, 30)>><<replace "#horse_respect">><<print Math.trunc($farm.beasts.horses)>><</replace>><</link>> |
<<link "<<">><<set $farm.beasts.horses -= 5>><<set $farm.beasts.horses = Math.clamp($farm.beasts.horses, -30, 30)>><<replace "#horse_respect">><<print Math.trunc($farm.beasts.horses)>><</replace>><</link>> |
<<link "<">><<set $farm.beasts.horses -= 1>><<set $farm.beasts.horses = Math.clamp($farm.beasts.horses, -30, 30)>><<replace "#horse_respect">><<print Math.trunc($farm.beasts.horses)>><</replace>><</link>> |
Steeds' respect: <span id="horse_respect"><<print Math.trunc($farm.beasts.horses)>></span>
| <<link ">">><<set $farm.beasts.horses += 1>><<set $farm.beasts.horses = Math.clamp($farm.beasts.horses, -30, 30)>><<replace "#horse_respect">><<print Math.trunc($farm.beasts.horses)>><</replace>><</link>>
| <<link ">>">><<set $farm.beasts.horses += 5>><<set $farm.beasts.horses = Math.clamp($farm.beasts.horses, -30, 30)>><<replace "#horse_respect">><<print Math.trunc($farm.beasts.horses)>><</replace>><</link>>
| <<link ">>>">><<set $farm.beasts.horses += 20>><<set $farm.beasts.horses = Math.clamp($farm.beasts.horses, -30, 30)>><<replace "#horse_respect">><<print Math.trunc($farm.beasts.horses)>><</replace>><</link>>
<br>
<<link "<<<">><<set $farm.beasts.pigs -= 20>><<set $farm.beasts.pigs = Math.clamp($farm.beasts.pigs, -30, 30)>><<replace "#pig_respect">><<print Math.trunc($farm.beasts.pigs)>><</replace>><</link>> |
<<link "<<">><<set $farm.beasts.pigs -= 5>><<set $farm.beasts.pigs = Math.clamp($farm.beasts.pigs, -30, 30)>><<replace "#pig_respect">><<print Math.trunc($farm.beasts.pigs)>><</replace>><</link>> |
<<link "<">><<set $farm.beasts.pigs -= 1>><<set $farm.beasts.pigs = Math.clamp($farm.beasts.pigs, -30, 30)>><<replace "#pig_respect">><<print Math.trunc($farm.beasts.pigs)>><</replace>><</link>> |
Pigs' respect: <span id="pig_respect"><<print Math.trunc($farm.beasts.pigs)>></span>
| <<link ">">><<set $farm.beasts.pigs += 1>><<set $farm.beasts.pigs = Math.clamp($farm.beasts.pigs, -30, 30)>><<replace "#pig_respect">><<print Math.trunc($farm.beasts.pigs)>><</replace>><</link>>
| <<link ">>">><<set $farm.beasts.pigs += 5>><<set $farm.beasts.pigs = Math.clamp($farm.beasts.pigs, -30, 30)>><<replace "#pig_respect">><<print Math.trunc($farm.beasts.pigs)>><</replace>><</link>>
| <<link ">>>">><<set $farm.beasts.pigs += 20>><<set $farm.beasts.pigs = Math.clamp($farm.beasts.pigs, -30, 30)>><<replace "#pig_respect">><<print Math.trunc($farm.beasts.pigs)>><</replace>><</link>>
<br>
<<link "<<<">><<set $farm.beasts.cattle -= 20>><<set $farm.beasts.cattle = Math.clamp($farm.beasts.cattle, -30, 30)>><<replace "#cattle_respect">><<print Math.trunc($farm.beasts.cattle)>><</replace>><</link>> |
<<link "<<">><<set $farm.beasts.cattle -= 5>><<set $farm.beasts.cattle = Math.clamp($farm.beasts.cattle, -30, 30)>><<replace "#cattle_respect">><<print Math.trunc($farm.beasts.cattle)>><</replace>><</link>> |
<<link "<">><<set $farm.beasts.cattle -= 1>><<set $farm.beasts.cattle = Math.clamp($farm.beasts.cattle, -30, 30)>><<replace "#cattle_respect">><<print Math.trunc($farm.beasts.cattle)>><</replace>><</link>> |
Cattle respect: <span id="cattle_respect"><<print Math.trunc($farm.beasts.cattle)>></span>
| <<link ">">><<set $farm.beasts.cattle += 1>><<set $farm.beasts.cattle = Math.clamp($farm.beasts.cattle, -30, 30)>><<replace "#cattle_respect">><<print Math.trunc($farm.beasts.cattle)>><</replace>><</link>>
| <<link ">>">><<set $farm.beasts.cattle += 5>><<set $farm.beasts.cattle = Math.clamp($farm.beasts.cattle, -30, 30)>><<replace "#cattle_respect">><<print Math.trunc($farm.beasts.cattle)>><</replace>><</link>>
| <<link ">>>">><<set $farm.beasts.cattle += 20>><<set $farm.beasts.cattle = Math.clamp($farm.beasts.cattle, -30, 30)>><<replace "#cattle_respect">><<print Math.trunc($farm.beasts.cattle)>><</replace>><</link>>
<br>
<<link "<<<">><<set $farm.beasts.dogs -= 20>><<set $farm.beasts.dogs = Math.clamp($farm.beasts.dogs, -30, 30)>><<replace "#dog_respect">><<print Math.trunc($farm.beasts.dogs)>><</replace>><</link>> |
<<link "<<">><<set $farm.beasts.dogs -= 5>><<set $farm.beasts.dogs = Math.clamp($farm.beasts.dogs, -30, 30)>><<replace "#dog_respect">><<print Math.trunc($farm.beasts.dogs)>><</replace>><</link>> |
<<link "<">><<set $farm.beasts.dogs -= 1>><<set $farm.beasts.dogs = Math.clamp($farm.beasts.dogs, -30, 30)>><<replace "#dog_respect">><<print Math.trunc($farm.beasts.dogs)>><</replace>><</link>> |
Dogs' respect: <span id="dog_respect"><<print Math.trunc($farm.beasts.dogs)>></span>
| <<link ">">><<set $farm.beasts.dogs += 1>><<set $farm.beasts.dogs = Math.clamp($farm.beasts.dogs, -30, 30)>><<replace "#dog_respect">><<print Math.trunc($farm.beasts.dogs)>><</replace>><</link>>
| <<link ">>">><<set $farm.beasts.dogs += 5>><<set $farm.beasts.dogs = Math.clamp($farm.beasts.dogs, -30, 30)>><<replace "#dog_respect">><<print Math.trunc($farm.beasts.dogs)>><</replace>><</link>>
| <<link ">>>">><<set $farm.beasts.dogs += 20>><<set $farm.beasts.dogs = Math.clamp($farm.beasts.dogs, -30, 30)>><<replace "#dog_respect">><<print Math.trunc($farm.beasts.dogs)>><</replace>><</link>>
<br><br>
<u>Farm</u>
<br>
<<if $farm_stage gte 6 and $farm_countdown is undefined and $wardrobes.alexFarm.unlocked is false>>
<<set $farm_countdown to 7>>
<<set $alex_countdown to 3>>
<<set $wardrobes.alexFarm.unlocked to true>>
<</if>>
<<farmcheatsync>>
Farm Plots: <span id="farm_stage_cheat"><<print Math.trunc($farm_stage_cheat)>></span>
<<link ">">><<farmincrcheat>><<set $farm_stage_cheat = Math.clamp($farm_stage_cheat, 1, 9)>><<replace "#farm_stage_cheat">><<print Math.trunc($farm_stage_cheat)>><</replace>><</link>>
<br>
Note: The above may or may not break the farm.
<br>
<<if $farm.clearing is undefined>>
<<set $farm.clearing to 0>>
<</if>>
<<link "<<<">><<set $farm.clearing -= 100>><<set $farm.clearing = Math.clamp($farm.clearing, 0, 100)>><<replace "#farm_clearing">><<print Math.trunc($farm.clearing)>><</replace>><</link>> |
<<link "<<">><<set $farm.clearing -= 50>><<set $farm.clearing = Math.clamp($farm.clearing, 0, 100)>><<replace "#farm_clearing">><<print Math.trunc($farm.clearing)>><</replace>><</link>> |
<<link "<">><<set $farm.clearing -= 1>><<set $farm.clearing = Math.clamp($farm.clearing, 0, 100)>><<replace "#farm_clearing">><<print Math.trunc($farm.clearing)>><</replace>><</link>> |
Farm Clearing: <span id="farm_clearing"><<print Math.trunc($farm.clearing)>></span>
| <<link ">">><<set $farm.clearing += 1>><<set $farm.clearing = Math.clamp($farm.clearing, 0, 100)>><<replace "#farm_clearing">><<print Math.trunc($farm.clearing)>><</replace>><</link>>
| <<link ">>">><<set $farm.clearing += 50>><<set $farm.clearing = Math.clamp($farm.clearing, 0, 100)>><<replace "#farm_clearing">><<print Math.trunc($farm.clearing)>><</replace>><</link>>
| <<link ">>>">><<set $farm.clearing += 100>><<set $farm.clearing = Math.clamp($farm.clearing, 0, 100)>><<replace "#farm_clearing">><<print Math.trunc($farm.clearing)>><</replace>><</link>>
<br><br>
<<if $farm_stage gte 8>>
<<if $farm.tower is undefined>>
<<set $farm.tower to 0>>
<</if>>
<<if $farm.tower gte 1 and !$farm.tower_guard>>
<<set $farm.tower_guard_can_hire to true>>
<<elseif $farm.tower lte 0>>
<<set $farm.tower_guard_can_hire to false>>
<<unset $farm.tower_guard>>
<</if>>
<<link "<<">><<set $farm.tower -= 2>><<set $farm.tower = Math.clamp($farm.tower, 0, 2)>><<replace "#farm_tower">><<print Math.trunc($farm.tower)>><</replace>><</link>> |
<<link "<">><<set $farm.tower -= 1>><<set $farm.tower = Math.clamp($farm.tower, 0, 2)>><<replace "#farm_tower">><<print Math.trunc($farm.tower)>><</replace>><</link>> |
Farm Tower: <span id="farm_tower"><<print Math.trunc($farm.tower)>></span>
| <<link ">">><<set $farm.tower += 1>><<set $farm.tower = Math.clamp($farm.tower, 0, 2)>><<replace "#farm_tower">><<print Math.trunc($farm.tower)>><</replace>><</link>>
| <<link ">>">><<set $farm.tower += 2>><<set $farm.tower = Math.clamp($farm.tower, 0, 2)>><<replace "#farm_tower">><<print Math.trunc($farm.tower)>><</replace>><</link>>
<br>
<<if $farm.woodland is undefined>>
<<set $farm.woodland to 0>>
<</if>>
<<link "<<<">><<set $farm.woodland -= 3>><<set $farm.woodland = Math.clamp($farm.woodland, 0, 3)>><<replace "#farm_woodland">><<print Math.trunc($farm.woodland)>><</replace>><</link>> |
<<link "<<">><<set $farm.woodland -= 2>><<set $farm.woodland = Math.clamp($farm.woodland, 0, 3)>><<replace "#farm_woodland">><<print Math.trunc($farm.woodland)>><</replace>><</link>> |
<<link "<">><<set $farm.woodland -= 1>><<set $farm.woodland = Math.clamp($farm.woodland, 0, 3)>><<replace "#farm_woodland">><<print Math.trunc($farm.woodland)>><</replace>><</link>> |
Farm Woodland: <span id="farm_woodland"><<print Math.trunc($farm.woodland)>></span>
| <<link ">">><<set $farm.woodland += 1>><<set $farm.woodland = Math.clamp($farm.woodland, 0, 3)>><<replace "#farm_woodland">><<print Math.trunc($farm.woodland)>><</replace>><</link>>
| <<link ">>">><<set $farm.woodland += 2>><<set $farm.woodland = Math.clamp($farm.woodland, 0, 3)>><<replace "#farm_woodland">><<print Math.trunc($farm.woodland)>><</replace>><</link>>
| <<link ">>>">><<set $farm.woodland += 3>><<set $farm.woodland = Math.clamp($farm.woodland, 0, 3)>><<replace "#farm_woodland">><<print Math.trunc($farm.woodland)>><</replace>><</link>>
<br>
<<if $farm.kennel is undefined>>
<<set $farm.kennel to 0>>
<</if>>
<<link "<">><<set $farm.kennel -= 1>><<set $farm.kennel = Math.clamp($farm.kennel, 0, 1)>><<replace "#farm_kennel">><<print Math.trunc($farm.kennel)>><</replace>><</link>> |
Farm Kennel: <span id="farm_kennel"><<print Math.trunc($farm.kennel)>></span>
| <<link ">">><<set $farm.kennel += 1>><<set $farm.kennel = Math.clamp($farm.kennel, 0, 1)>><<replace "#farm_kennel">><<print Math.trunc($farm.kennel)>><</replace>><</link>>
<br>
<<if $farm.barn is undefined>>
<<set $farm.barn to 0>>
<</if>>
<<link "<<">><<set $farm.barn -= 2>><<set $farm.barn = Math.clamp($farm.barn, 0, 2)>><<replace "#farm_barn">><<print Math.trunc($farm.barn)>><</replace>><</link>> |
<<link "<">><<set $farm.barn -= 1>><<set $farm.barn = Math.clamp($farm.barn, 0, 2)>><<replace "#farm_barn">><<print Math.trunc($farm.barn)>><</replace>><</link>> |
Farm Barn: <span id="farm_barn"><<print Math.trunc($farm.barn)>></span>
| <<link ">">><<set $farm.barn += 1>><<set $farm.barn = Math.clamp($farm.barn, 0, 2)>><<replace "#farm_barn">><<print Math.trunc($farm.barn)>><</replace>><</link>>
| <<link ">>">><<set $farm.barn += 2>><<set $farm.barn = Math.clamp($farm.barn, 0, 2)>><<replace "#farm_barn">><<print Math.trunc($farm.barn)>><</replace>><</link>>
<br>
<<if $farm.stable is undefined>>
<<set $farm.stable to 0>>
<</if>>
<<link "<">><<set $farm.stable -= 1>><<set $farm.stable = Math.clamp($farm.stable, 0, 1)>><<replace "#farm_stable">><<print Math.trunc($farm.stable)>><</replace>><</link>> |
Farm Stable: <span id="farm_stable"><<print Math.trunc($farm.stable)>></span>
| <<link ">">><<set $farm.stable += 1>><<set $farm.stable = Math.clamp($farm.stable, 0, 1)>><<replace "#farm_stable">><<print Math.trunc($farm.stable)>><</replace>><</link>>
<br>
<<if $farm.coop is undefined>>
<<set $farm.coop to 0>>
<</if>>
<<link "<<">><<set $farm.coop -= 2>><<set $farm.coop = Math.clamp($farm.coop, 0, 2)>><<replace "#farm_coop">><<print Math.trunc($farm.coop)>><</replace>><</link>> |
<<link "<">><<set $farm.coop -= 1>><<set $farm.coop = Math.clamp($farm.coop, 0, 2)>><<replace "#farm_coop">><<print Math.trunc($farm.coop)>><</replace>><</link>> |
Farm Coop: <span id="farm_coop"><<print Math.trunc($farm.coop)>></span>
| <<link ">">><<set $farm.coop += 1>><<set $farm.coop = Math.clamp($farm.coop, 0, 2)>><<replace "#farm_coop">><<print Math.trunc($farm.coop)>><</replace>><</link>>
| <<link ">>">><<set $farm.coop += 2>><<set $farm.coop = Math.clamp($farm.coop, 0, 2)>><<replace "#farm_coop">><<print Math.trunc($farm.coop)>><</replace>><</link>>
<br>
<<if $farm.tractor is undefined>>
<<set $farm.tractor to 0>>
<<set $farm.tractorplough to false>>
<<set $farm.tractorseeddrill to false>>
<<set $farm.tractorharvester to false>>
<<set $farm.tractorloader to false>>
<</if>>
<<link "<<<">><<set $farm.tractor -= 3>><<set $farm.tractor = Math.clamp($farm.tractor, 0, 3)>><<replace "#farm_tractor">><<print Math.trunc($farm.tractor)>><</replace>><</link>> |
<<link "<<">><<set $farm.tractor -= 2>><<set $farm.tractor = Math.clamp($farm.tractor, 0, 3)>><<replace "#farm_tractor">><<print Math.trunc($farm.tractor)>><</replace>><</link>> |
<<link "<">><<set $farm.tractor -= 1>><<set $farm.tractor = Math.clamp($farm.tractor, 0, 3)>><<replace "#farm_tractor">><<print Math.trunc($farm.tractor)>><</replace>><</link>> |
Farm Tractor: <span id="farm_tractor"><<print Math.trunc($farm.tractor)>></span>
| <<link ">">><<set $farm.tractor += 1>><<set $farm.tractor = Math.clamp($farm.tractor, 0, 3)>><<replace "#farm_tractor">><<print Math.trunc($farm.tractor)>><</replace>><</link>>
| <<link ">>">><<set $farm.tractor += 2>><<set $farm.tractor = Math.clamp($farm.tractor, 0, 3)>><<replace "#farm_tractor">><<print Math.trunc($farm.tractor)>><</replace>><</link>>
| <<link ">>>">><<set $farm.tractor += 3>><<set $farm.tractor = Math.clamp($farm.tractor, 0, 3)>><<replace "#farm_tractor">><<print Math.trunc($farm.tractor)>><</replace>><</link>>
<br>
Farm Tractor Plough: <span id="farm_tractor_plough"><<print $farm.tractorplough>></span>
<<link "Change">>
<<if $farm.tractorplough isnot true>>
<<set $farm.tractorplough to true>>
<<replace "#farm_tractor_plough">>
<<print $farm.tractorplough>>
<</replace>>
<<else>>
<<set $farm.tractorplough to false>>
<<replace "#farm_tractor_plough">>
<<print $farm.tractorplough>>
<</replace>>
<</if>>
<</link>>
<br>
Farm Tractor Seed Drill: <span id="farm_tractor_seeddrill"><<print $farm.tractorseeddrill>></span>
<<link "Change">>
<<if $farm.tractorseeddrill isnot true>>
<<set $farm.tractorseeddrill to true>>
<<replace "#farm_tractor_seeddrill">>
<<print $farm.tractorseeddrill>>
<</replace>>
<<else>>
<<set $farm.tractorseeddrill to false>>
<<replace "#farm_tractor_seeddrill">>
<<print $farm.tractorseeddrill>>
<</replace>>
<</if>>
<</link>>
<br>
Farm Tractor Harvester: <span id="farm_tractor_harvester"><<print $farm.tractorharvester>></span>
<<link "Change">>
<<if $farm.tractorharvester isnot true>>
<<set $farm.tractorharvester to true>>
<<replace "#farm_tractor_harvester">>
<<print $farm.tractorharvester>>
<</replace>>
<<else>>
<<set $farm.tractorharvester to false>>
<<replace "#farm_tractor_harvester">>
<<print $farm.tractorharvester>>
<</replace>>
<</if>>
<</link>>
<br>
Farm Tractor Loader: <span id="farm_tractor_loader"><<print $farm.tractorloader>></span>
<<link "Change">>
<<if $farm.tractorloader isnot true>>
<<set $farm.tractorloader to true>>
<<replace "#farm_tractor_loader">>
<<print $farm.tractorloader>>
<</replace>>
<<else>>
<<set $farm.tractorloader to false>>
<<replace "#farm_tractor_loader">>
<<print $farm.tractorloader>>
<</replace>>
<</if>>
<</link>>
<br>
<<if $farm isnot undefined>>
<<if $farm.compostbin is undefined>>
<<set $farm.compostbin to 0>>
<<set $farm.compostToProduce to 0>>
<<set $farm.compostWaiting to 0>>
<<set $farm.compostProducing to [-1,-1,-1,-1]>>
<<set $farm.compostReady to 0>>
<</if>>
<</if>>
<<link "<<<">><<set $farm.compostbin -= 3>><<set $farm.compostbin = Math.clamp($farm.compostbin, 0, 3)>><<replace "#farm_compostbin">><<print Math.trunc($farm.compostbin)>><</replace>><</link>> |
<<link "<<">><<set $farm.compostbin -= 2>><<set $farm.compostbin = Math.clamp($farm.compostbin, 0, 3)>><<replace "#farm_compostbin">><<print Math.trunc($farm.compostbin)>><</replace>><</link>> |
<<link "<">><<set $farm.compostbin -= 1>><<set $farm.compostbin = Math.clamp($farm.compostbin, 0, 3)>><<replace "#farm_compostbin">><<print Math.trunc($farm.compostbin)>><</replace>><</link>> |
Farm Compost Bin: <span id="farm_compostbin"><<print Math.trunc($farm.compostbin)>></span>
| <<link ">">><<set $farm.compostbin += 1>><<set $farm.compostbin = Math.clamp($farm.compostbin, 0, 3)>><<replace "#farm_compostbin">><<print Math.trunc($farm.compostbin)>><</replace>><</link>>
| <<link ">>">><<set $farm.compostbin += 2>><<set $farm.compostbin = Math.clamp($farm.compostbin, 0, 3)>><<replace "#farm_compostbin">><<print Math.trunc($farm.compostbin)>><</replace>><</link>>
| <<link ">>>">><<set $farm.compostbin += 3>><<set $farm.compostbin = Math.clamp($farm.compostbin, 0, 3)>><<replace "#farm_compostbin">><<print Math.trunc($farm.compostbin)>><</replace>><</link>>
<br>
<<if $farm isnot undefined>>
<<if $farm.extract is undefined>>
<<set $farm.extract to 0>>
<</if>>
<</if>>
<<link "<<">><<set $farm.extract -= 2>><<set $farm.extract = Math.clamp($farm.extract, 0, 2)>><<replace "#farm_extract">><<print Math.trunc($farm.extract)>><</replace>><</link>> |
<<link "<">><<set $farm.extract -= 1>><<set $farm.extract = Math.clamp($farm.extract, 0, 2)>><<replace "#farm_extract">><<print Math.trunc($farm.extract)>><</replace>><</link>> |
Farm Aphrodisiac Extraction System: <span id="farm_extract"><<print Math.trunc($farm.extract)>></span>
| <<link ">">><<set $farm.extract += 1>><<set $farm.extract = Math.clamp($farm.extract, 0, 2)>><<replace "#farm_extract">><<print Math.trunc($farm.extract)>><</replace>><</link>>
| <<link ">>">><<set $farm.extract += 2>><<set $farm.extract = Math.clamp($farm.extract, 0, 2)>><<replace "#farm_extract">><<print Math.trunc($farm.extract)>><</replace>><</link>>
<br>
<<if $farm isnot undefined>>
<<if $farm.net is undefined>>
<<set $farm.net to 0>>
<</if>>
<</if>>
<<link "<<<">><<set $farm.net -= 4>><<set $farm.net = Math.clamp($farm.net, 0, 4)>><<replace "#farm_net">><<print Math.trunc($farm.net)>><</replace>><</link>> |
<<link "<<">><<set $farm.net -= 2>><<set $farm.net = Math.clamp($farm.net, 0, 4)>><<replace "#farm_net">><<print Math.trunc($farm.net)>><</replace>><</link>> |
<<link "<">><<set $farm.net -= 1>><<set $farm.net = Math.clamp($farm.net, 0, 4)>><<replace "#farm_net">><<print Math.trunc($farm.net)>><</replace>><</link>> |
Farm Net: <span id="farm_net"><<print Math.trunc($farm.net)>></span>
| <<link ">">><<set $farm.net += 1>><<set $farm.net = Math.clamp($farm.net, 0, 4)>><<replace "#farm_net">><<print Math.trunc($farm.net)>><</replace>><</link>>
| <<link ">>">><<set $farm.net += 2>><<set $farm.net = Math.clamp($farm.net, 0, 4)>><<replace "#farm_net">><<print Math.trunc($farm.net)>><</replace>><</link>>
| <<link ">>>">><<set $farm.net += 4>><<set $farm.net = Math.clamp($farm.net, 0, 4)>><<replace "#farm_net">><<print Math.trunc($farm.net)>><</replace>><</link>>
<br>
<<if $farm isnot undefined>>
<<if $farm.cooler is undefined>>
<<set $farm.cooler to 0>>
<</if>>
<</if>>
<<link "<<<">><<set $farm.cooler -= 3>><<set $farm.cooler = Math.clamp($farm.cooler, 0, 3)>><<replace "#farm_cooler">><<print Math.trunc($farm.cooler)>><</replace>><</link>> |
<<link "<<">><<set $farm.cooler -= 2>><<set $farm.cooler = Math.clamp($farm.cooler, 0, 3)>><<replace "#farm_cooler">><<print Math.trunc($farm.cooler)>><</replace>><</link>> |
<<link "<">><<set $farm.cooler -= 1>><<set $farm.cooler = Math.clamp($farm.cooler, 0, 3)>><<replace "#farm_cooler">><<print Math.trunc($farm.cooler)>><</replace>><</link>> |
Farm Cooler: <span id="farm_cooler"><<print Math.trunc($farm.cooler)>></span>
| <<link ">">><<set $farm.cooler += 1>><<set $farm.cooler = Math.clamp($farm.cooler, 0, 3)>><<replace "#farm_cooler">><<print Math.trunc($farm.cooler)>><</replace>><</link>>
| <<link ">>">><<set $farm.cooler += 2>><<set $farm.cooler = Math.clamp($farm.cooler, 0, 3)>><<replace "#farm_cooler">><<print Math.trunc($farm.cooler)>><</replace>><</link>>
| <<link ">>>">><<set $farm.cooler += 3>><<set $farm.cooler = Math.clamp($farm.cooler, 0, 3)>><<replace "#farm_cooler">><<print Math.trunc($farm.cooler)>><</replace>><</link>>
<br>
<<if $farm.irrigation is undefined>>
<<set $farm.irrigation to 0>>
<</if>>
<<link "<<<">><<set $farm.irrigation -= 9>><<set $farm.irrigation = Math.clamp($farm.irrigation, 0, 9)>><<replace "#farm_irrigation">><<print Math.trunc($farm.irrigation)>><</replace>><</link>> |
<<link "<<">><<set $farm.irrigation -= 3>><<set $farm.irrigation = Math.clamp($farm.irrigation, 0, 9)>><<replace "#farm_irrigation">><<print Math.trunc($farm.irrigation)>><</replace>><</link>> |
<<link "<">><<set $farm.irrigation -= 1>><<set $farm.irrigation = Math.clamp($farm.irrigation, 0, 9)>><<replace "#farm_irrigation">><<print Math.trunc($farm.irrigation)>><</replace>><</link>> |
Farm Irrigation: <span id="farm_irrigation"><<print Math.trunc($farm.irrigation)>></span>
| <<link ">">><<set $farm.irrigation += 1>><<set $farm.irrigation = Math.clamp($farm.irrigation, 0, 9)>><<replace "#farm_irrigation">><<print Math.trunc($farm.irrigation)>><</replace>><</link>>
| <<link ">>">><<set $farm.irrigation += 3>><<set $farm.irrigation = Math.clamp($farm.irrigation, 0, 9)>><<replace "#farm_irrigation">><<print Math.trunc($farm.irrigation)>><</replace>><</link>>
| <<link ">>>">><<set $farm.irrigation += 9>><<set $farm.irrigation = Math.clamp($farm.irrigation, 0, 9)>><<replace "#farm_irrigation">><<print Math.trunc($farm.irrigation)>><</replace>><</link>>
<br>
<<if $farm.parasitebarn is undefined>>
<<set $farm.parasitebarn to 0>>
<</if>>
<<link "<<">><<set $farm.parasitebarn -= 2>><<set $farm.parasitebarn = Math.clamp($farm.parasitebarn, 0, 2)>><<replace "#farm_parasitebarn">><<print Math.trunc($farm.parasitebarn)>><</replace>><</link>> |
<<link "<">><<set $farm.parasitebarn -= 1>><<set $farm.parasitebarn = Math.clamp($farm.parasitebarn, 0, 2)>><<replace "#farm_parasitebarn">><<print Math.trunc($farm.parasitebarn)>><</replace>><</link>> |
Farm Parasitebarn: <span id="farm_parasitebarn"><<print Math.trunc($farm.parasitebarn)>></span>
| <<link ">">><<set $farm.parasitebarn += 1>><<set $farm.parasitebarn = Math.clamp($farm.parasitebarn, 0, 2)>><<replace "#farm_parasitebarn">><<print Math.trunc($farm.parasitebarn)>><</replace>><</link>>
| <<link ">>">><<set $farm.parasitebarn += 2>><<set $farm.parasitebarn = Math.clamp($farm.parasitebarn, 0, 2)>><<replace "#farm_parasitebarn">><<print Math.trunc($farm.parasitebarn)>><</replace>><</link>>
<br>
<<if $alex_greenhouse is undefined>>
<<set $alex_greenhouse to 0>>
<</if>>
<<link "<<<">><<set $alex_greenhouse -= 3>><<set $alex_greenhouse = Math.clamp($alex_greenhouse, 0, 3)>><<replace "#alex_greenhouse">><<print Math.trunc($alex_greenhouse)>><</replace>><</link>> |
<<link "<<">><<set $alex_greenhouse -= 2>><<set $alex_greenhouse = Math.clamp($alex_greenhouse, 0, 3)>><<replace "#alex_greenhouse">><<print Math.trunc($alex_greenhouse)>><</replace>><</link>> |
<<link "<">><<set $alex_greenhouse -= 1>><<set $alex_greenhouse = Math.clamp($alex_greenhouse, 0, 3)>><<replace "#alex_greenhouse">><<print Math.trunc($alex_greenhouse)>><</replace>><</link>> |
Greenhouse: <span id="alex_greenhouse"><<print Math.trunc($alex_greenhouse)>></span>
| <<link ">">><<set $alex_greenhouse += 1>><<set $alex_greenhouse = Math.clamp($alex_greenhouse, 0, 3)>><<replace "#alex_greenhouse">><<print Math.trunc($alex_greenhouse)>><</replace>><</link>>
| <<link ">>">><<set $alex_greenhouse += 2>><<set $alex_greenhouse = Math.clamp($alex_greenhouse, 0, 3)>><<replace "#alex_greenhouse">><<print Math.trunc($alex_greenhouse)>><</replace>><</link>>
| <<link ">>>">><<set $alex_greenhouse += 3>><<set $alex_greenhouse = Math.clamp($alex_greenhouse, 0, 3)>><<replace "#alex_greenhouse">><<print Math.trunc($alex_greenhouse)>><</replace>><</link>>
<br><br>
<</if>>
<<if $farm_stage gte 5>>
<u>Remy</u>
<br>
<<if $farm.aggro is undefined>>
<<set $farm.aggro to 0>>
<</if>>
<<link "<<<">><<set $farm.aggro -= 100>><<set $farm.aggro = Math.clamp($farm.aggro, -100, 100)>><<replace "#farm_aggro">><<print Math.trunc($farm.aggro)>><</replace>><</link>> |
<<link "<<">><<set $farm.aggro -= 10>><<set $farm.aggro = Math.clamp($farm.aggro, -100, 100)>><<replace "#farm_aggro">><<print Math.trunc($farm.aggro)>><</replace>><</link>> |
<<link "<">><<set $farm.aggro -= 1>><<set $farm.aggro = Math.clamp($farm.aggro, -100, 100)>><<replace "#farm_aggro">><<print Math.trunc($farm.aggro)>><</replace>><</link>> |
Remy's Encroachment: <span id="farm_aggro"><<print Math.trunc($farm.aggro)>></span>
| <<link ">">><<set $farm.aggro += 1>><<set $farm.aggro = Math.clamp($farm.aggro, -100, 100)>><<replace "#farm_aggro">><<print Math.trunc($farm.aggro)>><</replace>><</link>>
| <<link ">>">><<set $farm.aggro += 10>><<set $farm.aggro = Math.clamp($farm.aggro, -100, 100)>><<replace "#farm_aggro">><<print Math.trunc($farm.aggro)>><</replace>><</link>>
| <<link ">>>">><<set $farm.aggro += 100>><<set $farm.aggro = Math.clamp($farm.aggro, -100, 100)>><<replace "#farm_aggro">><<print Math.trunc($farm.aggro)>><</replace>><</link>>
<br>
<<if $estate != undefined>>
<<if $estate.chaos is undefined>>
<<set $estate.chaos to 0>>
<</if>>
<<link "<<<">><<set $estate.chaos -= 100>><<set $estate.chaos = Math.clamp($estate.chaos, 0, 1000)>><<replace "#estate_chaos">><<print Math.trunc($estate.chaos)>><</replace>><</link>> |
<<link "<<">><<set $estate.chaos -= 10>><<set $estate.chaos = Math.clamp($estate.chaos, 0, 1000)>><<replace "#estate_chaos">><<print Math.trunc($estate.chaos)>><</replace>><</link>> |
<<link "<">><<set $estate.chaos -= 1>><<set $estate.chaos = Math.clamp($estate.chaos, 0, 1000)>><<replace "#estate_chaos">><<print Math.trunc($estate.chaos)>><</replace>><</link>> |
Remy Estate Chaos: <span id="estate_chaos"><<print Math.trunc($estate.chaos)>></span>
| <<link ">">><<set $estate.chaos += 1>><<set $estate.chaos = Math.clamp($estate.chaos, 0, 1000)>><<replace "#estate_chaos">><<print Math.trunc($estate.chaos)>><</replace>><</link>>
| <<link ">>">><<set $estate.chaos += 10>><<set $estate.chaos = Math.clamp($estate.chaos, 0, 1000)>><<replace "#estate_chaos">><<print Math.trunc($estate.chaos)>><</replace>><</link>>
| <<link ">>>">><<set $estate.chaos += 100>><<set $estate.chaos = Math.clamp($estate.chaos, 0, 1000)>><<replace "#estate_chaos">><<print Math.trunc($estate.chaos)>><</replace>><</link>>
<br>
<</if>>
<</if>>
<</widget>>
<<widget "changeCheatClass">>
<<for _class range ["red", "pink", "purple", "blue", "lblue", "teal", "green", "gold"]>>
<<removeclass _args[0] _class>>
<</for>>
<<if _args[1] is "On">><<addclass _args[0] "green">>
<<elseif ["Off", "Disabled"].includes(_args[1])>><<addclass _args[0] "red">>
<<else>><<addclass _args[0] _statColour>>
<</if>>
<</widget>>
<<widget "cheatsBody">>
<<set _bodyTypes to ["masculine", "feminine", "androgynous"]>>
<<capture _i>>
<<for _i = 0; _i < _bodyTypes.length; _i++>>
<span @class="$player.gender_body is _bodyTypes[_i].charAt(0) ? 'goldLink' : 'unselected'">
<<link _bodyTypes[_i].toUpperFirst()>>
<<set $player.gender_body to _bodyTypes[_i].charAt(0)>>
<<replace "#statsBodyType">><<cheatsBody>><</replace>><<updatesidebarimg>>
<</link>>
</span> <<= _i lt _bodyTypes.length - 1 ? "|" : "">>
<</for>>
<</capture>>
<</widget>>
<<widget "cheatsBodySize">>
<<set _size = [6000, 10000, 12000, 16000]>>
<<set _label = ["Tiny", "Small", "Normal", "Large"]>>
<<capture _i, _size, _label>>
<<for _i = 0; _i < _size.length; _i++>>
<span @class="$bodysize is _i ? 'goldLink' : 'link'">
<<link _label[_i]>>
<<set $bodysize to _i>>
<<set _physique_max_old to $physiquesize>>
<<set $physiquesize to _size[_i]>>
<<set $physique *= $physiquesize / _physique_max_old>>
<<replace "#statsBodySize">><<cheatsBodySize>><</replace>>
<</link>>
</span> <<= _i lt _size.length - 1 ? "|" : "">>
<</for>>
<</capture>>
<</widget>>
<<widget "cheatsSpeechAttitude">>
<<set _submissiveness = [1500, 1000, 500]>>
<<set _attitude = ["meek", "neutral", "bratty"]>>
<<capture _i, _submissiveness, _attitude>>
<<for _i = 0; _i < _attitude.length; _i++>>
<span @class="$speech_attitude is _attitude[_i] ? 'goldLink' : 'link'">
<<link _attitude[_i].toUpperFirst()>>
<<set $speech_attitude to _attitude[_i]>>
<<set $submissive to _submissiveness[_i]>>
<<replace "#statsSpeechAttitude">><<cheatsSpeechAttitude>><</replace>>
<</link>>
</span> <<= _i lt _attitude.length - 1 ? "|" : "">>
<</for>>
<</capture>>
<</widget>>
<<widget "cheatsWeather">>
<<set _weatherTypes to ["clear", "lightClouds", "heavyClouds", "lightPrecipitation", "heavyPrecipitation"]>>
<<set _dayState to Weather.bloodMoon ? "blood" : Weather.dayState === "night" ? "night" : "day">>
<<capture _i, _weatherState, _dayState, _name, _iconType, _weatherIcon>>
<<for _i = 0; _i < _weatherTypes.length; _i++>>
<<set _weatherState to _weatherTypes[_i]>>
<<set _iconType = resolveValue(setup.WeatherGeneration.weatherTypes.find(w => w.name === _weatherState).iconType, "clear")>>
<<set _weatherIcon to `<<icon 'weather/${_dayState}_${_iconType}.png'>>`>>
<<set _weatherName to _weatherState.replace(/([a-z])([A-Z])/g, '$1 $2').toLowerCase().toUpperFirst()>>
<<= _weatherIcon.replace("none", "rain")>>
<span @class="Weather.name is _weatherState ? 'goldLink' : 'unselected'">
<<link _weatherName>>
<<set Weather.set(_weatherState, true, 6 * 60)>>
<<replace "#cheatsWeather">><<cheatsWeather>><</replace>>
<</link>>
</span>
<<= _i lt _weatherTypes.length - 1 ? "<br>" : "">>
<</for>>
<</capture>>
<</widget>>
<<widget "cheatsGender">>
<<set _reasons to []>>
<<if $sexStats.vagina.menstruation.currentState isnot "normal">><<set _reasons.push($sexStats.vagina.menstruation.currentState is "recovering" ? "you still being in recovery from your last pregnancy" : "your pregnancy")>><</if>>
<<if $earSlime.growth gt 50>><<set _reasons.push("your ear slime's current growth")>><</if>>
<<if _inWardrobe>>
<<if _reasons.length gte 1>>
<span class="gold"><<= $player.gender is "m" ? "Male" : $player.gender is "f" ? "Female" : "Hermaphrodite">></span>
| This setting cannot be changed due to <<= _reasons.join(" and ")>>.
<<else>>
<<if $player.gender is "m">>
<span class="gold">Male</span> |
<<else>>
<<link "Male">>
<<wash>>
<<removeparasite clit>>
<<removeparasite penis>>
<<set $vaginause to "none">>
<<set $vaginastate to "none">>
<<set $penisuse to 0>>
<<set $penisstate to 0>>
<<set $player.gender to "m">>
<<set $player.sex to "m">>
<<set $player.ballsExist to true>>
<<set $player.penisExist to true>>
<<set $player.vaginaExist to false>>
<<set $sexStats.vagina.menstruation.running = false>>
<<updatesidebarimg>>
<<replace "#statsGender">><<cheatsGender>><</replace>>
<</link>> |
<</if>>
<<if $player.gender is "f">>
<span class="gold">Female</span> |
<<else>>
<<link "Female">>
<<wash>>
<<removeparasite clit>>
<<removeparasite penis>>
<<set $vaginause to 0>>
<<set $vaginastate to 0>>
<<set $penisuse to "none">>
<<set $penisstate to "none">>
<<set $player.gender to "f">>
<<set $player.sex to "f">>
<<set $player.ballsExist to false>>
<<set $player.penisExist to false>>
<<set $player.vaginaExist to true>>
<<set $sexStats.vagina.menstruation.running = true>>
<<updatesidebarimg>>
<<replace "#statsGender">><<cheatsGender>><</replace>>
<</link>> |
<</if>>
<<if $player.gender is "h">>
<span class="gold">Hermaphrodite</span>
<<else>>
<<link "Hermaphrodite">>
<<wash>>
<<removeparasite clit>>
<<removeparasite penis>>
<<set $vaginause to 0>>
<<set $vaginastate to 0>>
<<set $penisuse to 0>>
<<set $penisstate to 0>>
<<set $player.gender to "h">>
<<set $player.sex to "h">>
<<set $player.penisExist to true>>
<<set $player.vaginaExist to true>>
<<set $sexStats.vagina.menstruation.running = true>>
<<updatesidebarimg>>
<<replace "#statsGender">><<cheatsGender>><</replace>>
<</link>>
<</if>>
<</if>>
<<if $player.gender is "h">>
<br>
Hermaphrodite Balls: <span id="statsBallsExist"><<= $player.ballsExist ? "Present" : "Disabled">></span> |
<<link "Change">>
<<set $player.ballsExist to clone(!$player.ballsExist)>>
<<updatesidebarimg>>
<<replace "#statsGender">><<cheatsGender>><</replace>>
<</link>>
<</if>>
<<else>>
<span class="gold"><<= $player.gender is "m" ? "Male" : $player.gender is "f" ? "Female" : "Hermaphrodite">></span> | <<if _reasons.length gte 1>>You cannot change your gender due to <<= _reasons.join(" and ")>>. Normally, this<<else>>This<</if>> setting can only be changed when accessing your wardrobe.
<</if>>
<</widget>>
<<widget "cheatSection">>
<<switch _args[0]>>
<<case "state">>
<<numberStepper "Pain" $pain { callback: value => { V.pain = value; Wikifier.wikifyEval("<<updatesidebarimg>>") }, max: 200, reverse: true}>>
<<numberStepper "Arousal" $arousal { callback: value => { V.arousal = value; Wikifier.wikifyEval("<<updatesidebarimg>>") }, max: 10000, reverse: true}>>
<<numberStepper "Fatigue" $tiredness { callback: value => { V.tiredness = value; Wikifier.wikifyEval("<<updatesidebarimg>>") }, max: 2000, reverse: true}>>
<<numberStepper "Stress" $stress { callback: value => { V.stress = value; Wikifier.wikifyEval("<<updatesidebarimg>>") }, max: 10000, reverse: true}>>
<<numberStepper "Trauma" $trauma { callback: value => { V.trauma = value; Wikifier.wikifyEval("<<updatesidebarimg>>") }, max: 5000, reverse: true}>>
<<numberStepper "Control" $control { callback: value => { V.control = value; Wikifier.wikifyEval("<<updatesidebarimg>>") }, max: 1000}>>
<<numberStepper "Alcohol" $drunk { callback: value => { V.drunk = value; Wikifier.wikifyEval("<<updatesidebarimg>>") }, max: 1000, reverse: true}>>
<<numberStepper "Drugs" $drugged { callback: value => { V.drugged = value; Wikifier.wikifyEval("<<updatesidebarimg>>") }, max: 1000, reverse: true}>>
<<numberStepper "Hallucinogens" $hallucinogen { callback: value => { V.hallucinogen = value; Wikifier.wikifyEval("<<updatesidebarimg>>") }, max: 1000, reverse: true}>>
<<case "crime">>
<<for _cr range Object.keys(setup.crimeNames)>>
<<capture _cr>>
<<numberStepper toTitleCase(setup.crimeNames[_cr]) $crime[_cr].current { callback: (value, arr) => { V.crime[arr[0]].current = value }, max: 10000, step: 10, reverse: true, percentage: false, values: [_cr]}>>
<</capture>>
<</for>>
<<unset _cr>>
<<case "negative">>
<<numberStepper "Sex" $fame.sex { callback: value => { V.fame.sex = value }, max: 2000 * $AMCTraits.sexFame, reverse: true, percentage: false}>>
<<numberStepper "Prostitution" $fame.prostitution { callback: value => { V.fame.prostitution = value }, max: 2000 * $AMCTraits.prostitutionFame, reverse: true, percentage: false}>>
<<numberStepper "Rape" $fame.rape { callback: value => { V.fame.rape = value }, max: 2000 * $AMCTraits.rapeFame, reverse: true, percentage: false}>>
<<numberStepper "Bestiality" $fame.bestiality { callback: value => { V.fame.bestiality = value }, max: 2000 * $AMCTraits.bestialityFame, reverse: true, percentage: false}>>
<<numberStepper "Pregnancy" $fame.pregnancy { callback: value => { V.fame.pregnancy = value }, max: Math.clamp(playerNormalPregnancyTotal() * $AMCTraits.pregnancyFame,1,8) * 250, step: 2000 / 100, percentage: false, reverse: true}>>
<<numberStepper "Impregnation" $fame.impreg { callback: value => { V.fame.impreg = value }, max: 2000 * $AMCTraits.impregFame, reverse: true, percentage: false}>>
<<numberStepper "Exhibitionism" $fame.exhibitionism { callback: value => { V.fame.exhibitionism = value }, max: 2000 * $AMCTraits.exhibitionismFame, reverse: true, percentage: false}>>
<<if playerNormalPregnancyTotal() lt 8>>
<span class="description"><<set _pregsNeeded to Math.trunc(8-playerNormalPregnancyTotal())>>
Your pregnancy fame is capped by the amount of pregnancies you've had. You need to get pregnant <span class="gold"><<number _pregsNeeded>></span> more <<= _pregsNeeded is 1 ? "time" : "times">> to reach maximum pregnancy fame.</span>
<</if>>
<<case "positive">>
<<numberStepper "Combat" $fame.scrap { callback: value => { V.fame.scrap = value }, max: 2000 * $AMCTraits.scrapFame, percentage: false}>>
<<numberStepper "Kindness" $fame.good { callback: value => { V.fame.good = value }, max: 2000 * $AMCTraits.goodFame, percentage: false}>>
<<numberStepper "Business" $fame.business { callback: value => { V.fame.business = value }, max: 2000 * $AMCTraits.businessFame, percentage: false}>>
<<numberStepper "Socialite" $fame.social { callback: value => { V.fame.social = value }, max: 2000 * $AMCTraits.socialFame, percentage: false}>>
<<numberStepper "Model" $fame.model { callback: value => { V.fame.model = value }, max: 2000 * $AMCTraits.modelFame, percentage: false}>>
<<case "skills">>
<<numberStepper "Skulduggery" $skulduggery "skulduggery" {max: 1000 * $AMCTraits.skulduggery, percentage: false}>>
<<numberStepper "Dance" $danceskill "danceskill" {max: 1000 * $AMCTraits.dancing, percentage: false}>>
<<numberStepper "Swimming" $swimmingskill "swimmingskill" {max: 1000 * $AMCTraits.swimming, percentage: false}>>
<<numberStepper "Athletics" $athletics "athletics" {max: 1000 * $AMCTraits.athletics, percentage: false}>>
<<numberStepper "Tending" $tending "tending" {max: 1000 * $AMCTraits.tending, percentage: false}>>
<<numberStepper "Housekeeping" $housekeeping "housekeeping" {max: 1000 * $AMCTraits.housekeeping, percentage: false}>>
<<numberStepper "Brawling" $combatExtended.brawling { callback: value => { V.combatExtended.brawling = value },max: 1000 * $AMCTraits.brawling, percentage: false}>>
<<case "school">>
/* normally, school traits are adjusted by the widget "school_skill_change" */
<<numberStepper "<<scienceicon>> Science" $science "science" {
callback: (value) => wikifier('adjust_school_traits'),
max: 1000 * $AMCTraits.science, percentage: false
}>>
<<numberStepper "<<mathicon>> Maths" $maths "maths" {
callback: (value) => wikifier('adjust_school_traits'),
max: 1000 * $AMCTraits.maths, percentage: false
}>>
<<numberStepper "<<englishicon>> English" $english "english" {
callback: (value) => wikifier('adjust_school_traits'),
max: 1000 * $AMCTraits.english, percentage: false
}>>
<<numberStepper "<<historyicon>> History" $history "history" {
callback: (value) => wikifier('adjust_school_traits'),
max: 1000 * $AMCTraits.history, percentage: false
}>>
<<case "characteristics">>
<<numberStepper "<<tficon angel>> Purity" $purity "purity" {max: 1000}>>
<<numberStepper "<<symbol beauty>> Beauty" $beauty "beauty" {max: 10000 * $AMCTraits.beauty, percentage: false}>>
<<numberStepper "<<symbol physique>> Physique" $physique "physique" {max: $physiquesize * $AMCTraits.physique, percentage: false}>>
<<numberStepper "<<symbol willpower>> Willpower" $willpower "willpower" {max: 1000 * $AMCTraits.willpower, percentage: false}>>
<<numberStepper "<<symbol awareness>> Awareness" $awareness "awareness" {min: -200, max: 1000, reverse: true}>>
<<numberStepper "<<symbol promiscuity>> Promiscuity" $promiscuity "promiscuity" {reverse: true}>>
<<numberStepper "<<symbol exhibitionism>> Exhibitionism" $exhibitionism "exhibitionism" {reverse: true}>>
<<numberStepper "<<symbol deviancy>> Deviancy" $deviancy "deviancy" {reverse: true}>>
<<if numberOfEarSlime()>>
<<numberStepper "<<symbol corruption>> Corruption" $earSlime.corruption { callback: value => {V.earSlime.corruption = value; Wikifier.wikifyEval("<<updatesidebarimg>>")}, reverse: true}>>
<</if>>
<<case "sex">>
<<numberStepper "Seduction" $seductionskill "seductionskill" {max: 1000 * $AMCTraits.seductionskill, percentage: false}>>
<<numberStepper "Chest" $chestskill "chestskill" {max: 1000 * $AMCTraits.chestskill, percentage: false}>>
<<numberStepper "Buttocks" $bottomskill "bottomskill" {max: 1000 * $AMCTraits.bottomskill, percentage: false}>>
<<if $player.vaginaExist>><<numberStepper "Vaginal" $vaginalskill "vaginalskill" {max: 1000 * $AMCTraits.vaginalskill, percentage: false}>><</if>>
<<if $player.penisExist>><<numberStepper "Penile" $penileskill "penileskill" {max: 1000 * $AMCTraits.penileskill, percentage: false}>><</if>>
<<numberStepper "Thighs" $thighskill "thighskill" {max: 1000 * $AMCTraits.thighskill, percentage: false}>>
<<numberStepper "Oral" $oralskill "oralskill" {max: 1000 * $AMCTraits.oralskill, percentage: false}>>
<<numberStepper "Hands" $handskill "handskill" {max: 1000 * $AMCTraits.handskill, percentage: false}>>
<<numberStepper "Anal" $analskill "analskill" {max: 1000 * $AMCTraits.analskill, percentage: false}>>
<<numberStepper "Feet" $feetskill "feetskill" {max: 1000 * $AMCTraits.feetskill, percentage: false}>>
<<case "hypnosis">>
<<numberStepper "Yearning" $hypnosis_traits.scream {callback: value => { V.hypnosis_traits.scream = value }, step: 1, max: 5, percentage: false}>>
<<numberStepper "Flaunting" $hypnosis_traits.cover {callback: value => { V.hypnosis_traits.cover = value }, step: 1, max: 5, percentage: false}>>
<<numberStepper "Deviancy" $hypnosis_traits.deviancy {callback: value => { V.hypnosis_traits.deviancy = value }, step: 1, max: 5, percentage: false}>>
<<default>>
ERROR: Skill issue.
<</switch>>
<</widget>><<widget "feats">>
<<updateFeats>>
<br>
As you play through Degrees of Lewdity, you will obtain <span class="gold">feats</span> by completing different tasks. The more feats you earn, the more <span class="gold">VrelCoins</span> you will earn. When you start a new game, your VrelCoins can be used to purchase <span class="gold">feat boosters</span>. These boosters grant you bonuses in your next game.
<br><br>
This tab displays all the feats that have been unlocked in your <span class="gold">most recently loaded save</span>, which will carry over to your next playthrough. VrelCoins are earned linearly, over the course of a single playthrough. <span class="red">Save-hopping may cause your VrelCoins and unlocked feats to disappear from this page.</span>
<br><br>
Multiple runs are necessary in order to achieve all feats. If you have multiple saves with different feats earned, you will be able to combine these feats when you start a new game by using the <span class="gold">Import all feats</span> button on the Feat Boosters page. Keep this in mind if you are aiming for 100% completion!
<br><br>
Some feats display as earned as soon as you meet the requirements, while others won't trigger until the next in-game hour. Happy hunting!
<br><br>
<<if $feats.locked>>
<span class="red">You can't earn feats as you have enabled cheats at some point.</span>
<<elseif $debug is 1>>
<span class="red">Feats are disabled during debug mode.</span>
<<elseif $replayScene isnot undefined>>
<span class="red">Feats are disabled during replay mode.</span>
<<elseif $feats.soft or $feats.pregnancyLocked>>
<span class="red">Some feats are locked in this current game.</span>
<<else>>
<span class="green">You can earn feats.</span>
<</if>>
<br><br>
You currently have <<if $feats.allSaves.point is undefined>><span class="gold"><<print $feats.allSaves.points>></span><<else>><span class="red">0</span><</if>> VrelCoins.
<br><br>
<<set $feats.filter to "General">>
Filter by:
<select id="featTypes" name="featTypes" onchange="V.feats.filter = this.value; Wikifier.wikifyEval('<<replace #featsList>><<featsList>><</replace>>')">
<option value="General" selected>General</option>
<option value="Stats">Stats</option>
<option value="Social">Social</option>
<option value="Transformation">Transformation</option>
<option value="Discoveries-Town">Discoveries - In Town</option>
<option value="Discoveries-Other">Discoveries - Outside Town</option>
<option value="Special">Special</option>
<option value="Pregnancy">Pregnancy</option>
<option value="AMC Traits">AMC Traits</option>
<option value="Combat Extended">Combat Extended</option>
<option value="General" hidden="hidden" selected="selected">General</option>
</select>
<br><br>
<div id="featsList">
<<featsList>>
</div>
<</widget>>
<<widget "featsList">>
<<set _skip to []>>
<<set _filter to "All">>
<<set _keys to Object.keys(setup.feats)>>
<<for _i to 0; _i lt _keys.length; _i++>>
<<if !setup.feats[_keys[_i]].filter.includes($feats.filter)>>
<<continue>>
<</if>>
<<if Object.keys($feats.currentSave).includes(_keys[_i])>>
<<set _owned to 2>>
<<elseif Object.keys($feats.allSaves).includes(_keys[_i])>>
<<set _owned to 1>>
<<else>>
<<set _owned to 0>>
<<if setup.feats[_keys[_i]].hidden or _skip.includes(setup.feats[_keys[_i]].series)>>
<<continue>>
<</if>>
<<if setup.feats[_keys[_i]].series isnot "">>
<<set _skip.push(setup.feats[_keys[_i]].series)>>
<</if>>
<</if>>
<div class="feat">
<div class="featImage">
<<if _owned gt 0>>
<<switch setup.feats[_keys[_i]].difficulty>>
<<case 1>><img @src="'img/ui/CopperCoin'+(_owned is 1 ? 'Dull':'')+'.png'" class="featCoin" @style="(_owned is 1 ? 'filter:brightness(65%) contrast(85%);':'')">
<<case 2>><img @src="'img/ui/SilverCoin'+(_owned is 1 ? 'Dull':'')+'.png'" class="featCoin" @style="(_owned is 1 ? 'filter:brightness(75%) contrast(85%);':'')">
<<case 3>><img @src="'img/ui/GoldCoin'+(_owned is 1 ? 'Dull':'')+'.png'" class="featCoin" @style="(_owned is 1 ? 'filter:brightness(65%) contrast(85%);':'')">
<<case 4>><img @src="'img/ui/PlatinumCoin'+(_owned is 1 ? 'Dull':'')+'.png'" class="featCoin" @style="(_owned is 1 ? 'filter:brightness(65%) contrast(85%);':'')">
<<case 5>><img @src="'img/ui/JeweledCoin'+(_owned is 1 ? 'Dull':'')+'.png'" class="featCoin" @style="(_owned is 1 ? 'filter:brightness(65%) contrast(85%);':'')">
<</switch>>
<<else>>
<img class="dot">
<</if>>
</div>
<div class="featText">
<<if ($feats.pregnancyLocked and setup.feats[_keys[_i]].pregnancyLockable) or ($feats.pregnancySillyLocked and setup.feats[_keys[_i]].pregnancySillyLockable) or ($feats.soft and setup.feats[_keys[_i]].softLockable) or $feats.locked or ($gamemode is "soft" or $alluremod lt 1)>>
<<set _titleColor to " red">>
<<else>>
<<set _titleColor to "">>
<</if>>
<<if _owned gt 0 or setup.feats[_keys[_i]].hint is undefined>>
<span @class="'title' + _titleColor"><<print setup.feats[_keys[_i]].title>></span>
<br>
<span class="text"><<print setup.feats[_keys[_i]].desc>></span>
<<else>>
<span @class="'title' + _titleColor">?????</span>
<br>
<span class="text"><<print setup.feats[_keys[_i]].hint>></span>
<</if>>
<br>
<<if _owned is 2>>
<span class="text">Earned on: <<print new Date($feats.currentSave[_keys[_i]]).toLocaleString(returnTimeFormat())>></span>
<<elseif _owned is 1>>
<span class="text">Originally Earned on: <<print new Date($feats.allSaves[_keys[_i]]).toLocaleString(returnTimeFormat())>></span>
<</if>>
</div>
</div>
<</for>>
<</widget>>
/*Feat Popup*/
<<widget "displayFeat">>
<<silently>>
<<if _featsCount is undefined>>
<<set _featsCount to 0>>
<<else>>
<<set _featsCount++>>
<</if>>
<</silently>>
<<capture _featsCount>>
<div @id="'feat-' + _featsCount" @class="'feat feat' + _featsCount + (_featsCount gte 3 ? ' hiddenFeat' : '') + ' feat-overlay'">
<div class="featImage">
<<switch setup.feats[_args[0]].difficulty>>
<<case 1>><img src="img/ui/CopperCoin.gif" class="featCoin">
<<case 2>><img src="img/ui/SilverCoin.gif" class="featCoin">
<<case 3>><img src="img/ui/GoldCoin.gif" class="featCoin">
<<case 4>><img src="img/ui/PlatinumCoin.gif" class="featCoin">
<<case 5>><img src="img/ui/JeweledCoin.gif" class="featCoin">
<</switch>>
</div>
<div class="featText">
<span class="title"><<print setup.feats[_args[0]].title>></span>
<br>
<span class="text"><<print setup.feats[_args[0]].desc>></span>
</div>
<div @id="'closeFeat-' + _featsCount" class="closeFeat" @onclick="'closeFeats('+ _featsCount +')'"></div>
</div>
<</capture>>
<</widget>>
/*Feat Points Menu*/
<<widget "featsPointsMenu">>
<div id="featsStats" class="settingsToggleIndent">
<<if $feats.allSaves.points is undefined or $feats.allSaves.points is 0>>
You have earned a lifetime total of <span class="red">0 VrelCoins</span> and cannot purchase Feat Boosters.
<br>
<span class="black small-description">If this is incorrect, please load your last save and restart.</span>
<<else>>
You have earned a lifetime total of <span class="green"><<print $feats.allSaves.points>> VrelCoins.</span>
<</if>>
</div>
/*Have to do this due to the `????` names*/
<<set _listbox to '<<listbox "_upgradeNameID" autoselect>>'>>
<<for $_i to 0; $_i lt _upgradeNames.length; $_i++>>
<<if !$featsBoosts.upgradeDetails[_upgradeNames[$_i]].hidden>>
<<set _listbox += '<<option _visibleUpgradeNames[' + $_i + '] _visibleUpgradeIDs[' + $_i + ']>>'>>
<</if>>
<</for>>
<<set _upgradeName to _upgradeNames[_upgradeNameID or 0]>>
<<set _listbox += '<</listbox>>'>>
<span class="gold settingsToggleIndent">Jump to a specific feat boost:</span>
<<print _listbox>>
<div class="settingsGridFeats">
<div class="settingsHeader">
<span id="featName"><<featName>></span>
<br>
<span style="font-size:80%;">
<<link "Previous">>
<<set _upgradeNameID-->>
<<if _upgradeNameID lt 0>>
<<set _upgradeNameID to _upgradeNames.length - 1>>
<</if>>
<<if $featsBoosts.upgradeDetails[_upgradeNames[_upgradeNameID]].hidden>>
<<for _upgradeNameID; $featsBoosts.upgradeDetails[_upgradeNames[_upgradeNameID]].hidden; _upgradeNameID-->>
<</for>>
<</if>>
<<set _upgradeName to _upgradeNames[_upgradeNameID]>>
<<updateFeatsPointsMenu>>
<<updateFeatName>>
<</link>> |
<<link "Next">>
<<set _upgradeNameID++>>
<<if _upgradeNameID gte _upgradeNames.length>>
<<set _upgradeNameID to 0>>
<</if>>
<<if $featsBoosts.upgradeDetails[_upgradeNames[_upgradeNameID]].hidden>>
<<for _upgradeNameID; $featsBoosts.upgradeDetails[_upgradeNames[_upgradeNameID]].hidden; _upgradeNameID++>>
<<if (_upgradeNameID + 1) gte _upgradeNames.length>>
<<set _upgradeNameID to 0>>
<<break>>
<</if>>
<</for>>
<</if>>
<<set _upgradeName to _upgradeNames[_upgradeNameID]>>
<<updateFeatsPointsMenu>>
<<updateFeatName>>
<</link>>
</span>
</div>
/*<<set _upgradeName to _upgradeNames[_upgradeNameID]>>*/
<div @id="'feats-' + _upgradeName" class="settingsToggleItem">
<<featsMenu _upgradeName>>
<<if $featsBoosts.pointsUsed isnot 0>>
<hr>
Purchased Feat Boosts:
<ul>
<<for $_i to 0; $_i lt _upgradeNames.length; $_i++>>
<<if $featsBoosts.upgrades[_upgradeNames[$_i]] gt 0>>
<li>
<<switch _upgradeNames[$_i]>>
<<case "randomClothing">>
<<print ($featsBoosts.clothingGender is "Either" ? "Male and Female" : $featsBoosts.clothingGender)>> <<print $featsBoosts.name[_upgradeNames[$_i]]>>: <span class="gold"><<print $featsBoosts.upgrades[_upgradeNames[$_i]]>></span> coins
<<default>>
<<print $featsBoosts.name[_upgradeNames[$_i]]>>: <span class="gold"><<print $featsBoosts.upgrades[_upgradeNames[$_i]]>></span> coins
<</switch>>
</li>
<</if>>
<</for>>
</ul>
You have<span class="green"> <<print $feats.allSaves.points - $featsBoosts.pointsUsed>> VrelCoins</span> left to spend on Feat Boosts.
<</if>>
</div>
</div>
<</widget>>
<<widget "updateFeatName">>
<<replace #featName>>
<<featName>>
<</replace>>
<</widget>>
<<widget "featName">>
<<set _details to $featsBoosts.upgradeDetails[_upgradeName]>>
<<set _count to _details.count>>
<<if _count gte _details.minCount>>
<<switch _upgradeName>>
<<case "money">>
<span class="gold">Starting Money</span>
<<case "grades">>
<span class="gold">Starting School Grades</span>
<<case "purity" "impurity">>
<span class="gold" style="text-transform: capitalize;">Daily _upgradeName Boost</span>
<<case "newLife">>
<span class="gold">A New Life</span>
<<case "aNewBestFriend">>
<span class="gold">A New Best Friend</span>
<<case "randomClothing">>
<span class="gold">Random Clothing</span>
<<case "tattoos">>
<span class="gold">Starting Tattoos</span>
<<case "defaultMoves">>
<span class="gold">Extra Default Moves</span>
<<case "specialClothing">>
<span class="gold">Special Clothing</span>
<<case "sexToys">>
<span class="gold">Sex Toys</span>
<<case "divineTFs">>
<span class="gold">Divine Transformation</span>
<<case "animalTFs">>
<span class="gold">Animal Transformation</span>
<<case "sadism" "masochism">>
<span class="gold" style="text-transform: capitalize;">Daily _upgradeName Boost</span>
<<default>>
<span class="gold" style="text-transform: capitalize;">Starting _upgradeName Grade</span>
<</switch>>
<<else>>
<span class="red">?????</span>
<</if>>
<</widget>>
<<widget "featsMenu">>
<<set _name to _args[0]>>
<<capture _name>>
<<set _details to $featsBoosts.upgradeDetails[_name]>>
<<set _count to _details.count>>
<<if _count gte _details.minCount>>
<<if $feats.allSaves.points is undefined or $feats.allSaves.points is 0>>
<span class="red">Earn some VrelCoins in order to purchase this feat boost!</span>
<<else>>
<<switch _name>>
<<case "money">>
You will start the game with <span class="green"> £<<print $money/100 + $featsBoosts.upgrades.money * 50 * _count / _details.cost>>.00</span>.
<<case "grades">>
You will start the game with <<if $featsBoosts.upgrades.grades / _details.cost is 4>><span class="green">A*</span><<elseif $featsBoosts.upgrades.grades / _details.cost is 3>><span class="green">A</span><<elseif $featsBoosts.upgrades.grades / _details.cost is 2>><span class="lblue">B</span><<elseif $featsBoosts.upgrades.grades / _details.cost is 1>><span class="blue">C</span><<else>><span class="purple">D</span><</if>> grades.
<<case "purity">>
<<if ($featsBoosts.upgrades[_name] / _details.cost) is 0>>
You will always gain <span class="green">1</span> point of purity per day. Purchased purity boosts will increase your daily purity gain. <i>Actions you take can negate or amplify your purity gains.</i>
<<else>>
You will always gain <span class="green"><<print 1+$featsBoosts.upgrades[_name] / _details.cost>></span> points of purity per day. <i>Actions you take can negate or amplify your purity gains.</i>
<</if>>
<<case "impurity">>
<<if ($featsBoosts.upgrades[_name] / _details.cost) is 0>>
You will always gain <span class="green">1</span> point of purity per day. Purchased impurity boosts will counteract this daily purity gain. <i>Actions you take can negate or amplify your purity losses.</i>
<<elseif ($featsBoosts.upgrades[_name] / _details.cost) is 1>>
You will always lose <span class="red">1</span> point of purity per day. This cancels out the daily point of purity you would normally gain at midnight. <i>Actions you take can negate or amplify your purity losses.</i>
<<elseif ($featsBoosts.upgrades[_name] / _details.cost) is 2>>
You will always lose <span class="red">1</span> point of purity per day. <i>Actions you take can negate or amplify your purity losses.</i>
<<else>>
You will always lose <span class="red"><<print $featsBoosts.upgrades[_name] / _details.cost - 1>></span> points of purity per day. <i>Actions you take can negate or amplify your purity losses.</i>
<</if>>
<<case "newLife">>
You will start the game <<print ($featsBoosts.upgrades.newLife is 0 ? "<span class='red'>without</span>" : "<span class='green'>with</span>")>> a parasite.
<<case "aNewBestFriend">>
You will start the game
<<switch $featsBoosts.upgrades.aNewBestFriend>>
<<case 0>><span class='red'>without</span> an ear slime.
<<case 10>><span class='green'>with</span> an ear slime.
<<case 20>><span class='green'>with two</span> ear slimes.
<</switch>>
<<case "randomClothing">>
You will start the game with <span class="gold"><<print 3 * $featsBoosts.upgrades.randomClothing / _details.cost>></span> random clothing items.
<<case "tattoos">>
<<if $featsBoosts.upgrades.tattoos / _details.cost is 0>>
You will start the game with <span class="red">no</span> tattoos.
<<elseif $featsBoosts.upgrades.tattoos / _details.cost is 1>>
You will start the game with <span class="green">1</span> tattoo.
<<else>>
You will start the game with <span class="green"><<print $featsBoosts.upgrades.tattoos / _details.cost>></span> tattoos.
<</if>>
<<case "defaultMoves">>
You will start the game with <span class="green"><<print 2 + $featsBoosts.upgrades.defaultMoves / _details.cost>></span> default movesets. These are sets of actions that can be chosen by default in combat, allowing you to speed up gameplay by not having to manually select your preferred actions. Movesets can be set up in the <span class="gold">Attitudes</span> menu.
<<case "specialClothing">>
You will start the game with special clothing from the Forest Shop <<print ($featsBoosts.upgrades.specialClothing is 0?"<span class='red'>locked</span>":"<span class='green'>unlocked</span>")>>. This booster won't automatically unlock new clothing items that have been added.
<<case "sexToys">>
You will start the game with
<<if $featsBoosts.upgrades[_name] / _details.cost is 0>>
<span class="red">no</span> sex toys.
<<elseif $featsBoosts.upgrades[_name] / _details.cost gte 1>>
<span class="green"><<print 3 * $featsBoosts.upgrades.sexToys / _details.cost>></span> sex toys.
<</if>>
<<case "greenThumb">>
You will start the game with the <span class="green">Green Thumb</span> trait.
<<case "divineTFs">>
You will start the game with a divine transformation.
<<case "animalTFs">>
You will start the game with an animal transformation.
<<case "sadism">>
<<if ($featsBoosts.upgrades[_name] / _details.cost) is 0>>
Purchased sadism boosts will increase your daily sadism gain. <i>Actions you take can amplify your sadism gains.</i>
<<else>>
You will gain <span class="green"><<print 1+$featsBoosts.upgrades[_name] / _details.cost>></span> points of sadism per day. <i>Actions you take can amplify your sadism gains.</i>
<</if>>
<<case "masochism">>
<<if ($featsBoosts.upgrades[_name] / _details.cost) is 0>>
Purchased masochism boosts will increase your daily masochism gain. <i>Actions you take can amplify your masochism gains.</i>
<<else>>
You will gain <span class="green"><<print 1+$featsBoosts.upgrades[_name] / _details.cost>></span> points of masochism per day. <i>Actions you take can amplify your masochism gains.</i>
<</if>>
<<case "physique">>
You will start the game with _name at
<<if ($physique + ($featsBoosts.upgrades[_name] / _details.cost * 1500)) gte ($physiquesize / 7) * 6>>
<span class="green"><<print $physique + ($featsBoosts.upgrades[_name] / _details.cost * 1500)>></span>.
<<elseif ($physique + ($featsBoosts.upgrades[_name] / _details.cost * 1500)) gte ($physiquesize / 7) * 5>>
<span class="teal"><<print $physique + ($featsBoosts.upgrades[_name] / _details.cost * 1500)>></span>.
<<elseif ($physique + ($featsBoosts.upgrades[_name] / _details.cost * 1500)) gte ($physiquesize / 7) * 4>>
<span class="lblue"><<print $physique + ($featsBoosts.upgrades[_name] / _details.cost * 1500)>></span>.
<<elseif ($physique + ($featsBoosts.upgrades[_name] / _details.cost * 1500)) gte ($physiquesize / 7) * 3>>
<span class="blue"><<print $physique + ($featsBoosts.upgrades[_name] / _details.cost * 1500)>></span>.
<<elseif ($physique + ($featsBoosts.upgrades[_name] / _details.cost * 1500)) gte ($physiquesize / 7) * 2>>
<span class="purple"><<print $physique + ($featsBoosts.upgrades[_name] / _details.cost * 1500)>></span>.
<<elseif ($physique + ($featsBoosts.upgrades[_name] / _details.cost * 1500)) gte ($physiquesize / 7) * 1>>
<span class="pink"><<print $physique + ($featsBoosts.upgrades[_name] / _details.cost * 1500)>></span>.
<<else>>
<span class="red"><<print $physique + ($featsBoosts.upgrades[_name] / _details.cost * 1500)>></span>.
<</if>>
<<case "willpower">>
You will start the game with _name at
<<if ($willpower + ($featsBoosts.upgrades[_name] / _details.cost * 200)) gte ($willpowermax / 7) * 6>>
<span class="green"><<print $willpower + ($featsBoosts.upgrades[_name] / _details.cost * 200)>></span>.
<<elseif ($willpower + ($featsBoosts.upgrades[_name] / _details.cost * 1500)) gte ($willpowermax / 7) * 5>>
<span class="teal"><<print $willpower + ($featsBoosts.upgrades[_name] / _details.cost * 200)>></span>.
<<elseif ($willpower + ($featsBoosts.upgrades[_name] / _details.cost * 1500)) gte ($willpowermax / 7) * 4>>
<span class="lblue"><<print $willpower + ($featsBoosts.upgrades[_name] / _details.cost * 200)>></span>.
<<elseif ($willpower + ($featsBoosts.upgrades[_name] / _details.cost * 1500)) gte ($willpowermax / 7) * 3>>
<span class="blue"><<print $willpower + ($featsBoosts.upgrades[_name] / _details.cost * 200)>></span>.
<<elseif ($willpower + ($featsBoosts.upgrades[_name] / _details.cost * 1500)) gte ($willpowermax / 7) * 2>>
<span class="purple"><<print $willpower + ($featsBoosts.upgrades[_name] / _details.cost * 200)>></span>.
<<elseif ($willpower + ($featsBoosts.upgrades[_name] / _details.cost * 1500)) gte ($willpowermax / 7) * 1>>
<span class="pink"><<print $willpower + ($featsBoosts.upgrades[_name] / _details.cost * 200)>></span>.
<<else>>
<span class="red"><<print $willpower + ($featsBoosts.upgrades[_name] / _details.cost * 200)>></span>.
<</if>>
<<default>>
You will start the game with
<<if $featsBoosts.upgrades[_name] / _details.cost is 1>>
_name at level <span class="pink">F+</span>.
<<elseif $featsBoosts.upgrades[_name] / _details.cost is 2>>
_name at level <span class="purple">D</span>.
<<elseif $featsBoosts.upgrades[_name] / _details.cost is 3>>
_name at level <span class="purple">D+</span>.
<<elseif $featsBoosts.upgrades[_name] / _details.cost is 4>>
_name at level <span class="blue">C</span>.
<<elseif $featsBoosts.upgrades[_name] / _details.cost is 5>>
_name at level <span class="pink">C+</span>.
<<elseif $featsBoosts.upgrades[_name] / _details.cost is 6>>
_name at level <span class="lblue">B</span>.
<<elseif $featsBoosts.upgrades[_name] / _details.cost is 7>>
_name at level <span class="lblue">B+</span>.
<<elseif $featsBoosts.upgrades[_name] / _details.cost is 8>>
_name at level <span class="teal">A</span>.
<<elseif $featsBoosts.upgrades[_name] / _details.cost is 9>>
_name at level <span class="teal">A+</span>.
<<elseif $featsBoosts.upgrades[_name] / _details.cost is 10>>
_name at level <span class="green">S</span>.
<<else>>
<span class="red">no</span> proficiency in _name.
<</if>>
<</switch>>
<<if _name is "randomClothing">>
<br>
<span class="gold bold">Clothing Type: </span>
<label><<print '<<radiobutton "$featsBoosts.clothingGender" "Either" ' + ($featsBoosts.clothingGender is "Either" ? "checked" : "") + '>>'>> Either</label> |
<label><<print '<<radiobutton "$featsBoosts.clothingGender" "Male" ' + ($featsBoosts.clothingGender is "Male" ? "checked" : "") + '>>'>> Male</label> |
<label><<print '<<radiobutton "$featsBoosts.clothingGender" "Female" ' + ($featsBoosts.clothingGender is "Female" ? "checked" : "") + '>>'>> Female</label>
<br>
<span class="gold bold">Enable Custom Colour (expect crazy results): </span>
<label><<print '<<radiobutton "$featsBoosts.clothingCustomColors" false ' + ($featsBoosts.clothingCustomColors is false ? "checked" : "") + '>>'>> No</label> |
<label><<print '<<radiobutton "$featsBoosts.clothingCustomColors" true ' + ($featsBoosts.clothingCustomColors is true ? "checked" : "") + '>>'>> Yes</label>
<</if>>
<<if _details.exclusive is "" or $featsBoosts.upgrades[_details.exclusive] is 0>>
<<featsPointsMenuButtons _name _details.cost _details.limit>>
<<else>>
<span class="red">Remove _details.exclusive upgrades to make use of this upgrade.</span>
<</if>>
<<if _name is "tattoos">>
<<set _totalTattoos to $featsBoosts.upgrades.tattoos / _details.cost>>
<<if _tattooNumber is undefined or _tattooNumber gt _totalTattoos>>
<<set _tattooNumber to Math.clamp(_totalTattoos, 1, $featsBoosts.upgradeDetails.tattoos.limit / _details.cost)>>
<</if>>
<<if _totalTattoos gt 0>>
<div class="settingsGrid" style="margin:10px 0px">
<div class="settingsHeader">Tattoo <<print _tattooNumber>>
<br>
<<if _tattooNumber gte 1 and _totalTattoos gt 1>>
<span style="font-size:80%;">
<<link "Previous Tattoo">>
<<set _tattooNumber-->>
<<if _tattooNumber lte 0>>
<<set _tattooNumber to _totalTattoos>>
<</if>>
<<replace #featsPointsMenu>><<featsPointsMenu>><</replace>>
<</link>> |
<<link "Next Tattoo">>
<<set _tattooNumber++>>
<<if _tattooNumber gt _totalTattoos>>
<<set _tattooNumber to 1>>
<</if>>
<<replace #featsPointsMenu>><<featsPointsMenu>><</replace>>
<</link>>
</span>
<</if>>
</div>
<div class="settingsToggleItem">
<span class="listMargin">
<span class="gold">Tattoo Type:</span>
<<set _penOptions to ["Tattoo","Brand"]>>
<<listbox `"$featsBoosts.tattoos["+_tattooNumber+"].pen"` autoselect>>
<<optionsfrom _penOptions>>
<</listbox>>
</span>
</div>
<div class="settingsToggleItem">
<span class="gold">Tattoo Location:</span>
<<set _bodyPartOptions to ["Forehead","Left cheek","Right cheek","Left shoulder","Right shoulder","Back","Breasts","Left bottom","Right bottom","Left thigh","Right thigh","Pubic"]>>
<<for _l to 1; _l lte _totalTattoos; _l++>>
<<if _tattooNumber is _l>>
<<continue>>
<</if>>
<<run _bodyPartOptions.delete($featsBoosts.tattoos[_l].bodypart)>>
<</for>>
<<listbox `"$featsBoosts.tattoos["+_tattooNumber+"].bodypart"` autoselect>>
<<option "Random">>
<<optionsfrom _bodyPartOptions>>
<</listbox>>
</div>
<div @id="_tattooNumber + 'tattooFilter'" class="settingsToggleItem">
<<tattooFilter>>
</div>
<div @id="_tattooNumber + 'tattooList'" class="settingsToggleItem">
<<tattooList>>
</div>
</div>
<<run $(() => {
const currentList = '#' + _tattooNumber + 'tattooList';
const currentFilterId = '#' + _tattooNumber + 'tattooFilter';
$(currentFilterId + ' select').on('input change', e => {
new Wikifier(null, `<<print "${currentList}">> <<replace "${currentList}">><<tattooList>><</replace>>`);
}).trigger('change');
})>>
<</if>>
<</if>>
<<if _name is "sexToys">>
<div id="sexToys"><<sexToysFeatUI>></div>
<</if>>
<<if _name is "aNewBestFriend" and $featsBoosts.upgradeDetails.aNewBestFriend.count gte 2>>
<div id="aNewBestFriend">
<label>Earslime starting type:
<<listbox "$featsBoosts.earSlimeType" autoselect>>
<<option "Immature and passive" "immaturePassive">>
<<option "Immature and aggressive" "immatureAggressive">>
<<option "Partly grown and aggressive" "grownAggressive">>
<</listbox>>
</label>
</div>
<</if>>
<<set _keys to Object.keys($feats.allSaves)>>
<<if _name is "divineTFs" and $featsBoosts.upgrades.divineTFs gt 0>>
<<set _options = {}>>
<<if _keys.count("Angel")>>
<<set _options["Angel"] = "angel">>
<</if>>
<<if _keys.count("Fallen Angel")>>
<<set _options["Fallen Angel"] = "fallenAngel">>
<</if>>
<<if _keys.count("Demon")>>
<<set _options["Demon"] = "demon">>
<</if>>
<<if _keys.count("Demon of Purity")>>
<<set _options["Virgin Demon"] = "virginDemon">>
<</if>>
<label>Divine Transformation:
<<listbox "$featsBoosts.divineTFs" autoselect>>
<<optionsfrom _options>>
<</listbox>>
</label>
<</if>>
<<if _name is "animalTFs" and $featsBoosts.upgrades.animalTFs gt 0>>
<<set _options = {}>>
<<if _keys.count("Neko") gt 0>>
<<set _options["Cat"] = "cat">>
<</if>>
<<if _keys.count("Wolf") gt 0>>
<<set _options["Wolf"] = "wolf">>
<</if>>
<<if _keys.count("Cattle") gt 0>>
<<set _options["Cow"] = "cow">>
<</if>>
<<if _keys.count("Bear") gt 0>>
<<set _options["Bear"] = "bear">>
<</if>>
<<if _keys.count("Harpy") gt 0>>
<<set _options["Harpy"] = "harpy">>
<</if>>
<<if _keys.count("Fox") gt 0>>
<<set _options["Fox"] = "fox">>
<</if>>
<<if _keys.count("Bunny") gt 0>>
<<set _options["Bunny"] = "bunny">>
<</if>>
<label>Animal Transformation:
<<listbox "$featsBoosts.animalTFs" autoselect>>
<<optionsfrom _options>>
<</listbox>>
</label>
<</if>>
<</if>>
<<else>>
<span class="red"><<print $featsBoosts.missing[_name]>></span>
<</if>>
<</capture>>
<</widget>>
<<widget "tattooFilter">>
<span class="gold">Filter designs by:</span>
<<set _tattooFilters = {
"All" : "all",
"Image" : "object",
"Text" : "text",
"Masculine" : "m",
"Feminine" : "f",
"Bestiality" : "bestiality",
"Cattle" : "cattle",
"Combat" : "combat",
"Criminal" : "criminal",
"Exhibitionism" : "exhibitionism",
"Prostitution" : "prostitution",
"Rape" : "rape",
"Sex" : "sex",
"Violence" : "violence",
"Pregnancy" : "pregnancy",
"Impreg" : "impreg",
}>>
<<listbox `"$tattooFilter"+_tattooNumber` autoselect>>
<<optionsfrom _tattooFilters>>
<</listbox>>
<</widget>>
<<widget "tattooList">>
<span class="gold">Tattoo Design:</span>
<<featsTattooOptions>>
<<listbox `"$featsBoosts.tattoos["+_tattooNumber+"].tattoo"` autoselect>>
<<option "Random">>
<<optionsfrom _featsTattooOptions>>
<</listbox>>
<</widget>>
<<widget "featsTattooOptions">>
<<if _featsTattooAll is undefined>>
<<set _featsTattooAll to []>>
<<for _value range setup.bodywriting>>
<<if _value.featSkip is true>>
<<continue>>
<</if>>
<<run _featsTattooAll.push(_value.writing)>>
<</for>>
<</if>>
<<set _featsTattooOptions to []>>
<<switch _tattooNumber>>
<<case 1>><<set _tattooFilter to $tattooFilter1>>
<<case 2>><<set _tattooFilter to $tattooFilter2>>
<<case 3>><<set _tattooFilter to $tattooFilter3>>
<<case 4>><<set _tattooFilter to $tattooFilter4>>
<<case 5>><<set _tattooFilter to $tattooFilter5>>
<</switch>>
<<for _value range setup.bodywriting>>
<<if (_tattooFilter is "all" and _value.featSkip)
or (_tattooFilter is "object" and (_value.featSkip or _value.type isnot _tattooFilter))
or (_tattooFilter is "text" and (_value.featSkip or _value.type isnot _tattooFilter))
or (_tattooFilter is "m" and (_value.featSkip or _value.gender isnot _tattooFilter))
or (_tattooFilter is "f" and (_value.featSkip or _value.gender isnot _tattooFilter))
or (_tattooFilter isnot "all" and _tattooFilter isnot "object" and _tattooFilter isnot "text" and _tattooFilter isnot "m" and _tattooFilter isnot "f" and (_value.featSkip or _value.special isnot _tattooFilter))>>
<<continue>>
<</if>>
<<run _featsTattooOptions.push(_value.writing)>>
<</for>>
<</widget>>
<<widget "featsPointsMenuButtons">>
<<set _type to _args[0]>>
<<set _multi to _args[1]>> /*_details.cost */
<<set _max to _args[2]>> /*_details.limit */
<<set _maxupgrades to _max/_multi - ($featsBoosts.upgrades[_name] / _details.cost)>>
<<set _totalUpgrades to _max/_multi>>
<<set _purchasedUpgrades to $featsBoosts.upgrades[_name] / _details.cost>>
<br><br>
<span class="gold bold">Upgrades:</span>
<br>
<div style="margin-bottom:10px;">
<<switch _name>>
<<case "money">>
Each purchased upgrade will add <span class="green">£<<print $featsBoosts.upgradeDetails.money.limit * (5 / 2)>></span> to your starting money.
<<case "grades">>
Each purchased upgrade will raise your starting school grades by <span class="green">one letter grade.</span>
<<case "purity">>
Each purchased upgrade will increase your daily purity by one point per level.
<<case "impurity">>
Each purchased upgrade will decrease your daily purity by one point per level.
<<case "newLife">>
<<if _totalUpgrades is 2>>
Purchase the first upgrade to start the game with a hermaphrodite tentacle parasite. Purchase the second upgrade to give it perfect activity; otherwise it will have random activity.
<<else>>
Purchase the first upgrade to start the game with a hermaphrodite tentacle parasite with random activity. Acquire a second broodmother feat to give it perfect activity.
<</if>>
<<case "aNewBestFriend">>
Purchase this upgrade to start the game with a ear slime parasite.
<<case "randomClothing">>
Each purchased upgrade gives you three random clothing items of the specified gender.
<<case "tattoos">>
Each purchased upgrade will allow you to get one starting tattoo or brand of your choice.
<<case "defaultMoves">>
Each purchased upgrade will grant you an additional action set.
<<case "specialClothing">>
Purchase this upgrade to unlock previously unlocked special clothes.
<<case "sexToys">>
Each purchased upgrade will give you three starting sex toys of your choice.
<<case "greenThumb">>
Purchase this upgrade to start with the <span class="green">Green Thumb</span> trait.
<<case "divineTFs">>
Purchase this upgrade to start with a divine transformation.
<<case "animalTFs">>
Purchase this upgrade to start with an animal transformation.
<<case "sadism">>
Each purchased upgrade will increase your daily sadism by one point per level.
<<case "masochism">>
Each purchased upgrade will increase your daily masochism by one point per level.
<<default>>
Each purchased upgrade will raise your _name level by <span class="green">one letter grade.</span>
<</switch>>
</div>
<<capture _type _multi _max>>
<div class="featButtonContainer">
<<if _multi is undefined>>
<<set _multi to 1>>
<</if>>
<<if _max is undefined>>
<<set _max to 20>>
<</if>>
<<if $featsBoosts.upgrades[_type] gte 1 * _multi>>
<div class="featButton roundl">
<<button "<span class='fa-icon fa-left'></span><span class='fa-icon fa-left'></span>">>
<<print "<<updateFeatsPointsMenu _type " + (-1 * (_purchasedUpgrades * _multi)) +">>">>
<</button>>
</div>
<<else>>
<div class="featButtonGrey roundl">
<<button "<span class='fa-icon fa-left'></span><span class='fa-icon fa-left'></span>">>
<</button>>
</div>
<</if>>
<<if $featsBoosts.upgrades[_type] gte 1 * _multi>>
<div class="featButton">
<<button "<span class='fa-icon fa-left'></span>">>
<<print "<<updateFeatsPointsMenu _type " + (-1 * _multi) +">>">>
<</button>>
</div>
<<else>>
<div class="featButtonGrey">
<<button "<span class='fa-icon fa-left'></span>">>
<</button>>
</div>
<</if>>
<div class="gold featButton buttonDisable">
<<button "_purchasedUpgrades / _totalUpgrades">>
<</button>>
</div>
<<if $featsBoosts.upgrades[_type] / _multi lt _totalUpgrades
and $feats.allSaves.points - $featsBoosts.pointsUsed gte 1 * _multi>>
<div class="featButton">
<<button "<span class='fa-icon fa-right'></span>">>
<<print "<<updateFeatsPointsMenu _type " + (1 * _multi) +">>">>
<</button>>
</div>
<<else>>
<div class="featButtonGrey">
<<button "<span class='fa-icon fa-right'></span>">>
<</button>>
</div>
<</if>>
<<if $featsBoosts.upgrades[_type] / _multi lt _totalUpgrades
and $feats.allSaves.points - $featsBoosts.pointsUsed gte _maxupgrades * _multi>>
<div class="featButton roundr">
<<button "<span class='fa-icon fa-right'></span><span class='fa-icon fa-right'></span>">>
<<print "<<updateFeatsPointsMenu _type " + (_maxupgrades * _multi) +">>">>
<</button>>
</div>
<<else>>
<div class="featButtonGrey roundr">
<<button "<span class='fa-icon fa-right'></span><span class='fa-icon fa-right'></span>">>
<</button>>
</div>
<</if>>
</div>
<div class=" black small-description" style="margin-top:10px;">(<span class="gold">_details.cost <<print (_details.cost is 1 ? "VrelCoin" : "VrelCoins")>></span> per upgrade)</div>
<<if _type is "tending">>
<div style="margin-top:10px;">
<span class="green">Green Thumb</span> - More bountiful crops and no decay when using fertiliser. Start with one fertiliser.
<div class="featButton roundl roundr" style="margin-top:5px;">
<<if $feats.allSaves.points - $featsBoosts.pointsUsed gte $featsBoosts.upgradeDetails.greenThumb.cost and !$featsBoosts.upgrades.greenThumb>>
<<button "Start with this trait">><<print "<<updateFeatsPointsMenu greenThumb $featsBoosts.upgradeDetails.greenThumb.cost>>">><</button>>
<<elseif $featsBoosts.upgrades.greenThumb>>
<<button "Remove this trait">><<print "<<updateFeatsPointsMenu greenThumb " + (-1 * $featsBoosts.upgradeDetails.greenThumb.cost) + ">>">><</button>>
<</if>>
</div>
</div>
<div class=" black small-description" style="margin-top:10px;">(<span class="gold"><<print "$featsBoosts.upgradeDetails.greenThumb.cost">> VrelCoins</span> to purchase)</div>
<</if>>
<</capture>>
<</widget>>
<<widget "sexToysFeatUI">>
<<set _totalToys to $featsBoosts.upgrades.sexToys / 10>>
<<if _toyNumber is undefined or _toyNumber gt _totalToys>>
<<set _toyNumber to 0>>
<</if>>
<<if _toys is undefined>>
<<set _toys to {}>>
<<run Object.values(setup.sextoys).forEach(toy => T.toys[toy.namecap] = toy.index)>>
<</if>>
<<if _totalToys gt 1>>
<div class="settingsGrid" style="margin:10px 0px">
<div class="settingsHeader">Toy <<print _toyNumber+1>>
<br>
<<if _toyNumber gte 0 and _totalToys gt 1>>
<span style="font-size:80%;">
<<link "Previous Toy">>
<<set _toyNumber-->>
<<if _toyNumber lt 0>>
<<set _toyNumber to _totalToys-1>>
<</if>>
<<replace #featsPointsMenu>><<featsPointsMenu>><</replace>>
<</link>> |
<<link "Next Toy">>
<<set _toyNumber++>>
<<if _toyNumber+1 gt _totalToys>>
<<set _toyNumber to 0>>
<</if>>
<<replace #featsPointsMenu>><<featsPointsMenu>><</replace>>
<</link>>
</span>
<</if>>
</div>
<div class="settingsToggleItem">
<span class="gold">Sex Toy:</span>
<div id="sexToysFeatUIIndex">
<<listbox "$featsBoosts.sexToys[_toyNumber].index" autoselect>>
<<option "Random" -1>>
<<optionsfrom _toys>>
<</listbox>>
</div>
</div>
<div id="sexToysFeatUIColour">
<<sexToysFeatUIColour>>
</div>
</div>
<<run $(() => { $('#sexToysFeatUIIndex select').on('input change', e => {
new Wikifier(null, "<<replace '#sexToysFeatUIColour'>><<sexToysFeatUIColour>><</replace>>");
}).trigger('change') })>>
<</if>>
<</widget>>
<<widget "sexToysFeatUIColour">>
<<if $featsBoosts.sexToys[_toyNumber].index isnot undefined and $featsBoosts.sexToys[_toyNumber].index isnot -1>>
<<set _toyColours to {}>>
<<set _selectedToy to Object.values(setup.sextoys).find(toy => toy.index === V.featsBoosts.sexToys[T.toyNumber].index)>>
<<if _selectedToy and _selectedToy.colour_options and _selectedToy.colour_options.length>>
<<run _selectedToy.colour_options.forEach(colour => _toyColours[colour] = colour)>>
<</if>>
<<else>>
<<set _toyColours to {}>>
<</if>>
<<if Object.values(_toyColours).length gt 1>>
<div class="settingsToggleItem">
<span class="gold">Colour:</span><br>
<<listbox "$featsBoosts.sexToys[_toyNumber].colour" autoselect>>
<<option "Random" -1>>
<<optionsfrom _toyColours>>
<</listbox>>
</div>
<</if>>
<</widget>>
<<widget "updateFeatsPointsMenu">>
<<if $feats.allSaves.points - $featsBoosts.pointsUsed gte _args[1] or _args[1] lt 0>>
<<set $featsBoosts.upgrades[_args[0]] += _args[1]>>
<<set $featsBoosts.pointsUsed += _args[1]>>
<</if>>
<<replace #featsPointsMenu>>
<<featsPointsMenu>>
<</replace>>
<</widget>>
/* Fake feats, for when you want to gaslight the player. Used for the Wraith, primarily */
<<widget "displayFeatFake">>
<<if _args[0] and $feats.locked is false and $cheatdisable is "t" and $debug is 0 and $gamemode isnot "soft" and $alluremod gte 1>>
<<silently>>
<<if _featsCount is undefined>>
<<set _featsCount to 0>>
<<else>>
<<set _featsCount++>>
<</if>>
<</silently>>
<div @id="'feat-' + _featsCount" class="feat">
<div class="featImage">
<<switch setup.feats[_args[0]].difficulty>>
<<case 1>><img src="img/ui/CopperCoinFake.gif" class="featCoin">
<<case 2>><img src="img/ui/SilverCoinFake.gif" class="featCoin">
<<case 3>><img src="img/ui/GoldCoinFake.gif" class="featCoin">
<<case 3>><img src="img/ui/PlatinumCoinFake.gif" class="featCoin">
<<case 3>><img src="img/ui/JeweledCoinFake.gif" class="featCoin">
<</switch>>
</div>
<div class="featText">
<<switch _args[0]>>
<<case "It Belongs in a Museum">>
<span class="title">It Belongs in a Museum?</span>
<<default>>
<<if setup.feats[_args[0]].title.endsWith("?")>>
<span class="text"><<print setup.feats[_args[0]].title>></span>
<<else>>
<span class="text"><<print setup.feats[_args[0]].title>>?</span>
<</if>>
<span class="title"><<print setup.feats[_args[0]].title>>?</span>
<</switch>>
<br>
<<switch _args[0]>>
<<case "No More Control">>
<span class="text">You don't know how to get lewder... right?</span>
<<case "Teachers Nightmare">>
<span class="text">You are a terror... right?</span>
<<case "Anti-Social Moth">>
<span class="text">Who needs friends... right?</span>
<<default>>
<<if setup.feats[_args[0]].desc.endsWith(".")>>
<span class="text"><<print setup.feats[_args[0]].desc>>.. right?</span>
<<else>>
<span class="text"><<print setup.feats[_args[0]].desc>>... right?</span>
<</if>>
<</switch>>
</div>
<div @id="'closeFeat-' + _featsCount" class="closeFeat" @onclick="'closeFeats('+ _featsCount +')'"></div>
</div>
<</if>>
<</widget>><<widget "journal">>
<<run initializeTooltips()>>
<br>
<<print "It is the " + ordinalSuffixOf(Time.monthDay) + " of " + Time.monthName + ", " + Time.year + "." >>
<ul class="journal">
<<if Time.days lt 0>>
<<if Time.days lt -365>>
<li>It is around <span class="gold"><<print Math.floor(Time.startDate.year - Time.year)>></span> years before you started the game.</li>
<<else>>
<li>It is <span class="gold"><<print Time.days * -1>></span> days before you started the game.</li>
<</if>>
<<else>>
<li>It has been <span class="gold"><<print Time.days>></span> days since the game started.</li>
<<if $hardmodedays isnot undefined>>
<li>You survived <span class="gold">$hardmodedays</span> days on hard mode.</li>
<br>
<</if>>
<li>The game started in <<print Time.getSeason(new DateTime($startDate))>>.</li>
<li>It is <<print Time.season>>.</li>
<li><<schoolterm>></li>
<</if>>
</ul>
<<if $options.images is 1>>
<div class="map">
<<if Weather.isSnow>>
<img id="world_map" src="img/misc/world_map_winter.png">
<<else>>
<img id="world_map" src="img/misc/world_map.png">
<</if>>
</div>
<</if>>
<<if !$statFreeze && ($rentday isnot undefined || $rentmoney isnot undefined)>>
<hr>
<h1 class="header gold bold">Time-Sensitive</h1>
<ul class="journal">
<<set $rentmoney to [10000,30000,50000,70000,100000,150000,200000][Math.clamp($rentstage,1,6)]>>
<<set $rentmoney *= $rentmod>>
<<if $baileyDeposit gte ($rentmoney * $rentmod) + ($babyRent or 0)>>
<<set _rentstage to $rentstage>>
<<set _baileyDepositDays to 0>>
<<set _baileyDepositWorth to 0>>
<<for _baileyDeposit = $baileyDeposit; _baileyDeposit >= ($rentmoney * $rentmod) + ($babyRent or 0) && _baileyDepositDays lt 1000; _baileyDeposit -= ($rentmoney * $rentmod) + ($babyRent or 0)>>
<<set $rentmoney to [10000,30000,50000,70000,100000,150000,200000][Math.clamp(_rentstage - 1,0,6)]>>
<<if $robinpaid is 1>>
<<set $rentmoney *= 2>>
<</if>>
<<set _rentstage += 1>>
<<set _baileyDepositDays += 1>>
<<set _baileyDepositWorth += ($rentmoney * $rentmod) + ($babyRent or 0)>>
<</for>>
<li>You still have enough deposit for Bailey for <span class="gold">_baileyDepositDays</span><<if _baileyDepositDays gte 1000>>+<</if>> weeks which is worth <<printmoney _baileyDepositWorth>><<if _baileyDepositDays gte 1000>>+<</if>>.</li>
<<else>>
<<if $rentday isnot undefined>>
<<if $renttime lte 0>>
<li>Bailey is looking for you, and wants <<printmoney $rentmoney>><<babyRentDisplay " plus " " for not looking after your children" "gold">>.</li>
<<else>>
<li>Bailey wants <<printmoney $rentmoney>> on <<rentday>><<babyRentDisplay " plus " " for not looking after your children" "gold">>.</li>
<</if>>
<<elseif $rentmoney isnot undefined>>
<li>Bailey wants <<printmoney $rentmoney>><<babyRentDisplay " plus " " for not looking after your children" "gold">>.</li>
<</if>>
<</if>>
<<if $averydate is 1 and Time.hour lte 21 and $averydatedone isnot 1>>
<li>You have a date scheduled with Avery <span class="pink">tonight.</span> <<nnpc_He "Avery">>'ll wait for you on Domus Street between <span class="gold"><<ampm 20 00>></span> and <span class="gold"><<ampm 21 00>></span>.</li>
<</if>>
<<if $psych is 1 or $schoolPsych is 1>>
<li>You <<if $psych is 1>>have an<<else>>may get an<</if>> appointment with Doctor Harper
<<if Time.weekDay is 6>>
<<if $daily.harperVisit is 1>>
next <span class='yellow'>Friday</span>.
<<else>>
<span class='pink'>today</span>.
<</if>>
<<else>>
on <span class='yellow'>Friday</span>.
<</if>></li>
<</if>>
<<if $brothelshowdata.type isnot "none" and $brothelshowdata.intro>>
<li>You're expected to perform at the brothel
<<if Time.weekDay is 6>>
<<if $brothelshowdata.done>>
next <span class='yellow'>Friday</span>.
<<else>>
<span class='pink'>today</span>.
<</if>>
<<else>>
on <span class='yellow'>Friday</span>.
<</if>></li>
<</if>>
<<if $brothel_escortjob isnot undefined>>
<<if ($brothel_escortjob.done is undefined or $brothel_escortjob.escape is undefined) and $brothel_escortjob.accept is true and $brothel_escortjob.missed isnot true>>
<<set _date to new DateTime($brothel_escortjob.date)>>
<li>You have an escort job scheduled. You're expected to be in front of the brothel
<<if Time.monthDay is _date.day>>
<span class="pink">today</span>
<<elseif Time.date.dayDifference(_date) is 1>>
<span class="gold">tomorrow</span>
<<elseif Time.date.dayDifference(_date) gte 7>>
next <span class="gold">_date.weekDayName</span>
<<else>>
on <span class="gold">_date.weekDayName</span>
<</if>>
at <span class="gold"><<ampm _date.hour>></span>.</li>
<</if>>
<</if>>
<<if $community_service gte 1>>
<<if $community_service_done is 1>>
<li><span class="lblue">You've performed your community service today.</span></li>
<<elseif ["asylum","prison"].includes($location)>>
<li>Your sentence of community service has been put on hold due to your <<if $location is "prison">>incarceration<<else>>treatment<</if>>.</li>
<<elseif Time.hour gte 21>>
<li>It's too late in the day to perform your community service.</li>
<<elseif Time.hour lt 6>>
<li>The police station is expecting you later for your daily community service.</li>
<<else>>
<li>The police station is expecting you for your daily community service.</li>
<</if>>
<<if $community_service is 1>>
<li>You have <span class="purple">one day</span> of community service remaining.</li>
<<else>>
<li>You have <span class="pink">$community_service</span> days of community service remaining.</li>
<</if>>
<</if>>
<<if $smuggler_known is 1 and $smuggler_timer gte 0>>
<li>Smugglers are bringing something valuable into town
<<if $smuggler_timer is 0>>
<span class="pink">tonight</span>, before midnight.
<<elseif $smuggler_timer is 1>>
<span class="gold">tomorrow</span>, before midnight.
<<else>>
<<nDays $smuggler_timer>>.
<</if>>
<<if $smuggler_location is "forest">>
They're bringing it through the forest.
<<elseif $smuggler_location is "sewer">>
They're bringing it through the old sewers.
<<elseif $smuggler_location is "beach">>
They plan to land at that rock near the beach.
<<elseif $smuggler_location is "bus">>
They're sneaking it in on a bus.
<</if>>
</li>
<</if>>
<<if $farm_stage gte 7>>
<li>Remy will attack the farm
<<if $farm_attack_timer is 0>>
<span class="pink">tonight</span>.
<<else>>
<<nDays $farm_attack_timer>>.
<</if>>
<<nnpc_He Remy>>'ll arrive between <span class="gold"><<ampm 21 00>></span> and <span class="gold">midnight.</span>
</li>
<</if>>
<<if $temple_rank is "initiate" or $temple_rank is "monk" or $temple_rank is "priest">>
<li>You are <<print $temple_rank is "initiate" ? "an initiate at" : "a <<temple_title>> of">> the temple.
<<if $temple_chastity_timer lte 0>>
<span class="pink">You have a chastity exam due.</span>
<<elseif $temple_chastity_timer is 1>>
You have a chastity exam due <span class="purple">tomorrow.</span>
<<else>>
You have a chastity exam due <<nDays $temple_chastity_timer>>.
<</if>>
You will receive an <span class="gold">allowance</span> when passing the exam.
</li>
<</if>>
<<if $bike gte 1>>
<<switch $bikeLocation>>
<<case "nightingale">>
<<set _bikeString to "Nightingale Street (Hospital)">>
<<case "domus">>
<<set _bikeString to "Domus Street (Home)">>
<<case "elk">>
<<set _bikeString to "Elk Street">>
<<case "high">>
<<set _bikeString to "High Street (Shopping centre)">>
<<case "starfish">>
<<set _bikeString to "Starfish Street (Beach)">>
<<case "barb">>
<<set _bikeString to "Barb Street (Studio)">>
<<case "connudatus">>
<<set _bikeString to "Connudatus Street (Clubs)">>
<<case "wolf">>
<<set _bikeString to "Wolf Street (Temple)">>
<<case "harvest">>
<<set _bikeString to "Harvest Street (Pub)">>
<<case "oxford">>
<<set _bikeString to "Oxford Street (School)">>
<<case "danube">>
<<set _bikeString to "Danube Street (Mansions)">>
<<case "mer">>
<<set _bikeString to "Mer Street (Docks)">>
<<case "cliff">>
<<set _bikeString to "Cliff Street (Cafe)">>
<<case "lake">>
<<set _bikeString to "the Lake">>
<<case "farm">>
<<set _bikeString to "the Farmlands">>
<</switch>>
<li><<if $bikePersistentLocation is 1>>Your bike is at _bikeString.<</if>> Your bike has $bikeDurability minutes of usage time left in it.</li>
<</if>>
</ul>
<</if>>
<<if $skul_dock isnot undefined>>
<<set _skul_dock_keys to Object.keys($skul_dock)>>
<<for _i to 0; _i lt _skul_dock_keys.length; _i++>>
<<if $skul_dock[_skul_dock_keys[_i]].state is "known">>
<<set _dockKnown to 1>>
<</if>>
<</for>>
<</if>>
<<if !$statFreeze and ($location is "asylum" and ($eden_asylum_window is 1 or ($daily.eden.distract gte 1 and Time.hour lt 21))) || $temple_spear_mission gte 1 || $dockwork gte 2 || ($brothelshowdata.intro and $brothelshowdata.type is "none") || $robindebtevent gte 1 and $robinmissing isnot 0 || $pubtask2 is 1 || $pubtask || $police_hack is 1 || $pub_hack_job gte 1 || $pubfame ||( $earSlime.event and !_tempEventHide) || $earSlime.forcedCommando isnot undefined || $earSlime.forcedDressing isnot undefined || $temple_rank is "prospective" || $chef_state gte 4 || $mason_pond gte 1 || ($brothel_machine_repair gte 1 and $brothel_machine_repair lte 3) || ($harpy gte 6 and $birdFly isnot 1) || ($studyBooks isnot undefined and $studyBooks.rented.count gte 1) || $adultshopgrandopening || ($adultshopintro is 1 and $adultshopunlocked is undefined) || _dockKnown isnot undefined || $daily.stallRented isnot undefined || ($farm isnot undefined and $farm.build isnot "")>>
/*TODO: streamline during eventual Journal UI Overhaul bc lol. lmao, even. */
<hr>
<h1 class="header gold bold">Reminders</h1>
<ul class="journal">
<<if $temple_spear_mission is 1>>
<li>Jordan has tasked you with retrieving an artefact spear. It is said to reside on a mysterious island.
<<if $temple_spear_mission_winter is undefined>>
Jordan mentioned that the historian at the local museum might have more information.
<<else>>
According to Winter, you can find someone who knows of the island at a secret pub in the sewers.
<</if>>
</li>
<</if>>
<<if $eden_asylum_window is 1 and $location is "asylum">>
<<if Time.hour lt 22>>
<li>Eden will be watching the asylum at <<ampm 20 00>> <span class="pink">tonight</span>.</li>
<<else>>
<li>Eden is watching the asylum, waiting for you to mark your room.</li>
<</if>>
<</if>>
<<if $daily.eden.distract gte 1 and $location is "asylum">>
<<if Time.hour lt 21>>
<li>Eden will create a distraction at <<ampm 21 00>> <span class="pink">tonight</span>.</li>
<</if>>
<</if>>
<<if $dockwork gte 2>>
<li>You can work at the docks starting from <<ampm 7 00>> - <<ampm 8 00>><<if !($idDocksReveal is 2)>> on any day except school days<</if>>.</li>
<</if>>
<<if $brothelshowdata.intro and $brothelshowdata.type is "none" >>
<li>You can star in shows at the brothel.</li>
<</if>>
<<if $pubtask2 is 1>>
<li>Return the black box to Landry at the pub.</li>
<<elseif $pubtask>>
<li>Landry wants you to retrieve a black box from the $pubtask.</li>
<</if>>
<<if $police_hack is 1>>
<li>Landry might be able to help you with the locked police computer.</li>
<<elseif $pub_hack_job is 1>>
<li>Landry wants you to find a hacker supposedly named 'Mickey' living at the Domus Street orphanage.</li>
<<elseif $pub_hack_job is 2>>
<li>Convince 'Mickey' to work with you.</li>
<<elseif $pub_hack_job is 3>>
<<if !$hacker_tasks.includes("bailey")>>
<li>'Mickey' wants you to implant a device on Bailey's computer while Bailey is logged in.</li>
<</if>>
<<if !$hacker_tasks.includes("leighton")>>
<li>'Mickey' wants you to steal memory cards from a strongbox under Leighton's desk.</li>
<</if>>
<<if $hacker_tasks.length gte 2>>
<li>You need to talk to Landry about 'Mickey'.</li>
<</if>>
<</if>>
<<if $pubfame>>
<<if $pubfame.status is "accepted">>
<li>
<<switch $pubfame.task>>
<<case "river">>
'Mickey' wants you to check on River, the maths teacher at your school.
<<case "gwylan">>
'Mickey' wants you to find a specific snow globe at <<if $forest_shop_intro is 1>>Gwylan's shop<<else>>the shop on the outskirts of the forest<</if>>.
<<case "temple">>
'Mickey' wants you to find a book on architecture at the temple with a password on the inside cover.
<<case "kylar">>
'Mickey' wants you to deliver a letter to
<<if C.npc.Kylar.state is "prison">>
the police station, so they can give it to Kylar.
<<else>>
Kylar<<if C.npc.Kylar.init isnot 1>>, a student at your school<</if>>.
<</if>>
<<case "wren">>
'Mickey' wants you to deliver a letter to <<if $wren_intro is undefined>>a <<nnpc_gender "Wren">> named Wren. <<nnpc_He "Wren">> can be found at Remy's estate in the moor, or at the docks at night<<else>>Wren<</if>>.
<<case "hospital">>
'Mickey' wants you to steal a keycard from the hospital.
<<if $location is "asylum">>
However, you think they might be happy with a keycard from this place too.
<</if>>
<<case "morgan">>
'Mickey' wants you to retrieve a USB drive from the old sewers. They think <<if $sewersintro is 1>>Morgan<<else>>someone down there<</if>> has it.
<<case "niki">>
'Mickey' wants you to retrieve a photo from Niki's photography studio, of a $per_npc.pubfame_model.fullDescription with $pubfame.niki.hair hair.
<<case "bailey">>
'Mickey' wants you to implant a device on Bailey's computer while Bailey is logged in.
<<case "briar">>
'Mickey' wants you to implant a device on Briar's computer at the brothel.
<<case "office">>
'Mickey' wants you to deliver a letter to the office building.
<<case "remy">>
<!-- intentionally does not include the password -->
'Mickey' wants you to retrieve a package from a contact at Remy's riding school<<if $ridingschoolintro is undefined>>, in the countryside beyond Harvest Street<</if>>.
<<case "compound">>
'Mickey' wants you to set cameras around the compound on Elk Street.
<<if $pubfame.compound.cameras.length gte 1>>
You've already hidden cameras in <<print formatList($pubfame.compound.cameras, "and", true)>>.
<</if>>
<</switch>>
They'll <<if $pubfame.goal.includes("perm")>>permanently<<else>>temporarily<</if>> <<if $pubfame.goal.includes("Raise")>>raise<<else>>lower<</if>> your <<fameProse $pubfame.target>> fame upon completion.
</li>
<<elseif $pubfame.status is "done">>
<li>You can report to 'Mickey' that your favour is complete.</li>
<</if>>
<</if>>
<<if $robindebtevent gte 1 and $robinmissing is "docks" and $docksrobinintro isnot 1>>
<li>Robin is missing. <<nnpc_He "Robin">> was taken to the docks on Mer Street.</li>
<</if>>
<<if $robindebtevent gte 1 and $robinmissing is "landfill" and $mistrobinintro isnot 1 and $robinmistknown>>
<li>Robin is missing. <<nnpc_He "Robin">> was taken to the landfill on Elk Street.</li>
<</if>>
<<if $robindebtevent gte 1 and $robinmissing is "pillory" and $robinPillory.known is 1>>
<li>Robin is missing.
<<if Time.hour lte 14>>
<<nnpc_Hes "Robin">> scheduled to be put in the pillory on Cliff Street at <<ampm 15 00>>.
<<else>>
<<nnpc_Hes "Robin">> currently in the pillory. You don't know what will happen to <<nnpc_him "Robin">>.
<</if>>
</li>
<</if>>
<<if $earSlime.event and !_tempEventHide>>
<<switch $earSlime.event>>
<<case "get sperm into your anus" "get sperm into your vagina" "get sperm into your anus completed" "get sperm into your vagina completed">>
<li class="lewd">The slime in your head commanded you to get sperm into your <<print $player.vaginaExist ? "vagina" : "anus">>.</li>
<<case "get your own sperm into your anus" "get your own sperm into your vagina" "get your own sperm into your anus completed" "get your own sperm into your vagina completed">>
<li class="lewd">The slime in your head commanded you to get your own sperm into your <<print $player.vaginaExist ? "vagina" : "anus">>.</li>
<<case "only sleep naked from now on" "only wear feminine clothes for a while" "only wear masculine clothes for a while">> /* Show nothing */
<<default>>
<li class="lewd">The slime in your head commanded you to <<print $earSlime.event>><<if $earSlime.noSleep>> before it allows you to sleep<</if>>.</li>
<</switch>>
<</if>>
<<if $earSlime.forcedCommando isnot undefined>>
<li class="lewd">The slime in your head commanded you to go commando.</li>
<</if>>
<<if $earSlime.forcedDressing isnot undefined>>
<li class="lewd">The slime in your head commanded you to only wear more <<print $earSlime.forcedDressing.type is "f" ? "feminine" : "masculine">> clothing.</li>
<</if>>
<<if $temple_rank is "prospective">>
<li>Jordan has offered you a place at the temple, but you must first pass the trial of purity.</li>
<</if>>
<<if $chef_state is 4>>
<li>Sam wants you to visit an address on Nightingale Street.</li>
<<elseif $chef_state is 7 and $chef_rework lte 0>>
<li>The renovations at the Ocean Breeze have finished.</li>
<<elseif $chef_state is 7 and $chef_rework lte 30>>
<li>The Ocean Breeze is closed for renovations. They will be done <<nDays $chef_rework>>.</li>
<<elseif $chef_state is 7>>
<<set _timer to $chef_rework - 30>>
<li>The Ocean Breeze will close for renovations <<nDays _timer>>.</li>
<<elseif $chef_state is 8>>
<li>Sam wants you to attend the Ocean Breeze's grand reopening on any evening between <<ampm 18 00>> and <<ampm 21 00>>.</li>
<</if>>
<<if $mason_pond is 1>>
<li>Mason mentioned a stream under Domus Street, which could be used to make a spring. You'd need Bailey's permission first.</li>
<<elseif $mason_pond is 2>>
<li>Bailey wants <span class="gold">£6000</span> to build a spring in the orphanage garden.</li>
<<elseif $mason_pond is 3>>
<li>A spring is being built in the orphanage garden.</li>
<<elseif $mason_pond is 4>>
<li>The spring in the orphanage garden should be finished.</li>
<</if>>
<<if $brothel_machine_repair is 1>>
<li>Ask Briar about the backstage sex machine.</li>
<<elseif $brothel_machine_repair is 2>>
<li>The brothel sex machine needs refuelling. It uses an expensive pink gel. Briar suggested looking in the landfill. It would be deep inside, near the compactor.</li>
<<elseif $brothel_machine_repair is 3>>
<li>You have the pink gel Briar wants for the sex machine.</li>
<</if>>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled")) and $birdFly isnot 1>>
<li>Your wings are strong, but you don't know how to use them. The Great Hawk could teach you.</li>
<</if>>
<<if $farm_stage gte 5 and $estate_fence is undefined>>
<li>Remy is encroaching on Alex's farm, operating from the estate on the moor.</li>
<<elseif $estate_fence is "quest" and currentSkillValue('skulduggery') lt 800>>
<li>Find someone who can help you break into the Remy estate. Someone with underworld connections, or who knows the moor.</li>
<<elseif $estate_fence is "bird">>
<li>Search the Remy estate fence for an entrance made by the Great Hawk.</li>
<<elseif $estate_fence is "landry">>
<li>Search the Remy estate fence for an entrance made by Landry's specialist.</li>
<</if>>
<<if $farm>>
<<if $farm.tower gte 1 and !$farm.tower_guard>>
<li>The watchtower at the farm isn't staffed. You can find suitable candidates in the pub on Harvest Street.</li>
<</if>>
<</if>>
<<if $photo>>
<<if $photo.silly is "accepted">>
<li>A business owner on the High Street is expecting you during the day.</li>
<<elseif $photo.silly is "done">>
<li>You can collect your pay for the High Street job from Niki.</li>
<</if>>
<</if>>
<<if $jordan_ritual_dance is 1>>
<li>Jordan has asked you to investigate one of the manors on Danube Street. One of the temple's flock went missing after finding work there. You can get access through Charlie, and your status as a dancer.</li>
<<elseif $jordan_ritual_dance is 2>>
<li>You encountered a strange ritual in a manor on Danube Street. Inform Jordan, head <<nnpc_title "Jordan">> at the temple.</li>
<</if>>
<<if $studyBooks isnot undefined and $studyBooks.rented.count gte 1>>
<<set _totalRentPrice to 0>>
<<for _i to 1; _i lte $studyBooks.rented.count; _i++>>
<<set _totalRentPrice += Math.round(2000 * (1 + (_i * _i)))>>
<</for>>
<<if $book_rent_deposit gte _totalRentPrice / 14>>
<<set _book_rent_deposit_duration_display to Math.floor($book_rent_deposit / (_totalRentPrice / 14))>>
<li>You are renting
<<if $studyBooks.rented.count gt 1>>
library books
<<else>>
a library book
<</if>>
but your deposit is still covering it for <span class="gold">_book_rent_deposit_duration_display</span> day<<if _book_rent_deposit_duration_display gt 1>>s<</if>>.</li>
<<elseif $book_rent_timer is 0>>
<li><span class="blue">You have
<<if $studyBooks.rented.count gt 1>>
library books
<<else>>
a library book
<</if>>
due.</span></li>
<<elseif $book_rent_timer lt 0>>
<li><span class="blue">You have
<<if $studyBooks.rented.count gt 1>>
library books
<<else>>
a library book
<</if>>
overdue.</span></li>
<<else>>
<li><span class="blue">You have
<<if $studyBooks.rented.count gt 1>>
library books
<<else>>
a library book
<</if>>
due in <span class="gold">$book_rent_timer</span> day<<if $book_rent_timer gt 1>>s<</if>>.</span></li>
<</if>>
<</if>>
<<if $daily.stallRented isnot undefined and $daily.stallRented is 1>>
<li>
<<if $stallDeposit gte 3000>>
<<set _string to Math.floor($stallDeposit / 3000)>>
You are renting a stall and still have <span class="gold">_string</span> days worth of deposit.
<<else>>
You are renting a stall and it will expire by today.
<</if>>
</li>
<</if>>
<<if $farm>>
<<if $farm.build>>
<li>
<<switch $farm.build>>
<<case "parasites 1">>
The parasite barn is being built.
<<case "parasites 2">>
The parasite barn is being expanded.
<<case "wall 1">>
The wall is undergoing a thorough repair.
<<case "wall 2">>
The wall is being reinforced.
<<case "wall 3">>
A metal fence is being built atop the stone wall.
<<case "wall 4">>
Barbed wire is being affixed atop the fence.
<<case "tower 1">>
A watchtower is being constructed at the edge of the fields.
<<case "tower 2">>
Searchlights are being affixed atop the watchtower.
<<case "kennel 1">>
A guard dog training facility is being constructed.
<<case "barn 1" "barn 2" "barn 3" "barn 4" "barn 5" "barn 6" "barn 7">>
The barn is being expanded.
<<case "woodland 1" "woodland 2" "woodland 3" "woodland 4" "woodland 5" "woodland 6" "woodland 7">>
A fence is being built around the nearby woodland.
<<case "stable 1">>
The stable is being expanded.
<<case "coop 1" "coop 2" "coop 3" "coop 4" "coop 5" "coop 6" "coop 7">>
The coop is being expanded.
<<case "irrigation">>
Irrigation is being installed in a field.
<<case "nursery">>
A nursery is being built in the cottage.
<<case "compost bin 1">>
A compost bin is being installed.
<<case "compost bin 2" "compost bin 3">>
The compost bin is being expanded.
<<case "extract 1">>
The aphrodisiac extraction system is being installed.
<<case "extract 2">>
The aphrodisiac extraction system is being upgraded.
<<case "cooler 1">>
An industrial cooler is being installed.
<<case "cooler 2" "cooler 3">>
The industrial cooler is being upgraded.
<<case "water field 1">>
A fence is being build around the water field site.
<<case "water field 2">>
The water field is being excavated.
<<case "water field 3">>
Synethetic liners is being installed on the water field.
<<case "water field 4">>
The water source and water control structures are being installed on the water field.
<</switch>>
It'll be finished <<nDays $farm.build_timer>>.
</li>
<</if>>
<</if>>
<<if $adultshopgrandopening is true>>
<li>The grand opening of Sirris' adult shop is taking place on Elk Street <span class="pink">today</span>.</li>
<<elseif $adultshopintro is 1 and $adultshopunlocked is undefined>>
<<set $_theshop to "The adult shop">>
<li>
<<if $adultshopprogress gte 22>>
$_theshop's official opening is tomorrow.
<<elseif $adultshopprogress gte 18>>
$_theshop is nearing completion.
<<elseif $adultshopprogress gte 14>>
$_theshop is halfway to completion.
<<elseif $adultshopprogress gte 7>>
$_theshop is starting to take shape.
<<elseif $adultshopprogress gte 2>>
$_theshop is in disrepair.
<<else>>
$_theshop is in great disrepair.
<</if>>
<<if $adultshopprogress lt 22>>
You can help Sydney there on Elk Street, on Fridays after <<ampm 16>> and on any non-school day.
<</if>>
</li>
<</if>>
<<if $skul_dock isnot undefined>>
<<set _skul_dock_keys to Object.keys($skul_dock)>>
<<for _i to 0; _i lt _skul_dock_keys.length; _i++>>
<<if $skul_dock[_skul_dock_keys[_i]].state is "known">>
<<set _dock_location to _skul_dock_keys[_i]>>
<<set _dock_contents to $skul_dock[_skul_dock_keys[_i]].contents>>
<<if _dock_contents is "gold">>
<li>There's a bar of gold in a container at the <<skul_dock_location _dock_location>>.</li>
<<elseif _dock_contents is "aphrodisiacs">>
<li>A local company is moving something special through. It's being kept near the <<skul_dock_location _dock_location>>.</li>
<<elseif _dock_contents is "electronics">>
<li>There's a container full of goods, including valuable electronics, near the <<skul_dock_location _dock_location>>.</li>
<<elseif _dock_contents is "fertiliser">>
<li>There's a container full of what looks like fertiliser near the <<skul_dock_location _dock_location>>.</li>
<<elseif _dock_contents is "equipment">>
<li>There's a container full of specialist equipment near the <<skul_dock_location _dock_location>>.</li>
<</if>>
<</if>>
<</for>>
<</if>>
</ul>
<</if>>
<<if ($valentines is 1 and $valentines_eden is 1) or $halloween is 1 or $christmas is 1>>
<hr>
<h1 class="header gold bold">Holidays</h1>
<</if>>
<<if $valentines_eden is 1>>
<ul class="journal">
<li>Valentine's day is held on February 14th.</li>
<<if $valentines_eden is 1 and !$valentines_eden_bought>>
<li>You can buy something for Eden to celebrate.</li>
<<elseif $valentines_eden_bought is 1>>
<li>You can prepare a bath for Eden on Valentine's day at <<ampm 17 00>>.</li>
<</if>>
</ul>
<</if>>
<<if $halloween is 1>>
<ul class="journal">
<li>Halloween is held on October 31st.</li>
<<if $halloween_whitney is 1 and C.npc.Whitney.state isnot "dungeon">>
<li>Whitney will be trick-or-treating on Domus Street from <<ampm 19 00>>.</li>
<</if>>
<<if $halloween_robin is 1 and $robinmissing is 0>>
<li>Robin wants to go trick-or-treating between <<ampm 16 00>> and <<ampm 19 00>>.</li>
<</if>>
<<if $halloween_kylar is 1 and C.npc.Kylar.state isnot "prison">>
<li>Kylar has asked you to meet in the park after <<ampm 21 00>>.</li>
<</if>>
<<if $halloween_eden is 1>>
<li>You can buy sweets for Eden to celebrate Halloween.</li>
<</if>>
<<if $halloween_lake is 1>>
<li>Students are throwing a party at the lake from <<ampm 18 00>> until midnight.</li>
<<if $halloweenWolves>>
<li>One of the members of the wolf pack was injured at it.</li>
<</if>>
<</if>>
</ul>
<</if>>
<<if $christmas is 1>>
<ul class="journal">
<li>
<<if Time.monthDay is 25 and Time.hour lte 20>>
The orphans are celebrating Christmas.
<<else>>
The orphans will celebrate Christmas on the <span class="gold">25th</span> as best they can.
<</if>>
<<if $christmas_gift is undefined>>
You can buy them gifts at the shopping centre.
<<elseif $christmas_gift is "clothes_unwrapped">>
You can wrap their gifts in your room at the orphanage.
<</if>>
</li>
<<if $christmas_gift_robin is undefined and C.npc.Robin.init is 1>>
<li>You can buy Robin a gift at the shopping centre<<if $forest_shop_intro is 1>> or forest shop<</if>>.</li>
<<elseif $christmas_gift_robin and $christmas_gift_robin_wrapped isnot 1 and C.npc.Robin.init is 1>>
<li>You can wrap Robin's gift in your room.</li>
<</if>>
<<if !$christmas_wrap>>
<li>The shopping centre should sell wrapping paper.</li>
<</if>>
<<if $syndromeeden gte 1>>
<<if Time.monthDay is 25>>
<<if Time.hour lte 20>>
<li>You can celebrate Christmas with Eden <span class="pink">today</span>.</li>
<</if>>
<<else>>
<li>Christmas is coming. You can celebrate it with Eden.</li>
<</if>>
<<if $christmas_gift_eden is undefined>>
<li>You can buy Eden a gift at the shopping centre.</li>
<</if>>
<<if $edenmeal is 1>>
<li>Eden's invited you for a Christmas dinner at <<ampm 18 00>>.</li>
<</if>>
<</if>>
</ul>
<</if>>
<<if $scienceproject is "ongoing">>
<hr>
<<if $scienceprojectdays is 0>>
The science fair is being held at the town hall on Cliff Street <span class="pink">today</span> from <<ampm 9 00>> until <<ampm 18 00>>.
<br>
<<else>>
The science fair will be held at the town hall on Cliff Street <<nDays $scienceprojectdays>>.
<br>
<</if>>
You have the following ongoing science projects. You'll choose one to present at the fair.
<br><br>
<<if $sciencelichenknown is 1>>
<h1 class="header gold bold">Local lichen</h1>
<<if $sciencechance is undefined>>
<<set $sciencechance to []>>
<</if>>
<<if $sciencelichenpark is 1>>
<<if $sciencelichenparkready is 1>>
<<run $sciencechance.pushUnique("Lichen")>>
<span class='fa-icon fa-selected'></span> You've incorporated the lichen living in the park to your project.
<br>
<<else>>
<span class='fa-icon fa-unselected'></span> You've examined lichen in the park. You need to write it up at home or the library.
<br>
<</if>>
<<else>>
<span class='fa-icon fa-unselected'></span><span class="black"> Examine white lichen in the park.</span>
<br>
<</if>>
<<if $sciencelichentemple is 1>>
<<if $sciencelichentempleready is 1>>
<<run $sciencechance.pushUnique("Temple")>>
<span class='fa-icon fa-selected'></span> You've incorporated the lichen living on the temple to your project.
<br>
<<else>>
<span class='fa-icon fa-unselected'></span> You've examined lichen living on the temple. You need to add it to your project at home or the library.
<br>
<</if>>
<<else>>
<span class='fa-icon fa-unselected'></span><span class="black"> Examine pink lichen on the temple.</span>
<br>
<</if>>
<<if $sciencelichendrain is 1>>
<<if $sciencelichendrainready is 1>>
<<run $sciencechance.pushUnique("Drain")>>
<span class='fa-icon fa-selected'></span> You've incorporated the lichen living in the storm drain to your project.
<br>
<<else>>
<span class='fa-icon fa-unselected'></span> You've examined lichen living in the storm drain. You need to add it to your project at home or the library.
<br>
<</if>>
<<else>>
<span class='fa-icon fa-unselected'></span><span class="black"> Examine violet lichen in the storm drain, where it exits into the sea.</span>
<br>
<</if>>
<<if $sciencelichenlake is 1>>
<<if $sciencelichenlakeready is 1>>
<<run $sciencechance.pushUnique("Ruin")>>
<span class='fa-icon fa-selected'></span> You've incorporated the lichen living on the lake ruin to your project.
<br>
<<else>>
<span class='fa-icon fa-unselected'></span> You've examined lichen living on the lake ruin. You need to add it to your project at home or the library.
<br>
<</if>>
<<else>>
<span class='fa-icon fa-unselected'></span><span class="black"> Examine purple lichen on the lake ruin.</span>
<br>
<</if>>
As it is, this project has a <span @class="($sciencechance.length is 0 ? 'red' : $sciencechance.length is 1 ? 'pink' : $sciencechance.length is 2 ? 'purple' : $sciencechance.length is 3 ? 'teal' : $sciencechance.length is 4 ? 'green' : '')"><<print ($sciencelichenparkready * 25 + $sciencelichenlakeready * 25 + $sciencelichendrainready * 25 + $sciencelichentempleready * 25)>>%</span> chance of winning the fair. Winning with this project will greatly reduce trauma and endear you to your teachers.
<br><br>
<<else>>
<span class="black">????????????</span>
<br>
Explore to discover.
<br><br>
<</if>>
<<if $scienceshroomknown is 1>>
<h1 class="header gold bold">Local mushrooms</h1>
<span @class="($scienceshroomheart is 5 ? 'fa-icon fa-selected' : 'fa-icon fa-unselected')"></span><span @class="$scienceshroomheart is 0 and $scienceshroomheartready is 0 ? 'black' : ''"> $scienceshroomheart/5 heartshrooms found.</span>
<br>
<span @class="($scienceshroomheartready is 5 ? 'fa-icon fa-selected' : 'fa-icon fa-unselected')"></span><span @class="$scienceshroomheart is 0 and $scienceshroomheartready is 0 ? 'black' : ''"> $scienceshroomheartready/5 heartshrooms added to project.</span>
<<if $scienceshroomheart gt $scienceshroomheartready>>
Add mushrooms to your project at home or the library.
<</if>>
<br>
<span @class="($scienceshroomwolf is 5 ? 'fa-icon fa-selected' : 'fa-icon fa-unselected')"></span><span @class="$scienceshroomwolf is 0 and $scienceshroomwolfready is 0 ? 'black' : ''"> $scienceshroomwolf/5 wolfshrooms found.</span>
<br>
<span @class="($scienceshroomwolfready is 5 ? 'fa-icon fa-selected' : 'fa-icon fa-unselected')"></span><span @class="$scienceshroomwolf is 0 and $scienceshroomwolfready is 0 ? 'black' : ''"> $scienceshroomwolfready/5 wolfshrooms added to project.</span>
<<if $scienceshroomwolf gt $scienceshroomwolfready>>
Add mushrooms to your project at home or the library.
<</if>>
<br>
<<set $scienceshroomchance to ($scienceshroomwolfready * 10 + $scienceshroomheartready * 10)>>
As it is, this project has a <span @class="$scienceshroomchance gte 100 ? 'green' : $scienceshroomchance gte 80 ? 'teal' : $scienceshroomchance gte 60 ? 'lblue' : $scienceshroomchance gte 40 ? 'purple' : $scienceshroomchance gte 20 ? 'pink' : $scienceshroomchance gte 0 ? 'red' : ''"><<print $scienceshroomchance>>%</span> chance of winning the fair. Winning with this project will greatly reduce trauma and make you more popular among your peers.
<br><br>
<<else>>
<span class="black">????????????</span>
<br>
Explore the forest to discover.
<br><br>
<</if>>
<<if $sciencephallusknown is 1>>
<h1 class="header gold bold">Local phalli</h1>
<mouse class="tooltip gold">(?)<span>Look for participants on the beach during good weather.</span></mouse>
<br>
<span @class="($sciencephallus is 10 ? 'fa-icon fa-selected' : 'fa-icon fa-unselected')"></span> $sciencephallus/10 phalli measured.
<br>
<span @class="($sciencephallusready is 10 ? 'fa-icon fa-selected' : 'fa-icon fa-unselected')"></span> $sciencephallusready/10 phalli added to project.
<<if $sciencephallus gt $sciencephallusready>>
Add phalli to your project at home or the library.
<</if>>
<br>
As it is, this project has a <span @class="$sciencephallusready gte 10 ? 'green' : $sciencephallusready gte 8 ? 'teal' : $sciencephallusready gte 6 ? 'lblue' : $sciencephallusready gte 4 ? 'purple' : $sciencephallusready gte 2 ? 'pink' : $sciencephallusready gte 0 ? 'red' : ''"><<print ($sciencephallusready * 10)>>%</span> chance of winning the fair. Winning with this project will greatly reduce trauma and make you more famous.
<br>
<<else>>
<span class="black">????????????</span>
<br>
Become more promiscuous to discover.
<br>
<</if>>
<</if>>
<<if $mathsproject is "ongoing">>
<<set $mathschance = Math.clamp($mathschance, 0, 100)>>
<hr>
<h1 class="header gold bold">Maths Competition</h1>
<<if $mathsprojectdays is 0>>
The maths competition is being held at the town hall on Cliff Street <span class="pink">today</span> from <<ampm 9 00>> until <<ampm 18 00>>.
<br>
<<else>>
The maths competition will be held at the town hall on Cliff Street in <span class="gold">$mathsprojectdays</span> <<if $mathsprojectdays is 1>>day<<else>>days<</if>>.
<br>
Your solution must be ready before then. You can work on your project at the orphanage or the school library.
<br>
<</if>>
<<if $mathschance is 0>>
<span class="black">You haven't begun work on a solution. You have a $mathschance% chance of winning the competition.</span>
<<elseif $mathschance lte 10>>
<span class="pink">You've barely begun work on a solution. You have a $mathschance% chance of winning the competition.</span>
<<elseif $mathschance lte 30>>
<span class="purple">Your solution isn't much, but it's something. You have a $mathschance% chance of winning the competition.</span>
<<elseif $mathschance lte 50>>
<span class="blue">Your solution has some substance, but there's a long way to go. You have a $mathschance% chance of winning the competition.</span>
<<elseif $mathschance lte 80>>
<span class="lblue">Your solution is shaping up, but there's room for improvement. You have a $mathschance% chance of winning the competition.</span>
<<elseif $mathschance lte 99>>
<span class="teal">Your solution isn't right, but it's good. You can't imagine anyone else has gone as far as this. You have a $mathschance% chance of winning the competition.</span>
<<else>>
<span class="green">Your solution is perfect. You have a $mathschance% chance of winning the competition.</span>
<</if>>
<br><br>
You have <span class="gold">$mathsinfo</span> insights.
<<if $stimdealerknown is 1>>
You have <span class="gold">$mathsstim</span> stimulants.
<br>
You can buy stimulants from dealers on Oxford Street.
<br>
<</if>>
<</if>>
<<if $englishPlay is "ongoing">>
<hr>
<h1 class="header gold bold">English Play</h1>
<<if $englishPlayDays is 0>>
The school plays are being held at the town hall on Cliff Street <span class="pink">tonight</span> from <span class="gold"><<ampm 17 00>></span> until <span class="gold"><<ampm 21 00>></span>.
<<else>>
The school plays will be performed at the town hall on Cliff Street in <span class="gold">$englishPlayDays</span> <<if $englishPlayDays is 1>>day<<else>>days<</if>>.
<</if>>
<<if $englishPlayRoles.Player isnot "none">>
<br>
You have taken the role of $englishPlayRoles.Player. You can rehearse alone at the orphanage.
<<if $englishPlayRoles.Kylar isnot "none" and $englishPlayRoles.KylarKnown>>
<br>
Kylar is playing as $englishPlayRoles.Kylar. You can rehearse with <<nnpc_him "Kylar">> in <<if Weather.precipitation !== "none">>the school library<<else>>the school's rear courtyard<</if>> after school.
<<elseif $englishPlayKylarReplace>>
<br>
Kylar's part in the play will have to be taken over by another student.
<</if>>
<<if $englishPlayRoles.SydneyKnown>>
<br>
Sydney is playing as $englishPlayRoles.Sydney. You can rehearse with <<nnpc_him "Sydney">> in the English classroom after school.
<</if>>
<<if !$englishPlayRoles.SydneyKnown and !$englishPlayRoles.KylarKnown>>
<br>
You can meet your partners in the English classroom after school.
<<elseif !$englishPlayRoles.SydneyKnown or (!$englishPlayRoles.KylarKnown and !$englishPlayKylarReplace)>>
<br>
You can meet your other partner in the English classroom after school.
<</if>>
<br>
<<playReadiness>>
Performing well will spread social fame and give a large boost to school status.
<<else>>
<<if $englishPlayLate>>
You have <<number $englishPlayLate>> <<if $englishPlayLate is 1>>day<<else>>days<</if>> to choose a role. You can sign up in the English classroom after school, or just help other students rehearse.
<<else>>
It's too late for you to take a role, but you can still help other students rehearse and watch the plays with the audience.
<</if>>
<</if>>
<</if>>
<<set _plant_keys to Object.keys($plants)>>
<<set _hasProduce to Object.keys($plants).some(key => $plants[key].amount >= 1)>>
<<set _carrying to [$antiquemoney, $blackmoney, $phials_held, $lurkers_held, $popcorn, $milkshake, $panties_held].some(i => i >= 1)>>
<<if _carrying or _hasProduce>>
<hr>
<h1 class="header gold bold">Inventory</h1>
<</if>>
<<if $farm_key is true and $location is "farm" and !$bus.includes("farm")>>
You have stored:
<ul class="journal carry">
<li><<lockicon "bronze key">> <span class="green">A ring of keys</span> in your stall. You can use them to escape, but be careful not to get caught with them.</li>
</ul>
<br>
<</if>>
You are carrying:
<ul class="journal carry">
<<if ["prison", "prison_beach"].includes($location) and $prison.teeth gte 1>>
<li><<tendingicon "sharks_teeth">> <span class="green"><<number $prison.teeth>></span> shark's teeth.
<<if $prison_wren_intro isnot 1>>
You can find Wren in the yard on Fridays after lunch.
<</if>>
</li>
<</if>>
<<if $antiquemoney gt 0>>
<li><<museumicon>><span class="green">£<<print $antiquemoney>></span> in antiques<<if $mathstrait gte 1 and $mathsTraitBuffs.antiques is 1>> but you'd wager you can haggle it up to <<printmoney `$antiquemoney * 100 * (1 + ($mathstrait/4))`>><</if>>. You can sell them to the museum.</li>
<</if>>
<<if $blackmoney gt 0>>
<li><<highicon>><span class="green">£<<print $blackmoney>></span> in stolen goods<<if $mathstrait gte 1 and $mathsTraitBuffs.stolen is 1>> but you'd wager you can haggle it up to <<printmoney `$blackmoney * 100 * (1 + ($mathstrait/4))`>><</if>>. You can sell them to someone on the black market.</li>
<</if>>
<<if $phials_held gt 0>>
<li><<icon "aphrodisiac.png">> <span class="green">$phials_held</span> <<= $phials_held is 1 ? "phial" : "phials">> of aphrodisiac. You can sell <<= $phials_held is 1 ? "it" : "them">> on Elk Street.</li>
<</if>>
<<if $lurkers_held gt 0>>
<li><<birdicon "lurkers">><span class="green">$lurkers_held</span> <<= $lurkers_held is 1 ? "lurker" : "lurkers">>.</li>
<</if>>
<<if $milkshake gt 0>>
<li><<foodicon "milkshake">> <span class="green">$milkshake</span> <<print $milkshake is 1 ? "milkshake" : "milkshakes">>.</li>
<</if>>
<<if $popcorn gt 0>>
<li><<foodicon "popcorn">> <span class="green">$popcorn</span> <<print $popcorn is 1 ? "bag" : "bags">> of popcorn.</li>
<</if>>
<<if $panties_held gt 0>>
<li><span class="clothes-white"><<icon "clothes/plain_panties.png">></span> <<print $panties_held is 1 ? "a pair" : "<span class='green'>$panties_held</span> pairs">> of stolen underwear. You can sell <<print $panties_held is 1 ? "it" : "them">> during lunchtime in the school rear courtyard.</li>
<</if>>
<<if _hasProduce>>
<li><<tendingicon "basket">> <span class="green">Produce</span>. You can sell it by renting a stand on Connudatus Street at dawn.</li>
<</if>>
<<if $DoLPSpools isnot undefined>>
<li><<shopicon "tailor">> <span class="green">$DoLPSpools</span> spools.</li>
<</if>>
</ul>
<<if _hasProduce>>
<br>
<details class="journal">
<summary class="journal">Produce</summary>
<div class="itemInventory">
<<for _t to 0; _t lt _plant_keys.length; _t++>>
<<set _item to $plants[_plant_keys[_t]]>>
<<set _produce to setup.plants[$plants[_plant_keys[_t]].name]>>
<<if _item.amount gte 1>>
<<set _plant_temp to 1>>
<<set _formatter = new Intl.NumberFormat('en-gb', { roundingMode: 'trunc', notation: 'compact' })>>
<<set _amount = _formatter.format(_item.amount)>>
<<if _item.amount === 1>>
<<set _itemName to _produce.singular || _produce.name.replace(/_/g, ' ')>>
<<else>>
<<set _itemName to _produce.plural>>
<</if>>
<<set _tooltip to `<span class="green">${_item.amount}</span> ${_itemName}`>>
<div class="item" @tooltip="_tooltip">
<<set _iconName to setup.plants[_plant_keys[_t]].icon.replace(/\.[^/.]+$/, "")>>
<<tendingicon _iconName>>
<hr>
<<= _amount>>
</div>
<</if>>
<</for>>
</div>
</details>
<</if>>
<<if $museumintro is 1 or $plants_known.length gte 0>>
<hr>
<h1 class="header gold bold">Collectibles</h1>
<<if $museumintro is 1>>
<<museumAntiqueText>>
<<if $museumAntiqueJournalHints.length gte 1>>
Winter has mentioned some items that are missing from the museum.
<ul class="journal">
<<set _hintslist to clone($museumAntiqueJournalHints).reverse()>>
<!-- most recent go on top -->
<<for _hint range _hintslist>>
<<if _museumAntiqueText[_hint]>>
<li><<print _museumAntiqueText[_hint].journal>></li>
<<else>>
<li><span class="red">warning: antique "_hint" doesn't have a hint. save exported from modded version?</span></li>
<<set $museumAntiqueJournalHints.delete(_hint)>>
<</if>>
<</for>>
</ul>
<br>
<</if>>
<<set $_antiquesFound to Object.values($museumAntiques.antiques).filter(status => status !== "notFound").length>>
<<if $_antiquesFound is 0>>
You haven't found any items for the museum yet. Explore the world more to discover antiques.
<<elseif $_antiquesFound is $museumAntiques.maxCount>>
You've found <span class="green">every</span> item for the museum.
<<else>>
You've found <span class="gold"><<= $_antiquesFound>></span> items for the museum. You're missing <span class="gold"><<= $museumAntiques.maxCount - $_antiquesFound>></span> <<= $museumAntiques.maxCount - $_antiquesFound is 1 ? "antique" : "antiques">>.
<</if>>
<br><br>
<details class="journal">
<summary class="journal">Antiques</summary>
<div class="itemCollectible">
<<for _labelM, _valueM range $museumAntiques.antiques>>
<<set _antique to $museumAntiqueJournalHints.includes(_labelM) ? _museumAntiqueText[_labelM]?.journalName || _museumAntiqueText[_labelM].name.toLowerCase().toUpperFirst() : _museumAntiqueText[_labelM].name.toLowerCase().toUpperFirst()>>
<<if $museumAntiqueJournalHints.includes(_labelM)>>
<div class="item unknown" @tooltip="_antique">
<<icon "museum_empty.png">>
</div>
<<else>>
<<switch _valueM>>
<<case "notFound">>
<div class="item unknown" tooltip="Unknown antique.">
<<mysteryicon>>
</div>
<<default>>
<div class="item" @tooltip="_antique">
<<icon _museumAntiqueText[_labelM].icon>>
</div>
<</switch>>
<</if>>
<</for>>
</div>
</details>
<br>
<</if>>
<<if $plants_known.length gte 0>>
<<set _plant_keys to Object.keys(setup.plants)>>
<<set _collection to 0>>
<<for _i to 0; _i lt $plants_known.length; _i++>>
<<if Object.keys(setup.plants).includes($plants_known[_i])>>
<<set _collection += 1>>
<</if>>
<</for>>
<<set _total to 0>>
<<for _i to 0; _i lt _plant_keys.length; _i++>>
<<if setup.plants[_plant_keys[_i]].type === "flower" || setup.plants[_plant_keys[_i]].type === "vegetable">>
<<set _total += 1>>
<</if>>
<</for>>
<<if _collection is 0>>
You can't grow any plants. Explore the world more to discover seeds.
<<else>>
You can grow <span class="gold"><<= _collection>></span> <<= _collection is 1 ? "kind of plant" : "kinds of plants">>.
<<if _collection is _total>>
You've found <span class="green">every</span> seed.
<<else>>
You're missing <span class="gold"><<= _total - _collection>></span> <<= _total - _collection is 1 ? "seed" : "seeds">>.
<</if>>
<</if>>
<br><br>
<details class="journal">
<summary class="journal">Seeds</summary>
<div class="itemCollectible">
<<for _i to 0; _i lt _plant_keys.length; _i++>>
<<set _tooltip to setup.plants[_plant_keys[_i]].seed_name ? setup.plants[_plant_keys[_i]].seed_name.toUpperFirst() : (setup.plants[_plant_keys[_i]].plural[0].toUpperCase() + setup.plants[_plant_keys[_i]].plural.substring(1))>>
<<set _icon to setup.plants[_plant_keys[_i]].icon>>
<<if setup.plants[_plant_keys[_i]].type is "flower" or setup.plants[_plant_keys[_i]].type is "vegetable">>
<<if $plants_known.includes( setup.plants[_plant_keys[_i]].name)>>
<div class="item" @tooltip="_tooltip">
<<icon `"tending/" + _icon`>>
</div>
<<else>>
<div class="item unknown" tooltip="Unknown seed.">
<<mysteryicon>>
</div>
<</if>>
<</if>>
<</for>>
</div>
</details>
<</if>>
<</if>>
<br>
<</widget>>
<<widget "journalNotes">>
<<if $journalNotes is undefined>>
<<set $journalNotes to {"default":""}>>
<<set $options.notesAutoSave to true>>
<<set _currentPage to "default">>
<</if>>
<<if !_currentPage>><<set _currentPage to "default">><</if>>
<<set _listPageName to _currentPage>>
<<foldout false "_journalFoldout">>
<span>Extra</span>
Page:
<<listbox "_listPageName" autoselect>>
<<optionsfrom Object.keys($journalNotes)>>
<</listbox>>
<<link "Load">>
<<journalNotesTextareaSave>>
<<set _currentPage to _listPageName>>
<<replace "#journalNotesTextarea">><<journalNotesTextarea>><</replace>>
<</link>> |
<<link "Delete">>
<<if _listPageName is "default">>
<<set $journalNotes.default to "">>
<<else>>
<<run delete $journalNotes[_listPageName]>>
<</if>>
<<if !$journalNotes[_currentPage]>><<set _currentPage to "default">><</if>>
<<replace "#customOverlayContent">><<journalNotes>><</replace>>
<</link>> |
<br><br>
New page name: <<textbox "_pageName" "">>
<<link "New Page">>
<<journalNotesTextareaSave>>
<<set _newName to journalNotesReplacer(_pageName).slice(0,20)>>
<<if $journalNotes[_newName] is undefined>>
<<set $journalNotes[_newName] to "">>
<<set _currentPage to _newName>>
<<replace "#customOverlayContent">><<journalNotes>><</replace>>
<<else>>
<<replace "#journalNotesMessage">><span class="red">Unique name required.</span><</replace>>
<</if>>
<</link>>
<mouse class="tooltip linkBlue">(?)<span>
Page names can only contain A-Z, numbers, underscore, dashes and spaces.
</span></mouse>
<div id="journalNotesMessage"></div>
<</foldout>>
<br>
<div id="journalNotesTextarea"><<journalNotesTextarea>></div>
<</widget>>
<<widget "journalNotesTextarea">>
<<button `"Save (" + _currentPage + ")"`>>
<<journalNotesTextareaSave>>
<</button>>
<label><<checkbox "$options.notesAutoSave" false true autocheck>> Auto Save</label>
<mouse class="tooltip linkBlue">(?)<span>
<div>Closing the overlay or changing tabs will save your note. Character limit of 3000 per page.</div>
<div class="red">Reloading your older save files will not have your recent changes. Excessive use will bloat save file size.</div>
</span></mouse>
<<textarea "_displayedTextArea" `LZString.decompress($journalNotes[_currentPage])`>>
<<run $(() => {
var notesTimer = null;
$('#textarea--displayedtextarea').on('input change', e => {
if (notesTimer) clearTimeout(notesTimer);
if (V.options.notesAutoSave) notesTimer = setTimeout(saveText, 1000);
});
$('#textarea--displayedtextarea').attr('maxlength','3000');
var saveText = () => {
new Wikifier (null, "<<journalNotesTextareaSave>>");
}
})>>
<</widget>>
<<widget "journalNotesTextareaSave">>
<<set _noteElement to jQuery('#textarea--displayedtextarea')[0]>>
<<if _noteElement and _noteElement.value>>
<<set $journalNotes[_currentPage] to LZString.compress(_noteElement.value)>>
<<run updateMoment()>>
<</if>>
<</widget>>
<<widget "nDays">><<silently>>
<<switch _args[0]>>
<<case 0>><<set $_text_output to '<span class="gold">today</span>'>>
<<case 1>><<set $_text_output to '<span class="gold">tomorrow</span>'>>
<<default>><<set $_text_output to 'in <span class="gold"><<= _args[0]>></span> days'>>
<</switch>>
<</silently>><<print $_text_output>><</widget>><<widget "setupOptions">>
<<set _optionsRefresh to false>>
<<script>>
initializeTooltips();
settingsDisableElement();
window.Theme.initControl();
onInputChanged(() => {
if(!T.optionsRefresh) T.optionsRefresh = true;
if(T.globalThemeDefaults) Wikifier.wikifyEval("<<setFont true>>");
});
<</script>>
<</widget>>
<<widget "optionsgeneral">>
<<setupOptions>>
<<set _globalGeneralDefaults to JSON.parse(localStorage.getItem("dolDefaultGeneralSettings"))>>
<<if !_globalGeneralDefaults>>
<<set _globalGeneralDefaults to {}>>
<</if>>
<<if !_globalThemeDefaults>>
<<set _globalThemeDefaults to {}>>
<</if>>
<<if $debug is 1>>
/*<label><<checkbox "$notifyUpdate" false true autocheck>> Notify when there's a new game update available</label>
<br>*/
/*<<link "Check for updates">>
<<run checkNewVersion()>>
<</link>>
<br><br>*/
<</if>>
<div class="settingsGrid">
<div>
<<button "Save Current As Default">>
<<set _toSaveDefaults to {}>>
<<if $options.general>><<set _toSaveDefaults.general to $options.general>><</if>>
<<if $options.dateFormat>><<set _toSaveDefaults.dateFormat to $options.dateFormat>><</if>>
<<if $options.fahrenheit>><<set _toSaveDefaults.fahrenheit to $options.fahrenheit>><</if>>
<<if $options.timestyle>><<set _toSaveDefaults.timestyle to $options.timestyle>><</if>>
<<if $options.mapMovement>><<set _toSaveDefaults.mapMovement to $options.mapMovement>><</if>>
<<if $options.mapLegacy>><<set _toSaveDefaults.mapLegacy to $options.mapLegacy>><</if>>
<<if $options.mapMarkers>><<set _toSaveDefaults.mapMarkers to $options.mapMarkers>><</if>>
<<if $options.mapTop>><<set _toSaveDefaults.mapTop to $options.mapTop>><</if>>
<<if $options.closeButtonMobile>><<set _toSaveDefaults.closeButtonMobile to $options.closeButtonMobile>><</if>>
<<if $options.passageCount>><<set _toSaveDefaults.passageCount to $options.passageCount>><</if>>
<<if $options.playtime>><<set _toSaveDefaults.playtime to $options.playtime>><</if>>
<<if $options.neverNudeMenus>><<set _toSaveDefaults.neverNudeMenus to $options.neverNudeMenus>><</if>>
<<if $options.autosaveDisabled>><<set _toSaveDefaults.autosaveDisabled to $options.autosaveDisabled>><</if>>
<<if $options.numberify_enabled>><<set _toSaveDefaults.numberify_enabled to $options.numberify_enabled>><</if>>
<<run localStorage.setItem("dolDefaultGeneralSettings",JSON.stringify(_toSaveDefaults))>>
<<replace #customOverlayContent>><<optionsgeneral>><</replace>>
<</button>>
<<button "Reset Defaults">>
<<run localStorage.removeItem("dolDefaultGeneralSettings")>>
<</button>>
</div>
</div>
<div class="settingsGrid">
<div class="settingsHeader options"><span class="gold">General</span></div>
<div class="settingsToggleItem">
<label>
<<checkbox "$options.neverNudeMenus" false true autocheck>>
Hide player nudity in menus
</label>
</div>
<div class="settingsToggleItem">
<label data-disabledif="V.ironmanmode===true">
<<checkbox "$options.autosaveDisabled" false true autocheck>> Disable autosave on sleeping
</label>
</div>
<div class="settingsToggleItem">
<span class="gold">Date Format:</span><<optionsThemeDefault "dateFormat">>
<br>
<label class="en-GB"><<radiobutton "$options.dateFormat" "en-GB" autocheck>> dd/mm/yyyy</label> |
<label class="en-US"><<radiobutton "$options.dateFormat" "en-US" autocheck>> mm/dd/yyyy</label> |
<label class="zh-CN"><<radiobutton "$options.dateFormat" "zh-CN" autocheck>> yyyy/mm/dd</label>
</div>
<div class="settingsToggleItem">
<span class="gold">Temperature Format:</span><<optionsThemeDefault "fahrenheit">>
<br>
<label><<checkbox "$options.fahrenheit" false true autocheck>> Use Fahrenheit for temperatures</label>
</div>
<div class="settingsToggleItemWide">
<label data-disabledif="!StartConfig.enableLinkNumberify">
<<checkbox "$options.numberify_enabled" 0 1 autocheck>> Enable numbered link navigation
</label>
<mouse class="tooltip-small linkBlue">(?)<span>Allows navigation with keyboard.</span></mouse>
</div>
</div>
<hr>
<div class="settingsGrid">
<div class="settingsHeader options">Sidebar</div>
<div class="settingsToggleItem">
<span class="gold">Time format:</span>
<br>
<label><<radiobutton "$options.timestyle" "military" autocheck>> 24-hour</label> |
<label><<radiobutton "$options.timestyle" "ampm" autocheck>> 12-hour</label>
</div>
<div class="settingsToggleItem">
<span class="gold">Condoms display:</span>
<br>
<label><<radiovar "$options.condomsDisplay" "standard">><<updatesidebarimg>><</radiovar>> Standard</label> |
<label><<radiovar "$options.condomsDisplay" "none">><<updatesidebarimg>><</radiovar>> Hidden</label>
</div>
<div class="settingsToggleItem">
<span class="gold">Pepper sprays display:</span>
<br>
<label><<radiovar "$options.pepperSprayDisplay" "sprays">><<updatesidebarimg>><</radiovar>> Standard</label> |
<label><<radiovar "$options.pepperSprayDisplay" "compact">><<updatesidebarimg>><</radiovar>> Compact</label>
<label><<radiovar "$options.pepperSprayDisplay" "none">><<updatesidebarimg>><</radiovar>> Hidden</label>
</div>
<div class="settingsToggleItem">
<label><<checkbox "$options.tipdisable" "t" "f" autocheck>> Enable sidebar hints and tips</label>
</div>
<div class="settingsToggleItem">
<label><<checkbox "$options.debugdisable" "t" "f" autocheck>> Enable additional error messages</label>
</div>
<div class="settingsToggleItem">
Show stats when sidebar is closed:
<<listbox "$options.sidebarStats" autoselect>>
<<option "Disabled" "disabled">>
<<option "Limited" "limited">>
<<option "Show all" "all">>
<</listbox>>
<div class="mobile-rec gold">It's a good idea to enable this on mobile!</div>
</div>
<div class="settingsToggleItem">
Show clock when sidebar is closed:
<<listbox "$options.sidebarTime" autoselect>>
<<option "Disabled" "disabled">>
<<option "Above" "top">>
<<option "Below" "bottom">>
<</listbox>>
<div class="mobile-rec gold">It's a good idea to enable this on mobile!</div>
</div>
<div class="settingsToggleItem">
<label><<checkbox "$options.clothingCaption" false true autocheck>> Show clothing descriptions in sidebar</label>
<span class="tooltip-anchor linkBlue" tooltip="Still displays the description as a tooltip when hovering over the avatar when disabled.">(?)</span>
</div>
<div class="settingsToggleItem">
<label><<checkbox "$options.showCaptionText" false true autocheck>> Show caption text in sidebar</label>
</div>
</div>
<hr>
<div class="settingsGrid">
<div class="settingsHeader options">Combat</div>
<div class="settingsToggleItem">
"Yourself" as a target:
<label><<radiobutton "$options.targetYourself" false autocheck>> Disabled</label> |
<label><<radiobutton "$options.targetYourself" true autocheck>> Enabled</label>
</div>
<div class="settingsToggleItem">
<label>
<<checkbox "$options.scrollRemember" false true autocheck>>
Restore scrolling position during combat
</label>
</div>
<div class="settingsToggleItemWide">
Combat Controls:
<<listbox "$options.combatControls" autoselect>>
<<option "Radio Buttons" "radio">>
<<option "Radio Buttons (In Columns)" "columnRadio">>
<<option "Lists (No width limit)" "lists">>
<<option "Lists (Width Limit)" "limitedLists">>
<</listbox>>
</div>
</div>
<<if $map isnot undefined>>
<hr>
<div class="settingsGrid">
<div class="settingsHeader options">Map</div>
<div class="settingsToggleItem">
<label data-target="images"><<checkbox "$options.mapMovement" false true autocheck>> Enable map movement by clicking/touching the map icons</label>
</div>
<div class="settingsToggleItem">
<label data-target="images" data-disabledif="V.options.images===0"><<checkbox "$options.mapLegacy" false true autocheck>> Disable SVG map. Enable if town map is not visible.</label>
</div>
<div class="settingsToggleItem">
<label data-target="['images', 'maplegacy]" data-disabledif="V.options.images===0||V.options.mapLegacy"><<checkbox "$options.mapMarkers" false true autocheck>> Show clickable area on map</label>
</div>
<div class="settingsToggleItem">
<label data-target="images"><<checkbox "$options.mapTop" false true autocheck>> Move the map above the map links</label>
</div>
</div>
<</if>>
<hr>
<div class="settingsGrid">
<div class="settingsHeader options">Overlays</div>
<div class="settingsToggleItemWide">
<span class="gold">Position of the close-button for overlay menus:</span>
<span class="tooltip-anchor linkBlue" tooltip="Updated next time overlay is opened">(?)</span>
<br>
<label><<radiobutton "$options.closeButtonMobile" false autocheck>> Normal</label> |
<label><<radiobutton "$options.closeButtonMobile" true autocheck>> Mobile (Left-hand side)</label>
</div>
</div>
<hr>
<div class="settingsGrid">
<div class="settingsHeader options">Extra Info</div>
<div class="settingsToggleItem">
<span class="gold">Display passage count in the top right of the screen:</span>
<br>
<label><<radiobutton "$options.passageCount" "disabled" autocheck>> Disable</label>
<br>
<label><<radiobutton "$options.passageCount" "changes" autocheck>> Passage Changes Count</label>
<span class="tooltip-anchor linkBlue" tooltip="Total number of times a new passage has changed (Clicking on links in most cases). Passages such as the settings are excluded. Not tracked in versions '0.3.12.X' and older">(?)</span>
<br>
<label><<radiobutton "$options.passageCount" "total" autocheck>> Passage Count</label>
<span class="tooltip-anchor linkBlue" tooltip="Total number of times a new passage has been loaded (Clicking on links in most cases). Passages such as the settings are excluded. Not tracked in versions '0.3.12.X' and older">(?)</span>
</div>
<div class="settingsToggleItem">
<span class="gold">Display play time in the top right of the screen:</span>
<span class="tooltip-anchor linkBlue" tooltip="Formatted into 'h:mm:ss'. Be aware that leaving the game for hours alone, then saving will have its time tracked. To avoid, save the game before ending play and then load the save when you resume play. Not tracked in versions '0.3.13.X' and older">(?)</span>
<br>
<label><<radiobutton "$options.playtime" false autocheck>> Disable</label>
<br>
<label><<radiobutton "$options.playtime" true autocheck>> Enable</label>
</div>
</div>
<<if $passage isnot "Start">>
<br>
<<button "Restart Game">>
<<script>>
SugarCube.UI.restart();
<</script>>
<</button>>
<</if>>
<</widget>>
<<widget "optionstheme">>
<<setupOptions>>
<<set _globalThemeDefaults to JSON.parse(localStorage.getItem("dolDefaultThemeSettings"))>>
<<if !_globalThemeDefaults>>
<<set _globalThemeDefaults to {}>>
<</if>>
<div class="settingsGrid">
<div>
<<button "Save Current As Default">>
<<set _toSaveDefaults to {}>>
<<if $options.theme>><<set _toSaveDefaults.theme to $options.theme>><</if>>
<<if $options.passageMaxWidth>><<set _toSaveDefaults.passageMaxWidth to $options.passageMaxWidth>><</if>>
<<if $options.passageLineHeight>><<set _toSaveDefaults.passageLineHeight to $options.passageLineHeight>><</if>>
<<if $options.overlayLineHeight>><<set _toSaveDefaults.overlayLineHeight to $options.overlayLineHeight>><</if>>
<<if $options.sidebarLineHeight>><<set _toSaveDefaults.sidebarLineHeight to $options.sidebarLineHeight>><</if>>
<<if $options.passageFontSize>><<set _toSaveDefaults.passageFontSize to $options.passageFontSize>><</if>>
<<if $options.overlayFontSize>><<set _toSaveDefaults.overlayFontSize to $options.overlayFontSize>><</if>>
<<if $options.sidebarFontSize>><<set _toSaveDefaults.sidebarFontSize to $options.sidebarFontSize>><</if>>
<<if $options.font>><<set _toSaveDefaults.font to $options.font>><</if>>
<<run localStorage.setItem("dolDefaultThemeSettings",JSON.stringify(_toSaveDefaults))>>
<<replace #customOverlayContent>><<optionstheme>><</replace>>
<</button>>
<<button "Reset Defaults">>
<<run localStorage.removeItem("dolDefaultThemeSettings")>>
<</button>>
</div>
</div>
<div class="settingsGrid">
<div class="settingsHeader options">Theme<<optionsThemeDefault "theme">></div>
<div class="settingsToggleItemWide">
<span class="gold">Style:</span>
<label><input type="radio" name="theme" value="system-default" /> Default</label> |
<label><input type="radio" name="theme" value="dark" /> Dark</label> |
<label><input type="radio" name="theme" value="arctic" /> Nord</label> |
<label><input type="radio" name="theme" value="zen" /> Zenburn</label> |
<label><input type="radio" name="theme" value="monokai" /> Monokai</label> |
<label><input type="radio" name="theme" value="storm" /> Storm</label> |
<label><input type="radio" name="theme" value="latte" /> Catppuccin Latte</label> |
<label><input type="radio" name="theme" value="frappe" /> Catppuccin Frappé</label> |
<label><input type="radio" name="theme" value="macchiato" /> Catppuccin Macchiato</label> |
<label><input type="radio" name="theme" value="mocha" /> Catppuccin Mocha</label>
<div class="small-description">Selected styles cannot currently be saved as the 'default' option, though they will carry over to new saves.</div>
</div>
</div>
<hr>
<div class="settingsGrid">
<div class="settingsHeader options">Line Height</div>
<div class="settingsToggleItem">
Passage:
<<listbox "$options.passageLineHeight" autoselect>>
<<option "Default" undefined>>
<<option "1" 1>>
<<option "1.25" 1.25>>
<<option "1.5" 1.5>>
<<option "1.75" 1.75>>
<<option "2" 2>>
<</listbox>>
<<optionsThemeDefault "passageLineHeight">>
</div>
<div class="settingsToggleItem">
Overlay:
<<listbox "$options.overlayLineHeight" autoselect>>
<<option "Default" undefined>>
<<option "1" 1>>
<<option "1.25" 1.25>>
<<option "1.5" 1.5>>
<<option "1.75" 1.75>>
<<option "2" 2>>
<</listbox>>
<<optionsThemeDefault "overlayLineHeight">>
</div>
<div class="settingsToggleItemWide">
Sidebar:
<<listbox "$options.sidebarLineHeight" autoselect>>
<<option "Default" undefined>>
<<option "1" 1>>
<<option "1.25" 1.25>>
<<option "1.5" 1.5>>
<<option "1.75" 1.75>>
<<option "2" 2>>
<</listbox>>
<<optionsThemeDefault "sidebarLineHeight">>
</div>
</div>
<hr>
<div class="settingsGrid">
<div class="settingsHeader options">Font Size</div>
<div class="settingsToggleItem">
Passage:
<<listbox "$options.passageFontSize" autoselect>>
<<option "Default" undefined>>
<<option "10px" 10>>
<<option "12px" 12>>
<<option "14px" 14>>
<<option "16px" 16>>
<<option "18px" 18>>
<<option "20px" 20>>
<</listbox>>
<<optionsThemeDefault "passageFontSize">>
</div>
<div class="settingsToggleItem">
Overlay
<span class="tooltip-anchor linkBlue" tooltip="Default is equivalent to passage font size.">(?)</span>:
<<listbox "$options.overlayFontSize" autoselect>>
<<option "Default" undefined>>
<<option "10px" 10>>
<<option "12px" 12>>
<<option "14px" 14>>
<<option "16px" 16>>
<<option "18px" 18>>
<<option "20px" 20>>
<</listbox>>
<<optionsThemeDefault "overlayFontSize">>
</div>
<div class="settingsToggleItemWide">
Sidebar:
<<listbox "$options.sidebarFontSize" autoselect>>
<<option "Default" undefined>>
<<option "12px" 12>>
<<option "14px" 14>>
<<option "16px" 16>>
<<option "18px" 18>>
<<option "20px" 20>>
<</listbox>>
<<optionsThemeDefault "sidebarFontSize">>
</div>
</div>
<hr>
<div class="settingsGrid">
<div class="settingsHeader options">Font Style</div>
<div class="settingsToggleItemWide">
<<optionsThemeDefault "font">>
<label><<radiobutton "$options.font" "" `$options.font is undefined ? 'checked' : 'autocheck'`>> Use system default</label>
<br>
<span class="gold">Sans-serif:</span>
<label class="Arial"><<radiobutton "$options.font" "Arial" autocheck>> Arial</label> |
<label class="Verdana"><<radiobutton "$options.font" "Verdana" autocheck>> Verdana</label>
<br>
<span class="gold">Serif:</span>
<label class="TimesNewRoman"><<radiobutton "$options.font" "TimesNewRoman" autocheck>> Times New Roman</label> |
<label class="Georgia"><<radiobutton "$options.font" "Georgia" autocheck>> Georgia</label> |
<label class="Garamond"><<radiobutton "$options.font" "Garamond" autocheck>> Garamond</label>
<br>
<span class="gold">Monospace:</span>
<label class="CourierNew"><<radiobutton "$options.font" "CourierNew" autocheck>> Courier New</label> |
<label class="LucidaConsole"><<radiobutton "$options.font" "LucidaConsole" autocheck>> Lucida Console</label> |
<label class="Monaco"><<radiobutton "$options.font" "Monaco" autocheck>> Monaco</label>
<br>
<span class="gold">Accessibility:</span>
<label class="OpenDyslexicMono"><<radiobutton "$options.font" "OpenDyslexicMono" autocheck>> OpenDyslexic Mono</label> |
<label class="ComicSans"><<radiobutton "$options.font" "ComicSans" autocheck>> Comic Sans</label>
</div>
</div>
<</widget>>
<<widget "optionsThemeDefault">>
<<if _args[0]>>
<span @id="'optionsThemeDefault-' + _args[0]">
<<if _globalThemeDefaults[_args[0]]>> Default: (<<print _globalThemeDefaults[_args[0]]>>)
<<elseif _globalGeneralDefaults[_args[0]]>> Default: (<<print _globalGeneralDefaults[_args[0]]>>)
<</if>>
</span>
<</if>>
<</widget>>
<<widget "optionsperformance">>
<<setupOptions>>
<<if StartConfig.enableImages is true>>
<div class="settingsGrid">
<div class="settingsHeader options">Images</div>
<div class="settingsToggleItem">
<label><<checkbox "$options.images" 0 1 autocheck>> Enable images</label>
<span class="tooltip-anchor linkBlue" tooltip="Images may not load properly on older Androids.">(?)</span>
</div>
<div class="settingsToggleItem">
<label data-target="options.images" data-disabledif="V.options.images===0">
<<checkbox "$options.combatImages" 0 1 autocheck>> Enable combat images
</label>
</div>
<div class="settingsToggleItem">
<label data-target="options.images" data-disabledif="V.options.images===0"><<checkbox "$options.silhouetteEnabled" false true autocheck>> Enable NPC silhouettes</label>
</div>
<div class="settingsToggleItem">
/* This will be removed soon... right? September 7th 2024 */
<label data-target="options.images" data-disabledif="true || V.options.images===0">
<<checkbox "$options.tanImgEnabled" false true autocheck>> Visual representation of the player's and NPCs' skin colour in combat
</label>
/* <span class="tooltip-anchor linkBlue" tooltip="Only for combat. Option may be removed in the future.">(?)</span> */
<span class="tooltip-anchor linkBlue" tooltip="Temporarily disabled for causing rendering issues with combat animations.">(?)</span>
</div>
</div>
<hr>
<div class="settingsGrid">
<div class="settingsHeader options">Rendering</div>
<div class="settingsToggleItem">
<label data-target="options.images" data-disabledif="V.options.images===0"><<checkbox "$options.weatherUpdate" false true autocheck>> Use new weather renderer for sidebar</label>
</div>
<div class="settingsToggleItem">
<label data-target='["options.images", "weatherupdate"]' data-disabledif="V.options.images===0||V.options.weatherUpdate===false"><<checkbox "$options.reflections" false true autocheck>> Render water reflections
</label>
<span class="tooltip-anchor linkBlue" tooltip="Could cause performance issues on old devices.">(?)</span>
</div>
<div class="description">Close the options menu for the change to apply.</div>
</div>
<span class="gold">Animations</span>
<div class="settingsGrid">
<div class="settingsToggleItem">
<label data-target="options.images" data-disabledif="V.options.images===0">
<<checkbox "$options.sidebarAnimations" false true autocheck>> Sidebar character animations
</label>
</div>
<div class="settingsToggleItem">
<label data-target='["options.images", "sidebaranimations"]' data-disabledif="V.options.images===0||V.options.sidebarAnimations===false">
<<checkbox "$options.blinkingEnabled" false true autocheck>> Animate eyes blinking
</label>
</div>
<div class="settingsToggleItem">
<label data-target="images" data-disabledif="V.options.images===0||V.options.combatImages===0">
<<checkbox "$options.combatAnimations" false true autocheck>> Combat animations
</label>
<span class="tooltip-anchor linkBlue" tooltip="Disabling may help improve performance during combat.">(?)</span>
</div>
<div class="settingsToggleItem">
<label data-target="options.textAnimations"><<checkbox "$options.textAnimations" false true autocheck>> Text animations</label>
</div>
<<if $eyelidTEST is true>>
<div class="settingsToggleItem">
<label data-target='["options.images", "sidebaranimations"]' data-disabledif="V.options.images===0||V.options.sidebarAnimations===false">
<<checkbox "$options.halfClosedEnabled" false true autocheck>> Enable half-closed eyes graphics
</label>
</div>
<div class="description">
Draw eyelids in sidebar as half-closed when highly aroused.
</div>
<</if>>
</div>
<hr>
<div>
<div class="settingsGrid" data-target='["images", "characterLightEnabled"]' data-disabledif="V.options.images===0||V.options.characterLightEnabled===false" oninput='Renderer.refresh(Renderer.locateModel("lighting", "sidebar"));'>
<div class="settingsHeader options">Character Lighting</div>
<div class="settingsToggleItem">
<label>
Spotlight<br>
<<numberslider "$options.lightSpotlight" $options.lightSpotlight 0 1 0.05>>
</label>
</div>
<div class="settingsToggleItem">
<label>
Gradient<br>
<<numberslider "$options.lightGradient" $options.lightGradient 0 1 0.05>>
</label>
</div>
<div class="settingsToggleItem">
<label>
Glow<br>
<<numberslider "$options.lightGlow" $options.lightGlow 0 1 0.05>>
</label>
</div>
<div class="settingsToggleItem">
<label>
Flat<br>
<<numberslider "$options.lightFlat" $options.lightFlat 0 1 0.05>>
</label>
</div>
<div class="settingsToggleItem">
<label data-target="images" data-disabledif="V.options.images===0||V.options.combatImages===0">
Combat Light<br>
<<numberslider "$options.lightCombat" $options.lightCombat 0 1 0.05>>
</label>
</div>
<div class="settingsToggleItem">
<label>
Colour Component<br>
<<numberslider "$options.lightTFColor" $options.lightTFColor 0 1 0.05>>
<span class="description">Requires Angel/Demon transformation</span>
</label>
</div>
</div>
<div style="margin-left: 10px" onchange="new Wikifier(null, '<<updatesidebarimg>>')">
<label data-target="options.images" data-disabledif="V.options.images===0">
<<checkbox "$options.characterLightEnabled" false true autocheck>> Enable character lighting
</label>
</div>
</div>
<<else>>
<br>
Images disabled
<</if>>
<hr>
<div class="settingsGrid">
<div class="settingsHeader options">History Depth</div>
<div class="settingsToggleItem">
Enables going back in history up to N-1 passages. Useful for reporting bugs or undoing decisions.
<hr>
<label>
<<checkbox "$options.historyControls" false true autocheck>> Display history controls in the sidebar
</label>
</div>
<div class="settingsToggleItem">
<span class="gold">States saved to memory:</span>
<<numberslider "$options.maxStates" `$options.maxStates gt 20 ? 20 : $options.maxStates` 1 20 1 $ironmanmode>>
<br><br>
</div>
</div>
<</widget>>
<<widget "optionsadvanced">>
<<setupOptions>>
<div class="settingsGrid">
<div class="settingsHeader options">Advanced Settings</div>
<div class="settingsToggleItem">
<label>
<<checkbox "$options.numpad" false true autocheck>>
Enable numpad
</label>
<span class="tooltip-anchor linkBlue" tooltip="Useful on mobile if links break due to translation software.">(?)</span>
</div>
<div class="settingsToggleItem">
<label>
<<checkbox "$options.useNarrowMarket" false true autocheck>>
Use "narrow screen" version of the market inventory
</label>
</div>
<div class="settingsToggleItem">
<label><<checkbox "$options.showDebugRenderer" false true autocheck>> Enable renderer debugger</label>
</div>
<div class="settingsToggleItem">
<label onclick="setTimeout(() => {toggleConfirmDialogUponTabClose();}, 100)">
<<checkbox "$options.confirmDialogUponTabClose" false true autocheck>>
Prompt confirmation dialog upon closing tab
</label>
</div>
</div>
<hr>
<div class="settingsGrid">
<div class="settingsHeader options">Game Zoom</div>
<div class="settingsToggleItemWide">
<span class="gold">Zoom Size:</span>
<span class="tooltip-anchor linkBlue" tooltip-width="460" tooltip="Will allow you to adjust the size of game elements and text.<br><br><span class='red'>
Please be careful with this setting! Only save if you are happy with the changes made, as reloading the game will reset it to the last value used in that save.
Depending on the device and browser, the setting may break entirely, and may cause unexpected effects.
</span>">(?)</span>
<br>
<span class="description red">Not supported in all browsers</span>
<br>
<<numberslider "$options.zoom" $options.zoom 50 200 1>>
<br><br>
<input type="button" value="Set" onclick='zoom()'/>
<input type="button" value="Reset" onclick='zoom(100)'/>
</div>
</div>
<</widget>>
<<widget "optionsinformation">>
<div class="p-2 text-align-center">
<h3>People of Interest</h3>
<div class="m-2">
<span class="gold">Creator: </span><span>Vrelnir</span>
</div>
<div class="m-2">
<span class="gold">Developer: </span><span>PurityGuy</span>
</div>
</div>
<div class="p-2 text-align-center">
<h3>Useful Resources</h3>
<<linkinformation>>
<div class="m-2">
<p class="gold m-0">Unofficial Wiki</p>
[[degreesoflewdity.miraheze.org|"https://degreesoflewdity.miraheze.org/wiki/Main_Page"]]
</div>
</div>
<div class="p-3 text-align-center">
<h3>Bunny TF Credits</h3>
<div class="m-2">
<span class="purple">Main Dev and Creator: </span><span>WinterPeach</span>
</div>
<div class="m-2">
<span class="purple">Sprite Makers: </span><span>Pinzya; for making the TF icon. <br> Mellows; For making the TF combat sprites <br> Phreia; For making the beeesss sprites (default & carrot pin)</span>
</div>
<div class="m-2">
<span class="purple">Special Thanks! </span><span> To Frostberg for making the auto-releases! <br> To my Ko-Fi supporter, purepersona_moon!</span>
</div>
<div class="m-2">
<p class="purple m-0">Support WinterPeach!</p>
[[ko-fi.com/pro_penlicker|"https://ko-fi.com/pro_penlicker"]]
</div>
<</widget>>
<<widget "setFont">>
<<set _globalThemeDefaults to JSON.parse(localStorage.getItem("dolDefaultThemeSettings"))>>
<<if !_globalThemeDefaults>>
<<set _globalThemeDefaults to {}>>
<</if>>
<<removeclass "#passages" "passageMaxWidth50">>
<<removeclass "#passages" "passageMaxWidth55">>
<<removeclass "#passages" "passageMaxWidth60">>
<<removeclass "#passages" "passageMaxWidth65">>
<<removeclass "#passages" "passageMaxWidth70">>
<<removeclass "#passages" "passageMaxWidth75">>
<<if $options.passageMaxWidth>><<addclass "#passages" `"passageMaxWidth" + $options.passageMaxWidth`>><</if>>
<<removeclass "#passages" "fontSize10">>
<<removeclass "#passages" "fontSize12">>
<<removeclass "#passages" "fontSize14">>
<<removeclass "#passages" "fontSize16">>
<<removeclass "#passages" "fontSize18">>
<<removeclass "#passages" "fontSize20">>
<<if $options.passageFontSize>><<addclass "#passages" `"fontSize" + $options.passageFontSize`>><</if>>
<<removeclass "#story-caption" "fontSize12">>
<<removeclass "#story-caption" "fontSize14">>
<<removeclass "#story-caption" "fontSize16">>
<<removeclass "#story-caption" "fontSize18">>
<<removeclass "#story-caption" "fontSize20">>
<<if $options.sidebarFontSize>><<addclass "#story-caption" `"fontSize" + $options.sidebarFontSize`>><</if>>
<<if _args[0]>><!--For elements that are not sugarcube specific and wont be loaded when the widget is normally called-->
<<removeclass "#customOverlay" "fontSize10">>
<<removeclass "#customOverlay" "fontSize12">>
<<removeclass "#customOverlay" "fontSize14">>
<<removeclass "#customOverlay" "fontSize16">>
<<removeclass "#customOverlay" "fontSize18">>
<<removeclass "#customOverlay" "fontSize20">>
<<if $options.overlayFontSize>><<addclass "#customOverlay" `"fontSize" + $options.overlayFontSize`>><</if>>
<</if>>
<<removeclass "#passages" "lineHeight1">>
<<removeclass "#passages" "lineHeight125">>
<<removeclass "#passages" "lineHeight15">>
<<removeclass "#passages" "lineHeight175">>
<<removeclass "#passages" "lineHeight2">>
<<if $options.passageLineHeight>><<addclass "#passages" `"lineHeight" + $options.passageLineHeight.toString().replace('.','')`>><</if>>
<<removeclass "#story-caption" "lineHeight1">>
<<removeclass "#story-caption" "lineHeight125">>
<<removeclass "#story-caption" "lineHeight15">>
<<removeclass "#story-caption" "lineHeight175">>
<<removeclass "#story-caption" "lineHeight2">>
<<if $options.sidebarLineHeight>><<addclass "#story-caption" `"lineHeight" + $options.sidebarLineHeight.toString().replace('.','')`>><</if>>
<<if _args[0]>>
<<removeclass "#customOverlay" "lineHeight1">>
<<removeclass "#customOverlay" "lineHeight125">>
<<removeclass "#customOverlay" "lineHeight15">>
<<removeclass "#customOverlay" "lineHeight175">>
<<removeclass "#customOverlay" "lineHeight2">>
<<if $options.overlayLineHeight>><<addclass "#customOverlay" `"lineHeight" + $options.overlayLineHeight.toString().replace('.','')`>><</if>>
<</if>>
<<removeclass "html" "Arial">>
<<removeclass "html" "Verdana">>
<<removeclass "html" "TimesNewRoman">>
<<removeclass "html" "Georgia">>
<<removeclass "html" "Garamond">>
<<removeclass "html" "CourierNew">>
<<removeclass "html" "LucidaConsole">>
<<removeclass "html" "Monaco">>
<<removeclass "html" "ComicSans">>
<<removeclass "html" "OpenDyslexicMono">>
<<if $options.font>><<addclass "html" $options.font>><</if>> <!--Adding to the body would remove it on changing passage-->
<</widget>>/*
Displays overlay (#customOverlay element) with title and content defined by provided key.
*/
<<widget "overlayReplace">>
<<set _key to _args[0]>>
<<if !_key>>
<<exit>>
<</if>>
<<if _currentOverlay is _key>>
<<run closeOverlay()>>
<<exit>>
<</if>>
<<script>>
T.buttons.toggle();
updateOptions();
T.currentOverlay = T.key;
$("#customOverlay").removeClass("hidden").parent().removeClass("hidden");
$("#customOverlay").attr("data-overlay", T.currentOverlay);
<</script>>
<<switch _key>>
<<case "characteristics">>
<<replace #customOverlayTitle>><<titleCharacteristics>><</replace>>
<<replace #customOverlayContent>><<characteristics>><</replace>>
<<case "social">>
<<replace #customOverlayTitle>><<titleSocial>><</replace>>
<<replace #customOverlayContent>><<social>><</replace>>
<<case "traits">>
<<replace #customOverlayTitle>><<titleTraits>><</replace>>
<<replace #customOverlayContent>><<traits>><</replace>>
<<case "journal">>
<<replace #customOverlayTitle>><<titleJournal>><</replace>>
<<replace #customOverlayContent>><<journal>><</replace>>
<<case "journalNotes">>
<<replace #customOverlayTitle>><<titlejournalNotes>><</replace>>
<<replace #customOverlayContent>><<journalNotes>><</replace>>
<<case "statistics">>
<<replace #customOverlayTitle>><<titleStats>><</replace>>
<<replace #customOverlayContent>><<statistics>><</replace>>
<<case "gameFeats">>
<<replace #customOverlayTitle>><<titleFeats>><</replace>>
<<replace #customOverlayContent>><<feats>><</replace>>
<<case "startFeats">>
<<replace #customOverlayTitle>><<titleFeats>><</replace>>
<<replace #customOverlayContent>><<feats>><</replace>>
<<case "cheats">>
<<replace #customOverlayTitle>><<titleCheats>><</replace>>
<<replace #customOverlayContent>><<cheats>><</replace>>
<<case "options">>
<<replace #customOverlayTitle>><<titleOptions>><</replace>>
<<replace #customOverlayContent>><<optionsgeneral>><</replace>>
<<case "saves">>
<<replace #customOverlayTitle>><<titleSaves>><</replace>>
<<replace #customOverlayContent>><<saves>><</replace>>
<<case "export">>
<<replace #customOverlayTitle>><<titleSaves>><</replace>>
<<replace #customOverlayContent>><<optionsExportImport>><</replace>>
<<case "blackjackHelp">>
<<replace #customOverlayTitle>><<titleBlackjackHelp>><</replace>>
<<replace #customOverlayContent>><<blackjackHelp>><</replace>>
<<case "eventExtraInfo">>
<<replace #customOverlayTitle>><<titleEventInfo>><</replace>>
<<replace #customOverlayContent>><<eventExtraInfo>><</replace>>
<<case "canvasModel">>
<<replace #customOverlayTitle>><<titleDebugRenderer>><</replace>>
<<replace #customOverlayContent>><<canvasModelEditor>><</replace>>
<<case "outfitEditor">>
<<replace #customOverlayTitle>><<titleOutfitEditor>><</replace>>
<<replace #customOverlayContent>><<outfitEditor>><</replace>>
<<case "DoLPCredits">>
<<replace #customOverlayTitle>><<titleDoLPCredits>><</replace>>
<<replace #customOverlayContent>><<DoLPCredits>><</replace>>
<</switch>>
<</widget>>
<<widget "titleCharacteristics">>
<<setupTabs>>
<div id="overlayTabs" class="tab">
<<closeButtonMobile>>
<<button "Characteristics">>
<<toggleTab>>
<<replace #customOverlayContent>><<characteristics>><</replace>>
<</button>>
<<colourCodes>>
</div>
<<closeButton>>
<</widget>>
<<widget "titleSocial">>
<<setupTabs>>
<div id="overlayTabs" class="tab">
<<closeButtonMobile>>
<<button "Social">>
<<toggleTab>>
<<replace #customOverlayContent>><<social>><</replace>>
<</button>>
<<colourCodes>>
</div>
<<closeButton>>
<</widget>>
<<widget "titleTraits">>
<<setupTabs>>
<div id="overlayTabs" class="tab">
<<closeButtonMobile>>
<<button "Traits">>
<<toggleTab>>
<<replace #customOverlayContent>><<traits>><</replace>>
<</button>>
</div>
<<closeButton>>
<</widget>>
<<widget "titleJournal">>
<<setupTabs>>
<div id="overlayTabs" class="tab">
<<closeButtonMobile>>
<<button "Journal">>
<<journalNotesTextareaSave>>
<<toggleTab>>
<<replace #customOverlayContent>><<journal>><</replace>>
<</button>>
<<button "Notes">>
<<toggleTab>>
<<set $tempDisable to true>>
<<replace #customOverlayContent>><<journalNotes>><</replace>>
<</button>>
</div>
<<closeButton>>
<</widget>>
<<widget "titlejournalNotes">>
<<setupTabs>>
<div id="overlayTabs" class="tab">
<<closeButtonMobile>>
<<button "Journal">>
<<journalNotesTextareaSave>>
<<toggleTab>>
<<replace #customOverlayContent>><<journal>><</replace>>
<</button>>
<<button "Notes">>
<<toggleTab>>
<<set $tempDisable to true>>
<<replace #customOverlayContent>><<journalNotes>><</replace>>
<</button>>
</div>
<<closeButton>>
<</widget>>
<<widget "titleStats">>
<<setupTabs>>
<div id="overlayTabs" class="tab">
<<closeButtonMobile>>
<<button "Statistics">>
<<toggleTab>>
<<replace #customOverlayContent>><<statistics>><</replace>>
<</button>>
<<button "Extra stats (spoilers)">>
<<toggleTab>>
<<if $options.skipStatisticsConfirmation>>
<<replace #customOverlayContent>><<extraStatistics>><</replace>>
<<else>>
<<replace #customOverlayContent>><<extraStatisticsWarning>><</replace>>
<</if>>
<</button>>
</div>
<<closeButton>>
<</widget>>
<<widget "titleFeats">>
<<setupTabs>>
<div id="overlayTabs" class="tab">
<<closeButtonMobile>>
<<button "Feats">>
<<toggleTab>>
<<replace #customOverlayContent>><<feats>><</replace>>
<</button>>
</div>
<<closeButton>>
<</widget>>
<<widget "titleCheats">>
<<setupTabs>>
<div id="overlayTabs" class="tab">
<<closeButtonMobile>>
<<button "Stats">>
<<toggleTab>>
<<replace #cheatsShown>><<cheats-characterStats>><</replace>>
<<run $("#customOverlayContent").scrollTop(0);>>
<</button>>
<<button "Visual">>
<<toggleTab>>
<<replace #cheatsShown>><<cheats-characterVisual>><</replace>>
<<run $("#customOverlayContent").scrollTop(0);>>
<</button>>
<<button "NPCs">>
<<toggleTab>>
<<replace #cheatsShown>><<cheats-npcs>><</replace>>
<<run $("#customOverlayContent").scrollTop(0);>>
<</button>>
<<if $farm_stage gte 2>>
<<button "Alex's Farm">>
<<toggleTab>>
<<replace #cheatsShown>><<cheats-alex>><</replace>>
<<run $("#customOverlayContent").scrollTop(0);>>
<</button>>
<</if>>
<<if !$statFreeze>>
<<button "Teleport">>
<<toggleTab>>
<<replace #cheatsShown>><<cheats-teleport>><</replace>>
<<run $("#customOverlayContent").scrollTop(0);>>
<</button>>
<</if>>
<<button "Other">>
<<toggleTab>>
<<replace #cheatsShown>><<cheats-other>><</replace>>
<<run $("#customOverlayContent").scrollTop(0);>>
<</button>>
</div>
<<closeButton>>
<</widget>>
<<widget "titleOptions">>
<<setupTabs>>
<div id="overlayTabs" class="tab">
<<closeButtonMobile>>
<<button "General">>
<<toggleTab>>
<<replace #customOverlayContent>><<optionsgeneral>><</replace>>
<</button>>
<<button "Theme">>
<<toggleTab>>
<<replace #customOverlayContent>><<optionstheme>><</replace>>
<</button>>
<<button "Performance">>
<<toggleTab>>
<<replace #customOverlayContent>><<optionsperformance>><</replace>>
<</button>>
<<button "Advanced">>
<<toggleTab>>
<<replace #customOverlayContent>><<optionsadvanced>><</replace>>
<</button>>
<<button "Information">>
<<toggleTab>>
<<replace #customOverlayContent>><<optionsinformation>><</replace>>
<</button>>
</div>
<<closeButton>>
<</widget>>
<<widget "titleSaves">>
<<setupTabs>>
<div id="overlayTabs" class="tab">
<<closeButtonMobile>>
<<button "Saves">>
<<toggleTab>>
<<replace #customOverlayContent>><<saves>><</replace>>
<</button>>
<<button "Export/Import">>
<<toggleTab>>
<<replace #customOverlayContent>><<optionsExportImport>><</replace>>
<</button>>
</div>
<<closeButton>>
<</widget>>
<<widget "titleBlackjackHelp">>
<<setupTabs>>
<div id="overlayTabs" class="tab">
<<closeButtonMobile>>
<<button "Blackjack Guide">>
<<toggleTab>>
<<replace #customOverlayContent>><<blackjackHelp>><</replace>>
<</button>>
</div>
<<closeButton>>
<</widget>>
<<widget "titleEventInfo">>
<<setupTabs>>
<div id="overlayTabs" class="tab">
<<closeButtonMobile>>
<<button "Event Info">>
<<toggleTab>>
<<replace #customOverlayContent>><<eventExtraInfo>><</replace>>
<</button>>
</div>
<<closeButton>>
<</widget>>
<<widget "titleDebugRenderer">>
<<setupTabs 2>>
<div id="overlayTabs" class="tab">
<<closeButtonMobile>>
<<button "Layers">>
<<toggleTab>>
<<replace #customOverlayContent>><<canvasLayersEditor>><</replace>>
<</button>>
<<button "Colours">>
<<toggleTab>>
<<replace #customOverlayContent>><<canvasColoursEditor `$cheatdisable is "f"`>><</replace>>
<</button>>
<<button "Model">>
<<toggleTab>>
<<replace #customOverlayContent>><<canvasModelEditor>><</replace>>
<</button>>
<<if Renderer.lastAnimation>>
<<button "Start/Stop Animation">>
<<script>>
if (Renderer.lastAnimation.playing) { Renderer.lastAnimation.stop(); }
else { Renderer.lastAnimation.start(); }
<</script>>
<</button>>
<</if>>
<<button "Refresh Caches">>
<<script>>
Renderer.Stats.logmsgLoad.value = "";
Renderer.Stats.logmsgRender.value = "";
Renderer.Stats.logmsgAnimate.value = "";
Renderer.ImageCaches = {};
Renderer.ImageErrors = {};
Renderer.lastAnimation.invalidateCaches();
Renderer.invalidateLayerCaches(Renderer.lastModel.layerList);
Renderer.lastModel.redraw();
<</script>>
<</button>>
<<script>>
output.append(Renderer.Stats.logmsgLoad.bindText($("<div class='rendererOutput'>")[0]));
output.append(Renderer.Stats.logmsgRender.bindText($("<div class='rendererOutput'>")[0]));
output.append(Renderer.Stats.logmsgAnimate.bindText($("<div class='rendererOutput'>")[0]));
<</script>>
</div>
<<closeButton>>
<</widget>>
<<widget "titleOutfitEditor">>
<<setupTabs>>
<div id="overlayTabs" class="tab">
<<closeButtonMobile>>
<<button "Outfit Editor">>
<<toggleTab>>
<<replace #customOverlayContent>><<outfitEditor>><</replace>>
<</button>>
</div>
<<closeButton>>
<</widget>>
<<widget "colourCodes">>
<mouse class="tooltip-small colourCodes"><span>Colour Codes</span>
<span>
<i class="red">Terrible</i>
|
<i class="pink">Bad</i>
|
<i class="purple">Poor</i>
|
<i class="blue">Okay</i>
|
<i class="lblue">Decent</i>
|
<i class="teal">Good</i>
|
<i class="green">Excellent</i>
</span>
</mouse>
<</widget>>
<<widget "setupTabs">>
<<script>>
T.tab = new window.Tab("overlayTabs", "tab-selected");
let active = V.options.closeButtonMobile ? 1 : 0;
T.tab.setActive((T.args[0] || 0) + active);
<</script>>
<</widget>>
<<widget "toggleTab">>
<<run T.tab.toggle()>>
<</widget>>
<<widget "closeButton">>
<<if !$options.closeButtonMobile>>
<div class="customOverlayClose" onclick="closeOverlay();"></div>
<</if>>
<</widget>>
<<widget "closeButtonMobile">>
<<if $options.closeButtonMobile>>
<<button "Close">>
<<run closeOverlay()>>
<</button>>
<</if>>
<</widget>>
<<widget "titleDoLPCredits">>
<<setupTabs>>
<div id="overlayTabs" class="tab">
<<closeButtonMobile>>
<<button "DoLP Credits">>
<<toggleTab>>
<<replace #customOverlayContent>><<DoLPCredits>><</replace>>
<</button>>
</div>
<<closeButton>>
<</widget>><<widget "optionsExportImport">>
<<if SugarCube.Browser.isMobile.Android is true>>
<span class="red">Note that saving and loading from file may not work on Android devices in all environments.</span>
<</if>>
<<set $_errorCount to document.querySelectorAll('.error').length>>
<<set $_dolErrorCount to document.querySelectorAll('.dol-error').length>>
<<set $_customErrorCount to Errors.log.length>>
<<set $_bypassRestrictions to $debug is 1 or $_errorCount gt 0 or $_dolErrorCount gt 0 or $_customErrorCount gt 0>>
Load from file: <input id="saveImport" type="file" value="Load from file" onchange="importSave(this.files)">
<br><br>
<<if tags().includes("nosave")>>
You can't export your current save here!
<<elseif $ironmanmode>>
<<if $_bypassRestrictions>>
<input type="button" class="saveMenuButton" value="Save to file" onclick="IronMan.exportCurrent()">
<<else>>
Unable to save to file during ironman-mode. Only autosaves can be exported.
<</if>>
<<elseif ($replayScene is undefined) or $_bypassRestrictions>>
<<set _exportName to "'degrees-of-lewdity"+($saveName isnot ''?'-'+$saveName:'')+ "'">>
<input type="button" class="saveMenuButton" value="Save to file" @onclick="'SugarCube.Save.export('+_exportName+')'">
<<else>>
Unable to save to file currently.
<</if>>
<br><br>
<span class="gold">Text Import/Export</span>
<<if !($dancing is 0 and $combat is 0 and $replayScene is undefined)>>
<span class="red"><b>Combat event active, only use resulting save data for bug reporting!!</b></span><br>
<</if>>
This feature lets you transfer saves between devices when one or more does not allow access to save files, such as on Android.
<br>
To save, click on "Get Save Data", then copy and paste the save data where required.
<br>
To load, paste in the save data then click "Load Save Data".
<br>
To transfer to and from Android, it is recommended to use email or a service such as pastebin. Please ensure that the start and the end of the save is exact to prevent issues.
<br>
Click on "Copy Text Area" to copy the current contents for you. The button name will change to "Copying Error" if your device or browser does not support it.
<br><br>
<textarea id="saveDataInput" rows="4" cols="40" onClick="if(V.disableAutoSelect == false)this.select();"><<if _presetData>>_presetData<</if>></textarea>
<br>
<input type="button" class="saveMenuButton" value="Clear Text Box" onclick="clearTextBox('saveDataInput')"/>
<input type="button" class="saveMenuButton" value="Top of Text Box" onclick="topTextArea('saveDataInput')"/>
<input type="button" class="saveMenuButton" value="Bottom of Text Box" onclick="bottomTextArea('saveDataInput')"/>
<<if $ironmanmode is true || tags().includes("nosave") || V.replayScene !== undefined>>
<input type="button" value="Get Save Data" disabled>
<<else>>
<input type="button" class="saveMenuButton" value="Get Save Data" onclick="getSaveData()"/>
<</if>>
<input type="button" class="saveMenuButton" value="Load Save Data" onclick="loadSaveData()"/>
<input id="CopyTextArea" class="saveMenuButton" type="button" value="Copy Text Area" onclick="copySavedata('saveDataInput')">
<br><br>
<label>
<<print '<<checkbox "$disableAutoSelect" false true '+($disableAutoSelect is true? "checked":"")+'>>'>>
Disables auto select.
</label>
<br><br>
<<if $saveDetails isnot undefined>>
How many days after exporting will the export warning show:
<br>
<label><<radiobutton "$saveDetails.exported.frequency" 5 autocheck>>5</label> |
<label><<radiobutton "$saveDetails.exported.frequency" 10 autocheck>>10</label> |
<label><<radiobutton "$saveDetails.exported.frequency" 15 autocheck>>15</label> |
<label><<radiobutton "$saveDetails.exported.frequency" 20 autocheck>>20</label> |
<label><<radiobutton "$saveDetails.exported.frequency" 30 autocheck>>30</label> |
<label><<radiobutton "$saveDetails.exported.frequency" 60 autocheck>>60</label> |
<label><<radiobutton "$saveDetails.exported.frequency" 365 autocheck>>365</label>
<</if>>
<</widget>><<widget "saves">>
<<if StartConfig.sneaky>>
<div class="sneaky-warning">
<h3>Warning</h3>
<p>
Please export any saves you plan to use before playing this <b>Sneaky Build</b>.
If any bugs or glitches occur, we strongly advise reporting the issue directly to our discord server.
Be careful when saving, especially if the issue is affecting your ability to play the game.
</p>
</div>
<br>
<</if>>
<<if $ironmanmode is true>>
<span style="background-color: #ffffff1a;">Ironman mode enabled:</span>
<ul class="ironman-ul"><li>You can save your game in Ironman mode, but it will lead you back to the Start menu.</li>
<li style="text-decoration: underline;">Loading an Ironman save <span style="color: #ff0000;">will delete the save</span> after loading it</li>
<li>Automatic save every 5 to 8 days (in-game time), those won't be deleted on loading. Regular auto-saves that used to happen after sleep are disabled. </li>
<li>Cheats disabled</li>
<li>Ironman saves are recognisable by the <img src="img/ui/SilverCoin.gif" style="max-width: 16px;filter: brightness(2.2);"> next to them</li>
</ul>
<</if>>
<div id="saveList">
<<if idb.active and !$ironmanmode and !sessionStorage.getItem("noidb")>>
<<run setTimeout(() => idb.saveList())>>
<<else>>
/* record idb status between page reloads within the same session */
<<run sessionStorage.setItem("noidb", true); idb.active = false>>
<<saveList>>
<</if>>
</div>
<<if $saveDetails isnot undefined>>
<br>
<div>
How many days after exporting will the export warning show:
<br>
<label><<radiobutton "$saveDetails.exported.frequency" 5 autocheck>>5</label> |
<label><<radiobutton "$saveDetails.exported.frequency" 10 autocheck>>10</label> |
<label><<radiobutton "$saveDetails.exported.frequency" 15 autocheck>>15</label> |
<label><<radiobutton "$saveDetails.exported.frequency" 20 autocheck>>20</label> |
<label><<radiobutton "$saveDetails.exported.frequency" 30 autocheck>>30</label> |
<label><<radiobutton "$saveDetails.exported.frequency" 60 autocheck>>60</label> |
<label><<radiobutton "$saveDetails.exported.frequency" 365 autocheck>>365</label>
</div>
<</if>>
<</widget>>
<<widget "saveList">>
<<run prepareSaveDetails()>>
<<if !tags().includes("nosave") && $replayScene is undefined>>
<<set _saveUnlock to true>>
<</if>>
<<if $replayScene isnot undefined>>
<h3 class="red">The scene viewer is currently in use, preventing the use of the save system.</h3>
<<elseif tags().includes("nosave")>>
<h3 class="red">You can't save here!</h3>
<</if>>
<p>Saves here will be lost if your browser cache is cleared. Exporting is recommended to prevent the loss of saves from occurring.</p>
<p>
<i class="description">__Where are my saves?__</i>
<mouse class="tooltip linkBlue">(?)<span>
If you can't find your saves, it's possible you saved them using a different storage method. Try toggling the "Enable IndexedDB" option below the list of saves.
</span></mouse>
</p>
<<set _saveDetails = getSaveDetails()>>
<!--Extra checks incase the above fails for some reason-->
<<if _saveDetails eq null>>
<<set _saveDetails to returnSaveDetails()>>
<<elseif _saveDetails.autosave is undefined or _saveDetails.slots is undefined>>
<<set _saveDetails to returnSaveDetails()>>
<</if>>
<<set _lastSlot to _saveDetails.autosave ? { slot: "autosave", date: _saveDetails.autosave.date } : { slot: "", date: 0 }>>
<<for _slot, _data range _saveDetails.slots>>
<<if _data and _data.date gt _lastSlot.date>>
<<set _lastSlot to { slot: _slot, date: _data.date }>>
<</if>>
<</for>>
<<set _currentTime to new Date().getTime()>>
<div id="savesListContainer">
<div class="savesListRow">
<div class="saveGroup">
<div class="saveId">#</div>
<div class="saveButton">Save/Load</div>
<div class="saveName">ID/Name</div>
<div class="saveDetails">Details</div>
</div>
<div class="deleteButton"></div>
</div>
<<for _i to 0; _i lt 11; _i++>>
<<if _i != 9 or (_i == 9 and _saveDetails.slots[_i - 1] != null)>>
<div class="savesListRow">
<<if _i is 0>>
<<if _saveDetails.autosave neq null>>
<<if _lastSlot.slot is "autosave">>
<<set _highlight to " green">>
<<elseif _saveDetails.autosave.date gte _currentTime - 1800000>>
<<set _highlight to " gold">>
<<else>>
<<set _highlight to "">>
<</if>>
<div class="saveGroup">
<div class="saveId">A</div>
<div class="saveButton">
<input type="button" class="saveMenuButton" value="Load" onclick="DoLSave.loadHandler('auto')"/>
</div>
<<if _saveDetails.autosave.metadata isnot undefined>>
<div @class="'saveName' + ($saveId is _saveDetails.autosave.metadata.saveId ? ' gold' : '')">
<<if _saveDetails.autosave.metadata.saveName isnot "">>
<<print _saveDetails.autosave.metadata.saveName.slice(0,10)>>
<<else>>
<<print _saveDetails.autosave.metadata.saveId>>
<</if>>
</div>
<<else>>
<div class="saveName"></div>
<</if>>
<div class="saveDetails">
<span><<print Util.escapeMarkup(_saveDetails.autosave.title.replace(/</g, "< "))>></span>
<span @class="'datestamp' + _highlight"><<print new Date(_saveDetails.autosave.date).toLocaleString(returnTimeFormat())>></span>
</div>
</div>
<div class="deleteButton">
<input type="button" class="saveMenuButton right" value="Delete" onclick="deleteSave('auto')"/>
</div>
<<else>>
<div class="saveGroup">
<div class="saveId">A</div>
<div class="saveButton">
<input type="button" value="Load" disabled/>
</div>
<div class="saveName"></div>
<div class="saveDetails"></div>
</div>
<div class="deleteButton">
<input class="right" type="button" value="Delete" disabled/>
</div>
<</if>>
<<elseif _i lt 10>>
<<set _slot to _i - 1>>
<<set _ironmanSlot to 9>>
<<if _saveDetails.slots[_slot] neq null>>
<<if _lastSlot.slot eq _slot>>
<<set _highlight to " green">>
<<elseif _saveDetails.slots[_slot].date gte _currentTime - 1800000>>
<<set _highlight to " gold">>
<<else>>
<<set _highlight to "">>
<</if>>
<div class="saveGroup">
<<if _saveDetails.slots[_slot].metadata.ironman === true>>
<div class="saveId" style="width: 10px;">
<img src="img/ui/SilverCoin.gif" class="ironman-icon" @onclick="'IronMan.UI.exportHandler(' + _slot + ')'">
</div>
<<else>>
<div class="saveId" style="width: 10px;">
<<print _i>>
</div>
<</if>>
<div class="saveButton">
<<if _i lt 9>>
<<if _saveUnlock>>
<<set _onclick to "save("+_slot+", false, "+_saveDetails.slots[_slot].metadata.saveId+", `"+$saveName+"`)">>
<input type="button" class="saveMenuButton" value="Save" @onclick="clone(_onclick)"/>
<<else>>
<input type="button" value="Save" disabled/>
<</if>>
<</if>>
<input type="button" class="saveMenuButton" value="Load" @onclick="'DoLSave.loadHandler('+ _slot +')'"/>
</div>
<div @class="'saveName' + ($saveId is _saveDetails.slots[_slot].metadata.saveId ? ' gold' : '')">
<<if _saveDetails.slots[_slot].metadata.saveName isnot "">>
<<print _saveDetails.slots[_slot].metadata.saveName.slice(0,10)>>
<<else>>
<<print _saveDetails.slots[_slot].metadata.saveId>>
<</if>>
</div>
<div class="saveDetails">
<span><<print Util.escapeMarkup(_saveDetails.slots[_slot].title.replace(/</g, "< "))>></span>
<span @class="'datestamp' + _highlight"><<print new Date(_saveDetails.slots[_slot].date).toLocaleString(returnTimeFormat())>></span>
</div>
</div>
<<if _i is _ironmanSlot>>
<div id="exportButton" class="exportButton"><input type="button" class="saveMenuButton right" value="Export" @onclick="'IronMan.export('+ _slot +')'"/></div>
<</if>>
<div class="deleteButton"><input type="button" class="saveMenuButton right" value="Delete" @onclick="'deleteSave('+ _slot +')'"/></div>
<<else>>
<div class="saveGroup">
<div class="saveId"></div>
<div class="saveButton">
<<if _saveUnlock>>
<input type="button" class="saveMenuButton" value="Save" @onclick="'save('+ _slot +',true,'+$saveId+', `'+$saveName+'`)'"/>
<<else>>
<input type="button" value="Save" disabled/>
<</if>>
<input type="button" value="Load" disabled/>
</div>
<div class="saveName"></div>
<div class="saveDetails"></div>
</div>
<div class="deleteButton">
<input class="right" type="button" value="Delete" disabled/>
</div>
<</if>>
<<else>>
<div class="saveGroup">
<span style="margin: 0;">Special thanks to all those who [[Support Degrees of Lewdity| "https://subscribestar.adult/vrelnir"]]</span>
<div class="saveId"></div>
<div class="saveButton"></div>
<div class="saveName"></div>
<div class="saveDetails"></div>
</div>
<div class="saveButton"><input type="button" class="saveMenuButton right" value="Delete All" onclick="deleteSave('all')"/></div>
<</if>>
</div>
<</if>>
<</for>>
</div>
<label>
<<checkbox "$compressSave" false true autocheck>>
Compress saves
</label>
<br>
<label>
<<checkbox "$confirmSave" false true autocheck>>
Require Confirmation on Save
</label>
<br>
<label>
<<checkbox "$confirmLoad" false true autocheck>>
Require Confirmation on Load
</label>
<br>
<label>
<<checkbox "$confirmDelete" false true autocheck>>
Require Confirmation on Delete
</label>
<br>
<label id="idbToggleSaves">
/* checkbox macro doesn't allow changing variables that do not start with "$" or "_". this is a bypass hack. */
<<run setTimeout(() => jQuery(document.createElement("input"))
.attr({ id: "checkbox-idbactive", name: "checkbox-idbactive", type: "checkbox", checked: idb.active && !V.ironmanmode, disabled: idb.lock || V.ironmanmode })
.addClass("macro-checkbox")
.on("change.macros", () => { idb.active = document.getElementById("checkbox-idbactive").checked; if (idb.active) { sessionStorage.removeItem("noidb"); idb.saveList() } })
.prependTo("#idbToggleSaves"))>> Enable indexedDB<<if $ironmanmode>> (unavailable in ironman mode)<</if>>
</label>
<br><br>
<<if $debug is 1>>
<br>
<label><<print '<<checkbox "$prepareSaveDetails" false true '+($prepareSaveDetails is true ? "checked" : "")+'>>'>>
Run `prepareSaveDetails`. Disabling will cause saving/deleting on older version to not update the save list on newer versions but may speed up refresh loading times.
</label>
<</if>>
<</widget>>
<<widget "clearAllWarning">>
<div class="saveBorder">
<h4><span class="red">Warning</span> - Are you sure you would like to delete all saves?</h4>
<input type="button" class="close saveMenuConfirm" value="Confirm Delete All" onclick="deleteSave('all', true)"/>
<input type="button" class="saveMenuButton saveMenuConfirm" value="Cancel" onclick="resetSaveMenu();"/>
<br>
</div>
<</widget>>
<<widget "saveWarning">>
<div class="saveBorder">
<<if _saveDetails.slots[_args[0]] isnot null>>
<<if _saveDetails.slots[_args[0]].metadata isnot undefined>>
<<if _saveDetails.slots[_args[0]].metadata.saveId isnot $saveId>>
<<set _showSaveId to true>>
<<else>>
<<set _showSaveId to false>>
<</if>>
<<else>>
<<set _showSaveId to "noId">>
<</if>>
<</if>>
<<if _saveDetails.slots[_args[0]] is null>>
<h4 class="red">Save on slot <<print (_args[0] is "auto"? "auto": _args[0] + 1)>></h4>
<<if _showSaveId is true>>
<span class="red">Save ID does not match, continue with overwrite?</span>
<br>
<</if>>
<<if _showSaveId is "noId">>
<span class="red">Save ID not found on older save, continue with overwrite?</span>
<br>
<</if>>
<<else>>
<h4 class="red">Overwrite Save on slot <<print (_args[0] is "auto"? "auto": _args[0] + 1)>>?</h4>
<<if _showSaveId is true>>
<span class="red">Save ID does not match, continue with overwrite?</span>
<br>
<</if>>
<<if _showSaveId is "noId">>
<span class="red">Save ID not found on older save, continue with overwrite?</span>
<br>
<</if>>
Old Save: <<print Util.escapeMarkup(_saveDetails.slots[_args[0]].title)>>
<br>
<<print new Date(_saveDetails.slots[_args[0]].date).toLocaleString(returnTimeFormat())>>
<br>
<</if>>
<<if _saveDetails.slots[_args[0]].metadata isnot undefined>>
<<if _saveDetails.slots[_args[0]].metadata.saveName isnot undefined>>
Older Save Name: <<print _saveDetails.slots[_args[0]].metadata.saveName>>
<br>
<</if>>
<</if>>
<<if _showSaveId is true>>
Older Save ID: <<print _saveDetails.slots[_args[0]].metadata.saveId>>
<br><br>
<<if $saveName isnot undefined>>
Current Save Name: <<print $saveName>>
<br>
<</if>>
Current Save ID: <<print $saveId>>
<br>
<</if>>
<input type="button" class="saveMenuButton saveMenuConfirm" value="Save" @onclick="'save('+ _args[0] +', true,'+$saveId+', `'+$saveName+'`)'"/>
<input type="button" class="saveMenuButton saveMenuConfirm" value="Cancel" onclick="resetSaveMenu();"/>
<br>
</div>
<</widget>>
<<widget "loadWarning">>
<div class="saveBorder">
<h4 class="red">Load slot <<print (_args[0] is "auto"? "auto": _args[0] + 1)>></h4>
<<if _args[0] is "auto">>
<<print Util.escapeMarkup(_saveDetails.autosave.title)>>
<br>
<<print new Date(_saveDetails.autosave.date).toLocaleString(returnTimeFormat())>>
<br>
<input type="button" class="saveMenuButton saveMenuConfirm" value="Load" onclick="DoLSave.loadHandler('auto', true)"/>
<<else>>
<<print Util.escapeMarkup(_saveDetails.slots[_args[0]].title)>>
<br>
<<print new Date(_saveDetails.slots[_args[0]].date).toLocaleString(returnTimeFormat())>>
<br>
<input type="button" class="saveMenuButton saveMenuConfirm" value="Load" @onclick="'DoLSave.loadHandler('+ _args[0] +', true)'"/>
<</if>>
<input type="button" class="saveMenuButton saveMenuConfirm" value="Cancel" onclick="resetSaveMenu();"/>
<br>
</div>
<</widget>>
<<widget "loadwarningcompat">>
<!-- Wrap auto in strings, for the onclick fn further down. Planned to change in future. -->
<<set $_slot to _args[0] is "auto" ? "'auto'" : _args[0]>>
<div class="saveBorder">
<h4 class="red">Loading save into an older version!</h4>
Loading a save game into an older version can have many unintended consequences.
We do not guarantee forward compatibility, expect bugs.
<br>
<input type="button" class="saveMenuButton saveMenuConfirm" value="Load" @onclick="'DoLSave.load(' + $_slot + ')'"/>
<input type="button" class="saveMenuButton saveMenuConfirm" value="Cancel" onclick="resetSaveMenu();"/>
<br>
</div>
<</widget>>
<<widget "deleteWarning">>
<div class="saveBorder">
<h4 class="red">Delete Save in slot <<print (_args[0] is "auto"? "auto": _args[0] + 1)>></h4>
<<if _args[0] is "auto">>
<<set _title to _saveDetails.autosave.title>>
<<print Util.escapeMarkup(_title)>>
<br>
<<print new Date(_saveDetails.autosave.date).toLocaleString(returnTimeFormat())>>
<br>
<input type="button" class="saveMenuButton" value="Delete Auto" onclick="deleteSave('auto', true)"/>
<<else>>
<<set _title to _saveDetails.slots[_args[0]].title>>
<<print Util.escapeMarkup(_title)>>
<br>
<<print new Date(_saveDetails.slots[_args[0]].date).toLocaleString(returnTimeFormat())>>
<br>
<input type="button" class="saveMenuButton" value="Delete" @onclick="'deleteSave('+ _args[0] +', true)'"/>
<</if>>
<input type="button" class="saveMenuButton saveMenuConfirm" value="Cancel" onclick="resetSaveMenu();"/>
<br>
</div>
<</widget>>
<<widget "loadBoxIronmanCheater">>
<div class="saveBorder">
<h4 class="red">Cheating detected</h4>
<ul>
<li>You enabled Ironman mode for this save as to prevent yourself from cheating and savescumming.</li>
<li>Even if a situation in-game seems unfair or frustrating, you chose to accept it by enabling this mode.</li>
<li>Revert any variable changes you made, and you will be able to resume this run. You can ask us on Discord if you're having troubles</li>
</ul>
<<print Util.escapeMarkup(_saveDetails.slots[_args[0]].title)>>
<br>
<<print new Date(_saveDetails.slots[_args[0]].date).toLocaleString(returnTimeFormat())>>
<br>
<input type="button" class="saveMenuButton saveMenuConfirm" value="Cancel" onclick="resetSaveMenu();"/>
<br>
</div>
<</widget>>
<<widget "loadBoxIronmanSafetyCancel">>
<div class="saveBorder">
<h4 class="orange">Loading cancelled.</h4>
<ul>
<li>Loading a save while being in-game with ironman mode activated will have you lose the current game.</li>
<li style="text-decoration: underline;">Save your game, then you can load the save you want.</li>
</ul>
<input type="button" class="saveMenuButton saveMenuConfirm" value="Cancel" onclick="resetSaveMenu();"/>
<br>
</div>
<</widget>>
<<widget "resetSaveMenu">>
<<if document.getElementById("saveList") != null>>
<<replace #saveList>>
<<saveList>>
<</replace>>
<</if>>
<</widget>>
<<widget "clearSaveMenu">>
<<replace #saveList>>
<<clearAllWarning>>
<</replace>>
<</widget>>
<<widget "saveConfirm">>
<<replace #saveList>>
<<saveWarning _args[0]>>
<</replace>>
<</widget>>
<<widget "loadConfirm">>
<<replace #saveList>>
<<loadWarning _args[0]>>
<</replace>>
<</widget>>
<<widget "loadconfirmcompat">>
<<replace #saveList>>
<<loadwarningcompat _args[0]>>
<</replace>>
<</widget>>
<<widget "loadIronmanSafetyCancel">>
<<replace #saveList>>
<<loadBoxIronmanSafetyCancel _args[0]>>
<</replace>>
<</widget>>
<<widget "loadIronmanCheater">>
<<replace #saveList>>
<<loadBoxIronmanCheater _args[0]>>
<</replace>>
<</widget>>
<<widget "deleteConfirm">>
<<replace #saveList>>
<<deleteWarning _args[0]>>
<</replace>>
<</widget>><<widget "social">>
<div id="relation-display">
<<silently>>
<<script>>
if (V.wolfpackharmony) C.npc["Black Wolf"].harmony = V.wolfpackharmony;
if (V.wolfpackferocity) C.npc["Black Wolf"].ferocity = V.wolfpackferocity;
/*data config for non-standard NPCs boxes, allows for different stat configs, custom display data, and dynamic requirements*/
T.npcConfig = {
"Robin" : {
important : true,
dom : { name : "Confidence", activeIcon : "img/ui/sym_confidence.png", color: "blue" }
},
"Whitney" : {
important : true,
love : { maxValue : 30 },
dom : { maxValue: 20 }
},
"Eden" : {
important : true,
love : { maxValue: 200 },
dom : { maxValue: 150 } /*false always hides this stat*/
},
"Kylar" : {
important : true,
rage : { name : "Jealousy", activeIcon : "img/ui/sym_jealousy.png", color: "green" }
},
"Avery" : {
important : true,
rage : { requirements : V.averyragerevealed }
},
"Great Hawk" : {
important : true,
},
"Black Wolf" : {
important : true,
love : { maxValue : 30 },
harmony : { name : "Wolf Pack Harmony", maxValue: 20, activeIcon : "img/ui/wolfharmony.png" },
ferocity : { name : "Wolf Pack Ferocity", maxValue: 20, activeIcon : "img/ui/wolfferocity.png" }
},
"Sydney" : {
important : true,
love : { maxValue: 150 },
purity : { requirements : V.NPCName[28].purity > 0, maxValue : 100, minValue : 0 },
corruption : { requirements : V.NPCName[28].corruption > 0, maxValue : 50, minValue : 0 }
},
"Mason" : {
love : { maxValue : 50 }
},
"Alex" : {
important : true,
love : { maxValue : 100 },
lust : { maxValue : 100 },
dom : { maxValue : 100 }
},
"Darryl" : {
love : { maxValue : 50 }
},
"River" : {
love : { maxValue : 50 }
},
"Sam" : {
love : { maxValue : 50 }
},
"Charlie" : {
love : { maxValue : 50 }
},
"Wren" : {
love : { maxValue : 50 }
},
"Zephyr" : {
love : { maxValue : 100 },
dom : { maxValue : 50 }
},
"Ivory Wraith" : {
lust : { name: "Obsession", activeIcon : (V.wraith && (V.wraith.state == "haunt" || V.wraith.state == "despair") ? "img/ui/obsessionblood.png" : "img/ui/obsession.png"), inactiveIcon : "img/ui/obsessionempty.png", maxValue : 20 }
}
};
/* This list dictates the order that the important NPCs will show up in on the social menu screen */
T.importantNpcOrder = ["Robin", "Whitney", "Eden", "Kylar", "Sydney", "Avery", "Great Hawk", "Black Wolf", "Alex"];
T.specialNPCs = ["Ivory Wraith"];
/* this list is sorted */
T.importantNPCs = T.importantNpcOrder.map(name => V.NPCName[V.NPCNameList.indexOf(name)]);
/* this list is unsorted */
T.otherNPCs = V.NPCName.filter(npc => !T.importantNpcOrder.includes(npc.nam) && !T.specialNPCs.includes(npc.nam));
/* sorting takes the lower value and puts it first, so if a < b, a goes first. */
/* yes, this works on words, somehow. it's math shit, but it works. read a book if necessary. */
T.otherNPCs.sort((a,b) => a.nam - b.nam);
<</script>>
<</silently>>
<br>
<span class="gold">Primary Relationships</span>
<div id="npc-relations" class="relation-box-list">
<<set _initNPC to 0>>
<<for _k = 0; _k lt _importantNPCs.length; _k++>>
<<relation-box _importantNPCs[_k] _npcConfig[_importantNPCs[_k].nam]>>
<<set _initNPC += _npcData.init>>
<</for>>
</div>
<<if _initNPC is 0>>
//No primary relationships//
<br>
<</if>>
<br>
<span class="gold">People of Interest</span>
<div id="secondary-npcs" class="relation-box-list">
<<set _initNPC to 0>>
<<for _k= 0; _k lt _otherNPCs.length; _k++>>
<<relation-box _otherNPCs[_k] _npcConfig[_otherNPCs[_k].nam]>>
<<set _initNPC += _npcData.init>>
<</for>>
</div>
<div id="secondary-npcs" class="relation-box-list">
<<for _ik= 0; _ik lt _specialNPCs.length; _ik++>>
<<set $_npc to $NPCName[$NPCNameList.indexOf(_specialNPCs[_ik])]>>
<<relation-box $_npc _npcConfig[_specialNPCs[_ik]]>>
<<set _initNPC += _npcData.init>>
<</for>>
</div>
<<if _initNPC is 0>>
//No secondary relationships//
<br>
<</if>>
<br>
<span class="gold">Reputation</span>
<div id="faction-reputations" class="relation-box-list">
<<silently>>
/* Police config */
<<set _policeCrimeConfig = { currentValue : crimeSumHistory(), preText: 'The police ', states : [
{ requiredValue: 0, color: 'green', description: 'aren\'t concerned with you,'},
{ requiredValue: 1000, color: 'teal', description: 'have you on their records,'},
{ requiredValue: 2000, color: 'lblue', description: 'consider you a person of interest,'},
{ requiredValue: 3000, color: 'blue', description: 'consider you a troublemaker,'},
{ requiredValue: 5000, color: 'purple', description: 'consider you a criminal,'},
{ requiredValue: 10000, color: 'pink', description: 'have a binder devoted to you,'},
{ requiredValue: 30000, color: 'red', description: 'have a filing cabinet devoted to you,'}
]}>>
<<set _policeEvidenceConfig = { currentValue : crimeSumHistory(), secondaryValue : crimeSumCurrent(), states : [
{ requiredValue: 0, secondaryStates : [
{ requiredValue: 0, color: 'green', description: 'and have no evidence linking you to any crime.'},
{ requiredValue: 1, color: 'teal', description: 'despite having a little evidence linking you to crime.'},
]},
{ requiredValue: 1000, secondaryStates : [
{ requiredValue: 0, color: 'green', description: 'but lack enough evidence for an arrest.'},
{ requiredValue: 1000, color: 'pink', description: 'and have enough evidence for an arrest.'},
{ requiredValue: 5000, color: 'red', description: 'and have more than enough evidence for an arrest.'},
]}
]}>>
<<set _policeBoxConfig = { name : "Police", icon : "img/misc/icon/police.png", description: "<<relation-text _policeCrimeConfig>> <<relation-text _policeEvidenceConfig>>"}>>
/* Orphanage */
<<set _orphanageMoodConfig = { currentValue: $orphan_hope, secondaryValue: $orphan_reb, preText: 'The atmosphere in the orphanage is ', states : [
{ requiredValue: -100, secondaryStates : [
{ requiredValue: -100, color: 'pink', description: 'hopeless.'},
{ requiredValue: -40, color: 'pink', description: 'crestfallen.'},
{ requiredValue: -10, color: 'pink', description: 'unhappy.'},
{ requiredValue: 10, color: 'pink', description: 'spiteful.'},
{ requiredValue: 40, color: 'def', description: 'vengeful.'},
]},
{ requiredValue: -40, secondaryStates : [
{ requiredValue: -100, color: 'purple', description: 'morose.'},
{ requiredValue: -40, color: 'purple', description: 'dispirited.'},
{ requiredValue: -10, color: 'purple', description: 'resigned.'},
{ requiredValue: 10, color: 'purple', description: 'disobedient.'},
{ requiredValue: 40, color: 'def', description: 'unruly.'},
]},
{ requiredValue: -10, secondaryStates : [
{ requiredValue: -100, color: 'blue', description: 'obedient.'},
{ requiredValue: -40, color: 'blue', description: 'compliant.'},
{ requiredValue: -10, color: 'blue', description: 'calm.'},
{ requiredValue: 10, color: 'blue', description: 'subversive.'},
{ requiredValue: 40, color: 'def', description: 'defiant.'},
]},
{ requiredValue: 10, secondaryStates : [
{ requiredValue: -100, color: 'teal', description: 'enduring.'},
{ requiredValue: -40, color: 'teal', description: 'unresistant.'},
{ requiredValue: -10, color: 'teal', description: 'optimistic.'},
{ requiredValue: 10, color: 'teal', description: 'rebellious.'},
{ requiredValue: 40, color: 'def', description: 'mutinous.'},
]},
{ requiredValue: 40, secondaryStates : [
{ requiredValue: -100, color: 'green', description: 'kind.'},
{ requiredValue: -40, color: 'green', description: 'friendly.'},
{ requiredValue: -10, color: 'green', description: 'hopeful.'},
{ requiredValue: 10, color: 'green', description: 'idealistic.'},
{ requiredValue: 40, color: 'def', description: 'revolutionary.'},
]},
]}>>
<<set _orphanageBoxConfig = { name : "Orphanage", icon : "img/misc/icon/orphanage.png", description: "<<relation-text _orphanageMoodConfig>>"}>>
/* School config */
<<set _teacherRepConfig = { currentValue: $delinquency, preText: 'You are considered ', postText: ' by the teachers.', states : [
{ requiredValue: 0, color: 'green', description: 'an ideal student'},
{ requiredValue: 10, color: 'teal', description: 'a normal student'},
{ requiredValue: 200, color: 'lblue', description: 'a bad student'},
{ requiredValue: 400, color: 'blue', description: 'a delinquent'},
{ requiredValue: 600, color: 'purple', description: 'a delinquent'},
{ requiredValue: 800, color: 'pink', description: 'a delinquent'},
{ requiredValue: 1000, color: 'red', description: 'a terror'}
]}>>
<<set _studentRepConfig = { currentValue: $cool, preText: 'Your fellow students think you\'re ', states : [
{ requiredValue: 0, color: 'red', preText: 'Your fellow students ', description: 'avoid you.'},
{ requiredValue: 40, color: 'pink', description: 'odd.'},
{ requiredValue: 80, color: 'purple', description: 'dorky.'},
{ requiredValue: 120, color: 'blue', description: 'ok.'},
{ requiredValue: 160, color: 'lblue', description: 'cool.'},
{ requiredValue: 240, color: 'teal', description: 'very cool.'},
{ requiredValue: 400, color: 'green', preText: 'Your fellow students ', description: 'aspire to be seen with you.'}
]}>>
<<set _teacherBoxConfig = { name : "Teachers", icon : "img/misc/icon/school.png", description: "<<relation-text _teacherRepConfig>> <<statbar 0 $delinquency 1000>>"}>>
<<set _studentBoxConfig = { name : "Students", icon : "img/misc/icon/schoolnew.png", description: "<<relation-text _studentRepConfig>> <<statbarinverted $cool $coolmax>>"}>>
/*Crossdressing*/
<<if $schoolrep.crossdress neq 0>>
<<set _crossdressRepConfig = { currentValue: $schoolrep.crossdress, states : [
{ requiredValue: 1, color: 'lblue', description: 'A few cliques at school whisper amongst themselves about your crossdressing ways. Few believe it.'},
{ requiredValue: 2, color: 'blue', description: 'A rumour has taken root at school. Some say you\'re a crossdresser.'},
{ requiredValue: 3, color: 'purple', description: 'Students gossip about your supposed crossdressing, though most think it only a joke.'},
{ requiredValue: 4, color: 'pink', description: 'Everyone at school has heard the rumours of your crossdressing.'},
{ requiredValue: 5, color: 'red', description: 'Everyone at school knows that you crossdress, including the teachers.'}
]}>>
<<set _crossdressBoxConfig = { name : "Crossdressing", description : '<<relation-text _crossdressRepConfig>>'}>>
<</if>>
/*Herm*/
<<if $schoolrep.herm neq 0>>
<<set _hermRepConfig = { currentValue: $schoolrep.herm, states : [
{ requiredValue: 1, color: 'lblue', description: 'A few cliques at school gossip about a student with both boy and girl parts. Few believe it.'},
{ requiredValue: 2, color: 'blue', description: 'Rumours of a student with both boy and girl parts have spread through the school.'},
{ requiredValue: 3, color: 'purple', description: 'The school is rife with gossip about a student with both boy and girl parts.'},
{ requiredValue: 4, color: 'pink', description: 'Everyone at school has heard the rumours about your unique genitalia.'},
{ requiredValue: 5, color: 'red', description: 'Everyone at school has heard of your unique genitalia, including the teachers.'}
]}>>
<<set _hermBoxConfig = { name : "Genitalia", description : '<<relation-text _hermRepConfig>>'}>>
<</if>>
/* Prison */
<<if $prison>>
<<set _prisonMoodConfig = { currentValue: $prison.hope, secondaryValue: $prison.reb, preText: 'The atmosphere in the prison is ', states : [
{ requiredValue: 0, secondaryStates : [
{ requiredValue: 0, color: 'pink', description: 'hopeless.'},
{ requiredValue: 20, color: 'pink', description: 'crestfallen.'},
{ requiredValue: 40, color: 'pink', description: 'unhappy.'},
{ requiredValue: 60, color: 'pink', description: 'spiteful.'},
{ requiredValue: 80, color: 'def', description: 'vengeful.'},
]},
{ requiredValue: 20, secondaryStates : [
{ requiredValue: 0, color: 'purple', description: 'morose.'},
{ requiredValue: 20, color: 'purple', description: 'dispirited.'},
{ requiredValue: 40, color: 'purple', description: 'resigned.'},
{ requiredValue: 60, color: 'purple', description: 'disobedient.'},
{ requiredValue: 80, color: 'def', description: 'unruly.'},
]},
{ requiredValue: 40, secondaryStates : [
{ requiredValue: 0, color: 'blue', description: 'obedient.'},
{ requiredValue: 20, color: 'blue', description: 'compliant.'},
{ requiredValue: 40, color: 'blue', description: 'calm.'},
{ requiredValue: 60, color: 'blue', description: 'subversive.'},
{ requiredValue: 80, color: 'def', description: 'defiant.'},
]},
{ requiredValue: 60, secondaryStates : [
{ requiredValue: 0, color: 'teal', description: 'enduring.'},
{ requiredValue: 20, color: 'teal', description: 'unresistant.'},
{ requiredValue: 40, color: 'teal', description: 'optimistic.'},
{ requiredValue: 60, color: 'teal', description: 'rebellious.'},
{ requiredValue: 80, color: 'def', description: 'mutinous.'},
]},
{ requiredValue: 80, secondaryStates : [
{ requiredValue: 0, color: 'green', description: 'tolerant.'},
{ requiredValue: 20, color: 'green', description: 'patient.'},
{ requiredValue: 40, color: 'green', description: 'hopeful.'},
{ requiredValue: 60, color: 'green', description: 'idealistic.'},
{ requiredValue: 80, color: 'def', description: 'revolutionary.'},
]},
]}>>
<<set _guardRepConfig = { currentValue: $prison.guards, preText: 'The guards ', states : [
{ requiredValue: 0, color: 'red', description: 'have you under constant surveillance.'},
{ requiredValue: 15, color: 'pink', description: 'consider you a problem.'},
{ requiredValue: 30, color: 'purple', description: 'watch you.'},
{ requiredValue: 45, color: 'blue', description: 'are keeping an eye on you.'},
{ requiredValue: 60, color: 'lblue', description: 'expect no trouble from you.'},
{ requiredValue: 80, color: 'teal', description: 'overlook you.'},
{ requiredValue: 100, color: 'green', description: 'forget you are here.'}
]}>>
<<set _inmateRepConfig = { currentValue: $prison.inmates, preText: 'Most fellow inmates ', states : [
{ requiredValue: 0, color: 'red', description: 'see you as meat.'},
{ requiredValue: 15, color: 'pink', description: 'think you\'re a fucktoy.'},
{ requiredValue: 30, color: 'purple', description: 'consider you a bitch.'},
{ requiredValue: 45, color: 'blue', description: 'see you as one of them.'},
{ requiredValue: 60, color: 'lblue', description: 'have a good opinion of you.'},
{ requiredValue: 80, color: 'teal', description: 'respect you.'},
{ requiredValue: 100, color: 'green', description: 'think you\'re the boss.'}
]}>>
<<set _prisonBoxConfig = { name : "Prison Atmosphere", icon : "img/misc/icon/prison_cell.png", description: "<<relation-text _prisonMoodConfig>>"}>>
<<set _guardBoxConfig = { name : "Prison Guards", icon : "img/misc/icon/prison_cell.png", description: "<<relation-text _guardRepConfig>>"}>>
<<set _inmateBoxConfig = { name : "Prison Inmates", icon : "img/misc/icon/prison_cell.png", description: "<<relation-text _inmateRepConfig>>"}>>
<</if>>
/*Docks */
<<if $dockwork gte 2>>
<<set _dockRepConfig = { currentValue: $dockstatus, preText: 'The other workers ', states : [
{ requiredValue: 0, color: 'purple', description: 'view you with contempt.'},
{ requiredValue: 10, color: 'blue', description: 'view you with suspicion.'},
{ requiredValue: 30, color: 'lblue', description: 'tolerate you.'},
{ requiredValue: 80, color: 'teal', description: 'accept you.'},
{ requiredValue: 100, color: 'green', description: 'respect you.'}
]}>>
<<set _dockBoxConfig = { name : "Docks", icon : "img/misc/icon/docks.png", description : '<<relation-text _dockRepConfig>>'}>>
<</if>>
/*Pirates */
<<set _pirateStatusConfig = { currentValue: $pirate_rank, secondaryValue: $pirate_status, preText: 'The pirates view you as ', states : [
{ requiredValue: 0, secondaryStates : [
{ requiredValue: 0, color: 'red', description: 'wretched scum.'},
{ requiredValue: 10, color: 'pink', description: 'worthless scum.'},
{ requiredValue: 30, color: 'pink', description: 'pathetic scum.'},
{ requiredValue: 50, color: 'pink', description: 'sloppy scum.'},
{ requiredValue: 70, color: 'pink', description: 'endearing scum.'},
{ requiredValue: 90, color: 'purple', description: 'scum no longer.'},
]},
{ requiredValue: 1, secondaryStates : [
{ requiredValue: 0, color: 'blue', description: 'a scummy mate.'},
{ requiredValue: 10, color: 'blue', description: 'a useless mate.'},
{ requiredValue: 30, color: 'blue', description: 'an untested mate.'},
{ requiredValue: 50, color: 'blue', description: 'a second-class mate.'},
{ requiredValue: 70, color: 'blue', description: 'a mate in good standing.'},
{ requiredValue: 90, color: 'lblue', description: 'a first-class mate.'},
]},
]}>>
<<set _pirateBoxConfig = { name : "Pirate Rank", icon : "img/misc/icon/mer.png", description: "<<relation-text _pirateStatusConfig>>"}>>
<</silently>>
<<relation-box-simple _policeBoxConfig>>
<<relation-box-simple _orphanageBoxConfig>>
<<relation-box-simple _teacherBoxConfig>>
<<relation-box-simple _studentBoxConfig>>
<<if $schoolrep.crossdress neq 0>>
<<relation-box-simple _crossdressBoxConfig>>
<</if>>
<<if $schoolrep.herm neq 0>>
<<relation-box-simple _hermBoxConfig>>
<</if>>
<<if $prison>>
<<relation-box-simple _guardBoxConfig>>
<<relation-box-simple _inmateBoxConfig>>
<<relation-box-simple _prisonBoxConfig>>
<</if>>
<<if $dockwork gte 2>>
<<relation-box-simple _dockBoxConfig>>
<</if>>
<<if $pirate_rank gte 0>>
<<relation-box-simple _pirateBoxConfig>>
<</if>>
<<relation-box-wolves>>
</div>
<<if $farm_stage gte 2>>
<<silently>>
/* Farm Animals */
/*Horses*/
<<set _farmHorseRepConfig = { currentValue: $farm.beasts.horses, preText: 'The steeds of the farm ', postText: ' you.', states: [
{ requiredValue: -100, color: 'pink', description: 'see you as a fucktoy.', postText: ' '},
{ requiredValue: -20, color: 'purple', description: 'have little respect', postText: ' for you.'},
{ requiredValue: -5, color: '', description: 'are wary of'},
{ requiredValue: 5, color: 'lblue', description: 'trust'},
{ requiredValue: 20, color: 'green', description: 'respect'}
]}>>
/*Pigs*/
<<set _farmPigRepConfig = { currentValue: $farm.beasts.pigs, preText: 'The pigs ', postText: ' you.', states: [
{ requiredValue: -100, color: 'pink', description: 'see you as a fucktoy.', postText: ' '},
{ requiredValue: -20, color: 'purple', description: 'have little respect', postText: ' for you.'},
{ requiredValue: -5, color: '', description: 'are wary of'},
{ requiredValue: 5, color: 'lblue', description: 'trust'},
{ requiredValue: 20, color: 'green', description: 'respect'}
]}>>
/*Cattle*/
<<set _farmCattleRepConfig = { currentValue: $farm.beasts.cattle, preText: 'The cattle ', postText: ' you.', states: [
{ requiredValue: -100, color: 'pink', description: 'see you as an annoyance.', postText: ' '},
{ requiredValue: -20, color: 'purple', description: 'have little respect', postText: ' for you.'},
{ requiredValue: -5, color: '', description: 'are wary of'},
{ requiredValue: 5, color: 'lblue', description: 'trust'},
{ requiredValue: 20, color: 'green', description: 'respect'}
]}>>
/*Dogs*/
<<set _farmDogRepConfig = { currentValue: $farm.beasts.dogs, preText: 'The dogs ', postText: ' you.', states: [
{ requiredValue: -100, color: 'pink', description: 'see you as a fucktoy.', postText: ' '},
{ requiredValue: -20, color: 'purple', description: 'have little respect', postText: ' for you.'},
{ requiredValue: -5, color: '', description: 'are wary of'},
{ requiredValue: 5, color: 'lblue', description: 'trust'},
{ requiredValue: 20, color: 'green', description: 'respect'}
]}>>
<<set _farmHorseBoxConfig = { name: "Horses", description : '<<relation-text _farmHorseRepConfig>>'}>>
<<set _farmPigBoxConfig = { name: "Pigs", description : '<<relation-text _farmPigRepConfig>>'}>>
<<set _farmCattleBoxConfig = { name: "Cattle", description : '<<relation-text _farmCattleRepConfig>>'}>>
<<set _farmDogBoxConfig = { name: "Dogs", description : '<<relation-text _farmDogRepConfig>>'}>>
<<if $farm_stage gte 5>>
/* Farm Sabotage */
<<set _farmSabotageConfig = { currentValue: $farm.aggro, states: [
{ requiredValue: 0, color: 'green', description: 'The farm is peaceful.'},
{ requiredValue: 1, color: 'teal', description: 'Strange people have been seen watching the farm.'},
{ requiredValue: 10, color: 'lblue', description: 'Signs of intrusion have been found around the farm.'},
{ requiredValue: 20, color: 'blue', description: 'Something is spooking the beasts of the farm.'},
{ requiredValue: 40, color: 'purple', description: 'The farm is being sabotaged at night.'},
{ requiredValue: 60, color: 'pink', description: 'The farm is being sabotaged, day and night.'},
{ requiredValue: 100, color: 'red', description: 'Remy\'s goons operate in the open, sabotaging the farm and its business.'},
]}>>
<<set _farmSabotageBoxConfig = { name: "Farm Safety", description : '<<relation-text _farmSabotageConfig>>'}>>
<</if>>
<</silently>>
<br>
<span class="gold">Farm Status</span>
<div id="farm-status" class="relation-box-list">
<<relation-box-simple _farmHorseBoxConfig>>
<<relation-box-simple _farmPigBoxConfig>>
<<relation-box-simple _farmCattleBoxConfig>>
<<relation-box-simple _farmDogBoxConfig>>
<<if $farm_stage gte 5>>
<<relation-box-simple _farmSabotageBoxConfig>>
<</if>>
</div>
<</if>>
<br>
<span class="gold">Fame</span>
<div id="global-recognition" class="relation-box-list">
<<silently>>
<<set _fameStates = [
{ requiredValue: 0, color: 'green', description: ' Unknown'},
{ requiredValue: 30, color: 'teal', description: ' Obscure'},
{ requiredValue: 100, color: 'lblue', description: ' Low-key'},
{ requiredValue: 200, color: 'blue', description: ' Known'},
{ requiredValue: 400, color: 'purple', description: ' Recognised'},
{ requiredValue: 600, color: 'pink', description: ' Famous'},
{ requiredValue: 1000, color: 'red', description: ' Notorious _config.flavorText'}
]>>
<<set _inverseFameStates = [
{ requiredValue: 0, color: 'red', description: ' Unknown'},
{ requiredValue: 30, color: 'pink', description: ' Obscure'},
{ requiredValue: 100, color: 'purple', description: ' Low-key'},
{ requiredValue: 200, color: 'blue', description: ' Known'},
{ requiredValue: 400, color: 'lblue', description: ' Recognised'},
{ requiredValue: 600, color: 'teal', description: ' Famous'},
{ requiredValue: 1000, color: 'green', description: ' Notorious _config.flavorText'}
]>>
<<set _sexFameConfig = { currentValue: $fame.sex, preText: 'Sex:', flavorText: 'slut', states: _fameStates }>>
<<set _prostitutionFameConfig = { currentValue: $fame.prostitution, preText: 'Prostitution:', flavorText: 'whore', states: _fameStates }>>
<<set _rapeFameConfig = { currentValue: $fame.rape, preText: 'Rape:', flavorText: 'fucktoy', states: _fameStates }>>
<<if $bestialitydisable is "f">>
<<set $_pre to "Bestiality:">>
<<set $_flavor to "bitch">>
<<else>>
<<set $_pre to "Monster People:">>
<<set $_flavor to "monster fucker">>
<</if>>
<<set _bestialityFameConfig = { currentValue: $fame.bestiality, preText: $_pre, flavorText: $_flavor, states: _fameStates }>>
<<set _exhibitionismFameConfig = { currentValue: $fame.exhibitionism, preText: 'Exhibitionism:', flavorText: 'flaunter', states: _fameStates }>>
<<if $fame.pregnancy gte 600>>
<<set $_name to "broodmother">>
<<elseif $fame.pregnancy gte 200>>
<<set $_name to "breeder">>
<<else>>
<<set $_name to "mother">>
<</if>>
<<set _pregnancyFameConfig = { currentValue: $fame.pregnancy, preText: 'Pregnancy:', flavorText: $_name, states: _fameStates }>>
<<if $fame.impreg gte 600>>
<<set $_name to "allfather">>
<<elseif $fame.impreg gte 200>>
<<set $_name to "sire">>
<<else>>
<<set $_name to "inseminator">>
<</if>>
<<set _impregFameConfig = { currentValue: $fame.impreg, preText: 'Pregnancy:', flavorText: $_name, states: _fameStates }>>
<<set _combatFameConfig = { currentValue: $fame.scrap, preText: 'Combat:', flavorText: 'scrapper', states: _inverseFameStates }>>
<<set _kindnessFameConfig = { currentValue: $fame.good, preText: 'Kindness:', flavorText: 'do-gooder', states: _inverseFameStates }>>
<<set _businessFameConfig = { currentValue: $fame.business, preText: 'Business:', flavorText: 'entrepreneur', states: _inverseFameStates }>>
<<set _socialFameConfig = { currentValue: $fame.social, preText: 'Socialite:', flavorText: 'schmoozer', states: _inverseFameStates }>>
<<set _modelFameConfig = { currentValue: $fame.model, preText: 'Modelling:', flavorText: 'show off', states: _inverseFameStates }>>
<<set _overallFameConfig = { currentValue: fameTotal(), preText: 'Overall:', flavorText: '', states: [
{ requiredValue: 0, color: 'green', description: ' Unknown'},
{ requiredValue: 100, color: 'teal', description: ' Obscure'},
{ requiredValue: 500, color: 'lblue', description: ' Low-key'},
{ requiredValue: 1000, color: 'blue', description: ' Known'},
{ requiredValue: 2000, color: 'purple', description: ' Recognised'},
{ requiredValue: 3000, color: 'pink', description: ' Famous'},
{ requiredValue: 4000, color: fameSum('business', 'good', 'social', 'model') > 4000 ? 'green' : 'red', description: ' Notorious'}
]}>>
<<set _sexFameBoxConfig = { description : '<<relation-text _sexFameConfig>>' }>>
<<set _prostitutionFameBoxConfig = { description : '<<relation-text _prostitutionFameConfig>>' }>>
<<set _rapeFameBoxConfig = { description : '<<relation-text _rapeFameConfig>>' }>>
<<set _bestialityFameBoxConfig = { description : '<<relation-text _bestialityFameConfig>>' }>>
<<set _exhibitionismFameBoxConfig = { description : '<<relation-text _exhibitionismFameConfig>>' }>>
<<set _pregnancyFameBoxConfig = { description : '<<relation-text _pregnancyFameConfig>>' }>>
<<set _combatFameBoxConfig = { description : '<<relation-text _combatFameConfig>>' }>>
<<set _kindnessFameBoxConfig = { description : '<<relation-text _kindnessFameConfig>>' }>>
<<set _businessFameBoxConfig = { description : '<<relation-text _businessFameConfig>>' }>>
<<set _socialFameBoxConfig = { description : '<<relation-text _socialFameConfig>>' }>>
<<set _modelFameBoxConfig = { description : '<<relation-text _modelFameConfig>>' }>>
<<set _overallFameBoxConfig = { description : '<<relation-text _overallFameConfig>>' }>>
<</silently>>
<<relation-box-simple _sexFameBoxConfig>>
<<relation-box-simple _prostitutionFameBoxConfig>>
<<relation-box-simple _rapeFameBoxConfig>>
<<relation-box-simple _bestialityFameBoxConfig>>
<<relation-box-simple _exhibitionismFameBoxConfig>>
<<if $fame.model gte 1>>
<<relation-box-simple _modelFameBoxConfig>>
<</if>>
<<relation-box-simple _pregnancyFameBoxConfig>>
<<relation-box-simple _combatFameBoxConfig>>
<<relation-box-simple _kindnessFameBoxConfig>>
<<relation-box-simple _businessFameBoxConfig>>
<<relation-box-simple _socialFameBoxConfig>>
<<relation-box-simple _overallFameBoxConfig>>
<div class="relation-box" @style="(_boxConfig.style || '')">
<div class="relation-description">
The townsfolk know you as <span class="teal"><<overworld_nickname>>.</span> Those in the criminal underworld call you <span class="pink"><<underworld_nickname>>.</span>
</div>
</div>
</div>
<br>
</div>
<br>
<</widget>><<widget "statistics">>
<<foldout false "_virginitiesFoldout">>
<span class="gold">Virginities</span>
<<run ["vaginal", "penile", "anal", "oral", "handholding", "kiss"].forEach(type => {
if ($player.virginity[type] is true) {
T[type + "VirginityColour"] = "gold";
} else if (setup.loveInterestNpc.includes($player.virginity[type])) {
T[type + "VirginityColour"] = "lewd";
if ($player.virginityDetails and $player.virginityDetails?.[type]?.consensual is false) T[type + "VirginityColour"] = "red";
} else if ($player.virginityDetails and $player.virginityDetails?.[type]?.consensual isnot undefined) {
T[type + "VirginityColour"] = $player.virginityDetails?.[type]?.consensual ? "green" : "red";
} else {
T[type + "VirginityColour"] = "";
}
})>>
<<if $player.vaginaExist or $player.virginity.vaginal isnot true>>
Vaginal virginity: <span @class="_vaginalVirginityColour"><<print ($player.virginity.vaginal is true ? "Present" : "Taken by " + ($player.virginity.vaginal is false ? "unknown" : $player.virginity.vaginal))>></span>
<<virginityToolTip $player.virginityDetails.vaginal $player.virginity.vaginal "pc" "vaginal">>
<br>
<</if>>
<<if $player.penisExist or $player.virginity.penile isnot true>>
Penile virginity: <span @class="_penileVirginityColour"><<print ($player.virginity.penile is true ? "Present" : "Taken by " + ($player.virginity.penile is false ? "unknown" : $player.virginity.penile))>></span>
<<virginityToolTip $player.virginityDetails.penile $player.virginity.penile "pc" "penile">>
<br>
<</if>>
Anal virginity: <span @class="_analVirginityColour"><<print ($player.virginity.anal is true ? "Present" : "Taken by " + ($player.virginity.anal is false ? "unknown" : $player.virginity.anal))>></span>
<<virginityToolTip $player.virginityDetails.anal $player.virginity.anal "pc" "penile">>
<br>
Oral virginity: <span @class="_oralVirginityColour"><<print ($player.virginity.oral is true ? "Present" : "Taken by " + ($player.virginity.oral is false ? "unknown" : $player.virginity.oral))>></span>
<<virginityToolTip $player.virginityDetails.oral $player.virginity.oral "pc" "oral">>
<br>
Handholding virginity: <span @class="_handholdingVirginityColour"><<print ($player.virginity.handholding is true ? "Present" : "Taken by " + ($player.virginity.handholding is false ? "unknown" : $player.virginity.handholding))>></span>
<<virginityToolTip $player.virginityDetails.handholding $player.virginity.handholding "pc" "handholding">>
<br>
First kiss: <span @class="_kissVirginityColour"><<print ($player.virginity.kiss is true ? "Present" : "Taken by " + ($player.virginity.kiss is false ? "unknown" : $player.virginity.kiss))>></span>
<<virginityToolTip $player.virginityDetails.kiss $player.virginity.kiss "pc" "kiss">>
<br>
<<if $temple_rank isnot undefined and $temple_rank isnot "prospective">>
Temple vow: <<print ($player.virginity.temple is true ? "Unbroken" : "Broken by " + ($player.virginity.temple is false ? "unknown" : $player.virginity.temple))>>
<br>
<</if>>
<br>
<</foldout>>
<<foldout false "_virginitiesTakenFoldout">>
<span class="gold">Virginities taken</span>
<!-- For the total virginities taken, iterate over every virginity type and sum up the number of entries belonging to each. -->
<<set _total to 0>>
<<run Object.values($virginTaken).forEach(type => _total += type.length)>>
Total: _total
<br>
<!-- For each individual virginity type, the number is named and unnamed combined, but the list of names has unnamed npcs filtered out. -->
<<run ["vaginal", "penile", "anal", "oral", "handholding", "kiss"].forEach((virginity) => {
const virginityNamed = `${virginity}Named`;
T[virginityNamed] = []; /* _vaginalNamed, _penileNamed, ... */
for (const name of V.virginTaken[virginity]) {
if (!V.NPCNameList.includes(name)) continue;
const details = C.npc[name].virginityDetails?.[virginity];
let colour = '';
if (setup.loveInterestNpc.includes(name) && (!details || details.consensual !== false)) {
colour = "lewd";
} else if (details && details.consensual != null) {
colour = details.consensual ? "green" : "red";
}
const nameText = `<span class="${colour}">${name}</span>`;
const detailsArg = details
? `\`C.npc['${name}'].virginityDetails.${virginity}\``
: '';
T[virginityNamed].push(`${nameText}<<virginityToolTip ${detailsArg} ${name} "npc" ${virginity}>>`);
}
})>>
Vaginal: $virginTaken.vaginal.length<<print (_vaginalNamed.length gte 1 ? ", including: " + _vaginalNamed.join(', ') : "")>>
<br>
Penile: $virginTaken.penile.length<<print (_penileNamed.length gte 1 ? ", including: " + _penileNamed.join(', ') : "")>>
<br>
Anal: $virginTaken.anal.length<<print (_analNamed.length gte 1 ? ", including: " + _analNamed.join(', ') : "")>>
<br>
Oral: $virginTaken.oral.length<<print (_oralNamed.length gte 1 ? ", including: " + _oralNamed.join(', ') : "")>>
<br>
First hands held: $virginTaken.handholding.length<<print (_handholdingNamed.length gte 1 ? ", including: " + _handholdingNamed.join(', ') : "")>>
<br>
First kisses: $virginTaken.kiss.length<<print (_kissNamed.length gte 1 ? ", including: " + _kissNamed.join(', ') : "")>>
<br><br>
<</foldout>>
<<foldout false "_jobsFoldout">>
<span class="gold">Jobs</span>
Danced: $dancestat
<br>
Drinks served: $drinksservedstat
<br>
Tables served: $tablesservedstat
<br>
Whored yourself: $prostitutionstat
<br>
<<if $gamemode isnot "soft">>
Forcibly whored out: $forcedprostitutionstat
<br>
<</if>>
<<if statChange.timeTrackingTotal("docks")>>
Hours worked on the docks: <<print statChange.timeTrackingTotal("docks")>>
<br>
<</if>>
Buns sold at the cafe: $bunstat
<br>
Most "cream" produced: <<print parseFloat($creamstat.toFixed(1))>> mL
<br>
Smugglers intercepted: $smuggler_stolen_stat
<br>
Tasks performed at the pub: $pub_task_stat
<br>
Produce sold: $produce_sold
<br>
<<if $farmersProduce>>
Produce sold in bulk: $farmersProduce.totalSold
<br>
<</if>>
Fertiliser used: $fertiliser.used
<br>
Hours worked on a farm: <<print Math.trunc($farm_shift / 60)>>
<br>
Cattle milked: $cattle_milked
<br>
Clients serviced as a masseur: $masseur_stat
<br>
Wild plants picked: $wild_plant_stat
<br>
Aphrodisiacs sold: $stat_aphrodisiacs_sold
<br>
<<if $brothelVending and $brothelVending.total>>
Products sold at the brothel: $brothelVending.total
<br>
<</if>>
<<if $confessionsDone>>
Sins confessed: $confessionsDone
<br>
<</if>>
<<if $confessionsTaken>>
Confessions taken: $confessionsTaken
<br>
<</if>>
<br>
<</foldout>>
<<foldout false "_sexFoldout">>
<span class="gold">Sex</span>
Number of orgasms you've experienced: $orgasmstat
<br>
Last orgasm: <<statisticsTimeCompare $orgasmTimeStat>>
<br>
<<if $ruinedOrgasmStat>>
Number of ruined orgasms you've experienced: $ruinedOrgasmStat
<br>
Last ruined orgasm: <<statisticsTimeCompare $ruinedOrgasmTimeStat>>
<br>
<</if>>
<<if $asphyxiaLvl gte 2>>
Orgasms while being choked: $chokeorgasm
<br>
<</if>>
<<if $player.penisExist or $penilestat>>
Penetrated others: $penilestat
<br>
Last penetrated others: <<statisticsTimeCompare $penileTimeStat>>
<br>
<</if>>
<<if $straponstat>>
Penetrated others with a strapon: $straponstat
<br>
<</if>>
<<if $player.penisExist or $penileejacstat>>
Ejaculated in others: $penileejacstat
<br>
Last ejaculated in others: <<statisticsTimeCompare $penileEjacTimeStat>>
<br>
<</if>>
<<if $player.vaginaExist>>
Vaginally penetrated: $vaginalstat
<br>
Last vaginally penetrated: <<statisticsTimeCompare $vaginalTimeStat>>
<br>
Ejaculated in vaginally: $vaginalejacstat
<br>
Last ejaculated in vaginally: <<statisticsTimeCompare $vaginalEjacTimeStat>>
<br>
<</if>>
<<if $analdisable is "f">>
Anally penetrated: $analstat
<br>
Last anally penetrated: <<statisticsTimeCompare $analTimeStat>>
<br>
Ejaculated in anally: $analejacstat
<br>
Last ejaculated in anally: <<statisticsTimeCompare $analEjacTimeStat>>
<br>
<</if>>
Orally penetrated: $oralstat
<br>
Ejaculated in orally: $oralejacstat
<br>
<<if $cunnilingusstat>>
Cunnilingus: $cunnilingusstat
<br>
<</if>>
<<if $cunnilingusejacstat>>
Cunnilingus ejaculations: $cunnilingusejacstat
<br>
<</if>>
Semen swallowed: <<print Math.floor($semenswallowedstat)>> mL
<<if $bestialitydisable is "f">>
<br>
Animal semen swallowed: <<print Math.floor($animalsemenswallowedstat)>> mL
<</if>>
<br>
Handjobs given: $handstat
<br>
Handjob ejaculations: $handejacstat
<br>
<<if $footdisable is "f">>
Footjobs given: $feetstat
<br>
Footjob ejaculations: $feetejacstat
<br>
<</if>>
Thighjobs given: $thighstat
<br>
Thighjob ejaculations: $thighejacstat
<br>
Chestjobs given: $cheststat
<br>
Chestjob ejaculations: $chestejacstat
<br>
Buttjobs given: $bottomstat
<br>
Buttjob ejaculations: $bottomejacstat
<br>
Hair ejaculated on: $hairejacstat
<br>
Tummy ejaculated on: $tummyejacstat
<br>
Neck ejaculated on: $neckejacstat
<br>
<<if $player.vaginaExist>>
Pussy ejaculated on: $vaginalentranceejacstat
<br>
<</if>>
Face ejaculated on: $faceejacstat
<br>
Total times you've been ejaculated on or in: $ejacstat
<br>
Gloryholes serviced: $gloryholestat
<br>
Masturbated: $masturbationstat
<br>
Last masturbated: <<statisticsTimeCompare $masturbationTimeStat>>
<br>
Masturbated to orgasm: $masturbationorgasmstat
<br>
Last masturbated to orgasm: <<statisticsTimeCompare $masturbationOrgasmTimeStat>>
<br>
Minutes spent masturbating: <<print Math.trunc($secondsSpentMasturbating / 60)>>
<br>
<<if $breastfeedingdisable is "f">>
Breast milk drank: <<print Math.floor($milk_drank_stat)>> mL
<br>
Breast milk produced: <<print Math.floor($milk_produced_stat)>> mL
<br>
<</if>>
<<if $plantdisable is "f">>
Nectar drank: <<print Math.floor($nectar_drank_stat)>> mL
<br>
<</if>>
<<if $player.penisExist or $semen_produced_stat>>
Semen produced: <<print Math.floor($semen_produced_stat)>> mL
<br>
<</if>>
<<if $player.vaginaExist>>
Lewd fluid produced: <<print Math.floor($lube_produced_stat)>> mL
<br>
<</if>>
<<if $player.penisExist or $breastfeedingdisable is "f" or $fluid_forced_stat>>
Fluid forcibly milked: <<print Math.floor($fluid_forced_stat)>> mL
<br>
<</if>>
<<if $knot_stat isnot undefined>>
Knotted: $knot_stat
<br>
<</if>>
<<if $sextoystat isnot undefined>>
Sex toys used on others: $sextoystat
<</if>>
<br>
<<if $analdoubledisable is "f" and $analdoublestat isnot undefined>>
Double anally penetrated: $analdoublestat
<br>
<</if>>
<<if $vaginaldoubledisable is "f" and $vaginaldoublestat isnot undefined>>
Double vaginally penetrated: $vaginaldoublestat
<br>
<</if>>
<<if $watersportsdisable is "f">>
Urinated on: $urinestat
<br>
<</if>>
<br>
<</foldout>>
<<if $gamemode isnot "soft">>
<<foldout false "_violenceFoldout">>
<span class="gold">Violence</span>
Enemies Defeated: $enemiesDefeatedStat
<br>
Molested: $moleststat
<br>
Last molested: <<statisticsTimeCompare $molestTimeStat>>
<br>
Raped: $rapestat
<br>
Last raped: <<statisticsTimeCompare $rapeTimeStat>>
<br>
<<if $bestialitydisable is "f">>
Raped by animals: $beastrapestat
<br>
<<else>>
Raped by monster people: $beastrapestat
<br>
<</if>>
<<if $tentacledisable is "f">>
Raped by tentacle monsters: $tentaclerapestat
<br>
<</if>>
<<if $voredisable is "f">>
Swallowed: $swallowedstat
<br>
<</if>>
<<if $parasitedisable is "f">>
Parasites hosted: $parasitestat
<br>
<</if>>
Been hit: $hitstat
<br>
Hit others: $attackstat
<br>
<<if $combatExtended.hookpunching is 1>>
Hook Punches landed: $hookpunchStat
<br>
<</if>>
Pepper spray used: $spraystat
<br>
<<if C.npc.Eden.init>>
Practise shots fired with Eden: $stat_shoot
<br>
<</if>>
Machines disabled: $machine_stat
<br>
<<if $lurkerdisable is "f">>
Lurkers captured: $stat_lurkers_captured
<br><br>
<</if>>
<<if $combatExtended.passiveDodging is 1 or $combatExtended.activeDodging is 1>>
Dodges: $dodgeStat
<br>
Partial Dodges: $partialDodgeStat
<br>
<</if>>
<<if $combatExtended.countering is 1>>
Counters: $counterStat
<br>
Partial Counters: $partialCounterStat
<br>
<</if>>
<</foldout>>
<</if>>
<<foldout false "_datesFoldout">>
<span class="gold">Dates</span>
<<if $dateCount.Total lte 0>>
You haven't gone on any dates!<br>
<<else>>
Total Dates: $dateCount.Total
<br>
<<if $dateCount.Robin gte 1>>
Dates with Robin: $dateCount.Robin
<br>
<</if>>
<<if $dateCount.Whitney gte 1>>
Dates with Whitney: $dateCount.Whitney
<br>
<</if>>
<<if $dateCount.Kylar gte 1>>
Dates with Kylar: $dateCount.Kylar
<br>
<</if>>
<<if $dateCount.Eden gte 1>>
Dates with Eden: $dateCount.Eden
<br>
<</if>>
<<if $dateCount.Avery gte 1>>
Dates with Avery: $dateCount.Avery
<br>
<</if>>
<<if $dateCount.BlackWolfHunts gte 1>>
Hunts with the Black Wolf: $dateCount.BlackWolfHunts
<br>
<</if>>
<<if $dateCount.GreatHawkHunts gte 1>>
Hunts with the Great Hawk: $dateCount.GreatHawkHunts
<br>
<</if>>
<<if $dateCount.GreatHawkCasual gte 1>>
Casual flights with the Great Hawk: $dateCount.GreatHawkCasual
<br>
<</if>>
<<if $dateCount.Alex gte 1>>
Dates with Alex: $dateCount.Alex
<br>
<</if>>
<<if $dateCount.Sydney gte 1>>
Dates with Sydney: $dateCount.Sydney
<br>
<</if>>
<</if>>
<br>
<</foldout>>
<<foldout false "_pregnancyFoldout">>
<span class="gold">Pregnancy</span>
Times given birth: <<print playerNormalPregnancyTotal()>>
<br>
<<if $pregnancyStats.playerVirginBirths.length>>
Total virgin births: <<print $pregnancyStats.playerVirginBirths.length>>
<br>
<</if>>
Total number of children you gave birth to: <<print $pregnancyStats.playerChildren>>
<br>
Total number of children you know you fathered: <<print $pregnancyStats.npcChildren>>
<br>
Total days knowingly being pregnant: <<print Math.floor($pregnancyStats.totalDaysPregnancyKnown)>>
<br>
Total number of human children: <<print $pregnancyStats.humanChildren>>
<br>
Total number of wolf children: <<print $pregnancyStats.wolfChildren>>
<br>
Total number of hawk children: <<print $pregnancyStats.hawkChildren>>
<br>
Children interactions: <<print $pregnancyStats.childInteractions>>
<br>
<!-- ToDo: Pregnancy - Move outside of commented area when interactions are added
Breastfed interactions: <<print $pregnancyStats.childBreastfedInteractions>>
<br>
Bottlefed interactions: <<print $pregnancyStats.childBottlefedInteractions>>
<br>
First Word interaction: <<print $pregnancyStats.childFirstWordInteractions>>
<br>
-->
Bottles of milk given to the orphanage: <<print $pregnancyStats.orphanageMilkBottlesTotal>>
<br>
After Morning pills taken: <<print $pregnancyStats.aftermorningpills>>
<br>
Pregnancy tests taken: <<print $pregnancyStats.pregnancyTestsTaken>>
<br>
<<if $player.vaginaExist>>
Vaginal Parasite Born: <<print $sexStats.vagina.pregnancy.parasiteBirthEvents>>
<br>
<</if>>
Anal Parasite Born: <<print $sexStats.anus.pregnancy.parasiteBirthEvents>>
<br><br>
<</foldout>>
<<foldout false "_gamblingFoldout">>
<span class="gold">Gambling</span>
Games of blackjack played: $estatePersistent.totalGamesPlayed
<br>
Games of blackjack played with betting: $estatePersistent.totalGamesPlayedWithBetting
<br>
Rounds of blackjack won/lost/tied: $estatePersistent.totalRoundsWon/$estatePersistent.totalRoundsLost/$estatePersistent.totalRoundsTied
<br>
Rounds of blackjack won/lost/tied (with bets): $estatePersistent.totalBetRoundsWon/$estatePersistent.totalBetRoundsLost/$estatePersistent.totalBetRoundsTied
<br>
Money won in blackjack: <<printmoney $estatePersistent.totalBetMoneyMade>>
<br>
Money lost in blackjack: <<printmoney $estatePersistent.totalBetMoneyLost>>
<br>
Money confiscated in blackjack: <<printmoney $estatePersistent.totalMoneyConfiscated>>
<br>
Tips received in blackjack: <<printmoney $estatePersistent.totalTipMoneyMade>>
<br>
Times caught cheating: $estatePersistent.totalCaughtCheating
<br>
Highest blackjack streak: $estatePersistent.winStreakHighScore
<<if $blackjack_played gt 0 or $blackjack_won gt 0>>
<br>
Rounds of old blackjack played/won: $blackjack_played/$blackjack_won
<</if>>
<<if $blackjack_streak_high and $blackjack_streak_high gt 0>>
<br>
Highest old blackjack streak: $blackjack_streak_high
<</if>>
<br><br>
<</foldout>>
<<foldout false "_moneyFoldout">>
<span class="gold">Money</span>
Notes <mouse class="tooltip linkBlue">(?)<span>Adding too many extra columns may make it harder to read on some devices. Many of these were not tracked at all before version '0.5.2.x' and so will be inaccurate.<<if Object.keys($timeStats).length>> Hour rates cannot be easily used to track every state and so most will just be "N/A".<</if>></span></mouse>
<br>
<<set [_moneyKeys, _moneyStats, _moneyStatsTotal] to moneyStatsProcess(clone($moneyStats))>>
<<if $moneyStatsSnapshot?.money>>
<<set [_moneySnapshotKeys, _moneyStatsSnapshot, _moneyStatsSnapshotTotal] to moneyStatsProcess(clone($moneyStatsSnapshot.money))>>
<</if>>
<div id="moneyStatsDiv">
<<moneyStats>>
</div>
<<if $debug is 1>>
<<link "Reset Stats (Debug)">>
<<set $moneyStats to {}>>
<<set $timeStats to {}>>
<<unset $moneyStatsSnapshot>>
<<unset _showSnapshot>>
<<set [_moneyKeys, _moneyStats, _moneyStatsTotal] to moneyStatsProcess(clone($moneyStats))>>
<<replace "#moneyStatsDiv">><<moneyStats>><</replace>>
<</link>>
<</if>>
<</foldout>>
<<if $badEndStats.length>>
<<foldout false "_badEndFoldout">>
<span class="gold">Bad Ends</span>
Notes <mouse class="tooltip linkBlue">(?)<span>Adding too many extra columns may make it harder to read on some devices. These were not tracked at all before version '0.5.2.x' and so will be inaccurate. If a bad end stays in progress but you have clearly ended the bad end, please report it as a bug with your save.</span></mouse>
<br>
<div id="badEndStatsDiv">
<<badEndStats>>
</div>
<</foldout>>
<</if>>
<<foldout false "_miscFoldout">>
<span class="gold">Miscellaneous</span>
<<if $gamemode isnot "soft">>
Rescued: $rescued
<br>
<</if>>
Clothing stripped: $clothesstripstat
<br>
Clothing ruined: $clothesruinstat
<br>
Passed out: $passoutstat
<br>
Last passed out: <<statisticsTimeCompare $passoutTimeStat>>
<br>
Distinctions won: $distinction_stat
<br>
Hours slept: $sleepStat
<br>
Underwear stolen: $stat_panties_stolen
<br>
Sentenced with community service: $stat_police.community
<br>
Sentenced with the pillory: $stat_police.pillory
<br>
Days in prison: $stat_police.prison
<br>
Hypnotised: $hypnotised
<<if $wraith.possessCount>>
<br>
Possessed: $wraith.possessCount
<</if>>
<br>
School lessons missed: <<print Object.values($schoolLessonsMissed).reduce((x, y) => x + y)>>
<mouse class="tooltip linkBlue">(?)<span>Bad math in earlier versions of the game may mean these stats are inaccurate before version '0.4.0.0'</span></mouse>
<br>
Science lessons missed: $schoolLessonsMissed.science
<br>
Maths lessons missed: $schoolLessonsMissed.maths
<br>
Housekeeping lessons missed: $schoolLessonsMissed.housekeeping
<br>
English lessons missed: $schoolLessonsMissed.english
<br>
History lessons missed: $schoolLessonsMissed.history
<br>
Swimming lessons missed: $schoolLessonsMissed.swimming
<br>
Umbrellas broken: $umbrellaStat
<br>
<<if $earSlimeDaysStat>>
Days with an ear slime: $earSlimeDaysStat
<br>
<</if>>
<<if $earSlime.days>>
Days with the current ear slime: $earSlime.days
<br>
<</if>>
<<if $earSlimePassiveDaysStat>>
Most days with a passive ear slime: $earSlimePassiveDaysStat
<br>
<</if>>
<<if $whitney_smoke gte 1>>
Cigarettes smoked: $whitney_smoke
<br>
<</if>>
<<if $bird and $bird.lurkersEaten>>
Lurkers eaten: $bird.lurkersEaten
<br>
<</if>>
Total paid to Bailey: <<printmoney `$moneyStats.baileyRent?.spent or 0`>>
<mouse class="tooltip linkBlue">(?)<span>Not tracked in versions '0.4.5.X' and older</span></mouse>
<br>
<<if $baileyRefusedToPayTotal>>
Total in missed payments to Bailey: <<printmoney $baileyRefusedToPayTotalStat "red">>
<mouse class="tooltip linkBlue">(?)<span>Not tracked in versions '0.4.5.X' and older</span></mouse>
<br>
<</if>>
<<set _buffDaysAmount to Math.floor(Time.days / $combatExtended.enemyDayScaling)>>
Enemy Day Scaling Buff Applied: <<print "x" + _buffDaysAmount>>
<br>
<<if $combatExtended.enemyHealthDayScaling is 1 and (_buffDaysAmount lte $combatExtended.enemyDayScalingLimit or $combatExtended.enemyInfiniteDayScaling is 1)>>
<<set _daysHealthBuff to _buffDaysAmount * $combatExtended.enemyHealthDayScalingMult>>
<<else>>
<<set _daysHealthBuff to _buffDaysAmount * $combatExtended.enemyDayScalingLimit>>
<</if>>
Enemy Health Day Scaling Buff: <<print "+" + _daysHealthBuff + "%">>
<br>
<<if _buffDaysAmount lte $combatExtended.enemyDayScalingLimit or $combatExtended.enemyInfiniteDayScaling is 1>>
<<set _dayLevelBuff to Math.clamp(_buffDaysAmount * $combatExtended.enemyLevelDayScalingMult, 0 , 21)>>
<<else>>
<<set _dayLevelBuff to Math.clamp($combatExtended.enemyDayScalingLimit * $combatExtended.enemyLevelDayScalingMult, 0 , 21)>>
<</if>>
Enemy Level Day Scaling Buff: <<print "+" + _dayLevelBuff>>
<br>
<<set _buffDefeatsAmount to Math.floor($enemiesDefeatedStat / $combatExtended.enemyDefeatScaling)>>
Enemy Defeat Scaling Buff Applied: <<print "x" + _buffDefeatsAmount >>
<br>
<<if $combatExtended.enemyHealthDefeatScaling is 1 and (_buffDefeatsAmount lte $combatExtended.enemyDefeatScalingLimit or $combatExtended.enemyInfiniteDefeatScaling is 1)>>
<<set _defeatsHealthBuff to _buffDefeatsAmount * $combatExtended.enemyHealthDefeatScalingMult>>
<<else>>
<<set _defeatsHealthBuff to _buffDefeatsAmount * $combatExtended.enemyDefeatScalingLimit>>
<</if>>
Enemy Health Defeat Scaling Buff: <<print "+" + _defeatsHealthBuff + "%">>
<br>
<<if _buffDefeatsAmount lte $combatExtended.enemyLevelDefeatScalingMult or $combatExtended.enemyInfiniteDefeatScaling is 1>>
<<set _defeatLevelBuff to Math.clamp(_buffDefeatsAmount * $combatExtended.enemyLevelDefeatScalingMult, 0 , 21)>>
<<else>>
<<set _defeatLevelBuff to Math.clamp($combatExtended.enemyDefeatScalingLimit * $combatExtended.enemyLevelDefeatScalingMult, 0 , 21)>>
<</if>>
Enemy Level Defeat Scaling Buff: <<print "+" + _defeatLevelBuff>>
<br>
<<set _totalHealthBuff to _daysHealthBuff + _defeatsHealthBuff>>
Total Enemy Health Buff: <<print "+" + _totalHealthBuff + "%">>
<br>
<<set _totalLevelBuff to Math.clamp(_dayLevelBuff + _defeatLevelBuff, 0 , 21)>>
Total Enemy Level Buff: <<print "+" + _totalLevelBuff>>
<br>
<</foldout>>
<<foldout false "_saveFoldout">>
<span class="gold">Save Game Details</span>
<<if $passageCount>>
Total Passages Count: $passageCount
<mouse class="tooltip linkBlue">(?)<span>Total number of times a new passage has been loaded (Clicking on links in most cases). Passages such as the settings are excluded. Not tracked in versions '0.3.12.X' and older</span></mouse>
<br>
<</if>>
<<if $passageChangesCount>>
Total Passage Changes Count: $passageChangesCount
<mouse class="tooltip linkBlue">(?)<span>Total number of times a new passage has changed (Clicking on links in most cases). Passages such as the settings are excluded. Not tracked in versions '0.3.12.X' and older</span></mouse>
<br>
<</if>>
<<if $saveDetails isnot undefined>>
Normal saves count: <<print $saveDetails.slot.count>>
<br>
Exported saves count: <<print $saveDetails.exported.count>>
<br>
Auto saves count: <<print $saveDetails.auto.count>>
<br>
Times Loaded: <<print $saveDetails.loadCount || 0>>
<mouse class="tooltip linkBlue">(?)<span>Total number of times a save has been loaded, does not track repeated load times of the same save. Not tracked in versions '0.3.12.X' and older</span></mouse>
<br>
Play Time: <<print msToTime(($saveDetails.playTime ? $saveDetails.playTime : 0) + ($saveDetails.loadTime ? new Date() - $saveDetails.loadTime : 0))>>
<mouse class="tooltip linkBlue">(?)<span>Formatted into 'h:mm:ss'. Be aware that leaving the game for hours alone, then saving will have its time tracked. To avoid, save the game before ending play and then load the save when you resume play. Not tracked in versions '0.3.13.X' and older</span></mouse>
<br>
<</if>>
<<if $saveVersions isnot undefined>>
Versions Played On:
<br>
<<for _i to 0; _i lt $saveVersions.length; _i++>>
<<if _i gt 0>>
<<if $saveVersions[_i].split(".")[2] is $saveVersions[_i - 1].split(".")[2]>>
--
<<else>>
<br>
<</if>>
<</if>>
$saveVersions[_i]
<</for>>
<br>
<</if>>
<<if $saveVersion>>
Save loaded from version: $saveVersion
<</if>>
<</foldout>>
<</widget>>
<<widget "extraStatisticsWarning">>
<<if $options.skipStatisticsConfirmation is undefined>><<set $options.skipStatisticsConfirmation to false>><</if>>
<h3>Extra Statistics</h3>
<div id="spoilerWarning">
Are you sure you want to see these? They may contain spoilers!
<br>
<<link "Yes">>
<<replace #customOverlayContent>><<extraStatistics>><</replace>>
<</link>>
<label><<checkbox "$options.skipStatisticsConfirmation" false true autocheck>> Don't Show Again</label>
<!-- ignore the nbsp's, they're just for formatting -->
</div>
<</widget>>
<<widget "extraStatistics">>
<div id="spoilerWarningConfirmed">
<<foldout false "_stateFoldout">>
<span class="gold">State</span>
Pain: <<print Math.trunc($pain)>>
<br>
Arousal: <<print Math.trunc($arousal)>>
<br>
Fatigue: <<print Math.trunc($tiredness)>>
<br>
Stress: <<print Math.trunc($stress)>>
<br>
Trauma: <<print Math.trunc($trauma)>>
<br>
Control: <<print Math.trunc($control)>>
<br>
Allure: <<print Math.trunc($allure)>>
<br>
Alcohol: <<print Math.trunc($drunk)>>
<br>
Drugs: <<print Math.trunc($drugged)>>
<br>
Hallucinogens: <<print Math.trunc($hallucinogen)>>
<br><br>
<</foldout>>
<<foldout false "_charFoldout">>
<span class="gold">Characteristics</span>
Purity: <<print Math.trunc($purity)>>
<br>
Beauty: <<print Math.trunc($beauty)>>
<br>
Physique: <<print Math.trunc($physique)>>
<br>
Willpower: <<print Math.trunc($willpower)>>
<br>
Awareness: <<print Math.trunc($awareness)>>
<br>
Promiscuity: <<print Math.trunc($promiscuity)>>
<br>
Exhibitionism: <<print Math.trunc($exhibitionism)>>
<br>
Deviancy: <<print Math.trunc($deviancy)>>
<br>
Corruption: <<print Math.trunc($earSlime.corruption)>>
<br>
<<if $earSlime.growth>>
Growth: <<print Math.trunc($earSlime.growth)>>
<br>
<</if>>
<<if $temple_rank is "initiate" or $temple_rank is "monk" or $temple_rank is "priest">>
Grace: <<print Math.trunc($grace)>>
<br>
<</if>>
Submissiveness: <<print Math.trunc($submissive)>>
<br>
Masochism: <<print Math.trunc($masochism)>>
<br>
Sadism: <<print Math.trunc($sadism)>>
<br>
Crossdresser progression:
<<if $crossdressingTrait isnot undefined>>
<<print Math.trunc($crossdressingTrait)>> %
<<else>>
0
<</if>>
<br><br>
Sensitivities:
<mouse class="tooltip linkBlue">(?)<span>These are arousal multipliers applied when that part of the body is stimulated.</span></mouse>
<ul style="margin-top:0px;margin-left:-5px;">
<li>Mouth: <<print $mouthsensitivity.toFixed(2)>></li>
<li>Breast: <<print $breastsensitivity.toFixed(2)>></li>
<li>Genital: <<print $genitalsensitivity.toFixed(2)>></li>
<li>Bottom: <<print $bottomsensitivity.toFixed(2)>></li>
</ul>
Breast Growth: <<print Math.trunc(100 - ($breastgrowthtimer / 10))>>%
<mouse class="tooltip linkBlue">(?)<span>Reach 100% or above to grow, 0% or below to shrink.</span></mouse>
<br>
Breasts can grow: <<print $player.breastsize lt $breastsizemax>>
<<if $player.breastsize is $breastsizemax>>
<mouse class="tooltip linkBlue">(?)<span>At max size.</span></mouse>
<</if>>
<br>
Breasts can shrink: <<print $player.breastsize gt $breastsizemin>>
<<if $player.breastsize is $breastsizemin>>
<mouse class="tooltip linkBlue">(?)<span>At min size.</span></mouse>
<</if>>
<br>
Lactating: <<print ($lactating is 1 ? "True" : "False")>>
<br>
<<if $lactating is 1>>
Milk amount: <<print Math.trunc($milk_amount)>>
<br>
Milk volume: <<print Math.trunc($milk_volume)>>
<br>
<</if>>
<<if $player.penisExist>>
<<if $player.penissize gte -1>>
<<set $_penisGrowthMin to 0>>
<<else>>
<<set $_penisGrowthMin to -400>>
<</if>>
<<if $player.penissize gt 0>>
<<set $_penisGrowthMax to 1000>>
<<elseif $player.penissize is 0>>
<<set $_penisGrowthMax to 1200>>
<<else>>
<<set $_penisGrowthMax to 1500>>
<</if>>
<<set $_penisgrowthtimer to $penisgrowthtimer>>
<<if $_penisGrowthMin lt 0>>
<<set $_penisGrowthMax -= $_penisGrowthMin>>
<<set $_penisgrowthtimer -= $_penisGrowthMin>>
<</if>>
<br>
Penis Growth: <<print Math.trunc(100 - ($_penisgrowthtimer / $_penisGrowthMax * 100))>>%
<mouse class="tooltip linkBlue">(?)<span>Reach 100% or above to grow, 0% or below to shrink.</span></mouse>
<br>
<<if $sexStats && $sexStats.pills>>
Penis can grow: <<print $player.penissize lt $penissizemax and ($player.penissize gte -1 or $sexStats.pills["pills"]["penis growth"].overdose - $sexStats.pills["pills"]["penis reduction"].overdose - ($worn.genitals.type.includes("shrinking") ? 20 : 0) gte 20)>>
<<if $player.penissize is -2 and $sexStats.pills["pills"]["penis growth"].overdose - $sexStats.pills["pills"]["penis reduction"].overdose - ($worn.genitals.type.includes("shrinking") ? 20 : 0) lt 20>>
<mouse class="tooltip linkBlue">(?)<span>Need to overdose on growing pills or use an urchin penis parasite.</span></mouse>
<<elseif $player.penissize is $penissizemax>>
<mouse class="tooltip linkBlue">(?)<span>At max size.</span></mouse>
<</if>>
<br>
Penis can shrink: <<print $player.penissize gt $penissizemin and ($player.gender isnot "f" or $player.penissize gt 0) and ($player.penissize gte 0 or $sexStats.pills["pills"]["penis growth"].overdose - $sexStats.pills["pills"]["penis reduction"].overdose - ($worn.genitals.type.includes("shrinking") ? 20 : 0) lte -20)>>
<<if $player.gender is "f" && $player.penissize is 0>>
<mouse class="tooltip linkBlue">(?)<span>At min size for the parasite penis.</span></mouse>
<<elseif $player.penissize is -1 and $sexStats.pills["pills"]["penis growth"].overdose - $sexStats.pills["pills"]["penis reduction"].overdose - ($worn.genitals.type.includes("shrinking") ? 20 : 0) gt -20>>
<mouse class="tooltip linkBlue">(?)<span>Need to overdose on shrinking pills or use a slime penis parasite.</span></mouse>
<<elseif $player.penissize is $penissizemin>>
<mouse class="tooltip linkBlue">(?)<span>At min size.</span></mouse>
<</if>>
<br>
<</if>>
Semen amount: <<print Math.trunc($semen_amount)>>
<br>
Semen volume: <<print Math.trunc($semen_volume)>>
<br>
<</if>>
<br>
Bottom Growth: <<print Math.trunc(100 - ($bottomgrowthtimer / 10))>>%
<mouse class="tooltip linkBlue">(?)<span>Reach 100% or above to grow, 0% or below to shrink.</span></mouse>
<br>
Bottom can grow: <<print $player.bottomsize lt $bottomsizemax>>
<<if $player.bottomsize is $bottomsizemax>>
<mouse class="tooltip linkBlue">(?)<span>At max size.</span></mouse>
<</if>>
<br>
Bottom can shrink: <<print $player.bottomsize gt $bottomsizemin>>
<<if $player.bottomsize is $bottomsizemin>>
<mouse class="tooltip linkBlue">(?)<span>At min size.</span></mouse>
<</if>>
<br><br>
<</foldout>>
<<foldout false "_clothesFoldout">>
<span class="gold">Clothes</span>
<<if $worn.upper.name isnot "naked">>
Upper wetness: <<print Math.trunc($upperwet)>>
<br>
Upper integrity: <<print Math.trunc($worn.upper.integrity)>>
<br>
<</if>>
<<if $worn.lower.name isnot "naked">>
Lower wetness: <<print Math.trunc($lowerwet)>>
<br>
Lower integrity: <<print Math.trunc($worn.lower.integrity)>>
<br>
<</if>>
<<if $worn.under_upper.name isnot "naked">>
Under Upper wetness: <<print Math.trunc($underupperwet)>>
<br>
Under Upper integrity: <<print Math.trunc($worn.under_upper.integrity)>>
<br>
<</if>>
<<if $worn.under_lower.name isnot "naked">>
Under Lower wetness: <<print Math.trunc($underlowerwet)>>
<br>
Under Lower integrity: <<print Math.trunc($worn.under_lower.integrity)>>
<br>
<</if>>
<<if $worn.genitals.name isnot "naked">>
<<print setup.clothes.genitals[clothesIndex('genitals',$worn.genitals)].name_cap>> integrity: <<print Math.trunc($worn.genitals.integrity)>>
<br>
<</if>>
<br>
<</foldout>>
<<foldout false "_socialFoldout">>
<span class="gold">Social</span>
School status: <<print Math.trunc($cool)>>
<br>
Delinquency: <<print Math.trunc($delinquency)>>
<br>
Detention: <<print Math.trunc($detention)>>
<br>
Crime: <<print Math.trunc(crimeSumCurrent())>>
<br>
Orphanage hope: <<print Math.trunc($orphan_hope)>>
<br>
Orphanage rebelliousness: <<print Math.trunc($orphan_reb)>>
<br>
<<if $dockwork is 2>>
Docks status: <<print Math.trunc($dockstatus)>>
<br>
<</if>>
<<if $pound and $pound.progress gte 1>>
Stray dog contentment: <<print Math.trunc($stray_happiness)>>
<br>
<</if>>
Sex fame: <<print Math.trunc($fame.sex)>>
<br>
Prostitution fame: <<print Math.trunc($fame.prostitution)>>
<br>
Rape fame: <<print Math.trunc($fame.rape)>>
<br>
Bestiality fame: <<print Math.trunc($fame.bestiality)>>
<br>
Exhibitionism fame: <<print Math.trunc($fame.exhibitionism)>>
<br>
Pregnancy fame: <<print Math.trunc($fame.pregnancy)>>
<br>
Impregnation fame: <<print Math.trunc($fame.impreg)>>
<br>
Combat fame: <<print Math.trunc($fame.scrap)>>
<br>
Kindness fame: <<print Math.trunc($fame.good)>>
<br>
Business fame: <<print Math.trunc($fame.business)>>
<br>
<<if $debug is 1>>
Pimp fame: <<print Math.trunc($fame.pimp)>>
<br>
<</if>>
Socialite fame: <<print Math.trunc($fame.social)>>
<br>
Model fame: <<print Math.trunc($fame.model)>>
<br>
Islander language: <<if $islander_language is undefined>>0<<else>><<print Math.trunc($islander_language)>><</if>>
<br><br>
<</foldout>>
<<foldout false "_crimeFoldout">>
<span class="gold">Crime</span>
<<for $_cr range Object.keys(setup.crimeNames)>>
<<foldout false $_cr>>
<span class="gold"><<print toTitleCase(setup.crimeNames[$_cr]) + ":">></span>
<<print "Current: " + Math.trunc($crime[$_cr].current)>>
<br>
<<print "History: " + Math.trunc($crime[$_cr].history)>>
<br>
<<print "Daily: " + Math.trunc($crime[$_cr].daily)>>
<br>
<<print "Count: " + Math.trunc($crime[$_cr].count)>>
<br>
<<print "Count History: " + Math.trunc($crime[$_cr].countHistory)>>
<br>
<</foldout>>
<</for>>
<<foldout false "_crimeTotalsFoldout">>
<span class="gold">Totals:</span>
<<print "Current: " + crimeSumCurrent()>>
<br>
<<print "History: " + crimeSumHistory()>>
<br>
<<print "Daily: " + crimeSumDaily()>>
<br>
<<print "Count: " + crimeSumCount()>>
<br>
<<print "Count History: " + crimeSumCountHistory()>>
<br>
<</foldout>>
<<foldout false "_crimeEventsFoldout">>
<span class="gold">Crime Events:</span>
<span id="statscrimeevents"><<listCrimeCheats>></span>
<br>
<</foldout>>
<</foldout>>
<<foldout false "_transformationFoldout">>
<span class="gold">Transformations</span>
Wolfiness: <<print Math.trunc($wolfbuild)>> (30+ for full transformation)
<br>
Wolf manifestation: <<print Math.trunc($wolfgirl)>>
<br>
Cattiness: <<print Math.trunc($catbuild)>> (50+ for full transformation)
<br>
Cat manifestation: <<print Math.trunc($cat)>>
<br>
Bovinity: <<print Math.trunc($cowbuild)>> (30+ for full transformation)
<br>
Cow manifestation: <<print Math.trunc($cow)>>
<br>
Beariness: <<print Math.trunc($bearbuild)>> (30+ for full transformation)
<br>
Bear manifestation: <<print Math.trunc($bear)>>
<br>
<<if $hallucinations gte 2 or $bestialitydisable is "t">>Harpyness<<else>>Birdieness<</if>>: <<print Math.trunc($birdbuild)>> (30+ for full transformation)
<br>
<<if $hallucinations gte 2 or $bestialitydisable is "t">>Harpy<<else>>Bird<</if>> manifestation: <<print Math.trunc($harpy)>>
<br>
Foxiness: <<print Math.trunc($foxbuild)>> (30+ for full transformation)
<br>
Fox manifestation: <<print Math.trunc($fox)>>
<br>
Bunness: <<print Math.trunc($bunnybuild)>> (30+ for full transformation)
<br>
Bunny manifestation: <<print Math.trunc($bunny)>>
<br>
Angelicness: <<print Math.trunc($angelbuild)>> (50+ for full transformation)
<br>
Angel manifestation: <<print Math.trunc($angel)>>
<br>
Demonicness: <<print Math.trunc($demonbuild)>> (30+ for full transformation)
<br>
Demonic manifestation: <<print Math.trunc($demon)>>
<br>
Fallen manifestation:
<<print ($fallenangel is undefined ? 0 : Math.trunc($fallenangel))>>
<br>
Fallen Forgiveness: <<print Math.trunc($fallenbuild)>> (30+ to be forgiven)
<br><br>
<</foldout>>
<<foldout false "_parasitePregnancyFoldout">>
<span class="gold">Parasite Pregnancy</span>
<<set $_aPregnancy to $sexStats.anus.pregnancy>>
<<if $_aPregnancy.type is "parasite" or $_aPregnancy.type is null>>
<<for _i to 0; _i lt maxParasites("anus"); _i++>>
<<if $_aPregnancy.fetus[_i] isnot undefined>>
<<if $_aPregnancy.fetus[_i].fertilised>>
Anal slot <<=_i+1>> is pregnant with a $_aPregnancy.fetus[_i].stats.gender $_aPregnancy.fetus[_i].creature.
<<if $_aPregnancy.fetus[_i].stats.gender is "Hermaphrodite">>
<<if $pregnancyStats.parasiteDoctorEvents gte 4 and $_aPregnancy.fetus[_i].daysLeft is 0>>
Dr Harper will be able to help you to deliver at any time.
<<elseif $pregnancyStats.parasiteDoctorEvents gte 4>>
Dr Harper will be able to help you to deliver in <<=$_aPregnancy.fetus[_i].daysLeft>> days.
<<else>>
You will need to see Dr Harper to deliver.
<</if>>
<<else>>
<<if $_aPregnancy.fetus[_i].daysLeft is 0>>
It will be ready to deliver at any time soon.
<<else>>
It will be ready to deliver in less than <<=$_aPregnancy.fetus[_i].daysLeft>> days.
<</if>>
<</if>>
<br>
<<else>>
Anal slot <<=_i+1>> has a $_aPregnancy.fetus[_i].stats.gender $_aPregnancy.fetus[_i].creature egg ready to be fertilised.<br>
<</if>>
<<else>>
Anal slot <<=_i+1>> is empty.<br>
<</if>>
<</for>>
<<else>>
<<if getPregnancyObject().awareOf>>
Unable to host parasites due to other type of anal pregnancy.
<<else>>
<<for _i to 0; _i lt maxParasites("anus"); _i++>>
Anal slot <<=_i+1>> is empty.<br>
<</for>>
<</if>>
<</if>>
<<set $_vPregnancy to $sexStats.vagina.pregnancy>>
<<if $player.vaginaExist>>
<<if $_vPregnancy.type is "parasite" or $_vPregnancy.type is null>>
<<for _i to 0; _i lt maxParasites("vagina"); _i++>>
<<if $_vPregnancy.fetus[_i] isnot undefined>>
<<if $_vPregnancy.fetus[_i].fertilised>>
Vaginal slot <<=_i+1>> is pregnant with a $_vPregnancy.fetus[_i].stats.gender $_vPregnancy.fetus[_i].creature.
<<if $_vPregnancy.fetus[_i].stats.gender is "Hermaphrodite">>
<<if $pregnancyStats.parasiteDoctorEvents gte 4 and $_vPregnancy.fetus[_i].daysLeft is 0>>
Dr Harper will be able to help you to deliver at any time.
<<elseif $pregnancyStats.parasiteDoctorEvents gte 4>>
Dr Harper will be able to help you to deliver in <<=$_vPregnancy.fetus[_i].daysLeft + 1>> days.
<<else>>
You will need to see Dr Harper to deliver.
<</if>>
<<else>>
<<if $_vPregnancy.fetus[_i].daysLeft is 0>>
It will be ready to deliver at any time soon.
<<else>>
It will be ready to deliver in less than <<=$_vPregnancy.fetus[_i].daysLeft>> days.
<</if>>
<</if>>
<br>
<<else>>
Vaginal slot <<=_i+1>> has a $_vPregnancy.fetus[_i].stats.gender $_vPregnancy.fetus[_i].creature egg ready to be fertilised.<br>
<</if>>
<<else>>
Vaginal slot <<=_i+1>> is empty.<br>
<</if>>
<</for>>
<<else>>
<<if getPregnancyObject().awareOf>>
Unable to host parasites due to other type of vaginal pregnancy.
<<else>>
<<for _i to 0; _i lt maxParasites("vagina"); _i++>>
Vaginal slot <<=_i+1>> is empty.<br>
<</for>>
<</if>>
<</if>>
<</if>>
<br>
<</foldout>>
<<set $_menstruation to $sexStats.vagina.menstruation>>
<<if $cycledisable is "f">>
<<foldout false "_menstruationFoldout">>
<span class="gold">Menstruation cycle</span>
Running: <<print $_menstruation.running ? "true" : "false">>
<<if $_menstruation.running>>
<br>
Current day in cycle: <<print $_menstruation.currentDay>>
<br>
Last day in cycle: <<print $_menstruation.currentDaysMax>>
<br>
Most risky days: <<print $_menstruation.stages[2]>>
<br>
<</if>>
<br>
<</foldout>>
<</if>>
<<foldout false "_extraPregnancyFoldout">>
<span class="gold">Pregnancy</span>
/* Previously commented out for being a major spoil, but caused players to think a bug had occured */
Total days being pregnant: <<print Math.floor($pregnancyStats.totalDaysPregnant)>>
<br>
Total days knowingly being pregnant: <<print Math.floor($pregnancyStats.totalDaysPregnancyKnown)>>
<br>
<<if canBeMPregnant()>>
<<elseif !$player.vaginaExist or !$_menstruation.running>>
Can not currently get pregnant.
<<elseif $_vPregnancy.type is "parasite">>
Parasites in the womb are preventing normal pregnancy from occurring.
<<elseif $_menstruation.currentState is "recovering">>
You are not quite ready to get pregnant so soon after your last one.
<<elseif $_vPregnancy.type isnot null>>
Currently pregnant with: <<print $_vPregnancy.fetus.length>>
<<extraStatisticsPregnancyType $_vPregnancy.type>>
<br>
<<set $_days to pregnancyDaysEta($_vPregnancy)>>
<<if $_days lt 1>>
ETA: Anytime.
<<elseif $_days>>
ETA: <<print $_days>> day<<if $_days isnot 1>>s<</if>>.
<</if>>
<br>
<<else>>
Not currently pregnant.
<br>
<<if $pregnancytype is "realistic">>
<<set [_trackedNPCs, _spermArray] to spermObjectToArray($sexStats.vagina.sperm, true, true)>>
Number of sources of sperm that can get you pregnant: <<print _spermArray.length>>.
<<if _trackedNPCs.length>>
<br>
Those whose sperm you have inside you currently:
<ul>
<<for _name range _trackedNPCs>>
<<set $_count to _spermArray.filter(s => s.source === T.name.source).length>>
<li>
<<print pregnancyNameCorrection(_name.source)>>
<<if $_count gt 1>>
(x<<print $_count>>)
<</if>>
</li>
<</for>>
</ul>
<</if>>
<</if>>
<</if>>
<<if canBeMPregnant()>>
<<if $_aPregnancy.type is "parasite">>
Parasites in the womb are preventing normal pregnancy from occurring.
<<elseif !$_menstruation.running>>
You can not current get pregnant.
<<elseif $_menstruation.currentState is "recovering">>
You are not quite ready to get pregnant so soon after your last one.
<<elseif $_aPregnancy.type isnot null>>
Currently pregnant with: <<print $_aPregnancy.fetus.length>>
<<extraStatisticsPregnancyType $_aPregnancy.type>>
<br>
<<set $_days to pregnancyDaysEta($_aPregnancy)>>
<<if $_days lt 1>>
ETA: Anytime.
<<elseif $_days>>
ETA: <<print $_days>> day<<if $_days isnot 1>>s<</if>>.
<</if>>
<br>
<<else>>
Not currently pregnant.
<br>
<<if $pregnancytype is "realistic">>
<<set [_trackedNPCs, _spermArray] to spermObjectToArray($sexStats.anus.sperm, true, true)>>
Number of sources of sperm that can get you pregnant: <<print _spermArray.length>>.
<<if _trackedNPCs.length>>
<br>
Those whose sperm you have inside you currently:
<ul>
<<for _name range _trackedNPCs>>
<<set $_count to _spermArray.filter(s => s.source === T.name.source).length>>
<li>
<<print pregnancyNameCorrection(_name.source)>>
<<if $_count gt 1>>
(x<<print $_count>>)
<</if>>
</li>
<</for>>
</ul>
<</if>>
<</if>>
<</if>>
<</if>>
<</foldout>>
<<if $NPCName.find(npc => npc.pregnancy and npc.pregnancy.enabled isnot undefined)>>
<<foldout false "_npcPregnancyFoldout">>
<span class="gold">NPC Pregnancy</span>
<<for $_npc range $NPCName.filter(npc => npc.pregnancy and npc.pregnancy.enabled isnot undefined)>>
<div>
<<print $_npc.nam>>:
<<if !$_npc.pregnancy.enabled and !$_npc.pregnancy.fetus.length>>
Pregnancy for NPC disabled by the player.
<<elseif !$_npc.pregnancy.fetus.length>>
Not Pregnant.
<<elseif $_npc.pregnancy.fetus.length>>
Pregnant with <<print $_npc.pregnancy.fetus.length>>
<<extraStatisticsPregnancyType $_npc.pregnancy.type>>
<<set $_days to pregnancyDaysEta($_npc.pregnancy)>>
<<if $_days lt 1>>
ETA: Anytime.
<<elseif $_days>>
ETA: <<print $_days>> day<<if $_days isnot 1>>s<</if>>.
<</if>>
<</if>>
</div>
<</for>>
<</foldout>>
<</if>>
</div>
<</widget>>
<<widget "extraStatisticsPregnancyType">>
<<switch _args[0]>>
<<case "human">>normal babies.
<<case "wolf">>wolf puppies.
<<case "hawk">>hawk eggs.
<</switch>>
<</widget>>
<<widget "statisticsTimeCompare">><<silently>>
<<if $statFreeze is true>>
<<set $_text_output to "Not avaliable when stats are being frozen">>
<<elseif $args[0]>>
<<set _difference to new DateTime($args[0]).compareWith($args[1] or Time.date)>>
<<set $_text_output to "">>
<<if _difference.years>>
<<set $_text_output += `${_difference.years} year${_difference.years gt 1 ? "s" : ""}`>>
<</if>>
<<if _difference.months>>
<<if $_text_output>><<set $_text_output += ", ">><</if>>
<<set $_text_output += `${_difference.months} month${_difference.months gt 1 ? "s" : ""}`>>
<</if>>
<<if _difference.days>>
<<if $_text_output>><<set $_text_output += ", ">><</if>>
<<set $_text_output += `${_difference.days} day${_difference.days gt 1 ? "s" : ""}`>>
<</if>>
<<if _difference.hours>>
<<if $_text_output>><<set $_text_output += ", ">><</if>>
<<set $_text_output += `${_difference.hours} hour${_difference.hours gt 1 ? "s" : ""}`>>
<</if>>
<<if _difference.minutes>>
<<if $_text_output>><<set $_text_output += ", ">><</if>>
<<set $_text_output += `${_difference.minutes} minute${_difference.minutes gt 1 ? "s" : ""}`>>
<</if>>
<<if $args[1] and !$_text_output>>
<<set $_text_output += "no difference">>
<<elseif !$_text_output>>
<<set $_text_output += "recently">>
<<else>>
<<set $_text_output += " ago">>
<</if>>
<<else>>
<<set $_text_output to "never">>
<</if>>
<</silently>><<if $_text_output>><<print $_text_output>><</if>>
<</widget>>
<<widget "moneyStats">>
<<set $_moneyStats to (_showSnapshot is "show" ? clone(_moneyStatsSnapshot) : clone(_moneyStats))>>
<<set $_moneyKeys to (_showSnapshot is "show" ? clone(_moneySnapshotKeys) : clone(_moneyKeys))>>
<<set $_moneyTotal to (_showSnapshot is "show" ? clone(_moneyStatsSnapshotTotal) : clone(_moneyStatsTotal))>>
<<link `$moneyStatsSnapshot ? "Re-create Snapshot" : "Create Snapshot"`>>
<<set $moneyStatsSnapshot to {
date: Time.date.timeStamp,
money: clone(V.moneyStats),
time: clone(V.timeStats),
}>>
<<set [_moneySnapshotKeys, _moneyStatsSnapshot, _moneyStatsSnapshotTotal] to moneyStatsProcess(clone($moneyStatsSnapshot.money))>>
<<replace "#moneyStatsDiv">><<moneyStats>><</replace>>
<</link>>
<<if $moneyStatsSnapshot>>
| <<link "Clear Snapshot">>
<<unset $moneyStatsSnapshot>>
<<unset _showSnapshot>>
<<replace "#moneyStatsDiv">><<moneyStats>><</replace>>
<</link>>
<</if>>
<br><br>
<<link `_moneyStatsDetailed ? "Reduce details" : "Expand details"`>>
<<set _moneyStatsDetailed to !_moneyStatsDetailed>>
<<set [_moneyKeys, _moneyStats, _moneyStatsTotal] to moneyStatsProcess(clone($moneyStats))>>
<<if $moneyStatsSnapshot?.money>>
<<set [_moneySnapshotKeys, _moneyStatsSnapshot, _moneyStatsSnapshotTotal] to moneyStatsProcess(clone($moneyStatsSnapshot.money))>>
<</if>>
<<replace "#moneyStatsDiv">><<moneyStats>><</replace>>
<</link>> |
<span @class="_moneyStatsCount ? 'goldLink' : ''">
<<link `_moneyStatsCount ? "Hide Counts" : "Show Counts"`>>
<<set _moneyStatsCount to !_moneyStatsCount>>
<<if !_moneyStatsCount and _moneyStatsSorting?.includes("Count")>><<unset _moneyStatsSorting>><</if>>
<<replace "#moneyStatsDiv">><<moneyStats>><</replace>>
<</link>>
</span> |
<span @class="_moneyStatsAverages ? 'goldLink' : ''">
<<link `_moneyStatsAverages ? "Hide Averages" : "Show Averages"`>>
<<set _moneyStatsAverages to !_moneyStatsAverages>>
<<if !_moneyStatsAverages and _moneyStatsSorting?.includes("Average")>><<unset _moneyStatsSorting>><</if>>
<<replace "#moneyStatsDiv">><<moneyStats>><</replace>>
<</link>>
</span> |
<span @class="_moneyStatsDate ? 'goldLink' : ''">
<<link `_moneyStatsDate ? "Hide Dates" : "Show Dates"`>>
<<set _moneyStatsDate to !_moneyStatsDate>>
<<if !_moneyStatsDate and _moneyStatsSorting?.includes("Date")>><<unset _moneyStatsSorting>><</if>>
<<replace "#moneyStatsDiv">><<moneyStats>><</replace>>
<</link>>
</span> |
<<if Object.keys($timeStats).length>>
<span @class="_moneyStatsHourRates ? 'goldLink' : ''">
<<link `_moneyStatsHourRates ? "Hide Hour Rates" : "Show Hour Rates"`>>
<<set _moneyStatsHourRates to !_moneyStatsHourRates>>
<<if !_moneyStatsHourRates and _moneyStatsSorting?.includes("Hour Rates")>><<unset _moneyStatsSorting>><</if>>
<<replace "#moneyStatsDiv">><<moneyStats>><</replace>>
<</link>>
</span>
<</if>>
<<if $moneyStatsSnapshot>>
||
<span @class="_showSnapshot is 'show' ? 'goldLink' : ''">
<<link `_showSnapshot is "show" ? "Hide Snapshot" : "Show Snapshot"`>>
<<if _showSnapshot is "show">>
<<unset _showSnapshot>>
<<else>>
<<set _showSnapshot to "show">>
<</if>>
<<replace "#moneyStatsDiv">><<moneyStats>><</replace>>
<</link>>
</span>
|
<span @class="_showSnapshot is 'compare' ? 'goldLink' : ''">
<<link `_showSnapshot is "compare" ? "Hide Snapshot" : "Compare Snapshot"`>>
<<if _showSnapshot is "compare">>
<<unset _showSnapshot>>
<<else>>
<<set _showSnapshot to "compare">>
<</if>>
<<replace "#moneyStatsDiv">><<moneyStats>><</replace>>
<</link>>
</span>
<</if>>
<<if _moneyStatsSorting>>
| <<link "Reset Sorting">>
<<unset _moneyStatsSorting>>
<<replace "#moneyStatsDiv">><<moneyStats>><</replace>>
<</link>>
<<run $_moneyKeys.sort((a, b) => {
if (_moneyStatsSorting.includes("Desc")) {
const tempSwap = clone(a);
a = clone(b);
b = tempSwap;
}
switch(_moneyStatsSorting.replace("Desc","")) {
case "Source":
if (a.toUpperCase() < b.toUpperCase()) return -1;
return 1;
break;
case "Earned":
return ($_moneyStats[b].earned || 0) - ($_moneyStats[a].earned || 0);
case "Spent":
return ($_moneyStats[b].spent || 0) - ($_moneyStats[a].spent || 0);
case "Earned Count":
return ($_moneyStats[b].earnedCount || 0) - ($_moneyStats[a].earnedCount || 0);
case "Earned Average":
return ($_moneyStats[b].earned / $_moneyStats[b].earnedCount || 0) - ($_moneyStats[a].earned / $_moneyStats[a].earnedCount || 0);
case "Hour Rates":
return (statChange.timeTrackingTotal(b) ? $_moneyStats[b].earned / statChange.timeTrackingTotal(b) : 0) - (statChange.timeTrackingTotal(a) ? $_moneyStats[a].earned / statChange.timeTrackingTotal(a) : 0);
case "Spent Count":
return ($_moneyStats[b].spentCount || 0) - ($_moneyStats[a].spentCount || 0);
case "Spent Average":
return ($_moneyStats[b].spent / $_moneyStats[b].spentCount || 0) - ($_moneyStats[a].spent / $_moneyStats[a].spentCount || 0);
case "Date":
return (Math.max($_moneyStats[b].earnedTimeStamp || 0, $_moneyStats[b].spentTimeStamp || 0)) - (Math.max($_moneyStats[a].earnedTimeStamp || 0, $_moneyStats[a].spentTimeStamp || 0));
}
})>>
<</if>>
<table class="statsTable">
<thead>
<tr>
<th scope="col"><<moneyStatsTitle "Source">></th>
<th scope="col"><<moneyStatsTitle "Spent">></th>
<<if _moneyStatsAverages>>
<th scope="col"><<moneyStatsTitle "Spent Average">></th>
<</if>>
<<if _moneyStatsCount>>
<th scope="col"><<moneyStatsTitle "Spent Count">></th>
<</if>>
<th scope="col"><<moneyStatsTitle "Earned">></th>
<<if _moneyStatsAverages>>
<th scope="col"><<moneyStatsTitle "Earned Average">></th>
<</if>>
<<if _moneyStatsCount>>
<th scope="col"><<moneyStatsTitle "Earned Count">></th>
<</if>>
<<if _moneyStatsHourRates>>
<th scope="col"><<moneyStatsTitle "Hour Rates">></th>
<</if>>
<<if _moneyStatsDate>>
<th scope="col"><<moneyStatsTitle "Date">></th>
<</if>>
</tr>
</thead>
<<if _showSnapshot is "show">><<set _timeTrackingSnapshotOveride to true>><</if>>
<<for $_key range $_moneyKeys>>
<<if $_moneyStats[$_key].earned or $_moneyStats[$_key].spent>>
<tbody class="stat">
<td data-label="Source"><<moneyStatsNames $_key>></td>
<td data-label="Spent" @class="$_moneyStats[$_key].spent ? '' : 'mobileHidden'">
<<if $_moneyStats[$_key].spent>>
<<printmoney `$_moneyStats[$_key].spent or 0` "red">>
<<moneyStatsCompare $_key "spent">>
<<else>>
<span class="dash">-</span>
<</if>>
</td>
<<if _moneyStatsAverages>>
<td data-label="Spent Average" @class="$_moneyStats[$_key].spent ? '' : 'mobileHidden'">
<<if $_moneyStats[$_key].spent>>
<<printmoney `$_moneyStats[$_key].spent / $_moneyStats[$_key].spentCount or 0` "red">>
<<else>>
<span class="dash">-</span>
<</if>>
</td>
<</if>>
<<if _moneyStatsCount>>
<td data-label="Spent Count" @class="$_moneyStats[$_key].spent ? '' : 'mobileHidden'">
<<if $_moneyStats[$_key].spentCount>>
<<print $_moneyStats[$_key].spentCount>>
<<else>>
<span class="dash">-</span>
<</if>>
</td>
<</if>>
<td data-label="Earned" @class="$_moneyStats[$_key].earned ? '' : 'mobileHidden'">
<<if $_moneyStats[$_key].earned>>
<<printmoney `$_moneyStats[$_key].earned or 0`>>
<<moneyStatsCompare $_key "earned">>
<<else>>
<span class="dash">-</span>
<</if>>
</td>
<<if _moneyStatsAverages>>
<td data-label="Earned Average" @class="$_moneyStats[$_key].earned ? '' : 'mobileHidden'">
<<if $_moneyStats[$_key].earned>>
<<printmoney `$_moneyStats[$_key].earned / $_moneyStats[$_key].earnedCount or 0`>>
<<else>>
<span class="dash">-</span>
<</if>>
</td>
<</if>>
<<if _moneyStatsCount>>
<td data-label="Earned Count" @class="$_moneyStats[$_key].earned ? '' : 'mobileHidden'">
<<if $_moneyStats[$_key].earnedCount>>
<<print $_moneyStats[$_key].earnedCount>>
<<else>>
<span class="dash">-</span>
<</if>>
</td>
<</if>>
<<if _moneyStatsHourRates>>
<td data-label="Hour Rates">
<<if statChange.timeTrackingTotal($_key)>>
<<printmoney `$_moneyStats[$_key].earned / statChange.timeTrackingTotal($_key)`>>
<<moneyStatsCompareHourly $_key>>
<<else>>
<span class="dash">-</span>
<</if>>
</td>
<</if>>
<<if _moneyStatsDate>>
<td data-label="Date"><<moneyStatsDate $_moneyStats[$_key].spentTimeStamp $_moneyStats[$_key].earnedTimeStamp>></td>
<</if>>
</tbody>
<</if>>
<</for>>
<<unset _timeTrackingSnapshotOveride>>
<tbody class="total">
<td data-label="Source">Total</td>
<td data-label="Spent">
<<printmoney $_moneyTotal.spent "red">>
<<if _showSnapshot is "compare">>
<<print "+<<printmoney `(_moneyStatsTotal.spent or 0) - (_moneyStatsSnapshotTotal.spent or 0)` 'white'>>">>
<<else>>
<<moneyStatsCompare "total" "spent">>
<</if>>
</td>
<<if _moneyStatsAverages>>
<td data-label="Spent Average"><<printmoney `$_moneyTotal.spent / $_moneyTotal.spentCount or 0` "red">></td>
<</if>>
<<if _moneyStatsCount>>
<td data-label="Spent Count"><<print $_moneyTotal.spentCount>></td>
<</if>>
<td data-label="Earned">
<<printmoney $_moneyTotal.earned>>
<<if _showSnapshot is "compare">>
<<print "+<<printmoney `(_moneyStatsTotal.earned or 0) - (_moneyStatsSnapshotTotal.earned or 0)` 'white'>>">>
<<else>>
<<moneyStatsCompare "total" "earned">>
<</if>>
</td>
<<if _moneyStatsAverages>>
<td data-label="Earned Average"><<printmoney `$_moneyTotal.earned / $_moneyTotal.earnedCount or 0`>></td>
<</if>>
<<if _moneyStatsCount>>
<td data-label="Earned Count"><<print $_moneyTotal.earnedCount>></td>
<</if>>
<<if _moneyStatsHourRates>>
<td data-label="Hour Rates">-</td>
<</if>>
<<if _moneyStatsDate>>
<td data-label="Date"><<moneyStatsDate $_moneyTotal.spentTimeStamp $_moneyTotal.earnedTimeStamp>></td>
<</if>>
</tbody>
<<if _showSnapshot>>
<tfoot>
<tr>
<td colspan="3">
<<set _snapShotDate to new DateTime($moneyStatsSnapshot.date)>>
Snapshot from:
<<switch $options.dateFormat>>
<<case "en-US">>
<<print _snapShotDate.month>>/<<print _snapShotDate.day>>/<<print _snapShotDate.year>>
<<case "zh-CN">>
<<print _snapShotDate.year>>/<<print _snapShotDate.month>>/<<print _snapShotDate.day>>
<<default>>
<<print _snapShotDate.day>>/<<print _snapShotDate.month>>/<<print _snapShotDate.year>>
<</switch>>
- <<ampm _snapShotDate.hour _snapShotDate.minute>>
<br>
Snapshot age: <<statisticsTimeCompare $moneyStatsSnapshot.date>>
</td>
</tr>
</tfoot>
<</if>>
</table>
<</widget>>
<<widget "moneyStatsNames">><<silently>>
<<switch _args[0]>>
<<case "cafeWaiter">><<set $_text_output to $player.gender_appearance is "m" ? "Cafe Waiter" : "Cafe Waitress">>
<<case "partyDanceTips">><<set $_text_output to "Party Dance Job Tips">>
<<case "danubeDanceTips">><<set $_text_output to "Danube Dance Job Tips">>
<<default>><<set $_text_output to camelCaseToTitle(_args[0])>>
<</switch>>
<</silently>><<if $_text_output>><<print $_text_output>><</if>>
<</widget>>
<<widget "moneyStatsTitle">><<silently>>
<<if _moneyStatsSorting is _args[0]>>
<<set $_text_output to ` <<link "${_args[0]}▲">><<set _moneyStatsSorting to "${_args[0]}Desc">><<replace "#moneyStatsDiv">><<moneyStats>><</replace>><</link>>`>>
<<elseif _moneyStatsSorting is _args[0] + "Desc">>
<<set $_text_output to ` <<link "${_args[0]}▼">><<unset _moneyStatsSorting>><<replace "#moneyStatsDiv">><<moneyStats>><</replace>><</link>>`>>
<<else>>
<<set $_text_output to ` <<link "${_args[0]}">><<set _moneyStatsSorting to "${_args[0]}">><<replace "#moneyStatsDiv">><<moneyStats>><</replace>><</link>>`>>
<</if>>
<</silently>><<if $_text_output>><<print $_text_output>><</if>>
<</widget>>
<<widget "moneyStatsCompare">><<silently>>
<<if _args[0] and _args[1] and _showSnapshot is "compare">>
<<set $_amount to (_moneyStats[_args[0]][_args[1]] or 0) - (_moneyStatsSnapshot[_args[0]] ? _moneyStatsSnapshot[_args[0]][_args[1]] || 0 : 0)>>
<<set $_text_output to `+<<printmoney ${$_amount} "white">>`>>
<</if>>
<</silently>><<if $_text_output>><<print $_text_output>><</if>>
<</widget>>
<<widget "moneyStatsCompareHourly">><<silently>>
<<if _args[0] and _showSnapshot is "compare">>
<<if statChange.timeTrackingTotal(_args[0]) and _moneyStats[_args[0]]?.earned and _moneyStatsSnapshot[_args[0]]?.earned>>
<<set $_current to _moneyStats[_args[0]].earned / statChange.timeTrackingTotal(_args[0])>>
<<set _timeTrackingSnapshotOveride to true>>
<<if statChange.timeTrackingTotal(_args[0])>>
<<set $_previous to _moneyStatsSnapshot[_args[0]].earned / statChange.timeTrackingTotal(_args[0])>>
<<set $_amount to $_current - $_previous>>
<<set $_text_output to `${$_amount gt 0 ? "+" : ""}<<printmoney ${$_amount} ${$_amount lt 0 ? "red" : "white"}>>`>>
<</if>>
<<unset _timeTrackingSnapshotOveride>>
<</if>>
<</if>>
<</silently>><<if $_text_output>><<print $_text_output>><</if>>
<</widget>>
<<widget "moneyStatsDate">><<silently>>
<<if _args[0] or _args[1]>>
<<set $_time to new DateTime(Math.max(_args[0] or 0, _args[1] or 0))>>
<<switch $options.dateFormat>>
<<case "en-US">>
<<set $_text_output to `<<print $_time.month>>/<<print $_time.day>>/<<print $_time.year>>`>>
<<case "zh-CN">>
<<set $_text_output to `<<print $_time.year>>/<<print $_time.month>>/<<print $_time.day>>`>>
<<default>>
<<set $_text_output to `<<print $_time.day>>/<<print $_time.month>>/<<print $_time.year>>`>>
<</switch>>
<<set $_text_output += ` - <<ampm $_time.hour $_time.minute>>`>>
<<else>>
<<set $_text_output to `<span class="dash">-</span>`>>
<</if>>
<</silently>><<if $_text_output>><<print $_text_output>><</if>>
<</widget>>
<<widget "virginityToolTip">><<silently>>
<<if _args[0]?.timestamp and _args[1] isnot true>>
<<set $_time to new DateTime(_args[0].timestamp)>>
<<switch $options.dateFormat>>
<<case "en-US">>
<<set $_text_output to `Taken on: ${$_time.month}/${$_time.day}/${$_time.year}`>>
<<case "zh-CN">>
<<set $_text_output to `Taken on: ${$_time.year}/${$_time.month}/${$_time.day}`>>
<<default>>
<<set $_text_output to `Taken on: ${$_time.day}/${$_time.month}/${$_time.year}`>>
<</switch>>
<<set $_text_output += ` - ${ampm($_time.hour, $_time.minute)}<br>How recent: <<c>><<statisticsTimeCompare _args[0].timestamp>><</c>>`>>
<<set $_linkColour to "linkBlue">>
<<if _args[0].consensual isnot undefined>>
<<set $_text_output += `<br>Consensual: ${_args[0].consensual ? "True" : "False"}`>>
<<set $_linkColour to _args[0].consensual ? "green" : "red">>
<</if>>
<<if _args[0].position>>
<<set $_text_output += `<br>Sex Position: ${_args[0].position.toUpperFirst()}`>>
<</if>>
<<if _args[0].playerPenisSize>>
<<set $_penisSize to ["Micro", "Mini", "Tiny", "Small", "Normal", "Large", "Enormous"]>>
<<set $_text_output += `<br>Penis size: ${$_penisSize[_args[0].playerPenisSize + 2]}`>>
<<elseif _args[0].npcPenisSize>>
<<set $_penisSize to ["Tiny", "Average", "Thick", "Huge", "Colossal"]>>
<<if !_args[0].npcPenisdesc or !["knotted", "spiked", "strange","equine","avian","bovine","arachnid"].includes(_args[0].npcPenisdesc)>>
<<set $_text_output += `<br>Penis size${_args[0].npcPenisSize2 ? "s" : ""}: ${$_penisSize[_args[0].npcPenisSize - 1]}`>>
<<if _args[0].npcPenisSize2>>
<<set $_text_output += ` and ${$_penisSize[_args[0].npcPenisSize2 - 1]}`>>
<</if>>
<<else>>
<<set $_text_output += `<br>Penis${_args[0].npcPenisSize2 ? "es" : ""}: ${$_penisSize[_args[0].npcPenisSize - 1]} ${_args[0].npcPenisdesc}`>>
<<if _args[0].npcPenisSize2>>
<<set $_text_output += ` and ${$_penisSize[_args[0].npcPenisSize2 - 1]} ${_args[0].npcPenisdesc2}`>>
<</if>>
<</if>>
<</if>>
<<switch _args[0].passage>>
<<case "Tutorial">><<set $_special to "Didn't know how to scream">>
<<case "Brothel Show Virginity Sex">><<set $_special to "Sold to the highest bidder">>
<<case "Brothel Show Virginity Rape">><<set $_special to "Stolen from the highest bidder">>
<<case "Sydney Temple Pure Sex">>
<<if _args[2] is 'npc' and setup.loveInterestNpc.includes(_args[1])>>
<<set $_special to "Given to <<nnpc_his _args[1]>> promised">>
<<else>>
<<set $_special to "Given to your promised">>
<</if>>
<<case "Sydney Temple Corrupt Sex">><<set $_special to "Defiled in the temple">>
<<case "Estate Cards Sex">><<set $_special to "Gambled away">>
<<case "Underground Robin Kiss Intro">>
<<set $_special to "Taken when collared together">>
<<case "Underground Robin Kiss Molestation">>
/* This expected this detail to be only visible for the player's virginity */
<<if _args[2] is "pc">>
<<set $_sameTime to "">>
<<set $_asRobins to "">>
<<set $_eachOther to "Robin">>
<<set $_otherVirginity to C.npc.Robin?.virginityDetails?.[_args[3]]?.passage is "Underground Robin Kiss Molestation" ? _args[3] : undefined>>
<<if !$_otherVirginity>>
<<set $_otherVirginity to C.npc.Robin?.virginityDetails?.vaginal?.passage is "Underground Robin Kiss Molestation" ? "vaginal" : (C.npc.Robin?.virginityDetails?.anal?.passage is "Underground Robin Kiss Molestation" ? "anal" : undefined)>>
<</if>>
<<if $_otherVirginity>>
<<if Math.abs(_args[0]?.timestamp - C.npc.Robin.virginityDetails[$_other].timestamp) lte 1000>>
<<set $_sameTime to "at the same time ">>
<<else>>
<<set $_sameTime to "in a similar situation ">>
<</if>>
<<set $_asRobins to `as Robin's ${$_otherVirginity is _args[3] ? "" : ($_otherVirginity + " virginity ")}`>>
<<set $_eachOther to "each other">>
<</if>>
<<set $_special to `Taken ${$_sameTime}${$_asRobins}while kissing ${$_eachOther}`>>
<</if>>
<<case "Moor Phallus Plant Masturbation">>
<<set $_special to "Driven mad with pleasure">>
<<default>>
<<if _args[0].npcPenisSize gte 5>>
<<set $_special to `${_args[3] is "vaginal" ? "Broken" : "Taken"} in the most brutal of ways`>>
<<elseif _args[0].npcPenisSize2 isnot undefined>>
<<set $_special to "Two for the price of one">>
<</if>>
<</switch>>
<<if $_special>><<set $_text_output += `<div class="lewd">Special: ${$_special}</div>`>><</if>>
<<if setup.loveInterestNpc.includes(_args[1]) and $_linkColour isnot "red">>
<<set $_linkColour to "lewd">>
<</if>>
<</if>>
<</silently>><<if $_text_output>> <mouse @class="'tooltip ' + $_linkColour">(?)<span><<print $_text_output>></span></mouse><</if>>
<</widget>>
<<widget "badEndStats">>
<<set $_badEndStats to clone($badEndStats)>>
<<run $_badEndStats.forEach(badEnd => {
if (badEnd.reasonStart and setup.badEndReasonText[badEnd.reasonStart]) badEnd.reasonStart = setup.badEndReasonText[badEnd.reasonStart];
if (badEnd.reasonEnd and setup.badEndReasonText[badEnd.reasonEnd]) badEnd.reasonEnd = setup.badEndReasonText[badEnd.reasonEnd];
})>>
<span @class="_badEndStatsHowLongAgo ? 'goldLink' : ''">
<<link `_badEndStatsHowLongAgo ? "Hide How Long Ago" : "Show How Long Ago"`>>
<<set _badEndStatsHowLongAgo to !_badEndStatsHowLongAgo>>
<<if !_badEndStatsHowLongAgo>><<unset _badEndStatsHowLongAgo>><</if>>
<<replace "#badEndStatsDiv">><<badEndStats>><</replace>>
<</link>>
</span> |
<span @class="_badEndStatsReasonStart ? 'goldLink' : ''">
<<link `_badEndStatsReasonStart ? "Hide Start Reason" : "Show Start Reason"`>>
<<set _badEndStatsReasonStart to !_badEndStatsReasonStart>>
<<if !_badEndStatsReasonStart>><<unset _badEndStatsReasonStart>><</if>>
<<replace "#badEndStatsDiv">><<badEndStats>><</replace>>
<</link>>
</span> |
<span @class="_badEndStatsReasonEnd ? 'goldLink' : ''">
<<link `_badEndStatsReasonEnd ? "Hide End Reason" : "Show End Reason"`>>
<<set _badEndStatsReasonEnd to !_badEndStatsReasonEnd>>
<<if !_badEndStatsReasonEnd>><<unset _badEndStatsReasonEnd>><</if>>
<<replace "#badEndStatsDiv">><<badEndStats>><</replace>>
<</link>>
</span>
<<if _badEndStatsSorting>>
| <<link "Reset Sorting">>
<<unset _badEndStatsSorting>>
<<replace "#badEndStatsDiv">><<badEndStats>><</replace>>
<</link>>
<<run $_badEndStats.sort((a, b) => {
if (_badEndStatsSorting.includes("Desc")) {
const tempSwap = clone(a);
a = clone(b);
b = tempSwap;
}
switch(_badEndStatsSorting.replace("Desc","")) {
case "Bad End":
if (a.source.toUpperCase() < b.source.toUpperCase()) return -1;
return 1;
case "Started":
return (b.trackedStart || 0) - (a.trackedStart || 0);
case "Ended": case "Time since it ended":
return (b.trackedEnd || 0) - (a.trackedEnd || 0);
case "Duration":
return ((b.trackedEnd || 0) - b.trackedStart) - ((a.trackedEnd || 0) - a.trackedStart);
case "Start Reason":
if ((a.reasonStart || "").toUpperCase() < (b.reasonStart || "").toUpperCase()) return -1;
return 1;
case "End Reason":
if ((a.reasonEnd || "").toUpperCase() < (b.reasonEnd || "").toUpperCase()) return -1;
return 1;
}
})>>
<</if>>
<table class="statsTable">
<thead>
<tr>
<th scope="col"><<badEndStatsTitle "Bad End">></th>
<th scope="col"><<badEndStatsTitle "Started">></th>
<th scope="col"><<badEndStatsTitle "Ended">></th>
<th scope="col"><<badEndStatsTitle "Duration">></th>
<<if _badEndStatsHowLongAgo>>
<th scope="col"><<badEndStatsTitle "How Long Ago">></th>
<</if>>
<<if _badEndStatsReasonStart>>
<th scope="col"><<badEndStatsTitle "Start Reason">></th>
<</if>>
<<if _badEndStatsReasonEnd>>
<th scope="col"><<badEndStatsTitle "End Reason">></th>
<</if>>
</tr>
</thead>
<<for $_badEnd range $_badEndStats>>
<tbody class="stat">
<td data-label="Bad End">
<<print $_badEnd.source>>
<<if $_badEnd.notesStart or $_badEnd.notesEnd>>
<<set $_includesError to $_badEnd?.notesStart?.includes("Not correctly tracked") or $_badEnd?.notesEnd?.includes("Not correctly tracked")>>
<mouse @class="'tooltip ' + ($_includesError ? 'red' : 'linkBlue')">(?)<span>
<<if $_badEnd.notesStart>><<print $_badEnd.notesStart>><</if>>
<<if $_badEnd.notesEnd>>
<<if $_badEnd.notesStart>><hr><</if>>
<<print $_badEnd.notesEnd>>
<</if>>
</span></mouse>
<</if>>
</td>
<td data-label="Started">
<<set $_time to new DateTime($_badEnd.trackedStart)>>
<<switch $options.dateFormat>>
<<case "en-US">>
Started: $_time.month/$_time.day/$_time.year
<<case "zh-CN">>
Started: $_time.year/$_time.month/$_time.day
<<default>>
Started: $_time.day/$_time.month/$_time.year
<</switch>>
</td>
<td data-label="Ended">
<<if $_badEnd.trackedEnd>>
<<set $_time2 to new DateTime($_badEnd.trackedEnd)>>
<<switch $options.dateFormat>>
<<case "en-US">>
Ended: $_time2.month/$_time2.day/$_time2.year
<<case "zh-CN">>
Ended: $_time2.year/$_time2.month/$_time2.day
<<default>>
Ended: $_time2.day/$_time2.month/$_time2.year
<</switch>>
<<else>>
<span class="dash"></span>
<</if>>
</td>
<td data-label="Duration">
<<if $_badEnd.trackedEnd>>
<<statisticsTimeCompare $_time $_time2>>
<<else>>
In progress
<</if>>
</td>
<<if _badEndStatsHowLongAgo>>
<td data-label="How Long Ago">
<<if $_badEnd.trackedEnd>>
<<statisticsTimeCompare $_time2>>
<<else>>
<span class="dash">-</span>
<</if>>
</td>
<</if>>
<<if _badEndStatsReasonStart>>
<td data-label="Start Reason">
<<if setup.badEndReasonText[$_badEnd.reasonStart] isnot undefined>>
<<print setup.badEndReasonText[$_badEnd.reasonStart] or '<span class="dash">-</span>'>>
<<elseif $_badEnd.reasonStart>>
<<print $_badEnd.reasonStart>>
<<else>>
<span class="dash">-</span>
<</if>>
</td>
<</if>>
<<if _badEndStatsReasonEnd>>
<td data-label="End Reason">
<<if setup.badEndReasonText[$_badEnd.reasonEnd] isnot undefined>>
<<print setup.badEndReasonText[$_badEnd.reasonEnd] or '<span class="dash">-</span>'>>
<<elseif $_badEnd.reasonEnd>>
<<print $_badEnd.reasonEnd>>
<<else>>
<span class="dash">-</span>
<</if>>
</td>
<</if>>
</tbody>
<</for>>
</table>
<</widget>>
<<widget "badEndStatsTitle">><<silently>>
<<if _badEndStatsSorting is _args[0]>>
<<set $_text_output to ` <<link "${_args[0]}▲">><<set _badEndStatsSorting to "${_args[0]}Desc">><<replace "#badEndStatsDiv">><<badEndStats>><</replace>><</link>>`>>
<<elseif _badEndStatsSorting is _args[0] + "Desc">>
<<set $_text_output to ` <<link "${_args[0]}▼">><<unset _badEndStatsSorting>><<replace "#badEndStatsDiv">><<badEndStats>><</replace>><</link>>`>>
<<else>>
<<set $_text_output to ` <<link "${_args[0]}">><<set _badEndStatsSorting to "${_args[0]}">><<replace "#badEndStatsDiv">><<badEndStats>><</replace>><</link>>`>>
<</if>>
<</silently>><<if $_text_output>><<print $_text_output>><</if>>
<</widget>><<widget "traits">>
<<if $sexStats and $sexStats.pills>>
<<set _pills to $sexStats.pills.pills>>
<</if>>
<<set _traitLists to [
{
title: "General Traits",
traits: [
{
name: "Virgin",
colour: "green",
has: $player.virginity.vaginal is true and $player.virginity.penile is true,
text: "Your purity recovers faster. Your virginity might be worth something.",
},
{
name: "Chastity Vow",
colour: "blue",
has: $player.virginity.temple is true,
text: "Lost when your <<if $player.penisExist>>penis is enveloped<</if>><<if $player.penisExist and $player.vaginaExist>> or your <</if>><<if $player.vaginaExist>>vagina is penetrated<</if>>. The temple will know.",
},
{
name: "Broken Vow",
colour: "red",
has: $player.virginity.temple isnot true and $temple_rank isnot "prospective" and $temple_rank isnot undefined,
text: "The temple will know.",
},
{
name: "Rite of Promise: $templePromised",
colour: "blue",
has: $templePromised isnot "" and $player.virginity.temple is true,
text: "You've been bound to another member of the temple. Sex with this person will not break your vows.",
},
{
name: "Broken Promise: $templePromised",
colour: "red",
has: $templePromised isnot "" and $player.virginity.temple isnot true,
text: "The temple will know.",
},
{
name: "Temple Burden: $temple_burden %",
colour: "blue",
has: $temple_burden gte 1,
text: "You are carrying part of the world's corruption within yourself. Physique, willpower, athletics, dancing, skulduggery, swimming, tending, housekeeping, and English skill checks have a 15% chance to automatically fail.",
},
{
name: "Purity Boost",
colour: "green",
has: $featsPurityBoost gt 0,
text: () => {
let dailyPurity = 1;
if (V.fallenangel >= 2) dailyPurity -= 10;
if (V.player.virginity.vaginal === true && V.player.virginity.penile === true) dailyPurity += 2;
if (dailyPurity + V.featsPurityBoost > 0) return "You are gaining purity daily.";
if (dailyPurity + V.featsPurityBoost === 0) return "You are not gaining purity daily.";
return "You are losing purity daily.";
},
},
{
name: "Impurity Boost",
colour: "red",
has: $featsPurityBoost lt 0,
text: () => {
let dailyPurity = 1;
if (V.fallenangel >= 2) dailyPurity -= 10;
if (V.player.virginity.vaginal === true && V.player.virginity.penile === true) dailyPurity += 2;
if (dailyPurity + V.featsPurityBoost > 0) return "You are gaining less purity daily.";
if (dailyPurity + V.featsPurityBoost === 0) return "You are not gaining purity daily.";
return "You are losing purity daily.";
},
},
{
name: "Sadism boost",
colour: "red",
has: $featsSadismBoost gt 0,
text: () => {
let dailySadism = 1;
if (dailySadism + V.featsSadismBoost > 0) return "You are gaining sadism daily.";
if (dailySadism + V.featsSadismBoost === 0) return "You are not gaining sadism daily.";
return "You are gaining sadism daily.";
},
},
{
name: "Masochism boost",
colour: "pink",
has: $featsMasochismBoost gt 0,
text: () => {
let dailyMasochism = 1;
if (dailyMasochism + V.featsMasochismBoost > 0) return "You are gaining masochism daily.";
if (dailyMasochism + V.featsMasochismBoost === 0) return "You are not gaining masochism daily.";
return "You are gaining masochism daily.";
},
},
{
name: "Crossdresser",
colour: "pink",
has: $backgroundTraits.includes("crossdresser") and $player.gender is "m",
text: "Stress decays faster while dressed as a girl, but slower when dressed as a boy.",
},
{
name: "Crossdresser",
colour: "lblue",
has: $backgroundTraits.includes("crossdresser") and $player.gender is "f",
text: "Stress decays faster while dressed as a boy, but slower when dressed as a girl.",
},
{
name: "Lustful",
colour: "lewd",
has: $backgroundTraits.includes("lustful"),
text: "Arousal increases over time, and needs to be managed.",
},
{
name: "Green Thumb",
colour: "green",
has: $backgroundTraits.includes("greenthumb"),
text: "More bountiful crops and no decay when using fertiliser.",
},
{
name: () => V.submissive <= 850 ? "Dendrophile" : "Plant Lover",
colour: "lewd",
has: $backgroundTraits.includes("plantlover"),
text: "Plants are everything to you. Plantpeople and plant-based tentacles no longer require hallucinations to encounter. You get a bonus to tending, as your trauma increases.",
},
{
name: "Nectar Addict",
colour: "red",
has: $backgroundTraits.includes("plantlover"),
text: "You're more vulnerable to aphrodisiacs and alcohol. You draw nourishment from nectar. Drinking it invigorates your body, improving physique and reducing stress. Failing to consume nectar for an extended period will take its toll on your body, and eventually cause this trait and the <<if $submissive lte 850>><span class='lewd'>Dendrophile</span><<else>><span class='lewd'>Plant Lover</span><</if>> trait to disappear.<span class='hidden'></span>",
},
{
name: () => {
return "Ear slime focus: " + $earSlime.focus;
},
colour: "lewd",
has: $earSlime.focus and $earSlime.focus isnot "none",
text: () => {
let result;
switch ($earSlime.focus) {
case "pregnancy":
result = "You chose the path of pregnancy, causing the ear slime to amplify traits related to becoming pregnant, while weakening other traits.";
break;
case "mixed":
result = "You chose to walk the path between pregnancy and impregnation, causing the ear slime to amplify traits related to both, to a lesser degree.";
break;
case "impregnation":
result = "You chose the path of impregnation, causing the ear slime to amplify traits related to impregnating others, while weakening other traits.";
break;
}
let parasites = [];
if ($parasite.breasts and $parasite.breasts.name is "parasite") {
if ($player.breastsize gte 1) {
parasites.push("breasts");
} else {
parasites.push("chest");
}
}
if (($parasite.clit and $parasite.clit.name is "parasite") or ($parasite.penis and $parasite.penis.name is "parasite")) parasites.push("genitals");
if (parasites.length) result += ` Its parasites cover your ${formatList(parasites, "and", true)} like clothing.`;
return result;
}
},
{
name: "Pregnant",
colour: "lewd",
has: playerIsPregnant() and playerAwareTheyArePregnant(),
text: () => playerBellySize() lt 10 or playerNormalPregnancyTotal() gte 50 ? "You are with child." : "You are with child. Some skills will suffer as your belly grows.",
},
{
name: "First Time Mother",
colour: "lewd",
has: playerNormalPregnancyTotal() is 1,
text: "You have given birth to your first child. Reduces the physical penalties for being pregnant.",
},
{
name: "Second Time Mother",
colour: "lewd",
has: playerNormalPregnancyTotal() is 2,
text: "You have given birth to children two times now. Reduces the physical penalties for being pregnant.",
},
{
name: "Mother",
colour: "lewd",
has: between(playerNormalPregnancyTotal(), 3, 7),
text: "You have some good experiences of being a mother. Moderately reduces the physical penalties for being pregnant.",
},
{
name: "Broodmother",
colour: "lewd",
has: between(playerNormalPregnancyTotal(), 8, 49),
text: "You have given birth to many, many children. Greatly reduces the physical penalties for being pregnant.",
},
{
name: "Gaia",
colour: "gold",
has: playerNormalPregnancyTotal() gte 50,
text: "You have given a birth to a veritable dynasty of children. No physical penalties for being pregnant.",
},
{
name: "Parasite Broodmother",
colour: "lewd",
has: $sexStats.anus.pregnancy.motherStatus is 2 or $sexStats.vagina.pregnancy.motherStatus is 2,
text: "You've become host to an endless number of little critters<<if $sexStats.anus.pregnancy.motherStatus is 2 and $sexStats.vagina.pregnancy.motherStatus is 2>> <span class='lewd'>in multiple places in your body</span><</if>><span class='hidden'></span>.",
},
{
name: "Parasite Mother",
colour: "lewd",
has: ($sexStats.anus.pregnancy.motherStatus is 1 or $sexStats.vagina.pregnancy.motherStatus is 1) and !($sexStats.anus.pregnancy.motherStatus is 2 or $sexStats.vagina.pregnancy.motherStatus is 2),
text: "You have given birth to little critters<<if $sexStats.anus.pregnancy.motherStatus is 1 and $sexStats.vagina.pregnancy.motherStatus is 1>> <span class='lewd'>in multiple places in your body</span><</if>><span class='hidden'></span>.",
},
{
name: "Lactating",
colour: "blue",
has: $lactating gte 1 and $breastfeedingdisable is "f",
text: "Your breasts are ready to be milked.",
},
{
name: "Milk Factory",
colour: "blue",
has: $lactating gte 1 and $breastfeedingdisable is "f" and $milk_volume gte 1000,
text: "Your breasts are able to hold a tremendous amount of milk.",
},
{
name: "Sperm Bank",
colour: "blue",
has: $semen_volume gte 1000 and $player.penisExist,
text: "You carry a tremendous amount of semen.",
},
{
name: "Possessed",
colour: "wraith",
has: $possessed,
text: "Your body is not your own.",
},
{
name: "Wolf <<girl>>",
colour: "grey",
has: ($wolfgirl gte 6 or ($transformationParts.wolf.tail isnot "hidden" and $transformationParts.wolf.tail isnot "disabled")),
text: "The spirit of the wild lives within you, making you more defiant over time. Your ears and tail make you more conspicuous.",
},
{
name: "Cat <<girl>>",
colour: "grey",
has: ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled")),
text: 'You have an urge to lap up cream. Unlocks the "groom" action while dancing with lewd fluid on your person. Your ears and tail make you more conspicuous.',
},
{
name: "Bunny <<girl>>",
colour: "grey",
has: ($bunny gte 6 or ($transformationParts.bunny.tail isnot "hidden" and $transformationParts.bunny.tail isnot "disabled")),
text: 'Your submissiveness increases over time. Your ears and tail make you more conspicuous.',
},
{
name: "Bear <<girl>>",
colour: "grey",
has: ($bear gte 6 or ($transformationParts.bear.tail isnot "hidden" and $transformationParts.bear.tail isnot "disabled")),
text: 'You have an urge to eat honey and lazy around. Your ears and tail make you more conspicuous.',
},
{
name: () => {
if(V.player.gender_appearance is "m"){
if(V.player.gender is "f"){
return "Bull boy (female)";
}
return "Bull boy";
}else{
if(V.player.gender is "m"){
return "Cow girl (male)";
}
return "Cow girl";
}
},
colour: "brat",
has: ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled")),
text: "You yearn to be milked. Milk and semen volume is increased. Certain body parts might grow. Your horns, ears and tail make you more conspicuous.",
},
{
name: () => V.hallucinations gte 2 || V.bestialitydisable is "t" ? "Harpy" : "Bird <<girl>>",
colour: "grey",
has: ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled")),
text: "The skies call.",
},
{
name: () => {
if(V.player.gender_appearance is "m"){
if(V.player.gender is "f"){
return "Fox (female)";
}
return "Fox";
}else{
if(V.player.gender is "m"){
return "Vixen (male)";
}
return "Vixen";
}
},
colour: "",
style: `background: linear-gradient(to right,#fe9000 0%, #ffffff 100%);-webkit-background-clip: text;-webkit-text-fill-color: transparent;`,
has: ($fox gte 6 or ($transformationParts.fox.tail isnot "hidden" and $transformationParts.fox.tail isnot "disabled")),
text: "You have the urge to keep what's not yours. Improves skulduggery. Your ears and tail make you more alluring and attractive.",
},
{
name: "Prey Animal",
colour: "def",
has: $transformationParts.traits.preyAnimal isnot "disabled",
text: "You are a prey animal.",
},
{
name: "Predatory Animal",
colour: "def",
has: $transformationParts.traits.predatoryAnimal isnot "disabled",
text: "You are a predatory animal.",
},
{
name: "Strong Feet",
colour: "def",
has: $transformationParts.traits.strongFeet isnot "disabled",
text: "You are light and agile making dodging easier. Kicking is more effective. +5% dance and +5% athletics.",
},
{
name: "Fangs",
colour: "def",
has: $transformationParts.traits.fangs isnot "disabled",
text: "Biting is three times as effective.",
},
{
name: "Sharp Eyes",
colour: "def",
has: $transformationParts.traits.sharpEyes isnot "disabled",
text: "Little escapes your notice. +5% skulduggery.",
},
{
name: "Heterochromia",
colour: "",
style: `background: linear-gradient(to right,${setup.colours.eyes_map[$rightEyeColour].canvasfilter.blend} 0%, ${setup.colours.eyes_map[$leftEyeColour].canvasfilter.blend} 100%);-webkit-background-clip: text;-webkit-text-fill-color: transparent;`,
has: $heterochromia is 1,
text: "Your eyes are two different colours.",
},
{
name: "Sturdy Horns",
colour: "def",
has: ($cow gte 2 or $transformationParts.cow.horns is "default") and $demon lt 2,
text: "Headbutts no longer hurt you.",
},
{
name: "Spirit of the Wild",
colour: "def",
has: $DoLPTFBuffs is 1 and $TFWolfBuffs is 1,
text: "The spirit of the wild courses through you, heightening your senses.",
},
{
name: "Felinous Mischief",
colour: "pink",
has: $DoLPTFBuffs is 1 and $TFCatBuffs is 1,
text: "Agility and mischief blends within you, your movements fluid and stealthy.",
},
{
name: "Nature's Nurturer",
colour: "green",
has: $DoLPTFBuffs is 1 and $TFCowBuffs is 1,
text: "Attuned to nature, you nurture it, and it blesses you.",
},
{
name: "Ursine Strength",
colour: "def",
has: $DoLPTFBuffs is 1 and $TFBearBuffs is 1,
text: "The strength of the largest land carnivore flows through your muscles.",
},
{
name: "Sky's Embrace",
colour: "lblue",
has: $DoLPTFBuffs is 1 and $TFBirdBuffs is 1,
text: "A pep in your step, the winds your friend and the sky your limits.",
},
{
name: "Vixen's Guile",
colour: "gold",
has: $DoLPTFBuffs is 1 and $TFFoxBuffs is 1,
text: "Ever enticing, always within reach, but never within grasp, your guile eludes most.",
},
{
name: "Lapine Celerity",
colour: "white",
has: $DoLPTFBuffs is 1 and $TFBunnyBuffs is 1,
text: "Light on your feet and swift as the wind, boundless energy propels you forward.",
},
{
name: "Mate For Life",
colour: "",
style: `background: linear-gradient(to right,#e646c6 0%, #ffffff 100%);-webkit-background-clip: text;-webkit-text-fill-color: transparent;`,
has: $transformationParts.traits.mateForLife isnot "disabled",
text: "Gain bonuses when sleeping or copulating with your Love Interest. Changing Love Interests causes stress and trauma.",
},
{
name: "Fallen angel",
colour: "black",
has: $fallenangel gte 3,
text: 'The world is so cruel. Though you feel less pure by the day, you will not relinquish yourself. Unlocks the "disparage" action.',
},
{
name: "Fallen angel",
colour: "black",
has: $fallenangel is 2,
text: "The world is so cruel. You feel less pure by the day.",
},
{
name: "Angel",
colour: "gold",
has: ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled")),
text: 'You radiate purity. Unlocks the "forgive" action once per encounter, removing any trauma gained so far. Beware, losing your virginity will remove this trait and leave you broken.',
},
{
name: () => {
if(V.player.gender_appearance is "m"){
if(V.player.gender is "f"){
return "Incubus (female)";
}
return "Incubus";
}else{
if(V.player.gender is "m"){
return "Succubus (male)";
}
return "Succubus";
}
},
colour: "red",
has: ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled")),
text: "You're devoid of purity. You lose trauma when something cums inside you, or you cum inside something else. Tentacles reduce stress and pain instead of trauma. Beware, ending a day with anything but minimum purity will be very stressful.",
},
{
name: "Radiant",
colour: "gold",
has: $angel gte 4,
text: 'You are pure. Unlocks the "banish" action a number of times per day based on your angelicness, dealing heavy damage to a tentacle. Its strength is greatly increased while at maximum purity. Uses remaining today: ($angelBanish / $angelBanishMax)',
},
{
name: "Dark Horns",
colour: "def",
has: $cow lt 2 and ($demon gte 2 or $transformationParts.demon.horns is "default"),
text: "Headbutts deal twice as much damage.",
},
{
name: "Compound Horns",
colour: "def",
has: ($cow gte 2 or $transformationParts.cow.horns is "default") and ($demon gte 2 or $transformationParts.demon.horns is "default"),
text: "Your headbutts are vicious. Headbutts are four times as powerful, and no longer hurt you.",
},
{
name: "Strong Wings",
colour: "gold",
has: ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled")) and $birdFly gte 1,
text: "Can glide from high locations. Can fly where the wind is willing.",
},
{
name: "Wings",
colour: "grey",
has: !(($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled")) and $birdFly gte 1) and (($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled")) or ($fallenangel gte 2 or ($transformationParts.fallenAngel.wings isnot "hidden" and $transformationParts.fallenAngel.wings isnot "disabled")) or ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled")) or ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled"))),
text: "Can glide from high locations.",
},
{
name: "Meek",
colour: "meek",
has: $submissive gte 1150 and $submissive lt 1500,
text: 'Unlocks the "Moan" action.',
},
{
name: "Submissive",
colour: "sub",
has: $submissive gte 1500,
text: 'Unlocks the "Moan" action.',
},
{
name: "Bratty",
colour: "brat",
has: $submissive lte 850 and $submissive gt 500,
text: 'Unlocks the "Demand" action.',
},
{
name: "Defiant",
colour: "def",
has: $submissive lte 500,
text: 'Unlocks the "Demand" action.',
},
{
name: "Innocent",
colour: "blue",
has: $innocencestate is 1,
text: "You're flattered that so many people want to spend time with you. This trait will disappear should you run out of innocence, and any trauma you've accumulated will be applied. Being attacked and low control will reduce innocence.",
},
{
name: "Guilty Masochist",
colour: "blue",
has: $masochism_level is 1,
text: "Provides a small resistance to most sources of pain. Those sources increase arousal instead.",
},
{
name: "Masochist",
colour: "purple",
has: $masochism_level is 2,
text: "Provides resistance to most sources of pain. Those sources increase arousal instead.",
},
{
name: "Hardened Masochist",
colour: "pink",
has: $masochism_level is 3,
text: "Provides strong resistance to most sources of pain. Those sources increase arousal instead.",
},
{
name: "Drooling Masochist",
colour: "red",
has: $masochism_level is 4,
text: "Provides incredible resistance to most sources of pain. Those sources increase arousal instead.",
},
{
name: "Guilty Sadist",
colour: "blue",
has: $sadism_level is 1,
text: "Your defiant acts inflict a little more pain. Inflicting pain increases arousal.",
},
{
name: "Sadist",
colour: "purple",
has: $sadism_level is 2,
text: "Your defiant acts inflict more pain. Inflicting pain increases arousal.",
},
{
name: "Hardened Sadist",
colour: "pink",
has: $sadism_level is 3,
text: "Your defiant acts inflict much more pain. Inflicting pain increases arousal.",
},
{
name: "Vengeful Sadist",
colour: "red",
has: $sadism_level is 4,
text: "Your defiant acts are far more dangerous. Inflicting pain increases arousal.",
},
{
name: "Farmer",
colour: "green",
has: $farm_stage gte 6,
text: "You know your way around a barn. Your physique is easier to maintain.",
},
{
name: "Knowledge: Islander language",
colour: "",
has: $islander_language gte 100,
text: "You can understand and speak the tongue of the islanders.",
},
{
name: "Knowledge: Quicksand",
colour: "",
has: $quicksand gte 5,
text: "You know how to react when stuck in the stuff.",
},
],
},
{
title: "Medicinal Traits",
traits: [
{
name: "Hair Growth Formula",
colour: "green",
has: _pills and _pills["Hair Growth Formula"] and _pills["Hair Growth Formula"].doseTaken,
text: () => {
return `A hair growth formula has been applied, to encourage faster hair growth. ${_pills["Hair Growth Formula"].doseTaken} day${_pills["Hair Growth Formula"].doseTaken is 1 ? "" : "s"} remaining.`;
}
},
{
name: "Anti-Parasite Cream",
colour: "green",
has: _pills and _pills["Anti-Parasite Cream"] and _pills["Anti-Parasite Cream"].doseTaken,
text: () => {
return `A parasite-repelling cream, preventing further internal parasite impregnation. ${_pills["Anti-Parasite Cream"].doseTaken} day${_pills["Anti-Parasite Cream"].doseTaken is 1 ? "" : "s"} remaining.`;
}
},
{
name: "Fertility booster",
colour: "lewd",
has: _pills and _pills["fertility booster"] and _pills["fertility booster"].doseTaken,
text: () => {
let result = `You have ${_pills["fertility booster"].doseTaken gte 2 ? "overdosed on pills" : "taken a pill"} that `;
let multiple = false;
let hasEffect = false;
if ((!playerIsPregnant() or !playerAwareTheyArePregnant()) and playerAwareTheyCanBePregnant()) {
multiple = true;
hasEffect = true;
result += "makes it easier for you to get pregnant with more children";
}
if ($player.penisExist and $player.penissize gte -1) {
hasEffect = true;
if (multiple) result += " and ";
result += "makes your sperm more virile";
}
if (!hasEffect) {
result += "currently has no effect on you";
}
result += `. ${_pills["fertility booster"].doseTaken} day${_pills["fertility booster"].doseTaken is 1 ? "" : "s"} remaining.`;
return result;
}
},
{
name: "Contraceptive",
colour: "lblue",
has: _pills and _pills["contraceptive"] and _pills["contraceptive"].doseTaken,
text: () => {
let result = `You have ${_pills["contraceptive"].doseTaken gte 2 ? "overdosed on pills" : "taken a pill"} that `;
let multiple = false;
let hasEffect = false;
if (!playerAwareTheyCanBePregnant() or !playerAwareTheyArePregnant()) {
multiple = true;
hasEffect = true;
result += "makes it harder for you to get pregnant";
}
if ($player.penisExist and $player.penissize gte -1) {
hasEffect = true;
if (multiple) result += " and ";
result += "makes your sperm less virile";
}
if (!hasEffect) {
result += "currently has no effect on you";
}
result += `. ${_pills["contraceptive"].doseTaken} day${_pills["contraceptive"].doseTaken is 1 ? "" : "s"} remaining.`;
return result;
}
},
{
name: "Penis blocker pills",
colour: "green",
has: _pills and _pills["penis blocker"] and _pills["penis blocker"].doseTaken,
text: () => {
let result = `You have taken a pill that`;
if ($player.penisExist) {
result += " prevents the re-sizing of your penis.";
} else {
result += " has no effect on you.";
}
return result;
}
},
{
name: "Penis growth pills",
colour: "green",
has: _pills and _pills["penis growth"] and _pills["penis growth"].doseTaken,
text: () => {
let result = `You have ${_pills["penis growth"].doseTaken gte 2 ? "overdosed on" : "taken"} pills that `;
if ($player.penisExist) {
result += " encourages the growth of your penis.";
} else {
result += " that has no effect on you.";
}
return result;
}
},
{
name: "Penis reduction pills",
colour: "green",
has: _pills and _pills["penis reduction"] and _pills["penis reduction"].doseTaken,
text: () => {
let result = `You have ${_pills["penis reduction"].doseTaken gte 2 ? "overdosed on" : "taken"} pills that `;
if ($player.penisExist) {
result += " encourages the shrinking of your penis.";
} else {
result += " that has no effect on you.";
}
return result;
}
},
{
name: "Breast blocker pills",
colour: "green",
has: _pills and _pills["breast blocker"] and _pills["breast blocker"].doseTaken,
text: "You have taken a pill that prevents the re-sizing of your breasts.",
},
{
name: "Breast growth pills",
colour: "green",
has: _pills and _pills["breast growth"] and _pills["breast growth"].doseTaken,
text: `You have ${_pills and _pills["breast growth"].doseTaken gte 2 ? "overdosed on" : "taken"} a pill that encourages the growth of your breasts.`,
},
{
name: "Breast reduction pills",
colour: "green",
has: _pills and _pills["breast reduction"] and _pills["breast reduction"].doseTaken,
text: `You have ${_pills and _pills["breast reduction"].doseTaken gte 2 ? "overdosed on" : "taken"} a pill that encourages the shrinking of your breasts.`,
},
{
name: "Bottom blocker pills",
colour: "green",
has: _pills and _pills["bottom blocker"] and _pills["bottom blocker"].doseTaken,
text: "You have taken a pill that prevents the re-sizing of your bottom.",
},
{
name: "Bottom growth pills",
colour: "green",
has: _pills and _pills["bottom growth"] and _pills["bottom growth"].doseTaken,
text: `You have ${_pills and _pills["bottom growth"].doseTaken gte 2 ? "overdosed on" : "taken"} a pill that encourages the growth of your bottom.`,
},
{
name: "Bottom reduction pills",
colour: "green",
has: _pills and _pills["bottom reduction"] and _pills["bottom reduction"].doseTaken,
text: `You have ${_pills and _pills["bottom reduction"].doseTaken gte 2 ? "overdosed on" : "taken"} a pill that encourages the shrinking of your bottom.`,
},
]
},
{
title: "Special Traits",
traits: [
{
name: () => V.submissive <= 850 ? "Hedonist" : "Orgasm Addict",
colour: "lewd",
has: $orgasmtrait gte 1,
text: "So many orgasms has had a physiological effect. Cumming is more difficult but pleasurable orgasms relieve more stress and painful orgasms no longer increase stress.",
},
{
name: "Asphyxiophilia",
colour: "lewd",
has: $choketrait gte 1,
text: "You've come to love the feeling of lack of oxygen. Getting choked makes sex more pleasurable.",
},
{
name: () => V.submissive <= 850 ? "Cumoisseur" : "Cum Dump",
colour: "lewd",
has: $ejactrait gte 1,
text: "You've become accustomed to the scent of ejaculate and can take advantage of its calming effect. Your stress is reduced hourly depending on how much slime and semen covers you.",
},
{
name: () => V.submissive <= 850 ? "Graceful" : "Plaything",
colour: "lewd",
has: $molesttrait gte 1,
text: "You've learned to better cope with psychological trauma. Being molested no longer removes your sense of control (rape still does).",
},
{
name: () => V.submissive <= 850 ? "Survivor" : "Fucktoy",
colour: "lewd",
has: $rapetrait gte 1,
text: "You've been raped so much that you've learned how to cope. Trauma increases more slowly.",
},
{
name: () => V.submissive <= 850 ? "Tamer" : "Bitch",
colour: "lewd",
has: $bestialitytrait gte 1,
text: "Animals have tried to <<if $pregnancyspeechdisable is 'f'>>breed<<else>>mate<</if>> with you so often that you're used to it. Trauma increases more slowly when attacked by animals.",
},
{
name: () => V.submissive <= 850 ? "Witch" : "Prey",
colour: "lewd",
has: $tentacletrait gte 1,
text: "Many tentacles have had their way with your body. Trauma increases more slowly when attacked by tentacles.",
},
{
name: () => V.submissive <= 850 ? "Daredevil" : "Tasty",
colour: "lewd",
has: $voretrait gte 1,
text: "You've found your way into the belly of many a creature. They'll have a harder time swallowing you as they savour your taste.",
},
{
name: () => V.submissive <= 850 ? "Milk Enthusiast" : "Milk Addict",
colour: "lewd",
has: $milkdranktrait gte 1,
text: "You take full advantage of the nutrition in fresh breast milk. Drinking it invigorates your body, improving physique.",
},
{
name: "Tempered Beauty",
colour: "green",
has: $AMCTraits.beauty is 2 and $beauty gte $beautymax,
text: "Your beauty has reached the conceivable limits... But you can go further."
},
{
name: "Tempered Physique",
colour: "green",
has: $AMCTraits.physique is 2 and currentSkillValue('physique') gte $physiquesize,
text: "Your body has reached the human limits... But you can go further."
},
{
name: "Tempered Willpower",
colour: "green",
has: $AMCTraits.willpower is 2 and $willpower gte 1000,
text: "Your mental fortitude has reached its peak... But you can push beyond."
},
{
name: "Tempered Skulduggery",
colour: "green",
has: $AMCTraits.skulduggery is 2 and $skulduggery gte 1000,
text: "Your cunning and deceitfulness have reached a plateau... But you can surpass it."
},
{
name: "Tempered Dancing",
colour: "green",
has: $AMCTraits.dancing is 2 and $danceskill gte 1000,
text: "Your dancing skills have hit a ceiling... But you can break through."
},
{
name: "Tempered Swimming",
colour: "green",
has: $AMCTraits.swimming is 2 and $swimmingskill gte 1000,
text: "Your swimming abilities have maxed out... But you can strive for more."
},
{
name: "Tempered Athletics",
colour: "green",
has: $AMCTraits.athletics is 2 and $athletics gte 1000,
text: "Your athleticism has reached its zenith... But there's still room for improvement."
},
{
name: "Tempered Tending",
colour: "green",
has: $AMCTraits.tending is 2 and $tending gte 1000,
text: "Your ability to tend to plants and animals has peaked... But there's more to achieve."
},
{
name: "Tempered Housekeeping",
colour: "green",
has: $AMCTraits.housekeeping is 2 and $housekeeping gte 1000,
text: "Your housekeeping and crafting skills have hit a wall... But you can break through."
},
{
name: "Tempered Brawling",
colour: "green",
has: $AMCTraits.brawling is 2 and $combatExtended.brawling gte 1000,
text: "Your brawling skills has peaked... But you can gain more experience."
},
{
name: "Tempered Science",
colour: "green",
has: $AMCTraits.science is 2 and $science gte 1000,
text: "Your scientific knowledge has stagnated... But there's more to discover."
},
{
name: "Tempered Maths",
colour: "green",
has: $AMCTraits.maths is 2 and $maths gte 1000,
text: "Your mathematical skills have reached their limits... But you can go further."
},
{
name: "Tempered English",
colour: "green",
has: $AMCTraits.english is 2 and $english gte 1000,
text: "Your linguistic skills have hit a ceiling... But you can strive for mastery."
},
{
name: "Tempered History",
colour: "green",
has: $AMCTraits.history is 2 and $history gte 1000,
text: "Your knowledge of history has maxed out... But there's still more to learn."
},
{
name: "Tempered Seduction Skill",
colour: "green",
has: $AMCTraits.seductionskill is 2 and $seductionskill gte 1000,
text: "Your seduction skills have plateaued... But there's room for refinement."
},
{
name: "Tempered Oral Skill",
colour: "green",
has: $AMCTraits.oralskill is 2 and $oralskill gte 1000,
text: "Your oral sex skills have hit a plateau... But you can push beyond."
},
{
name: "Tempered Chest Skill",
colour: "green",
has: $AMCTraits.chestskill is 2 and $chestskill gte 1000,
text: "Your chest-related skills have reached their limits... But you can strive for more."
},
{
name: "Tempered Hands Skill",
colour: "green",
has: $AMCTraits.handskill is 2 and $handskill gte 1000,
text: "Your hand-related skills have hit a ceiling... But you can break through."
},
{
name: "Tempered Buttocks Skill",
colour: "green",
has: $AMCTraits.bottomskill is 2 and $bottomskill gte 1000,
text: "Your buttocks-related skills have maxed out... But there's still room for improvement."
},
{
name: "Tempered Penile Skill",
colour: "green",
has: $AMCTraits.penileskill is 2 and $penileskill gte 1000,
text: "Your penile-related skills have reached their limits... But you can go further."
},
{
name: "Tempered Vaginal Skill",
colour: "green",
has: $AMCTraits.vaginalskill is 2 and $vaginalskill gte 1000,
text: "Your vaginal-related skills have stagnated... But there's more to achieve."
},
{
name: "Tempered Anal Skill",
colour: "green",
has: $AMCTraits.analskill is 2 and $analskill gte 1000,
text: "Your anal-related skills have hit a wall... But you can break through."
},
{
name: "Tempered Thighs Skill",
colour: "green",
has: $AMCTraits.thighskill is 2 and $thighskill gte 1000,
text: "Your thigh-related skills have maxed out... But there's still room for improvement."
},
{
name: "Tempered Feet Skill",
colour: "green",
has: $AMCTraits.feetskill is 2 and $feetskill gte 1000,
text: "Your feet-related skills have reached their limits... But you can strive for more."
},
{
name: "Tempered Milk Volume",
colour: "green",
has: $AMCTraits.milk is 2 and $milk_volume gte 6000,
text: "Your milk volume has maxed out... But you can go even further beyond."
},
{
name: "Tempered Semen Volume",
colour: "green",
has: $AMCTraits.semen is 2 and $milk_volume gte 6000,
text: "Your semen volume overflows... But you can do even more."
}
],
},
{
title: "School Traits",
traits: [
{
name: "Passable Science",
colour: "blue",
has: $sciencetrait is 1,
text: "Pain is slightly easier to cope with.",
},
{
name: "Decent Science",
colour: "lblue",
has: $sciencetrait is 2,
text: "Pain is moderately easier to cope with.",
},
{
name: "Good Science",
colour: "teal",
has: $sciencetrait is 3,
text: "Pain is easier to cope with.",
},
{
name: "Excellent Science",
colour: "green",
has: $sciencetrait is 4,
text: "Pain is much easier to cope with.",
},
{
name: "Outstanding Science",
colour: "green",
has: $sciencetrait is 5,
text: "Pain is easy to cope with.",
},
{
name: "Exceptional Science",
colour: "green",
has: $sciencetrait is 6,
text: "Pain is very easy to cope with.",
},
{
name: "Exemplary Science",
colour: "green",
has: $sciencetrait is 7,
text: "Pain is incredibly easy to cope with.",
},
{
name: "Superlative Science",
colour: "green",
has: $sciencetrait is 8,
text: "Pain is almost a non-factor.",
},
{
name: "Passable Maths",
colour: "blue",
has: $mathstrait is 1,
text: "You make 25% more from tips and negotiated fees.",
},
{
name: "Decent Maths",
colour: "lblue",
has: $mathstrait is 2,
text: "You make 50% more from tips and negotiated fees.",
},
{
name: "Good Maths",
colour: "teal",
has: $mathstrait is 3,
text: "You make 75% more from tips and negotiated fees.",
},
{
name: "Excellent Maths",
colour: "green",
has: $mathstrait is 4,
text: "You make 100% more from tips and negotiated fees.",
},
{
name: "Outstanding Maths",
colour: "green",
has: $mathstrait is 5,
text: "You make 125% more from tips and negotiated fees.",
},
{
name: "Exceptional Maths",
colour: "green",
has: $mathstrait is 6,
text: "You make 150% more from tips and negotiated fees.",
},
{
name: "Exemplary Maths",
colour: "green",
has: $mathstrait is 7,
text: "You make 175% more from tips and negotiated fees.",
},
{
name: "Superlative Maths",
colour: "green",
has: $mathstrait is 8,
text: "You make 200% more from tips and negotiated fees.",
},
{
name: "Passable English",
colour: "blue",
has: $englishtrait is 1,
text: "Speech actions (plead, moan, demand, apologise, mock, tease, ask to be more rough) are twice as effective.",
},
{
name: "Decent English",
colour: "lblue",
has: $englishtrait is 2,
text: "Speech actions (plead, moan, demand, apologise, mock, tease, ask to be more rough) are three times as effective.",
},
{
name: "Good English",
colour: "teal",
has: $englishtrait is 3,
text: "Speech actions (plead, moan, demand, apologise, mock, tease, ask to be more rough) are four times as effective.",
},
{
name: "Excellent English",
colour: "green",
has: $englishtrait is 4,
text: "Speech actions (plead, moan, demand, apologise, mock, tease, ask to be more rough) are five times as effective.",
},
{
name: "Outstanding English",
colour: "green",
has: $englishtrait is 5,
text: "Speech actions (plead, moan, demand, apologise, mock, tease, ask to be more rough) are six times as effective.",
},
{
name: "Exceptional English",
colour: "green",
has: $englishtrait is 6,
text: "Speech actions (plead, moan, demand, apologise, mock, tease, ask to be more rough) are seven times as effective.",
},
{
name: "Exemplary English",
colour: "green",
has: $englishtrait is 7,
text: "Speech actions (plead, moan, demand, apologise, mock, tease, ask to be more rough) are eight times as effective.",
},
{
name: "Superlative English",
colour: "green",
has: $englishtrait is 8,
text: "Speech actions (plead, moan, demand, apologise, mock, tease, ask to be more rough) are nine times as effective.",
},
{
name: "Passable History",
colour: "blue",
has: $historytrait is 1,
text: "You know there are secret paths around town.",
},
{
name: "Decent History",
colour: "lblue",
has: $historytrait is 2,
text: "You know of a few secret paths around town.",
},
{
name: "Good History",
colour: "teal",
has: $historytrait is 3,
text: "You know of several secret paths around town.",
},
{
name: "Excellent History",
colour: "green",
has: $historytrait is 4,
text: "You know of many secret paths around town.",
},
{
name: "Outstanding History",
colour: "green",
has: $historytrait is 5,
text: "You're sure you know more about the town than the mayor.",
},
{
name: "Exceptional History",
colour: "green",
has: $historytrait is 6,
text: "You're sure you can give Winter a run for their money.",
},
{
name: "Exemplary History",
colour: "green",
has: $historytrait is 7,
text: "You are a walking encyclopedia.",
},
{
name: "Superlative History",
colour: "green",
has: $historytrait is 8,
text: "You are a living, breathing Google, for history.",
},
{
name: "Okay at school",
colour: "blue",
has: $schooltrait is 1,
text: "Your performance at school has improved your self-esteem, slightly increasing your daily trauma decay.",
},
{
name: "Decent at school",
colour: "lblue",
has: $schooltrait is 2,
text: "Your performance at school has improved your self-esteem, moderately increasing your daily trauma decay.",
},
{
name: "Good at school",
colour: "teal",
has: $schooltrait is 3,
text: "Your performance at school has improved your self-esteem, increasing your daily trauma decay.",
},
{
name: "Excellent at school",
colour: "green",
has: $schooltrait is 4,
text: "Your performance at school has improved your self-esteem, greatly increasing your daily trauma decay.",
},
{
name: "Excellent Scholar",
colour: "green",
has: $schooltrait is 5,
text: "Your enhanced academic performance has positively impacted your self-esteem, contributing to a notable increase in your daily trauma decay.",
},
{
name: "Outstanding Scholar",
colour: "green",
has: $schooltrait is 6,
text: "Excelling in your studies has significantly boosted your self-esteem, leading to a substantial improvement in your daily trauma decay rate.",
},
{
name: "Distinguished Scholar",
colour: "green",
has: $schooltrait is 7,
text: "Outstanding achievements in school have greatly elevated your self-esteem, resulting in a remarkable acceleration of your daily trauma decay.",
},
{
name: "Exceptional Scholar",
colour: "green",
has: $schooltrait is 8,
text: "Your exceptional academic success has propelled your self-esteem to new heights, causing a phenomenal surge in your daily trauma decay, fostering resilience and well-being.",
},
{
name: "Science Fair Winner",
colour: "green",
has: $scienceprojectwon is 1,
},
{
name: "Maths Competition Winner",
colour: "green",
has: $mathsprojectwon is 1,
},
{
name: "Stage Play Performer",
colour: "green",
has: $englishPlayWell is 1,
},
],
},
{
title: "Trauma Traits",
traits: [
{
name: () => V.controlled === 0 ? "Insomnia" : "Controlled Insomnia",
colour: () => V.controlled === 0 ? "red" : "blue",
has: $sleeptrouble gte 1,
text: "Sleep less effective.",
textColour: () => V.controlled === 0 ? "red" : "black",
},
{
name: () => V.controlled === 0 ? "Nightmares" : "Controlled Nightmares",
colour: () => V.controlled === 0 ? "red" : "blue",
has: $nightmares gte 1,
text: "Sleep is stressful.",
textColour: () => V.controlled === 0 ? "red" : "black",
},
{
name: () => V.controlled === 0 ? "Anxiety Disorder" : "Controlled Anxiety Disorder",
colour: () => V.controlled === 0 ? "red" : "blue",
has: $anxiety gte 1,
text: "Stress won't automatically decrease over time.",
textColour: () => V.controlled === 0 ? "red" : "black",
},
{
name: () => V.controlled === 0 ? "Severe Anxiety Disorder" : "Controlled Severe Anxiety Disorder",
colour: () => V.controlled === 0 ? "red" : "blue",
has: $anxiety gte 2,
text: "Stress increases over time.",
textColour: () => V.controlled === 0 ? "red" : "black",
},
{
name: () => V.controlled === 0 ? "Flashbacks" : "Controlled Flashbacks",
colour: () => V.controlled === 0 ? "red" : "blue",
has: $flashbacks gte 1,
text: "May relive nasty experiences.",
textColour: () => V.controlled === 0 ? "red" : "black",
},
{
name: () => V.controlled === 0 ? "Panic Attacks" : "Controlled Panic Attacks",
colour: () => V.controlled === 0 ? "red" : "blue",
has: $panicattacks gte 1,
text: "Chance of paralysis.",
textColour: () => V.controlled === 0 ? "red" : "black",
},
{
name: () => V.controlled === 0 ? "Severe Panic Attacks" : "Controlled Severe Panic Attacks",
colour: () => V.controlled === 0 ? "red" : "blue",
has: $panicattacks gte 2,
text: "Chance of uncontrollable violent outbursts.",
textColour: () => V.controlled === 0 ? "red" : "black",
},
{
name: () => V.controlled === 0 ? "Hallucinations" : "Controlled Hallucinations",
colour: () => V.controlled === 0 ? "red" : "blue",
has: $hallucinations gte 1,
text: "More dangers during encounters.",
textColour: () => V.controlled === 0 ? "red" : "black",
},
{
name: () => V.controlled === 0 ? "Severe Hallucinations" : "Controlled Severe Hallucinations",
colour: () => V.controlled === 0 ? "red" : "blue",
has: $hallucinations gte 2,
text: "More dangerous world.",
textColour: () => V.controlled === 0 ? "red" : "black",
},
{
name: "Visibly Disturbed",
colour: "red",
has: $dissociation gte 1,
text: "There's something wrong with you, and people can tell.",
textColour: "red",
},
{
name: () => V.controlled === 0 ? "Dissociation" : "Controlled Dissociation",
colour: () => V.controlled === 0 ? "red" : "blue",
has: $dissociation gte 2,
text: "Nothing feels real.",
textColour: () => V.controlled === 0 ? "red" : "black",
},
],
},
{
title: "NPC Traits",
traits: [
{
name: "Robin's Protector",
colour: "lblue",
has: $robinpaid gte 1,
text: "Robin is dependent on you. You need to be strong. Increases daily trauma decay.",
},
{
name: "Stockholm Syndrome: Eden",
colour: "white",
has: $syndromeeden gte 1,
text: "It must be lonely living on your own in the woods.",
textColour: "red",
},
{
name: "Stockholm Syndrome: Kylar",
colour: "white",
has: $syndromekylar gte 1 and (C.npc.Kylar.state isnot "prison" or $location is "prison"),
text: "Everyone deserves a friend.",
textColour: "red",
},
{
name: () => V.bestialitydisable === "f" ? "Stockholm Syndrome: Wolves" : "Stockholm Syndrome: Wolf People",
colour: "white",
has: $syndromewolves gte 1,
text: () => V.bestialitydisable === "f" ? "They're just cute animals." : "They're just cute monsters.",
textColour: "red",
},
{
name: "Stockholm Syndrome: Great Hawk",
colour: "white",
has: $syndromebird gte 1,
text: () => V.greathawkmonster === 2 || V.bestialitydisable === "t" ? "<<nnpc_He 'Great Hawk'>> only wants a mate." : "It only wants a mate.",
textColour: "red",
},
],
},
{
title: "Hypnosis Traits",
traits: [
{
name: "Hypnotic Suggestion",
colour: "pink",
has: $hypnosis gte 1,
text: "Doctor Harper told you to do something, but you can't remember what.",
},
{
name: "Hypnotic Yearning",
colour: "lblue",
has: $hypnosis_traits.scream is 1,
text: "May beg for rougher treatment instead of screaming.",
},
{
name: "Bewitched Yearning",
colour: "blue",
has: $hypnosis_traits.scream is 2,
text: "Will sometimes beg for rougher treatment instead of screaming.",
},
{
name: "Beguiled Yearning",
colour: "purple",
has: $hypnosis_traits.scream is 3,
text: "Will usually beg for rougher treatment instead of screaming.",
},
{
name: "Mesmeric Yearning",
colour: "pink",
has: $hypnosis_traits.scream is 4,
text: "Will often beg for rougher treatment instead of screaming.",
},
{
name: "Sublime Yearning",
colour: "red",
has: $hypnosis_traits.scream is 5,
text: "Will beg for rougher treatment instead of screaming.",
},
{
name: "Hypnotic Flaunting",
colour: "lblue",
has: $hypnosis_traits.cover is 1,
text: "May flaunt your body parts instead of covering them.",
},
{
name: "Bewitched Flaunting",
colour: "blue",
has: $hypnosis_traits.cover is 2,
text: "Will sometimes flaunt your body parts instead of covering them.",
},
{
name: "Beguiled Flaunting",
colour: "purple",
has: $hypnosis_traits.cover is 3,
text: "Will usually flaunt your body parts instead of covering them.",
},
{
name: "Mesmeric Flaunting",
colour: "pink",
has: $hypnosis_traits.cover is 4,
text: "Will often flaunt your body parts instead of covering them.",
},
{
name: "Sublime Flaunting",
colour: "red",
has: $hypnosis_traits.cover is 5,
text: "Will flaunt your body parts instead of covering them.",
},
{
name: "Hypnotic Deviancy",
colour: "lblue",
has: $hypnosis_traits.deviancy is 1,
text: "May provoke beasts at the start of encounters.",
},
{
name: "Bewitched Deviancy",
colour: "blue",
has: $hypnosis_traits.deviancy is 2,
text: "Will sometimes provoke beasts at the start of encounters.",
},
{
name: "Beguiled Deviancy",
colour: "purple",
has: $hypnosis_traits.deviancy is 3,
text: "Will usually provoke beasts at the start of encounters.",
},
{
name: "Mesmeric Deviancy",
colour: "pink",
has: $hypnosis_traits.deviancy is 4,
text: "Will often provoke beasts at the start of encounters.",
},
{
name: "Sublime Deviancy",
colour: "red",
has: $hypnosis_traits.deviancy is 5,
text: "Will provoke beasts at the start of encounters.",
},
],
},
{
title: "Acceptance Traits",
traits: [
{
name: () => {
const penisSize = setup.penisSizes[$player.penissize + 2].toUpperFirst();
return `Acceptance: ${penisSize} Penis`;
},
colour: "green",
has: $acceptance_penis_small gte 1000 and $player.penissize lte 1,
text: "You're proud of your small penis.",
},
{
name: "Acceptance: Tomgirl",
colour: "green",
has: $acceptance_tomgirl gte 100 and $acceptance_penis_small gte 1000 and $player.penissize lte 0,
text: "You're proud of becoming a tomgirl.",
},
{
name: () => {
const penisSize = setup.penisSizes[$player.penissize + 2].toUpperFirst();
return `Acceptance: ${penisSize} Penis`;
},
colour: "green",
has: $acceptance_penis_big gte 1000 and $player.penissize gte 4,
text: "You're proud of your enormous penis.",
},
{
name: "Acceptance: Flat Chest",
colour: "green",
has: $acceptance_breasts_tiny gte 1000 and $player.breastsize lte 0 and $player.gender is "f",
text: "You're proud of your flat chest.",
},
{
name: () => {
const breastSize = setup.breastsizes[$player.breastsize].toUpperFirst();
return `Acceptance: ${$player.breastsize ? breastSize + " Breasts" : "Flat Chest"}`;
},
colour: "green",
has: $player.gender is "f" and $acceptance_breasts_small gte 1000 and between($player.breastsize, 0, 4),
text: "You're proud of your small breasts.",
},
{
name: () => {
const breastSize = setup.breastsizes[$player.breastsize].toUpperFirst();
return `Acceptance: ${breastSize} Breasts`;
},
colour: "green",
has: $acceptance_breasts_big gte 1000 and $player.breastsize gte 8,
text: "You're proud of your huge breasts.",
},
{
name: () => playerAwareTheyArePregnant() ? "Acceptance: Pregnant Belly" : "Acceptance: Pregnant Looking Belly",
colour: "green",
has: $acceptance_pregnancy gte 1000 and playerBellySize() gte 8,
text: () => playerAwareTheyArePregnant() ? "You're proud of your lifebearing belly." : "You're proud of your large belly.",
},
],
},
]>>
<div id="traitListsSearch">
<<traitListsSearch>>
</div>
<br>
<div id="traitLists">
<<traitLists>>
</div>
<</widget>>
<<widget "traitListsSearch">>
<<if $options.traitOverlayFormat is undefined>><<set $options.traitOverlayFormat to "table">><</if>>
<<set _traitSearch to "">>
<<foldout false "_traitFilterFoldout">>
<span>Filter</span>
<label>Search: <<textbox "_traitSearch" _traitSearch>></label>
<br><br>
<label>
Display Format:
<<listbox "$options.traitOverlayFormat" autoselect>>
<<option "Table" "table">>
<<option "Reduced Table" "reducedTable">>
<<option "List" "list">>
<</listbox>>
</label>
<br><br>
<<link Update>>
<<replace "#traitLists">><<traitLists>><</replace>>
<</link>> |
<<link Clear>>
<<set _traitSearch to "">>
<<replace "#traitListsSearch">><<traitListsSearch>><</replace>>
<<replace "#traitLists">><<traitLists>><</replace>>
<</link>> |
<</foldout>>
<</widget>>
<<widget "traitLists">>
<<set _traitSearch2 to _traitSearch.toLowerCase()>>
<<for $_traitList range _traitLists>>
<<if !$_traitList.traits.find(trait => trait.has &&
(T.traitSearch2 === "" ||
(typeof trait.name === "function" && trait.name().toLowerCase().includes(T.traitSearch2)) ||
(typeof trait.name !== "function" && trait.name.toLowerCase().includes(T.traitSearch2)) ||
(trait.text && typeof trait.text === "function" && trait.text().toLowerCase().includes(T.traitSearch2)) ||
(trait.text && typeof trait.text !== "function" && trait.text.toLowerCase().includes(T.traitSearch2)))
)>>
<<continue>>
<</if>>
<<if ["table","reducedTable"].includes($options.traitOverlayFormat)>>
<div @class="$options.traitOverlayFormat is 'table' ? 'traitList' : 'traitListReducedText'">
<div class="traitHeading">
<<print $_traitList.title>>
</div>
<div class="traits">
<<for $_trait range $_traitList.traits.filter(trait => trait.has &&
(T.traitSearch2 === "" ||
(typeof trait.name === "function" && trait.name().toLowerCase().includes(T.traitSearch2)) ||
(typeof trait.name !== "function" && trait.name.toLowerCase().includes(T.traitSearch2)) ||
(trait.text && typeof trait.text === "function" && trait.text().toLowerCase().includes(T.traitSearch2)) ||
(trait.text && typeof trait.text !== "function" && trait.text.toLowerCase().includes(T.traitSearch2)))
)>>
<div class="trait">
<<set $_name to typeof $_trait.name is "function" ? $_trait.name() : $_trait.name>>
<<set $_colour to typeof $_trait.colour is "function" ? $_trait.colour() : $_trait.colour>>
<<set $_style to typeof $_trait.style is "function" ? $_trait.style() : $_trait.style>>
<<set $_text to typeof $_trait.text is "function" ? $_trait.text() : $_trait.text>>
<<set $_textColour to typeof $_trait.textColour is "function" ? $_trait.textColour() : $_trait.textColour>>
<span @class="$_colour" @style="$_style">
<<print $_name>>
</span>
<<if !$_text>>
<<elseif $options.traitOverlayFormat is "table">>
- <small @class="$_textColour"><<print $_text>></small>
<<else>>
<mouse class="tooltip linkBlue">Info (?)<span @class="$_textColour"><<print $_text>></span></mouse>
<</if>>
</div>
<</for>>
</div>
</div>
<br>
<</if>>
<<if $options.traitOverlayFormat is "list">>
<div>
<h4>
<<print $_traitList.title>>
</h4>
<<for $_trait range $_traitList.traits.filter(trait => trait.has &&
(T.traitSearch2 === "" ||
(typeof trait.name === "function" && trait.name().toLowerCase().includes(T.traitSearch2)) ||
(typeof trait.name !== "function" && trait.name.toLowerCase().includes(T.traitSearch2)) ||
(trait.text && typeof trait.text === "function" && trait.text().toLowerCase().includes(T.traitSearch2)) ||
(trait.text && typeof trait.text !== "function" && trait.text.toLowerCase().includes(T.traitSearch2)))
)>>
<div class="trait">
<<set $_name to typeof $_trait.name is "function" ? $_trait.name() : $_trait.name>>
<<set $_colour to typeof $_trait.colour is "function" ? $_trait.colour() : $_trait.colour>>
<<set $_style to typeof $_trait.style is "function" ? $_trait.style() : $_trait.style>>
<<set $_text to typeof $_trait.text is "function" ? $_trait.text() : $_trait.text>>
<<set $_textColour to typeof $_trait.textColour is "function" ? $_trait.textColour() : $_trait.textColour>>
<span @class="$_colour" @style="$_style">
<<print $_name>>
</span>
<<if $_text>>
- <span @class="$_textColour"><<print $_text>></span>
<</if>>
</div>
<</for>>
</div>
<br>
<</if>>
<</for>>
<</widget>><<widget "parasiteinit">>
<<set $parasite to {}>>
<<set $parasite.bodyparts to [
"nipples",
"bottom",
"breasts",
"penis",
"balls",
"clit",
"anus",
"vagina",
"labia",
"left_thigh",
"right_thigh",
"left_foot",
"right_foot",
"left_arm",
"right_arm",
"left_hand",
"right_hand",
"tummy",
"back",
"face",
"mouth",
"left_ear",
"right_ear",
"hair"]>>
<<set $parasite.types to [
"urchin",
"slime",
"maggot",
"parasite",]>>
<<for _part range $parasite.bodyparts>>
<<set $parasite[_part] to {}>>
/*<<set $parasite[_part].bodypart to _part.replace(/_/g, " ")>>*/
<</for>>
<<for _type range $parasite.types>>
<<set $parasite[_type] to []>> /*This seems a bit redundant but not having to iterate through every body part every time StoryCaption updates seems worth it*/
<</for>>
<</widget>>
<<widget "parasite">>
/*First argument is the body part you want to attach a parasite to, second argument is the type of parasite*/
<<if _args[0] and _args[1]>>
<<set _temp0 to _args[0]>>
<<set _temp1 to _args[1]>>
<<set $parasite[_temp0].name to _temp1>>
<<set $parasitestat += 1>>
<<if _temp0 is "clit" and _temp1 is "parasite" and $player.gender is "f" and ["mixed", "impregnation"].includes($earSlime.focus)>>
<<set $player.penisExist to true>>
<<if $penisuse is "none">>
<<set $penisuse to 0>>
<<set $penisstate to 0>>
<</if>>
<<set $player.ballsExist to true>>
<<if $earSlime.focus is "impregnation">>
<<set $player.size to Math.clamp(2, 0, Math.max(0, $penissizemax))>>
<<set $semen_amount to 300>>
<<set $semen_volume to 300>>
<<else>>
<<set $player.size to 0>>
<<set $semen_amount to 90>>
<<set $semen_volume to 90>>
<</if>>
<</if>>
<<if _temp0 is "left_ear" or _temp0 is "right_ear" or _args[2] is "noSuck">> /*Keeps ears from 'sucking and massaging' in the StoryCaption*/
<<else>>
<<set _temp0 to _temp0.replace(/_/g, " ")>>/*Replaces underscores with spaces to make sidebar description more presentable.*/
<<set $parasite[_temp1].push(_temp0)>>
<</if>>
<</if>>
<</widget>>
<<widget "removeparasite">>
/*Argument is the body part you want to free from parasites*/
<<if _args[0]>>
<<set _temp0 to _args[0]>>
<<if _temp0 is "clit" and $parasite.clit.name is "parasite" and $player.gender is "f" and $player.penisExist>>
<<bodyliquid penis "all" -5>>
<<set $player.penisExist to false>>
<<set $penisuse to "none">>
<<set $penisstate to "none">>
<<if $worn.genitals.name is "chastity parasite">>
<<set $worn.genitals.type.push("broken")>>
<<genitalsruined>>
<<elseif playerChastity("penis") and !playerChastity("vagina") and !$player.penisExist and _args[0]>>
With nothing to hold it in place, you <<print $worn.genitals.name>> falls to the ground.
<<set $worn.genitals.type.push("broken")>>
<<genitalsruined>>
<</if>>
<</if>>
<<if _temp0 is "penis" and $parasite.penis.name is "parasite" and $worn.genitals.name is "chastity parasite">>
<<set $worn.genitals.type.push("broken")>>
<<genitalsruined>>
<</if>>
<<run delete $parasite[_temp0].name>>
<<run delete $parasite[_temp0].origin>>
<<set _temp0 to _temp0.replace(/_/g, " ")>>/*Removes underscores from argument to match with the change made in the <<parasite>> widget.*/
<<for _type range $parasite.types>>
<<set $parasite[_type].delete(_temp0)>>
<</for>>
<<if $parasite.left_ear.name isnot "slime" and $parasite.right_ear.name isnot "slime" and $earSlime and ($earSlime.days or $earSlime.corruption or $earSlime.growth)>>
<<resetEarSlime true>>
<</if>>
<</if>>
<</widget>>
<<widget "resetEarSlime">>
<<set $earSlime to {
days: 0,
corruption: 0,
growth: 0,
focus: "none",
event: "",
eventTimer: 0,
eventLength: 0,
defyCooldown: 0,
dreamRejected: 0,
vibration: 0,
lastVibration: 0,
alwaysSleepNaked: false,
noSleep: false,
promiscuity: 0,
deviancy: 0,
exhibitionism: 0,
}>>
<<if $daily and $daily.corruptionSlimeClothes>>
<<run delete $daily.corruptionSlimeClothes>>
<</if>>
<<if $parasite.breasts and $parasite.breasts.name is "parasite">>
<<removeparasite "breasts">>
<</if>>
<<if $parasite.penis.name is "parasite" or ($parasite.clit.name is "parasite" and $player.gender is "f")>>
<<removeparasite "penis">>
<</if>>
<<if $parasite.clit.name is "parasite">>
<<removeparasite "clit">>
<</if>>
<<if $earSlimeDaysStat is undefined>>
<<set $earSlimeDaysStat to 0>>
<<set $earSlimePassiveDaysStat to 0>>
<</if>>
<</widget>>
<<widget "earSlimeSeenActions">>
<<if numberOfEarSlime() and ["promiscuity", "deviancy", "exhibitionism"].includes(_args[0]) and !$desperateaction>>
<<if _args[1] gt $earSlime[_args[0]] and $earSlime.corruption gte random(0, 50 * _args[1] * (_args[2] or 1)) and V[_args[0]] gte [0,0,15,35,55,75,95][_args[1]]>>
<<set $earSlime[_args[0]] to _args[1]>>
<br><br>
<span class="red">The slime in your ear takes notice of your lewd action.</span>
<</if>>
<</if>>
<</widget>>/*For saving generic NPC data so they can be loaded later*/
<<widget "saveNPC">>
/*First argument is the NPClist index of the NPC to be saved. Second argument is the string you want to save it under.*/
<<if _args[0] gte 0 and _args[1]>>
<<set $_name to _args[1]>>
<<set $_slot to _args[0]>>
<<if EventSystem.isSlotTaken($_slot)>>
<<set $per_npc[$_name] to clone($NPCList[$_slot])>>
/*ToDo: Pregnancy, Condoms not yet compatible with NPC saving and loading */
<<set $per_npc[$_name].condom to false>>
<<run delete $per_npc[$_name].condomAsk>>
<<run delete $per_npc[$_name].condomCanGive>>
/*Clears name from name pool */
<<if $NPCList[$_slot].pronoun is "f">>
<<set $NPC_names_f.delete($NPCList[$_slot].name)>>
<<else>>
<<set $NPC_names_m.delete($NPCList[$_slot].name)>>
<</if>>
<<else>>
<<run Errors.report(`saveNPC called with invalid or empty NPCList slot (${$_slot})`,
{
Stacktrace : Utils.GetStack(),
Name : $_name,
Slot : $_slot,
})>>
<</if>>
<</if>>
<</widget>>
<<widget "loadNPC">>
<!-- Checks if endevent was properly used after the last event -->
<<checkEventNPC _args[0]>>
/*First argument is the NPClist you want the NPC to fill. Second argument is the string you want to load, as saved with saveNPC.*/
<<if _args[0] gte 0 and _args[1]>>
<<set $_name to _args[1]>>
<<set $_slot to _args[0]>>
<<if $per_npc[$_name] neq null>>
<<set $NPCList[$_slot] to clone($per_npc[$_name])>>
<<if $enemyno lt 6>><<set $enemyno += 1>><</if>><<set $enemynomax to $enemyno>>
<<set $monster to ($NPCList[$_slot].monster is "monster" ? 1 : 0)>>
<<run EventSystem.push($passage, $_slot, $timeStamp)>>
<<else>>
<<run Errors.report(`loadNPC called with an undefined NPC name (${$_name})`, {
Stacktrace : Utils.GetStack(),
Name : $_name,
Slot : $_slot,
})>>
<<set $_genslot to $_slot + 1>>
<<set $_parts to $_name.split("_")>>
<<if $_name is "black_dog">>
<<generateBEAST $_genslot dog>>
<<set $enemytype to "beast">>
<<set $monster to ($NPCList[$_slot].monster is "monster" ? 1 : 0)>>
<<elseif ["guard", "inmate"].includes($_parts[1])>>
<!-- _guard or _inmate -->
<<generateRole $_slot $_parts[0] $_parts[1]>> <!-- uses 0-5 not 1-6 -->
<<else>>
<<generateNPC $_genslot>>
<</if>>
<<saveNPC $_slot $_name>>
<</if>>
<<set $NPCList[$_slot].per to $_name>>
<</if>>
<</widget>>
<<widget "updateNPC">>
/* updates NPC data, like virginity, that would normally be wiped by endevent */
<<set $per_npc[_args[0].per].virginity to _args[0].virginity>>
<</widget>>
<<widget "clearNPC">>
/*Clears persistent NPC data for a single NPC. Argument is the string the NPC was saved under.*/
<<if _args[0]>>
<<set $_name to _args[0]>>
/*Adds name back into name pool */
<<if $per_npc[$_name] and $per_npc[$_name].name>>
<<if $per_npc[$_name].pronoun is "f">>
<<set $NPC_names_f.pushUnique($per_npc[$_name].name)>>
<<else>>
<<set $NPC_names_m.pushUnique($per_npc[$_name].name)>>
<</if>>
<</if>>
<<run delete $per_npc[$_name]>>
<</if>>
<</widget>>
<<widget "storeNPC">>
/*First argument is the NPClist index of the NPC to be saved. Second argument is the string you want to save it under.*/
<<if _args[0] gte 0 and _args[1]>>
<<set $_name to _args[1]>>
<<set $_nameInt to 0>>
<<for $_key range Object.keys($storedNPCs).filter(key => key.includes($_name))>>
<<if $_key is ($_name + "_" + $_nameInt)>>
<<set $_nameInt++>>
<<else>>
<<break>>
<</if>>
<</for>>
<<set $_name to $_name + "_" + $_nameInt>>
<<set $_slot to _args[0]>>
<<if EventSystem.isSlotTaken($_slot)>>
<<set $storedNPCs[$_name] to {
npc: {
adult: $NPCList[$_slot].adult,
breastsize: $NPCList[$_slot].breastsize,
breastdesc: $NPCList[$_slot].breastdesc,
breastsdesc: $NPCList[$_slot].breastsdesc,
description: $NPCList[$_slot].description,
fullDescription: $NPCList[$_slot].fullDescription,
gender: $NPCList[$_slot].gender,
insecurity: $NPCList[$_slot].insecurity,
name: $NPCList[$_slot].name,
monster: $NPCList[$_slot].monster,
penis: $NPCList[$_slot].penis,
penisdesc: $NPCList[$_slot].penisdesc,
penissize: $NPCList[$_slot].penissize,
pregnancy: $NPCList[$_slot].pregnancy,
pregnancyAvoidance: $NPCList[$_slot].pregnancyAvoidance,
pronoun: $NPCList[$_slot].pronoun,
skincolour: $NPCList[$_slot].skincolour,
teen: $NPCList[$_slot].teen,
type: $NPCList[$_slot].type,
vagina: $NPCList[$_slot].vagina,
},
}>>
<<set _lastStoredName to $_name>>
<<else>>
<<run Errors.report(`saveNPCPreg called with invalid or empty NPCList slot (${$_slot})`,
{
Stacktrace : Utils.GetStack(),
Name : $_name,
Slot : $_slot,
})>>
<</if>>
<</if>>
<</widget>>
<<widget "updatePersistentNPCs">>
<<if $passage isnot "start" and $per_npc and Object.keys($per_npc).length gt 0>>
<<for $_i, $_value range $per_npc>>
<!-- Set Pronoun -->
<<if $per_npc[$_i].pronoun is "none" or _args[0] is "genders">>
<<if maleChance() lt random(1, 100)>>
<<set $per_npc[$_i].pronoun to "f">>
<<else>>
<<set $per_npc[$_i].pronoun to "m">>
<</if>>
<</if>>
<!-- Set Gender -->
<<if $per_npc[$_i].gender is "none" or _args[0] is "genders">>
<<if $per_npc[$_i].pronoun is "m">>
<<if random(0, 99) gte $cbchance>>
<<set $per_npc[$_i].gender to "m">>
<<else>>
<<set $per_npc[$_i].gender to "f">>
<</if>>
<<elseif $per_npc[$_i].pronoun is "f">>
<<if random(0, 99) gte $dgchance>>
<<set $per_npc[$_i].gender to "f">>
<<else>>
<<set $per_npc[$_i].gender to "m">>
<</if>>
<</if>>
<</if>>
<!-- Set Genital Existence -->
<<if $per_npc[$_i].type isnot "human">>
<<set $per_npc[$_i].penis to ($per_npc[$_i].gender !== "f" ? 0 : "none")>>
<<set $per_npc[$_i].vagina to ($per_npc[$_i].gender !== "m" ? 0 : "none")>>
<<else>>
<<set $per_npc[$_i].penis to ($per_npc[$_i].gender !== "f" ? "clothed" : "none")>>
<<set $per_npc[$_i].vagina to ($per_npc[$_i].gender !== "m" ? "clothed" : "none")>>
<</if>>
<!-- Set breast defaults-->
<<set _b_mod_lower to Math.clamp($breast_mod, 0, 12)>>
<<set _b_mod_upper to Math.clamp($breast_mod + 12, 0, 12)>>
<!-- can't use breastsize, since that would either break the numberslider
or make one of the sizes always be randomised,
but can use breastdesc not being changed from 0 as a substitute -->
<<if $per_npc[$_i].breastdesc is 0 or _args[0] is "breasts">>
<<if $per_npc[$_i].pronoun is "m">>
<<set $per_npc[$_i].breastsize to 0>>
<<else>>
<<set $per_npc[$_i].breastsize to random(_b_mod_lower, _b_mod_upper)>>
<</if>>
<</if>>
<<if $per_npc[$_i].breastsize gt 0>>
<<set _brdes to ["nipple","budding","tiny","small","pert","modest","full","large","ample","massive","huge","gigantic","enormous"]>>
<<set $per_npc[$_i].breastdesc to _brdes[$per_npc[$_i].breastsize]+" breast">>
<<else>>
<<set $per_npc[$_i].breastdesc to "nipple">>
<</if>>
<<set $per_npc[$_i].breastsdesc to $per_npc[$_i].breastdesc + "s">>
<!-- Set pp to defaults-->
/* New way to set upper and lower bounds.
* This method makes use of all other slider positions, but does nothing when slider is between -1 and 1,
* for a total of 15 unique positions vs the current method's 9. (max would be 17)
* Changing the penis_mod slider to range from -7 to 7 would work to make every slider position unique here, but potentially affects unnamed npc generation.
*/
/*
<<set _p_mod_upper to 8>><<set _p_mod_lower to 1>>
<<if $penis_mod gt 0>>
<<set _p_mod_lower += $penis_mod - 1>>
<<elseif $penis_mod lt 0>>
<<set _p_mod_upper += $penis_mod + 1>>
<</if>>
alternative way to write that:
<<set _p_mod_lower to ($penis_mod > 0 ? $penis_mod : 1)>>
<<set _p_mod_upper to ($penis_mod < 0 ? 9 + $penis_mod : 8)>>
*/
<<if $penis_mod is 8>>
<<set _p_mod_upper to 8>><<set _p_mod_lower to 8>>
<<elseif $penis_mod gte 6>>
<<set _p_mod_upper to 8>><<set _p_mod_lower to 7>>
<<elseif $penis_mod gte 4>>
<<set _p_mod_upper to 8>><<set _p_mod_lower to 5>>
<<elseif $penis_mod gte 2>>
<<set _p_mod_upper to 8>><<set _p_mod_lower to 3>>
<<elseif $penis_mod gte 0>>
<<set _p_mod_upper to 8>><<set _p_mod_lower to 1>>
<<elseif $penis_mod gte -2>>
<<set _p_mod_upper to 7>><<set _p_mod_lower to 1>>
<<elseif $penis_mod gte -4>>
<<set _p_mod_upper to 5>><<set _p_mod_lower to 1>>
<<elseif $penis_mod gte -6>>
<<set _p_mod_upper to 3>><<set _p_mod_lower to 1>>
<<else>>
<<set _p_mod_upper to 1>><<set _p_mod_lower to 1>>
<</if>>
<<if $per_npc[$_i].penissize is 0 or _args[0] is "penis">>
<<if $per_npc[$_i].gender is "f">>
<<set $per_npc[$_i].penissize to 0>>
<<set $per_npc[$_i].penisdesc to "none">>
<<else>>
<<switch random(_p_mod_lower, _p_mod_upper)>>
<<case 8>>
<<set $per_npc[$_i].penisdesc to either("massive cock","huge cock","humongous cock","immense cock","gigantic cock","enormous cock")>>
<<set $per_npc[$_i].penissize to 4>>
<<case 5 6 7>>
<<set $per_npc[$_i].penisdesc to either("thick cock","hefty cock","big cock","large cock","veiny cock","meaty cock")>>
<<set $per_npc[$_i].penissize to 3>>
<<case 2 3 4>>
<<set $per_npc[$_i].penisdesc to "penis">>
<<set $per_npc[$_i].penissize to 2>>
<<default>>
<<set $per_npc[$_i].penisdesc to either("tiny penis","pathetic cock","little penis","small penis","mini penis","micro penis")>>
<<set $per_npc[$_i].penissize to 1>>
<</switch>>
<</if>>
<</if>>
<!-- Set pp to size in case PC selected it-->
<<if $per_npc[$_i].penissize isnot 0>>
<<switch $per_npc[$_i].penissize>>
<<case 4>>
<<set $per_npc[$_i].penisdesc to either("massive cock","huge cock","humongous cock","immense cock","gigantic cock","enormous cock")>>
<<case 3>>
<<set $per_npc[$_i].penisdesc to either("thick cock","hefty cock","big cock","large cock","veiny cock","meaty cock")>>
<<case 1>>
<<set $per_npc[$_i].penisdesc to either("tiny penis","pathetic cock","little penis","small penis","mini penis","micro penis")>>
<<default>>
<<set $per_npc[$_i].penisdesc to "penis">>
<</switch>>
<</if>>
<<generatePronouns $per_npc[$_i]>>
<<if !$per_npc[$_i].maxOrgasms or $per_npc[$_i].maxOrgasms lte 0 or _args[0] is "base max orgasms">>
<<set $per_npc[$_i].maxOrgasms to random(1, 5)>>
<</if>>
<</for>>
<</if>>
<</widget>>
<<widget "updateNPCsFirst">>
/*Adds new variables to saved NPCs.*/
<<for $_per_keys range Object.keys($per_npc)>>
<<set $per_npc[$_per_keys][_args[0]] to _args[1]>>
<</for>>
<</widget>>
<<widget "updateNPCsSecond">>
<<for $_per_keys range Object.keys($per_npc)>>
<<set $per_npc[$_per_keys][_args[0]][_args[1]] to _args[2]>>
<</for>>
<</widget>><<widget "physicalAdjustmentsInit">>
<<if $sexStats is undefined>>
<<set $sexStats to {
"breasts": {
"playedWith": 0
},
"creampie": {
"self": {
"anus":0,
"mouth":0,
"vagina":0
},
"npc":{
"anus":0,
"mouth":0,
"vagina":0 /* , "tentacle":0 */
}
},
"pills":{
"pills":{
'bottom reduction':{autoTake: false, doseTaken: 0, owned: 0, overdose: 0},
'bottom growth':{autoTake: false, doseTaken: 0, owned: 0, overdose: 0},
'bottom blocker':{autoTake: false, doseTaken: 0, owned: 0, overdose: 0},
'breast reduction':{autoTake: false, doseTaken: 0, owned: 0, overdose: 0},
'breast growth':{autoTake: false, doseTaken: 0, owned: 0, overdose: 0},
'breast blocker':{autoTake: false, doseTaken: 0, owned: 0, overdose: 0},
'penis reduction':{autoTake: false, doseTaken: 0, owned: 0, overdose: 0},
'penis growth':{autoTake: false, doseTaken: 0, owned: 0, overdose: 0},
'penis blocker':{autoTake: false, doseTaken: 0, owned: 0, overdose: 0},
'fertility booster':{autoTake: false, doseTaken: 0, owned: 0, overdose: 0},
'contraceptive':{autoTake: false, doseTaken: 0, owned: 0, overdose: 0},
'asylum\'s prescription':{autoTake: false, doseTaken: 0, owned: 0, overdose: 0},
'Dr Harper\'s prescription':{autoTake: false, doseTaken: 0, owned: 0, overdose: 0},
'Anti-Parasite Cream': { autoTake: false, doseTaken: 0, owned: 0, overdose: 0 },
},
"boughtOnce": false,
"lastTaken":{"bottom":'', "breast":'', "penis":'', "pregnancy":''},
"mostTaken":{"bottom":'', "breast":'', "penis":'', "pregnancy":''}
}
}>>
<</if>>
<<if $sexStats.pills.pills && $sexStats.pills.pills["Anti-Parasite Cream"] is undefined>>
<<set $sexStats.pills.pills["Anti-Parasite Cream"] to { autoTake: false, doseTaken: 0, owned: 0, overdose: 0 }>>
<</if>>
<<if $sexStats.pills.pills && $sexStats.pills.pills["Hair Growth Formula"] is undefined>>
<<set $sexStats.pills.pills["Hair Growth Formula"] to { autoTake: false, doseTaken: 0, owned: 0, overdose: 0 }>>
<</if>>
<<if $sexStats.anus is undefined>>
<<set $sexStats.anus to {
"pregnancy": {
/*//0: null,old variables, kept for debugging
//1: null,
//2: null,
//3: null,
//"count": 0,
//"maxCount": 1,
//"fertile": false,
//"fertilised": false,
//"lowestDaysLeft": null,
//"lowestTimeLeft": null,
//"givenBirth": 0,
//seenDoctor: 0, replaced with $pregnancyStats.parasiteDoctorEvents
//namesChildren: false, replaced with $pregnancyStats.namesParasitesChild*/
fetus: [],
givenBirth: 0,
parasiteBirthEvents: 0,
motherStatus: 0,
type: null,
awareOf: null,
timer: null,
timerEnd: null,
type: null,
potentialFathers: [],
totalBirthEvents: 0,
},
"sperm":[],
}>>
<</if>>
<<if $sexStats.anus.pregnancy.fetus is undefined>>
<<set $sexStats.anus.pregnancy.fetus to []>>
<<for $_i to 0; $_i lt 4; $_i++>>
<<if $sexStats.anus.pregnancy[$_i] isnot null>>
<<run $sexStats.anus.pregnancy.fetus.push(clone($sexStats.anus.pregnancy[$_i]))>>
<<if $sexStats.anus.pregnancy.fetus.last().stats.gender is "Futa">>
<<set $sexStats.anus.pregnancy.fetus.last().stats.gender to "Hermaphrodite">>
<</if>>
<<set $sexStats.anus.pregnancy.type to "parasite">>
<</if>>
<<run delete $sexStats.anus.pregnancy[$_i]>>
<</for>>
<<if !$sexStats.anus.pregnancy.parasiteBirthEvents>>
<<set $sexStats.anus.pregnancy.parasiteBirthEvents to clone($sexStats.anus.pregnancy.givenBirth)>>
<<set $sexStats.anus.pregnancy.parasiteFeltMovement to clone($sexStats.anus.pregnancy.feltMovement)>>
<<set $sexStats.anus.pregnancy.givenBirth to 0>>
<</if>>
<<pregnancyVar>><!--In case its not been ran before -->
<<if $sexStats.anus.pregnancy.seenDoctor>>
<<set $pregnancyStats.parasiteDoctorEvents to clone($sexStats.anus.pregnancy.seenDoctor)>>
<</if>>
<<if $sexStats.anus.pregnancy.book>>
<<set $pregnancyStats.parasiteBook to clone($sexStats.anus.pregnancy.book)>>
<</if>>
<<if $sexStats.anus.pregnancy.typesSeen>>
<<set $pregnancyStats.parasiteTypesSeen to clone($sexStats.anus.pregnancy.typesSeen)>>
<</if>>
<<if $sexStats.anus.pregnancy.variantsSeen>>
<<set $pregnancyStats.parasiteVariantsSeen to clone($sexStats.anus.pregnancy.variantsSeen)>>
<</if>>
/*Vagina Parity Variables*/
<<set $sexStats.anus.pregnancy.awareOf to null>>
<<set $sexStats.anus.pregnancy.timer to null>>
<<set $sexStats.anus.pregnancy.timerEnd to null>>
<<set $sexStats.anus.pregnancy.timerEnd to null>>
<<set $sexStats.anus.pregnancy.waterBreaking to false>>
<<set $sexStats.anus.pregnancy.potentialFathers to []>>
<<set $sexStats.anus.pregnancy.totalBirthEvents to 0>>
<<set $sexStats.anus.sperm to []>>
<<run delete $sexStats.anus.pregnancy.maxCount>>
<<run delete $sexStats.anus.pregnancy.count>>
<<run delete $sexStats.anus.pregnancy.lowestDaysLeft>>
<<run delete $sexStats.anus.pregnancy.lowestTimeLeft>>
<<run delete $sexStats.anus.pregnancy.feltMovement>>
<<run delete $sexStats.anus.pregnancy.fertile>>
<<run delete $sexStats.anus.pregnancy.fertilised>>
<<run delete $sexStats.anus.pregnancy.namesChildren>>
<<run delete $sexStats.anus.pregnancy.seenDoctor>>
<<run delete $sexStats.anus.pregnancy.book>>
<<run delete $sexStats.anus.pregnancy.typesSeen>>
<<run delete $sexStats.anus.pregnancy.variantsSeen>>
<<run delete $sexStats.anus.pregnancy.autoRepairDone>>
<</if>>
<<if $sexStats.anus.pregnancy.type is undefined>>
<<if $sexStats.anus.pregnancy.fetus.length is 0>>
<<set $sexStats.anus.pregnancy.type to null>>
<</if>>
<</if>>
<<if $sexStats.anus.pregnancy.totalBirthEvents is undefined>>
<<set $sexStats.anus.pregnancy.totalBirthEvents to 0>>
<</if>>
<<if $sexStats.anus.pregnancy.potentialFathers is undefined>>
<<set $sexStats.anus.pregnancy.potentialFathers to []>>
<</if>>
<<if !Array.isArray($sexStats.anus.sperm)>>
<<set $sexStats.anus.sperm to []>>
<<if Array.isArray($sexStats.anus.pregnancy.potentialFathers) and $sexStats.anus.pregnancy.potentialFathers.length>>
<<for $_i to 0; $_i lt $sexStats.anus.pregnancy.potentialFathers.length; $_i++>>
<<set $sexStats.anus.pregnancy.potentialFathers[$_i] to {
type: $sexStats.anus.pregnancy.potentialFathers[$_i][0],
source: $sexStats.anus.pregnancy.potentialFathers[$_i][1],
}>>
<</for>>
<</if>>
<</if>>
<<if $sexStats.vagina is undefined>>
<<set _baseDays to random(24,38)>>
<<if _baseDays lt 26>>
<<set _baseDaysRng to random(0,4)>>
<<elseif _baseDays gte 30>>
<<set _baseDaysRng to random(-4,0)>>
<<else>>
<<set _baseDaysRng to random(-2,2)>>
<</if>>
/*To change after every cycle*/
<<set _currentDaysMax to _baseDays + random(0, _baseDaysRng)>>
/*
- pregnancy has multiple slots, but pregnancy should only occur when none are taken
- "baseDays", "baseDaysRng", "lastDaysMax", "currentDaysMax" values should not be changed by multipliers, but by percent if you want a faster/slower cycle during calculations only, do not modifier the values themselves
- Sperm Template -
"sperm":{
"Robin":{"type":"npc", "count":[[daysTillRemoval,cummed inside],[4,3],[3,2]]},
"Avery":{"type":"npc", "count":[[daysTillRemoval,cummed inside],[5,1]]},
"slender man":{"type":"npc", "count":[[daysTillRemoval,cummed inside],[5,1]]},
"Beast":{"type":"dog", "count":[[daysTillRemoval,cummed inside],[5,1]]},
}
- Sperm data should be deleted after 3-5 days worth of the base, the entire named object after it is cleared.
- "CurrentDay" should never be above "lastDaysMax" or "currentDaysMax", "lastDaysMax" should be set to "currentDaysMax" on releasing the egg
- "recoveryTime" and "recoveryTimeStart" are to track how long the player needs to recover before they can get pregnant again. "recoveryTime" is reduced faster by taking fertility pills and when "totalBirthEvents" is more than 2.
- "recoveryStage" ranges from 0 to 4, to help with any story text regarding how the player is feeling after giving birth
- "periodEnabled" is only to prevent the first period based events after recovering from giving birth
*/
<<set $sexStats.vagina to {
"pregnancy": {
"fetus": [],
"givenBirth": 0,
"parasiteBirthEvents": 0,
"totalBirthEvents": 0,
"motherStatus": 0,
"waterBreaking": false,
"type": null,
"timer": null,
"timerEnd": null,
"awareOf": null,
"potentialFathers": [],
},
"menstruation":{
"baseDays": _baseDays,
"baseDaysRng": _baseDaysRng,
"currentDay": random(0, _baseDays + random(0,_baseDaysRng)),
"lastDaysMax": _currentDaysMax,
"currentDaysMax": _currentDaysMax,
"currentState": "normal",
"recoveryTime": null,
"recoveryTimeStart": null,
"recoveryStage": null,
"periodEnabled": true,
"running": false,
"stages": [0, 0, 0, 0],
},
"sperm":[]
}>>
<<set _menstruation to $sexStats.vagina.menstruation>>
<<set _stage2 to Math.round(_menstruation.currentDaysMax * 0.17)>>
<<if _stage2 gte 4>>
<<set _stage2-->>
<</if>>
<<set _stage3 to Math.round(_menstruation.currentDaysMax * 0.5)>>
<<if _stage3 lt 13>>
<<set _stage3++>>
<<elseif _stage3 gte 18>>
<<set _stage3-->>
<</if>>
<<set _menstruation.stages to [0, _stage2, _stage3, _stage3 + random(1,2) * 0.5]>>
<<if $player.vaginaExist>>
<<set $sexStats.vagina.menstruation.running = true>>
<</if>>
<</if>>
<<if $sexStats.vagina.pregnancy.fetus is undefined>>
<<set $sexStats.vagina.pregnancy.fetus = []>>
<<run delete $sexStats.vagina.pregnancy.currentCount>>
<<run delete $sexStats.vagina.pregnancy[0]>>
<<run delete $sexStats.vagina.pregnancy[1]>>
<<run delete $sexStats.vagina.pregnancy[2]>>
<<run delete $sexStats.vagina.pregnancy[3]>>
<<run delete $sexStats.vagina.pregnancy[4]>>
<<run delete $sexStats.vagina.pregnancy[5]>>
<<run delete $sexStats.vagina.pregnancy[6]>>
<<run delete $sexStats.vagina.pregnancy[7]>>
<</if>>
<<if $sexStats.vagina.pregnancy.parasiteBirthEvents is undefined>>
<<set $sexStats.vagina.pregnancy.parasiteBirthEvents to 0>>
<<set $sexStats.vagina.pregnancy.parasiteFeltMovement to false>>
<<set $sexStats.vagina.pregnancy.timerEnd to null>>
<<run delete $sexStats.vagina.pregnancy.beastMotherStatus>>
<<run delete $sexStats.vagina.pregnancy.ultrasoundDone>>
<<run delete $sexStats.vagina.pregnancy.morningSicknessWaking>>
<<run delete $sexStats.vagina.pregnancy.morningSicknessGeneral>>
<<run delete $sexStats.vagina.pregnancy.bellySize>>
<<run delete $sexStats.vagina.pregnancy.timerStart>>
<</if>>
<<if $sexStats.vagina.menstruation.nonCycleRng is undefined>>
<<set $sexStats.vagina.menstruation.nonCycleRng to [random(0,6),random(0,6),random(0,6)]>>
<</if>>
<<if !Array.isArray($sexStats.vagina.sperm)>>
<<set $sexStats.vagina.sperm to []>>
<<if Array.isArray($sexStats.vagina.pregnancy.potentialFathers) and $sexStats.vagina.pregnancy.potentialFathers.length>>
<<for $_i to 0; $_i lt $sexStats.vagina.pregnancy.potentialFathers.length; $_i++>>
<<set $sexStats.vagina.pregnancy.potentialFathers[$_i] to {
type: $sexStats.vagina.pregnancy.potentialFathers[$_i][0],
source: $sexStats.vagina.pregnancy.potentialFathers[$_i][1],
}>>
<</for>>
<</if>>
<</if>>
<<menstruationCycleState>>
<<if $parentList is undefined>>
<<set $parentList to parentFunction.parentList>>
<</if>>
<<if !$objectVersion.pregnancyFix>>
<<run $sexStats.vagina.sperm.forEach(s => {if(s.source.toLowerCase().includes("wolf") && s.type === "human") s.type = "wolf"})>>
<<run $sexStats.vagina.pregnancy.potentialFathers.forEach(s => {if(s.source.toLowerCase().includes("wolf") && s.type === "human") s.type = "wolf"})>>
<<run $sexStats.anus.sperm.forEach(s => {if(s.source.toLowerCase().includes("wolf") && s.type === "human") s.type = "wolf"})>>
<<run $sexStats.anus.pregnancy.potentialFathers.forEach(s => {if(s.source.toLowerCase().includes("wolf") && s.type === "human") s.type = "wolf"})>>
<<if $sexStats.vagina.pregnancy.type is "human" and $sexStats.vagina.pregnancy.fetus[0]?.father.toLowerCase().includes("wolf")>>
<<set $sexStats.vagina.pregnancy.type to "wolf">>
<<run $sexStats.vagina.pregnancy.fetus.forEach(child => {
child.type = "wolf";
const furColour = ["gray", "brown", "tan", "white"];
if (child.father === "Black Wolf") {
furColour.concat(["black", "black", "black"]);
}
child.features.hairColour = furColour[random(0, furColour.length - 1)];
child.features.monster = 0;
delete child.features.skinColor;
delete child.features.beastTransform;
delete child.features.divineTransform;
delete child.features.clothes;
})>>
<</if>>
<<set $objectVersion.pregnancyFix to 1>>
<</if>>
<</widget>><<widget "physicalAdjustments">>
/*Breasts*/
<<switch $sexStats.pills.mostTaken["breast"]>>
<<case "growth">>
<<set _breastMulti to 1 + (2.25 * $sexStats.pills["pills"]["breast growth"].doseTaken)>>
<<case "reduction">>
<<set _breastMulti to -1 + (-2.25 * $sexStats.pills["pills"]["breast reduction"].doseTaken)>>
<<case "blocker">>
<<set _breastMulti to 0>>
<<default>>
<<set _breastMulti to 1>>
<</switch>>
<<if _breastMulti isnot 0>>
<<switch $player.gender>>
<<case "m">>
<<set _breastMulti -= 1>>
<<case "f" "h">>
<<set _breastMulti += (Math.clamp($sexStats.creampie.self.vagina * 2, 0, 50) / 100)>>
<</switch>>
<<if $earSlime.focus is "pregnancy" and $earSlime.growth gte 75>>
<<set _breastMulti += 3>>
<<elseif $earSlime.focus is "impregnation" and $earSlime.growth gte 75>>
<<set _breastMulti -= 3>>
<</if>>
<<set _breastMulti += (Math.clamp($sexStats.breasts.playedWith, 0, 500) / 250)>>
<<set _breastMulti += Math.clamp($sexStats.anus.pregnancy.fetus.length / 10,0,0.5)>>
<<set _breastMulti += Math.clamp($sexStats.vagina.pregnancy.fetus.length / 10,0,0.5)>>
<<if $purity gte 990>>
<<set _breastMulti -= 1>>
<</if>>
<<if $cow gte 1>>
<<set _breastMulti += 1>>
<</if>>
<<set _purityBoost to (_breastMulti lt 0 ? 1 + ($purity / 1000) : 1 + ((1000 - $purity) / 1000))>>
<<set $breastgrowthtimer -= _breastMulti * 25 * _purityBoost>>
<<if $parasite.nipples.name is "urchin">>
<<set $breastgrowthtimer -= 300>>
<</if>>
<<if $parasite.nipples.name is "slime">>
<<set $breastgrowthtimer += 300>>
<</if>>
<<if $breastgrowthtimer lte 0 and $player.breastsize lt $breastsizemax>>
<<set $player.breastsize += 1>>
<<set $breastgrowthtimer += 700>>
<<set $breastgrowthmessage to $player.breastsize>><<set $effectsmessage to 1>>
<<elseif $breastgrowthtimer gte 1000 and $player.breastsize gt $breastsizemin>>
<<set $player.breastsize -= 1>>
<<set $breastgrowthtimer -= 700>>
<<set $breastshrinkmessage to $player.breastsize>><<set $effectsmessage to 1>>
<</if>>
<<set $breastgrowthtimer to Math.clamp($breastgrowthtimer, 0, 1000)>>
<</if>>
<<set $player.breastsize to Math.clamp($player.breastsize, 0, 12)>>
/*Penis*/
<<if $sexStats.pills["pills"]["penis growth"].overdose gt 0>>
<<set $sexStats.pills["pills"]["penis growth"].overdose to Math.clamp($sexStats.pills["pills"]["penis growth"].overdose - 1, 0, 100)>>
<</if>>
<<if $sexStats.pills["pills"]["penis reduction"].overdose gt 0>>
<<set $sexStats.pills["pills"]["penis reduction"].overdose to Math.clamp($sexStats.pills["pills"]["penis reduction"].overdose - 1, 0, 100)>>
<</if>>
<<switch $sexStats.pills.mostTaken["penis"]>>
<<case "growth">>
<<set _penisMulti to 1 + (2.25 * $sexStats.pills["pills"]["penis growth"].doseTaken)>>
<<set $sexStats.pills["pills"]["penis growth"].overdose += $sexStats.pills["pills"]["penis growth"].doseTaken>>
<<case "reduction">>
<<set _penisMulti to -1 + (-2.25 * $sexStats.pills["pills"]["penis reduction"].doseTaken)>>
<<set $sexStats.pills["pills"]["penis reduction"].overdose += $sexStats.pills["pills"]["penis reduction"].doseTaken>>
<<case "blocker">>
<<set _penisMulti to 0>>
<<default>>
<<set _penisMulti to 1>>
<</switch>>
<<if $player.penisExist and _penisMulti isnot 0>>
<<set _totalReduction to ($sexStats.creampie.self.anus + $sexStats.creampie.self.mouth) * 2>>
<<set _totalIncrease to ($sexStats.creampie.npc.anus + $sexStats.creampie.npc.mouth + $sexStats.creampie.npc.vagina) * 2>>
<<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>
<<set _penisMulti += 1>>
<</if>>
<<if $earSlime.focus is "pregnancy" and $earSlime.growth gte 100>>
<<set _penisMulti -= 3>>
<<elseif $earSlime.focus is "impregnation" and $earSlime.growth gte 100>>
<<set _penisMulti += 3>>
<</if>>
<<if _penisMulti gt 1>>
<<set _totalIncrease += 10>>
<<set _totalIncrease *= _penisMulti>>
<<elseif _penisMulti lt 0>>
<<set _totalReduction += 10>>
<<set _totalReduction *= _penisMulti * -1>>
<</if>>
<<set _totalChange to _totalIncrease - _totalReduction>>
<<set _purityBoost to (_totalChange lt 0 ? 2 + ($purity / 500) : 2 + ((1000 - $purity) / 500))>>
<<set $penisgrowthtimer -= _purityBoost * _totalChange>>
<<set $penisgrowthtimer -= $sexStats.pills["pills"]["penis growth"].overdose>>
<<set $penisgrowthtimer += $sexStats.pills["pills"]["penis reduction"].overdose>>
<<if $player.penissize lt 0>>
<<set $penisgrowthtimer -= 50>>
<</if>>
<<if $parasite.penis.name is "urchin">>
<<set $penisgrowthtimer -= 250>>
<<set $sexStats.pills["pills"]["penis growth"].overdose += random(1,2)>>
<</if>>
<<if $parasite.penis.name is "slime">>
<<set $penisgrowthtimer += 250>>
<<set $sexStats.pills["pills"]["penis reduction"].overdose += random(1,2)>>
<</if>>
<<set _overdose to $sexStats.pills["pills"]["penis growth"].overdose - $sexStats.pills["pills"]["penis reduction"].overdose>>
<<if $earSlime.focus is "impregnation" and $earSlime.growth gte 100 and _overdose lt 20>>
<<set _overdose to 20>>
<<elseif $worn.genitals.type.includes("shrinking")>>
<<set _overdose to -20>>
<<if $penisgrowthtimer lte 100>>
<<set $penisgrowthtimer to 100>>
<</if>>
<<set $penisgrowthtimer += 100>>
<</if>>
/* The $player.gender isnot "f" is to specifically block the parasite penis from shrinking below tiny */
<<if $penisgrowthtimer lte 0 and $player.penissize lt $penissizemax and $player.penissize gte -1>>
<<set $player.penissize += 1>>
<<set $penisgrowthtimer += 700>>
<<set $penisgrowthmessage to $player.penissize>><<set $effectsmessage to 1>>
<<elseif $penisgrowthtimer lte -400 and $player.penissize lt $penissizemax and $player.penissize is -2 and _overdose gte 20>>
<<set $player.penissize += 1>>
<<set $penisgrowthtimer += 1100>>
<<set $penisgrowthmessage to $player.penissize>><<set $effectsmessage to 1>>
<<elseif $penisgrowthtimer gte 1000 and $player.penissize gt 0>>
<<set $player.penissize -= 1>>
<<set $penisgrowthtimer -= 700>>
<<set $penisshrinkmessage to $player.penissize>><<set $effectsmessage to 1>>
<<elseif $penisgrowthtimer gte 1200 and $player.penissize is 0 and $player.penissize gt $penissizemin and $player.gender isnot "f">>
<<set $player.penissize -= 1>>
<<set $penisgrowthtimer -= 1000>>
<<set $penisshrinkmessage to $player.penissize>><<set $effectsmessage to 1>>
<<elseif $penisgrowthtimer gte 1500 and $player.penissize is -1 and $player.penissize gt $penissizemin and _overdose lte -20 and $player.gender isnot "f">>
<<set $player.penissize -= 1>>
<<set $penisgrowthtimer -= 1300>>
<<set $penisshrinkmessage to $player.penissize>><<set $effectsmessage to 1>>
<</if>>
<<set $penisgrowthtimer to Math.clamp($penisgrowthtimer, 0, 1000)>>
<</if>>
<<set $player.penissize to Math.clamp($player.penissize, -2, 4)>>
/*Bottom*/
<<switch $sexStats.pills.mostTaken["bottom"]>>
<<case "growth">>
<<set _bottomMulti to 1 + (2.25 * $sexStats.pills["pills"]["bottom growth"].doseTaken)>>
<<case "reduction">>
<<set _bottomMulti to -1 + (-2.25 * $sexStats.pills["pills"]["bottom reduction"].doseTaken)>>
<<case "blocker">>
<<set _bottomMulti to 0>>
<<default>>
<<set _bottomMulti to 1>>
<</switch>>
<<if _bottomMulti isnot 0>>
<<set _totalReduction to $workouts /4>>
<<set _totalIncrease to $sexStats.creampie.self.anus * 2>>
<<set _bottomMulti += (500 - $purity) / 500>>
<<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>
<<set _bottomMulti += 1>>
<</if>>
<<if _bottomMulti gt 1>>
<<set _totalIncrease += 10>>
<<set _totalIncrease *= _bottomMulti>>
<<elseif _bottomMulti lt 0>>
<<set _totalReduction += 10>>
<<set _totalReduction *= _bottomMulti * -1>>
<</if>>
<<set _totalChange to _totalIncrease - _totalReduction>>
<<set _purityBoost to (_totalChange lt 0 ? 2 + ($purity / 500) : 2 + ((1000 - $purity) / 500))>>
<<set $bottomgrowthtimer -= _purityBoost * _totalChange>>
<<if $parasite.bottom.name is "urchin">>
<<set $bottomgrowthtimer -= 300>>
<</if>>
<<if $parasite.bottom.name is "slime">>
<<set $bottomgrowthtimer += 300>>
<</if>>
<<if $bottomgrowthtimer lte 0 and $player.bottomsize lt $bottomsizemax>>
<<set $player.bottomsize += 1>>
<<set $bottomgrowthtimer += 700>>
<<set $bottomgrowthmessage to $player.bottomsize>><<set $effectsmessage to 1>>
<<elseif $bottomgrowthtimer gte 1000 and $player.bottomsize gt $bottomsizemin>>
<<set $player.bottomsize -= 1>>
<<set $bottomgrowthtimer -= 700>>
<<set $bottomshrinkmessage to $player.bottomsize>><<set $effectsmessage to 1>>
<</if>>
<<set $bottomgrowthtimer to Math.clamp($bottomgrowthtimer, 0, 1000)>>
<</if>>
<<set $player.bottomsize to Math.clamp($player.bottomsize, 0, 8)>>
/*Resetting of values*/
<<set $sexStats.creampie.npc.anus to 0>>
<<set $sexStats.creampie.npc.mouth to 0>>
<<set $sexStats.creampie.npc.vagina to 0>>
<!-- <<set $sexStats.creampie.npc.tentacle to 0>> -->
<!-- <<set $sexStats.creampie.npc.penis to 0>> -->
<!-- IMPORTANT NOTE: If you uncomment the above sections,
find a section in backComp widget labeled: v0.3.11.4 creampie.npc.penis and tentacle fix
And REMOVE it or comment it out -->
<<set $sexStats.creampie.self.anus to 0>>
<<set $sexStats.creampie.self.mouth to 0>>
<<set $sexStats.creampie.self.vagina to 0>>
<<set $sexStats.breasts.playedWith to 0>>
<<set $workouts to 0>>
/* pills related */
<<run resetAllDoseTaken()>>
<<autoTakePillCheck>>
/************************************/
<</widget>>
<<widget "autoTakePillCheck">>
<<if !$statFreeze && $sexStats && $sexStats.pills && $pillsTakenOn != (Time.monthDay.toString() + Time.month + Time.year.toString())>>
<<set _pills to $sexStats.pills>>
<<if $molestationstart isnot 1 and $combat is 0 and (["home", "alex_cottage", "asylum", "prison"].includes($location) or ($location is "cabin" and $syndromeeden gte 1) or ($location is "temple" and V.wardrobes.temple.unlocked) or ($location is "pirate_ship" and V.wardrobes.pirate.unlocked))>> <!-- Eden Syndrome is 0 or 1, but could be higher in the future. -->
<<set _keys to Object.keys(_pills.lastTaken)>> /* "lastTaken" will induce you in error here, it's only to retrieve the pills type list*/
<<for _i, _key range _keys>>
<<run determineAutoTakePill(_key)>>
<<if _autoTakeDetermined != null and _pills.pills[_autoTakeDetermined].owned > 0>>
/*Prevent pills from being taken if the player has already taken a dose, aloowing them to either take more than intended, or to bypass the overdose effects*/
<<if !_pills.pills[_autoTakeDetermined].doseTaken>>
<<set _pills.pills[_autoTakeDetermined].owned-->>
<<if _autoTakeDetermined is "Hair Growth Formula">>
<<set _pills.pills[_autoTakeDetermined].doseTaken += 3>>
<<set $hairGrowthApplied to true>>
<<if _pills.pills[_autoTakeDetermined].owned == 0>>
<<set _pills.pills[_autoTakeDetermined].autoTake to false>>
<<set $hairGrowthAppliedLast to true>>
<</if>>
<<else>>
<<set $pillsconsumed++>> /* to keep track of overall pill consumption (stats) */
<<set _pills.pills[_autoTakeDetermined].doseTaken += 1>>
<<run redetermineMostTaken(0, 0, _autoTakeDetermined)>>
<<run setLastTaken(null, null, _autoTakeDetermined)>>
<<set $pillsTaken to true>>
<<set $pillsTakenOn to (Time.monthDay.toString() + Time.month + Time.year.toString())>>
<<if _pills.pills[_autoTakeDetermined].owned == 0>>
<<set _pills.pills[_autoTakeDetermined].autoTake to false>>
<<set $pillsTakenLast to true>>
<</if>>
<</if>>
<<set $effectsmessage to 1>>
<</if>>
<<elseif _autoTakeDetermined != null>>
<<set _pills.pills[_autoTakeDetermined].autoTake to false>>
<<set _pills.pills[_autoTakeDetermined].doseTaken to 0>>
<<set _pills.lastTaken[_key] to ''>>
<<set _pills.mostTaken[_key] to ''>>
<</if>>
<</for>>
<</if>>
<</if>>
<</widget>>
/*<<playWithBreasts>>*/<<widget "playWithBreasts">>
<<if _args[0]>>
<<set $sexStats.breasts.playedWith += _args[0]>>
<<else>>
<<set $sexStats.breasts.playedWith++>>
<</if>>
<</widget>>
/*<<creampie "npc" "anus">> -- <<set $sexStats.creampie.npc.anus++>>*/
/*<<creampie "self" "mouth">> -- <<set $sexStats.creampie.self.mouth++>>*/<<widget "creampie">>
<<if _args[0] and _args[1]>>
<<set $sexStats.creampie[_args[0]][_args[1]]++>>
<</if>>
<<set $internalejac to 1>>
<</widget>>
<<widget "fillOther">>
<<set $otherFilled to $otherFilled or 0>>
<<set $otherFilled += $semen_amount gt ($semen_volume / 24) * 18 ? 2 : 1>>
<<set $otherFilled to Math.clamp($otherFilled, 0, 5)>>
<</widget>>/*args[0] - location, args[1] - passageExit*/
<<widget "childrenEvents">>
<<if _args[0]>>
<<if _args[0] is "tower">>
<<getChildrenIds `{location: _args[0], eggTimer: undefined}` "both">>
<<else>>
<<getChildrenIds `{location: _args[0]}`>>
<</if>>
<<if _childrenIds.length gt 0>>
<<set _singleEvents to true>>
<</if>>
<!-- Rework these later, they make no sense. Why can't children of different birth IDs interact? -->
<<if _args[0] is "tower">>
<<getSameBirthChildrenIds _args[0] 2 undefined "both">>
<<else>>
<<getSameBirthChildrenIds _args[0] 2>>
<</if>>
<<if Object.keys(_birthChildrenIds).length gt 0>>
<<set _multipleEvents to true>>
<</if>>
<<set _keys to Object.keys(_birthChildrenIds)>>
<<set $childPassageExit to _args[1]>>
<<switch _args[0]>>
<<case "home">>
<<if _singleEvents is true and (_multipleEvents is false or random(0,100) gt 40)>>
<<addevent `"homeSingles " + _childrenIds[random(0,_childrenIds.length - 1)]`>>
<<elseif _multipleEvents is true>>
<<set $childrenIds to _birthChildrenIds[_keys.random()]>>
<<addevent `"homeMultiples " + _args`>>
<</if>>
<<case "wolf_cave">>
<<if _singleEvents is true and (_multipleEvents is false or random(0,100) gt 40)>>
<<addevent `"wolfCaveSingles " + _childrenIds[random(0,_childrenIds.length - 1)]`>>
<<elseif _multipleEvents is true>>
<<set $childrenIds to _birthChildrenIds[_keys.random()]>>
/*<<addevent "wolfCaveMultiple _args">>*/
<</if>>
<<case "tower">>
<<if _singleEvents is true and (_multipleEvents is false or random(0,100) gt 40)>>
<<addevent `"hawkSingles " + _childrenIds[random(0,_childrenIds.length - 1)]`>>
<<elseif _multipleEvents is true>>
<<set $childrenIds to _birthChildrenIds[_keys[random(0,_keys.length - 1)]]>>
<<addevent `"hawkMultiples " + _args`>>
<</if>>
<</switch>>
<</if>>
<</widget>>
<<widget "homeSingles">>
<<if _args[0]>>
<<childSelect _args[0]>>
<<switch random(0,0)>>
<<case 0>>
You spot your child <<childname>> on <<childhis>> back, looking at you with <<childhis>> <<childhands>> stretched towards you.
<br><br>
Picking <<childhim>> up, <<childhe>> <<childgiggles>> while rubbing your face.
<br><br>
<<if $lactating is 1 and $breastfeedingdisable is "f" and $milk_amount gte 1>>
<<link [[Breast feed (0:30)|childBreastFeed]]>><<pass 30>><</link>>
<br>
<</if>>
<<link [[Cuddle (0:30)|childCuddle]]>><<pass 30>><</link>>
<br>
<<link [[Talk (0:15)|childTalk]]>><<pass 15>><</link>>
<br>
<<link [[Play (0:30)|childPlay]]>><<pass 30>><</link>>
<br>
<<link [[Bathe (0:30)|childBathe]]>><<pass 30>><</link>>
<</switch>>
<</if>>
<br>
<</widget>>
<<widget "homeMultiples">>
<<if $childrenIds>>
<<switch random(0,0)>>
<<case 0>>
You spot your children <<childrenNames $childrenIds>> sleeping together in their cot with a peaceful look on their faces.
<br><br>
<<link [[Watch (0:30)|childCotWatch]]>><<stress -2>><<trauma -2>><<pass 30>><<set $phase to 1>><</link>><<lstress>><<ltrauma>>
<br>
<<link [[Have a nap (0:30)|childCotWatch]]>><<stress -2>><<tiredness -2>><<pass 30>><<set $phase to 2>><</link>><<lstress>><<ltiredness>>
<</switch>>
<</if>>
<</widget>>
<<widget "wolfCaveSingles">>
<<if _args[0]>>
<<childSelect _args[0]>>
<<switch random(0,0)>>
<<case 0>>
You spot your <<childtype>> <<childname>> lying on a sleeping <<wolf_cave_singular>>, looking at you with <<childhis>> <<childhands>> stretched towards you.
<br><br>
Picking <<childhim>> up, <<childhe>> <<childgiggles>> while rubbing your face.
<br><br>
<<if $lactating is 1 and $breastfeedingdisable is "f" and $milk_amount gte 1>>
<<link [[Breast feed (0:30)|childBreastFeed]]>><<pass 30>><</link>>
<br>
<</if>>
<<link [[Cuddle (0:30)|childCuddle]]>><<pass 30>><</link>>
<br>
<<link [[Talk (0:15)|childTalk]]>><<pass 15>><</link>>
<br>
<<link [[Play (0:30)|childPlay]]>><<pass 30>><</link>>
<</switch>>
<</if>>
<br>
<</widget>>
<<widget "hawkSingles">>
<<if _args[0]>>
<<childSelect _args[0]>>
<<switch random(0,2)>>
<<case 0 1>>
You spot your <<childtype>> <<childname>> lying in the nest, looking at you with <<childhis>> <<childhands>> stretched towards you.
<br><br>
Picking <<childhim>> up, <<childhe>> <<childgiggles>> and flails about.
<br><br>
<<if $cmonster is 1 and $lactating is 1 and $breastfeedingdisable is "f" and $milk_amount gte 1>>
<<link [[Breast feed (0:30)|childBreastFeed]]>><<pass 30>><</link>>
<br>
<</if>>
<<link [[Cuddle (0:30)|childCuddle]]>><<pass 30>><</link>>
<br>
<<link [[Talk (0:30)|childTalk]]>><<pass 30>><</link>>
<br>
<<link [[Play (0:30)|childPlay]]>><<pass 30>><</link>>
<<case 2>>
You see <<childname>> rolling around in the nest. As soon as <<childhe>> spots you, <<childhe>> rights <<childhimself>> and <<childgiggles>>. <<childHe>> seems happy to see you! <<stress -12>><<llstress>>
<br><br>
<<link [[Next|$childPassageExit]]>><<unset $childPassageExit>><<endevent>><</link>>
<br>
<</switch>>
<</if>>
<br>
<</widget>>
<<widget "hawkMultiples">>
<<if $childrenIds>>
<<switch random(0,0)>>
<<case 0>>
You spot <<childrenNames $childrenIds>> tumbling over one another.
<<set _child1 to _childrenIds.pluck()>>
<<set _child2 to _childrenIds.pluck()>>
Every now and again they stop to stare at each other. After a moment, <<childname _child1>> moves behind <<childSelect _child2>><<childname>> and starts to groom <<childhim>>.
<br><br>
<<link [[Next|$childPassageExit]]>><<unset $childrenIds>><<unset $childPassageExit>><<endevent>><</link>>
<br>
<</switch>>
<</if>>
<</widget>><<set $pregnancyStats.childBreastfedInteractions++>>
<<if $worn.over_upper.name isnot "naked" or $worn.upper.name isnot "naked" or $worn.upper.name isnot "naked">>
You adjust your clothes to give <<childhim>> access to your <<breasts>>.
<<else>>
You guide your baby's lips to your breast.
<</if>>
<br><br>
<<set _rng to random(1, 4)>>
<<switch _rng>>
<<case 1>>
<<childHe>> seems to realise your intent, and suckles your <<print ["left","right"].pluck()>> breast with closed eyes.<<breastfeed 25>>
<<case 2>>
It takes <<childhim>> a few moments to find your nipple. <<childHe>> latches on and starts sucking. You watch your baby drink, and enjoy the calm moment.<<lstress>><<stress -6>><<breastfeed 20>>
<<case 3>>
<<childHe>> latches onto your nipple and starts sucking with surprising eagerness. The strength of <<childhis>> suction soon causes you discomfort. Your nipple soon feels sore.<<gpain>><<pain 4>><<breastfeed 30>>
<<default>>
<<childHe>> refuses to take your nipple into <<childhis>> mouth, moving <<childhis>> head away and crying even louder than before.<<gstress>><<stress 6>>
<</switch>>
<br><br>
<<link [[Next|$childPassageExit]]>><<unset $childPassageExit>><<endevent>><</link>><<set _rng to random(1, 5)>>
<<switch $children[$childSelected.childId].type>>
<<case "human">>
<<switch _rng>>
<<case 1>>
<<childHe>> seems to realise your intent, and wraps <<childhis>> <<childhands>> around your neck while leaning on your shoulder.
<<case 2>>
You hum a melodic lullaby, rubbing <<childname>>'s back as you gently sway to the tune. The familiarity of your voice seems to soothe <<childhis>> mood. <<childHe>> coos at you.<<ltrauma>><<lstress>><<trauma -6>><<stress -6>>
<<case 3>>
You place a soft kiss on <<childhis>> forehead, and give <<childhim>> as much skin-to-skin contact as you can. The action encourages <<childhim>> to lift <<childhis>> head and reward you with a smile.<<ltrauma>><<lstress>><<trauma -6>><<stress -6>>
<<case 4>>
You give <<childname>> a few different objects to look at. You explain the colours, shapes, and textures of things that you see around you. <<childHe>> reaches out to touch, curious to explore <<childhis>> environment. You make sure <<childhe>> doesn't try to grasp anything too heavy or awkward.<<gstress>><<stress 6>>
<<default>>
<<childHe>> revolts against being carried, and <<childhis>> kicks <<childhis>> legs. The longer you hold <<childhim>>, the more intense <<childhis>> cries become. Some of <<childhis>> kicks connect.<<gpain>><<gstress>><<pain 4>><<stress 6>>
<</switch>>
<<case "wolf" "wolfboy" "wolfgirl">>
<<switch _rng>>
<<case 1>>
<<if $cmonster is 1>>
<<childHe>> seems to realise your intent, and wraps <<childhis>> <<childhands>> around your neck while leaning on your shoulder.
<<else>>
<<childHe>> seems to realise your intent, and settles into the crook of your neck.
<</if>>
<<case 2>>
You hum a melodic lullaby, rubbing <<childname>>'s back as you gently sway to the tune. The familiarity of your voice seems to soothe <<childhis>> mood. <<childHe>> coos at you.<<ltrauma>><<lstress>><<trauma -6>><<stress -6>>
<<case 3>>
<<if $cmonster is 1>>
You place a soft kiss on <<childhis>> forehead, and give <<childhim>> as much skin-to-skin contact as you can. The action encourages <<childhim>> to lift <<childhis>> head and reward you with a smile.<<ltrauma>><<lstress>><<trauma -6>><<stress -6>>
<<else>>
You place a soft kiss on <<childhis>> forehead, and give <<childhim>> as much skin-to-fur contact as you can. The action encourages <<childhim>> to lift <<childhis>> head and stick <<childhis>> tongue out at you.<<ltrauma>><<lstress>><<trauma -6>><<stress -6>>
<</if>>
<<case 4>>
You give <<childname>> a few different objects to look at. You explain the colours, shapes, and textures of things that you see around you. <<childHe>> picks a stick up in <<childhis>> mouth and starts to shake it around. You make sure <<childhe>> doesn't try to grasp anything else too heavy or awkward.<<gstress>><<stress 6>>
<<default>>
<<childHe>> revolts against being carried, and <<childhis>> kicks <<childhis>> legs. The longer you hold <<childhim>>, the more intense <<childhis>> cries become. Some of <<childhis>> kicks connect.<<gpain>><<gstress>><<pain 4>><<stress 6>>
<</switch>>
<<case "hawk">>
<<switch _rng>>
<<case 1>>
<<if $cmonster is 1>>
<<childHe>> seems to realise your intent, and wraps <<childhis>> <<childhands>> around your neck while leaning on your shoulder.
<<else>>
<<childHe>> seems to realise your intent, and settles into the crook of your neck.
<</if>>
<<case 2>>
You hum a melodic lullaby, rubbing <<childname>>'s back as you gently sway to the tune. The familiarity of your voice seems to soothe <<childhis>> mood. <<childHe>> coos at you.<<ltrauma>><<lstress>><<trauma -6>><<stress -6>>
<<case 3>>
<<if $cmonster is 1>>
You place a soft kiss on <<childhis>> forehead, and give <<childhim>> as much skin-to-skin contact as you can. The action encourages <<childhim>> to lift <<childhis>> head and reward you with a smile.<<ltrauma>><<lstress>><<trauma -6>><<stress -6>>
<<else>>
You place a soft kiss on <<childhis>> forehead, and give <<childhim>> as much skin-to-feather contact as you can. The action encourages <<childhim>> to lift <<childhis>> head and chirp at you.<<ltrauma>><<lstress>><<trauma -6>><<stress -6>>
<</if>>
<<case 4>>
You give <<childname>> a few different materials to look at. You explain the colours, shapes, and textures of things that you see around you.
<<if $cmonster is 1>>
<<childHe>> reaches out to touch, curious to explore <<childhis>> environment. <<childHe>> grabs onto a piece of cloth
<<else>>
<<childHe>> reaches out to peck at a piece of cloth that you're showing <<childhim>>. <<childHe>> manages to get it away from you,
<</if>>
and starts to shake it about. <<childHe>> <<childgiggles>>, but you make sure <<childhe>> doesn't try to grab anything else. <<gstress>><<stress 6>>
<<default>>
<<if $cmonster is 1>>
<<childHe>> revolts against being carried, and <<childhis>> kicks <<childhis>> legs. The longer you hold <<childhim>>, the more intense <<childhis>> cries become. Some of <<childhis>> kicks connect.<<gpain>><<gstress>><<pain 4>><<stress 6>>
<<else>>
<<childHe>> revolts against being carried, and manages to slip your grasp. <<childHe>> falls harmlessly into the nest, but the act gives you quite the start. <<ggstress>><<stress 12>>
<</if>>
<</switch>>
<<default>>
<span class="red">Childtype $children[$childSelected.childId].type not found. This is a bug.</span>
<</switch>>
<br><br>
<<link [[Next|$childPassageExit]]>><<unset $childPassageExit>><<endevent>><</link>><<childSelect `$childrenIds[random(0,$childrenIds.length - 1)]`>>
<<if $phase is 1>>
You stand over <<childrenNames $childrenIds>>, and watch them sleep.
<<set _rng to random(1, 4)>>
<<switch _rng>>
<<case 1>>
You're transfixed by <<childname>>'s chest, rising and fallen with gentle breaths.
<<case 2>>
You find yourself stroking each of their heads.
<<case 3>>
<<childname>> opens <<childhis>> mouth in a big yawn, and stretches.<<lstress>><<stress -6>>
<<default>>
<<childname>> murmurs and scrunches <<childhis>> features, as if having a bad dream.<<gstress>><<stress 6>>
<</switch>>
<br><br>
<<elseif $phase is 2>>
You decide to have a nap and lie in the bed next to your children.
<br><br>
You wake up sometime later with something wrapped round your finger. While still asleep, it seems that <<childname>>'s <<childhand>> was able to reach you.
<br><br>
<</if>>
<<link [[Next|$childPassageExit]]>><<unset $childrenIds>><<unset $childPassageExit>><<endevent>><</link>><<set _rng to random(1, 4)>>
<<switch $children[$childSelected.childId].type>>
<<case "human">>
<<switch _rng>>
<<case 1>>
You recite a few nursery rhymes you remember from long ago. <<childHe>> looks alert as <<childhe>> listens to your voice. You make a few different tones and wait for <<childhis>> reaction. It seems to you like <<childhe>> recognises certain sounds and changes <<childhis>> expression accordingly. After a few more moments, <<childhe>> breaks eye contact and sucks on <<childhis>> thumb.
<<case 2>>
You gently cup <<childname>>'s right foot and count <<childhis>> toes, wriggling them before moving on to <<childhis>> next foot. <<childHe>> quiets, watching you with wide eyes as you move your finger from one toe to the next.
<<case 3>>
You chat to <<childname>>, sharing your thoughts and waiting for a response. <<childHe>> doesn't seem to be paying much attention however.<<gstress>><<stress 6>>
<<default>>
You speak to <<childname>>, but <<childhis>> cries drown your words. <<childHis>> face turns a deeper shade of red with every minute you spend trying to talk to <<childhim>>.<<gstress>><<stress 6>>
<</switch>>
<<case "wolf" "wolfboy" "wolfgirl">>
<<switch _rng>>
<<case 1>>
You recite a few nursery rhymes you remember from long ago. <<childHe>> looks alert as <<childhe>> listens to your voice. You make a few different tones and wait for <<childhis>> reaction. It seems to you like <<childhe>> recognises certain sounds and changes <<childhis>> expression accordingly. After a few more moments, tilts <<childhis>> head at you.
<<case 2>>
You gently cup <<childname>>'s
<<if $cmonster is 1>>
right foot and count <<childhis>> toes, wriggling them before moving on to <<childhis>> next foot. <<childHe>> quiets, watching you with wide eyes as you move your finger from one toe to the next.
<<else>>
front right paw and count <<childhis>> toes, wriggling them before moving on to <<childhis>> next paw. <<childHe>> quiets, watching you with wide eyes as you move your finger from one toe to the next.
<</if>>
<<case 3>>
You chat to <<childname>>, sharing your thoughts and waiting for a response. <<childHe>> doesn't seem to be paying much attention however.<<gstress>><<stress 6>>
<<default>>
You speak to <<childname>>, but <<childhe>> softly barks at you every time you open your mouth. <<childHe>> headbutts your leg, then turns away.
<</switch>>
<<case "hawk">>
<<switch _rng>>
<<case 1>>
You recite a few nursery rhymes you remember from long ago. <<childHe>> looks alert as <<childhe>> listens to your voice. You make a few different tones and wait for <<childhis>> reaction. It seems to you like <<childhe>> recognises certain sounds. After a few more moments, tilts <<childhis>> head at you.
<<case 2>>
You gently cup <<childname>>'s
<<if $cmonster is 1>>
right foot and count <<childhis>> toes, wriggling them before moving on to <<childhis>> next foot. <<childHe>> quiets, watching you with wide eyes as you move your finger from one toe to the next.
<<else>>
right leg and count <<childhis>> talons, wriggling them before moving on to <<childhis>> next leg. <<childHe>> quiets, watching you as you move your finger from one talon to the next.
<</if>>
<<case 3>>
You chat to <<childname>>, sharing your thoughts and waiting for a response. <<childHe>> doesn't seem to be paying much attention however.<<gstress>><<stress 6>>
<<default>>
You speak to <<childname>>, but <<childhe>> softly chirps at you every time you open your mouth. <<childHe>> headbutts your leg, then turns away.
<</switch>>
<<default>>
<span class="red">Childtype $children[$childSelected.childId].type not found. This is a bug.</span>
<</switch>>
<br><br>
<<link [[Next|$childPassageExit]]>><<unset $childPassageExit>><<endevent>><</link>><<set _rng to random(1, 6)>>
<<switch _rng>>
<<case 1>>
You smile down at <<childname>>. You wave your hands and stick your tongue out, making several different faces in an attempt to catch <<childhis>> attention. <<childHe>> studies your expressions with curiosity. <<childHe>> is trying to imitate you, but you're unsure if it's just a reflex.
<<case 2>>
You bring <<childname>>'s <<childfeet>> to <<childhis>> <<childhands>>, moving them around and occasionally clapping them together. You give <<childhis>> body a gentle massage, from <<childhis>> <<childtoes>>, to <<childhis>> back, then all the way to <<childhis>> <<childfinger>>tips. You shower <<childhis>> frame in affectionate touches. <<childHe>> smiles in response to your broad grin.
<<case 3>>
You cover your face with both hands, then uncover it a few seconds later. <<childname>> peers up at you. <<childHe>> smiles when your eyes meet.<<lstress>><<stress -6>>
<<case 4>>
You tickle <<childname>> and blow raspberries on <<childhis>> stomach. <<childHe>> responds by interrupting <<childhis>> cries, and <<childgiggles>> instead, flapping <<childhis>> arms and legs in joy.<<lstress>><<stress -6>>
<<case 5>>
You tickle <<childname>> and blow raspberries on <<childhis>> stomach. <<childHis>> cries become louder as <<childhe>> turns <<childhis>> head from side to side and squirms away. <<childHe>> seems upset over the treatment.<<gstress>><<stress 6>>
<<default>>
You get closer to <<childname>>, so <<childhe>> can study your face and its features. <<childHe>> stops crying for a moment, only to grab your hair and pull it.<<gpain>><<pain 4>>
<</switch>>
<br><br>
<<link [[Next|$childPassageExit]]>><<unset $childPassageExit>><<endevent>><</link>><<wearProp "soap">>
You fill a small tub with warm water, and prepare the towels and a new nappy beforehand. You take <<childname>> in your arms gently, and carry <<childhim>> to the bathtub, making sure to put <<childhim>> in a safe position.
<<set _rng to random(1, 5)>>
<<switch _rng>>
<<case 1>>
You rub <<childname>> gently with the warm water, making sure to clean between the folds of skin, and holding <<childhis>> little body with one hand. The softness of <<childhis>> skin as you rub makes you feel extremely at ease. The baby seems to be tickled by your touches, and swings <<childhis>> legs in the water, making some of it splash on your clothes and face. You can't help but smile at the situation.<<ltrauma>><<trauma -6>>
<<case 2>>
You gently rub <<childname>>'s head in circular motions with a handful of baby shampoo. The sweet aroma of strawberry fills the ambient, and bubbles begin to appear in the water. Your child seems curious, and periodically takes one of <<childhis>> fingers to the bubbles, popping them. <<childHis>> mellow laughter echoes through the room as <<childhe>> is distracted by the foam in the bathtub.<<ltrauma>><<lstress>><<trauma -6>><<stress -6>>
<<case 3>>
You start the bath by trying to soap your baby's body. <<childHe>> doesn't seem to like the feel of water on <<childhis>> skin, let alone seems to be enjoying your attempts to cleanse <<childhim>>. <<childname>> threatens to cry as you continue the bath, but you manage to calm <<childhim>> down after a little effort. <<childHe>> pouts in distaste until the end of the cleaning session. When you're finished, <<childhe>> doesn't seem to want to let you carry <<childhim>> back, and makes uncontent sounds when you pick <<childhim>> up.<<gstress>><<stress 6>>
<<default>>
Just by touching the water, <<childname>> lets out a high-pitched, incessant cry. <<childHe>> flails <<childhis>> legs and arms into the water trying to get free as you struggle to rub <<childhim>> properly. Water splashes quickly soak your clothes. <<childHe>> continues throwing a tantrum until the end of the bath, leaving you with a headache.<<gstress>><<stress 6>>
<</switch>>
<br><br>
When you're done bathing <<childhim>>, you lay <<childhim>> on a towel and gently dry <<childhis>> body with a softer fabric. You carefully finish the moment by changing the baby's nappies and putting <<childhim>> back in <<childhis>> crib.
<br><br>
<<link [[Next|$childPassageExit]]>><<unset $childPassageExit>><<endevent>><</link>><<effects>>
<<getChildrenIds `{location: $location}`>>
<<switch $location>>
<<case "home">>
You are in the orphanage nursery. There are a few cradles and cots scattered around.
<<case "wolf_cave">>
<<switch Time.dayState>>
<<case "dawn">>
Many of the pups are still asleep.
<<case "day">>
The yips, growls, and tiny howls of young pups playing echo off the rocky walls.
<<case "dusk">>
Most of the pups have already settled down for the night.
<<case "night">>
The pups are all asleep, and the den is silent.
<</switch>>
<<case "alex_cottage">>
You are in the cottage nursery.
<<switch Time.dayState>>
<<case "dawn">>
The sound of birds singing early in the morning soothes the room.
<<case "day">>
Sounds from the farm can be heard through the cottage.
<<case "dusk">>
A calm breeze flows through the curtain.
<<case "night">>
Silence fills the room.
<</switch>>
<<case "tower">>
<<getChildrenIds `{location: $location, eggTimer: undefined}` "both">>
You are in the tower. You look around for your <<if _childrenIds.length gte 2>>children<<else>>child<</if>>.
<</switch>>
<<if Time.dayState isnot "night" and (!$daily.childrenHomeEvent or !$daily.childrenHomeEvent.includes($location)) and random(1) is 1>>
<<if !$daily.childrenHomeEvent>>
<<set $daily.childrenHomeEvent to [$location]>>
<<else>>
<<run $daily.childrenHomeEvent.push($location)>>
<</if>>
<<cleareventpool>>
<<childrenEvents $location $passage>>
<<if _eventpool.length>>
<<runeventpool>>
<<exit>>
<</if>>
<</if>>
<br><br>
<<childViewerDisplay _childrenIds>>
<br><br>
<<if $location isnot "tower">>
<<if $player.inventory.childrenToys>>
<<if !$storedChildrenToys[$location]>><<set $storedChildrenToys[$location] to []>><</if>>
<<link [[Store children toys|Childrens Home Toys]]>><</link>>
<br>
<<else>>
You have not bought any toys for your children here. You should take a trip to a toy shop.
<br>
<</if>>
<</if>>
<<if $location is "home">>
<<if V.plants['baby_bottle_of_breast_milk'] and V.plants['baby_bottle_of_breast_milk'].amount gt 0>>
<<link [[Donate Breast Milk|Childrens Donate Milk]]>><</link>>
<<if $pregnancyStats.orphanageMilkBottles gt 0>>
(<span class="green"><<print $pregnancyStats.orphanageMilkBottles>></span> bottles remaining)
<<else>>
(<span class="red"><<print $pregnancyStats.orphanageMilkBottles>></span> bottles remaining)
<</if>>
<<else>>
You have no bottled breast milk to donate.
<<if $pregnancyStats.orphanageMilkBottles gt 0>>
(<span class="green"><<print $pregnancyStats.orphanageMilkBottles>></span> bottles remaining)
<<else>>
(<span class="red"><<print $pregnancyStats.orphanageMilkBottles>></span> bottles remaining)
<</if>>
<</if>>
<br>
<</if>>
<<link [[Back|$exitPassage]]>><<unset $exitPassage>><</link>><<effects>>
<label>Number of milk bottles to donate: <<numberslider "$donatedMilk" 1 1 `$plants["baby_bottle_of_breast_milk"].amount` 1>></label>
<<link [[Donate|Childrens Donate Milk 2]]>><</link>>
<br>
<<link [[Back|Childrens Home]]>><<unset $childActivityEvent>><<endevent>><</link>><<effects>><<wearProp "milk bottle" 0 "baby">>
<<set $pregnancyStats.orphanageMilkBottles += $donatedMilk>>
<<set $pregnancyStats.orphanageMilkBottlesTotal += $donatedMilk>>
<<set $plants["baby_bottle_of_breast_milk"].amount -= $donatedMilk>>
You leave behind $donatedMilk bottles of milk for your children with one of Bailey's thugs.
<br><br>
<<link [[Back|Childrens Home]]>><<unset $donatedMilk>><<unset $childActivityEvent>><<endevent>><</link>><<effects>>
<<set _selectedCurrentToy to 0>>
<<set _selectedLocationToy to 0>>
<div id="childrenToysUI">
<<childrenToysUI>>
</div>
<br>
<<link [[Back|Childrens Home]]>><<unset $childActivityEvent>><<endevent>><</link>><<widget "childrenToysUI">>
<<if $player.inventory.childrenToys.length gt 0>>
<div class="toysUiElement">
<h4>Toys with you</h4>
<<for _i to 0; _i lt $player.inventory.childrenToys.length; _i++>>
<label>
<<radiobutton "_selectedCurrentToy" _i autocheck>>
<span @class="$player.inventory.childrenToys[_i].colour"><<print $player.inventory.childrenToys[_i].name>></span>
</label>
<br>
<</for>>
<br>
<<link "Discard">>
<<run $player.inventory.childrenToys.deleteAt(_selectedCurrentToy)>>
<<set _selectedCurrentToy to 0>>
<<childrenToysUIReplace>>
<</link>>
<br>
<<if $storedChildrenToys[$location].length lt 10>>
<<link "Leave toy">>
<<run $storedChildrenToys[$location].push($player.inventory.childrenToys[_selectedCurrentToy])>>
<<run $player.inventory.childrenToys.deleteAt(_selectedCurrentToy)>>
<<set _selectedCurrentToy to 0>>
<<childrenToysUIReplace>>
<</link>>
<<else>>
You can't leave more than 10 toys at a time.
<</if>>
</div>
<<else>>
<div class="toysUiElement">You have no children's toys with you.</div>
<</if>>
<<if $storedChildrenToys[$location].length gt 0>>
<div class="toysUiElement">
<h4>Toys your children can play with</h4>
<<for _i to 0; _i lt $storedChildrenToys[$location].length; _i++>>
<label>
<<radiobutton "_selectedLocationToy" _i autocheck>>
<span @class="$storedChildrenToys[$location][_i].colour"><<print $storedChildrenToys[$location][_i].name>></span>
</label>
<br>
<</for>>
<br>
<<link "Discard">>
<<run $storedChildrenToys[$location].deleteAt(_selectedLocationToy)>>
<<set _selectedLocationToy to 0>>
<<childrenToysUIReplace>>
<</link>>
<br>
<<if $player.inventory.childrenToys.length lt 5>>
<<link "Take Back">>
<<run $player.inventory.childrenToys.push($storedChildrenToys[$location][_selectedLocationToy])>>
<<run $storedChildrenToys[$location].deleteAt(_selectedLocationToy)>>
<<set _selectedLocationToy to 0>>
<<childrenToysUIReplace>>
<</link>>
<<else>>
You can't have more than 5 toys with you at a time.
<</if>>
</div>
<<else>>
<div class="toysUiElement">You haven't left any children's toys here.</div>
<</if>>
<</widget>>
<<widget "childrenToysUIReplace">>
<<replace "#childrenToysUI">>
<<childrenToysUI>>
<</replace>>
<</widget>><<effects>>
<<childSelect $childActivityEvent.childid>>
<<childAge $childActivityEvent.childid>>
<<childInteratedWith>>
<<set $children[$childActivityEvent.childid].localVariables.event to false>>
<<switch $childActivityEvent.event>>
/*Human Specific*/
<<case "transfixed">>
You stand over <<childname>>, and watch <<childhim>> sleep. You're transfixed by <<childhis>> chest, rising and fallen with gentle breaths.
<<case "stroke">>
You stand over <<childname>>, and watch <<childhim>> sleep. You find yourself stroking <<childhis>> head.
<<case "yawn">>
You stand over <<childname>>, and watch <<childhim>> sleep. <<childHe>> opens <<childhis>> mouth in a big yawn, and stretches.<<lstress>><<stress -6>>
<<case "murmur">>
You stand over <<childname>>, and watch <<childhim>> sleep. <<childHe>> murmurs and scrunches <<childhis>> features, as if having a bad dream.<<gstress>><<stress 6>>
<<case "cotNap">>
You decide to have a nap, and lie in the bed beside <<childname>>.
<br><br>
You wake up sometime later with something wrapped around your finger. While still asleep, it seems that <<childname>>'s <<childhand>> was able to reach you.<<ltiredness>><<tiredness -3>>
<<case "shiverInCot">>
<<childname>> sleeps by <<childherself>>, shivering with every unconscious breath. You tuck <<childhim>> in with a nearby baby blanket. <<childHe>>'s soon sleeping peacefully.<<lstress>><<stress -6>>
<<case "restlessSleep">>
<<childname>> is restless in <<childhis>> sleep. You lie down beside <<childhim>>, and pull <<childhim>> against your chest. You hold <<childhim>> until <<childhe>> calms down. As you move to stand, <<childhe>> grasps your finger tight in <<childhis>> small hands. You snuggle for a while longer, before easing <<childhis>> hold on you and getting back to your feet.<<ltiredness>><<tiredness -6>><<llstress>><<stress -10>>
<<set $children[$childActivityEvent.childid].localVariables.activity to "sleeping">>
<<case "waveTongue">>
You smile down at <<childname>>. You wave your hands and stick your tongue out, making several different faces in an attempt to catch <<childhis>> attention. <<childHe>> studies your expressions with curiosity. <<childHe>> is trying to imitate you, but you're unsure if it's just a reflex.
<<case "handsClap">>
You bring <<childname>>'s feet to <<childhis>> hands, moving them around and occasionally clapping them together. You give <<childhis>> body a gentle massage, from <<childhis>> toes, to <<childhis>> back, then all the way to <<childhis>> fingertips. You shower <<childhis>> frame in affectionate touches. <<childHe>> smiles in response to your broad grin.
<<case "peekaboo">>
You cover your face with both hands, then uncover it a few seconds later. <<childname>> peers up at you. <<childHe>> smiles when your eyes meet.<<lstress>><<stress -6>>
<<case "blowRaspberriesHappy">>
You tickle <<childname>> and blow raspberries on <<childhis>> stomach. <<childHe>> responds by interrupting <<childhis>> cries, and laughs instead, flapping <<childhis>> arms and legs in joy.<<lstress>><<stress -6>>
<<case "blowRaspberriesUpset">>
You tickle <<childname>> and blow raspberries on <<childhis>> stomach. <<childHis>> cries become louder as <<childhe>> turns <<childhis>> head from side to side and squirms away. <<childHe>> seems upset over the treatment.<<gstress>><<stress 6>>
<<case "faceStudy">>
You get closer to <<childname>>, so <<childhe>> can study your face and its features. <<childHe>> stops crying for a moment, only to grab your hair and pull it.<<gpain>><<pain 4>>
<<case "rockToSleep">>
You scoop the <<childtype>> up in your arms and walk while gently rocking <<childhim>> side to side and humming softly. Soon <<childhe>> calms down and falls fast asleep in your arms. You gingerly lay <<childhim>> down in the cot to rest. <<lstress>><<stress -5>>
<<set $children[$childActivityEvent.childid].localVariables.activity to "sleeping">>
<<case "holdToShoulder">>
You lift the <<childtype>>. <<childHe>> seems to realise your intent, and wraps <<childhis>> <<childhands>> around your neck while leaning on your shoulder. You bob <<childhim>> up to down, until <<childhe>> falls asleep in your arms.<<lstress>><<stress -5>>
<<set $children[$childActivityEvent.childid].localVariables.activity to "sleeping">>
<<case "melodicLullaby">>
You scoop up the <<childtype>>. You hum a melodic lullaby, rubbing <<childname>>'s back as you gently sway to the tune. The familiarity of your voice seems to soothe <<childhis>> mood. <<childHe>> coos at you.<<ltrauma>><<lstress>><<trauma -6>><<stress -6>>
<<case "foreheadKiss">>
You scoop up the <<childtype>>. You place a soft kiss on <<childhis>> forehead, and give <<childhim>> as much skin-to-skin contact as you can. The action encourages <<childhim>> to lift <<childhis>> head and reward you with a smile.<<ltrauma>><<lstress>><<trauma -6>><<stress -6>>
<<case "objectShow">>
You scoop up the <<childtype>>. You give <<childname>> a few different objects to look at. You explain the colours, shapes, and textures of things that you see around you. <<childHe>> reaches out to touch, curious to explore <<childhis>> environment. You make sure <<childhe>> doesn't try to grasp anything too heavy or awkward.<<gstress>><<stress 6>>
<<case "carryRevolt">>
You scoop up the <<childtype>>. <<childHe>> revolts against being carried, and <<childhe>> kicks <<childhis>> legs. The longer you hold <<childhim>>, the more intense <<childhis>> cries become. Some of <<childhis>> kicks connect.<<gpain>><<gstress>><<pain 4>><<stress 6>>
<<case "nurseryRhymes">>
You recite a few nursery rhymes you remember from long ago. <<childHe>> looks alert as <<childhe>> listens to your voice. You make a few different tones and wait for <<childhis>> reaction. It seems to you like <<childhe>> recognises certain sounds and changes <<childhis>> expression accordingly. After a few more moments, <<childhe>> breaks eye contact and sucks on <<childhis>> thumb.
<<case "FeetCup">>
You gently cup <<childname>>'s right foot and count <<childhis>> toes, wriggling them before moving on to <<childhis>> next foot. <<childHe>> quiets, watching you with wide eyes as you move your finger from one toe to the next.
<<case "shareThoughts">>
You chat to <<childname>>, sharing your thoughts and waiting for a response. <<childHe>> doesn't seem to be paying much attention however.<<gstress>><<stress 6>>
<<case "speakCry">>
You speak to your baby, but <<childhis>> cries drown your words. <<childHis>> face turns a deeper shade of red with every minute you spend trying to talk to <<childhim>>.<<gstress>><<stress 6>>
<<case "smilesAndLaughs">>
You take <<childname>> in your arms, hoisting <<childhim>> to eye-level. The <<childtype>> is wide-eyed at the change at first, but then smiles and laughs. You repeat this several times, and soon have <<childhim>> laughing so hard that you can't help but smile yourself.<<llstress>><<stress -12>>
<<case "talking">>
You side beside <<childname>>, and begin to converse with <<childhim>>. <<childHe>> gives no indication of understanding you, but smiles at your presence and seems excited by your voice. Soon enough however, <<childhe>> becomes distracted by <<childhis>> own hands and falls silent. You get back on your feet.<<lstress>><<stress -6>>
<<set $children[$childActivityEvent.childid].localVariables.activity to "thumbSucking">>
<<set $children[$childActivityEvent.childid].localVariables.talking++>>
<<case "talking2">>
You sit beside <<childname>>, and begin to converse with <<childhim>>. <<childHe>> gives no indication of understanding you, but smiles at your presence and tries to mimic your sounds. <<childHe>> soon becomes distracted by <<childhis>> hands however, and falls silent. You get back on your feet.<<llstress>><<stress -12>>
<<set $children[$childActivityEvent.childid].localVariables.activity to "thumbSucking">>
<<case "batheGentle">>
<<wearProp "rag" "white">>
You fill a small tub with warm water, and prepare the towels and a new nappy beforehand. You take <<childname>> in your arms gently, and carry <<childhim>> to the bathtub, making sure to put <<childhim>> in a safe position.
<br><br>
Next, you rub <<childname>> gently with the warm water, making sure to clean between the folds of skin, and holding <<childhis>> little body with one hand. The softness of <<childhis>> skin as you rub makes you feel extremely at ease. The baby seems to be tickled by your touches, and swings <<childhis>> legs in the water, making some of it splash on your clothes and face. You can't help but smile at the situation.<<ltrauma>><<trauma -6>>
<br><br>
You finish bathing <<childhim>>, lay <<childhim>> on a towel, and dry <<childhis>> body with softer fabric. You finish by changing <<childhis>> nappy and putting <<childhim>> back in <<childhis>> crib.
<<set $children[$childActivityEvent.childid].localVariables.activity to "sleeping">>
<<case "batheShampoo">>
<<wearProp "soap">>
You fill a small tub with warm water, and prepare the towels and a new nappy beforehand. You take <<childname>> in your arms gently, and carry <<childhim>> to the bathtub, making sure to put <<childhim>> in a safe position.
<br><br>
Next, you gently rub <<childname>>'s head in circular motions with a handful of baby shampoo. The sweet aroma of strawberry fills the ambient, and bubbles begin to appear in the water. Your child seems curious, and periodically takes one of <<childhis>> fingers to the bubbles, popping them. <<childHis>> mellow laughter echoes through the room as <<childhe>> is distracted by the foam in the bathtub.<<ltrauma>><<lstress>><<trauma -6>><<stress -6>>
<br><br>
You finish bathing <<childhim>>, lay <<childhim>> on a towel, and dry <<childhis>> body with softer fabric. You finish by changing <<childhis>> nappy and putting <<childhim>> back in <<childhis>> crib.
<<set $children[$childActivityEvent.childid].localVariables.activity to "sleeping">>
<<case "BatheCalm">>
<<wearProp "soap">>
You fill a small tub with warm water, and prepare the towels and a new nappy beforehand. You take <<childname>> in your arms gently, and carry <<childhim>> to the bathtub, making sure to put <<childhim>> in a safe position.
<br><br>
Next, you start the bath by trying to soap your baby's body. <<childHe>> doesn't seem to like the feel of water on <<childhis>> skin, let alone seems to be enjoying your attempts to cleanse <<childhim>>. <<childname>> threatens to cry as you continue the bath, but you manage to calm <<childhim>> down after a little effort. <<childHe>> pouts in distaste until the end of the cleaning session. When you're finished, <<childhe>> doesn't seem to want to let you carry <<childhim>> back, and makes uncontent sounds when you pick <<childhim>> up.<<gstress>><<stress 6>>
<br><br>
You finish bathing <<childhim>>, lay <<childhim>> on a towel, and dry <<childhis>> body with softer fabric. You finish by changing <<childhis>> nappy and putting <<childhim>> back in <<childhis>> crib.
<<set $children[$childActivityEvent.childid].localVariables.activity to "sleeping">>
<<case "batheTantrum">>
<<wearProp "rag" "white">>
You fill a small tub with warm water, and prepare the towels and a new nappy beforehand. You take <<childname>> in your arms gently, and carry <<childhim>> to the bathtub, making sure to put <<childhim>> in a safe position.
<br><br>
Just touching the water makes <<childname>> let out a high-pitched, incessant cry. <<childHe>> flails <<childhis>> legs and arms into the water trying to get free as you struggle to rub <<childhim>> properly. Water splashes quickly soak your clothes. <<childHe>> continues throwing a tantrum until the end of the bath, leaving you with a headache.<<gstress>><<stress 6>>
<br><br>
You finish bathing <<childhim>>, lay <<childhim>> on a towel, and dry <<childhis>> body with softer fabric. You finish by changing <<childhis>> nappy and putting <<childhim>> back in <<childhis>> crib.
<<set $children[$childActivityEvent.childid].localVariables.activity to "sleeping">>
<<case "nappyChange">>
<<wearProp "rag" "white">>
<<childname>> looks uncomfortable. You notice a telling stink, so you fetch a nappy, and lay <<childhim>> flat. You remove the old nappy, and clean the <<childtype>>'s bottom diligently before giving <<childhim>> a fresh one. Clean and changed, <<childname>> looks up at you and smiles.<<lstress>><<stress -3>>
<<set $children[$childActivityEvent.childid].localVariables.activity to "sleeping">>
<<case "crawlingAttempt">>
You approach <<childname>>. <<childHe>> lies on <<childhis>> belly, trying to move <<childherself>>. You side beside <<childhim>>, and take <<childhis>> hands in your own, and hold them to the ground to give <<childhim>> leverage. With your help, <<childhe>> manages to pull <<childhimself>> across the floor, bewildered and amused by <<childhis>> mobility. <<childHe>> gets the hang of it after a while, and you leave <<childhim>> to clumsily crawl on <<childhis>> own.<<lstress>><<stress -6>>
<<set $children[$childActivityEvent.childid].localVariables.activity to "sleeping">>
<<set $children[$childActivityEvent.childid].localVariables.crawling++>>
<<case "crawlingAttempt2">>
You take the <<childtype>>'s hands in your own, and hoist <<childhim>> up, leaving only <<childhis>> feet on the ground. <<childHe>>'s confused at first, flailing <<childhis>> legs until <<childhe>> snags the ground with a kick and propels <<childherself>> forwards. <<childHis>> eyes widen at the revelation, and soon enough, with some effort and failed attempts, you have <<childhim>> moving with <<childhis>> own legs. With your help keeping <<childhim>> upright, of course. <<childHe>> grows tired after a while, and you let <<childhim>> down again.<<llstress>><<stress -10>>
<<set $children[$childActivityEvent.childid].localVariables.activity to "sleeping">>
<<case "grumpyChild">>
<<childname>> sits alone, wearing a scowl on <<childhis>> infant face. You sit beside <<childhim>>, but <<childhe>> ignores you. Unable to help but smile at the grumpy child's expression, you begin to tickle <<childhim>>. <<childHe>>'s not ticklish, but is amused by your teasing fingers and the silly noises you make as you playfully attack <<childhis>> sides. The scowl is soon gone, and <<childhe>> giggles and smiles instead. Mission accomplished.<<lstress>><<stress -6>>
<<set $children[$childActivityEvent.childid].localVariables.activity to "thumbSucking">>
<<case "readingAttempt">>
<<wearProp "open book" 0 "storybook">>
You sit beside <<childname>>, and pull <<childhim>> and the inverted book into your lap. You flip it open and begin to read the simple words to <<childhim>>. <<childHe>> follows along both your voice and the colourful pictures for a while, until <<childhe>> becomes distracted and rolls off your lap.<<lstress>><<stress -6>>
<<set $children[$childActivityEvent.childid].localVariables.activity to "readingCorrected">>
<<case "babyRattle">>
<<wearProp "rattle">>
You sit beside <<childname>>. <<childHe>>'s looking down at a <<childtoy $location $childActivityEvent.toyid "lowercase">>. You take it in hand, and give it a shake, causing a cacophany of rattles. The <<childtype>> looks bewildered and intrigued, and reaches for this strange object. You give the <<childtoy $location $childActivityEvent.toyid "lowercase">> one last shake before handing it over for the <<childtype>> to experiment with.
<<if _childTotalDays lte 40>>
<<childHe>> simply drops it to the floor.
<<elseif _childTotalDays lte 95 + random(0,20)>>
<<childHe>> attempts to put the rattle into <<childhis>> mouth, but drops it to the floor after being unable to.
<<else>>
<<childHe>> starts give it a rattle while giggling.
<</if>>
<<lstress>><<stress -5>><<ltrauma>><<trauma -2>>
<<case "teddyBear">>
You tuck the <<childtoy $location $childActivityEvent.toyid "lowercase">> into <<childname>>'s arms. <<childHe>> grasps it tight, and nuzzles against it. <<childHe>> is soon asleep again. You spend a few calming moments watching <<childhim>>.<<ltrauma>><<trauma -6>><<lstress>><<stress -6>>
<<if _toyid>>
<<set $children[$childActivityEvent.childid].localVariables.activity to "teddyBear2">>
<<set $children[$childActivityEvent.childid].localVariables.toy to clone(_toyName)>>
<<switch _toyName>>
<<case "red robot">><<wearProp "robot" "red">>
<<case "green robot">><<wearProp "robot" "green">>
<<case "baby doll">><<wearProp "baby doll">>
<<case "clown">><<wearProp "clown toy">>
<<case "Mr Teddy">><<wearProp "bear" 0 "mr teddy">>
<<case "Mrs Teddy">><<wearProp "bear" 0 "mrs teddy">>
<<default>><<wearProp "bear" 0 "teddy">>
<</switch>>
<</if>>
<<case "toyCar">>
<<wearProp "car">>
You sit beside <<childname>>, and take the <<childtoy $location $childActivityEvent.toyid "lowercase">> from <<childhis>> flailing hands. You place it on the floor, and roll it back and forth. "Vroom! Vroom!" you say, rolling it back and forth as <<childname>> watches, enraptured. You hand <<childhim>> the toy.
<br><br>
<<if _childTotalDays lte 120 + random(0,20)>>
<<childHe>> drops it on the floor before looking back at you. You can't help but smile as you climb to your feet again.
<<else>>
<<childHe>> looks at it with curiosity before mimicking your actions, making excited attempts to copy your sounds. You can't help but smile as you climb to your feet again.
<</if>>
<<lstress>><<stress -5>><<ltrauma>><<trauma -2>>
<<case "dummy">>
<<wearProp "dummy">>
<<set _rng to random(0,100)>>
You rush over to <<childname>>, and notice that <<childhis>> <<childtoy $location $childActivityEvent.toyid "lowercase">> lies on the floor beside <<childhim>>.
<br><br>
<<if $children[$childActivityEvent.childid].localVariables.acceptsDummy isnot false>>
You pick up the dummy, clean it off with the hem of your <<top>>, lift the <<childtype>> into your arms, and attempt to pacify <<childhim>>.
<br><br>
<</if>>
<<if $childActivityEvent.childCry lt 4 and (_rng lt 75 or $children[$childActivityEvent.childid].localVariables.acceptsDummy is true)>>
<<childname>> takes a few moments to latch onto the <<childtoy $location $childActivityEvent.toyid "lowercase">>, but sucks loudly once <<childhe>> does. <<childHe>> is soon pacified once again. You deposit <<childhim>> on the floor.<<lstress>><<stress -6>>
<<set $children[$childActivityEvent.childid].localVariables.activity to "dummySucking">>
<<set $children[$childActivityEvent.childid].localVariables.acceptsDummy to true>>
<<elseif $childActivityEvent.childCry is 4 and $children[$childActivityEvent.childid].localVariables.acceptsDummy isnot false>>
Despite your attempts, the <<childcry $childActivityEvent.childCry>> <<childname>> is crying and wiggling around too much to take the <<childtoy $location $childActivityEvent.toyid "lowercase">>. You abandon the attempt and instead begin to rock and soothe the <<childtype>> with soft coos and gentle humming. It's exhausting, but <<childhe>> soon calms down and nuzzles into your chest, the emotional distress and your tender parental attentions get the better of <<childhim>> and <<childhe>> falls asleep. <<gstress>><<stress 10>><<gtiredness>><<tiredness 5>>
<br><br>
You lay <<childname>> down to take <<childhis>> nap in peace.
<<set $children[$childActivityEvent.childid].localVariables.activity to "sleeping">>
<<elseif $childActivityEvent.childCry lt 4 and $children[$childActivityEvent.childid].localVariables.acceptsDummy isnot false>>
Despite your attempts, the <<childcry $childActivityEvent.childCry>> <<childname>> refuses to take the <<childtoy $location $childActivityEvent.toyid "lowercase">>. You abandon the attempt and instead begin to rock and soothe the <<childtype>> with soft coos and gentle humming. It's exhausting, but <<childhe>> soon calms down and nuzzles into your chest, the emotional distress and your tender parental attentions get the better of <<childhim>> and <<childhe>> falls asleep. <<gstress>><<stress 10>><<gtiredness>><<tiredness 5>>
<br><br>
You lay <<childname>> down to take <<childhis>> nap in peace.
<<set $children[$childActivityEvent.childid].localVariables.acceptsDummy to false>>
<<set $children[$childActivityEvent.childid].localVariables.activity to "sleeping">>
<<else>>
Knowing that <<childname>> will refuse the dummy, you begin to rock and soothe the <<childtype>> with soft coos and gentle humming. It's exhausting, but eventually <<childhe>> calms down and nuzzles into your chest, the emotional distress and your tender parental attentions get the better of <<childhim>> and <<childhe>> falls asleep. <<gtiredness>><<tiredness 5>>
<br><br>
You lay <<childname>> down to take <<childhis>> nap in peace.
<<set $children[$childActivityEvent.childid].localVariables.activity to "sleeping">>
<</if>>
<<case "clown">>
<<set _rng to random(0,2)>>
<<set _output to ["happy","quiet","terrifying"]>>
You sit beside <<childname>>, pick up hte toy <<childtoy $location $childActivityEvent.toyid "lowercase">>, and show it to <<childhim>>. <<childHe>> stares at the <<childtoy $location $childActivityEvent.toyid "lowercase">>, unsure what to make of it. You pull on the string, and the clown lets out a <<print _output[_rng]>> chuckle.
<br><br>
<<if _childTotalDays lte 105 + random(0,20)>>
<<childHe>> looks at the toy briefly before looking back up to you. You place it on the floor, stand up, and leave the <<childtype>> to play. <<lstress>><<stress -3>><<ltrauma>><<trauma -3>>
<<elseif random(0,100) lt 80>>
The <<childtype>> bursts into a giggling fit and reaches for the <<childtoy $location $childActivityEvent.toyid "lowercase">>. You hand it over, stand up, and leave the <<childtype>> to play. <<lstress>><<stress -3>><<ltrauma>><<trauma -3>>
<<set $children[$childActivityEvent.childid].localVariables.activity to "clownHappy">>
<<else>>
The <<childtype>> bursts into tears, and begins <<childcry 4>>. You can't blame <<childhim>>. <<gstress>><<stress 6>><<gtrauma>><<trauma 3>>
<<set $children[$childActivityEvent.childid].localVariables.activity to "crying">>
<</if>>
/*NPCs*/
<<case "Robin">>
<<npc "Robin">><<person1>>
You approach Robin. <<childname>> snuggles up to <<him>>. They both giggle.
<<if $childSelected.mother is "pc">>
<<set _playerRole to "mummy">>
<<elseif $childSelected.father is "pc">>
<<set _playerRole to "daddy">>
<<elseif $player.gender_appearance is "m">>
<<set _playerRole to "daddy">>
<<else>>
<<set _playerRole to "mummy">>
<</if>>
<<switch random(1, 5)>>
<<case 1>>
"I think someone missed you," Robin says, passing you the <<childtype>>.
<<case 2>>
"So cute!" Robin says, passing you the <<childtype>>.
<<case 3>>
"Look," Robin says. "It's _playerRole." <<He>> passes you the <<childtype>>.
<<case 4>>
"Can you say, '_playerRole'?" Robin asks, watching the <<childtype>>. <<childHe>> responds with an inarticulate gurgle. Robin passes <<childhim>> to you.
<<default>>
"Can you point at _playerRole?" Robin asks the <<childtype>>. <<childHe>> doesn't point, but does look at you. Robin passes <<childhim>> over.
<</switch>>
<br><br>
You hold <<childname>> in your arms while Robin leans in to talk. The <<childtype>> smiles alternatively at you and Robin.
<<case "Wraith">>
You watch in confusion as <<childname>> waves <<childhis>> hands around in happiness, cooing at thin air and reaching for nothing.
<<if C.npc["Ivory Wraith"].love lte 5>>
You scoop <<childhim>> up, expecting <<childhim>> to quiet down, but <<childhe>> continues to flap <<childhis>> little arms around.
<br><br>
You shiver as a chill runs down your spine. You fear you might not be alone, a familiar ringing in your ears making you tense up. <<stress 12>><<ggstress>>
<br><br>
<<childname>>'s laughter breaks the silence, forcing your thoughts to cease their racing. You look down at <<childhim>> and sigh. You manage a small smile, simply relieved that <<childhe>> seems happy.
<<else>>
Something starts to take shape above <<childhim>>. Something a terrible, familiar pale. You slowly and quietly approach <<childname>>'s crib, your eyes locked on the intruder. Your heart begins to pound. It's already picked <<childname>> up, slowly turning to you. You take a breath and brace yourself. <<ggstress>>
<br><br>
However, the pale figure's expression is calm. Serene, even. It holds <<childname>> tenderly and hums a soothing melody. It floats over to you, pressing its forehead to yours. A hand caresses your cheek. You look down at <<childname>>. <<childHe>> happily coos, reaching for you and smiling.
<br><br>
"<span class="wraith">Beautiful... So, so beautiful,</span>" it whispers, stroking <<childname>>'s hair.
<<if $wraith.state is "haunt">>
"<span class="wraith">An omen.</span>" <<lobsession 1>>
<<elseif $wraith.state is "despair">>
"<span class="wraith">A beacon of salvation amidst drowning despair.</span>" <<npcincr "Ivory Wraith" love 1>><<glove>><<gobsession 1>>
<<else>>
"<span class="wraith">A blessing.</span>" <<npcincr "Ivory Wraith" love 1>><<glove>>
<</if>>
<br><br>
You can feel its palpable love for <<childname>>. Your heart almost skips a beat as the baby yawns and clings to the pale figure as <<childhe>> would to you. You're filled with relief. <<llstress>><<stress -12>>
<br><br>
The pale figure leans down, gingerly pressing a kiss to each of <<childhis>> cheeks. You can hear <<childhim>> giggle as <<childhe>> toys with a strand of the pale figure's silver hair.
It cradles <<childhim>> close for just a moment longer, reluctant to let go. It then places <<childhim>> in your arms and floats to your other side, smiling.
<br><br>
You feel a pair of arms wrap around your shoulders, and a loving gaze on both you and <<childname>>. It continues to hum as its body flickers. The melody fades. You turn to look at it, but it has already disappeared. You look at <<childname>>. <<childHe>>'s fallen asleep.
<<set $children[$childActivityEvent.childid].localVariables.activity to "sleeping">>
<</if>>
/*Wolf Specific*/
<<case "sleepingStroke">>
You sit beside the slumbering <<childtype>>, and stroke <<childhis>> fur. <<childHe>> snorts, and pushes into your caressing hand. You spend a few moments together before rising to your feet. <<lstress>><<stress -5>>
<<case "cuddleAndNap">>
The <<wolf_cave_singular>> looks at you as you lie down beside it and <<childname>>. The sleepy pair adjust to make room for you, and you're soon snuggled close together. You enjoy this comfortable moment for a while, before rising to your feet. <<ltiredness>><<tiredness -6>><<lstress>><<stress -5>>
<<case "cryingWolf">>
You sit by the <<childcry>> <<childtype>>, and pull <<childhim>> into your lap. You hum, soothe, and stroke the <<childtype>>'s fur, giving the occasional soft scratch to <<childhis>> ears. <<childname>> calms, and begins to doze under your gentle attention. You gingerly place the sleeping <<childtype>> down and stand again.
<<set $children[$childActivityEvent.childid].localVariables.activity to "sleeping">>
<<case "playing">>
You drop to all fours, and join <<childname>> and the playing pups with enthusiasm. You encourage excitement and activity in your <<childtype>>, as well as the others, and try to keep the play friendly and safe. Exhausted, the pups take a moment to rest. You kiss <<childname>> on the head before climbing to your feet. <<lstress>><<stress -6>>
<<set $children[$childActivityEvent.childid].localVariables.activity to "sleeping">>
<<case "curiousGaze">>
You follow <<childname>>'s gaze to your legs. You walk in a circle. <<childHis>> eyes never leave your feet. Amused, you take a quick walk around the cave and the <<childtype>> follows you as best it can, transfixed by your movement. Eventually, <<childname>> grows bored, and lies down to rest, <<childhis>> curiosity sated. <<llstress>><<stress -10>>
<<set $children[$childActivityEvent.childid].localVariables.activity to "sleeping">>
<<case"longingGaze">>
Noticing your <<childtype>>'s longing gaze, you reach between <<childhis>> ears and give <<childhim>> a gentle scratch. <<childname>>'s tongue lolls from <<childhis>> mouth, and <<childhe>> pants happily as you scritch <<childhis>> ears. <<childHe>> gives you a sad look when you finish.
<<case"playFighting">>
You keep a close eye on the two as they tussle playfully. Slowly, they grow tired of each other and playful nips and yips turn into snaps and growls. You separate <<childname>> from <<childhis>> playmate before it can escalate further, ensuring each has a break from the other. They are soon playing in an amiable fashion once again.
<<set $children[$childActivityEvent.childid].localVariables.activity to "playing">>
<<case "fieldTrip">>
You see <<childname>> looking outside the cave with curiosity. <<childHis>> fascination with the outside world isn't even broken when you bend down and pick <<childhim>> up. You walk outside and take a quick tour of the surrounding area. The <<childtype>>'s eyes widen, scanning over anything and everything with great interest. You finish sating <<childname>>'s curiosity, and deposit <<childhim>> back in the cave. <<llstress>><<stress -10>>
<<set $children[$childActivityEvent.childid].localVariables.activity to "sleeping">>
<<case "grumpyWolf">>
<<childname>> growls at your approach. You flip the grumpy <<childtype>> on <<childhis>> back and rub <<childhis>> belly. The <<childtype>> resists at first, but soon gives in, panting and yipping happily. You leave <<childname>> more cheerful than you found <<childhim>>.<<lstress>><<stress -6>>
<<set $children[$childActivityEvent.childid].localVariables.activity to "playing">>
<<case "hungryWolf">>
You approach <<childname>>. <<childHe>>'s trying to find a way through the other pups, trying to reach the female <<wolf_cave_singular "f">>'s nipples to feed.
<br><br>
You pick <<childhim>> up and pet <<childhim>>, keeping the <<childcry>> <<childtype>>'s attention off <<childhis>> hunger. Soon enough, several feeding pups finish, making room. The <<childtype>> latches on, eager and greedy.<<lstress>><<stress -6>>
<<set $children[$childActivityEvent.childid].localVariables.activity to "sleeping">>
<<case "gnawing">>
You sit next to <<childname>> and grab ahold of the $pupToy. <<childHe>> growls as you gently pull on the makeshift toy and tugs it back. You continue tugging the $pupToy back and forth before finally letting <<childhim>> win. <<childname>> yips joyfully as <<childhe>> claims <<childhis>> prize and resumes playing with it, tail wagging with excitement.
<br><br>
Another pup, noticing your game, approaches <<childname>> and attempts to grab the $pupToy. You keep a close eye on the two of them, but thankfully, <<childname>>'s playmate doesn't seem interested in actually stealing the toy from <<childhim>>. You smile as the pups play tug-of-war together before standing up and leaving them to their own devices.
<<set $children[$childActivityEvent.childid].localVariables.activity to "playing">>
/*Hawk Specific*/
<<case "sleepingStrokeHawk">>
You climb into the nest with the slumbering <<childtype>>, and stroke <<childhis>>
<<if _childTotalDays lt 14>>
tiny, pinkish feathers.
<<else>>
feathers.
<</if>>
<<childHe>> trills and pushes into your caressing hand. You spend a few moments together before rising to your feet. <<lstress>><<stress -5>>
<<case "cuddleAndNapHawk">>
<<npc "Great Hawk">>
<<if $childActivityEvent.otherChildrenIds.length>>
<<for _otherChildId range $childActivityEvent.otherChildrenIds>>
<<childInteratedWith _otherChildId>>
<<set $children[_otherChildId].localVariables.event to false>>
<</for>>
<<set _otherChildren to $childActivityEvent.otherChildrenIds.length>>
<</if>>
<<your_bird_text "cap">> nuzzles you as you lie down beside
<<if _otherChildren gte 2>>
<<bhim>>, <<childname>>, <<childrenNames $childActivityEvent.otherChildrenIds>>.
<<elseif _otherChildren>>
<<bhim>>, <<childname>> and <<childname $childActivityEvent.otherChildrenIds[0]>>.
<<else>>
<<bhim>> and <<childname>>.
<</if>>
<<if _otherChildren gte 2>>
You're somehow able to fit within the large number of small bodies, and you're soon snuggled close together.
<<elseif _otherChildren>>
The trio adjust to make room for you, and you're soon snuggled close together.
<<else>>
The pair adjust to make room for you, and you're soon snuggled close together.
<</if>>
<br><br>
You enjoy this comfortable moment for a while, before rising to your feet. <<ltiredness>><<tiredness -6>><<lstress>><<stress -5>>
<<case "cryingHawk">>
You sit by the <<childcry>> <<childtype>>, and pull <<childhim>> into your lap. You hum, soothe, and stroke the <<childtype>>'s
<<if _childTotalDays lt 14>>
tiny, pinkish feathers.
<<else>>
feathers.
<</if>>
<<childname>> calms, and begins to doze under your gentle attention. You gingerly place the sleeping <<childtype>> down and stand again.
<<set $children[$childActivityEvent.childid].localVariables.activity to "sleeping">>
<<case "pickUpHawk">>
You scoop up the <<childtype>> and hold <<childhim>> close to your chest. The corners of your lips curve up into a dopey smile when you hear <<childhis>> <<if $children[$childActivityEvent.childid].features.monster is "monster">>giggles<<else>>tiny peeps and chirps<</if>>.
<<if _childTotalDays lt 14>>
<<childname>>'s sweet sounds make your heart flutter as you hold <<childhim>> close.
<<else>>
<<childname>>'s feathers tickle you as you hold <<childhim>> close.
<</if>>
<<set $children[$childActivityEvent.childid].localVariables.activity to "sleeping">>
<<case "pretendFly">>
You hold <<childname>> with both hands and gleefully hoist <<childhim>> up high above your head. <<childname>> looks down at you with sparkling eyes, letting <<childhis>> tiny wings take <<childhim>> on what might as well be a journey and a half in your secure grasp. You smile happily as the <<childtype>> flaps <<childhis>> wings<<if $children[$childActivityEvent.childid].features.monster is "monster">> and arms<</if>>.
<br><br>
One day, you recall, <<childhe>> will leave your nest and fly free. The thought makes you feel giddy and bittersweet. You hold <<childname>> close and stroke <<childhis>> small body. <<trauma -6>><<ltrauma>>
<<set $children[$childActivityEvent.childid].localVariables.activity to "sleeping">>
<<case "dismissChildHawk">>
You knew this day would come. It feels like only a short time ago you heard your baby's first sounds, and you've become accustomed to their song. Walking up to the perch, child in hand, you think about if you were good enough for them, if they truly are ready. As the <<print Time.season>> winds brush through your hair, you look out at the moor below. In that moment, holding <<childhim>>, it dawns on you.<span class="green"> You gave <<childname>> everything you would have wanted.</span>/*Possibly add version for low control high trauma?*/
<br><br>
You have been holding <<childhim>> close this whole time, but you get down on one knee and gently put them on the ground. <<childHe>> takes a moment stretching his wings, feeling the force <<childhis>> wings now generate. With a flurry of flapping, their feet leave the perch, pushing themselves up higher and higher. You watch with pride as your child takes to the sky, ready to begin the next chapter of their life. They circle above you,
<<if $children[$childActivityEvent.childid].features.monster is "monster">> chirping in delight
<<else>> smiling down at you<</if>>
for a few moments before taking off into the distance.<<trauma -50>><<ltrauma>>
<<set $children[$childActivityEvent.childid].localVariables.farewell to true>>
<<case "preen">>
<<childname>> seems to be unable to reach feathers that have yet to separate. You take notice and scoop the <<childtype>> up. <<childname>> lets out a small chirp as you run your fingers through <<childhis>> feathers. You begin to tidy up <<childhis>> plumage, twisting interlocked tufts in your fingers to reveal soft, newly grown feathers. <<childname>> looks up at you happily, moving to poke at an idle strand of your hair with <<childhis>> <<childhand>>. You reckon this is <<childhis>> idea of grooming you. <<stress -6>><<lstress>>
<<set $children[$childActivityEvent.childid].localVariables.activity to "sleeping">>
<<case "perch">>
You approach <<childname>>, noticing a discontented expression on <<childhis>> face. <<childHis>> eyes are locked on the tower's ledge. You're able to put two and two together, realising <<childname>> wants to go outside and hear you sing.
<br><br>
You pick <<childname>> up and make your way over to look down at the <<if Weather.isSnow>>moor, blanketed by snow.<<else>>green moor.<</if>>
<<if $bird.state is "home" and ["sing","groom"].includes($bird.activity)>>
<<npc "Great Hawk">>
You take a seat next to <<your_bird_text>>, who looks to you and <<childname>> with surprise. A grin crosses your face as <<childname>> snuggles into your embrace.
<br><br>
You take a deep breath and begin to sing. A note leaves your mouth, and then another. You sing a lullaby, which your spouse joins in on. You hold <<childname>> close as you sing, each note growing more and more quiet when you see <<childhis>> eyes growing heavy. As you reach the end of your song, you hear a small <<if $children[$childActivityEvent.childid].features.monster is "monster">>"Wah!"<<else>>peep<</if>>.
<br><br>
<<childname>> <<if $children[$childActivityEvent.childid].features.monster is "monster">>sings<<else>>trills<</if>> a quiet mimic of your lullaby, nuzzling into your chest. The song doesn't last long before <<childhe>> has fallen asleep. You yearn for the day you'll be able to hear your child's true voice.
<br><br>
<<if $monster is 1>>
"<<childname>> takes after us quickly," <<your_bird_text>> says with a hint of pride.
<br><br>
<</if>>
<<else>>
You take a seat right next to the most scenic overlook of the meadow below, a grin crossing your face as <<childname>> snuggles into your embrace.
<br><br>
You take a deep breath and begin to sing. A note leaves your mouth, and then another. You sing a lullaby of longing, the melody carried by the breeze to the world below. You hold <<childname>> close as you sing, each note growing more and more quiet when you see <<childhis>> eyes growing heavy. As you reach the end of your song, you hear a small <<if $children[$childActivityEvent.childid].features.monster is "monster">>"Wah!"<<else>>peep<</if>>.
<br><br>
<<childname>> <<if $children[$childActivityEvent.childid].features.monster is "monster">>sings<<else>>trills<</if>> a quiet mimic of your lullaby, nuzzling into your chest. The song doesn't last long before <<childhe>> has fallen asleep. You yearn for the day you'll be able to hear your child's true voice.
<</if>>
<<set $children[$childActivityEvent.childid].localVariables.activity to "sleeping">>
<<case "bathe">>
<<wearProp "rag">>
You notice with your sharp eyes that <<childname>> is in need of bathing. You scoop the <<childtype>> into your arms despite <<childhis>> chirps of protest, walking in the direction of the rainwater pool.
<br><br>
<<if $bird.upgrades.pot is 3 and getBirdBurnTime() gt 0>>
You set <<childname>> down gently and playfully splash some water onto <<childhis>> body. <<childHe>> fusses for a moment, but the warm water quickly calms <<childhim>> down.
<br><br>
<<childHe>> cooperates surprisingly well, letting you scrub the day's dirt and grime from <<childhis>>
<<if _childTotalDays lt 14>>
tiny pink feathers. Many of them are still stuck together. You take a piece of scrap fabric and dry <<childhim>>.
<<else>>
feathers. You take a piece of scrap fabric and dry <<childhim>>. <<childHis>> feathers immediately poof out. You can't help but giggle. <<stress -3>><<lstress>>
<</if>>
<<else>>
You set <<childname>> down gently and playfully splash some water onto <<childhis>> body. <<childHe>> shoots you a glare and begins to thrash around in the bath. Rivulets of water splatter over you. <<stress 3>><<gstress>>
<br><br>
You sigh and begin to stroke <<childhis>> plumage with one hand while you shake your other free of water. <<childname>> looks up at you, having calmed down with the gentle motion of your hand against <<childhis>> small feathers. You smile and wash <<childhim>> clean of the day's dirt and grime.
<br><br>
When you're done, <<childname>> is squeaky clean, albeit wet and cold. You take some scrap fabric and wrap <<childname>> into a swaddle. You hold <<childhim>> gently in your arms. <<childHe>> seems content, happy to be done with such a hectic bath. Mission accomplished.
<</if>>
<<set $children[$childActivityEvent.childid].localVariables.activity to "sleeping">>
<<case "batheHelp">>
You spot <<childname>> dipping <<childhis>> legs into the rainwater pool. You walk over and lift <<childhim>> up, gently placing <<childhim>> all the way into the water. <<childHe>> happily lets you scrub <<childhis>> feathers.
<br><br>
<<childHe>> starts to splash at the water's surface with <<childhis>> <<childhands>> and <<childgiggles>>. You can't help but crack a smile. <<stress -3>><<lstress>>
<br><br>
You pull <<childhim>> from the pool.
<<if $bird.upgrades.pot is 3 and getBirdBurnTime() gt 0>>
<<childHe>> <<if $children[$childActivityEvent.childid].features.monster is "monster">>hugs<<else>>nuzzles<</if>> you, happy with <<childhis>> warm bath.
<<else>>
<<childHe>> shivers, so you waste no time drying <<childhim>> off.
<</if>>
<<set $children[$childActivityEvent.childid].localVariables.activity to "sleeping">>
<<default>>
The event could not be found.<br>
Event: $childActivityEvent.event
Child: $childActivityEvent.childid
<</switch>>
<br><br>
<<link [[Next|Childrens Home]]>><<unset $childActivityEvent>><<endevent>><</link>><<widget "alex_baby_interactions">>
<<npc "Alex">>
<<childSelectRandom "alex_cottage">>
<<switch random(1,5)>>
<<case 1>>
You see Alex holding <<childname>> out in the fields, trying to explain the different plants and crops to <<childhim>>. <<childname>> curiously looks at them. <<lstress>><<stress -6>>
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><<set $daily.farmBabyInteraction to 1>><</link>>
<<case 2>>
You see Alex trying to play with <<childname>>, but <<childhe>> seems to be distracted by a butterfly that flies around Alex.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><<set $daily.farmBabyInteraction to 1>><</link>>
<<case 3>>
You see Alex lying in a field with <<childname>> peacefully snoozing on <<his>> chest.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><<set $daily.farmBabyInteraction to 1>><</link>>
<<case 4>>
You see Alex holding <<childname>> near the chicken coop, trying to show them to <<childhim>>. One of the chickens squawks loudly, causing <<childname>> to burst into tears.
<br><br>
<<link [[Comfort (0:01)|Alex Children Interactions Chicken]]>><<set $phase to 1>><<pass 1>><</link>>
<br>
<<link [[Let Alex handle it (0:01)|Alex Children Interactions Chicken]]>><<set $phase to 2>><<pass 1>><</link>>
<<case 5>>
<<if C.npc.Alex.gender is "f">>
You see Alex sitting under a tree with <<childname>> in <<his>> arms. <<His>> chest is exposed; <<hes>> probably breastfeeding <<childhim>>.
<br><br>
<<link [[Watch (0:10)|Alex Children Interactions Breastfeed]]>><</link>>
<br>
<<link [[Leave Alex to finish (0:01)|Farm Work]]>><<endevent>><<set $daily.farmBabyInteraction to 1>><</link>>
<<else>>
You see Alex trying to play with <<childname>>, but <<childhe>> seems to be distracted by a butterfly that flies around Alex.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><<set $daily.farmBabyInteraction to 1>><</link>>
<</if>>
<</switch>>
<</widget>><<effects>>
<<if $phase is 1>>
You approach Alex, take <<childname>> into your arms, and start humming.
<br><br>
<<childHe>> soon starts to calm down and yawns.
<br><br>
Alex kisses your cheek. "Thanks," <<he>> says with a laugh. "I'm still not used to this."
<br><br>
"I'll take <<childhim>> back to the nursery," <<he>> says as you hand <<childname>> back to <<him>>.
<<else>>
Unsure what to do, Alex nervously starts to hum to distract <<childname>>. <<Hes>> off-key, but <<childname>> soon starts to calm down and laughs.
<br><br>
Alex sighs and takes <<childhim>> back to the nursery.
<</if>>
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><<set $daily.farmBabyInteraction to 1>><</link>><<effects>>
<<switch random(1,2)>>
<<case 1>>
"I dunno how such a little thing can drink so much!" <<He>> laughs.
<<case 2>>
"Never thought this would be so tiring," <<he>> sighs.
<</switch>>
You follow <<him>> as <<he>> takes <<childname>> back to the nursery and places <<childhim>> in the cradle, where <<childhe>> falls asleep.
<br><br>
<<if hasSexStat("promiscuity", 3)>>
<span class="lewd">A lewd idea strikes you.</span>
<br>
<<link [[Ask for a turn (0:15)|Alex Children Interactions Breastfeed 2]]>><<set $phase to 1>><</link>><<promiscuous3>>
<br>
<<link [[Let Alex be (0:01)|Alex Children Interactions Breastfeed 2]]>><<set $phase to 2>><</link>>
<<else>>
<<link [[Next|Farm Cottage]]>><<endevent>><</link>>
<</if>><<effects>> <<set $alexBreasts to C.npc.Alex.breastsdesc>>
<<if $phase is 1>>
<<if $speech_attitude is "meek">>
"D-do you think I could have some too?"
<<elseif $speech_attitude is "bratty">>
"Is there any left for me?"
<<else>>
"Can I have some too?"
<</if>>
you ask Alex as <<he>> fixes <<his>> bra. <<His>> face goes red as <<he>> processes your words.
<br><br>
"You, uh, what?" <<he>> says, embarrassed by your request.
<br><br>
You only give <<him>> a smile in response.
"You're serious? I mean, I've been feeling kind of full these days, so I guess it wouldn't hurt to," <<he>> says.
<br><br>
<<He>> sits on the ground and gestures to you to get closer. Alex lays your head on <<his>> lap and brings your face closer to <<his>> $alexBreasts. You quickly envelop <<his>> nipple with your mouth and start to suck.<<ggarousal>><<arousal 600>>
<br><br>
<<He>> brushes your hair with <<his>> hand as <span class="lewd">sweet and creamy milk flows through your mouth.</span> You move to <<his>> other breast, making Alex moan.<<gglust>><<npcincr Alex lust 5>>
<br><br>
<<link [[Next|Alex Children Interactions Breastfeed 3]]>><<pass 15>><</link>>
<<else>>
Alex fixes <<his>> bra, pulls <<his>> shirt down, and leaves <<childname>> to sleep.
<br><br>
"Try not to wake <<childhim>>. It was a pain to get <<childhim>> to sleep," <<he>> says before leaving the nursery.
<br><br>
<<link [[Next|Farm Cottage]]>><<unset $alexBreasts>><<endevent>><<pass 1>><</link>>
<</if>><<effects>>
After a few minutes, the milk stops flowing and you move your mouth away from <<his>> $alexBreasts, leaving Alex panting.
<br><br>
"I think you're taking the term 'cow<<girl>>' too serious, pal," <<he>> laughs. <<He>> stands up and fixes <<his>> clothes before leaving the nursery.
<br><br>
<<link [[Next|Farm Cottage]]>><<unset $alexBreasts>><<endevent>><</link>><<effects>>
<<if $phase is 1>>
<<childSelectRandom "alex_cottage">>
You enter the hallway and head upstairs to the nursery. The door is slightly open, and you can see Alex standing by <<childname>>'s cot.
<br><br>
"Hey partner, sorry if I woke ya," Alex says, not looking away from the cot. "Thought I heard our little fella crying."
<br><br>
<<link [[Next|Farm Cottage Nighttime Nursery 2]]>><</link>>
<<else>>
You ignore the sound, assuming Alex has just gone to check up on the baby.
<br><br>
<<if $bus is "farm_alex_room">>
<<link [[Next|Farm Alex Bed]]>><<endevent>><</link>>
<<else>>
<<link [[Next|Farm Bed]]>><<endevent>><</link>>
<</if>>
<</if>><<effects>>
You step closer, and Alex immediately wraps <<his>> arm around your shoulder before bumping <<his>> head against yours. <<His>> gaze is fixated on <<childname>>'s sleeping form. Being this close lets you get a good smell of alcohol, more so than normal.
<br><br>
"Never thought I would settle down with a kid, with the farm and all. Still feels surreal," Alex says while brushing <<his>> finger against the baby's cheek.
<br><br>
You mimic the action on the other cheek. <<childname>> stirs but soon settles down into both your touches. Alex softly chuckles. <<He>> pulls <<his>> hand away before turning to face you.
<br><Br>
"Come on now, let's get you back to bed," <<he>> says, gently pushing you along.
<br><br>
<<link [[Ask if <<he>> is okay|Farm Cottage Nighttime Nursery 3]]>><<npcincr Alex love 2>><</link>><<gglove>>
<br>
<<link [[Stay silent|Farm Cottage Nighttime Nursery 4]]>><<set $phase to 3>><</link>><<effects>>
Alex looks slightly taken aback by the question. <<He>> freezes up before sighing. <<He>> turns away.
<br><br>
"I'm just nervous. Remy's breathing down our necks, and I got you, the little <<if childrenCountBetweenParents("Alex","pc") is 1 or childrenCountBetweenParents("pc","Alex") is 1>>fella<<else>>fellas<</if>>, and the farm to watch after."
<br><br>
<<link [[Supportive|Farm Cottage Nighttime Nursery 4]]>><<set $phase to 1>><<npcincr Alex dom -1>><<npcincr Alex love 1>><</link>><<glove>><<ldom>>
<br>
<<link [[Praise|Farm Cottage Nighttime Nursery 4]]>><<set $phase to 2>><<npcincr Alex dom 1>><<npcincr Alex love 1>><</link>><<glove>><<gdom>><<effects>>
<<if $phase is 1>>
"You got me as your support, you know. We are in this together." You pat <<his>> back which brings a smile to <<his>> face.
<br><br>
Alex looks back up at you and places a kiss on your lips. "What did I do to deserve a <<if $player.gender_appearance is "f">>woman<<else>>man<</if>> like you?"
<br><br>
<<elseif $phase is 2>>
"And you do a damn good job taking care of everything." You lean down to place a kiss on <<his>> cheek, causing <<him>> to perk back up.
<br><br>
"Thanks partner. Good to know I got your approval of my work."
<<He>> locks arms with you before kissing your forehead.
<br><br>
<</if>>
Alex guides you back to bed, giving you one last goodnight kiss before going back to sleep.
<br><br>
<<if $bus is "farm_alex_room">>
<<link [[Next|Farm Alex Bed]]>><<endevent>><</link>>
<<else>>
<<link [[Next|Farm Bed]]>><<endevent>><</link>>
<</if>><<widget "childrenSetup">>
<<if $children is undefined>>
<<set $children to {}>>
<</if>>
<</widget>>
<<widget "getUsedChildrenNames">>
<<set _usedChildrenNames to []>>
<<for $_label, $_value range $children>>
<<run _usedChildrenNames.pushUnique($_value.name)>>
<</for>>
<</widget>>
/*args[0] - filter in the form of an object, args[1] - "both" to include unrelated children or "only" to exclude the player children*/
<<widget "getChildrenIds">>
<<set _childrenIds to []>>
<<run Object.values($children).forEach(child => {
if ((child.mother === "pc" || child.father === "pc") && _args[1] === "only") {
return;
} else if ((child.mother !== "pc" && child.father !== "pc") and !_args[1]) {
return;
}
if (T.args[0] && !Object.entries(T.args[0]).every(([key, value]) => child[key] === value)) {
return;
}
if (child.childId) T.childrenIds.push(child.childId);
})>>
<</widget>>
/*args[0] - location, args[1] - min length requirement, args[2] - max length requirement,
args[3] - "both" to include unrelated children or "only" to exclude the player children*/
<<widget "getSameBirthChildrenIds">>
<<set _birthChildrenIds to {}>>
<<for $_label, $_value range $children>>
<<if $_value.mother isnot "pc" and $_value.father isnot "pc">>
<<if _args[3] isnot "both" and _args[3] isnot "only">>
<<continue>>
<</if>>
<<elseif _args[3] is "only">>
<<continue>>
<</if>>
<<if !$_value.eggTimer and (_args[0] is undefined or $_value.location is _args[0])>>
<<if _birthChildrenIds[$_value.birthId] is undefined>>
<<set _birthChildrenIds[$_value.birthId] to []>>
<</if>>
<<run _birthChildrenIds[$_value.birthId].push($_value.childId)>>
<</if>>
<</for>>
<<if _args[1]>>
<<for $_label, $_value range _birthChildrenIds>>
<<if $_value.length lt _args[1] or $_value.length gt _args[2]>>
<<run delete _birthChildrenIds[$_label]>>
<</if>>
<</for>>
<</if>>
<</widget>>
/*args[0] - location, args[1] - birthId, args[2] - new location*/
<<widget "moveChildren">>
<<if _args[0] and _args[1]>>
<<getSameBirthChildrenIds _args[0]>>
<<if _birthChildrenIds[_args[1]] isnot undefined>>
<<for $_i to 0; $_i lt _birthChildrenIds[_args[1]].length; $_i++>>
<<set $children[_birthChildrenIds[_args[1]][$_i]].location to _args[2]>>
<<if _args[2] is "home">>
<<run setKnowsAboutPregnancy($children[_birthChildrenIds[_args[1]][$_i]].mother, "Bailey", $children[_birthChildrenIds[_args[1]][$_i]].mother + $children[_birthChildrenIds[_args[1]][$_i]].birthId)>>
<</if>>
<</for>>
<</if>>
<</if>>
<</widget>>
/*args[0] - childId, args[1] - new name*/
<<widget "childRename">>
<<if _args[0]>>
<<set $children[_args[0]].name to generateBabyName(_args[1], $children[_args[0]].gender, _args[0])>>
<</if>>
<</widget>>
/*args[0] - childId, args[1] - set to display specific text output*/
<<widget "childAge">><<silently>>
<<if _args[0]>>
<<set _date1 to $children[_args[0]].born.day + " " + $children[_args[0]].born.month + " " + $children[_args[0]].born.year>>
<<set _date2 to Time.monthDay + " " + Time.monthName + " " + Time.year>>
<<set $_calc to Math.abs(Date.parse(_date2) - Date.parse(_date1))>>
<<switch $children[_args[0]].type>>
<<case "human" "wolf" "hawk">><<set _childTotalDaysCap to 200>>
<<case "hawk">><<set _childTotalDaysCap to 11000>>
<<default>><<set _childTotalDaysCap to 0>>
<</switch>>
<<set _childTotalDays to Math.clamp(Math.ceil($_calc / (1000 * 60 * 60 * 24)), 0, _childTotalDaysCap)>>
<<set _childYears to Math.floor(_childTotalDays / 360)>>
<<set _childDays to Math.floor(_childTotalDays % 360)>>
<<switch _args[1]>>
<<case "full">>
<<set $_text_output to _childYears + " year" + (_childYears isnot 1 ? "s, " : ", ") + _childDays + " day" + (_childDays isnot 1 ? "s " : " ") + "old">>
<<case "year">>
<<set $_text_output to _childYears + " year" + (_childYears isnot 1 ? "s" : "")>>
<<case "day">>
<<set $_text_output to _childDays + " day" + (_childDays isnot 1 ? "s" : " ")>>
<<case "totalDays">>
<<set $_text_output to _childTotalDays>>
<</switch>>
<</if>>
<</silently>><<if $_text_output>><<print $_text_output>><<if _childTotalDaysCap is _childTotalDays>> <mouse class="tooltip linkBlue">(Capped)<span>Reached end of current child activity content</span></mouse><</if>><</if>><</widget>>
/*:: Widgets children2 [widget]*/
/*args[0] - childId*/
<<widget "childSelect">>
<<if _args[0] isnot undefined>>
<<set $childSelected to $children[_args[0]]>>
<<if $children[_args[0]].type isnot "human" and $children[_args[0]].features.monster is "monster">>
<<set $cmonster to 1>>
<<else>>
<<set $cmonster to 0>>
<</if>>
<</if>>
<</widget>>
/*args[0] - childId*/
<<widget "childname">><<silently>>
<<if _args[0] isnot undefined>>
<<set $_id to _args[0]>>
<<elseif $childSelected isnot undefined>>
<<set $_id to $childSelected.childId>>
<</if>>
<<if $_id isnot undefined>>
<<set $_text_output to $children[$_id].name>>
<</if>>
<</silently>><<if $_text_output>><<print $_text_output>><</if>><</widget>>
/*args[0] - childId in an array*/
<<widget "childrenNames">><<silently>>
<<if _args[0] isnot undefined>>
<<set $_text_output to "">>
<<for $_i to 0; $_i lt _args[0].length; $_i++>>
<<set $_text_output += $children[_args[0][$_i]].name>>
<<if $_i is _args[0].length - 1>>
<<elseif $_i is _args[0].length - 2>>
<<set $_text_output += " and ">>
<<else>>
<<set $_text_output += ", ">>
<</if>>
<</for>>
<</if>>
<</silently>><<if $_text_output>><<print $_text_output>><</if>><</widget>>
/*args[0] - childId in an array*/
<<widget "childInteratedWith">><<silently>>
<<if _args[0] isnot undefined>>
<<set $_id to _args[0]>>
<<elseif $childSelected isnot undefined>>
<<set $_id to $childSelected.childId>>
<</if>>
<<if $_id>>
<<set $_localVariables to $children[$_id].localVariables>>
<<if $_localVariables.interactionsTotal is undefined>>
<<set $_localVariables.interactionsTotal to 0>>
<<set $_localVariables.interactions to 0>>
<</if>>
<<set $_localVariables.interactionsTotal++>>
<<if $daily.childInteractions is undefined>><<set $daily.childInteractions to []>><</if>>
<<if !$daily.childInteractions.includes($_id)>>
<<set $_localVariables.interactions++>>
<<run $daily.childInteractions.push($_id)>>
<</if>>
<<set $pregnancyStats.childInteractions++>>
<<if $location is "home">><<set $pregnancyStats.orphanageInteractions++>><</if>>
<</if>>
<</silently>><</widget>>
/*args[0] - childId*/
<<widget "childHe">><<silently>>
<<if _args[0] isnot undefined>>
<<set $_id to _args[0]>>
<<elseif $childSelected isnot undefined>>
<<set $_id to $childSelected.childId>>
<</if>>
<<if $_id isnot undefined>>
<<switch $children[$_id].gender>>
<<case "m">><<set $_text_output to "He">>
<<case "f" "h">><<set $_text_output to "She">>
<<case "h">><<set $_text_output to "They">>
<</switch>>
<</if>>
<</silently>><<if $_text_output>><<print $_text_output>><</if>><</widget>>
/*args[0] - childId*/
<<widget "childhe">><<silently>>
<<if _args[0] isnot undefined>>
<<set $_id to _args[0]>>
<<elseif $childSelected isnot undefined>>
<<set $_id to $childSelected.childId>>
<</if>>
<<if $_id isnot undefined>>
<<switch $children[$_id].gender>>
<<case "m">><<set $_text_output to "he">>
<<case "f" "h">><<set $_text_output to "she">>
<<case "h">><<set $_text_output to "they">>
<</switch>>
<</if>>
<</silently>><<if $_text_output>><<print $_text_output>><</if>><</widget>>
/*args[0] - childId*/
<<widget "childHis">><<silently>>
<<if _args[0] isnot undefined>>
<<set $_id to _args[0]>>
<<elseif $childSelected isnot undefined>>
<<set $_id to $childSelected.childId>>
<</if>>
<<if $_id isnot undefined>>
<<switch $children[$_id].gender>>
<<case "m">><<set $_text_output to "His">>
<<case "f" "h">><<set $_text_output to "Her">>
<<case "h">><<set $_text_output to "Their">>
<</switch>>
<</if>>
<</silently>><<if $_text_output>><<print $_text_output>><</if>><</widget>>
/*args[0] - childId*/
<<widget "childhis">><<silently>>
<<if _args[0] isnot undefined>>
<<set $_id to _args[0]>>
<<elseif $childSelected isnot undefined>>
<<set $_id to $childSelected.childId>>
<</if>>
<<if $_id isnot undefined>>
<<switch $children[$_id].gender>>
<<case "m">><<set $_text_output to "his">>
<<case "f" "h">><<set $_text_output to "her">>
<<case "h">><<set $_text_output to "their">>
<</switch>>
<</if>>
<</silently>><<if $_text_output>><<print $_text_output>><</if>><</widget>>
/*args[0] - childId*/
<<widget "childHim">><<silently>>
<<if _args[0] isnot undefined>>
<<set $_id to _args[0]>>
<<elseif $childSelected isnot undefined>>
<<set $_id to $childSelected.childId>>
<</if>>
<<if $_id isnot undefined>>
<<switch $children[$_id].gender>>
<<case "m">><<set $_text_output to "Him">>
<<case "f" "h">><<set $_text_output to "Her">>
<<case "h">><<set $_text_output to "Them">>
<</switch>>
<</if>>
<</silently>><<if $_text_output>><<print $_text_output>><</if>><</widget>>
/*args[0] - childId*/
<<widget "childhim">><<silently>>
<<if _args[0] isnot undefined>>
<<set $_id to _args[0]>>
<<elseif $childSelected isnot undefined>>
<<set $_id to $childSelected.childId>>
<</if>>
<<if $_id isnot undefined>>
<<switch $children[$_id].gender>>
<<case "m">><<set $_text_output to "him">>
<<case "f" "h">><<set $_text_output to "her">>
<<case "h">><<set $_text_output to "them">>
<</switch>>
<</if>>
<</silently>><<if $_text_output>><<print $_text_output>><</if>><</widget>>
<<widget "childhimself">><<silently>>
<<if _args[0] isnot undefined>>
<<set $_id to _args[0]>>
<<elseif $childSelected isnot undefined>>
<<set $_id to $childSelected.childId>>
<</if>>
<<if $_id isnot undefined>>
<<switch $children[$_id].gender>>
<<case "m">><<set $_text_output to "himself">>
<<case "f" "h">><<set $_text_output to "herself">>
<<case "h">><<set $_text_output to "themselves">>
<</switch>>
<</if>>
<</silently>><<if $_text_output>><<print $_text_output>><</if>><</widget>>
/*args[0] - childId*/
<<widget "childHers">><<silently>>
<<if _args[0] isnot undefined>>
<<set $_id to _args[0]>>
<<elseif $childSelected isnot undefined>>
<<set $_id to $childSelected.childId>>
<</if>>
<<if $_id isnot undefined>>
<<switch $children[$_id].gender>>
<<case "m">><<set $_text_output to "His">>
<<case "f" "h">><<set $_text_output to "Hers">>
<<case "h">><<set $_text_output to "Theirs">>
<</switch>>
<</if>>
<</silently>><<if $_text_output>><<print $_text_output>><</if>><</widget>>
/*args[0] - childId*/
<<widget "childhers">><<silently>>
<<if _args[0] isnot undefined>>
<<set $_id to _args[0]>>
<<elseif $childSelected isnot undefined>>
<<set $_id to $childSelected.childId>>
<</if>>
<<if $_id isnot undefined>>
<<switch $children[$_id].gender>>
<<case "m">><<set $_text_output to "his">>
<<case "f" "h">><<set $_text_output to "hers">>
<<case "h">><<set $_text_output to "theirs">>
<</switch>>
<</if>>
<</silently>><<if $_text_output>><<print $_text_output>><</if>><</widget>>
/*args[0] - childId*/
<<widget "childherself">><<silently>>
<<if _args[0] isnot undefined>>
<<set $_id to _args[0]>>
<<elseif $childSelected isnot undefined>>
<<set $_id to $childSelected.childId>>
<</if>>
<<if $_id isnot undefined>>
<<switch $children[$_id].gender>>
<<case "m">><<set $_text_output to "himself">>
<<case "f" "h">><<set $_text_output to "herself">>
<<case "h">><<set $_text_output to "themself">>
<</switch>>
<</if>>
<</silently>><<if $_text_output>><<print $_text_output>><</if>><</widget>>
/*args[0] - childId*/
<<widget "childsibling">><<silently>>
<<if _args[0] isnot undefined>>
<<set $_id to _args[0]>>
<<elseif $childSelected isnot undefined>>
<<set $_id to $childSelected.childId>>
<</if>>
<<if $_id isnot undefined>>
<<switch $children[$_id].gender>>
<<case "m">><<set $_text_output to "brother">>
<<case "f">><<set $_text_output to "sister">>
<<case "h">><<set $_text_output to "sibling">>
<</switch>>
<</if>>
<</silently>><<if $_text_output>><<print $_text_output>><</if>><</widget>>
/*args - childId for each argument, OR one array argument with childIds */
<<widget "childsiblings">><<silently>>
<<if _args[0] isnot undefined>>
<<set $_brothers to 0>><<set $_sisters to 0>>
<<if typeof _args[0] is "object">>
<<for $_i to 0; $_i lt _args[0].length; $_i++>>
<<switch $children[_args[0][$_i]].gender>>
<<case "m">><<set $_brothers++>>
<<case "f" "h">><<set $_sisters++>>
<</switch>>
<</for>>
<<else>>
<<for $_i to 0; $_i lt _args.length; $_i++>>
<<switch $children[_args[$_i]].gender>>
<<case "m">><<set $_brothers++>>
<<case "f" "h">><<set $_sisters++>>
<</switch>>
<</for>>
<</if>>
<<set $_text_output to "">>
<<if $_brothers gte 1>>
<<set $_text_output += "brother">>
<<if $_brothers gte 2>>
<<set $_text_output += "s">>
<</if>>
<</if>>
<<if $_brothers gte 1 and $_sisters gte 1>>
<<set $_text_output += " and ">>
<</if>>
<<if $_sisters gte 1>>
<<set $_text_output += "sister">>
<<if $_sisters gte 2>>
<<set $_text_output += "s">>
<</if>>
<</if>>
<</if>>
<</silently>><<if $_text_output>><<print $_text_output>><</if>><</widget>>
/*args[0] - childId*/
<<widget "childson">><<silently>>
<<if _args[0] isnot undefined>>
<<set $_id to _args[0]>>
<<elseif $childSelected isnot undefined>>
<<set $_id to $childSelected.childId>>
<</if>>
<<if $_id isnot undefined>>
<<switch $children[$_id].gender>>
<<case "m">><<set $_text_output to "son">>
<<case "f">><<set $_text_output to "daughter">>
<<case "h">><<set $_text_output to "child">>
<</switch>>
<</if>>
<</silently>><<if $_text_output>><<print $_text_output>><</if>><</widget>>
/*args - childId for each argument, OR one array argument with childIds */
<<widget "childsons">><<silently>>
<<if _args[0] isnot undefined>>
<<set $_sons to 0>><<set $_daughters to 0>>
<<if typeof _args[0] is "object">>
<<for $_i to 0; $_i lt _args[0].length; $_i++>>
<<switch $children[_args[0][$_i]].gender>>
<<case "m">><<set $_sons++>>
<<case "f" "h">><<set $_daughters++>>
<</switch>>
<</for>>
<<else>>
<<for $_i to 0; $_i lt _args.length; $_i++>>
<<switch $children[_args[$_i]].gender>>
<<case "m">><<set $_sons++>>
<<case "f" "h">><<set $_daughters++>>
<</switch>>
<</for>>
<</if>>
<<set $_text_output to "">>
<<if $_sons gte 1>>
<<set $_text_output += "son">>
<<if $_sons gte 2>>
<<set $_text_output += "s">>
<</if>>
<</if>>
<<if $_sons gte 1 and $_daughters gte 1>>
<<set $_text_output += " and ">>
<</if>>
<<if $_daughters gte 1>>
<<set $_text_output += "daughter">>
<<if $_daughters gte 2>>
<<set $_text_output += "s">>
<</if>>
<</if>>
<</if>>
<</silently>><<if $_text_output>><<print $_text_output>><</if>><</widget>>
/*args[0] - childId*/
<<widget "childhand">><<silently>>
<<if _args[0] isnot undefined>>
<<set $_id to _args[0]>>
<<elseif $childSelected isnot undefined>>
<<set $_id to $childSelected.childId>>
<</if>>
<<if $_id isnot undefined>>
<<switch $children[$_id].type>>
<<case "human">><<set $_text_output to "hand">>
<<case "wolf" "wolfboy" "wolfgirl">><<set $_text_output to "paw">>
<<case "hawk">><<set $_text_output to ($children[$_id].features.monster is "monster" ? "hand" : "wing")>>
<</switch>>
<</if>>
<</silently>><<if $_text_output>><<print $_text_output>><</if>><</widget>>
/*args[0] - childId*/
<<widget "childhands">><<silently>>
<<if _args[0] isnot undefined>>
<<set $_id to _args[0]>>
<<elseif $childSelected isnot undefined>>
<<set $_id to $childSelected.childId>>
<</if>>
<<if $_id isnot undefined>>
<<switch $children[$_id].type>>
<<case "human">><<set $_text_output to "hands">>
<<case "wolf" "wolfboy" "wolfgirl">><<set $_text_output to "paws">>
<<case "hawk">><<set $_text_output to ($children[$_id].features.monster is "monster" ? "hands" : "wings")>>
<</switch>>
<</if>>
<</silently>><<if $_text_output>><<print $_text_output>><</if>><</widget>>
<<widget "childfeet">><<silently>>
<<if _args[0] isnot undefined>>
<<set $_id to _args[0]>>
<<elseif $childSelected isnot undefined>>
<<set $_id to $childSelected.childId>>
<</if>>
<<if $_id isnot undefined>>
<<switch $children[$_id].type>>
<<case "human">><<set $_text_output to "feet">>
<<case "wolf" "wolfboy" "wolfgirl">><<set $_text_output to "paws">>
<<case "hawk">><<set $_text_output to ($children[$_id].features.monster is "monster" ? "feet" : "legs")>>
<</switch>>
<</if>>
<</silently>><<if $_text_output>><<print $_text_output>><</if>><</widget>>
<<widget "childtoes">><<silently>>
<<if _args[0] isnot undefined>>
<<set $_id to _args[0]>>
<<elseif $childSelected isnot undefined>>
<<set $_id to $childSelected.childId>>
<</if>>
<<if $_id isnot undefined>>
<<switch $children[$_id].type>>
<<case "human">><<set $_text_output to "toes">>
<<case "wolf" "wolfboy" "wolfgirl">><<set $_text_output to "pads">>
<<case "hawk">><<set $_text_output to ($children[$_id].features.monster is "monster" ? "toes" : "talons")>>
<</switch>>
<</if>>
<</silently>><<if $_text_output>><<print $_text_output>><</if>><</widget>>
<<widget "childfinger">><<silently>>
<<if _args[0] isnot undefined>>
<<set $_id to _args[0]>>
<<elseif $childSelected isnot undefined>>
<<set $_id to $childSelected.childId>>
<</if>>
<<if $_id isnot undefined>>
<<switch $children[$_id].type>>
<<case "human">><<set $_text_output to "finger">>
<<case "wolf" "wolfboy" "wolfgirl">><<set $_text_output to "claw">>
<<case "hawk">><<set $_text_output to ($children[$_id].features.monster is "monster" ? "finger" : "wing")>>
<</switch>>
<</if>>
<</silently>><<if $_text_output>><<print $_text_output>><</if>><</widget>>
/*args[0] - childId*/
<<widget "childgiggles">><<silently>>
<<if _args[0] isnot undefined>>
<<set _id to _args[0]>>
<<elseif $childSelected isnot undefined>>
<<set _id to $childSelected.childId>>
<</if>>
<<if _id isnot undefined>>
<<switch $children[_id].type>>
<<case "human">><<set $_text_output to "giggles">>
<<case "wolf" "wolfboy" "wolfgirl">><<set $_text_output to "wags <<childhis _id>> tail">>
<<case "hawk">><<set $_text_output to ($children[_id].features.monster is "monster" ? "giggles" : "ruffles <<childhis _id>> feathers")>>
<</switch>>
<</if>>
<</silently>><<if $_text_output>><<print $_text_output>><</if>><</widget>>
/*args[0] - childId*/
<<widget "childhair">><<silently>>
<<if _args[0] isnot undefined>>
<<set $_id to _args[0]>>
<<elseif $childSelected isnot undefined>>
<<set $_id to $childSelected.childId>>
<</if>>
<<if $_id isnot undefined>>
<<switch $children[$_id].type>>
<<case "human">><<set $_text_output to "hair">>
<<case "wolf" "wolfboy" "wolfgirl">><<set $_text_output to "fur">>
<<case "hawk">><<set $_text_output to "feathers">>
<</switch>>
<</if>>
<</silently>><<if $_text_output>><<print $_text_output>><</if>><</widget>>
/*args[0] - cry type, args[1] - childId */
<<widget "childcry">><<silently>>
<<if _args[1] isnot undefined>>
<<set $_id to _args[1]>>
<<elseif $childSelected isnot undefined>>
<<set $_id to $childSelected.childId>>
<</if>>
<<if $_id isnot undefined>>
<<if between(_args[0], 1, 4)>>
<<set $_cry to _args[0]>>
<<else>>
<<set $_cry to 1>>
<</if>>
<<switch $children[$_id].type>>
<<case "human">>
<<switch $_cry>>
<<case 1>><<set $_text_output to "sniffling">>
<<case 2>><<set $_text_output to "weeping">>
<<case 3>><<set $_text_output to "sobbing">>
<<case 4>><<set $_text_output to "wailing">>
<</switch>>
<<case "wolf" "wolfboy" "wolfgirl">>
<<switch $_cry>>
<<case 1>><<set $_text_output to "whining">>
<<case 2>><<set $_text_output to "whimpering">>
<<case 3>><<set $_text_output to "crying">>
<<case 4>><<set $_text_output to "howling">>
<</switch>>
<<case "hawk">>
<<switch $_cry>>
<<case 1>><<set $_text_output to "chirping">>
<<case 2>><<set $_text_output to "warbling">>
<<case 3>><<set $_text_output to "trilling">>
<<case 4>><<set $_text_output to "lilting">>
<</switch>>
<</switch>>
<</if>>
<</silently>><<if $_text_output>><<print $_text_output>><</if>><</widget>>
/*args[0] - childId*/
<<widget "childtype">><<silently>>
<<if _args[0] isnot undefined>>
<<set $_id to _args[0]>>
<<elseif $childSelected isnot undefined>>
<<set $_id to $childSelected.childId>>
<</if>>
<<if $_id isnot undefined>>
<<switch $children[$_id].type>>
<<case "human">><<set $_text_output to "child">>
<<case "wolf" "wolfboy" "wolfgirl">><<set $_text_output to "pup">>
<<case "hawk">><<set $_text_output to ($children[$_id].features.monster is "monster" ? "nestling" : "chick")>>
<</switch>>
<</if>>
<</silently>><<if $_text_output>><<print $_text_output>><</if>><</widget>>
/*args[0] - child object*/
<<widget "childTypeDisplay">><<silently>>
<<if _args[0] and _args[0].childId>>
<<if _args[0].type isnot "human">>
<<if _args[0].features.monster>>
<<switch _args[0].type>>
<<case "wolf">>
<<set $_text_output to "Wolf">>
<<switch _args[0].gender>>
<<case "m">><<set $_text_output += "boy">>
<<case "f">><<set $_text_output += "girl">>
<<default>><<set $_text_output += "kid">>
<</switch>>
<<case "hawk">>
<<set $_text_output to "Harpy">>
<</switch>>
<<else>>
<<set $_text_output to _args[0].type.toUpperFirst()>>
<</if>>
<<else>>
<<set $_text_output to "Human<<if _args[0].features.beastTransform or _args[0].features.divineTransform>> (<<childTransform _args[0]>>)<</if>>">>
<</if>>
<</if>>
<</silently>><<if $_text_output>>Type: <<print $_text_output>> |<</if>>
<</widget>>
<<widget "childTransform">><<silently>>
<<if _args[0] and _args[0].childId>>
<<set $_child to _args[0]>>
<<elseif _args[0] isnot undefined>>
<<set $_id to _args[0]>>
<<set $_child to $children[$_id]>>
<<elseif $childSelected isnot undefined>>
<<set $_id to $childSelected.childId>>
<<set $_child to $children[$_id]>>
<</if>>
<<if $_child isnot undefined>>
<<set $_text_output to "">>
<<switch $_child.features.divineTransform>>
<<case "angel">><<set $_text_output += "Angelic">>
<<case "demon">><<set $_text_output += "Demonic">>
<<case "fallen">><<set $_text_output += "Fallen">>
<</switch>>
<<if $_child.features.divineTransform and $_child.features.beastTransform>><<set $_text_output += " ">><</if>>
<<switch $_child.features.beastTransform>>
<<case "cat">><<set $_text_output += "Cat" + ($_child.gender === "m" ? "boy" : "girl")>>
<<case "cow">><<set $_text_output += "Cow" + ($_child.gender === "m" ? "boy" : "girl")>>
<<case "bear">><<set $_text_output += "Bear" + ($_child.gender === "m" ? "boy" : "girl")>>
<<case "wolf">><<set $_text_output += "Wolf" + ($_child.gender === "m" ? "boy" : "girl")>>
<<case "bird">><<set $_text_output += "Bird" + ($_child.gender === "m" ? "boy" : "girl")>>
<<case "fox">><<set $_text_output += "Fox" + ($_child.gender === "m" ? "boy" : "girl")>>
<</switch>>
<</if>>
<</silently>><<if $_text_output>><<print $_text_output>><</if>><</widget>>
/*args[0] - childId, args[1] - word*/
<<widget "childFirstWord">><<silently>>
<<if _args[0] isnot undefined>>
<<set $_id to _args[0]>>
<<elseif $childSelected isnot undefined>>
<<set $_id to $childSelected.childId>>
<</if>>
<<if $_id isnot undefined and !$children[$_id].localVariables.firstWord>>
<<set $_text_output to $children[$_id].localVariables.firstWord.word>>
<</if>>
<</silently>><<if $_text_output>><<print $_text_output>><</if>><</widget>>
/*args[0] - location, args[1] - toyid, toy set or toy name, args[2] - option of either "notext" or "lowercase"*/
<<widget "childtoy">><<silently>>
<<set _toys to $storedChildrenToys[_args[0]]>>
<<if _toys>>
<<if between(_args[1], 0, _toys.length - 1)>>
<<set _toy to _toys[_args[1]]>>
<<elseif _args[1]>>
<<set _toySelect to []>>
<<for $_i to 0; $_i lt _toys.length; $_i++>>
<<if _toys[$_i].set is _args[1] or _toys[$_i].name is _args[1]>>
<<run _toySelect.push($_i)>>
<</if>>
<</for>>
<<if _toySelect.length gt 0>>
<<set _toyid to _toySelect[random(0,_toySelect.length - 1)]>>
<<set _toy to _toys[_toyid]>>
<</if>>
<<else>>
<<set _toyid to random(0,_toys.length - 1)>>
<<set _toy to _toys[_toyid]>>
<</if>>
<<if _toy>>
<<switch _args[2]>>
<<case "notext">>
<<case "lowercase">>
<<set $_text_output to clone(_toy.name_lower)>>
<<set _toyName to clone(_toy.name_lower)>>
<<default>>
<<set $_text_output to clone(_toy.name)>>
<<set _toyName to clone(_toy.name)>>
<</switch>>
<</if>>
<</if>>
<</silently>><<if $_text_output>><<print $_text_output>><</if>><</widget>>
/*args[0] - location*/
<<widget "childSelectRandom">>
<<set $childSelected to Object.values($children).filter(child => !_args[0] or child.location === _args[0]).random()>>
<</widget>>
<<widget "childViewerDisplay">>
<<set _idList to _args[0]>>
<<set _listMaxItems to 10>>
<<set _listPage to 1>>
<<set _listPageMax to Math.ceil(_idList.length / _listMaxItems)>>
<<set _childStart to 0>>
<<set _childEnd to (_childStart + _listMaxItems gt _idList.length ? _idList.length : _childStart + _listMaxItems)>>
<div id="childViewer">
<<childViewerDisplayElements>>
</div>
<</widget>>
<<widget "childViewerPageUpdate">>
<<set _childStart to _listMaxItems * (_listPage - 1)>>
<<set _childEnd to (_childStart + _listMaxItems lte _idList.length ? _childStart + _listMaxItems : _idList.length)>>
<<replace '#childViewer'>>
<<childViewerDisplayElements>>
<</replace>>
<</widget>>
<<widget "childViewerDisplayElements">>
<div class="childrenUi">
<<for $_i to _childStart; $_i lt _childEnd; $_i++>>
<<set _childId to _childrenIds[$_i]>>
<<capture _childId>>
<div @id="'child-' + _childId">
<<childViewerElement `_childId`>>
</div>
<</capture>>
<</for>>
</div>
<br>
<div class="childrenUiControls">
<<set _disabled = _listPage > 1 ? "" : "disabled">>
<div @class="'div-link btn-pagination prev ' + _disabled">
<<link "Previous">>
<<if _listPage > 1>>
<<set _listPage -= 1>>
<<childViewerPageUpdate>>
<</if>>
<</link>>
<div class="btn-pagination-arrow"><</div>
</div>
<div>
<<print (_listPage) + " out of " + _listPageMax>>
</div>
<<set _disabled = _listPage < _listPageMax ? "" : "disabled">>
<div @class="'div-link btn-pagination next ' + _disabled">
<<link "Next">>
<<if _listPage < _listPageMax>>
<<set _listPage += 1>>
<<childViewerPageUpdate>>
<</if>>
<</link>>
<div class="btn-pagination-arrow">></div>
</div>
</div>
<<run linkifyDivs('#childViewer')>>
<</widget>>
<<widget "childViewerElement">>
<<if _children is undefined>>
<<set _children to {}>>
<</if>>
<<capture _args>>
<<childTypeDisplay $children[_args[0]]>>
Gender:
<<switch $children[_args[0]].gender>>
<<case "m">>Male
<<case "f">>Female
<<case "h">>Hermaphrodite
<</switch>>
<br>
<label>Name: <<textbox "_children[_args[0]]" `$children[_args[0]].name`>></label>
<br>
<<childActivity _args[0]>>
<<childViewerHiddenElements _args[0] _args[1]>>
<</capture>>
<</widget>>
<<widget "childViewerHiddenElements">>
<<if _args[0]>>
<div @id="'childViewerHidden-'+_args[0]" @class="'childViewerHidden' + (_args[1] ? '' : ' hidden')">
Mother:
<<if $children[_args[0]].motherKnown>>
<<print pregnancyNameCorrection($children[_args[0]].mother, true)>>
<<else>>
????
<</if>>
| Father:
<<if $children[_args[0]].fatherKnown>>
<<print pregnancyNameCorrection($children[_args[0]].father, true)>>
<<else>>
????
<</if>>
<br>
<<if $children[_args[0]].laid>>
Laid: <<print $children[_args[0]].laid.day + " " + $children[_args[0]].laid.month + " " + $children[_args[0]].laid.year>> |
Hatched: <<print $children[_args[0]].born.day + " " + $children[_args[0]].born.month + " " + $children[_args[0]].born.year>> |
<<else>>
Born: <<print $children[_args[0]].born.day + " " + $children[_args[0]].born.month + " " + $children[_args[0]].born.year>> |
<</if>>
<<if $children[_args[0]].adopted>>
Adopted: <<print $children[_args[0]].adopted.day + " " + $children[_args[0]].adopted.month + " " + $children[_args[0]].adopted.year>> |
<</if>>
<br>
Age: <<childAge _args[0] "full">>
<br>
Size: <<print $children[_args[0]].features.size>> | Hair Colour: <<hairmapcolourtext $children[_args[0]].features.hairColour>>
<<if $children[_args[0]].features.skinColour>>
| Skin Colour: <<skinColourName $children[_args[0]].features.skinColour>>
<</if>>
<br>
<<if $children[_args[0]].features.identical>>
Identical: <<print $children[_args[0]].features.identical>>
<br>
<</if>>
<<if $children[_args[0]].localVariables.interactionsTotal>>
Total Interactions: <<print $children[_args[0]].localVariables.interactionsTotal>>
<br>
<</if>>
<span class="no-numberify">
<<link "Rename">>
<<set $children[_args[0]].name to generateBabyName(_children[_args[0]], $children[_args[0]].gender, _args[0])>>
<<replace `"#child-" + _args[0]`>><<childViewerElement _args[0] true>><</replace>>
<</link>> |
<<link "Random Name">>
<<set $children[_args[0]].name to generateBabyName(undefined, $children[_args[0]].gender, _args[0])>>
<<replace `"#child-" + _args[0]`>><<childViewerElement _args[0] true>><</replace>>
<</link>>
</span>
<br>
<small class="right">
ChildId: <<print $children[_args[0]].childId>>.
saveId: <<print $saveId>>.
<<if $saveName isnot "">>
| name: <<print $saveName>>.
<</if>>
</small>
</div>
<</if>>
<</widget>>
<<widget "childViewerHiddenElementsUnhide">>
<<capture _args>>
<<if _args[0]>>
<<toggleclass `'#childViewerHidden-' + _args[0]` "hidden">>
<</if>>
<</capture>>
<</widget>>
<<widget "childActivity">>
<<if _args[0]>>
<<childAge _args[0]>>
<<childSelect _args[0]>>
/*'updateChildActivity' Changes the current event if enough time has passed*/
<<updateChildActivity _args[0]>>
<<switch $children[_args[0]].type>>
<<case "human">><<humanChildActivity _args[0]>>
<<case "wolf" "wolfboy" "wolfgirl">><<wolfChildActivity _args[0]>>
<<case "hawk">><<hawkChildActivity _args[0]>>
<</switch>>
<span class="no-numberify">
<<link "Extra Details">><<childViewerHiddenElementsUnhide _args[0]>><</link>>
</span>
<</if>>
<</widget>>
/*ToDo: Pregnancy Story Content: Lacking events. Human children events which the place accesses by going to the childrens UI*/
<<widget "humanChildActivity">>
<<set _activityColour to !$daily.childInteractions or !$daily.childInteractions.includes(_args[0]) ? " childrensActivityGold" : "">>
<span @class="'no-numberify' + _activityColour">
<<switch $children[_args[0]].localVariables.activity>>
<<case "noEvent">>
<<childHe>>'s sleeping soundly.
<<case "sleeping">>
<<childHe>>'s sleeping soundly.
<<if $children[_args[0]].localVariables.event>>
<br>
<<set _rng to random(1, 6)>>
<<switch _rng>>
<<case 1>>
<<link [[Watch <<childhim>> (0:05)|Children Activity Events]]>><<pass 5>><<set $childActivityEvent to {event:"transfixed", childid:_args[0]}>><</link>> |
<<case 2>>
<<link [[Watch <<childhim>> (0:05)|Children Activity Events]]>><<pass 5>><<set $childActivityEvent to {event:"stroke", childid:_args[0]}>><</link>> |
<<case 3>>
<<link [[Watch <<childhim>> (0:05)|Children Activity Events]]>><<pass 5>><<set $childActivityEvent to {event:"yawn", childid:_args[0]}>><</link>> |
<<case 4>>
<<link [[Watch <<childhim>> (0:05)|Children Activity Events]]>><<pass 5>><<set $childActivityEvent to {event:"murmur", childid:_args[0]}>><</link>> |
<<case 5>>
<<link [[Nap (0:30)|Children Activity Events]]>><<pass 30>><<set $childActivityEvent to {event:"cotNap", childid:_args[0]}>><</link>> |
<<default>>
<<link [[Watch <<childhim>> (0:05)|Children Activity Events]]>><<pass 5>><<set $childActivityEvent to {event:"shiverInCot", childid:_args[0]}>><</link>> |
<</switch>>
<</if>>
<<case "restlessSleep">>
<<childHe>>'s moving restlessly in <<childhis>> sleep.
<<if $children[_args[0]].localVariables.event>>
<br>
<<link [[Calm <<childhim>> down (0:30)|Children Activity Events]]>><<pass 30>><<set $childActivityEvent to {event:"restlessSleep", childid:_args[0]}>><</link>> |
<</if>>
<<case "crying">>
<<childHe>>'s distressed and crying.
<<if $children[_args[0]].localVariables.event>>
<br>
<<set _rng to random(1, 6)>>
<<switch _rng>>
<<case 1>>
<<link [[Comfort (0:20)|Children Activity Events]]>><<pass 20>><<set $childActivityEvent to {event:"holdToShoulder", childid:_args[0]}>><</link>> |
<<case 2>>
<<link [[Comfort (0:20)|Children Activity Events]]>><<pass 20>><<set $childActivityEvent to {event:"melodicLullaby", childid:_args[0]}>><</link>> |
<<case 3>>
<<link [[Comfort (0:20)|Children Activity Events]]>><<pass 20>><<set $childActivityEvent to {event:"foreheadKiss", childid:_args[0]}>><</link>> |
<<case 4>>
<<link [[Comfort (0:20)|Children Activity Events]]>><<pass 20>><<set $childActivityEvent to {event:"objectShow", childid:_args[0]}>><</link>> |
<<case 5>>
<<link [[Comfort (0:20)|Children Activity Events]]>><<pass 20>><<set $childActivityEvent to {event:"carryRevolt", childid:_args[0]}>><</link>> |
<<default>>
<<link [[Comfort (0:20)|Children Activity Events]]>><<pass 20>><<set $childActivityEvent to {event:"rockToSleep", childid:_args[0]}>><</link>> |
<</switch>>
<</if>>
<<case "lonely">>
<<childHe>>'s looking lonely.
<<if $children[_args[0]].localVariables.event>>
<br>
<<set _rng to random(1, 10)>>
<<switch _rng>>
<<case 1>>
<<link [[Soothe (0:20)|Children Activity Events]]>><<pass 20>><<set $childActivityEvent to {event:"nurseryRhymes", childid:_args[0]}>><</link>> |
<<case 2>>
<<link [[Soothe (0:20)|Children Activity Events]]>><<pass 20>><<set $childActivityEvent to {event:"FeetCup", childid:_args[0]}>><</link>> |
<<case 3>>
<<link [[Soothe (0:20)|Children Activity Events]]>><<pass 20>><<set $childActivityEvent to {event:"shareThoughts", childid:_args[0]}>><</link>> |
<<case 4>>
<<link [[Soothe (0:20)|Children Activity Events]]>><<pass 20>><<set $childActivityEvent to {event:"speakCry", childid:_args[0]}>><</link>> |
<<case 5>>
<<link [[Soothe (0:20)|Children Activity Events]]>><<pass 20>><<set $childActivityEvent to {event:"waveTongue", childid:_args[0]}>><</link>> |
<<case 6>>
<<link [[Soothe (0:20)|Children Activity Events]]>><<pass 20>><<set $childActivityEvent to {event:"handsClap", childid:_args[0]}>><</link>> |
<<case 7>>
<<link [[Soothe (0:20)|Children Activity Events]]>><<pass 20>><<set $childActivityEvent to {event:"peekaboo", childid:_args[0]}>><</link>> |
<<case 8>>
<<link [[Soothe (0:20)|Children Activity Events]]>><<pass 20>><<set $childActivityEvent to {event:"blowRaspberriesHappy", childid:_args[0]}>><</link>> |
<<case 9>>
<<link [[Soothe (0:20)|Children Activity Events]]>><<pass 20>><<set $childActivityEvent to {event:"blowRaspberriesUpset", childid:_args[0]}>><</link>> |
<<default>>
<<link [[Soothe (0:20)|Children Activity Events]]>><<pass 20>><<set $childActivityEvent to {event:"faceStudy", childid:_args[0]}>><</link>> |
<</switch>>
<</if>>
<<case "happy">>
<<childHe>>'s smiling and happily cooing.
<<if $children[_args[0]].localVariables.event>>
<br>
<<link [[Smile and laugh (0:20)|Children Activity Events]]>><<pass 20>><<set $childActivityEvent to {event:"smilesAndLaughs", childid:_args[0]}>><</link>> |
<</if>>
<<case "talking">>
<<childHe>>'s gurgling and babbling to <<childherself>>.
<<if $children[_args[0]].localVariables.event>>
<br>
<<link [[Join in the babbling (0:10)|Children Activity Events]]>><<pass 10>><<set $childActivityEvent to {event:"talking", childid:_args[0]}>><</link>> |
<</if>>
<<case "talking2">>
<<childHe>>'s gurgling and attempting to make sounds to <<childherself>>.
<<if $children[_args[0]].localVariables.event>>
<br>
<<link [[Join in the talking (0:10)|Children Activity Events]]>><<pass 10>><<set $childActivityEvent to {event:"talking2", childid:_args[0]}>><</link>> |
<</if>>
<<case "nappyChange">>
<<childHe>>'s looking uncomfortable and smells.
<<if $children[_args[0]].localVariables.event>>
<br>
<<link [[Clean up (0:10)|Children Activity Events]]>><<pass 10>><<set $childActivityEvent to {event:"nappyChange", childid:_args[0]}>><</link>> |
<</if>>
<<case "bathe">>
<<childHe>> is looking ready for a bath.
<<if $children[_args[0]].localVariables.event>>
<<switch random(1, 4)>>
<<case 1>>
<<link [[Bathe (0:10)|Children Activity Events]]>><<pass 10>><<set $childActivityEvent to {event:"batheGentle", childid:_args[0]}>><</link>> |
<<case 2>>
<<link [[Bathe (0:20)|Children Activity Events]]>><<pass 20>><<set $childActivityEvent to {event:"batheShampoo", childid:_args[0]}>><</link>> |
<<case 3>>
<<link [[Bathe (0:20)|Children Activity Events]]>><<pass 20>><<set $childActivityEvent to {event:"BatheCalm", childid:_args[0]}>><</link>> |
<<case 4>>
<<link [[Bathe (0:20)|Children Activity Events]]>><<pass 20>><<set $childActivityEvent to {event:"batheTantrum", childid:_args[0]}>><</link>> |
<<default>>
<</switch>>
<</if>>
<<case "thumbSucking">>
<<childHe>>'s happily sucking on <<childhis>> thumb.
<<case "grumpyChild">>
<<childHe>>'s being irritable.
<<if $children[_args[0]].localVariables.event>>
<br>
<<link [[Tickle (0:10)|Children Activity Events]]>><<pass 10>><<set $childActivityEvent to {event:"grumpyChild", childid:_args[0]}>><</link>> |
<</if>>
<<case "crawlingAttempt">>
<<childHe>>'s lying on <<childhis>> belly and flailing about.
<<if $children[_args[0]].localVariables.event>>
<br>
<<link [[Help <<childhim>> out (0:05)|Children Activity Events]]>><<pass 5>><<set $childActivityEvent to {event:"crawlingAttempt", childid:_args[0]}>><</link>> |
<</if>>
<<case "crawlingAttempt2">>
<<childHe>>'s slowly crawling about the room.
<<if $children[_args[0]].localVariables.event>>
<br>
<<link [[Help <<childhim>> out (0:05)|Children Activity Events]]>><<pass 5>><<set $childActivityEvent to {event:"crawlingAttempt2", childid:_args[0]}>><</link>> |
<</if>>
<<case "readingAttempt">>
<<childHe>>'s looking at a children's book upside down.
<<if $children[_args[0]].localVariables.event>>
<br>
<<link [[Flip the book (0:10)|Children Activity Events]]>><<pass 10>><<set $childActivityEvent to {event:"readingAttempt", childid:_args[0]}>><</link>> |
<</if>>
<<case "readingCorrected">>
<<childHe>>'s looking at a children's book.
<<case "babyRattle">>
<<childtoy $location "baby rattles" "notext">>
<<if _toyid>>
<<childHe>>'s staring at a <<childtoy $location _toyid "lowercase">>.
<<if $children[_args[0]].localVariables.event>>
<br>
<<capture _toyid>><<link [[Shake it (0:05)|Children Activity Events]]>><<pass 5>><<set $childActivityEvent to {event:"babyRattle", childid:_args[0], toyid:_toyid}>><</link>><</capture>> |
<</if>>
<<else>>
<<humanChildActivityNoToy _args[0]>>
<</if>>
<<case "teddyBear">>
<<childtoy $location "teddy bears" "notext">>
<<if _toyid>>
<<childHe>>'s turning and tossing in <<childhis>> sleep by a <<childtoy $location _toyid "lowercase">>.
<<if $children[_args[0]].localVariables.event>>
<br>
<<capture _toyid>><<link [["Give " + _toyName + " (0:05)"|Children Activity Events]]>><<pass 5>><<set $childActivityEvent to {event:"teddyBear", childid:_args[0], toyid:_toyid}>><</link>><</capture>> |
<</if>>
<<else>>
<<humanChildActivityNoToy _args[0]>>
<</if>>
<<case "teddyBear2">>
<<childHe>>'s sleeping soundly by <<childhis>> <<print $children[_args[0]].localVariables.toy>>.
<<case "toyCar">>
<<childtoy $location "toy cars" "notext">>
<<if _toyid>>
<<childHe>>'s waving a <<childtoy $location _toyid "lowercase">> in the air.
<<if $children[_args[0]].localVariables.event>>
<br>
<<capture _toyid>><<link [[Play with <<childhim>> (0:05)|Children Activity Events]]>><<pass 5>><<set $childActivityEvent to {event:"toyCar", childid:_args[0], toyid:_toyid}>><</link>><</capture>> |
<</if>>
<<else>>
<<humanChildActivityNoToy _args[0]>>
<</if>>
<<case "dummy">>
<<childtoy $location "dummies" "notext">>
<<if _toyid>>
<<set _rng to random(1,4)>>
<<childHe>>'s <<childcry _rng>>. There's a <<childtoy $location _toyid "lowercase">> on the floor nearby.
<<if $children[_args[0]].localVariables.event>>
<br>
<<capture _toyid _rng>><<link [[Pacify (0:15)|Children Activity Events]]>><<pass 15>><<set $childActivityEvent to {event:"dummy", childid:_args[0], toyid:_toyid, childCry:_rng}>><</link>><</capture>> |
<</if>>
<<else>>
<<humanChildActivityNoToy _args[0]>>
<</if>>
<<case "dummySucking">>
<<childHe>>'s suckling loudly on <<childhis>> dummy.
<<case "clown">>
<<childtoy $location "clown" "notext">>
<<if _toyid>>
<<childHe>>'s looking at a <<childtoy $location _toyid "lowercase">> with an unsure expression.
<<if $children[_args[0]].localVariables.event>>
<br>
<<capture _toyid>><<link [[Play with <<childhim>> (0:05)|Children Activity Events]]>><<pass 5>><<set $childActivityEvent to {event:"clown", childid:_args[0], toyid:_toyid}>><</link>><</capture>> |
<</if>>
<<else>>
<<humanChildActivityNoToy _args[0]>>
<</if>>
<<case "clownHappy">>
<<if _childTotalDays lt 199>>
<<childHe>>'s playing happily looking between the clown and you.
<<else>>
<<childHe>>'s playing happily with the clown, pulling its cord and making it chuckle every now and then.
<</if>>
<<case "Robin">>
<<if getRobinLocation() isnot "orphanage" or $location is "alex_cottage">>
<<childHe>>'s happily sucking on <<childhis>> thumb.
<<else>>
Robin cradles <<childhim>>.
<<if $children[_args[0]].localVariables.event>>
<br>
<<link [[Hold (0:05)|Children Activity Events]]>><<pass 5>><<set $childActivityEvent to {event:"Robin", childid:_args[0]}>><</link>>
<</if>>
<</if>>
<<case "Wraith">>
<<childHe>>'s laughing and reaching for something unseen.
<br>
<<link [[Watch <<childhim>> (0:05)|Children Activity Events]]>><<pass 5>><<set $childActivityEvent to {event:"Wraith", childid:_args[0]}>><</link>>
<<default>>
<<childHe>>'s has figured out that they're in a video game (This is an error, please report).
<<print $children[_args[0]].localVariables.activity>>
<</switch>>
</span>
<</widget>>
<<widget "humanChildActivityNoToy">>
<<childHe>>'s sleeping soundly.
<<if $children[_args[0]].localVariables.event>>
<br>
<<link [[Watch <<childhim>> (0:05)|Children Activity Events]]>><<pass 5>><<set $childActivityEvent to {event:"shiverInCot", childid:_args[0]}>><<set $child_played.pushUnique(_args[0])>><</link>> |
<</if>>
<</widget>>
/*ToDo: Pregnancy Story Content: Lacking events, no puppy toy events at all. Wolf pups events which the place accesses by going to the childrens UI*/
<<widget "wolfChildActivity">>
<span class="no-numberify">
<<switch $children[_args[0]].localVariables.activity>>
<<case "noEvent">>
<<childHe>>'s sleeping soundly.
<<case "sleeping">>
<<childHe>>'s sleeping on <<childhis>> own.
<<if $children[_args[0]].localVariables.event>>
<br>
<<link [[Stroke head (0:10)|Children Activity Events]]>><<pass 10>><<set $childActivityEvent to {event:"sleepingStroke", childid:_args[0]}>><</link>> |
<</if>>
<<case "sleepingWithWolf">>
<<childHe>>'s sound asleep while cuddled up against another <<if $monster is 1>>wolfgirl<<else>>female wolf<</if>>.
<<if $children[_args[0]].localVariables.event>>
<br>
<<link [[Cuddle up to (0:30)|Children Activity Events]]>><<pass 30>><<set $childActivityEvent to {event:"cuddleAndNap", childid:_args[0]}>><</link>> |
<</if>>
<<case "crying">>
<<childHe>>'s distressed and <<childcry>>.
<<if $children[_args[0]].localVariables.event>>
<br>
<<link [[Comfort <<childhim>> (0:15)|Children Activity Events]]>><<pass 15>><<set $childActivityEvent to {event:"cryingWolf", childid:_args[0]}>><</link>> |
<</if>>
<<case "playing">>
<<childHe>>'s playing with some other pups.
<<if $children[_args[0]].localVariables.event>>
<br>
<<link [[Join in (0:15)|Children Activity Events]]>><<pass 15>><<set $childActivityEvent to {event:"playing", childid:_args[0]}>><</link>> |
<</if>>
<<case "watchingCurious">>
<<childHe>>'s watching you with a curious expression.
<<if $children[_args[0]].localVariables.event>>
<br>
<<link [[Sate curiosity (0:30)|Children Activity Events]]>><<pass 30>><<set $childActivityEvent to {event:"curiousGaze", childid:_args[0]}>><</link>> |
<</if>>
<<case "watchingLonging">>
<<childHe>>'s watching you with a longing expression.
<<if $children[_args[0]].localVariables.event>>
<br>
<<link [[Scratch ears (0:30)|Children Activity Events]]>><<pass 30>><<set $childActivityEvent to {event:"longingGaze", childid:_args[0]}>><</link>> |
<</if>>
<<case "playFighting">>
<<childHe>>'s play fighting with another pup.
<<if $children[_args[0]].localVariables.event>>
<br>
<<link [[Calm <<childhim>> (0:10)|Children Activity Events]]>><<pass 10>><<set $childActivityEvent to {event:"playFighting", childid:_args[0]}>><</link>> |
<</if>>
<<case "staringOutside">>
<<childHe>>'s staring out of the cave.
<<if $children[_args[0]].localVariables.event>>
<br>
<<link [[Go for a walk (0:30)|Children Activity Events]]>><<pass 30>><<set $childActivityEvent to {event:"fieldTrip", childid:_args[0]}>><</link>> |
<</if>>
<<case "grumpyWolf">>
<<childHe>>'s sitting alone and snapping at any who come near.
<<if $children[_args[0]].localVariables.event>>
<br>
<<link [[Cheer up (0:15)|Children Activity Events]]>><<pass 15>><<set $childActivityEvent to {event:"grumpyWolf", childid:_args[0]}>><</link>> |
<</if>>
<<case "hungryWolf">>
<<childHe>>'s <<childcry>> in front of an overcrowded female <<wolf_cave_singular "f">>.
<<if $children[_args[0]].localVariables.event>>
<br>
<<link [[Help finding a nipple (0:15)|Children Activity Events]]>><<pass 15>><<set $childActivityEvent to {event:"hungryWolf", childid:_args[0]}>><</link>> |
<</if>>
<<case "gnawing">>
<<childHe>>'s gnawing on
<<switch random(1,4)>>
<<case 1>>a shed antler. <<set $pupToy to "antler">>
<<case 2>>a deer bone. <<set $pupToy to "bone">>
<<case 3>>an old rubber boot. <<set $pupToy to "boot">>
<<case 4>>a dead branch. <<set $pupToy to "stick">>
<</switch>>
<<if $children[_args[0]].localVariables.event>>
<br>
<<link [[Play tug of war (0:10)|Children Activity Events]]>><<pass 10>><<set $childActivityEvent to {event:"gnawing", childid:_args[0]}>><</link>> |
<</if>>
<<default>>
<<childHe>>'s has figured out that they're in a video game (This is an error, please report).
<<print $children[_args[0]].localVariables.activity>>
<</switch>>
</span>
<</widget>>
<<widget "hawkChildActivity">>
<span class="no-numberify">
<<switch $children[_args[0]].localVariables.activity>>
<<case "noEvent">>
<<childHe>>'s sleeping soundly.
<<case "sleeping">>
<<childHe>>'s sleeping on <<childhis>> own.
<<if $children[_args[0]].localVariables.event>>
<br>
<<link [[Stroke head (0:10)|Children Activity Events]]>><<pass 10>><<set $childActivityEvent to {event:"sleepingStrokeHawk", childid:_args[0]}>><</link>> |
<</if>>
<<case "sleepingWithGreatHawk">>
<<npc "Great Hawk">>
<<childHe>>'s sound asleep while cuddled up against <<your_bird_text>>.
<<if $children[_args[0]].localVariables.event>>
<br>
<<link [[Cuddle up to (0:30)|Children Activity Events]]>>
<<set _otherChildrenIds to []>>
<<run Object.values($children).forEach(child => {
if (child.location is $location and child.localVariables.activity is "sleepingWithGreatHawk" and child.childId isnot T.args[0]) {
T.otherChildrenIds.push(child.childId);
}
})>>
<<pass 30>><<set $childActivityEvent to {event:"cuddleAndNapHawk", childid:_args[0], otherChildrenIds:_otherChildrenIds}>>
<</link>> |
<</if>>
<<endevent>>
<<case "crying">>
<<childHe>>'s distressed and <<childcry>>.
<<if $children[_args[0]].localVariables.event>>
<br>
<<link "Comfort <<childhim>> (0:15)" "Children Activity Events">><<pass 15>><<set $childActivityEvent to {event:"cryingHawk", childid:_args[0]}>><</link>> |
<</if>>
<<case "reaching">>
<<childHe>>'s reaching for you.
<br>
<<link "Pick <<childhim>> up (0:15)" "Children Activity Events">><<pass 15>><<set $childActivityEvent to {event:"pickUpHawk", childid:_args[0]}>><</link>> |
<<case "flap">>
<<childHe>>'s
<<if _childDays lte 199>>
flapping <<childhis>> little wings in short bursts.
<br>
<<link "Help <<childhim>> pretend to fly (0:15)" "Children Activity Events">><<pass 15>><<set $childActivityEvent to {event:"pretendFly", childid:_args[0]}>><</link>> |
<<else>>
looks as if they are ready to take flight.
<br>
<<link "Say farewell to <<childhim>> (0:30)" "Children Activity Events">><<pass 30>><<set $childActivityEvent to {event:"dismissChildHawk", childid:_args[0]}>><</link>> |
<</if>>
<<case "preen">>
<<childHe>> seems agitated and pecks at <<childhis>> wings.
<br>
<<link "Help <<childhim>> preen (0:15)" "Children Activity Events">><<pass 15>><<set $childActivityEvent to {event:"preen", childid:_args[0]}>><</link>> |
<<case "perch">>
<<childHe>> stares out at the perch.
<br>
<<link "Take <<childhim>> to the perch (0:15)" "Children Activity Events">><<pass 15>><<set $childActivityEvent to {event:"perch", childid:_args[0]}>><</link>> |
<<case "bathe">>
<<childHe>> looks like <<childhe>> needs a bath.
<br>
<<link "Bathe <<childhim>> (0:15)" "Children Activity Events">><<pass 15>><<set $childActivityEvent to {event:"bathe", childid:_args[0]}>><</link>> |
<<case "batheSelf">>
<<childHe>>'s dipping <<childhis>> legs in the rainwater pool.
<br>
<<link "Help <<childhim>> bathe (0:15)" "Children Activity Events">><<pass 15>><<set $childActivityEvent to {event:"batheHelp", childid:_args[0]}>><</link>> |
<<case "lurkerEat">>
<<childHe>>'s
<<if _childDays lte 180>>
<<if $cmonster>>
gumming on a piece of lurker meat.
<<else>>
pecking at a piece of lurker meat.
<</if>>
<<else>>
<<if $cmonster>>
chewing on a lurker.
<<else>>
pecking at a lurker.
<</if>>
<</if>>
<<case "dismissed">>
<<childHe>>'s out in the world.
<<default>>
<<childHe>>'s has figured out that they're in a video game (This is an error, please report).
<<print $children[_args[0]].localVariables.activity>>
<</switch>>
</span>
<</widget>>
<<widget "skinColourName">><<silently>>
<<switch _args[0]>>
<<case "ylight">><<set $_text_output to "light">>
<<case "ymedium">><<set $_text_output to "medium">>
<<case "ydark">><<set $_text_output to "dark">>
<<case "ghostlyPale" "ghost">><<set $_text_output to "ghostly pale">>
<<case "gyaru" "ygyaru">><<set $_text_output to "medium">>
<<default>><<set $_text_output to _args[0]>>
<</switch>>
<</silently>><<print $_text_output>>
<</widget>><<widget "creatureActivity">>
<!-- Activity is determined by parasite's speed stat -->
<<if _args[0]>>
<<if _args[0] lt 60>>
<span class="gold">Perfect activity</span>
<<earnFeat "Top Broodmother Host">>
<<elseif _args[0] lte 70>>
<span class="green">Amazing activity</span>
<<elseif _args[0] lte 100>>
<span class="teal">Good activity</span>
<<elseif _args[0] lte 150>>
<span class="lblue">Decent activity</span>
<<elseif _args[0] lte 200>>
<span class="blue">Okay activity</span>
<<elseif _args[0] lte 250>>
<span class="purple">Poor activity</span>
<<elseif _args[0] lte 300>>
<span class="pink">Rare activity</span>
<<else>>
<span class="red">Very rare activity</span>
<</if>>
<</if>>
<</widget>>
<<widget "creatureContainersProgressDay">>
<!-- Runs once per day -->
<<set _list to $container.list>>
<<for _i to 0; _i lt _list.length; _i++>>
<<set _container to $container[_list[_i]]>>
<<if _container.count is 0>>
<<set _container.daysSinceFed to 0>>
<<continue>>
<</if>>
<<if _list[_i] is "home">>
<!-- Kylar will help feed your home parasites at high love. This is told to the player with a note signed "K" -->
<<if C.npc.Kylar.love gte 75 and C.npc.Kylar.state is "active">>
<<set _container.kylarHelp to true>>
<<else>>
<<set _container.kylarHelp to false>>
<</if>>
<<if _container.kylarHelp is true and _container.kylarDelay is 0 and _container.daysSinceFed is _container.maxDaysWithoutFood>>
<<npcincr Kylar love -1>>
<<set _container.daysSinceFed -= 1>>
<<set _container.kylarFed to true>>
<<elseif _container.kylarHelp is true and _container.kylarDelay gt 0 and _container.daysSinceFed is 0>>
<<set _container.kylarDelay-->>
<<set _container.kylarFed to false>>
<</if>>
<</if>>
<<set _container.daysSinceFed += 1>>
<<if _container.daysSinceFed gt _container.maxDaysWithoutFood>>
<!-- Parasites die if they don't get fed enough. The max time you can leave them is determined by tank size/parasite barn quality -->
<<set _container.deadCreatures to _container.count>>
<<for _i to 0; _i lt _container.maxCount; _i++>>
<<if _container.creatures[_i] is undefined or _container.creatures[_i] is null>>
<<continue>>
<</if>>
<<if _container.creatures[_i].creature.includes("Pale") and $wraith.state>>
<!-- If a pale parasite dies, the Ivory Wraith becomes angry, and encounters become more dangerous -->
<<set $wraith.offspring to "dead">>
<<set $wraithAngerCooldown to 30>>
<<set $wraithShow to true>>
<<if !$wraithAngerCount>>
<<set $wraithAngerCount to 0>>
<</if>>
<<set $wraithAngerCount ++>>
<</if>>
<</for>>
<<set _container.count to 0>>
<<set _container.creatures to {}>>
<</if>>
<<set _container.visited to false>>
<</for>>
<</widget>>
<<widget "creatureVisit">>
<!-- You can visit each location to get stat reductions once per day -->
<<set _container.visited to true>>
<<set _container.daysSinceFed to 0>>
<<if _args[0] is false>>
<<set $_notVisited to false>>
<<else>>
<<set $_notVisited to true>>
<</if>>
<<set $_creature to []>><<set _creatureTip to []>><<set _luxuryTip to []>>
/*stress, trauma, fatigue, purity, hallucinogens*/
<<set _boosts to {stress: 0, trauma: 0, tiredness: 0, purity: 0, hallucinogen: 0}>>
<<set _tenticles to 0>><<set _paleChance to 0>>
<<for _i to 0; _i lt _container.maxCount; _i++>>
<<if _container.creatures[_i] is undefined or _container.creatures[_i] is null>>
<<continue>>
<</if>>
<<set $_creature[_i] to {tiredness: 0, purity: 0, hallucinogen: 0, tenticles: 0}>>
<<set _creatureTip[_i] to []>>
<!-- Higher tending increases stress and fatigue losses -->
<<set _tendingMulti to 1 + (currentSkillValue('tending') / 1000)>>
<<set _pregValue = Math.floor(5000 / _container.creatures[_i].stats.speed)>>
<<if _container.upgrades.luxury gt 0>>
<!-- Decorations/barn quality increase value -->
<<set _pregValue to Math.floor(_pregValue * (1 + (0.25 * _container.upgrades.luxury)))>>
<</if>>
<<if _pregValue gt 0>>
<!-- The decorations get a tooltip noting that stress is reduced -->
<<set _boosts.stress += Math.floor(_pregValue * _tendingMulti)>>
<<set _luxuryTip.pushUnique("- Stress")>>
<</if>>
<<if Math.floor(_pregValue / 8) gt 0>>
<!-- With high enough value, trauma is also reduced -->
<<set _boosts.trauma += Math.floor(_pregValue / 8)>>
<<set _luxuryTip.pushUnique("- Trauma")>>
<</if>>
<<if _container.creatures[_i].creature is "Slime">>
<!-- Slimes innately raise purity -->
<<set _boosts.purity += 0.5>>
<<set $_creature[_i].purity += 0.5>>
<</if>>
<<if _container.creatures[_i].creature is "Pale Slime">>
<!-- Pale slimes raise purity more, and also raise hallucinogens -->
<<set _boosts.purity += 1.5>>
<<set _boosts.hallucinogen += 20>>
<<set $_creature[_i].purity += 1.5>>
<<set $_creature[_i].hallucinogen to 1>>
<<set _paleChance++>>
<</if>>
<<if _container.creatures[_i].creature is "Worm">>
<!-- Worms innately lower purity -->
<<set _boosts.purity -= 0.5>>
<<set $_creature[_i].purity -= 0.5>>
<</if>>
<<if _container.creatures[_i].creature is "Pale Tentacle">>
<!-- Pale tentacles lower fatigue, and impact purity based on other parasites -->
<<if Math.floor(_pregValue / 3) gt 0>>
<<set _boosts.tiredness += Math.floor((_pregValue / 3) * _tendingMulti)>>
<<set _boosts.hallucinogen += 30>>
<<set $_creature[_i].tiredness to 1>>
<<set $_creature[_i].hallucinogen to 1>>
<<set _paleChance++>>
<</if>>
<<set _tenticles += 1.5>><<set $_creature[_i].tenticles += 1.5>>
<<elseif _container.creatures[_i].creature.includes("Tentacle") or _container.creatures[_i].creature.includes("Vine")>>
<!-- Other tentacles and vines also impact fatigue and purity, but less than pale tentacles -->
<<if Math.floor(_pregValue / 4) gt 0>>
<<set _boosts.tiredness += Math.floor((_pregValue / 4) * _tendingMulti)>>
<<set $_creature[_i].tiredness to 1>>
<</if>>
<<set _tenticles += 0.5>><<set $_creature[_i].tenticles += 0.5>>
<</if>>
<<if Object.keys($_creature[_i]).length gte 1>>
<!-- Adding the tooltips -->
<<if $_creature[_i].tiredness is 1>>
<<set _creatureTip[_i].pushUnique("- Fatigue")>>
<</if>>
<<if $_creature[_i].purity gt 0>>
<<set _creatureTip[_i].pushUnique("+ Purity (natural)")>>
<<elseif $_creature[_i].purity lt 0>>
<<set _creatureTip[_i].pushUnique("- Purity (natural)")>>
<</if>>
<<if $_creature[_i].hallucinogen is 1>>
<<set _creatureTip[_i].pushUnique("+ Hallucinations")>>
<</if>>
<</if>>
<</for>>
<!-- Tentacle purity calculation and tooltips -->
<<if _boosts.purity gt 0>>
<<set _boosts.purity += _tenticles>>
<<elseif _boosts.purity lt 0>>
<<set _boosts.purity -= _tenticles>>
<</if>>
<<set _boosts.purity to Math.ceil(_boosts.purity)>>
<<for _i to 0; _i lt _creatureTip.length; _i++>>
<<if _container.creatures[_i] is undefined or _container.creatures[_i] is null>>
<<continue>>
<</if>>
<<if $_creature[_i].tenticles isnot 0>>
<<if _boosts.purity gte 1>>
<<set _creatureTip[_i].pushUnique("+ Purity (inherited)")>>
<<elseif _boosts.purity lte -1>>
<<set _creatureTip[_i].pushUnique("- Purity (inherited)")>>
<</if>>
<</if>>
<</for>>
<<if $_notVisited>>
<!-- Stat changes only happen once per day -->
<<if _boosts.stress isnot 0>>
<<set $stress -= _boosts.stress>><<lstress>>
<</if>>
<<if _boosts.trauma isnot 0>>
<<set $trauma -= _boosts.trauma>><<traumaclamp>><<ltrauma>>
<</if>>
<<if _boosts.tiredness isnot 0>>
<<set $tiredness -= _boosts.tiredness>><<ltiredness>>
<</if>>
<<if _boosts.purity isnot 0>>
<<purity _boosts.purity>>
<<if _boosts.purity gt 0>><<gpurity>><<else>><<lpurity>><</if>>
<</if>>
<<if _boosts.hallucinogen isnot 0>>
<<hallucinogen _boosts.hallucinogen>><<ghallucinogens>>
<</if>>
<<if $wraith.state and (_paleChance gte random(1, 10) or _paleChance gte 1 and !$wraith.offspringWarning) and !$possessed>>
<!-- When you have pale parasites, the Ivory Wraith has a chance of appearing and warning you to keep them alive -->
<!-- It's guaranteed to appear if you're viewing pale parasites for the first time -->
<br><br>
You catch a glimpse of a pale figure standing right next to you. You jump back in shock. It slowly turns to you.
<br><br>
"<span class="wraith">Beautiful. Keep <<if _container.count isnot 1>>them<<else>>it<</if>> safe.</span>" It disappears with a bright flash. <<stress 6>><<gstress>>
<<if !["dead","sold"].includes($wraith.offspring)>>
<<set $wraith.offspring to "alive">>
<</if>>
<<if !$wraith.offspringWarning>>
<br>
You try to imagine what would happen if you let the pale creature die. <span class="purple">A spike of dread shoots through you.</span>
<<set $wraith.offspringWarning to true>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "creatureTooltip">>
<<if _creatureTip[_i].length gte 1 and $pregnancyStats.parasiteBook is 3 and $statdisable is "f">>
<mouse class="tooltip"><<print _container.creatures[_i].creature>><span class="gold"><<print _creatureTip[_i].join("<br>")>></span></mouse>
<<else>>
<<print _container.creatures[_i].creature>>
<</if>>
<</widget>>
<<widget "luxuryTooltip">>
<span class="gold">
<<if $phase is "farm" and $farm.parasitebarn gte 2>>
<<if _luxuryTip.length gte 1 and $pregnancyStats.parasiteBook is 3 and $statdisable is "f">>
<mouse class="tooltip">as advanced as can be<span><<print _luxuryTip.join("<br>")>></span></mouse>
<<else>>
as advanced as can be
<</if>>
<<else>>
<<if _luxuryTip.length gte 1 and $pregnancyStats.parasiteBook is 3 and $statdisable is "f">>
<mouse class="tooltip"><<print _container.decorations.toLowerCase()>><span><<print _luxuryTip.join("<br>")>></span></mouse>
<<else>>
<<print _container.decorations.toLowerCase()>>
<</if>>
<</if>>
</span>
<</widget>>
<<widget "containersLink">>
<!-- Printing the initial link to the containers -->
<<if $location is "alex_farm">>
<<set $phase to "farm">>
<<else>>
<<set $phase to $location>>
<</if>>
<<switch $phase>>
<<case "farm">><<farmicon "parasitebarn">>
<<case "home">><<fishtankicon>>
<<default>><<investigateicon>>
<</switch>>
<<set $container.lastLocation to $location>>
<<if $nextPassageCheck is "Containers">>
<span class="nextLink"><<link [["Check the " + $container[$phase].name.toLowerCase() + " (0:05)"|Containers]]>><<pass 5>><</link>></span>
<<elseif $container[$phase].kylarFed is true>>
<<link [["Check the " + $container[$phase].name.toLowerCase() + " (0:05)"|Kylar Parasites Feed]]>><<pass 5>><</link>>
<<else>>
<<link [["Check the " + $container[$phase].name.toLowerCase() + " (0:05)"|Containers]]>><<pass 5>><</link>>
<</if>>
<br>
<</widget>>
<<widget "containerInfo">>
<<assignmenticon>><<wearProp "notebook">><<updatesidebarimg>>
<<link "Close notebook">><<handheldon>><<updatesidebarimg>><<replace "#info">><<assignmenticon>><<link "Open notebook">><<replace "#info">><<containerInfo>><</replace>><</link>><</replace>><</link>>
<br>
<<set _locCount to 0>>
<<for _locs range $container.list>>
<<if $container[_locs].count gte 1>>
<<set _locCount++>>
<</if>>
<</for>>
<<if _locCount gte 2>>
Checking on your parasites will impact your stats once per day, per location.
<<else>>
Checking on your parasites will impact your stats once per day.
<</if>>
<<if $location is "alex_farm">>
The quality of the parasite barn, as well as the activity of the parasites present,
<<elseif $location is "home">>
The quality of the decorations you have, as well as the activity of the parasites present,
<<else>>
The activity of the parasites present
<</if>>
determines how much stress and trauma is reduced when checking on your parasites. Activity goes from <span class="red">very rare</span> to <span class="gold">perfect</span>.
<br><br>
<<if $pregnancyStats.parasiteTypesSeen.includes("Slime")>>
<li><b>Slimes</b> of any kind raise purity by a small amount when checking on them.</li>
<</if>>
<<if $pregnancyStats.parasiteTypesSeen.includes("Worm")>>
<li><b>Worms</b> lower purity by a small amount when checking on them.</li>
<</if>>
<<if $pregnancyStats.parasiteTypesSeen.includes("Tentacle")>>
<li><b>Tentacles</b> of any kind lower fatigue when checking on them. They can also raise or lower purity, depending on what other parasites are present.
<<if _boosts and _boosts.purity gt 0>>
Currently, they're raising purity.
<<elseif _boosts and _boosts.purity lt 0>>
Currently, they're lowering purity.
<<else>>
Currently, they're doing neither.
<</if>>
They are more likely to have better activity than other parasites.</li>
<<if $pregnancyStats.parasiteTypesSeen.includes("Vine")>>
<li><b>Vines</b> have the same effect as tentacles.</li>
<</if>>
<<elseif $pregnancyStats.parasiteTypesSeen.includes("Vine")>>
<li><b>Vines</b> lower fatigue when checking on them. They can also raise or lower purity, depending on what other parasites are present.
<<if _boosts and _boosts.purity gt 0>>
Currently, they're raising purity.
<<elseif _boosts and _boosts.purity lt 0>>
Currently, they're lowering purity.
<<else>>
Currently, they're doing neither.
<</if>>
They are more likely to have better activity than other parasites.</li>
<</if>>
<<if $pregnancyStats.parasiteTypesSeen.includes("Lurker")>>
<li><b>Lurkers</b> are more likely to have better activity, but take longer to birth and sell for less. They do not have any other notable traits.</li>
<</if>>
<!-- Printing info for all remaining types seen, that don't have any special traits -->
<<set $_typesRemainder to clone($pregnancyStats.parasiteTypesSeen).filter(types => !["Lurker","Vine","Tentacle","Slime","Worm"].includes(types))>>
<<if $_typesRemainder.length gte 1>>
<<for _r to 0; _r lt $_typesRemainder.length; _r++>>
<<set $_typesRemainder[_r] to "<b>" + $_typesRemainder[_r]>>
<<if $_typesRemainder[_r].endsWith("s") or $_typesRemainder[_r].endsWith("sh")>>
<!-- Avoiding "Fishs". Most parasites have the s stripped off the end anyway, but best to be sure -->
<<set $_typesRemainder[_r] += "</b>">>
<<else>>
<<set $_typesRemainder[_r] += "s</b>">>
<</if>>
<</for>>
<li><<print formatList($_typesRemainder)>> do not have any notable traits.</li>
<</if>>
<!-- Pale parasites are down here because they're variants. It looks kinda awkward because there are very few parasite variants -->
<<if $pregnancyStats.parasiteVariantsSeen.includes("Pale")>>
<li><b><span class="wraith">Pale</span></b> parasites have larger bonuses than other parasites, and also afflict you with hallucinogens.</li>
<</if>>
<!-- Printing info for all remaining variants seen, that don't have any special traits -->
<<set $_variantsRemainder to clone($pregnancyStats.parasiteVariantsSeen).filter(types => !["Pale"].includes(types))>>
<<if $_variantsRemainder.length gte 1>>
<<for _r to 0; _r lt $_variantsRemainder.length; _r++>>
<<set $_variantsRemainder[_r] to "<b>" + $_variantsRemainder[_r] + "</b>">>
<</for>>
<li><<print formatList($_variantsRemainder)>> parasites do not have any notable differences compared to ordinary parasites.</li>
<</if>>
<</widget>><<set $outside to 0>><<set $location to $container.lastLocation>><<effects>>
<<set $phase to $phase || $location>>
<<set _container to $container[$phase]>>
<<set _aPregnancy to $sexStats.anus.pregnancy>>
<<set _vPregnancy to $sexStats.vagina.pregnancy>>
<<set $checkboxResult to {}>>
<<if _container.count is 0>>
<<if _container.deadCreatures is 0>>
You currently have no <<if $pregnancyStats.namesParasitesChild is true>>children<<else>>parasites<</if>> inside the <span class="gold"><<print _container.name.toLowerCase()>></span>.
<<else>>
After not checking and feeding <<if $pregnancyStats.namesParasitesChild is true>>your children<<else>>the parasites<</if>>, it looks like <span class="red">some have died</span>. You take your time in burying them.
<<ggtrauma>>
<br><br>
<<if $pregnancyStats.namesParasitesChild is true>>
<<set _traumaMulti to 2>>
<<else>>
<<set _traumaMulti to 1>>
<</if>>
<<trauma `30 * _traumaMulti * _container.deadCreatures`>>
<<if $wraith.state and $wraithShow>>
<<if !$wraithAngerCount>>
<<set $wraithAngerCount to 1>>
<</if>>
<<set _wraithRage to ($wraithAngerCount * 2)>>
<<unset $wraithShow>>
<<unset $wraithAngerCount>>
You feel something gingerly grab your neck from behind.
<br><br>
"<span class="wraith">Unforgivable. You'll join <<if _container.count isnot 1>>them<<else>>it<</if>> soon.</span>" <<stress 12>><<trauma 12>><<ggstress>><<ggtrauma>>
<br><br>
You turn around, but nothing's there. <<gobsession _wraithRage>>
<br><br>
<</if>>
<<link [[Next (1:00)|$passage]]>><<set _container.deadCreatures to 0>><<pass 60>><</link>>
<</if>>
<<else>>
<<if _container.visited is false>>
You check on <<if $pregnancyStats.namesParasitesChild is true>>your child<<if _container.count isnot 1>>ren<</if>><<else>>the parasite<<if _container.count isnot 1>>s<</if>><</if>>, and make sure <<if _container.count isnot 1>>they have<<else>>it has<</if>> everything <<if _container.count isnot 1>>they need<<else>>it needs<</if>> inside the <span class="gold"><<print _container.name.toLowerCase()>></span>.
<br>
<<creatureVisit>>
<<else>>
<<creatureVisit false>>
You watch your <<if $pregnancyStats.namesParasitesChild is true>>child<<if _container.count isnot 1>>ren<</if>><<else>>parasite<<if _container.count isnot 1>>s<</if>><</if>> inside the <span class="gold"><<print _container.name.toLowerCase()>></span>.
<</if>>
<br><br>
It has a max capacity of <<number _container.maxCount>> and <<if $pregnancyStats.namesParasitesChild is true>>your child<<if _container.count isnot 1>>ren<</if>><<else>>the parasite<<if _container.count isnot 1>>s<</if>><</if>> can survive <<number _container.maxDaysWithoutFood>> days without your attention<<if _container.feederName>>, thanks to your <span class="gold"><<print _container.feederName.toLowerCase()>></span><</if>>.
<<if _container.decorations>>You have <<luxuryTooltip>> set up within the tank.<</if>>
<<if $phase is "farm" and $farm.parasitebarn gte 2>>The equipment set up is <<luxuryTooltip>> in the barn.<</if>>
<!-- For players who had multiple parasite children before the tooltip update -->
<<if $pregnancyStats.parasiteTypesSeen.length gte 4 and (!$pregnancyStats.parasiteBook or $pregnancyStats.parasiteBook is 1)>>
<<set $pregnancyStats.parasiteBook to 1>>
<br><br>
<span class="gold">Doctor Harper might be able to help you learn more about your <<if $pregnancyStats.namesParasitesChild is true>>child<<if _container.count isnot 1>>ren<</if>><<else>>parasite<<if _container.count isnot 1>>s<</if>><</if>>.</span>
<<elseif $pregnancyStats.parasiteTypesSeen.length gte 4 and $pregnancyStats.parasiteBook is 2>>
<br><br>
<span class="gold">You can purchase a notebook to keep track of your <<if $pregnancyStats.namesParasitesChild is true>>child<<if _container.count isnot 1>>ren<</if>><<else>>parasite<<if _container.count isnot 1>>s<</if>><</if>> at the pet shop on High Street.</span>
<</if>>
<</if>>
<br><br>
<<if $pregnancyStats.parasiteBook is 3>>
<div id="info" class="no-numberify"><<assignmenticon>><<link "Open notebook">><<replace "#info">><<containerInfo>><</replace>><</link>></div>
<</if>>
<<if _container.count gt 0>>
<ul>
<<for _i to 0; _i lt _container.maxCount; _i++>>
<<if _container.creatures[_i] is undefined>>
<<continue>>
<</if>>
<<if _container.creatures[_i] isnot null>>
<li><label><<print '<<checkbox "$checkboxResult[' + clone(_i) + ']" false true>>'>> - <<creatureTooltip>> - <<print _container.creatures[_i].stats.gender>> - <<creatureActivity _container.creatures[_i].stats.speed>></label></li>
<</if>>
<</for>>
</ul>
<</if>>
<<if _container.deadCreatures is 0>>
<<if _aPregnancy.type !== "parasite">>
<<elseif _aPregnancy.parasiteFeltMovement>>
<<if playerChastity("anus")>>
You're unable to deliver <<if $pregnancyStats.namesParasitesChild is true>>your parasite children<<else>>the parasites<</if>> while you have an anal shield.
<<else>>
<<if $pregnancyStats.namesParasitesChild is true>>
<<link [[Attempt to deliver your anus parasite children (1:00)|GiveBirth]]>><<pass 60>><<set $giveBirthLocation to "anus">><</link>>
<<else>>
<<link [[Attempt to deliver the anus parasite (1:00)|GiveBirth]]>><<pass 60>><<set $giveBirthLocation to "anus">><</link>>
<</if>>
<</if>>
<br><br>
<<elseif _aPregnancy.fetus.length - (_aPregnancy.motherStatus is 2 ? 1 : 0) gt 0>>
You don't think <<print ($pregnancyStats.namesParasitesChild is true ? "your parasite children" : "the parasites")>> in your anus are ready for delivery.
<br><br>
<</if>>
<<if _vPregnancy.type !== "parasite">>
<<elseif _vPregnancy.parasiteFeltMovement>>
<<if playerChastity("hidden")>>
You're unable to deliver <<if $pregnancyStats.namesParasitesChild is true>>your parasite children<<else>>the parasites<</if>> while you have a chastity belt.
<<else>>
<<if $pregnancyStats.namesParasitesChild is true>>
<<link [[Attempt to deliver your vagina parasite children (1:00)|GiveBirth]]>><<pass 60>><<set $giveBirthLocation to "vagina">><</link>>
<<else>>
<<link [[Attempt to deliver the vagina parasite (1:00)|GiveBirth]]>><<pass 60>><<set $giveBirthLocation to "vagina">><</link>>
<</if>>
<</if>>
<br><br>
<<elseif _vPregnancy.fetus.length - (_aPregnancy.motherStatus is 2 ? 1 : 0) gt 0>>
You don't think <<print ($pregnancyStats.namesParasitesChild is true ? "your parasite children" : "the parasites")>> in your vagina are ready for delivery.
<br><br>
<</if>>
<<if _container.count gt 0>>
<<ind>><<link [[Transfer selected for selling|$passage]]>>
<<for _i to 0; _i lt _container.maxCount;_i++>>
<<if _container.creatures[_i] is undefined>>
<<continue>>
<</if>>
<<if _container[_i] isnot null>>
<<if $checkboxResult[_i] is true>>
<<set $number to clone(_i)>> /* unused */
<<moveCreature $phase "portable" _i>>
<</if>>
<</if>>
<</for>>
<</link>>
<br>
<</if>>
<<getouticon>><<link [[Leave|_container.leaveLink]]>><<handheldon>><</link>>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>>
<<set $pregnancyStats.parasiteDoctorEvents to 2>>
<<harper_intro>>
"You're experiencing strange sensations in your abdomen?" <<he>> asks. You nod. <<He>> wheels <<his>> chair closer, and places <<his>> stethoscope to your tummy.
<br><br>
<<He>> listens for a moment, then wheels away and types something into <<his>> computer. "You have a parasite problem," <<he>> says. "They're using you as part of their reproductive cycle." <<He>> notices the look on your face, and smiles. "Don't be concerned. They won't harm you. They'll remove themselves when they're ready."
<br><br>
<<He>> spends several minutes explaining how to "birth" the creatures. What to do, and what not to do. It sounds simple. Drop to all fours, and squeeze.
<br><br>
<<He>> turns back to <<his>> computer. "Species like this are of scientific interest," <<he>> continues. "If you're interested in making a bit of money, I'm able to pay you for them on behalf of a local company." <<He>> rises to <<his>> feet. "Is there anything else?"
<br><br>
You shake your head. <<He>> holds open the door for you, and you leave the office. "Be well," <<he>> says as you pass.
<br><br>
<<link [[Return to foyer|Hospital Foyer]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "town">><<effects>>
<<if $firstOption is undefined>><<set $firstOption to true>><</if>>
<<if $firstOption is true>>
<<npc Harper>><<person1>>You don't have to wait long. Doctor Harper emerges from <<his>> office and beckons you over. You enter <<his>> office and take a seat.
<br><br>
"How can I help you?" <<he>> asks.
<br><br>
<<else>>
You are in Doctor Harper's office. "Is there anything else I can help you with?" <<he>> asks.
<br><br>
<</if>>
<<if $pregnancyStats.parasiteDoctorEvents gte 2 and $container.portable.value gt 0>>
<<if $pregnancyStats.namesParasitesChild is true>>
<<link [[Sell the children you are carrying (0:05)|Sell Children]]>><<pass 5>><<set $firstOption to false>><</link>>
<br>
<<else>>
<<link [[Sell the parasites you are carrying (0:05)|Sell Children]]>><<pass 5>><<set $firstOption to false>><</link>>
<br>
<</if>>
<</if>>
<<if $pregnancyStats.parasiteDoctorEvents is 3>>
<<link [[Enquire about feeling something large in your stomach (0:10)|Pregnancy Futa Introduction]]>><<pass 10>><<set $firstOption to false>><</link>>
<br>
<</if>>
<<if $pregnancyStats.parasiteDoctorEvents gte 4 and ($sexStats.anus.pregnancy.motherStatus is 2 or ($sexStats.vagina.pregnancy.motherStatus is 2 and !$worn.genitals.type.includes("hidden")))>>
<<link [[Enquire about parasite hermaphrodite removal (0:30)|Remove Futa Pregnancy]]>><<pass 30>><<set $futaCheck to true>><<set $firstOption to false>><</link>>
<br>
<</if>>
<<if $pregnancyStats.parasiteTypesSeen.length gte 4 and $pregnancyStats.parasiteBook is 1>>
<<link [[Enquire about information on parasites (0:05)|Harper Parasite Book]]>><<pass 5>><<set $firstOption to false>><</link>>
<br>
<</if>>
<<link [[Return to foyer|Hospital Foyer]]>><<endevent>><<unset $firstOption>><</link>><<set $outside to 0>><<set $location to "town">><<effects>>
Doctor Harper walks over to <<his>> office door, and locks it. <<He>> sits back down. "What have you brought me today?" <<he>> asks.
<br><br>
/* the 100 multiplier is intentional, used to use the moneyGain widget */
You pull out the small container <<he>> gave you. <<He>> looks inside. Seeming satisfied, <<he>> produces another, larger container from beneath <<his>> desk. <<He>> transfers the contents and hands the empty container to you. <<He>> opens a drawer, and counts out <<money `$container.portable.value * 100` "hospitalParasitesSold">><<printmoney `$container.portable.value * 100`>>. <<He>> hands it to you.
<br><br>
"The community thanks you," <<he>> says.
<br><br>
<<set _paleAmount to 0>>
<<for _i to 0; _i lt $container.portable.creatures.length; _i++>>
<<if $container.portable.creatures[_i].creature.includes("Pale")>>
<<set _wraithMessage to true>>
<<set _paleAmount++>>
<</if>>
<</for>>
<<if $wraith.state and _wraithMessage is true>>
<<set $wraith.offspring to "sold">>
<<set $wraithCompoundChance to ($wraithCompoundChance ? $wraithCompoundChance += 10 : 10)>>
<<if $wraithAngerCooldown>>
<<set $wraithAngerCooldown += (15 * _paleAmount)>>
<<else>>
<<set $wraithAngerCooldown to (15 * _paleAmount)>>
<</if>>
You feel a sudden sense of dread and regret as you watch your pale child<<if _paleAmount gt 1>>ren<</if>> slip out of your reach. <<gobsession _paleAmount>>
<br><br>
<</if>>
<<set $container.portable.value to 0>>
<<set $container.portable.creatures to []>>
<<link [[Next|Pregnancy Discussion]]>><</link>><<set $outside to 0>><<set $location to "town">><<effects>>
<<set $pregnancyStats.parasiteDoctorEvents to 4>>
"Strange," <<he>> says. "N-not that there's anything to be alarmed about." <<He>> pulls <<his>> chair back to <<his>> computer and types something in.
<br><br>
You wait as <<he>> reads the screen, occasionally tapping on the keyboard. <<He>> pulls a large book from a drawer, blows off dust, and flips through the pages. At last, <<he>> puts the book away and turns to face you.
<br><br>
"You have a parasite," <<he>> says. "An unusual one. It has both sex organs, and is able to mate with itself. We'll need to perform a procedure here in order to remove it. Until then, you'll continue to birth its offspring."
<br><br>
<<link [[Next|Pregnancy Discussion]]>><</link>><br><br>
<<link [[Next|Pregnancy Discussion]]>><</link>><<set $outside to 0>><<set $location to "town">><<effects>>
<<set _aPregnancy to $sexStats.anus.pregnancy>>
<<if _aPregnancy.type is "parasite">>
<<for _i to 0; _i lt _aPregnancy.fetus.length; _i++>>
<<if _aPregnancy.fetus[_i] isnot undefined>>
<<if _aPregnancy.fetus[_i].stats.gender is "Hermaphrodite">>
<<set _analFuta to true>>
<<moveCreature _i "destroy" undefined "anus">>
<<set _aPregnancy.motherStatus to 1>>
<<break>>
<</if>>
<</if>>
<</for>>
<<clearToDeleteParasiteFetus>>
<<for _i to 0; _i lt _aPregnancy.fetus.length; _i++>>
<<if _aPregnancy.fetus[_i] isnot undefined and _i >= maxParasites("anus")>>
<<set _analFutaOther to true>>
<<moveCreature _i "destroy" undefined "anus">>
<</if>>
<</for>>
<<clearToDeleteParasiteFetus>>
<</if>>
<<set _vPregnancy to $sexStats.vagina.pregnancy>>
<<if _vPregnancy.type is "parasite" and !playerChastity("hidden")>>
<<for _i to 0; _i lt _vPregnancy.fetus.length; _i++>>
<<if _vPregnancy.fetus[_i] isnot undefined>>
<<if _vPregnancy.fetus[_i].stats.gender is "Hermaphrodite">>
<<set _vaginaFuta to true>>
<<moveCreature _i "destroy" undefined "vagina">>
<<set _vPregnancy.motherStatus to 1>>
<<break>>
<</if>>
<</if>>
<</for>>
<<clearToDeleteParasiteFetus>>
<<for _i to 0; _i lt _vPregnancy.fetus.length; _i++>>
<<if _vPregnancy.fetus[_i] isnot undefined and _i >= maxParasites("vagina")>>
<<set _vaginaFutaOther to true>>
<<moveCreature _i "destroy" undefined "vagina">>
<</if>>
<</for>>
<<clearToDeleteParasiteFetus>>
<</if>>
"Please undress and lie on the table," <<he>> says while pulling on a latex glove. "No need to be shy." <<He>> turns and rummages through a drawer.
<br><br>
You <<nervously>> remove your clothing while <<his>> back is turned. You lie down on the table, conscious of your <<lewdness>>. <<His>> face neutral, the doctor grasps your legs and pushes them against your shoulders, before tying them down with straps.
<br><br>
"It will be easier if you're still," <<he>> affirms as <<he>> ties down your wrists. You can barely move.
<br><br>
<<if _anusFuta && playerChastity("anus")>>
<<He>> examines your $worn.under_lower.name, then produces a strange metal device from <<his>> coat. <<He>> taps the metal, and your anal shield falls loose. "I'll return it when I'm done," <<he>> says.
<br><br>
<</if>>
<<He>> opens another drawer, and pulls out a smooth white rod with a round ball on one end. <<He>> pushes the thin end against your <<bottom>>. "Just relax,<<if playerBellyVisible() and !_vaginaFuta>> this won't hurt the baby,<</if>>" <<he>> says. It slides in without pain, as if lubricated. Harper twists the other side, and you feel it pulse within you.
<<garousal>><<arousal 1200 "bottom">>
<br><br>
Harper stares unblinking at your <<bottom>> as the pulsing increases in intensity. Just when you feel like you can't take any more, <<he>> eases it out. The <<if $pregnancyStats.namesParasitesChild is true>>baby <</if>>parasite is wrapped around the end<<if _analFutaOther or _vaginaFutaOther>> alongside a smaller one<</if>>. <<He>> puts it in an opaque container, and seals it shut.
<<if _vaginaFuta and _anusFuta>>
<<He>> repeats the procedure on the other sets of parasites inside you and more are wrapped and sealed.
<</if>>
<br><br>
"All done," <<he>> says as <<he>> unties the straps. <<He>> turns away as you dress.
<br><br>
<<link [[Next|Pregnancy Discussion]]>><<unset $futaCheck>><</link>><<set $outside to 0>><<set $location to $container.lastLocation>><<effects>>
<<set _pregnancy to $sexStats[$giveBirthLocation or "anus"].pregnancy>>
<<set _pregnancy.parasiteFeltMovement to false>>
<<set _container to $container[$phase]>>
<<set $pregResult to "notReady">>
<<set _stressMulti to 2 - _pregnancy.motherStatus>>
<<set $checkboxResult to {}>>
<<set $checkboxReplace to {}>>
<<set $parasiteSelectionCount to 0>>
<<set _newlyBirthed to {}>>
<<set _allSeen to $pregnancyStats.parasiteTypesSeen.length + $pregnancyStats.parasiteVariantsSeen.length>>
Following the directions from Doctor Harper, you get into position and attempt to deliver <<if $pregnancyStats.namesParasitesChild is true>>your baby<<else>>the parasites<</if>>. <<if _stressMulti gt 0>><<gstress>><</if>><<set $stress += 250 * _stressMulti>>
<br><br>
<<for _i to 0; _i lt _pregnancy.fetus.length; _i++>>
<<if _pregnancy.fetus[_i].stats.gender isnot "Hermaphrodite" and _pregnancy.fetus[_i].fertilised>>
<<set _rand to random(0,100)>>
<<if (_rand lte 80 and _pregnancy.fetus[_i].daysLeft is 0) or (_rand lte 50 and _pregnancy.fetus[_i].daysLeft lte 1) or (_rand lte 30 and _pregnancy.fetus[_i].daysLeft lte 2) or (_rand lte 10 and _pregnancy.fetus[_i].daysLeft lte 3) or $parasiteBirthDebug>>
<<if $pregResult is "notReady">>
<<set $pregResult to [clone(_i)]>>
<<else>>
<<set $pregResult.push(clone(_i))>>
<</if>>
<</if>>
<</if>>
<</for>>
<<if $pregResult is "notReady">>
Despite your efforts, none of <<if $pregnancyStats.namesParasitesChild is true>>your children<<else>>the parasites<</if>> are ready to leave you.
<br><br>
<<link [[Next|Containers]]>><<unset $pregResult>><<unset $giveBirthLocation>><</link>>
<<else>>
Your body shudders, and to the floor falls <<if $pregnancyStats.namesParasitesChild is true>><<number $pregResult.length>> <<print $pregResult.length gt 1 ? 'babies' : 'baby'>><<else>><<number $pregResult.length>> <<print $pregResult.length gt 1 ? 'parasites' : 'parasite'>><</if>>.
<ul>
<<for _i to 0; _i lt $pregResult.length; _i++>>
<<set _result to _pregnancy.fetus[$pregResult[_i]]>>
<!-- Printing the checkbox -->
<li><label><<print '<<checkbox "$checkboxResult[' + clone($pregResult[_i]) + ']" false true checked>>'>> - <<print _result.creature>> - <<creatureActivity _result.stats.speed>></label></li>
<<if _result.creature.includes(" ")>>
<!-- If the creature has a variant, like Pale. Currently does not account for creatures with more than one variant, because those don't yet exist -->
<!-- Possible task for the future: turn parasite variants into variables, so there can be multiple -->
<<set _split to _result.creature.split(" ")>>
<<if !$pregnancyStats.parasiteVariantsSeen.includes(_split[0]) and _split[0] isnot _split[1]>>
<<set $pregnancyStats.parasiteVariantsSeen.pushUnique(_split[0])>>
<!-- For Pale Tentacle, this will set _newlyBirthed.Pale to "tentacle" -->
<<set _newlyBirthed[_split[0]] to _split[1].toLowerCase()>>
<</if>>
<<if !$pregnancyStats.parasiteTypesSeen.includes(_split[1])>>
<<set $pregnancyStats.parasiteTypesSeen.pushUnique(_split[1])>>
<<set _newlyBirthed[_split[1]] to true>>
<</if>>
<<else>>
<!-- Creatures without variants -->
<<if !$pregnancyStats.parasiteTypesSeen.includes(_result.creature)>>
<<set $pregnancyStats.parasiteTypesSeen.pushUnique(_result.creature)>>
<<set _newlyBirthed[_result.creature] to true>>
<</if>>
<</if>>
<</for>>
</ul>
<<for _n to 0; _n lt Object.values(_newlyBirthed).length; _n++>>
<<switch Object.keys(_newlyBirthed)[_n]>>
<<case "Tentacle">>
You watch the tentacle in fascination. It writhes around blindly and coils around itself, almost like a snake. It's so energetic, just looking at it makes you feel less tired.
<<case "Slime">>
The slime doesn't move for a while. You poke at it, a little worried, and it jiggles. It has an indescribable consistency. It looks almost without flaw, and you feel <<if $pregnancyStats.namesParasitesChild is true>>proud to have birthed<<else>>almost proud to have hosted<</if>> such a creature.
<<case "Worm">>
Almost immediately, the worm tries to find somewhere to dig. It has little success, and squirms in agitation until you place it in the <<print _container.name.toLowerCase()>>. You feel odd, having <<if $pregnancyStats.namesParasitesChild is true>>birthed<<else>>hosted<</if>> such a creature.
<<case "Lurker">>
The lurker moves mainly by crawling, but sometimes hops surprising distances. You quickly place it in the <<print _container.name.toLowerCase()>> before you can lose it.
<<case "Vine">>
You worry that the vine won't be able to survive without being planted in a better environment, but it seems to be fine in the <<print _container.name.toLowerCase()>>, writhing around. You suspect it's not strictly plant life.
<<case "Metal">>
Upon closer inspection, the metal <<print _newlyBirthed.Metal>> isn't truly metal. It has a metallic colour and pattern, but it bends and writhes in ways that steel wouldn't be able to. You hope it doesn't need anything in particular to eat.
<<case "Pale">>
Your hands seem to move on their own, and you find yourself holding the pale <<print _newlyBirthed.Pale>>. It's so pale that it's almost translucent. You feel a twinge of dread, but it's quickly replaced by an odd contentment.
<span class="blue">You should be careful deciding whether to keep it.</span>
<<default>>
<!-- This way, species like Wasp that don't have a unique line don't print <br>s for no reason -->
<<continue>>
<</switch>>
<br><br>
<</for>>
<<if $pregnancyStats.parasiteBook is 3 and $pregnancyStats.parasiteTypesSeen.length + $pregnancyStats.parasiteVariantsSeen.length gt _allSeen>>
You write about <<if $pregnancyStats.namesParasitesChild is true>>your new children<<else>>the new parasites<</if>> in your notebook.
<br><br>
<<elseif $pregnancyStats.parasiteTypesSeen.length gte 4 and (!$pregnancyStats.parasiteBook or $pregnancyStats.parasiteBook is 1)>>
<<set $pregnancyStats.parasiteBook to 1>>
<br><br>
You find yourself wondering at the sheer number of different types of creatures you've birthed, and wonder if there's any way to know more. <span class="gold">Doctor Harper might be able to help you.</span>
<</if>>
<<if $pregResult.length gt (_container.maxCount - _container.count)>>
Please select any required to replace, it will replace from top to bottom:
<br>
<ul>
<<for _i to 0; _i lt _container.maxCount; _i++>>
<<if _container.creatures[_i] is undefined>>
<<set $checkboxReplace[_i] to true>>
<<continue>>
<</if>>
<<if _container.creatures[_i] isnot null>>
<li><label><<print '<<checkbox "$checkboxReplace[' + clone(_i) + ']" false true `($checkboxReplace[' + clone(_i) + '] ? "checked" : "")`>>'>> - <<print _container.creatures[_i].creature>> - <<creatureActivity _container.creatures[_i].stats.speed>></label></li>
<</if>>
<</for>>
</ul>
<</if>>
<div id="pregResult"><<PregEventsResult>></div>
<</if>><<widget "PregEventsResult">>
<<set $outside to 0>><<set $location to $container.lastLocation>><<effects>>
<<set _pregnancy to $sexStats[$giveBirthLocation or "anus"].pregnancy>>
<<set _container to $container[$phase]>>
<<set $parasiteSelectionCount to 0>>
<<set $parasiteReplaceArray to []>>
<<set _availableStorage to (_container.maxCount - _container.count)>>
<<for _i to 0; _i lt $pregResult.length; _i++>>
<<if $checkboxResult[$pregResult[_i]] is true>>
<<set $parasiteSelectionCount += 1>>
<</if>>
<</for>>
<<for _i to 0; _i lt _container.count; _i++>>
<<if $checkboxReplace[_i] is true>>
<<set $parasiteReplaceArray.push(clone(_i))>>
<</if>>
<</for>>
<<if $debug is 1>>
Debug - Keep selected babies result (ID - Checkbox - Result)
<br>
<<for _i to 0; _i lt $pregResult.length;_i++>>
<<if $checkboxResult[$pregResult[_i]] is true>>
<<print $pregResult[_i]>> - <<print $checkboxResult[$pregResult[_i]]>> - Keep
<br>
<<elseif $checkboxResult[$pregResult[_i]] is false>>
<<print $pregResult[_i]>> - <<print $checkboxResult[$pregResult[_i]]>> - Sell
<br>
<</if>>
<</for>>
<br>
<</if>>
<<if $parasiteSelectionCount lte _availableStorage>>
<<if $parasiteSelectionCount gt 0>>
<<if $pregnancyStats.namesParasitesChild is true>>
<<link [[Keep selected babies|PregEventsResult2]]>>
<<set $pregChoice to "KeepSelected">>
<</link>>
<<else>>
<<link [[Keep selected parasites|PregEventsResult2]]>>
<<set $pregChoice to "KeepSelected">>
<</link>>
<</if>>
<</if>>
<<elseif $parasiteSelectionCount gt 0>>
Not enough storage for selected amount. Please replace <<number $parasiteSelectionCount-_availableStorage>> <<if $pregnancyStats.namesParasitesChild is true>><<print $parasiteSelectionCount - _availableStorage gt 1 ? 'babies' : 'baby'>><<else>><<print $parasiteSelectionCount - _availableStorage gt 1 ? 'parasites' : 'parasite'>><</if>>.
<br>
<<if ($parasiteSelectionCount - $parasiteReplaceArray.length) lte _availableStorage>>
<<if $pregnancyStats.namesParasitesChild is true>>
<<link [[Replace selected babies|PregEventsResult2]]>>
<<set $pregChoice to "ReplaceSelected">>
<</link>>
<<else>>
<<link [[Replace selected parasites|PregEventsResult2]]>>
<<set $pregChoice to "ReplaceSelected">>
<</link>>
<</if>>
<</if>>
<</if>>
<<if $pregResult.length lte _availableStorage>>
<br>
<<if $pregnancyStats.namesParasitesChild is true>>
<<link [[Keep all babies|PregEventsResult2]]>>
<<set $pregChoice to "keepAll">>
<</link>>
<<else>>
<<link [[Keep all parasites|PregEventsResult2]]>>
<<set $pregChoice to "keepAll">>
<</link>>
<</if>>
<</if>>
<br><br>
<<if $pregnancyStats.namesParasitesChild is true>>
<<link [[Sell all babies|PregEventsResult2]]>>
<<set $pregChoice to "sellAll">>
<</link>>
<<else>>
<<link [[Sell all parasites|PregEventsResult2]]>>
<<set $pregChoice to "sellAll">>
<</link>>
<</if>>
<</widget>>
<<widget "resetPregButtons">>
<<replace #pregResult>>
<<PregEventsResult>>
<</replace>>
<</widget>><<set $outside to 0>><<set $location to $container.lastLocation>><<effects>>
<<set _pregnancy to $sexStats[$giveBirthLocation or "anus"].pregnancy>>
<<switch $pregChoice>>
<<case "ReplaceSelected">>
<<set _parasiteReplaceCount to $parasiteReplaceArray.length>>
<<for _i to 0; _i lt $pregResult.length;_i++>>
<<if $checkboxResult[$pregResult[_i]] is true>>
<<if $parasiteReplaceArray.length gt 0>>
<<moveCreature $pregResult[_i] "replace" $parasiteReplaceArray[0] $giveBirthLocation>>
<<run $parasiteReplaceArray.deleteAt(0)>>
<<else>>
<<moveCreature $pregResult[_i] "container" undefined $giveBirthLocation>>
<</if>>
<<elseif $checkboxResult[$pregResult[_i]] is false>>
<<moveCreature $pregResult[_i] "portable" undefined $giveBirthLocation>>
<</if>>
<</for>>
You decide to keep <<number $parasiteSelectionCount>> of <<if $pregnancyStats.namesParasitesChild is true>>your children<<else>>the parasites<</if>>, and place <<if $parasiteSelectionCount isnot 1>>them<<else>>it<</if>> in your <<print $container[$phase].name.toLowerCase()>> in place of <<number _parasiteReplaceCount>> <<if _parasiteReplaceCount gt 1>>others<<else>>other<</if>>, while preparing the rest for Doctor Harper.
<br><br>
<<case "KeepSelected">>
<<for _i to 0; _i lt $pregResult.length;_i++>>
<<if $checkboxResult[$pregResult[_i]] is true>>
<<moveCreature $pregResult[_i] "container" undefined $giveBirthLocation>>
<<elseif $checkboxResult[$pregResult[_i]] is false>>
<<moveCreature $pregResult[_i] "portable" undefined $giveBirthLocation>>
<</if>>
<</for>>
You decide to keep <<number $parasiteSelectionCount>> of <<if $pregnancyStats.namesParasitesChild is true>>your children<<else>>the parasites<</if>>, and place <<if $parasiteSelectionCount isnot 1>>them<<else>>it<</if>> in your <<print $container[$phase].name.toLowerCase()>> while preparing the rest for Doctor Harper.
<br><br>
<<case "keepAll">>
<<for _i to 0; _i lt $pregResult.length;_i++>>
<<moveCreature $pregResult[_i] "container" undefined $giveBirthLocation>>
<</for>>
You decide to keep all of <<if $pregnancyStats.namesParasitesChild is true>>your children<<else>>the parasites<</if>>, and place them in your <<print $container[$phase].name.toLowerCase()>>.
<br><br>
<<case "sellAll">>
<<for _i to 0; _i lt $pregResult.length;_i++>>
<<moveCreature $pregResult[_i] "portable" undefined $giveBirthLocation>>
<</for>>
You decide to sell all <<if $pregnancyStats.namesParasitesChild is true>>your children<<else>>the parasites<</if>>, and prepare to take them to Doctor Harper.
<br><br>
<</switch>>
<<clearToDeleteParasiteFetus>>
<<link [[Next|Containers]]>>
<<unset $pregChoice>><<unset $pregResult>>
<<unset $checkboxResult>><<unset $checkboxReplace>>
<<unset $parasiteSelectionCount>><<unset $parasiteReplaceArray>>
<<unset $giveBirthLocation>>
<</link>><<effects>>
<<set $pregnancyStats.parasiteBook to 2>>
Harper nods approvingly. "It's good that you want to know more." <<He>> brings out a rather thick book and shows it to you. "This is a popular reference guide among scientists. It has a lot of information on this subject, but it's property of the hospital. I'm not authorised to lend it out."
<br><br>
<<He>> thinks for a few seconds. "<span class="gold">The pet shop on High Street may have something.</span> If nothing else, you could pick up a notebook and fill out info you gather yourself."
<br><br>
<<link [[Next|Pregnancy Discussion]]>><</link>>
/*Passing out without rescue*/<<set $outside to 0>><<effects>>
You collapse on the spot. The last thing you hear is a rush of footsteps.
<br><br>
<<switch $location>>
<<case "moor" "forest">><<set _time to 60>>
<<case "town">><<set _time to 15>>
<<default>><<set _time to 30>>
<</switch>>
<<set _hours to Math.floor(_time / 60)>>
<<set _minutes to _time % 60>>
<<link [["Next ("+_hours+":"+(_minutes lt 10 ? "0": "")+_minutes+")"| Pregnancy Birth Hospital]]>><<pass _time>><<set $phase to 1>><</link>>
/*Rescued by someone*/<<set $outside to 0>><<effects>>
You feel yourself being lifted. You hear a voice, but the words don't make sense.
<br><br>
<<switch $location>>
<<case "moor" "forest">><<set _time to 60>>
<<case "bog">><<set _time to 90>>
<<case "town">><<set _time to 15>>
<<default>><<set _time to 30>>
<</switch>>
<<set _hours to Math.floor(_time / 60)>>
<<set _minutes to _time % 60>>
<<link [["Next ("+_hours+":"+(_minutes lt 10 ? "0": "")+_minutes+")"| Pregnancy Birth Hospital]]>><<pass _time>><<set $phase to 1>><</link>><<set $outside to 0>><<set $location to "hospital">><<effects>>
<<set $first_birth to !$pregnancyStats.humanToysUnlocked>>
<<npc "Harper">><<person1>>
<<setKnowsAboutPregnancy "pc" "Harper">>
<<if $hospitalintro is 0>>
<<set $hospitalintro to 1>>
<<if $phase is 1>>
You awaken in a hospital bed. Several blurry figures move around. One leans closer, <<his>> features coalescing into those of a young <<personsimple>>. "I'm Doctor Harper," <<he>> says, brushing <<his>> blond fringe away from <<his>> eyes. "Please don't be alarmed, but your waters have broken. You're in the hospital." <<He>>'s young for a doctor, can't be older than 25.
<br><br>
<<else>>
The receptionist nods. "Please take a seat, the doctor will be right with you."
<br><br>
You don't need to wait long. A young <<personsimple>> dressed like a doctor arrives. "I'm Doctor Harper," <<he>> says, brushing <<his>> blond fringe from away from <<his>> eyes. "We've prepared a bed for you. This way."
<br><br>
<<He>> leads you through the hospital, to a room in the labour ward. A midwife adjusts a machine by the bed.
<br><br>
<</if>>
<<else>>
<<if $phase is 1>>
You awaken in a hospital bed. Several blurry figures move around. One leans closer, <<his>> features coalescing into those of Doctor Harper. "Please don't be alarmed, but your waters have broken. You're in the hospital."
<br><br>
<<else>>
The receptionist nods. "Please take a seat, the doctor will be right with you."
<br><br>
Doctor Harper soon arrives. "We've prepared a bed for you. This way."
<br><br>
<<He>> leads you through the hospital, to a room in the labour ward. A midwife adjusts a machine by the bed.
<br><br>
<</if>>
<</if>>
<<if $exposed lt 2 and $phase isnot 1>>
"Please undress," the doctor says.
<<else>>
"Please take a deep breath," the doctor says.
<</if>>
<<if playerChastity("hidden")>>
<<He>> notices your <<print $worn.genitals.name>>, and opens a chest-high cupboard. <<He>> retrieves a tool shaped like a pair of prongs, but bulkier. "We need to remove that device. <<if $phase isnot 1>>Please lie down.<</if>> This won't hurt."
<br><br>
<<if $phase isnot 1>>You lie down. The ceiling is plain white. There's a fan right above you. <</if>><<He>> grasps your <<print $worn.genitals.name>> with the prongs, and presses a button on the handle. You hear a whirring noise within the tool, <span class="pink">and they snap the metal.</span>
<<set $worn.genitals.type.push("broken")>>
<<elseif $phase isnot 1>>
"Then lie down." You do so. The ceiling is plain white. There's a fan right above you.
<</if>>
<br><br>
<<wash>><<undress "hospital_birth">><<upperwear 87 "teal">>
<<link [[Next|Pregnancy Birth Hospital 2]]>><</link>>
<br><<effects>>
The midwife places a mask over your face. You feel your consciousness fade. Several other figures appear around you, their forms ablur.
<br><br>
<<set $litter_potention_fathers to getPregnancyObject().potentialFathers.length>>
/*Alex variables*/
<<if (getPregnancyObject().potentialFathers.length is 1 or getPregnancyObject().potentialFathers.length is undefined) and getPregnancyObject().fetus[0].father is "Alex">>
<<set $alex_pregnancy to {}>>
<<set $alex_pregnancy.knows to knowsAboutPregnancy("pc","Alex")>>
<<set $alex_pregnancy.talked to talkedAboutPregnancy("pc","Alex")>>
<<set $alex_pregnancy.source to getPregnancyObject().fetus[0].father>>
<</if>>
<<set _pregnancy to getPregnancyObject()>>
<<if _pregnancy.totalBirthEvents gte 5>>
<<set _min to 15>>
<<set _max to 60>>
<<elseif _pregnancy.totalBirthEvents gte 3>>
<<set _min to 30>>
<<set _max to 120>>
<<else>>
<<set _min to 60>>
<<set _max to 180>>
<</if>>
<<set _max to Math.floor(_max * (1 + Math.floor(_pregnancy.fetus.length * 0.2)))>>
<<set _min to Math.floor(_min * (1 + Math.floor(_pregnancy.fetus.length * 0.2)))>>
<<set _timeCalc to random(_min, _max)>>
<<set _hours to Math.floor(_timeCalc / 60)>>
<<set _minutes to _timeCalc % 60>>
/* Note: Pregnancy species */
<<switch playerNormalPregnancyType()>>
<<case "human">>
<<setKnowsAboutPregnancy "pc" "Bailey">>
Harper's voice floats through the fog. "Normal human<<if !$player.vaginaExist>>, abnormal delivery<</if>>, but keep the others on the line, just in case..."
<br><br>
The pain grows as time seems to rapidly speed up and slow down. You hear the words "breathe" and "push" many times, and you do your best to comply.
<br><br>
<<if $dissociation gte 1>>
Everything slowly fades away once again. You stand in a black abyss. Your whole body feels fuzzy, and the pain is gone. You stand there, alone in the dark. In the distance, a bright white light hovers. It must be several kilometres away. You begin walking towards it, when you suddenly realise that you're stepping in shallow water. You step forward again to the sound of sloshing. Another step. Another. You need to get to the light. You aren't sure why, but you know you must. Something's waiting for you there, you can feel it.
<br><br>
You start to run. As you get closer, the darkness around you dissipates until only the light surrounds you. You continue running until you come to a wooden door with a golden handle. You grasp it and open it slowly. The light drowns you.
<br><br>
<</if>>
<<link [["Next ("+_hours+":"+(_minutes lt 10 ? "0": "")+_minutes+")"| Pregnancy Birth Hospital 3]]>><<endevent>><<pass _timeCalc>><<playerPrebirth>><</link>>
<<case "wolf">>
Harper's voice floats through the fog. "Not human. This will be an abnormal delivery. Follow my instructions to the letter..."
<br><br>
<<link [["Next ("+_hours+":"+(_minutes lt 10 ? "0": "")+_minutes+")"| Pregnancy Birth Hospital Wolf]]>><<endevent>><<pass _timeCalc>><</link>>
<</switch>><<set $outside to 0>><<set $location to "hospital">><<effects>>
<<endevent>>
<<generate1>><<person1>>
<<set $litter_size to getPregnancyObject().fetus.length>>
<<set _baby to $litter_size is 1 ? "baby" : "babies">>
<<if $dissociation gte 1>>
You awaken in another room. Your eyes open slowly. You're in a hospital bed. A smiling midwife stands beside you, holding <<= $litter_size is 3 ? "a trio of" : $litter_size is 2 ? "two" : "a">> bundled _baby in <<his>> arms.
<br><br>
"Looks like mummy's awake," <<he>> says, passing you the _baby.
<<switch $litter_size>>
<<case 3>> As you cradle one in each arm, the midwife places the third directly on your chest.
<<case 2>> You cradle one in each arm.
<<default>> You cradle your baby in your arms.
<</switch>>
You feel a rush of pure glee and maternal bliss. Your parental instinct kicks in, washing away your worries and trauma in a flood of joy. The precious gift in front of you is now your whole world, and at last, something feels real to you again.
Their eyes are shut, <<= _baby is "babies" ? "chests" : "chest">> rising and falling with gentle breaths. <<trauma -100>><<llltrauma>>
<<else>>
You awaken in another room. A smiling midwife stands beside your bed, holding <<= $litter_size is 3 ? "a trio of" : $litter_size is 2 ? "two" : "a">> bundled _baby in <<his>> arms.
<br><br>
"Looks like mummy's awake," <<he>> says, passing you the _baby.
<<switch $litter_size>>
<<case 3>> As you cradle one in each arm, the midwife places the third directly on your chest.
<<case 2>> You cradle one in each arm.
<<default>> You cradle your baby in your arms.
<</switch>>
Their eyes are shut, <<= _baby is "babies" ? "chests" : "chest">> rising and falling with gentle breaths.
<</if>>
<br><br>
"We've run all the tests," the midwife says. "There's not a single health problem. Have you thought of <<= _baby is "babies" ? "their names" : "a name">>?"
<br><br>
<<set $bornChildrenIds to []>>
<<run getPregnancyObject().fetus.forEach(child => $bornChildrenIds.push(child.childId))>>
<<birthUi "pc" "hospital" "home" "Pregnancy Birth Hospital 4" _time>><<set $outside to 0>><<set $location to "hospital">><<effects>>
<<getChildrenIds>><<childSelect _childrenIds.last()>>
<<set _pregFame to ($litter_size * 5)>>
<<famepregnancy _pregFame>>
<<if $litter_size is 1>>
You cradle your baby for a while longer, enjoying <<childhis>> tiny breaths and movements. <<childHe>> spends most of the time sleeping, but opens <<childhis>> eyes occasionally, and gazes into yours.
<br><br>
The midwife returns.
<<if $first_birth>>
<<He>> teaches you how to change <<childname>>'s nappy, and how to bathe <<childhim>>.
<<else>>
<<He>> assists you with changing <<childname>>'s nappy, and bathing <<childhim>>.
<</if>>
"Let me know when you're feeling sleepy," <<he>> says. "You need your rest as well, and we can take care of your baby in the meantime."
<br><br>
You want nothing more than to hold <<childname>>, but you find yourself dozing all the same.
<br><br>
<<elseif $litter_size is 2>>
You cradle your babies for a while longer, enjoying their tiny breaths and movements. They spend most of the time sleeping, but open their eyes occasionally, and gaze into yours.
<br><br>
The midwife returns.
<<if $first_birth>>
<<He>> teaches you how to change their nappies and how to bathe them.
<<else>>
<<He>> assists you with changing their nappies, and with bathing them.
<</if>>
"Let me know when you're feeling sleepy," <<he>> says. "You need your rest as well, and we can take care of your babies in the meantime."
<br><br>
You want nothing more than to hold the twins, but you find yourself dozing all the same.
<br><br>
<<elseif $litter_size is 3>>
You cradle your babies for a while longer, enjoying their tiny breaths and movements. They spend most of the time sleeping, but open their eyes occasionally, and gaze into yours.
<br><br>
The midwife returns.
<<if $first_birth>>
<<He>> teaches you how to change their nappies, and how to bathe them.
<<else>>
<<He>> assists you with changing their nappies, and with bathing them.
<</if>>
"Let me know when you're feeling sleepy," <<he>> says. "You need your rest as well, and we can take care of your babies in the meantime."
<br><br>
You want nothing more than to hold the triplets, but you find yourself dozing all the same.
<br><br>
<</if>>
<<link [[Next|Pregnancy Birth Hospital 5]]>><<storeon "hospital_birth">><<pass 24 hour>><<stress -40>><</link>>
<br><br><<effects>>
<<if $litter_size gte 2>><<childrenNames $bornChildrenIds>> lie<<else>><<childname>> lies<</if>> in a cradle while the midwife helps you stand.
<<if $first_birth or playerNormalPregnancyTotal() is 0>>
You feel your insides drop as you stand, but <<he>> assures you that's normal.
<br><br>
Despite the pain, you feel a lot more comfortable walking than you did before the birth. You'd forgotten how easy it is to move without people inside you.
<br><br>
The midwife helps you to dress. "You should be good to go," <<he>> says.
<<elseif between(playerNormalPregnancyTotal(), 1, 2)>>
You feel your insides drop as you stand. You remember this feeling from your last birth, and know it's normal.
<br><br>
Despite the pain, you feel a lot more comfortable walking than you did before the birth. You'd forgotten how easy it is to move without people inside you.
<br><br>
The midwife helps you to dress. "You should be good to go," <<he>> says.
<<elseif between(playerNormalPregnancyTotal(), 3, 7)>>
You feel your insides drop as you stand. You're still not used to the feeling.
<br><br>
You get walking again quite easily. It's a little awkward, but the transition isn't as bad as it used to be. It's still easier to move around when there isn't another human inside you.
<br><br>
The midwife still insists on helping you dress. "You should be good to go," <<he>> says.
<<elseif between(playerNormalPregnancyTotal(), 8, 49)>>
You stand up without a hitch. There's hardly any difference in feeling anymore, although you do feel much more nimble.
<br><br>
<<He>> looks impressed at your mobility, only keeping an arm around you for stability. "I don't see many people get back up that quickly. You must be hardy!"
<br><br>
The midwife still insists on helping you dress. "You should be good to go," <<he>> says.
<<elseif playerNormalPregnancyTotal() gte 50>>
You stand up without assistance, feeling empty inside. You already miss the feeling of being pregnant.
<br><br>
<<He>> stares at you, mouth agape, as you walk without any assistance. You throw your clothes back on quickly.
<br><br>
"Y-you should be good to go," <<he>> says.
<</if>>
"Someone's waiting for you.
<<if $alex_pregnancy isnot undefined and $litter_potention_fathers is 1 and $alex_pregnancy.source is "Alex">>
<<if C.npc.Alex.pregnancy.nursery is true>>
Your <<if C.npc.Alex.pronoun is "f">>girlfriend<<else>>boyfriend<</if>> I think."
<br><br>
<<link [[Next|Pregnancy Birth Hospital Alex]]>><</link>>
<<else>>
<<set C.npc.Alex.pregnancy.hospitalBirth to true>>
Your <<if C.npc.Bailey.pronoun is "f">>mum<<else>>dad<</if>> I think."
<br><br>
<<link [[Next|Pregnancy Birth Hospital 6]]>><<endevent>><</link>>
<</if>>
<<else>>
Your <<if C.npc.Bailey.pronoun is "f">>mum<<else>>dad<</if>> I think."
<br><br>
<<link [[Next|Pregnancy Birth Hospital 6]]>><<endevent>><</link>>
<</if>><<set $location to "town">><<effects>>
<<npc "Bailey">><<person1>>
<<getChildrenIds>><<childSelect _childrenIds.last()>>
Bailey waits for you in the hospital foyer. <<He>> smiles when <<he>> sees you. It almost looks real. "We've a place prepared," <<he>> says.
<<if $litter_size is 1>>
<<elseif $litter_size is 2>>
"For both of them."
<<else>>
"For all three of them."
<</if>>
<<He>> leads you outside, where <<his>> car waits. <<He>> holds open the passenger door for you, before climbing in the other side.
<br><br>
The engine comes to life.
<!-- Bailey may not know about all your pregnancies -->
<<set _knownPregnancyCount to knowsAboutPregnancyTotal("pc","Bailey","home")>>
<<if _knownPregnancyCount is 1>>
"You're responsible for your offspring's care," <<he>> says. "If I have to intervene, it'll cost you an extra <span class="red">£100</span> a week.<<if $litter_size gte 2>> Each.<</if>>"
<br><br>
"They don't leave the nursery," <<he>> adds as <<he>> drives from the hospital car park. "Ever."
<<elseif _knownPregnancyCount lte 4>>
"Remember that you're responsible for your offspring's care," <<he>> says. "If I have to intervene, it'll cost you an extra <span class="red">£100</span> a week.<<if $litter_size gte 2>> Each.<</if>>"
<<else>>
"You're an irresponsible slut," <<he>> says. "Remember that if I have to intervene in the care of your offspring, it'll cost you an extra <span class="red">£100</span> a week.<<if $litter_size gte 2>> Each.<</if>>"
<</if>>
<<if $baileydefeatedchain gte 3>>
You see <<him>> sneer, but only for a brief instant. "I'd rather not make someone else take care of your twerps, but if you keep being a difficult little shit, don't think you'll be allowed to see them again."
<</if>>
<br><br>
<<if $litter_size is 1>>
<<link [[Tell Bailey your baby's name|Pregnancy Birth Hospital 7]]>><<set $phase to 1>><</link>>
<br>
<<link [[Just hold the baby tight|Pregnancy Birth Hospital 7]]>><</link>>
<br>
<<else>>
<<link [[Tell Bailey your babies' names|Pregnancy Birth Hospital 7]]>><<set $phase to 1>><</link>>
<br>
<<link [[Just hold your babies tight|Pregnancy Birth Hospital 7]]>><</link>>
<br>
<</if>><<set $location to "town">><<effects>>
Bailey drives past the temple, onto Danube Street.
<<if $phase is 1>>
<<if $litter_size is 1>>
"This is <<childname>>," you begin, holding <<childhim>> closer to Bailey's arm.
<<else>>
"These are <<childrenNames $bornChildrenIds>>," you begin, holding them closer to Bailey's arms one by one.
<</if>>
You tell Bailey everything that happened from when you arrived at the hospital. <<He>> doesn't interrupt, but doesn't respond either.
<<else>>
<<if $litter_size gte 2>>
You hold your babies to your chest. <<childname>> yawns.
<<else>>
You hold your baby to your chest. <<childHe>> yawns.
<</if>>
<</if>>
<br><br>
<<pass 5>>
You arrive at Domus Street. Bailey holds open the car door for you.
<<if $first_birth>>
"I'll escort you inside," <<he>> says. <<His>> eyes dart to <<if $litter_size gte 2>>the babies in your arms<<else>><<childname>><</if>>. "For safety."
<br><br>
You walk through the orphanage, towards the youth ward.
<br><br>
<<else>>
"I'll escort you to the youth ward," <<he>> says. <<His>> eyes dart to <<if $litter_size gte 2>>the babies in your arms<<else>><<childname>><</if>>. "For safety."
<br><br>
<<He>> leads you through the orphanage, towards the youth ward.
<br><br>
<</if>>
<<link [[Next|Pregnancy Birth Hospital 8]]>><</link>>
<br><<set $location to "home">><<effects>>
<<generate2>><<person2>>
<<if $litter_size is 1>>
One of Bailey's goons, a <<person>> exits the youth ward, pushing a cradle. You place <<childname>> within. "My staff keep an eye on things here," Bailey says. "They'll make sure your brat doesn't starve or anything, <span class="gold">but make sure you spend some time with them every day.</span> Or I'll charge."
<br><br>
<<person1>>
"Later though," <<he>> adds. "You need to freshen up, and your brat is asleep anyway." The <<person2>><<person>> pushes <<childname>> through the ward doors. <<person1>>Bailey keeps <<his>> gaze fixed on <<childname>> until <<childhe>>'s safely within.
<br><br>
<<elseif $litter_size is 2>>
One of Bailey's goons, a <<person>> exits the youth ward, pushing a pair of cradles. You place the twins within. "My staff keep an eye on things here," Bailey says. "They'll make sure your brats don't starve or anything, <span class="gold">but make sure you spend some time with them every day.</span> Or I'll charge."
<br><br>
<<person1>>
"Later though," <<he>> adds. "You need to freshen up, and your brats are asleep anyway." The <<person2>><<person>> pushes the twins through the ward doors. <<person1>>Bailey keeps <<his>> gaze fixed on <<childrenNames $bornChildrenIds>> until they're safely within.
<br><br>
<<else>>
One of Bailey's goons, a <<person>> exits the youth ward, pushing a trio of cradles. You place the triplets within. "My staff keep an eye on things here," Bailey says. "They'll make sure your brats don't starve or anything, <span class="gold">but make sure you spend some time with them every day.</span> Or I'll charge."
<br><br>
<<person1>>
"Later though," <<he>> adds. "You need to freshen up, and your brats are asleep anyway." The <<person2>><<person>> pushes the triplets through the ward doors. <<person1>>Bailey keeps <<his>> gaze fixed on <<childrenNames $bornChildrenIds>> until they're safely within.
<br><br>
<</if>>
<<if $first_birth>>
<span class="gold">You can now access the youth ward, and the nursery.</span>
<br><br>
<</if>>
<<link [[Next|Orphanage]]>><<unset $litter_size>><<unset $first_birth>><<endevent>><<set $ward_unlocked to true>><<unset $bornChildrenIds>><</link>><<set $outside to 0>><<set $location to "hospital">><<effects>>
You feel a rumbling all around you. Then a pain in your abdomen. You're tied down, lying in the back of what looks like an ambulance.
<<if playerChastity("hidden")>>
There's a figure beside you, holding a blurry tool to your <<print $worn.genitals.name>>. You feel the metal snap as you lose consciousness once more.
<<set $worn.genitals.type.push("broken")>>
<<genitalsruined>>
<br><br>
<<else>>
A figure beside you presses a mask to your face, and you lose consciousness once more.
<br><br>
<</if>>
<<link [[Next (0:15)|Pregnancy Birth Hospital Wolf 2]]>><<pass 15>><<endevent>><</link>><<location "forest">><<effects>>
You awaken again. You hang limp between two figures. The branches of the forest hang overhead. You're being carried, but you're too weak to move. Your consciousness slips once more.
<br><br>
<<link [[Next (0:15)|Pregnancy Birth Hospital Wolf 3]]>><<pass 15>><<endevent>><</link>>
/* From the hospital or dropped by non-wolf rescuers */<<location "forest">><<effects>>
You hit the ground. A pair of footsteps rush away from you.
<br><br>
<<if $syndromewolves is 1>>
You remember this smell. You're outside the wolf cave.
<<else>>
You're outside a cave. It's shelter, at least. You stumble inside.
<</if>>
<br><br>
<<link [[Next (0:15)|Pregnancy Birth Wolf Cave 1]]>><<pass 15>><<endevent>><<set $phase to 3>><</link>>
/* Rescued by wolves */<<location "forest">><<effects>>
The movement stops. You feel yourself being lowered onto something soft.
<br><br>
<<if $syndromewolves is 1>>
You remember this smell. You're in the wolf cave.
<<else>>
You're in a cave. It's shelter, at least.
<</if>>
<br><br>
<<link [[Next (0:15)|Pregnancy Birth Wolf Cave 1]]>><<pass 15>><<endevent>><<set $phase to 3>><</link>>
/* Note: Pregnancy - Unused passages */<<set $outside to 0>><<set $location to "wolf_cave">><<effects>>
Player reaches the wolf cave, is guided to the inside of the cave to give birth.
<br><br>
<<strip>>
<<if playerChastity("vagina")>>
Chastity Belt is broken if equipped.
"The pack feels your distress" later "Most of the pack has injured mouths after chewing the belt so fiercely to free you"?
<<set $worn.genitals.type.push("broken")>>
<<genitalsruined>>
<br><br>
<</if>>
<<link [[Next (0:15)|Pregnancy Birth Wolf Cave 1]]>><<pass 15>><<endevent>><<set $phase to 3>><</link>><<set $outside to 0>><<set $location to "wolf_cave">><<effects>>
The others wolves leave the player alone for them to give birth, sequence should follow similar to the normal birth, though alone this time.
<br><br>
<<link [[Next (0:15)|Pregnancy Birth Hospital Wolf 6]]>><<pass 15>><<endevent>><</link>><<set $outside to 0>><<set $location to "wolf_cave">><<effects>>
Player is finished with giving birth and spends some time to recover and start to have special time with their newborns. Option to name occurs here.
<br><br>
<<birthUi "pc" "wolf_cave" "wolf_cave" "Pregnancy Birth Hospital Wolf 7" 60>><<set $outside to 0>><<set $location to "wolf_cave">><<effects>>
Player spends time looking after and feeding their children.
<br><br>
Player re-equips clothes.
<<clotheson>>
<br><br>
<<if $syndromewolves isnot 1>>
<<if $bestialitydisable is "f">>
<span class="red"><i>After giving birth to pups of your own, you see they're just cute animals.</i> You've gained the "Stockholm Syndrome: Wolves" trait.</span>
<br><br>
<<else>>
<span class="red"><i>After giving birth to pups of your own, you see they're just cute monsters.</i> You've gained the "Stockholm Syndrome: Wolf People" trait.</span>
<br><br>
<</if>>
<<set $syndromewolves to 1>>
<<set $wolfevent to 0>>
<<set $wolfstate to "cave">>
<<set $wolfpackferocity to 10>>
<<set $wolfpackharmony to 10>>
<</if>>
<<link [[Next (24:00)|Wolf Cave]]>><<pass 15>><<endevent>><<set $wolfevent to 0>><</link>>
/*Player giving birth ends here*/
/*ToDo: Pregnancy Story Content: add in additional location*/<<effects>><<wearProp "pregnancy test">>
<<set $pregnancyTest-->>
<<switch $lastPassage>>
<<case "Bedroom">>
You take the pregnancy test, before returning to the bedroom. The test sits on your bed, as you pace back and forth waiting for it to finish.
<<case "Eden Cabin">>
You take the pregnancy test in Eden's bathroom, before returning to the main room. You stare at the test in your hand, not daring to look away, waiting for it to finish.
<<case "Wolf Cave Clearing">>
You take the pregnancy test out of view from the wolves. You stare at the test in your hand, not daring to look away, waiting for it to finish.
<<case "Farm Shed">>
You take the pregnancy test. You stare at the test in your hand, not daring to look away, waiting for it to finish.
<<default>>
You take the pregnancy test. You stare at the test in your hand, not daring to look away, waiting for it to finish.
<</switch>>
The packaging said to wait 3 minutes, but it feels like an eternity passes. <<gstress>><<stress 3>>
<br><br>
<<set $pregnancyStats.pregnancyTestsTaken++>>
<<if !$player.vaginaExist>>
<<set _pregnancyTest to $sexStats.anus.pregnancy>>
<<if _pregnancyTest.type is null or _pregnancyTest.type is "parasite" or _pregnancyTest.timer is 0 or (between(_pregnancyTest.timer, 0, 3) and random(0,100) gte 10) or (between(_pregnancyTest.timer, 3, 6) and random(0,100) gte 15)>>
<span class="green">It's negative.</span> You wonder how it could ever be positive.
<<elseif _pregnancyTest.givenBirth >= 1>>
<span class="lewd">It's positive.</span> Many thoughts rush through your head, and you sit to collect yourself. <<gstress>><<stress 3>><<garousal>><<arousal 100>>
<br><br>
<<if _pregnancyTest.potentialFathers.length is 1>>
<<set _fatherName to pregnancyNameCorrection(_pregnancyTest.potentialFathers[0].source)>>
<span class="lewd">It's clear that <<print _fatherName === "yourself" ? "you are" : _fatherName + " is">> the father.</span>
<<else>>
<span class="red">You wonder who the father is.</span>
<</if>>
<<set _pregnancyTest.awareOf to "pregnancyTest">>
<<else>>
<span class="lewd">It's positive.</span> You briefly wonder if you're seeing things or have gone crazy. Many thoughts rush through your head, and you sit to collect yourself. <<ggstress>><<stress 10>><<ggarousal>><<arousal 200>>
<br><br>
<<if _pregnancyTest.potentialFathers.length is 1>>
<<set _fatherName to pregnancyNameCorrection(_pregnancyTest.potentialFathers[0].source)>>
<span class="lewd">It's clear that <<print _fatherName === "yourself" ? "you are" : _fatherName + " is">> the father.</span>
<<else>>
<span class="red">You wonder who the father is.</span>
<</if>>
<<set _pregnancyTest.awareOf to "pregnancyTest">>
<</if>>
<<else>>
<<set _pregnancyTest to $sexStats.vagina.pregnancy>>
<<if _pregnancyTest.type is null or _pregnancyTest.type is "parasite" or _pregnancyTest.timer is 0 or (between(_pregnancyTest.timer, 0, 3) and random(0,100) gte 10) or (between(_pregnancyTest.timer, 3, 6) and random(0,100) gte 15)>>
<span class="green">It's negative.</span>
<<else>>
<span class="lewd">It's positive.</span> Many thoughts rush through your head, and you sit to collect yourself. <<gstress>><<stress 3>><<garousal>><<arousal 100>>
<br><br>
<<if _pregnancyTest.potentialFathers.length is 1>>
<<set _fatherName to pregnancyNameCorrection(_pregnancyTest.potentialFathers[0].source)>>
<span class="lewd">It's clear that <<print _fatherName === "yourself" ? "you are" : _fatherName + " is">> the father.</span>
<<else>>
<span class="red">You wonder who the father is.</span>
<</if>>
<<set _pregnancyTest.awareOf to "pregnancyTest">>
<</if>>
<</if>>
<br><br>
<<link [[Next|$lastPassage]]>><<handheldon>><<unset $lastPassage>><<set $eventskip to 1>><</link>><<widget "pregnancyTest">>
<<if _args[0]>>
<<if $pregnancyTest gt 0>>
<<if !getPregnancyObject().awareOf>>
<<pregnancytesticon>><<link [[Take a pregnancy test (0:05)|pregnancyTest]]>><<pass 5>><<set $lastPassage to _args[0]>><</link>>
<br>
<<elseif getPregnancyObject().awareOf>>
<<pregnancytesticon>><span class="lewd"> You have a pregnancy test, but you already know you're pregnant.</span>
<br>
<</if>>
<</if>>
<</if>>
<</widget>>
/*Note: Pregnancy *//* Ultrasounds not performed before 12 weeks in normal circumstances, or before 8 in high-risk. Prior to 12 weeks, ultrasounds are usually performed transvaginally. Future commit will address this.*/
<<set $outside to 0>><<set $location to "hospital">><<effects>>
<<harper_intro>>
<<setKnowsAboutPregnancy "pc" "Harper">>
<<if $ultrasoundIntro isnot 1>>
<<set $ultrasoundIntro to 1>>
/* player is introduced to what ultrasounds are, how it occurs and the reasons why they are done. */
"First of all," the doctor says. "Congratulations. An ultrasound is a wise request. Please follow me to radiology." <<He>> continues talking as you walk.
<br><br>
"If you're far enough along, we start by applying a gel to prevent air pockets, which could disrupt the sound waves we'll be pushing through your body. There's no risk. The gel is water-based and easy to remove, and the sound is harmless."
<<else>>
"An ultrasound is a wise request. Please follow me to radiology."
<</if>>
<br><br>
<<He>> leads you to a room in the hospital basement. Several machines blink, and make a soft pinging sound. There's a bed in one corner of the room, with a monitor next to it. A technician waits to assist.
<br><br>
"Please undress down to your underwear," the doctor says.
<br><br>
<<link [[Next|Pregnancy ultrasound 2]]>><<overupperstrip>><<upperstrip>><<underupperstrip>><</link>><<set $outside to 0>><<set $location to "hospital">><<effects>>
/*Alex variables*/
<<if getPregnancyObject().fetus[0].father is "Alex">>
<<set C.npc.Alex.pregnancy.ultraSoundPics to true>>
<</if>>
You strip and lie down.
<<set [_pregnancy, _pregnancyGenital] to getPregnancyObject("pc", true)>>
<<if _pregnancy.timer lte _pregnancy.timerEnd * 0.3>>
<<set _pregnancy.awareOfMultiple to true>>
"I'm afraid you're not far enough along for an abdominal ultrasound," Doctor Harper remarks. "But we can use the doppler to listen for cardiac activity."
<br><br>
<<He>> picks up a small handheld instrument, twists a dial, and presses a small circular wand against your lower abdomen. <<He>> moves it across your body. The instrument makes static-sounding hisses, punctuated by occasional thrums. <<He>> slows, and the thrums become a rhythmic staccato dance.
<br><br>
"There! Listen. A healthy child." A little more than two beats a second. The thrumming soothes you.<<lstress>>
<br><br>
<<stress -10>>
<<if _pregnancy.fetus.length gt 1>>
<<He>> moves the wand a little more, and fails to conceal surprise. "There's another one." You hear a second pulsing, slightly different in tempo.<<gstress>><<stress 6>>
<br><br>
<</if>>
<<if C.npc.Alex.pregnancy.ultraSound is "requested">>
<<set C.npc.Alex.pregnancy.ultraSound to "collected2">>
You ask <<him>> for a doctor's note affirming that you're pregnant. <<He>> taps away at <<his>> computer for a moment before printing out an official-looking letter. <<He>> signs it with a flourish and hands it to you.
<br><br>
<</if>>
<<else>>
<<if C.npc.Alex.pregnancy.ultraSound is "requested">><<set C.npc.Alex.pregnancy.ultraSound to "collected">><</if>>
/* Player has pictures of the babies */
<<set _pregnancy.ultrasoundDone to true>>
<<bodyliquid "vaginaoutside" "goo" 2>>
Doctor Harper prepares the gel and wand for the procedure. You find the gel to be comfortably warm as <<he>> slathers it on your abdomen.
<br><br>
<<if $cowbuild gte 20>>
You suppress the urge to moo. Your teats tingle with anticipation.<<garousal>> <<arousal 3>> <br><br>
<<elseif $wolfbuild gte 20>>
/* Your wolf fur gets slightly matted by the gel.<br><br> */
<<elseif $catbuild gte 20>>
/* Your cat fur gets slightly matted by the gel. <br><br> */
<</if>>
<<He>> runs the wand left and right over your lower abdomen as the screen changes and flashes different shades of grey over <<his>> face.
<br>
<<if _pregnancy.type isnot "human">>
Harper is quiet for a while as <<he>> pores over the equipment, and the technician gives a look of concern. It's making you nervous. There's a lot of clicking and typing on the computer as the technician measures different parts. Femur, head, humerus, and amniotic fluid levels.
<<else>>
There's a lot of clicking and typing on the computer as the technician measures different parts.
<</if>>
<br><br>
<<if _pregnancy.fetus.length gt 1>>
<<set _multiple to true>>
<<else>>
<<set _multiple to false>>
<<switch _pregnancy.fetus[0].gender>>
<<case "m">>
<<set _he to "he">>
<<set _He to "He">>
<<set _his to "his">>
<<set _His to "His">>
<<set _him to "him">>
<<set _gender to "male">>
<<case "f">>
<<set _he to "she">>
<<set _He to "She">>
<<set _his to "her">>
<<set _His to "Her">>
<<set _him to "her">>
<<set _gender to "female">>
<<case "h">>
<<set _he to "she">>
<<set _He to "She">>
<<set _his to "her">>
<<set _His to "Her">>
<<set _him to "her">>
<<set _gender to "hermaphrodite">>
<</switch>>
<</if>>
<<if _pregnancy.type isnot "human" and _pregnancy.fetus[0].features.monster>>
<<if _pregnancy.type is "hawk">>
<<set _type to "harpy">>
<<else>>
<<set _type to _pregnancy.fetus[0].type + "person">>
<</if>>
<<else>>
<<set _type to _pregnancy.fetus[0].type>>
<</if>>
<<switch _pregnancy.type>>
<<case "human">>
<<He>> at last turns to you. "Would you like to see?"
<<He>> swings the monitor to face you.
<<if !_pregnancy.awareOfMultiple and _pregnancy.fetus.length gt 1>>
You're surprised by what you see.
<</if>>
<br><br>
You see <<if _multiple>><<if _pregnancy.fetus.length is 3>>three<<else>>two<</if>> sets<<else>>a pair<</if>> of eyes, arms, hands, legs, and feet as the doctor moves the wand across your belly. <<stress -5>><<lstress>>
<br><br>
"Perfect," the doctor says. "I'll print them out for you to take home."
<br><br>
<<if !_pregnancy.genderKnown>>
<<set _pregnancy.genderKnown to true>>
"It's time," the doctor announces.
<<if _multiple>>
"I hope you're excited to know your childrens' sex."
<br><br>
<<He>> glides the wand over your gently bulging belly. The pressure is uncomfortable.
<<pregnancyGendersText>>
<br><br>
<<else>>
"Are you excited for the gender reveal?" <<he>> asks.
<br><br>
<<He>> glides the wand over your rounded abdomen. The pressure is uncomfortable.
<<if _pregnancy.fetus[0].gender is "m">>
"It's a boy," <<he>> says. "Congratulations." You can't make out anything on the screen that would indicate this, but Harper seems confident.
<br><br>
<<elseif _pregnancy.fetus[0].gender is "f">>
"It's a girl," <<he>> says. "Congratulations." You can't make out anything on the screen that would indicate this, but Harper seems confident.
<br><br>
<<else>>
"I'm afraid I can't tell if it's a boy or a girl," <<he>> says. "<span class="blue">It almost looks like both.</span> Regardless, they're healthy. Congratulations."
<br><br>
<</if>>
<</if>>
<</if>>
<<if _pregnancy.timer gte _pregnancy.timerEnd * 0.9>>
/* 36-40 weeks, full term */
<<if ! _multiple>>
"Good news," <<he>> continues. "Your baby has dropped and is head-down. This should ease some of the pressure you feel."
<</if>>
It'll be time to deliver soon. The doctor hands you some literature about labour, and what to do when it begins. "Please come see us when your waters break. We will take good care of you."
<br><br>
<<elseif _pregnancy.timer gte _pregnancy.timerEnd * 0.8>>
/*32-36 weeks, preterm */
You feel several fluttery kicks as the doctor continues to probe. "Based on these measurements," the technician says, "You'll be full term in a few weeks. Have you made birth plans yet? Make sure you're getting rest and nutrition."
<br><br>
You know you'll need rest, and money.<<gstress>><<stress 6>>
<br><br>
<<elseif _pregnancy.timer gte _pregnancy.timerEnd * 0.7>>
/*28-32 weeks */
<<if !_multiple>>
"Look, <<print _he>> is moving around," the doctor says. "Can you see the fingers?" It almost appears <<print _his>> hand is waving at the screen. You feel movements inside at the same time.<<llstress>><<stress -7>>
<br><br>
"Your child looks healthy," Harper continues. "<<print _He>> just needs to keep growing, putting on weight and maturing <<print _his>> lungs.
It's very important that you make healthy choices right now, as your children depend on your body for everything."
<<else>>
"Look, they're moving around," the doctor says. "Can you see the fingers?" It almost appears one of their hands is waving at the screen. You feel movements inside at the same time.<<llstress>><<stress -7>>
<br><br>
Harper continues. "Your children look healthy. They just need to keep growing, putting on weight and maturing their lungs.
It's very important that you make healthy choices right now, as your children depend on your body for everything."
<</if>>
<br><br>
<<elseif _pregnancy.timer gte _pregnancy.timerEnd * 0.6>>
/* 24-28 weeks */
<<if _multiple>>
The doctor continues to probe your belly. As <<he>> does, you feel like there's a swarm of butterflies inside as your children turn back and forth in response to the prodding.
<br><br>
"Everything seems in order," Harper says. "Your babies are measuring <<print _pregnancy.fetus[0].features.size>>, and are perfectly healthy. Please come see us in a few months, when you're almost ready to give birth."
<br><br>
<<else>>
The doctor continues to probe your belly. As <<he>> does, you feel like there's a swarm of butterflies inside as your child turns back and forth in response to the prodding.
<br><br>
"Everything seems in order," Harper says. "Your baby is measuring <<print _pregnancy.fetus[0].features.size>>, and is perfectly healthy. Please come see us in a few months, when you're almost ready to give birth."
<br><br>
<</if>>
<<elseif _pregnancy.timer gte _pregnancy.timerEnd * 0.4>>
/* 16-24 weeks */
<<if _multiple>>
"Your babies are doing fine," the doctor says. "They're a little smaller than if you just had the one, but they are responsive and moving well. There's ample fluid as well, so it should be a normal pregnancy."
<<llstress>> <<stress -8>>
<br><br>
On the screen you can see them moving around, legs and arms switching places. One jerks. "Hiccups," Harper assures you.
<br><br>
<<else>>
"Your baby is doing great. <<print _He>> is responsive and moving well," the doctor says. "There's ample fluid as well, so it should be a normal pregnancy."
<<llstress>> <<stress -8>>
<br><br>
On the screen you can see <<print _him>> moving around, legs and arms switching places. <<print _He>> jerks. "Hiccups," Harper assures you.
<br><br>
<</if>>
<<elseif _pregnancy.timer gte _pregnancy.timerEnd * 0.3>>
/* 12-16 weeks */
<<if _multiple>>
"Your babies are healthy," the doctor says. "They are responsive, and moving well. There's ample fluid, so it should be a normal pregnancy."<<llstress>><<stress -8>>
<br><br>
You can see them moving around on the screen, legs and arms switching places. One jerks. "Hiccups," Harper assures you.
<<else>>
"Your baby is healthy," the doctor says. "<<print _He>> is responsive, and moving well. There's ample fluid, so it should be a normal pregnancy."<<llstress>><<stress -8>>
<br><br>
You can see <<print _him>> moving around on the screen, legs and arms switching places. <<print _He>> jerks. "Hiccups," Harper assures you.
<</if>>
<br><br>
<<else>>
/* Shouldn't get here. */
<</if>>
<<case "wolf">>
<<if !_pregnancy.awareOfDetails>>
"I'd like to congratulate you," <<he>> starts as <<he>> turns to you. "You're lucky to carry a very unusual pregnancy. Instead of a human child, <span class="lewd">you're pregnant with
<<if _multiple>>
a litter of _type pups.
<<else>>
a _type pup.
<</if>>
</span>Remarkable."
<br><br>
Harper smiles at you. "There's nothing to worry about, your <<if _multiple>>children are<<else>>child is<</if>> in perfectly good health. Would you like to see?"
<<else>>
<<He>> at last turns to you. "Would you like to see?"
<</if>>
<<He>> swings the monitor to face you.
<br><br>
You see <<if _multiple>><<number _pregnancy.fetus.length>> sets<<else>>a pair<</if>> of eyes, legs, and paws as the doctor moves the wand across your full belly. <<stress -5>><<lstress>>
<br><br>
"Perfect," the doctor says. "I'll print them out for you to take home."
<br><br>
<<if !_pregnancy.genderKnown>>
<<set _pregnancy.genderKnown to true>>
"It's time," the doctor announces.
<<if _multiple>>
"I hope you're excited to know your childrens' sex."
<br><br>
<<He>> glides the wand over your gently bulging belly. The pressure is uncomfortable.
<<pregnancyGendersText>>
<br><br>
<<else>>
"Are you excited for the gender reveal?" <<he>> asks.
<br><br>
<<He>> glides the wand over your rounded abdomen. The pressure is uncomfortable.
<<if _pregnancy.fetus[0].gender is "m">>
"It's a boy," <<he>> says. "Congratulations." You can't make out anything on the screen that would indicate this, but Harper seems confident.
<br><br>
<<elseif _pregnancy.fetus[0].gender is "f">>
"It's a girl," <<he>> says. "Congratulations." You can't make out anything on the screen that would indicate this, but Harper seems confident.
<br><br>
<<else>>
"I'm afraid I can't tell if it's a boy or a girl," <<he>> says. "<span class="blue">It almost looks like both.</span> Regardless, they're healthy. Congratulations."
<br><br>
<</if>>
<</if>>
<</if>>
<<if _pregnancy.timer gte _pregnancy.timerEnd * 0.9>>
/* 36-40 weeks, full term */
<<if ! _multiple>>
"Good news," <<he>> continues. "Your pup has dropped and is head-down. This should ease some of the pressure you feel."
<</if>>
It'll be time to deliver soon. The doctor hands you some literature about labour, and what to do when it begins. There's nothing in it about wolves, though. "Please come see us when your waters break. We will take good care of you."
<br><br>
<<elseif _pregnancy.timer gte _pregnancy.timerEnd * 0.8>>
/*32-36 weeks, preterm */
You feel several fluttery kicks as the doctor continues to probe. "Based on these measurements," the technician says, "You'll be full term very soon. We think. It's very hard to tell with a... non-human pregnancy. Have you made birth plans yet? Make sure you're getting rest and nutrition."
<br><br>
You know you'll need rest, and money. You wonder where you'll keep them.<<gstress>><<stress 6>>
<br><br>
<<elseif _pregnancy.timer gte _pregnancy.timerEnd * 0.7>>
/*28-32 weeks */
<<if !_multiple>>
"Look, <<print _he>> is moving around," the doctor says. "Can you see the toes?" It almost appears <<print _his>> paw is waving at the screen. You feel movements inside at the same time.<<llstress>><<stress -7>>
<br><br>
"Your pup looks healthy," Harper continues. "<<print _He>> just need to keep growing, putting on weight and maturing <<print _his>> lungs.
It's very important that you make healthy choices right now, as your children depend on your body for everything."
<<else>>
"Look, they're moving around," the doctor says. "Can you see the toes?" It almost appears one of their paws is waving at the screen. You feel movements inside at the same time.<<llstress>><<stress -7>>
<br><br>
Harper continues. "Your children look healthy. They just need to keep growing, putting on weight and maturing their lungs.
It's very important that you make healthy choices right now, as your children depend on your body for everything. It's especially important that you take care with such an unusual pregnancy."
<</if>>
<br><br>
<<elseif _pregnancy.timer gte _pregnancy.timerEnd * 0.6>>
/* 24-28 weeks */
<<if _multiple>>
The doctor continues to probe your belly. As <<he>> does, you feel like there's a swarm of butterflies inside as your litter turns back and forth in response to the prodding.
<br><br>
"Everything seems in order," Harper says. "Your pups are measuring <<print _pregnancy.fetus[0].features.size>>, and are perfectly healthy. Please come see us in a few weeks, when you're almost ready to give birth."
<br><br>
<<else>>
The doctor continues to probe your belly. As <<he>> does, you feel like there's a swarm of butterflies inside as your pup turns back and forth in response to the prodding.
<br><br>
"Everything seems in order," Harper says. "Your pup is measuring <<print _pregnancy.fetus[0].features.size>>, and is perfectly healthy. Please come see us in a few weeks, when you're almost ready to give birth."
<br><br>
<</if>>
<<elseif _pregnancy.timer gte _pregnancy.timerEnd * 0.4>>
/* 16-24 weeks */
<<if _multiple>>
"Your ba... litter, is doing fine," the doctor says. "They're a little smaller than if you just had the one, but they are responsive and moving well. There's ample fluid as well, so it should be a normal pregnancy. As normal as a pregnancy like this can be."
<<llstress>> <<stress -8>>
<br><br>
On the screen you can see them moving around, legs switching places. One jerks. "Hiccups," Harper assures you.
<br><br>
<<else>>
"Your pup is doing great. <<print _He>> is responsive and moving well," the doctor says. "There's ample fluid as well, so it should be a normal pregnancy. As normal as a pregnancy like this can be."
<<llstress>> <<stress -8>>
<br><br>
On the screen you can see <<print _him>> moving around, legs switching places. <<print _He>> jerks. "Hiccups," Harper assures you.
<br><br>
<</if>>
<<elseif _pregnancy.timer gte _pregnancy.timerEnd * 0.3>>
/* 12-16 weeks */
<<if _multiple>>
"Your pups are healthy," the doctor says. "They are responsive, and moving well. There's ample fluid, so it should be a normal pregnancy. As normal as a pregnancy like this can be."<<llstress>><<stress -8>>
<br><br>
You can see them moving around on the screen, legs switching places. One jerks. "Hiccups," Harper assures you.
<<else>>
"Your pup is healthy," the doctor says. "<<print _He>> is responsive, and moving well. There's ample fluid, so it should be a normal pregnancy. As normal as a pregnancy like this can be."<<llstress>><<stress -8>>
<br><br>
You can see <<print _him>> moving around on the screen, legs switching places. <<print _He>> jerks. "Hiccups," Harper assures you.
<</if>>
<br><br>
<<else>>
/* Shouldn't get here. */
<</if>>
<<case "hawk">>
<<if !_pregnancy.awareOfDetails>>
"I'd like to congratulate you," <<he>> starts as <<he>> turns to you. "You're lucky to carry a very unusual pregnancy. Instead of a human child, <span class="lewd">you're pregnant with
<<if _multiple>>
a... clutch of bird eggs.
<<else>>
a... bird egg.
<</if>>
</span>Remarkable."
<br><br>
<<if _pregnancyGenital is "vagina">>
<<He>> clears <<his>> throat. "It appears that, rather than releasing an egg cell, a runaway reaction within your ovaries has caused a cluster of cells to gel into a sort of membrane, becoming larger eggs. They've already passed through your oviduct, and sit within your uterus."
<br><br>
<</if>>
Harper smiles at you. "There's nothing to worry about, your <<if _multiple>>children are<<else>>child is<</if>> in perfectly good health. Would you like to see?"
<<else>>
<<He>> at last turns to you. "Would you like to see?"
<</if>>
<<He>> swings the monitor to face you.
<br><br>
You see <<if _multiple>><<number _pregnancy.fetus.length>> hard outlines, each containing a pair of eyes, legs,<<if _type is "harpy">> arms,<</if>> and tiny wings.<<else>>a hard outline, containing a pair of eyes, legs,<<if _type is "harpy">> arms,<</if>> and tiny wings.<</if>> It's a little hard to make out because of the egg shell, but you manage to see more as the doctor moves the wand across your full belly. <<stress -5>><<lstress>>
<br><br>
<<if !_pregnancy.genderKnown>>
"Unfortunately, the hardening shell is making it nearly impossible to tell the gender. I suspect you won't have to wait too long to find out for yourself, though." <<He>> continues moving the wand, trying to get a better angle, but the picture is too small and distorted.
<br><br>
<</if>>
<<if _pregnancy.timer gte _pregnancy.timerEnd * 0.8>>
<<if ! _multiple>>
"Good news," <<he>> continues. "Your <<if _pregnancyGenital is "vagina">>oviduct is expanding, in preparation for the egg<<if _multiple>>s<</if>> to pass through.<<else>>egg<<if _multiple>>s are<<else>> is<</if>> starting to move in preparation for laying.<</if>>"
<</if>>
It'll be time to deliver soon. The doctor hands you some literature about labour, and what to do when it begins. There's nothing in it about birds or eggs, though. "The laying process should be something you can do at home. However, don't hesitate to come see us if you have further questions."
<br><br>
<<elseif _pregnancy.timer gte _pregnancy.timerEnd * 0.6>>
You feel a low rumble from within yourself. "Based on these measurements," the technician says, "You'll be full term very soon. We think. It's very hard to tell with a... non-human pregnancy. Have you made birth plans yet? Make sure you're getting rest and nutrition."
<br><br>
You know you'll need rest. You think about where to keep them. A nest? <<if _pregnancy.fetus[0].father is "Great Hawk">>The castle's tower comes to mind.<</if>>
<br><br>
<<elseif _pregnancy.timer gte _pregnancy.timerEnd * 0.4>>
/* 16-24 weeks */
<<if _multiple>>
"Your ba... eggs, are doing fine," the doctor says. "They are responsive and moving well. There's ample fluid, so it should be a normal pregnancy. As normal as a pregnancy like this can be."
<<llstress>> <<stress -8>>
<br><br>
<<else>>
"Your egg is doing great. The baby inside is responsive and moving well," the doctor says. "There's ample fluid, so it should be a normal pregnancy. As normal as a pregnancy like this can be."
<<llstress>> <<stress -8>>
<br><br>
<</if>>
<<elseif _pregnancy.timer gte _pregnancy.timerEnd * 0.3>>
<<if _multiple>>
"Your eggs are healthy," the doctor says. "They are responsive, and moving well. There's ample fluid, so it should be a normal pregnancy. As normal as a pregnancy like this can be."<<llstress>><<stress -8>>
<br><br>
<<else>>
"Your egg is healthy," the doctor says. "It is responsive, and moving well. There's ample fluid, so it should be a normal pregnancy. As normal as a pregnancy like this can be."<<llstress>><<stress -8>>
<br><br>
<</if>>
<br><br>
<<else>>
/* Shouldn't get here. */
<</if>>
<<default>>
<</switch>>
<<makeAwareOfDetails>>
<<set _pregnancy.awareOfMultiple to true>>
<</if>>
<<link [[Next|Pregnancy ultrasound 3]]>><</link>><<set $outside to 0>><<set $location to "hospital">><<effects>><<wearProp "rag">>
You thank Doctor Harper for the scan as <<he>> hands you a warm towel. You wipe off the gel.
<br><br> <<bodyliquid "vaginaoutside" "goo" -1>>
<<clotheson>>
<<link [[Return to foyer|Hospital Foyer]]>><<endevent>><</link>><<effects>>
<<npc "Alex">>
<<getChildrenIds>><<childSelect _childrenIds.last()>>
<<if $alexRescued>>
Alex taps <<his>> foot as <<he>> waits for you in the hospital foyer. <<He>> runs over to you, very nearly knocking you over. "Partner! I'm so glad you're alright. You know how to scare a <<= C.npc.Alex.pronoun is "m" ? "farmboy" : "farmgirl">>."
<<unset $alexRescued>>
<<else>>
Alex waits for you in the hospital foyer. <<He>> smiles when <<he>> sees you. "Hey, I got a call from the hospital saying that you were in labour. I got here as fast as I could."
<</if>>
<br><br>
<<He>> looks at <<if $litter_size is 1>><<childname>><<else>><<childrenNames $bornChildrenIds>><</if>> and smiles. "So <<print $litter_size > 1 ? "these are our little fellas" : "this is our little fella">>."
<br><br>
<<if $litter_size is 1>>
<<link [[Let Alex hold <<childhim>>|Pregnancy Birth Hospital Alex 2]]>><<set $phase to 1>><</link>>
<br>
<<link [[Keep holding your baby|Pregnancy Birth Hospital Alex 2]]>><<set $phase to 2>><</link>>
<<else>>
<<link [[Let Alex hold them|Pregnancy Birth Hospital Alex 2]]>><<set $phase to 1>><</link>>
<br>
<<link [[Keep holding your babies|Pregnancy Birth Hospital Alex 2]]>><<set $phase to 2>><</link>>
<</if>><<effects>>
<<if $phase is 1>>
"Here, you should hold <<if $litter_size is 1>><<childhim>><<else>>them<</if>> too," you say, passing <<if $litter_size is 1>><<childname>><<else>><<childrenNames $bornChildrenIds>><</if>> to Alex.
<br><br>
<<He>> doesn't have a problem holding <<if $litter_size is 1>><<childhim>><<else>>them<</if>>. Actually, it looks like <<hes>> used to it. "So cute," <<he>> says with a giggle as <<he>> hands <<if $litter_size is 1>><<childname>><<else>>them<</if>> back to you.
<br><br>
<<else>>
<<if $litter_size gte 2>>
You hold your babies to your chest. <<childname>> yawns.
<<else>>
You hold your baby to your chest. <<childHe>> yawns.
<</if>>
<br><br>
<</if>>
"Did you already give <<if $litter_size is 1>><<childhim>> a name<<else>>them names<</if>>?"
<br>
You nod and tell Alex <<if $litter_size is 1>><<childhis>> name<<else>>their names<</if>>.
<br>
"<<if $litter_size is 1>><<childname>><<else>><<childrenNames $bornChildrenIds>><</if>>, huh? Let's get you home, shall we?" <<he>> says.
<br><br>
A confused expression crosses your face. "You know that we can't take <<if $litter_size is 1>><<childhim>><<else>>them<</if>> to the farm by horse, right?"
<br><br>
Alex laughs. "I know, dummy. You didn't really think I would do that, do you?" <<he>> asks.
<br>
"Okay," <<he>> concedes, "maybe I thought about it, but hey, guess what? Someone agreed to give us a ride. Come on, I'll show you," <<he>> says, guiding you to where the vehicle is parked.
<br><br>
<<if pregnancyCountBetweenParents("pc","Alex") gte 2 or pregnancyCountBetweenParents("Alex","pc") gte 2>>
<<link [[Next|Pregnancy Birth Hospital Alex 5]]>><<endevent>><</link>>
<<else>>
<<link [[Next|Pregnancy Birth Hospital Alex 3]]>><</link>>
<</if>>/*This part may only happen if the player first birth was at the hospital*/
<<effects>>
<<set _alex to statusCheck("Alex")>>
"Hold on just a sec," a voice says from behind. <span class="red">It's Bailey.</span>
<br>
"Just where do you think you're going with my property?" <<nnpc_he "Bailey">> says.
<br><br>
Alex frowns. "Your 'property'? Just what are you trying to say, pal?"
<br><br>
Bailey ignores Alex's question and glares at you. "We've a place prepared at the orphanage. Now make my job easier and hand me the <<print $litter_size > 1 ? "brats" : "brat">>."
<br><br>
"What makes you think that we'll just give our <<print $litter_size > 1 ? "children" : "child">> to you?" Alex protests.
<br><br>
Bailey turns <<nnpc_his "Bailey">> gaze to Alex. "Look, 'cow<<if _alex.pronoun is "f">>girl<<else>>boy<</if>>', you could've fucked any whore and I wouldn't care, but you hitched yourself to MY ward."
<br>
Alex clenches <<his>> fists. "And who exactly said <<pshe>> is yours? <<pShes>> MY <<if $player.gender_appearance is "f">>woman<<else>>man<</if>>."
<br>
Bailey fixes Alex with a piercing gaze. "And how exactly do you plan on taking care of a kid on that shithole you call a farm?"
<br><br>
<<link [[Next|Pregnancy Birth Hospital Alex 4]]>><</link>><<effects>>
"We have our own nursery at the cottage; we don't need your help," Alex responds.
<br><br>
A long and deafening silence fills the environment. Bailey keeps staring at you and Alex.
<br><br>
"Tch." Bailey is the first to break the silence. "Do whatever you want; it's one less problem for me to deal with anyway." Shooting you one last glare, <<nnpc_he "Bailey">> turns and leaves the hospital.
<br><br>
"I'm glad that's over," Alex says. "Let's just get to where the vehicle is parked."
<br><br>
<<link [[Next|Pregnancy Birth Hospital Alex 5]]>><<endevent>><</link>><<effects>>
<<set _alex to statusCheck("Alex")>>
<<generate1>><<person1>>
<<npc "Alex" 2>><<person2>>
<<if $NPCList[0].gender is "f">>
<<set $alex_parent to "mother">>
<<else>>
<<set $alex_parent to "father">>
<</if>>
<<run Object.values(V.children).filter(child => {
if (child.location === "home" && (child.father === "Alex" || child.mother === "Alex")) child.location = "alex_cottage";
})>>
Alex's $alex_parent waves at you two.
<br><br>
Alex opens the door for you. <<person2>><<He>> helps you in before settling into the seat next to you.
<br><br>
<<if pregnancyCountBetweenParents("pc", "Alex") gte 2>>
"Again?" <<nnpc_His "Alex">> $alex_parent laughs. "My <<if _alex.pronoun is "f">>daughter<<else>>son<</if>> is sure keeping you busy, ain't <<nnpc_he "Alex">>?"
<br><br>
Alex blushes and looks away.
<br><br>
<<else>>
"My little <<nnpc_gendery "Alex">> is finally settling down," <<nnpc_his "Alex">> $alex_parent says with a laugh.
<br>
Alex blushes and looks away.
<br><br>
"And with such a <<if $player.gender_appearance is "f">>beautiful woman<<else>>handsome man<</if>>!" <<person1>><<he>> adds.
<br>
"<<if $alex_parent is "mother">>Mum<<else>>Pa<</if>>!" Alex protests.
<br>
"What? I'm telling the truth," <<he>> says. You don't think Alex's face can get any redder.
<br><br>
<</if>>
<<link [[Next|Pregnancy Birth Hospital Alex 6]]>><</link>><<effects>>
<<He>> drives to the farm, occasionally looking at <<his>> <<print $litter_size > 1 ? "grandchildren" : "grandchild">> and smiling.
<br><br>
It's not a long trip, and you soon arrive at the farm.
<br><br>
Alex helps you leave the vehicle and take your <<print $litter_size > 1 ? "children" : "child">> to the cottage's nursery.
<br><br>
<<if pregnancyCountBetweenParents("pc", "Alex") gte 2>>
Alex's $alex_parent turns to Alex. "Look, I'm happy you're settling down, but try using some protection, would you? Unless you want your kids to have more siblings than you do." <<He>> laughs before driving away.
<br><br>
<<else>>
Alex's $alex_parent turns to Alex. "I need to get back to work now, but listen, I'm proud of you. You're finally making this place look like a home," <<he>> says before driving away.
<br><br>
<</if>>
<<link [[Next|Farm Work]]>><<endevent>><<unset $litter_size>><<unset $alex_pregnancy>><<unset $alex_parent>><</link>><<widget "moveCreature">>
/*0 -> _pregnancy.fetus[_i] or location (any but portable)*/
/*1 -> Type*/
/*2 -> locationId*/
<<if _args[0] isnot null and _args[1]>>
<<set _portable to $container.portable>>
<<set _container to $container[$phase]>>
<<set $_pregnancy to $sexStats[_args[3] or "anus"].pregnancy>>
<<set _result to _args[1]>>
<<switch _args[0]>>
<<case 0 1 2 3>>
<!-- With a number as argument 0, it takes the parasite of that argument in your current pregnancy item -->
<<set _creature to clone($_pregnancy.fetus[_args[0]])>>
<<default>>
<!-- With a string as argument 0, it takes a parasite from the container matching the argument. Which parasite it takes corresponds to argument 2 -->
<!-- Currently only used when transferring parasites for selling in :: Containers, inside a for loop -->
<<if _args[2] isnot null>>
<<set _creature to clone($container[_args[0]].creatures[_args[2]])>>
<</if>>
<</switch>>
<<if _creature>>
<<if _result is "destroy">>
<!-- Simply gets rid of the parasite -->
<<set _creature to null>>
<<removeCreature _args[0] _args[2] _args[3]>>
<<elseif _result is "portable">>
<!-- Transfers the parasites for selling. The value of the parasite depends on its growth stat -->
<<set _portable.creatures.push(clone(_creature))>>
<<set _value to Math.floor(1000 / _creature.stats.growth)>>
<<set _portable.value += _value>>
<<removeCreature _args[0] _args[2] _args[3]>>
<<elseif _result is "replace" and _args[2] isnot null and _args[0] gte 0 and _args[0] lte 3>>
<!-- Replaces an existing parasite, for when you birth more than you can currently store -->
<!-- The replaced parasite gets transferred for selling -->
<<if _container.creatures[_i] isnot undefined>>
<<if _container.creatures[_i] isnot null>>
<<set _portable.creatures.push(clone(_container.creatures[_args[2]]))>>
<<set _value to Math.floor(1000 / _container.creatures[_args[2]].stats.growth)>>
<<set _portable.value += _value>>
<<set _container.creatures[_args[2]] to clone(_creature)>>
<<set _replaced to true>>
<</if>>
<</if>>
<<if _replaced isnot true>>
<<set _container.creatures[_args[2]] to clone(_creature)>>
<<set _container.count += 1>>
<</if>>
<<removeCreature _args[0] undefined _args[3]>>
<<elseif _result is "container">>
<!-- Keeps the parasite and moves it to the current container -->
<<set _moveTo to false>>
<<for _containerSlot to 0; _containerSlot lt _container.maxCount; _containerSlot++>>
<<if _container.creatures[_containerSlot] is undefined>>
<<set _moveTo to true>>
<<elseif _container.creatures[_containerSlot] is null>>
<<set _moveTo to true>>
<</if>>
<<if _moveTo is true>>
<<set $container[$phase].creatures[_containerSlot] to clone(_creature)>>
<<set $container[$phase].count += 1>>
<<removeCreature _args[0] _args[2] _args[3]>>
<<break>>
<</if>>
<</for>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "removeCreature">>
<<if _args[0] isnot null>>
<<set $_pregnancy to $sexStats[_args[2] or "anus"].pregnancy>>
<<switch _args[0]>>
<<case 0 1 2 3>>
<!-- With a number as argument 0, it removes the parasite of that argument in your current pregnancy item -->
<<set $_pregnancy.fetus[_args[0]].toDelete to true>>
<<set $_pregnancy.parasiteBirthEvents += 1>>
<<if $_pregnancy.motherStatus is 0 and $_pregnancy.parasiteBirthEvents gte 3>>
<<set $_pregnancy.motherStatus to 1>>
<</if>>
<<default>>
<!-- With a string as argument 0, it removes a parasite from the container matching the argument. Which parasite it takes corresponds to argument 1 -->
<<if _args[1] isnot null>>
<<set $container[_args[0]].creatures[_args[1]] to null>>
<<set $container[_args[0]].count -= 1>>
<</if>>
<</switch>>
<</if>>
<</widget>>
<<widget "clearToDeleteParasiteFetus">>
<<if $sexStats.anus.pregnancy.type is "parasite">>
<<run $sexStats.anus.pregnancy.fetus to $sexStats.anus.pregnancy.fetus.filter(child => child && !child.toDelete)>>
<<if $sexStats.anus.pregnancy.fetus.length is 0>>
<<set $sexStats.anus.pregnancy.type to null>>
<</if>>
<</if>>
<<if $sexStats.vagina.pregnancy.type is "parasite">>
<<run $sexStats.vagina.pregnancy.fetus to $sexStats.vagina.pregnancy.fetus.filter(child => child && !child.toDelete)>>
<<if $sexStats.vagina.pregnancy.fetus.length is 0>>
<<set $sexStats.vagina.pregnancy.type to null>>
<</if>>
<</if>>
<</widget>>
<<widget "menstruationCycleState">>
<<set $sexStats.vagina.menstruation.running to $player.vaginaExist or (!$player.vaginaExist and $skin and $skin.pubic.pen is "magic" and $skin.pubic.special is "pregnancy") or ($earSlime and $earSlime.growth gte 100 and ["pregnancy", "mixed"].includes($earSlime.focus))>>
<</widget>>
<<widget "menstruationCycle">>
<<set _menstruation to $sexStats.vagina.menstruation>>
<<if _args[0] is "daily">>/*Daily cycle*/
<<set _menstruation.nonCycleRng.push(random(0,6))>>
<<set _menstruation.nonCycleRng.deleteAt(0)>>
<<elseif _args[0] is "overdose">>/*Daily cycle*/
<<set _menstruation.nonCycleRng[0] to 0>>
<</if>>
<<menstruationCycleState>>
<<if _menstruation.running is true>>
<<set [$_pregnancy, $_pregLocation] to getPregnancyObject("pc", true)>>
<<set _pills to $sexStats.pills>>
<<switch _menstruation.currentState>>
<<case "normal">>
<<if ($harpy gte 4 or $transformationParts.bird.wings is "default") and $harpyEggs and $sexStats[$_pregLocation].sperm.find(source => source.type is "hawk")>>
<<playerPregnancyHawkAttempt $_pregLocation>>
<<if $_pregnancy.type is "hawk">><<exit>><</if>>
<</if>>
<<if $cycledisable is "t">>
<<if _menstruation.nonCycleRng[0] is 0>><<giveHarpyEggs>><</if>>
<<playerPregnancyAttempt `Math.pow(4,_menstruation.nonCycleRng[0])` $_pregLocation>>
<<elseif _menstruation.currentDay lt _menstruation.currentDaysMax>>
/*Continue the cycle again*/
<<if _menstruation.currentDay gte _menstruation.currentDaysMax / 2 and _menstruation.lastDaysMax isnot _menstruation.currentDaysMax>>
<</if>>
<<if _menstruation.currentDay lt _menstruation.stages[1]>>
/*Menstrual phase - period occurs right at the start of this part*/
<<if _pills.pills["fertility booster"].doseTaken gte 2>>
<<set _menstruation.currentDay += 0.5>>
<</if>>
<<if $skin.pubic.pen is "magic" and $skin.pubic.special is "pregnancy">>
<<set _menstruation.currentDay += 0.5>>
<</if>>
<<if (_pills.pills["contraceptive"].doseTaken gte 1 and random(0,100) gte 50) or _pills.pills["contraceptive"].doseTaken gte 2>>
<<else>>
<<set _menstruation.currentDay += 0.5>>
<</if>>
<<elseif _menstruation.currentDay lt _menstruation.stages[2]>>
/*Follicular phase*/
<<if _pills.pills["fertility booster"].doseTaken gte 2 and _menstruation.currentDay lt _menstruation.stages[2]>>
<<set _menstruation.currentDay += 0.5>>
<</if>>
<<if $skin.pubic.pen is "magic" and $skin.pubic.special is "pregnancy" and _menstruation.currentDay lt _menstruation.stages[2]>>
<<set _menstruation.currentDay += 0.5>>
<</if>>
<<if _menstruation.currentDay lt _menstruation.stages[2]>>
<<set _menstruation.currentDay += 0.5>>
<</if>>
/*Check for pregnancy at a reduced chance for a few days before*/
<<if _menstruation.currentDay gte _menstruation.stages[3] - 4>>
<<set $_multi = Math.clamp(Math.ceil(6 * (1 + _menstruation.stages[3] - _menstruation.currentDay)),6,30)>>
<<playerPregnancyAttempt $_multi $_pregLocation>>
<</if>>
<<elseif _menstruation.currentDay lt _menstruation.stages[3]>>
/*Ovulation phase*/
<<set _menstruation.currentDay += 0.5>>
<<set _menstruation.lastDaysMax to _menstruation.currentDaysMax>>
<<giveHarpyEggs>>
/*Check for pregnancy*/
<<playerPregnancyAttempt 3 $_pregLocation>>
<<else>>
/*Luteal phase*/
/*Check for pregnancy at a reduced chance for a few days after*/
<<if _menstruation.currentDay lte _menstruation.stages[3] + 4>>
<<set $_multi = Math.clamp(Math.ceil(6 * (1 + _menstruation.currentDay - _menstruation.stages[3])),6,30)>>
<<playerPregnancyAttempt $_multi $_pregLocation>>
<</if>>
<<if _pills.pills["fertility booster"].doseTaken gte 2>>
<<set _menstruation.currentDay += 0.5>>
<</if>>
<<if $skin.pubic.pen is "magic" and $skin.pubic.special is "pregnancy">>
<<set _menstruation.currentDay += 0.5>>
<</if>>
<<if (_pills.pills["contraceptive"].doseTaken gte 1 and random(0,100) gte 50) or _pills.pills["contraceptive"].doseTaken gte 2>>
<<else>>
<<set _menstruation.currentDay += 0.5>>
<</if>>
<</if>>
<<else>>
/*Start the cycle again*/
<<restartMenstruationCycle>>
<<set _menstruation.periodEnabled to true>>
<</if>>
<<case "pregnant">>
/*To progress as normal so that the heat cycle and pregnancy risk still works as normal, will be reset in the recovering stage*/
<<if _menstruation.currentDay lt _menstruation.currentDaysMax>>
<<if (_pills.pills["contraceptive"].doseTaken gte 1 and random(0,100) gte 50) or _pills.pills["contraceptive"].doseTaken gte 2>>
<<else>>
<<set _menstruation.currentDay += 0.5>>
<</if>>
<<if _menstruation.currentDay lt _menstruation.currentDaysMax>>
<<if $skin.pubic.pen is "magic" and $skin.pubic.special is "pregnancy">>
<<set _menstruation.currentDay += 0.5>>
<</if>>
<<if _pills.pills["fertility booster"].doseTaken gte 2>>
<<set _menstruation.currentDay += 0.5>>
<</if>>
<<if _menstruation.currentDay gt _menstruation.currentDaysMax>>
<<set _menstruation.currentDay to _menstruation.currentDaysMax>>
<</if>>
<</if>>
<</if>>
/*To deal with an issues that occured when players cheated with the bugged 'Clear current pregnancy'*/
<<if !getPregnancyObject().type is null or getPregnancyObject().type is "parasite">>
<<restartMenstruationCycle>>
<<set _menstruation.currentState to "normal">>
<<set _menstruation.recoveryTime to null>>
<<set _menstruation.recoveryTimeStart to null>>
<<set _menstruation.recoveryStage to null>>
<</if>>
<<case "recovering">>
<<set _menstruation.recoveryTime -= 0.5>>
<<switch _pills.pills["fertility booster"].doseTaken>>
<<case 1>><<set _menstruation.recoveryTime -= 0.5>>
<<case 2 3 4>><<set _menstruation.recoveryTime -= 1>>
<</switch>>
<<if $skin.pubic.pen is "magic" and $skin.pubic.special is "pregnancy">>
<<set _menstruation.recoveryTime -= 0.5>>
<</if>>
<<if $_pregnancy.totalBirthEvents gt 2>>
<<set _menstruation.recoveryTime -= 0.5>>
<</if>>
<<set _menstruation.recoveryStage to Math.floor((1 - (_menstruation.recoveryTime / _menstruation.recoveryTimeStart))*5)>>
<<if _menstruation.recoveryTime lte 0>>
<<set $effectsmessage to 1>>
<<set $recovered_from_pregnancy to 1>>
/*Ready to give birth again*/
<<restartMenstruationCycle>>
<<set _menstruation.currentState to "normal">>
<<set _menstruation.recoveryTime to null>>
<<set _menstruation.recoveryTimeStart to null>>
<<set _menstruation.recoveryStage to null>>
<</if>>
<</switch>>
<</if>>
<<updateRecordedSperm "vagina" "pc" 0.5>>
<<updateRecordedSperm "anus" "pc" 0.5>>
<</widget>>
<<widget "rutCycle">>
<<if $player.penisExist and ($wolfgirl gte 2 or $cat gte 2 or ($cow gte 2 or $transformationParts.cow.horns is "default") or $fox gte 2 or $bunny gte 2)>>
<<if !$player.beastRut>>
<<set $player.beastRut to 0>>
<</if>>
<<set $_pills = $sexStats.pills.pills>>
<<if $wolfgirl gte 2>>
<<set $_changeReduction to $wolfbuild>>
<<elseif $cat gte 2>>
<<set $_changeReduction to $catbuild>>
<<elseif ($cow gte 2 or $transformationParts.cow.horns is "default")>>
<<set $_changeReduction to $cowbuild>>
<<elseif $fox gte 2>>
<<set $_changeReduction to $foxbuild>>
<<elseif $bunny gte 2>>
<<set $_changeReduction to $bunnybuild>>
<</if>>
<<set $player.beastRut += 1 + $_pills["fertility booster"].doseTaken>>
<<if $player.beastRut gte random(30 - Math.ceil($_changeReduction / 5), 120 - Math.clamp($_changeReduction, 0, 100)) or _args[0] or $_pills["fertility booster"].doseTaken gt 2>>
<<set $player.beastRut to 0>>
<</if>>
<<else>>
<<run delete $player.beastRut>>
<</if>>
<</widget>><<widget "bodyPregCalc">>
<<switch $bodysize>>
<<case 0>><<set _bodySize to ["tiny","tiny","tiny","small","small","normal","large"]>>
<<case 1>><<set _bodySize to ["tiny","tiny","small","small","small","normal","normal","large"]>>
<<case 2>><<set _bodySize to ["tiny","small","small","normal","normal","normal","large","large"]>>
<<case 3>><<set _bodySize to ["tiny","small","normal","normal","large","large","large"]>>
<<default>>
<</switch>>
<<set _hairColour to [$naturalhaircolour, $naturalhaircolour, $naturalhaircolour, $naturalhaircolour,"red","jetblack","black","brown","burntorange","platinumblond","strawberryblond","ginger","ashyblond","blond"]>>
<</widget>>
/*Don't call outside of the menstruationCycle widget*/
<<widget "restartMenstruationCycle">>
<<set $_menstruation to $sexStats.vagina.menstruation>>
<<set $_menstruation.currentDay to 0.5>>
<<set $_menstruation.currentDaysMax to $_menstruation.baseDays + random(0, $_menstruation.baseDaysRng)>>
<<set _stage2 to Math.round($_menstruation.currentDaysMax * 0.17)>>
<<if _stage2 gte 4>>
<<set _stage2-->>
<</if>>
<<set _stage3 to Math.round($_menstruation.currentDaysMax * 0.5)>>
<<if _stage3 lt 13>>
<<set _stage3++>>
<<elseif _stage3 gte 18>>
<<set _stage3-->>
<</if>>
<<set $_menstruation.stages to [0, _stage2, _stage3, _stage3 + random(1,2) * 0.5]>>
<</widget>>
/* Used for the passage where the player has given birth in */
<<widget "playerPrebirth">>
<<set getPregnancyObject().gaveBirth to true>>
<</widget>>
/*args[0] - mother, args[1] - birth location, args[2] - location of where the clildren should go to, _args[3] - next passage, _args[4] - time passage*/
<<widget "birthUi">>
<<if _args[0] is "pc">>
<<makeAwareOfDetails>>
<<set _pregnancyBirth to getPregnancyObject()>>
<<elseif C.npc[_args[0]]>>
<<set _pregnancyBirth to getPregnancyObject(_args[0])>>
<</if>>
<<if _pregnancyBirth and _pregnancyBirth.fetus>>
<<pregnancyFeats _args[0]>>
<div id="birthUi">
<<for _i to 0; _i lt _pregnancyBirth.fetus.length; _i++>>
<<capture _i>>
<div @id="'child-' + _pregnancyBirth.fetus[_i].childId" class="childUi">
<<birthChildElement _pregnancyBirth.fetus[_i]>>
</div>
<</capture>>
<</for>>
</div>
<br>
<<if _args[4]>>
<<set _hours to Math.floor(_args[4] / 60)>>
<<set _minutes to _args[4] % 60>>
<<set _timeString to " (" + (_hours lt 10 ? "0": "") +_hours+":"+(_minutes lt 10 ? "0": "")+_minutes+")">>
<</if>>
<<link [["Next" + (_args[4] ? _timeString : "")|_args[3]]]>>
<<if _args[0] is "pc">>
<<run delete _pregnancyBirth.gaveBirth>>
<<endPlayerPregnancy _args[1] _args[2]>>
<<elseif $NPCNameList.includes(_args[0])>>
<<endNpcPregnancy _args[0] _args[1] _args[2]>>
<</if>>
<<pass _args[4]>>
<</link>>
<<else>>
Error Pregnancy Object not found in the passage '<<print $passage>>'. Please report the error with your save.
<</if>>
<</widget>>
/*args[0] - hatch location, _args[1] - next passage, _args[2] - time passage*/
<<widget "hatchUi">>
<<if Object.values($children).find(child => child.location is _args[0] and Time.date.timeStamp gte child.eggTimer)>>
<<set _childrenId to Object.keys($children).filter(id => $children[id].location is _args[0] and Time.date.timeStamp gte $children[id].eggTimer)>>
<<set $_date to { day: Time.monthDay, month: Time.monthName, year: Time.year }>>
<div id="birthUi">
<<for _childId range _childrenId>>
<<set $children[_childId].born to clone($_date)>>
<<set $children[_childId].birthLocation to $location>>
<<capture _childId>>
<div @id="'child-' + _childId" class="childUi">
<<birthChildElement $children[_childId]>>
</div>
<</capture>>
<</for>>
</div>
<br>
<<if _args[2]>>
<<set _hours to Math.floor(_args[2] / 60)>>
<<set _minutes to _args[2] % 60>>
<<set _timeString to " (" + (_hours lt 10 ? "0": "") +_hours+":"+(_minutes lt 10 ? "0": "")+_minutes+")">>
<</if>>
<<link [["Next" + (_args[2] ? _timeString : "")|_args[1]]]>>
<<run Object.values($children).forEach(child => {
if (child.location is _args[0] and Time.date.timeStamp gte child.eggTimer) {
if (!child.name) child.name = generateBabyName(undefined, child.gender);
delete child.eggTimer;
}
})>>
<<pass _args[2]>>
<</link>>
<<else>>
Error Children Objects not found in the passage '<<print $passage>>'. Please report the error with your save.
<</if>>
<</widget>>
<<widget "birthChildElement">>
<<if _args[0]?.childId>>
<<capture _args>>
<<if _args[0].type isnot "human">>
<<childTypeDisplay _args[0]>>
<</if>>
Gender:
<<switch _args[0].gender>>
<<case "m">>Male
<<case "f">>Female
<<case "h">>Hermaphrodite
<</switch>>
<br>
Mother:
<<if _args[0].motherKnown>>
<<print pregnancyNameCorrection(_args[0].mother, true)>>
<<else>>
????
<</if>>
| Father:
<<if _args[0].fatherKnown>>
<<print pregnancyNameCorrection(_args[0].father, true)>>
<<else>>
????
<</if>>
<br>
Size: <<print _args[0].features.size>> | Hair Colour: <<hairmapcolourtext _args[0].features.hairColour>>
<<if _args[0].features.skinColour>>
| Skin Colour: <<skinColourName _args[0].features.skinColour>>
<</if>>
<br>
<<if _args[0].features.identical>>
Identical: <<print _args[0].features.identical>>
<br>
<</if>>
<label><<print '<<textbox "_args[0].name" `_args[0].name or ""`>>'>></label>
<br>
<span class="no-numberify">
<<link "Random Name">>
<<set _args[0].name to generateBabyName(undefined, _args[0].gender)>>
<<replace `"#child-" + _args[0].childId`>><<birthChildElement _args[0]>><</replace>>
<</link>>
</span>
<small class="right">
saveId: <<print $saveId>>
<<if $saveName isnot "">>
| name: <<print $saveName>>
<</if>>
</small>
<</capture>>
<<else>>
Error Children Object not found in the passage '<<print $passage>>'. Please report the error with your save.
<</if>>
<</widget>>
<<widget "pregnancyFeats">>
<<if _args[0] is "pc">>
<<set $_pregnancy to getPregnancyObject()>>
<<earnFeat "Miracle of Life">>
<<if $_pregnancy.potentialFathers.filter(npc => npc.type === $_pregnancy.type).length gte 5>>
<<earnFeat "Bicycle Mother">>
<</if>>
<<if $_pregnancy.type is "human" and $_pregnancy.fetus.length is 3>>
<<earnFeat "Life Comes in Threes">>
<</if>>
<<if ($player.virginity.anal is true && !$player.vaginaExist) || ($player.virginity.vaginal is true && $player.vaginaExist)>>
<<earnFeat "Hail Mary">>
<</if>>
<<if !$player.vaginaExist>>
<<earnFeat "Life begins when you least expect">>
<</if>>
<</if>>
<<if _args[0] isnot "pc">>
<<set $_pregnancy to getPregnancyObject(_args[0])>>
<<if $_pregnancy.fetus[0].mother isnot "pc" && $_pregnancy.fetus[0].father is "pc">>
<<earnFeat "First Fatherhood">>
<</if>>
<</if>>
<</widget>>
<<widget "wakingEffects">><<silently>>
<<if !$sexStats.vagina.menstruation.running>>
<<elseif _args[0] and $sexStats.vagina.menstruation.currentState is "pregnant" or ($sexStats.vagina.menstruation.currentState is "normal" and ($playerPregnancyHumanDisable is "f" or $playerPregnancyBeastDisable is "f"))>>
<<set $_pregnancy to getPregnancyObject()>>
<<set _wakingEffect to wakingPregnancyEvent()>>
<<if Array.isArray(_wakingEffect)>>
<<set _wakingEffect to _wakingEffect[random(0,_wakingEffect.length - 1)]>>
<</if>>
<<switch _wakingEffect>>
<<case "tired">>
<<set $_text_output to "You wake up feeling more tired than rested.<<tiredness 10>><<ggtiredness>>">>
<<case "crying">>
<<set $_text_output to "You wake up in tears. You aren't even sure why you're crying, but the emotion quickly passes.">>
<<case "angry">>
<<set $_text_output to "You wake up feeling angry. The mood takes you by surprise, but soon passes.">>
<<case "meatCraving">>
<<set $_text_output to `You awaken to a strange craving ${V.wolfgirl >= 2 ? "of digging your fangs into" : "for"} something meaty.`>>
<<case "foodCraving">>
<<set $_text_output to `You awaken to a strange craving for something ${["sweet","spicy","sour","savoury","bitter"][random(0,4)]}.`>>
<<case "headache">>
<<set $_text_output to "You wake up to your head throbbing. You're not sure what brought on this headache, but it eventually passes.">>
<<case "sensitiveBreasts">>
<<set $_text_output to "You wake to your <<breasts>> feeling more tender than normal. Thankfully, it passes.">>
<<case "bloated">>
<<set $_text_output to "You wake feeling a little bloated.">>
<<set $daily.bloated to random(1,2)>>
<<case "lightHeaded">>
<<set $_text_output to "You wake feeling a little lightheaded for a moment.">>
<<case "dizzy">>
<<set $_text_output to "You wake feeling a little dizzy, but it passes quickly.">>
<<case "mildNausea">>
<<set $_text_output to "You wake feeling a little nauseous, but it passes quickly.">>
<<case "nausea">>
<<set $_text_output to "You wake feeling nauseous, but it passes after some time.">>
<<case "dryheaving">>
<<if $location is "wolf_cave">>
<<set $_text_output to "You wake up feeling nauseous, causing you to scramble out of bed to the edge of the cave. You're forced to do a dry heave by it.<<stress 10>><<gstress>><<pain 1>><<gpain>>">>
<<elseif $location is "farm">>
<<set $_text_output to "You wake up feeling nauseous, causing you to scramble out of bed to the edge of the barn. You're forced to do a dry heave by it.<<stress 10>><<gstress>><<pain 1>><<gpain>>">>
<<elseif $location is "tower">>
<<set $_text_output to "You wake up feeling nauseous, causing you to scramble out of bed to the edge of the tower. You're forced to do a dry heave over it.<<stress 10>><<gstress>><<pain 1>><<gpain>>">>
<<else>>
<<set $_text_output to "You wake up feeling nauseous, causing you to scramble out of bed to a nearby bin. You're forced to do a dry heave into it.<<stress 10>><<gstress>><<pain 1>><<gpain>>">>
<</if>>
<<if $awareness gte 200 and $sciencetrait gte 4 and playerNormalPregnancyTotal() gte 1 and !$_pregnancy.awareOf>>
<<set $_text_output += " <span class='red'>Maybe you should get tested</span>.">>
<</if>>
<<case "lightBabyKick">>
<<set $_text_output to "You wake up feeling a light kick coming from your <<pregnancyBabyText 'pc'>>.<<stress -10>><<lstress>>">>
<<case "babyKick">>
<<set $_text_output to "You wake up feeling a kick coming from your <<pregnancyBabyText 'pc'>>.<<stress -10>><<lstress>><<pain 1>><<gpain>>">>
<<case "babyMovement">>
<<set $_text_output to "You wake up feeling your <<pregnancyBabyText 'pc'>> moving around.<<stress -10>><<lstress>>">>
<<case "babyHiccup">>
<<set $_text_output to "You wake up feeling some baby hiccups.<<stress -10>><<lstress>>">>
<<case "earlyContractions">>
<<set $_text_output to "You wake up to a brief and sporadic contraction.<<stress 5>><<gstress>><<pain 1>><<gpain>>">>
<<case "bellySize">>
<<set $_text_output to "You wake and take a look at your growing belly. It finally hits you: you're pregnant.">>
<<if $_pregnancy.potentialFathers.length is 1>>
<<set $_fatherName to pregnancyNameCorrection($_pregnancy.potentialFathers[0].source)>>
<<set $_text_output += " <span class='lewd'>It's clear that "+ ($_fatherName === "yourself" ? "you are" : $_fatherName + " is") +" the father.</span>">>
<<else>>
<<set $_text_output += " <span class='red'>You wonder who the father is.</span>">>
<</if>>
<<set $_pregnancy.awareOf to "wakingUp">>
<<case "missedPeriod">>
<<set $_text_output to "You wake and come to a realisation. Your current cycle is late.">>
<<if $awareness gte 200 and $sciencetrait gte 4 and playerNormalPregnancyTotal() gte 1 and !$_pregnancy.awareOf>>
<<set $_text_output += "You wonder if you're pregnant again. <span class='red'>Maybe you should get tested</span>.">>
<</if>>
<<set $sexStats.vagina.awareOfPeriodDelay to true>>
<<case "clothesRemoval">>
<<set $_text_output to `<span class="red">You wake up to a heavy pressure on your body.</span> `>>
<<set $_slots to ["genitals","under_upper","upper","under_lower","lower"]>>
<<set $_broken to []>>
<<set $_removed to []>>
<<for $_slot range $_slots>>
<<if $worn[$_slot].type.includes("constricting")>>
<<if $worn[$_slot].cursed>>
<<if $worn[$_slot].name is "gold chastity belt" and $worn[$_slot].integrity gt 0>>
<<set $_goldenCB to true>>
<<set $antiquemoney += Math.floor(2000 / ($worn.genitals.integrity / clothingData('genitals',$worn.genitals,'integrity_max')))>>
<<else>>
<<set $_broken.pushUnique($worn[$_slot].name)>>
<</if>>
<<set $worn[$_slot].type.push("broken")>>
<<generalRuined $_slot>>
<<else>>
<<set $_removed.pushUnique($worn[$_slot].name)>>
<<generalUndress "wardrobe" $_slot>>
<</if>>
<</if>>
<</for>>
<<if $_removed.length gte 1>>
<<set $_text_output += "You scramble to remove your " + formatList($_removed, "and", true) + ". ">>
<</if>>
<<if $_broken.length gte 1>>
<<set $_text_output += "You look down to see your " + formatList($_broken, "and", true) + " broken. ">>
<</if>>
<<if $_goldenCB>>
<<set $_text_output += `Loosened by your growing belly, your gold chastity belt clatters to the ground once you apply some pressure. <span class="blue">A collector might be interested by it.</span> `>>
<</if>>
<<set $_text_output += `<br><span class="red">Your pregnant body no longer supports such clothing.</span> <<pain 2>><<gpain>>`>>
<<case "eggLaying">>
<<set $_text_output to `<<playerEggLayEvent>>`>>
<<case "nothing">>
<<unset _wakingEffect>>
<<default>>
<<unset _wakingEffect>> <!-- Error Case -->
<</switch>>
<</if>>
<</silently>><<if $_text_output>><<print $_text_output>><</if>>
<</widget>>
<<widget "pregnancyDailyEvent">><<silently>>
<<if !["Asylum Sleep","Cabin Sleep","Wolf Cave Sleep","Bird Tower Sleep","Livestock Sleep","Farm Abduction wake 4","Sleep","Avery Hotel Morning","Avery Hotel Trauma Drink 2","Prison Sleep","Robin Trauma Visit Sleep","Pound Sleep","Robin Sleep"].includes($passage)>>
<<set _pregnancyDailyEvent to dailyPregnancyEvent(_rng)>>
<<if Array.isArray(_pregnancyDailyEvent)>>
<<set _pregnancyDailyEvent to _pregnancyDailyEvent[random(0,_pregnancyDailyEvent.length - 1)]>>
<</if>>
<<switch _pregnancyDailyEvent>>
<<case "tired">>
<<set $_text_output to "You yawn. Everything seems to take more effort than usual.<<tiredness 2>><<gtiredness>>">>
<<case "crying">>
<<set $_text_output to "You suddenly burst into tears. You aren't even sure why you're crying, but the sadness passes as quickly as it came.<<stress 5>><<gstress>>">>
<<case "angry">>
<<set $_text_output to "You feel angry out of nowhere. The change in mood takes you by surprise, but it soon passes.<<stress 5>><<gstress>>">>
<<case "meatCraving">>
<<set $_text_output to `You have a sudden, strange craving ${V.wolfgirl >= 2 ? "of digging your fangs into" : "for"} something meaty.`>>
<<case "foodCraving">>
<<set $_text_output to `You have a sudden, strange craving for something ${["sweet","spicy","sour","savoury","bitter"][random(0,4)]}.`>>
<<case "cramping">>
<<set $_text_output to `You feel some cramping around the lower part of your stomach.<<stress 5>><<gstress>><<pain 5>><<gpain>>`>>
<<case "bloated">>
<<set $_text_output to "You feel a little bloated.<<stress 3>><<gstress>>">>
<<set $daily.bloated to random(1,2)>>
<<case "lightHeaded">>
<<set $_text_output to "You feel a little lightheaded for a moment.">>
<<case "dizzy">>
<<set $_text_output to "You start feeling a little dizzy, but it passes quickly.">>
<<case "mildNausea">>
<<set $_text_output to "You start feeling a little nauseous, but it passes quickly.">>
<<case "nausea">>
<<set $_text_output to "You start feeling nauseous, but it passes after some time.">>
<<case "lightBabyKick">>
<<set $_text_output to "You feel a light kick coming from your <<pregnancyBabyText 'pc'>>.<<stress -10>><<lstress>>">>
<<case "babyKick">>
<<set $_text_output to "You feel a kick coming from your <<pregnancyBabyText 'pc'>>.<<stress -10>><<lstress>><<pain 1>><<gpain>>">>
<<case "babyMovement">>
<<set $_text_output to "You feel your <<pregnancyBabyText 'pc'>> moving around.<<stress -10>><<lstress>>">>
<<case "babyHiccup">>
<<set $_text_output to "You feel some baby hiccups.<<stress -10>><<lstress>>">>
<<case "earlyContractions">>
<<set $_text_output to "You feel a brief and sporadic contraction.<<stress 5>><<gstress>>">>
<</switch>>
<<if _pregnancyDailyEvent>>
<<run delete $daily.pregnancyEvent>>
<<else>>
<<if !$daily.pregnancyEvent>>
<<set $daily.pregnancyEvent to 0>>
<</if>>
<<set $daily.pregnancyEvent += 15>>
<</if>>
<</if>>
<</silently>><<if $_text_output>><<print $_text_output>><br><</if>>
<</widget>>
/*ToDo: Pregnancy Story Content: Lacks content, small unique events for when the player's stress passes out due to their pregnancy*/
<<widget "pregnancyPassout">>
<<set $_pregnancy to getPregnancyObject()>>
<<if $_pregnancy.fetus>>
<<set $_pregnancy.waterBreaking to false>>
/*ToDo: Pregnancy - fill out for specific pregnancy passout events*/
/*Area specific passout text for alternative pregnancy birth events*/
<<switch _args[0]>>
<<case "asylum">>
<<if $asylumstate is "sleep">>
<<endevent>>
<<generate1>><<person1>>
Locked in for the night, you sit down on your bed. When you sit, it feels wet. Your thighs seem to be covered in a clear liquid. You're going into labour.
<br><br>
Clearing your throat, you waddle over to the door. Through the hole in the door you call out. Guards patrol the halls, it shouldn't take long.
<br><br>
Your calls are ignored long enough for a dull pain to begin to pang in your pelvis. "I said quiet after lights out!" The guard doesn't believe you.
<br><br>
Refusing to give up, you bang on the door until your hands hurt. This gets the guard to come over and look in.
<br><br>
"Lay down on your bed, I'll fetch Doctor Harper," <<he>> instructs you with a flat tone. You do as <<he>> says. You wince and shiver from the ache in your body as you try to stay awake.
<br><br>
Consciousness falls away from you.
<<else>>
You sit down on your bed, trying to stay stable. When you sit, it feels wet. Your thighs seem to be covered in a clear liquid. You're going into labour.
<br><br>
You waddle over to the door, stumbling as you exit. A nurse quickly rushes to your side. "Easy there, hon. I've got you. We're going to go down slowly, okay?"
<br><br>
The nurse helps you sit, and calls out for assistance. Your consciousness fades.
<</if>>
<<case "asylumOutside">>
<<endevent>>
<<generate1>><<person1>>
"You should have really gone to the toilet," a fellow patient sneers at you as <<he>> passes. Confused, <<if $worn.lower.type.includes("naked")>>you look down to see wetness drip down your thigh<<else>>you look down to find a wet patch forming on your $worn.lower.name<</if>>.
<br><br>
"The <<babyIs>> coming," you gasp. The sharp pain is unexpected as you clutch your stomach.
<br><br>
The passing patient halts, <<his>> eyes growing wide as <<he>> turns back. "Wait here, I'll find someone!"
<br><br>
Out of the corner of your eye you see the patient running up to some orderlies. You choose to focus on breathing through the pain.
<br><br>
You blink. People are surrounding you, a stretcher laid out on the ground. A gentle hand guides you forwards.
<br><br>
The same hand supports you as you pass out.
<<case "asylumCafe">>
<<endevent>>
<<generate1>><<person1>>
You groan as you hunch over, a hand pressed to your belly. It feels like pressure releases inside of you. Clear liquid drips down your thighs.
<br><br>
Patients turn to look at you, some coming close, some backing away. The commotion causes the guards to come closer.
<br><br>
"<<pShes>> 'avin a baby!" a <<person>> calls out. The guards scramble towards you now, pushing patients out of the way.
<br><br>
They help you to walk, keeping people out of the way as you are led somewhere. You quickly lose track of where you are, and your vision fades.
<<case "asylumLibrary">>
<<endevent>>
<<generate1>><<person1>>
The chair you sit on begins to feel wet. Reaching down, you find that the wetness is coming from you. You're going into labour.
<br><br>
A <<person>> notices your wet fingers. <<He>> jumps forward, pulling the book away from you. "Don't damage the books!"<br>
"I wasn't. My- my <<babyIs>> coming," you stutter, taking a deep breath to calm down.
<br><br>
The <<person>> doesn't seem to believe you. <<He>> continues to berate you until an orderly approaches to settle the dispute.
<br><br>
The orderly takes in your hunched over body before swearing. <<He>> calls over more to help. Some have to hold the <<person>> back as you are picked up and led away from the library.
<br><br>
Your consciousness fades.
<<case "asylumHarper">>
<<endevent>><<npc "Harper">><<person1>>
You feel uneasy as you step into the doctor's office. Harper takes notice, coming around <<his>> desk to feel your forehead. <<He>> examines you, looking over your body before taking notice of the gradual wetness between your legs.
<br><br>
"Oh dear. We'll have to delay today's session. It seems your bun is ready to leave the oven."
<br><br>
Harper calls in orderlies to assist you as you begin to breathe heavily. Pain gradually builds in your abdomen.
<br><br>
You can hear Harper speaking but words become jumbled as your mind focuses on the pain.
<br><br>
Someone moves you, supporting you by the arms as you are led... somewhere. Everything fades.
<<case "forest" "lake">>
You stumble, barely managing to stabilise yourself against a large tree trunk. You look down to see a clear liquid dripping down your leg. You're going into labour.
<br><br>
You involuntarily whimper. Even the effort of staying standing is causing a burning pain. A branch cracks to your left.
<<case "bog">>
<<pass 1 hour>>
<<if $bogwater is 1>>
You stumble, barely managing to make it back to the path. A horrible pressure shoots through you. You're going into labour.
<br><br>
You involuntarily whimper. You don't have the strength to pull yourself out of the water. Just staying above the surface takes everything you have.
<<else>>
You stumble, barely managing to stabilise yourself against a large tree trunk. You look down to see a clear liquid dripping down your leg. You're going into labour.
<br><br>
You involuntarily whimper. Even the effort of staying standing is causing a burning pain. You collapse onto the wooden walkway.
<</if>>
<br><br>
Time passes. You start to scream in pain. Adrenaline and fear shoot through you. You're so far away from anyone that can help. The thought of no one hearing you redoubles your fear. You've never felt so alone.
<br><br>
Shapes start to move amidst the trees. The sound of footsteps on wood. You can't look, but they're getting closer. You come face to face with a featureless white mask. A black hood sprouts antlers. The image sears itself into your mind as you black out.
<<case "tentacleworld" "tentacleforest">>
You hunch over in pain. All of the tentacles retreat away from you. You fall to your knees, gripping the ground as hard as you can.
<br><br>
The sky flickers. As you let out a pained scream, it fades away.
<<case "farmroad">>
Your body feels tired, and your legs give out underneath you. The road is only a few centimetres away from you. You attempt to stand, but your body won't move. Fluid drips down your leg. You're going into labour.
<br><br>
Managing to roll yourself over, you wave your hands in the air, hoping to flag down a car passing by. No one spares you a look, asides from an occasional honk. One comes so close that you have to roll back over to avoid getting hit.
<br><br>
Tears prick at your eyes. You fear having to deliver your baby in such a horrible place, and as time ticks by, that fear becomes more and more real.
<br><br>
<<if $location is "farm" and $_pregnancy.potentialFathers.find(father => father.source === "Alex") and talkedAboutPregnancy("pc","Alex")>>
<<npc Alex>><<person1>>
Your body starts to give into fatigue. You barely realise that someone has picked you up. They're yelling at you, but you can't make out the words. Your head spins.
<br><br>
It takes a moment for you to focus long enough to realise who it is. <span class="green">It's Alex</span>. Despite your blurry vision, you're able to make out the fear on <<his>> face. With you and your baby in good hands, you let go and fall unconscious.
<<else>>
<<generate1>><<person1>>
Your body borders on unconsciousness, but you hear the sounds of a car rolling up beside you and its door opening. A set of hands grabs at your face.
<br><br>
The stranger yells to <<his>> companion in the passenger's seat. <<His>> face is kind and soft, and your body finally gives way. Your vision fades, and you pass out.
<</if>>
<<case "remy">>
<<if $outside is 1>>
A
<<if ($monsterchance gte 1 and ($hallucinations gte 1 or $monsterhallucinations is "f"))>>
<<set $monster to 1>>
<<if maleChance() lt random(1, 100)>>cowgirl<<else>>bullboy<</if>>
<<else>>
cow
<</if>>
nudges at your thigh and moos. You look down to find a clear liquid dripping down your leg before a brief pain spreads in your lower abdomen. You're going into labour.
<br><br>
Gasping, you slowly sit down. More <<livestock_cows>> gather, curious to the commotion.
<<if $monster is 1>>
One yells. "Baby! <<pHer>> <<babyIs>> coming!"
<<else>>
"What the hell are they doing?" a farmhand calls out from the other side of the field.
<</if>>
<br><br>
A couple of farmhands notice the odd behaviour and make their way over. They find you breathing slowly as you cradle your stomach.
"Ah shit, this one's ready to pop! Go get Remy!" The pain increases and you slowly lie down as the farmhand crouches beside you.
<br><br>
You faintly hear boots crushing grass and more yelling as your vision fades.
<<else>>
<<endevent>>
<<generate1>><<person1>>
The hay you're sitting on feels uncomfortably wet. Looking down you find that more wetness is coming from you. You're going into labour.
<br><br>
You try to remain calm, breathing deeply and slowly, but soon the first contraction hits and you yell out.
<br><br>
"What's that?"<br>
"Ignore it, just a dumb cow looking for attention." The farmhands continue to ignore you.
<br><br>
Another contraction hits, you yell out once more. This time someone comes to check.
"You're meant to be quiet-" <<he>> grunts before <<his>> eyes widen. "Get Remy! Now! This one's ready to pop!"
You hear a commotion begin as the world slowly fades to black.
<</if>>
<<case "remyAbduction">>
<<generate1>> <<generate2>>
You groan in pain, slumping down against the dirt as your contractions strengthen. Shortly after, you hear the tent flaps shift as a <<person1>> <<person>> ducks <<his>> head in, clearly annoyed.
<br><br>
"Oi, what's the matter with you?" <<he>> says with a scowl. <<He>> takes in your crumpled form and swollen belly before swearing and ducking out the tent. You hear a clamour as the others are woken.
<br><br>
After a few long, painful minutes, the <<person1>> <<person>> ducks back into the tent, closely followed by a <<person2>> <<person>>. Together, they heft you up, carrying you out to an awaiting pickup truck. They heave you into the bed, the <<person1>> <<person>> climbing in after you. As the pickup peels out of the encampment, you lose consciousness.
<<case "remyHarperExam">>
<<npc Harper>> <<person1>>
As you move to sit on the table, your vision blurs, and you just barely manage to catch yourself on the edge. Doctor Harper lurches forward with an alarmed noise, grasping at your arms and helping you sit down.
<br><br>
With a serious face, Harper briefly examines your stomach before calling for Remy. You can barely make out the words "labour" and "hospital" and Remy's disgruntled face before everything goes black.
<<case "remyNiki">>
<<case "moor">>
<<generate1>><<generate2>>
Your thighs feel wet. A strong pain lurches in your stomach, making your legs weak. You're going into labour.
<br><br>
With a gasp, you sink to your knees, the heather cushioning your fall. You have no choice but to lay down on the ground. "Help!" you cry out. Your voice echoes across the plains.
<br><br>
Your surroundings become a blur as the pain overwhelms you. You hear vague voices and footsteps approach.
<br><br>
"It's gotta be that damned quicksand, getting someone again," a <<person1>><<person>> says.
<br><br>
"No, it's not. Look! <<pHer>> water's broken. <<pShes>> going to give birth out here if we don't do something!" the other <<person2>><<person>> points out, sounding somewhat panicked.
<br><br>
You feel hands lift you from the ground as the world fades to black.
<<case "castle">>
<<npc "Great Hawk">>
You double over in pain, and see a clear liquid dripping down your leg. You're going into labour. You look around in desperation and let out a pained yell, before stumbling to your side.
<br><br>
Your eyes close. When they open again, you're met with the face of the <<beasttype>>.
<<if $monster is 1>>
<<bHe>> says something to you, but the words sound like gibberish.
<<else>>
<<bHe>> eyes you with curiosity and concern.
<</if>>
<<bHis>> wings start to beat. You feel yourself being lifted onto something feathery. The next time you open your eyes, you're high in the air. You immediately black out from the shock.
<br><br>
You feel a rise in your stomach. You open your eyes again to see the hospital below you, and feathers in the corner of your vision.
You blink, and you're suddenly being lowered. Your feet meet the sidewalk. A rush of air follows, and the <<beasttype>> is gone.
<<case "wraith">>
You double over in pain, and see a clear liquid dripping down your leg. You're going into labour. You look around in desperation and let out a pained yell, before stumbling to your side. You feel hopelessly trapped. Your heart pounds in your ears.
<br><br>
Your eyes close. When they open again, a pair of <<wraithEyes>> eyes stare into yours. "<span class="wraith">Suffering. Life. Beautiful.</span>"
<br><br>
You're unable to resist as it enters your body. Your pain ceases at once. You let out a long sigh of relief, and stand up. Your consciousness slowly fades as your body trudges forwards.
<br><br>
You feel cold. Then warm again. Then there's nothing. Until you open your eyes, and see the hospital before you. The pain returns. A pale face meets yours. "<span class="wraith">Beautiful. Keep them safe.</span>"
<<case "dungeon">>
<<endevent>>
<<generate1>><<npc Robin 2>>
<<badEndTrackingEnd "Underground Dungeon" { reason: "labour" }>>
<<dungeonescape>>
Shifting on the floor, you wince when you feel a wetness gather below you. It seems to be coming from you. You're going into labour.
<br><br>
Panicked, you look around the barren room for an escape.
<<if $undergroundbrothel.robin>>
A particularly strong contraction hits, and you groan in pain as you crouch down on the cold floor.
<br><br>
You hear Robin's voice from the other side of the wall. "Are you okay? What's happening?" <<person2>><<he>> asks nervously.
<br><br>
<<if $speech_attitude is "meek">>
"I-I'm going into labour. What should I do?" you cry out.
<<elseif $speech_attitude is "bratty">>
"It's happening," you reply through gritted teeth. "I'm having my <<pregnancyBabyText "pc">>."
<<else>>
"Help me! My <<babyIs>> coming!" you cry out.
<</if>>
<br><br>
There's a moment's silence as Robin processes this, then <<he>> yelps, "You're in labour?! I-it's okay, stay calm, I'll get help!" You hear <<him>> stumble to <<his>> feet and rush to the door. <<He>> pounds on it, shouting for somebody to help.
<br><br>
You stagger toward the wall separating the two of you, faintly calling Robin's name. You stick your finger through the hole connecting your cells, reaching for <<him>> as best you can.
<br><br>
You hear footsteps and grumbling from the corridor outside. The last thing you feel before your consciousness slips away is Robin's finger desperately pressing against yours.
<<else>>
With no other option, you bang on the door. "H-help, please! My <<babyIs>> coming!" you yell out as you pound on the door. You aren't sure if anyone will hear you.
<br><br>
You keep calling out. You're not sure how long it takes before you hear the lock turn. A disgruntled <<person1>><<person>> walks through, ready to yell before <<he>> sees your predicament.
<br><br>
"Wait," <<he>> snarls, leaving you alone once more. The pain gets to be too much, and you crawl to the dirty mattress to lay down.
<</if>>
<br><br>
Your vision fades as the door screeches open <<= $undergroundbrothel.robin ? "at last" : "once more">>.
<<case "alley">>
<<generate1>><<person1>>
<<if $bus is "residential" and $town_projects.thicket gte 4 and random(1,2) is 1>>
You fall to your knees onto the grass, clutching your stomach.
<<elseif random(1,2) is 1>>
You stumble into the alleyway, stabilising yourself with a nearby ladder.
<<else>>
You collapse on the concrete of the alleyway, cradling your stomach.
<</if>>
A small puddle begins forming between your legs. You're going into labour.
<br><br>
<<if random(1,2) is 1>>
<<if $bus is "residential">>
<<if $town_projects.thicket gte 4 >>
A <<personsimple>> eating on a bench near the thicket stumbles to <<his>> feet, rushing over to you and dropping <<his>> sandwich in the process.
<br><br>
You can hear <<him>> dial something into a phone before you go unconscious.
<<else>>
Blurry figures walk past the alleyway, but some are drawn by your pained screams and rush down the alley to you.
<br><br>
The last thing you see are faces crowding above you as you fall into unconsciousness.
<</if>>
<<elseif $bus is "industrial">>
"Oi, ya can't be back here!" a <<person>> yells, quickly stomping towards you.
<br><br>
The <<personsimple>> gasps upon reaching your crumpled body. <<He>> swears for a minute before dialling something into a phone.
<br><br>
You can't make out <<his>> words, but you feel somewhat safe as you fall into unconsciousness.
<<else>>
"H-Help! Anyone?!" you cry out as you fall to your knees in pain.
<br><br>
Drawn by your cries, a few people rush over to help, looking shocked and panicked at your current state.
<br><br>
The last thing you see are hands reaching towards you as everything fades to black.
<</if>>
<<else>>
<<if $bus is "residential">>
"Aren't you a cute thing?" a voice whistles. "Don't mind if I- oh shit."
<br><br>
You can hear shouting, followed by more footsteps rushing towards you. They crowd over your body, pointing and looking frantic.
<br><br>
The last thing you feel are hands wrapping around your waist and legs as you go unconscious.
<<elseif $bus is "industrial">>
You scream out in pain, but the loud thrum of machinery overpowers your cries. Panicking, you begin to fear that no one will hear you in this alleyway.
<br><br>
Eventually your screaming pays off. Two people approach your crumpled body and quickly attend to you.
<br><br>
The last thing you feel is a hand grasping yours before you drift off into unconsciousness.
<<else>>
From behind you hear a door crash open, and a <<person>> yells, "Hey, you can't loiter back here, this isn't a-"
<br><br>
The <<personsimple>> gasps and rushes over to your crumpled body. <<He>> quickly dials something into a phone before turning back to you.
<br><br>
You can't make out <<his>> words, but you feel some comfort as everything fades to black.
<</if>>
<</if>>
<<case "arcade">>
You collapse on the dirty arcade floor, grabbing your stomach in pain. A small puddle begins seeping into the carpet. You're going into labour.
<br><br>
<<if Time.dayState is "night" or Time.dayState is "dawn">>
<<generateRole 0 0 "repairman/repairwoman">><<person1>>
"Hey!" someone shouts. "You're not supposed to be in here." You glance up at a <<person>>, apparently here to fix the machines before the arcade opens in the morning.
<<else>>
<<generateRole 0 0 "employee">><<person1>>
"Excuse me, are you alright?" A <<person>> approaches you, looking concerned.
<</if>>
<br><br>
You groan, feeling a sharp pain in your stomach, "M-My <<babyIs>> coming."
<br><br>
The <<personsimple>> looks horrified by your words and <<= Time.dayState is "night" or Time.dayState is "dawn" ? "quickly pulls out <<his>> phone" : "yells to someone at the counter">>.
<br><br>
You feel <<him>> grab your hands, but <<his>> words grow hazy as your vision slowly fades to black.
<<case "beach">>
<<generate1>><<person1>>
You stumble, suddenly feeling unsteady on the sand. You feel a strong pain in your stomach that makes it difficult to stand. You're going into labour. You look around for anybody to help you, but a contraction makes you cry out.
<br><br>
Just as you're about to fall over, a pair of hands grab you under your arms. Looking up, you can just barely make out the face of a <<person>>. "What's wrong, <<girl>>?" <<he>> asks.
<br><br>
"My b-baby," you manage to gasp.
<br><br>
The <<personsimple>>'s brow furrows with worry. "I'm gonna lay you down and call you an ambulance," <<he>> promises. <<He>> drags you to a beach towel, shaded by an umbrella. As soon as <<he>> puts you down, your consciousness fades.
<<case "bus">>
<<case "docksSneak">>
<<case "docks">>
<<case "home">>
You stumble to the ground as a contraction seizes you.
<<if ["Bedroom", "Bathroom"].includes($passage)>>
<<npc Bailey>><<person1>>
You hear the <<= $passage.toLowerCase()>> door slam open, followed by swearing and heavy footsteps. A rough hand turns you over on your back, and you clutch at the hand. It's Bailey.
<br><br>
"Goddammit. Couldn't have gone to the hospital, could you?" <<He>> clicks <<his>> tongue in annoyance as <<he>> dials a number on <<his>> phone. You just barely catch the words "ambulance" and "emergency" before your vision fades to black.
<<else>>
<<generatey1>><<person1>>
You clutch your belly and moan for help. Finally, you hear a gasp and a rush of footsteps. Moments later, a pair of faces appear in front of you. You can't understand them, but you can tell words are being exchanged. One of the orphans runs to get help while the other <<personsimple>> crouches down to your level. <<He>> tries to ask you questions, but you don't have the wherewithal to answer.
<</if>>
<br><br>
You don't know how much time passes, but you eventually hear sirens. The paramedics push you onto a gurney and usher you into an awaiting ambulance. As it lurches into motion, everything goes black.
<<case "hospital">>
You collapse before you can reach the receptionist, unable to take another step further. You hear an alarmed shout and a rush of footsteps. Multiple hands reach out, taking your pulse and checking your temperature.
<br><br>
"Don't worry," a faceless voice reassures you. "We're going to take good care of you." Unable to hold on any longer, you faint.
<<case "trash">>
You stumble in the trash, your legs suddenly too weak to carry on. You lean against a pile of rubbish and sink to the ground. Something warm and wet trickles down your leg. You're going into labour!
<br><br>
You look around the area, trying to keep your breathing even. The smell makes it hard. You can't give birth <i>here</i>!
<br><br>
<<if $speech_attitude is "meek">>
"H-help..." you whimper. There's no response. You take a shaky breath and raise your voice. "Help!!"
<<elseif $speech_attitude is "bratty">>
"Can... can anybody hear me!?" You curse and grit your teeth, trying and failing to keep your voice steady. "I need some help!"
<<else>>
"Hello...?" Your voice is faint, and there's no response. You take a deep breath and try again. "Hello!?"
<</if>>
<br><br>
You groan and curl up as
<<if $rng gte 86 and $hallucinations gte 2>>
the pile you were leaning against gives a shudder. You raise your head only to see a single eye staring at you. <<ghallucinogens>><<set $hallucinogen += 90>>
<br><br>
It looks your body over, and its dangerous look seems to soften some. The eye looks you in the face once more, and your mind feels numb and fuzzy at the sharpness of its gaze. Your worries melt away, and somehow you feel certain that you'll make it to safety as you black out amongst the rubbish.
<<elseif $rng gte 71 and Time.dayState is "night">>
<<if $tower_creature_intro gte 1>>
<<loadNPC 0 tower_creature>>
<<else>>
<<set $tower_creature_intro to 1>>
<<set _tower_creature to true>>
<<beastNEWinit 1 creature>>
<<if $NPCList[0].monster is "monster">>
<<set $NPCList[0].fullDescription to "horned " + ($NPCList[0].gender is "m" ? "boy" : "girl")>>
<<set $NPCList[0].type to "horned " + ($NPCList[0].gender is "m" ? "boy" : "girl")>>
<</if>>
<<saveNPC 0 tower_creature>>
<</if>>
the ground shakes from something heavy landing nearby. You shield your belly instinctively. <<gstress>><<stress 6>>
<br><br>
You feel and hear the massive thing sniffing your face, then your belly. You clutch your stomach tighter. When it pulls away, you glance up and are greeted by a great, scaly head topped with a pair of horns.
<<if $NPCList[0].monster is "monster">>
"With child," the <<tower_creature_text>> growls softly. "This place... bad for child."
<</if>>
Eyeing your pregnant belly, <<bhe>> <<= $NPCList[0].monster is "monster" ? "wraps" : "growls softly before wrapping">> a foreleg around you with surprising care.
<br><br>
<<bHe>> lifts you up, and you feel sick and dizzy as <<bhe>> leaps through the landfill towards Nightingale Street. You open your eyes as <<bhe>> gingerly places you down in front of the hospital. The <<tower_creature_text>>
<<if $beauty gte 6000 or $tower_creature_intro gte 2>>
places a large, clawed hand on your <<= $NPCList[0].monster is "monster" ? "belly. \"Next time, mine.\"" : "belly and rumbles softly.">> You shudder and back away from <<bhim>> towards the hospital, and <<bhe>>
<</if>>
watches you waddle inside. You barely make it through the front door before you feel your consciousness slip, and you stumble to the floor. The last thing you see is a pair of glowing yellow eyes staring at you from the shadows.
<<else>>
<<generatey1>><<generatey2>><<generatey3>><<generatey4>><<generatey5>><<generatey6>>
a group of <<group>> approaches you.<<if $trauma gte ($traumamax / 5) * 2>> You hope they're not here to take advantage of you.<</if>>
<br><br>
"I told you I heard someone over here!" a <<person1>><<person>> says. "Hey, <<girl>>! Are you alright!?"
<br>
<<if $watersportsdisable is "f">>
One of <<his>> friends, a <<person2>><<person>>, laughs. "Did <<pshe>> fuckin' piss <<pherself>>?"
<<else>>
"Why's <<pshe>> all wet?" a <<person2>><<person>> asks.
<</if>>
<br>
<<if $speech_attitude is "bratty">>
"I'm going into labour, you idiot!" you snap. "So can you <i>please</i> help me out of here!?"
<br>
"Oh." The <<person2>><<person>> blinks. "Oh! Yeah, of course!" <<He>> turns to <<his>> friends. "I'll grab <<pher>> shoulders, you get <<pher>> feet." A <<person3>><<person>> and <<person4>><<person>> nod and move into place.
<<else>>
A <<person3>><<person>> rolls <<his>> eyes. "<<pShes>> pregnant, you moron!"
<br>
"Oh." The <<person2>><<person>> blinks. "Oh! We've gotta do something! Let's get <<phim>> out of here!"
<</if>>
<br><br>
You try and groan out a thanks to your helpers, but their group effort to lift you sends pain shooting through your body. You vaguely hear them coordinating an effort to the closest exit as you pass out.
<<famepregnancy 3>>
<</if>>
<<case "sea">>
As you're swimming, a contraction seizes you. You thrash around in the water, shouting for help. The pain worsens, and you struggle to stay afloat.
<<if $rng gte 71>>
<<generatedolphin1>>
You're on the verge of losing consciousness when something bumps into you, and you quickly glance down.
<br><br>
Your vision blurs, but you can make out the figure of a <<beasttype>>. <<bHes>> steadily pushing you to shore. You desperately clutch <<bhis>> fin.
<br><br>
The <<beasttype>> tows you to the shallows, depositing you on the sand. <<bHe>> clicks worriedly. You dimly hear shouts from a nearby beachgoer, and the <<beasttype>> quickly dives back into the water. You murmur your thanks as someone splashes into the surf after you. Your vision grows dark, and you pass out.
<<else>>
You hear the horn of a boat, and you spot a trawler edging closer. There's a commotion of voices on the dock, and a fishing net envelops you, hoisting you onto the deck. "You looked like you needed help," a <<generate1>><<person1>><<person>> says. "No one rides free, but- oh. <i>Oh!</i> You're pregnant!"
<br><br>
<<if $speech_attitude is "meek">>
"I'm in labour," you whimper, curling up and cradling your stomach. "P-please help me..."
<<elseif $speech_attitude is "bratty">>
"Not just pregnant. I'm-" A particularly strong contraction hits, and you grimace. "I'm in labour. Are you going to help me or what?"
<<else>>
"I'm in labour," you manage, curling up on the dock. "Help me, please!"
<</if>>
<br><br>
"We'll get you to shore, we promise," the <<person>> says, glancing worriedly at <<his>> crewmates. "Hold on, okay?" One of the fishers holds your hand as your vision grows dark, and you pass out.
<</if>>
<<case "shop">>
<<generate1>><<person1>>
You fall to your knees in the middle of the shopping centre, clutching your stomach. Liquid begins to run down your thighs. You're going into labour.
<br><br>
<<if Time.dayState isnot "night">>
People skirt around you, keeping their heads down and shooting you odd looks. The pain soon becomes unbearable, and you begin to scream.
<<else>>
No one is around at this time of night, but you scream desperately, hoping to attract the attention of a security guard.
<</if>>
"P-Please help! I need an ambulance!" you cry.
<br><br>
<<if Time.dayState is "night">>
"Hey!" someone shouts. "You're not supposed to be- oh. Oh, shit!" <<He>> kneels down next to you and grabs your hand.
<<else>>
An employee from one of the nearby stores rushes over to you and kneels down, grabbing your hand.
<</if>>
<br><br>
<<He>> pulls out a <<= Time.dayState is "night" ? "two-way radio" : "phone">> and speaks into it, but the pain is too much. You can't make out what <<hes>> saying.
<br><br>
<<He>> squeezes your hand, and you feel safe as you fade into unconsciousness.
<<case "roof">>
<<generate1>><<person1>>
You collapse on the rooftop. Warm liquid runs down your legs. You're going into labour.
<br><br>
You scream loudly, hoping to attract someone's attention. The door to the roof is shut, and you fear no one will hear you.
<br><br>
Painful contractions wrack your body, and you shriek even louder. Finally the door bursts open, and a disgruntled <<personsimple>> in a uniform emerges. "What the fuck are you- oh <i>shit</i>." <<He>> quickly rushes over to you.
<br><br>
You watch as <<he>> takes out a phone and starts calling someone. You feel some relief as everything fades to black.
<<case "monsterTower">>
<<case "street">>
<<case "compound">>
<<case "temple">>
You stumble, barely catching yourself on a pew. Your legs tremble. You're going into labour.
<br><br>
A pair of strong arms hoist you up, before gently laying you down on a pew.
<<if C.npc.Jordan.init is 1>>
Jordan's face hovers over you.
<<else>>
A robed figure hovers over you, their youthful face tinged with concern. Locks of hair protrude from the sides of their cowl, betraying a golden shade.
<</if>>
You hear words being spoken to you, but they don't make any sense. Other robed figures start to surround you.
<<if _sydney_location is "temple" and C.npc.Sydney.init is 1>>
Sydney breaks through the crowd, but stops short of you.
<</if>>
<br><br>
You feel yourself being lifted.
<<case "cave">>
<<if $cave lt 50>>
You're wading through the water when a sudden contraction hits you, and you pitch forward into the cold embrace of the current. The weight of your belly, combined with the pain of contractions, makes it impossible to stand or swim.
<br><br>
The rushing water pushes against you as you struggle, your hands slipping helplessly on the wet ground. Each effort to resist only worsens the labour pains. Powerless, you surrender to the current.
<br><br>
You let the water carry you away as you sink into unconsciousness.
<<else>>
A sudden contraction grips you. Warm liquid trickles down your legs, and your knees buckle. Waves of intense pain follow, one after another, forcing heavy breaths from your lips. Clutching your swollen and heavy belly, you collapse weakly against the cold, damp wall.
<br><br>
<<if $pursuit gte 2>>
Faint sounds reach your ears. Your pursuer might be dangerous, but you need medical assistance. You call out for them.
<<else>>
The cave is silent, save for the sounds of dripping water. There's no one around to hear you scream, but you try anyway.
<</if>>
<<if $speech_attitude is "meek">>
"H-help... is anyone there? Please help me..." you groan. You tremble helplessly, tears welling in your eyes.
<<elseif $speech_attitude is "bratty">>
"<<= $pursuit gte 2 ? "Wh-who's there?" : "I-is anyone there?">> Help me! Hurry!" you shout. Your voice is high and loud, but it breaks as you grunt in pain.
<<else>>
"Help! I need some help! P-please?" You try to stay calm, but your trembling voice betrays you.
<</if>>
<br><br>
<<if ($pursuit gte 2 and $rng gte 61) or $pursuit lt 2>>
<<npc Wren>><<person1>>
<<if $pursuite gte 2>>
After you call for help, the sounds vanish. The cave is silent, save for the occasional drip of water, as if everything you just heard was an illusion.
<<else>>
There's no response, and the silence is stifling.
<</if>>
Bracing your hands against the wall, you force yourself to take a step, but the labour pains are too intense. You collapse to the cave floor.
<br><br>
The silence is broken by the sound of light footsteps. Someone scoops you up, lifting you into the air.
<<if $wrenSeen?.length>>
A <<nnpc_gender "Wren">> sighs. "Next time, you won't be so lucky, little thief," <<he>> says. <<His>> voice sounds familiar.
<<else>>
"Why did Bailey send a pregnant one here?" a <<nnpc_gender "Wren">> says, sounding amused.
<br><br>
<</if>>
<br><br>
You squint at the person through a haze of tears.
<<if $wrenSeen?.length>>
<span class="gold">It's Wren.</span>
<<else>>
It's a young <<if $pronoun is "m">>man with short<<else>>woman with shoulder-length<</if>> hair.
<</if>>
<<He>> covers your eyes with <<his>> palm, plunging you into darkness, and breaks into a run. <<He>> cradles you in <<his>> arms, and the slight lurching is vaguely comforting as you slip into unconsciousness.
<<set $wrenSeen.pushUnique("pregnancy")>>
<<set $wrenSeenLast to "pregnancy">>
<<else>>
<<generatey1>><<generatey2>>
Your cries for help soon turn into moans of pain. You hear footsteps approaching, then laughter. "Sounds like someone's having fun!" a <<person1>><<person>> says.
<br><br>
"<<pShes>> got a good set of pipes on <<pher>>," a <<person2>><<person>> adds. "I reckon we can make <<pher>> moan even more." <<He>> stops short when <<he>> sees your pregnant belly. "Oh, shit! Is <<pshe>> in labour?"
<br><br>
"There's no doctor down here!" The <<person1>><<person>> sounds panicked. "Here, help me carry <<pher>>."
<br><br>
You feel yourself being lifted, then darkness engulfs you.
<</if>>
<</if>>
<<case "photo">>
<<npc Niki>><<person1>>
You stumble, groping for a chair to stabilise yourself. A stream of liquid runs down your legs. You're going into labour.
<br><br>
Niki doesn't bat an eye. You shout for help as you stumble to your knees, and <<he>> finally glances up from the computer. <<His>> eyes widen slightly, and <<he>> quickly rushes to your side. <<He>> guides you to your feet and sits you down in the chair.
<br><br>
"Don't worry, you're going to be alright," <<he>> reassures you, already taking a phone from <<his>> pocket.
<br><br>
The last thing you can make out is Niki asking for an ambulance before everything fades to black.
<<case "prison">>
You stumble to your knees. There's no mistaking it; you're going into labour. You scream as the first contraction hits.
<br><br>
<<if $prison.schedule is "lockdown">>
You spot a pair of boots approaching. They stop right in front of you. You look up.
<br><br>
<<generate_anxious_guard 0>><<person1>>
It's <<anxious_guard 0>>. <<He>> frowns down at you.
<br><br>
"You're not supposed to be out of your cell." <<He>> looks around nervously. "Let's just get you back with no fuss, alright?"
<br><br>
<<He>> waits for you to get up, but the pain is far too much. <<anxious_guard 0>> takes a moment to realise that you're in pain. Your panic spreads to <<him>>.
<br><br>
"Oh no. Not here." <<He>> looks around again, as if praying for someone to swoop in and save <<him>>. "Look... D-Don't move! Stay right there!"
<br><br>
<<He>> hurries off, leaving you behind. You struggle to pull yourself upright, your vision swimming from the amount of pain coursing through your abdomen. The world fades away just as you hear someone yell.
<<else>>
Your heart pounds in your eardrums. Your vision starts to fade as pain rip through you over and over. You look up, to see yourself surrounded.
<br><br>
"Give <<phim>> some space, now!" a voice yells, just loud enough for it to cut through your haze. The world fades away as you feel yourself being lifted.
<</if>>
<<case "prisonCell">>
<<if $prison.schedule is "lockdown">>
You sit down on your bed in the dark cell. It feels wet. It takes you a moment to realise your legs are also wet. You're going into labour.
<br><br>
Panic grips you.
<br><br>
You stumble towards your cell door and start banging on it. "H-Help me!" You try to get a guard to notice you.
It takes a few seconds of your banging for prisoners to start waking up. Some shout at you to shut up, others ignore you. One calls out to ask if you're okay.
<br><br>
<<generate_veteran_guard 0>><<person1>>
<<veteran_guard 0 cap>> appears after a moment, banging on each cell door as <<he>> makes <<his>> way down. "Lights out! That means shut it!"
<br><br>
<<He>> eventually stops in front of your cell and scowls at you.
"Do you know the punishment for being unruly-" <<He>> cuts <<himself>> off as <<he>> notices the mess between your legs.
<br><br>
"P-Please help me." You whisper, your vision already becoming blurry.
<<veteran_guard 0 cap>> immediately gets <<his>> keys out and unlocks your door. Strong arms catch you as your knees buckle, pain shooting through your stomach. The world fades away as you are carried out of your cell.
<<else>>
The sound of something wet splattering against the stone floor of your cell catches your attention. Your legs are wet. You're going into labour.
<br><br>
You start to panic and try to make your way out of the cell to get help. A sharp pain in your stomach has you hunching over and hanging onto the bars.
<br><br>
<<generate1>><<person1>>
"Please help me!" You call down the hallway. A prisoner comes over, smirking, but stops at the sight of you.
"Shit." <<He>> backs up and runs back down the way <<he>> came, hopefully to get help.
<br><br>
The other prisoners walk past, ignoring you or stopping to watch for entertainment. Only a few try to help you. One is about to lean down to help you to your feet when <<he>> sees someone approaching and steps away again.
<<endevent>>
<<generate_methodical_guard 0>><<person1>>
<<methodical_guard 0 cap>> arrives with the prisoner in tow. The crowd thins out immediately as <<he>> frowns down at you. <<He>> crouches down and inspects you to see for <<himself>>.
<br><br>
"Incredibly inconvenient timing," <<he>> remarks. "We aren't equipped with a delivery room, so we'll have to make do."
<br><br>
<<methodical_guard 0 cap>> stands back up and orders two of the prisoners to help you walk. You are half carried, half dragged down the stairs. The guard begins to talk into <<his>> walkie talkie.
Your vision starts to blur as you're carried down another floor. You are not able to make out the shouts around you as you pass out.
<</if>>
<<case "prisonLaundry">>
<<if $prison.schedule is "work">>
<<generate1>><<person1>>
You can hear a prisoner snicker behind you.
"Good thing we're in the laundry room, huh?" <<He>> smirks at you. "Just need a helping hand to clean you up."
<br><br>
You tremble, and a sudden pain shoots through you. You're going into labour. The prisoner steps closer, leering at you.
<br><br>
"Hey, back up. Now," a voice orders.
<<generate_relaxed_guard 1>><<person2>>
<<relaxed_guard 1 cap>> comes up behind you, and the prisoner scowls but leaves to do <<person1>><<his>> work. <<person2>><<He>> looks down at your legs but doesn't get to ask anything. Pain shoots through your stomach again, and you hunch over.
<br><br>
"H-Help... My baby..." you whimper out.
<br><br>
<<relaxed_guard 1 cap>> takes your elbow, propping you up.
<br><br>
"The kid's a bit too young to start doing time, eh? C'mon. Specs will have my head if you pop the little squirt out in here." You can barely hear <<his>> voice. Pain makes your head throb and you struggle to keep upright. Everything fades away.
<<else>>
<<generate_relaxed_guard 0>><<person1>>
You look down. There's clear liquid running down your thighs. Pain lurches in your stomach. You're in labour.
<br><br>
"Someone?" you call out as you struggle to get to the door. "I n-need help!" You lean against the door frame.
<br><br>
"Work hours are over." <<relaxed_guard 0 cap>> walks over, still playing with <<his>> dice. "Not gonna turn on the machines unless you're prepared to entertain me-"
<br><br>
<<His>> eyes drop down to your legs. <<His>> grin starts to fade as <<he>> realises what's going on.
<br><br>
"Shit." <<relaxed_guard 0 cap>> looks around before putting an arm around your waist. "C'mon, we're not popping out Prisoner 144 junior out here."
<br><br>
You struggle not to black out, the pain in your stomach getting worse. <<relaxed_guard 0 cap>> says something to you but you're in too much pain to process it. The world fades away, and the last thing you hear is a panicked shout.
<</if>>
<<case "prisonCanteen">>
<<if ["wake", "lunch", "dinner"].includes($prison.schedule)>>
<<generate1>><<generate_methodical_guard 1>>
You stumble over to one of the tables, barely making it to an open seat. A couple prisoners leer at you. A small puddle begins to form between your legs and drips down the bench. You're going into labour.
<br><br>
A prisoner laughs as you hunch over, clutching your belly. "Someone must be starving." <<He>> grabs <<his>> crotch, grinning lasciviously. "I've got a meal right here for-"
<br><br>
You scream loudly in pain, and <<he>> flinches away from you.
<br><br>
Your screams alert <<person2>><<methodical_guard 1>>, who marches over. <<His>> face turns serious when <<he>> sees the liquid between your legs.
<br><br>
<<methodical_guard 1 cap>> helps you stand. You can hear <<him>> speak, but are unable to make out <<his>> words as everything fades to black.
<<elseif $prison.schedule is "lockdown">>
<<generate_anxious_guard 0>><<person1>>
You stumble over to one of the tables, collapsing onto a bench. "H-help me!" you cry out, your voice echoing through the empty canteen. There's no response. You hunch over and clutch your belly, screaming until you finally hear a pair of footsteps. Someone shines a torch on you, and you look up.
<br><br>
It's <<anxious_guard 0>>. <<He>> frowns down at you.
<br><br>
"You're not supposed to be out of your cell." <<He>> looks around nervously. "Let's just get you back with no fuss, alright?" <<He>> waits for you to get up, but the pain is far too much. It takes a moment for <<him>> to realise. "Oh no. Not here. Ah, right, you were shouting for help..." <<He>> looks around again, as if praying for someone to swoop in and save <<him>>. "Look... D-Don't move! Stay right there!"
<br><br>
<<He>> hurries off, leaving you alone in the dark and empty canteen. You struggle to pull yourself upright, your vision swimming from the amount of pain coursing through your abdomen. The world fades away just as you hear someone else yell.
<<else>>
<<generate1>><<person1>>
You stumble over to one of the tables, collapsing onto a bench. Liquid begins to drip down your legs. You're going into labour.
<br><br>
You scream, attracting the attention of a prisoner outside the canteen. <<He>> laughs as you hunch over and clutch your belly. "Didn't get enough to eat, eh?" <<He>> grabs <<his>> crotch, grinning lasciviously. "I'll give you something to-"
<br><br>
You scream even louder, and <<he>> flinches away from you. You slip off the bench and curl up on the ground.Others filter into the canteen, voices echoing around you. Everything grows dark and quiet as you fade into unconsciousness.
<</if>>
<<case "prisonMedical">>
<<generate_methodical_guard 0>><<person1>>
Pain begins to shoot through your stomach, and you grunt in pain. You're going into labour. It alerts <<methodical_guard 0>>, and <<he>> rushes over.
<br><br>
<<He>> wastes no time. <<methodical_guard 0 cap>> grips your bicep tightly and steers you towards one of the beds.
"You're in labour," <<he>> tells you. You barely get to sit down on the bed before another surge of pain has you hunching over.
<br><br>
You're thankful for the bed under you as you fall back, struggling to breathe in properly. While the prison was not where you wanted to have your baby, at least you're in the medical room.
<br><br>
You start feeling dizzy from the pain. You're gently lowered back into a laying position as your consciousness slips.
<<case "prisonYard">>
<<if $prison.schedule is "yard">>
<<generate_veteran_guard 0>><<person1>>
You collapse in the middle of the yard, clutching your stomach. Laughter echoes all around you as prisoners point and jeer. Liquid runs down your legs and onto the ground. You're going into labour.
<br><br>
"Quit causing a scene," <<veteran_guard 0>> yells, approaching you. <<He>> halts in <<his>> tracks when you scream out in pain. A few prisoners try to get closer to the two of you.
<br><br>
Another wave of pain hits you, and you can barely make out <<veteran_guard 0>> shouting before the world goes dark.
<<elseif $prison.schedule is "lockdown">>
<<generate_anxious_guard 0>><<person1>>
You collapse in the middle of the yard. "H-help me!" you cry out, not caring who hears. There's no response. You hunch over and clutch your belly, screaming until you finally hear a pair of footsteps. Someone shines a torch on you, and you look up.
<br><br>
It's <<anxious_guard 0>>. <<He>> frowns down at you.
<br><br>
"You're not supposed to be out of your cell." <<He>> looks around nervously. "Let's just get you back with no fuss, alright?" <<He>> waits for you to get up, but the pain is far too much. It takes a moment for <<him>> to realise. "Oh no. Not here. Ah, right, you were shouting for help..." <<He>> looks around again, as if praying for someone to swoop in and save <<him>>. "Look... D-Don't move! Stay right there!"
<br><br>
<<He>> hurries off, leaving you alone in the yard. You struggle to pull yourself upright, your vision swimming from the amount of pain coursing through your abdomen. The world fades away just as you hear someone else yell.
<<else>>
<<generate1>><<person1>>
You collapse in the middle of the yard, attracting the attention of some lingering prisoners. Liquid runs down your legs and onto the ground. You're going into labour.
<br><br>
"Did someone fall down?" a prisoner coos mockingly. "Looks like this bitch needs-"
<br><br>
You shriek and clutch your stomach, and the prisoner backs away. <<His>> friend points out the puddle forming beneath you, and <<his>> face grows pale. <<He>> almost sounds guilty as <<he>> says, "Someone pick <<phim>> up. We gotta get <<phim>> to the guards."
<br><br>
Their voices grow faint as darkness clouds the edges of your vision. The last thing you feel is your body being lifted into the air, then you slip into unconsciousness.
<</if>>
<<case "prisonBeach">>
You stumble and collapse onto the beach. Liquid runs down your legs, dampening the sand below. You're going into labour.
<br><br>
<<if (Time.hour is 12 or Time.hour is 14) and !$prison_wren_intro and Time.weekDay is 6>>
<<npc Wren>><<person1>>
Wren calls out to you from <<his>> boat. "Not very graceful, are we?" <<He>> laughs. "I didn't think the sand was that- oh, no."
<br><br>
You hear something heavy fall, then Wren crouches above you. <<He>> grabs your wrist and says something, but you're unable to make out <<his>> words.
<br><br>
You feel yourself being lifted up before everything goes dark.
<<else>>
You wonder if anyone will find you out here, and if it will be too late. Pain wracks your body as you bite back a scream.
<br><br>
The pain soon becomes unbearable, and you begin screaming loudly. Tears roll down your eyes and sink into the sand.
<br><br>
Faint shapes move in the water, and you try to focus on them instead of your pain. The shapes become blurry with time as your vision starts to go dark.
<br><br>
You shut your eyes and let yourself succumb to nothingness.
<</if>>
<<case "prisonShowers">>
<<if $prison.schedule is "wake">>
<<generate_veteran_guard 0>><<person1>>
You stumble past the other prisoners and lean against a wall for support. A distinct, warm fluid begins to run down your legs. You're going into labour.
<br><br>
"Oi, watch out, you dumb <<bitch>>!" a prisoner barks, shoving you to your knees.
<br><br>
You scream in pain, clutching your stomach as your contractions begin. The prisoner scoffs. "Stop being so dramatic over a little fall. Whiny little shit."
<br><br>
"Enough," <<veteran_guard 0>> says, approaching the two of you. "And you, get off the damn-" <<He>> pauses, then says something else. You can't process <<his>> words through the pain that overwhelms you.
<br><br>
You start to feel nauseated and disoriented as water pelts your skin. A hand grasps your shoulder and hauls you up just as you fade into unconsciousness.
<<else>>
<<generate_veteran_guard 0>><<person1>>
You stumble and collapse onto the tiled floor. Warm fluid runs down your thighs. You're going into labour. You scream loudly as your contractions begin, clutching your stomach in pain.
<br><br>
"Showers are over," <<veteran_guard 0>> says, stepping into the room "Go do something productive before-" Heavy footsteps march over to your crumpled body, and you look up to see <<veteran_guard 0>> looking down at you. <<His>> mouth moves, but you're in too much pain to make out the words.
<br><br>
A firm hand grabs your shoulder as your vision begins to blur, and you fade into unconsciousness.
<</if>>
<<case "pound">>
<<run delete $pound.door>>
<<endevent>>
Staring out from between the bars, you shift uncomfortably. Greater levels of wetness pool beneath you onto the concrete. You're going into labour.
<br><br>
You hear whines from the kennels next to yours. The other <<pound_text>> can smell what is happening.
<br><br>
"Hello?" you call out, clutching the bars of the kennel. You can't give birth here.
<br><br>
Minutes pass with no one coming to help. Your calls get more insistent as pain gradually spreads throughout your lower body.
The <<pound_text>> around you whine louder and louder until they begin to bark and growl in response to your pained gasps. The commotion is enough to make someone come and check.
<br><br>
<<generate1>><<person1>>
A <<person>> makes <<his>> way down the kennels. <<He>> yells and hits the bars while shining a torch inside. <<He>> pauses when <<he>> reaches you.
<br><br>
"Oh, fuck!" <<he>> shouts before dashing out of the kennels. You aren't sure if help is coming, and the pain is getting too much to stay lucid.
<br><br>
It all becomes too much. Your eyes flutter shut, commotion ringing in your ears.
<<case "edencabin">>
<!--
<<if $_pregnancy.potentialFathers.find(father => father.source === "Eden")>>
Eden thinks it's his child?
<<else>>
<</if>>
-->
<<endevent>>
Your thighs feel wet, and you start to feel a sharp pain. You're going into labour.
<<if $edenbed is 1>>
Eden is still sleeping soundly.
<<elseif Time.hour gte 11 and Time.hour lte 14>>
Eden is out hunting, <<nnpc_he "Eden">> can't help you right now.
<<else>>
Eden is busy with <<nnpc_his "Eden">> own chores and hasn't noticed your panic.
<</if>>
<<if $worn.neck.collared is 1 and $worn.neck.type.includes("leash")>>
<<detach_leash>>
You desperately tug at your leash, hoping it will break. A few last stubborn threads hold on. Panicked, you begin to gnaw at the threads. Relief floods you when it breaks.
<</if>>
<br><br>
You stumble into the forest as the pain of your contractions begins. You're not even sure where you're going.
<<if $syndromeeden is 1>>
You're about to turn back to the cabin, when a branch cracks to your left.
<<else>>
You walk an unknown distance before you pause, too exhausted to continue, the adrenaline fading from your body. A branch cracks to your left.
<</if>>
<<case "drain">>
<<case "school">>
<<if !["early", "late", "earlynoschool", "latenoschool", "daynoschool"].includes($schoolstate)>>
<<switch $bus>>
<<case "schoolfrontcourtyard" "schoolrearcourtyard">>
<<generatey1>><<person1>>
You stumble, tripping over your feet and landing hard in the dirt. You roll over to your side but find yourself struggling to get up as another wave of contractions wash over you.
<br><br>
Your collapse draws the attention of others in the schoolyard. You faintly hear awkward laughter, as if they think you're playing some elaborate prank. Moments pass as you continue to lay on the ground clutching your stomach before a pair of sneakers enter your field of vision. The <<personsimple>> approaching you takes one look at your belly before swearing and yelling for help.
<br><br>
You hear a stampede of feet and what sounds like the concerned voice of a teacher before everything fades away.
<<case "schoollibrary">>
The world tilts as you stumble, landing hard against a bookshelf. Unable to hold up your own weight, you slide down to the ground, back pressed against the shelf. You think you make some sort of noise, because you hear footsteps approaching before a gasp fills your ears. Somebody rushes forward, kneeling at your side. Their words wash over you, but you can't make heads or tails of them as your vision fades to black.
<<default>>
<<pregnancyPassout "schoolJanitor">>
<</switch>>
<<else>>
<<pregnancyPassout "schoolJanitor">>
<</if>>
<<case "schoolCanteen">>
<<if Time.schoolDay and !["early", "late", "earlynoschool", "latenoschool", "daynoschool"].includes($schoolstate)>>
Your vision blurs and you stumble, catching yourself against the edge of a lunch table.
<<= $schoolstate is "lunch" ? "Despite how busy the canteen is, you" : "You">> capture the attention of the nearby students. As your knees give out, you hear a rush of footsteps. One of the students shouts for a teacher, and it's not long before a faculty member hustles to your side.
<<if $schoolstate is "lunch" and C.npc.Robin.init is 1 and $daily.school.lunchEaten isnot 1>>
<br><br>
Robin's eyes are wide, and <<nnpc_he "Robin">> tries to reach you through the crowd.
<</if>>
The last thing you hear before passing out is the teacher yelling for an ambulance.
<<else>>
<<pregnancyPassout "schoolJanitor">>
<</if>>
<<case "schoolJanitor">>
<<generate1>><<person1>>
You stumble to the ground as your contractions overwhelm you. You cry out in pain, but no one's around to hear you. You curl up into a ball and grip your stomach, whimpering for help. After what feels like an eternity, you see a janitor <<= ["schoolfrontcourtyard", "schoolrearcourtyard"].includes($bus) ? "exit the school, wheeling a trashbin" : "enter, mopping the floor">> as <<he>> sings along to the music blaring through <<his>> headphones.
<br><br>
<<His>> eyes land on you, and <<he>> freezes. "Holy..." <<He>> rips off <<his>> headphones and fumbles for <<his>> cellphone to call for help. The last thing you hear is <<his>> panicked voice, swearing at the phone operator, before the world fades to black.
<<case "schoolPool">>
<<npc Mason>><<person1>>
You gasp as a contraction hits you, stealing the strength from your limbs. You briefly go under, and chlorinated water fills your mouth. You flail in a panic, struggling to keep your head above water. Suddenly, a pair of strong arms wrap around you, towing you out of the water and onto the slippery tile. Firm, unyielding hands turn you on your side as you hack up water.
<br><br>
"Whoa, what happened?" Mason asks, looking concerned as <<he>> leans over you. "You need to be more careful, what if..." <<His>> voice trails off as <<he>> notices the way you carefully hold your abdomen. "Are you going into labour? Now?" Panicked, <<he>> turns and yells at a nearby student to run to Leighton's office for help.
<br><br>
You watch the student dash out of the room with glazed eyes as Mason turns <<his>> attention back to you. "You're going to be alright. Just breathe with me, okay?" Mason tries to guide you through some breathing exercises, but you're unable to focus. As the world fades to black, you hear the sirens of an ambulance.
<<case "schoolHallways">>
<<if Time.schoolDay and !["early", "late"].includes($schoolstate)>>
As your vision swims, you stagger, stumbling straight into the lockers with a bang. The noise attracts the attention of the students around you. Knees weak, you slide to the ground, clutching your abdomen. One student bolts from the scene, yelling for a teacher. You hear a flurry of footsteps and several panicked voices before everything fades away.
<<else>>
<<pregnancyPassout "schoolJanitor">>
<</if>>
<<case "schoolLibrarian">>
You whimper as you clutch your stomach. "Whoa, whoa," the librarian says, giving your belly an alarmed look. "Just hang on, okay? I've got you. We'll get you to the hospital immediately." You give a weak, grateful smile and let your eyes drift shut. You pass out in the safety of the librarian's arms.
<<case "schoolScience">>
<<npc Sirris>><<person1>>
A powerful contraction grips you, and you cry out. The pain causes you to blackout for the briefest of seconds. When you open your eyes, you find yourself laying on the classroom floor, Sirris hovering over you. "You're going into labour," <<he>> says, holding your hand as <<he>> fishes a cellphone out of <<his>> pocket. "You're going to be okay, I promise." <<He>> presses the phone to <<his>> ear and calls for an ambulance.
<br><br>
As you wait for the ambulance, Sirris lectures on the miracle of childbirth. Some of your classmates look ill, while others can't tear their eyes away from you. The last thing you hear before passing out is <<his>> enthusiastic gushing about your ripened cervix.
<<case "schoolToilets">>
All of a sudden, your vision blurs, and you collapse onto the tile floor. You try to call out, but you're unsure if anybody can hear you.
<br><br>
You lay like that, carefully cradling your swollen belly, until
<<if Time.schoolDay and !["early", "late"].includes($schoolstate)>>
a group of students saunter out, chatting amongst themselves. One catches sight of you and freezes. They stare down at you, until you whimper out a plea for help. Snapping out of it, one student rushes to get help while the others crowd around you on the floor.
<br><br>
You catch sight of a teacher approaching before finally passing out.
<<else>>
<<generate1>><<person1>>
a janitor enters, trundling a mop bucket. <<He>> scowls at the puddle of fluid caused by your waters breaking. "You clean up one mess, then another one pops up. Kids these...days..." <<His>> eyes widen as they land on you. "Holy shit. Uh, hang on, um-" <<He>> fumbles for <<his>> cellphone and calls for an ambulance.
<br><br>
You croak out a 'thank you' before the last vestiges of consciousness slip away.
<</if>>
<<case "sewers">>
<<beastNEWinit 1 lizard>>
An awful pain shoots through your body, and liquid runs down your legs. You're going into labour. As you collapse, you see a shadow in the water move towards you. A giant <<beasttype>> emerges, bearing down on you. It looks like <<bhes>> about to strike, when all of a sudden, <<bhe>> pauses.
<br><br>
<<if $monster is 1>>
"You... have eggs?" <<bhe>> asks.
<br><br>
<<bHe>> stares at your stomach, watching as you curl up and whimper in pain. The <<beasttype>> looks conflicted, but <<bhe>> slowly approaches and places a hand on your stomach. <<bHis>> face scrunches up, then <<bhe>> suddenly bends down and lifts you up with relative ease.
<br><br>
"Not normal eggs," <<bhe>> hisses. "Other humans go to big building. I hear them talk in the bright-place below." The <<beasttype>> carries you to a ladder and hauls you up it. Once at the surface, <<bhe>> slithers out.
<<else>>
<<bHe>> eyes you curiously, staring at your stomach before slowly approaching and wrapping <<bhis>> tail around you. <<bHe>> drags you to the nearest ladder and, with some struggling, pulls you up it. When <<bhe>> reaches the top, <<bhe>> headbutts the manhole cover until it opens enough for <<bhim>> to wriggle out.
<</if>>
<<bHe>> dumps you next to the manhole before letting out a shrill, screeching hiss.
<br><br>
Somebody nearby yelps at the sound, and you hear footsteps coming your way. The <<beasttype>> retreats into the <<= $monster is 1 ? "sewers, glancing back at you briefly before pulling the manhole cover back into place" : "sewers">>.
<br><br>
Everything fades to black as someone crouches by you.
<<case "adultShop">>
You stumble, barely catching yourself on a shelf laden with dildos. You cradle your belly as you slide to the ground, groaning with pain.
<<if $adultshopstate is "closed">>
<<generate1>><<person1>>
Using what little strength you have, you try to crawl to the door. You weakly reach for the handle, but can't reach it from the floor. You whimper.
<br><br>
The door swings open, and a guard scowls down at you. "What do we have here? A little rat thief, trying to make off with some fuck toys?" <<he>> says. <<He>> shines a torch on you, and <<his>> eyes widen when <<he>> notices your state.
<br><br>
"Shit," <<he>> mutters as <<he>> takes out <<his>> phone. "I'll give you a pass this time, but next time you won't be so lucky." The last thing you hear is <<him>> calling for an ambulance, then the world fades to black.
<<else>>
You hear Sirris calling for you from the back room. After a few moments, you hear Sirris enter the shop proper, followed by a shout of surprise as <<nnpc_his "Sirris">> eyes land on you.
<br><br>
Within moments, Sirris is kneeling at your side, phone to <<nnpc_his "Sirris">> ear as <<nnpc_he "Sirris">> tries to hold your attention.
<<if $adultshopstate is "sydney">>
Behind <<nnpc_him "Sirris">>, you can see Sydney hovering in worry. You try to give <<nnpc_him "Sydney">> a reassuring smile, but you can't hold on any longer. You pass out.
<</if>>
<</if>>
<<case "office">>
<<case "island">>
<<endevent>>
A spasm of pain wracks your body, and you cry out. You're going into labour.
<br><br>
Figures emerge from the trees, weapons held ready. They lower them when they see your state, and their motions become panicked.
<br><br>
<<if $islander_language gte 100>>
"I think <<pshe>> going into labour," one of the islanders says.
<br>
"Fuck! You're right!"
<br>
"Get the druids, now!"
<<elseif $islander_language gte 50>>
They call for help. It's strange, but in your pain you can almost determine the meaning behind their words. It floats at the edge of awareness.<<gggcomprehension>><<islander_language 30>>
<<else>>
They shout something in their incomprehensible language. It's strange, but in your pain you feel the meaning behind them. They're calling for help.<<gggcomprehension>><<islander_language 30>>
<</if>>
<br><br>
The figures fade into fog as you pass out.
<<default>>
With your waters broken, you're too weak to continue.
<</switch>>
/*Links for alternative pregnancy birth events*/
<<if _args[0] isnot "schoolJanitor">>
<br><br>
<<switch _args[0]>>
<<case "asylum" "asylumOutside" "asylumCafe" "asylumLibrary" "asylumHarper">>
<<link [[Next|Pregnancy Birth Asylum]]>><<set $stress -= 5000>><<endevent>><</link>>
<<case "prison" "prisonCell" "prisonLaundry" "prisonSpire" "prisonCanteen" "prisonMedical" "prisonYard" "prisonBeach" "prisonShowers">>
<<link [[Next|Pregnancy Birth Prison]]>><<set $stress -= 5000>><<endevent>><</link>>
<<case "tentacleworld">>
<<if $tentacleEntrance is "mirror">>
You find yourself laying in front of your bedroom mirror. Everything fades to black.
<br><br>
<<link [[Next|Pregnancy Birth Hospital Passout]]>><<set $stress -= 5000>><<endevent>><</link>>
<<else>>
You scream. You're met with your own echoing voice. Again and again, you scream until your throat is hoarse. <span class="red">No one comes for you.</span> <<trauma 50>><<gggtrauma>>
<br><br>
Overwhelmed by pain and fear, you black out.
<br><br>
<<link [[Next|Pregnancy Birth Asylum]]>><<set $stress -= 5000>><<endevent>><</link>>
<</if>>
<<case "tentacleforest" "hookah">>
<<if _noWake>>
You're caught off guard by a sudden pain. A contraction. You've gone into labour. You stumble to the floor.
<br><br>
Your vision quickly fades, and when it returns, you feel as though time has passed.
<br><br>
<<else>>
You snap awake in the parlour.
<</if>>
<<if $hookah_state is 1>>
<<loadNPC 0 "hookah">><<person1>>
The hookah <<hookah_master>>'s face is right above you, looking concerned. <<He>> barks orders around.
<br><br>
"...and open that window. Air it out in here for <<phim>>. Jiggle the lock. It's supposed to be hard to open! Yes, yes, you'll get a full refund..."
<br><br>
<<His>> voice becomes distant, and darkness creeps into the corners of your vision as the pain of a contraction hits you. Your own scream is the last thing you hear.
<<else>>
Someone is pounding on the door. Your vision starts to fade again to the sound of sirens.
<</if>>
<br><br>
<<link [[Next|Pregnancy Birth Hospital Rescue]]>><<set $stress -= 5000>><<endevent>><</link>>
<<case "forest" "edencabin">>
<<if $_pregnancy.type is "wolf">>
<<beastNEWinit 1 wolf>>
<<if $monster is 1>>
A <<beasttype>> approaches you, rushing to your side and putting <<bhis>> arms behind you for support.
<<if $syndromewolves is 1>>
You've seen <<bhim>> at the cave before. "<<pPackbrother>>'s pups are coming," <<bhe>> says. "Hurry." <<bHe>> lets you lean against <<bhim>> as you waddle your way home.
<<else>>
You don't know why, but you feel safe going with <<bhim>>. "Your pups are coming," <<bhe>> says. "You'll be safe with my pack." <<bHe>> lets you lean against <<bhim>> as you waddle your way towards what you hope is safety.
<</if>>
<<else>>
A <<beasttype>> approaches you, nuzzling your hand.
<<if $syndromewolves is 1>>
You've seen <<bhim>> at the cave before. You lean against <<bhis>> back as you limp home together.
<<else>>
You don't know why, but you feel safe going with <<bhim>>. You lean against <<bhis>> back as you limp towards what you hope is safety.
<</if>>
<</if>>
It's difficult to keep moving through the pain. Eventually your legs give out, your vision following soon after,
<<if $monster is 1>>but strong arms holding you keep you from harm.<<else>>but you fall gently onto soft fur.<</if>>
<br><br>
<<link [[Next|Pregnancy Birth Wolf Rescue]]>><<set $stress -= 5000>><<endevent>><</link>>
<<else>>
<<endevent>>
<<generate1>><<person1>>
You hear a <<personsimple>>'s voice. "Are you okay, there?" <<he>> asks as <<he>> approaches. <<He>> looks vaguely familiar. There's an axe along <<his>> back. You think you stopped and talked to <<him>> as <<he>> was chopping wood once.
<br><br>
You're barely able to talk as another contraction hits, more painful than the previous ones. The woods<<personsimple>> takes off <<his>> coat and gently puts it over your shoulders.
<br><br>
"Come on, lean on me. I'll take you to the hospital." Your vision fades before you can take the next step.
<br><br>
<<link [[Next|Pregnancy Birth Hospital Rescue]]>><<set $stress -= 5000>><<endevent>><</link>>
<</if>>
<<case "edencabin">>
<!--
<<if $_pregnancy.potentialFathers.find(father => father.source === "Eden")>>
Alternative place to give birth?
<<link [[Next|Pregnancy Birth Hospital Passout]]>><<set $stress -= 5000>><<endevent>><</link>>
<<else>>
<<link [[Next|Pregnancy Birth Hospital Passout]]>><<set $stress -= 5000>><<endevent>><</link>>
<</if>>
-->
<<case "remy" "remyAbduction" "remyHarperExam" "remyNiki">>
<<link [[Next|Pregnancy Birth Livestock]]>><<set $stress -= 5000>><<endevent>><</link>>
<<case "farmroad">>
<<if $location is "farm" and $_pregnancy.potentialFathers.find(father => father.source === "Alex") and talkedAboutPregnancy("pc","Alex")>>
<<link [[Next|Pregnancy Birth Hospital Rescue]]>><<set $stress -= 5000>><<endevent>><<set $alexRescued to 1>><</link>>
<<else>>
<<link [[Next|Pregnancy Birth Hospital Rescue]]>><<set $stress -= 5000>><<endevent>><</link>>
<</if>>
<<case "adultShop" "alley" "arcade" "bog" "dungeon" "photo" "pound" "roof" "sea" "shop" "sewers" "schoolJanitor" "school" "schoolCanteen" "schoolHallways" "schoolLibrarian" "schoolPool" "schoolScience" "schoolToilets" "temple">>
<<link [[Next|Pregnancy Birth Hospital Rescue]]>><<set $stress -= 5000>><<endevent>><</link>>
<<case "cave" "home" "hospital">>
<<link [[Next|Pregnancy Birth Hospital]]>><<set $stress -= 5000>><<endevent>><<set $phase to 1>><</link>>
<<case "trash">>
<<link [[Next|Pregnancy Birth Hospital]]>><<set $stress -= 5000>><<endevent>><</link>>
<<case "island">>
<<link [[Next|Pregnancy Island]]>><<set $stress -= 5000>><<endevent>><</link>>
<<default>>
<<link [[Next|Pregnancy Birth Hospital Passout]]>><<set $stress -= 5000>><<endevent>><</link>>
<</switch>>
<</if>>
<<else>>
Error Pregnancy Object not found in the passage '<<print $passage>>'.
<</if>>
<</widget>>
<<widget "pregnancyMorningAfterPill">>
<<set $_menstruation to $sexStats.vagina.menstruation>>
<<set $_pregnancy to getPregnancyObject()>>
<<set _morningAfterPillResult to "no pregnant">> /* This variable returns the result of taking the pill */
<<if $_menstruation.currentState is "pregnant">>
<<if $_pregnancy.type is "human">>
<<set _currentDay to $_pregnancy.timer / (1 / ((1 / 9) * $humanPregnancyMonths))>>
<<elseif $_pregnancy.type is "wolf">>
<<set _currentDay to $_pregnancy.timer / (1 / ((1 / 12) * $wolfPregnancyWeeks))>>
<<else>>
<<set _currentDay to 1000>>
<<set _morningAfterPillResult to "unknown type">>
<</if>>
<<if _currentDay lte 2>> /* the first 2 days the pill clears the pregnancy and restarts the menstrual cycle */
<<set $_pregnancy.type to null>>
<<set $_pregnancy.fetus to []>>
<<set $_pregnancy.waterBreaking to false>>
<<set $_pregnancy.waterBreakingTimer to null>>
<<set $_pregnancy.timer to null>>
<<set $_pregnancy.timerEnd to null>>
<<set $_pregnancy.awareOf to null>>
<<set $_pregnancy.awareOfMultiple to null>>
<<set $_pregnancy.awareOfDetails to null>>
<<set $_pregnancy.potentialFathers to []>>
<<set $sexStats[($player.vaginaExist ? "vagina" : "anus")].sperm to []>>
<<restartMenstruationCycle>>
<<set $_menstruation.currentState to "normal">>
<<set _morningAfterPillResult to "successful">>
<<elseif _currentDay lte 3>>
<<set $_pregnancy.type to null>>
<<set $_pregnancy.fetus to []>>
<<set $_pregnancy.waterBreaking to false>>
<<set $_pregnancy.waterBreakingTimer to null>>
<<set $_pregnancy.timer to null>>
<<set $_pregnancy.timerEnd to null>>
<<set $_pregnancy.awareOf to null>>
<<set $_pregnancy.awareOfMultiple to null>>
<<set $_pregnancy.awareOfDetails to null>>
<<set $_pregnancy.potentialFathers to []>>
<<set $sexStats[($player.vaginaExist ? "vagina" : "anus")].sperm to []>>
<<set $_menstruation.currentDay to .5>>
<<restartMenstruationCycle>>
<<set $_menstruation.currentState to "normal">>
<<set _morningAfterPillResult to "a little late">>
<<elseif _currentDay lte 4>>
<<set $_pregnancy.type to null>>
<<set $_pregnancy.fetus to []>>
<<set $_pregnancy.waterBreaking to false>>
<<set $_pregnancy.waterBreakingTimer to null>>
<<set $_pregnancy.timer to null>>
<<set $_pregnancy.timerEnd to null>>
<<set $_pregnancy.awareOf to null>>
<<set $_pregnancy.awareOfMultiple to null>>
<<set $_pregnancy.awareOfDetails to null>>
<<set $_pregnancy.potentialFathers to []>>
<<set $sexStats[($player.vaginaExist ? "vagina" : "anus")].sperm to []>>
<<set $_menstruation.currentDay to .5>>
<<set $_menstruation.currentState to "recovering">>
<<set $_menstruation.recoveryTime to ($_pregnancy.type === "human" ? random(2, 3) * $humanPregnancyMonths : random(1, 2) * $wolfPregnancyWeeks)>>
<<set $_menstruation.recoveryTimeStart to $_menstruation.recoveryTime>>
<<set $_menstruation.recoveryStage to 0>>
<<set $_menstruation.periodEnabled to false>>
<<menstruationCycle>>
<<set _morningAfterPillResult to "late">>
<<else>>
<<set _morningAfterPillResult to "too late">> /* It's too late, the pill does nothing to the pregnancy */
<</if>>
<<else>>
<<set $sexStats[($player.vaginaExist ? "vagina" : "anus")].sperm to []>>
<<set $_menstruation.currentDay to .5>> /* If the player isn't pregnant the pill only restarts the menstrual cycle and clears sperm*/
<</if>>
<</widget>>
<<widget "pregnancyGendersText">><<silently>>
<<set $_pregnancy to getPregnancyObject()>>
<<set $_pregnancy.genderKnown to true>>
<<set $_genders to {m:0,f:0,h:0}>>
<<run $_pregnancy.fetus.forEach(b => $_genders[b.gender]++)>>
<<if $_pregnancy.fetus[0].features.identical is true>>
<<set $_text_output to `"I believe they are <<if $_pregnancy.fetus.length is 3>>all identical triplets<<else>>both identical twins<</if>>. They're the same gender and their facial features are similar."`>>
<<elseif ($_genders.m is $_pregnancy.fetus.length or $_genders.f is $_pregnancy.fetus.length or $_genders.h is $_pregnancy.fetus.length) and $_pregnancy.fetus.length gt 1>>
<<set $_text_output to `"Despite being the same gender, I believe they are not identical. They appear to have slightly different facial features."`>>
<<else>>
<<set $_text_output to "You have">>
<<if $_genders.m gt 0>>
<<switch $_genders.m>>
<<case 1>><<set $_text_output += " a">>
<<default>><<set $_text_output += " " + $_genders.m>>
<</switch>>
<<set $_text_output += " baby boy">><<if $_genders.m gt 1>><<set $_text_output += "s">><</if>>
<<if $_genders.f gt 0 and $_genders.h gt 0>>
<<set $_text_output += ",">>
<<elseif $_genders.f gt 0 or $_genders.h gt 0>>
<<set $_text_output += " and">>
<</if>>
<</if>>
<<if $_genders.f gt 0>>
<<switch $_genders.f>>
<<case 1>><<set $_text_output += " a">>
<<default>><<set $_text_output += " " + $_genders.f>>
<</switch>>
<<set $_text_output += " baby girl">>
<<if $_genders.f gt 1>><<set $_text_output += "s">><</if>>
<<if $_genders.h gt 0>><<set $_text_output += " and">><</if>>
<</if>>
<<if $_genders.h gt 0>>
<<switch $_genders.h>>
<<case 1>><<set $_text_output += " a">>
<<default>><<set $_text_output += " " + $_genders.h>>
<</switch>>
<<set $_text_output += " baby hermaphrodite">>
<<if $_genders.h gt 1>><<set $_text_output += "s">><</if>>
<</if>>
<<set $_text_output += ".">>
<</if>>
<</silently>><<if $_text_output>><<print $_text_output>><</if>>
<</widget>>
<<widget "babyType">><<silently>>
<<if $_pregnancy.awareOfDetails || ((!_args[0] || _args[0] is "pc") and $_pregnancy.potentialFathers.every((father, index, array) => father.type === array[0].type))>>
<<switch $_pregnancy.type>>
<<case "human">>
<<if $_pregnancy.fetus.length gt 1>>
<<set $_text_output to "babies">>
<<else>>
<<set $_text_output to "baby">>
<</if>>
<<case "wolf">>
<<if $_pregnancy.fetus.length gt 1>>
<<set $_text_output to "puppies">>
<<else>>
<<set $_text_output to "puppy">>
<</if>>
<</switch>>
<<elseif $_pregnancy.awareOfMultiple and $_pregnancy.fetus.length gt 1>>
<<set $_text_output to "babies">>
<<else>>
<<set $_text_output to "baby">>
<</if>>
<</silently>><<print $_text_output>>
<</widget>>
<<widget "pregnancyBabyText">><<silently>>
<<if _args[0] isnot "pc" and C.npc[_args[0]] and C.npc[_args[0]].pregnancy.enabled isnot undefined>>
<<set $_pregnancy to C.npc[_args[0]].pregnancy>>
<<else>>
<<set $_pregnancy to getPregnancyObject()>>
<</if>>
<<if $_pregnancy.awareOfDetails || ((!_args[0] || _args[0] is "pc") and $_pregnancy.potentialFathers.every((father, index, array) => father.type === array[0].type))>>
<<set $_num to ($_pregnancy.awareOfDetails || $_pregnancy.awareOfMultiple ? $_pregnancy.fetus.length : 1)>>
<<if $_pregnancy.awareOfDetails>>
<<switch $_pregnancy.type>>
<<case "human">>
<<if $_num gt 1>>
<<set $_text_output to ($_num is 3 ? "triplets" : "twins")>>
<<else>>
<<set $_text_output to "baby">>
<</if>>
<<case "wolf">>
<<if $_num lte 3>>
<<set $_text_output to ($_num is 1 ? "pup" : "pups")>>
<<else>>
<<set $_text_output to "litter">>
<</if>>
<<default>>
<<set $_text_output to ($_num gt 1 ? "babies" : "baby")>>
<</switch>>
<<else>>
<<set $_text_output to ($_pregnancy.awareOfMultiple && $_pregnancy.fetus.length gt 1 ? "babies" : "baby")>>
<</if>>
<<else>>
<<set $_text_output to ($_pregnancy.awareOfMultiple && $_pregnancy.fetus.length gt 1 ? "babies" : "baby")>>
<</if>>
<</silently>><<print $_text_output>><</widget>>
<<widget "babyIs">>
<<silently>>
<<set $_spawn to `<<pregnancyBabyText ${_args[0] || "pc"}>>`>>
<<switch $_spawn>>
<<case "triplets" "twins" "pups" "babies" "chicks">><<set $_spawn += " are">>
<<default>><<set $_spawn += " is">>
<</switch>>
<</silently>>
<<print $_spawn>>
<</widget>>
<<widget "npcPregnancyUpdater">>
<<for $_i to 0; $_i lt $NPCNameList.length; $_i++>>
<<set $_name to $NPCNameList[$_i]>>
<<if C.npc[$_name] is undefined>>
<<continue>>
<</if>>
<<if C.npc[$_name].pregnancy is undefined>>
<<set C.npc[$_name].pregnancy to {}>>
<</if>>
<<set $_pregnancy to C.npc[$_name].pregnancy>>
<<if !setup.pregnancy.infertile.includes($_name) and setup.pregnancy.typesEnabled.includes(C.npc[$_name].type) and
(($incompletePregnancyDisable is "f" and C.npc[$_name].pregnancy.enabled is undefined and !setup.pregnancy.ignoresIncompleteCheck.includes($_name)) or
(setup.pregnancy.canBePregnant.includes($_name) and C.npc[$_name].pregnancy.enabled is undefined))>>
<<set $_pregnancy.fetus to []>>
<<set $_pregnancy.givenBirth to 0>>
<<set $_pregnancy.totalBirthEvents to 0>>
<<set $_pregnancy.timer to null>>
<<set $_pregnancy.timerEnd to null>>
<<set $_pregnancy.waterBreaking to null>>
<<set $_pregnancy.npcAwareOf to null>>
<<set $_pregnancy.pcAwareOf to null>>
<<set $_pregnancy.type to null>>
<<set $_pregnancy.enabled to true>>
<<set $_pregnancy.cycleDaysTotal to random(24,32)>>
<<set $_pregnancy.cycleDay to random(1,$_pregnancy.cycleDaysTotal)>>
<<set $_pregnancy.cycleDangerousDay to 10>>
<<set $_pregnancy.sperm to []>>
<<set $_pregnancy.potentialFathers to []>>
<<set $_pregnancy.nonCycleRng to [random(0,3),random(0,3)]>>
<<switch $_name>>
<<case "Kylar">><<set $_pregnancy.pills to "fertility">>
<<case "Alex" "Wren">><<set $_pregnancy.pills to "contraceptive">>
<<case "Great Hawk">>
/* Has a much shorter cycle, when cycleDay is 1, assume the hawk should lay eggs that have not been fertilised*/
<<set $_pregnancy.cycleDaysTotal to random(12,16)>>
<<set $_pregnancy.cycleDay to random(1,$_pregnancy.cycleDaysTotal)>>
<<set $_pregnancy.cycleDangerousDay to $_pregnancy.cycleDaysTotal - 4>>
<<set $_pregnancy.pills to null>>
<<default>><<set $_pregnancy.pills to null>>
<</switch>>
<<elseif setup.pregnancy.infertile.includes($_name) or (!setup.pregnancy.canBePregnant.includes($_name) and $incompletePregnancyDisable isnot "f")>>
/*For saves that have the variables set, but have no need to be there*/
<<set C.npc[$_name].pregnancy to {}>>
<</if>>
/* 0 = never uses a condom, Kylar has a special exception
* 50 = Will use a condom, but will refrain if asked
* 100 = Always uses a condom, will not remove it
*/
<<if !C.npc[$_name].pregnancyAvoidance or $objectVersion.pregnancyAvoidance is undefined>>
<<switch $_name>>
<<case "Kylar" "Black Wolf" "Great Hawk" "Eden" "Ivory Wraith">><<set C.npc[$_name].pregnancyAvoidance to 0>>
<<case "Robin" "Whitney" "Alex" "Wren" "Avery">><<set C.npc[$_name].pregnancyAvoidance to 50>>
<<default>><<set C.npc[$_name].pregnancyAvoidance to 100>>
<</switch>>
<</if>>
<</for>>
<<set $objectVersion.pregnancyAvoidance to 1>>
<</widget>>
/*ToDo: Pregnancy Story Content: Not used in events at the moment, add to appropriate story passages, when the player gives birth to their children*/
<<widget "earSlimePregnancy">>
<<if _args[0] and $earSlime.corruption gte 80>>
<<switch _args[0]>>
<<case "human">><<set $_type to _args[1]? 'babies' : 'baby'>>
<<case "wolf">><<set $_type to _args[1] ? 'wolf puppies' : 'wolf pup'>>
<<default>><<set $_type to _args[1] ? 'babies' : 'baby'>>
<</switch>>
<<set $_babiesText to _args[1] ? `to some beautiful ${$_type}` : `to a beautiful ${$_type}`>>
<<if numberOfEarSlime() gte 2>>
<span class="green">A fulfilled warmth fills you.</span>
You almost forget the strife of the world. You can tell it's the slimes in your ears, rewarding you for giving birth <<print $_babiesText>>.
<<lllcorruption true>><<lltrauma>><<llstress>><<trauma -24>><<stress -24>><<corruption `Math.floor($earSlime.corruption * -0.4)`>>
<br><br>
<<elseif numberOfEarSlime()>>
<span class="green">A fulfilled warmth fills you.</span>
You almost forget the strife of the world. You can tell it's the slime in your ear, rewarding you for giving birth <<print $_babiesText>>.
<<llcorruption true>><<ltrauma>><<lstress>><<trauma -12>><<stress -12>><<corruption `Math.floor($earSlime.corruption * -0.2)`>>
<br><br>
<</if>>
<</if>>
<</widget>>
<<widget "fetishPregnancyImg">>
<<if _playerIsNowPregnant or _npcIsNowPregnant>>
<div class="impregnatedGrid">
<<if _playerIsNowPregnant>>
<div @class="$options.images is 1 ? 'impregnated' : ''">
<div>
<<if _playerIsNowPregnant is "pc">>
<span class="lewd">You just got yourself pregnant.</span>
<<else>>
<span class="lewd"><<print pregnancyNameCorrection(_playerIsNowPregnant, true)>> just impregnated you.</span>
<</if>>
</div>
<<if $options.images is 1>>
<<if $player.vaginaExist>>
<<set $_fCum to Math.clamp(setup.bodyliquid.combined("vagina"),1,5)>>
<<else>>
<<set $_fCum to Math.clamp(setup.bodyliquid.combined("anus"),1,5)>>
<</if>>
<img class="fertilization" @src="'img/sex/fertilization/fert' + $_fCum + '.gif'">
<</if>>
</div>
<<unset _playerIsNowPregnant>>
<</if>>
<<if _npcIsNowPregnant>>
<div @class="$options.images is 1 ? 'impregnated' : ''">
<div><span class="lewd">You just impregnated <<print pregnancyNameCorrection(_npcIsNowPregnant)>>.</span></div>
<<if $options.images is 1>><img class="fertilization" src="img/sex/fertilization/fert6.gif"><</if>>
</div>
<<earnFeat "First Fatherhood">>
<<unset _npcIsNowPregnant>>
<</if>>
</div>
<</if>>
<</widget>>
<<widget "giveHarpyEggs">>
<<if !playerIsPregnant() and $harpy gte 4 and !$harpyEggs and !$harpyEggsPrevent>>
/* daysTillLaying only applies to unfertilised eggs */
<<set $harpyEggs to {
count: weightedRandom([1, 1], [2, 4], [3, 4], [4, 1]),
daysTillLaying: random(2, 3),
}>>
/* Minimum time to prevents eggs from being set */
<<set $harpyEggsPrevent to 14>>
<</if>>
<</widget>><<widget "promiscuity1">>
<<promiscuityN 1>>
<</widget>>
<<widget "promiscuity2">>
<<promiscuityN 2>>
<</widget>>
<<widget "promiscuity3">>
<<promiscuityN 3>>
<</widget>>
<<widget "promiscuity4">>
<<promiscuityN 4>>
<</widget>>
<<widget "promiscuity5">>
<<promiscuityN 5>>
<</widget>>
<<widget "promiscuity6">>
<<promiscuityN 6>>
<</widget>>
<<widget "promiscuityN">>
<<set $_n to _args[0]>>
<<set $_scaledPromiscuityMax to 20 * $_n>>
<<if $desperateaction is 1>>
You feel disgusting, but it's better than what Bailey has in store for you.
<<elseif $desperateaction is 2>>
You feel disgusting, but it's better than the alternative.
<<elseif typeof $desperateaction is "string">>
You feel disgusting, but <<print $desperateaction>>.
<<else>>
<<if $control lt $controlmax>>
<<if $_n is 6>>
Performing such an act of manic depravity <span class="green">fully restores your sense of control</span>, <span class="red">but inflicts damage to your mental state</span>.
<<elseif $promiscuity lt $_scaledPromiscuityMax>>
Performing such a lewd act excites you and <span class="green">restores your sense of control and self-worth</span>, for now.
<<else>>
Performing such a lewd act excites you, but does nothing to lift the cloud hanging over you. <span class="pink">You need to do something more extreme.</span>
<</if>>
<<else>>
<<if $_n is 6>>
You already feel in control, <span class="red">leaving you unfulfilled as your act of manic depravity seems wasted</span>.
<<elseif $promiscuity lt $_scaledPromiscuityMax>>
You already feel in control, but performing such a lewd act <span class="green">soothes</span> and excites you.
<<else>>
You already feel in control and the act is <span class="pink">too tame to soothe</span>, but it does excite you.
<</if>>
<</if>>
<<if !hasSexStat("promiscuity", $_n, false) and $drunk gte 1>>
<<if $_n is 6>>
<span @class="'red ' + basicDrunkCss()">Your head feels fuzzy and light. You hope you don't remember this later.</span>
<<else>>
<span @class="'blue ' + basicDrunkCss()">You feel weightless as the alcohol dulls your inhibitions.</span>
<</if>>
<</if>>
<<if !hasSexStat("promiscuity", $_n, false) and (playerHeatMinArousal() + playerRutMinArousal()) gte 1>>
<<if $_n is 6>>
<span @class="'red ' + basicJitterCss()">You know you shouldn't want this, but you find it hard to care.</span>
<<else>>
<span @class="'pink ' + basicJitterCss()">You feel a primal urge pushing you to go further.</span>
<</if>>
<</if>>
<</if>>
<!-- separating the code from the written text -->
<<if $desperateaction is 1 or $desperateaction is 2 or typeof $desperateaction is "string">>
<<control `$_n * -10`>>
<<switch $_n>>
<<case 1>><<lcontrol>>
<<case 2>><<llcontrol>>
<<case 3>><<llcontrol>>
<<case 4>><<llcontrol>>
<<case 5>><<lllcontrol>>
<</switch>>
<<gtrauma>><<trauma $_n>>
<<else>>
<<if $_n is 6>>
<<set $promiscuity += ($control lt $controlmax ? 2 : 1)>>
<<if $control lt $controlmax>><<set $control to $controlmax>><<gggcontrol>><</if>><<trauma 40>><<ggtrauma>>
<<elseif $promiscuity lt $_scaledPromiscuityMax>>
<<set $promiscuity += ($control lt $controlmax ? 2 : 1)>>
<<if $control lt $controlmax>>
<<ggcontrol>>
<</if>>
<<control 25>><<stress $_n -300>><<combattrauma `$_n * -30`>><<ltrauma>><<lstress>>
<<else>>
<<if V.daily["promiscuityStress" + $_n] isnot 1 and $statFreeze isnot true>>
<<set V.daily["promiscuityStress" + $_n] to 1>><<lstress>><<stress $_n -100>>
<</if>>
<</if>>
<<arousal `$_n * 100`>><<garousal>>
<</if>>
<<set $promiscuity to Math.clamp($promiscuity, 0, 100)>>
<<earSlimeSeenActions "promiscuity" $_n>>
<br><br>
<<unset $desperateaction>>
<</widget>>
<<widget "combatpromiscuity1">>
<<combatpromiscuityN 1>>
<</widget>>
<<widget "combatpromiscuity2">>
<<combatpromiscuityN 2>>
<</widget>>
<<widget "combatpromiscuity3">>
<<combatpromiscuityN 3>>
<</widget>>
<<widget "combatpromiscuity4">>
<<combatpromiscuityN 4>>
<</widget>>
<<widget "combatpromiscuity5">>
<<combatpromiscuityN 5>>
<</widget>>
<<widget "combatpromiscuity6">>
<<combatpromiscuityN 6>>
<</widget>>
<<widget "combatpromiscuityN">>
<<if !$promiscuityIgnore>>
<<set $_n to _args[0]>>
<<if $enemytype isnot "man">>
<<combatdeviancyN $_n>>
<<elseif $consensual is 1 or $_n is 6>>
<<set $_scaledPromiscuityMax to 20 * $_n>>
<<if $promiscuity lt $_scaledPromiscuityMax>>
<<set $promiscuity += ($control lt $controlmax ? 2 : 1)>>
<<if $control lt $controlmax>>
<<set _combat_promiscuity_success to (_combat_promiscuity_success gte $_n ? _combat_promiscuity_success : $_n)>>
<<if $_n is 6>><<set $control to $controlmax>><<else>><<control 25>><</if>>
<<else>>
<<set _combat_promiscuity_max_control to $_n>>
<</if>>
<<if $_n is 6>><<combattrauma 40>><<else>><<stress $_n -300>><<combattrauma `$_n * -30`>><</if>>
<<else>>
<<set _combat_promiscuity_failure to $_n>>
<<if V.daily["promiscuityStress" + $_n] isnot 1 and $statFreeze isnot true>>
<<set V.daily["promiscuityStress" + $_n] to 1>><<stress $_n -100>>
<</if>>
<</if>>
<<arousal `$_n * 100`>>
<</if>>
<</if>>
<<set $promiscuity to Math.clamp($promiscuity, 0, 100)>>
<<earSlimeSeenActions "promiscuity" $_n 5>>
<</widget>>
<<widget "combat_promiscuity_text">>
<<if _combat_promiscuity_success>>
<br>
<<if _combat_promiscuity_success is 6>>
Your crazed act of promiscuity <span class="green">fully restores your sense of control</span>, <span class="red">but inflicts damage to your mental state</span>.<<gggcontrol>><<ggtrauma>><<ggarousal>>
<<else>>
Your promiscuous behaviour <span class="green">restores your sense of control.</span><<ggcontrol>><<ltrauma>><<lstress>><<garousal>>
<</if>>
<<elseif _combat_promiscuity_max_control>>
<br>
<<if _combat_promiscuity_max_control is 6>>
You already feel in control, <span class="red">leaving you unfulfilled as your act of manic depravity seems wasted</span>.<<ggtrauma>><<ggarousal>>
<<else>>
Your promiscuous behaviour <span class="green">soothes and excites you.</span><<ltrauma>><<lstress>><<garousal>>
<</if>>
<<elseif _combat_promiscuity_failure>>
<br>
Your behaviour is promiscuous, <span class="pink">though it's too tame to soothe.</span><<lstress>><<garousal>>
<</if>>
<</widget>><<widget "pbhairinit">>
<!--PBHair extension START-->
<<if $pblevel lt 1 or !$pblevel>>
<<set $pblevel to 1>>
<</if>>
<<if $pbgrowth lt 1 or !$pbgrowth>>
<<set $pbgrowth to 1>>
<</if>>
<<if $pblevelballs lt 1 or !$pblevelballs>>
<<set $pblevelballs to 1>>
<</if>>
<<if $pbgrowthballs lt 1 or !$pbgrowthballs>>
<<set $pbgrowthballs to 1>>
<</if>>
<<if $pbstrip lt 0 or !$pbstrip>>
<<set $pbstrip to 0>>
<</if>>
<</widget>><<widget "initsettings">>
<<set $player.gender to "f">>
<<set $player.sex to "f">>
<<set $player.gender_body to "a">>
<<set $player.bodyshape to "classic">>
<<set $player.ballsExist to false>>
<<set $player.freckles to false>>
<<set $player.breastsize to 0>>
<<set $player.penissize to 1>>
<<set $bodysize to 2>>
<<set $mouthsensitivity to 1>>
<<set $breastsensitivity to 1>>
<<set $bottomsensitivity to 1>>
<<set $genitalsensitivity to 1>>
<<set $facestyle to "default">>
<<set $facevariant to "default">>
<<set $eyeselect to "purple">>
<<set $hairselect to "red">>
<<set $hairlength to 200>>
<<set $awareselect to "innocent">>
/* <<set $background to "waif">> */
<<set $startingseason to "autumn">>
<<set $gamemode to "normal">>
<<set $blackchance to 10>>
<<set $bestialitydisable to "f">>
<<set $swarmdisable to "f">>
<<set $spiderdisable to "f">>
<<set $slugdisable to "f">>
<<set $waspdisable to "f">>
<<set $beedisable to "f">>
<<set $lurkerdisable to "f">>
<<set $horsedisable to "f">>
<<set $bodywritingLvl to 3>>
<<set $parasitedisable to "f">>
<<set $ruinedorgasmdisable to "f">>
<<set $bestialitydisable to "f">>
<<set $slimedisable to "f">>
<<set $voredisable to "f">>
<<set $tentacledisable to "f">>
<<set $plantdisable to "f">>
<<set $analdisable to "f">>
<<set $analdoubledisable to "f">>
<<set $analingusdisablegiving to "f">>
<<set $analingusdisablereceiving to "f">>
<<set $vaginaldoubledisable to "f">>
<<set $transformdisable to "f">>
<<set $transformdisabledivine to "f">>
/*<<set $hirsutedisable to "t">>*/
<<set $breastfeedingdisable to "f">>
<<set $parasitepregdisable to "f">>
<<set $asphyxiaLvl to 3>>
<<set $NudeGenderDC to 1>>
<<set $npcVirginityChance to 50>>
<<set $npcVirginityChanceAdult to 10>>
<<set $footdisable to "f">>
<<set $toywhipdisable to "f">>
<<set $toydildodisable to "f">>
<<set $toymultiplepenetration to "f">>
<<set $pregnancyspeechdisable to "f">>
<<set $hypnosisdisable to "f">>
<<set $statdisable to "f">>
<<set $cheatdisable to "t">>
<<set $watersportsdisable to "t">>
<<set $facesitdisable to "f">>
<<set $ruffledisable to "f">>
<<set $forcedcrossdressingdisable to "f">>
<<set $saveName to "">>
<<set $checkstyle to "words">>
<<set $blackwolfmonster to 1>>
<<set $greathawkmonster to 1>>
<<set $reducedLineHeight to false>>
<<set $clothesPrice to 1>>
<<set $clothesPriceUnderwear to 1>>
<<set $clothesPriceSchool to 1>>
<<set $clothesPriceLewd to 1>>
<<set $furniturePriceFactor to 1>>
<<set $basePlayerPregnancyChance to 80>>
<<set $baseNpcPregnancyChance to 8>>
<<set $humanPregnancyMonths to 3>>
<<set $wolfPregnancyWeeks to 4>>
<<set $playerPregnancyHumanDisable to "f">>
<<set $playerPregnancyBeastDisable to "f">>
<<set $playerPregnancyEggLayingDisable to "f">>
<<set $npcPregnancyDisable to "f">>
<<set $incompletePregnancyDisable to "t">>
<<set $cycledisable to "f">>
<<set $pregnancytype to "realistic">>
<<set $rentmod to 1>>
<<set $condomLvl to 3>>
<<set $condomChance to 60>>
<<set $condomUseChanceRape to 33>>
<<set $condomUseChanceCon to 83>>
<<set $multipleWardrobes to "isolated">>
<<set $tending_yield_factor to 5>>
<<set $notifyUpdate = true>>
<<set _tan to 0>>
<<startingPlayerImageReset>>
<</widget>>
<<widget "displaySettings">>
<<if _args[0]>>
<<set $currentSettings to _args[0]>>
<</if>>
<<if $passage isnot "Start" and ["characterSettings", "featSettings"].includes($currentSettings)>>
<<set $currentSettings to "gameSettings">>
<</if>>
<<switch $currentSettings>>
<<case "quickStart" "tweak">><<replace #settingsDiv>><<quickStart>><</replace>>
<<case "presetConfirmDetails">><<replace #settingsDiv>><<presetConfirmDetails>><</replace>>
<<case "characterSettings" "character">>
<<replace #settingsDiv>><<characterSettings>><</replace>>
<<if StartConfig.enableImages and $passage is "Start">><<startingPlayerImageUpdate>><<removeclass #startingPlayerImage "hidden">><</if>>
<<case "featSettings" "feat">><<replace #settingsDiv>><<featSettings>><</replace>>
<<case "gameSettings" "game">><<replace #settingsDiv>><<gameSettings>><</replace>>
<<case "dolpSettings" "dolp">><<replace #settingsDiv>><<dolpSettings>><</replace>>
<<case "sizeLimitsSettings" "size">><<replace #settingsDiv>><<sizeLimitsSettings>><</replace>>
<<case "npcSettings" "npc">><<replace #settingsDiv>><<npcSettings>><</replace>>
<<case "exportsettings" "export">><<replace #settingsDiv>><<exportsettings>><</replace>>
<<case "gallerySettings" "gallery">><<replace #settingsDiv>><<gallerySettings>><</replace>>
<<case "importConfirmDetails">><<replace #settingsDiv>><<importConfirmDetails>><</replace>>
<<case "startDescriptions">><<startDescriptions>>
<<default>><<replace #settingsDiv>><<gameSettings>><</replace>>
<</switch>>
<<if $currentSettings isnot "importConfirmDetails">>
<<unset $importString>>
<</if>>
<<run settingsDisableElement()>>
<</widget>>
<<widget "displaySubsection">>
<<if _args[0]>>
<<set $currentSubsection to _args[0]>>
<</if>>
<<switch $currentSubsection>>
<<case "humanSettings">><<set _subsection to "human">><<replace #subsectionDiv>><<humanSettings>><</replace>>
<<case "npcSettings">><<set _subsection to "npc">><<replace #subsectionDiv>><<npcSettings>><</replace>>
<<case "beastSettings">><<set _subsection to "beast">><<replace #subsectionDiv>><<beastSettings>><</replace>>
<<case "fetishSettings">><<set _subsection to "fetish">><<replace #subsectionDiv>><<fetishSettings>><</replace>>
<<case "priceSettings">><<set _subsection to "price">><<replace #subsectionDiv>><<priceSettings>><</replace>>
<<case "pregnancySettings">><<set _subsection to "pregnancy">><<replace #subsectionDiv>><<pregnancySettings>><</replace>>
<<case "sizeLimitsSettings">><<set _subsection to "sizeLimits">><<replace #subsectionDiv>><div class="solidBorderContainer settings-container"><<sizeLimitsSettings>></div><</replace>>
<<default>><<set _subsection to "human">><<replace #subsectionDiv>><<humanSettings>><</replace>>
<</switch>>
<<run settingsDisableElement()>>
<</widget>>
<<widget "displayDoLP">>
<<if _args[0]>>
<<set $currentDoLP to _args[0]>>
<</if>>
<<switch $currentDoLP>>
<<case "rebalanceSettings">><<set _dolp to "rebalance">><<replace #subsectionDiv>><<rebalanceSettings>><</replace>>
<<case "npcDoLPSettings">><<set _dolp to "npcDoLP">><<replace #subsectionDiv>><<npcDoLPSettings>><</replace>>
<<case "beastDoLPSettings">><<set _dolp to "beastDoLP">><<replace #subsectionDiv>><<beastDoLPSettings>><</replace>>
<<case "combatExtendedSettings">><<set _dolp to "combatExtended">><<replace #subsectionDiv>><<combatExtendedSettings>><</replace>>
<<case "amcTraitsSettings">><<set _dolp to "amcTraits">><<replace #subsectionDiv>><<amcTraitsSettings>><</replace>>
<<default>><<set _dolp to "rebalance">><<replace #subsectionDiv>><<rebalanceSettings>><</replace>>
<</switch>>
<<run settingsDisableElement()>>
<</widget>>
<<widget "startOptionsComplexityButton">>
<div @class="_selectedStart is _args[1] ? 'gold buttonStartSelected' : 'buttonStart'" >
<<button _args[0]>>
<<set _selectedStart to _args[1]>>
<<set _settingsTab to "startDescriptions">>
<<replace #startOptions>><<startOptions>><</replace>>
<<replace #settingsExit>><<settingsExit>><</replace>>
<</button>>
</div>
<</widget>>
<<widget "settingsTabButton">>
<div @class="_settingsTab is _args[1] ? 'gold buttonSettingsSelected' : 'buttonSettings'" >
<<button _args[0]>>
<<set _settingsTab to _settingsTab is _args[1] ? "startDescriptions" : _args[1]>>
<<if _args[1] is "game">><<set _subsection to "human">><</if>>
<<replace #startOptions>><<startOptions>><</replace>>
<<displaySettings _settingsTab>>
<</button>>
</div>
<</widget>>
<<widget "startOptions">>
<div class="containerStart">
<div id="startSelectionDefault">
<<startOptionsComplexityButton "Basic" "default">>
</div>
<div id="startSelectionAdjusted">
<<startOptionsComplexityButton "Moderate" "adjusted">>
</div>
<div id="startSelectionCustom">
<<startOptionsComplexityButton "Advanced" "custom">>
</div>
<div id="startSelectionRandom">
<<startOptionsComplexityButton "Random" "random">>
</div>
</div>
<hr>
<<set _featTabName to "Feat Boosts<span class='red'> *</span>"+ ($options.images is 1 ? " <img class='imgButton' src='img/ui/GoldCoin.gif'/>" : "")>>
<<switch _selectedStart>>
/*Basic Start is selected */
<<case "default">>
<div class="containerStart">
/*Character Creation*/
<<settingsTabButton "Character Creation<span class='red'> *</span>" "character">>
/*Feat Boosts */
<<settingsTabButton _featTabName "feat">>
/*Gallery*/
<<settingsTabButton "Gallery" "gallery">>
</div>
/*Moderate Start is Selected */
<<case "adjusted">>
<div class="containerStart">
/*Character Creation*/
<<settingsTabButton "Character Creation<span class='red'> *</span>" "character">>
/*Tweak Preferences, formerly Quick Start*/
<<settingsTabButton "Tweak Preferences" "tweak">>
/*Feat Boosts */
<<settingsTabButton _featTabName "feat">>
/*Gallery*/
<<settingsTabButton "Gallery" "gallery">>
</div>
/*Custom Start is Selected */
<<case "custom">>
<div class="containerStart">
/*Character Creation*/
<<settingsTabButton "Character Creation<span class='red'> *</span>" "character">>
/*Game Settings*/
<<settingsTabButton "Game Settings" "game">>
/*DoLP Settings*/
<<settingsTabButton "DoLP Settings" "dolp">>
/*Feat Boosts*/
<<settingsTabButton _featTabName "feat">>
/*Gallery*/
<<settingsTabButton "Gallery" "gallery">>
/*Export/Import Settings*/
<<settingsTabButton "Export/Import Settings" "export">>
</div>
/*Random Start is Selected */
<<case "random">>
<div class="containerStart">
/*Feat Boosts*/
<<settingsTabButton _featTabName "feat">>
/*Gallery*/
<<settingsTabButton "Gallery" "gallery">>
</div>
<</switch>>
/*Container for different tabs*/
<div id="settingsDiv">
<<switch $currentSettings>>
<<case "featSettings" "feat">><<featSettings>>
<<default>><<startDescriptions _selectedStart>>
<</switch>>
</div>
<</widget>>
<<widget "settingsStart">>
<<updatehistorycontrols>><!-- hides controls on going back in history after enabling that option -->
<<set $cheatdisabletoggle to $cheatdisable>>
<<if _selectedStart is undefined>>
<<set _selectedStart to "default">>
<</if>>
Select your settings:
<br>
<div id="startOptions" class="no-numberify">
<<startOptions>>
</div>
<br>
<div id="settingsExit">
<<settingsExit>>
</div>
<</widget>>
<<widget "settingsOptions">>
<<if _selectedSettings is undefined>><<set _selectedSettings to "quick">><</if>>
<div class="containerStart">
<div @class="_selectedSettings is 'quick' ? 'gold buttonStartSelected' : 'buttonStart'" >
<<button "Quick Edit">>
<<set _selectedSettings to "quick">>
<<replace #settingsOptions>><<settingsOptions>><</replace>>
<<replace #settingsExit>><<settingsExit>><</replace>>
<<displaySettings "quickStart">>
<</button>>
</div>
<div @class="_selectedSettings is 'game' ? 'gold buttonStartSelected' : 'buttonStart'" >
<<button "Game Settings">>
<<set _selectedSettings to "game">>
<<set _subsection to "human">>
<<replace #settingsOptions>><<settingsOptions>><</replace>>
<<replace #settingsExit>><<settingsExit>><</replace>>
<<displaySettings "gameSettings">>
/* Resets Quick edit temporary values, to make them reflect current settings as closely as they can */
<<unset _malechance>>
<<unset _beastmalechance>>
<<unset _maleChanceSplit>>
<<unset _beastMaleChanceSplit>>
<<unset _pregnancytype>>
<<unset _incompletePregnancyDisable>>
<</button>>
</div>
<div @class="_selectedSettings is 'dolp' ? 'gold buttonStartSelected' : 'buttonStart'" >
<<button "DoLP Settings">>
<<set _selectedSettings to "dolp">>
<<set _dolp to "rebalance">>
<<replace #settingsOptions>><<settingsOptions>><</replace>>
<<replace #settingsExit>><<settingsExit>><</replace>>
<<displaySettings "dolpSettings">>
<</button>>
</div>
<div @class="_selectedSettings is 'gallery' ? 'gold buttonStartSelected' : 'buttonStart'" >
<<button "Gallery">>
<<set _selectedSettings to "gallery">>
<<replace #settingsOptions>><<settingsOptions>><</replace>>
<<replace #settingsExit>><<settingsExit>><</replace>>
<<displaySettings "gallerySettings">>
<</button>>
</div>
<div @class="_selectedSettings is 'export' ? 'gold buttonStartSelected' : 'buttonStart'" >
<<button "Export/Import Settings">>
<<set _selectedSettings to "export">>
<<replace #settingsOptions>><<settingsOptions>><</replace>>
<<replace #settingsExit>><<settingsExit>><</replace>>
<<displaySettings "exportsettings">>
<</button>>
</div>
</div>
<</widget>>
<<widget "settings">>
<<updatehistorycontrols>><!-- hides controls on going back in history after enabling that option -->
<<set $cheatdisabletoggle to $cheatdisable>>
<div id="settingsOptions" class="no-numberify">
<<settingsOptions>>
</div>
<div id="settingsDiv" class="no-numberify">
<<quickStart>><<set $currentSettings to "quickStart">>
</div>
<br>
<div id="settingsExit">
<<settingsExit>>
</div>
<</widget>>
<<widget "settingsExit">>
<<saveNameSection>>
<div style="margin-top:15px">
<<if $passage is "Start">>
<<switch _selectedStart>>
<<case "default">>
<div><span class="gold bold">Current Settings:</span> <i style="color:var(--000);">Default</i></div>
<<button "Start Game!">>
/*If player changed any settings in Moderate/Advanced settings but then decided to just do Basic settings, resets settings back to default*/
<<set $gamemode to "normal">>
<<set $blackchance to 10>>
<<set $bestialitydisable to "f">>
<<set $swarmdisable to "f">>
<<set $spiderdisable to "f">>
<<set $slugdisable to "f">>
<<set $waspdisable to "f">>
<<set $beedisable to "f">>
<<set $lurkerdisable to "f">>
<<set $horsedisable to "f">>
<<set $bodywritingLvl to 3>>
<<set $parasitedisable to "f">>
<<set $bestialitydisable to "f">>
<<set $slimedisable to "f">>
<<set $voredisable to "f">>
<<set $tentacledisable to "f">>
<<set $plantdisable to "f">>
<<set $analdisable to "f">>
<<set $analdoubledisable to "f">>
<<set $analingusdisablegiving to "f">>
<<set $analingusdisablereceiving to "f">>
<<set $vaginaldoubledisable to "f">>
<<set $transformdisable to "f">>
<<set $transformdisabledivine to "f">>
<<set $breastfeedingdisable to "f">>
<<set $parasitepregdisable to "f">>
<<set $asphyxiaLvl to 3>>
<<set $NudeGenderDC to 1>>
<<set $npcVirginityChance to 50>>
<<set $npcVirginityChanceAdult to 10>>
<<set $footdisable to "f">>
<<set $toywhipdisable to "f">>
<<set $toydildodisable to "f">>
<<set $toymultiplepenetration to "f">>
<<set $pregnancyspeechdisable to "f">>
<<set $hypnosisdisable to "f">>
<<set $statdisable to "f">>
<<set $cheatdisable to "t">>
<<set $watersportsdisable to "t">>
<<set $facesitdisable to "f">>
<<set $ruffledisable to "f">>
<<set $forcedcrossdressingdisable to "f">>
<<set $checkstyle to "words">>
<<set $blackwolfmonster to 1>>
<<set $greathawkmonster to 1>>
<<set $reducedLineHeight to false>>
<<set $clothesPrice to 1>>
<<set $clothesPriceUnderwear to 1>>
<<set $clothesPriceSchool to 1>>
<<set $clothesPriceLewd to 1>>
<<set $furniturePriceFactor to 1>>
<<set $basePlayerPregnancyChance to 80>>
<<set $baseNpcPregnancyChance to 8>>
<<set $humanPregnancyMonths to 3>>
<<set $wolfPregnancyWeeks to 4>>
<<set $playerPregnancyHumanDisable to "f">>
<<set $playerPregnancyBeastDisable to "f">>
<<set $playerPregnancyEggLayingDisable to "f">>
<<set $npcPregnancyDisable to "f">>
<<set $incompletePregnancyDisable to "t">>
<<set $cycledisable to "f">>
<<set $pregnancytype to "realistic">>
<<set $rentmod to 1>>
<<set $condomLvl to 3>>
<<set $condomChance to 60>>
<<set $condomUseChanceRape to 33>>
<<set $condomUseChanceCon to 83>>
<<set $multipleWardrobes to "isolated">>
<<set $tending_yield_factor to 5>>
<<settingsExitFunction>>
<</button>>
<<case "adjusted">>
<div><span class="gold bold">Current Settings:</span> <i style="color:var(--000);">Adjustable</i></div>
<<button "Start Game!">>
<<presets _kinkPreset "save">>
<<presets _namedNpcPreset "save">>
<<presets _monstersPreset "save">>
<<set $malechance to _malechance is undefined ? $malechance : _malechance>>
<<set $beastmalechance to _beastmalechance is undefined ? $beastmalechance : _beastmalechance>>
<<set $maleChanceSplit to _maleChanceSplit or "f">>
<<set $beastMaleChanceSplit to _beastMaleChanceSplit or "f">>
<<if _maleChanceSplit is "t">>
<<switch _malechance>>
<<case 100>> /* All opposite sex */
<<set $maleChanceMale to 0>>
<<set $maleChanceFemale to 100>>
<<case 75>> /* 75% opposite sex */
<<set $maleChanceMale to 25>>
<<set $maleChanceFemale to 75>>
<<case 25>> /* 75% same sex */
<<set $maleChanceMale to 75>>
<<set $maleChanceFemale to 25>>
<<case 0>> /* All same sex */
<<set $maleChanceMale to 100>>
<<set $maleChanceFemale to 0>>
<<default>> /* Random sex */
<<set $maleChanceMale to random(1, 99)>>
<<set $maleChanceFemale to random(1, 99)>>
<</switch>>
<</if>>
<<if _beastMaleChanceSplit is "t">>
<<switch _beastmalechance>>
<<case 100>> /* All opposite sex */
<<set $beastMaleChanceMale to 0>>
<<set $beastMaleChanceFemale to 100>>
<<case 75>> /* 75% opposite sex */
<<set $beastMaleChanceMale to 25>>
<<set $beastMaleChanceFemale to 75>>
<<case 25>> /* 75% same sex */
<<set $beastMaleChanceMale to 75>>
<<set $beastMaleChanceFemale to 25>>
<<case 0>> /* All same sex */
<<set $beastMaleChanceMale to 100>>
<<set $beastMaleChanceFemale to 0>>
<<default>> /* Random sex */
<<set $beastMaleChanceMale to random(1, 99)>>
<<set $beastMaleChanceFemale to random(1, 99)>>
<</switch>>
<</if>>
<<if _pregnancytype is "disabled">>
<<set $playerPregnancyHumanDisable to "t">>
<<set $playerPregnancyBeastDisable to "t">>
<<set $playerPregnancyEggLayingDisable to "t">>
<<set $npcPregnancyDisable to "t">>
<<else>>
<<set $pregnancytype to _pregnancytype or "realistic">>
<<set $playerPregnancyHumanDisable to "f">>
<<set $playerPregnancyBeastDisable to "f">>
<<set $playerPregnancyEggLayingDisable to "f">>
<<set $npcPregnancyDisable to "f">>
<</if>>
<<if _incompletePregnancyDisable is "t" or (_incompletePregnancyDisable is "f" and !_foundPregnancy)>>
<<set $incompletePregnancyDisable to _incompletePregnancyDisable>>
<<npcPregnancyUpdater>>
<</if>>
<<if ($feats.locked or ($cheatdisabletoggle is "t" and $rentmod gte 1)) and ($feats.soft or ($gamemode isnot "soft" and $alluremod gte 1)) and ($feats.pregnancyLocked or ($humanPregnancyMonths gte 3 and $wolfPregnancyWeeks gte 4)) and ($feats.pregnancySillyLocked or $pregnancytype isnot "silly")>>
<<settingsExitFunction>>
<<else>><!-- confirm cheats -->
<<replace #settingsExit>><<settingsExitConfirm>><</replace>>
<</if>>
<</button>>
<div><span class="red small-description">If changes were made to fetish toggles while in <span class="gold">Advanced Start,</span> they will be overwritten by your current selected settings.</span></div>
<<case "custom">>
<div><span class="gold bold">Current Settings:</span> <i style="color:var(--000);">Customisable</i></div>
<<button "Start Game!">>
<<if ($feats.locked or ($cheatdisabletoggle is "t" and $rentmod gte 1)) and ($feats.soft or ($gamemode isnot "soft" and $alluremod gte 1)) and ($feats.pregnancyLocked or ($humanPregnancyMonths gte 3 and $wolfPregnancyWeeks gte 4)) and ($feats.pregnancySillyLocked or $pregnancytype isnot "silly")>>
<<settingsExitFunction>>
<<else>><!-- confirm cheats -->
<<replace #settingsExit>><<settingsExitConfirm>><</replace>>
<</if>>
<</button>>
<<case "random">>
<div><span class="gold bold">Current Settings:</span> <i style="color:var(--000);">Randomised</i></div>
<<button "Start Game!">>
/*Rerolls all settings*/
<<presets "randomize" "characterSettings" `randomizeSettings()`>>
<<if ($feats.locked or ($cheatdisabletoggle is "t" and $rentmod gte 1)) and ($feats.soft or ($gamemode isnot "soft" and $alluremod gte 1)) and ($feats.pregnancyLocked or ($humanPregnancyMonths gte 3 and $wolfPregnancyWeeks gte 4)) and ($feats.pregnancySillyLocked or $pregnancytype isnot "silly")>>
<<settingsExitFunction>>
<<else>><!-- confirm cheats -->
<<replace #startOptions>><<startOptions>><</replace>>
<<replace #settingsExit>><<settingsExitConfirm>><</replace>>
<</if>>
<</button>>
<</switch>>
<<else>>
<<button "Save changes">>
<<if ($feats.locked or ($cheatdisabletoggle is "t" and $rentmod gte 1)) and ($feats.soft or ($gamemode isnot "soft" and $alluremod gte 1)) and ($feats.pregnancyLocked or ($humanPregnancyMonths gte 3 and $wolfPregnancyWeeks gte 4)) and ($feats.pregnancySillyLocked or $pregnancytype isnot "silly")>>
<<settingsExitFunction>>
<<else>><!-- confirm cheats -->
<<replace #settingsExit>><<settingsExitConfirm>><</replace>>
<</if>>
<</button>>
<</if>>
</div>
<</widget>>
<<widget "settingsExitConfirm">>
<<if _selectedStart is "random">>
<span class="red">Certain feats have been disabled due to randomly generated settings.</span>
<ul>
<<if $cheatdisabletoggle is "f">><li>Enabled cheats: disables all feats.</li><</if>>
<<if $rentmod lt 1>><li>Lowered rent: disables all feats.</li><</if>>
<<if !$feats.soft and $gamemode is "soft">><li>Soft mode: disables some feats.</li><</if>>
<<if !$feats.soft and $alluremod lt 1>><li>Lowered allure: disables some feats.</li><</if>>
<<if !$feats.pregnancyLocked and $humanPregnancyMonths lt 3>><li>Human pregnancy set to under 3 months: disables some pregnancy feats.</li><</if>>
<<if !$feats.pregnancyLocked and $wolfPregnancyWeeks lt 4>><li>Wolf pregnancy set to under 4 weeks: disables some pregnancy feats.</li><</if>>
<<if !$feats.pregnancySillyLocked and $pregnancytype is "silly">><li>Pregnancy mode set to "silly": disables some pregnancy feats.</li><</if>>
</ul>
Do you want to keep these changes?
<br>
<<button "No">>
<<set $cheatdisabletoggle to "t">>
<<if $gamemode is "soft">>
<<set $gamemode to "normal">>
<</if>>
<<if $alluremod lt 1>>
<<set $alluremod to 1>>
<</if>>
<<if $rentmod lt 1>>
<<set $rentmod to 1>>
<</if>>
<<if !$feats.pregnancyLocked and $humanPregnancyMonths lt 3>>
<<set $humanPregnancyMonths to 3>>
<</if>>
<<if !$feats.pregnancyLocked and $wolfPregnancyWeeks lt 4>>
<<set $wolfPregnancyWeeks to 4>>
<</if>>
<<if !$feats.pregnancySillyLocked and $pregnancytype is "silly">>
<<set $pregnancytype to "realistic">>
<</if>>
<<displaySettings "startDescriptions">>
<<replace #settingsExit>><<settingsExit>><</replace>>
<</button>>
<br>
<span class="gold small-description">(Undo these changes, allowing you to reroll your settings.)</span>
<br><br>
<<button "Yes">>
<<settingsExitFunction>>
<</button>>
<br>
<span class="red small-description">(Feats will be disabled for the duration of this save.)</span>
<<else>>
<span class="red">You will not be able to obtain feats due to the settings you've selected.</span>
<ul>
<<if $cheatdisabletoggle is "f">><li>Enabled cheats: disables all feats.</li><</if>>
<<if $rentmod lt 1>><li>Lowered rent: disables all feats.</li><</if>>
<<if !$feats.soft and $gamemode is "soft">><li>Soft mode: disables some feats.</li><</if>>
<<if !$feats.soft and $alluremod lt 1>><li>Lowered allure: disables some feats</li><</if>>
<<if !$feats.pregnancyLocked and $humanPregnancyMonths lt 3>><li>Human pregnancy set to under 3 months: disables some pregnancy feats.</li><</if>>
<<if !$feats.pregnancyLocked and $wolfPregnancyWeeks lt 4>><li>Wolf pregnancy set to under 4 weeks: disables some pregnancy feats.</li><</if>>
<<if !$feats.pregnancySillyLocked and $pregnancytype is "silly">><li>Pregnancy mode set to "silly": disables some pregnancy feats.</li><</if>>
</ul>
Do you want to keep these changes?
<br>
<<button "No">>
<<set $cheatdisabletoggle to "t">>
<<if $gamemode is "soft">>
<<set $gamemode to "normal">>
<</if>>
<<if $alluremod lt 1>>
<<set $alluremod to 1>>
<</if>>
<<if $rentmod lt 1>>
<<set $rentmod to 1>>
<</if>>
<<if !$feats.pregnancyLocked and $humanPregnancyMonths lt 3>>
<<set $humanPregnancyMonths to 3>>
<</if>>
<<if !$feats.pregnancyLocked and $wolfPregnancyWeeks lt 4>>
<<set $wolfPregnancyWeeks to 4>>
<</if>>
<<if !$feats.pregnancySillyLocked and $pregnancytype is "silly">>
<<set $pregnancytype to "realistic">>
<</if>>
<<if _settingsTab is 'tweak'>>
<<replace #gameModeQuick>><<gameMode>><</replace>>
<<elseif _settingsTab is 'game'>>
<<replace #gameMode>><<gameMode>><</replace>>
<</if>>
<<replace #settingsExit>><<settingsExit>><</replace>>
<</button>>
<br>
<span class="gold small-description">(Undo these changes, allowing feats to be obtained.)</span>
<br><br>
<<button "Yes">>
<<settingsExitFunction>>
<</button>>
<br>
<span class="red small-description">(Feats will be disabled for the duration of this save.)</span>
<</if>>
<</widget>>
<<widget "settingsExitConfirmHistory">>
<span class="red"><b>WARNING! Your history depth setting is too high!</b><br>
Values above 5 can lead to errors when creating new saves! Make sure you know what you're doing before proceeding, or turn it down!
</span>
<br>
<<link "Disable the feature">>
<<set $options.maxStates to 1>>
<<replace #settingsExit>><<settingsExit>><</replace>>
<<displaySettings>>
<</link>>
<br>
<<link "Lower the values to safer levels">>
<<set $options.maxStates to 5>>
<<replace #settingsExit>><<settingsExit>><</replace>>
<<displaySettings>>
<</link>>
<br><br><br>
<<link "I love shooting myself in the foot">>
<<settingsExitFunction>>
<</link>>
<</widget>>
<<widget "settingsExitFunction">>
<<set $npcHealthMult to Math.clamp($npcHealthMult, 1, 1000000)>>
<<set $npcArousalMult to Math.clamp($npcArousalMult, 1, 1000000)>>
<<set $beastHealthMult to Math.clamp($beastHealthMult, 1, 1000000)>>
<<set $beastArousalMult to Math.clamp($beastArousalMult, 1, 1000000)>>
<<set $combatExtended.enemyLevelDayScalingMult to Math.clamp($combatExtended.enemyLevelDayScalingMult, 1, 1000000)>>
<<set $combatExtended.enemyHealthDayScalingMult to Math.clamp($combatExtended.enemyHealthDayScalingMult, 1, 1000000)>>
<<set $combatExtended.enemyDayScaling to Math.clamp($combatExtended.enemyDayScaling, 1, 1000000)>>
<<set $combatExtended.enemyDayScalingLimit to Math.clamp($combatExtended.enemyDayScalingLimit, 1, 1000000)>>
<<set $combatExtended.enemyLevelDefeatScalingMult to Math.clamp($combatExtended.enemyLevelDefeatScalingMult, 1, 1000000)>>
<<set $combatExtended.enemyHealthDefeatScalingMult to Math.clamp($combatExtended.enemyHealthDefeatScalingMult, 1, 1000000)>>
<<set $combatExtended.enemyDefeatScaling to Math.clamp($combatExtended.enemyDefeatScaling, 1, 1000000)>>
<<set $combatExtended.enemyDefeatScalingLimit to Math.clamp($combatExtended.enemyDefeatScalingLimit, 1, 1000000)>>
<<set $combatTimePass to Math.clamp($combatTimePass, 1, 1000000)>>
<<modParasiteCapUpdate>>
<<amcTraitsUpdate>>
<<modWardrobeUpdate>>
<<if !$ironmanmode>>
<<set $cheatdisable to $cheatdisabletoggle>>
<</if>>
<<if $cheatdisable is "f" or $rentmod lt 1>>
<<set $feats.locked to true>>
<</if>>
<<unset $cheatdisabletoggle>>
<<if $gamemode is "soft" or $alluremod lt 1>>
<<set $feats.soft to true>>
<</if>>
<<if $humanPregnancyMonths lt 3 or $wolfPregnancyWeeks lt 4>>
<<set $feats.pregnancyLocked to true>>
<</if>>
<<if $pregnancytype is "silly">>
<<set $feats.pregnancySillyLocked to true>>
<</if>>
<<updatehistorycontrols>>
<<presets _namedNpcPreset "save">>
<<initnpcgender>>
<<updatePersistentNPCs>>
<<hirsuteHideCheck>>
<<generateTipsList>>
<<if $player.freckles is "random">>
<<set $player.freckles to (random(1, 5) is 1)>>
<</if>>
/* Updates the npc's in case $incompletePregnancyDisable has been changed by the player */
<<npcPregnancyUpdater>>
<!-- Init shop mannequin gender -->
<<if $mannequinHasPenis is undefined>>
<<set $mannequinHasPenis to $player.penisExist>>
<<set $mannequinBreastsSize to ($mannequinHasPenis ? 0 : 3)>>
<</if>>
<<if $clothesPriceLewd lt Math.ceil(10 / $clothesPrice) * 0.1>>
<<set $clothesPriceLewd to parseFloat((Math.ceil(10 / $clothesPrice) * 0.1).toFixed(1))>>
<</if>>
<<set _settingsExitPassage to clone($settingsExitPassage)>>
<<unset $settingsExitPassage>>
<<run State.display(_settingsExitPassage)>>
<<set $saveName to $saveName.replace(/[^a-zA-Z\u4e00-\u9fa5 0-9]+/g,"")>>
<<unset $importString>>
/* Updates the penis max size for females so its never below 1 */
<<if $player.gender is "f" && $penissizemax < 0>>
<<set $penissizemax to 0>>
<</if>>
<</widget>>
/*complete:{"Vrelnir (Default)":"vrelDefault","Lollipop Scythe":"lollipopScythe","PurityGuy":"purityGuy","Fangi":"fangi"},*/
<<widget "quickStartOptions">>
<<if _quickStartOptions is undefined>>
<<set _quickStartOptions to {
player:{"Female Waif":"femaleWaif","Male Waif":"maleWaif", "Hermaphrodite Waif":"hermaphroditeWaif", "Vrelnir PC":"vrel", "Crossdresser":"crossdresser","Tough Guy":"toughGuy"},
genericNpc:{
"Default Genders":"genericNpcDefaultGender",
"All Male":"genericNpcAllMaleGender",
"75% Male":"genericNpc75MaleGender",
"All Female":"genericNpcAllFemaleGender",
"75% Female":"genericNpc75FemaleGender",
"All Opposite Gender":"genericNpcAllOppositeGenders",
"90% Opposite Gender":"genericNpc90OppositeGenders",
"75% Opposite Gender":"genericNpc75OppositeGenders",
"All Same Gender":"genericNpcAllSameGenders",
"90% Same Gender":"genericNpc90SameGenders",
"75% Same Gender":"genericNpc75SameGenders",
},
namedNpc:{"Default Genders":"namedNpcDefaultGender", "All Male":"namedNpcAllMaleGender", "All Female":"namedNpcAllFemaleGender"},
beasts:{
"Default Genders":"beastDefaultGenders",
"All Male":"beastMaleGenders",
"75% Male":"beast75MaleGenders",
"All Female":"beastFemaleGenders",
"75% Female":"beast75FemaleGenders",
"All Opposite Gender":"beastOppositeGenders",
"90% Opposite Gender":"beast90OppositeGenders",
"75% Opposite Gender":"beast75OppositeGenders",
"All Same Gender":"beastSameGenders",
"90% Same Gender":"beast90SameGenders",
"75% Same Gender":"beast75SameGenders",
},
monsters:{"When Hallucinating":"monstersDefault", "No Monsters":"monstersNone", "All Monsters":"monstersAll"},
kink:{"Reasonably Debauched":"kinkDefault", "Vanilla":"kinkVanilla", "No Beasts":"kinkNoBeasts", "Everything Goes":"kinkEverything"},
game:{
"Normal ":"gameNormal","Soft (No Feats)":"gameSoft","Hard":"gameHard","Hard (Ironman)":"gameHardIronman","Masochist":"gameMasochist","Soft with Cheats (No Feats)":"gameSoftCheats","Normal with Cheats (No Feats)":"gameNormalCheats","Hard with Cheats (No Feats)":"gameHardCheats","Masochist with Cheats (No Feats)":"gameMasochistCheats"
},
images:{"Default":"imagesdefault","High Quality":"imagesHigh","Low Quality":"imagesLow","Performance Mode":"imagesPerformance","Disable images":"imagesDisable"},
settings:{"PC, Tips":"settingPCTip","PC, no Tips":"settingPCNoTip","Mobile, Tips":"settingMobileTips","Mobile, no Tips":"settingMobileNoTips"}
}>>
<</if>>
<</widget>>
<<widget "quickStart">>
<div class="solidBorderContainer settings-container">
<<quickStartOptions>>
<div class="settingsToggleIndent">
<<if $passage is "Start">>
<i>Make broad changes to your game settings. For more fine-tuned settings, choose <span class="gold">Advanced Start</span> instead.</i>
<<else>>
<i>Quickly change game settings. To fine-tune settings further, visit the <span class="gold">Game Settings</span> tab.</i>
<</if>>
</div>
<div class="settingsGrid">
<div id="gameModeQuick" class="settingsToggleItem">
<<gameMode>>
</div>
<<if $passage is "Start">>
<div class="settingsToggleItem">
<span class="gold">Fetish Settings</span>
<br>
<<if _kinkPreset is undefined>><<set _kinkPreset to "kinkDefault">><</if>>
<label><mouse class="tooltip" style="border-bottom: 2px dotted var(--link)">Reasonably Debauched<span>Default settings. All kinks are enabled, except for watersports.</span></mouse>
<<radiobutton "_kinkPreset" "kinkDefault" autocheck>></label> |
<label><mouse class="tooltip" style="border-bottom: 2px dotted var(--link)">Vanilla<span>All beast-related toggles are disabled, as well as plant people, tentacles, slimes, lactation, facesitting, double penetration, and hypnosis.</span></mouse>
<<radiobutton "_kinkPreset" "kinkVanilla" autocheck>></label> |
<label><mouse class="tooltip" style="border-bottom: 2px dotted var(--link)">No Beasts<span>All beast-related settings are disabled, including bestiality, swarms, vore, parasites, spiders, slugs, wasps, lurkers, bees, and horses.</span></mouse>
<<radiobutton "_kinkPreset" "kinkNoBeasts" autocheck>></label> |
<label><mouse class="tooltip" style="border-bottom: 2px dotted var(--link)">Anything Goes<span>All kinks are enabled, including watersports.</span></mouse>
<<radiobutton "_kinkPreset" "kinkEverything" autocheck>></label>
</div>
<</if>>
<div class="settingsToggleItem">
<<set _foundPregnancy to !!Object.values($NPCName).find(npc => npc.pregnancy && npc.pregnancy.enabled && npc.pregnancy.type && !setup.pregnancy.canBePregnant.includes(npc.fullDescription))>>
<label>
<span class="gold">Pregnancy Mode</span>
<br>
<<if $passage is "Start">>
<label><<radiobutton "_pregnancytype" "realistic" `_pregnancytype ? "autocheck" : ($pregnancytype is "realistic" ? "checked": "")`>> <mouse class="tooltip green">Realistic<span>Pregnancy will not happen immediately, and you won't know right away when it happens. You may need to use a pregnancy test, and the father may not be known to you initially. Cum on the outside of your vagina may get you pregnant as well, unless washed off within the next several hours.</span></mouse></label> |
<label><<radiobutton "_pregnancytype" "fetish" `_pregnancytype ? "autocheck" : ($pregnancytype is "fetish" ? "checked": "")`>> <mouse class="tooltip pink">Fetishised<span>Pregnancy may happen as soon as semen gets inside you. You will know as soon as it happens, and will immediately know the father.</span></mouse></label> |
<label><<radiobutton "_pregnancytype" "silly" `_pregnancytype ? "autocheck" : ($pregnancytype is "silly" ? "checked": "")`>> <mouse class="tooltip gold">Silly<span>Pregnancy may happen as soon as you hold hands or kiss, especially with those you love. <i class="red none">There may be story content related issues with this mode. Some feats will be disabled with this mode.</i></span></mouse></label> |
<label><<radiobutton "_pregnancytype" "disabled" autocheck>> <mouse class="tooltip red">Disabled<span>Pregnancy will be disabled. Will not prevent existing pregnancies or prevent the player from interacting with their children.</span></mouse></label>
<<else>>
<<pregnancyType>>
<</if>>
</label>
<br>
<label>
<<fertilityCycles>>
</label>
<br>
<label data-disabledif="T.foundPregnancy&&V.incompletePregnancyDisable==='f'">
<<incompletePregnancy>>
</label>
</div>
<div class="settingsToggleItem">
<<if $passage is "Start">>
<span class="gold">Generic NPC Genders</span>
<<numberslider "_malechance" `_malechance is undefined ? $malechance : _malechance` 0 100 25>>
<<run settingsNpcGenders()>>
<span id="humanSplitBy"><<humanSplitBy>></span>
<<else>>
<<npcAttractionSettings>>
<</if>>
</div>
<div class="settingsToggleItem">
<<if $passage is "Start">>
<span class="gold">Beast Genders</span>
<<numberslider "_beastmalechance" `_beastmalechance is undefined ? $beastmalechance : _beastmalechance` 0 100 25>>
<<run settingsBeastGenders()>>
<span id="beastSplitBy"><<beastSplitBy>></span>
<<else>>
<<beastAttractionSettings>>
<</if>>
</div>
<div class="settingsToggleItem">
<span class="gold">Named NPC Genders</span>
<mouse class="tooltip linkBlue">(?)<span>Setting applies as you save changes.</span></mouse>
<br>
<<if _namedNpcPreset is undefined>><<set _namedNpcPreset to "namedNpcDefaultGender">><</if>>
<label>All Male <<radiobutton "_namedNpcPreset" "namedNpcAllMaleGender" autocheck>></label> |
<label><<print $passage is "Start" ? "Random Genders" : "Current Genders">> <<radiobutton "_namedNpcPreset" "namedNpcDefaultGender" autocheck>></label> |
<label>All Female <<radiobutton "_namedNpcPreset" "namedNpcAllFemaleGender" autocheck>></label>
</div>
<div class="settingsToggleItem">
<<if $passage is "Start">>
<<if _monstersPreset is undefined>><<set _monstersPreset to "monstersDefault">><</if>>
<span class="gold">Replace beasts with monster girls and boys</span>
<br>
<label>All the time <<radiobutton "_monstersPreset" "monstersAll" autocheck>></label> |
<label>Only when hallucinating <<radiobutton "_monstersPreset" "monstersDefault" autocheck>></label> |
<label>Never <<radiobutton "_monstersPreset" "monstersNone" autocheck>></label>
<<else>>
<<monsterSettings>>
<</if>>
</div>
</div>
</div>
<</widget>>
<<widget "humanSplitByFull">>
<<link `$maleChanceSplit is "t" ? "Ignore sexual orientation" : "Set sexual orientation"`>>
<<set $maleChanceSplit to $maleChanceSplit is "t" ? "f" : "t">>
<<toggleclass "#simpleGenders" "hidden">>
<<replace "#splitGenders">><<maleChanceSplitControls>><</replace>>
<<toggleclass "#splitGenders" "hidden">>
<<replace "#humanSplitByFull">><<humanSplitByFull>><</replace>>
<</link>>
<</widget>>
<<widget "beastSplitByFull">>
<<link `$beastMaleChanceSplit is "t" ? "Ignore sexual orientation" : "Set sexual orientation"`>>
<<set $beastMaleChanceSplit to $beastMaleChanceSplit is "t" ? "f" : "t">>
<<toggleclass "#simpleBeastGenders" "hidden">>
<<replace "#splitBeastGenders">><<beastMaleChanceSplitControls>><</replace>>
<<toggleclass "#splitBeastGenders" "hidden">>
<<replace "#beastSplitByFull">><<beastSplitByFull>><</replace>>
<</link>>
<</widget>>
<<widget "humanSplitBy">>
<<link `_maleChanceSplit is "t" ? "Ignore sexual orientation" : "Set sexual orientation"`>>
<<set _maleChanceSplit to _maleChanceSplit is "t" ? "f" : "t">>
<<replace "#humanSplitBy">><<humanSplitBy>><</replace>>
<<run settingsNpcGenders(true)>>
<</link>>
<</widget>>
<<widget "beastSplitBy">>
<<link `_beastMaleChanceSplit is "t" ? "Ignore sexual orientation" : "Set sexual orientation"`>>
<<set _beastMaleChanceSplit to _beastMaleChanceSplit is "t" ? "f" : "t">>
<<replace "#beastSplitBy">><<beastSplitBy>><</replace>>
<<run settingsBeastGenders(true)>>
<</link>>
<</widget>>
<<widget "characterSettings">>
<div class="solidBorderContainer settings-container">
<div class="settingsGrid">
<div class="settingsToggleItem">
<span class="gold">Randomise:</span><br>
<<link "Character Appearance">><<presets "randomize" "characterSettings" `randomizeSettings('characterAppearance')`>><</link>>
<mouse class="tooltip linkBlue">(?)<span>Randomises the player character's appearance, including hair, eyes, skin colour, gender, and body part sizes. Body size, gender appearance, genitalia, and base skin colour cannot be changed after starting the game.</span></mouse>
<br>
</div>
<div class="settingsToggleItem">
<<if StartConfig.enableImages is true>>
<span class="gold">Character sidebar preview:</span><br> <label>Hide Clothes <<checkbox "_showClothes" true false autocheck>></label> | <label>Hide Underwear <<checkbox "_showUnderwear" true false autocheck>></label>
<br>
<</if>>
</div>
</div>
<hr>
<div class="settingsGrid">
<div class="settingsHeader">
Body
</div>
<div class="settingsToggleItem">
<div class="playergender">
<span class="gold">Gender:</span><br>
<label>Male <<radiobutton "$player.gender" "m" autocheck>></label> |
<label>Female <<radiobutton "$player.gender" "f" autocheck>></label> |
<label>Hermaphrodite <<radiobutton "$player.gender" "h" autocheck>></label>
</div>
</div>
<div class="settingsToggleItem">
<span class="gold">Body size:</span><br>
<label>Tiny <<radiobutton "$bodysize" 0 autocheck>></label> |
<label>Small <<radiobutton "$bodysize" 1 autocheck>></label> |
<label>Normal <<radiobutton "$bodysize" 2 autocheck>></label> |
<label>Large <<radiobutton "$bodysize" 3 autocheck>></label><br>
<span class="small-description">Larger sizes have higher max physique and damage output.</span>
</div>
<div class="settingsToggleItem">
<span class="gold">Gender appearance:</span><br>
<label class="blue">Masculine <<radiobutton "$player.gender_body" "m" autocheck>></label> |
<label class="pink">Feminine <<radiobutton "$player.gender_body" "f" autocheck>></label> |
<mouse class="tooltip purple">Androgynous<span>Has no effect on gender appearance.</span></mouse> <<radiobutton "$player.gender_body" "a" autocheck>>
<br>
<span class="small-description">Influences how others perceive you. Has no visual effect.
Clothing and other factors will also affect your perceived gender.</span>
</div>
<div class="settingsToggleItem">
<span class="gold">Body shape:</span><br>
<label>Classic <<radiobutton "$player.bodyshape" "classic" autocheck>></label> |
<label>Slender <<radiobutton "$player.bodyshape" "slender" autocheck>></label> |
<label>Curvy <<radiobutton "$player.bodyshape" "curvy" autocheck>></label> |
<label>Soft <<radiobutton "$player.bodyshape" "soft" autocheck>></label>
<br>
<span class="small-description">Purely cosmetic. Does not influence your perceived gender.
You may change this later in the mirror menu.</span>
</div>
<<if $debug is 1>>
<div class="settingsToggleItem">
<span class="gold">Sex:</span><br>
<label>Penis <<radiobutton "$player.sex" "m" autocheck>></label> |
<label>Vagina <<radiobutton "$player.sex" "f" autocheck>></label>
</div>
<</if>>
<div class="settingsToggleItem">
<span class="gold">Breast size:</span><br>
<label>Flat <<radiobutton "$player.breastsize" 0 autocheck>></label> |
<label>Budding <<radiobutton "$player.breastsize" 1 autocheck>></label> |
<label>Tiny <<radiobutton "$player.breastsize" 2 autocheck>></label> |
<label>Small <<radiobutton "$player.breastsize" 3 autocheck>></label> |
<label>Pert <<radiobutton "$player.breastsize" 4 autocheck>></label> |
<label>Modest <<radiobutton "$player.breastsize" 5 autocheck>></label> |
<label>Full <<radiobutton "$player.breastsize" 6 autocheck>></label> |
<label>Large <<radiobutton "$player.breastsize" 7 autocheck>></label> |
<label>Ample <<radiobutton "$player.breastsize" 8 autocheck>></label> |
<label>Massive <<radiobutton "$player.breastsize" 9 autocheck>></label> |
<label>Huge <<radiobutton "$player.breastsize" 10 autocheck>></label> |
<label>Gigantic <<radiobutton "$player.breastsize" 11 autocheck>></label> |
<label>Enormous <<radiobutton "$player.breastsize" 12 autocheck>></label>
</div>
<div class="settingsToggleItem">
<span class="gold">Ass size:</span><br>
<label>Slender <<radiobutton "$player.bottomsize" 0 autocheck>></label> |
<label>Slim <<radiobutton "$player.bottomsize" 1 autocheck>></label> |
<label>Modest <<radiobutton "$player.bottomsize" 2 autocheck>></label> |
<label>Cushioned <<radiobutton "$player.bottomsize" 3 autocheck>></label> |
<label>Soft <<radiobutton "$player.bottomsize" 4 autocheck>></label> |
<label>Round <<radiobutton "$player.bottomsize" 5 autocheck>></label> |
<label>Plump <<radiobutton "$player.bottomsize" 6 autocheck>></label> |
<label>Large <<radiobutton "$player.bottomsize" 7 autocheck>></label> |
<label>Huge <<radiobutton "$player.bottomsize" 8 autocheck>></label>
</div>
<div class="settingsToggleItem">
<span data-target="player.gender" data-disabledif="V.player.gender==='f'">
<span class="gold">Penis size - if applicable:</span><br>
<label>Micro <<radiobutton "$player.penissize" -2 autocheck>></label> |
<label>Mini <<radiobutton "$player.penissize" -1 autocheck>></label> |
<label>Tiny <<radiobutton "$player.penissize" 0 autocheck>></label> |
<label>Small <<radiobutton "$player.penissize" 1 autocheck>></label> |
<label>Normal <<radiobutton "$player.penissize" 2 autocheck>></label> |
<label>Large <<radiobutton "$player.penissize" 3 autocheck>></label> |
<label>Enormous <<radiobutton "$player.penissize" 4 autocheck>></label>
</span>
</div>
<div class="settingsToggleItem">
<span data-target="player.gender" data-disabledif="V.player.gender!=='h'">
<span class="gold">Testes - applicable only if hermaphrodite:</span><br>
<label>Yes <<radiobutton "$player.ballsExist" true autocheck>></label> |
<label>No <<radiobutton "$player.ballsExist" false autocheck>></label>
</span>
</div>
</div>
<hr>
<div class="settingsGrid">
<div class="settingsHeader">
Head
</div>
<div id="settingsFaceStyle" class="settingsToggleItem">
<span class="gold">Face style:</span><br>
<<if setup.faceStyleOptions.length gt 1>>
<<for _styleName, _styleValue range setup.faceStyleOptions>>
<<capture _styleName, _styleValue>>
<span @id="'link-'+_styleValue.replace(/ /g,'-')" @class="(_styleValue is $facestyle ? 'selected' : '')">
<<silently>><<set _text_output to _styleName>><<capitalise>><</silently>>
<<link _text_output>>
<<removeclass `'#link-'+$facestyle.replace(/ /g,'-')` "selected">>
<<set $facestyle to _styleValue>>
<<set $facevariant to "default">>
<<addclass `'#link-'+$facestyle.replace(/ /g,'-')` "selected">>
<<replace "#settingsFaceVariantRadios">><<faceVariantSettings>><</replace>>
<<updatesidebarimg true>>
<</link>> |
</span>
<</capture>>
<</for>>
<<else>>
There are no additional face styles on this version.
<</if>>
</div>
<div id="settingsFaceVariants" class="settingsToggleItem">
<span class="gold">Demeanour:</span>
<mouse class = "tooltip-small linkBlue">
(?)<span>You may change this setting later on from the Visual Settings menu.</span>
</mouse>
<br>
<div id="settingsFaceVariantRadios">
<<faceVariantSettings>>
</div>
</div>
<div class="settingsToggleItemWide">
<span class="gold">Natural eye colour:</span><br>
<label><span class="purple">Purple</span> <<radiobutton "$eyeselect" "purple" autocheck>></label> |
<label><span class="blue">Dark Blue</span> <<radiobutton "$eyeselect" "dark blue" autocheck>></label> |
<label><span class="lblue">Light Blue</span> <<radiobutton "$eyeselect" "light blue" autocheck>></label> |
<label><span class="tangerine">Amber</span> <<radiobutton "$eyeselect" "amber" autocheck>></label> |
<label><span class="brown">Hazel</span> <<radiobutton "$eyeselect" "hazel" autocheck>></label> |
<label><span class="green">Green</span> <<radiobutton "$eyeselect" "green" autocheck>></label> |
<label><span class="lime-green">Lime Green</span> <<radiobutton "$eyeselect" "lime green" autocheck>></label> |
<label><span class="red">Red</span> <<radiobutton "$eyeselect" "red" autocheck>></label> |
<label><span class="pink">Pink</span> <<radiobutton "$eyeselect" "pink" autocheck>></label> |
<label><span class="grey">Grey</span> <<radiobutton "$eyeselect" "grey" autocheck>></label> |
<label><span class="light-grey">Light Grey</span> <<radiobutton "$eyeselect" "light grey" autocheck>></label> |
<label><span>Random</span> <<radiobutton "$eyeselect" "random" autocheck>></label>
</div>
<div class="settingsToggleItemWide">
<span class="gold">Natural hair colour:</span><br>
<label><span class="red">Red</span> <<radiobutton "$hairselect" "red" autocheck>></label> |
<label><span class="black">Jet Black</span> <<radiobutton "$hairselect" "jetblack" autocheck>></label> |
<label><span class="black">Black</span> <<radiobutton "$hairselect" "black" autocheck>></label> |
<label><span class="brown">Brown</span> <<radiobutton "$hairselect" "brown" autocheck>></label> |
<label><span class="softbrown">Soft Brown</span> <<radiobutton "$hairselect" "softbrown" autocheck>></label> |
<label><span class="lightbrown">Light brown</span> <<radiobutton "$hairselect" "lightbrown" autocheck>></label> |
<label><span class="burntorange">Burnt Orange</span> <<radiobutton "$hairselect" "burntorange" autocheck>></label> |
<label><span class="gold">Blond</span> <<radiobutton "$hairselect" "blond" autocheck>></label> |
<label><span class="softblond">Soft Blond</span> <<radiobutton "$hairselect" "softblond" autocheck>></label> |
<label><span class="platinum">Platinum blond</span> <<radiobutton "$hairselect" "platinumblond" autocheck>></label> |
<label><span class="ashy">Ashy blond</span> <<radiobutton "$hairselect" "ashyblond" autocheck>></label> |
<label><span class="strawberry">Strawberry blond</span> <<radiobutton "$hairselect" "strawberryblond" autocheck>></label> |
<label><span class="tangerine">Ginger</span> <<radiobutton "$hairselect" "ginger" autocheck>></label> |
<label><span>Random</span> <<radiobutton "$hairselect" "random" autocheck>></label>
</div>
<div class="settingsToggleItem">
<span class="gold">Hair length:</span><br>
<label>Ear <<radiobutton "$hairlength" 0 autocheck>></label> |
<label>Neck <<radiobutton "$hairlength" 200 autocheck>></label> |
<label>Chest <<radiobutton "$hairlength" 400 autocheck>></label> |
<label>Navel <<radiobutton "$hairlength" 600 autocheck>></label> |
<label>Thighs <<radiobutton "$hairlength" 700 autocheck>></label> |
<label>Feet <<radiobutton "$hairlength" 900 autocheck>></label>
</div>
<div class="settingsToggleItem">
<span class="gold">Freckles:</span><br>
<label>Yes <<radiobutton "$player.freckles" true autocheck>></label> |
<label>No <<radiobutton "$player.freckles" false autocheck>></label> |
<label>Random <<radiobutton "$player.freckles" "random" autocheck>></label>
</div>
</div>
<hr>
<div class="settingsGrid">
<div class="settingsHeader">
Skin Colour
</div>
<div class="settingsToggleItem">
<span class="gold">Reddish:</span><br>
<label>Light <<radiobutton "$player.skin.color" "light" autocheck>></label> |
<label>Medium <<radiobutton "$player.skin.color" "medium" autocheck>></label> |
<label>Dark <<radiobutton "$player.skin.color" "dark" autocheck>></label> |
<label>Gyaru <<radiobutton "$player.skin.color" "gyaru" autocheck>></label>
</div>
<div class="settingsToggleItem">
<span class="gold">Yellowish:</span><br>
<label>Light <<radiobutton "$player.skin.color" "ylight" autocheck>></label> |
<label>Medium <<radiobutton "$player.skin.color" "ymedium" autocheck>></label> |
<label>Dark <<radiobutton "$player.skin.color" "ydark" autocheck>></label> |
<label>Gyaru <<radiobutton "$player.skin.color" "ygyaru" autocheck>></label>
</div>
<div class="settingsToggleItemWide">
<div class="numberslider-inline">
<label><span class="gold">Initial Tan Value:</span>
<<numberslider "_tan" _tan 0 100 1 {
onInputChange: value => {
Skin.color.setTan(value);
Wikifier.wikifyEval("<<startingPlayerImageUpdate>>");
},
value: v => `${v}%`
}>>
</label>
</div>
</div>
</div>
<hr>
<<sizeLimitsSettings>>
<hr>
<div class="settingsGrid">
<div class="settingsHeader">
Sensitivity
</div>
<div class="settingsToggleItem">
<span class="gold">Mouth sensitivity:</span><br>
<label>Normal <<radiobutton "$mouthsensitivity" 1 autocheck>></label> |
<label><span class="light-pink">Sensitive</span> <<radiobutton "$mouthsensitivity" 2 autocheck>></label> |
<label><span class="pink">Very sensitive</span> <<radiobutton "$mouthsensitivity" 3 autocheck>></label> |
<label><span class="red">Hyper sensitive</span> <<radiobutton "$mouthsensitivity" 4 autocheck>></label>
</div>
<div class="settingsToggleItem">
<span class="gold">Chest sensitivity:</span><br>
<label>Normal <<radiobutton "$breastsensitivity" 1 autocheck>></label> |
<label><span class="light-pink">Sensitive</span> <<radiobutton "$breastsensitivity" 2 autocheck>></label> |
<label><span class="pink">Very sensitive</span> <<radiobutton "$breastsensitivity" 3 autocheck>></label> |
<label><span class="red">Hyper sensitive</span> <<radiobutton "$breastsensitivity" 4 autocheck>></label>
</div>
<div class="settingsToggleItem">
<span class="gold">Ass sensitivity:</span><br>
<label>Normal <<radiobutton "$bottomsensitivity" 1 autocheck>></label> |
<label><span class="light-pink">Sensitive</span> <<radiobutton "$bottomsensitivity" 2 autocheck>></label> |
<label><span class="pink">Very sensitive</span> <<radiobutton "$bottomsensitivity" 3 autocheck>></label> |
<label><span class="red">Hyper sensitive</span> <<radiobutton "$bottomsensitivity" 4 autocheck>></label>
</div>
<div class="settingsToggleItem">
<span class="gold">Genital sensitivity:</span><br>
<label>Normal <<radiobutton "$genitalsensitivity" 1 autocheck>></label> |
<label><span class="light-pink">Sensitive</span> <<radiobutton "$genitalsensitivity" 2 autocheck>></label> |
<label><span class="pink">Very sensitive</span> <<radiobutton "$genitalsensitivity" 3 autocheck>></label> |
<label><span class="red">Hyper sensitive</span> <<radiobutton "$genitalsensitivity" 4 autocheck>></label>
</div>
</div>
<hr>
<div class="settingsGrid">
<div class="settingsHeader">
Personality
</div>
<div class="settingsToggleItemWide">
<span class="gold">Randomise:</span>
<br>
<<link "Character Traits">><<presets "randomize" "characterSettings" `randomizeSettings('characterTrait')`>><</link>>
<mouse class="tooltip linkBlue">(?)<span>Randomises the player character's traits, including background, awareness, and general sensitivity. These traits cannot be changed after starting the game.</span></mouse>
<br>
</div>
<div class="settingsToggleItemWide">
<span class="gold">Awareness:</span> <mouse class="tooltip linkBlue">(?)<span>Whether your character knows a thing or two about sex despite their lack of experience.</span></mouse>
<br>
<label>Innocent <<radiobutton "$awareselect" "innocent" autocheck>></label> |
<label>Knowledgeable <<radiobutton "$awareselect" "knowledgeable" autocheck>></label>
</div>
<div class="settingsToggleItemWide">
<span class="gold">Background:</span><br>
<label><span class="teal">Nerd</span> <<checkbox "$background.nerd" false true autocheck>> - Good at school. Picked on. <span class="red">(This will prevent the 'Unsocial Moth' feat from being earned)</span></label>
<br>
<label><span class="teal">Athlete</span> <<checkbox "$background.athlete" false true autocheck>> - Physically capable. Grades have suffered.</label>
<br>
<label><span class="teal">Delinquent</span> <<checkbox "$background.delinquent" false true autocheck>> - Your antics have made you popular with other students. Less so with the teachers.</label>
<br>
<label><span class="blue">Promiscuous</span> <<checkbox "$background.promiscuous" false true autocheck>> - You've experimented sexually.</label>
<br>
<label><span class="blue">Exhibitionist</span> <<checkbox "$background.exhibitionist" false true autocheck>> - You have an affinity for exposing yourself in public places.</label>
<br>
<label><span class="blue">Deviant</span> <<checkbox "$background.deviant" false true autocheck>> - You <i>really</i> like animals.</label>
<br>
<label><span class="lewd">Beautiful</span> <<checkbox "$background.beautiful" false true autocheck>> - You turn heads. <i>Not recommended for beginners.</i></label>
<br>
<label data-target="player.gender" data-disabledif="V.player.gender==='h'"><span class="lewd">Crossdresser</span> <<checkbox "$background.crossdresser" false true autocheck>> - You've taken a liking to the clothing of the opposite sex. Does nothing for hermaphrodites.</label>
<br>
<label><span class="lewd">Lustful</span> <<checkbox "$background.lustful" false true autocheck>> - Arousal increases over time, and needs to be managed.</label>
/*<br>
<label>Green Thumb <<checkbox "$background" "greenthumb" autocheck>> - More bountiful crops and no decay when using fertiliser. Start with ne unit of fertiliser.</label>*/
<br>
<label><mouse class="tooltip"><span class="lewd">Dendrophile</span> <<checkbox "$background.plantlover" false true autocheck>> - Plants are everything to you.<span class="green">You're addicted to nectar. You're more vulnerable to aphrodisiacs and alcohol. Plantpeople and plant-based tentacles no longer require hallucinations to encounter. You get a bonus to Tending, as your Trauma increases.</span></mouse>
</label>
</div>
</div>
<hr>
<div class="settingsGrid">
<div class="settingsHeader">
Starting Season <mouse class="tooltip linkBlue">(?)<span style="font-size:16px;">The game will start on the first Sunday of the chosen season.</span></mouse>
</div>
<div class="settingsToggleItemWide">
<label><mouse class="tooltip tangerine">Autumn <<radiobutton "$startingseason" "autumn" autocheck>><span class="green"><i>Recommended for beginners.</i></span></mouse></label> |
<label><span class="teal">Winter</span> <<radiobutton "$startingseason" "winter" autocheck>></label> |
<label><span class="lime-green">Spring</span> <<radiobutton "$startingseason" "spring" autocheck>></label> |
<label><span class="red">Summer</span> <<radiobutton "$startingseason" "summer" autocheck>></label> |
<label>Random <<radiobutton "$startingseason" "random" autocheck>></label>
</div>
</div>
</div>
<br>
<<link "Top of Page">>
<<script>>
document.body.scrollTop = 0;
document.documentElement.scrollTop = 0;
<</script>>
<</link>>
<</widget>>
<<widget "featExplanation">>
<<link "Hide explanation...">>
<<replace #featExplanation>><</replace>>
<<toggleclass '#explain' 'hidden'>>
<</link>><br>
If you choose not to import all feats earned across multiple save files, only the feats marked as unlocked in your <span class="gold">most recently loaded save</span> will carry over to your next playthrough. Keep this in mind if you are aiming for 100% completion!
<br><br>
<span class="green">Spending coins on feat boosters does not permanently use up your coins, and coins earned from a feat cannot be earned a second time.</span> Any spent coins will remain in your personal bank of coins and will be available the next time you start a new game.
<br><br>
<span class="red">Changing settings in specific ways may prevent you from earning some feats, and coins, in your current game.</span> Enabling cheats at any point will prevent you from earning feats for the remainder of your current playthrough. You will be warned if you are about to change any setting that does this.
<br><br>
Some feats display as earned as soon as you meet the requirements, while others won't trigger until the next in-game hour. Happy hunting!
<</widget>>
<<widget "featSettings">>
<div class="solidBorderContainer settings-container">
<div class="settingsToggleIndent">
As you play through Degrees of Lewdity, you will obtain <span class="gold">feats</span> by completing different tasks. The more feats you earn, the more <span class="gold">VrelCoins</span> you will earn. When you start a new game, the coins associated with your most recently loaded save can be used to purchase <span class="gold">feat boosters</span>. These boosters grant you bonuses in your next game.
<br><br>
Feats are earned linearly over the course of a single playthrough. If you load an earlier save or switch to a different playthrough, <span class="red">you will lose the feat and its VrelCoins, unless you import all of your feats using the link below.</span> This will reset all feat boosters.
<span id="explain">
<<link "Read more...">>
<<replace #featExplanation>><<featExplanation>><</replace>>
<<toggleclass '#explain' 'hidden'>>
<</link>>
</span>
<span id="featExplanation"></span>
</div>
<div class="settingsToggleIndent">
<<link "Import all feats:">>
<<replace #settingsStart>>
<<loadAllFeats>>
<</replace>>
<</link>>
<span class="green"> Checks for all feats earned across your local save files, combining your earned Vrelcoins and unlocked feat boosters.</span>
</div>
<<if $feats.allSaves.points isnot undefined or $feats.allSaves.points isnot 0>>
<div class="settingsToggleIndent">
<<link "Reset All Feats:">>
<<set $feats to {
"locked":false,
"soft":false,
"allSaves":{},
"currentSave":{},
"filter":"All"
}>>
<<script>>
localStorage.removeItem("dolFeats");
<</script>>
<<setupFeats true>>
<<displaySettings "featSettings">>
<</link>>
<span class="red"> This will remove all feats that have been earned so far, meaning you will have to collect them again.</span>
</div>
<</if>>
<hr>
<<set _upgradeNames to Object.keys($featsBoosts.upgrades)>>
<<set _visibleUpgradeNames to []>>
<<set _visibleUpgradeIDs to []>>
<<for _i to 0; _i lt _upgradeNames.length; _i++>>
<<if $featsBoosts.upgradeDetails[_upgradeNames[_i]].count gte $featsBoosts.upgradeDetails[_upgradeNames[_i]].minCount>>
<<set _visibleUpgradeNames.push($featsBoosts.name[_upgradeNames[_i]])>>
<<set _visibleUpgradeIDs.push(clone(_i))>>
<<else>>
<<set _visibleUpgradeNames.push("?????")>>
<<set _visibleUpgradeIDs.push(clone(_i))>>
<</if>>
<</for>>
<div id="featsPointsMenu">
<<featsPointsMenu>>
</div>
<<featsPointsMenuReset>>
</div>
<</widget>>
<<widget "gameMode">>
<span class="gold">Game Mode</span>
<br>
<label><mouse class="tooltip green">Normal mode<span>Survive in a dangerous world.</span></mouse>
<<if ($ironmanmode is true and $gamemode is "hard") and $passage != "Start">>
<input id="radiobutton-gamemode-8" name="radiobutton-gamemode" type="radio" tabindex="0" class="macro-radiobutton" disabled>
<<else>>
<<radiobutton "$gamemode" "normal" autocheck>>
<</if>>
</label>
<<ind>>
<label><mouse class = "tooltip blue">Soft mode<span>For those who prefer a light-hearted lewd adventure, though the game is still dark in places.<br><i class="red normal">This is an experimental feature, and contains gamebreaking bugs. It will be changed or removed in the future. Leaving the settings with soft mode will prevent you from earning feats until it is set to normal mode. Doing this will permanently prevent some feats from being earned in this save.</i></span></mouse>
<<if ($ironmanmode is true and ["hard","normal"].includes($gamemode) is true) and $passage != "Start">>
<input id="radiobutton-gamemode-8" name="radiobutton-gamemode" type="radio" tabindex="0" class="macro-radiobutton" disabled>
<<else>>
<<radiobutton "$gamemode" "soft" autocheck>>
<</if>>
</label>
<<ind>>
<<if $intro is 1 or $gamemode is "hard">>
<label><mouse class = "tooltip purple">Hard mode<span>Removes lewd stat decay (promiscuity, exhibitionism, deviancy), making trauma and control increasingly difficult to manage. Can only be chosen at the game's start, and being incarcerated in the asylum will put you in normal mode. <br><i class="red normal">This is an experimental feature, and will be changed or removed in the future.</i></span></mouse>
<<if $ironmanmode is true and $passage != "Start">>
<input id="radiobutton-gamemode-8" name="radiobutton-gamemode" type="radio" tabindex="0" class="macro-radiobutton" disabled>
<<else>>
<<radiobutton "$gamemode" "hard" autocheck>>
<</if>>
</label>
<</if>>
<br>
<<if $ironmanmode and $passage isnot "Start">>
<span class="red">Cheats cannot be enabled during Ironman mode.</span>
<<else>>
<<if $passage is "Start">>
<label data-target="cheatdisabletoggle" data-disabledif="V.cheatdisabletoggle==='f'">
<input id="checkbox-ironmanmode" onclick="IronMan.UI.checkBox()" name="checkbox-ironmanmode" type="checkbox" tabindex="0" class="macro-checkbox"> <mouse class="tooltip white">Ironman mode<span>To prevent save-scumming and other practices in that spirit<br><br>You can save, you will then be led to Start Menu. You can then load that save, but then it will delete itself.<br><br>There will also be an additional save every 4-8 in-game days just in case you lose the other save.</span></mouse> <i class="ironman-clarify">(Cannot be unset after game start)</i>
<<run IronMan.UI.checkBox(`init`)>>
</label>
<br>
<</if>>
<label data-target="ironmanmode" data-disabledif="V.ironmanmode===true">
<<checkbox "$cheatdisabletoggle" "t" "f" autocheck>> <mouse class="tooltip red">Cheat mode<span>Leaving the settings with cheats enabled will prevent you from earning feats in a save.</span></mouse> <i class="ironman-clarify">(Button for cheats shows in sidebar)</i>
</label>
<</if>>
<</widget>>
<<widget "gameSettings">>
<div class="solidBorderContainer settings-container">
<div class="settingsGrid">
<div id="gameMode" class="settingsToggleItem">
<<gameMode>>
</div>
<div class="settingsToggleItem">
<span class="gold">Encounter Rate</span>
<div class="small-description">Default is 1.0. Multiplies the effect of allure on encounter chance.</div>
<div class="small-description"><span class="red">Setting this below 1 will permanently prevent you from earning some feats in this save, and prevent you from earning others until it is increased to at least 1.</span></div>
<div id="sliderAllureMode">
<<numberslider "$alluremod" $alluremod 0.2 2 0.1 $ironmanmode>>
</div>
</div>
<div class="settingsToggleItem">
<span class="gold">Multiple Wardrobes</span> <mouse class="tooltip linkBlue">(?)<span class="red">This is an experimental feature, and will be changed or removed in the future. While you may change this during gameplay, it's not recommended as disabling will remove access to clothing and enabling it may leave you stuck with your only option wearing a towel.</span></mouse>
<br>
<label><<radiobutton "$multipleWardrobes" false autocheck>> Single shared wardrobe only</label> |
<label><<radiobutton "$multipleWardrobes" "isolated" autocheck>> Isolated areas will have their own wardrobe</label>
<br>
<<if $debug is 1>>
<!--This setting will not be ready on initial release-->
<label><<radiobutton "$multipleWardrobes" "all" autocheck>> Enable for all wardrobes</label>
<br>
<</if>>
</div>
<div class="settingsToggleItem">
<span class="gold">Skill Check Display</span> <mouse class = "tooltip linkBlue">(?)<span>As you interact with the game, some actions will only succeed if a skill is above a certain threshold. You may opt to see what skill is required before taking an action, as well as your chance of succeeding at that action.</span></mouse>
<br>
<label>Show exact chance of success <<radiobutton "$checkstyle" "percentage" autocheck>></label> |
<label>Show general chance of success <<radiobutton "$checkstyle" "words" autocheck>></label> |
<label>Show only skill name <<radiobutton "$checkstyle" "skillname" autocheck>></label>
<br>
<label>
<<checkbox "$statdisable" "f" "t" autocheck>> <mouse class = "tooltip linkBlue">Enable blind stats<span>Playing with blind stats enabled means that you'll receive no indication when your stats change, what skills are required to succeed in certain events, or be alerted to situational dangers. Survive on your intuition. <i class="red normal"><br>Not recommended for beginners. This is an experimental feature and may be changed or removed in the future.</i></span></mouse>
</label>
<br>
</div>
<div class="settingsToggleItemWide">
<span class="gold">Randomise:</span><br>
<<link "Gameplay">><<presets "randomize" "gameSettings" `randomizeSettings('gameplay')`>><</link>>
<mouse class="tooltip linkBlue">(?)<span>Randomises all settings related to general gameplay, including encounter rate, clothing prices, crop yield, and Bailey's rent.</span></mouse> |
<<link "Encounters">><<presets "randomize" "gameSettings" `randomizeSettings('encounter')`>><</link>>
<mouse class="tooltip linkBlue">(?)<span>Randomises all settings related to generic NPCs.</span></mouse>
<br>
</div>
</div>
</div>
<hr>
<div id="startTabSettings">
<<allSettings>>
</div>
<div id="subsectionDiv">
<<humanSettings>>
</div>
<br>
<<link "Top of Page">>
<<script>>
document.body.scrollTop = 0;
document.documentElement.scrollTop = 0;
<</script>>
<</link>>
<div style="clear:both;">/*Keep at end of toggles*/</div>
<</widget>>
<<widget "subsectionSettingsTabButton">>
<div @class="_subsection is _args[1] ? 'gold buttonSettingsSelected' : 'buttonSettings'" >
<<button _args[0]>>
<<if _subsection isnot _args[1]>>
<<set _subsection to _args[1]>>
<<displaySubsection `_args[1] + "Settings"`>>
<<replace #startTabSettings>><<allSettings>><</replace>>
<</if>>
<</button>>
</div>
<</widget>>
<<widget "allSettings">>
<<if _subsection is undefined>><<set _subsection to "human">><</if>>
<div id="containerStart" class="containerWrap">
<div id="settingsHuman">
<<subsectionSettingsTabButton "General NPC Settings" "human">>
</div>
<div id="settingsNPC">
<<subsectionSettingsTabButton "Named NPC Settings" "npc">>
</div>
<div id="settingsBeast">
<<subsectionSettingsTabButton "Beast Settings" "beast">>
</div>
<div id="settingsFetish">
<<subsectionSettingsTabButton "Fetish Settings" "fetish">>
</div>
<div id="settingsPrice">
<<subsectionSettingsTabButton "Cost and Gain Settings" "price">>
</div>
<div id="settingsPregnancy">
<<subsectionSettingsTabButton "Pregnancy Settings" "pregnancy">>
</div>
<<if $passage isnot "Start">>
<div id="settingsSizeLimits">
<<subsectionSettingsTabButton "Body Part Size Limits" "sizeLimits">>
</div>
<</if>>
</div>
<</widget>>
<<widget "dolpSettingsTabButton">>
<div @class="_dolp is _args[1] ? 'gold buttonSettingsSelected' : 'buttonSettings'" >
<<button _args[0]>>
<<if _dolp isnot _args[1]>>
<<set _dolp to _args[1]>>
<<displayDoLP `_args[1] + "Settings"`>>
<<replace #dolpTabSettings>><<allDoLPSettings>><</replace>>
<</if>>
<</button>>
</div>
<</widget>>
<<widget "allDoLPSettings">>
<<if _dolp is undefined>><<set _dolp to "rebalance">><</if>>
<div id="containerStart" class="containerWrap">
<div id="settingsRebalance">
<<dolpSettingsTabButton "Rebalance Settings" "rebalance">>
</div>
<div id="settingsNPCDoLP">
<<dolpSettingsTabButton "NPC Settings" "npcDoLP">>
</div>
<div id="settingsBeastDoLP">
<<dolpSettingsTabButton "Beast Settings" "beastDoLP">>
</div>
<div id="settingsCombatExtended">
<<dolpSettingsTabButton "Combat Extended Settings" "combatExtended">>
</div>
<div id="settingsAMCTraits">
<<dolpSettingsTabButton "AMC Traits Settings" "amcTraits">>
</div>
</div>
<</widget>>
<<widget "genericGenders">>
<div class="numberslider-inline maleChance">
<<numberslider "$malechance" $malechance 0 100 1>>
<<run settingsGenericGenders("NPCs")>>
</div>
<</widget>>
<<widget "beastGenders">>
<div class="numberslider-inline beastmalechance">
<<numberslider "$beastmalechance" $beastmalechance 0 100 1>>
<<run settingsGenericGenders("beasts")>>
</div>
<</widget>>
<<widget "monsterSettings">>
<div class="numberslider-inline">
<span class="gold">Monster People</span>
<<numberslider "$monsterchance" $monsterchance 0 100 1>>
<<run settingsMonsterChance()>>
</div>
<label>
<<checkbox "$monsterhallucinations" "f" "t" autocheck>> Monster people can only appear during hallucinations
</label>
<</widget>>
<<widget "npcAttractionSettings">>
<div id="simpleGenders" @class="(V.maleChanceSplit === 't' ? ' hidden' : '')">
<span class="gold">Generic NPC Genders</span>
<<genericGenders>>
</div>
<div id="splitGenders" @class="(V.maleChanceSplit === 'f' ? ' hidden' : '')">
<<maleChanceSplitControls>>
</div>
<span id="humanSplitByFull"><<humanSplitByFull>></span>
<</widget>>
<<widget "beastAttractionSettings">>
<div id="simpleBeastGenders" @class="(V.beastMaleChanceSplit === 't' ? ' hidden' : '')">
<span class="gold">Beast Genders</span>
<<beastGenders>>
</div>
<div id="splitBeastGenders" @class="(V.beastMaleChanceSplit === 'f' ? ' hidden' : '')">
<<beastMaleChanceSplitControls>>
</div>
<span id="beastSplitByFull"><<beastSplitByFull>></span>
<</widget>>
<<widget "humanSettings">>
<div class="solidBorderContainer settings-container">
<div class="settingsGrid">
<div class="settingsHeader">
NPC Genders
</div>
<div class="settingsToggleItem">
<<npcAttractionSettings>>
</div>
<div class="settingsToggleItem">
<div class="numberslider-inline malevictimchance">
<span class="gold">Other Victims
<mouse class="tooltip linkBlue">(?)<span>Adjust the genders of NPCs you encounter who have been forced into compromising or abusive situations.</span></mouse>
</span>
<<numberslider "$malevictimchance" $malevictimchance 0 100 1>>
<<run settingsGenericGenders("other victims you encounter")>>
</div>
</div>
</div>
<hr>
<div class="settingsGrid">
<div class="settingsHeader">
NPC Body Parts
</div>
<div class="settingsToggleItem numberslider-inline">
<span class="gold">Average size of women's breasts
<mouse class="tooltip linkBlue">(?)<span>A bigger number means bigger breasts in the world. At 12 everyone will have enormous breasts. At -12 everyone will have flat chests. Defaults to 0, which will result in a broad range of sizes.</span></mouse>
</span>
<<numberslider "$breast_mod" $breast_mod -12 12 1>>
</div>
<div class="settingsToggleItem numberslider-inline">
<span class="gold">Average size of NPC penises
<mouse class="tooltip linkBlue">(?)<span>A bigger number means bigger penises in the world. At 8 everyone will have enormous penises. At -8 everyone will have tiny penises. Defaults to 0, which will result in a broad range of sizes.</span></mouse>
</span>
<<numberslider "$penis_mod" $penis_mod -8 8 1>>
</div>
<div class="solidBorderContainer">
<<if $fregularchance is undefined>>
<<if $fregular isnot undefined>>
<<set $fregularchance to $fregular>>
<<run delete $fregular>>
<<else>>
<<set $fregularchance to 100-$dgchance>>
<<set $fhermchance to 0>>
<</if>>
<</if>>
<div style="font-size:0.9em; margin-bottom: 1%">
<span class="gold">Percentage of women that have only a vagina:</span> <span id="numberslider-value-fregularchance">$fregularchance</span><br>
<span class="gold">Percentage of women that have both:</span> <span id="numberslider-value-fhermchance">$fhermchance</span><br>
<span class="gold">Percentage of women that have only a penis:</span> <span id="numberslider-value-dgchance">$dgchance</span><br>
</div>
<<doubleslider "fregularchance" "fhermchance" "dgchance" "var(--pink)" "var(--purple-secondary)" "var(--blue)">>
</div>
<div class="solidBorderContainer">
<<if $mregularchance is undefined>>
<<if $mregular isnot undefined>>
<<set $mregularchance to $mregular>>
<<run delete $mregular>>
<<else>>
<<set $mregularchance to 100-$cbchance>>
<<set $mhermchance to 0>>
<</if>>
<</if>>
<div style="font-size:0.9em; margin-bottom: 1%">
<span class="gold">Percentage of men that have only a penis:</span> <span id="numberslider-value-mregularchance">$mregularchance</span><br>
<span class="gold">Percentage of men that have both:</span> <span id="numberslider-value-mhermchance">$mhermchance</span><br>
<span class="gold">Percentage of men that have only a vagina:</span> <span id="numberslider-value-cbchance">$cbchance</span><br>
</div>
<<doubleslider "mregularchance" "mhermchance" "cbchance" "var(--blue)" "var(--purple-secondary)" "var(--pink)">>
</div>
<div class="settingsToggleItemWide numberslider-inline">
<span class="gold">Percentage of women that have strap-on penises
<mouse class="tooltip linkBlue">(?)<span>'Visual representation of player's and NPC's skin colour' must be enabled in the Performance tab of the Options menu for strap-ons to be coloured.</span></mouse>
</span>
<<numberslider "$straponchance" $straponchance 0 100 1>>
</div>
</div>
<hr>
<div class="settingsGrid">
<div class="settingsHeader">
NPC Characteristics
</div>
<div class="settingsToggleItem numberslider-inline">
<span class="gold">Likelihood of students being virgins
<mouse class="tooltip linkBlue">(?)<span>Does not affect named NPCs. Each virginity is generated separately, meaning that many combinations are possible.</span></mouse>
</span>
<<numberslider "$npcVirginityChance" $npcVirginityChance 0 100 1>>
</div>
<div class="settingsToggleItem numberslider-inline">
<span class="gold">Likelihood of adults being virgins
<mouse class="tooltip linkBlue">(?)<span>Does not affect named NPCs. Each virginity is generated separately, meaning that many combinations are possible.</span></mouse>
</span>
<<numberslider "$npcVirginityChanceAdult" $npcVirginityChanceAdult 0 100 1>>
</div>
<div class="settingsToggleItemWide numberslider-inline">
<span class="gold">Likelihood that NPCs have dark skin
<mouse class="tooltip linkBlue">(?)<span>'Visual representation of player's and NPC's skin colour' must be enabled in the Performance tab of the Options menu.</span></mouse>
</span>
<<numberslider "$blackchance" $blackchance 0 100 1>>
</div>
</div>
</div>
<</widget>>
<<widget "maleChanceSplitControls">>
<div class="numberslider-inline maleChanceMale">
<span class="gold">Generic NPCs Attracted to Men <mouse class="tooltip linkBlue">(?)<span>Affects the number of male/male NPC couples seen around town. <i class="blue none">If you appear to be male, the NPCs who are attracted to you will follow this pattern.</i></span></mouse></span>
<div class="numberSliderCompare">
<<numberslider "$maleChanceMale" $maleChanceMale 0 100 1>>
<<run settingsGenericGenders("mlm")>>
</div>
</div>
<div class="numberslider-inline maleChanceFemale">
<span class="gold">Generic NPCs Attracted to Women <mouse class="tooltip linkBlue">(?)<span>Affects the number of female/female couples seen around town. <i class="pink none">If you appear to be female, the NPCs who are attracted to you will follow this pattern.</i></span></mouse></span>
<div class="numberSliderCompare">
<<numberslider "$maleChanceFemale" $maleChanceFemale 0 100 1>>
<<run settingsGenericGenders("wlw")>>
</div>
</div>
<</widget>>
<<widget "beastSettings">>
<div class="solidBorderContainer settings-container">
<div class="settingsGrid">
<div class="settingsHeader">
Beast Preferences
</div>
<div class="settingsToggleItem">
<<beastAttractionSettings>>
</div>
<div class="settingsToggleItem">
<<monsterSettings>>
</div>
</div>
<hr>
<div class="settingsToggleIndent">
<span class="red">Disabling bestiality will still allow lewd events with monster girls and boys.</span>
</div>
<div class="settingsGrid">
<div class="settingsHeader">
Beast Toggles
</div>
<div class="settingsToggleButton" class="link-internal macro-button">
<<run beastTogglesCheck()>>
<<button `(_anyBeastOn ? "Disable" : "Enable") + " all beast toggles"`>>
<<script>>
let val = T.anyBeastOn ? 't' : 'f';
T.beastVars.forEach(x => V[x] = val);
<</script>>
<<displaySubsection "beastSettings">>
<</button>>
</div>
<div class="settingsToggleItem">
<label>
<<checkbox "$bestialitydisable" "t" "f" autocheck>> Enable bestiality
</label>
</div>
<div class="settingsToggleItem">
<label>
<<checkbox "$swarmdisable" "t" "f" autocheck>> Enable swarms (Eels, etc)
</label>
</div>
<div class="settingsToggleItem">
<label>
<<checkbox "$parasitedisable" "t" "f" autocheck>> Enable parasites
</label>
</div>
<div class="settingsToggleItem">
<label>
<<checkbox "$tentacledisable" "t" "f" autocheck>> Enable tentacles
</label>
</div>
<div class="settingsToggleItem">
<label>
<<checkbox "$slimedisable" "t" "f" autocheck>> Enable slimes
</label>
</div>
<div class="settingsToggleItem">
<label>
<<checkbox "$voredisable" "t" "f" autocheck>> Enable soft monster vore
</label>
</div>
<div class="settingsToggleItem">
<label>
<<checkbox "$spiderdisable" "t" "f" autocheck>> Enable spiders
</label>
</div>
<div class="settingsToggleItem">
<label>
<<checkbox "$slugdisable" "t" "f" autocheck>> Enable slugs
</label>
</div>
<div class="settingsToggleItem">
<label>
<<checkbox "$waspdisable" "t" "f" autocheck>> Enable wasps
</label>
</div>
<div class="settingsToggleItem">
<label>
<<checkbox "$beedisable" "t" "f" autocheck>> Enable bees
</label>
</div>
<div class="settingsToggleItem">
<label>
<<checkbox "$lurkerdisable" "t" "f" autocheck>> Enable lurkers
</label>
</div>
<div class="settingsToggleItem">
<label>
<<checkbox "$horsedisable" "t" "f" autocheck>> Enable horses and centaurs
</label>
</div>
<div class="settingsToggleItem">
<label>
<<checkbox "$plantdisable" "t" "f" autocheck>> Enable plantpeople
</label>
</div>
</div>
<div style="clear:both;">/*Keep at end of toggles*/</div>
</div>
<</widget>>
<<widget "beastMaleChanceSplitControls">>
<div class="numberslider-inline beastMaleChanceMale">
<span class="gold">Beasts Attracted to Men <mouse class="tooltip linkBlue">(?)<span>Affects the number of male/male beast pairings seen. <i class="blue none">If you appear to be male, the NPCs who are attracted to you will follow this pattern.</i></span></mouse></span>
<div class="numberSliderCompare">
<<numberslider "$beastMaleChanceMale" $beastMaleChanceMale 0 100 1>>
<<run settingsGenericGenders("blm")>>
</div>
</div>
<div class="numberslider-inline beastMaleChanceFemale">
<span class="gold">Beasts Attracted to Women <mouse class="tooltip linkBlue">(?)<span>Affects the number of female/female beast pairings seen. <i class="pink none">If you appear to be female, the NPCs who are attracted to you will follow this pattern.</i></span></mouse></span>
<div class="numberSliderCompare">
<span class="control"><<numberslider "$beastMaleChanceFemale" $beastMaleChanceFemale 0 100 1>></span>
<<run settingsGenericGenders("blw")>>
</div>
</div>
<</widget>>
<<widget "fetishSettings">>
<div class="solidBorderContainer settings-container">
<div class="settingsGrid">
<div class="settingsToggleItem">
<label>
<<checkbox "$analdisable" "t" "f" autocheck>> Enable anal
</label>
</div>
<div class="settingsToggleItem" role="group" aria-labelledby="settingsAnalingusHead">
<span id="settingsAnalingusHead">Analingus:</span>
<label>
<<checkbox "$analingusdisablegiving" "t" "f" autocheck>> Giving
</label>
<label>
<<checkbox "$analingusdisablereceiving" "t" "f" autocheck>> Receiving
</label>
</div>
<div class="settingsToggleItem" role="group" aria-labelledby="settingsDoubleHead">
<span id="settingsAnalingusHead">Double penetration:</span>
<label>
<<checkbox "$vaginaldoubledisable" "t" "f" autocheck>> Vaginal
</label>
<label data-target="analdisable" data-disabledif="V.analdisable==='t'">
<<checkbox "$analdoubledisable" "t" "f" autocheck>> Anal
</label>
<mouse class="tooltip linkBlue">(?)<span>Note that double anal requires anal to be enabled.
<br>"Double penetration" here means two phalluses in the same orifice of the player.</span></mouse>
</div>
<div class="settingsToggleItem">
<label>
<<checkbox "$pbdisable" "t" "f" autocheck>> Enable pubic hair growth
</label>
</div>
<div class="settingsToggleItem" role="group">
Transformations:
<label><<checkbox "$transformdisable" "t" "f" autocheck>> Animal</label>
<label><<checkbox "$transformdisabledivine" "t" "f" autocheck>> Divine</label>
<mouse class="tooltip linkBlue">(?)<span>You may have both one divine and one animal transformation at the same time.</span></mouse>
</div>
/*<label><div class="settingsToggleItem">
<<checkbox "$" "t" "f" autocheck>> Extra hirsute/hairy wolf transformation
</div></label>*/
<div class="settingsToggleItem">
<label>
<<checkbox "$breastfeedingdisable" "t" "f" autocheck>> Enable lactation
</label>
</div>
<div class="settingsToggleItem">
<label>
<<checkbox "$watersportsdisable" "t" "f" autocheck>> Enable watersports
<mouse class="tooltip linkBlue">(?)<span>Watersports refer to sexual activities involving urinating.</span></mouse>
</label>
</div>
<div class="settingsToggleItem">
<label>
<<checkbox "$footdisable" "t" "f" autocheck>> Enable feet
<mouse class="tooltip linkBlue">(?)<span>Does not remove the player's feet.</span></mouse>
</label>
</div>
<div class="settingsToggleItem">
<label>
<<checkbox "$facesitdisable" "t" "f" autocheck>> Enable facesitting
<mouse class="tooltip linkBlue">(?)<span>Does not prevent cunnilingus.</span></mouse>
</label>
</div>
<div class="settingsToggleItem">
<label>
<<checkbox "$hypnosisdisable" "t" "f" autocheck>> Enable hypnosis
</label>
</div>
<div class="settingsToggleItem">
<label>
<<checkbox "$forcedcrossdressingdisable" "t" "f" autocheck>> Enable forced crossdressing
</label>
</div>
<div class="settingsToggleItem">
<label>
<<checkbox "$ruinedorgasmdisable" "t" "f" autocheck>> Enable ruined orgasms
<mouse class="tooltip linkBlue">(?)<span>Ear slimes only.</span></mouse>
</label>
</div>
<div class="settingsToggleItem" role="group" aria-labelledby="settingsToysHead">
<span id="settingsSexToysHead">Sex toys:</span>
<br>
<label>
<<checkbox "$toydildodisable" "t" "f" autocheck>> Dildos
</label>
<label>
<<checkbox "$toywhipdisable" "t" "f" autocheck>> Whips
</label>
<label>
<<checkbox "$toymultiplepenetration" "t" "f" autocheck>> Multiple Penetration
</label>
/*<label>
<<checkbox "$toyvirginitydisable" "t" "f" autocheck>> Take virginity
</label>*/
<mouse class="tooltip linkBlue">(?)<span>"Dildos" are insertables such as dildos, anal beads, and the like. Does not disable strap-ons.<br>"Whips" include riding crops and flogs. Does not remove them from spanking scenes.<br>"Multiple Penetration" allows toys to penetrate during other forms of intercourse, e.g. penis and dildo in the vagina at the same time.</span></mouse>
</div>
<div class="settingsToggleItem">
Bodywriting:
<<numberslider "$bodywritingLvl" $bodywritingLvl 0 3 1>>
<<run settingsBodywriting()>>
</div>
<div class="settingsToggleItem">
Asphyxiation:
<<numberslider "$asphyxiaLvl" $asphyxiaLvl 0 4 1>>
<<run settingsAsphyxiation()>>
</div>
<div class="settingsToggleItem">
Nude Gender Appearance:
<<numberslider "$NudeGenderDC" $NudeGenderDC -1 2 1>>
<<run settingsNudeGenderAppearance()>>
</div>
</div>
</div>
<</widget>>
<<widget "priceSettings">>
<div class="solidBorderContainer clothes-price-container">
<div class="settingsGrid">
<div class="settingsHeader">
Bailey's Rent
</div>
<div class="settingsToggleItemWide">
<div class="small-description">
Modifies the amount of money Bailey demands weekly. 100% is default. <br>
<span class="red">Setting this below 100% will prevent feats being earned in that save.</span>
</div>
<div class="ironman-slider" id="sliderRentMode">
<<numberslider "$rentmod" $rentmod 0.1 10 0.1 $ironmanmode>>
</div>
</div>
</div>
<hr>
<div class="settingsGrid">
<div class="settingsHeader">
Shop Prices
</div>
<div class="settingsToggleItem">
<div>
<span class="gold">Clothing Price</span>
<div class="small-description">Modify cost of clothing items. This includes the cost for buying, the automatic re-buy and repairing. Towels are still free.</div>
</div>
<hr style="border-top:1px solid var(--700)">
<div>
<span class="gold">Cost of Clothing (All)</span>
<div class="small-description">For hard mode 200% is recommended.</div>
<<numberslider "$clothesPrice" $clothesPrice 1 10 0.5>>
</div>
</div>
<div>
<div class="settingsToggleItem">
<span class="gold">Cost of Underwear</span>
<<numberslider "$clothesPriceUnderwear" $clothesPriceUnderwear 1 2 0.1>>
</div>
<div class="settingsToggleItem">
<span class="gold">Cost of School Clothes</span>
<<numberslider "$clothesPriceSchool" $clothesPriceSchool 1 2 0.1>>
</div>
<div class="settingsToggleItem">
<span class="gold">Cost of Lewd Clothes</span>
<<numberslider "$clothesPriceLewd" $clothesPriceLewd 0.1 2 0.1>>
</div>
</div>
<div class="settingsToggleItemWide">
<span class="gold">Furniture Price</span>
<div class="small-description">Modifies the pricing of furniture.</div>
<div class="ironman-slider" id="slider-furniture-price-factor">
<<numberslider "$furniturePriceFactor" $furniturePriceFactor 0.6 5 0.2 $ironmanmode>>
</div>
</div>
</div>
<hr>
<div class="settingsGrid">
<div class="settingsHeader">
Crop Yield
</div>
<div class="settingsToggleItemWide">
<div class="small-description">Modifies the amount of harvested crops. 500% is default. 100% is (legacy) hard mode.</div>
<div class="ironman-slider" id="sliderTendingYieldFactor">
<<numberslider "$tending_yield_factor" $tending_yield_factor 1 10 1 $ironmanmode>>
</div>
</div>
</div>
</div>
<!-- Make it show % instead of fractions and add some colour -->
<<run $(() => { $('.clothes-price-container input').on('input change', e => {
let valSpan = $(e.currentTarget).siblings().first();
let value = valSpan.text();
valSpan.text((i, value) => Math.round(value * 100) + '%');
if (value > 1)
valSpan.css('color', 'gold');
else if (value < 1)
valSpan.css('color', 'green');
else
valSpan.css('color', 'unset');
}).trigger('change') })>>
<!-- Set the initial minimum -->
<<run $(() => {
let newmin = parseFloat((Math.ceil(10 / $('#numberslider-input-clothesprice').val()) * 0.1).toFixed(1));
let oldval = V.clothesPriceLewd;
$('#numberslider-input-clothespricelewd').attr('min', newmin).val(oldval).trigger('change');
})>>
<!-- Limit lewd slider so that all coef * lewd coef >= 100% -->
<<run $(() => {
$('#numberslider-input-clothesprice').on('input change', e => {
let newmin = parseFloat((Math.ceil(10 / $(e.currentTarget).val()) * 0.1).toFixed(1));
let oldval = V.clothesPriceLewd;
$('#numberslider-input-clothespricelewd').attr('min', newmin).val(oldval).trigger('change');
})
})>>
<</widget>>
<<widget "incompletePregnancy">>
<<checkbox "$incompletePregnancyDisable" "t" "f" autocheck>> Enable incomplete pregnancy content
<<if _foundPregnancy>>
<mouse class="tooltip linkBlue">(!!!)<span>Can not be disabled while a named NPC is pregnant.</span></mouse>
<<else>>
<mouse class="tooltip linkBlue">(?)<span>
<div>When enabled, the player will be able to impregnate and be impregnated by all fertile named NPCs. This includes NPCs that have no pregnancy interactions.</div>
<div class="red">WARNING: This will lead to situations where the named NPC will not react to the player's pregnancy or their own pregnancy, and existing saves may end up skipping future content.</div>
</span></mouse>
<</if>>
<</widget>>
<<widget "fertilityCycles">>
<<checkbox "$cycledisable" "t" "f" autocheck>> Enable fertility cycles
<mouse class="tooltip linkBlue">(?)<span>
<div>When enabled, the player's menstruation cycle will determine when they can get pregnant.</div>
<div>When disabled, each day's pregnancy chance will be randomised. In addition, sperm inside the player will not last as long when the pregnancy type is set to "realistic".</div>
</span></mouse>
<</widget>>
<<widget "pregnancyType">>
<label><<radiobutton "$pregnancytype" "realistic" autocheck>> <mouse class="tooltip green">Realistic<span>Pregnancy will not happen immediately, and you won't know right away when it happens. You may need to use a pregnancy test, and the father may not be known to you initially. Cum on the outside of your vagina may get you pregnant as well, unless washed off within the next several hours.</span></mouse></label> |
<label><<radiobutton "$pregnancytype" "fetish" autocheck>> <mouse class="tooltip pink">Fetishised<span>Pregnancy may happen as soon as semen gets inside you. You will know as soon as it happens, and will immediately know the father.</span></mouse></label> |
<label><<radiobutton "$pregnancytype" "silly" autocheck>> <mouse class="tooltip gold">Silly<span>Pregnancy may happen as soon as you hold hands or kiss, especially with those you love. <i class="red none">There may be story content related issues with this mode. Some feats will be disabled with this mode.</i></span></mouse></label>
<</widget>>
<<widget "pregnancySettings">>
<div class="solidBorderContainer settings-container">
<div class="settingsGrid">
<div class="settingsHeader">
Pregnancy Chances
</div>
<div class="settingsToggleItemWide">
<div class="numberslider-inline basePlayerPregnancyChance-container">
<span class="gold">Base Player Pregnancy Chance</span>
<<numberslider "$basePlayerPregnancyChance" $basePlayerPregnancyChance 0 96 4>>
<div class="small-description">Chance of conceiving when inseminated at the right time. Some events may leave you with more than one helping of cum. Other effects may modify the base chance, to both increase and decrease the chance of pregnancy.</div>
</div>
</div>
<<run $(() => { $('.basePlayerPregnancyChance-container input').on('input change', e => {
let valSpan = $(e.currentTarget).siblings().first();
let value = valSpan.text();
valSpan.text((i, value) => "1 in " + (100 - value));
}).trigger('change') })>>
<div class="settingsToggleItemWide numberslider-inline basenpcpregnancychance-container">
<span class="gold">Base NPC Pregnancy Chance</span>
<<numberslider "$baseNpcPregnancyChance" $baseNpcPregnancyChance 0 16 4>>
<div class="small-description">Chance of an NPC conceiving when inseminated at the right time.</div>
</div>
<<run $(() => { $('.basenpcpregnancychance-container input').on('input change', e => {
let valSpan = $(e.currentTarget).siblings().first();
let value = valSpan.text();
valSpan.text((i, value) => "1 in " + (20 - value));
}).trigger('change') })>>
</div>
<hr>
<div class="settingsGrid">
<div class="settingsHeader">
Pregnancy Length
</div>
<<if playerPregnancyProgress() gte 0.9>>
<span class="red">You cannot currently change pregnancy length settings, as you are close to the end of your current pregnancy.</span>
<</if>>
<div class="settingsToggleItem numberslider-inline humanPregnancyMonths-container" data-target="humanPregnancyMonths" @data-disabledif="playerPregnancyProgress() gte 0.9">
<span class="gold">Human Pregnancy Length</span>
<<numberslider "$humanPregnancyMonths" $humanPregnancyMonths 1 9 1>>
</div>
<div class="settingsToggleItem numberslider-inline wolfPregnancyWeeks-container" data-target="wolfPregnancyWeeks" @data-disabledif="playerPregnancyProgress() gte 0.9">
<span class="gold">Wolf Pregnancy Length</span>
<<numberslider "$wolfPregnancyWeeks" $wolfPregnancyWeeks 2 12 1>>
</div>
<<run $(() => { $('.humanPregnancyMonths-container input, .wolfPregnancyWeeks-container input').on('input change', e => {
if(V.feats.pregnancyLocked){
$('#pregnancyFeatsDisabled').text("Some Pregnancy Feats are disabled.");
$('#pregnancyFeatsDisabled').css('display', 'block');
} else if(V.humanPregnancyMonths < 3 || V.wolfPregnancyWeeks < 4){
$('#pregnancyFeatsDisabled').text("Some Pregnancy Feats will be disabled.");
$('#pregnancyFeatsDisabled').css('display', 'block');
} else{
$('#pregnancyFeatsDisabled').text("");
$('#pregnancyFeatsDisabled').css('display', 'none');
}
}).trigger('change') })>>
<div id="pregnancyFeatsDisabled" class="red"></div>
</div>
<hr>
<div class="settingsGrid">
<div class="settingsHeader">
Pregnancy Toggles
</div>
<div class="settingsToggleItem">
<span class="red">Changing these toggles will not stop existing pregnancy or prevent the player from interacting with their children.</span>
</div>
<div class="settingsToggleItem">
Condoms
<<numberslider "$condomLvl" $condomLvl 0 3 1>>
<<run settingsCondoms()>>
</div>
<div class="settingsToggleItem">
<label>
<<checkbox "$playerPregnancyHumanDisable" "t" "f" autocheck>> Enable player human pregnancy
</label>
</div>
<div class="settingsToggleItem">
<label>
<<checkbox "$playerPregnancyBeastDisable" "t" "f" autocheck>> Enable player beast pregnancy
</label>
</div>
<div class="settingsToggleItem">
<label>
<<checkbox "$npcPregnancyDisable" "t" "f" autocheck>> Enable NPC pregnancy
</label>
</div>
<<set _foundPregnancy to !!Object.values($NPCName).find(npc => npc.pregnancy && npc.pregnancy.enabled && npc.pregnancy.type && !setup.pregnancy.canBePregnant.includes(npc.fullDescription))>>
<span data-target="incompletePregnancyDisable" data-disabledif="T.foundPregnancy&&V.incompletePregnancyDisable==='f'">
<div class="settingsToggleItem humanPregnancyMonths-container">
<label>
<<incompletePregnancy>>
</label>
</div>
</span>
<div class="settingsToggleItem">
<label>
<<checkbox "$parasitepregdisable" "t" "f" autocheck>> Enable parasitic pregnancy
</label>
</div>
<div class="settingsToggleItem">
<label>
<<fertilityCycles>>
</label>
</div>
<div class="settingsToggleItem">
<label>
<<checkbox "$playerPregnancyEggLayingDisable" "t" "f" autocheck>> Enable egg laying
<mouse class="tooltip linkBlue">(?)<span>Required for Hawk and Harpy pregnancy.</span></mouse>
</label>
</div>
<div class="settingsToggleItem">
<label>
Pregnancy type:
<<pregnancyType>>
</label>
</div>
<div class="settingsToggleItem">
<label>
<<checkbox "$pregnancyspeechdisable" "t" "f" autocheck>> Enable fertility references
<mouse class="tooltip linkBlue">(?)<span>Allow references to the PC being impregnated, or impregnating others. Disabling does not prevent all references to pregnancy, especially if other pregnancy settings are enabled.</span></mouse>
</label>
</div>
<<if $debug is 1>>
<div style="clear:both;">/*Keep at end of toggles*/</div>
DEBUG:
<br>
<span class="gold">Chance of NPCs having condoms</span>
<br>
<<numberslider "$condomChance" $condomChance 0 100 1>>
<br><br>
<span class="gold">Likelihood of NPCs using a condom without being asked...</span>
<br>
...during rape
<<numberslider "$condomUseChanceRape" $condomUseChanceRape 0 100 1>>
<br>
...during consensual sex
<<numberslider "$condomUseChanceCon" $condomUseChanceCon 0 100 1>>
<br>
<</if>>
</div>
<div style="clear:both;">/*Keep at end of toggles*/</div>
</div>
<</widget>>
<<widget "sizeLimitsSettings">>
<div class="settingsGrid">
<div class="settingsHeader">
Body Part Size Limits <mouse class="tooltip linkBlue">(?)<span style="font-size:16px;">As you partake in lewd acts and experiences, your body parts may grow or shrink. Surgery, pills, and parasites can influence growth, among other conditions.</span></mouse>
</div>
<div class="settingsToggleItem">
<span class="gold">Minimum breast size:</span> <mouse class="tooltip linkBlue">(?)<span>Breasts already below this size won't automatically grow.</span></mouse>
<br>
<<set _name to ["Flat", "Budding", "Tiny", "Small", "Pert"]>>
<<for _i to 0; _i lt _name.length; _i++>>
<span data-target="breastsizemax" @data-disabledif="_i + ' > V.breastsizemax'">
<label><<print _name[_i]>> <<radiobutton "$breastsizemin" _i autocheck>></label>
<<if _i lt _name.length - 1>>|<</if>>
</span>
<</for>>
</div>
<div class="settingsToggleItem">
<span class="gold">Maximum breast size:</span> <mouse class="tooltip linkBlue">(?)<span>Breasts already above this size won't automatically shrink.</span></mouse>
<br>
<<set _name to ["Flat", "Budding", "Tiny", "Small", "Pert", "Modest", "Full", "Large", "Ample", "Massive", "Huge", "Gigantic", "Enormous"]>>
<<for _i to 0; _i lt _name.length; _i++>>
<span data-target="breastsizemin" @data-disabledif="'V.breastsizemin > ' + _i">
<label><<print _name[_i]>> <<radiobutton "$breastsizemax" `_i` autocheck>></label>
<<if _i lt _name.length - 1>>|<</if>>
</span>
<</for>>
</div>
<div class="settingsToggleItem">
<span class="gold">Minimum ass size:</span> <mouse class="tooltip linkBlue">(?)<span>Bottoms already below this size won't automatically grow.</span></mouse>
<br>
<<set _name to ["Slender", "Slim", "Modest", "Cushioned"]>>
<<for _i to 0; _i lt _name.length; _i++>>
<span data-target="bottomsizemax" @data-disabledif="_i + ' > V.bottomsizemax'">
<label><<print _name[_i]>> <<radiobutton "$bottomsizemin" _i autocheck>></label>
<<if _i lt _name.length - 1>>|<</if>>
</span>
<</for>>
</div>
<div class="settingsToggleItem">
<span class="gold">Maximum ass size:</span> <mouse class="tooltip linkBlue">(?)<span>Bottoms already above this size won't automatically shrink.</span></mouse>
<br>
<<set _name to ["Slender", "Slim", "Modest", "Cushioned", "Soft", "Round", "Plump", "Large", "Huge"]>>
<<for _i to 0; _i lt _name.length; _i++>>
<span data-target="bottomsizemin" @data-disabledif="'V.bottomsizemin > ' + _i">
<label><<print _name[_i]>> <<radiobutton "$bottomsizemax" _i autocheck>></label>
<<if _i lt _name.length - 1>>|<</if>>
</span>
<</for>>
</div>
<<if $passage is "Start" or $player.penisExist>>
<div class="settingsToggleItem">
<!-- Not applicable to the parasite penis -->
<span class="gold" data-target="player.gender" data-disabledif="V.player.gender==='f'">Minimum penis size - if applicable:</span> <mouse class="tooltip linkBlue">(?)<span>Penises already below this size won't automatically grow.</span></mouse>
<br>
<<set _name to ["Micro","Mini", "Tiny"]>>
<<for _i to 0; _i lt _name.length; _i++>>
<span data-target="penissizemax" @data-disabledif="_i - 2 + ` > V.penissizemax||V.player.gender==='f'`">
<label data-target="player.gender" data-disabledif="V.player.gender==='f'"><<print _name[_i]>> <<radiobutton "$penissizemin" `(_i - 2)` autocheck>></label>
<<if _i lt _name.length - 1>>|<</if>>
</span>
<</for>>
</div>
<</if>>
<div class="settingsToggleItem">
<!-- Not applicable to females without a parasite penis -->
<span class="gold" data-target="player.gender">Maximum penis size - if applicable:</span> <mouse class="tooltip linkBlue">(?)<span>Penises already above this size won't automatically shrink.</span></mouse>
<br>
<<set _name to ["Micro","Mini", "Tiny", "Small", "Normal", "Large", "Enormous"]>>
<<for _i to 0; _i lt _name.length; _i++>>
<span data-target='["penissizemin", "player.gender"]' @data-disabledif="_i - 2 + ` < V.penissizemin||(` + _i + `<2&&V.player.gender==='f')`">
<label data-target="player.gender" @data-disabledif="`(` + _i + `<2&&V.player.gender==='f')`"><<print _name[_i]>> <<radiobutton "$penissizemax" `(_i - 2)` autocheck>></label>
<<if _i lt _name.length - 1>>|<</if>>
</span>
<</for>>
</div>
</div>
<</widget>>
<<widget "sizeLimitsSettingsOld">>
<div class="solidBorderContainer settings-container">
<div class="settingsToggleWide">
<span class="gold">Maximum player character breast size</span> <mouse class="tooltip linkBlue">(?)<span>Breasts already above this size won't automatically shrink. Your breasts will grow regardless of gender. Males and those with high purity experience slower growth. Surgery, pills and parasites can influence growth in both directions. Having breasts played with and hosting internal parasites both increase growth.</span></mouse>
<br>
<<set _name to ["Flat", "Budding", "Tiny", "Small", "Pert", "Modest", "Full", "Large", "Ample", "Massive", "Huge", "Gigantic", "Enormous"]>>
<<for _i to 0; _i lt _name.length; _i++>>
<span data-target="breastsizemin" @data-disabledif="'V.breastsizemin > ' + _i">
<label><<print _name[_i]>> <<radiobutton "$breastsizemax" `_i` autocheck>></label>
</span> |
<</for>>
</div>
<div class="settingsToggleWide">
<span class="gold">Minimum player character breast size</span> <mouse class="tooltip linkBlue">(?)<span>Breasts already below this size won't automatically grow.</span></mouse>
<br>
<<for _i to 0; _i lt 5; _i++>>
<span data-target="breastsizemax" @data-disabledif="_i + ' > V.breastsizemax'">
<label><<print _name[_i]>> <<radiobutton "$breastsizemin" _i autocheck>></label> |
</span>
<</for>>
</div>
<div class="settingsToggleWide">
<span class="gold">Maximum player character ass size</span> <mouse class="tooltip linkBlue">(?)<span>Bottoms already above this size won't automatically shrink.</span></mouse>
<br>
<<set _name to ["Slender", "Slim", "Modest", "Cushioned", "Soft", "Round", "Plump", "Large", "Huge"]>>
<<for _i to 0; _i lt _name.length; _i++>>
<label><<print _name[_i]>> <<radiobutton "$bottomsizemax" _i autocheck>></label> |
<</for>>
</div>
<div class="settingsToggleWide">
<span class="gold">Maximum player character penis size</span> <mouse class="tooltip linkBlue">(?)<span>Penises already above this size won't automatically shrink. Surgery, pills and parasites can influence growth in both directions.</span></mouse>
<br>
<<set _name to ["Micro","Mini", "Tiny", "Small", "Normal", "Large", "Enormous"]>>
<<for _i to 0; _i lt _name.length; _i++>>
<span data-target="penissizemin" @data-disabledif="_i - 2 + ' < V.penissizemin'">
<label><<print _name[_i]>> <<radiobutton "$penissizemax" `(_i - 2)` autocheck>></label> |
</span>
<</for>>
</div>
<div class="settingsToggleWide">
<span class="gold">Minimum player character penis size</span> <mouse class="tooltip linkBlue">(?)<span>Penises already below this size won't automatically grow. The smaller sizes have additional requirements to shrink to/grow from.</span></mouse>
<br>
<<set _name to ["Micro","Mini", "Tiny"]>>
<<for _i to 0; _i lt _name.length; _i++>>
<span data-target="penissizemax" @data-disabledif="_i - 2 + ' > V.penissizemax'">
<label><<print _name[_i]>> <<radiobutton "$penissizemin" `(_i - 2)` autocheck>></label> |
</span>
<</for>>
</div>
<div style="clear:both;"></div>
</div>
<</widget>>
<<widget "gallerySettings">>
<div class="solidBorderContainer settings-container">
<div class="settings-intro">
Gallery options will not affect your save in any way.
<hr>
<<if version.major gt 2 or version.minor gt 29>>
<span class="bold">
<<link [[Character Viewer|Clothes Testing]]>>
<<set $lastPassage to $passage>>
<</link>>
</span>
- This will allow you to have a play with the character sprites.
<br>
<</if>>
<br>
<<if $passage isnot "Start">>
<span class="bold">
<<link [[Scene Viewer|Scene Viewer]]>>
<<set $lastPassage to $passage>>
<<seenPassageChecks>>
<</link>>
</span>
- This will allow you to replay scenes that you have unlocked.
<br>
<<else>>
<span class=" red bold">Scene Viewer</span> - Not accessible on the Start page. As you play through the game, you will unlock special scenes. These scenes can replayed in the Gallery's Scene Viewer when accessed through the <span class="gold">Settings</span> page in your bedroom.
<br>
<</if>>
/*<br>
<span class="bold">
<<link [[Test Renderer|Renderer Test Page]]>>
<<set $lastPassage to $passage>>
<</link>>
</span>
- This will check your browser's capabilities required for new renderer.
<br>*/
<br>
<span class="bold">
<<link [[Tip Gallery|Tips]]>>
<<set $lastPassage to $passage>>
<</link>>
</span>
- View the complete list of hints and tips available for Degrees of Lewdity. As you play through the game, these tips will appear at random in the sidebar, unless disabled via the <span class="gold">Options</span> button.
</div>
</div>
<</widget>>
<<widget "faceVariantSettings">>
<<set _variants = Object.entries(setup.faceVariantOptions[$facestyle])>>
<<for _i, _variant range _variants>>
<label><<= _variant[0]>> <<radiobutton "$facevariant" _variant[1] autocheck>></label>
<<= _i < _variants.length - 1 ? "|" : "">>
<</for>>
<</widget>>
<<widget "npcSettings">>
<div class="solidBorderContainer settings-container">
<div class="settingsToggleIndent">
<span class="gold">Randomly assign to Named NPCs:</span> <mouse class="tooltip linkBlue">(?)<span>Settings are generated based on General NPC Settings.</span></mouse>
<br>
<<link "Genders">>
<<initnpcgender "genders">>
<<updatePersistentNPCs "genders">>
<<replace #npcSettingsMenu>><<npcSettingsMenu>><</replace>>
<</link>>
|
<<link "Penis sizes">>
<<initnpcgender "penis">>
<<updatePersistentNPCs "penis">>
<<replace #npcSettingsMenu>><<npcSettingsMenu>><</replace>>
<</link>>
|
<<link "Breast sizes">>
<<initnpcgender "breasts">>
<<updatePersistentNPCs "breasts">>
<<replace #npcSettingsMenu>><<npcSettingsMenu>><</replace>>
<</link>>
|
<<link "Skin colours">>
<<initnpcskin "skincolour">>
<<updatePersistentNPCs "skincolour">>
<<replace #npcSettingsMenu>><<npcSettingsMenu>><</replace>>
<</link>>
|
<<link "Base max orgasms">>
<<initNPCBaseMaxOrgasm "base max orgasms">>
<<updatePersistentNPCs "base max orgasms">>
<<replace #npcSettingsMenu>><<npcSettingsMenu>><</replace>>
<</link>>
<<if $debug is 1>>
|
<<link "Reset hair and eye colours (Will only effect NPC's with a default colour)">>
<<generateNPCNameHairAndEyeColors "default">>
<<displaySettings>>
<</link>>
<</if>>
</div>
<hr>
<<if _npcId is undefined>>
<<set _npcId to 0>>
<<set _breastDescription to ["Flat","Small","Pert","Modest","Full","Large"]>>
<<set _breastDescriptionNPC to ["nipple","small breast","pert breast","modest breast","full breast","large breast"]>>
<<set _breastsDescriptionNPC to ["nipples","small breast","pert breast","modest breast","full breast","large breast"]>>
<<set _hairColorNPC to ["Red","Black","Brown","Light Brown","Blond","Platinum blond","Strawberry blond","Ginger", "Mousy"]>>
<<set _hairColorNPCData to ["red","black","brown","lightbrown","blond","platinumblond","strawberryblond","ginger", "mousy"]>>
<<set _hairColorNPCText to ["red","black","brown","lightbrown","gold","platinum","strawberry","tangerine", "mousy"]>>
<<set _eyeColorNPC to ["Purple","Dark Blue","Light Blue","Amber","Hazel","Green","Lime Green","Red","Pink","Grey","Light Grey"]>>
<<set _eyeColorNPCData to ["purple","dark blue","light blue","amber","hazel","green", "lime green","red","pink","grey", "light grey"]>>
<<set _eyeColorNPCText to ["purple","blue","lblue","tangerine","brown","green","lime-green","red","pink","grey", "light-grey"]>>
<</if>>
<<if _npcList is undefined>>
<<set _npcList to {}>>
<<for $_i to 0; $_i lt $NPCNameList.length; $_i++>>
<<set _npcList[clone($NPCNameList[$_i])] to clone($_i)>>
<</for>>
<<if $passage is "Start" or !$wraithIntro>>
<<run delete _npcList["Ivory Wraith"]>>
<</if>>
<</if>>
/* Updates the npc's in case $incompletePregnancyDisable has been changed by the player */
<<npcPregnancyUpdater>>
<div id="npcSettingsMenu">
<<npcSettingsMenu>>
</div>
<<if $passage isnot "start" and $per_npc and Object.keys($per_npc).length gt 0>>
<<run
if (!T.perNPCLock) {
$(".passage").on('change', '#perNPCSettingsMenu .macro-listbox', function (e) {
new Wikifier(null, '<<replace #perNPCSettingsMenu>><<perNPCSettingsMenu>><</replace>>');
});
T.npcKeys = {};
T.npcKeyNames = [];
const allowed_npcs = ["steed", "guard", "inmate", "panty_thief", "school_nurse", "tower_creature", "pinch", "black_dog", "hacker", "bishop", "bishop_right_hand", "bishop_left_hand", "manager"];
Object.keys(V.per_npc).forEach(k => {
for (const j of allowed_npcs){
if (k.includes(j)){
T.npcKeyNames.push(k);
T.npcKeys[k.toUpperFirst().replace(/_/g, ' ')] = k;
break
}
}
});
T.perNPCLock = true;
}
>>
<<if T.npcKeyNames and T.npcKeyNames.length>>
<hr>
<div id="perNPCSettingsMenu">
<<perNPCSettingsMenu>>
</div>
<</if>>
<</if>>
<<if _listActive isnot true>>
<<NPCSettingsReset>>
<<set _listActive to true>>
<</if>>
</div>
<</widget>>
<<widget "exportsettings">>
<div class="solidBorderContainer settings-container">
<div class="settings-intro">
<span class="yellow">Will also import/export settings found in the "SAVE/OPTIONS" overlay.</span>
<hr>
<h4 class="gold">Settings File Import/Export</h4>
<<if SugarCube.Browser.isMobile.any() is true>>
Note that saving and loading from file does not work on Android currently.
<<else>>
Load from file: <input id="saveImport" type="file" value="Load from file" onchange="importSettings(this.files, 'file')">
<br><br>
<<if $ironmanmode is true>>
<input type="button" value="Save to file" disabled>
<<else>>
<input type="button" value="Save to file" onclick="exportSettings(null,'file')">
<</if>>
<</if>>
<hr>
<h4 class="gold">Settings Text Import/Export</h4>
<ul>
<li>To save your current settings, click on "Get Settings Data", then copy and paste the save data where required.</li>
<li>To load your current settings, paste in the settings data then click "Load Settings Data".</li>
<li>To transfer to and from Android, it is recommended to use email or a service such as pastebin. Please ensure that the start and the end of the save is exact to prevent issues.</li>
<li>Click on "Copy Text Area" to copy the current contents for you. The button name will change to "Copying Error" if your device or browser does not support it.</li>
</ul>
<textarea id="settingsDataInput" rows="4" cols="40" onClick="if(V.disableAutoSelect == false)this.select();" onfocus="V.tempDisable = true;" onblur="V.tempDisable = false;"></textarea>
<br>
<input type="button" value="Clear Text Box" onclick="clearTextBox('settingsDataInput')"/>
<input type="button" value="Top of Text Box" onclick="topTextArea('settingsDataInput')"/>
<input type="button" value="Bottom of Text Box" onclick="bottomTextArea('settingsDataInput')"/>
<input type="button" value="Get Settings Data" onclick="exportSettings(null,'text')"/>
<input type="button" value="Load Settings Data" onclick="importSettings(null,'text')"/>
<input id="CopyTextArea" type="button" value="Copy Text Area" onclick="copySavedata('settingsDataInput')">
<input id="LoadExternalExportFile" type="button" value="Load External Export File" onclick="loadExternalExportFile()">
<br><br>
<label>
<<checkbox "$disableAutoSelect" false true autocheck>>
Disables auto select.
</label>
</div>
</div>
<</widget>>
<<widget "startDescriptions">>
<div class="solidBorderContainer settings-container">
<div class="settings-intro">
<<switch _args[0]>>
<<case "default">><span class="gold bold">Basic Start:</span> Fetish toggles and difficulty settings will be left at their <span class="teal">default</span> settings. NPCs will be <span class="teal">randomly</span> generated. <i class="teal">Recommended for beginners.</i>
<<case "adjusted">><span class="gold bold">Moderate Start:</span> You can make <span class="teal">broad changes</span> to difficulty settings, preset kinks, and NPC genders. NPCs will be <span class="teal">randomly</span> generated according to these settings.
<<case "custom">><span class="gold bold">Advanced Start:</span> You can adjust <span class="teal">all settings</span>, including fetish toggles, difficulty settings, and NPC genders, to create a playthrough tailored to your desires.
<<case "random">><span class="gold bold">Randomised Start:</span> Starts the game with <span class="teal">all settings</span> randomised, including character appearance, character traits, and difficulty settings. Both your character and NPCs will be <span class="teal">randomly</span> generated for a completely blind playthrough. <i><span class="teal">To randomise specific settings prior to starting the game, select</span> <span class="gold">Advanced Start</span><span class="teal"> instead.</span></i>
<</switch>>
<br>
<div class="small-description">Most settings can be changed later in your room. <span class="red">You will not be able to change your character's genitalia or feat boosts after starting the game.</span></div>
</div>
</div>
<</widget>>
<<widget "npcSettingsMenu">>
<div class="settingsToggleIndent">
<span class="gold">Jump to a specific NPC: </span>
<<listbox "_npcId" autoselect>>
<<optionsfrom _npcList>>
<</listbox>>
</div>
<div class="settingsGrid">
<div class="settingsHeader">
$NPCName[_npcId].nam the <span style="text-transform: capitalize;">$NPCName[_npcId].title</span>
<span style="font-size:80%">
<br>
<<link "Previous">>
<<if _npcId is 0>>
<<set _npcId to $NPCNameList.length - 1>>
<<else>>
<<set _npcId-->>
<</if>>
<<if _npcList[$NPCName[_npcId].nam] is undefined>>
<<set _npcId-->>
<</if>>
<<replace #npcSettingsMenu>><<npcSettingsMenu>><</replace>>
<</link>> <span style="color:white">|</span>
<<link "Next">>
<<if _npcId is $NPCNameList.length - 1>>
<<set _npcId to 0>>
<<else>>
<<set _npcId++>>
<</if>>
<<if _npcList[$NPCName[_npcId].nam] is undefined>>
<<set _npcId++>>
<</if>>
<<replace #npcSettingsMenu>><<npcSettingsMenu>><</replace>>
<</link>>
</span>
</div>
<<if V.NPCName[T.npcId].pregnancy.type>>
<div class="settingsToggleItemWide">
This NPC is currently pregnant. You will not be able to change some settings for the duration of their pregnancy.
</div>
<</if>>
<div class="settingsToggleItem">
<span class="gold">Gender:</span>
<br>
<span data-target="npcname-npcidpronoun" data-disabledif="V.NPCName[T.npcId].pronoun==='i'">
<label><<radiobutton "$NPCName[_npcId].pronoun" "f" autocheck>> Female</label> |
<label><<radiobutton "$NPCName[_npcId].pronoun" "m" autocheck>> Male</label>
</span>
</div>
<div class="settingsToggleItem">
<span class="gold">Genitals:</span>
<br>
<span data-target="npcname-pregnancy" data-disabledif="V.NPCName[T.npcId].pregnancy.type">
<label><<radiobutton "$NPCName[_npcId].gender" "f" autocheck>> Vagina</label> |
<label><<radiobutton "$NPCName[_npcId].gender" "m" autocheck>> Penis</label>
| <label><<radiobutton "$NPCName[_npcId].gender" "h" autocheck>> Both</label>
</span>
</div>
<div class="settingsToggleItem">
<span class="gold">Penis size - if applicable:</span>
<br>
<<set _penisNames to ["", "Tiny", "Average", "Thick", "Huge"]>> /* the empty first element is necessary because _j starts at 1 */
<span data-target="npcname-npcidgender" data-disabledif="V.NPCName[T.npcId].gender==='f'">
<<for _j to 1; _j lt _penisNames.length; _j++>>
<label>
<<radiobutton "$NPCName[_npcId].penissize" _j autocheck>>
<<print _penisNames[_j]>>
</label>
<<if _j isnot _penisNames.length -1>>|<</if>>
<</for>>
</span>
</div>
<div class="settingsToggleItem">
<span data-target="npcname-pregnancy" data-disabledif="setup.pregnancy.infertile.includes(V.NPCName[T.npcId].nam)||V.NPCName[T.npcId].pregnancy.enabled===undefined||V.NPCName[T.npcId].pregnancy.type||!setup.pregnancy.typesEnabled.includes(V.NPCName[T.npcId].type)">
<span class="gold">Enable pregnancy for NPC - if applicable:</span>
<mouse class="tooltip linkBlue">(?)<span>Requires 'NPC Pregnancy' toggle to be enabled. May also require the "incomplete pregnancy content" toggle to be enabled. Will not stop an existing pregnancy.</span></mouse>
<br>
<label><<radiobutton "$NPCName[_npcId].pregnancy.enabled" true autocheck>> True</label> |
<label><<radiobutton "$NPCName[_npcId].pregnancy.enabled" false autocheck>> False</label>
</span>
</div>
<div class="settingsToggleItem">
<span class="gold">Breast size:</span>
<br>
<<numberslider "$NPCName[_npcId].breastsize" $NPCName[_npcId].breastsize 0 12 1>>
<<run settingsNamedNpcBreastSize(Util.slugify('$NPCName[_npcId].breastsize'), false)>>
</div>
<div class="settingsToggleItem">
<span class="gold">Skin colour:</span>
<br>
<<if $NPCName[_npcId].nam is "Black Wolf">>/*disable skin colour toggle when player has BW set to 'always a beast'*/
<span data-target="blackwolfmonster" data-disabledif="V.blackwolfmonster===0">
<label><<radiobutton "$NPCName[_npcId].skincolour" "white" autocheck>> Pale</label> |
<label><<radiobutton "$NPCName[_npcId].skincolour" "black" autocheck>> Dark</label>
</span>
<<elseif $NPCName[_npcId].nam is "Great Hawk">>/*disable skin colour toggle when player has BW set to 'always a beast'*/
<span data-target="greathawkmonster" data-disabledif="V.greathawkmonster===0">
<label><<radiobutton "$NPCName[_npcId].skincolour" "white" autocheck>> Pale</label> |
<label><<radiobutton "$NPCName[_npcId].skincolour" "black" autocheck>> Dark</label>
</span>
<<else>>
<span data-target="npcname-npcidskincolour" data-disabledif="V.NPCName[T.npcId].skincolour==='ghost'">
<label><<radiobutton "$NPCName[_npcId].skincolour" "white" autocheck>> Pale</label> |
<label><<radiobutton "$NPCName[_npcId].skincolour" "black" autocheck>> Dark</label>
</span>
<</if>>
</div>
<<if $NPCName[_npcId].nam is "Black Wolf">>
<div class="settingsToggleItemWide">
<span class="gold">Beast Type:</span>
<br>
<label><<radiobutton "$blackwolfmonster" 0 autocheck>> Always a beast</label> |
<label><<radiobutton "$blackwolfmonster" 1 autocheck>> Monster girl or boy when requirements met</label> |
<label><<radiobutton "$blackwolfmonster" 2 autocheck>> Always a monster girl or boy</label>
</div>
<<elseif $NPCName[_npcId].nam is "Great Hawk">>
<div class="settingsToggleItemWide">
<span class="gold">Beast Type:</span>
<br>
<label><<radiobutton "$greathawkmonster" 0 autocheck>> Always a beast</label> |
<label><<radiobutton "$greathawkmonster" 1 autocheck>> Monster girl or boy when requirements met</label> |
<label><<radiobutton "$greathawkmonster" 2 autocheck>> Always a monster girl or boy</label>
</div>
<</if>>
<div class="settingsToggleItem">
<span class="gold">Base max orgasms:</span>
<br>
<<numberslider "$NPCName[_npcId].maxOrgasms" $NPCName[_npcId].maxOrgasms 1 5 1>>
</div>
</div>
<div style="clear:both;"></div>
<<if $debug is 1>>
DEBUG:
<br>
<div class="settingsToggleItemWide">
<span class="gold">Hair Colour:</span>
<br>
<<for _j to 0; _j lt _hairColorNPC.length; _j++>>
<label>
<<print '<<radiobutton "$NPCName['+_npcId+'].hairColour" "'+_hairColorNPCData[_j]+'" ' + ($NPCName[_npcId].hairColour is _hairColorNPCData[_j] ? "checked" : "") + '>>'>>
<span @class="_hairColorNPCText[_j]">_hairColorNPC[_j]</span>
</label> |
<</for>>
</div>
<div class="settingsToggleItemWide">
<span class="gold">Eye Colour:</span>
<br>
<<for _j to 0; _j lt _eyeColorNPC.length; _j++>>
<label>
<<print '<<radiobutton "$NPCName['+_npcId+'].eyeColour" "'+_eyeColorNPCData[_j]+'" ' + ($NPCName[_npcId].eyeColour is _eyeColorNPCData[_j] ? "checked" : "") + '>>'>>
<span @class="_eyeColorNPCText[_j]">_eyeColorNPC[_j]</span>
</label> |
<</for>>
</div>
<div style="clear:both;"></div>
<</if>>
<<run settingsDisableElement()>>
<</widget>>
<<widget "perNPCSettingsMenu">>
<span class="gold">Persistent NPCs:</span>
<br>
<<listbox "_pNPCId" autoselect>>
<<optionsfrom _npcKeys>>
<</listbox>>
<<switch _pNPCId>>
<<case "scarred_inmate">>
<<if $per_npc[_pNPCId].description isnot "scarred">>
<<generate_scarred_inmate 0>>
<<clearsinglenpc 0>>
<</if>>
<<case "veteran_guard">>
<<if $per_npc[_pNPCId].description isnot "veteran">>
<<generate_veteran_guard 0>>
<<clearsinglenpc 0>>
<</if>>
<</switch>>
<<set _npcIndex to _npcKeyNames.indexOf(_pNPCId)>>
| <<link "Previous">>
<<set _npcIndex to (_npcIndex is 0 ? _npcKeyNames.length - 1 : --_npcIndex)>>
<<set _pNPCId to _npcKeyNames[_npcIndex]>>
<<replace #perNPCSettingsMenu>><<perNPCSettingsMenu>><</replace>>
<</link>> |
<<link "Next">>
<<set _npcIndex++>>
<<set _pNPCId to _npcKeyNames[_npcIndex]>>
<<replace #perNPCSettingsMenu>><<perNPCSettingsMenu>><</replace>>
<</link>>
<br><br>
<<if $per_npc[_pNPCId] eq null>>
<<error {
message : `The given ID for pNPCs failed to match any available pNPC: ${_pNPCId}.`,
source : _pNPCId
}>>
<<else>>
<<if $per_npc[_pNPCId].name_known>>
<span class="gold">$per_npc[_pNPCId].name the <<print _pNPCId.replace(/_/g, ' ')>></span>
<<elseif _pNPCId is "tower_creature">>
<span class="gold">The Night Monster</span>
<<elseif _pNPCId is "hacker">>
<span class="gold">'Mickey' the hacker</span>
<<elseif _pNPCId is "bishop">>
<span class="gold">The Bishop</span>
<<elseif _pNPCId is "bishop_right_hand">>
<span class="gold">The Bishop's right hand</span>
<<elseif _pNPCId is "bishop_left_hand">>
<span class="gold">The Bishop's left hand</span>
<<else>>
<span class="gold"><<print _pNPCId.toUpperFirst().replace(/_/g, ' ')>></span>
<</if>>
<<if $per_npc[_pNPCId].name_known and $debug is 1>>
| <<link "Rename">>
<<if $per_npc[_pNPCId].pronoun is "f">>
<<set $per_npc[_pNPCId].name to $NPC_names_f.random()>>
<<else>>
<<set $per_npc[_pNPCId].name to $NPC_names_m.random()>>
<</if>>
<<replace #perNPCSettingsMenu>><<perNPCSettingsMenu>><</replace>>
<</link>>
<</if>>
<br>
<div class="settingsToggle">
<span data-target="pernpc-npcidpronoun" data-disabledif="V.per_npc[T.pNPCId].pronoun==='i'||V.per_npc[T.pNPCId].pronoun==='t'">
<label><<radiobutton "$per_npc[_pNPCId].pronoun" "f" autocheck>> Female</label> |
<label><<radiobutton "$per_npc[_pNPCId].pronoun" "m" autocheck>> Male</label>
</span>
</div>
<div class="settingsToggle">
<label><<radiobutton "$per_npc[_pNPCId].gender" "f" autocheck>> Vagina</label> |
<label><<radiobutton "$per_npc[_pNPCId].gender" "m" autocheck>> Penis</label>
| <label><<radiobutton "$per_npc[_pNPCId].gender" "h" autocheck>> Both</label>
</div>
<div class="settingsToggle">
Penis size - if applicable:
<br>
<<set _penisNames to ["", "Tiny", "Average", "Thick", "Huge"]>> /* the empty first element is necessary because _j starts at 1 */
<span data-target="pernpc-npcidgender" data-disabledif="V.per_npc[T.pNPCId].gender==='f'">
<<for _j to 1; _j lt _penisNames.length; _j++>>
<label>
<<radiobutton "$per_npc[_pNPCId].penissize" _j autocheck>>
<<print _penisNames[_j]>>
</label>
<<if _j isnot _penisNames.length -1>>|<</if>>
<</for>>
</span>
</div>
<div class="settingsToggle" style="display: inline-flex;">
Breast size:
<<numberslider "$per_npc[_pNPCId].breastsize" $per_npc[_pNPCId].breastsize 0 12 1>>
<<run settingsNamedNpcBreastSize(Util.slugify('$per_npc[_pNPCId].breastsize'), true)>>
</div>
<div class="settingsToggle">
Skin colour:
<br>
<label><<radiobutton "$per_npc[_pNPCId].skincolour" "white" autocheck>> Pale</label> |
<label><<radiobutton "$per_npc[_pNPCId].skincolour" "black" autocheck>> Dark</label>
</div>
<</if>>
<div style="clear:both;"></div>
<<run settingsDisableElement()>>
<</widget>>
<<widget "saveNameSection">>
<span class="gold bold">Save Name:</span> <i>(optional)</i>
<br>
<<textbox "$saveName" $saveName>>
/*
<div class="description">Shows in the save menu in place of the save id.</div>
<div class="description"><span class="red">Only 10 characters at most will show in the save menu, leave empty to show the save ID.</span></div>
*/
<br>
<</widget>>
<<widget "combatExtendedSettings">>
<div class="solidBorderContainer settings-container">
<div class="settingsGrid">
<div class="settingsHeader">
Combat-Related Presets
</div>
<div class="settingsToggleItem">
Difficulty:
<br>
<<link "Very Easy">>
<<set $combatExtended.standingFights to 1>>
<<set $combatExtended.reverseRape to 1>>
<<set $combatExtended.passiveDodging to 1>>
<<set $combatExtended.activeDodging to 1>>
<<set $combatExtended.uncappedDodgeChance to 1>>
<<set $combatExtended.dodgeChanceCap to 100>>
<<set $combatExtended.blocking to 1>>
<<set $combatExtended.countering to 1>>
<<set $combatExtended.feinting to 1>>
<<set $combatExtended.hookpunching to 1>>
<<set $combatExtended.brawlingToggle to 1>>
<<set $combatExtended.enemyPassiveDodging to 0>>
<<set $combatExtended.enemyActiveDodging to 0>>
<<set $combatExtended.enemyBlocking to 0>>
<<set $combatExtended.enemyCountering to 0>>
<<set $combatExtended.enemyFeinting to 0>>
<<set $combatExtended.enemyLevelDayScaling to 0>>
<<set $combatExtended.enemyLevelDayScalingMult to 1>>
<<set $combatExtended.enemyHealthDayScaling to 0>>
<<set $combatExtended.enemyHealthDayScalingMult to 5>>
<<set $combatExtended.enemyDayScaling to 7>>
<<set $combatExtended.enemyInfiniteDayScaling to 0>>
<<set $combatExtended.enemyDayScalingLimit to 20>>
<<set $combatExtended.enemyLevelDefeatScaling to 0>>
<<set $combatExtended.enemyLevelDefeatScalingMult to 1>>
<<set $combatExtended.enemyHealthDefeatScaling to 0>>
<<set $combatExtended.enemyHealthDefeatScalingMult to 5>>
<<set $combatExtended.enemyDefeatScaling to 10>>
<<set $combatExtended.enemyInfiniteDefeatScaling to 0>>
<<set $combatExtended.enemyDefeatScalingLimit to 20>>
<<set $npcHealthMult to 100>>
<<set $beastHealthMult to 100>>
<<set _subsection to "combatExtended">><<replace #subsectionDiv>><<combatExtendedSettings>><</replace>>
<</link>><br>
<<link "Easy">>
<<set $combatExtended.standingFights to 1>>
<<set $combatExtended.reverseRape to 1>>
<<set $combatExtended.passiveDodging to 1>>
<<set $combatExtended.activeDodging to 1>>
<<set $combatExtended.uncappedDodgeChance to 1>>
<<set $combatExtended.dodgeChanceCap to 100>>
<<set $combatExtended.blocking to 1>>
<<set $combatExtended.countering to 1>>
<<set $combatExtended.feinting to 1>>
<<set $combatExtended.hookpunching to 1>>
<<set $combatExtended.brawlingToggle to 1>>
<<set $combatExtended.enemyPassiveDodging to 1>>
<<set $combatExtended.enemyActiveDodging to 1>>
<<set $combatExtended.enemyBlocking to 1>>
<<set $combatExtended.enemyCountering to 1>>
<<set $combatExtended.enemyFeinting to 1>>
<<set $combatExtended.enemyLevelDayScaling to 0>>
<<set $combatExtended.enemyLevelDayScalingMult to 1>>
<<set $combatExtended.enemyHealthDayScaling to 0>>
<<set $combatExtended.enemyHealthDayScalingMult to 5>>
<<set $combatExtended.enemyDayScaling to 7>>
<<set $combatExtended.enemyInfiniteDayScaling to 0>>
<<set $combatExtended.enemyDayScalingLimit to 20>>
<<set $combatExtended.enemyLevelDefeatScaling to 0>>
<<set $combatExtended.enemyLevelDefeatScalingMult to 1>>
<<set $combatExtended.enemyHealthDefeatScaling to 0>>
<<set $combatExtended.enemyHealthDefeatScalingMult to 5>>
<<set $combatExtended.enemyDefeatScaling to 10>>
<<set $combatExtended.enemyInfiniteDefeatScaling to 0>>
<<set $combatExtended.enemyDefeatScalingLimit to 20>>
<<set $npcHealthMult to 100>>
<<set $beastHealthMult to 100>>
<<set _subsection to "combatExtended">><<replace #subsectionDiv>><<combatExtendedSettings>><</replace>>
<</link>><br>
<<link "Normal">>
<<set $combatExtended.standingFights to 1>>
<<set $combatExtended.reverseRape to 1>>
<<set $combatExtended.passiveDodging to 1>>
<<set $combatExtended.activeDodging to 1>>
<<set $combatExtended.uncappedDodgeChance to 1>>
<<set $combatExtended.dodgeChanceCap to 100>>
<<set $combatExtended.blocking to 1>>
<<set $combatExtended.countering to 1>>
<<set $combatExtended.feinting to 1>>
<<set $combatExtended.hookpunching to 1>>
<<set $combatExtended.brawlingToggle to 1>>
<<set $combatExtended.enemyPassiveDodging to 1>>
<<set $combatExtended.enemyActiveDodging to 1>>
<<set $combatExtended.enemyBlocking to 1>>
<<set $combatExtended.enemyCountering to 1>>
<<set $combatExtended.enemyFeinting to 1>>
<<set $combatExtended.enemyLevelDayScaling to 1>>
<<set $combatExtended.enemyLevelDayScalingMult to 1>>
<<set $combatExtended.enemyHealthDayScaling to 1>>
<<set $combatExtended.enemyHealthDayScalingMult to 5>>
<<set $combatExtended.enemyDayScaling to 7>>
<<set $combatExtended.enemyInfiniteDayScaling to 0>>
<<set $combatExtended.enemyDayScalingLimit to 20>>
<<set $combatExtended.enemyLevelDefeatScaling to 1>>
<<set $combatExtended.enemyLevelDefeatScalingMult to 1>>
<<set $combatExtended.enemyHealthDefeatScaling to 1>>
<<set $combatExtended.enemyHealthDefeatScalingMult to 5>>
<<set $combatExtended.enemyDefeatScaling to 10>>
<<set $combatExtended.enemyInfiniteDefeatScaling to 0>>
<<set $combatExtended.enemyDefeatScalingLimit to 20>>
<<set $npcHealthMult to 100>>
<<set $beastHealthMult to 200>>
<<set _subsection to "combatExtended">><<replace #subsectionDiv>><<combatExtendedSettings>><</replace>>
<</link>><br>
<<link "Hard">>
<<set $combatExtended.standingFights to 1>>
<<set $combatExtended.reverseRape to 1>>
<<set $combatExtended.passiveDodging to 1>>
<<set $combatExtended.activeDodging to 1>>
<<set $combatExtended.uncappedDodgeChance to 0>>
<<set $combatExtended.dodgeChanceCap to 85>>
<<set $combatExtended.blocking to 1>>
<<set $combatExtended.countering to 1>>
<<set $combatExtended.feinting to 1>>
<<set $combatExtended.hookpunching to 1>>
<<set $combatExtended.brawlingToggle to 1>>
<<set $combatExtended.enemyPassiveDodging to 1>>
<<set $combatExtended.enemyActiveDodging to 1>>
<<set $combatExtended.enemyBlocking to 1>>
<<set $combatExtended.enemyCountering to 1>>
<<set $combatExtended.enemyFeinting to 1>>
<<set $combatExtended.enemyLevelDayScaling to 1>>
<<set $combatExtended.enemyLevelDayScalingMult to 2>>
<<set $combatExtended.enemyHealthDayScaling to 1>>
<<set $combatExtended.enemyHealthDayScalingMult to 10>>
<<set $combatExtended.enemyDayScaling to 7>>
<<set $combatExtended.enemyInfiniteDayScaling to 0>>
<<set $combatExtended.enemyDayScalingLimit to 20>>
<<set $combatExtended.enemyLevelDefeatScaling to 1>>
<<set $combatExtended.enemyLevelDefeatScalingMult to 2>>
<<set $combatExtended.enemyHealthDefeatScaling to 1>>
<<set $combatExtended.enemyHealthDefeatScalingMult to 10>>
<<set $combatExtended.enemyDefeatScaling to 10>>
<<set $combatExtended.enemyInfiniteDefeatScaling to 0>>
<<set $combatExtended.enemyDefeatScalingLimit to 20>>
<<set $npcHealthMult to 100>>
<<set $beastHealthMult to 200>>
<<set _subsection to "combatExtended">><<replace #subsectionDiv>><<combatExtendedSettings>><</replace>>
<</link>><br>
<<link "Very Hard">>
<<set $combatExtended.standingFights to 1>>
<<set $combatExtended.reverseRape to 1>>
<<set $combatExtended.passiveDodging to 1>>
<<set $combatExtended.activeDodging to 1>>
<<set $combatExtended.uncappedDodgeChance to 0>>
<<set $combatExtended.dodgeChanceCap to 70>>
<<set $combatExtended.blocking to 1>>
<<set $combatExtended.countering to 1>>
<<set $combatExtended.feinting to 1>>
<<set $combatExtended.hookpunching to 1>>
<<set $combatExtended.brawlingToggle to 1>>
<<set $combatExtended.enemyPassiveDodging to 1>>
<<set $combatExtended.enemyActiveDodging to 1>>
<<set $combatExtended.enemyBlocking to 1>>
<<set $combatExtended.enemyCountering to 1>>
<<set $combatExtended.enemyFeinting to 1>>
<<set $combatExtended.enemyLevelDayScaling to 1>>
<<set $combatExtended.enemyLevelDayScalingMult to 4>>
<<set $combatExtended.enemyHealthDayScaling to 1>>
<<set $combatExtended.enemyHealthDayScalingMult to 20>>
<<set $combatExtended.enemyDayScaling to 7>>
<<set $combatExtended.enemyInfiniteDayScaling to 0>>
<<set $combatExtended.enemyDayScalingLimit to 20>>
<<set $combatExtended.enemyLevelDefeatScaling to 1>>
<<set $combatExtended.enemyLevelDefeatScalingMult to 4>>
<<set $combatExtended.enemyHealthDefeatScaling to 1>>
<<set $combatExtended.enemyHealthDefeatScalingMult to 20>>
<<set $combatExtended.enemyDefeatScaling to 10>>
<<set $combatExtended.enemyInfiniteDefeatScaling to 0>>
<<set $combatExtended.enemyDefeatScalingLimit to 20>>
<<set $npcHealthMult to 100>>
<<set $beastHealthMult to 200>>
<<set _subsection to "combatExtended">><<replace #subsectionDiv>><<combatExtendedSettings>><</replace>>
<</link>><br>
<<link "Impossible">>
<<set $combatExtended.standingFights to 1>>
<<set $combatExtended.reverseRape to 1>>
<<set $combatExtended.passiveDodging to 1>>
<<set $combatExtended.activeDodging to 1>>
<<set $combatExtended.uncappedDodgeChance to 0>>
<<set $combatExtended.dodgeChanceCap to 55>>
<<set $combatExtended.blocking to 1>>
<<set $combatExtended.countering to 1>>
<<set $combatExtended.feinting to 1>>
<<set $combatExtended.hookpunching to 1>>
<<set $combatExtended.brawlingToggle to 1>>
<<set $combatExtended.enemyPassiveDodging to 1>>
<<set $combatExtended.enemyActiveDodging to 1>>
<<set $combatExtended.enemyBlocking to 1>>
<<set $combatExtended.enemyCountering to 1>>
<<set $combatExtended.enemyFeinting to 1>>
<<set $combatExtended.enemyLevelDayScaling to 1>>
<<set $combatExtended.enemyLevelDayScalingMult to 20>>
<<set $combatExtended.enemyHealthDayScaling to 1>>
<<set $combatExtended.enemyHealthDayScalingMult to 50>>
<<set $combatExtended.enemyDayScaling to 1>>
<<set $combatExtended.enemyInfiniteDayScaling to 1>>
<<set $combatExtended.enemyDayScalingLimit to 20>>
<<set $combatExtended.enemyLevelDefeatScaling to 1>>
<<set $combatExtended.enemyLevelDefeatScalingMult to 20>>
<<set $combatExtended.enemyHealthDefeatScaling to 1>>
<<set $combatExtended.enemyHealthDefeatScalingMult to 50>>
<<set $combatExtended.enemyDefeatScaling to 1>>
<<set $combatExtended.enemyInfiniteDefeatScaling to 1>>
<<set $combatExtended.enemyDefeatScalingLimit to 20>>
<<set $npcHealthMult to 100>>
<<set $beastHealthMult to 200>>
<<set _subsection to "combatExtended">><<replace #subsectionDiv>><<combatExtendedSettings>><</replace>>
<</link>><br>
</div>
<div class="settingsToggleItem">
Special:
<br>
<<link "Frostberg Casual">>
<<set $combatExtended.standingFights to 1>>
<<set $combatExtended.reverseRape to 1>>
<<set $combatExtended.passiveDodging to 1>>
<<set $combatExtended.activeDodging to 1>>
<<set $combatExtended.uncappedDodgeChance to 1>>
<<set $combatExtended.dodgeChanceCap to 100>>
<<set $combatExtended.blocking to 1>>
<<set $combatExtended.countering to 1>>
<<set $combatExtended.feinting to 1>>
<<set $combatExtended.hookpunching to 1>>
<<set $combatExtended.brawlingToggle to 1>>
<<set $combatExtended.enemyPassiveDodging to 1>>
<<set $combatExtended.enemyActiveDodging to 1>>
<<set $combatExtended.enemyBlocking to 1>>
<<set $combatExtended.enemyCountering to 1>>
<<set $combatExtended.enemyFeinting to 1>>
<<set $combatExtended.enemyLevelDayScaling to 1>>
<<set $combatExtended.enemyLevelDayScalingMult to 1>>
<<set $combatExtended.enemyHealthDayScaling to 1>>
<<set $combatExtended.enemyHealthDayScalingMult to 5>>
<<set $combatExtended.enemyDayScaling to 7>>
<<set $combatExtended.enemyInfiniteDayScaling to 0>>
<<set $combatExtended.enemyDayScalingLimit to 20>>
<<set $combatExtended.enemyLevelDefeatScaling to 1>>
<<set $combatExtended.enemyLevelDefeatScalingMult to 1>>
<<set $combatExtended.enemyHealthDefeatScaling to 1>>
<<set $combatExtended.enemyHealthDefeatScalingMult to 5>>
<<set $combatExtended.enemyDefeatScaling to 10>>
<<set $combatExtended.enemyInfiniteDefeatScaling to 0>>
<<set $combatExtended.enemyDefeatScalingLimit to 20>>
<<set $npcHealthMult to 100>>
<<set $beastHealthMult to 200>>
<<set _subsection to "combatExtended">><<replace #subsectionDiv>><<combatExtendedSettings>><</replace>>
<</link>><br>
<<link "Frostberg Tryhard">>
<<set $combatExtended.standingFights to 1>>
<<set $combatExtended.reverseRape to 1>>
<<set $combatExtended.passiveDodging to 1>>
<<set $combatExtended.activeDodging to 1>>
<<set $combatExtended.uncappedDodgeChance to 1>>
<<set $combatExtended.dodgeChanceCap to 100>>
<<set $combatExtended.blocking to 1>>
<<set $combatExtended.countering to 1>>
<<set $combatExtended.feinting to 1>>
<<set $combatExtended.hookpunching to 1>>
<<set $combatExtended.brawlingToggle to 1>>
<<set $combatExtended.enemyPassiveDodging to 1>>
<<set $combatExtended.enemyActiveDodging to 1>>
<<set $combatExtended.enemyBlocking to 1>>
<<set $combatExtended.enemyCountering to 1>>
<<set $combatExtended.enemyFeinting to 1>>
<<set $combatExtended.enemyLevelDayScaling to 1>>
<<set $combatExtended.enemyLevelDayScalingMult to 4>>
<<set $combatExtended.enemyHealthDayScaling to 1>>
<<set $combatExtended.enemyHealthDayScalingMult to 20>>
<<set $combatExtended.enemyDayScaling to 7>>
<<set $combatExtended.enemyInfiniteDayScaling to 0>>
<<set $combatExtended.enemyDayScalingLimit to 20>>
<<set $combatExtended.enemyLevelDefeatScaling to 1>>
<<set $combatExtended.enemyLevelDefeatScalingMult to 4>>
<<set $combatExtended.enemyHealthDefeatScaling to 1>>
<<set $combatExtended.enemyHealthDefeatScalingMult to 20>>
<<set $combatExtended.enemyDefeatScaling to 10>>
<<set $combatExtended.enemyInfiniteDefeatScaling to 0>>
<<set $combatExtended.enemyDefeatScalingLimit to 20>>
<<set $npcHealthMult to 100>>
<<set $beastHealthMult to 200>>
<<set _subsection to "combatExtended">><<replace #subsectionDiv>><<combatExtendedSettings>><</replace>>
<</link>>
</div>
</div>
<hr>
<div class="settingsGrid">
<div class="settingsHeader">
Encounter Reworks
</div>
<div class="settingsToggleItem">
<<link "Toggle All">>
<<set $combatExtended.standingFights to 1>>
<<set $combatExtended.reverseRape to 1>>
<<set _subsection to "combatExtended">><<replace #subsectionDiv>><<combatExtendedSettings>><</replace>>
<</link>><br>
<label>
<<checkbox "$combatExtended.standingFights" 0 1 autocheck>> Enable Standing Fights
<mouse class="tooltip linkBlue">(?)<span>All non-consensual encounters that isn't stuck in a wall or a glory hole will start as a standing fight.</span></mouse>
</label><br>
<label>
<<checkbox "$combatExtended.reverseRape" 0 1 autocheck>> Enable Reverse Rape
<mouse class="tooltip linkBlue">(?)<span>If you've beaten the enemy, all encounters will set the enemy to submissive and not end until you end it yourself. 75+ Promiscuity is required for it to trigger.</span></mouse>
</label><br>
</div>
</div>
<hr>
<div class="settingsGrid">
<div class="settingsHeader">
Dodging
</div>
<div class="settingsToggleItem">
<<link "Toggle All">>
<<set $combatExtended.passiveDodging to 1>>
<<set $combatExtended.activeDodging to 1>>
<<set $combatExtended.uncappedDodgeChance to 1>>
<<set _subsection to "combatExtended">><<replace #subsectionDiv>><<combatExtendedSettings>><</replace>>
<</link>><br>
<label>
<<checkbox "$combatExtended.passiveDodging" 0 1 autocheck>> Enable Passive Dodging
<mouse class="tooltip linkBlue">(?)<span>Passive dodges. Become the matrix.</span></mouse>
</label><br>
<label>
<<checkbox "$combatExtended.activeDodging" 0 1 autocheck>> Enable Active Dodging
<mouse class="tooltip linkBlue">(?)<span>New feet action to dodge. A seperate, better dodge check compared to Passive Dodging but costs a feet action and will cause stability damage on failure.</span></mouse>
</label><br>
<label>
<<checkbox "$combatExtended.uncappedDodgeChance" 0 1 autocheck>> Enable Uncapped Dodge Chance
<mouse class="tooltip linkBlue">(?)<span>Embrace your inner matrix.</span></mouse>
</label>
</div>
<div class="settingsToggleItem numberslider-inline">
<span class="gold">Dodge Chance Cap
<mouse class="tooltip linkBlue">(?)<span>The cap for dodge chance.</span></mouse>
</span>
<<numberslider "$combatExtended.dodgeChanceCap" $combatExtended.dodgeChanceCap 0 100 1>>
</div>
</div>
<hr>
<div class="settingsGrid">
<div class="settingsHeader">
Guarding
</div>
<div class="settingsToggleItem">
<<link "Toggle All">>
<<set $combatExtended.blocking to 1>>
<<set $combatExtended.countering to 1>>
<<set _subsection to "combatExtended">><<replace #subsectionDiv>><<combatExtendedSettings>><</replace>>
<</link>><br>
<label>
<<checkbox "$combatExtended.blocking" 0 1 autocheck>> Enable Blocking
<mouse class="tooltip linkBlue">(?)<span>Reduces damage taken up to 80%. Damage reduction scales off of physique.</span></mouse>
</label><br>
<label>
<<checkbox "$combatExtended.countering" 0 1 autocheck>> Enable Countering
<mouse class="tooltip linkBlue">(?)<span>A chance to deal damage instead of taking it when an enemy attacks. Success scales off of skulduggery.</span></mouse>
</label>
</div>
</div>
<hr>
<div class="settingsGrid">
<div class="settingsHeader">
Attacking
</div>
<div class="settingsToggleItem">
<<link "Toggle All">>
<<set $combatExtended.feinting to 1>>
<<set $combatExtended.hookpunching to 1>>
<<set _subsection to "combatExtended">><<replace #subsectionDiv>><<combatExtendedSettings>><</replace>>
<</link>><br>
<label>
<<checkbox "$combatExtended.feinting" 0 1 autocheck>> Enable Feinting
<mouse class="tooltip linkBlue">(?)<span>Negates some enemy dodge chance in exchange for lower damage. Scales off of skulduggery.</span></mouse>
</label><br>
<label>
<<checkbox "$combatExtended.hookpunching" 0 1 autocheck>> Enable Hook Punching
<mouse class="tooltip linkBlue">(?)<span>A chance to deal double damage in return for higher enemy dodge chance.</span></mouse>
</label>
</div>
</div>
<hr>
<div class="settingsGrid">
<div class="settingsHeader">
Skills
</div>
<div class="settingsToggleItem">
<label>
<<checkbox "$combatExtended.brawlingToggle" 0 1 autocheck>> Enable Brawling
<mouse class="tooltip linkBlue">(?)<span>Brawling skill. It increases the more people you fight and scales better when you're fighting more people.</span></mouse>
</label>
</div>
</div>
<hr>
<div class="settingsGrid">
<div class="settingsHeader">
Enemy Modifications
</div>
<div class="settingsToggleItem" role="group" aria-labelledby="settingsCEActions">
<span id="settingsCEActions">Enemy CE Actions:</span>
<br>
<<link "Toggle All">>
<<set $combatExtended.enemyPassiveDodging to 1>>
<<set $combatExtended.enemyActiveDodging to 1>>
<<set $combatExtended.enemyBlocking to 1>>
<<set $combatExtended.enemyCountering to 1>>
<<set $combatExtended.enemyFeinting to 1>>
<<set _subsection to "combatExtended">><<replace #subsectionDiv>><<combatExtendedSettings>><</replace>>
<</link>><br>
<label>
<<checkbox "$combatExtended.enemyPassiveDodging" 0 1 autocheck>> Enable Enemy Passive Dodges
<mouse class="tooltip linkBlue">(?)<span>A chance for enemies to dodge your attacks.</span></mouse>
</label><br>
<label>
<<checkbox "$combatExtended.enemyActiveDodging" 0 1 autocheck>> Enable Enemy Active Dodges
<mouse class="tooltip linkBlue">(?)<span>A chance for the dodge chance to be doubled for that turn.</span></mouse>
</label><br>
<label>
<<checkbox "$combatExtended.enemyBlocking" 0 1 autocheck>> Enable Enemy Blocking Attacks
<mouse class="tooltip linkBlue">(?)<span>A chance for enemies to block your attacks.</span></mouse>
</label><br>
<label>
<<checkbox "$combatExtended.enemyCountering" 0 1 autocheck>> Enable Enemy Counter-Attacks
<mouse class="tooltip linkBlue">(?)<span>A chance for enemies to counter your attacks.</span></mouse>
</label><br>
<label>
<<checkbox "$combatExtended.enemyFeinting" 0 1 autocheck>> Enable Enemy Feinting Attacks
<mouse class="tooltip linkBlue">(?)<span>A chance for enemies to negate some of your dodge chance.</span></mouse>
</label>
</div>
<div class="settingsToggleItem" role="group" aria-labelledby="settingsScaling">
<span id="settingsScaling">Enemy Day Scaling:</span>
<br>
<<link "Toggle Day Scaling">>
<<set $combatExtended.enemyLevelDayScaling to 1>>
<<set $combatExtended.enemyHealthDayScaling to 1>>
<<set _subsection to "combatExtended">><<replace #subsectionDiv>><<combatExtendedSettings>><</replace>>
<</link>><br>
<label>
<<checkbox "$combatExtended.enemyLevelDayScaling" 0 1 autocheck>> Enable Enemy Level Scaling with ingame days
<mouse class="tooltip linkBlue">(?)<span>Every scaling buff increases all generic NPC's level .</span></mouse>
</label>
<div class="settingsToggleItem numberslider-inline">
<span class="gold">Level Buff Scaling (levels)
<mouse class="tooltip linkBlue">(?)<span>The level increase each scaling buff gives. 1 is a +1 modifier to the enemy's level each time the buff is applied. Max level is 22.</span></mouse>
</span>
<<numberbox "$combatExtended.enemyLevelDayScalingMult" $combatExtended.enemyLevelDayScalingMult>>
</div>
<label>
<<checkbox "$combatExtended.enemyHealthDayScaling" 0 1 autocheck>> Enable Enemy Health Scaling with ingame days
<mouse class="tooltip linkBlue">(?)<span>Every scaling buff increases every NPC and Beast's health on top of the Health Multiplier.</span></mouse>
</label>
<div class="settingsToggleItem numberslider-inline">
<span class="gold">Health Percentage Buff Scaling (%)
<mouse class="tooltip linkBlue">(?)<span>The health percentage buff each scaling trigger gives. 5 is a +5% health modifier each time the buff is applied. Range 1 - 1000000</span></mouse>
</span>
<<numberbox "$combatExtended.enemyHealthDayScalingMult" $combatExtended.enemyHealthDayScalingMult>>
</div>
<div class="settingsToggleItem numberslider-inline">
<span class="gold">Scaling Interval (days)
<mouse class="tooltip linkBlue">(?)<span>The interval of days the scaling buff gets triggered. Range 1 - 1000000</span></mouse>
</span>
<<numberbox "$combatExtended.enemyDayScaling" $combatExtended.enemyDayScaling>>
</div>
<label>
<<checkbox "$combatExtended.enemyInfiniteDayScaling" 0 1 autocheck>> Enable Infinite Buffs
<mouse class="tooltip linkBlue">(?)<span>No limits on amount of times the scaling buff can be applied.</span></mouse>
</label>
<div class="settingsToggleItem numberslider-inline">
<span class="gold">Scaling Limit (buffs)
<mouse class="tooltip linkBlue">(?)<span>The limit for amount of times the scaling buff can be applied. Range 1 - 1000000</span></mouse>
</span>
<<numberbox "$combatExtended.enemyDayScalingLimit" $combatExtended.enemyDayScalingLimit>>
</div>
</div>
<div class="settingsToggleItem" role="group" aria-labelledby="settingsScaling">
<span id="settingsScaling">Enemy Defeats Scaling:</span>
<br>
<<link "Toggle Defeat Scaling">>
<<set $combatExtended.enemyLevelDefeatScaling to 1>>
<<set $combatExtended.enemyHealthDefeatScaling to 1>>
<<set _subsection to "combatExtended">><<replace #subsectionDiv>><<combatExtendedSettings>><</replace>>
<</link>><br>
<label>
<<checkbox "$combatExtended.enemyLevelDefeatScaling" 0 1 autocheck>> Enable Enemy Level Scaling with defeats
<mouse class="tooltip linkBlue">(?)<span>Every defeated enemy increases all generic NPC's level .</span></mouse>
</label>
<div class="settingsToggleItem numberslider-inline">
<span class="gold">Level Buff Scaling (levels)
<mouse class="tooltip linkBlue">(?)<span>How many enemy defeats until a level buff is applied. 1 is a +1 modifier to the enemy's level each time the buff is applied. Max level is 22.</span></mouse>
</span>
<<numberbox "$combatExtended.enemyLevelDefeatScalingMult" $combatExtended.enemyLevelDefeatScalingMult>>
</div>
<label>
<<checkbox "$combatExtended.enemyHealthDefeatScaling" 0 1 autocheck>> Enable Enemy Health Scaling with defeats
<mouse class="tooltip linkBlue">(?)<span>Every scaling buff increases every NPC and Beast's health on top of the Health Multiplier.</span></mouse>
</label>
<div class="settingsToggleItem numberslider-inline">
<span class="gold">Health Percentage Buff Scaling (%)
<mouse class="tooltip linkBlue">(?)<span>The health percentage buff each scaling trigger gives. 0.05 is a +5% health modifier each time the buff is applied. Range 1 - 1000000</span></mouse>
</span>
<<numberbox "$combatExtended.enemyHealthDefeatScalingMult" $combatExtended.enemyHealthDefeatScalingMult>>
</div>
<div class="settingsToggleItem numberslider-inline">
<span class="gold">Enemy Defeats Scaling Threshold (enemies)
<mouse class="tooltip linkBlue">(?)<span>The threshold of defeated enemies until the buff is applied. Range 1 - 1000000</span></mouse>
</span>
<<numberbox "$combatExtended.enemyDefeatScaling" $combatExtended.enemyDefeatScaling>>
</div>
<label>
<<checkbox "$combatExtended.enemyInfiniteDefeatScaling" 0 1 autocheck>> Enable Infinite Buffs
<mouse class="tooltip linkBlue">(?)<span>No limits on amount of times the scaling buff can be applied.</span></mouse>
</label>
<div class="settingsToggleItem numberslider-inline">
<span class="gold">Scaling Limit (buffs)
<mouse class="tooltip linkBlue">(?)<span>The limit for amount of times the scaling buff can be applied. Range 1 - 1000000</span></mouse>
</span>
<<numberbox "$combatExtended.enemyDefeatScalingLimit" $combatExtended.enemyDefeatScalingLimit>>
</div>
</div>
</div>
</div>
<</widget>>
<<widget "amcTraitsSettings">>
<div class="solidBorderContainer settings-container">
<div class="settingsGrid">
<<if _amcToggle is undefined>>
<<set _amcToggle to 0>>
<</if>>
<<if _amcToggleCharacteristics is undefined>>
<<set _amcToggleCharacteristics to 0>>
<</if>>
<<if _amcToggleSkills is undefined>>
<<set _amcToggleSkills to 0>>
<</if>>
<<if _amcToggleSexSkills is undefined>>
<<set _amcToggleSexSkills to 0>>
<</if>>
<<if _amcToggleFluids is undefined>>
<<set _amcToggleFluids to 0>>
<</if>>
<<if _amcToggleNegativeFames is undefined>>
<<set _amcToggleNegativeFames to 0>>
<</if>>
<<if _amcTogglePositiveFames is undefined>>
<<set _amcTogglePositiveFames to 0>>
<</if>>
<div class="settingsToggleItemWide">
<span class="gold">Anime Main Character Traits:</span><mouse class="tooltip linkBlue">(?)<span>These traits will halve your gains of the corresponding stat after you've reached the Vanilla max but will double the cap.</span></mouse><br>
<label><span class="green">Universal Half Gains Toggle</span> <<checkbox "$AMCTraits.halfGain" 0 1 autocheck>></label> <mouse class = "tooltip linkBlue">(?)<span>Instead of halving after you've reached vanilla max, it will start halving immediately.</span></mouse><br>
<<link "Toggle All">>
<<if _amcToggle is 0>>
<<set $AMCTraits.beauty to 2>>
<<set $AMCTraits.physique to 2>>
<<set $AMCTraits.willpower to 2>>
<<set $AMCTraits.milk to 2>>
<<set $AMCTraits.semen to 2>>
<<set $AMCTraits.skulduggery to 2>>
<<set $AMCTraits.dancing to 2>>
<<set $AMCTraits.swimming to 2>>
<<set $AMCTraits.athletics to 2>>
<<set $AMCTraits.tending to 2>>
<<set $AMCTraits.housekeeping to 2>>
<<set $AMCTraits.brawling to 2>>
<<set $AMCTraits.science to 2>>
<<set $AMCTraits.maths to 2>>
<<set $AMCTraits.english to 2>>
<<set $AMCTraits.history to 2>>
<<set $AMCTraits.seductionskill to 2>>
<<set $AMCTraits.oralskill to 2>>
<<set $AMCTraits.chestskill to 2>>
<<set $AMCTraits.handskill to 2>>
<<set $AMCTraits.bottomskill to 2>>
<<set $AMCTraits.penileskill to 2>>
<<set $AMCTraits.vaginalskill to 2>>
<<set $AMCTraits.analskill to 2>>
<<set $AMCTraits.thighskill to 2>>
<<set $AMCTraits.feetskill to 2>>
<<set $AMCTraits.sexFame to 2>>
<<set $AMCTraits.prostitutionFame to 2>>
<<set $AMCTraits.rapeFame to 2>>
<<set $AMCTraits.bestialityFame to 2>>
<<set $AMCTraits.exhibitionismFame to 2>>
<<set $AMCTraits.pregnancyFame to 2>>
<<set $AMCTraits.impregFame to 2>>
<<set $AMCTraits.scrapFame to 2>>
<<set $AMCTraits.goodFame to 2>>
<<set $AMCTraits.businessFame to 2>>
<<set $AMCTraits.socialFame to 2>>
<<set $AMCTraits.modelFame to 2>>
<<set _amcToggle to 1>>
<<else>>
<<set $AMCTraits.beauty to 1>>
<<set $AMCTraits.physique to 1>>
<<set $AMCTraits.willpower to 1>>
<<set $AMCTraits.milk to 1>>
<<set $AMCTraits.semen to 1>>
<<set $AMCTraits.skulduggery to 1>>
<<set $AMCTraits.dancing to 1>>
<<set $AMCTraits.swimming to 1>>
<<set $AMCTraits.athletics to 1>>
<<set $AMCTraits.tending to 1>>
<<set $AMCTraits.housekeeping to 1>>
<<set $AMCTraits.brawling to 1>>
<<set $AMCTraits.science to 1>>
<<set $AMCTraits.maths to 1>>
<<set $AMCTraits.english to 1>>
<<set $AMCTraits.history to 1>>
<<set $AMCTraits.seductionskill to 1>>
<<set $AMCTraits.oralskill to 1>>
<<set $AMCTraits.chestskill to 1>>
<<set $AMCTraits.handskill to 1>>
<<set $AMCTraits.bottomskill to 1>>
<<set $AMCTraits.penileskill to 1>>
<<set $AMCTraits.vaginalskill to 1>>
<<set $AMCTraits.analskill to 1>>
<<set $AMCTraits.thighskill to 1>>
<<set $AMCTraits.feetskill to 1>>
<<set $AMCTraits.sexFame to 1>>
<<set $AMCTraits.prostitutionFame to 1>>
<<set $AMCTraits.rapeFame to 1>>
<<set $AMCTraits.bestialityFame to 1>>
<<set $AMCTraits.exhibitionismFame to 1>>
<<set $AMCTraits.pregnancyFame to 1>>
<<set $AMCTraits.impregFame to 1>>
<<set $AMCTraits.scrapFame to 1>>
<<set $AMCTraits.goodFame to 1>>
<<set $AMCTraits.businessFame to 1>>
<<set $AMCTraits.socialFame to 1>>
<<set $AMCTraits.modelFame to 1>>
<<set _amcToggle to 0>>
<</if>>
<<set _subsection to "amcTraits">><<replace #subsectionDiv>><<amcTraitsSettings>><</replace>>
<</link>><br>
</div>
<div class="settingsToggleItem">
<<link "Toggle All Characteristics">>
<<if _amcToggleCharacteristics is 0>>
<<set $AMCTraits.beauty to 2>>
<<set $AMCTraits.physique to 2>>
<<set $AMCTraits.willpower to 2>>
<<set _amcToggleCharacteristics to 1>>
<<else>>
<<set $AMCTraits.beauty to 1>>
<<set $AMCTraits.physique to 1>>
<<set $AMCTraits.willpower to 1>>
<<set _amcToggleCharacteristics to 0>>
<</if>>
<<set _subsection to "amcTraits">><<replace #subsectionDiv>><<amcTraitsSettings>><</replace>>
<</link>><br>
<label><span class="green">Tempered Beauty</span> <<checkbox "$AMCTraits.beauty" 1 2 autocheck>></label><br>
<label><span class="green">Tempered Physique</span> <<checkbox "$AMCTraits.physique" 1 2 autocheck>></label><br>
<label><span class="green">Tempered Willpower</span> <<checkbox "$AMCTraits.willpower" 1 2 autocheck>></label><br>
</div>
<div class="settingsToggleItem">
<<link "Toggle All Fluids">>
<<if _amcToggleFluids is 0>>
<<set $AMCTraits.milk to 2>>
<<set $AMCTraits.semen to 2>>
<<set _amcToggleFluids to 1>>
<<else>>
<<set $AMCTraits.milk to 1>>
<<set $AMCTraits.semen to 1>>
<<set _amcToggleFluids to 0>>
<</if>>
<<set _subsection to "amcTraits">><<replace #subsectionDiv>><<amcTraitsSettings>><</replace>>
<</link>><br>
<label><span class="blue">Tempered Milk Volume</span> <<checkbox "$AMCTraits.milk" 1 2 autocheck>></label><br>
<label><span class="blue">Tempered Semen Volume</span> <<checkbox "$AMCTraits.semen" 1 2 autocheck>></label><br>
</div>
<div class="settingsToggleItem">
<<link "Toggle All Skills">>
<<if _amcToggleSkills is 0>>
<<set $AMCTraits.skulduggery to 2>>
<<set $AMCTraits.dancing to 2>>
<<set $AMCTraits.swimming to 2>>
<<set $AMCTraits.athletics to 2>>
<<set $AMCTraits.tending to 2>>
<<set $AMCTraits.housekeeping to 2>>
<<set $AMCTraits.brawling to 2>>
<<set $AMCTraits.science to 2>>
<<set $AMCTraits.maths to 2>>
<<set $AMCTraits.english to 2>>
<<set $AMCTraits.history to 2>>
<<set _amcToggleSkills to 1>>
<<else>>
<<set $AMCTraits.skulduggery to 1>>
<<set $AMCTraits.dancing to 1>>
<<set $AMCTraits.swimming to 1>>
<<set $AMCTraits.athletics to 1>>
<<set $AMCTraits.tending to 1>>
<<set $AMCTraits.housekeeping to 1>>
<<set $AMCTraits.brawling to 1>>
<<set $AMCTraits.science to 1>>
<<set $AMCTraits.maths to 1>>
<<set $AMCTraits.english to 1>>
<<set $AMCTraits.history to 1>>
<<set _amcToggleSkills to 0>>
<</if>>
<<set _subsection to "amcTraits">><<replace #subsectionDiv>><<amcTraitsSettings>><</replace>>
<</link>><br>
<label><span class="green">Tempered Skulduggery</span> <<checkbox "$AMCTraits.skulduggery" 1 2 autocheck>></label><br>
<label><span class="green">Tempered Dancing</span> <<checkbox "$AMCTraits.dancing" 1 2 autocheck>></label><br>
<label><span class="green">Tempered Swimming</span> <<checkbox "$AMCTraits.swimming" 1 2 autocheck>></label><br>
<label><span class="green">Tempered Athletics</span> <<checkbox "$AMCTraits.athletics" 1 2 autocheck>></label><br>
<label><span class="green">Tempered Tending</span> <<checkbox "$AMCTraits.tending" 1 2 autocheck>></label><br>
<label><span class="green">Tempered Housekeeping</span> <<checkbox "$AMCTraits.housekeeping" 1 2 autocheck>></label><br>
<label><span class="green">Tempered Brawling</span> <<checkbox "$AMCTraits.brawling" 1 2 autocheck>></label><br>
<label><span class="teal">Tempered Science</span> <<checkbox "$AMCTraits.science" 1 2 autocheck>></label><br>
<label><span class="teal">Tempered Maths</span> <<checkbox "$AMCTraits.maths" 1 2 autocheck>></label><br>
<label><span class="teal">Tempered English</span> <<checkbox "$AMCTraits.english" 1 2 autocheck>></label><br>
<label><span class="teal">Tempered History</span> <<checkbox "$AMCTraits.history" 1 2 autocheck>></label><br>
</div>
<div class="settingsToggleItem">
<<link "Toggle All Sex Skills">>
<<if _amcToggleSexSkills is 0>>
<<set $AMCTraits.seductionskill to 2>>
<<set $AMCTraits.oralskill to 2>>
<<set $AMCTraits.chestskill to 2>>
<<set $AMCTraits.handskill to 2>>
<<set $AMCTraits.bottomskill to 2>>
<<set $AMCTraits.penileskill to 2>>
<<set $AMCTraits.vaginalskill to 2>>
<<set $AMCTraits.analskill to 2>>
<<set $AMCTraits.thighskill to 2>>
<<set $AMCTraits.feetskill to 2>>
<<set _amcToggleSexSkills to 1>>
<<else>>
<<set $AMCTraits.seductionskill to 1>>
<<set $AMCTraits.oralskill to 1>>
<<set $AMCTraits.chestskill to 1>>
<<set $AMCTraits.handskill to 1>>
<<set $AMCTraits.bottomskill to 1>>
<<set $AMCTraits.penileskill to 1>>
<<set $AMCTraits.vaginalskill to 1>>
<<set $AMCTraits.analskill to 1>>
<<set $AMCTraits.thighskill to 1>>
<<set $AMCTraits.feetskill to 1>>
<<set _amcToggleSexSkills to 0>>
<</if>>
<<set _subsection to "amcTraits">><<replace #subsectionDiv>><<amcTraitsSettings>><</replace>>
<</link>><br>
<label><span class="blue">Tempered Seduction Skill</span> <<checkbox "$AMCTraits.seductionskill" 1 2 autocheck>></label><br>
<label><span class="blue">Tempered Oral Skill</span> <<checkbox "$AMCTraits.oralskill" 1 2 autocheck>></label><br>
<label><span class="blue">Tempered Chest Skill</span> <<checkbox "$AMCTraits.chestskill" 1 2 autocheck>></label><br>
<label><span class="blue">Tempered Hands Skill</span> <<checkbox "$AMCTraits.handskill" 1 2 autocheck>></label><br>
<label><span class="blue">Tempered Buttocks Skill</span> <<checkbox "$AMCTraits.bottomskill" 1 2 autocheck>></label><br>
<label><span class="blue">Tempered Penile Skill</span> <<checkbox "$AMCTraits.penileskill" 1 2 autocheck>></label><br>
<label><span class="blue">Tempered Vaginal Skill</span> <<checkbox "$AMCTraits.vaginalskill" 1 2 autocheck>></label><br>
<label><span class="blue">Tempered Anal Skill</span> <<checkbox "$AMCTraits.analskill" 1 2 autocheck>></label><br>
<label><span class="blue">Tempered Thighs Skill</span> <<checkbox "$AMCTraits.thighskill" 1 2 autocheck>></label><br>
<label><span class="blue">Tempered Feet Skill</span> <<checkbox "$AMCTraits.feetskill" 1 2 autocheck>></label><br>
</div>
<div class="settingsToggleItem">
<<link "Toggle All Negative Fames">>
<<if _amcToggleNegativeFames is 0>>
<<set $AMCTraits.sexFame to 2>>
<<set $AMCTraits.prostitutionFame to 2>>
<<set $AMCTraits.rapeFame to 2>>
<<set $AMCTraits.bestialityFame to 2>>
<<set $AMCTraits.exhibitionismFame to 2>>
<<set $AMCTraits.pregnancyFame to 2>>
<<set $AMCTraits.impregFame to 2>>
<<set _amcToggleNegativeFames to 1>>
<<else>>
<<set $AMCTraits.sexFame to 1>>
<<set $AMCTraits.prostitutionFame to 1>>
<<set $AMCTraits.rapeFame to 1>>
<<set $AMCTraits.bestialityFame to 1>>
<<set $AMCTraits.exhibitionismFame to 1>>
<<set $AMCTraits.pregnancyFame to 1>>
<<set $AMCTraits.impregFame to 1>>
<<set _amcToggleNegativeFames to 0>>
<</if>>
<<set _subsection to "amcTraits">><<replace #subsectionDiv>><<amcTraitsSettings>><</replace>>
<</link>><br>
<label><span class="red">Tempered Sex Fame</span> <<checkbox "$AMCTraits.sexFame" 1 2 autocheck>></label><br>
<label><span class="red">Tempered Prostitution Fame</span> <<checkbox "$AMCTraits.prostitutionFame" 1 2 autocheck>></label><br>
<label><span class="red">Tempered Rape Fame</span> <<checkbox "$AMCTraits.rapeFame" 1 2 autocheck>></label><br>
<label><span class="red">Tempered Bestiality Fame</span> <<checkbox "$AMCTraits.bestialityFame" 1 2 autocheck>></label><br>
<label><span class="red">Tempered Exhibitionism Fame</span> <<checkbox "$AMCTraits.exhibitionismFame" 1 2 autocheck>></label><br>
<label><span class="red">Tempered Pregnancy Fame</span> <<checkbox "$AMCTraits.pregnancyFame" 1 2 autocheck>></label><br>
<label><span class="red">Tempered Impregnation Fame</span> <<checkbox "$AMCTraits.impregFame" 1 2 autocheck>></label><br>
</div>
<div class="settingsToggleItem">
<<link "Toggle All Positive Fames">>
<<if _amcTogglePositiveFames is 0>>
<<set $AMCTraits.scrapFame to 2>>
<<set $AMCTraits.goodFame to 2>>
<<set $AMCTraits.businessFame to 2>>
<<set $AMCTraits.socialFame to 2>>
<<set $AMCTraits.modelFame to 2>>
<<set _amcTogglePositiveFames to 1>>
<<else>>
<<set $AMCTraits.scrapFame to 1>>
<<set $AMCTraits.goodFame to 1>>
<<set $AMCTraits.businessFame to 1>>
<<set $AMCTraits.socialFame to 1>>
<<set $AMCTraits.modelFame to 1>>
<<set _amcTogglePositiveFames to 0>>
<</if>>
<<set _subsection to "amcTraits">><<replace #subsectionDiv>><<amcTraitsSettings>><</replace>>
<</link>><br>
<label><span class="green">Tempered Combat Fame</span> <<checkbox "$AMCTraits.scrapFame" 1 2 autocheck>></label><br>
<label><span class="green">Tempered Kindness Fame</span> <<checkbox "$AMCTraits.goodFame" 1 2 autocheck>></label><br>
<label><span class="green">Tempered Business Fame</span> <<checkbox "$AMCTraits.businessFame" 1 2 autocheck>></label><br>
<label><span class="green">Tempered Socialite Fame</span> <<checkbox "$AMCTraits.socialFame" 1 2 autocheck>></label><br>
<label><span class="green">Tempered Model Fame</span> <<checkbox "$AMCTraits.modelFame" 1 2 autocheck>></label><br>
</div>
</div>
</div>
<</widget>>
<<widget "dolpSettings">>
<div class="solidBorderContainer settings-container">
<div class="settingsGrid">
<<if $options.images is 1>>
<div class="settingsToggleItem">
<span class="gold">Banner Toggle</span> <mouse class = "tooltip linkBlue">(?)<span>Toggle which version of the banner you want to use.</span></mouse>
<br>
<<link "No Banner">><<replace #bannerStyle>><</replace>><<set $bannerstyle to "none">><</link>>
| <<link "Default Banner">><<replace #bannerStyle>><img class="resize" src="img/misc/banner.png"><</replace>><<set $bannerstyle to "default">><</link>>
<<if $feats.allSaves.points isnot undefined and $feats.allSaves.points gte 25>>
| <<link "Alien Banner">><<replace #bannerStyle>><img class="resize" src="img/misc/bannerAlien.png"><</replace>><<set $bannerstyle to "alien">><</link>>
<<else>>
| <label><span class="red">25 VrelCoins</span></label>
<</if>>
<<if $feats.allSaves.points isnot undefined and $feats.allSaves.points gte 50>>
| <<link "Blood Banner">><<replace #bannerStyle>><img class="resize" src="img/misc/bannerBlood.png"><</replace>><<set $bannerstyle to "blood">><</link>>
<<else>>
| <label><span class="red">50 VrelCoins</span></label>
<</if>>
<<if $feats.allSaves.points isnot undefined and $feats.allSaves.points gte 100>>
| <<link "Bronze Banner">><<replace #bannerStyle>><img class="resize" src="img/misc/bannerBronze.png"><</replace>><<set $bannerstyle to "bronze">><</link>>
<<else>>
| <label><span class="red">100 VrelCoins</span></label>
<</if>>
<<if $feats.allSaves.points isnot undefined and $feats.allSaves.points gte 150>>
| <<link "Silver Banner">><<replace #bannerStyle>><img class="resize" src="img/misc/bannerSilver.png"><</replace>><<set $bannerstyle to "silver">><</link>>
<<else>>
| <label><span class="red">150 VrelCoins</span></label>
<</if>>
<<if $feats.allSaves.points isnot undefined and $feats.allSaves.points gte 200>>
| <<link "Golden Banner">><<replace #bannerStyle>><img class="resize" src="img/misc/bannerGold.png"><</replace>><<set $bannerstyle to "gold">><</link>>
<<else>>
| <label><span class="red">200 VrelCoins</span></label>
<</if>>
<br>
</div>
<</if>>
<div class="settingsToggleItem">
<span class="gold">Enemy Stats Display</span> <mouse class = "tooltip linkBlue">(?)<span>As you enter an encounter, you will be given textual descriptions for the state of the enemy. The toggle here allows you to see exactly what number the enemy's stats are at.</span></mouse>
<br>
<label>Show exact numbers <<radiobutton "$enemystatstyle" "full" autocheck>></label> |
<label>Show only description <<radiobutton "$enemystatstyle" "default" autocheck>></label>
<br>
</div>
<div class="settingsToggleItem">
<span class="gold">Meme Text expanded</span>
<br>
<label>
<<checkbox "$dpctext" 0 1 autocheck>> Enable Additional Unofficial Dol+ Text <mouse class = "tooltip linkBlue">(?)<span>Added scenes with favorite contributors from dol+ </span></mouse>
</label>
</div>
<div class="settingsToggleItem">
<span class="gold">Realistic Clothing Transparency</span>
<br>
<label>
<<checkbox "$realisticTransparency" 0 1 autocheck>> Enable Realistic Clothing Transparency <mouse class = "tooltip linkBlue">(?)<span>In Vanilla, most clothes go transparent. This toggle changes it so it is based on the type of material it is usually made with.</span></mouse>
</label>
</div>
<div class="settingsToggleItem numberslider-inline">
<span class="gold">Wardrobe Capacity Multiplier</span>
<br>
<div class="small-description">Modifies the capacity of wardrobes.</div>
<<numberslider "$wardrobeMult" $wardrobeMult 1 20 1>>
</div>
<div class="settingsToggleItem">
<span class="gold">Bike Settings</span>
<br>
<label>
<<checkbox "$bikePersistentLocation" 0 1 autocheck>> Enable Persistent Bike Location <mouse class = "tooltip linkBlue">(?)<span>When enabled, the game will keep track of where you left the bike and you'll only be able to use it again there. When disabled, you will be able to use it from any elligible location.</span></mouse>
</label>
<br>
<label>
<<checkbox "$bikeSecurity" 0 1 autocheck>> Enable Bike Security <mouse class = "tooltip linkBlue">(?)<span>When enabled, your bike will have the risk of getting stolen every midnight and you will have access to security upgrades. When disabled, your bike will never get stolen.</span></mouse>
</label>
</div>
<div class="settingsToggleItem">
<span class="gold">Combat Time Pass
<mouse class="tooltip linkBlue">(?)<span>How many seconds each turn of combat takes. Default is 10. Range 1 - 1000000</span></mouse>
</span><br>
<<numberbox "$combatTimePass" $combatTimePass>>
</div>
<div class="settingsToggleItem numberslider-inline">
<span class="gold">Deposit Max Weeks</span>
<br>
<div class="small-description">How many weeks you can put down a deposit for. Setting it to 0 means unlimited.</div>
<<numberslider "$depositMax" $depositMax 0 12 1>>
</div>
<div class="settingsToggleItem numberslider-inline">
<span class="gold">Deposit Withdrawal Fee (%)</span>
<br>
<div class="small-description">How much of your deposit is cut as withdrawal fees if you decide to withdraw.</div>
<<numberslider "$depositWithdrawalFee" $depositWithdrawalFee 0 100 5>>
</div>
<div class="settingsToggleItem numberslider-inline">
<span class="gold">Parasite Tank/Barn Capacity Multiplier</span>
<br>
<div class="small-description">Modifies the capacity of parasite tank and barn.</div>
<<numberslider "$parasiteCapMult" $parasiteCapMult 1 10 1>>
</div>
</div>
</div>
<hr>
<div id="dolpTabSettings">
<<allDoLPSettings>>
</div>
<div id="subsectionDiv">
<<rebalanceSettings>>
</div>
<br>
<<link "Top of Page">>
<<script>>
document.body.scrollTop = 0;
document.documentElement.scrollTop = 0;
<</script>>
<</link>>
<div style="clear:both;">/*Keep at end of toggles*/</div>
<</widget>>
<<widget "rebalanceSettings">>
<div class="solidBorderContainer settings-container">
<div class="settingsGrid">
<div class="settingsHeader">
Rebalancing Settings
</div>
<div class="settingsToggleItem">
<span class="gold">Core Characteristics</span>
<br>
<label>
<<checkbox "$tirednessMaxScalingToggle" 0 1 autocheck>> Enable Tiredness Max Scaling <mouse class = "tooltip linkBlue">(?)<span>Tiredness max will now increase with your physique.</span></mouse>
</label>
<br>
<label>
<<checkbox "$stressMaxScalingToggle" 0 1 autocheck>> Enable Stress Max Scaling <mouse class = "tooltip linkBlue">(?)<span>Stress max will now increase with your willpower.</span></mouse>
</label>
<br>
<label>
<<checkbox "$athleticsFitnessToggle" 0 1 autocheck>> Enable Athletics Fitness <mouse class = "tooltip linkBlue">(?)<span>Athletics will now decrease tiredness gain.</span></mouse>
</label>
</div>
<div class="settingsToggleItem">
<span class="gold">Maths Trait buffs</span>
<br>
<label>
<<checkbox "$mathsTraitBuffs.antiques" 0 1 autocheck>> Enable Antique Price Buff <mouse class = "tooltip linkBlue">(?)<span>Antique prices will now be affected by the maths trait buff.</span></mouse>
</label>
<br>
<label>
<<checkbox "$mathsTraitBuffs.stolen" 0 1 autocheck>> Enable Stolen Goods Price Buff <mouse class = "tooltip linkBlue">(?)<span>Stolen goods prices will now be affected by the maths trait buff.</span></mouse>
</label>
<br>
<label>
<<checkbox "$mathsTraitBuffs.market" 0 1 autocheck>> Enable Market Stall Price Buff <mouse class = "tooltip linkBlue">(?)<span>Market stall prices will now be affected by the maths trait buff.</span></mouse>
</label>
</div>
<div class="settingsToggleItem">
<span class="gold">History Trait buffs</span>
<br>
<label>
<<checkbox "$historyTraitBuffs.improvedChances" 0 1 autocheck>> Enable Antique Chance Buff <mouse class = "tooltip linkBlue">(?)<span>The chances to get antiques in certain locations will be buffed.</span></mouse>
</label>
</div>
<div class="settingsToggleItem">
<span class="gold">Animal TF Buffs and Nerfs</span>
<br>
<label>
<<checkbox "$DoLPTFBuffs" 0 1 autocheck>> Enable Animal TF Buffs and Nerfs <mouse class = "tooltip linkBlue">(?)<span>Every animal TF will various buffs and nerfs to certain stats and skills. </span></mouse>
</label>
</div>
<div class="settingsToggleItem">
<span class="gold">Vanilla Substance Rebalance</span>
<br>
<label>
<<checkbox "$substanceRebalance" 0 1 autocheck>> Enable Vanilla Substance Rebalance <mouse class = "tooltip linkBlue">(?)<span>In Vanilla, the effects of alcohol, hallucinogens and aphrodisiacs are rather disappointing. This attempts to rebalance and extend their effects.</span></mouse>
</label>
</div>
<div class="settingsToggleItem">
<span class="gold">Dancing Rebalance</span>
<br>
<label>
<<checkbox "$dancingRebalance" 0 1 autocheck>> Enable Dancing Rebalance <mouse class = "tooltip linkBlue">(?)<span>In Vanilla, dancing is rather difficult or a pain in the ass to manage and keep it profitable while still staying safe. The rebalance attempts to make it so it's viable to make dancing your main income with high enough skills.</span></mouse>
</label>
</div>
<div class="settingsToggleItem numberslider-inline">
<span class="gold">Produce Yield <mouse class = "tooltip linkBlue">(?)<span>Bottles of Milk, Truffles and Eggs.</span></mouse></span>
<br>
<div class="small-description">Modifies the amount of produce. 100% is balanced around 500% plot yield.
<<numberslider "$produce_yield_factor" $produce_yield_factor 10 200 10>>
</div>
</div>
</div>
<hr>
<div class="settingsGrid">
<div class="settingsHeader">
Grind Settings
</div>
<div class="settingsToggleItem">
<label>
<<checkbox "$easyHousekeeping" 0 1 autocheck>> Enable Easy Housekeeping <mouse class = "tooltip linkBlue">(?)<span>In Vanilla, each housekeeping action has an upper cap where it will stop increasing housekeeping skill. Enabling this toggle disables this upper cap and you will always gain housekeeping skill.</span></mouse>
</label>
</div>
<div class="settingsToggleItem">
<span class="gold">Stat Gain Reduction Multiplier</span>
<br>
<div class="small-description">Reduces stat gain. 100% means normal stat gains.
<<numberslider "$statGainReductionMult" $statGainReductionMult 1 100 1>>
</div>
</div>
<div class="settingsToggleItem numberslider-inline">
<span class="gold">Beauty Gain</span>
<br>
<label>
<<checkbox "$stressBeauty" 0 1 autocheck>> Enable Low Stress Beauty Gain <mouse class = "tooltip linkBlue">(?)<span>In Vanilla, only low trauma increases beauty. This makes it so low stress also increases beauty.</span></mouse>
</label>
<div class="small-description">Modifies your daily beauty gain.
<<numberslider "$beautyMult" $beautyMult 1 10 1>>
</div>
</div>
</div>
</div>
<</widget>>
<<widget "npcDoLPSettings">>
<div class="solidBorderContainer settings-container">
<div class="settingsGrid">
<div class="settingsHeader">
NPC Multi-Orgasm
</div>
<div class="settingsToggleItem">
<label>
<<checkbox "$multiOrgasmToggle" 0 1 autocheck>> Enable NPC multi-orgasm <mouse class = "tooltip linkBlue">(?)<span>Generic NPCs will be able to orgasm multiple times.</span></mouse>
</label>
</div>
<div class="settingsToggleItem">
<label>
<<checkbox "$NNPCMultiOrgasmToggle" 0 1 autocheck>> Enable NNPC multi-orgasm <mouse class = "tooltip linkBlue">(?)<span>Named NPCs will be able to orgasm multiple times.</span></mouse>
</label>
</div>
<div class="settingsToggleItem">
<label>
<<checkbox "$multiOrgasmLustScaling" 0 1 autocheck>> Enable NNPC lust scaling <mouse class = "tooltip linkBlue">(?)<span>Named NPCs will get +1 to max orgasm per 20 lust.</span></mouse>
</label>
</div>
</div>
<hr>
<div class="settingsGrid">
<div class="settingsHeader">
NPC Multipliers
</div>
<div class="settingsToggleItem numberslider-inline">
<span class="gold">NPC Health Max Multiplier (%)
<mouse class="tooltip linkBlue">(?)<span>Multiplies the health max of human enemies. Range 1 - 1000000</span></mouse>
</span>
<<numberbox "$npcHealthMult" $npcHealthMult>>
</div>
<div class="settingsToggleItem numberslider-inline">
<span class="gold">NPC Arousal Max Multiplier (%)
<mouse class="tooltip linkBlue">(?)<span>Multiplies the arousal max of human enemies. Range 1 - 1000000</span></mouse>
</span>
<<numberbox "$npcArousalMult" $npcArousalMult>>
</div>
</div>
<hr>
<div class="settingsGrid">
<div class="settingsHeader">
NPCs Stealing Money Settings
</div>
<div class="settingsToggleItem">
<<checkbox "$npcStealMoneyToggle" 0 1 autocheck>> Enable NPCs stealing your money.
<mouse class="tooltip linkBlue">(?)<span>Will only happen if the NPC is angry.</span></mouse>
</div>
<div class="settingsToggleItem numberslider-inline">
<span class="gold">NPC Stolen Money Percentage (%)
<mouse class="tooltip linkBlue">(?)<span>The percentage of your money NPCs will steal.</span></mouse>
</span>
<<numberslider "$npcStealMoneyPercentage" $npcStealMoneyPercentage 1 100 1>>
</div>
</div>
<hr>
<div class="settingsGrid">
<div class="settingsHeader">
NPC Flavor Generation Settings
</div>
<div class="settingsToggleItem">
<span class="gold">NPC Description Generation</span> <mouse class = "tooltip linkBlue">(?)<span>In Vanilla, their descriptions are tied to their levels which may cause every NPC to appear as Demons with really high level scaling. Randomized will completely randomize this.</span></mouse>
<br>
<label>Vanilla <<radiobutton "$npcDescGenType" "vanilla" autocheck>></label> |
<label>Randomized <<radiobutton "$npcDescGenType" "randomized" autocheck>></label>
<br>
<<checkbox "$npcDescDemonDisable" 0 1 autocheck>> Disable Demon descriptions.
<mouse class="tooltip linkBlue">(?)<span>Prevents Demon and Minor Demon descriptions.</span></mouse>
<br>
</div>
<div class="settingsToggleItem">
<span class="gold">NPC Breast Generation</span> <mouse class = "tooltip linkBlue">(?)<span>In Vanilla, their breast sizes are tied to their levels which may cause every NPC to have huge breast sizes with really high level scaling. Randomized will completely randomize this.</span></mouse>
<br>
<label>Vanilla <<radiobutton "$npcBreastGenType" "vanilla" autocheck>></label> |
<label>Randomized <<radiobutton "$npcBreastGenType" "randomized" autocheck>></label>
<br>
</div>
<div class="settingsToggleItem">
<span class="gold">NPC Penis Generation</span> <mouse class = "tooltip linkBlue">(?)<span>In Vanilla, level 19-20 NPCs are forced to have max size penises. Randomized will completely randomize this.</span></mouse>
<br>
<label>Vanilla <<radiobutton "$npcPenisGenType" "vanilla" autocheck>></label> |
<label>Randomized <<radiobutton "$npcPenisGenType" "randomized" autocheck>></label>
<br>
</div>
</div>
</div>
<</widget>>
<<widget "beastDoLPSettings">>
<div class="solidBorderContainer settings-container">
<div class="settingsGrid">
<div class="settingsHeader">
Beast Multi-Orgasm
</div>
<div class="settingsToggleItemWide">
<label>
<<checkbox "$beastMultiOrgasmToggle" 0 1 autocheck>> Enable beast multi-orgasm <mouse class = "tooltip linkBlue">(?)<span>Beasts will be able to orgasm multiple times.</span></mouse>
</label>
</div>
</div>
<hr>
<div class="settingsGrid">
<div class="settingsHeader">
Beast Gangbangs
</div>
<div class="settingsToggleItemWide">
<label>
<<checkbox "$beastGroupFight" 0 1 autocheck>> Enable Beast Gangbangs <mouse class = "tooltip linkBlue">(?)<span>When enabled, multi-beast encounters will behave the same as gangbangs.</span></mouse>
</label>
</div>
</div>
<hr>
<div class="settingsGrid">
<div class="settingsHeader">
Beast Multipliers
</div>
<div class="settingsToggleItem numberslider-inline">
<span class="gold">Beast Health Max Multiplier (%)
<mouse class="tooltip linkBlue">(?)<span>Multiplies the health max of beast enemies. Range 1 - 1000000</span></mouse>
</span>
<<numberbox "$beastHealthMult" $beastHealthMult>>
</div>
<div class="settingsToggleItem numberslider-inline">
<span class="gold">Beast Arousal Max Multiplier (%)
<mouse class="tooltip linkBlue">(?)<span>Multiplies the arousal max of beast enemies. Range 1 - 1000000</span></mouse>
</span>
<<numberbox "$beastArousalMult" $beastArousalMult>>
</div>
</div>
</div>
<</widget>>
<<widget "loadAllFeats">>
<div id="featsBeginLoadingText">
Running some basic checks...
<br>
</div>
<div id="featsBeginButton" class="hidden">
<span id="featsBeginText"></span> Once you click "begin", please avoid refreshing the game, you will have to run the process again.
<br><br>
Exported saves are excluded from this process, unless you first import and make a local save of them.
<br>
<<link "Begin">>
<<replace "#startCaption">><</replace>>
<<replace "#settingsStart">><<loadingAllFeats>><</replace>>
<</link>>
</div>
<<run $(() => {wikifier("featsMergePre")})>>
<br><br>
<<link "Cancel">>
<<replace "#settingsStart">><<settingsStart>><</replace>>
<</link>>
<</widget>>
<<widget "loadingAllFeats">>
<div id="featsLoadingMeter" class="meter">
<div class="greenbar" style="width:0%"></div>
<span id="featsLoadingText">0 out of _saveDataImportCount saves checked.</span>
</div>
<br><br>
<div id="featsFinishButton" class="hidden">
<<link "Next">>
<<setupFeats true>>
<<replace "#startCaption">><<startCaption>><</replace>>
<<replace "#settingsStart">><<settingsStart>><</replace>>
<</link>>
</div>
<<run $(() => {wikifier("featsMerge")})>>
<</widget>><<if $options.images is 1>>
<span id="bannerStyle">
<<if $feats.allSaves.points isnot undefined>>
<<if ($feats.allSaves.points gte 200 and $bannerstyleintro.gold is false) or $bannerstyle is "gold">>
<<set $bannerstyleintro.gold to true>>
<<set $bannerstyleintro.silver to true>>
<<set $bannerstyleintro.bronze to true>>
<<set $bannerstyleintro.blood to true>>
<<set $bannerstyleintro.alien to true>>
<img class="resize" src="img/misc/bannerGold.png">
<<elseif ($feats.allSaves.points gte 150 and $bannerstyleintro.silver is false) or $bannerstyle is "silver">>
<<set $bannerstyleintro.silver to true>>
<<set $bannerstyleintro.bronze to true>>
<<set $bannerstyleintro.blood to true>>
<<set $bannerstyleintro.alien to true>>
<img class="resize" src="img/misc/bannerSilver.png">
<<elseif ($feats.allSaves.points gte 100 and $bannerstyleintro.bronze is false) or $bannerstyle is "bronze">>
<<set $bannerstyleintro.bronze to true>>
<<set $bannerstyleintro.blood to true>>
<<set $bannerstyleintro.alien to true>>
<img class="resize" src="img/misc/bannerBronze.png">
<<elseif ($feats.allSaves.points gte 50 and $bannerstyleintro.blood is false) or $bannerstyle is "blood">>
<<set $bannerstyleintro.blood to true>>
<<set $bannerstyleintro.alien to true>>
<img class="resize" src="img/misc/bannerBlood.png">
<<elseif ($feats.allSaves.points gte 25 and $bannerstyleintro.alien is false) or $bannerstyle is "alien">>
<<set $bannerstyleintro.alien to true>>
<img class="resize" src="img/misc/bannerAlien.png">
<<elseif $bannerstyle is "none">>
<<else>>
<img class="resize" src="img/misc/banner.png">
<</if>>
<<elseif $bannerstyle is "none">>
<<else>>
<img class="resize" src="img/misc/banner.png">
<</if>>
</span>
<</if>>
<<settings>><<attitudes>>
<<set $attitudesControl.showGoldLink to "false">>
<div class="settingsGrid">
<<button [[Confirm|$attitudesExitPassage]]>>
<<unset $attitudesExitPassage>>
<<run DefaultActions.save(T.defaultActions)>>
<<if $LIChanged>>
<<unset $LIChanged>>
<<set $stress += 2000>><<set $trauma += 600>>
<</if>>
<</button>>
</div>
<br><<widget "chestdifficulty">>
<<if $checkstyle is "skillname" or $statdisable is "t">>
<<elseif (990 - ($enemytrust * 10) - currentSkillValue("chestskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<span class="green">(Very Easy)</span>
<<elseif (800 - ($enemytrust * 10) - currentSkillValue("chestskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<span class="teal">(Easy)</span>
<<elseif (600 - ($enemytrust * 10) - currentSkillValue("chestskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<span class="lblue">(Medium)</span>
<<elseif (400 - ($enemytrust * 10) - currentSkillValue("chestskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<span class="blue">(Challenging)</span>
<<elseif (200 - ($enemytrust * 10) - currentSkillValue("chestskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<span class="purple">(Hard)</span>
<<elseif (1 - ($enemytrust * 10) - currentSkillValue("chestskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<span class="pink">(Very Hard)</span>
<<else>>
<span class="red">(Impossible)</span>
<</if>>
<</widget>>
<<widget "seductiondifficulty">><<silently>>
<<if $statdisable is "t">>
<<set _text_output to "">>
<<elseif $combat is 1>>
<<if $checkstyle is "skillname">>
<<set _text_output to "">>
<<elseif _args[0] is true>>
<<if (990 - ($enemytrust * 10) - currentSkillValue("seductionskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<<set _text_output to '(Very Easy)'>>
<<elseif (800 - ($enemytrust * 10) - currentSkillValue("seductionskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<<set _text_output to '(Easy)'>>
<<elseif (600 - ($enemytrust * 10) - currentSkillValue("seductionskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<<set _text_output to '(Medium)'>>
<<elseif (400 - ($enemytrust * 10) - currentSkillValue("seductionskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<<set _text_output to '(Challenging)'>>
<<elseif (200 - ($enemytrust * 10) - currentSkillValue("seductionskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<<set _text_output to '(Hard)'>>
<<elseif (1 - ($enemytrust * 10) - currentSkillValue("seductionskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<<set _text_output to '(Very Hard)'>>
<<else>>
<<set _text_output to '(Impossible)'>>
<</if>>
<<else>>
<<if (990 - ($enemytrust * 10) - currentSkillValue("seductionskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<<set _text_output to '<span class="green">(Very Easy)</span>'>>
<<elseif (800 - ($enemytrust * 10) - currentSkillValue("seductionskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<<set _text_output to '<span class="teal">(Easy)</span>'>>
<<elseif (600 - ($enemytrust * 10) - currentSkillValue("seductionskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<<set _text_output to '<span class="lblue">(Medium)</span>'>>
<<elseif (400 - ($enemytrust * 10) - currentSkillValue("seductionskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<<set _text_output to '<span class="blue">(Challenging)</span>'>>
<<elseif (200 - ($enemytrust * 10) - currentSkillValue("seductionskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<<set _text_output to '<span class="purple">(Hard)</span>'>>
<<elseif (1 - ($enemytrust * 10) - currentSkillValue("seductionskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<<set _text_output to '<span class="pink">(Very Hard)</span>'>>
<<else>>
<<set _text_output to '<span class="red">(Impossible)</span>'>>
<</if>>
<</if>>
<<else>>
<<if $checkstyle is "skillname">>
<<set _text_output to ` | <span class="lewd">Seduction</span>`>>
<<else>>
<<set _text_output to ` | <span class="lewd">Seduction</span>: `>>
<<if 990 - currentSkillValue("seductionskill") - ($attractiveness / 10) lte -100>>
<<set _text_output += '<span class="green">(Very Easy)</span>'>>
<<elseif 800 - currentSkillValue("seductionskill") - ($attractiveness / 10) lte -100>>
<<set _text_output += '<span class="teal">(Easy)</span>'>>
<<elseif 600 - currentSkillValue("seductionskill") - ($attractiveness / 10) lte -100>>
<<set _text_output += '<span class="lblue">(Medium)</span>'>>
<<elseif 400 - currentSkillValue("seductionskill") - ($attractiveness / 10) lte -100>>
<<set _text_output += '<span class="blue">(Challenging)</span>'>>
<<elseif 200 - currentSkillValue("seductionskill") - ($attractiveness / 10) lte -100>>
<<set _text_output += '<span class="purple">(Hard)</span>'>>
<<elseif 1 - currentSkillValue("seductionskill") - ($attractiveness / 10) lte -100>>
<<set _text_output += '<span class="pink">(Very Hard)</span>'>>
<<else>>
<<set _text_output += '<span class="red">(Impossible)</span>'>>
<</if>>
<</if>>
<</if>>
<</silently>><<if _text_output and _args[0] isnot true>><<print _text_output>><</if>>
<</widget>>
<<widget "oraldifficulty">>
<<if $checkstyle is "skillname" or $statdisable is "t">>
<<elseif (990 - ($enemytrust * 10) - currentSkillValue("oralskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<span class="green">(Very Easy)</span>
<<elseif (800 - ($enemytrust * 10) - currentSkillValue("oralskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<span class="teal">(Easy)</span>
<<elseif (600 - ($enemytrust * 10) - currentSkillValue("oralskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<span class="lblue">(Medium)</span>
<<elseif (400 - ($enemytrust * 10) - currentSkillValue("oralskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<span class="blue">(Challenging)</span>
<<elseif (200 - ($enemytrust * 10) - currentSkillValue("oralskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<span class="purple">(Hard)</span>
<<elseif (1 - ($enemytrust * 10) - currentSkillValue("oralskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<span class="pink">(Very Hard)</span>
<<else>>
<span class="red">(Impossible)</span>
<</if>>
<</widget>>
<<widget "vaginaldifficulty">>
<<if $checkstyle is "skillname" or $statdisable is "t">>
<<elseif (990 - ($enemytrust * 10) - currentSkillValue("vaginalskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<span class="green">(Very Easy)</span>
<<elseif (800 - ($enemytrust * 10) - currentSkillValue("vaginalskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<span class="teal">(Easy)</span>
<<elseif (600 - ($enemytrust * 10) - currentSkillValue("vaginalskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<span class="lblue">(Medium)</span>
<<elseif (400 - ($enemytrust * 10) - currentSkillValue("vaginalskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<span class="blue">(Challenging)</span>
<<elseif (200 - ($enemytrust * 10) - currentSkillValue("vaginalskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<span class="purple">(Hard)</span>
<<elseif (1 - ($enemytrust * 10) - currentSkillValue("vaginalskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<span class="pink">(Very Hard)</span>
<<else>>
<span class="red">(Impossible)</span>
<</if>>
<</widget>>
<<widget "analdifficulty">>
<<if $checkstyle is "skillname" or $statdisable is "t">>
<<elseif (990 - ($enemytrust * 10) - currentSkillValue("analskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<span class="green">(Very Easy)</span>
<<elseif (800 - ($enemytrust * 10) - currentSkillValue("analskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<span class="teal">(Easy)</span>
<<elseif (600 - ($enemytrust * 10) - currentSkillValue("analskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<span class="lblue">(Medium)</span>
<<elseif (400 - ($enemytrust * 10) - currentSkillValue("analskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<span class="blue">(Challenging)</span>
<<elseif (200 - ($enemytrust * 10) - currentSkillValue("analskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<span class="purple">(Hard)</span>
<<elseif (1 - ($enemytrust * 10) - currentSkillValue("analskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<span class="pink">(Very Hard)</span>
<<else>>
<span class="red">(Impossible)</span>
<</if>>
<</widget>>
<<widget "handdifficulty">>
<<if $checkstyle is "skillname" or $statdisable is "t">>
<<elseif (990 - ($enemytrust * 10) - currentSkillValue("handskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<span class="green">(Very Easy)</span>
<<elseif (800 - ($enemytrust * 10) - currentSkillValue("handskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<span class="teal">(Easy)</span>
<<elseif (600 - ($enemytrust * 10) - currentSkillValue("handskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<span class="lblue">(Medium)</span>
<<elseif (400 - ($enemytrust * 10) - currentSkillValue("handskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<span class="blue">(Challenging)</span>
<<elseif (200 - ($enemytrust * 10) - currentSkillValue("handskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<span class="purple">(Hard)</span>
<<elseif (1 - ($enemytrust * 10) - currentSkillValue("handskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<span class="pink">(Very Hard)</span>
<<else>>
<span class="red">(Impossible)</span>
<</if>>
<</widget>>
<<widget "feetdifficulty">>
<<if $checkstyle is "skillname" or $statdisable is "t">>
<<elseif (990 - ($enemytrust * 10) - currentSkillValue("feetskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<span class="green">(Very Easy)</span>
<<elseif (800 - ($enemytrust * 10) - currentSkillValue("feetskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<span class="teal">(Easy)</span>
<<elseif (600 - ($enemytrust * 10) - currentSkillValue("feetskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<span class="lblue">(Medium)</span>
<<elseif (400 - ($enemytrust * 10) - currentSkillValue("feetskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<span class="blue">(Challenging)</span>
<<elseif (200 - ($enemytrust * 10) - currentSkillValue("feetskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<span class="purple">(Hard)</span>
<<elseif (1 - ($enemytrust * 10) - currentSkillValue("feetskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<span class="pink">(Very Hard)</span>
<<else>>
<span class="red">(Impossible)</span>
<</if>>
<</widget>>
<<widget "bottomdifficulty">>
<<if $checkstyle is "skillname" or $statdisable is "t">>
<<elseif (990 - ($enemytrust * 10) - currentSkillValue("bottomskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<span class="green">(Very Easy)</span>
<<elseif (800 - ($enemytrust * 10) - currentSkillValue("bottomskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<span class="teal">(Easy)</span>
<<elseif (600 - ($enemytrust * 10) - currentSkillValue("bottomskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<span class="lblue">(Medium)</span>
<<elseif (400 - ($enemytrust * 10) - currentSkillValue("bottomskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<span class="blue">(Challenging)</span>
<<elseif (200 - ($enemytrust * 10) - currentSkillValue("bottomskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<span class="purple">(Hard)</span>
<<elseif (1 - ($enemytrust * 10) - currentSkillValue("bottomskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<span class="pink">(Very Hard)</span>
<<else>>
<span class="red">(Impossible)</span>
<</if>>
<</widget>>
<<widget "thighdifficulty">>
<<if $checkstyle is "skillname" or $statdisable is "t">>
<<elseif (990 - ($enemytrust * 10) - currentSkillValue("thighskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<span class="green">(Very Easy)</span>
<<elseif (800 - ($enemytrust * 10) - currentSkillValue("thighskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<span class="teal">(Easy)</span>
<<elseif (600 - ($enemytrust * 10) - currentSkillValue("thighskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<span class="lblue">(Medium)</span>
<<elseif (400 - ($enemytrust * 10) - currentSkillValue("thighskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<span class="blue">(Challenging)</span>
<<elseif (200 - ($enemytrust * 10) - currentSkillValue("thighskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<span class="purple">(Hard)</span>
<<elseif (1 - ($enemytrust * 10) - currentSkillValue("thighskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<span class="pink">(Very Hard)</span>
<<else>>
<span class="red">(Impossible)</span>
<</if>>
<</widget>>
<<widget "peniledifficulty">>
<<if $checkstyle is "skillname" or $statdisable is "t">>
<<elseif (990 - ($enemytrust * 10) - currentSkillValue("penileskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<span class="green">(Very Easy)</span>
<<elseif (800 - ($enemytrust * 10) - currentSkillValue("penileskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<span class="teal">(Easy)</span>
<<elseif (600 - ($enemytrust * 10) - currentSkillValue("penileskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<span class="lblue">(Medium)</span>
<<elseif (400 - ($enemytrust * 10) - currentSkillValue("penileskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<span class="blue">(Challenging)</span>
<<elseif (200 - ($enemytrust * 10) - currentSkillValue("penileskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<span class="purple">(Hard)</span>
<<elseif (1 - ($enemytrust * 10) - currentSkillValue("penileskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>>
<span class="pink">(Very Hard)</span>
<<else>>
<span class="red">(Impossible)</span>
<</if>>
<</widget>>
<<widget "skulduggerycheck">>
<<set $skulduggeryroll to random(1, 1000)>>
<<set _skulduggery to currentSkillValue('skulduggery')>>
<<set $skulduggerysuccess to 0>>
<<if _skulduggery gte $skulduggerydifficulty>>
<<set $skulduggerysuccess to 1>>
<<elseif (_skulduggery + 100) gte $skulduggerydifficulty and $skulduggeryroll gte 100>>
<<set $skulduggerysuccess to 1>>
<<elseif (_skulduggery + 200) gte $skulduggerydifficulty and $skulduggeryroll gte 300>>
<<set $skulduggerysuccess to 1>>
<<elseif (_skulduggery + 300) gte $skulduggerydifficulty and $skulduggeryroll gte 500>>
<<set $skulduggerysuccess to 1>>
<<elseif (_skulduggery + 400) gte $skulduggerydifficulty and $skulduggeryroll gte 700>>
<<set $skulduggerysuccess to 1>>
<<elseif (_skulduggery + 500) gte $skulduggerydifficulty and $skulduggeryroll gte 900>>
<<set $skulduggerysuccess to 1>>
<</if>>
<<if $temple_burden gte random(1, 100)>>
<<set $skulduggerysuccess to 0>>
<</if>>
<<if _args[0] isnot "silent">>
<<if $skulduggerysuccess is 1>>
<span class="green">You succeed in your skulduggery.</span>
<<else>>
<span class="red">You fail in your skulduggery.</span>
<</if>>
<</if>>
<</widget>>
<<widget "skulduggerydifficulty">>
<<if $statdisable is "f">>
<<if $checkstyle is "skillname">>
| <span class="orange">Skulduggery</span>
<<else>>
<<set _skulduggery to currentSkillValue('skulduggery')>>
| <span class="orange">Skulduggery</span>:
<<if _skulduggery gte $skulduggerydifficulty>>
<span class="green">Very Easy</span>
<<elseif (_skulduggery + 100) gte $skulduggerydifficulty>>
<span class="teal">Easy</span>
<<elseif (_skulduggery + 200) gte $skulduggerydifficulty>>
<span class="lblue">Medium</span>
<<elseif (_skulduggery + 300) gte $skulduggerydifficulty>>
<span class="blue">Challenging</span>
<<elseif (_skulduggery + 400) gte $skulduggerydifficulty>>
<span class="purple">Hard</span>
<<elseif (_skulduggery + 500) gte $skulduggerydifficulty>>
<span class="pink">Very Hard</span>
<<else>>
<span class="red">Impossible</span>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "skulduggeryrequired">>
/* this widget is only called after a failed attempt at picking a lock. if a player has their skulduggery at 198 (F+) and the lock level is 199 (also F+), it would be weird to show a requirement of skulduggery level that pc clearly already achieved according to stats. to combat that, the levels here are purposefully shown higher than they actually are */
<<if $statdisable is "f">>
Skulduggery required:
<<if $lock lt 0>>
<span class="red">None</span>
<<elseif $lock is 0>>
<span class="pink">F</span>
<<elseif $lock lt 100>>
<span class="pink">F+</span>
<<elseif $lock lt 200>>
<span class="purple">D</span>
<<elseif $lock lt 300>>
<span class="purple">D+</span>
<<elseif $lock lt 400>>
<span class="blue">C</span>
<<elseif $lock lt 500>>
<span class="blue">C+</span>
<<elseif $lock lt 600>>
<span class="lblue">B</span>
<<elseif $lock lt 700>>
<span class="lblue">B+</span>
<<elseif $lock lt 800>>
<span class="teal">A</span>
<<elseif $lock lt 900>>
<span class="teal">A+</span>
<<else>>
<span class="green">S</span>
<</if>>
<</if>>
<</widget>>
<<widget "seductioncheck">>
<<if $statdisable is "f">>
Attractiveness rating:
<<if $attractiveness gte 5000>>
<span class="green">S</span>
<<elseif $attractiveness gte 4000>>
<span class="teal">A</span>
<<elseif $attractiveness gte 3000>>
<span class="lblue">B</span>
<<elseif $attractiveness gte 2000>>
<span class="blue">C</span>
<<elseif $attractiveness gte 1000>>
<span class="purple">D</span>
<<else>>
<span class="pink">F</span>
<</if>>
<br>
Seduction Skill:
<<if currentSkillValue("seductionskill") lte 0>>
<span class="red">None</span>
<<elseif currentSkillValue("seductionskill") gte 1 and currentSkillValue("seductionskill") lt 200>>
<span class="pink">F</span>
<<elseif currentSkillValue("seductionskill") gte 200 and currentSkillValue("seductionskill") lt 400>>
<span class="purple">D</span>
<<elseif currentSkillValue("seductionskill") gte 400 and currentSkillValue("seductionskill") lt 600>>
<span class="blue">C</span>
<<elseif currentSkillValue("seductionskill") gte 600 and currentSkillValue("seductionskill") lt 800>>
<span class="lblue">B</span>
<<elseif currentSkillValue("seductionskill") gte 800 and currentSkillValue("seductionskill") lt 1000>>
<span class="teal">A</span>
<<elseif currentSkillValue("seductionskill") gte 1000>>
<span class="green">S</span>
<</if>>
<br>
Overall rating:
<<if $attractiveness + (currentSkillValue("seductionskill") * 5) gte 10000>>
<span class="green">S</span>
<<set $seductionrating to 6>>
<<elseif $attractiveness + (currentSkillValue("seductionskill") * 5) gte 8000>>
<span class="teal">A</span>
<<set $seductionrating to 5>>
<<elseif $attractiveness + (currentSkillValue("seductionskill") * 5) gte 6000>>
<span class="lblue">B</span>
<<set $seductionrating to 4>>
<<elseif $attractiveness + (currentSkillValue("seductionskill") * 5) gte 4000>>
<span class="blue">C</span>
<<set $seductionrating to 3>>
<<elseif $attractiveness + (currentSkillValue("seductionskill") * 5) gte 2000>>
<span class="purple">D</span>
<<set $seductionrating to 2>>
<<else>>
<span class="pink">F</span>
<<set $seductionrating to 1>>
<</if>>
<br>
Required rating:
<<if $seductiondifficulty gte 10000>>
<span class="green">S</span>
<<set $seductionrequired to 6>>
<<elseif $seductiondifficulty gte 8000>>
<span class="teal">A</span>
<<set $seductionrequired to 5>>
<<elseif $seductiondifficulty gte 6000>>
<span class="lblue">B</span>
<<set $seductionrequired to 4>>
<<elseif $seductiondifficulty gte 4000>>
<span class="blue">C</span>
<<set $seductionrequired to 3>>
<<elseif $seductiondifficulty gte 2000>>
<span class="purple">D</span>
<<set $seductionrequired to 2>>
<<else>>
<span class="pink">F</span>
<<set $seductionrequired to 1>>
<</if>>
<<else>> <!-- Hidden stat checks -->
<<if $attractiveness + (currentSkillValue("seductionskill") * 5) gte 10000>>
<<set $seductionrating to 6>>
<<elseif $attractiveness + (currentSkillValue("seductionskill") * 5) gte 8000>>
<<set $seductionrating to 5>>
<<elseif $attractiveness + (currentSkillValue("seductionskill") * 5) gte 6000>>
<<set $seductionrating to 4>>
<<elseif $attractiveness + (currentSkillValue("seductionskill") * 5) gte 4000>>
<<set $seductionrating to 3>>
<<elseif $attractiveness + (currentSkillValue("seductionskill") * 5) gte 2000>>
<<set $seductionrating to 2>>
<<else>>
<<set $seductionrating to 1>>
<</if>>
<br>
<<if $seductiondifficulty gte 10000>>
<<set $seductionrequired to 6>>
<<elseif $seductiondifficulty gte 8000>>
<<set $seductionrequired to 5>>
<<elseif $seductiondifficulty gte 6000>>
<<set $seductionrequired to 4>>
<<elseif $seductiondifficulty gte 4000>>
<<set $seductionrequired to 3>>
<<elseif $seductiondifficulty gte 2000>>
<<set $seductionrequired to 2>>
<<else>>
<<set $seductionrequired to 1>>
<</if>>
<</if>>
<</widget>>
<<widget "physiquedifficulty">>
<<set _physiquedifficultymin to (_args[0] ? _args[0] : 1)>>
<<set _physiquedifficultymax to (_args[1] ? _args[1] : $physiquemax)>>
<<if _physiquedifficultymin gte _physiquedifficultymax>>
<<set _physiquedifficultymax to _physiquedifficultymin + 1>>
<</if>>
<<set _physique to currentSkillValue('physique')>>
<<if _args[2] is undefined and $statdisable is "f">>
<<if $checkstyle is "skillname">>
| <span class="orange">Physique</span>
<<else>>
| <span class="orange">Physique</span>:
<<set _difficulty to Math.round(Math.clamp(_physique - _physiquedifficultymin, 0, _physiquedifficultymax) / (_physiquedifficultymax - _physiquedifficultymin) * 100)>>
<<if _difficulty gt 100>>
<<set _difficulty to 100>>
<</if>>
<<skillDifficultyText _difficulty>>
<</if>>
<</if>>
<<if $temple_burden gte random(1, 100)>>
<<set _physique to 0>>
<</if>>
<<if _physique gte random(_physiquedifficultymin, _physiquedifficultymax)>>
<<set $physiqueSuccess to 1>>
<<else>>
<<set $physiqueSuccess to 0>>
<</if>>
<</widget>>
<<widget "dancedifficulty">>
<<set _dancedifficultymin to (_args[0] ? _args[0] : 1)>>
<<set _dancedifficultymax to (_args[1] ? _args[1] : 1000)>>
<<if _dancedifficultymin gte _dancedifficultymax>>
<<set _dancedifficultymax to _dancedifficultymin + 1>>
<</if>>
<<set _danceskill to currentSkillValue('danceskill')>>
<<if _args[2] is undefined and $statdisable is "f">>
<<if $checkstyle is "skillname">>
| <span class="orange">Dance</span>
<<else>>
| <span class="orange">Dance</span>:
<<set _difficulty to Math.round(Math.clamp(_danceskill - _dancedifficultymin, 0, _dancedifficultymax) / (_dancedifficultymax - _dancedifficultymin) * 100)>>
<<if _difficulty gt 100>>
<<set _difficulty to 100>>
<</if>>
<<skillDifficultyText _difficulty>>
<</if>>
<</if>>
<<if $temple_burden gte random(1, 100)>>
<<set _danceskill to 0>>
<</if>>
<<if _danceskill gte random(_dancedifficultymin, _dancedifficultymax)>>
<<set $danceSuccess to 1>>
<<else>>
<<set $danceSuccess to 0>>
<</if>>
<</widget>>
<<widget "swimmingdifficulty">>
<<set _swimmingdifficultymin to (_args[0] ? _args[0] : 1)>>
<<set _swimmingdifficultymax to (_args[1] ? _args[1] : 1000)>>
<<if _swimmingdifficultymin gte _swimmingdifficultymax>>
<<set _swimmingdifficultymax to _swimmingdifficultymin + 1>>
<</if>>
<<set _swimmingskill to currentSkillValue('swimmingskill')>>
<<if _args[2] is undefined and $statdisable is "f">>
<<if $checkstyle is "skillname">>
| <span class="orange">Swimming</span>
<<else>>
| <span class="orange">Swimming</span>:
<<set _difficulty to Math.round(Math.clamp(_swimmingskill - _swimmingdifficultymin, 0, _swimmingdifficultymax) / (_swimmingdifficultymax - _swimmingdifficultymin) * 100)>>
<<if _difficulty gt 100>>
<<set _difficulty to 100>>
<</if>>
<<skillDifficultyText _difficulty>>
<</if>>
<</if>>
<<if $temple_burden gte random(1, 100)>>
<<set _swimmingskill to 0>>
<</if>>
<<if _swimmingskill gte random(_swimmingdifficultymin, _swimmingdifficultymax)>>
<<set $swimmingSuccess to 1>>
<<else>>
<<set $swimmingSuccess to 0>>
<</if>>
<</widget>>
<<widget "athleticsdifficulty">>
<<set _athleticsdifficultymin to (_args[0] ? _args[0] : 1)>>
<<set _athleticsdifficultymax to (_args[1] ? _args[1] : 1000)>>
<<if _athleticsdifficultymin gte _athleticsdifficultymax>>
<<set _athleticsdifficultymax to _athleticsdifficultymin + 1>>
<</if>>
<<set _athletics to currentSkillValue('athletics')>>
<<if _args[2] is undefined and $statdisable is "f">>
<<if $checkstyle is "skillname">>
| <span class="orange">Athletics</span>
<<else>>
| <span class="orange">Athletics</span>:
<<set _difficulty to Math.round(Math.clamp(_athletics - _athleticsdifficultymin, 0, _athleticsdifficultymax) / (_athleticsdifficultymax - _athleticsdifficultymin) * 100)>>
<<if _difficulty gt 100>>
<<set _difficulty to 100>>
<</if>>
<<skillDifficultyText _difficulty>>
<</if>>
<</if>>
<<if $temple_burden gte random(1, 100)>>
<<set _athletics to 0>>
<</if>>
<<if _athletics gte random(_athleticsdifficultymin, _athleticsdifficultymax)>>
<<set $athleticsSuccess to 1>>
<<else>>
<<set $athleticsSuccess to 0>>
<</if>>
<</widget>>
<<widget "willpowerdifficulty">>
<<set _willpowerdifficultymin to (_args[0] ? _args[0] : 1)>>
<<set _willpowerdifficultymax to (_args[1] ? _args[1] : $willpowermax)>>
<<if _willpowerdifficultymin gte _willpowerdifficultymax>>
<<set _willpowerdifficultymax to _willpowerdifficultymin + 1>>
<</if>>
<<set _willpower to currentSkillValue('willpower')>>
<<if $statdisable is "f">>
<<if _args[2] is undefined>>
<<if $checkstyle is "skillname">>
| <span class="orange">Willpower</span>
<<else>>
| <span class="orange">Willpower</span>:
<<set _difficulty to Math.round(Math.clamp(_willpower - _willpowerdifficultymin, 0, _willpowerdifficultymax) / (_willpowerdifficultymax - _willpowerdifficultymin) * 100)>>
<<if _difficulty gt 100>>
<<set _difficulty to 100>>
<</if>>
<<skillDifficultyText _difficulty>>
<</if>>
<<elseif _args[2] is "combat">>
<<if $checkstyle is "skillname">>
<<elseif _difficulty gte 100>>
<span class="green">(Very Easy)</span>
<<elseif _difficulty gte 80>>
<span class="teal">(Easy)</span>
<<elseif _difficulty gte 60>>
<span class="lblue">(Medium)</span>
<<elseif _difficulty gte 40>>
<span class="blue">(Challenging)</span>
<<elseif _difficulty gte 20>>
<span class="purple">(Hard)</span>
<<elseif _difficulty gte 1>>
<span class="pink">(Very Hard)</span>
<<else>>
<span class="red">(Impossible)</span>
<</if>>
<</if>>
<</if>>
<<if $temple_burden gte random(1, 100)>>
<<set _willpower to 0>>
<</if>>
<<if _willpower gte random(_willpowerdifficultymin, _willpowerdifficultymax)>>
<<set $willpowerSuccess to 1>>
<<else>>
<<set $willpowerSuccess to 0>>
<</if>>
<</widget>>
<<widget "tendingdifficulty">>
<<set _tendingdifficultymin to (_args[0] ? _args[0] : 1)>>
<<set _tendingdifficultymax to (_args[1] ? _args[1] : 1000)>>
<<if _tendingdifficultymin gte _tendingdifficultymax>>
<<set _tendingdifficultymax to _tendingdifficultymin + 1>>
<</if>>
<<set _tending to currentSkillValue('tending')>>
<<if _args[2] is undefined and $statdisable is "f">>
<<if $checkstyle is "skillname">>
| <span class="orange">Tending</span>
<<else>>
| <span class="orange">Tending</span>:
<<set _difficulty to Math.round(Math.clamp(_tending - _tendingdifficultymin, 0, _tendingdifficultymax) / (_tendingdifficultymax - _tendingdifficultymin) * 100)>>
<<if _difficulty gt 100>>
<<set _difficulty to 100>>
<</if>>
<<skillDifficultyText _difficulty>>
<</if>>
<</if>>
<<if $temple_burden gte random(1, 100)>>
<<set _tending to 0>>
<</if>>
<<if _tending gte random(_tendingdifficultymin, _tendingdifficultymax)>>
<<set $tendingSuccess to 1>>
<<else>>
<<set $tendingSuccess to 0>>
<</if>>
<</widget>>
<<widget "housekeepingdifficulty">>
<<set _housekeepingdifficultymin to (_args[0] ? _args[0] : 1)>>
<<set _housekeepingdifficultymax to (_args[1] ? _args[1] : 1000)>>
<<if _housekeepingdifficultymin gte _housekeepingdifficultymax>>
<<set _housekeepingdifficultymax to _housekeepingdifficultymin + 1>>
<</if>>
<<set _housekeeping to currentSkillValue('housekeeping')>>
<<if _args[2] is undefined and $statdisable is "f">>
<<if $checkstyle is "skillname">>
| <span class="orange">Housekeeping</span>
<<else>>
| <span class="orange">Housekeeping</span>:
<<set _difficulty to Math.round(Math.clamp(_housekeeping - _housekeepingdifficultymin, 0, _housekeepingdifficultymax) / (_housekeepingdifficultymax - _housekeepingdifficultymin) * 100)>>
<<if _difficulty gt 100>>
<<set _difficulty to 100>>
<</if>>
<<skillDifficultyText _difficulty>>
<</if>>
<</if>>
<<if $temple_burden gte random(1, 100)>>
<<set _housekeeping to 0>>
<</if>>
<<if _housekeeping gte random(_housekeepingdifficultymin, _housekeepingdifficultymax)>>
<<set $housekeepingSuccess to 1>>
<<else>>
<<set $housekeepingSuccess to 0>>
<</if>>
<</widget>>
<<widget "difficulty">>
<<if _args[0] and $statdisable is "f">>
| Success Chance:
<<if _args[0] gte 100>>
<span class="green"><<print _args[0]>>%</span>
<<elseif _args[0] gte 80>>
<span class="teal"><<print _args[0]>>%</span>
<<elseif _args[0] gte 60>>
<span class="lblue"><<print _args[0]>>%</span>
<<elseif _args[0] gte 40>>
<span class="blue"><<print _args[0]>>%</span>
<<elseif _args[0] gte 20>>
<span class="purple"><<print _args[0]>>%</span>
<<elseif _args[0] gte 1>>
<span class="pink"><<print _args[0]>>%</span>
<<else>>
<span class="red"><<print _args[0]>>%</span>
<</if>>
<</if>>
<</widget>>
<<widget "englishdifficulty">>
<<set _englishdifficultymin to (_args[0] ? _args[0] : 1)>>
<<set _englishdifficultymax to (_args[1] ? _args[1] : 1000)>>
<<if _englishdifficultymin gte _englishdifficultymax>>
<<set _englishdifficultymax to _englishdifficultymin + 1>>
<</if>>
<<set _english to currentSkillValue('english')>>
<<if _args[2] is undefined and $statdisable is "f">>
<<if $checkstyle is "skillname">>
| <span class="orange">English</span>
<<else>>
| <span class="orange">English</span>:
<<set _difficulty to Math.round(Math.clamp(_english - _englishdifficultymin, 0, _englishdifficultymax) / (_englishdifficultymax - _englishdifficultymin) * 100)>>
<<if _difficulty gt 100>>
<<set _difficulty to 100>>
<</if>>
<<skillDifficultyText _difficulty>>
<</if>>
<</if>>
<<if $temple_burden gte random(1, 100)>>
<<set _english to 0>>
<</if>>
<<if _english gte random(_englishdifficultymin, _englishdifficultymax)>>
<<set $englishSuccess to 1>>
<<else>>
<<set $englishSuccess to 0>>
<</if>>
<</widget>>
<!--
args[0]: skill to be checked.
args[1]: skill name to display.
args[2]: skill required to have a chance.
args[3]: skill required for 100% success rate
args[4]: hide the skill text.
-->
<<widget "skill_difficulty">>
<<set $_skill to _args[0]>>
<<if typeof $_skill is "number">>
<!-- Now we know $_skill is a valid number, we can perform our calculations safely. -->
<<set _skilldifficultymin to (_args[2] ? _args[2] : 1)>>
<<set _skilldifficultymax to (_args[3] ? _args[3] : 1000)>>
<<if _skilldifficultymin gte _skilldifficultymax>>
<<set _skilldifficultymax to _skilldifficultymin + 1>>
<</if>>
/* Note: willpower uses a different default value for skilldifficultymax */
<<if _args[4] is undefined and $statdisable is "f">>
<<if $checkstyle is "skillname">>
| <span class="orange"><<print _args[1]>></span>
<<else>>
| <span class="orange"><<print _args[1]>></span>:
<<set _difficulty to Math.round(Math.clamp($_skill - _skilldifficultymin, 0, _skilldifficultymax) / (_skilldifficultymax - _skilldifficultymin) * 100)>>
<<if _difficulty gt 100>>
<<set _difficulty to 100>>
<</if>>
<<skillDifficultyText _difficulty>>
<</if>>
<</if>>
<<else>>
<<error {
message: '<<skill_difficulty>> widget was given an invalid skill name: Not a number.',
source: `Skill value: ${_args[0]}, skill display: ${_args[1]}, minimum: ${_args[2]}, max: ${_args[3]}, hide: ${_args[4]}`
}>>
<</if>>
<</widget>>
<<widget "historyrequired">>
/* args[0] = historyTrait required
*/
<<if $statdisable is "f">>
History Grade required:
<<if _args[0] gte 1 and _args[0] lt 2>>
<span class="blue">C</span>
<<elseif _args[0] gte 2 and _args[0] lt 3>>
<span class="lblue">B</span>
<<elseif _args[0] gte 3 and _args[0] lt 4>>
<span class="teal">A</span>
<<elseif _args[0] gte 4>>
<span class="green">A*</span>
<</if>>
<</if>>
<</widget>>
<<widget "skillDifficultyText">>
<<set $_difficulty to _args[0]>>
<<if $statdisable is "f">>
<<if $_difficulty gte 100>>
<span class="green">Simple <<if $checkstyle is "percentage">>$_difficulty%<</if>></span>
<<elseif $_difficulty gte 80>>
<span class="teal">Easy <<if $checkstyle is "percentage">>$_difficulty%<</if>></span>
<<elseif $_difficulty gte 60>>
<span class="lblue">Reasonable <<if $checkstyle is "percentage">>$_difficulty%<</if>></span>
<<elseif $_difficulty gte 40>>
<span class="blue">Challenging <<if $checkstyle is "percentage">>$_difficulty%<</if>></span>
<<elseif $_difficulty gte 20>>
<span class="purple">Hard <<if $checkstyle is "percentage">>$_difficulty%<</if>></span>
<<elseif $_difficulty gte 1>>
<span class="pink">Very Hard <<if $checkstyle is "percentage">>$_difficulty%<</if>></span>
<<else>>
<span class="red">Impossible <<if $checkstyle is "percentage">>$_difficulty%<</if>></span>
<</if>>
<</if>>
<</widget>><<widget "sleep">>
<<if numberOfEarSlime() gte 2 and $earSlime.corruption is 100 and $earSlime.growth gte 50 and $earSlime.focus is "none" and !$statFreeze and !_args[0]>>
/* Doing events this way, means that npc's may still be loaded, so endevent or loading new npc's should not be done */
<<earSlimeFocusChoice>>
<</if>>
<<sleephour>>
<<if _wakeEvent and !_args[0]>>
<<sleep_clamp>>
<<switch _wakeEvent>>
<<case "slimeWakeAlleyway">><<slimeWakeAlleyway>>
<<case "slimeWakeMasturbation">><<slimeWakeMasturbation>>
<</switch>>
<<exitAll>>
<</if>>
<<ruffleHairFromSleep>>
<</widget>>
<<widget "sleephour">>
<<if random(1, 2500) is 1>>
<<set _toast to 1>>
<</if>>
<<set $sleepHoursTotal to 0>>
<<set $_bonusFatigueLoss to 0>>
<!-- wearing sleep clothes -->
<<if $worn.upper.type.includes("sleep") or $worn.lower.type.includes("sleep")>>
<<set $_bonusFatigueLoss += 20>>
<</if>>
<!-- sleeping with others -->
<<if $bedGuest or $wolfbed is 1>>
<<set $_bonusFatigueLoss += 20>>
<</if>>
<!-- bonus for sleeping with Love Interests with the Mate For Life trait -->
<<if $bedGuest and $transformationParts.traits.mateForLife isnot "disabled" and isLoveInterest($bedGuest) and !$sleepWraith>>
<<set $_bonusFatigueLoss += 30>><<set $stress -= 10>><<set $trauma -= 1>><<set $arousal += 10>>
<</if>>
<!-- wearing any non-sleep clothing disables the sleep bonus (except under_upper and under_lower and anything else not listed here) -->
<<if !["over_upper", "over_lower", "upper", "lower", "over_head", "head", "face", "neck", "hands", "handheld", "legs", "feet"].every(slot => $worn[slot].type.includes("naked") || $worn[slot].type.includes("sleep") || $worn[slot].type.includes("eerie"))>>
<<set $_bonusFatigueLoss to 0>>
<</if>>
<!-- sleeping in a poor/regular/comfy bed at home provides a -10/0/+10 bonus regardless of clothing -->
<<if ($location is "home" and $furnitureLocation is "orphanage") or ($location is "lakehouse" and $furnitureLocation is "lakehouse") or ($location is "alex_cottage" and $furnitureLocation is "farm cottage")>>
<<set $_bed to Furniture.get('bed')>>
<<if $_bed.type.includes('comfy')>>
<<set $_bonusFatigueLoss += 100>>
<<elseif $_bed.type.includes('starter')>>
<<set $_bonusFatigueLoss -= 100>>
<</if>>
<</if>>
<!-- note: every hour of sleep gives a standard 250 fatigue reduction, so this bonus may not be all that much. -->
<!-- sleephour repeats this until you have slept for the selected number of hours -->
<!-- if you select "just sleep", then you wake up when tiredness hits 0, or after 10 hours. -->
<<for $sleephour gte 1 or $sleephour lte -1>>
<<set $sleephour -= 1>>
<<switch $location>>
<<case "home">>
<<set _robin to statusCheck("Robin")>>
<<set _kylar to statusCheck("Kylar")>>
<<if $sleepWraith>>
<!-- Do nothing. Wraith mimicking Robin guarantees an uninterrupted sleep -->
<<elseif $kylarenglish gte 1 and _kylarStatus.includes("Love") and _kylarStatus.includes("Lust") and Time.dayState is "night" and $kylarbed is undefined and $robinbed is undefined and $rng gte 96 and C.npc.Kylar.state is "active">>
<<set _sleepinterrupt to 1>>
<<set _kylarWake to 1>>
<<set $kylarSleepEvent to 1>>
<<elseif ($kylarenglish isnot 1 or $syndromekylar isnot 1) and !playerIsPregnant() and C.npc.Kylar.love lte 49 and C.npc.Kylar.rage gte 70 and Time.dayState is "night" and $kylarbed is undefined and $robinbed is undefined and $weekly.kylarCreep isnot 1 and C.npc.Kylar.state is "active">>
<<set $weekly.kylarCreep to 1>>
<<set _sleepinterrupt to 1>>
<<set _kylarWake to 2>>
<<elseif (($robinromance is 1 and _robin.lust gte 20) or (_robin.trauma gte 50 and $rng gte 51)) and !$robinbed and $robinwakeday isnot 1 and $kylarbed isnot 1 and $robinmissing is 0 and $robin.timer.hurt is 0 /*and !$robin_kicked_out*/>>
<!-- Robin climbs into bed with you -->
<<if (Time.hour gte 18 and $robin.stayup isnot 1) or (Time.hour lte 6 and $robin.stayup isnot 2)>>
<<set _sleepinterrupt to 1>>
<<set _robin.lovewake to 1>>
<<set $robinwakeday to 1>>
<</if>>
<<elseif _robin.love gte 100 and $robinbed is undefined and $robindebtknown isnot 1 and $kylarbed isnot 1 and $robinmissing is 0>>
<<if Time.hour gte 18 or Time.hour lte 6>>
<<set _sleepinterrupt to 1>>
<<set $robindebtwake to 1>>
<</if>>
<<elseif wraithSleepEventCheck()>>
<<wraithEvent>>
<<elseif $baileydefeatedchain gte 1 and ($rng * 100) gte (9900 - ($allure / 5))>>
<<set _sleepinterrupt to 1>>
<<set $baileyrapewake to 1>>
<<elseif $christmas is 1 and Time.monthDay is 25 and Time.hour lte 6 and $christmas_kylar is undefined and C.npc.Kylar.state is "active">>
<<set _sleepinterrupt to 1>>
<<set $christmas_kylar to 1>>
<<elseif Time.schoolDay and Time.hour is 7 and !$daily.baileyWake>>
<<set _sleepinterrupt to 1>>
<<set $daily.baileyWake to true>>
<<elseif $earSlime.growth gte 25 and $earSlime.growth gte (currentSkillValue('willpower') / 20) and random(0,100) lt 4 and Time.dayState is "night" and $earSlime.eventTimer lte 0 and $kylarbed isnot 1 and !$bedGuest>>
<<set _wakeEvent to "slimeWakeAlleyway">>
<<break>>
<<elseif !$bedGuest and $exposed is 2 and $sleepHoursTotal gte 3 and !$weekly.slimeWakeMasturbation and $earSlime.growth gte (currentSkillValue('willpower') / 7) and random(0,100) lt 4 and $leftarm isnot "bound" and $rightarm isnot "bound">>
<<set _wakeEvent to "slimeWakeMasturbation">>
<<break>>
<</if>>
<<case "temple">>
<<if $earSlime.growth gte 25 and $earSlime.growth gte (currentSkillValue('willpower') / 20) and random(0,100) lt 4 and Time.dayState is "night" and $earSlime.eventTimer lte 0 and $kylarbed isnot 1 and !$bedGuest>>
<<set _wakeEvent to "slimeWakeAlleyway">>
<<break>>
<<elseif !$bedGuest and $exposed is 2 and $sleepHoursTotal gte 3 and !$weekly.slimeWakeMasturbation and $earSlime.growth gte (currentSkillValue('willpower') / 7) and random(0,100) lt 4 and $leftarm isnot "bound" and $rightarm isnot "bound">>
<<set _wakeEvent to "slimeWakeMasturbation">>
<<break>>
<</if>>
<<case "asylum">>
<<asylumeffects>>
<<if Time.hour is 6 or ($asylumstate is "firsttreatment" and $daily.asylumTreatment1 isnot 1) or ($asylumstate is "secondtreatment" and $daily.asylumTreatment2 isnot 1) or ($asylumstate is "assessment" and $daily.asylumAssessment isnot 1)>>
<<set _sleepinterrupt to 1>>
<<elseif Time.hour is 6 and $location is "asylum" or $asylumstate is "firsttreatment" and $daily.asylumTreatment1 isnot 1 and $location is "asylum" or $asylumstate is "secondtreatment" and $daily.asylumTreatment2 isnot 1 and $location is "asylum" or $asylumstate is "assessment" and $daily.asylumAssessment isnot 1 and $location is "asylum">>
<<set _sleepinterrupt to 1>>
<<elseif $suspicion gte 80 and random(1, 10) gte 10>>
<<set _sleepinterrupt to 1>>
<<set $rapewake to 1>>
<<elseif !$bedGuest and $exposed is 2 and $sleepHoursTotal gte 3 and !$weekly.slimeWakeMasturbation and $earSlime.growth gte (currentSkillValue('willpower') / 7) and random(0,100) lt 4 and $leftarm isnot "bound" and $rightarm isnot "bound">>
<<set _wakeEvent to "slimeWakeMasturbation">>
<<break>>
<</if>>
<<case "prison">>
<<if Time.hour is 6>>
<<set _sleepinterrupt to 1>>
<<set $daily.prison.wake to true>>
<<elseif !$bedGuest and $exposed is 2 and $sleepHoursTotal gte 3 and !$weekly.slimeWakeMasturbation and $earSlime.growth gte (currentSkillValue('willpower') / 7) and random(0,100) lt 4 and $leftarm isnot "bound" and $rightarm isnot "bound">>
<<set _wakeEvent to "slimeWakeMasturbation">>
<<break>>
<</if>>
<<case "alex_cottage">>
<<if wraithSleepEventCheck()>>
<<wraithEvent>>
<<elseif (Time.hour gte 21 or Time.hour lte 5) and C.npc.Alex.lust gte 10 and $alexwake isnot 1>>
<<set $alexwake to 1>>
<<set _sleepinterrupt to 1>>
<<elseif $farm_attack_timer is 0 and Time.hour gte 21>>
<<set $remywake to 1>>
<<set _sleepinterrupt to 1>>
<<elseif !$bedGuest and $exposed is 2 and $sleepHoursTotal gte 3 and !$weekly.slimeWakeMasturbation and $earSlime.growth gte (currentSkillValue('willpower') / 7) and random(0,100) lt 4 and $leftarm isnot "bound" and $rightarm isnot "bound">>
<<set _wakeEvent to "slimeWakeMasturbation">>
<<break>>
<<elseif (Object.values($children).find(child => child.mother === "Alex" && child.location === "alex_cottage") or Object.values($children).find(child => child.father === "Alex" && child.location === "alex_cottage")) and Time.dayState is "night" and !$weekly.alexNightTimeNursery and $rng gte 56>>
<<set _sleepinterrupt to 1>>
<<set $weekly.alexNightTimeNursery to 1>>
<<set _alexWake to 1>>
<</if>>
<<case "cabin">>
<<if wraithSleepEventCheck()>>
<<wraithEvent>>
<<elseif Time.hour lte 6 and $edenwake isnot 1>>
<<if C.npc.Eden.lust gte 26>>
<<set $edenwake to 1>>
<<set _sleepinterrupt to 1>>
<<elseif $rng gte 90>>
<<set $edenwake to 1>>
<<set $edenNightmareWake to true>>
<<set _sleepinterrupt to 1>>
<</if>>
<</if>>
<<case "forest">>
<<if $location is "forest" and $wolfpackferocity gte 10 and $wolfwake isnot 1>>
<<set _sleepinterrupt to 1>>
<<set $wolfwake to 1>>
<<elseif !$bedGuest and !$wolfbed and $exposed is 2 and $sleepHoursTotal gte 3 and !$weekly.slimeWakeMasturbation and $earSlime.growth gte (currentSkillValue('willpower') / 7) and random(0,100) lt 4 and $leftarm isnot "bound" and $rightarm isnot "bound">>
<<set _wakeEvent to "slimeWakeMasturbation">>
<<break>>
<</if>>
<<case "tower">>
<<if wraithSleepEventCheck() and $bird and $bird.upgrades and $bird.upgrades.mirror is 1>>
<<wraithEvent>>
<<elseif $bird.state is "hunting" and $bird.timer lte 0>>
<<set _sleepinterrupt to 1>>
<<elseif $bird.state is "home" and !$bird.satisfied and random(1, 10) is 10>>
<<set _sleepinterrupt to 1>>
<<elseif $bird.state is "hunting" and $exposed is 2 and $sleepHoursTotal gte 3 and !$weekly.slimeWakeMasturbation and $earSlime.growth gte (currentSkillValue('willpower') / 7) and random(0,100) lt 4 and $leftarm isnot "bound" and $rightarm isnot "bound">>
<<set _wakeEvent to "slimeWakeMasturbation">>
<<break>>
<</if>>
<<case "wolf_cave">>
<<if wraithSleepEventCheck()>>
<<wraithEvent>>
<<elseif $wolfpackferocity gte 10 and $wolfwake isnot 1 and random(1,10) is 10 and $bedGuest isnot "Black Wolf">>
<<set _sleepinterrupt to 1>>
<<set $wolfwake to 1>>
<<elseif !$bedGuest and !$wolfbed and $exposed is 2 and $sleepHoursTotal gte 3 and !$weekly.slimeWakeMasturbation and $earSlime.growth gte (currentSkillValue('willpower') / 7) and random(0,100) lt 4 and $leftarm isnot "bound" and $rightarm isnot "bound">>
<<set _wakeEvent to "slimeWakeMasturbation">>
<<break>>
<</if>>
<<case "pound">>
<<if Time.hour is 6 or Time.hour is 12 or Time.hour is 18>>
<<set _sleepinterrupt to 1>>
<<elseif !$bedGuest and !$wolfbed and $exposed is 2 and $sleepHoursTotal gte 3 and !$weekly.slimeWakeMasturbation and $earSlime.growth gte (currentSkillValue('willpower') / 7) and random(0,100) lt 4 and $leftarm isnot "bound" and $rightarm isnot "bound">>
<<set _wakeEvent to "slimeWakeMasturbation">>
<<break>>
<</if>>
<<case "pirate_ship">>
<<if wraithSleepEventCheck()>>
<<wraithEvent>>
<<elseif !$bedGuest and $exposed is 2 and $sleepHoursTotal gte 3 and !$weekly.slimeWakeMasturbation and $earSlime.growth gte (currentSkillValue('willpower') / 7) and random(0,100) lt 4 and $leftarm isnot "bound" and $rightarm isnot "bound">>
<<set _wakeEvent to "slimeWakeMasturbation">>
<<break>>
<</if>>
<<case "island">>
<<if $island[$island.home].camouflage is "simple">>
<<set _rng to random(1, 160)>>
<<elseif $island[$island.home].camouflage is "basic">>
<<set _rng to random(1, 140)>>
<<elseif $island[$island.home].camouflage is "advanced">>
<<set _rng to random(1, 120)>>
<<else>>
<<set _rng to random(1, 100)>>
<</if>>
<<if $island.home is "rocky_hillock">>
<<if _rng lte 5 and _sleepinterrupt isnot 1>>
<<set $island_wake_1 to 1>>
<<set _sleepinterrupt to 1>>
<<elseif $exposed is 2 and $sleepHoursTotal gte 3 and !$weekly.slimeWakeMasturbation and $earSlime.growth gte (currentSkillValue('willpower') / 7) and random(0,100) lt 4 and $leftarm isnot "bound" and $rightarm isnot "bound">>
<<set _wakeEvent to "slimeWakeMasturbation">>
<<break>>
<</if>>
<<elseif $island.home is "waterfall">>
<<if _rng lte 5 and _sleepinterrupt isnot 1>>
<<set $island_wake_1 to 1>>
<<set _sleepinterrupt to 1>>
<<elseif _rng lte 10 and _sleepinterrupt isnot 1>>
<<set $island_wake_2 to 1>>
<<set _sleepinterrupt to 1>>
<<elseif $exposed is 2 and $sleepHoursTotal gte 3 and !$weekly.slimeWakeMasturbation and $earSlime.growth gte (currentSkillValue('willpower') / 7) and random(0,100) lt 4 and $leftarm isnot "bound" and $rightarm isnot "bound">>
<<set _wakeEvent to "slimeWakeMasturbation">>
<<break>>
<</if>>
<<elseif $island.home is "gulch">>
<<if _rng lte 5 and _sleepinterrupt isnot 1>>
<<set $island_wake_1 to 1>>
<<set _sleepinterrupt to 1>>
<<elseif _rng lte 10 and _sleepinterrupt isnot 1>>
<<set $island_wake_2 to 1>>
<<set _sleepinterrupt to 1>>
<<elseif _rng lte 15 and _sleepinterrupt isnot 1>>
<<set $island_wake_3 to 1>>
<<set _sleepinterrupt to 1>>
<<elseif $exposed is 2 and $sleepHoursTotal gte 3 and !$weekly.slimeWakeMasturbation and $earSlime.growth gte (currentSkillValue('willpower') / 7) and random(0,100) lt 4 and $leftarm isnot "bound" and $rightarm isnot "bound">>
<<set _wakeEvent to "slimeWakeMasturbation">>
<<break>>
<</if>>
<</if>>
<</switch>>
<!-- this will stop sleep from happening, meaning no fatigue reduction or time passing -->
<<if _sleepinterrupt>>
<<break>>
<</if>>
<<if _wraithinterrupt is 1>>
<<set _sleepinterrupt to 1>>
<<break>>
<</if>>
<!-- Keep events above this comment -->
<<set $sleepHoursTotal += 1>><<set $sleepStat++>>
<!-- for "just sleep" option, if sleep is no longer required OR the player has slept for 10 hours, interrupt it. -->
<<if $sleephour lte -1 and ($tiredness lte 0 or $sleephour lte -11)>>
<<break>>
<</if>>
<!-- fatigue is lowered by 200 for every hour slept, and another 50 more if the player has no trauma. -->
<<set _tiredness = 200>>
<<if !($sleeptrouble is 1 and $controlled is 0)>>
<<set _tiredness += 50>>
<</if>>
<<if $location is "island">>
<<if $island[$island.home].curtains is "simple">>
<<set _tiredness += 15>>
<<elseif $island[$island.home].curtains is "basic">>
<<set _tiredness += 30>>
<<elseif $island[$island.home].curtains is "advanced">>
<<set _tiredness += 45>>
<</if>>
<<elseif $location is "tower" and $bedGuest isnot "alone">>
<<switch $bird.upgrades.nest>>
<<case 0>>
<<case 1>><<set _tiredness += 15>>
<<case 2>><<set _tiredness += 30>>
<<case 3>><<set _tiredness += 45>>
<</switch>>
<</if>>
<<set _tiredness += $_bonusFatigueLoss>>
<<if $substanceRebalance is 1>>
<<if $drunk gte 120>>
<<set _tiredness to _tiredness * (1 - (0.1 * (1 + Math.round($drunk / 120))))>>
<<elseif $drunk gte 1>>
<<set _tiredness to _tiredness * 0.95>>
<</if>>
<</if>>
<<if $DoLPTFBuffs is 1>>
<<if $TFBearBuffs is 1>>
<<set _tiredness to _tiredness * 0.8>>
<</if>>
<</if>>
<<set $tiredness -= Math.round(_tiredness)>>
<<set Weather.BodyTemperature.addActivity("sleep")>>
<<if $location is "tower">>
<<bird_pass 60>>
<<else>>
<<pass 1 hour>>
<</if>>
<<if $nightmares gte 1 and $controlled is 0>>
<<stress 6>>
<</if>>
<<sleep_clamp>>/*Prevents bugged out values affecting events in anyway, -2000 fatigue and -360 stress arnt helpful*/
<</for>>
<</widget>>
<<widget "sleepeffects">>
<<if $stress gte $stressmax>>
<<set $stress -= 2000>>
<<trauma 10>>
<span class="red">Your stress level reached a peak while you slept and has since subsided, but at cost to your mental health.</span>
<<lstress>><<gtrauma>>
<<ruffleHair>>
<<saveTempHairStyle>>
<br><br>
<</if>>
<<if !$sleepWraith and $bedGuest and $transformationParts.traits.mateForLife isnot "disabled" and isLoveInterest($bedGuest)>>
<span class="green">Sleeping with your chosen partner fulfils an instinctual desire.</span> <<lstress>><<ltrauma>><<garousal>>
<br><br>
<</if>>
<<if $scienceproject is "ongoing" and $sciencephallusknown isnot 1 and hasSexStat("promiscuity", 3)>>
<<set $sciencephallusknown to 1>>
A lewd thought comes to you as you wake up. <span class="gold">You've conceived the "local phalli" science project.</span> Check your journal for details.
<br><br>
<</if>>
<<unset $bedGuest>>
<</widget>>
<<widget "bedclotheson">>
<<switch _args[0]>>
<<case "bed" "Bed">>
<<set $_storeLocation to "bed">>
<<set $wardrobe_location to "wardrobe">>
<<case "Farm Bed">>
<<set $_storeLocation to "Farm Bed">>
<<set $wardrobe_location to "alexFarm">>
<<case "prison bed">>
<<set $_storeLocation to "prison bed">>
<<set $wardrobe_location to "prison">>
<<case "Temple Bunk Bed">>
<<set $_storeLocation to "Temple Bunk Bed">>
<<set $wardrobe_location to "temple">>
<<case "Pirate Bed Lie">>
<<set $_storeLocation to "Pirate Bed Lie">>
<<set $wardrobe_location to "pirate">>
<<default>>
Something went wrong with the "bedclotheson" widget, please report
<<run console.log('Something went wrong with the "bedclotheson" widget, please report')>>
<</switch>>
<<wardrobeSelection true>>
<<updateWornClothingLocation $wardrobe_location>>
<<if $wear_outfit is "clotheson">>
/*Was causing some wierdness when getting out of bed*/
/*<<undress $wardrobe_location>>*/
<<loadTempHairStyle>>
<<storeon $_storeLocation>>
<<elseif $wear_outfit isnot "none">>
<<storeon $_storeLocation>>
<<undress $wardrobe_location>>
<<wearoutfit>>
<</if>>
<<updateWornClothingLocation $wardrobe_location>>
<<set $wear_outfit to "none">>
<</widget>>
<<widget "setSlimeSleepEvents">>
<<if $earSlime.eventTimer lt 0>>
<<set $earSlime.eventTimer to 0>>
<</if>>
<<set _eventsList to []>>
<<if $earSlime.forcedCommando is undefined and $earSlime.exhibitionism gte 1>>
<<set _eventsList.push("go commando")>>
<</if>>
<<if $earSlime.defyCooldown is 0 and Time.dayState is "night">>
<<set _eventsList.push("masturbate to orgasm")>>
<</if>>
<<if $earSlime.promiscuity gte 2 and $earSlime.deviancy gte 2>>
<<run _eventsList.push("have sex with someone or something")>>
<<elseif $earSlime.promiscuity gte 2>>
<<run _eventsList.push("have sex with someone")>>
<</if>>
<<if !$earSlime.alwaysSleepNaked and $earSlime.corruption gte 80 and $earSlime.exhibitionism gte 2>>
<<run _eventsList.push("only sleep naked from now on")>>
<</if>>
<<if ["home", "temple"].includes($location) and Time.dayState is "night" and between(Time.hour, 20, 24)>>
<<run _eventsList.push("go running or swimming for an hour")>>
<<if currentSkillValue("skulduggery") gt 200>>
<<set _eventsList.push("steal something")>>
<</if>>
<<if $earSlime.exhibitionism gte 3 and hasSexStat("exhibitionism", 3)>>
<<set _eventsList.push("go running or swimming naked for an hour")>>
<<set _eventsList.push("go running or swimming naked for two hours")>>
<</if>>
<<if $earSlime.exhibitionism gte 4 and hasSexStat("exhibitionism", 4)>>
<<set _eventsList.push("study at the school library while naked for an hour")>>
<<set _eventsList.push("study at the school library while naked for two hours")>>
<</if>>
<</if>>
<<if ["home", "temple", "alex_cottage"].includes($location) and $earSlime.knowsAboutPhotoShoot and $earSlime.exhibitionism gte 2 and $photo.shoot is 0 and random(0,100) gte 50>>
<<set _eventsList.push("fully expose yourself while working as a model in town")>>
<</if>>
<<if ["alex_cottage"].includes($location)>>
<<if $earSlime.deviancy gte 2 and $breastfeedingdisable is "f" and $lactating and $milk_amount gte 1000 and $earSlime.focus isnot "impregnation">>
<<set _eventsList.push("use the farm equipment to empty your breasts of milk")>>
<</if>>
<<if $earSlime.deviancy gte 2 and $player.penisExist and $player.penissize gte 0 and !playerChastity("penis") and $semen_amount gte 1000 and $earSlime.focus isnot "pregnancy" and $earSlime.defyCooldown is 0>>
<<set _eventsList.push("use the farm equipment to empty your penis of semen")>>
<</if>>
<</if>>
<<if $earSlime.growth gt 50>>
<<if $earSlime.focus is "pregnancy" and $forcedcrossdressingdisable is "f" and !$earSlime.forcedDressing>>
<<set _eventsList.push("only wear feminine clothes for a while")>>
<<if playerIsPregnant() and playerBellySize(true) gte 5>>
<<set _eventsList.push("only wear feminine clothes for a while")>>
<<set _eventsList.push("only wear feminine clothes for a while")>>
<</if>>
<</if>>
<<if $earSlime.focus is "impregnation" and $forcedcrossdressingdisable is "f" and !$earSlime.forcedDressing>>
<<set _eventsList.push("only wear masculine clothes for a while")>>
<<if !playerIsPregnant()>>
<<set _eventsList.push("only wear masculine clothes for a while")>>
<<set _eventsList.push("only wear masculine clothes for a while")>>
<</if>>
<</if>>
<<if ["pregnancy", "mixed"].includes($earSlime.focus) and ($player.vaginaExist or $analdisable is "f") and !playerIsPregnant()>>
<<if maleChance() gt 0 or beastMaleChance() gt 0 or $dgchance gt 0>>
<<set _task to `get sperm into your ${$player.vaginaExist ? "vagina" : "anus"}`>>
<<run _eventsList.push(_task)>>
<<run _eventsList.push(_task)>>
<<if random(0,100) gte 50>>
<<run _eventsList.push(_task)>>
<<run _eventsList.push(_task)>>
<<run _eventsList.push(_task)>>
<</if>>
<</if>>
<<if $player.penisExist and $player.penissize gte 0 and $semen_volume gte 300 and !$earSlime.defyCooldown and $awareness gte 200>>
<<set _task to `get your own sperm into your ${$player.vaginaExist ? "vagina" : "anus"}`>>
<<run _eventsList.push(_task)>>
<<run _eventsList.push(_task)>>
<<if random(0,100) gte 50>>
<<run _eventsList.push(_task)>>
<<run _eventsList.push(_task)>>
<<run _eventsList.push(_task)>>
<</if>>
<</if>>
<</if>>
<<if $player.penisExist and ["impregnation", "mixed"].includes($earSlime.focus)>>
<<if maleChance() lt 100 or beastMaleChance() lt 100 or $cbchance gt 0>>
<<run _eventsList.push("ejaculate into someone's vagina")>>
<<run _eventsList.push("ejaculate into someone's vagina")>>
<<if random(0,100) gte 50>>
<<run _eventsList.push("ejaculate into someone's vagina")>>
<<run _eventsList.push("ejaculate into someone's vagina")>>
<<run _eventsList.push("ejaculate into someone's vagina")>>
<</if>>
<</if>>
<</if>>
<</if>>
<<if $earSlime.growth gte 100 and $earSlime.defyCooldown gte Math.clamp(30 - Math.floor($earSlime.growth / 9), 2, 20) + 4 and $ruinedorgasmdisable is "f">>
<<set $earSlimeEvent to "masturbate and orgasm at least ten times">>
<<elseif $earSlime.growth gte 100 and $earSlime.defyCooldown gte Math.clamp(30 - Math.floor($earSlime.growth / 9), 2, 20) - 4 and $ruinedorgasmdisable is "f">>
<<set $earSlimeEvent to "masturbate and orgasm at least five times">>
<<elseif _eventsList.length>>
<<set _maxEvents to _eventsList.length - 1>>
<<set $earSlimeEvent to _eventsList[random(0,_maxEvents)]>>
<</if>>
<</widget>>
<<widget "slimeSleepEvents">>
<<if $earSlimeEvent is "masturbate to orgasm" and ["pregnancy", "mixed"].includes($earSlime.focus) and ($player.vaginaExist or $analdisable is "f") and !playerIsPregnant() and $player.penisExist and $player.penissize gte 0 and $semen_volume gte 300 and !$earSlime.defyCooldown and $awareness gte 200>>
<<set $earSlimeEvent to `get your own sperm into your ${$player.vaginaExist ? "vagina" : "anus"}`>>
<</if>>
<<set _tempEventHide to true>>
<<set _noSleep to $earSlimeEvent.includes("go running or swimming") or $earSlimeEvent.includes("study at the school") or $earSlimeEvent.includes("masturbate")>>
<span @class="$earSlime.startedThreats ? 'lewd' : 'lblue'">The slime in your head commands you to <<print $earSlimeEvent>><<if _noSleep>> before sleeping<</if>>.</span> It promises rewards if you comply<<if $earSlime.startedThreats>>, and threatens consequences if you do not<</if>>.
<br><br>
<<link [[Obey|SleepSlimeEventObey]]>><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 1>><</link>><<gcorruption>><<lpain>><<lltrauma>><<lstress>>
<br>
<<if $earSlime.startedThreats>>
<<link [[Defy|SleepSlimeEventDefy]]>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<sub 1>><</link>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>>
<<else>>
<<link [[Ignore|SleepSlimeEventDefy]]>><<set $phase to 1>><<unset $earSlimeEvent>><</link>>
<</if>>
<br>
<<exitAll>>
<</widget>>
<<widget "slimeEventResult">>
<<set $earSlime.event to $earSlimeEvent>>
<<unset $earSlimeEvent>>
<<set $earSlime.eventTimer to 4>>
<<if !$slimeBedExit>>
<<set $slimeBedExit to "Bed">>
<<set $slimeBedroomExit to "Bedroom">>
<</if>>
<<switch $earSlime.event>>
<<case "go running or swimming naked for an hour">><<set $earSlime.eventLength to 2>>
<<case "go running or swimming naked for two hours">><<set $earSlime.eventLength to 4>>
<<case "study at the school library while naked for an hour">><<set $earSlime.eventLength to 3>>
<<case "study at the school library while naked for two hours">><<set $earSlime.eventLength to 6>>
<</switch>>
<<if $earSlime.event.includes("masturbate and orgasm at least")>>
/* Gets set to 0 on it being completed */
<<set $earSlime.defyCooldown += 82>>
<</if>>
<<if $earSlime.event.includes("go running or swimming") or $earSlime.event.includes("study at the school") or $earSlime.event.includes("masturbate") or $earSlime.event.includes("use the farm equipment to empty")>>
<<set $earSlime.noSleep to true>>
<<else>>
<<set $earSlime.noSleep to false>>
<</if>>
<<set $_multiplier to $earSlime.growth lt 150 ? 1 : 2>>
<<if $earSlime.event is "only wear feminine clothes for a while">>
<<set $earSlime.event to "">>
<<if playerIsPregnant() and playerBellySize(true) gte 5>>
<<set $earSlime.forcedDressing to {type: "f", days: random(14 * $_multiplier, 31 * $_multiplier)}>>
<<else>>
<<set $earSlime.forcedDressing to {type: "f", days: random(3 * $_multiplier, 14 * $_multiplier)}>>
<</if>>
<<elseif $earSlime.event is "only wear masculine clothes for a while">>
<<set $earSlime.event to "">>
<<set $earSlime.forcedDressing to {type: "m", days: random(3 * $_multiplier, 14 * $_multiplier)}>>
<</if>>
<<if $earSlime.event is "only sleep naked from now on">>
<<strip>>
<<set $earSlime.alwaysSleepNaked to true>>
<<set $earSlime.event to "">>
You strip before getting into bed.
<br><br>
<<link [[Next|$slimeBedExit]]>><<unset $slimeBedExit>><<unset $slimeBedroomExit>><</link>>
<<elseif $earSlime.event is "go commando">>
<<set $earSlime.event to "">>
<<if $earSlime.corruption lt 50 and $earSlime.growth is 0>>
<<set $earSlime.forcedCommando to random(2, 4)>>
<<elseif $earSlime.growth is 0>>
<<set $earSlime.forcedCommando to random(7, 21)>>
<<else>>
<<set $earSlime.forcedCommando to random(14, 31)>>
<</if>>
<<if !playerHasStrapon() and !$worn.under_lower.outfitSecondary and $worn.under_lower.name isnot "naked">>
You strip your $worn.under_lower.name before getting into bed.
<<generalUndress "wardrobe" "under_lower">>
<<else>>
You lie back down into bed.
<</if>>
<br><br>
<<link [[Next|$slimeBedExit]]>><<unset $slimeBedExit>><<unset $slimeBedroomExit>><</link>>
<<elseif !$earSlime.noSleep>>
You lie back down into bed.
<br><br>
<<link [[Next|$slimeBedExit]]>><<unset $slimeBedExit>><<unset $slimeBedroomExit>><</link>>
<<else>>
You move away from your bed to do the task given to you.
<<switch $slimeBedExit>>
<<case "Bed">><<storeon "bed" "return">>
<<case "Farm Bed">><<storeon "farm bed" "return">>
<<case "Farm Alex Bed">><<storeon "farm alex bed" "return">>
<<case "Temple Bunk Bed">><<storeon "Temple Bunk Bed" "return">>
<</switch>>
<br><br>
<<link [[Next|$slimeBedroomExit]]>><<unset $slimeBedExit>><<unset $slimeBedroomExit>><</link>>
<</if>>
<</widget>>
<<widget "slimeEventEnd">>
<<if _args[0]>>
<<if $earSlime.event.includes(_args[0]) and (!$earSlime.event.includes("naked") or $exposed is 2)>>
<<set $earSlime.eventLength -= 1>>
<<if $earSlime.eventLength lte 0>>
<<set $earSlime.event to "">>
<<set $earSlime.eventLength to 0>>
<<set $earSlime.noSleep to false>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "wraithEvent">>
<!-- this is because this event wakes the player up AFTER they have slept for an hour. -->
<<unset _sleepinterrupt>>
<<set _wraithinterrupt to 1>>
<<set $wraith.nightmare to 2>>
<<set $wraith.hunt to 0>>
<<set $foresthunt to 0>>
<</widget>>
<<widget "ruffleHairFromSleep">>
<!-- Roll a chance to wake up with ruffled hair -->
<!-- Chance is based on number of hours slept, with Trauma and Stress adding "calculated" hours -->
<!-- Trauma adds max 4.5, Stress 2 -->
<!-- Chances are ~5% at 8 hours, ~13% at 10 hours, 99% at 16.5 calculated hours -->
<!-- Math below uses rng of 1000, and calculates 75 instead of 750, for more granular probability -->
<!-- Use the below graph to calculate and demo -->
<!-- New Graph: https://www.desmos.com/calculator/xd73rdkx1v -->
<<if $ruffledisable is "f">>
<<set $_calcTrauma to ($trauma - $traumamax / 10) / 1000>>
<<if $_calcTrauma gte 0>>
<<set $_calcStress to $stress / 5000>>
<<set $_calcTotal to $_calcTrauma + $_calcStress + $sleepHoursTotal>>
<<set $_chance to $_calcTotal ** 4 / 75>>
<<rng 1000>>
<<if $_chance gt $rng>>
<span class="yellow">Your hair is tousled.</span>
<<ruffleHair>>
<<saveTempHairStyle>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "ruffleHair">>
<!-- Find a style group of current hair (loose, braid, etc.) and pick a random one from a list of corresponding 'ruffled' styles. If none found then keep current hair -->
<<if $ruffledisable is "f">>
<<set $_hair to setup.hair.hairtype.find(x => x.list.includes($hairtype))>>
<<set $_fringe to setup.hair.fringetype.find(x => x.list.includes($fringetype))>>
<<if $_hair>>
<<set $_rndhair to $_hair.devolve.random()>>
<</if>>
<<if $_fringe>>
<<set $_rndfringe to $_fringe.devolve.random()>>
<</if>>
<<set $hairtype to $_rndhair || $hairtype>>
<<set $fringetype to $_rndfringe || $fringetype>>
<</if>>
<</widget>>
<<widget "earSlimeFocusChoice">>
/* This event cannot run endevent or make changes to loaded npc's in anyway */
<<set _prevLocation to $location>>
<<set $location to "tentworld">><<set $outside to 0>>
<<set _pregnancyEnabled to $playerPregnancyHumanDisable is "f" or $playerPregnancyBeastDisable is "f">>
<<if $earSlime.dreamRejected>>
You awake to a familiar feeling of paralysis. The pressure on your body isn't as intense as last time, but still brings you a sense of unease.
<<if $earSlime.dreamRejected gte 5>>
<span class="green">Despite this, you know by now that the sensation isn't harmful.</span>
<</if>>
<<else>>
You wake with a start. An oppressive darkness surrounds you. The surface you lay on seems to shift and crawl under your back. You're pinned to it by an invisible pressure. <span class="red">You can't move!</span><<gstress>><<stress 6>>
<</if>>
<br><br>
Even your eyes are frozen in place. You can faintly discern that there's two figures in the room, one on either side of you. The darkness and odd, squirming movements make it impossible to make out any details. Before you can process what's happening, they start to speak.
The figures tell you that you have a choice to make, one <span class="sub">that cannot be ignored or easily taken back</span>.<<if $earSlime.dreamRejected gte 10>> The volume of their combined voices makes it sound like a demand rather than an offer.<</if>>
<br><br>
The voice from the left whispers in your ear. Its words overlap themselves, promising you many things at once. It claims it will bring you fulfilment by granting you
<<if _pregnancyEnabled>>
<span class="lewd">a womb filled with life<<if $breastfeedingdisable is "f">> and breasts filled with milk<</if>></span>.
<<if !$player.vaginaExist and !(playerIsPregnant() and playerAwareTheyArePregnant()) and Object.values($children).find(child => child.mother === "pc")>>
It also promises that the limits of your current body will not hold you back.
<</if>>
<<else>>
<span class="lewd">pure femininity</span>.
<</if>>
<br>
The first voice is interrupted by the one on your right, grabbing your attention. Your mind is assaulted with more promises. It tells you that it will help you fulfil yourself through
<<if $npcPregnancyDisable is "f">>
<span class="lewd">filling others with your seed</span>,
<<else>>
<span class="lewd">filling the holes of others</span>,
<</if>>
<<if $player.penisExist>>
by giving you the size and virility to do so.
<<else>>
by giving you the penis that you lack.
<</if>>
The voices invading your mind start to subside. The peace is short-lived as they start to talk over one another. Your own thoughts are drowned out as they argue about what your fate should be. <<gstress>><<stress 6>>
<br><br>
<<link [[Agree with the voice on the left|$passage]]>><<set $location to _prevLocation>><<set $earSlime.focus to "pregnancy">><<set $earSlime.growth++>><</link>><<if $player.gender is "m" and $analdisable is "t" and _pregnancyEnabled>><<note "With anal being disabled, pregnancy cannot occur for you" "italic">><</if>>
<br>
<<link [[Agree with the voice on the right|$passage]]>><<set $location to _prevLocation>><<set $earSlime.focus to "impregnation">><<set $earSlime.growth++>><</link>><<if $whitneypantiescheck is 2>><<note "Not recommended without disabling 'forced crossdressing'">><</if>>
<br>
<<link [[Agree with both voices|$passage]]>><<set $location to _prevLocation>><<set $earSlime.focus to "mixed">><<set $earSlime.growth++>><</link>>
<br>
<<link [[Refuse both voices |$passage]]>><<set $location to _prevLocation>><<set $earSlime.growth -= 5 + Math.clamp($earSlime.dreamRejected, 0, 20)>><<set $earSlime.dreamRejected++>><</link>>
<br>
<<exitAll>>
<</widget>><<effects>>
You obey the slime's demand.
<<slimeEventResult>><<effects>>
<<if !$slimeBedExit>>
<<set $slimeBedExit to "Bed">>
<<set $slimeBedroomExit to "Bedroom">>
<</if>>
<<if $phase is 1>>
You ignore the slime's demand and get into bed without listening any further.
<<set $earSlime.event to "">>
<br><br>
<<link [[Next|$slimeBedExit]]>><<unset $slimeBedExit>><<unset $slimeBedroomExit>><<endevent>><</link>>
<<elseif $earSlime.defyCooldown>>
<<if $earSlime.growth gte 100>>
<<set $earSlime.defyCooldown += 2>>
You defy the slime's demand and get into bed without listening any further. However, <span class="red">it doesn't stop you, knowing that it can punish you in other ways.</span>
<<else>>
You try to defy the slime's demand and get into bed without listening any further. However, <span class="teal">it's still worn out from overpowering you earlier.</span> It tries <span class="green">but fails</span> to force your steps in the opposite direction.
<</if>>
<<set $earSlime.event to "">>
<br><br>
<<link [[Next|$slimeBedExit]]>><<unset $slimeBedExit>><<unset $slimeBedroomExit>><</link>>
<<elseif $earSlime.corruption gte (currentSkillValue('willpower') / 10)>>
The slime is able to force you to comply with its demand.
<<slimeEventResult>>
<<else>>
You are able to defy the slime's demand and get into bed without listening any further.
<<set $earSlime.event to "">><<set $earSlime.defyCooldown += 4>>
<br><br>
<<link [[Next|$slimeBedExit]]>><<unset $slimeBedExit>><<unset $slimeBedroomExit>><</link>>
<</if>><<widget "plots_init">>
/*
* First argument: location.
* Second argument: number of plots.
* Third argument: ground type (earth, water).
* Fourth argument: plot quality
* Fifth argument: plot size */
/* Note: if you plan to add a new plot size, make sure to update all the places where plot size is hardcoded. */
<<set $_plotsInLocation to []>>
<<for _i to 0; _i lt _args[1]; _i++>>
<<set $_plotsInLocation[_i] to clone(setup.tending.plot_base)>>
<<set $_plotsInLocation[_i].bed to _args[2]>>
<<set $_plotsInLocation[_i].quality to _args[3]>>
<<set $_plotsInLocation[_i].size to _args[4]>>
<</for>>
<<set $plots[_args[0]] to $_plotsInLocation>>
<</widget>>
<<widget "add_plot">>
/*Adds a plot to an existing location. Arguments are as in the plots_init widget, but the second argument and beyond are shifted down one.*/
<<set $_plotsInLocation to $plots[_args[0]]>>
<<set $_last to $_plotsInLocation.length>>
<<set $_plotsInLocation.push(clone(setup.tending.plot_base))>>
<<set $_plotsInLocation[$_last].bed to _args[1]>>
<<set $_plotsInLocation[$_last].quality to _args[2]>>
<<set $_plotsInLocation[$_last].size to _args[3]>>
<</widget>>
<<widget "clear_plot">>
/*Returns a plot to its default state.
First argument: location.
Second argument: index of plot to be reset.
OR
First argument: the plot to operate on.
*/
<<if _args[1] isnot undefined>>
<<set $_plot to $plots[_args[0]][_args[1]]>>
<<else>>
<<set $_plot to _args[0]>>
<</if>>
<<if $_plot.baseQuality isnot undefined and !$backgroundTraits.includes("greenthumb")>>
<<if $_plot.fertiliserDecay gt 0>>
<<set $_plot.fertiliserDecay-->>
<</if>>
<<if $_plot.fertiliserDecay is 0 and $_plot.quality gt $_plot.baseQuality>>
<<set $_plot.quality-->>
<<set $tendingvars.plotDecay to 2>>
<<if $_plot.quality gt $_plot.baseQuality>>
<<set $_plot.fertiliserDecay to 2>>
<<if $_plot.size isnot "large">>
<<set $_plot.fertiliserDecay to 3>>
<</if>>
<<set $tendingvars.plotDecay to 1>>
<</if>>
<</if>>
<</if>>
<<set $_plot.water to 0>>
<<set $_plot.days to 0>>
<<set $_plot.plant to "none">>
<<set $_plot.till to 0>>
<<set $_plot.stage to 0>>
<</widget>>
<<widget "display_quality">><<silently>>
<<set $_plot to _args[0]>>
<<switch $_plot.bed>>
<<case "water">><<set _bedType to "water">>
<<case "earth">><<set _bedType to "soil">>
<<default>><<set _bedType to clone($_plot.bed)>>
<</switch>>
<<switch Math.clamp($_plot.quality, 0, 4)>>
<<case 1>> <<set $_result to `<span class="blue">poor `+_bedType+`</span>`>>
<<case 2>> <<set $_result to `<span class="lblue">decent `+_bedType+`</span>`>>
<<case 3>> <<set $_result to `<span class="teal">good `+_bedType+`</span>`>>
<<case 4>> <<set $_result to `<span class="green">excellent `+_bedType+`</span>`>>
<<default>> <<set $_result to `<span class="red">ERROR</span>`>>
<</switch>>
<</silently>><<print $_result>><</widget>>
<<widget "display_plot">>/*Argument is the plot location you want to display.*/
<<set _location to _args[0]>>
<<set $_plotsHere to $plots[_location]>>
<<set _water_needed to 0>>
There <<print $_plotsHere.length is 1 ? "is" : "are">> <<number $_plotsHere.length>> tillable
<<switch $_plotsHere[0].size>>
<<case "small">> <span class="lblue"><<print $_plotsHere.length is 1 ? "bed" : "beds">></span>
<<case "medium">> <span class="teal"><<print $_plotsHere.length is 1 ? "plot" : "plots">></span>
<<default>> <span class="green"><<print $_plotsHere.length is 1 ? "field" : "fields">></span>
<</switch>>
here.
<<if $fertiliser.current + $fertiliser.used gt 0>>
You have <<number $fertiliser.current>> fertiliser.
<</if>>
Tilling time is reduced by tending skill.
<br><br>
<<set $_i to 0>>
<<for _plantbed range $_plotsHere>>
<<capture _plantbed>>
<span class="gold"><<wordify_i $_i true>> plot (<<display_quality _plantbed>>):</span>
<<if _plantbed.stage gte 1>>
<<set $_plantedPlant to setup.plants[_plantbed.plant]>>
<<if $_plantedPlant is undefined>>
<<error {
message : `Could not access property from modded save. (${_plantbed.plant})`,
}>>
<<exitAll>>
<</if>>
<<if Weather.precipitation is "rain">>
<<set _plantbed.water to 1>>
<</if>>
<</if>>
<<set _baseTime to 60>>
<<if $location is "alex_farm">>
<<if $farm.tractor gte 3>>
<<set _baseTime = Math.round(_baseTime * 0.7)>>
<<set _tractor = 0.25>>
<<elseif $farm.tractor gte 2>>
<<set _baseTime = Math.round(_baseTime * 0.8)>>
<<set _tractor = 0.5>>
<<elseif $farm.tractor gte 1>>
<<set _baseTime = Math.round(_baseTime * 0.9)>>
<<set _tractor = 1>>
<</if>>
<<if $farm.tractorharvester is true>>
<<set _baseTime = Math.round(_baseTime * (0.5 * _tractor))>>
<</if>>
<</if>>
<<if _plantbed.stage gte 5>>
<span class="green">The <<print $_plantedPlant.seed_name ? `$_plantedPlant.seed_name is` : `$_plantedPlant.plural are`>> flowering, and ready for picking.</span>
<br>
<<switch _plantbed.size>>
<<case "small">> <<set $_timeStr to "0:05">><<set _pass to 5>>
<<case "medium">> <<set $_timeStr to "0:15">><<set _pass to 15>>
<<default>> <<set $_timeStr to getTimeString(_baseTime)>><<set _pass to _baseTime>>
<</switch>>
<<if $leftarm is "bound" and $rightarm is "bound">>
<span class="red">Can't pick when your arms are bound.</span>
<<else>>
<<if $options.images is 1 and $_plantedPlant.icon>>
<img class="tending_icon" @src="`img/misc/icon/tending/` + $_plantedPlant.icon">
<</if>>
<<link "Pick ($_timeStr)" $passage>><<pass _pass>><<tending_harvest _plantbed>><<clear_plot _plantbed>><</link>>
<</if>>
<br>
<<elseif _plantbed.stage is 4>>
<span class="teal">The <<print $_plantedPlant.seed_name ? `$_plantedPlant.seed_name is` : `$_plantedPlant.plural are`>> budding.</span>
<<elseif _plantbed.stage is 3>>
<span class="lblue">The <<print $_plantedPlant.seed_name ? `$_plantedPlant.seed_name has` : `$_plantedPlant.plural have`>> grown into seedlings.</span>
<<elseif _plantbed.stage is 2>>
<span class="blue"><<print $_plantedPlant.seed_name ? `${$_plantedPlant.seed_name.toUpperFirst()} sprouts` : `Thin $_plantedPlant.plural sprout`>> from the soil.</span>
<<elseif _plantbed.stage is 1>>
<span class="blue">You planted <<print $_plantedPlant.name.replace(/_/g," ")>> seeds here.</span>
<<else>>
<<if _plantbed.till gte 1>>
The soil is ready for planting.
<<tendingPlantSeedsOptions _location _plantbed>>
<<else>>
The soil is ready for tilling.
<br>
<<tendingTillOptions _plantbed>>
<</if>>
<</if>>
<<if _plantbed.stage gte 1 and _plantbed.stage lt 5>>
<<if _plantbed.bed is "water">>
<br>
<<elseif _plantbed.water is 1>>
<span class="green">The <<print (_plantbed.bed is "large" ? "field" : "plot")>> is watered.</span>
<br>
<<else>>
<span class="purple">The <<print (_plantbed.bed is "large" ? "field" : "plot")>> is dry.</span>
<br>
<<tendingWaterPlot _plantbed>>
<br>
<</if>>
<</if>>
<br>
<</capture>>
<<set $_i++>>
<</for>>
<<if _water_needed gte 1>>
<<set _plotsToWater to $_plotsHere.filter(plot => plot.stage >= 1 && plot.stage < 5 && plot.bed !== "water" && plot.water === 0)>>
<<set _totalTimeToWater to 0>>
<<run _plotsToWater.forEach(plot => _totalTimeToWater += setup.tending.wateringTimes[plot.size])>>
<<set $_time to getTimeString(_totalTimeToWater)>>
<<if $farm_attack_timer is 0>>
<<set $_hoursUntilAttack to (24 - Time.hour)>>
<</if>>
<<if $location is "alex_farm" and _plotsToWater.length gte $_hoursUntilAttack>>
<span class="pink">You won't have enough time to water all your fields before Remy's arrival.</span>
<<else>>
<<if !($leftarm is "bound" and $rightarm is "bound")>>
<<gardenicon "water">>
<<link "Water all dry beds ($_time)" $passage>>
<<tendingWaterAllDryBeds _plotsToWater>><<tiredness _water_needed>><<physique _water_needed>><<tending _water_needed>>
<</link>><<gtiredness>><<gtending>>
<</if>>
<</if>>
<br>
<</if>>
<<if $debug is 1 and $_plotsHere.filter(plot => plot.stage > 0 && plot.stage < 5).length gte 1>>
<br>
<<link "DEBUG: Instagrow all plants here" $passage>><<run tendingInstaGrow(_location)>><</link>>
<br>
<</if>>
<</widget>>
<<widget "tendingWaterPlot">>
<<set _plantbed to _args[0]>>
<<set _water_needed += 1>>
<<switch _plantbed.size>>
<<case "small">><<set _tStatup to 1>><<set _tPass to 5>>
<<case "medium">><<set _tStatup to 2>><<set _tPass to 15>>
<<default>><<set _tStatup to 6>><<set _tPass to 60>>
<</switch>>
<<set $_time to getTimeString(_tPass)>>
<<if $leftarm is "bound" and $rightarm is "bound">>
<span class="red">Can't water when your arms are bound.</span>
<<else>>
<<wearProp "watering can">>
<<gardenicon "water">>
<<link "Water ($_time)" $passage>>
<<tending _tStatup>><<pass _tPass>><<set _plantbed.water to 1>><<set $tendingvars.plot_watered to true>>
<<tiredness _tStatup>><<physique _tStatup>><<event_trigger>>
<</link>><<gtiredness>><<gtending>>
<</if>>
<</widget>>
<<widget "tendingWaterAllDryBeds">>
<<wearProp "watering can">>
<<set $_plotsToWater to _args[0]>>
<<for $_plot range $_plotsToWater>>
<<set $_plot.water to 1>>
<<set _waterTime to setup.tending.wateringTimes[$_plot.size]>>
<<pass _waterTime>><<event_trigger>>
<</for>>
<<set $tendingvars.all_plots_watered to true>>
<</widget>>
<<widget "tendingPlantSeedsOptions">>
<<set _location to _args[0]>>
<<set _plantbed to _args[1]>>
<<if $plants_known.length is 0>>
Search wild areas for seeds to plant.
<</if>>
<<switch _location>>
<<case "farm">> <<set _irrigation to ($farm.irrigation ? $farm.irrigation : 0)>>
<<default>> <<set _irrigation to 0>>
<</switch>>
<<set _baseTime = 180>>
<<if $location is "alex_farm">>
<<if $farm.tractor gte 3>>
<<set _baseTime = Math.round(_baseTime * 0.7)>>
<<set _tractor = 0.25>>
<<elseif $farm.tractor gte 2>>
<<set _baseTime = Math.round(_baseTime * 0.8)>>
<<set _tractor = 0.5>>
<<elseif $farm.tractor gte 1>>
<<set _baseTime = Math.round(_baseTime * 0.9)>>
<<set _tractor = 1>>
<</if>>
<<if $farm.tractorseeddrill is true>>
<<set _baseTime = Math.round(_baseTime * (0.5 * _tractor))>>
<</if>>
<</if>>
<<for _plantType range $plants_known>>
<br>
<<set $_plant to setup.plants[_plantType]>>
<<if !$_plant>>
<span class="red">Plant type '<<print _plantType>>' not found.</span>
<br><br>
Please report this.
<<elseif $_plant.season.includes(Time.season) or (_location is "garden" and $alex_greenhouse gte 3)>>
<<set $_name to $_plant.seed_name ? $_plant.seed_name : $_plant.plural>>
/* comparing soil types; check if target bed is compatible with the seed's soil type */
<<if $_plant.bed is _plantbed.bed>>
<<switch _plantbed.size>>
<<case "small">><<set _passTime to 30>>
<<case "medium">><<set _passTime to 90>>
<<default>><<set _passTime to _baseTime>>
<</switch>>
<<set $_timeString to getTimeString(_passTime)>>
<<capture _passTime _plantbed _plantType>>
<<if $options.images is 1 and $_plant.icon>>
<img class="tending_icon" @src="`img/misc/icon/tending/` + $_plant.icon">
<</if>>
<<link "Plant $_name ($_timeString)" $passage>><<pass _passTime>><<run plantSeedsInPlot(_plantbed, _plantType)>><</link>>
<</capture>>
<<if $statdisable is "f">>
<span class="orange">(<<print $_plant.days>> days)</span>
<</if>>
<<else>>
<span class="blue"><<print $_name.toLocaleUpperFirst()>> only grow in <<print $_plant.bed>>.</span>
<</if>>
<<else>>
<<tending_season_notice $_plant>>
<</if>>
<</for>>
<br>
<</widget>>
<<widget "tendingTillOptions">>
<<set _plantbed to _args[0]>>
<<if currentSkillValue('tending') gte 1500>>
<<set _baseTime to 3>>
<<set _baseTiredness to 1>>
<<else>>
<<set $_ti to Math.clamp(Math.floor(currentSkillValue('tending') / 200), 0, 6)>>
<<set _baseTime to [30,25,20,15,10,5,4][$_ti]>>
<<set _baseTiredness to [6,5,4,3,2,1,1][$_ti]>>
<</if>>
<<if _plantbed.size is "medium">>
<<set _baseTime *= 3>>
<<set _baseTiredness *= 2>>
<<elseif _plantbed.size is "large">>
<<set _baseTime *= 12>>
<<set _baseTiredness *= 6>>
<</if>>
<<if $location is "alex_farm">>
<<if $farm.tractor gte 1>>
<<set _baseTiredsness = Math.round(_baseTiredsness * 0.8)>>
<</if>>
<<if $farm.tractor gte 3>>
<<set _baseTime = Math.round(_baseTime * 0.7)>>
<<set _tractor = 0.25>>
<<elseif $farm.tractor gte 2>>
<<set _baseTime = Math.round(_baseTime * 0.8)>>
<<set _tractor = 0.5>>
<<elseif $farm.tractor gte 1>>
<<set _baseTime = Math.round(_baseTime * 0.9)>>
<<set _tractor = 1>>
<</if>>
<<if $farm.tractorplough is true>>
<<set _baseTime = Math.round(_baseTime * (0.5 * _tractor))>>
<<set _baseTiredsness = Math.round(_baseTiredsness * (0.5 * _tractor))>>
<</if>>
<</if>>
<<set _timeString to getTimeString(_baseTime)>>
<<if $farm_attack_timer is 0>>
<<set $_timeUntilAttack to ((23 - Time.hour) * 60) + (60 - Time.minute)>>
<</if>>
<<if $leftarm is "bound" and $rightarm is "bound">>
<span class="red">Can't till when your arms are bound.</span>
<br>
<<else>>
<<if $location is "alex_farm" and _baseTime gte $_timeUntilAttack>>
<span class="pink">Not enough time to till the field before Remy's arrival.</span>
<<else>>
<<capture _baseTiredness _baseTime _plantbed>>
<<gardenicon "till">>
<<link "Till (_timeString)" $passage>>
<<set $tendingvars.plot_tilled to true>>
<<tiredness _baseTiredness>><<physique _baseTiredness>>
<<pass _baseTime>>
<<if $location is "farm">>
<<farm_count _baseTime>>
<</if>>
<<set _plantbed.till to 1>>
<</link>><<gtiredness>>
<</capture>>
<</if>>
<br>
<<if $fertiliser.current gte 1 and _plantbed.quality lt 4 and currentSkillValue('tending') gte 400>>
<<set _baseTimeFert to Math.floor(_baseTime * 1.5)>>
<<set _timeString to getTimeString(_baseTimeFert)>>
<<set _fertTiredness to Math.floor(_baseTiredness * 1.5)>>
<<capture _baseTimeFert _fertTiredness _plantbed>>
<<gardenicon "fertiliser">>
<<link "Till and apply fertiliser (_timeString)" $passage>>
/* Till */
<<set $tendingvars.plot_tilled_fertiliser to true>>
<<tiredness _fertTiredness>><<physique _fertTiredness>>
<<pass _baseTimeFert>>
<<if $location is "farm">>
<<farm_count _baseTimeFert>>
<</if>>
<<set _plantbed.till to 1>>
/* Fertilise */
<<set $fertiliser.current-->><<set $fertiliser.used++>>
<<set _plantbed.quality++>>
<<if !$backgroundTraits.includes("greenthumb")>>
<<if _plantbed.baseQuality is undefined>>
<<set _plantbed.baseQuality to clone(_plantbed.quality - 1)>>
<</if>>
<<set _plantbed.fertiliserDecay to 2>>
<<if _plantbed.size isnot "large">>
<<set _plantbed.fertiliserDecay++>>
<</if>>
<</if>>
<</link>><<gtiredness>>
<</capture>>
<br>
<</if>>
<</if>>
<</widget>>
<<widget "plot_effects">>
<<if $tendingvars.plot_watered>>
You water the plot. <span class="gold">You get a good workout.</span>
<br>
<<elseif $tendingvars.all_plots_watered>>
You water the plots. <span class="gold">You get a good workout.</span>
<br>
<</if>>
<<if $tendingvars.harvest>>
You harvest <<number $tendingvars.harvest_amount>> <<print $tendingvars.harvest_name>>.
<<if $tendingvars.plotDecay>>
The fertiliser effect has decayed<<if $tendingvars.plotDecay is 2>> completely<</if>>.
<</if>>
<br>
<</if>>
<<if $tendingvars.plot_tilled>>
<<wearProp "hoe">>
You get to work removing weeds and tilling the soil. It's hard going, but when you're done the soil is ready for planting.
<span class="gold">You get a good workout.</span>
<br>
<</if>>
<<if $tendingvars.plot_tilled_fertiliser>>
<<wearProp "hoe">>
You get to work removing weeds and tilling the soil while mixing in some fertiliser. It's hard going, but when you're done the soil is ready for planting.
<span class="gold">You get a good workout.</span>
<</if>>
<<if $tendingvars.plot_planted>>
You plant the seeds in the cool earth.
<br>
<</if>>
<<if Weather.precipitation is "rain">>
<span class="green">The rain soaks the ground.</span>
<br>
<</if>>
<<run unsetTendingVars()>>
<</widget>>
<<widget "tending_harvest">>
/* Argument is the plot you want to harvest */
<<set $_plot to _args[0]>>
<<set $_type to $_plot.plant>>
<<if $plants[$_type] is undefined>>
<<set $plants[$_type] to {"name": setup.plants[$_type].name, "plural": setup.plants[$_type].plural, "amount": 0}>>
<<elseif $plants[$_type].name is undefined>>
<<set $plants[$_type] to {"name": setup.plants[$_type].name, "plural": setup.plants[$_type].plural, "amount": $plants[$_type].amount}>>
<</if>>
<<switch $_plot.size>>
<<case "small">> <<set _tending_amount to random(10, (currentSkillValue('tending') / 20) + 10)>>
<<case "medium">> <<set _tending_amount to random(10, (currentSkillValue('tending') / 10) + 20)>>
<<default>> <<set _tending_amount to random(10, (currentSkillValue('tending') / 2) + 50)>>
<</switch>>
<<set _tending_amount *= setup.plants[$_type].multiplier>>
<<switch Math.clamp($_plot.quality, 1, 4)>>
<<case 4>> <<set _tending_amount *= 1.6>>
<<case 3>> <<set _tending_amount *= 1.4>>
<<case 2>> <<set _tending_amount *= 1.2>>
<</switch>>
<<if !$backgroundTraits.includes("greenthumb") and $tending gte 1000 and $plants_known.length gte 16 and
($fertiliser.used gte 40 or ($fertiliser.used gte 25 and $farm_stage gte 6))>>
<<run $backgroundTraits.pushUnique("greenthumb")>>
<span class="gold">Spending a large amount of time in the dirt has given you a green thumb.</span>
<br>
<</if>>
<<if $backgroundTraits.includes("greenthumb")>>
<<set _tending_amount *= 1.2>>
<</if>>
<<set _tending_amount *= $tending_yield_factor>>
<<set _tending_amount to Math.trunc(_tending_amount)>>
<<set $plants[$_type].amount += _tending_amount>>
<<set $tendingvars.harvest to true>>
<<set $tendingvars.harvest_amount to _tending_amount>>
<<set $tendingvars.harvest_name to (_tending_amount is 1 ? setup.plants[$_type].name.replace(/_/g," ") : setup.plants[$_type].plural)>>
<</widget>>
<<widget "tending_pick">>
/*
* First argument: plant type.
* Second argument: minimum number picked.
* Third argument: maximum number picked.
*/
<<set $_type to _args[0]>>
<<if $plants[$_type] is undefined>>
<<set $plants[$_type] to {"name": setup.plants[$_type].name, "plural": setup.plants[$_type].plural, "amount": 0}>>
<<elseif $plants[$_type].name is undefined>>
<<set $plants[$_type] to {"name": setup.plants[$_type].name, "plural": setup.plants[$_type].plural, "amount": $plants[$_type].amount}>>
<</if>>
<<if _args[2] gte 1>>
<<set _tending_amount to random(_args[1], _args[2])>>
<<else>>
<<set _tending_amount to random(1, 5)>>
<</if>>
<<if !setup.plants[$_type].special.includes("large") and setup.plants[$_type].bed isnot "bird_nest">>
<<set _tending_amount *= (1 + (currentSkillValue('tending') / 1000))>>
<</if>>
<<if $backgroundTraits.includes("greenthumb")>>
<<set _tending_amount *= 1.2>>
<</if>>
<<set _tending_amount to Math.trunc(_tending_amount)>>
<<set $plants[$_type].amount += _tending_amount>>
<<set $wild_plant_stat += _tending_amount>>
You pick
<<if $_type is "bird_egg">>
up
<</if>>
<<if _tending_amount is 1>>
<<if (["a","e","i","o","u","A","E","I","O","U"].some(letter => $_type.startsWith(letter)))>>
an
<<else>>
a
<</if>>
<<if $options.images is 1 and setup.plants[$_type].icon>>
<img class="tending_icon" @src="`img/misc/icon/tending/` + setup.plants[$_type].icon">
<</if>>
<<print setup.plants[$_type].name.replace(/_/g," ")>>.
<<else>>
<<if $options.images is 1 and setup.plants[$_type].icon>>
<img class="tending_icon" @src="`img/misc/icon/tending/` + setup.plants[$_type].icon">
<</if>>
<<number _tending_amount>> <<print setup.plants[$_type].plural>>.
<</if>>
<</widget>>
<<widget "tending_give">>
<<if _args[0]>>
<<set $_type to _args[0]>>
<<if $plants[$_type] is undefined>>
<<set $plants[$_type] to {"name": setup.plants[$_type].name, "plural": setup.plants[$_type].plural, "amount": 0}>>
<<elseif $plants[$_type].name is undefined>>
<<set $plants[$_type] to {"name": setup.plants[$_type].name, "plural": setup.plants[$_type].plural, "amount": $plants[$_type].amount}>>
<</if>>
<<set $plants[$_type].amount += (_args[1] ? _args[1] : 1)>>
<</if>>
<</widget>>
<<widget "tending_season_notice">>
<<set $_plant to _args[0]>>
<span class="blue">
<<set $_seasons to formatList($_plant.season)>>
<<print $_plant.plural.toLocaleUpperFirst()>> can only be planted in $_seasons.
</span>
<</widget>><<widget "setLocalPronouns">>
<<run App.Utils.setLocalPronouns(_args[0], _args[1])>>
<</widget>>
<<widget "capitalise">><<silently>>
<<set _text_output to _text_output.toLocaleUpperFirst()>>
<</silently>>_text_output<</widget>>
<<widget "catcall">>
"<<print either("Hey beautiful.",
"Hey gorgeous.",
"Looking good.",
"Looking fine.",
"You look sumptuous, <<girl>>.",
"You look ravishing, <<girl>>.",
"You look stunning, <<girl>>.",
"You look superb, <<girl>>.",
"Hey <<girl>>, want some of this?",
"Nice butt.",
"I'd love a taste of you.")>>"
<</widget>>
<<widget "lewdcatcall">>
"<<print either("Looks like someone wants to be raped.",
"What a slut!",
"What a whore!",
"Why would you dress like that?",
"That's one way to get attention.",
"You can't complain if someone hurts you while walking around like that.",
"L-lewd!")>>"
<</widget>>
<<widget "schoolcatcall">>
"<<print either("Hey sexy.",
"Hey <<girl>>.",
"Looking good.",
"Looking fine.",
"You look cute, <<girl>>.",
"You look ravishing, <<girl>>.",
"You look stunning, <<girl>>.",
"You look superb, <<girl>>.",
"Hey <<girl>>, want some of this?",
"Nice butt.",
"You look tasty.")>>"
<</widget>>
<<widget "anticatcall">>
"<<print either("Do you talk to your family that way?",
"What is your problem?",
"Is that the best you can do?",
"At least one of us looks good.",
"Leave me alone, you creep.",
"Idiot. Never speak to me like that again.",
"Go away.",
"Has that line ever worked for you?",
"You're pitiful.")>>"
<</widget>>
<<widget "hairmapcolourtext">>
<<if _args[0] in setup.colours.hair_map>>
<<print setup.colours.hair_map[_args[0]].name>>
<<elseif _args[0] and !_colour>>
<<print _args[0]>>
<<else>>
<<print _colour>>
<</if>>
<</widget>>
<<widget "haircolourtext">>
<<if $hairColourStyle == "gradient">>
<<print "two-toned">>
<<else>>
<<hairmapcolourtext $haircolour>>
<</if>>
<</widget>>
<<widget "hairfringecolourtext">>
<<if $hairFringeColourStyle == "gradient">>
<<print "two-toned">>
<<else>>
<<hairmapcolourtext $hairfringecolour>>
<</if>>
<</widget>>
<<widget "charles">><<silently>>
<<if $wraith.mimic is "Morgan" and $wraith.state is "haunt" and random(1,3) is 1>>
<<set _text_output to "graverobber">>
<<else>>
<<set _text_output to ($player.gender_appearance is "m" ? "Charles" : "Charlene")>>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "npcexposetext">><<silently>>
<<person>><<set _person to _text_output>>
<<his>><<set _his to _text_output>>
<<if $pronoun is "m">>
<<set _text_output to "The " + _person + " unzips " + _his + " fly, ">>
<<else>>
<<set _text_output to "The " + _person + " lifts up " + _his + " skirt, ">>
<</if>>
<<if $NPCList[0].penis isnot "none">>
<<set _text_output to _text_output + "revealing " + _his + " erect penis.">>
<<else>>
<<set _text_output to _text_output + "revealing " + _his + " moist pussy.">>
<</if>>
<</silently>>_text_output<</widget>>
<!-- Commented out for deprecation. Use: ?bodypart
See 03-JavaScript/Templates/..
<<widget "bodyparts">>
<<print either("hands", "feet", "thighs", "legs", "tummy", "cheek", "bottom", "chest", "face", "arms", "shoulder", "back")>>
<</widget>>
-->
<!-- Commented out for deprecation. Use: ?lowerbodypart
See 03-JavaScript/Templates/..
<<widget "lowerbodyparts">>
<<print either("hands", "feet", "thighs", "bottom")>>
<</widget>>
-->
<<widget "word">><<silently>>
/* usage example: <<word "upper">> */
<<set _text_output to "">>
<<if _args[0]>>
<<set $_result to setup.clothes[_args[0]][clothesIndex(_args[0],$worn[_args[0]])].word>>
<<set _text_output to ($_result isnot "n" ? $_result : "")>>
<</if>>
<</silently>>_text_output<</widget>>
<<widget "genitalsword">><<word "genitals">><</widget>>
<<widget "plural">><<silently>>
<<if setup.clothes[_args[0]][clothesIndex(_args[0],$worn[_args[0]])].plural is 1>>
<<set _text_output to "are">>
<<else>>
<<set _text_output to "is">>
<</if>>
<</silently>>_text_output<</widget>>
<<widget "is">><<silently>>
<<outfitChecks>>
<<if _args[0].plural is 1>>
<<set _text_output to "are">>
<<else>>
<<set _text_output to "is">>
<</if>>
<</silently>>_text_output
<</widget>>
<<widget "overupperplural">>
<<plural "over_upper">>
<</widget>>
<<widget "overlowerplural">>
<<plural "over_lower">>
<</widget>>
<<widget "upperplural">>
<<plural "upper">>
<</widget>>
<<widget "lowerplural">>
<<plural "lower">>
<</widget>>
<<widget "underupperplural">>
<<plural "under_upper">>
<</widget>>
<<widget "underlowerplural">>
<<plural "under_lower">>
<</widget>>
<<widget "genitalsplural">>
<<plural "genitals">>
<</widget>>
<<widget "itis">><<silently>>
<<if setup.clothes[_args[0]][clothesIndex(_args[0],$worn[_args[0]])].plural is 1>>
<<set _text_output to "they are">>
<<else>>
<<set _text_output to "it is">>
<</if>>
<</silently>>_text_output<</widget>>
<<widget "overupperitis">>
<<itis "over_upper">>
<</widget>>
<<widget "overloweritis">>
<<itis "over_lower">>
<</widget>>
<<widget "upperitis">>
<<itis "upper">>
<</widget>>
<<widget "loweritis">>
<<itis "lower">>
<</widget>>
<<widget "underupperitis">>
<<itis "under_upper">>
<</widget>>
<<widget "underloweritis">>
<<itis "under_lower">>
<</widget>>
<<widget "it">><<silently>>
<<if setup.clothes[_args[0]][clothesIndex(_args[0],$worn[_args[0]])].plural is 1>>
<<set _text_output to "them">>
<<else>>
<<set _text_output to "it">>
<</if>>
<</silently>>_text_output<</widget>>
<<widget "overupperit">>
<<it "over_upper">>
<</widget>>
<<widget "overlowerit">>
<<it "over_lower">>
<</widget>>
<<widget "upperit">>
<<if $worn.upper.name is "naked" and $worn.under_upper.type.includes("covered")>><<it "under_upper">><<else>><<it "upper">><</if>>
<</widget>>
<<widget "lowerit">>
<<if $worn.lower.name is "naked" and $worn.under_lower.type.includes("covered")>><<it "under_lower">><<else>><<it "lower">><</if>>
<</widget>>
<<widget "underupperit">>
<<it "under_upper">>
<</widget>>
<<widget "underlowerit">>
<<it "under_lower">>
<</widget>>
<<widget "feetit">>
<<it "feet">>
<</widget>>
<<widget "legsit">>
<<it "legs">>
<</widget>>
<<widget "handsit">>
<<it "hands">>
<</widget>>
<<widget "has">><<silently>>
<<if setup.clothes[_args[0]][clothesIndex(_args[0],$worn[_args[0]])].plural is 1>>
<<set _text_output to "have">>
<<else>>
<<set _text_output to "has">>
<</if>>
<</silently>>_text_output<</widget>>
<<widget "overupperhas">>
<<has "over_upper">>
<</widget>>
<<widget "overlowerhas">>
<<has "over_lower">>
<</widget>>
<<widget "upperhas">>
<<if $worn.upper.name is "naked" and $worn.under_upper.type.includes("covered")>>
<<has "under_upper">>
<<else>>
<<has "upper">>
<</if>><</widget>>
<<widget "lowerhas">>
<<if $worn.lower.name is "naked" and $worn.under_lower.type.includes("covered")>>
<<has "under_lower">>
<<else>>
<<has "lower">>
<</if>>
<</widget>>
<<widget "underupperhas">>
<<has "under_upper">>
<</widget>>
<<widget "underlowerhas">>
<<has "under_lower">>
<</widget>>
<<widget "that">><<silently>>
<<if setup.clothes[_args[0]][clothesIndex(_args[0],$worn[_args[0]])].plural is 1>>
<<set _text_output to "those">>
<<else>>
<<set _text_output to "that">>
<</if>>
<</silently>>_text_output<</widget>>
<<widget "overupperthat">>
<<that "over_upper">>
<</widget>>
<<widget "overlowerthat">>
<<that "over_lower">>
<</widget>>
<<widget "upperthat">>
<<that "upper">>
<</widget>>
<<widget "lowerthat">>
<<that "lower">>
<</widget>>
<<widget "underupperthat">>
<<that "under_upper">>
<</widget>>
<<widget "underlowerthat">>
<<that "under_lower">>
<</widget>>
<<widget "genitalsthat">>
<<that "genitals">>
<</widget>>
<<widget "feetthat">>
<<that "feet">>
<</widget>>
<<widget "legsthat">>
<<that "legs">>
<</widget>>
<<widget "handsthat">>
<<that "hands">>
<</widget>>
<<widget "generatePronouns">>
<<if _args[0]>>
<<set _args[0].pronouns to {}>>
<<switch _args[0].pronoun>>
<<case "m">>
<<set _args[0].pronouns.he = "he">>
<<set _args[0].pronouns.his = "his">>
<<set _args[0].pronouns.hers = "his">>
<<set _args[0].pronouns.him = "him">>
<<set _args[0].pronouns.himself = "himself">>
<<set _args[0].pronouns.man = "man">>
<<set _args[0].pronouns.boy = "boy">>
<<set _args[0].pronouns.men = "men">>
<<case "f">>
<<set _args[0].pronouns.he = "she">>
<<set _args[0].pronouns.his = "her">>
<<set _args[0].pronouns.hers = "hers">>
<<set _args[0].pronouns.him = "her">>
<<set _args[0].pronouns.himself = "herself">>
<<set _args[0].pronouns.man = "woman">>
<<set _args[0].pronouns.boy = "girl">>
<<set _args[0].pronouns.men = "women">>
<<case "i">>
<<set _args[0].pronouns.he = "it">>
<<set _args[0].pronouns.his = "its">>
<<set _args[0].pronouns.hers = "its">>
<<set _args[0].pronouns.him = "it">>
<<set _args[0].pronouns.himself = "itself">>
<<set _args[0].pronouns.man = "man">>
<<set _args[0].pronouns.boy = "boy">>
<<set _args[0].pronouns.men = "men">>
<<case "n">>
<<set _args[0].pronouns.he = "one">>
<<set _args[0].pronouns.his = "the">>
<<set _args[0].pronouns.hers = "its">>
<<set _args[0].pronouns.him = "them">>
<<set _args[0].pronouns.himself = "themselves">>
<<set _args[0].pronouns.man = "man">>
<<set _args[0].pronouns.boy = "k">>
<<set _args[0].pronouns.men = "men">>
<<case "t">>
<<set _args[0].pronouns.he = "they">>
<<set _args[0].pronouns.his = "their">>
<<set _args[0].pronouns.hers = "they">>
<<set _args[0].pronouns.him = "them">>
<<set _args[0].pronouns.himself = "themselves">>
<<set _args[0].pronouns.man = "man">>
<<set _args[0].pronouns.boy = "boy">>
<<set _args[0].pronouns.men = "men">>
<</switch>>
<</if>>
<</widget>>
<!-- [0] - string
prints string [0] prepended with an indefinite article based on the [0]'s first character -->
<<widget "a">><<silently>>
<<if ["a","e","i","o","u","A","E","I","O","U"].includes(_args[0][0])>>
<<set _text_output to "an " + _args[0]>>
<<else>>
<<set _text_output to "a " + _args[0]>>
<</if>>
<</silently>>_text_output<</widget>>
<<widget "A">><<silently>>
<<a _args[0]>><<capitalise>>
<</silently>>_text_output<</widget>>
<<widget "theowner">><<silently>>
<<if $enemyno gte 2 and $enemytype is "man">>
<<set _text_output to "the owner">>
<<else>>
<<he>>
<</if>>
<</silently>>_text_output<</widget>>
<<widget "someones">>
<<if _args[0] is "two">>
their
<<elseif _args[0] isnot undefined>>
<<set $_target to _args[0]>>
<<hisselect $_target>>
<<else>>
<<his>>
<</if>>
<</widget>>
<<widget "someone">><<silently>>
<<if _args[0] isnot undefined>>
<<set $_target to _args[0]>>
<<personselect $_target>><<him>>
<<else>>
<<him>>
<</if>>
<</silently>>_text_output<</widget>>
<<widget "their">>
<<if _args[0] isnot undefined>>
<<set $_target to _args[0]>>
<<hisselect $_target>>
<<elseif $enemyno gte 2 and $enemytype is "man">>
their
<<else>>
<<his>>
<</if>>
<</widget>>
<<widget "ohe">><<silently>>
<<if $enemytype is "beast">>
<<bhe>>
<<else>>
<<he>>
<</if>>
<</silently>>_text_output<</widget>>
<<widget "he">><<silently>>
<!-- Add the option to call for named NPCs individually -->
<<if _args[0]>>
<<set $pronoun to C.npc[_args[0]].pronoun>>
<</if>>
<<if $pronoun is "m">>
<<set _text_output to "he">>
<<elseif $pronoun is "f">>
<<set _text_output to "she">>
<<elseif $pronoun is "i">>
<<set _text_output to "it">>
<<elseif $pronoun is "n">>
<<set _text_output to "one">>
<<elseif $pronoun is "t">>
<<set _text_output to "they">>
<</if>>
<</silently>>_text_output<</widget>>
<<widget "bHe">><<silently>>
<<if typeof _args[0] is "number">>
<<set _na to _args[0]>>
<<elseif $beastGroupFight is 1 and $combat is 1 and typeof _n is "number">>
<<set _na to _n>>
<<elseif $enemyno gte 0>>
<<set _na to $enemyno-1>>
<<else>>
<<set _na to 0>>
<</if>>
<<if typeof $NPCList[_na].monster === "String" and $NPCList[_na].monster is "monster">>
<<set _text_output to ($NPCList[_na].pronoun is "m" ? "He" : "She")>>
<<else>>
<<set _text_output to "It">>
<</if>>
<</silently>>_text_output<</widget>>
<<widget "bhe">><<silently>>
<<if typeof _args[0] is "number">>
<<set _na to _args[0]>>
<<elseif $beastGroupFight is 1 and $combat is 1 and typeof _n is "number">>
<<set _na to _n>>
<<elseif $enemyno gte 0>>
<<set _na to $enemyno-1>>
<<else>>
<<set _na to 0>>
<</if>>
<<if $NPCList[_na] and $NPCList[_na].monster is "monster">>
<<set _text_output to ($NPCList[_na].pronoun is "m" ? "he" : "she")>>
<<else>>
<<set _text_output to "it">>
<</if>>
<</silently>>_text_output<</widget>>
<<widget "bHis">><<silently>>
<<if typeof _args[0] is "number">>
<<set _na to _args[0]>>
<<elseif $beastGroupFight is 1 and $combat is 1 and typeof _n is "number">>
<<set _na to _n>>
<<elseif $enemyno gte 0>>
<<set _na to $enemyno-1>>
<<else>>
<<set _na to 0>>
<</if>>
<<if typeof $NPCList[_na].monster === "String" and $NPCList[_na].monster is "monster">>
<<set _text_output to ($NPCList[_na].pronoun is "m" ? "His" : "Her")>>
<<else>>
<<set _text_output to "Its">>
<</if>>
<</silently>>_text_output<</widget>>
<<widget "bhis">><<silently>>
<<if typeof _args[0] is "number">>
<<set _na to _args[0]>>
<<elseif $beastGroupFight is 1 and $combat is 1 and typeof _n is "number">>
<<set _na to _n>>
<<elseif $enemyno gte 0>>
<<set _na to $enemyno-1>>
<<else>>
<<set _na to 0>>
<</if>>
<<if typeof $NPCList[_na].monster === "String" and $NPCList[_na].monster is "monster">>
<<set _text_output to ($NPCList[_na].pronoun is "m" ? "his" : "her")>>
<<else>>
<<set _text_output to "its">>
<</if>>
<</silently>>_text_output<</widget>>
<<widget "bhers">><<silently>>
<<if typeof _args[0] is "number">>
<<set _na to _args[0]>>
<<elseif $beastGroupFight is 1 and $combat is 1 and typeof _n is "number">>
<<set _na to _n>>
<<elseif $enemyno gte 0>>
<<set _na to $enemyno-1>>
<<else>>
<<set _na to 0>>
<</if>>
<<if typeof $NPCList[_na].monster === "String" and $NPCList[_na].monster is "monster">>
<<set _text_output to ($NPCList[_na].pronoun is "m" ? "his" : "hers")>>
<<else>>
<<set _text_output to "its">>
<</if>>
<</silently>>_text_output<</widget>>
<<widget "bHim">><<silently>>
<<if typeof _args[0] is "number">>
<<set _na to _args[0]>>
<<elseif $beastGroupFight is 1 and $combat is 1 and typeof _n is "number">>
<<set _na to _n>>
<<elseif $enemyno gte 0>>
<<set _na to $enemyno-1>>
<<else>>
<<set _na to 0>>
<</if>>
<<if typeof $NPCList[_na].monster === "String" and $NPCList[_na].monster is "monster">>
<<set _text_output to ($NPCList[_na].pronoun is "m" ? "Him" : "Her")>>
<<else>>
<<set _text_output to "It">>
<</if>>
<</silently>>_text_output<</widget>>
<<widget "bhim">><<silently>>
<<if typeof _args[0] is "number">>
<<set _na to _args[0]>>
<<elseif $beastGroupFight is 1 and $combat is 1 and typeof _n is "number">>
<<set _na to _n>>
<<elseif $enemyno gte 0>>
<<set _na to $enemyno-1>>
<<else>>
<<set _na to 0>>
<</if>>
<<if typeof $NPCList[_na].monster === "String" and $NPCList[_na].monster is "monster">>
<<set _text_output to ($NPCList[_na].pronoun is "m" ? "him" : "her")>>
<<else>>
<<set _text_output to "it">>
<</if>>
<</silently>>_text_output<</widget>>
<<widget "bhimself">><<silently>>
<<if typeof _args[0] is "number">>
<<set _na to _args[0]>>
<<elseif $beastGroupFight is 1 and $combat is 1 and typeof _n is "number">>
<<set _na to _n>>
<<elseif $enemyno gte 0>>
<<set _na to $enemyno-1>>
<<else>>
<<set _na to 0>>
<</if>>
<<if typeof $NPCList[_na].monster === "String" and $NPCList[_na].monster is "monster">>
<<set _text_output to ($NPCList[_na].pronoun is "m" ? "himself" : "herself")>>
<<else>>
<<set _text_output to "itself">>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "bHimself">><<silently>>
<<if typeof _args[0] is "number">>
<<bhimself _args[0]>>
<<else>>
<<bhimself>>
<</if>>
<<capitalise>>
<</silently>><<print _text_output>><</widget>>
<<widget "bhes">><<silently>>
<<if typeof _args[0] is "number">>
<<set _na to _args[0]>>
<<elseif $beastGroupFight is 1 and $combat is 1 and typeof _n is "number">>
<<set _na to _n>>
<<elseif $enemyno gte 0>>
<<set _na to $enemyno-1>>
<<else>>
<<set _na to 0>>
<</if>>
<<if typeof $NPCList[_na].monster === "String" and $NPCList[_na].monster is "monster">>
<<set _text_output to ($NPCList[_na].pronoun is "m" ? "he's" : "she's")>>
<<else>>
<<set _text_output to "it's">>
<</if>>
<</silently>>_text_output<</widget>>
<<widget "bHes">><<silently>>
<<if typeof _args[0] is "number">>
<<bhes _args[0]>>
<<else>>
<<bhes>>
<</if>>
<<capitalise>>
<</silently>><<print _text_output>><</widget>>
<<widget "hes">><<silently>>
<!-- Add the option to call for named NPCs individually -->
<<if _args[0]>>
<<set $pronoun to C.npc[_args[0]].pronoun>>
<</if>>
<<if $pronoun is "m">>
<<set _text_output to "he's">>
<<elseif $pronoun is "f">>
<<set _text_output to "she's">>
<<elseif $pronoun is "i">>
<<set _text_output to "it's">>
<<elseif $pronoun is "n">>
<<set _text_output to "one is">>
<<elseif $pronoun is "t">>
<<set _text_output to "they are">>
<</if>>
<</silently>>_text_output<</widget>>
<<widget "his">><<silently>>
<!-- Add the option to call for named NPCs individually -->
<<if _args[0]>>
<<set $pronoun to C.npc[_args[0]].pronoun>>
<</if>>
<<if $pronoun is "m">>
<<set _text_output to "his">>
<<elseif $pronoun is "f">>
<<set _text_output to "her">>
<<elseif $pronoun is "i">>
<<set _text_output to "its">>
<<elseif $pronoun is "n">>
<<set _text_output to "the">>
<<elseif $pronoun is "t">>
<<set _text_output to "their">>
<</if>>
<</silently>>_text_output<</widget>>
<<widget "hers">><<silently>>
<!-- Add the option to call for named NPCs individually -->
<<if _args[0]>>
<<set $pronoun to C.npc[_args[0]].pronoun>>
<</if>>
<<if $pronoun is "m">>
<<set _text_output to "his">>
<<elseif $pronoun is "f">>
<<set _text_output to "hers">>
<<elseif $pronoun is "i">>
<<set _text_output to "its">>
<<elseif $pronoun is "n">>
<<set _text_output to "the">>
<<elseif $pronoun is "t">>
<<set _text_output to "theirs">>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "He">><<silently>>
<<if _args[0]>>
<!-- Add the option to call for a named NPC's name -->
<<if $NPCNameList.includes(_args[0])>>
<<set $pronoun to C.npc[_args[0]].pronoun>>
<<else>>
<<if Number.isInteger(_args[0]) and between(_args[0],0,5)>>
<<personselect _args[0]>>
<</if>>
<</if>>
<</if>>
<<if $NPCList[$index].intro is 1>>
<<set $NPCList[$index].intro to 0>>
<<if $npcrow.includes($index)>>
<<if $npc.includes("Black Wolf") or $npc.includes("Great Hawk")>>
<<set _text_output to "The " + $npc[$npcrow.indexOf($index)]>>
<<elseif $npc.includes("Ivory Wraith")>>
<<set _text_output to "The pale figure">>
<<elseif $NPCList[$index].name_known is 0>>
<<set _text_output to "The " + $NPCList[$index].description>>
<<else>>
<<set _text_output to $npc[$npcrow.indexOf($index)]>>
<</if>>
<<else>>
<<if $enemytype is "beast">>
<<beasttype>><<set _text_output to "The " + _text_output>>
<<elseif $NPCList[$index].name_known is 1>>
<<set _text_output to $NPCList[$index].name>>
<<elseif $NPCList[$index].role is "normal">>
<<person>><<set _text_output to "The " + _text_output>>
<<else>>
<<set _text_output to "The " + $NPCList[$index].description + " " + $NPCList[$index].role>>
<</if>>
<</if>>
<<else>>
<<if $pronoun>>
<<he>><<capitalise>>
<<else>>
<<set _text_output to `<span class="red">[ERROR: undefined pronoun in "He"]</span>`>>
<</if>>
<</if>>
<</silently>>_text_output<</widget>>
<!-- Use when you want to force just the pronoun "He" and skip the .intro nonsense.-->
<<widget "He_Short">><<silently>>
<<if $pronoun>>
<<he>><<capitalise>>
<<else>>
<<set _text_output to `<span class="red">[ERROR: undefined pronoun in "He_Short"]</span>`>>
<</if>>
<</silently>>_text_output<</widget>>
<<widget "His">><<silently>>
<!-- Add the option to call for named NPCs individually -->
<<if _args[0]>>
<<set $pronoun to C.npc[_args[0]].pronoun>>
<</if>>
<<if $pronoun is "m">>
<<set _text_output to "His">>
<<elseif $pronoun is "f">>
<<set _text_output to "Her">>
<<elseif $pronoun is "i">>
<<set _text_output to "Its">>
<<elseif $pronoun is "n">>
<<set _text_output to "The">>
<<elseif $pronoun is "t">>
<<set _text_output to "Their">>
<</if>>
<</silently>>_text_output<</widget>>
<<widget "Hers">><<silently>>
<!-- Add the option to call for named NPCs individually -->
<<if _args[0]>>
<<set $pronoun to C.npc[_args[0]].pronoun>>
<</if>>
<<if $pronoun is "m">>
<<set _text_output to "His">>
<<elseif $pronoun is "f">>
<<set _text_output to "Hers">>
<<elseif $pronoun is "i">>
<<set _text_output to "Its">>
<<elseif $pronoun is "n">>
<<set _text_output to "The">>
<<elseif $pronoun is "t">>
<<set _text_output to "Theirs">>
<</if>>
<</silently>>_text_output<</widget>>
<<widget "Hes">><<silently>>
<!-- Add the option to call for named NPCs individually -->
<<if _args[0]>>
<<set $pronoun to C.npc[_args[0]].pronoun>>
<</if>>
<<if $pronoun is "m">>
<<set _text_output to "He's">>
<<elseif $pronoun is "f">>
<<set _text_output to "She's">>
<<elseif $pronoun is "i">>
<<set _text_output to "It's">>
<<elseif $pronoun is "n">>
<<set _text_output to "One is">>
<<elseif $pronoun is "t">>
<<set _text_output to "They are">>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "him">><<silently>>
<!-- Add the option to call for named NPCs individually -->
<<if _args[0]>>
<<set $pronoun to C.npc[_args[0]].pronoun>>
<</if>>
<<if $pronoun is "m">>
<<set _text_output to "him">>
<<elseif $pronoun is "f">>
<<set _text_output to "her">>
<<elseif $pronoun is "i">>
<<set _text_output to "it">>
<<elseif $pronoun is "n">>
<<set _text_output to "them">>
<<elseif $pronoun is "t">>
<<set _text_output to "them">>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "Him">><<silently>>
<<him>><<capitalise>>
<</silently>><<print _text_output>><</widget>>
<<widget "hisselect">>
<!-- Note calls range from 0-5 corresponding to NPCs 1-6. This was done to simplify FOR loops -->
<<set _n to _args[0]>>
<<if $enemytype is "man" and $enemyno gte 2>>
<<personselect _n>>
<!-- NPC's name will only appear if they are selected -->
<<if $NPCList[_n].intro is 1>>
<<if $npcrow.includes(_n) and $NPCList[_n].name_known is 1>>
<<print $npc[$npcrow.indexOf(_n)]>>'s
<<else>>
the <<persons>>
<</if>>
<<set $NPCList[_n].intro to 0>>
<<else>>
<<his>>
<</if>>
<<elseif $enemytype is "beast">>
<<bhis>>
<<else>>
<<his>>
<</if>>
<</widget>>
<!-- Keeping his1-6 for legacy support as of v2.3 -->
<<widget "his1">>
<<person1>><<his>>
<</widget>>
<<widget "his2">>
<<person2>><<his>>
<</widget>>
<<widget "his3">>
<<person3>><<his>>
<</widget>>
<<widget "his4">>
<<person4>><<his>>
<</widget>>
<<widget "his5">>
<<person5>><<his>>
<</widget>>
<<widget "his6">>
<<person6>><<his>>
<</widget>>
<<widget "himself">><<silently>>
<!-- Add the option to call for named NPCs individually -->
<<if _args[0]>>
<<set $pronoun to C.npc[_args[0]].pronoun>>
<</if>>
<<if $pronoun is "m">>
<<set _text_output to "himself">>
<<elseif $pronoun is "i">>
<<set _text_output to "itself">>
<<else>>
<<set _text_output to "herself">>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "people">><<silently>>
<<if maleChance() is 100>>
<<set _text_output to "men">>
<<elseif maleChance() is 0>>
<<set _text_output to "women">>
<<else>>
<<set _text_output to "men and women">>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "peopley">><<silently>>
<<if maleChance() is 100>>
<<set _text_output to "boys">>
<<elseif maleChance() is 0>>
<<set _text_output to "girls">>
<<else>>
<<set _text_output to "boys and girls">>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "peopleyv">><<silently>>
<<if $malevictimchance is 100>>
<<set _text_output to "boys">>
<<elseif $malevictimchance is 0>>
<<set _text_output to "girls">>
<<else>>
<<set _text_output to "boys and girls">>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "persony">><<silently>>
<<rng>>
<<set _text_output to ($rng lte maleChance()? "boy" : "girl")>>
<</silently>><<print _text_output>><</widget>>
<<widget "group">><<silently>>
<<if $enemyno gte 3 or ($combat is 1 and $enemynomax gte 3)>>
<<for _g to 0; _g lt $NPCList.length; _g++>>
<<if $NPCList[_g].pronoun is "m">>
<<set $_group_man to true>>
<<elseif $NPCList[_g].pronoun is "f">>
<<set $_group_woman to true>>
<</if>>
<</for>>
<<if $_group_man and $_group_woman>>
<<set _text_output to ($NPCList[0].teen is 1? "girls and boys" : "men and women")>>
<<elseif $_group_man and !$_group_woman>>
<<set _text_output to ($NPCList[0].teen is 1? "boys" : "men")>>
<<elseif !$_group_man and $_group_woman>>
<<set _text_output to ($NPCList[0].teen is 1? "girls" : "women")>>
<</if>>
<<elseif $enemyno is 2 or ($combat is 1 and $enemynomax is 2)>>
<<if $NPCList[0].pronoun isnot $NPCList[1].pronoun>>
<<set _text_output to ($NPCList[0].teen is 1? "girl and boy" : "man and woman")>>
<<elseif $NPCList[0].pronoun is "m">>
<<set _text_output to ($NPCList[0].teen is 1? "boys" : "men")>>
<<elseif $NPCList[0].pronoun is "f">>
<<set _text_output to ($NPCList[0].teen is 1? "girls" : "women")>>
<</if>>
<<else>>
<<person>>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "fullGroup">><<silently>>
<<set $_person to []>>
<<for _fg to 0; _fg lt $enemyno; _fg++>>
<<personselect _fg>><<person>>
<<set $_person.push(_text_output)>>
<</for>>
<<set _text_output to formatList($_person, "and", true)>>
<<if _args[0] is "cap">><<set _text_output to _text_output.toLocaleUpperFirst()>><</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "enumeratedGroup">><<silently>>
<<set $_menCount to $NPCList.countWith(npc => npc.pronoun is "m")>>
<<set $_womenCount to $NPCList.countWith(npc => npc.pronoun is "f")>>
<<silently>>
<<number $_menCount>><<set $_men to _text_output + " " + ($_menCount is 1 ? "man" : "men")>>
<<number $_womenCount>><<set $_women to _text_output + " " + ($_womenCount is 1 ? "woman" : "women")>>
<</silently>>
<<set [$_first, $_second, $_secondCount] to ($_menCount gte $_womenCount ? [$_men, $_women, $_womenCount] : [$_women, $_men, $_menCount])>>
<<set _text_output to $_first>>
<<if $_secondCount gt 0>>
<<set _text_output += " and " + $_second>>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "EnumeratedGroup">><<silently>>
<<enumeratedGroup>><<capitalise>>
<</silently>><<print _text_output>><</widget>>
<<widget "gendercheck">>
<<if !["m", "f"].includes($player.gender_appearance)>><<set _text_output to "<span class=\"red\">ERROR: Unexpected $$player.gender_appearance: [$player.gender_appearance]</span>">><</if>>
<</widget>>
<<widget "pshe">><<silently>>
<<set _text_output to ($player.gender_appearance is "m"? "he" : "she")>><<gendercheck>>
<</silently>>_text_output<</widget>>
<<widget "pShe">><<silently>>
<<pshe>><<capitalise>>
<</silently>>_text_output<</widget>>
<<widget "pshes">><<silently>>
<<set _text_output to ($player.gender_appearance is "m"? "he's" : "she's")>><<gendercheck>>
<</silently>>_text_output<</widget>>
<<widget "pShes">><<silently>>
<<pshes>><<capitalise>>
<</silently>>_text_output<</widget>>
<<widget "pher">><<silently>>
<<set _text_output to ($player.gender_appearance is "m"? "his" : "her")>><<gendercheck>>
<</silently>>_text_output<</widget>>
<<widget "phers">><<silently>>
<<set _text_output to ($player.gender_appearance is "m"? "his" : "hers")>><<gendercheck>>
<</silently>>_text_output<</widget>>
<<widget "pHer">><<silently>>
<<pher>><<capitalise>>
<</silently>>_text_output<</widget>>
<<widget "phim">><<silently>>
<<set _text_output to ($player.gender_appearance is "m"? "him" : "her")>><<gendercheck>>
<</silently>>_text_output<</widget>>
<<widget "pHim">><<silently>>
<<phim>><<capitalise>>
<</silently>>_text_output<</widget>>
<<widget "pherself">><<silently>>
<<set _text_output to ($player.gender_appearance is "m"? "himself" : "herself")>><<gendercheck>>
<</silently>>_text_output<</widget>>
<<widget "pHerself">><<silently>>
<<pherself>><<capitalise>>
<</silently>>_text_output<</widget>>
<<widget "psir">><<silently>>
<<set _text_output to ($player.gender_appearance is "m"? "sir" : "ma'am")>><<gendercheck>>
<</silently>>_text_output<</widget>>
<<widget "pSir">><<silently>>
<<psir>><<capitalise>>
<</silently>>_text_output<</widget>>
<<widget "pmother">><<silently>>
<<set _text_output to ($player.gender_appearance is "m"? "father" : "mother")>><<gendercheck>>
<</silently>>_text_output<</widget>>
<<widget "pMother">><<silently>>
<<set _text_output to ($player.gender_appearance is "m"? "Father" : "Mother")>><<gendercheck>>
<</silently>>_text_output<</widget>>
<!-- Commented out for deprecation. Use: ?animals
See 03-JavaScript/Templates/..
<<widget "animals">>
<<print either("bees", "elephants", "bunnies", "octopi", "chimps", "squid", "molluscs", "monkeys", "wasps", "baboons", "wolves", "bears", "elk", "seals", "dolphins", "whales", "jellyfish", "cats", "lions", "tigers", "cheetahs", "wild dogs", "panthers", "moles", "badgers", "honey badgers", "ducks", "geese", "sparrows", "robins", "perch", "pike", "salmon", "sturgeon", "frogs", "newts", "crocodiles", "toads", "hawks", "eagles", "cuttlefish", "pythons", "anacondas", "adders", "cobras", "sturgeon", "trout", "salmon", "tuna", "deer", "robins")>>
<</widget>>
-->
<!-- Commented out for deprecation. Use: ?garden
See 03-JavaScript/Templates/..
<<widget "garden">>
<<print either("prune flowers", "prune trees", "prune bushes", "water flowers", "remove weeds")>>
<</widget>>
-->
<!--_args[0] - uses "pc", the named npc's name, or a number-->
<!--_args[1] - forces the pregnancy description-->
<<widget "bellyDescription">><<silently>>
<<if !isNaN(_args[0])>>
<<set $_size to _args[0]>>
<<elseif _args[0] is "pc">>
<<set $_size to $bellySizeDebug || playerBellySize()>>
<<set $_pregnant to ($bellySizeDebug isnot undefined) || playerIsPregnant()>>
<<elseif C.npc[_args[0]]>>
<<set $_size to npcBellySize(_args[0])>>
<<set $_pregnant to npcIsPregnant(_args[0])>>
<</if>>
<<if $_pregnant or _args[1]>>
<<switch $_size>>
<<case 7 8 9 10 11>><<set $_text_output to "baby bump">>
<<case 12 13 14>><<set $_text_output to "growing baby bump">>
<<case 15 16 17 18>><<set $_text_output to "pregnant belly">>
<<case 19 20 21 22 23 24>><<set $_text_output to "heavily pregnant belly">>
<<default>><<set $_text_output to "belly">>
<</switch>>
<<else>>
<<switch $_size>>
<<case 7 8 9 10 11>><<set $_text_output to "belly bump">>
<<case 12 13 14>><<set $_text_output to "swollen belly">>
<<case 15 16 17 18>><<set $_text_output to "large belly">>
<<case 19 20 21 22 23 24>><<set $_text_output to "bulging belly">>
<<default>><<set $_text_output to "belly">>
<</switch>>
<</if>>
<</silently>><<if $_text_output>>$_text_output<</if>><</widget>>
<<widget "semen">><<silently>>
<<if $player.penisExist>>
<<set _text_output to "semen">>
<<else>>
<<set _text_output to "lewd fluid">>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "mouthsensitivity">><<silently>>
<<if $mouthsensitivity > 3.5>>
<<set _text_output2 to "sensitive ">>
<<elseif $mouthsensitivity >= 2.5>>
<<set _text_output2 to "tender ">>
<<elseif $mouthsensitivity >= 1.5>>
<<set _text_output2 to "receptive ">>
<<else>>
<<set _text_output2 to "">>
<</if>>
<<set _mouthSensitivityDescribed to true>>
<</silently>><<print _text_output2>><</widget>>
<<widget "breastsensitivity">><<silently>>
<<if $breastsensitivity > 3.5>>
<<set _text_output2 to "sensitive ">>
<<elseif $breastsensitivity >= 2.5>>
<<set _text_output2 to "tender ">>
<<elseif $breastsensitivity >= 1.5>>
<<set _text_output2 to "receptive ">>
<<else>>
<<set _text_output2 to "">>
<</if>>
<<set _breastSensitivityDescribed to true>>
<</silently>><<print _text_output2>><</widget>>
<<widget "bottomsensitivity">><<silently>>
<<if $bottomsensitivity > 3.5>>
<<set _text_output2 to "sensitive ">>
<<elseif $bottomsensitivity >= 2.5>>
<<set _text_output2 to "tender ">>
<<elseif $bottomsensitivity >= 1.5>>
<<set _text_output2 to "receptive ">>
<<else>>
<<set _text_output2 to "">>
<</if>>
<<set _bottomSensitivityDescribed to true>>
<</silently>><<print _text_output2>><</widget>>
<<widget "nipple">>
<<if !_breastSensitivityDescribed>><<breastsensitivity>><</if>><<print "nipple">>
<</widget>>
<<widget "nipples">>
<<nipple>>s
<</widget>>
<<widget "breastsizedesc">><<silently>>
<<set $_breastsize to (_args[0] isnot undefined ? _args[0] : $player.breastsize)>>
<<if Number.isInteger($_breastsize)>>
<<set _text_output to setup.breastsizes[$_breastsize]>>
<<elseif $options.debugdisable is "f">>
<<set _text_output to "<span class='red'>ERROR - breastsizedesc is not a number: _args[0]</span>">>
<</if>>
<</silently>>_text_output<</widget>>
<<widget "breasts">><<silently>>
<<if Number.isInteger($player.breastsize)>>
<<if $player.breastsize lte 0>>
<<set _text_output to "nipples">>
<<else>>
<<set _text_output to setup.breastsizes[$player.breastsize] + " breasts">>
<</if>>
<<elseif $options.debugdisable is "f">>
<<set _text_output to "ERROR - $$player.breastsize is not a number: $player.breastsize">>
<</if>>
<</silently>><<if !_breastSensitivityDescribed>><<breastsensitivity>><</if>><<print _text_output>><</widget>>
<<widget "breastssimple">><<silently>>
<<if Number.isInteger($player.breastsize)>>
<<if $player.breastsize lte 0>>
<<set _text_output to "nipples">>
<<else>>
<<set _text_output to "breasts">>
<</if>>
<<elseif $options.debugdisable is "f">>
<<set _text_output to "ERROR - $$player.breastsize is not a number: $player.breastsize">>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "chest">><<silently>>
<<if Number.isInteger($player.breastsize)>>
<<if $player.breastsize lte 0>>
<<set _text_output to "chest">>
<<else>>
<<set _text_output to setup.breastsizes[$player.breastsize] + " breasts">>
<</if>>
<<elseif $options.debugdisable is "f">>
<<set _text_output to "ERROR - $$player.breastsize is not a number: $player.breastsize">>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "chestsimple">><<silently>>
<<if Number.isInteger($player.breastsize)>>
<<if $player.breastsize lte 0>>
<<set _text_output to "chest">>
<<else>>
<<set _text_output to "breasts">>
<</if>>
<<elseif $options.debugdisable is "f">>
<<set _text_output to "ERROR - $$player.breastsize is not a number: $player.breastsize">>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "mouth">><<silently>>
<<set _text_output to "lips">>
<</silently>><<if !_mouthSensitivityDescribed>><<mouthsensitivity>><</if>><<print _text_output>><</widget>>
<<widget "undertop">><<silently>>
<<if $worn.under_upper.exposed lte 0>>
<<set _text_output to $worn.under_upper.name>>
<<else>>
<<breasts>>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "underoutfit">><<silently>>
<<outfitChecks>>
<<undies>><<set $_secondhalf to _text_output>>
<<undertop>>
<!-- _text_output now has top (either worn under_upper name, or breasts desc) -->
<<if !_underOutfit>> <!-- Two separate items, not an outfit -->
<<set _text_output += " and " + $_secondhalf>>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "genitalstate">><<silently>>
<<set _text_output to "">>
<<if _args[0] is "penis" and $player.gender is "f" and $parasite.clit.name is "parasite">>
<<set _text_output to "parasitic ">>
<<elseif _args[0] is "penis" and $earSlime.focus is "impregnation" and $earSlime.growth gte 100>>
<<set _text_output to "dripping ">>
<<elseif _args[0] is "pussy" and $earSlime.focus is "pregnancy" and $earSlime.growth gte 100>>
<<set _text_output to "dripping ">>
<<elseif $orgasmcount gte 23>>
<<if $orgasmdown gte 1>>
<<set _text_output to "tortured ">>
<<else>>
<<set _text_output to "spent ">>
<</if>>
<<elseif $orgasmcount gte 9>>
<<if $orgasmdown gte 1>>
<<set _text_output to "twitching ">>
<<else>>
<<set _text_output to "tired ">>
<</if>>
<<else>>
<<if $orgasmdown gte 1>>
<<set _text_output to "twitching ">>
<<else>>
<<if $arousal gte ($arousalmax / 5) * 4>>
<<set _text_output to "tingling ">>
<<elseif $arousal gte ($arousalmax / 5) * 3>>
<<set _text_output to "">>
<<elseif $arousal gte ($arousalmax / 5) * 2>>
<<set _text_output to "">>
<<elseif $arousal gte $arousalmax / 5>>
<<set _text_output to "">>
<<else>>
<<set _text_output to "">>
<</if>>
/* ^^^ placeholders for later if people want to fill them out */
<</if>>
<</if>>
<<if _args[0] is "penis">>
<<set _penisStateDescribed to true>>
<<elseif _args[0] is "pussy">>
<<set _pussyStateDescribed to true>>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "bottom">><<silently>>
<<set _text_output to ["slender", "slim", "modest", "cushioned", "soft", "round", "plump", "large", "huge"][Math.clamp(0, 8, $player.bottomsize)]>>
/* _args[0] is a flag to prevent .pluck() from altering state random when calling from overlays */
<<set _text_output to _text_output + [" ass", " bum", " butt"].pluck(_args[0])>>
<</silently>><<if !_bottomSensitivityDescribed>><<bottomsensitivity>><</if>><<print _text_output>><</widget>>
<!-- Too small and too big outputs are intended as error messages
so that it's more obvious what's wrong when people report bugs -->
<<widget "penissize">><<silently>>
<<set $_size to $combat or $playerHasStraponOverride ? playerPenisSize() : $player.penissize>>
<<switch $_size>>
<<case -2>><<set _text_output to "micro">>
<<case -1>><<set _text_output to "mini">>
<<case 0>><<set _text_output to "tiny">>
<<case 1>><<set _text_output to "small">>
<<case 2>><<set _text_output to "">>
<<case 3>><<set _text_output to "large">>
<<case 4>><<set _text_output to "enormous">>
<<default>><<set _text_output to "[Widget 'penissize' - Invalid Penis Value of - " + $_size + ($playerHasStraponOverride ? " - $playerHasStraponOverride is set" : "") + "]">>
<</switch>>
<<set _penisSizeDescribed to true>>
<</silently>><<print _text_output>><</widget>>
<!-- [0] - if truthy, genital sensitivity is omitted -->
<<widget "pussy">><<silently>>
<<set _genital_state_text to "">>
<<if !_pussyStateDescribed>>
<<genitalstate "pussy">><<set _genital_state_text to _text_output>>
<</if>>
<<set _text_output to "">>
<<if !_args[0] and !_genitalSensitivityDescribed>>
<<genitalsensitivity>>
<</if>>
/* _args[1] is a flag to prevent .pluck() from altering state random when calling from overlays */
<<set _text_output += _genital_state_text + pussyNames().pluck(_args[1])>>
<</silently>><<print _text_output>><</widget>>
<!-- [0] - if truthy, genital sensitivity is omitted -->
<<widget "clit">><<silently>>
<<if $player.penisExist>>
<<penis>>
<<else>>
<<set _text_output to "">>
<<if !_args[0] and !_genitalSensitivityDescribed>>
<<genitalsensitivity>>
<</if>>
<<set _text_output += "clit">>
<</if>>
<</silently>><<print _text_output>><</widget>>
<!-- [0] - if truthy, genital sensitivity is omitted -->
<<widget "penis">><<silently>>
<!-- Size, skip if mentioned this passage already -->
<<if _penisSizeDescribed>>
<<set _penissize_text to "">>
<<else>>
<<penissize>><<set _penissize_text to _text_output>>
<<if _penissize_text isnot "">>
<<set _penissize_text to _penissize_text + " ">>
<</if>>
<</if>>
<!-- State, skip if mentioned this passage already -->
<<if _penisStateDescribed>>
<<set _genital_state_text to "">>
<<else>>
<<genitalstate "penis">><<set _genital_state_text to _text_output>>
<</if>>
<<set _text_output to "">>
<!-- Sensitivity, skip if mentioned this passage already -->
<<if !_args[0] and !_genitalSensitivityDescribed>>
<<genitalsensitivity>>
<</if>>
/* _args[1] is a flag to prevent .pluck() from altering state random when calling from overlays */
<<set _text_output += _penissize_text + _genital_state_text + penisNames().pluck(_args[1])>>
<<if playerHasStrapon()>>
<<if _args[0] isnot undefined and _args[0] is "strap-on" and $player.penisExist>>
<!-- Do nothing. This is an override for wacky cases such as player masturbation -->
<<else>>
<<set _text_output to _penissize_text + "strap-on">>
<</if>>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "reveal">>
<<if _args[0]>>
<<if _args[0] gte 900>>
<span class="red">lewd</span>
<<elseif _args[0] gte 700>>
<span class="pink">risqué</span>
<<elseif _args[0] gte 500>>
<span class="purple">seductive</span>
<<elseif _args[0] gte 300>>
<span class="blue">comfy</span>
<<elseif _args[0] gte 200>>
<span class="lblue">tasteful</span>
<<elseif _args[0] gte 100>>
<span class="teal">smart</span>
<<else>>
<span class="green">unassuming</span>
<</if>>
<</if>>
<</widget>>
<<widget "integrity">>
<<if _args[0]>>
<<if _args[1] is "cap">>
<<if _args[0] gte 900>>
<span class="green">Tough</span>
<<elseif _args[0] gte 500>>
<span class="teal">Sturdy</span>
<<elseif _args[0] gte 200>>
<span class="lblue">Firm</span>
<<elseif _args[0] gte 100>>
<span class="blue">Fine</span>
<<elseif _args[0] gte 50>>
<span class="purple">Delicate</span>
<<elseif _args[0] gte 20>>
<span class="pink">Fragile</span>
<<else>>
<span class="red">Flimsy</span>
<</if>>
<<else>>
<<if _args[0] gte 900>>
<span class="green">tough</span>
<<elseif _args[0] gte 500>>
<span class="teal">sturdy</span>
<<elseif _args[0] gte 200>>
<span class="lblue">firm</span>
<<elseif _args[0] gte 100>>
<span class="blue">fine</span>
<<elseif _args[0] gte 50>>
<span class="purple">delicate</span>
<<elseif _args[0] gte 20>>
<span class="pink">fragile</span>
<<else>>
<span class="red">flimsy</span>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "strokes">>
<<if $enemyanger gte ($enemyangermax / 5) * 4>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
savagely toys with
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
viciously toys with
<<else>>
brutally rubs
<</if>>
<<elseif $enemyanger gte ($enemyangermax / 5) * 2>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
roughly rubs
<<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
firmly strokes
<<else>>
passionately strokes
<</if>>
<<else>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 2>>
vigorously strokes
<<else>>
gently caresses
<</if>>
<</if>>
<</widget>>
<<widget "male">><<silently>>
<<set _text_output to ($pronoun is "m" ? "male" : "female")>>
<</silently>><<print _text_output>><</widget>>
<<widget "personsimple">><<silently>>
<<set _text_output to (!$NPCList[$index].type or $NPCList[$index].type is "human" or _args[0] is "normal" ? "" : $NPCList[$index].type)>>
<<if $role and $role isnot "normal" and _args[0] isnot "normal">>
<<set _text_output += $role>>
<<elseif $npcadult is 1>>
<<set _text_output += ($pronoun is "m" ? "man" : "woman")>>
<<else>>
<<set _text_output += ($pronoun is "m" ? "boy" : "girl")>>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "personname">><<silently>>
<<set _text_output to $NPCList[$index].name>>
<</silently>><<print _text_output>><</widget>>
<<widget "person">><<silently>>
<<if $index is "tentacles">>
<<set $index to 0>>
<</if>>
<<set _text_output to $description + " ">>
<<if ($NPCList[$index].type and $NPCList[$index].type isnot "human") and _args[0] isnot "normal">>
<<set _text_output += $NPCList[$index].type>>
<</if>>
<<if $npc_named is 1>>
<<set _text_output to $description>>
<<elseif $role and $role isnot "normal">>
<<set _text_output += $role>>
<<elseif $pronoun is "m">>
<<set _text_output += ($npcadult is 1 ? "man" : "boy")>>
<<elseif $pronoun is "f">>
<<set _text_output += ($npcadult is 1 ? "woman" : "girl")>>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "persons">><<silently>>
<<person _args[0]>>
<<set _text_output to _text_output + "'s">>
<</silently>><<print _text_output>><</widget>>
<<widget "combatperson">><<silently>>
<<if $npc_named is 1>>
<<if $NPCList[$index].name_known is 1 and $description isnot "pale figure">>
<<set _text_output to $NPCList[$index].fullDescription>>
<<else>>
<<set _text_output to "the " + $description>>
<</if>>
<<elseif $NPCList[$index].name_known is 1>>
<<set _text_output to $NPCList[$index].name>>
<<elseif $enemytype is "beast">>
<<if $beastGroupFight is 1>>
<<set _text_output to "the " + $NPCList[$index].fullDescription>>
<<else>>
<<set _text_output to "the " + $NPCList[$index].type>>
<</if>>
<<elseif $role and $role isnot "normal">>
<<set _text_output to "the " + $description + " " + $role>>
<<elseif $npcadult is 1>>
<<if $pronoun is "m">>
<<set _text_output to "the " + $description+" man">>
<<elseif $pronoun is "f">>
<<set _text_output to "the " + $description+" woman">>
<<else>>
<<set _text_output to "the " + $description>>
<</if>>
<<else>>
<<set _text_output to "the " + $NPCList[$index].fullDescription>>
<</if>><</silently>><<print _text_output>><</widget>>
<<widget "combatpersons">><<silently>>
<<combatperson>>
<<if (_text_output?.endsWith("s") or _text_output?.endsWith("sh")) and $NPCList[$index].name_known isnot 1>>
<<set _text_output to _text_output + "'">>
<<else>>
<<set _text_output to _text_output + "'s">>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "combatPerson">><<silently>>
<<combatperson>><<capitalise>>
<</silently>><<print _text_output>><</widget>>
<<widget "combatPersons">><<silently>>
<<combatpersons>><<capitalise>>
<</silently>><<print _text_output>><</widget>>
<<widget "genderswapPlayer">>
<!-- Note: You'll want to call this again when you're done, because its effects are visible on the sidebar caption if you leave it swapped, and we don't want that. -->
<!-- Note 2: gender_appearance is recalculated at the start of each passage, so don't expect the effects to stick around. -->
<<set $player.gender_appearance to ($player.gender_appearance is "f" ? "m" : "f")>>
<</widget>>
<<widget "genderswap">>
<!-- Changes the current pronoun, without modifying the NPC it's referencing. Useful for crossdressing NPC dialogue. -->
<!-- Usage: <<person1>><<genderswap>><<he>> -->
<!-- Cannot use genderswap when pronoun is anything other than "m" or "f". -->
<<switch $pronoun>>
<<case "m">> <<set $pronoun to "f">>
<<case "f">> <<set $pronoun to "m">>
<<default>> <<print `<span class="red">[ERROR: invalid pronoun in genderswap, `+ $pronoun +`]</span>`>>
<</switch>>
<</widget>>
<<widget "personselect">>
<!-- This replaces calls person1 person2 etc. Used for NPC object calls -->
<!-- Note calls are 0-5 corresponding to NPCs 1-6 -->
<<if _args[0] is "tentacles">>
<<set _n to 0>>
<<else>>
<<set _n to _args[0]>>
<</if>>
<<set $index to _n>>
<<if !$NPCList[_n] or !$NPCList[_n].pronoun>>
<<error {
message: "Undefined NPC in personselect " + _n + ".",
source: Utils.GetStack(),
depth: 0,
exportable: false,
}>>
<!-- <<print `<span class="red">[ERROR: undefined NPC in personselect `+ _n +`]</span>`>> -->
<<else>>
<<set $npcadult to $NPCList[_n].adult>>
<<set $pronoun to $NPCList[_n].pronoun>>
<<if $npcrow.includes(_n)>>
<<set $description to $NPCName[$npcnum[$npcrow.indexOf(_n)]].title>>
<<set $role to "normal">>
<<set $npc_named to 1>>
<<if $NPCName[$npcnum[$npcrow.indexOf(_n)]].nam is "Ivory Wraith">>
<<set $description to "pale figure">>
<</if>>
<<else>>
<<set $description to $NPCList[_n].description>>
<<set $role to $NPCList[_n].role>>
<<set $npc_named to 0>>
<</if>>
<</if>>
<</widget>>
<!-- Leaving person1-6 in place for legacy support as of v2.3-->
<<widget "person1">>
<<personselect 0>>
<</widget>>
<<widget "person2">>
<<personselect 1>>
<</widget>>
<<widget "person3">>
<<personselect 2>>
<</widget>>
<<widget "person4">>
<<personselect 3>>
<</widget>>
<<widget "person5">>
<<personselect 4>>
<</widget>>
<<widget "person6">>
<<personselect 5>>
<</widget>>
<<widget "personpenis">><<silently>>
<<if $NPCList[$index].penis isnot "none">>
<<set _text_output to "penis">>
<<else>>
<<set _text_output to "clit">>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "spouse">><<silently>>
<<if maleChance($pronoun) gte random(1,100)>>
<<set _text_output to ($pronoun is "m" ? "husband" : "wife")>>
<<else>>
<<set _text_output to ($pronoun is "m" ? "wife" : "husband")>>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "father">><<silently>>
<<set _text_output to ($pronoun is "m" ? "father" : "mother")>>
<</silently>><<print _text_output>><</widget>>
<<widget "Father">><<silently>>
<<father>><<capitalise>>
<</silently>><<print _text_output>><</widget>>
<<widget "mummy">><<silently>>
<<set _text_output to ($pronoun is "m" ? "daddy" : "mummy")>>
<</silently>><<print _text_output>><</widget>>
<<widget "Mummy">><<silently>>
<<mummy>><<capitalise>>
<</silently>><<print _text_output>><</widget>>
<<widget "actor">><<silently>>
<<set _text_output to ($pronoun is "m" ? "actor" : "actress")>>
<</silently>><<print _text_output>><</widget>>
<<widget "actorAroused">><<silently>>
<<set $_npcGen to (_args[0] ? _args[0] : $index)>>
<<if $NPCList[$_npcGen].penis isnot "none">>
<<set _text_output to "flaunting a very obvious erection.">>
<<else>>
<<set _text_output to "being very obviously aroused.">>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "girl">><<silently>>
<<set _text_output to ($player.gender_appearance is "m"? "boy" : "girl")>>
<</silently>><<print _text_output>><</widget>>
<<widget "lady">><<silently>>
<<set _text_output to ($player.gender_appearance is "m"? "man" : "lady")>>
<</silently>><<print _text_output>><</widget>>
<<widget "gentleman">><<silently>>
<<set _text_output to ($player.gender_appearance is "m"? "gentleman" : "lady")>>
<</silently>><<print _text_output>><</widget>>
<<widget "girlfriend">><<silently>>
<<girl>><<set _text_output to _text_output + "friend">>
<</silently>><<print _text_output>><</widget>>
<<widget "friend">><<silently>>
<<if $robinromance is 1>>
<<girl>><<set _text_output to _text_output + "friend">>
<<elseif _args[0] is "bff">>
<<set _text_output to "best friend">>
<<else>>
<<set _text_output to "friend">>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "girls">><<silently>>
<<girl>><<set _text_output to _text_output + "s">>
<</silently>><<print _text_output>><</widget>>
<<widget "wife">><<silently>>
<<set _text_output to ($player.gender_appearance is "m"? "husband" : "wife")>>
<</silently>><<print _text_output>><</widget>>
<<widget "Wife">><<silently>>
<<wife>><<capitalise>>
<</silently>><<print _text_output>><</widget>>
<<widget "sister">><<silently>>
<<set _text_output to ($player.gender_appearance is "m" ? "brother" : "sister")>>
<</silently>><<print _text_output>><</widget>>
<<widget "Sister">><<silently>>
<<sister>><<capitalise>>
<</silently>><<print _text_output>><</widget>>
<<widget "sister_npc">><<silently>>
<<set _text_output to ($pronoun is "m" ? "brother" : "sister")>>
<</silently>><<print _text_output>><</widget>>
<<widget "Sister_npc">><<silently>>
<<sister_npc>><<capitalise>>
<</silently>><<print _text_output>><</widget>>
<<widget "victimgirl">>
<<if $malevictimchance is 0>>
<<set _text_output to "girl">>
<<elseif $malevictimchance is 100>>
<<set _text_output to "boy">>
<<elseif $player.gender_appearance is "m">>
<<set _text_output to "boy">>
<<else>>
<<set _text_output to "girl">>
<</if>>
<<print _text_output>>
<</widget>>
<<widget "victimgirls">>
<<if $malevictimchance is 0>>
<<set _text_output to "girls">>
<<elseif $malevictimchance is 100>>
<<set _text_output to "boys">>
<<elseif $player.gender_appearance is "m">>
<<set _text_output to "boys">>
<<else>>
<<set _text_output to "girls">>
<</if>>
<<print _text_output>>
<</widget>>
<<widget "lass">><<silently>>
<<set _text_output to ($player.gender_appearance is "m"? "lad" : "lass")>>
<</silently>><<print _text_output>><</widget>>
<<widget "gender">><<silently>>
<<switch $player.gender>>
<<case "f">><<set _text_output to "girl">>
<<case "m">><<set _text_output to "boy">>
<<case "h">><<set _text_output to "hermaphrodite">>
<</switch>>
<</silently>><<print _text_output>><</widget>>
<<widget "gender_posture">><<silently>>
<<switch $player.gender_posture>>
<<case "f">><<set _text_output to "girl">>
<<case "m">><<set _text_output to "boy">>
<<default>><<set _text_output to "orphan">>
<</switch>>
<</silently>><<print _text_output>><</widget>>
<<widget "genitals_are">><<silently>>
<<if _args[0] is undefined>>
<<genitals>>
<<else>>
<<genitals 1>>
<</if>>
<<if $player.penisExist and $player.vaginaExist and (!playerChastity() or _args[0] isnot undefined)>>
<<set _text_output += " are">>
<<else>>
<<set _text_output += " is">>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "genitalsensitivity">><<silently>>
<<if $genitalsensitivity > 3.5>>
<<set _text_output to "sensitive ">>
<<elseif $genitalsensitivity >= 2.5>>
<<set _text_output to "tender ">>
<<elseif $genitalsensitivity >= 1.5>>
<<set _text_output to "receptive ">>
<<else>>
<<set _text_output to "">>
<</if>>
<<set _genitalSensitivityDescribed to true>>
<</silently>><<print _text_output>><</widget>>
<!--
Optional parameter [0] possible values:
0 or omitted or null - display chastity, virginity, arousal, and pubes
1 - omit chastity, display virginity, arousal, and pubes
2 - omit chastity, virginity, arousal, sensitivity, and pubes
-->
<<widget "genitals">><<silently>>
<<if playerChastity("hidden") and !_args[0] and _chastityBreak isnot 1>>
<<set _text_output to $worn.genitals.name>>
<<else>>
<<if _args[0] is 2>>
<<set _text_output to "">>
<<else>>
<<genitalsensitivity>>
<</if>>
<<if $player.penisExist>>
<<if $worn.genitals.name is "chastity parasite">>
<<set _text_output += "sealed ">>
<<elseif playerChastity("cage")>>
<<set _text_output += "caged ">>
<</if>>
<<if $player.virginity.penile is true and _args[0] isnot 2>>
<<set _text_output += "virgin ">>
<</if>>
<<if $player.gender is "f" and $parasite.clit.name is "parasite" and _args[0] isnot 2>>
<<set _text_output += "parasitic ">>
<</if>>
/* _args[0] is a flag to prevent .pluck() from altering state random when calling from overlays */
<<set _text_output += penisNames().pluck(_args[0])>>
<</if>>
<<if $player.vaginaExist>>
<<if $player.penisExist>>
<<set _text_output += " and ">>
<</if>>
<<if _args[0] isnot 2>>
<<if $player.virginity.vaginal is true>>
<<set _text_output += "virgin ">>
<</if>>
<<if $vaginaWetness gte 75 and $pbdisable is "f" and $pblevel gte 8>>
<<set _text_output += $player.penisExist ? "visibly aroused, bushy " : "visibly aroused and bushy ">>
<<elseif $vaginaWetness gte 75>>
<<set _text_output += "visibly aroused ">>
<<elseif $pbdisable is "f" and $pblevel gte 8>>
<<set _text_output += "bushy ">>
<</if>>
<</if>>
/* _args[0] is a flag to prevent .pluck() from altering state random when calling from overlays */
<<set _text_output += pussyNames().pluck(_args[0])>>
<</if>>
<</if>>
<</silently>><<print _text_output>><</widget>>
<!-- optionally takes 2 parameters: what to add after the text for singular/plural -->
<<widget "genitalsandbreasts">>
<<genitals>> <<if $player.breastsize gte 1>>and <<breasts>><</if>>
<<if _args[0] isnot undefined and _args[1] isnot undefined>>
<<if ($player.penisExist and $player.vaginaExist) or $player.breastsize gte 1>>
_args[1]
<<else>>
_args[0]
<</if>>
<</if>>
<</widget>>
<<widget "sydneyWarning">>
<<if $statdisable is "f">>
<<if _args[0] is "corrupt" and $corruptionEvent is 1 and C.npc.Sydney.corruption is 0 and (C.npc.Sydney.purity - 10) lt 0>>
| <span class="purple">This action might corrupt Sydney</span>
<<elseif _args[0] is "purify" and $purityEvent is 1 and C.npc.Sydney.purity is 0 and (C.npc.Sydney.corruption - 10) lt 0>>
| <span class="teal">This action might purify Sydney</span>
<<else>>
<<switch _warnstate>>
<<case 1>>
<<if $purityEvent is 1 and C.npc.Sydney.purity is 0 and (C.npc.Sydney.corruption - 2) lt 0>>
| <span class="teal">This action will purify Sydney</span>
<</if>>
<<case 2>>
<<if $purityEvent is 1 and C.npc.Sydney.purity is 0 and (C.npc.Sydney.corruption - 5) lt 0>>
| <span class="teal">This action will purify Sydney</span>
<</if>>
<<case 3>>
<<if $purityEvent is 1 and C.npc.Sydney.purity is 0 and (C.npc.Sydney.corruption - 10) lt 0>>
| <span class="teal">This action will purify Sydney</span>
<</if>>
<<case -1>>
<<if $corruptionEvent is 1 and C.npc.Sydney.corruption is 0 and (C.npc.Sydney.purity - 2) lt 0>>
| <span class="purple">This action will corrupt Sydney</span>
<</if>>
<<case -2>>
<<if $corruptionEvent is 1 and C.npc.Sydney.corruption is 0 and (C.npc.Sydney.purity - 5) lt 0>>
| <span class="purple">This action will corrupt Sydney</span>
<</if>>
<<case -3>>
<<if $corruptionEvent is 1 and C.npc.Sydney.corruption is 0 and (C.npc.Sydney.purity - 10) lt 0>>
| <span class="purple">This action will corrupt Sydney</span>
<</if>>
<</switch>>
<</if>>
<</if>>
<</widget>>
<<widget "gsydneytoy">>
<<if $sydney_toy is undefined>>
| <span class="purple">Sydney will keep the _args[0] for future use</span>
<<elseif $sydney_toy isnot _args[0]>>
| <span class="purple">Sydney will keep the _args[0] for future use, replacing their $sydney_toy</span>
<</if>>
<</widget>>
<<widget "flight_text">>
<<if $statdisable is "f">> |
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled")) and $birdFly gte 1>>
<span class="gold">Strong wings</span>
<<elseif ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled")) or ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled")) or ($fallenangel gte 2 or ($transformationParts.fallenAngel.wings isnot "hidden" and $transformationParts.fallenAngel.wings isnot "disabled")) or ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled"))>>
<span class="gold">Wings</span>
<</if>>
<</if>>
<</widget>>
<!-- Awareness -->
<<widget "combataware">>
<<if $statdisable is "f">>
<<set _color to ["","teal","lblue","blue","purple","pink"][_args[0]]>>
<span @class="_color">Awareness _args[0]</span>
<</if>>
<</widget>>
<!-- Exhibitionism -->
<<widget "exhibitionist">>
<<if $statdisable is "f">> |
<<set _classList to ["","teal","lblue","blue","purple","pink","red"][_args[0]]>>
<<set _classList += " " + getLargestSexStatModifierCssClasses("exhibitionism", _args[0])>>
<<if _args[0] is 6>>
<span @class="_classList">!Exhibitionism 6!</span>
<<else>>
<span @class="_classList">Exhibitionism _args[0]</span>
<</if>>
<</if>>
<</widget>>
<<widget "exhibitionist1">>
<<exhibitionist 1>>
<</widget>>
<<widget "exhibitionist2">>
<<exhibitionist 2>>
<</widget>>
<<widget "exhibitionist3">>
<<exhibitionist 3>>
<</widget>>
<<widget "exhibitionist4">>
<<exhibitionist 4>>
<</widget>>
<<widget "exhibitionist5">>
<<exhibitionist 5>>
<</widget>>
<<widget "exhibitionist6">>
<<exhibitionist 6>>
<</widget>>
<<widget "combatexhibitionist">>
<<if $statdisable is "f">>
<<set _classList to ["","teal","lblue","blue","purple","pink","red"][_args[0]]>>
<<set _classList += " " + getLargestSexStatModifierCssClasses("exhibitionism", _args[0])>>
<<if _args[0] is 6>>
<span @class="_classList">!Exhibitionism 6!</span>
<<else>>
<span @class="_classList">Exhibitionism _args[0]</span>
<</if>>
<</if>>
<</widget>>
<<widget "combatexhibitionist1">>
<<combatexhibitionist 1>>
<</widget>>
<<widget "combatexhibitionist2">>
<<combatexhibitionist 2>>
<</widget>>
<<widget "combatexhibitionist3">>
<<combatexhibitionist 3>>
<</widget>>
<<widget "combatexhibitionist4">>
<<combatexhibitionist 4>>
<</widget>>
<<widget "combatexhibitionist5">>
<<combatexhibitionist 5>>
<</widget>>
<<widget "combatexhibitionist6">>
<<combatexhibitionist 6>>
<</widget>>
<!-- Promiscuity -->
<<widget "promiscuous">>
<<if $statdisable is "f">> |
<<set _classList to ["","teal","lblue","blue","purple","pink","red"][_args[0]]>>
<<set _classList += " " + getLargestSexStatModifierCssClasses("promiscuity", _args[0])>>
<<if _args[0] is 6>>
<span @class="_classList">!Promiscuity 6!</span>
<<else>>
<span @class="_classList">Promiscuity _args[0]</span>
<</if>>
<</if>>
<</widget>>
<<widget "promiscuous1">>
<<promiscuous 1>>
<</widget>>
<<widget "promiscuous2">>
<<promiscuous 2>>
<</widget>>
<<widget "promiscuous3">>
<<promiscuous 3>>
<</widget>>
<<widget "promiscuous4">>
<<promiscuous 4>>
<</widget>>
<<widget "promiscuous5">>
<<promiscuous 5>>
<</widget>>
<<widget "promiscuous6">>
<<promiscuous 6>>
<</widget>>
<<widget "combatpromiscuous">>
<<if ($consensual is 1 or _args[0] is 6) and !$promiscuityIgnore and $statdisable is "f">>
<<set _classList to ["","teal","lblue","blue","purple","pink","red"][_args[0]]>>
<<set $_stat to $enemytype is "man" ? "promiscuity" : "deviancy">>
<<set _classList += " " + getLargestSexStatModifierCssClasses($_stat, _args[0])>>
<<if _args[0] is 6>>
<span @class="_classList"><<print ($enemytype is "man" ? "- !Promiscuity 6!" : "- !Deviancy 6!")>></span>
<<else>>
<span @class="_classList"><<print ($enemytype is "man" ? "- Promiscuity" : "- Deviancy")>> _args[0]</span>
<</if>>
<</if>>
<</widget>>
<<widget "combatpromiscuous1">>
<<combatpromiscuous 1>>
<</widget>>
<<widget "combatpromiscuous2">>
<<combatpromiscuous 2>>
<</widget>>
<<widget "combatpromiscuous3">>
<<combatpromiscuous 3>>
<</widget>>
<<widget "combatpromiscuous4">>
<<combatpromiscuous 4>>
<</widget>>
<<widget "combatpromiscuous5">>
<<combatpromiscuous 5>>
<</widget>>
<<widget "combatpromiscuous6">>
<<combatpromiscuous 6>>
<</widget>>
<!-- Deviancy -->
<<widget "deviant">>
<<if $statdisable is "f">> |
<<set _classList to ["","teal","lblue","blue","purple","pink","red"][_args[0]]>>
<<set _classList += " " + getLargestSexStatModifierCssClasses("deviancy", _args[0])>>
<<if _args[0] is 6>>
<span @class="_classList">!Deviancy 6!</span>
<<else>>
<span @class="_classList">Deviancy _args[0]</span>
<</if>>
<</if>>
<</widget>>
<<widget "deviant1">>
<<deviant 1>>
<</widget>>
<<widget "deviant2">>
<<deviant 2>>
<</widget>>
<<widget "deviant3">>
<<deviant 3>>
<</widget>>
<<widget "deviant4">>
<<deviant 4>>
<</widget>>
<<widget "deviant5">>
<<deviant 5>>
<</widget>>
<<widget "deviant6">>
<<deviant 6>>
<</widget>>
<<widget "crime">>
<<if $statdisable is "f">> |
<span class="red">Crime</span>
<<if _args[0]>>
<<crimeType _args[0]>>
<</if>>
<</if>>
<</widget>>
<<widget "crimes">>
<<if $statdisable is "f">> |
<span class="red">Crime</span>
<<if _args[0]>>
<<set $_crimeTypes to _args>>
<<set $_crimeDisplay to []>>
<<for $_crimeKey range $_crimeTypes>>
<<if !setup.crimeNames[$_crimeKey]>>
<<run Errors.report("Extra-Illegal crimes displayed; " + $_crimeKey)>>
<<else>>
<<set $_crimeDisplay.push(toTitleCase(setup.crimeNames[$_crimeKey]))>>
<</if>>
<</for>>
<span class="red">(<<print formatList($_crimeDisplay)>>)</span>
<</if>>
<</if>>
<</widget>>
<<widget "combatcrime">>
<<if $statdisable is "f">>
<span class="red">Crime</span>
<<if _args[0]>>
<<crimeType _args[0]>>
<</if>>
<</if>>
<</widget>>
<<widget "gcrime">>
<<if $statdisable is "f">> |
<span class="red">+ Crime</span>
<<if _args[0]>>
<<crimeType _args[0]>>
<</if>>
<</if>>
<</widget>>
<<widget "ggcrime">>
<<if $statdisable is "f">> |
<span class="red">+ + Crime</span>
<<if _args[0]>>
<<crimeType _args[0]>>
<</if>>
<</if>>
<</widget>>
<<widget "gggcrime">>
<<if $statdisable is "f">> |
<span class="red">+ + + Crime</span>
<<if _args[0]>>
<<crimeType _args[0]>>
<</if>>
<</if>>
<</widget>>
<<widget "crimeType">>
<<if _args[0]>>
<<set $_crimeType to _args[0]>>
<<if !setup.crimeNames[$_crimeType] and $_crimeType isnot "???">>
<<run Errors.report("Extra-Illegal crime displayed; " + $_crimeType)>>
<<else>>
<<if $_crimeType isnot "???">>
<<set $_crimeType to setup.crimeNames[$_crimeType].toUpperFirst()>>
<</if>>
<span class="red">($_crimeType)</span>
<</if>>
<</if>>
<</widget>>
<<widget "gspray">>
<<if $statdisable is "f">> |
<span class="green">+ 1 pepper spray</span>
<</if>>
<</widget>>
<<widget "gspraymax">>
<<if $statdisable is "f">> |
<span class="gold">+ 1 pepper spray capacity</span>
<</if>>
<</widget>>
<<widget "gcondoms">>
<<set $_condomGain to (_args[0] ? _args[0] : 1)>>
<<if $condoms eq undefined>><<set $condoms to 0>><</if>>
<<set $condoms += $_condomGain>>
<<if $statdisable is "f">> |
<span class="pink">+ $_condomGain Condom<<if $_condomGain gt 1>>s<</if>></span>
<</if>>
<</widget>>
<<widget "defianttext">>
<<if $statdisable is "f">> |
<span class="def">Defiant</span>
<</if>>
<</widget>>
<<widget "submissivetext">>
<<if $statdisable is "f">> |
<span class="sub">Submissive</span>
<</if>>
<</widget>>
<<widget "gdef">>
<<if $statdisable is "f">> |
<span class="def">+ Defiance</span>
<</if>>
<</widget>>
<<widget "ggdef">>
<<if $statdisable is "f">> |
<span class="def">+ + Defiance</span>
<</if>>
<</widget>>
<<widget "gggdef">>
<<if $statdisable is "f">> |
<span class="def">+ + + Defiance</span>
<</if>>
<</widget>>
<<widget "ldef">>
<<if $statdisable is "f">> |
<span class="sub">- Defiance</span>
<</if>>
<</widget>>
<<widget "lldef">>
<<if $statdisable is "f">> |
<span class="sub">- - Defiance</span>
<</if>>
<</widget>>
<<widget "llldef">>
<<if $statdisable is "f">> |
<span class="sub">- - Defiance</span>
<</if>>
<</widget>>
<<widget "heat">>
| <span class="pink">Heat</span>
<</widget>>
<<widget "rut">>
| <span class="blue">Rut</span>
<</widget>>
<<widget "openinghours">>
A sign reads "Opening hours: <<ampm 8 00>> - <<ampm 21 00>>"
<br>
<</widget>>
<<widget "exposedupper">><<silently>>
<<if $worn.over_upper.exposed is 0>>
<<set _text_output to $worn.over_upper.name>>
<<elseif $worn.upper.exposed is 0>>
<<set _text_output to $worn.upper.name>>
<<elseif $worn.under_upper.exposed is 0>>
<<set _text_output to $worn.under_upper.name>>
<<else>>
<<breasts>>
<</if>>
<</silently>>_text_output<</widget>>
<<widget "exposedlower">><<silently>>
<<if $worn.over_lower.exposed is 0>>
<<set _text_output to $worn.over_lower.name>>
<<elseif $worn.lower.exposed is 0>>
<<set _text_output to $worn.lower.name>>
<<elseif $worn.under_lower.exposed is 0>>
<<set _text_output to $worn.under_lower.name>>
<<else>>
<<genitals>>
<</if>>
<</silently>>_text_output<</widget>>
<<widget "groin">><<silently>>
<<genitals>>
<<outfitChecks>>
<<if !_botomIsSkirt and _bottom>>
<<set _text_output to _text_output + " through your " + _bottom.name>>
<<else>>
<<set _text_output to _text_output>>
<</if>>
<</silently>>_text_output<</widget>>
<<widget "crotch">><<silently>>
<<outfitChecks>>
<<if _bottom>>
<<set _text_output to _bottom.name>>
<<else>>
<<genitals>>
<</if>>
<</silently>>_text_output<</widget>>
<<widget "privates">><<silently>>
<<outfitChecks>>
<<if !_bottomExposed>>
<<set _text_output to either("genitals", "groin", "crotch", "privates")>>
<<else>>
<<genitals>>
<</if>>
<</silently>>_text_output<</widget>>
<!--
Optional parameter [0] possible values:
0 or omitted or null - display full name of undies or full genital description
1 - display simple name of undies or full genital description
2 - display simple name of undies or simple genital description
-->
<<widget "undies">><<silently>>
<<outfitChecks>>
<<if !$worn.under_lower.type.includes("naked")>>
<<if _args[0] and _args[0] gte 1>>
<<set _text_output to $worn.under_lower.name_simple>>
<<else>>
<<set _text_output to $worn.under_lower.name>>
<</if>>
<<elseif !$worn.genitals.type.includes("naked")>>
<<set _text_output to $worn.genitals.name>>
<<else>>
<<genitals _args[0]>>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "bottoms">><<silently>>
<<outfitChecks>>
<<set _text_output to _bottom.name>>
<</silently>>_text_output<</widget>>
<<widget "underbottoms">><<silently>>
<<outfitChecks>>
<<set _text_output to (_underOutfit ? $worn.under_upper.name : $worn.under_lower.name)>>
<</silently>>_text_output<</widget>>
<<widget "allTops">>
<<if $worn.over_upper.name isnot "naked">>
$worn.over_upper.name\
<</if>>
<<if $worn.upper.name isnot "naked">>
<<if $worn.over_upper.name isnot "naked">>
and
<</if>>
$worn.upper.name\
<<elseif $worn.under_upper.type.includes("covered")>>
<<if $worn.over_upper.name isnot "naked">>
and
<</if>>
$worn.under_upper.name\
<</if>>
<</widget>>
<<widget "allBottoms">>
<<if $worn.over_lower.name isnot "naked" and $worn.over_lower.set isnot $worn.over_upper.set>>
$worn.over_lower.name\
<</if>>
<<if $worn.lower.name isnot "naked">>
<<if $worn.over_lower.name isnot "naked">>
and
<</if>>
$worn.lower.name\
<<elseif $worn.under_lower.type.includes("covered")>>
<<if $worn.over_lower.name isnot "naked">>
and
<</if>>
$worn.under_lower.name\
<</if>>
<</widget>>
<<widget "allTopsUnderwear">><<silently>>
<<outfitChecks>>
<<set _tops to []>>
<<if $worn.over_upper.name isnot "naked">>
<<set _tops.push($worn.over_upper.name)>>
<</if>>
<<if $worn.upper.name isnot "naked">>
<<set _tops.push($worn.upper.name)>>
<</if>>
<<if $worn.under_upper.name isnot "naked">>
<<set _tops.push($worn.under_upper.name)>>
<</if>>
<<if _tops.length is 0 and _top>><<set _tops.push(_top.name)>><</if>>
<<if _tops.length is 1>><<set _text_output to _tops[0]>><</if>>
<<if _tops.length is 2>><<set _text_output to _tops[0] + " and " + _tops[1]>><</if>>
<<if _tops.length is 3>><<set _text_output to _tops[0] + ", " + _tops[1] + " and " + _tops[2]>><</if>>
<</silently>>_text_output<</widget>>
<<widget "allBottomsUnderwear">><<silently>>
<<outfitChecks>>
<<set _bottoms to []>>
<<if $worn.over_lower.name isnot "naked">>
<<set _bottoms.push($worn.over_lower.name)>>
<</if>>
<<if $worn.lower.name isnot "naked">>
<<set _bottoms.push($worn.lower.name)>>
<</if>>
<<if $worn.under_lower.name isnot "naked">>
<<set _bottoms.push($worn.under_lower.name)>>
<</if>>
<<if _bottoms.length is 0 and _bottom>><<set _bottoms.push(_bottom.name)>><</if>>
<<if _bottoms.length is 1>><<set _text_output to _bottoms[0]>><</if>>
<<if _bottoms.length is 2>><<set _text_output to _bottoms[0] + " and " + _bottoms[1]>><</if>>
<<if _bottoms.length is 3>><<set _text_output to _bottoms[0] + ", " + _bottoms[1] + " and " + _bottoms[2]>><</if>>
<</silently>>_text_output<</widget>>
<<widget "top">><<silently>>
<<if !$worn.over_upper.type.includes("naked")>>
<<set _text_output to $worn.over_upper.name>>
<<elseif !$worn.upper.type.includes("naked")>>
<<set _text_output to $worn.upper.name>>
<<elseif !$worn.under_upper.type.includes("naked")>>
<<set _text_output to $worn.under_upper.name>>
<<else>>
<<set _text_output to "top">>
<</if>>
<</silently>>_text_output<</widget>>
<<widget "topaside">><<silently>>
<<if $worn.over_upper.exposed lte 1>>
<<set _text_output to $worn.over_upper.name>>
<<elseif $worn.upper.exposed lte 1>>
<<set _text_output to $worn.upper.name>>
<<elseif $worn.under_upper.exposed is 0>>
<<set _text_output to $worn.under_upper.name>>
<<else>>
<<set _text_output to "top">>
<</if>>
<</silently>>_text_output<</widget>>
<<widget "breastsaside">><<silently>>
<<outfitChecks>>
<<set _text_output to _topUnder?.name || "<<breasts>>">>
<</silently>>_text_output<</widget>>
<<widget "bottomaside">><<silently>>
<<if $worn.over_lower.exposed lte 1>>
<<set _text_output to $worn.over_lower.name>>
<<elseif $worn.lower.exposed lte 1>>
<<set _text_output to $worn.lower.name>>
<<elseif $worn.under_lower.exposed is 0>>
<<set _text_output to $worn.under_lower.name>>
<<else>>
<<set _text_output to "bottom">>
<</if>>
<</silently>>_text_output<</widget>>
<<widget "outfit">><<silently>>
<<outfitChecks>>
<<if _middleOutfit>>
<<set _text_output to $worn.upper.name>>
<<set $stripset to 1>>
<<else>>
<<set $_clothes to [$worn.upper.name, $worn.lower.name].filter(a => a !== "naked")>>
<<set _text_output to $_clothes.formatList()>>
<<set $stripset to 0>>
<</if>>
<</silently>>_text_output<</widget>>
<<widget "nudity">><<silently>><<exposure>>
<<genitals>>
<<set _genitals to _text_output>>
<<breasts>>
<<outfitChecks>>
<<set _breasts to _text_output>>
<<if $worn.under_lower.type.includes("naked") and $worn.lower.type.includes("naked")>>
<<if !$worn.upper.type.includes("naked")>>
<<set _text_output to "<span class=\"lewd\">exposed " + _genitals + "</span>. Your covered chest makes your bare lower half feel more conspicuous">>
<<elseif !$worn.under_upper.type.includes("naked")>>
<<undertop>>
<<set _undertop to _text_output>>
<<set _text_output to `<span class=\"lewd\">exposed ${_genitals}${!$worn.under_upper.type.includes("covered") ? " and " + _undertop : ""}</span>. Your somewhat covered chest makes your bare lower half feel more conspicuous`>>
<<else>>
<<set _text_output to "<span class=\"lewd\">exposed</span> ">>
<<if $player.breastsize gte 3>>
<<if $player.gender is "m">>
<<set _text_output to _text_output + "<span class=\"lewd\">" + _genitals + " and " + _breasts + "</span>">>
<<else>>
<<set _text_output to _text_output + "<span class=\"lewd\">" + _genitals + " and " + _breasts + "</span>">>
<</if>>
<<else>>
<<if $player.gender is "m">>
<<if $player.gender_appearance is "f">>
<<set _text_output to _text_output + "<span class=\"lewd\">" + _genitals + " and " + _breasts + ", made salacious by your feminine demeanour</span>">>
<<else>>
<<set _text_output to _text_output + "<span class=\"lewd\">" + _genitals + "</span>">>
<</if>>
<<else>>
<<set _text_output to _text_output + "<span class=\"lewd\">" + _genitals + " and " + _breasts + "</span>">>
<</if>>
<</if>>
<</if>>
<<elseif _shirtless and $player.gender_appearance is "f">>
<<if $worn.under_upper.type.includes("naked")>>
<<set _text_output to "<span class=\"lewd\">exposed " + _breasts + "</span>">>
<<if $worn.lower.type.includes("naked") and _underOutfit is false>>
<<set $_give to ($worn.under_lower.plural is 0 ? "gives" : "give")>>
<<set _text_output to _text_output + ". Only your " + $worn.under_lower.name + " " + $_give + " you a shred of decency">>
<</if>>
<<else>>
<<undertop>>
<<set _undertop to _text_output>>
<<if $worn.lower.type.includes("naked") and _underOutfit is false>>
<<undies>>
<<set _undies to _text_output>>
<<set _text_output to "<span class=\"lewd\">exposed " + _undies + " and " + _undertop + "</span>">>
<<else>>
<<set _text_output to "<span class=\"lewd\">exposed " + _undertop + "</span>">>
<</if>>
<</if>>
<<elseif $worn.lower.type.includes("naked")>>
<<set _text_output to "<span class=\"lewd\">exposed " + $worn.under_lower.name + "</span>">>
<<else>>
<<set _text_output to "<span class=\"lewd\">lewd outfit</span>">>
<<if $worn.lower.type.includes("naked") and _underOutfit is false>>
<<set $_give to ($worn.under_lower.plural is 0 ? "gives" : "give")>>
<<set _text_output to _text_output + ". Only your " + $worn.under_lower.name + " " + $_give + " you a shred of decency">>
<</if>>
<</if>>
<<if $leftarm is "bound" and $rightarm is "bound" and $position isnot "wall">>
<<set _text_output to _text_output + ". With your arms bound, you can't even cover yourself, leaving you feeling utterly helpless">>
<</if>>
<</silently>>_text_output<</widget>>
<<widget "boundBodyParts">><<silently>>
<<set _boundparts to ($rightarm is "bound" or $leftarm is "bound" ? "arm" : "")>>
<<set _boundparts += ($rightarm is "bound" and $leftarm is "bound" ? "s" : "")>>
<<set _boundparts += ($feetuse is "bound" ? (_boundparts isnot "" ? " and legs" : "legs") : "")>>
<<set _text_output to _boundparts>>
<</silently>>_text_output<</widget>>
<<widget "stripobject">>
<<outfitChecks>>
<<set $_torn = []>>
<<set $_topIntegrity = _top ? _top.integrity -= $stripintegrity : 1>>
<<set $_bottomIntegrity = _bottom ? _bottom.integrity -= $stripintegrity : 1>>
<<set $_bottomUnderIntegrity = _bottomUnder && _skirtExposed ? _bottomUnder.integrity -= $stripintegrity : 1>>
<<if $_topIntegrity lte 0>>
<<run $_torn.push(_top.name)>>
<<set $_plural = _top.plural || 0>>
<</if>>
<<if $_bottomIntegrity lte 0>>
<<if !_outfit>><<run $_torn.push(_bottom.name)>><</if>>
<<set $_plural = $_plural || _bottom.plural || 0>>
<</if>>
<<if $_bottomUnderIntegrity lte 0>>
<<run $_torn.push(_bottomUnder?.name)>>
<<set $_plural = $_plural || _bottomUnder.plural || 0>>
<</if>>
<<set $_plural = $_torn.length gt 1 ? 1 : $_plural || 0>>
<<if $_torn.length gte 1>>
<span class="lewd">Your <<= $_torn.length gte 3 ? "clothing" : $_torn.join(" and ")>> <<= $_plural gte 1 ? "snag" : "snags">> on a $stripobject and <<= $_plural gte 1 ? "are" : "is">> torn from your body.</span>
<<integritycheck no_text>>
<<exposure>>
<<if $exposed gte 1>>
You can't help but be conscious of your <<nudity>>.
<</if>>
<</if>>
<</widget>>
<<widget "seductiontext">><<silently>>
<<set $_skillText to currentSkillValue("seductionskill")>>
<<if $_skillText lt 200>><<set _text_output to '<span class="pink">awkwardly</span>'>>
<<elseif $_skillText lt 400>><<set _text_output to '<span class="purple">cautiously</span>'>>
<<elseif $_skillText lt 600>><<set _text_output to '<span class="blue">rhythmically</span>'>>
<<elseif $_skillText lt 800>><<set _text_output to '<span class="lblue">smoothly</span>'>>
<<elseif $_skillText lt 1000>><<set _text_output to '<span class="teal">skilfully</span>'>>
<<elseif $_skillText lt 1200>><<set _text_output to '<span class="green">expertly</span>'>>
<<else>><<set _text_output to '<span class="gold">effortlessly</span>'>>
<</if>>
<</silently>>_text_output<</widget>>
<<widget "oraltext">><<silently>>
<<set $_skillText to currentSkillValue("oralskill")>>
<<if $_skillText lt 200>><<set _text_output to '<span class="pink">awkwardly</span>'>>
<<elseif $_skillText lt 400>><<set _text_output to '<span class="purple">cautiously</span>'>>
<<elseif $_skillText lt 600>><<set _text_output to '<span class="blue">rhythmically</span>'>>
<<elseif $_skillText lt 800>><<set _text_output to '<span class="lblue">smoothly</span>'>>
<<elseif $_skillText lt 1000>><<set _text_output to '<span class="teal">skilfully</span>'>>
<<elseif $_skillText lt 1200>><<set _text_output to '<span class="green">expertly</span>'>>
<<else>><<set _text_output to '<span class="gold">effortlessly</span>'>>
<</if>>
<</silently>>_text_output<</widget>>
<<widget "vaginaltext">><<silently>>
<<set $_skillText to currentSkillValue("vaginalskill")>>
<<if $_skillText lt 200>><<set _text_output to '<span class="pink">awkwardly</span>'>>
<<elseif $_skillText lt 400>><<set _text_output to '<span class="purple">cautiously</span>'>>
<<elseif $_skillText lt 600>><<set _text_output to '<span class="blue">rhythmically</span>'>>
<<elseif $_skillText lt 800>><<set _text_output to '<span class="lblue">smoothly</span>'>>
<<elseif $_skillText lt 1000>><<set _text_output to '<span class="teal">skilfully</span>'>>
<<elseif $_skillText lt 1200>><<set _text_output to '<span class="green">expertly</span>'>>
<<else>><<set _text_output to '<span class="gold">effortlessly</span>'>>
<</if>>
<</silently>>_text_output<</widget>>
<<widget "peniletext">><<silently>>
<<set $_skillText to currentSkillValue("penileskill")>>
<<if $_skillText lt 200>><<set _text_output to '<span class="pink">awkwardly</span>'>>
<<elseif $_skillText lt 400>><<set _text_output to '<span class="purple">cautiously</span>'>>
<<elseif $_skillText lt 600>><<set _text_output to '<span class="blue">rhythmically</span>'>>
<<elseif $_skillText lt 800>><<set _text_output to '<span class="lblue">smoothly</span>'>>
<<elseif $_skillText lt 1000>><<set _text_output to '<span class="teal">skilfully</span>'>>
<<elseif $_skillText lt 1200>><<set _text_output to '<span class="green">expertly</span>'>>
<<else>><<set _text_output to '<span class="gold">effortlessly</span>'>>
<</if>>
<</silently>>_text_output<</widget>>
<<widget "analtext">><<silently>>
<<set $_skillText to currentSkillValue("analskill")>>
<<if $_skillText lt 200>><<set _text_output to '<span class="pink">awkwardly</span>'>>
<<elseif $_skillText lt 400>><<set _text_output to '<span class="purple">cautiously</span>'>>
<<elseif $_skillText lt 600>><<set _text_output to '<span class="blue">rhythmically</span>'>>
<<elseif $_skillText lt 800>><<set _text_output to '<span class="lblue">smoothly</span>'>>
<<elseif $_skillText lt 1000>><<set _text_output to '<span class="teal">skilfully</span>'>>
<<elseif $_skillText lt 1200>><<set _text_output to '<span class="green">expertly</span>'>>
<<else>><<set _text_output to '<span class="gold">effortlessly</span>'>>
<</if>>
<</silently>>_text_output<</widget>>
<<widget "handtext">><<silently>>
<<set $_skillText to currentSkillValue("handskill")>>
<<if $_skillText lt 200>><<set _text_output to '<span class="pink">awkwardly</span>'>>
<<elseif $_skillText lt 400>><<set _text_output to '<span class="purple">cautiously</span>'>>
<<elseif $_skillText lt 600>><<set _text_output to '<span class="blue">rhythmically</span>'>>
<<elseif $_skillText lt 800>><<set _text_output to '<span class="lblue">smoothly</span>'>>
<<elseif $_skillText lt 1000>><<set _text_output to '<span class="teal">skilfully</span>'>>
<<elseif $_skillText lt 1200>><<set _text_output to '<span class="green">expertly</span>'>>
<<else>><<set _text_output to '<span class="gold">effortlessly</span>'>>
<</if>>
<</silently>>_text_output<</widget>>
<<widget "feettext">><<silently>>
<<set $_skillText to currentSkillValue("feetskill")>>
<<if $_skillText lt 200>><<set _text_output to '<span class="pink">awkwardly</span>'>>
<<elseif $_skillText lt 400>><<set _text_output to '<span class="purple">cautiously</span>'>>
<<elseif $_skillText lt 600>><<set _text_output to '<span class="blue">rhythmically</span>'>>
<<elseif $_skillText lt 800>><<set _text_output to '<span class="lblue">smoothly</span>'>>
<<elseif $_skillText lt 1000>><<set _text_output to '<span class="teal">skilfully</span>'>>
<<elseif $_skillText lt 1200>><<set _text_output to '<span class="green">expertly</span>'>>
<<else>><<set _text_output to '<span class="gold">effortlessly</span>'>>
<</if>>
<</silently>>_text_output<</widget>>
<<widget "bottomtext">><<silently>>
<<set $_skillText to currentSkillValue("bottomskill")>>
<<if $_skillText lt 200>><<set _text_output to '<span class="pink">awkwardly</span>'>>
<<elseif $_skillText lt 400>><<set _text_output to '<span class="purple">cautiously</span>'>>
<<elseif $_skillText lt 600>><<set _text_output to '<span class="blue">rhythmically</span>'>>
<<elseif $_skillText lt 800>><<set _text_output to '<span class="lblue">smoothly</span>'>>
<<elseif $_skillText lt 1000>><<set _text_output to '<span class="teal">skilfully</span>'>>
<<elseif $_skillText lt 1200>><<set _text_output to '<span class="green">expertly</span>'>>
<<else>><<set _text_output to '<span class="gold">effortlessly</span>'>>
<</if>>
<</silently>>_text_output<</widget>>
<<widget "thightext">><<silently>>
<<set $_skillText to currentSkillValue("thighskill")>>
<<if $_skillText lt 200>><<set _text_output to '<span class="pink">awkwardly</span>'>>
<<elseif $_skillText lt 400>><<set _text_output to '<span class="purple">cautiously</span>'>>
<<elseif $_skillText lt 600>><<set _text_output to '<span class="blue">rhythmically</span>'>>
<<elseif $_skillText lt 800>><<set _text_output to '<span class="lblue">smoothly</span>'>>
<<elseif $_skillText lt 1000>><<set _text_output to '<span class="teal">skilfully</span>'>>
<<elseif $_skillText lt 1200>><<set _text_output to '<span class="green">expertly</span>'>>
<<else>><<set _text_output to '<span class="gold">effortlessly</span>'>>
<</if>>
<</silently>>_text_output<</widget>>
<<widget "chesttext">><<silently>>
<<set $_skillText to currentSkillValue("chestskill")>>
<<if $_skillText lt 200>><<set _text_output to '<span class="pink">awkwardly</span>'>>
<<elseif $_skillText lt 400>><<set _text_output to '<span class="purple">cautiously</span>'>>
<<elseif $_skillText lt 600>><<set _text_output to '<span class="blue">rhythmically</span>'>>
<<elseif $_skillText lt 800>><<set _text_output to '<span class="lblue">smoothly</span>'>>
<<elseif $_skillText lt 1000>><<set _text_output to '<span class="teal">skilfully</span>'>>
<<elseif $_skillText lt 1200>><<set _text_output to '<span class="green">expertly</span>'>>
<<else>><<set _text_output to '<span class="gold">effortlessly</span>'>>
<</if>>
<</silently>>_text_output<</widget>>
<<widget "swimmingtext">>
<<set $_swimmingskillText to currentSkillValue('swimmingskill')>>
<<if $_swimmingskillText lt 200>><span class="pink">haphazardly</span>
<<elseif $_swimmingskillText lt 400>><span class="purple">awkwardly</span>
<<elseif $_swimmingskillText lt 600>><span class="blue">adequately</span>
<<elseif $_swimmingskillText lt 800>><span class="lblue">smoothly</span>
<<elseif $_swimmingskillText lt 1000>><span class="teal">skilfully</span>
<<elseif $_swimmingskillText lt 1200>><span class="green">expertly</span>
<<else>><span class="gold">effortlessly</span>
<</if>>
<</widget>>
<<widget "tendingtext">>
<<set $_tendingText to currentSkillValue('tending')>>
<<if $_tendingText lt 200>><span class="pink">awkwardly</span>
<<elseif $_tendingText lt 400>><span class="purple">cautiously</span>
<<elseif $_tendingText lt 600>><span class="blue">rhythmically</span>
<<elseif $_tendingText lt 800>><span class="lblue">smoothly</span>
<<elseif $_tendingText lt 1000>><span class="teal">skilfully</span>
<<elseif $_tendingText lt 1200>><span class="green">expertly</span>
<<else>><span class="gold">effortlessly</span><</if>>
<</widget>>
<<widget "dancetext">>
<<set $_danceskillText to currentSkillValue('danceskill')>>
<<if $_danceskillText lt 200>><span class="pink">awkwardly</span>
<<elseif $_danceskillText lt 400>><span class="purple">cautiously</span>
<<elseif $_danceskillText lt 600>><span class="blue">rhythmically</span>
<<elseif $_danceskillText lt 800>><span class="lblue">smoothly</span>
<<elseif $_danceskillText lt 1000>><span class="teal">skilfully</span>
<<elseif $_danceskillText lt 1200>><span class="green">expertly</span>
<<else>><span class="gold">effortlessly</span><</if>>
<</widget>>
<<widget "housekeepingtext">>
<<set $_housekeepingText to currentSkillValue('housekeeping')>>
<<if $_housekeepingText lt 200>><span class="pink">awkwardly</span>
<<elseif $_housekeepingText lt 400>><span class="purple">cautiously</span>
<<elseif $_housekeepingText lt 600>><span class="blue">rhythmically</span>
<<elseif $_housekeepingText lt 800>><span class="lblue">smoothly</span>
<<elseif $_housekeepingText lt 1000>><span class="teal">skilfully</span>
<<elseif $_housekeepingText lt 1200>><span class="green">expertly</span>
<<else>><span class="gold">effortlessly</span><</if>>
<</widget>>
<<widget "nervously">><<silently>>
<<if $exhibitionism lte 15>>
<<set _text_output to "nervously">>
<<elseif $exhibitionism lte 35>>
<<set _text_output to "timidly">>
<<elseif $exhibitionism lte 55>>
<<set _text_output to "shyly">>
<<elseif $exhibitionism lte 75>>
<<set _text_output to "confidently">>
<<elseif $exhibitionism lte 95>>
<<set _text_output to "eagerly">>
<<else>>
<<set _text_output to "breathlessly">>
<</if>>
<</silently>>_text_output<</widget>>
<<widget "schoolday">>
<<if $location isnot "prison" and $location isnot "asylum" and !$statFreeze>>
<<if !Time.schoolDay && Time.isSchoolDay(Time.tomorrow)>>
You have school tomorrow.
<<elseif Time.schoolDay>>
It's a school day.
<<else>>
There's no school tomorrow.
<</if>>
<br>
<</if>>
<</widget>>
<<widget "sir">><<silently>>
<<if $pronoun is "m">>
<<set _text_output to "sir">>
<<else>>
<<set _text_output to "miss">>
<</if>>
<</silently>>_text_output<</widget>>
<<widget "Sir">><<silently>>
<<if $pronoun is "m">>
<<set _text_output to "Sir">>
<<else>>
<<set _text_output to "Miss">>
<</if>>
<</silently>>_text_output<</widget>>
<<widget "lewdness">><<silently>>
/* consider refactoring */
<<exposure>>
<<genitals>>
<<set _genitals to _text_output>>
<<undertop>>
<<set _undertop to _text_output>>
<<if $worn.under_lower.exposed gte 1 and $worn.lower.exposed gte 2 and $worn.over_lower.exposed gte 1 and $worn.upper.exposed lte 1>>
<<set _text_output to '<span class="lewd">exposed _genitals</span>'>>
<<elseif $worn.under_lower.exposed lte 0 and $worn.lower.exposed gte 2 and $worn.over_lower.exposed gte 1 and $worn.upper.exposed lte 1 and !$worn.under_lower.type.includes("covered")>>
<<set _text_output to '<span class="lewd">exposed $worn.under_lower.name</span>'>>
<<elseif $worn.over_upper.exposed gte 1 and $worn.upper.exposed gte 2 and $worn.over_lower.exposed gte 1 and $worn.lower.exposed lte 1 and $player.gender_appearance is "m" and $player.gender is "m">>
<<set _text_output to '<span class="lewd">lewdness</span>'>>
<<elseif $worn.over_upper.exposed gte 1 and $worn.upper.exposed gte 2 and $worn.lower.exposed lte 1 and !$worn.under_upper.type.includes("covered")>>
<<set _text_output to '<span class="lewd">exposed _undertop</span>'>>
<<elseif $worn.over_upper.exposed gte 1 and $worn.upper.exposed gte 2 and $worn.lower.exposed gte 2 and $worn.under_lower.exposed lte 0 and !$worn.under_lower.type.includes("covered") and $player.gender_appearance is "m" and $player.gender is "m">>
<<set _text_output to '<span class="lewd">exposed $worn.under_lower.name</span>'>>
<<elseif $worn.over_upper.exposed gte 1 and $worn.upper.exposed gte 2 and $worn.over_lower.exposed gte 1 and $worn.lower.exposed gte 2 and $worn.under_lower.exposed lte 0 and !$worn.under_lower.type.includes("covered") and !$worn.under_upper.type.includes("covered")>>
<<set _text_output to '<span class="lewd">exposed _undertop and $worn.under_lower.name</span>'>>
<<elseif $worn.under_lower.exposed gte 1 and $worn.lower.exposed gte 2 and $worn.over_lower.exposed gte 1 and $player.gender_appearance is "m" and $player.gender is "m">>
<<set _text_output to '<span class="lewd">exposed _genitals</span>'>>
<<elseif $worn.over_upper.exposed gte 1 and $worn.upper.exposed gte 2 and $worn.lower.exposed gte 2 and $worn.under_lower.exposed gte 1 and !$worn.under_upper.type.includes("covered")>>
<<if $player.penisExist and $player.vaginaExist and !playerChastity()>>
<<set _text_output to '<span class="lewd">exposed _undertop, _genitals</span>'>>
<<else>>
<<set _text_output to '<span class="lewd">exposed _undertop and _genitals</span>'>>
<</if>>
<<else>>
<<set _text_output to '<span class="lewd">lewdness</span>'>>
<</if>>
<</silently>>_text_output<</widget>>
<<widget "flaunting">>
<<exposure>>/*Makes sure your clothing state is up to date*/
<<if $uncomfortable.nude is false>>
<<if $trauma gte (($traumamax / 5) * 4)>>
<<if $stress gte (($stressmax / 5) * 4)>>
<<if $arousal gte (($arousalmax / 5) * 4)>>
Dark tendrils threaten to peak your exposed body as
<<elseif $arousal gte (($arousalmax / 5) * 1)>>
Dark tendrils caress your exposed body as
<<else>>
Feeling watched by countless eyes
<</if>>
<<elseif $stress gte (($stressmax / 5) * 1)>>
<<if $arousal gte (($arousalmax / 5) * 4)>>
Afraid you'll climax on the spot
<<elseif $arousal gte (($arousalmax / 5) * 1)>>
Feeling watched by countless eyes
<<else>>
Feeling threatened yet excited
<</if>>
<<else>>
<<if $arousal gte (($arousalmax / 5) * 4)>>
A sick part of you hopes your audience help themselves to your body as
<<elseif $arousal gte (($arousalmax / 5) * 1)>>
Feeling vulnerable and surrounded
<<else>>
Hoping people like what they see
<</if>>
<</if>>
<<elseif $trauma gte (($traumamax / 5) * 1)>>
<<if $stress gte (($stressmax / 5) * 4)>>
<<if $arousal gte (($arousalmax / 5) * 4)>>
Feeling like a piece of meat
<<elseif $arousal gte (($arousalmax / 5) * 1)>>
Exposed and vulnerable
<<else>>
You hope exposing yourself will save you from hurt as
<</if>>
<<elseif $stress gte (($stressmax / 5) * 1)>>
<<if $arousal gte (($arousalmax / 5) * 4)>>
Your body trembles as
<<elseif $arousal gte (($arousalmax / 5) * 1)>>
Excited yet afraid
<<else>>
Yearning for attention,
<</if>>
<<else>>
<<if $arousal gte (($arousalmax / 5) * 4)>>
Shivering with arousal
<<elseif $arousal gte (($arousalmax / 5) * 1)>>
Heart throbbing
<<else>>
You hope people like what they see as
<</if>>
<</if>>
<<else>>
<<if $stress gte (($stressmax / 5) * 4)>>
<<if $arousal gte (($arousalmax / 5) * 4)>>
Tense and aroused,
<<elseif $arousal gte (($arousalmax / 5) * 1)>>
Tense but exhilarated,
<<else>>
Enjoying the moment,
<</if>>
<<elseif $stress gte (($stressmax / 5) * 1)>>
<<if $arousal gte (($arousalmax / 5) * 4)>>
Feeling naughty,
<<elseif $arousal gte (($arousalmax / 5) * 1)>>
You enjoy the eyes on you as
<<else>>
You enjoy the adrenaline rush as
<</if>>
<<else>>
<<if $arousal gte (($arousalmax / 5) * 4)>>
Thrilled to be so exposed
<<elseif $arousal gte (($arousalmax / 5) * 1)>>
Shivering in delight,
<<else>>
Proud and free,
<</if>>
<</if>>
<</if>>
<<else>>
<<if $trauma gte (($traumamax / 5) * 4)>>
<<if $stress gte (($stressmax / 5) * 4)>>
<<if $arousal gte (($arousalmax / 5) * 4)>>
Dark tendrils threaten to peak your exposed body as
<<elseif $arousal gte (($arousalmax / 5) * 1)>>
Dark tendrils caress your exposed body as
<<else>>
Feeling watched by countless eyes
<</if>>
<<elseif $stress gte (($stressmax / 5) * 1)>>
<<if $arousal gte (($arousalmax / 5) * 4)>>
Afraid you'll climax on the spot
<<elseif $arousal gte (($arousalmax / 5) * 1)>>
Feeling watched by countless eyes
<<else>>
Feeling threatened and embarrassed
<</if>>
<<else>>
<<if $arousal gte (($arousalmax / 5) * 4)>>
A sick part of you hopes your audience help themselves to your body as
<<elseif $arousal gte (($arousalmax / 5) * 1)>>
Feeling vulnerable and surrounded
<<else>>
Hoping people like what they see
<</if>>
<</if>>
<<elseif $trauma gte (($traumamax / 5) * 1)>>
<<if $stress gte (($stressmax / 5) * 4)>>
<<if $arousal gte (($arousalmax / 5) * 4)>>
Feeling like a piece of meat
<<elseif $arousal gte (($arousalmax / 5) * 1)>>
Exposed and vulnerable
<<else>>
You hope exposing yourself will save you from hurt as
<</if>>
<<elseif $stress gte (($stressmax / 5) * 1)>>
<<if $arousal gte (($arousalmax / 5) * 4)>>
Your body trembles as
<<elseif $arousal gte (($arousalmax / 5) * 1)>>
Embarrassed and afraid
<<else>>
Yearning for attention,
<</if>>
<<else>>
<<if $arousal gte (($arousalmax / 5) * 4)>>
Shivering with arousal
<<elseif $arousal gte (($arousalmax / 5) * 1)>>
Heart throbbing
<<else>>
You hope people like what they see as
<</if>>
<</if>>
<<else>>
<<if $stress gte (($stressmax / 5) * 4)>>
<<if $arousal gte (($arousalmax / 5) * 4)>>
Tense and aroused,
<<elseif $arousal gte (($arousalmax / 5) * 1)>>
Tense but exhilarated,
<<else>>
Enjoying the moment,
<</if>>
<<elseif $stress gte (($stressmax / 5) * 1)>>
<<if $arousal gte (($arousalmax / 5) * 4)>>
Feeling naughty,
<<elseif $arousal gte (($arousalmax / 5) * 1)>>
You enjoy the eyes on you as
<<else>>
You enjoy the adrenaline rush as
<</if>>
<<else>>
<<if $arousal gte (($arousalmax / 5) * 4)>>
Thrilled to be so exposed
<<elseif $arousal gte (($arousalmax / 5) * 1)>>
Shivering in delight,
<<else>>
Blushing,
<</if>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "embarrassment">>
<<if $arousal gte (($arousalmax / 10) * 9)>>
Embarrassment dominates your mind and threatens to send you over the edge.
<<elseif $arousal gte (($arousalmax / 10) * 8)>>
Lewd shivers ripple through your body despite your embarrassment.
<<elseif $arousal gte (($arousalmax / 10) * 7)>>
The embarrassment leaves you lightheaded.
<<elseif $arousal gte (($arousalmax / 10) * 6)>>
You're so embarrassed. Your breath catches in your throat.
<<elseif $arousal gte (($arousalmax / 10) * 5)>>
You're so embarrassed. Your heart beats faster.
<<elseif $arousal gte (($arousalmax / 10) * 4)>>
You feel a warmth build despite the embarrassment.
<<elseif $arousal gte (($arousalmax / 10) * 3)>>
You're so embarrassed. Your heart skips a beat.
<<elseif $arousal gte (($arousalmax / 10) * 2)>>
You shiver with embarrassment.
<<elseif $arousal gte (($arousalmax / 10) * 1)>>
You're so embarrassed. Blood rushes to your face.
<<else>>
Your face reddens with embarrassment.
<</if>>
<</widget>>
<<widget "covered">>
<<exposure>>
<<if $exposed gt 0>>
/* calculating section */
<<silently>>
<<genitals>><<set _genitals_text to _text_output>>
<<breasts>><<set _breasts_text to _text_output>>
<</silently>>
<<set _parts to "">>
<<if $worn.upper.exposed gte 2>>
<<if $player.gender_appearance is "m" and $player.gender is "m" and $worn.lower.exposed lte 0>>
<<set _parts += "chest">>
<<else>>
<<set _parts += ($worn.under_upper.exposed gte 1 ? _breasts_text : $worn.under_upper.name)>>
<</if>>
<</if>>
<<if $worn.lower.exposed gte 2>>
<<if _parts isnot "">>
<<set _parts += " and ">>
<</if>>
<<set _parts += ($worn.under_lower.exposed gte 1 ? _genitals_text : $worn.under_lower.name)>>
<</if>>
/* text output section */
<<if $leftarm is "bound" and $rightarm is "bound" and $exposed gte 1>>
With your arms bound, there's little you can do to shield your <<lewdness>> from prying eyes.
<<if !$uncomfortable.nude and $exposed gte 2 and hasSexStat("exhibitionism", 6)>>
You quiver with excitement.
<<elseif !$uncomfortable.nude and $exposed is 1 and hasSexStat("exhibitionism", 4)>>
You quiver with excitement.
<</if>>
<<elseif ($exposed gte 2 and ($exhibitionism lt 95 or $uncomfortable.nude))
or ($exposed is 1 and ($exhibitionism lt 55 or $uncomfortable.nude))>>
<<if _parts isnot "">>
You cover your <span class="lewd">exposed _parts</span> with your hands.
<<else>>
You cover the <span class="lewd">lewder</span> parts of your outfit with your hands.
<</if>>
<<else>>
<<if _parts isnot "">>
You quiver with excitement from your <span class="lewd">exposed _parts</span>.
<<else>>
The <span class="lewd">lewder</span> parts of your outfit make you quiver with excitement.
<</if>>
<</if>>
<<embarrassment>>
<</if>>
<</widget>>
<<widget "passagestrip">>
<<if $worn.upper.exposed gte 2 and $worn.lower.exposed gte 2 and $worn.under_upper.exposed gte 1 and $worn.under_lower.exposed gte 1>>
<<else>>
<<outfitChecks>>
<<set _clothing_strip_sequence to 0>>
<<if !_overNaked>>
<<flaunting>> you take off your <<= $worn.over_lower.name isnot "naked" and !_overOutfit ? "_top.name and _bottom.name" : "_top.name">>, exposing your <<= _topUnder?.name || "<<breasts>>">>.
<<overupperstrip>><<overlowerstrip>>
<<set _clothing_strip_sequence += 1>><<upperstrip>><<exposure>>
<</if>>
<<if $worn.upper.exposed lte 1>>
<<= _clothing_strip_sequence is 0 ? "<<flaunting>>" : "Next">>
<<if _middleOutfit is true>>
you shuffle out of your $worn.upper.name, exposing your <<undertop>> and <<undies>>.
<<else>>
you tug off your $worn.upper.name, exposing your <<undertop>>.
<</if>>
<<set _clothing_strip_sequence += 1>><<upperstrip>><<exposure>>
<</if>>
<<if $worn.lower.exposed lte 1 and _args[0] isnot "topless">>
<<if _clothing_strip_sequence is 0>>
<<flaunting>> you tug off your $worn.lower.name, exposing your <<undies>>.
<<else>>
Your $worn.lower.name <<= $worn.lower.plural is 1 ? "come" : "comes">> next, exposing your <<undies>>.
<</if>>
<<set _clothing_strip_sequence += 1>><<lowerstrip>><<exposure>>
<</if>>
<<if $worn.under_upper.exposed lte 0 and _args[0] isnot "undies">>
<<if _underOutfit is true>>
<<if _clothing_strip_sequence is 0>>
<<flaunting>> you shuffle out of your $worn.under_upper.name, revealing your <<breasts>> and <<genitals>>.
<<elseif _clothing_strip_sequence is 1>>
Your $worn.under_upper.name <<= $worn.under_upper.plural is 1 ? "come" : "comes">> next, revealing your <<breasts>> and <<genitals>>.
<<else>>
Finally, you peel off your $worn.under_upper.name, revealing your <<breasts>> and <<genitals>>.
<</if>>
<<else>>
<<if _clothing_strip_sequence is 0>>
<<flaunting>> you tug off your $worn.under_upper.name, revealing your <<breasts>>.
<<elseif _clothing_strip_sequence is 1>>
Your $worn.under_upper.name <<= $worn.under_upper.plural is 1 ? "come" : "comes">> next, revealing your <<breasts>>.
<<else>>
<<if $worn.under_lower.exposed lte 0>>
Your $worn.under_upper.name <<= $worn.under_upper.plural is 1 ? "follow" : "follows">>, revealing your <<breasts>>.
<<else>>
Finally, you peel off your $worn.under_upper.name, revealing your <<breasts>>.
<</if>>
<</if>>
<</if>>
<<set _clothing_strip_sequence += 1>><<underupperstrip>><<exposure>>
<</if>>
<<if $worn.under_lower.exposed lte 0 and _args[0] isnot "undies" and _args[0] isnot "topless">>
<<if _clothing_strip_sequence is 0>>
<<flaunting>> you pull down your $worn.under_lower.name, displaying your <<genitals>>.
<<elseif _clothing_strip_sequence is 1>>
Your $worn.under_lower.name <<= $worn.under_lower.plural is 1 ? "come" : "comes">> next, displaying your <<genitals>>.
<<else>>
Finally, you peel off your $worn.under_lower.name, displaying your <<genitals>>.
<</if>>
<<set _clothing_strip_sequence += 1>><<underlowerstrip>><<exposure>>
<</if>>
<</if>>
<<if !$worn.legs.type.includes("naked") and _args[0] isnot "topless">>
You're still wearing your $worn.legs.name, but this somehow makes you feel even more exposed.
<<else>>
<</if>>
<</widget>>
<<widget "strippedtext">>
<!-- Unused widget -->
<<if $control gte (($controlmax / 5) * 4)>>
<<if $trauma gte (($traumamax / 5) * 4)>>
<<if $stress gte (($stressmax / 5) * 4)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<else>>
<</if>>
<<elseif $trauma gte (($traumamax / 5) * 3)>>
<<if $stress gte (($stressmax / 5) * 4)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<else>>
<</if>>
<<elseif $trauma gte (($traumamax / 5) * 2)>>
<<if $stress gte (($stressmax / 5) * 4)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<else>>
<</if>>
<<elseif $trauma gte (($traumamax / 5) * 1)>>
<<if $stress gte (($stressmax / 5) * 4)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<else>>
<</if>>
<<else>>
<<if $stress gte (($stressmax / 5) * 4)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<else>>
<</if>>
<</if>>
<<elseif $control gte (($controlmax / 5) * 3)>>
<<if $trauma gte (($traumamax / 5) * 4)>>
<<if $stress gte (($stressmax / 5) * 4)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<else>>
<</if>>
<<elseif $trauma gte (($traumamax / 5) * 3)>>
<<if $stress gte (($stressmax / 5) * 4)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<else>>
<</if>>
<<elseif $trauma gte (($traumamax / 5) * 2)>>
<<if $stress gte (($stressmax / 5) * 4)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<else>>
<</if>>
<<elseif $trauma gte (($traumamax / 5) * 1)>>
<<if $stress gte (($stressmax / 5) * 4)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<else>>
<</if>>
<<else>>
<<if $stress gte (($stressmax / 5) * 4)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<else>>
<</if>>
<</if>>
<<elseif $control gte (($controlmax / 5) * 2)>>
<<if $trauma gte (($traumamax / 5) * 4)>>
<<if $stress gte (($stressmax / 5) * 4)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<else>>
<</if>>
<<elseif $trauma gte (($traumamax / 5) * 3)>>
<<if $stress gte (($stressmax / 5) * 4)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<else>>
<</if>>
<<elseif $trauma gte (($traumamax / 5) * 2)>>
<<if $stress gte (($stressmax / 5) * 4)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<else>>
<</if>>
<<elseif $trauma gte (($traumamax / 5) * 1)>>
<<if $stress gte (($stressmax / 5) * 4)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<else>>
<</if>>
<<else>>
<<if $stress gte (($stressmax / 5) * 4)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<else>>
<</if>>
<</if>>
<<elseif $control gte (($controlmax / 5) * 1)>>
<<if $trauma gte (($traumamax / 5) * 4)>>
<<if $stress gte (($stressmax / 5) * 4)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<else>>
<</if>>
<<elseif $trauma gte (($traumamax / 5) * 3)>>
<<if $stress gte (($stressmax / 5) * 4)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<else>>
<</if>>
<<elseif $trauma gte (($traumamax / 5) * 2)>>
<<if $stress gte (($stressmax / 5) * 4)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<else>>
<</if>>
<<elseif $trauma gte (($traumamax / 5) * 1)>>
<<if $stress gte (($stressmax / 5) * 4)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<else>>
<</if>>
<<else>>
<<if $stress gte (($stressmax / 5) * 4)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<else>>
<</if>>
<</if>>
<<else>>
<<if $trauma gte (($traumamax / 5) * 4)>>
<<if $stress gte (($stressmax / 5) * 4)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<else>>
<</if>>
<<elseif $trauma gte (($traumamax / 5) * 3)>>
<<if $stress gte (($stressmax / 5) * 4)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<else>>
<</if>>
<<elseif $trauma gte (($traumamax / 5) * 2)>>
<<if $stress gte (($stressmax / 5) * 4)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<else>>
<</if>>
<<elseif $trauma gte (($traumamax / 5) * 1)>>
<<if $stress gte (($stressmax / 5) * 4)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<else>>
<</if>>
<<else>>
<<if $stress gte (($stressmax / 5) * 4)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<elseif $stress gte (($stressmax / 5) * 3)>>
<<else>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "prostate">><<silently>>
<<if $player.vaginaExist>>
<<set _text_output to "womb">>
<<else>>
<<set _text_output to "prostate">>
<</if>>
<</silently>>_text_output<</widget>>
<<widget "bitch">><<silently>>
<<if $player.gender_appearance is "m">>
<<set _text_output to "bitch">>
<<else>>
<<set _text_output to "bitch">>
<</if>>
<</silently>>_text_output<</widget>>
<<widget "bitch_pirate">><<silently>>
<<if $player.gender_appearance is "m">>
<<set _text_output to "dog">>
<<else>>
<<set _text_output to "bitch">>
<</if>>
<</silently>>_text_output<</widget>>
<<widget "bastard">><<silently>>
<<if $player.gender_appearance is "m">>
<<set _text_output to "bastard">>
<<else>>
<<set _text_output to "whore">>
<</if>>
<</silently>>_text_output<</widget>>
<<widget "cunt">><<silently>>
<<if $player.gender_appearance is "m">>
<<set _text_output to "dick">>
<<else>>
<<set _text_output to "cunt">>
<</if>>
<</silently>>_text_output<</widget>>
<<widget "Ladies_gentlemen">><<silently>>
<<if maleChance() gte 100>>
<<set _text_output to "Gentlemen">>
<<elseif maleChance() lte 0>>
<<set _text_output to "Ladies">>
<<else>>
<<set _text_output to "Ladies and gentlemen">>
<</if>>
<</silently>>_text_output<</widget>>
<<widget "tearful">>
<<if $trauma gte $traumamax>>
Eyes glazed and empty,
<<elseif $trauma gte ($traumamax / 5) * 4>>
<<if $stress gte ($stressmax / 5) * 4>>
<<if $arousal gte ($arousalmax /5) * 4>>
<<if $pain gte 100>>
Tendrils of darkness whip and writhe against your skin as
<<elseif $pain gte 40>>
Tendrils of darkness writhe against your skin as
<<else>>
A strange mist closes around you and probes your most sensitive spots as
<</if>>
<<elseif $arousal gte $arousalmax / 5>>
<<if $pain gte 100>>
A mass of darkness follows you, prodding and spanking your behind as
<<elseif $pain gte 40>>
You hear phantom voices mocking you as
<<else>>
The shadows seem to close in on you as
<</if>>
<<else>>
<<if $pain gte 100>>
Tendrils of darkness whip and cut at your skin as
<<elseif $pain gte 40>>
Tendrils of darkness poke you as
<<else>>
You think you see eyes watching from the shadows as
<</if>>
<</if>>
<<elseif $stress gte $stressmax / 5>>
<<if $arousal gte ($arousalmax / 5) * 4>>
<<if $pain gte 100>>
Your tortured body and mind yearn for more punishment as
<<elseif $pain gte 40>>
Fantasies of violent sex intrude as
<<else>>
Your tortured mind yearns for more punishment as
<</if>>
<<elseif $arousal gte $arousalmax / 5>>
<<if $pain gte 100>>
Surprised that nothing is trying to hurt you,
<<elseif $pain gte 40>>
Surprised that nothing is trying to rape you,
<<else>>
Surprised that nothing is trying to fuck you,
<</if>>
<<else>>
<<if $pain gte 100>>
Feeling deserving of the pain you're in,
<<elseif $pain gte 40>>
You imagine figures stalking you as
<<else>>
You feel like you're being watched as
<</if>>
<</if>>
<<else>>
<<if $arousal gte ($arousalmax / 5) * 4>>
<<if $pain gte 100>>
Thoughts about being sexually tortured intrude as
<<elseif $pain gte 40>>
Thoughts about being restrained and whipped intrude as
<<else>>
Thoughts about being a sex slave intrude as
<</if>>
<<elseif $arousal gte $arousalmax / 5>>
<<if $pain gte 100>>
Thoughts about being violently raped intrude as
<<elseif $pain gte 40>>
Thoughts about being brutally raped intrude as
<<else>>
Thoughts about being raped intrude as
<</if>>
<<else>>
<<if $pain gte 100>>
Feeling entirely deserving of the pain you're in,
<<elseif $pain gte 40>>
Though mentally and physically tormented,
<<else>>
You feel utterly worthless as
<</if>>
<</if>>
<</if>>
<<elseif $trauma gte ($traumamax / 5) * 2>>
<<if $stress gte ($stressmax / 5) * 4>>
<<if $arousal gte ($arousalmax / 5) * 4>>
<<if $pain gte 100>>
A part of you savours the pain you're in as
<<elseif $pain gte 40>>
Tearful and worried that you're losing your mind,
<<else>>
Though worried that you're losing your mind,
<</if>>
<<elseif $arousal gte $arousalmax / 5>>
<<if $pain gte 100>>
Though afraid something will attack you,
<<elseif $pain gte 40>>
Though afraid something will jump you,
<<else>>
Feeling on the verge of panic,
<</if>>
<<else>>
<<if $pain gte 100>>
Though hurt and vulnerable,
<<elseif $pain gte 40>>
You feel self-conscious about the tears on your face as
<<else>>
You jump at every unexpected movement as
<</if>>
<</if>>
<<elseif $stress gte $stressmax / 5>>
<<if $arousal gte ($arousalmax / 5) * 4>>
<<if $pain gte 100>>
Hurt and ashamed,
<<elseif $pain gte 40>>
Despite your pain, a primal yearning swells within as
<<else>>
Shameful thoughts intrude as
<</if>>
<<elseif $arousal gte $arousalmax / 5>>
<<if $pain gte 100>>
You hope no one tries to assault you as
<<elseif $pain gte 40>>
Though afraid you're being followed,
<<else>>
You fear that someone is stalking you as
<</if>>
<<else>>
<<if $pain gte 100>>
You feel fragile and vulnerable as
<<elseif $pain gte 40>>
You sob as
<<else>>
You try to keep it together as
<</if>>
<</if>>
<<else>>
<<if $arousal gte ($arousalmax / 5) * 4>>
<<if $pain gte 100>>
Feeling ashamed and in pain,
<<elseif $pain gte 40>>
Tears cover your ashamed face as
<<else>>
Ashamed of the feelings rising within you,
<</if>>
<<elseif $arousal gte $arousalmax / 5>>
<<if $pain gte 100>>
Your body hurts yet tingles shamefully as
<<elseif $pain gte 40>>
You sob at the injustice of it all as
<<else>>
Your <<genitals 1>> involuntarily twitches as
<</if>>
<<else>>
<<if $pain gte 100>>
Feeling lost and in pain,
<<elseif $pain gte 40>>
You try and fail to hold back your tears as
<<else>>
Shaken,
<</if>>
<</if>>
<</if>>
<<else>>
<<if $stress gte ($stressmax / 5) * 4>>
<<if $arousal gte ($arousalmax / 5) * 4>>
<<if $pain gte 100>>
You're an emotional wreck as
<<elseif $pain gte 40>>
Feeling emotionally and physically tender,
<<else>>
Though afraid your body will betray you,
<</if>>
<<elseif $arousal gte $arousalmax / 5>>
<<if $pain gte 100>>
Hurt and afraid,
<<elseif $pain gte 40>>
You struggle to cope with the myriad feelings assailing you as
<<else>>
You feel faint as
<</if>>
<<else>>
<<if $pain gte 100>>
You know you must look like a complete mess as
<<elseif $pain gte 40>>
You wonder what you did to deserve this as
<<else>>
Though at your wits' end,
<</if>>
<</if>>
<<elseif $stress gte $stressmax / 5>>
<<if $arousal gte ($arousalmax / 5) * 4>>
<<if $pain gte 100>>
You feel a primal yearning beneath your pain as
<<elseif $pain gte 40>>
Though humiliated by your body's signs of arousal,
<<else>>
Though embarrassed by your body's signs of arousal,
<</if>>
<<elseif $arousal gte $arousalmax / 5>>
<<if $pain gte 100>>
Shaken and hurt,
<<elseif $pain gte 40>>
Your body tingles painfully as
<<else>>
You feel self-conscious about the lewd warmth within you as
<</if>>
<<else>>
<<if $pain gte 100>>
<<if $water is 1>>
Tears streaking away into the water,
<<else>>
Face covered in tears,
<</if>>
<<elseif $pain gte 40>>
Feeling battered, but still determined to make the best of things,
<<else>>
Still determined to make the best of things,
<</if>>
<</if>>
<<else>>
<<if $arousal gte ($arousalmax / 5) * 4>>
<<if $pain gte 100>>
Your tortured body trembles with arousal as
<<elseif $pain gte 40>>
Tears run down your flushed cheeks as
<<else>>
Your body trembles with arousal as
<</if>>
<<elseif $arousal gte $arousalmax / 5>>
<<if $pain gte 100>>
Your body hurts and tingles as
<<elseif $pain gte 40>>
Your body feels sensitive as
<<else>>
You feel horny as
<</if>>
<<else>>
<<if $pain gte 100>>
Your whole body hurts as
<<elseif $pain gte 40>>
You wipe away your tears as
<<else>>
You waste no time as
<</if>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "slithers">>
<<rng>>
<<if $rng gte 95>>
slithers
<<elseif $rng gte 90>>
writhes
<<elseif $rng gte 85>>
wriggles
<<elseif $rng gte 80>>
wiggles
<<elseif $rng gte 75>>
crawls
<<elseif $rng gte 70>>
slides
<<elseif $rng gte 65>>
slinks
<<elseif $rng gte 60>>
glides
<<elseif $rng gte 55>>
slips
<<elseif $rng gte 50>>
squirms
<<elseif $rng gte 45>>
worms
<<elseif $rng gte 40>>
twists
<<elseif $rng gte 35>>
twitches
<<elseif $rng gte 30>>
shivers
<<elseif $rng gte 25>>
trembles
<<elseif $rng gte 20>>
jerks
<<elseif $rng gte 15>>
crawls
<<elseif $rng gte 10>>
flutters
<<elseif $rng gte 5>>
meanders
<<elseif $rng gte 0>>
slips
<</if>>
<</widget>>
<<widget "slithering">>
<<rng>>
<<if $rng gte 95>>
slithering
<<elseif $rng gte 90>>
writhing
<<elseif $rng gte 85>>
wriggling
<<elseif $rng gte 80>>
wiggling
<<elseif $rng gte 75>>
crawling
<<elseif $rng gte 70>>
sliding
<<elseif $rng gte 65>>
slinking
<<elseif $rng gte 60>>
gliding
<<elseif $rng gte 55>>
slipping
<<elseif $rng gte 50>>
squirming
<<elseif $rng gte 45>>
worming
<<elseif $rng gte 40>>
twisting
<<elseif $rng gte 35>>
twitching
<<elseif $rng gte 30>>
shivering
<<elseif $rng gte 25>>
trembling
<<elseif $rng gte 20>>
jerking
<<elseif $rng gte 15>>
crawling
<<elseif $rng gte 10>>
fluttering
<<elseif $rng gte 5>>
meandering
<<elseif $rng gte 0>>
slipping
<</if>>
<</widget>>
<<widget "wallet">><<silently>>
<<if !isNaN(_args[0]) and $NPCList[_args[0]] and $NPCList[_args[0]].clothes and $NPCList[_args[0]].clothes.set>>
<<set $_clothesSet to $NPCList[_args[0]].clothes.set>>
<</if>>
<<if $location is "island">>
<<set _text_output to "clothes">>
<<elseif ["maleSchoolSwim", "maleSchoolSwimShirt", "femaleSchoolSwim", "maleSwim1", "maleSwim2", "femaleSwim1", "femaleSwim2", "neutralSwim", "divingSuit"].includes($_clothesSet)>>
<<set _text_output to "swimsuit">>
<<set $_clothesType to setup.npcClothesSets.find(set => set.name is $_clothesSet)>>
<<if $_clothesType>>
<<set _stealType to $_clothesType.type>>
<</if>>
<<else>>
<<set _text_output to ($pronoun is "m" ? "wallet" : "purse")>>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "pullupall">>
<<outfitChecks>>
<<set _pull to $worn.over_upper.name isnot "naked" ? "open your" + $worn.over_upper.name + "and pull" : "pull">>
<<if _middleOutfit>>
<<if _underOutfit>>
You _pull down your $worn.upper.name and $worn.under_upper.name, <span class="lewd">baring your <<breasts>>.</span>
<<elseif !$worn.under_upper.type.includes("naked")>>
You _pull down your $worn.upper.name and pull up your $worn.under_upper.name, <span class="lewd">baring your <<breasts>>.</span>
<<else>>
You _pull down your $worn.upper.name, <span class="lewd">baring your <<breasts>>.</span>
<</if>>
<<elseif !$worn.upper.type.includes("naked")>>
<<if _underOutfit>>
You pull up your $worn.upper.name and pull down your $worn.under_upper.name, <span class="lewd">baring your <<breasts>>.</span>
<<elseif !$worn.under_upper.type.includes("naked")>>
You pull up your $worn.upper.name and $worn.under_upper.name, <span class="lewd">baring your <<breasts>>.</span>
<<else>>
You pull up your $worn.upper.name, <span class="lewd">baring your <<breasts>>.</span>
<</if>>
<<else>>
<<if _underOutfit>>
You pull down your $worn.under_upper.name, <span class="lewd">baring your <<breasts>>.</span>
<<elseif !$worn.under_upper.type.includes("naked")>>
You pull up your $worn.under_upper.name, <span class="lewd">baring your <<breasts>>.</span>
<<else>>
<span class="lewd">You bare your <<breasts>>.</span>
<</if>>
<</if>>
<</widget>>
<<widget "pulldownall">>
<<outfitChecks>>
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
<<if setup.clothes.under_lower[clothesIndex('under_lower', $worn.under_lower)].skirt is 1>>
You lift the hem of your $worn.lower.name and $worn.under_lower.name, <span class="lewd">baring your <<genitals>>.</span>
<<elseif _underOutfit>>
You lift the hem of your $worn.lower.name and pull aside your $worn.under_lower.name, <span class="lewd">baring your <<genitals>>.</span>
<<elseif !$worn.under_lower.type.includes("naked")>>
You lift the hem of your $worn.lower.name and pull down your $worn.under_lower.name, <span class="lewd">baring your <<genitals>>.</span>
<<else>>
You lift the hem of your $worn.lower.name, <span class="lewd">baring your <<genitals>>.</span>
<</if>>
<<elseif _middleOutfit>>
<<if setup.clothes.under_lower[clothesIndex('under_lower', $worn.under_lower)].skirt is 1>>
You pull aside your $worn.lower.name and lift the hem of your $worn.under_lower.name, <span class="lewd">baring your <<genitals>>.</span>
<<elseif _underOutfit>>
You pull aside your $worn.lower.name and $worn.under_lower.name, <span class="lewd">baring your <<genitals>>.</span>
<<elseif !$worn.under_lower.type.includes("naked")>>
You pull aside your $worn.lower.name and pull down your $worn.under_lower.name, <span class="lewd">baring your <<genitals>>.</span>
<<else>>
You pull aside your $worn.lower.name, <span class="lewd">baring your <<genitals>>.</span>
<</if>>
<<elseif !$worn.lower.type.includes("naked")>>
<<if setup.clothes.under_lower[clothesIndex('under_lower', $worn.under_lower)].skirt is 1>>
You tug down your $worn.lower.name and lift the hem of your $worn.under_lower.name, <span class="lewd">baring your <<genitals>>.</span>
<<elseif _middleOutfit>>
You tug down your $worn.lower.name and pull aside your $worn.under_lower.name, <span class="lewd">baring your <<genitals>>.</span>
<<elseif !$worn.under_lower.type.includes("naked")>>
You tug down your $worn.lower.name and $worn.under_lower.name, <span class="lewd">baring your <<genitals>>.</span>
<<else>>
You tug down your $worn.lower.name, <span class="lewd">baring your <<genitals>>.</span>
<</if>>
<<else>>
<<if setup.clothes.under_lower[clothesIndex('under_lower', $worn.under_lower)].skirt is 1>>
You lift the hem of your $worn.under_lower.name, <span class="lewd">baring your <<genitals>>.</span>
<<elseif _underOutfit>>
You pull aside your $worn.under_lower.name, <span class="lewd">baring your <<genitals>>.</span>
<<elseif !$worn.under_lower.type.includes("naked")>>
You tug down your $worn.under_lower.name, <span class="lewd">baring your <<genitals>>.</span>
<<else>>
<span class="lewd">You bare your <<genitals>>.</span>
<</if>>
<</if>>
<</widget>>
<<widget "pullup">>
<<outfitChecks>>
<<if _middleOutfit>>
pull down
<<elseif !_top.type.includes("naked")>>
pull up
<<else>>
remove
<</if>>
<</widget>>
<<widget "pulldown">>
<<outfitChecks>>
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
lift up
<<elseif _middleOutfit is false>>
pull down
<<else>>
remove
<</if>>
<</widget>>
<<widget "pullsup">>
<<outfitChecks>>
<<if _middleOutfit>>
pulls down
<<elseif !_top.type.includes("naked")>>
pulls up
<<else>>
removes
<</if>>
<</widget>>
<<widget "pullsdown">>
<<outfitChecks>>
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
lifts up
<<elseif _middleOutfit is false>>
pulls down
<<else>>
removes
<</if>>
<</widget>>
<<widget "overpullup">>
<<outfitChecks>>
<<if _overOutfit>>
pull down
<<elseif !$worn.over_upper.type.includes("naked")>>
pull up
<<else>>
remove
<</if>>
<</widget>>
<<widget "overpulldown">>
<<outfitChecks>>
<<if setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].skirt is 1>>
lift up
<<elseif _overOutfit is false>>
pull down
<<else>>
remove
<</if>>
<</widget>>
<<widget "overpullsup">>
<<outfitChecks>>
<<if _overOutfit>>
pulls down
<<elseif !$worn.over_upper.type.includes("naked")>>
pulls up
<<else>>
removes
<</if>>
<</widget>>
<<widget "overpullsdown">>
<<outfitChecks>>
<<if setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].skirt is 1>>
lifts up
<<elseif _overOutfit is false>>
pulls down
<<else>>
removes
<</if>>
<</widget>>
<<widget "glans">><<silently>>
<<if $penisuse is 0>>
<<set _text_output to "glans">>
<<else>>
<<set _text_output to "shaft">>
<</if>>
<<if playerHasStrapon()>>
<<set _text_output to "strap-on">>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "testicle">><<silently>>
<<if _args[0] is "clinical">>
<<set $_pool to ["testicle"]>>
<<else>>
<<set $_pool to ["ball", "nut", "testicle"]>>
<</if>>
<<set _text_output to $_pool.pluck()>>
<</silently>><<print _text_output>><</widget>>
<<widget "testicles">><<silently>>
<<if _args[0] is "clinical">>
<<set $_pool to ["testes", "testicles"]>>
<<else>>
<<set $_pool to ["balls", "nuts", "testicles", "testes"]>>
<</if>>
<<set _text_output to $_pool.pluck()>>
<</silently>><<print _text_output>><</widget>>
<<widget "ballsize">><<silently>>
<<switch $ballssize>>
<<case -2>><<set _text_output to ["invisible"].pluck()>>
<<case -1>><<set _text_output to ["tiny", "mediocre", "pea-sized"].pluck()>>
<<case 0>> <<set _text_output to ["tiny", "mediocre"].pluck()>>
<<case 1>> <<set _text_output to ["small"].pluck()>>
<<case 2>> <<set _text_output to [""].pluck()>>
<<case 3>> <<set _text_output to ["large", "heavy", "thick", "dense"].pluck()>>
<<case 4>> <<set _text_output to ["huge", "heavy", "thick", "massive", "hefty"].pluck()>>
<<default>><<set _text_output to "Error: $ballssize is [" + $ballssize + "]">>
<</switch>>
<</silently>><<print _text_output>><</widget>>
<<widget "swimmingdifficultytext0">>
<<if $statdisable is "f">> |
<span class="green">These waters look safe</span>
<</if>>
<</widget>>
<<widget "nexttext">>
<!-- Unused widget, sort of -->
<</widget>>
<<widget "monk">><<silently>>
<<if _args[0] is "desc">>
<<set _text_output to $description + " ">>
<<set _text_output += ($pronoun is "m" ? "monk" : "nun")>>
<<else>>
<<set _text_output to ($pronoun is "m" ? "monk" : "nun")>>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "monks">><<silently>>
<<set _text_output to ($pronoun is "m" ? "monks" : "nuns")>>
<</silently>><<print _text_output>><</widget>>
<<widget "monks_and_nuns">><<silently>>
<<if maleChance() is 100>>
<<set _text_output to "monks">>
<<elseif maleChance() is 0>>
<<set _text_output to "nuns">>
<<else>>
<<set _text_output to "monks and nuns">>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "Monks_and_Nuns">><<silently>>
<<if maleChance() is 100>>
<<set _text_output to "monks">>
<<elseif maleChance() is 0>>
<<set _text_output to "nuns">>
<<else>>
<<set _text_output to "monks and nuns">>
<</if>><<capitalise>>
<</silently>><<print _text_output>><</widget>>
<<widget "brothers_and_sisters">><<silently>>
<<if maleChance() is 100>>
<<set _text_output to "brothers">>
<<elseif maleChance() is 0>>
<<set _text_output to "sisters">>
<<else>>
<<set _text_output to "brothers and sisters">>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "monkapo">><<silently>>
<<set _text_output to ($pronoun is "m" ? "monk's" : "nun's")>>
<</silently>><<print _text_output>><</widget>>
<<widget "priest">><<silently>>
<<set _text_output to ($pronoun is "m" ? "priest" : "priestess")>>
<</silently>><<print _text_output>><</widget>>
<<widget "priests">><<silently>>
<<set _text_output to ($pronoun is "m" ? "priests" : "priestesses")>>
<</silently>><<print _text_output>><</widget>>
<<widget "priestapo">><<silently>>
<<set _text_output to ($pronoun is "m" ? "priest's" : "priestess'")>>
<</silently>><<print _text_output>><</widget>>
<<widget "bishop">><<silently>>
<<if $temple_confessor_intro>>
<<set _text_output to "bishop">>
<<else>>
<<set _text_output to ($pronoun is "m" ? "priest" : "priestess")>>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "bishop_hands">><<silently>>
<<if $temple_confessor_intro and _args[0] isnot "long">>
<<set _text_output to "bishop's hands">>
<<elseif $per_npc.bishop_right_hand>>
<<if $per_npc.bishop_right_hand.pronoun is "m" and $per_npc.bishop_left_hand.pronoun is "m">>
<<set _text_output to "priests">>
<<elseif $per_npc.bishop_right_hand.pronoun is "f" and $per_npc.bishop_left_hand.pronoun is "f">>
<<set _text_output to "priestesses">>
<<else>>
<<set _text_output to "priest and priestess">>
<</if>>
<<else>>
<<set _text_output to "dark-robed pair">>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "vaginalvirginitywarning">>
<<if $player.virginity.vaginal is true and $statdisable is "f">>
<<if !$combat>> | <</if>>
<span class="red">This action will deflower you.</span>
<</if>>
<</widget>>
<<widget "penilevirginitywarning">>
<<if playerHasStrapon()>>
<!-- do nothing -->
<<elseif $player.virginity.penile is true and $statdisable is "f">>
<<if !$combat>> | <</if>>
<span class="red">This action will deflower you.</span>
<</if>>
<</widget>>
<<widget "analvirginitywarning">>
<<if $player.virginity.anal is true and $statdisable is "f">>
<<if !$combat>> | <</if>>
<span class="red">This action will take your anal virginity.</span>
<</if>>
<</widget>>
<<widget "oralvirginitywarning">>
<<if $player.virginity.oral is true and $statdisable is "f">>
<<if !$combat>> | <</if>>
<span class="red">This action will take your oral virginity.</span>
<</if>>
<</widget>>
<<widget "handholdingvirginitywarning">>
<<if $player.virginity.handholding is true and $statdisable is "f">>
<<if !$combat>> | <</if>>
<span class="red">This action will take your handholding virginity.</span>
<</if>>
<</widget>>
<<widget "kissvirginitywarning">>
<<if $player.virginity.kiss is true and $statdisable is "f">>
<<if !$combat>> | <</if>>
<span class="red">This action will take your first kiss.</span>
<</if>>
<</widget>>
/* Argument 0 is the npc, argument 1 is their virginity. */
<<widget "NPCvirginitywarning">>
<<if $NPCNameList.indexOf(_args[0]) >= 0 and C.npc[_args[0]].virginity[_args[1]] is true and $statdisable is "f">>
<<if $options.combatControls.includes("ists")>>
<br>
<</if>>
<<switch _args[1]>>
<<case "vaginal">>
<span class="red"> This action will deflower <<him>>.</span>
<<case "penile">>
<<if !npcHasStrapon(V.NPCList.findIndex(npc => npc.fullDescription === _args[0]))>>
<span class="red"> This action will deflower <<him>>.</span>
<</if>>
<<case "anal">>
<span class="red"> This action will take <<his>> anal virginity.</span>
<<case "oral">>
<span class="red"> This action will take <<his>> oral virginity.</span>
<<case "kiss">>
<span class="red"> This action will take <<his>> first kiss.</span>
<<case "handholding">>
<span class="red"> This action will take <<his>> handholding virginity.</span>
<<default>>
<</switch>>
<</if>>
<</widget>>
<<widget "wolfgirl">>
<<if $statdisable is "f">> |
<span class="blue"><<print ($player.gender_appearance is "m" ? "Wolfboy" : "Wolfgirl")>></span>
<</if>>
<</widget>>
<<widget "cat">>
<<if $statdisable is "f">> |
<span class="blue">Cat</span>
<</if>>
<</widget>>
<<widget "cow">>
<<if $statdisable is "f">> |
<span class="blue">Cow</span>
<</if>>
<</widget>>
<<widget "bear">>
<<if $statdisable is "f">> |
<span class="blue">Bear</span>
<</if>>
<</widget>>
<<widget "harpy">>
<<if $statdisable is "f">> |
<<if $hallucinations gte 2 or $bestialitydisable is "t">>
<span class="gold">Harpy</span>
<<else>>
<span class="gold">Bird</span>
<</if>>
<</if>>
<</widget>>
<<widget "fox">>
<<if $statdisable is "f">> |
<span class="orange"><<print ($player.gender_appearance is "m" ? "Foxboy" : "Vixen")>></span>
<</if>>
<</widget>>
<<widget "bunny">>
<<if $statdisable is "f">> |
<span class="pink"><<print ($player.gender_appearance is "m" ? "Bunnyboy" : "Bunnygirl")>></span>
<</if>>
<</widget>>
<<widget "angel">>
<<if $statdisable is "f">> |
<span class="gold">Angel</span>
<</if>>
<</widget>>
<<widget "fallenangel">>
<<if $statdisable is "f">> |
<span class="black">Fallen Angel</span>
<</if>>
<</widget>>
<<widget "demon">>
<<if $statdisable is "f">> |
<span class="red">Demon</span>
<</if>>
<</widget>>
<<widget "sharp_eyes">>
<<if $statdisable is "f">> |
<span class="gold">Sharp eyes</span>
<</if>>
<</widget>>
<<widget "laughs">><<silently>>
<<rng>>
<<if $npcadult isnot 1>>
<<set _text_output to either("giggles", "laughs")>>
<<elseif $pronoun is "f">> <!-- female adult -->
<<set _text_output to either("giggles", "chuckles", "laughs")>>
<<else>> <!-- male adult -->
<<set _text_output to either("chuckles", "laughs")>>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "cursedtext">>
<<if _args[0] is "collar" or _args[0] is "collar with leash">>
<span class="blue">Perhaps the police can help.</span>
<<elseif (_args[0] or _args[1]) is "chastity belt">>
<span class="blue">Perhaps the temple can help.</span>
<</if>>
<</widget>>
<<widget "randomteacher">><<silently>>
<<set $_teacherNames to ["Sirris","River","Doren","Winter","Mason"].filter(name => C.npc[name].init is 1)>>
<<set _text_output to ($_teacherNames.length gte 1 ? $_teacherNames.random() : "a teacher")>>
<</silently>><<print _text_output>><</widget>>
<<widget "skincolourtext">>
<<switch Skin.color.natural>>
<<case "light" "ylight">>
light
<<case "medium" "ymedium">>
medium
<<case "dark" "ydark">>
dark
<<case "gyaru" "ygyaru">>
<<set _textOverride to true>>
<</switch>>
<<if _textOverride is true>>
<<if Skin.color.tan gte 66>>
dark
<<elseif Skin.color.tan gte 33>>
medium
<<else>>
light
<</if>>
skin colour.
<<elseif Skin.color.tan gte 80>> skin colour with a dark tan.
<<elseif Skin.color.tan gte 60>> skin colour with a medium tan.
<<elseif Skin.color.tan gte 30>> skin colour with a tan.
<<elseif Skin.color.tan gte 10>> skin colour with a light tan.
<<else>> skin colour.
<</if>>
<</widget>>
<<widget "beasttype">><<silently>>
<<if typeof _args[0] is "number">>
<<set _na to _args[0]>>
<<else>>
<<set _na to 0>>
<</if>>
<<set _text_output to $NPCList[_na].type>>
<</silently>><<print _text_output>><</widget>>
<<widget "beasttypes">> <<beasttype>>'s<</widget>>
<<widget "beastsplural">><<silently>>
<<if typeof _args[0] is "number">>
<<set _na to _args[0]>>
<<else>>
<<set _na to 0>>
<</if>>
<<if $NPCList[_na].type is "wolf" and $monster isnot 1>>
<<set _text_output to "wolves">>
<<elseif $NPCList[_na].type is "fox" and $monster isnot 1>>
<<set _text_output to "foxes">>
<<elseif $NPCList[_na].type is "harpy">>
<<set _text_output to "harpies">>
<<elseif $monster isnot 1 or $NPCList[_na].type is "centaur">>
<<set _text_output to "<<beasttype _na>>s">>
<<else>>
<<for _i = 0; _i < $NPCList.length; _i++>>
<<if $NPCList[_i].pronoun is "m">>
<<set _malespresent to true>>
<</if>>
<<if $NPCList[_i].pronoun is "f">>
<<set _femalespresent to true>>
<</if>>
<</for>>
<<if (_malespresent isnot true or _femalespresent isnot true)>>
<<set _text_output to "<<beasttype>>s">>
<<elseif !$NPCList[2].pronoun>>
<<set _text_output to "$NPCList[0].type and $NPCList[1].type">>
<<else>>
<<switch $NPCList[_na].type>>
<<case "lizardgirl" "lizardboy">><<set _text_output to "lizardgirls and lizardboys">>
<<case "wolfgirl" "wolfboy">><<set _text_output to "wolfgirls and wolfboys">>
<<case "doggirl" "dogboy">><<set _text_output to "doggirls and dogboys">>
<<case "dolphingirl" "dolphinboy">><<set _text_output to "dolphingirls and dolphinboys">>
<<case "beargirl" "bearboy">><<set _text_output to "beargirls and bearboys">>
<<case "catgirl" "catboy">><<set _text_output to "catgirls and catboys">>
<<case "piggirl" "pigboy">><<set _text_output to "piggirls and pigboys">>
<<case "boargirl" "boarboy">><<set _text_output to "boargirls and boarboys">>
<<case "cowgirl" "bullboy">><<set _text_output to "cowgirls and bullboys">>
<<case "foxgirl" "foxboy">><<set _text_output to "foxgirls and foxboys">>
<<case "spidergirl" "spiderboy">><<set _text_output to "spidergirls and spiderboys">>
<<default>><<set _text_output to "creatures">>
<</switch>>
<</if>>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "slut">><<silently>>
<<set _text_output to ($player.gender_appearance is "m" ? "pervert" : "slut")>>
<</silently>><<print _text_output>><</widget>>
<<widget "tending_text">>
<<set $_tendingText to currentSkillValue('tending')>>
<<if $_tendingText gte 1200>>
<span class="gold">You're incredible at this.</span>
<<elseif $_tendingText gte 800>>
<span class="green">You're great at this.</span>
<<elseif $_tendingText gte 600>>
<span class="teal">You're good at this.</span>
<<elseif $_tendingText gte 400>>
<span class="lblue">You're okay at this.</span>
<<elseif $_tendingText gte 200>>
<span class="blue">You're getting the hang of this.</span>
<<else>>
<span class="purple">You muddle through.</span>
<</if>>
<</widget>>
<<widget "housekeeping_text">>
<<set $_housekeepingText to currentSkillValue('housekeeping')>>
<<if $_housekeepingText gte 1200>>
<span class="gold">You're incredible at this.</span>
<<elseif $_housekeepingText gte 800>>
<span class="green">You're great at this.</span>
<<elseif $_housekeepingText gte 600>>
<span class="teal">You're good at this.</span>
<<elseif $_housekeepingText gte 400>>
<span class="lblue">You're okay at this.</span>
<<elseif $_housekeepingText gte 200>>
<span class="blue">You're getting the hang of this.</span>
<<else>>
<span class="purple">You muddle through.</span>
<</if>>
<</widget>>
<<widget "wordify_i">>
<<switch _args[0]>>
<<case 0>>
<<set _text_output to "first">>
<<case 1>>
<<set _text_output to "second">>
<<case 2>>
<<set _text_output to "third">>
<<case 3>>
<<set _text_output to "fourth">>
<<case 4>>
<<set _text_output to "fifth">>
<<case 5>>
<<set _text_output to "sixth">>
<<case 6>>
<<set _text_output to "seventh">>
<<case 7>>
<<set _text_output to "eighth">>
<<case 8>>
<<set _text_output to "ninth">>
<<case 9>>
<<set _text_output to "tenth">>
<</switch>>
<<if _text_output is undefined>>
<<set _text_output to "eleventh">>
<</if>>
<<if _args[1]>>
<<capitalise>>
<<else>>
<<print _text_output>>
<</if>>
<</widget>>
<<widget "threaten">>
<<rng>>
<<if $NPCList[_n].pronoun is "m">>
<<if $NPCList[_n].penis isnot "none">>
<<if $player.gender_appearance is "m">>
<<if $rng gte 81>>
"I'm gonna fuck your ass until you squeal."
<<elseif $rng gte 61>>
"I'm gonna make you my bitch."
<<elseif $rng gte 41>>
"You'll be worshipping my cock when I'm done with you."
<<elseif $rng gte 21>>
"I'm gonna make you my new cock sleeve."
<<else>>
"I'm gonna fill that ass of yours."
<</if>>
<<else>>
<<if $rng gte 81>>
"I'm gonna fuck your pussy until you squeal."
<<elseif $rng gte 61>>
"I'm gonna make you my bitch."
<<elseif $rng gte 41>>
"You'll be worshipping my cock when I'm done with you."
<<elseif $rng gte 21>>
"I'm gonna fuck every one of your holes."
<<else>>
"I'm gonna make you my new cock sleeve."
<</if>>
<</if>>
<<else>>
<<if $player.gender_appearance is "m">>
<<if $rng gte 81>>
"I'm gonna ride you until you pass out."
<<elseif $rng gte 61>>
"I'm gonna bully your cock into submission."
<<elseif $rng gte 41>>
"I'm gonna drain you empty."
<<elseif $rng gte 21>>
"Your cock will be sore when I'm through with you."
<<else>>
"You're gonna service my pussy in and every way I require."
<</if>>
<<else>>
<<if $rng gte 81>>
"I'm gonna fuck you until you squeal."
<<elseif $rng gte 61>>
"I'm gonna bully your pussy into submission."
<<elseif $rng gte 41>>
"You're gonna service my pussy in any and every way I require."
<<elseif $rng gte 21>>
"You're gonna get me off any way you can."
<<else>>
"I'm gonna dominate every part of you."
<</if>>
<</if>>
<</if>>
<<else>>
<<if $NPCList[_n].penis isnot "none">>
<<if $player.gender_appearance is "m">>
<<if $rng gte 81>>
"I'm gonna fuck your ass until you squeal."
<<elseif $rng gte 61>>
"I'm gonna make you my bitch."
<<elseif $rng gte 41>>
"You'll be worshipping my cock when I'm done with you."
<<elseif $rng gte 21>>
"I'm gonna make you my new cock sleeve."
<<else>>
"I'm gonna fill that ass of yours."
<</if>>
<<else>>
<<if $rng gte 81>>
"I'm gonna fuck your pussy until you squeal."
<<elseif $rng gte 61>>
"I'm gonna make you my bitch."
<<elseif $rng gte 41>>
"You'll be worshipping my cock when I'm done with you."
<<elseif $rng gte 21>>
"I'm gonna fuck every one of your holes."
<<else>>
"I'm gonna make you my new cock sleeve."
<</if>>
<</if>>
<<else>>
<<if $player.gender_appearance is "m">>
<<if $rng gte 81>>
"I'm gonna ride you until you pass out."
<<elseif $rng gte 61>>
"I'm gonna bully your cock into submission."
<<elseif $rng gte 41>>
"I'm gonna drain you empty."
<<elseif $rng gte 21>>
"Your cock will be sore when I'm through with you."
<<else>>
"I need your cum. All of it."
<</if>>
<<else>>
<<if $rng gte 81>>
"I'm gonna fuck you until you squeal."
<<elseif $rng gte 61>>
"I'm gonna bully your pussy into submission."
<<elseif $rng gte 41>>
"You're gonna service my pussy in any and every way I require."
<<elseif $rng gte 21>>
"You're gonna get me off any way you can."
<<else>>
"I'm gonna dominate every part of you."
<</if>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "voice">>
<<switch _args[0]>>
<<case "plead">>
<<if $pain lte 60>>
<<if $rng lte 33>>
<<set _text_output to "plead">>
<<elseif $rng lte 66>>
<<set _text_output to "beg">>
<<elseif $wolfgirl gte 4>>
<<set _text_output to "whimper">>
<<elseif $cat gte 4>>
<<set _text_output to "mewl">>
<<elseif $cow gte 4>>
<<set _text_output to "moo">>
<<elseif $bear gte 4>>
<<set _text_output to "yelp">>
<<elseif $harpy gte 4>>
<<set _text_output to "chirp">>
<<elseif $fox gte 4>>
<<set _text_output to "whimper">>
<<else>>
<<set _text_output to "plead">>
<</if>>
<<else>>
<<if $rng lte 50>>
<<set _text_output to "cry and plead">>
<<else>>
<<set _text_output to "weep and plead">>
<</if>>
<</if>>
<<case "moan">>
<<if $rng lte 25>>
<<if $arousal lte ($arousalmax / 5) * 3>>
<<set _text_output to "moan">>
<<else>>
<<set _text_output to "gasp and moan">>
<</if>>
<<elseif $rng lte 50>>
<<set _text_output to "murmur">>
<<elseif $rng lte 75>>
<<if $arousal lte ($arousalmax / 5) * 3>>
<<set _text_output to "giggle">>
<<else>>
<<set _text_output to "gasp and giggle">>
<</if>>
<<elseif $wolfgirl gte 4>>
<<set _text_output to "pant">>
<<elseif $cat gte 4>>
<<set _text_output to "purr">>
<<elseif $cow gte 4>>
<<set _text_output to "moo">>
<<elseif $bear gte 4>>
<<set _text_output to "purr">>
<<elseif $harpy gte 4>>
<<set _text_output to "chirp">>
<<elseif $fox gte 4>>
<<set _text_output to "yip">>
<<else>>
<<set _text_output to "moan">>
<</if>>
<<case "demand">>
<<if $arousal lte ($arousalmax / 5) * 3>>
<<if $rng lte 33>>
<<set _text_output to "speak">>
<<elseif $rng lte 66>>
<<set _text_output to "yell">>
<<elseif $wolfgirl gte 4>>
<<set _text_output to "bark">>
<<elseif $cat gte 4>>
<<set _text_output to "hiss">>
<<elseif $cow gte 4>>
<<set _text_output to "exhale through your nostrils threateningly">>
<<elseif $bear gte 4>>
<<set _text_output to "growl">>
<<elseif $harpy gte 4>>
<<set _text_output to "screech">>
<<elseif $fox gte 4>>
<<set _text_output to "scream">>
<<else>>
<<set _text_output to "spit">>
<</if>>
<<elseif $rng lte 50>>
<<set _text_output to "gasp">>
<<else>>
<<set _text_output to "growl">>
<</if>>
<<default>>
<<set _text_output to "try to speak, but hiccup instead. This is a bug, Please report to Vrelnir" + (_args[0] isnot undefined ? _args[0] : "undefined")>>
<</switch>>
<<print _text_output>>
<</widget>>
<<widget "vagina_lube_amount">>
<<if _vagina_lube_amount gte 12>>
<span class="red">copious</span> amounts
<<elseif _vagina_lube_amount gte 8>>
<span class="pink">ample</span> amounts
<<elseif _vagina_lube_amount gte 5>>
<span class="pink">large amount</span>
<<elseif _vagina_lube_amount gte 3>>
<span class="purple">fair</span> amount
<<elseif _vagina_lube_amount gte 2>>
<span class="purple">meagre</span> amount
<<else>>
<span class="purple">paltry</span> amount
<</if>>
<</widget>>
<<widget "anus_lube_amount">>
<<if _anus_lube_amount gte 12>>
<span class="red">copious</span> amounts
<<elseif _anus_lube_amount gte 8>>
<span class="pink">ample</span> amounts
<<elseif _anus_lube_amount gte 5>>
<span class="pink">large amount</span>
<<elseif _anus_lube_amount gte 3>>
<span class="purple">fair</span> amount
<<elseif _anus_lube_amount gte 2>>
<span class="purple">meagre</span> amount
<<else>>
<span class="purple">paltry</span> amount
<</if>>
<</widget>>
<<widget "penis_lube_amount">>
<<if _penis_lube_amount gte 10>>
<span class="red">copious</span> amounts
<<elseif _penis_lube_amount gte 6>>
<span class="pink">ample</span> amounts
<<elseif _penis_lube_amount gte 4>>
<span class="pink">large amount</span>
<<elseif _penis_lube_amount gte 3>>
<span class="purple">fair</span> amount
<<elseif _penis_lube_amount gte 2>>
<span class="purple">meagre</span> amount
<<else>>
<span class="purple">paltry</span> amount
<</if>>
<</widget>>
<<widget "vagina_lube_text">>
<<set _vagina_lube_amount to setup.bodyliquid.combined("vagina") + setup.bodyliquid.combined("vaginaoutside") + Math.max(0, $vaginaArousalWetness - 60) / 5>>
<<if _vagina_lube_amount lte 0>>
Despite how dry you are,
<<else>>
Aided by the <<vagina_lube_amount>> of lubricating fluid,
<</if>>
<</widget>>
<<widget "anus_lube_text">>
<<set _anus_lube_amount to setup.bodyliquid.combined("anus") + setup.bodyliquid.combined("bottom")>>
<<if _anus_lube_amount lte 0>>
Despite the lack of lubrication,
<<else>>
Aided by the <<anus_lube_amount>> of lubricating fluid,
<</if>>
<</widget>>
<<widget "penis_lube_text">>
<<set _penis_lube_amount to setup.bodyliquid.combined("penis")>>
<<if _penis_lube_amount lte 0>>
Despite the lack of lubrication,
<<else>>
Aided by the <<penis_lube_amount>> of lubricating fluid,
<</if>>
<</widget>>
<<widget "small_text">>
<<if $statdisable is "f">> |
<<if $physiquesize lte 6000>>
<span class="teal">Tiny Body</span>
<<elseif $physiquesize lte 10000>>
<span class="teal">Small Body</span>
<<elseif $physiquesize lte 12000>>
<span class="teal">Not too big</span>
<<else>>
<span class="teal">Not too big</span>
<</if>>
<</if>>
<</widget>>
<<widget "large_text">>
<<if $statdisable is "f">> |
<<if $physiquesize gte 16000>>
<span class="teal">Large Body</span>
<<elseif $physiquesize gte 12000>>
<span class="teal">Normal Body</span>
<<elseif $physiquesize gte 10000>>
<span class="teal">Not too small</span>
<<else>>
<span class="teal">Not too small</span>
<</if>>
<</if>>
<</widget>>
<<widget "body_size_text">>
<<switch $physiquesize>>
<<case lte 6000>>
<<set _text_output to either("tiny", "dainty", "petite", "minuscule", "delicate") + " ">>
<<case lte 10000>>
<<set _text_output to either("short", "small", "little", "smallish") + " ">>
<<case lte 12000>>
<<set _text_output to either("average", "normal", "regular") + " ">>
<<case lte 16000>>
<<set _text_output to either("tall", "strong", "powerful", "large") + " ">>
<<default>>
<</switch>>
<<set _text_output to _text_output + either("body","frame","anatomy", "torso")>>
<<print _text_output>>
<</widget>>
<<widget "monster_passage">>
<!-- Unused widget -->
<<if _monster_passage is undefined>>
<<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f")>>
<<if maleChance() gte 100>>
<<set _monster_passage to "m">>
<<elseif maleChance() lte 0>>
<<set _monster_passage to "f">>
<<else>>
<<set _monster_passage to "b">>
<</if>>
<<else>>
<<set _monster_passage to "n">>
<</if>>
<</if>>
<</widget>>
<<widget "farm_text_many">>
<<set $_bgender to $farm_work[_args[0]].gender_plural>>
<<set $_bperson to ($farm_work[_args[0]].monster_roll is true and ($hallucinations gte 1 or $monsterhallucinations is "f"))>>
<<if _args[0] is "horse">>
<<if $_bperson>>
<<set _text_output to "centaurs">>
<<else>>
<<set _text_output to "horses">>
<</if>>
<<elseif _args[0] is "pig">>
<<if $_bperson>>
<<if $_bgender is "m">>
<<set _text_output to "pigboys">>
<<elseif $_bgender is "f">>
<<set _text_output to "piggirls">>
<<else>>
<<set _text_output to "pigpeople">>
<</if>>
<<else>>
<<set _text_output to "pigs">>
<</if>>
<<elseif _args[0] is "dog">>
<<if $_bperson>>
<<if $_bgender is "m">>
<<set _text_output to "dogboys">>
<<elseif $_bgender is "f">>
<<set _text_output to "doggirls">>
<<else>>
<<set _text_output to "dogpeople">>
<</if>>
<<else>>
<<set _text_output to "dogs">>
<</if>>
<<else>>
<<if $_bperson>>
<<if $_bgender is "m">>
<<set _text_output to "bullboys">>
<<elseif $_bgender is "f">>
<<set _text_output to "cowgirls">>
<<else>>
<<set _text_output to "cattle">>
<</if>>
<<else>>
<<if $_bgender is "m">>
<<set _text_output to "bulls">>
<<elseif $_bgender is "f">>
<<set _text_output to "cows">>
<<else>>
<<set _text_output to "cattle">>
<</if>>
<</if>>
<</if>>
<<print _text_output>>
<</widget>>
<<widget "farm_text">>
<<set $_bgender to $farm_work[_args[0]].gender>>
<<set $_bperson to ($farm_work[_args[0]].monster_roll is true and ($hallucinations gte 1 or $monsterhallucinations is "f"))>>
<<if _args[0] is "horse">>
<<if $_bperson>>
<<set _text_output to "centaur">>
<<else>>
<<set _text_output to "horse">>
<</if>>
<<elseif _args[0] is "pig">>
<<if $_bperson>>
<<set _text_output to ($_bgender is "m" ? "pigboy" : "piggirl")>>
<<else>>
<<set _text_output to "pig">>
<</if>>
<<elseif _args[0] is "dog">>
<<if $_bperson>>
<<set _text_output to ($_bgender is "m" ? "dogboy" : "doggirl")>>
<<else>>
<<set _text_output to "dog">>
<</if>>
<<else>>
<<if $_bperson>>
<<set _text_output to ($_bgender is "m" ? "bullboy" : "cowgirl")>>
<<else>>
<<set _text_output to ($_bgender is "m" ? "bull" : "cow")>>
<</if>>
<</if>>
<<print _text_output>>
<</widget>>
<<widget "farm_he">>
<<if $farm_work[_args[0]].monster>>
<<if $farm_work[_args[0]].gender is "m">>
<<set _text_output to "he">>
<<else>>
<<set _text_output to "she">>
<</if>>
<<else>>
<<set _text_output to "it">>
<</if>>
<<print _text_output>>
<</widget>>
<<widget "farm_He">>
<<if $farm_work[_args[0]].monster>>
<<if $farm_work[_args[0]].gender is "m">>
<<set _text_output to "He">>
<<else>>
<<set _text_output to "She">>
<</if>>
<<else>>
<<set _text_output to "It">>
<</if>>
<<print _text_output>>
<</widget>>
<<widget "farm_him">>
<<if $farm_work[_args[0]].monster>>
<<if $farm_work[_args[0]].gender is "m">>
<<set _text_output to "him">>
<<else>>
<<set _text_output to "her">>
<</if>>
<<else>>
<<set _text_output to "it">>
<</if>>
<<print _text_output>>
<</widget>>
<<widget "farm_his">>
<<if $farm_work[_args[0]].monster>>
<<if $farm_work[_args[0]].gender is "m">>
<<set _text_output to "his">>
<<else>>
<<set _text_output to "her">>
<</if>>
<<else>>
<<set _text_output to "its">>
<</if>>
<<print _text_output>>
<</widget>>
<<widget "farm_His">>
<<if $farm_work[_args[0]].monster>>
<<if $farm_work[_args[0]].gender is "m">>
<<set _text_output to "His">>
<<else>>
<<set _text_output to "Her">>
<</if>>
<<else>>
<<set _text_output to "Its">>
<</if>>
<<print _text_output>>
<</widget>>
<<widget "master">><<silently>>
<<set _text_output to ($pronoun is "m" ? "master" : "mistress")>>
<</silently>>_text_output<</widget>>
<<widget "Master">><<silently>>
<<master>><<capitalise>>
<</silently>>_text_output<</widget>>
<<widget "daughter">><<silently>>
<<set _text_output to ($pronoun is "m" ? "son" : "daughter")>>
<</silently>>_text_output<</widget>>
<!-- Proper usage example: <<nnpc_he "Robin">> would return "he" or "she" based on Robin's pronoun. -->
<!-- Useful for needing to call a named NPC's pronoun in a scene that doesn't directly include them, or for more efficient usage in scenes with multiple named NPCs. -->
<<widget "nnpc_he">><<silently>>
<<set _npcPronoun to C.npc[_args[0]].pronoun>>
<<set _text_output to (_npcPronoun is "m" ? "he" : "she")>>
<</silently>><<print _text_output>><</widget>>
<<widget "nnpc_He">><<silently>>
<<nnpc_he _args[0]>><<capitalise>>
<</silently>><<print _text_output>><</widget>>
<<widget "nnpc_him">><<silently>>
<<set _npcPronoun to C.npc[_args[0]].pronoun>>
<<set _text_output to (_npcPronoun is "m" ? "him" : "her")>>
<</silently>><<print _text_output>><</widget>>
<<widget "nnpc_Him">><<silently>>
<<nnpc_him _args[0]>><<capitalise>>
<</silently>><<print _text_output>><</widget>>
<<widget "nnpc_his">><<silently>>
<<set _npcPronoun to C.npc[_args[0]].pronoun>>
<<set _text_output to (_npcPronoun is "m" ? "his" : "her")>>
<</silently>><<print _text_output>><</widget>>
<<widget "nnpc_His">><<silently>>
<<nnpc_his _args[0]>><<capitalise>>
<</silently>><<print _text_output>><</widget>>
<<widget "nnpc_hers">><<silently>>
<<set _npcPronoun to C.npc[_args[0]].pronoun>>
<<set _text_output to (_npcPronoun is "m" ? "his" : "hers")>>
<</silently>><<print _text_output>><</widget>>
<<widget "nnpc_hes">><<silently>>
<<set _npcPronoun to C.npc[_args[0]].pronoun>>
<<set _text_output to (_npcPronoun is "m" ? "he's" : "she's")>>
<</silently>><<print _text_output>><</widget>>
<<widget "nnpc_Hes">><<silently>>
<<nnpc_hes _args[0]>><<capitalise>>
<</silently>><<print _text_output>><</widget>>
<<widget "nnpc_himself">><<silently>>
<<set _npcPronoun to C.npc[_args[0]].pronoun>>
<<set _text_output to (_npcPronoun is "m" ? "himself" : "herself")>>
<</silently>><<print _text_output>><</widget>>
<<widget "nnpc_wife">><<silently>>
<<set _npcPronoun to C.npc[_args[0]].pronoun>>
<<set _text_output to (_npcPronoun is "m" ? "husband" : "wife")>>
<</silently>><<print _text_output>><</widget>>
<<widget "nnpc_lass">><<silently>>
<<set _npcPronoun to C.npc[_args[0]].pronoun>>
<<set _text_output to (_npcPronoun is "m" ? "lad" : "lass")>>
<</silently>><<print _text_output>><</widget>>
<<widget "nnpc_gender">><<silently>>
<<set _npcPronoun to C.npc[_args[0]].pronoun>>
<<set _text_output to (_npcPronoun is "m" ? "man" : "woman")>>
<</silently>><<print _text_output>><</widget>>
<<widget "nnpc_gendery">><<silently>>
<<set _npcPronoun to C.npc[_args[0]].pronoun>>
<<set _text_output to (_npcPronoun is "m" ? "boy" : "girl")>>
<</silently>><<print _text_output>><</widget>>
<<widget "nnpc_genitals">><<silently>>
<<set _npcGender to C.npc[_args[0]].gender>>
<<set _text_output to (_npcGender is "m" ? "penis" : "vagina")>>
<</silently>><<print _text_output>><</widget>>
<<widget "nnpc_girlfriend">><<silently>>
<<set _npcPronoun to C.npc[_args[0]].pronoun>>
<<set _text_output to (_npcPronoun is "m" ? "boyfriend" : "girlfriend")>>
<</silently>><<print _text_output>><</widget>>
<<widget "nnpc_brother">><<silently>>
<<set _npcPronoun to C.npc[_args[0]].pronoun>>
<<set _text_output to (_npcPronoun is "m" ? "brother" : "sister")>>
<</silently>><<print _text_output>><</widget>>
<<widget "nnpc_Brother">><<silently>>
<<nnpc_brother _args[0]>><<capitalise>>
<</silently>><<print _text_output>><</widget>>
<<widget "nnpc_title">><<silently>>
<<set _text_output to C.npc[_args[0]].title>>
<</silently>><<print _text_output>><</widget>>
<<widget "nnpc_Title">><<silently>>
<<nnpc_title _args[0]>><<capitalise>>
<</silently>><<print _text_output>><</widget>>
<<widget "daylight">>
<<if Weather.dayState is "day">>
<<set _text_output to "daylight">>
<<elseif Weather.dayState is "dawn">>
<<set _text_output to "dawn's light">>
<<elseif Weather.dayState is "dusk">>
<<set _text_output to "fading light">>
<<else>>
<<if Time.hour is 9 or Time.season is "summer">>
<<set _text_output to "twilight">>
<<else>>
<<set _text_output to "night breeze">>
<</if>>
<</if>>
<<print _text_output>>
<</widget>>
<<widget "printTo">>
to
<</widget>>
<<widget "printAnd">>
and
<</widget>>
<<widget "printChastity">>
$worn.genitals.name
<</widget>>
/* Replaced with js macro (timeMacros.js)
<<widget "timeAfterXHours">><<silently>>
<<if _args[0]>>
<<if $options.timestyle is "military">>
<<set $_hour to (Time.hour + _args[0]) % 24>>
<<print $_hour>>:<<print $minute + ($minute lt 10? "0":"")>>
<<set _text_output to ($_hour lt 10 ? "0":"") + $_hour + ":" + ($minute lt 10 ? "0":"") + $minute>>
<<else>>
<<set $_hour to (Time.hour + _args[0]) % 24>>
<<if $_hour gte 13>>
<<set _text_output to ($_hour - 12) + ":" + ($minute lt 10 ? "0":"") + $minute + "pm">>
<<else>>
<<set _text_output to ($_hour is 0 ? "12" : $_hour) + ":" + ($minute lt 10 ? "0":"") + $minute + ($_hour is 12? "pm": "am")>>
<</if>>
<</if>>
<</if>>
<</silently>><<print _text_output>><</widget>> */
<<widget "beast_jaws_text">>
<<if $NPCList[_n].type is "hawk">>
<<set _text_output to "beak">>
<<else>>
<<set _text_output to "jaws">>
<</if>>
<<print _text_output>>
<</widget>>
<<widget "beast_Jaws_text">>
<<if $NPCList[_n].type is "hawk">>
<<set _text_output to "Beak">>
<<else>>
<<set _text_output to "Jaws">>
<</if>>
<<print _text_output>>
<</widget>>
<<widget "beast_teeth_text">>
<<if $NPCList[_n].type is "hawk">>
<<set _text_output to "beak">>
<<else>>
<<set _text_output to "teeth">>
<</if>>
<<print _text_output>>
<</widget>>
<<widget "beast_claws_text">>
<<if $NPCList[_n].type is "hawk">>
<<set _text_output to "talons">>
<<else>>
<<set _text_output to $NPCList[_n].claws>>
<!-- <<set _text_output to "claws">> -->
<</if>>
<<print _text_output>>
<</widget>>
<<widget "beast_growls_text">>
<<if $NPCList[_n].type is "hawk">>
<<set _text_output to "squawks">>
<<elseif $NPCList[_n].type is "pig">>
<<set _text_output to "oinks">>
<<elseif $NPCList[_n].type is "dolphin">>
<<set _text_output to "clicks">>
<<elseif $NPCList[_n].type is "spider">>
<<set _text_output to "chitters">>
<<else>>
<<set _text_output to "growls">>
<</if>>
<<print _text_output>>
<</widget>>
<<widget "beast_growling_text">>
<<if $NPCList[_n].type is "hawk">>
<<set _text_output to "squawking">>
<<elseif $NPCList[_n].type is "pig">>
<<set _text_output to "oinking">>
<<elseif $NPCList[_n].type is "dolphin">>
<<set _text_output to "clicking">>
<<else>>
<<set _text_output to "growling">>
<</if>>
<<print _text_output>>
<</widget>>
<<widget "dress">>
<<if $worn.upper.set is $worn.lower.set>>
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
<<set _text_output to "dress">>
<<else>>
<<set _text_output to "clothes">>
<</if>>
<<else>>
<<set _text_output to "top">>
<</if>>
<<print _text_output>>
<</widget>>
<<widget "skirt">>
<<if $worn.upper.set is $worn.lower.set>>
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
<<set _text_output to "dress">>
<<else>>
<<set _text_output to "clothes">>
<</if>>
<<else>>
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
<<set _text_output to "skirt">>
<<else>>
<<set _text_output to "bottoms">>
<</if>>
<</if>>
<<print _text_output>>
<</widget>>
<<widget "panties">>
<<if $worn.under_upper.set is $worn.under_lower.set>>
<<set _text_output to "underclothes">>
<<else>>
<<if setup.clothes.under_lower[clothesIndex('under_lower', $worn.under_lower)].skirt is 1>>
<<set _text_output to "skirt">>
<<else>>
<<if $worn.under_lower.gender is "f">>
<<if random(1, 2) is 2>>
<<set _text_output to "panties">>
<<else>>
<<set _text_output to "knickers">>
<</if>>
<<else>>
<<set _text_output to "undies">>
<</if>>
<</if>>
<</if>>
<<print _text_output>>
<</widget>>
<<widget "bra">>
<<if $worn.under_upper.set is $worn.under_lower.set>>
<<set _text_output to "underclothes">>
<<else>>
<<if $worn.under_upper.gender is "f" and setup.clothes.under_upper[clothesIndex('under_upper', $worn.under_upper)].state_base is "midriff">>
<<set _text_output to "bra">>
<<else>>
<<set _text_output to "top">>
<</if>>
<</if>>
<<print _text_output>>
<</widget>>
<<widget "npcPenis">><<silently>>
<<set $_npcGen to (_args[0] ? _args[0] : $index)>>
<<if !$NPCList[$_npcGen]>>
<<set _text_output to `<span class="red">error-npcPenis-${$_npcGen}</span>`>>
<<elseif $NPCList[$_npcGen].chastity.penis is "chastity cage">>
<<set _text_output to "caged penis">>
<<elseif $NPCList[$_npcGen].chastity.penis.includes("chastity")>>
<<set _text_output to $NPCList[$_npcGen].chastity.penis>>
<<else>>
<<set _text_output to $NPCList[$_npcGen].penisdesc>>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "npcPenisSimple">><<silently>>
<<if $enemynomax is 1>>
<<set _args[0] to 0>>
<</if>>
<<set $_npcGen to (_args[0] ? _args[0] : $index)>>
<<if !$NPCList[$_npcGen]>>
<<set _text_output to `<span class="red">error-npcPenisSimple-${$_npcGen}</span>`>>
<<elseif $NPCList[$_npcGen].chastity.penis is "chastity cage">>
<<set _text_output to "caged penis">>
<<elseif $NPCList[$_npcGen].chastity.penis.includes("chastity")>>
<<set _text_output to $NPCList[$_npcGen].chastity.penis>>
<<elseif npcHasStrapon($_npcGen)>>
<<set _text_output to either("strap-on","strap-on cock")>>
<<else>>
<<set _text_output to either("penis","penis","cock","shaft")>>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "npcPenisColored">>
<<set $_npcGen to (_args[0] ? _args[0] : $index)>>
<<set $_ppcolor to "tan">>
<<if !$NPCList[$_npcGen]>>
<<set _text_output to `<span class="red">error-npcPenisColored-${$_npcGen}</span>`>>
<<elseif $NPCList[$_npcGen].chastity.penis.includes("chastity")>>
<<set $_ppcolor to "gray">>
<<set _text_output to $NPCList[$_npcGen].chastity.penis>>
<<elseif npcHasStrapon($_npcGen)>>
/*<<set $_straponcolor to $NPCList[$_npcGen].penisdesc.split(" ")>>
<<set $_ppcolor to $_straponcolor[1]>>*/
<<set $_ppcolor to $NPCList[$_npcGen].strapon.color>>
<<if $_ppcolor is "fleshy">><<set $_ppcolor to "tan">><</if>>
<<set _text_output to $NPCList[$_npcGen].penisdesc>>
<<else>>
<<set _text_output to $NPCList[$_npcGen].penisdesc>>
<</if>>
<span @class=$_ppcolor><b><<print _text_output>></b></span>
<</widget>>
<<widget "npcVagina">><<silently>>
<<if !_args[0]>>
<<set _npcGen to $index>>
<<else>>
<<set _npcGen to _args[0]>>
<</if>>
<<if !$NPCList[_npcGen]>>
<<set _text_output to `<span class="red">error-npcVagina-${_npcGen}</span>`>>
<<elseif $NPCList[_npcGen].chastity.vagina.includes("chastity")>>
<<set _text_output to $NPCList[_npcGen].chastity.vagina>>
<<else>>
<<set _text_output to either("vagina","vagina","quim","pussy")>>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "npcAnus">>
<<if !_args[0]>>
<<set _npcGen to $index>>
<<else>>
<<set _npcGen to _args[0]>>
<</if>>
<<if !$NPCList[_npcGen]>>
<<set _text_output to `<span class="red">error-npcAnus-${_npcGen}</span>`>>
<<elseif $NPCList[_npcGen].chastity.anus.includes("shield")>>
<<set _text_output to $NPCList[_npcGen].chastity.anus>>
<<else>>
<<set _text_output to "ass">>
<</if>>
<<print _text_output>>
<</widget>>
<<widget "npcGenitals">><<silently>>
<<if !_args[0]>>
<<set _npcGen to $index>>
<<else>>
<<set _npcGen to _args[0]>>
<</if>>
<<if !$NPCList[_npcGen]>>
<<set _text_output to `<span class="red">error-npcGenitals-${_npcGen}</span>`>>
<<elseif $NPCList[_npcGen].penis isnot "none" and $NPCList[_npcGen].vagina isnot "none">>
<<if _args[1] is "simple">>
<<set $_text_output to "<<npcPenisSimple _npcGen>> and <<npcVagina _npcGen>>">>
<<else>>
<<set $_text_output to "<<npcPenis _npcGen>> and <<npcVagina _npcGen>>">>
<</if>>
<<elseif $NPCList[_npcGen].penis isnot "none">>
<<if _args[1] is "simple">>
<<set $_text_output to "<<npcPenisSimple _npcGen>>">>
<<else>>
<<set $_text_output to "<<npcPenis _npcGen>>">>
<</if>>
<<else>>
<<set $_text_output to "<<npcVagina _npcGen>>">>
<</if>>
<</silently>><<print $_text_output>><</widget>>
<<widget "npcChest">><<silently>>
<<if !_args[0]>>
<<set _npcGen to $index>>
<<else>>
<<set _npcGen to _args[0]>>
<</if>>
<<if !$NPCList[_npcGen]>>
<<set _text_output to `<span class="red">error-npcChest-${_npcGen}</span>`>>
<<elseif $NPCList[_npcGen].pronoun is "m" or $NPCList[_npcGen].breastsize is 0>>
<<set _text_output to "chest">>
<<else>>
<<set _text_output to $NPCList[_npcGen].breastsdesc>>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "npcHairColour">><<silently>>
<<if _args[0]>>
<<switch C.npc[_args[0]].hairColour>>
<<case "strawberryblond">>
<<set _text_output to "strawberry blond">>
<<case "platinumblond">>
<<set _text_output to "platinum blond">>
<<case "lightbrown">>
<<set _text_output to "light brown">>
<<default>>
<<set _text_output to C.npc[_args[0]].hairColour>>
<</switch>>
<<else>>
<<set _text_output to "phantasmal ghost colour because someone forgot to define an NPC for the npcHairColour widget, please inform Vrelnir">>
<</if>>
<</silently>><<print _text_output>><</widget>>
<!-- Argument 0 is the appropriate NPCName or NPCList object.
Argument 1 should be "upper", "lower", or "both"
Argument 2, where appropriate, determines whether it's the player undressing the NPC or the NPC undressing themselves-->
<<widget "npcClothesText">><<silently>>
<<if _args[0]>>
<<set $_npc to _args[0]>>
<<set $_part to (_args[1] ? _args[1] : "both")>>
<<switch $_part>>
<<case "both">>
<<set _text_output to setup.npcClothesSets.find(item => item.name === $_npc.clothes.set).desc>>
<<case "upper">>
<<set _text_output to $_npc.clothes.upper.name>>
<<case "lower">>
<<set _text_output to $_npc.clothes.lower.name>>
<<default>>
<<set _text_output to '<span class="red">ERROR: Invalid NPC clothing case. (NPC: $_npc.fullDescription, part called: $_part) Please inform PurityGuy</span>'>>
<</switch>>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "npcUndressText">><<silently>>
<<if _args[0]>>
<<set $_npc to _args[0]>>
<<set $_part to (_args[1] ? _args[1] : "both")>>
<<set $_self to (_args[2] ? true : false)>>
<<set $_his to ($combat is 1 ? "<<hisselect $index>>" : "<<his>>")>>
<<set _text_output to "">>
<<if !$_npc.clothes>>
<<set _text_output += '<span class="red">ERROR: NPC ($_npc.fullDescription) clothes are undefined! Please inform PurityGuy</span>'>>
<<elseif $_part is "both">>
<<set _text_output += ($_self ? "removes" : "remove")>>
<<set _text_output += " $_his setup.npcClothesSets.find(item => item.name === $_npc.clothes.set).desc">>
<<else>>
<<set $_clothesAction to setup.npcClothesSets.find(item => item.name === $_npc.clothes.set).clothes[$_part].action>>
<<switch $_clothesAction>>
<<case "lift">><<set _actionText to ($_self ? "lifts" : "lift")>>
<<case "pull">><<set _actionText to ($_self ? "pulls down" : "pull down")>>
<<case "unbutton">><<set _actionText to ($_self ? "unbuttons" : "unbutton")>>
<<case "unzip">><<set _actionText to ($_self ? "unzips" : "unzip")>>
<<case "aside">><<set _actionText to ($_self ? "pushes aside" : "push aside")>>
<<case "open">><<set _actionText to ($_self ? "opens" : "open")>>
<<case "undo">><<set _actionText to ($_self ? "undoes" : "undo")>>
<<case "unwrap">><<set _actionText to ($_self ? "unwraps" : "unwrap")>>
<<default>><<set _actionText to '<span class="red">ERROR: Invalid NPC clothing action. (NPC: $_npc.fullDescription, part called: $_part, action: $_clothesAction) Please inform PurityGuy</span>'>>
<</switch>>
<<set _text_output += _actionText + " $_his $_npc.clothes[$_part].name">>
<</if>>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "npcRevealText">><<silently>>
<<set $_npc to _args[0]>>
<<set $_part to _args[1]>> /* can be "upper" or "lower" */
<<set $_mod to _args[2]>>
<<set _text_output to "revealing ">>
<<if $_mod is "name">>
<<if $NPCNameList.includes($_npc.fullDescription)>>
<<set _text_output += "$_npc.fullDescription's ">>
<<elseif $_npc.name_known is 1>>
<<set _text_output += "$_npc.name's ">>
<<else>>
<<set _text_output += "the $_npc.fullDescription's ">>
<</if>>
<<elseif $_mod is "desc">>
<<if $NPCNameList.includes($_npc.fullDescription)>>
<<set _text_output += "the $_npc.description's ">>
<<else>>
<<set _text_output += "the $_npc.fullDescription's ">>
<</if>>
<<else>>
<<set _text_output += "<<his>> ">>
<</if>>
<<if $_part is "both">>
<<set $_chest to ($_npc.pronoun is "m" || $_npc.breastsize is 0 ? "chest" : $_npc.breastsdesc)>>
<<set _text_output += "$_chest and ">>
<</if>>
<<if ["both","lower"].includes($_part)>>
<<if $_npc.penis isnot "none" and $_npc.vagina isnot "none">>
<<set _text_output += "$_npc.penisdesc and <<his>> ">>
<<set _text_output += $enemyarousal gte 40 ? "moistened pussy" : "pussy">>
<<if $_npc.chastity.penis.includes("chastity")>>
<<set _text_output += ", inside of a $_npc.chastity.penis">>
<</if>>
<<elseif $_npc.penis isnot "none">>
<<set _text_output += $_npc.penisdesc>>
<<if $_npc.penisdesc.includes("strap-on")>>
<!-- placeholder -->
<<else>>
<<if $_npc.chastity.penis.includes("chastity")>>
<<set _text_output += ", inside of a $_npc.chastity.penis">>
<<else>>
<<set _text_output += ", fully erect">>
<</if>>
<</if>>
<<elseif $_npc.vagina isnot "none">>
<<set _text_output += $enemyarousal gte 40 ? "moistened pussy" : "pussy">>
<<if $_npc.chastity.vagina.includes("chastity")>>
<<set _text_output += " behind a $_npc.chastity.vagina">>
<</if>>
<</if>>
<<else>>
<<set $_chest to ($_npc.pronoun is "m" || $_npc.breastsize is 0 ? "chest" : $_npc.breastsdesc)>>
<<set _text_output += "$_chest">>
<</if>>
<!-- intentionally omitting a period, for flexibility; do not forget to add one after you use this widget -->
<</silently>>_text_output<</widget>>
<<widget "npcGenitalReaction">>
<<set $_npc to _args[0]>>
<<if !$worn.face.type.includes("blindfold")>>
<<if $_npc.penis isnot "none">>
<<switch $_npc.penissize>>
<<case 4>>
<span class="red"> <<print setup.npcPenisRemarks["big"].random()>></span>
<<case 1>>
<span class="green"> <<print setup.npcPenisRemarks["small"].random()>></span>
<<default>>
<</switch>>
<</if>>
<<if $_npc.vagina isnot "none">>
<!-- Placeholder -->
<</if>>
<</if>>
<</widget>>
<<widget "npcHurt">>
<<switch _args[0]>>
<<case "Robin">>
<<set _text_output to "upset about "+$robin.hurtReason>>
<<default>>
<<set _text_output to either("hurt","upset")>>
<</switch>>
<<print _text_output>>
<</widget>>
<<widget "gbeauty">>
<<if $statdisable is "f">> |
<span class="green">+ Beauty</span>
<</if>>
<</widget>>
<<widget "ggbeauty">>
<<if $statdisable is "f">> |
<span class="green">+ + Beauty</span>
<</if>>
<</widget>>
<<widget "gggbeauty">>
<<if $statdisable is "f">> |
<span class="green">+ + + Beauty</span>
<</if>>
<</widget>>
<<widget "gseduction">>
<<if $statdisable is "f">> |
<span class="green">+ Seduction</span>
<</if>>
<</widget>>
<<widget "ggseduction">>
<<if $statdisable is "f">> |
<span class="green">+ + Seduction</span>
<</if>>
<</widget>>
<<widget "gggseduction">>
<<if $statdisable is "f">> |
<span class="green">+ + + Seduction</span>
<</if>>
<</widget>>
<<widget "gskulduggery">>
<<if $statdisable is "f">> |
<span class="green">+ Skulduggery</span>
<</if>>
<</widget>>
<<widget "ggskulduggery">>
<<if $statdisable is "f">> |
<span class="green">+ + Skulduggery</span>
<</if>>
<</widget>>
<<widget "gggskulduggery">>
<<if $statdisable is "f">> |
<span class="green">+ + + Skulduggery</span>
<</if>>
<</widget>>
<!-- usage
<<number -69>> -> "negative sixty-nine"
<<number 69 silent>> -> _text_output = "sixty-nine"
-->
<<widget "number">><<silently>>
<<set $_x to _args[0]>>
<<if $_x lte -100 or $_x gte 100 or Math.floor($_x) isnot $_x>>
<<set _text_output to ""+$_x>>
<<else>>
<<if $_x lt 0>>
<<set _text_output to "negative ">>
<<set $_x to -$_x>>
<<else>>
<<set _text_output to "">>
<</if>>
<<if $_x is 0>>
<<set _text_output to "zero">>
<<elseif $_x gte 10 and $_x lte 20>>
<<set _text_output to ["ten", "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen", "eighteen", "nineteen", "twenty"][$_x-10]>>
<<else>>
<<set $_ones to ($_x % 10)>>
<<set $_tens to ($_x - $_ones)/10>>
<<set $_tenword to ["", "", "twenty", "thirty", "forty", "fifty", "sixty", "seventy", "eighty", "ninety"][$_tens]>>
<<set $_oneword to ["", "one", "two", "three", "four", "five", "six", "seven", "eight", "nine"][$_ones]>>
<<if $_tenword and $_oneword>>
<<set _text_output to $_tenword + "-" + $_oneword>>
<<else>>
<<set _text_output to $_tenword + "" + $_oneword>>
<</if>>
<</if>>
<</if>>
<</silently>><<if _args[1] isnot "silent">><<print _text_output>><</if>><</widget>>
<<widget "Number">><<number _args[0] silent>><<capitalise>><</widget>>
<<widget "location_text">>
<<switch $location>>
<<case alley>>
<<set _text_output to "alley">>
<<case forest lake>>
<<set _text_output to "forest">>
<<case moor>>
<<set _text_output to "moor">>
<<default>>
<<set _text_output to "street">>
<</switch>>
<<print _text_output>>
<</widget>>
<<widget "nude_text">>
<<if $worn.under_upper.exposed gte 1 and $worn.upper.exposed gte 2 and $worn.over_upper.exposed gte 2>>
<<if $worn.under_lower.exposed gte 1 and $worn.lower.exposed gte 2 and $worn.over_lower.exposed gte 2>>
<<set _text_output to "naked">>
<<else>>
<<set _text_output to "topless">>
<</if>>
<<else>>
<<if $worn.under_lower.exposed gte 1 and $worn.lower.exposed gte 2 and $worn.over_lower.exposed gte 2>>
<<set _text_output to "bottomless">>
<<else>>
<<set _text_output to "underwear">>
<</if>>
<</if>>
<<print _text_output>>
<</widget>>
<<widget "cast_aside_clothes">>
<<if $combatgoal is "strip">>
<span class="purple"><<He>> bundles the fabric under <<his>> arm.</span>
<<else>>
<span class="purple"><<He>> casts aside the fabric.</span>
<</if>>
<</widget>>
<<widget "plant_details">><<silently>>
<<if ($location is "moor" and _args[0] isnot "forest" and _args[0] isnot "bog") or _args[0] is "moor">>
<<switch Time.season>>
<<case "spring">>
<<set _text_output to "yellow willow leaves">>
<<case "summer">>
<<set _text_output to "small purple flowers">>
<<case "autumn">>
<<set _text_output to "large amber flowers">>
<<case "winter">>
<<set _text_output to "straw-coloured reeds">>
<</switch>>
<<elseif ($location is "bog" and _args[0] isnot "forest" and _args[0] isnot "moor") or _args[0] is "bog">>
<<switch Time.season>>
<<case "spring">>
<<set _text_output to "budding twigs">>
<<case "summer" "autimn">>
<<set _text_output to "braided bundles of wet leaves">>
<<case "winter">>
<<set _text_output to "briars and thorns">>
<</switch>>
<<else>>
<<switch Time.season>>
<<case "spring">>
<<set _text_output to "pink blossoms">>
<<case "summer">>
<<set _text_output to "leaves and flowers">>
<<case "autumn">>
<<set _text_output to "orange and red leaves">>
<<case "winter">>
<<set _text_output to "small red berries">>
<</switch>>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "Plant_details">><<silently>>
<<plant_details _args[0]>><<capitalise>>
<</silently>><<print _text_output>><</widget>>
<<widget "seasonal_beverage">><<silently>>
<<switch Time.season>>
<<case "spring">>
<<set _text_output to "strawberry lemonade">>
<<case "summer">>
<<set _text_output to "lemonade">>
<<case "autumn">>
<<set _text_output to "mulled apple cider">>
<<case "winter">>
<<set _text_output to "hot chocolate">>
<</switch>>
<</silently>><<print _text_output>><</widget>>
<<widget "tower_creature_text">>
<<silently>>
<<if $NPCList[0].monster is "monster">>
<<set _text_output to "horned " + ($NPCList[0].gender is "m" ? "boy" : "girl")>>
<<else>>
<<set _text_output to either("creature","monster","beast")>>
<</if>>
<</silently>>
<<print _text_output>>
<</widget>>
<!-- Jimmy: Commented out for deprecation. Use: ?vulva
See 03-JavaScript/Templates/..
<<widget "vulva">>
<<print either("vulva","vulva","quim","flange","pussy")>>
<</widget>>
-->
<<widget "penisSimple">><<silently>>
<<set _text_output to (playerHasStrapon() ? "strap-on": "penis")>>
<</silently>><<print _text_output>><</widget>>
<<widget "gfabric">>
<<if $statdisable is "f">> |
<span class="green">+ Fabric</span>
<</if>>
<</widget>>
<<widget "passPercent">>
<<if $statdisable is "f">> |
<<if _args[0] gt 0>>
<span class="green">+ _args[0]% pass chance</span>
<<else>>
<span class="red">- _args[0]% pass chance</span>
<</if>>
<</if>>
<</widget>>
<<widget "galcohol">>
<<if $statdisable is "f">> |
<span class="purple">+ Alcohol</span>
<</if>>
<</widget>>
<<widget "ggalcohol">>
<<if $statdisable is "f">> |
<span class="purple">+ + Alcohol</span>
<</if>>
<</widget>>
<<widget "gggalcohol">>
<<if $statdisable is "f">> |
<span class="purple">+ + + Alcohol</span>
<</if>>
<</widget>>
<<widget "gdrugged">>
<<if $statdisable is "f">> |
<span class="pink">+ Drugged</span>
<</if>>
<</widget>>
<<widget "ggdrugged">>
<<if $statdisable is "f">> |
<span class="pink">+ + Drugged</span>
<</if>>
<</widget>>
<<widget "gggdrugged">>
<<if $statdisable is "f">> |
<span class="pink">+ + + Drugged</span>
<</if>>
<</widget>>
<<widget "cute">><<silently>>
<<if $player.gender_appearance is "f">>
<<set _text_output to (random(1) is 0 ? "cute" : "pretty")>>
<<else>>
<<set _text_output to (random(1) is 0 ? "cute" : "handsome")>>
<</if>>
<</silently>>_text_output<</widget>>
<<widget "a_role">><<silently>>
<<if $role and $role isnot "normal">>
<<if ["A","E","I","O","U"].some(role => $role.startsWith(role))>>
<<set _text_output to "an " + $role>>
<<else>>
<<set _text_output to "a " + $role>>
<</if>>
<<else>>
<<personsimple "normal">>
<<set _text_output to "a " + _text_output>>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "A_role">><<silently>>
<<a_role>><<capitalise>>
<</silently>><<print _text_output>><</widget>>
<<widget "bred">>
<<if $pregnancyspeechdisable is "f">>
<<if random(1, 10000) is 10000>>
<<set _text_output to "bread">>
<<else>>
<<set _text_output to "bred">>
<</if>>
<<else>>
<<set _text_output to "fucked">>
<</if>>
<<print _text_output>>
<</widget>>
<<widget "dangerousText">>
<<if $statdisable is "f">> |
<span class="red">Dangerous</span>
<</if>>
<</widget>>
<<widget "orgasmTrait">>
<<if $statdisable is "f">> |
<<if $submissive lte 850>>
<span class="lewd">Hedonist</span>
<<else>>
<span class="lewd">Orgasm Addict</span>
<</if>>
<</if>>
<</widget>>
<<widget "chokeTrait">>
<<if $statdisable is "f">> |
<span class="lewd">Asphyxiophilia</span>
<</if>>
<</widget>>
<<widget "ejacTrait">>
<<if $statdisable is "f">> |
<<if $submissive lte 850>>
<span class="lewd">Cumoisseur</span>
<<else>>
<span class="lewd">Cum Dump</span>
<</if>>
<</if>>
<</widget>>
<<widget "molestTrait">>
<<if $statdisable is "f">> |
<<if $submissive lte 850>>
<span class="lewd">Graceful</span>
<<else>>
<span class="lewd">Plaything</span>
<</if>>
<</if>>
<</widget>>
<<widget "rapeTrait">>
<<if $statdisable is "f">> |
<<if $submissive lte 850>>
<span class="lewd">Survivor</span>
<<else>>
<span class="lewd">Fucktoy</span>
<</if>>
<</if>>
<</widget>>
<<widget "bestialityTrait">>
<<if $statdisable is "f">> |
<<if $submissive lte 850>>
<span class="lewd">Tamer</span>
<<else>>
<span class="lewd">Bitch</span>
<</if>>
<</if>>
<</widget>>
<<widget "tentacleTrait">>
<<if $statdisable is "f">> |
<<if $submissive lte 850>>
<span class="lewd">Witch</span>
<<else>>
<span class="lewd">Prey</span>
<</if>>
<</if>>
<</widget>>
<<widget "voreTrait">>
<<if $statdisable is "f">> |
<<if $submissive lte 850>>
<span class="lewd">Daredevil</span>
<<else>>
<span class="lewd">Tasty</span>
<</if>>
<</if>>
<</widget>>
<<widget "milkTrait">>
<<if $statdisable is "f">> |
<<if $submissive lte 850>>
<span class="lewd">Milk Enthusiast</span>
<<else>>
<span class="lewd">Milk Addict</span>
<</if>>
<</if>>
<</widget>>
<<widget "stockholmTrait">>
<<if $statdisable is "f">>
| <span class="gold">Stockholm Syndrome<<if _args[0]>>: <<print _args[0]>><</if>></span>
<</if>>
<</widget>>
<<widget "note">>
<<if $statdisable is "f" and _args[0]>> |
<span @class="_args[1]"><<print _args[0]>></span>
<</if>>
<</widget>>
<<widget "furnitureWarning">>
<<switch _args[0]>>
<<case "decoration">>
<<set $_furniture to Furniture.get('decoration')>>
<<case "windowsill">>
<<set $_furniture to Furniture.get('windowsill')>>
<<case "wallpaper">>
<<set $_furniture to $furniture.bedroom.wallpaper>>
<<case "poster">>
<<set $_furniture to $furniture.bedroom.poster>>
<</switch>>
<<if $statdisable is "f" and $_furniture>>
| <span class="blue">This will replace your <<if _args[0] is "wallpaper" or _args[0] is "poster">>current <<print _args[0]>><<else>><<print $_furniture.name>><</if>></span>
<</if>>
<</widget>>
<<widget "horsegenitalsdesc">><<silently>>
<<if $NPCList[0].penis isnot "none">>
<<if _args[0]>> /* Size */
<<set _text_output to either("enormous","huge","massive")>>
<<else>>
<<set _text_output to either("engorged","throbbing","swollen")>>
<</if>>
<<else>>
<<if _args[0]>>
<<set _text_output to either("plump", "puffy", "pillowy")>>
<<else>>
<<set _text_output to either("glistening","dripping","soaked","quivering")>>
<</if>>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "fadeText">>
<span class="originalText fade-out">_args[0]</span>
<span class="changedText" hidden="">_args[1]</span>
<<set _delay to (_delay ? _delay : []).concat(_args[2] ? _args[2] : 1)>>
<<script>>
T.currentPassage = State.passage;
$(document).one(':passageend', function(ev) {
const originalTargets = [...document.getElementsByClassName('originalText')];
const changedTargets = [...document.getElementsByClassName('changedText')];
originalTargets.forEach((ele, index) => {
if (ele instanceof HTMLElement) {
setTimeout(() => {
if (State.passage === T.currentPassage) {
ele.remove();
changedTargets[index].hidden = false;
changedTargets[index].classList.add('fade-in')
}
}, T.delay[index] * 1000);
ele.addEventListener('animationend', function() {
ele.style.opacity = '0';
});
}
});
});
<</script>>
<</widget>>
<<widget "insufficientStat">><<silently>>
/* Args 0-3 are Stat, Task, Color (optional), and Custom Stat (optional, only use when Stat arg is 'custom')*/
/* Example: <<insufficientStat "promiscuity" "to accept such an offer">> ----------------------> would print (in blue): 'You are not promiscuous enough to accept such an offer'*/
/* Example: <<insufficientStat "deviancy" "to do as you were told" "red">> ------------------> would print (in red): 'You are not deviant enough to do as you were told' */
/* Example: <<insufficientStat "housekeeping" "to make arrangements" "purple">> --------------> would print (in purple):'You are not a skilled enough housekeeper to make arrangements' */
/* Example: <<insufficientStat "custom" "to be worthy" "pink" "pious or graceful">> ----------> would print (in pink): 'You are not pious or graceful enough to be worthy' */
/* Example: <<insufficientStat "custom" "to be noticed" "green" "beautiful, alluring, or skilled">> would print (in green): 'You are not beautiful, alluring, or skilled enough to be noticed' */
<<set $_color to _args[2] ? _args[2] : "blue">>
<<set $_text_output to "You are not ">>
<<switch _args[0]>>
<<case "promiscuity">>
<<set $_text_output += "promiscuous enough">>
<<case "exhibitionism">>
<<set $_text_output += "exhibitionistic enough">>
<<case "deviancy">>
<<set $_text_output += "deviant enough">>
<<case "purity">>
<<set $_text_output += "pure enough">>
<<case "beauty">>
<<set $_text_output += "beautiful enough">>
<<case "physique">>
<<set $_text_output += "strong enough">>
<<case "willpower">>
<<set $_text_output += "strong willed enough">>
<<case "awareness">>
<<set $_text_output += "knowledgeable enough">>
<<case "skullduggery">>
<<set $_text_output += "a skilled enough thief">>
<<case "dancing">>
<<set $_text_output += "a skilled enough dancer">>
<<case "swimming">>
<<set $_text_output += "a strong enough swimmer">>
<<case "athletics">>
<<set $_text_output += "athletic enough">>
<<case "tending">>
<<set $_text_output += "a skilled enough farmer">>
<<case "housekeeping">>
<<set $_text_output += "a skilled enough housekeeper">>
<<case "science">>
<<set $_text_output += "educated enough about science">>
<<case "maths">>
<<set $_text_output += "educated enough about maths">>
<<case "english">>
<<set $_text_output += "educated enough about English">>
<<case "history">>
<<set $_text_output += "educated enough about history">>
<<case "submissive">>
<<set $_text_output += "defiant enough">>
<<case "trust">>
<<set $_text_output += "trusted enough">>
<<case "custom">> /* Only use this for explicitly non-standard cases, like those that need multiple stats printed */
<<set $_text_output +="_args[3] enough">>
<<default>>
<<set $_text_output += "lewd enough">>
<</switch>>
<<set $_text_output += " _args[1].">>
/* Throws an error if 'custom' stat input is being used incorrectly */
<<if _args[3] and _args[0] is not "custom">>
<<set $_color to "red">>
<<set $_text_output to "Syntax Error: Inputted custom stat '_args[3]' without using the 'custom' stat argument in the \"insufficientStat\" widget. Please report this.">>
<<elseif _args[0] is "custom" and !_args[3]>>
<<set $_color to "red">>
<<set $_text_output to "Syntax Error: Used 'custom' stat argument without inputing a custom stat in the \"insufficientStat\" widget. Please report this.">>
<</if>>
<</silently>><<if $_text_output>><span @class="$_color"><<print $_text_output>></span><</if>><</widget>><<widget "init_tips">>
<<if !setup.tips>>
<<set setup.tips to {}>>
<!-- General tips -->
<<set setup.tips.general to [
"Arousal increases during lewd acts, and decreases over time or when you orgasm.",
"Fatigue increases over time. High fatigue increases stress and trauma, but you can sleep to remove it.",
"Stress increases when you are assaulted.",
"You will pass out if stress gets too high, making you vulnerable.",
"Stress usually decreases over time. Fun or relaxing activities also reduce it, as do orgasms.",
"Trauma increases when you are assaulted, harassed or humiliated. Trauma slowly decreases over time.",
"High trauma causes psychological problems, but also opens up new options.",
"Wilfully performing lewd acts will restore your sense of control, mitigating the effects of psychological trauma.",
"Feelings of control will diminish when violated.",
"Frequently performing lewd acts will inure you to them, allowing more options but requiring more extreme behaviour to achieve a sense of control.",
"There are three categories of lewd act; promiscuous, exhibitionist, and deviant.",
"Higher promiscuity allows you to initiate lewder acts during consensual encounters.",
"Higher exhibitionism allows lewder acts while dancing.",
"Promiscuous, exhibitionist, and deviant acts can put you in danger. Be careful.",
"You can buy new clothing at the High Street shopping centre.",
"You need to wear a uniform to attend school. If you forget it, you might be able to borrow a spare from somewhere, or buy one from the book store.",
"If your clothes get destroyed or stolen, you'll have to buy more. You could always just wrap yourself in towels, but it might attract attention.",
"Try to get home before dark. There are some nasty people about.",
"You can buy a chastity belt from the temple on Wolf Street. They give them out for free to virgins.",
"The forest is dangerous. People sometimes never return.",
"No matter how bad things seem, there's always a way out.",
"If you need some money, the cafe on Cliff Street is always hiring, and is fairly safe.",
"You'll need a swimsuit for school. You probably don't want to borrow one.",
"Your physique will deteriorate if you don't get enough exercise.",
"Swimming close to shore is easy. You should practise in a safe environment before swimming further out.",
"Going without underwear makes you more vulnerable, particularly if you're wearing a skirt.",
"Lower purity can speed up breast and penis growth.",
"A topless girl with a flat chest can sometimes pass as a boy.",
"If your arms are bound, you should be able to free yourself once in a safe place.",
"If a situation seems dangerous, it probably is.",
"A chastity belt is a good way to protect your virginity.",
"There's a club on Connudatus Street that features erotic dancers. They're always hiring.",
"There are rumours of an underground brothel somewhere in town.",
"If you want to learn how to dance, there's a studio on Barb Street.",
"The storm drains allow quick, secretive travel around town. Rumours of giant lizards are surely wrong.",
"Travelling through alleyways lets you shave time off journeys, but unsavoury figures lurk there.",
"If you sense something hunting you in the forest, get out before it's too late.",
"The students at school can be evil. Particularly towards those with a low social status.",
"It's hard to be popular at school and endear yourself to the teachers at the same time. You'll have to make sacrifices.",
"If you get a reputation as a delinquent, teachers will no longer respond to your cries for help.",
"If you lose your virginity, you'll never be entirely pure again.",
"If you orgasm, you'll temporarily lose focus.",
"Too many orgasms in a short span of time can be bad for one's mental state.",
"When the odds are stacked against you, fighting can make things worse.",
"A little defiance can go a long way.",
"There are some mental problems that cannot be fully controlled.",
"The better your physique, the more effort needed to maintain and improve it.",
"Your <span class=\"def\">defiant</span> acts cause more pain if you have a good physique.",
"Tactical use of <span class=\"brat\">bratty</span> actions can be very powerful.",
"Apologising more than once is pointless.",
"Be mindful if you crossdress, some people don't take kindly to it.",
"Semen and other lewd fluids will stick around until you wash.",
"Walking around covered in lewd fluid will attract attention.",
"Genitals are not the only thing that can rob you of your virginity.",
"Attempts to influence a molester are less likely to succeed as they become angrier and hornier.",
"<span class=\"sub\">Submissive</span> and <span class=\"meek\">meek</span> acts will make someone trust you more, making them easier to influence.",
"You can escape from most encounters by inflicting enough pain through <span class=\"def\">defiant</span> acts.",
"Enraged assailants will become less hostile as they take their anger out on you.",
"If you suffer too much pain, you'll be disabled and unable to act until you recover.",
"If you're small or out of shape fighting might just make things worse for you.",
"An assailant foiled by a chastity belt will become angrier.",
"Assailants might stop gagging you if they trust you more.",
"It's much harder to build social status than it is to lose it.",
"The tips you make dancing are based on the size of the audience, their arousal and how impressed they are.",
"A large, aroused audience can be dangerous.",
"Some venues are safer to dance in than others.",
"A skilled dancer garners interest more easily.",
"Even an unskilled dancer can garner attention, if they're willing to strip.",
"Performing lewd or promiscuous acts will inure you to them, even if you already feel in control.",
"If you're having trouble with game performance or images not loading correctly, try disabling some images or animations in the settings.",
"Being consistently <span class=\"sub\">submissive</span> or <span class=\"def\">defiant</span> can alter your personality and open new options.",
"Each turn during an encounter represents ten seconds.",
"Anything that increases delinquency will give you detention.",
"Your skulduggery determines your ability to perform underhanded acts, including deceiving people and picking locks.",
"You can sell stolen goods in the pub on Harvest Street.",
"Criminal acts may come back to haunt you.",
"News of your lewdness will spread quickly if people take pictures of you in the act.",
"You can cover your face to prevent a picture from being linked to you.",
"Word of your lewdness will slowly spread, even without hard evidence.",
"Allure increases the amount made from tips.",
"<span class=\"def\">Defiant</span> acts reduce stress and trauma.",
"<span class=\"brat\">Bratty</span> acts reduce trauma but increase stress.",
"<span class=\"sub\">Submissive</span> acts reduce trauma but increase stress.",
"<span class=\"meek\">Meek</span> acts impact neither stress nor trauma.",
"In addition to enter, you can press the z or n key to end the turn.",
"Being raped is more traumatic than just being molested.",
"Purity drops when something cums inside you, or you cum inside something else.",
"Awareness enables more actions during masturbation.",
"Beauty increases over time, but excess trauma will decrease it.",
"The police station can remove collars.",
"It's possible to afford Bailey's demands, no matter how harsh.",
"Higher deviancy allows you to initiate lewder acts during consensual encounters with <<if $bestialitydisable is \"t\">>beastpeople<<else>>beasts<</if>>.",
"You can exercise nude at the park during the night, if you're lewd enough.",
"Naked exercise raises physique faster.",
"The drain system is more dangerous if it's raining.",
"It's dark in the old sewers. The chance of harassment there isn't based on allure.",
"Using both hands to steal during an encounter is faster but more conspicuous.",
"The controlled state will not prevent all hallucinations.",
"Drunkenness gives stress resistance, but increases tiredness.",
"Being drunk can help reduce incoming pain.",
"Actions that increase delinquency give detention.",
"Masks will conceal your identity and stop fame from rising, but not crime.",
"School breaks up for holidays.",
"Low purity can increase the volume and generation of your lewd fluids.",
"Factors influencing attractiveness can be viewed from your mirror.",
"Attractive and seductive characters can convince people to part with more money.",
"Some changes only manifest at midnight.",
"Try clicking on the \"money/time/day\" stats in the sidebar.",
"Check the \"SAVE/OPTIONS\" menu between updates, new options may have been added to it.",
"Don't forget to backup your save by exporting in the \"SAVE/OPTIONS\" menu. Can also be done on Android now.",
"Slime and semen are powerful lubricants.",
"The only road out of town can be found on Harvest Street.",
"There's a spa on Danube Street. Working there could get you known by the town's elite.",
"Some treasures can be retrieved once a week.",
"The dancing skill also improves physical coordination.",
"Remember to wrap up warm against the cold.",
"The temperature drops at night.",
"Wear lighter clothes if you find yourself overheating.",
"Clear skies mean warmer days and cooler nights.",
"Aboveground freshwater becomes very cold during winter.",
"Access to food is not usually an issue. When it is, starvation can weaken your physique.",
"Fields take a long time to till with low tending skill.",
"Some NPCs become more assertive as their <span class=\"lewd\">lust</span> increases.",
"Sleeping while naked or only wearing underwear, pyjamas or eerie accessories helps you sleep better.",
"Bound legs will make dancing and swimming very difficult, and make athletics impossible.",
"You can rent a textbook from the school library, which will increase one of your grades over time.",
"The book store in the school library offers school appropriate clothing at a hefty markup.",
"Blood moons are said to cause strange behaviour and hallucinations. They happen on the last day of every month.",
"Sleeping through a blood moon can be dangerous.",
"A slippery stage is a dangerous stage.",
"If you're too famous for your liking, someone at the pub may be able to help get eyes off you.",
"Committing the same crime too much in a short time will lead the police to you faster.",
"Smaller crimes might go entirely unnoticed if you have enough skill.",
"Turning yourself in to the police will make your punishment less severe.",
"Reaching 200 VrelCoins will unlock the super cool golden banner! ITS TIME TO SACK UP BOIS.",
]>>
<!-- Weather tips -->
<<set setup.tips.weather to [
"Wearing too much clothing in warm temperatures may cause you to pass out.",
"Be careful not to wear too little clothing when it's freezing outside, or there is a risk of hypothermia.",
"Being wet will cause your body to dissipate heat faster.",
"Physical activity, like running, will temporarily increase your body heat.",
"Being too hot increases your fatigue and stress gain.",
"Being too cold increases the amount of pain you receive, while also reducing your arousal gains.",
]>>
<!-- Tentacle tips -->
<<set setup.tips.tentacles to [
"Tentacles can ejaculate a lot, but quickly tire when they do.",
"When half or more of a monster's tentacles are tired, the monster will withdraw.",
"Individual tentacles are easy to deal with.",
"Milking tentacles is easier if you're skilled with the body part you're using.",
]>>
<!-- Animal TF tips -->
<<set setup.tips.animalTFs to [
"Ingesting wolf,<<if $bestialitydisable is \"t\">>person<</if>> fox<<if $bestialitydisable is \"t\">>person<</if>> or bunny <<if $bestialitydisable is \"t\">>person<</if>> cum can have strange effects on the body.",
"Never try to out-scream a fox<<if $bestialitydisable is \"t\">>person<</if>>.",
]>>
<!-- Lactation tips -->
<<set setup.tips.lactation to [
"Drinking breast milk lowers purity.",
"Having your nipples licked, sucked or played with will encourage milk production.",
]>>
<!-- Bodywriting tips -->
<<set setup.tips.bodywriting to [
"Permanent marker won't wash off, but will fade with time.",
]>>
<!-- Parasite tips -->
<<set setup.tips.parasite to [
"The hospital on Nightingale Street has facilities for dealing with large parasites.",
"Urchin parasites increase the size of whatever they're attached to.",
"Slime parasites decrease the size of whatever they're attached to.",
"Maggot parasites increase your arousal over time, but they can be washed off.",
"The hospital on Nightingale Street sells a product that can ward off parasites.",
]>>
<!-- Slime tips -->
<<set setup.tips.slime to [
"Strange slimes are said to live in the abandoned sewers beneath the drains.",
]>>
<!-- Plantpeople tips -->
<<set setup.tips.plantpeople to [
"There are rumours of people in the forest and moor who are as much plant as they are person. Supposedly, their nectar is a potent aphrodisiac.",
"The nectar of some wild flora is known to be dangerously addictive."
]>>
<!-- Struggle tips -->
<<set setup.tips.struggle to [
"Planting your feet with skill can help increase grip strength.",
"Strengthening your grip on a creature will increase the chance of pulling it off.",
"A powerful body does not need to rely on skill or stance to grip creatures."
]>>
<!-- Hair tips -->
<<set setup.tips.hairRuffle to [
"You may wake up with bad hair after a prolonged sleep. Aim to have 7-8 hours of sleep to minimise the chance and get enough rest.",
"You can assign a hair style along with a clothing set to quickly dress up and do your hair in one go.",
]>>
<!-- Pregnancy tips -->
<<set setup.tips.pregnancy to [
"Use protection or take contraceptives if you don't want to end up pregnant.",
"You can buy pregnancy tests, as well as fertility boosters or dampeners, at the hospital's pharmacy.",
]>>
<</if>>
<<generateTipsList>>
<</widget>>
<<widget "tips">>
<<print setup.tipsList.random(true)>>
<</widget>>
<<widget "generateTipsList">>
<<set setup.tipsList to setup.tips.general>>
<<set setup.tipsList to setup.tipsList.concat(setup.tips.weather)>>
<<if $tentacledisable is "f">>
<<set setup.tipsList to setup.tipsList.concat(setup.tips.tentacles)>>
<</if>>
<<if $transformdisable is "f">>
<<set setup.tipsList to setup.tipsList.concat(setup.tips.animalTFs)>>
<</if>>
<<if $breastfeedingdisable is "f">>
<<set setup.tipsList to setup.tipsList.concat(setup.tips.lactation)>>
<</if>>
<<if $bodywritingLvl gte 1>>
<<set setup.tipsList to setup.tipsList.concat(setup.tips.bodywriting)>>
<</if>>
<<if $parasitedisable is "f">>
<<set setup.tipsList to setup.tipsList.concat(setup.tips.parasite)>>
<</if>>
<<if $slimedisable is "f">>
<<set setup.tipsList to setup.tipsList.concat(setup.tips.slime)>>
<</if>>
<<if $plantdisable is "f">>
<<set setup.tipsList to setup.tipsList.concat(setup.tips.plantpeople)>>
<</if>>
<<if [$bestialitydisable, $plantdisable, $slimedisable, $lurkerdisable, $beedisable, $waspdisable, $slugdisable].includes("f")>>
<<set setup.tipsList to setup.tipsList.concat(setup.tips.struggle)>>
<</if>>
<<if $ruffledisable is "f">>
<<set setup.tipsList to setup.tipsList.concat(setup.tips.hairRuffle)>>
<</if>>
<<if ($playerPregnancyHumanDisable is "f" or $playerPregnancyBeastDisable is "f") and ($player.vaginaExist or canBeMPregnant())>>
<<set setup.tipsList to setup.tipsList.concat(setup.tips.pregnancy)>>
<</if>>
<</widget>>
<<widget "printTipsList">>
<<set _tipListOutput to "">>
<<run setup.tipsList.forEach((tip, index) => {
T.tipListOutput += `${(index+1)}. ${tip} <br>`
})>>
<<print _tipListOutput>>
<</widget>><!-- the return link is placed at both the top and bottom of page for player convenience. -->
<<link [[Return|$lastPassage]]>><<unset $lastPassage>><</link>>
<br><br>
<h3>All Tips</h3>
<<generateTipsList>>
<<printTipsList>>
<br>
<<link [[Return|$lastPassage]]>><<unset $lastPassage>><</link>>
<<unset _maxTipCount>>/**
* Renders the given widget (arg0), and registers it as a dynamic widget, which will be re-rendered dynamically
* @param 0: the name of the widget to be rendered
* @param 1: (optional) the specific `id` value to be used for this widget container (useful for CSS). Must be unique.
* @param 2+: (optional) arguments to be passed to the given widget
*/
<<widget "dynamic">>
<div @id="Dynamic.bind('<<' + _args[0] + ' ' + _args.slice(2).map(a => '\'' + a + '\'').join(' ') + '>>', _args[1])">
</div>
<</widget>><<widget "setupTransformationPiecesObject">>
<<if $transformationParts is undefined>>
<<set $transformationParts to {
traits: {fangs:"disabled", sharpEyes:"disabled", mateForLife:"disabled", flaunting:"disabled", preyAnimal:"disabled", strongFeet:"disabled", predatoryAnimal:"disabled"},
angel: {halo:"disabled", wings:"disabled"},
fallenAngel: {halo:"disabled", wings:"disabled"},
demon: {horns:"disabled", wings:"disabled", tail: "disabled"},
cat: {ears:"disabled", tail:"disabled", heterochromia:"disabled"},
cow: {horns:"disabled", ears:"disabled", tail:"disabled"},
bear: {plumage:"disabled", pubes:"disabled", ears:"disabled", tail:"disabled"},
wolf: {ears:"disabled", tail:"disabled", pubes:"disabled", pits:"disabled"},
bird: {tail:"disabled", wings:"disabled", eyes:"disabled", malar:"disabled", plumage:"disabled", pubes:"disabled"},
fox: {ears:"disabled", tail:"disabled", cheeks:"disabled"},
bunny: {ears:"disabled", tail:"disabled"},
}>>
<<if $specialTransform is 1>>
<<if $angel gte 4>>
<<set $transformationParts.angel.halo to "default">>
<</if>>
<<if ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled"))>>
<<set $transformationParts.angel.wings to "default">>
<</if>>
<<if ($fallenangel gte 2 or ($transformationParts.fallenAngel.wings isnot "hidden" and $transformationParts.fallenAngel.wings isnot "disabled"))>>
<<set $transformationParts.fallenAngel.halo to "default">>
<<set $transformationParts.fallenAngel.wings to "default">>
<</if>>
<<if ($demon gte 2 or $transformationParts.demon.horns is "default")>>
<<set $transformationParts.demon.horns to "default">>
<</if>>
<<if $demon gte 4>>
<<set $transformationParts.demon.tail to "default">>
<</if>>
<<if ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled"))>>
<<set $transformationParts.demon.wings to "default">>
<</if>>
<</if>>
<<if $physicalTransform is 1>>
<<if $wolfgirl gte 2>>
<<set $transformationParts.traits.fangs to "default">>
<</if>>
<<if $wolfgirl gte 4>>
<<set $transformationParts.wolf.ears to "default">>
<<set $transformationParts.wolf.pubes to "default">>
<<set $transformationParts.wolf.pits to "default">>
<</if>>
<<if ($wolfgirl gte 6 or ($transformationParts.wolf.tail isnot "hidden" and $transformationParts.wolf.tail isnot "disabled"))>>
<<set $transformationParts.wolf.tail to "default">>
<</if>>
<<if $cat gte 2>>
<<set $transformationParts.traits.fangs to "default">>
<</if>>
<<if $cat gte 4>>
<<set $transformationParts.cat.ears to "default">>
<</if>>
<<if ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled"))>>
<<set $transformationParts.cat.tail to "default">>
<</if>>
<<if $cat gte 7>>
<<set $transformationParts.cat.heterochromia to "default">>
<</if>>
<<if ($cow gte 2 or $transformationParts.cow.horns is "default")>>
<<set $transformationParts.cow.horns to "default">>
<</if>>
<<if $cow gte 4>>
<<set $transformationParts.cow.ears to "default">>
<</if>>
<<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>
<<set $transformationParts.cow.tail to "default">>
<</if>>
<<if $bunny gte 4>>
<<set $transformationParts.bunny.ears to "default">>
<</if>>
<<if ($bunny gte 6 or ($transformationParts.bunny.tail isnot "hidden" and $transformationParts.bunny.tail isnot "disabled"))>>
<<set $transformationParts.bunny.tail to "default">>
<</if>>
<<if $bear gte 4>>
<<set $transformationParts.bear.ears to "default">>
<</if>>
<<if $bear gte 6>>
<<set $transformationParts.bear.tail to "default">>
<</if>>
<</if>>
<</if>>
<<if $transformationParts.bear is undefined>>
<<set $transformationParts.bear to {tail:"disabled", plumage:"disabled"}>>
<</if>>
<<if $transformationParts.bear.pubes is undefined>>
<<set $transformationParts.bear.pubes to "disabled">>
<</if>>
<<if $transformationParts.fallenAngel.halo is 1>>
<<set $transformationParts.fallenAngel.halo to "default">>
<<set $transformationParts.fallenAngel.wings to "default">>
<</if>>
<<if $transformationParts.demon.horns is 1>>
<<set $transformationParts.demon.horns to "default">>
<<set $transformationParts.demon.tail to "default">>
<<set $transformationParts.demon.wings to "default">>
<</if>>
<<if $angel lt 4>>
<<set $transformationParts.angel.halo to "disabled">>
<</if>>
<<if $angel lt 6>>
<<set $transformationParts.angel.wings to "disabled">>
<</if>>
<<if $fallenangel is 1>>
<<set $transformationParts.fallenAngel.halo to "disabled">>
<<set $transformationParts.fallenAngel.wings to "disabled">>
<</if>>
<<if $transformationParts.wolf.cheeks is undefined>>
<<if ($wolfgirl gte 6 or ($transformationParts.wolf.tail isnot "hidden" and $transformationParts.wolf.tail isnot "disabled"))>>
<<set $transformationParts.wolf.cheeks to "hidden">>
<<else>>
<<set $transformationParts.wolf.cheeks to "disabled">>
<</if>>
<</if>>
<<if $transformationParts.bird is undefined>>
<<set $transformationParts.bird to {tail:"disabled", wings:"disabled", eyes:"disabled", malar:"disabled", plumage:"disabled"}>>
<</if>>
<<if $transformationParts.bird.pubes is undefined>>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled"))>>
<<set $transformationParts.bird.pubes to "hidden">>
<<else>>
<<set $transformationParts.bird.pubes to "disabled">>
<</if>>
<</if>>
<<if $transformationParts.fox is undefined>>
<<set $transformationParts.fox to {ears:"disabled", tail:"disabled", cheeks:"disabled"}>>
<</if>>
<<if $transformationParts.bunny is undefined>>
<<set $transformationParts.bunny to {ears:"disabled", tail:"disabled"}>>
<</if>>
<<if $transformationParts.traits is undefined>>
<<set $transformationParts.traits to {fangs:"disabled", sharpEyes:"disabled", mateForLife:"disabled", flaunting:"disabled"}>>
<<if $wolfgirl gte 2 or $cat gte 2 or $fox gte 2>>
<<set $transformationParts.traits.fangs to "default">>
<</if>>
<<if $cat gte 2 or $harpy gte 2 or $fox gte 2>>
<<set $transformationParts.traits.sharpEyes to "default">>
<</if>>
<<if $cat gte 2 or $harpy gte 2 or $fox gte 2 or $wolfgirl gte 2>>
<<set $transformationParts.traits.predatoryAnimal to "default">>
<</if>>
<</if>>
<<if $transformationParts.bunny is undefined>>
<<set $transformationParts.traits.bunny to {preyAnimal:"disabled", strongFeet:"disabled"}>>
<</if>>
/* Setup chimera's config */
<<set _defaultChimeraConfig to {
demoncat: {
tail: true
},
demoncow: {
horns: true
},
demonharpy: {
wings: true
},
}>>
/* Convert chimera obj back to an object if it was something else. Necessary for object.assign next. */
<<if typeof $chimera !== 'object'>>
<<set $chimera to {}>>
<</if>>
/* Takes default object, and transposes chimera config ontop of it, assigning the result to chimera config. */
<<set $chimera to Object.assign(_defaultChimeraConfig, $chimera || {})>>
<</widget>>
<<widget "transform">>/*First arg is transformation, second is the intensity of change.*/
<<if _args[1]>>
<<switch _args[0]>>
<<case "wolf">> <<set $wolfbuild = Math.clamp($wolfbuild + _args[1], 0, 100)>>
<<case "cat">> <<set $catbuild = Math.clamp($catbuild + _args[1], 0, 100)>>
<<case "cow">> <<set $cowbuild = Math.clamp($cowbuild + _args[1], 0, 100)>>
<<case "bear">> <<set $bearbuild = Math.clamp($bearbuild + _args[1], 0, 100)>>
<<case "bird">> <<set $birdbuild = Math.clamp($birdbuild + _args[1], 0, 100)>>
<<case "fox">> <<set $foxbuild = Math.clamp($foxbuild + _args[1], 0, 100)>>
<<case "bunny">> <<set $bunnybuild = Math.clamp($bunnybuild + _args[1], 0, 100)>>
<<case "angel">> <<set $angelbuild = Math.clamp($angelbuild + _args[1], 0, 100)>>
<<case "fallen">> <<set $fallenbuild = Math.clamp($fallenbuild + _args[1], 0, 100)>>
<<case "demon">> <<set $demonbuild = Math.clamp($demonbuild + _args[1], 0, 100)>>
<</switch>>
<</if>>
<<if !["angel", "fallen", "demon"].includes(_args[0]) and _args[1] gte 1>>
<<if _args[0] isnot "wolf" and $worn.neck.name isnot "spiked collar" and $worn.neck.name isnot "spiked collar with leash">>
<<set $wolfbuild = Math.clamp($wolfbuild - _args[1], 0, 100)>>
<</if>>
<<if _args[0] isnot "cat" and $worn.neck.name isnot "cat bell collar">>
<<set $catbuild = Math.clamp($catbuild - _args[1], 0, 100)>>
<</if>>
<<if _args[0] isnot "cow" and $worn.neck.name isnot "cow bell">>
<<set $cowbuild = Math.clamp($cowbuild - _args[1], 0, 100)>>
<</if>>
<<if _args[0] isnot "bear" and $worn.handheld.name isnot "honey pouch" and $worn.handheld.name isnot "bear bag"and $worn.head.name isnot "honey hair clip">>
<<set $bearbuild = Math.clamp($bearbuild - _args[1], 0, 100)>>
<</if>>
<<if _args[0] isnot "bird" and $worn.head.name isnot "feathered hair clip">>
<<set $birdbuild = Math.clamp($birdbuild - _args[1], 0, 100)>>
<</if>>
<<if _args[0] isnot "fox" and $worn.head.name isnot "spirit mask">>
<<set $foxbuild = Math.clamp($foxbuild - _args[1], 0, 100)>>
<</if>>
<<if _args[0] isnot "bunny" and $worn.head.name isnot "carrot pin">>
<<set $bunnybuild = Math.clamp($bunnybuild - _args[1], 0, 100)>>
<</if>>
<</if>>
<</widget>>
<<widget "transformationStateUpdate">>
<<if $wolfbuild gte 1 and $worn.neck.name isnot "spiked collar" and $worn.neck.name isnot "spiked collar with leash" and playerNormalPregnancyType() isnot "wolf">>
<<transform wolf -1>>
<</if>>
<<if $catbuild gte 1 and $worn.neck.name isnot "cat bell collar" and playerNormalPregnancyType() isnot "cat">>
<<transform cat -1>>
<</if>>
<<if $cowbuild gte 1 and $worn.neck.name isnot "cow bell" and playerNormalPregnancyType() isnot "cow">>
<<transform cow -1>>
<</if>>
<<if $bearbuild gte 1 and $worn.handheld.name isnot "honey pouch" and $worn.handheld.name isnot "bear bag"and $worn.head.name isnot "honey hair clip" and playerNormalPregnancyType() isnot "bear">>
<<transform bear -1>>
<</if>>
<<if $birdbuild gte 1 and $worn.head.name isnot "feathered hair clip" and playerNormalPregnancyType() isnot "hawk">>
<<transform bird -1>>
<</if>>
<<if $foxbuild gte 1 and $worn.head.name isnot "spirit mask" and playerNormalPregnancyType() isnot "fox">>
<<transform fox -1>>
<</if>>
<<if $bunnybuild gte 1 and $worn.head.name isnot "carrot pin" and playerNormalPregnancyType() isnot "bunny">>
<<transform bunny -1>>
<</if>>
<<if ($wolfgirl gte 6 or ($transformationParts.wolf.tail isnot "hidden" and $transformationParts.wolf.tail isnot "disabled"))>>
<<def 5>>
<</if>>
<<if $bunnybuild gte 6>>
<<sub 5>>
<</if>>
<<transformationAlteration>>
<<if $cat gt 0 or $wolfgirl gt 0 or $cow gt 0 or $harpy gt 0 or $fox gt 0 or $bear gt 0 or $bunny gt 0>>
<<set $physicalTransform to 1>>
<<else>>
<<set $physicalTransform to 0>>
<</if>>
<<if $physicalTransform is 1 or $specialTransform is 1>>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled")) and (($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled")) or ($fallenangel gte 2 or ($transformationParts.fallenAngel.wings isnot "hidden" and $transformationParts.fallenAngel.wings isnot "disabled")) or ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled")))>>
<<if $transformationParts.bird.wings is "hidden" and ($transformationParts.demon.wings is "hidden" or $transformationParts.angel.wings is "hidden" or $transformationParts.fallenAngel.wings is "hidden")>>
<<else>>
<<set _excludeWings to true>>
<</if>>
<</if>>
<<set _keys to Object.keys($transformationParts)>>
<<if $panicattacks gte 2>>
<<for _i to 0; _i lt _keys.length; _i++>>
<<set _key to _keys[_i]>>
<<for _label, _value range $transformationParts[_key]>>
<<if _value is "hidden" and !["pubes", "pits", "cheeks", "flaunting"].includes(_label) and !(_label is "wings" and _excludeWings is true)>>
<<set $transformationParts[clone(_key)][clone(_label)] to "default">>
<<set _hidingFailed to true>>
<<set $effectsmessage to 1>>
<<set $hiddenTransformMessage to 1>>
<</if>>
<</for>>
<</for>>
<<else>>
<<for _i to 0; _i lt _keys.length; _i++>>
<<set _key to _keys[_i]>>
<<for _label, _value range $transformationParts[_key]>>
<<if _value is "hidden" and !["pubes", "pits", "cheeks", "flaunting"].includes(_label) and !(_label is "wings" and _excludeWings is true)>>
<<trauma 15>>
<<set $effectsmessage to 1>>
<<set $hiddenTransformMessage to 2>>
<</if>>
<</for>>
<</for>>
<</if>>
<</if>>
<</widget>>
<<widget "transformationAlteration">>
<<if $transformdisabledivine is "f">>
<<if ($demonbuild gte 5 and $specialTransform isnot 1) or ($demon gte 1 and $specialTransform is 1)>>
<<demonTransform $demon>>
<<elseif ($angelbuild gte 5 and $specialTransform isnot 1) or ($angel gte 1 and $specialTransform is 1)>>
<<angelTransform $angel>>
<<elseif ($fallenangel gte 2 or ($transformationParts.fallenAngel.wings isnot "hidden" and $transformationParts.fallenAngel.wings isnot "disabled"))>>
<<fallenButNotOut $fallenangel>>
<</if>>
<</if>>
<<if $transformdisable is "f">>
<<if ($wolfbuild gte 5 and $physicalTransform isnot 1) or ($wolfgirl gte 1 and $physicalTransform is 1)>>
<<wolfTransform $wolfgirl>>
<<elseif ($catbuild gte 5 and $physicalTransform isnot 1) or ($cat gte 1 and $physicalTransform is 1)>>
<<catTransform $cat>>
<<elseif ($cowbuild gte 5 and $physicalTransform isnot 1) or ($cow gte 1 and $physicalTransform is 1)>>
<<cowTransform $cow>>
<<elseif ($bearbuild gte 5 and $physicalTransform isnot 1) or ($bear gte 1 and $physicalTransform is 1)>>
<<bearTransform $bear>>
<<elseif ($birdbuild gte 5 and $physicalTransform isnot 1) or ($harpy gte 1 and $physicalTransform is 1)>>
<<harpyTransform $harpy>>
<<elseif ($foxbuild gte 5 and $physicalTransform isnot 1) or ($fox gte 1 and $physicalTransform is 1)>>
<<foxTransform $fox>>
<<elseif ($bunnybuild gte 5 and $physicalTransform isnot 1) or ($bunny gte 1 and $physicalTransform is 1)>>
<<bunnyTransform $bunny>>
<</if>>
<</if>>
<</widget>>
<<widget "hirsuteHideCheck">>
<<if $pbdisable is "t" and !["hidden", "disabled"].includes($transformationParts.wolf.pubes)>>
<<set $transformationParts.wolf.pubes to "hidden">>
<</if>>
<<if $pbdisable is "t" and !["hidden", "disabled"].includes($transformationParts.wolf.pits)>>
<<set $transformationParts.wolf.pits to "hidden">>
<</if>>
<<if $pbdisable is "t" and !["hidden", "disabled"].includes($transformationParts.bird.pubes)>>
<<set $transformationParts.bird.pubes to "hidden">>
<</if>>
<</widget>>
/* Used to temporarily hide all transformation parts, such as when needing to turn the player into Janet. showTransformations will bring back all parts this widget hid. */
<<widget "hideTransformations">>
<<set $saveTransformations to clone($transformationParts)>>
<<for _transformation, _parts range $transformationParts>>
<<for _part, _value range _parts>>
<<if _value isnot "disabled" and _value isnot "hidden">>
<<set $transformationParts[_transformation][_part] to "hidden">>
<</if>>
<</for>>
<</for>>
<</widget>>
<<widget "showTransformations">>
<<if $saveTransformations isnot undefined>>
<<set $transformationParts to clone($saveTransformations)>>
<<unset $saveTransformations>>
<</if>>
<</widget>>
<<widget "fallenTransform">>
<<if ($angel gte 6)>>
<span class="red">Your halo shatters and your wings blacken. An overwhelming sense of loss overcomes you.</span>
<<set $trauma to $traumamax>>
<<set $fallenangel to 2>>
<<set $transformationParts.fallenAngel.halo to ($transformationParts.angel.halo is "hidden" ? "default" : $transformationParts.angel.halo)>>
<<set $transformationParts.fallenAngel.wings to ($transformationParts.angel.wings is "classic" ? "classic" : "default")>>
<<set $fallenangeltf to 1>>
<<earnFeat "Fallen Angel">>
<<elseif $angel gte 4>>
<span class="red">Your halo shatters and fades.</span>
<</if>>
<<if $angel gt 0>>
<<angelTransform 99>>
<</if>>
<<if $fallenangel is 2>>
<<set $specialTransform to 1>>
<</if>>
<</widget>>
<<widget "fallenButNotOut">>
<<if _args[0] gte 0>>
<<switch _args[0]>>
<<case 2>>
<<if $fallenbuild gte 20>>
<<set $fallenangel to 3>>
<span class="gold">Your wings have grown some new feathers.</span>
<</if>>
<<case 3>>
<<if $fallenbuild gte 30>>
<<set $fallenangel to 4>>
<<set $fallenangelplustf to 1>>
<span class="gold">The familiar feeling of soft feathers fills you with hope.</span>
<<set $transformationParts.fallenAngel.wings to ($transformationParts.fallenAngel.wings is "classic" ? "classicfallenplus" : "fallenplus")>>
/* <<if $transformationParts.fallenAngel.wings is "classic">>
<<set $transformationParts.fallenAngel.wings to "classicfallenplus">>
<<else>>
<<set $transformationParts.fallenAngel.wings to "fallenplus">>
<</if>> */
<<if $transformationParts.bird.wings is "default">>
<<set $transformationParts.fallenAngel.wings to "hidden">>
<</if>>
<</if>>
<<case 98>>
<<clearDivineTransformations>>
<<set $specialTransform to 1>>
<<set $fallenangelplustf to 1>>
<<set $fallenangel to 2>>
<<set $angelbuild to 0>>
<<set $transformationParts.fallenAngel.halo to "default">>
<<set $transformationParts.fallenAngel.wings to "default">>
<<if $transformationParts.bird.wings is "default">>
<<set $transformationParts.fallenAngel.wings to "hidden">>
<</if>>
<<case 99>>
<<if ($fallenangel gte 4 or $transformationParts.fallenAngel.wings is "fallenplus" or $transformationParts.fallenAngel.wings is "classicfallenplus")>>
<<set $specialTransform to 0>>
<</if>>
<<set $fallenangel to 0>>
<<set $transformationParts.fallenAngel.halo to "disabled">>
<<set $transformationParts.fallenAngel.wings to "disabled">>
<</switch>>
<<else>>
<<clearDivineTransformations>>
<<set $specialTransform to 1>>
<<set $fallenangelplustf to 1>>
<<set $fallenangel to 4>>
<<set $angelbuild to 0>>
<<set $transformationParts.fallenAngel.halo to "default">>
<<set $transformationParts.fallenAngel.wings to "fallenplus">>
<<if $transformationParts.bird.wings is "default">>
<<set $transformationParts.fallenAngel.wings to "hidden">>
<</if>>
<</if>>
<</widget>>
<<widget "fallenDescend">>
<<set $demonbuild to 30>>
<<set $demon to 6>>
<<set $fallenangel to 1>>
<<set $specialTransform to 1>>
<span class="gold">Your blackened wings turn blacker still. Your shattered halo fades. Horns sprout from your scalp and a tail sprouts from your lower back. Your sense of loss is replaced with a desire for revenge.</span>
<<set $transformationParts.fallenAngel.halo to "disabled">>
<<set $transformationParts.fallenAngel.wings to "disabled">>
<<set $transformationParts.demon.horns to "default">>
<<set $transformationParts.demon.tail to "default">>
<<set $transformationParts.demon.wings to "default">>
<<set $demontf to 1>>
<<earnFeat "Demon">>
<<garousal>><<arousal 600>>
<</widget>>
/* <<angelTransform step>> If neither is provided, force full transformation */
<<widget "angelTransform">>
<<if _args[0] gte 0>>
<<switch _args[0]>>
<<case 0>>
<<if $angelbuild gte 25>>
<<set $angel to 1>>
<<set $specialTransform to 1>>
<span class="gold">Despite everything, you have managed to remain a pure <<if $NudeGenderDC lt 0>><<gender_posture>><<else>><<gender>><</if>>. The thought makes you happy.</span>
<br><br>
<</if>>
<<case 1>>
<<if $angelbuild gte 30>>
<<set $angel to 2>>
<span class="gold">You are pure and feel determined to keep it that way.</span>
<br><br>
<<elseif $angelbuild lt 25>>
<<set $angel to 0>><<set $specialTransform to 0>>
<span class="gold">You feel soiled.</span>
<br><br>
<</if>>
<<case 2>>
<<if $angelbuild gte 35>>
<<set $angel to 3>>
<span class="gold">You feel a weight lift from your shoulders.</span>
<br><br>
<<elseif $angelbuild lt 30>>
<<set $angel to 1>>
<span class="gold">You feel dirty.</span>
<br><br>
<</if>>
<<case 3>>
<<if $angelbuild gte 40>>
<<set $angel to 4>>
<span class="gold">A golden light shines down on you.</span>
<<set $transformationParts.angel.halo to "default">>
<br><br>
<<elseif $angelbuild lt 35>>
<<set $angel to 2>>
<span class="gold">You feel a weight bear down on you.</span>
<br><br>
<</if>>
<<case 4>>
<<if $angelbuild gte 45 and $transformdisabledivine is "f">>
<<set $angel to 5>>
<span class="gold">You feel a soothing warmth in your back.</span>
<br><br>
<<elseif $angelbuild lt 40>>
<<set $angel to 3>>
<span class="gold">The light above you fades.</span>
<<set $transformationParts.angel.halo to "disabled">>
<br><br>
<</if>>
<<case 5>>
<<if $angelbuild gte 50 and $transformdisabledivine is "f">>
<<set $angel to 6>>
<span class="gold">You feel lighter. Your new wings caress your face.</span>
<<set $transformationParts.angel.wings to "default">>
<<if $transformationParts.bird.wings is "default">>
<<set $transformationParts.angel.wings to "hidden">>
<</if>>
<<set $angeltf to 1>>
<<earnFeat "Angel">>
<br><br>
<<elseif $angelbuild lt 45>>
<<set $angel to 4>>
<span class="gold">The soothing warmth in your back fades.</span>
<br><br>
<</if>>
<<case 6>>
<<if $angelbuild lt 50>>
<span class="gold">Your wings fade away.</span>
<<set $angel to 5>>
<<set $transformationParts.angel.wings to "disabled">>
<br><br>
<</if>>
<<case 99>>
<<if ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled"))>>
<<set $specialTransform to 0>>
<</if>>
<<set $angel to 0>>
<<set $angelbuild to 0>>
<<set $transformationParts.angel.halo to "disabled">>
<<set $transformationParts.angel.wings to "disabled">>
<</switch>>
<<else>>
<<clearDivineTransformations>>
<<set $specialTransform to 1>>
<<set $angeltf to 1>>
<<set $angel to 6>>
<<set $angelbuild to 50>>
<<set $transformationParts.angel.halo to "default">>
<<set $transformationParts.angel.wings to "default">>
<<if $transformationParts.bird.wings is "default">>
<<set $transformationParts.angel.wings to "hidden">>
<</if>>
<</if>>
<</widget>>
/* <<demonTransform step>> If neither is provided, force full transformation */
<<widget "demonTransform">>
<<if _args[0] gte 0>>
<<switch _args[0]>>
<<case 0>>
<<if $demonbuild gte 5 and $transformdisabledivine is "f" and $specialTransform isnot 1>>
<<set $demon to 1>><<set $specialTransform to 1>>
<span class="gold">Your scalp itches.</span>
<<garousal>><<arousal 600>>
<br><br>
<</if>>
<<case 1>>
<<if $demonbuild gte 10 and $transformdisabledivine is "f">>
<<set $demon to 2>>
<span class="gold">Horns sprout from your scalp.</span>
<<garousal>><<arousal 600>>
<<set $transformationParts.demon.horns to "default">>
<br><br>
<<elseif $demonbuild lt 5>>
<<set $demon to 0>><<set $specialTransform to 0>>
<span class="gold">You feel an invisible light burn away your impurity.</span>
<<if $demonFeat is true>>
<<unset $demonFeat>>
<<earnFeat "The Path to Redemption">>
<</if>>
<br><br>
<</if>>
<<case 2>>
<<if $demonbuild gte 15 and $transformdisabledivine is "f">>
<<set $demon to 3>>
<span class="gold">Your <<bottom>> itches.</span>
<br><br>
<<elseif $demonbuild lt 10>>
<<set $demon to 1>>
<<set $transformationParts.demon.horns to "disabled">>
<span class="gold">Your horns recede.</span>
<br><br>
<</if>>
<<case 3>>
<<if $demonbuild gte 20 and $transformdisabledivine is "f">>
<<set $demon to 4>>
<span class="gold">A tail sprouts from your lower back.</span>
<<set $transformationParts.demon.tail to "default">>
<br><br>
<<elseif $demonbuild lt 15>>
<<set $demon to 2>>
<span class="gold">The itching in your <<bottom>> stops.</span>
<br><br>
<</if>>
<<case 4>>
<<if $demonbuild gte 25 and $transformdisabledivine is "f">>
<<set $demon to 5>>
<span class="gold">You feel a burning sensation in your back.</span>
<<garousal>><<arousal 600>>
<br><br>
<<elseif $demonbuild lt 20>>
<<set $demon to 3>>
<span class="gold">Your tail recedes.</span>
<<set $transformationParts.demon.tail to "disabled">>
<<set $transformationParts.traits.flaunting to "disabled">>
<br><br>
<</if>>
<<case 5>>
<<if $demonbuild gte 30 and $transformdisabledivine is "f">>
<<set $demon to 6>><<set $demonFeat to true>>
<span class="gold">You feel lighter. Your new wings caress your face.</span>
<<garousal>><<arousal 600>>
<<set $transformationParts.demon.wings to "default">>
<<if $transformationParts.bird.wings is "default">>
<<set $transformationParts.demon.wings to "hidden">>
<</if>>
<<set $demontf to 1>>
<<earnFeat "Demon">>
<br><br>
<<elseif $demonbuild lt 25>>
<<set $demon to 4>>
<span class="gold">The burning in your back ceases.</span>
<br><br>
<</if>>
<<case 6>>
<<if $demonbuild lt 30>>
<span class="gold">Your wings recede.</span>
<<set $demon to 5>>
<<set $transformationParts.demon.wings to "disabled">>
<br><br>
<<else>>
<<set $demonFeat to true>>
<</if>>
<<case 99>>
<<if ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled"))>>
<<set $specialTransform to 0>>
<</if>>
<<set $demon to 0>>
<<set $demonbuild to 0>>
<<set $transformationParts.demon.horns to "disabled">>
<<set $transformationParts.demon.tail to "disabled">>
<<set $transformationParts.demon.wings to "disabled">>
<<set $transformationParts.traits.flaunting to "disabled">>
<</switch>>
<<else>>
<<clearDivineTransformations>>
<<set $specialTransform to 1>>
<<set $demontf to 1>>
<<set $demon to 6>>
<<set $demonbuild to 30>>
<<set $transformationParts.demon.horns to "default">>
<<set $transformationParts.demon.tail to "default">>
<<set $transformationParts.demon.wings to "default">>
<<if $transformationParts.bird.wings is "default">>
<<set $transformationParts.demon.wings to "hidden">>
<</if>>
<</if>>
<</widget>>
/* <<wolfTransform step>> If neither is provided, force full transformation */
<<widget "wolfTransform">>
<<if _args[0] gte 0>>
<<switch _args[0]>>
<<case 0>>
<<if $wolfbuild gte 5>>
<<set $wolfgirl to 1>>
<<set $physicalTransform to 1>>
<span class="gold">You have a strange toothache.</span>
<br><br>
<</if>>
<<case 1>>
<<if $wolfbuild gte 10>>
<<set $wolfgirl to 2>>
<span class="gold">Your mouth feels different. You explore your mouth and wince as your tongue presses against your new fangs.</span>
<<set $transformationParts.traits.fangs to "default">>
<<set $transformationParts.wolf.cheeks to "hidden">>
<br><br>
<<elseif $wolfbuild lt 5>>
<<set $wolfgirl to 0>>
<<set $physicalTransform to 0>>
<span class="gold">Your toothache has stopped.</span>
<br><br>
<</if>>
<<case 2>>
<<if $wolfbuild gte 15>>
<<set $wolfgirl to 3>>
<span class="gold">Your scalp <<print ($pbdisable is "f" ? "and pubic area itch" : "itches")>>.</span>
<br><br>
<<elseif $wolfbuild lt 10>>
<<set $wolfgirl to 1>>
<span class="gold">Your fangs have turned into regular teeth.</span>
<<set $transformationParts.traits.fangs to "disabled">>
<<set $transformationParts.wolf.cheeks to "disabled">>
<br><br>
<</if>>
<<case 3>>
<<if $wolfbuild gte 20>>
<<set $wolfgirl to 4>>
<span class="gold">You feel something on your head. You reach up and tug, but it hurts.
You have a new pair of wolf ears.
<<print ($pbdisable is "f" ? " You also notice long and fluffy hair has grown in your pubic area.":"")>></span>
<<set $transformationParts.wolf.ears to "default">>
<<set $transformationParts.wolf.pubes to ($pbdisable is "f"? "default" : "hidden")>>
<<set $transformationParts.wolf.pits to ($pbdisable is "f"? "default" : "hidden")>>
<br><br>
<<elseif $wolfbuild lt 15>>
<<set $wolfgirl to 2>>
<span class="gold">Your scalp <<print ($pbdisable is "f" ? "and pubic area no longer itch" : "no longer itches")>>.</span>
<br><br>
<</if>>
<<case 4>>
<<if $wolfbuild gte 25>>
<<set $wolfgirl to 5>>
<span class="gold">Your lower back itches.</span>
<br><br>
<<elseif $wolfbuild lt 20>>
<<set $wolfgirl to 3>>
<span class="gold">Your wolf ears <<print ($pbdisable is "f" ? "and extra body hair ":"")>>have disappeared.</span>
<<set $transformationParts.wolf.ears to "disabled">>
<<set $transformationParts.wolf.pubes to "disabled">>
<<set $transformationParts.wolf.pits to "disabled">>
<br><br>
<</if>>
<<case 5>>
<<if $wolfbuild gte 30>>
<<set $wolfgirl to 6>>
<span class="gold">Your bottom feels heavier than usual. You reach behind you and feel your new wolf tail.</span>
<<set $transformationParts.wolf.tail to "default">>
<<set $transformationParts.traits.predatoryAnimal to "default">>
<<set $wolftf to 1>>
<<set $TFWolfBuffs to 1>>
<<earnFeat "Wolf">>
<br><br>
<<elseif $wolfbuild lt 25>>
<<set $wolfgirl to 4>>
<span class="gold">Your lower back has stopped itching.</span>
<br><br>
<</if>>
<<case 6>>
<<if $wolfbuild lt 30>>
<span class="gold">Your balance feels different. Your wolf tail has disappeared.</span>
<<set $wolfgirl to 5>>
<<set $TFWolfBuffs to 0>>
<<set $transformationParts.wolf.tail to "disabled">>
<<set $tansformationParts.traits.predatoryAnimal to "disabled">>
<br><br>
<</if>>
<<case 99>>
<<if ($wolfgirl gte 6 or ($transformationParts.wolf.tail isnot "hidden" and $transformationParts.wolf.tail isnot "disabled"))>>
<<set $physicalTransform to 0>>
<</if>>
<<set $wolfgirl to 0>>
<<set $TFWolfBuffs to 0>>
<<set $wolfbuild to 0>>
<<set $transformationParts.traits.fangs to "disabled">>
<<set $transformationParts.traits.predatoryAnimal to "disabled">>
<<set $transformationParts.wolf.cheeks to "disabled">>
<<set $transformationParts.wolf.ears to "disabled">>
<<set $transformationParts.wolf.pubes to "disabled">>
<<set $transformationParts.wolf.pits to "disabled">>
<<set $transformationParts.wolf.tail to "disabled">>
<</switch>>
<<else>>
<<clearAnimalTransformations>>
<<set $physicalTransform to 1>>
<<set $wolftf to 1>>
<<set $TFWolfBuffs to 1>>
<<set $wolfgirl to 6>>
<<set $wolfbuild to 100>>
<<set $transformationParts.traits.fangs to "default">>
<<set $transformationParts.traits.predatoryAnimal to "deafult">>
<<set $transformationParts.wolf.cheeks to "hidden">>
<<set $transformationParts.wolf.ears to "default">>
<<set $transformationParts.wolf.pubes to ($pbdisable is "f"? "default" : "hidden")>>
<<set $transformationParts.wolf.pits to ($pbdisable is "f"? "default" : "hidden")>>
<<set $transformationParts.wolf.tail to "default">>
<</if>>
<</widget>>
/* <<catTransform step>> If neither is provided, force full transformation */
<<widget "catTransform">>
<<if _args[0] gte 0>>
<<switch _args[0]>>
<<case 0>>
<<if $catbuild gte 25>>
<<set $cat to 1>>
<<set $physicalTransform to 1>>
<span class="gold">You have a strange toothache. A beetle crawls by. You resist the urge to pounce.</span>
<br><br>
<</if>>
<<case 1>>
<<if $catbuild gte 30 and $transformdisable is "f">>
<<set $cat to 2>>
<span class="gold">Your mouth feels different. You explore your mouth and wince as your tongue presses against your new fangs.</span>
<<set $transformationParts.traits.fangs to "default">>
<<set $transformationParts.traits.sharpEyes to "default">>
<br><br>
<<elseif $catbuild lt 25>>
<<set $cat to 0>><<set $physicalTransform to 0>>
<span class="gold">Your toothache has stopped.</span>
<br><br>
<</if>>
<<case 2>>
<<if $catbuild gte 35 and $transformdisable is "f">>
<<set $cat to 3>>
<span class="gold">Your scalp itches.</span>
<br><br>
<<elseif $catbuild lt 30>>
<<set $cat to 1>>
<span class="gold">Your fangs have turned into regular teeth.</span>
<<set $transformationParts.traits.fangs to "disabled">>
<<set $transformationParts.traits.sharpEyes to "disabled">>
<br><br>
<</if>>
<<case 3>>
<<if $catbuild gte 40 and $transformdisable is "f">>
<<set $cat to 4>>
<span class="gold">Your scalp twitches. You reach up and feel your new pair of cat ears.</span>
<<set $transformationParts.cat.ears to "default">>
<br><br>
<<elseif $catbuild lt 35>>
<<set $cat to 2>>
<span class="gold">Your scalp no longer itches.</span>
<br><br>
<</if>>
<<case 4>>
<<if $catbuild gte 45 and $transformdisable is "f">>
<<set $cat to 5>>
<span class="gold">Your lower back itches.</span>
<br><br>
<<elseif $catbuild lt 40>>
<<set $cat to 3>>
<span class="gold">Your cat ears have disappeared.</span>
<<set $transformationParts.cat.ears to "disabled">>
<br><br>
<</if>>
<<case 5>>
<<if $catbuild gte 50 and $transformdisable is "f">>
<<set $cat to 6>>
<span class="gold">Your bottom feels weighty, yet perfectly balanced. You reach behind and feel your new cat tail.</span>
<<set $transformationParts.cat.tail to "default">>
<<set $transformationParts.traits.predatoryAnimal to "default">>
<<set $cattf to 1>>
<<set $TFCatBuffs to 1>>
<<earnFeat "Neko">>
<br><br>
<<elseif $catbuild lt 45>>
<<set $cat to 4>>
<span class="gold">The itching in your lower back stops.</span>
<br><br>
<</if>>
<<case 6>>
<<if $catbuild gte 55>>
<<set $cat to 7>>
<<run window.determineCatEyeStages()>>
<<set $original_colour = [$leftEyeColour, $rightEyeColour]>>
<<set $transformationParts.cat.heterochromia to "default">>
<<catHeterochromiaTF 0>>
<span class="gold">Your eyes itch.</span>
<br><br>
<<elseif $catbuild lt 50>>
<<set $cat to 5>>
<<set $TFCatBuffs to 0>>
<span class="gold">Your cat tail disappears.</span>
<<set $transformationParts.cat.tail to "disabled">>
<<set $transformationParts.traits.predatoryAnimal to "disabled">>
<<set $transformationParts.cat.heterochromia to "disabled">>
<br><br>
<</if>>
<<case 7>>
<<if $catbuild gte 60>>
<<set $cat to 8>>
<<catHeterochromiaTF 1>>
<span class="gold">Your eyes water from a burning sensation around the pupil.</span>
<br><br>
<<elseif $catbuild lt 55>>
<<set $leftEyeColour to $original_colour[0]>>
<<set $rightEyeColour to $original_colour[1]>>
<span class="gold">Your eyes no longer itch; it must have been an allergy.</span>
<br><br>
<<set $cat to 6>>
<</if>>
<<case 8>>
<<if $catbuild gte 65>>
<<set $cat to 9>>
<<catHeterochromiaTF 2>>
<span class="gold">Your eyes burn, likely due to some sort of allergy, you can barely keep them open.</span>
<br><br>
<<elseif $catbuild lt 60>>
<<catHeterochromiaTF 0>>
<span class="gold">Your eyes sense less detail of your surroundings.</span>
<<set $cat to 7>>
<</if>>
<<case 9>>
<<if $catbuild gte 70>>
<<set $cat to 10>>
<<catHeterochromiaTF 3>>
<span class="gold">Your eyes no longer burn, and despite the darkness of the early morning, you are able to pick up every detail of the scenery around you.</span>
<br><br>
<<elseif $catbuild lt 65>>
<<catHeterochromiaTF 1>>
<<set $cat to 8>>
<</if>>
<<case 10>>
<<if $catbuild lt 70>>
<<catHeterochromiaTF 2>>
<span class="gold">Your surroundings appear darker than before. </span>
<<set $cat to 9>>
<</if>>
<<case 99>>
<<if ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled"))>>
<<set $physicalTransform to 0>>
<</if>>
<<set $cat to 0>>
<<set $TFCatBuffs to 0>>
<<set $catbuild to 0>>
<<set $transformationParts.traits.fangs to "disabled">>
<<set $transformationParts.traits.sharpEyes to "disabled">>
<<set $transformationParts.traits.predatoryAnimal to "disabled">>
<<set $transformationParts.cat.ears to "disabled">>
<<set $transformationParts.cat.tail to "disabled">>
<</switch>>
<<else>>
<<clearAnimalTransformations>>
<<set $physicalTransform to 1>>
<<set $cattf to 1>>
<<set $TFCatBuffs to 1>>
<<set $cat to 6>>
<<set $catbuild to 100>>
<<set $transformationParts.traits.fangs to "default">>
<<set $transformationParts.traits.sharpEyes to "default">>
<<set $transformationParts.traits.predatoryAnimal to "default">>
<<set $transformationParts.cat.ears to "default">>
<<set $transformationParts.cat.tail to "default">>
<</if>>
<</widget>>
<<widget "catHeterochromiaTF">>
<<if _args[0] gte 0 or _args[0] == "hide">>
<<if $transformationParts.cat.heterochromia isnot "hidden" and _args[0] isnot "hide">>
<<set $leftEyeColour to "cat_tf_stage_" + _args[0] + "_left">>
<<set $rightEyeColour to "cat_tf_stage_" + _args[0] + "_right">>
<<if _args[0] >= 3>>
<<set $heterochromia to 1>>
<<else>>
<<set $heterochromia to 0>>
<</if>>
<<else>>
<<if V.original_colour isnot undefined>>
<<set $leftEyeColour to $original_colour[0]>>
<<set $rightEyeColour to $original_colour[1]>>
<</if>>
<<set $heterochromia to 0>>
<</if>>
<</if>>
<</widget>>
<<widget "cowTransform">>
<<if _args[0] gte 0>>
<<switch _args[0]>>
<<case 0>>
<<if $cowbuild gte 5>>
<<set $cow to 1>>
<<set $physicalTransform to 1>>
<span class="gold">You have a strange urge to munch grass.</span>
<br><br>
<</if>>
<<case 1>>
<<if $cowbuild gte 10>>
<<set $cow to 2>>
<<set $transformationParts.cow.horns to "default">>
<span class="gold">Your scalp itches. You reach up, and find that a pair of small horns have sprouted.</span>
<br><br>
<<elseif $cowbuild lt 5>>
<<set $cow to 0>><<set $physicalTransform to 0>>
<span class="gold">Grass no longer looks so tasty.</span>
<br><br>
<</if>>
<<case 2>>
<<if $cowbuild gte 15>>
<<set $cow to 3>>
<span class="gold">Your ears tingle.</span>
<br><br>
<<elseif $cowbuild lt 10>>
<<set $cow to 1>>
<<set $transformationParts.cow.horns to "disabled">>
<span class="gold">Your small horns have disappeared.</span>
<br><br>
<</if>>
<<case 3>>
<<if $cowbuild gte 20>>
<<set $cow to 4>>
<<set $transformationParts.cow.ears to "default">>
<span class="gold">Your ears itch. You reach up to scratch them, and find them much bigger than you expected. You've grown a pair of cow ears.</span>
<br><br>
<<elseif $cowbuild lt 15>>
<<set $cow to 2>>
<span class="gold">Your ears no longer tingle.</span>
<br><br>
<</if>>
<<case 4>>
<<if $cowbuild gte 25>>
<<set $cow to 5>>
<span class="gold">Your lower back tingles.</span>
<br><br>
<<elseif $cowbuild lt 20>>
<<set $cow to 3>>
<<set $transformationParts.cow.ears to "disabled">>
<span class="gold">Your cow ears have disappeared.</span>
<br><br>
<</if>>
<<case 5>>
<<if $cowbuild gte 30>>
<<set $cow to 6>>
<<set $semen_max to 6000>>
<<set $milk_max to 6000>>
<<set $transformationParts.cow.tail to "default">>
<<set $cowtf to 1>>
<<set $TFCowBuffs to 1>>
<<earnFeat "Cattle">>
<span class="gold">Your bottom feels heavier than usual. You reach behind you and feel your new cow tail. You suppress the urge to moo.</span>
<br><br>
<<elseif $cowbuild lt 25>>
<<set $cow to 4>>
<span class="gold">Your lower back has stopped tingling.</span>
<br><br>
<</if>>
<<case 6>>
<<if $cowbuild lt 30>>
<<set $semen_max to 3000>>
<<set $milk_max to 3000>>
<span class="gold">Your balance feels different. Your cow tail has disappeared.</span>
<<set $cow to 5>>
<<set $TFCowBuffs to 0>>
<<set $transformationParts.cow.tail to "disabled">>
<br><br>
<</if>>
<<case 99>>
<<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>
<<set $physicalTransform to 0>>
<</if>>
<<set $cow to 0>>
<<set $TFCowBuffs to 0>>
<<set $cowbuild to 0>>
<<set $semen_max to 3000>>
<<set $milk_max to 3000>>
<<set $transformationParts.cow.tail to "disabled">>
<<set $transformationParts.cow.ears to "disabled">>
<<set $transformationParts.cow.horns to "disabled">>
<</switch>>
<<else>>
<<clearAnimalTransformations>>
<<set $physicalTransform to 1>>
<<set $cowtf to 1>>
<<set $TFCowBuffs to 1>>
<<set $cow to 6>>
<<set $cowbuild to 100>>
<<set $semen_max to 6000>>
<<set $milk_max to 6000>>
<<set $transformationParts.cow.horns to "default">>
<<set $transformationParts.cow.ears to "default">>
<<set $transformationParts.cow.tail to "default">>
<</if>>
<<semenvolume 0>>
<<milkvolume 0>>
<</widget>>
<<widget "bearTransform">>
<<if _args[0] gte 0>>
<<switch _args[0]>>
<<case 0>>
<<if $bearbuild gte 5>>
<<set $bear to 1>>
<<set $physicalTransform to 1>>
<span class="gold">You have a strange toothache and you have a strange craving for honey.</span>
<br><br>
<</if>>
<<case 1>>
<<if $bearbuild gte 10 and $transformdisable is "f">>
<<set $bear to 2>>
<span class="gold">Your mouth feels different. You explore your mouth and wince as your tongue presses against your new fangs.</span>
<<set $transformationParts.traits.fangs to "default">>
<br><br>
<<elseif $bearbuild lt 5>>
<<set $bear to 0>><<set $physicalTransform to 0>>
<span class="gold">Your toothache has stopped.</span>
<br><br>
<</if>>
<<case 2>>
<<if $bearbuild gte 15 and $transformdisable is "f">>
<<set $bear to 3>>
<span class="gold">Your scalp and neck itch.</span>
<br><br>
<<elseif $bearbuild lt 10>>
<<set $bear to 1>>
<span class="gold">Your fangs have turned into regular teeth.</span>
<<set $transformationParts.traits.fangs to "disabled">>
<br><br>
<</if>>
<<case 3>>
<<if $bearbuild gte 20>>
<<set $bear to 4>>
<<set $transformationParts.bear.ears to "default">>
<span class="gold">Your scalp twitches. You reach up and feel your new pair of bear ears and a patch of fur cover your neck.</span>
<<set $transformationParts.bear.plumage to "default">>
<br><br>
<<elseif $bearbuild lt 15>>
<<set $bear to 2>>
<span class="gold">Your scalp and neck no longer itch.</span>
<br><br>
<</if>>
<<case 4>>
<<if $bearbuild gte 25>>
<<set $bear to 5>>
<span class="gold">Your lower back tingles.</span>
<br><br>
<<elseif $bearbuild lt 20>>
<<set $bear to 3>>
<<set $transformationParts.bear.plumage to "disabled">>
<<set $transformationParts.bear.ears to "disabled">>
<span class="gold">Your bear ears have disappeared. There apears to be no more fur covering your neck</span>
<br><br>
<</if>>
<<case 5>>
<<if $bearbuild gte 30>>
<<set $bear to 6>>
<<set $transformationParts.bear.tail to "default">>
<<if $pbdisable is "f">>
<<set $transformationParts.bear.pubes to "default">>
<</if>>
<<set $beartf to 1>>
<<set $TFBearBuffs to 1>>
<<earnFeat "Bear">>
<span class="gold">Your bottom feels fluffier than usual. You reach behind you and feel your new bear tail. You suppress the urge to growl.</span>
<br><br>
<<elseif $bearbuild lt 25>>
<<set $bear to 4>>
<span class="gold">Your lower back has stopped tingling.</span>
<br><br>
<</if>>
<<case 6>>
<<if $bearbuild lt 30>>
<span class="gold">Your balance feels different. Your bear tail has disappeared.</span>
<<set $bear to 5>>
<<set $TFBearBuffs to 0>>
<<set $transformationParts.bear.tail to "disabled">>
<<set $transformationParts.bear.pubes to "disabled">>
<br><br>
<</if>>
<<case 99>>
<<if ($bear gte 6 or ($transformationParts.bear.tail isnot "hidden" and $transformationParts.bear.tail isnot "disabled"))>>
<<set $physicalTransform to 0>>
<</if>>
<<set $bear to 0>>
<<set $TFBearBuffs to 0>>
<<set $bearbuild to 0>>
<<set $transformationParts.bear.tail to "disabled">>
<<set $transformationParts.bear.pubes to "disabled">>
<<set $transformationParts.bear.plumage to "disabled">>
<<set $transformationParts.bear.ears to "disabled">>
<<set $transformationParts.traits.fangs to "disabled">>
<</switch>>
<<else>>
<<clearAnimalTransformations>>
<<set $physicalTransform to 1>>
<<set $beartf to 1>>
<<set $TFBearBuffs to 1>>
<<set $bear to 6>>
<<set $bearbuild to 100>>
<<set $TFBearBuffs to 1>>
<<set $transformationParts.bear.tail to "default">>
<<if $pbdisable is "f">>
<<set $transformationParts.bear.pubes to "default">>
<</if>>
<<set $transformationParts.bear.plumage to "default">>
<<set $transformationParts.bear.ears to "default">>
<<set $transformationParts.traits.fangs to "default">>
<</if>>
<</widget>>
/* <<harpyTransform step>> If neither is provided, force full transformation */
<<widget "harpyTransform">>
<<if _args[0] gte 0>>
<<switch _args[0]>>
<<case 0>>
<<if $birdbuild gte 5 and $physicalTransform isnot 1>>
<<set $harpy to 1>>
<<set $physicalTransform to 1>>
<span class="gold">Your vision feels sharper.</span><br><br>
<</if>>
<<case 1>>
<<if $birdbuild gte 10>>
<<set $harpy to 2>>
<span class="gold">Your eyes feel strange. Your vision has improved.</span>
<<set $transformationParts.bird.eyes to "default">>
<<set $transformationParts.bird.malar to "default">>
<<set $transformationParts.traits.sharpEyes to "default">>
<br><br>
<<elseif $birdbuild lt 5>>
<<set $harpy to 0>><<set $physicalTransform to 0>>
<span class="gold">Your vision has returned to normal.</span>
<br><br>
<</if>>
<<case 2>>
<<if $birdbuild gte 15>>
<<set $harpy to 3>>
<span class="gold">Your lower back and neck itch.
<<if $loveInterest.primary isnot "None">>
Your thoughts turn to
<<if $loveInterest.primary is "Black Wolf" or $loveInterest.primary is "Great Hawk">>
the $loveInterest.primary,
<<else>>
$loveInterest.primary,
<</if>>
and you have a primal, almost animalistic, urge to be with <<print C.npc[$loveInterest.primary].pronouns.him>>.
<<else>>
You suddenly crave a true partner to be with.
<</if>>
</span>
<<set $transformationParts.traits.mateForLife to "default">>
<br><br>
<<elseif $birdbuild lt 10>>
<<set $harpy to 1>>
<span class="gold">Your vision is no longer so sharp.</span>
<<set $transformationParts.bird.eyes to "disabled">>
<<set $transformationParts.bird.malar to "disabled">>
<<set $transformationParts.traits.sharpEyes to "disabled">>
<br><br>
<</if>>
<<case 3>>
<<if $birdbuild gte 20>>
<<set $harpy to 4>>
<span class="gold">Your bottom feels lighter. You reach behind you, and grasp a feathered tail. Small feathers cover your neck.</span>
<<set $transformationParts.bird.tail to "default">>
<<set $transformationParts.bird.plumage to "default">>
<br><br>
<<elseif $birdbuild lt 15>>
<<set $harpy to 2>>
<span class="gold">The itching in your lower back and neck both stop, and you no longer crave a partner so feverishly.</span>
<<set $transformationParts.traits.mateForLife to "disabled">>
<br><br>
<</if>>
<<case 4>>
<<if $birdbuild gte 25>>
<<set $harpy to 5>>
<span class="gold">Your back <<print ($pbdisable is "f" ? "and pubic area itch" : "itches")>>.</span>
<br><br>
<<elseif $birdbuild lt 20>>
<<set $harpy to 3>>
<span class="gold">Your feathered tail has disappeared, along with the feathers on your neck.</span>
<<set $transformationParts.bird.tail to "disabled">>
<<set $transformationParts.bird.plumage to "disabled">>
<br><br>
<</if>>
<<case 5>>
<<if $birdbuild gte 30>>
<<set $harpy to 6>>
<span class="gold">You feel light as a feather. Wings caress your face.
<<print ($pbdisable is "f" ? " You also notice that short, feathery hair has grown in your pubic area.":"")>></span>
<<set $harpytf to 1>>
<<set $TFBirdBuffs to 1>>
<<earnFeat "Harpy">>
<<set $transformationParts.bird.wings to "default">>
<<if $transformationParts.angel.wings is "default">>
<<set $transformationParts.angel.wings to "hidden">>
<<elseif $transformationParts.fallenAngel.wings is "default">>
<<set $transformationParts.fallenAngel.wings to "hidden">>
<<elseif $transformationParts.demon.wings is "default">>
<<set $transformationParts.demon.wings to "hidden">>
<</if>>
<<if $pbdisable is "f">>
<<set $transformationParts.bird.pubes to "default">>
<<else>>
<<set $transformationParts.bird.pubes to "hidden">>
<</if>>
<<set $transformationParts.traits.predatoryAnimal to "default">>
<br><br>
<<elseif $birdbuild lt 25>>
<<set $harpy to 4>>
<span class="gold">You feel heavier<<print ($pbdisable is "f" ? ", and your pubic area no longer itches" : "")>>.</span>
<br><br>
<</if>>
<<case 6>>
<<if $birdbuild lt 30>>
<span class="gold">You feel heavier. Your feathered wings<<print ($pbdisable is "f" ? " and feathery pubes":"")>> have disappeared.</span>
<<set $harpy to 5>>
<<set $TFBirdBuffs to 0>>
<<set $transformationParts.bird.wings to "disabled">>
<<set $transformationParts.bird.pubes to "disabled">>
<<if ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled"))>>
<<set $transformationParts.angel.wings to "default">>
<</if>>
<<if ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled"))>>
<<set $transformationParts.demon.wings to "default">>
<</if>>
<<if ($fallenangel gte 2 or ($transformationParts.fallenAngel.wings isnot "hidden" and $transformationParts.fallenAngel.wings isnot "disabled"))>>
<<set $transformationParts.fallenAngel.wings to "default">>
<</if>>
<<set $transformationParts.traits.predatoryAnimal to "disabled">>
<br><br>
<</if>>
<<case 99>>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled"))>>
<<set $physicalTransform to 0>>
<</if>>
<<set $harpy to 0>>
<<set $TFBirdBuffs to 0>>
<<set $birdbuild to 0>>
<<set $transformationParts.bird.eyes to "disabled">>
<<set $transformationParts.bird.malar to "disabled">>
<<set $transformationParts.bird.tail to "disabled">>
<<set $transformationParts.bird.plumage to "disabled">>
<<set $transformationParts.bird.pubes to "disabled">>
<<set $transformationParts.traits.sharpEyes to "disabled">>
<<set $transformationParts.traits.mateForLife to "disabled">>
<<set $transformationParts.traits.predatoryAnimal to "disabled">>
<<if !["hidden", "disabled"].includes($transformationParts.bird.wings)>>
<<if ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled"))>>
<<set $transformationParts.angel.wings to "default">>
<</if>>
<<if ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled"))>>
<<set $transformationParts.demon.wings to "default">>
<</if>>
<<if ($fallenangel gte 2 or ($transformationParts.fallenAngel.wings isnot "hidden" and $transformationParts.fallenAngel.wings isnot "disabled"))>>
<<set $transformationParts.fallenAngel.wings to "default">>
<</if>>
<<set $transformationParts.bird.wings to "disabled">>
<</if>>
<</switch>>
<<else>>
<<set $physicalTransform to 1>>
<<set $harpytf to 1>>
<<set $TFBirdBuffs to 1>>
<<set $harpy to 6>>
<<set $birdbuild to 100>>
<<set $transformationParts.bird.eyes to "default">>
<<set $transformationParts.bird.malar to "default">>
<<set $transformationParts.bird.tail to "default">>
<<set $transformationParts.bird.plumage to "default">>
<<set $transformationParts.bird.wings to "default">>
<<set $transformationParts.traits.sharpEyes to "default">>
<<set $transformationParts.traits.mateForLife to "default">>
<<set $transformationParts.traits.predatoryAnimal to "default">>
<<if $transformationParts.angel.wings is "default">>
<<set $transformationParts.angel.wings to "hidden">>
<<elseif !["hidden", "disabled"].includes($transformationParts.fallenAngel.wings)>>
<<set $transformationParts.fallenAngel.wings to "hidden">>
<<elseif !["hidden", "disabled"].includes($transformationParts.demon.wings)>>
<<set $transformationParts.demon.wings to "hidden">>
<</if>>
<<if $pbdisable is "f">>
<<set $transformationParts.bird.pubes to "default">>
<<else>>
<<set $transformationParts.bird.pubes to "hidden">>
<</if>>
<</if>>
<</widget>>
/* <<foxTransform step>> If neither is provided, force full transformation */
<<widget "foxTransform">>
<<if _args[0] gte 0>>
<<switch _args[0]>>
<<case 0>>
<<if $foxbuild gte 5>>
<<set $fox to 1>>
<<set $physicalTransform to 1>>
<span class="gold">You have a strange toothache, and your eyes feel a little sharper. You have the urge to steal something.</span>
<br><br>
<</if>>
<<case 1>>
<<if $foxbuild gte 10>>
<<set $fox to 2>>
<span class="gold">Your mouth and eyes feel different. You explore your mouth and yip as your tongue presses against your new fangs.</span>
<<set $transformationParts.traits.fangs to "default">>
<<set $transformationParts.traits.sharpEyes to "default">>
<br><br>
<<elseif $foxbuild lt 5>>
<<set $fox to 0>>
<<set $physicalTransform to 0>>
<span class="gold">Your toothache has stopped.</span>
<br><br>
<</if>>
<<case 2>>
<<if $foxbuild gte 15>>
<<set $fox to 3>>
<span class="gold">Your scalp itches.
<<if $loveInterest.primary isnot "None">>
Your thoughts turn to
<<if $loveInterest.primary is "Black Wolf" or $loveInterest.primary is "Great Hawk">>
the $loveInterest.primary,
<<else>>
$loveInterest.primary,
<</if>>
and you have a primal, almost animalistic, urge to be with <<print C.npc[$loveInterest.primary].pronouns.him>>.
<<else>>
You suddenly crave a true partner to be with.
<</if>>
</span>
<<set $transformationParts.traits.mateForLife to "default">>
<br><br>
<<elseif $foxbuild lt 10>>
<<set $fox to 1>>
<span class="gold">Your fangs have turned into regular teeth, and your eyesight feels dull.</span>
<<set $transformationParts.traits.fangs to "disabled">>
<<set $transformationParts.traits.sharpEyes to "disabled">>
<br><br>
<</if>>
<<case 3>>
<<if $foxbuild gte 20>>
<<set $fox to 4>>
<span class="gold">You feel something on your head. You reach up and touch your new pair of fox ears, and they wiggle in response.</span>
<<set $transformationParts.fox.ears to "default">>
<br><br>
<<elseif $foxbuild lt 15>>
<<set $fox to 2>>
<span class="gold">Your scalp no longer itches, and you no longer crave a partner so feverishly.</span>
<<set $transformationParts.traits.mateForLife to "disabled">>
<br><br>
<</if>>
<<case 4>>
<<if $foxbuild gte 25>>
<<set $fox to 5>>
<span class="gold">Your lower back itches. You have the urge to let someone scratch it. You also notice strange discolouration around your eyes.</span>
<<set $transformationParts.fox.cheeks to "default">>
<br><br>
<<elseif $foxbuild lt 20>>
<<set $fox to 3>>
<span class="gold">Your fox ears have disappeared.</span>
<<set $transformationParts.fox.ears to "disabled">>
<br><br>
<</if>>
<<case 5>>
<<if $foxbuild gte 30>>
<<set $fox to 6>>
<span class="gold">Your bottom feels heavier than usual. You give it a wiggle and feel your new fox tail. It's extremely comforting to touch.</span>
<<set $transformationParts.fox.tail to "default">>
<<set $transformationParts.traits.predatoryAnimal to "default">>
<<set $foxtf to 1>>
<<set $TFFoxBuffs to 1>>
<<earnFeat "Fox">>
<br><br>
<<elseif $foxbuild lt 25>>
<<set $fox to 4>>
<span class="gold">Your lower back has stopped itching, and the discolouration around your eyes has vanished.</span>
<<set $transformationParts.fox.cheeks to "disabled">>
<br><br>
<</if>>
<<case 6>>
<<if $foxbuild lt 30>>
<span class="gold">Your balance feels different. Your fox tail has disappeared.</span>
<<set $fox to 5>>
<<set $TFFoxBuffs to 0>>
<<set $transformationParts.fox.tail to "disabled">>
<<set $transformationParts.traits.predatoryAnimal to "disabled">>
<br><br>
<</if>>
<<case 99>>
<<if ($fox gte 6 or ($transformationParts.fox.tail isnot "hidden" and $transformationParts.fox.tail isnot "disabled"))>>
<<set $physicalTransform to 0>>
<</if>>
<<set $fox to 0>>
<<set $TFFoxBuffs to 0>>
<<set $foxbuild to 0>>
<<set $transformationParts.traits.fangs to "disabled">>
<<set $transformationParts.traits.sharpEyes to "disabled">>
<<set $transformationParts.traits.mateForLife to "disabled">>
<<set $transformationParts.traits.predatoryAnimal to "disabled">>
<<set $transformationParts.fox.cheeks to "disabled">>
<<set $transformationParts.fox.ears to "disabled">>
<<set $transformationParts.fox.tail to "disabled">>
<</switch>>
<<else>>
<<clearAnimalTransformations>>
<<set $physicalTransform to 1>>
<<set $foxtf to 1>>
<<set $TFFoxBuffs to 1>>
<<set $fox to 6>>
<<set $foxbuild to 100>>
<<set $transformationParts.traits.fangs to "default">>
<<set $transformationParts.traits.sharpEyes to "default">>
<<set $transformationParts.traits.mateForLife to "default">>
<<set $transformationParts.traits.predatoryAnimal to "default">>
<<set $transformationParts.fox.cheeks to "default">>
<<set $transformationParts.fox.ears to "default">>
<<set $transformationParts.fox.tail to "default">>
<</if>>
<</widget>>
/* <<bunnyTransform step>> If neither is provided, force full transformation */
<<widget "bunnyTransform">>
<<if _args[0] gte 0>>
<<switch _args[0]>>
<<case 0>>
<<if $bunnybuild gte 5>>
<<set $bunny to 1>>
<<set $physicalTransform to 1>>
<span class="gold">Your legs begin to ache.</span>
<br><br>
<</if>>
<<case 1>>
<<if $bunnybuild gte 10>>
<<set $bunny to 2>>
<span class="gold">The ache in your legs is gone and you feel more agile.</span>
<<set $transformationParts.traits.strongFeet to "default">>
<br><br>
<<elseif $bunnybuild lt 5>>
<<set $bunny to 0>>
<<set $physicalTransform to 0>>
<span class="gold">The pain you were feeling has disappeared</span>
<br><br>
<</if>>
<<case 2>>
<<if $bunnybuild gte 15>>
<<set $bunny to 3>>
<span class="gold">Your scalp begins to itch.</span>
<br><br>
<<elseif $bunnybuild lt 10>>
<<set $bunny to 1>>
<span class="gold">Walking suddenly feels heavier.</span>
<<set $transformationParts.traits.strongFeet to "disabled">>
<br><br>
<</if>>
<<case 3>>
<<if $bunnybuild gte 20>>
<<set $bunny to 4>>
<span class="gold">You feel the urge to scratch at your head and when you do, you discover a pair of bunny ears. You tug at them.</span>
<<set $transformationParts.bunny.ears to "default">>
<br><br>
<<elseif $bunnybuild lt 15>>
<<set $bunny to 2>>
<span class="gold">Your scalp nolonger itches.</span>
<br><br>
<</if>>
<<case 4>>
<<if $bunnybuild gte 25>>
<<set $bunny to 5>>
<span class="gold">Your lower back begins to itch, you can barely scratch at it without being obvious.</span>
<br><br>
<<elseif $bunnybuild lt 20>>
<<set $bunny to 3>>
<span class="gold">Your bunny ears have disappeared</span>
<<set $transformationParts.bunny.ears to "disabled">>
<br><br>
<</if>>
<<case 5>>
<<if $bunnybuild gte 30>>
<<set $bunny to 6>>
<span class="gold">You feel a bump on your lower back and as you go to check, you discover a soft bunny tail. You continue to pet it, enjoying the sensation.</span>
<<set $transformationParts.bunny.tail to "default">>
<<set $transformationParts.traits.preyAnimal to "default">>
<<set $bunnytf to 1>>
<<set $TFBunnyBuffs to 1>>
<<earnFeat "Bunny">>
<br><br>
<<elseif $bunnybuild lt 25>>
<<set $bunny to 4>>
<span class="gold">Your lower back no longer itches.</span>
<br><br>
<</if>>
<<case 6>>
<<if $bunnybuild lt 30>>
<<set $bunny to 5>>
<<set $TFBunnyBuffs to 0>>
<span class="gold">Your bunny tail has disappeared.</span>
<<set $transformationParts.bunny.tail to "disabled">>
<<set $transformationParts.traits.preyAnimal to "disabled">>
<br><br>
<</if>>
<<case 99>>
<<set $physicalTransform to 0>>
<<set $bunny to 0>>
<<set $TFBunnyBuffs to 0>>
<<set $bunnybuild to 0>>
<<set $transformationParts.traits.preyAnimal to "disabled">>
<<set $transformationParts.bunny.ears to "disabled">>
<<set $transformationParts.bunny.tail to "disabled">>
<<set $transformationParts.traits.strongFeet to "disabled">>
<</switch>>
<<else>>
<<clearAnimalTransformations>>
<<set $physicalTransform to 1>>
<<set $bunny to 6>>
<<set $bunnybuild to 100>>
<<set $transformationParts.traits.preyAnimal to "default">>
<<set $transformationParts.bunny.ears to "default">>
<<set $transformationParts.bunny.tail to "default">>
<<set $transformationParts.traits.strongFeet to "default">>
<<set $bunnytf to 1>>
<<set $TFBunnyBuffs to 1>>
<</if>>
<</widget>>
<<widget "clearAnimalTransformations">>
<<harpyTransform 99>>
<<cowTransform 99>>
<<bearTransform 99>>
<<catTransform 99>>
<<wolfTransform 99>>
<<foxTransform 99>>
<<bunnyTransform 99>>
<</widget>>
<<widget "clearDivineTransformations">>
<<demonTransform 99>>
<<angelTransform 99>>
<<fallenButNotOut 99>>
<</widget>>/* This widget is run on its own after passout */
<<widget "passouttemperature">>
<<cleareventpool>>
<<outfitChecks>>
<<set $passoutstat += 1>>
<<set $passoutTimeStat to Time.date.timeStamp>>
<<pass 60>>
/* FROSTBITE */
<<if _passout is "cold">>
<<set Weather.bodyTemperature to Weather.tempSettings.minTemperature + 1.5>>
<<if !["beach", "estate", "forest", "lake", "moor", "park", "sea"].includes($location)>>
You pass out from the cold.
<br><br>
<</if>>
<<switch $location>>
<<case "asylum">>
<<addinlineevent "default" 1>>
<<link [[Everything fades to black...|Passout Asylum]]>><</link>>
<</addinlineevent>>
<<case "beach">>
You collapse on the <<= Weather.precipitation is "rain" ? "damp sand. Rain pelts your back as you" : Weather.precipitation is "snow" ? "cold sand. Snow falls on your body as you" : "sand. You">> curl into a ball to preserve what little body heat you have left.
<br><br>
<<if ["rain", "snow"].includes(Weather.precipitation)>>
You do your best to <<= $worn.handheld.type.includes("rainproof") ? "cover yourself with your umbrella" : "shield yourself from the " + Weather.precipitation>>, but your fingers are numb with cold, and your arm falls to your side.
<<silently>><<water>><</silently>>
<br><br>
<</if>>
You pass out from the cold.
<br><br>
<<if getRobinLocation() is "beach">>
<<addinlineevent "beach" 1.25>>
<<link [[Everything fades to black...|Passout Beach Hypothermia Robin]]>><</link>>
<</addinlineevent>>
<</if>>
<<addinlineevent "beach" 1>>
<<link [[Everything fades to black...|Passout Beach Hypothermia]]>><</link>>
<</addinlineevent>>
<<if $fame.good gte 400 or $fame.social gte 400>>
<<addinlineevent "fame" 0.2>>
<<link [[Everything fades to black...|Passout Hypothermia Fame]]>><</link>>
<</addinlineevent>>
<</if>>
<<if $danger gte (9900 - $allure) and !_fullyNaked>>
<<addinlineevent "beach" 1>>
<<link [[Everything fades to black...|Passout Beach Hypothermia Molest]]>><<set $molestationstart to 1>><</link>>
<</addinlineevent>>
<</if>>
<<case "estate">>
<<if !$estate>><<estate_init>><</if>> /* It's possible to trigger the $estate location passout on the link that unsets $estate */
Your breath mists in the winter air. The <<= Weather.precipitation is "snow" ? "pristine snow looks soft and inviting" : "ground looks inviting">>. You take a few faltering steps. You sink down next to a car and close your eyes.
<br><br>
Just before you pass out, you
<<if $farm.aggro gte 60>>
<<addinlineevent "remy" 1>>
<span class="red">hear the sound of spurs approaching.</span>
<br><br>
<<link [[Everything fades to black...|Passout Estate Remy Hot Cold]]>><</link>>
<</addinlineevent>>
<<elseif $wren_intro isnot undefined>>
<<addinlineevent "wren" 1>>
<span class="green">hear the sound of boots approaching.</span>
<br><br>
<<link [[Everything fades to black...|Passout Estate Wren Hot Cold]]>><<set $passoutReason to "hypothermia">><</link>>
<</addinlineevent>>
<<else>>
<<addinlineevent "generic" 1>>
hear the sound of someone approaching.
<br><br>
<<link [[Everything fades to black...|Passout Hypothermia Rescue]]>><</link>>
<</addinlineevent>>
<</if>>
<<case "farm">>
<<if $bus.includes("farm")>>/* If not the Underground Farm */
<<addinlineevent "molest" 1>>
<<link [[Everything fades to black...|Passout Hypothermia Molest]]>><<set $molestationstart to 1>><</link>>
<</addinlineevent>>
<<else>>
<<addinlineevent "livestock" 1>>
<<link [[Everything fades to black...|Passout Livestock Hot Cold]]>><<set $passoutReason to "hypothermia">><</link>>
<</addinlineevent>>
<</if>>
<<case "forest">>
You trek through the dense forest, shivering as the relentless cold seeps into your bones with each step. Your body trembles, <<if Weather.isFreezing>>your breath fogs in the frigid air, <</if>>and your heart races as you struggle to push on. <<if Weather.isSnow>>The snow crunches underfoot.<</if>>
<br><br>
The weight of exhaustion bears down on you, the world blurring as darkness creeps into your vision. Overwhelmed by the cold and fatigue, you collapse onto the forest floor. The ground rushes up to meet you as your consciousness slips away.
<br><br>
You pass out from the cold.
<br><br>
<<if $forest lte 20>>
<<addinlineevent "gwylan" .2>>
<<link [[Everything fades to black...|Passout Gwylan Hot Cold]]>><<set $passoutReason to "hypothermia">><</link>>
<</addinlineevent>>
<</if>>
<<addinlineevent "wolf" 1>>
<<link [[Everything fades to black...|Passout Wolves Hot Cold]]>><<set $passoutReason to "hypothermia">><</link>>
<</addinlineevent>>
<<addinlineevent "rescue" 1>>
<<link [[Everything fades to black...|Passout Hypothermia Rescue]]>><</link>>
<</addinlineevent>>
<<case "cabin">>
<<addinlineevent "Eden" 2>>
<<link [[Everything fades to black...|Passout Eden Hot Cold]]>><<pass 60>><<set $passoutReason to "hypothermia">><</link>>
<</addinlineevent>>
<<case "tower">>
<<addinlineevent "birdRescue" 1>>
You pass out from the cold.
<br><br>
<<link [[Everything fades to black...|Passout Bird Hypothermia]]>><</link>>
<</addinlineevent>>
<<case "moor">>
<<if $moormove is "horse">>
<<addinlineevent "moorHorse" 2>>
You pass out from the cold.
<br><br>
<<link [[Everything fades to black...|Passout Moor Horse]]>><</link>>
<</addinlineevent>>
<<else>>
<<addinlineevent "birdRescue" 1.5>>
<<if $syndromebird gte 1>>
You trudge through the moor, shivering uncontrollably<<if Weather.temperature lte 4>> as the biting cold seeps into your bones<</if>>. Each step feels like a struggle. Your body grows weaker, your movements more sluggish, with every passing moment.
<br><br>
As you collapse to the <<= Weather.isSnow ? "snowy" : "cold">> ground, your limbs feel heavy and unresponsive. The world around you swirls into darkness, the chill of the air enveloping you completely.
<br><br>
You pass out from the cold.
<br><br>
<<link [[Everything fades to black...|Passout Bird Hypothermia]]>><</link>>
<<else>>
<<npc "Great Hawk">><<person1>>
You stumble to the <<= Weather.isSnow ? "snowy ground" : "ground">>, too weak to go on. Your lips are cracked from <<= Weather.temperature lte 4 ? "the frigid air" : "your laboured breathing">>, but you manage to croak out a desperate plea for help.
<br><br>
Your cry is answered. A <<hawkScreechDesc>> pierces the air. <<hawkRescueApproachSentence>>
<br><br>
You tip your head back, and your mouth grows even drier as you gape at the enormous shadow flying towards you.
<br><br>
<<link [[Next|Bird Rescue No Syndrome]]>><</link>>
<</if>>
<</addinlineevent>>
<<addinlineevent "rescue" 1>>
You pass out from the cold.
<br><br>
<<link [[Everything fades to black...|Passout Hypothermia Rescue]]>><</link>>
<</addinlineevent>>
<</if>>
<<case "prison">>
<<addinlineevent "default" 1>>
<<link [[Everything fades to black...|Passout Prison 2]]>><</link>>
<</addinlineevent>>
<<case "lake">>
Your vision blurs. You hold yourself tight to keep warm, but it's no use.
<br><br>
<<if $town_projects.diving gte 4 and (Time.schoolDay and Time.hour gte 16 and Time.hour lte 20 or !Time.schoolDay and Time.hour gte 6 and Time.hour lte 20)>>
<<addinlineevent "winter" 0.75>>
<<link [[Everything fades to black...|Passout Hot Cold Lake Office]]>><<set $passoutReason to "hypothermia">><</link>>
<</addinlineevent>>
<</if>>
<<if !Time.schoolDay and ["snow", "rain"].includes(Weather.precipitation) and Time.dayState is "day">>
<<addinlineevent "mason" 0.25>>
<<link [[Everything fades to black...|Passout Mason Hypothermia]]>><<set $phase to ["lakeunderwater", "lake_ruin", "lake_ruin_deep"].includes($bus) ? "underwater" : 1>><</link>>
<</addinlineevent>>
<</if>>
<<addinlineevent "danger" 1.25>>
<<link [[Everything fades to black...|Passout Hypothermia Lake Gangbang]]>><</link>>
<</addinlineevent>>
<<case "school">>
<<addinlineevent "default" 1>>
<<link [[Everything fades to black...|School Passout]]>><<set $passoutReason to "hypothermia">><</link>>
<</addinlineevent>>
<<case "sea">>
The cold water robs you of the last of your body heat. Your limbs become too heavy to keep swimming, and you pass out as your body starts to sink.
<br><br>
<<addinlineevent "pirates" 1>>
<<link [[Everything fades to black...|Passout Pirates Hot Cold]]>><<set $passoutReason to "hypothermia">><</link>>
<</addinlineevent>>
<<case "tentworld">>
<<addinlineevent "default" 1>>
<<link [[Everything fades to black...|Passout Tentacle World]]>><</link>>
<</addinlineevent>>
<<case "park">>
You stumble forward, and slump to the cold ground, too battered to keep going.
<br><br>
/* Park events needed - adding default ones now to prevent empty passages */
<<if getRobinLocation() is "park" and !$daily.robin.passout>>
<<addinlineevent "park" 1.25>>
<<link [[Everything fades to black...|Passout Robin Hypothermia Park]]>><</link>>
<</addinlineevent>>
<</if>>
<<addinlineevent "rescue" 1>>
<<link [[Everything fades to black...|Passout Hypothermia Rescue]]>><</link>>
<</addinlineevent>>
<<default>>
/* Generic events */
<<addinlineevent "ambulance" 0.1>>
<<link [[Everything fades to black...|Ambulance rescue]]>><<set $passoutReason to "hypothermia">><</link>>
<</addinlineevent>>
<<addinlineevent "molest" 1>>
<<link [[Everything fades to black...|Passout Hypothermia Molest]]>><<set $molestationstart to 1>><</link>>
<</addinlineevent>>
<<addinlineevent "rescue" 1.1>>
<<link [[Everything fades to black...|Passout Hypothermia Rescue]]>><</link>>
<</addinlineevent>>
<<if $fame.good gte 400 or $fame.social gte 400>>
<<addinlineevent "fame" 0.2>>
<<link [[Everything fades to black...|Passout Hypothermia Fame]]>><</link>>
<</addinlineevent>>
<</if>>
<<if (($location is "town" and $bus is "high") or $location is "office") and $officejobintro is 1 and Time.hour gte 6 and Time.hour lte 21>>
<<addinlineevent "office" 5>>
<<link [[Everything fades to black...|Passout Office]]>><<set $phase2 to _passout>><</link>>
<</addinlineevent>>
<</if>>
<</switch>>
/* HEATSTROKE */
<<elseif _passout is "heat">>
<<set Weather.bodyTemperature to Weather.tempSettings.maxTemperature - 1>>
<<if !["beach", "estate", "forest", "lake", "moor", "sea"].includes($location)>>
You pass out from the heat.
<br><br>
<</if>>
<<switch $location>>
<<case "alley">>
<<if Weather.temperature gte 27 and _top and !Time.schoolDay and $bullytimer gte $rng and C.npc.Whitney.init is 1 and !["dungeon", "pillory"].includes(C.npc.Whitney.state) and $daily.whitney.park is undefined>>
<<addinlineevent "default" 1>>
<<link [[Everything fades to black...|Passout Alley Heatstroke Whitney]]>><</link>>
<</addinlineevent>>
<</if>>
<<if _underwear>>
<<addinlineevent "icecube" 1>>
<<link [[Everything fades to black...|Passout Heatstroke Ice Cube]]>><</link>>
<</addinlineevent>>
<</if>>
<<if !_fullyNaked>>
<<addinlineevent "strip" .5>>
<<link [[Everything fades to black...|Passout Heatstroke Strip]]>><<set $molestationstart to 1>><</link>>
<</addinlineevent>>
<</if>>
<<addinlineevent "rescue" .5>>
<<link [[Everything fades to black...|Passout Heatstroke Rescue]]>><</link>>
<</addinlineevent>>
<<addinlineevent "kiss" 1>>
<<link [[Everything fades to black...|Passout Heatstroke Kiss]]>><</link>>
<</addinlineevent>>
<<case "asylum">>
<<addinlineevent "default" 1>>
<<link [[Everything fades to black...|Passout Asylum]]>><</link>>
<</addinlineevent>>
<<case "beach" "seabeach">>
<<if $location is "seabeach">>
Even in the cold water, the heat has still caught up with you. You feel dizzy, and you collapse, falling to your knees in the shallow water. Your body feels tired. You close your eyes.
<<else>>
You collapse on the hot sand, chest heaving. The heat is too much, and your vision grows dark.
<</if>>
<br><br>
<<addinlineevent "waves" 1>>
<<link [[Everything fades to black...|Passout Beach Heatstroke]]>><</link>>
<</addinlineevent>>
<<if getRobinLocation() is "beach" and $location isnot "seabeach" and !$daily.robin.passout and $robin.timer.hurt lt 1>>
<<addinlineevent "lemonade" 1.25>>
<<link [[Everything fades to black...|Passout Beach Heatstroke Lemonade]]>><</link>>
<</addinlineevent>>
<</if>>
<<if $danger gte (9900 - ($allure)) and !Weather.overcast>>
<<addinlineevent "students" 1>>
<<link [[Everything fades to black...|Passout Beach Heatstroke Students]]>><</link>>
<</addinlineevent>>
<<if !_fullyNaked and Weather.precipitation is "none">>
<<addinlineevent "wetShirt" 1>>
<<link [[Everything fades to black...|Passout Beach Heatstroke Wet Shirt]]>><</link>>
<</addinlineevent>>
<</if>>
<<else>>
<<addinlineevent "rescue" 1>>
<<link [[Everything fades to black...|Passout Beach Heatstroke Rescue]]>><</link>>
<</addinlineevent>>
<</if>>
<<case "estate">>
You can see heat radiating off the tops of the cars. Sweat pours down your forehead, stinging your eyes. You stagger to a patch of shade and collapse in a heap.
<br><br>
Just before you pass out, you
<<if $farm.aggro gte 60>>
<<addinlineevent "remy" 1>>
<span class="red">hear the sound of spurs approaching.</span>
<br><br>
<<link [[Everything fades to black...|Passout Estate Remy Hot Cold]]>><<estate_end>><</link>>
<</addinlineevent>>
<<elseif $wren_intro isnot undefined>>
<<addinlineevent "wren" 1>>
<span class="green">hear the sound of boots approaching.</span>
<br><br>
<<link [[Everything fades to black...|Passout Estate Wren Hot Cold]]>><<set $passoutReason to "hyperthermia">><</link>>
<</addinlineevent>>
<<else>>
<<addinlineevent "generic" 1>>
hear the sound of someone approaching.
<br><br>
<<link [[Everything fades to black...|Passout Heatstroke Rescue]]>><</link>>
<</addinlineevent>>
<</if>>
<<case "farm">>
<<if $bus.includes("farm")>>/* If not the Underground Farm */
<<addinlineevent "generic" 1>>
<<link [[Everything fades to black...|Passout Heatstroke Rescue]]>><</link>>
<</addinlineevent>>
<<if !_fullyNaked>>
<<addinlineevent "strip" 1>>
<<link [[Everything fades to black...|Passout Heatstroke Strip]]>><<set $molestationstart to 1>><</link>>
<</addinlineevent>>
<</if>>
<<else>>
<<addinlineevent "livestock" 1>>
<<link [[Everything fades to black...|Passout Livestock Hot Cold]]>><<set $passoutReason to "hyperthermia">><</link>>
<</addinlineevent>>
<</if>>
<<case "forest">>
You trek through the dense forest, a throbbing headache piercing your skull with each step. <<if !Weather.overcast>>The relentless sunlight filters through the canopy above.<</if>> Sweat drips from your brow, and your heart races as you struggle to push forward through the thick underbrush.
<br><br>
The weight of exhaustion bears down on you, the world blurring as darkness creeps into your vision. Overwhelmed by the heat and fatigue, you collapse onto the forest floor. The ground rushes up to meet you as your consciousness slips away.
<br><br>
You pass out from the heat.
<br><br>
<<if $forest lte 20>>
<<addinlineevent "gwylan" .2>>
<<link [[Everything fades to black...|Passout Gwylan Hot Cold]]>><<set $passoutReason to "hyperthermia">><</link>>
<</addinlineevent>>
<</if>>
<<addinlineevent "mud" 1>>
<<link [[Everything fades to black...|Passout Heatstroke Mud]]>><</link>>
<</addinlineevent>>
<<addinlineevent "wolf" 1>>
<<link [[Everything fades to black...|Passout Wolves Hot Cold]]>><<set $passoutReason to "hyperthermia">><</link>>
<</addinlineevent>>
<<addinlineevent "rescue" 1>>
<<link [[Everything fades to black...|Passout Heatstroke Rescue]]>><</link>>
<</addinlineevent>>
<<case "lake">>
Waves of heat engulf you. Your head spins and your vision blurs.
<br><br>
<<if $town_projects.diving gte 4 and (Time.schoolDay and Time.hour gte 16 and Time.hour lte 20 or !Time.schoolDay and Time.hour gte 6 and Time.hour lte 20)>>
<<addinlineevent "winter" 0.75>>
<<link [[Everything fades to black...|Passout Hot Cold Lake Office]]>><<set $passoutReason to "hyperthermia">><</link>>
<</addinlineevent>>
<</if>>
<<if !Time.schoolDay and ["snow", "rain"].includes(Weather.precipitation) and Time.dayState is "day">>
<<addinlineevent "mason" 0.25>>
<<link [[Everything fades to black...|Passout Mason Hyperthermia]]>><<set $phase to ["lakeunderwater", "lake_ruin", "lake_ruin_deep"].includes($bus) ? "underwater" : 1>><</link>>
<</addinlineevent>>
<</if>>
<<addinlineevent "mud" 1>>
<<link [[Everything fades to black...|Passout Heatstroke Mud]]>><</link>>
<</addinlineevent>>
<<case "cabin">>
<<addinlineevent "Eden" 2>>
<<link [[Everything fades to black...|Passout Eden Hot Cold]]>><<pass 60>><<set $passoutReason to "hyperthermia">><</link>>
<</addinlineevent>>
<<case "tower">>
<<addinlineevent "birdRescue" 1.5>>
You pass out from the heat.
<br><br>
<<link [[Everything fades to black...|Passout Bird Heatstroke]]>><</link>>
<</addinlineevent>>
<<case "moor">>
<<if $moormove is "horse">>
<<addinlineevent "moorHorse" 2>>
You pass out from the heat.
<br><br>
<<link [[Everything fades to black...|Passout Moor Horse]]>><</link>>
<</addinlineevent>>
<<else>>
<<addinlineevent "birdRescue" 1.5>>
<<if $syndromebird gte 1>>
<<npc "Great Hawk">><<person1>>
The relentless sun beats down on you as you trudge through the moor, a throbbing headache pounding in your skull. Waves of nausea churn in your stomach, your pulse racing uncontrollably as you succumb to the heat.
<br><br>
In a desperate attempt to find relief, you sink to your knees, clutching at the parched earth. The ground feels distant, the world spinning as darkness closes in.
<br><br>
You pass out from the heat.
<br><br>
<<link [[Everything fades to black...|Passout Bird Heatstroke]]>><</link>>
<<else>>
<<npc "Great Hawk">><<person1>>
You stumble to the ground, too weak to go on. Your lips are parched from the heat, but you manage to croak out a desperate plea for help.
<br><br>
Your cry is answered. A <<hawkScreechDesc>> pierces the air. <<hawkRescueApproachSentence>>
<br><br>
You tip your head back, and your mouth grows even drier as you gape at the enormous shadow flying towards you.
<br><br>
<<link [[Next|Bird Rescue No Syndrome]]>><</link>>
<</if>>
<</addinlineevent>>
<<addinlineevent "rescue" 1>>
You pass out from the heat.
<br><br>
<<link [[Everything fades to black...|Passout Heatstroke Rescue]]>><</link>>
<</addinlineevent>>
<</if>>
<<case "prison">>
<<addinlineevent "default" 1>>
<<link [[Everything fades to black...|Passout Prison 2]]>><</link>>
<</addinlineevent>>
<<case "sea">>
Despite the water around you, the heat is too much. Your limbs become too heavy to keep swimming, and you pass out as your body starts to sink.
<br><br>
<<addinlineevent "pirates" 1>>
<<link [[Everything fades to black...|Passout Pirates Hot Cold]]>><<set $passoutReason to "hyperthermia">><</link>>
<</addinlineevent>>
<<case "school">>
<<addinlineevent "default" 1>>
<<link [[Everything fades to black...|School Passout]]>><<set $passoutReason to "hyperthermia">><</link>>
<</addinlineevent>>
<<case "tentworld">>
<<addinlineevent "default" 1>>
<<link [[Everything fades to black...|Passout Tentacle World]]>><</link>>
<</addinlineevent>>
<<case "park">>
<<if isInPark("whitney")>>
<<addinlineevent "default" 2>>
<<link [[Everything fades to black...|Passout Park Heatstroke Whitney]]>><</link>>
<</addinlineevent>>
<</if>>
<<if ($wolfgirl gte 6 or ($transformationParts.wolf.tail isnot "hidden" and $transformationParts.wolf.tail isnot "disabled")) or ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled"))>>
<<addinlineevent "animals" 1>>
<<link [[Everything fades to black...|Passout Heatstroke Animals]]>><</link>>
<</addinlineevent>>
<</if>>
<<addinlineevent "delinquents" 1>>
<<link [[Everything fades to black...|Passout Heatstroke Delinquents]]>><</link>>
<</addinlineevent>>
<<addinlineevent "flash" 1>>
<<link [[Everything fades to black...|Passout Heatstroke Flash]]>><</link>>
<</addinlineevent>>
<<default>>
/* Generic events */
<<addinlineevent "ambulance" 0.1>>
<<link [[Everything fades to black...|Ambulance rescue]]>><<set $passoutReason to "hyperthermia">><</link>>
<</addinlineevent>>
<<if !_fullyNaked>>
<<addinlineevent "strip" 1>>
<<link [[Everything fades to black...|Passout Heatstroke Strip]]>><<set $molestationstart to 1>><</link>>
<</addinlineevent>>
<</if>>
<<addinlineevent "kiss" 1>>
<<link [[Everything fades to black...|Passout Heatstroke Kiss]]>><</link>>
<</addinlineevent>>
<<addinlineevent "rescue" 1.1>>
<<link [[Everything fades to black...|Passout Heatstroke Rescue]]>><</link>>
<</addinlineevent>>
<<if (($location is "town" and $bus is "high") or $location is "office") and $officejobintro is 1 and Time.hour gte 6 and Time.hour lte 21>>
<<addinlineevent "office" 5>>
<<link [[Everything fades to black...|Passout Office]]>><<set $phase2 to _passout>><</link>>
<</addinlineevent>>
<</if>>
<</switch>>
<</if>>
<<runeventpool>>
<</widget>>
/* Determines clothes player may be given after passing out of cold */
<<widget "hypothermiaClothes">>
<<outfitChecks>><<set _wet to $upperwetstage gte 3 or $lowerwetstage gte 3 or $underupperwetstage gte 3 or $underlowerwetstage gte 3>>
<<set _gender to $player.gender_appearance>>
<<set _clothes to []>>
<<set _warmClothes to []>>
<<if _fullyNaked>>
<<set _warmClothes to "clothes">>
<<elseif _wet>>
<<dry_full>><<upperstrip>><<lowerstrip>>
<<set _warmClothes to "dry clothes">>
<<elseif !_bottom>>
<<set _warmClothes to "bottoms">>
<<elseif $debug is 1 and $worn.over_upper.name is "naked" and $rng gte 45>>
<<set _warmClothes to "a jacket">>
<<elseif $worn.upper.warmth lt 6>>
<<set _warmClothes to _shirtless ? "a shirt" : "something warmer">>
<<elseif !$worn.neck.cursed>>
<<set _warmClothes to "a scarf">>
<<elseif $worn.head.warmth lt 3>>
<<set _warmClothes to "a hat">>
<</if>>
<<if $debug is 1 and $worn.over_upper.name is "naked" and $rng gt 100>>
/* outerwearToDo: Give players a jacket that's suitably warm. Not the froggy coat. Rng to allow for the possibility that they'll get another article of clothing instead -- rng should normally be gte 45, I just wanted to make this impossible to get. */
<<set _slot to "over_upper">>
<<set _index to 1>>
<<overupperwear _index>>
<<elseif $worn.upper.warmth lt 6>>
/* neutral: puffer jacket, winter jacket, turtleneck jumper, cable-knit turtleneck, ghost jumper */
<<set _slot to "upper">>
<<set _upper to [71, 103, 45, 43, 133]>>
<<if $player.gender_appearance is "m" or $forcedcrossdressingdisable is "f">>
/* masc: punk leather, leather, letterman jackets, skull jumper */
<<set _upper.push(40, 41, 62, 135)>>
<</if>>
<<if $player.gender_appearance is "f" or $forcedcrossdressingdisable is "f">>
/* femme: heart jumper, girl's sweater */
<<set _upper.push(134, 28)>>
<</if>>
<<set _index to _upper.random()>>
<<upperstrip>>
<<switch _index>>
<<case 133>><<upperwear _index "white" "neon blue">>
<<case 134>><<upperwear _index "lilac" "pink">>
<<case 135>><<upperwear _index "black" "red">>
<<default>><<upperwear _index>>
<</switch>>
<<set _crossdress to ($worn.upper.gender is "f" and $player.gender_appearance is "m") or ($worn.upper.gender is "m" and $player.gender_appearance is "f")>>
<<elseif !$worn.neck.cursed>>
<<set _slot to "neck">>
<<set _index to 16>>
<<neckwear _index>>
<<elseif $worn.head.warmth lt 3>>
<<set _costume to $christmas is 1 or $halloween is 1>>
<<set _slot to "head">>
<<set _index to $christmas is 1 ? 8 : $halloween is 1 ? 53 : 2>>
<<headwear _index>>
<</if>>
<<set _text_output to setup.clothes[_slot][_index].word is "n" ? `a pair of ${$worn[_slot].name}` : setup.clothes[_slot][_index].word + " " + $worn[_slot].name >>
<<set _clothes.push(_text_output)>>
<<outfitChecks>>
<<if _bottomExposed>>
<<set _slot to "lower">>
<<set _index to either(22, 23, 39, 67)>>
<<lowerwear _index>>
<<set _text_output to setup.clothes[_slot][_index].word is "n" ? `a pair of ${$worn[_slot].name}` : setup.clothes[_slot][_index].word + " " + $worn[_slot].name >>
<<set _clothes.push(_text_output)>>
<</if>>
<</widget>>
/*
To get the previous major area passage, use: $safePassage (for links in the last passage, unless we want to link the player elsewhere)
*/
/* Generic passouts */<<if $molestationstart is 1>>
You awaken to find a <<generate1>><<person1>><<person>> on top of you. "Hey there, baby," <<he>> croons. "You were shivering something awful, so I figured I'd help you warm up. I know a good way to generate some body heat..." <<He>> leers down at you, rubbing lewdly against your body.
<br><br>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<set $enemyanger to 0>>
<<set $encounterDialogue to "cold">>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Passout Hypothermia Molest Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Passout Hypothermia Molest]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<set Weather.bodyTemperature++>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The <<person>> pushes <<himself>> off you with a satisfied groan, grinning at you. "There, all warmed up. You're lucky a good Samaritan like me was here to help." <<He>> gives your cheek a condescending pat before walking off with a chuckle. <<tearful>> you stand up and rub your hands together, teeth chattering.
<<endcombat>>
<<clotheson>>
<<elseif $enemyhealth lte 0>>
The <<person>> grunts as you manage to push <<him>> off of you with one last <<= $submissive lte 850 ? "vicious" : "desperate">> shove. "You fuckin' <<bitch>>!" <<he>> shouts after you as you scramble away. "If you didn't want someone to help you warm up, you shouldn't've been walking around like that!" <<tearful>> you sprint away from <<him>>. The exercise gets your blood pumping and distracts you from the cold, at least. <<athletics 1>>
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<<link [[Next|$safePassage]]>><<endevent>><<set $eventskip to 1>><</link>>
/* Generic heatstroke passout: dangerous */<<if $molestationstart is 1>>
You awaken to find a <<generate1>><<person1>><<person>> on top of you. "Hey there, hot stuff," <<he>> purrs. "Heatstroke got to you, huh? Let me give you a hand with that." <<He>> starts tugging at your clothes.
<br><br>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<molested>>
<<set $enemyno to 1>><<set $enemynomax to 1>>
<<maninit>>
<<npcstripall>>
<<npcidlegenitals>>
<<set $encounterDialogue to "hotStrip">>
<</if>>
<<effects>>
<<effectsman>><<man>>
<br><br>
<<stateman>>
<<actionsman>>
<<outfitChecks>>
<<if _fullyNaked or $enemyarousal gte $enemyarousalmax or $enemyhealth lte 0>>
<span id="next"><<link [[Next|Passout Heatstroke Strip Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Passout Heatstroke Strip]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<outfitChecks>>
<<set Weather.bodyTemperature-->>
<<if _fullyNaked>>
With one last tug, the <<person>> rips the last of your clothes off. <<He>> rakes <<his>> eyes down your nude body. "Nice," <<he>> says appreciatively. <<He>> climbs to <<his>> feet, tucking your clothes under <<his>> arm. "There, you should be plenty cool now."
<br><br>
<<tearful>> you struggle to sit up, still weak and overheated. You give <<him>> a <<= $submissive lte 850 ? "dirty" : "pleading">> look.
<br><br>
"What, no thank you?" The <<person>> clicks <<his>> tongue and shakes <<his>> head. "Well, I guess I'll just have to keep these as compensation for my good deed. Stay cool, <<girl>>."
<<if $beauty gte ($beautymax / 7) * 4>>
<<He>> pauses. "If you can, anyway. That might be hard to do, you <i>are</i> pretty hot." <<He>> leaves, chuckling at <<his>> own pun.
<<else>>
<<He>> winks at you. "Cute <<girls>> like you shouldn't be walking around with clothes on, anyway."
<</if>>
<<set $stealtextskip to 1>>
<<stealclothes "strip">>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The <<person>> falters as <<he>> convulses in orgasmic bliss, and you take advantage of the opportunity to tug free from <<his>> grasp. "Fine, alright, keep your clothes," <<he>> pants. "But don't go crying if the next person to help your overheated arse isn't as kind as me."
<<elseif $enemyhealth lte 0>>
The <<person>> grunts as you manage to push <<him>> off of you with one last <<= $submissive lte 850 ? "vicious" : "desperate">> shove. "You fuckin' <<bitch>>!" <<he>> shouts after you as you scramble away. "I was just trying to help you cool down!"
<</if>>
<<clotheson>>
<<endcombat>>
<<link [[Next|$safePassage]]>><<endevent>><<set $eventskip to 1>><</link>>
/* Generic frostbite passout: safe */<<effects>><<generate1>><<person1>><<outfitChecks>><<rng>>
<<hypothermiaClothes>><<set $outside to 0>>
You wake up, feeling a little better than you remember. <<if _clothes.length gte 1>>You're wearing <<= _clothes.join(" and ")>><</if>>. <<if _wet>>Your wet clothes are folded neatly beside you.<</if>> You sit up and get a look at your surroundings. It looks like you're in
<<if $location is "forest">>
a camping tent.
<<else>>
<<switch $bus>>
<<case "domus" "danube" "barb" "residential" "wolf">>a living room.
<<case "high" "commercial">>some sort of breakroom.
<<case "farm">>a barn.
<<default>>
<<if $bus.includes("lake")>>
near the lake.
<<else>>
the backseat of a stranger's car.
<</if>>
<</switch>>
<</if>>
<br><br>
"Oh, thank god you're awake!" a <<person>> says with a sigh of relief. "Your body was so cold, you had me worried.
<<if _warmClothes>>
You know, you really shouldn't be walking around without _warmClothes." <<He>> gestures to your clothes. "All yours, by the way."
<</if>>
<<if _wet>>
<<He>> gives you an apologetic smile. "I hope you don't mind that I took your clothes off to dry. I had a change of clothes on me and figured you could use it."
<</if>>
<<if _crossdress or _costume>>
<<He>> looks sheepish. "Sorry, it's all I had. <<if _crossdress and ($worn.upper.gender is "m" and $pronoun is "f") or ($worn.upper.gender is "f" and $pronoun is "m")>> It belonged to my ex, so I'm happy to be rid of it.<</if>><<if _costume>> T'is the season, am I right?<</if>>"
<</if>>
<br><br>
<<if $speech_attitude is "meek">>
"T-thank you," you stammer, still trembling from the cold.
<<elseif $speech_attitude is "bratty">>
"Thanks," you say. "I'd say I owe you one, but I'll probably never see you again."
<<else>>
"Thank you so much," you say, hugging your arms close to your body.
<</if>>
<br><br>
The <<person>> smiles at you. "It's the least I can do. You go careful now, love." <<= _wet ? "You gather up your clothes" : "You bid <<him>> farewell">> and continue on your way.
<br><br>
<<link [[Next|$safePassage]]>><<endevent>><<set $eventskip to 1>><</link>>
/* Generic heatstroke passout: safe */<<set $outside to 0>><<effects>>
<<generate1>><<person1>>
<<set _exposed to $exposed gte 2>>
<<returnCarried>>
<<strip>>
<<upperwear 157 "white">>
You wake up, feeling a little better than you remember. A thin sheet covers your body, keeping you modest but cool. You <<if $player.perceived_breastsize gte 2 or $player.gender_appearance is "f">>hold it to your chest as you <</if>>sit up and get a look at your surroundings. It looks like you're in
<<switch $bus>>
<<case "domus" "danube" "barb" "residential" "wolf">>a living room.
<<case "high" "commercial">>some sort of breakroom.
<<case "farm">>a barn.
<<case "forest">>an unfamiliar cabin.
<<default>>
<<if $bus.includes("lake")>>
a shady area near the lake.
<<else>>
the backseat of a stranger's car.
<</if>>
<</switch>>
<br><br>
"You're awake! I'm so glad, I was about to call an ambulance!" a <<person>> cries, rushing to your side. <<He>> offers you a bottle of water, which you take <<if $trauma gte ($traumamax / 5) * 2>>with some hesitation <</if>>and pop open to drink. You find it gone much faster than you expected.
<br><br>
<<if $speech_attitude is "meek">>
"Did you...save me? Thank you..."
<<elseif $speech_attitude is "bratty">>
"<<if !_exposed>>Where are my clothes? <</if>>What did you do to me?"
<<else>>
"Thank you! I don't even remember what happened..."
<</if>>
<br><br>
<<He>> takes the empty bottle and <<= _exposed ? "smiles at you" : "fetches your clothes">>.
<<if _exposed>>
"It seems like you collapsed from the heat. An impressive feat, given your state of undress.
<<switch Time.season>>
<<case "summer">>
I don't blame you for stripping down this time of the year though. Just be careful, it's not safe for <<girls>> like you to be so exposed around here."<<if $molesttrait gte 1 or $rapetrait gte 1>> <<He>> doesn't even know the half of it.<</if>>
<<case "autumn">>
The weather's getting cooler, but that's no excuse to overexert yourself. Even with no clothes on."
<<case "winter">>
I don't think that should even be possible in the winter. <span class="red">Maybe you should report this to the developers</span>?"
<<default>>
It feels like every year gets hotter sooner, doesn't it? But you should probably be more careful walking around like that."
<</switch>>
<<else>>
"Sorry about stripping you. It seemed like you collapsed from the heat, so I thought it'd be a good idea to take everything off to help you out." <<He>> offers the bundle of clothing to you. "You may want to choose what you put on a little more carefully.
<<switch Time.season>>
<<case "summer">>
The heat is killer this time of year." <<He>> grimaces sympathetically.
<<case "autumn">>
The weather's cooling down, but you don't need to bundle up quite so much yet!" <<He>> chuckles lightly.
<<case "winter">>
I'm not sure how you managed to get heatstroke in the winter, but a few less layers may do you some good." <<He>> gives you a wry smile.
<<default>>
The weather's warming up, after all." <<He>> smiles.
<</switch>>
<</if>>
<br><br>
The <<person>> backs away. "I'll give you some <<= _exposed ? "space" : "privacy">>."
<br><br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Offer to thank <<him>> with your body|Passout Heatstroke Rescue Thank]]>><</link>><<promiscuous3>>
<br>
<</if>>
<<if !_exposed>>
<<link [[Get dressed|Passout Heatstroke Rescue Dress]]>><<set $phase to 1>><</link>>
<<else>>
<<link [[Wear the bedsheet|Passout Heatstroke Rescue End]]>><</link>>
<</if>><<effects>>
You put a hand on the <<persons>> thigh.
<<if $speech_attitude is "meek">>
"Th-that was really...<i>really</i> sweet of you to help me... Is there s-some way I can return the favour...?"
<<elseif $speech_attitude is "bratty">>
"You really got me out of a bad situation. I don't wanna owe you anything, so how about you let me thank you properly?"
<<else>>
"You really saved <<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>my hide<<else>>me<</if>>. There must be some way I could thank you."
<</if>>
<br><br>
<<set $seductiondifficulty to 6000>>
<<seductioncheck>>
<br><br>
<<seductionskilluptext>>
<<seductionskilluse>>
<<if $seductionrating gte $seductionrequired>>
The <<person>> is caught off-guard for a moment, but soon laughs and returns to your side. "Well, someone's got <<pher>> energy back! I wouldn't say no to a little appreciation..."
<br><br>
<<link [[Next|Passout Heatstroke Rescue Thank Sex]]>><<set $sexstart to 1>><</link>>
<<else>>
The <<person>> gives an awkward laugh. "I, uh, appreciate your offer. But I don't think that would be a good idea, especially while you're still recovering."
<br><br>
<<He>> smiles and walks out of sight, giving you space to <<= _exposed ? "collect yourself" : "get dressed">>.
<br><br>
<<if !_exposed>>
<<link [[Get dressed|Passout Heatstroke Rescue Dress]]>><<set $phase to 1>><</link>>
<<else>>
<<link [[Wear the bedsheet|Passout Heatstroke Rescue End]]>><</link>>
<</if>>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>>
<<set $encounterDialogue to "hot">>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Passout Heatstroke Rescue Thank Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Passout Heatstroke Rescue Thank Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 1>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> laughs again as <<he>> fans <<himself>>, face flushed. "Now <i>I'm</i> feeling a little hot! Glad to see you've healed so much, <<girl>>. Take as much time as you need, alright?"
<br><br>
The <<person>> pulls away from you, giving you some space.
<br><br>
<<elseif $enemyhealth lte ($enemyhealthmax / 2)>>
The <<person>> pulls away from you, hands up. "Woah, woah, take it easy! If you didn't want it you shouldn't've offered in the first place! Hurry up and get yourself together."
<br><br>
<<tearful>> you pull yourself together. <<He>> gives you some space.
<br><br>
<<else>>
The <<person>> pulls away from you, hands up. "Alright. Take as much time as you need."
<br><br>
<</if>>
<<endcombat>>
<<if !_exposed>>
<<link [[Get dressed|Passout Heatstroke Rescue Dress]]>><<set $phase to 1>><</link>>
<<else>>
<<link [[Wear the bedsheet|Passout Heatstroke Rescue End]]>><</link>>
<</if>><<effects>>
It occurs to you that it might be best to put on fewer clothes for right now. Anything else can be sent to your wardrobe.
<br>
<<getDressedList>>
<<link [[Just wear the bedsheet|Passout Heatstroke Rescue End]]>><<strip>><<returnCarried>><<if $worn.upper.name isnot "bedsheet">><<upperwear 157 "white">><</if>><</link>>
<br>
<<link [[Finish dressing|Passout Heatstroke Rescue End]]>><</link>><<effects>>
You thank your rescuer, and <<he>> nods. "Try and be more mindful of the heat from now on," <<he>> replies with a wave. You wave back and resume your journey.
<br><br>
<<link [[Next|$safePassage]]>><<endevent>><<set $eventskip to 1>><</link>>
/* Location passouts */<<set $outside to 0>><<set $location to "farm">><<effects>>
<<npc Remy>><<generate2>><<generate3>>
<<set _cow to $player.gender_appearance is "m" ? "bull" : "cow">>
You awaken in a dingy windowless room, the stone walls lit only by a flaming torch held by a <<person2>><<person>>. <<He>> and a <<person3>><<person>> stand, looking down at you. You're lying on a bed of straw.
<br><br>
<<person1>>"Awake I see," says a voice. It's Remy. <<He>> walks down a set of stone steps leading into the room, and kneels beside you.
<br><br>
<<if $passoutReason is "hyperthermia">>
"We found you passed out. You caused quite the worry, but my examination found no problems. You simply overheated." <<He>> strokes your hair. "<<= $farmGateCD is 0 ? "One of my men said you were acting up tonight. Maybe next time you'll be a good _cow and behave, hmm?" : "I'm proud you're being such a hard worker, but we can't have such a valuable member of our herd fainting, now can we?">> All that exercise must have gotten to you. Here, <<girl>>."
<br><br>
Remy holds up a bowl of water, and you realise just how parched you are. <<He>> lifts the bowl to your lips, and you gulp down the cool water greedily. Your desperation to slake your thirst causes some to spill on your <<chest>> and <<he>> chuckles. When the last drop of water is gone, you sigh with relief.
<br><br>
Remy sets down the bowl and <<= $cow gte 2 and $transformationParts.cow.horns isnot "hidden" ? "rubs the base of your horns" : "pets your head">>. "That's a good <<girl>>. You'll take care next time, won't you?"
<br><br>
<<set Weather.bodyTemperature-->>
<<link [[Listen|Livestock Passout 2]]>><<set $phase to 0>><<livestock_obey 1>><<transform cow 1>><</link>><<gobey>>
<br>
<<link [[Push away|Livestock Passout 2]]>><<set $phase to 1>><<livestock_obey -1>><<trauma -6>><</link>><<lobey>><<ltrauma>>
<<else>>
"We found you passed out and shivering. You caused quite the worry, but my examination found no problems. You simply got too cold." <<He>> strokes your hair.
<br><br>
<<set Weather.bodyTemperature++>>
<<if $speech_attitude is "meek">>
"Um... maybe if I had some clothes, that would help?" you whisper.
<<elseif $speech_attitude is "bratty">>
"Yeah, well, maybe I wouldn't freeze to death if you'd give me some clothes," you say.
<<else>>
"Can I get some clothes?" you ask. "It's too cold to go around naked like this."
<</if>>
<br><br>
Remy purses <<his>> lips. "Now, now, <<girl>>, don't be silly. Cattle don't wear clothes." <<He>> strokes your hair. "You just need to get your blood pumping, that's all. I'm sure we can find a job that'll keep you plenty active. You'll warm right up, you'll see."
<</if>>
<br><br>
<<link [[Listen|Livestock Passout 2]]>><<set $phase to 0>><<livestock_obey 1>><<transform cow 1>><</link>><<gobey>>
<br>
<<link [[Push away|Livestock Passout 2]]>><<set $phase to 1>><<livestock_obey -1>><<trauma -6>><</link>><<lobey>><<ltrauma>><<set $location to "pirate_ship">><<effects>>
<<outfitChecks>>
<<if $pirate_rank gte 1>>
<<if $passoutReason is "hyperthermia">>
<<set Weather.bodyTemperature-->>
You wake up <<= _fullyNaked ? "cool and dry" : "naked and cool, but dry">>, save the water being poured on you. You <<= $speech_attitude is "meek" ? "whimper" : $speech_attitude is "bratty" ? "groan" : "gasp">> and wipe at your face to clear your airways, much to the <<= $pirate_status gte 70 ? "cheers" : $pirate_status gte 50 ? "pleased chatter" : "amusement">> of your mates.
<<else>>
<<set Weather.bodyTemperature++>>
You wake up dry and bundled in blankets, nestled between two large bodies. You <<= $speech_attitude is "meek" ? "whimper" : $speech_attitude is "bratty" ? "groan" : "gasp">> as a shiver runs through you, shaking off the last of your frostbite. The pirates on either side of you <<= $pirate_status gte 50 ? "rub your back and sides" : "roughly pat you on the back">> with a laugh at your recovery.
<</if>>
<br><br>
Another pirate fetches Captain Zephyr when you awake. "Welcome back from the brink, mate. Tis good fortune we found ye. <<print either ("Nature is no kinder mistress out at sea", "Raw nor cooked makes no difference to the mer. You're asking' for trouble swimming alone like that")>>."
<br><br>
<<= !_fullyNaked ? "<<dry_full>>Your dry clothes are returned to you and a towel" : "A towel">> is dropped onto your head.<<if $pirate_status gte 50>> A pirate ruffles your hair dry<<ruffleHair>>.<</if>>
<br><br>
Once you're dry and on your feet again, Captain Zephyr commands <<nnpc_his "Zephyr">> crew. "Alright, ye dogs! Back to work!"
<br><br>
<<link [[Next|Pirate Cabin]]>><<endevent>><</link>>
<<else>>
<<ruined>>
<<if $passoutReason is "hyperthermia">>
You wake up naked and bound, wind whipping at you and sea mist spraying you. You've cooled down a lot, but that doesn't protect you much from the realisation that you're suspended off the ground! <<gstress>><<stress 6>>
<<set Weather.bodyTemperature-->>
<<else>>
<<upperwear 157>>
You wake up bound, bare of anything but what feels like a cocoon of sheets. The wind <<if ["rain", "snow"].includes(Weather.precipitation)>>and <<= Weather.precipitation>> whip<<else>>whips<</if>> at your face, and the sea mist sprays you. You feel a lot warmer, but that doesn't provide much relief from the realisation that you're suspended off the ground! <<gstress>><<stress 6>>
<<set Weather.bodyTemperature++>>
<</if>>
<br><br>
"Captain! The <<lass>> is awake!" you hear someone call from below you. The bindings holding you upright loosen, sending you sliding down the mast. You <<= $feetskill gte 600 ? "manage to keep upright when your feet hit the ground, before the motion of the boat sends you to the floor" : "crumple to the ground on wobbly legs">>. <<gpain>><<pain 4>>
<br><br>
The pirates surrounding you part as <<= $pirate_intro is 1 ? "Captain Zephyr" : "someone you presume to be the captain">> approaches.
<br><br>
<<link [[Next|Pirate Intro]]>><</link>>
<</if>><<effects>><<outfitChecks>>
<<silently>><<water>><</silently>>
You sit straight up, coughing water out of your lungs as the ocean waves surge over your prone body. It looks like the tide has come in.
<<if !_fullyNaked and !_swimwear>>
<span class="red">Your clothes are soaked.</span> <<= hasSexStat("exhibitionism", 5) ? "You shiver with excitement, your <<lewdness>> on full display" : "You quickly cover up and look for the nearest changing room">>. <<gstress>><<stress 6>>
<br><br>
<<link [[Changing room|Changing Room]]>><<endevent>><</link>>
<<else>>
<br><br>
You remain seated in the surf, letting the water rush over your legs until you feel cool enough to stand up.
<r><br>
<<link [[Next|$safePassage]]>><<endevent>><<set $eventskip to 1>><</link>>
<</if>><<effects>><<npc Robin>><<person1>>
<<set Weather.bodyTemperature-->>
You feel a pair of hands on your body, trying to shake you awake. "Wake up!" a familiar voice says. There's a splash of cold water on your face, and you blink, looking around. Your vision is fuzzy, but you can make out most of the features of the person standing in front of you. It's Robin.
<br><br>
You give <<him>> a smile, and manage to mumble a thank you. <<He>> sighs, shaking <<his>> head. "You could've been seriously hurt. Why didn't you just go in the water?" <<he>> asks. You don't have a good response for <<him>>.
<br><br>
<<He>> stands up, then runs back to <<his>> lemonade stand, where <<he>> fiddles with the pitcher of lemonade. "Here. You should drink some. It'll help you cool down." <<He>> holds out a cup of lemonade.
<br><br>
<<link [[Take the lemonade|Passout Beach Heatstroke Lemonade Take]]>><</link>>
<br>
<<link [[Ask for help|Passout Beach Heatstroke Lemonade Help]]>><</link>><<effects>><<wearProp "lemonade">>
You grab the lemonade from Robin's hands and bring it to your lips. It tastes slightly salty, and your nose wrinkles at the unfamiliar taste.
<br><br>
"Sorry, I know it tastes kinda gross. But you need electrolytes," <<he>> says, sitting next to you. You down the lemonade as quickly as you can. "The ice, too," Robin adds.
<br><br>
You take a few small cubes into your mouth and let them sit on your tongue. It feels nice, and it takes your attention away from the rest of your body.
<br><br>
<<if C.npc.Robin.trauma gte 40>>
<<He>> sighs. You can tell <<he>> was worried for you. You wrap an arm around <<his>> shoulder and lean your head against <<him>>.
<<elseif C.npc.Robin.dom gte 50>>
<<He>> sighs and leans <<his>> head against your shoulder. "You should be more careful. Next time,<<= Weather.temperature gte 20 ? "take some layers off or" : $bus isnot "seabeach" ? "go in the water or" : "">> go inside. Don't neglect yourself," <<he>> says, brushing <<his>> hand against your knee.
<<else>>
<<He>> sighs. "You're lucky. You should be more careful. Next time, I might not be here to help you... And we both know what this town can be like. Take care of yourself," <<he>> tells you, resting a hand on your knee.
<</if>>
<br><br>
<<if $speech_attitude is "meek">>
"I'm sorry I made you nervous. I'll be safer, I promise," you tell <<him>>.
<<elseif $speech_attitude is "bratty">>
"Well, I ended up okay, right? That's what really matters," you say, patting <<his>> shoulder.
<<else>>
"I'll be more careful. Don't worry about me," you reassure <<him>>.
<</if>>
<br><br>
<<He>> takes the cup from your hands and smiles at you, but <<he>> still looks concerned.
<br><br>
<<link [[Next|Passout Beach Heatstroke Lemonade End]]>><<handheldon>><</link>><<effects>>
<<if $speech_attitude is "meek">>
"Can you help me?" you ask, trying and failing to move your arms.
<<elseif $speech_attitude is "bratty">>
"My arms aren't working right now. Lend me a hand?" you ask.
<<else>>
"I don't think my body wants to move," you say with a weak laugh.
<</if>>
<<He>> looks confused for a moment, then blushes.
<br><br>
<<if C.npc.Robin.trauma gte 40>>
<<He>> presses the cup against your lips, <<his>> hands shaking. Slowly, <<he>> tilts the cup back, and you sip from it. It tastes salty. <<He>> keeps the cup pressed to your lips, and some of it spills on you. You drink until it's gone, and Robin finally takes the cup back. You gasp, taking a moment to catch your breath. "Oh... I didn't realise you couldn't breathe well. Sorry," <<he>> mumbles.
<<elseif C.npc.Robin.dom gte 50>>
<<He>> pushes the cup to your lips, and you nod to signal that you're ready. <<He>> tilts the cup back, and you choke on the drink. "Oh. I added some salt for some electrolytes. Sorry that it tastes gross," <<he>> says with a small laugh.
<br><br>
You laugh as well before dutifully opening your mouth for more of the weird lemonade. When you finish, <<he>> pulls it away from your mouth.
<<else>>
<<He>> brings the cup to your lips, holding it gently. You nod, and <<he>> begins to tilt it back, letting you slowly drink the lemonade. You sputter when it first touches your tongue. "Oh, sorry. I added salt for some electrolytes. I know it tastes gross, but I know you can drink it," <<he>> says.
<br><br>
You take a deep breath, preparing for more of the weird lemonade. When you finish, <<he>> pulls it away from your mouth.
<</if>>
<br><br>
<<link [[Next|Robin Lemonade Help End]]>><</link>><<effects>>
Robin stands up. "I should get back to my stand now," <<he>> says, glancing over at it. <<= $balloonStand.robin.status is "helped" ? "A customer munches on popcorn while waiting patiently for Robin to return." : "No one is there. It doesn't look like <<he>> missed any customers while taking care of you.">> "Be safe. I'll see you around, okay?" <<He>> rubs your shoulder, and you watch <<him>> head back to the lemonade stand.
<<set $daily.robin.passout to 1>>
<br><br>
<<link [[Next|$safePassage]]>><<endevent>><<set $eventskip to 1>><</link>><<effects>>
<<generateRole 0 "popular" "boy/girl">>
You feel a pair of arms hook under you and lift you off the sand.
<<if $cool gte 240>>
<<set Weather.bodyTemperature-->>
Someone splashes water over your face. Some of your friends are standing over you, a concerned look on their faces. "We found you on the sand. What happened?" one of them asks.
<br><br>
"Hot..." you mumble, feeling ready to go back to sleep. They pull you closer to the surf, dragging you across the rough sand. The cool water laps over your feet.
<br><br>
"Stay in the water for a while, okay?" one of them says, patting your shoulder. You nod and allow yourself to enjoy the sensation of water on your skin. They soon leave you alone, and you occupy yourself with watching the waves.
<br><br>
<<link [[Next|$safePassage]]>><<endevent>><<set $eventskip to 1>><</link>>
<<else>>
They heave you up. You feel as if you're floating, and it's almost pleasant, until they unceremoniously throw you into the water. Your eyes snap open, and you thrash about, disoriented. <<water>>
<br><br>
You hear laughter, and look to find a <<person1>><<person>> from school, as well as some of <<his>> friends. <<He>> smirks at you. "You should count yourself lucky that I found you. Care to pay me back for my kindness?" <<he>> asks. <<He>> makes a lewd gesture, and <<his>> friends snicker.
<br><br>
<<if hasSexStat("promiscuity", 4)>>
<<link [[Comply|Passout Beach Heatstroke Students Sex]]>><<set $phase to 1>><<set $sexstart to 1>><</link>><<promiscuous4>>
<br>
<</if>>
<<if !hasSexStat("promiscuity", 3) and $uncomfortable.prostituting is false>>
<<link [[Reluctantly comply|Passout Beach Heatstroke Students Sex]]>><<set $desperateaction to 2>><<set $phase to 1>><<set $sexstart to 1>><</link>>
<br>
<</if>>
<<link [[Refuse|Passout Beach Heatstroke Students Sex]]>><<set $phase to 0>><<set $molestationstart to 1>><</link>>
<</if>><<location "beach">>
<<if $phase is 0>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<npcoral>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Passout Beach Heatstroke Students End]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Passout Beach Heatstroke Students Sex]]>><</link>></span><<nexttext>>
<</if>>
<<elseif $phase is 1>>
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>><<npcoral>>
<<set $enemytrust -= 40>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Passout Beach Heatstroke Students End]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Passout Beach Heatstroke Students Sex]]>><</link>></span><<nexttext>>
<</if>>
<</if>><<effects>>
<<if $enemyhealth lte 0>>
The <<person>> stumbles back, glaring at you. "That's how you show gratitude? What a <<bitch>>," <<he>> spits. One of <<his>> friends kicks you in the <<= playerBellyVisible() ? "shin" : "stomach">> before leaving. <<gpain>><<pain 6>>
<<elseif $enemyarousal gte $enemyarousalmax>>
The <<person>> leans back, letting a moan escape <<his>> lips. "Not half bad, <<girl>>. Maybe I'll rescue you more often. Thanks for the fuck," <<he>> says before leaving.
<<elseif $finish is 1>>
"Not even a 'thank you'? Unbelievable," the <<person>> mutters, standing up. <<He>> kicks you in the <<= playerBellyVisible() ? "shin" : "stomach">> as <<he>> leaves with <<his>> friends. <<gpain>><<pain 6>>
<</if>>
<br><br>
<<tearful>> you collect yourself, sitting in the water until you feel comfortable enough to stand.
<<clotheson>>
<<endcombat>>
<<link [[Next|$safePassage]]>><<endevent>><<set $eventskip to 1>><</link>><<effects>>
<<generate1>><<person1>>
You feel someone's hands on your skin. You want to squirm, but your body doesn't move.
<br><br>
You feel someone's hands on your skin. You want to squirm, but your body doesn't move. "God, your skin is blistering hot!" <<he>> gasps. <<He>> hoists you from the sand and hurries you to the water. Your entire body is dunked under, then pulled up. <<silently>><<water>><</silently>>
<br><br>
You cough, and your eyes flutter open to see a <<person1>><<person>> in front of you. When <<he>> makes eye contact with you, <<he>> exhales in relief.
<br><br>
<<He>> stands up, letting you rest in the water. "It's dangerous to be outside in this. You should be careful," <<he>> says, running a hand through <<his>> hair. <<He>> stays with you for a few more minutes before sighing. "I should head back to my kids. Stay safe," <<he>> says. You wave a goodbye, and <<he>> leaves to a more crowded section of the beach.
<br><br>
<<link [[Next|$safePassage]]>><<endevent>><<set $eventskip to 1>><</link>><<effects>>
<<generate1>> <<person1>>
<<outfitChecks>>
<<set $outside to 0>><<set $location to "arcade">>
<<hypothermiaClothes>>
You awake to a hand on your forehead. Your senses are flooded with the flashing lights and loud noises of arcade games. You quickly shut your eyes again and concentrate on your breathing.
<br><br>
<<if _wet>>
Hands tear at your clothes. Someone rubs a towel across your body before dressing you in something warm. Heavy blankets are piled on top of you.
<<elseif _clothes.length gte 1>>
Someone dresses you in something warm, and you feel heavy blankets being piled on top of you.
<<else>>
Someone piles heavy blankets on you.
<</if>>
<br><br>
"Hey, <<girl>>, are you awake?" someone asks, nudging you until you open your eyes. A <<person>> stares down at you, nodding when you make eye contact. <<if _clothes.length gte 1>>You realise that you're wearing <<= _clothes.join(" and ")>><</if>>. <<if _wet>>Your wet clothes are folded neatly beside you.<</if>>
<br><br>
"You looked like you could use _warmClothes," the <<person>> says by way of explanation. <<He>> props you up against an arcade machine, and brings a cup of what smells like hot chocolate to your lips. You automatically take a sip. It reminds you of Robin.<<if $robinmissing isnot 0>><<gtrauma>><<trauma 6>><<else>><<ltrauma>><<trauma -6>><</if>>
<br><br>
You stay there for a while, listening as the <<person>> talks about <<his>> life. After some time, <<he>> stands up. "You should be good for now, but make sure you warm up," <<he>> says. <<He>> stands up, waves you goodbye, and walks out of the arcade.
<br><br>
<<link [[Next|Arcade]]>><<endevent>><</link>><<effects>><<generate1>> <<person1>>
<<set $outside to 0>><<set $location to "hospital">>
The last thing you hear is a <<personsimple>>'s voice. "Wait, I know that face... people call <<phim>> `<<overworld_nickname>>`, right? We should get <<phim>> to a hospital." <<He>> scoops you up and places you in the backseat of a car. The car is warm, and you drift off.
<br><br>
<<link [[Wake up|Hospital Bed]]>><<set $passoutReason to "hypothermia">><</link>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
You wake up to someone ripping your clothes from you. You open your eyes and see your assailant, a <<generate1>><<person1>><<person>>. "Sharing body heat is important when you're cold," <<he>> says. "I'll warm you right up." <<He>> flashes you a smirk before rubbing against your body.
<br><br>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<enable_rescue>>
<<set $enemyanger to 0>>
<<set $encounterDialogue to "cold">>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Passout Beach Hypothermia Molest Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Passout Beach Hypothermia Molest]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The <<person1>><<person>> stands up, and tosses a beach towel at you. "There, you've gotta be good and warm now. In fact, I don't think you need these anymore." <<stealclothes "strip">> <<He>> leaves, taking your clothes with <<him>>.
<br><br>
You shiver, but at least you're warm enough to move now.
<<clotheson>>
<<endcombat>>
<<if $leftarm is "bound" and $rightarm is "bound">>
Unable to cover yourself, you sprint to the safety of a changing room as fast as you can.
<<garousal>><<gstress>><<gtrauma>><<stress 6>><<trauma 6>><<arousal 600>><<fameexhibitionism 30>>
<br><br>
<<link [[Changing room|Changing Room]]>><<endevent>><</link>>
<<else>>
<<if $exposed gte 2>>
You cover your body with your hands and sprint to the safety of a changing room.
<<fameexhibitionism 20>><<garousal>><<arousal 600>>
<br><br>
<<link [[Changing room|Changing Room]]>><<endevent>><</link>>
<<else>>
You sprint to the safety of a changing room as fast as you can.
<<garousal>><<arousal 300>><<fameexhibitionism 10>>
<br><br>
<<link [[Changing room|Changing Room]]>><<endevent>><</link>>
<</if>>
<</if>>
<<elseif $enemyhealth lte 0>>
The <<person1>><<person>> lets out a cry of pain and releases you. <<stealclothes "strip">> <<He>> stands up, bunching your clothes under <<his>> arm, and kicks you as <<he>> leaves. <<gpain>><<pain 3>>
<br><br>
You shiver, but you're warm enough to move now.
<<clotheson>>
<<endcombat>>
<<if $leftarm is "bound" and $rightarm is "bound">>
Unable to cover yourself, you sprint to the safety of a changing room as fast as you can.
<<garousal>><<gstress>><<gtrauma>><<stress 6>><<trauma 6>><<arousal 600>><<fameexhibitionism 30>>
<br><br>
<<link [[Changing room|Changing Room]]>><<endevent>><</link>>
<<else>>
<<if $exposed gte 2>>
You cover your body with your hands and sprint to the safety of a changing room.
<<fameexhibitionism 20>><<garousal>><<arousal 600>>
<br><br>
<<link [[Changing room|Changing Room]]>><<endevent>><</link>>
<<else>>
You sprint to the safety of a changing room as fast as you can.
<<garousal>><<arousal 300>><<fameexhibitionism 10>>
<br><br>
<<link [[Changing room|Changing Room]]>><<endevent>><</link>>
<</if>>
<</if>>
<<else>>
The lifeguard shouts at the <<person1>><<person>>, and <<he>> quickly flees. Thankfully, <<he>> leaves your clothes on you.
<<clotheson>>
<<endcombat>>
<<link [[Next|$safePassage]]>><<endevent>><<set $eventskip to 1>><</link>>
<</if>>
<br><br><<effects>>
<<outfitChecks>>
<<set $outside to 0>>
<<npc Robin>><<person1>>
Someone is shaking you. You open your eyes, your vision swimming. Robin kneels over you, and <<his>> voice is panicked. "I saw you just keel over, and I thought you had been drugged or something!" <<he>> says. "But you're freezing..."
<br><br>
You apologise, but your words come out slurred. <<He>> looks even more worried. <<He>> glances once at <<his>> lemonade stand, then sighs."I guess it'll be fine if I leave it for a few minutes. I'd rather make sure you're okay."
<br><br>
<<He>> helps you to your feet, then guides you to the changing rooms. <<He>> checks that it's empty before tugging you inside. <<He>> sets you down on the bench and grabs a towel from the stacks on the high shelves.
<<if _fullyNaked>>
"I don't know what you were thinking, running around naked like this..." <<He>> frowns as <<he>> wraps a towel around you. <<He>> grabs a few more to cover you with.
<br><br>
<<link [[Next|Passout Beach Hypothermia Robin End]]>><</link>>
<<elseif $upperwetstage gte 3 or $lowerwetstage gte 3 or $underlowerwetstage gte 3 or $underupperwetstage gte 3>>
<<He>> rubs the towel across your damp skin. You get the sense that <<hes>> working hard to keep <<his>> movements gentle despite <<his>> panic.
<br><br>
<<if isLoveInterest("Robin")>>
"I need to get these clothes off you... I won't look if you don't want me to, okay? But this is necessary." <<He>> quickly undresses you. <<He>> averts <<his>> eyes and holds out a towel.
<br><br>
<<link [[Take the towel|Passout Beach Hypothermia Robin Towel]]>><<towelup>><</link>>
<br>
<<link [[Ask for help|Passout Beach Hypothermia Robin Help]]>><</link>><<glust>>
<<else>>
<<His>> fingers rest on your _top.name. "Your clothes are wet...I'll be outside. Can you put a towel on? Call for me when you're done." <<He>> puts a towel next to you and steps outside.
<br><br>
<<link [[Take the towel|Passout Beach Hypothermia Robin Towel]]>><<towelup>><</link>>
<</if>>
<<else>>
"Wrap this around yourself, it should help you warm up a bit." It's tough moving your frigid fingers, so <<he>> wraps it around your shoulders before grabbing a few more to cover you with.
<br><br>
<<link [[Next|Passout Beach Hypothermia Robin End]]>><</link>>
<</if>><<effects>><<set $outside to 0>>
You take the towel with some difficulty, your fingers still stiff and numb. You wrap it around your body and call for Robin.
<br><br>
<<link [[Next|Passout Beach Hypothermia Robin End]]>><</link>><<effects>><<set $outside to 0>>
<<towelup>>
<<if $speech_attitude is "meek">>
You try to reach out and grab the towel, but you don't get very far. "Robin... could you wrap it around me?"
<<elseif $speech_attitude is "bratty">>
You try to grab the towel, but your arms feel heavy. You try again before giving up. "A little help here, Robin?"
<<else>>
You reach out to grab the towel, but your arms fail to move. "I think I'm too cold to move."
<</if>>
<br><br>
<<He>> looks at you, staring at your nude body for a moment before returning to <<his>> senses. <<He>> carefully wraps the towel around you. <<His>> fingers on your skin send shivers down your body. <<He>> takes notice and gives you a worried look, but you assure <<him>> it's okay.
<br><br>
<<link [[Next|Passout Beach Hypothermia Robin End]]>><</link>><<effects>><<set $outside to 0>>
<<if C.npc.Robin.trauma gte 40>>
<<He>> pulls you into a hug, and you can tell <<hes>> working hard to keep <<his>> breathing steady.
<<elseif C.npc.Robin.dom gte 50>>
"What were you thinking?" <<he>> says, shaking <<his>> head. "What if I wasn't here?" You don't have a satisfactory answer for <<him>>. <<He>> sighs and wraps one arm around you.
<<else>>
"You should be more careful. This kind of stuff is serious." <<He>> wraps an arm around your shoulders, rubbing your cold skin.
<</if>>
<br><br>
You stay like this for some time, then <<he>> stands back up.
<<if C.npc.Robin.trauma gte 40>>
<<His>> mouth hangs open for a moment, as if <<he>> wants to say something else. <<He>> quickly wraps <<his>> arms around you, squeezing tight. "I... I need to get back to it. Stay dry and warm. I'll see you soon, right?" <<he>> asks. You give <<him>> a smile and nod.
<<else>>
"I need to get back to my stand now," <<he>> says, though <<he>> sounds like <<he>>'d rather stay with you. "I'm glad you're not hurt. Stay safe, okay? Go put something warm and dry on!"
<</if>>
<br><br>
<<link [[Next|$safePassage]]>><<endevent>><<set $eventskip to 1>><</link>><<set $location to "tower">><<setTowerTemp>><<effects>>
<<npc "Great Hawk">><<person1>>
<<outfitChecks>>
<<if !_fullyNaked>>
<<if _bottom>><<set _bottom.integrity -= 5>><</if>>
<<if _top>><<set _top.integrity -=5>><</if>>
<br><br>
You realise you're half naked, and your clothes are being pulled off by <<your_bird_text>>. <<bHe>> uses <<bhis>> <<if $monster is 0>>beak and<</if>> talons to pull at the fabric of your clothes, attempting to undress you.
<br><br>
<<if $monster is 1>>
"<<Wife>>'s awake! Helping <<wife>> cool down."
<<else>>
<<your_bird_text "cap">> seems relieved when <<bhe>> notices you're awake.
<</if>>
Soon, <<bhe>> succeeds in taking the last garment off of your body.
<<if _top.integrity lte 0 or _bottom.integrity lte 0>>
<<integritycheck>><<exposure>>
You're too fatigued from the heat to even be mad at <<bhim>>.
<br><br>
<</if>>
<br><br>
<<bHe>> seems proud of <<bhimself>>, despite the damage <<bhes>> caused to your clothes.
<</if>>
<br><br>
<<if $monster is 1>>
"Come." <<your_bird_text "cap">> tilts <<bhis>> head towards the rainwater pool. "Bath helps."
<<else>>
<<your_bird_text "cap">> tilts <<bhis>> head towards the rainwater pool, beckoning you to join <<bhim>>.
<</if>>
<br><br>
As you both submerge in the cool water, <<if Weather.temperature gte 20>>finding relief from the warm air<<else>>and your body temperature starts to lower<</if>>, <<bhe>> dips <<bhis>> <<= $monster is 1 ? "mouth" : "beak">> into the pool, taking in refreshing sips of water.
<<if $monster is 1>>
"Drink water," <<bhe>> encourages, "you will feel better."
<<else>>
<<bHe>> pauses, glancing at you expectantly.
<</if>>
You're suddenly acutely aware of your dry mouth, and you cup your hands and bring the cool liquid to your lips. The refreshing taste of water soothes your parched throat, providing much-needed hydration after the ordeal of the heatstroke. <<stress -3>><<lstress>>
<br><br>
The Great Hawk opens <<bhis>> <<= $monster is 1 ? "mouth" : "beak">> slightly and takes quick, shallow breaths.
<<if understandsBirdBehaviour()>>
Understanding <<bhis>> cue, you follow suit.
<<else>>
You stare at <<bhim>> blankly, confused, until <<bhe>> gives a frustrated chirp, and it clicks. "Oh!" You try panting too.
<</if>>
You're not sure how effective panting is to cool off, but it seems to please <<bhim>>.
<br><br>
<<link [[Next|Passout Bird Heatstroke Fluff]]>><<pass 5>><</link>><<effects>>
Following <<your_bird_text>>'s lead, you mimic <<bhis>> panting technique, taking quick, shallow breaths to cool off. The rhythm of your panting matches <<bhis>> as you both continue to soak in the refreshing water of the rainwater pool, though you feel quite silly doing so. <<bHe>> flaps <<bhis>> wings conscientiously in an attempt to blow cool air on you.
<br><br>
After the refreshing bath, <<bhe>> guides you out and to the perch. <<bHe>> shakes off the excess water from <<bhis>> sleek feathers, and they poof up. <<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled"))>>Following <<bhis>> lead, you do the same.<</if>> In one fluid motion, <<bhe>> spreads <<bhis>> wings wide, catching a gentle breeze that rustles through the moor.
<br><br>
<<if $monster is 1>>
"Feel the breeze," <<bhe>> says softly, turning to you. "Soothing after the heat."
<<else>>
<<bHe>> turns to you and trills softly.
<</if>>
<br><br>
You spread your <<= ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled")) ? "wings" : "arms">> wide, feeling the cool wind against your skin. The rustling leaves and the distant sound of flowing water create a tranquil atmosphere, allowing you to relax fully in the embrace of nature. <<ltrauma>><<trauma -3>>
<br><br>
<<link [[Next|Passout Bird Heatstroke End]]>><<pass 5>><</link>><<effects>>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled"))>>
<<your_bird_text "cap">> delicately preens your feathers with precision and care. With gentle strokes, <<bhe>> runs <<bhis>> talons over your skin, smoothing down each feather and removing any debris or tangles. <<bHis>> touch is soothing as <<bhe>> tends to your plumage.
<<else>>
<<your_bird_text "cap">> preens you despite your lack of feathers. With gentle strokes, <<bhe>> runs <<bhis>> talons over your skin, applying just the right amount of pressure to stimulate circulation. Though unconventional, <<bhis>> gesture is soothing, even without feathers to groom.
<</if>>
<br><br>
<<if $monster is 1>>
<<bHe>> looks you over and nods. "Glad <<wife>> is well now," <<bhe>> proclaims. "Well is good! Sun can be very hot. <<Wife>> should be careful next time. Come to nest when tired."
<<else>>
<<bHe>> looks you over and chirps, eyes brightening with apparent relief as <<bhe>> sees you well again.
<</if>>
<br><br>
<<bHe>> draws you closer, <<bhis>> wings tightening around you for a moment before releasing you, giving you space to recover at your own pace. <<if $monster is 1>>"Rest well, <<wife>>. I will return with a gift." <</if>><<bHe>> spreads <<bhis>> wings, and launches from the tower.
<br><br>
<<set $bird.timer to random(30, 60)>>
<<set $bird.state to "hunting">>
<<link [[Next|Bird Tower Perch]]>><<endevent>><</link>><<set $location to "tower">><<setTowerTemp>>
<<npc "Great Hawk">><<person1>>
<<set _eggs to Object.values($children).find(child => (child.type is "hawk" and child.location is "tower" and child.eggTimer))>>
<<outfitChecks>>
<<if _bottom>><<set _bottom.integrity -=5>><<set _damagedClothes to _bottom.name>><</if>>
<<if _top>><<set _top.integrity -= 5>><<set _damagedClothes to _top.name>><</if>>
<<integritycheck "no_text">><<strip>><<exposure>>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled")) and (($transformationParts.bird.wings isnot "hidden") or ($transformationParts.bird.plumage isnot "hidden"))>><<set _feathered to true>><</if>>
<<set Weather.Temperature.override.increase.outside(5, "Feathers and fabric warm your body.")>>
You awaken in the Great Hawk's nest, naked but warm. You stir, <<= _eggs ? "careful not to disturb the actual eggs in the nest" : "letting <<bhim>> know you're awake">>.
<br><br>
<<if $monster is 1>>
"<<Wife>>'s awake!" <<your_bird_text>> says, sounding relieved. "Helping <<wife>> get warm. Stay close to me. Must keep warm," <<bhe>> says firmly, pressing <<bhis>> body against yours. <<bHe>> wraps <<bhis>> arms and wings around you, holding you securely. <<bHis>> body and soft feathers radiate warmth.
<<else>>
<<your_bird_text "cap">> seems relieved when <<bhe>> notices you, but <<bhe>> doesn't move, save for wrapping <<bhis>> wings around you. Perhaps <<bhe>> wants to keep you warm.
<</if>>
You allow your breathing to still, relaxing into the comfort of <<bhis>> warm body.
<br><br>
After a few minutes, <<bhe>> gets off of you. <<if $monster is 1>>"Wait here," <<bhe>> says.<</if>>
<<if $bird.materials.fabric gte 1>>
<<bHe>> quickly fetches some of the fabric you've collected so far and dumps it on your lap.
<<else>>
<<bHe>> quickly flies outside and returns with some fabric, dumping it on your lap.
<</if>>
<<if _damagedClothes>>
<span class="purple">You're pretty sure the scraps of fabric are from your _damagedClothes.</span> You spot the remainder of your clothes in a pile. You're still too numb from the cold to even get mad about it.
<<elseif !_fullyNaked>>
You allow the Great Hawk to pull the fabric over your body. You spot a pile of your clothes, which are looking worse for the wear. Fortunately, it looks like they're still intact.
<</if>>
<<if $monster is 1>>
<<if _feathered>>
<<your_bird_text "cap">> gives you a once-over. "<<Wife>> seems to have summer plumage, too thin and fragile for cold weather. Perhaps I should provide a substitute."
<br><br>
<<if C.npc["Great Hawk"].dom gte 50>>
<<bHe>> suddenly pulls you into <<bhis>> arms, offering you <<bhis>> warmth. "Maybe <<wife>> should stay beneath my wings until shivering has passed," <<bhe>> suggests lightly, <<bhis>> voice playful.
<<else>>
"May I hug <<wife>>? <<Wife>> should stay close to me until shivering has passed." <<bHe>> gently takes you into <<bhis>> arms, offering you <<bhis>> warmth.
<</if>>
<<else>>
<<if C.npc["Great Hawk"].dom gte 50>>
"<<= either("Featherless", "Landbound", "Wingless")>> little thing like you is bound to get cold. Come, let me help you keep warm," <<bhe>> remarks.
<<else>>
"<<Wife>> doesn't have feathers to keep <<pher>> warm, now does <<pshe>>?" <<bhe>> remarks with an amused smile. "I'll simply hug <<pher>> until <<pshes>> all warmed up." <<bHe>> gently takes you into <<bhis>> arms, offering you <<bhis>> warmth.
<</if>>
<</if>>
<<else>>
<<your_bird_text "cap">> hops towards you and gives you a once-over. <<bHe>> <<= _feathered ? "pecks at your plumage" : "pokes around you with <<bhis>> beak">> before <<= C.npc["Great Hawk"].dom gte 50 ? "suddenly" : "gently">> wrapping <<bhis>> wings around you and nuzzling close.
<</if>>
<br><br>
<<bHe>> puffs out <<bhis>> plumage, allowing them to settle into a fluffier silhouette.
<<if understandsBirdBehaviour()>>You realise that <<bhe>> must be trapping air in the feathers.<</if>><<if $monster is 1>> You smile when <<bhe>> confirms it by saying, "<<= _feathered ? "<<Wife>> should do the same. Keep air in feathers for warmth." : "Poor landbound <<wife>>, can't keep air in feathers for warmth.">>"<</if>>
<<if _feathered>>
You follow suit, fluffing up your plumage.
<<elseif !understandsBirdBehaviour()>>
<<gscience>><<scienceskill>>
<</if>>
<br><br>
<<link [[Next|Passout Bird Hypothermia 2]]>><</link>><<effects>>
<<set Weather.Temperature.override.increase.outside(5, "The nearby fire warms you up.")>>
<<if $bird.upgrades.firepit gte 1>>
As <<bhe>> holds you close, <<bhe>> guides you closer to the firepit.
<<if !getBirdBurnTime()>>
<<bHe>> looks apologetically at you, then casts <<bhis>> gaze on the unlit firepit. <<if $monster is 1>>"Don't know how to make wood burn. Sorry, <<wife>>."<</if>> You crouch down in front of the firepit and start a fire. It warms you up.
<<else>>
The fire's lit, and it warms you.
<</if>>
<<if $monster is 1>>"Still cold?" <<bhe>> asks, pulling you onto <<bhis>> lap.<</if>>
<br><br>
<<= $monster is 1 ? "You reply by touching <<bhis>> bare skin" : "You snuggle close to <<your_bird_text>> and touch <<bhis>> face">> with your cold hands. It gets a "squawk" out of <<bhim>>, and you <<if $speech_attitude is "meek">>giggle<<elseif $speech_attitude is "bratty">>laugh<<else>>chuckle<</if>>.
<<if $monster is 1>>
<<if C.npc["Great Hawk"].dom gte 50>>
"<<Wife>> is a mischievous one." <<bHe>> chuckles, hugging you tighter.
<<else>>
"<<Wife>> sure likes to jest. I don't mind." <<bhe>> chuckles, hugging you tighter.
<</if>>
You card your fingers through <<bhis>> soft plumage to warm them up.
<<else>>
<<bHe>> stirs slightly and folds <<bhis>> wings around you.
<</if>>
<<else>>
As <<bhe>> holds you close, <<bhe>> guides you back to the nest. You wish there was a firepit to warm you up.
<</if>>
<br><br>
<<link [[Kiss|Passout Bird Hypothermia Thank]]>><<set $phase to 1>><</link>><<kissvirginitywarning>>
<br>
<<link [[Thank|Passout Bird Hypothermia Thank]]>><<set $phase to 0>><</link>><<effects>>
<<set Weather.Temperature.override.increase.outside(2, "The nearby fire warms you up.")>>
<<if $phase is 1>>
You lean in close to <<your_bird_text>>. <<bHe>> turns <<bhis>> head towards you and nuzzles against your cheek. <<He>> <<= $monster is 1 ? "presses <<bhis>> lips to yours" : "pecks <<bhis>> beak against your lips">>. You return the <<= $monster is 1 ? "kiss, twining your arms around <<bhis>> neck" : "peck, peppering <<bhis>> face with small kisses">>. <<takeKissVirginity "Great Hawk" "loveInterest">>
<<else>>
<<if $speech_attitude is "meek">>
"Th-thank you for saving me," you say, giving <<bhim>> a shy smile.
<<elseif $speech_attitude is "bratty">>
"Thanks for saving my ass, featherhead." You grin at <<bhim>>.
<<else>>
"Thank you," you say, smiling at <<bhim>>.
<</if>>
<</if>>
The Great Hawk <<= $monster is 1 ? "beams" : "perks up">> at that, and <<bhe>> releases you.
<<if $monster is 1>>
"Glad <<wife>> is well now," <<bhe>> proclaims. "Well is good! <<Wife>> should be careful next time. Come to nest when cold."
<br><br>
<<bHe>> stands up, giving you space to recover at your own pace. "Rest well, <<wife>>. Will return soon with food. Food keeps belly full and warm!" <<bHe>> spreads <<bhis>> wings, and launches from the tower.
<<else>>
<<bHe>> looks you over and chirps, eyes bright and shiny. <<bHe>> hops away, then spreads <<bhis>> wings and launches from the tower.
<</if>>
<br><br>
<<link [[Next (0:30)|Passout Bird Hypothermia End]]>><<pass 30>><</link>><<effects>>
You rest in the nest, conserving your strength while the Great Hawk hunts. By the time <<bhe>> returns, you're feeling better, and significantly warmer. <<your_bird_text "cap">> carries a <<if $bird.hunts.lurkers is true>>lurker<<else>>strange, leathery and many-limbed creature<</if>> in <<bhis>> <<if $monster is 1>>talons<<else>>mouth<</if>>.
<<if $monster is 1>>
<<if playerIsPregnant() and getPregnancyObject().fetus[0].type is "hawk" and talkedAboutPregnancy("pc","Great Hawk") and !$daily.birdPregFeed>>
<<set $daily.birdPregFeed to true>>
<<bHe>> doesn't take a bite for <<bhimself>>, instead offering the whole thing to you.
"<<print either(
"For you and children.",
"Children must be nourished too.",
"Keep your strength up.",
"They eat eggs, but now they nourish our children.",
"Food for you, food for growing hawks in belly.",
"Great Hawk hunts well.",
"Fresh kill. Should go down easy."
)>>"
<<else>>
<<bHe>> dumps it at your feet, then tears out a chunk of flesh. <<bHe>> hungrily rips into the meat with <<bhis>> teeth.
"<<print either(
"Common prey here. Their meat is soft.",
"It won't bite. Promise.",
"You can eat by yourself, yes? I don't need to feed you like baby bird?",
"Nasty creatures, but nourishing.",
"Keep your strength up.",
"They're egg eaters, don't feel bad for them.",
"Food for you.",
"Great Hawk hunts well.",
"Fresh kill. Should go down easy."
)>>"
<</if>>
<<else>>
<<bHe>> dumps it at your feet, then tears out a chunk of flesh. <<bHe>> holds <<bhis>> head back as <<bhe>> swallows the meat whole.
<</if>>
<<bHe>> looks at you, waiting for a response.
<<if $bird.hunts.lurkers is true and $bird.upgrades.rack gte 1>>
<span class="blue">Its hide is too damaged to use it for anything.</span> It looks the Great Hawk would rather you eat it to regain your strength, anyway.
<</if>>
<br><br>
<<link [[Eat|Bird Tower Lurker]]>><<hunger -2000>><<bird_loot lurker 5>><<trauma -6>><<transform bird 1>><<npcincr "Great Hawk" love 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<glove>><<ltrauma>>
<br>
<<link [[Scold|Bird Tower Lurker Scold]]>><<bird_loot lurker -20>><<transform bird 1>><<npcincr "Great Hawk" dom -1>><<def 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<ldom>>
<br>
<<link [[Do nothing|Bird Tower Lurker Nothing]]>><<bird_loot lurker -10>><<npcincr "Great Hawk" love -1>><</link>><<llove>>
<br><<effects>><<outfitChecks>>
<<npc Whitney>><<generatey2>><<person1>>
You wake up to cold water drenching your face. Whitney stands above you, holding an empty water bottle. <<set Weather.bodyTemperature-->>
<<if $whitneyrescued>>
You feel a strange sense of déjà vu. You meet Whitney's eyes and see the sentiment reflected in them for the briefest of seconds. It dissipates at the sound of hushed snickers from <<his>> friends.
<<else>>
The friends surrounding <<him>> snicker quietly.
<</if>>
<br><br>
"Hey, slut." <<He>> smirks, crouching down. <<His>> fringe clings to <<his>> temple with sweat, and <<his>> loose tank top leaves nothing to the imagination. "You look like shit. Did the heat get to you, or did you just pass out on my turf for fun?"
<br><br>
<<if $whitneyromance is 1 or C.npc.Whitney.love gte 12>>
<<if _top.warmth gte 7>>
<<He>> pinches your _top.name. "What the hell are you wearing this for? Fucking idiot." <<He>> takes it off and tosses it in a pile of rubbish. <<if _top is $worn.over_upper>><<overupperstrip>><<else>><<upperstrip>><</if>> "Stick to the slut dress code, and maybe this wouldn't happen."
<br><br>
<</if>>
Whitney drags you to your feet and snatches something from <<his>> friend. It's a full bottle of water. "Hey, that's mine!" the <<person2>><<personsimple>> protests. Whitney ignores <<him>>.
<br><br>
<<if C.npc.Whitney.dom gte 15>>
<<person1>><<He>> tips the bottle against your lips, forcing you to down the whole thing in several desperate gulps.
<<else>>
"Here," <<person1>><<he>> says, thrusting it into your hands. "Drink it. All of it." You down it all in several desperate gulps.
<</if>>
Some of it dribbles down your neck and chest. It's ice cold.
<br><br>
Whitney looks satisfied. "If I catch you overheating like that again, I'll make you drink it out of a fucking <<if $fame.bestiality gte 100>>dog bowl<<else>>toilet<</if>>. Now fuck off and stay out of this heat." <<He>> smacks your rear before sauntering off with <<his>> friends in tow.
<<else>>
Whitney snatches something from <<his>> friend. It's a bright <<= either ("red","blue")>> slush drink. "Hey, that's mine!" the <<person2>><<personsimple>> protests, but Whitney ignores <<him>>. <span class="red"><<person1>><<He>> upends the entire cup over you, soaking your hair.<<if $ruffledisable is "t">> Your hairgel is no match for the sticky drink.<<set $ruffledisable to "f">><<ruffleHair>><</if>></span> It seeps down your torso, <<if waterproofCheck(_top)>> and runs off the slick surface of your _top.name<<else>>and soaks through your _top.name<</if>>. <<His>> friends whistle and jeer. <<npcincr Whitney dom 2>><<gdom>><<gstress>><<stress 3>>
<br><br>
<<if C.npc.Whitney.lust gte 60>>
"Oops," Whitney says. "Let me help you with that." <<He>> removes your <<allTops>> and drops it on the ground. You're too dazed to stop <<him>>. <<overupperstrip>><<upperstrip>>
<<else>>
<<wet_upper>>
<</if>>
Whitney stands back to appreciate the view. "Feeling better? I know I am. Consider this your toll for passing through. Later, slut." <<He>> flicks your <<= $worn.under_upper.type.includes("naked") ? "nipple" : $worn.under_upper.name>> before sauntering off with <<his>> friends in tow. <<garousal>><<glust>><<arousal 100>><<npcincr Whitney lust 2>>
<br><br>
You hastily <<= C.npc.Whitney.lust gte 60 ? "put your clothes back on" : "wipe off what you can of the drink">>. Maybe you should find something better to wear.
<</if>>
<br><br>
<<link [[Next|$safePassage]]>><<endevent>><<set $eventskip to 1>><</link>><<effects>>
<<npc Whitney>><<person1>>
A sharp jolt runs through you as you regain consciousness, engulfed by cold water. You can't breathe! You cough violently and struggle until a hand pulls you up, out of the water. It's Whitney.
<br><br>
You realise you're sitting in the fountain, soaked, although the cool water makes you feel less hot. You look up at <<him>>.<<water>><<set Weather.bodyTemperature-->>
<br>
<<effects>>
"Isn't this rain enough of a shower for you?" Whitney raises an eyebrow.<<= $whitneyromance is 1 ? '"Get up before your brain gets all soggy," <<he>> says.' : '"How long are you going to stay in there? Get out already," <<he>> says, giving you an annoyed look.'>> <<He>> grabs your arm and pulls you out of the fountain.
<br><br>
<<outfitChecks>>
<<if _bottomless>>
"How did you manage to pass out like this? Got yourself all hot and bothered, huh?" <<he>> taunts.
<br><br>
<<if $whitneyromance is 1>>
"I think I deserve a reward for my good deed. But you're already giving me a good show, so..." <<He>> looks you up and down. "Hurry back to your kennel," <<he>> says, giving you a light push.<<npcincr Whitney lust 5>><<glust>>
<<else>>
<<He>> looks you up and down, taking in your state of undress. "I always knew you were an easy slut. You're asking for it, running around like that." <<He>> smacks your butt hard enough to hurt, pushing you a few steps forward.<<pain 8>><<npcincr Whitney lust 5>><<ggpain>><<glust>>
<</if>>
<br><br>
<<He>> raises <<his>> umbrella and walks away, and you notice <<his>> clothes are also soaked from the rain. <<He>> lights a cigarette under <<his>> usual tree, ignoring you.
<br><br>
<<link [[Next|Park]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
"I think I deserve a reward for my good deed," <<he>> says. "Strip and give me a show."
<br><br>
<<link [[Strip reluctantly|Passout Park Heatstroke Whitney 2]]>><<set $phase to 1>><<stress 6>><<trauma 6>><</link>><<gstress>><<gtrauma>>
<br>
<<if $whitneyromance is 1 and hasSexStat("promiscuity", 3)>>
<<link [[Give Whitney a show|Passout Park Heatstroke Whitney 2]]>><<set $phase to 2>><<npcincr Whitney love 1>><</link>><<promiscuous3>><<glove>>
<br>
<</if>>
<<link [[Refuse|Passout Park Heatstroke Whitney 2]]>><<set $phase to 0>><</link>>
<br>
<</if>><<effects>>
<<if $whitneyromance is 1>>
<<if $phase is 0>> /* Refus */
You cover your soaked clothes with your hands, refusing to comply. You stare at each other for a while.
<br><br>
"Fine, seems like you're not going to be grateful." Whitney says. "Wet clothes suit you, idiot." <<He>> pauses for a moment. "You owe me now, slut."
<<elseif $phase is 1>> /* Strip reluctantly */
You do as <<he>> said, taking off your wet clothes.
<br><br>
Whitney snatches them away, looking you up and down with a smug smile. "Alright, that's enough."<<npcincr Whitney lust 5>><<glust>><<clothesstrip>>
<br><br>
<<He>> shoves the clothes back at your chest. "Next time you act like an idiot, you're on your own," <<he>> says.
<<else>> /* Give Whitney a show */
You exaggerate your movements as you undress, slowing down and showing off your body deliberately. You strip completely naked, boldly displaying yourself to Whitney.<<clothesstrip>><<promiscuity1>>
<<if $speech_attitude is "meek">>
"Th-thank you for helping me," you say, looking at <<him>> coyly. "I'm much better now."
<br><br>
"Yeah you are," Whitney murmurs, eyeing your naked body.
<<elseif $speech_attitude is "bratty">>
"I guess I'm still really hot," you say with a smirk. "Do you like what you see?"
<br><br>
"Don't ask questions you know the answer to," Whitney says, smirking as <<he>> eyes your naked body.
<<else>>
"Thanks for helping me," you say, giving <<him>> a suggestive smile.
<br><br>
"Yeah, whatever," Whitney says, eyeing your naked body.
<</if>>
<<npcincr Whitney lust 10>><<gglust>>
<br><br>
<<if C.npc.Whitney.lust gte 60 and !playerChastity()>>
<<He>> slaps your bare butt, hard enough to hurt, before grabbing it. <<gpain>><<pain 2>>
<br><br>
"I've changed my mind, slut. Maybe I should fuck you right here. I bet that's what you want." <<He>> gives you a lewd smile and <<he>> <<= C.npc.Whitney.dom gte 16 ? "presses <<his>> body against you" : "pulls you against <<his>> body">>.
<br><br>
You can feel <<his>> body heat and the smell of smoke as <<he>> rubs <<his>> crotch against your <<genitals>>. Your <<breasts>> press up against Whitney's <<= $NPCList[0].breastsize is 0 ? "chest" : "$NPCList[0].breastsdesc">>, and you feel hot as you flush with arousal.<<arousal 400 "genitals">><<arousal 400 "breasts">><<garousal>>
<br><br>
<<link [[Go along with it|Passout Park Heatstroke Whitney 3]]>><<set $phase to 1>><</link>>
<br>
<<link [[Push away|Passout Park Heatstroke Whitney 3]]>><<set $phase to 0>><</link>>
<<exit>>
<<elseif C.npc.Whitney.lust gte 20>>
<<He>> closes the distance between you and runs <<his>> tongue over your cheek and ear before pushing you away.<<arousal 600>><<garousal>>
<br><br>
"Go back to your kennel and cool down." Whitney grins. "I don't want to fuck a slut who's passed out from the heat, that's just boring."
<<else>>
<<He>> throws your clothes back at you. "Put them on, and find somewhere cooler to do whatever you want. I'm not in the mood."
<</if>>
<</if>>
<br><br>
<<He>> raises <<his>> umbrella and walks away. You then notice <<his>> clothes are also soaked.
<br><br>
<<He>> lights a cigarette under <<his>> usual tree, ignoring you.
<<else>>
<<if $phase is 0>> /* Refus */
"Good, that's what an ungrateful idiot like you deserves." <<He>> gives you a hard shove. You stumble over the edge of the fountain and fall back into the water.<<stress 6>><<gstress>>
<br><br>
<<He>> looks down at you. "Next time you act like a moron, you're on your own," <<he>> says.
<br><br>
<<He>>
<<else>> /* Strip reluctantly */
You do as <<he>> said and take off your wet clothes.
<br><br>
Whitney snatches them away, looking you up and down with a wicked smile. "I think I'll keep these as a proper reward," <<he>> says. "Next time you act like an idiot, I'm taking more than just your clothes."<<clothesruined>>
<br><br>
<<He>> stuffs them under <<his>> arm,
<</if>>
raises <<his>> umbrella and walks away.
<br><br>
<<He>> lights a cigarette under <<his>> usual tree, ignoring you. You're left alone, wet and humiliated.
<</if>>
<br><br>
<<link [[Next|Park]]>><<endevent>><<set $eventskip to 1>><<clotheson>><</link>>
<br><<effects>>
<<if $phase is 0>> /* Push away */
Whitney takes a few steps back. "Damn." <<He>> glares at you. "Fucking tease." <<He>> gives you a shove before walking back to <<his>> usual tree.<<npcincr Whitney love -1>><<llove>>
<br><br>
<<He>> lights a cigarette, ignoring you.
<br><br>
<<clotheson>>
<<link [[Next|Park]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>> /* Go along with it */
The rising heat between you two pulls you in, and you don't move away. You let Whitney's motions slowly intensify. You can tell <span class="lewd"><<hes>> not wearing any underwear.</span>
<br><br>
The cool breeze on your exposed skin contrasts with the heat where you touch. You find yourself gently grinding back, and Whitney notices. <<He>> tightens <<his>> grip on your arm, pressing <<his>> body firmly against yours, while <<his>> head leans against your shoulder, hiding <<his>> expression from you.
<br><br>
You give in to your feelings, instinctively moving your hips in sync with <<his>> movements. Sweat trickles down your skin and into your crotch. Your hardened nipples occasionally brush against each other.<<arousal 2000 "breasts">><<arousal 3000 "genitals">><<gggarousal>>
<br><br>
Even through the sound of the rain, you can hear the lewd, wet sounds of your bodies connecting, intensifying your arousal further. Whitney's movements become increasingly rough, <<his>> breath quickening.
<<if $arousal gte $arousalmax and $orgasmdown lte 0>>
The final wave of pleasure pushes you over the edge.<<orgasm>><<set _orgasm to true>>
You cling tightly against Whitney as you climax, trying to stay quiet to avoid attracting attention.
<</if>>
<br><br>
"Fuck," you hear Whitney mutter, <<his>> grip tightening on your arm. You feel <<his>> slight shudder and realise <<he>> has climaxed too<<if _orgasm>>, leaving you even stickier<</if>>.<<npcincr Whitney lust -20>><<llust>>
<br><br>
You both pant, waiting for the heat to subside until the rain falling on you cools things down. The grip on your arm loosens. <<He>> pushes your shoulder, pulling away. "Great, look what you did. Now I gotta go clean up. Go back to your kennel," <<he>> says, "before someone else wants a taste too."
<br><br>
<<clotheson>>
<<whitneyexit>>
<</if>><<set $outside to 0>><<set $location to "forest_shop">><<effects>><<outfitChecks>>
<<npc Gwylan>><<person1>>
As you slowly come to, you realise that you're in <<= $forest_shop_intro ? "the forest shop." : "a strange shop you've seen on the outskirts of the forest.">>
<<if $forest_shop_intro is 1 or $gwylan_rescue gte 1>>
Gwylan beams at you. "Phew! Are you alright?
<<else>>
A <<personsimple>> beams at you. <<He>> looks about your age, with mousy hair and a hint of freckles. "I'm older than I look," <<he>> says, as if reading your mind. "I'm Gwylan." <<He>> reaches forward, lifts your hand, and shakes it in both <<his>> own. "Pleased to meet you. I sell-" <<He>> pauses. "My grand<<father>> sells-" Another pause. "I sell knick-knacks here. Things you won't find in normal shops. Even I don't know what I have in stock!" <<He>> sounds proud.
<br><br>
"But enough of that," <<he>> continues. "More importantly, are you alright?
<</if>>
I found you fainted outside while I was picking berries. You had me worried! <<= $forest_shop_intro is 1 ? "You're my best customer," : $gwylan_rescue gte 1 ? "We're friends," : "These woods can be dangerous,">> after all."
<br><br>
<<He>> quickly gives you a once-over.
<<if $passoutReason is "hyperthermia">>
<<if Weather.BodyTemperature.getWarmth() gte 20>>
"You might want to take some clothing items off," <<he>> observes, "if you want to avoid hyperthermia."
<<else>>
"You shouldn't exert yourself so much," <<he>> says. "Hyperthermia's serious!"
<</if>>
<<else>>
<<if Weather.BodyTemperature.getWarmth() lt 20>>
"You might want to wear some more clothes," <<he>> observes, "if you want to avoid hypothermia."
<<else>>
"You shouldn't spend so much time out in the cold," <<he>> says. "Hypothermia's serious!"
<</if>>
<</if>>
<<if $upperwetstage gte 3 or $lowerwetstage gte 3 or $underupperwetstage gte 3 or $underlowerwetstage gte 3>>
<<He>> suddenly seems to realise that your clothes are wet. <<He>> insists on drying them by the fire. Thankfully, they dry quickly. <<dry_full>>
<<elseif _shirtless or _bottomExposed>>
<<He>> suddenly seems to realise the implications of your state of dress. "Oh, clothes! You need clothes." <<He>> quickly rummages through an antique wardrobe nearby and hands you
<<if $gender_appearance is "f">>
a sundress. <<upperwear 5 "white">>
<<elseif _shirtless>>
<<upperwear 4 "tangerine">>
an orange shirt<<if _bottomExposed>> and blue shorts<<lowerwear 5 "blue">><</if>>.
<<else>>
a pair of blue shorts.<<lowerwear 5 "blue">>
<</if>>
It feels strangely nostalgic. You change into the provided clothes.
<<if $passoutReason is "hypothermia">>
"Sorry I don't have anything warmer," <<he>> says apologetically. There's a pause as you glance around the shop. "That I can give for free," <<he>> clarifies with a smile.
<</if>>
<</if>>
<br><br>
<<if $passoutReason is "hyperthermia">>
<<set Weather.Temperature.override.increase.inside(-5, "The fan keeps you cool.")>>
Fetching a wooden chair, Gwylan guides you to sit down next to a running fan. "Rest here for a bit. I'll make you some tea. Cold tea, of course," <<he>> declares. <<He>> hesitates, then adds, "Unless you want hot tea instead." The thought of drinking something warm right now makes you queasy, so you agree to the iced beverage.
<<else>>
<<set Weather.Temperature.override.increase.inside(5, "The thick blanket keeps you warm.")>>
Fetching a big cushion, <<he>> guides you to sit down before the fireplace. <<He>> drapes a thick blanket over your shoulders.
<</if>>
<br><br>
Once you're settled, <<he>> disappears into the back of the shop. You can still faintly hear some loud clinking sounds coming from that direction, which you assume is <<his>> way of brewing the tea. Perhaps <<hes>> simply a tad clumsy?
<br><br>
<<link [[Next|Passout Gwylan Hot Cold Tea]]>><</link>><<set $outside to 0>><<set $location to "forest_shop">><<effects>>
<<if $passoutReason is "hyperthermia">>
<<set Weather.Temperature.override.increase.inside(-5, "The fan keeps you cool.")>>
<<else>>
<<set Weather.Temperature.override.increase.inside(5, "The thick blanket keeps you warm.")>>
<</if>>
<<He>> returns, balancing a tray laden with a variety of ingredients: several herbs, a basket of freshly washed berries and lemons, and a honey jar. Alongside them rest a knife, a ladle, a patterned tea set, and some biscuits. <<He>> carries a glass pot of hot water<<if $passoutReason is "hyperthermia">> and a container of ice cubes as well<</if>>, ready to prepare the tea.
<br><br>
"I realised I didn't ask what kind of tea you wanted<<if $gwylanTea gte 1>> again<</if>>." <<He>> sets the tray down in front of you with an apologetic smile. "Sorry about that. Do you want berry herbal tea or lemon honey tea? <<if $passoutReason is "hyperthermia">>With or without ice?<</if>> Honey or no honey?<<if $gwylanTea gte 2>> Or Perhaps butterfly pea flower tea?<</if>>" <<He>> tilts <<his>> head to the side with each question asked.
<br><br>
<<link [[Berry herbal tea|Passout Gwylan Hot Cold Order]]>><<set $phase to 0>><</link>>
<br>
<<link [[Lemon honey tea|Passout Gwylan Hot Cold Order]]>><<set $phase to 1>><<transform bear 1>><</link>>
<br>
<<if $gwylanTea gte 1>><<link [[Butterfly pea flower tea|Passout Gwylan Hot Cold Order]]>><<set $phase to 2>><<set $gwylanTea++>><</link>><</if>><<set $outside to 0>><<set $location to "forest_shop">><<effects>>
<<set $gwylanTea to $gwylanTea || 0>>
<<if $passoutReason is "hyperthermia">>
<<set Weather.Temperature.override.increase.inside(-5, "The fan keeps you cool.")>>
<<else>>
<<set Weather.Temperature.override.increase.inside(5, "The thick blanket keeps you warm.")>>
<</if>>
Humming cheerfully, <<he>> begins preparing the tea to your specifications.
<<switch $phase>>
<<case 2>><<He>> steeps the delicate butterfly pea flowers in the hot water, turning it a rich shade of blue.
<<case 1>><<He>> slices the lemons, squeezing their juice into the pitcher before adding the honey.
<<default>><<He>> chops the herbs and adds them to the pot of hot water. <<He>> allows them to steep before adding a handful of fresh berries.
<</switch>>
<<if $passoutReason is "hyperthermia">><<He>> finishes by chilling the drink.<</if>>
"Here you go!" <<he>> exclaims with a smile, presenting you with your teacup and saucer.
<br><br>
<<if $phase is 2>>
<<He>> pours <<himself>> a cup of butterfly pea flower tea as well
.<<else>>
<<He>> pours <<himself>> a cup of bright blue tea.
<</if>>
<br><br>
<<link [[Take a sip|Passout Gwylan Hot Cold Sip]]>><</link>><<set $outside to 0>><<set $location to "forest_shop">><<effects>>
<<if $passoutReason is "hyperthermia">>
<<set Weather.Temperature.override.increase.inside(-5, "The fan keeps you cool.")>>
<<else>>
<<set Weather.Temperature.override.increase.inside(5, "The thick blanket keeps you warm.")>>
<</if>>
You take a sip.
<<if $gwylanTea is 0>>
It's delicious. You ask about the flavour of <<his>> tea. "Oh, this? It's rather insipid. Honestly, it tastes like grass." <<He>> chuckles, sipping some more. "Unless I add other things to enhance it, like lemon or berries. It's called butterfly pea flower tea." <<He>> cocks <<his>> head at you. "You should try some next time!"
<<set $gwylanTea to 1>>
<<elseif $phase isnot 2>>
It's delicious.
<<elseif $gwylanTea is 2>>
It's different than any other kind of tea you've had before. Gwylan asks what you think of it.
<<if $speech_attitude is "meek">>
"It's a bit earthy," you mumble, timidly adding some berries to try to improve the flavour.
<<elseif $speech_attitude is "bratty">>
"It's like drinking lawn clippings," you say bluntly. You toss in a handful of berries, hoping to salvage the flavour.
<<else>>
"It tastes like grass," you remark with a shrug, adding some berries to balance the taste out.
<</if>>
<br><br>
"I'm aware it's an acquired taste," Gwylan acknowledges with a nod, sipping <<his>> tea. "I've just had enough time to get used to it, that's all. The berries should help."
<br><br>
You give <<him>> a quizzical look, and <<he>> responds with an inscrutable smile. You shrug and take another sip. <<Hes>> right; the berries help.
<<elseif $gwylanTea is 3>>
<<if $speech_attitude is "meek">>
You take a tentative sip, trying to hide your distaste behind a forced smile. You quickly add some berries, hoping it will improve the taste. "Um, maybe this will help," you mumble softly, not wanting to offend.
<<elseif $speech_attitude is "bratty">>
"Just as bland as ever," you mutter, tossing in a handful of berries with an exaggerated sigh.
<<else>>
You nod knowingly as you take a sip. "Yep, just like I remembered," you say with a wry smile, adding some berries to temper the grassy flavour.
<</if>>
<br><br>
"I told you, didn't I? It's an acquired taste!" A chuckle escapes <<his>> lips, "The berries should help." <<Hes>> right; it tastes better this time around.
<br><br>
"How did you learn how to make this in the first place?" you ask.
<br><br>
Gwylan shrugs. "Oh, it was a long time ago. My grand<<father>> taught me how to grow and dry herbs for tea when I was young."
<<elseif $gwylanTea gte 4>>
<<if $speech_attitude is "meek">>
Even though you're well aware of its earthy flavour, you opt for the butterfly pea flower tea once again. "I-it's not exactly my favourite," you mumble. You add more berries, hoping to offset its distinct taste.
<<elseif $speech_attitude is "bratty">>
Despite knowing its taste well, you opt for the butterfly pea flower tea again, giving a dramatic roll of the eyes. "Ugh, I don't know how you can drink this stuff," you groan, begrudgingly adding some berries to temper the flavour.
<<else>>
Despite knowing its taste well, you opt for the butterfly pea flower tea again. "Yeah, it's still earthy," you say with a wry smile, adding some berries to temper the flavour.
<</if>>
<</if>>
You both enjoy the refreshing tea and biscuits. It's a peaceful moment, one that you find yourself pleasantly lost in. <<lstress>><<ltrauma>><<trauma -6>><<stress -6>>
<br><br>
"How are you feeling? Better?" <<he>> asks.
<br><br>
<<if $speech_attitude is "meek">>
Your nod is accompanied by a shy smile. You take another sip, hiding your embarrassment behind the teacup. "Yes... Th-thank you, Gwylan."
<<elseif $speech_attitude is "bratty">>
"Could be better. Thanks, I guess." You're somewhat mortified at needing to be rescued, and you feign nonchalance by taking another sip of tea.
<<else>>
"Yes, a bit. Thank you, Gwylan." You take another sip, hiding your embarrassment behind the teacup.
<</if>>
<br><br>
"Aw, it's no big deal!" <<He>> waves <<his>> hand dismissively. "Of course I'd help you, and I'd do it again."
<br><br>
<<link [[Next|Passout Gwylan Hot Cold End]]>><</link>><<set $outside to 0>><<set $location to "forest_shop">><<effects>>
You finish your tea, and Gwylan looks out the window. "Hopefully you'll fare a little better out there now. You know, <<= $passoutReason>> can be fatal, so don't die on me, alright?"
<br><br>
You nod and wave goodbye to Gwylan before leaving the shop.
<br><br>
<<link [[Next|Forest]]>><<set $forest to 0>><<unset $passoutReason>><<endevent>><<set $eventskip to 1>><</link>><<set $outside to 1>><<set $location to "forest">><<effects>>
<<beastNEWinit 1 wolf>>
Fur tickles your cheek as something warm and heavy settles on your chest.
<<if $passoutReason is "hyperthermia">>
It only takes a few moments for the heat to become unbearable, and you whimper for relief. You open your eyes.
<<else>>
<<set Weather.Temperature.override.increase.inside(5, "Thick fur warms your frozen body.")>>
Your body tingles, every nerve ending on fire as the warmth starts to return to your frozen extremities. You open your eyes.
<</if>>
<br><br>
A <<beasttype>> looks down at you, <<bhis>> eyes <<= Time.dayState is "night" ? "glowing bright in the dark" : "sharp and alert">>.
<<if $syndromewolves is 1 and $caveHumanPregnancyDiscovered is 1>>
<<if $wolfpackharmony gte 12>>
<<if $monster is 1>>
<<if $passoutReason is "hyperthermia">>
"No fur coat, yet <<ppackbrother>> still hot? Can't return with human cub, but stream will cool you off."
<<else>>
"<<pPackbrother>> needs fur coat. Woods cold and dark. Should come home, but can't return with human cub..." <<bHe>> gives your belly a reproachful look. "Will stay until warmer, though."
<</if>>
<<else>>
<<bHe>> looks at your belly and whimpers. You can't go back to the cave while carrying a human cub, but still, <<bhe>> seems sympathetic to your plight.
<</if>>
<<if $passoutReason is "hyperthermia">>
The <<beasttype>> climbs off you and you nudges you towards the nearby river. <<bHe>> circles you with worry, padding alongside you until you finally stumble into the running water. It's cool and refreshing. <<silently>><<water>><</silently>> <<bHe>> splashes in the water beside you until <<bhes>> sure you won't pass out again, then shakes <<bhimself>> dry.
<<else>>
<<bHe>> stays snuggled against you, sharing <<bhis>> body heat until you can finally move again. <<bHe>> climbs off you, giving your face a parting lick.
<</if>>
<<= $monster is 1 ? "\"Stay safe, <<ppackbrother>>. We miss you,\" <<bhe>> says, giving your belly one last look" : "<<bHe>> sniffs you one last time">> before bounding off into the woods once more.
<<else>>
<<bHe>> looks at your belly and growls.
<<if $monster is 1>>
"Still with human cub? <<= $passoutReason is "hyperthermia" ? "Cool off in stream first" : "Will help warm up">>, then <<ppackbrother>> must leave."
<<else>>
You can't go back to the cave while carrying a human cub, but despite <<bhis>> clear displeasure, <<bhe>> seems sympathetic to your plight.
<</if>>
<<if $passoutReason is "hyperthermia">>
The <<beasttype>> climbs off you and you roughly nudges you towards the nearby river, until you finally stumble into the running water. It's cool and refreshing. <<silently>><<water>><</silently>>
<<else>>
The <<beasttype>> bears <<bhis>> weight down on you to the point of discomfort, but <<bhe>> succeeds in warming you up. When you can finally move again, <<bhe>> climbs off you and turns tail.
<</if>>
<<bHe>> bounds off into the woods without looking back.
<</if>>
<br><br>
<<link [[Next|$safePassage]]>><<endevent>><<set $eventskip to 1>><</link>>
<<elseif $syndromewolves is 1 and $wolfpacktrust gte 24 and ($monster is 1 or $bestialitydisable is "f")>>
<<if $monster is 1>>
<<if $passoutReason is "hyperthermia">>
"No fur coat, yet <<ppackbrother>> still hot? Come home, stream will cool you off."
<<else>>
"<<pPackbrother>> needs fur coat. Woods cold and dark. Come home, where cave is warm." <<bHe>> stays snuggled against you, sharing <<bhis>> body heat until you can finally move again.
<</if>>
<<else>>
<<bHe>> licks your face and whimpers with concern.
<<if $passoutReason is "hyperthermia">>
<<bHe>> bathes you with <<bhis>> tongue, diligently cleaning the sweat off your face.
<<else>>
<<bHe>> wiggles in close, enveloping you with soft fur as <<bhe>> shares <<bhis>> body heat with you.
<</if>>
<</if>>
<br><br>
<<bHe>> climbs off you and nudges you upright. Your <<= $passoutReason is "hyperthermia" ? "overheated" : "frozen">> body is weak with fatigue, and your <<= $passoutReason is "hyperthermia" ? "stomach churns with nausea" : "stiff joints ache">> as the <<beasttype>> circles you with worry. Slowly, but surely, <<bhe>> leads you through the woods to the safety of the wolf cave.
<<if $passoutReason is "hyperthermia">>
<<bHe>> urges you into the stream, where the water is cool and refreshing. <<bHe>> joins you in the water, splashing beside you, until you're done rinsing yourself. You collapse onto the bank. <<bHe>> shakes <<bhimself>> dry and lays down next to you. <<silently>><<wash>><<water>><</silently>>
<<else>>
<<bHe>> urges you into the warmth of the cave. <<bHe>> fusses over you until you sit down, and <<bhe>> shifts a pile of thatch over you in a makeshift blanket. <<bHe>> lays down next to you.
<</if>>
<br><br>
You murmur your thanks to the <<beasttype>>, and <<bhis>> tail wags at your acknowledgement. <<if $monster is 1>>"Wolf cave always open for <<ppackbrother>>," <<bhe>> replies. "Next time, come here."<</if>>
<br><br>
<<if $passoutReason is "hyperthermia">>
<<link [[Next|Wolf Cave Clearing]]>><<endevent>><<set $eventskip to 1>><<set $wolfevent to 0>><</link>>
<<else>>
<<link [[Next|Wolf Cave]]>><<endevent>><<set $eventskip to 1>><<set $wolfevent to 0>><</link>>
<</if>>
<<elseif $syndromewolves is 1 and ($monster is 1 or $bestialitydisable is "f")>>
<<if $monster is 1>>
"Runaway, no good," <<bhe>> says. "Should have stayed in cave. <<= $passoutReason is "hyperthermia" ? "Stream is cool there, helps with heat" : "Squishy human could use fur for warmth">>." <<bHe>> begins to drag you through the woods.
<<else>>
<<bHe>> growls with displeasure at you, grabs you by the scruff of the neck like you're an errant puppy, and begins to drag you through the woods.
<</if>>
<br><br>
Weak from the <<= $passoutReason is "hyperthermia" ? "heat" : "cold">>, you're helpless to resist as the <<beasttype>> carries you through the forest, all the way back to the cave. <<bHe>> dumps you at the back and gives a warning growl before turning away.
<<if $monster is 1>>
"Stay. You belong to pack."
<</if>>
<br><br>
<<link [[Next|Wolf Cave]]>><<endevent>><</link>>
<<elseif $monster is 1 or $bestialitydisable is "f">>
<<if $monster is 1>>
"Prey is helpless," <<bhe>> says. "Alpha will be pleased." <<bHe>> begins to drag you through the woods.
<<else>>
<<bHe>> growls lowly, grabs you by the scruff of the neck like you're an errant puppy, and begins to drag you through the woods.
<</if>>
<br><br>
<<link [[Next|Forest Wolf Cave Intro]]>><</link>>
<<else>>
<<bHe>> climbs off you and tries to grab you by the scruff of the neck. Despite your state, you manage to twist out of <<bhis>> reach at the last second. You run away from <<bhim>> as fast as you can.
<<if $passoutReason is "hyperthermia">>
You splash through a stream in your haste, which cools you off, at least. <<silently>><<water>><</silently>>
<<else>>
The physical exertion warms you slightly, at least.<<athletics 1>>
<</if>>
<<beastescape>>
<br><br>
<<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>><<generate1>><<generate2>><<person1>>
You come to when you feel someone patting your cheek to rouse you. "Hey, wake up, <<girl>>," a <<person1>><<person>> says. You can only groan weakly, eyes fluttering but unable to remain open.
<br><br>
"<<pShe>> looks flushed," a <<person2>><<person>> says. "Think the heat got to <<phim>>?"
<br><br>
<<if Weather.BodyTemperature.getWarmth() gte 25>>
"Maybe. Look how much <<pshes>> wearing."
<<else>>
"Maybe, yeah."
<</if>>
The <<person1>><<person>> takes out an informational pamphlet meant for tourists and begins fanning you with it. "Should I give <<phim>> mouth to mouth?"
<br><br>
"You don't give mouth to mouth for heatstroke, idiot."
<br><br>
"So? <<pShes>> cute as fuck. Besides, when in Rome..." <<He>> leans down to kiss you.
<br><br>
<<link [[Stop <<him>>|Passout Heatstroke Kiss End]]>><<set $phase to 0>><</link>>
<br>
<<link [[Let it happen|Passout Heatstroke Kiss End]]>><<set $phase to 1>><<trauma 6>><<stress 6>><</link>><<kissvirginitywarning>><<gtrauma>><<gstress>>
<br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Make out|Passout Heatstroke Kiss End]]>><<set $phase to 2>><</link>><<promiscuous2>><<kissvirginitywarning>>
<</if>><<effects>>
<<set Weather.Temperature.override.increase.inside(-3, "The impromptu fan brings some relief.")>>
<<if $phase is 0>>
<<if $speech_attitude is "meek">>
You find the strength to scramble out from underneath the <<person>>. "H-hey, wait, I-I'm awake!" The <<personsimple>> seems defeated, but backs off.
<<elseif $speech_attitude is "bratty">>
You find the strength to slap the <<person>> and scramble out from under <<him>>. "Get off of me, pervert!" The <<personsimple>> rubs <<his>> cheek, scowling.
<<else>>
"Whoa, hang on," you say, finding the strength to scramble out from under the <<person>>. "I'm not okay with that." The <<personsimple>> seems defeated, but backs off.
<</if>>
<br><br>
"<<= $NPCList[0].pronoun is "m" ? "Man" : "Girl">>, even in this town, you just can't catch a break, huh?" the <<person2>><<person>> laughs to <<his>> friend.
<br><br>
"<<= $NPCList[1].pronoun is "m" ? "Dude" : "Girl">>, shut up." <<person1>><<He>> gives you a scornful look before standing up. "Come on, let's go." They walk off together, leaving you be.
<<elseif $phase is 1>>
You lie still, and the <<person1>><<person>> presses <<his>> lips to yours. <<= either("<<His>> tongue tries to worm its way unpleasantly into your mouth.", "They're chapped and rough, the sensation not unlike kissing sandpaper.")>><<takeKissVirginity $NPCList[0] rape>> <br><br>
<<He>> pulls away after a few moments. "Wow, the <<girls>> in this town are amazing. That was the best kiss I've ever had."
<br><br>
"<<pShes>> barely conscious, mate."
<br><br>
"I said what I said." <<He>> hesitates, but rejoins <<his>> friend. "Come on, let's go before <<pshe>> wakes up all the way." They walk off together, leaving you mostly unscathed.
<<else>>
You wait until you feel <<his>> weight over you to throw your arms around <<his>> neck, drawing <<him>> into a deep kiss. Your enthusiasm startles the <<person>>, but <<he>> responds in kind. You moan softly and allow your hands to roam along <<his>> body.<<takeKissVirginity $NPCList[0] "consensual">>
<br><br>
"Woo, get it, mate!" the <<person2>><<person>> hoots.
<br><br>
<<person1>><<He>> pulls away after a few moments, breathless and bewildered. "Holy shit," <<he>> says.
<br><br>
<<if $speech_attitude is "meek">>
"Th-thank you for finding me," you say with a coy twirl of your hair. "I feel much better."
<<elseif $speech_attitude is "bratty">>
"Yeah? Not bad yourself, lover<<= $NPCList[0].pronoun is "m" ? "boy" : "girl">>," you tease. "I'm feeling much better now."
<<else>>
"That was nice," you say sweetly. "I feel a lot better. Thank you."
<</if>>
<br><br>
Now overcome with nerves, the <<person>> stumbles over <<his>> words. "O-of course! Yeah, uh, n-no problem." <<He>> scrambles over to <<his>> friend. "Did you see that? They weren't kidding about this town," <<he>> whispers as <<he>> drags <<his>> friend off, leaving you be.
<</if>>
<br><br>
Soaked in sweat and still somewhat weak, you climb to your feet. Maybe you should try finding a way to cool down.
<br><br>
<<link [[Next|$safePassage]]>><<endevent>><<set $eventskip to 1>><</link>><<effects>><<npc Robin>><<person1>><<wearProp "thermos" 0 "hot">>
You wake up to the smell of hot chocolate. Robin kneels next to you, looking worried. "Are you okay?" <<He>> takes a look at what you're wearing<<if $exposed gte 1>>, or rather what you're not wearing<</if>>.
<br><br>
<<if C.npc.Robin.dom gte 50>>
<<upperundress "Robin_upper">>
<<upperwear 71>>
"What in the world are you wearing? In this weather?" <<he>> tuts. <<He>> drapes <<his>> puffer jacket over your shoulders and then places a warm thermos in your hands. "Here, drink this. It'll help you warm up."
<<set Weather.Temperature.override.increase.outside(-5, "Robin's puffer jacket making you warm.")>>
<<else>>
"Erm... A-aren't you cold, dressed like that?" <<he>> asks anxiously. <<He>> helps you sit up and places a warm thermos in your hands. "Here, this should help."
<<set Weather.Temperature.override.increase.outside(-3, "Robin's hot chocolate warming you up.")>>
<</if>>
<br><br>
The hot chocolate is warm and sweet as it goes down, and the radiant heat of the thermos eases the stiffness in your fingers.
<br><br>
"Th-thanks," you say, teeth chattering. Robin helps you stand to your feet <<if $exposed gte 1>>while trying to avoid looking directly at your <<lewdness>>,<</if>> but stops you when you start to walk away.
<br><br>
<<if C.npc.Robin.dom gte 50>>
"Hey, no way," <<he>> says firmly. "I'm taking you home to change into something else."
<<else>>
"H-hey, erm... M-maybe you should go home and change. I can come with you?"
<</if>>
<br><br>
<<link [[Accept|Passout Robin Hypothermia Park 2]]>><<handheldon>><<set $phase to 0>><</link>>
<br>
<<link [[Decline|Passout Robin Hypothermia Park 2]]>><<handheldon>><<set $phase to 1>><</link>><<effects>>
<<if $phase is 0>>
Robin places an away sign at <<his>> stand and walks you to the Orphanage.
<<if C.npc.Robin.trauma gte 50>>
<<He>> doesn't say much along the way.
<<elseif C.npc.Robin.dom gte 50 and $robinromance is 1>>
<<He>> holds your hand the whole way.
<<else>>
<<He>> doesn't seem to mind taking a break to help you.
<</if>>
<<He>> escorts you to your bedroom, pausing at the door. "I have to get back. Please be careful."
<<storeon "Robin_upper">>
<br><br>
"I will," you assure <<him>>. "Thanks for walking me home."
<br><br>
<<if $robinromance is 1>>
<<if C.npc.Robin.dom gte 50>>
<<He>> places a firm smooch on your cheek.
<<else>>
<<He>> hesitates, but plants a small kiss on your cheek.
<</if>>
<</if>>
You give <<him>> a placating smile and see <<him>> off.
<br><br>
<<link [[Next|Bedroom]]>><<endevent>><<set $daily.robin.passout to 1>><</link>>
<<else>>
<<if C.npc.Robin.dom gte 50>>
"...Okay." <<He>> nods after a terse huff. "As long as you know what you're doing..."
<br><br>
You give <<his>> jacket back.
<<storeon "Robin_upper">>
<<if $worn.hands.name is "naked">>
<<He>> removes <<his>> fingerless gloves and gives them to you. "I don't need them back, just... be safe, you know?"
<<handswear 1 "purple">>
<</if>>
<<else>>
"I... O-okay, if you know what you're doing..." <<He>> looks to <<his>> feet. "Just... promise me you'll be careful."
<</if>>
<br><br>
"I'll be fine," you say.
<br><br>
<<if $robinromance is 1>>
<<if C.npc.Robin.dom gte 50>>
<<He>> places a firm smooch on your cheek. "You know where to find me if you need anything."
<<else>>
<<He>> hesitates, but plants a small kiss on your cheek. "Okay. If you say so..."
<</if>>
<</if>>
<br><br>
You give <<him>> a reassuring smile and carry on as you are.
<br><br>
<<link [[Next|Park]]>><<endevent>><<set $daily.robin.passout to 1>><</link>>
<</if>><<set $outside to 0>><<set $location to "lake">><<effects>>
<<npc Winter>><<person1>>
<<outfitChecks>>
<<returnCarried>>
You wake up to the sound of pen scribbling on paper. You look around and see green tent walls surrounding a spacious interior. You realise you are in the archaeological office by the lake.
<br><br>
<<if $passoutReason is "hyperthermia">>
<<set Weather.Temperature.override.increase.inside(-5, "The ice bag cools you down.")>>
You find yourself wrapped solely in a towel. You sit up, and an ice bag slides down from your neck.
<br><br>
"Good to see you up." You turn around to find Winter mixing a spoonful of salt into a cup of water. "<<if !_fullyNaked>>I apologise, but I had to remove your clothes. <</if>>It seems like you were overheated." <<He>> hands you the cup and sits down next to you.
<br><br>
<<if $exposed gte 1>>
<<if Time.season is "summer">>
"The weather is severe around this time," <<he>> says. "You should be more cautious."
<<elseif Time.season is "spring">>
"The weather's getting warmer," <<he>> says. "Perhaps a bit too warm."
<<elseif Time.season is "autumn">>
"The weather's getting colder," <<he>> says. "But it seems like the remainder of summer is still there."
<<else>>
"I'm astonished you managed to pass out of heatstroke at this time of year." <<He>> examines you closely. "Especially in that state of dress."
<</if>>
<<else>>
<<if Time.season is "summer" and _top.warmth gte 7>>
<<He>> sighs. "Why would you dress like that during this time of the year?" <<He>> gives you a stern look. "I expected better from you." <<npcincr Winter love -1>><<llove>>
<<elseif Time.season is "spring">>
"The weather's getting warmer," <<he>> says. "You should be wiser in your choice of clothes."
<<elseif Time.season is "autumn">>
"The weather gets colder at this time of year," <<he>> says. "But you still need to watch how you dress."
<<elseif Weather.isFreezing>>
"Glacial temperatures, indeed." <<He>> looks outside the tent, then glances back at you. "But don't suffocate yourself."
<</if>>
<</if>>
<<if !_fullyNaked>>
<<strip>><<towelup>>
Winter hands you a pile of neatly-folded clothing. "Here are your belongings."
<br><br>
<<link [[Get dressed|Passout Lake Office Dress]]>><</link>>
<br>
<<link [[Insist on wearing the towel|Passout Lake Office Dress End]]>><<set $phase to "towel">><<returnCarried>><</link>>
<<else>>
<<towelup>>
Winter spends a few moments to ensure you're okay before sending you on your way.
<br><br>
<<link [[Next|Lake Office]]>><<endevent>><<pass 10>><</link>>
<</if>>
<<else>>
<<set Weather.Temperature.override.increase.inside(5, "The comforter warms you up.")>>
You try to sit up, and a heavy comforter slides down from your body.
<br><br>
"Good to see you up." You turn to find Winter holding a tray with two cups of hot tea on top of it. "I found you lying on the bank. Have some tea, you need it."
<br><br>
You reach for a cup, but your fingers are numb and trembling, and you struggle to wrap them around the handle. Winter notices. <<He>> sighs and sets the tray on the table, then takes a cup in <<his>> hand and sits beside you. <<He>> holds your hand and presses it to the cup, warming it up. <<wearProp "tea">>
<br><br>
<<if $exposed gte 1>>
<<if Time.season is "summer">>
"I don't blame you for dressing like that during this time of the year," <<he>> says. "But perhaps you should be more careful."
<<elseif Time.season is "spring">>
"The weather's getting warmer," <<he>> says. "But that's no excuse to dress inappropriately."
<<elseif Time.season is "autumn">>
"The weather's getting colder," <<he>> says. "You should be wiser in your choice of clothes."
<<else>>
<<He>> squints upon seeing your state of dress. "Dressing like that in this weather?" <<He>> rubs <<his>> temples. "I expected better from you." <<npcincr Winter love -1>><<llove>>
<</if>>
<br><br>
<<He>> fetches a jacket from the back of the tent. "Here, take this," <<he>> says, wrapping it around your shoulders. "I have a few spares." <<upperwear 49 "grey" "blue steel">>
<br><br>
<<He>> stays by your side and spends a few minutes lecturing you.
<<elseif _top.warmth gte 7>>
<<if Time.season is "summer">>
"Magnificent," <<he>> muses. "It's a wonder how you managed to get hypothermia at this time of year." <<He>> pauses, then adds, "And with your state of dress, too."
<<elseif Time.season is "spring">>
"The weather's getting warmer," <<he>> says. "But you shouldn't underestimate its impact."
<<elseif Time.season is "autumn">>
"The weather's getting colder," <<he>> says. "I can see you are well prepared. But perhaps you should be more careful."
<<else>>
"You are prudent in your choice of clothes," <<he>> says. "Still, when the weather's exceptionally frigid, I'd suggest staying indoors."
<</if>>
<br><br>
<<He>> insists on keeping you around until you finish your tea, lecturing you the whole while.
<</if>>
You endure Winter's mild scolding and promise to take better care of yourself.
<br><br>
<<link [[Next|Lake Office]]>><<unset $passoutReason>><<endevent>><<pass 10>><</link>>
<</if>><<effects>>
It occurs to you that it might be best to put on fewer clothes for right now. Anything else can be sent to your wardrobe.
<br>
<<getDressedList>>
<<link [[Finish dressing|Passout Lake Office Dress End]]>><</link>><<effects>>
<<if $phase is "towel">>
Winter frowns, but doesn't argue. "Very well then." <<He>> pauses, then concedes, "I suppose it will keep you cool."
<<else>>
Winter keeps <<his>> back to you, respecting your privacy as you get dressed.
<</if>>
<<He>> spends a few moments to ensure you're okay before sending you on your way.
<br><br>
<<link [[Next|Lake Office]]>><<unset $passoutReason>><<endevent>><<pass 10>><</link>><<set $outside to 1>><<set $location to "lake">><<effects>>
<<npc Mason>><<person1>><<outfitChecks>>
<<if $phase is "underwater">>
You feel someone's arms wrap around you, dragging you to the surface.
<</if>>
<<if !Weather.isFreezing and Time.season isnot "winter">>
<<set Weather.Temperature.override.increase.outside(-5, "The cool water causes the heat from your body to dissipate quickly.")>>
You wake up in a pair of toned arms. Half of your body is immersed in the cool lake water.
<br><br>
"You're awake!" the person holding you cheers. <span class="green">It's Mason.</span> <<He>> sounds relieved. "You didn't wake up for quite a while, so I called an ambulance, just in case," <<he>> says. "They'll arrive soon."
<br><br>
<<He>> examines your state of dress.
<<if _fullyNaked>>
<<His>> cheeks are bright red, and <<he>> quickly looks away. "I'm not sure how you managed to get heatstroke, but you should be more careful. Too much physical exertion can cause you to overheat."
<<elseif _swimwear>>
"It's always nice to go swimming every now and then," <<he>> says. "But you shouldn't go overboard with it. Too much physical exertion can cause heatstroke, after all."
<<else>>
"Sorry for soaking your clothes," <<he>> says awkwardly. "I figured the water would be the best way to help cool you down."
<</if>>
<br><br>
<<He>> helps you stand, and escorts you to the shore. <<if !_fullyNaked and !_swimwear>><<He>> does <<his>> best to help you dry your clothes.<</if>><<dry>>
<<else>>
<<set Weather.Temperature.override.increase.outside(-5, "The chilly air caresses your skin.")>>
You wake up beneath the shade of a tall tree near the lake.
<br><br>
"You're awake!" a voice exclaims. You turn and see Mason sitting beside you. "You didn't wake up for quite a while, so I called an ambulance, just in case," <<he>> says. "They'll arrive soon."
<<if $exposed gte 1>>
<<He>> examines you with concern. "Why would you dress so poorly at this time of year?" <<He>> rubs <<his>> head, looking confused. "And how did you manage to get heatstroke? You need to be more careful. Too much physical exertion can cause you to pass out."
<<else>>
<<He>> gives you a concerned glance. "It gets cold out this time of year, but you need to take care with how you dress."
<</if>>
<</if>>
<br><br>
Mason stays with you until the ambulance arrives, and the two of you chat idly.
<br><br>
<<link [[Next|Passout Mason Ambulance]]>><<set $passoutReason to "hyperthermia">><</link>><<set $outside to 1>><<set $location to "lake">><<effects>>
<<npc Mason>><<person1>>
<<set Weather.Temperature.override.increase.outside(5, "The towel and Mason's body heat warm you up.")>>
<<if $phase is "underwater">>
You feel someone's arms wrap around you, dragging you to the surface.
<</if>>
You wake up to a pair of arms and a thick towel wrapped around you. A toned chest presses against your back. You try to move.
<br><br>
Your rescuer squeezes you. "You're awake!" <span class="green">It's Mason.</span> <<He>> sounds relieved. "You didn't wake up for quite a while, so I called an ambulance, just in case," <<he>> says. "They'll arrive soon."
<br><br>
<<He>> examines your state of dress.
<<if $worn.upper.type.includes("diving") and $worn.lower.type.includes("diving")>>
<<if Time.season is "summer">>
"How did you manage this?" <<he>> asks in disbelief. "The suit itself is already warm, not to mention, it's summer."
<<elseif Time.season is "spring">>
"How strange," <<he>> muses. "It's getting warmer this time of year, and you're wearing a diving suit."
<<elseif Time.season is "autumn">>
"It gets chilly this time of year," <<he>> says. "You should be more cautious."
<<else>>
"Diving in the winter?" Mason shakes <<his>> head. "You might be dressed for it," <<he>> says. "But <<= Weather.isFrozen("lake") ? "the ice is treacherous" : "you should know better">>."<<npcincr Mason love -1>><<llove>>
<</if>>
<<elseif $exposed gte 1>>
<<if _fullyNaked>>
<<His>> cheeks are bright red, and <<he>> quickly looks away.
<</if>>
<<if Time.season is "summer">>
"I know it's tempting to wear nothing when it's summertime," <<he>> says. "But you still need to be careful."
<<elseif Time.season is "spring">>
"It gets warmer this time of year, but still, you need to mind how you dress."
<<elseif Time.season is "autumn">>
"It gets chilly this time of year," <<he>> says. "You should wear more clothes."
<<else>>
"You should know better than to walk around like that in the winter." <<He>> shakes <<his>> head, but doesn't take it further.<<npcincr Mason love -1>><<llove>>
<</if>>
<<else>>
<<if Time.season is "summer">>
"H-How did you?" <<he>> stammers, and shakes <<his>> head. "Perhaps you should report this to the developer team."
<<elseif Time.season is "spring">>
"The weather's starting to warm up, but it can still get chilly out." <<He>> frowns. "You should be more careful."
<<elseif Time.season is "autumn">>
"The weather's getting colder," <<he>> says. "It's never bad to wear a little extra."
<<else>>
"It can get pretty frigid in the winter." <<He>> gives you a reassuring smile. "If it gets to be too cold, I recommend staying indoors."
<</if>>
<</if>>
<br><br>
Realising that <<hes>> still wrapped around you, Mason quickly lets go and sheepishly helps you up. <<He>> stays with you until the ambulance arrives, and the two of you chat idly.
<br><br>
<<link [[Next|Passout Mason Ambulance]]>><<set $passoutReason to "hypothermia">><</link>><<effects>>
The paramedics insist on wheeling you onboard in a gurney, despite being alert and responsive. You give Mason an awkward wave goodbye as the ambulance doors shut. The paramedics ask questions about your health on the journey to the hospital. Thankfully, you're discharged soon after arriving, though the nurse gives you a stern lecture on the dangers of <<= $passoutReason>>.
<br><br>
<<if $exposed gte 1>>
<<if $backgroundTraits.includes("crossdresser")>>
<<set $clothingselector to $player.gender is "m" ? "f" : "m">>
<<else>>
<<set $clothingselector to $player.gender_appearance>>
<</if>>
<<if $clothingselector is "m">>
<<underlowerwear 4>>
<<upperwear 4>>
<<lowerwear 5>>
<<else>>
<<upperwear 1>>
<<underlowerwear 1>>
<</if>>
<</if>>
<<link [[Next|Hospital Foyer]]>><<unset $passoutReason>><<endevent>><<pass 20>><</link>><<set $outside to 1>><<set $location to "lake">><<effects>>
<<generatey1>><<generatey2>><<generatey3>><<generatey4>>
You wake up to hands groping your body.
<br><br>
"You're awake," says a <<person1>><<person>>. <<Hes>> not alone. "You looked so cold, we just want to help you warm up." You recognise them from school.
<br><br>
<<if $speech_attitude is "meek">>
"P-please don't," you plead.
<<elseif $speech_attitude is "bratty">>
"Don't you dare touch me." You scowl. Your fingers are numb, but you still manage to curl them into fists.
<<else>>
"Don't you dare," you say.
<</if>>
<br><br>
Your voice falls on deaf ears as they close in.
<br><br>
<<link [[Next|Passout Hypothermia Lake Rape]]>><<set $molestationstart to 1>><</link>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Passout Hypothermia Lake Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Passout Hypothermia Lake Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Thanks for getting us off, slut. Bet you're nice and warmed up now, eh?" Laughter and cheers erupt from the youths as the <<person1>><<person>> sends you off with a smack on your <<bottom>>.
<<elseif $enemyhealth lte 0>>
The <<person1>><<person>> shoves you away with a yelp of pain, and the others swear. "Fine, be like that, <<bitch>>! See if anyone saves your ass ever again!" They collect themselves and stalk off, shooting you dirty looks.
<</if>>
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<set Weather.Temperature.override.increase.outside(5, "The intense exertion has warmed your body up.")>>
<<link [[Next|Lake Shore]]>><<endevent>><</link>><<effects>><<generate1>><<generate2>><<leash 21>>
You awaken on a wooden floor, a cold heavy weight around your neck. Two figures loom over you.
<br><br>
"You weren't lying," a <<person1>><<person>> says. "Good stock.<<if $pregnancyspeechdisable is "f">> Would make a fine breeder.<</if>>"
<br><br>
"<<= $pregnancyspeechdisable is "f" ? "Breeder?" : "Personally,">>" the <<person2>><<person>> replies, "I'm more interested in the produce. Gonna make a killing." <<He>> grasps the leash attached to your collar, and forces you to your feet. You're in a small barn. The <<person>> tugs you behind <<him>>.
<br><br>
<<badEndTracking "Underground Farm" { reason: "tempPassout" }>>
<<link [[Next|Livestock Intro]]>><<endevent>><</link>>
<br><<set $outside to 0>><<effects>>
<<outfitChecks>>
<<npc Wren>><<person1>>
You wake up in an unfamiliar room.
<<if $passoutReason is "hypothermia">>
You're wearing a stranger's jacket and jeans.
<<if !_fullyNaked>>
<<if _underwear>>Your underwear is conspicuously missing.<</if>>
<span class="red">Your old clothes are nowhere to be found.</span>
<<upperruined>><<lowerruined>><<underlowerruined>><<underupperruined>>
<</if>>
At least you're not freezing anymore.
<br><br>
"This cold weather's dangerous, you know," a voice says. "You're lucky that we had some clothes lying around, but we are going to need them back."
<<upperwear 41 "tan">><<lowerwear 22 "denim">>
<<else>>
<<set Weather.Temperature.override.increase.outside(-5, "The fan cools you.")>>
A standing fan is blowing on your face. There's a glass of water next to you. You take it and drink the entire glass in one breath.
<br><br>
<<if !_fullyNaked>>
"I'm surprised," a voice says. "I don't think I've ever seen you wearing so many clothes. You could stand to lose a few."
<<else>>
"I'm not surprised that I found you wearing so little," a voice says. "But I <i>am</i> surprised you managed to get heatstroke like this."
<</if>>
<</if>>
<br><br>
You turn your head. <span class="gold">It's Wren.</span>
<<outfitChecks>>
<<if !_fullyNaked>>
<<He>> holds up a deck of cards. "Fancy a game?"
<br><br>
<<link [[Accept|Passout Estate Wren Cards Accept]]>><<npcincr Wren love 1>><</link>><<glove>>
<br>
<<link [[Refuse|Passout Estate Wren Cards Refuse]]>><<npcincr Wren love -1>><</link>><<llove>>
<<else>>
<<He>> smiles. "I'd invite you to play cards while you cool down, but well... not much point." <<He>> nods at your naked body.
<br><br>
You blush profusely, but thank Wren for rescuing you. <<He>> gives a dismissive wave, and you turn to leave. "Come back when there's something you want," <<he>> says. "And maybe consider staying indoors, if the heat gets to you that much."
<br><br>
<<link [[Next|Estate]]>><<unset $passoutReason>><<endevent>><</link>>
<</if>><<effects>>
"If you're sure," Wren says.
<<if $passoutReason is "hypothermia">>
"That'll be <<printmoney 15000>>." <<He>> holds out <<his>> hand.
<br><br>
<<if $money gte 15000>>
<<link [[Pay|Passout Estate Wren Pay]]>><<money -15000>><</link>>
<<else>>
<span class="blue">You can't afford it.</span>
<</if>>
<br>
<<link[[Return clothes|Passout Estate Wren Return]]>><</link>>
<<else>>
"Stay cool out there," <<he>> says. "I'm not sticking my neck out for you a second time."
<br><br>
You leave the cottage.
<br><br>
<<link [[Next|Estate]]>><<unset $passoutReason>><<endevent>><</link>>
<</if>><<effects>>
<<generate2>><<generate3>><<generate4>><<generate5>><<generate6>>
"Good," Wren says. "Through here."
<br><br>
<<He>> gestures for you to follow and leads you into the familiar card room, where <<his>> goons are waiting. <<He>> sits at the table and nods at the chair opposite <<him>>.
<br><br>
<<link [[Next|Estate Cards Intro 2]]>><</link>><<effects>>
You hand Wren the money. <<He>> pockets it without looking. "So long," <<he>> says.
<br><br>
You leave the cottage.
<br><br>
<<link [[Next|Estate]]>><<unset $passoutReason>><<endevent>><</link>><<effects>><<upperruined true>><<lowerruined true>>
You strip and drop the clothes at Wren's feet. <<He>> lifts <<his>> eyebrows as if surprised. You fold your arms, smirking at <<him>>. <<His>> expression soon smooths as <<he>> takes in the sight.
<br><br>
"If that's what you want," <<he>> says. "Just keep warm. I'm not sticking my neck out for you a second time."
<br><br>
You leave the cottage, well aware of <<his>> eyes following you.
<br><br>
<<link [[Next|Estate]]>><<unset $passoutReason>><<endevent>><</link>><<effects>><<set $location to "lake">><<set $outside to 1>><<outfitChecks>>
<<set Weather.Temperature.override.increase.outside(-5, "The mud is cool against your skin.")>>
<<generates1>>
You wake up to a cold and wet sensation all over your body. Getting your bearings, you see that you are lying on your back next to the lake. A <<person1>><<person>> massages mud from the bank across your skin sensually while a small crowd of your classmates watch. <<if !_overNaked or !_middleNaked>>You notice immediately that you <<= _underwear ? "must have been stripped down to your underwear while you were unconscious" : "are not wearing anything beneath the mud">>!<</if>> You sit upright with a start, drawing a few gasps from the crowd.
<br><br>
"Sorry, you passed out, so we figured we needed to cool you down somehow," the <<personsimple>> explains, clearly feigning innocence. The other students laugh. Some film your reaction on their cell phones.
<br><br>
"Now that you're feeling better, you ought to wash off, you dirty, dirty, <<girl>>," <<he>> says with a mocking tone.
<br><br>
<<overupperruined>><<overlowerruined>><<upperruined>><<lowerruined>>
<<if _bottom and _bottom is $worn.under_lower>>
<<underlowerruined>>
<</if>>
<<if _top and _top is $worn.under_upper>>
<<underupperruined>>
<</if>>
<<fameexhibitionism 5 "vid">>
<<if hasSexStat("exhibitionism", 4) and $uncomfortable.nude is false>>
<<link[[Wash|Passout Heatstroke Mud Wash]]>><<water>><<status 1>><</link>><<exhibitionist4>><<gcool>>
<<else>>
<<link[[Wash|Passout Heatstroke Mud Wash]]>><<set $desperateaction to "it's better than being covered in mud">><<stress 12>><<status 1>><<water>><</link>><<ggstress>><<gcool>>
<</if>>
<br>
<<link[[Run|Passout Heatstroke Mud Run]]>><<stress 6>><</link>><<gstress>><<silently>><<effects>><</silently>>
/* Yes this is intentional, because water effects are janky as hell. */
<<if hasSexStat("exhibitionism", 4)>>
You confidently stride over to the lake and submerge yourself in the water. You rub as much of the mud off as possible while your audience snickers and giggles. As you emerge from the lake, the other students bolt before you have a chance to ask what happened to your clothing.
<<else>>
Embarrassed, you cover yourself up as best you can and move to the lake. Slipping beneath the surface, you clean the mud off the best you can while trying to keep your classmates from seeing you undressed.
<br><br>
When you are as clean as you can get, you walk awkwardly back to the shore. Your peers point and laugh as your face burns with shame. Before you have a chance to ask what happened to your clothing, the other students bolt.
<</if>>
<br><br>
<<exhibitionism4>>
<<fameexhibitionism 10 "vid">>
<<link[[Next|Lake Shore]]>><<endevent>><<set $eventskip to 1>><</link>><<effects>><<set $location to "forest">><<set $outside to 1>>
You get up and flee into the woods, hoping to get out of sight of your peers and their cameras. A few students chase you and shout lewd remarks, but you lose them relatively quickly in the trees. Once you feel you are far enough away, you finally stop to catch your breath. Using sticks and leaves, you clean off as much of the mud as possible and take a look at your surroundings.
<br><br>
<<link[[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>><<effects>><<upperstrip>><<lowerstrip>><<facestrip>><<bindtemp>><<facewear 4>>
<<generatey1>><<generatey2>>
As you come to, you realise that you have been stripped down to your <<undies>>, gagged, and tied to a chair in the alley. Before you can get your bearings, you hear the voice of one of your classmates, a <<person1>><<person>>. "Shush! <<pShes>> waking up. Start recording."
<br><br>
"Ready, set, action," a <<person2>><<person>> whispers.
<br><br>
"Remember, folks: the best way to prevent heatstroke is to take lots of cool water with you and dress appropriately in hot weather!" the <<person1>><<person>> instructs in a cheesy tone. <<He>> addresses a small camera on a cheap tripod.
<br><br>
<<He>> brandishes a water bottle filled with more ice cubes than water, stretches the waistband of your <<undies>>, and pours half of its freezing contents down the front! You yelp into your gag and squirm to try and get the ice away from your <<= $player.penisExist ? "penis" : "clit">>. While you're otherwise occupied, the rest of the ice water is dumped down the back of your <<undies 1>>. The <<person>> takes an ice cube in each hand, and massages your nipples with them. You yelp at the frigid sensation. <<gpain>><<pain 6>>
<br><br>
<<He>> grins at the camera as <<he>> signs off, "Check out our other videos for more health tips. We'll see you next time!"
<br><br>
"Alright, let's go," the <<person2>><<person>> says, packing up the camera. The pair remove your gag and untie your hands, leaving you to free yourself from the remainder of your binds. <<if $carried.face.name isnot "naked">>They take your <<= $carried.face.name>> as a souvenir.<</if>> By the time you remove the ice from your soaked <<undies>> and locate your clothes, they're long gone. <<gstress>><<stress 6>>
<br><br>
<<fameexhibitionism 10 "vid">>
<<link [[Next|$safePassage]]>><<unbindtemp>><<set $worn.face.type.push("broken")>><<faceruined>><<underlowerwet 200>><<clotheson>><<endevent>><<set $eventskip to 1>><</link>><<effects>><<set $location to "beach">><<set $outside to 1>>
<<upperstrip>><<lowerstrip>><<underupperstrip>><<underlowerstrip>><<upperwear 148 "white">>
<<generate1>><<person1>>
You wake up under a small awning on the beach. Sitting up on the beach towel, you realise your clothing is gone. You're wearing nothing but a white oversized button-down shirt. Before you can speak, a <<person>> explains, "Hey, glad to see you're awake. I saw you passed out and decided to keep an eye on you while you recovered."
<br><br>
When you ask where your clothes are, <<he>> responds, "Well... I'm not entirely sure. I bet I could find them though, if you were willing to do something for me. A buddy of mine is starting up a wet t-shirt contest, and we want a few new contestants. What do you say? I bet the water could do you some good in your condition."
<br><br>
<<link[[Agree reluctantly|Passout Beach Heatstroke Wet Shirt 2]]>><<set $phase to 0>><<stress 6>><</link>><<gstress>>
<br>
<<if hasSexStat("exhibitionism", 3)>>
<<link[[Agree enthusiastically|Passout Beach Heatstroke Wet Shirt 2]]>><<set $phase to 1>><</link>><<exhibitionist3>>
<br>
<</if>>
<<link[[Refuse|Passout Beach Heatstroke Wet Shirt 2]]>><<set $phase to 2>><</link>><<effects>>
<<if $phase is 2>>
You refuse to go along with the request, and the <<person>> shrugs. "Suit yourself," <<he>> says, walking away. You look around for your clothes but turn up empty-handed. The button-down will have to do.
<br><br>
<<link[[Next|Beach]]>><<upperruined>><<lowerruined>><<underupperruined>><<underlowerruined>><<upperwear 148 "white">><</link>>
<<else>>
<<generate2>><<generate3>><<fameexhibitionism 5>><<set $upperwetstage to 2>><<set $lowerwetstage to 2>>
You agree to take part in the show, much to the pleasure of the <<person1>><<person>>. <<He>> leads you to a nearby pier where a small crowd is gathering, and has you line up with a <<person2>><<person>> and <<person3>><<person>>. You stand there <<= hasSexStat("exhibitionism", 3) ? "confidently" : hasSexStat("exhibitionism", 2) ? "patiently" : "nervously">>, waiting for your turn.
<br><br>
The <<person2>><<person>> goes first, doing a seductive dance while members of the crowd pour pitchers of water over <<his>> chest. The sounds of whistling and catcalling follow <<him>> as <<he>> walks down the pier. The <<person3>><<person>> goes next, standing with <<his>> hands raised stiffly while <<he>> is drenched. <<He>> fakes a smile while a few people in the crowd make crude remarks, before hurrying to find a place to change.
<br><br>
The <<person1>><<person>> leads you to the centre of the transfixed crowd.
<<if $phase is 1>>
You do a sexy little dance as the water is poured down your front. Your audience cheers as the oversized button-down becomes transparent, revealing your <<chest>>. <<exhibitionism3>>
You twirl on the spot and give a bow before returning to the <<person1>><<person>>. <<He>> returns your clothes to you with a big smile on <<his>> face.
<<else>>
You go rigid, but manage to lift your arms up like the person before you. Despite some disappointed murmurs, the audience still enjoys watching the button-down turn transparent, revealing your <<chest>>.
<br><br>
As soon as you are able, you return to the <<person1>><<person>>. <<He>> returns your clothes to you with a neutral expression. "A deal's a deal, I guess. Here you go."
<</if>>
<br><br>
<<link[[Next|Beach]]>><<clotheson>><<dry_full>><<endevent>><<set $eventskip to 1>><</link>>
<</if>><<effects>><<set $outside to 0>><<npc Eden>><<person1>>
You wake up on the cabin bed, groggy. Turning your head to the side, you see Eden sitting beside you. <<He>> notices you stirring.
<br><br>
"You're up. I was worried," <<he>> says. <<His>> voice sounds relieved.
<br>
<<if $passoutReason is "hyperthermia">>
<<set Weather.Temperature.override.increase.inside(-5, "The wet towel cools you down.")>>
<<He>> takes the towel from your forehead, dips it in water, wrings it dry, then puts it back on you.
<br>
"You were careless," <<he>> tells you. "You're lucky that I was around."
<<else>>
<<set Weather.Temperature.override.increase.inside(5, "You huddle under the covers.")>>
<<He>> helps you adjust the covers.
<br>
"What were you thinking?" <<he>> says. "If I hadn't been around, you would've frozen to death!"
<</if>>
<br>
<<He>> frowns at you. "No more going outside today. Stay here and rest." <<His>> voice is stern, leaving no room for argument. <<stress 10>><<gstress>>
<br><br>
<<He>> stays by your side and watches over you for a while, before
<<if Time.hour gte 0 and Time.hour lte 6>>
returning to bed.
<<elseif Time.hour lte 8>>
getting ready for the day.
<<elseif Time.hour lte 17>>
heading back outside.
<<else>>
returning to <<his>> own tasks.
<</if>>
<br><br>
<<link [[Next (0:15)|Eden Cabin]]>><<pass 15>><<endevent>><</link>><<effects>>
<<if ($wolfgirl gte 6 or ($transformationParts.wolf.tail isnot "hidden" and $transformationParts.wolf.tail isnot "disabled"))>>
<<beastNEWinit 1 dog>>
<<elseif ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled"))>>
<<beastNEWinit 1 cat>>
<</if>>
You feel a wet sensation on your face and blink awake.
<br><br>
A <<beasttype>> is licking your face. You struggle to sit up, finding your clothes torn apart. The <<beasttype>> <<= $NPCList[0].type is "dog" ? "nudges you" : "circles your arm">>, excited that you're awake. <<if $monster is 1>>"You awake! Couldn't help you up. So worried."<</if>>
<br><br>
Looks like <<bhe>> tried to wake you up, damaging your clothes in the process. At least it helped you escape the heat.<<overupperruined>><<upperruined>><<= either("<<underupperruined>>", "<<lowerruined>>")>>
<br><br>
After making sure you're okay, the <<beasttype>> gives you one last nuzzle and leaves.
<br><br>
<<link [[Next|Park]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<generatey1>><<person1>>
You wake up to a cold blast of water hitting you full in the face. A group of delinquents stands nearby, laughing as they spray you with a hose.
<br><br>
"Wake up, loser!" one of them, a <<person>>, jeers, the others joining in with mocking laughter.
<br><br>
You try to speak, but another blast of water hits you, cutting off your words. The water is cold, soaking through your clothes and making you shiver despite the heat. <<water>><<set Weather.bodyTemperature-->>
<br>
Finally, they get bored and leave, the sound of their laughter echoing in your ears as you lay there, drenched and humiliated.<<stress 6>><<trauma 6>><<gstress>><<gtrauma>>
<br><br>
<<link [[Next|Park]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<generatey1>><<person1>>
You struggle to wake up, unsure how many hours you've been unconscious, your head still foggy.
<br><br>
Your body feels heavy. If you don't cool down soon, you might pass out again.
<br><br>
You notice a <<person>> in front of you. <<He>> stares at you, then suddenly opens <<his>> coat quickly, exposing <<his>> <<genitals>> to you! "Hey! This is how you stay cool," <<he>> says playfully, making you feel <<= hasSexStat("promiscuity", 4) or hasSexStat("exhibitionism", 3) ? "aroused.<<arousal 200>><<garousal>>" : "disgusted.<<stress 6>><<trauma 6>><<gstress>><<gtrauma>>">>
<br><br>
After flashing you, <<he>> quickly runs off.
<br><br>
<<link [[Next|Park]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>><<location "office">>
<<generate1>><<person1>>
<<if $phase2 is "cold">>
You wake up feeling much warmer than before. When you sit up, a thick blanket that must have been draped over you falls to your lap.<<set Weather.bodyTemperature++>>
<<else>> /* heat */
You wake up feeling much cooler than before. When you sit up, a moist handkerchief falls from your forehead and onto your lap. You notice your clothes have been displaced to vent the heat from your body, too.<<set Weather.bodyTemperature-->>
<</if>>
<br><br>
"Ah, you're awake," someone says. You turn your head and see a <<person>> sitting at a nearby desk. <<He>> gets up from <<his>> desk to approach you.
<br><br>
<<link [[Next|Passout Office Work]]>><</link>>
<br><<effects>>
"I saw you collapse from the <<= $phase2 is "cold" ? "cold" : "heat">> while I was on my way back to the office."
<<set $phase2 to either("mild", "offended")>>
<<if $phase2 is "mild">>
<<He>> smiles at you and puts a hand on your shoulder. "You need to take better care of yourself. You may be young, but that doesn't mean you're invincible, you know?"
<<else>> /* offended */
<<He>> scoffs and crosses <<his>> arms. "Kids these days... You aren't invincible, you know? Just because you're still young doesn't mean you don't have to take care of your health, <<girl>>."
<</if>>
<br><br>
<<if $speech_attitude is "meek">>
"Thank you for helping me..." you mumble. "And s-sorry for being a bother..."
<<elseif $speech_attitude is "bratty">>
"...Thanks. You didn't have to do any of that, but you did, so... thanks," you say with an awkward shrug.
<<else>>
"Thanks for the help. Who knows what would have happened if you hadn't helped..."
<</if>>
<br><br>
<<if random(1,2) is 1>>
<<if $phase2 is "mild">>
"You're welcome," the <<person>> replies, removing <<his>> hand from your shoulder. "Though, in the spirit of reciprocity..." <<He>> gestures to <<his>> desk. "I'd appreciate a little help with my work. I'll even pay you for it."
<<else>> /* offended */
"If you really want to show your gratitude..." The <<person>> gestures towards <<his>> desk. "...then you can help me with my work. I'll even pay you for it," <<he>> adds with a smile.
<</if>>
<br><br>
<<link [[Agree (0:15)|Passout Office Work 2]]>><<set $phase to 0>><<pass 15>><</link>>
<br>
<<else>>
<<if $phase2 is "mild">>
"You're welcome," the <<person>> replies. "Though, in the spirit of reciprocity..." <<He>> puts <<his>> free hand on your other shoulder. "I'd appreciate a little bit of...company." <<He>> winks. "I'll even pay you for it."
<<else>> /* offended */
"If you really want to show your gratitude..." The <<person>> puts <<his>> hands on your shoulders. "...then you can show it with your body. I'll even pay you for it," <<he>> adds with a smirk.
<</if>>
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Accept the offer|Passout Office Work Sex]]>><<set $sexstart to 1>><</link>><<promiscuous2>>
<br>
<<elseif $uncomfortable.prostituting is false>>
<<His>> offer repulses you, but you need the money.
<br><br>
<<link [[Reluctantly accept the offer|Passout Office Work Sex]]>><<set $sexstart to 1>><<set $desperateaction to 1>><</link>><<promiscuous2>>
<br>
<<else>>
<span class="blue">You are not promiscuous enough to take up such an offer.</span>
<br>
<</if>>
<</if>>
<<if $danger gte (9900 - $allure)>>
<<link [[Refuse|Passout Office Work Sex]]>><<set $molestationstart to 1>><</link>>
<<else>>
<<link [[Refuse|Passout Office Work 2]]>><<set $phase to 1>><</link>>
<</if>>
<br><<effects>>
<<if $phase is 0>> /* Agree */
The <<person>> doesn't ask for much. <<He>> just has you <<= either("sort some files", "deliver a couple messages to some associates", "pick up a document from the fax machine down the hall")>> and <<= either("tidy up <<his>> office", "water <<his>> plants", "pick up a coffee for <<him>> from the cafe on the ground floor")>>. It doesn't take very long.
<br><br>
Once you're finished, <<he>> thanks you and gives you the pay <<he>> promised. <<assignmenttip 5>>
<br><br>
Job completed, you leave <<his>> office, and exit the building.
<<else>> /* Refuse */
The <<person>>
<<if $phase2 is "mild">>
frowns. "Very well, then." <<He>> gestures to the door with a sigh. "I have a meeting soon, anyway, so I'm afraid you'll need to leave."
<<else>> /* offended */
scowls. "Fine. Since you're awake, you can leave, then." <<He>> gestures to the door.
<</if>>
<br><br>
You get up, and leave.
<</if>>
<br><br>
<<link [[Next|High Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
"Wonderful." <<He>> seems quite pleased as <<he>> pushes you back down on the couch and climbs on top of you. <<promiscuity2>>
<br><br>
<<enable_rescue>>
<</if>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<if $phase2 is "mild">>
The <<person>> frowns. "I'd have hoped you'd pick up the hint that you don't actually have a choice here." <<He>> pushes you back down on the couch, and climbs on top of you. "After all I did to nurse you back to health... Don't you owe me?"
<<else>> /* offended */
"You ungrateful little..." <<He>> pushes you back down on the couch, and climbs on top of you. "I wasn't asking, <<girl>>."
<</if>>
<br><br>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Passout Office Work Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Passout Office Work Sex]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyhealth lte 0>>
The <<person>> shoves <<himself>> away from you with a pained cry. "You'll regret this, you little <<bastard>>!" <<he>> roars.
<br><br>
The fury in <<his>> voice sends shivers down your spine, but you take the chance to rush for the exit. Luckily, you manage to escape all the way to the office lobby without getting caught.
<br><br>
<<clotheson>>
<<tearful>> you exit the office building.
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Once recovered, the <<person>> gets up from the couch with a stretch and a satisfied groan. <<He>> reaches for <<his>> <<wallet>>, and digs into it. "Here," <<he>> says as <<he>> holds some bills out in your direction.
<<if $consensual is 1>>
"For the service." <<assignmenttip 10>>
<<else>>
<<He>> seems reluctant to pay you at all. <<assignmenttip 5>>
<</if>>
<br><br>
You take the money, and the <<person>> gets back to work.
<br><br>
<<clotheson>>
<<tearful>> you leave <<his>> office, and exit the building.
<<elseif $alarm is 1 and $rescue is 1>>
"Shut your—!" the <<person>> hisses, but <<hes>> interrupted by a knock on the door of <<his>> office.
<br><br>
"Is everything okay in there?"
<br><br>
The voice makes the <<personsimple>> hesitate. You take the opportunity to push <<him>> away. <<He>> reaches for your arm to stop you from escaping, but luckily you manage to dodge <<him>>. You shove the door open, push past your saviour, and run down the hall.
<br><br>
You only start to slow down when you approach the lobby<<if $athletics lte 600>>, gasping for breath<</if>>.
<br><br>
<<clotheson>>
<<tearful>> you exit the office building.
<<elseif $finish is 1>>
The <<person>> frowns and scoffs, pushing you away. "Fine," <<he>> grouses as <<he>> stands up from the couch. "Leave, then. I have a meeting soon, anyway."
<br><br>
<<clotheson>>
<<tearful>> you leave <<his>> office, and exit the building.
<<else>>
By the time awareness returns to you, the <<person>> is pushing you off the couch. You barely catch yourself on the edge of it before you take a tumble.
<br><br>
"Get out," <<he>> says coldly. "I have a meeting soon."
<br><br>
<<tearful>> you shakily push yourself up to your feet.
<br><br>
<<clotheson>>
You leave <<his>> office, and exit the building.
<</if>>
<<endcombat>>
<<link [[Next|High Street]]>><<set $eventskip to 1>><</link>>
<br><br><<effects>>
You awaken to the sight of the <<beasttype>>. It looks like <<bhe>> was taking care of you when you passed out.
<br><br>
After making sure you're okay, the <<beasttype>> <<= $monster is 1 ? "waves" : "looks">> at you before <<bhe>> gallops away. Leaving you alone in the moor.
<br><br>
<<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><<unset $horseDifficulty>><<unset $moormove>><</link>>
<br><<widget "toggledebug">>
<<if $debug>>
<<set $debug to 1>>
<<else>>
<<set $debug to 0>>
<</if>>
<</widget>>
/* min, current, max, rightMeter */
<<widget "statbar">>
<div @class="(_args[3] is true ? 'rightMeter' : 'meter')">
<<if _args[1] is 0>>
<<else>>
<<set _percent to Math.floor((_args[1]/_args[2])*100)>>
<<set _minPercent to Math.clamp(Math.floor((_args[0]/_args[2])*100), 0, _percent)>>
<<set _pin to Math.clamp(Math.floor((_args[4]/_args[2])*100), 0, _args[2])>>
<<switch Math.floor(_percent/10)>>
<<case 8 9>><<set _statColor to "pinkbar">>
<<case 6 7>><<set _statColor to "purplebar">>
<<case 4 5>><<set _statColor to "bluebar">>
<<case 2 3>><<set _statColor to "lbluebar">>
<<case 0 1>><<set _statColor to "tealbar">>
<<default>><<set _statColor to "redbar">>
<</switch>>
<div @class="_statColor" @style="'width:' + _percent + '%'"></div>
<<if _minPercent>>
<div @class="_statColor + ' meterMin'" @style="'width:' + _minPercent + '%'"></div>
<<elseif _pin>>
<div class="meterPin" @style="'width:' + _pin + '%'"></div>
<</if>>
<</if>>
</div>
<</widget>>
<<widget "statbarinverted">>
<<set _now to _args[0]>><<set _max to _args[1]>>
<div @class="(_args[2] is true ? 'rightMeter' : 'meter')">
<<if _args[0] is 0>>
<<else>>
<<set _percent to Math.floor((_args[0]/_args[1])*100)>>
<<switch Math.floor(_percent/10)>>
<<case 8 9>><<set _statColor to "tealbar">>
<<case 6 7>><<set _statColor to "lbluebar">>
<<case 4 5>><<set _statColor to "bluebar">>
<<case 2 3>><<set _statColor to "purplebar">>
<<case 0 1>><<set _statColor to "pinkbar">>
<<default>><<set _statColor to "greenbar">>
<</switch>>
<div @class="_statColor" @style="'width:' + _percent + '%'"></div>
<</if>>
</div>
<</widget>>
<<widget "wateraction">>
<<if currentSkillValue('swimmingskill') lt 100>>
<<pass 18 sec>>
<<set $oxygen -= 180>>
<<if $lake_ice_broken gte 1>>
<<if random(1, 120) lte 18>>
<<unset $lake_ice_broken>>
<</if>>
<</if>>
<<elseif currentSkillValue('swimmingskill') lt 200>>
<<pass 15 sec>>
<<set $oxygen -= 150>>
<<if $lake_ice_broken gte 1>>
<<if random(1, 120) lte 15>>
<<unset $lake_ice_broken>>
<</if>>
<</if>>
<<elseif currentSkillValue('swimmingskill') lt 300>>
<<pass 12 sec>>
<<set $oxygen -= 120>>
<<if $lake_ice_broken gte 1>>
<<if random(1, 120) lte 12>>
<<unset $lake_ice_broken>>
<</if>>
<</if>>
<<elseif currentSkillValue('swimmingskill') lt 400>>
<<pass 10 sec>>
<<set $oxygen -= 100>>
<<if $lake_ice_broken gte 1>>
<<if random(1, 120) lte 10>>
<<unset $lake_ice_broken>>
<</if>>
<</if>>
<<elseif currentSkillValue('swimmingskill') lt 500>>
<<pass 8 sec>>
<<set $oxygen -= 80>>
<<if $lake_ice_broken gte 1>>
<<if random(1, 120) lte 8>>
<<unset $lake_ice_broken>>
<</if>>
<</if>>
<<elseif currentSkillValue('swimmingskill') lt 600>>
<<pass 8 sec>>
<<set $oxygen -= 80>>
<<if $lake_ice_broken gte 1>>
<<if random(1, 120) lte 8>>
<<unset $lake_ice_broken>>
<</if>>
<</if>>
<<elseif currentSkillValue('swimmingskill') lt 700>>
<<pass 7 sec>>
<<set $oxygen -= 70>>
<<if $lake_ice_broken gte 1>>
<<if random(1, 120) lte 7>>
<<unset $lake_ice_broken>>
<</if>>
<</if>>
<<elseif currentSkillValue('swimmingskill') lt 800>>
<<pass 7 sec>>
<<set $oxygen -= 70>>
<<if $lake_ice_broken gte 1>>
<<if random(1, 120) lte 7>>
<<unset $lake_ice_broken>>
<</if>>
<</if>>
<<elseif currentSkillValue('swimmingskill') lt 900>>
<<pass 6 sec>>
<<set $oxygen -= 60>>
<<if $lake_ice_broken gte 1>>
<<if random(1, 120) lte 6>>
<<unset $lake_ice_broken>>
<</if>>
<</if>>
<<elseif currentSkillValue('swimmingskill') lt 1000>>
<<pass 6 sec>>
<<set $oxygen -= 60>>
<<if $lake_ice_broken gte 1>>
<<if random(1, 120) lte 6>>
<<unset $lake_ice_broken>>
<</if>>
<</if>>
<<elseif currentSkillValue('swimmingskill') lt 1100>>
<<pass 5 sec>>
<<set $oxygen -= 50>>
<<if $lake_ice_broken gte 1>>
<<if random(1, 120) lte 5>>
<<unset $lake_ice_broken>>
<</if>>
<</if>>
<<elseif currentSkillValue('swimmingskill') lt 1200>>
<<pass 4 sec>>
<<set $oxygen -= 40>>
<<if $lake_ice_broken gte 1>>
<<if random(1, 120) lte 4>>
<<unset $lake_ice_broken>>
<</if>>
<</if>>
<<else>>
<<pass 3 sec>>
<<set $oxygen -= 30>>
<<if $lake_ice_broken gte 1>>
<<if random(1, 120) lte 3>>
<<unset $lake_ice_broken>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "underwater">>
<<water>><<set $underwater to 1>><<set $underwatercheck to 1>>
<<if $combat isnot 1>>
<<if $oxygen lt 0 and $nooxygen is 1>>
<<set $stress += 1000>>
<<elseif $oxygen lt 0 and $nooxygen isnot 1>>
<<set $nooxygen to 1>>
<<else>>
<<set $nooxygen to 0>>
<</if>>
<span class="lblue">Air:</span>
<<if $oxygen lt 0>>
<span class="red">You can't breathe! Your stress will increase and you'll soon pass out if you can't find air.</span>
<</if>>
<<oxygencaption>>
<<if $underwaterintro isnot 1 and $combat isnot 1 and !$possessed>>
<<set $underwaterintro to 1>>
<i>You can't hold your breath forever. You will pass less time and use less air per action with a higher swimming skill.</i>
<br><br>
<</if>>
<</if>>
<</widget>>
<<widget "oxygenrefresh">>
<<set $oxygen to $oxygenmax>>
<</widget>>
<<widget "oxygen">>
<<if _args[0]>>
<<set $oxygen += _args[0]>>
<</if>>
<<if _args[0] lt 0>>
<<set _strangle to 1>>
<</if>>
<<set $oxygen = Math.clamp($oxygen, 0, $oxygenmax)>>
<</widget>>
<<widget "virginitylosttext">>
<<if $templePromised is _args[0]>>
<span class="lblue">yet you remain pure.</span>
<<else>>
<span class="red">forever robbing you of your purity.</span>
<</if>>
<</widget>>
<<widget "neutral">> <!-- This widget's names ('neutral') is awful. Maybe 'molest' might better describe its use? -->
<!-- args[1] now modifies the arousal applied to the PC -->
<!-- Consult the 'arousal' widget to see how -->
<<if _args[0] and (typeof _args[0]) is "number">>
<<if $consensual isnot 1>>
<<if $drunk gt 0>>
<<set $_drunk_level to Math.clamp(Math.floor($drunk / 120), 0, 4)>>
<<set $_stress_multiplier to [9,8,6,4,3][$_drunk_level]>>
<<else>>
<<set $_stress_multiplier to 10>>
<</if>>
<<stress _args[0] $_stress_multiplier>>
<<combattrauma _args[0]>>
<</if>>
<<set _arousal to 20 * _args[0]>>
<<if _args[1] and _args[2] and (typeof _args[1]) is "string" and (typeof _args[2]) is "number">>
<<arousal _arousal _args[1]>>
<<enemyarousal _args[0] _args[2]>>
<<elseif _args[1] and (typeof _args[1]) is "string">>
<<arousal _arousal _args[1]>>
<<enemyarousal _args[0]>>
<<elseif _args[1] and (typeof _args[1]) is "number">>
<<arousal _arousal>>
<<enemyarousal _args[0] _args[1]>>
<</if>>
<</if>>
<</widget>>
<<widget "neutralbreast">>
<<neutral _args[0] "breasts">>
<</widget>>
<<widget "neutralgenitals">>
<<neutral _args[0] "genitals">>
<</widget>>
<<widget "enemyarousal">>
<<if $demonseduce is 1>>
<<set $enemyarousal += _args[0] * 2>>
<<else>>
<<set $enemyarousal += _args[0]>>
<</if>>
<</widget>>
<<widget "sex">>
<!-- args[1] - indicates target: "genitals" if penile or vaginal, "anus" if anal, "mouth" if oral -->
<!-- Comment Akoz: args[2] was used at some places to show double penetration and at others -->
<!-- to pass which enemy NPC is doing the fucking. I'd leave it to mean the later, but -->
<!-- I didn't want to make a decision about a system I'm not working on. -->
<!-- So I chose to leave args[2] unused -->
<!-- Comment Purity: args[2] is now used to check which NPC is causing it. -->
<!-- For double penetration, the widget is now called twice. Once for each NPC. -->
<<if _args[0] and (typeof _args[0]) is "number">>
<<if $consensual isnot 1>>
<<if $drunk gt 0>>
<<set $_drunk_level to Math.clamp(Math.floor($drunk / 120), 0, 4)>>
<<set $_stress_multiplier to [9,8,6,4,3][$_drunk_level]>>
<<else>>
<<set $_stress_multiplier to 10>>
<</if>>
<<stress _args[0] $_stress_multiplier>>
<<combattrauma _args[0]>>
<<else>>
<<stress _args[0] -10>>
<</if>>
<<set _arousal to 20 * _args[0]>>
<<set _enemyarousal to 2 * _args[0]>>
<<if _args[1] is undefined>>
<<error {
message : `Expected a second parameter, but none was provided.`,
source : "Called from " + Utils.GetStack()
}>>
<<elseif _args[2] and (typeof _args[2]) is "number">>
<<if wearingCondom(_args[2]) and ["genital","genitals","anal"].includes(_args[1])>>
<<switch $NPCList[_args[2]].condom.type>>
<<case "plain">>
<<set _arousal to Math.floor(_arousal * 0.9)>>
<<set _enemyarousal to Math.floor(_enemyarousal * 0.9)>>
<<default>>
<</switch>>
<</if>>
<<if wearingCondom("player") and ["genital","genitals"].includes(_args[1])>>
<<switch $player.condom.type>>
<<case "plain">>
<<set _arousal to Math.floor(_arousal * 0.9)>>
<<set _enemyarousal to Math.floor(_enemyarousal * 0.9)>>
<<default>>
<</switch>>
<</if>>
<</if>>
<<arousal _arousal _args[1]>>
<<enemyarousal _enemyarousal>>
<</if>>
<</widget>>
<!--_args[0] is the base value, _args[1] is the skill-->
<<widget "sexControl">>
<<if _args[0] and _args[1] gte 800>>
<<set _loss to _args[1] / 180 * _args[0]>>
<<if _args[1] gte 1200>>
<<set _loss += 1>>
<</if>>
<<if $enemyarousal gte $enemyarousalmax * 0.7>>
<<set _loss *= 2>>
<</if>>
<<if $enemyarousal gte $enemyarousalmax * 0.9>>
<<set _loss *= 2>>
<</if>>
<<set _loss *= $enemyArousalLossReduction>>
<<if $enemyArousalLossReduction gt 0.2>>
<<set $enemyArousalLossReduction -= (_args[1] gte 1200 ? 0.03 : 0.04)>>
<</if>>
<<set $enemyarousal to Math.clamp($enemyarousal - Math.round(_loss), Math.min($enemyarousal, $enemyarousalmax / 5), $enemyarousalmax)>>
<</if>>
<</widget>>
<<widget "violence">>
<!-- NG tuning v2.7 $arousal from $masochism/50 to /7. PC now orgasms at least once during spanking encounter at 50% masocism level and twice at 100% masoohism. /10 at max is required to orgasm once at 100% masochism. -->
<!-- NG added stress reduction for masochists. Trauma left same -->
<<if _args.length gte 1>>
<<set _violence = _args[0]>>
<<set _stressMod = _args[1] || 1>>
<<set _traumaMod = _args[2] || 1>>
<<set _painMod = _args[3] || 1>>
<!-- args[4] - indicates NPC id (but is currently unused) -->
<<if $combatExtended.blockingActive gte 1>>
<<set _violence to Math.round(_violence - (_violence * ((0.4 * (1 * (currentSkillValue('physique') / 16000))) * $combatExtended.blockingActive)))>>
<</if>>
<<if _violence gt 0 or _violence lt 0>>
<<if $drunk gt 0>>
<<if $substanceRebalance is 1>>
<<if $drunk gte 240>>
<<set _drunkMod to Math.max(10 - (1.5 * (1 + Math.round($drunk / 120))), 0)>>
<<else>>
<<set _drunkMod to 10 - (1 * Math.round($drunk / 120))>>
<</if>>
<<else>>
<<set $_drunk_level to Math.clamp(Math.floor($drunk / 120), 0, 4)>>
<<set _drunkMod to [9,8,6,4,3][$_drunk_level]>>
<</if>>
<<else>>
<<set _drunkMod to 10>>
<</if>>
<<if $possessed is true and _violence gte 0>>
<<set $_controlMod to (10 * $enemyno)>>
<<control `_violence / $_controlMod`>>
<<set $wraith.will -= _violence>>
<<set _possessMod to 3>>
<<else>>
<<set _possessMod to 1>>
<</if>>
<<set $stress += (_violence * _drunkMod * _stressMod) * (1 - ($masochism / 1200))>>
<<combattrauma `_violence * _traumaMod`>>
<<set $pain += (_violence * _painMod * (1 - ($masochism / 1200)) * (1 - ($sciencetrait / 10)) / _possessMod)>>
<<set _arousal to (_violence * (0 + ($masochism / 18)))>>
<<arousal _arousal/_possessMod "maso">>
<<if $orgasmdown gte 1>>
<<if $masochism gte 800>>
<<masochism `(_violence / 20)`>>
<<elseif $masochism gte 500>>
<<masochism `(_violence / 10)`>>
<<elseif $masochism gte 300>>
<<masochism `(_violence / 6)`>>
<<elseif $masochism gte 100>>
<<masochism `(_violence / 2)`>>
<<else>>
<<masochism _violence>>
<</if>>
<</if>>
<<if _violence gte 6>>
<<set $enemyanger -= 5>>
<<else>>
<<set $enemyanger -= _violence>>
<</if>>
<<set $enemyarousal += 1>>
<<painclamp>>
<<set $encounterHit to 1>>
<</if>>
<</if>>
<</widget>>
<<widget "violence_noncombat">>
<<if _args.length gte 1>>
<<set _violence = _args[0]>>
<<set _stressMod = _args[1] || 1>>
<<set _traumaMod = _args[2] || 1>>
<<set _painMod = _args[3] || 1>>
<<set _arousalMod = _args[4] || 1>>
<<if _violence gt 0 or _violence lt 0>>
<<if $drunk gt 0>>
<<set $_drunk_level to Math.clamp(Math.floor($drunk / 120), 0, 4)>>
<<set _drunkMod to [9,8,6,4,3][$_drunk_level]>>
<<else>>
<<set _drunkMod to 10>>
<</if>>
<<set $stress += (_violence * _drunkMod * _stressMod) * (1 - ($masochism / 1200))>>
<<trauma `_violence * _traumaMod`>>
<<set $pain += (_violence * _painMod * (1 - ($masochism / 1200)) * (1 - ($sciencetrait / 10)))>>
<<set _arousal to (_violence * _arousalMod * (0 + ($masochism / 18)))>>
<<arousal _arousal "maso">>
<<set $arousalmasochism += (_violence * (0 + ($masochism / 7)))>>
<<if $orgasmdown gte 1>>
<<if $masochism gte 800>>
<<masochism `(_violence / 20)`>>
<<elseif $masochism gte 500>>
<<masochism `(_violence / 10)`>>
<<elseif $masochism gte 300>>
<<masochism `(_violence / 6)`>>
<<elseif $masochism gte 100>>
<<masochism `(_violence / 2)`>>
<<else>>
<<masochism _violence>>
<</if>>
<</if>>
<<painclamp>>
<</if>>
<</if>>
<</widget>>
<<widget "submission">>
<!-- Comment Akoz: this won't use sensitivities as I reckon this arousal source is -->
<!-- entirely psychological. -->
<!-- args[0] - the submission value -->
<!-- args[1] - the NPC to whom PC is submitting (currently unused) -->
<<if _args[0]>>
<<if $consensual isnot 1>>
<<if $drunk gt 0>>
<<set $_drunk_level to Math.clamp(Math.floor($drunk / 120), 0, 4)>>
<<set $_stress_multiplier to [9,8,6,4,3][$_drunk_level]>>
<<else>>
<<set $_stress_multiplier to 10>>
<</if>>
<<stress _args[0] $_stress_multiplier>>
<<sub `_args[0] / 4`>>
<<else>>
<<set $stress -= 10 * _args[0]>>
<<set $assertive += 1>>
<</if>>
<<set _arousal to 20 * _args[0]>>
<<arousal _arousal>>
<<if $demonseduce is 1>>
<<set $enemyarousal += (3 * _args[0]) * 2>>
<<else>>
<<set $enemyarousal += 3 * _args[0]>>
<</if>>
<<set $enemytrust += 2>>
<</if>>
<</widget>>
<<widget "defiance">>
<<if _args[0]>>
<<set _defiance to (_args[0] * (1 + ($sadism / 1000)))>>
<<set $stress -= 10 * _defiance>>
<<combattrauma `-_defiance`>>
<<set $enemyanger += 5 * _defiance>>
<<def `_args[0] / 4`>>
<<set $enemytrust -= 4>>
<<set _defiance_arousal to (_defiance * ($sadism / 40))>>
<<arousal _defiance_arousal>>
<<if $arousal gte ($arousalmax * 0.8)>>
<<sadism _args[0]>>
<</if>>
<<set _thedamage to (2 * _defiance * (currentSkillValue('physique') / 4000))>>
<<if $combatExtended.brawlingToggle is 1>>
<<set _thedamage to _thedamage * (1 + (($combatExtended.brawling * $enemyno * (1 + ($enemyno / 2))) / 10000))>>
<</if>>
<<if $fallenangelretribution is 1>>
<<set _thedamage to _thedamage * 2>>
<</if>>
<<if $enemyBlockingActive is 1>>
<<set _reduction to $NPCList[_args[1]].dodgeChance * 2>>
<<set _thedamage to _thedamage * (1 - (_reduction / 100))>>
<</if>>
<<if $enemyno gte 2>>
<<npcdamage _args[1]>>
<</if>>
<<set $enemyhealth -= Math.round(_thedamage)>>
<</if>>
<</widget>>
<<widget "brat">>
<<if _args[0]>>
<<if $drunk gt 0>>
<<set $_drunk_level to Math.clamp(Math.floor($drunk / 120), 0, 4)>>
<<set $_stress_multiplier to [9,8,6,4,3][$_drunk_level]>>
<<else>>
<<set $_stress_multiplier to 10>>
<</if>>
<<stress _args[0] $_stress_multiplier>>
<<combattrauma `-1 * _args[0]`>>
<<if _args[1] is "demanding">>
<<set $enemyanger += 20 * _args[0]>>
<<elseif $NPCList[0].legs isnot "walk">>
<<set $enemyanger += 5 * _args[0]>>
<</if>>
<<def `_args[0] / 4`>>
<<set $enemytrust -= 2>>
<<set $NPCList[0].bold to ($NPCList[0].bold gte _args[0] * 10 ? $NPCList[0].bold - _args[0] * 10 : 0)>>
<</if>>
<</widget>>
<<widget "meek">>
<!-- Comment Akoz: this won't use sensitivities as I reckon this arousal source is -->
<!-- entirely psychological. -->
<!-- args[0] - the meek value -->
<!-- args[1] - the NPC for whom PC is acting meekly (currently unused) -->
<<if _args[0]>>
<<if $consensual isnot 1>>
<<sub `_args[0] / 4`>>
<<else>>
<<set $assertive += 1>>
<</if>>
<<set _arousal to 20 * _args[0]>>
<<arousal _arousal>>
<<set $enemyarousal += _args[0]>>
<<set $enemytrust += 1>>
<<set $enemyanger -= _args[0]>>
<</if>>
<</widget>>
<<widget "crimeUp">><<silently>>
<<if $statFreeze isnot true>>
<<if _args[0] eq null>>
<<set _crimeError to `No input found for crimeUp widget!`>>
<<elseif isNaN(_args[0])>>
<<set _crimeError to `NaN input found for crimeUp widget: '${_args[0]}'`>>
<<elseif _args[0] lt 0>>
<<set _crimeError to `Negative input found for crimeUp widget: '${_args[0]}'`>>
<<elseif _args[0] gt 0>>
<<set _crimeType to _args[1] || "thievery">>
<<if !setup.crimeNames[_crimeType]>>
<<run Errors.report("Extra-Illegal crime committed of type; " + _crimeType + " defaulted to thievery")>>
<<set _crimeType to "thievery">>
<</if>>
<<set $_crimemod to Number(_args[0])>>
<<set $_crimeMult to 1>>
<<if !["coercion", "resisting"].includes(_crimeType)>>
<!-- ignore stealth (or concealed identity) for crimes where it is irrelevant; -->
<!-- resisting arrest where the player's identity is explicitly known, and coercion where the player's force of personality is needed -->
/* The following commented code contains experimental factors for calculating stealth */
/*
<<set $_crime1 to Math.clamp($crime, C.crime.min, C.crime.max / 10)>>
<<set $_crime2 to $crime - $_crime1>>
<<set $_crime2 to Math.clamp($crime - $_crime1, C.crime.min, C.crime.max / 10)>>
<!-- crime1 = first 5k of crime, crime2 = next 5k of crime -->
<<set $_normCrime1 to normalise($_crime1, C.crime.max / 10)>>
<<set $_normCrime2 to normalise($_crime2, C.crime.max / 10)>>
<!-- Both normalized to percentage of max/10 (currently 5k) -->
<<set $_stealthReduce1 to expCurve($_normcrime1, 3.0)>>
<!-- First 5k of crime at a curve to 5000 -->
*/
<<set $_stealthfactor to ( 0.15 * ( 1 - normalise($crime[_crimeType].current, C.crime.max / 5 ) ) )>>
<!-- Stealth gives 15%, but reduced by existing crime stat down to 0 at C.crime.max / 5 -->
<!-- At 10k crime of the current type, stealthy equipment is effectively useless - too much evidence -->
<!-- Filter to all items with type "stealthy" and count them -->
<<set $_stealthMult to Object.values($worn).filter(item => item.type.includes("stealthy")).length>>
<<set $_crimeMult -= $_stealthfactor * $_stealthMult>>
<!-- Filter to all items with type "unstealthy" and count them -->
<<set $_unstealthMult to Object.values($worn).filter(item => item.type.includes("unstealthy")).length>>
<<set $_crimeMult += 0.15 * $_unstealthMult>>
<<if ["thievery", "petty", "trespassing"].includes(_crimeType)>>
<!-- For stealthy crimes, player skulduggery skill gives further reduction up to another 15%. 1000 is max skulduggery clamp, replace as needed -->
<<set $_skillMult to ( 0.15 * normalise($skulduggery, 1000) )>>
<<set $_crimeMult -= $_skillMult>>
<</if>>
<<set $_crimemod to Math.ceil($_crimemod * $_crimeMult)>>
<<if ["petty"].includes(_crimeType) and $skulduggery gte 500>>
<!-- Petty thievery has extra flat reduction if skulduggery skill above 500 (C+), possibly negating the crime gain entirely -->
<<set $_crimemod -= Math.floor($skulduggery / 10)>>
<</if>>
<</if>>
<<set $_crimemod to Math.clamp($_crimemod, 0, C.crime.max)>>
<<if $_crimemod gt 0>>
<!-- If crime gain is still greater than 0, add to crime daily, history, count, and Avery crimetracker-->
<!-- crimemod lte 0 represents a crime the player completely got away with, so nothing is recorded-->
<<set C.crime[_crimeType] += $_crimemod>>
<<set C.crime[_crimeType + "History"] += $_crimemod>>
<<set C.crime[_crimeType + "Daily"] += $_crimemod>>
<<set C.crime[_crimeType + "Count"] += 1>>
<<set C.crime[_crimeType + "CountHistory"] += 1>>
<<if $averyCrimeTracker neq null>>
<<set $averyCrimeTracker += $_crimemod>>
<</if>>
<<if $exposed gte 1 and _crimeType isnot "exposure">>
<<set C.crime.exposure += $_crimemod>>
<<set C.crime.exposureHistory += $_crimemod>>
<<set C.crime.exposureDaily += $_crimemod>>
<<set C.crime.exposureCount += 1>>
<<set C.crime.exposureCountHistory += 1>>
<</if>>
<<if ["thievery", "petty"].includes(_crimeType) and
$foxbuild gte 1 and
Math.max($wolfbuild, $catbuild, $cowbuild, $birdbuild, $foxbuild, $bunnybuild) is $foxbuild>>
<!-- If the player steals enough, and fox is their highest beast TF (and above 0), apply fox TF pressure -->
<<if !$foxCrimeProgress>>
<!-- Resets daily at 6AM, in dawnCheck, time.js -->
<<set $foxCrimeProgress to 0>>
<</if>>
<<set $foxCrimeProgress += $_crimemod>>
<<set $_foxCrimeRequired = Math.floor(50 * (1 + $foxbuild))>>
<<if $foxCrimeProgress gte $_foxCrimeRequired>>
<<transform fox 1>>
<<set $effectsmessage to true>>
<<set $foxCrimeMessage to true>>
<<set $foxCrimeProgress to Math.clamp($foxCrimeProgress, 0, ($foxCrimeProgress - $_foxCrimeRequired))>>
<</if>>
<</if>>
<<if _args[2]>>
<!-- Optional argument to record more specific crimes with description. Does not work yet, unused.-->
<<set _description to _args[2]>>
<<if !setup.crimeDescs[_description]>>
<<run Errors.report("Extra-Illegal crime committed of description; " + _description + " crime event not logged")>>
<<else>>
<<run C.crime.logEvent($_crimemod, _crimeType, _description)>>
<</if>>
<</if>>
<</if>>
<<if $earSlime.event is "steal something" and ["thievery", "petty"].includes(_crimeType)>>
<<set $earSlime.event to "">><<set $earSlime.noSleep to false>>
<</if>>
<</if>>
<</if>>
<</silently>><<if _crimeError>><<error {message:T.crimeError}>><</if>><</widget>>
<<widget "crimeUpFlat">><<silently>>
<!-- stripped down widget with no extra effects, modifiers, or optional arguments, ideally used for cheats and debugging -->
<<if $statFreeze isnot true>>
<<if _args[0] eq null>>
<<set _crimeError to `No input found for crimeUpFlat widget!`>>
<<elseif isNaN(_args[0])>>
<<set _crimeError to `NaN input found for crimeUpFlat widget: '${_args[0]}'`>>
<<elseif _args[0] lt 0>>
<<set _crimeError to `Negative input found for crimeUpFlat widget: '${_args[0]}'`>>
<<elseif _args[0] gt 0>>
<<set _crimeType to _args[1] || "thievery">>
<<if !setup.crimeNames[_crimeType]>>
<<run Errors.report("Extra-Illegal crime (flat) committed of type; " + _crimeType + " defaulted to thievery")>>
<<set _crimeType to "thievery">>
<</if>>
<<set $_crimemod to Number(_args[0])>>
<<if _args[0] gt 0>>
<<set C.crime[_crimeType] += $_crimemod>>
<<set C.crime[_crimeType + "History"] += $_crimemod>>
<<set C.crime[_crimeType + "Daily"] += $_crimemod>>
<<set C.crime[_crimeType + "Count"] += 1>>
<<set C.crime[_crimeType + "CountHistory"] += 1>>
<</if>>
<</if>>
<</if>>
<</silently>><<if _crimeError>><<error {message:T.crimeError}>><</if>><</widget>>
<<widget "crimeDown">><<silently>>
<<if $statFreeze isnot true>>
<<if _args[0] eq null>>
<<set _crimeError to `No input found for crimeDown widget!`>>
<<elseif isNaN(_args[0])>>
<<set _crimeError to `NaN input found for crimeDown widget: '${_args[0]}'`>>
<<elseif _args[0] lt 0>>
<<set _crimeError to `Negative input found for crimeDown widget: '${_args[0]}'`>>
<<elseif _args[0] gt 0>>
<<set _crimeDown to _args[0]>>
<<if _args[1] and _args[1] isnot "all">>
<<set _crimeType to _args[1]>>
<<if !setup.crimeNames[_crimeType]>>
<<run Errors.report("Extra-Illegal crime reduced of type; " + _crimeType + " defaulted to thievery")>>
<<set _crimeType to "thievery">>
<</if>>
<<if C.crime[_crimeType] gt 0>>
<<if _crimeDown lte 1>>
<!-- Reduce crime by percent -->
<<set C.crime[_crimeType] to Math.ceil(C.crime[_crimeType] * _crimeDown)>>
<<set C.crime[_crimeType + "Daily"] to Math.ceil(C.crime[_crimeType + "Daily"] * _crimeDown)>>
<<set C.crime[_crimeType + "Count"] to Math.ceil(C.crime[_crimeType + "Count"] * _crimeDown)>>
<<else>>
<!-- Reduce crime by value -->
<<set $_crimeDiv to normalise(C.crime[_crimeType] - _crimeDown, C.crime[_crimeType], C.crime.min)>>
<<set C.crime[_crimeType] -= _crimeDown>>
<<set C.crime[_crimeType + "Daily"] -= _crimeDown>>
<!-- Reduce crime type count by same percentile as total crime loss-->
<<set C.crime[_crimeType + "Count"] to Math.ceil(C.crime[_crimeType + "Count"] * $_crimeDiv)>>
<</if>>
<</if>>
<<else>>
<!-- If no crime type specified, apply to all -->
<<for _crimeType range Object.keys(setup.crimeNames)>>
<<if C.crime[_crimeType] gt 0>>
<<if _crimeDown lte 1>>
<!-- Reduce crime by percent -->
<<set C.crime[_crimeType] to Math.ceil(C.crime[_crimeType] * _crimeDown)>>
<<set C.crime[_crimeType + "Daily"] to Math.ceil(C.crime[_crimeType + "Daily"] * _crimeDown)>>
<<set C.crime[_crimeType + "Count"] to Math.ceil(C.crime[_crimeType + "Count"] * _crimeDown)>>
<<else>>
<<set $_crimeDiv to normalise(C.crime[_crimeType] - _crimeDown, C.crime[_crimeType], C.crime.min)>>
<<set C.crime[_crimeType] -= _crimeDown>>
<<set C.crime[_crimeType + "Daily"] -= _crimeDown>>
<<set C.crime[_crimeType + "Count"] to Math.ceil(C.crime[_crimeType + "Count"] * $_crimeDiv)>>
<<unset $_crimeDiv>>
<</if>>
<</if>>
<</for>>
<</if>>
<</if>>
<</if>>
<</silently>><<if _crimeError>><<error {message:T.crimeError}>><</if>><</widget>>
<<widget "crimeClear">>
<<if $statFreeze isnot true>>
<<if _args[0] and _args[0] isnot "all">>
<<set _crimeClearType to _args[0]>>
<<if !setup.crimeNames[_crimeClearType]>>
<<run Errors.report("Extra-Illegal crime cleared of type; " + _crimeClearType)>>
<<else>>
<<set C.crime[_crimeClearType] = 0>>
<<set C.crime[_crimeClearType + "Count"] = 0>>
<<set C.crime[_crimeClearType + "Daily"] = 0>>
<<run C.crime.clearEvents(_crimeClearType)>>
<</if>>
<<else>>
<!-- If no crime type specified, zero all categories -->
<<for _crimeClearType range Object.keys(setup.crimeNames)>>
<<set C.crime[_crimeClearType] = 0>>
<<set C.crime[_crimeClearType + "Count"] = 0>>
<<set C.crime[_crimeClearType + "Daily"] = 0>>
<<run C.crime.clearEvents()>>
<</for>>
<</if>>
<</if>>
<</widget>>
<<widget "crimeClearEvent">>
<<if $statFreeze isnot true>>
<<if _args[0] and _args[0] isnot "all">>
<<set _crimeClearEvent to _args[0]>>
<<if !setup.crimeDescs[_crimeClearEvent]>>
<<run Errors.report("Extra-Illegal crime event cleared of description; " + _crimeClearEvent)>>
<<else>>
<<run C.crime.clearEvents(null, _crimeClearEvent)>>
<</if>>
<<else>>
<<run C.crime.clearEvents()>>
<</if>>
<</if>>
<</widget>>
<<widget "listCrimeCheats">>
<<if Object.keys(V.crime.events).length isnot 0>>
<<for $_ce range Object.keys(V.crime.events)>>
<<print $_ce + ": " + setup.crimeDescs[$_ce].toUpperFirst() + ", " + $crime.events[$_ce].length + " count(s)">>
<br>
<</for>>
<<else>>
<span class="red">No unique crime events</span>
<br>
<</if>>
<</widget>>
<<widget "crimeParade">>
<<set _crimes_output to "">>
<<for $_crimeType range Object.keys(setup.crimeNames)>>
<<if C.crime[$_crimeType + "Count"] gte 1>>
<<set $_crimes_output to "">>
<<number `C.crime[$_crimeType + "Count"]` "silent">>
<<set $_crimes_output += "- " + _text_output.toLocaleUpperFirst() + " count">>
<<if C.crime[$_crimeType + "Count"] isnot 1>>
<<set $_crimes_output += "s">>
<</if>>
<<set $_crimes_output += " of " + toTitleCase(setup.crimeNames[$_crimeType])>>
<<unset _text_output>>
<<set $_crimes_event_list to []>>
<<for $_ce range Object.keys($crime.events)>>
<<set $_crDescLen to $crime.events[$_ce].filter(e => e.type is $_crimeType).length>>
<<if $_crDescLen gte 1>>
<<number $_crDescLen "silent">>
<<set $_crDescStr to _text_output + " count">>
<<if $_crDescLen gt 1>>
<<set $_crDescStr += "s">>
<</if>>
<<set $_crDescStr += " of " + setup.crimeDescs[$_ce]>>
<<unset _text_output>>
<<set $_crimes_event_list.push($_crDescStr)>>
<</if>>
<</for>>
<<if $_crimes_event_list.length isnot 0>>
<<set $_crimes_output += ", including ">>
<<set $_crimes_output += formatList($_crimes_event_list, "and", true)>>
<</if>>
<<set $_crimes_output += ".">><span class="red"><<print $_crimes_output>></span>
<<set _crimes_output += $_crimes_output + "<br>">>
<br>
<</if>>
<</for>>
<</widget>>
<<widget "seductionskilluse">>
<<if $demonseduce is 1>>
<<set $enemyarousal += (currentSkillValue("seductionskill") / 100) * 2>><<seductionskill 5>><<set $seductionskillup to 1>>
<<else>>
<<set $enemyarousal += (currentSkillValue("seductionskill") / 100)>><<seductionskill 5>><<set $seductionskillup to 1>>
<</if>>
<</widget>>
<<widget "seductionskilluptext">>
<<if $seductionskill lt 1000>>
<span class="gold">You feel more confident in your powers of seduction.</span>
<br><br>
<</if>>
<</widget>>
<<widget "seductionskillusecombat">>
<<if $demonseduce is 1>>
<<set $enemyarousal += (currentSkillValue("seductionskill") / 100) * 2>><<seductionskill 5>><<set $seductionskillup to 1>>
<<else>>
<<set $enemyarousal += (currentSkillValue("seductionskill") / 100)>><<seductionskill 5>><<set $seductionskillup to 1>>
<</if>>
<</widget>>
<<widget "oralskilluse">>
<<if $demonseduce is 1>>
<<set $enemyarousal += (currentSkillValue("oralskill") / 100) * 2>><<oralskill 5>><<set $oralskillup to 1>>
<<else>>
<<set $enemyarousal += (currentSkillValue("oralskill") / 100)>><<oralskill 5>><<set $oralskillup to 1>>
<</if>>
<</widget>>
<<widget "vaginalskilluse">>
<<if $demonseduce is 1>>
<<set $enemyarousal += (currentSkillValue("vaginalskill") / 100) * 2>><<vaginalskill 5>><<set $vaginalskillup to 1>>
<<else>>
<<set $enemyarousal += (currentSkillValue("vaginalskill") / 100)>><<vaginalskill 5>><<set $vaginalskillup to 1>>
<</if>>
<</widget>>
<<widget "analskilluse">>
<<if $demonseduce is 1>>
<<set $enemyarousal += (currentSkillValue("analskill") / 100) * 2>><<analskill 5>><<set $analskillup to 1>>
<<else>>
<<set $enemyarousal += (currentSkillValue("analskill") / 100)>><<analskill 5>><<set $analskillup to 1>>
<</if>>
<</widget>>
<<widget "handskilluse">>
<<if $demonseduce is 1>>
<<set $enemyarousal += (currentSkillValue("handskill") / 100) * 2>><<handskill 5>><<set $handskillup to 1>>
<<else>>
<<set $enemyarousal += (currentSkillValue("handskill") / 100)>><<handskill 5>><<set $handskillup to 1>>
<</if>>
<</widget>>
<<widget "feetskilluse">>
<<if $demonseduce is 1>>
<<set $enemyarousal += (currentSkillValue("feetskill") / 100) * 2>><<feetskill 5>><<set $feetskillup to 1>>
<<else>>
<<set $enemyarousal += (currentSkillValue("feetskill") / 100)>><<feetskill 5>><<set $feetskillup to 1>>
<</if>>
<</widget>>
<<widget "bottomskilluse">>
<<if $demonseduce is 1>>
<<set $enemyarousal += (currentSkillValue("bottomskill") / 100) * 2>><<bottomskill 5>><<set $bottomskillup to 1>>
<<else>>
<<set $enemyarousal += (currentSkillValue("bottomskill") / 100)>><<bottomskill 5>><<set $bottomskillup to 1>>
<</if>>
<</widget>>
<<widget "thighskilluse">>
<<if $demonseduce is 1>>
<<set $enemyarousal += (currentSkillValue("thighskill") / 100) * 2>><<thighskill 5>><<set $thighskillup to 1>>
<<else>>
<<set $enemyarousal += (currentSkillValue("thighskill") / 100)>><<thighskill 5>><<set $thighskillup to 1>>
<</if>>
<</widget>>
<<widget "chestskilluse">>
<<if $demonseduce is 1>>
<<set $enemyarousal += (currentSkillValue("chestskill") / 100) * 2>><<chestskill 5>><<set $chestskillup to 1>>
<<else>>
<<set $enemyarousal += (currentSkillValue("chestskill") / 100)>><<chestskill 5>><<set $chestskillup to 1>>
<</if>>
<</widget>>
<<widget "penileskilluse">>
<<if $demonseduce is 1>>
<<set $enemyarousal += (currentSkillValue("penileskill") / 100) * 2>><<penileskill 5>><<set $penileskillup to 1>>
<<else>>
<<set $enemyarousal += (currentSkillValue("penileskill") / 100)>><<penileskill 5>><<set $penileskillup to 1>>
<</if>>
<</widget>>
<<widget "skulduggeryskilluse">>
<<if $statFreeze isnot true>>
<<set $skulduggery += 3>>
<<set $skulduggery = Math.clamp($skulduggery, 0, 1000 * $AMCTraits.skulduggery)>>
<<if $skulduggery lt 1000 * $AMCTraits.skulduggery>>
<span class="gold"> You learned a thing or two about skulduggery.</span>
<</if>>
<</if>>
<br><br>
<</widget>>
<<widget "combatskulduggeryskilluse">>
<<if $statFreeze isnot true>>
<<if $skulduggery gt 1000 or $AMCTraits.halfGain is 1>>
<<set $skulduggery += 3 / $AMCTraits.skulduggery * ($statGainReductionMult / 100)>>
<<else>>
<<set $skulduggery += 3 * ($statGainReductionMult / 100)>>
<</if>>
<<set $skulduggery to Math.clamp($skulduggery, 0, 1000 * $AMCTraits.skulduggery)>>
<<if $skulduggery lt 1000 * $AMCTraits.skulduggery>>
<span class="gold"> You learned a thing or two about skulduggery.</span>
<</if>>
<</if>>
<</widget>>
<<widget "swimmingskilluse">>
<<if $statFreeze isnot true>>
<<if $swimmingskill gt 1000 or $AMCTraits.halfGain is 1>>
<<set $swimmingskill += 9 / $AMCTraits.swimming * ($statGainReductionMult / 100)>>
<<else>>
<<set $swimmingskill += 9 * ($statGainReductionMult / 100)>>
<</if>>
<<if $swimmingskill lt 1000 * $AMCTraits.swimming>>
<span class="gold"> You've become more confident at swimming.</span>
<</if>>
<<set $swimmingskill to Math.clamp($swimmingskill, 0, 1000 * $AMCTraits.swimming)>>
<</if>>
<</widget>>
<<widget "danceskilluse">>
<<if $statFreeze isnot true>>
<<danceskill 1>>
<<if $danceskill lt 1000 * $AMCTraits.swimming>>
<span class="gold"> You feel more confident in your dancing abilities.</span>
<</if>>
<</if>>
<</widget>>
<<widget "schoolskillgeneral">>
<<if $statFreeze isnot true>>
<<set $_subject to _args[0]>>
<<set $_gain to _args[1] || 1>>
<<if ($_subject is "english" and $AMCTraits.english is 2) or ($_subject is "maths" and $AMCTraits.maths is 2) or ($_subject is "science" and $AMCTraits.science is 2) or ($_subject is "history" and $AMCTraits.history is 2)>>
<<set _AMCmod to 2>>
<<else>>
<<set _AMCmod to 1>>
<</if>>
<<set _skill_mod to [2.4, 1.2, 0.6, 0.3][Math.clamp(V[$_subject + "trait"], 0, 3)]>>
<<if _args[2] isnot "no_star">>
<<if V[$_subject + "_star"] lt 3>>
<<set V[$_subject + "_star"] += 1>>
<</if>>
<<if $worn.face.type.includes("glasses")>>
<<set _skill_mod *= 1.2>>
<</if>>
<<if $exposed gte 1>>
<<set _skill_mod *= 1.2>>
<</if>>
<</if>>
<<if _AMCmod is 2 and V[$subject] gt 1000 or $AMCTraits.halfGain is 1>>
<<set V[$_subject + "_exam"] to Math.clamp(V[$_subject + "_exam"] + ($_gain * _skill_mod / _AMCmod * ($statGainReductionMult / 100)), -107, 200)>>
<<else>>
<<set V[$_subject + "_exam"] to Math.clamp(V[$_subject + "_exam"] + ($_gain * _skill_mod * ($statGainReductionMult / 100)), -107, 200)>>
<</if>>
<</if>>
<</widget>>
<<widget "scienceskill">>
<<if $science gt 1000 or $AMCTraits.halfGain is 1>>
<<set _args[0] to _args[0] / $AMCTraits.science * ($statGainReductionMult / 100)>>
<<else>>
<<set _args[0] to _args[0] * ($statGainReductionMult / 100)>>
<</if>>
<<schoolskillgeneral "science" _args[0] _args[1]>>
<</widget>>
<<widget "mathsskill">>
<<if $maths gt 1000 or $AMCTraits.halfGain is 1>>
<<set _args[0] to _args[0] / $AMCTraits.maths * ($statGainReductionMult / 100)>>
<<else>>
<<set _args[0] to _args[0] * ($statGainReductionMult / 100)>>
<</if>>
<<schoolskillgeneral "maths" `_args[0] * 1.2` _args[1]>>
<</widget>>
<<widget "englishskill">>
<<if $english gt 1000 or $AMCTraits.halfGain is 1>>
<<set _args[0] to _args[0] / $AMCTraits.english * ($statGainReductionMult / 100)>>
<<else>>
<<set _args[0] to _args[0] * ($statGainReductionMult / 100)>>
<</if>>
<<schoolskillgeneral "english" _args[0] _args[1]>>
<</widget>>
<<widget "historyskill">>
<<if $history gt 1000 or $AMCTraits.halfGain is 1>>
<<set _args[0] to _args[0] / $AMCTraits.history * ($statGainReductionMult / 100)>>
<<else>>
<<set _args[0] to _args[0] * ($statGainReductionMult / 100)>>
<</if>>
<<schoolskillgeneral "history" _args[0] _args[1]>>
<</widget>>
<<widget "passiveStudy">>
<<if $statFreeze isnot true>>
<<set _chair to Furniture.get('chair')>>
<<if _chair is undefined or _chair is null>>
<<set _chair to Furniture.get('chair','chair')>>
<</if>>
<<if _chair.name is "chair">>
<<set _studyGain to 6>>
<<elseif _chair.name is "stools">>
<<set _studyGain to 7>>
<<elseif _chair.name is "wooden chairs">>
<<set _studyGain to 8>>
<<elseif _chair.name is "swivel chairs">>
<<set _studyGain to 9>>
<<elseif _chair.name is "shell chairs">>
<<set _studyGain to 10>>
<<elseif _chair.name is "armchairs">>
<<set _studyGain to 11>>
<<elseif _chair.name is "egg armchairs">>
<<set _studyGain to 12>>
<</if>>
<<if $studyBooks.rented.science is 1>>
<<scienceskill _studyGain "no_star">>
<</if>>
<<if $studyBooks.rented.maths is 1>>
<<mathsskill _studyGain "no_star">>
<</if>>
<<if $studyBooks.rented.english is 1>>
<<englishskill _studyGain "no_star">>
<</if>>
<<if $studyBooks.rented.history is 1>>
<<historyskill _studyGain "no_star">>
<</if>>
/* <<switch $studyBooks.rented>>
<<case "science">>
<<scienceskill _studyGain "no_star">>
<<case "maths">>
<<mathsskill _studyGain "no_star">>
<<case "English">>
<<englishskill _studyGain "no_star">>
<<case "history">>
<<historyskill _studyGain "no_star">>
<<default>>
<</switch>> */
<<if $studyBooks.stolen.science is 1>>
<<scienceskill _studyGain "no_star">>
<</if>>
<<if $studyBooks.stolen.maths is 1>>
<<mathsskill _studyGain "no_star">>
<</if>>
<<if $studyBooks.stolen.english is 1>>
<<englishskill _studyGain "no_star">>
<</if>>
<<if $studyBooks.stolen.history is 1>>
<<historyskill _studyGain "no_star">>
<</if>>
/* <<switch $studyBooks.rented>>
<<case "science">>
<<scienceskill 6 "no_star">>
<<case "maths">>
<<mathsskill 6 "no_star">>
<<case "English">>
<<englishskill 6 "no_star">>
<<case "history">>
<<historyskill 6 "no_star">>
<<default>>
<</switch>>
<<switch $studyBooks.stolen>>
<<case "science">>
<<scienceskill 6 "no_star">>
<<case "maths">>
<<mathsskill 6 "no_star">>
<<case "English">>
<<englishskill 6 "no_star">>
<<case "history">>
<<historyskill 6 "no_star">>
<<default>>
<</switch>> */
<</if>>
<</widget>>
<<widget "schoolskill">>
<<if _args[0]>>
<<historyskill _args[0]>>
<<mathsskill _args[0]>>
<<scienceskill _args[0]>>
<<englishskill _args[0]>>
<<else>>
<<historyskill>>
<<mathsskill>>
<<scienceskill>>
<<englishskill>>
<</if>>
<</widget>>
<<widget "athletics">>
<<if !_args[0] or $statFreeze is true>>
<<exit>>
<</if>>
<<set _temp to _args[0] || 1>>
<<set _temp *= ($exposed gte 2 ? 1.2 : $exposed is 1 ? 1.1 : 1)>>
<<for _slot range ["upper", "lower", "feet", "legs"]>>
<<if $worn[_slot].type.includes("athletic")>>
<<set _temp *= 1.1>>
<</if>>
<</for>>
<<if $worn.under_upper.type.includes("athletic") and $player.breastsize gte 6>>
<<set _temp *= 1.1>>
<<elseif $player.breastsize gte 6>>
<<set _temp /= 1.1>>
<</if>>
<<if $athletics gt 1000 or $AMCTraits.halfGain is 1>>
<<set $athletics += _temp * 1.3 / $AMCTraits.athletics * ($statGainReductionMult / 100)>>
<<else>>
<<set $athletics += _temp * 1.3 * ($statGainReductionMult / 100)>>
<</if>>
<<set $athletics to Math.clamp($athletics, 0, 1000 * $AMCTraits.athletics)>>
<<set Weather.BodyTemperature.addActivity("athletics")>>
<</widget>>
<<widget "tending">>
<<if _args[0] and $statFreeze isnot true>>
<<if $tending gt 1000 or $AMCTraits.halfGain is 1>>
<<set $tending += (_args[0] * 2 / $AMCTraits.tending * ($statGainReductionMult / 100))>>
<<else>>
<<set $tending += (_args[0] * 2 * ($statGainReductionMult / 100))>>
<</if>>
<<set $tending to Math.clamp($tending, 0, 1000 * $AMCTraits.tending)>>
<</if>>
<</widget>>
<<widget "housekeeping">>
<<if _args[1]>>
<<if _args[0] and $statFreeze isnot true and ($housekeeping lt _args[1] or _args[1] gte 1000 or $easyHousekeeping gte 1)>>
<<if $housekeeping gt 1000 or $AMCTraits.halfGain is 1>>
<<set $housekeeping += (_args[0] * 2 / $AMCTraits.housekeeping * ($statGainReductionMult / 100))>>
<<else>>
<<set $housekeeping += (_args[0] * 2 * ($statGainReductionMult / 100))>>
<</if>>
<<set $housekeeping to Math.clamp($housekeeping, 0, 1000 * $AMCTraits.housekeeping)>>
<</if>>
<<else>>
<<if _args[0] and $statFreeze isnot true>>
<<if $housekeeping gt 1000 or $AMCTraits.halfGain is 1>>
<<set $housekeeping += (_args[0] * 2 / $AMCTraits.housekeeping * ($statGainReductionMult / 100))>>
<<else>>
<<set $housekeeping += (_args[0] * 2 * ($statGainReductionMult / 100))>>
<</if>>
<<set $housekeeping to Math.clamp($housekeeping, 0, 1000 * $AMCTraits.housekeeping)>>
<</if>>
<</if>>
<</widget>>
<<widget "danceskill">>
<<if _args[0] and $statFreeze isnot true>>
<<if $danceskill gt 1000 or $AMCTraits.halfGain is 1>>
<<set $danceskill += _args[0] / $AMCTraits.dancing * ($statGainReductionMult / 100)>>
<<else>>
<<set $danceskill += _args[0] * ($statGainReductionMult / 100)>>
<</if>>
<<set $danceskill to Math.clamp($danceskill, 0, 1000 * $AMCTraits.dancing)>>
<</if>>
<</widget>>
<<widget "physique">>
<<if $statFreeze is true>>
<<exit>>
<</if>>
<<if _args[0]>><<set _temp to _args[0]>><<set $workouts += _args[0]>><<else>><<set _temp to 1>><<set $workouts += 1>><</if>>
<<if $exposed gte 2>>
<<set _temp *= 1.2>>
<<elseif $exposed is 1>>
<<set _temp *= 1.1>>
<</if>>
<<if $physique gt $physiquesize>>
<<set $physique += 10 * _temp / $AMCTraits.physique>>
<<else>>
<<set $physique += 10 * _temp>>
<</if>>
<<set $physiqueuse += _temp>>
<<if _args[1]>>
<<if _args[1] isnot "noMessage">>
<<if ($combat is 1 and _args[1] isnot "workout") or _args[1] is "invig">>
<span class="gold"> It invigorates you.</span>
<<else>>
<span class="gold"> You get a good workout.</span>
<</if>>
<</if>>
<<elseif $combat is 1>>
<span class="gold"> It invigorates you.</span>
<<else>>
<span class="gold"> You get a good workout.</span>
<</if>>
<<set $physique = Math.clamp($physique, 0, $physiquesize * $AMCTraits.physique)>>
<<set Weather.BodyTemperature.addActivity("physique")>>
<</widget>>
<<widget "physique_loss">>
<<if _args[0] and $statFreeze isnot true>>
<<set $physique -= 10 * _args[0]>>
<</if>>
<</widget>>
<<widget "bruise">>
<<if _args[0] and $statFreeze isnot true>>
<<switch _args[0]>>
<<case "face">>
<<set $facebruise += 1>>
<<set $facebruise to Math.clamp($facebruise, 0, 100)>>
<<case "neck">>
<<set $neckbruise += 1>>
<<set $neckbruise to Math.clamp($neckbruise, 0, 100)>>
<<case "chest">>
<<set $chestbruise += 1>>
<<set $chestbruise to Math.clamp($chestbruise, 0, 100)>>
<<case "rightarm">>
<<set $rightarmbruise += 1>>
<<set $rightarmbruise to Math.clamp($rightarmbruise, 0, 100)>>
<<case "leftarm">>
<<set $leftarmbruise += 1>>
<<set $leftarmbruise to Math.clamp($leftarmbruise, 0, 100)>>
<<case "tummy">>
<<set $tummybruise += 1>>
<<set $tummybruise to Math.clamp($tummybruise, 0, 100)>>
<<case "bottom">>
<<set $bottombruise += 1>>
<<set $bottombruise to Math.clamp($bottombruise, 0, 100)>>
<<case "thigh">>
<<set $thighbruise += 1>>
<<set $thighbruise to Math.clamp($thighbruise, 0, 100)>>
<<case "anus">>
<<set $anusbruise += 1>>
<<set $anusbruise to Math.clamp($anusbruise, 0, 100)>>
<<case "vagina">>
<<set $vaginabruise += 1>>
<<set $vaginabruise to Math.clamp($vaginabruise, 0, 100)>>
<<case "penis">>
<<set $penisbruise += 1>>
<<set $penisbruise to Math.clamp($penisbruise, 0, 100)>>
<<case "full">>
<<set $facebruise += 1>>
<<set $neckbruise += 1>>
<<set $chestbruise += 1>>
<<set $rightarmbruise += 1>>
<<set $leftarmbruise += 1>>
<<set $tummybruise += 1>>
<<set $bottombruise += 1>>
<<set $thighbruise += 1>>
<<set $facebruise to Math.clamp($facebruise, 0, 100)>>
<<set $chestbruise to Math.clamp($chestbruise, 0, 100)>>
<<set $tummybruise to Math.clamp($tummybruise, 0, 100)>>
<<set $vaginabruise to Math.clamp($vaginabruise, 0, 100)>>
<<set $penisbruise to Math.clamp($penisbruise, 0, 100)>>
<<set $anusbruise to Math.clamp($anusbruise, 0, 100)>>
<<set $bottombruise to Math.clamp($bottombruise, 0, 100)>>
<<set $thighbruise to Math.clamp($thighbruise, 0, 100)>>
<<set $leftarmbruise to Math.clamp($leftarmbruise, 0, 100)>>
<<set $rightarmbruise to Math.clamp($rightarmbruise, 0, 100)>>
<<set $neckbruise to Math.clamp($neckbruise, 0, 100)>>
<</switch>>
<</if>>
<</widget>>
<<widget "rapestat">><<if $statFreeze isnot true>><<set $rapestat += 1>><<set $rapeTimeStat to Time.date.timeStamp>><</if>><</widget>>
<<widget "moleststat">><<if $statFreeze isnot true>><<set $moleststat += 1>><<set $molestTimeStat to Time.date.timeStamp>><</if>><</widget>>
<<widget "vaginalstat">><<if $statFreeze isnot true>><<set $vaginalstat += 1>><<set $vaginalTimeStat to Time.date.timeStamp>><</if>><</widget>>
<<widget "vaginalejacstat">><<if $statFreeze isnot true>><<set $vaginalejacstat += 1>><<purity -1>><<internalejac>><<fertiliseParasites "vagina">><<creampie "self" "vagina">><<set $vaginalEjacTimeStat to Time.date.timeStamp>><</if>><</widget>>
<<widget "analstat">><<if $statFreeze isnot true>><<set $analstat += 1>><<set $analTimeStat to Time.date.timeStamp>><</if>><</widget>>
<<widget "analejacstat">><<if $statFreeze isnot true>><<set $analejacstat += 1>><<purity -1>><<internalejac>><<fertiliseParasites>><<creampie "self" "anus">><<set $analEjacTimeStat to Time.date.timeStamp>><</if>><</widget>>
<<widget "oralstat">><<if $statFreeze isnot true>><<set $oralstat += 1>><</if>><</widget>>
<<widget "oralejacstat">><<if $statFreeze isnot true>><<set $oralejacstat += 1>><<purity -1>><<internalejac>><<creampie "self" "mouth">><</if>><</widget>>
<<widget "cunnilingusstat">><<if $statFreeze isnot true>><<set $cunnilingusstat += 1>><</if>><</widget>>
<<widget "cunnilingusejacstat">><<if $statFreeze isnot true>><<set $cunnilingusejacstat += 1>><</if>><</widget>>
<<widget "handstat">><<if $statFreeze isnot true>><<set $handstat += 1>><</if>><</widget>>
<<widget "handejacstat">><<if $statFreeze isnot true>><<set $handejacstat += 1>><</if>><</widget>>
<<widget "feetstat">><<if $statFreeze isnot true>><<set $feetstat += 1>><</if>><</widget>>
<<widget "feetejacstat">><<if $statFreeze isnot true>><<set $feetejacstat += 1>><</if>><</widget>>
<<widget "thighstat">><<if $statFreeze isnot true>><<set $thighstat += 1>><</if>><</widget>>
<<widget "thighejacstat">><<if $statFreeze isnot true>><<set $thighejacstat += 1>><</if>><</widget>>
<<widget "cheststat">><<if $statFreeze isnot true>><<set $cheststat += 1>><</if>><</widget>>
<<widget "chestejacstat">><<if $statFreeze isnot true>><<set $chestejacstat += 1>><</if>><</widget>>
<<widget "bottomstat">><<if $statFreeze isnot true>><<set $bottomstat += 1>><</if>><</widget>>
<<widget "bottomejacstat">><<if $statFreeze isnot true>><<set $bottomejacstat += 1>><</if>><</widget>>
<<widget "penilestat">><<silently>>
<<if $statFreeze isnot true>>
<<if $player.penisExist and !playerHasStrapon()>>
<<set $penilestat += 1>>
<<set $penileTimeStat to Time.date.timeStamp>>
<<elseif playerHasStrapon()>>
<<set $straponstat += 1>>
<</if>>
<</if>><</silently>><</widget>>
<<widget "penileejacstat">><<if $statFreeze isnot true>><<set $penileejacstat += 1>><<set $penileEjacTimeStat to Time.date.timeStamp>><</if>><</widget>>
<<widget "clothesstripstat">><<if $statFreeze isnot true>><<set $clothesstripstat += 1>><</if>><</widget>>
<<widget "clothesruinstat">><<if $statFreeze isnot true>><<set $clothesruinstat += 1>><</if>><</widget>>
<<widget "orgasmstat">><<if $statFreeze isnot true>><<set $orgasmstat += 1>><<set $orgasmTimeStat to Time.date.timeStamp>><</if>><</widget>>
<<widget "ejacstat">><<if $statFreeze isnot true>><<set $ejacstat += 1>><</if>><</widget>>
<<widget "hitstat">><<if $statFreeze isnot true>><<set $hitstat += 1>><</if>><</widget>>
<<widget "attackstat">><<if $statFreeze isnot true>><<set $attackstat += 1>><</if>><</widget>>
<<widget "vaginalentranceejacstat">><<if $statFreeze isnot true>><<set $vaginalentranceejacstat += 1>><</if>><</widget>>
<<widget "faceejacstat">><<if $statFreeze isnot true>><<set $faceejacstat += 1>><</if>><</widget>>
<<widget "hairejacstat">><<if $statFreeze isnot true>><<set $hairejacstat += 1>><</if>><</widget>>
<<widget "tummyejacstat">><<if $statFreeze isnot true>><<set $tummyejacstat += 1>><</if>><</widget>>
<<widget "neckejacstat">><<if $statFreeze isnot true>><<set $neckejacstat += 1>><</if>><</widget>>
<<widget "dancestat">><<if $statFreeze isnot true>><<set $dancestat += 1>><</if>><</widget>>
<<widget "analdoublestat">><<if $statFreeze isnot true>><<set $analdoublestat += 1>><</if>><</widget>>
<<widget "vaginaldoublestat">><<if $statFreeze isnot true>><<set $vaginaldoublestat += 1>><</if>><</widget>>
<<widget "sextoystat">><<if $statFreeze isnot true>><<set $sextoystat += 1>><</if>><</widget>>
<<widget "urinestat">><<if $statFreeze isnot true>><<if _args[0]>><<set $urinestat += _args[0]>><<else>><<set $urinestat += 1>><</if>><</if>><</widget>>
<<widget "dodgeStat">><<if $statFreeze isnot true>><<set $dodgeStat += 1>><</if>><</widget>>
<<widget "partialDodgeStat">><<if $statFreeze isnot true>><<set $partialDodgeStat += 1>><</if>><</widget>>
<<widget "counterStat">><<if $statFreeze isnot true>><<set $counterStat += 1>><</if>><</widget>>
<<widget "partialCounterStat">><<if $statFreeze isnot true>><<set $partialCounterStat += 1>><</if>><</widget>>
<<widget "distinction_stat">>
<<if $statFreeze isnot true>>
<<set $distinction_stat += 1>>
<<if $distinction_stat gte 15>>
<<earnFeat "Distinguished">>
<<elseif $distinction_stat gte 5>>
<<earnFeat "Distinctive">>
<<else>>
<<earnFeat "Distinction">>
<</if>>
<</if>>
<</widget>>
<<widget "knot_stat">>
<<if $statFreeze isnot true>>
<<if $knot_stat is undefined>>
<<set $knot_stat to 0>>
<</if>>
<<set $knot_stat += 1>>
<</if>>
<</widget>>
<<widget "hunger">>
<<if _args[0] and $statFreeze isnot true>>
<<set $hunger += _args[0]>>
<<set $hunger = Math.clamp($hunger, 0, 2000)>>
<</if>>
<</widget>>
<<widget "hunger_description">>
<<if $hunger gte 2000>><span class="red">You are starving!</span>
<<elseif $hunger gte 1600>><span class="pink">You are famished.</span>
<<elseif $hunger gte 1200>><span class="purple">You are ravenous.</span>
<<elseif $hunger gte 800>><span class="blue">You are hungry.</span>
<<elseif $hunger gte 400>><span class="lblue">You are peckish.</span>
<<elseif $hunger gte 1>><span class="teal">You are satiated.</span>
<<else>><span class="green">You are full.</span>
<</if>>
<</widget>>
<<widget "thirst">>
<<if $thirst gte 2000>><span class="red">You are dehydrated!</span>
<<elseif $thirst gte 1600>><span class="pink">You are really thirsty.</span>
<<elseif $thirst gte 1200>><span class="purple">You are thirsty.</span>
<<elseif $thirst gte 800>><span class="blue">Your throat is dry.</span>
<<elseif $thirst gte 400>><span class="lblue">You are satisfied.</span>
<<elseif $thirst gte 1>><span class="teal">You are satiated.</span>
<<elseif $thirst lte 0>><span class="green">You are full.</span>
<</if>>
<</widget>>
<<widget "tirednesscaption">>
<<if Number.isFinite($tiredness)>>
<div id="tirednesscaption" @title="'Fatigue: ' + $tiredness.toFixed(2)">
<div @class="($options.showCaptionText is true ? '' : 'rightMeterText')">
Fatigue:
<<if $options.showCaptionText is true>>
<<if $tiredness gte C.tiredness.max>>
<span class="red">You are exhausted.</span>
<<elseif $tiredness gte (C.tiredness.max / 5) * 4>>
<span class="pink">You are fatigued.</span>
<<elseif $tiredness gte (C.tiredness.max / 5) * 3>>
<span class="purple">You are tired.</span>
<<elseif $tiredness gte (C.tiredness.max / 5) * 2>>
<span class="blue">You are wearied.</span>
<<elseif $tiredness gte C.tiredness.max / 5>>
<span class="lblue">You are alert.</span>
<<elseif $tiredness gte 1>>
<span class="teal">You are wide awake.</span>
<<else>>
<span class="green">You are refreshed.</span>
<</if>>
<</if>>
</div>
<<if $tiredness gte C.tiredness.max>>
<<set $stress += (($tiredness - C.tiredness.max) * 16)>><<set $trauma += (($tiredness - C.tiredness.max) / 3)>>
<</if>>
<<set $tiredness = Math.clamp($tiredness, 0, C.tiredness.max)>>
<<set _showCaptionText to !$options.showCaptionText>>
<<statbar 0 $tiredness `C.tiredness.max` _showCaptionText>>
<div style="clear:both;"></div>
</div>
<</if>>
<</widget>>
<<widget "hygiene">>
<<if $hygiene gte 2000>>
<span class="red">You are filthy.</span>
<<elseif $hygiene gte 1600>>
<span class="pink">You are soiled.</span>
<<elseif $hygiene gte 1200>>
<span class="purple">You are smelly.</span>
<<elseif $hygiene gte 800>>
<span class="blue">You are messy.</span>
<<elseif $hygiene gte 400>>
<span class="lblue">You are neat.</span>
<<elseif $hygiene gte 1>>
<span class="teal">You are clean.</span>
<<elseif $hygiene lte 0>>
<span class="green">You are speckless.</span>
<</if>>
<</widget>>
<<widget "stresscaption">>
<<if Number.isFinite($stress)>>
<div id="stresscaption" @title="'Stress: ' + $stress.toFixed(2)">
<div @class="($options.showCaptionText is true ? '' : 'rightMeterText')">
Stress:
<<if $options.showCaptionText is true>>
<<if $stress gte $stressmax>>
<span class="red">You are overwhelmed!</span>
<<elseif $stress gte ($stressmax / 5) * 4>>
<span class="pink">You are distressed.</span>
<<elseif $stress gte ($stressmax / 5) * 3>>
<span class="purple">You are strained.</span>
<<elseif $stress gte ($stressmax / 5) * 2>>
<span class="blue">You are tense.</span>
<<elseif $stress gte $stressmax / 5>>
<span class="lblue">You are calm.</span>
<<elseif $stress gte 1>>
<span class="teal">You are placid.</span>
<<else>>
<span class="green">You are serene.</span>
<</if>>
<</if>>
</div>
<<set $stress = Math.clamp($stress, 0, $stressmax)>>
<<set _showCaptionText to !$options.showCaptionText>>
<<statbar 0 $stress $stressmax _showCaptionText>>
<div style="clear:both;"></div>
</div>
<</if>>
<</widget>>
<<widget "traumacaption">>
<<if Number.isFinite($trauma)>>
<div id="traumacaption" @title="'Trauma: ' + $trauma.toFixed(2)">
<div @class="($options.showCaptionText is true ? '' : 'rightMeterText')">
Trauma:
<<if $options.showCaptionText is true>>
<<if $trauma gte $traumamax>>
<span class="red">You feel numb.</span>
<<elseif $trauma gte ($traumamax / 5) * 4>>
<span class="pink">You are tormented.</span>
<<elseif $trauma gte ($traumamax / 5) * 3>>
<span class="purple">You are disturbed.</span>
<<elseif $trauma gte ($traumamax / 5) * 2>>
<span class="blue">You are troubled.</span>
<<elseif $trauma gte ($traumamax / 5) * 1>>
<span class="lblue">You are nervous.</span>
<<elseif $trauma gte 1>>
<span class="teal">You are uneasy.</span>
<<else>>
<span class="green">You are healthy.</span>
<</if>>
<</if>>
</div>
<<set _showCaptionText to !$options.showCaptionText>>
<<statbar 0 $trauma $traumamax _showCaptionText>>
<div style="clear:both;"></div>
</div>
<</if>>
<</widget>>
<<widget "innocencecaption">>
<div id="innocencecaption">
<div @class="($options.showCaptionText is true ? '' : 'rightMeterText')">
Innocence:
<<if $options.showCaptionText is true>>
<<if $awareness gte 0>>
<span class="red">You understand.</span>
<<elseif $awareness gt -40>>
<span class="pink">You are uncertain.</span>
<<elseif $awareness gt -80>>
<span class="purple">You are perplexed.</span>
<<elseif $awareness gt -120>>
<span class="blue">You are curious.</span>
<<elseif $awareness gt -160>>
<span class="lblue">You are trusting.</span>
<<elseif $awareness gt -200>>
<span class="teal">You are naive.</span>
<<else>>
<span class="green">You are oblivious.</span>
<</if>>
<</if>>
</div>
<<set _showCaptionText to !$options.showCaptionText>>
<<statbarinverted $awareness -200 _showCaptionText>>
<div style="clear:both;"></div>
</div>
<</widget>>
<<widget "controlcaption">>
<<if Number.isFinite($control)>>
<div id="controlcaption" @title="'Control: ' + $control.toFixed(2)">
<div @class="($options.showCaptionText is true ? '' : 'rightMeterText')">
Control:
<<if $options.showCaptionText is true>>
<<if $possessed>>
<<if $control gte $controlmax>>
<span class="green">You are in control.</span>
<<elseif $control gte ($controlmax / 5) * 4>>
<span class="teal">You are nearly in control.</span>
<<elseif $control gte ($controlmax / 5) * 3>>
<span class="lblue">You are struggling.</span>
<<elseif $control gte ($controlmax / 5) * 2>>
<span class="blue">Your body feels hollow.</span>
<<elseif $control gte ($controlmax / 5) * 1>>
<span class="purple">Your mind is numb.</span>
<<elseif $control gte 1>>
<span class="pink">You're being puppeteered.</span>
<<else>>
<span class="red">You're helpless.</span>
<</if>>
<<else>>
<<if $control gte $controlmax>>
<span class="green">You are confident.</span>
<<elseif $control gte ($controlmax / 5) * 4>>
<span class="teal">You are insecure.</span>
<<elseif $control gte ($controlmax / 5) * 3>>
<span class="lblue">You are worried.</span>
<<elseif $control gte ($controlmax / 5) * 2>>
<span class="blue">You are anxious.</span>
<<elseif $control gte ($controlmax / 5) * 1>>
<span class="purple">You are scared.</span>
<<elseif $control gte 1>>
<span class="pink">You are frightened.</span>
<<else>>
<span class="red">You are terrified.</span>
<</if>>
<</if>>
<</if>>
</div>
<<set _showCaptionText to !$options.showCaptionText>>
<<statbarinverted $control $controlmax _showCaptionText>>
<div style="clear:both;"></div>
</div>
<</if>>
<</widget>>
<<widget "arousalcaption">>
<<if Number.isFinite($arousal)>>
<div id="arousalcaption" @title="'Arousal: ' + $arousal.toFixed(2)">
<div @class="($options.showCaptionText is true ? '' : 'rightMeterText')">
Arousal:
<<if $options.showCaptionText is true>>
<<if $arousal gte $arousalmax>>
<span class="red">You shake with arousal.</span>
<<elseif $arousal gte ($arousalmax / 5) * 4>>
<span class="pink">A heat rises within.</span>
<<elseif $arousal gte ($arousalmax / 5) * 3>>
<span class="purple">You feel horny.</span>
<<elseif $arousal gte ($arousalmax / 5) * 2>>
<span class="blue">You feel lustful.</span>
<<elseif $arousal gte $arousalmax / 5>>
<span class="lblue">You feel aroused.</span>
<<elseif $arousal gte 1>>
<span class="teal">You feel stimulated.</span>
<<else>>
<span class="green">You feel cold.</span>
<</if>>
<</if>>
</div>
<<set _showCaptionText to !$options.showCaptionText>>
<<statbar `statChange.minArousal()` $arousal $arousalmax _showCaptionText>>
<div style="clear:both;"></div>
</div>
<</if>>
<</widget>>
<<widget "lewditycaption">>
<<if Number.isFinite($lewdity)>>
<div id="lewditycaption" @title="'lewdity: ' + $lewdity.toFixed(2)">
<div @class="($options.showCaptionText is true ? '' : 'rightMeterText')">
lewdity:
<<if $options.showCaptionText is true>>
<<if $lewdity gte $lewditymax>>
<span class="red">You shiver with energy.</span>
<<elseif $lewdity gte ($lewditymax / 5) * 4>>
<span class="pink">You feel a trembling.</span>
<<elseif $lewdity gte ($lewditymax / 5) * 3>>
<span class="purple">You feel exhilarated.</span>
<<elseif $lewdity gte ($lewditymax / 5) * 2>>
<span class="blue">You feel sensual.</span>
<<elseif $lewdity gte $lewditymax / 5>>
<span class="lblue">You feel excited.</span>
<<elseif $lewdity gte 1>>
<span class="teal">You feel tingly.</span>
<<else>>
<span class="green">You feel steady.</span>
<</if>>
<</if>>
</div>
<<set _showCaptionText to !$options.showCaptionText>>
<<statbar 0 $lewdity $lewditymax _showCaptionText `restLewdity)`>>
<div style="clear:both;"></div>
</div>
<</if>>
<</widget>>
<<widget "allurecaption">>
<<if Number.isFinite($allure)>>
<div id="allurecaption" @title="'Allure: ' + $allure.toFixed(2)">
<div @class="($options.showCaptionText is true ? '' : 'rightMeterText')">
Allure:
<<if $options.showCaptionText is true>>
<<if $allure gte (6000 * $alluremod)>><span class="red">You look like you need to be ravaged.</span>
<<elseif $allure gte (4000 * $alluremod)>><span class="pink">You look perverted.</span>
<<elseif $allure gte (3000 * $alluremod)>><span class="purple">You look lewd.</span>
<<elseif $allure gte (2000 * $alluremod)>><span class="blue">You stand out.</span>
<<elseif $allure gte (1500 * $alluremod)>><span class="lblue">You attract attention.</span>
<<elseif $allure gte (1000 * $alluremod)>><span class="teal">You attract glances.</span>
<<else>><span class="green">You look unremarkable.</span>
<</if>>
<</if>>
</div>
<div @class="($options.showCaptionText is true ? 'meter' : 'rightMeter')">
<<set _percent=Math.floor(($allure/(8000 * $alluremod))*100)>>
<<if $allure gte (6000 * $alluremod)>>
<<print '<div class="redbar" style="width:' + _percent + '%"></div>'>>
<<elseif $allure gte (4000 * $alluremod)>>
<<print '<div class="pinkbar" style="width:' + _percent + '%"></div>'>>
<<elseif $allure gte (3000 * $alluremod)>>
<<print '<div class="purplebar" style="width:' + _percent + '%"></div>'>>
<<elseif $allure gte (2000 * $alluremod)>>
<<print '<div class="bluebar" style="width:' + _percent + '%"></div>'>>
<<elseif $allure gte (1500 * $alluremod)>>
<<print '<div class="lbluebar" style="width:' + _percent + '%"></div>'>>
<<elseif $allure gte (1000 * $alluremod)>>
<<print '<div class="tealbar" style="width:' + _percent + '%"></div>'>>
<<else>>
<<print '<div class="greenbar" style="width:' + _percent + '%"></div>'>>
<</if>>
</div>
<<if $allure gte 8000 * $alluremod>><<set $allure to 8000 * $alluremod>><</if>>
<<if $alluretest is 1>>
<<set $allure += 100000>>
<<elseif $alluretest is 2>>
<<set $allure -= 100000>>
<</if>>
<div style="clear:both;"></div>
</div>
<</if>>
<</widget>>
<<widget "updateallure">>
<<run new Wikifier(null, '<<calculateallure>>')>>
<<run $('#allurecaption').replaceWith(new Wikifier(null, '<<allurecaption>>').output)>>
<</widget>>
<<widget "oxygencaption">>
<div id="oxygencaption">
<<if _args[0] is true>>
<div @class="($options.showCaptionText is true ? '' : 'rightMeterText')">
Air:
</div>
<<set _showCaptionText to !$options.showCaptionText>>
<<else>>
<<unset _showCaptionText>>
<</if>>
<<statbarinverted $oxygen $oxygenmax _showCaptionText>>
<div style="clear:both;"></div>
</div>
<</widget>>
<<widget "combatExtendedStabilityCaption">>
<div id="combatExtendedStabilityCaption">
<<if _args[0] is true>>
<div @class="($options.showCaptionText is true ? '' : 'rightMeterText')">
Stability:
</div>
<<set _showCaptionText to !$options.showCaptionText>>
<<else>>
<<unset _showCaptionText>>
<</if>>
<<statbarinverted $combatExtended.stability 100 _showCaptionText>>
<div style="clear:both;"></div>
</div>
<</widget>>
<<widget "flashbacktown">>
<span class="red">You hear a car horn blare somewhere in the distance, and you panic. Phantom tendrils probe your body and restrict your limbs as a wordless voice jeers and promises endless debasement. It lasts only a moment, but the impression of violation remains.</span>
<<garousal>><<gstress>><<gtrauma>><<arousal 600>><<stress 12>><<trauma 6>>
<br><br>
<</widget>>
<<widget "flashbackhome">>
<span class="red">You hear a car drive past, and you panic. Phantom tendrils probe your body and restrict your limbs as a wordless voice jeers and promises endless debasement. It lasts only a moment, but the impression of violation remains.</span>
<<garousal>><<gstress>><<gtrauma>><<arousal 600>><<stress 6>><<trauma 6>>
<br><br>
<</widget>>
<<widget "flashbackbeach">>
<span class="red">You hear a gull squawk, and you panic. Phantom tendrils probe your body and restrict your limbs as a wordless voice jeers and promises endless debasement. It lasts only a moment, but the impression of violation remains.</span>
<<garousal>><<gstress>><<gtrauma>><<arousal 600>><<stress 6>><<trauma 6>>
<br><br>
<</widget>>
<<widget "flashbackunderground">>
<span class="red">You feel a tremor through the earth, and you panic. Phantom tendrils probe your body and restrict your limbs as a wordless voice jeers and promises endless debasement. It lasts only a moment, but the impression of violation remains.</span>
<<garousal>><<gstress>><<gtrauma>><<arousal 600>><<stress 6>><<trauma 6>>
<br><br>
<</widget>>
<<widget "flashbackschool">>
<span class="red">You remember the last time you were molested at school, and you panic. Phantom tendrils probe your body and restrict your limbs as a wordless voice jeers and promises endless debasement. It lasts only a moment, but the impression of violation remains.</span>
<<garousal>><<gstress>><<gtrauma>><<arousal 600>><<stress 6>><<trauma 6>>
<br><br>
<</widget>>
<<widget "drunkcaption">>
<<if $drunk gt 0>>
<<set $_colour to getColourClassFromPercentage($drunk * (100 / 480), "drunk")>>
<<set $_barColour to $_colour + "bar">>
<<set $_percent to Math.floor(($drunk/1000)*100)>>
<<set $_barWidth to `width:${$_percent}%`>>
<div id="drunkcaption" @title="'Drunk: ' + $drunk.toFixed(2)">
<div @class="($options.showCaptionText is true ? '' : 'rightMeterText')">
<<if $options.showCaptionText is true>>
<<set $_drunk_level to Math.clamp(Math.floor($drunk / 120), 0, 4) * 120>>
<<switch $_drunk_level>>
<<case 0>><span @class="$_colour">You are woozy.</span>
<<case 120>><span @class="$_colour">You are tipsy.</span>
<<case 240>><span @class="$_colour">You are drunk.</span>
<<case 360>><span @class="$_colour">You are smashed.</span>
<<case 480>><span @class="$_colour">You are wasted.</span>
<</switch>>
<<else>>
Drunk:
<</if>>
</div>
<div @class="($options.showCaptionText is true ? 'meter' : 'rightMeter')">
<div @class="$_barColour" @style="$_barWidth"></div>
</div>
<div style="clear:both;"></div>
</div>
<</if>>
<</widget>>
<<widget "druggedcaption">>
<<if $drugged gt 0>>
<<set $_colour to getColourClassFromPercentage($drugged / 5, "drugged")>>
<<set $_barColour to $_colour + "bar">>
<<set $_percent to Math.floor(($drugged/1000)*100)>>
<<set $_barWidth to `width:${$_percent}%`>>
<div id="druggedcaption" @title="'Drugged: ' + $drugged.toFixed(2)">
<div @class="($options.showCaptionText is true ? '' : 'rightMeterText')">
<<if $options.showCaptionText is true>>
<span class="pink">A lewd warmth fills you.</span>
<<else>>
Drugged:
<</if>>
</div>
<div @class="($options.showCaptionText is true ? 'meter' : 'rightMeter')">
<div @class="$_barColour" @style="$_barWidth"></div>
</div>
<div style="clear:both;"></div>
</div>
<</if>>
<</widget>>
<<widget "hallucinogencaption">>
<<if $hallucinogen gt 0>>
<<set $_colour to getColourClassFromPercentage($hallucinogen / 5, "hallucinogen")>>
<<set $_barColour to $_colour + "bar">>
<<set $_percent to Math.floor(($hallucinogen/1000)*100)>>
<<set $_barWidth to `width:${$_percent}%`>>
<div id="hallucinogencaption" @title="'Hallucinogens: ' + $hallucinogen.toFixed(2)">
<div @class="($options.showCaptionText is true ? '' : 'rightMeterText')">
<<if $options.showCaptionText is true>>
<span class="purple">Your perception is altered.</span>
<<else>>
Hallucinogen:
<</if>>
</div>
<div @class="($options.showCaptionText is true ? 'meter' : 'rightMeter')">
<div @class="$_barColour" @style="$_barWidth"></div>
</div>
<div style="clear:both;"></div>
</div>
<</if>>
<</widget>>
<<widget "paincaption">>
<<if Number.isFinite($pain)>>
<div id="paincaption" @title="'Pain: ' + $pain.toFixed(2)">
<div @class="($options.showCaptionText is true ? '' : 'rightMeterText')">
Pain:
<<if $options.showCaptionText is true>>
<<if $pain gte 100 and $willpowerpain is 0>><span class="red">You sob uncontrollably.</span>
<<elseif $pain gte 80>><span class="pink">You cry and whimper.</span>
<<elseif $pain gte 60>><span class="purple">You are crying.</span>
<<elseif $pain gte 40>><span class="blue">Tears run down your face.</span>
<<elseif $pain gte 20>><span class="lblue">Tears well in your eyes.</span>
<<elseif $pain gte 1>><span class="teal">You are upset.</span>
<<else>><span class="green">You feel okay.</span>
<</if>>
<</if>>
</div>
<div @class="($options.showCaptionText is true ? 'meter' : 'rightMeter')">
<<set _percent to Math.floor(($pain/100)*100)>>
<<set _minPercent to Math.clamp(Math.floor((statChange.minPain() / 100)*100), 0, _percent)>>
<<if $pain gte 100 and $willpowerpain is 0>>
<<set _statColor to "redbar">>
<<elseif $pain gte 80>>
<<set _statColor to "pinkbar">>
<<elseif $pain gte 60>>
<<set _statColor to "purplebar">>
<<elseif $pain gte 40>>
<<set _statColor to "bluebar">>
<<elseif $pain gte 20>>
<<set _statColor to "lbluebar">>
<<elseif $pain gte 1>>
<<set _statColor to "tealbar">>
<<else>>
<<set _statColor to "greenbar">>
<</if>>
<div @class="_statColor" @style="'width:' + _percent + '%'"></div>
<<if statChange.minPain()>>
<<if _minPercent>>
<div @class="_statColor + ' meterMin'" @style="'width:' + _minPercent + '%'"></div>
<</if>>
<</if>>
</div>
<div style="clear:both;"></div>
</div>
<</if>>
<</widget>>
<<widget "raped">>
<<if $rapeavoid is 1 and $consensual is 0 and $gamemode isnot "soft">>
<<set $rapeavoid to 0>><<rapestat>>
<<if $enemytype is "man" and !($npc.length is 1 and $npc[0] is "Eden")>>
<<famerape $enemynomax>>
<</if>>
<<if $awareness lte 200>>
<<awareness 5>>
<<elseif $awareness lte 400>>
<<awareness 1>>
<</if>>
<<if $enemytype is "beast" or $enemytype is "struggle">>
<<set $beastrapestat += 1>>
<<if $awareness lte 300>>
<<awareness 1>>
<</if>>
<</if>>
<<if $enemytype is "tentacles">>
<<set $tentaclerapestat += 1>>
<</if>>
<<if $enemytype is "tentacles" or $enemytype is "struggle">>
<<if $awareness lte 400>>
<<awareness 1>>
<</if>>
<</if>>
<<controlloss>>
<<elseif $sexavoid is 1 and $consensual is 1>>
<<set $sexavoid to 0>>
<<if $enemytype is "man" and !($npc.length is 1 and $npc[0] is "Eden")>>
<<famesex $enemynomax>>
<</if>>
<<controlloss>>
<</if>>
<</widget>>
<<widget "molested">>
<<if $gamemode is "soft">>
<<set $consensual to 1>>
<<elseif $molestavoid is 1 and $consensual is 0>>
<<set $molestavoid to 0>>
<<moleststat>>
<<if $flashbacks gte 1>>
<<switch $location>>
<<case "town">><<if $flashbacktown is 0>><<set $flashbacktown to 14>><</if>>
<<case "home">><<if $flashbackhome is 0>><<set $flashbackhome to 14>><</if>>
<<case "beach">><<if $flashbackbeach is 0>><<set $flashbackbeach to 14>><</if>>
<<case "school">><<if $flashbackschool is 0>><<set $flashbackschool to 14>><</if>>
<<case "underground">><<if $flashbackunderground is 0>><<set $flashbackunderground to 14>><</if>>
<</switch>>
<</if>>
<<if $awareness lte 200>>
<<awareness 5>>
<<elseif $awareness lte 400>>
<<awareness 1>>
<</if>>
<<if $enemytype is "beast" or $enemytype is "struggle">>
<<if $awareness lte 300>>
<<awareness 1>>
<</if>>
<</if>>
<<if $enemytype is "tentacles" or $enemytype is "struggle">>
<<if $awareness lte 400>>
<<awareness 1>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "consensual">>
<<if $awareness lte 200>>
<<awareness 5>>
<<elseif $awareness lte 400>>
<<awareness 1>>
<</if>>
<<if $enemytype is "beast" or $enemytype is "struggle">>
<<if $awareness lte 300>>
<<awareness 1>>
<</if>>
<</if>>
<<if $enemytype is "tentacles">>
<<if $awareness lte 400>>
<<awareness 1>>
<</if>>
<</if>>
<<set $trueconsensual to 1>>
<<if _args[0]>>
<<set $consensualGuaranteed to 1>>
<</if>>
<<if $npc.length is 1 and ($npc[0] is "Robin" and C.npc.Robin.dom lte 10 and $debug is 1) or ($npc[0] is "Sydney" and C.npc.Sydney.purity gte 50)>>
<<npc_submissive>>
<</if>>
<</widget>>
<<widget "controlloss">>
<<if $gamemode is "soft">>
<<elseif $consensual is 0>>
<<set $pullaway to 0>>
<<set $novaginal to 0>>
<<set $noanal to 0>>
<<set $nopenile to 0>>
<<if $control gt 1>>
<<if $molesttrait gte 1 and $rapeavoid is 1>>
<<else>>
<<set $controlstart to $control>><<control -25>>
<<if $control gte ($controlmax * 0.74)>>
<span class="purple">Your sense of control wavers.</span>
<<elseif $control gte ($controlmax * 0.49)>>
<span class="purple">Your sense of control falters.</span>
<<elseif $control gte ($controlmax * 0.24)>>
<span class="pink">Your sense of control cracks.</span>
<<elseif $control gte 1>>
<span class="pink">Your sense of control breaks down.</span>
<<else>>
<span class="red">Your sense of control shatters.</span>
<</if>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "beastescape">>
<<trauma 12>><<pain 6>><<stress 12>>
<<set $worn.over_lower.integrity -= 20>>
<<set $worn.over_upper.integrity -= 20>>
<<set $worn.lower.integrity -= 20>>
<<set $worn.upper.integrity -= 20>>
<<set $worn.under_lower.integrity -= 20>>
<<set $worn.under_upper.integrity -= 20>>
<<bruise full>>
<<gtrauma>><<gpain>><<gstress>>
<</widget>>
<<widget "weatherdisplay">>
<<set _season to (Time.season == "winter" ? "_winter" : "")>>
<<set _weather_display to (Time.season == "winter" ? "winter" : "normal")>>
<<if $options.images is 1>>
<<if Time.dayState is "night" and (Time.isBloodMoon() or $forcedBloodmoon)>>
<<set _dayStateWithBloodMoon to "_bloodmoon">>
<<else>>
<<set _dayStateWithBloodMoon to "_"+Time.dayState>>
<</if>>
<<set _dayState to "_"+Time.dayState>>
<<set _imgLoc to 'img/misc/'>>
<<set _imgSky to 'img/misc/old/'>>
/* sky (upmost part) */
<<if $location is "tentworld">>
<<set _skybox to "skybox" + _dayState + "_tentacle">>
<<else>>
<<set _skybox to "skybox" + _dayStateWithBloodMoon>>
<<if $location is "bog">><<set _skybox += "_haze">><</if>>
<img id="daystate" @src="_imgSky + 'sun' + _dayState + '.png'">
<img id="daystate" @src="_imgSky + 'moon' + _dayStateWithBloodMoon + '.png'">
<</if>>
<div @class="_skybox">
</div>
/* weather (middle part) */
<<if $location isnot "tentworld">>
<<if Weather.precipitation is "rain">>
<img id="weather" @src="_imgSky + 'rain' + _dayState + '.gif'">
<<elseif Weather.precipitation is "snow">>
<img id="weather" @src="_imgSky + 'snow' + _dayState + '.gif'">
<<elseif Weather.isOvercast>>
<img id="weather" @src="_imgSky + 'overcast' + _dayState + _season + '.png'">
<</if>>
<</if>>
/* location (bottom part) */
/* For backward compatibility during transition period */
<<script>>
const path = "img/misc/locations/";
const location = setup.Locations.get();
const loc = setup.LocationImages[location];
T.images = [];
const imagesToCheck = loc.base ? Object.values(loc.base) : Object.entries(loc.reflective).filter(([key]) => key !== "mask").map(([key, value]) => value);
imagesToCheck.forEach(item => {
if (item.condition && !item.condition()) return;
const imagePath = typeof item === "string" ? item : item.image;
T.images.push(imagePath instanceof Image ? imagePath.src : `${path}${loc.folder}/${imagePath}`);
});
<</script>>
<div id="oldlocation">
<<for _img range _images>>
<img id="oldlocationimg" @src="_img">
<</for>>
</div>
<<else>>
<<switch Time.dayState>>
<<case "day">>
<<switch Weather.name>>
<<case "clear" "lightClouds">>It's a bright and sunny day.
<<case "lightPrecipitation" "heavyPrecipitation" "thunderStorm">>
<<if Weather.precipitation is "rain">>
It's a rainy day.
<<else>>
It's a snowy day.
<</if>>
<<case "heavyClouds">>Clouds are hiding the sun.
<</switch>>
<<case "night">>
<<switch Weather.name>>
<<case "clear" "lightClouds">>The stars are shining.
<<case "lightPrecipitation" "heavyPrecipitation" "thunderStorm">>
<<if Weather.precipitation is "rain">>
It's a rainy night.
<<else>>
It's a snowy night.
<</if>>
<<case "heavyClouds">>All starlight is blocked by the clouds.
<</switch>>
<<case "dawn">>
<<switch Weather.name>>
<<case "clear" "lightClouds">>The sun is rising.
<<case "lightPrecipitation" "heavyPrecipitation" "thunderStorm">>
<<if Weather.precipitation is "rain">>
It's a rainy morning.
<<else>>
It's a snowy morning.
<</if>>
<<case "heavyClouds">>It's a cloudy morning.
<</switch>>
<<case "dusk">>
<<switch Weather.name>>
<<case "clear" "lightClouds">>The sun is setting.
<<case "lightPrecipitation" "heavyPrecipitation" "thunderStorm">>
<<if Weather.precipitation is "rain">>
It's a rainy evening.
<<else>>
It's a snowy evening.
<</if>>
<<case "heavyClouds">>It's cloudy evening.
<</switch>>
<</switch>>
<br>
<</if>>
<</widget>>
<<widget "wearandtear">>
<<if _args[0] is "dance">>
<<if !$worn.over_upper.type.includes("dance")>>
<<set $worn.over_upper.integrity -= 1>>
<</if>>
<<if !$worn.over_lower.type.includes("dance")>>
<<set $worn.over_lower.integrity -= 1>>
<</if>>
<<if !$worn.upper.type.includes("dance")>>
<<set $worn.upper.integrity -= 1>>
<</if>>
<<if !$worn.lower.type.includes("dance")>>
<<set $worn.lower.integrity -= 1>>
<</if>>
<<if !$worn.under_lower.type.includes("dance")>>
<<set $worn.under_lower.integrity -= 1>>
<</if>>
<<if !$worn.under_upper.type.includes("dance")>>
<<set $worn.under_upper.integrity -= 1>>
<</if>>
<<else>>
<<set $worn.over_upper.integrity -= 1>><<set $worn.over_lower.integrity -= 1>><<set $worn.upper.integrity -= 1>><<set $worn.lower.integrity -= 1>><<set $worn.under_lower.integrity -= 1>><<set $worn.under_upper.integrity -= 1>>
<</if>>
<</widget>>
<<widget "dry_towel">>
<<dry_full>>
<<exposure>>
<<if $exposed gte 1>>
<<towelup>>
<</if>>
<</widget>>
<<widget "towelup">>
<<if $exposed gte 1>>
<<if $upperwetstage gte 3 and !$worn.under_upper.type.includes("covered") or $underupperwetstage gte 3 and $worn.under_upper.type.includes("covered")>>
<<upperwear 3>>
<</if>>
<<if $lowerwetstage gte 3 and !$worn.under_lower.type.includes("covered") or $underlowerwetstage gte 3 and $worn.under_lower.type.includes("covered")>>
<<lowerwear 3>>
<</if>>
<<if $worn.upper.exposed gte 1 and !$worn.under_upper.type.includes("covered")>>
<<upperwear 14>>
<<elseif $worn.lower.exposed gte 1 and !$worn.under_lower.type.includes("covered")>>
<<lowerwear 3>>
<</if>>
<</if>>
<</widget>>
<<widget "towelupm">>
<<if $exposed gte 1>>
<<if $lowerwetstage gte 3 and !$worn.under_lower.type.includes("covered")>>
<<lowerwear 3>>
<</if>>
<<if $worn.lower.exposed gte 1 and !$worn.under_lower.type.includes("covered")>>
<<lowerwear 3>>
<</if>>
<</if>>
<</widget>>
<<widget "ragup">>
<<if $worn.upper.exposed gte 2>>
<<upperwear 79>>
<</if>>
<<if $worn.lower.exposed gte 2>>
<<lowerwear 71>>
<</if>>
<</widget>>
<<widget "plantupper">>
<<if $worn.upper.exposed gte 2 and $worn.under_upper.exposed gte 1
or $worn.upper.exposed gte 2 and $underupperwetstage gte 3
or $upperwetstage gte 3 and $worn.under_upper.exposed gte 1
or $upperwetstage gte 3 and $underupperwetstage gte 3
or _args[0] is "force">>
<<upperwear 6>>
<</if>>
<</widget>>
<<widget "plantlower">>
<<if $worn.lower.exposed gte 2 and $worn.under_lower.exposed gte 1
or $worn.lower.exposed gte 2 and $underlowerwetstage gte 3
or $lowerwetstage gte 3 and $worn.under_lower.exposed gte 1
or $lowerwetstage gte 3 and $underlowerwetstage gte 3
or _args[0] is "force">>
<<lowerwear 8>>
<</if>>
<</widget>>
<<widget "plantup">>
<<if $worn.upper.exposed gte 2 and $worn.under_upper.exposed gte 1 or $upperwetstage gte 3 and $underupperwetstage gte 3>>
<<upperwear 6>>
<</if>>
<<if $worn.lower.exposed gte 2 and $worn.under_lower.exposed gte 1 or $lowerwetstage gte 3 and $underlowerwetstage gte 3 or $lowerwetstage gte 3 and $worn.under_lower.exposed gte 1>>
<<lowerwear 8>>
<</if>>
<</widget>>
<<widget "schoolspareclothes">>
<<if !$worn.upper.type.includes("school") or !$worn.lower.type.includes("school") and $worn.upper.set is $worn.lower.set>>
<<upperwear 5>><<set $worn.upper.colour to either("black", "blue", "brown", "green", "pink", "purple", "red", "tangerine", "teal", "white", "yellow")>><<set $worn.upper.integrity /= 2>>
<</if>>
<<if !$worn.lower.type.includes("school")>>
<<if $clothingselector is "m">>
<<lowerwear 6>><<set $worn.lower.colour to either("black", "blue", "brown", "green", "pink", "purple", "red", "tangerine", "teal", "white", "yellow")>><<set $worn.lower.integrity /= 2>>
<<else>>
<<lowerwear 7>><<set $worn.lower.colour to either("black", "blue", "brown", "green", "pink", "purple", "red", "tangerine", "teal", "white", "yellow")>><<set $worn.lower.integrity /= 2>>
<</if>>
<</if>>
<</widget>>
<<widget "spareschoolswimsuit">>
<<underupperwear 2>><<set $worn.under_upper.colour to either("black", "blue", "brown", "green", "pink", "purple", "red", "tangerine", "teal", "white", "yellow")>><<set $worn.under_upper.integrity /= 2>>
<<set $worn.under_lower.colour to clone($worn.under_upper.colour)>><<set $worn.under_lower.integrity /= 2>>
<</widget>>
<<widget "spareschoolswimshorts">>
<<underlowerwear 7>><<set $worn.under_lower.colour to either("black", "blue", "brown", "green", "pink", "purple", "red", "tangerine", "teal", "white", "yellow")>><<set $worn.under_lower.integrity /= 2>>
<</widget>>
<<widget "exposure">>
<!-- In safe locations, while alone, the player won't cover up. Love interest check is likely not hitting everywhere it should be due to NPCs generating after this check. -->
<<if ["Wardrobe", "Bedroom", "Sleep", "Bird Tower", "Bird Hunt", "Spa Tan Underwear", "Spa Tan Curtains", "Spa Tan Naked"].some(keyword => V.passage.includes(keyword)) and !($NPCList.some(obj => Object.hasOwn(obj, "type")) and !$NPCList.find(({fullDescription:fd}) => fd && Object.values($loveInterest).includes(fd)))>>
<<set $libertine to 2>>
<<else>>
<<set $libertine to 0>>
<<if !["beach", "pool", "sea", "lake", "lake_ruin"].includes($location)>>
<<set $libertine to 0>>
<<else>>
<<set $libertine to 1>>
<</if>>
<<if $location is "dance_studio" and $worn.under_lower.type.includes("dance") and $worn.under_upper.type.includes("dance")>>
<<set $libertine to 1>>
<</if>>
<</if>>
<<set $worn.over_upper.exposedcarry to $worn.over_upper.exposed>>
<<set $worn.over_lower.exposedcarry to $worn.over_lower.exposed>>
<<set $worn.upper.exposedcarry to $worn.upper.exposed>>
<<set $worn.lower.exposedcarry to $worn.lower.exposed>>
<<set $worn.under_lower.exposedcarry to $worn.under_lower.exposed>>
<<set $worn.under_upper.exposedcarry to $worn.under_upper.exposed>>
<<if $upperwetstage gte 3>>
<<set $worn.upper.exposed to 2>>
<</if>>
<<if $lowerwetstage gte 3>>
<<set $worn.lower.exposed to 2>>
<</if>>
<<if $underlowerwetstage gte 3>>
<<set $worn.under_lower.exposed to 1>>
<</if>>
<<if $underupperwetstage gte 3>>
<<set $worn.under_upper.exposed to 1>>
<</if>>
<<exposedcheck>>
<<set $exposed to 0>>
<<if $worn.upper.exposed gte 1 and $worn.over_upper.exposed gte 1>>
<<if $player.gender_appearance is "m">>
<<elseif $libertine gte 1 or $possessed or $worn.under_upper.type.includes("covered") or $worn.lower.type.includes("covered")>>
<<else>>
<<set $exposed to 1>>
<</if>>
<</if>>
<<if $worn.upper.exposed gte 2 and $worn.over_upper.exposed gte 2 and $player.gender_appearance isnot "m">>
<<if $possessed>>
<<elseif $worn.under_upper.type.includes("covered") or $worn.lower.type.includes("covered")>>
<<elseif $libertine is 1>>
<<set $topless to 1>>
<<else>>
<<set $exposed to 1>>
<</if>>
<<else>>
<<set $topless to 0>>
<</if>>
<<if $worn.lower.exposed gte 1 and $worn.over_lower.exposed gte 1>>
<<if $libertine gte 1 or $possessed or $worn.under_lower.type.includes("covered")>>
<<else>>
<<set $exposed to 1>>
<</if>>
<</if>>
<<if $worn.lower.exposed gte 2 and $worn.over_lower.exposed gte 2>>
<<if $possessed>>
<<elseif $worn.under_lower.exposed gte 1>>
<<set $exposed to 2>>
<<elseif $libertine gte 1 or $worn.under_lower.type.includes("covered")>>
<<else>>
<<set $exposed to 1>>
<</if>>
<</if>>
<<set $worn.over_upper.exposed to $worn.over_upper.exposedcarry>>
<<set $worn.over_lower.exposed to $worn.over_lower.exposedcarry>>
<<set $worn.upper.exposed to $worn.upper.exposedcarry>>
<<set $worn.lower.exposed to $worn.lower.exposedcarry>>
<<set $worn.under_lower.exposed to $worn.under_lower.exposedcarry>>
<<set $worn.under_upper.exposed to $worn.under_upper.exposedcarry>>
<</widget>>
<<widget "integritycheck">>
<<outfitChecks>>
<<if $worn.over_upper.name isnot "naked">>
<<if $worn.over_upper.integrity lte 0>>
<<set $worn.over_upper.type.push("broken")>>
<<if _args[0] isnot "no_text">>
<span class="lewd">Your $worn.over_upper.name <<overupperplural>> ripped into scraps<<if $worn.upper.exposed gte 2>>, exposing your <<undertop>><</if>>.</span>
<br>
<</if>>
<<overupperruined>><<clothesruinstat>><<if $worn.upper.exposed gte 2>><<set $upperoff to 0>><</if>>
<</if>>
<</if>>
<<if $worn.over_lower.name isnot "naked">>
<<if $worn.over_lower.integrity lte 0>>
<<set $worn.over_lower.type.push("broken")>>
<<if _args[0] isnot "no_text">>
<span class="lewd">Your $worn.over_lower.name <<upperplural>> ripped into scraps<<if $worn.lower.exposed gte 2>>, exposing your <<undies>><</if>>.</span>
<br>
<</if>>
<<overlowerruined>><<clothesruinstat>><<if $worn.lower.exposed gte 2>><<set $upperoff to 0>><</if>>
<</if>>
<</if>>
<<if $worn.upper.name isnot "naked">>
<<if $worn.upper.integrity lte 0>>
<<set $worn.upper.type.push("broken")>>
<<if _args[0] isnot "no_text">>
<span class="lewd">Your $worn.upper.name <<upperplural>> ripped into scraps, exposing your <<undertop>>.</span>
<br>
<</if>>
<<upperruined>><<clothesruinstat>><<set $upperoff to 0>>
<</if>>
<</if>>
<<if $worn.lower.name isnot "naked">>
<<if $worn.lower.integrity lte 0>>
<<set $worn.lower.type.push("broken")>>
<<if _args[0] isnot "no_text">>
<span class="lewd">Your $worn.lower.name <<lowerplural>> ripped into scraps, exposing your <<undies>>.</span>
<br>
<</if>>
<<lowerruined>><<clothesruinstat>><<set $loweroff to 0>>
<</if>>
<</if>>
<<if $worn.under_upper.name isnot "naked">>
<<if $worn.under_upper.integrity lte 0>>
<<set $worn.under_upper.type.push("broken")>>
<<if _args[0] isnot "no_text">>
<span class="lewd">Your $worn.under_upper.name <<underupperplural>> ripped into scraps, exposing your <<breasts>>.</span>
<br>
<</if>>
<<underupperruined>><<clothesruinstat>><<set $underupperoff to 0>>
<</if>>
<</if>>
<<if $worn.under_lower.name isnot "naked">>
<<if $worn.under_lower.integrity lte 0>>
<<set $worn.under_lower.type.push("broken")>>
<<if _args[0] isnot "no_text">>
<span class="lewd">Your $worn.under_lower.name <<underlowerplural>> ripped into scraps, exposing your <<if $worn.genitals.name isnot "naked">>$worn.genitals.name.<<else>><<genitals>>.<</if>></span>
<br>
<</if>>
<<underlowerruined>><<clothesruinstat>><<set $underloweroff to 0>>
<</if>>
<</if>>
<<if $worn.genitals.name isnot "naked">>
<<if $worn.genitals.integrity lte 0>>
<<set _chastityBreak to 1>>
<<if _args[0] isnot "no_text">>
<span class="lewd">Your $worn.genitals.name breaks, exposing your <<genitals>>.</span>
<br>
<</if>>
<<if playerChastity()>>
<<set $worn.genitals.type.push("broken")>>
<<if $vaginalchastityparasite isnot 0>>
<span class="pink">With the <<print $worn.genitals.name>> gone, the $vaginalchastityparasite fall out of your vagina.</span>
<br>
<<set $vaginalchastityparasite to 0>>
<</if>>
<<if $penilechastityparasite isnot 0>>
<span class="pink">With the <<print $worn.genitals.name>> gone, the $penilechastityparasite fall off of your penis.</span>
<br>
<<set $penilechastityparasite to 0>>
<</if>>
<<if $analchastityparasite isnot 0>>
<span class="pink">With the <<print $worn.genitals.name>> gone, the $analchastityparasite fall out of your anus.</span>
<br>
<<set $analchastityparasite to 0>>
<</if>>
<<if playerChastity("anus")>>
<<set $worn.genitals.anal_shield to 0>>
<</if>>
<</if>>
<<genitalsruined>><<clothesruinstat>>
<</if>>
<</if>>
<<if $worn.handheld.type.includes("rainproof") and $worn.handheld.integrity lte 0>>
<span class="red">Your $worn.handheld.name breaks from the abuse.</span>
<br>
<<handheldruined>><<set $umbrellaStat += 1>>
<</if>>
<</widget>>
<<widget "arm_unbind">>
<<set $rightboundcarry to 0>>
<<set $leftboundcarry to 0>>
<<set $leftarm to 0>>
<<set $rightarm to 0>>
<<if $worn.upper.type.includes("binding")>>
<<set _unbind_check to 1>>
<<if $worn.upper.set is $worn.lower.set>>
<<set $worn.lower.type.push("broken")>>
<<lowerruined>>
<</if>>
<<set $worn.upper.type.push("broken")>>
<<upperruined>>
<</if>>
<</widget>>
<<widget "unbind">>
/*<<unbind>> is only used for the player unbinding their arms after they've been tied with rope. it will destroy handheld items. do not use it for unbinding arms after they've been temporarily restrained; use <<unbindtemp>> instead*/
<<if $rightarm is "bound" and $worn.handheld.name isnot "naked">>
<<handheldruined>>
<</if>>
<<set $rightboundcarry to 0>>
<<set $leftboundcarry to 0>>
<<set $leftarm to 0>>
<<set $rightarm to 0>>
<<remove_shackle>>
<<leg_unbind>>
<<if $head is "bound">>
<<set $head to 0>>
<</if>>
<<if $worn.upper.type.includes("binding")>>
<<set _unbind_check to 1>>
<<if $worn.upper.set is $worn.lower.set>>
<<set $worn.lower.type.push("broken")>>
<<lowerruined>>
<</if>>
<<set $worn.upper.type.push("broken")>>
<<upperruined>>
<</if>>
<</widget>>
<<widget "unbindtemp">>
<<set $rightboundcarry to 0>>
<<set $leftboundcarry to 0>>
<<set $leftarm to 0>>
<<set $rightarm to 0>>
<<remove_shackle>>
<<leg_unbind>>
<<if $head is "bound">>
<<set $head to 0>>
<</if>>
<</widget>>
<<widget "bind">>
/*<<bind>> and <<unbind>> are only used for binding the player's arms with rope. they are only meant to be used for scenes where the player is left helpless and must undo their bindings elsewhere, forcing them to leave behind their handheld items. Use <<bindtemp>> and <<unbindtemp>> for temporarily binding arms.*/
<<if _args[0]>>
<<set _args[0] to "bound">>
<<if $rightarm is "bound" and $worn.handheld.name isnot "naked">>
<<handheldruined>>
<</if>>
<<else>>
<<set $leftarm to "bound">>
<<set $rightarm to "bound">>
<<if $worn.handheld.name isnot "naked">>
<<handheldruined>>
<</if>>
<</if>>
<</widget>>
<<widget "bindtemp">>
<<set $leftarm to "bound">>
<<set $rightarm to "bound">>
<</widget>>
<<widget "legbind">>
<<set $leftleg to "bound">>
<<set $rightleg to "bound">>
<<set $feetuse to "bound">>
<</widget>>
<<widget "leg_unbind">>
<<set $leftleg to 0>>
<<set $rightleg to 0>>
<<set $feetuse to 0>>
<</widget>>
<<widget "remove_shackle">>
<<if $worn.feet.type.includes("shackle")>>
<<set $worn.feet.type.push("broken")>>
<<feetruined>>
<<leg_unbind>>
<</if>>
<</widget>>
<<widget "shackle_feet">>
<<feetwear 3>>
<<legbind>>
<</widget>>
<<widget "headbind">>
<<set $head to "bound">>
<</widget>>
<<widget "bindings">>
<<if $leftarm is "bound" and $position isnot "wall">><<set $leftboundcarry to 1>><</if>>
<<if $rightarm is "bound" and $position isnot "wall">><<set $rightboundcarry to 1>><</if>>
<<if $rightboundcarry is 1 and $rightarm isnot "bound">>
<<set $rightarm to "bound">>
<</if>>
<<if $leftboundcarry is 1 and $leftarm isnot "bound">>
<<set $leftarm to "bound">>
<</if>>
<</widget>>
<<widget "water">>
<<set _inWater to true>>
<<if !waterproofCheck($worn.over_upper) and !$worn.over_upper.type.includes("naked") and _args[0] isnot "waist">>
<<upperwet 200>>
<</if>>
<<if !waterproofCheck($worn.upper) and !$worn.upper.type.includes("naked") and _args[0] isnot "waist">>
<<upperwet 200>>
<</if>>
<<if !waterproofCheck($worn.lower) and !$worn.lower.type.includes("naked")>>
<<lowerwet 200>>
<</if>>
<<if !waterproofCheck($worn.upper) and !waterproofCheck($worn.under_upper) and !$worn.under_upper.type.includes("naked") and _args[0] isnot "waist">>
<<underupperwet 200>>
<</if>>
<<if !waterproofCheck($worn.lower) and !waterproofCheck($worn.under_lower) and !$worn.under_lower.type.includes("naked")>>
<<underlowerwet 200>>
<</if>>
<<waterwash>>
<</widget>>
<<widget "wet_all">>
<<wet_upper>>
<<wet_lower>>
<</widget>>
<<widget "wet_upper">>
<<for _slot range ["over_upper", "upper", "under_upper"]>>
<<if waterproofCheck($worn[_slot])>>
/* if the clothing is waterproof, protect it and layers below from getting wet */
<<break>>
<<elseif !$worn[_slot].type.includes("naked")>>
/* skin wetness system is not implemented... yet? */
<<set V[_slot + "wet"] to 200>>
<<set V[_slot + "wetstage"] to 3>>
<</if>>
<</for>>
<</widget>>
<<widget "wet_lower">>
<<for _slot range ["over_lower", "lower", "under_lower"]>>
<<if waterproofCheck($worn[_slot])>>
<<break>>
<<elseif !$worn[_slot].type.includes("naked")>>
<<set V[_slot + "wet"] to 200>>
<<set V[_slot + "wetstage"] to 3>>
<</if>>
<</for>>
<</widget>>
<<widget "storecleanup">>
<<unset $action_unclad_over_outfit>>
<<unset $action_unclad_over_upper>>
<<unset $action_unclad_over_lower>>
<<unset $action_unclad_outfit>>
<<unset $action_unclad_upper>>
<<unset $action_unclad_lower>>
<<unset $action_unclad_under_outfit>>
<<unset $action_unclad_under_lower>>
<<unset $action_unclad_under_upper>>
<<unset $action_unclad_legs>>
<<unset $action_unclad_feet>>
<<unset $action_unclad_neck>>
<<unset $action_unclad_head>>
<<unset $action_unclad_face>>
<<unset $action_unclad_hands>>
<</widget>>
<<widget "undiestrauma">>
<<if !$worn.under_lower.type.includes("naked")>>
<<gtrauma>><<gstress>><<trauma 1>><<stress 1>>
<<else>>
<<gtrauma>><<gstress>><<trauma 3>><<stress 3>>
<</if>>
<</widget>>
<<widget "goo">>
<<goocount>>
<<if $liquidoutsidecount gte 1>>
<!-- Variables constructed: $semenoutsidecount, $goooutsidecount, $nectaroutsidecount -->
<<set _liquid to formatList(
["semen", "goo", "nectar"].filter(stuff => V[stuff + "outsidecount"] gte 1)
).replace("goo", "slime")
>>
<<if $liquidoutsidecount gte 100>>
<span class="red">Lewd fluid drenches you from head to toe.</span>
<br>
<<elseif $liquidoutsidecount gte 25>>
<span class="pink">You are drenched in _liquid.</span>
<br>
<<elseif $liquidoutsidecount gte 20>>
<span class="purple">You are soaked with _liquid.</span>
<br>
<<elseif $liquidoutsidecount gte 15>>
<span class="purple">Your skin is slick with _liquid.</span>
<br>
<<elseif $liquidoutsidecount gte 10>>
<span class="purple">You are wet with _liquid.</span>
<br>
<<elseif $liquidoutsidecount gte 5>>
<span class="purple">Your skin is moist with _liquid.</span>
<br>
<<elseif $liquidoutsidecount gte 1>>
<span class="blue">You feel _liquid on your skin.</span>
<br>
<</if>>
<</if>>
<<if $player.bodyliquid.vagina.goo gte 1 or $player.bodyliquid.vagina.semen gte 1 or $player.bodyliquid.vagina.nectar>>
<!-- Variables constructed: $player.bodyliquid.vagina.semen, $player.bodyliquid.vagina.goo, $player.bodyliquid.vagina.nectar -->
<<set _liquid to formatList(
["semen", "goo", "nectar"].filter(stuff => V.player.bodyliquid.vagina[stuff] gte 1)
).replace("goo", "slime")
>>
<<set _liquidUpper to _liquid.toUpperFirst()>>
<<if _liquid.includes(" ")>>
<<set _s to "">>
<<else>>
<<set _s to "s">>
<</if>>
<<switch Math.clamp(setup.bodyliquid.combined("vagina"), 1, 5)>>
<<case 5>>
<span class="red">Your womb overflows with _liquid.</span>
<br>
<<case 4>>
<span class="pink">Your <<pussy>> overflows with _liquid.</span>
<br>
<<case 3>>
<span class="pink">_liquidUpper flow_s from your <<pussy>>.</span>
<br>
<<case 2>>
<span class="pink">_liquidUpper stream_s from your <<pussy>>.</span>
<br>
<<case 1>>
<span class="pink">_liquidUpper drip_s from your <<pussy>>.</span>
<br>
<</switch>>
<</if>>
<<if $player.bodyliquid.anus.goo gte 1 or $player.bodyliquid.anus.semen gte 1 or $player.bodyliquid.anus.nectar>>
<!-- Variables constructed: $player.bodyliquid.anus.semen, $player.bodyliquid.anus.goo, $player.bodyliquid.anus.nectar -->
<<set _liquid to formatList(
["semen", "goo", "nectar"].filter(stuff => V.player.bodyliquid.anus[stuff] gte 1)
).replace("goo", "slime")
>>
<<set _liquidUpper to _liquid.toUpperFirst()>>
<<if _liquid.includes(" ")>>
<<set _s to "">>
<<else>>
<<set _s to "s">>
<</if>>
<<switch Math.clamp(setup.bodyliquid.combined("anus"), 1, 5)>>
<<case 5>>
<span class="red">Your bowels overflow with _liquid.</span>
<br>
<<case 4>>
<span class="pink">Your <<bottom>> overflows with _liquid.</span>
<br>
<<case 3>>
<span class="pink">_liquidUpper flow_s from your <<bottom>>.</span>
<br>
<<case 2>>
<span class="pink">_liquidUpper stream_s from your <<bottom>>.</span>
<br>
<<case 1>>
<span class="pink">_liquidUpper drip_s from your <<bottom>>.</span>
<br>
<</switch>>
<</if>>
<<if $player.bodyliquid.mouth.goo gte 1 or $player.bodyliquid.mouth.semen gte 1 or $player.bodyliquid.mouth.nectar>>
<!-- Variables constructed: $player.bodyliquid.mouth.semen, $player.bodyliquid.mouth.goo, $player.bodyliquid.mouth.nectar -->
<<set _liquid to formatList(
["semen", "goo", "nectar"].filter(stuff => V.player.bodyliquid.mouth[stuff] gte 1)
).replace("goo", "slime")
>>
<<set _liquidUpper to _liquid.toUpperFirst()>>
<<if _liquid.includes(" ")>>
<<set _s to "">>
<<else>>
<<set _s to "s">>
<</if>>
<<set _liquidUpper to _liquid.toUpperFirst()>>
<<switch Math.clamp(setup.bodyliquid.combined("mouth"), 1, 5)>>
<<case 5>>
<span class="red">You keep coughing up _liquid.</span>
<br>
<<case 4>>
<span class="pink">_liquidUpper dribble_s down your chin.</span>
<br>
<<case 3>>
<span class="pink">_liquidUpper line_s the sides of your throat.</span>
<br>
<<case 2>>
<span class="pink">_liquidUpper layer_s the back of your throat.</span>
<br>
<<case 1>>
<span class="pink">The taste of _liquid permeate_s your mouth.</span>
<br>
<</switch>>
<</if>>
<</widget>>
<<widget "clampgoo">>
<<for _bodypart range setup.bodyliquid.bodyparts>>
<<set $player.bodyliquid[_bodypart]["goo"] to Math.clamp($player.bodyliquid[_bodypart]["goo"], 0, 5)>>
<<set $player.bodyliquid[_bodypart]["semen"] to Math.clamp($player.bodyliquid[_bodypart]["semen"], 0, 5)>>
<<set $player.bodyliquid[_bodypart]["nectar"] to Math.clamp($player.bodyliquid[_bodypart]["nectar"], 0, 5)>>
<</for>>
<</widget>>
<<widget "goocount">>
<<clampgoo>>
<<set $goocount to $player.bodyliquid.neck.goo + $player.bodyliquid.rightarm.goo + $player.bodyliquid.leftarm.goo + $player.bodyliquid.thigh.goo + $player.bodyliquid.bottom.goo + $player.bodyliquid.tummy.goo + $player.bodyliquid.chest.goo + $player.bodyliquid.face.goo + $player.bodyliquid.hair.goo + $player.bodyliquid.feet.goo + $player.bodyliquid.vaginaoutside.goo + ($player.bodyliquid.vagina.goo * 3) + ($player.bodyliquid.penis.goo * 3) + ($player.bodyliquid.anus.goo * 3) + ($player.bodyliquid.mouth.goo * 3)>>
<<set $semencount to $player.bodyliquid.neck.semen + $player.bodyliquid.rightarm.semen + $player.bodyliquid.leftarm.semen + $player.bodyliquid.thigh.semen + $player.bodyliquid.bottom.semen + $player.bodyliquid.tummy.semen + $player.bodyliquid.chest.semen + $player.bodyliquid.face.semen + $player.bodyliquid.hair.semen + $player.bodyliquid.feet.semen + $player.bodyliquid.vaginaoutside.semen + ($player.bodyliquid.vagina.semen * 3) + ($player.bodyliquid.penis.semen * 3) + ($player.bodyliquid.anus.semen * 3) + ($player.bodyliquid.mouth.semen * 3)>>
<<set $nectarcount to $player.bodyliquid.neck.nectar + $player.bodyliquid.rightarm.nectar + $player.bodyliquid.leftarm.nectar + $player.bodyliquid.thigh.nectar + $player.bodyliquid.bottom.nectar + $player.bodyliquid.tummy.nectar + $player.bodyliquid.chest.nectar + $player.bodyliquid.face.nectar + $player.bodyliquid.hair.nectar + $player.bodyliquid.feet.nectar + $player.bodyliquid.vaginaoutside.nectar + ($player.bodyliquid.vagina.nectar * 3) + ($player.bodyliquid.penis.nectar * 3) + ($player.bodyliquid.anus.nectar * 3) + ($player.bodyliquid.mouth.nectar * 3)>>
<<set $liquidcount to $goocount + $semencount + $nectarcount>>
<<set $goooutsidecount to $player.bodyliquid.neck.goo + $player.bodyliquid.rightarm.goo + $player.bodyliquid.leftarm.goo + $player.bodyliquid.thigh.goo + $player.bodyliquid.bottom.goo + $player.bodyliquid.tummy.goo + $player.bodyliquid.chest.goo + $player.bodyliquid.face.goo + $player.bodyliquid.hair.goo + $player.bodyliquid.feet.goo + $player.bodyliquid.vaginaoutside.goo + ($player.bodyliquid.penis.goo * 3)>>
<<set $semenoutsidecount to $player.bodyliquid.neck.semen + $player.bodyliquid.rightarm.semen + $player.bodyliquid.leftarm.semen + $player.bodyliquid.thigh.semen + $player.bodyliquid.bottom.semen + $player.bodyliquid.tummy.semen + $player.bodyliquid.chest.semen + $player.bodyliquid.face.semen + $player.bodyliquid.hair.semen + $player.bodyliquid.feet.semen + $player.bodyliquid.vaginaoutside.semen + ($player.bodyliquid.penis.semen * 3)>>
<<set $nectaroutsidecount to $player.bodyliquid.neck.nectar + $player.bodyliquid.rightarm.nectar + $player.bodyliquid.leftarm.nectar + $player.bodyliquid.thigh.nectar + $player.bodyliquid.bottom.nectar + $player.bodyliquid.tummy.nectar + $player.bodyliquid.chest.nectar + $player.bodyliquid.face.nectar + $player.bodyliquid.hair.nectar + $player.bodyliquid.feet.nectar + $player.bodyliquid.vaginaoutside.nectar + ($player.bodyliquid.penis.nectar * 3)>>
<<set $liquidoutsidecount to $goooutsidecount + $semenoutsidecount + $nectaroutsidecount>>
<<set $goobodycount to $player.bodyliquid.thigh.goo + $player.bodyliquid.bottom.goo + $player.bodyliquid.tummy.goo + $player.bodyliquid.chest.goo + $player.bodyliquid.vaginaoutside.goo + ($player.bodyliquid.vagina.goo * 3) + ($player.bodyliquid.penis.goo * 3) + ($player.bodyliquid.anus.goo * 3)>>
<<set $semenbodycount to $player.bodyliquid.thigh.semen + $player.bodyliquid.bottom.semen + $player.bodyliquid.tummy.semen + $player.bodyliquid.chest.semen + $player.bodyliquid.vaginaoutside.semen + ($player.bodyliquid.vagina.semen * 3) + ($player.bodyliquid.penis.semen * 3) + ($player.bodyliquid.anus.semen * 3)>>
<<set $nectarbodycount to $player.bodyliquid.thigh.nectar + $player.bodyliquid.bottom.nectar + $player.bodyliquid.tummy.nectar + $player.bodyliquid.chest.nectar + $player.bodyliquid.vaginaoutside.nectar + ($player.bodyliquid.vagina.nectar * 3) + ($player.bodyliquid.penis.nectar * 3) + ($player.bodyliquid.anus.nectar * 3)>>
<<set $liquidbodycount to $goobodycount + $semenbodycount + $nectarbodycount>>
<</widget>>
<<widget "outergoo">>
<<bodyliquid "neck" "goo">>
<<bodyliquid "rightarm" "goo">>
<<bodyliquid "leftarm" "goo">>
<<bodyliquid "thigh" "goo">>
<<bodyliquid "bottom" "goo">>
<<bodyliquid "tummy" "goo">>
<<bodyliquid "chest" "goo">>
<<bodyliquid "face" "goo">>
<<bodyliquid "hair" "goo">>
<<bodyliquid "feet" "goo">>
<</widget>>
<<widget "waist_goo">>
<<bodyliquid "feet" "goo" 5>>
<<bodyliquid "bottom" "goo" 5>>
<<bodyliquid "thigh" "goo" 5>>
<<if $player.penisExist>>
<<bodyliquid "penis" "goo" 5>>
<</if>>
<<if $player.vaginaExist>>
<<bodyliquid "vaginaoutside" "goo" 5>>
<</if>>
<</widget>>
<<widget "random_goo">>
<<set $_rng to random (0, 9)>> <!-- 1-10 but 0 indexed -->
<<set $_part_text to [
"neck", "right arm", "left arm", "thigh", "bottom",
"tummy", "chest", "face", "hair", "feet"
].select($_rng)>>
<<set $_part to $_part_text.replace(" ","")>>
<<set $player.bodyliquid[$_part].goo += 1>>
It <<print either("splatters onto your", "coats your", "lands on your", "splashes your")>>
<span class="purple">$_part_text.</span>
<</widget>>
<<widget "random_semen">>
<<set $_rng to random (0, 9)>> <!-- 1-10 but 0 indexed -->
<<set $_part_text to [
"neck", "right arm", "left arm", "thigh", "bottom",
"tummy", "chest", "face", "hair", "feet"
].select($_rng)>>
<<set $_part to $_part_text.replace(" ","")>>
<<set $player.bodyliquid[$_part].semen += 1>>
It <<print either("splatters onto your", "coats your", "lands on your", "splashes your","covers your")>>
<span class="purple">$_part_text.</span>
<</widget>>
<<widget "random_goo_head">>
<<set $_rng to random (0, 3)>> <!-- 1-10 but 0 indexed -->
<<set $_part_text to [
"neck", "chest", "face", "hair"
].select($_rng)>>
<<set $_part to $_part_text.replace(" ","")>>
<<set $player.bodyliquid[$_part].goo += 1>>
It <<print either("splatters onto your", "coats your", "lands on your", "splashes your")>>
<span class="purple">$_part_text.</span>
<</widget>>
<<widget "random_semen_head">>
<<set $_rng to random (0, 3)>> <!-- 1-10 but 0 indexed -->
<<set $_part_text to [
"neck", "chest", "face", "hair"
].select($_rng)>>
<<set $_part to $_part_text.replace(" ","")>>
<<set $player.bodyliquid[$_part].semen += 1>>
It <<print either("splatters onto your", "coats your", "lands on your", "splashes your")>>
<span class="purple">$_part_text.</span>
<</widget>>
<<widget "washmakeup">>
<<if $makeup.lipstick != 0 or $makeup.eyeshadow != 0 or $makeup.blusher != 0 or ($makeup.mascara != 0 and !$makeup.mascara.includes('waterproof')) or $makeup.concealer != 0>>
<<set $makeupWashed = 1>>
<<set $makeup.lipstick = 0>>
<<set $makeup.eyeshadow = 0>>
<<set $makeup.blusher = 0>>
<<if $makeup.mascara and !$makeup.mascara.includes('waterproof')>>
<<set $makeup.mascara = 0>>
<<set $makeup.mascara_running = 0>>
<</if>>
<<set $makeup.concealer = 0>>
<</if>>
<</widget>>
<<widget "waterwash">>
<<if $combat isnot 1>>
<<for _bodypart range setup.bodyliquid.bodyparts>>
<<if $player.bodyliquid[_bodypart]["goo"] gte 1>><<set $waterwash += 1>><<set $allure += 500>><<bodyliquid _bodypart "goo" -1>><</if>>
<<if $player.bodyliquid[_bodypart]["semen"] gte 1>><<set $waterwash += 1>><<set $allure += 500>><<bodyliquid _bodypart "semen" -1>><</if>>
<<if $player.bodyliquid[_bodypart]["nectar"] gte 1>><<set $waterwash += 1>><<set $allure += 500>><<bodyliquid _bodypart "nectar" -1>><</if>>
<</for>>
<<washRecordedSperm "vagina" "pc">>
<<washRecordedSperm "anus" "pc">>
<</if>>
<<if $waterwash gte 10>>
<span class="lewd">Copious amounts of lewd fluid washes into the water. You hope it doesn't attract attention.</span><br>
<<elseif $waterwash gte 5>>
<span class="lewd">Lots of lewd fluid washes into the water. You hope it doesn't attract attention.</span><br>
<<elseif $waterwash gte 2>>
<span class="lewd">Lewd fluid washes into the water. You hope it doesn't attract attention.</span><br>
<<elseif $waterwash is 1>>
<span class="lewd">Some lewd fluid washes into the water. You hope it doesn't attract attention.</span><br>
<</if>>
<<set $waterwash to 0>>
<<washmakeup>>
<</widget>>
<<widget "wash">>
<<washRecordedSperm "vagina" "pc">>
<<washRecordedSperm "anus" "pc">>
<<bodyliquid "clear">>
<<if $parasite.right_thigh.name is "maggot">>
<<removeparasite right_thigh>>
<</if>>
<<if $parasite.left_thigh.name is "maggot">>
<<removeparasite left_thigh>>
<</if>>
<<if $parasite.right_arm.name is "maggot">>
<<removeparasite right_arm>>
<</if>>
<<if $parasite.left_arm.name is "maggot">>
<<removeparasite left_arm>>
<</if>>
<<if $parasite.tummy.name is "maggot">>
<<removeparasite tummy>>
<</if>>
<<if $parasite.bottom.name is "maggot">>
<<removeparasite bottom>>
<</if>>
<<for _active_bodypart range setup.bodyparts>>
<<if $skin[_active_bodypart].pen is "pen" or $skin[_active_bodypart].pen is "lipstick" or $skin[_active_bodypart].pen is "mud">>
<<bodywriting_clear _active_bodypart>>
<</if>>
<</for>>
<<washmakeup>>
<</widget>>
<<widget "wash_face">>
<<bodyliquid "face" "semen" -5>>
<<bodyliquid "face" "goo" -5>>
<<bodyliquid "face" "nectar" -5>>
<<if $skin.left_cheek.pen is "pen" or $skin.left_cheek.pen is "lipstick" or $skin.left_cheek.pen is "mud">>
<<bodywriting_clear left_cheek>>
<</if>>
<<if $skin.right_cheek.pen is "pen" or $skin.right_cheek.pen is "lipstick" or $skin.right_cheek.pen is "mud">>
<<bodywriting_clear right_cheek>>
<</if>>
<<if $skin.forehead.pen is "pen" or $skin.forehead.pen is "lipstick" or $skin.forehead.pen is "mud">>
<<bodywriting_clear forehead>>
<</if>>
<<washmakeup>>
<</widget>>
<<widget "wash_mouth">>
<<bodyliquid "mouth" "semen" -5>>
<<bodyliquid "mouth" "goo" -5>>
<<bodyliquid "mouth" "nectar" -5>>
<</widget>>
<<widget "tipset">>
<<set $tip to random(1000, 3000)>>
<<if $tip lte 2000>>
<<set $tipreaction to "low">>
<<else>>
<<set $tipreaction to "mid">>
<</if>>
<<if _args[0] is "serving">>
<!-- +20% for every visible clothing item with 'serving' tag -->
<<set $_servingClothesCount to getVisibleClothesList().countWith(item => item.type.includes("serving"))>>
<<set $tip += $tip * 0.2 * $_servingClothesCount>>
<</if>>
<<set $tip to $tipmod * $tip>>
<<set $tip *= (1 + ($attractiveness / 10000))>>
<<if $mathstrait gte 1>>
<<set $tip *= (1 + ($mathstrait / 4))>>
<</if>>
<<set $tip to Math.trunc($tip)>>
<<if $tip lt $tip_add>>
<<set $tip to $tip_add>>
<</if>>
<<if $tip gte 10000 and _args[0] isnot "body">>
<<set $tip to 2000 * Math.round( $tip / 2000.0 )>>
<<elseif $tip gte 1000>>
<<set $tip to 500 * Math.round( $tip / 500.0 )>>
<<else>>
<<set $tip to 50 * Math.round( $tip / 50.0 )>>
<</if>>
<<set $tip to Math.max( $tip, 50 )>>
<</widget>>
<<widget "tipreceive">>
<span class="gold"><<if random(1, 10000) is 10000>>You gain Brouzouf<<else>>You make<</if>> <<printmoney $tip>>.</span>
<<money $tip `_args[0] ? _args[0] : ""`>>
<<if $tip gte 50000>>
<<earnFeat "Negotiator">>
<</if>>
<<set $tip to 0>>
<</widget>>
<<widget "tip_neg">>
You negotiate a price of <<printmoney $tip>>,
<<if $tipreaction is "low">>
less than you hoped for.
<<else>>
which sounds reasonable.
<</if>>
<</widget>>
<<widget "tip_up">>
<<He>> raises <<his>> offer to <<printmoney $tip>>.
<</widget>>
<<widget "passout">>
<<set $stress -= 5000>>
<<set $passoutstat += 1>>
<<set $passoutTimeStat to Time.date.timeStamp>>
<<ruffleHair>>
<</widget>>
<<widget "vaginaraped">>
<<if $NPCList[$vaginatarget] isnot undefined>>
<<if $templePromised isnot $NPCList[$vaginatarget].fullDescription>>
<<fallenTransform>> /*transformations.twee*/
<</if>>
<<else>>
<<fallenTransform>>
<</if>>
<<set $vaginafucked to 1>>
<</widget>>
<<widget "penisraped">>
<<if $NPCList[$penistarget] isnot undefined>>
<<if $templePromised isnot $NPCList[$penistarget].fullDescription>>
<<fallenTransform>> /*transformations.twee*/
<</if>>
<<else>>
<<fallenTransform>>
<</if>>
<<set $penisfucked to 1>>
<</widget>>
<<widget "anusraped">>
<<set $anusfucked to 1>>
<</widget>>
<<widget "internalejac">>
<<if ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled"))>>
<<set $demonabsorb += 1>>
<</if>>
<</widget>>
<<widget "sexcheck">>/*Sets variable to 1 if the PC is penetrated, penetrating, or similar.*/
<<if $vaginastate is "penetrated" or
$anusstate is "penetrated" or
$mouthstate is "penetrated" or
$penisstate is "otheranus" or
$penisstate is "penetrated" or
$anusstate is "othermouth" or
$vaginastate is "othermouth" or
$penisstate is "othermouth" or
$penisstate is "tentacle" or
$penisstate is "tentacledeep" or
$vaginastate is "tentacle" or
$vaginastate is "tentacledeep" or
$anusstate is "tentacle" or
$anusstate is "tentacledeep" or
$mouthstate is "tentacle" or
$mouthstate is "tentacledeep">>
<<set $current_sex to 1>>
<<else>>
<<set $current_sex to 0>>
<</if>>
<</widget>>
<<widget "textmap">>
<<if V.options.mapMovement>>
<div id="textmap">
╔═<<tml "Barb Street">>═╦═<<tml "Cliff Street">>═╦═<<tml "Starfish Street">>═╦═<<tml "Mer Street">>═╗<br>
<<tml "Domus Street">><<tml "Residential alleyways">><<tml "Connudatus Street">><<tml"Commercial alleyways">><<tml "High Street">><<tml "Park">><<tml "Oxford Street">><<tml "Industrial alleyways">><<tml "Harvest Street">><br>
╚═<<tml "Danube Street">>═╩═<<tml "Wolf Street">>═╩═<<tml "Nightingale Street">>═╩═<<tml "Elk Street">>═╝<br>
</div>
<<else>>
<div id="textmap">
╔═ Ba ═╦═ Cl ═╦═ St ═╦═ Me ═╗<br>
Do ─┼─ Co ─┼─ Hi ─┼─ Ox ─┼─ Ha<br>
╚═ Da ═╩═ Wo ═╩═ Ni ═╩═ El ═╝<br>
</div>
<</if>>
<br>
<</widget>>
<<widget "map">>
<<set $map.location to _args[0]>>
<<if $options.images is 1 and $options.mapMovement is true and $options.mapLegacy isnot true and !$possessed>>
<<set _boxLocations to [
{ x: 1, y: 46}, /*Domus */
{ x: 38, y: 9}, /*Barb */
{ x: 38, y: 83}, /*Danube */
{ x: 63, y: 46}, /*Connudatus */
{ x: 88, y: 9}, /*Cliff */
{ x: 88, y: 83}, /*Wolf */
{ x: 114, y: 46}, /*High */
{ x: 146, y: 9}, /*Starfish */
{ x: 146, y: 83}, /*Nightingale */
{ x: 176, y: 46}, /*Oxford */
{ x: 204, y: 9}, /*Mer */
{ x: 204, y: 83}, /*Elk */
{ x: 230, y: 46}, /*Harvest */
{ x: 38, y: 46}, /*Residential Alley */
{ x: 88, y: 46}, /*Commercial Alley */
{ x: 146, y: 46}, /*Park */
{ x: 204, y: 46} /*Industrial Alley */
]>>
/*This version of sugarcube doesn't perform any processing inside of SVG elements, so we need to perform those actions ourselves inside a custom macro */
<<svg 260 130>>
<image x="2" xlink:href="img/misc/map.png"> </image>
<image x="2" @xlink:href="'img/misc/maparrow' + $map.location + '.png'"> </image>
<<for _i to 0; _i lt $map.arrayList.length; _i++>>
<<set _canMoveTo = $debug || $map.available[$passage].includes($map.arrayList[_i])>>
<<set _showMarker = $debug || ($options.mapMarkers && (_canMoveTo || $passage is $map.arrayList[_i]))>>
<a class="mapmove"
@onclick="'mapMove(V.map.arrayList[' + _i + ']);'"
@alt="$map.arrayList[_i] + (_canMoveTo ? ' (0:05)' : '')"
@title="$map.arrayList[_i] + (_canMoveTo ? ' (0:05)' : '')">
<rect @x="_boxLocations[_i].x"
@y="_boxLocations[_i].y"
height="34"
width="30"
@style="'stroke:cyan;fill-opacity:0;stroke-opacity:' + (_showMarker ? '0.6' : '0') + ';'">
</rect>
</a>
<</for>>
<</svg>>
<<elseif $options.images is 1 and $options.mapLegacy isnot true>>
<svg width="260" height="130">
<image x="2" xlink:href="img/misc/map.png"/>
<image x="2" @xlink:href="'img/misc/maparrow'+$map.location+'.png'"/>
</svg>
<<elseif $options.images is 1>>
<<if $options.mapMovement is true and !$possessed>>
<!-- Image Map Generated by http://www.image-map.net/ -->
<map id="town-image-map" name="town-image-map">
<area class="no-numberify" alt="Barb Street" title="Barb Street" coords="62,20,39,42" shape="rect" onclick="mapMove('Barb Street')">
<area class="no-numberify" alt="Domus Street" title="Domus Street" coords="2,75,26,49" shape="rect" onclick="mapMove('Domus Street')">
<area class="no-numberify" alt="Danube Street" title="Danube Street" coords="33,110,70,84" shape="rect" onclick="mapMove('Danube Street')">
<area class="no-numberify" alt="Wolf Street" title="Wolf Street" coords="86,117,114,86" shape="rect" onclick="mapMove('Wolf Street')">
<area class="no-numberify" alt="High Street" title="High Street" coords="116,77,139,46" shape="rect" onclick="mapMove('High Street')">
<area class="no-numberify" alt="Connudatus Street" title="Connudatus Street" coords="64,77,88,49" shape="rect" onclick="mapMove('Connudatus Street')">
<area class="no-numberify" alt="Cliff Street" title="Cliff Street" coords="88,40,117,-1" shape="rect" onclick="mapMove('Cliff Street')">
<area class="no-numberify" alt="Starfish Street" title="Starfish Street" coords="147,41,172,12" shape="rect" onclick="mapMove('Starfish Street')">
<area class="no-numberify" alt="Nightingale Street" title="Nightingale Street" coords="143,115,170,82" shape="rect" onclick="mapMove('Nightingale Street')">
<area class="no-numberify" alt="Oxford Street" title="Oxford Street" coords="170,73,203,45" shape="rect" onclick="mapMove('Oxford Street')">
<area class="no-numberify" alt="Mer Street" title="Mer Street" coords="202,42,229,14" shape="rect" onclick="mapMove('Mer Street')">
<area class="no-numberify" alt="Elk Street" title="Elk Street" coords="197,111,238,77" shape="rect" onclick="mapMove('Elk Street')">
<area class="no-numberify" alt="Harvest Street" title="Harvest Street" coords="252,46,228,76" shape="rect" onclick="mapMove('Harvest Street')">
<area class="no-numberify" alt="Industrial Alley" title="Industrial Alley" coords="225,73,209,53" shape="rect" onclick="mapMove('Industrial alleyways')">
<area class="no-numberify" alt="Park" title="Park" coords="154,65,170,52" shape="rect" onclick="mapMove('Park')">
<area class="no-numberify" alt="Commercial Alley" title="Commercial Alley" coords="94,69,110,56" shape="rect" onclick="mapMove('Commercial alleyways')">
<area class="no-numberify" alt="Residential Alley" title="Residential Alley" coords="38,70,57,56" shape="rect" onclick="mapMove('Residential alleyways')">
</map>
<</if>>
<div id="divmap"><img id="map" src="img/misc/map.png"><img id="maparrow" usemap="#town-image-map" @src="'img/misc/maparrow' + _args[0] + '.png'"></div>
<<else>>
<<textmap>>
<</if>>
<</widget>>
<<widget "rentday">>
<<set $_text_output to ["Sunday","Monday","Tuesday","Wednesday","Thursday","Friday","Saturday"][$rentday-1]>>
<<print $_text_output>>
<</widget>>
<<widget "tearup">>
<<if $pain lte 20>>
<<set $pain to 20>>
<</if>>
<</widget>>
<<widget "roomoptions">>
<<if $lockpickTrainingSet gte 1 and $stress lt $stressmax and !$possessed>>
<<lockpickTrainingSet>>
<</if>>
<br>
<<if $sexStats.pills.boughtOnce is true or $sexStats.pills["pills"]["Dr Harper\'s prescription"].owned gte 1 or $sexStats.pills["pills"]["asylum\'s prescription"].owned gte 1>>
<<pillicon>><<link [[Check your medicine drawer|PillCollection]]>><<set $pillsExitPassage to $passage>><<endevent>><</link>>
<br>
<</if>>
<</widget>>
<<widget "christmas_options">>
<<if $christmas_wrap is 1>>
<<switch $christmas_gift_robin>>
<<case "shirt_unwrapped">>
<<gifticon "shirt">><<link [[Wrap Robin's shirt and shorts (0:10)|Bedroom Robin Wrap]]>><<pass 10>><<set $christmas_gift_robin to "shirt">><<set $christmas_gift_robin_wrapped to 1>><</link>>
<br>
<<case "sundress_unwrapped">>
<<gifticon "sundress">><<link [[Wrap Robin's sundress (0:10)|Bedroom Robin Wrap]]>><<pass 10>><<set $christmas_gift_robin to "sundress">><<set $christmas_gift_robin_wrapped to 1>><</link>>
<br>
<<case "kimono_unwrapped">>
<<gifticon "kimono">><<link [[Wrap Robin's kimono (0:10)|Bedroom Robin Wrap]]>><<pass 10>><<set $christmas_gift_robin to "kimono">><<set $christmas_gift_robin_wrapped to 1>><</link>>
<br>
<<case "tuxedo_set_unwrapped">>
<<gifticon "tuxedo">><<link [[Wrap Robin's tuxedo (0:10)|Bedroom Robin Wrap]]>><<pass 10>><<set $christmas_gift_robin to "tuxedo">><<set $christmas_gift_robin_wrapped to 1>><</link>>
<br>
<<case "gothic_gown_unwrapped">>
<<gifticon "gothic">><<link [[Wrap Robin's gothic gown (0:10)|Bedroom Robin Wrap]]>><<pass 10>><<set $christmas_gift_robin to "gothic gown">><<set $christmas_gift_robin_wrapped to 1>><</link>>
<br>
<<case "christmas_unwrapped">>
<<gifticon "christmas hat">><<link [[Wrap Robin's Christmas outfit (0:10)|Bedroom Robin Wrap]]>><<pass 10>><<set $christmas_gift_robin to "christmas">><<set $christmas_gift_robin_wrapped to 1>><</link>>
<br>
<</switch>>
<<if $christmas_gift is "clothes_unwrapped">>
<<gifticon "christmas">><<link [[Wrap the orphans' gifts (3:00)|Bedroom Orphans Clothes Wrap]]>><<pass 180>><<set $christmas_gift to "clothes">><</link>>
<br>
<</if>>
<</if>>
<</widget>>
<<widget "encountersteal">>
<<rng>>
<<if isPubfameTaskAccepted("morgan") and $npc.includes("Morgan")>>
<<pubfameComplete "morgan" "steal">>
<<combatskulduggeryskilluse>><<combatcontrol 10>><<gcombatcontrol>>
<<elseif isPubfameTaskAccepted("hospital") and $pubfame.hospital.active is 1>>
<<pubfameComplete "hospital" "steal">>
<<crimeUp 20 "petty">><<combatskulduggeryskilluse>><<combatcontrol 10>><<gcombatcontrol>>
<<elseif $location is "prison">>
<<set _teeth to random(3,10)>>
You steal a handful of white, translucent gems.
<<prison_teeth _teeth>> <<prison_teeth_text _teeth>>
<<elseif $location is "island">>
/* Steal a specific antique like a wooden carving? */
<<if currentSkillValue("skulduggery") gte 800 and $rng gte 95>>
<span class="green">You find a stick.</span><<set $island.wood += 1>>
<<elseif (currentSkillValue("skulduggery") gte 800 and $rng gte 80) or $rng gte 90>>
<span class="green">You find a handful of walnuts.</span><<set $island.walnut += 1>>
<<else>>
<span class="red">You find nothing to steal.</span>
<</if>>
<<elseif $location is "farm" and $livestock_dig isnot undefined>>
<<if $rng gte 90 and !$farm_key>>
<<set $farm_key to true>>
<<set $farmCellUnlk to false>>
You pull a <span class="green">ring of keys</span> from the <<persons>> pocket and hide it in the straw.<<combatskulduggeryskilluse>><<combatcontrol 10>><<gcombatcontrol>>
<<else>>
<span class="red">You find nothing to steal.</span>
<</if>>
<<elseif ["naked", "schoolSwim"].includes(_stealType)>>
<span class="red">You find nothing to steal.</span>
<<elseif $rng gte 96 and $spray lt $spraymax>>
<<spray 1>>
<span class="green">You steal a charge for your pepper spray.</span>
<<crimeUp 50 "petty">><<combatskulduggeryskilluse>><<combatcontrol 10>><<gcombatcontrol>>
<<elseif $rng gte 90 and !$compoundcard>>
<<set $compoundcard to 1>>
You steal a strange card. There's an address on it, for a location on <span class="gold">Elk Street.</span>
<<else>>
<<rng 5 100>>
You steal <<moneyGain $rng>>.
<<crimeUp $rng "petty">><<combatskulduggeryskilluse>><<combatcontrol 10>><<gcombatcontrol>>
<</if>>
<</widget>>
<<widget "statbaricons">>
<<if $options.images is 1 and _args[0]>>
<<if _args[1] gte 1>>
<img id="statbar" @src="'img/ui/' + _args[0] + '.png'">
<<elseif _args[2] gte 1>>
<img id="statbar" src="img/ui/point.png">
<</if>>
<<if _args[1] gte 2>>
<img id="statbar" @src="'img/ui/' + _args[0] + '.png'">
<<elseif _args[2] gte 2>>
<img id="statbar" src="img/ui/point.png">
<</if>>
<<if _args[1] gte 3>>
<img id="statbar" @src="'img/ui/' + _args[0] + '.png'">
<<elseif _args[2] gte 3>>
<img id="statbar" src="img/ui/point.png">
<</if>>
<<if _args[1] gte 4>>
<img id="statbar" @src="'img/ui/' + _args[0] + '.png'">
<<elseif _args[2] gte 4>>
<img id="statbar" src="img/ui/point.png">
<</if>>
<<if _args[1] gte 5>>
<img id="statbar" @src="'img/ui/' + _args[0] + '.png'">
<<elseif _args[2] gte 5>>
<img id="statbar" src="img/ui/point.png">
<</if>>
<<if _args[1] gte 6>>
<img id="statbar" @src="'img/ui/' + _args[0] + '.png'">
<<elseif _args[2] gte 6>>
<img id="statbar" src="img/ui/point.png">
<</if>>
<<if _args[1] gte 7>>
<img id="statbar" @src="'img/ui/' + _args[0] + '.png'">
<<elseif _args[2] gte 7>>
<img id="statbar" src="img/ui/point.png">
<</if>>
<<if _args[1] gte 8>>
<img id="statbar" @src="'img/ui/' + _args[0] + '.png'">
<<elseif _args[2] gte 8>>
<img id="statbar" src="img/ui/point.png">
<</if>>
<<if _args[1] gte 9>>
<img id="statbar" @src="'img/ui/' + _args[0] + '.png'">
<<elseif _args[2] gte 9>>
<img id="statbar" src="img/ui/point.png">
<</if>>
<<if _args[1] gte 10>>
<img id="statbar" @src="'img/ui/' + _args[0] + '.png'">
<<elseif _args[2] gte 10>>
<img id="statbar" src="img/ui/point.png">
<</if>>
<</if>>
<</widget>>
<<widget "characteristic-text">>
<<set _config = _args[0]>>
<<if _config.states and _config.states.length gt 0>>
<<set _config.currentLevel = 0>>
/* Loop through the provided states to find the one we are currently at*/
<<for _i to 0; _i lt _config.states.length; _i++>>
<<if _config.currentValue gte _config.states[_i].requiredValue>>
<<set _config.currentLevel = _i>>
<</if>>
<</for>>
/* Set the details to show from the current state */
<<set _config.preText = _config.states[_config.currentLevel].preText || _config.preText>>
<<set _config.description = _config.states[_config.currentLevel].description>>
<<set _config.postText = _config.states[_config.currentLevel].postText || _config.postText>>
<<set _config.color = _config.states[_config.currentLevel].color>>
<</if>>
<<if _config.preText>>
_config.preText
<</if>>
<span @class="_config.color">_config.description</span>
<<if _config.postText>>
_config.postText
<</if>>
<</widget>>
<<widget "characteristic-box">>
<<set _config = _args[0]>>
<<if _config.states and _config.states.length gt 0>>
<<set _config.currentLevel = 0>>
/* Loop through the provided states to find the one we are currently at*/
<<for _i to 0; _i lt _config.states.length; _i++>>
<<if _config.currentValue gte _config.states[_i].requiredValue>>
<<set _config.currentLevel = _i>>
<</if>>
<</for>>
/* Set the details to show from the current state */
<<set _config.level = _config.states[_config.currentLevel].level>>
<<set _config.description = _config.states[_config.currentLevel].description>>
<<set _config.color = _config.states[_config.currentLevel].color>>
/* Determine the colour of the bottom bar based on a few types, default is to match the level colour */
<<if _config.meterColorType eq 'next'>>
<<if _config.currentLevel lt _config.states.length - 1>>
<<set _config.meterColor = _config.states[_config.currentLevel + 1].color>>
<<else>>
<<set _config.meterColor = _config.states[_config.currentLevel].color>>
<</if>>
<<elseif _config.meterColorType eq 'prev'>>
<<if _config.currentLevel gt 0>>
<<set _config.meterColor = _config.states[_config.currentLevel - 1].color>>
<<else>>
<<set _config.meterColor = _config.states[_config.currentLevel].color>>
<</if>>
<<elseif _config.meterColorType eq 'max'>>
<<if _config.currentLevel eq _config.states.length - 1>>
<<set _config.meterColor = _config.states[_config.currentLevel].color>>
<</if>>
<<else>>
<<if _config.meterColor eq undefined>>
<<if _config.states[_config.currentLevel].color isnot "lustful">>
<<set _config.meterColor = _config.states[_config.currentLevel].color>>
<<else>>
<<set _config.meterColor = "purple">>
<</if>>
<</if>>
<</if>>
/* Calculate the percent to the next level based on the gap between the nearest two states */
<<if _config.percent isnot undefined>>
<<set _config.percent = Math.floor(_config.percent)>>
<<else>>
<<if _config.currentLevel eq (_config.states.length - 1)>>
/* Calculate percentage above highest state if max value is specified */
<<if _config.maxValue>>
<<set _config.percent = Math.floor(100*(_config.currentValue - _config.states[_config.currentLevel].requiredValue) / (_config.maxValue - _config.states[_config.currentLevel].requiredValue))>>
<<else>>
<<set _config.percent = 100>>
<</if>>
<<else>>
<<set _config.percent = Math.floor(100*(_config.currentValue - _config.states[_config.currentLevel].requiredValue) / (_config.states[_config.currentLevel + 1].requiredValue - _config.states[_config.currentLevel].requiredValue))>>
<</if>>
<</if>>
<<else>>
<<set _config.percent= Math.floor(_config.currentValue)>>
<</if>>
<<set _config.barWidth = Math.clamp(_config.percent, 0, 100)>>
<<if _config.secondValue>>
<<set _config.secondPercent= Math.floor(_config.secondValue)>>
<<set _config.secondBarWidth= Math.clamp(_config.secondPercent, 0, 100)>>
<</if>>
<div class="characteristic-box">
<div class="characteristic-top-line">
<<if $options.images is 1 and _config.icon>>
<img class="characteristic-icon" @src="'img/' + _config.icon + '.png'" />
<</if>>
<span class="characteristic-title">
_config.name<<characteristic-box-modifier `clone(_config.modifier)` `clone(_config.modTypes)` `clone(_config.name)`>>
<<if _config.sensitivity gte 1>>
<<set _fillAmount = (44 * (_config.sensitivity) / 4)>>
<mouse class = "pink tooltip-small">
<span @style = "'display: inline-flex; overflow: hidden; width: ' + _fillAmount + 'px; '">
<<hearticon>><<hearticon>><<hearticon>><<hearticon>>
</span>
<span class="pink"><i>Sensitivity: <<print _config.sensitivity>></i></span>
</mouse>
<</if>>
</span>
<<if _config.states>>
<<if _config.displayType eq "level">>
<span @class="'characteristic-level ' + _config.color">
<big>_config.level</big><small>/<<print (_config.states.length - 1)>></small>
</span>
<<elseif _config.displayType eq "grade">>
<span class="characteristic-level">
<span @class="_config.color">_config.level</span> <<if _config.level neq 'None'>><small class="grade-percent black">_config.percent%</small><</if>>
</span>
<</if>>
<</if>>
</div>
<<if _config.description>>
<span @class="'characteristic-description ' + _config.color">_config.description</span>
<</if>>
<<if _config.showStars>>
<span class="characteristic-description grade-progress">Daily Progress</span>
<div class="progress-stars">
<img class="icon" @src="'img/ui/' + (_config.starLevel > 0 ? 'bronze_star' : 'empty_star') + '.png'" />
<img class="icon" @src="'img/ui/' + (_config.starLevel > 1 ? 'silver_star' : 'empty_star') + '.png'" />
<img class="icon" @src="'img/ui/' + (_config.starLevel > 2 ? 'gold_star' : 'empty_star') + '.png'" />
</div>
<</if>>
<div class="meter">
<div @class="(_config.meterColor ? _config.meterColor + 'bar' : 'goldbar')" @style="'width:' + _config.barWidth + '%'"></div>
<<if _config.secondBarWidth>>
<div @class="(_config.secondMeterColor ? _config.secondMeterColor + 'bar' : 'goldbar')" @style="'width:' + _config.secondBarWidth + '%'"></div>
<</if>>
</div>
</div>
<</widget>>
<<widget "characteristic-box-modifier">><<silently>>
<<if _args[0] isnot undefined or _args[0] isnot 100>>
<<set $_modifier to _args[0] - 100>>
<<if $_modifier gt 0>>
<<set $_result to " <small class='green characteristic-modifier'>(+"+$_modifier+"%)</small>">>
<<elseif $_modifier lt 0>>
<<set $_result to " <small class='red characteristic-modifier'>("+$_modifier+"%)</small>">>
<<elseif ["Promiscuity", "Exhibitionism", "Deviancy"].includes(_args[2]) and (drunkSexStatModifier(V[_args[2].toLowerCase()]) gte 1 or heatRutSexStatModifier(_args[2].toLowerCase()) gte 1)>>
<<set $_result to " <span class='" + getLargestSexStatModifierCssClasses(_args[2].toLowerCase()) + "'><small class='blue characteristic-modifier'>(???%)</small></span>">>
<</if>>
<</if>>
<</silently>>
<<if $_result>>
<<set $_good to _args[1].good>>
<<set $_bad to _args[1].bad>>
<<set $_stat to _args[2].toLowerCase()>>
<span @class="$_modifier gt 0 ? 'green' : 'red'"><mouse class = "tooltip-small">
$_result
<<if $_good.length gt 0 and $_bad.length gt 0>>
<span class="green">Increasing your $_stat: <<print $_good>> <span class="red">Decreasing your $_stat: <<print $_bad>></span></span>
<<elseif $_good.length gt 0>>
<span class="green">Increasing your $_stat: <<print $_good>></span>
<<elseif $_bad.length gt 0>>
<span class="red">Decreasing your $_stat: <<print $_bad>></span>
<</if>>
</mouse></span>
<</if>>
<</widget>>
<<widget "relation-text">>
<<set _config = _args[0]>>
<<if _config.states and _config.states.length gt 0>>
<<set _config.currentLevel = _config.states[0]>>
<<if _config.currentLevel.secondaryStates>>
<<set _config.currentLevel = _config.currentLevel.secondaryStates[0]>>
<</if>>
/* Loop through the provided states to find the one we are currently at*/
<<script>>
for(let i = 0; i < T.config.states.length; i++) {
if(T.config.currentValue >= T.config.states[i].requiredValue) {
if(T.config.states[i].secondaryStates) {
for(let j = 0; j < T.config.states[i].secondaryStates.length; j++) {
if(T.config.secondaryValue >= T.config.states[i].secondaryStates[j].requiredValue) {
T.config.currentLevel = T.config.states[i].secondaryStates[j];
}
}
} else {
T.config.currentLevel = T.config.states[i];
}
}
}
<</script>>
/* Set the details to show from the current state */
<<set _config.preText = _config.currentLevel.preText || _config.preText>>
<<set _config.description = _config.currentLevel.description>>
<<set _config.postText = _config.currentLevel.postText || _config.postText>>
<<set _config.color = _config.currentLevel.color>>
<</if>>
<<if _config.preText>>
_config.preText
<</if>>
<span @class="_config.color">_config.description</span>
<<if _config.postText>>
_config.postText
<</if>>
<</widget>>
<<widget "relation-box-simple">>
<<set _boxConfig = _args[0]>>
<div class="relation-box" @style="(_boxConfig.style || '')">
<<if _boxConfig.name>>
<div class="relation-top-line">
<<if $options.images and _boxConfig.icon>>
<img class="relation-icon" @src="_boxConfig.icon" />
<</if>>
<span class="relation-name">_boxConfig.name</span>
</div>
<</if>>
<div class="relation-description">
_boxConfig.description
</div>
</div>
<</widget>>
<<widget "relation-box-wolves">>
<<if $wolfpackfear gte 1 || $wolfpacktrust gte 1 || $syndromewolves gte 1 || $wolfpackleader gte 1>>
<div class="relation-box" @style="(_boxConfig.style || '')">
<div class="relation-top-line">
<<if $options.images>>
<img class="relation-icon" src="img/misc/icon/wolfpup.png" />
<</if>>
<span class="relation-name">Wolf Pack</span>
</div>
<div class="relation-description">
The wolves
<<if $wolfpackleader gte 1>> view you as <span class="green">the leader of the pack.</span>
<<elseif $syndromewolves gte 1>> view you as <span class="green">their <<ppackbrother>>.</span>
<<elseif $wolfpacktrust gte 12>> <span class="green">trust you.</span>
<<elseif $wolfpacktrust gte 6>> are <span class="teal">starting to accept you.</span>
<<elseif $wolfpackfear gte 12>> <span class="red">fear you.</span>
<<elseif $wolfpackfear gte 6>> are <span class="purple">starting to fear you.</span>
<<else>><span class="pink"> view you as prey.</span>
<</if>>
</div>
</div>
<</if>>
<</widget>>
<<widget "relation-box">>
<<silently>>
<<set _npcData = _args[0]>>
<<set _npcOverrides = _args[1] || {}>>
<<script>>
/* Returns true/false based on whether the requirements to display a stat are met, automatically true if no requirement specified */
T.checkRequirements = function (stat) {
let statOverrides = T.npcOverrides[stat];
if(statOverrides)
return !statOverrides.hasOwnProperty("requirements") || statOverrides.requirements;
else
return true;
};
T.importantNpcStats = ["love", "lust", "dom", "trauma", "rage", "purity", "corruption", "harmony", "ferocity"];
T.otherNpcStats = ["love", "lust"];
let statDefaults = {
"love" : {
name : "Love",
value : T.npcData.love,
activeIcon : 'img/ui/sym_love.png',
inactiveIcon: 'img/ui/emptyheart.png',
color: 'red'
},
"lust" : {
name : "Lust",
value : T.npcData.lust,
iconOrientation : 'vertical',
activeIcon : 'img/ui/sym_lust.png',
inactiveIcon : 'img/ui/emptyvial.png',
color: 'pink'
},
"dom" : {
name : "Dominance",
value : T.npcData.dom,
activeIcon : "img/ui/sym_dominance.png",
color: 'purple'
},
"trauma" : {
name : "Trauma",
value : T.npcData.trauma,
activeIcon : "img/ui/sym_trauma.png",
color: 'teal'
},
"rage" : {
name : "Rage",
value : T.npcData.rage,
activeIcon : "img/ui/sym_rage.png",
color: 'gold'
},
"purity" : {
name: "Purity",
value: T.npcData.purity,
activeIcon: (T.npcData.virginity.vaginal == false || T.npcData.virginity.penile == false ? "img/misc/icon/tf_fallen.png" : "img/misc/icon/tf_angel.png"),
color: 'white'
},
"corruption" : {
name: "Corruption",
value: T.npcData.corruption,
iconOrientation : 'horizontal-inverted',
activeIcon: "img/misc/icon/tf_demon.png",
color: 'purple'
},
"harmony" : {
name: "Harmony",
value: V.wolfpackharmony,
iconOrientation : 'vertical',
activeIcon: "img/ui/wolfharmony.png",
color: 'purple'
},
"ferocity" : {
name: "ferocity",
value: V.wolfpackferocity,
iconOrientation : 'vertical',
activeIcon: "img/ui/wolfferocity.png",
color: 'purple'
}
};
T.getStatConfig = function(stat) {
let baseConfig = statDefaults[stat] || {};
return Object.assign({}, baseConfig, T.npcOverrides[stat]);
};
if(V.loveInterest){
/* Check if this is a main love interest */
if (V.loveInterest.primary == T.npcData.nam) {
T.loveInterest = true;
} else if (V.loveInterest.secondary == T.npcData.nam) {
T.loveInterest = true;
} else if (V.loveInterest.tertiary == T.npcData.nam) {
T.loveInterest = true;
} else if (V.loveInterest.quarternary == T.npcData.nam) {
T.loveInterest = true;
} else if (V.loveInterest.quinary == T.npcData.nam) {
T.loveInterest = true;
} else if (V.loveInterest.senary == T.npcData.nam) {
T.loveInterest = true;
} else {
T.loveInterest = false;
}
}
<</script>>
<</silently>>
<<if _npcData and _npcData.init is 1>>
<<if (_npcData.nam is ("Ivory Wraith") or ($wraith.mimic is _npcData.nam and $wraith.revealed))>>
<<rngWraithSocial>>
<<if _npcData.nam is ("Ivory Wraith") and ($wraith.mimic is "" and (_wraithEventSocial or $wraith.type)) and $wraithIntro>>
<div class="relation-box">
<div class="relation-top-line">
<span class="relation-name">
_npcData.nam
<small class="relation-title black"><i>The _wraithTitle</i></small>
</span>
<div class="quick-stats">
<<for _j = 0; _j lt _otherNpcStats.length; _j++>>
<<if _npcData[_otherNpcStats[_j]] gt 0 and _checkRequirements(_otherNpcStats[_j])>>
<<relation-box-stat _getStatConfig(_otherNpcStats[_j])>>
<</if>>
<</for>>
</div>
</div>
<div class="relation-description">
<<if $options.images is 1 and (_rngWraithFace is 1 or $possessed)>>
<img id="wraith" @src="'img/misc/icon/wraith' + V.wraith.state + '.png'">
<<else>>
<<npcrelationship _npcData.nam>>
<</if>>
</div>
</div>
<<elseif $wraithIntro and $wraith.mimic is _npcData.nam and $wraith.revealed and _npcOverrides and _npcOverrides.important>>
<div class="relation-box">
<div class="relation-top-line">
<span class="relation-name">
_npcData.nam?
<small class="relation-title black"><i>The _wraithTitle</i></small>
</span>
<<if _loveInterest>>
<img class="love-interest-icon" src="img/ui/love_interest.png" alt="Love Interest" title="Love Interest"/>
<</if>>
</div>
<div class="relation-description">
<<set _rngWraithLineChance to 1>>
<<npcrelationship "Ivory Wraith">>
</div>
<div @class="'relation-stat-list' + ($options.images ? '' : ' no-images')">
<<set $_statCount to 0>>
<<for _j = 0; _j lt _importantNpcStats.length-2; _j++>>
<<if _npcData[_importantNpcStats[_j]] gt 0 and _checkRequirements(_importantNpcStats[_j])>>
<<set $_statCount++>>
<<relation-box-stat _getStatConfig(_importantNpcStats[_j]) true>>
<</if>>
<</for>>
<<for _j to $_statCount; _j lt 3; _j++>>
<div class="relation-stat-block"></div>
<</for>>
</div>
</div>
<<else>>
/* Do not display anything */
<</if>>
<<elseif _npcOverrides and _npcOverrides.important>>
<div class="relation-box">
<div class="relation-top-line">
<span class="relation-name">
_npcData.nam
<small class="relation-title black"><i>The _npcData.title</i></small>
</span>
<<if _loveInterest>>
<img class="love-interest-icon" src="img/ui/love_interest.png" alt="Love Interest" title="Love Interest"/>
<</if>>
</div>
<div class="relation-description">
<<npcrelationship _npcData.nam>>
</div>
<div @class="'relation-stat-list' + ($options.images ? '' : ' no-images')">
<<set $_statCount to 0>>
<<if _importantNPCs[_k].nam is "Black Wolf">><<set _npcStats to _importantNpcStats.length>>
<<else>><<set _npcStats to _importantNpcStats.length-2>>
<</if>>
<<for _j = 0; _j lt _npcStats; _j++>>
<<if _npcData[_importantNpcStats[_j]] gt 0 and _checkRequirements(_importantNpcStats[_j])>>
<<set $_statCount++>>
<<relation-box-stat _getStatConfig(_importantNpcStats[_j]) true>>
<</if>>
<</for>>
<<for _j to $_statCount; _j lt 3; _j++>>
<div class="relation-stat-block"></div>
<</for>>
</div>
</div>
<<else>>
<div class="relation-box">
<div class="relation-top-line">
<span class="relation-name">
_npcData.nam
<small class="relation-title black"><i>The _npcData.title</i></small>
</span>
<div class="quick-stats">
<<for _j = 0; _j lt _otherNpcStats.length; _j++>>
<<if _npcData[_otherNpcStats[_j]] gt 0 and _checkRequirements(_otherNpcStats[_j])>>
<<relation-box-stat _getStatConfig(_importantNpcStats[_j])>>
<</if>>
<</for>>
</div>
</div>
<div class="relation-description">
<<npcrelationship _npcData.nam>>
</div>
</div>
<</if>>
<</if>>
<</widget>>
<<widget "relation-box-stat">>
<<silently>>
<<set _config = _args[0]>>
<<set _important = _args[1]>>
<<set _config.progress = Math.ceil(Math.clamp(100*((_config.value - (_config.minValue || 0)) / (_config.maxValue || 100)), 0, 100))>>
<</silently>>
<div class="relation-stat-block" @style="'--progress: ' + _config.progress + '%;'">
<<if _important>>
<label>_config.name</label>
<</if>>
<<if $options.images>>
<div class="relation-stat">
<span @class="'relation-stat-icon ' + (_config.iconOrientation || 'horizontal')">
<img class="active-icon-img" @src="_config.activeIcon">
<<if _config.inactiveIcon>>
<img class="inactive-icon-img" @src="_config.inactiveIcon">
<<else>>
<img class="inactive-icon-img outlined" @src="_config.activeIcon">
<</if>>
</span>
<span class="relation-stat-percent black">_config.progress<small>%</small></span>
</div>
<<else>>
<<if _important>>
<span class="relation-stat-percent black"> _config.progress<small>%</small></span>
<div @class="'progress-bar ' + _config.color + 'bar'"></div>
<</if>>
<</if>>
</div>
<</widget>>
<<widget "connector-box">>
<div @class="'connector-box ' + (_args[3] ? 'invert' : '')" @style="'--connector-height: ' + _args[0] + 'px; --center-offset: ' + (_args[1] || 50) + '%; --end-offset: ' + (_args[2] || 0) + 'px;'">
<div class="connector-box-top"></div>
<div class="connector-box-bottom"></div>
</div>
<</widget>>
<<widget "oralpassage">>
<<takeVirginity _args[0] "oral">><<oralstat>><<oralejacstat>><<ejacstat>><<cumswallow 'human'>>
<</widget>>
<<widget "relationshipclamp">>
<<set _i to $NPCNameList.indexOf("Robin")>>
<<set $NPCName[_i].love = Math.clamp($NPCName[_i].love, 0, 100)>>
<<set $NPCName[_i].lust = Math.clamp($NPCName[_i].lust, 0, 100)>>
<<set $NPCName[_i].trauma = Math.clamp($NPCName[_i].trauma, 0, 100)>>
<<set $NPCName[_i].dom = Math.clamp($NPCName[_i].dom, 0, 100)>>
<<set _i to $NPCNameList.indexOf("Whitney")>>
<<set $NPCName[_i].love = Math.clamp($NPCName[_i].love, 0, 30)>>
<<set $NPCName[_i].lust = Math.clamp($NPCName[_i].lust, 0, 100)>>
<<set $NPCName[_i].dom = Math.clamp($NPCName[_i].dom, 0, 20)>>
<<set _i to $NPCNameList.indexOf("Eden")>>
<<set $NPCName[_i].love = Math.clamp($NPCName[_i].love, 0, 200)>>
<<set $NPCName[_i].lust = Math.clamp($NPCName[_i].lust, 0, 100)>>
<<set $NPCName[_i].dom = Math.clamp($NPCName[_i].dom, 0, 150)>>
<<set _i to $NPCNameList.indexOf("Kylar")>>
<<set $NPCName[_i].love = Math.clamp($NPCName[_i].love, 0, 100)>>
<<set $NPCName[_i].lust = Math.clamp($NPCName[_i].lust, 0, 100)>>
<<set $NPCName[_i].rage = Math.clamp($NPCName[_i].rage, 0, 100)>>
<<set $NPCName[_i].dom = Math.clamp($NPCName[_i].dom, 0, 100)>>
<<set _i to $NPCNameList.indexOf("Avery")>>
<<set $NPCName[_i].love = Math.clamp($NPCName[_i].love, 0, 100)>>
<<set $NPCName[_i].rage = Math.clamp($NPCName[_i].rage, 0, 100)>>
<<set _i to $NPCNameList.indexOf("Great Hawk")>>
<<set $NPCName[_i].love = Math.clamp($NPCName[_i].love, 0, 100)>>
<<set $NPCName[_i].dom = Math.clamp($NPCName[_i].dom, 0, 100)>>
<<alexclamp>>
<<set _i to $NPCNameList.indexOf("Sydney")>>
<<set $NPCName[_i].love = Math.clamp($NPCName[_i].love, 0, 150)>>
<<set $NPCName[_i].lust = Math.clamp($NPCName[_i].lust, 0, 100)>>
<<set $NPCName[_i].purity = Math.clamp($NPCName[_i].purity, 0, 100)>>
<<set $NPCName[_i].corruption = Math.clamp($NPCName[_i].corruption, 0, 50)>>
<<set _i to $NPCNameList.indexOf("Black Wolf")>>
<<set $NPCName[_i].love = Math.clamp($NPCName[_i].love, 0, 150)>>
<<set $NPCName[_i].harmony = Math.clamp($wolfpackharmony || 0, 0, 100)>>
<<set $NPCName[_i].ferocity = Math.clamp($wolfpackferocity || 0, 0, 100)>>
<<set _i to $NPCNameList.indexOf("Darryl")>>
<<set $NPCName[_i].love = Math.clamp($NPCName[_i].love, -50, 50)>>
<<set $NPCName[_i].dom = Math.clamp($NPCName[_i].dom, -50, 50)>>
<<set _i to $NPCNameList.indexOf("River")>>
<<set $NPCName[_i].love = Math.clamp($NPCName[_i].love, -50, 50)>>
<<set $NPCName[_i].dom = Math.clamp($NPCName[_i].dom, -50, 50)>>
<<set _i to $NPCNameList.indexOf("Mason")>>
<<set $NPCName[_i].love = Math.clamp($NPCName[_i].love, -50, 50)>>
<<set $NPCName[_i].lust = Math.clamp($NPCName[_i].lust, -50, 50)>>
<<set $NPCName[_i].dom = Math.clamp($NPCName[_i].dom, -50, 50)>>
<<set _i to $NPCNameList.indexOf("Sam")>>
<<set $NPCName[_i].love = Math.clamp($NPCName[_i].love, -50, 50)>>
<<set $NPCName[_i].dom = Math.clamp($NPCName[_i].dom, -50, 50)>>
<<set _i to $NPCNameList.indexOf("Wren")>>
<<set $NPCName[_i].love = Math.clamp($NPCName[_i].love, -50, 50)>>
<<set $NPCName[_i].dom = Math.clamp($NPCName[_i].dom, -50, 50)>>
<<set _i to $NPCNameList.indexOf("Charlie")>>
<<set $NPCName[_i].love = Math.clamp($NPCName[_i].love, -50, 50)>>
<<set $NPCName[_i].dom = Math.clamp($NPCName[_i].dom, -50, 50)>>
<<set _i to $NPCNameList.indexOf("Bailey")>>
<<set $NPCName[_i].love = Math.clamp($NPCName[_i].love, -100, 100)>>
<<set $NPCName[_i].dom = Math.clamp($NPCName[_i].dom, -50, 50)>>
<<set _i to $NPCNameList.indexOf("Briar")>>
<<set $NPCName[_i].love = Math.clamp($NPCName[_i].love, -100, 100)>>
<<set $NPCName[_i].dom = Math.clamp($NPCName[_i].dom, -50, 50)>>
<<set _i to $NPCNameList.indexOf("Doren")>>
<<set $NPCName[_i].love = Math.clamp($NPCName[_i].love, -100, 100)>>
<<set $NPCName[_i].dom = Math.clamp($NPCName[_i].dom, -50, 50)>>
<<set _i to $NPCNameList.indexOf("Gwylan")>>
<<set $NPCName[_i].love = Math.clamp($NPCName[_i].love, -100, 100)>>
<<set $NPCName[_i].dom = Math.clamp($NPCName[_i].dom, -50, 50)>>
<<set _i to $NPCNameList.indexOf("Harper")>>
<<set $NPCName[_i].love = Math.clamp($NPCName[_i].love, -100, 100)>>
<<set $NPCName[_i].dom = Math.clamp($NPCName[_i].dom, -50, 50)>>
<<set _i to $NPCNameList.indexOf("Jordan")>>
<<set $NPCName[_i].love = Math.clamp($NPCName[_i].love, -100, 100)>>
<<set $NPCName[_i].dom = Math.clamp($NPCName[_i].dom, -50, 50)>>
<<set _i to $NPCNameList.indexOf("Landry")>>
<<set $NPCName[_i].love = Math.clamp($NPCName[_i].love, -100, 100)>>
<<set $NPCName[_i].dom = Math.clamp($NPCName[_i].dom, -50, 50)>>
<<set _i to $NPCNameList.indexOf("Leighton")>>
<<set $NPCName[_i].love = Math.clamp($NPCName[_i].love, -100, 100)>>
<<set $NPCName[_i].dom = Math.clamp($NPCName[_i].dom, -50, 50)>>
<<set _i to $NPCNameList.indexOf("Morgan")>>
<<set $NPCName[_i].love = Math.clamp($NPCName[_i].love, -100, 100)>>
<<set $NPCName[_i].dom = Math.clamp($NPCName[_i].dom, -50, 50)>>
<<set _i to $NPCNameList.indexOf("Winter")>>
<<set $NPCName[_i].love = Math.clamp($NPCName[_i].love, -100, 100)>>
<<set $NPCName[_i].dom = Math.clamp($NPCName[_i].dom, -50, 50)>>
<<set _i to $NPCNameList.indexOf("Niki")>>
<<set $NPCName[_i].love = Math.clamp($NPCName[_i].love, -100, 100)>>
<<set $NPCName[_i].dom = Math.clamp($NPCName[_i].dom, -50, 50)>>
<<set _i to $NPCNameList.indexOf("Quinn")>>
<<set $NPCName[_i].love = Math.clamp($NPCName[_i].love, -100, 100)>>
<<set $NPCName[_i].dom = Math.clamp($NPCName[_i].dom, -50, 50)>>
<<set _i to $NPCNameList.indexOf("Remy")>>
<<set $NPCName[_i].love = Math.clamp($NPCName[_i].love, -100, 100)>>
<<set $NPCName[_i].dom = Math.clamp($NPCName[_i].dom, -50, 50)>>
<<set _i to $NPCNameList.indexOf("Zephyr")>>
<<set $NPCName[_i].love = Math.clamp($NPCName[_i].love, -100, 100)>>
<<set $NPCName[_i].dom = Math.clamp($NPCName[_i].dom, -50, 50)>>
<<set _i to $NPCNameList.indexOf("Sirris")>>
<<set $NPCName[_i].love = Math.clamp($NPCName[_i].love, -100, 100)>>
<<set $NPCName[_i].dom = Math.clamp($NPCName[_i].dom, -50, 50)>>
<<set _i to $NPCNameList.indexOf("Ivory Wraith")>>
<<if $wraith.state is "haunt">>
<<set $NPCName[_i].love = Math.clamp($NPCName[_i].love, 0, 10)>>
<<set $NPCName[_i].lust = Math.clamp($NPCName[_i].lust, 10, 20)>>
<<else>>
<<set $NPCName[_i].love = Math.clamp($NPCName[_i].love, 0, 20)>>
<<set $NPCName[_i].lust = Math.clamp($NPCName[_i].lust, 0, 20)>>
<</if>>
<</widget>>
<<widget "haircheck">>
<<if $hairtype is "default">>
<<set $hairtype to "messy">>
<</if>>
<</widget>>
<<widget "fringedescription">>
<<if $haircolour isnot $hairfringecolour>>
<<if $hairFringeColourStyle is "gradient">>
<<set _colour to "two-toned">>
<<else>>
<<set _colour to $hairfringecolour>>
<</if>>
<<set $_fringe to _colour + " fringe">>
<<else>>
<<set $_fringe to "fringe">>
<</if>>
<<if $fringelength gte 980>>
and your <<print $_fringe>> is very long.
<<elseif $fringelength gte 800>>
and your <<print $_fringe>> is long.
<<elseif $fringelength gte 600>>
and your <<print $_fringe>> is somewhat long.
<<elseif $fringelength gte 400>>
and your <<print $_fringe>> is quite normal.
<<elseif $fringelength gte 200>>
and your <<print $_fringe>> is short.
<<else>>
and your <<print $_fringe>> is very short.
<</if>>
<</widget>>
<<widget "willpowerpain">>
<<if $pain gte 100 and $willpowerpain is undefined and _willpowerpainchecked isnot true>>
<<if (currentSkillValue('willpower') / 10) gte (($pain - 100) + random(1, 100))>>
<span class="green">The pain threatens to overwhelm, but you endure it.</span>
<<gwillpower>><<willpower 1>>
<br>
<<else>>
<span class="red">The pain overwhelms you.</span>
<<if $position is "stalk">>
You fall to your knees.
<</if>>
<<ggwillpower>><<willpower 5>><<set $willpowerpain to 0>>
<br>
<</if>>
<<set _willpowerpainchecked to true>>
<</if>>
<</widget>>
<<widget "willpowerorgasm">>
<<if $orgasmdown gte 1 and _willpowerorgasmchecked isnot true>>
<<if (currentSkillValue('willpower') / 10) gte (($orgasmdown * 30) + random(1, 80))>>
<span class="green">You endure the orgasmic shivers running through you.</span>
<<gwillpower>><<willpower 1>><<if $willpowerCum is 1 and $orgasmCum lt $orgasmdown>><<set $orgasmCum to $orgasmdown>><</if>><<set $orgasmdown to 0>>
<br>
<<else>>
<span class="red">You struggle against the orgasmic spasms overwhelming you.</span>
<<if $position is "stalk">>
You fall to your knees.
<</if>>
<<gwillpower>><<willpower 1>>
<br>
<</if>>
<<set _willpowerorgasmchecked to true>>
<</if>>
<</widget>>
<<widget "clothescolour">><<silently>>
<<set _slot to _args[0]>>
<<if $worn[_slot].colour isnot 0 and $worn[_slot].colour isnot undefined>>
<<if $worn[_slot].colour.substring(0, 3) is "wet">>
<<set _text_output to $worn[_slot].colour.substring(3)>>
<<elseif $worn[_slot].colour_sidebar is 1>>
<<if $worn[_slot].colour == "custom">>
<<set _text_output to getCustomColourName($worn[_slot].colourCustom)>>
<<else>>
<<set _text_output to $worn[_slot].colour>>
<</if>>
<</if>>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "nounderwearcheck">>
/*Checks if the PC is pantiless, but otherwise decent. Results in low level exhibitionism increases.*/
/*
Feature was disabled previously, has been re-enabled after meeting the below requirement
Vrelnir: Exhibitionism should only rise when the player directly choses certain actions. The PC could have their underwear stolen, which would result in exhibitionism rising without a direct decision to do so.
*/
<<if (!$worn.over_lower.type.includes("naked") or !$worn.lower.type.includes("naked")) and $worn.under_lower.type.includes("naked") and ["notWorn", "notBought", "sold", "given"].includes($worn.under_lower.exposedType) and $exposed lte 0 and $exhibitionism lt 19 and !$daily.no_underwear>>
<<set $no_underwear += 1>>
<</if>>
<<if $no_underwear gte 8>>
<<set $daily.no_underwear to true>>
<<set $no_underwear to 0>>
<<set $effectsmessage to 1>>
<<set $exhibitionism_message to 1>>
<</if>>
<</widget>>
<<widget "breastfed">>
<<if _args[0]>>
<<set $milk_drank_stat += _args[0]>>
<<set $hunger -= _args[0]>><<set $thirst -= _args[0]>>
<<else>>
<<set $milk_drank_stat += random(1, 5)>>
<<if random(1, 100) gte 70>>
<<if $NPCList[0].type and $NPCList[0].type is "wolfgirl">>
<<transform wolf 1>>
<<elseif $NPCList[0].type and $NPCList[0].type is "foxgirl">>
<<transform fox 1>>
<<else>>
<<transform cat 1>>
<</if>>
<</if>>
<<if $milkdranktrait is 1>><<physique 1>><</if>>
<<purity -1>>
<<set $hunger -= 200>><<set $thirst -= 200>>
<</if>>
<</widget>>
<<widget "nectarfed">>
<<set _nectarGain to 0>>
<<set _nectarGain += (Math.ceil(_args[0] / 10) + random(0,2))>>
<<set $nectar_drank_stat += _nectarGain>>
<<set $nectar_addiction += _nectarGain>>
<<if _args[0] gte 11>>
<<purity -1>>
<</if>>
<<set $hunger -= (_args[0] * 5)>><<set $thirst -= (_args[0] * 5)>>
<<drugs _args[0]>><<set $arousal += _args[0]>>
<<if $ejaculating is 1>>
<<alcohol `(_args[0] * 3)`>>
<<bodyliquid "mouth" "nectar">>
<</if>>
<<if $backgroundTraits.includes("plantlover")>>
<<if $nectar_timer lte 14>>
<span class="green">You feel an overwhelming sense of relief.</span> <<stress -12>><<llstress>><<pain -4>><<lpain>>
<<else>>
<<set _nectarStress to (-1 * _nectarGain)>>
<<physique 1 "invig">><<stress _nectarStress>><<lstress>>
<</if>>
<<set $nectar_timer to 21>>
<</if>>
<<set $nectar_addiction = Math.clamp($nectar_addiction, 0, 200)>>
<</widget>>
<<widget "setup_pillory">>
<<set $pillory.tenant to {person : clone(setup.baseNPC), exists : 0, duration : 0, served : 0, startTime: 0, endTime : 0,
crowd : 0, wet : 0, upperexposed : 0 , lowerexposed : 0, fruit : 0, fruitstock: 0, face : 0, ass : 0, genital : 0, broken : 0,
lastviewed : 0, special : {name : "", desc : ""}}>>
<</widget>>
<<widget "new_npc_pillory">>
<<if not _args[0]>>
<<if $rng gte 20>><<generatev1>><<else>><<generateyv1>><</if>>
<<set $_already_served to random(0,2)>>
<<else>>
<<set $_already_served to 0>>
<</if>>
<<set $pillory.tenant.exists to 1>>
<<set $pillory.tenant.person to clone($NPCList[0])>>
<<set $pillory.tenant.duration to random(4,27)>>
<<set $_duration to random(4,27)>>
<<set $_endTime to new DateTime(Time.date).addHours($_duration)>>
<<set $pillory.tenant.startTime to Time.date.timeStamp>>
<<set $pillory.tenant.endTime to $_endTime.timeStamp>>
<<set $pillory.tenant.crowd to 1>>
<<set $pillory.tenant.wet to 0>>
<<set $pillory.tenant.upperexposed to 0>>
<<set $pillory.tenant.lowerexposed to 0>>
<<set $pillory.tenant.fruit to 0>>
<<set $pillory.tenant.fruitstock to 3>>
<<set $pillory.tenant.spank to 0>>
<<set $pillory.tenant.face to 0>>
<<set $pillory.tenant.ass to 0>>
<<set $pillory.tenant.genital to 0>>
<<set $pillory.tenant.broken to 0>>
<<set $pillory.tenant.lastViewed to Time.date.timeStamp>>
<<person1>>
<<if $pillory.tenant.special.name is "">>
A <<person>> <<if $_already_served is 0>>is currently being locked into the pillory.<<else>>has recently been locked in the pillory.<</if>>
<<endevent>>
<<npc_pillory_release_schedule>>
<br><br>
<<else>>
Rumour has it <<he>> is being sent to the pillory.
<br>
<<endevent>>
<</if>>
<</widget>>
<<widget "imprison_whitney">>
<<clear_pillory>>
<<npc Whitney>>
<<set C.npc.Whitney.state to "pillory">>
<<set $pillory.tenant.special.name to "Whitney">>
<<set $pillory.tenant.special.desc to C.npc.Whitney.title>>
<<new_npc_pillory $NPCList[0]>>
<<endevent>>
<<set $framed to 0>>
<</widget>>
<<widget "imprison_leighton">>
<<clear_pillory>>
<<npc Leighton>>
<<set $pillory.tenant.special.name to "Leighton">>
<<set $pillory.tenant.special.desc to C.npc.Leighton.title>>
<<new_npc_pillory $NPCList[0]>>
<<endevent>>
<<set $framed to 0>>
<</widget>>
<<widget "imprison_npc">> /* number as argument to select npc 0-5. Only use at end of scene. */
<<clear_pillory>>
<<if not _args[0]>>
<<set _id to 0>>
<<else>>
<<set _id to _args[0]>>
<</if>>
<<if _args[1]>>
<<set $pillory.tenant.special.desc to _args[1]>>
<</if>>
<<new_npc_pillory $NPCList[_id]>>
<<endevent>>
<</widget>>
<<widget "get_pillory_npc">>
<<set $NPCList[0] to clone($pillory.tenant.person)>><<person1>>
<</widget>>
<<widget "A_pillory_person">> /* Can't simplify to <<pillory_person>> because: 'a thin man', but not 'a Whitney') */
<<silently>><<set _out to "">>
<<get_pillory_npc>>
<<if $pillory.tenant.special.name is "">>
<<set _out += "A <<person>>">>
<<else>>
<<set _out += $pillory.tenant.special.name>>
<</if>>
<</silently>><<print _out>>
<</widget>>
<<widget "The_pillory_person">>
<<silently>><<set _out to "">>
<<get_pillory_npc>>
<<if $pillory.tenant.special.name is "">>
<<set _out += "The <<person>>">>
<<else>>
<<set _out += $pillory.tenant.special.name>>
<</if>>
<</silently>><<print _out>>
<</widget>>
<<widget "a_pillory_person">>
<<silently>><<set _out to "">>
<<get_pillory_npc>>
<<if $pillory.tenant.special.name is "">>
<<set _out += "a <<person>>">>
<<else>>
<<set _out += $pillory.tenant.special.name>>
<</if>>
<</silently>><<print _out>>
<</widget>>
<<widget "the_pillory_person">>
<<silently>><<set _out to "">>
<<get_pillory_npc>>
<<if $pillory.tenant.special.name is "">>
<<set _out += "the <<person>>">>
<<else>>
<<set _out += $pillory.tenant.special.name>>
<</if>>
<</silently>><<print _out>>
<</widget>>
<<widget "pillory_type">>
<<silently>><<set _out to "">>
<<get_pillory_npc>>
<<if $pillory.tenant.special.name is "">>
<<set _out += "<<person>>">>
<<else>>
<<set _out += $pillory.tenant.special.desc>>
<</if>>
<</silently>><<print _out>>
<</widget>>
<<widget "npc_pillory">>
<<A_pillory_person>> is locked in the town pillory.
<<npc_pillory_release_schedule>>
<br><br>
<<endevent>>
<</widget>>
<<widget "npc_pillory_detail">>
<<get_pillory_npc>>
<<A_pillory_person>> is locked in the town pillory.
<<npc_pillory_appearance>>
<<npc_pillory_abuse>>
<<npc_pillory_release_schedule>>
<br><br>
<<endevent>>
<</widget>>
<<widget "npc_pillory_appearance">>
<<update_npc_pillory_appearance>>
/*Desc*/
<<if Time.dayState is "night">>
<<if $pillory.tenant.crowd gte 10>>A huge, drunken mob surround
<<elseif $pillory.tenant.crowd gte 6>>A large, rowdy mob crowd around
<<elseif $pillory.tenant.crowd gte 4>>A sinister crowd huddle around
<<else>>A small but sinister group lurk around
<</if>>
<<else>>
<<if $pillory.tenant.crowd gte 10>>An excited, jeering crowd surround
<<elseif $pillory.tenant.crowd gte 6>>A large crowd press around
<<elseif $pillory.tenant.crowd gte 4>>A curious group hang around
<<else>>A small group watch
<</if>>
<</if>>the <<pillory_type>> locked prone in the pillory.
<<if $pillory.tenant.broken gte 32>><<He>> looks traumatised, perhaps permanently broken by the abuse <<hes>> already suffered.
<<elseif $pillory.tenant.broken gte 16>><<He>> is weeping from the abuse <<hes>> already suffered.
<<elseif $pillory.tenant.broken gte 8>><<He>> is sobbing from the abuse.
<<elseif $pillory.tenant.broken gte 4>><<He>> is visibly upset, but trying hard to hide it.
<<else>><<He>> is defiant, showing a brave face.
<</if>>
<br>
/*describe exposure*/
<<if $pillory.tenant.upperexposed gte 3>>
<<His>> $pillory.tenant.person.breastsdesc are fully exposed to the crowd.
<<if $pillory.tenant.spank gte 8>><<His>> nipples are red from being pinched, slapped, sucked, bitten and pulled.
<<elseif $pillory.tenant.spank gte 4>><<His>> nipples looks sore from abuse.
<</if>>
<<elseif $pillory.tenant.upperexposed gte 2>>
<<if $pronoun is "f">>
<<His>> top has been bared, with only <<his>> bra hiding <<his>> $pillory.tenant.person.breastsdesc from the crowd.
<<else>>
<<His>> top has been bared, fully exposing <<his>> $pillory.tenant.person.breastsdesc to the crowd.
<<if $pillory.tenant.spank gte 8>><<His>> nipples are red from being pinched, slapped, bitten and pulled.
<<elseif $pillory.tenant.spank gte 4>><<His>> nipples looks sore from abuse.
<</if>>
<</if>>
<<elseif $pillory.tenant.upperexposed gte 1>><<His>> upper clothes have been mauled, partially exposing <<his>> <<if $pronoun is "f">>bra<<else>>$pillory.tenant.person.breastsdesc<</if>> to the crowd.
<</if>>
<<if $pillory.tenant.lowerexposed gte 2>><<His>> ass has <<if $pillory.tenant.upperexposed gte 1>>also<</if>> been exposed, making
<<if $pillory.tenant.person.gender is "f">><<his>> pussy
<<else>><<his>> $pillory.tenant.person.penisdesc
<</if>>visible to all.
<<if $pillory.tenant.spank gte 5>><<His>> ass shows signs of rough
<<if $pillory.tenant.fruit gte 5>>spanking, and <<his>> <<if $pillory.tenant.face gte 2>>cum<<if $pillory.tenant.face gte 4>>-coated<<else>>-stained<</if>><</if>> face is a mess of bruises and broken fruit.
<<else>>spanking.
<</if>>
<<elseif $pillory.tenant.fruit gte 6>><<His>> <<if $pillory.tenant.face gte 2>>cum<<if $pillory.tenant.face gte 4>>-coated<<else>>-stained<</if>><</if>> face is a mess of bruises and broken fruit.
<<elseif $pillory.tenant.fruit gte 2>><<His>> <<if $pillory.tenant.face gte 2>>cum<<if $pillory.tenant.face gte 4>>-coated<<else>>-stained<</if>><</if>> face is marked by bruises and broken fruit.
<</if>>
<<if $pillory.tenant.ass gte 2>><<His>> ass has been raped more than
<<if $pillory.tenant.genital gte 2>>once, and
<<if $pillory.tenant.person.gender is "m">>slime coats <<his>> <<print either("raw","abused","sorry")>> penis.
<<else>>semen <<if $pillory.tenant.genital gte 4>>pours<<else>>drips<</if>> from <<his>> <<print either("raw","reddened","abused")>> pussy.
<</if>>
<<else>>once.
<</if>>
<<elseif $pillory.tenant.genital gte 5>><<His>> <<if $pillory.tenant.person.gender is "m">>penis<<else>>pussy<</if>> has been raped raw.
<<elseif $pillory.tenant.genital gte 2>><<He>> has been raped more than once.
<</if>>
<<elseif $pillory.tenant.lowerexposed gte 1>>
<<His>> <<if $pronoun is "f">>dress has been pulled up over <<his>> waist,<<else>>trousers have been pulled down,<</if>>
exposing <<his>> underwear to the crowd.
<<elseif $pillory.tenant.wet is 2>><<His>> clothes are see-through from the rain.
<<elseif $pillory.tenant.wet is 1>><<His>> clothes are semi-translucent from damp, but are drying out.
<</if>>
<<if $pillory.tenant.upperexposed is 0 and $pillory.tenant.lowerexposed is 0 and $pillory.tenant.face is 0 and $pillory.tenant.fruit gte 1>>
<<if $pillory.tenant.fruit gte 6>><<His>> face is a mess of bruises and broken fruit.
<<elseif $pillory.tenant.fruit gte 2>><<His>> face is marked by bruises and broken fruit.
<</if>>
<</if>>
<</widget>>
<<widget "update_npc_pillory_appearance">>
<<set $_lastViewed to new DateTime($pillory.tenant.lastViewed)>>
<<set $_timeLeft to Time.date.compareWith($_lastViewed, true)>>
<<if $_timeLeft / TimeConstants.secondsPerHour lte -2>>
/* last viewed time tracked to avoid this firing on every viewing */
<<set $pillory.tenant.lastViewed to Time.date.timeStamp>>
/*Weather effects*/
<<if Weather.precipitation is "rain">>
<<set $pillory.tenant.wet to 2>>
<<elseif $pillory.tenant.wet is 2>>
<<set $pillory.tenant.wet to 1>>
<<else>>
<<set $pillory.tenant.wet to 0>>
<</if>>
/*Chance of abuse based on crowd and time passed*/
<<set _totalSeconds to Time.date.compareWith(new DateTime($pillory.tenant.startTime), true) / TimeConstants.secondsPerHour>>
<<set $_chance to Math.clamp(_totalSeconds / TimeConstants.secondsPerHour, 0, 24)>>
<<set $_chance *= $pillory.tenant.crowd>>
/*increased by spectacle*/
<<set $_factor to ($pillory.tenant.upperexposed + $pillory.tenant.lowerexposed + $pillory.tenant.fruit
+ $pillory.tenant.spank + $pillory.tenant.face + $pillory.tenant.ass + $pillory.tenant.genital)>>
<<if Time.dayState is "night">>
<<set $_factor += 3>>
<</if>>
<<if $pillory.tenant.wet is 2>>
<<set $_factor += 4>>
<</if>>
<<set $_prob to ($_chance * $_factor)>>
/*Out of sight changes to tenant */
<<rng>>
<<if $rng gte (40 - $_prob)>><<set $pillory.tenant.fruit += 1>><</if>>
<<rng>>
<<if $rng gte (60 - $_prob)>><<set $pillory.tenant.crowd += 2>><</if>>
<<rng>>
<<if $rng gte (60 - $_prob)>><<set $pillory.tenant.upperexposed += 1>><</if>>
<<rng>>
<<if $rng gte (80 - $_prob)>><<set $pillory.tenant.lowerexposed += 1>><</if>>
<<rng>>
<<if $rng gte (100 - $_prob)>><<set $pillory.tenant.crowd += 2>><</if>>
<<rng>>
<<if $rng gte (100 - $_prob)>><<set $pillory.tenant.fruit += 2>><<set $pillory.tenant.face += 1>><</if>>
<<rng>>
<<if $rng gte (100 - $_prob) and $pillory.tenant.lowerexposed gte 2>><<set $pillory.tenant.spank += 2>><<else>><<set $pillory.tenant.spank += 1>><</if>>
<<rng>>
<<if $rng gte (100 - $_prob) and $pillory.tenant.lowerexposed gte 2>><<set $pillory.tenant.genital += 1>><</if>>
<<rng>>
<<if $rng gte (100 - $_prob) and $pillory.tenant.lowerexposed gte 2>><<set $pillory.tenant.ass += 1>><</if>>
/*lock down exposure and replenish fruit */
<<if $pillory.tenant.upperexposed gte 3>><<if $pillory.tenant.person.gender is "f" or $pillory.tenant.person.pronoun is "f">><<set $pillory.tenant.upperexposed to 3>><<else>><<set $pillory.tenant.upperexposed to 2>><</if>><</if>>
<<if $pillory.tenant.lowerexposed gt 2>><<set $pillory.tenant.lowerexposed to 2>><</if>>
<<set $pillory.tenant.fruitstock to 3>>
<<set $pillory.tenant.broken += ($pillory.tenant.ass + $pillory.tenant.genital + $pillory.tenant.face + $pillory.tenant.fruit + $pillory.tenant.spank)>>
<</if>>
<</widget>>
<<widget "npc_pillory_abuse">>
<<set $_lastViewed to new DateTime($pillory.tenant.lastViewed)>>
<<set $_timeLeft to Time.date.compareWith($_lastViewed, true)>>
<<if $_timeLeft / TimeConstants.secondsPerHour lte -2>>
<<set $pillory.tenant.lastViewed to Time.date.timeStamp>>
<<rng>><<generate2>><<person2>>
<<set $_ly to either("violently","openly","angrily","furiously","cheekily","repeatedly","clumsily","roughly","theatrically","dutifully","merrily","gleefully","drunkenly","ineptly")>>
<<if Time.dayState isnot "night">>
<<if $rng gte 56>> /* 45% chance of jeer and shout only, 55% chance of something active */
A number of people, led by a <<person>> jeer and shout abuse at the prisoner.
<<elseif $rng gte 41>> /* 15% */
<<rng>>
<<if $pillory.tenant.person.pronoun is "f" and $rng gte 40>> /* 60% if upper-exposed F */
A <<person>> in rough farmer clothes approaches the pillory with a bucket.
Setting the bucket underneath the <<pillory_type>>'s chest, <<person2>><<he>>
<<if $pillory.tenant.upperexposed lte 1>>displaces the prisoner's top,<</if>>
<<if $pillory.tenant.upperexposed lte 2>><<set $pillory.tenant.upperexposed to 3>> slips off her bra,<</if>>
grabs the <<pillory_type>>'s $pillory.tenant.person.breastsdesc and sets about trying to milk her into the bucket.
<br><br>
<<if $rng % 3 is 0>>
<<if $rng % 2>>
Milk bursts from her breasts. Smiling, the farmer soon builds up a rhythm, adeptly milking both breasts.
<br>
"Good cow." The farmer ruffles <<the_pillory_person>>'s hair before leaving with an almost full bucket.
<<else>><<set $pillory.tenant.spank += 1>>
Milk dribbles from the <<pillory_type>>'s breasts. With a lot of persistent squeezing and nipple pulling the farmer is eventually
able to get a fair amount of milk from the prisoner. Her $pillory.tenant.person.breastsdesc look raw and painful afterward.
<br>
The farmer pats the prisoner's head before leaving with <<person2>><<his>> half-filled bucket.
<</if>>
<<else>><<set $pillory.tenant.spank += 1>>
Despite increasingly rough squeezing and pulling on her nipples, no milk is forthcoming.
<<if $rng % 2>>
Finally giving up, the <<person2>><<person>> pats her head. "Poor girl. You're all dried up."
<br>
<<He>> walks behind the <<pillory_type>> and
<<if $pillory.tenant.lowerexposed lte 1>>strips <<his>> <<print either("silk panties","plain panties","tattered undies","boyshorts")>>,
<<else>>holds <<his>> butt-cheeks spread apart<</if>> exposing <<if $pillory.tenant.person.gender is "f">><<his>> pussy <<else>><<his>> ass <</if>>to all.
<br>
"This cow's dry," <<person2>><<he>> calls out to the crowd. <<if $pillory.tenant.person.gender is "f">>"Wants someone to put a calf in her."<<else>>"Wants someone to fill her up."<</if>>
<br>
<<He>> walks away with <<his>> empty bucket.
<<set $pillory.tenant.lowerexposed to 2>>
<<else>>
Finally giving up, the farmer walks away with <<his>> empty bucket.
<</if>>
<br>
<</if>>
<<elseif $pillory.tenant.person.gender is "m" and $rng gte 40>>
A <<person>> in rough farmer clothes approaches the pillory with a clear glass.
<br>
Setting the glass underneath the <<pillory_type>>'s groin, <<person2>><<he>>
<<if $pillory.tenant.lowerexposed lte 0>><<if $pillory.tenant.person.pronoun is "m">>pulls down the prisoner's trousers,<<else>>hitches up the prisoner's skirt,<</if>><</if>>
<<if $pillory.tenant.lowerexposed lte 1>><<set $pillory.tenant.lowerexposed to 2>><<if $pillory.tenant.person.pronoun is "m">> removes his underpants, <<else>> pulls down her panties, <</if>><</if>>
grabs the prisoner's $pillory.tenant.person.penisdesc and starts to rub.
The prisoner looks shocked, then angry, then conflicted, and then shocked again as <<person1>><<he>> cums into a glass in front of a jeering crowd.
<<person2>>
<<if $rng % 3>>
The farmer glances in the glass and then starts again. Seemingly an 'old hand,' <<he>> starts to browse <<his>> phone with
one hand, while bringing the <<pillory_type>> to several more orgasms with the other.
<br>
Ten minutes later, the farmer is walking off with a glassful of ejaculate, while <<the_pillory_person>> hangs in the pillory, <<his>> face
flickering between shock, shame, pain and satiation.
<<else>><<set $pillory.tenant.spank += 1>>
The farmer browses <<his>> phone with one hand, while trying to bring the <<pillory_type>> back to orgasm with the other.
<br>
After a minute or so, the farmer looks confused, then annoyed at <<the_pillory_person>>'s lack of response.
The <<person2>><<person>> pulls a device from <<his>> pocket. <<He>> clips one end of the device to the base of the <<pillory_type>>'s penis,
and slides the other deep into the prisoner's anus.
<br>
The farmer presses a button and with a loud electric crackle, <<the_pillory_person>> yelps, jerks and starts to orgasm continually.
<br>
After about 20 seconds of phone browsing the <<person2>><<person>> turns the device off, glances at the glass, and nods.
<br>
The crowd are engrossed as the farmer repeats this process several more times, until finally the farmer is walking away with a
glassful of ejaculate, while <<the_pillory_person>> hangs limp in the pillory, <<his>> face twitching with pain, shame and a strange satiation.
<</if>>
<br>
<<elseif $pillory.tenant.person.gender is "f" and $rng gte 20>>
A <<person>> in rough farmer clothes approaches the pillory with a glass beaker.
<br>
Setting the beaker underneath the <<pillory_type>>'s groin, <<person2>><<he>>
<<if $pillory.tenant.lowerexposed lte 0>><<if $pillory.tenant.person.pronoun is "f">>hitches up the prisoner's skirt,<<else>>pulls down the prisoner's trousers,<</if>><</if>>
<<if $pillory.tenant.lowerexposed lte 1>><<set $pillory.tenant.lowerexposed to 2>><<if $pillory.tenant.person.pronoun is "f">> pulls down her panties,<<else>> removes his underpants,<</if>><</if>>
grabs the prisoner's pussy and starts to rub.
After a moment's shock, <<the_pillory_person>> pouts and resigns <<himself>> to this debasement. That's when <<he>> feels cold metal shoved up
<<his>> pussy. A moment later panic crosses <<his>> face as something is clamped to <<his>> clit, and almost instantly waves of electricity hit <<him>>.
<br>
The crowd are engrossed as <<the_pillory_person>> writhes in orgasm after shuddering orgasm. The farmer barely pays attention, holding
the beaker close underneath to catch <<the_pillory_person>>'s fluids, while browsing <<person2>><<his>> phone.
At last, the farmer turns off and extracts <<his>> machine. <<Hes>> still browsing <<his>> phone as <<he>> walks away with a
full beaker of fluids.
<br>
<<The_pillory_person>> looks mortified, <<his>> face flitting between shock, shame and sexual exhaustion.
<<else>>
<<if Time.month > 4 && Time.month < 9 and $rng % 4>>
<<set _bug to either("bee","wasp","bumblebee")>>
<<The_pillory_person>> shouts and helplessly wriggles and flaps as a _bug starts to circle <<him>>.
<br>
<<if $rng % 3 is 0>>
A kindly spectator waves the _bug away.
<<elseif $rng % 3 is 1>>
The crowd jeer and laugh. Eventually the _bug loses interest and flies away.
<<else>>
<<if $pillory.tenant.lowerexposed is 2 and $rng % 2>>
<<if $pronoun is "m">><<set _part to either("butt","upper leg","inner thigh","dick","balls","hip")>>
<<else>><<set _part to either("ass","leg","inner thigh","pussy","hip")>>
<</if>>
<<elseif $pillory.tenant.upperexposed gte 3 and $pronoun is "f">>
<<set _part to either("breast","nipple","armpit","ribs","midriff","back")>>
<<elseif $pillory.tenant.upperexposed gte 2>>
<<set _part to either("chest","armpit","ribs","belly","back")>>
<<else>>
<<set _part to either("arm","shoulder","cheek","leg","waist","wrist","elbow")>>
<</if>>
<<He>> <<print either("yells","screams","whines","cries")>> as it lands on <<his>> _part and stings <<him>>.
<</if>>
<<else>>
A furious <<monk>> from the temple scolds the crowd for preying on the morally sick.
Many people look ashamed and some leave.
<<set $pillory.tenant.crowd -= 1>>
<<if $pillory.tenant.upperexposed + $pillory.tenant.lowerexposed gte 1>>
<<set $pillory.tenant.upperexposed to 0>><<set $pillory.tenant.lowerexposed to 0>>
The <<monk>> finally restores the <<pillory_type>>'s dignity by replacing <<his>> clothes.
<</if>>
<</if>>
<</if>>
<<elseif $rng gte 36>> /* 5% */
A <<person>> throws fruit at the <<pillory_type>>. Unable to move or defend, it hits <<him>> directly in the face.
It looks painful, especially as <<he>> cannot wipe the acids out of <<his>> eyes.
<<set $pillory.tenant.fruit += 1>>
<<elseif $rng gte 26>> /* 10% */
A <<person>> throws fruit at the <<pillory_type>> but misses completely.
<<elseif $rng gte 16>> /* 10% */
A <<person>> walks up to the pillory and $_ly fondles the <<pillory_type>>'s <<if $pronoun is "f">>breasts.<<else>>balls.<</if>>
<<elseif $rng gte 11 and $pillory.tenant.upperexposed lt 3>>/* 5% */
A <<person>> walks up to the <<pillory_type>> and
<<if $pillory.tenant.upperexposed is 2>>
<<if $pronoun is "f">>
$_ly removes <<his>> bra, fully exposing <<his>> $pillory.tenant.person.breastsdesc to a jeering crowd.
<<else>>
$_ly twists <<his>> nipples.
<<set $pillory.tenant.spank += 1>>
<</if>>
<<elseif $pillory.tenant.upperexposed is 1>>
<<if $pronoun is "f">>
fully removes <<his>> top, leaving <<him>> with <<his>> bra exposed to the jeering crowd.
<<else>>
fully removes <<his>> top, exposing <<his>> naked $pillory.tenant.person.breastsdesc to the jeering crowd.
<</if>>
<<else>>
<<if $pronoun is "f">>
lifts <<his>> top, partially exposing <<his>> bra to a jeering crowd.
<<else>>
lifts <<his>> top, exposing much of <<his>> chest to the jeering crowd.
<</if>>
<</if>><<set $pillory.tenant.upperexposed += 1>>
<<elseif $rng gte 6 and $pillory.tenant.lowerexposed lt 2>>/* 5% */
A <<person>> walks up to <<the_pillory_person>> and
<<if $pillory.tenant.lowerexposed is 1>>
<<if $pillory.tenant.person.gender is "f">>removes the <<pillory_type>>'s underwear, fully exposing <<his>> ass and pussy to the jeering crowd.
<<else>>fully removes the <<pillory_type>>'s underwear, exposing <<his>> ass and <<his>> $pillory.tenant.person.penisdesc to the jeering crowd.
<</if>>
<<else>>
<<if $pronoun is "f">>lifts the <<pillory_type>>'s skirt,<<else>>pulls down <<his>> trousers,<</if>> exposing <<his>> underwear to a jeering crowd.
<</if>><<set $pillory.tenant.lowerexposed += 1>>
<<else>><<set $pillory.tenant.spank += 1>>/* 5% */
A <<person>> walks up to the <<pillory_type>> and spanks <<him>> hard on the ass. The thwack echoes across the street.
<</if>>
<<else>> /*night*/
<<if $rng gte 86>> /* 15% chance of jeer and shout only, 85% chance of something active */
A number of people, led by a <<person>> jeer and shout at the prisoner.
<<elseif $rng gte 81>> /* 5% */
A <<person>> throws fruit at the <<pillory_type>>. Unable to move or defend <<himself>>, it hits <<the_pillory_person>> directly in the face. There is a loud cheer.
It looks painful, especially as <<he>> cannot wipe the acids out of <<his>> eyes.
<<set $pillory.tenant.fruit += 1>>
<<elseif $rng gte 76>> /* 5% */
A <<person>> throws fruit at the <<pillory_type>> but misses completely.
<<elseif $pillory.tenant.person.pronoun is "f" and $pillory.tenant.upperexposed lt 3>>
<<set $pillory.tenant.upperexposed to 3>>
A <<person>> walks up to the helpless <<pillory_type>> and displaces all <<his>> upper clothes, fully baring <<his>> <<if $pronoun is "f">>$pillory.tenant.person.breastsdesc<<else>>chest<</if>> to the crowd.
<<elseif $pillory.tenant.person.pronoun is "m" and $pillory.tenant.upperexposed lt 2>>
<<set $pillory.tenant.upperexposed to 2>>
A <<person>> walks up to the helpless <<pillory_type>> and displaces all <<his>> upper clothes, fully baring <<his>> <<if $pronoun is "f">>$pillory.tenant.person.breastsdesc<<else>>chest<</if>> to the crowd.
<<elseif $pillory.tenant.lowerexposed lt 2>>
<<set $pillory.tenant.lowerexposed to 2>>
A <<person>> walks up to the helpless <<pillory_type>> and displaces all <<his>> lower clothes, fully baring <<his>> <<if $pillory.tenant.person.gender is "f">>pussy<<else>>$pillory.tenant.person.penisdesc<</if>> to the crowd. There is a loud cheer.
<<elseif $rng gte 66>> /* 10% */
A <<person>> tries to incite a nearby dog to mount the prisoner's naked backside. It
<<if $rng % 2>>gives <<the_pillory_person>>'s ass a few tentative sniffs, but
<</if>>is not interested.
<<elseif $rng gte 58>> /* 8% */
<<set $pillory.tenant.spank += 1>>
A <<person>> sneaks up behind the pillory and $_ly slaps the <<pillory_type>>'s exposed <<if $pillory.tenant.person.gender is "f">>cunt.<<else>>balls.<</if>> The crowd jeer and laugh as <<he>> howls in pain.
<<elseif $rng gte 51>> /* 7% */
<<set $pillory.tenant.spank += 2>><br>
Some teacher you've seen around the school but never had classes with, walks drunkenly toward the pillory.
<<if $pillory.tenant.special.name is "Whitney">>
<br><<set $pillory.tenant.spank += 1>>
"Well, hello, Whitney! <<print either("Fancy seeing you here!","Look who it is!","Are you stuck there? How unfortunate!","Isn't this quite the turnaround!?","Such a nice surprise to see you here!")>>" <<he>> slurs, grinning.
"<<print either("We both know that you've earned this.","We both know how richly you deserve this.","And today's lesson will be about consequences.","Do remember that mean little nickname you made up for me?","Do remember what you did in my class the other day?")>>"
<<elseif $pillory.tenant.special.name is "Leighton">>
<br><<set $pillory.tenant.spank += 1>>
"Well, hello there. Is that you, boss?" <<he>> says, staying out of sight behind the pillory.
"<<print either("I think it's time for some 'anonymous staff feedback'.","Remember what you said about 'cruel to be kind?'","So I guess it's your turn for some 'frank and honest feedback'?","So is this the 'right forum' to air staff grievances?")>>"
<<else>><br>
"Well, hello there," <<he>> slurs, grinning.
"<<print either("Looks like you've been naughty.","Discipline. So important.","Isn't it a lovely evening? Don't you think? Look at that full moon!")>>"
<</if>><br>
<<He>> spanks the <<pillory_type>>'s ass until <<person2>><<his>> arm tires. The crowd jeer and laugh as the <<person1>><<person>> howls in pain.
<<elseif $rng gte 41>> /* 10% */
<<set $pillory.tenant.face += 1>>
A <<person>> walks in front of the pillory and $_ly masturbates in front of the <<pillory_type>>.
<<person2>><<if $pronoun is "m">>Cum soon splatters across <<the_pillory_person>>'s face.
<<else>><<He>> grinds <<his>> cunt against <<the_pillory_person>>'s<<person2>> face as <<he>> orgasms.
<</if>> The crowd cheer and laugh.
<<elseif $rng gte 31>> /* 10% */
<<set $pillory.tenant.ass += 1>>
A <<person>> walks behind the pillory and $_ly <<if $pronoun is "m">>rapes<<else>>fingers<</if>> the <<pillory_type>>'s asshole. The crowd cheer <<person2>><<him>> on.
<<elseif $rng gte 21>> /* 10% */
<<set $pillory.tenant.genital += 1>>
A <<person>> walks behind the pillory and $_ly rapes <<if $pronoun is "m">><<the_pillory_person>>.<<else>><<the_pillory_person>> with a strap-on.<</if>><<person2>> The crowd take pictures and cheer <<him>> on.
<<elseif $rng gte 11>> /* 10% */
<<set $pillory.tenant.genital += 1>><<set $pillory.tenant.ass += 1>>
The crowd watch and photograph as a stray dog rapes <<the_pillory_person>>. A <<person2>><<person>> rewards the dog with a <<print either("biscuit.","pat on the head.","sweet.","cream bun.")>>
<br>
The crowd enjoys such a perverted spectacle.
<<elseif $rng gte 6 and maleChance() gt 0 and (maleChance() lt 100 or $pillory.tenant.person.gender isnot "m")>> /* 5% - with men allowed */
<<set $pillory.tenant.ass += 1>><<set $pillory.tenant.face += 1>>
<<if $rng % 3 is 0>>A couple of off-duty policemen approach. They make a <<person>> record as they<<else>>Two men approach. Together they<</if>>
<<if $pillory.tenant.person.gender is "m">>anally-<<else>>$_ly <</if>>spit-roast <<the_pillory_person>>. The crowd enjoys the spectacle.
<<elseif $rng gte 6 and maleChance() lt 100 and (maleChance() gt 0 or $pillory.tenant.person.gender isnot "f")>> /* 5% - with women allowed */
<<set $pillory.tenant.ass += 1>><<set $pillory.tenant.face += 1>>
<<if $rng % 3 is 0>>A couple of off-duty policewomen approach. They make a <<person>> record as they<<else>>Two women approach. Together they<</if>>
<<if $pillory.tenant.person.gender is "m">>anally-<<else>>$_ly <</if>>spit-roast <<the_pillory_person>> with strap-ons. The crowd enjoys the spectacle.
<<else>> /* 5% */
<<set $pillory.tenant.spank += 1>>
A <<person>> walks up to the <<pillory_type>> and spanks <<him>> hard on the ass. The thwack echoes across the street.
<</if>>
<</if>>
<<else>>/* already abused this hour - no action, don't want spamming this scene to accelerate things ridiculously */
The people around <<print either("jeer at","laugh at","point at","shout abuse at","taunt","mock","leer at")>>
<<if Time.schoolDay and ((Time.hour gte 7 and Time.hour lte 8) or Time.hour is 15) and $rng lte 34>>
the <<pillory_type>>. A group of students from the nearby school pass by, gaping at
<<if $pillory.tenant.lowerexposed gte 2 or $pillory.tenant.upperexposed gte 3>>the lewdly exposed prisoner.
<<if $rng % 3 is 0>>
An outraged bystander runs up to the pillory and replaces the <<pillory_type>>'s clothes.
<<set $pillory.tenant.lowerexposed to 0>><<set $pillory.tenant.upperexposed to 0>><</if>>
<<else>>the prisoner.
<</if>>
<<elseif Time.dayState isnot "night">>
<<if $rng lte 80>>
the <<pillory_type>> and <<print either("mutter among themselves.","take photos.","amuse themselves.")>>
<<elseif $rng lte 93>>
the <<pillory_type>>. Some get bored and leave.
<<set $pillory.tenant.crowd -= 1>>
<<else>>
the <<pillory_type>>. A bus drops some people off nearby. A few join the crowd around the pillory.
<<set $pillory.tenant.crowd += 1>>
<</if>>
<<else>>
<<if $rng lte 67>>
<<if $pillory.tenant.lowerexposed gte 2 and $rng % 4 is 0>>the <<pillory_type>> and take selfies posing around <<his>> exposed, naked ass.
<<else>>the <<pillory_type>> and <<print either("mutter darkly.","drink.","throw empty beer cans.","make sinister threats.","take selfies with the prisoner.","tell dirty jokes.")>>
<</if>>
<<elseif $rng lte 85>>
the <<pillory_type>>. Some get tired and leave.
<<set $pillory.tenant.crowd -= 1>>
<<else>>
the <<pillory_type>>. A few people passing by join the crowd around the pillory.
<<set $pillory.tenant.crowd += 1>>
<</if>>
<</if>>
<</if>>
<<if $pillory.tenant.upperexposed gte 3>><<if $pillory.tenant.person.gender is "f" or $pillory.tenant.person.pronoun is "f">><<set $pillory.tenant.upperexposed to 3>><<else>><<set $pillory.tenant.upperexposed to 2>><</if>><</if>>
<<if $pillory.tenant.lowerexposed gt 2>><<set $pillory.tenant.lowerexposed to 2>><</if>>
<</widget>>
<<widget "npc_pillory_release_schedule">>
<<get_pillory_npc>>
<br>
<<set $_endTime to new DateTime($pillory.tenant.endTime)>>
<<set $_timeLeft to Time.date.compareWith($_endTime)>>
<<if $_timeLeft.days lt 1>>
<<He>> will be released
<<if $_timeLeft.hours gt 0>>
in $_timeLeft.hours hours.
<<else>>
imminently.
<</if>>
<<else>>
<<He>> is scheduled for release <<if $_timeLeft.days is 1>>tomorrow<<else>>in two days<</if>> at
<<switch $_endTime.hour>>
<<case 0>>midnight.
<<case 12>>noon.
<<default>><<ampm $_endTime.hour>>.
<</switch>>
<</if>>
<<endevent>>
<</widget>>
<<widget "end_npc_pillory">>
<<get_pillory_npc>>
<<if Time.minute lte 15>>
A police officer <<print either("is releasing","has just released","is struggling to release","is about to release")>>
<<the_pillory_person>> from the pillory. <<if Weather.precipitation is "rain">><<His>> clothes are see-through from the rain.<<elseif Weather.isFreezing>><<He>> shivers in the cold.<</if>>
<<elseif Time.minute lte 30>>
<<The_pillory_person>> staggers away from the pillory with <<print either("tears","defiance","signs of trauma","fury")>> in <<his>> eyes.
<<if Weather.precipitation is "rain">><<His>> clothes are see-through from the rain.<</if>>
<<else>>
<<The_pillory_person>> was released and has left. A couple of civil servants clean the pillory.
<</if>>
<<set _totalSeconds to Time.date.compareWith(new DateTime($pillory.tenant.startTime), true) / TimeConstants.secondsPerHour>>
<<set $_hours to _totalSeconds / TimeConstants.secondsPerHour>>
<<set $rng += $_hours>>
<<if $rng gte 67 or $rng gte 33 and Weather.precipitation is "rain">>A large crowd jeers and shouts.<</if>>
<br><br>
<<clear_pillory>>
<<endevent>>
<</widget>>
<<widget "clear_pillory">>
<<if $pillory.tenant and $pillory.tenant.special.name is "Whitney">>
<<set C.npc.Whitney.state to "active">>
<</if>>
<<setup_pillory>>
<</widget>>
<<widget "drench">>
<!-- Drench PC in lewd liquid(s). First arguments set filth type: semen(default), goo, nectar or multiple. Last argument sets level 1-5 (default 1). Body interiors will be ignored if "outside" is specified as any of the arguments. -->
<!-- valid examples: <<drench>> <<drench goo nectar 3 outside>><<drench outside 2>> -->
<!-- invalid example: <<drench 3 semen>> -->
<<set $_outside to _args.includes("outside") ? "outside" : "all">>
<!-- "outside" can appear as the last argument, if so - delete it so the $_amount will be properly detected -->
<<run _args.delete("outside")>>
<<set $_amount to Number.isInteger(_args.last()) ? Math.clamp(_args.last(), 1, 5) : 1>>
<<set $_goo to _args.includesAny("goo", "slime", "liquid") ? "goo" : "">>
<<set $_nectar to _args.includes("nectar") ? "nectar" : "">>
<<set $_semen to (_args.includesAny("semen","cum") || ($_goo + $_nectar).length === 0) ? "semen" : "">>
<<set $hygiene to 3000>>
<<bodyliquid $_outside $_semen $_goo $_nectar $_amount>>
<</widget>>
<<widget "awarenessup">>
<<set _awareness to _args[1]>>
<<if $awareness gte _args[0]>>
<span class="pink">It's nothing you weren't aware of.</span>
<<else>>
<<gawareness>><<awareness _awareness>>
<</if>>
<</widget>>
<<widget "linkradiogroup">>
<<set _receiver_name to _args[0]>>
<<set _options to _args[1]>>
<<set _set_value to State.getVar(_receiver_name)>>
<span class="no-numberify">
<<for _label, _value range _options>>
<<capture _receiver_name, _value>>
<span @class="(_set_value is _value ? 'goldLink' : '')">
<<link _label>>
<<run State.setVar(_receiver_name, _value)>>
<<run Engine.show()>> <!-- refresh the page without leaving it -->
<</link>>
</span>
<</capture>>
<</for>>
</span>
<</widget>>
<<widget "deskText">>
<<if $studyBooks is undefined>>
<<set $studyBooks to {}>>
/* <<set $studyBooks.rented to "none">>
<<set $studyBooks.stolen to "none">> */
<<set $studyBooks.rented.science to 0>>
<<set $studyBooks.rented.maths to 0>>
<<set $studyBooks.rented.english to 0>>
<<set $studyBooks.rented.history to 0>>
<<set $studyBooks.rented.RaulAndJanet to 0>>
<<set $studyBooks.rented.pinch to 0>>
<<set $studyBooks.stolen.science to 0>>
<<set $studyBooks.stolen.maths to 0>>
<<set $studyBooks.stolen.english to 0>>
<<set $studyBooks.stolen.history to 0>>
<<set $studyBooks.stolen.RaulAndJanet to 0>>
<<set $studyBooks.stolen.pinch to 0>>
<</if>>
<<if ($furnitureLocation is "orphanage" and $location is "home") or ($furnitureLocation is "farm cottage" and $location is "alex_cottage") or ($furnitureLocation is "lake house" and $location is "lakehouse")>>
<<set _desk to Furniture.get('desk')>>
<<set _chair to Furniture.get('chair')>>
<</if>>
<<if _desk is undefined or _desk is null>>
<<set _desk to Furniture.get('desk','desk')>>
<</if>>
<<if _chair is undefined or _chair is null>>
<<set _chair to Furniture.get('chair','chair')>>
<</if>>
<<set _projectOptions to [$scienceproject, $mathsproject].includes("ongoing")>>
<<set _bookOptions to ($studyBooks.stolen.science is 1 or $studyBooks.rented.science is 1 or $studyBooks.stolen.maths is 1 or $studyBooks.rented.maths is 1 or $studyBooks.stolen.english is 1 or $studyBooks.rented.english is 1 or $studyBooks.stolen.history is 1 or $studyBooks.rented.history is 1 or $studyBooks.stolen.RaulAndJanet is 1 or $studyBooks.rented.RaulAndJanet is 1 or $studyBooks.stolen.pinch is 1 or $studyBooks.rented.pinch is 1)>>
<<set _wardrobe to Furniture.get('wardrobe')>>
<<set _playOptions to ($englishPlay is 'ongoing' and $englishPlayRoles.Player isnot 'none')>>
<<if _projectOptions || _playOptions || _bookOptions || ($christmas_wrap is 1 && $christmas_gift_robin_wrapped isnot 1) || ($christmas_wrap is 1 && $christmas_gift is "clothes_unwrapped")>>
<<if _args[0] is "noicon">>
Your _desk.name and <<if _chair.name isnot "chair">>_chair.article <</if>>_chair.nameSolo are wedged next to your wardrobe.
<br>
<<projectoptions>>
<<homeStudyOptions>>
<<if $location is "home">>
<<christmas_options>>
<</if>>
<br>
<</if>>
<<else>>
<<if _args[0] is "icon">>
<br>
<<deskchairicon>>Your _desk.name and <<if _chair.name isnot "chair">>_chair.article <</if>>_chair.nameSolo are wedged next to your wardrobe.
<</if>>
<</if>>
<</widget>>
<<widget "tableText">>
<<if ($furnitureLocation is "orphanage" and $location is "home") or ($furnitureLocation is "farm cottage" and $location is "alex_cottage") or ($furnitureLocation is "lake house" and $location is "lakehouse")>>
<<set _table to Furniture.get('table')>>
<<set _chair to Furniture.get('chair')>>
<<else>>
<<set _chair to Furniture.get('chair','chair')>>
<</if>>
<<if $pregnancyStats.parasiteDoctorEvents gte 2>>
<<if _args[0] is "noicon">>
<<if _table>>
<br>
Your _table.name <<if _chair and _chair.name isnot "chair">>and one of your _chair.name are <<else>>is <</if>> situated next to a wall.
<br>
<<elseif _chair and _chair.name isnot "chair">>
<br>
One of your _chair.name is situated next to a wall.
<br>
<<else>>
<br>
Your fish tank sits on the floor.
<br>
<</if>>
<<containersLink>>
<<else>>
<<if _args[0] is "icon">>
<<if _table>>
<br>
<<bedroomtablechairicon>> Your _table.name <<if _chair and _chair.name isnot "chair">>and a _chair.nameSolo are <<else>>is <</if>> situated next to a wall.
<<elseif _chair and _chair.name isnot "chair">>
<br>
<<bedroomtablechairicon>> A second _chair.nameSolo is situated next to a wall.
<</if>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "radiogroup">>
<<set _receiver_name to _args[0]>>
<<set _possible_values_by_label to _args[1]>>
<<set _set_value to State.getVar(_receiver_name)>>
<<for _label, _value range _possible_values_by_label>>
<label>
<<if _set_value is _value>>
<<radiobutton _receiver_name _value checked>>
<<else>>
<<radiobutton _receiver_name _value>>
<</if>>
_label
</label>
<</for>>
<</widget>>
<<widget "settextcolorfromfemininity">>
<<if _args[0] gt 0>>
<<set _text_color to "pink">>
<<elseif _args[0] lt 0>>
<<set _text_color to "lblue">>
<<else>>
<<set _text_color to "">>
<</if>>
<</widget>>
<<widget "settextcolorfromgender">>
<<if _args[0] is "f">>
<<set _text_color to "pink">>
<<elseif _args[0] is "m">>
<<set _text_color to "lblue">>
<<else>>
<<set _text_color to "">>
<</if>>
<</widget>>
<<widget "cheatStart">>
<<set $cheatdisable to "f">><<money 500000 "debug">>
<<set $rentmoney to 10000>><<rentmod>>
<<set $renttime to 7>><<set $rentday to Time.weekDay>>
<<set $rentstage to 1>>
<</widget>>
<<widget "swim_check">>
<<if ($worn.lower.type.includes("swim") or $worn.under_lower.type.includes("swim")) or ($worn.lower.type.includes("naked") and $worn.upper.type.includes("naked") and $worn.under_upper.type.includes("naked") and $worn.under_lower.type.includes("naked"))>>
<<set _swim_check to 1>>
<</if>>
<</widget>>
<<widget "pantsable">>
<!-- check if lowerwear allows for player to be pantsed or upskirted
_pantsable: lowerwear can be pulled down; _upskirt: skirt can be flipped up -->
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1 and ($worn.lower.set is $worn.upper.set)>>
<<set _upskirt to 1>>
<<set _pantsable to 0>>
<<elseif setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
<<set _upskirt to 1>>
<<set _pantsable to 1>>
<<elseif ["shortalls"].includes($worn.lower.name) or ($worn.lower.set is $worn.upper.set)>>
<<set _upskirt to 0>>
<<set _pantsable to 0>>
<<else>>
<<set _upskirt to 0>>
<<set _pantsable to 1>>
<</if>>
<</widget>>
<<widget "skulduggeryuse">>
<<if _args[0] is true>>
<!-- This argument lets us use skulduggery without adding extra linebreaks that make formatting things a nightmare. -->
<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
<<combatskulduggeryskilluse>>
<<else>>
<span class="blue">That was too easy. You didn't learn anything.</span>
<</if>>
<<else>>
<<if $skulduggery lte ($skulduggerydifficulty + 100) or $lockpickTrainingSet is 5>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">That was too easy. You didn't learn anything.</span>
<br><br>
<</if>>
<</if>>
<</widget>>
<<widget "wetness_init">>
<<if $objectVersion.vaginaWetness lt 3 or $objectVersion.vaginaWetness is undefined>>
<<set $vaginaWetness to 0>>
<<set $trackedArousal to [0]>>
<<set $masturbation_vaginaFluid to 0>>
<<set $vaginaArousalWetness to 0>>
<<set $timeSinceArousal to 0>>
<<set $objectVersion.vaginaWetness to 3>>
<</if>>
<</widget>>
<<widget "hand_gag">>/*First arg the NPC index. Second arg the hand used.*/
<<if !$worn.face.type.includes("gag") and _args[0] isnot undefined>>
<<if _args[1] is "left">>
<<set $mouthuse to "lefthand">><<set $NPCList[_args[0]].lefthand to "mouth">>
<<else>>
<<set $mouthuse to "righthand">><<set $NPCList[_args[0]].righthand to "mouth">>
<</if>>
<</if>>
<</widget>>
<<widget "prop">>
<<for _i = 0; _i < _args.length; _i++>>
<<set $prop.push(_args[_i])>>
<</for>>
<</widget>>
<<widget "schoolrep">>
<<if _args[0] and _args[1] and (!$worn.face.type.includes("mask") or _args[1] lt 0)>>
<<if $schoolrep[_args[0]] lt 5 or _args[1] lt 0>>
<<if _args[0] is "crossdress" and ($daily.school.crossdress is undefined or _args[1] lt 0)>>
<<set $daily.school.crossdress to 1>>
<<set $schoolrep[_args[0]] += _args[1]>>
<<if $schoolrep.crossdress gte 5>>
<<set $genderknown.pushUnique("Kylar")>>
<<set $genderknown.pushUnique("Whitney")>>
<<set $genderknown.pushUnique("Sydney")>>
<<set $genderknown.pushUnique("Sirris")>>
<<set $genderknown.pushUnique("River")>>
<<set $genderknown.pushUnique("Doren")>>
<<set $genderknown.pushUnique("Winter")>>
<<set $genderknown.pushUnique("Mason")>>
<<set $genderknown.pushUnique("Leighton")>>
<<set $school_crossdress_message to 5>>
<<elseif $schoolrep.crossdress gte 1 and _args[1] gte 1>>
<<set $school_crossdress_message to $schoolrep.crossdress>>
<</if>>
<<set $schoolrep.crossdress to Math.clamp($schoolrep.crossdress, 0, 5)>>
<<if _args[1] gt 0>><<set $weekly.crossdressingFameReduction to true>><</if>>
<<set $schoolrep.herm to 0>> /* Reset for females that lose a "penis" */
<<elseif _args[0] is "herm" and ($daily.school.herm is undefined or _args[1] lt 0)>>
<<set $daily.school.herm to 1>>
<<set $schoolrep[_args[0]] += _args[1]>>
<<if $schoolrep.herm gte 5>>
<<set $genderknown.pushUnique("Kylar")>>
<<set $genderknown.pushUnique("Whitney")>>
<<set $genderknown.pushUnique("Sydney")>>
<<set $genderknown.pushUnique("Sirris")>>
<<set $genderknown.pushUnique("River")>>
<<set $genderknown.pushUnique("Doren")>>
<<set $genderknown.pushUnique("Winter")>>
<<set $genderknown.pushUnique("Mason")>>
<<set $genderknown.pushUnique("Leighton")>>
<<set $school_herm_message to 5>>
<<elseif $schoolrep.herm gte 1 and _args[1] gte 1>>
<<set $school_herm_message to $schoolrep.herm>>
<</if>>
<<set $schoolrep.herm to Math.clamp($schoolrep.herm, 0, 5)>>
<<set $schoolrep.crossdress to 0>> /* Reset for females that gain a "penis" */
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "schoolrep_naked">>
<<if !playerChastity("hidden")>>
<<if $player.penisExist and $player.vaginaExist>>
<<schoolrep herm 1>>
<<elseif $player.gender isnot $player.gender_appearance and $NudeGenderDC gt 0>>
/*increases crossdressing fame if NPCs judge gender based on genitals*/
<<schoolrep crossdress 1>>
<<elseif $player.gender is $player.gender_appearance and $schoolrep.crossdress gt 0 and !$daily.crossdressingFameReduction and !$weekly.crossdressingFameReduction and random(0,100) gte 100 - ($schoolrep.crossdress * 3)>>
<<schoolrep crossdress -1>>
<<set $daily.crossdressingFameReduction to true>>
<</if>>
<</if>>
<</widget>>
<<widget "event_trigger">>
<<set $danger to random(1, 10000)>>
<<if $danger gte (9900 - $allure)>>
<<set $event_trigger to 1>>
<</if>>
<</widget>>
<<widget "combat_lewdity_text">>
<<combat_promiscuity_text>>
<<combat_deviancy_text>>
<</widget>>
<<widget "adjust_school_traits">>
<<set $english to Math.clamp($english, 0, 1000 * $AMCTraits.english)>>
<<set $maths to Math.clamp($maths, 0, 1000 * $AMCTraits.maths)>>
<<set $science to Math.clamp($science, 0, 1000 * $AMCTraits.science)>>
<<set $history to Math.clamp($history, 0, 1000 * $AMCTraits.history)>>
<<if $science gte 2000>>
<<set $sciencetrait to 8>>
<<elseif $science gte 1750>>
<<set $sciencetrait to 7>>
<<elseif $science gte 1500>>
<<set $sciencetrait to 6>>
<<elseif $science gte 1250>>
<<set $sciencetrait to 5>>
<<elseif $science gte 1000>>
<<set $sciencetrait to 4>>
<<elseif $science gte 700>>
<<set $sciencetrait to 3>>
<<elseif $science gte 400>>
<<set $sciencetrait to 2>>
<<elseif $science gte 200>>
<<set $sciencetrait to 1>>
<<else>>
<<set $sciencetrait to 0>>
<</if>>
<<if $maths gte 2000>>
<<set $mathstrait to 8>>
<<elseif $maths gte 1750>>
<<set $mathstrait to 7>>
<<elseif $maths gte 1500>>
<<set $mathstrait to 6>>
<<elseif $maths gte 1250>>
<<set $mathstrait to 5>>
<<elseif $maths gte 1000>>
<<set $mathstrait to 4>>
<<elseif $maths gte 700>>
<<set $mathstrait to 3>>
<<elseif $maths gte 400>>
<<set $mathstrait to 2>>
<<elseif $maths gte 200>>
<<set $mathstrait to 1>>
<<else>>
<<set $mathstrait to 0>>
<</if>>
<<if $english gte 2000>>
<<set $englishtrait to 8>>
<<elseif $english gte 1750>>
<<set $englishtrait to 7>>
<<elseif $english gte 1500>>
<<set $englishtrait to 6>>
<<elseif $english gte 1250>>
<<set $englishtrait to 5>>
<<elseif $english gte 1000>>
<<set $englishtrait to 4>>
<<elseif $english gte 700>>
<<set $englishtrait to 3>>
<<elseif $english gte 400>>
<<set $englishtrait to 2>>
<<elseif $english gte 200>>
<<set $englishtrait to 1>>
<<else>>
<<set $englishtrait to 0>>
<</if>>
<<if $history gte 2000>>
<<set $historytrait to 8>>
<<elseif $history gte 1750>>
<<set $historytrait to 7>>
<<elseif $history gte 1500>>
<<set $historytrait to 6>>
<<elseif $history gte 1250>>
<<set $historytrait to 5>>
<<elseif $history gte 1000>>
<<set $historytrait to 4>>
<<elseif $history gte 700>>
<<set $historytrait to 3>>
<<elseif $history gte 400>>
<<set $historytrait to 2>>
<<elseif $history gte 200>>
<<set $historytrait to 1>>
<<else>>
<<set $historytrait to 0>>
<</if>>
<</widget>>
/*
Argument 1 is base amount. You can also use decimals.
Argument 2 is variation.
Argument 3 is crime.
Argument 4 is source. Best to use <<money x>><<printmoney x>> when args 2 and 3 are both false.
<<moneyGain 1>> will give £1.00 which is not stolen.
<<moneyGain 1 false false>> will give £1.00 which is not stolen.
<<moneyGain 1 true>> will give between £0.80 and £1.20 which is not stolen.
<<moneyGain 1 true true>> will give between £0.80 and £1.20 which is stolen, and can scale further with skulduggery.
<<moneyGain 1 false true>> will give £1.00 which is stolen, and can scale with skulduggery.
*/
<<widget "moneyGain">><<silently>>
<<if _args[0]>>
<<set _base_amount to _args[0] * 100>>
<<else>>
<<set _base_amount to 100>>
<</if>>
<<if _args[1]>>
<<set _variation to Math.floor(random(Math.floor(_base_amount / 5 * -1), Math.floor(_base_amount / 5)))>>
<<else>>
<<set _variation to 0>>
<</if>>
<<if _args[2]>>
<<set _skulduggeryMulti to (1 + (currentSkillValue('skulduggery') / 2000))>>
<<else>>
<<set _skulduggeryMulti to 1>>
<</if>>
<<set _money_gain to Math.floor((_base_amount + _variation) * _skulduggeryMulti)>>
<<if _args[2]>>
<<crimeUp `_money_gain / 100` "thievery">>
<</if>>
<<money _money_gain `_args[3] ? _args[3] : (_args[2] ? "thievery" : "")`>>
<</silently>><<printmoney _money_gain>><</widget>>
/*
Used like above, but only shows the money amount, doesn't add money or crime.
Use <<crimeUp `_money_gain / 100`>> and <<money _money_gain>> where necessary in links, etc.
*/
<<widget "moneyGainDisplay">><<silently>>
<<if _args[0]>>
<<set _base_amount to _args[0] * 100>>
<<else>>
<<set _base_amount to 100>>
<</if>>
<<if _args[1]>>
<<set _variation to Math.floor(random(Math.floor(_base_amount / 5 * -1), Math.floor(_base_amount / 5)))>>
<<else>>
<<set _variation to 0>>
<</if>>
<<if _args[2]>>
<<set _skulduggeryMulti to (1 + (currentSkillValue('skulduggery') / 2000))>>
<<else>>
<<set _skulduggeryMulti to 1>>
<</if>>
<<set _money_gain to Math.floor((_base_amount + _variation) * _skulduggeryMulti)>>
<</silently>><<printmoney _money_gain>><</widget>>
<<widget "printmoney">><<silently>><!-- (amount in pennies, highlight toggle) -->
<<if _args.length gt 2 or typeof(_args[0]) isnot "number">><!-- sanity checks -->
<<set $_printmoney to '<span class="red">printmoney error: invalid arguments: _args</span>'>>
<<else>>
<<set $_printmoney to formatMoney(_args[0])>>
<</if>>
<<set $_text_output to `<span @class='_args[1]?_args[1]:"gold"'>` + $_printmoney + '</span>'>>
<</silently>><<print $_text_output>><</widget>>
<<widget "sadism">>
<<if _args[0]>>
<<set $sadism += _args[0]>>
<<set $sadism to Math.clamp($sadism, 0, 1000)>>
<</if>>
<</widget>>
<<widget "masochism">>
<<if _args[0]>>
<<set $masochism += _args[0]>>
<<set $masochism to Math.clamp($masochism, 0, 1000)>>
<</if>>
<</widget>>
<<widget "enable_rescue">>
<<set $rescue to 1>>
<</widget>>
<<widget "hypnotised">>
<<if _args[0]>>
<<set $hypnotised += _args[0]>>
<</if>>
<</widget>>
<<widget "giftSexToys">>
<!-- _args[0] is the named NPC. -->
<!-- Currently only works for strap-ons. Will need a refactor when other toy scenes are written. -->
<<run window.handSextoysGiftToNPC(_args[0])>>
<<set _strapons to checkIfNPCHasCategorySextoy(_args[0],"strap-on")>>
<<if _strapons.length > 0>>
<<for _i = 0; _i lt _strapons.length; _i++>>
<<if _strapons[_i].shape is undefined>>
<<set _strapons[_i].shape to "dildo">>
<</if>>
<<if _strapons[_i].prefixdescriptor is undefined>>
<<set _strapons[_i].prefixdescriptor to "">>
<</if>>
<<generateNewStrapon _strapons[_i].size _strapons[_i].colour _strapons[_i].shape>>
<<giveNNPCnewstrapon _args[0]>>
<</for>>
<</if>>
<</widget>>
<<widget "bodyliquid">><<silently>>
<!-- first argument is either bodypart, all, outside, inside, or clear (required) -->
<!-- second and later arguments are liquid types (semen, goo, nectar, or all; at least one required) -->
<!-- last argument is optional and if numeric - specifies the amount (default: 1) -->
<!-- process first argument and delete it so <<bodyliquid all all>> will work as expected -->
<<set $_bodypart to _args[0]>>
<<run _args.deleteAt(0)>>
<<set $_clear to $_bodypart is "clear">>
<<switch $_bodypart>>
<<case "all" "clear">>
<!-- use clone() to make sure we're not modifying setup -->
<<set $_bodypart to clone(setup.bodyliquid.bodyparts)>>
<<case "outside">>
<<set $_bodypart to clone(setup.bodyliquid.bodyparts)>>
<<run $_bodypart.delete(setup.bodyliquid.innerbodyparts)>>
<<case "inside">>
<<set $_bodypart to clone(setup.bodyliquid.innerbodyparts)>>
<<default>>
<<if setup.bodyliquid.bodyparts.includes($_bodypart)>>
<<set $_bodypart to [$_bodypart]>>
<<else>>
<<set $_fail to true>>
<</if>>
<!--/case -->
<</switch>>
<<if !$_fail and (!$_clear or _args.last() lte -5)>>
<<if !V.player.penisExist>>
<<run $_bodypart.delete("penis")>>
<</if>>
<<if !V.player.vaginaExist>>
<<run $_bodypart.delete("vagina", "vaginaoutside")>>
<</if>>
<<if $_bodypart.length is 0 and $options.debugdisable is "f">>
<<run console.log(Utils.GetStack(), "- attempt to slap bodyliquid on nonexistent genitals failed successfully")>>
<</if>>
<</if>>
<!-- select which liquids to modify, fail if none -->
<<if $_clear or _args.includes("all")>>
<<set $_liquids to clone(setup.bodyliquid.liquidtype)>>
<<else>>
<<set $_liquids to []>>
<<if _args.includesAny("goo", "slime", "fluid")>>
<!-- "slime" alternative because slime is a common descriptor -->
<!-- "fluid" alternative for <<tentacleadv>> -->
<<set $_liquids.push("goo")>>
<</if>>
<<if _args.includes("nectar")>>
<<set $_liquids.push("nectar")>>
<</if>>
<</if>>
<<if _args.includesAny("cum", "semen")>>
<!-- "cum" alternative because cum is a common descriptor -->
<<set $_liquids.push("semen")>>
<</if>>
<<if $_liquids.length is 0>>
<<set $_fail to true>>
<</if>>
<!-- process The Final Argument, if integer - assume amount, else default to 1 -->
<<if $_clear>>
<<set $_amount to -10>>
<<elseif Number.isInteger(_args.last())>>
<<set $_amount to _args.last()>>
<<else>>
<<set $_amount to 1>>
<</if>>
<<if $_fail is true>>
<<else>>
<<for $_part range $_bodypart>>
<<for $_type range $_liquids>>
<<set $player.bodyliquid[$_part][$_type] to Math.clamp($player.bodyliquid[$_part][$_type] + $_amount, 0, 5)>>
<</for>>
<</for>>
<</if>>
<</silently>>
<<if $options.debugdisable is "f" and $_fail is true>>
<<error {
message : `bodyliquid widget on ${Utils.GetStack()} failed, please report`,
source : `Arguments: ${$_bodypart} | ${_args[0]} | ${_args[1]} | ${_args[2]} | ${_args[3]}.`
}>>
<</if>>
<</widget>>
<<widget "semenswallowedstat">>
<<if $statFreeze isnot true and _args[0] isnot undefined>>
<<set $semenswallowedstat += _args[0]>>
<</if>>
<</widget>>
<<widget "animalsemenswallowedstat">>
<<if $statFreeze isnot true and _args[0] isnot undefined>>
<<set $animalsemenswallowedstat += _args[0]>>
<</if>>
<</widget>>
<<widget "clearcheeks">>
<<set $transformationParts.wolf.cheeks = "disabled">>
<<set $transformationParts.fox.cheeks = "disabled">>
<</widget>>
<<widget "clearmalar">>
<<set $transformationParts.bird.malar = "disabled">>
<</widget>>
<<widget "clearpits">>
<<set $transformationParts.wolf.pits = "disabled">>
<</widget>>
<<widget "clearplumage">>
<<set $transformationParts.bear.plumage = "disabled">>
<<set $transformationParts.bird.plumage = "disabled">>
<</widget>>
<<widget "clearpubes">>
<<set $transformationParts.bear.pubes = "disabled">>
<<set $transformationParts.bird.pubes = "disabled">>
<<set $transformationParts.wolf.pubes = "disabled">>
<</widget>>
<<widget "clearears">>
<<set $transformationParts.bear.ears = "disabled">>
<<set $transformationParts.bunny.ears = "disabled">>
<<set $transformationParts.cat.ears = "disabled">>
<<set $transformationParts.cow.ears = "disabled">>
<<set $transformationParts.fox.ears = "disabled">>
<<set $transformationParts.wolf.ears = "disabled">>
<</widget>>
<<widget "cleareyes">>
<<set $transformationParts.bird.eyes = "disabled">>
<</widget>>
<<widget "clearhalo">>
<<set $transformationParts.angel.halo = "disabled">>
<<set $transformationParts.fallenAngel.halo = "disabled">>
<</widget>>
<<widget "cleardivinehorns">>
<<set $transformationParts.demon.horns = "disabled">>
<</widget>>
<<widget "clearhorns">>
<<set $transformationParts.cow.horns = "disabled">>
<</widget>>
<<widget "cleardivinetail">>
<<set $transformationParts.demon.tail = "disabled">>
<</widget>>
<<widget "cleartail">>
<<set $transformationParts.bear.tail = "disabled">>
<<set $transformationParts.bird.tail = "disabled">>
<<set $transformationParts.bunny.tail = "disabled">>
<<set $transformationParts.cat.tail = "disabled">>
<<set $transformationParts.cow.tail = "disabled">>
<<set $transformationParts.fox.tail = "disabled">>
<<set $transformationParts.wolf.tail = "disabled">>
<</widget>>
<<widget "cleardivinewings">>
<<set $transformationParts.angel.wings = "disabled">>
<<set $transformationParts.demon.wings = "disabled">>
<<set $transformationParts.fallenAngel.wings = "disabled">>
<</widget>>
<<widget "clearwings">>
<<set $transformationParts.bird.wings = "disabled">>
<</widget>>
<<widget "updateFly">>
<<if $transformationParts.bird.wings == "default" and $birdFlyUnlocked isnot undefined>>
<<set $birdFly to 1>>
<<else>>
<<set $birdFly to 0>>
<</if>>
<<if ($transformationParts.angel.wings is "default" or $transformationParts.angel.wings is "classic") or ($transformationParts.demon.wings is "default" or $transformationParts.demon.wings is "succubus") or (($transformationParts.fallenAngel.wings isnot "hidden" and $transformationParts.fallenAngel.wings isnot "disabled")) or ($transformationParts.bird.wings is "default")>>
<<set $birdGlide to 1>>
<<else>>
<<set $birdGlide to 0>>
<</if>>
<</widget>>
<<widget "lockpickTrainingSet">>
<<if $lockpickTrainingSet gte 1>>
<<if $lockpickTrainingSet is 1>>
<<set _LTS to "Basic">>
<<set $skulduggerydifficulty to 200>>
<<elseif $lockpickTrainingSet is 2>>
<<set _LTS to "Intermediate">>
<<set $skulduggerydifficulty to 400>>
<<elseif $lockpickTrainingSet is 3>>
<<set _LTS to "Advanced">>
<<set $skulduggerydifficulty to 600>>
<<elseif $lockpickTrainingSet is 4>>
<<set _LTS to "Master">>
<<set $skulduggerydifficulty to 800>>
<<elseif $lockpickTrainingSet is 5>>
<<set _LTS to "Lockpick Lawyer">>
<<set $skulduggerydifficulty to 900>>
<</if>>
<<link [["Train with your " + _LTS + " Lockpick Training Set (0:30)"|$passage]]>><<pass 30>><<stress 6>><<set $ltsUsed to 1>><</link>><<gstress>><<skulduggerydifficulty>>
<</if>>
<</widget>>
<<widget "tfcheck">>
<<if ($fallenangel gte 2 or ($transformationParts.fallenAngel.wings isnot "hidden" and $transformationParts.fallenAngel.wings isnot "disabled"))>>
<<set $fallenangeltf to 1>>
<</if>>
<<if ($fallenangel gte 4 or $transformationParts.fallenAngel.wings is "fallenplus" or $transformationParts.fallenAngel.wings is "classicfallenplus")>>
<<set $fallenangelplustf to 1>>
<</if>>
<<if ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled"))>>
<<set $demontf to 1>>
<</if>>
<<if ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled"))>>
<<set $angeltf to 1>>
<</if>>
<<if ($wolfgirl gte 6 or ($transformationParts.wolf.tail isnot "hidden" and $transformationParts.wolf.tail isnot "disabled"))>>
<<set $wolftf to 1>>
<</if>>
<<if ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled"))>>
<<set $cattf to 1>>
<</if>>
<<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>
<<set $cowtf to 1>>
<</if>>
<<if ($bear gte 6 or ($transformationParts.bear.tail isnot "hidden" and $transformationParts.bear.tail isnot "disabled"))>>
<<set $beartf to 1>>
<</if>>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled"))>>
<<set $harpytf to 1>>
<</if>>
<<if ($fox gte 6 or ($transformationParts.fox.tail isnot "hidden" and $transformationParts.fox.tail isnot "disabled"))>>
<<set $foxtf to 1>>
<</if>>
<</widget>>
<<widget "farmincrcheat">>
<<if $farm_stage_cheat is 1>>
<<set $farm_stage_cheat to 2>>
<<set $farm_stage to 4>>
<<elseif $farm_stage_cheat is 2>>
<<set $farm_stage_cheat to 3>>
<<set $farm_stage to 5>>
<<elseif $farm_stage_cheat is 3>>
<<set $farm_stage_cheat to 4>>
<<set $farm_stage to 6>>
<<elseif $farm_stage_cheat is 4>>
<<set $farm_attack_timer to 30>>
<<fields_init>>
<<set $farm_fields_intro to 1>>
<<farm_stock_init>>
<<set $farm_stage_cheat to 5>>
<<set $farm_stage to 8>>
<<add_plot farm earth 3 large>>
<<elseif $farm_stage_cheat gte 5 and $farm_stage_cheat lte 8>>
<<set $farm_stage_cheat += 1>>
<<set $farm_stage += 1>>
<<add_plot farm earth 3 large>>
<</if>>
<</widget>>
<<widget "farmcheatsync">>
<<if $farm_stage gte 8>>
<<set $farm_stage_cheat to $farm_stage - 3>>
<<elseif $farm_stage gte 6>>
<<set $farm_stage_cheat to 4>>
<<elseif $farm_stage gte 5>>
<<set $farm_stage_cheat to 3>>
<<elseif $farm_stage gte 4>>
<<set $farm_stage_cheat to 2>>
<<elseif $farm_stage gte 2>>
<<set $farm_stage_cheat to 1>>
<</if>>
<</widget>>
<<widget "umbrellaDurability">>
<<if $umbrellaHit isnot undefined>>
<<set $worn.handheld.integrity -= Math.round(15 * $umbrellaHit)>>
<<unset $umbrellaHit>>
<<else>>
<<set $worn.handheld.integrity -= 10>>
<</if>>
<</widget>>
<<widget "visionPrepMorph">>
/*
!!!!! Should be used after <<freezePlayerStats>> !!!!!!
Resets stats to a default state in preparation to transform player into another character.
*/
<<if !$frozenValues>>
<<error {message:"<<visionPrepMorph>> was called, but player stats are not frozen!"}>>
<<exitAll>>
<</if>>
<<set $worn.genitals to clone(setup.clothes.genitals[0])>>
<<run delete V.worn.butt_plug>>
<<set $clothingrebuy to 0>>
<<for _bodypart range $parasite.bodyparts>>
<<set $parasite[_bodypart] to {}>>
<</for>>
<<bodyliquid "clear">>
<<bodywriting_init>>
<<set $player.virginity to {anal:true,oral:true,penile:true,vaginal:true,temple:false,handholding:true,kiss:true}>>
<<set $pain to 0>>
<<set $arousal to 0>>
<<set $tiredness to 0>>
<<set $stress to 0>>
<<set $trauma to 0>>
<<set $control to 500>>
<<set $angel to 0>>
<<set $angelbuild to 0>>
<<set $fallenangel to 0>>
<<set $fallenbuild to 0>>
<<set $demon to 0>>
<<set $demonbuild to 0>>
<<set $wolfgirl to 0>>
<<set $wolfbuild to 0>>
<<set $cat to 0>>
<<set $catbuild to 0>>
<<set $cow to 0>>
<<set $cowbuild to 0>>
<<set $bear to 0>>
<<set $bearbuild to 0>>
<<set $harpy to 0>>
<<set $birdbuild to 0>>
<<set $fox to 0>>
<<set $foxbuild to 0>>
<<run Object.keys(V.transformationParts).forEach((tf) => {
Object.entries(V.transformationParts[tf]).forEach(([part, value]) => {
if (value !== 'disabled' && value !== 'hidden') {
V.transformationParts[tf][part] = 'hidden';
}
});
})>>
<<set $skulduggery to 0>>
<<set $spray to 0>>
<<set Skin.color.natural to "light">>
<<set Skin.color.tan to 0>>
<<set $facevariant to "default">>
<</widget>>/*
This is special passage to avoid false positive error in sanityCheck build script. Do not uncomment anything!
$dancestudioanger
$wolfpackrob
$torturesurvivor
$winterlakeknown
$robinrescued
$sleeptransform
$diagnosis
$passage
$tags
C.npc.Avery.lust
$hairtest
$initnpccompatibility
$averydom
$futureupdate
*//* We have lists of remarks separated based on contextual relevance to let the user determine what's needed and offer variety without repeating ourselves.
* It also allows us to separate our data depending on what would and wouldn't make sense to hear in a given situation, there's no sense in rejecting someone
* for their penis size if the actual agent is about to sit on their dick.
*/
<<widget "bodycommentsetdata">>
/*
* penis size
* I've grouped things into categories to make them easier to fit to specific uses, questioning and asserting that a penis is useless is inappropriate
* in some cases but in other cases affection is inappropriate
*
* the current groupings I've chosen for what I've come up with are as follows:
* affection: all comments expressing affection towards the persons size
* size_remarks: plain descriptions of lack of size
* surprise: all comments expressing surprise or incredulity at their size or lack of size (think comments with "how" in them)
* insult: all derisive comments intended to hurt the persons feelings
* question_use: all questions suggesting the penis is unfit for purpose
* assert_useless: flat out assert the penis is useless
*/
/*
* sod it, ugly messy shit with 0 regard for scope it is, because twine hates us all
* this is how were going to output text, were going to modify this thing wherever we like
* may god have mercy upon my soul
*/
<<set _output_line to "">>
/* big pp */
<<set _big_penis_affection to [
"giddyup horsey,",
"like a fucking horse,",
"you're so big, you might break me,",
"you're huge,",
"I bet bigger tastes better,"
]>>
<<set _big_penis_size_remarks to [
"I've seen ponies smaller than that,",
"that is ginormous,",
"that's massive,",
"it's so big,"
]>>
<<set _big_penis_surprise to [
"how the hell are you that hung?",
"oh my god, it's ginormous,",
"I've never in my life seen a dick that big,",
"oh wow, that is huge,",
"Jesus fucking Christ that's big,",
"wow, you're hung like a horse,",
"it's so big!"
]>>
<<set _big_penis_question_use to [
"can that massive thing even fit inside anyone?",
"how the hell do you even get something like that inside you?",
"can you even get hard without passing out with a dick that big?"
]>>
/* normal pp */
<<set _normal_penis_size_remarks to [
"I prefer bigger ones, myself,",
"not the biggest I've ever seen,",
"I'm glad it's not too small,",
"it's just the right size to suck,",
"such a perfect size,"
]>>
<<set _normal_penis_affection to [
"that cock is perfect decoration,",
"I want a picture of that penis,",
"that penis is adorable,",
"that cock looks tasty,",
"I've never seen a cock so cute,"
]>>
/* smol pp */
<<set _small_penis_affection to [
"what a cute little dick,",
"what a cute little dicklet,",
"Such a small and cute penis,",
"it's so small and cute,",
"what an adorable penis,"
]>>
<<set _small_penis_size_remarks to [
"it's tiny,",
"it's smaller than my finger,",
"it's so small,",
"I've seen flash drives bigger than that,",
"I've seen batteries bigger than that,"
]>>
<<set _small_penis_surprise to [
"how the hell are you that small?",
"I thought <<pher>> penis would be bigger,",
"oh my god, it's tiny,",
"oh my god, it's smaller than my finger,",
"<<pShes>> so small!"
]>>
<<set _small_penis_insult to [
"what a pathetic little shrimp dick,",
"nice dick, loser,"
]>>
<<set _small_penis_question_use to [
"well you're not much good down there, are you?",
"who exactly are you planning on fucking with that tiny thing?"
]>>
<<set _small_penis_assert_useless to [
"a dick that small belongs in chastity, you're not going to be using it anyway,",
"oh my god, that little thing should be locked up,"
]>>
/* micro pp */
<<set _micropenis_size_remarks to [
"that looks more like a swollen clit than a dick,",
"I've seen coins bigger than that,",
"It's so cute and tiny,"
]>>
<<set _micropenis_surprise to [
"how the hell are you so tiny?",
"<<pShes>> so tiny!",
"it's so tiny!",
"oh my god, it's like an acorn,",
"I can't believe it's so tiny,"
]>>
<<set _micropenis_insult to [
"no amount of oral is making up for that,",
"nice little willy you've got, try not to hurt anyone with it,",
"I've never seen such a pathetic penis,"
]>>
<<set _micropenis_question_use to [
"can that little dick of yours even get inside a woman?"
]>>
<<set _micropenis_assert_useless to [
"there's no way a dick that small could ever please anyone,",
"Christ, I would be surprised if that could get past someone's lips,"
]>>
<<set _big_penis_all to []>>
<<set _big_penis_all to _big_penis_all.concat(_big_penis_affection)>>
<<set _big_penis_all to _big_penis_all.concat(_big_penis_size_remarks)>>
<<set _big_penis_all to _big_penis_all.concat(_big_penis_surprise)>>
<<set _big_penis_all to _big_penis_all.concat(_big_penis_question_use)>>
<<set _normal_penis_all to []>>
<<set _normal_penis_all to _normal_penis_all.concat(_normal_penis_size_remarks)>>
<<set _normal_penis_all to _normal_penis_all.concat(_normal_penis_affection)>>
<<set _small_penis_all to []>>
<<set _small_penis_all to _small_penis_all.concat(_small_penis_affection)>>
<<set _small_penis_all to _small_penis_all.concat(_small_penis_size_remarks)>>
<<set _small_penis_all to _small_penis_all.concat(_small_penis_surprise)>>
<<set _small_penis_all to _small_penis_all.concat(_small_penis_insult)>>
<<set _small_penis_all to _small_penis_all.concat(_small_penis_question_use)>>
<<set _small_penis_all to _small_penis_all.concat(_small_penis_assert_useless)>>
<<set _micropenis_all to []>>
<<set _micropenis_all to _micropenis_all.concat(_micropenis_size_remarks)>>
<<set _micropenis_all to _micropenis_all.concat(_micropenis_surprise)>>
<<set _micropenis_all to _micropenis_all.concat(_micropenis_insult)>>
<<set _micropenis_all to _micropenis_all.concat(_micropenis_question_use)>>
<<set _micropenis_all to _micropenis_all.concat(_micropenis_assert_useless)>>
<</widget>>
<<widget "generatepenisremark">>
/* if we haven't set our data yet */
<<if !_big_penis_all or !_small_penis_all or !_micropenis_all or !_normal_penis_all>>
<<bodycommentsetdata>>
<</if>>
<<set _output_line to "">>
<<set _possibilities to []>>
/* do we have anything notable downstairs */
<<if $player.penissize is 4>>
/* big pp */
<<set _possibilities to _big_penis_all>>
<<set _output_line to _possibilities.pluck()>>
<<elseif $player.penissize <=1 and $player.penissize > -1>>
/* smol pp */
<<set _possibilities to _small_penis_all>>
<<set _output_line to _possibilities.pluck()>>
<<if _args[0] is "capitalise">>
<<set _output_line to _output_line[0].toUpperCase() + _output_line.substring(1)>>
<</if>>
<<elseif $player.penissize lte -1>>
/* micro pp */
<<set _possibilities to _micropenis_all>>
<<set _output_line to _possibilities.pluck()>>
<<else>>
/* normal pp */
<<set _possibilities to _normal_penis_all>>
<<set _output_line to _possibilities.pluck()>>
<</if>>
<</widget>>
/* modifier widgets because boy do i love bad practises */
<<widget "bodyremarkcapitalise">>
<<set _output_line to _output_line[0].toUpperCase() + _output_line.substring(1)>>
<</widget>>
<<widget "bodyremarkcomma">>
<<if !_output_line[_output_line.length - 1].match(/[.,:;!?]/)>>
<<set _output_line to _output_line + ",">>
<</if>>
<</widget>>
<<widget "bodyremarkstop">>
<<if !_output_line[_output_line.length - 1].match(/[.,:;!?]/)>>
<<set _output_line to _output_line + ".">>
<</if>>
<</widget>>
/* hellish mess of output widget defitions */
<<widget "penisremark">>
<<generatepenisremark>>
<<print _output_line>>
<</widget>>
<<widget "Penisremark">>
<<generatepenisremark>>
<<bodyremarkcapitalise>>
<<print _output_line>>
<</widget>>
<<widget "penisremarkquote">>
<<generatepenisremark>>
"<<print _output_line>>"
<</widget>>
<<widget "Penisremarkquote">>
<<generatepenisremark>>
<<bodyremarkcapitalise>>
"<<print _output_line>>"
<</widget>>
<<widget "penisremarkstop">>
<<generatepenisremark>>
<<bodyremarkstop>>
<<print _output_line>>
<</widget>>
<<widget "Penisremarkstop">>
<<generatepenisremark>>
<<bodyremarkcapitalise>>
<<bodyremarkstop>>
<<print _output_line>>
<</widget>>
<<widget "penisremarkstopquote">>
<<generatepenisremark>>
<<bodyremarkstop>>
"<<print _output_line>>"
<</widget>>
<<widget "Penisremarkstopquote">>
<<generatepenisremark>>
<<bodyremarkcapitalise>>
<<bodyremarkstop>>
"<<print _output_line>>"
<</widget>>
<<widget "penisremarkcomma">>
<<generatepenisremark>>
<<bodyremarkcomma>>
<<print _output_line>>
<</widget>>
<<widget "Penisremarkcomma">>
<<generatepenisremark>>
<<bodyremarkcapitalise>>
<<bodyremarkcomma>>
<<print _output_line>>
<</widget>>
<<widget "penisremarkcommaquote">>
<<generatepenisremark>>
<<bodyremarkcomma>>
"<<print _output_line>>"
<</widget>>
<<widget "Penisremarkcommaquote">>
<<generatepenisremark>>
<<bodyremarkcapitalise>>
<<bodyremarkcomma>>
"<<print _output_line>>"
<</widget>>
<<widget "pillorypeniscomment">>
<<Penisremarkquote>> a person in the crowd yells.
<<trauma 5>><<gtrauma>>
<<incgpenisinsecurity>>
<</widget>><<widget "exhibitionismsetdata">>
<<set _output_line to "">>
/* big pp */
<<set _seatedflashcrotchunderskirtlines to [
"you stretch your leg, raising it up into the air and wiggling your foot a little to prolong your exposure",
"you part your knees a little as you stretch, bringing your feet a little closer together to widen the gap",
"you lift your feet up as you stretch, rocking yourself back a little in your seat and wiggling your feet a little as you \"accidentally\" part your legs",
"you reach down a little and move your foot to once side, reaching down to scratch a non-existent itch on your leg and stabilising by moving your other leg even further apart",
"you act as if you have some particularly uncomfortable debris stuck on your foot, lifting it up and bringing it close to your body in search of a non-existent pebble"
]>>
<<set _exhibitionismdata_isinit to 1>>
<</widget>>
/* generic output modification */
<<widget "exhibitionismoutputlinecapitalise">>
<<set _output_line to _output_line[0].toUpperCase() + _output_line.substring(1)>>
<</widget>>
<<widget "exhibitionismoutputlinecomma">>
<<if !_output_line[_output_line.length - 1].match(/[.,:;!?]/)>>
<<set _output_line to _output_line + ",">>
<</if>>
<</widget>>
<<widget "exhibitionismoutputlinestop">>
<<if !_output_line[_output_line.length - 1].match(/[.,:;!?]/)>>
<<set _output_line to _output_line + ".">>
<</if>>
<</widget>>
/* seated crotch flash under skirt */
<<widget "seatedflashcrotchunderskirtline">>
<<if ndef _exhibitionismdata_isinit>> <<exhibitionismsetdata>> <</if>>
<<set _output_line to _seatedflashcrotchunderskirtlines.pluck()>>
<</widget>>
<<widget "seatedflashcrotchunderskirt">>
<<seatedflashcrotchunderskirtline>>
<<print _output_line>>
<</widget>>
<<widget "Seatedflashcrotchunderskirt">>
<<seatedflashcrotchunderskirtline>>
<<exhibitionismoutputlinecapitalise>>
<<print _output_line>>
<</widget>>
<<widget "seatedflashcrotchunderskirtcomma">>
<<seatedflashcrotchunderskirtline>>
<<exhibitionismoutputlinecomma>>
<<print _output_line>>
<</widget>>
<<widget "Seatedflashcrotchunderskirtcomma">>
<<seatedflashcrotchunderskirtline>>
<<exhibitionismoutputlinecapitalise>>
<<exhibitionismoutputlinecomma>>
<<print _output_line>>
<</widget>>
<<widget "seatedflashcrotchunderskirtstop">>
<<seatedflashcrotchunderskirtline>>
<<exhibitionismoutputlinestop>>
<<print _output_line>>
<</widget>>
<<widget "Seatedflashcrotchunderskirtstop">>
<<seatedflashcrotchunderskirtline>>
<<exhibitionismoutputlinecapitalise>>
<<exhibitionismoutputlinestop>>
<<print _output_line>>
<</widget>><<widget "EZdisgusting">>
<<set _possibilities to [
"disgusting",
"foul",
"repulsive",
"nasty",
"gross",
"vile",
"nauseating",
"revolting",
"rotten"
]>>
<<print _possibilities.pluck()>>
<</widget>>
<<widget "EZsmall">>
<<set _possibilities to [
"little",
"tiny",
"small",
"miniature",
"mini"
]>>
<<print _possibilities.pluck()>>
<</widget>>
<<widget "EZbig">>
<<set _possibilities to [
"big",
"huge",
"giant",
"massive"
]>>
<<print _possibilities.pluck()>>
<</widget>>
<<widget "EZpenis">>
<<set _possibilities to [
"penis",
"dick",
"cock",
"willy"
]>>
<<print _possibilities.pluck()>>
<</widget>>/* Bite-sized events based on the current season and weather. Made to be easily expandable, and using the new event pool system.
* These are all treated as their own event passages, except for the lake, where they happen in addition to any other event. Other locations can be made to follow this behaviour in the future.
* Exit passage depends on location. Town uses destinationeventend, forest uses the normal forest passage, etc. Called separately from the eventAmbient widget. Further control may be needed in the future, should any of these scenes expand into player choices.
* Winter events and Snow events are not mutually exclusive. Rain, however, overrides other seasonal event pools. In the future, every season and weather combination could have a unique pool.
* Future-proofed for snow outside of the Winter season.
* -Puri
*/
<<widget "eventAmbient">>
<<cleareventpool>>
<<set $_weatherFlag to Weather.isSnow && Time.season === "winter" || Weather.precipitation is "snow" ? "snow" : Weather.precipitation === "rain" ? "rain" : Time.season>>
<<switch ($_weatherFlag)>>
<<case "snow">>
<<if Time.season is "winter">>
<<if Weather.isFreezing>>
<<addinlineevent "winter_anywhere_1">>
A brutally cold wind surges. You hug yourself for warmth until it dies down. <<stress 3>><<gstress>>
<</addinlineevent>>
<</if>>
<<addinlineevent "winter_anywhere_2" 0.5>>
<<dancedifficulty 1 1000 true>>
You step into some snow that was deeper than you first thought,
<<if $danceSuccess>>
<span class="green">but you manage to keep your footing.</span>
<<else>>
<span class="red">and you lose your footing.</span>
<<if playerIsPregnant() and playerAwareTheyArePregnant()>>
The soft, cold snow absorbs the shock of your fall as you land on your butt. You climb to your feet, grateful that the snow cushioned your <<bellyDescription "pc">> from harm.
<<else>>
You land on your butt in the cold snow before climbing to your feet.
<</if>>
<<if !$worn.lower.type.includes("swim") and !$worn.lower.type.includes("naked")>><<lowerwet 75>><<elseif $worn.lower.type.includes("naked") and !$worn.under_lower.type.includes("swim") and !$worn.under_lower.type.includes("naked") and !playerChastity()>><<underlowerwet 75>><</if>><<stress 6>><<pain 4>><<gstress>><<gpain>>
<br><br>
<<covered>>
<</if>>
<</addinlineevent>>
<<if Time.hour gte 6 and Time.hour lt 21>>
<<addinlineevent "winter_anywhere_3">>
You catch a brief ray of sunshine and warmth. <<stress -3>><<lstress>>
<</addinlineevent>>
<</if>>
<<if ["town", "park"].includes($location) and Time.hour gte 7 and Time.hour lt 21 and playerIsPregnant() and playerAwareTheyArePregnant()>>
<<addinlineevent "winter_pregnant_watch">>
You see a group of kids playing. They're making a fort out of snow and pelting snowballs at one another.
You rub your <<bellyDescription "pc">> and wonder if your <<pregnancyBabyText "pc">> will be as boisterous as they are. <<stress -3>><<lstress>>
<</addinlineevent>>
<</if>>
<<switch $location>>
<<case "town">>
<<addinlineevent "winter_anystreet_1" 0.5>>
<<athleticsdifficulty 0 800 true>>
A car rushes by, sending a spray of slush onto the pavement.
<<if $athleticsSuccess>>
<span class="green">You manage to jump out of the way just in time.</span>
<<else>>
<<dancedifficulty 1 500 true>>
<<if $worn.handheld.type.includes("rainproof") and $worn.handheld.integrity gte 1 and $danceSuccess is 1>>
<<umbrellaDurability>>
<span class="green">You manage to react in time and use the umbrella as a shield</span> <<stress -5>><<lstress>>
<<else>>
<span class="red">It completely drenches you before you can react, leaving you freezing.</span>
<<if !$worn.upper.type.includes("swim") and !$worn.upper.type.includes("naked")>>
<<upperwet 200>>
<</if>>
<<if !$worn.under_upper.type.includes("swim") and !$worn.under_upper.type.includes("naked") and !$worn.under_upper.type.includes("chastity")>>
<<underupperwet 200>>
<</if>>
<<if !$worn.lower.type.includes("swim") and !$worn.lower.type.includes("naked")>>
<<lowerwet 200>>
<</if>>
<<if !$worn.under_lower.type.includes("swim") and !$worn.under_lower.type.includes("naked") and !playerChastity()>>
<<underlowerwet 200>>
<</if>>
<<effectswater>>
<<covered>>
<</if>>
<</if>>
<</addinlineevent>>
<<addinlineevent "winter_anystreet_2">>
<<beastNEWinit 1 dog>>
A <<beasttype>> jumps excitedly back and forth in the snow, trying to wrestle it into submission. <<stress -3>><<lstress>>
<<endevent>>
<</addinlineevent>>
<<if Time.hour gte 6 and Time.hour lt 21>>
<<addinlineevent "winter_anystreet_3">>
A snowplow rumbles past and the driver honks and waves at you. <<stress -3>><<lstress>>
<</addinlineevent>>
<</if>>
<<case "alley">>
<<addinlineevent "winter_anyalley_1">>
<<set Weather.Temperature.override.increase.outside(5, "The nearby fire warms you up a little.")>>
You find an abandoned trash can fire, still lit. You take a moment to warm yourself. <<stress -3>><<lstress>>
<</addinlineevent>>
<<addinlineevent "winter_anyalley_2">>
<<beastNEWinit 3 cat>>
You pass by some stray <<beastsplural>> playing in the snow. <<stress -3>><<lstress>>
<<endevent>>
<</addinlineevent>>
<<addinlineevent "winter_anyalley_3" 0.5>>
<<athleticsdifficulty 0 1000 true>>
As you pass through the alleyway, you hear a sharp crack from above. Some snow falls loose from a window ledge above,
<<if $athleticsSuccess>>
<span class="green">but you manage to jump out of the way just in time.</span>
<<else>>
<span class="red">crashing down on top of you.</span> <<upperwet 75>><<stress 6>><<pain 4>><<gstress>><<gpain>>
<br><br>
<<covered>>
<</if>>
<</addinlineevent>>
<<case "park">>
<<addinlineevent "winter_park_1">>
<<if Time.hour gte 6 and Time.hour lt 21>>
You pass by people making angels in the snow. They look carefree. <<stress -3>><<lstress>>
<<else>>
You pass by a snow angel.
<<if ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled"))>>
You rub your wings and smile.
<<elseif ($fallenangel gte 2 or ($transformationParts.fallenAngel.wings isnot "hidden" and $transformationParts.fallenAngel.wings isnot "disabled"))>>
You angrily kick snow over it, suppressing a painful memory.
<<elseif ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled"))>>
You use your foot to give it horns and a tail, giggling to yourself.
<</if>>
<<stress -3>><<lstress>>
<</if>>
<</addinlineevent>>
<<if Time.hour gte 6 and Time.hour lt 21>>
<<addinlineevent "winter_park_2">>
You see some orphans laughing as they collaborate to build a snowman. <<stress -3>><<lstress>>
<</addinlineevent>>
<<addinlineevent "winter_park_3" 0.33>>
You're suddenly pelted with a slushy snowball. You turn to see
<<if isInPark("whitney")>>
Whitney, quickly wiping snow from <<nnpc_his "Whitney">> hands. <<if isLoveInterest("Whitney")>><<stress -3>><<lstress>><<else>><<stress 12>><<ggstress>><</if>>
<<else>>
several delinquents laughing at you. <<stress 12>><<ggstress>>
<</if>>
<</addinlineevent>>
<</if>>
<<case "forest">>
<<addinlineevent "winter_forest_1" 0.33>>
You hear a thunderous crack nearby. You turn around just in time to see the remains of a tree fall to the ground, surrounded by a great circle of splinters. <<stress 12>><<ggstress>>
<</addinlineevent>>
<<addinlineevent "winter_forest_2">>
You find wolf tracks in the snow. <<if $wolfgirl gte 3>><<garousal>><<arousal 600>><<else>><<gstress>><<stress 1>><</if>>
<</addinlineevent>>
<<addinlineevent "winter_forest_3">>
You find a well-built snowman leaning against a tree. The pose work is impressive. Someone spent a lot of time on this. <<stress -3>><<lstress>>
<</addinlineevent>>
<<if $plantdisable is "f" and $tentacledisable is "f" and ($hallucinations gte 2 or $backgroundTraits.includes("plantlover"))>>
<<addinlineevent "winter_forest_4" 0.5>>
<<generatePlant1>><<person1>>
You see a <<personsimple>> walking through the snow. <<He>> turns and waves at you, before bumping into a tree <<he>> didn't notice. <<Plant_details>> get dislodged from <<his>> hair, and <<he>> pouts. <<stress -3>><<lstress>>
<<endevent>>
<</addinlineevent>>
<</if>>
<<case "bog">>
<<addinlineevent "winter_bog_1">>
The bog is profoundly silent.
<<if $bogwater gte 1>>
Your movement through the water is the only sound.
<<else>>
Your footsteps on the walkway are the only thing to break the silence.
<</if>>
It's peaceful, and almost relaxing. <<stress -3>><<lstress>>
<</addinlineevent>>
<<addinlineevent "winter_bog_2">>
Parts of the bog have frozen over in patches. What little light breaks through casts brilliant reflections.
<</addinlineevent>>
<<case "moor">>
<<addinlineevent "winter_moor_1" 0.33>>
You find a hideous snowman standing in a circle of pillars made of ice. <<if $hallucinations gte 2>>You turn away, only to hear a loud snap behind you. You look back, and it's gone. <<stress 24>><<gggstress>><<else>><<stress 6>><<gstress>><</if>>
<</addinlineevent>>
<<addinlineevent "winter_moor_2" 0.5>>
You come across a frozen pond, and look down at your reflection.
<<if $hallucinations gte 2>>
<span class="red">Something inhuman scrapes at the ice from below.</span> You scramble away, nearly slipping. <<stress 24>><<gggstress>>
<<elseif $hallucinations gte 1>>
The surface churns and warps as if it weren't frozen, and you're almost certain that the reflection isn't yours. <<stress 12>><<ggstress>>
<<elseif $hallucinogen gt 0>>
The surface ripples at your presence, and a vaguely familiar <<girl>> stares back through the ice. Your breath catches in your throat for a moment, before you decide to look away. <<stress 12>><<ggstress>>
<<elseif $trauma gte $traumamax>>
A <<girl>> with glazed eyes stares back.
<<elseif $pain gte 100>>
A crying <<girl>> stares back.
<<elseif $pain gte 40>>
A tearful <<girl>> stares back.
<<elseif $pain gte 1>>
A frowning <<girl>> stares back.
<<else>>
A cheerful <<girl>> stares back. <<stress -3>><<lstress>>
<</if>>
<</addinlineevent>>
<<if Time.hour gte 6 and Time.hour lt 21>>
<<addinlineevent "winter_moor_3">>
You see some late birds flying south for the winter. <<stress -3>><<lstress>>
<</addinlineevent>>
<</if>>
<<default>>
<</switch>>
<</if>>
<<if Weather.precipitation is "snow">>
<<addinlineevent "snow_anywhere_1">>
A single snowflake lands softly on the tip of your nose. You stop to regard it with wonder for a few moments. <<stress -1>><<lstress>>
<</addinlineevent>>
<<addinlineevent "snow_anywhere_2">>
A burst of wind sends a flurry of snow right into your face. <<stress 3>><<gstress>>
<</addinlineevent>>
<<addinlineevent "snow_anywhere_3">>
A surge of wind sends snow swirling in a circle around you. You feel a sense of calm as you stand in the eye of the storm before the wind dies down again. <<stress -6>><<lstress>>
<</addinlineevent>>
<<switch $location>>
<<case "town">>
<<addinlineevent "snow_anystreet_1">>
<<beastNEWinit 1 dog>>
A <<beasttype>> barks at the falling snow. <<bHe>> sneezes as a snowflake lands on <<bhis>> nose. <<stress -3>><<lstress>>
<<endevent>>
<</addinlineevent>>
<<addinlineevent "snow_anystreet_2">>
<<generate1>><<person1>>A <<person>> with an umbrella lets you walk alongside <<him>> for a while. <<He>> chats with you as you walk together. <<stress -3>><<lstress>>
<<endevent>>
<</addinlineevent>>
<<if ($bus is "domus" or $bus is "danube" or $bus is "barb") and Time.hour gte 6 and Time.hour lt 21>>
<<addinlineevent "snow_residentialstreet_1">>
You spot someone from the orphanage playing joyfully amidst the falling snow. <<stress -3>><<lstress>>
<</addinlineevent>>
<</if>>
<<case "alley">>
<<addinlineevent "snow_anyalley_1">>
<<beastNEWinit 1 cat>>
A stray <<beasttype>> pursues the descending flakes of snow throughout the alleyway. <<stress -3>><<lstress>>
<<endevent>>
<</addinlineevent>>
<<addinlineevent "snow_anyalley_2">>
<<beastNEWinit 1 dog>>
<<generate2>><<person2>>
A homeless <<personsimple>> huddles together with a mangy <<person1>><<beasttype>> inside of a cardboard box, seeking shelter from the snow. <<person2>><<He>> gives you a warm smile as you pass. <<stress -3>><<lstress>>
<<endevent>>
<</addinlineevent>>
<<addinlineevent "snow_anyalley_3">>
As you pass through the alley, the wind suddenly picks up and funnels a huge swathe of falling snow in your direction. You shield yourself as you're assailed by wet and cold snowflakes. When the wind finally dies down, you're left freezing with damp clothes.
<<if !$worn.upper.type.includes("swim") and !$worn.upper.type.includes("naked")>>
<<upperwet 75>>
<</if>>
<<if !$worn.under_upper.type.includes("swim") and !$worn.under_upper.type.includes("naked") and !$worn.under_upper.type.includes("chastity")>>
<<underupperwet 75>>
<</if>>
<<if !$worn.lower.type.includes("swim") and !$worn.lower.type.includes("naked")>>
<<lowerwet 75>>
<</if>>
<<if !$worn.under_lower.type.includes("swim") and !$worn.under_lower.type.includes("naked") and !playerChastity()>>
<<underlowerwet 75>>
<</if>>
<</addinlineevent>>
<<case "park">>
<<addinlineevent "snow_park_1" 0.5>>
<<if playerIsPregnant() and playerAwareTheyArePregnant()>>
You slip on a patch of black ice. Your hands instinctively curl around your <<bellyDescription "pc">> to protect it from harm as you fall flat on your ass. You use a nearby bench to safely haul yourself to your feet, careful not to slip again. Your bottom is left damp and chilly.
<<else>>
You slip on a patch of black ice, tripping and falling. You slide across the ground, dampening your clothes and leaving your bottom chilly.
<</if>>
<<if !$worn.lower.type.includes("swim") and !$worn.lower.type.includes("naked")>><<lowerwet 75>><<elseif $worn.lower.type.includes("naked") and !$worn.under_lower.type.includes("swim") and !$worn.under_lower.type.includes("naked") and !playerChastity()>><<underlowerwet 75>><</if>><<stress 6>><<pain 4>><<gstress>><<gpain>>
<</addinlineevent>>
<<if Time.hour gte 6 and Time.hour lt 21>>
<<addinlineevent "snow_park_2">>
Youths cheer and celebrate the falling snow as they play in the park. <<stress -3>><<lstress>>
<</addinlineevent>>
<<addinlineevent "snow_park_3">>
Some people playing nearby are cobbling what snow they can to form snowballs and lob them at one another. <<stress -3>><<lstress>>
<</addinlineevent>>
<</if>>
<<case "forest">>
<<addinlineevent "snow_forest_1">>
You stop when you notice a deer huddled close to its young offspring some distance ahead, keeping it warm and sheltered from the snow. You decide to take a sight detour, as to not disturb them. <<stress -3>><<lstress>>
<</addinlineevent>>
<<addinlineevent "snow_forest_2">>
The branches of the trees offer some protection from the falling snow. <<stress -1>><<lstress>>
<</addinlineevent>>
<<addinlineevent "snow_forest_wolfmeet">>
<<beastNEWinit 1 wolf>>
<<if $syndromewolves is 1>>
You're caught off guard as a <<beasttype>> bounds out from a snow bank in front of you. You relax once you see it's a member of your pack.
<<if $monster is 1>>
"Always keep guard up, <<ppackbrother>>," <<bhe>> says as <<bhe>> shakes off the snow. "Home soon. Cold days are warmer with pack." <<bHe>> bounds off towards the wolf cave.
<<else>>
<<bHe>> approaches and nuzzles you before shaking the snow from <<bhis>> furry coat and bounding off towards the wolf cave.
<</if>>
<<stress -6>><<llstress>>
<<else>>
You freeze when you see a <<beasttype>> in front of you, peering from a snow bank.
<<if $monster is 1>>
<<bHe>> slowly emerges, regarding you with serious eyes.
<br><br>
"Cold days, not for humans. Run home," <<bhe>> says as <<bhe>> shakes off the snow. <<bHe>> bares <<bhis>> fangs at you playfully, before bounding off into the trees.
<<else>>
<<bHe>> stops and regards you before shaking the snow from <<bhis>> furry coat and bounding off into the trees.
<</if>>
<<stress -3>><<lstress>>
<</if>>
<<endevent>>
<</addinlineevent>>
<<case "bog">>
<<addinlineevent "snow_bog_1">>
Parts of the bog are entirely shaded by the snow blanket. The play of light is gorgeous amidst the untamed wild. <<stress -3>><<lstress>>
<</addinlineevent>>
<<addinlineevent "snow_bog_2">>
The thick leaves above offer protection from the falling snow. <<stress -1>><<lstress>>
<</addinlineevent>>
<<if $bogwater is 0>>
<<addinlineevent "snow_bog_3">>
<<dancedifficulty 1 1000 true>>
You step forward, and part of the walkway proves to be more slippery than the rest.
<<if $danceSuccess>>
You slide for a moment, <span class="green">but manage to keep your footing.</span>
<<else>>
<<set $bogwater to 1>><<water>>
You try to stop yourself, <span class="red">but slip and fall right into the water.</span>
<<if !$worn.lower.type.includes("swim") and !$worn.lower.type.includes("naked")>><<lowerwet 75>><<elseif $worn.lower.type.includes("naked") and !$worn.under_lower.type.includes("swim") and !$worn.under_lower.type.includes("naked") and !playerChastity()>><<underlowerwet 75>><</if>><<stress 6>><<pain 4>><<gstress>><<gpain>>
<br><br>
<<covered>>
<</if>>
<</addinlineevent>>
<</if>>
<<case "moor">>
<<addinlineevent "snow_moor_1">>
The falling snowflakes obscure your vision, as you hear strange sounds all about. <<stress 3>><<gstress>>
<</addinlineevent>>
<<addinlineevent "snow_moor_2">>
<<set Weather.Temperature.override.increase.outside(2, "The sunshine warms your skin.")>>
For the briefest of moments, the snow subsides and you catch a warming ray of sunshine. It doesn't last long, but you feel a little better. <<stress -3>><<lstress>>
<</addinlineevent>>
<<addinlineevent "snow_moor_3">>
<<if Time.hour gte 6 and Time.hour lt 21>>
The snow makes the normally treacherous terrain of the moor even more dangerous. You struggle to find stable footing and occasionally slip as you go.
<<else>>
The snowfall makes the dark night of the moor even darker. You can barely see where you're going. <<stress 6>><<gstress>>
<</if>>
<</addinlineevent>>
<<default>>
<</switch>>
<</if>>
<<case "rain">>
<<addinlineevent "rain_anywhere_1">>
Thunder rumbles in the distance. <<stress 1>><<gstress>>
<</addinlineevent>>
<<addinlineevent "rain_anywhere_2">>
<<if $trauma gte ($traumamax / 5) * 4>>
The unyielding onslaught of the rain torments and mocks you. <<stress 6>><<gstress>>
<<else>>
The gentle sound of the rain soothes you. <<stress -3>><<lstress>>
<</if>>
<</addinlineevent>>
<<addinlineevent "rain_anywhere_3" 0.33>>
The rain briefly gives way to hail. You're relentlessly pelted for a few moments. <<pain 4>><<stress 6>><<gpain>><<gstress>>
<</addinlineevent>>
<<switch $location>>
<<case "town">>
<<addinlineevent "rain_anystreet_1" 0.33>>
<<athleticsdifficulty 0 500 true>>
A vehicle races by, sending water spraying across the pavement.
<<if $athleticsSuccess>>
<span class="green">You manage to step out of the way just in time.</span>
<<else>>
<<dancedifficulty 1 500 true>>
<<if $worn.handheld.type.includes("rainproof") and $worn.handheld.integrity gte 1 and $danceSuccess is 1>>
<<umbrellaDurability>>
<span class="green">You manage to react in time and use the umbrella as a shield</span> <<stress -5>><<lstress>>
<<else>>
<span class="red">It completely drenches you before you can react.</span>
<<if !$worn.upper.type.includes("swim") and !$worn.upper.type.includes("naked")>>
<<upperwet 200>>
<</if>>
<<if !$worn.under_upper.type.includes("swim") and !$worn.under_upper.type.includes("naked") and !$worn.under_upper.type.includes("chastity")>>
<<underupperwet 200>>
<</if>>
<<if !$worn.lower.type.includes("swim") and !$worn.lower.type.includes("naked")>>
<<lowerwet 200>>
<</if>>
<<if !$worn.under_lower.type.includes("swim") and !$worn.under_lower.type.includes("naked") and !playerChastity()>>
<<underlowerwet 200>>
<</if>>
<<effectswater>>
<<covered>>
<</if>>
<</if>>
<</addinlineevent>>
<<addinlineevent "rain_anystreet_2" 0.33>>
<<dancedifficulty 1 500 true>>
The rain-slicked pavement causes you to slip,
<<if $danceSuccess>>
<span class="green">but you manage to right yourself and keep your footing.</span>
<<else>>
<span class="red">and you lose your footing.</span> You land on your butt, right in a large puddle. <<if !$worn.lower.type.includes("swim") and !$worn.lower.type.includes("naked")>><<lowerwet 200>><<elseif $worn.lower.type.includes("naked") and !$worn.under_lower.type.includes("swim") and !$worn.under_lower.type.includes("naked") and !playerChastity()>><<underlowerwet 200>><</if>><<stress 6>><<pain 4>><<gstress>><<gpain>>
<br><br>
<<covered>>
<</if>>
<</addinlineevent>>
<<addinlineevent "rain_anystreet_3">>
<<generate1>><<person1>>A <<person>> with an umbrella lets you walk alongside <<him>> for a while. <<He>> chats with you as you walk together. <<stress -3>><<lstress>>
<<endevent>>
<</addinlineevent>>
<<if Time.hour gte 7 and Time.hour lt 21 and playerIsPregnant() and playerAwareTheyArePregnant() and playerBellyVisible()>>
<<addinlineevent "rain_pregnant_talk" 0.8>>
<<generate1>><<person1>>
The rain gives way to hail, and you take shelter under a nearby awning. A <<personsimple>> with a pram is already there, murmuring reassurances to <<his>> fussy newborn. <<He>> smiles and nods at your <<bellyDescription "pc">>. "When are you due?" <<he>> asks. The two of you make idle chit-chat as you wait for the hail to let up.
<br><br>
As it finally dies down, the <<father>> mentions that <<he>> lives on <<print either("Domus Street", "Danube Street")>> and suggests that you have a playdate once you give birth. When <<he>> asks where you live, you confess that you're a resident of the orphanage. The <<persons>> face twists in a mixture of pity and distaste, and <<he>> mumbles a hasty goodbye before stepping out into the rain once more. You watch as the pram disappears into the distance, feeling oddly bereft. <<trauma 6>><<gtrauma>>
<<endevent>>
<</addinlineevent>>
<</if>>
<<case "alley">>
<<addinlineevent "rain_anyalley_1">>
<<beastNEWinit 1 dog>>
A <<beasttype>> huddles by some trash cans to escape the downpour. You can sympathise. <<stress -3>><<lstress>>
<<endevent>>
<</addinlineevent>>
<<addinlineevent "rain_anyalley_2" 0.33>>
You walk beneath a gutter drain just as it comes unclogged.
<<if $worn.handheld.type.includes("rainproof") and $worn.handheld.integrity gte 1 and $danceSuccess is 1>>
<<umbrellaDurability>>
<span class="green">You manage to react in time and use the umbrella as a shield</span> <<stress -5>><<lstress>>
<<else>>
A torrent of rain water drenches you.
<<if !$worn.upper.type.includes("swim") and !$worn.upper.type.includes("naked")>>
<<upperwet 75>>
<</if>>
<<if !$worn.under_upper.type.includes("swim") and !$worn.under_upper.type.includes("naked") and !$worn.under_upper.type.includes("chastity")>>
<<underupperwet 75>>
<</if>>
<<if !$worn.lower.type.includes("swim") and !$worn.lower.type.includes("naked")>>
<<lowerwet 75>>
<</if>>
<<if !$worn.under_lower.type.includes("swim") and !$worn.under_lower.type.includes("naked") and !playerChastity()>>
<<underlowerwet 75>>
<</if>>
<</if>>
<</addinlineevent>>
<<addinlineevent "rain_anyalley_3">>
A group of youths are playing in the alley. They jump about, splashing in puddles and giggling. <<stress -3>><<lstress>>
<</addinlineevent>>
<<case "park">>
<<addinlineevent "rain_park_1">>
<<beastNEWinit 1 dog>>
<<generate2>><<person2>>A <<person>> chases an escaped <<beasttype>> across the park, cursing all the while as the rain soaks <<him>>. You hold back a giggle. <<stress -3>><<lstress>>
<<endevent>>
<</addinlineevent>>
<<addinlineevent "rain_park_2">>
You catch sight of a couple kissing in the rain. <<stress -3>><<lstress>>
<</addinlineevent>>
<<addinlineevent "rain_park_3" 0.5>>
You slip and fall onto a patch of wet grass.
<<if playerIsPregnant() and playerAwareTheyArePregnant()>>
Your hands instinctively curl around your <<bellyDescription "pc">> to protect it from harm as you fall flat on your ass. You use a nearby bench to safely haul yourself to your feet, careful not to slip again.
<</if>>
Your bottom is left sore and damp. <<if !$worn.lower.type.includes("swim") and !$worn.lower.type.includes("naked")>><<lowerwet 75>><<elseif $worn.lower.type.includes("naked") and !$worn.under_lower.type.includes("swim") and !$worn.under_lower.type.includes("naked") and !playerChastity()>><<underlowerwet 75>><</if>><<stress 6>><<pain 4>><<gstress>><<gpain>>
<</addinlineevent>>
<<case "forest">>
<<addinlineevent "rain_forest_1">>
Rain pours down through the trees, filling the forest with calming scents and sounds. <<stress -3>><<lstress>>
<</addinlineevent>>
<<addinlineevent "rain_forest_2" 0.33>>
Lightning strikes a tree nearby, sending splinters flying in all directions. The tree hurtles to the ground. The smouldering wood is doused quickly by the rain, but the event still leaves you on edge. <<stress 24>><<gggstress>>
<</addinlineevent>>
<<addinlineevent "rain_forest_3">>
You spot a deer sheltering its child from the rain. <<stress -3>><<lstress>>
<</addinlineevent>>
<<case "bog">>
<<addinlineevent "rain_bog_1">>
Rain pours down in uneven waterfalls from the mass of leaves above. You briefly pass through one. <<stress -3>><<lstress>>
<</addinlineevent>>
<<addinlineevent "rain_bog_2" 0.33>>
Lightning strikes a tree nearby, sending splinters flying in all directions. The tree hurtles to the mire. The smouldering wood is engulfed by the bog, snuffing instantly, but the event still leaves you on edge. <<stress 24>><<gggstress>>
<</addinlineevent>>
<<addinlineevent "rain_bog_3">>
You spot a frog on a lilypad. It croaks, singing with the rain. <<stress -3>><<lstress>>
<</addinlineevent>>
<<if $bogwater is 0>>
<<addinlineevent "rain_bog_4">>
<<dancedifficulty 1 1000 true>>
You step forward, and part of the walkway proves to be more slippery than the rest.
<<if $danceSuccess>>
You slide for a moment, <span class="green">but manage to keep your footing.</span>
<<else>>
<<set $bogwater to 1>><<water>>
You try to stop yourself, <span class="red">but slip and fall right into the water.</span>
<<if !$worn.lower.type.includes("swim") and !$worn.lower.type.includes("naked")>><<lowerwet 75>><<elseif $worn.lower.type.includes("naked") and !$worn.under_lower.type.includes("swim") and !$worn.under_lower.type.includes("naked") and !playerChastity()>><<underlowerwet 75>><</if>><<stress 6>><<pain 4>><<gstress>><<gpain>>
<br><br>
<<covered>>
<</if>>
<</addinlineevent>>
<</if>>
<<case "moor">>
<<addinlineevent "rain_moor_1">>
The rain obscures your vision as you hear strange sounds all about. <<stress 3>><<gstress>>
<</addinlineevent>>
<<addinlineevent "rain_moor_2">>
A flash of lightning illuminates dark shapes moving in the distance. <<stress 3>><<gstress>>
<</addinlineevent>>
<<addinlineevent "rain_moor_3">>
You freeze as you hear a noise in the nearby grass. You sigh in relief as a wet rabbit hops from the brush, seeking better shelter from the rain. <<stress -3>><<lstress>>
<</addinlineevent>>
<<if $plantdisable is "f" and $tentacledisable is "f" and ($hallucinations gte 2 or $backgroundTraits.includes("plantlover"))>>
<<addinlineevent "rain_moor_4" 0.5>>
<<generatePlant1>><<person1>>
You see a <<personsimple>> spinning in the rain, holding <<his>> arms out. <<He>> almost slips and loses <<his>> balance a few times, but <<he>> doesn't stop smiling. <<stress -3>><<lstress>>
<<endevent>>
<</addinlineevent>>
<</if>>
<<default>>
<</switch>>
<<case "autumn" "winter">>
<<addinlineevent "autumn_anywhere_1">>
A surge of wind sends leaves swirling in a circle around you. You feel a sense of calm as you stand in the eye of the storm, before the wind dies down again. <<stress -3>><<lstress>>
<</addinlineevent>>
<<addinlineevent "autumn_anywhere_2">>
The wind kicks up some leaves in your face<<if !$worn.face.type.includes("covered")>>, leaving you sputtering<</if>>. <<stress 1>><<gstress>>
<</addinlineevent>>
<<addinlineevent "autumn_anywhere_3" 0.33>>
<<dancedifficulty 1 500 true>>
You trip up on a fallen branch,
<<if $danceSuccess>>
<span class="green">but you manage to keep your footing.</span>
<<covered>>
<<else>>
<span class="red">and land in a pile of damp leaves.</span>
<<if playerIsPregnant() and playerAwareTheyArePregnant()>>
Your hand automatically flies to your <<bellyDescription "pc">>. You're grateful that the leaves broke your fall. You quickly stand, brushing off leaves and rubbing your now sore and wet bottom.
<<else>>
You quickly stand, brushing off leaves and rubbing your now sore and wet bottom.
<</if>>
<<if !$worn.lower.type.includes("swim") and !$worn.lower.type.includes("naked")>><<lowerwet 75>><<elseif $worn.lower.type.includes("naked") and !$worn.under_lower.type.includes("swim") and !$worn.under_lower.type.includes("naked") and !playerChastity()>><<underlowerwet 75>><</if>><<stress 6>><<pain 4>><<gstress>><<gpain>>
<br><br>
<<covered>>
<</if>>
<</addinlineevent>>
<<if ["town", "park"].includes($location) and Time.hour gte 7 and Time.hour lt 21 and playerIsPregnant() and playerAwareTheyArePregnant()>>
<<addinlineevent "autumn_pregnant_watch">>
<<generatey1>><<person1>>
You see a group of kids playing. A young <<personsimple>> hides in a pile of leaves before bursting out to scare <<his>> friend. The other child immediately bursts into tears.
You rub your <<bellyDescription "pc">> and wonder if your <<pregnancyBabyText "pc">> will be as troublesome as they are. <<stress -3>><<lstress>>
<<endevent>>
<</addinlineevent>>
<</if>>
<<switch $location>>
<<case "town">>
<<addinlineevent "autumn_anystreet_1">>
<<beastNEWinit 1 dog>>
A <<beasttype>> snaps at leaves as the wind sweeps them this way and that. <<stress -3>><<lstress>>
<<endevent>>
<</addinlineevent>>
<<if Time.hour gte 6 and Time.hour lte 21>>
<<addinlineevent "autumn_anystreet_2">>
<<generate1>><<person1>>A <<person>> rakes leaves off the pavement and into a pile. Just as <<he>> finishes, the wind scatters them across the sidewalk yet again, causing <<him>> to curse loudly. <<stress -3>><<lstress>>
<<endevent>>
<</addinlineevent>>
<<addinlineevent "autumn_anystreet_3">>
<<generate1>><<person1>>A <<person>> stands on the sidewalk using a leaf blower to clear the sidewalks. As you near <<him>>, <<he>> turns suddenly, and the powerful blast of air from the blower sends your clothes into various states of disarray, giving anyone nearby a show. The <<person>> laughs as you walk past, wrangling your clothes back in order. <<stress 3>><<arousal 10>><<gstress>><<garousal>>
<<endevent>>
<</addinlineevent>>
<</if>>
<<case "alley">>
<<addinlineevent "autumn_anyalley_1">>
<<beastNEWinit 1 cat>>
A stray <<beasttype>> chases a leaf across the alley. You stop to watch for a little while.<<stress -3>><<lstress>>
<<endevent>>
<</addinlineevent>>
<<addinlineevent "autumn_anyalley_2">>
As you pass through the alley, the wind picks up and funnels nearby leaves nearby in your direction. You shield yourself as best you can, and the wet and dirty leaves pass after a moment. <<stress 1>><<gstress>>
<</addinlineevent>>
<<if Time.hour gte 21 or Time.hour lt 6>>
<<addinlineevent "autumn_anyalley_3" 0.33>>
Several large piles of leaves litter the alley. Raccoons run and play between the piles. <<if currentSkillValue('science') gte 500>>You wonder why there are raccoons here, they certainly aren't native.<</if>> <<stress -3>><<lstress>>
<</addinlineevent>>
<</if>>
<<case "park">>
<<if Time.season is "autumn">>
<<addinlineevent "autumn_park_1">>
You look out over the park and marvel at the various colours of autumn. <<stress -3>><<lstress>>
<</addinlineevent>>
<</if>>
<<if Time.hour gte 6 and Time.hour lt 21>>
<<addinlineevent "autumn_park_2">>
You watch as a couple takes turns leaping into a pile of leaves. <<stress -3>><<lstress>>
<</addinlineevent>>
<<addinlineevent "autumn_park_3">>
<<generate1>><<person1>>
You accidentally walk through a pile of leaves. A nearby <<person>> raking leaves looks over and yells at you. You hurry on. <<stress 3>><<gstress>>
<<endevent>>
<</addinlineevent>>
<<addinlineevent "autumn_park_4">>
A leaf on the wind <<if $worn.face.name is "naked">> lands on your cheek. <<else>> gets stuck in your $worn.face.name.<</if>> You pluck it off.<<if currentSkillValue('science') gte 500>> It's a maple leaf. The stem is also connected to one of the distinctive <<print either("samaras", "maple keys", "helicopters", "whirlybirds", "polynoses")>> containing the seeds.<<else>>You're not sure what it was, but it was huge and almost covered your whole face.<</if>>
<</addinlineevent>>
<</if>>
<<case "forest">>
<<addinlineevent "autumn_forest_1">>
A squirrel runs past, carrying nuts it intends to store for winter. <<stress -3>><<lstress>>
<</addinlineevent>>
<<addinlineevent "autumn_forest_2">>
You walk through the forest and can't help but admire the various oranges, browns and yellows breaking through the canopy. <<stress -3>><<lstress>>
<</addinlineevent>>
<<addinlineevent "autumn_forest_3" 0.33>>
You stop in your tracks as you hear a feral growl. Looking down, you see a badger at the foot of a nearby tree. It's surrounded by scattered dirt. You seem have interrupted it digging its winter den. You back away slowly until it returns to its digging. <<stress 3>><<gstress>>
<</addinlineevent>>
<<if $plantdisable is "f" and $tentacledisable is "f" and ($hallucinations gte 2 or $backgroundTraits.includes("plantlover"))>>
<<addinlineevent "autumn_forest_4" 0.5>>
<<generatePlant1>><<person1>>
A <<personsimple>> runs <<his>> fingers through <<his>> hair. <<He>> picks dead leaves out, crunching them in <<his>> hands before dropping them.
<<endevent>>
<</addinlineevent>>
<</if>>
<<case "bog">>
<<addinlineevent "autumn_bog_1">>
The bog is filled with a repeated thrumming sound. You spot the source. A woodpecker digs into a tree high above the water. <<stress -3>><<lstress>>
<</addinlineevent>>
<<addinlineevent "autumn_bog_2">>
As you walk, you can't help but notice how stagnant everything seems. While the forest fills with various colours, everything here stays the same, murky green or brown.
<</addinlineevent>>
<<case "moor">>
<<addinlineevent "autumn_moor_1">>
The scent of decaying plant life fills the moor with an acrid stench. <<stress 3>><<gstress>>
<</addinlineevent>>
<<addinlineevent "autumn_moor_2">>
You see flocks of birds pass overhead as they migrate south for the winter. <<stress -3>><<lstress>>
<</addinlineevent>>
<<addinlineevent "autumn_moor_3" 0.33>>
You stop at a strange clearing. You notice what looks like some kind of effigy made of twigs. As you stare, you notice more and more wrong with the scene. Its eyes are filled with burnt out candles. The rock formations around it aren't natural, and are clearly some kind of cairn. Dark roots stretch up from the ground to grasp the effigy. You snap out of what feels like an unnatural haze, and make an effort to leave as quickly as you can. <<stress 12>><<ggstress>>
<</addinlineevent>>
<<default>>
<</switch>>
<<case "summer">>
<<addinlineevent "summer_anywhere_1">>
<<if Time.hour gte 6 and Time.hour lt 21>>
The brutal summer heat weighs down on you. <<stress 3>><<gstress>>
<<else>>
The cool night air makes for a nice reprieve from the blistering days. <<stress -3>><<lstress>>
<</if>>
<</addinlineevent>>
<<addinlineevent "summer_anywhere_2">>
A cool breeze blows by and revitalises you. <<stress -1>><<lstress>>
<</addinlineevent>>
<<addinlineevent "summer_anywhere_3" 0.5>>
A brutal wave of heat washes over you. You take a moment to wipe the sweat from your head. <<stress 1>><<gstress>>
<</addinlineevent>>
<<addinlineevent "summer_anywhere_4">>
<<generate1>><<person1>>
You overhear a <<person>> talking on <<his>> cell phone about <<his>> upcoming holiday trip. <<if $trauma lte ($traumamax / 5) * 3>> Hearing <<his>> obvious enthusiasm for the trip makes you smile. <<stress -1>><<lstress>><<else>>You resent hearing about a trip you'll never be able to take, stuck in this town like you are. <<stress 1>><<gstress>><</if>>
<<endevent>>
<</addinlineevent>>
<<if ["town", "park"].includes($location) and Time.hour gte 7 and Time.hour lt 21 and playerIsPregnant() and playerAwareTheyArePregnant()>>
<<addinlineevent "summer_pregnant_watch">>
You see a group of kids playing. Most are running and squealing as they spray each other with water guns, but a few are lazing on the grass. Occasionally, their friends cool them off with a blast of water, causing them to giggle.
You rub your <<bellyDescription "pc">> and wonder if your <<pregnancyBabyText "pc">> will be as easygoing as they are. <<stress -3>><<lstress>>
<</addinlineevent>>
<</if>>
<<switch $location>>
<<case "town">>
<<if Time.hour gte 6 and Time.hour lt 21>>
<<addinlineevent "summer_anystreet_1" 0.5>>
<<generate1>><<person1>>
You see a <<person>> fanning <<himself>> with <<his>> top to cope with the heat. <<He>> suddenly flashes you by lifting it up completely. <<arousal 5>><<garousal>>
<<endevent>>
<</addinlineevent>>
<<addinlineevent "summer_anystreet_2" 0.5>>
An ice cream truck drives by, with a group of orphans chasing after it. The tune it plays is upbeat and catchy. <<stress -3>><<lstress>>
<</addinlineevent>>
<<if ($bus is "domus" or $bus is "danube" or $bus is "barb")>>
<<addinlineevent "summer_residentialstreet_1" 0.5>>
<<generate1>><<person1>>
As you pass by a <<person>> watering <<his>> lawn, <<he>> accidentally sprays you with the hose. The cold water is refreshing, but dampens your clothes.
<<if !$worn.upper.type.includes("swim") and !$worn.upper.type.includes("naked")>>
<<upperwet 75>>
<</if>>
<<if !$worn.under_upper.type.includes("swim") and !$worn.under_upper.type.includes("naked") and !$worn.under_upper.type.includes("chastity")>>
<<underupperwet 75>>
<</if>>
<<if !$worn.lower.type.includes("swim") and !$worn.lower.type.includes("naked")>>
<<lowerwet 75>>
<</if>>
<<if !$worn.under_lower.type.includes("swim") and !$worn.under_lower.type.includes("naked") and !playerChastity()>>
<<underlowerwet 75>>
<</if>>
<<stress -6>><<arousal 5>><<lstress>><<garousal>>
<<endevent>>
<</addinlineevent>>
<</if>>
<</if>>
<<case "alley">>
<<if Time.hour gte 6 and Time.hour lt 21>>
<<addinlineevent "summer_anyalley_1">>
Two students with water guns race through the alley firing at each other. <<stress -3>><<lstress>>
<</addinlineevent>>
<<addinlineevent "summer_anyalley_2">>
<<beastNEWinit 1 dog>>
As you pass through the alley, you see a <<beasttype>> sprawled out inside a cardboard box in an attempt to escape the heat. You can't help but sympathise. <<stress -3>><<lstress>>
<<endevent>>
<</addinlineevent>>
<<else>>
<<addinlineevent "summer_anyalley_3">>
<<generate1>><<person1>>
A <<person>> sits on <<his>> back porch, smoking a cigarette and enjoying the coolness of the summer night air. <<He>> waves as <<he>> notices you. <<stress -3>><<lstress>>
<<endevent>>
<</addinlineevent>>
<</if>>
<<case "park">>
<<addinlineevent "summer_park_1">>
You notice several youths nearby tossing water balloons at one another. <<stress -3>><<lstress>>
<</addinlineevent>>
<<addinlineevent "summer_park_2">>
Despite the heat, you notice many people playing and relaxing here. <<stress -3>><<lstress>>
<</addinlineevent>>
<<addinlineevent "summer_park_3">>
As you walk through the park, you're narrowly missed by several water balloons. Hearing laughter, you turn to see several delinquents running away. <<stress 3>><<gstress>>
<</addinlineevent>>
<<if $plantdisable is "f" and $tentacledisable is "f" and ($hallucinations gte 2 or $backgroundTraits.includes("plantlover"))>>
<<addinlineevent "summer_park_4" 0.5>>
<<generatePlant1>><<person1>>
A <<personsimple "normal">> with <<plant_details "forest">> in <<his>> hair peeks out of a bush. <<He>> looks nervous. When <<he>> spots you, <<he>> dives back into the bush.
<<endevent>>
<</addinlineevent>>
<</if>>
<<case "forest">>
<<addinlineevent "summer_forest_1">>
The heat of the forest is sweltering, the breeze blocked by the trees. <<stress 3>><<gstress>>
<</addinlineevent>>
<<addinlineevent "summer_forest_2">>
As you move through the forest, you notice a family unpacking camping supplies. They notice you and wave. <<stress -3>><<lstress>>
<</addinlineevent>>
<<if Time.hour lt 6 or Time.hour gte 21>>
<<addinlineevent "summer_forest_3">>
You begin to hear crickets chirping nearby, and soon enough a whole orchestra of insects fill the night air around you. <<stress -3>><<lstress>>
<</addinlineevent>>
<</if>>
<<if $plantdisable is "f" and $tentacledisable is "f" and ($hallucinations gte 2 or $backgroundTraits.includes("plantlover"))>>
<<addinlineevent "summer_forest_4" 0.5>>
<<generatePlant1>><<person1>>
A <<personsimple>> stands completely still, holding branches. <<Hes>> pretending to be a tree, but <<he>> can't keep <<his>> balance enough to fool anyone.
<<endevent>>
<</addinlineevent>>
<</if>>
<<case "bog">>
<<addinlineevent "summer_bog_1">>
The humidity is oppressive. You feel a little lightheaded. <<stress 3>><<gstress>>
<</addinlineevent>>
<<addinlineevent "summer_bog_2">>
Other than the walkway, there are few signs of human incursion here. <<stress -3>><<gstress>>
<</addinlineevent>>
<<if Time.hour lt 6 or Time.hour gte 21>>
<<addinlineevent "summer_bog_3">>
You begin to hear crickets chirping nearby, and soon enough a whole orchestra of insects fill the night air around you. <<stress -3>><<lstress>>
<</addinlineevent>>
<</if>>
<<case "moor">>
<<if Time.hour gte 6 and Time.hour lt 21>>
<<addinlineevent "summer_moor_1">>
The sweltering heat creates undefinable shapes on the horizon. <<stress 3>><<gstress>>
<</addinlineevent>>
<<else>>
<<addinlineevent "summer_moor_2">>
You feel something scurry across your foot. Who knows what manner of creatures wander the moor with the heat of the sun gone? You quicken your pace. <<stress 3>><<gstress>>
<</addinlineevent>>
<<addinlineevent "summer_moor_3" 0.33>>
You stop suddenly as you see a light flicker into being ahead. An effigy constructed of twigs, candles burning in its eye sockets, stands amidst a circle of stone cairns. Disturbed, you begin to walk away.
<br><br>
Until you notice the effigy turns to watch you as you go past. You break into a sprint without another thought. <<stress 24>><<awareness 10>><<gggstress>><<gawareness>>
<</addinlineevent>>
<</if>>
<<default>>
<</switch>>
<<case "spring">>
<<addinlineevent "spring_anywhere_1">>
A gentle spring breeze caresses your face. <<stress -3>><<lstress>>
<</addinlineevent>>
<<addinlineevent "spring_anywhere_2">>
A <<if Time.dayState is "day" or Time.dayState is "dawn">>butterfly<<else>>moth<</if>> lands on your nose and pauses to rub its antennae before taking flight again. <<stress -3>><<lstress>>
<</addinlineevent>>
<<if Time.hour gte 6 and Time.hour lt 21>>
<<addinlineevent "spring_anywhere_3">>
Birds chirp overhead as they return from their winter migration. <<stress -3>><<lstress>>
<</addinlineevent>>
<</if>>
<<if ["town", "park"].includes($location) and Time.hour gte 7 and Time.hour lt 21 and playerIsPregnant() and playerAwareTheyArePregnant()>>
<<addinlineevent "spring_pregnant_watch">>
<<generatey1>><<person1>>
You see a group of kids playing. One <<personsimple>> is sitting apart from the others, making a chain of daisies. The other children ask <<him>> to help them make cakes out of mud, but <<he>> silently shakes <<his>> head.
You rub your <<bellyDescription "pc">> and wonder if your <<pregnancyBabyText "pc">> will be as timid as <<he>> is. <<stress -3>><<lstress>>
<<endevent>>
<</addinlineevent>>
<</if>>
<<switch $location>>
<<case "town">>
<<addinlineevent "spring_anystreet_1">>
<<wearProp "tulip">><<tending_give tulip 1>>
A street peddler selling flowers hands you a free flower as you pass by. <<stress -3>><<lstress>>
<</addinlineevent>>
<<if ($bus is "domus" or $bus is "danube" or $bus is "barb") and Time.hour gte 6 and Time.hour lt 21>>
<<addinlineevent "spring_residentialstreet_1">>
<<generate1>><<person1>>
You see a <<person>> on <<his>> knees tending to <<his>> garden. As you walk past, <<he>> backs into you, grinding <<his>> rear into your leg before glancing over <<his>> shoulder. "Sorry," <<he>> calls out as you walk away flustered. <<stress 1>><<arousal 5>><<gstress>><<garousal>>
<<endevent>>
<</addinlineevent>>
<</if>>
<<if ($bus is "connudatus" or $bus is "cliff" or $bus is "wolf" or $bus is "high")>>
<<addinlineevent "spring_commercialstreet_1">>
There's a small flower market set up here. You stop to smell the flowers before continuing. <<stress -3>><<lstress>>
<</addinlineevent>>
<</if>>
<<case "alley">>
<<addinlineevent "spring_anyalley_1">>
You notice that someone has built a garden beneath one of the windows here, where flowers have begun to sprout despite the filth. <<stress -3>><<lstress>>
<</addinlineevent>>
<<if Time.hour lt 6 or Time.hour gte 21>>
<<addinlineevent "spring_anyalley_2">>
<<beastNEWinit 3 cat>>
You hear <<beastsplural>> yowling and hissing as they contend for a mate. <<if ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled"))>><<arousal 10>><<garousal>><</if>>
<<endevent>>
<</addinlineevent>>
<<if $hallucinogen gt 0>>
<<addinlineevent "spring_anyalley_3" 0.1>>
<<beastNEWinit 2 dog>>
You see a pair of <<if $monster is 1>>dogpeople<<else>>dogs<</if>> eating a pile of spaghetti together next to a trash can. Romantic Italian music plays from a nearby building. You shake your head and leave. <<stress -24>><<lllstress>>
<<endevent>>
<</addinlineevent>>
<</if>>
<</if>>
<<case "park">>
<<addinlineevent "spring_park_1">>
You notice the flowers in the park have started to bloom once more. <<stress -3>><<lstress>>
<</addinlineevent>>
<<if Time.hour gte 6 and Time.hour lt 21>>
<<addinlineevent "spring_park_2">>
A hummingbird zips by and lands on a flower to drink nectar before flying off. <<stress -3>><<lstress>>
<</addinlineevent>>
<<addinlineevent "spring_park_3" 0.5>>
<<generate1>><<generatep2>><<person1>>
You see a <<person>> snatch a freshly bloomed flower and give it to a <<person2>><<person>> before they embrace and kiss. <<stress -3>><<lstress>>
<<endevent>>
<</addinlineevent>>
<</if>>
<<case "forest">>
<<addinlineevent "spring_forest_1" 0.5>>
You hear a thunderous crack above. A large branch tumbles from a large tree, landing only inches away. <<stress 12>><<ggstress>>
<</addinlineevent>>
<<addinlineevent "spring_forest_2">>
You see a pair of rabbits chasing and tumbling over each other. <<stress -3>><<lstress>>
<</addinlineevent>>
<<if Time.hour gte 6 and Time.hour lt 21>>
<<addinlineevent "spring_forest_3">>
Birds sing to one another as they build nests and seek mates. <<if $syndromebird is 1>>You find yourself longing for your own mate, back in the moor.<</if>> <<stress -6>><<lstress>>
<</addinlineevent>>
<</if>>
<<case "bog">>
<<addinlineevent "spring_bog_1">>
You hear a splash nearby. Followed by another. A group of frogs jump around amidst the plantlife. <<stress -3>><<lstress>>
<</addinlineevent>>
<<addinlineevent "spring_bog_2">>
All around you, the sounds of various small insects and critters fill the air. <<stress -3>><<lstress>>
<</addinlineevent>>
<<case "moor">>
<<addinlineevent "spring_moor_1">>
You stop to take a look around. Even the moor looks vibrant this time of year. <<stress -3>><<lstress>>
<</addinlineevent>>
<<addinlineevent "spring_moor_2">>
You come across a pond where dark water conceals darker shapes swimming within. <<stress 6>><<gstress>>
<</addinlineevent>>
<<addinlineevent "spring_moor_3">>
You come to a strangely clear patch of ground that contains a circle of stone and a scorch mark in its centre. You suddenly feel watched, and leave without hesitation. <<stress 12>><<ggstress>>
<</addinlineevent>>
<<if $plantdisable is "f" and $tentacledisable is "f" and ($hallucinations gte 2 or $backgroundTraits.includes("plantlover"))>>
<<addinlineevent "spring_moor_4" 0.5>>
<<generatePlant1>><<person1>>
A <<personsimple>> holds a vine still for a hummingbird to land on.
<<if $rng gte 51>>
It flits onto <<his>> vine and lands, sitting down. The <<personsimple>> lets out a happy gasp. <<stress -3>><<lstress>>
<<else>>
It hovers near <<his>> vine for a second, before zipping away. The <<personsimple>> sighs.
<</if>>
<<endevent>>
<</addinlineevent>>
<</if>>
<<default>>
<</switch>>
<<default>>
<span class="red">ERROR: You have somehow managed to pass beyond the concepts of time and weather. Please inform Vrelnir unless you just used a cheat.</span>
<</switch>>
<<runeventpool>>
<br><br>
<</widget>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You wake up strapped to a chair. The room is bare, except a window covering the length of one side.
<<if $player.penisExist>>
You feel something odd on your penis.
<<else>>
You feel something odd on your pussy.
<</if>>
It buzzes into life, teasing your <<genitals>> directly.
<<garousal>>
<br><br>
On the verge of orgasm it ceases, but only for a moment.
<br><br>
<<set $arousal to 10000>><<orgasm>>
<br><br>
You strain against the binds holding you, but they're firm. You can't stop it.
<br><br>
<<set $arousal to 10000>><<orgasm>>
<br>
<<set $arousal to 10000>><<orgasm>>
<br>
<<set $arousal to 10000>><<orgasm>>
<br><br>
The buzzing ceases and the bindings snap loose, leaving you gasping for breath. <<tearful>> you struggle to your feet and make your way through the exit.
<br><br>
<<link [[Next|Asylum]]>><</link>>
<br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
<<if $phase is 0>>
<<set $phase to 1>>
You press the button. The <<person2>><<person>> squirms. You notice <<his>> arms are bound to the side of the chair. "Thank you," Doctor Harper says.
<<if $NPCList[1].penis isnot "none">>
"We have a device attached to <<his>> penis.
<<else>>
"We have a device inserted in <<his>> vagina.
<</if>>
To aid in <<his>> treatment." You spot wires trailing across the floor and disappearing into the <<persons>> clothes.
<br><br>
"Press it again," the doctor says.
<br><br>
<<person1>>
<<link [[Press|Asylum Button Press]]>><<awareness -1>><<stress 3>><<arousal 600>><<suspicion -1>><</link>><<lsuspicion>><<lawareness>><<gstress>><<garousal>>
<br>
<<link [[Refuse|Asylum Button Refuse]]>><<suspicion 1>><<def 1>><</link>><<gsuspicion>>
<br>
<<elseif $phase is 1>>
<<set $phase to 2>>
<<person2>>
You press the button. The <<person>> squirms more this time. <<He>> strains against the bonds. You hear buzzing through the glass. "Very good," the doctor says. "Any moment now."
<br><br>
Almost on cue, the <<person>> spasms, before slumping back in the chair. The buzzing ceases. "<<He>> will learn to enjoy it," the doctor says. "Press it again."
<br><br>
<<person1>>
<<link [[Press|Asylum Button Press]]>><<awareness -10>><<stress 3>><<arousal 600>><<suspicion -1>><</link>><<lsuspicion>><<llawareness>><<gstress>><<garousal>>
<br>
<<link [[Refuse|Asylum Button Refuse]]>><<suspicion 1>><<def 1>><</link>><<gsuspicion>>
<br>
<<else>>
<<person2>>
The <<persons>> eyes widen as the buzzing starts up again. Louder this time. <<He>> shakes <<his>> head and rocks back and forth, as if trying to knock the chair over. It's not long before <<he>> spasms again. And again. Even the counter in front of you vibrates.
<br><br>
<<person1>>Doctor Harper writes on <<his>> clipboard, a small smile on <<his>> face. "Thank you," <<he>> says. "You've been very helpful. That's all for now. Be well." <<person2>>The <<person>> falls limp as Harper finishes speaking, and the buzzing stops.
<br><br>
<<endevent>>
<<link [[Next|Asylum]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You refuse to press the button. "This is for <<person2>><<his>> benefit,<<person1>> and yours," <<he>> says. "Press the button."
<br><br>
<<if $phase is 0>>
<<link [[Press|Asylum Button Press]]>><</link>>
<br>
<<else>>
<<link [[Press|Asylum Button Press]]>><<awareness -1>><<stress 3>><<arousal 600>><<suspicion -1>><</link>><<lsuspicion>><<lawareness>><<gstress>><<garousal>>
<br>
<</if>>
<<link [[Refuse|Asylum Button Refuse 2]]>><<def 1>><<suspicion 5>><</link>><<ggsuspicion>>
<br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
Harper shakes <<his>> head. "I'm disappointed. You can go."
<br><br>
<<endevent>>
<<link [[Next|Asylum]]>><</link>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
<<if $phase is 0>>
<<set $phase to 1>>
You press the button. The long-haired girl squirms. Lain on her back, you notice her ankles and wrists are bound.
Her wrists are somehow tied to the floor either side of her face while her ankles are tied together to a metal post.
She is wearing a two-piece swim suit.
<br>
"That's right," Doctor Harper says. "Thank you. This is good for her. We have a device placed inside her vagina, another on her clitoris,
and two more on her nipples. These all aid in her treatment."
<br>
You spot wires trailing across the floor and disappearing into her swimwear.
<br><br>
"Press the button anytime I point at you," the doctor instructs.
<br>
Harper points at you.
<br><br>
<<link [[Press|Asylum Button Long Hair Press]]>><<awareness -1>><<stress 3>><<arousal 600>><<suspicion -1>><</link>><<lsuspicion>><<lawareness>><<gstress>><<garousal>>
<br>
<<link [[Refuse|Asylum Button Long Hair Refuse]]>><<suspicion 1>><<def 1>><</link>><<gsuspicion>>
<br>
<<elseif $phase is 1>>
<<set $phase to 2>>
You press the button. The girl squirms more this time, a noise escapes her lips. She pulls against the bonds.
<br>
The doctor nods. "Good."
<br><br>
Harper's voice becomes lower, almost hypnotic as <<person1>><<he>> addresses the long-haired girl.
<br>
"You were dancing for them on the beach," <<he>> says. "In swimwear. You enjoyed them watching you, you liked their attention, but it wasn't enough.
You wanted more."
<br>
Harper cuts away her swimwear, exposing first her breasts, then her pussy.
<br><br>
"They didn't remove your swimwear. You did. You stripped for them. It was thrilling to feel their eyes on your most private parts. Just like it is now."
<br>
Harper points at you.
<br><br>
<<link [[Press|Asylum Button Long Hair Press]]>><<awareness -2>><<stress 3>><<arousal 600>><<suspicion -1>><</link>><<lsuspicion>><<lawareness>><<gstress>><<garousal>>
<br>
<<link [[Refuse|Asylum Button Long Hair Refuse]]>><<suspicion 1>><<def 1>><</link>><<gsuspicion>>
<br>
<<elseif $phase is 2>>
<<set $phase to 3>>
You press the button. The girl squeals and twists. Her struggles weaken.
<br><br>
"You liked the hunger in their eyes," Harper says. "You wanted them to touch you. You needed it. In fact, you just kept on dancing UNTIL they touched you."
<br><br>
The girl weakly struggles. Harper slowly brushes <<his>> fingertips down her stomach, over her pubic hairs.
<br>
"You started it. You escalated it. You made them do it, because deep down you wanted it."
<br><br>
Harper points at you.
<br><br>
<<link [[Press|Asylum Button Long Hair Press]]>><<awareness -2>><<stress 3>><<arousal 600>><<suspicion -1>><</link>><<lsuspicion>><<lawareness>><<gstress>><<garousal>>
<br>
<<link [[Refuse|Asylum Button Long Hair Refuse]]>><<suspicion 1>><<def 1>><</link>><<gsuspicion>>
<br>
<<elseif $phase is 3>>
<<set $phase to 4>>
You press the button. The girl writhes and groans, close to orgasm.
<br><br>
"You like this," Harper says. "You wanted them inside you. All of them. Making you feel like this. It wasn't rape, you wanted it.
It was your awakening. It was you finding yourself. And what upsets you is how much enjoyed it."
<br><br>
The girl has stopped moving completely. Harper looks momentarily confused, shrugs, then points at you.
<br><br>
<<link [[Press|Asylum Button Long Hair Press]]>><<awareness -2>><<stress 3>><<arousal 600>><<suspicion -1>><</link>><<lsuspicion>><<lawareness>><<gstress>><<garousal>>
<br>
<<link [[Refuse|Asylum Button Long Hair Refuse]]>><<suspicion 1>><<def 1>><</link>><<gsuspicion>>
<br>
<<elseif $phase is 4>>
<<set $phase to 5>>
You press the button. The girl starts to howl and fights furiously against her bindings.
<br><br>
"It's... " Harper says. "It's okay that you led them on. It's okay that you liked it. It doesn't make you a bad person.
It's natural. Forgiving yourself is the only way to get better."
<br><br>
Harper points at you again. "Hold it down."
<br><br>
<<link [[Hold the button|Asylum Button Long Hair Press]]>><<awareness -2>><<stress 3>><<arousal 600>><<suspicion -1>><</link>><<lsuspicion>><<lawareness>><<gstress>><<garousal>>
<br>
<<link [[Refuse|Asylum Button Long Hair Refuse]]>><<suspicion 1>><<def 1>><</link>><<gsuspicion>>
<br>
<<else>>
You hold the button down. The girl writhes and twists, but resists orgasm.
Doctor Harper looks crestfallen.
<br>
"Okay, stop."
<br><br>
You let go of the button. The girl's writhing subsides.
<br><br>
Doctor Harper writes on <<his>> clipboard, a small sad smile on <<his>> face.
<br>
"Thank you," <<he>> says. "You were helpful. Be well."
<br><br>
<<endevent>>
<<link [[Next|Asylum]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You refuse to press the button.
<br>
"This is for her benefit,<<person1>> and yours," <<he>> says. "Press the button."
<br><br>
<<if $phase is 0>>
<<link [[Press|Asylum Button Long Hair Press]]>><</link>>
<br>
<<else>>
<<link [[Press|Asylum Button Long Hair Press]]>><<awareness -1>><<stress 3>><<arousal 600>><<suspicion -1>><</link>><<lsuspicion>><<lawareness>><<gstress>><<garousal>>
<br>
<</if>>
<<link [[Refuse|Asylum Button Long Hair Refuse 2]]>><<def 1>><<suspicion 5>><</link>><<ggsuspicion>>
<br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
Harper shakes <<his>> head. "I'm disappointed. You can go."
<br><br>
The long-haired girl's eyes seem to follow you as you leave.<<if $o_long_and_beautiful lt 9>><<set $o_long_and_beautiful += 1>><</if>>
<br><br>
<<endevent>>
<<link [[Next|Asylum]]>><</link>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
<<if $awareness gte 400>>
You try to describe what you saw to Harper, but words fail you. After an awkward silence, you end up stammering something about a monster and a void.
<br><br>
Harper nods, and writes something down on <<his>> clipboard. "I appreciate your honesty. I can assure you, there is nothing frightening about this picture."
<<elseif $awareness gte 200>>
<<if $speech_attitude is "meek">>
"It looks like a... you know," you say, your voice fading to a whisper. "Someone's privates?"
<<elseif $speech_attitude is "bratty">>
"Is it meant to be a fucking <<if $NPCList[0].penis isnot "none">>dick?<<else>>pussy?<</if>>" you ask, squinting at the paper.
<<else>>
"I think it kind of looks like a <<if $NPCList[0].penis isnot "none">>penis,<<else>>vagina,<</if>>" you hesitantly say.
<</if>>
<br><br>
Harper nods, and writes something down on <<his>> clipboard. "I appreciate your honesty. There's no reason to be uncomfortable. It's simply a sign that you have a healthy libido."
<<else>>
You tell Harper that the picture looks like a <<if $NPCList[0].penis isnot "none">>rocket.<<else>>butterfly.<</if>>
<br><br>
Harper smiles, and writes something down on <<his>> clipboard. "I appreciate your honesty. What this tells me is that you are very imaginative."
<</if>>
<<He>> glances at the clock. "That's all for today. Be well."
<br><br>
<<endevent>>
<<link [[Next|Asylum]]>><</link>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You shake your head and keep your mouth shut.
<<if $awareness gte 400>>
You're not sure you're capable of describing what you saw, even if you wanted to.
<<elseif $awareness gte 200>>
There's no way you're going to tell the doctor you think it looks like something so dirty.
<<else>>
You don't want to play this game right now.
<</if>>
<br><br>
Harper sighs, and writes something down on <<his>> clipboard. "You're only making it harder for me to help you by refusing to open up,"
<<he>> says. "But there's always another time." <<He>> glances at the clock. "That's all for today. Be well."
<br><br>
<<endevent>>
<<link [[Next|Asylum]]>><</link>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You sit on the desk. Harper frowns at you. "It's rude to sit like that," <<he>> says. "There's a chair here. We can share."
<br><br>
<<link [[Sit on lap|Asylum Sit Lap]]>><<suspicion -1>><</link>><<promiscuous1>><<lsuspicion>><<lawareness -1>>
<br>
<<link [[Refuse|Asylum Sit Stand]]>><<suspicion 1>><</link>><<gsuspicion>>
<br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You sit on the doctor's lap. <<He>> wraps an arm around your waist.
<<promiscuity1>>
"Today I want to talk about kissing," <<he>> says. "It's a normal and healthy activity. You should be happy kissing anyone at any time." <<He>> leans close. "Kiss me."
<br><br>
<<link [[Kiss cheek|Asylum Sit Kiss]]>><<suspicion -1>><<awareness -1>><</link>><<promiscuous1>><<lsuspicion>><<lawareness>>
<br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Kiss mouth|Asylum Sit Kiss Mouth]]>><<suspicion -5>><<awareness -10>><<npcincr Harper love 1>><</link>><<promiscuous2>><<llsuspicion>><<llawareness>>
<br>
<<set $skulduggerydifficulty to (700 + ($suspicion * 6))>>
<<if $leftarm is "bound" and $rightarm is "bound">>
<<elseif $asylumkeycard isnot 1>>
<<link [[Steal keycard|Asylum Sit Steal]]>><</link>><<promiscuous2>><<skulduggerydifficulty>> <<note "This will be easier with low suspicion" "italic">>
<br>
<</if>>
<</if>>
<<link [[Refuse|Asylum Sit Refuse]]>><<suspicion 1>><<stress 3>><</link>><<gsuspicion>><<gstress>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
Refusing to play along, you stand in the middle of the office. The doctor shakes <<his>> head. "We can't help you if you won't let us," <<he>> says. "You can go."
<br><br>
<<endevent>>
<<link [[Next|Asylum]]>><</link>>
<br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
The doctor shakes <<his>> head. "Disappointing, but there's always tomorrow. You may go."
<br><br>
<<endevent>>
<<link [[Next|Asylum]]>><</link>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You kiss <<him>>, and make good use of your tongue. <<His>> eyes widen at first, but then close. <<He>> kisses back.
<<promiscuity2>>
<<takeKissVirginity "Harper" "consensual">>
<<if $arousal gte ($arousalmax / 5) * 4>>
Your hands wander across <<his>> body, spurred by the heat coursing through your veins. <<He>> gasps into your mouth, grabbing your wrists and holding them away. Hesitation flashes across <<his>> face, but it's replaced by <<his>> usual tranquil smile.
<br><br>
"E-eager, are we?" <<He>> clears <<his>> throat and steadies <<his>> voice. "All I asked you to do was kiss me. I suppose this means you're ready for the next step."
<br><br>
You try to focus, but your thoughts struggle against <<his>> hand worming its way under your clothing. It settles at your chest. <<His>> fingers deftly pinch and tease your nipple, making you squirm. Squeaks and whines manage to pass your lips. You feel embarrassed, making such noises in front of the doctor.<<stress 2>><<gstress>>
<br><br>
<<He>> withdraws <<his>> hand. "As you can see, it's perfectly natural to touch other people. Doing so makes both parties feel good. Now, try to practise with me."
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Comply enthusiastically|Asylum Sit Kiss Aroused]]>><<set $phase to 2>><<suspicion -1>><</link>><<promiscuous2>><<lsuspicion>>
<br>
<</if>>
<<link [[Comply passively|Asylum Sit Kiss Aroused]]>><<set $phase to 1>><<suspicion -1>><</link>><<promiscuous1>><<lsuspicion>>
<br>
<<link [[Refuse|Asylum Sit Kiss Aroused]]>><<set $phase to 0>><<suspicion 1>><</link>><<gsuspicion>>
<br>
<<else>>
"V-very good," <<he>> says, pulling away from you. "You've done well today. Be well."
<br><br>
You climb off <<his>> lap and walk to the door.
<<lsuspicion>><<suspicion -5>>
<br><br>
<<endevent>>
<<link [[Next|Asylum]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
<<if $phase gte 1>>
You nod and return your hands to <<his>> body.
<<promiscuity2>>
<<if currentSkillValue("handskill") gte 400>>
This isn't your first time using your hands in such a way. You get to work at stroking <<his>> stomach first, then slowly moving up toward <<his>> chest. <<His>> breath catches in <<his>> throat as you <<if $NPCList[0].breastsize gt 1>>caress <<his>> $NPCList[0].breastdesc<<else>>circle <<his>> nipples<</if>>.
<<else>>
Though you aren't experienced, you try your best to satisfy <<him>>. You brush your hands along <<his>> sides and stomach with nervous, delicate touches. It seems to have an effect on <<him>>. Your touch leaves <<him>> shuddering ever so slightly.
<</if>>
<<handskilluse>>
<br><br>
<<if $phase is 2>>
You trail your hand lower as you work, until it brushes the doctor's crotch. <<He>> inhales sharply and rests a hand on yours. "My, my. I didn't think you'd be ready for this. You're exceeding expectations." <<He>> stares at you intently, eyes glimmering with barely-restrained lust. "Sh-shall we move on to the next phase?"
<br><br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Go further|Asylum Sit Kiss Further]]>><<set $phase to 2>><<suspicion -5>><</link>><<promiscuous3>><<llsuspicion>>
<<else>>
<<insufficientStat "promiscuity" "to take things any further">>
<</if>>
<br>
<<link [[Pull away|Asylum Sit Kiss Further]]>><<set $phase to 0>><<suspicion 5>><</link>><<ggsuspicion>>
<br>
<<else>>
"T-that's enough. You did well." <<He>> reaches into <<his>> coat and retrieves a pair of rubber gloves. <<He>> slides them on with the practised speed of a professional. "Now, I believe you have a little problem." <<He>> rests one of <<his>> gloved hands on your thigh. "May I?"
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Allow|Asylum Sit Kiss Further]]>><<set $phase to 1>><<suspicion -1>><</link>><<promiscuous2>><<lsuspicion>>
<<else>>
<<insufficientStat "promiscuity" "to take things any further">>
<</if>>
<br>
<<link [[Refuse|Asylum Sit Kiss Further]]>><<set $phase to 0>><<suspicion 1>><</link>><<gsuspicion>>
<br>
<</if>>
<<else>>
Though your body trembles with arousal, you shake your head. Doctor Harper frowns. "I suppose we can work on this later."
<br><br>
You fix your clothes and climb off the desk, and Harper's lap. "Be well," <<he>> calls after you. You hear <<him>> sigh as the door closes.
<br><br>
<<link [[Next|Asylum]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
<<if $phase is 2>>
You rub with more pressure. It's all the confirmation Harper needs.
<<promiscuity3>>
"Very good." <<His>> lips curl into a subdued grin. "Now, get up."
<br><br>
You do as instructed and climb off <<his>> lap. <<He>> takes advantage of your new position by pushing you over <<his>> desk, onto your back.
<br><br>
The doctor bears down on you, tracing <<his>> fingers along your arm. "I think it's time I observe your progress first-hand."
<br><br>
<<link [[Take <<his>> hands|Asylum Sit Kiss Sex]]>><<set $phase to 1>><<set $sexstart to 1>><</link>><<handholdingvirginitywarning>>
<br>
<<link [[Stay still|Asylum Sit Kiss Sex]]>><<set $phase to 0>><<set $sexstart to 1>><</link>>
<br>
<<elseif $phase is 1>>
You nod, desperate for release.
<<switch $player.gender>>
<<case "f">>
<<His>> hand dips beneath your clothes. <span class="lewd">You feel a finger stroke your lower lips,</span> causing you to shudder with pleasure. Your juices quickly begin to coat <<his>> questing fingers as one enters you. It's obvious that <<he>> knows exactly what to do to pleasure you as much as possible. <<He>> pushes in a second finger and starts to move them in and out, <<his>> thumb pressing against and rubbing your clit.
<<arousal 10000 "genitals">>
<<orgasm>>
<<He>> steadies you with a hand on your hip you as your spasms subside. "Did you have fun?" <<he>> asks, panting. "You enjoy being touched like that, don't you?"
<br><br>
You shiver as <<he>> pulls <<his>> fingers out of you. "You've shown great improvement today." <<He>> leads you out of the office with a smile. "Be well."
<<case "m">>
<<He>> displaces your clothes, <span class="lewd">exposing your <<penis>></span>. The cool air provides mild relief from the heat in your body. <<He>> smiles and rubs <<his>> thumb against the very tip, causing you to shudder. <<He>> coats <<his>> glove in the leaking precum, then wraps <<his>> fingers around your shaft, stroking it in a steady up-and-down motion.
<<arousal 10000 "genitals">>
<<orgasm>>
<<He>> tightens <<his>> grip and slows <<his>> pace, coaxing out the last few drops of cum. "Did you have fun?" <<he>> asks, panting. "You enjoy being touched like that, don't you?"
<br><br>
You shiver as <<he>> pulls <<his>> fingers out of you. "You've shown great improvement today." <<He>> leads you out of the office with a smile. "Be well."
<<case "h">>
<<He>> displaces your clothes, <span class="lewd">exposing your <<genitals>></span>. <<His>> eyebrows raise at the sight. "Your body is fascinating. I rarely see people like you."
<br><br>
<<He>> puts both hands to work. <<He>> holds your penis in <<his>> left hand, rubbing the tip with <<his>> thumb and using the precum as lubricant to stroke your shaft. With <<his>> right hand, <<he>> strokes your labia with clinical precision. <<He>> presses two fingers inside and rubs your inner walls. The dual sensation soon overwhelms you.
<<arousal 10000 "genitals">>
<<orgasm>>
<<He>> pulls <<his>> hands away, then tosses <<his>> gloves into a nearby trash can. "I wonder, do you experience twice as much pleasure when both parts are stimulated?" <<He>> narrows <<his>> eyes in thought. "A test for later, I suppose." <<He>> leads you out of the office with a smile. "You've shown great improvement today. Be well."
<<default>>
<<His>> hand dips beneath your clothes, <<he>> but frowns when <<he>> reaches your genitals. Or lack thereof.
<br><br>
"That's... unusual." <<He>> withdraws <<his>> hand and makes a note on a clipboard. "I need to make some calls. We're done, for now." <<He>> hurriedly ushers you out the door. "Be well."
<</switch>>
<br><br>
<<link [[Next|Asylum]]>><<endevent>><</link>>
<br>
<<else>>
You shake yourself from the haze of lust and pull your hand away. Doctor Harper grimaces and clears <<his>> throat. "I suppose I misjudged your progress."
<br><br>
<<He>> climbs off the desk with a sigh. "You're only hurting yourself by resisting treatment," <<he>> says as <<he>> leads you out of the office. "Be well."
<br><br>
<<link [[Next|Asylum]]>><<endevent>><</link>>
<br>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<if $phase is 1>>
You reach up and intertwine your fingers with <<hers>>.
<<takeHandholdingVirginity "Harper">>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Asylum Sit Kiss Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Asylum Sit Kiss Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Harper sighs in contentment and steps away from you. "Excellent. I'm proud of how quickly you're taking to the treatment."<<suspicion -10>><<lllsuspicion>>
<br><br>
<<He>> stands up and straightens <<his>> clothes. "You may go now," <<he>> says. "Be well."
<<elseif $enemyhealth lte 0>>
You shove Harper against the desk and scurry to a corner of the room. <<He>> reaches for a button on <<his>> desk, but thinks better of it.<<suspicion 5>><<ggsuspicion>>
<br><br>
"The only person you're hurting by resisting treatment is yourself." <<He>> takes a seat at <<his>> desk. "You may go now," <<he>> sighs. "Be well."
<<elseif $finish is 1>>
Harper shakes <<his>> head and pushes <<himself>> off the desk. "The treatment is for your own good. The sooner you understand, the sooner we can help you."<<suspicion 1>><<gsuspicion>>
<br><br>
<<He>> takes a seat at <<his>> desk. "You may go now," <<he>> sighs. "Be well."
<<else>>
You hear a voice outside. It's an orderly, investigating the commotion. Harper shoots off the desk and hastens to straighten <<his>> clothes. "W-we're fine in here," <<he>> calls out. "Nothing I can't handle."
<br><br>
Satisfied with the doctor's response, the orderly leaves you alone. Harper looks to you warily.<<suspicion 5>><<ggsuspicion>>
<br><br>
"The only person you're hurting by resisting treatment is yourself." <<He>> takes a seat at <<his>> desk. "You may go now," <<he>> sighs. "Be well."
<</if>>
<<tearful>> you leave the room.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Asylum]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You plant a light kiss on the doctor's cheek. <<He>> scribbles on <<his>> clipboard. "That's satisfactory," <<he>> says. "You may go. Be well."
<br><br>
<<endevent>>
<<link [[Next|Asylum]]>><</link>>
<br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You kiss <<him>>, and make good use of your tongue. <<His>> eyes widen at first, but then close. <<He>> kisses back.
<<promiscuity2>>
You run your hand against <<his>> chest, and dip into <<his>> pocket.
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<span class="green">You pull out a keycard and hide it away.</span>
<<set $asylumkeycard to 1>>
<br><br>
<<skulduggeryuse>>
"V-very good," <<he>> says, pulling away from you. "You've done well today. Be well."
<br><br>
You climb off <<his>> lap and walk to the door. You can't help but smirk.
<<lsuspicion>><<suspicion -5>><<npcincr Harper love 1>>
<br><br>
<<pubfameComplete "hospital" "asylum">>
<<endevent>>
<<link [[Next|Asylum]]>><</link>>
<br>
<<else>>
<span class="red"><<He>> grabs your wrist.</span>
<<gggsuspicion>><<suspicion 20>>
<br><br>
<<skulduggeryuse>>
"I'm very disappointed in you," <<he>> says. <<He>> reaches beneath the desk, and the doors swing open. Several orderlies march in.
<br><br>
<<asylumpunish2>>
<</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
<<if $hallucinations gte 1 and $tentacledisable is "f">>
You notice a faint purple light. You reach toward it, and feel the door. It's ajar.
<br><br>
<<link [[Open it|Tentacle World Intro]]>><<endevent>><<arousal 600>><</link>><<garousal>>
<br>
<<link [[Stay away|Asylum Room 2]]>><<stress 3>><<awareness -10>><</link>><<llawareness>><<gstress>>
<br>
<<else>>
<<pass 180>>
Hours pass, with nothing to distract you but your own thoughts. You're relieved when the door is opened by Doctor Harper.
<br><br>
<<He>> smiles at you. "I'm sorry," <<he>> says. "It was for your own good.
<<if $asylumstate is "sleep">>
Let's bring you to your bed. You need your sleep."
<br><br>
Flanked by orderlies, Doctor Harper leads you back to your room. The door locks with a click.
<br><br>
<<endevent>>
<<link [[Next|Asylum Cell]]>><</link>>
<br>
<<else>>
Let's bring you back to your fellow patients. They've missed you."
<br><br>
Flanked by orderlies, Doctor Harper leads you back to the occupied part of the asylum.
<br><br>
<<endevent>>
<<link [[Next|Asylum]]>><</link>>
<br>
<</if>>
<</if>><<pass 180>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
Hours pass, with nothing to distract you but your own thoughts. You feel relieved when the door is opened by Doctor Harper.
<<llawareness>><<gstress>><<stress 3>><<awareness -10>>
<br><br>
<<He>> smiles at you. "I'm sorry," <<he>> says. "It was for your own good.
<<if $asylumstate is "sleep">>
Let's bring you back to your bed. You need your sleep."
<br><br>
Flanked by orderlies, Doctor Harper leads you back to your room. The door locks with a click.
<br><br>
<<endevent>>
<<link [[Next|Asylum Cell]]>><</link>>
<br>
<<else>>
Let's bring you back to your fellow patients. They've missed you."
<br><br>
Flanked by orderlies, Doctor Harper leads you back to the occupied part of the asylum.
<br><br>
<<endevent>>
<<link [[Next|Asylum]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
<<strip>>
"I'll strip," you say. The orderlies step forward to help, but there's no need. You <<nervously>> remove your clothes and walk up to the window. You knock on it, and keep knocking until everyone is looking. You hear whistling through the glass. <<covered>> <<flaunting>> you twirl to give everyone a good look.
<<exhibitionism5>>
"Very good," Doctor Harper says with a smile. The <<person2>><<person>> gapes. "You can get dressed. I think you already understand this lesson."
<br><br>
<<clotheson>>
Once dressed you leave the room. Harper has the <<person2>><<person>> remain for further instruction.
<br><br>
<<endevent>>
<<link [[Next|Asylum]]>><</link>>
<br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
<<strip>>
"I'll strip," you say. You <<nervously>> undress, though not fast enough for the orderlies, who step forward to help. They almost tear your clothing off in their eagerness. The <<person>> averts <<his>> gaze. <<covered>> "Very good," Harper says. "Now, the window. Let everyone see."
<br><br>
You walk up to the window. One of the orderlies knocks on it, until everyone outside is watching at you. <<covered>> You hear whistling through the glass.
<br><br>
"Isn't it exciting?" the doctor says. "All those people can't keep their eyes off you. That will do. Get dressed."
<br><br>
<<clotheson>>
Once dressed you leave the room. Harper has the <<person2>><<person>> remain for further instruction.
<br><br>
<<endevent>>
<<link [[Next|Asylum]]>><</link>>
<br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
"Please," the <<person>> sobs. The orderlies pay no heed as they tear <<his>> clothing off <<his>> body and shove <<him>> to the window. One of them knocks on it, until everyone outside is watching. You hear whistling through the glass.
<br><br>
"<<He>> doesn't have to suffer so," the doctor whispers to you. "<<He>> chooses to. <<Hes>> in no danger. But you've done your part. You can go."
<br><br>
You leave the room.
<br><br>
<<endevent>>
<<link [[Next|Asylum]]>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>><<npcoral>>
<<set $enemytrust += 100>>
You crouch in front of the <<person>>.<<npcexposetext>> Doctor Harper leans forward for a closer look.
<br><br>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Asylum Hypnosis Oral Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Asylum Hypnosis Oral]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Very good," the doctor says. "Both of you. When I drop this pen, you will awaken." <<nnpc_He "Harper">> drops the pen.
<br><br>
The <<person>> blinks, then blushes and covers <<his>> genitals. "You can go," the doctor says. "Be well."
<br><br>
<<tearful>> you leave the office.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $enemyhealth lte 0>>
The <<person>> snaps out of <<his>> trance. <<He>> blushes and covers <<his>> genitals. "You have a long way to go," the doctor says. "You can go. Be well."
<br><br>
<<tearful>> you leave the office.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $finish is 1>>
The <<person>> snaps out of <<his>> trance. <<He>> blushes and covers <<his>> genitals. "You have a long way to go," the doctor says. "You can go. Be well."
<br><br>
<<tearful>> you leave the office.
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<<link [[Next|Asylum]]>><</link>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You shake yourself free of the effect.<<endevent>><<npc Harper>><<person1>> The doctor shakes <<his>> head. "That's enough for today. Remember, don't be afraid to relax. Be well."
<br><br>
<<endevent>>
<<link [[Next|Asylum]]>><</link>>
<br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
<<underlowerstrip>><<underupperstrip>><<lowerstrip>><<upperstrip>>
<<fameexhibitionism 10>>
<<wearProp "featherduster">>
You remove your clothing with robotic movements. The doctor smiles. "Good," <<he>> says as <<he>> stands. "Let's go for a walk."
<br><br>
You leave the office, into the corridor outside. A passing nurse ogles you, and gives Harper a knowing look. "You feel excited to be exposed in a public space," the doctor says. <<Hes>> right. "You want to show everyone your body." You nod. Together you walk to the recreation room.
<br><br>
All heads turn when you arrive, a naked <<girl>> with Doctor Harper close behind. "Here." <<He>> hands you a feather duster. "This room is very dusty. Clean it."
<br><br>
You get to work. The room is very dusty. You dust the tables. You bend over to dust the chairs. You kneel to dust the floor. The doctor stays near you, and intervenes whenever someone gropes. "That's not what this is about," <<he>> says. "Look, don't touch."
<br><br>
<<pass 30>>
You continue cleaning the room, unbothered by all the eyes on your <<lewdness>>. "That's enough," Harper announces after some time. "The room is clean." <<He>> takes the feather duster from you. The patients beg Harper to let you continue, but <<he>> doesn't relent.
<br><br>
"You've done very well today," the doctor says once back in <<his>> office. "Get dressed."
<br><br>
<<clotheson>>
"When I drop this pen, you will awaken." <<He>> drops it, and you blink free of the haze. "We've made good progress. You should be proud. Be well." You leave <<his>> office.
<br><br>
<<link [[Next|Asylum]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>><<rngWraith 2>>
The compartment clangs shut. A dim light fills the interior, though you can't see the source. "Are you comfortable in there?" asks Harper's muffled voice. "I'm turning it on." The light becomes more intense. Small holes open on the top and sides of the chamber. A pink mist flows out. It smells sweet. You feel warm.
<br><br>
<<drugs 180>>
Several dozen tendrils emerge next. They snake over your body, writhing against your skin,
<<if $worn.upper.name isnot "naked">>
beneath your $worn.upper.name,
<</if>>
and against your <<breasts>>.
<<if $worn.under_lower.name isnot "naked">>
Even your $worn.under_lower.name <<underlowerplural>> no protection.
<</if>>
They tease your <<genitals>> without mercy.
<br><br>
<<pass 5>>
This continues for a few minutes. Puffs of pink mist continue to emerge, along with more tendrils. Your breathing becomes deeper and your pulse quickens.
<br><br>
<<if $wraith.state is "haunt" and _wraithEvent>>
<<arousal 5000>>
<<endevent>>
<<generateWraith 1 true>><<rainWraith>>
Suddenly, the lights go out with a snapping sound, leaving you in pitch black darkness. You hear murmurs from outside the machine, followed by frantic footsteps. It feels like something is pushing down on you. The sound becomes more and more intense, until it almost sounds like rain hitting the machine.
<br><br>
A faint red light begins to shine around you, <span class="red">revealing a<<if $wraith.seen gte 3>> familiar<</if>> pale face right above yours.</span> You try to scream, but something is already blocking your mouth.
<<if $wraith.seen gte 1>>
The <<person>> smiles. "<span class="wraith">We meet again, <<pcpetname "Wraith">>.</span>"
<<else>>
"<span class="wraith">Thief. Give it back.</span>"
<</if>>
<br><br>
<<initWraith "abomination">>
<<if $wraith.gen is "abomination">>
Pale tendrils swarm around you, holding you down.
<<else>>
Several disembodied arms emerge from the walls, holding you down.
<</if>>
Harper's voice is just barely audible. "Something's wrong with the machine! Get <<phim>> out of there!"
<br><br>
<<link [[Next|Asylum Machine Wraith]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<arousal 10000>>
<<orgasm>>
You hear applause from outside the machine. Did you make that much noise? "Very good," Harper says.
"That should do it. This should be the right button." The tendrils withdraw and the holes close. The compartment opens and several pairs of arms help you to your feet. "You've done well today," the doctor says. "I hope you found it relaxing. Be well."
<br><br>
You leave the room, still shaking.
<br><br>
<<endevent>>
<<link [[Next|Asylum]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
Harper looks above your shoulder, and nods.
<<if currentSkillValue('athletics') gte random(1, 1000)>>
<span class="green">You succeed in dodging</span> the orderlies who try to grab you from behind. Harper shakes <<his>> head. "We can't help if you won't let us," <<he>> says. "You can go."
<br><br>
<<endevent>>
<<link [[Next|Asylum]]>><</link>>
<br>
<<else>>
<span class="red">You fail to dodge</span> the orderlies who attack from behind. They lift you off your feet and force you into the machine.
<<stress 6>><<gstress>>
<br><br>
<<link [[Next|Asylum Machine]]>><</link>>
<br>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<beastCombatInit>>
You drop to the ground and adopt a mating posture. Doctor Harper takes notes.
<</if>>
<<effects>>
<<effectsman>>
<br>
<<beast $enemyno>>
<br><br>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Asylum Hypnosis Dog Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Asylum Hypnosis Dog]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 1>><<set $location to "asylum">><<asylumeffects>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
The orderly pulls the <<beasttype>> off you.
<br><br>
"You've done very well today," says Harper. "Get dressed."
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Harper>><<person1>>
"When I drop this pen, you will awaken." <<He>> drops it, and you blink free of the haze. "We've made good progress. You should be proud. Be well." You leave <<his>> office. The orderlies are smiling at their phones.
<br><br>
<<endevent>>
<<link [[Next|Asylum]]>><</link>>
<<elseif $enemyhealth lte 0>>
The <<beasttype>> whimpers and hides behind the orderlies.
<br><br>
Harper sighs. "Get dressed."
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Harper>><<person1>>
"When I drop this pen, you will awaken." <<He>> drops it, and you blink free of the haze. "That's it for today. Be well." You leave <<his>> office.
<br><br>
<<endevent>>
<<link [[Next|Asylum]]>><</link>>
<<else>>
The <<beasttype>> whimpers and backs away from you.
<br><br>
Harper sighs. "Get dressed."
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Harper>><<person1>>
"When I drop this pen, you will awaken." <<He>> drops it, and you blink free of the haze. "That's it for today. Be well." You leave <<his>> office.
<br><br>
<<endevent>>
<<link [[Next|Asylum]]>><</link>>
<</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You shake yourself free of the effect. The doctor shakes <<nnpc_his "Harper">> head. "That's enough for today. Remember, don't be afraid to relax. Be well."
<br><br>
You pet the <<beasttype>> on the way out.
<<endevent>>
<<lstress>><<stress -12>>
<br><br>
<<link [[Next|Asylum]]>><</link>>
<br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
<<if $phase is 1>>
The <<person>> pushes you onto the chair and binds your limbs. "There," <<he>> says. "Administer the treatment."
<<else>>
You sit down. Harper binds your arms and legs. "It's just a precaution," <<he>> assures you.
<</if>>
<br><br>
<<person1>>
Harper affixes a mask around <<his>> head. The others follow <<his>> example while <<he>> opens a safe. <<He>> pulls out a canister, then holds it at arms reach in front of you, and opens it. Purple fumes rise from within. It smells sweet.
<br><br>
<<pass 5>>
<<if $wraith.state and $rng gte 50>>
You sit for a few minutes. The light above you flickers briefly, but no one else seems to notice.
<<if Weather.precipitation is "none">>
You think you hear raindrops hitting the window, but when you look, the windows are all dry.
<<else>>
You hear a faint rumble of thunder in the distance, and your eyes flit to the windows reflexively.
<</if>>
The doctors watch you, taking note of where your gaze lands.
<br><br>
<<if ["haunt", "despair"].includes($wraith.state)>>
When you look back, <<if $wraith.seen gte 1>>your blood runs cold. A familiar pale figure stares at you from the corner of the room, smiling at you behind glowing <<wraithEyes>> eyes. <<stress 24>><<gggstress>><<trauma 6>><<gtrauma>><<else>>your breath catches in your throat. You see a pale figure flickering in the corner of the room, staring directly at you with bright <<wraithEyes>> eyes. <<stress 12>><<ggstress>><</if>>
<<else>>
When you look back, another light flickers in the corner of the room, and something disappears. Your ears begin ringing. You definitely saw something... someone... there. It looked tall and pale, wearing an ivory necklace set with dark blue gemstones. You think it was waving at you, or maybe motioning for you to get closer. <<stress 12>><<ggstress>>
<</if>>
<br><br>
Harper notices your discomfort. "What's wrong? Did you see something strange?" Everything snaps back to normal as <<he>> speaks.
<br><br>
<<link [[Tell|Asylum Pill Tell]]>><<awareness -5>><<stress -3>><</link>><<lawareness>><<lstress>>
<br>
<<link [[Stay quiet|Asylum Pill Quiet]]>><<suspicion 1>><<awareness 5>><<stress 3>><</link>><<gsuspicion>><<gawareness>><<stress 3>>
<br>
<<else>>
You sit for a few minutes. The doctors watch you, as if expecting something to happen. "Well?" the <<person2>><<person>> says. "Do you see anything strange?" You shake your head.
<br><br>
"We'll keep an eye on <<phim>>," Harper says. "I'll send for the next patient." <<He>> undoes the straps on the chair. "Thank you for cooperating. Be well."
<br><br>
<<endevent>>
<<link [[Next|Asylum]]>><</link>>
<br>
<</if>>You tell them about what you saw, but find yourself unable to recall the finer details already. <<He>> undoes the straps on the chair as the other doctors murmur something.
<br><br>
"Fascinating. Thank you for cooperating. You can go," <<he>> says. "Be well."
<<endevent>>
<br><br>
<<link [[Next|Asylum]]>><</link>>
<br>You shake your head. They all look sceptical, but Harper gives you a patient smile.
<br><br>
"We'll keep an eye on <<phim>>," Harper says. "I'll send for the next patient." <<He>> undoes the straps on the chair. "Thank you for cooperating. Be well."
<br><br>
<<endevent>>
<<link [[Next|Asylum]]>><</link>>
<br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
"That's disappointing," Harper sighs. "But alright. Be-"
<br><br>
"I don't see why the mad <<girl>> should have a choice," the <<person2>><<person>> interrupts. <<He>> rises to <<his>> feet and grabs your arm. <<He>> tries to pull you to the chair.
<br><br>
<<if $leftarm isnot "bound" or $rightarm isnot "bound">>
<<link [[Slap|Asylum Pill Slap]]>><<suspicion 5>><<trauma -6>><<stress -6>><</link>><<ggsuspicion>><<ltrauma>><<lstress>>
<br>
<</if>>
<<link [[Let it happen|Asylum Pill Sit]]>><<awareness -10>><<suspicion -5>><<set $phase to 1>><<hallucinogen 180>><</link>><<llsuspicion>><<llawareness>>
<br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You slap the <<persons>> face. <<He>> recoils in shock. "The insolence," <<he>> says. Harper steps forward and grips <<his>> arm.
<br><br>
<<person1>>"That's enough," <<he>> says. "This is my patient. It's up to me." The <<person2>><<person>> sneers, but doesn't push it. The <<person3>><<person>> watches with an amused smile.
<br><br>
"You can go," Doctor Harper says. "Be well."
<<endevent>>
<br><br>
<<link [[Next|Asylum]]>><</link>>
<br><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
You leap across the desk at Harper. <<He>> presses the alarm, but no one comes. The distraction worked.
<<set $asylumdistracted to 0>><<set $enemyhealth *= 0.6>><<set $enemyhealthmax *= 0.6>>
<br><br>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Asylum Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Asylum Fight]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> slumps in <<his>> seat and shuts <<his>> eyes. It's easy to snatch the keycard from <<his>> pocket without being noticed. <<tearful>> you leave the office. Orderlies wait for you outside, unaware that you have the keycard tucked away.
<<set $asylumkeycard to 1>>
<br><br>
<<clotheson>>
<<endcombat>>
<<pubfameComplete "hospital" "asylum">>
<<asylumpunish2>>
<<elseif $enemyhealth lte 0>>
Harper winces and tries to flee the room, but you grasp <<his>> coat. <<He>> shakes free of it and escapes. There's a keycard in the pocket. <<tearful>> you leave the office. Orderlies wait for you outside.
<<set $asylumkeycard to 1>>
<br><br>
<<clotheson>>
<<endcombat>>
<<pubfameComplete "hospital" "asylum">>
<<asylumpunish2>>
<<else>>
<<tearful>> you fall to the ground. Harper pants. "This is why you're in here," <<he>> says. "You can't handle your emotions." The orderlies arrive.
<br><br>
<<clotheson>>
<<endcombat>>
<<asylumpunish2>>
<</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You lunge over the desk and try to grab Harper. <<He>> stands back, knocking <<his>> chair over. Several orderlies burst into the room and tackle you to the ground.
<br><br>
<<asylumpunish2>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You reach across the desk and grab <<his>> coat with both hands. "You're wrong," you shout. You slip a hand into <<his>> pocket.
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<span class="green">You pull out a keycard and hide it away.</span>
<<set $asylumkeycard to 1>>
<<skulduggeryuse>>
<<He>> pushes you back on your chair as several orderlies march in.
<br><br>
<<pubfameComplete "hospital" "asylum">>
<<asylumpunish2>>
<<else>>
<span class="red"><<He>> grabs your wrist.</span>
<<gggsuspicion>><<suspicion 20>>
<br><br>
<<skulduggeryuse>>
"I'm very disappointed in you," <<he>> says. <<He>> reaches beneath the desk, and the doors swing open. Several orderlies march in.
<br><br>
<<asylumpunish2>>
<</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
"You're wrong," you say. "People keep forcing themselves on me."
<br><br>
<<He>> shakes <<his>> head and writes something on <<his>> clipboard. "That's okay," <<he>> says. "I'll be here when you're ready to admit what you've been up to." <<He>> glances at the clock. "That's all for today. Be well."
<br><br>
<<endevent>>
<<link [[Next|Asylum]]>><</link>>
<br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
"I-It's all me?" you ask. "It's my fault?"
<br><br>
<<He>> shakes <<his>> head. "There's no fault," <<he>> says. "But you understand. People are responding to your provocation. The way you dress and carry yourself. Most people aren't as talented." <<He>> glances at the clock. "That's all for today. Be well."
<br><br>
<<endevent>>
<<link [[Next|Asylum]]>><</link>>
<br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
"That's not true," you say. "People have been exposing me with force."
<br><br>
<<He>> shakes <<his>> head and writes something on <<his>> clipboard. "That's okay," <<he>> says. "But one day you'll need to admit your lewdity." <<He>> glances at the clock. "That's all for today. Be well."
<br><br>
<<endevent>>
<<link [[Next|Asylum]]>><</link>>
<br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
"I-It is exciting," you say. "To be exposed in front of people."
<br><br>
<<He>> nods. "Very good," <<he>> says. "You should be happy so many want to look at you." <<He>> glances at the clock. "That's all for today. Be well."
<br><br>
<<endevent>>
<<link [[Next|Asylum]]>><</link>>
<br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
"I'm not like that," you say. "I wouldn't do such things."
<br><br>
<<He>> shakes <<his>> head and writes something on <<his>> clipboard. "It must be hard for you," <<he>> says. "Coming to terms with such deviancy. But you need to in order to heal." <<He>> glances at the clock. "That's all for today. Be well."
<br><br>
<<endevent>>
<<link [[Next|Asylum]]>><</link>>
<br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
"It's my fault?" you ask. "I'm the one making animals attack me?"
<br><br>
<<He>> shakes <<his>> head. "You're attacking them," <<he>> says. "But you're on the right track." <<He>> glances at the clock. "That's all for today. Be well."
<br><br>
<<endevent>>
<<link [[Next|Asylum]]>><</link>>
<br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
"The tentacles are real," you say. "I felt them all over me. They left marks and goo..."
<br><br>
"They don't exist," <<he>> interrupts. "You're inventing fantasies to justify your promiscuous behaviour. It's no mystery where the goo really comes from." <<He>> glances at the clock. "That's all for today. Be well."
<br><br>
<<endevent>>
<<link [[Next|Asylum]]>><</link>>
<br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
"They aren't real?" you ask. "But why did they feel good?"
<br><br>
"You were either sleeping with someone, or touching yourself," <<he>> says. "Likely the former." <<He>> glances at the clock. "That's all for today. Be well."
<br><br>
<<endevent>>
<<link [[Next|Asylum]]>><</link>>
<br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
"No," you say. "I didn't do this to myself, other people did."
<br><br>
<<He>> shakes <<his>> head. "It's a cry for help," <<he>> says. "But you're in the right place. We won't let you hurt yourself any longer." <<He>> glances at the clock. "That's all for today. Be well."
<br><br>
<<endevent>>
<<link [[Next|Asylum]]>><</link>>
<br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
"I did this to myself?" you ask. "But why?"
<br><br>
"Yes," <<he>> says. "You did this to yourself. Because you felt guilty." <<He>> glances at the clock. "That's all for today. Be well."
<br><br>
<<endevent>>
<<link [[Next|Asylum]]>><</link>>
<br><<asylumeffects>><<effects>>
<<if $earSlime.corruption gte (currentSkillValue('willpower') / 10)>>
<<set $earSlime.defyCooldown += 2>>
The slime tries to assert control. <span class="red">It overpowers your will,</span> forcing you to <<print $asylumEarSlimeEvent[0]>> as you are.
<<ggwillpower>><<willpower 1>>
<br><br>
<<set _nextPassage to $asylumEarSlimeEvent[1]>>
<<link [[Next|_nextPassage]]>>
<<if ($exposed is 1 and $exhibitionism lt 35) or ($exposed is 2 and $exhibitionism lt 75)>>
<<set $desperateaction to "the ear slime commanded you to do it">>
<</if>>
<<switch $asylumEarSlimeEvent[1]>>
<<case "Asylum Breakfast">><<asylumstatus 1>><<awareness -10>><<trauma -3>><<stress -6>><<pass 60>>
<<case "Asylum Exercise">><<tiredness 3>><<stress -6>><<pass 30>>
<<case "Asylum Socialise">><<asylumstatus 1>><<trauma -3>><<stress -6>><<pass 30>>
<<case "Asylum Study">><<pass 50>><<schoolskill>>
<</switch>>
<<unset $asylumEarSlimeEvent>>
<</link>>
<<else>>
You try to ignore the command from the slime and continue on. You feel it try, <span class="green">but fail,</span> to force you to <<print $asylumEarSlimeEvent[0]>>.
<br><br>
<<link [[Next|Asylum]]>><<unset $asylumEarSlimeEvent>><</link>>
<</if>><<asylumeffects>><<effects>>
You act on the slime's urging and approach the <<person>>.
<br>
<<promiscuity4>>
"Take me!" you say.
<br><br>
<<if $worn.over_lower.name isnot "naked" or $worn.lower.name isnot "naked">>
<<if $worn.over_lower.name isnot "naked">>
<<set $worn.over_lower.vagina_exposed to 1>><<set $worn.over_lower.anus_exposed to 1>><<set $worn.over_lower.exposed to 2>>
<</if>>
<<if $worn.lower.name isnot "naked">>
<<set $worn.lower.vagina_exposed to 1>><<set $worn.lower.anus_exposed to 1>><<set $worn.lower.exposed to 2>>
<</if>>
<<if $worn.under_lower.name is "naked">>
<<if $worn.over_lower.name isnot "naked">>
<<if setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].skirt is 1>><<set $worn.lower.skirt_down to 0>>
You lift up your $worn.over_lower.name, <span class="lewd">exposing your <<if $worn.lower.name isnot "naked">>$worn.lower.name<<else>><<undies>><</if>>.</span>
<<else>><<set $worn.lower.state to "thighs">>
You pull down your $worn.over_lower.name, <span class="lewd">exposing your <<if $worn.lower.name isnot "naked">>$worn.lower.name<<else>><<undies>><</if>>.</span>
<</if>>
<</if>>
<<if $worn.lower.name isnot "naked">>
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>><<set $worn.lower.skirt_down to 0>>
You lift up your $worn.lower.name, <span class="lewd">exposing your <<undies>>.</span>
<<else>><<set $worn.lower.state to "thighs">>
You pull down your $worn.lower.name, <span class="lewd">exposing your <<undies>>.</span>
<</if>>
<</if>>
<</if>>
<</if>>
<<if $worn.under_lower.name isnot "naked">>
<<set $worn.under_lower.anus_exposed to 1>><<set $worn.under_lower.vagina_exposed to 1>>
<<set $worn.under_lower.state to "thighs">><<set $worn.under_lower.exposed to 2>>
<<if $worn.lower.name is "naked">>
You pull down your $worn.under_lower.name, <span class="lewd">exposing your <<genitals>>.</span>
<<else>>
<<outfitChecks>>
<<if _skirtExposed>>
<<if $worn.over_lower.name isnot "naked">><<set $worn.over_lower.skirt_down to 0>><</if>>
<<if $worn.lower.name isnot "naked">><<set $worn.lower.skirt_down to 0>><</if>>
You lift up your <<allBottoms>> with one hand while lowering you $worn.under_lower.name with the other <span class="lewd">exposing your <<genitals>>.</span>
<<else>><<set $worn.lower.state to "thighs">>
You pull down your <<allBottomsUnderwear>>, <span class="lewd">exposing your <<genitals>>.</span>
<</if>>
<</if>>
<</if>>
<br><br>
The <<person>> is taken aback, but recovers quickly. <<He>> glances around, then grabs your arm. <<He>> pulls you somewhere where you have a little privacy.
<br><br>
<<link [[Next|Asylum Slime Rape]]>><<set $sexstart to 1>><</link>>
<br><<asylumeffects>><<effects>>
You follow the slime's urging and approach the <<person>>.
<br><br>
"T-take me!" you say.
<br><br>
The <<person>> is taken aback, but recovers quickly. <<He>> glances around, then grabs your arm. <<He>> pulls you somewhere where you have a little privacy.
<br><br>
<<link [[Next|Asylum Slime Rape]]>><<set $molestationstart to 1>><</link>>
<br><<asylumeffects>><<effects>>
<<if $earSlime.defyCooldown>>
<<if $earSlime.growth gte 100>>
<<set $earSlime.defyCooldown += 2>>
You turn away from the <<person>> and feel a jolt of pain as the slime punishes you for your defiance. However, <span class="red">it doesn't stop you, knowing that it can punish you in other ways.</span>
<<else>>
You turn away from the <<person>> and feel a jolt of pain as the slime punishes you for your defiance. However, <span class="teal">it's still worn out from overpowering you earlier.</span> You feel it try, <span class="green">but fail,</span> to force your steps in the opposite direction.
<</if>>
<br><br>
<<endevent>>
<<link [[Next|Asylum]]>><</link>>
<<elseif $earSlime.corruption gte (currentSkillValue('willpower') / 10)>>
<<if hasSexStat("promiscuity", 4) and $earSlime.growth lt 100>>
<<set $earSlime.defyCooldown += 4>>
<<else>>
<<set $earSlime.defyCooldown += 8>>
<</if>>
You turn away from the <<person>> and feel a jolt of pain as the slime punishes you for your defiance. It tries to force you to stay still, <span class="red">and you fail</span> to resist its influence.
<<ggwillpower>><<willpower 3>>
<br><br>
Forced by the slime's urging, you approach the <<person>>.
<br><br>
"T-take me!" you say.
<br><br>
The <<person>> is taken aback, but recovers quickly. <<He>> glances around, then grabs your arm. <<He>> pulls you somewhere where you have a little privacy.
<br><br>
<<link [[Next|Asylum Slime Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You turn away from the <<person>> and feel a jolt of pain as the slime punishes you for your defiance. You feel it try, <span class="green">but fail,</span> to force your steps in the opposite direction.
<<gwillpower>><<willpower 1>>
<br><br>
<<endevent>>
<<link [[Next|Asylum]]>><</link>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $noFinish to 1>>
<<maninit>>
<<elseif $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<set $noFinish to 1>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Asylum Slime Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Asylum Slime Rape]]>><</link>></span><<nexttext>>
<</if>><<asylumeffects>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Thanks, I needed that," the <<person>> says. "See you around."
<br><br>
<<tearful>> you return to where you were before the slime's demand.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Asylum]]>><</link>>
<<else>>
You shove the <<person>> against a dumpster, where <<he>> falls to the ground.
<br><br>
<<tearful>> you wince as the slime punishes you for your defiance.
<<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Asylum]]>><</link>>
<</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
<<if $gamemode is "hard" and $asylumintro is 0>>
<<set $asylumintro to 1>>
<<if $ironmanmode isnot true>><<set $gamemode to "normal">><</if>>
<span class="gold">You survived <<print Time.days>> days. <<if $ironmanmode isnot true>>Hard mode disabled.<</if>></span>
<<set $hardmodedays to Time.days>>
<br><br>
<</if>>
<<if $asylumescaped is 1>>
<<set $asylumescaped to 0>>
<<set $suspicion to 80>><<set $asylumstatus to 40>><<set $asylumbound to 3>>
<<else>>
<<set $suspicion to 20>><<set $asylumstatus to 0>><<set $asylumbound to 1>>
<</if>>
<<set $asylumkeycard to 0>>
<<set $asylumdistracted to 0>>
<<wash>>
<<set $wardrobe_location to "asylum">>
<<wardrobeSelection true>>
<<if $asylumintro is 1>>
<<npc Harper>><<person1>>
<<bind>><<upperwear 35>>
You awaken on a bed in a white room. The walls and floor are padded. Doctor Harper stands over you.
"You're awake," <<he>> says. <<He>> jots something down on <<his>> clipboard. "Welcome back." Your arms are bound. "I'm sorry to admit we failed you last time. That won't happen again."
<br><br>
<<He>> looks back at <<his>> notes. "Do you remember the schedule? Sleep at <<ampm 22>>. Breakfast at <<ampm 6>>. You have two treatments scheduled per day, at <<ampm 10>> and <<ampm 15>>. You'll be assessed each evening at <<ampm 20>>. Don't worry if you forget, someone will remind you."
<br><br>
<<He>> rises to <<his>> feet and walks toward the exit. "You're free to explore the building during the day. Don't enter any doors marked for staff, and make sure to follow instructions. They're for your own good.
<<if $asylumstate is "sleep">>
For now, you should stay in your room until morning." The door shuts, and the lock clicks.
<<else>>
" <<He>> leaves the door open.
<</if>>
<br><br>
<<endevent>>
<<link [[Next|Asylum Cell]]>><</link>>
<br>
<<else>>
<<set $asylumintro to 1>>
<<npc Harper>><<person1>>
<<bind>><<upperwear 35>>
You awaken on a bed in a white room. The walls and floor are padded. Doctor Harper stands over you.
<br><br>
"You're awake," <<he>> says. <<He>> jots something down on <<his>> clipboard. "There's nothing to be nervous about. You're here to get better." <<He>> crouches beside you. "We're in another hospital. In the forest." You can't move your arms. They're bound tight in front of you. "That's for your own safety. If you're good, we'll untie you in a day or two."
<br><br>
<<He>> looks back at <<his>> notes. "We follow a schedule here. Sleep at <<ampm 22>>. Breakfast at <<ampm 6>>. You have two treatments scheduled per day, at <<ampm 10>> and <<ampm 15>>. You'll be assessed each evening at <<ampm 20>>. Don't worry if you forget; someone will remind you."
<br><br>
<<He>> rises to <<his>> feet and walks toward the exit. "You're free to explore the building during the day. Don't enter any doors marked for staff, and make sure to follow instructions. They're for your own good.
<<if $asylumstate is "sleep">>
For now, you should stay in your room until morning." The door shuts, and the lock clicks.
<<else>>
" <<He>> leaves the door open.
<</if>>
<br><br>
<<endevent>>
<i>You'll be released should your trauma or awareness become very low, but there are other ways to escape.</i>
<br><br>
<<link [[Next|Asylum Cell]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
<<if isPregnancyEnding()>>
<<pregnancyPassout "asylum">>
<<elseif $daily.eden.distract gte 1 and Time.hour is 21 and $daily.eden.distract isnot 4>>
<<npc Eden>><<person1>>
An ear-splitting bang pierces the air from some distance away. It drives the patients into a panicked frenzy, and security rush to investigate the explosion.
<br><br>
You seize the chance, and climb up the perimeter fence. You glance over your shoulder when half way up.
<<if $daily.eden.distract is 2>>
Security have vacated this part of the grounds <span class="green">and the guard tower search lights don't appear to be operational.</span> You climb over the fence and run into Eden a few seconds later. <<He>> grabs your arm and leads you back to the cabin.
<br><br>
<<link [[Next|Eden Asylum Rescue]]>><</link>>
<<else>>
Security have vacated this part of the grounds, <span class="red">but the guard tower search lights are on.</span> A beam lands on you, and you instinctively shield your face from the light. You hear a whistle, then a sharp pain in your shoulder. You black out before you hit the ground.
<br><br>
<<link [[Next|Eden Asylum Fail]]>><<pass 30>><</link>>
<</if>>
<<elseif $asylumstate is "sleep">>
The door is locked. You're supposed to be in bed.
<br><br>
<<roomoptions>>
<<if Time.hour isnot 6>>
<<asylumicon "bed">><<link [[Bed|Asylum Bed]]>><</link>>
<br><br>
<<else>>
You can't sleep until the alarm turns off.
<br><br>
<</if>>
<<if $eden_asylum_window is 1 and Time.hour gte 22>>
Eden should be watching.
<<if $leftarm is "bound" and $rightarm is "bound">>
You could throw a towel up to your window to signal your location, but you'd need to unbind your arms first.
<br>
<<else>>
You could throw a towel up to your window to signal your location.
<br>
<<towelicon>><<link [[Throw towel|Eden Towel Throw]]>><</link>>
<br>
<</if>>
<</if>>
<<if $leftarm is "bound" and $rightarm is "bound">>
A padded cupboard containing your clothes protrudes from the wall, but you can't reach it with your arms bound.
<br>
<<else>>
A padded cupboard containing your clothes protrudes from the wall.
<br>
<<asylumicon "wardrobe">><<link [[Open|Asylum Wardrobe]]>><</link>>
<br>
<</if>>
<br>
<<if $asylumstate isnot "sleep">>
<<getouticon>><<link [[Leave|Asylum]]>><</link>>
<br>
<</if>>
<br>
<<link [[Gameplay Settings|Asylum Settings]]>><</link>>
<br>
<<attitudesControlCheck>>
<<if $attitudesControl.showGoldLink is true>>
<span class="goldLink"><<link [[Attitudes]]>><<set $attitudesExitPassage to $passage>><</link>> </span><span class="red">!!</span>
<<else>>
<<link [[Attitudes]]>><<set $attitudesExitPassage to $passage>><</link>>
<</if>>
<br><br>
<<elseif Time.hour is 6>>
An alarm buzzes through the building.
<br><br>
<<roomoptions>>
<<if Time.hour isnot 6>>
<<asylumicon "bed">><<link [[Bed|Asylum Bed]]>><</link>>
<br><br>
<<else>>
You can't sleep until the alarm turns off.
<br><br>
<</if>>
<<if $eden_asylum_window is 1 and Time.hour gte 22>>
Eden should be watching.
<<if $leftarm is "bound" and $rightarm is "bound">>
You could throw a towel up to your window to signal your location, but you'd need to unbind your arms first.
<br>
<<else>>
You could throw a towel up to your window to signal your location.
<br>
<<towelicon>><<link [[Throw towel|Eden Towel Throw]]>><</link>>
<br>
<</if>>
<</if>>
<<if $leftarm is "bound" and $rightarm is "bound">>
A padded cupboard containing your clothes protrudes from the wall, but you can't reach it with your arms bound.
<br>
<<else>>
A padded cupboard containing your clothes protrudes from the wall.
<br>
<<asylumicon "wardrobe">><<link [[Open|Asylum Wardrobe]]>><</link>>
<br>
<</if>>
<br>
<<if $asylumstate isnot "sleep">>
<<getouticon>><<link [[Leave|Asylum]]>><</link>>
<br>
<</if>>
<br>
<<link [[Gameplay Settings|Asylum Settings]]>><</link>>
<br>
<<attitudesControlCheck>>
<<if $attitudesControl.showGoldLink is true>>
<span class="goldLink"><<link [[Attitudes]]>><<set $attitudesExitPassage to $passage>><</link>> </span><span class="red">!!</span>
<<else>>
<<link [[Attitudes]]>><<set $attitudesExitPassage to $passage>><</link>>
<</if>>
<br><br>
<<else>>
You are in your cell in the asylum. The walls and floor are padded. There's a window far above.
<br><br>
<<roomoptions>>
<<if Time.hour isnot 6>>
<<asylumicon "bed">><<link [[Bed|Asylum Bed]]>><</link>>
<br><br>
<<else>>
You can't sleep until the alarm turns off.
<br><br>
<</if>>
<<if $eden_asylum_window is 1 and Time.hour gte 22>>
Eden should be watching.
<<if $leftarm is "bound" and $rightarm is "bound">>
You could throw a towel up to your window to signal your location, but you'd need to unbind your arms first.
<br>
<<else>>
You could throw a towel up to your window to signal your location.
<br>
<<towelicon>><<link [[Throw towel|Eden Towel Throw]]>><</link>>
<br>
<</if>>
<</if>>
<<if $leftarm is "bound" and $rightarm is "bound">>
A padded cupboard containing your clothes protrudes from the wall, but you can't reach it with your arms bound.
<br>
<<else>>
A padded cupboard containing your clothes protrudes from the wall.
<br>
<<asylumicon "wardrobe">><<link [[Open|Asylum Wardrobe]]>><</link>>
<br>
<</if>>
<br>
<<if Time.weekDay is 1 and $daily.massAttended isnot 1>>
<<if ($fallenangel gte 2 or ($transformationParts.fallenAngel.wings isnot "hidden" and $transformationParts.fallenAngel.wings isnot "disabled"))>>
<<templeicon "pray">><<link [[Pray (1:00)|Asylum Pray Fallen Angel]]>><<purity 63>><<pass 60>><<stress 10>><<set $daily.massAttended to 1>><</link>><<gggpurity>><<gstress>>
<<elseif ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled"))>>
<<templeicon "pray">><<link [[Pray (1:00)|Asylum Pray Angel]]>><<purity 10>><<pass 60>><<stress -10>><<set $daily.massAttended to 1>><</link>><<gpurity>><<lstress>>
<<elseif ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled"))>>
<<templeicon "pray">><<link [[Reflect (1:00)|Asylum Pray Demon]]>><<purity -10>><<pass 60>><<stress 10>><<set $daily.massAttended to 1>><</link>><<lpurity>><<gstress>>
<<else>>
<<templeicon "pray">><<link [[Pray (1:00)|Asylum Pray]]>><<purity 10>><<pass 60>><<stress -10>><<set $daily.massAttended to 1>><</link>><<gpurity>><<lstress>>
<</if>>
<</if>>
<br>
<<if $asylumstate isnot "sleep">>
<<getouticon>><<link [[Leave|Asylum]]>><</link>>
<br>
<</if>>
<br>
<<link [[Gameplay Settings|Asylum Settings]]>><</link>>
<br>
<<attitudesControlCheck>>
<<if $attitudesControl.showGoldLink is true>>
<span class="goldLink"><<link [[Attitudes]]>><<set $attitudesExitPassage to $passage>><</link>> </span><span class="red">!!</span>
<<else>>
<<link [[Attitudes]]>><<set $attitudesExitPassage to $passage>><</link>>
<</if>>
<br><br>
<</if>>You bow your head and reflect on the events that brought you here. The distant howls and screams of other patients frequently interrupt your prayers, but you feel your dedication hasn't gone unnoticed.
<br><br>
<<link [[Next|Asylum Cell]]>><</link>>
<br>You bow your head and close your eyes in prayer. The distant cries of other patients seem to fade away, giving you some much needed peace.
<br><br>
<<link [[Next|Asylum Cell]]>><</link>>
<br>You kneel and close your eyes. The silence is interrupted by distant cries of other patients. The harder you try to ignore them the more unnatural they seem to become. You can't help but imagine the trauma they are going through.
<br><br>
<<link [[Next|Asylum Cell]]>><</link>>
<br>You bow your head and close your eyes in prayer. Distant cries frequently interrupt your meditation.
<br><br>
<<link [[Next|Asylum Cell]]>><</link>>
<br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
<<npc Eden>><<person1>>
<<set $eden_asylum_window to 2>>
You take a towel from your wardrobe and throw it up to the barred window as hard as you can. It dangles in the night air.
<br><br>
You wait a few minutes, then a rope flies between the bars. You tie the end around the door handle, and give it a tug. It tenses. Eden must be climbing.
<br><br>
A worried face appears at the bars. Eden gazes at you. <<He>> produces a saw from a bag at <<his>> side, and presses it against the metal.
<br><br>
<<if $daily.eden.asylumDisarm is 2>>
<<unset $eden_asylum_window>>
<span class="green">The alarm does not sound.</span> Eden saws through the bars, before climbing down. Untying the rope from the door, you use it to climb out of the window and jump into Eden's waiting arms. <<He>> gathers the rope and saw, and leads you back to the cabin.
<br><br>
<<link [[Next|Eden Asylum Rescue]]>><</link>>
<<else>>
<<set $eden_asylum_window to 2>>
<span class="red">The room is bathed in red light,</span> and an alarm blares. Metal shutters snap in front of the bars, slicing through the rope.
<br><br>
<<link [[Next|Eden Towel Throw 2]]>><<endevent>><</link>>
<</if>>
<br><<effects>>
<<npc Harper>><<generate2>><<person2>>
<<bind>><<upperwear 35>>
You hear footsteps outside, and security barge through the door. A <<person>> pushes you to the bed while another examines the rope.
<br><br>
Doctor Harper enters. "It's okay," <<person1>><<he>> says sitting on the bed beside you. The <<person2>><<person>> continues to hold you down. <<person1>>"Someone tried to take you away. But you're safe." <<He>> looks towards the door, and nods.
<br><br>
More security arrive. They wrestle you into a straightjacket. "Just to make sure you're extra safe." Harper says. The alarm stops, and the lights turn white. You hear dogs barking from the grounds below.
<br><br>
Harper and security leave you alone in your room. The shutters remain.
<br><br>
<<link [[Next|Asylum Cell]]>><<endevent>><</link>><<effects>>
You snuggle under the covers.
<br><br>
<<generateSleepLinks "Asylum Sleep">>
<<link [[Climb out of bed|Asylum Cell]]>><<loadTempHairStyle>><</link>>
<br><br><<set _autosavehere to true>>
<<sleep>>
<<effects>>
<<wakingEffects $sleepHoursTotal>>
<<if ["dryheaving","nausea"].includes(_wakingEffect)>>
<br><br>
You slept soundly, but now feel a little rough.
<br><br>
<<elseif $nightmares gte 1 and $controlled is 0>>
You <<if _wakingEffect>>dreamed of<<else>>dream you are<</if>> being hunted by something <<if ["haunt", "despair"].includes($wraith.state) and $rng lte 25>>pale<<else>>dark<</if>> and terrible.
<<else>>
<<if $specialClothesEffects.bimboTotal gte random(100,1000) or $arousal gte ($arousalmax / 10) * 9>>
Your sleep <<if _wakingEffect>>was<<else>>is<</if>> plagued by dirty dreams.
<<arousal `$specialClothesEffects.bimboTotal / 10 * $sleepHoursTotal`>>
<<arousal `100 * $sleepHoursTotal`>>
<<if $arousal gte $arousalmax>>
They push you over the edge.
<<orgasm>>
<<else>>
<br><br>
<</if>>
<<elseif !_wakingEffect>>
You sleep soundly.
<br><br>
<<else>>
<br><br>
<</if>>
<</if>>
<<sleepeffects>>
<<if isPregnancyEnding()>>
<<asylumeffects>>
<<pregnancyPassout "asylum">>
<<elseif _sleepinterrupt>>
<<asylumeffects>>
<<if $rapewake is 1>>
<<set $rapewake to 0>>
<<generate1>><<generate2>><<person1>>
<<if _wakingEffect is "dryheaving">>
A <<person>> rubs your back. "Feeling better now?" <<he>> says. "Me and my friend here work very hard protecting you crazies from yourselves. How about you give us a little something in return?" <<He>> gropes you.
<<else>>
A <<person>> shakes you awake. "Wakey wakey," <<he>> says. "Me and my friend here work very hard protecting you crazies from yourselves. How about you give us a little something in return?" <<He>> gropes you.
<</if>>
<br><br>
<<link [[Next|Asylum Cell Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<elseif $asylumstate is "firsttreatment" and $daily.asylumTreatment1 isnot 1>>
<<set $daily.asylumTreatment1 to 1>>
<<generate1>><<person1>>
<<if _wakingEffect is "dryheaving">>
A <<person>> rubs your back. <<Hes>> a nurse.
<br><br>
<<else>>
A <<person>> shakes you awake. <<Hes>> a nurse.
<br><br>
<</if>>
<<asylumoptions>>
"Doctor says it's time for your treatment," <<he>> says. "Come with me."
<br><br>
<<endevent>>
<<asylumtreatments>>
<<elseif $asylumstate is "secondtreatment" and $daily.asylumTreatment2 isnot 1>>
<<set $daily.asylumTreatment2 to 1>>
<<generate1>><<person1>>
<<if _wakingEffect is "dryheaving">>
A <<person>> rubs your back. <<Hes>> a nurse.
<br><br>
<<else>>
A <<person>> shakes you awake. <<Hes>> a nurse.
<br><br>
<</if>>
<<asylumoptions>>
"Doctor says it's time for your treatment," <<he>> says. "Come with me."
<br><br>
<<endevent>>
<<asylumtreatments>>
<<elseif $asylumstate is "assessment" and $daily.asylumAssessment isnot 1>>
<<set $daily.asylumAssessment to 1>>
<<generate1>><<person1>>
<<if _wakingEffect is "dryheaving">>
A <<person>> rubs your back. <<Hes>> a nurse.
<br><br>
<<else>>
A <<person>> shakes you awake. <<Hes>> a nurse.
<br><br>
<</if>>
<<asylumoptions>>
"Doctor says it's time for your assessment," <<he>> says. "Come with me."
<br><br>
<<endevent>>
<<asylumassessment>>
<<else>>
<<if _wakingEffect is "dryheaving">>
A loud buzzing continues in the background.
<br><br>
<<else>>
A loud buzzing wakes you.
<br><br>
<</if>>
<br><br>
<<getouticon>><<link [[Get out of bed|Asylum Cell]]>><</link>>
<br><br>
<</if>>
<<else>>
<br><br>
<<getouticon>><<link [[Get out of bed|Asylum Cell]]>><</link>>
<br><br>
<</if>>
<<set $phase to 0>><<set $settingsExitPassage to "Asylum Cell">>
<<settings>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You are in the asylum, deep in the forest. The building is over a century old, and little of it has been renovated to modern standards. Security patrol the grounds between the building and surrounding fence.
<<if $asylumstate is "sleep">>
You're supposed to be in your cell.
<br><br>
<<else>>
Other patients are relaxing in the recreation room or exercising outside. Most keep to themselves.
<<if $o_long_and_beautiful gte 1 and $o_long_and_beautiful lte 7 and $rng % 4 == 0>>
A slim girl with very long, messy hair wanders out of sight <<print either("down a corridor.","into a private room.","into the cells.","in the garden.")>>
<</if>>
<br><br>
<<asylumstats>>
<</if>>
<<if $stress gte $stressmax>>
<<passoutasylum>>
<<elseif $daily.eden.distract gte 1 and Time.hour gte 21 and $daily.eden.distract isnot 4>>
An ear-splitting bang pierces the air from some distance away. It drives the patients into a panicked frenzy, and security rush to investigate the explosion.
<br><br>
You seize the chance, and climb up the perimeter fence. You glance over your shoulder when half way up.
<<if $daily.eden.distract is 2>>
<<npc Eden>><<person1>>
<<unset $eden_asylum_fence>>
Security have vacated this part of the grounds <span class="green">and the guard tower search lights don't appear to be operational.</span> You climb over the fence and run into Eden a few seconds later. <<He>> grabs your arm and leads you back to the cabin.
<br><br>
<<link [[Next|Eden Asylum Rescue]]>><<pass 10>><</link>>
<<else>>
Security have vacated this part of the grounds, <span class="red">but the guard tower search lights are on.</span> A beam lands on you, and you instinctively shield your face from the light. You hear a whistle, then a sharp pain in your shoulder. You black out before you hit the ground.
<br><br>
<<link [[Next|Eden Asylum Fail]]>><<pass 30>><</link>>
<</if>>
<<elseif $asylumstate is "firsttreatment" and $daily.asylumTreatment1 isnot 1>>
<<set $daily.asylumTreatment1 to 1>>
<<generateDoctor 1>><<person1>>A <<person>> approaches you. <<Hes>> a nurse.
<br><br>
<<asylumoptions>>
"Doctor says it's time for your treatment," <<he>> says. "Come with me."
<br><br>
<<endevent>>
<<asylumtreatments>>
<<elseif $asylumstate is "secondtreatment" and $daily.asylumTreatment2 isnot 1>>
<<set $daily.asylumTreatment2 to 1>>
<<generateDoctor 1>><<person1>>A <<person>> approaches you. <<Hes>> a nurse.
<br><br>
<<asylumoptions>>
"Doctor says it's time for your treatment," <<he>> says. "Come with me."
<br><br>
<<endevent>>
<<asylumtreatments>>
<<elseif $asylumstate is "assessment" and $daily.asylumAssessment isnot 1>>
<<set $daily.asylumAssessment to 1>>
<<generateDoctor 1>><<person1>>A <<person>> approaches you. <<Hes>> a nurse.
<br><br>
<<asylumoptions>>
"Doctor says it's time for your assessment," <<he>> says. "Come with me."
<br><br>
<<endevent>>
<<asylumassessment>>
<<elseif $asylumstate is "exercise" and $daily.asylumExcercise isnot 1>>
<<set $daily.asylumExcercise to 1>>
<<generateDoctor 1>><<person1>>A <<person>> approaches you. <<Hes>> an orderly.
<br><br>
<<asylumoptions>>
"Time for exercise," <<he>> says. "Doctor's waiting."
<br><br>
<<endevent>>
<<npc Harper>><<person1>>
The doctor is indeed waiting outside. The other patients line up near <<him>>. <<Hes>> holding a whistle. "Time for your daily exercise," <<he>> says. "When I blow, I want you to run in a circle around the grounds. Don't stop until you hear me blow again."
<br><br>
<<He>> whistles, and you run. It's not too harsh a pace, but orderlies follow after and chastise those who fall behind.
<<gathletics>><<athletics 2>><<pass 30>>
<br><br>
<<He>> whistles again, and the group stops. A few sit on the ground. "We're not done yet," <<he>> says.
<br><br>
<<link [[Next|Asylum Shower]]>><</link>>
<br>
<<elseif Time.hour is 22>>
<<generateDoctor 1>><<person1>>"Bed time," a nurse announces. "Everyone get back in your cells."
<br><br>
<<asylumicon "cell">><<link [[Go to cell (0:02)|Asylum Cell]]>><<pass 2>><<endevent>><</link>>
<br>
<<refuseicon>><<link [[Hide (1:00)|Asylum Hide]]>><<pass 60>><</link>>
<br>
<<elseif $asylumstate is "sleep">>
<<asylumicon "door">><<link [[Staff door|Asylum Staff]]>><</link>>
<br>
<<asylumicon "cell">><<link [[Cell|Asylum Cell]]>><</link>>
<br>
<<elseif numberOfEarSlime() and !$daily.earSlimeAsylum and random(0,100) gte 92>>
<<set $daily.earSlimeAsylum to true>>
<<if earSlimeMakingMundaneRequests()>>
<<set _asylumEvents to [
["exercise outside","Asylum Exercise"],
["socialise","Asylum Socialise"],
["study","Asylum Study"],
]>>
<<if Time.hour is 6>>
<<run _asylumEvents.push(["have breakfast","Asylum Breakfast"])>>
<</if>>
<<set $asylumEarSlimeEvent to _asylumEvents.random()>>
<span @class="$earSlime.startedThreats ? 'lewd' : 'lblue'">You feel the slime in your head command you to <<print $asylumEarSlimeEvent[0]>>.</span> It promises rewards if you comply<<if $earSlime.startedThreats>>, and threatens consequences if you do not<</if>>.
<br><br>
<<set _nextPassage to $asylumEarSlimeEvent[1]>>
<<link [[Obey|_nextPassage]]>>
<<if ($exposed is 1 and $exhibitionism lt 35) or ($exposed is 2 and $exhibitionism lt 75)>>
<<set $desperateaction to "the ear slime commanded you to do it">>
<</if>>
<<switch $asylumEarSlimeEvent[1]>>
<<case "Asylum Breakfast">><<asylumstatus 1>><<awareness -10>><<trauma -3>><<stress -6>><<pass 60>>
<<case "Asylum Exercise">><<tiredness 3>><<stress -6>><<pass 30>>
<<case "Asylum Socialise">><<asylumstatus 1>><<trauma -3>><<stress -6>><<pass 30>>
<<case "Asylum Study">><<pass 50>><<schoolskill>>
<</switch>>
<<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 2>>
<<unset $asylumEarSlimeEvent>>
<</link>><<gcorruption>><<lpain>><<lltrauma>><<llstress>>
<br>
<<if $earSlime.startedThreats>>
<<link [[Defy|Asylum Mundane Slime Defy]]>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><</link>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>>
<<else>>
<<link [[Ignore|Asylum]]>><<unset $asylumEarSlimeEvent>><</link>>
<</if>>
<<else>>
<<generate1>><<person1>>A nearby patient walks by you. <<He>> nods at you before continuing on <<his>> way.
<br><br>
<span class="lewd">You feel the slime in your head command you to give yourself to <<him>>.</span> It promises rewards if you comply, and threatens consequences if you do not.
<br><br>
<<if hasSexStat("promiscuity", 4) and $submissive gte 1900>>
<<link [[Submit willingly|Asylum Patient Slime Submit willingly]]>><<corruption 3>><<pain -8>><<stress -12>><<trauma -24>><<sub 2>><</link>><<promiscuous4>><<ggcorruption>><<llpain>><<llltrauma>><<llstress>>
<br>
<</if>>
<<link [[Obey|Asylum Patient Slime Obey]]>><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 2>><</link>><<gcorruption>><<lpain>><<lltrauma>><<lstress>>
<br>
<<link [[Defy|Asylum Patient Slime Defy]]>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><</link>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>>
<br>
<</if>>
<<else>>
<<if $exposed gte 1>>
<<dressasyouwereicon>><<link [[Ask for clothes|Asylum Towels]]>><<trauma 6>><<stress 3>><<suspicion 1>><</link>><<gsuspicion>><<gtrauma>><<gstress>>
<br>
<</if>>
<<if $daily.eden.distract is 1>>
<<investigateicon>><<link [[Search for a breaker room|Asylum Breaker]]>><</link>>
<br>
<</if>>
<<if $daily.eden.asylumDisarm is 1>>
<<investigateicon>><<link [[Search for an alarm system|Asylum Alarm]]>><</link>>
<br>
<</if>>
<<if $exposed gte 2 and hasSexStat("exhibitionism", 5)>>
<<if Time.hour is 6>>
<<foodicon "pancakes">><<link [[Breakfast (1:00)|Asylum Breakfast]]>><<asylumstatus 1>><<awareness -10>><<trauma -3>><<stress -6>><<pass 60>><</link>><<exhibitionist5>><<gcool>><<llawareness>><<ltrauma>><<lstress>>
<br>
<</if>>
<<exerciseicon>><<link [[Exercise outside (0:30)|Asylum Exercise]]>><<tiredness 3>><<stress -6>><</link>><<exhibitionist5>><<gtiredness>><<lstress>><<gathletics>>
<br>
<<socialiseicon>><<link [[Socialise (0:30)|Asylum Socialise]]>><<asylumstatus 1>><<trauma -3>><<stress -6>><<pass 30>><</link>><<exhibitionist5>><<gcool>><<ltrauma>><<lstress>>
<br>
<<schoolicon "library">><<link [[Study (0:50)|Asylum Study]]>><<pass 50>><<schoolskill>><</link>><<exhibitionist5>><<gschool>>
<br>
<<gardenicon>><<link [[Garden (0:02)|Asylum Garden]]>><<pass 2>><</link>>
<br>
<<elseif $exposed gte 1 and hasSexStat("exhibitionism", 3)>>
<<if Time.hour is 6>>
<<foodicon "pancakes">><<link [[Breakfast (1:00)|Asylum Breakfast]]>><<asylumstatus 1>><<awareness -10>><<trauma -3>><<stress -6>><<pass 60>><</link>><<exhibitionist3>><<gcool>><<llawareness>><<ltrauma>><<lstress>>
<br>
<</if>>
<<exerciseicon>><<link [[Exercise outside (0:30)|Asylum Exercise]]>><<tiredness 3>><<stress -6>><</link>><<exhibitionist3>><<gtiredness>><<lstress>><<gathletics>>
<br>
<<socialiseicon>><<link [[Socialise (0:30)|Asylum Socialise]]>><<asylumstatus 1>><<trauma -3>><<stress -6>><<pass 30>><</link>><<exhibitionist3>><<gcool>><<ltrauma>><<lstress>>
<br>
<<schoolicon "library">><<link [[Study (0:50)|Asylum Study]]>><<pass 50>><<schoolskill>><</link>><<exhibitionist3>><<gschool>>
<br>
<<gardenicon>><<link [[Garden (0:02)|Asylum Garden]]>><<pass 2>><</link>>
<br>
<<elseif $exposed is 0>>
<<if Time.hour is 6>>
<<foodicon "pancakes">><<link [[Breakfast (1:00)|Asylum Breakfast]]>><<asylumstatus 1>><<awareness -10>><<trauma -3>><<stress -6>><<pass 60>><</link>><<gcool>><<llawareness>><<ltrauma>><<lstress>>
<br>
<</if>>
<<exerciseicon>><<link [[Exercise outside (0:30)|Asylum Exercise]]>><<tiredness 3>><<stress -6>><</link>><<gtiredness>><<lstress>><<gathletics>>
<br>
<<socialiseicon>><<link [[Socialise (0:30)|Asylum Socialise]]>><<asylumstatus 1>><<trauma -3>><<stress -6>><<pass 30>><</link>><<gcool>><<ltrauma>><<lstress>>
<br>
<<schoolicon "library">><<link [[Study (0:50)|Asylum Study]]>><<pass 50>><<schoolskill>><</link>><<gschool>>
<br>
<<gardenicon>><<link [[Garden (0:02)|Asylum Garden]]>><<pass 2>><</link>>
<br>
<</if>>
<<if $asylumstatus gte 80 and $asylumdistracted isnot 1>>
<<socialiseicon "ask">><<link [[Ask the patients to distract the orderlies|Asylum Distract]]>><<set $asylumdistracted to 1>><<asylumstatus -30>><</link>><<lllcool>>
<br>
<</if>>
<br>
<<asylumicon "cell">><<link [[Cell (0:02)|Asylum Cell]]>><<pass 2>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You wander around the asylum, looking for a breaker room. As luck would have it, you stumble upon one tucked away in an inconspicuous location.
<br><br>
Using the lock pick Eden gave you, you enter the breaker room, lock the door and access the control panel.
<br><br>
<<link [[Try to disable power to the search lights (0:30)|Asylum Disable]]>><<pass 30>><</link>> <<note "A higher science skill will make this more likely to succeed" "italic">>
<br>
<<link [[Leave|Asylum]]>><</link>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
<<if random(1, 200) lte (currentSkillValue('science') + 100)>>
<<set $daily.eden.distract to 2>>
You successfully disable power to the guard tower search lights. Hopefully that'll buy you some time to escape.
<br><br>
<<link [[Next|Asylum]]>><</link>>
<<else>>
You mistakenly flip a switch providing power to the recreation area. Quickly noticing your mistake, you flip it back on and sneak out before anyone catches you. Seems you'll need to try again.
<br><br>
<<link [[Next|Asylum]]>><</link>>
<</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
After wandering the asylum for a while, you find a wireless alarm mounted to the wall somewhere relatively out-of-the-way. Grabbing a butterknife from the cafeteria, you use it unscrew the main panel. There seems to be a bunch of wires connecting the system to the main power source.
<br><br>
<<link [[Try to disconnect the alarm (0:30)|Asylum Disconnect]]>><<pass 30>><</link>> <<note "A higher science skill will make this more likely to succeed" "italic">>
<br>
<<link [[Leave|Asylum]]>><</link>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
<<if random(1, 200) lte (currentSkillValue('science') + 100)>>
<<set $daily.eden.asylumDisarm to 2>>
You successfully disconnect the alarm system from its power source. Hopefully no one will be alerted to your escape.
<br><br>
<<link [[Next|Asylum]]>><</link>>
<<else>>
You hear footsteps approaching from afar. You quickly re-attach the main panel and leave before you're caught. Seems you'll need to try again.
<br><br>
<<link [[Next|Asylum]]>><</link>>
<</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You ask for help distracting the orderlies. You have trouble finding anyone who will agree to it, until a <<generate1>><<person1>><<person>>. <<He>> looks at <<his>> friends, then back at you. "Alright," <<he>> says. "We'll make sure you get some proper alone time with the good Doctor." <i>Harper will not receive aid the next time you attack <<nnpc_him "Harper">>.</i>
<br><br>
<<link [[Next|Asylum]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
<<generateDoctor 1>><<person1>><<set _towel to random(0,4)>>
You sneak to a nurse. "Excuse me," you say.
<<if $worn.upper.name is "straightjacket" or $worn.lower.name is "straightjacket bottom">>
<<He>> turns, and regards your ruined jacket with a
<<if ($beauty gte ($beautymax / 3) * 2) and _towel lte 1>>
smirk. <<covered>> "Can I have some clothes please?"
<br><br>
"Nah, you're hot." <<He>> pulls out a phone. "I wanna watch you go and ask someone else."
<<fameexhibitionism 2 "pic">>
<<else>>
frown. <<covered>> "Can I have some clothes please?"
<br><br>
"How did you manage that? No, never mind. I don't want to know." <<He>> makes a note on a clipboard. "I'll have to inform the doctor."<<set $suspicion += 1>><<gsuspicion>>
<br><br>
<<He>> removes the remains of your straightjacket<<if $leftarm is "bound" and $rightarm is "bound">>, letting your arms fall to your sides<</if>>. Your freedom is short-lived as <<he>> forces a fresh one onto you.
<<bind>><<upperwear 35>><<lowerwear 38>><<fameexhibitionism 1>>
<</if>>
<<elseif ($beauty gte ($beautymax / 3) * 2) and _towel lte 3>> /* 1 in 5 to skip beauty*/
<<if _towel is 0>> /*1 in 4 chance*/
<<He>> turns, and smiles with open lust when <<he>> sees you. <<covered>> "Can I have some clothes please?"
<br><br>
"Nah, you're hot." <<He>> pulls out a phone. "I wanna watch you go and ask someone else."
<<fameexhibitionism 2 "pic">>
<<else>>
<<He>> turns, and smiles with open lust when <<he>> sees you. <<covered>> "Can I have some clothes please?"
<br><br>
"Seems like a shame, but sure," <<he>> says with a nod, and wraps some around you.
<<unbind>><<upperwear 87>><<fameexhibitionism 1>>
<</if>>
<<elseif $player.penissize gte 3>>
<<He>> turns, and smiles when <<he>> sees you. <<covered>> "Can I have some clothes please?"
<br><br>
"One moment," <<he>> says. <<He>> pulls out a phone and takes a quick photo of your <<genitals>>.
<<He>> nods at the screen, and then chucks a bundle of fabric at you. "Seems like a damn shame to cover that up."
<<unbind>><<upperwear 87>><<fameexhibitionism 2 "pic">>
<<elseif $player.breastsize gte 7>>
<<He>> turns, and smiles when <<he>> sees you. <<covered>> "Can I have some clothes please?"
<br><br>
"One moment," <<he>> says. <<He>> pulls out a phone and takes a quick photo of your <<breasts>>.
<<He>> nods at the screen, and then chucks a bundle of fabric at you. "Seems like a damn shame to cover those up."
<<unbind>><<upperwear 87>><<fameexhibitionism 2 "pic">>
<<elseif _towel gte 2>>
<<He>> turns, and seems completely unphased when <<he>> sees you. <<covered>> "Can I have some clothes please?"
<br><br>
<<He>> nods, and gives you a patient gown.
<<unbind>><<upperwear 87>><<fameexhibitionism 1>>
<<else>>
<<He>> turns, and puts a hand to <<his>> mouth to conceal laughter when <<he>> sees you. <<covered>> "Can I have some clothes please?"
<br><br>
<<He>> nods, and gives you a patient gown.
<<unbind>><<upperwear 87>><<fameexhibitionism 1>>
<</if>><br><br><<unset _towel>>
<<link [[Next|Asylum]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
<<if isPregnancyEnding()>>
<<pregnancyPassout "asylumOutside">>
<<elseif C.npc.Eden.love gte 100 and ($edenfreedom is 1 and $edendays gte 2 and !$daily.eden.asylumRescue and $eden_asylum_fence isnot 1 and $leftarm isnot "bound" and $rightarm isnot "bound" and $trauma lte $traumamax / 2) or ($edenfreedom gte 2 and $edendays gte 8 and !$daily.eden.asylumRescue and $eden_asylum_fence isnot 1 and $leftarm isnot "bound" and $rightarm isnot "bound" and $trauma lte $traumamax / 2)>>
<<set $eden_asylum_fence to 1>>
<<set $daily.eden.asylumRescue to 1>>
You see movement among the trees, a lurking figure. It steps closer. <span class="green">It's Eden.</span>
<br><br>
<<npc Eden>><<person1>>
You jog up to the fence, and lean against it to catch your breath. Eden rushes into full view, emboldened by the sight of you.
<br><br>
<<He>> reaches through the bars and takes your hands. "I'm going to make a distraction," <<he>> says. "In a few minutes you'll hear an explosion on the other side of the building. Climb over the fence, and I'll lead you back to the cabin with me. Got it?"<<takeHandholdingVirginity "Eden" "romantic">>
<br><br>
<<getinicon>><<link [[Agree|Eden Distraction Plan]]>><</link>>
<br>
<<refuseicon>><<link [[Refuse|Eden Distraction Refuse]]>><</link>>
<br>
<<elseif $exposed is 2>>
<<flaunting>> you run around the asylum grounds. Security keeps a close eye on you, and warn you off when you jog too close to the perimeter fence.
<<athletics 2>><<pass 30>>
<br><br>
Your <<lewdness>> on display makes you the centre of attention.
<<exhibitionism5>>
<<asylumevents>>
<<elseif $exposed is 1>>
<<flaunting>> you run around the asylum grounds. Security keeps a close eye on you, and warn you off when you jog too close to the perimeter fence.
<<athletics 2>><<pass 30>>
<br><br>
Your <<lewdness>> on display makes you the centre of attention.
<<exhibitionism3>>
<<asylumevents>>
<<else>>
<<if $leftarm is "bound" and $rightarm is "bound" and $worn.upper.name is "straightjacket">>
Despite the straightjacket, you persist in running around the asylum grounds.
<<if currentSkillValue('danceskill') + currentSkillValue('athletics') gte 1600>>
With your agile and athletic movement, you make it an excellent training session.
<<athletics 2>><<physique 4>><<pass 30>>
<<elseif currentSkillValue('danceskill') + currentSkillValue('athletics') gte 1100>>
With your skilful movement, you can still get a decent training session.
<<athletics 2>><<physique 3>><<pass 30>>
<<elseif currentSkillValue('danceskill') + currentSkillValue('athletics') gte 650>>
It's tricky but thanks to your reasonable agility and athleticism you can still get some kind of workout.
<<athletics 2>><<physique 2>><<pass 30>>
<<else>>
You <<print either("almost immediately","soon")>>
<<if random(0,1)>>trip over a root and end up doing a sliding face-plant along the ground.
<<else>>trip on a stone and, off-balance, run face-first into a tree. Stunned, you fall back on the floor.
<</if>>
Several people clap.<<gpain>><<pain 6>><br>
Someone eventually helps you up. It wasn't much of a work out.
<<athletics 2>><<pass 30>>
<</if>><br><br>
Security are amused by the sight of you, but still warn you off when you jog too close to the perimeter fence.
<br><br>
<<asylumevents>>
<<else>>
You run around the asylum grounds. Security keeps a close eye on you, and warn you off when you jog too close to the perimeter fence.
<<athletics 2>><<pass 30>>
<br><br>
<<asylumevents>>
<</if>>
<br><br>
<</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You decide to ignore the figure and focus on your workout.
<br><br>
<<link [[Next|Asylum Exercise]]>><</link>><<effects>>
You shake your head. "It's too dangerous," you say.
<br><br>
"I'm not letting them keep you," Eden snarls. "But I'll find a safer way if you wish." <<He>> squeezes your hand, then turns and strides into the forest.
<br><br>
You return to your workout.
<br><br>
<<link [[Next|Asylum Exercise]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
<<set $daily.eden.distract to 1>>
<<npc Eden>><<person1>>
You're about to agree to Eden's plan, but stop when you remember something. "The guard towers," you say. "They'll see me climb the fence."
<br><br>
Eden's face falls at this realisation. "I'll delay the distraction to <<ampm 21>>," <<he>> says. "They shouldn't see you then."
<br><br>
"How about their search lights?" you ask.
<br><br>
"There has to be a breaker room somewhere providing power. Before the explosion goes off, shut it down and meet me in the forest," <<he>> says, placing a lock pick in your hands and sneaking off.
<br><br>
<<link [[Next|Asylum Exercise]]>><</link>>
<br><<effects>>
<<set $daily.eden.distract to 4>>
<<npc Harper>><<generate2>><<person2>>
<<bind>><<upperwear 35>>
You awaken strapped to a bed. A light glares in your eyes. It dims to reveal an old <<person>> in a white coat. Doctor Harper stands beside <<him>>.
<br><br>
"No long term effects," the <<person>> says, stepping away.
<br>
"Good," Harper says. "You tried to climb the fence. Do you know how dangerous the forest beyond is? You're here so we can help you. For your own safety."
<br><br>
You try to stand, but you can't move your arms. "We've given you a jacket until you're a bit better," <<he>> continues, grabbing your shoulder. <<He>> helps you to your feet. You're in a small, dark room.
<br><br>
<<He>> steers you towards the door, then through it. You're pushed through another set of doors, into the patients communal area.
<br><br>
"Be well," Harper says, shutting the doors behind you.
<br><br>
<<link [[Next|Asylum]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You chat with the other patients.
<<if $exposed is 2>>
Your <<lewdness>> on display makes you the centre of attention.
<<exhibitionism5>>
<<elseif $exposed is 1>>
Your <<lewdness>> on display makes you the centre of attention.
<<exhibitionism3>>
<<else>>
<</if>>
<<if $asylumstatus gte 80>>
They're happy to speak with you.
<<elseif $asylumstatus gte 20>>
<<else>>
Most avoid you, but a few are willing to hear you out.
<</if>>
<<generate1>><<person1>><br>
<<if C.npc.Eden.love gte 100 and ($edenfreedom is 1 and $edendays gte 2 and !$daily.eden.asylumRescue and !$eden_asylum_window and $leftarm isnot "bound" and $rightarm isnot "bound" and $trauma lte $traumamax / 2) or ($edenfreedom gte 2 and $edendays gte 8 and !$daily.eden.asylumRescue and !$eden_asylum_window and $leftarm isnot "bound" and $rightarm isnot "bound" and $trauma lte $traumamax / 2)>>
<<set $daily.eden.asylumRescue to 1>>
<<set $eden_asylum_window to 1>>
<<set $daily.eden.asylumDisarm to 1>>
<br>
You look out the window, at the trees beyond the fence. You see movement, a figure lurking in the dark. <span class="green">It reminds you of Eden.</span>
<br><br>
<<endevent>>
<<npc Eden>><<person1>>
You open the window to get a clearer view. You hear a thud to your right. A bolt sticks out of the brickwork. There's paper wrapped around the shaft.
<br><br>
You glance behind you to make sure you're not being watched. Everyone seems preoccupied. You pull out the bolt, and unfurl the paper. The handwriting is crude, but legible.
<br><br>
<i>"I'm coming for you. Mark your window with a towel at <<ampm 22>>. - Eden"</i>
<br><br>
You look back out at the forest, but the figure is gone.
<br><br>
<<link [[Next|Asylum Eden Towel]]>><<endevent>><</link>>
<<elseif $rng gte 95>>
<<if $rng % 2>>
"Best keep your nose clean," a <<person>> says. "If the staff are suspicious of you it'll be hard to do anything sneaky."
<<else>>
"Fair warning: it's us against them in here," a <<person>> tells you. "If you cosy up with those guards, nurses and doctors and all the other scum,
don't expect any quarter from the rest of us."
<</if>>
<br><br>
<<endevent>>
<<asylumevents>>
<<elseif $rng gte 90>>
There is a buzz of excitement in the room today. A popular patient has been cured and is being released. Patients crowd by the window
waving at a smiling <<person>>, as <<he>> stands with Dr Harper by the driveway.
<br><br>
Moments later, the gates open and a vehicle drives through. It circles round the driveway and stops by the grinning former-patient.
<<if $rng % 2>>
Oddly, the vehicle isn't a taxi or mini-bus. It looks more like an animal-hauler. The driver emerges to greet them.
<<if $fluid_forced_stat gte 100>>You recognise the driver from somewhere.<</if>>
With a final flurry of waves, the <<person>> is led into the back of the vehicle. A look of confusion finally crosses <<his>> face a moment before
<<he>> is hidden behind the closing door.
<br>
The driver bars and padlocks the door.
<<if $fluid_forced_stat gte 100>>
As the driver talks with Dr Harper, you suddenly remember <<him>> as one of Remy's farmhands.
Before you can say anything
<<else>>
After a brief exchange with Dr Harper
<</if>>
the driver clambers into the vehicle and drives away.
<<else>>
The <<person>> climbs into the waiting taxi, and waves back through the window. The engine sounds rises and the car pulls away
taking the <<person>> back to the town.
<</if>>
<br><br>
"Be well," you hear Dr Harper call after the departing vehicle.
<br>
The watching crowd disperses.
<br><br>
<<endevent>>
<<asylumevents>>
<<elseif $rng gte 85>><<generate2>><<generate3>>
<br>
"Be wary, friend!" a <<person>> fixes your eye. "Beware the door that's ajar!"
<br>
"You what, mate?" a <<person2>><<person>> nearby turns to <<person1>><<him>>. "You daft? 'ow can a door be a jar?"
<br>
"How can..? It just is. They don't close it properly. Almost like they want the unwary to-"
<br>
"Totally, man!" a <<person3>><<person>> nearby interrupts. "A door can totally be a jar. Like a giant jar. I mean, like, I never
thought of it that way, but the building is like, the cupboard. Full of jars. Which are doors. The door is the jar, literally.
And we're the... the jam trying to get out to the town, which is obviously the toast in this... this... ...analogy?
I mean, yeah - the door is the jar - I see it. I totally see it." <<He>> sounds quite sure of <<himself>>.
/*Disabled due to feedback
The <<person1>><<person>> squints between them, confused. Looking back at you restores <<his>> train of thought.
<br>
"Aye, beware that door, friend. Beware its inviting amaranthine glow; beware its seductive fragrance; beware the mellifluous winds that whisper of freedom beyond.
For if you pass that door, you'll find that freedom merely a mirage - a phantasm in those endless, shifting plains without."
<br>
The <<person2>><<person>> and the <<person3>><<person>> both gaze raptly at the <<person1>><<person>>.
<br>
"Without what?"
<br>
"There is no map," <<he>> goes on. "There is no 'right way' that you can learn. There is only Hunger. The endless, voracious hunger of those creatures.
Those creatures out there. And if you pass that way, <<if $player.gender_appearance is "f">>girl,<<else>>boy,<</if>> they will have you. This much I know."
<br><br>
<<He>> looks between <<his>> listeners.
<br>
"Most souls who pass that door, wake up back here, broken and abused. Missing a piece. A few never show up. Where do they go? Rumour would have it they escape.
Ha! No. No. Know what I think? I think they're Them now. I think, lost in the plains, they eventually surrender to that rapacious hunger and it transforms them.
Changes their very beings into those seeping, tentacles of lust. I think they wander the plains still, only now, they search for you."*/
<br><br>
<<endevent>>
<<asylumevents>>
<<elseif $rng gte 80>>
"They pump gas into our rooms at night, I swear," a <<person>> says. "Makes us suggestible."
<<if $rng % 2>>
<br>
"<<print either("Don't need gas to make YOU suggestible!","You're a fine one to talk about making gas!")>>" a voice mutters snidely.
<br>
The <<person>> swears at them.
<</if>>
<br><br>
<<endevent>>
<<asylumevents>>
<<elseif $rng gte 75>>
<<if $o_long_and_beautiful gte 1 and $o_long_and_beautiful lte 7>><<set $o_long_and_beautiful += 1>>
A thin girl with extremely long, messy, tangled hair stands by a window staring at the trees across the garden.
<br>
You stand next to her and try to strike up a conversation, but she doesn't respond at all. With her face mostly hidden
in a mass of long, tangled hair, it's hard to tell if she even hears you.
<br><br>
Through the window you notice a small plane passing low over the forest, or maybe the town beyond.
<br>
When you glance beside you again, the long-haired girl has vanished.
<<else>>
A <<person>> stands by a window overlooking the garden and the forest beyond. <<He>> points at a plane.
<br>
"So many planes fly over there," <<he>> says. "Every day."
<br><br>
Sure enough, out the window you notice a small plane passing quite low over the tree line.
<br>
"What do you reckon? Is that going over the forest or the town?"
<br>
<<if currentSkillValue('science') gte 400 and currentSkillValue('maths') gte 600>>
You take a couple of steps left and right; make a rough calculation in your head.
"Judging by the parallax, probably the town," you say.
<<else>>
You shrug.
<</if>>
<</if>>
<br><br>
<<endevent>>
<<asylumevents>>
<<elseif $rng gte 70>>
<<if $rng %2>>
"I'm not a patient here, y'know? I'm a doctor," a <<person>> says. "I'm telling you I did- I did study in-
in- I studied lots of things. So many things. But no one believes me anymore. I came here as a doctor, but now-
Now even the other doctors they- they act like I'm a patient. They don't listen. No one listens. I..."
<<He>> grips your arm. "I Am Not Crazy."
<<else>>
"I don't know why I'm here," a <<person>> says. "I remember I got a coach into town. I arrived at the bus station. And I remember I didn't have
change for a taxi or bus home. I live near the Temple on Danube Street, so it's not far. Quite a nice walk by the Park, but... I didn't get that far.
I remember going out from the station and onto Elk Street... and then...
<<print either("","There was a sound and then...","Something... came over a fence and then...","There were guards in uniform, chasing something, and then...")>>
I woke up here. They say I did terrible things."
<</if>>
<br><br>
<<endevent>>
<<asylumevents>>
<<elseif $rng gte 65>>
"I used to work at the school," a <<person>> says.
<<if $rng %2>>
"I heard some disgusting rumours about that headteacher.
<<print either("They can't be true. It's probably just students trying to make trouble.","No smoke without fire, I say.","Someone should look into that.")>>"
<<else>>
"You should see the disgusting things that history teacher keeps in <<nnpc_his "Winter">> cupboard. One time a student was left in a- well, let's just say that if people knew the truth, <<nnpc_he "Winter">> would probably be sitting here with us."
<</if>>
<br><br>
<<endevent>>
<<asylumevents>>
<<elseif $rng gte 60>>
<<if $rng % 2>>
"Security is tight," a <<person>> says. "No way you're sneaking past them. Not without a distraction."
<<else>>
"Sometimes they put me in a straightjacket," a <<person>> says. "I'm so powerless. They can do whatever they want to me."
<br>
<<He>> smiles.
<</if>>
<br><br>
<<endevent>>
<<asylumevents>>
<<elseif $rng gte 55>>
<<if $rng % 2>>
"Last year the patients were campaigning for a video game system here," a <<person>> says.
"<<print either("What's the point of that? Thankfully the doctors said no.","The doctors said it might be disruptive. But it's not like we've got anything better to do here.")>>"
<<else>>
"Sometimes," a <<person>> mutters as much to <<himself>> as you. "I just don't think the police in this town are really looking out for our best interests."
<</if>>
<br><br>
<<endevent>>
<<asylumevents>>
<<elseif $rng gte 50>>
"You're not sick," a <<person>> whispers to you. "None of us are. They're sick. Them.
<<if $rng % 2>>
They tell us we're sick so they can test their drugs on us. And no one will stop them. It's big pharma. It goes all the way to the top."
<<else>>
They lock people like us up because we're sane. We're a challenge to their power."
<</if>>
<br><br>
<<endevent>>
<<asylumevents>>
<<elseif $rng gte 45>>
<<if $rng % 2>>
"Some of the crazies in here will tell you the staff are all lizard-people bent on world domination."
The <<person>> shakes <<his>> head. "What rubbish. They're obviously aliens."
<<else>>
"Some of the nutcases around here will tell you the staff are all aliens preparing us to join a Galactic federation."
The <<person>> rolls <<his>> eyes. "Nonsense: they're clearly lizard-people."
<</if>>
<br><br>
<<endevent>>
<<asylumevents>>
<<elseif $rng gte 40>>
<<if $rng % 2>>
"It's bad in here," a <<person>> says. "But it's worse out there."
<<else>>
<<generate2>><<generate3>>
A <<person1>><<person>>, a <<person2>><<person>> and a <<person3>><<person>> plot their escape.
<br><br>
"How though?" the <<person>> asks. "How are you getting out?"
<br>
The <<person1>><<person>> looks wildly around the room. "With that thing!" <<He>> points at
<<print either("the coffee vendor.","a mysterious machine.","the water fountain.","a heavy wooden desk.")>>
"I'm gonna put that through the fuckin' window, that's how!"
<br>
"You're going to try to pick that up and throw it through the window?"
<br>
"Fuckin' right, I am!" the <<person>> says.
<br>
"By yourself?" the <<person2>><<person>> asks. "That?"
<br>
"Didn't I just say I would?"
<br>
"No way."
<br>
"Bollocks," the <<person3>><<person>> says. "I'll bet an oral fuck you can't do it!"
<br>
"What?"
<br>
"Yeah!"
<br>
"What?"
<br>
"Simple. If you do it I'll <<person1>><<if $NPCList[0].penis isnot "none">>suck you off<<else>>eat you out<</if>> right here," the <<person3>><<person>> says.
"No questions. If not, you do the <<if $NPCList[0].pronoun is $NPCList[2].pronoun>>same<<else>>equivalent<</if>> for me."
<br>
"Okay," the <<person1>><<person>> says. "You're on."
<br>
"Me too," the <<person2>><<person>> says. "I want in on this!"
<br>
"More the fuckin' merrier," the <<person1>><<person>> says. "I hope you bitches are ready for a big hairy <<if $NPCList[0].penis isnot "none">>cock<<else>>cunt<</if>> in your face!"
<br><br>
A couple of nearby guards watch on with amusement.
<</if>>
<br><br>
<<endevent>>
<<asylumevents>>
<<elseif $rng gte 35>>
<<if $rng % 2>>
"Hello there," a <<person>> says. "Listen: if you see a patient around here who sounds like they swallowed a dictionary and keeps warning you about things,
I need you to punch them for me. I was in a terrible rush this morning and just didn't have the time."
<<else>>
"None of this <<print either("matters,","is real,","makes any difference,")>>" a <<person>> says. "We're all just
<<print either("living in some future supercomputer's artificial reality","NPCs in someone else's game","characters in a book","ghosts who don't realise we've died","katra passing through the infinite cycle of death and rebirth")>>
- but no one recognises the truth."
<</if>>
<br><br>
<<endevent>>
<<asylumevents>>
<<elseif $o_long_and_beautiful gte 8 and $o_long_and_beautiful lte 9 and $hy_sibling and $hy_parent>> /* approx. 1/3 chance once right stage is reached. */
<<generate2>><<set $NPCList[0] to clone($hy_sibling)>><<set $NPCList[1] to clone($hy_parent)>><<person1>>
Everyone seems phased out today. No one is talking. As you slump into a chair trying to figure out what to do next,
a voice behind you starts singing an upbeat pop song from a year or so ago. <span class="teal">It sounds familiar.</span>
You turn around to find a <<person>> smiling at you.
<br><br>
"I thought that was you," <<he>> says.
<<if $hairlength gte 500>>
"I knew I recognised that long, beautiful hair."
<<else>>
"Your hair was so long and beautiful. Why did you cut it?"
<</if>>
<br>
After a moment, you place <<him>> as the shy <<person>> who braided your hair on Domus Street a while ago.
You hear raised voices from somewhere nearby.
<br>
"So this is where you've been hiding away?" <<he>> says.
<<if $chef_state gte 7 and ($chef_rework is undefined or $chef_rework is 0)>>
<<if C.npc.Sam.gender>>"That man,<<else>>"That lady,<</if>>
Sam, the owner at Ocean Breeze, was offering the orphans money to find you.
The customers are furious about the lack of cream buns.
<<elseif $orphan_hope gte 25>>
"Those orphans were looking for you. Making search parties along the beach.
<<elseif $orphan_hope lte -10>>
"I don't blame you. The orphans seem miserable these days.
<<elseif C.npc.Kylar.love gte 30 and C.npc.Kylar.state is "active">>
"That shy <<nnpc_gendery "Kylar">> you hang out with was skulking around the street looking for you.
<<elseif $fame.exhibitionism gte 500>>
"I think the town's pervs have missed you. Some creep in a car offered me money to strip!
<<else>>
I thought I hadn't seen you around lately.
<</if>>
So have you met my sister? She's here. Very slim, long hair. I told you about her. Attacked at that beach party.
She's been here forever now. Her long hair used to be so beautiful but now no one-"
<br>
The voices behind raise sharply. A <<person2>><<person>> is arguing with one of the orderlies.
<br><br>
"That's <<if $NPCList[0].pronoun is "m">>Dad. He's<<else>>Mum. She's<</if>> telling them to take better care of my sister.
She seems to be getting worse again. She blames herself now and thinks she was 'asking for it.' One of the doctors keeps
telling her that too. Really upsets her. She doesn't talk to anyone now. Won't even see us anymore. And her hair is nasty now.
They don't even brush it. I'd do it, but she won't see me. It's so-"
<br><br>
"We're leaving," a hand grabs the <<person1>><<persons>> shoulder. "These useless-" The <<person2>><<person>> trails off as <<he>> looks at you.
"You? I remember you. With the long hair. You came knocking on our door looking for work. Helped out that time. So you're in here now?!
I hope you're okay. And I hope these... people are treating you well. We have to leave now. Good day."
<br>
<<He>> drags the waving <<person1>><<person>> toward the exit.
<br><br>
As you watch them leave, you notice a slim girl with long, messy hair watching from the door of the one of the therapy rooms.
With a loud buzz, the <<fullGroup>> are let out through a security door.
When you look back to the therapy room, the long-haired girl is nowhere to be seen.
<br><br>
<span class="teal">Is that the sister?</span><<set $o_long_and_beautiful to 10>>
<br><br>
<<endevent>>
<<asylumevents>>
<<elseif $rng gte 30>>
<<if $rng % 2>>
"Stay out of the empty parts of the building," a <<person>> says. "Someone went there once, and vanished."
<<else>>
A <<person>> looks you up and down.
<br>
"If anyone attacks you, just let me know." <<He>> smiles. "I like to watch."
<</if>>
<br><br>
<<endevent>>
<<asylumevents>>
<<elseif $rng gte 25>>
<<if $chef_state gte 3>>
<<if $chef_state gte 7 and $rng gte 27>>
A <<person>> stares at you open mouthed.
<br>
"You're Sam's new chef from Ocean Breeze, aren't you?" <<he>> asks. "Oh my god, I can't believe you're here.
I miss those buns! I don't suppose you could make some in here? Could you?!"
<<lstress>><<stress -2>><<asylumstatus 2>><<gcool>>
<<else>>
"It's funny the things you miss in a place like this," a <<person>> tells you. "I miss the Ocean Breeze Cafe over on Cliff Street.
Sam had just hired some new chef who was making the most incredible cream buns."
<</if>>
<<else>>
"The one thing I miss," a <<person>> tells you. "Is sitting by the beach watching the swimmers.
There's this cafe called the Ocean Breeze there. If you ever get the chance, go. They have delicious cream buns. Ask for Sam."
<</if>>
<br><br>
<<endevent>>
<<asylumevents>>
<<elseif $rng gte 20>>
<<if $rng % 2>>
"Don't tell anyone," a <<person>> confides. "But I'm not ill. Not really. I pretend to be because I like it here. It's nice. Crazy would be going back out there."
<<else>>
"I know everyone says this here," a <<person>> says. "But I'm actually not crazy. I'm
<<print either("a Detective","a Detective Inspector","a Chief Inspector", "an Officer")>>
with the police. Back in the Met I was a big deal. Cracked a few big cases. Newspapers and everything. Was transferred here to clean things up."
<br>
<<He>> laughs bitterly.
<br>
"Can you believe that? It's true. We heard rumours about this place. Nasty things. So I was sent here to be the big shining
white knight, come to put away the bad guys. Instead they put me away. I have 'PTSD,' apparently."
<br>
<<He>> falls silent.
<br><br>
"Hey!" <<he>> says as you move to leave. "Do me a favour. If you get back out there: never trust the police in this town. There are some good apples,
but most are in with the criminals - by the time you know for sure it'll be too late. Like it was for me. Some of the doctors are in on it too.
People disappearing."
<</if>>
<br><br>
<<endevent>>
<<asylumevents>>
<<elseif $rng gte 15>>
<<if $rng % 2>>
"The doctor never calls on me anymore," a <<person>> grumbles. "I haven't had a session in weeks.
<<if $beauty gte ($beautymax / 3) * 2>>
I'll never get better because the doctors are always busy with pretty little things like you."
<<gstress>><<stress 1>>
<<else>>
We should complain! The doctors should help all of us, not just those attractive ones."
<</if>>
<<else>>
"That young doctor smelled like cow manure the other afternoon," a <<person>> whispers. "Does <<nnpc_he "Harper">> live on a farm or something!?"
<</if>>
<br><br>
<<endevent>>
<<asylumevents>>
<<elseif $rng gte 10>>
<<if $rng % 2>>/*11 13*/
"The doctor makes me do such lewd things," a <<person>> says. "I used to hate it, but now I can't wait for the next treatment."
<<else>>
Everyone is busy with their own activities right now.
<br><br>
As you stand by a window, Dr Harper leads a naked <<personsimple>> into the recreation area.
Completely nude,
<<if $rng gte 14>>/*14*/
the <<person>> seems to believe <<he>> is a Doctor. Methodically, Harper leads <<him>> between different patients in the room asking
for a medical opinion. The <<person>> refers to an imaginary clipboard as <<he>> pronounces
<<if currentSkillValue('science') gte 500>>
earnest but meaningless pseudo-medical 'diagnoses' for these patients.
<<else>>
a medical diagnosis for each patient.
<</if>>
<br>
Whatever <<he>> says, Harper nods gravely and says, "I see. Thank you, Doctor." And leads <<him>> to another patient.
<br><br>
After the seventh or eighth patient, they leave together.
<<else>>/*10 12*/
except for a collar connected to the lead in Harper's hand, the <<person1>><<person>> crawls on <<his>> hands and knees, seemingly believing <<he>> is a dog. As Harper leads <<him>> through the room <<he>> tries to crawl under tables and sniff patients'
legs.
<br><br>
In the middle of the room, Harper unclips the lead from the <<persons>> collar, allowing <<him>> to roam while Harper stops
to talk with one of the orderlies. As the doctor chats, the <<person>> crawls between patients, getting them to stroke <<his>> head, sniffing their groins, or rolling over so they can rub <<his>> tummy.
<br>
When <<he>> suddenly <<if $NPCList[0].penis isnot "none">>raises <<his>> leg to pee against<<else>>squats to pee by<</if>> a table, Harper lunges across and grabs <<his>> collar. "That's enough now."
<br>
Harper quickly leads <<him>> from the room.
<</if>>
<br><br>
Many watch with amusement. Some with lust. A few with embarrassment.
<br>
Absolutely no one seems surprised.
<</if>>
<br><br>
<<endevent>>
<<asylumevents>>
<<elseif $rng gte 5>>
<<if $rng % 2>>
"That Harper isn't a Doctor," a <<person>> mutters. "Not really. When I first came here Harper was a patient like the rest of us.
But now suddenly Harper's our Doctor. THEY all play along, and everyone who might remember has conveniently forgotten. Or disappeared."
<br>
<<He>> looks sharply around.
<<else>>
A <<person>> is smiling at you. As you sit near <<him>> you notice one of <<his>> hands is under <<his>> clothes, rhythmically rubbing <<his>> <<if $NPCList[0].penis isnot "none">>dick<<else>>pussy<</if>>.
<br><br>
"Stay right there," <<he>> breathes.
<<if $beauty gte ($beautymax / 3) * 2 and $rng % 3>>"Looking at you is helping a lot."
<<elseif $player.perceived_breastsize gte 6>><<He>> stares at your <<breasts>> as <<his>> hand moves faster.
<<elseif currentSkillValue('physique') gte ($physiquesize / 7) * 6>>"With those muscles you'd dominate me like the little <<if $NPCList[0].penis isnot "none">>bitch<<else>>whore<</if>> I am."
<<elseif $purity lte 400 or $awareness gte 500>>"Talk dirty to me. You look like you've seen it all."
<<elseif $beauty lte ($beautymax / 3)>>"Your ugly face'll help me last longer."
<<else>>The movement gets faster.
<</if>>
<</if>>
<br><br>
<<endevent>>
<<asylumevents>>
<<else>>
"They bind our arms so tight," a <<person>> says.
<<if $rng % 2>>
"Can't do much like that. Not even open our own cupboards."
<<else>>
"Can't even masturbate. Sometimes I have to call to the guards to scratch that itch."
<</if>>
<br><br>
<<endevent>>
<<asylumevents>>
<</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You think about the window above your room. Although the bars look unassuming, they're undoubtedly connected to an alarm system.
<br><br>
It seems that for this plan to work, you'll have to find and disable it.
<br><br>
<<link [[Next|Asylum]]>><</link>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
<<if $leftarm isnot "bound" and $rightarm isnot "bound">>
<<set _prop to either("english", "history", "science", "maths")>>
<<set _colour to _prop is "science" ? "blue" : _prop is "history" ? "yellow" : _prop is "maths" ? "red" : "green">>
<<wearProp "open textbook" _colour _prop>>
<</if>>
You read old text books in the dusty library. Most of this should still apply.
<<if $leftarm is "bound" and $rightarm is "bound">>
Your arms are bound, so
<<if $asylumstatus gte 60>>
a nearby patient helps you with turning pages.
<<else>>
you resort to flipping the pages with your nose.
<</if>>
<<elseif $asylumstatus gte 80>>
Other patients greet you and make space for you at their table.
<<elseif $asylumstatus gte 60>>
Several nearby patients smile or nod in greeting.
<</if>>
<br><br>
<<if isPregnancyEnding()>>
<<pregnancyPassout "asylumLibrary">>
<<else>>
<<if $exposed is 2>>
Your <<lewdness>> on display makes you the centre of attention.
<<exhibitionism5>>
<<elseif $exposed is 1>>
Your <<lewdness>> on display makes you the centre of attention.
<<exhibitionism3>>
<<else>>
<</if>>
<<if $rng gte 81>>
<<generateDoctor 1>><<person1>>A <<person>> dressed as an orderly stops beside you. "Would you like some assistance?" <<he>> asks.
<br><br>
<<link [[Accept|Asylum Study Help]]>><<schoolskill>><</link>><<gschool>>
<br>
<<link [[Refuse|Asylum]]>><<endevent>><</link>>
<br>
<<else>>
<<asylumevents>>
<</if>>
<</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You nod. The orderly pulls a chair close and sits down.
<br><br>
<<He>> helps you with the material. <<Hes>> quite knowledgeable.
<br><br>
<<link [[Thank|Asylum Study Thank]]>><<set $suspicion -= 1>><</link>><<lsuspicion>>
<br>
<<if $leftarm isnot "bound" and $rightarm isnot "bound">>
<<link [[Rest a hand on <<his>> thigh|Asylum Study Thigh]]>><<handheldon>><</link>><<promiscuous1>>
<</if>>
<br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
<<if $speech_attitude is "meek">>
"Thank you for the help," you say. "I couldn't have understood it without you."
<<elseif $speech_attitude is "bratty">>
"Thanks for the help," you say.
<<else>>
"Thanks," you say. "It's kind of you to help."
<</if>>
<br><br>
The <<person>> smiles. "Anytime," <<he>> says. "I need to get back to work. You look after yourself."
<br><br>
<<link [[Next|Asylum]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You rest a hand on <<his>> thigh as <<he>> explains something to you. <<His>> voice wavers. You ignore <<his>> glance in your direction. You keep your focus on the book in front of you, as if nothing were amiss.
<<promiscuity1>>
<<link [[Thank|Asylum Study Thank]]>><</link>>
<br>
<<if hasSexStat("promiscuity", 3)>>
<<if $pronoun is "m">>
<<link [[Open <<his>> fly|Asylum Study Hand]]>><<set $phase to 0>><</link>><<promiscuous3>>
<br>
<<else>>
<<link [[Lift <<his>> skirt|Asylum Study Hand]]>><<set $phase to 1>><</link>><<promiscuous3>>
<br>
<</if>>
<</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
<<famesex 1>>
<<if $phase is 0>>
You unzip <<his>> fly.
<<else>>
You lift <<his>> skirt.
<</if>>
<<if $NPCList[0].penis isnot "none">>
<<if random(0,1) is 1>><<bodyliquid "rightarm" "semen">><<else>><<bodyliquid "leftarm" "semen">><</if>>
<<Hes>> already hard beneath. You run your fingers along <<his>> shaft, and feel <<him>> tremble under your touch. <<He>> shoots furtive glances around the library, but none of the patients or staff have noticed.
<br><br>
Your fingers reach <<his>> glans, and a moan escapes <<his>> lips. <<He>> presses a hand to <<his>> mouth. <<He>> doesn't last much longer before a wave of pleasure spasms through <<him>> and <<he>> erupts on your hand.
<br><br>
<<else>>
<<if random(0,1) is 1>><<bodyliquid "rightarm" "goo">><<else>><<bodyliquid "leftarm" "goo">><</if>>
<<Hes>> already wet beneath. You run your fingers along <<his>> slit, and feel <<him>> tremble under your touch. <<He>> shoots furtive glances around the library, but none of the patients or staff have noticed.
<br><br>
Your fingers reach <<his>> clit, and a moan escapes <<his>> lips. <<He>> presses a hand to <<his>> mouth. <<He>> doesn't last much longer before a wave of pleasure spasms through <<him>> and <<he>> cums on your hand.
<br><br>
<</if>>
<<if $phase is 0>>
You zip up <<his>> trousers and withdraw your hand.
<<else>>
You tug down <<his>> skirt and withdraw your hand.
<</if>>
<<if $speech_attitude is "meek">>
"You've been kind to me," you whisper. "It's only fair I'm kind too."
<<elseif $speech_attitude is "bratty">>
"Thanks for the help," you whisper.
<<else>>
"You helped me," you whisper. "I hope that's thanks enough."
<</if>>
<br><br>
<<He>> nods, still blushing. "I-I need to get back to work," <<he>> says, stumbling out of the room.
<br><br>
<<link [[Next|Asylum]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You sit down and enjoy breakfast with the other patients.
<<if $leftarm is "bound" and $rightarm is "bound">>
Your arms are bound, so
<<if $asylumstatus gte 66>>
a nearby patient helps you to eat.
<br>
"We've got to look out for each other in here."
<br>
<<elseif $asylumstatus gte 33>>
you find yourself pressing your face against your plate.
<<else>>
you find yourself pressing your face against your plate.
A person nearby <<print either("grabs your head and pushes your face into your food.","mimics how you're eating while pulling dumb faces.","points at you and laughs.","makes a lewd comment about the way you're eating a sausage.")>>
Many others laugh.
<</if>>
<</if>>
The food is good, and leaves you feeling warm and happy. It's not just you. The other patients seem more social.
<br><br>
<<if isPregnancyEnding()>>
<<pregnancyPassout "asylumCafe">>
<<elseif $exposed is 2>>
Your <<lewdness>> on display makes you the centre of attention.
<<exhibitionism5>>
<<elseif $exposed is 1>>
Your <<lewdness>> on display makes you the centre of attention.
<<exhibitionism3>>
<<elseif $asylumstatus gte 80>>
Other patients seem eager to chat with you.
<<elseif $asylumstatus gte 60>>
Several nearby patients talk with you over breakfast.
<<elseif $asylumstatus gte 40>>
The nearest patients begrudgingly talk with you.
<<else>>
However, anything you say is met with stony silence.
<</if>>
<br><br>
<<asylumevents>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You approach the staff door with a keycard lock.
<<if $asylumkeycard is 1>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You have the keycard, but you can't use it with your arms bound.
<<else>>
You could open it with the keycard if you wanted.
<</if>>
<<else>>
<<if $leftarm is "bound" and $rightarm is "bound">>
With your arms bound, you couldn't reach it even if you had the keycard.
<<else>>
If you had the keycard you could open it.
<</if>>
<</if>>
<br><br>
<<if $asylumkeycard is 1>>
<<if $leftarm is "bound" and $rightarm is "bound">>
<<else>>
<<link [[Open|Asylum Open]]>><</link>>
<br>
<</if>>
<</if>>
<<link [[Back|Asylum]]>><</link>>
<br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You open the door and peek through.
<<if $asylumstate is "sleep">>
The hallway beyond is dark and empty. You tiptoe through.
<br><br>
You explore the staff area of the asylum, dodging the occasional patrol. You come to a room filled with screens. Cameras showing the inside of each cell. A couple of patients are masturbating.
<br><br>
One screen reads "<span class="red">Aphrodisiac ministration active: 3%</span>" There are many unmarked buttons and dials beneath it.
<br><br>
<<link [[Try to turn it up (1:00)|Asylum Cameras]]>><<pass 60>><</link>> <<note "A higher science skill will make this more likely to succeed. Will trigger an escape sequence if successful." "italic">>
<br>
<<link [[Leave|Asylum]]>><</link>>
<br>
<<else>>
The hallway beyond is busy with staff performing their duties. You'll be seen if you stay here. Perhaps it'll be deserted at night.
<br><br>
<<link [[Next|Asylum]]>><</link>>
<</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
<<if random(1, 1000) lte (currentSkillValue('science') + 100)>>
<<if currentSkillValue('science') gte 400>>
You try to work out how to operate the machine. There's a logic to it, and through trial and error you discover how to turn up the aphrodisiac. Without warning, an alarm blares. The screen now reads "<span class="red">WARNING Aphrodisiac ministration active: 2000%</span>" You hear shouting.
<br><br>
<<else>>
You try to work out how to operate the machine. You resort to pushing buttons and turning dials at random. Without warning, an alarm blares. The screen now reads "<span class="red">WARNING Aphrodisiac ministration active: 2000%</span>" You hear shouting.
<br><br>
<</if>>
<<link [[Next|Asylum Escape]]>><</link>>
<br>
<<else>>
You try to work out how to operate the machine, but it doesn't respond to anything.
<br><br>
<<if $asylumstate is "sleep">>
<<link [[Try again (1:00)|Asylum Cameras]]>><<pass 60>><</link>>
<br>
<<link [[Stop|Asylum]]>><</link>>
<br>
<<else>>
You hear voices outside the room. They pass by, but you'll be discovered soon if you stay. You sneak out.
<br><br>
<<link [[Next|Asylum]]>><</link>>
<br>
<</if>>
<</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You return to the patient's area, taking cover in alcoves whenever frantic security run by. You arrive, and behold a scene of chaos. Cell doors stand open, their occupants loose. Some members of security have already fallen, their uniforms stripped. Several patients assault each one. Their colleagues try to rescue them, but their batons are no match for the patient's numbers and lust. Many of the patients satisfy themselves with the fallen security personnel, but others fuck each other on tables, chairs or just the floor.
<br><br>
You look out the window. The towers are unmanned and the patrols missing as all hands arrive to contain the threat. Doctor Harper enters from a door opposite, surrounded by security. Now's your chance.
<br><br>
You run through the front door unobstructed, and across the grounds. You climb the fence and escape into the forest.
<br><br>
<<endevent>>
<<asylumescape>>
<<badEndTrackingEnd "Asylum" { reason: "asylumSabotage" }>>
<<link [[Next|Forest]]>><<set $forest to 100>><</link>>
<br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You squeeze beneath a chair in the recreation room and wait. The lights turn off, leaving you alone in the dark.
<br><br>
<<endevent>>
<<link [[Next|Asylum]]>><</link>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
<<if $rng gte 71>>
Harper leads you and the other patients indoors, to the showers. "The water should be on," <<he>> says. "Hygiene is important. I want to see everyone wash."
<br><br>
<<He>> rests a hand on your shoulder as the other patients strip. "As I said, hygiene is important. You wouldn't mind if I take care to personally ensure yours is up to standard?"
<br><br>
<<link [[Accept|Asylum Shower Accept]]>><<strip>><<wash>><<stress 6>><<arousal 1800>><<set $suspicion -= 1>><<npcincr Harper love 1>><</link>><<exhibitionist1>><<gstress>><<garousal>><<lsuspicion>>
<br>
<<link [[Refuse|Asylum Shower Refuse]]>><<set $suspicion += 1>><<npcincr Harper love -1>><</link>><<gsuspicion>>
<br>
<<else>>
Harper leads you and the other patients indoors, to the showers. "The water should be on," <<he>> says. "Hygiene is important. I want to see everyone wash."
<br><br>
Most of the patients are used to this, and strip without a problem. Some hesitate. Harper sends the orderlies to help them out of their clothes.
<br><br>
<<link [[Strip and find somewhere secluded|Asylum Shower Secluded]]>><<strip>><<wash>><</link>><<exhibitionist1>>
<br>
<<if hasSexStat("exhibitionism", 2)>>
<<link [[Strip and wash around others|Asylum Shower Wash]]>><<strip>><<wash>><</link>><<exhibitionist2>>
<br>
<</if>>
<<link [[Sneak away|Asylum]]>><<endevent>><<suspicion 5>><</link>><<ggsuspicion>>
<br>
<</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You shake your head. Harper frowns, but doesn't pressure you. <<He>> notices some of the other patients hesitate to undress. <<He>> sends the orderlies to help them out of their clothes.
<br><br>
<<link [[Strip and find somewhere secluded|Asylum Shower Secluded]]>><<strip>><<wash>><</link>><<exhibitionist1>>
<br>
<<if hasSexStat("exhibitionism", 2)>>
<<link [[Strip and wash around others|Asylum Shower Wash]]>><<strip>><<wash>><</link>><<exhibitionist2>>
<br>
<</if>>
<<link [[Sneak away|Asylum]]>><<endevent>><<suspicion 5>><</link>><<ggsuspicion>>
<br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You nod. Harper smiles and begins to disrobe you. <<His>> movements are clinical. <<covered>> <<He>> folds your clothes in a neat pile and picks up a sponge as you step under the shower.
<<exhibitionism1>>
You stand still as <<he>> scrubs your body from top to bottom, focusing first on your neck, arms, torso, stomach, back, legs, then up to your butt. <<He>> scrubs more softly. You try to breathe normally.
<br><br>
<<He>> presses the sponge against your <<genitals>>. You stifle a yelp. <<He>> stands right behind you, making sure no one else can see what is happening. Using the sponge <<he>> strokes and massages you, sending waves of pleasure up your spine.
<br><br>
In a moment of weakness you release a sensual sigh. <<He>> places two fingers over your mouth, signalling that you need to keep quiet.
<br><br>
<<if $arousal gte $arousalmax>>
<<orgasm>>
You arch your back in <<his>> grip, stifling a moan as <<he>> continues to gently massage you mid-orgasm.
<br><br>
<</if>>
By the time <<he>> stops, your legs feel weak. <<He>> pecks you on the cheek as the bathing session comes to a close.
<br><br>
<<link [[Next|Asylum]]>><<clotheson>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You strip slowly, just fast enough to keep the orderlies at bay. By the time your <<lewdness>> is exposed the other patients are already in the showers proper. You follow after them, but find somewhere secluded where you won't be watched. You wash quickly, and get dressed before the other patients finish.
<<exhibitionism1>>
<<endevent>>
<<link [[Next|Asylum]]>><<clotheson>><</link>>
<br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
<<generate2>><<generate3>>
<<if $o_long_and_beautiful gte 1 and $o_long_and_beautiful lte 7 and $rng % 3 == 0>><<set $o_long_and_beautiful += 1>>
As you strip, two orderlies, a <<person2>><<person>> and a <<person3>><<person>> march toward a slender girl with long, messy, matted hair sat near you.
<br>
"Strip," the <<person>> barks. "Now."
<br>
She doesn't move. The <<person2>><<person>> grabs her shoulder and yanks at her top, at which the girl abruptly screeches and claws at the <<persons>> face.
The <<person3>><<person>> quickly grabs the girl's hair, firmly yanks back her head and drags her back to the floor. The long-haired girl goes down hard,
but then flails frantically on the ground, screeching and clawing in every direction as they struggle to pin her down.
<br>
You glance at Doctor Harper who is looking anywhere but here right now.
<br>
With the girl pinned, the orderlies start to remove her clothes. Just as abruptly the girl falls silent. Looking down at her, her body has gone limp,
tears stream from her eyes as they strip her.
<br>
Dr Harper is still studiously looking elsewhere.
<br>
"Why do you make us do this every time," the <<person2>><<person>> spits as <<he>> removes the last of the girl's underwear. "You think we get off on this?"
<br>
"And wash your damn hair," the <<person3>><<person>> adds. They shake their heads.
<br>
The girl lies completely nude and completely unmoving, tears streaming from empty, vacant eyes.
<br><br>
"What are you looking at?" the <<person2>><<person>> glares at you. "Do YOU need our help as well?"
<br>
<<if $speech_attitude is "meek">>
"Sorry," you say, quickly stripping. You run to Harper. "Doctor, is- is it okay if I stay to help that girl. I- I think I know her."
<br>
Harper looks confused at you for a moment. "Yes. Yes, okay. Just make sure you don't miss your wash. Hygiene is important."
<<elseif $speech_attitude is "bratty">>
"DOCTOR Harper," you shout. Harper turns. "I think your two geniuses here
<<if currentSkillValue('science') gte 600>>
can't recognise a post-traumatic trigger reaction.
<<else>>
are just making things worse.
<</if>>
Can I stay here and look after my friend?"
<br>
Harper looks confused at you for a moment. "Yes. Yes, okay. Just make sure neither of you miss your wash. Hygiene is important."
<<else>>
You quickly finish stripping and jog across to Harper.
<br>
"Doctor, please. Look at that girl.
<<if currentSkillValue('science') gte 600>>That looks like a post-traumatic trigger reaction and <</if>>I think those two are just making things worse.
Is it okay if I stay back to help her. I- I think I kind of know her."
<br>
Harper looks curious for a moment. "Yes. Yes, okay. Just make sure you don't miss your wash. Hygiene is important."
<</if>>
<br>
Harper signals for the orderlies to leave you alone.
<<exhibitionism2>>
<<endevent>>
<<link [[Next|Asylum Shower Wash Hair]]>><</link>>
<<else>>
You strip and enter the showers proper. You stand in the middle of a large room and wash alongside the other patients.
You notice a <<person2>><<person>> and <<person3>><<person>> checking you out, but most don't pay you any attention.
You head back to your clothes, dry yourself and get dressed.
<<exhibitionism2>>
<<endevent>>
<<link [[Next|Asylum]]>><<clotheson>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
<<pass 25>>
Completely naked, you sit for a time with the slim, long haired girl. You don't touch her, you just keep quietly talking to her.
<<if currentSkillValue('english') gte 500>>
After a time, you notice her looking at you. Your eloquence seems to be getting through.
<<if $o_long_and_beautiful lt 9>>
<<set $o_long_and_beautiful += 1>>
<</if>>
<<else>>
After a time, she seems to come round.
<</if>>
<br><br>
Finally, she whispers: "Okay." Together you head to the shower and wash. It is just you two, everyone else finished some time ago. The long-haired girl
<<if $o_long_and_beautiful gte 6>>
talks to you a little about her life in the asylum as she washes.
<<elseif $o_long_and_beautiful gte 4>>
washes properly. A few times you think she might be smiling at you.
<<else>>
no longer seems to notice you as she quickly washes.
<</if>>
You head back to your clothes, dry yourself and get dressed.
<br><br>
<<link [[Next|Asylum]]>><<clotheson>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<promiscuity1>>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Asylum Harper Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Asylum Harper Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
<<if $enemyhealth lte 0>>
You push <<him>> away from you. <<He>> looks angry, but soon regains <<his>> composure. "You still have some issues with anger management," <<he>> says. "But that's not why you were here. I'd like to keep seeing you on Fridays, at the hospital. There's a vehicle waiting to take you back to town. Be well."
<br><br>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> lies on top of you for a moment, breathing deeply. <<He>> steps away and fixes <<his>> clothing. "T-there's a vehicle waiting to take you back to town. I'd like to keep seeing you on Fridays, at the hospital. Be well."
<<else>>
<<He>> looks angry, but soon regains <<his>> composure. "If only I could keep you until I finished the treatment," <<he>> sighs. "There's a vehicle waiting to take you back to town. I'd like to keep seeing you on Fridays, at the hospital. Be well."
<</if>>
<br><br>
<<clothesontowel>>
<<endcombat>>
<<if $suspicion gte 80>>
A group of orderlies lead you away from Harper's office, through the main area of the asylum.
<<elseif $suspicion gte 20>>
A pair of orderlies lead you away from Harper's office, through the main area of the asylum.
<<else>>
A nurse leads you away from Harper's office, through the main area of the asylum.
<</if>>
<<if $asylumstatus gte 80>>
The other patients wave you goodbye.
<<elseif $asylumstatus gte 20>>
The other patients ignore you.
<<else>>
The other patients sneer at you.
<</if>>
You go through a staff door, then through a larger double door and into a waiting car.
<br><br>
The car starts, and drives through the iron gates into the forest. It's a dark, overgrown road. You don't move very fast. The driver says nothing.
<br><br>
<<pass 60>>
You emerge from the wood far from town, but the road curves north through moor and farmland. You soon arrive back at civilisation. The bustle of Harvest Street greets you. You continue until the orphanage comes into view.
<br><br>
<<asylumend>>
<<endevent>>
<<link [[Next|Asylum Return]]>><</link>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You shove the doctor away from you. <<He>> looks angry, but soon regains <<his>> composure. "You still have some issues with anger management," <<he>> says. "But that's not why you were here. I'd like to keep seeing you on Fridays, at the hospital. There's a vehicle waiting to take you back to town. Be well."
<br><br>
<<if $suspicion gte 80>>
A group of orderlies lead you away from Harper's office, through the main area of the asylum.
<<elseif $suspicion gte 20>>
A pair of orderlies lead you away from Harper's office, through the main area of the asylum.
<<else>>
A nurse leads you away from Harper's office, through the main area of the asylum.
<</if>>
<<if $asylumstatus gte 80>>
The other patients wave you goodbye.
<<elseif $asylumstatus gte 20>>
The other patients ignore you.
<<else>>
The other patients sneer at you.
<</if>>
You go through a double door and into a waiting car.
<br><br>
The car starts, and drives through the iron gates into the forest. It's a dark, overgrown road. You don't move very fast. The driver says nothing.
<br><br>
<<pass 60>>
You emerge from the wood far from town, but the road curves north through moor and farmland. You soon arrive at civilisation. The bustle of Harvest Street greets you. You continue until the orphanage comes into view.
<br><br>
<<asylumend>>
<<endevent>>
<<link [[Next|Asylum Return]]>><</link>><<set $outside to 0>><<set $location to "home">><<effects>>
<<if C.npc.Robin.init is 1 and $robinmissing is 0>>
<<if C.npc.Robin.trauma gte 80>>
You enter the orphanage and head to your room. You don't meet anyone. There's a small cake sat on the windowsill with a note attached.
<br><br>
"Welcome home!
<br>
- Robin"
<br><br>
<<elseif C.npc.Robin.trauma gte 20>>
You enter the orphanage and head to your room. You find <<npc Robin>><<person1>>Robin waiting. <<He>> jumps to <<his>> feet and hugs you. "Bailey said the hospital phoned," <<he>> says. "They told us you were coming back." <<He>> pulls away and smiles. "They wouldn't let me visit. I got you something." <<He>> drops to <<his>> knees and pulls something out from under your bed. It's a small cake.
<br><br>
"I had to hide it." <<He>> hugs you again. "Welcome home. I missed you."
<br><br>
You chat with <<him>> a while. <<He>> asks about where you stayed. What your room was like, if the food was good, if the people were nice. You're not sure how much to tell <<him>>. "I need to go," <<he>> says after a while. "Bailey gave me chores." <<He>> waves goodbye as <<he>> leaves.
<<ltrauma>><<lstress>><<trauma -12>><<stress -12>>
<br><br>
<<else>>
A face appears in a window as you approach the orphanage. It's Robin. <<npc Robin>><<person1>><<He>> runs at you once you're inside, and almost knocks you over with <<his>> hug. "Bailey said the hospital phoned," <<he>> says. "They told us you were coming back." <<He>> pulls away and smiles. "They wouldn't let me visit. I got you something. Come with me." <<He>> takes your hand and tugs you after <<him>>.
<br><br>
<<He>> drops to <<his>> knees once in your room, and pulls something out from under your bed. It's a small cake. "I had to hide it." <<He>> hugs you again. "Welcome home. I missed you."
<br><br>
You chat with <<him>> a while. <<He>> asks about where you stayed. What your room was like, if the food was good, if the people were nice. You're not sure how much to tell <<him>>. "I need to go," <<he>> says after a while. "Bailey gave me chores." <<He>> waves goodbye as <<he>> leaves.
<<ltrauma>><<lstress>><<trauma -12>><<stress -12>>
<br><br>
<</if>>
<<else>>
You enter the orphanage and head to your room. You don't meet anyone.
<br><br>
<</if>>
<<badEndTrackingEnd "Asylum" { reason: "asylumDischarged" }>>
<<endevent>>
<<link [[Next|Bedroom]]>><</link>>
<br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You point at the <<persons>> hiding place. The <<person2>><<person>> crouches beside it and reaches in, pulling the struggling <<person1>><<person>> out by the arm. "Doctor Harper said you need to stay," <<person2>><<he>><<person1>>says as <<he>> drags <<him>> away. "It's for your own good."
<br><br>
<<endevent>>
<<link [[Next|Asylum]]>><</link>>
<br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
The <<person2>><<person>> frowns at you, but doesn't push the matter. Once gone, the <<person1>><<person>> emerges and gives you a thankful bow.
<br><br>
<<endevent>>
<<link [[Next|Asylum]]>><</link>>
<br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You pull the <<person1>><<persons>> arm away from the <<person2>><<person>>. They both look shocked. "Don't touch me," the <<person1>><<person>> says. "Just who do you think you are?" The <<person2>><<person>> gives you a grateful smile.
<br><br>
<<endevent>>
<<link [[Next|Asylum]]>><</link>>
<br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You smile back at the <<person>>. <<He>> walks over and you have a pleasant chat.
<<promiscuity1>>
<<link [[Say goodbye|Asylum]]>><<endevent>><</link>>
<br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Seduce|Asylum Seduce]]>><</link>><<promiscuous2>>
<br>
<</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
<<set $seductiondifficulty to 6000>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>><span class="gold">You feel more confident in your powers of seduction.</span><</if>><<seductionskilluse>>
<br><br>
You lean closer to the <<person>>. "There are a lot of quiet places here," you whisper. "Who knows what one could get up to."
<<promiscuity2>>
<<if $seductionrating gte $seductionrequired>>
<<He>> glances around, and takes you by the hand. <<He>> leads you to an empty room, then turns and embraces you.
<br><br>
<<link [[Next|Asylum Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<else>>
"I-It was nice meeting you," <<he>> says. <<He>> walks away.
<br><br>
<<endevent>>
<<link [[Next|Asylum]]>><</link>>
<br>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 50>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Asylum Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Asylum Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 1>><<set $location to "asylum">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"The doctor told me to be more accepting of advances," <<he>> says. "I've been missing out."
<br><br>
<<He>> kisses your cheek and departs.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $enemyhealth lte 0>>
You shove the <<person>> away from you and escape into the hallway.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $finish is 1>>
"The doctor told me to be more accepting of advances," <<he>> says. "I've been missing out."
<br><br>
<<He>> kisses your cheek and departs.
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<<link [[Next|Asylum]]>><</link>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Asylum Cell Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Asylum Cell Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Don't go whining to no one," the <<person1>><<person>> says. "Not that they'll believe you." The pair laugh as the cell door locks with a click. <<tearful>> you lie back on the bed.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Asylum Cell]]>><</link>>
<<else>>
The <<group>> recoil in pain. "Come on," the <<person2>><<person>> says. "There are easier <<girls>> than this." The cell door locks with a click. <<tearful>> you lie back on the bed.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Asylum Cell]]>><</link>>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"O-Okay," you say. "You can show me."
<<elseif $speech_attitude is "bratty">>
"Sure," you say. "I'll take a look."
<<else>>
"Okay," you say. "You can show me."
<</if>>
<br><br>
The <<person>> hesitates, then unfolds <<his>> gown, revealing <<his>>
<<if $pronoun is "m">>
<<if $NPCList[0].penis isnot "none">>
<<print $NPCList[0].penisdesc>>.
<<else>>
pussy.
<</if>>
<<else>>
<<if $NPCList[0].penis isnot "none">>
<<print $NPCList[0].breastsdesc>> and <<print $NPCList[0].penisdesc>>.
<<else>>
<<print $NPCList[0].breastsdesc>>.
<</if>>
<</if>>
<<He>> shuts <<his>> eyes and stands there, hands clutching <<his>> sides. <<He>> counts under <<his>> breath.
<br><br>
With a sigh, <<he>> bends over and retrieves <<his>> gown, wrapping it around <<him>> with haste. "Th-thank you," <<he>> says before hurrying away.
<br><br>
<<endevent>>
<<link [[Next|Asylum]]>><</link>>
<br><<effects>>
You shake your head. The <<person>> looks relieved for a moment, but <<his>> ordeal isn't over. <<He>> leaves to find someone else to offer <<himself>> to.
<br><br>
<<endevent>>
<<link [[Next|Asylum]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"O-Okay," you say, loud enough for the staff to hear. "You can show me."
<<elseif $speech_attitude is "bratty">>
"Sure," you say, loud enough for the staff to hear. "I'll take a look."
<<else>>
"Okay," you say, loud enough for the staff to hear. "You can show me."
<</if>>
You close your eyes.
<br><br>
You hear the shuffle of the <<persons>> gown fall to the floor. <<He>> starts counting under <<his>> breath. <<He>> reaches ten, then you hear another shuffle.
<br><br>
"Thank you!" <<he>> says. You open your eyes. The <<person>> smiles, looking relieved. "Thank you." <<He>> hurries away.
<br><br>
<<endevent>>
<<link [[Next|Asylum]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"O-Okay," you say. "You can show me."
<<elseif $speech_attitude is "bratty">>
"Sure," you say. "I'll take a look."
<<else>>
"Okay," you say. "You can show me."
<</if>>
You pretend to close your eyes, though you really keep them a little open. Enough to see.
<br><br>
The <<person>> hesitates, then unfolds <<his>> gown, revealing <<his>>
<<if $pronoun is "m">>
<<if $NPCList[0].penis isnot "none">>
<<print $NPCList[0].penisdesc>>.
<<else>>
pussy.
<</if>>
<<else>>
<<if $NPCList[0].penis isnot "none">>
<<print $NPCList[0].breastsdesc>> and <<print $NPCList[0].penisdesc>>.
<<else>>
<<print $NPCList[0].breastsdesc>>.
<</if>>
<</if>>
<<He>> shuts <<his>> eyes and stands there, hands clutching <<his>> sides. <<He>> counts under <<his>> breath.
<br><br>
With a sigh, <<he>> bends over and retrieves <<his>> gown, wrapping it around <<him>> with haste. "Thank you!" <<he>> says. You pretend to open your eyes. The <<person>> smiles, looking relieved. "Thank you." <<He>> hurries away.
<br><br>
<<link [[Next|Asylum]]>><<endevent>><</link>>
<br><<set $outside to 1>>
<<effects>>
Each patient is given a bed of soil to work as they please. Many are untended, but some hold small, beautiful displays.
<br><br>
<<plot_effects>>
<<if $asylum_plot_intro is 1>><<unset $asylum_plot_intro>>
<<plots_init asylum 1 earth 3 small>>
<</if>>
<<display_plot asylum>>
<<if !$plants_known.includes("poppy")>>
<<icon "tending/poppy.png">> <<link [[Search for seeds (0:30)|Asylum Garden Seeds]]>><<set $plants_known.push("poppy")>><<pass 30>><</link>>
<br>
<<elseif $rng % 4 == 0 and $o_long_and_beautiful gte 1 and $o_long_and_beautiful lte 7>>/*1 in 4 chance if in right stage*/
<<if $o_long_and_beautiful lt 9>><<set $o_long_and_beautiful += 1>><</if>>
<br>
A girl with long, messy, matted hair seems to be watching from a plot nearby.
<<if currentSkillValue('tending') gte 600>>She might be impressed by your tending skills. It's hard to tell.<<if $o_long_and_beautiful lt 9>><<set $o_long_and_beautiful += 1>><</if>><</if>>
<</if>>
<br>
<<getouticon>><<link [[Leave|Asylum]]>><<handheldon>><</link>>
<br>
<<unset $event_trigger>><<effects>>
Much of grounds are untended, with wild poppies growing from the exterior fence all the way up to the building. You gather some seeds.
<br><br>
<span class="gold">You can now grow <<icon "tending/poppy.png">> poppies.</span>
<br><br>
<<link [[Next|Asylum Garden]]>><</link>>
<br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
<<set $phase to 0>>
You agree to go with them. The pair lead you to a door marked 'staff only,' where more orderlies are waiting.
<br>
They open the door, leading you into a bright but empty cell. A large mirror covers one wall.
<br><br>
<<link [[Next|Asylum Fake Treatment]]>><</link>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
<<set $phase to 1>>
You refuse to go with them, and start to walk away.
<<if $physiqueSuccess>>
The <<person2>><<person>> tries to grab you, <span class="green">but you shove <<him>> away and escape into the midst of a group of patients.</span>
<br><br>
The orderlies don't seem ready to make a scene in front of the other
<<if $asylumstatus gte 20>>
<<if $asylumstatus gte 75>>
patients, and the other patients gather around you to form a protective shield.<<suspicion 2>> The orderlies
<<else>>
patients. They <<suspicion 1>>
<</if>>
scowl and walk away.<<gsuspicion>>
<br><br>
<<link [[Next|Asylum]]>><</link>>
<<else>>
patients, but then <span class="red">all the other patients move away from you.</span>
<<if $speech_attitude is "bratty">>
As you try to move with the crowd, another patient trips you and leaves you sprawled on the floor.
<</if>>
The <<person2>><<person>> and the <<person1>><<person>> grab you and together lead you to a door marked 'staff only'
where more orderlies wait.
<br>
They open the door, leading you into a bright but empty cell. A large mirror covers one wall.
<br><br>
<<link [[Next|Asylum Fake Treatment]]>><</link>>
<</if>>
<br>
<<elseif $asylumstatus gte 75>>
<span class="red">The <<person2>><<person>> grabs you and tackles you to the floor.</span>
The <<person>> is grappling you into an armlock, when, <span class="green">with a yell, <<he>> is lifted into the air and hurled across the room.</span>
You see the <<person1>><<person>> also backing away as a number of patients gather around you.
<br>
After a moment, the <<person>> scowls at you and walks away. <<suspicion 2>><<gsuspicion>>
<br><br>
The other patients nod, smile and pat your on the shoulder as they go back to what they were doing.
<br><br>
<<link [[Next|Asylum]]>><</link>>
<br>
<<else>>
<span class="red">The <<person2>><<person>> grabs you and tackles you to the floor.</span>
Before you can recover <<he>> has you painfully armlocked, and together they lead you to a door marked 'staff only'
where more orderlies are waiting.<<gpain>><<pain 2>>
<br>
They open the door, leading you into a bright but empty cell. A large mirror covers one wall.
<br><br>
<<link [[Next|Asylum Fake Treatment]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
"Doctor Harper's behind that one-way mirror," the <<person1>><<person>> says, pointing at the mirror.
"Observing and taking complete notes of everything that happens here. Doctor Harper stressed that this
is an important part of your assessment so you need to be on your best behaviour.
<<if $phase is 1>>Especially after the way you behaved just now.<</if>> Understood?"
<br>
<<if $speech_attitude is "meek">>
"Yes, <<sir>>," you say. "I understand."
<<elseif $speech_attitude is "bratty">>
You glare at them, saying nothing.
<<else>>
You nod.
<</if>>
<br><br>
<<set $ft_count to 5>>
<<if $rng gte 66 and $lactating gte 1 and $breastfeedingdisable is "f" and $milk_amount gte 500>>
<<set $ft_event to "milk">><<person2>>
<<if $worn.upper.name isnot "straightjacket">>
<<bind>><<upperwear 35>>
The <<person>> puts a medical straightjacket on you, binding your arms.
<</if>>
<br><br>
You are led to the wall opposite the mirror - you notice a number of steel chain-links embedded in the wall at different heights.
The <<person1>><<person>> turns you around so you are facing into the room. A large number of orderlies have gathered near the door.
The <<person>> pushes you back against the wall, while the <<person2>><<person>> clips the back of your straightjacket to the links on the wall
- once at the waist and once at the neck - locking you standing in place. The <<person>> unfastens something at the side of your straightjacket,
and the <<person1>><<person>> pulls at the front. A section comes away, leaving your arms bound but your
<<if !$worn.under_upper.type.includes("naked")>>
<<undertop>> exposed. The <<person>> grabs your $worn.under_upper.name and pulls it up, fully exposing your <<breasts>>.
<<else>>
<<breasts>> fully exposed.
<</if>>
<<He>> gives one of your breasts a squeeze and a jet of milk squirts out.
<br><br>
"A number of our patients suffer from eating disorders," the <<person>> says. "As part of their treatment, and yours,
in a few moments, they will be led into this room and will drink from you. Doctor Harper says it's very important for you to relax
and think about how you are helping to nourish and sustain others. This hood will hide your face to protect your dignity."
<br><br>
The hood is placed over your head, plunging you into darkness.
<br>
Almost immediately, lips clamp around your <<nipples>>.
<br><br>
<<link [[Next|Asylum Fake Treatment Milked]]>><<set $ft_count to 8>><</link>>
<<elseif $rng gte 33 and !playerChastity()>>
<<set $ft_event to "masturbation">>
The <<person2>><<person>>
<<if $worn.upper.name isnot "straightjacket">>
<<bind>><<upperwear 35>>
puts a medical straightjacket on you that binds your arms,
<<else>>
checks your straightjacket,
<</if>>
<<if $worn.under_lower.type.includes("naked") and $worn.genitals.type.includes("naked")>>
and
<<else>>
<<if !$worn.under_lower.type.includes("naked")>>
<<set _undies to $worn.under_lower.name>>
<<elseif !$worn.genitals.type.includes("naked")>>
<<set _undies to $worn.genitals.name>>
<</if>>
<<underlowerstrip>>removes your _undies, and
<</if>>
leads you in front of the mirror. A chair is placed behind you.
<br>
"Have a seat," the <<person1>><<person>> says as hands pull you down. The <<person2>><<person>> attaches your straightjacket to the chair
as the <<person1>><<person>> ties your calves and ankles to the chair legs, forcing your knees apart.
<br><br>
<<generate3>><<generate4>><<generate5>>
<<if $o_long_and_beautiful gte 1 and $o_long_and_beautiful lte 7>><<set $o_long_and_beautiful += 1>> /*Modifies person 4 enough */
<<set $NPCList[3].description to "long-haired">><<set $NPCList[3].adult to 0>><<set $NPCList[3].gender = "f">><<set $NPCList[3].pronoun = "f">>
<</if>>
A moment later a <<person4>><<person>> is led in and set up similarly beside you. Finally,
a <<person5>><<person>> is set up similarly beside <<person4>><<him>>.
<br><br>
<<person1>>"This is a trust exercise. Despite your obvious vulnerability, you need to learn that the world doesn't want to hurt you.
Mostly it just wants to make you feel good. All of you believe you are victims. Instead you need to learn to accept approaches as... opportunities."
<br>
The <<person4>><<person>> next to you struggles against <<his>> bindings.
<br>
A <<person3>><<person>> walks behind the chair-bound <<person5>><<person>>. The <<person2>><<person>> moves behind the chair-bound
<<person4>><<person>> next to you. Finally the <<person1>><<person>> moves behind you.
<br><br>
"Begin."
<br><br>
<<link [[Next|Asylum Fake Treatment Masturbation]]>><<set $ft_count to 20>><<set $ft_five to random(11,15)>><<set $ft_four to random(5,10)>><</link>>
<<else>>
<<set $ft_event to "bukkake">>
<<if $worn.upper.name isnot "straightjacket">>
<<bind>><<upperwear 35>>
The <<person>> puts a medical straightjacket on you, binding your arms.
<</if>>
You are led to the wall opposite the mirror - you notice a number of steel chain-links embedded in the wall at different heights.
The <<person>> turns you around so you are facing into the room. A large number of orderlies have gathered near the door.
The <<person>> pushes you down to a kneeling position, backed against the wall, while the <<person2>><<person>> clips the back of your straightjacket
to the links on the wall and binds your feet, fixing you in place.
<br><br>
"The doctors believe an irrational phobia of sexual fluids is driving your condition," the <<person1>><<person>> tells you.
"Our staff have kindly agreed to help with an exposure therapy approach."
<br>
<<if maleChance() gte 1 and $cbchance lt 100 or maleChance() lt 100 and $dgchance gte 1>>
Glancing back you see a number of the orderlies already have their dicks out.
<</if>>
<br><br>
The <<person>> <<if $NPCList[0].penis isnot "none">>unzips and pulls out <<his>> erect cock,<<else>>pulls down <<his>> orderly uniform, exposing <<his>> already wet pussy,<</if>>
"Let's begin."
<br><br>
<<link [[Next|Asylum Fake Treatment Bukkake]]>><</link>>
<</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
<<pass 5>>
<<set _they_drink to either("Anonymous mouths continue to hungrily suck milk from you.","Hungry mouths lap at your nipples.","Mouths suck and massage milk from your teats.","Mouths clamp to your breasts as unseen people drink from you.","They suck milk from you insatiably.")>>
<<if $ft_count is 8>>
They drink thirstily from your breasts. After a time, the mouth on the <<print either("left","right")>> finishes and leaves.
Another mouth quickly replaces them. A minute or so later, this happens on the other side.
<<garousal>><<arousal 200 "breasts">>
<<if $arousal gte $arousalmax>>
<<orgasm>>
<</if>>
<br><br>
<<milk_amount -200>>
<<link [[Next|Asylum Fake Treatment Milked]]>><<set $ft_count -= 1>><</link>>
<<elseif $ft_count gte 1>>
<<if $milk_amount gte 300>>
_they_drink <<garousal>><<arousal 250 "breasts">>
<<set _rand to random(1,10)>>
<br>
<<if _rand is 1>>
An anonymous hand <<print either("gently","roughly","rhythmically","persistently","sensuously")>> <<print either("fondles","rubs","teases")>> your <<genitals>>.
<<garousal>><<arousal 200 "genitals">>
<<elseif _rand is 2>>
One of them bites your <<nipple>>.
<<ggpain>><<pain 8>>
<<elseif _rand is 3>>
A tongue playfully circles and teases your <<nipple>> between sucks.
<<ggarousal>><<arousal 400 "breasts">>
<<elseif _rand is 4>>
Someone flicks your <<nipple>>.
<<gpain>><<pain 3>>
<<elseif _rand is 5>>
The people to your left and right seem to be working together as their mouths suck and squeeze your <<nipples>> in perfect rhythm.
<<ggarousal>><<arousal 400 "breasts">>
<<elseif _rand is 6>>
One mouth barely drinks, preferring to blow and then lick at your <<nipple>>.
<<ggarousal>><<arousal 500 "breasts">>
<<elseif _rand is 7>>
A hand painfully slaps your breast.
<<ggpain>><<pain 8>>
<br>
"Hey! Take it easy," a voice says.
<br>
"Sorry."
<br>
<<elseif _rand is 8>>
<<set _random_milk to random(50, 100)>>
As one sucks, they squeeze your <<breasts>> with their hands to force out more milk.<<milk_amount `-_random_milk`>>
<</if>>
<br>
<<if $arousal gte $arousalmax>>
<<orgasm>>
Mouths clamp to your <<nipples>>, sucking hard as you cum.
<</if>>
<br>
<<set _random_milk to random(200,300)>>
<<link [[Next|Asylum Fake Treatment Milked]]>><<milk_amount `-_random_milk`>><<set $ft_count -= 1>><</link>>
<<elseif $milk_amount gte 50>>
As yet another greedy mouth tries to <<print either("suck","suck and squeeze")>> the milk from your breasts
you start to run dry. Soon you are getting close to dry on both sides. Hands and mouths work harder to squeeze and suck milk from you.
<<ggarousal>><<arousal 400 "breasts">><<gpain>><<pain 3>>
<br>
<<if $arousal gte $arousalmax>>
<<orgasm>>
<</if>>
<br><br>
<<set _random_milk to random(200,300)>>
<<link [[Next|Asylum Fake Treatment Milked]]>><<milk_amount `-_random_milk`>><<set $ft_count -= 1>><</link>>
<<else>>
Even though you are nearly dry, thirsty mouths insistently <<print either("suck at","pull at","try to suck milk from")>> your <<breasts>>.
Your nipples feel sore and tender as they suck the last of the milk from you.
<<ggarousal>><<arousal 500 "breasts">><<gpain>><<pain 8>>
<br>
<<if $arousal gte $arousalmax>>
<<orgasm>>
<</if>>
<br><br>
<<link [[Next|Asylum Fake Treatment Milked]]>><<set $milk_amount to 0>><<set $ft_count to 0>><</link>>
<</if>>
<<else>>
<<if $milk_amount gt 0>>Finally one mouth leaves and none replace it. The mouth on the other side drinks for another minute or so, before also leaving.
<<ggarousal>><<arousal 400 "breasts">>
<<else>>
No more come to you.
<</if>>
<br>
<<if $arousal gte $arousalmax>>
<<orgasm>>
<<elseif $arousal gte ($arousalmax / 5) * 4>>
Your bare nipples tingle in the air.
<br>
<<if $speech_attitude is "meek">>
"More," you whimper. "Please, more."
<br>
<</if>>
<</if>>
Your breasts feel a lot lighter. <<gtrauma>><<trauma 6>><<llstress>><<stress -18>>
<br><br>
"Uhm... okay," the <<person>> says loudly. "Get these patients out."
<br>
The door opens and <<if currentSkillValue('science') gte 600 or currentSkillValue('skulduggery') gte 600>>closes suspiciously quickly.<<else>>closes.<</if>>
<br><br>
The hood lifts off your head and the straightjacket is closed to cover your <<breasts>>.
As the <<person2>><<person>> releases you from the wall, the <<person1>><<person>> talks to you.
<br><br>
<<link [[Next|Asylum Fake Treatment Finish]]>><<unset $ft_count>><</link>>
<</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
<<pass 5>>
<<set _respond to either("grunt","gasp","groan","inhale sharply","pant","moan")>>
<<set _ly to either("busily","energetically","frantically","resolutely","fanatically","quickly","furiously","relentlessly")>>
<<set _ly2 to either("busily","energetically","frantically","resolutely","fanatically","quickly","furiously","relentlessly")>>
<<set _stimulates_him to either("milks <<his>> cock","rubs <<his>> cock","fondles <<his>> cock","plays with <<his>> dick","milks <<his>> dick")>>
<<set _stimulates_her to either("fingers <<his>> pussy","rubs <<his>> quim","fondles <<his>> quim","fingers <<his>> cunt","fingers <<his>> quim")>>
<<set _is_done to either("whimpers gently.","continues to pant.","is still breathing heavily.","sofly whimpers.")>>
<<if $ft_count lte ($ft_four - 2)>><<set _crowd = "Some orderlies are still watching. Others are openly exchanging money. A few have left.">>
<<elseif $ft_count lt $ft_four>><<set _crowd="Some orderlies are cheering. They are again exchanging money. Do they gamble on this?">>
<<elseif $ft_count is $ft_four>><<set _crowd="A number of orderlies shout at the <<person4>><<person>> in disbelief. Others cheer.">>
<<elseif $ft_count lt ($ft_five - 2)>><<set _crowd="Some of the orderlies shout encouragement to you. Others shout to the <<person4>><<person>>.">>
<<elseif $ft_count lt $ft_five>><<set _crowd="Some orderlies seem disappointed, others seems amused. You think you see money exchanging hands.">>
<<elseif $ft_count is $ft_five>><<set _crowd="Several orderlies groan or shout in disappointment. More cheer and laugh.">>
<<elseif $ft_count gt 18>><<set _crowd="The crowd of orderlies shout encouragement at you, the <<person4>><<person>> and the <<person5>><<person>>.<br>'Hang in there!'<br>'You can do it.'<br>">>
<<elseif $ft_count is 0>>
There is an air of disappointment as the <<person1>><<person>> leaves you.
<<elseif $ft_count%2>><<set _crowd = either("The crowd of orderlies watch.","The crowd jostle to get a better view.","The crowd shouts encouragement.")>>
<<else>><<set _crowd = "">>
<</if>>
<br>
<<if $ft_count is 20>>
The <<person1>><<person>> grabs you, one hand rubbing your chest, the other reaching for your <<genitals>>. <<arousal 100 "breasts">><<arousal 100 "genitals">>
<<if $arousal gte $arousalmax>>
<<orgasm>>
<<set $ft_count to -10>>
<</if>>
<br>
_crowd
<br><br>
<<link [[Let yourself enjoy it|Asylum Fake Treatment Masturbation]]>><<arousal 200>><<set $ft_count -=1>><</link>><<garousal>>
<br>
<<link [[Resist|Asylum Fake Treatment Masturbation]]>><<arousal -100>><<set $ft_count -=1>><</link>>
<br>
<<elseif $ft_count gte 1>>
<<if $ft_count is 19>>
The <<person1>><<person>> slips a hand under the straightjacket to tease your <<nipple>>, while the other grabs your <<genitals>>. <<arousal 200 "breasts">><<arousal 100 "genitals">>
<<elseif $ft_count gt $ft_five>>
<<if $rng>>
You hear the <<person4>><<person>> _respond as the <<person2>><<person>>
<<person4>><<if $NPCList[0].penis isnot "none">>_stimulates_him.<<else>>_stimulates_her.<</if>>
<<else>>
You hear the <<person5>><<person>> _respond as the <<person3>><<person>>
<<person5>><<if $NPCList[0].penis isnot "none">>_stimulates_him.<<else>>_stimulates_her.<</if>>
<</if>>
The <<person1>><<persons>> hands continue to work your <<genitals>> and your <<breasts>>.<<arousal 200 "breasts">><<arousal 200 "genitals">>
<<elseif $ft_count is $ft_five>>
You hear the <<person5>><<person>> moan loudly, and <<if $NPCList[0].penis isnot "none">>see a spurt of cum fly toward the mirror and<<else>>see squirts of ejaculate<</if>> splatter on the floor.
<br>
Some of the orderlies cheer. You see them excitedly passing money between each other.
<br>
The <<person2>><<person>> moves both hands to focus on your <<genitals>> and continues with renewed intensity. <<arousal 600 "genitals">>
<<elseif $ft_count gt $ft_four>>
<<if $rng>>
You hear the <<person4>><<person>> _respond as the <<person2>><<person>>
<<person4>>_ly <<if $NPCList[0].penis isnot "none">>_stimulates_him.<<else>>_stimulates_her.<</if>>
<</if>>
The <<person1>><<persons>> hands continue to _ly2 work your <<genitals>>. <<arousal 600 "genitals">>
<<elseif $ft_count is $ft_four>>
The <<person4>><<person>> beside you starts to shudder as, silently, <<he>> cums
<<if $NPCList[0].penis isnot "none">>sending a large spurt of cum toward the mirror
<<else>>squirting hard
<</if>>and making a mess of the floor in front of <<him>>.
<br>
More orderlies cheer. You see them excitedly passing money between each other.
<br>
With a sigh, the <<person1>><<person>> eases up on your <<genitals>>. <<arousal 300 "genitals">>
<<else>>/*last one standing*/
The <<person1>><<person>> continues working your <<genitals>> with both hands.
<<set $ft_count to -20>>
<<if $arousal gte $arousalmax>><<set $arousal to 9900>><</if>>
<</if>>
<<if $arousal gte $arousalmax>>
<<orgasm>>
<<set $ft_count to -10>>
<</if>>
<br>
_crowd
<br><br>
<<if $ft_count gte 0 or $ft_count is -20>>
<<link [[Let yourself enjoy it|Asylum Fake Treatment Masturbation]]>><<arousal 200>><<set $ft_count -=1>><</link>><<garousal>>
<br>
<<link [[Resist|Asylum Fake Treatment Masturbation]]>><<arousal -100>><<set $ft_count -=1>><</link>>
<br>
<<else>>
<<link [[Cool off|Asylum Fake Treatment Masturbation]]>><</link>>
<br>
<</if>>
<<else>>
<<if $ft_count is 0>>
The <<person1>><<person>> finally gives up.
<br>
"I can't do it," <<he>> says. "<<pShe>> won't cum."
<<elseif $ft_count lte -20>> /* you won */
The <<person1>><<person>> finally gives up.
<br>
"I can't do it," <<he>> says. "<<pShe>> won't cum."
<<elseif $ft_count lte -10>> /*someone else won*/
As your orgasm resides you hear cheering. You notice the orderlies seem to be exchanging something.
<br>
The <<person1>><<person>> wanders into the crowd of orderlies, where they hand <<him>> something. <<He>> smiles back at you.
A few moments later, the <<person4>><<person>> beside you starts to shudder as, silently, <<he>> cums
<<if $NPCList[0].penis isnot "none">>sending a large spurt of cum toward the mirror <<else>>squirting hard<</if>>
and making a mess of the floor in front of <<him>>.
<br>
More orderlies cheer. You see them excitedly passing things between each other.
<</if>>
<br><br>
Finally, you are released from the chair. The <<person1>><<person>> starts to speak.
<br><br>
<<link [[Listen|Asylum Fake Treatment Finish]]>><<unset $ft_count>><<unset $ft_five>><<unset $ft_four>><</link>>
<</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
<<pass 5>>
<<if $ft_count is 5>>
The <<fullGroup>> rub themselves off in front of you.
Soon the <<person>> cums, squirting <<if $NPCList[0].penis isnot "none">><<bodyliquid "face" "semen">>semen across<<else>><<bodyliquid "face" "goo">>suddenly in<</if>> your face.
Another orderly takes <<his>> place as the <<person1>><<person>> reaches climax. The <<person>> stares into your eyes as
<<he>> cums, <<his>> fluids splattering against your cheek and running down the collar of your straightjacket.
<br>
Two more orderlies take <<his>> place.<<if $NPCList[0].penis isnot "none">><<bodyliquid "neck" "semen">><<else>><<bodyliquid "neck" "goo">><</if>>
<br><br>
<<if $arousal gte $arousalmax>>
<<orgasm>>
<</if>>
<br><br>
<<link [[Next|Asylum Fake Treatment Bukkake]]>><<set $ft_count -= 1>><</link>>
<<elseif $ft_count gte 1>>
<<if $NPCList[0].penis isnot "none">>
<<print either("They keep coming and cumming.","You try to keep your mouth shut, but breathing through your nose means you have to smell it.","You're surrounded by grunts and throbbing genitals.","You keep your eyes shut to avoid getting cum in them.")>>
<<set _goo to "semen">>
<<else>>
<<print either("They keep coming and cumming.","You try to keep your mouth shut, but it seeps through your lips regardless.","You're surrounded by grunts and slick genitals.","You keep your eyes shut to avoid getting squirt in them.")>>
<<set _goo to "goo">>
<</if>>
<br>
<<set _rand to random(1,9)>>
<<if _rand lte 6>>
<<if _rand is 1>>
Two orderlies manage to simultaneously cum on your face.
<<faceejacstat>><<ejacstat>><<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" _goo>>
<<elseif _rand is 2>>
One orderly shoves a hand between your legs and roughly gropes your <<genitals>>.
<<arousal 200 "genitals">><<pain 5>>
<<elseif _rand is 3>>
<<if $NPCList[0].penis isnot "none">>
One orderly shoves your head against the wall and grinds <<his>> cock against your face until <<he>> ejaculates over you.
<<else>>
One orderly shoves your head against the wall and grinds <<his>> cunt against your face until <<his>> fluids run over you.
<</if>>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" _goo>>
<<elseif _rand is 4>>
Two orderlies masturbate to orgasm either side of you.
<<hairejacstat>><<ejacstat>><<bodyliquid "hair" _goo>><<neckejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "neck" _goo>>
<<elseif _rand is 5>>
One orderly pulls your head up by your hair and <<if $NPCList[0].penis isnot "none">>ejaculates<<else>>squirts<</if>> down the front of your straightjacket.
<<pain 5>><<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" _goo>>
<<else>>
One orderly deliberately <<if $NPCList[0].penis isnot "none">>shoots <<his>> load<<else>>squirts <<his>> juices<</if>> in your eye, and
<<pain 5>><<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" _goo>>
<</if>>
<<if _rand % 3 ==2>>
as you try to breathe, you end up taking a mouthful of juices from another.
<<oralejacstat>><<ejacstat>><<if $NPCList[0].penis isnot "none">><<cumswallow "human">><</if>>
<<elseif _rand % 3 == 1>>
you hear a grunt as juices squirt down your neck.
<<neckejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "neck" _goo>>
<<else>>
a moment later you feel hot juices soak your hair.
<<hairejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "hair" _goo>>
<</if>>
<<elseif _rand is 7 and (maleChance() gte 1 and $cbchance lt 100 or maleChance() lt 100 and $dgchance gte 1)>>
One orderly tries to shove their cock in your mouth. They're jerked away by another.
<br>
"May I remind everyone that any attempt at any kind of penetration will result in removal." <<lstress>><<stress -2>>
<br>
<</if>><<unset _rand>>
<br>
<<if $speech_attitude is "meek">>
<span class="sub">Being degraded like this makes you feel horny.</span><<ggarousal>><<arousal 666>>
<<elseif $speech_attitude is "bratty">>
<span class="brat">You find this 'treatment' humiliating.</span><<garousal>><<arousal 200>><<gstress>><<stress 2>>
<<else>>
<<garousal>><<arousal 200>>
<</if>>
<<if $arousal gte $arousalmax>>
<<orgasm>>
<</if>>
<br><br>
<<link [[Next|Asylum Fake Treatment Bukkake]]>><<set $ft_count -= 1>><</link>>
<<else>>
Finally, there are no more.
<br>
<<if $arousal gte $arousalmax>>
<<orgasm>>
<<elseif $arousal gte ($arousalmax / 4) * 3 and $submissive gte 1150>>
"More," you whimper.
<br>
<</if>>
You feel soaked as fluids ooze down you.
<br><br>
<<link [[Next|Asylum Fake Treatment Finish]]>><<unset $ft_count>><</link>>
<</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
"Excellent. Doctor Harper's very pleased with your progress. The doctor asked me to tell you not to mention this treatment to anyone.
It's very important for your treatment. If you mention it to anyone - even to Doctor Harper <<nnpc_himself "Harper">> - <<nnpc_he "Harper">>
will be very angry and it will set back your progress. This should be kept secret. Understood?"
<br>
<<if $speech_attitude is "meek">>
You meekly nod.
<<elseif $speech_attitude is "bratty">>
You wait for <<him>> to get to the point.
<<else>>
You nod once.
<</if>>
<br><br>
<<if $phase is 1 and ($ft_event is "bukkake" or $ft_event is "milk" or $ft_event is "masturbation")>>
"Should I take this off?" the <<person2>><<person>> asks, tugging on the straightjacket.
<br>
<<if $ft_event is "bukkake">>
"After the fuss <<pshe>> made about coming here?" <<person1>><<He>> shakes <<his>> head.
"Let <<phim>> learn <<pher>> place walking around looking like that for a while."
<br>
The <<person2>><<person>> laughs.
<<else>>
"After the fuss <<pshe>> made about coming here?" <<person1>><<He>> shakes <<his>> head. "This one needs to learn some obedience."
<</if>>
<<else>>
The <<person2>><<person>> removes the straightjacket.
<<unbind>><<exposure>><<upperwear 87>>
<</if>>
<br><br>
<<if $NPCList[3].description is "long-haired">>
<<person4>>The <<person>> is led past you - it feels like you make eye-contact, but it is hard to tell with her face hidden behind her long, matted, messy hair.
<</if>>
<<if $ft_event is "milk">>
As you leave, you notice many of the orderlies have something white around their lips or chin.
<br><br>
<<elseif $ft_event is "masturbation">>
As you leave, you notice many orderlies grouped together passing money between them. Some seem happy, others less so.
<<print either("One looks","Several look","One glances")>> <<print either("accusingly","crossly","cheerfully","lustfully","hungrily")>> at you.
<br><br>
<</if>>
<<endevent>><<unset $ft_event>>
<<link [[Leave|Asylum]]>><</link>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
<<set $first_birth to !$pregnancyStats.humanToysUnlocked>>
<<npc "Harper">><<person1>>
<<setKnowsAboutPregnancy "pc" "Harper">>
You awaken in a hospital bed. Several blurry figures move around. One leans closer, <<his>> features coalescing into those of Doctor Harper. "Please don't be alarmed, but your waters have broken. You're still in the asylum."
<br><br>
<<if $exposed lt 2>>
"Please undress," the doctor says.
<<else>>
"Please take a deep breath," the doctor says.
<</if>>
<<if playerChastity("hidden")>>
<<He>> notices your <<print $worn.genitals.name>>, and opens a chest-high cupboard. <<He>> retrieves a tool shaped like a pair of prongs, but bulkier. "We need to remove that device. This won't hurt."
<br><br>
<<He>> grasps your <<print $worn.genitals.name>> with the prongs, and presses a button on the handle. You hear a whirring noise within the tool, <span class="pink">and they snap the metal.</span>
<<set $worn.genitals.type.push("broken")>>
<</if>>
<br><br>
<<wash>><<undress "asylum_birth">><<upperwear 87 "pink">>
<<link [[Next|Pregnancy Birth Asylum 2]]>><</link>>
<br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
The midwife places a mask over your face. You feel your consciousness fade. Several other figures appear around you, their forms ablur.
<br><br>
<<set _pregnancy to getPregnancyObject()>>
<<if _pregnancy.totalBirthEvents gte 5>>
<<set _min to 15>>
<<set _max to 60>>
<<elseif _pregnancy.totalBirthEvents gte 3>>
<<set _min to 30>>
<<set _max to 120>>
<<else>>
<<set _min to 60>>
<<set _max to 180>>
<</if>>
<<set _max to Math.floor(_max * (1 + Math.floor(_pregnancy.fetus.length * 0.2)))>>
<<set _min to Math.floor(_min * (1 + Math.floor(_pregnancy.fetus.length * 0.2)))>>
<<set _timeCalc to random(_min, _max)>>
<<set _hours to Math.floor(_timeCalc / 60)>>
<<set _minutes to _timeCalc % 60>>
<<switch playerNormalPregnancyType()>>
<<case "human">>
Harper's voice floats through the fog. "Normal human<<if !$player.vaginaExist>>, abnormal delivery<</if>>, but keep the others on the line, just in case..."
<br><br>
The pain grows as time seems to rapidly speed up and slow down. You hear the words "breathe" and "push" many times, and you do your best to comply.
<br><br>
<<link [["Next ("+_hours+":"+(_minutes lt 10 ? "0": "")+_minutes+")"| Pregnancy Birth Asylum 3]]>><<endevent>><<pass _timeCalc>><<playerPrebirth>><</link>>
<<case "wolf">>
Harper's voice floats through the fog. "Not human. This will be an abnormal delivery. Follow my instructions to the letter..."
<br><br>
The pain grows as time seems to rapidly speed up and slow down. You hear the words "breathe" and "push" many times, and you do your best to comply.
<br><br>
<<link [["Next ("+_hours+":"+(_minutes lt 10 ? "0": "")+_minutes+")"| Pregnancy Birth Asylum Wolf]]>><<endevent>><<pass _timeCalc>><<playerPrebirth>><</link>>
<</switch>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
<<endevent>>
<<generate1>><<person1>>
<<set $litter_size to getPregnancyObject().fetus.length>>
You awaken in another room. A smiling midwife stands beside your bed,
<<if $litter_size is 1>>
holding a bundled baby in <<his>> arms.
<br><br>
"Looks like mummy's awake," <<he>> says, passing you the baby. They sit in your arms, eyes shut, chest rising and falling with gentle breaths.
<br><br>
"We've run all the tests," the midwife says. "There's not a single health problem. Have you thought of a name?"
<br><br>
<<elseif $litter_size is 2>>
holding two bundled babies in <<his>> arms.
<br><br>
"Looks like mummy's awake," <<he>> says, passing you one, and then the other. One sits in each of your arms, eyes shut, chests rising and falling with gentle breaths.
<br><br>
"We've run all the tests," the midwife says. "There's not a single health problem. Have you thought of their names?" the midwife asks.
<br><br>
<<else>>
holding a trio of bundled babies in <<his>> arms.
<br><br>
"Looks like mummy's awake," <<he>> says, passing you one, and then another. One sits in each of your arms. The midwife holds the third right in front of your chest. Their eyes are shut, their chests rising and falling with gentle breaths.
<br><br>
"We've run all the tests," the midwife says. "There's not a single health problem. Have you thought of their names?" the midwife asks.
<br><br>
<</if>>
<<set $bornChildrenIds to []>>
<<run getPregnancyObject().fetus.forEach(child => $bornChildrenIds.push(child.childId))>>
<<set $recentBirthId to getPregnancyObject().fetus[0].birthId>>
<<birthUi "pc" "asylum" "home" "Pregnancy Birth Asylum 4" 120>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
<<getChildrenIds>><<childSelect _childrenIds.last()>>
<<set _pregFame to ($litter_size * 5)>>
<<famepregnancy _pregFame>>
<<if $litter_size is 1>>
You cradle your baby for a while longer, enjoying <<childhis>> tiny breaths and movements. <<childHe>> spends most of the time sleeping, but opens <<childhis>> eyes occasionally, and gazes into yours.
<br><br>
The midwife returns.
<<if $first_birth>>
<<He>> teaches you how to change <<childname>>'s nappy, and how to bathe <<childhim>>.
<<else>>
<<He>> assists you with changing <<childname>>'s nappy, and bathing <<childhim>>.
<</if>>
"Let me know when you're feeling sleepy," <<he>> says. "You need your rest as well, and we can take care of your baby in the meantime."
<br><br>
You want nothing more than to hold <<childname>>, but you find yourself dozing all the same.
<br><br>
<<elseif $litter_size is 2>>
You cradle your babies for a while longer, enjoying their tiny breaths and movements. They spend most of the time sleeping, but open their eyes occasionally, and gaze into yours.
<br><br>
The midwife returns.
<<if $first_birth>>
<<He>> teaches you how to change their nappies and how to bathe them.
<<else>>
<<He>> assists you with changing their nappies, and with bathing them.
<</if>>
"Let me know when you're feeling sleepy," <<he>> says. "You need your rest as well, and we can take care of your babies in the meantime."
<br><br>
You want nothing more than to hold the twins, but you find yourself dozing all the same.
<br><br>
<<elseif $litter_size is 3>>
You cradle your babies for a while longer, enjoying their tiny breaths and movements. They spend most of the time sleeping, but open their eyes occasionally, and gaze into yours.
<br><br>
The midwife returns.
<<if $first_birth>>
<<He>> teaches you how to change their nappies, and how to bathe them.
<<else>>
<<He>> assists you with changing their nappies, and with bathing them.
<</if>>
"Let me know when you're feeling sleepy," <<he>> says. "You need your rest as well, and we can take care of your babies in the meantime."
<br><br>
You want nothing more than to hold the triplets, but you find yourself dozing all the same.
<br><br>
<</if>>
<<link [[Next|Pregnancy Birth Asylum 5]]>><<storeon "asylum_birth">><<pass 24 hour>><<stress -40>><</link>>
<br><br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
<<if $litter_size gte 2>><<childrenNames $bornChildrenIds>> lie<<else>><<childname>> lies<</if>> in a cradle while the midwife helps you stand.
<<if $first_birth or playerNormalPregnancyTotal() is 0>>
You feel your insides drop as you stand, but <<he>> assures you that's normal.
<br><br>
Despite the pain, you feel a lot more comfortable walking than you did before the birth. You'd forgotten how easy it is to move without people inside you.
<br><br>
The midwife helps you to dress.
<<elseif between(playerNormalPregnancyTotal(), 1, 2)>>
You feel your insides drop as you stand. You remember this feeling from your last birth, and know it's normal.
<br><br>
Despite the pain, you feel a lot more comfortable walking than you did before the birth. You'd forgotten how easy it is to move without people inside you.
<br><br>
The midwife helps you to dress.
<<elseif between(playerNormalPregnancyTotal(), 3, 7)>>
You feel your insides drop as you stand. You're still not used to the feeling.
<br><br>
You get walking again quite easily. It's a little awkward, but the transition isn't as bad as it used to be. It's still easier to move around when there isn't another human inside you.
<br><br>
The midwife still insists on helping you dress.
<<elseif between(playerNormalPregnancyTotal(), 8, 49)>>
You stand up without a hitch. There's hardly any difference in feeling anymore, although you do feel much more nimble.
<br><br>
<<He>> looks impressed at your mobility, only keeping an arm around you for stability. "I don't see many people get back up that quickly. You must be hardy!"
<br><br>
The midwife still insists on helping you dress.
<<elseif playerNormalPregnancyTotal() gte 50>>
You stand up without assistance, feeling empty inside. You already miss the feeling of being pregnant.
<br><br>
<<He>> stares at you, mouth agape, as you walk without any assistance. You throw your clothes back on quickly.
<br><br>
"Y-you should be good to go," <<he>> says.
<</if>>
<<if $innocencestate is 1 or $trauma lte $traumamax / 10>>
"Doctor Harper has completed your discharge papers, and you're being released. Someone's waiting for you outside. Your <<if C.npc.Bailey.pronoun is "f">>mum<<else>>dad<</if>> I think."
<br><br>
<<removeBabyIntro "pc" "Bailey" $recentBirthId>>
<<link [[Next|Pregnancy Birth Asylum End]]>><<endevent>><<unset $recentBirthId>><</link>>
<<else>>
"Your children will be sent to the orphanage for temporary care until your release, at which point they will be returned to your custody, once you're deemed mentally fit."
<br><br>
<<setBabyIntro "pc" "Bailey" $recentBirthId>>
<<link [[Next|Pregnancy Birth Asylum 6]]>><<endevent>><<unset $recentBirthId>><</link>>
<</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
You're returned to your cell. You already miss the embrace of <<childrenNames $bornChildrenIds>>. You feel a renewed sense of determination to leave this place. <<stress -10>><<llstress>><<trauma -10>><<lltrauma>>
<br><br>
<<link [[Next|Asylum Cell]]>><<unset $litter_size>><<unset $first_birth>><<endevent>><<unset $bornChildrenIds>><</link>>
<br><<set $outside to 0>><<set $location to "asylum">><<effects>>
<<asylumend>>
<<badEndTrackingEnd "Asylum" { reason: "asylumDischargedLabour" }>>
<<npc "Bailey">><<person1>>
<<getChildrenIds>><<childSelect _childrenIds.last()>>
Bailey waits for you in front of the asylum. <<He>> smiles when <<he>> sees you. It almost looks real. "We've a place prepared," <<he>> says.
<<if $litter_size is 1>>
<<elseif $litter_size is 2>>
"For both of them."
<<else>>
"For all three of them."
<</if>>
<<He>> leads you outside, where <<his>> car waits. <<He>> holds open the passenger door for you, before climbing in the other side.
<br><br>
The engine comes to life.
<!-- Bailey may not know about all your pregnancies -->
<<set _knownPregnancyCount to knowsAboutPregnancyTotal("pc","Bailey","home")>>
<<if _knownPregnancyCount is 1>>
"You're responsible for your offspring's care," <<he>> says. "If I have to intervene, it'll cost you an extra <span class="red">£100</span> a week.<<if $litter_size gte 2>> Each.<</if>>"
<br><br>
"They don't leave the nursery," <<he>> adds as <<he>> drives from the asylum car park into the forest. "Ever."
<<elseif _knownPregnancyCount lte 4>>
"Remember that you're responsible for your offspring's care," <<he>> says. "If I have to intervene, it'll cost you an extra <span class="red">£100</span> a week.<<if $litter_size gte 2>> Each.<</if>>"
<<else>>
"You're an irresponsible slut," <<he>> says. "Remember that if I have to intervene in the care of your offspring, it'll cost you an extra <span class="red">£100</span> a week.<<if $litter_size gte 2>> Each.<</if>>"
<</if>>
<<if $baileydefeatedchain gte 3>>
You see <<him>> sneer, but only for a brief instant. "I'd rather not make someone else take care of your twerps, but if you keep being a difficult little shit, don't think you'll be allowed to see them again."
<</if>>
<br><br>
<<if $litter_size is 1>>
<<link [[Tell Bailey your baby's name|Pregnancy Birth Hospital 7]]>><<set $phase to 1>><</link>>
<br>
<<link [[Just hold the baby tight|Pregnancy Birth Hospital 7]]>><</link>>
<br>
<<else>>
<<link [[Tell Bailey your babies' names|Pregnancy Birth Hospital 7]]>><<set $phase to 1>><</link>>
<br>
<<link [[Just hold your babies tight|Pregnancy Birth Hospital 7]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
<<endevent>>
<<generate1>><<person1>>
<<set $litter_size to getPregnancyObject().fetus.length>>
<<set _baby_type to getPregnancyObject().fetus[0].type>>
You awaken in another room. You hear faint whimpering. A smiling midwife stands beside your bed,
<<if $litter_size is 1>>
holding a bundled _baby_type pup in <<his>> arms.
<br><br>
"Looks like mummy's awake," <<he>> says, passing you the pup. They sit in your arms, eyes shut, chest rising and falling with gentle breaths.
<br><br>
"We've run all the tests," the midwife says. "There's not a single health problem. Have you thought of a name?"
<br><br>
<<else>>
pushing a cot with <<number $litter_size>> _baby_type pups inside.
<br><br>
"Looks like mummy's awake," <<he>> says, pushing the cot into your reach. You hold them one by one, their eyes shut, chests rising and falling with gentle breaths.
<br><br>
"We've run all the tests," the midwife says. "There's not a single health problem. Have you thought of their names?" the midwife asks.
<br><br>
<</if>>
<<set $bornChildrenIds to []>>
<<run getPregnancyObject().fetus.forEach(child => $bornChildrenIds.push(child.childId))>>
<<birthUi "pc" "asylum" "wolf_cave" "Pregnancy Birth Asylum Wolf 2" 180>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
<<getChildrenIds>><<childSelect _childrenIds.last()>>
<<famebestiality $litter_size>>
<<if $litter_size is 1>>
You cradle your <<childtype>> for a while longer, enjoying <<childhis>> tiny breaths and movements. <<childHe>> spends most of the time sleeping, but opens <<childhis>> eyes occasionally, and gazes into yours.
<br><br>
The midwife returns.
"Let me know when you're feeling sleepy," <<he>> says. "You need your rest as well, and we can take care of your pup in the meantime."
<br><br>
You want nothing more than to hold <<childname>>, but you find yourself dozing all the same.
<br><br>
<<else>>
You cradle your pups for a while longer, enjoying their tiny breaths and movements. They spend most of the time sleeping, but open their eyes occasionally, and gaze into yours.
<br><br>
The midwife returns.
"Let me know when you're feeling sleepy," <<he>> says. "You need your rest as well, and we can take care of your pups in the meantime."
<br><br>
You want nothing more than to hold them, but you find yourself dozing all the same.
<br><br>
<</if>>
<<link [[Next|Pregnancy Birth Asylum Wolf 3]]>><<storeon "asylum_birth">><<pass 24 hour>><<stress -40>><</link>>
<br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>>
<<if $litter_size gte 2>><<childrenNames $bornChildrenIds>> lie<<else>><<childname>> lies<</if>> in a cradle while the midwife helps you stand.
<<if $first_birth or playerNormalPregnancyTotal() is 0>>
You feel your insides drop as you stand, but <<he>> assures you that's normal.
<br><br>
Despite the pain, you feel a lot more comfortable walking than you did before the birth. You'd forgotten how easy it is to move without wolves inside you.
<br><br>
The midwife helps you to dress.
<<elseif between(playerNormalPregnancyTotal(), 1, 2)>>
You feel your insides drop as you stand. You remember this feeling from your last birth, and know it's normal.
<br><br>
Despite the pain, you feel a lot more comfortable walking than you did before the birth. You'd forgotten how easy it is to move without wolves inside you.
<br><br>
The midwife helps you to dress.
<<elseif between(playerNormalPregnancyTotal(), 3, 7)>>
You feel your insides drop as you stand. You're still not used to the feeling.
<br><br>
You get walking again quite easily. It's a little awkward, but the transition isn't as bad as it used to be. It's still easier to move around when there isn't a litter of wolves inside you.
<br><br>
The midwife still insists on helping you dress.
<<elseif between(playerNormalPregnancyTotal(), 8, 49)>>
You stand up without a hitch. There's hardly any difference in feeling anymore, although you do feel much more nimble.
<br><br>
<<He>> looks impressed at your mobility, only keeping an arm around you for stability. "I don't see many people get back up that quickly. You must be hardy!"
<br><br>
The midwife still insists on helping you dress.
<<elseif playerNormalPregnancyTotal() gte 50>>
You stand up without assistance, feeling empty inside. You already miss the feeling of being pregnant.
<br><br>
<<He>> stares at you, mouth agape, as you walk without any assistance. You throw your clothes back on quickly.
<br><br>
"Y-you should be good to go," <<he>> says.
<</if>>
"The pups will be released into the forest once they can fend for themselves."
<br><br>
<<link [[Next|Pregnancy Birth Asylum 6]]>><<endevent>><</link>>
<br><<widget "asylumeffects">>
<<if Time.hour lte 5>>
<<set $asylumstate to "sleep">>
<<elseif Time.hour lte 8>>
<<set $asylumstate to "free">>
<<elseif Time.hour is 9>>
<<set $asylumstate to "exercise">>
<<elseif Time.hour is 10>>
<<set $asylumstate to "firsttreatment">>
<<elseif Time.hour lte 14>>
<<set $asylumstate to "free">>
<<elseif Time.hour is 15>>
<<set $asylumstate to "secondtreatment">>
<<elseif Time.hour lte 19>>
<<set $asylumstate to "free">>
<<elseif Time.hour is 20>>
<<set $asylumstate to "assessment">>
<<elseif Time.hour is 21>>
<<set $asylumstate to "free">>
<<else>>
<<set $asylumstate to "sleep">>
<</if>>
<<set $suspicion = Math.clamp($suspicion, 0, 100)>>
<<set $asylumstatus = Math.clamp($asylumstatus, 0, 100)>>
<</widget>>
<<widget "asylumstats">>
<<if $suspicion gte 80>>
<span class="red">Security actively watches you. Even the nurses glance your way warily.</span>
<<elseif $suspicion gte 20>>
<span class="blue">You catch the occasional member of security watching you.</span>
<<else>>
<span class="green">The staff ignore you.</span>
<</if>>
<br>
<<if $asylumstatus gte 80>>
<span class="green">The other patients smile when they see you.</span>
<<elseif $asylumstatus gte 20>>
<span class="blue">The other patients ignore you.</span>
<<else>>
<span class="red">The other patients shun you.</span>
<</if>>
<br><br>
<</widget>>
<<widget "asylumtreatments">>
<<if isPregnancyEnding()>>
<<pregnancyPassout "asylumHarper">>
<<else>>
<<cleareventpool>>
<<addinlineevent "asylum_treatment_1" 1>>
<<if $o_long_and_beautiful gte 1 and $o_long_and_beautiful lte 7 and $rng % 2 and maleChance() lt 100>>
<<set $phase to 0>><<set $o_long_and_beautiful += 1>>
<<npc Harper>><<person1>>
You are led into a thin room. Curtains line one side.
<br>
"Hello," Doctor Harper says. "I'm glad you could make it. Please stand just there."
<<He>> pushes a button on the wall by the door and the curtain pulls back, revealing the other half of the room. A patient lies on the floor.
<br>
The long, matted hair covering most of her face hides any visible reaction.
<br><br>
<<person1>>"This treatment isn't for you," the doctor says. "It's for your fellow patient. I just need an assistant."
<<He>> gestures at a button on a table beside you. "You'll need to press that button when I say. I'll be busy helping this patient. Press it now."
<br><br>
<<link [[Press|Asylum Button Long Hair Press]]>><</link>>
<br>
<<link [[Refuse|Asylum Button Long Hair Refuse]]>><<suspicion 1>><<def 1>><</link>><<gsuspicion>>
<br>
<<else>>
<<set $phase to 0>>
<<npc Harper>><<person1>><<generate2>>
You are led into a thin room. Shutters line one side. "Hello," Doctor Harper says. "I'm glad you could make it. Please take a seat." <<He>> pushes a button on the counter beside <<him>>. The shutters open, revealing a glass window. Another patient sits in the room beyond. <<person2>><<He>> looks nervous, but doesn't react to the reveal.
<br><br>
<<person1>>"This treatment isn't for you," the doctor says. "It's for your fellow patient. I just need an assistant." <<He>> gestures at a button in front of you. "You'll need to press this button when I say. I'll be busy taking notes. Press it now."
<br><br>
<<link [[Press|Asylum Button Press]]>><</link>>
<br>
<<link [[Refuse|Asylum Button Refuse]]>><<suspicion 1>><<def 1>><</link>><<gsuspicion>>
<br>
<</if>>
<</addinlineevent>>
<<addinlineevent "asylum_treatment_2" 1>>
<<npc Harper>><<person1>>You are led to Doctor Harper's office. <<He>> waits for you behind <<his>> desk. "Please take a seat," <<he>> says. There are no other chairs.
<br><br>
<<link [[Sit on desk|Asylum Sit Desk]]>><</link>>
<br>
<<link [[Sit on lap|Asylum Sit Lap]]>><</link>><<promiscuous1>><<lsuspicion>><<lawareness -1>>
<br>
<<link [[Stay stood|Asylum Sit Stand]]>><<suspicion 1>><</link>><<gsuspicion>>
<br>
<</addinlineevent>>
<<addinlineevent "asylum_treatment_3" 1>>
<<npc Harper>><<person1>><<generate2>>You are led into a room with a large window facing the grounds, and the forest beyond. Doctor Harper waits for you, stood beside a <<person2>><<person>>. Another patient. Several orderlies wait by the wall.
<br><br>
"Thank you both for coming," the doctor says. "Today I want to talk about modesty. It shouldn't feel bad to be exposed. It should feel good. I want one of you to strip." The <<person>> looks horrified at the thought. "And stand in front of the window there."
<br><br>
You can see many patients exercising outside, as well as staff watching over them. The <<persons>> horror becomes panic. "P-please," <<he>> says. "Don't make me."
<br><br>
<<person1>>Harper looks at you. "You get to decide which of you strips," <<he>> says. The <<person2>><<person>> looks at you, near tears.
<br><br>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Strip and flaunt|Asylum You Flaunt]]>><<suspicion -5>><<asylumstatus 5>><<awareness -10>><<fameexhibitionism 10>><</link>><<exhibitionist5>><<llawareness>><<llsuspicion>><<ggcool>>
<br>
<<else>>
<<link [[Strip reluctantly|Asylum You Strip]]>><<suspicion -5>><<asylumstatus 5>><<awareness -10>><<stress 3>><<fameexhibitionism 10>><</link>><<llawareness>><<llsuspicion>><<ggcool>><<gstress>>
<br>
<</if>>
<<link [[Make <<him>> strip|Asylum They Strip]]>><<suspicion 5>><<asylumstatus -5>><</link>><<ggsuspicion>><<llcool>>
<br>
<</addinlineevent>>
<<if $hypnosisdisable is "f">>
<<addinlineevent "asylum_treatment_4" 1>>
<<npc Harper>><<person1>>
You are led into Harper's office. <<He>> waits for you inside.<<endevent>><<generate1>> There's a <<person1>><<person>> sat opposite. Another patient. "Thank you for joining us," the doctor says. "Please, take a seat."
<br><br>
You sit beside the <<person>>. Harper picks up a pen on the desk. "I want both of you to focus on this pen, and breathe deeply. There's nothing in the universe except this pen, my voice, and your own breath."
<br><br>
<<pass 5>>
This continues for several minutes. Harper somehow picks up on whenever one of your minds wanders and brings you back to focus. You feel something shift in your consciousness as you enter a trance.
<br><br>
"Good," the doctor says, looking at you. "I want you to get on your knees and use your mouth on <<his>> genitals. <<He>> will enjoy it. Is that clear?"
<br><br>
"Yes," the <<person>> says. "I will enjoy it."
<br><br>
<<link [[Obey|Asylum Hypnosis Oral]]>><<hypnotised 1>><<set $sexstart to 1>><<npcincr Harper dom 5>><<control 25>><<stress -12>><<awareness -10>><<suspicion -5>><</link>><<ggcontrol>><<llsuspicion>><<llawareness>><<lstress>>
<br>
<<link [[Resist|Asylum Hypnosis Resist]]>><<stress 6>><<suspicion 5>><<npcincr Harper dom -5>><</link>><<ggsuspicion>><<ggstress>>
<br>
<</addinlineevent>>
<</if>>
<<if $hypnosisdisable is "f">>
<<addinlineevent "asylum_treatment_5" 2>>
<<npc Harper>><<person1>>
You are led into Harper's office. <<He>> waits for you inside, sat at <<his>> desk. "Thank you for coming," <<he>> says. "Please, take a seat."
<br><br>
Once sat, Harper picks up a pen on <<his>> desk. "I want you to focus on this pen, and breathe deeply. There's nothing in the universe except this pen, my voice, and your own breath."
<br><br>
<<pass 5>>
This continues for several minutes. Harper somehow picks up on whenever your mind starts to wander and brings you back to focus. You feel something shift in your consciousness as you enter a trance.
<br><br>
"Good," the doctor says. "I want you to take off your clothes. We're going for a walk."
<br><br>
<<link [[Obey|Asylum Hypnosis Exhibitionism]]>><<hypnotised 1>><<npcincr Harper dom 5>><<control 25>><<stress -12>><<awareness -10>><<suspicion -5>><</link>><<ggcontrol>><<llsuspicion>><<llawareness>><<lstress>>
<br>
<<link [[Resist|Asylum Hypnosis Resist]]>><<stress 6>><<suspicion 5>><<npcincr Harper dom -5>><</link>><<ggsuspicion>><<ggstress>>
<br>
<</addinlineevent>>
<</if>>
<<addinlineevent "asylum_treatment_6" 1.5>>
<<npc Harper>><<person1>>
You are led into a windowless room. Doctor Harper waits beside a large machine. "Thank you for coming," <<he>> says. <<He>> presses a button. A compartment opens, large enough for you to fit. "Please lie down inside."
<br><br>
<<getinicon>><<link [[Get in|Asylum Machine]]>><<awareness -10>><<suspicion -5>><</link>><<llsuspicion>><<llawareness>>
<br>
<<refuseicon>><<link [[Refuse|Asylum Machine Refuse]]>><<suspicion 5>><</link>><<athleticsdifficulty 1 1000>><<ggsuspicion>><<ggstress>>
<br>
<</addinlineevent>>
<<if $hypnosisdisable is "f">>
<<addinlineevent "asylum_treatment_7" 1.5>>
<<npc Harper>><<person1>>
You are led into Harper's office. <<He>> waits for you inside, sat at <<his>> desk. "Thank you for coming," <<he>> says. "Please, take a seat."
<br><br>
Once sat, Harper picks up a pen on <<his>> desk. "I want you to focus on this pen, and breathe deeply. There's nothing in the universe except this pen, my voice, and your own breath."
<br><br>
<<pass 5>>
<<endevent>>
This continues for several minutes. Harper somehow picks up on whenever your mind starts to wander and brings you back to focus. You feel something shift in your consciousness as you enter a trance.
<br><br>
<<beastNEWinit 1 dog>>
<<if $monster is 1 or $bestialitydisable is "f">>
<<if $monster is 1>>
"Good," the doctor says. "Bring <<bhim>> in." A group of orderlies enter. One holds a <<beasttype>> on a leash, who appears to be panting heavily. <<bHis>> nude body is on full display. <<bHe>> strains to reach you. Harper turns to you. "We found <<bhim>> up near those farms," <<nnpc_he "Harper">> says. "<<bHes>> been misbehaving, and could use some "personal" attention. From a bitch in heat, more specifically. You can't wait to be <<bred>>." You feel an urge to bark.
<br><br>
<<else>>
"Good," the doctor says. "Bring it in." A group of orderlies enter. One holds a dog on a leash. It strains to reach you. Harper turns to you. "You're a bitch in heat. You can't wait to be <<bred>>." You feel an urge to bark.
<br><br>
<</if>>
<<link [[Present yourself|Asylum Hypnosis Dog]]>><<hypnotised 1>><<set $sexstart to 1>><<npcincr Harper dom 5>><<control 25>><<stress -12>><<awareness -10>><<suspicion -5>><</link>><<ggcontrol>><<llsuspicion>><<llawareness>><<lstress>>
<br>
<<link [[Resist|Asylum Hypnosis Dog Resist]]>><<stress 6>><<suspicion 5>><<npcincr Harper dom -5>><</link>><<ggsuspicion>><<ggstress>>
<br>
<<else>>
<<endevent>>
<<npc Harper>><<person1>>
"Good," the doctor says. "I want you to take off your clothes. We're going for a walk."
<br><br>
<<link [[Obey|Asylum Hypnosis Exhibitionism]]>><<hypnotised 1>><<npcincr Harper dom 5>><<control 25>><<stress -12>><<awareness -10>><<suspicion -5>><</link>><<ggcontrol>><<llsuspicion>><<llawareness>><<lstress>>
<br>
<<link [[Resist|Asylum Hypnosis Resist]]>><<stress 6>><<suspicion 5>><<npcincr Harper dom -5>><</link>><<ggsuspicion>><<ggstress>>
<br>
<</if>>
<</addinlineevent>>
<</if>>
<<addinlineevent "asylum_treatment_8" 1>>
<<npc Harper>><<generate2>><<generate3>>
You enter Doctor Harper's office. <<person1>><<He>> sits behind <<his>> desk. A <<person2>><<person>> and <<person3>><<person>> sit in front of <<him>>, both in white coats. They turn to regard you.
<br><br>
"Thank you for coming," Harper says. "I have something special for you today. A new drug. My colleagues here would like to observe its effects. Here." <<person1>><<He>> stands and removes a sheet from a nearby chair. There are straps on the arms and legs. "Please sit."
<<person3>>
<br><br>
<<link [[Sit|Asylum Pill Sit]]>><<awareness -10>><<suspicion -5>><<hallucinogen 80>><</link>><<llsuspicion>><<llawareness>>
<br>
<<link [[Refuse|Asylum Pill Refuse]]>><<suspicion 5>><</link>><<ggsuspicion>><<ggstress>>
<br>
<</addinlineevent>>
<<addinlineevent "asylum_treatment_9" 1>>
<<npc Harper>><<person1>>
You are led into Harper's office. <<He>> waits for you inside, sat at <<his>> desk. "Thank you for coming," <<he>> says. "Please, take a seat."
<br><br>
You sit down in a chair in front of <<his>> desk. Harper pulls something out from a drawer. It's a folded piece of paper. Dark splotches bleed through it from within.
<br><br>
"This is something called an inkblot test," <<he>> explains. "I want you to tell me what this shape reminds you of."
<br><br>
<<He>> unfolds the paper. The two sides stick together, but come undone with a crackle. A symmetrical black blob is painted on the inside.
<<if $awareness gte 400>>
The strokes twist together across the page, tangling over one another. They converge into total darkness, like a hole punched through the paper, or the mouth of a terrible creature. You stare at it, unable to tear your eyes away. <<gstress>><<stress 6>><<gtrauma>><<trauma 6>>
<<elseif $awareness gte 200>>
You stare at the paper, trying to discern the shape. The blob looks suspiciously <<if $NPCList[0].penis isnot "none">>phallic.<<else>>yonic.<</if>>
<<if $purity gte 1000 or ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled"))>>
You wonder if you're just being dirty-minded.<<gstress>><<stress 1>>
<<else>>
The longer you stare at it, the more certain you are that it looks like a <<if $NPCList[0].penis isnot "none">>penis.<<else>>pussy.<</if>>
<</if>>
<<else>>
You tilt your head, looking at the paper. The shape looks like a <<if $NPCList[0].penis isnot "none">>rocket taking off.<<else>>beautiful butterfly.<</if>>
<</if>>
<br><br>
<<link [[Answer honestly|Asylum Inkblot Answer Honestly]]>><<trauma -6>><<suspicion -5>><<awareness -10>><</link>><<llsuspicion>><<llawareness>><<lltrauma>>
<br>
<<link [[Refuse to answer|Asylum Inkblot Answer Evasively]]>><<awareness -1>><<stress 3>><</link>><<lawareness>><<gstress>>
<br>
<</addinlineevent>>
<<runeventpool>>
<</if>>
<</widget>>
<<widget "asylumassessment">>
You enter the doctor's office.<<npc Harper>><<person1>>
<<if isPregnancyEnding()>>
<<pregnancyPassout "asylumHarper">>
<<elseif $innocencestate is 1>>
<<npcincr Harper love 5>><<npcincr Harper dom 5>><<set $asyluminnocence to 1>>
<<He>> puts down <<his>> clipboard and smiles. "Your treatment is finished," <<he>> says. "You're ready to be a functioning member of society. I'll have special pills sent to your home."
<<set $sexStats.pills["pills"]["asylum\'s prescription"].owned to 14>><<set $asylummedicated to 0>>
<<He>> rises to <<his>> feet and pulls the curtains at the window closed. "Stand up."
<br><br>
Once stood, <<he>> pushes you back over the desk.
<<if $NPCList[0].penis isnot "none">>
<<He>> steps between your legs and leans forward,
<<else>>
<<He>> climbs atop and straddles you,
<</if>>
groping at your clothes with shaking fingers, trying to take them off. The professional air <<he>> carried is gone. <<He>> laughs, giggles really. "I-I should be the first to experience my handiwork. It's only fair."
<br><br>
<<link [[Next|Asylum Harper Sex]]>><<set $molestationstart to 1>><</link>>
<br>
<<elseif $trauma lte $traumamax / 10>>
<<set $asylumtrauma to 1>> /* unused */
<<He>> puts down <<his>> clipboard and frowns. "Your treatment isn't finished," <<he>> says. "But you seem to have recovered regardless. I can't justify keeping you here." <<He>> rises to <<his>> feet and pulls the curtains at the window closed.
<br><br>
"Now that you're better..." <<He>> steps around the desk. "This might be the last time we see each other." <<He>> gropes your clothing. The professional air <<he>> carried is gone. <<He>> laughs as <<he>> tries to kiss you.
<br><br>
<<link [[Let it happen|Asylum Harper Sex]]>><<npcincr Harper love 5>><<set $sexstart to 1>><</link>><<promiscuous1>>
<br>
<<link [[Shove away|Asylum Harper Shove]]>><<npcincr Harper love -1>><</link>>
<br>
<<elseif $asylumassessmentprogress lte 0>>
<<set $asylumassessmentprogress += 1>>
Harper stares at you across the desk. "Let's talk about your exposure fetish," <<he>> says. "You've been displaying your body in inappropriate ways, then claiming others stripped you. You're ashamed of your feelings."
<br><br>
<<if $asylumdistracted is 1>>
<<link [[Attack|Asylum Fight]]>><<suspicion 15>><<trauma -6>><<stress -6>><<set $fightstart to 1>><</link>><<gggsuspicion>><<gggsuspicion>><<ltrauma>><<lstress>>
<br>
<<else>>
<<link [[Attack|Asylum Punish]]>><<suspicion 15>><<trauma -6>><<stress -6>><</link>><<gggsuspicion>><<ltrauma>><<lstress>>
<br>
<</if>>
<<if $asylumkeycard isnot 1 and $leftarm isnot "bound" and $rightarm isnot "bound">>
<<set $skulduggerydifficulty to 900 + (20 * $suspicion)>>
<<link [[Steal keycard|Asylum Keycard]]>><</link>><<skulduggerydifficulty>> <<note "This will be easier with low suspicion" "italic">>
<br>
<</if>>
<<link [[Insist that isn't true|Asylum Exhibit Meek]]>><<awareness -1>><<stress 3>><</link>><<lawareness>><<gstress>>
<br>
<<link [[Say you aren't sure|Asylum Exhibit Sub]]>><<trauma -6>><<suspicion -5>><<awareness -10>><</link>><<llsuspicion>><<llawareness>><<ltrauma>>
<br>
<<elseif $asylumassessmentprogress lte 1 and $tentaclerapestat gte 1>>
<<set $asylumassessmentprogress += 1>>
Harper stares at you across the desk. "In your sleep you talk about being attacked by monsters with tentacles," <<he>> says. "Creatures like that don't exist. If someone claimed to have been molested by a creature no one else can see, would you believe them?"
<br><br>
<<if $asylumdistracted is 1>>
<<link [[Attack|Asylum Fight]]>><<suspicion 15>><<trauma -6>><<stress -6>><<set $fightstart to 1>><</link>><<gggsuspicion>><<ltrauma>><<lstress>>
<br>
<<else>>
<<link [[Attack|Asylum Punish]]>><<suspicion 15>><<trauma -6>><<stress -6>><</link>><<gggsuspicion>><<ltrauma>><<lstress>>
<br>
<</if>>
<<if $asylumkeycard isnot 1 and $leftarm isnot "bound" and $rightarm isnot "bound">>
<<set $skulduggerydifficulty to 900 + (20 * $suspicion)>>
<<link [[Steal keycard|Asylum Keycard]]>><</link>><<skulduggerydifficulty>> <<note "This will be easier with low suspicion" "italic">>
<br>
<</if>>
<<link [[Insist they are real|Asylum Tentacles Meek]]>><<awareness 1>><<stress 3>><</link>><<gawareness>><<gstress>>
<br>
<<link [[Say you aren't sure|Asylum Tentacles Sub]]>><<trauma -6>><<suspicion -5>><<awareness -10>><</link>><<llsuspicion>><<llawareness>><<ltrauma>>
<br>
<<elseif $asylumassessmentprogress lte 2 and $beastrapestat gte 1>>
<<set $asylumassessmentprogress += 1>>
<!-- Modified for monster people -->
Harper stares at you across the desk.
<<if $bestialitydisable is "f">>
"In your sleep you talk about being attacked by animals," <<he>> says. "Sexually attacked. Animals don't behave like that. You've been abusing innocent creatures, haven't you?"
<<else>>
"In your sleep you talk about being attacked by monster-people," <<he>> says. "Sexually attacked. These types of beings do not exist. You made yourself believe they possess human-like features. In reality, you've been abusing innocent animals for your own pleasure. Am I wrong?"
<</if>>
<br><br>
<<if $asylumdistracted is 1>>
<<link [[Attack|Asylum Fight]]>><<suspicion 15>><<trauma -6>><<stress -6>><<set $fightstart to 1>><</link>><<gggsuspicion>><<gggsuspicion>><<ltrauma>><<lstress>>
<br>
<<else>>
<<link [[Attack|Asylum Punish]]>><<suspicion 15>><<trauma -6>><<stress -6>><</link>><<gggsuspicion>><<ltrauma>><<lstress>>
<br>
<</if>>
<<if $asylumkeycard isnot 1 and $leftarm isnot "bound" and $rightarm isnot "bound">>
<<set $skulduggerydifficulty to 900 + (20 * $suspicion)>>
<<link [[Steal keycard|Asylum Keycard]]>><</link>><<skulduggerydifficulty>> <<note "This will be easier with low suspicion" "italic">>
<br>
<</if>>
<<link [[Insist that isn't true|Asylum Beast Meek]]>><<awareness -1>><<stress 3>><</link>><<lawareness>><<gstress>>
<br>
<<link [[Say you aren't sure|Asylum Beast Sub]]>><<trauma -6>><<suspicion -5>><<awareness -10>><</link>><<llsuspicion>><<llawareness>><<ltrauma>>
<br>
<<elseif $asylumassessmentprogress lte 3>>
<<set $asylumassessmentprogress += 1>>
Harper stares at you across the desk. "There are marks on your body," <<he>> says. "You did this to yourself, didn't you."
<br><br>
<<if $asylumdistracted is 1>>
<<link [[Attack|Asylum Fight]]>><<suspicion 15>><<trauma -6>><<stress -6>><<set $fightstart to 1>><</link>><<gggsuspicion>><<gggsuspicion>><<ltrauma>><<lstress>>
<br>
<<else>>
<<link [[Attack|Asylum Punish]]>><<suspicion 15>><<trauma -6>><<stress -6>><</link>><<gggsuspicion>><<ltrauma>><<lstress>>
<br>
<</if>>
<<if $asylumkeycard isnot 1 and $leftarm isnot "bound" and $rightarm isnot "bound">>
<<set $skulduggerydifficulty to 900 + (20 * $suspicion)>>
<<link [[Steal keycard|Asylum Keycard]]>><</link>><<skulduggerydifficulty>> <<note "This will be easier with low suspicion" "italic">>
<br>
<</if>>
<<link [[Insist that isn't true|Asylum Hurt Meek]]>><<awareness -1>><<stress 3>><</link>><<lawareness>><<gstress>>
<br>
<<link [[Say you aren't sure|Asylum Hurt Sub]]>><<trauma -6>><<suspicion -5>><<awareness -10>><</link>><<llsuspicion>><<llawareness>><<ltrauma>>
<br>
<<else>>
<<set $asylumassessmentprogress to 0>>
Harper stares at you across the desk. "In your sleep you talk about being raped and molested. But that isn't what happens, is it?" <<he>> says. "You approach and seduce people willingly. You call it rape because you're ashamed."
<br><br>
<<if $asylumdistracted is 1>>
<<link [[Attack|Asylum Fight]]>><<suspicion 15>><<trauma -6>><<stress -6>><<set $fightstart to 1>><</link>><<gggsuspicion>><<gggsuspicion>><<ltrauma>><<lstress>>
<br>
<<else>>
<<link [[Attack|Asylum Punish]]>><<suspicion 15>><<trauma -6>><<stress -6>><</link>><<gggsuspicion>><<ltrauma>><<lstress>>
<br>
<</if>>
<<if $asylumkeycard isnot 1 and $leftarm isnot "bound" and $rightarm isnot "bound">>
<<set $skulduggerydifficulty to 900 + (20 * $suspicion)>>
<<link [[Steal keycard|Asylum Keycard]]>><</link>><<skulduggerydifficulty>><<note "This will be easier with low suspicion" "italic">>
<br>
<</if>>
<<link [[Insist that isn't true|Asylum Rape Meek]]>><<awareness -1>><<stress 3>><</link>><<lawareness>><<gstress>>
<br>
<<link [[Say you aren't sure|Asylum Rape Sub]]>><<trauma -6>><<suspicion -5>><<awareness -10>><</link>><<llsuspicion>><<llawareness>><<ltrauma>>
<br>
<</if>>
<</widget>>
<<widget "asylumend">>
<<set $asylum to 0>>
<</widget>>
<<widget "asylumpunish">>
<<endevent>><<npc Harper>><<person1>><<set $asylumbound to 2>>
<<if $leftarm is "bound" and $rightarm is "bound">>
"Take <<phim>> to the room," Harper says. "Make sure <<pher>> arms are bound tight."
<br><br>
<<if $leftarm is "bound" and $rightarm is "bound">>
They push you to an empty wing of the asylum, through one of the doors marked "Staff Only."
<<else>>
They force you into a jacket and push you to an empty wing of the asylum.
<<bind>><<upperwear 35>>
<</if>>
Most lights here don't work, and those that do flicker to a strange rhythm.
<br><br>
You come to a tall metal door. They open it, revealing a pitch black room beyond. They shove you in, and slam the door behind you.
<br><br>
There's just enough space to sit. You wait in total silence.
<br><br>
<<link [[Wait (1:00)|Asylum Room]]>><<pass 60>><</link>>
<br>
<<else>>
<<bind>><<upperwear 35>>
"Bind <<pher>> arms," Harper says. "Tight."
<br><br>
They force your arms in front of you, and wrap them up tight. The doctor smiles. "
<<if $asylumstate is "sleep">>
Take <<phim>> to <<pher>> room. <<pShe>> needs <<pher>> sleep."
<br><br>
Flanked by orderlies, you are led to your cell. The door locks with a click.
<br><br>
<<endevent>>
<<link [[Next|Asylum Cell]]>><</link>>
<br>
<<else>>
Show <<phim>> around. Let the others see."
<br><br>
You are led through the occupied part of the asylum. Most patients ignore you, but some jeer. They leave you near your room.
<<gstress>><<stress 3>>
<br><br>
<<endevent>>
<<link [[Next|Asylum]]>><</link>>
<br>
<</if>>
<</if>>
<</widget>>
<<widget "asylumpunish2">>
<<endevent>><<npc Harper>><<person1>><<set $asylumbound to 2>>
"Take <<phim>> to the room," Harper says. "Make sure <<pher>> arms are bound tight."
<br><br>
<<if $leftarm is "bound" and $rightarm is "bound">>
They push you to an empty wing of the asylum, through one of the doors marked "Staff Only."
<<else>>
They force you into a jacket and push you to an empty wing of the asylum.
<<bind>><<upperwear 35>>
<</if>>
Most of the lights here don't work, and those that do flicker to a strange rhythm.
<br><br>
You come to a tall metal door. They open it, revealing a pitch black room beyond. They shove you in, and slam the door behind you.
<br><br>
The room is tiny. There's just enough space to sit. You wait in total silence.
<br><br>
<<link [[Wait (1:00)|Asylum Room]]>><<pass 60>><</link>>
<br>
<</widget>>
<<widget "asylumoptions">>
<<if ($leftarm is "bound" or $rightarm is "bound") and $asylumbound lte 0>>
<<He>> looks at your bindings. "I think you've earned a release," <<he>> says as <<he>> crouches and unties them, before removing it completely.<<unbind>><<exposure>> <<He>> covers you with a gown.
<<unbind>><<upperwear 87>><<exposure>>
<br><br>
<</if>>
<<if $exposed gte 1>>
<<He>> steps back to regard you. <<covered>> "You can't see the doctor dressed like that," <<he>> says. <<He>> covers you with a gown.
<<unbind>><<upperwear 87>><<exposure>>
<br><br>
<</if>>
<</widget>>
<<widget "asylumevents">>
<<set $danger to random(1, 10000)>>
<<if $danger gte (9900 - $allure)>>
<<if $rng gte 91>>
<<generatev1>><<person1>>
"Excuse me," says a voice to your side. It's a <<person>> wearing a patient's gown. "Doctor Harper gave me a task. I need to-" <<He>> looks away. "I need to expose myself to a dozen people before my next assessment. My b-body, I mean. C-can I show you?" <<He>> doesn't look happy.
<br><br>
<<link [[Accept|Asylum Exposure Accept]]>><<handheldon>><<arousal 600>><</link>><<garousal>>
<br>
<<link [[Accept but keep your eyes shut|Asylum Exposure Shut]]>><<famegood 1>><<handheldon>><</link>>
<br>
<<link [[Accept and pretend to keep your eyes shut|Asylum Exposure Peek]]>><<arousal 600>><<famegood 1>><<handheldon>><</link>><<garousal>>
<br>
<<link [[Refuse|Asylum Exposure Refuse]]>><<handheldon>><</link>>
<br>
<<elseif $rng gte 81 and (random(1,100) lte $suspicion)>>
<<generateDoctor 1>><<generate2>><<person1>>
A <<person>> dressed as an orderly approaches you.
"Hello. The doctor has extra time today and wants you in for an extra treatment," <<he>> says. "Come with me please."<br>
A <<person2>><<person>> stands behind you.
<br><br>
<<link [[Go with them|Asylum Fake Treatment Accept]]>><<handheldon>><</link>>
<br>
<<link [[Refuse to go|Asylum Fake Treatment Refuse]]>><<handheldon>><</link>><<physiquedifficulty 1 $physiquemax>>
<br>
<<elseif $rng gte 61>>
<<generate1>><<person1>><<npcClothesType $NPCList[0] "patient">>You catch one of the other patients, a <<person>>, looking at you. <<He>> smiles.
<br><br>
<<link [[Flirt (0:02)|Asylum Flirt]]>><<handheldon>><<asylumstatus 1>><<pass 2>><</link>><<promiscuous1>><<gcool>>
<br>
<<link [[Ignore|Asylum]]>><<endevent>><</link>>
<br>
<<elseif $rng gte 21>>
<<generate1>><<generatev2>><<person1>>One of the patients, a <<person>>, gropes one of the nurses, a <<person2>><<person>>. The nurse doesn't resist. <<He>> looks resigned.
<br><br>
<<link [[Intervene (0:02)|Asylum Intervene]]>><<handheldon>><<pass 2>><<suspicion -5>><<asylumstatus -5>><</link>><<llsuspicion>><<llcool>>
<br>
<<link [[Ignore|Asylum]]>><<endevent>><</link>>
<br>
<<else>>
<<generate1>><<person1>><<generate2>>A <<person>>, a patient, runs past you and hides from view, just as a <<person2>><<person>> rounds the corner. <<Hes>> a nurse. <<He>> looks around, then at you. "Have you seen a <<person1>><<person>> by chance?"
<br><br>
<<link [[Truth|Asylum Truth]]>><<handheldon>><<suspicion -5>><<asylumstatus -5>><</link>><<llsuspicion>><<llcool>>
<br>
<<link [[Lie|Asylum Lie]]>><<handheldon>><<suspicion 5>><<asylumstatus 5>><</link>><<ggsuspicion>><<ggcool>>
<br>
<</if>>
<<else>>
<<link [[Next|Asylum]]>><<handheldon>><</link>>
<br>
<</if>>
<</widget>>
<<widget "passoutasylum">>
<<if isPregnancyEnding()>>
<<pregnancyPassout "asylum">>
<<else>>
<<passout>>
<<link [[Everything fades to black...|Passout Asylum]]>><</link>>
<</if>>
<</widget>>
<<widget "asylumescape">>
<<set $asylumescaped to 1>>
<<if $location is "tentworld">>
<<set $asylumtentacleescape to 1>> /* unused */
<</if>>
<<if C.npc.Robin.init is 1>>
<<set $robinReunionScene to "asylum">>
<</if>>
<</widget>><<set $location to "bog">><<set $outside to 1>><<effects>>
<<if !$bogProgress>>
<<set $bogProgress to 1>>
You follow the brook downstream until you come to the edge of a rocky outcrop. A wall of drenched leaves obscures the horizon ahead.
<br><br>
You carefully peer over the edge. You see a rickety wooden walkway at the bottom off to the right, worn by the trickle of water from the end of the brook. The water beyond is stagnant, but looks deep enough to jump into.
<br><br>
<span class="gold">You've discovered the bog.</span>
<<else>>
You follow the brook downstream, to the edge of the bog.
<</if>>
<br><br>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled")) or ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled")) or ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled")) or ($fallenangel gte 2 or ($transformationParts.fallenAngel.wings isnot "hidden" and $transformationParts.fallenAngel.wings isnot "disabled"))>>
<<link [[Glide down (0:01)|Bog Intro Glide]]>><<pass 1>><</link>><<flight_text>>
<br>
<</if>>
<<link [[Climb down (0:05)|Bog Intro Climb]]>><<pass 5>><</link>><<athleticsdifficulty 200 800>>
<br>
<<link [[Jump into the water (0:01)|Bog Intro Jump]]>><<pass 1>><</link>>
<br><<effects>>
You jump, falling several feet before the stagnant air catches your wings. You land hard, but unharmed, on the wooden walkway.
<br><br>
<<link [[Next|Bog]]>><<set $bogdepth to 4>><<set $bogwater to 0>><</link>>
<br><<effects>>
You clamber over the ledge and find purchase against the rock wall.
<<if $athleticsSuccess>>
<<unset $athleticsSuccess>>
You take your time, slowly working your way down until <span class="green"> your feet touch the wooden walkway.</span>
<br><br>
<<if $worn.lower.name isnot "naked">>
You dust off your hands on your $worn.lower.name.
<<elseif $worn.upper.name isnot "naked">>
You dust off your hands on your $worn.upper.name.
<<else>>
You dust off your hands.
<</if>>
<br><br>
<<link [[Next|Bog]]>><<set $bogdepth to 4>><<set $bogwater to 0>><</link>>
<br>
<<else>>
You take your time, slowly working your way down until <span class="red">you slip about half way</span>. You fall, plunging into the mire. <<pain 4>><<stress 12>><<trauma 6>><<gpain>><<gstress>><<gtrauma>>
<br><br>
<<water>>
<<if Time.season is "winter">>
The frigid water steals the breath from your lungs. You nearly gasp for breath on instinct, but manage to surface before doing so.
<<else>>
The water is murky and unpleasant. You surface, covered in stray plant matter.
<</if>>
<br><br>
<<link [[Next|Bog]]>><<set $bogdepth to 4>><<set $bogwater to 1>><</link>>
<br>
<</if>><<effects>>
You take a deep breath, a step back, and a moment to collect yourself.
<br><br>
With a running start, you leap over the precipice, clearing the walkway and plunging into the murky water.
<br><br>
<<water>>
<<if Time.season is "winter">>
The frigid mire steals the breath from your lungs. You nearly gasp for breath on instinct, but manage to surface before doing so.
<<else>>
You surface, covered in stray plant matter.
<</if>>
<br><br>
<<link [[Next|Bog]]>><<set $bogdepth to 4>><<set $bogwater to 1>><</link>>
<br><<set $location to "bog">><<set $outside to 1>><<effects>>
You're in the bog between the forest and moor.
<<if $bogwater gte 1>>
<<water>><<set _bogmod to 1.5>>
The water here is just shallow enough to stand in.
<<else>>
<<set _bogmod to 1>>
A wooden pathway spares you from traversing the mire.
<</if>>
<<switch Weather.precipitation>>
<<case "none">>
<<switch Time.dayState>>
<<case "dawn">>
The low morning sun casts an enchanting light through the trees.
<<case "day">>
The sun's rays fight to pierce the canopy.
<<case "dusk">>
Strange shapes of light dance against the walkway and reflect from the water.
<<case "night">>
<<if Weather.bloodMoon>>
The stagnant water reflects red light back into the canopy.
<<else>>
The stagnant water reflects just enough moonlight to allow you to see.
<</if>>
<</switch>>
A stone tower is visible far in the distance, to the east.
<<case "rain">>
Rain drips in patches through the thick canopy, creating a percussive rhythm as it assails the path.
<<case "snow">>
The canopy catches most of the snow, creating a surreal <<if Weather.bloodMoon>>red<<else>>white<</if>> blanket above.
<</switch>>
<<if $bogdepth is 4>>
A rocky cliff face blocks the way back to the forest. <span class="red">There's no way up.</span>
<<elseif $bogdepth is 1>>
The treeline is thin, and you can see the moor from here.
<</if>>
<br><br>
<<if $arousal gte $arousalmax>>
<<orgasmbog>>
<</if>>
<<if $stress gte $stressmax and !$possessed>>
<<passoutbog>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $eventskip is 0>>
<<rng>>
<<if $danger gte (9900 - ($allure * _bogmod))>>
<<eventbog>>
<<else>>
<<eventbogsafe>>
<</if>>
<<else>>
<<if $bogwater gte 1>>
<<link [[Pull yourself back onto the walkway|Bog]]>><<set $bogwater to 0>><<set $eventskip to 1>><</link>>
<br>
<<else>>
Follow the walkway
<br>
<<if $bogdepth lte 3>>
<<foresticon>><<link [[West, towards the forest (0:10)|Bog]]>><<set $bogdepth += 1>><<pass 10>><</link>>
<br>
<</if>>
<<if $bogdepth gte 2>>
<<mooricon>><<link [[East, towards the moor (0:10)|Bog]]>><<set $bogdepth -= 1>><<pass 10>><</link>>
<br>
<<elseif $bogdepth lte 1>>
<<mooricon>><<link [[East, into the moor (0:05)|Moor]]>><<set $bogdepth to 0>><<set $bogwater to 0>><<set $moor to 85>><<set $eventskip to 1>><<pass 5>><</link>>
<br>
<</if>>
<</if>>
<</if>>
<</if>>
<<set $eventskip to 0>><<effects>>
You widen your posture and shoot a glare at the <<beasttype>>.
<<if $physiqueSuccess>>
<<bHe>> hisses and takes a few steps forward, <<bhis>> footfalls shaking the wooden slats. <span class="green"><<bHe>> stops short, seemingly deciding that you're more trouble than you're worth.</span>
<br><br>
<<link [[Next|Bog]]>><<set $eventskip to 1>><<endevent>><</link>>
<br>
<<else>>
<span class="red"><<bHe>> charges you.</span> You turn to run, but <<bhe>> catches you almost immediately, dragging you into the water.<<silently>><<water>><</silently>>
<br><br>
<<link [[Next|Bog Lizard Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<effects>>
You sprint away from the <<beasttype>>. <<bHis>> claws dig into the wood, and <<bhe>> charges.
<<if $athleticsSuccess>>
<span class="green">You run fast enough that the <<beasttype>> gives up.</span> You turn and see <<bhim>> slinking back into the mire.
<br><br>
<<link [[Next|Bog]]>><<set $eventskip to 1>><<endevent>><</link>>
<br>
<<else>>
<<water>>
<span class="red">You're not fast enough.</span> The <<beasttype>> easily knocks you down, dragging you into the water.<<silently>><<water>><</silently>>
<br><br>
<<link [[Next|Bog Lizard Rape]]>><<set $molestationstart to 1>><<set $bogwater to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<set $water to 1>>
<</if>>
<<effects>>
<<effectsman>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Bog Lizard Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bog Lizard Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
The <<beasttype>> hisses <<bhis>> satisfaction, and dives back into the stagnant water.
<<elseif $enemyhealth lte 0>>
The <<beasttype>> hisses in pain and dives back into the stagnant water.
<</if>>
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Bog]]>><<set $eventskip to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<set $combat to 1>>
<<set $enemytype to "tentacles">>
<<molested>>
<<controlloss>>
<<tentaclestart 10 15 "root" "vine" true>>
<<elseif $molestationstart is 2>>
<<set $molestationstart to 0>>
<<set $combat to 1>>
<<set $enemytype to "tentacles">>
<<consensual>>
<<set $consensual to 1>>
You draw them closer through the water.
<<deviancy5>>
<<set _randomtentacles to (6 + random(1, 10))>>
<<tentaclestart _randomtentacles 15 "root" "vine" true>>
<</if>>
<<statetentacles>>
<<effects>>
<<effectstentacles>>
<<tentacles>>
<<actionstentacles>>
<<if $tentacles.active lte ($tentacles.max / 2)>>
<span id="next"><<link [[Next|Bog Tentacles Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bog Tentacles]]>><</link>></span><<nexttext>>
<</if>><<effects>>
The vines lose interest in you, and retreat back into the canopy. <<tearful>> you untangle yourself from the plants and vines surrounding you.
<<clotheson>>
<<endcombat>>
<<link [[Next|Bog]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
You travel along the
<<switch $phase>>
<<case 0>>last
<<case 1>>first
<<case 2>>second
<<case 3>>third
<<case 4>>fourth
<<case 5>>fifth
<<case 6>>sixth
<<case 7>>seventh
<<case 8>>eighth
<<case 9>>ninth
<</switch>>
path.
<<rng>>
<<if $boglost gte 5>>
<<pass 1 hour>><<pain 2>>
You run. And run. More and more pathways sprout from the one you're on, almost like branches or the prongs of an impossibly large set of antlers.
<br><br>
<<link [[Stay the course (?:??)|Bog Lost Follow]]>><</link>><<willpowerdifficulty 600 1000>>
<br>
<<link [[Block everything out|Bog Lost Block]]>><<trauma 30>><</link>><<gggtrauma>>
<br>
<<elseif $rng lte 15>>
The path begins to look familiar, even as the one behind you looks entirely different. You think you've found the correct way.
<br><br>
<<link [[Next|Bog]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<switch $boglost>>
<<case 0>>You see no sign of your original route.
<<case 1>>You don't recognise any landmarks. <<stress 6>><<gstress>>
<<case 2>>Your heart begins to race. <<stress 12>><<ggstress>>
<<case 3>>The trees themselves seem to change behind you as you walk. You double back, trying to find anything that will guide you. <<stress 12>><<ggstress>>
<<case 4>>You run, directionless and lost. Nothing seems real. <<stress 12>><<ggstress>><<trauma 12>><<ggtrauma>>
<</switch>>
<<set $boglost++>>
<br><br>
More paths branch off ahead.
<br><br>
<<link [[Try to backtrack (0:10)|Bog Lost]]>><<pass 10>><<set $phase to 0>><</link>>
<br>
<<link [[Follow the first path (0:10)|Bog Lost]]>><<pass 10>><<set $phase to 1>><</link>>
<br>
<<link [[Follow the second path (0:10)|Bog Lost]]>><<pass 10>><<set $phase to 2>><</link>>
<br>
<<link [[Follow the third path (0:10)|Bog Lost]]>><<pass 10>><<set $phase to 3>><</link>>
<br>
<<link [[Follow the fourth path (0:10)|Bog Lost]]>><<pass 10>><<set $phase to 4>><</link>>
<br>
<<link [[Follow the fifth path (0:10)|Bog Lost]]>><<pass 10>><<set $phase to 5>><</link>>
<br>
<<if $boglost gte 2>>
<<link [[Follow the sixth path (0:10)|Bog Lost]]>><<pass 10>><<set $phase to 6>><</link>>
<br>
<<if $boglost gte 3>>
<<link [[Follow the seventh path (0:10)|Bog Lost]]>><<pass 10>><<set $phase to 7>><</link>>
<br>
<<if $boglost gte 4>>
<<link [[Follow the eighth path (0:10)|Bog Lost]]>><<pass 10>><<set $phase to 8>><</link>>
<br>
<<link [[Follow the ninth path (0:10)|Bog Lost]]>><<pass 10>><<set $phase to 9>><</link>>
<br>
<</if>>
<</if>>
<</if>>
<</if>><<effects>>
<<set _lost to random(80, 240)>>
<<pass _lost>>
<<if $willpowerSuccess>>
You stay the course, and decide to follow this path to its end no matter what. You'll find a way out eventually, so long as you continue straight ahead.
<br><br>
Each side path splits into two more, and each of those into four. <span class="green">You ignore them.</span> Each one spirals into the unknown depths of the bog, tempting you. Each one looks more like salvation. <span class="green">You ignore them.</span>
<br><br>
The path ends ahead. You don't care. You continue to walk forward. <span class="green">Planks rise from the depths of the mire to meet your determined stride.</span> There is only one path, and it's ahead of you.
<br><br>
The trees begin to part. The bog spreads out before you. The path behind you is normal and unbroken. You won't fall prey to it again.
<br><br>
<<link [[Next|Bog]]>><<endevent>><<set $bogdepth to 1>><<set $eventskip to 1>><<set $boglost to 10>><</link>>
<br>
<<else>>
You keep moving forward. Each side path splits into three more, and each of those into six. Each one spirals into the unknown depths of the bog, tempting you. Each one looks more like salvation. <span class="red">It's too much.</span>
<br><br>
Your mind tries to map each path, to make some rational sense of what's happening to you. It can't. Each pathway fights for your attention, forcing its way into your mind. There are too many. A lifetime isn't long enough to tread them all. One mind can't map their destinations.
<br><br>
You collapse in a heap, clutching your head. The path doesn't catch you.
<br><br>
<<water>>
The water brings you back to your senses. You surface and gasp for breath, clinging to the side desperately. You pant, looking around. There is only one path.
<br><br>
You hoist yourself back up.
<br><br>
<<link [[Next|Bog]]>><<endevent>><<set $eventskip to 1>><<unset $boglost>><</link>>
<br>
<</if>><<effects>>
Hundreds of pathways extend in every direction, twisting into utter darkness. Your ears ring. You cover them.
<br><br>
You collapse to your knees. The pathway isn't just below you anymore. Pathways extend in a spiral up thick tree trunks, down below the surface of the water, and upside-down above you in the canopy.
<br><br>
All at once, they begin to collapse. Planks of wood rain down, splashing into the water. Trees reclaim the treated wood into their bark, crushing them. The water swallows what remains, spreading rot and algae across their surfaces until they are nothing.
<br><br>
Your eyes lie. You shut them.
<br><br>
You steady your breathing. You don't know how long you kneel for. When you open your eyes, all that remains is the path ahead of you.
<br><br>
<<link [[Next|Bog]]>><<endevent>><<set $eventskip to 1>><<unset $boglost>><</link>>
<br><<effects>>
You know the bog's tricks. You step into the water ahead. The path reveals itself to you. You stay the course.
<br><br>
<<link [[Next|Bog]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
You grab the vine with both hands and take a step back, ready to make a running jump.
<<if $rng gte 71 and $plantdisable is "f" and $tentacledisable is "f" and ($hallucinations gte 2 or $backgroundTraits.includes("plantlover"))>>
<<generatePlant1>><<person1>>
<span class="green">You clear the distance and make it to the other side</span>, <span class="red">but your hands stick to the vine.</span> You swing back, unable to let go.
<br><br>
You gradually lose speed until you're hanging over the broken section. <span class="red">The vine begins to pull itself upwards into the canopy.</span>
<br><br>
"I've caught such a pretty little flower this time," you hear from above you. You look to the source. A <<person>> hangs upside-down from the canopy, with <<plant_details>> braided into <<his>> hair. "You're such a rare treat. Let me enjoy you for a while. Or I could drop you. Your choice." Countless vines shoot down and encircle you!
<br><br>
<<link [[Next|Bog Plant Suspended Sex]]>><<set $molestationstart to 1>><</link>>
<br>
<<elseif $athleticsSuccess>>
You clear the distance and make it to the other side, <span class="green">landing without issue.</span>
<br><br>
<<link [[Next|Bog]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You can't hold on, and <span class="red">slip from it.</span> You plunge into the mire.
<br><br>
<<water>>
<<link [[Next|Bog]]>><<set $bogwater to 1>><</link>>
<br>
<</if>><<effects>><<set $location to "bog">>
<<generatePlant1>><<person1>>
You wake up with a lurch forward and feel like you're falling. You move to arrest your fall, but find yourself completely entangled by vines. You're suspended in the air. You look down and see no solid ground below. It's a long drop into the water.
<br><br>
"Never thought I'd find such a pretty flower out here of all places," you hear from above you. You struggle against your bindings and manage to look to the source. A <<person>> hangs upside-down from the canopy, with <<plant_details>> braided into <<his>> hair.
<<if $exposed lte 1>>
Your $worn.lower.name <<lowerhas>> been <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>lifted up<<else>>pulled down<</if>>, <<if !$worn.under_lower.type.includes("naked")>> and your $worn.under_lower.name <<underlowerhas>> been pulled aside,<</if>> <span class="pink">revealing your <<genitals>>.</span>
<</if>>
<<if $bogwater is 1>>
"You exhausted yourself to the point of collapse, right in the middle of the bog. If not for me, you could have drowned!
<<else>>
"You exhausted yourself to the point of collapse. If not for me, you could have rolled right into the water and drowned!
<</if>>
<<set $bogwater to 0>>
Naturally, I had to secure you to make sure you were safe." The vines around you tighten, as if by command. <<He>> moves through the canopy with ease, encircling you. It's hard to tell where <<he>> ends and the trees begin.
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>><<set $worn.lower.skirt_down to 0>><<else>><<set $worn.lower.state to "thighs">><</if>>
<<set $worn.lower.vagina_exposed to 1>><<set $worn.lower.anus_exposed to 1>><<set $worn.lower.exposed to 2>>
<<set $worn.under_lower.vagina_exposed to 1>><<set $worn.under_lower.anus_exposed to 1>><<set $worn.under_lower.exposed to 1>><<set $worn.under_lower.state to "thighs">>
<br><br>
"You're such a rare treat. Let me enjoy you for a while. Or I could drop you. Your choice."
<br><br>
<<link [[Next|Bog Plant Suspended Sex]]>><<set $molestationstart to 1>><</link>>
<br><<if $sexstart is 1 or $molestationstart is 1>>
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>><<set $consensual to 1>>
<<neutral 1>>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<</if>>
<<maninit "plant">><<npcexpose>>
<<set $enemyarousalmax to 800>>
<<set _randomtentacles to random(10, 12)>>
<<makeAbomination _randomtentacles 8 "vine" "vine" true>>
<<set $tentacles[0].shaft to "tummy">>
<<if $player.breastsize gte 2 and $chestuse is 0>>
<<set $tentacles[1].shaft to "breasts">><<set $chestuse to "squeezed">>
<<else>>
<<set $tentacles[1].shaft to "chest">>
<</if>>
<<set $tentacles[2].shaft to "waist">>
<<set $tentacles[3].shaft to "neck">><<set $head to "grappled">>
<<set $tentacles[4].shaft to "leftleg">><<set $leftleg to "grappled">>
<<set $tentacles[5].shaft to "rightleg">><<set $rightleg to "grappled">><<set $feettarget to "tentacles">>
<</if>>
<<effects>>
<<effectsabomination>>
<<abomination>>
<<stateabomination>>
<br><br>
<<actionsabomination>>
<<if _combatend or $tentacles.active lte 3>>
<span id="next"><<link [[Next|Bog Plant Suspended Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bog Plant Suspended Sex]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<if $tentacles.active lte 4>>
The remaining tentacles aren't strong enough to hold you through <<his>> orgasmic spasms, and you drop into the water.
<<water>>
<br><br>
"Oh dear, I've lost my catch!" A few more vines slither down and lift you from the water, gingerly placing you on the nearby walkway. "So sorry, little flower, I got carried away! I'll be more careful next time, come back soon!"
<<else>>
The <<if $tentacles.active lte $tentacles.max>>remaining <</if>>vines loosen, gently lowering you down and around the tree, onto the walkway.
"Thanks for indulging me, little flower," the <<person>> chirps. "Come back soon!"
<</if>>
<br><br>
<<He>> vanishes into the canopy, <<his>> vines following.
<br><br>
<<elseif $enemyhealth lte 0>>
As you fight back, the <<persons>> tentacles all suddenly retract, letting you drop into the water. <<stress 12>><<pain 6>><<ggstress>><<gpain>>
<<water>>
<br><br>
"This little flower is covered in thorns." <<He>> disappears into the canopy, nursing some new bruises. You pull yourself back up onto the walkway.
<<elseif $tentacles.active lte 3>>
The remaining tentacles can't hold up your weight, and you're dropped into the water. <<stress 12>><<pain 6>><<ggstress>><<gpain>>
<<water>>
<br><br>
"Oh dear, I've lost my catch!" A few more vines slither down and lift you from the water, gingerly placing you on the nearby walkway. "So sorry, little flower, I got carried away! I'll be more careful next time, come back soon!"
<br><br>
<<He>> vanishes into the canopy, <<his>> vines following.
<br><br>
<<else>>
The <<if $tentacles.active lte $tentacles.max>>remaining <</if>>vines loosen, gently lowering you down onto the walkway.
"Thanks for indulging me, little flower," the <<person>> chirps. "Come back soon!"
<br><br>
<<He>> vanishes into the canopy, <<his>> vines following.
<br><br>
<</if>>
<<tearful>> you gather yourself.
<<clotheson>>
<<endcombat>>
<<link [[Next|Bog]]>><<set $eventskip to 1>><</link>><<effects>><<hallucinogen 40>>
You awaken to the sound of wet sloshing. You shoot up straight, looking around.
<<if Time.dayState is "night">>
It's too dark to see anything.
<<else>>
You don't see the source.
<</if>>
<br><br>
A shiver runs up your spine. You're not sure why, but you feel like you need to move.
<<if $bogwater gte 1>>
You wade through the water, pulling yourself up onto the walkway.
<<else>>
You scramble to your feet, trusting your instincts.
<</if>>
<br><br>
You take a step back. Just in time. A muddy black appendage shoots up from the murky water, grasping at where your leg just was. <<stress 12>><<ggstress>>
<br><br>
From the darkness between the trees, dim pairs of yellow light flicker into existence. Dozens. Hundreds of limbs shoot up, grasping the walkway as if to make it one with the swamp. The wood creaks and groans. Masses of mud rise from the depths. A chorus of howling shrieks fills the dead air. <<trauma 30>><<gggtrauma>>
<br><br>
Adrenaline finally unfreezes your paralysed muscles, and you run.
<br><br>
<<link [[Next|Bog Passout 2]]>><</link>>
<br><<effects>>
You keep running. You don't know which way you're going. More shapes appear from the water ahead. More eyes peer from every direction. Your lungs burn.
<br><br>
You push onwards. The sounds are almost unbearable. Stars creep into your vision. The walkway pushes back against your feet, seemingly trying to wear you down.
<br><br>
You run until you throw yourself off the end of the walkway, tumbling into the moor. You look back into the bog, but see nothing pursuing you.
<br><br>
You collapse onto your back, exhaustion finally overtaking you. It takes some time to catch your breath and steady your nerves. <<gtiredness>><<tiredness 8>>
<br><br>
<<link [[Next|Moor]]>><<set $bogdepth to 0>><<set $bogwater to 0>><<set $moor to 85>><<set $eventskip to 1>><</link>>
<br><<widget "passoutbog">>
<<if isPregnancyEnding()>>
<<set $bogdepth to 0>><<set $bogwater to 0>>
<<pregnancyPassout "bog">>
<<else>>
You've pushed yourself too much.
<<if $bogwater gte 1>>
You barely manage to slump against a tree, saving yourself from sinking.
<</if>>
<br><br>
<<passout>>
<<set $danger to random(1, 10000)>>
<<if $danger gte (9900 - $allure)>>
<<if $rng gte 71 and $plantdisable is "f" and $tentacledisable is "f" and ($hallucinations gte 2 or $backgroundTraits.includes("plantlover"))>>
<<link [[Everything fades to black...|Bog Plant Tentacle Passout]]>><</link>>
<<else>>
<<link [[Everything fades to black...|Bog Passout]]>><</link>>
<</if>>
<<else>>
<<ambulance>>
<</if>>
<</if>>
<<pass 1 hour>>
<<trauma 6>><<set $stress -= 2000>>
<</widget>>
<<widget "eventbog">>
<<cleareventpool>>
<<if $bogwater gte 1>>
<<addinlineevent "bog_water_lizard">>
The water bubbles. You're suddenly splashed as something big emerges right in front of you!
<<beastNEWinit 1 lizard>>
<<if $monster is 1 or $bestialitydisable is "f">>
The scaled face of a <<beasttype>> eyes you hungrily. <<bHe>> leaps at you, dragging you under the surface.
<br><br>
<<link [[Next|Bog Lizard Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
A large lizard grabs you in its maw. You manage to struggle free, but not unscathed. <<beastescape>>
<br><br>
you pull yourself back onto the walkway.
<br><br>
<<link [[Next|Bog]]>><<set $bogwater to 0>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<</addinlineevent>>
<<addinlineevent "bog_water_tentacles">>
<<if $tentacledisable is "f" and ($hallucinations gte 2 or $backgroundTraits.includes("plantlover"))>>
Something grabs your ankle from under the water. Vines slither down from trees and across the surface.
<br><br>
<<link [[Struggle|Bog Tentacles]]>><<set $molestationstart to 1>><</link>>
<br>
<<if hasSexStat("deviancy", 5)>>
<<link [[Draw them closer|Bog Tentacles]]>><<set $molestationstart to 2>><</link>><<deviant5>>
<</if>>
<<else>>
Something grabs your ankle from under the water. You try to push it off, but are quickly dragged under.
<br><br>
You continue to struggle, and eventually break free of whatever it is. You wade through the water to get away. <<stress 12>><<ggstress>><<trauma 6>><<ggtrauma>>
<br><br>
<<link [[Next|Bog]]>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<</addinlineevent>>
<<addinlineevent "bog_water_noise">>
As you wade through the water, you hear a light splashing in the distance. You try to look, but there's nothing. You walk into a tangle of hanging vines in your distraction and panic for a brief moment. <<stress 12>><<ggstress>>
<br><br>
<<link [[Next|Bog]]>><<set $eventskip to 1>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "bog_water_tangle">>
As you wade through the water, something snags on your foot. You pull, but it does not yield. Your other foot becomes tangled as you try to break free. <<stress 6>><<gstress>>
<br><br>
It takes some time, but you eventually manage to free yourself. <<pass 10>>
<br><br>
<<link [[Next|Bog]]>><<set $eventskip to 1>><</link>>
<br>
<</addinlineevent>>
<<if $parasitedisable is "f" and ($parasite.tummy.name is undefined or $parasite.bottom.name is undefined)>>
<<addinlineevent "bog_water_parasite" 0.33>>
<<if $parasite.tummy.name is undefined>>
<<parasite tummy urchin>>
You feel something stick to your stomach.
<<else>>
<<parasite bottom urchin>>
You feel something stick to your bottom.
<</if>>
<span class="lewd">It starts to feel warm.</span> You try to pull it off, but it won't budge.
<br><br>
<<link [[Next|Bog]]>><<set $eventskip to 1>><</link>>
<br>
<</addinlineevent>>
<</if>>
<<else>>
<<addinlineevent "bog_lizard">>
The water bubbles. You hear a loud splash as something big jumps onto the walkway.
<<beastNEWinit 1 lizard>>
<<if $monster is 1 or $bestialitydisable is "f">>
The scaled face of a <<beasttype>> eyes you hungrily.
<br><br>
<<link [[Make yourself look bigger|Bog Lizard Stand]]>><</link>><<physiquedifficulty 6000 16000>>
<br>
<<link [[Run|Bog Lizard Run]]>><</link>><<athleticsdifficulty 0 700>>
<br>
<<else>>
You flee, but not unscathed. <<beastescape>>
<br><br>
<<link [[Next|Bog]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<</addinlineevent>>
<<addinlineevent "bog_noise">>
As you walk, you hear a light splashing some distance behind you. You try to look, but there's nothing. You walk into a tangle of hanging vines in your distraction and panic for a brief moment. <<stress 12>><<ggstress>>
<br><br>
<<link [[Next|Bog]]>><<set $eventskip to 1>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "bog_gap">>
You come to a broken section of the walkway. It's too far to jump, but there's a thick vine hanging down over the gap.
<br><br>
<<link [[Swing across|Bog Swing]]>><</link>><<athleticsdifficulty 100 600>>
<br>
<<link [[Swim|Bog]]>><<set $bogwater to 1>><</link>>
<br>
<</addinlineevent>>
<<if $hallucinations gte 1>>
<<addinlineevent "bog_lost">>
Something's wrong with the path ahead. As you get closer, you notice that the wooden walkway abruptly ends. It doesn't look broken. It's as if this was the natural endpoint, with nothing but water beyond.
<br><br>
You turn around. <span class="red">The walkway branches off in several directions.</span> You can't even tell which way you came from.
<br><br>
<<if $boglost gte 10>>
<<link [[Stay the course (0:05)|Bog Lost Stay]]>><<pass 5>><</link>>
<br>
<</if>>
<<link [[Follow the first path (0:10)|Bog Lost]]>><<set $boglost to 0>><<pass 10>><<set $phase to 1>><</link>>
<br>
<<link [[Follow the second path (0:10)|Bog Lost]]>><<set $boglost to 0>><<pass 10>><<set $phase to 2>><</link>>
<br>
<<link [[Follow the third path (0:10)|Bog Lost]]>><<set $boglost to 0>><<pass 10>><<set $phase to 3>><</link>>
<br>
<<link [[Follow the fourth path (0:10)|Bog Lost]]>><<set $boglost to 0>><<pass 10>><<set $phase to 4>><</link>>
<br>
<</addinlineevent>>
<</if>>
<</if>>
<<runeventpool>>
<</widget>>
<<widget "eventbogsafe">>
<<cleareventpool>>
<<addinlineevent "event_ambient">>
<<eventAmbient>>
<<link [[Next|Bog]]>><<set $eventskip to 1>><</link>>
<br>
<</addinlineevent>>
<<if $bogwater gte 1>>
<<addinlineevent "safebog_water_1">>
Something brushes against your leg under the surface before darting away. <<stress 6>><<gstress>>
<br><br>
<<link [[Next|Bog]]>><<set $eventskip to 1>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "safebog_water_2">>
A frog sits on a lilypad in front of you. It eyes you curiously before croaking.
<br><br>
<<link [[Next|Bog]]>><<set $eventskip to 1>><</link>>
<br>
<</addinlineevent>>
<<else>>
<<addinlineevent "safebog_spores">>
A cluster of strange fungal pods cover a tree ahead. As you pass by, one of them releases a faint pink mist. You feel strange. <<hallucinogen 60>><<ghallucinogens>>
<br><br>
<<link [[Next|Bog]]>><<set $eventskip to 1>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "safebog_splash">>
A loud splashing comes from your left. You look, but only see ripples in the water. <<stress 6>><<gstress>>
<br><br>
<<link [[Next|Bog]]>><<set $eventskip to 1>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "safebog_walk">>
The wooden path makes the journey easy.
<br><br>
<<link [[Next|Bog]]>><<set $eventskip to 1>><</link>>
<br>
<</addinlineevent>>
<</if>>
<<runeventpool>>
<</widget>><<set $outside to 0>><<set $location to "cabin">><<effects>>
<<if Weather.isSnow>>Snow covers the ground around the cabin, painting the scenery a pure white. <</if>>
A distinctive winter chill settles in you, causing you to shiver. When you find Eden, <<hes>> as busy as always.
You call <<him>> over and hand <<him>> the hunting jacket. "Merry Christmas," you say.
<br><br>
Eden looks taken aback. "Is it Christmas already?" <<he>> asks. Taking the hunting jacket, <<he>> turns it over and inspects it, then goes to the cabin mirror and tries it on. Looks like you bought the right size.
<br><br>
"Thanks," <<he>> says. "I wasn't expecting anything."
<br>
<<if $speech_attitude is "meek">>
"Well, y-you did say you didn't know it was Christmas today," you say.
<<elseif $speech_attitude is "bratty">>
"Makes sense, since you didn't know it was Christmas and all," you say.
<<else>>
"Well, you said you didn't realise it was Christmas," you say.
<</if>>
<br><br>
Eden shoots you a look, but can't argue with your point. "I didn't prepare anything for you," <<he>> says.
You're about to tell <<him>> that <<he>> didn't need to do anything, but <<he>> stops you. "Hang on."
<br><br>
<<if Time.hour lte 17>>
"I've got an idea. <span class="green">Be here at six for dinner tonight.</span> I'll have something ready by then."
<br><br>
<<link [[Next|Eden Cabin]]>><<set $edenmeal to 1>><<endevent>><</link>>
<<else>>
"I've got an idea." <<He>> walks to the oven.
<br><br>
<<link [[Next|Eden Christmas Meal]]>><<endevent>><</link>>
<</if>><<effects>>
<<npc Eden>><<person1>>Eden busies <<himself>> with gathering ingredients, preparing something. You roam around the cabin, trying to peek over <<his>> shoulder or at least help <<him>> out. Your efforts are for naught though, as <<he>> insists that you let <<him>> handle everything tonight. As <<he>> starts cooking, a mouth-watering scent fills the cabin, adding to the anticipation of the moment.
<br><br>
<<He>> calls you to the table after a long wait. A beautiful meal for two is laid out. It looks as good as it smells. You look to Eden and <<he>> seems a bit worn out, but proud of <<himself>>. You think it's the most effort Eden's ever put into cooking before.
<br><br>
<<link [[Next|Eden Christmas Meal 2]]>><<pass 20>><</link>><<effects>><<set $eden_christmas_dinner to 1>><<set $daily.eden.dinner to 1>>
You and Eden take a seat, and you try a bite of the food. It's delicious and bursting with flavour. You're about to take another bite, but stop when you notice that Eden isn't eating. In fact, <<he>> looks tense as <<he>> glances between you and the food.
<br><br>
It's not usual for <<him>> to be nervous. In an attempt to reassure <<him>>, you smile and compliment <<his>> work. <<He>> looks relieved by your words, and starts eating. <<He>> still seems doubtful.
<br><br>
You chat with Eden over the meal, attempting to lighten the mood. <<Hes>> as quiet as always, but seems more attentive than usual today. Halfway through, <<he>> looks up, as if just remembering something. Going to a nearby cabinet, <<he>> pulls out a fancy looking bottle of bourbon. You wonder how you've never seen it in the cabin before.
<br><br>
<<He>> goes back to the table and prepares two glasses. "Want some?" <<he>> asks.
<br><br>
<<if playerIsPregnant() and playerAwareTheyArePregnant()>>
<span class="blue">You can't bring yourself to drink while you know you're with child.</span>
<<else>>
<<link [[Accept|Eden Christmas Meal 3]]>><<set $phase to 1>><</link>>
<</if>>
<br>
<<link [[Decline|Eden Christmas Meal 3]]>><<set $phase to 2>><</link>><<effects>>
<<if $phase is 1>>
You accept, and <<he>> pours a glass for you. The smooth taste of the drink compliments your meal perfectly.
<<alcohol 120>>
<<elseif $phase is 2>>
You decline, and <<he>> shrugs. "More for me," <<he>> says, as <<he>> fills <<his>> glass.
<</if>>
<br><br>
After you're done, <<he>> clears the table and invites you over to the fireplace. In the frosty cold of the winter season, the flames seem twice as warm.
<<if $phase is 1>>
Or maybe it's the alcohol causing the heat.
<</if>>
You turn to Eden, and <<he>> smiles at you, trailing <<his>> hand down your side. <<He>> rests your chin on <<his>> fingers, and moves <<his>> face closer to yours.
<br><br>
<<link [[Kiss Eden|Eden Christmas Sex]]>><<npcincr Eden love 1>><<npcincr Eden dom 1>><<set $sexstart to 1>><</link>>
<br>
<<link [[Turn away|Eden Christmas Turn]]>><</link>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>>
<<healthMultiplier>>
<<promiscuity1>>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemyanger += 50>>
<<healthMultiplier>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Eden Christmas Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Eden Christmas Sex]]>><</link>></span><<nexttext>>
<</if>><<effects>>
You turn your face away from <<him>>. <<He>> looks surprised for a moment, but doesn't push it and goes back to holding you.
<br><br>
<<link [[Next|Eden Christmas Meal 4]]>><</link>>
<br><<set $outside to 0>><<set $location to "cabin">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<npcincr Eden lust -20>>
Eden embraces you and pulls you into <<his>> chest.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $enemyhealth lte 0>>
"Really? Today, of all days?" <<he>> asks, exasperated. <<He>> winces and holds <<his>> side. "I need to get something for this."
<br><br>
<<He>> leaves you by the fireplace.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $finish is 1>>
"Okay," <<he>> says. <<He>> doesn't push it and goes back to holding you.
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<br><br>
<<link [[Next|Eden Christmas Meal 4]]>><</link>><<effects>>
<<npc Eden>><<person1>>
The two of you bask in the peaceful stillness of the night. In the glow of the flames, Eden looks almost ethereal. You look at <<him>>, entranced, until <<he>> breaks the silence. "I'd always spend my Christmas alone," <<he>> says, "but I'm glad you're here."
You smile in response, and <<he>> gently weaves <<his>> hand through your hair, returning your gaze with <<his>> own.
<br><br>
"You're the best thing that's ever happened to me," <<he>> whispers, as <<he>> kisses your forehead.
<<if Weather.isSnow>>Snow covers the ground around the cabin, but you no longer feel the biting chill.
<<else>>You no longer feel the biting chill.<</if>>
Instead, the warmth of Eden's love surrounds you as you lie pressed against <<his>> chest.
<br><br>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "cabin">><<effects>>
<<if C.npc.Eden.lust gte 26 and $daily.eden.breakfastLust isnot 1 and $phase lte 2>><<set $daily.eden.breakfastLust to 1>>
<<if C.npc.Eden.dom gte 75>>
While gathering ingredients in the kitchen, you feel a hand slide down to your <<genitals>>. Eden lays wet kisses along your neck, bringing <<his>> lips to your ear.
"I've changed my mind," <<he>> says. "I want you instead."
<<else>>
While gathering ingredients in the kitchen, you feel a pair of hands slide up your waist. Eden brings <<his>> lips to your ear. "I've changed my mind," <<he>> says.
"I want you instead."
<</if>>
<br><br>
<<link [[Embrace Eden|Eden Breakfast Sex]]>><<handheldon>><<set $sexstart to 1>><<npcincr Eden love 1>><<npcincr Eden dom 1>><</link>><<glove>><<gdom>>
<br>
<<link [[Push Eden away|Eden Breakfast Push]]>><<handheldon>><<npcincr Eden love -3>><<npcincr Eden dom -1>><</link>><<lllove>><<ldom>>
<br>
<<elseif $phase is 0>>
<<wearProp "spatula">>
You make Eden eggs the way you know <<he>> likes them. <<He>> sits at the table and you place the food in front of <<him>>.
<<if Time.monthName is "November" and !$edenprepare>>
<<set $edenprepare to 1>>
<<set $edenwall to 0>>
<<set $edenchimney to 0>>
<<set $edenroof to 0>>
As <<he>> reaches for the plate, <<he>> turns to you. "I'll start preparing the cabin for winter soon." Maybe you could help.<<glove>><<npcincr Eden love 1>>
<<else>>
<<if $housekeepingSuccess>>
<span class="green"><<He>> eats without a word.</span><<glove>><<npcincr Eden love 1>>
<<else>>
<<He>> <span class="red">grimaces</span> at the first bite, but eats without a word.<<ghousekeeping 100>><<housekeeping 1 100>>
<</if>>
<</if>>
<br><br>
<<if $valentines is 1 and !$valentines_eden>><<set $valentines_eden to 1>>
As you sit with Eden, you remember that Valentine's day is coming soon. Maybe you could buy something for Eden to celebrate.
<br><br>
<<elseif $halloween is 1 and !$halloween_eden>><<set $halloween_eden to 1>>
You look out of the cabin window and stare at the autumn scenery. Seems Halloween is coming soon. Maybe you could buy some candy for Eden to celebrate.
<br><br>
<</if>>
<<link [[Ask for a thank you|Eden Breakfast 2]]>><<handheldon>><<npcincr Eden dom -1>><<def 1>><<set $phase to 1>><</link>><<ldom>>
<br>
<<link [[Chat|Eden Breakfast 2]]>><<handheldon>><<trauma -6>><<stress -12>><<set $phase to 2>><</link>><<ltrauma>><<lstress>>
<br>
<<link [[Sit quietly|Eden Breakfast 2]]>><<handheldon>><<sub 1>><<set $phase to 3>><</link>>
<br>
<<if hasSexStat("promiscuity", 4)>>
<<link [[Slip under the table|Eden Table Seduction]]>><<handheldon>><</link>><<promiscuous4>>
<br>
<</if>>
<<elseif $phase is 1>>
<<if $rng gte 81>>
<<wearProp "spatula">>
You cook the eggs a little differently to how <<he>> likes them, hoping the variety will spice things up a bit.
<<elseif $rng gte 61>>
<<wearProp "bacon">>
You find some dried meat, which you think will be nice with some berries for desert.
<<elseif $rng gte 41>>
<<wearProp "carrot">>
You boil some hearty root vegetables.
<<elseif $rng gte 21>>
<<wearProp "omelette">>
You find some mushrooms and decide to make an omelette.
<<else>>
<<wearProp "blackberry">>
You think some berries would make a tasty meal.
<</if>>
<<He>> sits at the table and you place the food in front of <<him>>.
<<if Time.monthName is "November" and !$edenprepare>>
<<set $edenprepare to 1>>
<<set $edenwall to 0>>
<<set $edenchimney to 0>>
<<set $edenroof to 0>>
As <<he>> reaches for the plate, <<he>> turns to you. "I'm planning to start preparing the cabin for winter." Maybe you could help.
<<else>>
"I prefer having the same every day," <<he>> says, but <<he>> eats regardless.
<</if>>
<br><br>
<<if $valentines is 1 and !$valentines_eden>><<set $valentines_eden to 1>>
As you sit with Eden, you remember that Valentine's day is coming soon. Maybe you could buy something for Eden to celebrate.
<br><br>
<<elseif $halloween is 1 and !$halloween_eden>><<set $halloween_eden to 1>>
You look out of the cabin window and stare at the autumn scenery. Seems Halloween is coming soon. Maybe you could buy some candy for Eden to celebrate.
<br><br>
<</if>>
<<link [[Ask for a thank you|Eden Breakfast 2]]>><<handheldon>><<npcincr Eden dom -1>><<def 1>><<set $phase to 1>><</link>><<ldom>>
<br>
<<link [[Chat|Eden Breakfast 2]]>><<handheldon>><<trauma -6>><<stress -12>><<set $phase to 2>><</link>><<ltrauma>><<lstress>>
<br>
<<link [[Sit quietly|Eden Breakfast 2]]>><<handheldon>><<sub 1>><<set $phase to 3>><</link>>
<br>
<<if hasSexStat("promiscuity", 4)>>
<<link [[Slip under the table|Eden Table Seduction]]>><<handheldon>><</link>><<promiscuous4>>
<br>
<</if>>
<<elseif $phase is 2>>
<<if C.npc.Eden.love gte 1>>
"Fine," <<he>> says. "I'll go hungry. It'll be your fault if I starve."
<<if Time.monthName is "November" and !$edenprepare>>
<<set $edenprepare to 1>>
<<set $edenwall to 0>>
<<set $edenchimney to 0>>
<<set $edenroof to 0>>
<<He>> turns to you. "By the way, I'm planning to start preparing the cabin for winter." Maybe you could help.
<<else>>
<<He>> continues grumbling awhile.
<</if>>
<br><br>
<<if $valentines is 1 and !$valentines_eden>><<set $valentines_eden to 1>>
You suddenly remember that Valentine's day is coming soon. Maybe you could buy something for Eden to celebrate.
<br><br>
<<elseif $halloween is 1 and !$halloween_eden>><<set $halloween_eden to 1>>
You look out of the cabin window and stare at the autumn scenery. Seems Halloween is coming soon. Maybe you could buy some candy for Eden to celebrate.
<br><br>
<</if>>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>>
<br>
<<else>>
"That wasn't a request," <<he>> says, standing and walking over to you. "I think you need a reminder of your place." <<He>> grabs you and bends you over <<his>> knee.
<br><br>
<<link [[Next|Eden Cabin Punishment]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<<elseif $phase is 3>>
With the garden clear of weeds, you're able to harvest some delicious-looking vegetables. <<He>> sits at the table and you put the food in front of <<him>>.
<<if Time.monthName is "November" and !$edenprepare>>
<<set $edenprepare to 1>>
<<set $edenwall to 0>>
<<set $edenchimney to 0>>
<<set $edenroof to 0>>
As <<he>> reaches for the plate, <<he>> turns to you. "I'm planning to start preparing the cabin for winter." Maybe you could help.
<<else>>
<<He>> takes a bite, and <<his>> eyes widen. "This is good!" <<he>> says. "Are these from the garden? I didn't think that weedy patch of land had it in it."
<</if>>
<br><br>
<<if $valentines is 1 and !$valentines_eden>><<set $valentines_eden to 1>>
As you sit with Eden, you remember that Valentine's day is coming soon. Maybe you could buy something for Eden to celebrate.
<br><br>
<<elseif $halloween is 1 and !$halloween_eden>><<set $halloween_eden to 1>>
You look out of the cabin window and stare at the autumn scenery. Seems Halloween is coming soon. Maybe you could buy some candy for Eden to celebrate.
<br><br>
<</if>>
<<link [[Ask for a thank you|Eden Breakfast 2]]>><<npcincr Eden dom -1>><<def 1>><<set $phase to 1>><</link>><<ldom>>
<br>
<<link [[Chat|Eden Breakfast 2]]>><<trauma -6>><<stress -12>><<set $phase to 2>><</link>><<ltrauma>><<lstress>>
<br>
<<link [[Sit quietly|Eden Breakfast 2]]>><<sub 1>><<set $phase to 3>><</link>>
<br>
<<if hasSexStat("promiscuity", 4)>>
<<link [[Slip under the table|Eden Table Seduction]]>><</link>><<promiscuous4>>
<br>
<</if>>
<<elseif $phase is 4>>
<<wearProp "omelette">>
With so many mushrooms stored, you think it'd be fine to have some for breakfast. You cook them in an omelette. <<He>> sits at the table and you put the food in front of <<him>>.
<<if Time.monthName is "November" and !$edenprepare>>
<<set $edenprepare to 1>>
<<set $edenwall to 0>>
<<set $edenchimney to 0>>
<<set $edenroof to 0>>
As <<he>> reaches for the plate, <<he>> turns to you. "I'm planning to start preparing the cabin for winter." Maybe you could help.
<<else>>
"I prefer having the same every day," <<he>> says, but <<he>> eats regardless.
<</if>>
<br><br>
After a short while, <span class="lewd"><<his>> face starts to flush.</span> "You need to be careful with the sort of mushrooms you cook with," <<he>> says. "Some of them have interesting effects. Not that you've done wrong, it tastes fine."
<br><br>
<<if $valentines is 1 and !$valentines_eden>><<set $valentines_eden to 1>>
As you sit with Eden, you remember that Valentine's day is coming soon. Maybe you could buy something for Eden to celebrate.
<br><br>
<<elseif $halloween is 1 and !$halloween_eden>><<set $halloween_eden to 1>>
You look out of the cabin window and stare at the autumn scenery. Seems Halloween is coming soon. Maybe you could buy some candy for Eden to celebrate.
<br><br>
<</if>>
<<link [[Ask for a thank you|Eden Breakfast 2]]>><<handheldon>><<npcincr Eden dom -1>><<def 1>><<set $phase to 1>><</link>><<ldom>>
<br>
<<link [[Chat|Eden Breakfast 2]]>><<handheldon>><<trauma -6>><<stress -12>><<set $phase to 2>><</link>><<ltrauma>><<lstress>>
<br>
<<link [[Sit quietly|Eden Breakfast 2]]>><<handheldon>><<sub 1>><<set $phase to 3>><</link>>
<br>
<<if hasSexStat("promiscuity", 4)>>
<<link [[Slip under the table|Eden Table Seduction]]>><<handheldon>><</link>><<promiscuous4>>
<br>
<</if>>
<</if>><<set $outside to 0>><<set $location to "cabin">><<effects>>
<<if $phase is 1>>
You mock cough. <<He>> looks at you, bewildered for a moment before realising what you're after. "Oh. Thanks." <<He>> goes back to eating.
<br><br>
<<link [[Request headpats|Eden Breakfast 2]]>><<npcincr Eden love 1>><<set $phase to 4>><<trauma -6>><<stress -12>><</link>><<glove>><<ltrauma>><<lstress>>
<br>
<<link [[Chat|Eden Breakfast 2]]>><<trauma -6>><<stress -12>><<set $phase to 2>><</link>><<ltrauma>><<lstress>>
<br>
<<link [[Sit quietly|Eden Breakfast 2]]>><<sub 1>><<set $phase to 3>><</link>>
<br>
<<if hasSexStat("promiscuity", 4)>>
<<link [[Slip under the table|Eden Table Seduction]]>><</link>><<promiscuous4>>
<br>
<</if>>
<<elseif $phase is 2>>
You try to chat with Eden, but <<he>> seems more interested in the food. You can tell <<hes>> listening though. "You can have the leftovers," <<he>> says, pushing the plate towards you. "I need to get ready."
<br><br>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>>
<br>
<<elseif $phase is 3>>
You sit still as Eden eats. <<He>> seems engrossed, until <<he>> glances at you. "You can have the leftovers," <<he>> says, pushing the plate towards you. "I need to get ready."
<br><br>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>>
<br>
<<else>>
You rest your head on <<his>> shoulder. <<He>> takes the hint and starts stroking your hair.
<<if $wolfgirl gte 4 and $transformationParts.wolf.ears isnot "hidden">>
<<His>> fingers brush against your wolf ears and a small yelp escapes your lips. Drawn to your weak spot, <<he>> scratches behind your ear. Waves of pleasure jolt through your scalp, down your neck and through your spine. Your leg jerks. "You like it there, don't you."
<<garousal>><<lstress>><<arousal 600>><<stress -12>><<arousal 1000>>
<br><br>
<<if $arousal gte $arousalmax>>
<<orgasm>>
The spasms subside, but leave you tired and as weak as a puppy. "My fault," <<he>> says, bemused. "I went too hard on you." <<He>> kisses your forehead and holds you close.
<br><br>
<<else>>
Just when you feel like it's too much for you, <<he>> stops. <<He>> wraps <<his>> arm around you and just holds you for a few minutes.
<</if>>
<</if>>
"I need to get ready," <<he>> says after a while. "You can finish the food."
<br><br>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<if C.npc.Eden.love - (C.npc.Eden.lust * 2) gte 1>>
You push Eden away from you. <<He>> frowns, but sighs and leaves you be.
<br><br>
<<link [[Next|Eden Breakfast]]>><</link>>
<<else>>
You push Eden away from you. <<He>> grabs your arm and pulls you closer.
<br><br>
<<link [[Next|Eden Breakfast Sex]]>><<set $molestationstart to 1>><</link>>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>>
<<healthMultiplier>>
<<promiscuity1>>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemyanger += 50>>
<<healthMultiplier>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Eden Breakfast Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Eden Breakfast Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "cabin">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<npcincr Eden lust -20>>
Eden runs <<his>> hands through your hair, smiling faintly in thanks.<<lllust>>
<<elseif $enemyhealth lte 0>>
"You ungrateful slut," <<he>> says. "Maybe I should throw you out and leave you to the wolves!" <<He>> winces and holds <<his>> side. "I need to get something for this."
<br><br>
<<He>> leaves you alone by the stove.
<<elseif $finish is 1>>
<<He>> frowns, but sighs and leaves you be.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Eden>><<person1>>
<<foodicon "pancakes">><<link [[Make the usual breakfast (0:20)|Eden Breakfast]]>><<npcincr Eden love 1>><<npcincr Eden dom 1>><<pass 20>><<set $phase to 0>><<housekeeping 1 100>><</link>><<housekeepingdifficulty 1 100>><<gdom>>
<br>
<<if $housekeeping gte 100>>
<<foodicon "eat">><<link [[Make something new (0:20)|Eden Breakfast]]>><<pass 20>><<set $phase to 1>><</link>>
<br>
<<if $edengarden gte 3>>
<<tendingicon "carrot">><<link [[Use vegetables from the plot (0:20)|Eden Breakfast]]>><<wearProp "carrot">><<pass 20>><<set $phase to 3>><<npcincr Eden love 3>><</link>><<gglove>>
<br>
<</if>>
<<if $edenshrooms gte 3>>
<<tendingicon "mushroom">><<link [[Use mushrooms from the barrel (0:20)|Eden Breakfast]]>><<pass 20>><<wearProp "mushroom">><<set $phase to 4>><<npcincr Eden lust 30>><</link>><<ggglust>>
<br>
<</if>>
<<else>>
<<insufficientStat "housekeeping" "to make something more imaginative">>
<br>
<</if>>
<<refuseicon>><<link [[Refuse|Eden Breakfast]]>><<npcincr Eden love -1>><<npcincr Eden dom -1>><<set $phase to 2>><</link>><<ldom>><<llove>><<effects>>
<<set $seductiondifficulty to (10000 - (C.npc.Eden.lust * 200))>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>><span class="gold">You feel more confident in your powers of seduction.</span><br><br><</if>><<seductionskilluse>>
You rest your arms on <<his>> knees and <<if $pronoun is "f">>lift up <<his>> skirt<<else>>open <<his>> fly<</if>>, giving you a peek of <<his>> genitals.
<<promiscuity4>>
<<if $seductionrating gte $seductionrequired>>
"I like the way you think," <<he>> says, pressing a hand against the back of your head and pushing you closer.
<br><br>
<<link [[Next|Eden Table Oral]]>><<set $sexstart to 1>><</link>>
<br>
<<else>>
"What are you doing under there?" <<he>> asks. "Now's not the time you dirty <<girl>>, I need to get ready." You climb back on your seat. "You can finish the rest. I need to get ready." <<He>> pushes the plate towards you.
<br><br>
<i><<He>> will be more lusty, and easier to seduce, the longer <<hes>> gone without sex.</i>
<br><br>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>>
<br>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>><<npcoral>>
<<set $enemytrust += 100>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>>
<<healthMultiplier>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Eden Table Oral Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Eden Table Oral]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "cabin">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<npcincr Eden lust -20>><<npcincr Eden love 1>>
"I knew I kept you around for a reason," <<he>> gasps.<<glove>><<lllust>>
<<elseif $enemyhealth lte 0>>
"You ungrateful slut," <<he>> says. "Maybe I should throw you out and leave you to the wolves!" <<He>> winces and holds <<his>> side. "I need to get something for this."
<br><br>
<<tearful>> you climb out from under the table.
<<elseif $finish is 1>>
"You little tease," <<he>> says. "Don't get me worked up if you don't intend to go all the way."
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Eden Cabin]]>><</link>><<set $outside to 0>><<set $location to "cabin">><<effects>>
/* eden is already generated on passages that lead here
<<npc Eden>><<person1>>*/
Deciding to make some lunch for Eden, you whip up
<<if $rng gte 81>>
a fruit salad topped with berries.
<<elseif $rng gte 61>>
an egg frittata.
<<elseif $rng gte 41>>
some braised rabbit with a side of berries.
<<elseif $rng gte 21>>
a venison steak.
<<else>>
some roasted carrots.
<</if>>
<br><br>
You walk outside to see Eden skinning <<his>> catch. <<He>> seems engrossed in <<his>> work, until you tap <<him>> on the shoulder and pass <<him>> the food.
<br><br>
<<He>> looks surprised when you do, but smiles at you in gratitude and kisses your forehead.
<br><br>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>>
<br><<set $outside to 1>><<set $location to "cabin">><<effects>>
<<if $speech_attitude is "meek">>
"C-Could I join in?" you ask.
<<elseif $speech_attitude is "bratty">>
"Mind if I join?" you ask.
<<else>>
"Could I join?" you ask.
<</if>>
Eden raises <<his>> eyebrows at your change of heart, but moves over to give you some space anyway.
<br><br>
<<link [[Next|Eden Bath]]>><<set $phase to 0>><<strip>><<set $edenClothes to true>><</link>><<set $outside to 1>><<set $location to "cabin">><<effects>>
<<if $phase is 0>><<water>>
<<if $edenClothes>>
<<if $edenjoin is 1>>
You remove your clothing as Eden eases <<himself>> into the bath.
<<else>>
You remove your clothing and climb in.
<</if>>
<<unset $edenClothes>>
<</if>>
<<if hasSexStat("exhibitionism", 4)>>
Feeling comfortable with your nudity, you climb in with <<him>>.
<<else>>
<<covered>> You climb in with <<him>>. Unable to hold the sides, you almost slip.
<</if>>
<br><br>
<<He>> reclines opposite you, enjoying the warmth and examining your body.
<<wash>>
<br><br>
<<link [[Examine Eden in return|Eden Bath 2]]>><<set $phase to 0>><</link>>
<br>
<<link [[Wash Eden|Eden Bath 2]]>><<set $phase to 1>><<npcincr Eden love 1>><</link>><<glove>>
<br>
<<link [[Relax|Eden Bath 2]]>><<set $phase to 2>><<stress -12>><</link>><<lstress>>
<br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Seduce|Eden Bath Seduction]]>><</link>><<promiscuous2>>
<br>
<</if>>
<<elseif $phase is 1>>
<<if C.npc.Eden.love gte 1>>
"Suit yourself," <<he>> says, easing <<himself>> into the water.
<br><br>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>>
<br>
<<else>>
"I said get in," <<he>> says, marching over to you. "I think you need another lesson." <<He>> bends you over <<his>> knee.
<br><br>
<<link [[Next|Eden Cabin Punishment]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<</if>><<water>><<effects>>
<<if $phase is 0>>
You check out Eden's body. <<His>> muscles look very defined. <<He>> notices your gaze. "You can't avoid a body like this if you live like I do." <<He>> sounds almost ashamed.
<br><br>
<<link [[Reassure|Eden Bath 2]]>><<set $phase to 3>><<npcincr Eden love 1>><<npcincr Eden dom -1>><</link>><<ldom>><<glove>>
<br>
<<link [[Look away and pick up the sponge|Eden Bath 2]]>><<set $phase to 1>><<npcincr Eden love 1>><</link>><<glove>>
<br>
<<link [[Look away and relax|Eden Bath 2]]>><<set $phase to 2>><<stress -12>><</link>><<lstress>>
<br>
<<elseif $phase is 1>>
<<wearProp "sponge">>
<<if $soap gte 1>>
<<set $soap -= 1>>
You pick up the sponge and soap, waving it. Eden turns <<his>> back to you and you get to scrubbing.
<<else>>
You pick up the sponge and wave it. Eden turns <<his>> back to you and you get to scrubbing.
<</if>>
<<if $exhibitionism lt 55>>
You feel more comfortable about your nudity with <<his>> back turned.
<</if>>
<br><br>
<<if C.npc.Eden.love gte 150>>
<<if $soap gte 1>>
Just as you're about to place the sponge and soap aside, Eden grabs your wrist in a secure but gentle grip.
<<else>>
Just as you're about to place the sponge aside, Eden grabs your wrist in a secure but gentle grip.
<</if>>
"Do you want me to wash you too?" <<he>> asks.
<br><br>
<<if !$edenbathintro>>
<<link [[Say yes|Eden Bath Wash Intro]]>><<handheldon>><<set $edenbathintro to 1>><</link>>
<<else>>
<<link [[Say yes|Eden Bath Wash]]>><<handheldon>><</link>>
<</if>>
<br>
<<link [[Say no|Eden Bath Wash No]]>><</link>>
<<else>>
The water starts to get cold after a while. "You can get out now, I'd like to stretch out anyway." You see no reason to complain.
<br><br>
<<link [[Next|Eden Cabin]]>><<clotheson>><<unset $edenjoin>><<endevent>><</link>>
<</if>>
<<elseif $phase is 2>>
You lean back and relax, letting the warmth seep into your muscles.
<br><br>
The water starts to get cold after a while. "You can get out now, I'd like to stretch out anyway." You see no reason to complain.
<br><br>
<<link [[Next|Eden Cabin]]>><<clotheson>><<unset $edenjoin>><<endevent>><</link>>
<<elseif $phase is 3>>
<<if $speech_attitude is "meek">>
"You look amazing," you say.
<<elseif $speech_attitude is "bratty">>
"Don't be silly," you say. "People would kill for a body like yours."
<<else>>
"You look good," you say.
<</if>>
<br><br>
<<He>> smiles, "Thanks."
<br><br>
<<link [[Wash Eden|Eden Bath 2]]>><<set $phase to 1>><<npcincr Eden love 1>><</link>><<glove>>
<br>
<<link [[Relax|Eden Bath 2]]>><<set $phase to 2>><<stress -12>><</link>><<lstress>>
<br>
<</if>><<water>><<effects>>
You blink in slight surprise at Eden's sudden offer, but nod and hand the sponge<<if $soap gte 1>> and soap<</if>> to <<him>>.
<br><br>
Turning around, you release a sigh as <<he>> scrubs it over your skin. The sensation of <<his>> firm hands sliding over your muscles is surprisingly relaxing,
and you find your eyes closing as you sink into <<his>> arms.
<br><br>
Leaning back against <<him>>, you feel yourself drift off as Eden trails the sponge over your body. <<His>> hands roam from your back, to your chest, and down to your legs.
<br><br>
With each stroke, you feel the stress of the day melt away from <<his>> touch, and you let out an involuntary moan in response. Eden chuckles softly at the sound, <<his>> gaze tender as <<he>> traces <<his>> eyes over your form.
<<stress -1>><<lstress>>
<br><br>
<<link [[Next|Eden Bath Wash Intro 2]]>><<pass 30>><</link>><<water>><<effects>>
You wake up some time later, head resting on Eden's chest. The water feels much colder now, and you can't help but wonder why <<he>> hasn't left the tub yet.
Then again, with the warmth of <<his>> arms wrapped around you, you don't really mind.
<br><br>
Feeling you shift, Eden glances down at you, slowly stroking your thigh. "I thought I'd let you sleep," <<he>> says. It's almost like <<he>> read your mind.
<br><br>
Even as the sky darkens, you can't help but sink into <<his>> embrace, the both of you not wanting to leave each other just yet. Pressed against <<him>>, the thumping of Eden's heart is only accompanied
by the occasional sound of the water sloshing about.
<br><br>
"Thanks," you say, shifting yourself even closer to Eden. Your voice rings clear through the peaceful serenity of the cabin.
<<Hes>> silent, but you feel <<his>> hand slide up from your thigh, until <<he>> intertwines <<his>> fingers with yours. It takes a second, but <<he>> gives your hand a gentle squeeze.
With your ear pressed against <<his>> chest, you swear you can hear <<his>> heart beat faster, and you smile. In the midst of the silence, <<hes>> just told you a thousand words.
<br><br>
<<link [[Next|Eden Bath Wash Intro 3]]>><</link>><<water>><<effects>>
As content as the both of you are to remain in the moment, the day's not over yet. Pulling away, Eden assists you in climbing out of the water, and you take a moment to stabilise yourself as your unsteady feet hit the floor.
After grabbing a towel, <<he>> helps dry you off, giving your forehead a quick peck before walking to the kitchen.
<br><br>
<span class = "gold">Eden will now offer to wash you at high love.</span>
<br><br>
<<link [[Next|Eden Cabin]]>><<clotheson>><<unset $edenjoin>><<endevent>><</link>><<water>><<effects>>
You turn your back to Eden, handing <<him>>
<<if $soap gte 1>>
the sponge and soap.
<<else>>
the sponge.
<</if>>
<<if $rng gte 81>>
You let out a sigh as Eden glides <<his>> firm hands over your body.
<<elseif $rng gte 61>>
You suppress a giggle as <<he>> brushes <<his>> hands over a ticklish area. You're not sure, but you think <<hes>> smiling.
<<elseif $rng gte 41>>
The rest of the world fades away as you lose yourself to the feeling of <<his>> touch.
<<elseif $rng gte 21>>
Your eyes shut briefly as you focus on the sensation of <<his>> scrubbing.
<<else>>
The warmth of the water and the feel of Eden's hands almost make you doze off.
<</if>>
<<stress -1>><<lstress>>
<br><br>
The water starts to get cold after a while. "You can get out now, I'd like to stretch out anyway." You see no reason to complain.
<br><br>
<<link [[Next|Eden Cabin]]>><<clotheson>><<unset $edenjoin>><<endevent>><</link>><<water>><<effects>>
You shake your head, and Eden releases <<his>> grip.
<br><br>
The water starts to get cold after a while. "You can get out now, I'd like to stretch out anyway." You see no reason to complain.
<br><br>
<<link [[Next|Eden Cabin]]>><<clotheson>><<unset $edenjoin>><<endevent>><</link>><<water>><<effects>>
<<set $seductiondifficulty to (10000 - (C.npc.Eden.lust * 200))>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>><span class="gold">You feel more confident in your powers of seduction.</span><br><br><</if>><<seductionskilluse>>
You kick some water at <<him>>, and almost flash your <<genitals>>.
<<promiscuity2>>
<<if $seductionrating gte $seductionrequired>>
<<He>> takes the hint, grabbing your legs and pulling you closer.
<br><br>
<<link [[Next|Eden Bath Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<else>>
"Not right now," <<he>> says. "I just want to rest."
<br><br>
<i><<He>> will be more lusty, and easier to seduce, the longer <<hes>> gone without sex.</i>
<br><br>
<<link [[Wash Eden|Eden Bath 2]]>><<set $phase to 1>><<npcincr Eden love 1>><</link>><<glove>>
<br>
<<link [[Relax|Eden Bath 2]]>><<set $phase to 2>><<stress -12>><</link>><<lstress>>
<br>
<</if>><<water>>
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<npcexpose>>
<<set $enemytrust += 100>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>>
<<healthMultiplier>>
<<if $NPCList[0].penis is "clothed">>
<<set $NPCList[0].penis to 0>>
<</if>>
<<if $NPCList[0].vagina is "clothed">>
<<set $NPCList[0].vagina to 0>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Eden Bath Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Eden Bath Sex]]>><</link>></span><<nexttext>>
<</if>><<water>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<npcincr Eden lust -20>><<npcincr Eden love 1>>
"You're such a dirty <<girl>>, I love it," <<he>> says.<<glove>><<lllust>>
<<elseif $enemyhealth lte 0>>
"You ungrateful slut," <<he>> says. "Maybe I should throw you out and leave you to the wolves!" <<He>> winces and holds <<his>> side. "Maybe the warm water will help."
<br><br>
<<tearful>> you recline in the bath. Eden doesn't bother you again, nor does <<he>> speak much.
<<elseif $finish is 1>>
"You little tease," <<he>> says. "Don't get me worked up if you don't intend to go all the way."
<</if>>
<br><br>
<<wash>>
The water starts to get cold after a while. "You can get out now, I'd like to stretch out anyway." You see no reason to complain.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Eden Cabin]]>><<unset $edenjoin>><</link>><<set $outside to 0>><<set $location to "cabin">><<effects>>
<<if $phase is 1>>
You walk over to the dining table. It looks like you're having
<<if $rng gte 81>>
a venison filet with chestnuts
<<elseif $rng gte 61>>
rabbit pie
<<elseif $rng gte 41>>
roasted root vegetables
<<elseif $rng gte 21>>
sautéed mushrooms with garlic
<<else>>
rabbit stew
<</if>>
tonight.
<br><br>
You take a seat next to Eden and smile at <<him>> in thanks.
<br><br>
<<He>> faintly smiles back. It seems <<he>> appreciates the company.
<br><br>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>>
<br>
<<elseif $phase is 2>>
You tell Eden that you'll eat later. <<He>> seems disappointed, but doesn't push it and goes back to eating alone.
<br><br>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "cabin">><<effects>>
/* eden is already generated on passages that lead here
<<npc Eden>><<person1>> */
<<if $trauma gte 4500 and $edentraumaintro isnot 1>>
<<set $edentraumaintro to 1>>
Embers crackle in the fireplace, casting an orange glow on Eden. The wooden floor creaks as you approach <<him>>, and <<he>> holds an arm to you in anticipation.
As you snuggle into <<his>> hold, <<he>> turns <<his>> head to you and tenses. <<He>> briefly looks away, seemingly trying to find the words for something.
After a few seconds, <<he>> faces you.
<br><br>
"Are you okay?" <<he>> asks.
<br><br>
<<link [[Nod|Eden Cuddle Trauma Nod]]>><</link>>
<br>
<<link [[Be honest|Eden Cuddle Trauma Honest]]>><<set $edentraumaagree to 1>><<npcincr Eden dom 3>><</link>><<ggdom>>
<<else>>
<<if $edencushions is 2 and $edenloveseat is 9>>
Snuggling together on the loveseat, you and Eden watch the fire.
<<trauma -5>><<stress -6>><<lltrauma>><<llstress>>
<<elseif $edenpillow is 2>>
Snuggling together against the pillows, you and Eden watch the fire.
<<trauma -3>><<stress -3>><<ltrauma>><<lstress>>
<<else>>
You snuggle up to Eden and <<he>> holds you close. Together you watch the fire.
<</if>>
<br><br>
<<if Time.hour isnot 0>>
<<if $trauma gte 500 and $edentraumaagree is 1>>
<<socialiseicon>><<link [[Talk about your trauma (0:30)|Eden Cuddle Trauma Talk]]>><<trauma -6>><<stress -6>><<pass 30>><<npcincr Eden dom 1>><</link>><<ltrauma>><<lstress>><<gdom>>
<br>
<</if>>
<<socialiseicon>><<link [[Talk to Eden|Eden Cuddle Talk]]>><<npcincr Eden love 1>><</link>>
<br>
<<couchicon>><<link [[Keep cuddling (0:30)|Eden Cuddle]]>><<trauma -3>><<stress -6>><<pass 30>><<npcincr Eden love 1>><</link>><<glove>><<ltrauma>><<lstress>>
<br>
<<if Time.days % 2 is 0>>
<<if $eden_shoot gte 1>>
<<edenicon "target">><<link [[Practise shooting (0:30)|Eden Shoot]]>><<pass 30>><<stress -3>><</link>><<lstress>>
<br>
<<else>>
<<edenicon "target">><<link [[Say you want to learn how to shoot (0:05)|Eden Shoot Ask]]>><<pass 5>><</link>>
<br>
<</if>>
<<else>>
<<schoolicon "library">><<link [[Ask Eden to read to you (0:30)|Eden Read]]>><<pass 30>><<trauma -3>><<npcincr Eden love 1>><</link>><<glove>><<ltrauma>>
<br>
<</if>>
<<getouticon>><<link [[Stand up|Cabin Eden Actions]]>><</link>>
<br>
<<else>>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>>
<br>
<</if>>
<</if>><<set $outside to 0>><<set $location to "cabin">><<effects>>
/* eden is already generated on passages that lead here
<<npc Eden>><<person1>>*/
You tell Eden about the traumatic events you've faced. <<He>> holds you in <<his>> arms the entire time.
<br><br>
<<if Time.hour isnot 0>>
<<if $trauma gte 500 and $edentraumaagree is 1>>
<<ind>><<link [[Keep talking about your trauma (0:30)|Eden Cuddle Trauma Talk]]>><<trauma -6>><<stress -6>><<pass 30>><<npcincr Eden dom 1>><</link>><<ltrauma>><<lstress>>
<br>
<</if>>
<<ind>><<link [[Talk to Eden|Eden Cuddle Talk]]>><<npcincr Eden love 1>><</link>>
<br>
<<ind>><<link [[Cuddle (0:30)|Eden Cuddle]]>><<trauma -3>><<stress -6>><<pass 30>><<npcincr Eden love 1>><</link>><<glove>><<ltrauma>><<lstress>>
<br>
<<if Time.days % 2 is 0>>
<<if $eden_shoot gte 1>>
<<edenicon "target">><<link [[Practise shooting (0:30)|Eden Shoot]]>><<pass 30>><<stress -3>><</link>><<lstress>>
<br>
<<else>>
<<edenicon "target">><<link [[Say you want to learn how to shoot (0:05)|Eden Shoot Ask]]>><<pass 5>><</link>>
<br>
<</if>>
<<else>>
<<schoolicon "library">><<link [[Ask Eden to read to you (0:30)|Eden Read]]>><<pass 30>><<trauma -3>><<npcincr Eden love 1>><</link>><<glove>><<ltrauma>>
<br>
<</if>>
<<getouticon>><<link [[Stand up|Cabin Eden Actions]]>><</link>>
<br>
<<else>>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "cabin">><<effects>>
You nod slightly. Eden looks worried, but doesn't push you. <<His>> hold seems slightly tighter than usual.
<br><br>
<<link [[Keep cuddling (0:30)|Eden Cuddle]]>><<trauma -3>><<stress -6>><<pass 30>><<npcincr Eden love 1>><</link>><<glove>><<ltrauma>><<lstress>>
<br><<set $outside to 0>><<set $location to "cabin">><<effects>>
You tell Eden about your grievances. It starts out small at first. You begin by describing how you've been continuously approached. Somehow, in the minutes that pass, the conversation spirals into you detailing about the suffering you've gone through.
About how you're so overwhelmed by everything. You're vaguely aware that you've started crying.
<br><br>
Eden's touch brings you back to reality. <<He>> gently swipes <<his>> thumb over your cheeks in an attempt to dry them. You look up at <<him>> through your sobs. Though blurred by tears, <<his>> face is still visible. A storm of emotions swirl in <<his>> eyes.
<<He>> pulls you into <<his>> chest as your crying subsides. You breathe in <<his>> scent. It's comforting.
<br><br>
<<link [[Next|Eden Cuddle Trauma Honest 2]]>><<npcincr Eden dom 1>><</link>><<gdom>><<set $outside to 0>><<set $location to "cabin">><<effects>>
You and Eden stay curled up by the fire for some time. The silence is only broken by the crackling of embers and your sniffling. Eventually, Eden tries to speak. <<He>> stutters through <<his>> words, starting and breaking off sentences.
After a few attempts, <<he>> manages to get something out.
<br><br>
"I don't know what to say." <<His>> voice sounds disbelieving, sad, and angry. You're not sure if <<his>> anger is directed at your attackers, or at <<himself>>. "I should have been there," <<he>> says, holding you tighter. "I should have protected you." Tighter.
"I should have shot anyone who even tried to touch you." <<His>> hold is almost painful now. "I should have-" You wince at the strength of <<his>> embrace. Eden immediately loosens <<his>> hold on you and goes quiet again.
<br><br>
It takes a bit, but you eventually summon the energy to speak. In a whisper, you tell <<him>> that it's okay. That <<he>> doesn't need to blame <<himself>> for anything you went through. Eden pulls a conflicted expression at your words. "I don't know how to help you," <<he>> says.
"I wish I could have done something. Anything." <<He>> starts to squeeze you again, but stops <<himself>>. You could be imagining it, but it feels like <<his>> arms are trembling.
<br><br>
<<if $speech_attitude is "meek">>
"Y-you're talking to me now," you say. "That counts."
<<elseif $speech_attitude is "bratty">>
"You're talking to me now," you say. "That's something."
<<else>>
"At least you're talking to me now," you say.
<</if>>
<br><br>
Eden laughs. <<He>> sounds defeated.
<br><br>
<<link [[Next|Eden Cuddle Trauma Honest 3]]>><<npcincr Eden dom 1>><</link>><<gdom>><<set $outside to 0>><<set $location to "cabin">><<effects>>
"I don't want you leaving again," <<he>> says. You look up at <<him>>. "It's too dangerous." You frown at <<his>> words.
<br><br>
<<if $speech_attitude is "meek">>
"I-I can't do that," you say.
<<elseif $speech_attitude is "bratty">>
"You know I can't do that," you say.
<<else>>
"I can't do that," you say.
<</if>>
<br>
"Why not?" <<he>> asks. "You have everything you need here."
<br>
<<if $speech_attitude is "meek">>
"I-I have obligations." You avoid <<his>> gaze. "You're being selfish."
<<elseif $speech_attitude is "bratty">>
"I have obligations in town. Making me stay here is selfish."
<<else>>
"I have obligations. It's selfish to make me stay."
<</if>>
<br>
"I'm being selfish?" <<He>> sounds exasperated. "I'm trying to protect you!"
<br>
<<if $speech_attitude is "meek">>
"I-I know" you whisper. "But, I'll have to go back eventually."
<<elseif $speech_attitude is "bratty">>
"I know, but that doesn't change anything. I'll still have to go back eventually."
<<else>>
"I know, but I'll still have to go back eventually."
<</if>>
<br><br>
Eden tries to retort, but looks away and sighs. "Fine," <<he>> says. "I won't stop you." You smile weakly at <<him>> and bury your face in <<his>> chest. <<He>> strokes your hair in response.
For a moment, the both of you stay silent, content to remain tangled in each other's arms. The peace is momentarily broken by the sound of Eden's voice. "I'm here if you need me," <<he>> says.
You nod. The two of you watch the embers crackle into the night.
<br><br>
<i>You can now talk to Eden if your trauma is too high.</i>
<br><br>
<<link [[Next|Eden Cuddle]]>><<npcincr Eden dom 1>><</link>><<gdom>>
<br><<set $outside to 0>><<set $location to "cabin">><<effects>>
/* eden is already generated on passages that lead here
<<npc Eden>><<person1>>*/
<<if $rng gte 95>>
You ask Eden about the town. <<He>> tenses. "That place is dangerous. I mean it." <<He>> pulls you closer. "Stay away."
<<elseif $rng gte 90>>
You ask Eden about the forest. "It's nice here," <<he>> says, "but it gets lonely." You tell Eden that you're here with <<him>> now. <<He>> smiles.
<<elseif $rng gte 85>>
You talk to Eden about the fire. <<He>> stokes the embers as you speak. "Nights in the forest can be cold," <<he>> says. "So enough firewood is a must."
<<elseif $rng gte 80>>
You ask Eden about <<his>> family. "Nothing to say." <<He>> avoids your gaze.
<<elseif $rng gte 75>>
You ask Eden where <<he>> got <<his>> old fishing magazine. "An old friend," <<he>> says.
<br><br>
<<if $speech_attitude is "meek">>
"W-who was it?" you ask.
<<elseif $speech_attitude is "bratty">>
"Who was your friend?" you ask.
<<else>>
"Who was it?" you ask.
<</if>>
<br><br>
Eden says nothing, but chuckles and pulls you closer.
<<elseif $rng gte 70>>
You ask Eden about <<his>> name. "It means paradise," <<he>> says, holding you closer. <span class="green">You feel a sense of safety and peace in <<his>> arms.</span><<trauma -1>><<stress -1>><<lstress>><<ltrauma>>
<<elseif $rng gte 65>>
You ask Eden about <<his>> cabin. "It's a little bare, but it's home," <<he>> says.
<<elseif $rng gte 60>>
You ask Eden about <<his>> crops. "It can be hard," <<he>> admits, "but it's rewarding in its own way."
<<elseif $rng gte 55>>
You ask Eden about mushrooms. "It's nice to not have to wander too far for them," <<he>> says.
<<elseif $rng gte 50>>
You tell Eden that the scent of <<him>> skinning prey makes you queasy. <<He>> chuckles. "You'll get used to it after a while."
<<elseif $rng gte 45>>
You ask Eden about the forest animals. "Wild animals are dangerous." <<He>> pulls you closer. "Stay near the cabin."
<<elseif $rng gte 40>>
You ask Eden about reading. "It helps pass the time," <<he>> says.
<<elseif $rng gte 35>>
You ask Eden about how long <<hes>> lived in the forest. "Some time," <<he>> says. <<He>> doesn't elaborate.
<<elseif $rng gte 30>>
You ask Eden about school. <<He>> shrugs. "I've always been more of a hands-on learner."
<<elseif $rng gte 25>>
You ask Eden about <<his>> gun. "I've had it for a while," <<he>> says.
<<elseif $rng gte 20>>
You ask Eden about hunting. "It's a necessity out here," <<he>> says.
<<elseif $rng gte 15>>
<<if $edenradiointro is 2>>
You ask Eden about the radio. "Never thought of myself as a dancer before that," <<he>> chuckles.
<<else>>
You ask Eden about dancing. <<He>> raises <<his>> eyebrows at your question. "Don't have much experience," <<he>> says.
<</if>>
<<elseif $rng gte 10>>
You ask Eden about <<his>> extra gardening plot. "Never needed it," <<he>> says. "You're free to use it if you want."
<<elseif $rng gte 5>>
You ask Eden about the spring. "It gets hard to maintain, so I never bothered," <<he>> says.
<<else>>
You ask Eden about supply shopping. <<He>> sighs. "Wouldn't do it if I could."
<</if>>
<br><br>
<<if Time.hour isnot 0>>
<<couchicon>><<link [[Keep cuddling (0:30)|Eden Cuddle]]>><<trauma -3>><<stress -6>><<pass 30>><<npcincr Eden love 1>><</link>><<glove>><<ltrauma>><<lstress>>
<br>
<<if Time.days % 2 is 0>>
<<if $eden_shoot gte 1>>
<<edenicon "target">><<link [[Practise shooting (0:30)|Eden Shoot]]>><<pass 30>><<stress -3>><</link>><<lstress>>
<br>
<<else>>
<<edenicon "target">><<link [[Say you want to learn how to shoot (0:05)|Eden Shoot Ask]]>><<pass 5>><</link>>
<br>
<</if>>
<<else>>
<<schoolicon "library">><<link [[Ask Eden to read to you (0:30)|Eden Read]]>><<pass 30>><<trauma -3>><<npcincr Eden love 1>><</link>><<glove>><<ltrauma>>
<br>
<</if>>
<<getouticon>><<link [[Stand up|Cabin Eden Actions]]>><</link>>
<br>
<<else>>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "cabin">><<effects>>
<<set $edenBook to 1>>
/* eden is already generated on passages that lead here
<<npc Eden>><<person1>>*/
<<if $phase is 0>>
You snuggle up to Eden, and <<he>> holds you close. <<He>> reads to you in the firelight,
<<else>>
Eden reads to you in the firelight,
<</if>>
<<if $rng gte 81>>
from a worn book about the forest. It describes rites still conducted at ancient ruins.<<ghistory>><<historyskill>><<genglish>><<englishskill>>
<<elseif $rng gte 61>>
<<set _eden_romance_novel to true>>
from a romance novel. You notice <<he>> skips over the lewder passages. Is <<he>> blushing?<<genglish>><<englishskill>><<glust>><<npcincr Eden lust 1>>
<<elseif $rng gte 41>>
from a book about wilderness survival. <<He>> keeps interrupting <<himself>> with tangents about <<his>> own experiences. Some of it is interesting.<<genglish>><<englishskill>><<gscience>><<scienceskill>>
<<elseif $rng gte 21>>
from an old fishing magazine. You wonder where <<he>> got it.
<<else>>
from a Victorian novel. It drags on a bit, but Eden seems to like it. You might have dozed off.<<genglish>><<englishskill>><<ltiredness>><<tiredness -3>>
<</if>>
<br><br>
<<if Time.hour isnot 0>>
<<if _eden_romance_novel is true>>
<<link [[Tease|Eden Read Tease]]>><<npcincr Eden lust 1>><<npcincr Eden love 1>><</link>><<glust>><<glove>>
<br>
<<link [[Insist Eden read it all (0:30)|Eden Read Insist]]>><<pass 30>><<def 1>><<npcincr Eden lust 5>><</link>><<gglust>>
<br>
<<link [[Just keep listening (0:30)|Eden Read]]>><<pass 30>><<trauma -3>><<npcincr Eden love 1>><<set $phase to 1>><</link>><<glove>><<ltrauma>>
<br>
<<else>>
<<link [[Keep listening (0:30)|Eden Read]]>><<pass 30>><<trauma -3>><<npcincr Eden love 1>><<set $phase to 1>><</link>><<glove>><<ltrauma>>
<br>
<</if>>
<<link [[Stand up|Cabin Eden Actions]]>><</link>>
<<else>>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>>
<br>
<</if>>
<br><<effects>>
You tease Eden, and call <<his>> bashfulness cute.
<br><br>
"I just didn't realise how dirty some of these books were," <<he>> protests.
<br><br>
<<if Time.hour isnot 0>>
<<link [[Keep listening (0:30)|Eden Read]]>><<pass 30>><<set $phase to 1>><</link>><<glove>><<ltrauma>>
<br>
<<link [[Stand up|Cabin Eden Actions]]>><</link>>
<<else>>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<if $awareness gte 1>>
<<if $speech_attitude is "meek">>
"You don't need to be bashful for my sake," you say. "You can read it all."
<<elseif $speech_attitude is "bratty">>
"You keep skipping the good bits," you say. "Let's hear it all."
<<else>>
"You don't need to skip bits," you say. "I want to hear it."
<</if>>
<<else>>
"Why are you leaving bits out?" you ask. "They can't be that boring. Let me hear them."
<</if>>
<br><br>
Eden assents, but hesitates before each lewd passage, as if making sure they aren't too licentious. Or maybe <<hes>> building up the courage. <<His>> blush deepens as <<he>> reads.
<br><br>
<<if Time.hour isnot 0>>
<<link [[Keep listening (0:30)|Eden Read]]>><<pass 30>><<trauma -3>><<npcincr Eden love 1>><<set $phase to 1>><</link>><<glove>><<ltrauma>>
<br>
<<link [[Stand up|Cabin Eden Actions]]>><</link>>
<<else>>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<set $outside to 0>><<set $location to "cabin">><<effects>>
/* eden is already generated on passages that lead here
<<npc Eden>><<person1>>*/
<<if $phase is 0>>
You go to the radio and turn the dials, searching for a signal. When music starts playing, you pull Eden towards you and dance with <<him>>.
<<else>>
Time seems to fly by as you gaze into each other's eyes.
<</if>>
<<if $rng gte 81>>
<<He>> lifts you by your waist and spins you in the air, before lowering you to the ground.
<<elseif $rng gte 61>>
You lean into Eden's chest, and <<he>> pulls you closer. <span class="green">In <<his>> unyielding and secure embrace, you feel safe.</span><<stress -1>><<trauma -1>><<lstress>><<ltrauma>>
<<elseif $rng gte 41>>
<<He>> almost steps on your feet a few times, and curses to <<himself>>. You smile at <<him>> in encouragement, and <<he>> smiles back.
<<elseif $rng gte 21>>
In a daring move, <<he>> pulls you into a dip. You stare at <<him>> in shock for a moment, before <<he>> pulls you back up and continues dancing like nothing happened.
<<else>>
You giggle as <<he>> twirls you around. <<Hes>> a bit clumsy, but <<he>> smiles.
<</if>>
<br><br>
<<if Time.hour isnot 0>>
<<edenicon "radio">><<link [[Keep dancing (0:30)|Eden Dance]]>><<trauma -3>><<stress -3>><<danceskill 5>><<pass 30>><<npcincr Eden love 1>><<npcincr Eden lust 1>><<set $phase to 1>><</link>><<glove>><<glust>><<ltrauma>><<lstress>><<gdanceskill>>
<br>
<<ind>><<link [[Seduce Eden|Eden Dance Seduce]]>><<npcincr Eden lust 5>><<arousal 600>><</link>><<glust>><<garousal>>
<br>
<<if Time.days % 2 is 0>>
<<if $eden_shoot gte 1>>
<<edenicon "target">><<link [[Practise shooting (0:30)|Eden Shoot]]>><<pass 30>><<stress -3>><</link>><<lstress>>
<br>
<<else>>
<<edenicon "target">><<link [[Say you want to learn how to shoot (0:05)|Eden Shoot Ask]]>><<pass 5>><</link>>
<br>
<</if>>
<<else>>
<<schoolicon "library">><<link [[Ask Eden to read to you (0:30)|Eden Read]]>><<trauma -3>><<pass 30>><<npcincr Eden love 1>><</link>><<glove>><<ltrauma>>
<br>
<</if>>
<<getouticon>><<link [[Stop dancing|Cabin Eden Actions]]>><</link>>
<br>
<<else>>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
You press your body closer to Eden, and slide your hand down <<his>> stomach.
<br><br>
<<if C.npc.Eden.lust gte 20>>
<<His>> eyes darken, grabbing your hand and guiding you to the floor.
<br><br>
<<link [[Next|Eden Dance Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<else>>
"Not now," <<he>> chuckles, grabbing your arm and winding it around <<his>> neck.
<br><br>
<i><<He>> will be more lusty, and easier to seduce, the longer <<hes>> gone without sex.</i>
<br><br>
<<link [[Next|Eden Dance]]>><<trauma -3>><<stress -3>><<danceskill 5>><<pass 30>><<npcincr Eden love 1>><<npcincr Eden lust 1>><<set $phase to 1>><</link>><<glove>><<glust>><<ltrauma>><<lstress>><<gdanceskill>>
<br>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>>
<<healthMultiplier>>
<<promiscuity1>>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemyanger += 50>>
<<healthMultiplier>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Eden Dance Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Eden Dance Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "cabin">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<npcincr Eden lust -20>><<npcincr Eden love 1>>
Eden kisses your forehead before helping you back to your feet.<<glove>><<lllust>>
<<elseif $enemyhealth lte 0>>
"You ungrateful slut," <<he>> says. "Maybe I should throw you out and leave you to the wolves!" <<He>> winces and holds <<his>> side. "I need to get something for this."
<br><br>
<<He>> walks away, leaving you by the radio.
<<elseif $finish is 1>>
<<His>> eyebrows furrow in frustration, but <<he>> pulls away from you, helping you stand.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>>
<br><<effects>>
<<set $outside to 0>><<set $location to "cabin">><<effects>>
<<wearProp "salve">>
/* eden is already generated on passages that lead here
<<npc Eden>><<person1>>*/
<<if !$daily.eden.salveUse and $salve gte 1 and Time.hour isnot 0>>
<<set $daily.eden.salveUse to 1>>
<<set $salve -= 1>>
You bring a jar of salve to the fireplace and rub some onto your hands.
<</if>>
<<switch $daily.eden.massage>>
<<case 0>>
You focus your attention on Eden's calves. They're taut with strain, and you work firmly to release the tension there.
<<case 1>>
Eden's shoulders are scrunched with tension, you decide to focus your attention there.
<<case 2>>
Working your way lower, you note that <<his>> shoulder blades are just as tightened with tension as <<his>> shoulders. You carefully work to undo the knots and kinks along them.
<<case 3>>
You roll your hands across the taut muscles of Eden's large arms. As you tend to the strains of <<his>> daily chores, you feel them slacken in relief.
<<case 4>>
Moving back along Eden's strong arms, you arrive at <<his>> upper back. Here you work diligently and firmly along the rough muscles with your knuckles.
<<case 5>>
Finally, you arrive at the core of Eden's lower back. Much of <<his>> lifting strength comes from here, and as quick and gentle exploration reveals, many of <<his>> muscles are strained and knotted with tension.
The muscular kinks below <<his>> skin are as stubborn as <<he>> is, and you find yourself in a fierce battle to free them.
Your fingers dig deep and rub until you hear <<his>> muscles lightly pop in release, and Eden lets loose a low dusky moan of satisfaction and utter relief.
<<default>>
/* something went wrong, probably the var got unset in the middle of event, happens at midnight */
Before you can get anything done, <<if currentSkillValue("handskill") gte 800>>even with your amazing skills,<</if>> you feel your hands getting tired. <<tiredness 12>><<ggtiredness>>
<<set $daily.eden.massage to 5>>
<</switch>>
<br><br>
<<if Time.hour isnot 0>>
<<if $daily.eden.massage isnot 5>>
<<edenicon "salve">><<link [[Keep massaging (0:30)|Eden Massage]]>><<pass 30>><<npcincr Eden love 1>><<npcincr Eden lust 3>><<set $daily.eden.massage += 1>><</link>><<glove>><<gglust>>
<</if>>
<br>
<<if Time.days % 2 is 0>>
<<if $eden_shoot gte 1>>
<<edenicon "target">><<link [[Practise shooting (0:30)|Eden Shoot]]>><<handheldon>><<pass 30>><<stress -3>><</link>><<lstress>>
<br>
<<else>>
<<edenicon "target">><<link [[Say you want to learn how to shoot (0:05)|Eden Shoot Ask]]>><<handheldon>><<pass 5>><</link>>
<br>
<</if>>
<<else>>
<<schoolicon "library">><<link [[Ask Eden to read to you (0:30)|Eden Read]]>><<handheldon>><<trauma -3>><<pass 30>><<npcincr Eden love 1>><</link>><<glove>><<ltrauma>>
<br>
<</if>>
<<getouticon>><<link [[Stop massaging|Cabin Eden Actions]]>><<handheldon>><</link>>
<br>
<<else>>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>>
<br>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>>
<<healthMultiplier>>
<<promiscuity1>>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemyanger += 50>>
<<healthMultiplier>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Eden Firewood Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Eden Firewood Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 1>><<set $location to "cabin">><<effects>>
<<if C.npc.Eden.love - (C.npc.Eden.lust * 2) gte 1>>
You turn away from <<him>>, making your disapproval of <<his>> actions clear. "I'm working hard out here," <<he>> says. "You could be more considerate."
<br><br>
<<link [[Next|Eden Clearing]]>><<endevent>><</link>>
<br>
<<else>>
You turn away from <<him>>, making your disapproval of <<his>> actions clear. <<He>> grabs your neck and turns your head to face <<him>>. "I'm working hard out here," <<he>> says. "The least you could is show some appreciation."
<br><br>
<<link [[Next|Eden Firewood Sex]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<npc Eden>><<person1>>
<<effects>>
<<if Time.hour gte 0 and Time.hour lte 6>>
You take a seat by the dining table, watching as Eden snores under the covers. The dying embers of the fire cast a distant glow on <<his>> form.
<br><br>
<<link [[Next|Cabin House Actions]]>><<endevent>><</link>>
<<elseif Time.hour lte 8>>
You take a seat by the dining table, watching Eden prepare for the day. <<He>> spends some time washing up by the sink.
<br><br>
<<link [[Next|Cabin House Actions]]>><<endevent>><</link>>
<<elseif Time.hour lte 16>>
You take a seat by the dining table, staring out the window. The trees of the forest sway gently in the clearing.
<br><br>
<<link [[Next|Cabin House Actions]]>><<endevent>><</link>>
<<elseif Time.hour lte 17>>
<<if $daily.eden.bath isnot 1>>
You take a seat by the dining table, watching Eden enter through the front door. <<He>> walks to the bathroom, preparing to run a bath.
<br><br>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>>
<<else>>
You take a seat by the dining table, looking in the direction of the bathroom. Eden stretches out in the tub, relaxing in the water.
<br><br>
<<link [[Next|Cabin House Actions]]>><<endevent>><</link>>
<</if>>
<<elseif Time.hour lte 18 and $daily.eden.dinner isnot 1 and C.npc.Eden.love gte 100>>
You relax by the window, watching as Eden prepares dinner. When <<hes>> done, <<he>> brings the food to the dining table.
<br><br>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>>
<<else>>
<<if Time.days % 2 is 0>>
You take a seat by the dining table, watching as Eden cleans <<his>> gun by the fire. The scene is oddly calming.<<stress -1>><<lstress>>
<<else>>
You take a seat by the dining table, watching as Eden reads by the fire. The scene is oddly calming.<<stress -1>><<lstress>>
<</if>>
<br><br>
<<link [[Next|Cabin House Actions]]>><<endevent>><</link>>
<</if>><<effects>>
<<if Time.hour gte 9 and Time.hour lte 10>>
You relax under the porch, watching as Eden tends to the crops. Every once in a while, you catch <<him>> brushing a few strands of stray hair from <<his>> face.
<<elseif Time.hour is 15>>
You settle down next to Eden as <<he>> skins <<his>> prey. The smell is much stronger now that you're up close, and you shift your attention to Eden to distract yourself.
<<elseif Time.hour is 16>>
You relax under the porch, watching as Eden chops firewood. Beads of sweat drip down <<his>> toned body as <<he>> works.
<<else>>
You relax under the porch, listening to the gentle sounds of the forest. It's calming.<<stress -1>><<lstress>>
<</if>>
<br><br>
<<link [[Next|Eden Clearing]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "cabin">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<npcincr Eden lust -20>>
"I'm glad I have you around," <<he>> says. <<He>> picks up <<his>> axe and returns to <<his>> chopping.<<lllust>>
<<elseif $enemyhealth lte 0>>
"You ungrateful slut," <<he>> says. "Maybe I should throw you out and leave you to the wolves!" <<He>> winces and holds <<his>> side. "I need to get something for this."
<br><br>
<<tearful>> you hide behind a tree.
<<elseif $finish is 1>>
"I guess I do need to get back to work," <<he>> says.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Eden Clearing]]>><</link>><<set $outside to 1>><<set $location to "cabin">><<effects>>
You get on your hands and knees and start tugging up weeds at their roots. Some are rooted deep.
<<physique 6>><<set $edengarden += 1>>
<<pass 3 hours>>
<br><br>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure)>>
<<if $rng gte 51 and $tentacledisable is "f" and ($hallucinations gte 2 or $backgroundTraits.includes("plantlover"))>>
The vines around you animate into life. You try to stand but they wrap around your wrists, forcing you to remain on your knees.
<br><br>
<<link [[Struggle|Clearing Weeding Tentacles]]>><<set $molestationstart to 1>><</link>>
<br>
<<link [[Soothe|Clearing Weeding Soothe]]>><</link>><<tendingdifficulty 1 1200>>
<br>
<<elseif (Time.hour gt 6 and Time.hour lt 11) or Time.hour gt 14>>
<!-- eden is already generated on passages that lead here <<npc Eden>><<person1>> -->Eden creeps up behind you, making you jump in fright. <<He>> leans on your back, preventing you from standing up. "Why don't you stay right there," <<he>> says, reaching around you and fondling your <<groin>>.
<br><br>
<<link [[Let Eden continue|Clearing Fondle]]>><<npcincr Eden love 1>><<sub 1>><<npcincr Eden dom 1>><</link>><<glove>><<gdom>><<garousal>>
<br>
<<link [[Shove Eden off|Clearing Shove]]>><<npcincr Eden love -3>><<def 1>><<npcincr Eden dom -1>><</link>><<lllove>><<ldom>>
<br>
<<else>>
You work for a few hours. You stand back to admire the result. It looks much better than when you started.
<br><br>
<<link [[Next|Eden Clearing]]>><<endevent>><</link>>
<br>
<</if>>
<<else>>
You work for a few hours. You stand back to admire the result. It looks much better than when you started.
<br><br>
<<link [[Next|Eden Clearing]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
You hum a gentle tune.
<<if $tendingSuccess>>
<span class="green">The tendrils loosen,</span> releasing your limbs. They disappear into the soil.
<br><br>
<<link [[Next|Eden Clearing]]>><<endevent>><</link>>
<br>
<<else>>
<span class="red">It's no use.</span> The tendrils tighten around you.
<br><br>
<<link [[Next|Clearing Weeding Tentacles]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<set $outside to 1>><<set $location to "cabin">>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<set $combat to 1>>
<<set $enemytype to "tentacles">>
<<molested>>
<<controlloss>>
<<tentaclestart 4 15 "vine" "vine" true>>
<<set $tentacles[0].shaft to "leftarm">><<set $leftarm to "tentgrappled">><<set $lefttarget to "tentacles">>
<<set $tentacles[1].shaft to "rightarm">><<set $rightarm to "tentgrappled">><<set $righttarget to "tentacles">>
<<set $timer to 50>>
<</if>>
<<statetentacles>>
<<effects>>
<<effectstentacles>>
<<tentacles>>
<<actionstentacles>>
<<if $tentacles.active lte ($tentacles.max / 2)>>
<span id="next"><<link [[Next|Clearing Weeding Tentacles Finish]]>><</link>></span><<nexttext>>
<<elseif $timer lte 0>>
<span id="next"><<link [[Next|Clearing Weeding Tentacles Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Clearing Weeding Tentacles]]>><</link>></span><<nexttext>>
<</if>><<effects>>
The roots lose interest in you, and disappear into the soil. <<tearful>> you untangle yourself from the plants and vines surrounding you.
<<clotheson>>
<<endcombat>>
You step back and look at the result. The plot is in a much better state, at least.
<br><br>
<<link [[Next|Eden Clearing]]>><</link>>
<br><<set $outside to 1>><<set $location to "cabin">><<effects>>
<<if !$worn.lower.type.includes("naked")>>
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
<<if playerChastity()>>
<<He>> reaches beneath your $worn.lower.name and starts probing your $worn.genitals.name. "You're such a little slut, I bet I can make you cum even with this thing on."
<<else>>
<<He>> reaches beneath your $worn.lower.name and starts touching you directly.
<</if>>
<<else>>
<<if playerChastity()>>
<<He>> reaches beneath your $worn.lower.name and starts probing your $worn.genitals.name. "You're such a little slut, I bet I can make you cum even with this thing on."
<<else>>
<<He>> reaches into your $worn.lower.name and starts touching you directly.
<</if>>
<</if>>
<<elseif !$worn.under_lower.type.includes("naked") and !playerChastity()>>
<<He>> reaches into your $worn.under_lower.name and starts touching you directly.
<<elseif playerChastity()>>
<<He>> starts probing your $worn.genitals.name. "You're such a little slut, I bet I can make you cum even with this thing on."
<<else>>
<<He>> continues to stroke and fondle your <<genitals>>.
<</if>>
<br><br>
"I've heard that sexual fluids are good for plants," <<he>> says. "I like the idea, anyway. Let's test it.
<<if $arousal gte ($arousalmax / 5) * 4>>
You're wet already, so this won't take long."
<<else>>
Just relax and let me work."
<</if>>
<br><br>
<<set _genitalsLockedAway to (!$player.penisExist or playerChastity("penis")) and (!$player.vaginaExist or playerChastity("vagina"))>>
<<if _genitalsLockedAway and $analdisable is "f" and !playerChastity("anus")>>
You feel <<his>> finger circle your anus. The rough calluses against your <<bottom>> make you shiver. The tip of <<his>> finger presses into you. You flinch on instinct. <<He>> grabs your hip to hold you still. <<if C.npc.Eden.lust lte 30>><<His>> thumb rubs soothing circles on your hip bone<<else>><<His>> thumb digs into you hard enough to bruise<</if>>. "Stay still," <<he>> <<if C.npc.Eden.lust lte 30>>says<<else>>warns<</if>>.
<br><br>
You quiver as <<he>> pushes <<his>> finger deeper. You can feel <<his>> every twitch as <<he>> <<if $player.penisExist>> probes your prostate<<else>> rubs your walls<</if>>. Heat coils in your <<genitals 1>>, and you reach for your $worn.genitals.name.
<br><br>
Eden chuckles. Without warning, <<he>> pushes in a second finger. You grit your teeth against the wave of pleasure that hits you. It sends you over the edge.
<<elseif _genitalsLockedAway>>
<<He>> <<if C.npc.Eden.lust lte 30>>sensually<<else>>roughly<</if>> strokes <<his>> hands along the outside of your hips. You shiver at the feel of <<his>> strong, calloused hands on your smooth skin.
<br><br>
<<if playerChastity("anus") and $analdisable is "f">>
"You really must be a slut if they have to keep you locked up like this," <<he>> says. <<His>> finger strokes over your anal shield. <<if C.npc.Eden.lust lte 30>>"Tell me if you want it off."<<else>>"I might just have to rip it off you." <<gstress>><<stress 5>><</if>>
<br><br>
<</if>>
<<He>> moves <<his>> hands to your <<breasts>>. <<He>> <<if C.npc.Eden.lust lte 30>>gives a gentle squeeze<<else>>squeezes roughly<</if>>. Your face burns with embarrassed arousal. <<garousal>><<arousal 600 "breasts">>
<br><br>
<<if $arousal gte ($arousalmax / 5) * 4>>
"Like that?" <<he>> asks,
<<else>>
"Not enough?" <<he>> asks,
<</if>>
giving another squeeze. "I'm just getting started."
<<He>> rubs circles around your nipples until they harden. <<He>> pinches them, and you gasp. You can feel <<his>> <<if C.npc.Eden.penis isnot "none">>erection<<else>>wetness<</if>> against your back. A reciprocal bolt of arousal strikes you. <<arousal 600 "breasts">>
<<if $arousal lte ($arousalmax / 5) * 4>>
<br><br>
Despite <<his>> best efforts, it's not quite enough to bring you to orgasm, and you whimper when <<he>> moves <<his>> hands away. "Maybe you're just not in the mood," <<he>> says.
<br><br>
<<if $speech_attitude is "meek">>
"N-no, please don't stop," you beg.
<<elseif $speech_attitude is "bratty">>
"Hey, you started this," you say. "You better finish it."
<<else>>
"Please don't stop now," you say. "I'm so close."
<</if>>
<br><br>
"You little whore," <<he>> says, smacking your hip in frustration. "Maybe I should just break this off and give you a proper seeing to." <<gstress>><<stress 5>>
<br><br>
<<He>> stomps away, leaving you alone amid the weeds.
<<set _givesUp to true>>
<</if>>
<<else>>
<<if $player.penisExist and !playerChastity("penis")>>
<<He>> holds your <<penis>> in <<his>> palm while running <<his>> thumb up and down your length. <<He>> occasionally pauses to rub the head with a fast, circular motion.
<<if $player.virginity.penile is true>>
"I'm saving your penis virginity for a special occasion." <<He>> plays with your prepuce too. "But knowing me, I'll take it before then. It's not my fault you look so tasty."
<</if>>
<</if>>
<<if $player.vaginaExist and !playerChastity("vagina")>>
<<He>> pushes a finger into your <<pussy>>, but doesn't go very deep. <<His>> thumb rubs your <<clit>> with a fast, circular motion.
<<if $player.virginity.vaginal is true>>
"I'm saving your pussy virginity for a special occasion."
<<if $sexStats.vagina.pregnancy.totalBirthEvents gt 0>>
<<He>> prods where your hymen should be and gives you an odd look.
<<else>>
<<He>> prods your hymen. "But knowing me, I'll take it before then. It's not my fault you look so tasty."
<</if>>
<</if>>
<</if>>
<</if>>
<br><br>
<<if !_givesUp>>
<<arousal 10000>>
<<orgasm>>
"Good <<girl>>, give these plants a nice drink," <<he>> says as your body convulses. <<He>> holds you firm in place, making sure your fluids land on the soil. <<He>> kisses you on the cheek as your orgasm subsides. "That wasn't so bad, was it?" <<tearful>> you struggle to your feet. Eden is gone.
<br><br>
The plot looks tidier at least.
<br><br>
<</if>>
<<link [[Next|Eden Clearing]]>><<endevent>><</link>>
<br><<set $outside to 1>><<set $location to "cabin">><<effects>>
You shove Eden away from you and stand up. "What's the matter?" <<He>> smiles. "I was just rewarding you for the work you've done out here." <<He>> pats your head.
<br><br>
<<link [[Next|Eden Clearing]]>><<endevent>><</link>>
<br><<set $outside to 1>><<set $location to "cabin">><<effects>>
<<switch $edenwall>>
<<case 0>>
You seal up a few of the cracks, but the walls are far from fixed.
<<case 1>>
Another crack sealing session leaves the walls sturdier, but you still have a ways to go.
<<case 2>>
You work on the cracks a bit more, and the walls look mostly fixed, but some cracks still remain.
<<case 3>>
You continue working on the cracks. The walls are almost fully repaired.
<<default>>
You seal up the last few cracks. You knock on the walls a few times to test its sturdiness.
<</switch>>
<<physique 3>>
<<pass 3 hours>>
<br><br>
<<set $edenwall += 1>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure) and C.npc.Eden.lust gte 26 and ((Time.hour gt 6 and Time.hour lt 11) or Time.hour gt 14)>>
As you step back to look at your work, you feel a pair of hands grab your shoulders, before you're turned around and pressed against the wall.
Eden presses <<himself>> between your thighs, trailing kisses down your neck.
<br><br>
<<link [[Kiss Eden|Eden Wall Sex]]>><<set $sexstart to 1>><<npcincr Eden love 1>><<npcincr Eden dom 1>><</link>><<gdom>><<glove>>
<br>
<<link [[Push Eden away|Eden Wall Push]]>><<npcincr Eden love -3>><<npcincr Eden dom -1>><</link>><<ldom>><<lllove>>
<<else>>
<<link [[Next|Eden Clearing]]>><<endevent>><</link>>
<</if>>
<br><<effects>>
You push Eden away from you. <<His>> eyes harden in frustration, but <<he>> leaves you alone.
<br><br>
<<link [[Next|Eden Clearing]]>><<endevent>><</link>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>>
<<healthMultiplier>>
<<promiscuity1>>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemyanger += 50>>
<<healthMultiplier>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Eden Wall Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Eden Wall Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "cabin">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<npcincr Eden lust -20>>
Eden buries <<his>> head in your neck, giving it a quick kiss. "Thanks," <<he>> says, walking away.
<<elseif $enemyhealth lte 0>>
"You ungrateful slut," <<he>> says. "Maybe I should throw you out and leave you to the wolves!" <<He>> winces and holds <<his>> side. "I need to get something for this."
<br><br>
<<He>> walks away, leaving you by the cabin walls.
<<elseif $finish is 1>>
<<He>> pulls away from you, helping you back to your feet. "Call me if you need help," <<he>> says, walking away.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Eden Clearing]]>><<endevent>><</link>>
<br><<set $outside to 1>><<set $location to "cabin">><<effects>>
<<wearProp "sponge">>
<<switch $edenchimney>>
<<case 0>>
You scrub away at the chimney, soot sloughing off in waves. You work until you are too tired to continue, then examine your efforts.
The chimney is still filthy, but looks better than before.
<<case 1>>
You scrub the bricks of the chimney, washing away months of soot.
You give yourself breaks for fresh air every few minutes. When you are done, the chimney is still dirty.
<<case 2>>
You continue to scrub away at the chimney. While it's demanding work, you're at least making visible progress.
<<case 3>>
You keep scrubbing at the chimney. It looks mostly clean, but a bit of soot still remains.
<<default>>
You scrub a bit longer until the chimney is fully cleaned.
<</switch>>
<<physique 4>>
<<pass 3 hours>>
<br><br>
<<set $edenchimney += 1>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure) and C.npc.Eden.lust gte 26 and ((Time.hour gt 6 and Time.hour lt 11) or Time.hour gt 14)>>
Attempting to squeeze out of the chimney, your arms get caught at your sides, leaving you stuck. In a panic, you cry out to Eden for help.
You hear footsteps approach, before a strong pair of hands grab your waist and pull. In the struggle, you inadvertently grind up against Eden multiple times,
<<if $NPCList[0].penis isnot "none">>
feeling <<his>> <<print $NPCList[0].penisdesc>> harden.
<<else>>
hearing <<his>> breath pick up.
<</if>>
When you come loose, the both of you topple onto the floor, and Eden wastes no time in pinning you down.
<br><br>
<<link [[Kiss Eden|Eden Chimney Sex]]>><<handheldon>><<set $sexstart to 1>><<npcincr Eden love 1>><<npcincr Eden dom 1>><</link>><<gdom>><<glove>>
<br>
<<link [[Push Eden away|Eden Chimney Push]]>><<handheldon>><<npcincr Eden love -3>><<npcincr Eden dom -1>><</link>><<ldom>><<lllove>>
<<else>>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>>
<</if>>
<br><<effects>>
You push Eden away from you. <<His>> eyes harden in frustration, but <<he>> leaves you alone.
<br><br>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>>
<<healthMultiplier>>
<<promiscuity1>>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemyanger += 50>>
<<healthMultiplier>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Eden Chimney Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Eden Chimney Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "cabin">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<npcincr Eden lust -20>>
Eden buries <<his>> head in your neck, giving it a quick kiss. "Thanks," <<he>> says, walking away.
<<elseif $enemyhealth lte 0>>
"You ungrateful slut," <<he>> says. "Maybe I should throw you out and leave you to the wolves!" <<He>> winces and holds <<his>> side. "I need to get something for this."
<br><br>
<<He>> walks away, leaving you alone by the chimney.
<<elseif $finish is 1>>
<<He>> pulls away from you, helping you back to your feet. "Call me if you need help," <<he>> says, walking away.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>>
<br><<set $outside to 1>><<set $location to "cabin">><<effects>>
<<wearProp "hammer" 0 "basic">>
<<switch $edenroof>>
<<case 0>>
The roof of the cabin is unkept, with quite a few rotted or damaged shingles that need total replacement.
You look over to the ladder Eden brought, and prepare to climb. Once on top, you pull out some loose shingles and toss them to the ground.
<<case 1>>
You pull out more loose shingles and replace them with new ones. They stick out, but they'll at least keep out the rain and snow. There's still more to do.
<<case 2>>
You pick up a claw hammer. There's a patch of shingles damaged from a large fallen tree branch. You dig the hammer in, and pull.
Eventually, you pull out the last of the caved in shingles, and look proudly on your work.
<<case 3>>
You get to work patching the hole in the roof left by the caved in shingles. It's easy work, but time consuming.
<<default>>
You lay out new shingles over the patched roof, and in time, your work is done. You look across the roof, amazed that you finished it all by yourself.
<</switch>>
<<physique 4>>
<<pass 3 hours>>
<br><br>
<<set $edenroof += 1>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure) and C.npc.Eden.lust gte 26 and ((Time.hour gt 6 and Time.hour lt 11) or Time.hour gt 14)>>
As you start to climb down, you feel the ladder shift slightly. Looking down, you notice Eden holding onto it, helping stabilise it. <<He>> nods to you, watching you make your descent.
When you step off, Eden wraps <<his>> arms around your waist, pulling you into <<his>> chest. "How about taking a break?" <<he>> asks.
<br><br>
<<link [[Kiss Eden|Eden Roof Sex]]>><<handheldon>><<set $sexstart to 1>><<npcincr Eden love 1>><<npcincr Eden dom 1>><</link>><<gdom>><<glove>>
<br>
<<link [[Push Eden away|Eden Roof Push]]>><<handheldon>><<npcincr Eden love -3>><<npcincr Eden dom -1>><</link>><<ldom>><<lllove>>
<<else>>
<<link [[Next|Eden Clearing]]>><<endevent>><</link>>
<</if>>
<br><<effects>>
You push Eden away from you. <<His>> eyes harden in frustration, but <<he>> leaves you alone.
<br><br>
<<link [[Next|Eden Clearing]]>><<endevent>><</link>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>>
<<healthMultiplier>>
<<promiscuity1>>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemyanger += 50>>
<<healthMultiplier>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Eden Roof Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Eden Roof Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "cabin">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<npcincr Eden lust -20>>
Eden buries <<his>> head in your neck, giving it a quick kiss. "Thanks," <<he>> says, walking away.
<<elseif $enemyhealth lte 0>>
"You ungrateful slut," <<he>> says. "Maybe I should throw you out and leave you to the wolves!" <<He>> winces and holds <<his>> side. "I need to get something for this."
<br><br>
<<He>> walks away, leaving you alone by the ladder.
<<elseif $finish is 1>>
<<He>> pulls away from you, helping you back to your feet. "Call me if you need help," <<he>> says, walking away.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Eden Clearing]]>><<endevent>><</link>>
<br><<set $outside to 1>><<set $location to "cabin">><<effects>>
<<wearProp "mushroom">>
Though you've no doubt you'd have more luck finding mushrooms in the forest proper, there's still room for fungi to grow in the clearing. You search at the base of tree stumps and the large trees growing at the outskirts of the clearing.
<br><br>
<<set $edenshrooms += 1>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure)>>
<<if $rng gte 81>>
<<transform wolf 3>>
After an hour you realise you've gathered quite a haul. Eden should be happy, but you feel angry for no discernible reason. You hope all the mushrooms you gathered are safe.
<br><br>
<<link [[Next|Eden Clearing]]>><<endevent>><</link>>
<br>
<<elseif $rng gte 41>>
<<drugs 120>>
After an hour you realise you've gathered quite a haul. Eden should be happy, but you feel light-headed. You hope all the mushrooms you gathered are safe.
<br><br>
<<link [[Next|Eden Clearing]]>><<endevent>><</link>>
<br>
<<else>>
<<alcohol 120>>
After an hour you've gathered quite a haul. Eden should be happy, but you feel a strange warmth. You hope all the mushrooms you gathered are safe.
<br><br>
<<link [[Next|Eden Clearing]]>><<endevent>><</link>>
<br>
<</if>>
<<else>>
After an hour you realise you've gathered quite a haul. Eden should be happy.
<br><br>
<<link [[Next|Eden Clearing]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 1>><<set $location to "cabin">><<effects>>
<<if $edenspring is 0>>
<<wearProp "handheld net">>
You pick up the net you assume is meant for this purpose and start fishing the debris from the spring. It's so messy you don't know where to start, but you leave the spring a little clearer than you found it.
<<elseif $edenspring is 1>>
You haul out the larger branches that have sunk to the bottom of the spring.
<<elseif $edenspring is 2>>
<<wearProp "handheld net">>
You use the net to guide the floating branches to the edge, where you can remove them with ease.
<<else>>
<<wearProp "handheld net">>
You scoop up the twigs with the net. When you're done, the spring is crystal clear.
<</if>>
<<physique 2>>
<<pass 30>>
<br><br>
<<set $edenspring += 1>>
<<link [[Next|Eden Clearing]]>><<endevent>><</link>>
<br><<set $outside to 1>><<set $location to "cabin">><<effects>>
<<strip>>
<<if $phase lte 0>>
The cliff face curves around the spring, hiding you from the rest of the clearing. You undress and slip into the cool water. You lie back, close your eyes, and relax.
<<else>>
You lie back, close your eyes, and relax.
<</if>>
<<wash>>
<br><br>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure) and C.npc.Eden.lust gte 26 and ((Time.hour gt 6 and Time.hour lt 11) or Time.hour gt 14)>>
<<npc Eden>><<person1>>
You're disturbed by a whistling. You open your eyes in alarm. Eden stands at the edge of the spring. <<covered>> "I don't bother keeping this place clear any more," <<he>> says as <<he>> undresses. "It's so much work. I'm glad you feel different." <<He>> jumps in, splashing you.
<<npcexpose>>
<br><br>
<<if C.npc.Eden.dom gte 75>>
<<He>> emerges behind you and pulls you into <<his>> chest. "There's something else you can do for me." <<He>> trails a hand downwards, toying with your <<genitals>>.
<<else>>
<<He>> emerges behind you and wraps <<his>> arms around your waist. "There's something else you can do for me." <<He>> licks your cheek.
<</if>>
<br><br>
<<set $edenFluidsCheck to "clean">>
<<link [[Push away|Clearing Spring Push]]>><<npcincr Eden love -3>><<npcincr Eden dom -1>><</link>><<lllove>><<ldom>>
<br>
<<link [[Let Eden have you|Clearing Spring Sex]]>><<set $sexstart to 1>><<npcincr Eden love 1>><<npcincr Eden dom 1>><</link>><<promiscuous1>><<gdom>><<glove>>
<br>
<<else>>
<<ind>><<link [[Stay in the spring (0:30)|Clearing Spring]]>><<pass 30>><<stress -6>><<set $phase to 1>><</link>><<lstress>>
<br>
<<skinicon "masturbate">><<link [[Masturbate|Clearing Spring Masturbation]]>><<set $masturbationstart to 1>><</link>>
<br>
<<getouticon>><<link [[Get out|Eden Clearing]]>><<endevent>><<clotheson>><</link>>
<</if>><<set $outside to 1>><<set $location to "cabin">><<effects>>
You press your hand against <<his>> face and push <<him>> away.
<<if C.npc.Eden.love - (C.npc.Eden.lust * 2) gte 1>>
"You wanna be like that?" <<he>> says. "Fine. Don't forget who looks after you though. You should show more respect." <<He>> swims to the shore and climbs out. <<He>> doesn't bother dressing before walking back to the cabin.
<br><br>
<<endevent>>
<<ind>><<link [[Stay in the spring (0:30)|Clearing Spring]]>><<pass 30>><<stress -6>><<set $phase to 1>><</link>><<lstress>>
<br>
<<getouticon>><<link [[Get out|Eden Clearing]]>><<endevent>><<clotheson>><</link>>
<<else>>
<<He>> swats your arm away and pulls you into <<him>>.
<br><br>
<<link [[Next|Clearing Spring Sex]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>>
<<healthMultiplier>>
<<promiscuity1>>
<<if $NPCList[0].penis is "clothed">>
<<set $NPCList[0].penis to 0>>
<</if>>
<<if $NPCList[0].vagina is "clothed">>
<<set $NPCList[0].vagina to 0>>
<</if>>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemyanger += 50>>
<<healthMultiplier>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Clearing Spring Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Clearing Spring Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "cabin">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<npcincr Eden lust -20>>
"You're extra wet now," <<he>> laughs. <<He>> swims to the shore and climbs out. <<He>> doesn't bother dressing before walking back to the cabin.<<lllust>>
<<elseif $enemyhealth lte 0>>
"You ungrateful slut," <<he>> says. "Maybe I should just fucking drown you!" <<He>> winces and holds <<his>> side. "I need to get something for this."
<br><br>
<<He>> swims to the shore and climbs out. <<He>> doesn't bother dressing before stumbling back to the cabin.
<<elseif $finish is 1>>
"Did I interrupt your bath?" <<he>> says. "You're so cute." <<He>> swims to the shore and climbs out. <<He>> doesn't bother dressing before walking back to the cabin.
<</if>>
<br><br>
<<endcombat>>
<<wash>>
<<ind>><<link [[Stay in the spring (0:30)|Clearing Spring]]>><<endevent>><<pass 30>><<stress -6>><<set $phase to 1>><</link>><<lstress>>
<br>
<<getouticon>><<link [[Get out|Eden Clearing]]>><<endevent>><<clotheson>><</link>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>>
<<healthMultiplier>>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemyanger += 50>>
<<healthMultiplier>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Clearing Spring Masturbation Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Clearing Spring Masturbation Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "cabin">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<npcincr Eden lust -20>>
"Hope that was better than doing it yourself," Eden mumbles as <<he>> nuzzles your neck.
<<elseif $enemyhealth lte 0>>
"You ungrateful slut," <<he>> says. "Maybe I should just fucking drown you!" <<He>> winces and holds <<his>> side. "I need to get something for this."
<br><br>
<<He>> leaves you alone in the spring and stumbles back to the cabin.
<<elseif $finish is 1>>
Eden pulls away from you, before raising <<his>> eyebrows and shooting you an incredulous look. <<He>> leaves you alone in the spring and walks back to the cabin.
<</if>>
<br><br>
<<endcombat>>
<<ind>><<link [[Stay in the spring (0:30)|Clearing Spring]]>><<pass 30>><<stress -6>><<set $phase to 1>><</link>><<lstress>>
<br>
<<getouticon>><<link [[Get out|Eden Clearing]]>><<endevent>><<clotheson>><</link>><<set $outside to 1>><<set $location to "cabin">><<effects>>
<<strip>>
Sunlight shimmers on the water as leaves float down, resting gently on the surface. Reaching the edge of the spring, you undress and store your clothes away, ready to slip into the cool water.
<br><br>
A sound from behind catches your attention. Turning around, your eyes are drawn to Eden. <<Hes>>
<<if Time.hour gte 9 and Time.hour lte 10>>
tending to the crops,
<<elseif Time.hour is 15>>
skinning <<his>> prey,
<<elseif Time.hour is 16>>
chopping firewood,
<</if>>
a sheen of sweat lining <<his>> neck. Though <<he>> looks quite focused, you can't help but notice that <<he>> seems a little tired today. Maybe a short break would help?
<br><br>
<<link [[Ask Eden to join you|Eden Spring Intro 2]]>><<set $edenspringintro to 1>><<set $edenFluidsCheck to "clean">><</link>>
<br>
<<link [[Let <<him>> work|Clearing Spring]]>><<endevent>><<set $phase to 1>><</link>><<effects>>
<<wash>>
You wave your hand in the air, calling for Eden. <<He>> turns <<his>> head to you, a questioning look in <<his>> eyes. Over the distance, you ask if <<he>>'d like to join you in the spring.
For a second, <<his>> eyes dart down to
<<if Time.hour gte 9 and Time.hour lte 10>>
the crops,
<<elseif Time.hour is 15>>
<<his>> prey,
<<elseif Time.hour is 16>>
<<his>> axe,
<</if>>
but <<his>> exhaustion gets the better of <<him>>, and <<he>> walks over.
<br><br>
After <<he>> strips, the both of you sink into the spring. The cool water feels absolutely refreshing against your skin, and you let out a sigh of relief.
Eden does the same, lying back against the edge with <<his>> eyes closed.
<br><br>
<<link [[Cuddle|Eden Spring Intro Cuddle]]>><<npcincr Eden love 1>><</link>><<glove>>
<br>
<<link [[Splash some water at Eden|Eden Spring Splash]]>><</link>><<effects>>
Swimming over, you snuggle up to Eden, lying against <<his>> chest. Taking the hint, <<he>> wraps <<his>> arms around you, allowing you to settle onto <<his>> lap.
Together, the both of you bask in the stillness of the forest, surrounded by nothing but birdsong and the gentle wind.
<br><br>
<<link [[Seduce Eden|Eden Spring Intro Seduce]]>><</link>>
<br>
<<link [[Just cuddle|Eden Spring Intro Cuddle 2]]>><</link>><<effects>>
The both of you spend some time in the water, curled up in each other's embrace. After a while, Eden pulls away, looking much less exhausted than before.
Although it's clear that <<he>>'d like to stay with you, <<he>> glances back to the clearing. "I should get back to work," <<he>> says, eyes landing on
<<if Time.hour gte 9 and Time.hour lte 10>>
the crops.
<<elseif Time.hour is 15>>
<<his>> prey.
<<elseif Time.hour is 16>>
<<his>> axe.
<</if>>
<<He>> gives your forehead a quick kiss, and climbs out of the water.
<br><br>
<span class = "gold">You can now invite Eden to join you in the spring.</span>
<br><br>
<<link [[Next|Clearing Spring]]>><<pass 30>><<set $daily.eden.springJoin>><<endevent>><<set $phase to 1>><</link>><<effects>>
Slowly, you trail your hands down Eden's chest. At the sudden sensation, <<he>> opens <<his>> eyes, chuckling and pulling you in for a kiss.
<br><br>
<<link [[Next|Eden Spring Intro Sex]]>><<set $sexstart to 1>><</link>><<effects>>
While <<hes>> not looking, you splash some water at Eden, laughing as the stream hits <<him>> right in the face. Startled, <<he>> sits up, a playfully dangerous look in <<his>> eyes.
Before you can swim away, <<he>> grabs your arm and pulls you into <<him>>, pinning you by the edge of the spring.
<br><br>
<<link [[Next|Eden Spring Intro Sex]]>><<set $sexstart to 1>><</link>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>>
<<healthMultiplier>>
<<promiscuity1>>
<<if $NPCList[0].penis is "clothed">>
<<set $NPCList[0].penis to 0>>
<</if>>
<<if $NPCList[0].vagina is "clothed">>
<<set $NPCList[0].vagina to 0>>
<</if>>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemyanger += 50>>
<<healthMultiplier>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Eden Spring Intro Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Eden Spring Intro Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "cabin">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<npcincr Eden lust -20>>
Eden holds you close, running <<his>> fingers through your damp hair.<<lllust>>
<br><br>
<<endcombat>>
<<link [[Next|Eden Spring Intro 3]]>><</link>>
<<elseif $enemyhealth lte 0>>
"You ungrateful slut," <<he>> says. "Maybe I should just fucking drown you!" <<He>> winces and holds <<his>> side. "I need to get something for this."
<br><br>
<<He>> swims to the shore and climbs out. <<He>> doesn't bother dressing before stumbling back to the cabin.
<br><br>
<<endcombat>>
<<link [[Next|Clearing Spring]]>><<set $phase to 1>><</link>>
<<elseif $finish is 1>>
Eden pulls away from you, holding you close as <<he>> relaxes by the edge of the spring.
<br><br>
<<endcombat>>
<<link [[Just cuddle (0:30)|Eden Spring Cuddle 2]]>><<pass 30>><</link>>
<</if>>
<br><br><<effects>>
<<npc Eden>><<person1>>
<<wash>>
The both of you take a minute to catch your breath, the sound of your pants echoing through the air. After a bit, Eden pulls away, looking much less exhausted than before.
Although it's clear that <<he>>'d like to stay with you, <<he>> glances back to the clearing. "I should get back to work," <<he>> says, eyes landing on
<<if Time.hour gte 9 and Time.hour lte 10>>
the crops.
<<elseif Time.hour is 15>>
<<his>> prey.
<<elseif Time.hour is 16>>
<<his>> axe.
<</if>>
<<He>> gives your forehead a quick kiss, and climbs out of the water.
<br><br>
<span class = "gold">You can now invite Eden to join you in the spring.</span>
<br><br>
<<link [[Next|Clearing Spring]]>><<pass 30>><<endevent>><<set $daily.eden.springJoin to 1>><<set $phase to 1>><</link>><<set $outside to 1>><<set $location to "cabin">><<effects>>
<<strip>>
<<wash>>
You and Eden walk to the spring, undressing and slipping into the cool water. <<He>> holds you close as the both of you lie back and relax. Around you,
<<if $rng gte 61>>
the leaves dance in the wind, resting gently by the water's edge.
<<elseif $rng gte 31>>
the sound of bird calls echo through the clearing.
<<else>>
sunlight peeks through the trees, shimmering on the water's surface.
<</if>>
<br><br>
<<link [[Seduce Eden|Eden Spring Seduce]]>><</link>>
<br>
<<link [[Just cuddle (0:30)|Eden Spring 2]]>><<pass 30>><</link>><<effects>>
<<set $seductiondifficulty to (10000 - (C.npc.Eden.lust * 200))>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>><span class="gold">You feel more confident in your powers of seduction.</span><br><br><</if>><<seductionskilluse>>
You trail your hand down Eden's stomach, bringing your lips to <<his>> neck.
<<if $seductionrating gte $seductionrequired>>
Resting a hand on your cheek, <<he>> pulls you in for a kiss.
<br><br>
<<link [[Next|Eden Spring Sex]]>><<set $sexstart to 1>><</link>>
<<else>>
Gently, <<he>> pulls your head away, wrapping an arm around your waist.
<br><br>
<i><<He>> will be more lusty, and easier to seduce, the longer <<hes>> gone without sex.</i>
<br><br>
<<link [[Next|Eden Spring 2]]>><</link>>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>>
<<healthMultiplier>>
<<promiscuity1>>
<<if $NPCList[0].penis is "clothed">>
<<set $NPCList[0].penis to 0>>
<</if>>
<<if $NPCList[0].vagina is "clothed">>
<<set $NPCList[0].vagina to 0>>
<</if>>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemyanger += 50>>
<<healthMultiplier>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Eden Spring Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Eden Spring Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "cabin">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<npcincr Eden lust -20>>
Eden holds you close, running <<his>> fingers through your damp hair.<<lllust>>
<br><br>
<<endcombat>>
<<link [[Next|Eden Spring 2]]>><</link>>
<<elseif $enemyhealth lte 0>>
"You ungrateful slut," <<he>> says. "Maybe I should just fucking drown you!" <<He>> winces and holds <<his>> side. "I need to get something for this."
<br><br>
<<He>> swims to the shore and climbs out. <<He>> doesn't bother dressing before stumbling back to the cabin.
<br><br>
<<endcombat>>
<<link [[Next|Clearing Spring]]>><<set $phase to 1>><</link>>
<<elseif $finish is 1>>
Eden pulls away from you, holding you close as <<he>> relaxes by the edge of the spring.
<br><br>
<<endcombat>>
<<link [[Just cuddle (0:30)|Eden Spring 2]]>><<pass 30>><</link>>
<</if>><<effects>>
After a while, Eden pulls away, giving your forehead a quick kiss before climbing out of the water.
<br><br>
<<link [[Next|Clearing Spring]]>><<set $phase to 1>><</link>><<set $outside to 1>><<set $location to "cabin">><<effects>>
You wash Eden's clothes in the spring, making sure to get every bit of dirt and grime off.
<br><br>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure) and C.npc.Eden.lust gte 26 and ((Time.hour gt 6 and Time.hour lt 11) or Time.hour gt 14)>>
/* eden is already generated on passages that lead here <<npc Eden>><<person1>>*/You feel a pair of arms wrap around you from behind. Eden buries <<his>> head in your neck and kisses your collarbone.
<br><br>
<<if C.npc.Eden.dom gte 75>>
"You're such a good <<wife>>, doing this for me," <<he>> says. "Let me return the favour." You feel <<his>> hand slide to your <<genitals>> as <<he>> presses <<himself>> against you.
<<else>>
"You're such a good <<wife>>, doing this for me," <<he>> says. "Maybe there's a way I can return the favour." You feel <<his>> hand slide onto your thigh.
<</if>>
<br><br>
<<link [[Push away|Wash Spring Push]]>><<npcincr Eden love -1>><<npcincr Eden dom -1>><</link>>
<br>
<<link [[Embrace Eden|Wash Spring Sex]]>><<set $sexstart to 1>><<npcincr Eden love 1>><<npcincr Eden dom 1>><</link>><<promiscuous1>>
<br>
<<else>>
It takes some time, but the clothes look much better off when you're done.
<br><br>
<<link [[Next|Eden Clearing]]>><<endevent>><</link>>
<</if>>
<br><<set $outside to 1>><<set $location to "cabin">><<effects>>
You push Eden off you. "Alright," <<he>> says, raising <<his>> hands in surrender. "Call me if you need anything else." <<He>> kisses your forehead in thanks before walking off.
<br><br>
<<link [[Next|Eden Clearing]]>><<endevent>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>>
<<healthMultiplier>>
<<promiscuity1>>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemyanger += 50>>
<<healthMultiplier>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Wash Spring Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Wash Spring Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "cabin">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<npcincr Eden lust -20>>
Eden holds you close for a moment and kisses your forehead. "Thanks," <<he>> says, before dressing and walking away.
<<elseif $enemyhealth lte 0>>
"You ungrateful slut," <<he>> says. "Maybe I should just fucking drown you!" <<He>> winces and holds <<his>> side. "I need to get something for this."
<br><br>
<<He>> walks away and leaves you alone by the spring.
<<elseif $finish is 1>>
"Alright," <<he>> says, raising <<his>> hands in surrender. "Call me if you need anything else." <<He>> kisses your forehead in thanks before walking off.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Eden Clearing]]>><<endevent>><</link>>
<br><<effects>>
/* eden is already generated on passages that lead here
<<npc Eden>><<person1>>*/
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $eden_shoot is 1>>
<<set $eden_shoot to 2>>
Eden takes you outside, lighting an oil lamp before <<he>> does. <<He>> gestures for you to wait beneath the porch, then disappears behind the cabin. <<He>> reappears a few moments later, carrying a target shaped like a deer. <<He>> sets it up on a patch of unused earth a couple of dozen steps away.
<br><br>
<<He>> talks you through how to operate the gun before letting you touch it. You think you get the gist. <<He>> passes it to you, and you point it at the target. "Not like that," <<he>> says, sidling close behind you. <<His>> arms wrap around your shoulders, and <<he>> takes your hands in <<his>> own to better demonstrate. "Hold it like this."
<br><br>
<<edenicon "target">><<link [[Focus|Eden Shoot First Focus]]>><</link>>
<br>
<<ind>><<link [[Rub your ass against Eden's crotch|Eden Shoot Rub]]>><<npcincr Eden lust 5>><<arousal 600 "bottom">><</link>><<glust>><<garousal>>
<br>
<<elseif $danger gte (9900 - $allure) and $eventskip is 0>>
You practise shooting outside under Eden's instruction. <<He>> takes a hands-on approach. "Not like that," <<he>> says, sidling close behind you. <<His>> arms wrap around your shoulders, and <<he>> takes your hands in <<his>> own to better demonstrate. "Hold it like this."
<br><br>
<<edenicon "target">><<link [[Focus|Eden Shoot Focus]]>><</link>>
<br>
<<ind>><<link [[Rub your ass against Eden's crotch|Eden Shoot Rub]]>><<npcincr Eden lust 5>><<arousal 600 "bottom">><</link>><<glust>><<garousal>>
<br>
<<else>>
<<set $stat_shoot += random(20, 40)>>
You practise shooting outside under Eden's instruction. The deer-shaped target gains some new holes before you're done.
<br><br>
<<if Time.hour isnot 0>>
<<edenicon "target">><<link [[Keep practising (0:30)|Eden Shoot]]>><<pass 30>><<stress -6>><</link>><<lstress>>
<br>
<</if>>
<<getouticon>><<link [[Go inside|Eden Cabin]]>><<endevent>><</link>>
<</if>><<effects>>
<<set $stat_shoot += random(15, 25)>>
You focus on making the shot. You fire, and the bullet thuds into the target. "Good," Eden says, giving your arms more freedom. "Again." You fire again, but this time the bullet whizzes into the dark.
<br><br>
You keep practising, listening to Eden's pointers. You learn a lot, and soon find yourself hitting more often than not.
<br><br>
<<if Time.hour isnot 0>>
<<edenicon "target">><<link [[Keep practising (0:30)|Eden Shoot]]>><<pass 30>><<stress -6>><</link>><<lstress>>
<br>
<</if>>
<<getouticon>><<link [[Go inside|Eden Cabin]]>><<endevent>><</link>><<effects>>
<<set $stat_shoot += random(20, 40)>>
You focus on making the shot. You fire, and the bullet thuds into the target. "Good," Eden says, giving your arms more freedom. "Again." You fire again, and once more make the shot.
<br><br>
You keep practising as Eden watches. You think <<he>> approves.
<br><br>
<<if Time.hour isnot 0>>
<<edenicon "target">><<link [[Keep practising (0:30)|Eden Shoot]]>><<pass 30>><<stress -6>><</link>><<lstress>>
<br>
<</if>>
<<getouticon>><<link [[Go inside|Eden Cabin]]>><<endevent>><</link>><<effects>>
<<set $stat_shoot += random(5, 15)>>
You rub your <<bottom>> against Eden. <<He>> stutters as you do, but tries to maintain composure. You look back at <<him>> and feign an innocent expression.
<<if $NPCList[0].penis isnot "none">>
You feel <<his>> <<print $NPCList[0].penisdesc>> harden beneath <<his>> clothes.
<<else>>
<</if>>
<br><br>
<<if C.npc.Eden.lust gte 20>>
<<He>> pulls the gun away from your hands and casts it onto the grass before tackling you to the ground.
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<ind>><<link [[Go along with it|Eden Shoot Sex]]>><<set $sexstart to 1>><<npcincr Eden love 1>><</link>><<promiscuous2>><<glove>>
<br>
<</if>>
<<refuseicon>><<link [[Refuse|Eden Shoot Sex Refuse]]>><<npcincr Eden love -3>><</link>><<lllove>>
<br>
<<else>>
<<He>> does nothing to stop you, but continues the lesson as if nothing were amiss. <<Hes>> distracted, though <<he>> pretends otherwise.
<br><br>
<<if Time.hour isnot 0>>
<<edenicon "target">><<link [[Keep practising (0:30)|Eden Shoot]]>><<pass 30>><<stress -6>><</link>><<lstress>>
<br>
<</if>>
<<getouticon>><<link [[Go inside|Eden Cabin]]>><<endevent>><</link>>
<</if>><<effects>>
You shove Eden away from you. <<He>> doesn't give up at first, and continues to paw at you, but your persistence wards <<him>> off before long.
<br><br>
<<He>> stomps back into the cabin.
<br><br>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
Eden's pawing becomes more aggressive.
<<promiscuity2>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Eden Shoot Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Eden Shoot Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Eden climbs to <<his>> feet and retrieves <<his>> gun. <<He>> enters the cabin.
<<npcincr Eden lust -20>><<lllust>>
<br><br>
<<tearful>> you follow <<him>> inside.
<<elseif $enemyhealth lte 0>>
Eden backs away from you, giving you some space. <<He>> shoots you an angry look as <<he>> retrieves <<his>> gun. <<He>> enters the cabin.
<br><br>
<<tearful>> you follow suit.
<<else>>
Eden backs away from you, giving you some space. <<He>> shoots you an angry look as <<he>> retrieves <<his>> gun. <<He>> enters the cabin.
<br><br>
<<tearful>> you follow suit.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Eden Cabin]]>><</link>>/* eden is already generated on passages that lead here
<<npc Eden>><<person1>>*/
<<effects>>
<<if $speech_attitude is "meek">>
"C-can I learn to shoot?" you ask.
<<elseif $speech_attitude is "bratty">>
"I want to shoot that thing," you say.
<<else>>
"Can you teach me how to shoot?" you ask.
<</if>>
<br><br>
<<if C.npc.Eden.love gte 60>>
<<set $eden_shoot to 1>>
<<He>> begins to shake <<his>> head, but something in your eyes makes <<him>> stop. "If it'll make you happy," <<he>> says. "I can teach you."
<br><br>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>>
<br>
<<else>>
<<He>> shakes <<his>> head. "Guns aren't for <<girls>> like you," <<he>> says. "You don't need them. You have me to protect you."
<br><br>
<i>If <<he>> liked you more <<he>> might be more amenable to your request.</i>
<br><br>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>>
<br>
<</if>><<location "forest">><<effects>>
/* eden is already generated on passages that lead here
<<npc Eden>><<person1>>*/
You and Eden walk through the forest, searching for anything of value.
<br><br>
<<rng>>
<<if $rng gte 71>>
<<wearProp "wolfshroom">>
You both find a cluster of edible mushrooms growing at the base of a decaying tree.
<br><br>
"Wolfshrooms," Eden says. "I wouldn't come all this way just for those, but since we're here."
<br><br>
<span class="green">Eden helps you pick some <<icon "tending/wolfshroom.png">> wolfshrooms.</span>
<<tending_pick wolfshroom>>
<br><br>
<<link [[Next|Eden Clearing]]>><<endevent>><</link>>
<<elseif $rng gte 51>>
You walk into a clearing. Eden holds out <<his>> arm. A deer bursts from the trees a moment later.
<br><br>
Eden unslings <<his>> rifle, but the beast is already gone.
<br><br>
<<link [[Next|Eden Clearing]]>><<endevent>><</link>>
<<elseif $rng gte 31>>
<<wearProp "honeycomb">>
You both hear a gentle buzz up ahead. A large beehive hangs from a tree. Workers fly in and out in a quest for pollen. The honey would be valuable.
<br><br>
You reach out to harvest some honeycomb, but Eden stops you before you can.
<br><br>
"No," <<he>> says. "Let me handle this one."
<br><br>
Eden climbs the tree and snaps a large chunk off the <<icon "tending/wild_honeycomb.png">> honeycomb. <span class="green">Thanks to <<his>> experienced hands, the bees don't react.</span> <<He>> climbs down.
<<silently>><<tending_pick wild_honeycomb 1 1>><</silently>>
<br><br>
<<link [[Have a taste|Eden Clearing]]>><<transform bear 1>><<endevent>><<stress -3>><</link>><<lstress>>
<br>
<<link [[Next|Eden Clearing]]>><<endevent>><</link>>
<<else>>
You both come to a clearing. A gentle breeze blows against your face, and small, soft plants press beneath your feet.
<br><br>
Lemons grow from a cluster of small trees.
<br><br>
<<if Time.isBloodMoon()>>
<<wearProp "blood lemon">>
Eden searches the short trees for <<icon "tending/blood_lemon.gif">> lemons. <span class="green"><<He>> finds a bunch, their yellow skin criss-crossed by red veins.</span>
<<tending_pick blood_lemon 6 18>>
<br><br>
<<if $edenbloodmoon isnot 1>>
<<link [[Next|Eden Blood Moon]]>><<handheldon>><<set $edenbloodmoon to 1>><</link>>
<<else>>
<<link [[Next|Eden Clearing]]>><<endevent>><</link>>
<</if>>
<<else>>
<<wearProp "lemon">>
Eden searches the short trees for <<icon "tending/lemon.png">> lemons. <span class="green"><<He>> finds a bunch, nice and yellow.</span>
<<tending_pick lemon 6 18>>
<br><br>
<<link [[Next|Eden Clearing]]>><<endevent>><</link>>
<</if>>
<</if>><<location "forest">><<effects>><<wearProp "blood lemon">>
<<if $speech_attitude is "meek">>
"R-red lemons?" you ask, as <<he>> hands them to you.
<<elseif $speech_attitude is "bratty">>
"Strange looking lemons," you say, as <<he>> hands them to you.
<<else>>
"These lemons look strange," you say, as <<he>> hands them to you.
<</if>>
"Blood lemons," <<he>> answers, pointing up to the sky. A blood red moon hangs ominously above.
<br><br>
<<if $speech_attitude is "meek">>
"W-why is the moon red?" you ask.
<<elseif $speech_attitude is "bratty">>
"What's up with the moon?" you ask.
<<else>>
"Why's the moon red?" you ask.
<</if>>
<br>
"A natural phenomenon," <<he>> says, as you both start walking back to the cabin.
<br>
<<if $speech_attitude is "meek">>
"W-what do you mean?"
<<elseif $speech_attitude is "bratty">>
"Care to elaborate?"
<<else>>
"That's it?"
<</if>>
<br>
"It seems to make people act out. The wolves too," <<he>> says. "They're overreacting, though. Just using it as an excuse to indulge their base impulses."
<br><br>
A few minutes pass in silence, until Eden speaks.
<br><br>
"I've seen some people enter the forest on nights like these. Always in groups." <<He>> takes your arm and pulls you closer as <<he>> walks. "But they're easy enough to avoid."
<br><br>
Eden falls silent as the cabin comes into view.
<br><br>
<<link [[Next|Eden Clearing]]>><<endevent>><</link>><<set $outside to 1>><<set $location to "lake">><<effects>>
After reaching the lake, the two of you spend a few minutes on shore pumping some air into the raft. Once it's inflated, you both lower the raft onto the water and settle in, sitting across from each other.
Placing the air pump on the raft, Eden grabs the oars and starts rowing.
<br><br>
<<link [[Next|Eden Raft Intro 2]]>><</link>><<set $outside to 1>><<effects>>
<<if Time.season is "autumn">>
As the boat floats over the lake, you take some time to appreciate the scenery. The sounds of the gently flowing water put you at ease, and you're mesmerised as the falling autumn leaves surround you.
Glancing around, one of the leaves fall in your hair. Giggling, you brush it off.
<<elseif Time.hour gte 6 and Time.hour lte 8>>
As the boat floats over the lake, you take some time to appreciate the scenery. The sounds of the gently flowing water put you at ease, and the glow of the orange sun is mesmerising.
Glancing around, you see some swans swimming nearby. Looking closer, you notice that a pair of them has faced each other, forming a heart. You smile at the sight.
<<else>>
As the boat floats over the lake, you take some time to appreciate the scenery. The sounds of the gently flowing water put you at ease, and the view of the sky is enchanting.
Glancing around, a butterfly flits over and lands on your nose. You giggle at the ticklish sensation and brush it off.
<</if>>
<br><br>
<<link [[Next|Eden Raft Intro 3]]>><</link>><<set $outside to 1>><<effects>>
Suddenly, you notice that the once distant sound of chatter has disappeared. Looking around, you see nothing but trees and deduce that Eden must have brought the two of you into a relatively private section of the lake.
You turn your attention to <<him>>, realising that, in this moment, there is nothing but you, Eden and the beautiful <<if Time.season is "autumn">>falling leaves<<elseif Time.hour gte 6 and Time.hour lte 8>>sunset<<else>>sky<</if>>.
<br><br>
<<link [[Kiss Eden|Eden Raft Intro Kiss]]>><<npcincr Eden love 1>><</link>><<glove>>
<br>
<<link [[Just admire the scenery|Eden Raft Intro Admire]]>><</link>><<set $outside to 1>><<effects>>
Slowly, you shuffle closer to Eden. <<He>> looks confused, until you take <<him>> by surprise and capture <<his>> lips in a sweet kiss. For a second, <<he>> turns stiff, shocked at your bold actions, before <<he>> kisses you back with just as much force.
When the two of you break apart, <<he>> chuckles, shaking <<his>> head and turning to look at the <<if Time.season is "autumn">>falling autumn leaves<<elseif Time.hour gte 6 and Time.hour lte 8>>sunset<<else>>sky<</if>>. It really is a gorgeous sight, and you think Eden agrees.
<br><br>
<<link [[Next|Eden Raft Intro 4]]>><</link>><<set $outside to 1>><<effects>>
Turning your gaze back to the <<if Time.season is "autumn">>falling autumn leaves<<elseif Time.hour gte 6 and Time.hour lte 8>>sunset<<else>>sky<</if>>, you stare in wonder at its beauty. Stealing a glance at Eden, you think <<he>> agrees.
<br><br>
<<link [[Next|Eden Raft Intro 4]]>><</link>><<set $outside to 1>><<set $location to "cabin">><<effects>><<set $bus to "edenclearing">><<set $edenraftintro to 2>>
After spending some time over the water, you and Eden row back to the shore, deflating the raft and walking back to the cabin. As you help <<him>> hang the raft to dry, you smile to yourself, feeling happy that the both of you were able to share that moment together.
<br><br>
<i>You can now use the inflatable raft when visiting the lake with Eden.</i>
<br><br>
<<link [[Next|Eden Clearing]]>><<endevent>><</link>><<set $outside to 1>><<set $location to "lake">><<effects>>
The two of you walk to the lake, enjoying the calming scenery and sounds of the forest.
<br><br>
You look to Eden's hand. It's close enough to touch.
<br><br>
<<link [[Grab Eden's hand|Eden Forest Lake 2]]>><<set $phase to 1>><<npcincr Eden love 1>><</link>><<glove>><<handholdingvirginitywarning>><<NPCvirginitywarning "Eden" "handholding">>
<br>
<<link [[Just keep walking|Eden Forest Lake 2]]>><</link>>
<br><<set $outside to 1>><<effects>>
<<if $phase is 1>>
You clasp Eden's hand and hook your fingers through <<his>> own. You catch a quick blush on <<his>> face, before <<he>> brushes it off and pulls you closer.
<<takeHandholdingVirginity "Eden" "romantic">>
<br><br>
<</if>>
Soon enough, you both reach the lake. The <<if Weather.dayState is "night">>moonlight<<else>>sunlight<</if>> shimmers over the <<if Weather.isFrozen("lake")>>ice<<else>>water<</if>>.
<br><br>
<<link [[Walk around the lake|Eden Lake Walk]]>><</link>>
<br>
<<link [[Just admire the view|Eden View]]>><</link>>
<br>
<<if $edenraftintro is 2 and Time.season isnot "winter">>
<<link [[Use the raft|Eden Lake Raft]]>><</link>>
<</if>><<set $outside to 1>><<effects>><<rngWraith 1>>
You and Eden inflate the raft and push it onto the water. You spend the time basking in the peaceful scenery of the lake. <<stress -6>><<lstress>>
<br><br>
<<if _wraithEvent>>
You see someone standing out in the middle of the lake. Silver hair blows in the wind behind it,<<if ["haunt", "despair"].includes($wraith.state)>> and a pair of red eyes stare through you<<else>> and an ornate necklace of ivory hangs around its neck<</if>>. Your ears begin to ring as it slowly turns to you.
<br><br>
You turn to Eden, but <<nnpc_he "Eden">> doesn't react. You look back, and the figure is gone. <<stress 12>><<ggstress>><<trauma 4>><<gtrauma>>
<br><br>
<</if>>
<<link [[Go back to the cabin|Eden Clearing]]>><<endevent>><</link>><<set $outside to 1>><<effects>>
You and Eden sit together by the lake. <<He>> holds you close as you admire the view. It's calming, even more so that <<hes>> here with you right now. <<ltrauma>><<lstress>><<trauma -6>><<stress -6>>
<br><br>
After a while, <<he>> stands and offers <<his>> hand to you. "I think that's enough downtime for today," <<he>> says.
<br><br>
<<link [[Take Eden's hand|Eden Take Hand]]>><<npcincr Eden love 1>><<npcincr Eden dom 1>><</link>><<glove>><<handholdingvirginitywarning>><<NPCvirginitywarning "Eden" "handholding">>
<br>
<<link [[Just stand|Eden Stand]]>><<npcincr Eden love -1>><<npcincr Eden dom -1>><</link>><br>
<br><<set $outside to 1>><<effects>>
You take Eden's hand and <<he>> helps you stand. You walk back to the cabin together.<<takeHandholdingVirginity "Eden" "romantic">>
<br><br>
<<link [[Go back to the cabin|Eden Clearing]]>><<endevent>><</link>><<set $outside to 1>><<effects>>
You ignore Eden's hand and stand up. <<He>> looks a bit hurt, but doesn't press on it. You walk back to the cabin together.
<br><br>
<<link [[Go back to the cabin|Eden Clearing]]>><<endevent>><</link>><<set $outside to 1>><<effects>>
<<if C.npc.Eden.dom gte 75>>
You and Eden walk a few times around the lake, until <<he>> pulls you out of sight and pins you up against a tree. "We're all alone now," <<he>> whispers, grinding into you. <<His>> breath is teasingly close to your lips.
<<else>>
You and Eden walk a few times around the lake, until <<he>> pulls you into the trees and slides <<his>> hand over your waist. "We're all alone now," <<he>> whispers, as <<he>> nips your ear.
<</if>>
<br><br>
<<link [[Kiss Eden|Eden Lake Sex]]>><<set $sexstart to 1>><<npcincr Eden love 1>><<npcincr Eden dom 1>><</link>><<promiscuous1>>
<br>
<<link [[Push Eden away|Eden Lake Push]]>><<npcincr Eden love -1>><<npcincr Eden dom -1>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>>
<<healthMultiplier>>
<<promiscuity1>>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemyanger += 50>>
<<healthMultiplier>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Eden Lake Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Eden Lake Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "lake">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<npcincr Eden lust -20>>
"We should come here more often," <<he>> laughs. <<He>> pulls you close and you head back to the cabin together.
<<elseif $enemyhealth lte 0>>
"You ungrateful slut," <<he>> says. "Maybe I should just drown you in the lake!" <<He>> winces and holds <<his>> side. "I need to get something for this."
<br><br>
<<He>> yanks your arm and pulls you back to the cabin with <<him>>.
<<elseif $finish is 1>>
"Afraid someone will catch us?" <<He>> smirks as <<he>> pulls away. <<He>> holds you close and you both head back to the cabin.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Go back to the cabin|Eden Clearing]]>><</link>><<set $outside to 1>><<effects>>
You put your hands to <<his>> chest and push <<him>> off you.
<<if C.npc.Eden.love - C.npc.Eden.lust gte 1>>
Eden sighs in disappointment, but relents.
<br><br>
After a while, you head back to the cabin together.
<br><br>
<<link [[Go back to the cabin|Eden Clearing]]>><<endevent>><</link>>
<<else>>
<<He>> pushes your arm down and pulls you closer.
<br><br>
<<link [[Next|Eden Lake Sex]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<effects>>
You nod, watching as <<he>> enters the cabin.
<br><br>
<<link [[Next|Eden Clearing]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "cabin">><<effects>>
<<if $speech_attitude is "meek">>
"Please let me help. You've already been through enough today," you plead.
<<elseif $speech_attitude is "bratty">>
"I'll take care of your wounds. Just get inside."
<<else>>
"I could help you take care of your wounds, if you want."
<</if>>
<br>
Eden's face softens at your words. <<He>> spares a quick glance into the forest, then follows you into the cabin.
<br><br>
<<if $speech_attitude is "meek">>
You walk to the dining table and pull out a chair, motioning for <<him>> to take a seat.
<<elseif $speech_attitude is "bratty">>
Grabbing <<his>> arm carefully, you lead Eden to the dining table and pull out a chair, motioning for <<him>> to take a seat.
<<else>>
You walk to the dining table and pull out a chair, waiting for <<him>> to take a seat.
<</if>>
<br>
<<He>> settles down with an exhausted groan, clearly worn out from the work <<he>> did, and <<his>> tussle with the wolves. You scurry around the cabin, grabbing a washcloth and a roll of bandages.
<br><br>
Carefully, you lift Eden's shirt over <<his>> head, peeling off the damp fabric. <<His>> body is caked with dirt and sweat. Using the damp washcloth, you gently wipe down <<his>> skin.
Upon closer inspection, <<his>> wounds are thankfully rather shallow. Despite this, your hands shake with nervousness as you work.
Setting the washcloth aside, you reach for the bandages sitting on the table. Just as your hand hovers over them, Eden stops you, grabbing your arm. <<His>> grip is firm, but gentle.
<br><br>
"I can do that myself."
<br><br>
<<link [[Insist|Eden Wounds Insist]]>><<npcincr Eden love 1>><<npcincr Eden dom 1>><</link>><<glove>><<gdom>>
<br>
<<link [[Relent|Eden Wounds Relent]]>><</link>><<effects>>
<<if $speech_attitude is "meek">>
"Oh, alright," you say, hanging your head. "As long as you're going to be okay."
<<elseif $speech_attitude is "bratty">>
"Fine," you say, pulling your hand back. "But let me know if you need anything."
<<else>>
"Okay," you say, pulling your hand back.
<</if>>
<br><br>
Eden gives you a gentle smile, and makes quick work of wrapping up <<his>> wounds.
<br><br>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>><<effects>>
<<if $speech_attitude is "meek">>
"Please, let me take care of you," you plead, looking into <<his>> eyes.
<<elseif $speech_attitude is "bratty">>
"No." You pull your wrist out of <<his>> grasp. "You're hurt, and clearly exhausted. I'm going to take care of you."
<<else>>
"Please, let me help."
<</if>>
<br><br>
Eden seems amused by your stubbornness, letting out a breathy chuckle.
"If you insist." <<He>> leans back and lets you continue.
<br><br>
<<if $salve gte 1>>
<<link [[Use salve|Eden Wounds Salve]]>><<npcincr Eden love 1>><<npcincr Eden dom 1>><</link>><<glove>><<gdom>>
<br>
<</if>>
<<link [[Finish up|Eden Wounds Finish]]>><</link>><<effects>>
<<if currentSkillValue('tending') gte 150>>
You skilfully wrap up <<his>> wounds. Eden looks impressed by your handiwork.
<<else>>
You carefully wrap up <<his>> wounds, but the bandages end up loose in some places and too tight in others. Eden seems to appreciate your efforts regardless.
<</if>>
<br><br>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>><<effects>>
<<set $salve -= 1>>
In the process of wrapping <<his>> wounds, your mind drifts back to the salves you made. You quickly undo the bandages, and Eden shoots you a confused look.
<br><br>
<<if $speech_attitude is "meek">>
"I-I just remembered. I made salves."
<<elseif $speech_attitude is "bratty">>
"Hang on, I just remembered the salve I made."
<<else>>
"I just remembered that I made some salves."
<</if>>
<br><br>
Rushing to a nearby cabinet, you grab one of the jars and return to Eden. Gathering some on your fingers, you carefully apply the salve to <<his>> deeper wounds. Eden releases a small hiss at the pain, but otherwise doesn't stop you.
Taking the hint, you continue, making sure to apply the salve as gently as possible. Over time, Eden starts to relax at your soft touch. In fact, by the time you're done, <<hes>> almost dozing off.
<br><br>
<<link [[Kiss Eden's wounds|Eden Wounds Kiss]]>><<npcincr Eden love 1>><<npcincr Eden dom 1>><</link>><<glove>><<gdom>>
<br>
<<link [[Don't kiss|Eden Wounds No Kiss]]>><</link>><<effects>>
With Eden barely conscious, you lean over and press a quick kiss to the bandages on <<his>> chest. Eden opens <<his>> eyes to look at you.
<br><br>
"Was that necessary?" <<he>> asks.
<br>
"Yes." You smile.
<br>
Seeing your happy expression, <<he>> returns a faint smile to you. <<He>> leans back in <<his>> chair and shuts <<his>> eyes again. <<He>> must be exhausted.
<br><br>
<<link [[Next|Eden Wounds No Kiss]]>><</link>><<effects>><<wearProp "solo cup">>
Grabbing a cup of water from the kitchen, you walk over to Eden and gently shake <<him>> awake. <<He>> jerks slightly in surprise, but relaxes once <<he>> sees you. You hand <<him>> the cup, watching as <<he>> takes a drink.
<br><br>
<<if $speech_attitude is "meek">>
"I-I think you should rest more today," you say, watching as <<he>> sets the cup on the table.
<<elseif $speech_attitude is "bratty">>
"You should take it easy today," you say, watching as <<he>> sets the cup on the table.
<<else>>
"I don't think you should push yourself today," you say, watching as <<he>> sets the cup on the table.
<</if>>
<br>
"No promises," <<he>> replies, standing up. As <<he>> walks past you, <<he>> pulls you close and lays a quick kiss on your forehead. "Thanks," <<he>> says, walking off and leaving you by the dining table.
<br><br>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>><<effects>>
Eden takes notice. "Storm making you jumpy?" <<he>> asks with a belittling grin.
<br><br>
<<if $speech_attitude is "meek">>
"Um, well, maybe a bit actually." You twist your hands together. "There's nothing to worry about out here, r-right?"
<<elseif $speech_attitude is "bratty">>
"Of course not, I was just startled, that's all," you scoff. "Wait, has nothing ever scared you out here?"
<<else>>
"The forest is scary enough without a storm blowing through," you reply. "Doesn't anything ever bother you out here, Eden?"
<</if>>
<br><br>
<<He>> grunts in acknowledgement, though <<he>> still takes <<his>> time to answer. "Well, I'm not afraid of much," Eden says. "Especially not storms." <<He>> pauses to regard your disappointed pout before wiping <<his>> hands on a clean rag. "But since you're curious," <<he>> says again. "There is something that comes to mind."
<br><br>
<<link [[Ask to hear the story|Eden Story Begins]]>><<pass 10>><</link>>
<br>
<<link [[Decline|Eden Story Decline]]>><</link>><<effects>>
Your eyes light up with piqued interest. "Alright, let's hear it."
<br><br>
Eden offers you a smile, then begins. "I tried a new trail one day to look for firewood. Eventually I came into a clearing that overlooked the lake. Once I started working, I got hit by a real odd feeling that just lingered."
<br><br>
<<if $speech_attitude is "meek">>
A shiver rolls down your spine. "A f-feeling? Wh-what kind of feeling?"
<<elseif $speech_attitude is "bratty">>
"A feeling?" You roll your eyes. "You got spooked by some random thing you couldn't even see?"
<<else>>
"What sort of feeling?" you ask, inching closer.
<</if>>
<br><br>
"It wasn't just any feeling." <<His>> voice is low. "It was foreboding, like... like I had entered the home of something filled with hate. Hate for me, and others like me."
<br>
"<<if C.npc["Black Wolf"].init is 1>>Like the Black Wolf<<else>>Could it be another <<nnpc_title "Eden">><</if>>?" you ask.
<br>
"No. Something much, much more dangerous."
<br><br>
You sink into your chair.
<br><br>
"Just as I was about to shrug it off, out the corner of my eye, I caught a shadow scurrying across the clearing."
<br><br>
You stare at Eden with wide eyes.<<stress 10>><<gstress>>
<br><br>
"I never could focus on it long enough to take a good look, but it was tall, person-sized. At least it was, before it dropped to all fours and started crawling."
<br><br>
<<if $speech_attitude is "meek">>
You cover your ears with your hands. "No more! You're gonna give me bad dreams!"
<<else>>
"What happened next?" You try to hide your fear. "What did you do?"
<</if>>
<br><br>
Thunder rips through the cabin, causing you to wince.
<br><br>
<<link [[Next|Eden Story Continues]]>><</link>><<effects>>
Eden smirks at your obvious discomfort. "I left immediately. It wasn't very long before I realised it was following me. That thing breathed down my neck the entire time. Sometimes I heard a voice that almost sounded familiar in the distance. Other times, it whispered in my ear."
<br><br>
"It wanted a reaction. Every fibre of my being told me to ignore it, don't look at it, so I didn't. That continued until I got far enough from the clearing, maybe a few kilometres. All at once, the odd feeling stopped, and that thing was gone."
<br>
"Have you been back since?" you ask.
<br>
"Nope," Eden says, settling back into <<his>> work. "Don't reckon I will be, either."
<br><br>
You listen to the storm outside, mind racing. "Did that really happen, or did you just make it up to scare me?"
<br><br>
Eden walks over to the fireplace to hang <<his>> gun above the mantel. In two long strides <<he>> stands before you. You step back, but <<he>> catches you around your waist.
<<if $worn.neck.collared is 1>>
Your cheeks burn as Eden roughly grabs your collar between <<his>> fingers.
<<else>>
Your cheeks burn as Eden roughly captures your chin between two fingers.
<</if>>
<br><br>
<<He>> slowly rubs your bottom lip with <<his>> calloused thumb. The cabin is dark save for the embers in the fire and the occasional flashes of distant lightning. You can't see <<his>> eyes, even this close, but you can still feel the weight of <<his>> gaze. "Best to stay close to me while we're out there together, little <<girl>>. Remember that there are worse things than me in this world."
<br><br>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>><<effects>>
You continue watching the storm through the window. "Maybe some other time."
<br><br>
"Suit yourself." Eden returns to <<his>> work without another word.
<br><br>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "cabin">><<effects>><<wearProp "halloween">>
Orange autumn leaves decorate the trees of the forest, covering the ground and crunching under your feet as you approach Eden, the hamper of sweets in your hands. <<He>> momentarily looks up from <<his>> work to regard you, but stops when <<he>> notices what you're holding.
<br><br>
<<if $speech_attitude is "meek">>
"H-Happy Halloween," you say, holding the hamper out to <<him>>.
<<elseif $speech_attitude is "bratty">>
"Happy Halloween," you say, pushing the hamper into <<his>> hands.
<<else>>
"Happy Halloween," you say, passing the hamper to <<him>>.
<</if>>
<br><br>
"Sweets?" <<he>> asks, looking your gift over. "This is unexpected."
<br>
<<if $speech_attitude is "meek">>
"Well, s-since you don't trick-or-treat, I thought I could bring the sweets to you," you say.
<<elseif $speech_attitude is "bratty">>
"Even if you don't go trick-or-treating, there's no reason not to have sweets," you say.
<<else>>
"I just thought you'd appreciate it since you don't go trick or treating," you say.
<</if>>
<br><br>
Eden glances at the hamper again, an unsure but grateful look in <<his>> eyes. "Thanks," <<he>> says. "It's nice, not that I eat a lot of sweets anyway."
As <<he>> walks to the kitchen to store the hamper away, you notice a knife and a few pumpkins on the dining table, their stark orange hue reminding you of the seasonal foliage.
<br><br>
Eden notices your gaze and stops, placing the hamper down. "I was planning on making pumpkin pie," <<he>> says, eyeing the spread on the table.
<br><br>
<<link [[Ask to carve pumpkins|Eden Carve]]>><</link>>
<br>
<<link [[Nod|Eden Nod]]>><</link>><<effects>>
You nod your head in response. Eden opens a nearby cabinet to store the sweets away, but suddenly changes <<his>> mind and looks to you.
<br><br>
"Why don't you share these with me," <<he>> asks.
<br><br>
<<link [[Accept|Eden Sweets]]>><</link>>
<br>
<<link [[Refuse|Eden Sweets Refuse]]>><</link>><<effects>>
You shake your head.
<<if $speech_attitude is "meek">>
"I-I bought these sweets for you."
<<elseif $speech_attitude is "bratty">>
"I got these sweets for you. It's yours."
<<else>>
"I bought the sweets for you."
<</if>>
<br><br>
Eden shrugs and stores the hamper in the cabinet. <<He>> goes over to you and kisses your forehead.
<br>
"Thanks again," <<he>> says, before walking away.
<br><br>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>><<effects>>
"Can we carve pumpkins?" you ask.
<br><br>
"What?" <<he>> questions, pulling an incredulous expression. "I was saving these for pie, not carving."
<br>
<<if $speech_attitude is "meek">>
"Please?" you say.
<<elseif $speech_attitude is "bratty">>
"Oh come on, it's Halloween!" you say.
<<else>>
"But it's Halloween," you say.
<</if>>
<br><br>
Eden sighs and looks away, considering for a moment, before looking back to you. "Fine," <<he>> says. "But we're only using two of them."
<br><br>
You smile at <<him>> in thanks and walk over.
<br><br>
<<link [[Next|Eden Carve 2]]>><<pass 20>><</link>><<effects>>
Grabbing a knife, you and Eden sit at opposite ends of the dining table. You decide to carve
<br><br>
<<link [[Something scary|Eden Carve 3]]>><<set $phase to 0>><</link>>
<br>
<<link [[Something cute|Eden Carve 3]]>><<set $phase to 1>><</link>>
<br>
<<link [[Eden|Eden Carve 3]]>><<set $phase to 2>><</link>><<effects>>
Using your knife, you whittle away at the surface of the pumpkin.
<<if currentSkillValue('tending') gte 150>>
<<if $phase is 0>>
It takes a while, but the finishing result looks rather scary.
<<elseif $phase is 1>>
It takes a while, but the finishing result looks rather cute.
<<elseif $phase is 2>>
It takes a while, but the finishing result looks relatively similar to Eden.
<</if>>
<<else>>
<<if $phase is 0>>
You try your best, but the carving doesn't look very scary.
<<elseif $phase is 1>>
You try your best, but the carving doesn't look very cute.
<<elseif $phase is 2>>
You try your best, but the carving doesn't look very similar to Eden.
<</if>>
<</if>>
<br><br>
Stepping back from your work, you walk over to Eden to look at <<his>> creation. It seems <<hes>> carved the image of a deer into the pumpkin. It looks quite skilfully done, no doubt from how experienced <<he>> is with <<his>> hands.
<br><br>
<<if $speech_attitude is "meek">>
"Y-your pumpkin looks cute," you say.
<<elseif $speech_attitude is "bratty">>
"That's a cute pumpkin," you say.
<<else>>
"That pumpkin looks cute," you say.
<</if>>
<br><br>
Eden turns <<his>> head to face you. "If pumpkins are cute, maybe I should start calling you pumpkin too," <<he>> laughs, playfully smacking your ass.
<br><br>
<<link [[Next|Eden Carve 4]]>><</link>><<effects>>
After a while, Eden drops <<his>> knife and walks over to you, evaluating your carving.
<br><br>
<<if currentSkillValue('tending') gte 150>>
<<if $phase is 0>>
"Wow, that's scary," <<he>> says. <<He>> looks impressed.
<<elseif $phase is 1>>
"Wow, that's cute," <<he>> says. <<He>> looks impressed.
<<elseif $phase is 2>>
<<He>> drinks in your work with a look of slight surprise on <<his>> face, almost unbelieving of what <<he>> sees.
"Is that me?" <<he>> asks, turning <<his>> head to you.
<br>
<<if $speech_attitude is "meek">>
You nod your head.
<<elseif $speech_attitude is "bratty">>
"Yeah," you say.
<<else>>
"Yes," you say.
<</if>>
<br><br>
"That's good," <<he>> says, nodding slightly.
<</if>>
<<else>>
<<He>> stares at it for a bit, trying to discern what it's supposed to be.
<br>
<<if $phase is 0>>
"It's supposed to be scary," you say.
<<elseif $phase is 1>>
"It's supposed to be cute," you say.
<<elseif $phase is 2>>
"It's supposed to be you," you say.
<</if>>
<br><br>
Eden shoots you a smirk. "It's a good effort," <<he>> says, patting you on the head.
<</if>>
<br><br>
<<link [[Next|Eden Carve 5]]>><</link>><<effects>>
After a short deliberation, the both of you decide to decorate the cabin with your work. Eden opens the wooden door and you feel the cool autumn air hit your face.
<br><br>
<<He>> places the pumpkins near the entrance. They add a slight festive touch, contrasting the austere nature of the cabin.
<br><br>
When you're done admiring your work, you and Eden walk back inside. Looking to the table again, your eyes are drawn to the hamper of sweets.
<br><br>
<<if $speech_attitude is "meek">>
"Y-you haven't eaten the sweets yet," you say.
<<elseif $speech_attitude is "bratty">>
"Hey, you still haven't tried the sweets yet," you say.
<<else>>
"You haven't tried the sweets yet," you say.
<</if>>
<br><br>
Eden looks to the table, seemingly contemplating something. "Why don't you share them with me?" <<he>> asks.
<br><br>
<<link [[Accept|Eden Sweets]]>><</link>>
<br>
<<link [[Refuse|Eden Sweets Refuse]]>><</link>><<effects>>
You accept Eden's offer and walk to the table. Grabbing one of the knives, <<he>> cuts open the hamper's protective plastic and reaches for a small box tucked within its centre.
<br><br>
Upon opening, you both find that it's filled with creamy chocolate. Its delectable scent wafts up your nose and your mouth waters in response.
<br><br>
Taking a piece, Eden brings it to <<his>> mouth.
<br><br>
<<link [[Snatch it from Eden|Eden Sweets 2]]>><<set $phase2 to 1>><</link>>
<br>
<<link [[Let Eden eat it|Eden Sweets 2]]>><</link>><<effects>>
<<if $phase2 is 1>>
Just before the chocolate enters <<his>> mouth, you snatch it from Eden and gobble it up.
<br><br>
"Hey!" Eden exclaims, turning to you.
<br>
<<if $speech_attitude is "meek">>
"Y-you told me we were sharing," you tease.
<<elseif $speech_attitude is "bratty">>
"What? You did tell me we were sharing," you tease.
<<else>>
"You told me we were sharing," you tease.
<</if>>
<br><br>
Eden opens <<his>> mouth to retort, but stops. <<His>> eyes glint and a mischievous smirk spreads across <<his>> face. "Okay. We're sharing," <<he>> says, slowly and tantalisingly swiping <<his>> finger over one of the chocolates.
<br><br>
<<He>> brings <<his>> chocolate-coated finger up to your mouth, looking at you with heated eyes.
<br><br>
"Come on," <<he>> says. "I know you want to."
<<else>>
You watch Eden eat the piece of chocolate. <<He>> seems to enjoy its sweetness.
<br><br>
"Haven't eaten chocolate in a while," <<he>> says. Turning to you, <<he>> offers you the box. "Want one?"
<br><br>
You're about to reply, before Eden perks up. <<His>> eyes glint and a mischievous smirk spreads across <<his>> face. "I think I can make this more interesting," <<he>> says, slowly and tantalisingly swiping <<his>> finger over one of the chocolates.
<br><br>
<<He>> brings <<his>> chocolate-coated finger up to your mouth, looking at you with heated eyes.
<br><br>
"Come on," <<he>> says. "I know you want to."
<</if>>
<br><br>
<<link [[Lick Eden's finger|Eden Sweets Lick]]>><</link>>
<br>
<<link [[Refuse|Eden Sweets Lick Refuse]]>><</link>><<effects>>
You turn your face away. Eden chuckles at you, before licking the chocolate off <<his>> finger and kissing you on the forehead.
<br><br>
"Thanks for the sweets," <<he>> says. Grabbing the hamper, <<he>> stores it in a nearby cabinet and walks away.
<br><br>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>><<effects>>
You slowly encase your mouth around <<his>> finger. Using your tongue, you lick and suck the chocolate off. Eden stares at you hungrily, holding your gaze the entire time.
<br><br>
"Good <<girl>>," <<he>> says, sliding <<his>> finger down your tongue and popping it out of your mouth. <<He>> reaches into the box.
<br><br>
"Since you did so well with that," <<he>> says, picking up a piece and placing it between <<his>> teeth. <<He>> pulls you closer.
<br><br>
<<link [[Kiss Eden|Eden Sweets Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<link [[Pull away|Eden Sweets Pull Away]]>><</link>><<effects>>
You pull away from Eden's hold. <<He>> chuckles at you, before finishing the chocolate <<himself>> and kissing you on the forehead.
<br><br>
"Thanks for the sweets," <<he>> says. Grabbing the hamper, <<he>> stores it in a nearby cabinet and walks away.
<br><br>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>>
<<set $enemyhealth to 600>>
<<set $enemyhealthmax to 600>>
<<healthMultiplier>>
<<takeKissVirginity "Eden" "romantic">>
You kiss Eden back. The taste of chocolate permeates your mouth as <<his>> tongue meets yours. <<He>> separates from you, breathing heavily while lowering you onto the cabin floor.
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<span id="next">
<<if _combatend>>
<<link [[Next|Eden Sweets Sex Finish]]>><</link>>
<<else>>
<<link [[Next|Eden Sweets Sex]]>><</link>>
<</if>>
</span><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<npcincr Eden lust -20>><<npcincr Eden love 1>>
"You're so much sweeter than chocolate," Eden whispers, holding you close to <<his>> chest and stroking your hair.<<glove>><<llust>>
<<elseif $enemyhealth lte 0>>
"You could've just said no," Eden says, pulling away from you.
<<llove>><<npcincr Eden love -1>>
<<elseif $finish is 1 or $phase is 1>>
Eden pulls away. A look of frustration adorns <<his>> face, but <<he>> doesn't push you.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Eden>><<person1>>
<<link [[Next|Eden Sweets 6]]>><</link>><<effects>>
The cabin is silent, save for the sound of Eden shuffling off the floor. <<He>> extends <<his>> hand towards you and helps pull you up. Sitting you on a nearby chair, <<he>> gently lifts your chin and plants a soft kiss on your lips.
<br><br>
"Thanks for the sweets," <<he>> says. <<He>> grabs the hamper off the table. "And for celebrating Halloween with me."
<br><br>
<<He>> stores the sweets in a nearby cabinet and walks away, leaving you with the lingering feeling of <<his>> touch and the faint taste of chocolate on your tongue.
<br><br>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>><<set $outside to 1>><<set $location to "cabin">><<effects>>
<<if $phase is 0 and $exposed gte 1 and !$daily.eden.exposed>>
<<His>> gaze lingers on your <<lewdness>>. "I don't want you alone like that."
<br><br>
<<link [[Go inside|Eden Cabin]]>><<endevent>><</link>>
<br>
<<link [[Stay outside|Eden Clearing]]>><<endevent>><<set $daily.eden.exposed to 1>><</link>>
<<elseif $phase is 0>>
<<He>> disappears between the trees.
<br><br>
<<link [[Next|Eden Clearing]]>><<endevent>><</link>>
<br>
<<else>>
"Don't be ridiculous," <<he>> says. "Predators have learned to stay away from the cabin. You'll be safe here."
<br><br>
<<if $speech_attitude is "meek">>
"I only feel safe with you," you say.
<<elseif $speech_attitude is "bratty">>
"Maybe if you left your gun here I would be," you say.
<<else>>
"Are you sure I'll be safe here alone?" you say.
<</if>>
<br><br>
<<if C.npc.Eden.love gte 50>>
"Fine," <<he>> says. "But be quiet and stay close to me. Bring a basket too, you can keep an eye out for berries."
<br><br>
<<if $exposed gte 1>>
As you walk up join <<him>>, Eden sweeps <<his>> eyes over your body, drinking in your exposed form. "You should put on some clothes next time," <<he>> says, tugging you closer.
<br><br>
<</if>>
<<link [[Next|Eden Hunt]]>><</link>>
<<else>>
"I can't hunt and keep watch over you at the same time," <<he>> says. "That's final."
<br><br>
<i>If <<he>> liked you more <<he>> might be more amenable to your request.</i>
<br><br>
<<link [[Next|Eden Hunting]]>><<set $phase to 0>><</link>>
<br>
<</if>>
<</if>><<location "forest">><<effects>>
You walk into the forest, keeping close behind Eden.
<<if $worn.neck.collared is 1>>
<<He>> grips your leash, pulling you along.
<<if $speech_attitude is "meek">>
"You're hurting my neck," you whisper. "I promise to be good."
<<elseif $speech_attitude is "bratty">>
"I won't find any berries if you drag me like this," you whisper.
<<else>>
"You can drop my leash. I promise I'll stay close," you whisper.
<</if>>
<<He>> looks at you, considers for a moment, then drops the leash.
<</if>>
<br><br>
<<He>> seems to know where <<hes>> going, but you soon lose your sense of direction.
<<pass 1 hour>>
<<He>> stops to check small traps. Most are empty but one contains a dead rabbit, which <<he>> ties to <<his>> belt.
<br><br>
<<pass 1 hour>>More time passes, until <<he>> comes to an abrupt stop. "I've got you now," <<he>> whispers, <<his>> pace lowering to a creep. <<He>> glances at you. "Wait here. Don't move an inch." <<He>> disappears between the trees. You look around, but don't see any sign of whatever has <<him>> excited. You do, however, see a bush full of ripe berries. Eden hasn't noticed them.
<br><br>
<<icon "tending/blackberry.png">><<link [[Get the berries|Eden Hunt 2]]>><<set $phase to 0>><<endevent>><</link>>
<br>
<<refuseicon>><<link [[Stay close to Eden|Eden Hunt 2]]>><<set $phase to 1>><</link>>
<br><<location "forest">><<effects>>
<<if $phase is 0>>
You sneak over to the bush, careful not to disturb a single twig. Once there you pick the fruit and fill the basket. Satisfied, you start sneaking back to Eden.
<br><br>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - ($allure))>>
<<set $daily.eden.huntCaught to 1>>
<<if $rng gte 81 and $bestialitydisable is "f" and $voredisable is "f">>
You round a tree and come face to face with a pair of eyes, hovering just inches from your face. All strength drains from your muscles, and you collapse to the ground. The snake slithers onto the forest floor.
<<set $trance to 1>>
<br><br>
<<link [[Next|Eden Hunt Snake]]>><<set $molestationstart to 1>><</link>>
<br>
<!-- Modified for monster people -->
<<elseif $rng gte 41>>
<<beastNEWinit 1 wolf>>
<<if $monster is 1 or $bestialitydisable is "f">>
A <<beasttype>> emerges from between the trees, teeth bared.
<<if $monster is 1>>
<<bHis>> gaze meets yours. "Hush hush, prey. <<nnpc_Title "Eden">> won't save you."
<</if>>
Eden would hear your screams from here, but won't be happy with you.
<br><br>
<<link [[Next|Eden Hunt Wolf]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<endevent>>
<<generate1>><<generate2>>Something presses against your back. "What have we here?" the <<person1>><<person>> says. <<Hes>> holding a gun to your back.
<br><br>
A <<person2>><<person>> puts a hand on your shoulder, "Turn around, <<girl>>. Now, what's a little thing like you doing all alone in the forest?"
<br><br>
<<person1>>"It's dangerous out here," the <<person>> interjects. "But it's okay, we can keep you safe." <<He>> grabs your <<bottom>> and pulls you closer.
<br><br>
Eden would hear your screams from here, but won't be happy with you.
<br><br>
<<link [[Next|Eden Hunt Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<<else>>
<<generate1>><<generate2>>Something presses against your back. "What have we here?" the <<person1>><<person>> says. <<Hes>> holding a gun to your back.
<br><br>
A <<person2>><<person>> puts a hand on your shoulder, "Turn around, <<girl>>. Now, what's a little thing like you doing all alone in the forest?"
<br><br>
<<person1>>"It's dangerous out here," the <<person>> interjects. "But it's okay, we can keep you safe." <<He>> grabs your <<bottom>> and pulls you closer.
<br><br>
Eden would hear your screams from here, but won't be happy with you.
<br><br>
<<link [[Next|Eden Hunt Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<<else>>
<<npc Eden>><<person1>>
<<link [[Next|Eden Hunt 3]]>><<set $phase to 0>><</link>>
<br>
<</if>>
<<elseif $phase is 1>>
You were told to stay still, so that's what you do. You wait a couple of minutes before a gunshot sounds through forest.
<br><br>
<<link [[Next|Eden Hunt 3]]>><<set $phase to 2>><</link>>
<br>
<</if>><<location "forest">><<effects>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<set $combat to 1>>
<<molested>>
<<controlloss>>
<<set $enemytype to "vore">>
<<set $vorestage to 1>>
<<set $vorecreature to "snake">>
<<set $vorestrength to 1>><<set $position to "doggy">>
<<set $timer to 15>>
<<resetLastOptions>>
<<getCombatDefaultsType>>
<</if>>
<<if $timer is 12>>
<<set $trance to 0>>
You break free from the trance, and realise the snake is trying to eat you!
<</if>>
<<voreeffects>>
<<vore>>
<<voreactions>>
<<if $timer lte 0 or $vorestomach gte 5>>
<span id="next"><<link [[Next|Eden Hunt Snake Finish]]>><</link>></span><<nexttext>>
<<elseif $vorestage lte 0>>
<span id="next"><<link [[Next|Eden Hunt Snake Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Eden Hunt Snake]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<set $trance to 0>>
<<if $timer lte 0 or $vorestomach gte 5>>
<<if $vorestage gte 5>>
The walls of the snake's innards tear open. Eden stands there, knife in hand, carving open the beast until you're freed.
<<else>>
The snake hisses and spits you out. It flees into the undergrowth, trailing blood.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Eden>><<person1>>Eden plants <<his>> knife into the ground and grasps your arm.
<<if C.npc.Eden.love gte 80>>
<<He>> pins you up against a tree. "Fucking snake touching what's mine."
<<else>>
<<He>> bends you over <<his>> knee. "I was so close to catching that deer," <<he>> says. "And you fucking ruined it."<<llove>><<npcincr Eden love -1>>
<</if>>
<br><br>
<<link [[Next|Eden Hunt Punishment]]>><<set $molestationstart to 1>><</link>>
<<else>>
<<tearful>> you haul yourself out of the $vorecreature's maw. Deciding you aren't an appropriate meal, it disappears into the undergrowth.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Eden>><<person1>>
<<link [[Next|Eden Hunt 3]]>><<set $phase to 0>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<npcspank>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemyanger += 200>>
<<healthMultiplier>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or $enemyanger lte 0>>
<span id="next"><<link [[Next|Eden Hunt Punishment Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Eden Hunt Punishment]]>><</link>></span><<nexttext>>
<</if>><<location "forest">><<effects>>
<<if $phase is 0>>
<<if $rng gte 91>>
You find Eden slinging a deer over <<his>> shoulder. <<He>> sees the basket full of fruit in your hands and smiles. "We've done very well today," <<he>> says. "Maybe you're good luck."<<gglove>>
<<else>>
You find Eden crouched and frowning. "I let it get away," <<he>> says. <<He>> sees the basket of fruit in your hands and smiles. "At least we have something."<<gglove>>
<</if>>
<<npcincr Eden love 5>>
<<elseif $phase is 1>>
<<wearProp "basket">>
You pick up the basket of fruit. "At least we got something," Eden says.
<<elseif $phase is 2>>
<<if $rng gte 91>>
Eden appears between the trees, deer slung over <<his>> shoulder. "Knew I'd get it. Maybe you're a good luck charm."
<br><br>
<<if $speech_attitude is "meek">>
"I found some berries, but I lost sight of them," you say. "I'm sorry."
<<elseif $speech_attitude is "bratty">>
"There's a bush full of berries around here somewhere," you say.
<<else>>
"I saw a bush full of berries," you say. "But I can't see it now."
<</if>>
<br><br>
<<He>> shrugs. "I'm no good at hunting fruit. Besides, we're good for today."
<<else>>
Eden appears between the trees, frowning. "I let it get away," <<he>> says.
<br><br>
<<if $speech_attitude is "meek">>
"I found some berries, but I lost sight of them," you say. "I'm sorry."
<<elseif $speech_attitude is "bratty">>
"There's a bush full of berries around here somewhere," you say.
<<else>>
"I saw a bush full of berries," you say. "But I can't see it now."
<</if>>
<br><br>
<<He>> shrugs. "I'm no good at hunting fruit. We have something at least." <<He>> pats the rabbit on <<his>> belt.
<</if>>
<</if>>
<br><br>
<<pass 2 hours>>You follow Eden through the forest, back to the safety of <<his>> cabin.
<br><br>
<<link [[Next|Eden Clearing]]>><<endevent>><</link>>
<br><<location "forest">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<npcincr Eden lust -20>>
<<He>> pants from the exertion. "I hope you've learnt your lesson."
<br><br>
<<tearful>> you avoid <<his>> gaze.
<<elseif $enemyhealth lte 0>>
"You ungrateful slut," <<he>> says. "Maybe I should throw you out and leave you to the wolves!" <<He>> winces and holds <<his>> side. "I need to get something for this."
<br><br>
<<tearful>> you gather yourself.
<<else>>
<<He>> looks mollified, and releases you. "I hope you've learnt your lesson."
<br><br>
<<tearful>> you avoid <<his>> gaze.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Eden>><<person1>>
<<link [[Next|Eden Hunt 3]]>><<set $phase to 1>><</link>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<set $enemytrust -= 40>>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Eden Hunt Wolf Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Eden Hunt Wolf]]>><</link>></span><<nexttext>>
<</if>><<location "forest">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
The <<beasttype>> grunts in satisfaction, and leaves you lying between the trees.
<br><br>
<<tearful>> you continue back to Eden.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Eden>><<person1>>
<<link [[Next|Eden Hunt 3]]>><<set $phase to 0>><</link>>
<<elseif $enemyhealth lte 0>>
The <<beasttype>> yelps and flees into the forest.
<br><br>
<<tearful>> you continue back to Eden.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Eden>><<person1>>
<<link [[Next|Eden Hunt 3]]>><<set $phase to 0>><</link>>
<<else>>
A gun fires nearby, startling the <<beasttype>> into fleeing. Eden marches towards you.
<<clotheson>>
<<endcombat>>
<<npc Eden>><<person1>>
<<if C.npc.Eden.love gte 80>>
<<He>> grabs your arms and pins you up against a tree. "Fucking animal laying its paws on what's mine."
<<else>>
<<He>> grasps your arm and bends you over <<his>> knee. "Stupid <<bitch>>, I was so close to catching that deer."
<</if>>
<br><br>
<<link [[Next|Eden Hunt Punishment]]>><<set $molestationstart to 1>><</link>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Eden Hunt Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Eden Hunt Molestation]]>><</link>></span><<nexttext>>
<</if>><<location "forest">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Finished with you, they shove you to the ground. "See ya around, slut."
<br><br>
<<tearful>> you struggle to your feet and continue back to Eden.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Eden>><<person1>>
<<link [[Next|Eden Hunt 3]]>><<set $phase to 0>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
"This <<bitch>> is crazy," says the <<person1>><<person>>, clutching <<his>> arm. "I think I need to get this looked at."
<br><br>
The other nods in agreement, "<<pShe>> ain't worth it." They stagger into the forest.
<br><br>
<<tearful>> you continue back to Eden.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Eden>><<person1>>
<<link [[Next|Eden Hunt 3]]>><<set $phase to 0>><</link>>
<br>
<<else>>
A gunshot sounds and a bullet smashes into a nearby tree, startling the pair and making them dash for their own guns. They stare into the trees. "Who's there?" shouts the <<person1>><<person>>. <<Hes>> responded to by another gunshot, the bullet landing closer this time. Their eyes dart around, but they can't see the shooter. Another gunshot, this time the bullet thuds into the ground at the <<person2>><<persons>> feet. "Shit! Fuck," <<he>> says, backing away, eyes wild. "Let's get the fuck away from here. This <<girl>> ain't worth it."
<br><br>
They disappear between the trees as Eden emerges, marching towards you.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Eden>><<person1>>
<<if C.npc.Eden.love gte 80>>
<<He>> grabs your arms and pins you up against a tree. "Fucking idiots laying their hands on what's mine."
<<else>>
<<He>> grasps your arm and bends you over <<his>> knee. "Stupid <<bitch>>, I was so close to catching that deer."
<</if>>
<br><br>
<<link [[Next|Eden Hunt Punishment]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<set $outside to 1>><<set $location to "cabin">><<effects>>
<<if $edenPrey is undefined>>
You agree to Eden's proposal, despite the lack of details.
<br><br>
<</if>>
"Good," <<he>> says before <<if $phase is 0>>pushing you out the door<<else>>guiding you along<</if>>.
<<if $edenPrey gte 1>>
<<He>> leads you to the edge of the clearing.
<br><br>
"You know the drill,"
<<else>>
You glance back and see Eden reaching for <<his>> gun. Dread fills your body, causing you to resist <<his>> shoving.
<br>
"Relax," Eden reassures you. "I'm not gonna hurt you." You warily allow <<him>> to lead you to the edge of the clearing.
<br><br>
"You're prey,"
<</if>>
<<he>> begins. "When I fire my gun, I want you to run like your life depends on it. If you're caught..." <<He>> pauses, chuckling. "I'll have my fun with you." You glance back at <<him>>. <<Hes>> hiding something behind <<his>> back.
<br>
"Turn around," <<he>> orders.
<br><br>
You turn around, as instructed. A loud crack erupts behind you, shattering the tranquillity of the forest and signalling you to start running.
<br><br>
<<if !$edenPrey>><<set $edenPrey to 1>><</if>>
<<link [[Run!|Eden Prey Chase]]>><<set $phase to 0>><</link>><<athleticsdifficulty 200 1200>>
<br>
<<link [[Get caught on purpose|Eden Prey Chase]]>><<set $phase to 1>><<control 25>><<npcincr Eden lust 1>><<npcincr Eden dom 5>><</link>><<ggcontrol>><<glust>><<ggdom>>
<br><<set $outside to 1>><<set $location to "cabin">><<effects>>
<<if $speech_attitude is "meek">>
"I-I don't know..." you mutter, looking away from Eden. "Maybe another time...?"
<<elseif $speech_attitude is "bratty">>
"No way," you tell <<him>>, crossing your arms. "I'm not a sex toy."
<<else>>
"I don't want to do that right now," you say.
<</if>>
<br><br>
<<if (C.npc.Eden.lust + C.npc.Eden.dom) gte random(70, 170)>>
<<set $edenPreyForced to true>>
Eden clenches <<his>> fist and shakes <<his>> head. "Nonsense. You'll enjoy it." You're shoved <<if $phase is 0>>out the door<<else>>away from the cabin<</if>>, with Eden's hand placed on your back, forcing you along. You glance back and see Eden reaching for <<his>> gun. Dread fills your body, and you try to pry yourself away from Eden.
<br>
Eden sighs in frustration and plants <<his>> boot against your <<bottom>>, giving you a swift kick that sends you stumbling <<if $phase is 0>>out the door<<else>>onto your knees<</if>>. "Move," <<he>> commands, the barrel of <<his>> gun pressed against your back. You do as told, coming to a stop at the edge of the clearing.
<br><br>
"<<if !$edenPrey>>You're prey<<else>>You know the drill<</if>>," <<he>> begins. "When I fire my gun, I want you to run like your life depends on it. If you're caught..." <<He>> pauses, chuckling. "I'll have my fun with you." You glance back at <<him>>. <<Hes>> hiding something behind <<his>> back.
<br>
"Turn around," <<he>> orders.
<br><br>
You turn around, as instructed. A loud crack erupts behind you, shattering the tranquillity of the forest and signalling you to start running.
<br><br>
<<if !$edenPrey>><<set $edenPrey to 1>><</if>>
<<link [[Run!|Eden Prey Chase]]>><<set $phase to 0>><</link>><<athleticsdifficulty 200 1200>>
<br>
<<link [[Get caught on purpose|Eden Prey Chase]]>><<set $phase to 1>><<control 25>><<npcincr Eden lust 1>><<npcincr Eden dom 5>><</link>><<ggcontrol>><<glust>><<ggdom>>
<br>
<<else>>
Eden clenches <<his>> fist, but relents. "Fine," <<he>> says. "I'll <<if $player.virginity.penile is true and $player.virginity.vaginal is true>>take what's mine<<else>>put you to use<</if>> one way or another. Remember who takes care of you around here."
<br>
<<He>> steps away from you, <<if $phase is 1>>stomping off into the woods with a huff<<else>>storming outside and slamming the door shut behind <<him>><</if>>.
<br><br>
<<if $phase is 0>>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>>
<<else>>
<<link [[Next|Eden Clearing]]>><<endevent>><</link>>
<</if>>
<br>
<</if>><<set $outside to 1>><<set $location to "forest">><<effects>>
<<if $phase is 1>>
You sprint into the brush as Eden gives chase. Your curiosity gets the better of you, causing you to look for a plausible excuse for the hunt to end. An idea pops into your mind when you spot a root. You jam your foot into the tree and fall onto the forest floor. Eden takes advantage in an instant.
<br><br>
You feel your wrists forced behind you as rope coils over them, restricting them to your back. Your eyes dart around, <span class="meek">until a shiny, red ball-gag is forced into your mouth.</span> A <<if $speech_attitude is "meek">>whimper<<elseif $speech_attitude is "bratty">>growl<<else>>sigh<</if>> escapes from you in response. A cloth is wrapped around your eyes and tied around your head, blinding you. You can do nothing but squirm helplessly, as Eden keeps you pinned down.
<<bind>><<facewear 6>>
<br><br>
"Well, well, it seems I've found myself helpless prey," Eden taunts you. "Leaving you here just won't do." <<He>> hoists you up and carries you over <<his>> shoulder.
<br>
Tied up and deprived of your senses, you can only wait and anticipate what Eden has in store for you.
<br><br>
<<link [[Next|Eden Prey Caught]]>><</link>>
<br>
<<else>>
<<if $athleticsSuccess>>
You sprint into the brush as Eden gives chase. The twists and turns in the forest allow you the freedom to evade <<him>>. Despite the tremendous tracking skills the <<nnpc_title "Eden">> possesses, <span class="green">your speedy feet and persistence keeps <<him>> on <<his>> toes.</span> You can feel Eden trying to reach out to you as <<he>> barely brushes against your skin with <<his>> fingers.<<stress 2>><<gstress>>
<br><br>
After what seems like an eternity, you've left <<him>> in the dust. Your muscles burn from your efforts.<<physique 2>><<tiredness 12>><<npcincr Eden dom -5>><<gtiredness>><<lldom>>
<br><br>
<<set $forest to random(50, 100)>>
<<set $edenPreyEscaped to true>>
<<unset $edenPreyForced>>
<<link [[Next|Forest]]>><<endevent>><</link>>
<<else>>
You sprint into the brush as Eden gives chase. The twists and turns in the forest allow you the freedom to evade <<him>>. However, <span class="red">you're unable to shake off the <<nnpc_title "Eden">>.</span> Despite your best efforts, you can hear <<his>> heavy breathing right behind you. As the last of your energy runs out, you're tackled to the ground.<<pain 1>><<tiredness 12>><<npcincr Eden dom 5>><<gpain>><<ggtiredness>><<ggdom>>
<br><br>
You feel your wrists forced behind you as rope coils over them, restricting them to your back. Your eyes dart around, <span class="meek">until a shiny, red ball-gag is forced into your mouth.</span> A <<if $speech_attitude is "meek">>whimper<<elseif $speech_attitude is "bratty">>growl<<else>>sigh<</if>> escapes from you in response. A cloth is wrapped around your eyes and tied around your head, blinding you. You can do nothing but squirm helplessly, as Eden keeps you pinned down.
<<bind>><<facewear 6>>
<br><br>
"Well, well, it seems I've found myself some helpless prey," Eden taunts you. "Leaving you here just won't do." <<He>> hoists you up and carries you over <<his>> shoulder.
<br>
Tied up and deprived of your senses, you can only wait and anticipate what Eden has in store for you.
<br><br>
<<link [[Next|Eden Prey Caught]]>><</link>>
<br>
<</if>>
<</if>>
<<pass 10>><<set $outside to 0>><<set $location to "cabin">><<effects>>
<<pass 10>>
You're rushed through the forest, unable to move in Eden's grasp. Soon, you hear the sound of a door opening. The cabin, you assume.
<br>
Without warning, you're dropped onto a bed. Strong arms pin you down, preventing movement. You feel Eden's hot breath against your cheek.
<br><br>
"Caught you," <<he>> whispers in a sultry tone. One hand caresses your hair as the other slides to your <<breasts>>, drumming <<his>> fingers on your chest. "Now then, what's a <<nnpc_title "Eden">> to do with <<his>> helpless quarry...?"
<br><br>
<<His>> hand dips lower, down to your <<genitals>>.
<br><br>
<<link [[Next|Eden Prey Sex]]>><<if $edenPreyForced>><<set $molestationstart to 1>><<else>><<set $sexstart to 1>><</if>><</link>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>>
<<healthMultiplier>>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemyanger += 50>>
<<healthMultiplier>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Eden Prey Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Eden Prey Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "cabin">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<npcincr Eden lust -20>>
<<if ($player.penisExist and $player.virginity.penile is true and ($NPCList[0].vagina isnot "none" or $analdisable is "f")) and ($player.vaginaExist and $player.virginity.vaginal is true and $NPCList[0].penis isnot "none")>>
You feel a gentle slap across your face.
<br>
"We're going to fuck properly next time we do this," Eden says, <<if C.npc.Eden.lust gte 70>>licking<<else>>kissing<</if>> your cheek.
<br><br>
<</if>>
<<if $orgasmcurrent is 0>>
You pant heavily into your gag, feeling a frustrated yearning in your <<genitals>>. Eden seems to have taken pity on you, however, and you soon feel <<his>> hands slipping down towards your crotch.
<br><br>
<<if $player.penisExist and $player.vaginaExist and !playerChastity()>>
<<He>> thoughtfully runs <<his>> fingers down the length of your <<penis>> while <<his>> thumb gently rubs your <<pussy>>. "Now, which do I play with?"
<<set _edenHermChoice to random(0, 1)>>
<br>
<</if>>
<<if $worn.genitals.name is "chastity parasite">>
<<His>> rough hand squeezes your chastity parasite.
<br>
"Hold still," <<he>> whispers as <<he>> struggles to keep your hips in place. "It'll be over soon."
<br>
The waves of sensation bring you over the edge. You scream into your gag.
<<set $arousal to 10000>>
<<orgasm>>
You hear a satisfied chuckle as your orgasm subsides.
<<elseif playerChastity()>>
<<He>> slides <<his>> finger over your $worn.genitals.name.
<br><br>
"I'll get this off you one day," <<he>> whispers. "Don't you worry."
<<elseif _edenHermChoice is 1 or !$player.vaginaExist>>
<<His>> rough hand lightly grips your cock and begins stroking up and down. Your glans is teased, causing your hips to buckle. Eden pins you down as you do so.
<br>
"Hold still," <<he>> whispers. "It'll be over soon."
<br>
The incredible sensation brings you over the edge. You scream into your gag.
<<set $arousal to 10000>>
<<orgasm>>
You hear a satisfied chuckle as your orgasm subsides.
<<else>>
<<His>> rough hand traces around your outer walls, until Eden suddenly jams <<his>> fingers inside your <<pussy>>. Your breathing gets a bit heavier. Emboldened by your signs of arousal, <<he>> begins to knead your clit. The sensation causes your legs to twitch. You can't help but begin to struggle. Eden pins you down as you do so.
<br>
"Hold still," <<he>> whispers. "It'll be over soon."
<br>
The incredible sensation brings you over the edge. You scream into your gag.
<<set $arousal to 10000>>
<<orgasm>>
You hear a satisfied chuckle as your orgasm subsides.
<</if>>
<br><br>
<</if>>
You feel Eden's lips press against your forehead, then hear the bed creak as <<he>> rolls off, leaving you alone in your bound state.
<br><br>
<<link [[Next|Eden Prey End]]>><<set $phase to 0>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
<<npcincr Eden love -1>><<npcincr Eden dom -1>>
Despite your vulnerable state, you kick Eden off of you. You hear <<him>> tumble from the bed.
<br>
"Piece of shit," Eden shouts. "This better not bruise."<<llove>><<ldom>>
<br><br>
In a fit of rage, <<he>> walks off. You're left alone, bound, blind and gagged.
<br><br>
<<link [[Next|Eden Prey End]]>><<set $phase to 1>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "cabin">><<effects>>
You feel exhausted, struggling to move. You're not left there for long. Eden sits you up and undoes your gag. A cup is pressed to your lips.
<br>
"It's water," Eden states. <<He>> holds it closer to your mouth. "Drink."
<br><br>
You have no qualms about drinking as you gulp down a few sips. It's refreshing. Eden allows you a moment to catch your breath before pressing the cup against your lips again.
<br>
<<He>> pulls the cup away, then turns your body around. Your blindfold is removed, and your bindings follow.
<<set $worn.face.type.push("broken")>>
<<faceruined>>
<<unbind>>
<br><br>
<<if $phase is 0>>
"You've been such a good <<girl>>," Eden says, kissing your forehead again. "Make sure to get some rest."
<<else>>
"Feisty today, aren't we?" Eden chuckles. <<He>> seems to have calmed down. "Make sure to get some rest."
<</if>>
<br><br>
<<He>> leaves you lying on the bed. <<tearful>> you rise to your feet,
<<if $edenPreyForced>><<unset $edenPreyForced>>
feeling uneasy about what just happened.
<<else>>
still feeling more than a little winded.
<</if>>
<br><br>
<<endcombat>>
<<clotheson>>
<<link [[Next|Eden Cabin]]>><</link>>
<br><<set $outside to 0>><<set $location to "cabin">><<effects>>
<<He>> smiles. "Good. I can't take your leash off just yet, not until you're trained." <<He>> ties <<his>> end of the leash around a wooden beam. "There should be enough slack for you to roam the entire cabin though."
<br><br>
<<link [[Next|Forest Cabin]]>><<set $forestleashed to 1>><<set $eventskip to 1>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "cabin">><<effects>>
"You don't mean that," <<he>> says. "This benefits you far more than me." <<He>> grabs you and bends you over <<his>> lap. "But I can't let you get away with being so insolent."
<br><br>
<<link [[Next|Forest Hunter Punishment]]>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<npcspank>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemyanger += 200>>
<<healthMultiplier>>
<<if $phase is 1>>
<<npcoral>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or $enemyanger lte 0>>
<span id="next"><<link [[Next|Forest Hunter Punishment Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Forest Hunter Punishment]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 1>><<set $location to "cabin">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> pants from the exertion. "I hope you've learnt your lesson."
<br><br>
<<tearful>> you avoid <<his>> gaze.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest Cabin]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
"You ungrateful slut," <<he>> says. "Maybe I should throw you out and leave you to the wolves!" <<He>> winces and holds <<his>> side. "I need to get something for this."
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest Cabin]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $enemyanger lte 0>>
<<He>> looks mollified, and releases you. "I hope you've learnt your lesson."
<br><br>
<<tearful>> you avoid <<his>> gaze.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest Cabin]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "cabin">><<effects>>
<<npc Eden>><<person1>>
<<if $exposed gte 1>>
<<towelup>>
<</if>>
<<if $forestleashed is 1>>
<<if C.npc.Eden.trust gte 200>>
<span class="green">Eden unties the leash from the wooden beam.</span> "You've been a good <<girl>>, so I'm going to give you a bit more freedom. Don't you dare run out on me though. Stick to the cabin and the clearing just outside."
<<set $forestleashed to 0>>
<<else>>
You are leashed tight to a wooden beam, preventing escape.
<</if>>
<br><br>
<<else>>
<<if C.npc.Eden.trust lt 100>>
<span class="red">Eden ties your leash to a wooden beam.</span> "You've been a bad <<girl>>, so I'm going to make sure you don't go anywhere."
<br><br>
<<set $forestleashed to 1>>
<</if>>
<</if>>
<<if $forestleashed isnot 1>>
<<if $syndromeeden is undefined>>
<<badEndTrackingEnd "Eden" { reason: "edenAccepted" }>>
<<set $syndromeeden to 1>><<set C.npc.Eden.lust to 0>><<set $edenshrooms to 0>><<set $edengarden to 0>><<set $edenspring to 0>><<set $wardrobes.edensCabin.unlocked to true>>
<span class="red"><i>Eden isn't so bad, <<hes>> just lonely. It must be hard living here in the woods on your own.</i>
<br>
You've gained the "Stockholm Syndrome: Eden" trait.</span>
<br><br>
<<if $loveInterest.primary is "None">>
<<set $loveInterest.primary to "Eden">>
<span class = "gold">Eden is now your love interest! The feeling of danger has passed, and you feel safer here.</span>
<<else>>
<span class = "gold">Eden can now be claimed as your love interest! The feeling of danger has passed, and you feel safer here. <br>You can change your love interest in the "Attitudes" menu.</span>
<</if>>
<br><br>
<</if>>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>>
<br>
<<else>>
<<if Time.hour lte 6>>
Eden carries you to the bed.
<<if $forestleashed is 1>>
<<He>> wraps your leash around the bars of the headboard, pinning you in place.
<</if>>
<<He>> leers at you, a ravenous look in <<his>> eyes. "You're so hot. I'm gonna enjoy this."
<br><br>
<<link [[Next|Cabin Night Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<elseif Time.hour lte 8>>
Eden gives you instructions on how to prepare <<his>> breakfast.
<br><br>
<<link [[Prepare the food as instructed (2:00)|Forest Cabin Food]]>><<npcincr Eden trust 10>><<sub 1>><<pass 2 hours>><</link>><<gtrust>><<gstockholm>>
<br>
<<link [[Spit in the eggs (2:00)|Forest Cabin Spit]]>><<npcincr Eden trust -10>><<def 1>><<pass 2 hours>><</link>><<ltrust>><<lstockholm>>
<br>
<<elseif Time.hour lte 16>>
Eden leads you outside, and goes about <<his>> daily business.
<<if $forestleashed is 1>>
<<He>> keeps you close at all times, tying your leash around a tree when <<he>> needs to use both hands.
<<else>>
<<He>> keeps you close at all times.
<</if>>
<br><br>
<<if $forestleashed is 1>>
<<link [[Weaken the leash|Forest Cabin Weaken]]>><<def 1>><</link>>
<br>
<</if>>
<<link [[Be good|Forest Cabin Good]]>><<sub 1>><</link>>
<br>
<<elseif Time.hour lte 18>>
Eden runs a bath. <<He>> eases <<his>> body into the water, and looks at you. "What are you waiting for? Strip, get in, and wash me."
<br><br>
<<link [[Wash (2:00)|Cabin Bath]]>><<pass 2 hours>><<npcincr Eden trust 10>><<sub 1>><</link>><<gtrust>><<gstockholm>>
<br>
<<link [[Refuse (2:00)|Cabin Bath Refuse]]>><<pass 2 hours>><<npcincr Eden trust -10>><<def 1>><</link>><<ltrust>><<lstockholm>>
<br>
<<elseif Time.hour lte 22>>
Eden settles down to read a book, and stokes the fireplace.
<br><br>
<<link [[Cuddle (4:00)|Cabin Cuddle]]>><<sub 1>><<npcincr Eden trust 20>><<npcincr Eden love 1>><<pass 4 hours>><</link>><<glove>><<gtrust>><<ggstockholm>>
<br>
<<link [[Catch some sleep (4:00)|Forest Cabin]]>><<def 1>><<tiredness -12>><<tiredness -12>><<pass 4 hours>><<endevent>><</link>><<ltiredness>>
<br>
<<else>>
Eden carries you to the bed.
<<if $forestleashed is 1>>
<<He>> wraps your leash around the bars of the headboard, pinning you in place.
<</if>>
<<He>> leers at you, a ravenous look in <<his>> eyes. "You're so hot. I'm gonna enjoy this."
<br><br>
<<link [[Next|Cabin Night Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>>
<<healthMultiplier>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Cabin Night Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Cabin Night Rape]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 1>><<set $location to "cabin">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Eden sighs and rolls onto <<his>> back. You soon hear <<his>> snoring.
<<elseif $enemyhealth lte 0>>
Eden takes the hint, and rolls onto <<his>> side, facing away from you. You soon hear <<his>> snoring.
<</if>>
<br><br>
<<tearful>> you wonder what to do.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Cabin Night]]>><</link>><<set $outside to 0>><<set $location to "cabin">><<effects>>
<<if $forestleashed is 1>>
Eden is asleep, but with your neck leashed tight to the bed, you can't move very far.
<br><br>
<<link [[Sleep|Cabin Night Sleep]]>><<cabintime>><</link>><<ltiredness>>
<br>
<<link [[Weaken the leash|Cabin Night Leash]]>><<cabintime true>><</link>>
<br>
<<else>>
Eden is asleep. You could escape if you wanted.
<br><br>
<<link [[Sleep|Cabin Night Sleep]]>><<cabintime>><</link>><<ltiredness>>
<br>
<<link [[Escape|Cabin Night Escape]]>><<set $stress -= 2000>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "cabin">><<effects>>
<<npc Eden>><<person1>>
You settle down and try to sleep.
<br><br>
You are awoken a while later by Eden kissing you on the cheek. "Good morning." <<He>> yawns and stretches. "Time for breakfast."
<br><br>
<<link [[Next|Forest Cabin]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "cabin">><<effects>>
<<if $forestleashedwear gte 1>>
<<set $forestleashedwear += 1>>
<<else>>
<<set $forestleashedwear to 1>>
<</if>>
You rub the leash against the headboard, hoping to wear it through. You think you feel it becoming thinner.
<br><br>
<<if $forestleashedwear gte 3>>
Sunlight caresses your face when the leash snaps, freeing you. Eden still slumbers, there's nothing preventing your escape.
<<detach_leash>>
<<set $forestleashed to 0>><<set $forestleashedwear to 0>>
<br><br>
<<link [[Stay put|Cabin Leash Broken]]>><</link>><<gtrust>><<gggstockholm>>
<br>
<<link [[Escape|Cabin Night Escape]]>><<set $stress -= 2000>><</link>><<lllstockholm>>
<br>
<<else>>
<<npc Eden>><<person1>>
A while later you hear Eden stir. <<He>> rolls over and kisses you on the cheek. "Good morning." <<He>> yawns and stretches. "Time for breakfast."
<br><br>
<<link [[Next|Forest Cabin]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "cabin">><<effects>>
You sneak towards the cabin entrance and try the door handle. It opens, and you escape into the forest.
<br><br>
<<link [[Next|Forest]]>><<npcincr Eden trust -200>><<set $forest to 80>><<if !$syndromeeden>><<badEndTrackingEnd "Eden" { reason: "edenEscapeNight" }>><</if>><</link>>
<br><<set $outside to 0>><<set $location to "cabin">><<effects>>
<<npc Eden>><<person1>>
A while later you hear Eden stir. <<He>> rolls over and kisses you on the cheek. "Good morning." <<He>> yawns and stretches. "Time for breakfast." <<He>> notices your broken leash. "Oh dear, I thought these things were sturdier. You're such a good <<girl>> for not running off." <<He>> leans over and kisses you on the forehead, then looks thoughtfully at the broken remains of the leash.
<<npcincr Eden trust 200>>
<br><br>
<<if C.npc.Eden.trust gte 100>>
"I don't think keeping you tied is necessary any more. Just don't run off on me. Stick to the cabin and the clearing just outside, where it's safe."
<<if $syndromeeden is undefined>>
<<badEndTrackingEnd "Eden" { reason: "edenAccepted" }>>
<<set $syndromeeden to 1>><<set C.npc.Eden.lust to 0>><<set $edenshrooms to 0>><<set $edengarden to 0>><<set $edenspring to 0>><<set $wardrobes.edensCabin.unlocked to true>>
<br><br>
<span class="red"><i>Eden isn't so bad, <<hes>> just lonely. It must be hard living here in the woods on your own.</i>
<br>
You've gained the "Stockholm Syndrome: Eden" trait.</span>
<br><br>
<<if $loveInterest.primary is "None">>
<<set $loveInterest.primary to "Eden">>
<span class = "gold">Eden is now your love interest! The feeling of danger has passed, and you feel safer here.</span>
<<else>>
<span class = "gold">Eden can now be claimed as your love interest! The feeling of danger has passed, and you feel safer here. <br>You can change your love interest in the "Attitudes" menu.</span>
<</if>>
<</if>>
<</if>>
<br><br>
<<if C.npc.Eden.trust gte 100>>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Forest Cabin]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "cabin">><<effects>>
You prepare the food and place it on the table in front of <<him>>. <<He>> takes a bite, then smiles and pats your head. <<He>> shares some with you and you eat together. Eden talks a lot about the minutiae of life here, pausing to allow you a response. You nod each time, which seems enough to satisfy <<him>>.
<br><br>
<<His>> plate empty, <<he>> stands and looks out the window.
<<if Weather.precipitation is "none">>
"It's a lovely day! We'll be able to get lots of work done."
<<elseif Weather.precipitation is "rain">>
"We've got lots of work to do today. A little rain won't stop us."
<<elseif Weather.is("heavyClouds")>>
"The clouds are grumbling. Hope they don't burst before we're done for the day."
<<elseif Weather.isFreezing>>
"It's cold today. Best keep active."
<</if>>
<br><br>
<<link [[Next|Forest Cabin]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "cabin">><<effects>>
You prepare the food and place it on the table in front of <<him>>. <<He>> takes a bite. "You did something to this, didn't you?" You try to suppress a defiant smile, but the twitching at the corner of your lips gives it away. <<He>> grabs you and bends you over <<his>> lap.
<br><br>
<<link [[Next|Forest Hunter Punishment]]>><<set $molestationstart to 1>><</link>>
<br><<set $outside to 0>><<set $location to "cabin">><<effects>>
You snuggle up to Eden. <<He>> is taken aback, but <<his>> face soon softens and <<he>> wraps an arm around you.
<br><br>
<<link [[Next|Forest Cabin]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "cabin">><<effects>><<wearProp "sponge">>
You remove your clothing and get in the bath. Using a sponge, you wash <<his>> back. <<He>> turns to you. "You're such a gentle thing. Now clean my chest." You continue washing, though it's more embarrassing when you can see <<his>> face.
<<wash>><<garousal>><<arousal 1000>>
<br><br>
<<link [[Next|Forest Cabin]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "cabin">><<effects>>
<<He>> yanks your leash, dragging you into the bath, and pulling you over <<his>> lap.
<br><br>
<<link [[Next|Forest Hunter Punishment]]>><<set $molestationstart to 1>><<npcexpose>><<set $phase to 1>><</link>>
<br><<set $outside to 0>><<set $location to "cabin">><<effects>>
You grind the leash against the tree, careful not to be noticed. You think you feel the leash become thinner.
<br><br>
Some time later, Eden pants and stretches while looking at the setting sun. "I need a bath. Come on, let's go home."
<<if $forestleashedwear gte 1>>
<<set $forestleashedwear += 1>>
<<else>>
<<set $forestleashedwear to 1>>
<</if>>
<br><br>
<<link [[Next|Forest Cabin]]>><<pass 8 hours>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "cabin">><<effects>>
Some time later, Eden pants and stretches while looking at the setting sun. "I need a bath. Come on, let's go home."
<br><br>
<<link [[Next|Forest Cabin]]>><<pass 8 hours>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "cabin">><<effects>><<set $bus to "edencabin">><<getTarget true>><<edenFluidsCheck>>
/* make sure that all links that lead here have <<endevent>> */
<<npc Eden>><<person1>>
You are in Eden's cabin.
<<if $edenpillow is 2>>
A rug and some pillows sit by the fireplace.
<</if>>
<<if $edencushions is 2 and $edenloveseat is 9>>
A loveseat rests nearby.
<</if>>
<<if $edencurtains is 2>>
Soft curtains hang from the windows.
<</if>>
<<if $edencoat is 2>>
A coat stand is placed in the corner.
<<if $edencoatjacket is 1 and $edenscarf is 1 and !(Time.hour gte 11 and Time.hour lte 14 and $daily.eden.hunting is 1)>>
A hunting coat and a scarf hang from it.
<<elseif ($edenscarf is 1 and !(Time.hour gte 11 and Time.hour lte 14 and Time.season is "winter" and $daily.eden.hunting is 1))>>
A scarf hangs from it.
<<elseif $edencoatjacket is 1 and !(Time.hour gte 11 and Time.hour lte 14 and $daily.eden.hunting is 1)>>
A hunting coat hangs from it.
<</if>>
<</if>>
There is a thermometer outside the window. It reads <span class="teal"><<print Weather.toSelectedString(Weather.temperature, 0)>></span>.
<<print setup.WeatherDescriptions.extremeTemperature()>>
<br><br>
<<if isPregnancyEnding() and !$possessed>>
<<pregnancyPassout "edencabin">>
<<elseif $stress gte $stressmax and !$possessed>>
<br><br>
<<link [[Everything fades to black...|Eden Cabin Passout]]>><</link>>
<<elseif $edenCagedEscape and Time.hour gte 0 and Time.hour lte 6 and !$possessed>>
You step through the door of the cabin, holding your breath in anticipation. Eden immediately stirs from <<his>> bed, throwing off the covers in a fit of rage. "So now you've come crawling back, have you? About fucking time."
<br><br>
<<He>> grabs you before you can get a word out. It's then that you see the cage in the corner.
<br><br>
<<link [[Next|Eden Caged Intro]]>><<set $phase to 2>><</link>>
<br>
<<elseif ($edenfreedom is 2 and $edendays gte 8 and Time.hour gte 0 and Time.hour lte 6) or ($edenfreedom is 1 and $edendays gte 2 and Time.hour gte 0 and Time.hour lte 6) and !$possessed>>
<<set $edendays to 0>>
<<npcincr Eden love -2>>
You enter to find Eden sleeping. Woken by the sound of the door opening, <<he>> quickly rises from the bed, but relaxes slightly when <<he>> sees you.
Throwing off the covers, <<he>> rushes over to you.
<<if $edenPreyEscaped>><<unset $edenPreyEscaped>>
"Don't think I forgot about our game. You weren't supposed to escape me," <<he>> grumbles. "You shouldn't have been gone so long, either. Where the hell have you been?"
<<else>>
"Where have you been?" <<he>> asks, grabbing you by the shoulders. "I was so worried about you."
<</if>>
<br><br>
<<link [[Apologise|Eden Return Apologise]]>><<npcincr Eden love 1>><<set $phase to 0>><</link>>
<br>
<<link [[Explain|Eden Return Apologise]]>><<set $phase to 1>><</link>>
<<elseif $edenPreyEscaped and Time.hour gte 0 and Time.hour lte 6 and !$possessed>><<unset $edenPreyEscaped>>
You enter to find Eden sleeping. Woken by the sound of the door opening, <<he>> quickly rises from the bed, rubbing <<his>> eyes groggily. When <<he>> sees you, <<his>> expression turns to a glare.
<br><br>
"You weren't supposed to escape me," <<he>> says, looking you up and down. "I'll fuck you raw if I have to. Next time, you're mine."
<br>
<<if $worn.neck.collared isnot 1 and $edenaskcollar isnot 1>>
<<He>> yawns and starts to drift back to sleep, but <<his>> eyes pop open, as if <<he>> just realised something.
<br>
"Where's your collar?" <<he>> asks, <<his>> voice growing concerned. <<He>> throws the covers off and stomps towards you.
<br><br>
<<if $edencollarremove is 1>>
<<link [[Lie and ask for another one|Eden Collar Ask]]>><<npcincr Eden love 5>><<npcincr Eden lust 5>><<npcincr Eden dom 5>><</link>><<gglove>><<gglust>><<ggdom>>
<<else>>
<<link [[Explain and ask for another one|Eden Collar Ask]]>><<npcincr Eden love 5>><<npcincr Eden lust 5>><<npcincr Eden dom 5>><</link>><<gglove>><<gglust>><<ggdom>>
<</if>>
<br>
<<link [[Just say you removed it|Eden Collar Remove]]>><</link>>
<br>
<<else>>
<<He>> trails off and yawns, then rolls back onto <<his>> side. The sound of <<his>> snoring soon fills the cabin.
<br><br>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>>
<br>
<</if>>
<<elseif $worn.neck.collared isnot 1 and $edenaskcollar isnot 1 and Time.hour gte 0 and Time.hour lte 6 and !$possessed>>
You enter to find Eden sleeping. Woken by the sound of the door opening, <<he>> quickly rises from the bed, but relaxes slightly when <<he>> sees you.
<<He>> turns to lie back down, but stops as <<his>> eyes zero in on your neck.
<br><br>
"Where's your collar?" <<he>> asks, getting out of bed and walking towards you.
<br><br>
<<if $edencollarremove is 1>>
<<link [[Lie and ask for another one|Eden Collar Ask]]>><<npcincr Eden love 5>><<npcincr Eden lust 5>><<npcincr Eden dom 5>><</link>><<gglove>><<gglust>><<ggdom>>
<<else>>
<<link [[Explain and ask for another one|Eden Collar Ask]]>><<npcincr Eden love 5>><<npcincr Eden lust 5>><<npcincr Eden dom 5>><</link>><<gglove>><<gglust>><<ggdom>>
<</if>>
<br>
<<link [[Just say you removed it|Eden Collar Remove]]>><</link>>
<br>
<<elseif ($exposed gte 2 and $exhibitionism lte 74 or $exposed gte 1 and $exhibitionism lte 54) and !isLoveInterest("Eden")>>
You don't want to be seen like this! You rush to your clothes.
<br><br>
<<link [[Next|Eden Wardrobe]]>><<endevent>><</link>>
<br><br>
<<else>>
<<if $exposed is 1 and hasSexStat("exhibitionism", 4) or $exposed is 2 and hasSexStat("exhibitionism", 5)>>
<span class="lewd">You feel a primal thrill from your displayed <<lewdness>>.</span>
<<elseif $exposed is 1 or $exposed is 2>>
<span class="lewd">Your <<lewdness>> embarrasses you, though no one but Eden can see you here.</span>
<</if>>
<<if Time.dayState is "night">>
Embers burn in the hearth.
<</if>>
<<if Weather.precipitation is "rain">>
<<if $edenroof gte 5>>
Rain pours down on the cabin's roof with a soothing sound.
<<else>>
Droplets of rainwater seep through the wooden ceiling and patter on the ground.
<</if>>
<br><br>
<<elseif Weather.precipitation is "snow">>
Snow settles on the window sills.
<br><br>
<</if>>
<<if ($edenfreedom is 2 and $edendays lt 8) or ($edenfreedom is 1 and $edendays lt 2)>>
<<set $edendays to 0>>
<</if>>
<<if $possessed>>
<<if $nextPassageCheck is "Eden Clearing" and $worn.neck.collared is 1>>
You're stopped by your collar's leash going taut. You stare at Eden's sleeping form and sneer.
<br><br>
You grip the collar, and pull. You can't feel your arms or hands, but you know you're pulling with impossible force.
<br><br>
Several more hands grab the collar, and pull from all directions. After a moment, it gives way. The hands catch every falling scrap of metal before they can hit the ground, laying them in a pile at Eden's side. You smirk.
<<set $forestleashed to 0>><<set $forestleashedwear to 0>><<set $worn.neck.cursed to 0>><<neckruined>>
<<else>>
Eden is fast asleep.
<</if>>
<br><br>
<<if Time.monthName is "November" and $edenprepare is 1>>
<<edenicon "fix">><<link [[Fix the cabin|Cabin Eden Prepare]]>><</link>>
<br><br>
<</if>>
<<investigateicon>><<link [[Look around the cabin|Cabin House Actions]]>><</link>>
<br><br>
<<if $nextPassageCheck is "Cabin Actions">>
<<bedicon "eden">><span class="nextLink"><<link [[Examine the sleeping area|Cabin Actions]]>><</link>></span>
<<else>>
<<bedicon "eden">><<link [[Examine the sleeping area|Cabin Actions]]>><</link>>
<</if>>
<br><br>
<<cabinothers>>
<<elseif Time.hour gte 0 and Time.hour lte 6>>
<<if $edenbed isnot 1 and Time.hour lte 2>><<set $edenbed to 1>>
Eden moves away from you, stretching as <<he>> does so. "It's getting late," <<he>> says, walking to bed. <<He>> looks at you expectantly.
<br><br>
<<bedicon "eden">><<link [[Go with Eden|Eden Cabin Bed]]>><<npcincr Eden love 1>><<npcincr Eden dom 1>><</link>><<glove>><<gdom>>
<br>
<<wardrobeicon>><<link [[Change into night clothes|Eden Night Wardrobe]]>><<npcincr Eden love 1>><<npcincr Eden dom 1>><</link>><<glove>><<gdom>>
<br>
<<refuseicon>><<link [[Stay|Eden Cabin]]>><<endevent>><</link>>
<br>
<<else>>
<<set $edenbed to 1>>
Eden is fast asleep.
<br><br>
<<if Time.monthName is "November" and $edenprepare is 1>>
<<edenicon "fix">><<link [[Fix the cabin|Cabin Eden Prepare]]>><</link>>
<br><br>
<</if>>
<<investigateicon>><<link [[Look around the cabin|Cabin House Actions]]>><</link>>
<br><br>
<<bedicon "eden">><<link [[Examine the sleeping area|Cabin Actions]]>><</link>>
<br><br>
<<cabinothers>>
<</if>>
<<elseif Time.hour lte 8>>
<<if $valentines is 1 and Time.monthDay is 14 and $daily.eden.breakfast isnot 1>>
<<if $daily.eden.breakfast isnot 1>>
<<set $daily.eden.breakfast to 1>>
<</if>>
<<set $valentines_eden_breakfast to 1>>
The sound of kitchenware rattles throughout the cabin, ripping you from your slumber. Blinking your eyes open, you see small beams of morning sunlight peek through the windows. Momentarily distracted, you stare at the scenery for a bit before the smell of food breaks your focus.
Puzzled, you turn over to ask Eden about it, but realise that <<hes>> not in bed. You sit up just in time to see <<him>> setting the table for breakfast. Hearing you stir, <<he>> turns <<his>> head to look at you.
<br><br>
"Morning," <<he>> greets. <<Hes>> holding two plates of eggs.
<br>
You toss the covers off and shamble over, throwing <<him>> a questioning glance. Eden chuckles at your dishevelled state.
<br>
"It's Valentine's day," <<he>> explains, "So I thought I'd help out."
<br><br>
You shift your gaze to the food. It's odd not to be making breakfast for <<him>> and it's even stranger to not be sharing, but you find the gesture sweet nonetheless. You smile at <<him>> in gratitude and join <<him>> at the table.
As the two of you eat, you attempt to chat with <<him>>. <<Hes>> quiet for the most part, but tries to respond when <<he>> can.
<br><br>
<<if $valentines_eden_bought isnot 1>>
You wonder if there's a way you could repay <<him>>.
<<elseif $valentines_eden_bought is 1>>
You think about the gifts you bought for Eden at the mall. Maybe you'll be able to repay <<him>> for this later.
<</if>>
<br><br>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>>
<<elseif $daily.eden.breakfast isnot 1>>
<<if $daily.eden.breakfast isnot 1>>
<<set $daily.eden.breakfast to 1>>
<</if>>
Eden lies on the bed. "Make me breakfast," <<he>> says.
<br><br>
<<if $rightarm is "bound" or $leftarm is "bound" or $feetuse is "bound">>
<<He>> beckons you over. Once you're close enough, Eden grabs your shoulder and spins you around. With your back to <<him>>, Eden begins to fiddle with your bindings. You tense up, anxious that you're unable to see what <<hes>> up to.
<br><br>
Suddenly, your arms and legs are free of all restraints. You breathe a sigh of relief.
<br><br>
<<unbind>>
<</if>>
<<foodicon "pancakes">><<link [[Make the usual breakfast (0:20)|Eden Breakfast]]>><<npcincr Eden love 1>><<npcincr Eden dom 1>><<pass 20>><<set $phase to 0>><<housekeeping 1 100>><</link>><<housekeepingdifficulty 1 100>><<gdom>>
<br>
<<if $housekeeping gte 100>>
<<foodicon "eat">><<link [[Make something new (0:20)|Eden Breakfast]]>><<pass 20>><<set $phase to 1>><</link>>
<br>
<<if $edengarden gte 3>>
<<tendingicon "carrot">><<link [[Use vegetables from the plot (0:20)|Eden Breakfast]]>><<pass 20>><<set $phase to 3>><<npcincr Eden love 3>><</link>><<gglove>>
<br>
<</if>>
<<if $edenshrooms gte 3>>
<<tendingicon "mushroom">><<link [[Use mushrooms from the barrel (0:20)|Eden Breakfast]]>><<pass 20>><<set $phase to 4>><<npcincr Eden lust 30>><</link>><<ggglust>>
<br>
<</if>>
<<else>>
<<insufficientStat "housekeeping" "to make something more imaginative">>
<br>
<</if>>
<<refuseicon>><<link [[Refuse|Eden Breakfast]]>><<npcincr Eden love -1>><<npcincr Eden dom -1>><<set $phase to 2>><</link>><<ldom>><<llove>>
<<elseif $edenNightmareWake is true>>
<<unset $edenNightmareWake>>
You catch <<him>> eyeing your <<= $asphyxiaLvl gte 3 ? "neck" : "wrists">>, but <<he>> quickly looks away when <<he>> sees you've noticed.
<br><br>
<<link [[Ask about last night|Eden Nightmare Morning]]>><<set $phase to 0>><</link>>
<br>
<<link [[Pretend nothing happened|Eden Nightmare Morning]]>><<set $phase to 1>><</link>>
<br>
<<else>>
Eden is getting ready for the day.
<br><br>
<<edenlust>>
<<if Time.monthName is "November" and $edenprepare is 1>>
<<edenicon "fix">><<link [[Fix the cabin|Cabin Eden Prepare]]>><</link>>
<br><br>
<</if>>
<<getinicon>><<link [[Approach Eden|Cabin Eden Actions]]>><</link>>
<br><br>
<<investigateicon>><<link [[Look around the cabin|Cabin House Actions]]>><</link>>
<br><br>
<<bedicon "eden">><<link [[Examine the sleeping area|Cabin Actions]]>><</link>>
<br><br>
<<cabinothers>>
<</if>>
<<elseif Time.hour lte 16>>
Eden is working hard outside.
<br><br>
<<if Time.hour is 15 and $daily.eden.lunch isnot 1>>
<<if $housekeeping gte 100>>
Eden must be hungry after all that hunting. Maybe <<he>>'d appreciate some lunch.
<br>
<<foodicon "eat">><<link [[Make lunch for Eden (0:30)|Eden Lunch]]>><<pass 30>><<npcincr Eden love 1>><<npcincr Eden dom 1>><<set $daily.eden.lunch to 1>><</link>>
<<else>>
Eden must be hungry after all that hunting. You think about making <<him>> lunch, <span class="blue">but lack the housekeeping confidence to whip anything up.</span>
<</if>>
<br><br>
<</if>>
<<if Time.monthName is "November" and $edenprepare is 1>>
<<edenicon "fix">><<link [[Fix the cabin|Cabin Eden Prepare]]>><</link>>
<br><br>
<</if>>
<<investigateicon>><<link [[Look around the cabin|Cabin House Actions]]>><</link>>
<br><br>
<<bedicon "eden">><<link [[Examine the sleeping area|Cabin Actions]]>><</link>>
<br><br>
<<cabinothers>>
<<elseif Time.hour lte 17>>
<<if $valentines is 1 and Time.monthDay is 14 and $valentines_eden_bought is 1 and $daily.eden.bath isnot 1 and $valentines_eden_bath isnot 1>>
Eden's still busy outside. Now's your chance to prepare a bath for <<him>>.
<br><br>
<<link [[Run the bath|Eden Valentines Bath]]>><</link>>
<br>
<<link [[Don't run a bath|Eden Cabin]]>><<endevent>><<set $valentines_eden_bath to 1>><</link>>
<<elseif ($valentines isnot 1 and $daily.eden.bath isnot 1) or ($valentines is 1 and Time.monthDay isnot 14 and $daily.eden.bath isnot 1) or ($valentines is 1 and Time.monthDay is 14 and !$valentines_eden_bought and $daily.eden.bath isnot 1) or ($valentines is 1 and Time.monthDay is 14 and $valentines_eden_bath is 1 and $daily.eden.bath isnot 1)>>
<<if $daily.eden.bath isnot 1>>
<<set $daily.eden.bath to 1>>
<</if>>
Eden finishes running <<his>> bath and starts to strip. "Bath time," <<he>> says. "Come on, get in while the water's hot."
<br><br>
<<noClothingCheck>>
<<if _nude is false>>
<<link [[Strip and get in (0:30)|Eden Bath]]>><<pass 30>><<npcincr Eden dom 1>><<npcincr Eden love 1>><<set $phase to 0>><<strip>><<set $edenClothes to true>><<set $edenFluidsCheck to "clean">><</link>><<gdom>><<glove>>
<<else>>
<<link [[Get in (0:30)|Eden Bath]]>><<pass 30>><<npcincr Eden dom 1>><<npcincr Eden love 1>><<set $phase to 0>><<strip>><</link>><<gdom>><<glove>>
<</if>>
<br>
<<link [[Refuse|Eden Bath]]>><<npcincr Eden dom -1>><<npcincr Eden love -1>><<set $phase to 1>><<set $edenjoin to 1>><</link>><<llove>><<ldom>>
<br>
<<else>>
Eden is relaxing in the bath.
<br><br>
<<edenlust>>
<<if Time.monthName is "November" and $edenprepare is 1>>
<<edenicon "fix">><<link [[Fix the cabin|Cabin Eden Prepare]]>><</link>>
<br><br>
<</if>>
<<getinicon>><<link [[Approach Eden|Cabin Eden Actions]]>><</link>>
<br><br>
<<investigateicon>><<link [[Look around the cabin|Cabin House Actions]]>><</link>>
<br><br>
<<bedicon "eden">><<link [[Examine the sleeping area|Cabin Actions]]>><</link>>
<br><br>
<<cabinothers>>
<</if>>
<<elseif Time.hour lte 18 and Time.monthDay is 25 and $christmas_gift_eden_given is 1 and $eden_christmas_dinner isnot 1>>
Eden busies <<himself>> with gathering ingredients, preparing something. You roam around the cabin, trying to peek over <<his>> shoulder or at least help <<him>> out. Your efforts are for naught though, as <<he>> insists that you let <<him>> handle everything tonight. As <<he>> starts cooking, a mouth-watering scent fills the cabin, adding to the anticipation of the moment.
<br><br>
<<He>> calls you over to the table after a long wait. A beautiful meal for two is laid out, looking as good as it smells. You look to Eden and <<he>> seems a bit worn out, but proud of <<himself>>. You think it's the most effort Eden's ever put into cooking before.
<br><br>
<<link [[Next|Eden Christmas Meal 2]]>><<pass 20>><</link>>
<<elseif Time.hour lte 18 and $daily.eden.dinner isnot 1 and C.npc.Eden.love gte 100>>
<<set $daily.eden.dinner to 1>>
Eden finishes cooking and sets the table for dinner. "I ask you to make breakfast every day," <<he>> says. "It's fair that I help with dinner."
<br><br>
<<link [[Join Eden for dinner (0:20)|Eden Dinner]]>><<npcincr Eden love 1>><<npcincr Eden dom 1>><<pass 20>><<set $phase to 1>><</link>><<glove>><<gdom>>
<br>
<<link [[Don't join Eden|Eden Dinner]]>><<npcincr Eden love -1>><<npcincr Eden dom -1>><<set $phase to 2>><</link>><<llove>><<ldom>>
<br>
<<else>>
<<if $rng gte 11 and $syndromeeden is 1 and C.npc.Eden.love gte 100 and C.npc.Eden.dom gte 75 and Weather.dayState is "night" and (Weather.precipitation is "rain" or Weather.name is "thunderStorm") and !$weekly.edenStory>>
<<set $weekly.edenStory to true>>
The weather's getting harsher, beating down against the roof. Bolts of lightning periodically illuminate the cabin. You find Eden at the kitchen table, cleaning <<his>> gun.
<br><br>
A clap of thunder rings out, causing you to flinch involuntarily.
<br><br>
<<link [[Next|Eden Story]]>><</link>>
<<elseif Time.days % 2 is 0>>
Eden is cleaning <<his>> gun beside the fire. <span class="blue"> <<He>> looks a bit lonely.</span>
<br><br>
<<edenlust>>
<<if Time.monthName is "November" and $edenprepare is 1>>
<<edenicon "fix">><<link [[Fix the cabin|Cabin Eden Prepare]]>><</link>>
<br><br>
<</if>>
<<getinicon>><<link [[Approach Eden|Cabin Eden Actions]]>><</link>>
<br><br>
<<if checkSextoysGift("Eden") and C.npc.Eden.penis is "none" and checkIfNPCHasCategorySextoy("Eden","strap-on").length <= 5>>
<<sextoysicon "strap-on">><<link [[Gift Eden a strap-on|Eden Gift Strap-on]]>><</link>>
<br><br>
<</if>>
<<investigateicon>><<link [[Look around the cabin|Cabin House Actions]]>><</link>>
<br><br>
<<bedicon "eden">><<link [[Examine the sleeping area|Cabin Actions]]>><</link>>
<br><br>
<<cabinothers>>
<<else>>
Eden is reading beside the fire. <span class="blue"> <<He>> looks a bit lonely.</span>
<br><br>
<<edenlust>>
<<if Time.monthName is "November" and $edenprepare is 1>>
<<edenicon "fix">><<link [[Fix the cabin|Cabin Eden Prepare]]>><</link>>
<br><br>
<</if>>
<<getinicon>><<link [[Approach Eden|Cabin Eden Actions]]>><</link>>
<br><br>
<<if checkSextoysGift("Eden") and C.npc.Eden.penis is "none" and checkIfNPCHasCategorySextoy("Eden","strap-on").length <= 5>>
<<sextoysicon "strap-on">><<link [[Gift Eden a strap-on|Eden Gift Strap-on]]>><</link>>
<br><br>
<</if>>
<<investigateicon>><<link [[Look around the cabin|Cabin House Actions]]>><</link>>
<br><br>
<<bedicon "eden">><<link [[Examine the sleeping area|Cabin Actions]]>><</link>>
<br><br>
<<cabinothers>>
<</if>>
<</if>>
<</if>><<effects>>
<<if Time.hour lte 20>>/* if hour >= 21 and it's the last day of october, passing 3h will make it november, which unsets the variables, making nans */
<<if $edenwall lt 5>>
<<edenicon "fix">><<link [[Fix the cracks in the walls (3:00)|Eden Wall]]>><<npcincr Eden love 1>><<npcincr Eden dom 1>><<housekeeping 1 1000>><</link>><<glove>><<gdom "Eden">><<ghousekeeping 1000>>
<<else>>
<span class="green">The walls are fully repaired.</span>
<</if>>
<br>
<<if $edenchimney lt 5>>
<<edenicon "broom">><<link [[Clean the chimney (3:00)|Eden Chimney]]>><<npcincr Eden love 1>><<npcincr Eden dom 1>><<housekeeping 1 1000>><</link>><<glove>><<gdom "Eden">><<ghousekeeping 1000>>
<<else>>
<span class="green">The chimney is clean.</span>
<</if>>
<br>
<<if $edenroof lt 5>>
<<edenicon "fix">><<link [[Fix the roof (3:00)|Eden Roof]]>><<npcincr Eden love 1>><<npcincr Eden dom 1>><<housekeeping 1 1000>><</link>><<glove>><<gdom "Eden">><<ghousekeeping 1000>>
<<else>>
<span class="green">The roof is fixed.</span>
<</if>>
<br>
<<else>>
It's getting too late for repairs.
<br>
<</if>>
<br>
<<if $outside is 0>>
<<getouticon>><<link [[Go back|Eden Cabin]]>><<endevent>><</link>>
<<else>>
<<getouticon>><<link [[Go back|Eden Clearing]]>><<endevent>><</link>>
<</if>>
<br><<effects>>
Eden glances at you.
<br><br>
<<edenFluidsCheck>>
<<if Time.hour gte 18 and Time.hour lte 23>>
<<if $edencushions is 2 and $edenloveseat is 9>>
<<couchicon>><<link [[Cuddle on the loveseat (0:30)|Eden Cuddle]]>><<trauma -3>><<stress -3>><<pass 30>><<npcincr Eden love 1>><<npcincr Eden lust 1>><</link>><<glove>><<glust>><<ltrauma>><<lstress>>
<br>
<<else>>
<<couchicon>><<link [[Cuddle (0:30)|Eden Cuddle]]>><<trauma -3>><<stress -3>><<pass 30>><<npcincr Eden love 1>><<npcincr Eden lust 1>><</link>><<glove>><<glust>><<ltrauma>><<lstress>>
<br>
<</if>>
<<if Time.days % 2 is 0>>
<<if $eden_shoot gte 1>>
<<edenicon "target">><<link [[Practise shooting (0:30)|Eden Shoot]]>><<pass 30>><<stress -3>><</link>><<lstress>>
<br>
<<else>>
<<edenicon "target">><<link [[Say you want to learn how to shoot (0:05)|Eden Shoot Ask]]>><<pass 5>><</link>>
<br>
<</if>>
<<else>>
<<schoolicon "library">><<link [[Ask Eden to read to you (0:30)|Eden Read]]>><<trauma -3>><<pass 30>><<npcincr Eden love 1>><<set $phase to 0>><</link>><<glove>><<ltrauma>>
<br>
<</if>>
<<if $edenradiointro is 2>>
<<edenicon "radio">><<link [[Ask Eden to dance (0:30)|Eden Dance]]>><<trauma -3>><<stress -3>><<danceskill 5>><<pass 30>><<npcincr Eden love 1>><<npcincr Eden lust 1>><<set $phase to 0>><</link>><<glove>><<glust>><<ltrauma>><<lstress>><<gdanceskill>>
<br>
<</if>>
<<if $edenpillow is 2 and !$daily.eden.massage>>
<<edenicon "salve">><<link [[Give Eden a massage (0:30)|Eden Massage]]>><<pass 30>><<npcincr Eden love 1>><<npcincr Eden lust 3>><<set $daily.eden.massage to 1>><</link>><<glove>><<gglust>><<ltrauma>><<lstress>>
<br>
<</if>>
<<if $edenpillow is 2 and $daily.eden.massage is 1>>
<<edenicon "salve">><<link [[Give Eden a massage (0:30)|Eden Massage]]>><<pass 30>><<npcincr Eden love 1>><<npcincr Eden lust 3>><<set $daily.eden.massage to 2>><</link>><<glove>><<gglust>><<ltrauma>><<lstress>>
<br>
<</if>>
<<if $edenpillow is 2 and $daily.eden.massage is 2>>
<<edenicon "salve">><<link [[Give Eden a massage (0:30)|Eden Massage]]>><<pass 30>><<npcincr Eden love 1>><<npcincr Eden lust 3>><<set $daily.eden.massage to 3>><</link>><<glove>><<gglust>><<ltrauma>><<lstress>>
<br>
<</if>>
<<if $edenpillow is 2 and $daily.eden.massage is 3>>
<<edenicon "salve">><<link [[Give Eden a massage (0:30)|Eden Massage]]>><<pass 30>><<npcincr Eden love 1>><<npcincr Eden lust 3>><<set $daily.eden.massage to 4>><</link>><<glove>><<gglust>><<ltrauma>><<lstress>>
<br>
<</if>>
<<if $edenpillow is 2 and $daily.eden.massage is 4>>
<<edenicon "salve">><<link [[Give Eden a massage (0:30)|Eden Massage]]>><<pass 30>><<npcincr Eden love 1>><<npcincr Eden lust 3>><<set $daily.eden.massage to 5>><</link>><<glove>><<gglust>><<ltrauma>><<lstress>>
<br>
<</if>>
<br>
<</if>>
<<if !$edenfurniture>>
<<edenicon "rug">><<link [[Ask Eden if you can buy a rug and pillows|Eden Pillows]]>><</link>>
<br>
<<elseif $edenfurniture is 1 and $edenpillow is 2>>
<<edenicon "curtains">><<link [[Ask if you can get curtains and a coat stand|Eden Curtains]]>><</link>>
<br>
<<elseif $edenfurniture gte 2 and !$edencoat and $edencurtains is 2>>
<<edenicon "coat stand">><<link [[Ask to make the coat stand (3:00)|Eden Coat Stand]]>><<set $edencoat to 1>><<pass 3 hours>><</link>>
<br>
<<elseif $edenfurniture is 2 and $edencurtains is 2 and $edencoat>>
<<couchicon>><<link [[Ask for a loveseat|Eden Loveseat]]>><</link>>
<br>
<<elseif $edenfurniture is 3 and $edenloveseat lt 7>>
<<couchicon>><<link [[Work on the loveseat (3:00)|Eden Loveseat Work]]>><<pass 3 hours>><</link>>
<br>
<</if>>
<<if Time.hour is 17 and $edenjoin is 1>>
<<bathroomicon>><<link [[Ask to join Eden in the bath (0:30)|Eden Bath Join]]>><<npcincr Eden love 1>><<pass 30>><</link>><<glove>>
<br>
<</if>>
<<if $worn.neck.collared isnot 1 and C.npc.Eden.dom gte 100>>
<<symbol "dominance">><<link [[Ask Eden for a collar|Eden Collar]]>><<npcincr Eden love 5>><<npcincr Eden lust 5>><<npcincr Eden dom 5>><</link>><<gglove>><<gglust>><<ggdom>>
<br>
<</if>>
<<if $daily.eden.walk isnot 1>>
<<lakeicon>><<link [[Ask Eden to accompany you to the lake|Eden Lake]]>><</link>>
<br>
<</if>>
<<if $daily.eden.search is undefined or $daily.eden.search lt (C.npc.Eden.love / 40)>>
<<foresticon>><<link [[Ask Eden to help search the forest (0:30)|Eden Search]]>><<if $daily.eden.search is undefined>><<set $daily.eden.search to 1>><<else>><<set $daily.eden.search += 1>><</if>><</link>>
<br>
<</if>>
<<if Time.monthDay is 31 and $halloween_eden is 1 and $halloween_eden_bought is 1 and !$halloween_eden_candy_given>>
<<foodicon "sweets">><<link [[Give Eden the hamper|Eden Halloween]]>><<npcincr Eden love 5>><<npcincr Eden dom 1>><<set $halloween_eden_candy_given to 1>><</link>>
<br>
<</if>>
<<if Time.monthDay is 25 and $christmas_gift_eden is 1 and $christmas_gift_eden_given isnot 1>>
<<gifticon "hunting">><<link [[Give Eden the hunting jacket|Eden Jacket]]>><<npcincr Eden love 5>><<npcincr Eden dom 1>><<set $christmas_gift_eden_given to 1>><<set $edencoatjacket to 1>><</link>>
<br>
<</if>>
<<if $leftarm is "bound" or $rightarm is "bound" or $feetuse is "bound" or $worn.feet.name is "ankle cuffs">>
<<undobindingsicon>><<link [[Ask Eden to undo your bindings (0:01)|Eden Bindings]]>><<pass 1>><<unbind>><</link>>
<br>
<</if>>
<<if $edenfreedom is undefined>>
<<socialiseicon "ask">><<link [[Ask for freedom to return to town|Eden Freedom]]>><</link>>
<br>
<</if>>
<<if $edenfreedom is 1>>
<<socialiseicon "ask">><<link [[Ask for freedom to remain in town|Eden Freedom 3]]>><</link>>
<br>
<</if>>
<<if $edenshopping is 1>>
<<edenicon "supplies">><<link [[Give Eden the supplies|Eden Supplied]]>><</link>>
<br>
<</if>>
<<if $edenradiointro is 1>>
<<edenicon "radio">><<link [[Give Eden the radio|Eden Radio Intro]]>><</link>>
<br>
<</if>>
<<if canGiftFood("Eden")>>
<<skinicon "give">><<link [[Give Eden food|Eden Gifts List]]>><</link>>
<br>
<</if>>
<br>
<<getouticon>><<link [[Go back|Eden Cabin]]>><<endevent>><</link>><<effects>>
You take a moment to look around the cabin.
<<if $daily.eden.salve is 1 and $daily.eden.soap is 1>>
Jars of salve and soap bars rest on the countertop.
<<elseif $daily.eden.salve is 1>>
Jars of salve rest on the countertop.
<<elseif $daily.eden.soap is 1>>
Soap bars rest on the countertop.
<</if>>
<<if $daily.eden.sweep is 1>>
The floor is clean.
<</if>>
<br><br>
<<if $edenpillow is 1>>
<<edenicon "rug">><<link [[Set up the rug and pillows|Eden Pillow Set]]>><<set $edenpillow to 2>><<npcincr Eden love 1>><<npcincr Eden dom 1>><</link>><<glove>><<gdom "Eden">>
<br><br>
<</if>>
<<if $edencurtains is 1>>
<<edenicon "curtains">><<link [[Set up the curtains|Eden Curtains Set]]>><<set $edencurtains to 2>><<npcincr Eden love 1>><<npcincr Eden dom 1>><</link>><<glove>><<gdom "Eden">>
<br><br>
<</if>>
<<if $daily.eden.sew isnot 1 or $edencushions is 1 or $edendesign lt 9 or (Time.season is "winter" and !$edenscarf and $edencoat is 2)>>
A sewing kit sits atop a cupboard.
<br>
<</if>>
<<if $daily.eden.sew isnot 1>>
<<shopicon "tailor">><<link [[Fix Eden's clothes (0:30)|Eden Fix]]>><<pass 30>><<npcincr Eden love 1>><<set $daily.eden.sew to 1>><<endevent>><<housekeeping 1 1000>><</link>><<glove>><<ghousekeeping 1000>>
<br>
<</if>>
<<if $edencushions is 1>>
<<shopicon "tailor">><<link [[Make the cushions (3:00)|Eden Loveseat Work]]>><<pass 3 hours>><<set $edencushions to 2>><<housekeeping 1 100>><</link>><<ghousekeeping 100>>
<br>
<<elseif $edenloveseat is 7>>
<i>You could visit the shopping centre to buy cushion materials for your loveseat</i>
<br>
<</if>>
<<if $edencushions is 2 and $edenloveseat is 9 and !$edenblanket>>
<<shopicon "tailor">><<link [[Sew a fur blanket (0:30)|Eden Blanket One]]>><<pass 30>><<npcincr Eden love 1>><<npcincr Eden dom 1>><<set $edenblanket to 1>><<housekeeping 1 1000>><</link>><<glove>><<gdom "Eden">><<ghousekeeping 1000>>
<br>
<</if>>
<<if $edencushions is 2 and $edenloveseat is 9 and $edenblanket is 1>>
<<shopicon "tailor">><<link [[Sew a fur blanket (0:30)|Eden Blanket Two]]>><<pass 30>><<npcincr Eden love 1>><<npcincr Eden dom 1>><<set $edenblanket to 2>><<housekeeping 1 1000>><</link>><<glove>><<gdom "Eden">><<ghousekeeping 1000>>
<br>
<</if>>
<<if $edencushions is 2 and $edenloveseat is 9 and $edenblanket is 2>>
<<shopicon "tailor">><<link [[Sew a fur blanket (0:30)|Eden Blanket Three]]>><<pass 30>><<npcincr Eden love 1>><<npcincr Eden dom 1>><<set $edenblanket to 3>><<housekeeping 1 1000>><</link>><<glove>><<gdom "Eden">><<ghousekeeping 1000>>
<br>
<</if>>
<<if $edenpillow is 2 and ($edendesign lt 9 or !$edendesign)>>
<<if !$edendesign>><<set $edendesign to 0>><</if>>
<<shopicon "tailor">><<link [[Sew designs in the pillows (0:30)|Eden Design]]>><<pass 30>><<npcincr Eden love 1>><<npcincr Eden dom 1>><<set $edendesign += 1>><<housekeeping 1 1000>><</link>><<glove>><<gdom "Eden">><<ghousekeeping 1000>>
<br>
<</if>>
<<if Time.season is "winter" and !$edenscarf and $edencoat is 2>>
<<edenicon "scarf">><<link [[Make a scarf for Eden (0:30)|Eden Scarf]]>><<pass 30>><<npcincr Eden love 1>><<npcincr Eden dom 1>><<set $edenscarf to 1>><<housekeeping 1 1000>><</link>><<glove>><<gdom "Eden">><<ghousekeeping 1000>>
<br>
<</if>>
<<if $daily.eden.supplies isnot 1>>
<br>
Eden's supplies are kept in a cabinet.
<br>
<<edenicon "supplies">><<link [[Take stock of Eden's supplies (0:30)|Eden Stock]]>><<pass 30>><<npcincr Eden love 1>><<set $daily.eden.supplies to 1>><</link>><<glove>>
<br>
<</if>>
<<if $daily.eden.sweep isnot 1>>
<br>
A broom and dustpan lie in the corner.
<br>
<<edenicon "broom">><<link [[Sweep the floor (0:30)|Eden Sweep]]>><<pass 30>><<npcincr Eden love 1>><<set $daily.eden.sweep to 1>><<housekeeping 1 100>><</link>><<glove>><<ghousekeeping 100>>
<br>
<</if>>
<<if $daily.eden.salve isnot 1 or $daily.eden.soap isnot 1>>
<br>
A stove sits in the kitchen.
<br>
<</if>>
<<if $daily.eden.salve isnot 1>>
<<edenicon "salve">><<link [[Make salves (0:30)|Eden Salve]]>><<pass 30>><<if !$salve>><<set $salve to 1>><<else>><<set $salve += 1>><</if>><<npcincr Eden love 1>><<set $daily.eden.salve to 1>><</link>><<glove>>
<br>
<</if>>
<<if $daily.eden.soap isnot 1>>
<<edenicon "soap">><<link [[Make soap (0:30)|Eden Soap]]>><<pass 30>><<if !$soap>><<set $soap to 1>><<else>><<set $soap += 1>><</if>><<npcincr Eden love 1>><<set $daily.eden.soap to 1>><</link>><<glove>>
<br>
<</if>>
<<kitchenicon "stove_old">><<link [[Kitchen|Eden Kitchen]]>><</link>>
<br>
<br>
<<furnitureicon "chair">><<link [[Relax (0:15)|Eden Table]]>><<stress -2>><<endevent>><<pass 15>><</link>><<lstress>>
<br><br>
<<getouticon>><<link [[Go back|Eden Cabin]]>><<endevent>><</link>>
<br><br><<effects>><<getTarget true>>
There's a large mattress with animal skin covers.
<<if Time.hour gte 0 and Time.hour lte 6>>
Eden slumbers between the sheets.
<</if>>
<br>
<<if $nextPassageCheck is "Eden Cabin Bed">>
<span class="nextLink"><<bedicon "eden">><<link [[Eden.|Eden Cabin Bed]]>><<endevent>><</link>></span>
<<else>>
<<bedicon "eden">><<link [[Sleep|Eden Cabin Bed]]>><<endevent>><</link>>
<</if>>
<br>
<<roomoptions>>
<<pregnancyTest "Eden Cabin">>
<br>
Your clothes are kept in the corner.
<br>
<<wardrobeicon>><<link [[Wardrobe|Eden Wardrobe]]>><<endevent>><</link>>
<br>
<<if playerHasSexToys()>>
<<sextoysicon>><<link [[Sex toys|Sextoys Inventory]]>><<set $sextoyInvReturnLink to $passage>><</link>>
<br>
<</if>>
<<if $nextPassageCheck is "Eden Mirror">>
<span class="nextLink"><<mirroricon>><<link [[Mirror|Eden Mirror]]>><<preMirror>><<endevent>><</link>></span>
<<else>>
<<mirroricon>><<link [[Mirror|Eden Mirror]]>><<preMirror>><<endevent>><</link>>
<</if>>
<br><br>
<<if $nextPassageCheck is "Eden Cabin">>
<<getouticon>><span class="nextLink"><<link [[Go back|Eden Cabin]]>><<endevent>><</link>></span>
<<else>>
<<getouticon>><<link [[Go back|Eden Cabin]]>><<endevent>><</link>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<npcspank>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemyanger += 200>>
<<healthMultiplier>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or $enemyanger lte 0>>
<span id="next"><<link [[Next|Eden Cabin Punishment Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Eden Cabin Punishment]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "cabin">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<npcincr Eden lust -20>>
<<He>> pants from the exertion. "I hope you've learnt your lesson."<<lllust>>
<br><br>
<<tearful>> you avoid <<his>> gaze.
<<elseif $enemyhealth lte 0>>
"You ungrateful slut," <<he>> says. "Maybe I should throw you out and leave you to the wolves!" <<He>> winces and holds <<his>> side. "I need to get something for this."
<br><br>
<<tearful>> you gather yourself.
<<elseif $enemyanger lte 0>>
<<He>> looks mollified, and releases you. "I hope you've learnt your lesson."
<br><br>
<<tearful>> you avoid <<his>> gaze.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Eden Cabin]]>><</link>><<endevent>>
<<effects>>
<<if Time.hour gte 0 and Time.hour lte 6>>
You snuggle in beside Eden. <<set $bedGuest to "Eden">>
<<else>>
You snuggle under the covers.
<</if>>
<<if $wraith.state and $wraithPrison and ($moonstate is "evening" or $moonstate is _nightstate)>>
You feel anxious, and your eyes dart over to the mirror.
<</if>>
<br><br>
<<nightmareCheck "Cabin Sleep">>
<<generateSleepLinks "Cabin Sleep">>
<<link [[Climb out of bed|Eden Cabin]]>><<unset $bedGuest>><<endevent>><<loadTempHairStyle>><</link>>
<br><br><<set _autosavehere to true>>
<<sleep>>
<<effects>>
<<if $wraith.nightmare is 2 and Time.isBloodMoon()>>
<<sleepeffects>>
You dream of a beautiful figure, cloaked in white, standing under the red moon. It has its arms spread out to you in a welcoming gesture. You can feel its gaze boring into your mind as you step closer.
<br><br>
It's surrounded by trees, all bending inwards, and floating above a lake. Everything moves around you, and you find yourself hanging above a large ruin. You can't breathe.
<br><br>
You slowly open your eyes, and sluggishly stand from the bed. You make sure not to wake Eden. Your ears are ringing.
<br><br>
<<wraithPossess "cabin">>
<span class="nextLink"><<link [[Walk.|Eden Cabin]]>><<rainWraith>><</link>></span>
<br>
<<else>>
<<wakingEffects $sleepHoursTotal>>
<<if ["dryheaving","nausea"].includes(_wakingEffect)>>
<br><br>
You slept soundly, but now feel a little rough.
<br><br>
<<elseif $nightmares gte 1 and $controlled is 0>>
You <<if _wakingEffect>>dreamed of<<else>>dream you are<</if>> being hunted by something <<if ["haunt", "despair"].includes($wraith.state) and $rng lte 25>>pale<<else>>dark<</if>> and terrible.
<<else>>
<<if $specialClothesEffects.bimboTotal gte random(100,1000) or $arousal gte ($arousalmax / 10) * 9>>
Your sleep <<if _wakingEffect>>was<<else>>is<</if>> plagued by dirty dreams.
<<arousal `$specialClothesEffects.bimboTotal / 10 * $sleepHoursTotal`>>
<<arousal `100 * $sleepHoursTotal`>>
<<if $arousal gte $arousalmax>>
They push you over the edge.
<<orgasm>><<set _orgasm to true>>
<<else>>
<br><br>
<</if>>
<<elseif !_wakingEffect>>
You sleep soundly.
<br><br>
<<else>>
<br><br>
<</if>>
<</if>>
<<sleepeffects>>
<<if _dryheaving is true>>
"Hope you're not coming down with something. You should stay in bed," Eden says, watching with a worried expression. "I'll handle breakfast." <<set $daily.eden.breakfast to 1>>
<br><br>
<<getouticon>><<link [[Get out of bed|Eden Cabin]]>><</link>>
<<elseif _sleepinterrupt>>
<<npc Eden>><<person1>>
<<if $edenNightmareWake>>
You wake up to Eden mumbling. <<Hes>> still asleep, but <<he>> looks agitated.
<br><br>
<<link [[Try to wake <<him>> up|Eden Nightmare]]>><<set $phase to 0>><</link>>
<br>
<<link [[Ignore <<him>>|Eden Nightmare]]>><<set $phase to 1>><<unset $edenNightmareWake>><</link>>
<br>
<<else>>
<<if _orgasm is true>>
Eden starts groping. <<He>> feels the moistness around your crotch. "I've been neglectful," <<he>> says, rubbing up against you.
<<else>>
You wake up to Eden's groping. <<He>> starts rubbing up against you.
<</if>>
<br><br>
<<link [[Let it happen|Eden Sleep Sex]]>><<set $sexstart to 1>><</link>><<promiscuous1>>
<br>
<<link [[Push away|Eden Sleep Push]]>><<npcincr Eden love -3>><<npcincr Eden dom -1>><</link>><<lllove>><<ldom>>
<br>
<</if>>
<<else>>
<br><br>
<<getouticon>><<link [[Get out of bed|Eden Cabin]]>><<endevent>><</link>>
<br><br>
<</if>>
<</if>>
<<set $phase to 0>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>>
<<healthMultiplier>>
<<promiscuity1>>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemyanger += 50>>
<<healthMultiplier>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Eden Sleep Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Eden Sleep Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "cabin">><<effects>>
You shove <<him>> away from you.
<<if C.npc.Eden.love - (C.npc.Eden.lust * 2) gte 1>>
<<He>> grumbles something and rolls over. <<Hes>> asleep within moments.
<br><br>
<<link [[Back to sleep|Eden Cabin Bed]]>><</link>>
<br>
<<link [[Get up|Eden Cabin]]>><<endevent>><</link>>
<br>
<<else>>
<<He>> gropes with more force.
<br><br>
<<link [[Next|Eden Sleep Sex]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "cabin">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<npcincr Eden lust -20>>
<<He>> kisses you on the neck, rolls over, and goes to sleep.<<lllust>>
<<elseif $enemyhealth lte 0>>
"You ungrateful slut," <<he>> says. "Maybe I should throw you out and leave you to the wolves!" <<He>> winces and holds <<his>> side. "I need to get something for this."
<br><br>
<<tearful>> you hide beneath the covers.
<<elseif $finish is 1>>
<<He>> rolls over. You hear <<him>> snore moments later.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Eden Cabin Bed]]>><</link>><<set $outside to 0>><<set $location to "cabin">><<effects>>
<<if $phase is 0>> /* Try to wake up */
You go to wake <<him>>, your hand brushing against <<his>> shoulder.
<br><br>
Eden wakes up with a start and grabs you by the <<= $asphyxiaLvl gte 3 ? "neck" : "wrists">>, pinning you to the bed. <<His>> hands squeeze <<= $asphyxiaLvl gte 3 ? "around your throat. <span class='red'>You can't breathe!</span>" : "you, preventing you from moving.">>
<br><br>
<<He>> doesn't seem to recognise you. You <<= $asphyxiaLvl gte 3 ? "choke out a gasp" : "cry out in pain">>, which brings <<him>> back to <<his>> senses.<<pain 4>><<gpain>>
<br><br>
<<He>> lets you go and glares at you. "Don't startle me.<<if C.npc.Eden.love gte 150>> You should know better by now.<</if>>"
<br><br>
<<He>> rolls over and goes back to sleep. You wonder if you'll have bruises tomorrow.<<= $asphyxiaLvl gte 3 ? "<<bruise neck>>" : "<<bruise leftarm>><<bruise rightarm>>">>
<br><br>
You manage to fall back into an uneasy sleep.
<<else>> /* Ignore */
You do your best to go back to sleep.
<</if>>
<br><br>
<<link [[Next|Eden Cabin Bed]]>><</link>>
<br><<set $outside to 0>><<set $location to "cabin">><<effects>>
<<if $phase is 0>> /* Ask about last night */
<<if $speech_attitude is "meek">>
You look down at the floor. "W-were you having a bad dream last night?"
<<elseif $speech_attitude is "bratty">>
You cross your arms and stare at <<him>>. "What was last night all about?"
<<else>>
"Did you have a nightmare last night?" you ask.
<</if>>
<br><br>
<<He>> looks at you and your bruises. <<He>> scowls.
<<if C.npc.Eden.love gte 150>>
"Bad hunt," <<he>> says, and storms off before you can say anything else.
<<else>>
<<He>> grunts and turns away from you.
<</if>>
<br><br>
You rub your aching <<= $asphyxiaLvl gte 3 ? "neck" : "wrists">>.
<<else>> /* Pretend nothing happened */
You think better of asking <<him>>.
<</if>>
<br><br>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>>
<br><<effects>>
You look through Eden's wardrobe.
<br><br>
<<set $wardrobe_location to "edensCabin">>
<<wardrobeSelection>>
<<wardrobewear>>
<div id="wardrobeExits"><<wardrobeExits>></div>
<<wardrobe>><<effects>>
You reach for the door, but Eden's voice stops you in your tracks.
<br><br>
"Wait," <<nnpc_he "Eden">> says. "You shouldn't go out like that."
<br><br>
<<getinicon>><<link [[Stay inside|Eden Cabin]]>><<endevent>><</link>>
<br>
<<getouticon>><<link [[Leave|Eden Clearing]]>><<set $daily.eden.exposed to 1>><</link>><<effects>>
<<if $speech_attitude is "meek">>
"I-If it's no trouble, could you untie me please?" you ask.
<<elseif $speech_attitude is "bratty">>
"It may have escaped your notice, but I'm tied up. Could you help?" you ask.
<<else>>
"Can you untie me?" you ask.
<</if>>
Without a word, Eden picks up a knife and slashes your bindings.
<br><br>
<<if $bus is "edenclearing">>
<<link [[Next|Eden Clearing]]>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
You set the new rug by the fireplace and arrange the pillows around it. When you're done, you step back and take a look at your work.
The setup looks quite cosy, and you feel a sense of accomplishment. You're sure that Eden would be satisfied with your choice.
<br><br>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>><<effects>>
You spend some time taking down the current worn out curtains and replacing them with the new ones. After finishing, you step back and look over the result of your efforts.
They certainly add a touch of charm to the cabin, and you smile at the achievement.
<br><br>
The only thing left to do is to work with Eden to make the coat stand.
<br><br>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>><<effects>>
<<if $bus is "edenclearing">>
Eden brings over some wooden rods of varying sizes.
<<else>>
Eden leads you outside and brings over some wooden rods of varying sizes.
<</if>>
"We'll need to sand these," <<he>> says, handing you some sand paper. You take a seat by the porch and pick up one of the rods, taking note of its coarse wooden texture.
<br><br>
It takes some elbow grease, but you both eventually file all the rods down smoothly. With that done, you help Eden construct the rest of the coat stand, starting from creating its base, to drilling holes in its top to set the coat arms.
<br><br>
As the final touch, Eden lacquers the stand and leaves it to dry overnight.
<br><br>
<<link [[Next|Eden Clearing]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "cabin">><<effects>>
/* eden is already generated
<<npc Eden>><<person1>>*/
<<if $speech_attitude is "meek">>
"Could you follow me to the lake please?" you ask.
<<elseif $speech_attitude is "bratty">>
"I feel like walking to the lake. Wanna come?" you ask.
<<else>>
"Want to join me for a walk to the lake?" you ask.
<</if>>
<<if $exposed gte 1>>
Eden's eyes scan over your exposed form. "I'm not letting you leave like that. Put some clothes on."
<br><br>
<<if $bus is "edenclearing">>
<<link [[Next|Eden Clearing]]>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>>
<br>
<</if>>
<<else>>
<<set $daily.eden.walk to 1>>
Eden considers for a moment, then shrugs. "Not like I had anything better planned anyway."
<br><br>
<<if $edenraftintro is 1>>
<<if $speech_attitude is "meek">>
"O-oh, wait. I just remembered," you say.
<<elseif $speech_attitude is "bratty">>
"Oh, almost forgot," you say.
<<else>>
"Wait, I just remembered something," you say.
<</if>>
<br>
You hand Eden the inflatable raft you bought at the shopping centre.
<br>
<<He>> looks at it, reading over the box cover. "An inflatable raft?" <<he>> asks.
<br><br>
<<if $speech_attitude is "meek">>
"Y-Yes. We could use it at the lake. The <<if Time.season is "autumn">>falling autumn leaves<<elseif Time.hour gte 6 and Time.hour lte 8>>sunset<<else>>sky<</if>> would look beautiful over the water."
<<elseif $speech_attitude is "bratty">>
"Yup. I was thinking we could use it at the lake. Besides, we could see the <<if Time.season is "autumn">>falling autumn leaves<<elseif Time.hour gte 6 and Time.hour lte 8>>sunset<<else>>sky<</if>> over the water."
<<else>>
"Yes. I was thinking we could use it at the lake. Besides, we could see <<if Time.season is "autumn">>falling autumn leaves<<elseif Time.hour gte 6 and Time.hour lte 8>>sunset<<else>>sky<</if>> over the water."
<</if>>
<<He>> peeks inside the box for a few seconds before nodding in response. You smile at <<him>> in gratitude and start walking to the lake.
<br><br>
<</if>>
<<if $edenraftintro is 1>>
<<link [[Forest lake (0:30)|Eden Raft Intro]]>><<pass 30>><<set $edenlake to 1>><</link>>
<<else>>
<<link [[Forest lake (0:30)|Eden Forest Lake]]>><<pass 30>><<set $edenlake to 1>><</link>>
<</if>>
<</if>><<set $outside to 0>><<set $location to "cabin">><<effects>>
/* eden is already generated
<<npc Eden>><<person1>>*/
<<if $speech_attitude is "meek">>
"Could you help me search the forest please?" you ask.
<<elseif $speech_attitude is "bratty">>
"I wanna search the forest. Feel like joining?" you ask.
<<else>>
"Want to help me search the forest?" you ask.
<</if>>
<br><br>
Eden thinks for a second, then nods. "If you must, I'll accompany you."
<br><br>
<<link [[Search the forest (0:30)|Eden Forest Search]]>><<pass 30>><</link>>
<br><br><<set $outside to 1>><<set $location to "cabin">><<effects>><<set $bus to "edenclearing">>
<<npc Eden>><<person1>>
You are in the clearing outside Eden's cabin. The surrounding trees are so huge that you have to crane your neck to see the sky. There's a small farm plot where Eden grows vegetables. Behind the cabin is a spring at the base of a cliff.
<br><br>
<<if $foresthunt gte 1>>
<span class="lblue">You're safe at Eden's cabin. Whatever was hunting you will have given up.</span>
<br><br>
<<set $foresthunt to 0>>
<</if>>
<<if Time.hour gte 7>>
<<edenFluidsCheck>>
<</if>>
<<if $edenCagedEscape and Time.hour gte 7>>
Eden looks up as you approach the cabin. <<He>> does a double take when <<he>> sees you. "There you are!" <<he>> shouts, quickly making <<his>> way over to you. "You're in so much trouble, you disobedient whore."
<br><br>
Eden marches you inside before you can protest. A cage sits ominously in the corner.
<br><br>
<<link [[Next|Eden Caged Intro]]>><<set $phase to 2>><</link>>
<br>
<<elseif ($edenfreedom is 2 and $edendays gte 8 and Time.hour gte 6) or ($edenfreedom is 1 and $edendays gte 2 and Time.hour gte 6)>>
<<set $edendays to 0>>
<<npcincr Eden love -1>>
Eden looks up as you approach the cabin. <<He>> stops what <<hes>> doing and rushes over to you.
<<if $edenPreyEscaped>><<unset $edenPreyEscaped>>
"Don't think I forgot about our game. You weren't supposed to escape me," <<he>> grumbles. "You shouldn't have been gone so long, either. Where the hell have you been?"
<<else>>
"Where have you been?" <<he>> asks, grabbing your shoulders. "I was so worried about you."
<</if>>
<br><br>
<<link [[Apologise|Eden Return Apologise]]>><<npcincr Eden love 1>><<set $phase to 0>><</link>>
<br>
<<link [[Explain|Eden Return Apologise]]>><<set $phase to 1>><</link>>
<<elseif $edenPreyEscaped and Time.hour gte 6>><<unset $edenPreyEscaped>>
You see Eden polishing <<his>> gun. Your arrival prompts a glare from <<him>>.
<br>
"You weren't supposed to escape me," <<he>> says, looking you up and down. "I'll fuck you raw if I have to. Next time, you're mine."
<br>
<<if $worn.neck.collared isnot 1 and $edenaskcollar isnot 1>>
<<He>> mutters something under <<his>> breath and starts back on <<his>> work, but <<his>> brow furrows, as if <<he>> just realised something.
<br>
"Where's your collar?" <<he>> asks, <<his>> voice growing concerned. <<He>> sets <<his>> gun down and walks towards you.
<br><br>
<<if $edencollarremove is 1>>
<<link [[Lie and ask for another one|Eden Collar Ask]]>><<npcincr Eden love 5>><<npcincr Eden lust 5>><<npcincr Eden dom 5>><</link>><<gglove>><<gglust>><<ggdom>>
<<else>>
<<link [[Explain and ask for another one|Eden Collar Ask]]>><<npcincr Eden love 5>><<npcincr Eden lust 5>><<npcincr Eden dom 5>><</link>><<gglove>><<gglust>><<ggdom>>
<</if>>
<br>
<<link [[Just say you removed it|Eden Collar Remove]]>><</link>>
<br>
<<else>>
<<He>> stares at you for a moment longer, before returning to <<his>> business.
<br><br>
<<link [[Next|Eden Clearing]]>><<endevent>><</link>>
<br>
<</if>>
<<elseif $worn.neck.collared isnot 1 and $edenaskcollar isnot 1 and Time.hour gte 6>>
As you walk past Eden, <<he>> momentarily stops <<his>> work, turning to look at you. <<His>> eyes zero in on your neck.
<br><br>
"Where's your collar?" <<he>> asks.
<br><br>
<<if $edencollarremove is 1>>
<<link [[Lie and ask for another one|Eden Collar Ask]]>><<npcincr Eden love 5>><<npcincr Eden lust 5>><<npcincr Eden dom 5>><</link>><<gglove>><<gglust>><<ggdom>>
<<else>>
<<link [[Explain and ask for another one|Eden Collar Ask]]>><<npcincr Eden love 5>><<npcincr Eden lust 5>><<npcincr Eden dom 5>><</link>><<gglove>><<gglust>><<ggdom>>
<</if>>
<br>
<<link [[Just say you removed it|Eden Collar Remove]]>><</link>>
<<elseif $stress gte $stressmax>>
<<if isPregnancyEnding()>>
<<pregnancyPassout "edencabin">>
<<else>>
<<link [[Everything fades to black...|Eden Cabin Passout]]>><</link>>
<</if>>
<<elseif Time.hour is 17 and $exposed gte 1 and !$daily.eden.exposed>>
Eden walks up to the cabin door, turning back to you just before <<he>> enters. <<He>> eyes your <<lewdness>> for a moment. "You should head inside."
<br><br>
<<link [[Follow Eden|Eden Cabin]]>><<endevent>><</link>>
<br>
<<link [[Stay outside|Eden Clearing]]>><<set $daily.eden.exposed to 1>><<endevent>><</link>>
<<elseif ($exposed gte 2 and $exhibitionism lte 74 or $exposed gte 1 and $exhibitionism lte 54) and isLoveInterest("Eden") and (Time.hour lte 8 or $daily.eden.hunting is 1 or Time.hour gte 17)>>
You don't want to be seen like this when Eden's not around! You rush to your clothes.
<br><br>
<<link [[Next|Eden Wardrobe]]>><<endevent>><</link>>
<<else>>
<<if $exposed is 1 and hasSexStat("exhibitionism", 4) or $exposed is 2 and hasSexStat("exhibitionism", 5)>>
<span class="lewd">With your <<lewdness>> on display, you can't help but feel a primal thrill.</span>
<br><br>
<<elseif $exposed gte 1>>
<span class="lewd">Your <<lewdness>> embarrasses you, but it's alright if
<<if Time.hour lte 10 or (Time.hour gte 11 and Time.hour lte 14 and $daily.eden.hunting isnot 1) or Time.hour gte 15>>
Eden's here.
<<else>>
you're alone.
<</if>>
</span>
<br><br>
<</if>>
<<if Weather.precipitation is "rain">>
Rainwater drips from the branches above.
<br><br>
<<elseif Weather.precipitation is "snow">>
Snow weighs down the branches above.
<br><br>
<</if>>
<<if ($edenfreedom is 2 and $edendays lt 8) or ($edenfreedom is 1 and $edendays lt 2)>>
<<set $edendays to 0>>
<</if>>
<<if Time.hour gte 9 and Time.hour lte 10>>
Eden is tending the crops.
<br><br>
<<edenlust>>
<<if Time.monthName is "November" and $edenprepare is 1>>
<<edenicon "fix">><<link [[Fix the cabin|Cabin Eden Prepare]]>><</link>>
<br><br>
<</if>>
<<getinicon>><<link [[Approach Eden|Clearing Eden Actions]]>><</link>>
<br><br>
<<clearingactions>>
<<elseif Time.hour gte 11 and Time.hour lte 14>>
<<if $daily.eden.hunting isnot 1>><<set $daily.eden.hunting to 1>>
<<edenpreystart>>
<<if _edenPreyEvent>>
Eden approaches you.
<<if $edenPrey gte 1>>
"Come on," <<he>> says. "We're going on another 'hunting' trip." <<His>> suggestive tone tells you exactly what <<he>> has in mind.
<<if _virginityPresent>>
<br><br>
To drive the point home, Eden snakes <<his>> free hand down your waist, grabbing your crotch. "This time," <<he>> says in a husky whisper, "I'm going to devour you."<<arousal 100>><<garousal>>
<</if>>
<<else>>
<<He>> eyes you up and down<<if _virginityPresent>>, focusing on your crotch<</if>>. The silence coupled with <<his>> lecherous gaze makes you uneasy.
<br>
<<if _virginityPresent>>
"I think it's time we did something about that virginity of yours," <<he>> says. "I've got something special planned. How about it?"
<<else>>
"I think it's time we did some unwinding," <<he>> says. "I have a nifty idea for the two of us. How about it?"
<</if>>
<</if>>
<br>
<<He>> doesn't wait for your response as <<he>> rests a hand on the small of your back. <<He>> tries pushing you away from the cabin.
<br><br>
<<link [[Go along with it|Eden Prey Yes]]>><<set $phase to 1>><<npcincr Eden love 1>><</link>><<glove>>
<br>
<<link [[Resist|Eden Prey No]]>><<set $phase to 1>><<npcincr Eden love -1>><<npcincr Eden dom -1>><</link>><<llove>><<ldom>>
<br>
<<else>>
Eden exits the cabin,<<if Time.season is "winter" and $edenscarf is 1>> scarf around <<his>> neck and<</if>> gun in hand. "I'm going hunting. Stay near the cabin while I'm gone."
<br><br>
<<link [[Nod|Eden Hunting]]>><<set $phase to 0>><</link>>
<br>
<<link [[Ask to go along|Eden Hunting]]>><<set $phase to 1>><</link>>
<br>
<</if>>
<<else>>
Eden is out hunting.
<br><br>
<<if Time.monthName is "November" and $edenprepare is 1>>
<<edenicon "fix">><<link [[Fix the cabin|Cabin Eden Prepare]]>><</link>>
<br><br>
<</if>>
<<clearingactions>>
<</if>>
<<elseif Time.hour is 15>>
<<if $rng gte 91 and !$edenhurt>>
<<set $edenhurt to 1>>
<<person1>>
The sudden snapping of a twig draws your attention to the treeline. Eden emerges from the forest, <<his>> clothes looking ragged and torn in various places.
<<His>> rifle, usually slung over <<his>> shoulder, is grasped tightly in <<his>> hand. You gasp when you see the state <<hes>> in, and flinch when you notice the claw shaped marks covering <<his>> arms and chest.
<br><br>
<<if $speech_attitude is "meek">>
"You're hurt! W-what happened?" You rush over to examine <<his>> wounds, tears brimming in your eyes.
<<elseif $speech_attitude is "bratty">>
"You're hurt! How could you be so reckless?" You stomp over to examine <<his>> wounds.
<<else>>
"You're hurt!" you cry, and rush over to examine <<his>> wounds.
<</if>>
<br><br>
Eden brushes your concern off with a wave of <<his>> hand. "I'm fine," <<he>> says. "Ran into some wolves, but I scared them off."
<<He>> wipes some sweat from <<his>> face and brushes a few clumps of dirt off <<his>> pants. "I'm going to fix myself up." Making <<his>> way to the cabin door, <<he>> pauses just as <<he>> reaches for the handle.
Turning to face you, <<he>> gives you a wary look. "Better get in. Don't want you getting hurt too."
<br><br>
<<link [[Offer to patch wounds (0:20)|Eden Wounds]]>><<pass 20>><<npcincr Eden love 1>><<npcincr Eden dom 1>><</link>><<glove>><<gdom>>
<br>
<<link [[Nod|Eden Wounds Nod]]>><</link>>
<<else>>
Eden is skinning prey. The smell makes you queasy.
<br><br>
<<edenlust>>
<<if Time.hour is 15 and $daily.eden.lunch isnot 1>>
<<if $housekeeping gte 100>>
Eden must be hungry after all that hunting. Maybe <<he>>'d appreciate some lunch.
<br>
<<foodicon "eat">><<link [[Make lunch for Eden (0:30)|Eden Lunch]]>><<pass 30>><<npcincr Eden love 1>><<npcincr Eden dom 1>><<set $daily.eden.lunch to 1>><<housekeeping 1 500>><</link>><<ghousekeeping 500>><<glove>><<gdom>>
<br><br>
<<else>>
Eden must be hungry after all that hunting. You think about making <<him>> lunch, <span class="blue">but lack the housekeeping confidence to whip anything up.</span>
<br><br>
<</if>>
<</if>>
<<if Time.monthName is "November" and $edenprepare is 1>>
<<edenicon "fix">><<link [[Fix the cabin|Cabin Eden Prepare]]>><</link>>
<br><br>
<</if>>
<<getinicon>><<link [[Approach Eden|Clearing Eden Actions]]>><</link>>
<br><br>
<<clearingactions>>
<</if>>
<<elseif Time.hour is 16>>
<<if C.npc.Eden.lust gte 26 and $daily.eden.chopLust isnot 1>><<set $daily.eden.chopLust to 1>>
<!-- <<npc Eden>><<person1>> -->Eden is chopping firewood. <<He>> stretches <<his>> back and spots you watching <<him>>. "I could use a break," <<he>> says. <<He>> marches towards you, covered in sweat and axe still in hand. <<He>> can't realise how menacing <<he>> looks.
<<if C.npc.Eden.dom gte 75>>
<<He>> drops the axe and pulls you into a deep kiss. <<takeKissVirginity "Eden" `($syndromeeden gte 1?"loveInterest":"romantic")`>>
<<else>>
<<He>> drops the axe and tries to pull you close to <<him>>.
<</if>>
<br><br>
<<link [[Allow it|Eden Firewood Sex]]>><<set $sexstart to 1>><<npcincr Eden love 1>><<npcincr Eden dom 1>><</link>><<promiscuous1>>
<br>
<<link [[Refuse|Eden Firewood Refuse]]>><<npcincr Eden love -3>><<npcincr Eden dom -1>><</link>><<lllove>><<ldom>>
<br>
<<else>>
Eden is chopping firewood.
<br><br>
<<edenlust>>
<<if Time.monthName is "November" and $edenprepare is 1>>
<<edenicon "fix">><<link [[Fix the cabin|Cabin Eden Prepare]]>><</link>>
<br><br>
<</if>>
<<getinicon>><<link [[Approach Eden|Clearing Eden Actions]]>><</link>>
<br><br>
<<clearingactions>>
<</if>>
<<else>>
Eden is indoors.
<br><br>
<<if Time.monthName is "November" and $edenprepare is 1>>
<<edenicon "fix">><<link [[Fix the cabin|Cabin Eden Prepare]]>><</link>>
<br><br>
<</if>>
<<clearingactions>>
<</if>>
<</if>><<effects>>
<<clearingedenactions>><<effects>>
<<if $phase is 0>>
<<if $speech_attitude is "meek">>
"I-I'm sorry," you say. "I was a little busy."
<<elseif $speech_attitude is "bratty">>
"I was busy," you say. "I didn't mean for you to worry."
<<else>>
"Sorry," you say. "I was busy."
<</if>>
<<elseif $phase is 1>>
<<if $speech_attitude is "meek">>
"I-I was a little busy," you say.
<<elseif $speech_attitude is "bratty">>
"Stop freaking out," you say. "I was just a little busy,"
<<else>>
"I was busy," you say.
<</if>>
<</if>>
<br><br>
Eden sighs and pulls you into a hug. <<He>> holds you for a moment, before releasing you. "I need you here," <<he>> says, "so don't be late next time."
<br><br>
You nod, and <<he>> gives you one last look before walking off.
<br><br>
<<if $bus is "edencabin">>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>>
<<elseif $bus is "edenclearing">>
<<link [[Next|Eden Clearing]]>><<endevent>><</link>>
<</if>><<effects>>
<!-- <<npc Eden>><<person1>> --> "Why would you want to leave?" <<he>> asks. "You have everything you need here."
<br><br>
<<if $speech_attitude is "meek">>
"B-but if I'm gone from town too long," you say. "People will come looking for me here."
<<elseif $speech_attitude is "bratty">>
"Do you think my absence isn't noticed?" you say. "They'll come looking for me here."
<<else>>
"If I keep missing school," you say. "People will start looking for me."
<</if>>
<br><br>
<<if C.npc.Eden.love gte 20>><<set $edenfreedom to 1>><<set $edenshopping to 0>><<set $edendays to 0>>
<<He>> seems conflicted. "I suppose it was too much to hope you'd be content stuck here. Fine, you can go back to town. Make sure you get your little bottom back here though. <span class="gold">If you're gone longer than a day you'll worry me sick.</span> I'd have to come find you."
<br><br>
<<link [[Hug|Eden Freedom 2]]>><<set $phase to 0>><<npcincr Eden love 1>><</link>><<glove>>
<br>
<<link [[Nod|Eden Freedom 2]]>><<set $phase to 1>><</link>>
<br>
<<else>>
<<He>> shakes <<his>> head. "They won't find us. I know these woods, and will protect what's mine if necessary."
<br><br>
<i>If <<he>> liked you more <<he>> might be more amenable to your request.</i>
<br><br>
<<if $bus is "edenclearing">>
<<link [[Next|Eden Clearing]]>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>>
<br>
<</if>>
<</if>><<effects>>
<<if $phase is 0>>
You hug Eden, taking <<him>> by surprise and almost knocking <<him>> over.
<br><br>
<<if $speech_attitude is "meek">>
"Thank you," you say, pressing your face against <<him>>.
<<elseif $speech_attitude is "bratty">>
"It's not that I need your permission or anything," you say. "It's just easier this way."
<<else>>
"Thank you," you say.
<</if>>
<br><br>
<<He>> squeezes you back. "One more thing. I make weekly supply runs into town to pick up essentials. You might as well do it for me. I hate that place. Alright, you can let go now."
<<elseif $phase is 1>>
"One more thing," <<he>> says. "I make weekly supply runs into town to pick up essentials. You may as well do it for me if you're going anyway. I hate that place."
<<else>>
You hug Eden. <<He>> expects it and catches you.
<<if $speech_attitude is "meek">>
"Thank you," you say, pressing your face against <<him>>.
<<elseif $speech_attitude is "bratty">>
"It's not that I need your permission or anything," you say. "It's just easier this way."
<<else>>
"Thank you," you say.
<</if>>
<<He>> squeezes you back.
<</if>>
<br><br>
<<if $bus is "edenclearing">>
<<link [[Next|Eden Clearing]]>><<endevent>><</link>>
<<else>>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>>
<</if>><<location "forest">><<effects>>
You walk to the edge of the clearing and gaze into the darkness of the forest. Are you sure you want to escape?
<br><br>
<<link [[Yes|Forest]]>><<endevent>><<if $edenFluidsCheck is "clean">><<set $edenFluidsCheck to "cleanLeave">><<set $edenescape to true>><</if>><</link>>
<br>
<<link [[No|Eden Clearing]]>><<endevent>><</link>>
<br><<effects>>
<!-- <<npc Eden>><<person1>> -->"You already get a whole day," <<he>> says. "You want to sleep in someone else's bed, is that it?"
<br><br>
<<if $speech_attitude is "meek">>
"N-no," you say. "You know I'm yours alone."
<<elseif $speech_attitude is "bratty">>
"I'm not a slut," you say. "But sometimes I need to be away for longer."
<<else>>
"No!" you say. "It's just that braving the woods every day for school is dangerous."
<</if>>
<br><br>
<<if C.npc.Eden.love gte 100>><<set $edenfreedom to 2>><<set $edendays to 0>>
<<He>> looks about to argue, but sighs in resignation. "Fine. I'm used to being alone. <span class="gold">You can leave for up to a week.</span> If you're gone longer, I'll hunt you down."
<br><br>
<<link [[Hug|Eden Freedom 2]]>><<set $phase to 2>><<npcincr Eden love 1>><</link>><<glove>>
<br>
<<if $bus is "edenclearing">>
<<link [[Nod|Eden Clearing]]>><<endevent>><</link>>
<<else>>
<<link [[Nod|Eden Cabin]]>><<endevent>><</link>>
<</if>>
<<else>>
<<He>> shakes <<his>> head. "That town is dangerous. The less time you spend there the better."
<br><br>
<i>If <<he>> liked you more <<he>> might be more amenable to your request.</i>
<br><br>
<<if $bus is "edenclearing">>
<<link [[Next|Eden Clearing]]>><<endevent>><</link>>
<<else>>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>>
<</if>>
<</if>><<set $outside to 1>><<set $location to "cabin">><<effects>>
<<npc Eden>><<person1>>
Eden leads you back to the safety of <<his>> cabin.
<br><br>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I-I was wondering if we could get a rug. And maybe some pillows," you ask.
<<elseif $speech_attitude is "bratty">>
"The place is a little bare. How about getting a rug and some pillows?" you ask.
<<else>>
"Could we get a rug and some pillows for the cabin?" you ask.
<</if>>
<br><br>
<<if C.npc.Eden.love gte 60>><<set $edenfurniture to 1>>
/* eden is already generated
<<npc Eden>><<person1>> */
Eden furrows <<his>> eyebrows at your question. "I'm not going to town," <<he>> says, turning away from you.
<br>
"But you don't have to go. I'll do it," you say.
<br><br>
<<He>> sighs at your words, looking away in consideration. "Fine," <<he>> says, "but don't go overboard."
<br>
You smile at <<him>> in thanks, leaving <<him>> be.
<br><br>
<<else>>
/* eden is already generated
<<npc Eden>><<person1>>*/
Eden narrows <<his>> eyes, looking annoyed. "There's nothing wrong with my cabin."
<br><br>
<<He>> turns away from you, signalling that the conversation is over.
<br><br>
<i>If <<he>> liked you more <<he>> might be more amenable to your request.</i>
<br><br>
<</if>>
<<if $bus is "edenclearing">>
<<link [[Next|Eden Clearing]]>><<endevent>><</link>>
<<else>>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"I-I was wondering if we could get new curtains. And a coat stand," you ask.
<<elseif $speech_attitude is "bratty">>
"The cabin still looks bare. How about some new curtains and a coat stand?" you ask.
<<else>>
"Could we get some new curtains and a coat stand?" you ask.
<</if>>
<br><br>
<<if C.npc.Eden.love gte 120>><<set $edenfurniture to 2>>
/* eden is already generated
<<npc Eden>><<person1>>*/
Eden sighs. "You already went shopping."
<br>
"But it's just for two more things," you say.
<br><br>
For a few seconds, Eden shifts <<his>> gaze to the worn out curtains hanging from the cabin windows, before <<his>> eyes land back on you.
"Fine," <<he>> says, albeit more reluctantly than last time. "But we're making the coat stand."
<br>
You smile at <<him>> in thanks, leaving <<him>> be.
<br><br>
<<else>>
<!-- <<npc Eden>><<person1>> -->
Eden shakes <<his>> head, turning away from you. "We have enough furniture."
<br><br>
Seems the conversation is over.
<br><br>
<i>If <<he>> liked you more <<he>> might be more amenable to your request.</i>
<br><br>
<</if>>
<<if $bus is "edenclearing">>
<<link [[Next|Eden Clearing]]>><<endevent>><</link>>
<<else>>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"I-I was wondering if we could make a loveseat," you ask.
<<elseif $speech_attitude is "bratty">>
"This place needs a final touch. How about making a loveseat?" you ask.
<<else>>
"Could we make a loveseat for the cabin?" you ask.
<</if>>
<br><br>
<<if C.npc.Eden.love gte 180>><<set $edenfurniture to 3>><<set $edenloveseat to 1>>
/* eden is already generated
<<npc Eden>><<person1>>*/
Eden goes silent for a moment. "It's a lot of work," <<he>> warns.
<br>
<<if $speech_attitude is "meek">>
"I-I don't mind," you say.
<<elseif $speech_attitude is "bratty">>
"So?" you ask.
<<else>>
"That's fine," you say.
<</if>>
<br><br>
"Fine," <<he>> says. "Tell me when you want to start."
<br>
You smile at <<him>> in gratitude.
<br><br>
<i>The loveseat will take some time to complete.</i>
<br><br>
<<else>>
/* eden is already generated
<<npc Eden>><<person1>>*/
Eden shakes <<his>> head, turning away from you. "We have enough furniture."
<br><br>
Seems the conversation is over.
<br><br>
<i>If <<he>> liked you more <<he>> might be more amenable to your request.</i>
<br><br>
<</if>>
<<if $bus is "edenclearing">>
<<link [[Next|Eden Clearing]]>><<endevent>><</link>>
<<else>>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>>
<</if>><<effects>>
<<switch $edenloveseat>>
<<case 1>>
Grabbing some leftover wood, you and Eden start cutting out the side arm rests, drilling in some holes and attaching them together with screws. Next, you cut out the base stretcher for the arm rests, then work on cutting out the front and back boards.
<br>
With that done, you attach the arm rest to the stretcher, completing the first part of your project.
<<case 2>>
This time, the two of you cut out the seat base, creating notches in the inner support. Next, you cut out the seat slats, and start assembling them together by placing the slats in the notches.
<br>
To finish it up, you join the outer frame with some superglue and a few screws.
<<case 3>>
Now, you and Eden place your inner support planks and screw them in, aligning the cleats and attaching them with screws.
<br>
You do the same with attaching the slats in the notches. The loveseat's foundation is halfway done.
<<case 4>>
You and Eden turn your attention to creating the upright back of the loveseat.
<br>
It's thankfully a similar process of cutting out notches and placing the supporting slats inside.
<<case 5>>
With most of the loveseat's foundation complete, you and Eden spend your time sanding the wood down in the clearing.
<br>
Though it's not the easiest process in the world, you know that sanding before the foundation is assembled would save you a lot of time in the long run.
<<case 6>>
Now that the foundation's been sanded, you and Eden start putting it all together. You position the seats, securing them by drilling in some screws in the corner.
<br>
Next, you join the upright back, once again securing them in with screws. You and Eden step back and take a look at your work. The only thing missing now are some cushions.
<br><br>
<i>You can buy materials in the shopping centre.</i>
<<case 7>>
Using the foam cushions as a template, you cut the batting and attach them to the cushions with superglue. Next, you cut out the cloth and start sewing together some cushion covers.
<br>
With that done, you place the covers around your foam base, completing your cushions.
<<case 8>>
As the last step, you place your cushions on top of the frame, completing your loveseat. Knowing that this wasn't an easy project to tackle, looking at your work fills you with a sense of pride.
<br>
You glance around the cabin one more time. With all your new additions, the cabin's looking better than ever, and you smile to yourself in satisfaction for a job well done.
<</switch>>
<br><br>
<<if $edenloveseat isnot 7>>
<<link [[Next|Eden Cabin]]>><<endevent>><<set $edenloveseat += 1>><</link>>
<<else>>
<<link [[Finish the loveseat|Eden Loveseat Work]]>><<set $edenloveseat += 1>><</link>>
<</if>><<effects>>
You grab a few animal pelts and start sewing. It's slow work, but you get some of the blanket done.
<br><br>
<<link [[Next|Cabin House Actions]]>><</link>><<effects>>
You grab more pelts and sew them together. The blanket's getting bigger now.
<br><br>
<<link [[Next|Cabin House Actions]]>><</link>><<effects>>
/* eden is already generated
<<npc Eden>><<person1>>*/
You sew on the remaining pelts and look over your work. Running your hands over the soft fur, you think about where to place it.
Looking around the cabin, your eyes are drawn to the loveseat. You drape it over, stepping back and nodding in satisfaction at your work. Eden will be happy when <<nnpc_he "Eden">> sees this.
<br><br>
<<link [[Next|Cabin House Actions]]>><</link>><<effects>>
<<endevent>><<npc "Eden">><<person1>>
<<switch $edendesign>>
<<case 1>>
You grab one of the pillows and start sewing a pattern into its fabric.
Wanting your ultimate design to be a sunset on the lake, you start by sewing in the image of an orange sun.
<<case 2>>
Grabbing the pillows, this time you focus on the water, giving it a glowing orange hue. You also add some swans in for more detail.
<<case 3>>
Taking the pillows again, you turn your attention to the sky. You alternate between yellow and orange threads, until your project is complete.
Eden would be happy when <<he>> sees this.
<<case 4>>
You grab another pillow, thinking about what design you'd work on this time. Eventually, you settle on sewing in the trees of the forest.
Grabbing some brown thread, you start working on the tree trunks, making sure to pack them tightly together.
<<case 5>>
You grab the pillow again and, using some green thread, start sewing in the leaves. You make sure to alternate between different shades for extra detail in your design.
<<case 6>>
Grabbing the pillow, you finish the landscape by sewing in the ground. When you're done, you place it next to the other pillow you previously worked on.
The sight of a job well done makes you satisfied, and Eden would be happy when <<he>> sees this.
<<case 7>>
You grab another pillow and spend some time wondering what your next design will be. Looking around, inspiration strikes. You decide on sewing the cabin clearing.
Taking some thread, you spend some time sewing in the cabin, working your way through all the small details.
<<case 8>>
Grabbing the pillow again, you start working on sewing in the garden plots and spring. You find yourself peering out the window at times for reference.
<<case 9>>
Taking the pillow, you finish the scene by focusing on the sky. It takes a bit, but when you're done, you place it with all the other pillows you worked on.
Seeing them fills you with a sense of accomplishment, and you're sure Eden would be happy too.
<</switch>>
<br><br>
<<link [[Next|Cabin House Actions]]>><<endevent>><</link>><<effects>>
You grab some fleece and, folding it in half, start sewing it together. It's slow work, but you make steady progress until you're done.
Once you're finished, you hang the scarf on the coat stand, where you know Eden will see it.
<br><br>
<<link [[Next|Cabin House Actions]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "cabin">><<effects>>
<<set $edendays to 0>>
Eden grabs your arm and pushes you in front of <<him>>. <<He>> pushes you through the forest and back to <<his>> cabin. Once inside, <<he>> shoves you to the floor.
<br><br>
"I trust you," <<he>> says. "So when you don't do as I say, it hurts."
<br><br>
<<link [[Seduce|Eden Recaptured Seduction]]>><</link>><<promiscuous1>>
<br>
<<link [[Apologise|Eden Recaptured Apologise]]>><<npcincr Eden love 1>><<npcincr Eden dom 1>><</link>><<gdom>><<glove>>
<br>
<<link [[Do nothing|Eden Recaptured Spank]]>><<set $molestationstart to 1>><</link>>
<br><<effects>>
<<set $seductiondifficulty to (10000 - (C.npc.Eden.lust * 50))>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>><span class="gold">You feel more confident in your powers of seduction.</span><br><br><</if>><<seductionskilluse>>
You climb to your knees.
<<if $speech_attitude is "meek">>
"I can make it up to you!" you say.
<<elseif $speech_attitude is "bratty">>
"I think I know what you need," you say.
<<else>>
"Let me make it up to you," you say.
<</if>>
You <<npcUndressText `C.npc.Eden` "lower">>.
<<if $seductionrating gte $seductionrequired>>
"This is a good way to start making it up to me," <<he>> says, pressing a hand against the back of your head and pushing you closer.
<br><br>
<<link [[Next|Eden Recaptured Oral]]>><<set $sexstart to 1>><</link>>
<br>
<<else>>
<<He>> shoves you back to the ground. "Oh no, you're not getting off that easy."
<br><br>
<<link [[Next|Eden Recaptured Spank]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "cabin">><<effects>>
You climb to your knees and look up at <<him>>.
<<if $speech_attitude is "meek">>
"I'm very sorry," you say. "I know I've been bad." You bow your head.
<<elseif $speech_attitude is "bratty">>
"I didn't mean to worry you," you say.
<<else>>
"I'm sorry, I know I've been bad," you say.
<</if>>
<br><br>
"I still need to punish you," Eden says. "Or you'll forget the lesson."
<br><br>
<<link [[Next|Eden Recaptured Spank]]>><<set $phase to 1>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<npcspank>><<npcidlegenitals>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemyanger += 200>>
<<healthMultiplier>>
<<if $phase is 1>>
<<set $enemyanger -= 75>>
<</if>>
<<He>> bends you over <<his>> knee.
<br><br>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or $enemyanger lte 0>>
<span id="next"><<link [[Next|Eden Recaptured Spank Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Eden Recaptured Spank]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "cabin">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<npcincr Eden lust -20>>
<<He>> pants from the exertion. "I hope you've learnt your lesson. Don't disobey me again."<<lllust>>
<br><br>
<<tearful>> you avoid <<his>> gaze.
<<elseif $enemyhealth lte 0>>
"You ungrateful slut," <<he>> says. "Maybe I should throw you out and leave you to the wolves!" <<He>> winces and holds <<his>> side. "I need to get something for this."
<br><br>
<<tearful>> you gather yourself.
<<elseif $enemyanger lte 0>>
<<He>> looks mollified, and releases you. "I hope you've learnt your lesson. Don't disobey me again."
<br><br>
<<tearful>> you avoid <<his>> gaze.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Eden Cabin]]>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>><<npcoral>>
<<set $enemytrust -= 100>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemyanger += 80>>
<<healthMultiplier>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Eden Recaptured Oral Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Eden Recaptured Oral]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "cabin">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<npcincr Eden lust -20>><<npcincr Eden love 1>>
"I can't stay mad at you," <<he>> gasps. "But don't you dare run off again."<<lllust>><<glove>>
<<elseif $enemyhealth lte 0>>
"You ungrateful slut," <<he>> says. "Maybe I should throw you out and leave you to the wolves!" <<He>> winces and holds <<his>> side. "I need to get something for this."
<br><br>
<<tearful>> you climb out from under the table.
<<elseif $finish is 1>>
"Remember," <<he>> says. "I'm keeping an eye on you."
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Eden Cabin]]>><</link>><<set $outside to 0>><<set $location to "cabin">><<effects>>
<<set $edendays to 0>><<asylumescape>>
<<badEndTrackingEnd "Asylum" { reason: "asylumEden" }>>
After you enter the cabin, Eden shuts the door behind you and wraps you up in a big hug. Is <<he>> trembling?
<br><br>
"I was so, so worried," <<he>> says. You think you feel tears land on your shoulder, but Eden gathers <<himself>> before you can address it.
<br><br>
<<if $pain gte 10>>
The tightness of Eden's hold irritates your wounds, and you tap on <<his>> shoulder to notify <<him>>.
<br>
"You're hurt," <<he>> notes, pulling away and scanning you up and down.
<br><br>
Eden leads you to the dining table and treats you as best <<he>> can with a first aid kit. You notice a look of guilt on <<his>> face as <<he>> tends to you, almost as if <<hes>> blaming <<himself>> for your injuries.
After <<hes>> done, <<he>> brings you a glass of water and some painkillers, which you down in one shot. <<He>> then pulls up a chair in front of you.
<<lllpain>><<lltrauma>><<llstress>><<trauma -20>><<pain -200>><<stress -20>>
<br><br>
<</if>>
"What happened?" <<he>> asks. Moreso demands. You tell <<him>> about the trauma that you suffered, and how you had been forced into the asylum for "treatment," and weren't allowed to leave. You also detail what Harper, the asylum staff and other patients subjected you to while you were there.
<br><br>
Eden's face twists in rage, guilt and horror through your story. When you're done, <<he>> slams <<his>> fist onto the table.
<br><br>
"Damn bastards," <<he>> says. "Wish I could just shoot them all right now!"
<br>
You place your hand on <<his>> shoulder to calm <<him>> down. "I'm safe now," you say. "That's all that matters."
<br>
<<He>> grabs your hand in <<his>> own and pulls you into a much gentler embrace. "You're right," <<he>> says. "You're safe now."
<br><br>
After a while, you try to pull away from <<him>>, but <<he>> holds you down a second longer. "Please be more careful next time. I don't want you in danger again," <<he>> pleads.
<br><br>
You tell <<him>> that you can't promise anything, but that you'll try to be safer in the future. Eden nods and throws you a wary, but gentle look as <<he>> stands.
<br><br>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "cabin">><<effects>>
<<set $edendays to 0>>
You feel safe once beneath the canopy, but don't stop until you reach the cabin. Eden hugs you as soon as you're inside.
<br><br>
"I looked all over town," <<he>> says. "Couldn't find you. I was so worried."
<br><br>
<<if $worn.face.type.includes("gag")>>
<<He>> reaches behind your head and helps untie your $worn.face.name.
<<set $worn.face.type.push("broken")>>
<<faceruined>>
<</if>>
<<if $pain gte 10 or $edenwhip is 1>>
You flinch as Eden touches a wound. "You're hurt," <<he>> notes, pulling away and looking over you.
<br><br>
<<if $edenwhip is 1>>
<<He>> looks alarmed by the whip marks.
<</if>>
<<if $skin.left_bottom.special is "cattle">>
<<His>> eyebrows furrow when <<he>> sees your cattle brand.
<</if>>
<<He>> leads you to the dining table, and asks that you lie down. <<He>> looks guilty as <<he>> tends to you. <<He>> might blame <<himself>> for your injuries.
<<if $skin.left_bottom.special is "cattle">>
<<He>> applies a strange liquid to the cattle brand. The ink runs from your skin.
<<bodywriting_clear left_bottom>>
<</if>>
After <<hes>> done, <<he>> brings you a glass of water and some painkillers, which you down in one shot. <<He>> pulls up a chair in front of you.
<<lllpain>><<lltrauma>><<llstress>><<trauma -20>><<pain -200>><<stress -20>>
<br><br>
<</if>>
<<if $skin.left_bottom.special is "cattle">>
<<His>> eyebrows furrow when <<he>> sees your cattle brand. Eden sits you at the dining table and applies a strange liquid. The ink runs from your skin.
<<bodywriting_clear left_bottom>>
<</if>>
<<if ($edenwhip is 1 or $skin.left_bottom.special is "cattle")>>
"Who did this to you?" Eden asks.
<br>
"Remy," you say.
<<if $edenshoutrescue is 1>>
"The one you punched in the face."
<br>
"That one?" <<he>> asks. "Should have done more than punch."
<</if>>
<<else>>
"What happened?" <<he>> asks.
<</if>>
<br><br>
You tell <<him>> about how you were brought to Remy's farm, and talk about the humiliations you were forced to endure.
<<if ($edenwhip is 1)>>
You also detail the torture Remy inflicted on you should you have refused any demands.
<</if>>
Eden's face twists in rage, guilt and horror through your story. When you're done, <<he>> slams <<his>> fist onto the table.
<br><br>
"Bastards," <<he>> shouts. "I need more bullets."
<br>
You place your hand on <<his>> shoulder to calm <<him>> down. "I'm safe now," you say. "That's all that matters."
<br>
<<He>> grabs your hand in <<his>> own and pulls you into a gentler embrace. "You're right," <<he>> says. "You're safe now."
<br><br>
You try to pull away from <<him>>, but <<he>> holds you tight. "Please be more careful next time. I don't want you in danger again."
<br><br>
You tell <<him>> that you can't promise anything, but that you'll try to be safer in the future. Eden nods and stands, looking weary.
<br><br>
<<if $edenshoutrescue is 1>>
"Wait," you say. You bring out the hat you managed to swipe before leaving the barn and give it to Eden. <<He>> looks shocked for a moment, then chuckles.
<br>
"Seems like I don't give you enough credit. You saved me a shopping trip!" <<He>> kisses your cheek in thanks and walks away from the table.
<</if>>
<<set $edenshoutrescue to 0>>
<<set $edenwhip to 0>>
<br><br>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>><<effects>>
<<set $edenshopping to 1>><<wearProp "first aid">>
You shop for the things Eden can't make or do without. Tools and medical supplies mostly.
<br><br>
<<if !$edenradio and $money gte 2500>>
As you're shopping, your eyes land on a simple tabletop radio. It makes you think of Eden. There's not a lot to do at the cabin, so maybe <<nnpc_he "Eden">>'d appreciate it.
<br><br>
<<edenicon "radio">><<link [[Buy it (£25)|Eden Radio Buy]]>><<handheldon>><<money -2500>><</link>>
<br>
<<refuseicon>><<link [[Don't buy it|Eden Radio Don't Buy]]>><</link>>
<<elseif $edenradio isnot 0 and !$edenraft and $money gte 4000>>
As you're shopping, your eyes land on an inflatable raft. It makes you think of Eden. Maybe you could use it at the lake together.
<br><br>
<<ind>><<link [[Buy it (£40)|Eden Raft Buy]]>><<handheldon>><<money -4000>><</link>>
<br>
<<refuseicon>><<link [[Don't buy it|Eden Raft Don't Buy]]>><<handheldon>><</link>>
<<else>>
<<link [[Next|Shopping Centre]]>><<handheldon>><</link>>
<</if>>
<br><<effects>>
<<set $edenraft to 1>>
<<set $edenraftintro to 1>>
You decide to buy the raft.
<br><br>
<<link [[Next|Shopping Centre]]>><</link>>
<br><<effects>>
You decide against buying the raft. Maybe next time.
<br><br>
<<link [[Next|Shopping Centre]]>><</link>>
<br><<effects>>
<<set $edenradio to 1>>
<<set $edenradiointro to 1>>
You decide to take a chance and buy the radio. Who knows? Maybe Eden will enjoy it.
<br><br>
<<link [[Next|Shopping Centre]]>><</link>>
<br><<effects>>
You decide against buying the radio. Maybe next time.
<br><br>
<<link [[Next|Shopping Centre]]>><</link>>
<br><<effects>>
<!-- <<npc Eden>><<person1>> -->
<<set $edenradiointro to 2>><<npcincr Eden love 10>>
You place the radio on the table before calling Eden over to see it.
<br><br>
"A radio?" <<he>> asks, scratching <<his>> head. "Not that I don't appreciate the gesture, but why the sudden purchase?"
<br><br>
<<if $speech_attitude is "meek">>
"I-I just thought you'd enjoy it," you say.
<<elseif $speech_attitude is "bratty">>
"Oh come on, live a little," you say. "Haven't you ever made an impulse buy before?"
<<else>>
"I thought you'd like a little background noise," you say.
<</if>>
<br><br>
You turn the dials on the radio, trying to find a signal. A few tries later, you hear music. It seems to be a love song.
<br><br>
<<link [[Look at Eden|Eden Radio Intro 2]]>><</link>>
<br><<effects>>
When you turn to Eden, <<he>> blushes and avoids your gaze. You're surprised that someone as tough as <<him>> would act so bashful, but you're aware of a tension building in the cabin.
<br><br>
The love song continues playing, the both of you unsure of what to do. Eden glances at your waist, trying to build up the courage for something. <<He>> looks frustrated with <<himself>>.
<br><br>
Taking the initiative, you grasp Eden's hands and lead them to your waist. <<He>> hesitates, then wraps <<his>> arm around you. You wind yours around <<his>> neck in turn.
<br><br>
<<link [[Next|Eden Radio Intro 3]]>><<npcincr Eden love 1>><</link>>
<br><<effects>>
The song leads you two into a slow waltz. You stare into Eden's eyes and feel a calming warmth settle in you.
<br><br>
Eden seems to have trouble maintaining your gaze, but holds you tight nonetheless. You can feel the nervousness settle in <<his>> shoulders, causing them to feel stiff at your touch.
In fact, the vulnerability of the moment seems to have exposed <<him>>, somehow. It lets you see the part of <<him>> that <<he>> tries so hard to hide from the world.
<br><br>
You feel glad that <<hes>> showing this to you now, even if it's through uncertain and awkward movements. Maybe, that's what makes it special.
<br><br>
<<Hes>> no expert at dancing and stumbles more than a few times, but it's nice. You're struck with the realisation that even if life with Eden isn't perfect, <<he>> is trying for you.
<br><br>
Like <<hes>> trying right now.
<br><br>
<<link [[Next|Eden Radio Intro 4]]>><<npcincr Eden love 1>><</link>>
<br><<effects>>
Far too soon, the song comes to an end. Eden seems disappointed, but doesn't move. You wait to see if <<he>> does something, but <<he>> just looks away from you, making a conflicted expression.
Disappointed, you pull away from <<him>>, but <<he>> stops you before you can.
<br><br>
"Wait," <<he>> says. You turn back to ask <<him>> what was wrong, but are interrupted by a kiss. This one seems different.
It's full of everything that Eden feels for you. It's raw, and genuine.
<br><br>
"Thanks for the radio," <<he>> says, pulling you into a hug.
<br><br>
<span class = "gold">You can now use the radio to dance with Eden in the cabin at night!</span>
<br><br>
<<link [[Next|Eden Cabin]]>><<npcincr Eden love 1>><<endevent>><</link>>
<br><<effects>>
<<set $edenshopping to 2>><<npcincr Eden love 5>>
<<if $speech_attitude is "meek">>
"I got these for you," you say, putting the supplies on the table.
<<elseif $speech_attitude is "bratty">>
"I did your chore for you," you say, putting the supplies on the table.
<<else>>
"I got your supplies from town," you say, putting the supplies on the table.
<</if>>
<br><br>
"Good job," Eden says. "How much were they? I'll give you the money."
<br><br>
<<link [[I don't need money|Eden Supplied 2]]>><<set $phase to 0>><<npcincr Eden love 1>><<npcincr Eden dom 1>><</link>><<gdom>><<glove>>
<br>
<<link [[£50|Eden Supplied 2]]>><<set $phase to 1>><</link>>
<br>
<<set $skulduggerydifficulty to 200>>
<<link [[£200|Eden Supplied 2]]>><<set $phase to 2>><</link>><<skulduggerydifficulty>>
<br><<effects>>
<!-- <<npc Eden>><<person1>> -->
<<if $phase is 0>>
"What's yours is mine anyway," Eden says. "Thanks though."
<br><br>
<<if $bus is "edenclearing">>
<<link [[Next|Eden Clearing]]>><<endevent>><</link>>
<<else>>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>>
<</if>>
<<elseif $phase is 1>>
"Sounds about right." <<He>> reaches into <<his>> pouch. "Here you go."
<br><br>
You've gained <<moneyGain 50>>.
<br><br>
<<if $bus is "edenclearing">>
<<link [[Next|Eden Clearing]]>><<endevent>><</link>>
<<else>>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>>
<</if>>
<<else>>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
"Two hundred?" Eden looks annoyed. "You got ripped off." <<He>> reaches into <<his>> pouch. "Still, worth me not doing it. Here you go."
<br><br>
You've gained <<moneyGain 200>>.
<br><br>
<<skulduggeryuse>>
<<if $bus is "edenclearing">>
<<link [[Next|Eden Clearing]]>><<endevent>><</link>>
<<else>>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>>
<</if>>
<<else>>
"I'm not gonna fall for that," Eden says. "You can pay out of your own pocket."
<br><br>
<<skulduggeryuse>>
<<if $bus is "edenclearing">>
<<link [[Next|Eden Clearing]]>><<endevent>><</link>>
<<else>>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>>
<</if>>
<</if>>
<</if>><<set $settingsExitPassage to "Eden Cabin">>
<<settings>><<effects>>
<<npc Eden>><<person1>>
You fix Eden's clothes, which are full of rips and tears from <<his>> hunting trips.
<<if Time.hour lte 6>>
You decide to leave them on the table as to not disturb <<his>> rest.
<<elseif Time.hour gte 11 and Time.hour lte 14 and $daily.eden.hunting is 1>>
You decide to leave them on the table until <<he>> comes back.
<<else>>
<<He>> seems grateful when you give them back to <<him>>.
<</if>>
<br><br>
<<link [[Next|Cabin House Actions]]>><<endevent>><</link>><<effects>><<wearProp "broom">>
<!-- <<npc Eden>><<person1>> -->
Using the broom and dustpan, you sweep the cabin floor until it's clean.
<br><br>
<<link [[Next|Cabin House Actions]]>><<endevent>><</link>><<effects>><<wearProp "salve">>
<!-- <<npc Eden>><<person1>> -->
You gather the ingredients for your salve and melt the mixture on the stove. When you're done, you leave your salve on the table to cool and dry.
<br><br>
<<if $salve is 1>>
You have 1 jar of salve.
<<elseif $salve gte 2>>
You have $salve jars of salve.
<</if>>
<br><br>
<<link [[Next|Cabin House Actions]]>><<endevent>><</link>><<effects>><<wearProp "soap">>
<!-- <<npc Eden>><<person1>> -->
You gather the ingredients for your soap and melt the mixture on the stove. When you're done, you leave your soap on the table to cool and set.
<br><br>
<<if $soap is 1>>
You have 1 bar of soap.
<<elseif $soap gte 2>>
You have $soap bars of soap.
<</if>>
<br><br>
<<link [[Next|Cabin House Actions]]>><<endevent>><</link>><<effects>>
<!-- <<npc Eden>><<person1>> -->
You take stock of Eden's supplies, noting what needs to be replenished and how much it would cost.<<gmaths>><<mathsskill>>
<br><br>
<<link [[Next|Cabin House Actions]]>><<endevent>><</link>><<effects>>
<<edenicon>><<link [[Step away|Eden Cabin]]>><<handheldon>><<unset $mirrorMenu>><<unset $bodywritingSet>><<postMirror>><</link>>
<br>
<<mirror>>
<br><br><<effects>>
<<plot_effects>>
<<if $eden_plot_intro is 1>><<unset $eden_plot_intro>>
<<plots_init eden 3 earth 2 medium>>
<</if>>
<<display_plot eden>>
<<if !$plants_known.includes("poppy")>>
<<icon "tending/poppy.png">> <<link [[Search for seeds (0:30)|Eden Plots Seeds]]>><<set $plants_known.push("poppy")>><<pass 30>><<handheldon>><</link>>
<br>
<</if>>
<br>
<<getouticon>><<link [[Leave|Eden Clearing]]>><<endevent>><</link>>
<br>
<<unset $event_trigger>><<effects>>
You search the clearing for wild flowers, and find a number of poppies growing among the grass. You gather some seeds.
<br><br>
<span class="gold">You can now grow <<icon "tending/poppy.png">> poppies.</span>
<br><br>
<<link [[Next|Eden Clearing]]>><<endevent>><</link>>
<br><<effects>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyhealth to 600>>
<<set $enemyhealthmax to 600>>
<<set $enemyanger += 200>>
<<healthMultiplier>>
<</if>>
<<effects>>
<<effectsman>>
<<if $alarm is 1>>
<<gwylanRescueFail "hunter">>
<</if>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Eden Recaptured Resist Normal Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Eden Recaptured Resist Normal]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>><<if $foresthunt gte 1>><<set $foresthunt to 0>><</if>>
<<ejaculation "short">>
Eden collapses against a nearby tree.
<<elseif $enemyhealth lte 0>><<if $foresthunt gte 1>><<set $foresthunt to 0>><</if>>
Eden falls against a nearby tree.
<</if>>
<<tearful>> you seize the chance, and escape into the woods.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>><<effects>>
<<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<<set $NPCList[0].righthand to "throat">><<set $NPCList[0].lefthand to "throat">><<set $neckuse to "hand">>
"I don't want to do this," Eden says as <<he>> shifts <<his>> hands over your throat. <span class="red">You're being strangled!</span>
<br><br>
<</if>>
<<effects>>
<<effectsman>>
<<if $alarm is 1>>
<<gwylanRescueFail "hunter">>
<</if>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Eden Recaptured Resist Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Eden Recaptured Resist]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>><<if $foresthunt gte 1>><<set $foresthunt to 0>><</if>>
<<ejaculation "short">>
Eden collapses against a nearby tree.
<br><br>
<<tearful>> you seize the chance, and escape into the woods.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<elseif $enemyhealth lte 0>><<if $foresthunt gte 1>><<set $foresthunt to 0>><</if>>
Eden falls against a nearby tree.
<br><br>
<<tearful>> you seize the chance, and escape into the woods.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
Eden chokes you until your consciousness fades.
<br><br>
<<endcombat>>
<<link [[Next|Eden Recaptured 2]]>><<clotheson>><</link>>
<br>
<</if>><<effects>>
<<npc Eden>><<person1>>
<<set $edendays to 0>>
<<if $rng gte 51>>
You awaken, and find yourself slumped over Eden's shoulder. You're in the clearing outside <<his>> cabin. <<He>> tosses you to the floor once inside.
<br><br>
"I trust you," <<he>> says. "So when you don't do as I say, it hurts."
<br><br>
<<else>>
You're jolted awake by Eden nudging you with <<his>> boot. You're on the cabin floor.
<br><br>
"I trust you," <<he>> says. "So when you don't do as I say, it really hurts."
<br><br>
<</if>>
<<link [[Seduce|Eden Recaptured Seduction]]>><</link>><<promiscuous1>>
<br>
<<link [[Apologise|Eden Recaptured Apologise]]>><<npcincr Eden love 1>><<npcincr Eden dom 1>><</link>><<gdom>><<glove>>
<br>
<<link [[Do nothing|Eden Recaptured Spank]]>><<set $molestationstart to 1>><</link>>
<br><<set $outside to 0>><<set $location to "cabin">><<effects>>
/* eden is not actually generated on passages that lead here */
<<set $edendays to 0>>
<<npc Eden>><<person1>>
You slip in and out of consciousness. You feel something carry you, and hear the sounds of the forest.
<br><br>
You wake up some time later on a bed. It feels familiar. You look around, and realise that you are in the cabin in the forest. Eden sits beside you, drinking from a mug. <<He>> glances at you, and puts down <<his>> drink.
<br><br>
"You're awake. I was worried," <<he>> says, looking relieved as <<he>> reaches for you, and folds you in a firm hug.
<<if isLoveInterest("Eden")>>
You hug <<him>> back, though you're still weak.
<br><br>
<<if $speech_attitude is "meek">>
"Thank you!" you say. "I don't know what would've happened to me if you didn't rescue me."
<<elseif $speech_attitude is "bratty">>
"Thanks for the help," you say. "I owe you one."
<<else>>
"Thank you!" you say. "I appreciate you bringing me back."
<</if>>
<br><br>
<<else>>
<br><br>
<</if>>
"You're safe here now. You're home. It's alright." Eden holds you for a few more moments, before releasing you and looking you over. "No harm done. I think you'll live." <<He>> smiles as <<he>> stands up and stretches.
<br><br>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "cabin">><<effects>>
<<set $stress -= 2000>>
/* eden is already generated on passages that lead here
<<npc Eden>><<person1>> */
You awaken on the cabin bed. Turning your head to the side, you see Eden sitting next to you. <<He>> notices you stirring.
<br><br>
"You're up. I was worried," <<he>> says. <<His>> voice sounds relieved.
<br><br>
<<if $pain gte 10>>
It seems <<hes>> fixed your injuries while you were out. <<He>> helps you to your feet and gives you one last look before walking off.
<<lllpain>><<pain -200>>
<<else>>
"I couldn't find any injuries. You must have passed out from stress." <<He>> helps you to your feet and gives you one last look before walking off.
<</if>>
<br><br>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>><<effects>>
<<set $edendays to 0>>
You feel yourself being lifted into the air and someone wrapping an arm around your waist.
<br><br>
<<if isLoveInterest("Eden")>>
You bury your face into your rescuer's chest. They smell familiar and comforting.
<br><br>
<</if>>
You pass out again.
<br><br>
<<link [[Next|Eden Cabin Rescued]]>><<pass 30>><</link>><<set $outside to 1>><<set $location to "cabin">><<effects>><<set $edenaskcollar to 1>>
/* eden is already generated on passages that lead here
<<npc Eden>><<person1>> */
<<if $speech_attitude is "meek">>
"I-I removed it," you say.
<<elseif $speech_attitude is "bratty">>
"I took it off," you say.
<<else>>
"I removed it," you say.
<</if>>
<br><br>
"What? Why?" <<he>> asks, frustrated.
<br>
<<if $speech_attitude is "meek">>
"People could have used it to take advantage of me if you're not there."
<<elseif $speech_attitude is "bratty">>
"It put me in a risky spot," you say. "People could have used it to take advantage of me."
<<else>>
"It's risky," you say. "People could have taken advantage of me with it."
<</if>>
<br><br>
<<He>> looks away and considers your words, before ultimately sighing in defeat. "Fine," <<he>> says, turning away. <<He>> doesn't press the topic further.
<br><br>
<<if $bus is "edencabin">>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>>
<<elseif $bus is "edenclearing">>
<<link [[Next|Eden Clearing]]>><<endevent>><</link>>
<</if>><<set $outside to 1>><<set $location to "cabin">><<effects>>
<<if $speech_attitude is "meek">>
"C-Could you give me another collar?" You blush and turn your face away.
<<elseif $speech_attitude is "bratty">>
"Could I have another collar?" You try to maintain eye contact while speaking, but feel a blush rising onto your cheeks all the same.
<<else>>
"Could you give me another collar?" You feel your face heat up at your words.
<</if>>
<br><br>
<<if $bus is "edenclearing">>
Eden's eyebrows rise at your question. "Changed your mind?" <<He>> smirks, eyeing your flushed visage. You feel your heart pick up in response. "Come here," <<he>> says, taking your hand and leading you into the cabin.
<br><br>
<<else>>
Eden's eyebrows rise at your question. "Changed your mind?" <<He>> smirks, eyeing your flushed visage. You feel your heart pick up in response. "Come here," <<he>> says, taking your hand.
<br><br>
<</if>>
<<link [[Next|Eden Collar Ask 2]]>><</link>><<set $outside to 1>><<set $location to "cabin">><<effects>>
/* eden is already generated on passages that lead here
<<npc Eden>><<person1>> */
<<if $speech_attitude is "meek">>
"S-Someone took it from me," you say.
<<elseif $speech_attitude is "bratty">>
"Someone took it off," you say.
<<else>>
"Someone took it from me," you say.
<</if>>
<br>
"What?" <<He>> sounds mad.
<br>
<<if $speech_attitude is "meek">>
"I-I'm sorry," you say. "But you being mad doesn't help."
<<elseif $speech_attitude is "bratty">>
"I said someone took it. You being mad isn't going to change anything."
<<else>>
"I said someone took it. Your anger doesn't change anything."
<</if>>
<br><br>
<<He>> opens <<his>> mouth to respond, but sighs and looks away. "Fine," <<he>> says, turning away.
<br><br>
<<if $speech_attitude is "meek">>
You look to the ground and fiddle with your hands, not moving from your spot. After a minute, Eden looks up at you.
<<elseif $speech_attitude is "bratty">>
"Wait," you say. Eden looks up at you.
<<else>>
You stand around for a minute, building up your courage, before walking up to Eden and tapping <<him>> on the shoulder. <<He>> looks up at you.
<</if>>
<br>
<<if $speech_attitude is "meek">>
"C-Could you give me another one?" You blush and turn your face away.
<<elseif $speech_attitude is "bratty">>
"Could I have another one?" You try to maintain eye contact while speaking, but feel a blush rising onto your cheeks all the same.
<<else>>
"Could you give me another one?" You feel your face heat up at your words.
<</if>>
<br><br>
<<if $bus is "edenclearing">>
Eden's eyebrows rise at your question. <<He>> scans your face, eyeing your flushed visage, and smirks. "Come here," <<he>> says, taking your hand and leading you into the cabin.
<<else>>
Eden's eyebrows rise at your question. <<He>> scans your face, eyeing your flushed visage, and smirks. "Come here," <<he>> says, taking your hand.
<</if>>
<br><br>
<<link [[Next|Eden Collar Ask 2]]>><</link>><<leash 21>>
<<set $outside to 1>><<set $location to "cabin">><<effects>>
<<He>> guides you to a nearby drawer. Pulling it open, <<he>> reaches for a collar. A long metal chain dangles, gleaming in the light.
<<He>> tilts <<his>> head, motioning for you to approach.
<br><br>
You take a stuttering breath and walk over, stopping in front of <<him>>.
<<if $hairlength gte 200>>
"Lift up your hair," <<he>> says. You comply, reaching behind your head and moving your hair out of the way.
<</if>>
<br><br>
<<if $speech_attitude is "meek">>
You keep your face to the ground, cheeks still burning strongly under the intensity of <<his>> gaze.
<<elseif $speech_attitude is "bratty">>
Try as you might, you can't bring yourself to look <<him>> in the eyes. Your cheeks burn embarrassingly red under the intensity of <<his>> gaze.
<<else>>
Your eyes are locked on the ground, cheeks still burning under the intensity of <<his>> gaze.
<</if>>
<br><br>
Slowly, <<he>> raises the collar to your neck, brushing <<his>> hands against your skin. Your breath involuntarily hitches in response, and Eden chuckles.
A distinctive click echoes through the cabin as it clamps shut behind you.
<br><br>
Eden steps back, scanning you up and down. You brave a look at <<his>> face. <<His>> eyes are dark and hungry. <<npcincr Eden lust 5>><<gglust>>
<br><br>
<<link [[Next|Eden Collar Ask 3]]>><</link>><<set $outside to 1>><<set $location to "cabin">><<effects>>
Grabbing your leash, Eden guides you to the cabin mirror and tilts your head up. The collar sits around your neck, encasing it snugly.
<<He>> stands behind you and places <<his>> hands on your shoulders, lowering <<his>> face to level with your ear.
<br><br>
"What do you think?" <<he>> whispers. The feeling of <<his>> hot breath is maddening.
<br><br>
<<if $speech_attitude is "meek">>
"I-I," you stutter through your words before giving up and hiding your flushed face in your hands. Eden smirks.
<<elseif $speech_attitude is "bratty">>
"It's... okay," you say, blushing while trying to look at your reflection. Eden smirks.
<<else>>
"It's... nice," you say, blushing and avoiding your reflection in the mirror. Eden smirks.
<</if>>
<br><br>
<<He>> pulls you into <<his>> chest and runs <<his>> fingers over your new collar. "You look good," <<he>> says, grabbing your chin and pecking you on the lips.
Releasing your leash, <<he>> walks away, leaving you staring at the mirror. Your knees feel weak.
<<takeKissVirginity "Eden" "romantic">>
<br><br>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "cabin">><<effects>>
You are in Eden's kitchen. A grill sits over a fire, and looks more hygienic than the rest of the cabin. A narrow set of stairs leads to a root cellar.
<br><br>
<<ingredients_supplied "beef" "chicken_egg" "bird_egg">>
<<ingredients_exceptions>>
<br><br>
<<kitchen_display_all>>
<<link [[Leave|Eden Cabin]]>><<endevent>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<violence 1>>
<<neutral 1>>
<<maninit>>
<<stalk_init>>
<<set $combatgoal to "confront">>
<<set $NPCList[0].bold to 10000>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $stalk_end>>
<span id="next"><<link [[Next|Street Stalk Eden Finish]]>><<if $feetaction is "confront">><<set $phase to 1>><<else>><<set $phase to 0>><</if>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Street Stalk Eden]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>>
<<person1>>
<<if $stalk_end is "confront">>
<<if $phase is 1>>
Eden grabs you by the arm, <<his>> grip painful. <<He>> looks mad.
<<else>>
<<if $stalk_assess>>
Eden's grip on your arm remains painfully tight as <<he>> turns you around to face <<him>>. <<He>> looks mad.
<<else>>
You're spun around, and come face-to-face with a large figure. It's Eden. <<He>> looks mad.
<</if>>
<</if>>
<br><br>
<<endcombat>>
<<npc Eden>><<person1>>
<<if $edenCagedEscape>>
"Told you I'd find you again, didn't I?" <<he>> snarls, pulling you close. "Looks like you still haven't learnt your place. Come on."
<<else>>
"Where the fuck have you been?" <<he>> snarls, pulling you close.
<<if $allure gte (3000 * $alluremod)>>
"I've been worried sick and you've been prancing around town like a slut!"
<<else>>
"I've been worried sick, and you're just prancing around town!"
<</if>>
<<if C.npc.Eden.love gte 70>>
<<set C.npc.Eden.love to 70>>
<<llllove>>
<</if>>
<br><br>
Before you can speak, Eden begins to drag you away. "I don't want to hear your excuses, either." <<He>> looks uncomfortable, eyes shifting as <<he>> walks. The corner of <<his>> lip curls in disgust. "And you made me come out here to get you. Things aren't going to be pretty when we get home."
<</if>>
<br><br>
<<link [[Fight|Eden Caged Caught Resist]]>><<set $fightstart to 1>><<def 1>><</link>>
<br>
<<link [[Try to pull away|Eden Caged Caught Pull]]>><<def 1>><<npcincr Eden dom -1>><</link>><<physiquedifficulty 2000 18000>><<ldom>>
<br>
<<link [[Submit (0:30)|Eden Caged Caught]]>><<set $phase to 1>><<pass 30>><<sub 1>><<npcincr Eden dom 1>><</link>><<gdom>>
<br>
<<elseif $stalk_end is "hide">>
You emerge from your hiding place. <<if $stalk_assess>>Eden<<else>>Whoever was following you<</if>> is nowhere to be found. <<tearful>> you continue on your way.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<<else>>
<<if $stalk_assess>>Eden's<<else>>A familiar<</if>> voice shouts after you as you escape into the <<if Time.dayState is "night">>darkness<<else>>crowds<</if>>, but you keep running. Finally, it fades into the distance. <<tearful>> you slow to a walk, and continue on your way.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<</if>><<effects>>
Fearing whatever Eden has in store for you, you pull hard.
<<if $physiqueSuccess>><<set $edenCagedEscape to true>>
<<He>> resists, turning to you with a warning glare. After some back and forth, <span class="green"><<his>> grasp loosens enough for you to slip out and begin a full-sprint away.</span> Your arm stings, but you push past the feeling.<<pain 2>><<gpain>>
<br><br>
Eden gives chase, narrowly on your heels for a few minutes. <<He>> calls after you as you pull ahead, <<his>> anger palpable.
<br><br>
After a few minutes, the sounds of <<his>> voice fades away, until it disappears completely.
<br><br>
<<if $location is "forest">>
You're in the clear, but you know Eden's already on your trail. <span class="red">Something is hunting you.</span>
<<set $foresthunt to 1>>
<br><br>
<<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<endevent>>
<<destinationeventend>>
<</if>>
<<else>>
<<His>> grip remains almost bone-crunching. <span class="red">You can't tear away.</span> Eden silently glares as <<he>> tightens <<his>> hold on you.<<pain 4>><<gpain>>
<br><br>
<<link [[Fight|Eden Caged Caught Resist]]>><<set $fightstart to 1>><<def 1>><</link>>
<br>
<<link [[Submit (0:30)|Eden Caged Caught]]>><<set $phase to 0>><<pass 30>><<stress 6>><<sub 1>><<npcincr Eden dom 1>><</link>><<gstress>><<gdom>>
<br>
<</if>><<set $outside to 1>><<set $location to "forest">><<effects>>
<<if $phase is 1>>
Eden's right. You've been away for far too long. You probably couldn't break free, anyway.
<br><br>
<<He>> doesn't loosen <<his>> grip, but <<he>> eases up on <<his>> handling of you as you march through the forest.
<<else>>
Fearing whatever Eden has in store for you, you pull hard.
<<if $physiqueSuccess>>
<<He>> resists, turning to you with a warning glare. After some back and forth, <span class="green"><<his>> grasp loosens enough for you to slip out and begin a full-sprint away.</span> Your arm stings, but you push past the feeling.<<pain 2>><<gpain>>
<br><br>
Eden gives chase, narrowly on your heels for a few minutes. <<He>> calls after you as you pull ahead, <<his>> anger palpable.
<br><br>
After a few minutes, the sounds of <<his>> voice fades away, until it disappears completely.
<br>
You're in the clear, but you know Eden's already on your trail. <span class="red">Something is hunting you.</span>
<<set $foresthunt to 1>>
<<set $edenCagedEscape to true>>
<<else>>
<<His>> grip remains almost bone-crunching. <span class="red">You can't tear away.</span> Eden silently glares as <<he>> pulls you closer.
<br><br>
<<He>> drags you towards the cabin. You cry for help. Nobody answers.<<trauma 3>><<gtrauma>>
<<set $phase to 1>>
<</if>>
<</if>>
<br><br>
<<if $phase is 1>>
<<set $outside to 0>><<set $location to "cabin">>
You're pulled into the cabin. Eden slams the door shut behind you. Everything is as you left it. Apart from the cage near the sleeping area.
<br><br>
<<link [[Struggle|Eden Caged Intro]]>><<set $phase to 0>><<def 1>><<npcincr Eden dom -1>><</link>><<physiquedifficulty 2000 18000>><<ldom>>
<br>
<<link [[Submit|Eden Caged Intro]]>><<set $phase to 1>><<sub 1>><<stress 6>><<npcincr Eden dom 1>><</link>><<gstress>><<gdom>>
<br>
<<else>>
<<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<npcidlegenitals>>
<<set $enemytrust -= 100>>
<<set $enemyhealth to 600>>
<<set $enemyhealthmax to 600>>
<<healthMultiplier>>
<<set $enemyanger += 200>>
<<if $asphyxiaLvl gte 3>>
<<set $NPCList[0].righthand to "throat">><<set $NPCList[0].lefthand to "throat">><<set $neckuse to "hand">>
"I don't want to do this," Eden says as <<he>> shifts <<his>> hands over your throat. <span class="red">You're being strangled!</span>
<<else>>
<span class="red">Eden slaps you across the face.</span> "You're only making things harder on yourself," <<he>> snarls.
<<violence 6>>
<</if>>
<br><br>
<</if>>
<<effects>>
<<effectsman>>
<<if $location is "forest">>
<<if $alarm is 1 and $rescue is 0>>
<<if $forest lte 20 and $gwylan_aborted isnot 1>>
<<set $alarm to 0>>
<<set $gwylan_aborted to 1>>
You see <<if $forest_shop_intro is 1 or $gwylan_rescue is 1>>Gwylan<<else>>a <<nnpc_gendery "Gwylan">><</if>> burst through the treeline, alarmed by your shout.
<<nnpc_He "Gwylan">> takes one look at the assailant, <span class="red">then turns and runs away.</span>
<br><br>
<<elseif $forest gt 20>>
<<forestRescueFail "hunter">>
<br><br>
<</if>>
<</if>>
<</if>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or $pain gte 100 and $willpowerpain is 0>>
<span id="next"><<link [[Next|Eden Caged Caught Resist Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Eden Caged Caught Resist]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 1>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>><<if $foresthunt gte 1>><<set $foresthunt to 0>><</if>>
<<ejaculation "short">>
Eden collapses against a nearby <<if $location is "forest">>tree<<else>>streetlamp<</if>>.
<br><br>
<<tearful>> you seize the chance, and escape into the <<if $location is "forest">>woods<<else>>streets<</if>>.
<br><br>
<<clotheson>>
<<endcombat>>
<<set $edenCagedEscape to true>>
<<if $location is "forest">>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<destinationeventend>>
<</if>>
<<elseif $enemyhealth lte 0>><<if $foresthunt gte 1>><<set $foresthunt to 0>><</if>>
Eden falls against a nearby <<if $location is "forest">>tree<<else>>streetlamp<</if>>.
<br><br>
<<tearful>> you seize the chance, and escape into the <<if $location is "forest">>woods<<else>>streets<</if>>.
<br><br>
<<clotheson>>
<<endcombat>>
<<set $edenCagedEscape to true>>
<<if $location is "forest">>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<destinationeventend>>
<</if>>
<<else>>
You fall to the ground, too hurt to continue.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Eden>><<person1>>
<<link [[Next|Eden Caged Caught]]>><<set $phase to 0>><<pass 30>><</link>>
<</if>><<set $outside to 1>><<effects>>
<<if $phase is 1>>
Eden's right. You've been away for far too long. You probably couldn't break free, anyway.
<br><br>
<<if $location is "forest">>
<<He>> doesn't loosen <<his>> grip, but <<he>> eases up on <<his>> handling of you as you march through the forest.
<<else>>
<<He>> guides you towards the forest. Most people ignore you. It's a struggle to keep up with <<his>> quick steps.
<</if>>
<br><br>
You're pulled into the cabin. Eden slams the door shut behind you. Everything is as you left it. Apart from the cage near the sleeping area.
<br><br>
<<else>>
<<if $location is "forest">>
Eden roughly pulls you by your wrist, forcing you to stumble after <<him>> as <<he>> makes <<his>> way home.
<<else>>
Eden's grip remains almost bone-crunching as <<he>> guides you towards the forest. People look on as you pass, but none intervene, despite your cries for help.<<trauma 3>><<gtrauma>>
<br><br>
Eden doesn't relax as <<he>> drags you through the woods, even once you're past the outskirts of town. The sounds of civilisation gradually give way to nature's deathly silence.
<</if>>
<br><br>
The usual familiarity and comfort of the cabin is disrupted by a foreboding feeling in your stomach. Your dread is reinforced when you see the cage in the corner.
<</if>>
<<set $outside to 0>><<set $location to "cabin">>
<br><br>
<<link [[Struggle|Eden Caged Intro]]>><<set $phase to 0>><<def 1>><<npcincr Eden dom -1>><</link>><<physiquedifficulty 2000 18000>><<ldom>>
<br>
<<link [[Submit|Eden Caged Intro]]>><<set $phase to 1>><<sub 1>><<stress 6>><<npcincr Eden dom 1>><</link>><<gstress>><<gdom>>
<br><<set $outside to 0>><<set $location to "cabin">><<effects>>
<<npc Eden>><<person1>>
As <<he>> carries you through the forest, <<he>> doesn't loosen <<his>> grip. <<He>> doesn't even ease up on <<his>> handling of you as you're pulled into the cabin. <<He>> drops you in a heap on the floor.
<br><br>
Eden slams the door shut behind <<him>>. The usual familiarity and comfort of the cabin is disrupted by a foreboding feeling in your stomach. Your dread is reinforced when you see the cage in the corner.
<br><br>
<<link [[Next|Eden Caged Intro]]>><<set $phase to 2>><</link>>
<br><<set $outside to 1>><<set $location to "town">><<effects>>
<<if $phase is 1>>
Eden's right. You've been away for far too long. You probably couldn't break free, anyway.
<br><br>
<<He>> guides you towards the forest. Most people ignore you. It's a struggle to keep up with <<his>> quick steps.
<<else>>
Fearing whatever Eden has in store for you, you pull hard.
<<if $physiqueSuccess>>
Eden resists, turning to you with a warning glare. After some back and forth, <span class="green"><<his>> grasp loosens enough for you to slip out and begin a full-sprint away.</span> Your arm stings, but you push past the feeling.<<pain 2>><<gpain>>
<br><br>
Eden gives chase, narrowly on your heels for a few minutes. <<He>> calls after you as you pull ahead, <<his>> anger palpable.
<br><br>
After a few minutes, the sounds of <<his>> voice fades away, until it disappears completely. You're safe. For now.
<br>
<i><span class="red">Going back to the cabin might be dangerous with Eden this mad.</span></i>
<<set $edenCagedEscape to true>>
<<else>>
Eden's grip remains almost bone-crunching. <span class="red">You can't tear away.</span> Eden silently glares as <<he>> pulls you closer.
<br><br>
<<He>> guides you towards the forest. People look on as you pass, but none intervene, despite your cries for help.<<trauma 3>><<gtrauma>>
<br><br>
Eden doesn't relax as <<he>> drags you through the woods, even once you're past the outskirts of town. The sounds of civilisation gradually give way to nature's deathly silence.
<<set $phase to 1>>
<</if>>
<</if>>
<br><br>
<<if $phase is 1>>
<<set $outside to 0>><<set $location to "cabin">>
You're pulled into the cabin. Eden slams the door shut behind you. Everything is as you left it. Apart from the cage near the sleeping area.
<br><br>
<<link [[Struggle|Eden Caged Intro]]>><<set $phase to 0>><<def 1>><<npcincr Eden dom -1>><</link>><<physiquedifficulty 2000 18000>><<ldom>>
<br>
<<link [[Submit|Eden Caged Intro]]>><<set $phase to 1>><<sub 1>><<stress 6>><<npcincr Eden dom 1>><</link>><<gstress>><<gdom>>
<br>
<<else>>
<<endevent>>
<<destinationeventend>>
<</if>><<set $outside to 0>><<set $location to "cabin">><<effects>>
<<if $phase is 1>>
Even if it's obvious that what happens next won't be pleasant, you give in.
<br><br>
"Oh, so now you're behaving?" Eden spits. "Fucking great timing, isn't it? Being good when you know you can't get away with shit."
<br><br>
<<elseif $phase is 0>>
<<if $physiqueSuccess>>
Knowing the punishment that is about to unfurl, you dig your heels into the floor and pull. Eden, more confident now that you're home, had loosened <<his>> grip, allowing you to pull free.
<br><br>
Before <<he>> can turn and lunge, you dart to the door, practically ripping it off of its hinges and sprinting back into the forest. Eden is right behind you, heavy footfalls pounding into the ground as <<he>> gives chase.
<br><br>
Darting between the trees, you're able to break the line of sight that Eden has on you, and after a few minutes lose <<him>> completely.<<pass 10>>
<br><br>
"I'll fucking catch you again! I always do!" Eden yells from behind. You pay it no mind, running until your lungs burn. Eventually, you come to a stop, unable to go on.<<stress 6>><<tiredness 3>><<gstress>><<gtiredness>>
<br>
Even though you're alone, a familiar chill runs up your spine. <span class="red">Something is hunting you.</span>
<<set $edenCagedEscape to true>>
<<set $edenforesthunt to 1>>
<<set $foresthunt to 1>>
<br><br>
<<else>>
Knowing the punishment that is about to unfurl, you dig your heels into the floor and pull. Tired of your defiance, Eden turns and back-hands you. <<pain 4>><<gpain>>
<br><br>
"I'm sick of you acting like a brat. It's obvious you need reminding of your duties," <<he>> snarls.
<<set $phase to 1>>
<br><br>
<</if>>
<</if>>
<<if $phase gte 1>>
Held by the scruff of your neck, the <<nnpc_title "Eden">> strips your clothes before forcing you into the cage. A heavy padlock secures the gate.
<<ruined>>
<br><br>
"I'll let you out when you can behave," Eden warns. <<He>> leaves you alone and
<<if Time.hour lte 6>>/* bedtime */
lumbers to the bed. <<Hes>> soon out like a light.
<<elseif Time.hour lte 8>>/* breakfast */
stomps over to the kitchen to prepare breakfast.
<<elseif Time.hour lte 16>>/* out hunting */
storms outside.
<<elseif Time.hour lte 18>>/* bathtime */
leaves to run a bath.
<<elseif Time.hour lte 22>>/* dinnertime */
stomps over to the kitchen to prepare dinner.
<<else>>/* bedtime */
lumbers to the bed. <<Hes>> soon out like a light.
<</if>>
<<unset $edenCagedEscape>>
<<unset $edenescape>>
<<set C.npc.Eden.trust to 0>>
<<set $edenCaged to {}>>
<<set $edenCaged.escape to 0>>
<<set $edenCaged.days to 0>>
<br><br>
<<link [[Next|Eden Caged]]>><<set $phase to 0>><</link>>
<br>
<<else>>
<<set $forest to random(50, 75)>>
<<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "cabin">><<effects>>
You are locked in a cage in Eden's cabin. It's small and cramped, impossible to stand upright in. Furred blankets cover the ground.
<br><br>
<<if Time.hour lte 6>>/* bedtime */
<<if $phase is 2>>
Despite the uncomfortable position, you curl up on the layers of blankets and close your eyes. Soon enough, you drift off to sleep.
<<elseif $phase is 1>>
With Eden snoring peacefully, you get in position to kick again.
<<if $edenCaged.escape gte 9>>
The whole cage rattles around you. <span class="green">You feel the gate giving out against your repeated assaults.</span> Eden jolts in <<his>> sleep, and for a moment you fear <<he>>'ll wake. You breathe a sigh of relief when you hear <<his>> snoring.<<stress 2>><<gstress>>
<br><br>
<span class="blue">The gate is loose enough that one more good kick will set you free. However, you'll need to wait until Eden's distracted.</span>
<br><br>
Having done all you can, you lie on your side and try your best to sleep.
<<else>>
However, after one strike, you freeze. It was much louder than you remembered. Over on the furred mattress, the <<nnpc_title "Eden">> stirs briefly, before resting once again.
<br><br>
It's too risky. You should try again when Eden is distracted with something else.
<br><br>
Sighing in defeat, you lie on your side and try your best to sleep.<<stress 6>><<gstress>>
<</if>>
<<else>>
Alone with only Eden's snores to keep you company, you wonder what to do.
<</if>>
<br><br>
<<if $phase gte 1>>
<<link [[Sleep|Eden Caged]]>><<set $phase to 1>><<cabintime>><<set $edenCaged.days += 1>><</link>><<ltiredness>>
<br>
<<else>>
<<if $edenCaged.escape gte 9>>
<span class="purple">The gate is loose, but you won't get far with Eden so close.</span> You'll have to wait until <<hes>> distracted.
<br>
<<else>>
<<link [[Try to escape|Eden Caged]]>><<set $phase to 1>><<set $edenCaged.escape += 1>><</link>>
<</if>>
<br>
<<link [[Sleep for the night|Eden Caged]]>><<set $phase to 2>><</link>>
<br>
<</if>>
<<elseif Time.hour lte 8>>/* breakfast */
<<if C.npc.Eden.trust gte 100 or $edenCaged.days gte 5>>
The sound of the cage creaking open rouses you from your slumber. Eden is crouched in the opening. "Come on. Punishment's over."
<br><br>
<<He>> moves to the side as you clamber out, watching you stand and stretch. Before you can get far, the <<nnpc_title "Eden">> grabs your chin, angling it so that you're looking <<him>> in the eye.
<br><br>
"You'd best behave from now on. This was me being kind." <<His>> face is stern as <<he>> drops <<his>> hand, leaving you standing alone to contemplate the words of warning.
<br>
<i><span class="gold">Eden has forgiven you, for now.</span>
<<if $edenfreedom gte 1>>
<<unset $edenfreedom>>
You may need to regain <<his>> trust before <<hes>> willing to let you out of the cabin again.
<</if>>
</i>
<br><br>
<<link [[Next|Eden Cabin]]>><<unset $edenCaged>><<endevent>><</link>>
<br>
<<else>>
<<if $phase gte 1>>
The smell of breakfast wakes you. You sit up and rub your bleary eyes, the cage rattling around you. You're greeted by Eden sat right in front of your cage, a plate of eggs on <<his>> lap.
<br>
"Morning. Honestly, I wish you were cooking this. But I don't trust you enough yet."
<<else>>
Eden returns from the kitchen carrying a plate of eggs, and a chair. <<He>> takes a seat right in front of the cage.
<br>
"Honestly, I wish you were cooking this. But I don't trust you enough yet."
<</if>>
<br><br>
<<He>> ignores you as <<he>> eats, chewing with slow, exaggerated motions. You stare at the eggs, done the way <<he>> always has them, and your stomach rumbles.
<br><br>
A little bit of food is left when Eden puts down the utensils, and that's when <<he>> finally regards you. "You hungry?"
<br><br>
<<He>> sets the plate down and opens the cage. You reach for the food, but <<he>> tightly grips your wrist. "No hands. Use your mouth only."
<br><br>
<<link [[Do as you're told|Eden Caged Breakfast]]>><<set $phase to 1>><<sub 1>><<npcincr Eden trust 5>><<npcincr Eden dom 1>><</link>><<gtrust>><<gdom>>
<br>
<<link [[Refuse to eat|Eden Caged Breakfast]]>><<set $phase to 0>><<def 1>><<npcincr Eden trust -5>><<npcincr Eden dom -1>><</link>><<ltrust>><<ldom>>
<br>
<</if>>
<<elseif Time.hour lte 16>>/* out hunting */
With Eden outside, you're left alone in your cage. From your claustrophobic position, you can't tell how far <<he>> is, or if <<hes>> even at the cabin.
<br><br>
<<switch Time.hour>>
<<case 9>>
<<set _edenCagedPass to 8>>
<<case 10>>
<<set _edenCagedPass to 7>>
<<case 11>>
<<set _edenCagedPass to 6>>
<<case 12>>
<<set _edenCagedPass to 5>>
<<case 13>>
<<set _edenCagedPass to 4>>
<<case 14>>
<<set _edenCagedPass to 3>>
<<case 15>>
<<set _edenCagedPass to 2>>
<<default>>
<<set _edenCagedPass to 1>>
<</switch>>
<<capture _edenCagedPass>>
<<if $edenCaged.escape gte 9>>
<span class="purple">The gate is loose, but you wouldn't get far with Eden so close.</span> You'll have to wait until <<hes>> distracted.
<br>
<<else>>
<<link [[Try to escape|Eden Caged]]>><<set $phase to 1>><<set $edenCaged.escape += 1>><<pass _edenCagedPass hours>><</link>>
<</if>>
<br>
<<link [[Rest|Eden Caged]]>><<set $phase to 2>><<pass _edenCagedPass hours>><</link>>
<br>
<</capture>>
<<elseif Time.hour lte 18>>/* bathtime */
<<if $phase is 2>>
<<if random(1)>>
Left with only your own thoughts as company and entertainment, you lie back and daydream as the hours pass.
<<else>>
Tired from the stress of the day, you curl up as comfortably as you can and close your eyes. After a few minutes, you fall into an uneasy sleep.
<</if>>
<<elseif $phase is 1>>
Using your alone time to your advantage, you focus on the hinges with your kicks. Eden doesn't come in after the first few. <<He>> can't hear you, for now.
<br><br>
<<if $edenCaged.escape gte 9>>
The whole cage rattles around you. <span class="green">You feel the gate giving out against your repeated assaults.</span> The sound of Eden chopping wood outside comes to an abrupt stop, and for a moment you fear <<he>>'ll come to investigate. You breathe a sigh of relief at the sound of <<his>> axe swinging down.<<stress 2>><<gstress>>
<br><br>
<span class="blue">The gate is loose enough that one more good kick will set you free. However, you'll need to wait until Eden's distracted.</span>
<<else>>
After many strikes,
<<if $edenCaged.escape gte 5>>
the door loosens, but stays steady enough under your assault.
<<else>>
you notice it bending a little.
<</if>>
You hesitate to go any further at the sound of Eden working outside.
<</if>>
<<else>>
You're not given much time alone. Just as soon as <<he>> left, Eden returns from the bathroom, half undressed.
<</if>>
<br><br>
<<if $edenCaged.days gte 1>>
Eden comes back in, dabbing at the sweat on <<his>> forehead with <<his>> sleeve. <<He>> makes a bee-line for your cage. "Time for your duties again."
<<else>>
<<if $phase is 2>>
Some time later, Eden wakes you with the sound of the lock coming off and the gate opening.
<<elseif $phase is 1>>
The door to the cabin swings open. Eden stomps over to the cage and unlocks it.
<</if>>
"You have duties to fulfil."
<<He>> <<npcUndressText `C.npc.Eden` "lower" "self">>.
<</if>>
<br><br>
<<link [[Resist|Eden Caged Sex]]>><<set $molestationstart to 1>><<def 1>><<npcincr Eden trust -10>><<npcincr Eden dom -1>><</link>><<ltrust>><<ldom>>
<br>
<<link [[Be good|Eden Caged Sex]]>><<set $sexstart to 1>><<sub 1>><<npcincr Eden trust 10>><<npcincr Eden dom 1>><</link>><<gtrust>><<gdom>>
<br>
<<elseif Time.hour lte 22>>/* dinnertime */
<<if $phase is 2>>
Resigned to your cage with nothing else to do, you decide to catch some sleep. When you wake up, your side hurts from the uncomfortable angle you're at.
<br><br>
The sound of Eden making dinner wakes you up. <<He>> gives you none, and ignores you in favour of reading afterwards.
<<elseif $phase is 1>>
Using the sound of running water to disguise your struggle, you lie on your back and kick at the cage door.
<br><br>
<<if $edenCaged.escape gte 9>>
The whole cage rattles around you. <span class="green">You feel the gate giving out against your repeated assaults.</span> Wet footsteps approach as Eden stomps out of the bath to investigate, not bothering to cover <<himself>> with a towel.
<br>
"What was that noise?" <<he>> demands. You shrug innocently. <<He>> scrutinises you, then returns to <<his>> bath. You breathe a sigh of relief.<<stress 2>><<gstress>>
<br><br>
<span class="blue">The gate is loose enough that one more good kick will set you free. However, you'll need to wait until Eden's distracted.</span>
<<elseif $edenCaged.escape gte 5>>
More damage forms, but not enough to get free. You hope Eden doesn't notice.
<<else>>
You barely make a dent. Your sore legs force you to stop before you can cause any real damage.
<</if>>
<br><br>
After <<his>> bath, Eden sits in <<his>> usual spot to read, ignoring you completely and not feeding you when <<he>> eats.
<<else>>
Eden eats <<his>> dinner in silence. <<He>> doesn't offer you anything, and ignores you in favour of reading afterwards.
<</if>>
<br><br>
<<link [[Ask to go outside|Eden Caged Evening]]>><<set $phase to 1>><</link>>
<br>
<<link [[Stay silent|Eden Caged Evening]]>><<npcincr Eden trust 5>><<set $phase to 0>><</link>><<gtrust>>
<br>
<<else>>/* bedtime */
<<if $phase is 2>>
Despite the uncomfortable position, you curl up on the layers of blankets and close your eyes. Soon enough, you drift off to sleep.
<<elseif $phase is 1>>
With Eden snoring peacefully, you get in position and kick with all your might.
<<if $edenCaged.escape gte 9>>
The whole cage rattles around you. <span class="green">You feel the gate giving out against your repeated assaults.</span> Eden jolts in <<his>> sleep, and for a moment you fear <<he>>'ll wake. You breathe a sigh of relief when you hear <<his>> snoring.<<stress 2>><<gstress>>
<br><br>
<span class="blue">The gate is loose enough that one more good kick will set you free. However, you'll need to wait until Eden's distracted.</span>
<br><br>
Having done all you can, you lie on your side and try your best to sleep.
<<else>>
However, after one strike, you freeze. It was much louder than you were expecting. Over on the furred mattress, the <<nnpc_title "Eden">> stirs briefly, before resting once again.
<br><br>
It's too risky. You should try again when Eden is distracted with something else.
<br><br>
Sighing in defeat, you lie on your side and try your best to sleep.<<stress 6>><<gstress>>
<</if>>
<<else>>
Alone with only Eden's snores to keep you company, you wonder what to do.
<</if>>
<br><br>
<<if $phase gte 1>>
<<link [[Sleep|Eden Caged]]>><<set $phase to 1>><<cabintime>><<set $edenCaged.days += 1>><</link>>
<br>
<<else>>
<<if $edenCaged.escape gte 9>>
<span class="purple">The gate is loose, but you won't get far with Eden so close.</span> You'll have to wait until <<hes>> distracted.
<br>
<<else>>
<<link [[Try to escape|Eden Caged]]>><<set $phase to 1>><<set $edenCaged.escape += 1>><</link>>
<</if>>
<br>
<<link [[Sleep for the night|Eden Caged]]>><<set $phase to 2>><</link>>
<br>
<</if>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemyanger += 50>><<set $enemytrust to -200>>
<<healthMultiplier>>
Eden's face twists into a snarl as you pull away. <<He>> grabs you by the hair and pulls you forwards. "Do as you're told," <<he>> growls.
<<controlloss>>
<br><br>
<<elseif $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemyanger += 50>><<set $enemytrust to -200>>
<<healthMultiplier>>
Eden presents <<himself>>, pleased when you don't pull away. "Good <<girl>>," <<he>> coos. "See, it's not that difficult, is it?"
<br><br>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Eden Caged Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Eden Caged Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "cabin">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Satisfied, Eden pulls back and pats your head. "I need you to do this for me. It's why I hate when you're away for so long."<<npcincr Eden trust 10>><<gtrust>>
<br><br>
<<He>> urges you back into the cage, locking it up, but gives you a smile before <<he>> leaves to run <<his>> bath.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Eden>><<person1>>
<<tearful>> you sit in your cage and wonder what to do.
<br><br>
<<if $edenCaged.escape gte 9>>
<span class="teal">The gate is loose. One more good kick will set you free.</span>
<br>
<<link [[Escape|Eden Caged Escape]]>><</link>>
<<else>>
<<link [[Try to escape (2:00)|Eden Caged]]>><<set $phase to 1>><<set $edenCaged.escape += 1>><<pass 2 hours>><</link>>
<</if>>
<br>
<<link [[Rest (2:00)|Eden Caged]]>><<set $phase to 2>><<pass 2 hours>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
"You little fucking whore!" Eden yells out, rubbing at <<his>> side. <<He>> kicks you back into the cage, quickly locking it up again.<<pain 10>><<npcincr Eden trust -10>><<ggpain>><<ltrust>>
<br><br>
"It's a wonder I don't tie you to a tree and leave you for anyone to use," <<he>> threatens, before leaving you alone once more.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Eden>><<person1>>
<<tearful>> you sit in your cage and wonder what to do.
<br><br>
<<if $edenCaged.escape gte 9>>
<span class="teal">The gate is loose. One more good kick will set you free.</span>
<br>
<<link [[Escape|Eden Caged Escape]]>><</link>>
<<else>>
<<link [[Try to escape (2:00)|Eden Caged]]>><<set $phase to 1>><<set $edenCaged.escape += 1>><<pass 2 hours>><</link>>
<</if>>
<br>
<<link [[Rest (2:00)|Eden Caged]]>><<set $phase to 2>><<pass 2 hours>><</link>>
<br>
<<else>>
Eden leads you to the cage, but stops abruptly. <<He>> pulls you back with a sneer.
<br><br>
"No," <<he>> snarls. "I decide when we're done."
<<set $consensual to 0>><<molested>><<controlloss>>
<<trauma 3>><<npcincr Eden trust -5>><<gtrauma>><<ltrust>>
<br><br>
<<link [[Next|Eden Caged Sex]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "cabin">><<effects>>
<<if $phase is 1>>
<<if $speech_attitude is "meek">>
"E-Eden?" you mumble. "My legs hurt. C-can I walk around for a little bit, please?"
<<elseif $speech_attitude is "bratty">>
"Hey, I'm in pain over here," you call out. "Let me out for a few minutes, will you?"
<<else>>
"Hey, my legs are aching," you say. "Any chance I can stretch?"
<</if>>
<br><br>
Eden cocks an eyebrow at your request, putting <<his>> book down before walking over to the cage. Squatting down to make eye contact, <<he>> smirks. "What do I get in return?"
<br><br>
<<link [[Offer to get <<him>> off|Eden Caged Evening 2]]>><<set $phase to 0>><<npcincr Eden trust 5>><<npcincr Eden dom 1>><</link>><<gtrust>><<gdom>>
<br>
<<link [[Nevermind|Eden Caged Evening 2]]>><<set $phase to 1>><<npcincr Eden trust -5>><<npcincr Eden dom -1>><</link>><<ltrust>><<ldom>>
<br>
<<else>>
The rest of the night is silent, the crackling of the fire and pages in Eden's book turning all you can hear. A few hours pass before the <<nnpc_title "Eden">> gets up and gets ready for bed.
<br><br>
"Behave and I might let you back in the bed one day," <<he>> says before climbing onto the furred mattress and falling asleep.
<br><br>
Alone with only Eden's snores to keep you company, you wonder what to do.
<br><br>
<<if $edenCaged.escape gte 9>>
<span class="purple">The gate is loose, but you wouldn't get far with Eden so close.</span> You'll have to wait until <<hes>> distracted.
<br>
<<else>>
<<link [[Try to escape (5:00)|Eden Caged]]>><<set $phase to 1>><<set $edenCaged.escape += 1>><<pass 5 hours>><</link>>
<</if>>
<br>
<<link [[Sleep for the night (5:00)|Eden Caged]]>><<set $phase to 2>><<pass 5 hours>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "cabin">><<effects>>
<<if $phase is 1>>
"Actually, I'm okay," you insist.
<br><br>
Eden's face drops and <<he>> grinds <<his>> jaw. Undoing the lock, <<he>> reaches in and grabs you by the hair. <<He>> drags you out of the cage and starts pulling your legs apart.
<br><br>
"Teasing me like that isn't fair, you know? You should know better."
<br><br>
<<link [[Next|Eden Caged Evening Sex]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<if $speech_attitude is "meek">>
"I-I can do my 'spousal duties', if you want me to?" You bat your eyelashes a few times for extra measure.
<<elseif $speech_attitude is "bratty">>
"Why don't you let me out and find out for yourself." You wink up at <<him>>.
<<else>>
"Yeah, I'll do it." You smile up at <<him>>, hoping <<hes>> satisfied.
<</if>>
<br><br>
Eden seems eager as <<he>> fiddles with the lock, reaching in to pull you out even as you move forwards yourself.
<br><br>
"You're being good for me," <<he>> chuckles. "Maybe I'll help you get off, too?"
<br><br>
<<link [[Next|Eden Caged Evening Sex]]>><<set $sexstart to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemyanger += 50>><<set $enemytrust to -200>>
<<healthMultiplier>>
<<elseif $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemyanger += 50>><<set $enemytrust to -200>>
<<healthMultiplier>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Eden Caged Evening Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Eden Caged Evening Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "cabin">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<if $consensual is 1>>
For a brief moment, Eden seems kind again as <<he>> caresses your cheek.<<npcincr Eden trust 10>><<gtrust>>
<br>
Kissing your forehead, <<he>> draws back. "Come on. You can have five minutes outside."
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Eden>><<person1>>
<<link [[Next|Eden Caged Evening Stretch]]>><</link>>
<br>
<<else>>
The anger recedes from Eden's face, brows relaxing as <<he>> lets you go.<<npcincr Eden trust 10>><<gtrust>>
<br>
"Good pet. Shame that you changed your mind on the exchange, though. I might have let you walk around on your leash a little before bed."
<br><br>
Getting up from you, Eden fixes <<his>> clothes, then puts you back in the cage, locking it tight once more. <<He>> returns to <<his>> spot by the fire.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Eden>><<person1>>
<<link [[Next|Eden Caged Evening]]>><<set $phase to 0>><</link>>
<br>
<</if>>
<<elseif $enemyhealth lte 0>>
Growling in frustration, the <<nnpc_title "Eden">> shoves you back into the cage. It's locked tight before you can regain your balance.
<br>
"You're really testing my fucking patience," <<he>> grunts. "I'm being gentle right now, you'll see."<<npcincr Eden trust -10>><<ltrust>>
<br><br>
Getting up from the floor, Eden fixes <<his>> clothes. Then, <<he>> returns to <<his>> spot by the fire, with a slight limp in <<his>> step.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Eden>><<person1>>
<<link [[Next|Eden Caged Evening]]>><<set $phase to 0>><</link>>
<br>
<<else>>
Eden leads you to the cage, but stops abruptly. <<He>> pulls you back with a sneer.
<br><br>
"No," <<he>> snarls. "I decide when we're done."
<<set $consensual to 0>><<molested>><<controlloss>>
<<trauma 3>><<npcincr Eden trust -5>><<gtrauma>><<ltrust>>
<br><br>
<<link [[Next|Eden Caged Evening Sex]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "cabin">><<effects>>
<<tearful>> you crawl out of the cage. The stiffness slowly leaves your body as you rise to your feet.
<br><br>
<<if $worn.neck.collared isnot 1>>
While you're standing and stretching, you feel something cold wrap around your neck, with a familiar clicking sound. It's a new collar.
<<leash 21>>
<</if>>
"Come on." Eden tugs on your leash as <<he>> heads towards the door. You follow <<him>> outside, breathing in the fresh air. The <<nnpc_title "Eden">> keeps your leash in <<his>> hand as you walk around the clearing. <<He>> watches your every move.<<stress -6>><<lstress>>
<br><br>
After a few minutes, <<he>> calls out for you again. "That's enough. Come on, time for bed now."
<br><br>
You're taken back inside and returned to the confines of the metal prison you currently call home. Eden climbs into bed.
<br>
"Keep being good like that and I'll let you back on the bed soon."
<br><br>
Alone with only Eden's snores to keep you company, you wonder what to do.
<br><br>
<<if $edenCaged.escape gte 9>>
<span class="purple">The gate is loose, but you wouldn't get far with Eden so close.</span> You'll have to wait until <<hes>> distracted.
<br>
<<else>>
<<link [[Try to escape (5:00)|Eden Caged]]>><<set $phase to 1>><<set $edenCaged.escape += 1>><<pass 5 hours>><</link>>
<</if>>
<br>
<<link [[Sleep for the night (5:00)|Eden Caged]]>><<set $phase to 2>><<pass 5 hours>><</link>>
<br><<set $outside to 0>><<set $location to "cabin">><<effects>>
<<if $phase is 1>>
<<if $speech_attitude is "meek">>
Spurred by your hunger, you eagerly lap at the plate. Eden lets out a small chuckle at the sight. You blush, but pay <<him>> no mind.
<<elseif $speech_attitude is "bratty">>
Even as the shame makes your cheeks flush, your hunger gnaws at your gut. You swallow your pride and peck at Eden's leftovers.
<<else>>
It's humiliating, but you're too hungry to care. Lowering your head, you eat what's left of Eden's breakfast.
<</if>>
<br><br>
It's messy, and you get food all over your face. Eden gently pats your head in encouragement. When you're done, <<he>> takes the plate away and returns with a towel to clean your face with. There's a heated look in <<his>> eyes as <<he>> urges you back into confinement. "I'll come get you in a bit for some exercise. Rest."
<br><br>
Eden leaves to get dressed, then heads outside, leaving you alone in the cabin. You sit in your cage and wonder what to do.
<br><br>
<<if $edenCaged.escape gte 9>>
<span class="purple">The gate is loose, but from your claustrophobic position, you can't tell how far Eden's gone.</span> You can't risk escaping yet.
<br>
<<else>>
<<link [[Try to escape (10:00)|Eden Caged]]>><<set $phase to 1>><<set $edenCaged.escape += 1>><<pass 10 hours>><</link>>
<</if>>
<br>
<<link [[Rest (10:00)|Eden Caged]]>><<set $phase to 2>><<pass 10 hours>><</link>>
<br>
<<else>>
<<if $speech_attitude is "meek">>
"I-I'm not that hungry, it's okay," you stammer out while looking at the floor.
<<elseif $speech_attitude is "bratty">>
"I'm fine, actually," you say through grit teeth. "I'll eat later."
<<else>>
"It's okay," you say, shaking your head. "I'm not hungry."
<</if>>
<br><br>
Eden picks up the plate and places it next to the sink, giving you a brief glimpse of the unguarded door, but <<he>> returns before you can bolt. And <<he>> looks angry.
<br><br>
"What, is my cooking not good enough for you? Fine. You can have something else."
<br><br>
<<link [[Next|Eden Caged Breakfast Oral]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<He>> pulls your face against <<his>> crotch.
<<controlloss>>
<br><br>
<<npcoral>><<set $NPCList[0].lefthand to "hair">>
<<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemyanger += 50>><<set $enemytrust to -200>>
<<healthMultiplier>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Eden Caged Breakfast Oral Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Eden Caged Breakfast Oral]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "cabin">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The <<nnpc_title "Eden">> pants as <<he>> lets you go. "Taste good? I sure felt good," <<he>> laughs.<<npcincr Eden trust 10>><<gtrust>>
<br><br>
<<He>> pushes you backwards, not with much force, but it's unexpected enough that you tumble back into the cage. You're shut in once more. "I'll come get you later." <<He>> smirks. "Don't go far."
<<else>>
Furious, Eden backhands you before booting you back into confinement. "You can fucking stay in there and think over why you're being such a brat. I hope you change your mind this time."<<npcincr Eden trust -10>><<ltrust>>
<br><br>
<<He>> storms over to the partition to get ready before heading outside.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Eden>><<person1>>
<<tearful>> you sit in your cage and wonder what to do.
<br><br>
<<if $edenCaged.escape gte 9>>
<span class="purple">The gate is loose, but from your claustrophobic position, you can't tell how far Eden's gone.</span> You can't risk escaping yet.
<br>
<<else>>
<<link [[Try to escape (10:00)|Eden Caged]]>><<set $phase to 1>><<set $edenCaged.escape += 1>><<pass 10 hours>><</link>>
<</if>>
<br>
<<link [[Rest (10:00)|Eden Caged]]>><<set $phase to 2>><<pass 10 hours>><</link>>
<br><<set $outside to 0>><<set $location to "cabin">><<effects>>
The sound of running water is enough cover to kick at the gate again. Using all of your strength, you lash out - once, twice, three times before the hinges pop loose.
<br><br>
The adrenaline surges through your veins. If you want to escape, now's your chance.
<br><br>
<<link [[Run for it|Eden Caged Freedom]]>><<set $phase to 1>><<set $stress -= 1000>><<npcincr Eden dom -1>><</link>><<llltrust>><<ldom>>
<br>
<<link [[Stay|Eden Caged Freedom]]>><<set $phase to 0>><<npcincr Eden trust 200>><<npcincr Eden dom 1>><</link>><<gggtrust>><<gdom>>
<br><<set $outside to 0>><<set $location to "cabin">><<effects>>
<<if $phase is 1>>
Determined to be free, you crawl out of the metal prison, knees popping as you stand. You're able to snatch a towel and wrap it around yourself before creeping to the door, your heart pounding with each step. But Eden doesn't notice.
<<towelup>>
<br><br>
Sliding through the slight crack you make in the door, your feet move before your brain registers the feeling. At a full sprint, you make your way into the forest, the cabin fading behind the trees the further you get.
<br><br>
You know that Eden will be mad when <<he>> finds you again.
<br><br>
<<link [[Next|Forest]]>><<unset $edenCaged>><<set $edenCagedEscape to true>><<endevent>><<set $eventskip to 1>><<set $forest to 80>><</link>>
<br>
<<else>>
The cage door pops open off its hinges, and for a fleeting moment hope blooms in your chest at the prospect of escape. However, the hope is soon replaced by guilt when you remember how hurt Eden was bringing you home.
<br><br>
Swallowing, you sit back down and hug your legs to your chest. Soon, Eden emerges from the bathroom, drying <<his>> hair off with a towel. <<He>> pauses when <<he>> sees the state of the cage.
<br><br>
"You're that sick of being cooped up, huh?" <<he>> says. "Well, I can't blame you for that. Come on, you've earned your place. Just don't piss me off again." Eden juts <<his>> finger in your face as you crawl out.
<br><br>
You watch as <<he>> folds the cage up and puts it away. You hope you never see it again.
<br>
<i><span class="gold">Eden has forgiven you, for now.</span>
<<if $edenfreedom gte 1>>
<<unset $edenfreedom>>
You may need to regain <<his>> trust before <<hes>> willing to let you out of the cabin again.
<</if>>
</i>
<br><br>
<<link [[Next|Eden Cabin]]>><<unset $edenCaged>><<endevent>><</link>>
<br>
<</if>><<set $outside to 1>><<set $location to "cabin">><<effects>><<set $bus to "edenclearing">>
<<npc Eden>><<person1>>
<<if $edenFluidsCheck is "run">> /* after run, return to the cabin */
Nervous, you walk into the clearing. Eden may still be mad.
<br><br>
You don't see <<him>> at first, not until you hear a twig snap behind you.
<<if $goocount gt 0 or $semencount gt 0>> /* with fluids on you */
"You're still covered in all of that. It's disgusting."<<npcincr Eden love -20>><<llllove>>
<br><br>
You see Eden reaching for you in the corner of your eye.
<<else>> /* clean */
"Just because you washed, doesn't mean I forgot."
<br><br>
You see Eden reaching for you from the corner of your eye.
<<set $edenFluidsCheck to "clean">>
<</if>>
<<else>>
<<for _bodyPart, _fluids range $player.bodyliquid>>
<<if _fluids.goo gte 1 or _fluids.semen gte 1>>
<<set _bodyFluids to _bodyPart>>
<<break>>
<</if>>
<</for>>
You burst through the trees into the clearing. Eden pauses <<his>> task to look at you. <<He>> does a double take, and <<his>> face screws up when <<he>> sees the fluids on your <<bodypart _bodyFluids>>. <<stress 6>><<gstress>>
<br><br>
Eden marches towards you, snarling. "Who touched you?"<<npcincr Eden love -30>><<llllove>>
<</if>>
<br><br>
<<link [[Run|Eden Fluids Punishment 2]]>><<set $phase to 1>><<def 1>><<npcincr Eden love -10>><<npcincr Eden dom -1>><</link>><<lllove>><<ldom>><<athleticsdifficulty 650 900>>
<br>
<<link [[Stay still|Eden Fluids Punishment 2]]>><<set $phase to 0>><<sub 1>><<npcincr Eden dom 1>><</link>><<gdom>><<set $outside to 1>><<set $location to "cabin">><<effects>><<set $bus to "edenclearing">>
<<if $phase is 0>> /* Stay still */
<<if $edenFluidsCheck is "run" or $edenFluidsCheck is "clean">>
Eden's hand is rough as <<he>> grabs your arm, the <<nnpc_title "Eden">> grasping so hard <<his>> nails dig into your skin. <<pain 2>><<gpain>>
<<else>>
You shiver as Eden comes closer, jumping when <<his>> hand grabs your arm. <<He>> examines you closer, <<his>> lip curling in disgust.
<br><br>
"I've been too gentle with you."
<</if>>
<br><br>
<<link [[Next|Eden Fluids Punishment 3]]>><</link>>
<<else>> /* Run */
<<if $edenFluidsCheck is "run">>
Not wanting to be hurt again, you turn and begin sprinting into the forest.
<<else>>
Scared of what Eden may do, you turn and begin sprinting into the forest.
<</if>>
<<He>> yells after you, insisting that you come back. You can hear <<him>> running after you. <<stress 6>><<gstress>>
<br><br>
<<if $athleticsSuccess>>
You run for a while, getting scratched as you push past branches. <<gpain>><<pain 2>>
<br><br>
Eventually, Eden's yelling gets quieter until it stops completely. <span class="green">You've lost <<him>>.</span>
<br><br>
It takes a while to catch your breath as the adrenaline runs through you. <span class="red">Returning to the cabin may be dangerous.</span>
<br><br>
<<link [[Next|Forest]]>><<set $edenFluidsCheck to "run">><<endevent>><<set $eventskip to 1>><<set $forest to random(50, 75)>><</link>>
<<else>>
You push yourself as hard as you can, <span class="red">but Eden catches up.</span> <<He>> tackles you to the ground and the air leaves your lungs as you crash into the dirt. <<pain 4>><<gpain>>
<br><br>
<<if $edenFluidsCheck is "clean">>
"You're such an ungrateful brat," <<he>> growls as <<he>> punches you in the back of the head. <<pain 4>><<gpain>>
<<else>>
"<<if $edenFluidsCheck is "run">>I never thought that you'd be a cheat,<<else>>After all I've done, this is the thanks I get?<</if>>" Eden growls as <<he>> punches you. <<pain 8>><<ggpain>>
<</if>>
<br><br>
Dizzy from the punch, you can't fight <<him>> as <<he>> hauls you onto <<his>> shoulder. When you come back to your senses, Eden spanks you every time you attempt to struggle. Soon enough you return to the cabin.
<br><br>
<<link [[Next|Eden Fluids Punishment 3]]>><</link>>
<</if>>
<</if>><<set $outside to 0>><<set $location to "cabin">><<effects>><<set $bus to "edencabin">>
<<if $edenFluidsCheck is "clean">>
<<if $phase is 0>> /* Stay still */
Eden grasps your hand and pulls you back into the cabin. <<He>> flings you to the floor as <<he>> reaches behind a wardrobe to get something. It's the cage. <<stress 6>><<gstress>>
<<else>> /* Run */
You're led inside and dropped onto the hardwood floor as Eden reaches behind a wardrobe. <<He>> brings out the cage. <<stress 6>><<pain 4>><<gstress>><<gpain>>
<</if>>
<<else>>
<<if $phase is 0>> /* Stay still */
Eden pulls you towards the spring behind the cabin, <<his>> grip never loosening. When you get to the edge, <<he>> pushes you in before you can ask <<him>> what <<he>> is doing.
<br><br>
<<else>> /* Run */
Eden doesn't stop as <<he>> walks up to the cabin, instead walking past to the spring behind. "<<if $edenFluidsCheck is "run">>I hate how you smell right now.<<else>>You're not coming inside until you're clean.<</if>>"
<br><br>
There is no warning when Eden throws you into the spring.
<</if>>
<<if $edenspring gte 4>> /* spring is clean */
The water is a shock, and panic sets in as Eden grabs your hair and keeps you under for a few seconds.
<<else>>
The water is a shock, and the debris hurts as a hand grasps the back of your neck, keeping you down for a few seconds. <<pain 2>><<gpain>>
<</if>>
<br><br>
Eden pulls you back up, letting you gasp for air as <<he>> begins to strip you of your clothes.
<<wash>><<ruined>>
<br><br>
<<Hes>> quiet as <<he>> roughly washes you with a rag from <<his>> belt. It smells like <<him>>, you think it's the towel <<he>> used to wipe sweat away after working. <<npcincr Eden lust 5>><<glust>>
<br><br>
"I'm hurt," <<he>> finally says. <<His>> tone is still angry.
<br><br>
When you're clean, Eden grasps your hand and pulls you back into the cabin. <<He>> flings you to the floor as <<he>> reaches behind a wardrobe to get something. It's the cage. <<stress 6>><<gstress>>
<br><br>
"You obviously need more time to think about what you've done."
<</if>>
<<set $edenFluidsCheck to "Eden">>
<br><br>
<<link [[Run|Eden Fluids Punishment 4]]>><<set $phase to 1>><<def 1>><<npcincr Eden love -10>><<npcincr Eden dom -1>><</link>><<lllove>><<ldom>><<athleticsdifficulty 650 900>>
<br>
<<link [[Accept your punishment|Eden Fluids Punishment 4]]>><<set $phase to 0>><<sub 1>><<npcincr Eden dom 1>><</link>><<gdom>><<effects>>
<<if $phase is 0>> /* Accept your punishment */
Eden is right. You betrayed <<his>> trust. You should accept your punishment.
<br><br>
You crawl into the cage as Eden holds the gate open, flinching as <<he>> slams it shut.
<br><br>
"Don't go thinking that I'll be kinder just because you're behaving now."
<<ruined>>
<<unset $edenCagedEscape>>
<<unset $edenescape>>
<<set $NPCName[$NPCNameList.indexOf("Eden")].trust to 0>>
<<set $edenCaged to {}>>
<<set $edenCaged.escape to 0>>
<<set $edenCaged.days to 0>>
<br><br>
<<link [[Next|Eden Caged]]>><<set $phase to 0>><</link>>
<<else>> /* Run */
<<if $athleticsSuccess>>
Not wanting to be locked away, you bolt out of the door. Eden curses before giving chase. You keep going into the forest, not looking back.
<br><br>
You run for a while, getting scratched as you push past branches. <<gpain>><<pain 2>>
<br><br>
Eventually, Eden's yelling gets quieter until it stops completely. <span class="green">You've lost <<him>>.</span>
<br><br>
It takes a while to catch your breath as the adrenaline runs through you. <span class="red">Returning to the cabin may be dangerous.</span>
<br><br>
<<link [[Next|Forest]]>><<set $edenCagedEscape to true>><<endevent>><<set $eventskip to 1>><<set $forest to random(50, 75)>><</link>>
<<else>>
Not wanting to be locked away, you try to bolt for the door. <span class="red">Eden is quicker than you are.</span> <<He>> grips your hair, pulling you back towards the cage.
<br><br>
"You better learn well from this."
<br><br>
Eden throws you into the cage, locking it with a padlock.
<<ruined>>
<<unset $edenCagedEscape>>
<<unset $edenescape>>
<<set $NPCName[$NPCNameList.indexOf("Eden")].trust to 0>>
<<set $edenCaged to {}>>
<<set $edenCaged.escape to 0>>
<<set $edenCaged.days to 0>>
<br><br>
<<link [[Next|Eden Caged]]>><<set $phase to 0>><</link>>
<</if>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemyanger += 50>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Eden Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Eden Rape]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "cabin">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<npcincr Eden lust -20>>
Eden hovers over you for a few seconds to catch <<his>> breath before <<he>> moves away.<<lllust>>
<br><br>
"You're lucky I'm not tying you up again for being a brat," <<he>> mutters as <<he>> leaves you on the floor.<<stress 20>><<gstress>>
<br><br>
<<tearful>> you avoid <<his>> gaze.
<<else>>
<<npcincr Eden love -10>>
Hissing, Eden backs away from you.
<br><br>
"This was your idea in the first place," <<he>> spits. "Maybe I shouldn't let you stay away for so long if you're going to be like this."
<br><br>
<<He>> storms off, leaving you alone on the floor.<<lllove>>
<br><br>
<<tearful>> you gather yourself.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Eden Cabin]]>><</link>><<set $outside to 0>><<set $location to "cabin">><<effects>><<seenPassage>>
<<noClothingCheck>>
<<if _nude is false>>
<<strip>><<set $edenClothes to true>>
<<else>>
<<strip>>
<</if>>
<<if $edenradiointro is 2>>
You search around for a suitable place to hide the romance book and settle on a nearby cabinet. On your way to the bathroom, inspiration strikes, and you turn on the radio to set the atmosphere.
<<else>>
On your way to the bathroom, you search around for a suitable place to hide the romance book and settle on a nearby cabinet.
<</if>>
Inside, you run the bath, adding the bath oil to the water as the tub fills; the pleasant aroma that ensues permeates the air throughout the cabin. You strip bare, and sink into the soothing hot water as you hear Eden enter.
<br><br>
<<link [[Next|Eden Valentines Bath 2]]>><<npcincr Eden love 1>><<pass 30>><<wash>><</link>><<effects>>
Eden's footsteps momentarily pause by the door before you hear them tentatively approach the bathroom. Surprise adorns <<his>> face as <<he>> enters and takes in the sight of you, waiting for <<him>> naked and splayed out in <<his>> tub.
Seeing <<his>> expression, you throw <<him>> a coy smile and beckon <<him>> over. The shock on <<his>> face quickly melts into love as <<he>> chuckles and strips, walking over to you.
<br><br>
"This is unexpected," <<he>> says, climbing in the tub.
<br>
<<if $valentines_eden_breakfast is 1>>
<<if $speech_attitude is "meek">>
"I-I wanted to thank you for breakfast," you answer,
<<elseif $speech_attitude is "bratty">>
"Thought I could repay you for breakfast," you answer,
<<else>>
"I thought I could repay you for breakfast," you answer,
<</if>>
<<else>>
You giggle,
<</if>>
folding your legs to give <<him>> some room.
<br><br>
<<if $valentines_eden_breakfast is 1>>
Eden faintly smiles at your words and reclines in the water.
<<else>>
Eden faintly smiles at your laughter and reclines in the water.
<</if>>
<<if $edenradiointro is 2>>
The music, warmth and scent of the oils lull the both of you into relaxation.
<<else>>
The warmth and scent of the oils lull the both of you into relaxation.
<</if>>
<br><br>
<<link [[Wash Eden (0:30)|Eden Valentines Wash]]>><<npcincr Eden love 1>><<pass 30>><</link>><<glove>>
<br>
<<link [[Just relax (0:30)|Eden Valentines Relax]]>><<stress -12>><<pass 30>><</link>><<lstress>><<effects>>
You and Eden relax in the tub. You feel <<his>> gaze slide up your body, until <<he>> meets your eyes. You smile at <<him>> and <<he>> faintly smiles back.
<br><br>
You both continue staring at one another with tender desire, <<his>> expression unusually soft as <<he>> regards you.
<br><br>
<<link [[Next|Eden Valentines Bath 3]]>><<clotheson>><</link>><<effects>><<wearProp "sponge">>
You grab the sponge and hold it up. Eden turns <<his>> back to you and you start scrubbing. After finishing, you try to place the sponge down, but Eden stops you.
<br><br>
"Do you want me to wash you too?" <<he>> asks.
<br><br>
<<link [[Nod|Eden Valentines Wash Nod]]>><<handheldon>><<npcincr Eden dom 1>><</link>><<gdom>>
<br>
<<link [[Refuse|Eden Valentines Bath 3]]>><<clotheson>><</link>><<effects>>
You turn your back to Eden, and <<he>> starts scrubbing you all over. Part way through, <<he>> hits a particularly ticklish spot. You bring your hands up to your mouth and barely stifle a giggle, but Eden notices all the same.
<br><br>
<<He>> smiles at your laughter and lays a gentle kiss on your neck before continuing.
<br><br>
<<link [[Next|Eden Valentines Bath 3]]>><<clotheson>><</link>><<effects>>
After a while, the water starts to get cold. Eden slowly begins to sit up.
<br><br>
"I think we should get up now," <<he>> says, rising out of the water.
<br>
<<if $speech_attitude is "meek">>
"I-I thought you usually stay in longer," you say, watching as <<he>> steps out of the tub.
<<elseif $speech_attitude is "bratty">>
"Don't you usually stay in longer?" you ask, throwing <<him>> a questioning glance as <<he>> steps out of the tub.
<<else>>
"I thought you usually stay in for a bit longer," you say, watching as <<he>> steps out of the tub.
<</if>>
<br>
Eden looks away from you, sporting a slight blush. "I thought we could spend more time together." You can't help but smile at <<his>> rare display of bashfulness.
<br><br>
<<He>> helps you out of the tub and the both of you dry off before leaving the bathroom together, hand in hand.
<<takeHandholdingVirginity "Eden" "romantic">>
<br><br>
<<if $edenradiointro is 2>>
<<link [[Next|Eden Valentines Dance]]>><</link>>
<<else>>
<<link [[Next|Eden Valentines Book]]>><</link>>
<</if>><<effects>>
As you step into the cabin's living area, the melody playing from the radio catches your attention. Something about it sounds strangely familiar. Then it hits you. It's the song. The first song that you and Eden danced to.
<br><br>
You glance at Eden. By the look on <<his>> face, it seems <<hes>> had the same realisation as you. A look of determination flashes in <<his>> eyes and <<he>> turns to you. There's no hesitation this time. Being the first to act, <<he>> wraps <<his>> hands around your waist and pulls you towards <<him>>. You wind yours around <<his>> neck in turn, and, once again, begin your slow waltz around the cabin.
<br><br>
<<link [[Next|Eden Valentines Dance 2]]>><<npcincr Eden love 1>><</link>><<effects>>
As Eden holds you in <<his>> arms, the rest of the world seems to fade away. Even though you've danced before, this moment seems different. It's a familiar mix of tenderness and nostalgic vulnerability. Eden seems to feel it too, and although <<hes>> improved, a recognisable but no less endearing clumsiness leaks into <<his>> movements. As a matter of fact, <<his>> light blush and awkward missteps bring you back to the way <<he>> bared <<his>> heart to you in the first dance you shared.
<br><br>
You look back at the memory and realise that this is what makes Eden who <<he>> is. Through <<his>> outer brashness to the softness <<he>> hides deep down, you see how much Eden has tried for you, and as a result, how far you've come together.
It makes you realise that even if <<he>> may not know how to say it, it's through moments like these, moments of bumbling laughter and static-filled love songs, moments that belong to the both of you, that truly show the genuine depths of <<his>> love.
<br><br>
<<link [[Next|Eden Valentines Dance 3]]>><<npcincr Eden love 1>><</link>><<effects>>
The song comes to an end, and for a moment, you and Eden stay still. Time stops and you share a private slice of forever in that moment together. It passes in mere seconds but to the two of you it is an eternity, one that ends far too soon.
As the world comes rushing back, Eden captures your lips in a sweet kiss. It's as genuine as you remember, but it warms your heart all the same.
<br><br>
<<link [[Next|Eden Valentines Book]]>><</link>><<effects>>
Stepping away from Eden, you walk to the cabinet where you hid the romance book and pull it out. <<He>> raises <<his>> eyebrows as you hand it to <<him>>. "Wow," <<he>> chuckles, turning the book over in <<his>> hands.
"You're full of surprises today." <<He>> pauses for a second, seemingly contemplating something.
<br><br>
"We have some time before dinner. Feel like reading this now?" <<he>> asks, glancing to you.
<br><br>
<<link [[Read it to Eden instead (0:20)|Eden Valentines Read]]>><<pass 20>><</link>>
<br>
<<link [[Nod (0:20)|Eden Valentines Book 2]]>><<pass 20>><</link>>
<br>
<<link [[Refuse|Eden Valentines Book Refuse]]>><</link>><<effects>>
You shake your head. Eden shrugs, before walking over to you and kissing your forehead. "Thanks for today," <<he>> says, putting the book away and walking to the kitchen to start dinner.
<br><br>
<<link [[Next|Eden Cabin]]>><</link>><<effects>>
<<if $speech_attitude is "meek">>
"C-Could I read it this time?" you ask.
<<elseif $speech_attitude is "bratty">>
"How about I read this time?" you ask.
<<else>>
"Could I read it to you this time?" you ask.
<</if>>
Eden looks at you quizzically, but shrugs. "Sure," <<he>> says, handing you the book. You accompany Eden to the fireplace where <<he>> sets the book down and begins to get the fire going. Once the flames burn high, <<he>> sits and takes hold of the literature, motioning for you to join <<him>> on the floor.
<br><br>
Once comfortably snuggled into <<his>> chest, you open the book and start reading.
<br><br>
Halfway through the first chapter, you feel Eden kiss your neck. You pause and try to face <<him>>, but <<he>> doesn't stop. Eden brings <<his>> lips to your ear. "Keep going," <<he>> whispers, as <<he>> slides <<his>> hand over your stomach.
<br><br>
It's getting hard to read while Eden's distracting you.
<br><br>
<<link [[Embrace Eden|Eden Valentines Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<link [[Push Eden away|Eden Valentines Push]]>><</link>>
<br><<effects>>
You accompany Eden to the fireplace where <<he>> sets the book down and begins to get the fire going. Once the flames burn high, <<he>> sits and takes hold of the literature, motioning for you to join <<him>> on the floor.
<br><br>
You snuggle into <<his>> chest and breathe deeply, taking in <<his>> unique scent as you watch <<him>> open to the first page and begin to read.
<br><br>
<<link [[Distract Eden|Eden Valentines Distract]]>><</link>>
<br>
<<link [[Just listen|Eden Valentines Listen]]>><</link>><<effects>>
Eden reads to you for some time, until <<he>> stops, looking out at the window. You shift your gaze to the scenery outside and see that it's getting dark out. "I need to start dinner," <<he>> notes.
<br><br>
Before pulling away from you, Eden presses a gentle kiss to your forehead. "Thanks for today," <<he>> says, "and Happy Valentine's."
<br><br>
The both of you share one last smile as <<he>> stores the book away and walks to the kitchen.
<br><br>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>><<effects>>
Midway through the first chapter, you turn to Eden and lay a soft kiss on <<his>> neck. <<He>> abruptly stops reading and glances toward you.
Deciding to take it a step further, you pepper <<his>> neck with kisses and slide your hands under <<his>> shirt, running it teasingly over <<his>> stomach.
Eden's breath starts to pick up.
<br><br>
Shifting <<his>> attention to you, <<he>> places the book aside and gently guides you onto the cabin floor.
<br><br>
<<link [[Embrace Eden|Eden Valentines Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<link [[Push Eden away|Eden Valentines Distract Push]]>><</link>><<effects>>
You push Eden away from you. <<He>> looks frustrated and paws at you a little harder, but eventually relents and gets off, walking to the kitchen to start dinner.
<br><br>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>><<effects>>
You push Eden away from you. <<He>> chuckles and buries <<his>> head in your neck, laying down one final kiss. You read to Eden for a bit longer before <<he>> gets up to make dinner.
<br><br>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>>
<<set $enemyhealth to 600>>
<<set $enemyhealthmax to 600>>
<<healthMultiplier>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<span id="next">
<<if _combatend>>
<<link [[Next|Eden Valentines Sex Finish]]>><</link>>
<<else>>
<<link [[Next|Eden Valentines Sex]]>><</link>>
<</if>>
</span><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<npcincr Eden lust -20>><<npcincr Eden love 1>>
Eden holds you close to <<his>> chest and strokes your hair.<<glove>><<llust>>
<<elseif $enemyhealth lte 0>>
"On Valentine's Day?" Eden asks, exasperated. <<He>> winces and holds <<his>> side. "I need to get something for this."
<<llove>><<npcincr Eden love -1>>
<br><br>
<<He>> leaves you by the fireplace.
<<elseif $finish is 1 or $phase is 1>>
"Okay," <<he>> says, pulling away from you.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Eden>><<person1>>
<<link [[Next|Eden Valentines Book 3]]>><</link>><<effects>>
The two of you lie on the cabin floor, the romance story long forgotten. After a bit, Eden lifts <<himself>> off you and helps you sit up. You both stay curled by the fireplace for a bit longer. Staring into the flames, part of you feels disheartened,
wishing that moments like these could last forever. Seeing Eden shift <<his>> gaze to the slowly darkening sky, you can tell <<he>> feels the same way.
<br><br>
<<if $edenradiointro is 2>>
A short while later, Eden breaks the silence. "Thanks for today," <<he>> says, "and Happy Valentine's." As <<he>> presses a gentle kiss to your forehead, you come to another realisation. Moments like these are special because of Eden's love.
Since it's something that <<he>> carries for you always, it means that every moment with <<him>> is special, from <<his>> clumsy attempts at dancing to the way <<hes>> holding you now. And as Eden whispers three special words to you so softly that you can barely hear it,
you smile, because you know that as long as you're together, moments like these never truly have to end.
<<else>>
A short while later, Eden breaks the silence. "Thanks for today," <<he>> says, "and Happy Valentine's." As <<he>> presses a gentle kiss to your forehead, you come to a realisation. Moments like these are special because of Eden's love.
Since it's something that <<he>> carries for you always, it means that every moment with <<him>> is special, from sharing a bath together to the way <<hes>> holding you now. And as Eden whispers three special words to you so softly that you can barely hear it,
you smile, because you know that as long as you're together, moments like these never truly have to end.
<</if>>
<br><br>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>><<widget "cabinothers">>
<<if $nextPassageCheck is "Eden Clearing">>
<<getouticon>><span class="nextLink"><<link [[Go outside|Eden Clearing]]>><</link>></span>
<<elseif ($exposed gte 1 and !$daily.eden.exposed and Time.hour is 7) or ($exposed gte 1 and !$daily.eden.exposed and Time.hour is 8)>>
<<getouticon>><<link [[Go outside|Eden Exposed]]>><<endevent>><</link>>
<<elseif $exposed gte 1 and !$daily.eden.exposed and Time.hour gte 17>>
<<getouticon>><<link [[Go outside|Eden Exposed]]>><<endevent>><</link>>
<<else>>
<<getouticon>><<link [[Go outside|Eden Clearing]]>><<endevent>><</link>>
<</if>>
<br><br>
<<link [[Gameplay Settings|Cabin Settings]]>><<endevent>><</link>>
<br>
<<attitudesControlCheck>>
<<if $attitudesControl.showGoldLink is true>>
<span class="goldLink"><<link [[Attitudes]]>><<endevent>><<set $attitudesExitPassage to $passage>><</link>> </span><span class="red">!!</span>
<<else>>
<<link [[Attitudes]]>><<endevent>><<set $attitudesExitPassage to $passage>><</link>>
<</if>>
<br>
<</widget>>
<<widget "edenlust">>
<<if $exposed gte 1>>
<span class="lewd">Eden keeps stealing glances at you.</span><<glust>>
<<npcincr Eden lust 1>>
<br><br>
<</if>>
<</widget>>
<<widget "clearingactions">>
<<edenicon>><<link [[Enter the cabin|Eden Cabin]]>><<endevent>><</link>>
<br><br>
<<furnitureicon "chair">><<link [[Relax under the porch (0:15)|Eden Porch]]>><<stress -2>><<pass 15>><</link>><<lstress>>
<br><br>
<<if $edengarden is 0>>
<span class="purple">Eden's crops are strangled by weeds.</span>
<br>
<<gardenicon "strangled">><<link [[Remove the weeds (3:00)|Clearing Weeding]]>><<tending 1>><<tiredness 12>><<npcincr Eden love 1>><</link>><<gtiredness>><<glove>><<gtending>>
<br><br>
<<elseif $edengarden is 1>>
<span class="blue">Eden's crops are tangled with weeds.</span>
<br>
<<gardenicon "tangled">><<link [[Remove the weeds (3:00)|Clearing Weeding]]>><<tending 1>><<tiredness 12>><<npcincr Eden love 1>><</link>><<gtiredness>><<glove>><<gtending>>
<br><br>
<<elseif $edengarden is 2>>
<span class="lblue">There are as many weeds growing in Eden's plot as there are vegetables.</span>
<br>
<<gardenicon "tangled">><<link [[Remove the weeds (3:00)|Clearing Weeding]]>><<tending 1>><<tiredness 12>><<npcincr Eden love 1>><</link>><<gtiredness>><<glove>><<gtending>>
<br><br>
<<elseif $edengarden is 3>>
<span class="teal">Eden's crops are almost free of weeds, but more could be done.</span>
<br>
<<gardenicon "weeds">><<link [[Remove the weeds (3:00)|Clearing Weeding]]>><<tending 1>><<tiredness 12>><<npcincr Eden love 1>><</link>><<gtiredness>><<glove>><<gtending>>
<br><br>
<<elseif $edengarden is 4>>
<span class="green">Eden's crops are free of weeds.</span>
<br><br>
<</if>>
There are other bare plots of soil that Eden isn't using.
<br>
<<gardenicon "plot">><<link [[Examine|Eden Plots]]>><</link>>
<br><br>
<<if $edenshrooms is 0>>
<span class="purple">Eden's mushroom barrel is almost empty.</span>
<br>
<<tendingicon "mushroom">><<link [[Look for mushrooms (1:00)|Clearing Mushrooms]]>><<pass 1 hour>><<npcincr Eden love 1>><</link>><<glove>>
<br><br>
<<elseif $edenshrooms is 1>>
<span class="blue">Eden's mushroom barrel is almost empty.</span>
<br>
<<tendingicon "mushroom">><<link [[Look for mushrooms (1:00)|Clearing Mushrooms]]>><<pass 1 hour>><<npcincr Eden love 1>><</link>><<glove>>
<br><br>
<<elseif $edenshrooms is 2>>
<span class="lblue">Eden's mushroom barrel is half full.</span>
<br>
<<tendingicon "mushroom">><<link [[Look for mushrooms (1:00)|Clearing Mushrooms]]>><<pass 1 hour>><<npcincr Eden love 1>><</link>><<glove>>
<br><br>
<<elseif $edenshrooms is 3>>
<span class="teal">Eden's mushroom barrel is almost full.</span>
<br>
<<tendingicon "mushroom">><<link [[Look for mushrooms (1:00)|Clearing Mushrooms]]>><<pass 1 hour>><<npcincr Eden love 1>><</link>><<glove>>
<br><br>
<<elseif $edenshrooms is 4>>
<span class="green">Eden's mushroom barrel is brimming with fungi.</span>
<br><br>
<</if>>
<<if $edenspring is 0>>
<span class="purple">The spring is full of broken branches and twigs.</span>
<br>
<<lakeicon "pond">><<link [[Clear the debris (0:30)|Clearing Debris]]>><<tiredness 6>><<npcincr Eden love 1>><</link>><<gtiredness>><<glove>>
<br><br>
<<elseif $edenspring is 1>>
<span class="blue">The bottom of the spring is littered with branches.</span>
<br>
<<lakeicon "pond">><<link [[Clear the debris (0:30)|Clearing Debris]]>><<tiredness 6>><<npcincr Eden love 1>><</link>><<gtiredness>><<glove>>
<br><br>
<<elseif $edenspring is 2>>
<span class="lblue">You can see the bottom of the spring through the twigs and branches floating on its surface.</span>
<br>
<<lakeicon "pond">><<link [[Clear the debris (0:30)|Clearing Debris]]>><<tiredness 6>><<npcincr Eden love 1>><</link>><<gtiredness>><<glove>>
<br><br>
<<elseif $edenspring is 3>>
<span class="teal">Twigs float on the surface of the spring.</span>
<br>
<<lakeicon "pond">><<link [[Clear the debris (0:30)|Clearing Debris]]>><<tiredness 6>><<npcincr Eden love 1>><</link>><<gtiredness>><<glove>>
<br><br>
<<elseif $edenspring is 4>>
<span class="green">The spring is clean and clear.</span>
<br>
<<if !$edenspringintro and ((Time.hour gte 9 and Time.hour lte 10) or (Time.hour is 15) or (Time.hour is 16))>>
<<lakeicon "pond">><<link [[Relax in the spring (0:30)|Eden Spring Intro]]>><</link>><<lstress>>
<<else>>
<<lakeicon "pond">><<link [[Relax in the spring (0:30)|Clearing Spring]]>><<unset $edenpush>><<endevent>><<pass 30>><<stress -6>><</link>><<lstress>>
<</if>>
<br>
<<if $daily.eden.wash is undefined>>
<<lakeicon "pond">><<link [["Wash Eden's clothes in the spring (0:30)"|Wash Spring]]>><<pass 30>><<npcincr Eden love 1>><<npcincr Eden dom 1>><<set $daily.eden.wash to 1>><</link>><<glove>><<gdom>>
<br>
<</if>>
<br>
<</if>>
<<if $edenfreedom gte 1>>
<<foresticon>><<link [[Enter the forest (0:10)|Forest]]>><<endevent>><<pass 10>><<set $forest to 60>><<if $edenFluidsCheck is "clean">><<set $edenFluidsCheck to "cleanLeave">><</if>><</link>>
<br>
<<else>>
<<foresticon>><<link [[Escape|Eden Cabin Escape]]>><<set $forest to 80>><</link>>
<br>
<</if>>
<br>
<</widget>>
<<widget "clearingedenactions">>
Eden glances at you.
<br><br>
<<if !$edenfurniture>>
<<edenicon "rug">><<link [[Ask Eden if you can buy a rug and pillows|Eden Pillows]]>><</link>>
<br>
<<elseif $edenfurniture is 1 and $edenpillow is 2>>
<<edenicon "curtains">><<link [[Ask if you can get curtains and a coat stand|Eden Curtains]]>><</link>>
<br>
<<elseif $edenfurniture gte 2 and !$edencoat and $edencurtains is 2>>
<<edenicon "coat stand">><<link [[Ask to make the coat stand (3:00)|Eden Coat Stand]]>><<set $edencoat to 1>><<pass 3 hours>><</link>>
<br>
<<elseif $edenfurniture is 2 and $edencurtains is 2 and $edencoat>>
<<couchicon>><<link [[Ask for a loveseat|Eden Loveseat]]>><</link>>
<br>
<<elseif $edenfurniture is 3 and $edenloveseat lt 7>>
<<couchicon>><<link [[Work on the loveseat (3:00)|Eden Loveseat Work]]>><<pass 3 hours>><</link>>
<br>
<</if>>
<<if $worn.neck.collared isnot 1 and C.npc.Eden.dom gte 100>>
<<symbol "dominance">><<link [[Ask Eden for a collar|Eden Collar]]>><<npcincr Eden love 5>><<npcincr Eden lust 5>><<npcincr Eden dom 5>><</link>><<gglove>><<gglust>><<ggdom>>
<br>
<</if>>
<<if $edenspringintro is 1 and $daily.eden.springJoin isnot 1 and $edenspring is 4>>
<<lakeicon "pond">><<link [[Ask Eden to join you in the spring|Eden Spring]]>><<set $daily.eden.springJoin to 1>><<stress -6>><<npcincr Eden love 1>><</link>><<lstress>><<glove>>
<br>
<</if>>
<<if $daily.eden.walk isnot 1>>
<<lakeicon>><<link [[Ask Eden to accompany you to the lake|Eden Lake]]>><</link>>
<br>
<</if>>
<<if !$daily.eden.search or $daily.eden.search lt C.npc.Eden.love / 40>>
<<foresticon>><<link [[Ask Eden to help search the forest (0:30)|Eden Search]]>><<set $daily.eden.search to ($daily.eden.search || 0) + 1>><</link>>
<br>
<</if>>
<br>
<<if Time.monthDay is 31 and $halloween_eden is 1 and $halloween_eden_bought is 1 and !$halloween_eden_candy_given>>
<<foodicon "sweets">><<link [[Give Eden the hamper|Eden Halloween]]>><<npcincr Eden love 5>><<npcincr Eden dom 1>><<set $halloween_eden_candy_given to 1>><</link>>
<br>
<</if>>
<<if Time.monthDay is 25 and $christmas_gift_eden is 1 and $christmas_gift_eden_given isnot 1>>
<<gifticon "christmas">><<link [[Give Eden the hunting jacket|Eden Jacket]]>><<npcincr Eden love 5>><<npcincr Eden dom 1>><<set $christmas_gift_eden_given to 1>><<set $edencoatjacket to 1>><</link>>
<br><br>
<</if>>
<<if $leftarm is "bound" or $rightarm is "bound" or $feetuse is "bound" or $worn.feet.name is "ankle cuffs">>
<<undobindingsicon>><<link [[Ask Eden to undo your bindings (0:01)|Eden Bindings]]>><<pass 1>><<unbind>><</link>>
<br><br>
<</if>>
<<if $edenfreedom is undefined>>
<<socialiseicon "ask">><<link [[Ask for freedom to return to town|Eden Freedom]]>><</link>>
<br>
<</if>>
<<if $edenfreedom is 1>>
<<socialiseicon "ask">><<link [[Ask for freedom to remain in town|Eden Freedom 3]]>><</link>>
<br>
<</if>>
<<if $edenshopping is 1>>
<<edenicon "supplies">><<link [[Give Eden the supplies|Eden Supplied]]>><</link>>
<br>
<</if>>
<<if $edenradiointro is 1>>
<<ind>><<link [[Give Eden the radio|Eden Radio Intro]]>><</link>>
<br>
<</if>>
<<getouticon>><<link [[Go back|Eden Clearing]]>><<endevent>><</link>>
<br><br>
<</widget>>
<<widget "edenpreystart">>
<<if $weekly.edenPrey or random(1, 3) gte 2>>
/* do nothing */
<<else>>
/* Checks to see if the player has one of the main virginities intact, and if Eden can take it */
<<if ($player.penisExist and $player.virginity.penile is true and ($NPCList[0].vagina isnot "none" or $analdisable is "f")) or ($player.vaginaExist and $player.virginity.vaginal is true and $NPCList[0].penis isnot "none")>>
<<set _virginityPresent to true>>
<</if>>
/* Lowers amount of love and lust required if player is not a virgin or hasnt seen the event before */
<<if $edenPrey gte 1 and _virginityPresent>>
<<set _edenPreyPhase to 3>>
<<elseif $edenPrey gte 1>>
<<set _edenPreyPhase to 2>>
<<elseif _virginityPresent>>
<<set _edenPreyPhase to 1>>
<<else>>
<<set _edenPreyPhase to 0>>
<</if>>
<<switch _edenPreyPhase>>
<<case 0>>
/* no virginity, first time */
<<if C.npc.Eden.love gte 85 and C.npc.Eden.lust gte 50>>
<<set _edenPreyEvent to true>>
<</if>>
<<case 1>>
/* virginity intact, first time */
<<if C.npc.Eden.love gte 75 and C.npc.Eden.lust gte 40>>
<<set _edenPreyEvent to true>>
<</if>>
<<case 2>>
/* non-virgin, repeat event */
<<if C.npc.Eden.love gte 125 and C.npc.Eden.lust gte 70>>
<<set _edenPreyEvent to true>>
<</if>>
<<case 3>>
/* virgin, repeat event */
<<if C.npc.Eden.love gte 100 and C.npc.Eden.lust gte 60>>
<<set _edenPreyEvent to true>>
<</if>>
<</switch>>
<<if _edenPreyEvent>>
<<set $weekly.edenPrey to true>>
<</if>>
<</if>>
<</widget>>
<<widget "edenCagedSave">>
<<npc Eden>><<person1>>
Before you have a chance to recollect, you feel a hand on your shoulder. You're spun around, and come face-to-face with Eden, <<his>> eyes full of rage.
<br><br>
"You've got some nerve," <<he>> growls. "Abandoning me, acting like a fucking brat, then expecting me to save your helpless ass."
<br><br>
<<He>> grabs your wrist tight and begins marching you into the woods. "Come on. You're overdue for your punishment."
<br><br>
<<link [[Resist|Forest Eden Rage]]>><<set $phase to 0>><<def 1>><<npcincr Eden dom -1>><</link>><<physiquedifficulty 2000 18000>><<ldom>>
<br>
<<link [[Submit (0:30)|Forest Eden Rage]]>><<set $phase to 1>><<pass 30>><<sub 1>><<npcincr Eden dom 1>><</link>><<gdom>>
<br>
<</widget>>
<<widget "edenCagedCoopSave">>
<<npc Eden>><<person1>>
<<if $forest_shop_intro isnot 1 and $gwylan_rescue isnot 1>>
A mousy <<nnpc_gendery "Gwylan">>
<<else>>
Gwylan
<</if>>
bursts from the treeline and rushes to your side. "Hey! You alright-"
<br><br>
<<if $gwylan_eden_coop gte 4>>
<<nnpc_Hes "Gwylan">> cut off as someone grabs <<nnpc_him "Gwylan">> by the arm and pulls <<nnpc_him "Gwylan">> aside. <span class="red">It's Eden.</span> <<He>> doesn't look happy to see you.
<br>
"You've got some nerve," Eden growls. "Abandoning me, acting like a fucking brat, then expecting me to save your helpless ass."
<br><br>
Gwylan swallows nervously and rests a hand on Eden's shoulder. "H-hey, take it easy. Let's just-"
<br><br>
Eden turns and punches Gwylan square in the jaw. <<nnpc_He "Gwylan">> cries out in pain, staggering backwards into the dirt.<<trauma 12>><<ggtrauma>>
<br>
"Don't touch me," Eden spits. "I don't need your help. And neither does <<pshe>>." <<He>> turns to you with a glare. "All <<pshe>> needs is to learn <<pher>> place."
<br><br>
<<He>> grabs you by the wrist and begins dragging you into the woods, leaving Gwylan behind.
<<elseif $gwylan_eden_coop gte 1>>
<<nnpc_Hes "Gwylan">> cut off by Eden shoving <<nnpc_him "Gwylan">> aside, eyes full of rage. Gwylan yelps as <<nnpc_he "Gwylan">> falls to the dirt.
<br>
"You've got some nerve," Eden growls. "Abandoning me, acting like a fucking brat, then expecting me to save your helpless ass."
<br><br>
Gwylan watches, mouth agape. Eden glares at <<nnpc_him "Gwylan">>. "Go. This is between me and <<phim>>."
<br>
Gwylan glances between the two of you, <<nnpc_his "Gwylan">> expression a mix of worry and fear, before scrambling to <<nnpc_his "Gwylan">> feet and scurrying away.<<trauma 6>><<gtrauma>>
<br><br>
Eden turns to you. "I told you I'd find you again," <<he>> spits. "And no one's getting in my way." <<He>> begins dragging you into the woods.
<<else>>
<<nnpc_He "Gwylan">> cuts off as a hand grabs <<nnpc_him "Gwylan">> by the arm and hurls <<nnpc_him "Gwylan">> into a nearby shrub.
<br><br>
<span class="red">It's Eden.</span> "I told you I'd find you again," <<he>> growls. "And no one's getting in my way."
<br><br>
<<He>> begins dragging you into the woods, leaving the dazed
<<if $forest_shop_intro isnot 1 and $gwylan_rescue isnot 1>>
<<nnpc_gendery "Gwylan">>
<<else>>
shopkeeper
<</if>>
groaning behind you.
<</if>>
<<set $gwylan_aborted to 1>>
<br><br>
<<link [[Fight|Eden Caged Caught Resist]]>><<set $fightstart to 1>><<def 1>><</link>>
<br>
<<link [[Try to pull away|Eden Caged Caught Pull]]>><<def 1>><<npcincr Eden dom -1>><</link>><<physiquedifficulty 2000 18000>><<ldom>>
<br>
<<link [[Submit (0:30)|Eden Caged Caught]]>><<set $phase to 1>><<pass 30>><<sub 1>><<npcincr Eden dom 1>><</link>><<gdom>>
<br>
<</widget>>
<<widget "edenFluidsCheck">>
<<if $edenFluidsCheck is undefined>>
<<set $edenFluidsCheck to "Eden">>
<<elseif $edenFluidsCheck is "clean" and ($goocount + $semencount gt 0)>>
<<set $edenFluidsCheck to "Eden">>
<<elseif $edenFluidsCheck is "cleanLeave">>
<<set $edenFluidsCheck to "clean">>
<</if>>
<</widget>><<location "catacombs">><<set $bus to "catacombs">><<set $outside to 0>><<effects>>
You are in the catacombs beneath the forest. A staircase leads upwards, to the churchyard. A statue of a six-armed angel smiles down at you, cradling a lit brazier in its lowest hands.
<br><br>
<<if $museumAntiques.antiques.antiqueivorystatuette isnot "found" and $museumAntiques.antiques.antiqueivorystatuette isnot "talk" and $museumAntiques.antiques.antiqueivorystatuette isnot "museum">>
A small statuette sits on the statue's shoulder. You could reach it.
<br><br>
<</if>>
<<if $worn.face.type.includes("blindfold")>>
A warm breeze brushes against your face, <span class="green">and your blindfold falls free,</span> leaving only a tattered strip of cloth. It's hard to imagine it was sturdy just a moment ago.
<<set $worn.face.type.push("broken")>>
<<faceruined>>
<br><br>
<</if>>
<<if $worn.upper.name is "cocoon" or $worn.lower.name is "cocoon bottom">>
The statue's eyes flicker. The web covering you slacks, loosens, <span class="green">and falls apart.</span>
<br><br>
<<if $worn.upper.name is "cocoon">>
<<upperruined>><<handheldruined>>
<</if>>
<<if $worn.lower.name is "cocoon bottom">>
<<lowerruined>>
<</if>>
<</if>>
<<catacombs_torch_text>><<wearProp "torch">><br><br>
<i>Avoiding traps and other nastiness will become more difficult as your torch dies.</i>
<br><br>
<<set $eventskip to 1>>
<<if $stress gte $stressmax>>
<<passoutcatacombs>>
<<elseif $eventskip isnot 1>>
<<events_catacombs normal>>
<<else>>
<<if $museumAntiques.antiques.antiqueivorystatuette isnot "found" and $museumAntiques.antiques.antiqueivorystatuette isnot "talk" and $museumAntiques.antiques.antiqueivorystatuette isnot "museum">>
<<antiqueicon "ivory_statuette">><<link [[Take statuette|Catacombs Statuette]]>><</link>><<crime "thievery">>
<br>
<</if>>
<<if $leftarm is "bound" or $rightarm is "bound">>
<<undobindingsicon>><<link [[Burn through your bindings|Catacombs Unbind]]>><<pain 1>><</link>><<gpain>>
<br>
<</if>>
<<if $catacombs_torch lt 100>>
<<caveicon "torch">><<link [[Light torch|Catacombs Light]]>><</link>><<gtorch>>
<br>
<</if>>
<<caveicon "east">><<link [[Walk east (0:10)|Catacombs Sarcophagi]]>><<pass 10>><<catacombs_torch -5>><</link>><<ltorch>>
<br>
<<caveicon "west">><<link [[Walk west (0:10)|Catacombs Prison]]>><<pass 10>><<catacombs_torch -5>><</link>><<ltorch>>
<br><br>
<<getouticon>><<link [[Exit|Churchyard]]>><<catacombs_end>><</link>>
<br>
<</if>>
<<set $eventskip to 0>><<effects>>
You turn your back to the statue, and hold your bindings over the flame. The heat builds, and you feel a sting. You're about to pull away when the bindings burn loose. You tear yourself free.
<<unbind>>
<br><br>
<<link [[Next|Catacombs]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<catacombs_torch 100>>
You hold your torch over the brazier. It blazes into new life. For a moment the statue's eyes burn with reflected fire.
<br><br>
<<link [[Next|Catacombs]]>><<set $eventskip to 1>><</link>>
<br><<effects>><<wearProp "ivory statuette">>
You climb the six-armed statue, standing on its arms and using the wings for support. It proves sturdy, and you come face-to-face with the statuette. It's a miniature version of the larger angel, except the arms and head are raised in supplication, and the smile beams.
<br><br>
You take the smaller angel from the larger angel's hand, and climb back down. It belongs in a museum.
<br><br>
<<set $antiquemoney += 500>><<museumAntiqueStatus "antiqueivorystatuette" "found">><<crimeUp 500 "thievery">>
<<link [[Next|Catacombs]]>><<set $eventskip to 1>><<handheldon>><</link>>
<br><<effects>><<set $bus to "sarcophagi">>
You are in the catacombs beneath the forest. Sarcophagi jut from the walls at violent angles, as if shunted from their proper positions by a tremendous force.
<br><br>
<<catacombs_torch_text>><<wearProp "torch">><br><br>
<<if $stress gte $stressmax>>
<<passoutcatacombs>>
<<elseif $eventskip isnot 1>>
<<events_catacombs normal>>
<<else>>
<<if $leftarm isnot "bound" and $rightarm isnot "bound">>
<<set $lock to 500>>
<<if currentSkillValue('skulduggery') gte $lock>>
<span class="green">There are riches entombed here.</span>
<br>
<<crimeicon "plunder">><<link [[Plunder (0:30)|Catacombs Normal Plunder]]>><<pass 30>><<catacombs_torch -5>><</link>><<crime "thievery">><<ltorch>>
<br>
<<else>>
<span class="red">You lack the skill to sniff out the riches here.</span><<skulduggeryrequired>>
<br><br>
<</if>>
<</if>>
<<caveicon "east">><<link [[Walk east (0:10)|Catacombs Chasm]]>><<pass 10>><<catacombs_torch -5>><</link>><<ltorch>>
<br>
<<caveicon "west">><<link [[Walk west (0:10)|Catacombs]]>><<pass 10>><<catacombs_torch -5>><</link>><<ltorch>><<catacombs_exit_indicator>>
<br>
<</if>>
<<set $eventskip to 0>><<effects>><<set $bus to "prison">>
You are in the catacombs beneath the forest. The walls and floor are riddled with holes, themselves barred with iron.
<br><br>
<<catacombs_torch_text>><<wearProp "torch">><br><br>
<<if $stress gte $stressmax>>
<<passoutcatacombs>>
<<elseif $eventskip isnot 1>>
<<events_catacombs normal>>
<<else>>
<<if $leftarm isnot "bound" and $rightarm isnot "bound">>
<<set $lock to 500>>
<<if currentSkillValue('skulduggery') gte $lock>>
<span class="green">There are riches entombed here.</span>
<br>
<<crimeicon "plunder">><<link [[Plunder (0:30)|Catacombs Normal Plunder]]>><<pass 30>><<catacombs_torch -5>><</link>><<crime "thievery">><<ltorch>>
<br>
<<else>>
<span class="red">You lack the skill to sniff out the riches here.</span><<skulduggeryrequired>>
<br><br>
<</if>>
<</if>>
<<caveicon "east">><<link [[Walk east (0:10)|Catacombs]]>><<pass 10>><<catacombs_torch -5>><</link>><<ltorch>><<catacombs_exit_indicator>>
<br>
<<caveicon "west">><<link [[Walk west (0:10)|Catacombs Ridge]]>><<pass 10>><<catacombs_torch -5>><</link>><<ltorch>>
<br>
<</if>>
<<set $eventskip to 0>><<effects>><<set $bus to "chasm">>
You are in the catacombs beneath the forest. One wall has been torn away, as if by the movement of some great beast, revealing a black, yawning chasm.
Great stalactites hang from the ceiling.
<<if $spiderdisable is "f">>
<span class="blue">You see movement in the dark between them.</span> There's something up there. Watching.
<<else>>
<span class="blue">You see a faint glimmering between them.</span> There's something up there.
<</if>>
<br><br>
<<catacombs_torch_text>><<wearProp "torch">><br><br>
<<if $stress gte $stressmax>>
<<passoutcatacombs>>
<<elseif $eventskip isnot 1>>
<<events_catacombs normal>>
<<else>>
<<if $leftarm isnot "bound" and $rightarm isnot "bound">>
<<set $lock to 500>>
<<if currentSkillValue('skulduggery') gte $lock>>
<span class="green">There are riches entombed here.</span>
<br>
<<crimeicon "plunder">><<link [[Plunder (0:30)|Catacombs Normal Plunder]]>><<pass 30>><<catacombs_torch -5>><</link>><<crime "thievery">><<ltorch>>
<br>
<<else>>
<span class="red">You lack the skill to sniff out the riches here.</span><<skulduggeryrequired>>
<br><br>
<</if>>
<</if>>
<<if $tending gte 500>>
<<mysteryicon>><<link [[Coax|Catacombs Chasm Coax]]>><</link>><<note "Tending" "green">>
<br>
<<else>>
<span class="blue">You lack the tending skill to coax out whatever's up there.</span>
<br>
<</if>>
<<caveicon "west">><<link [[Walk west (0:10)|Catacombs Sarcophagi]]>><<pass 10>><<catacombs_torch -5>><</link>><<ltorch>><<catacombs_exit_indicator>>
<br>
<</if>>
<<set $eventskip to 0>><<effects>>
You coo up at the stalactites, your voice soft. Only a faint echo answers at first,
<<beastNEWinit 1 spider>>
<<if $spiderdisable is "t">>
but then an orb of light descends. It hovers for a moment in front of you, before floating along the edge of the chasm.
<br><br>
It arrives at the wall, illuminating a thin passage, and hovers there a moment, as if beckoning. Then it floats inside. It looks like a hidden passage around the chasm.
<<elseif $monster is 1>>
but then a head pokes into view, followed by eight limbs. It's a <<beasttype>>, but there's no menace in <<bhis>> demeanor. <<bHe>> crawls down the stalactite, dropping the rest of the way on a silken thread, and lands in front of you.
<br><br>
"Dangerous place for you," <<bhe>> says. "I can carry you across the chasm if you like. I'm stronger than I look. Much stronger."
<<else>>
but then eight legs crawl into view. It's a giant <<beasttype>>, but there's no menace in <<bhis>> demeanor. <<bHe>> crawls down a stalactite, dropping the rest of the way on a silken thread, and lands in front of you.
<br><br>
<<bHe>> turns and steps towards the chasm, lowering <<bhis>> abdomen. <<bHe>> wants to carry you over.
<</if>>
<br><br>
<<link [[Travel across the chasm (0:10)|Catacombs Chasm Coax 2]]>><<pass 10>><</link>>
<br>
<<link [[Stay|Catacombs Chasm]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<if $spiderdisable is "t">>
You follow the light. It leads you through a maze of tight corridors in the stone, until you emerge in another part of the catacombs, on the other side of the chasm. Strange holes are bored in the walls and floor. The passage behind you has vanished in the dark.
<br><br>
With a playful sparkle, the light shoots towards the ceiling, and takes cover in a borehole.
<<elseif $monster is 1>>
The <<beasttype>> rushes in circles around you. Before you can react, <<bhes>> wrapped several strands of thread around your waist. <<bHe>> climbs the thread <<bhe>> descended on, pulling you off your feet and into the air. "Best way to carry you," <<bhe>> says with an apologetic smile.
<br><br>
<<bHe>> crawls right up to the ceiling, and dashes over the chasm. You dangle beneath <<bhim>>, aware of the abyss beneath, until you reach the other side. <<bHe>> lowers you, gently, then descends <<bhimself>> and tears off the strands around your waist.
<br><br>
"See?" <<bHe>> grins. "Strong!" With a leap, <<bhe>> climbs the wall and vanishes into the dark once more. You're in another part of the catacombs. Strange boreholes fill the walls and floor.
<<else>>
You climb onto the <<beasttype>>'s abdomen, and wrap your arms around <<bhis>> pedicel as <<bhe>> lurches into motion. <<bHe>> skitters up the strand of silk, and onto a horizontal web you could not see from below. <<bHe>> runs across a near-invisible network hung across the chasm. You cling tight, aware of the abyss beneath you.
<br><br>
<<bHe>> reaches the other side, and skitters down another strand. You climb down, and at once the spider launches itself onto the hanging strand, and vanishes into the dark. You're in another part of the catacombs. Strange boreholes fill the walls and floor.
<</if>>
<br><br>
<<link [[Next|Catacombs Bores]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>><<set $bus to "ridge">>
You are in the catacombs beneath the forest. One wall has been torn away, as if by the movement of some great beast, revealing a dark chasm. The drop is steep, but not sheer. You could clamber down if you were careful.
<br><br>
<<catacombs_torch_text>><<wearProp "torch">><br><br>
<<if $stress gte $stressmax>>
<<passoutcatacombs>>
<<elseif $eventskip isnot 1>>
<<events_catacombs normal>>
<<else>>
<<if $leftarm isnot "bound" and $rightarm isnot "bound">>
<<set $lock to 500>>
<<if currentSkillValue('skulduggery') gte $lock>>
<span class="green">There are riches entombed here.</span>
<br>
<<crimeicon "plunder">><<link [[Plunder (0:30)|Catacombs Normal Plunder]]>><<pass 30>><<catacombs_torch -5>><</link>><<crime "thievery">><<ltorch>>
<br>
<<else>>
<span class="red">You lack the skill to sniff out the riches here.</span><<skulduggeryrequired>>
<br><br>
<</if>>
<</if>>
<<caveicon "south">><<link [[Climb down (0:01)|Catacombs Mud Climb]]>><<pass 1>><</link>>
<br>
<<caveicon "east">><<link [[Walk east (0:10)|Catacombs Prison]]>><<pass 10>><<catacombs_torch -5>><</link>><<ltorch>><<catacombs_exit_indicator>>
<br>
<</if>>
<<set $eventskip to 0>><<effects>>
Foot by foot, you lower yourself into the chasm, testing each step before committing. The shattered masonry and natural stone proves sturdy, and reaching the bottom isn't difficult.
<br><br>
Darkness surrounds you. You hear the rush of water, some distance away.
<br><br>
<<link [[Next|Catacombs Mud]]>><</link>>
<br><<effects>><<set $bus to "mud">>
You are in the catacombs beneath the forest. Great furrows have been carved through the stone, leading to an expanse of mud that stretches into the dark.
<br><br>
<<catacombs_torch_text>><<wearProp "torch">><br><br>
<<if $stress gte $stressmax>>
<<passoutcatacombs>>
<<elseif $eventskip isnot 1>>
<<events_catacombs barrow>>
<<else>>
<<if $leftarm isnot "bound" and $rightarm isnot "bound">>
<<set $lock to 500>>
<<if currentSkillValue('skulduggery') gte $lock>>
<span class="green">There are riches entombed here.</span>
<br>
<<crimeicon "plunder">><<link [[Plunder (0:30)|Catacombs Barrow Plunder]]>><<pass 30>><<catacombs_torch -5>><</link>><<crime "thievery">><<ltorch>>
<br>
<<else>>
<span class="red">You lack the skill to sniff out the riches here.</span><<skulduggeryrequired>>
<br><br>
<</if>>
<</if>>
<<caveicon "east">><<link [[Walk east (0:10)|Catacombs Masonry]]>><<pass 10>><<catacombs_torch -5>><</link>><<ltorch>>
<br>
<<caveicon "north">><<link [[Climb up (0:01)|Catacombs Ridge Climb]]>><<pass 1>><</link>><<catacombs_exit_indicator>>
<br>
<</if>>
<<set $eventskip to 0>><<effects>>
You traverse the slope, more crawling than climbing, feeling for solid rock that will bear your weight as you go. You reach the top, and the catacombs proper.
<br><br>
<<link [[Next|Catacombs Ridge]]>><</link>>
<br><<effects>><<set $bus to "masonry">>
You are in the catacombs beneath the forest. Great furrows have been carved through the stone, many blocked by huge chunks of fallen masonry.
<br><br>
<<catacombs_torch_text>><<wearProp "torch">><br><br>
<<if $stress gte $stressmax>>
<<passoutcatacombs>>
<<elseif $eventskip isnot 1>>
<<events_catacombs barrow>>
<<else>>
<<if $leftarm isnot "bound" and $rightarm isnot "bound">>
<<set $lock to 500>>
<<if currentSkillValue('skulduggery') gte $lock>>
<span class="green">There are riches entombed here.</span>
<br>
<<crimeicon "plunder">><<link [[Plunder (0:30)|Catacombs Barrow Plunder]]>><<pass 30>><<catacombs_torch -5>><</link>><<crime "thievery">><<ltorch>>
<br>
<<else>>
<span class="red">You lack the skill to sniff out the riches here.</span><<skulduggeryrequired>>
<br><br>
<</if>>
<</if>>
<<caveicon "east">><<link [[Walk east (0:10)|Catacombs Barrow]]>><<pass 10>><<catacombs_torch -5>><</link>><<ltorch>>
<br>
<<caveicon "west">><<link [[Walk west (0:10)|Catacombs Mud]]>><<pass 10>><<catacombs_torch -5>><</link>><<ltorch>><<catacombs_exit_indicator>>
<br>
<</if>>
<<set $eventskip to 0>><<effects>><<set $bus to "barrow">>
You are in the catacombs beneath the forest. Great furrows have been carved through the stone. A great mound towers over them.
<br><br>
<<if $museumAntiques.antiques.antiquesilvercrown isnot "found" and $museumAntiques.antiques.antiquesilvercrown isnot "talk" and $museumAntiques.antiques.antiquesilvercrown isnot "museum">>
There's a small tunnel, leading into the mound.
<br><br>
<</if>>
<<catacombs_torch_text>><<wearProp "torch">><br><br>
<<if $stress gte $stressmax>>
<<passoutcatacombs>>
<<elseif $eventskip isnot 1>>
<<events_catacombs barrow>>
<<else>>
<<if $museumAntiques.antiques.antiquesilvercrown isnot "found" and $museumAntiques.antiques.antiquesilvercrown isnot "talk" and $museumAntiques.antiques.antiquesilvercrown isnot "museum">>
<<link [[Enter the mound|Catacombs Crown]]>><</link>>
<br>
<</if>>
<<if $leftarm isnot "bound" and $rightarm isnot "bound">>
<<set $lock to 500>>
<<if currentSkillValue('skulduggery') gte $lock>>
<span class="green">There are riches entombed here.</span>
<br>
<<crimeicon "plunder">><<link [[Plunder (0:30)|Catacombs Barrow Plunder]]>><<pass 30>><<catacombs_torch -5>><</link>><<crime "thievery">><<ltorch>>
<br>
<<else>>
<span class="red">You lack the skill to sniff out the riches here.</span><<skulduggeryrequired>>
<br><br>
<</if>>
<</if>>
<<caveicon "east">><<link [[Walk east (0:10)|Catacombs Stream]]>><<pass 10>><<catacombs_torch -5>><</link>><<ltorch>>
<br>
<<caveicon "west">><<link [[Walk west (0:10)|Catacombs Masonry]]>><<pass 10>><<catacombs_torch -5>><</link>><<ltorch>><<catacombs_exit_indicator>>
<br>
<</if>>
<<set $eventskip to 0>><<effects>>
You enter the tunnel. The ceiling is so low you need to crouch, but you soon emerge in a round room. A cairn sits in the middle, on a raised patch of ground. A stone slab rises from the earth in front, and on top of it rests a silver crown.
<br><br>
<<ind>><<link [[Take|Catacombs Crown 2]]>><</link>><<crime "thievery">>
<br>
<<getouticon>><<link [[Leave|Catacombs Barrow]]>><<set $eventskip to 1>><</link>>
<br><<effects>><<wearProp "silver crown">>
You take the crown. The earth tremors, almost knocking you off your feet. Clumps of dirt fall from the ceiling. You rush for the tunnel, and manage to escape before being buried in the avalanche.
<br><br>
You examine the crown. There are sockets on the front that were once filled, and the metal is corroded by time, but it's otherwise intact. It belongs in a museum.
<br><br>
<<set $antiquemoney += 1200>><<museumAntiqueStatus "antiquesilvercrown" "found">><<crimeUp 1200 "thievery">>
<<link [[Next|Catacombs Barrow]]>><<handheldon>><<set $eventskip to 1>><</link>>
<br><<effects>><<set $bus to "stream">>
You are in the catacombs beneath the forest. Streams run along great furrows in the stone.
<br><br>
<<catacombs_torch_text>><<wearProp "torch">><br><br>
<<if $stress gte $stressmax>>
<<passoutcatacombs>>
<<elseif $eventskip isnot 1>>
<<events_catacombs barrow>>
<<else>>
<<if $leftarm isnot "bound" and $rightarm isnot "bound">>
<<set $lock to 500>>
<<if currentSkillValue('skulduggery') gte $lock>>
<span class="green">There are riches entombed here.</span>
<br>
<<crimeicon "plunder">><<link [[Plunder (0:30)|Catacombs Barrow Plunder]]>><<pass 30>><<catacombs_torch -5>><</link>><<crime "thievery">><<ltorch>>
<br>
<<else>>
<span class="red">You lack the skill to sniff out the riches here.</span><<skulduggeryrequired>>
<br><br>
<</if>>
<</if>>
<<caveicon "east">><<link [[Walk east (0:10)|Catacombs Stalagmites]]>><<pass 10>><<catacombs_torch -5>><</link>><<ltorch>>
<br>
<<caveicon "west">><<link [[Walk west (0:10)|Catacombs Barrow]]>><<pass 10>><<catacombs_torch -5>><</link>><<ltorch>><<catacombs_exit_indicator>>
<br>
<</if>>
<<set $eventskip to 0>><<effects>><<set $bus to "stalagmites">>
You are in the catacombs beneath the forest. A sea of rocky teeth blocks passage east, but a steep slope rises to the north. You might be able to clamber up.
<br><br>
<<catacombs_torch_text>><<wearProp "torch">><br><br>
<<if $stress gte $stressmax>>
<<passoutcatacombs>>
<<elseif $eventskip isnot 1>>
<<events_catacombs barrow>>
<<else>>
<<if $leftarm isnot "bound" and $rightarm isnot "bound">>
<<set $lock to 500>>
<<if currentSkillValue('skulduggery') gte $lock>>
<span class="green">There are riches entombed here.</span>
<br>
<<crimeicon "plunder">><<link [[Plunder (0:30)|Catacombs Barrow Plunder]]>><<pass 30>><<catacombs_torch -5>><</link>><<crime "thievery">><<ltorch>>
<br>
<<else>>
<span class="red">You lack the skill to sniff out the riches here.</span><<skulduggeryrequired>>
<br><br>
<</if>>
<</if>>
<<caveicon "north">><<link [[Climb up (0:01)|Catacombs Bores Climb]]>><<pass 1>><</link>>
<br>
<<caveicon "west">><<link [[Walk west (0:10)|Catacombs Stream]]>><<pass 10>><<catacombs_torch -5>><</link>><<ltorch>><<catacombs_exit_indicator>>
<br>
<</if>>
<<set $eventskip to 0>><<effects>>
You climb the stone slope. Strange boreholes provide good places to grasp, particularly near the top.
<br><br>
You emerge in the ruins of an ornate hall. Shattered stoneware and crockery litter the ground, crunching underfoot.
<br><br>
<<link [[Next|Catacombs Bores]]>><</link>>
<br><<effects>><<set $bus to "bores">>
You are in the catacombs beneath the forest. Pipes and cables crisscross overhead, running through strange boreholes.
<<if $spiderdisable is "f">>
<span class="blue">You see movement in the dark between them.</span> There's something up there. Watching.
<<else>>
<span class="blue">You see a faint glimmering between them.</span> There's something up there.
<</if>>
<br><br>
<<catacombs_torch_text>><<wearProp "torch">><br><br>
<<if $stress gte $stressmax>>
<<passoutcatacombs>>
<<elseif $eventskip isnot 1>>
<<events_catacombs compound>>
<<else>>
<<if $leftarm isnot "bound" and $rightarm isnot "bound">>
<<set $lock to 500>>
<<if currentSkillValue('skulduggery') gte $lock>>
<span class="green">There are riches entombed here.</span>
<br>
<<crimeicon "plunder">><<link [[Plunder (0:30)|Catacombs Compound Plunder]]>><<pass 30>><<catacombs_torch -5>><</link>><<crime "thievery">><<ltorch>>
<br>
<<else>>
<span class="red">You lack the skill to sniff out the riches here.</span><<skulduggeryrequired>>
<br><br>
<</if>>
<</if>>
<<if $tending gte 500>>
<<mysteryicon>><<link [[Coax|Catacombs Bores Coax]]>><</link>><<note "Tending" "green">>
<br>
<<else>>
<span class="blue">You lack the tending skill to coax out whatever's up there.</span>
<br>
<</if>>
<<caveicon "north">><<link [[Walk north (0:10)|Catacombs Engravings]]>><<pass 10>><<catacombs_torch -5>><</link>><<ltorch>>
<br>
<<caveicon "south">><<link [[Climb down (0:01)|Catacombs Stalagmites Climb]]>><<pass 1>><</link>><<catacombs_exit_indicator>>
<br>
<</if>>
<<set $eventskip to 0>><<effects>>
You coo up at the holes, your voice soft. Only a faint echo answers at first,
<<beastNEWinit 1 spider>>
<<if $spiderdisable is "f">>
but then an orb of light emerges from the hole. It hovers for a moment in front of you, before floating along the edge of the chasm.
<br><br>
It arrives at the wall, illuminating a thin passage, and hovers there a moment, as if beckoning. Then it floats inside. It looks like a hidden passage around the chasm.
<<elseif $monster is 1>>
but then a head pokes into view, followed by eight limbs. It's a <<beasttype>>, but there's no menace in <<bhis>> demeanor. <<bHe>> crawls from the hole and down the wall, aided by a silken thread, and lands in front of you.
<br><br>
"Not friends with other humans," <<bhe>> asks. "I can carry you across the chasm if you like. Nearer exit. I'm stronger than I look. Much stronger."
<<else>>
but then eight legs crawl into view. It's a giant <<beasttype>>, but there's no menace in <<bhis>> demeanor. <<bHe>> crawls from the hole and down the wall, aided by a silken thread, and lands in front of you.
<br><br>
<<bHe>> turns and steps towards the chasm, lowering <<bhis>> abdomen. <<bHe>> wants to carry you over.
<</if>>
<br><br>
<<link [[Travel across the chasm (0:10)|Catacombs Bores Coax 2]]>><<pass 10>><</link>>
<br>
<<link [[Stay|Catacombs Bores]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<if $spiderdisable is "f">>
You follow the light. It leads you through a maze of tight corridors in the stone, until you emerge in another part of the catacombs, on the other side of the chasm. Stalactites hang from the dark. The passage behind you has vanished in the shadows.
<br><br>
With a playful sparkle, the light shoots towards the ceiling, and takes cover among the stalactites.
<<elseif $monster is 1>>
The <<beasttype>> rushes in circles around you. Before you can react, <<bhes>> wrapped several strands of thread around your waist. <<bHe>> climbs the thread <<bhe>> descended on, pulling you off your feet and into the air. "Best way to carry you," <<bhe>> says with an apologetic smile.
<br><br>
<<bHe>> crawls right up to the ceiling, and dashes over the chasm. You dangle beneath <<bhim>>, aware of the abyss beneath, until you reach the other side. <<bHe>> lowers you, gently, then descends <<bhimself>> and tears off the strands around your waist.
<br><br>
"See?" <<bHe>> grins. "Strong!" With a leap, <<bhe>> climbs the wall and vanishes into the dark once more. You're in another part of the catacombs. Stalactites hang from the dark.
<<else>>
You climb onto the <<beasttype>>'s abdomen, and wrap your arms around <<bhis>> pedicel as <<bhe>> lurches into motion. <<bHe>> skitters up the strand of silk, and onto a horizontal web you could not see from below. <<bHe>> runs across a near-invisible network hung across the chasm. You cling tight, aware of the abyss beneath you.
<br><br>
<<bHe>> reaches the other side, and skitters down another strand. You climb down, and at once the spider launches itself onto the hanging strand, and vanishes into the dark. You're in another part of the catacombs. Stalactites hang from the dark.
<</if>>
<br><br>
<<link [[Next|Catacombs Chasm]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
You lower yourself into the chasm. Boreholes provide good places to grasp, and reaching the bottom isn't difficult.
<br><br>
Darkness surrounds you. Water rushes by your feet.
<br><br>
<<link [[Next|Catacombs Stalagmites]]>><</link>>
<br><<effects>><<set $bus to "engravings">>
You are in the catacombs beneath the forest. Pipes and cables crisscross overhead. The walls are decorated with skeletal engravings.
<br><br>
<<catacombs_torch_text>><<wearProp "torch">><br><br>
<<if $stress gte $stressmax>>
<<passoutcatacombs>>
<<elseif $eventskip isnot 1>>
<<events_catacombs compound>>
<<else>>
<<if $leftarm isnot "bound" and $rightarm isnot "bound">>
<<set $lock to 500>>
<<if currentSkillValue('skulduggery') gte $lock>>
<span class="green">There are riches entombed here.</span>
<br>
<<crimeicon "plunder">><<link [[Plunder (0:30)|Catacombs Compound Plunder]]>><<pass 30>><<catacombs_torch -5>><</link>><<crime "thievery">><<ltorch>>
<br>
<<else>>
<span class="red">You lack the skill to sniff out the riches here.</span><<skulduggeryrequired>>
<br><br>
<</if>>
<</if>>
<<caveicon "north">><<link [[Walk north (0:10)|Catacombs Museum]]>><<pass 10>><<catacombs_torch -5>><</link>><<ltorch>>
<br>
<<caveicon "south">><<link [[Walk south (0:10)|Catacombs Bores]]>><<pass 10>><<catacombs_torch -5>><</link>><<ltorch>><<catacombs_exit_indicator>>
<br>
<</if>>
<<set $eventskip to 0>><<effects>><<set $bus to "museum">>
You are in the catacombs beneath the forest. Pipes and cables crisscross overhead. Shattered glass litters the ground.
<br><br>
<<catacombs_torch_text>><<wearProp "torch">><br><br>
<<if $stress gte $stressmax>>
<<passoutcatacombs>>
<<elseif $eventskip isnot 1>>
<<events_catacombs compound>>
<<else>>
<<if $leftarm isnot "bound" and $rightarm isnot "bound">>
<<set $lock to 500>>
<<if currentSkillValue('skulduggery') gte $lock>>
<span class="green">There are riches entombed here.</span>
<br>
<<crimeicon "plunder">><<link [[Plunder (0:30)|Catacombs Compound Plunder]]>><<pass 30>><<catacombs_torch -5>><</link>><<crime "thievery">><<ltorch>>
<br>
<<else>>
<span class="red">You lack the skill to sniff out the riches here.</span><<skulduggeryrequired>>
<br><br>
<</if>>
<</if>>
<<caveicon "north">><<link [[Walk north (0:10)|Catacombs Statues]]>><<pass 10>><<catacombs_torch -5>><</link>><<ltorch>>
<br>
<<caveicon "south">><<link [[Walk south (0:10)|Catacombs Engravings]]>><<pass 10>><<catacombs_torch -5>><</link>><<ltorch>><<catacombs_exit_indicator>>
<br>
<</if>>
<<set $eventskip to 0>><<effects>><<set $bus to "statues">>
You are in the catacombs beneath the forest. Pipes and cables crisscross overhead. Time-worn statues guard ruined portals.
<br><br>
<<catacombs_torch_text>><<wearProp "torch">><br><br>
<<if $stress gte $stressmax>>
<<passoutcatacombs>>
<<elseif $eventskip isnot 1>>
<<events_catacombs compound>>
<<else>>
<<if $leftarm isnot "bound" and $rightarm isnot "bound">>
<<set $lock to 500>>
<<if currentSkillValue('skulduggery') gte $lock>>
<span class="green">There are riches entombed here.</span>
<br>
<<crimeicon "plunder">><<link [[Plunder (0:30)|Catacombs Compound Plunder]]>><<pass 30>><<catacombs_torch -5>><</link>><<crime "thievery">><<ltorch>>
<br>
<<else>>
<span class="red">You lack the skill to sniff out the riches here.</span><<skulduggeryrequired>>
<br><br>
<</if>>
<</if>>
<<caveicon "north">><<link [[Walk north (0:10)|Catacombs Compound]]>><<pass 10>><<catacombs_torch -5>><</link>><<ltorch>>
<br>
<<caveicon "south">><<link [[Walk south (0:10)|Catacombs Museum]]>><<pass 10>><<catacombs_torch -5>><</link>><<ltorch>><<catacombs_exit_indicator>>
<br>
<</if>>
<<set $eventskip to 0>><<effects>><<set $bus to "compound">>
You are in the catacombs beneath the forest. Pipes and cables vibrate overhead, snaking around half-ruined pillars.
<<if $museumAntiques.antiques.antiquewhitecrystal isnot "found" and $museumAntiques.antiques.antiquewhitecrystal isnot "talk" and $museumAntiques.antiques.antiquewhitecrystal isnot "museum">>
They all run in the same direction, towards a humming machine. Suspended in its centre is a glowing white crystal. The dim light casts long shadows.
<</if>>
<br><br>
<<catacombs_torch_text>><<wearProp "torch">><br><br>
<<if $stress gte $stressmax>>
<<passoutcatacombs>>
<<elseif $eventskip isnot 1>>
<<events_catacombs compound>>
<<else>>
<<if $museumAntiques.antiques.antiquewhitecrystal isnot "found" and $museumAntiques.antiques.antiquewhitecrystal isnot "talk" and $museumAntiques.antiques.antiquewhitecrystal isnot "museum">>
<<link [[Approach the crystal|Catacombs Crystal]]>><</link>>
<br>
<</if>>
<<if $leftarm isnot "bound" and $rightarm isnot "bound">>
<<set $lock to 500>>
<<if currentSkillValue('skulduggery') gte $lock>>
<span class="green">There are riches entombed here.</span>
<br>
<<crimeicon "plunder">><<link [[Plunder (0:30)|Catacombs Compound Plunder]]>><<pass 30>><<catacombs_torch -5>><</link>><<crime "thievery">><<ltorch>>
<br>
<<else>>
<span class="red">You lack the skill to sniff out the riches here.</span><<skulduggeryrequired>>
<br><br>
<</if>>
<</if>>
<<caveicon "south">><<link [[Walk south (0:10)|Catacombs Statues]]>><<pass 10>><<catacombs_torch -5>><</link>><<ltorch>><<catacombs_exit_indicator>>
<br>
<</if>>
<<set $eventskip to 0>><<effects>>
You approach the machine. You feel the ground vibrate as you draw closer, and see the metal prongs holding the crystal in place. Whatever it is, it's important, and might be worth a pretty penny.
<br><br>
<<antiqueicon "crystal">><<link [[Take it|Catacombs Crystal 2]]>><</link>><<gcrime "thievery">>
<br>
<<getouticon>><<link [[Step away|Catacombs Compound]]>><<set $eventskip to 1>><</link>>
<br><<effects>><<wearProp "crystal">>
<<earnFeat "Dark Delvings">>
You remove the crystal. The prongs release it without resistance. You think you see an engraving, somehow carved into the interior.
<br><br>
Before you can examine further, <span class="red">an alarm blares.</span> You turn and run, past the pillars and down one of the passages snaking away. You hear footsteps behind, but soon lose them in the maze.
<br><br>
<<set $antiquemoney += 2000>><<museumAntiqueStatus "antiquewhitecrystal" "found">><<crimeUp 1000 "destruction">><<crimeUp 1000 "thievery">>
<<link [[Next|Catacombs Compound]]>><<handheldon>><<set $eventskip to 1>><</link>>
<br><<effects>>
You push your arms through a gap, feeling around until you find something you can grasp, then pull yourself in.
<br><br>
<<if $physiquesize lte random(6000, 16000)>>
It takes a bit of wriggling, <span class="green">but you manage to pull yourself clear,</span> clambering down the other side of the rubble.
<<else>>
<span class="red">The gap isn't as wide as you thought.</span> You make it through to the other side,
<<if $worn.upper.name isnot "naked">>
<<set $worn.upper.integrity -= 20>>
<<set _clothes_torn to true>>
<</if>>
<<if $worn.lower.name isnot "naked">>
<<set $worn.lower.integrity -= 20>>
<<set _clothes_torn to true>>
<</if>>
<<if $worn.under_upper.name isnot "naked">>
<<set $worn.under_upper.integrity -= 20>>
<<set _clothes_torn to true>>
<</if>>
<<if $worn.under_lower.name isnot "naked">>
<<set $worn.under_lower.integrity -= 20>>
<<set _clothes_torn to true>>
<</if>>
<<if _clothes_torn is true>>
but hear your clothing tear.
<<integritycheck>>
<<exposure>>
<<else>>
but suffer a few scrapes.<<gpain>><<pain 6>><<gstress>><<stress 6>>
<</if>>
<</if>>
<br><br>
<<destination_catacombs skip>><<effects>>
You walk back the way you came, and try a branching path. The tunnel twists and turns, until you emerge on the other side of the pile of rubble.
<br><br>
<<destination_catacombs skip>><<effects>>
<<if $physiqueSuccess>>
<span class="green">You rip and tear the cobweb off your body.</span> A few strands stick to you, but they'll be no problem.
<<else>>
You try to rip the spiderweb off your body, but the more you struggle, <span class="red">the tighter it sticks,</span> until you can't move your arms at all. You won't be able to remove it here. At least your legs are free.
<<bind>>
<</if>>
<br><br>
<<destination_catacombs skip>><<effects>>
You steady your breath. You won't be getting this web off here, but you're not in immediate danger.
<br><br>
<<bind>>
<<destination_catacombs skip>><<effects>>
You search the catacombs for plunder, looking in nooks and crannies, kicking open strongboxes and rummaging through dusty interiors.
<<cleareventpool>>
<<addinlineevent "nothing" 20>>
You have no luck, though you do find some old scraps of rag.
<<if $worn.face.type.includes("blindfold")>>
They'd be useful for fuelling a torch, <span class="pink">but you can't see anyway.</span>
<<else>>
You feed your torch.<<gtorch>><<catacombs_torch 10>>
<</if>>
<</addinlineevent>>
<<set _goodChance to 20>>
<<if $historyTraitBuffs.improvedChances is 1>>
<<set _goodChance += 1.5 * $historytrait>>
<</if>>
<<addinlineevent "good" _goodChance>>
You have no luck, until you come across a strongbox, its lock still intact. You make short work of the primitive design. Inside is a blade of tarnished silver. Whatever hilt or handle it was attached to has long since decayed away. It might be worth something.
<<wearProp "silver blade">>
<<set $antiquemoney += 120>><<museumAntiqueStatus "antiquesilverblade" "found">><<crimeUp 120 "thievery">>
<</addinlineevent>>
<<addinlineevent "normal" 60>>
You find a copper coin, the metal corroded and any text long-faded. Still, it might be valuable to a collector.
<<wearProp "copper coin">>
<<set $antiquemoney += 20>><<museumAntiqueStatus "antiquecoppercoin" "found">><<crimeUp 20 "thievery">>
<</addinlineevent>>
<<runeventpool>>
<br><br>
<<if $skulduggery lte 600>>
<<skulduggeryskilluse>>
<</if>>
<<destination_catacombs>><<effects>>
You search among the debris for anything of value, kneeling while rummaging through the detritus left by shattered coffers.
<<cleareventpool>>
<<addinlineevent "nothing" 20>>
You have no luck, though you do find some old scraps of rag.
<<if $worn.face.type.includes("blindfold")>>
They'd be useful for fuelling a torch, <span class="pink">but you can't see anyway.</span>
<<else>>
You feed your torch.<<gtorch>><<catacombs_torch 10>>
<</if>>
<</addinlineevent>>
<<set _goodChance to 20>>
<<if $historyTraitBuffs.improvedChances is 1>>
<<set _goodChance += 1.5 * $historytrait>>
<</if>>
<<addinlineevent "good" _goodChance>>
<<wearProp "silver goblet">>
Your fingers find something cold, and hard. You tug it free from the earth. A goblet of corroded silver. Lines cover the surface, all that remains of an intricate engraving. It might be worth something to a collector.
<<set $antiquemoney += 120>><<museumAntiqueStatus "antiquesilvergoblet" "found">><<crimeUp 120 "thievery">>
<</addinlineevent>>
<<addinlineevent "normal" 60>>
<<wearProp "fetish">>
You feel a rubbery texture, and pull a strange fetish from the mud. Inhuman arms dangle from a decrepit frame. Still, it might be worth something to a collector.
<<set $antiquemoney += 30>><<museumAntiqueStatus "antiquestrangefetish" "found">><<crimeUp 30 "thievery">>
<</addinlineevent>>
<<runeventpool>>
<br><br>
<<if $skulduggery lte 600>>
<<skulduggeryskilluse>>
<</if>>
<<destination_catacombs>><<effects>>
You crack open old coffers, and avoid the resulting clouds of dust.
<<cleareventpool>>
<<addinlineevent "nothing" 20>>
<<if $worn.face.type.includes("blindfold")>>
They'd be useful for fuelling a torch, <span class="pink">but you can't see anyway.</span>
<<else>>
You have no luck however, though you do find some old scraps of rag. You feed your torch.<<gtorch>><<catacombs_torch 10>>
<</if>>
<</addinlineevent>>
<<set _goodChance to 20>>
<<if $historyTraitBuffs.improvedChances is 1>>
<<set _goodChance += 1.5 * $historytrait>>
<</if>>
<<addinlineevent "good" _goodChance>>
<<wearProp "gold coin">>
Coffer after coffer yields nothing, until you see a glint of yellow metal. A gold coin, corroded by time, but still valuable no doubt. The face of a long-dead monarch stares at you.
<<set $antiquemoney += 200>><<museumAntiqueStatus "antiquegoldcoin" "found">><<crimeUp 200 "thievery">>
<</addinlineevent>>
<<addinlineevent "normal" 60>>
<<wearProp "silver coin">>
You find a silver coin, buried under ruined scrap.
<<set $antiquemoney += 40>><<museumAntiqueStatus "antiquesilvercoin" "found">><<crimeUp 40 "thievery">>
<</addinlineevent>>
<<runeventpool>>
<br><br>
<<if $skulduggery lte 600>>
<<skulduggeryskilluse>>
<</if>>
<<destination_catacombs>><<effects>>
You scour the dark, your torch lighting the way, and find nothing sinister. It was all in your head, but your pulse hasn't slowed.
<br><br>
<<destination_catacombs skip>><<effects>>
You ignore rising terror and keep walking, reminding yourself that you're imagining things. The sounds aren't real.
<br><br>
<<if $willpowerSuccess>>
<span class="green">Your anxiety ebbs,</span> and you breathe a sigh of relief.
<<else>>
You hear a snap, right behind you, <span class="red">and find your legs carrying you at full flight.</span> You sense something, something monstrous, right behind you, matching your pace.
<br><br>
You trip in the dark, falling to the ground. Still driven by instinct, you curl up as much as you can. But nothing happens. Whatever was chasing you is gone.<<gpain>><<gtrauma>><<gstress>><<ltorch>><<pain 4>><<trauma 6>><<stress 6>><<catacombs_torch -5>>
<</if>>
<br><br>
<<destination_catacombs skip>><<effects>>
You close your eyes and bumble down the tunnel, until you collide with a wall and almost fall on your <<bottom>>. The sarcophagus is far behind you, at least.
<br><br>
<<destination_catacombs skip>><<effects>>
You double back, and find a longer route that doesn't involve scary sarcophagi.
<<if $catacombs_torch gte 1>>
Your torch flickers.
<<else>>
The dark bears down on you.
<</if>>
<br><br>
<<destination_catacombs skip>><<effects>>
<<if $struggle_start is 1>>
<<struggle_init>>
<<set $struggle.creature to "lurker">>
<<struggle_creatures 3 2>>
<<set $combat to 1>>
<<controlloss>>
<<violence 1>>
<<molested>>
<<unset $struggle_start>>
<</if>>
<<struggle>>
<<if $struggle.done gte $struggle.number>>
<span id="next"><<link [[Next|Catacombs Struggle End]]>><</link>></span>
<<else>>
<span id="next"><<link [[Next|Catacombs Struggle]]>><</link>></span>
<</if>><<effects>>
The creatures flee into dark recesses.
<br><br>
<<clotheson>>
<<endcombat>>
<<destination_catacombs skip>><<effects>>
You turn back the way you came, and search for another passage through. You find one, eventually. The shadows press in.
<br><br>
<<destination_catacombs skip>><<effects>>
You put a foot into the white slime. It's opaque, thick, clingy, and warmer than the surrounding air. The floor dips deep, and you descend lower until the surface reaches your waist.
<br><br>
You wade across the pool, and emerge on the other side. Sticky strands cling to you, and you leave a trail in your wake.
<<waist_goo>>
<br><br>
<<destination_catacombs skip>><<effects>>
<<if $athleticsSuccess>>
You run into the dark, turning left, then right, then right again. <span class="green">You soon lose them in the dark tunnels.</span>
<br><br>
<<endevent>>
<<destination_catacombs skip>>
<<else>>
You run into the dark, turning left, then right, then right again, <span class="red">right into the <<persons>> arms.</span>
<br><br>
"Thought you'd give us the slip?" <<he>> tuts. "Best be good now."
<br><br>
<<link [[Fight|Catacombs Caught Fight]]>><<set $fightstart to 1>><</link>>
<br>
<<link [[Hold still|Catacombs Caught Still]]>><</link>>
<</if>><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Catacombs Caught Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Catacombs Caught Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The pair lie on the ground, exhausted by their orgasms. You seize the opportunity. <<tearful>> you flee into the dark. They won't be able to track you through this gloomy maze.
<br><br>
<<clotheson>>
<<endcombat>>
<<destination_catacombs skip>>
<<elseif $enemyhealth lte 0>>
The pair fall to the ground, nursing injuries. You seize the opportunity. <<tearful>> you flee into the dark. They won't be able to track you through this gloomy maze.
<br><br>
<<clotheson>>
<<endcombat>>
<<destination_catacombs skip>>
<<else>>
<<tearful>> you fall to the ground. You're too hurt to continue.
<br><br>
<<link [[Next|Catacombs Caught Still]]>><</link>>
<</if>><<effects>>
<<if $worn.face.type.includes("blindfold")>>
"Running around with this blindfold on," the <<person2>><<person>> mutters. "Not the sharpest tool, are ya?"
<br><br>
"We could turn <<phim>> in to-"
<br><br>
"Nah. Can you imagine the paperwork-"
<br><br>
That's the last thing you hear. You feel a rag smother your face, and everything fades to black.
<br><br>
<<endevent>>
<<passoutcatacombs>>
<br>
<<else>>
"Hold <<phim>> still," the <<person>> says, pulling a length of fabric from a pocket. <<He>> ties it around your head, blocking your vision.
<br><br>
"Won't be much threat now," the <<person1>><<person>> laughs. "Will ya?" A pair of arms spins you in several circles, then shoves you forward. You almost stumble in your dizziness.
<br><br>
Their laughter follows as you walk in a random direction.
<br><br>
<<facewear 5>>
<<clotheson>><<endcombat>>
<<destination_catacombs skip>>
<</if>><<effects>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<set $combat to 1>>
<<set $enemytype to "tentacles">>
<<molested>>
<<controlloss>>
<<tentaclestart 5 12 "tendril" "metal">>
<</if>>
<<statetentacles>>
<<effects>>
<<effectstentacles>>
<<tentacles>>
<<actionstentacles>>
<<if $tentacles.active lte ($tentacles.max / 2)>>
<span id="next"><<link [[Next|Catacombs Tentacles Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Catacombs Tentacles]]>><</link>></span><<nexttext>>
<</if>><<effects>>
The metal tendrils fall inert, and the red light flickers off.
<br><br>
<<tearful>> you continue through the maze.
<br><br>
<<clotheson>>
<<endcombat>>
<<destination_catacombs skip>><<effects>>
<<beastNEWinit 1 spider>>
<<if $spiderdisable is "f">>
You awaken upside down, suspended from the ceiling by a thick string of silk. You squirm and struggle.
<<if $monster is 1 or $bestialitydisable is "f">>
<<if $monster is 1>>
"Well well," croons a voice from the dark. <span class="red">A <<beasttype>> scuttles into view, examining your body with thirsty eyes.</span>
<br><br>
"I don't get many visitors," <<bhe>> says. <<bHe>> follows with a chittering laugh. "I get so hungry." <<bHe>> climbs the web with a practised ease, until <<bhe>> perches above you. <<bHe>> leans forward, and traces <<bhis>> tongue across your cheek.<<ggstress>><<stress 12>>
<br><br>
"Don't look so scared," <<bhe>> says. "I have a different meal in mind. But first, let's make sure you don't struggle."
<<else>>
<span class="red">You hear a chittering from the dark, and see eight eyes.</span> A giant spider crawls across the stone, up the wall, and onto the web with a delicate ease.<<ggstress>><<stress 12>>
<</if>>
<br><br>
<<link [[Next|Catacombs Passout 2]]>><</link>>
<br>
<<else>>
<<bind>>
<<upperwear 104>>
<<facewear 5>>
<span class="red">You hear a chittering from the dark.</span>
<br><br>
<<endevent>>
You flail in a mad panic. The web spins around and around, until it covers you from head to toe, and at last the string snaps. You flee into the dark.<<beastescape>>
<br><br>
<<link [[Next|Catacombs Ridge]]>><<endevent>><</link>>
<br>
<</if>>
<<else>>
<<bind>>
<<upperwear 104>>
<<facewear 5>>
You awaken upside down, suspended from the ceiling by a thick rope around your ankles. You squirm and struggle, loosening the web until you at last drop free.<<pass 20>><<beastescape>>
<br><br>
<<endevent>>
<<destination_catacombs skip>>
<</if>><<effects>>
<<bind>>
<<upperwear 104>>
<<facewear 5>>
The <<beasttype>> spins you around and around, coating your legs with web. <<bHe>> works up your body, spinning the silk over your pelvis, waist, all the way up to your shoulders. It leaves you dizzy.
<br><br>
<<if $monster is 1>>
"One more thing," <<bhe>> says, spurting a final string of silk over your eyes. "There. You should keep. But first-" <<bHe>> tears through a patch of web, exposing your <<genitals>>.
<br><br>
<<if playerChastity()>>
<<set $worn.genitals.integrity -= 100>>
<<if $worn.genitals.integrity lte 0>>
<<bHe>> grasps the metal, twists it, <span class="pink">and tears it apart.</span> "Now to feast." <<bHe>> licks <<bhis>> lips.
<<genitalsruined>>
<br><br>
<<link [[Next|Catacombs Passout 3]]>><</link>>
<br>
<<else>>
<<bHe>> claws at the metal. "Too tough," <<bhe>> admits. "For now."
<br><br>
<<link [[Next|Catacombs Passout End]]>><</link>>
<br>
<</if>>
<<else>>
<<link [[Next|Catacombs Passout 3]]>><</link>>
<br>
<</if>>
<<else>>
<<bHe>> spurts a final string of silk over your eyes.
<br><br>
<<link [[Next|Catacombs Passout End]]>><</link>>
<br>
<</if>>
<br><br><<effects>>
You feel the <<beasttype>>'s breath on your <<genitals>>, followed by a long, warm tongue.
<<if $player.penisExist>>
It encircles your length, and gently pumps it while the tip flicks your glans.
<<else>>
It encircles your clit, and gently pressures it while the tip eases between your lips.
<</if>>
<br><br>
<<bHis>> breathing becomes more rapid as <<bhe>> torments you, <<bhe>> sounds almost breathless in anticipation. The sensations make your hair stand on end, until it becomes too much to bear.
<br><br>
<<orgasm>>
"Delicious." <<bHe>> laughs. The echo chitters around you. "I'll save the main course for later."
<br><br>
<<link [[Next|Catacombs Passout End]]>><</link>>
<br><<effects>>
You hear <<bhim>> scuttle away, and then silence.
<br><br>
You use your weight to pull down on the string suspending you, loosened by the <<beasttype>>'s weaving. It gives a little, then snaps, dropping you to the floor.
<br><br>
<<link [[Next|Catacombs Ridge]]>><<endevent>><</link>>
<br><<effects>>
<<if $rng gte 71>>
You twist and turn in the web, <span class="green">and manage to pull yourself free,</span> falling to the ground in a heap. Sticky string still sticks to you, but you're able to tug yourself off the floor.
<br><br>
<<destination_catacombs skip>>
<<else>>
<<if $stress gte $stressmax>>
<<passoutcatacombs>>
<<else>>
You twist and turn in the web, <span class="red">but it's no use.</span> The dark presses in.
<br><br>
<<link [[Struggle|Catacombs Struggle Web]]>><<pass 5>><<tiredness 1>><<stress 20>><<catacombs_torch -5>><</link>><<difficulty 30>><<gtiredness>><<gggstress>><<ltorch>>
<br>
<</if>>
<</if>><<effects>>
<<if $willpowerSuccess>>
You turn, and see a large spider sat on your shoulder. It's about as big as your fist. <span class="green">Remaining calm,</span> you grab it between thumb and forefinger, and throw it away.
<<else>>
You turn. <span class="red">Your body spasms in panic</span> before you're consciously aware of the eight-legged creature sat there. You jump in the air, shake and whack your shoulder, almost falling over in the effort.<<lcontrol>><<control -10>><<ggstress>><<stress 12>>
<br><br>
When you dare to look again, the creature is gone.
<</if>>
<br><br>
<<destination_catacombs skip>><<effects>>
You brush your shoulder, and feel a sickening weight. It thuds onto the ground some distance away. You hear a scuttling as its own legs carry it further.
<br><br>
<<destination_catacombs skip>><<location "churchyard">><<set $outside to 1>><<effects>><<handheldon>>
You are in the old churchyard. A decrepit manor looms from a hill, surrounded by stone ruins and sepulchres.
<<if Time.dayState is "night">>
<<if Weather.bloodMoon>>
The graves cast disturbing shadows in the red moonlight.
<<else>>
<<if Weather.precipitation is "none">>
The moonlight-cast shadows seem to move.
<<elseif Weather.precipitation is "rain">>
The patter of rain on stone drowns out all else.
<<elseif Weather.precipitation is "snow">>
Snow rests on the headstones.
<<else>>
You're careful not to trip in the dark.
<</if>>
<</if>>
<<elseif Time.dayState is "day">>
Birds nest on statues, and within archways above the sepulchres' entrances.
<<elseif Time.dayState is "dawn">>
The morning sun peers over the trees.
<<else>>
The shadows lengthen in the setting sun.
<</if>>
<br><br>
<<foresticon "churchyard">><<link [[Sepulchre|Churchyard Catacombs Lock]]>><</link>>
<br>
<<foresticon>><<link [[Enter the forest|Forest]]>><<endevent>><<set $forest to 10>><</link>>
<br><<location "sepulchre">><<set $outside to 0>><<effects>>
You approach the sepulchre. Gargoyles sit on either side, watching. The doors are locked by a modern device, at odds with the old stone.
<br><br>
<<set $lock to 500>>
<<if currentSkillValue('skulduggery') gte $lock>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span>
<br>
<<else>>
<<wearProp "lockpick">>
<span class="green">The lock looks easy to pick.</span>
<br><br>
<<lockicon "pick">><<link [[Pick it (0:10)|Churchyard Catacombs Sneak]]>><<handheldon>><<pass 10>><<crimeUp 1 "trespassing">><</link>><<crime "trespassing">>
<br>
<</if>>
<<else>>
<span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>>
<br><br>
<</if>>
<<getouticon>><<link [[Leave|Churchyard]]>><<handheldon>><</link>>
<br><<effects>>
<<if $crypt_intro is 1>>
You enter the sepulchre. Another torch blazes in the sconce. You take it, and descend into the catacombs.
<br><br>
<<link [[Next|Catacombs]]>><<catacombs_init>><<set $eventskip to 1>><</link>>
<br>
<<else>>
Even with the lock gone, one of the stone doors is stuck tight, but you're able to push the other far enough to slip inside.
<br><br>
The interior is lit by a single flaming torch. The light doesn't reach the far side of the room.
<br><br>
You remove the torch from its sconce, and use it to light your way. The room is empty, save an open sarcophagus.
<br><br>
<<ind>><<link [[Peer inside slowly|Churchyard Catacombs Peer Slow]]>><<set $crypt_intro to 1>><</link>>
<br>
<<ind>><<link [[Peer inside quickly|Churchyard Catacombs Peer Quick]]>><<set $crypt_intro to 1>><</link>>
<br>
<<getouticon>><<link [[Leave|Churchyard Catacombs Leave]]>><<stress 6>><</link>><<gstress>>
<br>
<</if>><<effects>>
You move the torch forward, illuminating the sarcophagus interior inch by inch, ready to pull back at a moment should you find something you don't want to see. Instead you find steps, leading down.
<br><br>
<<link [[Descend|Churchyard Catacombs Intro]]>><</link>>
<br><<effects>>
You thrust the torch forward, illuminating the sarcophagus interior all at once. You find a set of steps, leading down.
<br><br>
<<link [[Descend|Churchyard Catacombs Intro]]>><</link>>
<br><<effects>>
The steps lead you through a tight passage, until your torch lights up the visage of a six-armed angel. A statue set into a wall, surrounded by stone skulls.
<br><br>
A path leads further in. Your torchlight carries a little further here, revealing two branching paths up ahead.
<br><br>
<<link [[Next|Catacombs]]>><<catacombs_init>><<set $eventskip to 1>><</link>>
<br><<effects>>
You turn and walk towards the entrance, stopping only to return the torch to the sconce. Your feet quicken before you reach the door.
<br><br>
<<link [[Next|Churchyard]]>><</link>>
<br><<widget "catacombs_init">>
<<set $catacombs_torch to 100>>
<</widget>>
<<widget "catacombs_end">>
<<unset $catacombs_torch>>
<</widget>>
<<widget "catacombs_torch_text">>
<<if $catacombs_torch gte 100>>
Your torch is <span class="green">radiant.</span> <<set Weather.Temperature.override.increase.inside(5, "The burning torch is hot.")>>
<<elseif $catacombs_torch gte 80>>
Your torch <span class="teal">blazes.</span> <<set Weather.Temperature.override.increase.inside(5, "The burning torch is hot.")>>
<<elseif $catacombs_torch gte 60>>
The flame on your torch has <span class="lblue">lost some of its vigour.</span> <<set Weather.Temperature.override.increase.inside(3, "The waning fire of your torch is warm.")>>
<<elseif $catacombs_torch gte 40>>
Your torch is <span class="blue">burning lower.</span><<set Weather.Temperature.override.increase.inside(1, "The dim fire of your torch is slightly warm.")>>
<<elseif $catacombs_torch gte 20>>
Your torch <span class="purple">won't last much longer.</span>
<<elseif $catacombs_torch gte 1>>
Barely a <span class="pink">flicker</span> of fire remains on your torch.
<<else>>
Your torch is <span class="black">extinguished.</span>
<</if>>
<</widget>>
<<widget "gtorch">>
<<if $statdisable is "f">> |
<span class="green">+ Torchlight</span>
<</if>>
<</widget>>
<<widget "ltorch">>
<<if $catacombs_torch gte 1 and $statdisable is "f">> |
<span class="red">- Torchlight</span>
<</if>>
<</widget>>
<<widget "catacombs_torch">>
<<if _args[0]>>
<<set $catacombs_torch += _args[0]>>
<</if>>
<<set $catacombs_torch to Math.clamp($catacombs_torch, 0, 100)>>
<</widget>>
<<widget "events_catacombs">>
<<cleareventpool>>
<<if _args[0] is "normal">>
<<addinlineevent "catacombs_normal_1" 1>>
<<if $catacombs_torch gte random(1, 100)>>
A rope hangs at knee height up ahead. <span class="green">You step over it.</span>
<br><br>
<<destination_catacombs skip>>
<<else>>
You feel something brush against your knee. A hatch thuds open, and a dart flies from the dark. <span class="red">It catches your arm.</span> You remove it at once, <span class="lewd">but a warmth spreads from the point of impact.</span><<drugs 40>><<gdrugged>>
<br><br>
You examine the dart.
<<if currentSkillValue("history") gte 1000 and ($leftarm isnot "bound" or $rightarm isnot "bound")>>
It seems medieval, until you examine the top more closely. It's made of steel. You give it a shake. There's fluid inside. There's not much here, but it might be worth a little to someone with criminal connections.<<set $blackmoney += 10>>
<<else>>
It seems old.
<</if>>
<br><br>
<<destination_catacombs skip>>
<</if>>
<</addinlineevent>>
<<addinlineevent "catacombs_normal_2" 1>>
<<if $catacombs_torch gte random(1, 100)>>
A stone slab up ahead is raised higher than the others. <span class="green">You step over it.</span>
<br><br>
<<destination_catacombs skip>>
<<else>>
<<if random(1, 4) is 4 and !$worn.feet.type.includes("shackle")>>
You feel a stone slab give way underfoot. The ground trembles, <span class="red">and a set of iron cuffs clamp around your ankles.</span> They're connected to the ground by a chain, but the metal is so rusty that it crumbles at a little force. The chain connecting them proves sturdier.
<<shackle_feet>>
<br><br>
<<destination_catacombs skip>>
<<else>>
You feel a stone slab give way underfoot. Dust showers you, and a paddle swings down from a recess in the ceiling, <span class="red">smacking your <<bottom>>.</span><<gpain>><<pain 4>><<gtrauma>><<trauma 6>><<gstress>><<stress 6>>
<br><br>
<<destination_catacombs skip>>
<</if>>
<</if>>
<</addinlineevent>>
<</if>>
<<if _args[0] is "barrow">>
<<addinlineevent "catacombs_barrow_1" 1>>
You hear movement in the dark. There's something ahead, drawing closer. There's something behind you as well. And to the side. All drawing closer.
<br><br>
<<if $catacombs_torch gte random(1, 100)>>
You whirl around, waving your torch at the creatures. <span class="green">Its light and heat keeps them at bay.</span> They flee into deep recesses.
<br><br>
<<destination_catacombs skip>>
<<else>>
<<if $lurkerdisable is "f">>
<<link [[Next|Catacombs Struggle]]>><<set $struggle_start to 1>><</link>>
<br>
<<else>>
You run through the dark, stumbling more than once, until you leave the creatures far behind. You got away, but not unscathed.<<beastescape>>
<br><br>
<<destination_catacombs skip>>
<</if>>
<</if>>
<</addinlineevent>>
<<addinlineevent "catacombs_barrow_2" 1>>
You come to a pool of white fluid. It blocks the passage, and finding another way around might be arduous.
<br><br>
<<if $catacombs_torch gte random(1, 100)>>
You hold out your torch, <span class="green">and spot a few chunks of masonry jutting from the fluid.</span> You climb the closest, and use them to traverse the pool, careful not to fall.
<br><br>
<<destination_catacombs skip>>
<<else>>
You peer across, <span class="red">but can see nothing that would help you.</span>
<br><br>
<<link [[Find another path|Catacombs Goop Find]]>><<catacombs_torch -5>><<pass 10>><</link>><<ltorch>>
<br>
<<link [[Wade across|Catacombs Goop Wade]]>><</link>><<note "Goopy" "pink">>
<br>
<</if>>
<</addinlineevent>>
<<addinlineevent "catacombs_barrow_3" 1>>
<<if $catacombs_torch gte random(1, 100)>>
Gems glitter in the cavern ceiling, far above. They help orient you.<<lstress>><<stress -6>>
<<else>>
The walls around you stretch into the cavern above.
<</if>>
<br><br>
<<destination_catacombs skip>>
<</addinlineevent>>
<</if>>
<<if _args[0] is "compound">>
<<addinlineevent "catacombs_compound_1" 1>>
<<generate1>><<generate2>>
<<person1>>
You hear a pair of voices up ahead.
<br><br>
<<rng 5>>
<<if $rng is 5>>
"I've requested a transfer," says a <<person>>.
<br>
"Too spooky for you down here, aye?" laughs the <<person2>><<person>>.
<br>
"Oi! It's the spiders. Never liked em."
<<elseif $rng is 4>>
"Behind you!" shouts a <<person>>.
<br>
"Fuck!" cries a <<person2>><<person>> in shock, turning with a start.
<br>
"Made you look." <<person1>><<Hes>> rewarded with a thump.
<<elseif $rng is 3>>
"What they need all these cables for anyway?" asks a <<person>>
<br>
"Don't know, and don't care to," replies a <<person2>><<person>>.
<br>
"Less we know the better, I suppose."
<<elseif $rng is 2>>
"Think there's anything valuable down here?" asks a <<person>>.
<br>
"Nah," replies a <<person2>><<person>>. "Other than the stuff we put in. And we wouldn't get away with pinching that."
<br>
"Probably looted a long time ago anyway."
<<else>>
"Don't go wandering," says a <<person>>.
<br>
"Why not?" asks a <<person2>><<person>>. "The dark don't scare me."
<br>
"It's not the dark. It's what's in it."
<</if>>
<br><br>
<<if $catacombs_torch gte 1>>
They're wearing uniforms, but you can't make out the detail in the gloom.
<br><br>
<</if>>
<<if $catacombs_torch gte random(1, 100)>>
They haven't noticed you. <span class="green">You sneak away.</span>
<br><br>
<<endevent>>
<<destination_catacombs skip>>
<<else>>
They haven't noticed you, but with your very next step <span class="red">you crunch broken crockery underfoot.</span> Their heads swivel your way.
<br><br>
"Got ourselves a live one," the <<person1>><<person>> says. They march closer. "Hold still, <<girl>>."
<br><br>
<<link [[Run|Catacombs Caught Run]]>><</link>><<athleticsdifficulty 1 800>>
<br>
<<link [[Fight|Catacombs Caught Fight]]>><<set $fightstart to 1>><</link>>
<br>
<<link [[Hold still|Catacombs Caught Still]]>><</link>>
<br>
<</if>>
<</addinlineevent>>
<<addinlineevent "catacombs_compound_2" 0.5>>
<<if $catacombs_torch gte random(1, 100)>>
<span class="green">You spot a camera up ahead,</span> barely visible in the gloom. You would have walked right into its path. You're not sure what it's for, but you avoid its line of sight.
<br><br>
<<destination_catacombs skip>>
<<else>>
A red light blinks into life. It's part of a camera, <span class="red">pointed right at you.</span>
<<if $tentacledisable is "f">>
Metal tendrils rise from the dark, coiling around you.
<br><br>
<<link [[Next|Catacombs Tentacles]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
The light intensifies, and a whirring roar fills the tunnel. You manage to escape, but stumble a few times in your haste.<<beastescape>>
<br><br>
<<destination_catacombs skip>>
<</if>>
<</if>>
<</addinlineevent>>
<</if>>
<<addinlineevent "catacombs_1" 1>>
<<if $worn.face.type.includes("blindfold")>>
You walk, each step deliberate, careful not to trip or collide with anything in your blindness. You still brush against the odd hard corner. Shattered crockery shatters further beneath your feet.<<gpain>><<pain 4>><<gstress>><<stress 6>>
<br><br>
<<destination_catacombs skip>>
<<else>>
You find an upright, open sarcophagus in the middle of your path. The interior is shrouded by the dark, but you think you see a figure inside.
<br><br>
<<if $catacombs_torch gte random(1, 100)>>
You inhale, and light up the interior with your torch. <span class="green">There's no body in there.</span>
<<if random(1, 4) is 4>>
However, you do find some tattered scraps of cloth. You feed your torch.<<gtorch>><<catacombs_torch 15>>
<</if>>
<br><br>
<<destination_catacombs skip>>
<<else>>
<<link [[Walk by with your eyes shut|Catacombs Sarcophagus Close]]>><<trauma 6>><<pain 4>><</link>><<gpain>><<gtrauma>>
<br>
<<link [[Find another way around|Catacombs Sarcophagus Find]]>><<pass 5>><<catacombs_torch -5>><</link>><<ltorch>>
<br>
<</if>>
<</if>>
<</addinlineevent>>
<<addinlineevent "catacombs_2" 1>>
You hear whispers in the dark. Calling you. You feel your breath quicken.
<br><br>
<<if $catacombs_torch gte 1>>
You could investigate, and prove there's nothing to be afraid of.
<br><br>
<<link [[Investigate|Catacombs Whispers Investigate]]>><<trauma -6>><<catacombs_torch -5>><</link>><<ltorch>><<gtrauma>>
<br>
<</if>>
<<link [[Ignore|Catacombs Whispers Ignore]]>><</link>><<willpowerdifficulty 1 1000>>
<br>
<</addinlineevent>>
<<addinlineevent "catacombs_3" 1>>
<<if $catacombs_torch gte random(1, 100)>>
You see a large spiderweb, completely covering the passage. You hold out your torch, <span class="green">and burn it away.</span>
<br><br>
<<destination_catacombs skip>>
<<elseif $leftarm is "bound" and $rightarm is "bound">>
You walk right into a spiderweb. It sticks to your already-bound arms. You try to pull free in the only way you can, by pulling against the web with your whole body. The web gets tighter and tighter, until it snaps back violently. The elasticity pulls you up and into the web, <span class="red">leaving you suspended and helpless.</span>
<br><br>
<<link [[Struggle|Catacombs Struggle Web]]>><<pass 5>><<tiredness 1>><<stress 20>><<catacombs_torch -5>><</link>><<difficulty 30>><<gtiredness>><<gggstress>><<ltorch>>
<br>
<<else>>
<span class="red">You walk right into a cobweb.</span> You tear it away from your face, but now it's stuck to your hand, then your other hand, then you notice your legs are covered as well. It must have been a large spider.
<br><br>
<<link [[Tear free|Catacombs Tear]]>><</link>><<physiquedifficulty 1 20000>>
<br>
<<link [[Save your strength|Catacombs Save]]>><<stress -6>><</link>><<lstress>>
<</if>>
<</addinlineevent>>
<<addinlineevent "catacombs_4" 1>>
You come to a pile of rubble, stone masonry and not a little soil. The tunnel has collapsed here, but there are gaps.
<br><br>
<<if $catacombs_torch gte random(1, 100)>>
You poke your torch through the holes, and determine the widest. <span class="green">You're confident you'll fit.</span>
<br><br>
It takes a bit of wriggling, <span class="green">but you manage to pull yourself clear,</span> and clamber down the other side of the rubble.
<br><br>
<<destination_catacombs skip>>
<<else>>
You feel around for a gap wide enough to let you through. You think you've found the widest, <span class="red">but you can't tell for sure.</span>
<br><br>
<<link [[Squeeze through a gap|Catacombs Squeeze]]>><</link>><<small_text>>
<br>
<<link [[Take a detour (0:10)|Catacombs Detour]]>><<pass 10>><<catacombs_torch -5>><</link>><<ltorch>>
<br>
<</if>>
<</addinlineevent>>
<<if $spiderdisable is "f">>
<<addinlineevent "catacombs_5" 1>>
<<if $catacombs_torch gte random(1, 100)>>
Something moves in the shadows overhead. You raise your torch. Whatever it is, <span class="green">it's afraid of the light.</span>
<br><br>
<<destination_catacombs skip>>
<<else>>
Something <span class="red">lands on your shoulder.</span>
<br><br>
<<link [[Look|Catacombs Spider Look]]>><</link>><<willpowerdifficulty 1 1000>>
<br>
<<link [[Brush it off|Catacombs Spider Brush]]>><<stress 12>><</link>><<ggstress>>
<br>
<</if>>
<</addinlineevent>>
<</if>>
<<addinlineevent "catacombs_6" 1>>
<<if $catacombs_torch gte random(1, 100)>>
<span class="green">Your torch lights up a fallen column.</span> You step up and over it.
<<else>>
Your knee collides with hard stone, concealed in the gloom. A fallen column lies in your way. You step up and over it.<<gpain>><<pain 4>>
<</if>>
<br><br>
<<destination_catacombs skip>>
<</addinlineevent>>
<<addinlineevent "catacombs_7" 1>>
<<if $worn.feet.type.includes("naked") or $worn.feet.type.includes("shackle")>>
<<if $catacombs_torch gte random(1, 100)>>
<span class="green">Your torch illuminates</span> shards of broken pottery up ahead. You step around them.
<<else>>
You step on shards of broken pottery, <span class="red">invisible in the gloom.</span><<gpain>><<gstress>><<pain 4>><<stress 6>>
<</if>>
<<else>>
Broken pottery <span class="green">crunches</span> underfoot.
<</if>>
<br><br>
<<destination_catacombs skip>>
<</addinlineevent>>
<<runeventpool>>
<</widget>>
<<widget "catacombs_skip">>
<<if _args[0] is "skip">>
<<set $eventskip to 1>>
<</if>>
<</widget>>
<<widget "destination_catacombs">>
<<switch $bus>>
<<case "sarcophagi">>
<<link [[Next|Catacombs Sarcophagi]]>><<catacombs_skip _args[0]>><</link>>
<<case "chasm">>
<<link [[Next|Catacombs Chasm]]>><<catacombs_skip _args[0]>><</link>>
<<case "prison">>
<<link [[Next|Catacombs Prison]]>><<catacombs_skip _args[0]>><</link>>
<<case "ridge">>
<<link [[Next|Catacombs Ridge]]>><<catacombs_skip _args[0]>><</link>>
<<case "mud">>
<<link [[Next|Catacombs Mud]]>><<catacombs_skip _args[0]>><</link>>
<<case "masonry">>
<<link [[Next|Catacombs Masonry]]>><<catacombs_skip _args[0]>><</link>>
<<case "barrow">>
<<link [[Next|Catacombs Barrow]]>><<catacombs_skip _args[0]>><</link>>
<<case "stream">>
<<link [[Next|Catacombs Stream]]>><<catacombs_skip _args[0]>><</link>>
<<case "stalagmites">>
<<link [[Next|Catacombs Stalagmites]]>><<catacombs_skip _args[0]>><</link>>
<<case "bores">>
<<link [[Next|Catacombs Bores]]>><<catacombs_skip _args[0]>><</link>>
<<case "engravings">>
<<link [[Next|Catacombs Engravings]]>><<catacombs_skip _args[0]>><</link>>
<<case "museum">>
<<link [[Next|Catacombs Museum]]>><<catacombs_skip _args[0]>><</link>>
<<case "statues">>
<<link [[Next|Catacombs Statues]]>><<catacombs_skip _args[0]>><</link>>
<<case "compound">>
<<link [[Next|Catacombs Compound]]>><<catacombs_skip _args[0]>><</link>>
<<default>>
<<link [[Next|Catacombs]]>><<catacombs_skip _args[0]>><</link>>
<</switch>>
<</widget>>
<<widget "catacombs_exit_indicator">>
<<if $statdisable is "f">> |
<span class="teal">Closer to exit</span>
<</if>>
<</widget>>
<<widget "passoutcatacombs">>
<<if isPregnancyEnding()>>
<<pregnancyPassout "catacombs">>
<<if $worn.face.type.includes("blindfold")>>
<<set $worn.face.type.push("broken")>>
<<faceruined>>
<</if>>
<<if $worn.upper.name is "cocoon">>
<<upperruined>><<handheldruined>>
<</if>>
<<if $worn.lower.name is "cocoon bottom">>
<<lowerruined>>
<</if>>
<<catacombs_end>>
<<elseif $worn.upper.name is "cocoon" or $worn.lower.name is "cocoon bottom">>
<<if $worn.face.type.includes("blindfold")>>
<<set $worn.face.type.push("broken")>>
<<faceruined>>
<</if>>
<<if $worn.upper.name is "cocoon">>
<<upperruined>><<handheldruined>>
<</if>>
<<if $worn.lower.name is "cocoon bottom">>
<<lowerruined>>
<</if>>
<<catacombs_end>>
<<ambulance>>
<<else>>
<<passout>>
<<pass 60>>
You've pushed yourself too much.
<br><br>
<<link [[Next|Catacombs Passout]]>><</link>>
<br>
<</if>>
<</widget>><<location "forest">><<effects>>
<!-- Make sure $phase is non-zero when you write a link here -->
<<if $foresthunt gte 1>>
<<set $foresthunt += 1>>
<</if>>
You search for plants long and sturdy enough to build an improvised garment. You find some suitable specimens and tie them together around your
<<if $phase is 1>>
chest.
<<plantupper>>
<<elseif $phase is 2>>
waist.
<<plantlower>>
<</if>>
It's fragile and revealing, and you don't think you could take it off without breaking it, but it's better than nothing.
<br><br>
<<set $phase to 0>>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<br><<location "forest">><<effects>><<wearProp "mushroom">><<canvas-model-override "mouth" "chew">>
You eat one of the mushrooms. It tastes bitter, but somehow refreshing.
<br><br>
<<link [[Next|Forest]]>><<canvas-model-override "clear">><<handheldon>><<set $eventskip to 1>><</link>><<location "forest">><<effects>><<wearProp "wolfshroom">><<canvas-model-override "mouth" "chew">>
You eat one of the mushrooms, it's quite sweet. You feel more relaxed, and strangely heated.
<br><br>
<<link [[Next|Forest]]>><<canvas-model-override "clear">><<handheldon>><<set $eventskip to 1>><</link>>
<br><<effects>>
You drop to your knees, and search beneath the decaying roots.
<<if $tendingSuccess>>
<<wearProp "mushroom">>
<span class="green">You find some tasty <<icon "tending/mushroom.png">> mushrooms that should fetch a price at market.</span>
<<tending_pick mushroom>>
<<else>>
<span class="red">None of the mushrooms look any good.</span><<gtending>><<tending 2>>
<</if>>
<br><br>
<<link [[Next|Forest]]>><<handheldon>><<set $eventskip to 1>><</link>>
<br><<effects>>
You drop to your knees, and search beneath the decaying roots.
<<if $tendingSuccess>>
<<wearProp "wolfshroom">>
<span class="green">You find some fat <<icon "tending/wolfshroom.png">> mushrooms that should fetch a good price.</span>
<<tending_pick wolfshroom>>
<<else>>
<span class="red">None of the mushrooms look any good.</span><<gtending>><<tending 2>>
<</if>>
<br><br>
<<link [[Next|Forest]]>><<handheldon>><<set $eventskip to 1>><</link>>
<br><<effects>>
You drop to your knees, and search the bushes.
<<if $tendingSuccess>>
<span class="green">You find some tasty <<icon "tending/blackberry.png">> berries that should fetch a price at market.</span>
<<tending_pick blackberry 30 90>>
<<else>>
<span class="red">None of the berries look any good.</span><<gtending>><<tending 2>>
<</if>>
<br><br>
<<if $tendingSuccess>>
<<link [[Pop some in your mouth|Forest]]>><<transform fox 1>><<set $plants.blackberry.amount -= random(2,8)>><<endevent>><<stress -3>><<set $eventskip to 1>><</link>><<lstress>>
<br>
<</if>>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
You drop to your knees, and search the bushes.
<<if $tendingSuccess>>
<span class="green">You find some fat <<icon "tending/strawberry.png">> berries that should fetch a good price.</span>
<<tending_pick strawberry 5 25>>
<<else>>
<span class="red">None of the berries look any good.</span><<gtending>><<tending 2>>
<</if>>
<br><br>
<<if $tendingSuccess>>
<<link [[Pop one in your mouth|Forest]]>><<transform fox 1>><<set $plants.strawberry.amount -= 1>><<endevent>><<stress -3>><<set $eventskip to 1>><</link>><<lstress>>
<br>
<</if>>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemytrust -= 40>>
<<healthMultiplier>>
<</if>>
<<effects>>
<<effectsman>>
<<if $alarm is 1>>
<<gwylanRescueFail "wolf">>
<</if>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Forest Wolf Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Forest Wolf Molestation]]>><</link>></span><<nexttext>>
<</if>><<location "forest">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<if $syndromewolves gte 1>>
<<if $monster is 1>>
<<bHe>> grabs you by the scruff of your neck with little effort, before hauling you over one shoulder. You feel like a helpless puppy as you're being carried away.
<<else>>
<<bHe>> grabs you by the scruff of your neck like you're an errant puppy.
<</if>>
<br><br>
<<link [[Let it happen|Wolf Cave Returned]]>><<endcombat>><</link>>
<br>
<<link [[Struggle|Forest Wolf Molestation Resist]]>><<endcombat>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
The Black Wolf seems satisfied, but it isn't over.
<<if $monster is 1>>
"You. With me," <<bhe>> barks. You're not sure if you have any choice. With a display of force, <<bhe>> hauls you over one shoulder.
<<else>>
<<bHe>> grabs you by the scruff of your neck.
<</if>>
<<bHe>> wants to take you somewhere.
<br><br>
<<link [[Let it happen|Forest Wolf Cave Intro]]>><<endcombat>><</link>>
<br>
<<link [[Struggle|Forest Wolf Molestation Resist]]>><<endcombat>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<<elseif $enemyhealth lte 0>><<set $foresthunt to 0>>
<<if $monster is 1>>
Despite <<bhis>> show of force, you manage to overcome it. You wrestle free from the Black Wolf's grasp. "Trouble," <<bhe>> growls. "Weren't easy prey." <<bHe>> flees into the forest, tail between <<bhis>> legs. You feel proud, realising it was no easy feat defeating something nearly twice your size.
<<else>>
Despite <<bhis>> power, you manage to defeat the Black Wolf. <<bHe>> flees into the forest, tail between <<bhis>> legs.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<tearful>> you gather yourself.
<br><br>
<<link [[Next|Forest]]>><<set $stress -= 1000>><<set $eventskip to 1>><<set $eventskip to 1>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "wolf_cave">><<effects>>
<<badEndTracking "Wolf Cave" { reason: "wolfCaveCaptured" }>>
<<if $passoutReason>>
<<npc "Black Wolf" 2>>
In the throes of <<= $passoutReason>>, you're helpless to resist as the <<beasttype 0>> drags you through the forest to a cave. <<bHe 0>> presents you to the alpha, a monstrous black <<beasttype 1>>.
<<if $monster is 1>>
Tufts of thick black hair cover a nude, towering body from head to toe. <<bHe 1>> growls as <<bhe 1>> addresses you. "My home. Your home, if pack accepts." <<bHe 1>> deposits you on a pile of thatch, before stepping back.
<<else>>
<<bHe 1>> sniffs around your body, still <<= $passoutReason is "hypothermia" ? "frozen from the cold" : "drenched with sweat from the heat">>, before stepping back.
<</if>>
<<elseif $monster is 1>>
<<npc "Black Wolf">>
<<bHe>> effortlessly sprints through the forest, and before long arrives at a cave. "My home. Your home, if pack accepts." <<bHe>> enters the cave and lays you down on a pile of thatch, before stepping back.
<<else>>
<<npc "Black Wolf">>
The wolf effortlessly bounds through the forest, and before long arrives at a cave, which <<bhe>> enters without slowing. <<bHe>> dumps you on the cold stone.
<</if>>
Six pairs of eyes stare at you through the dim light. The pack advances on you.
<br><br>
<<endevent>>
<<beastNEWinit 6 wolf>>
<<link [[Next|Forest Wolf Cave Rape]]>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>>
<<healthMultiplier>>
<</if>>
<<effects>>
<<effectsman>>
<<if $alarm is 1>>
<<gwylanRescueFail "hunter">>
<</if>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Forest Hunter Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Forest Hunter Molestation]]>><</link>></span><<nexttext>>
<</if>><<location "forest">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<if $hunterintro is 1>>
Eden <<if $enemyanger gte ($enemyangermax / 5) * 2>>glares at you and growls,<<else>>smirks at you and says,<</if>> "I knew I'd be able to catch you again. Come on, I'm taking you home."
<<else>>
<<if $enemyanger gte 20>>
The <<person>> smirks. "You're a feisty one. I like that."
<<else>>
The <<person>> smiles. "You're a gentle creature, aren't you? I'd best take you with me, it wouldn't do to leave you alone out here."
<</if>>
<</if>>
<<He>> produces a length of rope from <<his>> bag. You're going to be tied up!
<br><br>
<<link [[Don't struggle|Forest Hunter Intro]]>>
<<if !$syndromeeden>><<badEndTracking "Eden" { reason: "edenHuntedSubmitted" }>><</if>><<clotheson>><<endcombat>>
<</link>>
<br>
<<link [[Resist|Forest Hunter Resist Molestation]]>><<set $enemyanger += 200>><<set $molestationstart to 1>><</link>>
<br>
<<elseif $enemyhealth lte 0>><<set $foresthunt to 0>>
Despite <<his>> strength, you manage to send the <<person>> reeling, giving you the chance you need. <<tearful>> you escape into the forest.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest]]>><<set $stress -= 1000>><<set $eventskip to 1>><</link>>
<br>
<</if>><<leash 21>>
<<location "cabin">><<effects>>
<<clothesruined>>
<<npc Eden>><<initnpc Eden>><<person1>>
<<if $hunterintro is 1>>Eden<<else>>The <<person>><</if>> deftly ties your arms and legs together, then hoists you over <<his>> shoulder, before carrying you into the forest.
<br><br>
<<if $hunterintro is 1>>
You soon arrive at the cabin, and Eden carries you inside.
<<else>>
You soon arrive at a log cabin. Inside is a single, spartan room.
<</if>>
<<He>> drops you on the hard floor and places a collar around your neck. It shuts with a click. <<He>> stands over you, and attaches a leash to your collar. <<He>> then unties the rope, freeing your arms and legs.
<br><br>
<<if $hunterintro isnot 1>>
<<set $hunterintro to 1>>
<<set C.npc.Eden.name_known to 1>>
<<set $NPCList[0].name_known to 1>>
"You're lucky I found you," <<he>> says. "The woods are dangerous, you'd have gotten hurt. My name is Eden." <<He>> pauses, as if unsure about something. <<He>> seems different to when <<he>> captured you, softer, despite you now being bound and collared at <<his>> feet.
<br><br>
<<He>> continues. "I've become self-sufficient out here. But it's lonely, sometimes. If I protect and provide for you, will you give me comfort and company?" You don't know if you really have a choice.
<br><br>
<<link [[Nod|Forest Hunter Nod]]>><</link>>
<br>
<<link [[Refuse|Forest Hunter Refuse]]>><</link>>
<br>
<<else>>
"Welcome home. Now, time for your punishment." <<He>> bends you over <<his>> lap.
<br><br>
<<link [[Next|Forest Hunter Punishment]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<set $enemyarousal to 0>>
<</if>>
<<effects>>
<<effectsman>>
<<if $alarm is 1>>
<<gwylanRescueFail "hunter">>
<</if>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Forest Hunter Resist Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Forest Hunter Resist Molestation]]>><</link>></span><<nexttext>>
<</if>><<location "forest">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation "short">>
The <<person>> gasps, clearly not expecting to cum again so soon. It seems to be more than <<he>> can handle, giving you the chance you need. <<tearful>> you escape into the forest.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest]]>><<set $stress -= 1000>><<set $eventskip to 1>><<set $eventskip to 1>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
<<set $foresthunt to 0>>
Despite <<his>> strength, you manage to send the <<person>> reeling, giving you the chance you need. <<tearful>> you escape into the forest.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest]]>><<set $stress -= 1000>><<set $eventskip to 1>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<if !$syndromeeden>><<badEndTracking "Eden" { reason: "edenHunted" }>><</if>>
Battered and bruised by <<his>> assault, you are helpless as <<he>> retrieves <<his>> rope from the ground.
<br><br>
<<link [[Next|Forest Hunter Intro]]>><<clotheson>><<endcombat>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<npc "Black Wolf">>
<<beastCombatInit>>
/*<<beastNNPCinit>>*/<<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemytrust -= 40>><<set $enemyanger += 200>>
<<healthMultiplier>>
<</if>>
<<effects>>
<<effectsman>>
<<if $alarm is 1>>
<<gwylanRescueFail "wolf">>
<</if>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Forest Wolf Molestation Resist Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Forest Wolf Molestation Resist]]>><</link>></span><<nexttext>>
<</if>><<location "forest">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
The second time is too much for <<bhim>>, and <<bhe>> collapses into a slumber.
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest]]>><<set $stress -= 1000>><<set $eventskip to 1>><<set $eventskip to 1>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
<<set $foresthunt to 0>>
Despite <<bhis>> power, you manage to defeat the Black Wolf. <<bHe>> flees into the forest.
<<if $monster is 1>>
"Trouble," <<bhe>> growls. "Weren't easy prey."
<</if>>
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest]]>><<set $stress -= 1000>><<set $eventskip to 1>><<set $eventskip to 1>><</link>>
<br>
<<else>>
Battered and bruised by the Black Wolf's assault, you can do nothing but whimper as <<bhe>>
<<if $monster is 1>>
throws you over <<bhis>> shoulder and runs deeper into the forest with you.
<<else>>
grabs you by the neck and bounds into the forest.
<</if>>
<br><br>
<<if $upperoff isnot 0>>
<<upperruined>>
<</if>>
<<if $loweroff isnot 0>>
<<lowerruined>>
<</if>>
<<if $underloweroff isnot 0>>
<<underlowerruined>>
<</if>>
<<if $underupperoff isnot 0>>
<<underupperruined>>
<</if>>
<<if $syndromewolves gte 1>>
<<link [[Next|Wolf Cave Returned]]>><<endcombat>><</link>>
<br>
<<else>>
<<link [[Next|Forest Wolf Cave Intro]]>><<endcombat>><</link>>
<br>
<</if>>
<</if>><<location "forest">><<effects>>
<<if $phase is 0>>
You leave the trail and walk into the dense forest. You avoid the pair, but your journey is slowed some.
<br><br>
<<elseif $phase is 1>>
<<generate1>><<generate2>>A <<fullGroup>> come into view. They eye you up as they walk past.
<<gstress>><<stress 1>>
<br><br>
<<endevent>>
<<elseif $phase is 2>>
<<generate1>><<generate2>>A <<fullGroup>> come into view. They eye you up as they walk past, clearly enjoying the view.
<<exhibitionism3>>
<<endevent>>
<<elseif $phase is 3>>
<<generate1>><<generate2>>A <<fullGroup>> come into view. They eye you up as they walk past, clearly shocked at seeing a naked <<girl>> in the middle of the forest, but not complaining. <<flaunting>> you wink as you pass.
<<exhibitionism5>>
<<endevent>>
<</if>>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<generate1>><<generate2>><<maninit>>
A <<fullGroup>> walk into view. <<person1>>As they walk by, they reach out and grab you!
<br><br>
<<forestRescueSetup>>
<</if>>
<<effects>>
<<effectsman>>
<<if $alarm is 1 and $rescue is 0>>
<<set $alarm to 0>>
<<forestRescueFail>>
<br><br>
<</if>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $alarm is 1 and $rescue is 2>>
<span id="next"><<link [[Next|Forest Coop Rescue]]>><<set $phase to 0>><</link>></span><<nexttext>>
<<elseif _combatend>>
<span id="next"><<link [[Next|Forest Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Forest Molestation]]>><</link>></span><<nexttext>>
<</if>><<location "forest">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Finished with you, they dump you unceremoniously into a ditch.
<br><br>
<<tearful>> you struggle to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
<<tearful>> you manage to free yourself from their clutches, and escape into the forest.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $rescue is 1 and $forest lte 20>>
<<gwylanForestRescue "man">>
<<elseif $rescue is 1 and $forest gte 21>>
You hear a gun fire close by, and a bullet lands at the pair's feet. They back off in fear and flee into the forest.
<br><br>
<<if $edenCagedEscape>>
<<clotheson>>
<<endcombat>>
<<edenCagedSave>>
<<else>>
Eden emerges and helps you collect yourself. "Damn hikers," <<nnpc_he "Eden">> mutters. "Are you okay?"
<br><br>
<<clotheson>>
<<endcombat>>
<<if $gwylan_eden_coop gte 1>>
Eden glances around for a moment. "We must be in too deep for that shopkeep," <<nnpc_he "Eden">> says.
<br><br>
<</if>>
<<if $eden_rescue isnot 1>>
<<set $eden_rescue to 1>>
Eden pats you on the shoulder. "I was able to hear you because I happened to be in the area," <<nnpc_he "Eden">> says. "<span class="gold">I might not always be around, but I should be able to save you anywhere in the forest.</span> Give me a shout if you're in trouble."
<br><br>
<</if>>
<<forestCabinReturnLinks>>
<</if>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<forestRescueSetup>>
<<set $enemytrust -= 40>>
<</if>>
<<effects>>
<<effectsman>>
<<if $alarm is 1 and $rescue is 0>>
<<set $alarm to 0>>
<<forestRescueFail>>
<br><br>
<</if>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if $alarm is 1 and $rescue is 2>>
<span id="next"><<link [[Next|Forest Coop Rescue]]>><<set $phase to 1>><</link>></span><<nexttext>>
<<elseif _combatend>>
<span id="next"><<link [[Next|Forest Wolf Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Forest Wolf]]>><</link>></span><<nexttext>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<beastTrainGenerate>><<set $enemytrust -= 40>>
<<if isLoveInterest("Eden") and (random(1, 2) is 2 or $eden_rescue isnot 1)>>
<<enable_rescue>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<if $alarm is 1 and $rescue is 0>>
<<set $alarm to 0>>
<<forestRescueFail>>
<br><br>
<</if>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Forest Wolf2 Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Forest Wolf2]]>><</link>></span><<nexttext>>
<</if>><<location "forest">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
The <<beasttype>> grunts in satisfaction, and leaves you lying between the trees.
<br><br>
<<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
The <<beasttype>> yelps and flees into the forest.
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $rescue is 1 and $forest lte 20>>
<<gwylanForestRescue "beast">>
<<elseif $rescue is 1 and $forest gte 21>>
You hear a gun fire close by, and a bullet lands near the <<beasttype>>. <<bHe>> backs off in fear and flees into the forest.
<br><br>
<<if $edenCagedEscape>>
<<clotheson>>
<<endcombat>>
<<edenCagedSave>>
<<else>>
Eden emerges and helps you collect yourself. "Damn wolves," <<nnpc_he "Eden">> mutters. "Are you okay?"
<br><br>
<<clotheson>>
<<endcombat>>
<<if $gwylan_eden_coop gte 1>>
Eden glances around for a moment. "We must be in too deep for that shopkeep," <<nnpc_he "Eden">> says.
<br><br>
<</if>>
<<if $eden_rescue isnot 1>>
<<set $eden_rescue to 1>>
Eden pats you on the shoulder. "I was able to hear you because I happened to be in the area," <<nnpc_he "Eden">> says. "<span class="gold">I might not always be around, but I should be able to save you anywhere in the forest.</span> Give me a shout if you're in trouble."
<br><br>
<</if>>
<<forestCabinReturnLinks>>
<</if>>
<<else>>
The <<beasttype>> yelps and flees into the forest.
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
<<if $enemyhealth lte 0>>
<<beastwound>>
<<if $combatTrain.length gt 0>>
The <<beasttype>> recoils in pain and fear, but the other is eager for a go.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Forest Wolf2]]>><</link>>
<<else>>
The <<beasttype>> recoils in pain and fear.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Forest Wolf2 Finish]]>><<set $finish to 1>><</link>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<if $combatTrain.length gt 0>>
Satisfied, the <<beasttype>> moves and another <<print $combatTrain.beastTypes[1]>> takes its turn.
<<wolfpacktrust>>
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Forest Wolf2]]>><</link>>
<<else>>
Satisfied, the <<beasttype>> moves away from you.
<<wolfpacktrust>>
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Forest Wolf2 Finish]]>><<set $finish to 1>><</link>>
<</if>>
<<elseif $rescue is 1 and $alarm is 1>>
You hear a gun fire close by, and a bullet lands near the <<beasttype>>. <<bHe>> backs off in fear and flees into the forest, the other following close behind.
<br><br>
<<if $edenCagedEscape>>
<<clotheson>>
<<endcombat>>
<<edenCagedSave>>
<<else>>
Eden emerges and helps you collect yourself. "Damn wolves," <<nnpc_he "Eden">> mutters. "Are you okay?"
<br><br>
<<clotheson>>
<<endcombat>>
<<if $gwylan_eden_coop gte 1>>
Eden glances around for a moment. "We must be in too deep for that shopkeep," <<nnpc_he "Eden">> says.
<br><br>
<</if>>
<<if $eden_rescue isnot 1>>
<<set $eden_rescue to 1>>
Eden pats you on the shoulder. "I was able to save you because I happened to be in the area," <<nnpc_he "Eden">> says. "<span class="gold">I might not always be around, but I should be able to save you anywhere in the forest.</span> Give me a holler if you're in trouble."
<br><br>
<</if>>
<<forestCabinReturnLinks>>
<</if>>
<<elseif $finish is 1>>
<<if $enemywounded is 1 and $enemyejaculated is 0>>
The <<beasttype>> whimpers and flees into the darkness between the trees.
<<elseif $enemywounded is 0 and $enemyejaculated is 1>>
The <<beasttype>> leaves you lying on the grass.
<<elseif $enemywounded gte 2 and $enemyejaculated is 0>>
Feeling that you're more trouble than you're worth, the <<beastsplural>> flee between the trees.
<<elseif $enemywounded is 0 and $enemyejaculated gte 2>>
The <<beastsplural>> leave you spent and shivering on the grass.
<<elseif $enemywounded gte 1 and $enemyejaculated gte 1>>
The <<beastsplural>> leave you spent and shivering on the grass.
<</if>>
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<location "forest">><<water>><<effects>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - ($allure * $forestmod)) and $eventskip is 0>>
<!-- Modified for monster people -->
<<beastNEWinit 1 lizard>>
<<if $monster is 1 or $bestialitydisable is "f">>
A large <<beasttype>> rears out of the water!
<br><br>
<<link [[Next|Forest Swim Molestation]]>><<set $molestationstart to 1>><</link>>
<<else>>
A large lizard rears out of the water and grabs you in its maw! You manage to struggle free, but not unscathed.<<beastescape>>
<br><br>
<<link [[Next|Forest Swim]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<else>>
<<swimmingdifficulty 1 600 true>>
<<if $swimmingSuccess>>
The rushing water tears at you.
<<set $stripintegrity to 20>><<set $stripobject to "jutting rock">><<stripobject>>
Despite this, you <span class="green">successfully</span> swim across.
<br><br>
<<rng>>
<<if $wraith.hunt and Time.isBloodMoon() and $danger gte (7900 - ($allure * $forestmod))>>
As you climb up the bank you feel your foot catch on something.
<<if $slimedisable is "f">>
You look down to see a pale white slime stuck to you, and many more emerging from the river. <<rainWraith true>>
<br><br>
Far down the river, you see a pale robed figure walking closer. It raises its hand, and the slimes leap at you!
<br><br>
<<link [[Next|Forest Pale Slime Struggle]]>><<set $struggle_start to 1>><<set $phase to 1>><</link>>
<<else>>
It violently tugs on your leg, attempting to pull you back into the river! You barely manage to pull away. You look back to see a pale figure disappear behind a tree. <<trauma 12>><<pain 6>><<stress 12>><<gtrauma>><<gpain>><<gstress>>
<br><br>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<</if>>
<<else>>
<<if $rng gte 71 and $parasitedisable is "f" and !$parasite.bottom.name>>
<<if $worn.lower.type.includes("naked") or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
As you climb up the bank you feel a pinching sensation on your <<bottom>>. You feel behind you, and find a strange, soft creature stuck there. It sucks on your skin, making it feel warm.
<<garousal>><<arousal 600 "bottom">>
<br><br>
You tug, but it won't budge. You'll need help to remove it.
<<parasite bottom urchin>>
<br><br>
<</if>>
<</if>>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<</if>>
<br>
<<else>>
The rushing water tears at you.
<<set $stripintegrity to 20>><<set $stripobject to "jutting rock">><<stripobject>>
The water is too violent, and you <span class="red">fail</span> to swim across the river, instead being swept downstream and deeper into the forest.
<br><br>
<<rng>>
<<if $forest gte 40 and !$brookIntro>>
<<set $brookIntro to 1>>
As you climb up the bank, you notice that the waters are much calmer here. It looks like an offshoot brook. You should be able to follow it back upstream without much risk.
<br><br>
<span class="gold">You've discovered the brook.</span>
<br><br>
<<link [[Next|Forest Brook]]>><<endevent>><<set $forest to 80>><</link>>
<<elseif $wraith.hunt and Time.isBloodMoon()>>
As you climb up the bank you feel your foot catch on something.
<<if $slimedisable is "f">>
You look down to see a pale white slime stuck to you, and many more emerging from the river. <<rainWraith true>>
<br><br>
Far down the river, you see a pale robed figure walking closer. It raises its hand, and the slimes leap at you!
<br><br>
<<link [[Next|Forest Pale Slime Struggle]]>><<set $forest += 20>><<set $struggle_start to 1>><<set $phase to 2>><</link>>
<<else>>
It violently tugs on your leg, attempting to pull you back into the river! You barely manage to pull away. You look back to see a pale figure disappear behind a tree. <<trauma 12>><<pain 6>><<stress 12>><<gtrauma>><<gpain>><<gstress>>
<br><br>
<<link [[Next|Forest]]>><<set $forest += 20>><</link>>
<</if>>
<<else>>
<<if $rng gte 71 and $parasitedisable is "f" and !$parasite.bottom.name>>
<<if $worn.lower.type.includes("naked") or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
As you climb up the bank you feel a pinching sensation on your <<bottom>>. You feel behind you, and find a strange, soft creature stuck there. It sucks on your skin, making it feel warm.
<<garousal>><<arousal 600 "bottom">>
<br><br>
You tug, but it won't budge. You'll need help to remove it.
<<parasite bottom urchin>>
<br><br>
<</if>>
<</if>>
<<link [[Next|Forest]]>><<set $forest += 20>><</link>>
<</if>>
<br>
<</if>>
<</if>>
<<set $eventskip to 0>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<forestRescueSetup>>
<</if>>
<<effects>>
<<effectsman>>
<<if $alarm is 1 and $rescue is 0>>
<<set $alarm to 0>>
<<forestRescueFail>>
<br><br>
<</if>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if $alarm is 1 and $rescue is 2>>
<span id="next"><<link [[Next|Forest Coop Rescue]]>><<set $phase to 4>><</link>></span><<nexttext>>
<<elseif _combatend>>
<span id="next"><<link [[Next|Forest Swim Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Forest Swim Molestation]]>><</link>></span><<nexttext>>
<</if>><<location "forest">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
The <<beasttype>> hisses its satisfaction, and dives back into the churning water.
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest Swim]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
The <<beasttype>> hisses in pain and dives back into the churning water.
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest Swim]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $rescue is 1 and $forest lte 20>>
<<gwylanForestRescue "river">>
<<elseif $rescue is 1 and $forest gte 21>>
You hear a gun fire close by, and a bullet lands near the <<beasttype>>. <<bHe>> backs off in fear and flees into the forest.
<br><br>
<<if $edenCagedEscape>>
<<clotheson>>
<<endcombat>>
<<edenCagedSave>>
<<else>>
Eden emerges and hauls you out of the water. "Damn lizards," <<nnpc_he "Eden">> mutters. "Are you okay?"
<br><br>
<<clotheson>>
<<endcombat>>
<<if $gwylan_eden_coop gte 1>>
Eden glances around for a moment. "We must be in too deep for that shopkeep," <<nnpc_he "Eden">> says.
<br><br>
<</if>>
<<if $eden_rescue isnot 1>>
<<set $eden_rescue to 1>>
Eden pats you on the shoulder. "I was able to hear you because I happened to be in the area," <<nnpc_he "Eden">> says. "<span class="gold">I might not always be around, but I should be able to save you anywhere in the forest.</span> Give me a shout if you're in trouble."
<br><br>
<</if>>
<<forestCabinReturnLinks>>
<</if>>
<</if>><<location "forest">>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<set $combat to 1>>
<<set $enemytype to "tentacles">>
<<molested>>
<<controlloss>>
<<tentaclestart 10 15 "root" "vine" true>>
<<elseif $molestationstart is 2>><<set $molestationstart to 0>>
<<set $combat to 1>>
<<set $enemytype to "tentacles">>
<<consensual>>
<<set $consensual to 1>>
You give a small wiggle, inviting them closer.
<<deviancy5>>
<<set _randomtentacles to 6+random(1, 10)>>
<<tentaclestart _randomtentacles 15 "root" "vine" true>>
<</if>>
<<statetentacles>>
<<effects>>
<<effectstentacles>>
<<tentacles>>
<<actionstentacles>>
<<if $tentacles.active lte ($tentacles.max / 2)>>
<span id="next"><<link [[Next|Forest Tentacles Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Forest Tentacles]]>><</link>></span><<nexttext>>
<</if>><<effects>>
The roots lose interest in you, and disappear into the soil. <<tearful>> you untangle yourself from the plants and vines surrounding you.
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<br><<location "forest">><<effects>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<set $combat to 1>>
<<molested>>
<<controlloss>>
<<set $enemytype to "vore">>
<<set $vorestage to 1>>
<<set $vorecreature to "snake">>
<<set $vorestrength to 1>><<set $position to "doggy">>
<<set $timer to 4>>
<<resetLastOptions>>
<<getCombatDefaultsType>>
<</if>>
<<if $timer is 1>>
<<set $trance to 0>>
You break free from the trance, and realise the snake is trying to eat you!
<</if>>
<<voreeffects>>
<<vore>>
<<voreactions>>
<<if $vorestage gte 7>>
<span id="next"><<link [[Next|Forest Snake Finish]]>><</link>></span><<nexttext>>
<<elseif $vorestage lte 0>>
<span id="next"><<link [[Next|Forest Snake Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Forest Snake]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<set $trance to 0>>
<<if $vorestage gte 7>>
<<tearful>> you struggle as the snake starts to move. It journeys for several minutes until with a great heave the snake pushes you up and through its gullet once more, expelling you from its body.
<br><br>
<<endcombat>>
<<if $swarmdisable is "f">>
You land in a pit of thousands of tiny snakes.
<br><br>
<<link [[Next|Forest Snake Swarm]]>><<pass 10>><<set $molestationstart to 1>><</link>>
<<else>>
The snake slithers away. It took you deeper into the forest.
<br><br>
<<clotheson>>
<<link [[Next|Forest]]>><<pass 10>><<set $eventskip to 1>><<set $forest += 20>><</link>>
<br>
<</if>>
<<else>>
<<tearful>> you escape from the snake's maw.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<location "forest">><<effects>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<molested>>
<<controlloss>>
<<set $combat to 1>>
<<set $enemytype to "swarm">>
<<swarminit "snakes" "swarm" "slithering" "slither" "keep back" 10 0>>
<<set $timer to 20>>
<</if>>
<<swarmeffects>>
<<swarm>>
<<swarmactions>>
<<if $timer lte 0>>
<span id="next"><<link [[Next|Forest Snake Swarm Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Forest Snake Swarm]]>><</link>></span><<nexttext>>
<</if>><<location "forest">><<effects>>
The snakes slither off of you, escaping through nooks and crannies all around the pit.
<br><br>
<<endcombat>>
<<clotheson>>
<<link [[Next|Forest]]>><<set $stress -= 500>><<set $eventskip to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>><<set $enemytrust -= 40>><<set $enemyanger += 40>><<set $enemyhealthmax to 400>><<set $enemyhealth to 400>><<set $enemyarousalmax to 1000>>
<<healthMultiplier>>
<<set $enemyarousalmax to $enemyarousalmax * ($beastArousalMult / 100)>>
You continue on your path. You don't get far before hearing a roar behind you.
<<if $monster is 1>>
"Tiny, squishy little morsel!"
<</if>>
<br><br>
<<if isLoveInterest("Eden") and (random(1, 2) is 2 or $eden_rescue isnot 1)>>
<<enable_rescue>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<if $alarm is 1 and $rescue is 0>>
<<set $alarm to 0>>
<<forestRescueFail>>
<br><br>
<</if>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Forest Bear Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Forest Bear Molestation]]>><</link>></span><<nexttext>>
<</if>><<location "forest">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
Satisfied, the <<beasttype>> returns to its abode.
<<if $monster is 1>>
"Next time I might take you with me, squishy," <<bhe>> coos.
<</if>>
<br><br>
<<tearful>> you continue on your way.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
You scare the mighty <<beasttype>>. <<bHe>> flees deeper into the forest.
<<if $monster is 1>>
"Not so tiny! Not so squishy!" <<bhe>> yells as <<bhe>> runs.
<</if>>
<br><br>
<<tearful>> you continue on your way.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $rescue is 1 and $alarm is 1>>
You hear a gun fire close by, and a bullet lands near the <<beasttype>>. <<bHe>> backs off in fear and flees into the forest.
<br><br>
<<if $edenCagedEscape>>
<<clotheson>>
<<endcombat>>
<<edenCagedSave>>
<<else>>
Eden emerges and helps you collect yourself. "Damn bears," <<nnpc_he "Eden">> mutters. "Are you okay?"
<br><br>
<<clotheson>>
<<endcombat>>
<<if $gwylan_eden_coop gte 1>>
Eden glances around for a moment. "We must be in too deep for that shopkeep," <<nnpc_he "Eden">> says.
<br><br>
<</if>>
<<if $eden_rescue isnot 1>>
<<set $eden_rescue to 1>>
Eden pats you on the shoulder. "I was able to hear you because I happened to be in the area," <<nnpc_he "Eden">> says. "<span class="gold">I might not always be around, but I should be able to save you anywhere in the forest.</span> Give me a shout if you're in trouble."
<br><br>
<</if>>
<<forestCabinReturnLinks>>
<</if>>
<</if>><<location "forest">><<effects>>
You drop to the ground and adopt a mating posture.
<<deviancy2>>
The <<beasttype>> paces towards you and sniffs.
<<if $monster is 1>>
"Curious. Good smell."
<</if>>
<<bHe>> takes advantage of your position and mounts you.
<br><br>
<<link [[Next|Forest Wolf Sex]]>><<set $sexstart to 1>><</link>>
<br><<location "forest">><<effects>>
You drop to the ground and adopt a mating posture.
<<deviancy3>>
The <<beastsplural>> pace towards you and sniff.
<<if $monster is 1>>
<br><br>
"Smells fresh. Me first!"<br>
"No! Me first!"<br>
"I saw first!"<br>
"I smelled first!"<br><br>
<</if>>
They growl at each other. After a brief tussle, with many scratches and bites, the victor takes advantage of your position and mounts you.
<br><br>
<<link [[Next|Forest Wolf Sex2]]>><<set $sexstart to 1>><</link>>
<br><<location "forest">><<effects>>
<<if $syndromewolves gte 1>>
You throw your head back and howl into the canopy. The <<if $phase is 1>><<beastNEWinit 2 wolf>><<beastsplural>> join<<else>><<beastNEWinit 1 wolf>><<beasttype>> joins<</if>> in, and you're answered by others in the distance. After a couple of minutes the howling dies down, and the <<if $phase is 1>><<beastsplural>> step<<else>><<beasttype>> steps<</if>> into view.
<br><br>
<<if $monster is 1>>
"<<pPackbrother>>. Good to see."
<br><br>
<</if>>
<<if $monster is 1 or $bestialitydisable is "f">>
<<if $phase is 1>>
<<if hasSexStat("deviancy", 3)>>
<<link [[Mate|Forest Wolf Sex2]]>><<set $phase to 2>><<set $sexstart to 1>><</link>><<deviant3>>
<br>
<</if>>
<<else>>
<<if hasSexStat("deviancy", 2)>>
<<link [[Mate|Forest Wolf Sex]]>><<set $phase to 2>><<set $sexstart to 1>><</link>><<deviant2>>
<br>
<</if>>
<</if>>
<</if>>
<<link [[Pat and depart|Forest Pat]]>><<trauma -6>><<stress -12>><</link>><<ltrauma>><<lstress>>
<br>
<<else>>
You throw your head back and howl into the canopy. The <<if $phase is 1>><<beastNEWinit 2 wolf>><<beastsplural>> join<<else>><<beastNEWinit 1 wolf>><<beasttype>> joins<</if>> in, and you're answered by others in the distance. After a couple of minutes the howling dies down. The <<if $phase is 1>><<beastsplural>> depart.<<else>><<beasttype>> departs.<</if>>
<br><br>
<<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<beastCombatInit>>
<<beastTrainGenerate>>
<<if $monster is 1 and $phase is 2>>
"<<pPackbrother>> in <<pheat>>? Will help!"
<</if>>
<<set $NPCList[0].stance to "top">><<set $enemytrust -= 20>><<deviancy3>>
<<if isLoveInterest("Eden") and (random(1, 2) is 2 or $eden_rescue isnot 1)>>
<<enable_rescue>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<if $alarm is 1 and $rescue is 0>>
<<set $alarm to 0>>
<<forestRescueFail>>
<br><br>
<</if>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Forest Wolf Sex2 Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Forest Wolf Sex2]]>><</link>></span><<nexttext>>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<beastCombatInit>>
<<forestRescueSetup>>
<<if $monster is 1 and $phase is 2>>
"<<pPackbrother>> in <<pheat>>? Will help!"
<</if>>
<<set $NPCList[0].stance to "top">><<set $enemytrust -= 20>><<deviancy2>>
<</if>>
<<effects>>
<<effectsman>>
<<if $alarm is 1 and $rescue is 0>>
<<set $alarm to 0>>
<<forestRescueFail>>
<br><br>
<</if>>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if $alarm is 1 and $rescue is 2>>
<span id="next"><<link [[Next|Forest Coop Rescue]]>><<set $phase to 1>><</link>></span><<nexttext>>
<<elseif _combatend>>
<span id="next"><<link [[Next|Forest Wolf Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Forest Wolf Sex]]>><</link>></span><<nexttext>>
<</if>><<location "forest">><<effects>>
<<if $phase is 1>>
You pat and stroke the <<beastsplural>>' heads. They rub against your hand, but don't stay long.
<br><br>
<<if $monster is 1>>
"Stay safe, <<ppackbrother>>."
<br><br>
<</if>>
<<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You pat and stroke the <<beasttype>>'s head. <<bHe>> rubs against your hand, but doesn't stay long.
<br><br>
<<if $monster is 1>>
"Stay safe, <<ppackbrother>>."
<br><br>
<</if>>
<<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<location "forest">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
The <<beasttype>> licks your <<undies>> then slinks away between the trees.
<<if $monster is 1>>
"Tasty."
<</if>>
<<wolfpacktrust>>
<br><br>
<<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
The <<beasttype>> whines and flees between the trees.
<<if $monster is 1>>
"Too strong!"
<</if>>
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $finish is 1>>
The <<beasttype>> turns away from you and slinks between the trees.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $rescue is 1 and $forest lte 20>>
<<gwylanForestRescue "beast">>
<<elseif $rescue is 1 and $forest gte 21>>
You hear a gun fire close by, and a bullet lands near the <<beasttype>>. <<bHe>> backs off in fear and flees into the forest.
<br><br>
<<if $edenCagedEscape>>
<<clotheson>>
<<endcombat>>
<<edenCagedSave>>
<<else>>
Eden emerges and helps you collect yourself. "Damn wolves," <<nnpc_he "Eden">> mutters. "Are you okay?"
<br><br>
<<clotheson>>
<<endcombat>>
<<if $gwylan_eden_coop gte 1>>
Eden glances around for a moment. "We must be in too deep for that shopkeep," <<nnpc_he "Eden">> says.
<br><br>
<</if>>
<<if $eden_rescue isnot 1>>
<<set $eden_rescue to 1>>
Eden pats you on the shoulder. "I was able to hear you because I happened to be in the area," <<nnpc_he "Eden">> says. "<span class="gold">I might not always be around, but I should be able to save you anywhere in the forest.</span> Give me a shout if you're in trouble."
<br><br>
<</if>>
<<forestCabinReturnLinks>>
<</if>>
<</if>><<effects>>
<<if $enemyhealth lte 0>>
<<beastwound>>
<<if $combatTrain.length gt 0>>
The <<beasttype>> recoils in pain and fear, but the other is eager for a go.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Forest Wolf Sex2]]>><</link>>
<<else>>
The <<beasttype>> recoils in pain and fear.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Forest Wolf Sex2 Finish]]>><<set $finish to 1>><</link>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<if $combatTrain.length gt 0>>
Satisfied, the <<beasttype>> moves and another <<print $combatTrain.beastTypes[1]>> takes its turn.
<<wolfpacktrust>>
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Forest Wolf Sex2]]>><</link>>
<<else>>
Satisfied, the <<beasttype>> moves away from you.
<<wolfpacktrust>>
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Forest Wolf Sex2 Finish]]>><<set $finish to 1>><</link>>
<</if>>
<<elseif $rescue is 1 and $alarm is 1>>
You hear a gun fire close by, and a bullet lands near the <<beasttype>>. <<bHe>> backs off in fear and flees into the forest, the other following close behind.
<br><br>
<<if $edenCagedEscape>>
<<clotheson>>
<<endcombat>>
<<edenCagedSave>>
<<else>>
Eden emerges and helps you collect yourself. "Damn wolves," <<nnpc_he "Eden">> mutters. "Are you okay?"
<br><br>
<<clotheson>>
<<endcombat>>
<<if $gwylan_eden_coop gte 1>>
Eden glances around for a moment. "We must be in too deep for that shopkeep," <<nnpc_he "Eden">> says.
<br><br>
<</if>>
<<if $eden_rescue isnot 1>>
<<set $eden_rescue to 1>>
Eden pats you on the shoulder. "I was able to hear you because I happened to be in the area," <<nnpc_he "Eden">> says. "<span class="gold">I might not always be around, but I should be able to save you anywhere in the forest.</span> Give me a shout if you're in trouble."
<br><br>
<</if>>
<<forestCabinReturnLinks>>
<</if>>
<<elseif $finish is 1>>
<<if $consensual is 1>>
The <<beastsplural>> slink away between the trees.
<<else>>
<<if $enemywounded is 1 and $enemyejaculated is 0>>
The <<beasttype>> whimpers and flees into the darkness between the trees.
<<elseif $enemywounded is 0 and $enemyejaculated is 1>>
The <<beasttype>> leaves you lying on the grass.
<<elseif $enemywounded gte 2 and $enemyejaculated is 0>>
Feeling that you're more trouble than you're worth, the <<beastsplural>> flee between the trees.
<<elseif $enemywounded is 0 and $enemyejaculated gte 2>>
The <<beastsplural>> leave you spent and shivering on the grass.
<<elseif $enemywounded gte 1 and $enemyejaculated gte 1>>
The <<beastsplural>> leave you spent and shivering on the grass.
<</if>>
<</if>>
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<location "forest">><<effects>>
<<flaunting>> you leave your hiding place and walk towards the <<person>>, your <<lewdness>> proudly displayed. <<He>> drops <<his>> axe and jaw when <<he>> sees you, then rubs <<his>> eyes. "I've been hitting those shrooms too hard," <<he>> mutters.
<<if $exposed gte 2>>
<<exhibitionism5>>
<<else>>
<<exhibitionism3>>
<</if>>
<<link [[Flaunt|Forest Cutter Flaunt]]>><<arousal 600>><<trauma -6>><<stress -12>><</link>><<garousal>><<ltrauma>><<lstress>>
<br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Seduce|Forest Cutter Seduce]]>><</link>><<promiscuous2>>
<br>
<</if>><<location "forest">><<effects>>
The <<person>> embeds <<his>> axe in the tree and leans against it. "What brings you out here?" <<he>> asks.
<br><br>
<<link [[Chat (0:30)|Forest Cutter Chat]]>><<stress -6>><<trauma -3>><<pass 30>><</link>><<ltrauma>><<lstress>>
<br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Seduce|Forest Cutter Seduce]]>><</link>><<promiscuous2>>
<br>
<</if>><<location "forest">><<effects>>
You stay and chat with the <<person>>. <<He>> seems happy for the company.
<br><br>
<<if $pain gte 40>>
<<He>> doesn't mention your tears, but <<he>> offers you a tissue. You blow your nose.
<<lpain>><<pain -5>>
<br><br>
<</if>>
<<if $rng gte 81>>
"If you see any strange fellows," <<he>> says at one point. "Stay away. Criminals sometimes traffic through these woods. Getting stuff into town that they shouldn't."
<<elseif $rng gte 61>>
"Folks from the temple sometimes come out here for ceremonies," <<he>> says at one point. "I avoid them. Creepy buggers."
<<elseif $rng gte 41>>
"Some of the animals here will hunt humans," <<he>> says at one point. "I always manage to scare them off. You might have more trouble though. Be careful."
<<elseif $rng gte 21>>
"They say the snakes here can put you in a trance," <<he>> says at one point. "Seems far-fetched. Don't know why anyone would want to risk going so deep anyway."
<<else>>
"There's a maniac living deep in these woods," <<he>> says at one point. "Probably the most dangerous thing in here, and that's saying something. Lives deeper than anyone with sense ever ventures."
<</if>>
<br><br>
After a while <<he>> looks at the sky. "I need to get back to work," <<he>> says, lifting <<his>> axe. "It was nice meeting you. Go careful now."
<br><br>
<<endevent>>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<br><<location "forest">><<effects>>
<<set $seductiondifficulty to 6000>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>><span class="gold">You feel more confident in your powers of seduction.</span><br><br><</if>><<seductionskilluse>>
You sit on the grass and look up at <<him>>. "I'm just looking for some company," you say, patting the grass next to you.
<<promiscuity2>>
<<if $seductionrating gte $seductionrequired>>
<<He>> hesitates. You reach up, take <<his>> arm and gently pull <<him>> on top of you.
<br><br>
<<link [[Next|Forest Cutter Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<else>>
<<He>> hesitates. You reach up and tug <<his>> arm but <<he>> pulls away from you. "No, I really need to get back to work," <<he>> says. "Stay safe."
<br><br>
<<endevent>>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<location "forest">><<effects>>
You give <<him>> a slow twirl while walking towards <<him>>, making sure <<he>> gets to see you from other angles. <<He>> looks away, <<his>> face turning red. "Don't be shy," you purr. "You can look all you want." You're close to <<him>> now, so close <<he>> has to look up to avoid seeing you. <<He>> turns around.
"Y-you should take these to cover with," <<he>> says, pulling some towels from a bag sat on a tree stump. "You might attract some bad types dressed like that." <<He>> looks through the trees, still facing away from you, "Please leave me to work. If we're seen people will get the wrong idea."
<br><br>
<<endevent>>
<<link [[Take the towels|Forest]]>><<set $eventskip to 1>><<towelup>><</link>>
<br>
<<link [[Just leave|Forest]]>><<set $eventskip to 1>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<if isLoveInterest("Eden") and (random(1, 2) is 2 or $eden_rescue isnot 1)>>
<<enable_rescue>>
<</if>>
<<maninit>>
<<set $enemytrust += 50>>
<br><br>
<</if>>
<<effects>>
<<effectsman>>
<<if $alarm is 1 and $rescue is 0>>
<<set $alarm to 0>>
<<forestRescueFail>>
<br><br>
<</if>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Forest Cutter Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Forest Cutter Sex]]>><</link>></span><<nexttext>>
<</if>><<location "forest">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> falls asleep on the grass. <<tearful>> you climb to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<<elseif $enemyhealth lte 0>>
You knock the <<person>> back. <<He>> trips over a stump. <<tearful>> you escape into the forest.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<<elseif $rescue is 1 and $alarm is 1>>
You hear a gun fire close by, and a bullet lands near the <<person>>. "The maniac," <<he>> whispers. <<He>> backs off in fear and flees into the forest.
<br><br>
<<if $edenCagedEscape>>
<<clotheson>>
<<endcombat>>
<<edenCagedSave>>
<<else>>
Eden emerges and helps you collect yourself. "Damn bastard," <<nnpc_he "Eden">> mutters. "Are you okay?"
<br><br>
<<clotheson>>
<<endcombat>>
<<if $gwylan_eden_coop gte 1>>
Eden glances around for a moment. "We must be in too deep for that shopkeep," <<nnpc_he "Eden">> says.
<br><br>
<</if>>
<<if $eden_rescue isnot 1>>
<<set $eden_rescue to 1>>
Eden pats you on the shoulder. "I was able to hear you because I happened to be in the area," <<nnpc_he "Eden">> says. "<span class="gold">I might not always be around, but I should be able to save you anywhere in the forest.</span> Give me a shout if you're in trouble."
<br><br>
<</if>>
<<forestCabinReturnLinks>>
<</if>>
<<else>>
<<He>> climbs to <<his>> feet. "I should get back to work," <<he>> says. "People would get the wrong idea if they saw us."
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<</if>><<location "forest">><<effects>>
<<if $rng gte 51>>
You creep forward. The deer remains still. You step within arm's reach, and hold out your hand. It sniffs you, then goes back to grazing.
<<ltrauma>><<lstress>><<trauma -6>><<stress -6>>
<br><br>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You creep forward. Unfortunately, the deer turns and runs in the other direction. It disappears into the trees.
<br><br>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<location "forest">><<effects>>
<<generate1>><<generate2>>
You stop in the middle of the trail, and wait. A <<fullGroup>> walk into view. They slow down when they see the strange <<girl>> stood still, staring at them.
<br><br>
"You lost?" the <<person1>><<person>> asks.
<br><br>
"I need you to have me," you say.
<<if $worn.lower.name isnot "naked">>
<<set $worn.lower.vagina_exposed to 1>><<set $worn.lower.anus_exposed to 1>><<set $worn.lower.exposed to 2>>
<<if $worn.under_lower.name is "naked">>
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>><<set $worn.lower.skirt_down to 0>>
You lift up your $worn.lower.name, <span class="lewd">exposing your <<undies>>.</span>
<<else>><<set $worn.lower.state to "thighs">>
You pull down your $worn.lower.name, <span class="lewd">exposing your <<undies>>.</span>
<</if>>
<</if>>
<</if>>
<<if $worn.under_lower.name isnot "naked">>
<<set $worn.under_lower.anus_exposed to 1>><<set $worn.under_lower.vagina_exposed to 1>>
<<set $worn.under_lower.state to "thighs">><<set $worn.under_lower.exposed to 2>>
<<if $worn.lower.name is "naked">>
You pull down your $worn.under_lower.name, <span class="lewd">exposing your <<genitals>>.</span>
<<else>>
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>><<set $worn.lower.skirt_down to 0>>
You lift up your $worn.lower.name with one hand while lowering you $worn.under_lower.name with the other <span class="lewd">exposing your <<genitals>>.</span>
<<else>><<set $worn.lower.state to "thighs">>
You pull down your $worn.lower.name and $worn.under_lower.name, <span class="lewd">exposing your <<genitals>>.</span>
<</if>>
<</if>>
<</if>>
<<promiscuity4>>
The pair share a grin. "We'll be happy to oblige," <<he>> says, stepping closer.
<br><br>
<<link [[Next|Forest Slime Rape]]>><<set $sexstart to 1>><</link>>
<br><<location "forest">><<effects>>
<<generate1>><<generate2>>
You stop in the middle of the trail, and wait. A <<fullGroup>> walk into view. They slow down when they see the strange <<girl>> stood still, staring at them.
<br><br>
"You lost?" the <<person1>><<person>> asks.
<br><br>
"I-I need," you say. "I need you to have me."
<br><br>
The pair share a grin. "We'll be happy to oblige," <<he>> says, stepping closer.
<br><br>
<<link [[Next|Forest Slime Rape]]>><<set $molestationstart to 1>><</link>>
<br><<location "forest">><<effects>>
<<if $earSlime.defyCooldown>>
<<if $earSlime.growth gte 100>>
<<set $earSlime.defyCooldown += 2>>
You turn and run into the forest, making sure you get far away from the pair and whatever the slime wants you to do, and feel a jolt of pain as the slime punishes you for defiance. However, <span class="red">it doesn't stop you, knowing that it can punish you in other ways.</span>
<<else>>
You turn and run into the forest, making sure you get far away from the pair and whatever the slime wants you to do, and feel a jolt of pain as the slime punishes you for defiance. However, <span class="teal">it's still worn out from overpowering you earlier.</span> You feel it try, <span class="green">but fail,</span> to force your steps in the opposite direction.
<</if>>
<br><br>
<<endevent>>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $earSlime.corruption gte (currentSkillValue('willpower') / 10)>>
<<if hasSexStat("promiscuity", 4) and $earSlime.growth lt 100>>
<<set $earSlime.defyCooldown += 4>>
<<else>>
<<set $earSlime.defyCooldown += 8>>
<</if>>
<<generate1>><<generate2>>
You turn and run into the forest, making sure you get far away from the pair and whatever the slime wants you to do. You feel a jolt of pain as the slime punishes you for defiance. It tries to force your legs in the other direction, <span class="red">and overpowers your will.</span>
<<ggwillpower>><<willpower 3>>
<br><br>
You stop in the middle of the trail, and wait. A <<fullGroup>> walk into view. They slow down when they see the strange <<girl>> stood still, staring at them.
<br><br>
"You lost?" the <<person1>><<person>> asks.
<br><br>
"I-I need," you say. "I need you to have me."
<br><br>
The pair share a grin. "We'll be happy to oblige," <<he>> says, stepping closer.
<br><br>
<<link [[Next|Forest Slime Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You turn and run into the forest, making sure you get far away from the pair and whatever the slime wants you to do. You feel a jolt of pain as the slime punishes you for defiance. It tries to force your legs in the other direction, <span class="green">but fails.</span>
<<gwillpower>><<willpower 1>>
<br><br>
<<endevent>>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $noFinish to 1>>
<<maninit>>
<<forestRescueSetup>>
<<elseif $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<set $noFinish to 1>>
<<maninit>>
<<forestRescueSetup>>
<</if>>
<<effects>>
<<effectsman>>
<<if $alarm is 1 and $rescue is 0>>
<<set $alarm to 0>>
<<forestRescueFail>>
<br><br>
<</if>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $alarm is 1 and $rescue is 2>>
<span id="next"><<link [[Next|Forest Coop Rescue]]>><<set $phase to 2>><</link>></span><<nexttext>>
<<elseif _combatend>>
<span id="next"><<link [[Next|Forest Slime Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Forest Slime Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
They step away from you, smiling. "They said there were fairies living in this forest," the <<person1>><<person>> says. "Didn't expect them to be sluts though." Laughing, they continue on their journey.
<br><br>
Your knees buckle as the slime's influence fades. <<tearful>> you steady yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<<elseif $enemyhealth lte 0>>
The pair stagger back, swearing, and flee into the forest.
<br><br>
Your knees buckle as the slime's influence fades. <<tearful>> you steady yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $rescue is 1 and $forest lte 20>>
<<gwylanForestRescue "man" "slime">>
<<elseif $rescue is 1 and $forest gte 21>>
You hear a gun fire close by, and a bullet lands at the pair's feet. They back off in fear and flee into the forest.
<br><br>
<<if $edenCagedEscape>>
<<clotheson>>
<<endcombat>>
<<slimePunishmentForest>>
<br><br>
<<edenCagedSave>>
<<else>>
Eden emerges and helps you collect yourself. "Damn hikers," <<nnpc_he "Eden">> mutters. "Are you okay?"
<br><br>
<<clotheson>>
<<endcombat>>
<<slimePunishmentForest>>
<br><br>
<<if $gwylan_eden_coop gte 1>>
Eden glances around for a moment. "We must be in too deep for that shopkeep," <<nnpc_he "Eden">> says.
<br><br>
<</if>>
<<if $eden_rescue isnot 1>>
<<set $eden_rescue to 1>>
Eden pats you on the shoulder. "I was able to hear you because I happened to be in the area," <<nnpc_he "Eden">> says. "<span class="gold">I might not always be around, but I should be able to save you anywhere in the forest.</span> Give me a shout if you're in trouble."
<br><br>
<</if>>
<<forestCabinReturnLinks>>
<</if>>
<<else>>
You shove the pair away from you. <<tearful>> you run.
<br><br>
You feel a jolt of pain as the slime punishes you for defiance. It tries to steal control of your legs, but fails.
<<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<</if>><<location "forest">><<effects>>
In one motion, you turn and drop to your hands and knees. You wiggle provocatively, and growl.
<<deviancy4>>
A <<beasttype>> steps out from the forest, sniffs you, then mounts.
<br><br>
<<link [[Next|Forest Slime Wolf Rape]]>><<set $sexstart to 1>><</link>>
<br><<location "forest">><<effects>>
In one motion, you turn and drop to your hands and knees. You wiggle provocatively, and growl.
<br><br>
A <<beasttype>> steps out from the forest, sniffs you, then mounts.
<br><br>
<<link [[Next|Forest Slime Wolf Rape]]>><<set $molestationstart to 1>><</link>>
<br><<location "forest">><<effects>>
<<if $earSlime.defyCooldown>>
<<if $earSlime.growth gte 100>>
<<set $earSlime.defyCooldown += 2>>
You turn and run into the forest and feel a jolt of pain as the slime punishes you for defiance. However, <span class="red">it doesn't stop you, knowing that it can punish you in other ways.</span>
<<else>>
You turn and run into the forest. The slime tries to overpower your will, and feel a jolt of pain as the slime punishes you for defiance. However, <span class="teal">it's still worn out from overpowering you earlier.</span> You feel it try, <span class="green">but fail,</span> to force your steps in the opposite direction.
<</if>>
<br><br>
<<endevent>>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $earSlime.corruption gte (currentSkillValue('willpower') / 10)>>
<<if hasSexStat("deviancy", 4) and $earSlime.growth lt 100>>
<<set $earSlime.defyCooldown += 4>>
<<else>>
<<set $earSlime.defyCooldown += 8>>
<</if>>
You try to run into the forest, <span class="red">but the slime overpowers your will.</span> It forces you to turn and drop to your hands and knees. You wiggle provocatively, and growl.
<<ggwillpower>><<willpower 3>>
<br><br>
A <<beasttype>> steps out from the forest, sniffs you, then mounts.
<br><br>
<<link [[Next|Forest Slime Wolf Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You turn and run into the forest. The slime tries to overpower your will, <span class="green">but you resist its influence.</span> The beast doesn't give chase.
<<gwillpower>><<willpower 1>>
<br><br>
The slime retaliates with a jolt of pain.
<br><br>
<<endevent>>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<set $noFinish to 1>>
<<forestRescueSetup>>
<<set $NPCList[0].stance to "top">>
<<elseif $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<beastCombatInit>>
<<set $noFinish to 1>>
<<forestRescueSetup>>
<<set $NPCList[0].stance to "top">>
<</if>>
<<effects>>
<<effectsman>>
<<if $alarm is 1 and $rescue is 0>>
<<set $alarm to 0>>
<<forestRescueFail>>
<br><br>
<</if>>
<br><br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if $alarm is 1 and $rescue is 2>>
<span id="next"><<link [[Next|Forest Coop Rescue]]>><<set $phase to 3>><</link>></span><<nexttext>>
<<elseif _combatend>>
<span id="next"><<link [[Next|Forest Slime Wolf Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Forest Slime Wolf Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
The <<beasttype>> climbs off of you, and disappears into the forest.
<br><br>
Your knees buckle as the slime's influence fades. <<tearful>> you steady yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<<elseif $enemyhealth lte 0>>
The <<beasttype>> yelps and flees into the forest.
<br><br>
Your knees buckle as the slime's influence fades. <<tearful>> you steady yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $rescue is 1 and $forest lte 20>>
<<gwylanForestRescue "beast" "slime">>
<<elseif $rescue is 1 and $forest gte 21>>
You hear a gun fire close by, and a bullet lands at the pair's feet. They back off in fear and flee into the forest.
<br><br>
<<if $edenCagedEscape>>
<<clotheson>>
<<endcombat>>
<<slimePunishmentForest>>
<br><br>
<<edenCagedSave>>
<<else>>
Eden emerges and helps you collect yourself. "Damn wolves," <<nnpc_he "Eden">> mutters. "Are you okay?"
<br><br>
<<clotheson>>
<<endcombat>>
<<slimePunishmentForest>>
<br><br>
<<if $gwylan_eden_coop gte 1>>
Eden glances around for a moment. "We must be in too deep for that shopkeep," <<nnpc_he "Eden">> says.
<br><br>
<</if>>
<<if $eden_rescue isnot 1>>
<<set $eden_rescue to 1>>
Eden pats you on the shoulder. "I was able to hear you because I happened to be in the area," <<nnpc_he "Eden">> says. "<span class="gold">I might not always be around, but I should be able to save you anywhere in the forest.</span> Give me a shout if you're in trouble."
<br><br>
<</if>>
<<forestCabinReturnLinks>>
<</if>>
<<else>>
The <<beasttype>> runs into the forest, whimpering.
<br><br>
<<tearful>> you try to stand, but a jolt of pain sends you sprawling. The slime punishes you for defiance.
<<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<</if>><<effects>>
You search among the trees at the edge of the clearing, looking for seeding orchids. You find several hiding beneath a bough.
<br><br>
<span class="gold">You can now grow <<icon "tending/orchid.png">> orchids.</span>
<br><br>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
You search around the base of ancient trees, looking for <<icon "tending/orchid.png">> orchids in bloom.
<<if $tendingSuccess>>
<<wearProp "orchid">>
<span class="green">You find some around the base of a great oak.</span>
<<tending_pick orchid>>
<br><br>
<<link [[Next|Forest]]>><<handheldon>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<span class="red">You find none that would sell at market.</span><<gtending>><<tending 2>>
<br><br>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>><<wearProp "rose" "red">>
You reach into the rose bushes, searching for seeding flowers. You avoid the thorns as best you can, but a few tear at you regardless.
<br><br>
<span class="gold">You can now grow <<icon "tending/red_rose.png">> red roses.</span>
<br><br>
<<link [[Next|Forest]]>><<handheldon>><<set $eventskip to 1>><</link>>
<br><<effects>>
You search the rose bushes for blooming flowers, careful to avoid the thorns.
<<if $tendingSuccess>>
<<wearProp "rose" "red">>
<span class="green">One bush blooms with <<icon "tending/red_rose.png">> red roses.</span>
<<tending_pick red_rose>>
<<else>>
<span class="red">None of the flowers look suitable for market.</span><<gtending>><<tending 2>>
<</if>>
<br><br>
<<link [[Next|Forest]]>><<handheldon>><<set $eventskip to 1>><</link>><<effects>>
You drop to your knees and crawl through the grass, searching for seeding lilies in the shadow of larger plants.
<br><br>
<span class="gold">You can now grow <<icon "tending/lily.png">> lilies.</span>
<br><br>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
You drop to your knees and crawl through the grass, searching for blooming <<icon "tending/lily.png">> lilies.
<<if $tendingSuccess>>
<<wearProp "lily">>
<span class="green">You find some saleable specimens hiding beneath a fern.</span><<tending_pick lily>>
<<else>>
<span class="red">You find none that would sell at market.</span><<gtending>><<tending 2>>
<</if>>
<br><br>
<<link [[Next|Forest]]>><<handheldon>><<set $eventskip to 1>><</link>><<effects>>
You drop to your knees and begin to comb through the patch.<<lstress>>
<<transform bunny 1>><<stress -1>>
<br><br>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>><<effects>>
You lean against the tree, until the breeze changes direction and the haze lifts. You begin to feel more sure-footed, and are soon confident that you can continue.
<br><br>
<<if $foresthunt gte 1>><<set $foresthunt += 1.5>><</if>>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<if $willpowerSuccess>>
You continue walking. You're nagged by the fear that you're going the wrong way. It's hard to tell with the sky obscured by the canopy. <span class="green">You remain focused on your path,</span> and soon find the haze thinning. The dizziness subsides.<<willpower 1>><<gwillpower>>
<br><br>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You continue walking, but the dizziness does not subside. You're nagged by the fear that you're going the wrong way. It's hard to tell with the sky obscured by the canopy. <span class="red">You change direction,</span> hoping to escape the haze, but it doesn't help. You turn again, and again. The dizziness becomes more intense, and you find it harder to think. You're lost.<<ggwillpower>><<willpower 3>>
<br><br>
You keep walking, the haze becomes sweeter, so much that you can taste it in the air.
<br><br>
You come across a large plant, taller and thicker than you. It's surrounded by vines and flowers. Clouds of white dust emerge from an aperture on top.
<br><br>
<<link [[Next|Forest Pitcher]]>><</link>>
<br>
<</if>><<location "forest">><<effects>>
<<if $earSlime.defyCooldown>>
<<if $earSlime.growth gte 100>>
<<set $earSlime.defyCooldown++>>
You continue walking, but defy the slime's instructions, and feel a jolt of pain as the slime punishes you for defiance. However, <span class="red">it doesn't stop you, knowing that it can punish you in other ways.</span>
<<else>>
You continue walking, but defy the slime's instructions, and feel a jolt of pain as the slime punishes you for defiance. However, <span class="teal">it's still worn out from overpowering you earlier.</span> You're nagged by the fear that you're going the wrong way. It's hard to tell with the sky obscured by the canopy. <span class="green">You remain focused on your path,</span> and soon find the haze thinning. The dizziness subsides.<<willpower 1>><<gwillpower>>
<</if>>
<br><br>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $earSlime.corruption gte (currentSkillValue('willpower') / 11)>><<set $earSlime.defyCooldown += 4>>
You try to walk against the slime's instruction, <span class = "red">but it overpowers your will</span> and the dizziness does not subside. You're nagged by the fear that you're going the wrong way. It's hard to tell with the sky obscured by the canopy. The dizziness becomes more intense, and you find it harder to think.<<willpower 3>><<gwillpower>>
<br><br>
You keep walking, the haze becomes sweeter, so much that you can taste it in the air.
<br><br>
You come across a large plant, taller and thicker than you. It's surrounded by vines and flowers. Clouds of white dust emerge from an aperture on top.
<br><br>
<<link [[Next|Forest Pitcher]]>><</link>>
<<else>>
You continue walking, but defy the slime's instructions. You're nagged by the fear that you're going the wrong way. It's hard to tell with the sky obscured by the canopy. <span class="green">You remain focused on your path,</span> and soon find the haze thinning. The dizziness subsides.<<willpower 1>><<gwillpower>>
<br><br>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<location "forest">><<effects>>
While you follow the slimes instructions, the dizziness does not subside. It's hard to tell where the slime is taking you with the sky obscured by the canopy. The dizziness becomes more intense, and you find it harder to think.
<br><br>
You keep walking, the haze becomes sweeter, so much that you can taste it in the air.
<br><br>
You come across a large plant, taller and thicker than you. It's surrounded by vines and flowers. Clouds of white dust emerge from an aperture on top.
<br><br>
<<link [[Next|Forest Pitcher]]>><</link>>
<br><<effects>>
The dizziness becomes too intense. The world spins, and you fall. The vines spring to life as you land on them, wrapping around your limbs and pulling you into the air<<if $worn.handheld.name isnot "naked">>, forcing you to drop your $worn.handheld.name.<<handheldruined>><<else>>.<</if>> You dangle, limp, as they lift you over the maw of the plant, and then inside.<<if $slimeObey isnot true>><<gtrauma>><<ggstress>><<trauma 6>><<stress 12>><</if>>
<br><br>
The fall jolts you to your senses. You land in a thick mucus that sticks to your skin, making it tingle.
<<bodyliquid "feet" "nectar">>
<<bodyliquid "thigh" "nectar">>
<<bodyliquid "bottom" "nectar">>
<br><br>
<<if $parasite.left_ear.name isnot "slime" and $parasite.right_ear.name isnot "slime">>
<<link [[Try to escape|Forest Pitcher Struggle Start]]>><</link>><<willpowerdifficulty 1 700>>
<br>
<</if>>
<<link [[Endure|Forest Pitcher Endure]]>><</link>><<gggarousal>>
<br><<effects>>
<<if $willpowerSuccess>>
You feel the strange dizziness descend once more, but <span class="green">you shake yourself free of its influence.</span> You're in trouble, and need to act.<<gwillpower>><<willpower 1>>
<br><br>
You pull yourself free of the sticky mucus, rising to your feet. It still comes up to your knees, but you think you'll be able to pull yourself free. You look around. The plant walls don't look too thick. You might also be able to reach the aperture above.
<br><br>
<<link [[Tear through|Forest Pitcher Break]]>><</link>><<physiquedifficulty 1 $physiquemax>>
<br>
<<link [[Climb out|Forest Pitcher Climb]]>><</link>><<athleticsdifficulty 1 1000>>
<br>
<<else>>
You feel the strange dizziness descend once more, and <span class="red">sneeze as the thought of trouble passes.</span> You slide back into the warm, relaxing fluid.<<gggarousal>><<ggwillpower>><<willpower 3>>
<br><br>
<<link [[Next|Forest Pitcher Endure]]>><</link>>
<br>
<</if>><<effects>>
<<bodyliquid "thigh" "nectar">>
<<bodyliquid "feet" "nectar">>
<<bodyliquid "chest" "nectar">>
<<bodyliquid "bottom" "nectar">>
<<bodyliquid "tummy" "nectar">>
<<if $physiqueSuccess>>
You feel around for a solid footing, then punch the wall of the plant. <span class="green">You feel it yield.</span> You punch again, and again. More mucus drips from above, but you continue your assault.
<br><br>
<<if !$worn.over_upper.type.includes("naked") or !$worn.over_lower.type.includes("naked") or!$worn.upper.type.includes("naked") or !$worn.lower.type.includes("naked") or !$worn.under_lower.type.includes("naked") or !$worn.under_upper.type.includes("naked")>>
<span class="pink">Your clothing feels looser as the mucus dissolves it.</span>
<<set $worn.over_upper.integrity -= 50>>
<<set $worn.over_lower.integrity -= 50>>
<<set $worn.upper.integrity -= 50>>
<<set $worn.lower.integrity -= 50>>
<<set $worn.under_upper.integrity -= 50>>
<<set $worn.under_lower.integrity -= 50>>
<<integritycheck>><<exposure>>
<br><br>
<</if>>
Something wraps around your ankle just as your fist breaks through. You shake yourself free and tear open a gap wide enough for your body. More vines spring to life, but they're too slow. You escape into the trees.
<br><br>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You punch the wall of the plant, <span class="red">but it doesn't yield at all.</span> You try again, hoping to find some weak spot, but a thick vine rises from the mucus and snatches your waist, pulling you back into the fluid.
<br><br>
<<link [[Next|Forest Pitcher Resist]]>><</link>>
<br>
<</if>><<effects>>
<<bodyliquid "thigh" "nectar">>
<<bodyliquid "feet" "nectar">>
<<if $athleticsSuccess>>
You jump <span class="green">and your hands gain purchase on the lip of the plant.</span> You haul yourself out, dropping to the vine-covered ground and escaping through the trees before the dust can influence you once more.<<lstress>><<stress -6>>
<br><br>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<<else>>
You jump for the lip of the plant, <span class="red">but your fingers slide off</span>. You try a few more times, until you feel something snake up and around your leg. It tugs, and you fall back into the slime.
<br><br>
<<link [[Next|Forest Pitcher Resist]]>><</link>>
<</if>><<effects>>
<<drench "nectar" 2 "outside">><<drugs 180>>
Multiple tentacles wrap around your wrists and ankles as you lie, lightheaded, in the goo. You struggle, but can't put up much of a fight as you are lifted into the air.
<br><br>
<<if !$worn.upper.type.includes("naked") or !$worn.lower.type.includes("naked") or !$worn.under_lower.type.includes("naked") or !$worn.under_upper.type.includes("naked")>>
More mucus drips from above, <span class="pink">coating and dissolving your clothing.</span>
<<upperruined>><<lowerruined>><<underruined>><<underupperruined>>
<<exposure>>
<br><br>
<</if>>
More vines emerge, their tips dripping with more of the sweet fluid. They squirm over your bare skin, over your <<breasts>> and <<genitals>>.<<ggtrauma>><<gggstress>><<trauma 12>><<stress 48>><<gggarousal>><<arousal 10000>>
<br><br>
The tingling in your skin becomes too much to bear.
<<orgasm>>
You hang limp, but the vines don't cease their assault.
<<if $player.breastsize gte 3>>
Two wrap around your <<breasts>>, squeezing them, while the tips of two of the thinner tendrils open. They latch onto your nipples, and suck.
<<else>>
The tips of two of the thinner tendrils open. They latch onto your <<nipples>>, and suck.
<</if>>
<<if $milk_amount gte 1 and $breastfeedingdisable is "f" and $lactating gte 1>>
You feel your chest respond to the sensation, and milk flows from your buds. You remain suspended, helpless, as the plant suckles.
<<breastfeed 5>>
<<elseif $breastfeedingdisable is "f">>
<<milkvolume 5>>
<</if>>
<<arousal 10000>>
<<orgasm>>
<<link [[Next|Forest Pitcher Resist 2]]>><</link>>
<br><<effects>>
The walls close in, squeezing you. You're pushed upwards by the pressure. You slide from the plant and land on the bed of vines with a squelch.
<br><br>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>><<effects>>
<<drench "nectar" 2 "outside">><<drugs 180>>
Any thought of danger passes as the warm slime envelops you.
<<if !$worn.upper.type.includes("naked") or !$worn.lower.type.includes("naked") or !$worn.under_lower.type.includes("naked") or !$worn.under_upper.type.includes("naked")>>
<span class="pink">You barely notice as it dissolves your clothing.</span>
<<upperruined>><<lowerruined>><<underruined>><<underupperruined>>
<<exposure>>
<</if>>
<br><br>
You feel slimy vines wrap around your limbs and waist, lifting your limp body into the air. More vines emerge, hot liquid dripping from their tips. They squirm over your bare skin, over your <<breasts>> and <<genitals>>.
<<if $slimeObey is true>>
The slime rewards for doing as you were told. <<ltrauma>><<lstress>><<trauma -6>><<stress -24>><<unset $slimeObey>>
<<else>>
<<ggtrauma>><<gggstress>><<trauma 12>><<stress 48>>
<</if>>
<<gggarousal>><<arousal 10000>>
<br><br>
The tingling in your skin becomes too much to bear.
<<orgasm>>
You hang limp, but the vines don't cease their assault.
<<if $player.breastsize gte 3>>
Two wrap around your <<breasts>>, squeezing them, while the tips of two of the thinner tendrils open. They latch onto your nipples, and suck.
<<else>>
The tips of two of the thinner tendrils open. They latch onto your <<nipples>>, and suck.
<</if>>
<<if $milk_amount gte 1 and $breastfeedingdisable is "f" and $lactating gte 1>>
You feel your chest respond to the sensation, and milk flows from your buds. You remain suspended, helpless, as the plant suckles.
<<breastfeed 5>>
<<elseif $breastfeedingdisable is "f">>
<<milkvolume 5>>
<</if>>
<<arousal 10000>>
<<orgasm>>
<<link [[Next|Forest Pitcher Endure 2]]>><</link>><<effects>>
The walls close in, squeezing you. You're pushed upwards by the pressure. You slide from the plant and land on the bed of vines with a squelch.
<br><br>
You lie naked on the ground, sticky with slime and twitching with arousal.
<br><br>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<clothesstrip>>
The wasps<<if $analdisable is "f">>, including the one that latched onto your bottom,<</if>> circle you as you strip, seeming to enjoy the show. <<deviancy4>>
The instant you're finished, they approach you with a more relaxed pace.
<br><br>
<<link [[Next|Forest Wasps]]>><<set $struggle_start to 2>><</link>><<effects>>
<<if $struggle_start is 1>>
<<struggle_init>>
<<set $struggle.creature to "wasp">>
<<struggle_creatures 2 2>>
<<set $combat to 1>>
<<controlloss>>
<<violence 1>>
<<molested>>
<<if $analdisable is "f">>
<<set $struggle.anus.creature to "wasp">><<set $anususe to "struggle">><<set $anusstate to "struggle">><<set $struggle.enemy[0].location to "anus">>
<</if>>
<<unset $struggle_start>>
<<elseif $struggle_start is 2>>
<<struggle_init>>
<<set $struggle.creature to "wasp">>
<<struggle_creatures 2 2>>
<<set $combat to 1>>
<<neutral 1>>
<<consensual>>
<<set $consensual to 1>>
<<if $analdisable is "f">>
<<set $struggle.anus.creature to "wasp">><<set $anususe to "struggle">><<set $anusstate to "struggle">><<set $struggle.enemy[0].location to "anus">>
<</if>>
<<unset $struggle_start>>
<</if>>
<<struggle>>
<<if $struggle.done gte $struggle.number>>
<span id="next"><<link [[Next|Forest Wasps End]]>><</link>></span>
<br>
<<else>>
<span id="next"><<link [[Next|Forest Wasps]]>><</link>></span>
<br>
<</if>><<effects>>
The buzzing fades into the trees. <<tearful>> you continue through the forest.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
You shake the <<icon "tending/apple.png">> apple trees, hoping to dislodge some of the fruit.
<<if $tendingSuccess>>
<<wearProp "apple">>
<span class="green">You catch some shiny ones.</span>
<<tending_pick apple 6 18>>
<<else>>
<span class="red">None fall.</span> Those on the ground are too bruised.<<gtending>><<tending 2>>
<</if>>
<br><br>
<<link [[Next|Forest]]>><<handheldon>><<set $eventskip to 1>><</link>><<effects>>
You stand on tiptoe, and test the <<icon "tending/pear.png">> pears.
<<if $tendingSuccess>>
<<wearProp "pear">>
<span class="green">You find some ripe ones.</span>
<<tending_pick pear 6 18>>
<<else>>
<span class="red">All the ones you can reach are too squishy.</span><<gtending>><<tending 2>>
<</if>>
<br><br>
<<link [[Next|Forest]]>><<handheldon>><<set $eventskip to 1>><</link>><<effects>>
You search the short trees for saleable <<icon "tending/lemon.png">> lemons.
<<if $tendingSuccess>>
<<wearProp "lemon">>
<span class="green">You find a bunch, nice and yellow.</span>
<<tending_pick lemon 6 18>>
<<else>>
<span class="red">They're all too green.</span><<gtending>><<tending 2>>
<</if>>
<br><br>
<<link [[Next|Forest]]>><<handheldon>><<set $eventskip to 1>><</link>><<effects>>
You search the short trees for saleable <<icon "tending/blood_lemon.gif">> lemons.
<<if $tendingSuccess>>
<<wearProp "blood lemon">>
<span class="green">You find a bunch,</span> their yellow skin criss-crossed by red veins.
<<tending_pick blood_lemon 6 18>>
<<earnFeat "In Red Light">>
<br><br>
You feel strangely heated.<<drugs 60>><<arousal 600>><<garousal>>
<<else>>
<span class="red">They're all too green.</span><<gtending>><<tending 2>>
<</if>>
<br><br>
<<link [[Next|Forest]]>><<handheldon>><<set $eventskip to 1>><</link>><<effects>><<wearProp "honeycomb">>
You climb the tree until you're level with the hive. You reach for the <<icon "tending/wild_honeycomb.png">> honeycomb, and snap off a large chunk.
<<silently>><<tending_pick wild_honeycomb 1 1>><</silently>>
<<earnFeat "Oh Bother">>
<<if $tendingSuccess>>
<span class="green">The bees don't react.</span>
<br><br>
Not wanting to tempt fate, you climb back down the tree, prize in hand.
<br><br>
<<if $deviancy gte 55>>
<<link [[Tempt Fate|Forest Honey Tempt]]>><</link>>
<br>
<</if>>
<<link [[Have a taste|Forest]]>><<handheldon>><<set $eventskip to 1>><<stress -3>><<transform bear 1>><</link>><<lstress>>
<br>
<<link [[Next|Forest]]>><<handheldon>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<span class="red">The buzzing intensifies.</span>
<br><br>
You clamber down the tree, prize in hand. Four immense bees emerge from the hive, and shoot after you.
<br><br>
<<link [[Next|Forest Honey Struggle]]>><<handheldon>><<set $struggle_start to 1>><</link>>
<br>
<</if>><<effects>>
You pause and look up at the hive again, before deciding to lather yourself with some of the honey. Quickly attracting some of the bees' attention.
<br><br>
<<link [[Next|Forest Honey Struggle]]>><<set $struggle_start to 1>><</link>>
<br><<effects>>
<<if $struggle_start is 1>>
<<struggle_init>>
<<set $struggle.creature to "bee">>/*Creature species*/
<<struggle_creatures 4 2>>/*How many creatures will be involved, and their health.*/
<<set $combat to 1>>
<<controlloss>>
<<violence 1>>
<<molested>>
<<unset $struggle_start>>
<</if>>
<<struggle>>
<<if $struggle.done gte $struggle.number>>
<span id="next"><<link [[Next|Forest Honey Struggle End]]>><</link>></span>
<br>
<<else>>
<span id="next"><<link [[Next|Forest Honey Struggle]]>><</link>></span>
<br>
<</if>><<effects>>
You escape into the forest.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<br><<effects>><<set $rescued++>>
<<if $phase is 0 or $phase is 2>>
You hear a gun fire close by, and a bullet lands at the pair's feet. At the same time, a ?gwylanItem crashes into the <<person1>><<persons>> face. They back off in fear and flee into the forest.
<<elseif $phase is 1 or $phase is 3>>
You hear a gun fire close by, and a bullet lands near the <<beasttype>>. At the same time, a ?gwylanItem crashes into the <<beasttype>>'s side. <<bHe>> backs off in fear and flees into the forest.
<<else>>
You hear a gun fire close by, and a bullet splashes by the <<beasttype>>. At the same time, a ?gwylanItem crashes into the <<beasttype>>'s side. <<bHe>> backs off in fear and flees into the water.
<</if>>
<br><br>
<<if $edenCagedEscape>>
<<clotheson>>
<<endcombat>>
<<edenCagedCoopSave>>
<<elseif $gwylan_eden_coop gte 4>>
<<set $gwylan_eden_coop++>>
"Nice aim," Eden says as <<nnpc_he "Eden">> emerges from the forest.
<br><br>
"Wish I could say the same," Gwylan replies, stepping through the treeline on the opposite side. "Unless you were aiming for the <<if $phase is 4>>water<<else>>dirt<</if>>." Eden snorts, and almost smiles.
<br><br>
<<if $gwylan_eden_coop is 5>>
You smile. Eden used to be so suspicious of Gwylan, and Gwylan used to be so scared of Eden. It's nice to see them getting along.
<<trauma -12>><<ltrauma>>
<br><br>
<</if>>
<<if $gwylan_aborted is 1>>
<<set $gwylan_aborted to 0>>
Gwylan frowns for a moment. "Hey, why were you attacking <<phim>> earlier? Did you fall out?"
<br><br>
Eden sighs, crossing <<nnpc_his "Eden">> arms. "<<pShe>> needed to learn to obey me." Gwylan doesn't seem happy with the answer, but doesn't push it.
<br><br>
<<elseif $gwylan_aborted is 2>>
<<set $gwylan_aborted to 0>>
<<nnpc_He "Gwylan">> can't meet your gaze. "Sorry for not saving you before, but I'm not messing with the alpha. I don't want the entire pack breaking my door down."
<br><br>
"Wait, you were attacked by the alpha? The black one?" Eden growls. "If that thing lays a single mangy paw on you, I'll hunt myself a nice black rug."
<br><br>
<</if>>
"Well, bye," Gwylan says,<<if $phase isnot 4>> gathering <<nnpc_his "Gwylan">> items and<</if>> walking off in the direction of <<nnpc_his "Gwylan">> shop. Eden stays, checking to make sure you're alright.
<<if $phase is 2 or $phase is 3>>
<br>
<<slimePunishmentForest>>
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<forestCabinReturnLinks>>
<<elseif $gwylan_eden_coop gte 1>>
<<set $gwylan_eden_coop++>>
Eden and Gwylan both emerge from opposite sides of the forest path. Eden eyes Gwylan suspiciously, but <<nnpc_he "Eden">> doesn't deem <<nnpc_him "Gwylan">> a threat.
<br><br>
"Good thing we were both in the area," Gwylan says, shifting from foot to foot. Eden doesn't respond.
<<if $gwylan_aborted is 1>>
<<set $gwylan_aborted to 0>>
Gwylan frowns. "Hey, why were you attacking <<phim>> earlier? Did you fall out?"
<br><br>
Eden sighs, crossing <<nnpc_his "Eden">> arms. "<<pShe>> needed to learn to obey me." Gwylan doesn't seem happy with the answer, but doesn't push it.
<<elseif $gwylan_aborted is 2>>
<<set $gwylan_aborted to 0>>
<<nnpc_He "Gwylan">> turns to you and rubs the back of <<nnpc_his "Gwylan">> neck. "Sorry for not saving you before, but I'm not messing with the alpha. I don't want the entire pack breaking my door down."
<br><br>
"Wait, you were attacked by the alpha? The black one?" Eden growls. "If that thing lays a single mangy paw on you, I'll hunt myself a nice black rug."
<</if>>
<br><br>
After a moment's silence, Gwylan<<if $phase isnot 4>> gathers <<nnpc_his "Gwylan">> items, then<</if>> turns and walks away in the direction of <<nnpc_his "Gwylan">> shop without another word. Eden stays, checking to make sure you're alright.
<<if $phase is 2 or $phase is 3>>
<br>
<<slimePunishmentForest>>
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<forestCabinReturnLinks>>
<<else>>
<<set $gwylan_aborted to 0>><<set $gwylan_eden_coop to 1>><<silently>><<nnpc_gendery "Gwylan">><</silently>>
<<set _Gwylan to ($forest_shop_intro is 1 or $gwylan_rescue is 1 ? "Gwylan" : "The " + _text_output)>>
Eden emerges from the treeline. "You okay?" <<nnpc_he "Eden">> asks. "Good thing I was here to-"
<br><br>
<<if _Gwylan is "Gwylan">>
<<nnpc_Hes "Eden">> cut off by Gwylan bursting through the treeline.
<<else>>
<<nnpc_Hes "Eden">> cut off by a mousy <<nnpc_gendery "Gwylan">> bursting through the treeline.
<</if>>
Eden unslings <<nnpc_his "Eden">> rifle and points at <<nnpc_him "Gwylan">>.
<br><br>
"W-wait!" _Gwylan raises <<nnpc_his "Gwylan">> arms, dropping a ?gwylanItem <<nnpc_he "Gwylan">> was carrying. "I'm on your side! I was coming to save <<phim>>!"
<br><br>
Eden doesn't lower <<nnpc_his "Eden">> gun. "Why should I believe you?" <<nnpc_He "Eden">> rests <<nnpc_his "Eden">> finger on the trigger.
<<stress 3>><<gstress>>
<br><br>
"It's true, really!" _Gwylan glances in your direction, then back to Eden. "I run a shop by the entrance to town, and I was taking stock when I heard <<phim>> scream.
<<if $gwylan_rescue is 1>>I've saved <<phim>> before, <<pshes>> my friend.<<else>><<if $forest_shop_intro is 1>><<pShes>> one of my customers.<</if>> I wanted to save <<phim>>.<</if>>"
<br><br>
<<if _Gwylan is "Gwylan">>
Eden looks at you for confirmation. You nod, and <span class="green"><<nnpc_he "Eden">> lowers <<nnpc_his "Eden">> gun</span>. "Fine. But don't try anything."
<br><br>
"I won't," Gwylan says. "I gotta get back to the shop anyway, now that I know <<pshes>> safe."
<<else>>
Eden frowns, then <span class="green">lowers <<nnpc_his "Eden">> gun</span>.
"Fine. But don't try anything."
<br><br>
_Gwylan sighs in relief, and lowers <<nnpc_his "Gwylan">> arms as well. <<nnpc_He "Gwylan">> turns to you. <<nnpc_He "Gwylan">> looks about your age, with mousy hair and freckles. "I'm older than I look," <<nnpc_he "Gwylan">> says, as if reading your mind. "I'm Gwylan. Nice to meet you!"
<br><br>
"I have a shop right by the outskirts of the forest," <<nnpc_he "Gwylan">> says. "You can't miss it. I sell-" <<nnpc_He "Gwylan">> pauses. "My grand<<father>> sells-" another pause. "I sell knick-knacks there. Things you won't find in normal shops. Even I don't know what I have in stock!" <<nnpc_He "Gwylan">> sounds proud. Eden snorts.
<</if>>
<br><br>
<<if $gwylan_rescue isnot 1>>
<<set $gwylan_rescue to 1>>
<<nnpc_He "Gwylan">> starts to walk off, but stops and turns around. "By the way," <<nnpc_he "Gwylan">> says. "I was able to hear you because you were close enough to my shop. <span class="gold">If you go any further than the start of the lake, I won't be able to hear you.</span> Keep it in mind."
<<if $eden_rescue isnot 1>>
<<set $eden_rescue to 1>>
<br><br>
"As for me," Eden says, "I happened to be in the area. <span class="gold">I might not always be around, but I should be able to save you anywhere in the forest.</span> Give me a shout if you're in danger. Even beyond the lake."
<</if>>
<<elseif $eden_rescue isnot 1>>
<<set $eden_rescue to 1>>
As Gwylan turns to set out, Eden pats you on the shoulder. "I was able to hear you because I happened to be in the area," <<nnpc_he "Eden">> says. "<span class="gold">I might not always be around, but I should be able to save you anywhere in the forest.</span> Give me a shout if you're in trouble."
<br><br>
<</if>>
With that said, Gwylan walks back in the direction of <<nnpc_his "Gwylan">> shop, <<nnpc_his "Gwylan">> thrown merchandise forgotten. Eden stays, and checks to make sure you're alright.
<<if $phase is 2 or $phase is 3>>
<br>
<<slimePunishmentForest>>
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<forestCabinReturnLinks>>
<</if>><<effects>>
<<if $struggle_start is 1>>
<<struggle_init>>
<<set $struggle.creature to "pale slime">>
<<if $wraith.state is "haunt">>
<<struggle_creatures 3 2>>
<<else>>
<<struggle_creatures 2 1>>
<</if>>
<<set $combat to 1>>
<<controlloss>>
<<violence 1>>
<<molested>>
<<unset $struggle_start>>
<</if>>
<<struggle>>
<<if $struggle.done gte $struggle.number>>
<span id="next"><<link [[Next|Forest Pale Slime Struggle End]]>><</link>></span>
<br>
<<else>>
<span id="next"><<link [[Next|Forest Pale Slime Struggle]]>><</link>></span>
<br>
<</if>><<effects>>
The slimes disappear into the river. <<tearful>> you look around frantically.
<<if $phase is 1>>
The pale figure is nowhere to be found. You breathe a sigh of relief, but waste no time getting back on the move. <<endRainWraith true>>
<<set $wraith.hunt -= 3>>
<<if $wraith.hunt lte 0>>
You think you've lost it, but you stay on your guard.
<<set $wraith.hunt to 0>><<set $wraith.timer += 5>>
<<else>>
It's likely still coming for you, but you've put valuable distance between you and it.
<</if>>
<<else>>
The pale figure is nowhere to be found. You're about to breathe a sigh of relief, but hear a laugh from the treeline. You break out into a run. <<endRainWraith>>
<</if>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<br><<if $sexstart is 1 or $molestationstart is 1>>
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>><<set $consensual to 1>>
<<neutral 1>>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<</if>>
<<if isLoveInterest("Eden") and (random(1, 2) is 2 or $eden_rescue isnot 1)>>
<<enable_rescue>>
<</if>>
<<maninit "plant">><<npcexpose>>
<<set $enemyarousalmax to 800>>
<<set $enemyarousalmax to $enemyarousalmax * ($npcArousalMult / 100)>>
<<if $phase is 2>>
<<set _randomtentacles to random(10, 12)>>
<<else>>
<<set _randomtentacles to random(6, 10)>>
<</if>>
<<makeAbomination _randomtentacles 8 "vine" "vine" true>>
<<if $phase is 1>>
<<if $player.penisExist>>
<<set $NPCList[0].mouth to "penisentrance">><<set $penisuse to "othermouth">><<set $penisstate to "othermouthentrance">><<set $penistarget to 0>>
<<else>>
<<set $NPCList[0].mouth to "vaginaentrance">><<set $vaginause to "othermouth">><<set $vaginastate to "othermouthentrance">><<set $vaginatarget to 0>>
<</if>>
<<set $NPCList[0].location.head to "genitals">>
<<set $tentacles[0].shaft to "leftarm">><<set $leftarm to "tentgrappled">><<set $leftarmstate to 0>><<set $lefttarget to "tentacles">>
<<set $tentacles[1].shaft to "rightarm">><<set $rightarm to "tentgrappled">><<set $leftarmstate to 0>><<set $righttarget to "tentacles">>
<<elseif $phase is 0 and !$consensual>>
<<npckiss>>
<</if>>
<</if>>
<<effects>>
<<effectsabomination>>
<<if $alarm is 1 and $rescue is 0>>
<<set $alarm to 0>>
<<forestRescueFail>>
<br><br>
<</if>>
<<abomination>>
<<stateabomination>>
<br><br>
<<actionsabomination>>
<<if _combatend>>
<span id="next"><<link [[Next|Forest Plant Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Forest Plant Sex]]>><</link>></span><<nexttext>>
<</if>><<location "forest">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<if $phase is 1>>
<<ejaculation "short">>
<<else>>
<<ejaculation>>
<</if>>
"That was fun!" the <<person>> chirps. "I wish more humans were like you."
<br><br>
<<He>> picks <<himself>> up off the ground and dusts off one of <<his>> vines. "If you're ever in the area, hit me up! I'd love to do this again!" <<He>> walks off, <<his>> vines shambling behind <<him>>.
<br><br>
<<tearful>> you gather yourself.
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<<elseif $enemyhealth lte 0>>
The <<person>> backpedals from you, looking at you warily. "Yeesh, a bit uncalled for, wouldn't you say? I just wanted us to feel good." <<His>> vines all retract away from you.
<br><br>
<<He>> rubs one of <<his>> vines, frowning. "Well, if you're ever in the area, hit me up. Maybe we can pick up where we left off, if you're in a better mood!" <<He>> walks off, <<his>> vines trailing weakly behind <<him>>.
<br><br>
<<tearful>> you gather yourself.
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<<elseif $alarm is 1 and $rescue is 1>>
You hear a gun fire close by, and a bullet lands at the <<persons>> feet. "Fuck," <<he>> hisses. "It's the <<nnpc_title "Eden">>. Fuck. Fuck shit fuck. Um." <<He>> grabs your face and gives you a syrupy kiss on each cheek, before pulling away from you. "See ya! I'm out!"
<<bodyliquid "face" "goo">>
<br><br>
<<if $edenCagedEscape>>
<<clotheson>>
<<endcombat>>
<<edenCagedSave>>
<<else>>
The <<person>> retracts <<his>> vines and retreats into the forest right as Eden emerges. <<nnpc_He "Eden">> helps you collect yourself. "Damn hikers," <<nnpc_he "Eden">> mutters. "Are you okay?"
<br><br>
<<clotheson>>
<<endcombat>>
<<if $gwylan_eden_coop gte 1>>
Eden glances around for a moment. "We must be in too deep for that shopkeep," <<nnpc_he "Eden">> says.
<br><br>
<</if>>
<<if $eden_rescue isnot 1>>
<<set $eden_rescue to 1>>
Eden pats you on the shoulder. "I was able to hear you because I happened to be in the area," <<nnpc_he "Eden">> says. "<span class="gold">I might not always be around, but I should be able to save you anywhere in the forest.</span> Give me a shout if you're in trouble."
<br><br>
<</if>>
<<forestCabinReturnLinks>>
<</if>>
<</if>><<location "forest">><<effects>>
<<if $backgroundTraits.includes("plantlover") and $nectar_timer lte 14>>
You practically lurch forward and capture the <<persons>> lips with your own. <<He>> gasps into your own, and you thrust your tongue into <<his>> mouth, abandoning all self-control.
<span class="green">Sweet nectar fills your mouth.</span>
<<nectarfed 10>>
<br><br>
<<takeKissVirginity $NPCList[0] "addiction">>
<<promiscuity1>>
The <<person>> comes back to <<his>> senses, and wraps <<his>> vines around you. With a gentle, almost teasing push, <<he>> sends you to the forest floor and lowers <<himself>> to lie on top of you.
"If I'd know you loved it so much," <<he>> whispers, "I'd have offered more than a kiss. Way more."
<br><br>
<<link [[Next|Forest Plant Sex]]>><<set $molestationstart to 1>><<set $phase to 0>><</link>>
<<else>>
You lean forward and kiss the <<person "normal">>, and <<he>> smiles against your mouth. <span class="lewd"><<His>> lips are sticky, and taste very sweet.</span>
<<takeKissVirginity $NPCList[0] "consensual">><<promiscuity1>>
<<if $rng gte 81>>
<<He>> suddenly thrusts <<his>> tongue into your mouth. Something drips into your mouth, and your taste buds are assaulted by a dizzyingly sweet flavour.
<<nectarfed 10>>
<br><br>
Your mind gets foggy, and you barely notice <<him>> pushing you to the ground. <span class="purple">The vines behind <<him>> writhe to life, slithering behind <<him>>.</span>
<br><br>
"Thanks for that," the <<person>> whispers, lowering <<himself>> to lie on top of you. "Now I think I'll take a bit more than a kiss."
<br><br>
<<link [[Next|Forest Plant Sex]]>><<set $molestationstart to 1>><<set $phase to 0>><</link>>
<<else>>
<<He>> holds the kiss for a few seconds, before nipping your upper lip and pulling away. You lick your lips. Syrupy nectar lingers around your mouth.
<br><br>
Behind <<him>>, <span class="purple">the vines writhe to life</span>, wriggling in contentment. "What did you think?" the <<person>> asks, winking. "Pretty great kiss, huh? Well, I thought so."
<br><br>
<<He>> turns to walk away. "Well, hope that brings you good luck! See you around, <<girl>>!"
<br><br>
<<if hasSexStat("deviancy", 3) or $backgroundTraits.includes("plantlover")>>
<<link [[Seduce|Forest Plant Seduce]]>><</link>><<deviant3>>
<br>
<<link [[Say goodbye|Forest]]>><<endevent>><<set $eventskip to 1>><</link>>
<<else>>
<<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>>
<</if>>
<</if>>
<</if>><<location "forest">><<effects>>
"Leaving so soon?" you ask, batting your eyes. The <<person>> turns back. "I could give you so much more than just a kiss. <<if $tentacledisable is "f">>Show me what those vines can do<<else>>Come and get me<</if>>."
<br><br>
<<set $seductiondifficulty to 0>>
<<seductioncheck>>
<br><br>
<<His>> eyes light up. "Oh, hell yeah!" <<He>> lunges for you and throws <<his>> arms around you, tackling you to the forest floor. <<His>> vines come to <<his>> side, writhing around you. "I love meeting humans who love nature."
<br><br>
<<if $seductionskill lt 1000>><span class="gold">You feel more confident in your powers of seduction... though you suspect <<he>> would've said yes no matter what.</span><br><br><</if>><<seductionskilluse>>
<<link [[Next|Forest Plant Sex]]>><<set $sexstart to 1>><<set $phase to 0>><</link>><<location "forest">><<effects>>
"Huh?" The <<persons "normal">> face scrunches up. "But why not?"
<br><br>
<<He>> thinks for a few seconds,
<<if $rng gte 51>>
before gasping. "Oh, I get it! You just want to skip the foreplay! I like your style."
<<stress 6>><<gstress>>
<br><br>
<span class="purple">The vines behind <<him>> writhe to life, slithering behind <<him>>.</span> The <<person>> licks <<his>> lips. "Don't worry. I won't keep you waiting."
<br><br>
<<link [[Next|Forest Plant Sex]]>><<set $molestationstart to 1>><<set $phase to 0>><</link>>
<<else>>
before shrugging. "Well, whatever. I'm sure someone in this forest is willing to smooch a cute <<personsimple>>." <span class="purple">The vines behind <<him>> writhe to life, slithering behind <<him>>.</span> "Later!"
<br><br>
<<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>>
<</if>><<effects>><<location "forest">>
<<set $forest += random(-3,3)*5>><<set $forest = Math.clamp($forest, 21, 100)>>
<<generatePlant1>><<person1>>
<<orgasm>>
You wake up to a sudden rush of pleasure, and a wet sensation on your <<genitals 1>>. You try to sit up, only to find <span class="red">vines binding your arms to the ground</span>. You struggle for a moment, but they coil tighter.
<br><br>
"Oh, hi there!" You crane your neck, and see a <<person>> sitting between your legs, with <<plant_details>> braided into <<his>> hair.
<<if $exposed lte 1>>
Your $worn.lower.name <<lowerhas>> been <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>lifted up<<else>>pulled down<</if>>, <<if !$worn.under_lower.type.includes("naked")>> and your $worn.under_lower.name <<underlowerhas>> been pulled aside,<</if>> <span class="pink">revealing your <<genitals>>.</span>
<</if>>
<<He>> licks <<his>> lips. "I found you conked out in the forest, so I dragged you somewhere safe and helped myself."
<<if playerChastity()>>
<<He>> pokes your $worn.genitals.name. "At least, as best I could through this thing. Who put this on you? How cruel.
<<else>>
<<He>> grins. "It was just a taste, I wanted to wait until you woke up before really going at it.
<</if>>
Am I squeezing your arms too tight? Sorry if I am."
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>><<set $worn.lower.skirt_down to 0>><<else>><<set $worn.lower.state to "thighs">><</if>>
<<set $worn.lower.vagina_exposed to 1>><<set $worn.lower.anus_exposed to 1>><<set $worn.lower.exposed to 2>>
<<set $worn.under_lower.vagina_exposed to 1>><<set $worn.under_lower.anus_exposed to 1>><<set $worn.under_lower.exposed to 1>><<set $worn.under_lower.state to "thighs">>
<br><br>
You try to sit up again, but the vines pull you back down. "Ah bup bup," the <<person>> chides. "Just let me take care of you. Now, where was I...?" <<He>> moves <<his>> mouth back down to your <<genitals>>.
<br><br>
<<link [[Next|Forest Plant Sex]]>><<set $molestationstart to 1>><<set $phase to 1>><</link>><<effects>>
<<if $phase is 0>>
You ignore it and continue on your way. You hear a <<personsimple>> in the bush whining as you walk away.
<br><br>
<<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>>
<<else>>
Taking a deep breath, you purposefully step into the snare trap. It immediately tightens, pulling your legs together and sending you to the forest floor. The snare splits off to pull your legs apart.
<br><br>
A <<person "normal">> with <<plant_details>> in <<his>> hair and <span class="purple">writhing vines trailing behind <<him>></span> runs up to you from out of the bush. "Got one!" the <<person>> crows. "And I only waited six hours. I'm pretty much a trapping pro." <<He>> licks <<his>> lips and moves toward you, wiggling <<his>> fingers lewdly.
<br><br>
<<link [[Next|Forest Plant Sex]]>><<set $molestationstart to 1>><<set $leftleg to "bound">><<set $rightleg to "bound">><</link>>
<</if>><<effects>>
You plant your feet and brace for impact. The <<beasttype>> veers at the last moment, surprised, then turns to face you.
<br><br>
<<link [[Next|Forest Boar Rape]]>><<set $molestationstart to 1>><</link>>
<br><<effects>>
You leap aside at the last moment, out of the <<beasttype>>'s path,
<<if $danceSuccess>>
<span class="green">and land with a graceful poise.</span>
<<if $monster is 1>>
"A warning!" <<bhe>> shouts, disappearing between the trees. "Next time, I hit."
<<else>>
The <<beasttype>> doesn't slow, and disappears into the trees with another snort.
<</if>>
<br><br>
<<link [[Next|Forest]]>><<set $eventskip to 1>><<endevent>><</link>>
<br>
<<else>>
<span class="red">but stumble and fall as you land.</span> The <<beasttype>> swerves and turns to face you once more, slowing as <<bhe>> approaches.
<<if $monster is 1>>
"Show you what happen," <<bhe>> snorts. "To trespassers."
<<else>>
<<bHe>> snorts.
<</if>>
<<gpain>><<pain 4>>
<br><br>
<<link [[Next|Forest Boar Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<</if>>
<<effects>>
<<effectsman>>
<br><br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Forest Boar Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Forest Boar Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
The <<beasttype>> stomps into the forest.
<br><br>
<<tearful>> you rise to your feet.
<<else>>
The <<beasttype>> turns and runs, almost smacking into a tree in <<bhis>> haste to escape.
<br><br>
<<tearful>> you gather yourself.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
You start to climb the tree towards the nest. You make it up half way, before nearly slipping.
<<if $athleticsSuccess>>
<<unset $athleticsSuccess>>
<span class="green">You manage to steady yourself, though.</span>
<br><br>
You continue the climb up to the nest, balancing yourself on the large branch it sits on.
<<if currentSkillValue('tending') gte 150>>
By your quick count, you see <span class="blue"><<number $forest_nest.eggs>></span> viable bird egg<<if $forest_nest.eggs gt 1>>s<</if>>, but you'd need to count them individually to be sure.
<br><br>
<<link [[Climb down and pick out eggs|Forest Nest Search Eggs]]>><</link>><<tendingdifficulty 100 500>>
<br>
<<link [[Climb down and try to lure out a fox (0:05)|Forest Nest Bait]]>><<set $forest_nest.eggs -= 3>><<pass 5>><</link>><<note "Fewer eggs" "red">>
<br>
<<else>>
<span class="blue">You need a higher tending skill to identify which eggs are viable for sale. Until then, you could try to lure a fox to do it for you, if you think you can get the eggs back afterwards...</span>
<br><br>
<<link [[Climb down and try to lure out a fox (0:05)|Forest Nest Bait]]>><<set $forest_nest.eggs -= 3>><<pass 5>><</link>><<note "Fewer eggs" "red">>
<br>
<</if>>
<<link [[Climb down and leave|Forest]]>><<endevent>><<unset $forest_nest>><</link>>
<br>
<<else>>
<<if $rng gte 50>>
<<set $forest_nest.eggs -= 4>>
You manage to steady yourself, but cause a lot of disturbance while doing so. The tree shakes, <span class="red">and the nest falls</span>. Egg white spills through the twigs.
<br><br>
You climb back down and inspect the nest.
<<if $forest_nest.eggs lte 0>>
<span class="red">You're met with a puddle of goop.</span> It seems you weren't careful enough.
<br><br>
<<if $forest_nest.fox isnot 3>>
The smell is sure to attract a fox now.
<br><br>
<</if>>
<<if $forest_nest.fox is 2 and !$NPCList[0].traits.includesAny("cowardly","clumsy")>>
<<link [[Wait for a fox|Forest Nest Ambushed]]>><</link>>
<br>
<<else>>
<<link [[Wait for a fox|Forest Nest Hide]]>><<set $phase to 1>><</link>>
<br>
<</if>>
<<elseif currentSkillValue('tending') gte 150>>
By your quick count, you see <span class="blue"><<number $forest_nest.eggs>></span> viable bird egg<<if $forest_nest.eggs gt 1>>s<</if>>, but you'd need to count them individually to be sure.
<br><br>
<<link [[Pick up eggs|Forest Nest Search Eggs]]>><</link>><<tendingdifficulty 100 500>>
<br>
<<link [[Try to lure out a fox (0:05)|Forest Nest Bait]]>><<set $forest_nest.eggs -= 3>><<pass 5>><</link>><<note "Fewer eggs" "red">>
<br>
<<else>>
<span class="blue">You need a higher tending skill to identify which eggs are viable for sale. Until then, you could try to lure a fox to do it for you, if you think you can get the eggs back afterwards...</span>
<br><br>
<<link [[Try to lure out a fox (0:05)|Forest Nest Bait]]>><<set $forest_nest.eggs -= 3>><<pass 5>><</link>><<note "Fewer eggs" "red">>
<br>
<</if>>
<<link [[Leave|Forest]]>><<endevent>><<unset $forest_nest>><<set $eventskip to 1>><</link>>
<br>
<<else>>
A branch cracks under your weight, and <span class="red">you fall</span>.
<<if $forest_nest.fox is 2 and $NPCList[0].traits.includes("friendly")>>
<<if $monster is 1>>
You brace for impact with the ground, but your landing is much softer than you expect. You open your eyes.
<br><br>
You're in the arms of a <<beasttype>>. <<bHe>> caught you, and <<bhe>> smiles.
<br><br>
"That was pretty dangerous. Here, this is how you do it." <<bHe>> gently puts you down, before scampering up the tree effortlessly. <<bHe>> grabs the whole nest and jumps back down.
<br><br>
"There! Wanna share?" <<bHis>> tail is wagging.
<<else>>
The ground is not kind. <<gstress>><<stress 6>><<gpain>><<pain 8>>
<br><br>
As you slowly open your eyes, you feel a warm breath on your face. There's a <<beasttype>> sitting over you. <<bHe>> tilts <<bhis>> head curiously.
<br><br>
After a moment, <<bhe>> bounds up the tree, picks an egg up in <<bhis>> mouth, and runs back down, placing it next to you.
<<if $forest_nest.eggs gt 1>>
<<bHe>> repeats this a few more times, making a pile.
<</if>>
<br><br>
<<bHe>> headbutts you, looking at you expectantly as <<bhe>> sits next to the egg pile.
<</if>>
<br><br>
<<if ($fox gte 6 or ($transformationParts.fox.tail isnot "hidden" and $transformationParts.fox.tail isnot "disabled"))>>
<<link [[Eat one|Forest Nest Share]]>><<transform fox 1>><<stress -4>><</link>><<lstress>>
<br>
<<else>>
<<link [[Eat one|Forest Nest Share]]>><<transform fox 1>><<stress 2>><</link>><<gstress>>
<br>
<</if>>
<<link [[Leave|Forest]]>><<endevent>><<unset $forest_nest>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You hit a few branches on the way down, and ground is not kind. <<gstress>><<stress 6>><<gpain>><<pain 8>>
<br><br>
You won't be able to attempt another climb with so many of the branches broken.
<br><br>
<<link [[Knock the nest down|Forest Nest Throw]]>><<set $forest_nest.eggs -= 4>><<set $forest_nest.type to 3>><</link>><<note "Fewer eggs" "red">>
<br>
<<if $forest_nest.fox is 3>>
<<link [[Hide and wait (0:05)|Forest Nest Hide]]>><<unset $athleticsSuccess>><<set $forest_nest.eggs -= 2>><<pass 5>><</link>><<note "Fewer eggs" "red">>
<br>
<</if>>
<<link [[Leave|Forest]]>><<endevent>><<unset $forest_nest>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<</if>>
<</if>><<effects>>
You grab a rock and toss it at the nest. It gets knocked loose, falling down in a messy heap. You see goo and yolk leaking through the twigs.
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled"))>><<stress 6>><<ggstress>><</if>>
<br><br>
<<if $forest_nest.fox isnot 3>>
They're sure to attract a fox if you wait around too long.
<br><br>
<</if>>
<<link [[Search the nest|Forest Nest Search]]>><</link>>
<br>
<<if $forest_nest.fox is 2 and !$NPCList[0].traits.includesAny("cowardly","clumsy")>>
<<link [[Wait for a fox (0:20)|Forest Nest Ambushed]]>><</link>><<note "Fewer eggs" "red">>
<<else>>
<<link [[Wait for a fox (0:20)|Forest Nest Hide]]>><<set $phase to 1>><<set $forest_nest.eggs -= 2>><<pass 20>><</link>><<note "Fewer eggs" "red">>
<</if>>
<br><<effects>>
You approach the nest and look inside.
<<if $forest_nest.eggs lte 0>>
<span class="red">You're met with a puddle of goop.</span> It seems you weren't careful enough.
<br><br>
<<if $forest_nest.fox is 2 and !$NPCList[0].traits.includesAny("cowardly","clumsy")>>
<<link [[Wait for a fox|Forest Nest Ambushed]]>><</link>>
<br>
<<else>>
<<link [[Wait for a fox|Forest Nest Hide]]>><<set $phase to 1>><</link>>
<br>
<</if>>
<<elseif currentSkillValue('tending') gte 150>>
By your quick count, you see <span class="blue"><<number $forest_nest.eggs>></span> viable bird egg<<if $forest_nest.eggs gt 1>>s<</if>>, but you'd need to count them individually to be sure.
<br><br>
<<link [[Pick up eggs|Forest Nest Search Eggs]]>><</link>><<tendingdifficulty 100 500>>
<br>
<<link [[Try to lure out a fox (0:05)|Forest Nest Bait]]>><<set $forest_nest.eggs -= 3>><<pass 5>><</link>><<note "Fewer eggs" "red">>
<br>
<<else>>
<span class="blue">You need a higher tending skill to identify which eggs are viable for sale. Until then, you could try to lure a fox to do it for you, if you think you can get the eggs back afterwards...</span>
<br><br>
<<link [[Try to lure out a fox (0:05)|Forest Nest Bait]]>><<set $forest_nest.eggs -= 3>><<pass 5>><</link>><<note "Fewer eggs" "red">>
<br>
<</if>>
<<link [[Leave|Forest]]>><<endevent>><<unset $forest_nest>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<if $tendingSuccess>>
<span class="green">You find some viable eggs.</span> <<tending_bird_eggs $forest_nest.eggs>>
<br><br>
<<if $forest.fox gte 2 and $NPCList[0].traits.includesAny("territorial","clever","clumsy")>>
As you look up, you hear a rustling behind you. A <<beasttype>> emerges from the treeline.
<<if $monster is 1>>
<<if $NPCList[0].traits.includes("territorial")>>
"This is my territory. You'll pay for this trespass."
<<else>>
"I saw those first!"
<</if>>
<<bHe>> wants to challenge you for the eggs!
<</if>>
<br><br>
<<link [[Next|Forest Fox Nest Rape]]>><<set $phase2 to 1>><<set $molestationstart to 1>><</link>>
<br>
<<elseif $forest.fox gte 2>>
As you look up, you hear a rustling behind you. A <<beasttype>> peeks out from the treeline.
<<bHe>> looks meek, and doesn't seem to want to challenge you for the eggs.
<br><br>
<<link [[Offer an egg|Forest Nest Search Offer]]>><<set $plants.bird_egg.amount -= 1>><</link>><<note "- Egg" "red">>
<br>
<<link [[Leave|Forest]]>><<endevent>><<unset $forest_nest>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<link [[Bury one|Forest Nest Bury]]>><<trauma -3>><<transform fox 1>><<set $plants.bird_egg.amount -= 1>><</link>><<ltrauma>><<note "- Egg" "red">>
<br>
<<link [[Leave|Forest]]>><<endevent>><<unset $forest_nest>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<else>>
<span class="red">None of the eggs look suitable for market.</span><<gtending>><<tending 2>>
<br><br>
<<link [[Leave|Forest]]>><<endevent>><<unset $forest_nest>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
You hold out one of the eggs for the <<beasttype>>. <<bHe>> hesitantly approaches, and
<<if $monster is 1>>
takes it in <<bhis>> hand. <<bHe>> quickly pops it into is mouth.
<<else>>
grabs it with <<bhis>> mouth.
<</if>>
<<bHe>> quickly takes a few steps back, but doesn't flee.
<br><br>
<<link [[Pet|Forest Fox Nest Pet]]>><<set $tendingSuccess to true>><<set $phase2 to 1>><</link>><<llstress>>
<br>
<<link [[Leave|Forest]]>><<endevent>><<unset $forest_nest>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<if $fox gte 2>>
You put an egg in your mouth and start to dig a hole. You feel strangely excited.
<br><br>
Once it's deep enough, you drop the egg from your mouth into the hole. You hastily bury it, and give the dirt some extra patting down. You feel a primal sense of satisfaction.
<<else>>
You start to dig a hole with your hands. You're not sure why you're doing this.
<br><br>
Once it's deep enough, you gently place the egg in. You move the small dirt mound back over it, and pat it down. You feel strangely satisfied.
<</if>>
<br><br>
<<link [[Leave|Forest]]>><<endevent>><<unset $forest_nest>><<set $eventskip to 1>><</link>>
<br><<effects>>
You quickly approach the nest. You find an egg that's already cracked, and use your thumb to break it open.
<br><br>
It's sure to attract a fox if you wait around.
<br><br>
<<if $forest_nest.fox is 2 and !$NPCList[0].traits.includesAny("cowardly","clumsy")>>
<<link [[Wait for a fox|Forest Nest Ambushed]]>><</link>><<note "Fewer eggs" "red">>
<<else>>
<<link [[Wait for a fox|Forest Nest Hide]]>><</link>><<note "Fewer eggs" "red">>
<</if>><<effects>>
You wait around for what seems like a long time, with no sign of anything approaching.
<br><br>
That is, until you hear rapid footsteps behind you. You turn just in time to be
<<if $monster is 1>>
pounced on by a naked <<beasttype>>.
<<else>>
knocked clean over by a ball of orange fur.
<</if>>
<span class="red">There must have already been a <<beasttype>> nearby</span>, and your antics revealed your position!
<br><br>
<<if $NPCList[0].traits.includesAny("territorial","clever")>>
<<if $monster is 1 or $bestialitydisable is "f">>
<<if $monster is 1>>
<<bHe>> smugly straddles you, arms crossed. "That was clumsy. You gave yourself away so easily, <<foxnickname>>."
<br><br>
<<bHe>> stretches, leaving nothing to the imagination. "You need a lesson in subtlety."
<<else>>
<<bHe>> yips at you, keeping you pinned.
<</if>>
<br><br>
<<link [[Next|Forest Fox Nest Rape]]>><<set $molestationstart to 1>><<set $position to "missionary">><<set $NPCList[0].stance to "top">><</link>>
<br>
<<else>>
You push yourself out from under <<bhim>> and escape.<<beastescape>>
<br><br>
<<link [[Next|Forest]]>><<endevent>><<unset $forest_nest>><</link>>
<br>
<</if>>
<<else>>
<<if $monster is 1>>
<<bHe>> sniffs you for a moment, and giggles before <span class="green">petting your head.</span> "What were you trying to do? You're a funny one."
<br><br>
<<bHe>> rolls off of you, walking up to the nest. <<bHe>> inspects it closely.
<<if $forest_nest.eggs lte 0>>
"They're all broken. No saving any for later. Wanna share?" <<bHe>> pats the ground next to <<bhim>>.
<<else>>
"There's still some left. Wanna share?" <<bHe>> pops one into <<bhis>> mouth and pats the ground next to <<bhim>>.
<</if>>
<<else>>
<<bHe>> sniffs you for a moment, and <span class="green">gives your face a lick.</span> <<bHis>> tongue tickles.
<br><br>
<<bHe>> rolls off of you, sauntering up to the nest. <<bHe>> inspects it closely, and
<<if $forest_nest.eggs lte 0>>
peeks back up with some yolk on <<bhis>> snout.
<<else>>
peeks back up with an egg in <<bhis>> mouth.
<</if>>
<<bHe>> seems to want to share with you.
<</if>>
<br><br>
<<if ($fox gte 6 or ($transformationParts.fox.tail isnot "hidden" and $transformationParts.fox.tail isnot "disabled"))>>
<<link [[Eat one|Forest Nest Share]]>><<transform fox 1>><<stress -4>><</link>><<lstress>>
<br>
<<else>>
<<link [[Eat one|Forest Nest Share]]>><<transform fox 1>><<stress 2>><</link>><<gstress>>
<br>
<</if>>
<<link [[Leave|Forest]]>><<endevent>><<unset $forest_nest>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>><<wearProp "egg" 0 "bird">>
<<if $forest_nest.eggs lte 0>>
You pick up a broken egg and <<if ($fox gte 6 or ($transformationParts.fox.tail isnot "hidden" and $transformationParts.fox.tail isnot "disabled"))>>eagerly lap up its yolk<<else>>hesitantly pour the white and yolk into your mouth. It's not as bad as you thought it'd be<</if>>.
<<else>>
You pick up an egg and <<if ($fox gte 6 or ($transformationParts.fox.tail isnot "hidden" and $transformationParts.fox.tail isnot "disabled"))>>eagerly break it open into your mouth<<else>>hesitantly break it open into your mouth. It's not as bad as you thought it'd be<</if>>.
<</if>>
<br><br>
<<if $monster is 1>>
You spend some time talking with the <<beasttype>>, who seems glad to finally have someone friendly to talk to.
<<else>>
You spend some time petting the <<beasttype>>, who seems to adore the attention.
<</if>>
<br><br>
<<if $forest_nest.eggs gte 2>>
<<set $forest_nest.eggs to Math.floor($forest_nest.eggs / 2)>>
<<bHe>> lets you take half of the remaining eggs. <<tending_bird_eggs $forest_nest.eggs>>
<<else>>
There's no eggs left to take.
<</if>>
You eventually say goodbye.
<br><br>
<<link [[Leave|Forest]]>><<endevent>><<unset $forest_nest>><<set $eventskip to 1>><</link>>
<br><<effects>>
You hide and wait, watching the nest intently.
<<if $forest_nest.fox is 3>>
<<if ($fox gte 6 or ($transformationParts.fox.tail isnot "hidden" and $transformationParts.fox.tail isnot "disabled"))>>
The smell is getting closer. Before long, you hear rustling.
<<else>>
Before long, the rustling continues.
<</if>>
<<else>>
<<if $forest_nest.fox is 1>>
<<beastNEWinit 1 fox>>
<</if>>
Soon enough, you start to hear a rustling nearby.
<</if>>
<<if $forest_nest.type lte 3>>
<<if $forest_nest.type lte 2>>
A bright flash of orange and white shoots up the stump of the tree. A <<beasttype>>.
<br><br>
<<bHe>> clings to the treetop for a moment before approaching the nest. <<bHe>> closes the distance, and starts to dig through. Before long, <<bhe>> peeks up with
<<if $monster is 1>>
eggs in <<bhis>> hands. <<bHe>> deftly leaps back down from the tree.
<<else>>
an egg in <<bhis>> mouth. <<bHe>> leaps down from the tree, and starts to make a pile.
<</if>>
<<else>>
A <<beasttype>> peeks into view, staring intently at the nest.
<br><br>
<<bHe>> hesitantly takes a step forward, looking around. <<bHe>> then darts forward and starts to dig through it.
<<if $phase is 1>>
<<set $phase to 0>>
<<if $monster is 1>>
<<bHe>> greedily licks the remains of the eggs from <<bhis>> fingers,
<<else>>
<<bHe>> starts to greedily lick up the remains of the eggs,
<</if>>
before moving on to the intact ones.
<<if $forest_nest.eggs lte 0>><span class="purple">There don't seem to be many left</span>.<</if>>
<<else>>
<<if $monster is 1>>
<<bHe>> grabs a handful, puts one in <<bhis>> mouth, and bounds a few metres away to make a pile.
<<else>>
<<bHe>> grabs one in <<bhis>> mouth and bounds a few metres away to start making a pile.
<</if>>
<</if>>
<</if>>
<<if $forest_nest.eggs gt 0>>
<<if $NPCList[0].type.includes("clever")>>
<<set $forest_nest.eggs += 2>><span class="green"><<bHe>> seems to have found quite a few, for the size of the nest.</span>
<<elseif $NPCList[0].type.includes("clumsy")>>
<<set $forest_nest.eggs -= 1>><span class="purple"><<bHe>> clumsily drops one of them and steps on it,</span> tumbling over <<bhimself>> right after.
<</if>>
<</if>>
<<set $_athlDiffMin to ($NPCList[0].traits.includesAny("terrirorial","cowardly") ? 200 : 1)>>
<<set $skulduggerydifficulty to $NPCList[0].skills.security>>
<br><br>
<<link [[Just watch (0:05)|Forest Fox Nest Watch]]>><<pass 5>><<stress -3>><</link>><<lstress>>
<br>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled"))>>
<<link [[Challenge|Forest Fox Nest Challenge]]>><</link>><<harpy>>
<br>
<<else>>
<<link [[Challenge|Forest Fox Nest Challenge]]>><</link>><<physiquedifficulty 1 $physiquemax>>
<br>
<</if>>
<<link [[Sneak up|Forest Fox Nest Sneak]]>><</link>><<skulduggerydifficulty>>
<br>
<<if ($fox gte 6 or ($transformationParts.fox.tail isnot "hidden" and $transformationParts.fox.tail isnot "disabled"))>>
<<link [[Chase!|Forest Fox Nest Chase]]>><<set $phase2 to 1>><<stress -6>><<transform fox 1>><</link>><<llstress>><<fox>><<note "No eggs" "red">>
<br>
<<else>>
<<link [[Chase|Forest Fox Nest Chase]]>><<set $phase2 to 1>><<tiredness 6>><</link>><<gtiredness>><<athleticsdifficulty $_athlDiffMin $NPCList[0].skills.athletics>><<note "No eggs" "red">>
<br>
<</if>>
<<else>>
A <<beasttype>> peeks into view, staring intently at the nest.
<br><br>
<<bHe>> hesitantly takes a step forward, looking around. <<bHe>> then darts forward and starts to dig through it.
<br><br>
You hear a slither and a hiss. <<bHe>> hears it too. <<if currentSkillValue('tending') lt 800>><span class="red">This isn't a bird's nest.</span><</if>>
<br><br>
A massive snake slithers out from the underbrush, staring directly at the <<beasttype>>.
<<if $NPCList[0].traits.includesAny("cowardly","clever")>>
<<bHe>> doubles back, darting out of the area without missing a beat.
<br><br>
You leave too, not wanting to earn the ire of the snake.
<br><br>
<<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><<unset $forest_nest>><</link>>
<br>
<<else>>
<<if $NPCList[0].traits.includes("territorial")>>
<<bHis>> tail puffs out and <<bhis>> back arches as <<bhe>> takes an aggressive stance. The snake lunges. The <<beasttype>> sidesteps and counters, but is caught by the snake's tail and knocked over.
<<bHe>> quickly recovers, rolling over and
<<if $monster is 1>>
grabbing the tail with both hands.
<<else>>
biting down on the snake's tail.
<</if>>
<br><br>
<<bHes>> not strong enough. <<bHes>> putting up a good fight, but the snake quickly wraps around <<bhim>>.
<<else>>
<<bHe>> looks completely entranced and frozen. <<bHe>> only manages to weakly bat at the snake as it lunges, and is quickly restrained.
<</if>>
<<if $voredisable is "f">>
<span class="red">The snake's jaw unhinges.</span>
<</if>>
<br><br>
<<link [[Keep watching|Forest Nest Snake Watch]]>><<trauma 12>><<if $voretrait gte 1>><<arousal 20>><</if>><</link>><<ggtrauma>><<if $voretrait gte 1>><<garousal>><</if>>
<br>
<<link [[Intervene!|Forest Nest Snake Intervene]]>><<stress 12>><</link>><<ggstress>><<physiquedifficulty 1 $physiquemax>>
<br>
<</if>>
<</if>><<effects>>
The <<beasttype>> dives behind a bush and starts to dig a hole, before dropping the eggs in and burying them.
<<if $monster is 1>>
"For later," <<bhe>> says to <<bhimself>> before letting out a satisfied huff and giving the dirt a few pats for good measure.
<<else>>
<<bHe>> huffs in satisfaction, giving the dirt a few more pats for good measure.
<</if>>
<<bHe>> bounds away right after.
<br><br>
<<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><<unset $forest_nest>><</link>>
<br><<effects>>
The <<beasttype>> dives behind a bush and starts to dig a hole. You slowly step out, and start to approach <<bhim>> from behind.
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<<if $NPCList[0].traits.includes("friendly")>>
<<set _tendingMin to 1>><<set _tendingMax to 300>>
<<elseif $NPCList[0].traits.includes("territorial")>>
<<set _tendingMin to 200>><<set _tendingMax to 700>>
<<else>>
<<set _tendingMin to 100>><<set _tendingMax to 600>>
<</if>>
You carefully avoid any stray stones or twigs, and <span class="green">make it right behind <<bhim>> without a sound.</span>
<<skulduggeryuse>>
<<link [[Pet|Forest Fox Nest Pet]]>><</link>><<tendingdifficulty _tendingMin _tendingMax>><<llstress>>
<br>
<<link [[Scare|Forest Fox Nest Scare]]>><<trauma -10>><</link>><<lltrauma>>
<br>
<<else>>
You make it about half way, <span class="red">before stepping on a twig. It snaps loudly.</span>
<br><br>
<<if $NPCList[0].traits.includes("cowardly")>>
The <<beasttypes>> tail stands on end and puffs out as <<bhe>> quickly turns to you, dropping the egg in the process.
<<if $monster is 1>>
<<bHe>> stumbles backwards, before righting <<bhimself>> and darting away. "Won't catch me!" <<bhe>> yells at you from the increasing distance.
<<else>>
<<bHe>> lets out a few high-pitched barks as <<bhe>> stumbles backwards, before righting <<bhimself>> and darting away.
<</if>>
<br><br>
A few of the eggs were broken. <<set $forest_nest.eggs -= 2>><<tending_bird_eggs $forest_nest.eggs>>
<br><br>
<<if $forest_nest.eggs gte 1>>
<<link [[Bury one|Forest Nest Bury]]>><<trauma -3>><<transform fox 1>><<set $plants.bird_egg.amount -= 1>><</link>><<ltrauma>><<note "- Egg" "red">>
<br>
<</if>>
<<link [[Leave|Forest]]>><<endevent>><<set $eventskip to 1>><<unset $forest_nest>><</link>>
<br>
<<elseif $NPCList[0].traits.includes("territorial")>>
The <<beasttypes>> ear twitches. <<bHe>> stays completely still for a moment. Then, in one swift movement, <<bhe>> bounds around and pounces!
<br><br>
<<bHe>> knocks you over easily despite <<bhis>> relatively small size.
<<if $monster is 1 or $bestialitydisable is "f">>
<<if $monster is 1>>
<<bHe>> holds both of your arms down.
<<if ($fox gte 6 or ($transformationParts.fox.tail isnot "hidden" and $transformationParts.fox.tail isnot "disabled"))>>
"What's this? Hoping to catch an easy mate, kit?"
<<elseif ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled"))>>
<<if $NPCList[0].pronoun is "f" and $NPCList[0].breastsize gte 4 and $NPCList[0].lactation is 1>>
"Hoping to get some milk, stray?" <<bHe>> presses <<bhis>> $NPCList[0].breastsdesc against you, <<bhis>> face only inches from yours.
<<else>>
"Aren't you a bit far from home, cat?"
<</if>>
<<elseif $wolf gte 6>>
"Looking for easy prey, pup? You're not the predator here."
<<else>>
"Thought you could sneak up on me, meat?"
<</if>>
<<bHe>> stretches low, <<bhis>> posterior in the air. "Lucky you. I'm in quite the mood right now."
<<else>>
<<bHe>> yips at you, pinning you to the ground.
<</if>>
<br><br>
<<link [[Next|Forest Fox Nest Rape]]>><<set $molestationstart to 1>><<set $position to "missionary">><<set $NPCList[0].stance to "top">><</link>>
<br>
<<else>>
You push yourself backwards and flee.<<beastescape>>
<br><br>
<<link [[Next|Forest]]>><<endevent>><<unset $forest_nest>><</link>>
<br>
<</if>>
<<elseif $NPCList[0].traits.includes("clever")>>
The <<beasttypes>> ear twitches. <<bHe>> stays completely still for a moment.
<<if $monster is 1>>
Then, in one swift movement, <<bhe>> turns around and throws the egg at you!
<br><br>
It gets you right in the face, splattering yolk all over. <<bHe>> laughs at you, rolling over <<bhimself>> a few times before scampering away. <<bodyliquid "face" "goo">><<stress 6>><<pain 2>><<gstress>><<gpain>>
<<else>>
Then, in one swift movement, <<bhe>> bounds around and pounces!
<br><br>
<<bHe>> knocks you over easily despite <<bhis>> relatively small size. <<bHe>> then chomps on the egg right above your face, splattering yolk all over you. <<bHe>> lets out a series of high-pitched barks that sound a bit like laughter, rolling over <<bhimself>> a few times before scampering away. <<bodyliquid "face" "goo">><<stress 6>><<pain 2>><<gstress>><<gpain>>
<</if>>
<br><br>
<<set $forest_nest.eggs -= 3>><<tending_bird_eggs $forest_nest.eggs>>
<br><br>
<<if $forest_nest.eggs gte 1>>
<<link [[Bury one|Forest Nest Bury]]>><<trauma -3>><<transform fox 1>><<set $plants.bird_egg.amount -= 1>><</link>><<ltrauma>><<note "- Egg" "red">>
<br>
<</if>>
<<link [[Leave|Forest]]>><<endevent>><<set $eventskip to 1>><<unset $forest_nest>><</link>>
<br>
<<elseif $NPCList[0].traits.includes("clumsy")>>
The <<beasttypes>> tail stands on end and puffs out as <<bhe>> quickly turns to you.
<<if $monster is 1>>
<<bHe>> stumbles backwards, <span class="red">landing right on the eggs</span>. <<bHe>> quickly rights <<bhimself>> into a pouncing position. "You scared me! Don't do that!" <<bhe>> yells. <<bHe>> looks annoyed, but quickly starts trying to lick the destroyed eggs off <<bhis>> tail. <<bHe>> seems to immediately forget that you're there.
<<else>>
<<bHe>> rolls over <<bhimself>>, <span class="red">crushing the eggs</span>. <<bHe>> ends up in a pouncing position, staring you down. After a moment, <<bhe>> relaxes, and starts trying to lick the destroyed eggs off <<bhis>> fur. <<bHe>> seems to immediately forget that you're there.
<</if>>
<<set $forest_nest.eggs to 0>>
<br><br>
<<link [[Pet|Forest Fox Nest Pet]]>><<set $phase2 to 1>><</link>><<tendingdifficulty 1 200>><<llstress>>
<br>
<<if ($fox gte 6 or ($transformationParts.fox.tail isnot "hidden" and $transformationParts.fox.tail isnot "disabled")) and $monster is 1>>
<<link [[Lick <<bhim>> clean|Forest Fox Nest Lick]]>><<set $phase2 to 1>><</link>><<deviant1>><<fox>>
<br>
<</if>>
<<link [[Leave|Forest]]>><<endevent>><<set $eventskip to 1>><<unset $forest_nest>><</link>>
<br>
<<else>>
The <<beasttypes>> tail stands on end and puffs out. <<bHe>> dashes away without hesitation, crushing an egg in the process. <<bHe>> stops to look at you after <<bhe>> gets far enough away, before continuing to scamper off.
<<set $forest_nest.eggs -= 2>><<tending_bird_eggs $forest_nest.eggs>>
<br><br>
<<if $forest_nest.eggs gte 1>>
<<link [[Bury one|Forest Nest Bury]]>><<trauma -3>><<transform fox 1>><<set $plants.bird_egg.amount -= 1>><</link>><<ltrauma>><<note "- Egg" "red">>
<br>
<</if>>
<<link [[Leave|Forest]]>><<endevent>><<set $eventskip to 1>><<unset $forest_nest>><</link>>
<br>
<</if>>
<</if>><<effects>>
The <<beasttype>> dives behind a bush and starts to dig a hole. You take the chance to charge forward.
<br><br>
<<bHe>> doesn't notice you until you're close. <<bHe>> starts to run.
<<if ($fox gte 6 or ($transformationParts.fox.tail isnot "hidden" and $transformationParts.fox.tail isnot "disabled")) or $athleticsSuccess>>
<<if $athleticsSuccess>>
<span class="green">But you're too fast.</span> You dive, catching <<bhim>> and rolling until <<bhes>> pinned under you.
<<else>>
You scamper along behind <<bhim>>, dashing in between trees. <<bHe>> almost seems to be enjoying it. Eventually you manage to close the distance, pouncing on <<bhim>> and pinning <<bhim>> under you.
<</if>>
<br><br>
<<if $NPCList[0].traits.includes("cowardly")>>
<<set _tendingMin to 1>>
<<set _tendingMax to 500>>
<<if $monster is 1>>
<<bHe>> breathes heavily under you. "Wh...what do you want?"
<<else>>
<<bHe>> pants under you. <<bHe>> looks scared.
<</if>>
<<elseif $NPCList[0].traits.includes("territorial")>>
<<set _tendingMin to 100>>
<<set _tendingMax to 600>>
<<if $monster is 1>>
<<bHe>> pouts at you, letting out a low growl. "H...hurry up and do what you will, already."
<<else>>
<<bHe>> lets out a low growl.
<</if>>
<<elseif $NPCList[0].traits.includes("friendly")>>
<<set _tendingMin to 1>>
<<set _tendingMax to 2>>
<<if $monster is 1>>
<<bHes>> laughing under you. "That was fun! Thanks for the exercise."
<<else>>
<<bHe>> lets out many high-pitched barks that almost sound like laughter.
<</if>>
<<else>>
<<set _tendingMin to 1>>
<<set _tendingMax to 300>>
<<if $monster is 1>>
<<bHe>> breathes heavily under you. "You're quick."
<<else>>
<<bHe>> pants under you.
<</if>>
<</if>>
<br><br>
<<link [[Pet|Forest Fox Chase Pet]]>><</link>><<tendingdifficulty _tendingMin _tendingMax>><<llstress>>
<br>
<<if hasSexStat("deviancy", 2) and ($bestialitydisable is "f" or $monster is 1)>>
<<link [[Adopt mating posture|Forest Fox Nest Mate]]>><<set $phase to 1>><</link>><<deviant2>>
<br>
<<else>>
<<insufficientStat "deviancy" "to take things further">>
<br>
<</if>>
<<link [[Let <<bhim>> go|Forest Fox Let Go]]>><</link>>
<br>
<<else>>
You manage to close the distance between you, <span class="red">but <<bhes>> too nimble.</span>
<br><br>
<<if $NPCList[0].traits.includes("territorial")>>
You lose sight of <<bhim>> in a large patch of shrubbery. As you look around, you hear rapid footsteps approaching. You turn just in time to see a flash of orange before you're knocked over.
<br><br>
The same <<beasttype>> is now on top of you.
<<if $monster is 1 or $bestialitydisable is "f">>
<<if $monster is 1>>
<<bHe>> holds both of your arms down.
<<if ($fox gte 6 or ($transformationParts.fox.tail isnot "hidden" and $transformationParts.fox.tail isnot "disabled"))>>
"What's this? Hoping to catch an easy mate, kit?"
<<elseif ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled"))>>
<<if $NPCList[0].pronoun is "f" and $NPCList[0].breastsize gte 4 and $NPCList[0].lactation is 1>>
"Hoping to get some milk, stray?" <<bHe>> presses <<bhis>> $NPCList[0].breastsdesc against you, <<bhis>> face only inches from yours.
<<else>>
"Aren't you a bit far from home, cat?"
<</if>>
<<elseif $wolf gte 6>>
"Looking for easy prey, pup? You're not the predator here."
<<else>>
"Thought you could catch me, meat?"
<</if>>
<<bHe>> stretches low, <<bhis>> posterior in the air. "Lucky you. I'm in quite the mood right now."
<<else>>
<<bHe>> yips at you, pinning you to the ground.
<</if>>
<br><br>
<<link [[Next|Forest Fox Nest Rape]]>><<set $molestationstart to 1>><<set $position to "missionary">><<set $NPCList[0].stance to "top">><</link>>
<br>
<<else>>
You push yourself out from under <<bhim>> and flee.<<beastescape>>
<br><br>
<<link [[Next|Forest]]>><<endevent>><<unset $forest_nest>><</link>>
<br>
<</if>>
<<elseif $NPCList[0].traits.includes("clever")>>
You briefly lose sight of <<bhim>>, but find <<bhim>> sitting between some shrubs after making a few turns. You start to approach, and <<bhe>> slowly steps back.
<br><br>
You keep walking forward, until you step on a branch. You're caught off guard as a rope snares around your right leg, hoisting you high into the air. It flips you upside down, leaving you dangling from a nearby tree.<<gstress>><<stress 6>>
<br><br>
<<if $monster is 1>>
The <<beasttype>> laughs at you, rolling around over <<bhimself>>. "Enjoy your time with the <<nnpc_title "Eden">>!" <<bHe>> bounds away.
<<else>>
The <<beasttype>> makes some mocking barks at you. <<bHe>> bounds away.
<</if>>
<<endevent>>
<br><br>
<<link [[Next|Forest Fox Chase Eden]]>><<unset $forest_nest>><</link>>
<br>
<<else>>
<<set $forest += 15>><<set $forest = Math.clamp($forest, 21, 100)>>
You lose sight of <<bhim>> in a large patch of shrubbery. There's no sign of <<bhim>>, and you're now deeper in the forest than you remember.
<br><br>
<<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><<unset $forest_nest>><</link>>
<br>
<</if>>
<</if>><<effects>>
<<npc Eden>><<person1>>
You're left hanging there for some time. Any attempts to untie yourself are met with varying levels of failure. Soon, you hear someone approaching.
<br><br>
Without warning, the rope releases, dropping you back on the ground. You shakily stand.
<<if $edenCagedEscape>>
A hand grabs you by the back of the neck. "Told you I'd find you again, didn't I?" It's Eden.
<br><br>
<<He>> pins you against a tree, rage flashing in <<his>> eyes.
<br><br>
<<link [[Fight|Eden Caged Caught Resist]]>><<set $fightstart to 1>><</link>>
<br>
<<link [[Try to pull away|Eden Caged Caught Pull]]>><<def 1>><<npcincr Eden dom -1>><</link>><<physiquedifficulty 2000 18000>><<ldom>>
<br>
<<link [[Submit (0:30)|Eden Caged Caught]]>><<set $phase to 1>><<pass 30>><<npcincr Eden dom 1>><</link>><<gdom>>
<br>
<<elseif $syndromeeden is 1 and (($edenfreedom isnot 2 and $edendays gte 7) or ($edenfreedom gte 2 and $edendays gte 21))>>
A hand grabs you by the back of the neck. "Where the fuck have you been?" snarls a <<personsimple>>. It's Eden. "I've been worried sick!"
<br><br>
Before you can speak, Eden begins to drag you away. "I don't want to hear your excuses, either." <<He>> glances scornfully in the direction of the town. "I could figure what you've been up to, anyway. Things aren't going to be pretty when we get home."
<br><br>
<<link [[Fight|Eden Caged Caught Resist]]>><<set $fightstart to 1>><</link>>
<br>
<<link [[Try to pull away|Eden Caged Caught Pull]]>><<def 1>><<npcincr Eden dom -1>><</link>><<physiquedifficulty 2000 18000>><<ldom>>
<br>
<<link [[Submit (0:30)|Eden Caged Caught]]>><<set $phase to 1>><<pass 30>><<sub 1>><<npcincr Eden dom 1>><</link>><<gdom>>
<br>
<<elseif $edenfreedom gte 2 and $edendays gte 8>>
An arm wraps around your neck from behind, while a hand presses against the back of your head. You hear a <<personsimple>>'s voice. "I've been looking for you all over." It's Eden. "Come on, let's go home."
<br><br>
<<if $asphyxiaLvl gte 3>>
<<link [[Resist|Eden Recaptured Resist]]>><<set $fightstart to 1>><</link>>
<<else>>
<<link [[Resist|Eden Recaptured Resist Normal]]>><<set $molestationstart to 1>><</link>>
<</if>>
<br>
<<link [[Go to the cabin (0:30)|Eden Recaptured]]>><<set $edendays to 0>><<pass 30>><</link>>
<br>
<<elseif $edenfreedom is 1 and $edendays gte 2>>
An arm wraps around your neck from behind, while a hand presses against the back of your head. You hear a <<personsimple>>'s voice. "I've been looking for you all over." It's Eden. "Come on, let's go home."
<br><br>
<<link [[Resist|Eden Recaptured Resist]]>><<set $fightstart to 1>><</link>>
<br>
<<link [[Go to the cabin (0:30)|Eden Recaptured]]>><<set $edendays to 0>><<pass 30>><</link>>
<br>
<<elseif $edenfreedom gte 1>>
<<rng>>
<<if Time.dayState isnot "night">>
"Those traps are meant for animals," you hear a voice say. It's Eden. "I thought you were that damned fox. You should watch where you're going."
<<else>>
<<if $rng gte 51>>
A light blazes into your eyes, obscuring your vision. You raise your arm in front of your face. "Can't see a damn thing out here," says a voice. It's Eden. <<He>> points the torch right at you. "What are you doing out at this time?"
<<else>>
An arm wraps around your neck from behind, while a hand presses against the back of your head. You struggle, and the perpetrator releases you. "Sorry," says a voice. It's Eden. "I thought a fox tripped that trap, and someone was stealing it."
<</if>>
<</if>>
<br><br>
<<forestCabinReturnLinks>>
<<else>>
A bullet whizzes past and hits a tree in front of you. You shield your face with your arms and stagger backwards. You hear a <<personsimple>>'s voice. "I've got you now, you damned fox-" <<He>> pauses upon seeing you.
<br><br>
"Looks like I caught something better. Don't move." A cold hard object presses against your back.
<br><br>
<<link [[Next|Forest Hunter Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<effects>>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled"))>>
You let out a piercing shriek, flaring out your wings.
<<else>>
You make your presence known, yelling at the <<beasttype>> to get <<bhis>> attention.
<</if>>
<br><br>
<<if $NPCList[0].traits.includes("clumsy")>>
Before you can follow through, however, <<bhe>> clumsily stumbles back in shock, <span class="red">crushing the remaining eggs.</span> This particular <<beasttype>> seems too clumsy to challenge effectively.
<br><br>
<<if $monster is 1>>
<<bHe>> quickly rights <<bhimself>> into a pouncing position. "You scared me! Don't do that!" <<bhe>> yells. <<bHe>> looks annoyed, but quickly starts trying to lick the destroyed eggs off <<bhis>> tail. <<bHe>> seems to immediately forget that you're there.
<<else>>
<<bHe>> ends up in a pouncing position, staring you down. After a moment, <<bhe>> relaxes, and starts trying to lick the destroyed eggs off <<bhis>> fur. <<bHe>> seems to immediately forget that you're there.
<</if>>
<<set $forest_nest.eggs to 0>>
<br><br>
<<link [[Pet|Forest Fox Nest Pet]]>><<set $phase2 to 1>><</link>><<tendingdifficulty 1 200>><<llstress>>
<br>
<<if ($fox gte 6 or ($transformationParts.fox.tail isnot "hidden" and $transformationParts.fox.tail isnot "disabled")) and $monster is 1>>
<<link [[Lick <<bhim>> clean|Forest Fox Nest Lick]]>><<set $phase2 to 1>><</link>><<deviant1>><<fox>>
<br>
<</if>>
<<link [[Leave|Forest]]>><<endevent>><<set $eventskip to 1>><<unset $forest_nest>><</link>>
<br>
<<elseif $NPCList[0].traits.includes("cowardly")>>
Before you can follow through, however, <<bhis>> tail puffs up and <<bhe>> flees. <<bHe>> took some of the eggs with <<bhim>>. This particular <<beasttype>> seemed especially cowardly.
<<set $forest_nest.eggs -= 2>>
<br><br>
<<tending_bird_eggs $forest_nest.eggs>>
<br><br>
<<if $forest_nest.eggs gte 1>>
<<link [[Bury one|Forest Nest Bury]]>><<trauma -3>><<transform fox 1>><<set $plants.bird_egg.amount -= 1>><</link>><<ltrauma>><<note "- Egg" "red">>
<br>
<</if>>
<<link [[Leave|Forest]]>><<endevent>><<set $eventskip to 1>><<unset $forest_nest>><</link>>
<br>
<<else>>
You make yourself appear as large as possible,
<<if $physiqueSuccess or ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled"))>>
<span class="green">and <<bhis>> tail puffs out.</span>
<<if $NPCList[0].traits.includes("territorial")>>
<<if $monster is 1>>
"Damn it! Fine, take the eggs!" <<bHe>> hastily backs off.
<<else>>
<<bHe>> growls in frustration, but hastily backs off.
<</if>>
<<else>>
<<bHe>> yelps and flees without looking back.
<</if>>
<br><br>
<<tending_bird_eggs $forest_nest.eggs>>
<br><br>
<<if $forest_nest.eggs gte 1>>
<<link [[Bury one|Forest Nest Bury]]>><<trauma -3>><<transform fox 1>><<set $plants.bird_egg.amount -= 1>><</link>><<ltrauma>><<note "- Egg" "red">>
<br>
<</if>>
<<link [[Leave|Forest]]>><<endevent>><<set $eventskip to 1>><<unset $forest_nest>><</link>>
<br>
<<else>>
<<if $NPCList[0].traits.includes("territorial")>>
but <<bhe>> <span class="red">merely looks at you</span>.
<<if $monster is 1>>
"Challenging me in my own territory?" <<bHe>> scoffs. "You need to be taught a lesson."
<</if>>
The <<beasttype>> charges at you!
<br><br>
<<link [[Next|Forest Fox Nest Rape]]>><<set $molestationstart to 1>><<set $position to "missionary">><<set $NPCList[0].stance to "top">><</link>>
<br>
<<elseif $NPCList[0].traits.includes("clever")>>
but <<bhis>> ear <span class="red">merely twitches</span>.
<<if $monster is 1>>
Then, in one swift movement, <<bhe>> picks up and throws an egg at you!
<br><br>
It gets you right in the face, splattering yolk all over. <<bHe>> laughs at you, rolling over <<bhimself>> a few times before scampering away. <<bodyliquid "face" "goo">><<stress 6>><<pain 2>><<gstress>><<gpain>>
<<else>>
Then, in one swift movement, <<bhe>> bounds around and pounces!
<br><br>
<<bHe>> knocks you over easily despite <<bhis>> relatively small size. <<bHe>> then chomps on the egg right above your face, splattering yolk all over you. <<bHe>> lets out a series of high-pitched barks that sound a bit like laughter, rolling over <<bhimself>> a few times before scampering away. <<bodyliquid "face" "goo">><<stress 6>><<pain 2>><<gstress>><<gpain>>
<</if>>
<br><br>
<<set $forest_nest.eggs -= 3>><<tending_bird_eggs $forest_nest.eggs>>
<br><br>
<<if $forest_nest.eggs gte 1>>
<<link [[Bury one|Forest Nest Bury]]>><<trauma -3>><<transform fox 1>><<set $plants.bird_egg.amount -= 1>><</link>><<ltrauma>><<note "- Egg" "red">>
<br>
<</if>>
<<link [[Leave|Forest]]>><<endevent>><<set $eventskip to 1>><<unset $forest_nest>><</link>>
<br>
<<elseif $NPCList[0].traits.includes("friendly")>>
but <<bhe>> <span class="red">merely tilts <<bhis>> head at you.</span> Unwavering, <<bhe>> approaches you and sniffs you.
<<if $monster is 1>>
<<bHe>> giggles before <span class="green">petting your head.</span> "Were you trying to scare me? You're too cute for that."
<br><br>
<<bHe>> returns to the egg pile and sits.
<<if $forest_nest.eggs lte 0>>
"They're all broken. No saving any for later. Wanna share?" <<bHe>> pats the ground next to <<bhim>>.
<<else>>
"There's still some left. Wanna share?" <<bHe>> pops one into <<bhis>> mouth and pats the ground next to <<bhim>>.
<</if>>
<<else>>
After a moment, <span class="green">gives your leg a lick.</span> <<bHis>> tongue tickles.
<br><br>
<<bHe>> returns to the egg pile and sits, putting <<bhis>> face into it and
<<if $forest_nest.eggs lte 0>>
peeking back up with some yolk on <<bhis>> snout.
<<else>>
peeking back up with an egg in <<bhis>> mouth.
<</if>>
<<bHe>> seems to want to share with you.
<</if>>
<br><br>
<<if ($fox gte 6 or ($transformationParts.fox.tail isnot "hidden" and $transformationParts.fox.tail isnot "disabled"))>>
<<link [[Eat one|Forest Nest Share]]>><<transform fox 1>><<stress -4>><</link>><<lstress>>
<br>
<<else>>
<<link [[Eat one|Forest Nest Share]]>><<transform fox 1>><<stress 2>><</link>><<gstress>>
<br>
<</if>>
<<link [[Leave|Forest]]>><<endevent>><<unset $forest_nest>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<</if>>
<</if>><<effects>>
You gently touch the <<beasttypes>> tail. It is incredibly soft. You start to pet it. <<stress -8>><<llstress>>
<br><br>
<<if $tendingSuccess>>
<<if $NPCList[0].traits.includes("territorial")>>
<<set $phase to 2>>
<<bHe>> freezes up for a moment, <span class="green">before helplessly falling over, belly up</span>.
<<if $monster is 1>>
"Wh-what are you doing? Stop that this instant! Ahh-" <<bHe>> seems annoyed, but <<bhis>> signs of arousal betray <<bhim>> as you move on to rubbing <<bhis>> belly.
<<else>>
<<bHe>> tries to growl, but it quickly changes to a low purr as you rub <<bhis>> belly.
<</if>>
<br><br>
<<bHis>> leg kicks in contentment.
<<if $monster is 1>>
"Damn you... don't... you... dare... stop..."
<</if>>
<<elseif $NPCList[0].traits.includes("friendly")>>
<span class="green"><<bHe>> immediately rolls over</span>, exposing <<bhis>> belly to you.
<<if $monster is 1>>
<<bHe>> pauses for a moment, staring at you. "S-sorry. Couldn't help it. Please keep going."
<<else>>
<<bHe>> lets out a low squeak, as if asking you to continue.
<</if>>
You give <<bhis>> belly a rub, and <<bhis>> tail wags in happiness.
<<elseif $NPCList[0].traits.includes("clumsy")>>
<<set $phase to 2>>
<<bHe>> flinches, turning towards you in a defensive posture. <<bHe>> attempts to pounce, <span class="green">but ends up stumbling and rolling over instead</span>.
<br><br>
<<if $monster is 1>>
"N-no! Don't!"
<<else>>
<<bHe>> yips in despair.
<</if>>
You take the opportunity to rub <<bhis>> belly. <<bHe>> immediately relaxes, and <<bhis>> leg starts to kick.
<<else>>
<<bHe>> flinches, <span class="green">but quickly relaxes at your touch</span>.
<<if $monster is 1>>
<<bHe>> blushes. "What are you doing?"
<<else>>
<<bHe>> turns to you with curiosity in <<bhis>> eyes.
<</if>>
You give <<bhis>> tail more attention, gently petting it and smoothing it out. <<bHe>> rolls over onto <<bhis>> belly.
<<if $monster is 1>>
"H-hey, quit it!" <<bHe>> tries to look upset, but <<bhes>> smiling.
<<else>>
Your attention is making <<bhim>> purr.
<</if>>
<</if>>
<br><br>
<<if $phase isnot 1 and $phase2 isnot 1>>
You move to take the eggs from the hole while <<bhes>> distracted. <<tending_bird_eggs $forest_nest.eggs>><<set $phase2 to 1>>
<br><br>
<</if>>
<<if hasSexStat("deviancy", 2) and ($bestialitydisable is "f" or $monster is 1)>>
<<link [[Adopt mating posture|Forest Fox Nest Mate]]>><<set $phase to 2>><</link>><<deviant2>>
<br>
<<else>>
<<insufficientStat "deviancy" "to take things further">>
<br>
<</if>>
<<link [[Let <<bhim>> go|Forest Fox Let Go]]>><</link>>
<br>
<<else>>
<<if $NPCList[0].traits.includes("territorial")>>
<<bHe>> freezes up for a moment, <span class="red">before turning around and growling</span>.
<<bHe>> immediately pounces on you, pinning you down.
<br><br>
<<if $monster is 1 or $bestialitydisable is "f">>
<<if $monster is 1>>
<<bHe>> smugly straddles you, arms crossed over <<bhis>> bare <<print $NPCList[0].breastsdesc>>.
<<if ($fox gte 6 or ($transformationParts.fox.tail isnot "hidden" and $transformationParts.fox.tail isnot "disabled"))>>
"This is my territory, kit. I will not share." <<bHe>> lowers <<bhimself>> down until your faces are nearly touching. "Of course... if you were my mate, things would be different."
<<elseif ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled"))>>
"Haughty little stray. I should teach you a lesson."
<<elseif $wolf gte 6>>
"This is my territory, insolent pup. Let this be a warning to your pack."
<<else>>
"This is my territory. But... you're cute."
<</if>>
<<bHe>> stretches low, <<bhis>> posterior in the air. "I'm feeling generous."
<br><br>
<</if>>
<<link [[Next|Forest Fox Nest Rape]]>><<set $molestationstart to 1>><<set $position to "missionary">><<set $NPCList[0].stance to "top">><</link>>
<br>
<<else>>
You push yourself out from under <<bhim>> and flee.<<beastescape>>
<br><br>
<<link [[Next|Forest]]>><<endevent>><<unset $forest_nest>><</link>>
<br>
<</if>>
<<elseif $NPCList[0].traits.includes("friendly")>>
<<bHe>> immediately tumbles over, <span class="red">taking a defensive stance</span>.
<<if $monster is 1>>
<<bHe>> pauses for a moment, staring at you. "You scared me. Go away please. Any other fox would not be so kind."
<<else>>
<<bHe>> lets out a growl, although it's not very intimidating.
<</if>>
<<bHe>> continues kicking dirt over the bird eggs, but doesn't break eye contact with you.
<br><br>
You decide not to push your luck.
<br><br>
<<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><<unset $forest_nest>><</link>>
<br>
<<elseif $NPCList[0].traits.includes("clumsy")>>
<<bHe>> flinches, <span class="red">turning towards you in a defensive posture</span>.
<br><br>
<<if $monster is 1>>
"Don't touch!" <<bHe>> barks threateningly.
<<else>>
<<bHe>> barks threateningly.
<</if>>
<<if $phase2 is 1>>
However, <<bhe>> seems to, once again, forget you're there. <<bHe>> continues to lick <<bhis>> yolk-stained tail.
<</if>>
<br><br>
You decide not to push your luck.
<br><br>
<<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><<unset $forest_nest>><</link>>
<br>
<<else>>
<span class="red">The <<beasttypes>> tail stands on end and puffs out</span>. <<bHe>> takes a defensive stance and growls at you.
<br><br>
<<if $monster is 1>>
"These are mine. This is your only warning. Back off."
<<else>>
<<bHe>> slowly approaches, letting out threatening barks.
<</if>>
You slowly back away. It's clear <<bhe>> just wants to be left alone, and you oblige, returning to the trail.
<br><br>
<<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><<unset $forest_nest>><</link>>
<br>
<</if>>
<</if>><<effects>>
You gently touch the <<beasttypes>> <<if $monster is 1>>hair<<else>>fur<</if>>. It is incredibly soft. You start to pet <<bhim>>. <<stress -8>><<llstress>>
<br><br>
<<if $tendingSuccess>>
<<if $NPCList[0].traits.includes("territorial")>>
<<set $phase to 2>>
<<bHe>> freezes up, but after a moment, <span class="green"><<bhis>> leg starts to kick</span>.
<<if $monster is 1>>
<<bHe>> starts to whine. "Th...this is so humiliating... please..." <<bHis>> tail is wagging rapidly. You start to pet that instead. <<bHe>> moans in pleasure, unable to stifle it any longer.
<<else>>
<<bHe>> starts to whine, but <<bhis>> tail starts to wag, too.
<</if>>
<<if $monster is 1>>
<br><br>
"Damn you... don't... you... dare... stop..."
<</if>>
<<elseif $NPCList[0].traits.includes("friendly")>>
<<set $phase to 2>>
<span class="green"><<bHe>> immediately starts to purr</span>.
<<if $monster is 1>>
<<bHe>> pauses for a moment, staring at you. "You're nice. I like you."
<<else>>
<<bHe>> lets out a low squeak, as if asking you to continue.
<</if>>
You give <<bhis>> belly a rub, and <<bhis>> tail wags in happiness.
<<elseif $NPCList[0].traits.includes("clumsy")>>
<<set $phase to 2>>
<<bHe>> flinches, <span class="green">but also starts to purr</span>.
<br><br>
<<if $monster is 1>>
"Did you... really just want to pet me?"
<<else>>
<<bHe>> yips in contentment.
<</if>>
You take the opportunity to rub <<bhis>> belly. <<bHe>> immediately relaxes, and <<bhis>> leg starts to kick.
<<else>>
<<bHe>> flinches, <span class="green">but quickly relaxes at your touch</span>.
<<if $monster is 1>>
<<bHe>> blushes. "Is this all you wanted? I... don't mind..."
<<else>>
<<bHe>> looks at you with curiosity in <<bhis>> eyes.
<</if>>
You give <<bhis>> tail more attention, gently petting it and smoothing it out.
<<if $monster is 1>>
"H-hey, quit it!" <<bHe>> tries to look upset, but <<bhes>> smiling.
<<else>>
Your attention is making <<bhim>> purr.
<</if>>
<</if>>
<br><br>
<<if hasSexStat("deviancy", 2) and ($bestialitydisable is "f" or $monster is 1)>>
<<link [[Adopt mating posture|Forest Fox Nest Mate]]>><<set $phase to 3>><</link>><<deviant2>>
<br>
<<else>>
<<insufficientStat "deviancy" "to take things further">>
<br>
<</if>>
<<link [[Let <<bhim>> go|Forest Fox Let Go]]>><</link>>
<br>
<<else>>
<<if $NPCList[0].traits.includes("territorial")>>
<<bHe>> freezes up for a moment, <span class="red">before biting your arm</span>. You pull away. <<stress 8>><<pain 8>><<ggstress>><<ggpain>>
<br><br>
<<bHe>> frees <<bhimself>> from your grasp as you recoil, and <<bhe>> darts away.
<<if $monster is 1>>
"I was expecting more. You're so boring," <<bhe>> mocks as <<bhe>> runs.
<</if>>
<<else>>
<span class="red">The <<beasttypes>> tail puffs out</span>. <<bHe>> growls. <<stress 4>><<gstress>>
<br><br>
You release <<bhim>>, not wanting to be bitten. <<bHe>> wastes no time rolling over and darting away.
<</if>>
<br><br>
<<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><<unset $forest_nest>><</link>>
<br>
<</if>><<effects>>
You crawl up to the <<beasttype>>, and give <<bhim>> a gentle lick. <<bHe>> pauses to stare at you.
<br><br>
You run your tongue up <<bhis>> arm, savouring the taste of <<bhis>> skin. <<bHe>> lets out a soft moan once you reach <<bhis>> neck. You don't stop.
You gently grab <<bhis>> cheeks, and lick <<bhis>> face and the very edge of <<bhis>> lips.
<<deviancy1>>
By the time you're done, <<bhes>> already panting.
<br><br>
<<if hasSexStat("deviancy", 2)>>
<<link [[Adopt mating posture|Forest Fox Nest Mate]]>><<set $phase to 1>><</link>><<deviant2>>
<br>
<<else>>
<<insufficientStat "deviancy" "to take it further">> You leave <<bhim>> panting in the clearing.
<br>
<</if>>
<<link [[Let <<bhim>> go|Forest Fox Let Go]]>><</link>>
<br><<effects>>
You let the <<beasttype>> go.
<<if $NPCList[0].traits.includes("territorial")>>
<<if $phase is 2>>
<<if $monster is 1>>
<<bHe>> stays completely still. <<bHes>> staring at you... longingly?
<br><br>
Before you can react, <<bhe>> lunges at you. You both tumble, until <<bhes>> on top of you, straddling you. "You think you can just... work me up like that..." <<bHe>> pushes <<bhis>> hands down into your chest, and starts to grind against you.
<br><br>
"...and not follow through?"
<br><br>
<<link [[Next|Forest Fox Nest Rape]]>><<set $molestationstart to 1>><<set $position to "missionary">><<set $NPCList[0].stance to "top">><</link>>
<br>
<<elseif $bestialitydisable is "f">>
<span class="red"><<bHe>> takes the opportunity to lunge back at you</span>. It seems you've worked <<bhim>> up. <<bHe>> topples you, pinning you down.
<br><br>
<<link [[Next|Forest Fox Nest Rape]]>><<set $molestationstart to 1>><<set $position to "missionary">><<set $NPCList[0].stance to "top">><</link>>
<br>
<<else>>
<span class="red"><<bHe>> takes the opportunity to lunge back at you</span>. It seems you've worked <<bhim>> up. You narrowly avoid <<bhis>> snapping jaws and make your escape.<<beastescape>>
<br><br>
<<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><<unset $forest_nest>><</link>>
<br>
<</if>>
<<else>>
<<if $monster is 1>>
<<bHe>> stares at you in confusion for a moment, before hastily fleeing from you. "I was hoping for more," <<bhe>> yells at you.
<<else>>
<<bHe>> flees from you without looking back.
<</if>>
<br><br>
<<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><<unset $forest_nest>><</link>>
<br>
<</if>>
<<elseif $NPCList[0].traits.includes("friendly")>>
<<bHis>> ears wiggle happily.
<<if $monster is 1>>
"Thanks for<<if $phase is 2>> playing with me and<</if>> petting me," <<bhe>> says. "I wish all people were like you."
<</if>>
<<bHe>> nuzzles against you, before scampering off into the forest. <<stress -3>><<lstress>>
<br><br>
<<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><<unset $forest_nest>><</link>>
<br>
<<elseif $NPCList[0].traits.includes("clumsy")>>
<<bHe>> clumsily gets to <<bhis>> feet.
<br><br>
<<if $monster is 1>>
"You're... <<if $phase is 2>>nice<<else>>strange<</if>>."
<</if>>
<<if $phase is 2>>
<<bHe>> nuzzles against you, before scampering off into the forest. <<stress -3>><<lstress>>
<<else>>
<<bHe>> scampers off into the forest.
<</if>>
<br><br>
<<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><<unset $forest_nest>><</link>>
<br>
<<else>>
<<bHe>> hesitantly gets to <<bhis>> feet, before quickly fleeing from you.
<<bHe>> stops some distance away, looking back at you, before continuing to run.
<br><br>
<<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><<unset $forest_nest>><</link>>
<br>
<</if>><<effects>>
You put your head right next to the <<beasttype>>.
<br><br>
<<if ($fox gte 6 or ($transformationParts.fox.tail isnot "hidden" and $transformationParts.fox.tail isnot "disabled"))>>
You let out a high-pitched scream, and <<bhe>> jumps and lets a similar one out in response. You both stare each other down, screaming, before <<bhe>> scrambles away.
<<elseif ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled"))>>
You let out a piercing screech, and <<bhe>> jumps and screams in response. You both stare each other down, screaming, before <<bhe>> scrambles away.
<<elseif $wolf gte 6>>
"Woof." <<bHe>> jumps, tail puffed out, and lets out a high-pitched scream before scrambling away.
<<elseif ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled"))>>
"Meow." <<bHe>> jumps, tail puffed out, and lets out a high-pitched scream before scrambling away.
<<elseif ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>
"Moo." <<bHe>> jumps, tail puffed out, and lets out a high-pitched scream before scrambling away.
<<else>>
"Caught you." <<bHe>> jumps, tail puffed out, and lets out a high-pitched scream before scrambling away.
<</if>>
<<if $NPCList[0].traits.includes("clumsy")>>
<<bHe>> stumbles, crushing some of the eggs underfoot.<<set $forest_nest.eggs -= 2>>
<</if>>
<br><br>
<<if $NPCList[0].traits.includesAny("territorial", "clever")>>
<<bHe>> stops a distance away from you, before turning around and sitting down. <<bHe>> looks profoundly annoyed.
<<if $foresthunt gte 1>>
<<set $foresthunt += 3>>
<<bHe>> puffs <<bhis>> chest out, before letting an even louder scream into the air.
<br><br>
<span class="red">You feel whatever's hunting you draw closer.</span>
<<if $monster is 1>>
<<bHe>> smugly smiles at you before darting away.
<<else>>
<<bHe>> yips at you a few times before darting away.
<</if>>
<<else>>
<<saveNPC 0 "fox_grudge">>
<<set $fox_grudge to 1>>
<<if $monster is 1>>
"Dick," <<bhe>> barks. "<span class="red">I'll remember this</span>."
<<else>>
<span class="red">And angry</span>.
<</if>>
<</if>>
<br><br>
You decide not to linger. <<tending_bird_eggs $forest_nest.eggs>>
<br><br>
<<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><<unset $forest_nest>><</link>>
<br>
<<else>>
<<bHe>> stops to look back at you once, before continuing to run away. <<tending_bird_eggs $forest_nest.eggs>>
<br><br>
<<if $forest_nest.eggs gte 1>>
<<link [[Bury one|Forest Nest Bury]]>><<trauma -3>><<transform fox 1>><<set $plants.bird_egg.amount -= 1>><</link>><<ltrauma>><<note "- Egg" "red">>
<br>
<</if>>
<<link [[Leave|Forest]]>><<endevent>><<set $eventskip to 1>><<unset $forest_nest>><</link>>
<br>
<</if>><<location "forest">><<effects>>
<<if $phase is 1>>
You rub up against the <<beasttype>>. <<bHe>> couldn't get out from under you if <<bhe>> wanted to, but you don't think <<bhe>> wants to anymore.
<<elseif $phase is 2>>
You start to pet lower. The <<beasttype>> leans into you.
<<elseif $phase is 3>>
You start to pet lower, leaning into the <<beasttype>>. <<bHe>> suddenly seems very eager.
<<else>>
You show your appreciation, getting on all fours.
<</if>>
<<if $monster is 1>>
<<if $NPCList[0].traits.includes("territorial")>>
<<if $phase is 3>>
<<bHe>> clings to you, already panting. You must have really worked <<bhim>> up.
<<else>>
Despite <<bhis>> previous comments, it seems like <<bhe>> wanted this too.
<</if>>
<<else>>
"I don't have a mate, so... this should be okay..."
<</if>>
<<else>>
Most foxes mate for life. <<bHe>> must not have one.
<</if>>
<<deviancy2>>
<<link [[Next|Forest Fox Nest Sex]]>><<set $sexstart to 1>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<beastCombatInit>>
<<set $NPCList[0].stance to "top">>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate '<span class="red"><<bHe>> screams right back in your face, drowning out your own screams.</span>'>>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Forest Fox Nest Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Forest Fox Nest Sex]]>><</link>></span><<nexttext>>
<</if>><<location "forest">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<if $NPCList[0].traits.includes("territorial")>>
<<if $monster is 1>>
<<if $phase is 3>>
<<bHe>> pants, clinging to you. <<bHe>> lets out a long breath, and nuzzles into you, eyes closed. After a moment, <<bhe>> seems to realise what <<bhes>> doing, and quickly gets to <<bhis>> feet. "Th...thanks."
<<else>>
<<bHe>> gets to <<bhis>> feet, and looks at you smugly. "Consider that a gift."
<</if>>
<<else>>
<<bHe>> huffs in triumph.
<</if>>
<<elseif $NPCList[0].traits.includes("friendly")>>
<<if $monster is 1>>
<<bHe>> nuzzles you. "That was fun!"
<<else>>
<<bHe>> nuzzles your face.
<</if>>
<<stress -3>><<lstress>><br>
<<else>>
<<if $monster is 1>>
<<bHe>> gets to <<bhis>> feet. "Thank you. Maybe I can find a real partner, now."
<<else>>
<<bHe>> licks your face.
<</if>>
<</if>>
<<bHe>> slinks away between the trees.
<br><br>
<<tearful>> you rise to your feet. <<if $phase2 isnot 1>><<tending_bird_eggs $forest_nest.eggs>><</if>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest]]>><<unset $forest_nest>><<set $eventskip to 1>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
<<if $NPCList[0].traits.includes("territorial")>>
<<if $monster is 1>>
<<if $phase is 3>>
<<bHe>> stumbles away from you, trembling. "You... you'll regret this."
<<else>>
<<bHe>> recoils, baring <<bhis>> teeth at you. "You'll regret this."
<</if>>
<<else>>
<<bHe>> rolls away from you, and huffs in frustration.
<</if>>
<<elseif $NPCList[0].traits.includes("friendly")>>
<<if $monster is 1>>
"Ow! Ow! Stop that!"
<<else>>
<<bHe>> rolls away from you.
<</if>>
<<else>>
<<if $monster is 1>>
<<bHe>> recoils from you. "Maybe I'm not good enough for a mate after all..."
<<else>>
<<bHe>> rolls away from you.
<</if>>
<</if>>
The <<beasttype>> whines and flees between the trees.
<br><br>
<<tearful>> you gather yourself. <<if $phase2 isnot 1>><<tending_bird_eggs $forest_nest.eggs>><</if>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest]]>><<unset $forest_nest>><<set $eventskip to 1>><</link>>
<br>
<<else>>
The <<beasttype>> turns away from you and slinks between the trees. <<if $phase2 isnot 1>><<tending_bird_eggs $forest_nest.eggs>><</if>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest]]>><<unset $forest_nest>><<set $eventskip to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<set $NPCList[0].stance to "top">><<set $enemytrust -= 40>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate '<span class="red"><<bHe>> screams right back in your face, drowning out your own screams.</span>'>>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Forest Fox Nest Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Forest Fox Nest Rape]]>><</link>></span><<nexttext>>
<</if>><<location "forest">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<if $NPCList[0].traits.includes("territorial")>>
<<if $monster is 1>>
<<if $phase is 3>>
<<bHe>> pants, clinging to you. <<bHe>> lets out a long breath, and nuzzles into you, eyes closed. After a moment, <<bhe>> seems to realise what <<bhes>> doing, and quickly gets to <<bhis>> feet. "T-take that as a lesson!"
<<else>>
<<bHe>> gets to <<bhis>> feet, and looks at you smugly. "Remember your place."
<</if>>
<<else>>
<<bHe>> huffs in triumph.
<</if>>
<<else>>
<<if $monster is 1>>
<<bHe>> gets to <<bhis>> feet. "Thank you. Maybe I can find a real partner, now."
<<else>>
<<bHe>> licks your face.
<</if>>
<</if>>
<<bHe>> slinks away between the trees, looking satisfied.
<br><br>
<<tearful>> you rise to your feet. <<if $phase2 isnot 1>><<tending_bird_eggs $forest_nest.eggs>><</if>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest]]>><<unset $forest_nest>><<set $eventskip to 1>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
<<if $NPCList[0].traits.includes("territorial")>>
<<if $monster is 1>>
<<if $phase is 3>>
<<bHe>> stumbles away from you, trembling. "You... you'll regret this, <<foxnickname>>."
<<else>>
<<bHe>> recoils, baring <<bhis>> teeth at you. "Not bad, <<foxnickname>>."
<</if>>
<<else>>
<<bHe>> rolls away from you, and huffs in frustration.
<</if>>
<<elseif $NPCList[0].traits.includes("friendly")>>
<<if $monster is 1>>
"Ow! Ow! Stop that!"
<<else>>
<<bHe>> rolls away from you.
<</if>>
<<else>>
<<if $monster is 1>>
<<bHe>> recoils from you. "No eggs. Have to find another nest."
<<else>>
<<bHe>> rolls away from you.
<</if>>
<</if>>
The <<beasttype>> flees between the trees.
<br><br>
<<tearful>> you gather yourself. <<if $phase2 isnot 1>><<tending_bird_eggs $forest_nest.eggs>><</if>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest]]>><<unset $forest_nest>><<set $eventskip to 1>><</link>>
<br>
<<else>>
The <<beasttype>> turns away from you and slinks between the trees. <<if $phase2 isnot 1>><<tending_bird_eggs $forest_nest.eggs>><</if>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest]]>><<unset $forest_nest>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
<<if $forest_nest.fox gte 2 and $NPCList[0].traits.includes("friendly")>>
You start to approach the nest,
<<if $monster is 1>>
but you're suddenly stopped as something grabs your arm. You jump in surprise, but are pulled back before you can retaliate.
<br><br>
You end up on the ground, back in the underbrush. A naked <<beasttype>> sits over of you, panting.
<br><br>
"What are you doing?! That's a <span class="red">snake nest</span>! Looks similar to a bird nest, used as bait!" <<bHe>> starts to fuss over you, seemingly unbothered by <<bhis>> own nudity. "Reckless <<foxnickname>>..."
<br><br>
You let <<bhim>> help you to your feet. "Be more careful.<<if $voredisable is "f">> The snakes here will gobble you up whole.<</if>>"
<br><br>
You ask <<bhim>> why <<bhe>> helped you. <<bHe>> blinks at you. "Why wouldn't I?"
<br><br>
<<if hasSexStat("deviancy", 2)>>
<<link [[Show your appreciation|Forest Fox Nest Sex]]>><<set $sexstart to 1>><<set $phase2 to 1>><</link>><<deviant2>>
<br>
<<else>>
<<insufficientStat "deviancy" "to show your appreciation">>
<br>
<</if>>
<<link [[Thank and leave|Forest]]>><<endevent>><<unset $forest_nest>><<set $eventskip to 1>><<stress -3>><</link>><<lstress>>
<br>
<<else>>
but you suddenly feel a tug on your <<if $worn.lower.type.includes("naked")>>leg<<else>>$worn.lower.name<</if>>. You look down to see a <<beasttype>> grabbing you with <<bhis>> mouth, trying to pull you back.
<br><br>
You suspect it wants the eggs, but you see a primal desperation in <<bhis>> eyes. <<bHe>> lets out a few muffled barks. You let <<bhim>> pull you away.
<br><br>
Once you're back in the underbrush, you hear a faint hiss. Looking back to the nest, you see a <span class="red">massive snake</span> investigating the area. That wasn't a bird's nest at all, and this <<beasttype>> just saved you. <<bHe>> yips at you once before turning to leave.
<br><br>
<<if $bestialitydisable is "f" and hasSexStat("deviancy", 2)>>
<<link [[Show your appreciation|Forest Fox Nest Sex]]>><<set $sexstart to 1>><<set $phase2 to 1>><</link>><<deviant2>>
<br>
<<else>>
<<insufficientStat "deviancy" "to show your appreciation">>
<br>
<</if>>
<<link [[Leave|Forest]]>><<endevent>><<unset $forest_nest>><<set $eventskip to 1>><<stress -3>><</link>><<lstress>>
<br>
<</if>>
<<else>>
You approach the nest, and look around for eggs. The ones you find look nothing like the bird eggs you're used to.
<br><br>
You hear a slither and a hiss. Your hair stands on end. <span class="red">This isn't a bird's nest</span>.
<br><br>
You feel a breath on your legs.
<br><br>
<<if $voredisable is "f">>
<<link [[Next|Forest Nest Snake Vore 2]]>><<endevent>><<unset $forest_nest>><<set $molestationstart to 1>><</link>>
<<else>>
You get to your feet and run as fast as you can.<<beastescape>>
<br><br>
<<link [[Next|Forest]]>><<endevent>><<unset $forest_nest>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<br>
<</if>><<effects>>
You lay down in the nest, completely still. You don't have to wait long. You hear the slithering first, and soon feel breath on your legs.
<<deviancy4>>
<<link [[Next|Forest Nest Snake Vore 2]]>><<endevent>><<unset $forest_nest>><<set $molestationstart to 2>><</link>>
<br><<effects>>
You decide it's too dangerous to intervene.
<br><br>
<<if $voredisable is "f">>
<<if $monster is 1>>
<<if $NPCList[0].traits.includes("territorial")>>
The <<beasttype>> looks up in terror. <<bHe>> tries to hold the snake's jaws open, but it's no use. You watch as the snake lunges once more, and the <<beasttype>> is swallowed whole.
<<else>>
The <<beasttype>> looks up in terror. <<bHe>> covers <<bhis>> face with <<bhis>> arms and cowers. You watch as the snake lunges once more, and the <<beasttype>> is swallowed whole.
<</if>>
<br><br>
...and then immediately and violently regurgitated. The <<beasttype>> lays stunned for a moment, before standing and limping off into the forest, looking traumatised. The snake returns to its nest.
<<else>>
The <<beasttype>> flinches and curls up on <<bhimself>>. You watch as the snake lunges once more, and the <<beasttype>> is swallowed whole.
<br><br>
...and then immediately and violently regurgitated. The <<beasttype>> lays stunned for a moment, before limping off into the forest. The snake returns to its nest.
<</if>>
<<else>>
The <<beasttype>> flinches and tries to curl up defensively. The snake looks like it's about to lunge one last time.
<br><br>
Instead, however, it slowly curls up around <<bhim>>. <<bHe>> doesn't dare move, but after some time, it almost seems like the snake... falls sleep?
<br><br>
The <<beasttype>> very slowly and carefully pulls <<bhimself>> out from the snake's grasp, and slinks away into the trees, looking quite confused all the while.
<</if>>
<br><br>
It's a good time to leave.
<br><br>
<<link [[Next|Forest]]>><<endevent>><<unset $forest_nest>><<set $eventskip to 1>><</link>>
<br><<effects>>
You waste no time. You dash out from the brush. The snake turns to you, the much more appealing target, and lunges.
<br><br>
<<if $physiqueSuccess>>
<span class="green">You catch its jaws with your hands, keeping it from closing them around you.</span> You manage to take a step forward, pushing it back as it starts to fold back on itself.
<br><br>
You feel it trying to get away from you. You move with it, tossing it far off course. It quickly recognises that you're more trouble than you're worth, and retreats back into the underbrush.
<br><br>
<<if $monster is 1 or $bestialitydisable is "f">>
<<if $monster is 1>>
You feel something grab onto your arm. It's the <<beasttype>>, and <<bhe>> nuzzles against you, blushing.
<<if $NPCList[0].traits.includes("territorial")>>
"Th...thanks. You, uhm..." <<bHe>> shifts in place for a moment. "Alright, I'll cut to the chase. <span class="lewd">That was hot. Please fuck me senseless. Right now.</span>"
<<else>>
"You saved me!" <<bHe>> pulls you closer. "You're brave. And nice. You'd make a good mate."
<</if>>
<<else>>
You feel something brush up against you and nuzzle you. It's the <<beasttype>>. It seems to be very thankful. So thankful, that <<bhe>> takes on a mating posture.
<</if>>
<br><br>
<<link [[Accept|Forest Nest Snake Fox Sex]]>><<unset $forest_nest>><<set $sexstart to 1>><</link>><<deviant1>>
<br>
<<link [[Refuse|Forest]]>><<endevent>><<unset $forest_nest>><<set $eventskip to 1>><</link>>
<br>
<<else>>
There's no sign of the <<beasttype>>. <<bHe>> wisely fled during the commotion.
<br><br>
<<link [[Next|Forest]]>><<endevent>><<unset $forest_nest>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<else>>
You try to hold its jaws open, <span class="red">but you're not strong enough.</span> They close violently, and you're just quick enough to avoid being swallowed, instead being knocked to the ground. <<gpain>><<pain 4>>
<br><br>
<<if $NPCList[0].traits.includes("territorial")>>
It slowly slithers up to you, hissing. It moves to lunge at you, but stops just short. You look behind it, to see the <<beasttype>>
<<if $monster is 1>>
holding the snake's tail with both arms and pulling with all <<bhis>> might.
<<else>>
biting down on the snake's tail and pulling with all <<bhis>> might.
<</if>>
<<bHe>> tosses the snake to the side with one final, mighty pull. It retreats back into the underbrush.
<br><br>
<<if $monster is 1>>
The <<beasttype>> stares you down, arms crossed. "That was stupid. That thing could have swallowed you whole." <<bHis>> stance softens. "But... thanks." <<bHe>>
<<else>>
The <<beasttype>>
<</if>>
gives you an appreciative glance, before leaving the way <<bhe>> came.
<br><br>
<<link [[Next|Forest]]>><<endevent>><<unset $forest_nest>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You see the <<beasttype>> darting off into the forest. You bought <<bhim>> enough time to escape, at least.
<<if $voredisable is "f">>
The snake seems irritated at losing its meal, and slithers up to you mouth agape once more.
<br><br>
<<link [[Next|Forest Nest Snake Vore 2]]>><<endevent>><<unset $forest_nest>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You get to your feet and run as fast as you can.<<beastescape>>
<br><br>
<<link [[Next|Forest]]>><<endevent>><<unset $forest_nest>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<</if>>
<</if>><<location "forest">><<effects>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<set $combat to 1>>
<<molested>>
<<controlloss>>
<<set $enemytype to "vore">>
<<set $vorestage to 1>>
<<set $vorecreature to "snake">>
<<set $vorestrength to 1>><<set $position to "doggy">>
<<resetLastOptions>>
<<getCombatDefaultsType>>
<<elseif $molestationstart is 2>>
<<set $molestationstart to 0>>
<<set $combat to 1>>
<<consensual>>
<<set $consensual to 1>>
<<set $enemytype to "vore">>
<<set $vorestage to 1>>
<<set $vorecreature to "snake">>
<<set $vorestrength to 1>><<set $position to "doggy">>
<<resetLastOptions>>
<<getCombatDefaultsType>>
<</if>>
<<voreeffects>>
<<vore>>
<<voreactions>>
<<if $vorestage gte 7>>
<span id="next"><<link [[Next|Forest Nest Snake Vore Finish]]>><</link>></span><<nexttext>>
<<elseif $vorestage lte 0>>
<span id="next"><<link [[Next|Forest Nest Snake Vore Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Forest Nest Snake Vore 2]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $vorestage gte 7>>
<<tearful>> you struggle as the snake starts to move. It journeys for several minutes until with a great heave, the snake pushes you up and through its gullet once more, expelling you from its body.
<br><br>
<<endcombat>>
The snake slithers away. It took you deeper into the forest.
<br><br>
<<clotheson>>
<<link [[Next|Forest]]>><<pass 10>><<set $eventskip to 1>><<set $forest += 20>><<set $forest = Math.clamp($forest, 21, 100)>><</link>>
<br>
<<else>>
<<tearful>> you escape from the snake's maw.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<beastCombatInit>>
<<set $NPCList[0].stance to "top">>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate '<span class="red"><<bHe>> screams right back in your face, drowning out your own screams.</span>'>>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Forest Nest Snake Fox Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Forest Nest Snake Fox Sex]]>><</link>></span><<nexttext>>
<</if>><<location "forest">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<if $NPCList[0].traits.includes("territorial")>>
<<if $monster is 1>>
<<bHe>> pants, clinging to you. <<bHe>> lets out a long breath, and nuzzles into you, eyes closed. After a moment, <<bhe>> seems to realise what <<bhes>> doing, and quickly gets to <<bhis>> feet. "Th...thanks."
<<else>>
<<bHe>> huffs in triumph.
<</if>>
<<elseif $NPCList[0].traits.includes("friendly")>>
<<if $monster is 1>>
<<bHe>> nuzzles you. "That was fun!"
<<else>>
<<bHe>> nuzzles your face.
<</if>>
<<stress -3>><<lstress>><br>
<<else>>
<<if $monster is 1>>
<<bHe>> gets to <<bhis>> feet. "Thank you. Maybe I can find a real partner, now."
<<else>>
<<bHe>> licks your face.
<</if>>
<</if>>
<<bHe>> slinks away between the trees.
<br><br>
<<tearful>> you rise to your feet.
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest]]>><<unset $forest_nest>><<set $eventskip to 1>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
<<if $NPCList[0].traits.includes("territorial")>>
<<if $monster is 1>>
<<bHe>> recoils, baring <<bhis>> teeth at you. "You'll regret this."
<<else>>
<<bHe>> rolls away from you, and huffs in frustration.
<</if>>
<<elseif $NPCList[0].traits.includes("friendly")>>
<<if $monster is 1>>
"Ow! Ow! Stop that!"
<<else>>
<<bHe>> rolls away from you.
<</if>>
<<else>>
<<if $monster is 1>>
<<bHe>> recoils from you. "Maybe I'm not good enough for a mate after all..."
<<else>>
<<bHe>> rolls away from you.
<</if>>
<</if>>
The <<beasttype>> whines and flees between the trees.
<br><br>
<<tearful>> you gather yourself.
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest]]>><<unset $forest_nest>><<set $eventskip to 1>><</link>>
<br>
<<else>>
The <<beasttype>> turns away from you and slinks between the trees.
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest]]>><<unset $forest_nest>><<set $eventskip to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<beastTrainGenerate>><<set $enemytrust -= 40>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate '<span class="red"><<bHe>> screams right back in your face, drowning out your own screams.</span>'>>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Forest Fox Revenge Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Forest Fox Revenge]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyhealth lte 0>>
<<beastwound>>
<<if $combatTrain.length gt 0>>
The <<beasttype>> recoils in pain and fear, but the other is eager for a go.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Forest Fox Revenge]]>><</link>>
<<else>>
The <<beasttype>> recoils in pain and fear.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Forest Fox Revenge Finish]]>><<set $finish to 1>><</link>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<if $combatTrain.length gt 0>>
Satisfied, the <<beasttype>> moves and another <<print $combatTrain.beastTypes[1]>> takes its turn.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Forest Fox Revenge]]>><</link>>
<<else>>
Satisfied, the <<beasttype>> moves away from you.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Forest Fox Revenge Finish]]>><<set $finish to 1>><</link>>
<</if>>
<<elseif $finish is 1>>
<<if $enemywounded gte 1 and $enemyejaculated is 0>>
The <<beastsplural>> flee between the trees in defeat. They won't be bothering you again.
<<elseif $enemywounded is 0 and $enemyejaculated gte 1>>
You're left lying on the grass.
<<if $monster is 1>>
The lead <<beasttype>> cradles up to you, and whispers into your ear. "Don't forget this." <<bHe>> holds you for some time, before seemingly growing bored and leaving with <<bhis>> companions.
<</if>>
<<else>>
The <<beastsplural>> surround you, panting.
<<if $monster is 1>>
The lead one steps forward. "You put up a good fight. Consider us... even," <<bhe>> says between breaths.
<</if>>
They leave one by one, feeling that you're more trouble than you're worth.
<</if>>
<br><br>
<<tearful>> you gather yourself.
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<generatey1>><<person1>>
<<if $cool gte 240>>
As you walk by, the other teens notice you and excitedly emerge to chat. After a few moments, they go back to their place off the path and let you go about your day. <<stress -5>><<trauma -2>>
<br><br>
<<link [[Next|Forest]]>><<set $eventskip to 1>><<endevent>><</link>>
<<else>>
You try to ignore them as you walk along the trail. The leader, a <<person>>, moves to block you. "What's the hurry? You should hang around a while!" <<he>> says through a menacing grin.
<br><br>
<<if $worn.under_lower.integrity gte 1>>
Several students move behind you and force you to the ground while the other teens grab your arms. You expect them to try stripping you, or worse, but instead you feel two pairs of hands <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>reach up your skirt <<else>>dive down your waistband<</if>> and clamp something metallic to the sides of your $worn.under_lower.name before letting go of you.
<br><br>
You stand back up, but before you have time to react, some of the students begin pulling on ropes that loop over branches above you and connect to your $worn.under_lower.name. <<if $worn.under_lower.plural isnot 1>>It starts<<else>>They start<</if>> to tear slightly as your classmates hoist you a metre off the ground, pulling the fabric tightly between your ass cheeks and against your <<genitals>>. It hurts but is slightly arousing as well. <<ggstress>><<stress 12>><<garousal>><<arousal 100>><<gpain>><<pain 10>>
<br><br>
<<if $worn.lower.name isnot 'naked'>>
The teens gather in a circle around you to admire their handiwork. "I think something is missing," the <<person>> says and approaches you.
<br><br>
/* <<if $submissive lte 850>> */
<<link [[Kick|Forest Bully Kick]]>><</link>><<physiquedifficulty 1 16650>><br>
/* <<elseif $submissive gte 1150>> */
<<link [[Beg|Forest Bully Beg]]>><</link>><<englishdifficulty 1 1055>>
/* <</if>> */
<br>
<<link [[Stay still|Forest Bully Still]]>><</link>>
<<else>>
<<link [[Next|Forest Bully Skip Lower]]>><</link>>
<</if>>
<<else>>
Several students move behind you and force you to the ground while the other teens grab your arms. You expect them to try stripping you, or worse, but instead you feel two pairs of hands <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>reach up your skirt <<else>>dive down your waistband<</if>> before pausing. "Uh, <<pshe>> isn't wearing underwear," one of them states.
<br><br>
"Seriously?" the <<person>> asks in disbelief, then commands, "Fine, let <<phim>> go. We'll grab the next loser who walks by."
<br><br>
Turning to you, <<he>> says, "You got lucky this time. Now get out of here before I change my mind."
<br><br>
You waste no time continuing on your way.
<br><br>
<<link [[Next|Forest]]>><<set $eventskip to 1>><<endevent>><</link>>
<</if>>
<</if>><<He>> steps back and admire <<his>> handiwork triumphantly, while the other students giggle and take pictures.<<fameexhibitionism 50>>
<br><br>
"Have fun up there, loser!" the <<person>> shouts as the group walks away. <<ggstress>><<stress 25>>
<<forestBullyLeaves>><<if $physiqueSuccess>>
You wait for the opportune moment and deliver a solid kick to the bully approaching you. <<He>> lands flat on <<his>> ass, much to the delight of the crowd. "Shut the fuck up!" <<he>> growls. <<He>> gets up and motions the group to leave. "Have fun up there, loser!"
<<else>>
You wait for the opportune moment and kick out with all your strength. The <<person>> staggers back for a moment before scowling in rage. "Oh, that's how you want to play, bitch? You two, come here and hold <<phim>>. I'm going to have fun with you."
<br><br>
Held in place, you are powerless to resist as the <<person>> systematically tears and cuts off your clothing, leaving only the $worn.under_lower.name that suspend<<if $worn.under_lower.plural isnot 1>>s<</if>> you in the air. <<He>> steps back and admires <<his>> handiwork triumphantly, while the other students giggle and take pictures.<<fameexhibitionism 50 "pic">>
<br><br>
"Have fun up there, loser!" the <<person>> shouts as the group walks away. <<overheadruined>> <<overupperruined>> <<overlowerruined>> <<upperruined>> <<lowerruined>> <<underupperruined>> <<headruined>> <<faceruined>> <<legsruined>> <<feetruined>> <<handsruined>><<handheldruined>><<ggstress>><<stress 50>>
<</if>>
<<forestBullyLeaves>>"P-p-please stop. Haven't you done enough?" you beg.
<br><br>
<<if $englishSuccess>>
<<He>> continues towards you before being interrupted by another student, "C'mon, I think we had our fun, right?" Some of the more empathetic students nod in agreement and start walking away.
<br><br>
"Have fun up there, loser!" the <<person>> grunts, visibly frustrated as <<he>> jogs to catch up with the others.
<<else>>
<<He>> continues towards you with renewed dominance. "Aw, are we making your day hard? Are you not having fun up there?" <<he>> mocks, "Shut up, you dumb slut, I'm going to have my fun!"
<br><br>
The <<person>> then begins to systematically tear and cut off your clothing, leaving only the $worn.under_lower.name that suspend<<if $worn.under_lower.plural isnot 1>>s<</if>> you in the air. <<He>> steps back and admires <<his>> handiwork triumphantly, while the other students giggle and take pictures.<<fameexhibitionism 50>>
<br><br>
"Have fun up there, loser!" the <<person>> shouts as they walk away. <<overheadruined>> <<overupperruined>> <<overlowerruined>> <<upperruined>> <<lowerruined>> <<underupperruined>> <<headruined>> <<faceruined>> <<legsruined>> <<feetruined>> <<handsruined>> <<handheldruined>><<ggstress>><<stress 50>>
<</if>>
<<forestBullyLeaves>>You remain still as the <<person>> removes your $worn.lower.name, further exposing you. <<He>> steps back and admires <<his>> handiwork triumphantly, while the other students giggle and take pictures.<<fameexhibitionism 50>>
<br><br>
"Have fun up there, loser!" the <<person>> shouts as they walk away. <<lowerruined>> <<ggstress>><<stress 25>>
<<forestBullyLeaves>>You grip two of the ropes the best you can and start pulling yourself up towards the branches above. There is an instant feeling of relief as the pressure of your body weight is removed from your crotch.
<br><br>
<<if $athleticsSuccess>>
Your arm muscles are sore by the time you pull yourself up to the canopy, but your grip holds. With your bodyweight now being supported by the branches, you are able to free yourself from the trap your classmates put you in. You waste no time climbing back down to the trail.
<br><br>
<<link [[Next|Forest]]>><<set $eventskip to 1>><<endevent>><</link>>
<<elseif $worn.under_lower.integrity gte 21>>
You start climbing, but only make it about halfway up before your arms start to shake and your grip fails. You fall a short distance before being caught by your $worn.under_lower.name. The material from your $worn.under_lower.name pulls even tighter <<print ($player.ballsExist ? " against your testes" : "in between your labia")>> than before, causing a new wave of agony. <<gpain>><<ggstress>><<pain 25>><<stress 50>>
<br><br>
You hear threads snap and pop as the jerking motion comes to a stop, leaving your underwear worse for wear. <<set $worn.under_lower.integrity -= 20>>
<br><br>
Still stuck in the air, you will need to either try again or call out for help.
<br><br>
<<link [[Climb|Forest Bully Climb]]>><</link>>
<br>
<<link [[Call for help|Forest Bully Help]]>><</link>>
<<else>>
You start climbing, but only make it about halfway up before your arms start to shake and your grip fails. You fall a short distance before being caught by your $worn.under_lower.name. The material from your $worn.under_lower.name pulls even tighter <<print ($player.ballsExist ? " against your testes" : "in between your labia")>> than before, causing a new wave of agony. <<gpain>><<ggstress>><<pain 25>><<stress 50>>
<br><br>
You hear threads snap and pop before finally yielding and sending you falling the remaining distance to the trail below. After taking a moment, you stand up and keep moving, leaving the tattered remains of your $worn.under_lower.name tied to the ropes behind. <<underlowerruined>>
<br><br>
<<link [[Next|Forest]]>><<set $eventskip to 1>><<endevent>><</link>>
<</if>>You shout for help out the top of your lungs, hoping for the best. Besides some startled birds, the forest seems still.<br><br>
<<rng>>
<<if $rng lte 20 >>
<<generatey2>><<person2>>
After a few minutes of waiting, you see one of the students from earlier quietly sneak back to you. <<person2>><<He>> moves over to where the ropes are secured and gently lowers you back to the ground before running back into the woods to catch up with <<person2>><<his>> friends. You breathe a sigh of relief when your feet finally reach the ground, taking the pressure off your crotch.
<br><br>
<<link [[Next|Forest]]>><<set $eventskip to 1>><<endevent>><</link>>
<<elseif $rng lte 40 >>
<<generate2>><<person2>>
After a few minutes of waiting, you see a <<person>> jogging up the path, attracted by the noise. Seeing your state, <<he>> quickly gets to work, freeing you from your predicament. You breathe a sigh of relief when your feet finally reach the ground, taking the pressure off your crotch. <<He>> takes a moment to make sure you are ok, before moving along.
<br><br>
<<link [[Next|Forest]]>><<set $eventskip to 1>><<endevent>><</link>>
<<elseif $rng lte 60>>
<<generate2>><<person2>>
After a few minutes of waiting, you see a <<person>> jogging up the path, attracted by the noise. Seeing your state, an evil smile spreads across <<his>> face. <<He>> grabs onto your ankles and pulls down with all <<his>> strength. The extra force pulls your $worn.under_lower.name painfully <<print ($player.ballsExist ? " against your testes" : "between your labia")>> until your underwear finally tears off your body. <<gpain>><<ggstress>><<pain 25>><<stress 50>><<set $worn.under_lower.integrity to 0>>
<br><br>
You fall to the ground, clutching your crotch in agony, as <<he>> walks away laughing.
<br><br>
<<link [[Next|Forest]]>><<set $eventskip to 1>><<endevent>><</link>>
<<elseif $rng lte 80>>
<<beastNEWinit 1 wolf>>
After a few minutes of waiting, you see a lone <<beasttype>> emerge from the trees, attracted by the noise. <<bHe>> snarls before biting onto your ankle! The extra weight pulls your $worn.under_lower.name painfully <<print ($player.ballsExist ? " against your testes" : "between your labia")>> until your underwear finally tears off your body. <<gpain>><<ggstress>><<pain 25>><<stress 50>><<set $worn.under_lower.integrity to 0>>.
<br><br>
<<if $monster is 1 or $bestialitydisable is "f">>
You fall to the ground, clutching your crotch in agony. The <<beasttype>>, seeing your vulnerability, leaps on top of you!
<br><br>
<<link [[Next|Forest Wolf]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You fall to the ground, clutching your crotch in agony. You barely manage to stand as the wolf lunges at you and begins chasing you through the woods. You run until you can no longer hear it behind you. You're not sure if you outran it or it grew bored.<<beastescape>><<gtiredness>><<tiredness 4>><<gathletics>><<athletics 2>><<silently>><<physique 1>><</silently>>
<br><br>
<<link [[Next (0:20)|Forest]]>><<endevent>><<pass 20>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<else>>
You wait for a few minutes, but no one comes. You gently swing back and forth due to the breeze, which forces you to occasionally shift your weight, adding to your discomfort.
<br><br>
<<if $worn.under_lower.integrity gte 11>>
The silence is only broken by the occasional tearing sounds coming from your $worn.under_lower.name, which <<underlowerplural>> starting to look worse for wear. <<set $worn.under_lower.integrity -= 10>>
<br><br>
Still stuck in the air, you will need to either try again or call out for help.
<br><br>
<<link [[Climb|Forest Bully Climb]]>><</link>>
<br>
<<link [[Call for help|Forest Bully Help]]>><</link>>
<<else>>
The silence is only broken by the occasional tearing sounds coming from your $worn.under_lower.name. Finally, the material gives way, dropping you to the ground!
<br><br>
After taking a moment, you stand up and keep moving, leaving the tattered remains of your $worn.under_lower.name tied to the ropes behind. <<set $worn.under_lower.integrity -= 10>>
<br><br>
<<link [[Next|Forest]]>><<set $eventskip to 1>><<endevent>><</link>>
<</if>>
<</if>><<if $phase is 0>> /* Help Eden pull pants down */
<<set $edenFluidsCheck to "Eden">>
<<if $NPCList[0].penis isnot "none">>
Eden releases <<his>> <<print $NPCList[0].penisdesc>> from <<his>> torn pants. It's already hard.
<br><br>
"You know what I want from you," <<he>> mutters as <<he>> cradles your head.
<br><br>
You take <<his>> penis into your mouth, licking and sucking while the <<nnpc_title "Eden">> grunts in approval.<<if $player.virginity.oral is true>><<takeVirginity "Eden" "oral">><</if>>
<br><br>
<<He>> gets bored after a while and grabs you by the back of the head. It gets harder to breathe as <<he>> uses your throat to get off.<<stress 6>><<gstress>>
<br><br>
After a while Eden finishes, filling your mouth with <<his>> semen until it spills down your face.<<bodyliquid "mouth" "semen">><<bodyliquid "face" "semen">>
<<else>>
Eden pulls <<his>> pants down as to <<his>> ankles, revealing <<his>> wet pussy.
<br><br>
"I need this," <<he>> says as <<he>> cradles your head.
<br><br>
You strain your neck to lick at <<his>> pussy, tasting the wetness as you do. Eden sighs in approval.
<br><br>
You begin to suckle <<his>> clit, but Eden seems to get impatient and presses your face closer. It's hard to breathe with <<him>> smothering you like this.<<stress 6>><<gstress>>
<br><br>
After a while, Eden finishes. <<His>> juices cover your mouth as <<he>> pulls away.<<bodyliquid "mouth" "goo">>
<</if>>
You're dizzy now from the blood rushing to your head and the lack of air. "Good <<girl>>."
<br><br>
Eden takes a moment to fix <<himself>> up before returning to you. This time, <<he>> lets you down from the snare.
<<else>> /* Push Eden away */
"I don't want to," you say as you push at Eden's thighs.
<br><br>
<<if C.npc.Eden.love gte 150>>
<<He>> considers your words for a moment before fixing <<his>> pants. A scowl remains on <<his>> face.
<br><br>
"You better make it up to me later," Eden huffs as <<he>> undoes the bindings. <<He>> isn't gentle as <<he>> helps you down.<<pain 4>><<gpain>>
<<else>>
<<set $edenFluidsCheck to "Eden">>
"Of course you do; you don't need to lie to me." Your protests don't seem to matter. The <<nnpc_title "Eden">> continues to reveal <<himself>> to you.
<br><br>
Eden tries to force <<= $NPCList[0].penis isnot "none" ? "<<his>> cock into your mouth" : " your mouth onto <<his>> pussy">> even as you try to writhe away. <<He>> gets fed up after one too many times and slaps your face.<<pain 4>><<gpain>>
<br><br>
You cry out before realising your mistake. Eden forces <<his>> <<= $NPCList[0].penis isnot "none" ? "cock" : "wet cunt">> into your mouth. <<He>> is not gentle, <<= $NPCList[0].penis isnot "none" ? "making" : "smushing your face as close as can be. It makes">> it hard to keep breathing.<<stress 6>><<gstress>><<if $NPCList[0].penis isnot "none" and $player.virginity.oral is true>><<takeVirginity "Eden" "oral">><</if>>
<br><br>
It takes a while for Eden to finish. By then, you've almost passed out. Luckily, <<he>> cums before you can. <<= $NPCList[0].penis isnot "none" ? "The semen drips out of the corners of your mouth and onto" : "<<His>> juices cover">> your face.<<if $NPCList[0].penis isnot "none">><<bodyliquid "mouth" "semen">><<bodyliquid "face" "semen">><<else>><<bodyliquid "mouth" "goo">><</if>>
<br><br>
Eden takes a moment to fix <<himself>> up. When <<he>> does return, <<he>> isn't gentle when <<he>> releases you.<<pain 2>><<gpain>>
<</if>>
<</if>>
<br><br>
<<forestCabinReturnLinks>><<location "forest">><<effects>><<wPersist "forest">><<getTarget true>>
<<if $foresthunt gte 1>>
<<if $edenforesthunt is 1>>
<<print either(
`<span class="red">You are being hunted. You see spent bullet casings lying on the ground.</span>`,
`<span class="red">You are being hunted. You see boot prints on the ground.</span>`,
`<span class="red">You are being hunted. You hear a gun firing from afar.</span>`
)>>
<<elseif $blackwolfhunt is 1>>
<<print either(
`<span class="red">You are being hunted. You see wolf fur tangled in the trees.</span>`,
`<span class="red">You are being hunted. You see wolf prints on the ground.</span>`,
`<span class="red">You are being hunted. You hear a growl in the distance.</span>`
)>>
<<elseif $wraith.hunt>>
<<if $moonstate is "morning" and Time.hour gte 6>>
With the rising of the sun, you feel a sense of relief. The dread passes. <span class="blue"><i>You're safe until the next blood moon.</i></span>
<<clearWraith>>
<<else>>
<<print either(
`<span class="red">You are being hunted. Red moonlight casts dire shadows all around you.</span><<stress 6>><<gstress>>`,
`<span class="red">You are being hunted. You hear distant laughter.</span> <<trauma 6>><<gtrauma>>`,
`<span class="red">You are being hunted. It's becoming harder to breathe.</span> <<stress 6>><<gstress>><<trauma 6>><<gtrauma>>`
)>>
<</if>>
<<else>>
<!-- generic text for when a hunt is happening but we haven't written a more specific version of the text. -->
<span class="red">You are being hunted.</span>
<</if>>
<br><br>
<</if>>
<<if $arousal gte $arousalmax>>
<<orgasmforest>>
<</if>>
<<if $forest lte 0>>
<<set $forest to 0>>
<<forestmove>>
<<if $stress gte $stressmax and !$possessed>>
<<passoutforest>>
<<elseif $foresthunt gte 10 and !$possessed>>
<<foresthunt>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $eventskip is 0>>
<<rng>>
<<if $rng gte 81 or ($forest_search is true and $rng gte 61)>>
<<eventforestitem>>
<<elseif $danger gte (9900 - ($allure * $forestmod))>>
<<eventforestoutskirts>>
<<else>>
<<eventforestsafe>>
<</if>>
<<elseif $town_projects.road is 1 || ($historytrait gte 1 && ($town_projects.road lt 2 || $town_projects.road is undefined))>>
<<set $town_projects.road to 2>>
You are in the forest outskirts. You can make out the town between the trees.
<br><br>
You almost trip over a worn brick. It draws your attention to others like it. There used to be a road here, connecting the town to the lake. <span class="teal">An idea strikes you.</span> If the road were restored, the journey would be safer, for both you and other students.
<br><br>
<i>You could enquire about the road at the town hall.</i>
<br><br>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $town_projects.road is 3>>
<<set $town_projects.road to 4>>
You are in the forest outskirts. You can make out the town between the trees.
<br><br>
The mayor's office acted fast. A road stretches into the forest, swerving out of sight. <span class="green">Getting to and from the lake will be much easier.</span>
<br><br>
<<earnFeat "Safe Trail">>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $eventskip gte 1>>
You are in the forest outskirts. You can make out the town between the trees.
<br><br>
<<if $exposed lte 1>>
<<if $forest_shop_intro is 1>>
<<shopicon "forest">><<link [[Forest shop|Forest Shop]]>><</link>>
<<else>>
<<shopicon "forest">><<link [[Strange shop|Forest Shop]]>><</link>>
<</if>>
<br><br>
<</if>>
<<forestdeeper>>
<br><br>
<<forestsearch>>
<br><br>
Leave the forest
<br>
<<danubeicon>><<link [[Danube Street (0:10)|Danube Street]]>><<pass 10>><<set $foresthunt to 0>><</link>>
<br>
<<wolficon>><<link [[Wolf Street (0:10)|Wolf Street]]>><<pass 10>><<set $foresthunt to 0>><</link>>
<br>
<<nightingaleicon>><<link [[Nightingale Street (0:10)|Nightingale Street]]>><<pass 10>><<set $foresthunt to 0>><</link>>
<br>
<<if $temple_rank isnot undefined and $temple_rank isnot "prospective">>
<<wolficon>><<link [[Temple (0:10)|Temple Garden]]>><<pass 10>><<set $foresthunt to 0>><</link>>
<br>
<</if>>
<br><br>
<<if $historytrait gte 2 and $thicket_tunnel_intro is 1>>
<<foresticon "bush">><<link [[Take the secret tunnel to the residential alleyways (0:05)|Residential Thicket]]>><<pass 5>><</link>>
<br>
<</if>>
<<if $historytrait gte 3>>
<<forestroadicon "secret">>
<<link [[Take secret path deeper into the woods (0:10)|Forest]]>>
<<set $forestmod to 1.5>><<set $forest += 50>><<set $forestmove to "secretin">><<pass 10>>
<<if $foresthunt gte 1>><<set $foresthunt += 1>><</if>>
<</link>>
<br>
<</if>>
<</if>>
<</if>>
<<elseif $forest lte 20>>
<<forestmove>>
<<if $stress gte $stressmax and !$possessed>>
<<passoutforest>>
<<elseif $foresthunt gte 10 and !$possessed>>
<<foresthunt>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $eventskip is 0>>
<<rng>>
<<if $rng gte 81 or ($forest_search is true and $rng gte 61)>>
<<eventforestitem>>
<<elseif $danger gte (9900 - ($allure * $forestmod))>>
<<eventforestoutskirts>>
<<else>>
<<eventforestsafe>>
<</if>>
<<elseif $eventskip gte 1>>
You are in the forest. The trees are quite sparse, you can't be too far from town.
<br><br>
<<if $forest gte 10 and $forest lte 14>>
<<foresticon "churchyard">><<link [[Old churchyard|Churchyard]]>><</link>>
<br><br>
<</if>>
<<if $smuggler_location is "forest" and $smuggler_timer is 0 and Time.dayState is "night" and Time.hour gte 18>>
<span class="gold">You see a flickering through the trees. Like a flame.</span>
<br><br>
<</if>>
<<if $smuggler_location is "forest" and $smuggler_timer is 0 and Time.dayState is "night" and Time.hour gte 18>>
<<link [[Approach flame|Smuggler Forest]]>><</link>>
<br><br>
<</if>>
<<forestdeeper>>
<br><br>
<<forestsearch>>
<br><br>
<<forestlessdeep>>
<</if>>
<</if>>
<<elseif $forest lte 50>>
<<forestmove>>
<<if $stress gte $stressmax and !$possessed>>
<<passoutforest>>
<<elseif $foresthunt gte 10 and !$possessed>>
<<foresthunt>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $eventskip is 0>>
<<rng>>
<<if $rng gte 81 or ($forest_search is true and $rng gte 61)>>
<<eventforestitem>>
<<elseif $danger gte (9900 - ($allure * $forestmod))>>
<<eventforest>>
<<else>>
<<eventforestsafe>>
<</if>>
<<elseif $eventskip gte 1>>
You are in the forest, surrounded by nature.
<br><br>
<<if $forest lte 30>>
<<if $nextPassageCheck is "Lake Shore">>
<span class="nextLink"><<lakeicon>><<link [[The lake.|Lake Shore]]>><<pass 10>><</link>></span>
<<else>>
<<lakeicon>><<link [[Lake (0:10)|Lake Shore]]>><<pass 10>><</link>>
<</if>>
<<elseif $forest lte 40>>
<<lakeicon>><<link [[Lake (0:10)|Lake Waterfall]]>><<pass 10>><</link>>
<<else>>
<<if $nextPassageCheck is "Lake Fishing Rock">>
<span class="nextLink"><<lakeicon>><<link [[The lake.|Lake Fishing Rock]]>><<pass 10>><</link>></span>
<<else>>
<<lakeicon>><<link [[Lake (0:10)|Lake Fishing Rock]]>><<pass 10>><</link>>
<</if>>
<</if>>
<br><br>
<<forestdeeper>>
<br><br>
<<forestsearch>>
<br><br>
<<forestlessdeep>>
<br><br>
<<if $historytrait gte 3>>
<<forestroadicon "secret">>
<<link [[Take secret path out of the woods (0:10)|Forest]]>>
<<set $forestmod to 1.5>><<set $forest -= 50>><<set $forestmove to "secretout">><<pass 10>>
<<if $foresthunt gte 1>><<set $foresthunt += 1>><</if>>
<</link>>
<br>
<</if>>
<</if>>
<</if>>
<<elseif $forest lte 99>>
<<forestmove>>
<<if $stress gte $stressmax and !$possessed>>
<<passoutforest>>
<<elseif $foresthunt gte 10 and !$possessed>>
<<foresthunt>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $eventskip is 0>>
<<rng>>
<<if $rng gte 81 or ($forest_search is true and $rng gte 61)>>
<<eventforestitem>>
<<elseif $danger gte (9900 - ($allure * $forestmod))>>
<<eventforestdeep>>
<<else>>
<<eventforestsafe>>
<</if>>
<<elseif $eventskip gte 1>>
You are deep in the forest. The trees are tall and dark, their branches twisting together to form the canopy.
<br><br>
<<if $edenfreedom gte 1>>
<<if $edenFluidsCheck is "cleanLeave" and ($goocount + $semencount gte 10) and Time.hour gte 7 or $edenFluidsCheck is "run">>
<<edenicon>><<link [[Eden's cabin (0:10)|Eden Fluids Punishment]]>><<pass 10>><</link>>
<<else>>
<<edenicon>><<link [[Eden's cabin (0:10)|Eden Clearing]]>><<pass 10>><</link>>
<</if>>
<br>
<<elseif $syndromeeden gte 1>>
<<if $edenFluidsCheck is "cleanLeave" and ($goocount + $semencount gte 10) and Time.hour gte 7 or $edenFluidsCheck is "run">>
<<edenicon>><<link [[Eden's cabin (0:10)|Eden Fluids Punishment]]>><<pass 10>><</link>>
<<else>>
<<edenicon>><<link [[Eden's cabin (0:10)|Eden Clearing]]>><<pass 10>><</link>>
<</if>>
<br>
<</if>>
<<if $syndromewolves gte 1>>
<<if $caveHumanPregnancyDiscovered isnot 1 or !playerIsPregnant()>>
<<wolfcaveicon>><<link [[Wolf cave (0:10)|Wolf Cave Clearing]]>><<pass 10>><</link>>
<br>
<<else>>
<span class="blue">You don't think the wolves would allow you to come back until your pregnancy is over.</span>
<br>
<</if>>
<</if>>
<<if $pubtask is "forest" and $pubtask2 isnot 1>>
<<rng>>
<!-- Modified for Monster People -->
<<if $pubtasksetting is "bear">>
<<crimeicon "black box">><<link [[Search for Landry's black box|Forest Bear Box]]>><</link>>
<<elseif $pubtasksetting is "pair">>
<<crimeicon "black box">><<link [[Search for Landry's black box|Forest Box]]>><</link>>
<<elseif $rng gte 51>>
<<crimeicon "black box">><<link [[Search for Landry's black box|Forest Bear Box]]>><</link>>
<<else>>
<<crimeicon "black box">><<link [[Search for Landry's black box|Forest Box]]>><</link>>
<</if>>
<br>
<</if>>
<<if $forest gte 80 and $forest lte 90 and $brookIntro gte 1>>
<<if $worn.feet.type.includes("heels")>>
<span class="red">Traversing the brook in heels would be impossible.</span>
<<else>>
<<foresticon "river">><<link [[Follow the brook (0:20)|Forest Brook]]>><<pass 20>><</link>>
<</if>>
<br>
<</if>>
<br>
<<forestdeeper>>
<br><br>
<<forestsearch>>
<br><br>
<<forestlessdeep>>
<</if>>
<</if>>
<<elseif $forest gte 100>>
<<set $forest to 100>>
<<forestmove>>
<<if $stress gte $stressmax and !$possessed>>
<<passoutforest>>
<<elseif $foresthunt gte 10 and !$possessed>>
<<foresthunt>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $eventskip is 0>>
<<rng>>
<<if $rng gte 81 or ($forest_search is true and $rng gte 61)>>
<<eventforestitem>>
<<elseif $danger gte (9900 - ($allure * $forestmod))>>
<<eventforestdeep>>
<<else>>
<<eventforestsafe>>
<</if>>
<<elseif $eventskip gte 1>>
You are deep in the forest. You can make out the asylum through the trees.
<br><br>
<<forestsearch>>
<br><br>
<<forestlessdeep>>
<</if>>
<</if>>
<</if>>
<<unset $forest_search>>
<<set $eventskip to 0>><<location "forest">><<effects>>
<<beastNEWinit 1 bear>>
<<if $pubtasksetting is "bear">>
You return to the cave, where Landry's black box can be found. You hear something large breathing within.
<<else>>
<<set $pubtasksetting to "bear">>
You come to a cave, the location Landry said the black box would be found. It must be inside.
<br><br>
You've barely taken two steps further when you hear a deep growl. There's something big in there.
<</if>>
<br><br>
<<if $monster is 1 or $bestialitydisable is "f">>
<<getinicon>><<link [[Enter|Forest Bear Box Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<getinicon>><<link [[Enter|Forest Bear Box Molestation Finish]]>><<set $phase to 1>><</link>>
<br>
<</if>>
<<getouticon>><<link [[Leave|Forest]]>><<endevent>><</link>><<location "forest">><<effects>>
<<if $pubtasksetting is "pair">>
<<generate1>><<generate2>>
You return to the clearing with the dilapidated cabin. The <<fullGroup>> are still there.
"Changed your mind?" says the <<person1>><<person>> "Let us have our way with you and we'll give you the black box."
<<else>>
<<set $pubtasksetting to "pair">>
<<generate1>><<generate2>>
You come to the clearing where the black box supposedly resides. There's a dilapidated wood cabin in the middle.
A <<fullGroup>> sit outside beside a fire. They look up as you approach.
"This is unexpected," says the <<person1>><<person>>. "What brings you all the way out here?"
<br><br>
You tell them you're looking for a small black box. "Oh," <<he>> says. "You mean this?" <<He>> stands and produces a black box from <<his>> pocket.
"We could be persuaded to part with it. We'd want something in return though." <<He>> walks closer to you.
"You're a cute little thing, Landry sure knows how to pick em. We'll give you the box if you let us fuck you." The <<person2>><<person>> grins.
<</if>>
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Accept|Forest Box Molestation]]>><<set $sexstart to 1>><</link>><<promiscuous2>>
<br>
<</if>>
/* <<if $submissive lte 500>> */
<<link [[Attack them|Forest Box Molestation]]>><<set $molestationstart to 1>><<set $phase to 2>><</link>><<defianttext>>
<br>
/* <</if>> */
<<link [[Refuse|Forest Box Refuse]]>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>><<set $enemytrust -= 40>><<set $enemyanger += 40>><<set $enemyhealthmax to 400>><<set $enemyhealth to 400>>
<<healthMultiplier>>
You creep into the cave. After some fumbling through the dark you see the light catch on something. It's the black box.
The box in hand, you turn to leave the cave, but something emerges from the darkness. As you turn back around, <<bhe>> descends down onto you.
<<set $pubtask2 to 1>>
<br><br>
<</if>>
<<effects>>
<<effectsman>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Forest Bear Box Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Forest Bear Box Molestation]]>><</link>></span><<nexttext>>
<</if>><<location "forest">><<effects>>
<<if $phase is 1>> /* Autoresolve when bestiality disabled */
<<unset $phase>>
<<set $pubtask2 to 1>>
You creep into the cave. After some fumbling through the dark you see the light catch on something. It's the black box. The box in hand, you turn to leave the cave, but something emerges from the darkness. You turn around to see a mighty bear swiping its claw at you!<<gstress>>
<br><br>
You narrowly dodge aside, dropping the black box in the process. Irritated, the bear lets out a rumbling growl and tries to strike you again. Fortunately, it's too groggy to aim at you properly. You duck below and pick up the black box again, scrambling out of the cave. <<gstress>><<ggtrauma>><<ggpain>>
<br><br>
<<tearful>> you lean against a tree to catch your breath.<<silently>><<beastescape>><<beastescape>><</silently>>
<br><br>
<<else>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
Satisfied, the <<beasttype>> retreats into <<bhis>> abode.
<<if $monster is 1>>
<<bHe>> yawns, giving <<bhis>> hairy chest one last scratch before returning to <<bhis>> slumber.
<</if>>
<<elseif $enemyhealth lte 0>>
<<if $monster is 1>>
The <<beasttype>> recoils in pain, turning away from you. <<bHe>> covers <<bhis>> wrist with <<bhis>> hand, before fleeing deeper into <<bhis>> abode.
<<else>>
The <<beasttype>> turns away from you and flees deeper into its abode.
<</if>>
<</if>>
<br><br>
<<tearful>> you pick up the box again and leave the cave.
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<<wearProp "black box">>
<<link [[Next|Forest]]>><<set $eventskip to 1>><<handheldon>><</link>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<if $phase is 1>>
<<set $enemytrust -= 40>>
<<elseif $phase is 2>>
<<set $enemyanger += 40>><<set $enemytrust -= 100>><<set $enemyhealth -= 100>>
You stand still, waiting until they draw close.
With their guard down, you stomp on the <<person2>><<persons>> foot and smack <<his>> face, sending <<him>> reeling.
<<person1>>The <<person>> is not amused. "Stupid slut. You'll pay for that."
<br><br>
<</if>>
<<elseif $sexstart is 1>>
<<set $sexstart to 0>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 40>>
<<promiscuity2>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Forest Box Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Forest Box Molestation]]>><</link>></span><<nexttext>>
<</if>><<location "forest">><<effects>>
"I don't think you quite understand the situation you're in," the <<person1>><<person>> says, now very close. "We're getting what we want."
<br><br>
<<link [[Next|Forest Box Molestation]]>><<set $phase to 1>><<set $molestationstart to 1>><</link>>
<br><<effects>>
<<if $finish is 1>>
"You're not getting away that easily," the <<person1>><<person>> says.
<br><br>
<<set $consensual to 0>><<set $finish to 0>>
<<link [[Next|Forest Box Molestation]]>><<set $molestationstart to 1>><</link>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Here you go," says the <<person1>><<person>>, dropping the box in front of you. "Give Landry our regards." <<tearful>> you collect the box and leave the clearing.
<<set $pubtask2 to 1>>
<br><br>
<<clotheson>>
<<endcombat>>
<<wearProp "black box">>
<<link [[Next|Forest]]>><<set $eventskip to 1>><<handheldon>><</link>>
<<elseif $enemyhealth lte 0>>
The pair recoil in pain and drop the box on the grass. <<tearful>> you seize it and flee the clearing, chased by their angry shouts.
<<set $pubtask2 to 1>>
<br><br>
<<clotheson>>
<<endcombat>>
<<wearProp "black box">>
<<link [[Next|Forest]]>><<set $eventskip to 1>><<handheldon>><</link>>
<</if>><<location "forest">><<effects>>
<<if $scienceshroomknown isnot 1>>
<<set $scienceshroomknown to 1>>
<span class="gold">You have discovered a new science project.</span>
<br><br>
<</if>>
<<if $phase is 0>>
<<wearProp "mushroom">>
<<set $scienceshroomheart += 1>>
You kneel and gather the mushrooms. They smell refreshing.
<<ltiredness>><<tiredness -6>>
<br><br>
<span class="gold">You can add the mushrooms you found to your project in your room or the school library.</span>
<br><br>
<<else>>
<<wearProp "wolfshroom">>
<<set $scienceshroomwolf += 1>>
You kneel and gather the mushrooms. They smell sweet.
<<garousal>><<arousal 600>>
<br><br>
<span class="gold">You can add the mushrooms you found to your project in your room or the school library.</span>
<br><br>
<</if>>
<<link [[Next|Forest]]>><<handheldon>><<set $eventskip to 1>><</link>>
<br><<location "forest">><<effects>>
You follow the lake's offshoot brook carefully. The shoreline is choked with dense foliage, forcing you to shimmy along the steep bank.
<br><br>
There's sharp declines and sharper rocks pointing downstream. Any further will make for a one-way trip.
<br><br>
<<lakeicon "waterfall">><<link [[Go upstream towards the lake (0:30)|Lake Waterfall]]>><<pass 30>><<tiredness 6>><</link>><<gtiredness>>
<br>
<<if $earSlime.forcedCommando isnot undefined and !$worn.under_lower.type.includes("naked") and hasSexStat("exhibitionism", 3)>>
<span class="red">The slime in your ear refuses to allow you to leave with <<underwearTypeText>> on.</span>
<<else>>
<<if $bogProgress gte 1>>
<<foresticon "bog">><<link [[Go downstream towards the bog (0:20)|Bog Intro]]>><<set $foresthunt to 0>><<pass 20>><<tiredness 6>><<set $forest to 0>><</link>><<note "One-way" "red">><<gtiredness>>
<<else>>
<<mysteryicon>><<link [[Explore downstream (0:20)|Bog Intro]]>><<set $foresthunt to 0>><<pass 20>><<tiredness 6>><<set $forest to 0>><</link>><<note "One-way" "red">><<gtiredness>>
<</if>>
<</if>>
<br><br>
<<foresticon>><<link [[Forest (0:10)|Forest]]>><<pass 10>><<set $forest to 80>><</link>>
<br><<widget "forestmove">>
<<if $possessed>>
You shamble through the forest. You know where you're going.
<<elseif $forestmove is "quickly">>
You move as quick as the rough and wooded terrain will allow. Twigs and fallen branches bend and snap beneath your feet.
<<elseif $forestmove is "normally">>
You walk through the trees. The gentle sounds and scents make for a pleasant journey.
<<elseif $forestmove is "carefully">>
You sneak through the undergrowth, causing as little disturbance as possible.
<<elseif $forestmove is "hobble">>
You hobble through the undergrowth, careful not to trip.
<<elseif $forestmove is "secretin">>
The path you take would be invisible if you didn't know where to look. The trees close in around you. You're much deeper in the forest.
<<elseif $forestmove is "secretout">>
The path you take would be invisible if you didn't know where to look. You soon hear the sounds of town up ahead. You're near the edge of the forest.
<<elseif $forestmove is "quick_search">>
You search as quick as the rough and wooded terrain will allow, tearing fallen branches off the ground to observe beneath.
<<elseif $forestmove is "normal_search">>
You search for anything of value hidden between the trees.
<<elseif $forestmove is "careful_search">>
<<if $forest gte 50>>
You sneak through the undergrowth, searching among dense ferns for anything of value.
<<else>>
You sneak through the undergrowth, scanning the ground for anything of value.
<</if>>
<<elseif $forestmove is "road">>
You walk along the smooth road, safe from the dangers of the wild.
<</if>>
<<if Weather.precipitation is "rain">>
Thick drops of rain fall around you, gathered by the canopy.
<</if>>
<<if $forestmove or $possessed>>
<br><br>
<</if>>
<<set $forestmove to 0>>
<</widget>>
<<widget "forestdeeper">>
Go deeper into the forest
<br>
<<if $worn.feet.type.includes("heels") and !$possessed>>
<<heelsicon "hobble">><<link [[Hobble in heels (0:30)|Forest]]>><<set $forestmod to 3>><<set $forest += 5>><<pass 30>><<set $forestmove to "hobble">><<if $foresthunt gte 1>><<set $foresthunt += 2>><</if>><</link>><<gharass>>
<<if $town_projects.road gte 4 and $forest lte 24>>
<br>
<<forestroadicon "deep">><<link [[Follow road (0:10)|Forest]]>><<set $forestmod to 1>><<set $forest += 5>><<set $forestmove to "road">><<pass 10>><<if $foresthunt gte 1>><<set $foresthunt += 1>><</if>><<set $eventskip to 1>><</link>><<noharass>>
<</if>>
<<else>>
<<if !$worn.feet.type.includes("shackle")>>
<<runicon>><<link [[Quickly (0:05)|Forest]]>><<set $forestmod to 3>><<set $forest += 5>><<pass 5>><<set $forestmove to "quickly">><<if $foresthunt gte 1>><<set $foresthunt += 0.5>><</if>><</link>><<gharass>>
<br>
<</if>>
<<if $nextPassageCheck is "Forest Blood Deeper">>
<span class="nextLink"><<walkicon>><<link [[The lake.|Forest Blood Deeper]]>><<set $forestmod to 1.5>><<set $forest += 5>><<set $forestmove to "normally">><</link>></span>
<<else>>
<<walkicon>><<link [[Normally (0:10)|Forest]]>><<set $forestmod to 1.5>><<set $forest += 5>><<set $forestmove to "normally">><<pass 10>><<if $foresthunt gte 1>><<set $foresthunt += 1>><</if>><</link>>
<</if>>
<br>
<<sneakicon>><<link [[Carefully (0:30)|Forest]]>><<set $forestmod to 1>><<set $forest += 5>><<pass 30>><<set $forestmove to "carefully">><<if $foresthunt gte 1>><<set $foresthunt += 2>><</if>><</link>><<lharass>>
<<if $town_projects.road gte 4 and $forest lte 24>>
<br>
<<forestroadicon "deep">><<link [[Follow road (0:05)|Forest]]>><<set $forestmod to 1>><<set $forest += 5>><<set $forestmove to "road">><<pass 5>><<if $foresthunt gte 1>><<set $foresthunt += 1>><</if>><<set $eventskip to 1>><</link>><<noharass>>
<<if $forest lt 20>>
<br>
<<forestroadicon "deep">><<link [[Jog along the road (0:05)|Forest]]>><<set $forestmod to 1>><<set $forest += 10>><<set $forestmove to "road">><<pass 5>><<if $foresthunt gte 1>><<set $foresthunt += 2>><</if>><<set $eventskip to 1>><<tiredness 1>><<athletics 1>><</link>><<noharass>><<gtiredness>><<gathletics>>
<</if>>
<<if $forest is 0>>
<br>
<<forestroadicon "deep">><<link [[Run along the road (0:05)|Forest]]>><<set $forestmod to 1>><<set $forest += 25>><<set $forestmove to "road">><<pass 5>><<if $foresthunt gte 1>><<set $foresthunt += 4>><</if>><<set $eventskip to 1>><<tiredness 5>><<athletics 3>><</link>><<noharass>><<gtiredness>><<gathletics>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "forestsearch">>
Search this area <<gtreasure>>
<br>
<<if !$worn.feet.type.includes("shackle")>>
<<runicon>><<link [[Quickly (0:05)|Forest]]>><<set $forest_search to true>><<set $forestmod to 3>><<pass 5>><<set $forestmove to "quick_search">><<if $foresthunt gte 1>><<set $foresthunt += 0.5>><</if>><</link>><<gharass>>
<br>
<</if>>
<<walkicon>><<link [[Normally (0:10)|Forest]]>><<set $forest_search to true>><<set $forestmod to 1.5>><<set $forestmove to "normal_search">><<pass 10>><<if $foresthunt gte 1>><<set $foresthunt += 1>><</if>><</link>>
<br>
<<sneakicon>><<link [[Carefully (0:30)|Forest]]>><<set $forest_search to true>><<set $forestmod to 1>><<pass 30>><<set $forestmove to "careful_search">><<if $foresthunt gte 1>><<set $foresthunt += 2>><</if>><</link>><<lharass>>
<</widget>>
<<widget "forestlessdeep">>
Go towards town
<br>
<<if $worn.feet.type.includes("heels") and !$possessed>>
<<heelsicon "hobble">><<link [[Hobble in heels (0:30)|Forest]]>><<set $forestmod to 3>><<set $forest -= 5>><<pass 30>><<set $forestmove to "hobble">><<if $foresthunt gte 1>><<set $foresthunt += 2>><</if>><</link>><<gharass>>
<<if $town_projects.road gte 4 and $forest lte 25 and $forest gte 1>>
<br>
<<forestroadicon "town">><<link [[Follow road (0:10)|Forest]]>><<set $forestmod to 1>><<set $forest -= 5>><<set $forestmove to "road">><<pass 10>><<if $foresthunt gte 1>><<set $foresthunt += 1>><</if>><<set $eventskip to 1>><</link>><<noharass>>
<</if>>
<<else>>
<<if !$worn.feet.type.includes("shackle")>>
<<runicon>><<link [[Quickly (0:05)|Forest]]>><<set $forestmod to 3>><<set $forest -= 5>><<pass 5>><<set $forestmove to "quickly">><<if $foresthunt gte 1>><<set $foresthunt += 0.5>><</if>><</link>><<gharass>>
<br>
<</if>>
<<if $nextPassageCheck is "Forest Blood Less Deep">>
<span class="nextLink"><<walkicon>><<link [[The lake.|Forest Blood Less Deep]]>><<set $forestmod to 1.5>><<set $forest -= 5>><<set $forestmove to "normally">><</link>></span>
<<else>>
<<walkicon>><<link [[Normally (0:10)|Forest]]>><<set $forestmod to 1.5>><<set $forest -= 5>><<set $forestmove to "normally">><<pass 10>><<if $foresthunt gte 1>><<set $foresthunt += 1>><</if>><</link>>
<</if>>
<br>
<<sneakicon>><<link [[Carefully (0:30)|Forest]]>><<set $forestmod to 1>><<set $forest -= 5>><<pass 30>><<set $forestmove to "carefully">><<if $foresthunt gte 1>><<set $foresthunt += 2>><</if>><</link>><<lharass>>
<<if $town_projects.road gte 4 and $forest lte 25 and $forest gte 1>>
<br>
<<forestroadicon "town">><<link [[Follow road (0:05)|Forest]]>><<set $forestmod to 1>><<set $forest -= 5>><<set $forestmove to "road">><<pass 5>><<if $foresthunt gte 1>><<set $foresthunt += 1>><</if>><<set $eventskip to 1>><</link>><<noharass>>
<<if $forest gt 5>>
<br>
<<forestroadicon "town">><<link [[Jog along the road (0:05)|Forest]]>><<set $forestmod to 1>><<set $forest -= 10>><<set $forestmove to "road">><<pass 5>><<if $foresthunt gte 1>><<set $foresthunt += 2>><</if>><<set $eventskip to 1>><<tiredness 1>><<athletics 1>><</link>><<noharass>><<gtiredness>>
<</if>>
<<if $forest is 25>>
<br>
<<forestroadicon "town">><<link [[Run along the road (0:05)|Forest]]>><<set $forestmod to 1>><<set $forest -= 25>><<set $forestmove to "road">><<pass 5>><<if $foresthunt gte 1>><<set $foresthunt += 4>><</if>><<set $eventskip to 1>><<tiredness 5>><<athletics 3>><</link>><<noharass>><<gtiredness>><<gathletics>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "eventforestoutskirts">>
<<cleareventpool>>
<<addinlineevent "forestoutskirts_hikers">>
<<if numberOfEarSlime() and $earSlime.growth gte 80 - ($earSlime.promiscuity * 10)>>
You hear a pair up ahead, on the same trail as you.
<br><br>
<span class="lewd">You feel the slime in your head command you to give yourself to the pair.</span> It promises rewards if you comply, and threatens consequences if you do not.
<br><br>
<<if hasSexStat("promiscuity", 4) and $submissive gte 1900>>
<<link [[Submit willingly|Forest Slime Pair Submit willingly]]>><<corruption 3>><<pain -8>><<stress -12>><<trauma -24>><<sub 2>><</link>><<promiscuous4>><<ggcorruption>><<llpain>><<llltrauma>><<llstress>>
<br>
<</if>>
<<link [[Obey|Forest Slime Pair Obey]]>><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 2>><</link>><<gcorruption>><<lpain>><<lltrauma>><<lstress>>
<br>
<<link [[Defy|Forest Slime Pair Defy]]>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><</link>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>>
<br>
<<else>>
<<if $exposed is 1>>
You hear a pair up ahead, on the same trail as you.
<<if hasSexStat("exhibitionism", 3)>>
You look down at your <<lewdness>> and feel a lewd thrill rush through you. Maybe it wouldn't be so bad if they saw you.
<br><br>
<<rng>>
<<if $rng gte 61>>
<<link [[Stick to the trail|Forest Molestation]]>><<set $molestationstart to 1>><</link>><<exhibitionist3>>
<br>
<<else>>
<<link [[Stick to the trail|Forest Avoid]]>><<set $phase to 2>><</link>><<exhibitionist3>>
<br>
<</if>>
<<link [[Avoid them (0:20)|Forest Avoid]]>><<set $phase to 0>><<set $eventskip to 1>><<pass 20>><<if $foresthunt gte 1>><<set $foresthunt += 2>><</if>><</link>>
<<else>>
You look down at your <<lewdness>> and feel anxious, you'll have to leave the trail or you'll be seen.
<br><br>
<<link [[Avoid them (0:20)|Forest Avoid]]>><<set $phase to 0>><<set $eventskip to 1>><<pass 20>><<if $foresthunt gte 1>><<set $foresthunt += 2>><</if>><</link>>
<</if>>
<<elseif $exposed gte 2>>
You hear a pair up ahead, on the same trail as you.
<<rng>>
<<if hasSexStat("exhibitionism", 5)>>
You look down at your <<lewdness>> and feel a lewd thrill rush through you. Maybe it wouldn't be so bad if they saw you.
<br><br>
<<if $rng gte 41>>
<<link [[Stick to the trail|Forest Molestation]]>><<set $molestationstart to 1>><</link>><<exhibitionist5>>
<br>
<<else>>
<<link [[Stick to the trail|Forest Avoid]]>><<set $phase to 3>><</link>><<exhibitionist5>>
<br>
<</if>>
<<link [[Avoid them (0:20)|Forest Avoid]]>><<set $phase to 0>><<set $eventskip to 1>><<pass 20>><<if $foresthunt gte 1>><<set $foresthunt += 2>><</if>><</link>>
<<else>>
You look down at your <<lewdness>> and feel anxious, you'll have to leave the trail or you'll be seen.
<br><br>
<<link [[Avoid them (0:20)|Forest Avoid]]>><<set $phase to 0>><<set $eventskip to 1>><<pass 20>><<if $foresthunt gte 1>><<set $foresthunt += 2>><</if>><</link>>
<</if>>
<<else>>
You hear a pair up ahead, on the same trail as you. Something about them makes you nervous.
<br><br>
<<link [[Avoid them (0:20)|Forest Avoid]]>><<set $phase to 0>><<pass 20>><<if $foresthunt gte 1>><<set $foresthunt += 2>><</if>><</link>>
<br>
<<rng>>
<<if $rng gte 81>>
<<link [[Stick to the trail|Forest Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<link [[Stick to the trail|Forest Avoid]]>><<set $phase to 1>><</link>>
<br>
<</if>>
<</if>>
<</if>>
<</addinlineevent>>
<<addevent "forestwolfspy">>
<<addinlineevent "forest_wolf" 0.33>>
<<beastNEWinit 1 wolf>>
<!-- Modified for monster people -->
A lone <<beasttype>> emerges from between the trees, teeth bared.
<<if $monster is 1>>
"Found you," <<bhe>> barks. "Mine."
<</if>>
<br><br>
<<if $monster is 1 or $bestialitydisable is "f">>
<<link [[Next|Forest Wolf]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
It chases you through the woods. You run until you can no longer hear it behind you. You're not sure if you outran it or it grew bored.
<<beastescape>><<gtiredness>><<tiredness 4>><<gathletics>><<athletics 2>><<silently>><<physique 1>><</silently>>
<br><br>
<<link [[Next (0:20)|Forest]]>><<pass 20>><<set $eventskip to 1>><<endevent>><</link>>
<</if>>
<</addinlineevent>>
<<addinlineevent "forestoutskirts_safeperson">>
<<if Time.dayState is "night">>
<<generate1>><<person1>>
You see a <<person>> through the trees, leaning against a tree and smoking a cigarette.
<<if $exposed gte 1>>
You follow a different path, not wanting your <<lewdness>> seen.
<<gstress>><<stress 6>>
<<else>>
<<He>> glances at you as you pass, but doesn't say anything.
<</if>>
<br><br>
<<endevent>>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<<else>>
<<generate1>><<person1>>
You see a <<person>> through the trees, reaching into a bramble patch. <<He>> holds a basket full of berries in <<his>> other hand.
<<if $exposed gte 1>>
You follow a deeper path, not wanting your <<lewdness>> seen.
<<gstress>><<stress 6>>
<<else>>
<<He>> waves when <<he>> sees you, and you wave back.
<<ltrauma>><<trauma -6>>
<</if>>
<br><br>
<<endevent>>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<</addinlineevent>>
<<addevent "forestrock" 0.33>>
<<addinlineevent>>
You squeeze through a thicket.
<<set $stripintegrity to 10>><<set $stripobject to "tree branch">><<stripobject>>
<br><br>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<</addinlineevent>>
<<runeventpool>>
<</widget>>
<<widget "eventforest">>
<<if $foresthunt lte 0 and wraithCanHunt() and $wraith.state and ($wraith.hunt or $wraith.timer gte random(0, 40))>>
<<wHunt "forest">>
<<else>>
<<cleareventpool>>
<<outfitChecks>>
<<if $foresthunt lte 0>>
<<addinlineevent "forest_hunted" 0.5>>
A chill runs up your spine, a warning from some primal instinct. <span class="red">Something is hunting you.</span>
<<set $rng2 to random(1, 2)>>
<<if $rng2 is 1>>
<<set $edenforesthunt to 1>>
<<set $blackwolfhunt to 0>>
<<elseif $rng2 is 2>>
<<set $edenforesthunt to 0>>
<<set $blackwolfhunt to 1>>
<</if>>
<<set $foresthunt to 1>>
<<endevent>>
<br><br>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<</addinlineevent>>
<</if>>
<<addevent "forestwolfspy" 0.25>>
<<addevent "forestboar" 0.20>>
<<if _bottomless is false>>
<<addevent "ForestBullies" 0.20>>
<</if>>
<<addinlineevent "forest_wolf" 0.33>>
<<beastNEWinit 1 wolf>>
<!-- Modified for monster people -->
A lone <<beasttype>> emerges from between the trees, teeth bared.
<<if $monster is 1>>
"Prey. No struggle."
<</if>>
<br><br>
<<if $monster is 1 or $bestialitydisable is "f">>
<<link [[Next|Forest Wolf]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
It chases you through the woods. You run until you can no longer hear it behind you. You're not sure if you outran it or it grew bored.
<<beastescape>><<gtiredness>><<tiredness 4>><<gathletics>><<athletics 2>><<silently>><<physique 1>><</silently>>
<br><br>
<<link [[Next (0:20)|Forest]]>><<endevent>><<pass 20>><<set $eventskip to 1>><</link>>
<</if>>
<</addinlineevent>>
<<addevent "forestbear" 0.15>>
<<addevent "forestrock" 0.25>>
<<addinlineevent "forest_clothingdamage">>
You squeeze through a thicket.
<<set $stripintegrity to 10>><<set $stripobject to "tree branch">><<stripobject>>
<br><br>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<</addinlineevent>>
<<addevent "forestcutter" 0.15>>
<<set _forestNestUnsafe to true>>
<<addevent "forest_nest" 0.15>>
<<if $fox_grudge>>
<<addevent "fox_grudge" 0.33>>
<</if>>
<<runeventpool>>
<</if>>
<</widget>>
<<widget "eventforestdeep">>
<<if $foresthunt lte 0 and wraithCanHunt() and $wraith.state and ($wraith.hunt or $wraith.timer gte random(0, 20))>>
<<wHunt "forest">>
<<else>>
<<cleareventpool>>
<<if $foresthunt lte 0>>
<<addinlineevent "deepforest_hunted">>
A chill runs up your spine, a warning from some primal instinct. <span class="red">Something is hunting you.</span>
<<set $rng2 to random(1, 2)>>
<<if $rng2 is 1>>
<<set $edenforesthunt to 1>>
<<set $blackwolfhunt to 0>>
<<elseif $rng2 is 2>>
<<set $edenforesthunt to 0>>
<<set $blackwolfhunt to 1>>
<</if>>
<<set $foresthunt to 1>>
<<endevent>>
<br><br>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<</addinlineevent>>
<</if>>
<<addevent "forestwolfspy2">>
<<addinlineevent "deepforest_wolf2">>
<<beastNEWinit 2 wolf>>
A pair of
<<if ($monster isnot 1) or ($NPCList[0].pronoun is "m" and $NPCList[1].pronoun is "m") or ($NPCList[0].pronoun is "f" and $NPCList[1].pronoun is "f")>>
<<beastsplural>>
<<else>>
wolf people - one male, and one female -
<</if>>
emerge from between the trees, teeth bared.
<<if $monster is 1>>
"Found you," one barks. "Outnumbered. You're ours now."
<</if>>
<br><br>
<!-- Modified for monster people -->
<<if $monster is 1 or $bestialitydisable is "f">>
<<link [[Next|Forest Wolf2]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
They chase you through the woods. You run until you can no longer hear them behind you. You're not sure if you outran them or they grew bored.
<<physique 2>><<beastescape>><<gtiredness>><<tiredness 8>><<gathletics>><<athletics 4>>
<br><br>
<<link [[Next (0:20)|Forest]]>><<pass 20>><<endevent>><<set $eventskip to 1>><</link>>
<</if>>
<</addinlineevent>>
<<if $voredisable is "f" and $bestialitydisable is "f">>
<<addevent "forestsnake" 0.33>>
<</if>>
<<addevent "forestbear">>
<<if $tentacledisable is "f" and $voredisable is "f" and ($hallucinations gte 2 or $backgroundTraits.includes("plantlover"))>>
<<addinlineevent "deepforest_slimecontrol">>
You walk through a dense thicket. The air is thick with pollen, but you don't see any flowers. You begin to feel lightheaded, and steady yourself against a trunk. A white haze lingers in the air.
<br><br>
<<if numberOfEarSlime() and $earSlime.growth gte 50>>
<span class="lewd">You feel the slime in your head command you to continue moving in a specific direction.</span> It promises rewards if you comply, and threatens consequences if you do not.
<br><br>
<<link [[Obey|Forest Pitcher Slime Obey]]>><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 1>><<set $slimeObey to true>><</link>><<gcorruption>><<lpain>><<lltrauma>><<lstress>>
<br>
<<link [[Defy|Forest Pitcher Slime Defy]]>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><</link>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>>
<br>
<<else>>
<<link [[Steady yourself until the feeling subsides (0:30)|Forest Pitcher Wait]]>><<pass 30>><<arousal 1200>><<drugs 30>><</link>><<ggarousal>>
<br>
<<link [[Continue|Forest Pitcher Ignore]]>><</link>><<willpowerdifficulty 1 $willpowermax>>
<br>
<</if>>
<</addinlineevent>>
<</if>>
<<if $tentacledisable is "f" and ($hallucinations gte 2 or $backgroundTraits.includes("plantlover"))>>
<<addinlineevent>>
Something grabs your ankle, causing you to trip and fall. You look back, and see a tree root coiling round you. Several others snake through the undergrowth.
<br><br>
<<link [[Struggle|Forest Tentacles]]>><<set $molestationstart to 1>><</link>>
<br>
<<if hasSexStat("deviancy", 5)>>
<<link [[Allow them to surround you|Forest Tentacles]]>><<set $molestationstart to 2>><</link>><<deviant5>>
<</if>>
<</addinlineevent>>
<</if>>
<<addevent "forestrock">>
<<if $bestialitydisable is "f" and $waspdisable is "f">>
<<addevent "forestwasps">>
<</if>>
<<addinlineevent "deepforest_clothingdamage">>
You squeeze through a thicket.
<<set $stripintegrity to 10>><<set $stripobject to "tree branch">><<stripobject>>
<br><br>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<</addinlineevent>>
<<if $plantdisable is "f" and $tentacledisable is "f" and ($hallucinations gte 2 or $backgroundTraits.includes("plantlover"))>>
<<addevent "forestplant_kiss">>
<<addevent "forestplant_snare">>
<</if>>
<<addevent "forestrock">>
<<if $bestialitydisable is "f" and $waspdisable is "f">>
<<addevent "forestwasps">>
<</if>>
<<addinlineevent "deepforest_clothingdamage">>
You squeeze through a thicket.
<<set $stripintegrity to 10>><<set $stripobject to "tree branch">><<stripobject>>
<br><br>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<</addinlineevent>>
<<set _forestNestUnsafe to true>>
<<addevent "forest_nest">>
<<if $fox_grudge>>
<<addevent "fox_grudge" 0.33>>
<</if>>
<<runeventpool>>
<</if>>
<</widget>>
<<widget "eventforestsafe">>
<<cleareventpool>>
<<if playerRutMinArousal()>>
<<addinlineevent "safeforest_wolfhowl_rut">>
You hear a wolf howl in the distance. The sound is deep and rumbling.
<<if $wolfgirl gte 3>>
It stirs something primal in your body. You're desperate to answer this call.
<<garousal>><<arousal 1000>>
<<elseif $sciencetrait gte 3 and $awareness gte 100>>
You remember learning about the local species' rut and oestrus period with Sirris. Best not to linger.
<<gstress>><<stress 10>>
<<else>>
You don't know why but you think the wolves sound different.
<<gstress>><<stress 1>>
<</if>>
<br><br>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<br>
<</addinlineevent>>
<<else>>
<<addinlineevent "safeforest_wolfhowl">>
You hear a wolf howl in the distance.
<<if $wolfgirl gte 3>>
<<garousal>><<arousal 600>>
<<else>>
<<gstress>><<stress 1>>
<</if>>
<br><br>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<br>
<</addinlineevent>>
<</if>>
<<addinlineevent "safeforest_easytrail" 0.33>>
You find a trail which makes the going a little easier.
<<lstress>><<stress -2>>
<br><br>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "event_ambient">>
<<eventAmbient>>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<br>
<</addinlineevent>>
<<if $forest lte 60>>
<<addevent "forestriver" 0.33>>
<<else>>
<<addinlineevent "safeforest_deer" 0.33>>
A breeze caresses your face as you enter a clearing. Stood in the middle is a deer. It stops feeding when it notices you, but doesn't move.
<br><br>
<<link [[Approach|Forest Deer]]>><</link>>
<br>
<<link [[Ignore|Forest]]>><<set $eventskip to 1>><</link>>
<br>
<</addinlineevent>>
<</if>>
<<if $halloween is 1 and Time.monthDay is 31 and !$halloween_lake>>
<<addevent "halloween_lake_invite" 1000>>
<</if>>
<<runeventpool>>
<</widget>>
<<widget "eventforestitem">>
<<cleareventpool>>
<<addevent "forestgather">>
<<addevent "mushroompick" 0.33>>
<<addevent "berrypick" 0.33>>
<<addevent "forest_nest" 0.25>>
<<set _antiqueChance to 0.5>>
<<if $historyTraitBuffs.improvedChances is 1>>
<<set _antiqueChance += 0.15 * $historytrait>>
<</if>>
<<if $forest lte 20>>
<<addevent "forestarrow" _antiqueChance>>
<<elseif $forest lte 50>>
<<addevent "forestdagger" _antiqueChance>>
<<else>>
<<addevent "forestgem" _antiqueChance>>
<<if $beedisable is "f">>
<<addinlineevent>>
You hear a gentle buzz up ahead. A large beehive hangs from a tree. Workers fly in and out in a quest for pollen. The honey would be valuable.
<br><br>
<<if currentSkillValue('tending') gte 800>>
<<tendingicon "wild_honeycomb">><<link [[Harvest honeycomb (0:20)|Forest Honey Pick]]>><<pass 20>><</link>><<tendingdifficulty 800 1100>>
<br>
<<else>>
<span class="blue">You need a higher tending skill to harvest wild honeycomb.</span>
<br>
<</if>>
<<getouticon>><<link [[Leave|Forest]]>><<set $eventskip to 1>><</link>>
<br>
<</addinlineevent>>
<</if>>
<</if>>
<<runeventpool>>
<</widget>>
<<widget "forestwolfspy">>
A pair of eyes stares out from the darkness beneath a fern.
<<gstress>><<stress 6>>
<br><br>
<<beastNEWinit 1 wolf>>
<!-- Modified for monster people -->
<<if numberOfEarSlime() and ($bestialitydisable is "f" or $monster is 1) and ($earSlime.growth gte 80 - ($earSlime.deviancy * 10))>>
<span class="lewd">You feel the slime in your head command you to drop to all fours.</span> It promises rewards if you comply, and threatens consequences if you do not.
<br><br>
<<if hasSexStat("deviancy", 4) and $submissive gte 1900>>
<<link [[Submit willingly|Forest Slime Wolf Submit willingly]]>><<corruption 3>><<pain -8>><<stress -12>><<trauma -24>><<sub 2>><</link>><<deviant4>><<ggcorruption>><<llpain>><<llltrauma>><<llstress>>
<br>
<</if>>
<<link [[Obey|Forest Slime Wolf Obey]]>><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 1>><</link>><<gcorruption>><<lpain>><<lltrauma>><<lstress>>
<br>
<<link [[Defy|Forest Slime Wolf Defy]]>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><</link>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>>
<br>
<<else>>
<<if hasSexStat("deviancy", 2) and ($bestialitydisable is "f" or $monster is 1)>>
<<link [[Adopt mating posture|Forest Wolf Mate]]>><</link>><<deviant2>>
<br>
<</if>>
<<if ($wolfgirl gte 6 or ($transformationParts.wolf.tail isnot "hidden" and $transformationParts.wolf.tail isnot "disabled"))>>
<<link [[Howl|Forest Howl]]>><<endevent>><<stress -12>><<trauma -6>><<set $phase to 0>><</link>><<ltrauma>><<lstress>><<wolfgirl>>
<br>
<</if>>
<<link [[Continue|Forest]]>><<endevent>><<if $foresthunt gte 1>><<set $foresthunt += 1>><</if>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<</widget>>
<<widget "forestwolfspy2">>
Two pairs of eyes stare out from the darkness between the trees.
<<gstress>><<stress 6>>
<br><br>
<<beastNEWinit 2 wolf>>
<<if hasSexStat("deviancy", 3) and ($bestialitydisable is "f" or $monster is 1)>>
<<link [[Adopt mating posture|Forest Wolf Mate2]]>><</link>><<deviant3>>
<br>
<</if>>
<<if ($wolfgirl gte 6 or ($transformationParts.wolf.tail isnot "hidden" and $transformationParts.wolf.tail isnot "disabled"))>>
<<link [[Howl|Forest Howl]]>><<endevent>><<stress -12>><<trauma -6>><<set $phase to 1>><</link>><<ltrauma>><<lstress>><<wolfgirl>>
<br>
<</if>>
<<link [[Continue|Forest]]>><<endevent>><<if $foresthunt gte 1>><<set $foresthunt += 1>><</if>><<set $eventskip to 1>><</link>>
<br>
<</widget>>
<<widget "forestcutter">>
<<generate1>><<person1>>
You hear a steady noise up ahead. As you get closer, you see a <<person>> chopping a tree.
<<if $exposed gte 1>>
You crouch behind a bush to conceal your <<nudity>>.
<br><br>
<<if $exposed gte 2>>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Let <<him>> see you|Forest Cutter Exhibitionism]]>><<set $phase to 2>><</link>><<exhibitionist5>>
<br>
<</if>>
<<else>>
<<if hasSexStat("exhibitionism", 3)>>
<<link [[Let <<him>> see you|Forest Cutter Exhibitionism]]>><<set $phase to 1>><</link>><<exhibitionist3>>
<br>
<</if>>
<</if>>
<<link [[Sneak around|Forest]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<He>> waves at you.
<br><br>
<<link [[Approach|Forest Cutter]]>><</link>>
<br>
<<link [[Wave back and continue on|Forest]]>><<stress -12>><<set $eventskip to 1>><<endevent>><</link>><<lstress>>
<br>
<</if>>
<</widget>>
<<widget "forestsnake">>
You round a tree and come face to face with a pair of eyes, hovering just inches from your face. All strength drains from your muscles, and you collapse to the ground. The snake slithers onto the forest floor.
<<set $trance to 1>>
<br><br>
<<link [[Next|Forest Snake]]>><<set $molestationstart to 1>><</link>>
<br>
<</widget>>
<<widget "ForestBullies">>
On the path ahead you spot a group of your classmates lurking off the trail slightly. They look like they are up to no good.
<br><br>
<<link [[Go around (0:20)|Forest]]>><<pass 20>><<set $eventskip to 1>><</link>>
<br>
<<link [[Walk by them|Forest Bully Walk]]>><</link>>
<br>
<</widget>>
<<widget "forestboar">>
<<beastNEWinit 1 boar>><<person1>>
You hear the crunch of branches, then the rustle of leaves, and a snort. A <<beasttype>> fast approaches.
<br><br>
<<if $monster is 1>>
<<bHe>> bursts through a fern, and doesn't slow down. "My territory," <<bhe>> grunts, changing trajectory and speeding up. "Trespasser!" <<bHe>> charges right at you!
<<else>>
<<bHe>> bursts through a fern, and doesn't slow down. <<bHe>> changes trajectory and speeds up, charging right at you!
<</if>>
<br><br>
<<if $bestialitydisable is "f" or $monster is 1>>
<<link [[Brace|Forest Boar Brace]]>><</link>>
<br>
<<link [[Dodge|Forest Boar Dodge]]>><</link>><<dancedifficulty 1 600>>
<br>
<<else>>
You leap from the creature's path, dodging it but landing in a thorny bush. The creature rushes into the forest, unconcerned with you.<<beastescape>>
<br><br>
<<link [[Next|Forest]]>><<set $eventskip to 1>><<endevent>><</link>>
<br>
<</if>>
<</widget>>
<<widget "forestbear">>
You see fresh bear prints in the dirt.
<br><br>
<<beastNEWinit 1 bear>>
<<if $foresthunt gte 1>>
You feel whatever's hunting you draw closer.
<br><br>
<</if>>
<<link [[Take a detour (0:30)|Forest]]>><<endevent>><<pass 30>><<if $foresthunt gte 1>><<set $foresthunt += 2>><</if>><<set $eventskip to 1>><</link>>
<br>
<!-- Modified for Monster People -->
<<set _bearChance to Math.floor(1 * ($allure / 1500))>>
<<if random(1, 5) lte _bearChance and ($bestialitydisable is "f" or $monster is 1)>>
<<link [[Ignore them|Forest Bear Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<link [[Ignore them|Forest]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<</widget>>
<<widget "forestspider">>
You're walking across the top of a dell when the ground gives way. Your stomach lurches as you tumble down the slope.
<<if $rng gte 71 and $spiderdisable is "f">>
You come to a sudden stop. It takes a moment to get your bearings, as it feels like you're suspended in the air. You try to move, but cannot. You glance around, and realise you're <span class="red">stuck to a giant web.</span>
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
You feel movement elsewhere on the web. Above you. You look up. Many eyes look back. The giant spider creeps closer.
<br><br>
<<else>>
You come to a rest at the bottom, unhurt. That could have been fun, if it wasn't so scary.
<<gstress>>
<br><br>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<</widget>>
<<widget "forestrock">>
<<if $worn.feet.type.includes("naked") or $worn.feet.type.includes("shackle")>>
Your bare foot steps on a hard and jagged rock. It doesn't hurt much, but the shock makes you lose your footing and you tumble into a fern.
<<gstress>><<gpain>><<stress 6>><<pain 6>>
<br><br>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
The ground here is covered by hard and jagged rocks. They're hard to spot within the grass, but your $worn.feet.name hold up.
<br><br>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<</widget>>
<<widget "forestwasps">>
You hear a buzzing in the surrounding trees.
<<if $analdisable is "f">>
It's loudest behind you, but before you can turn, a dark shape shoots from the canopy and lands on your <<bottom>>.
<<else>>
Two shapes drop from the canopy, and fly towards you.
<</if>>
<br><br>
<<if hasSexStat("deviancy", 4) and $exposed lt 2>>
<<link [[Strip clothes|Forest Wasps Strip]]>><</link>><<deviant4>>
<br>
<</if>>
<<link [[Freeze|Forest Wasps]]>><<set $struggle_start to 1>><</link>>
<br>
<</widget>>
<<widget "forestplant_kiss">>
<<generatePlant1>><<person1>>
"Hi there!" You hear a voice beside you. A <<person "normal">> stands by a bush of tangled vines, waving at you cheerfully. <<He>> has <<plant_details>> scattered throughout <<his>> hair, and <<hes>> completely naked.
<<arousal 600>><<garousal>>
<br><br>
"Cuties like you don't usually come this far into the forest," <<he>> says. "It's dangerous this deep.
<<if $liquidoutsidecount gte 25>>
I'd ask if you made it through alright, but..." <<He>> eyes up the lewd fluids covering your body. "Yeah, you've had some fun."
<<else>>
Hope you didn't run into any trouble. That'd be awful."
<</if>>
<br><br>
The <<person "normal">> thinks for a moment, before smiling. "Hey, before you go, how about a kiss? Y'know, for good luck." <<He>> closes <<his>> eyes and leans forward, tapping <<his>> finger to <<his>> lips.
<br><br>
<<if $backgroundTraits.includes("plantlover") and $nectar_timer lte 14>>
<span class="pink">You know <<hes>> a <<personsimple>>. You can smell the nectar on <<his>> lips from here.</span> Your heart races, and you can barely think. You need <<his>> nectar. You need more of the sweet, intoxicating nectar.
<br><br>
<<link [[Kiss <<him>>|Forest Plant Kiss]]>><</link>><<promiscuous1>><<kissvirginitywarning>>
<br>
<<link [[Refuse|Forest Plant Kiss Refuse]]>><<stress 12>><</link>><<ggstress>>
<<else>>
<<link [[Kiss <<him>>|Forest Plant Kiss]]>><</link>><<promiscuous1>><<kissvirginitywarning>>
<br>
<<link [[Refuse|Forest Plant Kiss Refuse]]>><</link>>
<</if>>
<</widget>>
<<widget "forestplant_snare">>
<<generatePlant1>><<person1>>
<<if currentSkillValue('skulduggery') gte random(200,700)>>
You <span class="green">notice something out of the corner of your eye</span>, and look down. A snare trap made of vines is hidden in the ground. A vine leads across the ground into a nearby bush.
<br><br>
<<link [[Step over it|Forest Plant Snare]]>><<set $phase to 0>><</link>>
<br>
<<link [[Purposefully step in it|Forest Plant Snare]]>><<set $phase to 1>><<control 10>><</link>><<gcontrol>>
<<else>>
You're walking through the forest when <span class="red">a snare trap circles around your legs</span>. It tightens and pulls you to the ground, splitting off to pull your legs apart. It looks like it's made out of vines.
<br><br>
A <<person "normal">> with <<plant_details>> in <<his>> hair and <span class="purple">writhing vines trailing behind <<him>></span> runs up to you from out of a bush. "Got one!" the <<person>> crows. "And I only waited six hours. I'm pretty much a trapping pro." <<He>> licks <<his>> lips and moves toward you, wiggling <<his>> fingers lewdly.
<br><br>
<<link [[Next|Forest Plant Sex]]>><<set $molestationstart to 1>><<set $leftleg to "bound">><<set $rightleg to "bound">><</link>>
<</if>>
<</widget>>
<<widget "forestdagger">>
<<wearProp "dagger">>
You tread on something hard. You kneel and pull it from the forest detritus. It's an ancient dagger, worn beyond use. A collector might pay for this.
<br><br>
<<set $antiquemoney += 40>><<museumAntiqueStatus "antiqueforestdagger" "found">>
<<link [[Next|Forest]]>><<handheldon>><<set $eventskip to 1>><</link>>
<br>
<</widget>>
<<widget "forestgem">>
<<wearProp "forest gem">>
Something glints at the base of a tree stump. You tug it free. A calmness falls over you.
<<lstress>><<stress -3>>
<br><br>
It's a translucent green gemstone. A collector might pay for it.
<br><br>
<<set $antiquemoney += 100>><<museumAntiqueStatus "antiqueforestgem" "found">>
<<link [[Next|Forest]]>><<handheldon>><<set $eventskip to 1>><</link>>
<br>
<</widget>>
<<widget "forestarrow">>
<<wearProp "arrow">>
You spot a decaying metal shard amongst the fallen bark at your feet. It's an arrowhead. A collector might pay for it.
<br><br>
<<set $antiquemoney += 20>><<museumAntiqueStatus "antiqueforestarrow" "found">>
<<link [[Next|Forest]]>><<handheldon>><<set $eventskip to 1>><</link>>
<br>
<</widget>>
<<widget "foresthunt">>
<<set $foresthunt to 0>>
<<if $wraith.hunt>>
<<set $wraith.hunt to 0>>
<<if $location is "forest">>
<<set $wraith.exit to "forest">>
<<elseif $location is "lake_ruin">>
<<set $wraith.exit to "lake_ruin">>
<<else>>
<<set $wraith.exit to "lake">>
<</if>>
<<wraithCaught>>
<<elseif $blackwolfhunt is 1>>
<!-- Modified for monster people -->
<<npc "Black Wolf">>/*<<beastNNPCinit>>*/
<<if playerNormalPregnancyType() isnot "wolf" and isPregnancyEnding()>>
The Black Wolf bounds towards you! <<bHe>> observes you for a moment, then howls.
<<if $monster is 1>>
"Not good place for human birth," <<bhe>> says, <<bhis>> voice tinged with fear. "Come. Hold my fur. I'll take you."
<<else>>
<<bHe>> turns to face away from the forest, but keeps <<bhis>> gaze fixed on you.
<</if>>
<br><br>
<<link [[Next|Pregnancy Birth Black Wolf Hospital 1]]>><</link>>
<br>
<<elseif $syndromewolves is 1>>
<<if $caveHumanPregnancyDiscovered is 1>>
The Black Wolf bounds towards you!
<<if $wolfpackharmony gte 12>>
<<bHis>> excitement knocks you over as <<bhe>> leaps on top of you and licks your face, then turns and walks several paces away.<<stress -1>><<lstress>>
<br><br>
<<bHe>> looks back over <<bhis>> shoulder, in the direction of the wolf cave.
<<if $monster is 1>>
"Good to see you," <<bhe>> says. <<bHe>> looks at your belly, "But <<ppackbrother>> can't return with human cub," <<bhe>> says, disappointed. "We miss you."
<<else>>
<<bHe>> looks at your belly and whimpers. You can't go back to the cave while carrying a human cub.
<</if>>
<<else>>
<<if $monster is 1>>
"<<pPackbrother>> still with human cub!" <<bhe>> barks. "Leave, now!"
<<else>>
<<bHe>> growls at you. You think <<bhe>> wants you to leave <<bhis>> territory.
<</if>>
<<stress 1>><<gstress>>
<</if>>
<br><br>
<<link [[Continue|Forest]]>><<endevent>><<set $eventskip to 1>><</link>>
<<elseif $wolfpacktrust gte 24>>
The Black Wolf bounds towards you! <<bHis>> excitement knocks you over as <<bhe>> leaps on top of you and licks your face, then turns and walks several paces away.<<stress -1>><<lstress>>
<br><br>
<<bHe>> looks back over <<bhis>> shoulder, in the direction of the wolf cave.
<<if $monster is 1>>
"Good to see you," <<bhe>> says. "Not safe here. Cold, dark. Come home."
<</if>>
<br><br>
<<link [[Return to wolf cave (0:30)|Wolf Cave Clearing]]>><<endevent>><<pass 30>><</link>>
<br>
<<link [[Continue|Forest]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<if $monster is 1 or $bestialitydisable is "f">>
The Black Wolf bounds towards you!
<<if $monster is 1>>
"Runaway, no good," <<bhe>> says.
<</if>>
<br><br>
<<link [[Next|Forest Wolf Molestation]]>><<set $molestationstart to 1>><</link>>
<<else>>
You hear rustling nearby. A pair of glowing yellow eyes watch you from the canopy. The Black Wolf bounds towards you! You flee in terror, and somehow manage to escape.<<beastescape>>
<br><br>
<<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>>
<</if>>
<</if>>
<<elseif $monster is 1 or $bestialitydisable is "f">>
You hear rustling nearby. A pair of glowing yellow eyes watch you from the canopy.
<<if $monster is 1>>
Tufts of thick black hair cover a nude, towering body from head to toe. With a primal growl, <<bhe>> leaps towards you!
<<else>>
A monstrous black wolf bounds towards you!
<</if>>
<br><br>
<<link [[Next|Forest Wolf Molestation]]>><<set $molestationstart to 1>><</link>>
<<else>>
You hear rustling nearby. A pair of glowing yellow eyes watch you from the canopy. A monstrous black wolf bounds towards you! You flee in terror, and somehow manage to escape.<<beastescape>>
<br><br>
<<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<else>>
<<rngWraith 2 "night">>
<<if _wraithEvent and (["haunt", "despair"].includes($wraith.state) or $wraith.offspring is "dead") and $syndromeeden is 1>>
<<set $wraith.mimic to "Eden">><<npc Eden>><<person1>>Something whizzes past and hits a tree in front of you. You shield your face with your arms and stagger backwards. Something presses against your back, and you hear a <<personsimple>>'s voice. "I've got you now. Don't resist."
<br><br>
<<link [[Next|Wraith Mimic Fight]]>><<set $wraith.exit to "forest">><<set $molestationstart to 1>><</link>>
<br>
<<elseif $edenCagedEscape>>
<<npc Eden>><<person1>>
A hand grabs you by the back of the neck as you look off into the forest. "Told you I'd find you again, didn't I?" It's Eden.
<br><br>
<<He>> pins you against a tree, rage flashing in <<his>> eyes.
<br><br>
<<link [[Fight|Eden Caged Caught Resist]]>><<set $fightstart to 1>><</link>>
<br>
<<link [[Try to pull away|Eden Caged Caught Pull]]>><<def 1>><<npcincr Eden dom -1>><</link>><<physiquedifficulty 2000 18000>><<ldom>>
<br>
<<link [[Submit (0:30)|Eden Caged Caught]]>><<set $phase to 1>><<pass 30>><<npcincr Eden dom 1>><</link>><<gdom>>
<br>
<<elseif $syndromeeden is 1 and (($edenfreedom isnot 2 and $edendays gte 7) or ($edenfreedom gte 2 and $edendays gte 21))>>
<<npc Eden>><<person1>>
A hand grabs you by the back of the neck as you look off into the forest. "Where the fuck have you been?" snarls a <<personsimple>>. It's Eden. "I've been worried sick!"
<br><br>
Before you can speak, Eden begins to drag you away. "I don't want to hear your excuses, either." <<He>> glances scornfully in the direction of the town. "I could figure what you've been up to, anyway. Things aren't going to be pretty when we get home."
<br><br>
<<link [[Fight|Eden Caged Caught Resist]]>><<set $fightstart to 1>><</link>>
<br>
<<link [[Try to pull away|Eden Caged Caught Pull]]>><<def 1>><<npcincr Eden dom -1>><</link>><<physiquedifficulty 2000 18000>><<ldom>>
<br>
<<link [[Submit (0:30)|Eden Caged Caught]]>><<set $phase to 1>><<pass 30>><<sub 1>><<npcincr Eden dom 1>><</link>><<gdom>>
<br>
<<elseif $edenfreedom gte 2 and $edendays gte 8>>
<<npc Eden>><<person1>>
An arm wraps around your neck from behind, while a hand presses against the back of your head. You hear a <<personsimple>>'s voice. "I've been looking for you all over." It's Eden. "Come on, let's go home."
<br><br>
<<if $asphyxiaLvl gte 3>>
<<link [[Resist|Eden Recaptured Resist]]>><<set $fightstart to 1>><</link>>
<<else>>
<<link [[Resist|Eden Recaptured Resist Normal]]>><<set $molestationstart to 1>><</link>>
<</if>>
<br>
<<link [[Go to the cabin (0:30)|Eden Recaptured]]>><<pass 30>><</link>>
<br>
<<elseif $edenfreedom is 1 and $edendays gte 2>>
<<npc Eden>><<person1>>
An arm wraps around your neck from behind, while a hand presses against the back of your head. You hear a <<personsimple>>'s voice. "I've been looking for you all over." It's Eden. "Come on, let's go home."
<br><br>
<<link [[Resist|Eden Recaptured Resist]]>><<set $fightstart to 1>><</link>>
<br>
<<link [[Go to the cabin (0:30)|Eden Recaptured]]>><<pass 30>><</link>>
<br>
<<elseif $edenfreedom gte 1>>
<<rng>>
<<if Time.dayState isnot "night">>
<<if $rng gte 51>>
<<if currentSkillValue("feetskill") gte 800>>
<<npc Eden>><<person1>>
You step on a branch. You're almost caught off guard as a rope starts to coil around your legs. <span class="green">You jump out of the way.</span> A half-second later and you'd be left dangling from a tree.
<br><br>
"Too close," a voice calls out. It's Eden. "Those traps are meant for animals. You should watch where you're going."
<<else>>
<<npc Eden>><<person1>>
You step on a branch. You're caught off guard as a rope snares around your right leg, hoisting you high into the air. It flips you upside down, leaving you dangling from a nearby tree.<<gstress>><<stress 6>>
<br><br>
You reach up to untie yourself, and spot someone watching. It's Eden.
<br><br>
"Those traps are meant for animals," <<he>> says. "You should watch where you're going." <<He>> takes your weight in <<his>> arms while <<he>>
<<if C.npc.Eden.lust gte 60>>
begins to untie you. <<He>> pauses before <<he>> does.
<br><br>
"We should have some fun first, though, don't you agree?" <<He>> smiles down at you as <<he>> unzips <<his>> pants.
<br><br>
<<link [[Help Eden pull <<his>> pants down|Forest Eden Snare Oral]]>><<set $phase to 0>><<npcincr Eden love 1>><<npcincr Eden dom 1>><<sub 1>><</link>><<glove>><<gdom>>
<br>
<<link [[Push Eden away|Forest Eden Snare Oral]]>><<set $phase to 1>><<npcincr Eden love -1>><<npcincr Eden dom -1>><<def 1>><</link>><<llove>><<ldom>>
<<exit>>
<<else>>
unties you, then eases you to the ground.
<</if>>
<</if>>
<<else>>
<<npc Eden>><<person1>>
You hear leaves rustling. A deer leaps from a nearby bush, with Eden close behind. The latter stops in <<his>> tracks when <<he>> spots you.
<br><br>
"I almost didn't see you," <<he>> says. "You should get back to the cabin. Where it's safe."
<</if>>
<<else>>
<<if $rng gte 51>>
<<npc Eden>><<person1>>
A light blazes into your eyes, obscuring your vision. You raise your arm in front of your face. "Can't see a damn thing out here," says a voice. It's Eden. <<He>> points the torch right at you. "What are you doing out at this time?"
<<else>>
<<npc Eden>><<person1>>
An arm wraps around your neck from behind, while a hand presses against the back of your head. You struggle, and the perpetrator releases you. "Sorry," says a voice. It's Eden. "I just wanted to check on you. Why do you look scared?"
<</if>>
<</if>>
<br><br>
<<forestCabinReturnLinks>>
<<else>>
<<npc Eden>><<person1>>
A bullet whizzes past and hits a tree in front of you. You shield your face with your arms and stagger backwards. A cold hard object presses against your back, and you hear a <<personsimple>>'s voice. "I've got you now. Don't resist."
<br><br>
<<link [[Next|Forest Hunter Molestation]]>><<set $molestationstart to 1>><</link>>
<</if>>
<</if>>
<</widget>>
<<widget "eventwolfcave">>
<<if $wolfpacktrust gte 12>>
<<npc "Black Wolf">>/*<<beastNNPCinit>>*/
The Black Wolf walks up to you and <<if $monster is 1>>kneels<<else>>turns<</if>> until <<bhis>> <<if C.npc["Black Wolf"].gender is "m">>erect $NPCList[0].penisdesc<<else>>wet pussy<</if>> hovers inches away from you. <<bHe>> waits. The other <<wolf_cave_plural>> watch. <<if $monster is 1>>"Accept, and become <<ppackbrother>>.<<print ((playerHeatMinArousal() and (V.player.vaginaExist or canBeMPregnant()) and V.NPCList[0].penis !== "none") ? ' You ready.' : '')>><<print ((playerRutMinArousal() and $NPCList[0].vagina isnot "none") ? " You ready." : '')>>"<</if>>
<br><br>
<<link [[Take it in hand|Wolf Cave Accept]]>><<set $sexstart to 1>><</link>><<deviant1>>
<br>
<<if hasSexStat("deviancy", 4)>>
<<link [[Take it in mouth|Wolf Cave Accept]]>><<set $phase to 1>><<set $sexstart to 1>><</link>><<deviant4>>
<br>
<</if>>
<<if ($wolfgirl gte 6 or ($transformationParts.wolf.tail isnot "hidden" and $transformationParts.wolf.tail isnot "disabled")) and hasSexStat("deviancy", 5)>>
<<if playerAwareTheyAreInHeat() and $NPCList[0].penis isnot "none" and (($player.vaginaExist and !playerChastity("vagina")) or (canBeMPregnant() and !playerChastity("anus")))>>
<<link [[Present your behind|Wolf Cave Accept]]>><<set $phase to 2>><<set $sexstart to 1>><</link>><<deviant5>><<wolfgirl>><<heat>>
<br>
<</if>>
<<if playerRutMinArousal() and $NPCList[0].vagina isnot "none" and !playerChastity("penis")>>
<<link [[Playful bite|Wolf Cave Accept]]>><<set $phase to 3>><<set $sexstart to 1>><</link>><<deviant5>><<wolfgirl>><<rut>>
<br>
<</if>>
<</if>>
<<link [[Refuse|Wolf Cave Refuse]]>><</link>>
<br>
<<else>>
<<if $rng gte 81>>
Most of the pack leave to hunt, only a pair remain to guard you. Now could be your chance to escape.
<br><br>
<<link [[Try to escape|Forest Wolf Cave Pair]]>><</link>>
<br>
<<link [[Stay put (0:30)|Forest Wolf Cave Hunt]]>><<pass 30>><</link>><<gstockholm>>
<br>
<<else>>
<<beastNEWinit 1 wolf>>
One of the <<beastsplural>> approaches you.
<br><br>
<<link [[Next|Forest Wolf Cave Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<</if>>
<</widget>>
<<widget "cabintime">>
<<switch Time.hour>>
<<case 6>>
<<set _night_length to 1>>
<<case 5>>
<<set _night_length to 2>>
<<case 4>>
<<set _night_length to 3>>
<<case 3>>
<<set _night_length to 4>>
<<case 2>>
<<set _night_length to 5>>
<<case 1>>
<<set _night_length to 6>>
<<case 0>>
<<set _night_length to 7>>
<<case 23>>
<<set _night_length to 8>>
<</switch>>
<<pass _night_length hours>>
<<if not _args[0]>> /* passing time but not sleeping */
<<tiredness _night_length*(-12)>>
<</if>>
<</widget>>
<<widget "passoutforest">>
<<if isPregnancyEnding()>>
<<pregnancyPassout "forest">>
<<else>>
You've pushed yourself too much.
<br><br>
<<passout>>
<<set $danger to random(1, 10000)>>
<<if $danger gte (9900 - $allure)>>
<<if $rng gte 71 and $forest gte 21 and $plantdisable is "f" and $tentacledisable is "f" and ($hallucinations gte 2 or $backgroundTraits.includes("plantlover"))>>
<<link [[Everything fades to black...|Forest Plant Passout]]>><</link>>
<<else>>
<<foresthunt>>
<</if>>
<<else>>
<<set $foresthunt to 0>>
<<ambulance>>
<</if>>
<</if>>
<<pass 1 hour>>
<<trauma 6>><<set $stress -= 2000>>
<</widget>>
<<widget "forestriver">>
You come to a fast-flowing river.
<<if $foresthunt gte 1>>
You might be able to use it to disrupt your trail and escape your pursuer, but it looks dangerous.
<</if>>
<br><br>
<<link [[Swim across|Forest Swim]]>><<set $foresthunt to 0>><</link>><<swimmingdifficulty 1 600>>
<br>
<<link [[Ignore it|Forest]]>><<set $eventskip to 1>><</link>>
<br>
<</widget>>
<<widget "mushroompick">>
<<if $forest lte 50>>
<<set _forest_shrooms to 1>>
<<else>>
<<set _forest_shrooms to 2>>
<</if>>
You find a cluster of edible mushrooms growing at the base of a <<if _forest_shrooms is 2>>decaying <</if>> tree.
<br><br>
<<if _forest_shrooms is 2>>
<<if currentSkillValue('science') gte 200>>
You remember from school that they're called <<tendingicon "wolfshroom">> wolfshrooms, and were prized by warriors in ancient times.
<br><br>
<</if>>
<</if>>
<<if _forest_shrooms is 1>>
<<if $scienceshroomheart lt 5>>
<<tendingicon "mushroom">><<link [[Take for science project (0:02)|Forest Science Shroom]]>><<pass 2>><<set $phase to 0>><</link>>
<br>
<</if>>
<<tendingicon "mushroom">><<link [[Search for saleable specimens (0:20)|Forest Mushrooms Pick]]>><<pass 20>><</link>><<tendingdifficulty 1 300>>
<br>
<<tendingicon "mushroom">><<link [[Eat one (0:01)|Forest Mushrooms]]>><<stress 3>><<pass 1>><<tiredness -6>><</link>><<gstress>><<ltiredness>>
<<else>>
<<if $scienceshroomwolf lt 5>>
<<tendingicon "wolfshroom">><<link [[Take for science project (0:02)|Forest Science Shroom]]>><<pass 2>><<set $phase to 1>><</link>>
<br>
<</if>>
<<if currentSkillValue('tending') gte 300>>
<<tendingicon "wolfshroom">><<link [[Search for saleable specimens (0:20)|Forest Mushrooms2 Pick]]>><<pass 20>><</link>><<tendingdifficulty 300 600>>
<br>
<<else>>
<span class="blue">You need a higher tending skill to pick saleable mushrooms.</span>
<br>
<</if>>
<<tendingicon "wolfshroom">><<link [[Eat one (0:01)|Forest Mushrooms2]]>><<pass 1>><<alcohol 60>><<arousal 3000>><<trauma -3>><<transform wolf 3>><</link>><<garousal>><<ltrauma>>
<br>
<</if>>
<br>
<<getouticon>><<link [[Best leave them alone|Forest]]>><<set $eventskip to 1>><</link>>
<br>
<</widget>>
<<widget "berrypick">>
<<if $forest lte 50>>
<<set _forest_berries to 1>>
<<else>>
<<set _forest_berries to 2>>
<</if>>
You find a cluster of edible berries growing on a patch of bushes.
<br><br>
<<if _forest_berries is 1>>
<<icon "tending/blackberry.png">><<link [[Search for saleable specimens (0:20)|Forest Berries Pick]]>><<pass 20>><</link>><<tendingdifficulty 1 300>>
<br>
<<else>>
<<if currentSkillValue('tending') gte 150>>
<<icon "tending/strawberry.png">><<link [[Search for saleable specimens (0:20)|Forest Berries2 Pick]]>><<pass 20>><</link>><<tendingdifficulty 150 450>>
<br>
<<else>>
<span class="blue">You need a higher tending skill to pick saleable berries.</span>
<br>
<</if>>
<</if>>
<br>
<<getouticon>><<link [[Best leave them alone|Forest]]>><<set $eventskip to 1>><</link>>
<br>
<</widget>>
<<widget "forest_nest">>
<<if !$forest_nest_intro>>
<<set $forest_nest_intro to true>>
<<set $forest_nest to {type: 2, fox: 3, eggs: 7}>>
<<beastNEWinit 1 fox>>
You hear some rustling from a tree up ahead. <<if $anxiety gte 1>>You instinctively hide behind the nearest tree.<<else>>You cautiously approach to take a look.<</if>>
<br><br>
You spot a fluffy orange tail peeking out from a cluster of branches in the canopy. The soft face of a <<beasttype>> suddenly looks up. There's an egg in <<bhis>> mouth.
<br><br>
<<bHe>> briefly looks around, before noisily chomping down on the egg. Some of the yolk dribbles down <<bhis>> chin. <<bHe>> reaches into the nest for more,
<<if $monster is 1>>
grabbing a handful before deftly leaping down from the tree. <<bHe>> puts them in a pile on the ground.
<<else>>
putting one in <<bhis>> mouth before leaping down from the tree. <<bHe>> begins making a pile of them on the ground.
<</if>>
<br><br>
<i><span class="blue">If you could raid a nest like that, you might be able to sell any unfertilised <<icon "tending/bird_egg.png">> bird eggs you find.</span></i>
<br><br>
<<ind>><<link [[Just watch (0:05)|Forest Fox Nest Watch]]>><<pass 5>><<stress -3>><</link>><<lstress>>
<br>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled"))>>
<<ind>><<link [[Challenge|Forest Fox Nest Challenge]]>><</link>><<harpy>>
<br>
<<else>>
<<ind>><<link [[Challenge|Forest Fox Nest Challenge]]>><</link>><<physiquedifficulty 1 $physiquemax>>
<br>
<</if>>
<<set $skulduggerydifficulty to 300>>
<<ind>><<link [[Sneak up|Forest Fox Nest Sneak]]>><</link>><<skulduggerydifficulty>>
<br>
<<if ($fox gte 6 or ($transformationParts.fox.tail isnot "hidden" and $transformationParts.fox.tail isnot "disabled"))>>
<<ind>><<link [[Chase!|Forest Fox Nest Chase]]>><<set $phase2 to 1>><<stress -6>><<transform fox 1>><</link>><<llstress>><<fox>><<note "No eggs" "red">>
<br>
<<else>>
<<ind>><<link [[Chase|Forest Fox Nest Chase]]>><<set $phase2 to 1>><<tiredness 6>><</link>><<gtiredness>><<athleticsdifficulty 1 300>><<note "No eggs" "red">>
<br>
<</if>>
<<else>>
<<set $forest_nest to {type: 0, fox: 0, bird: 0, eggs: 0}>>
<!-- 1 = abandoned nest, 2 = active nest, 3 = fallen nest, 4 = snake nest -->
<<rng 4>><<set $forest_nest.type to ($forest lte 50 ? Math.clamp($rng, 1, 3) : Math.clamp($rng, 2, 4))>>
<!-- 1 = no fox, 2 = fox, 3 = player aware of fox -->
<<if _forestNestUnsafe>>
<<set $forest_nest.fox to 2>>
<<else>>
<<rng 2>><<set $forest_nest.fox to $rng>>
<</if>>
<<rng>>
<<switch $forest_nest.type>>
<<case 1>>
<<set $forest_nest.eggs to random(1, 3)>>
You spot an <span class="purple">abandoned</span> bird's nest in a nearby tree.
<<case 2>>
<<set $forest_nest.eggs to ($forest gte 50 ? random(7, 14) : random(5, 10))>>
You spot a <span class="teal">well-maintained</span> bird's nest in a nearby tree. <<if $forest gt 50>>It sticks out against the decaying branches.<</if>>
<<case 3>>
<<set $forest_nest.eggs to random(3, 8)>>
You spot a large cluster of <<if $forest gt 50>>mud<<else>>twigs<</if>> and foliage on the ground. It looks like a <span class="teal">fallen bird's nest</span>.
<<case 4>>
<<set $forest_nest.eggs to 0>>
You spot a large cluster of <<if $forest gt 50>>mud<<else>>twigs<</if>> and foliage on the ground. It looks like a <span class="teal">fallen bird's nest</span>.
<<if currentSkillValue('tending') gte 800>>
<<set _snakeKnown to true>>
However, thanks to your tending skill, you spot nearby tracks and holes in the ground. You realise <span class="red">it's a snake's nest</span>.
<</if>>
<</switch>>
<br>
<<if $forest_nest.fox is 2>>
<<beastNEWinit 1 fox>>
<<if ($fox gte 6 or ($transformationParts.fox.tail isnot "hidden" and $transformationParts.fox.tail isnot "disabled"))>>
<<set $forest_nest.fox to 3>>
<span class="orange">You smell a <<beasttype>> nearby</span>. You can tell <<bhes>>
<<if $NPCList[0].traits.includes("cowardly")>><span class="teal">cowardly</span>.
<<elseif $NPCList[0].traits.includes("territorial")>><span class="red">territorial</span>.
<<elseif $NPCList[0].traits.includes("clever")>><span class="purple">clever</span>.
<<elseif $NPCList[0].traits.includes("friendly")>><span class="green">friendly</span>.
<<elseif $NPCList[0].traits.includes("clumsy")>><span class="blue">clumsy</span>.
<</if>>
<br>
<<elseif currentSkillValue('skulduggery') gte $NPCList[0].skills.security>>
<<set $forest_nest.fox to 3>>
<span class="blue">You hear a rustle nearby.</span> Something else is eyeing up the nest, too.
<br>
<</if>>
<</if>>
<br>
<<if $forest_nest.type lte 2>>
<<ind>><<link [[Climb up to the nest|Forest Nest Climb]]>><</link>><<athleticsdifficulty 0 800>>
<br>
<<ind>><<link [[Knock the nest down|Forest Nest Throw]]>><<set $forest_nest.eggs -= 4>><<set $forest_nest.type to 3>><</link>><<note "Fewer eggs" "red">>
<br>
<<elseif $forest_nest.type is 3>>
<<ind>><<link [[Search the nest|Forest Nest Search]]>><</link>>
<br>
<<elseif !_snakeKnown>>
<<ind>><<link [[Search the nest|Forest Nest Snake]]>><</link>>
<br>
<<elseif _snakeKnown and hasSexStat("deviancy", 4) and $voredisable is "f">>
<<ind>><<link [[Present yourself as food|Forest Nest Snake Vore 1]]>><</link>><<deviant4>>
<br>
<</if>>
<<if $forest_nest.fox is 3>>
<<ind>><<link [[Hide and wait (0:05)|Forest Nest Hide]]>><<unset $athleticsSuccess>><<set $forest_nest.eggs -= 2>><<pass 5>><</link>><<note "Fewer eggs" "red">>
<br>
<</if>>
<</if>>
<<getouticon>><<link [[Leave|Forest]]>><<endevent>><<unset $forest_nest>><<set $eventskip to 1>><</link>>
<br>
<</widget>>
<<widget "fox_grudge">>
<<loadNPC 0 "fox_grudge">>
<<loadNPC 1 "fox_grudge">>
<<loadNPC 2 "fox_grudge">>
<<clearNPC "fox_grudge">>
<<unset $fox_grudge>>
A <<beasttype>> emerges from between the trees. Another one emerges behind you, and a final, larger one appears right in front of you. <span class="red">You recognise <<bhim>></span>. <<bHes>> the one you scared off from a nest.
<<if $monster is 1>>
"Hold still, <<foxnickname>>. We're going to enjoy this."
<</if>>
<br><br>
<<if $monster is 1 or $bestialitydisable is "f">>
<<link [[Next|Forest Fox Revenge]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
They chase you through the woods. You run until you can no longer hear them behind you. You're not sure if you outran them or they grew bored.
<<physique 1>><<beastescape>><<gtiredness>><<tiredness 4>><<gathletics>><<athletics 2>>
<br><br>
<<link [[Next (0:20)|Forest]]>><<endevent>><<pass 20>><<set $eventskip to 1>><</link>>
<</if>>
<</widget>>
<<widget "forestgather">>
<<set _forest_item to random(1, 2)>>
You come to a clearing. A gentle breeze blows against your face, and small, soft plants press beneath your feet.
<<if $forest lte 20>>
<<if _forest_item is 1>>
Lilies grow among the grass and in the shadow of taller plants.
<<elseif _forest_item is 2>>
A patch of clovers sway gently in the breeze while ripe apples hang from the branches.
<<else>>
<</if>>
<<elseif $forest lte 50>>
<<if _forest_item is 1>>
Wild red rose bushes dot the area.
<<else>>
Wild pears grow from the trees.
<</if>>
<<else>>
<<if _forest_item is 1>>
You spot orchids near the edge, at the base of ancient trees.
<<else>>
<<if Time.isBloodMoon()>>
<span class="red">Red-veined</span> lemons grow from a cluster of small trees.
<<else>>
Lemons grow from a cluster of small trees.
<</if>>
<</if>>
<</if>>
<<lstress>><<stress -2>>
<br><br>
<<if $worn.upper.exposed gte 2 and $worn.under_upper.exposed gte 1
or $worn.upper.exposed gte 2 and $underupperwetstage gte 3
or $upperwetstage gte 3 and $worn.under_upper.exposed gte 1
or $upperwetstage gte 3 and $underupperwetstage gte 3>>
<<foresticon "bush">><<link [[Make a top out of plants and twigs (0:20)|Forest Clearing]]>><<set $phase to 1>><<pass 20>><</link>>
<br>
<</if>>
<<if $worn.lower.exposed gte 2 and $worn.under_lower.exposed gte 1
or $worn.lower.exposed gte 2 and $underlowerwetstage gte 3
or $lowerwetstage gte 3 and $worn.under_lower.exposed gte 1
or $lowerwetstage gte 3 and $underlowerwetstage gte 3>>
<<foresticon "bush">><<link [[Make a skirt out of plants and twigs (0:20)|Forest Clearing]]>><<set $phase to 2>><<pass 20>><</link>>
<br>
<</if>>
<<if $forest lte 20>>
<<if _forest_item is 1>>
<<if !$plants_known.includes("lily")>>
<<if $sciencetrait gte 1>>
<<icon "tending/lily.png">> <<link [[Search for seeds (0:30)|Forest Lily]]>><<pass 30>><<tending 6>><<set $plants_known.push("lily")>><</link>><<gtending>>
<br>
<<else>>
<span class="blue">A higher science skill would let you harvest lily seeds.</span>
<br>
<</if>>
<</if>>
<<if currentSkillValue('tending') gte 100>>
<<icon "tending/lily.png">> <<link [[Pick lilies (0:20)|Forest Lily Pick]]>><<pass 20>><</link>><<tendingdifficulty 100 400>>
<br>
<<else>>
<span class="blue">You need a higher tending skill to pick saleable specimens.</span>
<br>
<</if>>
<<else>>
<<icon "tending/clover.png">> <<link [[Pick clovers (0:10)|Forest Clover]]>><<pass 10>><</link>>
<br>
<<icon "tending/apple.png">> <<link [[Pick apples (0:20)|Forest Apple Pick]]>><<pass 20>><</link>><<tendingdifficulty 1 300>>
<br>
<</if>>
<<elseif $forest lte 50>>
<<if _forest_item is 1>>
<<if !$plants_known.includes("red_rose")>>
<<if $sciencetrait gte 2>>
<<icon "tending/red_rose.png">> <<link [[Search for seeds (0:30)|Forest Red Rose]]>><<pass 30>><<tending 6>><<set $plants_known.push("red_rose")>><<pain 6>><</link>><<gpain>><<gtending>>
<br>
<<else>>
<span class="blue">A higher science skill would let you harvest red rose seeds.</span>
<br>
<</if>>
<</if>>
<<if currentSkillValue('tending') gte 200>>
<<icon "tending/red_rose.png">> <<link [[Pick red roses (0:20)|Forest Red Rose Pick]]>><<pass 20>><</link>><<tendingdifficulty 200 500>>
<br>
<<else>>
<span class="blue">You need a higher tending skill to pick saleable specimens.</span>
<br>
<</if>>
<br>
<<else>>
<<if currentSkillValue('tending') gte 100>>
<<icon "tending/pear.png">> <<link [[Pick pears (0:20)|Forest Pear Pick]]>><<pass 20>><</link>><<tendingdifficulty 100 400>>
<br>
<<else>>
<span class="blue">You need a higher tending skill to pick saleable specimens.</span>
<br>
<</if>>
<</if>>
<<else>>
<<if _forest_item is 1>>
<<if !$plants_known.includes("orchid")>>
<<if $sciencetrait gte 3>>
<<icon "tending/orchid.png">> <<link [[Search for seeds (0:30)|Forest Orchid]]>><<pass 30>><<tending 6>><<set $plants_known.push("orchid")>><</link>><<gtending>>
<br>
<<else>>
<span class="blue">A higher science skill would let you harvest orchid seeds.</span>
<br>
<</if>>
<</if>>
<<if currentSkillValue('tending') gte 300>>
<<icon "tending/orchid.png">> <<link [[Pick orchids (0:20)|Forest Orchid Pick]]>><<pass 20>><</link>><<tendingdifficulty 300 600>>
<br>
<<else>>
<span class="blue">You need a higher tending skill to pick saleable specimens.</span>
<br>
<</if>>
<<else>>
<<if currentSkillValue('tending') gte 200>>
<<if Time.isBloodMoon()>>
<<icon "tending/lemon.png">> <<link [[Pick lemons (0:20)|Forest Blood Lemon Pick]]>><<pass 20>><</link>><<tendingdifficulty 200 500>>
<br>
<<else>>
<<icon "tending/lemon.png">> <<link [[Pick lemons (0:20)|Forest Lemon Pick]]>><<pass 20>><</link>><<tendingdifficulty 200 500>>
<br>
<</if>>
<<else>>
<span class="blue">You need a higher tending skill to pick saleable specimens.</span>
<br>
<</if>>
<</if>>
<</if>>
<<foresticon>><<link [[Continue|Forest]]>><<set $eventskip to 1>><</link>>
<br>
<</widget>>
<<widget "gwylanitem">>
<<print either("trophy","baseball","baseball bat","snow globe","magic 8-ball","ping-pong paddle","chess set","piggy bank","mug","cookie tin","frying pan","backscratcher","pencil case","lunch box","lava lamp","torch","cuckoo clock","Rubix cube","globe","water gun","dictionary","hand mirror","novelty camera","ziplock bag filled with seashells","miniature stepladder","knick-knack of unknown purpose")>>
<</widget>>
<<widget "slimePunishmentForest">>
You feel a jolt of pain as the slime punishes you for defiance.
<<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>>
<</widget>>
<<widget "forestRescueSetup">>
<<set $_eden_available to (isLoveInterest("Eden") and (random(1, 2) is 2 or $eden_rescue isnot 1))>>
<<if $_eden_available or $forest lte 20>>
<<if $_eden_available and $forest lte 20>>
<<set $rescue to 2>>
<<else>>
<<enable_rescue>>
<</if>>
<</if>>
<</widget>>
<<widget "forestRescueFail">>
<<if $gwylan_rescue is 1>>
<span class="red">You're too deep into the forest for Gwylan to hear you<<if _args[0] isnot "hunter" and isLoveInterest("Eden")>>, and Eden must not be in the area<</if>>.</span>
<<else>>
<span class="red">You're too far from town for anyone to hear you<<if _args[0] isnot "hunter" and isLoveInterest("Eden")>>, and Eden must not be in the area<</if>>.</span>
<</if>>
<</widget>>
<<widget "gwylanRescueFail">>
<!-- Note: This widget was initially designed to expect ONE argument which is ONLY either "wolf" or "hunter"; If you want to use it for other animals, you will need to edit this widget. -->
<<set $_gwylan_abort_value to (_args[0] is "wolf" ? 2 : 1)>>
<<if $forest lte 20 and $gwylan_aborted isnot $_gwylan_abort_value>>
<<set $gwylan_aborted to $_gwylan_abort_value>>
<<set $rescue to 0>>
<<set $_assailant to (_args[0] is "wolf" ? "wolf" : "assailant")>> <!-- If you want to use this widget for other animals, change this -->
You see <<if $forest_shop_intro is 1 or $gwylan_rescue is 1>>Gwylan<<else>>a mousy <<nnpc_gendery "Gwylan">><</if>> burst through the treeline, alarmed by your shout.
<<nnpc_He "Gwylan">> takes one look at the $_assailant, <span class="red">then turns and runs away.</span>
<br><br>
<<elseif $forest gt 20>>
<<forestRescueFail _args[0]>>
<br><br>
<</if>>
<</widget>>
<<widget "gwylanRescueApology">>
<<if $gwylan_aborted is 3>>
<<nnpc_He "Gwylan">> looks you over with concern. "Are you feeling okay? You look a little pale, and I thought I heard you screaming the other night..."
<<else>>
<<nnpc_He "Gwylan">> can't meet your gaze. <<gwylanRescueApologySpeech>>
<</if>>
<</widget>>
<<widget "gwylanRescueApologyShop">>
<<if $gwylan_aborted is 3>>
<<if _args[0] is "Intro">>
<<nnpc_He "Gwylan">> looks you over with concern.
<<else>>
"Hey," Gwylan says as you walk in. <<nnpc_He "Gwylan">> looks concerned.
<</if>>
"Are you feeling okay? You look a little pale, and I thought I heard you screaming the other night..."
<<else>>
<<if _args[0] is "Robin">>
<<nnpc_He "Gwylan">> turns to you with an apologetic smile. <<gwylanRescueApologySpeech "btw">>
<<elseif _args[0] is "Intro">>
<<nnpc_He "Gwylan">> rubs the back of <<nnpc_his "Gwylan">> neck. <<gwylanRescueApologySpeech "btw">>
<<else>>
"Hey," Gwylan says as you walk in. <<gwylanRescueApologySpeech>>
<</if>>
<</if>>
<<if _args[0] is "Robin">>
Robin blinks, but doesn't question it.
<</if>>
<</widget>>
<<widget "gwylanRescueApologySpeech">>
<<if _args[0] is "btw">>
"By the way, sorry for not saving you before, but I'm not messing with
<<else>>
"Sorry for not saving you before, but I'm not messing with
<</if>>
<<if $gwylan_aborted is 1 and $gwylan_eden_coop gte 1>>
Eden. <<nnpc_He "Eden">> still scares me."
<<elseif $gwylan_aborted is 1>>
the <<nnpc_title "Eden">>. <<nnpc_Hes "Eden">> the scariest thing in the forest."
<<elseif $gwylan_aborted is 2>>
the alpha. I don't want the entire pack breaking my door down."
<</if>>
<</widget>>
<<widget "gwylanForestRescue">>
<<set _gwylanKnown to ($forest_shop_intro is 1 or $gwylan_rescue is 1)>>
<<switch _args[0]>>
<<case "beast">> The <<beasttype>> growls, but is hit in the face by a flying ?gwylanItem. <<bHe>> yelps and looks around, alarmed. <<if $monster is 1>>"Human attack! Where human?!"<</if>>
<<case "river">> The <<beasttype>> hisses, but is hit in the face by a flying ?gwylanItem. <<bHe>> looks around, alarmed.
<<case "man">> The <<person1>><<person>> charges you, but is interrupted when a flying ?gwylanItem smacks <<him>> in the face. The <<person2>><<person>> looks over, only for a ?gwylanItem to fly into <<his>> face as well.
<</switch>>
<br><br>
"Hey!" <<if _gwylanKnown>>Gwylan<<else>>a <<nnpc_gendery "Gwylan">><</if>> shouts from beyond the treeline.
<<set $_theboy to (_gwylanKnown ? "Gwylan" : "the " + _text_output)>> <!-- This _text_output comes from the nnpc_gendery call one line above. Do not move this line without accounting for that. -->
<<switch _args[0]>>
<<case "beast">> "Shoo!" <<nnpc_He "Gwylan">> throws a ?gwylanItem, hitting the <<beasttype>> in the side. <<bHe>> scurries away, <<bhis>> tail between <<bhis>> legs.
<<case "river">> "Shoo!" <<nnpc_He "Gwylan">> throws a ?gwylanItem, hitting the <<beasttype>> in the side. <<bHe>> dives back into the churning water.
<<case "man">> "Get away from <<phim>>. I have more." As if to demonstrate, <<nnpc_he "Gwylan">> throws a ?gwylanItem, hitting the <<person1>><<person>> in the face again. The pair glance at each other, then turn and run.
<</switch>>
<br><br>
<<set $pronoun to C.npc.Gwylan.pronoun>>
<<switch _args[0]>>
<<case "beast">> "I swear they get more aggressive every day," $_theboy mutters.
<<case "river">> "The rivers keep getting more dangerous," $_theboy mutters.
<<case "man">> "I hope they weren't customers," $_theboy mutters. "Well, I wouldn't want their money anyway."
<</switch>>
<<He>> steps out from the treeline, and walks toward you. "You okay? Good thing I was in the area."
<<if _args[0] is "river">>
<<He>> grasps your arm and pulls you out of the water.
<</if>>
/* Prevents towelup when the player has clothes */
<<silently>><<clotheson>><</silently>>
<<if $exposed gte 1>>
<<He>> offers you some old towels to <<if _args[0] is "river">>dry yourself and <</if>>cover up.<<towelup>>
<</if>>
<<if !_gwylanKnown>>
<br><br>
<<He>> looks about your age, with mousy hair and freckles. "I'm older than I look," <<he>> says, as if reading your mind. "I'm Gwylan. Nice to meet you."
<br><br>
"I have a shop right by the outskirts of the forest," <<he>> says. "You can't miss it. I sell-" <<He>> pauses. "My grand<<father>> sells-" Another pause. "I sell knick-knacks there. Things you won't find in normal shops. Even I don't know what I have in stock!" <<He>> sounds proud.
<<elseif $gwylan_aborted gte 1>>
<<gwylanRescueApology>>
<</if>>
<br><br>
<<if $gwylan_eden_coop gte 1 and $gwylan_aborted is 0>>
<<He>> looks around for a moment, as if waiting for something. "Strange," <<he>> says to <<himself>>. "I thought the <<nnpc_title "Eden">> would be here. Must be busy. Ah well."
<br><br>
<</if>>
<<if $gwylan_rescue isnot 1>>
<<set $gwylan_rescue to 1>>
<<He>> starts to walk away, but stops and turns around. "By the way," <<he>> says. "I was able to save you because you're close enough to my shop. <span class="gold">If you go any further than the start of the lake, I won't be able to hear you.</span> Keep it in mind."
<br><br>
<</if>>
<<He>> gathers <<his>> items, then walks off in the direction of <<his>> shop.
<br><br>
<<clotheson>><<set $gwylan_aborted to 0>>
<<endcombat>>
<<if _args[1] is "slime">>
<<slimePunishmentForest>>
<br><br>
<</if>>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<</widget>>
<<widget "forestCabinReturnLinks">>
<<link [[Go back to the cabin (0:30)|Forest Cabin Return]]>><<pass 30>><<endevent>><</link>>
<br>
<<link [[Say goodbye|Forest]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</widget>>
<!-- Argument one is minimum -->
<<widget "tending_bird_eggs">>
<<if _args[0] gt 0>>
<<set $_min to _args[0]>>
<<if _args[1]>>
<<set $_max to _args[0]>>
<<else>>
<<if $forest_nest and $forest_nest.type>>
<<switch $forest_nest.type>>
<<case 1>><<set $_max to (_args[0] + 2)>>
<<case 2>><<set $_max to (_args[0] + 7)>>
<<case 3>><<set $_max to (_args[0] + 4)>>
<</switch>>
<<else>>
<<set $_max to (_args[0] + 4)>>
<</if>>
<</if>>
<<wearProp "egg" 0 "bird">>
<span class="green"><<tending_pick bird_egg $_min $_max>></span>
<<else>>
<span class="red">There's no intact eggs left.</span>
<</if>>
<</widget>>
<<widget "forestBullyLeaves">>
<br><br>
After they leave, you try looking for a way to escape. You could try climbing the ropes to the branches, but the canopy is a long way up. It doesn't seem like there is any other way out without help, but drawing attention to yourself might make the situation worse.
<br><br>
<<link[[Climb|Forest Bully Climb]]>><</link>><<athleticsdifficulty 0 1055>>
<br>
<<link[[Call for help|Forest Bully Help]]>><</link>>
<</widget>><<effects>><<lakeeffects>>
<<if $earSlime.defyCooldown>>
<<if $earSlime.growth gte 100>>
<<set $earSlime.defyCooldown += 2>>
You ignore the slime's command. You feel a jolt of pain as the slime punishes you for your defiance. However, <span class="red">it doesn't stop you, knowing that it can punish you in other ways.</span>
<<else>>
You ignore the slime's command. The slime tries to overpower your will, and you feel a jolt of pain as it punishes you for your defiance. However, <span class="teal">it's still worn out from overpowering you earlier.</span> It tries <span class="green">and fails</span> to force you to go for a stroll.
<</if>>
<br><br>
<<link [[Next|Lake Shore]]>><<endevent>><</link>>
<br>
<<elseif $earSlime.corruption gte (currentSkillValue('willpower') / 10)>>
<<if hasSexStat("deviancy", 4) and $earSlime.growth lt 100>>
<<set $earSlime.defyCooldown += 4>>
<<else>>
<<set $earSlime.defyCooldown += 8>>
<</if>>
The slime tries to assert control. <span class="red">It overpowers your will,</span> forcing you to take a stroll by the lake.
<<ggwillpower>><<willpower 3>>
<br><br>
<<link [[Next|Lake Stroll]]>>
<<pass 60>><<set $earSlimeLakeStroll to true>>
<<if $exposed gte 2>>
<<arousal 1000>><<rng>>
<<if $laketeenspresent is 1>>
<<set $phase to 2>>
<<else>>
<<set $phase to 3>>
<</if>>
<<else>>
<<set $phase to 1>>
<</if>>
<</link>><<if $exposed gte 2>><<garousal>><</if>>
<<else>>
The slime tries to assert control, <span class="green">but you fight it off</span> and manage to wrench yourself away from where it wants you to walk.
<<gwillpower>><<willpower 1>>
<br><br>
<<link [[Next|Lake Shore]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
<<set $forest to 40>><<set $bus to "lakewaterfall">>
<<if $earSlimeLakeStroll>>You follow the slime's command.<</if>>
<<if $phase is 1>>
<<set $phase to 0>>
You take a stroll around the lake.
The water is <<= Weather.precipitation is "rain" ? "alive with motion as rain breaks its surface" : "calm">>.
<<if $laketeenspresent is 1>>
<<set _in to Time.season is "winter" ? "near" : "in">>
You hear students playing _in the waterfall and sitting _in the pond above.
<<elseif Weather.dayState is "night">>
Moonlight reveals the area around you and turns the falling water into a curtain of silver.
<<else>>
A calming wind gently caresses you.
<</if>>
<br>
You think about all the things that happened lately. The stillness around you helps digest it.
<br><br>
You feel refreshed.
<<set $eventskip to 0>>
<br><br>
<<link [[Return|Lake Shore]]>><<clotheson>><</link>>
<<elseif $phase is 2>>
<<flaunting>> you walk around the edge of the Lake. There are people scattered around, but you don't think they can tell how exposed you are.
<<if !$earSlimeLakeStroll>><<exhibitionism5>><</if>>
<<if $player.bodyliquid.vagina.semen gte 2>> A bit of semen drips from your <<pussy>> onto the ground.<</if>>
<<if $beauty gte (($beautymax / 7) * 3)>>
<<generate1>>As you walk further you notice a <<person1>><<person>> lying on <<his>> blanket trying to peek at your <<genitals>>. You face <<him>> and wave. <<He>> blushes and looks away.
<br><br>
Amused by <<his>> response, you continue your walk.
<br><br>
<<endevent>>
<</if>>
<<if $rng gte 70 and $lakestealgold is 0>>
You spot a couple swimming together<<if Time.season is "winter">>, clad in wetsuits<</if>>. One points at the shore, then they both dive.
<br>
You peer towards the spot they pointed at, and see a small camp between the trees.
<br><br>
<<link [[Check it out |Lake CampGold]]>><<set $phase to 1>><</link>>
<br>
<<link [[Continue your walk |Lake CampGold]]>><<set $phase to 2>><</link>>
<br>
<<else>>
You finish your walk. You feel refreshed.
<br><br>
<<endevent>>
<<set $eventskip to 0>>
<<link [[Return |Lake Shore]]>><<clotheson>><</link>>
<</if>>
<<elseif $phase is 3>>
<<flaunting>> you walk around the edge of the lake. You don't see anybody nearby, but being so exposed is thrilling.
<<if !$earSlimeLakeStroll>><<exhibitionism4>><</if>>
<<if $player.bodyliquid.vagina.semen gte 2>>
A bit of semen drips from your <<pussy>> onto the ground as you walk.
<</if>>
<<if $rng gte 80 and hasSexStat("deviancy", 2) and ($player.vaginaExist or ($lactating and $milk_amount gte 250 and $breastfeedingdisable is "f")) and $swarmdisable is "f">>
After a few minutes you find a nice glade. The soft wind feels nice. You decide to lie down.
<br><br>
You close your eyes and listen to the sound of the forest.
<br><br>
<<if ($player.vaginaExist and ($lactating and $milk_amount gte 250 and $breastfeedingdisable is "f"))>>
<<set _part1 to "crotch and breasts tickle">>
<<set _part2 to "<<genitals>> and nipples">>
<<elseif $player.vaginaExist>>
<<set _part1 to "crotch tickles">>
<<set _part2 to "<<genitals>>">>
<<else>>
<<set _part1 to "breasts tickle">>
<<set _part2 to "nipples">>
<</if>>
Your <<print _part1>>. You look down
<<if $arousal gte ($arousalmax / 5) * 2>>
and see a few bugs and insects crawling around your <<print _part2>>, mesmerised by the leaking fluid.
<<else>>
and see a few bugs and insects crawling on your <<print _part2>>.
<</if>>
<br><br>
<<if hasSexStat("deviancy", 3)>>
<<link [[Let them explore|Lake Insect]]>><<set $phase to 1>><</link>><<deviant3>>
<br>
<</if>>
<<if hasSexStat("deviancy", 4)>>
<<link [[Masturbate|Lake Insect]]>><<set $phase to 2>><</link>><<deviant4>>
<br>
<</if>>
<<link [[Brush them away|Lake Insect]]>><<set $phase to 3>><</link>>
<br>
<<else>>
You finish your walk. You feel refreshed.
<br><br>
<<endevent>>
<<set $eventskip to 0>>
<<link [[Return |Lake Shore]]>><<clotheson>><</link>>
<</if>>
<</if>>
<<unset $earSlimeLakeStroll>><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
<<set $forest to 40>><<set $bus to "lakewaterfall">>
<<if ($player.vaginaExist and ($lactating and $milk_amount gte 250))>>
<<set _part to "<<genitals>> and nipples">>
<<elseif $player.vaginaExist>>
<<set _part to "<<genitals>>">>
<<else>>
<<set _part to "nipples">>
<</if>>
<<if $phase is 1>>
You lie back and let them explore you.
<<deviancy3>>
<<if $arousal gte ($arousalmax / 5) * 2>>
The bugs and insects search around for the source of the delicious "honey".
<<else>>
The bugs and insects explore your every inch.
<</if>>
It tingles. A warm feeling spreads through your <<print _part>>.
<br><br>
After a few minutes you brush them off. You rise to your feet and finish your walk. You feel refreshed.
<br><br>
<<endevent>>
<<set $eventskip to 0>>
<<link [[Return|Lake Shore]]>><<clotheson>><</link>>
<<elseif $phase is 2>>
You lie back and let them explore you.
<<deviancy4>>
<<if $arousal gte ($arousalmax / 5) * 2>>
The bugs and insects search around for the source of the delicious "honey".
<<else>>
The bugs and insects explore your every inch.
<</if>>
It tingles. A warm feeling spreads through your <<print _part>>.
<<if $player.vaginaExist>>
You start touching yourself as you feel them crawl inside.
<<else>>
You start touching yourself as you feel them drain you of milk.
<</if>>
<br><br>
<<link [[Next|Lake Masturbation]]>><<set $bugsinside to 1>><<set $masturbationstart to 1>><</link>>
<<elseif $phase is 3>>
You brush them off and continue your walk, until you arrive where you started. You feel refreshed.
<br><br>
<<endevent>>
<<set $eventskip to 0>>
<<link [[Return|Lake Shore]]>><<clotheson>><</link>>
<</if>><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
<<set $forest to 40>><<set $bus to "lakewaterfall">>
<<if $phase is 1>>
You walk to the camp and look around. Something shiny catches your attention.
<br><br>
It's a small gold bar. The pair must have gotten lucky during diving. You hear them re-emerge from the water. They're swimming back.
<br><br>
<<link [[Steal|Lake StealGold]]>><<crimeUp 30 "thievery">><<set $phase to 3>><<arousal 1500>><</link>><<gcrime "thievery">><<garousal>><<deviant3>>
<br>
<<link [[Don't steal|Lake StealGold]]>><<endevent>><<set $phase to 4>><</link>>
<<else>>
<br>
You had enough fun for now and decide to return. You finish your walk. You feel refreshed.
<br><br>
<<set $eventskip to 0>>
<<link [[Return|Lake Shore]]>><<clotheson>><</link>>
<</if>><<if $phase is 3>>
<br>
You think quickly. You are completely naked and they would notice immediately if you had anything in your hand.
<br><br>
<<wearProp "gold bar">>
A really lewd and crazy idea pops in your head.
<br>
You have one 'pocket' at your disposal. A natural one. Your <<print ($player.vaginaExist ? "vagina" : "asshole")>>!
<br>
Not wasting any time you pick up one gold bar. Your heart is beating loudly.
<<if $arousal gte ($arousalmax / 5) * 3>>
<<if $player.vaginaExist>>
<br><br>
You are really aroused and your <<pussy>> is completely wet. It barely takes any effort to insert the tip of the gold bar in your vagina.
<br>
You start pushing it in with your full strength. Your vagina stretches as it easily swallows the gold bar.
<br>
<<if $player.bodyliquid.vagina.semen gte 3>> The semen leaking out of your womb also acts as a lubricant making it even easier to insert the gold bar.<</if>>
<br>
You feel the bar kissing your cervix and with one last strong push the whole gold bar is inside of you.
<<else>>
<br><br>
You are so aroused it barely takes any much effort to insert the tip of the gold bar in your asshole.
<br>
You start pushing it in with your full strength. Your asshole stretches as it swallows the gold bar.
<br>
Within moments the whole gold bar is inside of you.
<</if>>
<<elseif $arousal gte ($arousalmax / 10) * 3>>
<<if $player.vaginaExist>>
<br><br>
You are aroused and your <<pussy>> is a bit wet. It takes not much of an effort to insert the tip of the gold bar in your vagina.
<br>
You start pushing it in with your full strength. Your vagina stretches as it accepts the gold bar. It hurts a bit, but you manage.
<br>
<<if $player.bodyliquid.vagina.semen gte 3>> The semen leaking out of your womb also acts as a lubricant making it easier to insert the gold bar.<</if>>
<br>
You feel the bar kissing your cervix and with one last strong push the whole gold bar is inside of you.
<<else>>
<br><br>
You are aroused, but it still takes some effort to insert the tip of the gold bar in your asshole.
<br>
You start pushing it in with your full strength. Your asshole stretches as it accepts the gold bar. It hurts a bit, but you manage.
<br>
Within moments the whole gold bar is inside of you.
<</if>>
<<elseif $arousal gte $arousalmax / 10>>
<<if $player.vaginaExist>>
<br><br>
Your <<pussy>> is not really wet. It takes a lot effort to insert the tip of the gold bar in your vagina.
<br>
You start pushing it in with your full strength. Your vagina stretches painfully as it tries to accept the gold bar. It hurts, but you barely manage.
<br>
<<if $player.bodyliquid.vagina.semen gte 3>> The semen leaking out of your womb acts as a lubricant making it easier to insert the gold bar.<</if>>
<br>
You feel the bar kissing your cervix and with one last strong push the whole gold bar is inside of you.
<<else>>
<br><br>
You are not really aroused and it takes great effort to insert the tip of the gold bar in your asshole.
<br>
You start pushing it in with your full strength. Your asshole stretches painfully as it tries accept the gold bar. It hurts, but you barely manage.
<br>
Within moments the whole gold bar is inside of you.
<</if>>
<</if>>
<br><br>
<<link [[Next|Lake GoldCheck]]>><<handheldon>><</link>>
<<else>>
Your thoughts keep hammering inside your head, but at the end you decide not to steal it. You leave as fast as you can and retrieve your clothes.
<br>
You had enough adventure this time.
<<endevent>>
<<set $eventskip to 0>>
<br><br>
<<link [[Return|Lake Shore]]>><<clotheson>><</link>>
<</if>>You make it just in time, the couple is just swimming to the shore, they didn't saw your lewd act. You quickly cover your exposed <<genitals>> with your hands.
<br>
Running now would be suspicious so you are not moving an inch, trying to make it obvious that you are not doing "anything".
<br>
The couple quickly arrives and the woman's eye darts around looking for any change.
<br><br>
"What are you doing here and why are you naked?!" asks the woman, while the man is keeping an eye on you.
<br>
"I-I just arrived, I..I'm just taking a stroll," you lie as trying to pretend to be shy about your covered <<genitals>>.
<br>
You raise your empty hands as proof, but this just makes you even more aroused.
<br>
<<arousal 1000>>
<<if $arousal gte ($arousalmax / 5) * 3>>
<br>
The couple has a hard time not looking at your <<if $player.penisExist>>fully erect penis<<else>>dripping wet pussy as your juices keep leaking out of you like honey<</if>>.
<br>
After a long moment they look at your hand.
<br>
<<else>>
<br>
The couple checks out your <<genitals>>. After a moment they look at your hand.
<br>
<</if>>
<br>
"I don't see anything in <<pher>> hands, <<pshe>> is obviously just a pervert," says the man.
<br>
"I-I didn't take anything. Can you just please l-let me go?"
<br>
The couple looks at each other and then back to you.
<br><br>
"Go," says the woman, "and don't come back here. This is our loot!"
<br>
You nod and start walking back to your clothes with the gold bar inside of you, your heart beating like never before.
<br><br>
You would have never thought this would work. You could sell this gold bar for quite a hefty price...after you wash it of course.
<br><br>
<<endevent>>
<<set $lakestealgold to 1>>
<<set $eventskip to 0>>
<<set $antiquemoney += 1500>>
<<link [[Return|Lake Shore]]>><<clotheson>><</link>><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
<<generatey1>><<person1>>
You wake up unable to move. You're up to your neck in sand.
<br><br>
"You're awake," says a <<person>>. <<Hes>> not alone. "You looked so peaceful asleep on the beach. We decided to turn you into a mermaid. We are almost done, we just want a picture." They step back to admire their handiwork. The <<person>> looks up, and fear darkens <<his>> face. <<He>> and <<his>> friends run.
<br><br>
<<endevent>><<generatey1>><<generatey2>><<generatey3>> Seconds later a shadow is cast over you. It's a <<fullGroup>>. You recognise them from school. "What do we have here?" The <<person1>><<person>> says. <<He>> drops to <<his>> knees in front of you.
<br><br>
<<if $speech_attitude is "meek">>
"P-please don't," you plead.
<<elseif $speech_attitude is "bratty">>
"Don't think I'm harmless," you say. "I'll rip you to pieces if you come near."
<<else>>
"Don't you dare," you say.
<</if>>
<br><br>
"Don't worry," <<he>> says. "We aren't gonna touch you, but..." <<He>> grins at <<his>> friends. "I think this mermaid needs a makeover." <<His>> friends kneel beside <<him>>.
<br><br>
<<if isLoveInterest("Eden")>>
<<link [[Scream for Eden|Lake Mermaid Eden]]>><</link>>
<br>
<<link [[Don't scream|Lake Mermaid 2]]>><</link>>
<<else>>
<<link [[Next|Lake Mermaid 2]]>><</link>>
<</if>><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
You hear a gun fire from the forest. A bullet lands nearby, and the students scramble away from you in fear. "W-What was that?" One of them asks in a hesitant voice.
<br><br>
A second gunshot rings through the air. The bullet lands closer this time, causing them to jump up to their feet. A third one follows, making them run off in a panic.
<br><br>
Others along the shore flee the area, hearing the gunshots as well, leaving you stranded and stuck in the sand. Suddenly, you hear footsteps approach you.
<br><br>
<<endevent>><<npc Eden>>
"What do we have here?" says a familiar voice. It's Eden.
<<if $edenCagedEscape>>
"I told you I'd catch you again." <<He>> digs you out and grips your wrist tight. The moment you're on your feet, <<he>> begins dragging you into the woods.
<br><br>
"You keep letting me down, and you still rely on me to save your ass." <<He>> glares over <<his>> shoulder, eyes narrowed. "You're overdue for your punishment."
<<set $location to "forest">>
<br><br>
<<link [[Fight|Eden Caged Caught Resist]]>><<set $fightstart to 1>><<def 1>><</link>>
<br>
<<link [[Try to pull away (0:01)|Eden Caged Caught Pull]]>><<pass 1>><<def 1>><<npcincr Eden dom -1>><</link>><<physiquedifficulty 2000 18000>><<ldom>>
<br>
<<link [[Submit (0:30)|Eden Caged Caught]]>><<set $phase to 1>><<pass 30>><<sub 1>><<npcincr Eden dom 1>><</link>><<gdom>>
<br>
<<elseif ($edenfreedom gte 2 and $edendays lt 8) or ($edenfreedom is 1 and $edendays lt 2)>>
"I knew you'd end up like this. This place dangerous," <<he>> says, digging you out and helping you to your feet. "Let's go home."
<br><br>
<<He>> takes you back to <<his>> cabin.
<br><br>
<<link [[Next (0:30)|Eden Cabin]]>><<endevent>><<pass 30>><</link>>
<br>
<<else>>
"I trusted you," <<he>> says. "This is what happens if you don't obey me. It's for your own protection." <<He>> digs you out and pulls you to your feet. "Let's go home."
<br><br>
<<link [[Next (0:30)|Eden Recaptured]]>><<pass 30>><</link>>
<br>
<</if>><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
<<if $NPCList[0].penis isnot "none">>
They expose their penises and play with them, just inches from your face. You struggle against the sand, but you can't budge. The <<person>> cums first. It shoots all over your forehead and dribbles around your eyes. The others follow suit, and soon you're covered from the neck up.
<<bodyliquid "face" "semen" 5>>
<<else>>
They expose their pussies and play with them, just inches from your face. You struggle against the sand, but you can't budge. The <<person>> cums first, and squirts all over your forehead. It dribbles around your eyes. The others follow suit, and you're soon covered in pussy juice from the neck up.
<<bodyliquid "face" "goo" 5>>
<</if>>
<br><br>
"Aren't we nice?" the <<person>> says. They stand and leave, but not before taking pictures. Others along the shore watch.
<<gtrauma>><<trauma 6>><<famerape 30>><<status -30>><<llcool>>
<br><br>
<<endevent>>
<<link [[Struggle (0:30)|Lake Mershame]]>><<pass 30>><</link>><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
<<generatey1>>
You continue to struggle against the sand. A few people come for a closer look, and either laugh or take a picture. Or both. Until a <<person1>><<person>>, who kneels beside you digs you out. <<He>> at least suppresses <<his>> laughter.
<br><br>
<<endevent>>
<<link [[Next|Lake Shore]]>><<set $eventskip to 1>><</link>><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
<<set $daily.lakeCouple to 1>>
<<generate1>><<generatep2>>
You walk into the light of the fire. You see them more closely now, a <<fullGroup>>. "Hey," the <<person1>><<person>> says. "What are you doing out here alone? Come join us."
<br><br>
<<link [[Join them (0:10)|Lake Couple 2]]>><<pass 10>><</link>>
<br>
<<link [[Decline and go on your way|Lake Campsite]]>><<endevent>><</link>>
<br><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
You sit down beside them. "We're enjoying our time away from the city," the <<person2>><<person>> says while the <<person1>><<persons>> head rests on <<person2>><<his>> shoulder. You tell them a bit about yourself.
<<lstress>><<stress -2>>
<br><br>
After chatting for a bit, the <<person1>><<person>> shivers. "It's chilly tonight," <<he>> says. <<He>> pats <<his>> lap. "Come on. We'll keep each other warm."
<br><br>
<<link [[Sit on lap (0:10)|Lake Couple 3]]>><<pass 10>><</link>>
<br>
<<link [[Decline and go on your way|Lake Campsite]]>><<endevent>><</link>>
<br><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
You sit on the <<person1>><<persons>> lap. You hear the couple kiss each other. You sit together for several minutes, listening to the fire crackle and the gentle ripple of the water.
<<stress -2>><<trauma -1>><<lstress>><<ltrauma>>
<br><br>
The <<person2>><<person>> leans over and kisses your cheek. <<He>> looks at the <<person1>><<person>> as if for approval. The <<person>> leans in and kisses you too.
<br><br>
<<link [[Return kisses|Lake Couple 4]]>><</link>><<promiscuous1>>
<br>
<<link [[Pull away and leave|Lake Campsite]]>><<endevent>><</link>>
<br><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
You kiss them back. One after the other, while the other kisses your cheek. Sometimes they kiss each other. <<takeKissVirginity "Lake couple" "romantic" "human">>
<<promiscuity1>>
"I'm sorry," the <<person2>><<person>> pants. "I should have asked first." You're not sure who <<hes>> addressing.
<br><br>
<<person1>>"It's getting late," the <<person>> says. "The tent is waiting."
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Join them|Lake Couple 5]]>><</link>><<promiscuous2>>
<br>
<<if hasSexStat("exhibitionism", 3)>>
<<link [[Strip and join them|Lake Couple 5]]>><<strip>><<set $phase to 1>><</link>><<exhibitionist3>>
<br>
<</if>>
<</if>>
<<link [[Part ways|Lake Campsite]]>><<endevent>><</link>>
<br><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
The <<person1>><<person>> holds your hand as you approach the tent. <<takeHandholdingVirginity "Lake couple" "romantic" "human">><<He>> lets go to enter and the <<person2>><<person>> follows <<person1>><<him>>.
<<if $phase is 1>>
You take off your clothes and enter after them. You shuffle between the sheets and lie naked between two strangers.
<<exhibitionism3>>
<<else>>
You enter after them, shuffle between the sheets and lie between two strangers.
<<promiscuity2>>
<</if>>
<<link [[Cuddle (0:30)|Lake Couple Cuddle]]>><<trauma -3>><<stress -6>><</link>><<ltrauma>><<lstress>>
<br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Embrace and kiss|Lake Couple Sex]]>><<set $sexstart to 1>><</link>><<promiscuous3>>
<br>
<</if>>
<<link [[Shuffle out and be on your way|Lake Campsite]]>><<clotheson>><<endevent>><</link>>
<br><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
You snuggle up to them and they cuddle back. You lie there for a while, feeling their warm bodies pressed against yours. It's comforting, but soon becomes stuffy in the small tent. You leave and let them get their sleep.
<br><br>
<<link [[Next|Lake Campsite]]>><<clotheson>><<endevent>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 200>>
You roll over and embrace the <<person1>><<person>>. You kiss <<him>>. You feel the <<person2>><<person>> shift closer over behind you.<<person1>>
<<promiscuity3>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Lake Couple Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Lake Couple Sex]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
You lie with them a little longer, feeling the warmth of their bodies against yours. It's comforting, but soon becomes stuffy in the small tent. You leave and let them get their sleep.
<<elseif $enemyhealth lte 0>>
You shove them away from you and leave the tent.
<<elseif $finish is 1>>
They stop touching you and let you leave the tent.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Lake Campsite]]>><</link>><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
<<if $cool gte 160>>
They're eager to have you along. They form around you and vie for your attention. Everyone knows the forest is dangerous, but you should be safe in a group.
<<status 1>><<gcool>>
<br><br>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure)>>
<<lakejourney>>
<<else>>
You arrive at the lake without a problem.
<br><br>
<<link [[Next|Lake Shore]]>><</link>>
<br>
<</if>>
<<elseif $cool gte 40>>
They're happy to have you along. You chat as you travel, making sure to stay close. Everyone knows the forest is dangerous, but you should be safe in a group.
<<status 1>><<gcool>>
<br><br>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure)>>
<<lakejourney>>
<<else>>
You arrive at the lake without a problem.
<br><br>
<<link [[Next|Lake Shore]]>><</link>>
<br>
<</if>>
<<else>>
They look at each other and smirk at your request, but they don't turn you down. Everyone knows the forest is dangerous, but you should be safe in a group.
<<status 1>><<gcool>>
<br><br>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure)>>
<<lakejourney>>
<<else>>
You're nearing the lake when someone shoves you from behind. You fall to the ground. The group laughs, and leaves you alone in the forest.
<<gtrauma>><<gstress>><<trauma 3>><<stress 3>>
<br><br>
<<link [[Next|Forest]]>><<set $forest to 30>><</link>>
<br>
<</if>>
<</if>><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
<<if $cool gte 160>>
They're eager to have you along. They form around you and vie for your attention. You stick to the road, safe from the dangers of the forest.
<<status 1>><<gcool>>
<br><br>
You arrive at the lake without a problem.
<br><br>
<<link [[Dare them to take a wild path|Lake Journey Road Dare]]>><<status 1>><</link>><<gcool>>
<br>
<<link [[Stick to the road|Lake Shore]]>><</link>>
<br>
<<elseif $cool gte 40>>
They're happy to have you along. You chat as you travel, making sure to stay close. You stick to the road, safe from the dangers of the forest.
<<status 1>><<gcool>>
<br><br>
<<link [[Dare them to take a wild path|Lake Journey Road Dare]]>><<status 1>><</link>><<gcool>>
<br>
<<link [[Stick to the road|Lake Shore]]>><</link>>
<br>
<<else>>
They look at each other and smirk at your request, but they don't turn you down. You stick to the road, safe from the dangers of the forest.
<<status 1>><<gcool>>
<br><br>
You're nearing the lake when someone shoves you from behind. You fall to the ground. The group laughs, and leaves you alone in the forest.
<<gtrauma>><<gstress>><<trauma 3>><<stress 3>>
<br><br>
<<link [[Next|Forest]]>><<set $forest to 15>><</link>>
<br>
<</if>><<effects>>
You goad the students into leaving the safety of the road. It's easy to do, no one wants to be seen as a coward.
<br><br>
<<lakejourney>><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
You join the others in sprinting the rest of the way to the lake. You don't know if the <<beasttype>> gave chase, but you all arrive safely.
<br><br>
<<link [[Lake|Lake Shore]]>><<endevent>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<beastCombatInit>>
You step towards the <<beasttype>>. "Go," you say to the others. "It's not safe. I've got this." They must think you mad. You adopt an exaggerated combat stance. "Go!" you repeat. They run towards the lake. Once alone, you drop to the ground and assume a mating position.
<<deviancy2>>
<</if>>
<<effects>>
<<effectsman>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Lake Wolf Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Lake Wolf Sex]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
Satisfied, the <<beasttype>> wanders deeper into the forest.
<br><br>
<<tearful>> you continue to the lake.
<<elseif $enemyhealth lte 0>>
<<tearful>> you watch the <<beasttype>> flee deeper into the forest.
<<else>>
The <<beasttype>> wanders deeper into the forest.
<br><br>
<<tearful>> you continue to the lake.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Lake Shore]]>><</link>><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
<<if $rng gte 81>>
You skip rocks across the lake's surface with several others. Someone's skips six times.
<<elseif $rng gte 61>>
You help build a sandcastle, until it collapses under its own weight. You have a nice time regardless.
<<elseif $rng gte 41>>
You play catch with a Frisbee.
<<gathletics>><<athletics 3>><<physique 1>>
<<elseif $rng gte 21>>
<<if $cool gte 160>>
You chat with some students you recognise from your classes. A <<generates1>><<person1>><<person>> tries to impress you by entering the forest alone. <<He>> doesn't get far before a strange noise scares <<him>> back.
<<ltrauma>><<trauma -3>><<endevent>>
<<elseif $cool gte 40>>
You chat with some students you recognise from your classes.
<<else>>
You try to chat with some students you recognise from your classes. You're mostly ignored.
<<gtrauma>><<trauma 3>>
<</if>>
<<else>>
An impromptu game of tag starts.
<<if currentSkillValue('athletics') gte 800>>
No one can catch you.
<<gcool>><<status 1>><<gathletics>><<athletics 3>><<physique 1>>
<<elseif currentSkillValue('athletics') gte 400>>
You give as good as you get.
<<gathletics>><<athletics 3>><<physique 1>>
<<else>>
Once "it" you struggle to catch anyone.
<<lcool>><<status -10>><<gathletics>><<athletics 3>><<physique 1>>
<</if>>
<</if>>
<<pass 30>>
<br><br>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if Time.hour is 20>>
It's getting late, and the shadows of the forest are lengthening. People are preparing to return to town. No one wants to be left to travel alone.
<br><br>
<<if $exposed lte 0>>
<<link [[Go with them (0:30)|Lake Return Journey]]>><<set $foresthunt to 0>><<pass 30>><</link>>
<br>
<</if>>
<<link [[Stay|Lake Shore]]>><</link>>
<br>
<<elseif $danger gte (9900 - $allure)>>
<<if $cool gte 160>>
A <<generatev1>><<person1>><<person>> approaches you. "H-hi," <<he>> says. "Umm, c-can I ask you something?" <<He>> takes a deep breath. "Will you kiss me? They said they'd leave me alone if I could get a kiss from you." <<He>> looks down and blushes. The students <<hes>> referring to watch from a rock not far away. You've seen them bully the <<person>> before.
<br><br>
<<link [[Kiss|Lake Kiss]]>><<status -10>><</link>><<promiscuous1>><<lcool>>
<br>
<<link [[Refuse|Lake Refuse]]>><</link>>
<br>
<<link [[Laugh|Lake Laugh]]>><<status 1>><</link>><<gcool>>
<br>
<<else>>
A <<generatey1>><<person1>><<person>> tackles you behind a rock and gropes you.
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Grope back|Lake Hang Sex]]>><<set $sexstart to 1>><</link>><<promiscuous2>>
<br>
<</if>>
<<link [[Shove away|Lake Hang Shove]]>><</link>>
<br>
<</if>>
<<else>>
<<link [[Hang out (0:30)|Lake Hang]]>><<stress -6>><<status 1>><</link>><<gcool>><<lstress>>
<br>
<<link [[Stop|Lake Shore]]>><</link>>
<br>
<</if>><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
You grip <<his>> collar and pull <<him>> close. <<His>> eyes widen in surprise, but then close. You feel <<him>> shiver. The bullies on the rock stare, dumbfounded. One throws an empty bottle to the ground in disgust. They drop from the rock and walk away.
<<promiscuity1>><<takeKissVirginity `($pronoun is "m"?"shy boy":"shy girl")` "consensual">>
You pull away from the <<person>>. <<Hes>> blushing and tearing up. "Th-thank you." <<He>> turns and runs.
<<famegood 20>>
<br><br>
<<endevent>>
<<link [[Hang out (0:30)|Lake Hang]]>><<stress -6>><<status 1>><</link>><<gcool>><<lstress>>
<br>
<<link [[Stop|Lake Shore]]>><</link>>
<br><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
You shake your head. <<He>> smiles. "I know. It's unfair of me to ask. Thanks anyway." <<He>> walks away. The bullies on the rock jeer and taunt <<him>>.
<br><br>
<<endevent>>
<<link [[Hang out (0:30)|Lake Hang]]>><<stress -6>><<status 1>><</link>><<gcool>><<lstress>>
<br>
<<link [[Stop|Lake Shore]]>><</link>>
<br><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
You burst into laughter. The bullies on the rock follow suit. The <<person>> looks down and runs into the forest.
<br><br>
<<endevent>>
<<link [[Hang out (0:30)|Lake Hang]]>><<stress -6>><<status 1>><</link>><<gcool>><<lstress>>
<br>
<<link [[Stop|Lake Shore]]>><</link>>
<br><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
<<if $rng gte 81>>
You shove <<him>> off you. <<He>> sneers and climbs back on, gagging your mouth with <<his>> hand. "Don't try that again <<bitch>>," <<he>> says. "This is happening."
<br><br>
<<link [[Next|Lake Hang Sex]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You shove <<him>> off you. <<He>> shrugs and leaves to find someone else to pester.
<br><br>
<<endevent>>
<<link [[Hang out (0:30)|Lake Hang]]>><<stress -6>><<status 1>><</link>><<gcool>><<lstress>>
<br>
<<link [[Stop|Lake Shore]]>><</link>>
<br>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>>
<<promiscuity2>>
<</if>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<set $consensual to 0>>
<<neutral 1>>
<<controlloss>>
<<molested>>
<<maninit>>
<<hand_gag 0 left>>
<<if isLoveInterest("Eden") and !$edenCagedEscape and $location is "lake" and random(1,2) is 2>>
<<enable_rescue>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Lake Hang Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Lake Hang Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
<<if $enemyhealth lte 0>>
<<He>> recoils in pain. <<tearful>> you run out into the open where <<he>> can't try that again.
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> lies on <<his>> back and pants. <<tearful>> you climb to your feet.
<<elseif $rescue is 1 and $alarm is 1>>
You hear a gun firing from the forest, and a bullet lands at the <<person>>'s feet. <<He>> backs off in fear and runs away.
<br><br>
<<endevent>><<npc Eden>>
You look into the trees for your rescuer, but can't see <<him>>. <<tearful>> you climb to your feet.
<<else>>
<<He>> hesitates, but climbs off you. <<tearful>> you struggle to your feet as <<he>> wanders off.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Lake Shore]]>><</link>>
<br><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
You join the others and enter the darkening forest. People don't talk much, until the lights of town can be seen between the trees.
<br><br>
<<link [[Next|Wolf Street]]>><</link>>
<br><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>><<rngWraith 1>>
You wave at the <<person>>. <<He>> waves back. <<Hes>> a distance away, but you think <<hes>> smiling.
<br><br>
<<if _wraithEvent>>
<<if ["haunt", "despair"].includes($wraith.state)>>
<<His>> head tilts to the side, and <<his>> smile falters as <<he>> turns pale. For a brief moment, you see <<him>> clutching at <<his>> neck and reaching for you. You blink, and <<hes>> gone. <<trauma 6>><<gtrauma>>
<<else>>
Upon closer inspection, you see a necklace of ivory wrapped around <<his>> neck. You blink, and <<hes>> suddenly gone. <<trauma 3>><<gtrauma>>
<</if>>
<br><br>
<</if>>
<<link [[Next|Lake Shallows]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
<<if $worn.upper.exposed gte 2>>
You bare your <<breasts>> above the water and wave. The <<person>> whistles at you.
<<else>>
You <<pullup>> your <<allTops>>, baring your <<breasts>> for the <<person>>. <<He>> whistles at you.
<</if>>
<<exhibitionism3>>
<<link [[Next|Lake Shallows]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<set $combat to 1>>
<<molested>>
<<controlloss>>
<<set $enemytype to "vore">>
<<set $vorestage to 1>>
<<set $vorecreature to "frog">>
<<set $vorestrength to 1>><<set $position to "doggy">>
<<resetLastOptions>>
<<getCombatDefaultsType>>
<</if>>
<<water>><<effects>><<voreeffects>>
<<vore>>
<<voreactions>>
<<if $stress gte $stressmax>>
<span id="next"><<link [[Next|Lake Vore Finish]]>><</link>></span><<nexttext>>
<<elseif $vorestage lte 0>>
<span id="next"><<link [[Next|Lake Vore Finish]]>><</link>></span><<nexttext>>
<<elseif $vorestomach gte 5>>
<span id="next"><<link [[Next|Lake Vore Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Lake Vore]]>><</link>></span><<nexttext>>
<</if>><<water>><<effects>>
<<if $stress gte $stressmax or $vorestomach gte 5>>
It's all just too much for you. You pass out.
<br><br>
<<if $upperoff isnot 0>>
<<upperruined>>
<</if>>
<<if $loweroff isnot 0>>
<<lowerruined>>
<</if>>
<<if $underloweroff isnot 0>>
<<underlowerruined>>
<</if>>
<<if $underupperoff isnot 0>>
<<underupperruined>>
<</if>>
<<endcombat>>
<<passoutlake>>
<<else>>
<<tearful>> you haul yourself out of the $vorecreature's maw. It disappears back into the depths.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Lake Depths]]>><</link>>
<br>
<</if>><<location "forest">><<effects>>
<<set $forest to 10>>
<<set $leftarm to "bound">><<set $rightarm to "bound">><<handheldruined>>
<<upperruined>><<lowerruined>><<underruined>>
<<generateCultist 1>><<person1>>
<<if $pronoun is "m">>
<<generatem2>><<generatem3>><<generatem4>><<generatem5>><<generatem6>>
<<else>>
<<generatef2>><<generatef3>><<generatef4>><<generatef5>><<generatef6>>
<</if>>
<<for _i = 0; _i < $NPCList.length; _i++>>
<<npcClothesType $NPCList[_i] "temple">>
<</for>>
You awaken naked on a stone slab with your arms tied down. All around you loom <<monks>> wearing ceremonial attire. They chant in a language you don't understand. They fall silent, then reach for you.
<br><br>
<<link [[Next|Lake Ritual Molestation]]>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<set $consensual to 0>>
<<neutral 1>>
<<controlloss>>
<<molested>>
<<maninit>>
<<npcidlegenitals>>
<<set $enemyarousalmax /= 2>>
<<set $enemyarousal /= 2>>
<<if isLoveInterest("Eden") and !$edenCagedEscape and (random(1, 2) is 2 or $eden_rescue isnot 1)>>
<<enable_rescue>>
<<set $phase2 to 1>>
<<elseif $wraith.state and $wraithIntro and $hallucinations gte 2>>
<<enable_rescue>>
<<set $phase2 to 2>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Lake Ritual Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Lake Ritual Molestation]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyhealth lte 0>>
They back away from you, not wanting to be the next one hit. They whisper amongst themselves for a moment, then disappear into the forest.
<br><br>
You struggle against the bonds holding you in place. You feel them become looser, and they soon snap.
<br><br>
<<clotheson>>
<<endcombat>>
<<pass 20>>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<<elseif $rescue is 1 and $alarm is 1>>
<<if $phase2 is 2>>
<<set $wraith.seen++>>
You hear your own scream echo back through the trees. The group backs off, looking to the source. They all go quiet. After a moment, you see a flash of <<wraithEyes>> from the darkness. <<rainWraith true>>
<br><br>
One of the <<person1>><<monks>> is hurled backwards by an unseen force, colliding with a tree. Splinters of bark fall after <<him>> as <<he>> comes crashing to the ground. The rest all clutch their heads in agony, attempting to block their ears. You don't hear anything.
<br><br>
Another <<monk>> attempts to run. You see a long translucent limb ensnare <<his>> legs, lifting <<him>> helplessly into the air. Phantom shapes dance through the air, slowly taking the form of a pale humanoid figure.
<br><br>
"<span class="wraith">The mercy of silence has left you.</span>"
<br><br>
A blaring shriek fills your ears as the figure opens its mouth. With the way you're bound, you have no way to block it out. <<stress 24>><<trauma 24>><<gggstress>><<gggtrauma>>
<br><br>
<<link [[Next|Lake Ritual Molestation Finish 2]]>><</link>>
<<else>>
You hear a gun fire close by, and a bullet lands at the group's feet. They back off and whisper amongst themselves for a moment, then disappear into the forest.
<br><br>
<<clotheson>>
<<unbind>>
<<endcombat>>
Eden emerges, slashes your bindings, and helps you collect yourself. "Damn bastards," <<nnpc_he "Eden">> mutters. "Are you okay?"
<br><br>
<<if $gwylan_eden_coop gte 1>>
Eden glances around for a moment. "We must be in too deep for that shopkeep," <<nnpc_he "Eden">> says.
<br><br>
<</if>>
<<if $eden_rescue isnot 1>>
<<set $eden_rescue to 1>>
Eden pats you on the shoulder. "I was able to save you because I happened to be in the area," <<nnpc_he "Eden">> says. "<span class="gold">I might not always be around, but I should be able to save you anywhere in the forest.</span> Give me a holler if you're in trouble."
<br><br>
<</if>>
<<link [[Go back to the cabin (0:30)|Forest Cabin Return]]>><<pass 30>><</link>>
<br>
<<link [[Say goodbye|Lake Shore]]>><<endevent>><</link>>
<</if>>
<<else>>
<<ejaculation>>
"The ritual is complete," the <<person1>><<person>> stammers. "We can return to the temple." They disappear into the forest. They don't untie you.
<br><br>
You struggle against the bonds holding you in place. You feel them become looser, and they soon snap.
<br><br>
<<clotheson>>
<<endcombat>>
<<pass 20>>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<</if>>
<br>
<<set $stress -= 1000>><<effects>>
The <<monk>> is lifted high into the air and slammed into the ground. You think <<hes>> screaming, but it's too loud to hear. Dirt and rocks are kicked up by the impact. Two more <<monks>> are grabbed by translucent limbs. The remaining <<monks>> flee, and you take the opportunity to follow.
You struggle against the bonds holding you in place. You feel them become looser, and they soon snap. Not a moment too soon.
<br><br>
<<if C.npc["Ivory Wraith"].lust gte 10>>
You run away as fast as you can, but it doesn't feel like you're getting anywhere. You see the trees as you run past them, but the pale figure doesn't get any further away. It slowly approaches you, always in the corner of your eye no matter where you look. Its mouth is closed, but the screaming still persists.
<br><br>
You stumble briefly, and the figure dissipates with a quiet laugh, somehow audible over the shrieking. "<span class="wraith">Forget that you have nowhere to go. Run from your sins.</span>"
<<stress 12>><<ggstress>>
<<else>>
You run away as fast as you can, until the screams grow distant. After a few minutes, you hear it speak again.
<br><br>
"<span class="wraith">Finally... some quiet...</span>"
<</if>>
<br><br>
You quicken your pace.
<br><br>
<<clotheson>>
<<endcombat>>
<<pass 20>>
<<link [[Next|Forest]]>><<endRainWraith>><<set $eventskip to 1>><</link>><<set $outside to 1>><<effects>><<lakeeffects>>
You stand your ground. The <<beasttype>> doesn't consider long before charging you.
<<if $rng gte 51>>
Before <<bhe>> reaches you, however, <<bhe>> runs in a semicircle and back towards the forest. You hear <<= Weather.isFrozen("lake") ? "the lake ice crack" : "a splash in the lake">> behind you, but when you turn, there's nothing there.
<br><br>
<<endevent>>
<<set $eventskip to 1>>
<<destinationlake>>
<<else>>
<<bHe>> knocks you to the ground with <<bhis>> first pass, and leaps on you with the second.
<br><br>
<<link [[Next|Lake Boar Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<set $outside to 1>><<effects>><<lakeeffects>>
You sprint away from the <<beasttype>>. You hear <<bhis>> paws breaking the dirt behind you.
<<if $athleticsSuccess>>
<span class="green">You run fast enough that the <<beasttype>> gives up.</span> You turn and see <<bhim>> returning to the litter by the tree.
<br><br>
<<endevent>>
<<set $eventskip to 1>>
<<destinationlake>>
<<else>>
<span class="red">You're not fast enough.</span> The <<beasttype>> knocks you to the ground and leaps on top of you.
<br><br>
<<link [[Next|Lake Boar Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<set $NPCList[0].stance to "top">>
<<if isLoveInterest("Eden") and !$edenCagedEscape and (random(1, 2) is 2 or $eden_rescue isnot 1)>>
<<enable_rescue>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Lake Boar Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Lake Boar Rape]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
Satisfied, the <<beasttype>> returns to the litter by the tree.
<br><br>
<<tearful>> you climb to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<set $eventskip to 1>>
<<destinationlake>>
<<elseif $enemyhealth lte 0>>
The <<beasttype>> squeals and flees into the trees.
<br><br>
<<tearful>> you climb to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<set $eventskip to 1>>
<<destinationlake>>
<<elseif $rescue is 1 and $alarm is 1>>
You hear a gun fire close by, and a bullet lands at the <<beasttype>>'s feet. <<bHe>> backs off in fear and flees into the trees.
<br><br>
Eden emerges and helps you collect yourself. "Damn boars," <<nnpc_he "Eden">> mutters. "Are you okay?"
<br><br>
<<clotheson>>
<<endcombat>>
<<if $gwylan_eden_coop gte 1>>
Eden glances around for a moment. "We must be in too deep for that shopkeep," <<nnpc_he "Eden">> says.
<br><br>
<</if>>
<<if $eden_rescue isnot 1>>
<<set $eden_rescue to 1>>
Eden pats you on the shoulder. "I was able to save you because I happened to be in the area," <<nnpc_he "Eden">> says. "<span class="gold">I might not always be around, but I should be able to save you anywhere in the forest.</span> Give me a holler if you're in trouble."
<br><br>
<</if>>
<<link [[Go back to the cabin (0:30)|Forest Cabin Return]]>><<pass 30>><</link>>
<br>
<<link [[Say goodbye|Lake Shore]]>><<endevent>><</link>>
<</if>><<effects>>
<<if $masturbationstart is 1>>
<<set $masturbationstart to 0>>
<<set $masturbationstat += 1>>
<<masturbationstart>>
<</if>>
<<masturbationeffects>>
<<masturbationactions>>
<<masturbationControls>><<effects>>
<<endmasturbation>>
<<endcombat>>
You stand, your <<genitals>> still tingling.
<br><br>
You walk back to your clothes and get dressed. That was quite the stroll.
<<unset $bugsinside>>
<<set $eventskip to 0>>
<br><br>
<<link [[Next|Lake Shore]]>><<clotheson>><</link>>
<br><<effects>>
You don't want to look,
<<if $willpowerSuccess>>
<span class="green">so you don't.</span> The terror dissipates as quick as it arrived.<<lstress>><<stress -6>>
<br><br>
<<destination_lake_ice>>
<<else>>
you dread it, <span class="red">but you can't help it.</span> You look beneath the ice.
<br><br>
<<if $rng gte 95>>
A single, gargantuan eye stares through you. Stars fill your vision.
<br><br>
You're lying on the ice.<<ggtrauma>><<gstress>><<gpain>><<gawareness>><<trauma 18>><<stress 6>><<pain 4>><<awareness 1>>
<br><br>
<<destination_lake_ice>>
<<else>>
There's nothing there. Of course there isn't.<<gstress>><<stress 6>><<gwillpower>><<willpower 1>>
<br><br>
<<destination_lake_ice>>
<</if>>
<</if>><<effects>>
<<if $rng gte 95>>
A single, gargantuan eye stares through you. Stars fill your vision.
<br><br>
You're lying on the ice.<<ggtrauma>><<gstress>><<gpain>><<gawareness>><<trauma 18>><<stress 6>><<pain 4>><<awareness 1>>
<br><br>
<<destination_lake_ice>>
<<else>>
There's nothing there. Of course there isn't.<<gstress>><<stress 6>>
<br><br>
<<destination_lake_ice>>
<</if>><<effects>>
<<if playerIsPregnant() and playerAwareTheyArePregnant()>>
You lie on your belly as best as you can, given your <<bellyDescription "pc">>, and spread out your weight. You shuffle to a safer part of the lake.
<<else>>
You lie on your belly and spread out your weight. You shuffle to a safer part of the lake.
<</if>>
<br><br>
<<destination_lake_ice>><<effects>>
<<if $rng gte 91>>
You keep walking, until the groaning stops.
<br><br>
<<destination_lake_ice>>
<<else>>
You keep walking. The ice feels fine, <span class="red">until it gives way all of a sudden.</span> You plunge into icy water.<<ggstress>><<stress 18>>
<br><br>
<<link [[Next|Lake Underwater]]>><</link>>
<br>
<</if>><<effects>>
You lean into your fall and hold out your arms. You save yourself from the worst of it.
<br><br>
<<if $laketeenspresent is 1 and $bus is "lakeshallows">>
You hear laughter. The others thought your fall funny.
<br><br>
<</if>>
<<tearful>> you climb to your feet.
<br><br>
<<destination_lake_ice>><<effects>>
You shift your weight, spin,
<<if $danceSuccess>>
<span class="green">and manage to stay upright.</span> The danger over, that felt pretty cool.<<lstress>><<stress -6>>
<<else>>
<span class="red">and land on your back with your legs in the air.</span><<ggstress>><<gpain>><<stress 6>><<pain 4>>
<<if $laketeenspresent is 1 and $bus is "lakeshallows">>
<br><br>
You hear laughter. The others thought your fall funny.<<lcool>><<status -10>>
<</if>>
<</if>>
<br><br>
<<destination_lake_ice>><<effects>>
<<if $struggle_start is 1>>
<<set $combat to 1>>
<<controlloss>>
<<violence 1>>
<<molested>>
<<if $player.penisExist>>
<<set $struggle.penis.creature to "pale slime">><<set $penisuse to "struggle">><<set $penisstate to "struggle">><<set $struggle.enemy[0].location to "penis">>
<<else>>
<<set $struggle.vagina.creature to "pale slime">><<set $vaginause to "struggle">><<set $vaginastate to "struggle">><<set $struggle.enemy[0].location to "vagina">>
<</if>>
<<unset $struggle_start>>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $enemytype to $wraith.type>>
<</if>>
<<underwater>><<effectsWraith>>
<<switch $wraith.type>>
<<case "man">>
<<if _combatend>>
<span id="next"><<link [[Next|Wraith Underwater Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Wraith Underwater Rape]]>><</link>></span><<nexttext>>
<</if>>
<<case "tentacles">>
<<if $tentacles.active lte ($tentacles.max / 2)>>
<span id="next"><<link [[Next|Wraith Underwater Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Wraith Underwater Rape]]>><</link>></span><<nexttext>>
<</if>>
<<case "slime">>
<<if $struggle.done gte $struggle.number>>
<span id="next"><<link [[Next|Wraith Underwater Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Wraith Underwater Rape]]>><</link>></span><<nexttext>>
<</if>>
<</switch>><<underwater>><<effects>>
<<if $enemyhealth lte 0 and $wraith.type is "man">>
The figure looks down at you in shock as <<he>> staggers backwards.
<<if $wraith.gen is "abomination">>
The tentacles drop lifelessly back into the darkness, and sublimate into a pink mist.
<<elseif $wraith.gen is "arms">>
<<His>> extra arms fold back in.
<</if>>
<<His>> head snaps back, and <<he>> dissipates into nothingness with a brief shriek that echoes in your mind. The water rushes in to fill the empty space, sending a shockwave out that leaves you tumbling in the water. Your ears ring, and you think you hear laughter. "<span class="wraith">You can't keep me away forever, <<pcpetname "Wraith">>.</span>"
<br><br>
<<tearful>> you try to get your bearings.
<<set $wraith.defeated++>>
<<else>>
<<ejacW>>
With a bright flash, <<he>> vanishes. You feel lewd energy linger in the water, and <<his>> laughs echo between your ears. "<span class="wraith">Worry not, we'll meet again soon.</span>"
<br><br>
<<tearful>> you try to get your bearings.
<</if>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Lake Ruin]]>><<endWraith>><</link>>
<br><<effects>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $enemytype to $wraith.type>>
<<set $timer to 15>>
<</if>>
<<effectsWraith>>
<<if _combatend or $timer lte 0>>
<span id="next"><<link [[Next|Asylum Machine Wraith Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Asylum Machine Wraith]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyhealth lte 0>>
With both feet, you kick as hard as you can. The cover of the machine flies open.
<<set $wraith.defeated++>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejacW>>
Light floods into the machine as the cover is finally pried open. Laughter echoes between your ears. "<span class="wraith">See you soon.</span>"
<br><br>
<<else>>
The <<person>> caresses your face. "<span class="wraith">Time is fleeting, like sand slipping through your fingers. See you soon.</span>" <<kissWraith>>
<br><br>
Light floods into the machine as the cover is finally pried open.
<</if>>
You feel yourself being pulled out, and hear many voices. You look up to see several orderlies clad in gas masks. There's no sign of the <<person>> anywhere.
<br><br>
Someone rushes up to you. It's Harper, also wearing a gas mask. "Thank goodness. The machine began to malfunction, and we couldn't get it open. Please accept my sincerest apologies." <<suspicion -10>><<lllsuspicion>>
<<tearful>> they look you over and help you to your feet.
<<clotheson>>
"You've done well today," the doctor says. "I hope you weren't too distressed. Be well."
<<if C.npc["Ivory Wraith"].lust gte 16>>
<<He>> looks pale. You hope it's just the lighting.
<<stress 6>><<gstress>>
<</if>>
<br><br>
You leave the room, still shaking.
<br><br>
<<endcombat>>
<<link [[Next|Asylum]]>><<endWraith>><</link>>
<br><<location "forest">><<effects>>
You swallow the pill. A daze descends on you and a perverse warmth grows in your belly. Everything spins. You taste something strange, and you feel like what you just swallowed wasn't even a pill.
<br><br>
You turn to <<him>>. <<His>> skin has turned a stark white.
<<if $wraith.seen gte 3>>
You immediately recognise it as the pale being that's been following you.
<<elseif $wraith.seen gte 1>>
<<His>> pale visage looks familiar, and you feel as though you should panic, but whatever you just consumed won't let you.
<</if>>
<<He>> smiles. "<span class="wraith">I can feel your heart beating. Give in.</span>"
<<endevent>><<generateWraith 1 true>>
<<initWraith>><<rainWraith true>>
<br><br>
<<switch $wraith.gen>>
<<case "man">>
<<He>> raises <<his>> hand to the air, and an unseen force pushes you to the ground.
<<case "tentacles" "abomination" "slimetentacles">>
You feel something slithering up your legs. You look down to see a mass of pale tendrils surrounding you!
<<case "slime">>
<<He>> raises <<his>> hands to the air, and a shimmering purple mass appears above you. A group of pale, undulating slimes jump out!
<<case "arms">>
A manic grin crosses <<his>> face, and several additional pairs of arms spring from <<his>> back, each one gesturing in strange patterns.
<</switch>>
<br><br>
<<if Time.isBloodMoon()>>
<<link [[Next|Wraith Caught]]>><<set $wraith.exit to "forest">><</link>>
<<else>>
<<link [[Next|Pub Wraith Mimic Attack]]>><</link>>
<</if>>
<br><<location "forest">><<effects>>
You shake your head. <<He>> freezes in an unnatural position, and grins. Your pulse quickens. <<His>> skin grows more and more pale by the second.
<br><br>
<<if Time.isBloodMoon()>>
"<span class="wraith"><<pcPetname "Wraith">>. You never had a choice.</span>"
<<if $wraith.seen gte 3>>
You immediately recognise it as the pale being that's been following you.
<<elseif $wraith.seen gte 1>>
<<His>> pale visage looks familiar.
<</if>>
<<He>> smiles. "<span class="wraith">I can feel your heart beating. Give in.</span>"
<<endevent>><<generateWraith 1 true>>
<<initWraith>><<rainWraith true>>
<br><br>
<<switch $wraith.gen>>
<<case "man">>
<<He>> raises <<his>> hand to the air, and an unseen force pushes you to the ground.
<<case "tentacles" "abomination" "slimetentacles">>
You feel something slithering up your legs. You look down to see a mass of pale tendrils surrounding you!
<<case "slime">>
<<He>> raises <<his>> hands to the air, and a shimmering purple mass appears above you. A group of pale, undulating slimes jump out!
<<case "arms">>
A manic grin crosses <<his>> face, and several additional pairs of arms spring from <<his>> back, each one gesturing in strange patterns.
<</switch>>
<br><br>
<<link [[Next|Wraith Caught]]>><<set $wraith.exit to "forest">><</link>>
<br>
<<else>>
"<span class="wraith">Clever.</span>" The voice seems to come from all around you. Your vision goes fuzzy for a brief moment, and when it clears, <<hes>> gone. You look around in a panic. <<stress 6>><<gstress>><<trauma 12>><<ggtrauma>>
<br><br>
You begin to jump at every shadow. Your breathing grows heavier. You break out into a run, leaving the clearing far behind.
<br><br>
<<link [[Next|Forest]]>><<set $forest to 0>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<if $struggle_start is 1>>
<<set $combat to 1>>
<<controlloss>>
<<violence 1>>
<<molested>>
<<unset $struggle_start>>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $enemytype to $wraith.type>>
<</if>>
<<set $rescue to 0>>
<<effectsWraith>>
<<switch $wraith.type>>
<<case "man">>
<<if _combatend>>
<span id="next"><<link [[Next|Pub Wraith Mimic Attack Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Pub Wraith Mimic Attack]]>><</link>></span><<nexttext>>
<</if>>
<<case "tentacles">>
<<if $tentacles.active lte ($tentacles.max / 2)>>
<span id="next"><<link [[Next|Pub Wraith Mimic Attack Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Pub Wraith Mimic Attack]]>><</link>></span><<nexttext>>
<</if>>
<<case "slime">>
<<if $struggle.done gte $struggle.number>>
<span id="next"><<link [[Next|Pub Wraith Mimic Attack Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Pub Wraith Mimic Attack]]>><</link>></span><<nexttext>>
<</if>>
<</switch>>
<br><<set $outside to 0>><<effects>>
<<if $enemyhealth lte 0 and $wraith.type is "man">>
The <<person>> looks down at you in shock as <<he>> staggers backwards.
<<if $wraith.gen is "abomination">>
The tentacles drop lifelessly to the ground, and sublimate into a pink mist.
<<elseif $wraith.gen is "arms">>
<<His>> extra arms fold back in.
<</if>>
<<His>> head snaps back, and <<he>> dissipates into nothingness with a brief shriek that echoes in your mind. Your ears ring, and you think you hear laughter. "<span class="wraith">I am everywhere. You will never escape me.</span>"
<br><br>
<<tearful>> you run from the clearing, not daring to look back.
<<set $wraith.defeated++>>
<<else>>
<<ejacW>>
<<kissWraith>>
<br><br>
<<He>> breaks off and gives you a regal bow as <<he>> vanishes in a torrent of water, and <<his>> laughs echo between your ears. "<span class="wraith">I could be anyone. I am anyone. See you soon.</span>"
<br><br>
<<tearful>> you look around, trying to make sure <<hes>> really gone.
<</if>>
<<endRainWraith true>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest]]>><<set $forest to 0>><<endWraith>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<if $struggle_start is 1>>
<<set $combat to 1>>
<<controlloss>>
<<violence 1>>
<<molested>>
<<unset $struggle_start>>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $enemytype to $wraith.type>>
<</if>>
<<set $rescue to 0>>
<<effectsWraith>>
<<switch $wraith.type>>
<<case "man">>
<<if _combatend>>
<span id="next"><<link [[Next|Wraith Moor Ring Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Wraith Moor Ring]]>><</link>></span><<nexttext>>
<</if>>
<<case "tentacles">>
<<if $tentacles.active lte ($tentacles.max / 2)>>
<span id="next"><<link [[Next|Wraith Moor Ring Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Wraith Moor Ring]]>><</link>></span><<nexttext>>
<</if>>
<<case "slime">>
<<if $struggle.done gte $struggle.number>>
<span id="next"><<link [[Next|Wraith Moor Ring Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Wraith Moor Ring]]>><</link>></span><<nexttext>>
<</if>>
<</switch>>
<br><<set $outside to 0>><<effects>>
<<if $enemyhealth lte 0 and $wraith.type is "man">>
The <<person>> looks down at you in shock as <<he>> staggers backwards.
<<if $wraith.gen is "abomination">>
The tentacles drop lifelessly to the ground, and sublimate into a pink mist.
<<elseif $wraith.gen is "arms">>
<<His>> extra arms fold back in.
<</if>>
<<His>> head snaps back, and <<he>> dissipates into nothingness with a brief shriek that echoes in your mind. Your ears ring, and you think you hear laughter. "<span class="wraith">I am everywhere. You will never escape me.</span>"
<br><br>
<<tearful>> you run from the glowing shore, not daring to look back.
<<set $wraith.defeated++>>
<<else>>
<<ejacW>>
<<kissWraith>>
<br><br>
<<He>> breaks off and gives you a regal bow as <<he>> vanishes in a torrent of water, and <<his>> laughs echo between your ears. "<span class="wraith">Leave the dead to their slumber, thief.</span>"
<br><br>
<<tearful>> you look around, trying to make sure <<hes>> really gone.
<</if>>
<<endRainWraith true>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Moor]]>><<endWraith>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<set $wraith.exit to "town">>
<<if $speech_attitude is "meek">>
You look away from Kylar. "S-sorry," you say. "Not today."
<<elseif $speech_attitude is "bratty">>
You put your hands on your hips. "In a creepy alley," you say. "Really? No."
<<else>>
You shake your head.
<</if>>
<br><br>
Kylar stares at the ground and nods. <<Hes>> grinning widely. <<He>> turns as if to leave, but then lunges forward and shoves you against a wall with <<his>> hand.
<br><br>
Except that's not a hand. Many long, translucent limbs are pinning you to the wall.
<br><br>
You see <<his>> skin ripple, like wax melting down a candle. <<His>> arms take on an unnatural, ivory pallor. <<endevent>><<generateWraith 1 true>><<initWraith "abomination">>
<br><br>
This isn't Kylar. <<trauma 12>><<ggtrauma>><<set $wraith.revealed to true>>
<br><br>
<<if $wraith.offspring is "dead">>
"<span class="wraith">This one couldn't save them,</span>" <<he>> hisses. "<span class="wraith">You let them die.</span>" The translucent limbs converge on you.
<<elseif $wraith.offspring is "sold">>
"<span class="wraith">This one couldn't save them,</span>" <<he>> hisses. "<span class="wraith">You threw them away.</span>" The translucent limbs converge on you.
<<elseif $wraith.state is "despair">>
"<span class="wraith">Where is it? Have you seen it? My necklace...</span>" <<he>> pleads. The translucent limbs converge on you.
<<else>>
"<span class="wraith">You stole it from me,</span>" <<he>> hisses. "<span class="wraith">Give it back.</span>" The translucent limbs converge on you.
<</if>>
<br><br>
<<if Time.isBloodMoon()>>
<<link [[Next|Wraith Caught]]>><</link>>
<<else>>
<<link [[Next|Wraith Mimic Fight]]>><</link>>
<</if>>
<br><<effects>>
You cuddle Robin, but <<his>> hands continue to wander and grope. <<He>> pulls you closer.
<br><br>
<<link [[Insist on just cuddling|Wraith Mimic Robin Bed]]>><<trauma -6>><<stress -12>><</link>><<llove>><<ldom>><<ltrauma>><<lstress>>
<br>
<<link [[Give in|Wraith Mimic Fight]]>><<set $sexstart to 1>><</link>><<gdom>>
<br><<effects>><<set $sleepWraith to true>>
<<wearoutfit>>
You snuggle under the covers with Robin.
<br><br>
<<generateSleepLinks "Sleep">>
<<link [[Climb out of bed|Wraith Mimic Robin Refuse]]>><<storeon "bed">><<set $wardrobe_location to "wardrobe">><<loadTempHairStyle>><<unset $sleepWraith>><</link>><<effects>><<unset $robinbed>>
You try to climb out of bed, but a hand grabs you. Robin pulls you back to the bed with one hand and pins you down with the other. <<He>> strokes your cheek with a third hand.
<br><br>
Except that's not a hand. Many long, translucent limbs are pinning you to the bed.
<br><br>
You see <<his>> skin ripple, like wax melting down a candle. <<His>> arms take on an unnatural, ivory pallor. <<endevent>><<generateWraith 1 true>><<initWraith "abomination">>
<br><br>
This isn't Robin. <<trauma 12>><<ggtrauma>><<set $wraith.revealed to true>>
<br><br>
"<span class="wraith">You built your cage, now lie in it,</span>" <<he>> hisses. "<span class="wraith">Lie until you forget the truth.</span>" The translucent limbs converge on you.
<br><br>
<<link [[Next|Wraith Mimic Fight]]>><</link>>
<br><<effects>>
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $wraith.type to "man">><<set $wraith.gen to "man">>
<<switch $wraith.mimic>>
<<case "Kylar">>
<<He>> pulls you into the alley, then around another corner, away from prying eyes. There's a mattress already here. Kylar collapses on it, pulling you down atop <<him>>.
<<case "Robin">>
<<npckiss>><<unset $robinbed>>
<</switch>>
<<set $speechdisable to 1>>
<<elseif $struggle_start is 1>>
<<set $combat to 1>>
<<controlloss>>
<<violence 1>>
<<molested>>
<<if $player.penisExist>>
<<set $struggle.penis.creature to "pale slime">><<set $penisuse to "struggle">><<set $penisstate to "struggle">><<set $struggle.enemy[0].location to "penis">>
<<else>>
<<set $struggle.vagina.creature to "pale slime">><<set $vaginause to "struggle">><<set $vaginastate to "struggle">><<set $struggle.enemy[0].location to "vagina">>
<</if>>
<<unset $struggle_start>>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<if $wraith.revealed>>
<<set $enemytype to $wraith.type>>
<<else>>
<<set $wraith.type to "man">><<set $wraith.gen to "man">>
<<maninit>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>>
<<healthMultiplier>>
<</if>>
<<set $speechdisable to 1>>
<</if>>
<<effectsWraith>>
<<if $wraith.revealed>>
<<switch $wraith.type>>
<<case "man">>
<<if _combatend>>
<span id="next"><<link [[Next|Wraith Mimic Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Wraith Mimic Fight]]>><</link>></span><<nexttext>>
<</if>>
<<case "tentacles">>
<<if $tentacles.active lte ($tentacles.max / 2)>>
<span id="next"><<link [[Next|Wraith Mimic Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Wraith Mimic Fight]]>><</link>></span><<nexttext>>
<</if>>
<<case "slime">>
<<if $struggle.done gte $struggle.number>>
<span id="next"><<link [[Next|Wraith Mimic Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Wraith Mimic Fight]]>><</link>></span><<nexttext>>
<</if>>
<</switch>>
<<else>>
<<if $enemyhealth lte ($enemyhealthmax / 2) and _combatend>>
<span id="next"><<link [[Next|Wraith Mimic Fight Revealed]]>><<set $phase to 1>><</link>></span><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax and _combatend>>
<span id="next"><<link [[Next|Wraith Mimic Fight Revealed]]>><<set $phase to 2>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Wraith Mimic Fight]]>><</link>></span><<nexttext>>
<</if>>
<br>
<</if>><<effects>>
<<if $phase is 1>>
<<His>> head snaps back at an unnatural angle. You wince. <<His>> arms hang down, limp.
<br><br>
<<His>> skin turns more and more pale as you stare. Slowly, <<he>> rights <<his>> head to look at you with a manic grin.
<<else>>
As you think <<hes>> about to reach climax, <<he>> laughs in a voice that isn't <<hers>>.
<<if $wraith.seen gte 3>>
It's a voice that fills you with dread. You instinctively push yourself away.
<<else>>
You freeze up.
<</if>>
<br><br>
<<His>> skin begins to turn pale. <<His>> eyes flash a bright <<wraithEyes>>, and a baleful white glow surrounds <<him>>. <<rainWraith true>>
<</if>>
<br><br>
This isn't $wraith.mimic. <<trauma 24>><<gggtrauma>><<set $wraith.revealed to true>>
<br><br>
<<silently>><<endcombat>><</silently>>
<<generateWraith 1 true>><<initWraith "abomination">>
<<if $phase is 1>>
<<set $enemyhealth -= 200>>
<<else>>
<<set $enemyarousal += 200>>
<</if>>
<<if $wraith.state is "haunt">>
<<if $wraith.mimic is "Eden">>
"<span class="wraith">Vulture.</span>"
<<elseif $wraith.mimic is "Robin">>
"<span class="wraith">We all have something to protect.</span>"
<<else>>
"<span class="wraith">Give it back.</span>"
<</if>>
<<elseif $wraith.state is "despair">>
<<if C.npc["Ivory Wraith"].lust gte 12>>
"<span class="wraith"><<pcPetname "Wraith">>. It's so cold without it... keep me warm.</span>"
<<else>>
"<span class="wraith">Where is it? Have you seen it? My necklace...</span>"
<</if>>
<<elseif $wraith.offspring is "dead" and $tentacledisable is "f">>
"<span class="wraith">You let them die. We will make more.</span>"
<<elseif $wraith.offspring is "sold" and $tentacledisable is "f">>
"<span class="wraith">You threw them away. We will make more.</span>"
<<else>>
"<span class="wraith">Carnal lust. Passion. Beautiful. <<pcPetname "Wraith">>.</span>"
<</if>>
<br><br>
<<startWraith>>
<br><br>
<<if Time.isBloodMoon()>>
<<link [[Next|Wraith Caught]]>><</link>>
<<else>>
<<link [[Next|Wraith Mimic Fight]]>><</link>>
<</if>>
<br><<effects>>
<<if $wraith.type is "man" and $enemyhealth lte 0>>
The <<person>> looks down at you in shock as <<he>> staggers backwards.
<<if $wraith.gen is "abomination">>
The tentacles drop lifelessly to the ground, and sublimate into a pink mist.
<<elseif $wraith.gen is "arms">>
<<His>> extra arms fold back in.
<</if>>
<<His>> head snaps back, and <<he>> dissipates into nothingness with a brief shriek that echoes in your mind. Your ears ring, and you think you hear laughter. "<span class="wraith">I am everyone. You will never escape me, <<pcpetname "Wraith">>.</span>"
<br><br>
<<tearful>> you look around, trying to make sure <<hes>> really gone.
<<set $wraith.defeated++>>
<<else>>
<<ejacW>>
<<kissWraith>>
<br><br>
<<He>> breaks off and gives you a regal bow as <<he>> vanishes in a torrent of water, and <<his>> laughs echo between your ears. "<span class="wraith">Such magnificent lust. Perhaps I will visit <<nnpc_him $wraith.mimic>> next.</span>"
<br><br>
<<tearful>> you look around, trying to make sure <<hes>> really gone.
<</if>>
<<clotheson>>
<<endcombat>>
<<exitWraith>><<effects>>
Without a second thought, you<<if $phase is 1>> jump out and<</if>> break out into a run. You hear a terrible blaring screech from behind you, getting closer and closer.
<br><br>
You hear a harsh whipping sound. A pale tendril springs from a drainage grate, and lashes for your legs.
<<if $athleticsSuccess>>
<span class="green">You jump over it at the last possible moment, and keep running.</span> The noise grows more distant.
<br><br>
You turn a corner, panting. It likely won't give up that easily.
<br><br>
<<set $wraith.hunt -= 2>>
<<exitWraith>>
<<else>>
You try to jump over it, <span class="red">but it catches you.</span> The ground hurdles towards your face. Your stomach rises to your throat as you're flipped upside down.
<br><br>
A pale visage materialises before you.
<<generateWraith>><<initWraith "abomination">>
<<startWraith>>
<br><br>
<<link [[Next|Wraith Caught]]>><<set $wraith.exit to "town">><</link>>
<br>
<</if>><<effects>>
It hasn't seen you yet. You frantically look for a place to hide. Your eyes land on <<if $location is "park">>a large bush<<else>>an empty dumpster<</if>>.
<br><br>
You vault into it as quietly as you can. The <<print Weather.precipitation>> starts to become heavier. You sit and wait, daring a peek outside every few minutes.
<br><br>
Your ears begin to ring. Through the tiny gap, you see a long, white robe dragging against the ground.
<br><br>
<<if $rng gte 51 or $slimedisable is "t">>
<<if numberOfEarSlime()>>
<span class="red">You feel the slime in your head make a strange noise, as if calling out to something.</span>
<br><br>
<</if>>
<<link [[Hold your breath and stay calm|Wraith Hide Hold]]>><</link>><<willpowerdifficulty 1 $willpowermax>>
<br>
<<else>>
You feel something prod your rear. You slowly look behind you, as quiet as you can manage. A small pale slime has started to crawl on you.
<br><br>
<<link [[Keep it quiet|Wraith Hide Struggle]]>><<set $struggle_start to 1>><</link>>
<br>
<</if>>
<<link [[Jump out and run|Wraith Run]]>><<set $phase to 1>><</link>><<athleticsdifficulty 800 1500>>
<br><<effects>>
You slowly take in a breath, and hold it. You hope it can't hear you.
<<if $willpowerSuccess>>
The white cloth makes no sound as it drags past the <<if $location is "park">>bushes<<else>>dumpster<</if>>. It isn't even slowing down.
<br><br>
You don't dare move for a long while. You wait, but you don't know for how long. Eventually, you hazard a peek.
<br><br>
<<if $rng lte 15>>
<span class="red">You see nothing but a pair of glowing <<wraithEyes>> eyes staring directly into yours, only inches away.</span>
You're pulled out violently, and slammed into the ground. <<pain 4>><<gpain>>
<br><br>
<<generateWraith 1 true>><<initWraith "abomination">>
<<startWraith>>
<br><br>
<<link [[Next|Wraith Caught]]>><</link>>
<br>
<<else>>
<span class="green">You don't see anyone.</span> You slip out, taking one last look around. You're safe, if only for a precious moment. <<stress -3>><<lstress>>
<<set $wraith.hunt -= 2>>
<br><br>
<<exitWraith>>
<</if>>
<<else>>
You try not to think about the other ways it could find you.
<span class="red">Like the <<if numberOfEarSlime()>>slime<<else>>visions<</if>> in your head.</span>
Your breathing grows heavier. You begin to panic. <<stress 6>><<gstress>>
<br><br>
Your vision begins to get blurry. You're tearing up, and choking back a sob. Your breathing is deafening, and only causing you to panic further. <<stress 12>><<ggstress>>
<br><br>
Even with your hand over your mouth, it's so loud. You inhale sharply, and hold it.
<br><br>
You still hear heavy breathing. It's low, and almost sounds like a gurgle. From right next to you.
<br><br>
Your entire body goes numb with fear. You barely manage to turn your head, and come face to face with a pale visage. You don't get the chance to scream.
<br><br>
You're violently thrown out. It floats out after you.
<<generateWraith 1 true>><<initWraith "abomination">>
<<startWraith>>
<br><br>
<<link [[Next|Wraith Caught]]>><</link>>
<br>
<</if>><<effects>>
<<if $struggle_start is 1>>
<<struggle_init>>
<<set $struggle.creature to "pale slime">>
<<struggle_creatures 1 2>>
<<set $combat to 1>>
<<controlloss>>
<<violence 1>>
<<molested>>
<<if $analdisable is "f">>
<<set $struggle.anus.creature to "pale slime">><<set $anususe to "struggle">><<set $anusstate to "struggle">><<set $struggle.enemy[0].location to "anus">>
<</if>>
<<unset $struggle_start>>
<</if>>
<<struggle>>
<<if $struggle.done gte $struggle.number>>
<span id="next"><<link [[Next|Wraith Hide Struggle End]]>><</link>></span>
<br>
<<else>>
<span id="next"><<link [[Next|Wraith Hide Struggle]]>><</link>></span>
<br>
<</if>><<effects>>
The slime slips away without a sound. <<tearful>> you peek outside.
<br><br>
You don't see anyone. You're safe, if only for a precious moment. <<stress -3>><<lstress>>
<<set $wraith.hunt -= 2>>
<br><br>
<<clotheson>>
<<endcombat>>
<<exitWraith>><<effects>>
<<physiquedifficulty 5000 16000 true>>
You grab the tentacle and try calm it. <<deviancy1>>
<<if $physiqueSuccess>>
It thrashes against you, <span class="green">then slows to a rhythmic, thrusting movement.</span> Before you realise what it is doing, the tentacle ejaculates slime all over your hands.
<<bodyliquid "leftarm" "goo">><<bodyliquid "rightarm" "goo">>
<br><br>
<<if $location is "sewers">>
<<water>>
Worn out, the pale tentacle retracts as several more emerge from the canal, wrapping around your limbs and waist and pulling you into the water. They're easily able to hold your weight.
<<else>>
Worn out, the pale tentacle retracts as several more emerge from the manhole, wrapping around your limbs and waist and pulling you underground. They're easily able to hold your weight.
<</if>>
<br><br>
<<link [[Next|Wraith Tentacle Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
As it thrashes against your grip, <span class="red">it gets under your leg and trips you.</span>
<<gpain>><<pain 5>><<gtrauma>><<gstress>><<stress 6>><<trauma 6>>
<br><br>
You feel the sense of dread building, and can't shake the notion that whatever's hunting you knows exactly where you are now.
<<set $wraith.hunt++>>
<<exitWraith>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<set $combat to 1>>
<<set $enemytype to "tentacles">>
<<controlloss>>
<<molested>>
<<tentaclestart 8 20 "tentacle" "pale">>
<</if>>
<<statetentacles>>
<<effects>>
<<effectstentacles>>
<<tentacles>>
<<actionstentacles>>
<<if $tentacles.active lte ($tentacles.max / 2)>>
<span id="next"><<link [[Next|Wraith Tentacle Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Wraith Tentacle Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $location is "sewers">>
The pale tentacles recoil from you and disappear into the canal. <<tearful>> you climb out of the water.
<<else>>
The pale tentacles recoil from you and disappear into the sewer.
<</if>>
You're not sure why, but you feel as though whatever's hunting you has lost some progress.
<<set $wraith.hunt -= 2>>
<<clotheson>>
<<endcombat>>
<<exitWraith>><<effects>>
You pull away from the pale tentacle, hoping to shake it off. <span class="red">It holds firm.</span>
<br><br>
The vision of the pale figure in your head grows more and more intense, and you feel a warmth building up. The tentacle ejaculates slime all over your leg, and quickly retreats. The slime smells strange. <<ghallucinogens>>
<br><br>
The dread builds, and you can't shake the notion that whatever's hunting you knows exactly where you are now.
<<set $wraith.hunt++>>
<br><br>
<<exitWraith>><<effects>>
<<if $struggle_start is 1>>
<<struggle_init>>
<<set $struggle.creature to "pale slime">>
<<struggle_creatures 1 2>>
<<set $combat to 1>>
<<controlloss>>
<<violence 1>>
<<molested>>
<<unset $struggle_start>>
<<set $timer to 7>>
<</if>>
<<if $timer is 1>>
<<struggle_add 2 1>>
<span class="pink">Two more slimes drop from the ceiling!</span>
<br><br>
<</if>>
<<struggle>>
<<if $struggle.done gte $struggle.number>>
<span id="next"><<link [[Next|Wraith Sewers Struggle End]]>><</link>></span>
<br>
<<else>>
<span id="next"><<link [[Next|Wraith Sewers Struggle]]>><</link>></span>
<br>
<</if>><<effects>>
The slime slips away without a sound. <<tearful>> you peek around.
<br><br>
You don't see anything. You're safe, if only for a precious moment. <<stress -3>><<lstress>>
<<set $wraith.hunt -= 2>>
<br><br>
<<clotheson>>
<<endcombat>>
<<exitWraith>><<effects>>
It moves in a hypnotic pattern, leaving phantom shapes in the air. A warmth builds in your head. You fall to your knees without resistance.
<br><br>
<<generateWraith 1 true>>
<<initWraith "arms" "abomination">>
<<if $wraith.state is "haunt" or $wraith.offspring is "dead">>
A pair of pale hands grabs your head.
<<if $wraith.gen is "arms">>
Followed by many more. You look up and see several extra arms and hands springing from <<his>> back.
<<else>>
Something slithers around your legs and arms.
<</if>>
"<span class="wraith">Drown with me.</span>"
<<else>>
A pale hand lifts your chin. Your mind goes blank as you look into <<his>> eyes.
<<if $wraith.gen is "arms">>
Many additional pairs of arms emerge from <<his>> back.
<<else>>
Something slithers around your legs and arms.
<</if>>
"<span class="wraith">Like a puppet on strings.</span>"
<</if>>
<br><br>
<<if $wraith.state is "haunt" or $wraith.offspring is "dead">>
<<set $enemyanger -= 20>>
<<link [[Next|Wraith Caught]]>><</link>>
<<else>>
The figure begins to rapidly dissipate into white mist from the bottom up. You find your mouth hanging open. You can't feel anything.
<br><br>
The mist trails into your mouth, making your entire body feel cold and rigid. The figure is gone.
<<if $location is "lake_ruin">>
You right yourself in the water, but can't feel your arms.
<<else>>
You stand up, but can't feel your legs.
<</if>>
<br><br>
<<link [[Next|Wraith Snatched Intro]]>><<endcombat>><<endWraith>><<wraithPossess>><</link>>
<</if>>
<br><<effects>>
<<if $willpowerSuccess is 1>>
You try to tear your eyes away from the pale figure. With a great deal of effort, you turn away. <span class="green">The ringing stops, and you regain feeling in your legs.</span> Even with your back to it, you still feel as though you can see it behind you.
<br><br>
When you turn around again, it's gone. Laughter echoes between your ears.
<<switch $location>>
<<case "town" "park" "alley">>
The streets are still empty, and baleful red light shines down on you. You're not in the clear yet.
<<case "forest" "lake">>
The forest grows quiet. You see shapes between the trees, and red moonlight covers everything in a red glow. You're not in the clear yet.
<<case "sewers">>
The sewers are still empty, and the air is uncomfortably chilly. You're not in the clear yet.
<</switch>>
<br><br>
<<set $wraith.hunt to 6>>
<<set $wraith.evaded++>>
<<exitWraith>>
<<else>>
Even with your eyes closed, <span class="red">you still see it.</span> Its arms move in a hypnotic pattern, leaving phantom shapes in the air. Your whole body goes numb. <<willpower 3>><<gwillpower>>
<br><br>
<<generateWraith 1 true>>
<<initWraith "abomination">>
<<if $wraith.state is "haunt" or $wraith.offspring is "dead">>
A pair of pale hands grabs your head.
<<if $wraith.gen is "arms">>
Followed by many more. You look up and see several extra arms and hands springing from <<his>> back.
<<else>>
Something slithers around your legs and arms.
<</if>>
"<span class="wraith">Flail and writhe, you'll only drown faster.</span>"
<br><br>
<<link [[Next|Wraith Caught]]>><</link>>
<br>
<<else>>
A pale hand lifts your chin. Your mind goes blank as you look into <<his>> eyes.
<<if $wraith.gen is "arms">>
Many additional pairs of arms emerge from <<his>> back.
<<else>>
Something slithers around your legs and arms. Pale tentacles have completely surrounded you.
<</if>>
"<span class="wraith">You will learn.</span>"
<br><br>
<<link [[Next|Wraith Caught]]>><</link>>
<br>
<</if>>
<</if>><<effects>>
You close your eyes and whisper a prayer. <span class="red">You still see it through your closed eyelids.</span>
<br><br>
It frowns at you. "<span class="wraith">No one will answer. A merciful silence.</span>"
<br><br>
Your eyes snap open. The figure is gone, but you hear laughter echo in your head.
<<switch $location>>
<<case "town" "park" "alley">>
The streets are still empty, and baleful red light shines down on you. You're not in the clear yet.
<<case "forest" "lake">>
The forest grows quiet. You see shapes between the trees, and red moonlight covers everything in a red glow. You're not in the clear yet.
<<case "sewers">>
The sewers are still empty, and the air is uncomfortably chilly. You're not in the clear yet.
<</switch>>
<br><br>
<<set $wraith.hunt to 8>>
<<set $wraith.evaded++>>
<<exitWraith>><<effects>>
<<if $struggle_start is 1>>
<<set $combat to 1>>
<<controlloss>>
<<violence 1>>
<<molested>>
<<if $player.penisExist>>
<<set $struggle.penis.creature to "pale slime">><<set $penisuse to "struggle">><<set $penisstate to "struggle">><<set $struggle.enemy[0].location to "penis">>
<<else>>
<<set $struggle.vagina.creature to "pale slime">><<set $vaginause to "struggle">><<set $vaginastate to "struggle">><<set $struggle.enemy[0].location to "vagina">>
<</if>>
<<unset $struggle_start>>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $enemytype to $wraith.type>>
<</if>>
<<set $rescue to 0>>
<<if $location is "lake_ruin">>
<<underwater>>
<</if>>
<<effectsWraith>>
<<switch $wraith.type>>
<<case "man">>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Wraith Caught Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Wraith Caught]]>><</link>></span><<nexttext>>
<</if>>
<<case "tentacles">>
<<if $tentacles.active lte ($tentacles.max / 2)>>
<span id="next"><<link [[Next|Wraith Caught Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Wraith Caught]]>><</link>></span><<nexttext>>
<</if>>
<<case "slime">>
<<if $struggle.done gte $struggle.number>>
<span id="next"><<link [[Next|Wraith Caught Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Wraith Caught]]>><</link>></span><<nexttext>>
<</if>>
<</switch>>
<br><<effects>>
<<if !$wraithCount>>
<<if C.npc["Ivory Wraith"].lust lte 10>>
<<set $wraithCount to 1>><<set $wraithMax to 1>>
<<else>>
<<set $wraithCount to 0>>
<<set $wraithMax to 3>>
<<if $wraith.offspring is "dead">>
<<set $wraithMax++>>
<</if>>
<<if $tentacledisable is "t">>
<<set $wraithMax -->>
<</if>>
<</if>>
<</if>>
<<if $wraith.type is "man" and $enemyhealth lte 0>>
<<if $location is "lake_ruin">>
The figure looks down at you in shock as <<he>> staggers backwards.
<<if $wraith.gen is "abomination">>
The tentacles drop lifelessly into the dark water.
<<elseif $wraith.gen is "arms">>
<<His>> extra arms fold back in.
<</if>>
<<His>> head snaps back, and <<he>> dissipates into nothingness with a brief shriek that echoes in your mind. The water rushes in to fill the empty space, sending a shockwave out that leaves you tumbling in the water. Your ears ring, and you think you hear laughter. "<span class="wraith">Just breathe.</span>"
<br><br>
<<tearful>> you try to get your bearings.
<<else>>
The <<person>> looks down at you in shock as <<he>> staggers backwards.
<<if $wraith.gen is "abomination">>
The tentacles drop lifelessly to the ground, and sublimate into a pink mist.
<<elseif $wraith.gen is "arms">>
<<His>> extra arms fold back in.
<</if>>
<<His>> head snaps back, and <<he>> dissipates into nothingness with a brief shriek that echoes in your mind. Your ears ring, and you think you hear laughter. "<span class="wraith">I am everywhere. You will never escape me.</span>"
<br><br>
<<tearful>> you look around, trying to make sure <<hes>> really gone.
<</if>>
<<set $wraith.defeated++>>
<<set $wraith.timer to -30>>
<<set $wraith.hunt to 0>>
<<clotheson>>
<<endcombat>>
<<exitWraith>>
<<elseif $enemyarousal gte $enemyarousalmax or $pain gte 100 and $willpowerpain is 0 or ($wraith.type is "tentacles" and $tentacles.active lte ($tentacles.max / 2)) or ($wraith.type is "slime" and $struggle.done gte $struggle.number)>>
<<set $wraithCount++>>
<<ejacW>>
<<if $wraithCount gte $wraithMax>>
<<kissWraith "stress">>
<br><br>
<<if $moonstate is "morning" and Time.hour gte 6>>
<<He>> floats away from you, looking to the sky as the sun comes up. <<He>> sneers. "<span class="wraith">Alas, time is fleeting. Worry not, <<pcpetname "Wraith">>, we'll meet again soon.</span>"
<br><br>
<<His>> glow begins to dim, and <<he>> slowly melts away in a torrent of water.
The dread slowly passes. <span class="blue"><i>You're safe until the next blood moon.</i></span>
<br><br>
<<tearful>> you stand, wondering if it's really over.
<<set $wraith.hunt to 0>>
<<clotheson>>
<<endcombat>>
<<exitWraith>>
<<clearWraith>>
<<elseif $pain gte 100 or $stress gte $stressmax>>
<<set $wraith.hunt to 0>>
<<if $pain gte 100>>
<span class="red">You're too battered and bruised to resist.</span>
<<else>>
This is too much for you. You feel your consciousness slipping.
<</if>>
The figure begins to rapidly dissipate into white mist from the bottom up. You find your mouth hanging open. You can't feel anything.
<br><br>
The mist trails into your mouth, making your entire body feel cold and rigid. The figure is gone.
<<if $location is "lake_ruin">>
You right yourself in the water, but can't feel your arms.
<<else>>
You stand up, but can't feel your legs.
<</if>>
<br><br>
<<link [[Next|Wraith Snatched Intro]]>><<endWraith>><<clotheson>><<endcombat>><<wraithPossess>><</link>>
<br>
<<elseif $wraith.state is "haunt" or $wraith.offspring is "dead">>
"<span class="wraith">Your will is strong. But you will bend, or you will break.</span>"
<br><br>
<<if $location is "lake_ruin">>
With a bright flash, <<he>> vanishes. You feel lewd energy linger in the water, and <<his>> laughs echo between your ears.
<br><br>
<<tearful>> you try to get your bearings.
<<else>>
<<He>> breaks off and gives you a regal bow as <<he>> vanishes in a torrent of water, and <<his>> laughs echo between your ears.
<br><br>
<<tearful>> you look around, trying to make sure <<hes>> really gone.
<</if>>
<<set $wraith.timer -= 20>>
<<set $wraith.hunt to 0>>
<<clotheson>>
<<endcombat>>
<<exitWraith>>
<<else>>
<<if $location is "lake_ruin">>
With a bright flash, <<he>> vanishes. You feel lewd energy linger in the water, and <<his>> laughs echo between your ears. "<span class="wraith">Such magnificent lust. I like you.</span>"
<br><br>
<<tearful>> you try to get your bearings.
<<else>>
<<He>> breaks off and gives you a regal bow as <<he>> vanishes in a torrent of water, and <<his>> laughs echo between your ears. "<span class="wraith">Such magnificent lust. I like you.</span>"
<br><br>
<<tearful>> you look around, trying to make sure <<hes>> really gone.
<</if>>
<<set $wraith.timer -= 20>>
<<set $wraith.hunt to 0>>
<<clotheson>>
<<endcombat>>
<<exitWraith>>
<</if>>
<<else>>
<<continueWraith>>
<br><br>
<<link [[Next|Wraith Caught]]>><</link>>
<br>
<</if>>
<</if>><<set $outside to 0>><<set $location to "home">><<effects>><<seenPassage>>
You walk up to the mirror and gaze into its depths. It no longer reflects, but glows with a curious light. It's a bright white. Like snow.
<br><br>
The light begins to take shape. A pale hand gently presses up against the surface from the other side. A pale figure stares back, smiling. Its <<wraithEyes>> eyes hold your gaze.
<<if $wraith.seen gte 3 or $wraithPrison>>
<span class="blue">You recognise it.</span> You feel as though you should be full of dread, but you aren't.
<<else>>
You feel like you should be scared, but you aren't.
<</if>>
<br><br>
<<link [[Reach out|Christmas Mirror Reach]]>><</link>><<handholdingvirginitywarning>>
<br>
<<link [[Watch|Christmas Mirror Watch]]>><</link>>
<br>
<<link [[Step away|Christmas Mirror Leave]]>><</link>>
<br>You step away from the mirror. The next time you blink, it's returned to normal.
<br><br>
<<link [[Next|Bedroom]]>><<endevent>><</link>>
<br>You keep your eyes fixed on the hand. Its fingers slowly creep through the surface, revealing gnarled claws as they gingerly grip the frame.
<br><br>
The shape behind it flickers. The claws vanish, replaced by supple skin. You look up to see the figure still smiling warmly at you. It holds out its other hand, without a word.
<br><br>
<<link [[Take the hand|Christmas Mirror Reach]]>><</link>><<handholdingvirginitywarning>>
<br>
<<link [[Step away|Christmas Mirror Leave]]>><</link>>
<br><<effects>>
<<generateWraith 1 true>>
<<set $pronoun to C.npc["Ivory Wraith"].gender>>
You reach forward, taking the hand in yours. <<takeHandholdingVirginity "Ivory Wraith" "consensual">>
<br><br>
The skin ripples, changing between a ghastly pale and a normal tone.
<br><br>
<span class="teal"><<He>> hums a familiar tune.</span>
<br><br>
<<Hes>> cloaked in a white robe, standing under a red moon. <<He>> has <<his>> other arm spread out to you in a welcoming gesture. You feel profoundly calm as you take a step forward.
<br><br>
<<set $christmas_wraith to true>>
<<freezePlayerStats>>
<<set Weather.Temperature.set(-15)>>
<<rainWraith>>
<<link [[Step in (0:05)|Christmas Mirror 2]]>><<pass 5>><</link>>
<br><<effects>><<set $location to "old_temple">><<set $outside to 0>>
You're surrounded by trees, all covered in snow. You look down to see a bed of coals at your feet. The red moon vanishes. Your feet burn. You collapse forward, into <<his>> arms.
<<He>> embraces you. <<Hes>> congratulating you, smiling and laughing. You're crying.
<br><br>
"You did it! I knew you could do it!" <<He>> speaks in a language you don't know, and yet, you find yourself understanding the words. Another voice speaks in unison.
<br><br>
"<span class="wraith">We may never reach the bottom. We can only hope.</span>"
<br><br>
The pale figure holds you close.
<<if ["haunt", "despair"].includes($wraith.state)>>
<<His>> eyes flicker red for a brief moment, before returning to a calm blue.
<<else>>
<<His>> deep blue eyes fill you with an inner peace.
<</if>>
"<span class="wraith">No one deserves to die in a cage.</span>"
<br><br>
The world around you begins to shift.
<br><br>
<<link [[Next|Christmas Mirror 3]]>><<pass 5>><</link>>
<br><<effects>>
You're in the middle of a large cathedral. Tables are set up for a great feast.
All around you, faces you
<<if $wraithPrison and $wraithPrison.vision is true>>
vaguely
<<else>>
don't
<</if>>
recognise smile and make merriments.
They're all surrounded by a pale glow. The longer you look, the more translucent they become.
<br><br>
"<span class="wraith">But for now, we are whole again. Enjoy it. Like sand slipping through our fingers.</span>"
<br><br>
You find yourself returning the embrace. You don't want to let go. The inner warmth begins to fade, and the faces around you become unrecognisable. They begin to distort into unnatural shapes. You're instantly filled with panic. The pale figure slips backwards, out of your reach.
<br><br>
The tapestries on the walls peel away, revealing utter emptiness as the figures fall to the ground, clutching the sides of their heads where their ears used to be. A bell tolls.
<br><br>
<<His>> skin turns marble white once again, and <<he>> begins to fade away. The faint <<wraithEyes>> light of <<his>> eyes flicker out in a rapidly expanding darkness.
<br><br>
"<span class="wraith">Remember us, <<pcpetname "Wraith" "nice">>, not as we are, but as how we were.</span>"
<br><br>
As the light draws away, you begin to fall. You can't hear wind in your ears, or against your skin, but somehow you know you're falling. Snowflakes and shards of glass brush past, mingling and dissolving.
<br><br>
<<link [[Reach out|Christmas Mirror 4]]>><</link>>
<br>
<<link [[Fall|Christmas Mirror Fall]]>><</link>><<effects>>
You reach your arm out. You're not sure what you're reaching for, but you feel a presence approach. It doesn't beckon you, but neither does it push you away.
<br><br>
<<if $wraithPrison and $wraithPrison.vision is true>>
<<link [[Apologise|Christmas Mirror 5]]>><<set $phase to 1>><</link>>
<<else>>
<<link [[Ask|Christmas Mirror 5]]>><</link>>
<</if>>
<br>
<<link [[Fall|Christmas Mirror Fall]]>><<set $phase to 1>><</link>>
<br><<effects>>
You open your mouth.
<<if $phase is 1>>
You try to apologise. For what it's been through, for what it's lived through, for all the ways it's suffered. For all the things you've done.
<<else>>
You try to ask why. Why it follows you, why it torments you. Why it seeks you specifically, and why it brought you here.
<</if>>
<br><br>
The words fail to form. But still, a response comes.
<br><br>
"<span class="wraith">I can't answer,</span>" <<he>> murmurs. <<He>> remains silent for a long time. "<span class="wraith">I would be wrong.</span>" <<lobsession 2>>
<br><br>
<<link [[Fall|Christmas Mirror Fall]]>><<set $phase to 1>><</link>>
<br><<effects>>
<<if $phase is 1>>
You let your arm drop back to your side.
<</if>>
You fall, and you fall, and further you fall still. You're not sure if you're falling down anymore. You're not sure where down is.
<br><br>
Your descent is beautiful.
<br><br>
<<link [[Wake up|Christmas Mirror End]]>><</link>>
<br><<set $location to "home">><<set $outside to 0>><<effects>>
<<unfreezePlayerStats>>
You cry out, and shoot up. You're in your bed, sweating, and breathing heavily.
<br><br>
You rub the tiredness out of your eyes. You catch a glimpse of yourself in the mirror. You look pale. <<trauma 4>><<gtrauma>>
<br><br>
<<link [[Next|Bedroom]]>><<endevent>><<endWraith>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<violence 1>>
<<neutral 1>>
<<maninit>>
<<stalk_init>>
<<set $combatgoal to "confront">>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $stalk_end>>
<span id="next"><<link [[Next|Wraith Stalk Finish]]>><<if $feetaction is "confront">><<set $phase to 1>><<else>><<set $phase to 0>><</if>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Wraith Stalk]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $stalk_end is "escaped">>
You slow to a walk. You hear faint laughter around you, but nobody is nearby. <<tearful>> you continue your journey.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<<elseif $stalk_end is "passed">>
The mist slowly fades from view. <<tearful>> you continue your journey.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<<elseif $stalk_end is "hide">>
The mist slowly fades from view. <<covered>> <<tearful>> you emerge from your hiding place. You continue your journey.
<br><br>
<<set $stealtextskip to 1>>
<<stealclothes>>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<br>
<<elseif $stalk_end is "confront">>
<<silently>><<endcombat>><</silently>>
<<generateWraith 1 true>><<person1>>
<<initWraith>><<set $wraith.exit to "town">>
The pale figure laughs, leaning forward at an unnatural angle. <<rainWraith true>>
<<switch $wraith.gen>>
<<case "man">>
<<He>> raises <<his>> hand to the air, and an unseen force pushes you to the ground.
<<case "tentacles" "abomination" "slimetentacles">>
You feel something slithering up your legs. You look down to see a mass of pale tendrils surrounding you!
<<case "slime">>
<<He>> raises <<his>> hands to the air, and a shimmering purple mass appears above you. A group of pale, undulating slimes jump out!
<<case "arms">>
A manic grin crosses <<his>> face, and several additional pairs of arms spring from <<his>> back, each one gesturing in strange patterns.
<</switch>>
<br><br>
<<if Time.isBloodMoon()>>
<<link [[Next|Wraith Caught]]>><</link>>
<<else>>
<<link [[Next|Wraith Stalk Attack]]>><</link>>
<</if>>
<br>
<</if>><<effects>>
<<if $struggle_start is 1>>
<<set $combat to 1>>
<<controlloss>>
<<violence 1>>
<<molested>>
<<unset $struggle_start>>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $enemytype to $wraith.type>>
<</if>>
<<set $rescue to 0>>
<<effectsWraith>>
<<switch $wraith.type>>
<<case "man">>
<<if _combatend>>
<span id="next"><<link [[Next|Wraith Stalk Attack Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Wraith Stalk Attack]]>><</link>></span><<nexttext>>
<</if>>
<<case "tentacles">>
<<if $tentacles.active lte ($tentacles.max / 2)>>
<span id="next"><<link [[Next|Wraith Stalk Attack Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Wraith Stalk Attack]]>><</link>></span><<nexttext>>
<</if>>
<<case "slime">>
<<if $struggle.done gte $struggle.number>>
<span id="next"><<link [[Next|Wraith Stalk Attack Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Wraith Stalk Attack]]>><</link>></span><<nexttext>>
<</if>>
<</switch>>
<br><<set $outside to 0>><<effects>>
<<if $enemyhealth lte 0 and $wraith.type is "man">>
The <<person>> looks down at you in shock as <<he>> staggers backwards.
<<if $wraith.gen is "abomination">>
The tentacles drop lifelessly to the ground, and sublimate into a pink mist.
<<elseif $wraith.gen is "arms">>
<<His>> extra arms fold back in.
<</if>>
<<His>> head snaps back, and <<he>> dissipates into nothingness with a brief shriek that echoes in your mind. Your ears ring, and you think you hear laughter. "<span class="wraith">You'll see me soon. I'll see you sooner.</span>"
<br><br>
<<tearful>> you run, not daring to look back.
<<set $wraith.defeated++>>
<<else>>
<<ejacW>>
<<kissWraith>>
<br><br>
<<He>> breaks off and gives you a regal bow as <<he>> vanishes in a torrent of water, and <<his>> laughs echo between your ears. "<span class="wraith">We'll meet again. We'll meet again. We'll meet.</span>"
<br><br>
<<tearful>> you look around, trying to make sure <<hes>> really gone.
<</if>>
<<endRainWraith true>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest]]>><<set $forest to 0>><<endWraith>><<set $eventskip to 1>><</link>>
<br><<schismStart>>
<<set _thermoDisable to true>><<effects>>
<<set Weather.set("clear", true, 1000)>>
You pick at the shackles binding your legs together. It's how you've passed most of the time, tonight. How could you sleep? Your crude bedroll offers no comfort, and your thoughts stay fixated on the others.
<br><br>
You can hear people elsewhere. The room must be quite large. It's too dark to see anything. Not too dark to hear the whipping, or the laughing, though. <<gtrauma>><<trauma 6>>
<br><br>
All you can do now is wait, and pray.
<br><br>
<<link [[Wait (?:??)|Schism 2]]>><<set $phase to 1>><<trauma 18>><</link>><<gtrauma>>
<br>
<<link [[Pray (?:??)|Schism 2]]>><<set $phase to 2>><<control 10>><<stress 18>><</link>><<gcontrol>><<gstress>>
<br><<set _thermoDisable to true>><<effects>>
<<set $phaseWraith to 0>>
<<set Time.setTime(5, 22)>>
<<if $phase is 1>>
You sit and wait, continuing to pick at your leg shackles. You break another fingernail. You move on to the next finger.
<br><br>
You think about what happened. It's blurred together. You remember making preparations for a ritual, and then screaming. The <<people>> in black robes. Masks with antlers.
<br><br>
You decide to not think so much, after all. You clutch your necklace.
<<else>>
You kneel in the cell. It's spacious. You wonder why they aren't keeping multiple people in each cell.
<br><br>
You place your hands together, and pray for the other members of the order. With any luck, only you and a few others were grabbed. You clutch your necklace.
<</if>>
<<canvas-model-override "arm_right" "hold">>
<br><br>
You're glad it wasn't lost in the struggle. You rub the largest sapphire, and find yourself calming down. <<stress -6>><<trauma -6>><<lstress>><<ltrauma>>
<br><br>
<<generatev1>><<generatev2>><<person1>>
As you move your thumb away, you catch the reflection of light in it. You look to the source. Someone's entering the room with a torch. It looks like they're coming up from a large staircase, followed by many black-robed figures. You remember being led upwards with a bag over your head. That must be the entrance. Or exit, if you're lucky.
<br><br>
The figure begins to light up the sconces along the walls, flooding the room with light. You grab the bars of your cage, and stand. You look around the room again. You can see a few members you know in the other cages. You wince as you recognise a few of them as initiates. You had hoped they only targeted more senior members.
<br><br>
You see the Cardinal in a far cage, looking around in much the same way as you. You remember how hard <<he>> fought to protect the other members. You're surprised <<he>> can stand.
Next to <<him>> is an initiate you'd easily recognise anywhere. You remember being there for <<person2>><<his>> first trial of purity. You remember how happy <<he>> was when <<he>> passed, and how <<he>> ran up and hugged you.
<br><br>
<<link [[Call out to the Cardinal|Schism 3]]>><<set $phase to 1>><</link>>
<br>
<<link [[Call out to the initiate|Schism 3]]>><<set $phase to 2>><</link>>
<br><<set _thermoDisable to true>><<effects>>
<<pass 30>><<pain 3>>
<<canvas-model-override "eyes_half" false>>
<<if $phase is 1>>
You call out to the Cardinal. <<person1>><<He>> immediately locks eyes with you, and gives you a weary smile. <<He>> assures you that <<hes>> fine. <<He>> yells reassurance to the other caged <<people>>, giving them instructions, but is cut off as a black-robed figure slams a torch against the bars.
<br><br>
The figure yells in a language you don't understand, before unlocking the cage and storming in. The initiate in the next cage screams, helpless to do anything but watch as the Cardinal is beaten, and worse. <<stress 18>><<trauma 12>><<ggstress>><<gtrauma>>
<br><br>
<<Hes>> dragged out with <<his>> hands bound, clothing torn, and sporting fresh bruises. <<He>> turns to you one last time, and mouths the word "ritual" before being led down the stairs.
<<else>>
You call out to the initiate. <<person2>><<His>> face lights up as soon as <<he>> sees you. <<He>> calls out your name, and you see tears in <<his>> eyes. You yell reassurances to <<him>> from across the room, and place your palm against the bars of your cage. <<He>> does the same.
<br><br>
One of the black-robed figures slams the bars of <<his>> cage with a torch. <<He>> immediately stumbles back, landing on <<his>> bottom. The figure yells in a language you don't understand, before unlocking the cage and storming in. The Cardinal in the next cage screams at the figure, spitting threats and attempting to reach through the bars. There's nothing <<person1>><<he>> can do.
<br><br>
You scream even louder. You beg the figure to take you instead. Your pleas fall on deaf ears. <<pain 10>><<stress 40>><<trauma 24>><<gggstress>><<ggtrauma>>
<br><br>
<<person2>><<Hes>> dragged out with <<his>> hands bound, clothing torn, and sporting fresh bruises. <<His>> eyes are empty. You yell <<his>> name, but there's no reaction. You slam the bars as <<hes>> led down the stairs.
<br><br>
The tears come quickly, but you're snapped out of it as the Cardinal calls your name. Through your hysteria, you make out the word "ritual".
<</if>>
<br><br>
The ritual.
<br><br>
You remember.
<br><br>
You rub your necklace. <<stress -6>><<trauma -6>><<lstress>><<ltrauma>>
<br><br>
<<link [[Remember|Schism 4]]>><<endevent>><</link>>
<br><<set _thermoDisable to true>><<effects>>
<<canvas-model-override "clear">>
<<generate1>><<person1>>
You were assisting with a ritual when it happened. More specifically, it was a counter-ritual. A sect of the order had gone rogue, and was attempting to commit sacrilege. A summoning, of some kind. The hymns echo in your mind.
<br><br>
You hope the ritual was finished in your absence. If the heretics were to finish their own ritual...
<br><br>
You're snapped back again. A masked figure slams your cage with a large rod. You don't know how much time has passed, but many of the cages are now empty. <<stress 6>><<trauma 12>><<awareness 5>><<gstress>><<gtrauma>><<gawareness>>
<br><br>
<<He>> throws in a clump of a strange purple plant. You recognise it immediately. It's a divine herb, used to grant visions to the faithful. <<He>> yells at you, demanding you consume it.
<br><br>
<<link [[Eat|Schism Lichen Eat]]>><<pain 2>><<hallucinogen 120>><<trauma 50>><</link>><<ggtrauma>><<gghallucinogens>>
<br>
<<link [[Refuse|Schism Lichen Refuse]]>><<pain 4>><</link>>
<br><<set _thermoDisable to true>><<effects>>
<<set Time.setTime(11, 11)>>
<<canvas-model-override "arm_right" "hold">>
You slowly consume the plant. The figure makes a pleased sound, before moving on to the next cage and repeating the process.
<br><br>
You watch as other figures do the same, all around the room. You hear a yell, and watch a black-robed figure leap upon an initiate that refused to eat the herb. <<stress 24>><<trauma 24>><<ggstress>><<ggtrauma>>
<br><br>
You say a prayer, and rub your necklace. <<stress -6>><<trauma -6>><<lstress>><<ltrauma>>
<br><br>
<<link [[Rest|Schism 5]]>><<endevent>><</link>>
<br><<set _thermoDisable to true>><<effects>>
<<set Time.setTime(21, 43)>>
The figure yells again, and hastily unlocks your cage. You push yourself backwards against the floor, mumbling a prayer to yourself and clutching your necklace.
<br><br>
<<He>> lifts up your robe, revealing your <span class="lewd">gold chastity belt</span>. <<He>> curses, but you see a grin form from under <<his>> mask. Before you can react, you're struck with the rod.
<br><br>
<<link [[Everything fades to black...|Schism Lichen Refuse 2]]>><<trauma 60>><<stress 60>><</link>>
<br><<set _thermoDisable to true>><<effects>>
<<pain 6>>
You awaken with your arms hanging upwards. You look up, and see the floor.
<br><br>
You're suspended upside-down by your leg shackles. You quickly pat around your neck, feeling a spike of dread.
<br><br>
...no, it's still there.
<br><br>
You hold your necklace. <<stress -6>><<trauma -6>><<lstress>><<ltrauma>>
<br><br>
Several masked figures enter your cell. You only now notice that your robe is hanging downwards over your belly, totally exposing you from the waist down. Or, in this case, waist up.
<br><br>
You rush to cover yourself. The figure in front laughs. <<He>> makes a grab for your necklace, which you instinctively expose yourself to clutch away. <<He>> nods to the other figures.
<br><br>
<<link [[Next|Schism Lichen Refuse 3]]>><</link>>
<br><<set _thermoDisable to true>><<effects>>
One of the figures holds a torch up to your groin, making sure not to catch your robes ablaze. You look up in horror.
<br><br>
<span class="red">Your gold chastity belt quickly begins to heat up.</span>
<br><br>
You beg them to stop. They all laugh at you. You begin to sob. It's only warm right now, but you know you won't last long like this.
<br><br>
You yell and beg and cry. Finally, the figure in front kneels down to your level. <<He>> holds your cheeks to keep your mouth open, and inserts a mass of the purple herb. You can feel <<his>> gaze through the mask as you chew. <<trauma 50>><<gggtrauma>><<hallucinogen 180>><<gghallucinogens>>
<br><br>
You're suddenly dropped, coming to rest on the floor. The figures all laugh once again as they exit your cage. You fix your robe, and cough.
<br><br>
You hold your necklace, as you lie down to rest. <<stress -6>><<trauma -6>><<lstress>><<ltrauma>>
<br><br>
<<link [[Rest|Schism 5]]>><<endevent>><</link>>
<br><<set _thermoDisable to true>><<effects>>
<<set Time.setDate(new DateTime(Time.year, Time.month, 29, 6, 56))>>
<<canvas-model-override "clear">>
<<pass 1 hour>><<pain 1>><<set $tiredness to 1000>>
<<generate1>><<person1>>
You doze off quickly, but are once again awakened by a slam against your cage. Another masked figure stares at you, with an arm resting against the cage, and a hand under <<his>> chin. You can feel the sheer malice emanating off of <<him>>.
<br><br>
<<He>> asks for your gold bracelets and anklets, as well as your hairpin. You didn't even realise you were still wearing them, thinking they would have been stolen by now. You look down. Their sparkle catches the light. The bands were a gift from the late bishop for reaching your current place in the order.
<br><br>
<<link [[Give them|Schism Gold Give]]>><</link>>
<br>
<<link [[Refuse|Schism Gold Refuse]]>><</link>>
<br><<set _thermoDisable to true>><<effects>><<handsruined>><<legsruined>><<headruined>>
<<canvas-model-override "arm_right" "hold">>
You shakily remove your anklets first, struggling to manipulate them around your shackles. The figure watches patiently.
<br><br>
You remove your bracelets and hairpin too, and slide them to the edge of the cage. <<He>> picks them up through the bars, and thanks you in an overly polite tone before leaving.
<br><br>
You clutch your necklace. <<stress -6>><<trauma -6>><<lstress>><<ltrauma>>
<br><br>
<<link [[Rest|Schism 6]]>><<endevent>><</link>>
<br><<set _thermoDisable to true>><<effects>><<handsruined>><<legsruined>><<headruined>>
<<canvas-model-override "arm_right" "hold">>
<<generatev2>>
You shake your head no, and say they mean too much to you. The figure nods in understanding before walking out of sight, to the next cage.
<br><br>
You slowly crawl forward, wondering if <<person1>><<hes>> really gone. You hear a yell from the next cell, and the slamming of a door. The figure walks back into view, holding a struggling initiate. The initiate immediately stills as the figure produces a wicked-looking bladed instrument and holds it to <<person2>><<his>> throat. <<stress 50>><<trauma 50>><<gggstress>><<ggtrauma>>
<br><br>
<<He>> looks to you with pleading eyes.
You quickly remove your regalia, tossing them through the bars. The figure immediately releases the initiate, who makes a run for it. Other black-robed figures pursue <<him>>, but the figure before you casually inspects <<person1>><<his>> prize.
<br><br>
You see the initiate disappear down the stairs. You say a prayer for <<person2>><<his>> safety, and rub your necklace. <<stress -6>><<trauma -6>><<lstress>><<ltrauma>>
<br><br>
<<link [[Rest|Schism 6]]>><<endevent>><</link>>
<br><<set _thermoDisable to true>><<effects>>
<<canvas-model-override "clear">>
<<set Time.setDate(new DateTime(Time.year, Time.month, 30, 18, 46))>>
<<pass 30>><<pain 1>>
<<generateCultist 1>><<person1>>
The cages have begun to run empty. You've lost track of how long you've been here. It must have been days. Only you and half a dozen others remain now, the rest having been led down the dark staircase one by one.
<br><br>
A fine pink mist has started to fill the prison. You're unsure of the source, but it smells sweet. <<hallucinogen 80>><<ghallucinogens>>
<br><br>
It looks like it won't be long until you're next. A figure approaches you carrying a set of rags and a rope, demanding your robe.
<br><br>
<<link [[Surrender your robe|Schism Robes Accept]]>><<stress 24>><<trauma 24>><</link>><<gstress>><<gtrauma>>
<br>
<<link [[Refuse|Schism Robes Refuse]]>><<set $molestationstart to 1>><</link>>
<br><<set _thermoDisable to true>><<effects>>
<<canvas-model-override "arm_right" "hold">>
<<upperruined>><<lowerruined>>
<<upperwear 156>>
You shakily disrobe. You can feel the hungry eyes of figures all around the room. You choke back a sob as you walk towards the door, covering yourself with your robe, before handing it to <<him>>.
<br><br>
<<He>> grabs your arm through the bars, and pulls you in. You yelp as <<he>> holds you there, and threatens that <<he>> would take you right there were you not needed. <<He>> harshly releases you, tossing in rags to cover yourself with as <<he>> leaves with your robe.
<br><br>
You hastily cover yourself with the rags as best you can, securing them around your waist with the rope. You sit in the corner, and let out a long breath.
<br><br>
You hold your necklace. <<stress -6>><<trauma -6>><<lstress>><<ltrauma>>
<br><br>
<<link [[Rest|Schism 7]]>><<endevent>><</link>><<set _thermoDisable to true>><<effects>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<npcstrip>><<npcidlegenitals>>
You weakly shake your head. <<He>> slams the bars before unlocking your door, and storming in. <<stress 24>><<ggstress>>
<br><br>
<<set $speechdisable to 1>>
<</if>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($worn.upper.type.includes("naked") and $worn.lower.type.includes("naked"))>>
<span id="next"><<link [[Next|Schism Robes Refuse Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Schism Robes Refuse]]>><</link>></span><<nexttext>>
<</if>><<set _thermoDisable to true>><<effects>>
<<if $enemyhealth lte 0>>
<<He>> crashes back against the bars and slumps against the floor. Other figures enter the cell to pull <<him>> out, giving you a wide space and wary looks. You're happy with this small revenge. <<stress -24>><<trauma -24>><<control 15>><<lstress>><<ltrauma>><<ggcontrol>>
<br><br>
<<tearful>> you rise to your feet, and clutch your necklace. <<stress -6>><<trauma -6>><<lstress>><<ltrauma>>
<<else>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<</if>>
<<He>> leaves with your clothing, leaving behind a few rags. You hastily cover yourself with them.
<<stealclothes>>
<br><br>
<<tearful>> you rise to your feet, and clutch your necklace. <<stress -6>><<trauma -6>><<lstress>><<ltrauma>>
<br><br>
<<upperwear 156>>
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Rest|Schism 7]]>><</link>><<set _thermoDisable to true>><<effects>>
<<canvas-model-override "clear">>
<<set Time.setDate(new DateTime(Time.year, Time.month, 31, 21, 40))>>
<<pass 1 hour>>
<<pain 10>>
<<set $moonstate to "evening">>
<<generate1>><<person1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>>
You awaken in a different cell than the one you fell asleep in. It's much smaller, but has a barred window.
<br><br>
You gaze outside, as you're mocked by the bars across the moon. It's red, tonight.
<br><br>
You hear the door open behind you. It's finally time. Four <<monks>> enter your cage, and grab you. You let yourself be led out.
<br><br>
One of the <<monks>> makes a grab for your necklace, stating its obvious value. You immediately break free from the first <<monk>>, grabbing the offender's hand and biting it. Hard.
<br><br>
<<He>> screams as the other <<monks>> quickly restrain you. The masked one chastises <<him>>, calling <<him>> a petty thief, and saying <<he>> should have learned from the <<monk>> that made a grab for you when you were first brought here.
<br><br>
The <<monk>> holds <<his>> hand and mumbles something, and you're led down the dark stairs. At this point, they're practically carrying you, with each <<monk>> holding you up by a limb.
<br><br>
<<link [[Next|Schism 8]]>><</link>>
<br><<set _thermoDisable to true>><<effects>>
The staircase is dimly lit by torches. You spot a glowing rune at the very end of it, a long way down.
<br><br>
The lead <<monk>> places a hand against it, and the wall opens.
<<if $tentacledisable is "t">>
You exit out into...
<br><br>
...a temple? Everything looks wrong. Thuribles float suspended by nothing, and windows open into endless white. You feel something terrible on the edge of your mind.
<br><br>
You look down, and see your skin ripple. The vision is starting to fall apart.
<br><br>
You see visions of long, boneless limbs and writhing masses of purple tendrils. <span class="red">You're terrified by them,</span> and start pushing against your consciousness, trying to force yourself to wake up. However, for one brief moment of lucidity, <span class="lewd">you wonder what would happen if you opened your mind to it.</span>
<br><br>
<<link [[Try to continue the vision|Schism Continue]]>><</link>><<willpowerdifficulty 1 1>> | <span class="pink">This will enable tentacles.</span> <!-- Appears even with blind stats enabled. Intentional -->
<br>
<<link [[Wake up|Schism Failure]]>><<endevent>><</link>>
<br>
<<else>>
You exit out into the temple. Much of the iconography has been defaced. You feel sick seeing it in this state.
<br><br>
You're led further down into the temple. Your pulse starts to rise. They're taking you to the plinth room, and you can feel it.
<br><br>
Your limbs feel as though they're becoming weaker. Your struggles against the <<monks>> go almost unnoticed.
<br><br>
Before long, you reach an ornate door. The masked <<monk>> produces a bronze key, and two others open it ahead of <<him>>.
<br><br>
<<link [[Next|Schism 9]]>><</link>>
<br>
<</if>><<set _thermoDisable to true>><<effects>>
<<set $tentacledisable to "f">>
<span class="green">You steel your mind, and focus on the vision.</span> It begins to reverse itself, as the temple comes into view.
<br><br>
<i><span class="lewd">Tentacles are now enabled.</span></i>
<br><br>
<<link [[Next|Schism 8]]>><</link>>
<br><<set _thermoDisable to true>><<effects>>
Purple smoke hisses through the door, as the rest of the <<monks>> don their antlered masks. You're carried in. The mist assails your mind, and you start to see shadows moving, writhing, and pointing at you. <<hallucinogen 400>><<ggghallucinogens>>
<br><br>
You pray.
<br><br>
You hold your necklace. <<stress -6>><<trauma -6>><<lstress>><<ltrauma>>
<br><br>
You're placed on the large plinth, facing upwards. The ceiling extends up into sheer nothingness, and a faint red glow emanates from the floor. You hear whispers all around you. You can't tell which ones are from the black-robed figures.
<br><br>
You expect to be restrained, and clutch your necklace to your chest with both hands. However, you instead find all of your limbs immobilised by an invisible force. Candles are lit all around you.
<br><br>
You listen to the figures chant louder and louder. Your gaze is fixed on the expanse of darkness above, unable to look away. You're barely staying conscious. Tears begin to stream from your eyes. You wonder, you pray, that any of the others escaped, and didn't meet your fate.
<br><br>
<<link [[Pray|Schism 10]]>><</link>>
<br><<set _thermoDisable to true>><<effects>>
<<set Weather.set("heavyPrecipitation", true)>>
The only thing you can feel is the pendant of your necklace between your hands. You clutch it, shaking in fear. You see something start to take shape above you.
<br><br>
You can't look away. Not even closing your eyes works; it takes shape in the darkness of your eyelids. Your mind goes numb, but doesn't grant you the mercy of suppressing the dread. <<set $pain to 0>>
<br><br>
The purple mist swirls into a vortex, growing larger and larger as the figures raise their hands in triumph. Writhing purple tendrils slowly emerge from the vortex, grabbing the nothingness and physically pulling itself into the world.
You lose count of how many there are. The air itself crackles at its presence. With the sound of thunder, it stops.
<br><br>
<<unbind>>
The leading <<monk>> orders for the sacrifice to be offered. Your leg bindings are removed. It sees you. Tendrils shoot down from above.
Several tentacles worm their way around your legs and into your clothes.
They slither into your gold chastity belt, and start to pull away at it.
They cause you immense pain as they struggle against the shining metal. You hear sizzling, and it seems to be harming them, too. <<pain 6>><<gpain>>
<br><br>
With one final pull, the metal fractures and splinters, sending shards of gold clattering to the ground as your belt yields and shatters in a bright flash of light. The figures resume chanting, and your clothing meets a similar fate.
<<set $worn.genitals.type.push("broken")>><<genitalsruined>><<upperruined>><<lowerruined>><<underupperruined>>
<br><br>
You finish your prayer, and clutch your necklace. <<stress -6>><<trauma -6>><<lstress>><<ltrauma>>
<br><br>
<<link [[Next|Schism Awakening]]>><<endevent>><<set $molestationstart to 1>><</link>>
<br><<set _thermoDisable to true>>
<<if $molestationstart is 1>>
<<canvas-model-override "clear">>
<<set $molestationstart to 0>>
<<set $combat to 1>>
<<set $enemytype to "tentacles">>
<<controlloss>>
<<molested>>
<<tentaclestart 18 15>>
<<set $timer to 20>>
<</if>>
Purple mist swirls in the chamber. <<hallucinogen 10>><<ghallucinogens>>
<br>
<<statetentacles>>
<<effects>>
<<effectstentacles>>
<<tentacles>>
<<actionstentacles>>
<<if $tentacles.active lte ($tentacles.max / 2) or $timer lte 0>>
<span id="next"><<link [[Next|Schism Awake]]>><</link>></span><<nexttext>>
<<elseif $pain gte 100 and $willpowerpain is 0 or $stress gte $stressmax or $trauma gte $traumamax>>
<span id="next"><<link [[Next|Schism Failure]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Schism Awakening]]>><</link>></span><<nexttext>>
<</if>><<set _thermoDisable to true>><<effects>>
<<if $timer lte 0>>
The tentacles continue to have their way with you, as you lie helpless.
<<else>>
You push one final tentacle away, and the rest pause.
<</if>>
The swirling mass above begins to widen. The creature, empowered by your body, continues to pull itself into the world. Your ears start to ring, and you see flakes in your vision. Something was taken from you.
<br><br>
You think you see it open its eyes. You think they were already open, watching you. You can't think anymore. The heretics pull you from the plinth and onto the cold floor. They force you back against it, binding your legs and waist to it in a kneeling position. Your hands still hold your necklace. You refuse to stop clutching it, so your arms are bound forwards. <<legbind>>
<br><br>
More tendrils descend towards you.
<br><br>
<<link [[Pray|Schism Battle]]>><<clotheson>><<endcombat>><</link>>
<br><<set _thermoDisable to true>><<effects>>
<<canvas-model-override "arm_right" "hold">>
A bright flash lights up the room, and the tentacles heading for you are sliced through by a solid mass of light. They vanish in the mist.
<br><br>
The black-robed figures begin shouting in panic, their gaze drawn to the large doorway. It takes all of your effort, but you manage to lift your head to look. A brilliant golden light floods in. A pair of large arms grab the doorway. Then another. And another.
<br><br>
A large shrouded head with luminous hair looks in, with closed eyes. Behind it, a mass of wings follows. Two of the arms clutch a gigantic spear. It pulls itself through the doorway, and moves its head to look up at the creature.
<br><br>
For a moment, you think your prayers have been answered; an angel has come to deliver you from evil. Then, you remember the ritual. It must have been finished after all.
<br><br>
You manage a weak smile. You've more than likely gone mad, and are seeing things. You realise this, but you decide to let the delusion take you. It's less painful than the alternative.
<br><br>
At least the heretics see something equally as terrifying, based on their panic. You allow yourself to enjoy their despair.
<br><br>
<<link [[Watch|Schism Battle 2]]>><</link>>
<br><<set _thermoDisable to true>><<effects>>
The angelic figure has fully pulled itself through. It must be four men tall, if not more. You count six arms, but can't count the wings. Its body is naked and largely featureless, but you think you see many open eyes on its legs. Each time one looks at a black-robed figure, they collapse.
<br><br>
You whisper a prayer. You hear an answer.
<br><br>
Purple tendrils lash out at the angel. Most are cut away by the spear, moving faster than you can track. A few make it through and pierce it. It falls to a knee, but quickly retaliates. It beats its wings, soaring upwards into the gaping expanse above.
<br><br>
Your vision gets blurry. You want to believe that what you're seeing is real. You've been taught all your life that belief is power, after all.
<br><br>
The heretics begin to regain consciousness, and start to say something about sinking. Panic sets in.
<br><br>
The battle above becomes a spectacle of flashing golden and purple lights. Parts of the foundation are ripped away, and float upwards. Severed purple tendrils scatter and dissipate, while flawless white feathers fall like snow. One lands on your chest, spreading an alien chill. You clutch it with your necklace.
<br><br>
The room begins to shake and rumble. You hear a sound not unlike a waterfall building up.
<br><br>
The heretics all flee the room, leaving you bound to the plinth.
<br><br>
<<link [[Next|Schism Battle 3]]>><</link>>
<br><<set _thermoDisable to true>><<effects>>
<<canvas-model-override "clear">>
The angel comes hurtling down. It narrowly avoids crushing you. The ground cracks, and water begins rising from it.
<br><br>
It braces its spear, and aims it upwards. It says something that makes your head feel full, and gestures strangely with its four free hands before taking off again. It hits its mark, and disappears into the purple vortex, pushing the creature with it. The portal closes behind it with a crackle.
<br><br>
A jet of water erupts from in between stone bricks. You struggle against your bindings, but it's no use. Your heart races as the water rises.
<br><br>
<<link [[Struggle|Schism Struggle]]>><</link>>
<br><<set _thermoDisable to true>><<effects>>
<<if !$schismStruggle>>
<<set $schismStruggle to 0>>
<</if>>
<<switch $schismStruggle>>
<<case 0>>
You struggle against your bindings.
<br><br>
<span class="red">The water rises to your knees.</span>
<<case 1>>
You struggle against your bindings.
<br><br>
<span class="red">The water rises to your groin.</span>
<<case 2>>
You struggle against your bindings, and weakly scream for help.
<br><br>
<span class="red">The water rises to your tummy.</span>
<<case 3>>
<<silently>><<water>><</silently>>
<<set $hairtype to "ruffled">><<set $fringetype to "sideswept braid">>
You desperately struggle, choking back sobs.
<br><br>
<span class="red">The water rises to your chest.</span>
<<case 4>>
<<silently>><<water>><</silently>><<canvas-model-override "arm_right" "hold">>
You clutch your necklace. <<stress -6>><<trauma -6>><<lstress>><<ltrauma>>
<br><br>
<span class="red">The water rises to your neck.</span>
<</switch>>
<br><br>
<<if $schismStruggle lt 4>>
<<link [[Struggle!|Schism Struggle]]>><<stress 24>><</link>><<gggstress>>
<br>
<</if>>
<<set $schismStruggle ++>>
<<link [[Close your eyes|Schism Drown]]>><</link>>
<br><<set _thermoDisable to true>><<effects>>
<<silently>><<wash>><</silently>>
<<set $hairtype to "ruffled">><<set $fringetype to "sideswept braid">><<canvas-model-override "arm_right" "hold">>
<<if $schismStruggle gte 2>>
Your struggling is senseless.
<</if>>
<<unset $schismStruggle>>
You close your eyes. Your heart rate slows. You can hear it pounding in your ears, but it slowly grows quiet.
<br><br>
You breathe deeply. You focus on the sound of the water. You let it lull you into a trance.
<br><br>
You say one last prayer.
<br><br>
The water reaches your chin.
<br><br>
You let out one last breath.
<br><br>
You hold your necklace.
<br><br>
One last time.
<br><br>
<<link [[Sleep|Schism Drowned]]>><<set $wraithSkin to 1>><</link>>
<br><<silently>><<dry>><</silently>><<set _thermoDisable to true>><<effects>><<set $location to "lake_ruin">><<set $possessed to true>><<canvas-model-override "clear">><<set $wraith.state to "active">><<canvas-model-override "blink" false>>
<<neckruined>><<upperruined>><<lowerruined>><<underupperruined>><<headruined>><<unbind>><<set $arousal to 0>>
<<upperwear 156>><<handswear 12>><<legswear 35>><<set $worn.upper.integrity to 10>><<set $worn.lower.integrity to 10>>
<<set Weather.set("clear", true)>>
<<if $trauma lte ($traumamax / 5) and $stress lte $stressmax / 5>>
<<set $pain to 0>>
<<else>>
<<set $pain to 5>>
<</if>>
<<set Time.setTime(11, 0)>>
<<set $moonstate to 0>>
You open your eyes.
<br><br>
You're underwater. You can't breathe, but it's okay. You don't feel like you need to anymore.
<br><br>
You can see everything. You can see through the walls, and all around you. There's a silent beauty to the submerged place.
<br><br>
You hold your...
<br><br>
...
<br><br>
Where is it?
<br><br>
You drift through the empty ruin. You can feel it pulling you. You see it. It's still on the plinth.
<br><br>
<<link [[Enter|Schism Necklace]]>><</link>>
<br><<set _thermoDisable to true>><<effects>>
You can't. You can't enter. The room is only walls, and no doors. But that's okay. You only need to see it.
<br><br>
You place your palm against the wall. You feel it around your neck. You hold your necklace.
<br><br>
It's all you need. But no one else can be down here. This is yours. No one can take it.
<br><br>
<<link [[Watch|Schism Ghost]]>><</link>>
<br><<set _thermoDisable to true>><<effects>>
<<set Time.setDate(new DateTime(Time.year, 10, 24, 21, 3))>>
<<canvas-model-override "mouth" "smile">><<canvas-model-override "arm_right" "hold">>
<<neckwear 23>>
You watch the moon. You watch the things around you crumble, while you stay eternally beautiful. As long as you have it.
<br><br>
You watch people you think you knew in life rebuild. They make a beautiful chapel, and practise their faith. They don't remember you, but that's okay. As long as you have it.
<br><br>
You watch time pass. You watch the seasons change. You watch the people of the fledgeling town nearby use your lake to swim. That's okay. As long as they stay up there.
<br><br>
Sometimes, you try to appear to them. Sometimes, you play with them. It's okay. As long as they don't come down here.
<br><br>
You watch.
<br><br>
You laugh.
<br><br>
You cry.
<br><br>
You hold your necklace.
<br><br>
<<link [[Hold|Schism Wraith]]>><</link>>
<br><<set _thermoDisable to true>><<effects>><<canvas-model-override "mouth" "neutral">>
Someone's coming down.
<<if $necklaceThief is "player">>
<<set _isPGenderM to $frozenValues.player.gender is "m">>
A <<if _isPGenderM>>boy<<else>>girl<</if>> with
<<set _hcolour to $frozenValues.haircolour>>
<<if $frozenValues.hairColourStyle is "gradient">>
two-toned
<<elseif _hcolour in setup.colours.hair_map>>
<<print setup.colours.hair_map[_hcolour].name>>
<<else>>
_hcolour
<</if>>
hair and
<<print ($frozenValues.leftEyeColour is $frozenValues.rightEyeColour ? $frozenValues.leftEyeColour : "mismatched")>>
<<if $frozenValues.angel gte 4>>
eyes, and a ring of light proudly circling <<if _isPGenderM>>his<<else>>her<</if>> head.
<<elseif $frozenValues.fallenangel gte 2>>
eyes, and a shattered ring of light circling <<if _isPGenderM>>his<<else>>her<</if>> head.
<<elseif $frozenValues.demon gte 2>>
eyes, and two baleful horns protruding from <<if _isPGenderM>>his<<else>>her<</if>> head.
<<else>>
eyes.
<</if>>
You try to stop <<if _isPGenderM>>him<<else>>her<</if>>. You can't.
<br><br>
You yell. You scream. You cry.
<br><br>
<<if _isPGenderM>>He<<else>>She<</if>> enters the plinth room. You can't follow. You wail. You claw at the walls. You churn the waves.
<br><br>
<<if _isPGenderM>>He<<else>>She<</if>> takes it. It disappears from around your neck.
<<else>>
A smooth, featureless mass in the shape of a person, with a harsh metal weight strapped to its back and face. It seeks to pilfer.
You try to stop it. You can't.
<br><br>
You yell. You scream. You cry.
<br><br>
It enters the plinth room. You can't follow. You wail. You claw at the walls. You churn the waves.
<br><br>
It takes the necklace. It disappears from around your neck.
<</if>>
<br><br>
<<link [[Hate.|Schism Wraith 2]]>><</link>>
<br><<set _thermoDisable to true>><<effects>><<set $moonstate to "evening">><<set $wraith.state to "haunt">>
<<canvas-model-override "mouth" "cry">><<canvas-model-override "arm_right" "hold">><<canvas-model-override "scars" true>>
<<set Time.setDate(new DateTime(Time.year, Time.month, 31, 22, 56))>>
<<set Weather.set("heavyPrecipitation", true)>>
<<neckruined>><<set $pain to 80>>
You cry.
<br><br>
You scream.
<br><br>
You float endlessly, clawing at your bare neck, sobbing, sulking, longing.
<br><br>
<<if $necklaceThief is "player">>
<<set _isPGenderM to $frozenValues.player.gender is "m">>
You hate <<if _isPGenderM>>him<<else>>her<</if>>. <<if _isPGenderM>>He<<else>>She<</if>> took the last thing you have.
<br><br>
But that's okay.
<br><br>
As long as you take everything from <<if _isPGenderM>>him<<else>>her<</if>>.
<<else>>
You hate them all. They took the last thing you have.
<br><br>
But that's okay.
<br><br>
As long as you take everything from them.
<</if>>
<br><br>
<<link [[Wake up|Schism End]]>><<unset $wraithSkin>><</link>>
<br><<schismEnd>><<effects>>
<<earnFeat "Schism">>
<<set $pain to 30>>
You gasp for air, and snap to an upright position. You immediately turn your head and start retching, coughing up water.
<br><br>
You feel sick, dizzy and confused. That might have been the most intense nightmare you've ever had. You look around, but the pale figure seems to be gone. You look for a way out.
<br><br>
Your vision is blurry. You wipe the tears from your eyes, but you don't remember when you started crying, or why. <span class="blue"><i>You're safe until the next blood moon.</i></span>
<<if $wraithPrison>>
<<set $wraithPrison.state to "gone">>
<<if !$wraithPrison.vision>>
<<set $wraithPrison.vision to true>><<lobsession 5>>
<</if>>
<</if>>
<<endWraith>>
<<clearWraith>>
<br><br>
<<link [[Next|Lake Ruin Prison]]>><</link>>
<br><<schismEnd>><<effects>>
<span class="red">Your mind can't handle the vision any longer. Everything fades away.</span>
<br><br>
You gasp for air, and find yourself back in the underwater prison. You look around frantically, but the pale figure is nowhere to be seen.
<br><br>
The feeling of dread rapidly fades. <span class="blue"><i>You're safe until the next blood moon.</i></span>
<<endcombat>>
<<clotheson>>
<<if $wraithPrison>>
<<set $wraithPrison.state to "gone">>
<</if>>
<<unset _wraithEvent>>
<<endWraith>>
<<clearWraith>>
<<if $wraithPrison and !$wraithPrison.vision>>
<span class="blue">You wonder what would have happened next, had you not woken up.</span>
<br><br>
<</if>>
<<link [[Next|Lake Ruin Prison]]>><</link>>
<br><<widget "schismStart">>
/*Store player stats*/
<<if !$frozenValues>>
<<freezePlayerStats>>
<</if>>
/*morph player into Clánha*/
<<visionPrepMorph>>
<<set $condomLvl to 0>>
<<unset $condoms>>
<<set $player.gender to C.npc["Ivory Wraith"].gender>>
<<set $player.sex to C.npc["Ivory Wraith"].gender>>
<<set $player.breastsize to C.npc["Ivory Wraith"].breastsize>>
<<if $player.sex is "f">>
<<set $vaginastate to 0>>
<<set $vaginause to 0>>
<<set $penisstate to "none">>
<<set $penisuse to "none">>
<<set $player.vaginaExist to true>>
<<set $player.penisExist to false>>
<<set $player.ballsExist to false>>
<<elseif $player.sex is "m">>
<<set $penisstate to 0>>
<<set $penisuse to 0>>
<<set $vaginastate to "none">>
<<set $vaginause to "none">>
<<set $player.vaginaExist to false>>
<<set $player.penisExist to true>>
<<set $player.ballsExist to true>>
<<else>>
<<set $vaginastate to 0>>
<<set $vaginause to 0>>
<<set $penisstate to 0>>
<<set $penisuse to 0>>
<<set $player.vaginaExist to true>>
<<set $player.penisExist to true>>
<<set $player.ballsExist to false>>
<</if>>
<<if $player.penisExist is true>>
<<set $player.penissize to C.npc["Ivory Wraith"].penissize>>
<<set $semen_volume to 300>>
<<set $semen_amount to 300>>
<</if>>
<<set $player.virginity.temple to true>>
<<set $sexStats.vagina.pregnancy.totalBirthEvents to 0>>
<<set $vaginaWetness to 0>>
<<set $penisWetness to 0>>
<<set $anusWetness to 0>>
<<set $haircolour to "white">>
<<set $hairColourStyle to "simple">>
<<set $hairfringecolour to "white">>
<<set $hairFringeColourStyle to "simple">>
<<set $hairlength to 800>>
<<set $hairlengthstage to "thighs">>
<<set $hairtype to "defined curl">>
<<set $fringelength to 200>>
<<set $fringelengthstage to "shoulder">>
<<set $fringetype to "loose">>
<<set $rightEyeColour to "dark blue">>
<<set $leftEyeColour to "dark blue">>
<<set $naturalhaircolour = "white">>
<<set $makeup.lipstick = 0>>
<<set $makeup.eyeshadow = 0>>
<<set $makeup.eyelenses = {"left":0, "right":0}>>
<<set $makeup.blusher = 0>>
<<set $makeup.mascara = 0>>
<<set $makeup.mascara_running = 0>>
<<set $makeup.pbcolour = 0>>
<<set $makeup.browscolour = 0>>
<<set $makeup.concealer = 0>>
<<set $pbgrowth to 0>>
<<set $pblevel to 0>>
<<set $pain to 10>>
<<set $tiredness to 1500>>
<<set $stress to 500>>
<<set $trauma to 200>>
<<set $control to 500>>
<<set $angel to 3>>
<<set $angelbuild to 100>>
<<set $demon to 0>>
<<set $wolfgirl to 0>>
<<set $cat to 0>>
<<set $cow to 0>>
<<set $harpy to 0>>
<<set $fox to 0>>
<<hideTransformations>>
<<set $skulduggery to 0>>
<<set $submissive to 1000>>
<<set $awareness to 100>>
<<set $awarelevel to 1>>
<<set $spraymax to 0>>
<<set $angel to 3>>
<<set $angelbuild to 100>>
<<set $purity to 1000>>
<<set $beauty to 10000>>
<<set $drugged to 0>>
<<set $hallucinogen to 0>>
<<set $promiscuity to 0>>
<<set $exhibitionism to 0>>
<<set $deviancy to 0>>
<<set $tending to 800>>
<<set $loveInterest to {
primary: "None",
secondary: "None",
tertiary: "None"
}>>
/*change location and time*/
<<set $moonstate to 0>>
<<set Time.setDate(new DateTime(361, 1, 28, 5, 16))>>
<<set $location to "old_temple">>
/*give player clothes*/
<<feetwear 3>>
<<upperwear 32>>
<<underupperwear 17>>
<<handswear 7>>
<<legswear 10>>
<<genitalswear 3>>
<<headwear 64>>
<<generalRuined "under_lower">>
<<generalRuined "face">>
<<generalRuined "handheld">>
<<neckwear 23>>
<</widget>>
<<widget "schismEnd">>
<<if !$frozenValues>>
<<exit>>
<</if>>
/*restore players stats*/
<<set $player.sex to $real_playersex>>
<<set $player.gender to $real_playergender>>
<<set $player.penisExist to $real_penisexist>>
<<set $player.vaginaExist to $real_vaginaexist>>
<<set $player.ballsExist to $real_ballsexist>>
<<if !$player.vaginaExist>>
<<set $vaginastate to "none">>
<<set $vaginause to "none">>
<</if>>
<<if !$player.penisExist>>
<<set $penisstate to "none">>
<<set $penisuse to "none">>
<</if>>
<<set $wraith.state to $real_wraithState>>
<<unset $statFreeze>>
<<if $real_lefteyecolour>>
<<set $leftEyeColour to $real_lefteyecolour>>
<<set $rightEyeColour to $real_righteyecolour>>
<<else>>
<<set $leftEyeColour to $real_eyecolour>>
<<set $rightEyeColour to $real_eyecolour>>
<</if>>
<<set $haircolour to $real_haircolour>>
<<set $hairfringecolour to $real_hairfringecolour>>
<<set $hairColourStyle to $real_hairColourStyle>>
<<set $hairColourGradient to $real_hairColourGradient>>
<<set $hairFringeColourStyle to $real_hairFringeColourStyle>>
<<set $hairFringeColourGradient to $real_hairFringeColourGradient>>
<<set $hairlength to $real_hairlength>>
<<set $hairtype to $real_hairtype>>
<<set $hairlengthstage to $real_hairlenghthstage>>
<<set $fringelength to $real_fringelength>>
<<set $fringetype to $real_fringetype>>
<<set $fringelengthstage to $real_fringelengthstage>>
<<set $player.breastsize to $real_breastsize>>
<<set $player.bodyliquid to clone($real_bodyliquid)>><<goocount>>
<<set $parasite to clone($real_parasite)>>
<<set $player.virginity to clone($real_virginity)>>
<<if $frozenValues>>
<<set $arousal to $real_arousal>>
<<set $tiredness to $real_tiredness>>
<<set $trauma to $real_trauma>>
<<else>>
<<set $arousal to ($arousal + $real_arousal)>>
<<set $tiredness to ($tiredness + $real_tiredness)>>
<<set $trauma to ($trauma + $real_trauma)>>
<</if>>
<<set $stress to $real_stress>>
<<set $control to $real_control>>
<<set $angel to $real_angel>>
<<set $angelbuild to $real_angelbuild>>
<<set $demon to $real_demon>>
<<set $wolfgirl to $real_wolfgirl>>
<<set $cat to $real_cat>>
<<set $cow to $real_cow>>
<<set $harpy to $real_harpy>>
<<set $fox to $real_fox>>
<<showTransformations>>
<<set $fame to $real_fame>>
<<set $sexStats to clone($real_sexStats)>>
<<set $skulduggery to $real_skulduggery>>
<<set $purity to $real_purity>>
<<set $submissive to $real_submissive>>
<<set $awareness to $real_awareness>>
<<set $awarelevel to $real_awarelevel>>
<<set $spray to $real_spray>>
<<set $spraymax to $real_spraymax>>
<<set $skin to clone($real_skin)>>
<<set $skinColor to clone($real_skinColor)>>
<<set $real_skinColor to clone($skinColor)>>
<<set $condoms to $real_condoms>>
<<set $condomLvl to $real_condomLevel>>
/*restore location and time*/
<<set $location to "lake_ruin">>
<<set $moonstate to $real_moonstate>>
<<set $timeStamp to $real_timeStamp>>
<<run Time.set()>>
<<if !$replayScene>>
<<unfreezePlayerStats>>
<<endcombat>> /* legacy support for old saves updated in the event mid combat */
<<passTimeUntil 6>>
<<else>>
/* Restore the players looks in the sidebar during the sciene viewer */
<<set $player to clone($frozenValues.player)>>
<<set $worn to clone($frozenValues.worn)>>
<<set $fringetype to clone($frozenValues.fringetype)>>
<<set $fringelength to clone($frozenValues.fringelength)>>
<<set $fringelengthstage to clone($frozenValues.fringelengthstage)>>
<<set $hairtype to clone($frozenValues.hairtype)>>
<<set $hairlength to clone($frozenValues.hairlength)>>
<<set $hairlengthstage to clone($frozenValues.hairlengthstage)>>
<<set $haircolour to clone($frozenValues.haircolour)>>
<<set $hairColourGradient to clone($frozenValues.hairColourGradient)>>
<<set $hairfringecolour to clone($frozenValues.hairfringecolour)>>
<<set $hairFringeColourGradient to clone($frozenValues.hairFringeColourGradient)>>
<<set $skin to clone($frozenValues.skin)>>
<<set $parasite to clone($frozenValues.parasite)>>
<</if>>
<<canvas-model-override "clear">>
<<set $wraith.init to 1>>
<</widget>><<effects>>
You shamble over to your mirror. A pale <<girl>> with <<wraithEyes>> eyes stares back.
<br><br>
<<link [[Step away (0:01)|Wraith Snatched Home Mirror 2]]>><<pass 1>><</link>>
<br>
<span class="nextLink"><<link [[Stare (0:01)|Wraith Snatched Home Mirror 2]]>><<pass 1>><</link>></span>
<br><<effects>>
You move each finger individually, as if to test them.
<br><br>
You place your hand against the mirror.
<<if Time.hour is 3 and $hallucinations gte 2 and $daily.mirrorTentacles isnot 1 and $tentacledisable is "f">>
The surface flashes a terrible red. You see an open space on the other side, but it quickly dissolves away.
<<else>>
You can't feel the surface.
<</if>>
<br><br>
Your head quickly tilts to the side, making sickening cracks. Your hands open and clench.
<br><br>
<<set $wraithWillMessage to true>>
<i><span class="red">Fully restore your </span><span class="green">control</span><span class="red"> to take back your body.</span></i>
<br><br>
<span class="nextLink"><<link [[Step away (0:01)|Bedroom]]>><<pass 1>><<set $phase2 to 1>><</link>></span>
<br><<pass 10>><<effects>><<getTarget>>
You steady yourself against the wall, and push yourself to the window.
<br><br>
<<if Time.hour gte 6 and $moonstate is "morning">>
The sun has started to come up. You stare at the horizon for some time. You can feel your mind begin to focus. You try to move your arm. <span class="green">It twitches.</span>
<br><br>
You sigh, and look at yourself in the reflection of the glass. You don't look so pale anymore. You giggle.
<br><br>
"<span class="nextLink">See you soon,</span>" the reflection says. <<trauma 50>><<gggtrauma>>
<br><br>
You shamble back to your bed, and crawl in. You slowly feel yourself slipping back into place, able to feel your skin, your hands, your legs, yourself again. <<control 50>><<ggcontrol>>
<br><br>
<span class="blue"><i>You're safe until the next blood moon.</i></span>
<br><br>
<<endWraith>>
<<clearWraith>>
<<link [[Separate|Sleep]]>><<set $sleephour to 1>><<unset $possessed>><<canvas-model-override "clear">><</link>><<ltiredness>>
<br>
<<else>>
<<set $nextPassage to "Wraith Snatched Home Leave">>
<<set $nextPassageCheck to "Wraith Snatched Home Leave">>
The red moon fills you with a horrible chill. Translucent pale limbs quietly open the window. You place your hands on the frame.
<br><br>
<span class="nextLink"><<link [[Go.|Wraith Snatched Home Leave]]>><</link>></span>
<br>
<<link [[Grip the frame|Bedroom]]>><</link>>
<br>
<</if>><<pass 10>><<effects>><<getTarget>><<rainWraith>>
You push yourself out your window, into the night air.
<br><br>
The ground comes hurtling towards you. You never hit it.
<br><br>
Just before you do, you slow in mid-air and right yourself. The tips of your feet gently touch the ground without any disturbance or noise. You don't feel the <<print Weather.precipitation>> on your skin.
<br><br>
A long, translucent limb slithers up the side of the orphanage, and shuts your window.
<br><br>
<span class="nextLink"><<link [[Walk.|Domus Street]]>><<set $location to "town">><<set $wraith.exit to "town">><<set $bus to "domus">><<set $phase2 to 1>><<set $phaseWraith to 0>><</link>></span>
<br><<effects>>
You shamble over to the mirror. A pale <<girl>> with <<wraithEyes>> eyes stares back.
<br><br>
<<link [[Step away (0:01)|Wraith Snatched Cabin Mirror 2]]>><<pass 1>><</link>>
<br>
<span class="nextLink"><<link [[Stare (0:01)|Wraith Snatched Cabin Mirror 2]]>><<pass 1>><</link>></span>
<br><<effects>>
You move each finger individually, as if to test them.
<br><br>
You place your hand against the mirror.
You can't feel the surface.
<br><br>
Your head quickly tilts to the side, making sickening cracks. Your hands open and clench.
<br><br>
<<set $wraithWillMessage to true>>
<i><span class="red">Fully restore your </span><span class="green">control</span><span class="red"> to take back your body.</span></i>
<br><br>
<span class="nextLink"><<link [[Step away (0:01)|Cabin Actions]]>><<pass 1>><<set $phase2 to 1>><</link>></span>
<br><<effects>><<getTarget>><<rainWraith>>
Your gaze passes over Eden one last time. You open the door, walk out into the <<print Weather.precipitation>>, and escape into the forest.
<br><br>
<span class="nextLink"><<link [[Walk.|Forest]]>><<endevent>><<set $location to "forest">><<set $wraith.exit to "forest">><<set $forest to 90>><<set $phase2 to 1>><<set $phaseWraith to 0>><</link>></span><<effects>>
You approach the stream. You reach a hand in, and the surface becomes completely still.
<br><br>
You look at your reflection. A pale <<girl>> with <<wraithEyes>> eyes stares back.
<br><br>
<<link [[Step away (0:01)|Wraith Snatched Cave Reflection 2]]>><<pass 1>><</link>>
<br>
<span class="nextLink"><<link [[Stare (0:01)|Wraith Snatched Cave Reflection 2]]>><<pass 1>><</link>></span>
<br><<effects>>
You move each finger individually, as if to test them.
<br><br>
Your head quickly tilts to the side, making sickening cracks. Your hands open and clench. The <<wolf_cave_plural>> begin barking and howling at you, their tails frayed.
<br><br>
<<set $wraithWillMessage to true>>
<i><span class="red">Fully restore your </span><span class="green">control</span><span class="red"> to take back your body.</span></i>
<br><br>
<span class="nextLink"><<link [[Step away (0:01)|Wolf Cave Clearing]]>><<pass 1>><<set $phase2 to 1>><</link>></span>
<br><<pass 10>><<effects>><<getTarget>>
You point. You see a translucent limb strike a <<beastNEWinit 1 wolf>><<beasttype>>, who yelps and staggers away. <<endevent>>
<br><br>
The rest of them back away. You walk out into the forest, but can tell some of them are trying to follow you.
<br><br>
<span class="nextLink"><<link [[Walk.|Forest]]>><<set $location to "forest">><<set $wraith.exit to "forest">><<set $forest to 90>><<set $phase2 to 1>><<set $phaseWraith to 0>><</link>></span><<effects>><<endevent>>
You shamble over to the mirror. A pale <<girl>> with <<wraithEyes>> eyes stares back.
<br><br>
<<link [[Step away (0:01)|Wraith Snatched Far Mirror 2]]>><<pass 1>><</link>>
<br>
<span class="nextLink"><<link [[Stare (0:01)|Wraith Snatched Far Mirror 2]]>><<pass 1>><</link>></span>
<br><<effects>>
You move each finger individually, as if to test them.
<br><br>
You place your hand against the mirror. It passes right through. The surface flashes a terrible red.
<br><br>
Your head quickly tilts to the side, making sickening cracks. Your free hand opens and clenches.
<br><br>
<span class="nextLink"><<link [[Step inside (0:01)|Wraith Snatched Far Mirror 3]]>><<pass 1>><</link>></span>
<br><<effects>><<set $location to "tentworld">><<set $outside to 0>>
You put your foot forward. It passes through the mirror. You place your other hand in.
<br><br>
You fall forwards, and everything goes a brilliant purple. You see writhing masses blotting out the sky, and an endless expanse of tendrils. It doesn't last.
<br><br>
You pass through a swirling purple disc, and emerge in a thicket. It looks like the forest just outside town. You look behind you, and see the Asylum.
<br><br>
Your head swiftly turns again, causing more cracks. You can't feel anything anymore.
<br><br>
<<set $wraithWillMessage to true>>
<i><span class="red">Fully restore your </span><span class="green">control</span><span class="red"> to take back your body.</span></i>
<br><br>
<span class="nextLink"><<link [[Walk.|Forest]]>><<set $location to "forest">><<set $wraith.exit to "forest">><<set $forest to 90>><<set $phase2 to 1>><<set $phaseWraith to 0>><</link>></span>
<br><<effects>>
You shamble over to an empty bottle on the floor. You pick it up. Against the tinted glass, a pale <<girl>> with <<wraithEyes>> eyes stares back.
<br><br>
<<link [[Drop it (0:01)|Wraith Snatched Pirate Mirror 2]]>><<pass 1>><</link>>
<br>
<span class="nextLink"><<link [[Stare (0:01)|Wraith Snatched Pirate Mirror 2]]>><<pass 1>><</link>></span>
<br><<effects>><<getTarget>><<rainWraith>>
You move each finger individually, as if to test them.
<br><br>
You place your finger against the bottle. The surface flashes a terrible red, and you see an glimpse of an open space on the other side. You hold it up to you, as if judging the size.
<br><br>
You drop the bottle to your feet, shattering it. Your head quickly tilts to the side, making sickening cracks. Your hands open and clench.
<br><br>
<<set $wraithWillMessage to true>>
<i><span class="red">Fully restore your </span><span class="green">control</span><span class="red"> to take back your body.</span></i>
<br><br>
<span class="nextLink"><<link [[Step away (0:01)|Pirate Bilge]]>><<pass 1>><<set $phase2 to 1>><</link>></span>
<br><<effects>><<getTarget>>
You grip the railing and look down. The waves, reflecting a red light, churn beneath you.
<br><br>
You stare at the water below. Slowly, the area directly below you begins to calm, until a perfect circle of still water floats amidst the waves, undisturbed even by the <<print Weather.precipitation>>.
<br><br>
You reach down toward the circle, and it flashes purple, the water beginning to swirl. You grip the railing, preparing to heft yourself over the side.
<br><br>
<span class="nextLink"><<link [[Dive (0:01)|Wraith Snatched Pirate Railing 2]]>><<pass 1>><</link>></span>
<br><<effects>><<npc "Zephyr">><<person1>>
"What you be doing out here?" a voice calls behind you. It's Captain Zephyr, blinking wearily. "Thought I heard a bottle break. It's awful late to be admiring the view, <<if $pirate_rank is 0>><<girl>><<else>><<lass>><</if>>. Especially on the night of the blood sea."
<<outfitChecks>>
<<if _fullyNaked>>
<<He>> takes in your nudity. "Your rags better not be overboard."
<</if>>
<br><br>
You turn to look at Zephyr, stepping away from the railing. The circle stills once more. Words spill from your mouth.
<<if $spear_holder is "Zephyr">>
"<span class="wraith">You found warmth and locked it in a cage.</span>"
<<elseif $wraith.state is "despair">>
"<span class="wraith">A thief, proud. Did you take it? No, no...</span>"
<<else>>
"<span class="wraith">A nuisance. You'll try to keep <<phim>>, won't you?</span>"
<</if>>
Your head tilts at an unnatural angle.
<br><br>
Zephyr frowns. On a whim, <<he>> takes <<his>> spyglass from <<his>> side and peers at you. <<He>> clicks <<his>> tongue. "Ah. That'd do it." With a silent glare, <<he>> strides toward you.
<br><br>
<span class="nextLink"><<link [[Fight.|Wraith Snatched Pirate Fight]]>><<set $fightstart to 1>><</link>></span><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust to -100>>
<<set $enemyanger to 200>>
<<npcidlegenitals>>
<<set $noAdmire to true>><<set $noBodyWriting to true>>
Your body is made to laugh. "<span class="wraith">Maybe this time you'll finally drown.</span>"
<br><br>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or _controlRegain is 1>>
<span id="next" class="nextWraith"><<link [[Next.|Wraith Snatched Pirate Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next" class="nextWraith"><<link [[Next.|Wraith Snatched Pirate Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>><<getTarget true>>
<<if $control gte $controlmax>>
<<wraithExorcise true true>><<clearWraith>><<endWraith>>
<span class="gold">You stop.</span> You can feel it pushing you to keep going, to keep fighting, but you dig your heels in and focus. You have your body back, and you don't plan on giving it up.
<br><br>
You double over in agony. It's pulling itself out of you, knowing it's been bested. You see a pair of pale, translucent arms erupt from your chest. With a great amount of effort, it expels itself out of you.
<br><br>
Its head snaps back, and it dissipates into nothingness with a brief shriek that echoes in your mind. Your ears ring, and you hear its voice all around you. "<span class="wraith">It's a great misfortune, learning to swim.</span>" Below you, the circle of still water returns to crashing waves.
<br><br>
<<npc "Zephyr">><<person1>>
<<if Weather.precipitation isnot "none">>
Zephyr scowls as the figure disappears.
<<else>>
Zephyr scowls as the <<print Weather.precipitation>> begins to clear up.
<</if>>
"And stay gone, dredgie." <<He>> looks you over. "I don't know what ye did to earn that thing's ire. You'd best keep its business out of me ship." <<He>> slaps you in the face twice, shocking you out of your stupor, before trudging back to <<his>> cabin.
<<pain 2>><<gpain>>
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<endcombat>>
<<link [[Next|Pirate Deck]]>><<clotheson>><<set $eventskip to 1>><</link>>
<<else>>
<<set $zephyr_seen to "wraith">>
<<if $enemyarousal gte $enemyarousalmax>><<ejaculation "short">><</if>>
Zephyr is shoved away from you, falling over <<himself>>. <<He>> slowly stands <<himself>> up, a grim look on <<his>> face.
<br><br>
You turn away from <<him>>, gripping the railing and lifting yourself up. Below you, the circle of undisturbed water ripples, becoming an angry purple whirlpool. You look over your shoulder at <<him>>. "<span class="wraith">Someday, captain mine, the waves will chew you too.</span>"
<br><br>
"No!" <<he>> bellows, already back on <<his>> feet. <<He>> charges at you, stretching out <<his>> arm. <<Hes>> too late. You slip off the railing and through the whirlpool. Everything goes a brilliant purple. You see writhing masses blotting out the sky, and an endless expanse of tendrils. It doesn't last.
<br><br>
You pass through a swirling purple disc, and emerge in a thicket. It looks like the forest just outside town. You look behind you, and see the Asylum.
<br><br>
Your head swiftly turns again, causing more cracks. You can't feel anything anymore.
<br><br>
<<endcombat>>
<span class="nextLink"><<link [[Walk.|Forest]]>><<clotheson>><<set $location to "forest">><<set $wraith.exit to "forest">><<set $forest to 90>><<set $phase2 to 1>><<set $phaseWraith to 0>><</link>></span>
<</if>><<pass 10>><<effects>><<getTarget>>
<<set $nextPassage to "Wraith Snatched Guest 2">>
<<if $location is "home">>
<<if $robinbed is "yours" or $robinbed is "theirs">>
<<set _bedGuest to "Robin">>
<<else>>
<<set _bedGuest to "Kylar">>
<</if>>
<<elseif $location is "cabin">>
<<set _bedGuest to "Eden">>
<</if>>
You quietly approach the bed. You stare at _bedGuest, unmoving.
<br><br>
You remain purely focused on <<nnpc_him _bedGuest>>. You raise an arm, and begin to reach for <<nnpc_him _bedGuest>>.
<br><br>
<<link [[Try to scream|Bedroom]]>><</link>>
<br>
<<if C.npc["Ivory Wraith"].lust gte random(12, 16) or !$wraithIntro>>
<span class="nextLink"><<link [[Take.|Wraith Snatched Guest 2]]>><</link>></span>
<<else>>
<<set $wraithBedSpeech to true>>
<span class="nextLink"><<link [[Touch.|Wraith Snatched Guest 2]]>><</link>></span>
<</if>>
<br><<pass 5>><<effects>><<getTarget>><<set $phase2 to 1>>
<<if $willpowerSuccess>>
<span class="green">You manage to force a short exhale.</span>
<br><br>
<</if>>
<<if $location is "home">>
<<if $robinbed is "yours" or $robinbed is "theirs">>
<<set _bedGuest to "Robin">>
<<else>>
<<set _bedGuest to "Kylar">>
<</if>>
<<elseif $location is "cabin">>
<<set _bedGuest to "Eden">>
<</if>>
You place your hand on <<nnpc_his _bedGuest>> cheek. You can't feel it. You stroke it gently.
<br><br>
<<if $wraithBedSpeech>>
<<silently>><<speechWraith _bedGuest>><</silently>>
You speak in a voice that makes no sound. "<span class="wraith">_line1<<if $rng lte 10>> _line2<</if>></span>"
<br><br>
You slowly turn away.
<<else>>
<<if $tentacledisable is "f" and random(0, 1)>>
You hear a faint slithering. The blankets move. You see pale tendrils creep into your vision as they begin to worm their way up the bed, and over <<nnpc_him _bedGuest>>.
<br><br>
<<nnpc_He _bedGuest>> stirs slightly, and all the tendrils snap away, vanishing out of sight without a sound.
<<else>>
Another hand softly touches <<nnpc_him _bedGuest>>. Then another, on <<nnpc_his _bedGuest>> chest. Another one begins tracing down <<nnpc_his _bedGuest>> stomach.
<br><br>
<<nnpc_He _bedGuest>> stirs slightly, and all the arms snap away, vanishing out of sight without a sound.
<</if>>
<br><br>
<<nnpc_He _bedGuest>> stills. You can't feel yourself breathing.
<</if>>
<br><br>
<<switch $wraith.exit>>
<<case "home">>
<span class="nextLink"><<link [[Step away|Bedroom]]>><</link>></span>
<<case "cabin">>
<span class="nextLink"><<link [[Step away|Cabin Actions]]>><</link>></span>
<</switch>>
<br><<control 20>><<effects>><<getTarget>>
You clumsily walk over to the $container[$location].name.
<<set $outside to 0>>
<<set _container to $container[$location]>>
<<set $checkboxResult to {}>><<set _paleCount to 0>>
<<for _i to 0; _i lt Object.keys(_container.creatures).length; _i++>>
<<if _container.creatures[_i] isnot null and _container.creatures[_i].creature.includes("Pale")>>
<<set _paleCount ++>>
<</if>>
<</for>>
You feverishly check on your pale child<<if _paleCount isnot 1>>ren<</if>>, taking <<if _paleCount isnot 1>>them<<else>>it<</if>> out and holding <<if _paleCount isnot 1>>them<<else>>it<</if>>.
<br>
<<creatureVisit>>
<br><br>
You hold <<if _paleCount isnot 1>>them<<else>>it<</if>> close to you. You feel a strange warmth growing within, and your vision starts to get blurry.
<br><br>
You're crying. <<set $pain to 100>><<set $phase2 to 2>>
<br><br>
You don't know how long you sit there. You hardly feel anything. Your face remains locked in cold unexpression. <<set _palePass to (45 + (15 * _paleCount))>><<pass _palePass>><<ggcontrol>>
<br><br>
Eventually, your gaze turns to <<if $wraith.exit is "home" and ($robinbed is "yours" or $robinbed is "theirs" or $kylarbed is 1)>><<if $robinbed is "yours" or $robinbed is "theirs">>Robin.<<else>>Kylar.<</if>><<else>>the lake.<</if>>
<br><br>
<<switch $wraith.exit>>
<<case "home">>
<<set $nextPassage to "Bedroom">>
<<set $nextPassageCheck to "Bedroom">>
<span class="nextLink"><<link [[Step away|Bedroom]]>><</link>></span>
<br>
<<link [[Try to stay still|Containers]]>><</link>>
<<case "lake">>
<<set $nextPassage to "Lake Waterfall">>
<<set $nextPassageCheck to "Lake Waterfall">>
<span class="nextLink"><<link [[The lake.|Lake Waterfall]]>><</link>></span>
<br>
<<link [[Try to stay still|Containers]]>><</link>>
<<case "alex_farm">>
<<set $nextPassage to "Bedroom">>
<span class="nextLink"><<link [[Step away|Bedroom]]>><</link>></span>
<br>
<<link [[Try to stay still|Containers]]>><</link>>
<</switch>>
<br><<effects>>
<<set $wraithWillMessage to true>>
<<if $location is "park">>
You shamble over to the fountain,
<<elseif $location is "forest" or $location is "moor">>
You shamble over to a <<if Weather.isSnow>>frozen <</if>>pool of water,
<<elseif $bus is "lakeshore">>
You shamble over to the edge of the lake,
<<elseif $bus is "lakewaterfall">>
You shamble over to the <<if Weather.isSnow>>frozen <</if>>pond,
<<elseif $location is "lake_ruin">>
You float over to a reflective part of the wall,
<<elseif $location is "drain">>
You peek over the edge of the walkway,
<<elseif $location is "sewers">>
You shamble over to a nearby shard of broken glass,
<<elseif $outside is 1>>
You shamble over to a puddle,
<<else>>
You shamble over to a window,
<</if>>
and look at your reflection. A pale <<girl>> with <<wraithEyes>> eyes stares back.
<br><br>
You move each finger individually, as if to test them.
<br><br>
Your head quickly tilts to the side, making sickening cracks. Your hands open and clench.
<br><br>
<i><span class="red">Fully restore your</span> <span class="green">control</span> <span class="red">to take back your body.</span></i>
<br><br>
<span class="nextLink"><<exitWraith true>></span><<rainWraith>><<set $phase2 to 1>>
<br><<effects>>
<<if Time.hour gte 6 and $moonstate is "morning">>
Your body begins to grow heavy as the first rays of sunlight crest over the horizon. You try to move your arm. <span class="green">It twitches.</span>
<br><br>
You fall to your knees, and your vision grows blurry. You see a set of pale, translucent arms emerging from your own. Your body goes stiff, and you start leaning backwards.
<br><br>
<<if $wraithIntro>>
The pale figure exits your body, staring back at you
<<if $wraith.state is "haunt">>
scornfully as it scratches at its scarred neck.
<br><br>
"<span class="wraith">You belong to me, thief.</span>"
<<elseif $wraith.state is "despair">>
mournfully as it scratches at its scarred, bare neck.
<br><br>
"<span class="wraith">Please... help me find it...</span>"
<<else>>
playfully as it thumbs a necklace made of ivory.
<br><br>
"<span class="wraith">You belong to me.</span>"
<</if>>
<<trauma 50>><<gggtrauma>>
<br><br>
<<else>>
A beautiful pale figure floats out of your body, towering over you.
<<if $wraith.state is "haunt">>
It angrily claws at its own neck as it stares you down. It places a hand under your chin.
<br><br>
"<span class="wraith">Cut short. Next time. See you soon, <<pcpetname "Wraith">>.</span>"
<<elseif $wraith.state is "despair">>
It mournfully claws at its own scarred, bare neck as it stares you down.
<br><br>
"<span class="wraith">Have you seen my necklace? I...</span>"
<<else>>
It's naked, save an ornate necklace of ivory around its neck. It places a hand under your chin.
<br><br>
"<span class="wraith">Cut short. Next time. See you soon, <<pcpetname "Wraith">>.</span>"
<</if>>
<<trauma 50>><<gggtrauma>>
<br><br>
<</if>>
It vanishes in a torrent of water. You slowly regain feeling in your body, and try to stand. It takes a few tries, but eventually, you hoist yourself up.
<br><br>
<<tearful>> you try to make sense of what happened to you.
<br><br>
<<else>>
<span class="gold">You stop.</span>
<br><br>
You can feel it pushing you to take another step. It clashes against you, pushing against your mind and body, trying to assert its dominance. You have a hold of it now, and you're not letting go.
<br><br>
You double over in agony. It's pulling itself out of you, knowing it's been bested. You see a pair of pale, translucent arms erupt from your chest. With a great amount of effort, it expels itself out of you.
<br><br>
<<if $wraithIntro>>
The pale figure floats before you, staring at you
<<if $wraith.state is "haunt">>
scornfully as it scratches at its scarred neck.
<br><br>
"<span class="wraith">You belong to me. You will not hold against me forever, thief.</span>"
<<elseif $wraith.state is "despair">>
mournfully as it scratches at its scarred, bare neck.
<br><br>
"<span class="wraith">Please... help me find it...</span>"
<<else>>
playfully as it thumbs a necklace made of ivory.
<br><br>
"<span class="wraith">You belong to me. You will not hold against me forever.</span>"
<</if>>
<<trauma 50>><<gggtrauma>>
<br><br>
<<else>>
A beautiful pale figure floats before you.
<<if $wraith.state is "haunt">>
It angrily claws at its own neck as it stares you down. It places a hand under your chin.
<br><br>
"<span class="wraith">I will have you, graverobber. Soon.</span>"
<<elseif $wraith.state is "despair">>
It mournfully claws at its own scarred, bare neck as it stares you down.
<br><br>
"<span class="wraith">Have you seen my necklace? I...</span>"
<<else>>
It's naked, save an ornate necklace of ivory around its neck. It places a hand under your chin.
<br><br>
"<span class="wraith">Your will is strong. I like you.</span>"
<</if>>
<<trauma 50>><<gggtrauma>>
<br><br>
<</if>>
A massive torrent of water shoots up from below, completely engulfing it. You can only see its <<wraithEyes>> eyes glowing through it. When it passes, the figure is gone. <<tearful>> you try to make sense of what you just went through.
<br><br>
<</if>>
<<exposure>>
<<clotheson>>
<<exitWraith>>
<<clearWraith>><<effects>>
<<if Time.hour gte 6 and $moonstate is "morning">>
Your body begins to grow heavy as the first rays of sunlight reach the depths. You try to move your arm. <span class="green">It twitches.</span>
<br><br>
You float aimlessly in the water, and your vision grows blurry. You see a set of pale, translucent arms emerging from your own. Your body goes stiff, and you start leaning backwards.
<br><br>
<<if $wraithIntro>>
The pale figure exits your body, staring back at you
<<if $wraith.state is "haunt">>
scornfully as it scratches at its scarred neck.
<br><br>
"<span class="wraith">You belong to me, thief.</span>"
<<elseif $wraith.state is "despair">>
pleadingly as it scratches at its scarred neck.
<br><br>
"<span class="wraith">Where is it?</span>"
<<else>>
playfully as it thumbs a necklace made of ivory.
<br><br>
"<span class="wraith">You belong to me.</span>"
<</if>>
<<trauma 50>><<gggtrauma>>
<br><br>
<<else>>
A beautiful pale figure floats out of your body, towering over you.
<<if $wraith.state is "haunt">>
It angrily claws at its own neck as it stares you down. It places a hand under your chin.
<br><br>
"<span class="wraith">Cut short. Next time. See you soon, <<pcpetname "Wraith">>.</span>"
<<elseif $wraith.state is "despair">>
It mournfully claws at its own scarred neck as it stares you down.
<br><br>
"<span class="wraith">Have you seen my necklace? I...</span>"
<<else>>
It's naked, save an ornate necklace of ivory around its neck. It places a hand under your chin.
<br><br>
"<span class="wraith">Cut short. Next time. See you soon, <<pcpetname "Wraith">>.</span>"
<</if>>
<<trauma 50>><<gggtrauma>>
<br><br>
<</if>>
It vanishes with a bright flash. You slowly regain feeling in your body, and try to swim. It takes some time, but you're able to move yourself again.
<br><br>
<<tearful>> you try to make sense of what happened to you.
<<else>>
<span class="gold">You stop.</span>
<br><br>
You can feel it pushing you to keep going. It clashes against you, pushing against your mind and body, trying to assert its dominance. You have a hold of it now, and you're not letting go.
<br><br>
You double over in agony. It's pulling itself out of you, knowing it's been bested. You see a pair of pale, translucent arms erupt from your chest. With a great amount of effort, it expels itself out of you.
<br><br>
<<if $wraithIntro>>
The pale figure floats before you, staring at you
<<if $wraith.state is "haunt">>
scornfully as it scratches at its scarred neck.
<br><br>
"<span class="wraith">You belong to me. You will not hold against me forever, thief.</span>"
<<elseif $wraith.state is "despair">>
mournfully as it scratches at its scarred, bare neck.
<br><br>
"<span class="wraith">Please... help me find it...</span>"
<<else>>
playfully as it thumbs a necklace made of ivory.
<br><br>
"<span class="wraith">You belong to me. You will not hold against me forever.</span>"
<</if>>
<<trauma 50>><<gggtrauma>>
<br><br>
<<else>>
A beautiful pale figure floats before you.
<<if $wraith.state is "haunt">>
It angrily claws at its own neck as it stares you down. It places a hand under your chin.
<br><br>
"<span class="wraith">I will have you, graverobber. Soon.</span>"
<<elseif $wraith.state is "despair">>
It mournfully claws at its own scarred, bare neck as it stares you down.
<br><br>
"<span class="wraith">Have you seen my necklace? I...</span>"
<<else>>
It's naked, save an ornate necklace of ivory around its neck. It places a hand under your chin.
<br><br>
"<span class="wraith">Your will is strong. I like you.</span>"
<</if>>
<<trauma 50>><<gggtrauma>>
<br><br>
<</if>>
A bright flash of light blinds you. When it passes, the figure is gone. <<tearful>> you try to make sense of what you just went through.
<br><br>
<</if>>
<<exposure>>
<<clotheson>>
<<exitWraith>>
<<clearWraith>><<effects>>
DEBUG PASSAGE. Should be unreachable.
<br><br>
<<link [[Fuck|Bedroom]]>><<endevent>><</link>><<effects>>
DEBUG PASSAGE. Should be unreachable.
<br><br>
<<link [[Fuck|Bedroom]]>><<endevent>><</link>><<effects>><<getTarget>>
You look down. You see your reflection in the ice. A pale <<girl>> with <<wraithEyes>> eyes still stares back.
<br><br>
You find yourself sinking through the ice, submerging without causing a break.
<br><br>
<span class="nextLink"><<link [[Down.|Lake Underwater]]>><<set $phase2 to 1>><</link>></span>
<br><<widget "getTarget">>
<<if $possessed>>
<<set $eventskip to 1>>
<<if _args[0]>>
<<switch $passage>>
<<case "Bedroom">>
<<pass 1>>
<<set $wraith.exit to "home">>
<<if !$nextPassageCheck>>
<<set $phaseWraith to 0>>
<<set $nextPassageCheck to "Mirror">>
<<set $nextPassage to "Wraith Snatched Home Mirror">>
<<if $leftarm is "bound" or $rightarm is "bound" or $feetuse is "bound">>
<<set $unbind to 1>>
<</if>>
<<else>>
<<if $phaseWraith lt 1 and $container and $container.home and $container.home.count gte 1 and !$wraithPaleVisit>>
<<for _i to 0; _i lt Object.keys($container.home.creatures).length; _i++>>
<<if $container.home.creatures[_i] isnot null and $container.home.creatures[_i].creature.includes("Pale")>>
<<set $wraithPaleVisit to "home">>
<</if>>
<</for>>
<<set $phaseWraith to 1>>
<</if>>
<<if $phaseWraith lt 2 and $wraithPaleVisit and $wraithPaleVisit is "home">>
<<set $nextPassageCheck to "Containers">>
<<set $nextPassage to "Wraith Snatched Offspring">>
<<set $phaseWraith to 2>>
<<elseif $phaseWraith lt 3 and ($robinbed is "yours" or $robinbed is "theirs" or $kylarbed is 1)>>
<<set $nextPassageCheck to "Bed">>
<<set $nextPassage to "Wraith Snatched Guest">>
<<set $phaseWraith to 3>>
<<else>>
<<set $nextPassageCheck to "Bedroom">>
<<set $nextPassage to "Wraith Snatched Home Window">>
<<set $phaseWraith to 4>>
<</if>>
<</if>>
<<case "Eden Cabin">>
<<pass 1>>
<<set $wraith.exit to "cabin">>
<<if !$nextPassageCheck>>
<<set $nextPassageCheck to "Cabin Actions">>
<<set $nextPassage to "Cabin Actions">>
<<set $phaseWraith to 0>>
<<else>>
<<set $phaseWraith to 4>>
<<set $nextPassageCheck to "Eden Clearing">>
<<set $nextPassage to "Wraith Snatched Cabin Leave">>
<</if>>
<<case "Cabin Actions">>
<<pass 1>>
<<if $phaseWraith is 0>>
<<set $phaseWraith to 1>>
<<set $nextPassageCheck to "Eden Mirror">>
<<set $nextPassage to "Wraith Snatched Cabin Mirror">>
<<elseif $phaseWraith lt 2>>
<<set $nextPassageCheck to "Eden Cabin Bed">>
<<set $nextPassage to "Wraith Snatched Guest">>
<<set $phaseWraith to 2>>
<<elseif $phaseWraith lt 3>>
<<set $nextPassageCheck to "Eden Cabin">>
<<set $nextPassage to "Eden Cabin">>
<<set $phaseWraith to 3>>
<<endevent>>
<<set $phase2 to 1>>
<</if>>
<<case "Wolf Cave">>
<<pass 1>>
<<if !$nextPassageCheck>>
<<set $nextPassageCheck to "Wolf Cave Clearing">>
<<set $nextPassage to "Wolf Cave Clearing">>
<<set $phaseWraith to 0>>
<</if>>
<<case "Wolf Cave Clearing">>
<<pass 5>>
<<if $phaseWraith is 0>>
<<set $nextPassageCheck to "Wolf Cave Wash">>
<<set $nextPassage to "Wraith Snatched Cave Reflection">>
<<set $phaseWraith to 1>>
<<else>>
<<set $nextPassageCheck to "Forest">>
<<set $nextPassage to "Wraith Snatched Cave Leave">>
<</if>>
<<case "Bird Tower">>
<<set $nextPassageCheck to "Bird Tower Mirror">>
<<set $nextPassage to "Wraith Snatched Far Mirror">>
<<case "Farm Alex Bedroom">>
<<set $nextPassageCheck to "Farm Bedroom">>
<<set $nextPassage to "Farm Bedroom">>
<<case "Farm Bedroom">>
<<set $nextPassageCheck to "Farm Mirror">>
<<set $nextPassage to "Wraith Snatched Far Mirror">>
<<case "Pirate Bilge">>
<<if $phaseWraith is 0>>
<<set $nextPassageCheck to "Wraith Snatched Pirate Mirror">>
<<set $nextPassage to "Wraith Snatched Pirate Mirror">>
<<set $phaseWraith to 1>>
<<else>>
<<set $nextPassageCheck to "Pirate Cabin">>
<<set $nextPassage to "Pirate Cabin">>
<</if>>
<<case "Pirate Cabin">>
<<set $nextPassageCheck to "Pirate Deck">>
<<set $nextPassage to "Pirate Deck">>
<<case "Pirate Deck">>
<<set $nextPassageCheck to "Wraith Snatched Pirate Railing">>
<<set $nextPassage to "Wraith Snatched Pirate Railing">>
<<case "Domus Street" "Barb Street" "Danube Street" "Residential Drain">>
<<pass 5>>
<<set $nextPassageCheck to "Residential alleyways">>
<<set $nextPassage to "Residential alleyways">>
<<case "Residential alleyways">>
<<pass 5>>
<<set $nextPassageCheck to "Connudatus Street">>
<<set $nextPassage to "Connudatus Street">>
<<case "Connudatus Street" "Cliff Street" "Wolf Street" "Commercial Drain">>
<<pass 5>>
<<set $nextPassageCheck to "Commercial alleyways">>
<<set $nextPassage to "Commercial alleyways">>
<<case "Commercial alleyways">>
<<pass 5>>
<<set $nextPassageCheck to "High Street">>
<<set $nextPassage to "High Street">>
<<case "Drain Exit">>
<<pass 5>>
<<set $nextPassageCheck to "Industrial Drain">>
<<set $nextPassage to "Industrial Drain">>
<<case "Sewers Residential" "Sewers Commercial" "Sewers Industrial">>
<<set $nextPassageCheck to "Sewers Possessed">>
<<set $nextPassage to "Sewers Possessed">>
<<case "Sewers Scrap" "Sewers Wood">>
<<set $nextPassageCheck to "Sewers Residential">>
<<set $nextPassage to "Sewers Residential">>
<<case "Sewers Mud" "Sewers Ruins">>
<<set $nextPassageCheck to "Sewers Commercial">>
<<set $nextPassage to "Sewers Commercial">>
<<case "Sewers Waterfall" "Sewers Algae" "Sewers Rubble">>
<<set $nextPassageCheck to "Sewers Industrial">>
<<set $nextPassage to "Sewers Industrial">>
<<case "Sewers Lake">>
<<set $nextPassageCheck to "Sewers Waterfall">>
<<set $nextPassage to "Sewers Waterfall">>
<<case "Sewers Webs">>
<<set $nextPassageCheck to "Sewers Wood">>
<<set $nextPassage to "Sewers Wood">>
<<case "Sewers Shrooms">>
<<set $nextPassageCheck to "Sewers Mud">>
<<set $nextPassage to "Sewers Mud">>
<<case "Sewers Hole">>
<<set $nextPassageCheck to "Sewers Ruins">>
<<set $nextPassage to "Sewers Ruins">>
<<case "Sewers Workshop">>
<<set $nextPassageCheck to "Sewers Scrap">>
<<set $nextPassage to "Sewers Scrap">>
<<case "Harvest Street" "Mer Street" "Industrial Drain">>
<<pass 5>>
<<set $nextPassageCheck to "Industrial alleyways">>
<<set $nextPassage to "Industrial alleyways">>
<<case "Industrial alleyways">>
<<pass 5>>
<<set $nextPassageCheck to "Oxford Street">>
<<set $nextPassage to "Oxford Street">>
<<case "Oxford Street" "Starfish Street" "High Street">>
<<pass 5>>
<<set $nextPassageCheck to "Park">>
<<set $nextPassage to "Park">>
<<case "Park" "Elk Street">>
<<pass 5>>
<<set $nextPassageCheck to "Nightingale Street">>
<<set $nextPassage to "Nightingale Street">>
<<case "Nightingale Street">>
<<pass 5>>
<<set $nextPassageCheck to "Forest">>
<<set $nextPassage to "Forest">>
<<set $forest to 0>>
<<set $wraith.exit to "forest">>
<<case "Forest">>
<<pass 8>>
<<if $forest lte 20>>
<<set $nextPassageCheck to "Forest Blood Deeper">>
<<set $nextPassage to "Forest">>
<<if $phaseWraith isnot 5>>
<<set $phaseWraith to 5>>
<<else>>
<<set $forestmod to 1.5>><<set $forest += 5>>
<<if $forest is 25>>
<<set $nextPassageCheck to "Lake Shore">>
<<set $nextPassage to "Lake Shore">>
<<set $wraith.exit to "lake">>
<</if>>
<</if>>
<<elseif $forest gt 40 and $forest lte 50>>
<<set $nextPassageCheck to "Lake Fishing Rock">>
<<set $nextPassage to "Lake Fishing Rock">>
<<set $wraith.exit to "lake">>
<<elseif $forest gt 30>>
<<set $nextPassageCheck to "Forest Blood Less Deep">>
<<set $nextPassage to "Forest">>
<<if $phaseWraith isnot 5>>
<<set $phaseWraith to 5>>
<<else>>
<<set $forestmod to 1.5>><<set $forest -= 5>>
<<if $forest is 50>>
<<set _nextPassageCheckTemp to "Lake Fishing Rock">>
<<set _nextPassageTemp to "Lake Fishing Rock">>
<</if>>
<</if>>
<<else>>
<<set $nextPassageCheck to "Lake Shore">>
<<set $nextPassage to "Lake Shore">>
<<set $wraith.exit to "lake">>
<</if>>
<<case "Lake Campsite">>
<<pass 5>>
<<set $nextPassageCheck to "Lake Fishing Rock">>
<<set $nextPassage to "Lake Fishing Rock">>
<<set $wraith.exit to "lake">>
<<case "Lake Fishing Rock">>
<<pass 5>>
<<set $nextPassageCheck to "Lake Waterfall">>
<<set $nextPassage to "Lake Waterfall">>
<<set $wraith.exit to "lake">>
<<case "Lake Firepit">>
<<pass 5>>
<<set $nextPassageCheck to "Lake Shore">>
<<set $nextPassage to "Lake Shore">>
<<set $wraith.exit to "lake">>
<<case "Lake Waterfall">>
<<pass 5>>
<<if $phaseWraith lt 1 and $container and $container.lake and $container.lake.count gte 1 and !$wraithPaleVisit>>
<<for _i to 0; _i lt Object.keys($container.lake.creatures).length; _i++>>
<<if $container.lake.creatures[_i] isnot null and $container.lake.creatures[_i].creature.includes("Pale")>>
<<set $wraithPaleVisit to "lake">>
<</if>>
<</for>>
<<set $phaseWraith to 1>>
<</if>>
<<if $wraithPaleVisit and $wraithPaleVisit is "lake" and $phaseWraith lt 3>>
<<set $nextPassageCheck to "Containers">>
<<set $nextPassage to "Wraith Snatched Offspring">>
<<set $phaseWraith to 3>>
<<else>>
<<set $nextPassageCheck to "Lake Shore">>
<<set $nextPassage to "Lake Shore">>
<<set $wraith.exit to "lake">>
<</if>>
<<case "Lake Shore">>
<<pass 5>>
<<if $phaseWraith lt 1 and $container and $container.lake and $container.lake.count gte 1 and !$wraithPaleVisit>>
<<for _i to 0; _i lt $container.lake.count; _i++>>
<<if $container.lake.creatures[_i].creature.includes("Pale")>>
<<set $wraithPaleVisit to "lake">>
<</if>>
<</for>>
<<set $phaseWraith to 1>>
<</if>>
<<if $phaseWraith lt 2 and $wraithPaleVisit and $wraithPaleVisit is "lake">>
<<set $nextPassageCheck to "Lake Waterfall">>
<<set $nextPassage to "Lake Waterfall">>
<<set $phaseWraith to 2>>
<<else>>
<<if Weather.isFrozen("lake")>>
<<set $nextPassageCheck to "Lake Shallows Ice">>
<<set $nextPassage to "Lake Shallows Ice">>
<<else>>
<<set $nextPassageCheck to "Lake Shallows">>
<<set $nextPassage to "Lake Shallows">>
<</if>>
<</if>>
<<case "Lake Shallows">>
<<pass 5>>
<<set $nextPassageCheck to "Lake Depths">>
<<set $nextPassage to "Lake Depths">>
<<case "Lake Shallows Ice">>
<<pass 5>>
<<set $nextPassageCheck to "Lake Depths Ice">>
<<set $nextPassage to "Lake Depths Ice">>
<<case "Lake Depths">>
<<pass 5>>
<<set $nextPassageCheck to "Lake Underwater">>
<<set $nextPassage to "Lake Underwater">>
<<case "Lake Depths Ice">>
<<pass 5>>
<<set $nextPassageCheck to "Lake Depths Ice Break">>
<<set $nextPassage to "Lake Depths Ice Break">>
<<case "Lake Underwater" "Lake Ruin Deep">>
<<pass 5>>
<<set $nextPassageCheck to "Lake Ruin">>
<<set $nextPassage to "Lake Ruin">>
<<case "Lake Ruin">>
<<pass 2>>
<<set $nextPassageCheck to "Lake Ruin Prison Intro">>
<<set $nextPassage to "Lake Ruin Prison Intro">>
<</switch>>
<</if>>
<<if !$wraith.will>>
<<if $wraith.state is "haunt">>
<<set $wraith.will to random(1300, 1700)>>
<<else>>
<<set $wraith.will to random(1100, 1500)>>
<</if>>
<</if>>
<<set _wraithWill to Math.floor(1 + $wraith.will)>>
<<if $wraith.possessCount is undefined>>
<<if $location is "forest" or $location is "lake">>
<<set _wraithWill /= 3>>
<<else>>
<<set _wraithWill /= 2>>
<</if>>
<</if>>
<<if $wraithWillMessage and !$combat>>
<<if $phase2 is 1>>
<<set $phase2 to 0>>
<<controlcaption>>
<br>
<<elseif ($passage isnot "Forest" or $passagePrev isnot "Forest") and $passage is $nextPassageIntended or $nextPassageCheck is $nextPassageIntended>>
<<controlcaption>>
<<set $willpowerSuccess to 0>>
<br>
<span class="pink">You let it take you.</span>
<<pain -2>><<stress -12>><<sub 2>><<lpain>><<llstress>><<set $wraith.will += 30>>
<<if numberOfEarSlime() and $worn.genitals.name is "chastity parasite" and $earSlime.vibration lt 60 and !$earSlime.defyCooldown>><<set $earSlime.vibration to 60>><<garousal>><</if>>
<br><br>
<<else>>
<<if numberOfEarSlime() and $earSlime.growth gte 100>><<set $earSlime.vibration to 0>><<set $earSlime.defyCooldown++>><</if>>
<<set $willpowerSuccess to 0>>
<<willpowerdifficulty 1 _wraithWill true>>
<<if $willpowerSuccess>>
<<control `Math.floor(currentSkillValue('willpower') / 80)`>>
<<controlcaption>>
<br>
<span class="green">You fight for control. It becomes slower.</span>
<<pass 4>><<pain 4>><<stress 12>><<trauma 12>><<def 2>><<gpain>><<ggtrauma>><<ggstress>><<gcontrol>><<set $wraith.will -= Math.floor(currentSkillValue('willpower') / 8)>>
<br><br>
<<else>>
<<controlcaption>>
<br>
<span class="red">Your body does not obey.</span>
<<stress 6>><<trauma 6>><<willpower 1>><<def 1>><<gtrauma>><<gstress>><<gwillpower>><<set $wraith.will -= Math.floor(currentSkillValue('willpower') / 10)>>
<br><br>
<</if>>
<</if>>
<</if>>
<<if _nextPassageCheckTemp>>
<<set $nextPassage to _nextPassageTemp>>
<<set $nextPassageCheck to _nextPassageCheckTemp>>
<</if>>
<<if $phase2 is 2>>
<<set $phase2 to 0>><<set $pain to 0>>
<</if>>
<<if _args[0]>>
<<if $bus isnot "lake_ruin_prison" and (Time.hour gte 6 and $moonstate is "morning" and $wraith.exit isnot "home" or $control gte $controlmax)>>
<<if $location is "lake_ruin">>
<<set $nextPassage to "Wraith Resisted Lake">>
<<else>>
<<set $nextPassage to "Wraith Resisted">>
<</if>>
<</if>>
<</if>>
<</if>>
<</widget>><<set $outside to 0>><<set $location to "lake_ruin">><<set $bus to "lake_ruin_prison">><<set $wraith.exit to "lake_ruin">><<underwater>><<effects>>
You place your hand against the rune. You trace a symbol around it with your other hand, and it flashes to life with a red glow.
<br><br>
The walls rumble. Plumes of purple steam hiss as seams appear between the stone. Masses of lichen crumble and float away.
The wall around the rune begins to retract backwards, before falling into the floor. You swim into the breach.
<br><br>
Before you is a staircase leading up into darkness. Small patches of lichen illuminate sections of the wall. At the top, you can see a faint glow. You clumsily pull yourself along the walls leading up.
<br><br>
<span class="nextLink"><<link [[Up (0:02)|Lake Ruin Prison Intro 2]]>><<pass 2>><</link>></span>
<br><<set $outside to 0>><<set $location to "lake_ruin">><<set $bus to "lake_ruin_prison">><<set $wraith.exit to "lake_ruin">><<effects>>
You hear the scraping of stone behind you as you climb. After some time, you fall forwards, landing on your hands. <span class="blue">You've left the water.</span> There's a large air pocket here, and the air is filled with a purple mist. You crawl up the last of the stairs.
<br><br>
<<if $wraithPrison>>
You're back in the underwater prison.
<<else>>
As you reach the top, you see the source of the glow. You're in a massive stone room lit by a colossal colony of glowing purple lichen. It snakes along the walls, occasionally following the pattern of intricate carvings.
All around you are sets of large cages, many of which have rusted away. You spot a set of shackles in one of them. Another one of the cages seems to be the epicentre of the lichen colony, with much of it completely covered.
<br><br>
<</if>>
You double over in pain. A pale, translucent limb emerges from your chest, followed by another. You're forcefully pushed into leaning backwards as it leaves you. <<pain 10>><<ggpain>>
<br><br>
<<endWraith>>
<<generateWraith 1 true>>
You collapse on the cold stone floor, with your senses slowly returning to you. You retch, coughing up water. You sharply inhale, and taste a sickening sweetness in the air. <<hallucinogen 40>><<gghallucinogens>>
<br><br>
<<if !$wraithIntro>>
<<set $wraithIntro to true>>
Before you floats a beautiful pale figure.
<<if $wraith.state is "haunt">>
It regards you with angry red eyes, clutching at its own scarred neck.
<br><br>
"<span class="wraith">Sealed away forever. As a thief should.</span>"
<br><br>
It grabs you by the neck and effortlessly pushes you to the ground. It floats down, coming to rest as it straddles you, and begins to put pressure on your neck. <span class="red">You can't breathe!</span>
<<elseif $wraith.state is "despair">>
It regards you with miserable, tired red eyes. It clutches at its own scarred, bare neck.
<br><br>
"<span class="wraith">H...have you seen my necklace...?</span>"
<br><br>
It gently puts its hands on your neck, and pushes you down on your back. It floats down, coming to rest as it straddles you.
<<else>>
It's naked, save for a necklace of ivory around its neck, set with large blue gemstones. It regards you with curious blue eyes, lifting your chin with its hand. It feels cold.
<br><br>
"<span class="wraith">Bask in immaculance. We will be beautiful.</span>"
<br><br>
It gently puts its hands on your neck, and pushes you down on your back. It floats down, coming to rest as it straddles you.
<</if>>
<<else>>
The pale figure floats before you.
<<if $wraith.state is "haunt">>
<<if $wraithPrison and $wraithPrison.vision>>
It places a clawed hand on your chest. You can feel a bitter chill in your whole body. You feel the room spin, and your back touch the floor.
<br><br>
"<span class="wraith">Do you understand yet, thief? Don't make me repeat myself.</span>"
<<else>>
It scratches its scarred neck, before pushing you over effortlessly. It floats down, and comes to rest as it straddles you. It grabs you by the neck. <span class="red">You can't breathe!</span>
<br><br>
"<span class="wraith">If you wish to steal from the dead, you will join them.</span>"
<</if>>
<<elseif $wraith.state is "despair">>
<<if $wraithPrison and $wraithPrison.vision>>
It places a clawed hand on your chest. You can feel a bitter chill in your whole body. You feel the room spin, and your back touch the floor.
<br><br>
"<span class="wraith">I can't find it. It's so cold without my necklace. Won't you keep me warm, <<pcpetname "Wraith">>?</span>"
<<else>>
It scratches at its bare neck, before gently pushing you on your back. It floats down, and comes to rest as it straddles you.
<br><br>
"<span class="wraith">It's so cold without my necklace. Won't you keep me warm, <<pcpetname "Wraith">>?</span>"
<</if>>
<<else>>
It thumbs its necklace, before gently pushing you on your back. It floats down, and comes to rest as it straddles you.
<br><br>
"<span class="wraith">Welcome home, <<pcpetname "Wraith">>.</span>"
<</if>>
<</if>>
Its gaze bores into you, keeping your body weak and unresponsive.
<<if C.npc["Ivory Wraith"].lust gte 12 and $wraith.state is "haunt">>
A sadistic smile creeps across its face.
<<else>>
It seems to hesitate for a moment, as if in thought.
<</if>>
<<if !$wraithPrison>>
<br><br>
<<link [[Beg|Lake Prison Intro 3]]>><<set $phase to 1>><<sub 1>><</link>>
<br>
<<link [[Struggle|Lake Prison Intro 3]]>><<set $phase to 2>><<def 1>><</link>>
<br>
<<else>>
<<if $parasitedisable is "f" and ($parasite.left_ear.name is undefined or $parasite.right_ear.name is undefined) and $slimedisable is "f" and !$noEarSlime>>
It raises a hand to the side, and a swirling purple disc appears in the air. It reaches in, and pulls out a writhing red mass. A living slime. It lowers it down to your ear.
<br><br>
<<link [[Struggle|Lake Prison Slime Resist]]>><</link>>
<br>
<<link [[Stay still|Lake Prison Slime]]>><</link>>
<<else>>
<<initWraith "abomination">>
<<startWraith>>
<br><br>
<<link [[Next|Lake Prison Intro Fight]]>><</link>>
<</if>>
<</if>>
<br>
<<if !$wraithPrison>>
<<set $wraithPrison to {timer: 0, timePassed: 0, search: 0, state: "present", possession: false, masturbation: false}>>
<<else>>
<<set $wraithPrison.timer to 0>>
<<set $wraithPrison.timePassed to 0>>
<<set $wraithPrison.search to 0>>
<<set $wraithPrison.state to "present">>
<<set $wraithPrison.possession to false>>
<<set $wraithPrison.masturbation to false>>
<</if>><<set $outside to 0>><<set $location to "lake_ruin">><<set $bus to "lake_ruin_prison">><<set $wraith.exit to "lake_ruin">><<effects>>
<<if $phase is 1>>
<<if $speech_attitude is "meek">>
"P-please, don't hurt me..." you beg.
<<elseif $speech_attitude is "bratty">>
"Whatever you are, please leave me alone!" you yell.
<<else>>
"Please, I'm sorry! Don't hurt me!" you beg.
<</if>>
<br><br>
<<if $wraith.state is "haunt">>
"<span class="wraith">A thief is not one to beg.</span>" It grabs your neck more violently, cutting off your pleas. <<pain 8>><<gpain>>
<<elseif $wraith.state is "despair">>
"<span class="wraith">Did you take it? No, no...</span>" It gives you a profoundly sad frown, before grabbing you by the neck. <<pain 4>><<gpain>>
<<else>>
"<span class="wraith">I promise endless pleasure. Is this not enough?</span>" It giggles, before grabbing you by the neck. <<pain 4>><<gpain>>
<</if>>
<<else>>
You try to pry its hands off of you, to no end. It smiles at you.
<<if $wraith.state is "haunt">>
"<span class="wraith">Struggle. It will only drown you faster.</span>"
<<elseif $wraith.state is "despair">>
"<span class="wraith">Did you take it? No, no...</span>"
<<else>>
"<span class="wraith">Save your energy. You will need it.</span>"
<</if>>
<</if>>
<br><br>
<<if $parasitedisable is "f" and ($parasite.left_ear.name is undefined or $parasite.right_ear.name is undefined) and $slimedisable is "f" and !$noEarSlime>>
It raises a hand to the side, and a swirling purple disc appears in the air. It reaches in, and pulls out a writhing red mass. A living slime. It lowers it down to your ear.
<br><br>
<<link [[Struggle|Lake Prison Slime Resist]]>><</link>>
<br>
<<link [[Stay still|Lake Prison Slime]]>><</link>>
<<else>>
<<initWraith "abomination">>
<<startWraith>>
<br><br>
<<link [[Next|Lake Prison Intro Fight]]>><</link>>
<</if>>
<br><<set $outside to 0>><<set $location to "lake_ruin">><<set $bus to "lake_ruin_prison">><<set $wraith.exit to "lake_ruin">><<effects>>
With the last of your willpower, you keep moving your head, preventing the slime from entering.
<br><br>
It looks down at you and whispers. "<span class="wraith">You will bend. Or you will break.</span>"
<<initWraith "abomination">>
<<startWraith>>
<br><br>
<<link [[Next|Lake Prison Intro Fight]]>><</link>>
<br><<set $outside to 0>><<set $location to "lake_ruin">><<set $bus to "lake_ruin_prison">><<set $wraith.exit to "lake_ruin">><<effects>>
<<set $wraithParasite to true>>
It brings the slime down to your
<<if $parasite.left_ear.name is undefined>>
left ear, <span class="lewd">where it squirms in.</span>
<<parasite left_ear slime>>
<<elseif $parasite.right_ear.name is undefined>>
right ear, <span class="lewd">where it squirms in.</span>
<<parasite right_ear slime>>
<</if>>
<br><br>
You shake in the figure's grasp. You feel unnaturally aroused, especially with it straddling you like this. It's a small feeling at first. Then it grows, until <span class="lewd">an overwhelming desire for lewdity overtakes you.</span> It looks pleased. <<lobsession>>
<br><br>
<<if numberOfEarSlime() is 1>>
<i>A corruption bar has appeared in the Characteristics tab.</i>
<br><br>
<</if>>
Its grip on you loosens<<if $wraith.state is "haunt">>, and you gasp for breath<</if>>. You hear whispers all around you.
<<if numberOfEarSlime() gte 2>>
<span class="lewd">The ear slimes are stronger now, redoubled. It commands you to give yourself to the pale figure.</span> By now you know how good it will feel to comply.
<<else>>
<span class="lewd">Something inside pressures you to give yourself to the pale figure.</span> Somehow, you know going along with the urges will feel good, and disobeying will be painful.
<</if>>
<<initWraith "abomination">>
<<startWraith>>
<br><br>
<<if hasSexStat("promiscuity", 4) and $submissive gte 1900>>
<<link [[Submit|Lake Prison Intro Fight]]>>
<<set $sexstart to 1>><<corruption 3>><<pain -8>><<stress -12>><<trauma -24>><<sub 2>>
<<if $earSlime.promiscuity lt 4>><<set $earSlime.promiscuity to 4>><</if>>
<<if $earSlime.deviancy lt 4>><<set $earSlime.deviancy to 4>><</if>>
<<set $earSlime.startedThreats to true>>
<</link>><<promiscuous4>><<ggcorruption>><<llpain>><<llltrauma>><<llstress>>
<br>
<</if>>
<<link [[Obey|Lake Prison Intro Fight]]>>
<<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 1>>
<<if $earSlime.promiscuity lt 2>><<set $earSlime.promiscuity to 2>><</if>>
<<if $earSlime.deviancy lt 2>><<set $earSlime.deviancy to 2>><</if>>
<</link>><<gcorruption>><<lpain>><<lltrauma>><<lstress>>
<br>
<<link [[Defy|Lake Prison Intro Fight]]>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><</link>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>>
<br><<effects>>
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<set $enemytype to $wraith.type>>
<<elseif $struggle_start is 1>>
<<set $combat to 1>>
<<controlloss>>
<<violence 1>>
<<molested>>
<<if $player.penisExist>>
<<set $struggle.penis.creature to "pale slime">><<set $penisuse to "struggle">><<set $penisstate to "struggle">><<set $struggle.enemy[0].location to "penis">>
<<else>>
<<set $struggle.vagina.creature to "pale slime">><<set $vaginause to "struggle">><<set $vaginastate to "struggle">><<set $struggle.enemy[0].location to "vagina">>
<</if>>
<<unset $struggle_start>>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $enemytype to $wraith.type>>
<</if>>
<<effectsWraith>>
<<switch $wraith.type>>
<<case "man">>
<<if _combatend>>
<span id="next"><<link [[Next|Lake Prison Intro Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Lake Prison Intro Fight]]>><</link>></span><<nexttext>>
<</if>>
<<case "tentacles">>
<<if $tentacles.active lte ($tentacles.max / 2)>>
<span id="next"><<link [[Next|Lake Prison Intro Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Lake Prison Intro Fight]]>><</link>></span><<nexttext>>
<</if>>
<<case "slime">>
<<if $struggle.done gte $struggle.number>>
<span id="next"><<link [[Next|Lake Prison Intro Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Lake Prison Intro Fight]]>><</link>></span><<nexttext>>
<</if>>
<</switch>>
<br><<effects>>
<<if !$wraithCount>>
<<set $wraithCount to 0>>
<</if>>
<<if !$wraithMax>>
<<set $wraithCount to 0>>
<<set $wraithMax to 2>>
<<if C.npc["Ivory Wraith"].lust gt 10>>
<<set $wraithMax++>>
<</if>>
<<if $tentacledisable is "t">>
<<set $wraithMax -->>
<</if>>
<</if>>
<<if $wraith.type is "man" and $enemyhealth lte 0>>
The <<person>> looks down at you in shock as <<he>> staggers backwards.
<<if $wraith.gen is "abomination">>
The tentacles drop lifelessly to the ground, and sublimate into a pink mist.
<<elseif $wraith.gen is "arms">>
<<His>> extra arms fold back in.
<</if>>
A terrible shriek pierces the air, forcing you to your knees. It grabs you by the neck, and lifts you.
<<if $worn.neck.cursed is 1>>
There's a flash of light, a deep groaning sound, and your $worn.neck.name is no more.
<<set $worn.neck.type.push("broken")>>
<<neckruined>>
<</if>>
<br><br>
You're dragged and thrust into the cage next to the centre of the lichen colony. There's no door. The figure becomes more translucent, and begins fading. "<span class="wraith">I must recover. You will wait.</span>" It vanishes in a bright flash.
<br><br>
<<tearful>> you look around, trying to make sure its really gone.
<<set $wraith.defeated++>>
<<set $wraithPrison.timer to 120>>
<<set $wraithPrison.state to "recovering">>
<<clotheson>>
<<endcombat>>
<<endWraith>>
<br>
<<link [[Next|Lake Ruin Prison]]>><<unset $wraithParasite>><</link>>
<br>
<<elseif $enemyarousal gte $enemyarousalmax or ($wraith.type is "tentacles" and $tentacles.active lte ($tentacles.max / 2)) or ($wraith.type is "slime" and $struggle.done gte $struggle.number)>>
<<set $wraithCount++>>
<<ejacW>>
<<if $wraithCount gte $wraithMax or $wraithCount gte 5>>
<<kissWraith>>
<br><br>
<<if $parasitedisable is "f" and ($parasite.left_ear.name is undefined or $parasite.right_ear.name is undefined) and $slimedisable is "f" and !$wraithParasite and !$noEarSlime>>
<<set $wraithParasite to true>>
It brings the slime down to your
<<if $parasite.left_ear.name is undefined>>
left ear, <span class="lewd">where it squirms in.</span>
<<parasite left_ear slime>>
<<elseif $parasite.right_ear.name is undefined>>
right ear, <span class="lewd">where it squirms in.</span>
<<parasite right_ear slime>>
<</if>>
<br><br>
You shake in the figure's grasp. You feel unnaturally aroused, especially with it straddling you like this. It's a small feeling at first. Then it grows, until <span class="lewd">an overwhelming desire for lewdity overtakes you.</span>
<br><br>
<<if !$earSlime.corruption>>
<i>A corruption bar has appeared in the Characteristics tab.</i>
<br><br>
<</if>>
Its grip on you loosens<<if $wraith.state is "haunt">>, and you gasp for breath<</if>>. You hear whispers all around you. <span class="lewd">Something inside pressures you to give yourself to the pale figure.</span> Somehow, you know going along with the urges will feel good, and disobeying will be painful.
<br><br>
<</if>>
It suddenly lifts you, and begins to carry you. You're helpless to resist.
You're placed in a decrepit cage, right next to the centre of the lichen colony. There's no door.
<<if $wraith.state is "haunt">>
<<if !$wraithPrison.vision>>
"<span class="wraith">I will break open your mind, and then I will show you. And then you will. Give. It. Back.</span>"
<<else>>
"<span class="wraith">The descent begins again. Isn't it beautiful?</span>"
<</if>>
<<elseif $wraith.state is "despair">>
<<if !$wraithPrison.vision>>
"<span class="wraith">Help me find it. See what I've seen. Stay.</span>"
<<else>>
"<span class="wraith">Again. Again. Descending. Where is it?</span>"
<</if>>
<</if>>
<<if $worn.neck.cursed is 1>>
It rests a hand against your $worn.neck.name. There's a flash of light, a deep groaning sound, and the metal is no more.
<<set $worn.neck.type.push("broken")>>
<<neckruined>>
<</if>>
It floats away from the cell, out of sight. <<tearful>> you look around, trying to think of a way out. The figure is nowhere to be seen.
<<set $wraithPrison.timer to 60>>
<<set $wraithPrison.state to "recovering">>
<<clotheson>>
<<endcombat>>
<<endWraith>>
<br>
<<link [[Next|Lake Ruin Prison]]>><<unset $wraithParasite>><</link>>
<br>
<<else>>
<<continueWraith>>
<br><br>
<<link [[Next|Lake Prison Intro Fight]]>><</link>>
<br>
<</if>>
<<else>>
It suddenly lifts you, and begins to carry you. You're helpless to resist.
You're placed in a decrepit cage, right next to the centre of the lichen colony. There's no door.
<<if $wraith.state is "haunt">>
<<if !$wraithPrison.vision>>
"<span class="wraith">I will break open your mind, and then I will show you. And then you will. Give. It. Back.</span>"
<<else>>
"<span class="wraith">The descent begins again. Isn't it beautiful?</span>"
<</if>>
<<elseif $wraith.state is "despair">>
<<if !$wraithPrison.vision>>
"<span class="wraith">Help me find it. See what I've seen. Stay.</span>"
<<else>>
"<span class="wraith">Again. Again. Descending. Where is it?</span>"
<</if>>
<</if>>
<<if $worn.neck.cursed is 1>>
It rests a hand against your $worn.neck.name. There's a flash of light, a deep groaning sound, and the metal is no more.
<<set $worn.neck.type.push("broken")>>
<<neckruined>>
<</if>>
It floats away from the cell, out of sight. <<tearful>> you look around, trying to think of a way out. The figure is nowhere to be seen.
<<set $wraithPrison.timer to 60>>
<<set $wraithPrison.state to "recovering">>
<<clotheson>>
<<endcombat>>
<<endWraith>>
<br>
<<link [[Next|Lake Ruin Prison]]>><<unset $wraithParasite>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "lake_ruin">><<set $wraith.exit to "lake_ruin">><<set $bus to "lake_ruin_prison">><<effects>>
You are in a submerged prison. Pink mist swirls in the air. <<ghallucinogens>>
<br><br>
<<if $wraithPrison.state is "present">>
<<set _wraithEvent to true>>
<</if>>
<<if isPregnancyEnding() and !$possessed>>
<<set $wraithPrison.state to "gone">>
<<endWraith>>
<<clearWraith>>
<<pregnancyPassout "wraith">>
<<else>>
<<if $moonstate is "morning" and Time.hour gte 6 and $wraithPrison.timePassed gte 120 and $wraithPrison.state isnot "gone">>
You see the figure near the staircase leading down. It's flickering.
<br><br>
<<if $wraith.state is "haunt">>
<<if !$wraithPrison.vision>>
It stares at you with pure anger and hatred. It screams, and begins floating in circles, clawing at its own bare neck and wailing.
<br><br>
It flickers out, only to flicker back right in front of you. It grabs you by the neck, its hand long and clawed. It swiftly drags you to the stairs, and plunges your head under the water. <<stress 24>><<pain 10>><<gpain>><<gstress>>
<br><br>
You struggle against it. It screams. "<span class="wraith">I will show you exactly what you've done. I will find you again, thief. You have not suffered enough. You were not ready.</span>" <<gobsession>>
<br><br>
It flickers backwards. You bring your head back up above the water, and cough. <<tearful>> you stand. The rune at the bottom of the stairs glows again.
<<elseif C.npc["Ivory Wraith"].lust gte 12>>
It stares at you with pure anger. It growls, and begins floating in circles, holding its own neck.
<br><br>
It flickers out, only to flicker back right in front of you. It grabs you by the neck, its hand long and clawed. You're pressed back against the wall. <<stress 12>><<pain 5>><<gpain>><<gstress>>
<br><br>
You struggle against it. It whispers. "<span class="wraith">You've seen it. Do you seek penance? More. More pain, first.</span>"
<br><br>
It flickers backwards. You slide down the wall. <<tearful>> you stand. The rune at the bottom of the stairs glows again. <<lobsession>>
<<else>>
It stares at you with apprehension, before appearing directly in front of you. It brings a clawed hand up, as if to strike you, and you instinctively cover your face.
<br><br>
You instead feel a gentle caress against your cheek. You slowly open your eyes. <span class="green">The clawed hand is gone, replaced by pale, supple skin. You see a faint familiarity in its face.</span>
<br><br>
"<span class="wraith">We're still falling, nowhere near the bottom. But maybe we don't need to reach the bottom.</span>" <<lobsession>>
<</if>>
<<elseif $wraith.state is "despair">>
<<if !$wraithPrison.vision>>
It stares at you with a look of regret. It screams, and begins floating in circles, clawing at its own bare neck and wailing.
<br><br>
It flickers out, only to flicker back right in front of you. It reaches out for your neck, its hand long and clawed. But it stops short. It begins to sob, and collapses before you.
<br><br>
"<span class="wraith">I'm sorry. You were not ready. We must suffer more.</span>" <<gobsession>>
<br><br>
It flickers backwards, away from you. The rune at the bottom of the stairs glows again.
<<elseif C.npc["Ivory Wraith"].lust gte 12>>
It stares at you with anger and regret. It growls, and begins floating in circles, clawing at its own bare neck.
<br><br>
It flickers out, only to flicker back right in front of you. It grabs you by the neck, its hand long and clawed. You're pressed back against the wall. <<stress 12>><<pain 5>><<gpain>><<gstress>>
<br><br>
You struggle against it. It immediately drops you, looking horrified. "<span class="wraith">I'm sorry. It wasn't you. It wasn't you...</span>" <<lobsession>>
<br><br>
It floats backwards. You slide down the wall. <<tearful>> you stand. The rune at the bottom of the stairs glows again.
<<else>>
It stares at you with a look of regret. It flickers out of sight, only to appear right before you.
<br><br>
"<span class="wraith">You've seen it. Have you seen it? Will you help me? You will help me.</span>" <<lobsession>>
<br><br>
It floats backwards, away from you. The rune at the bottom of the stairs glows again.
<</if>>
<<else>>
"<span class="wraith">My time comes to an end. You will return, next moon.</span>"
<<if numberOfEarSlime()>>
<<if $earSlime.growth gte 200>>
It giggles, and you feel the slime in your head briefly take full control over your body. "<span class="wraith">This is the only place you can free yourself from the parasites you have become one with, after all.</span>"
<<else>>
It giggles, and you feel the slime in your head wriggle. "<span class="wraith">This is the only place you can free yourself from the parasite, after all.</span>"
<</if>>
<</if>>
<</if>>
<br><br>
A torrent of water shoots up from the stairs, and when it passes, the figure is gone. <span class="blue"><i>You're safe until the next blood moon.</i></span>
<br><br>
<<set $wraithPrison.state to "gone">>
<<unset _wraithEvent>>
<<endWraith>>
<<clearWraith>>
<</if>>
<<if _wraithEvent is true>>
<<if ["haunt", "despair"].includes($wraith.state) and $trauma gte ($traumamax / 10) * 4 and $wraithPrison.timePassed gte 140>>
The pale figure emerges from the ground. You feel your energy being sapped away already. You're pushed into one of the cells and onto a bed of lichen by an unseen force.
<br><br>
<<if $wraith.state is "haunt">>
It looks you over with a cold gaze, and grabs your cheeks with a clawed hand.
<<if !$wraithPrison.vision>>
"<span class="wraith">What was it you were seeking when you stole from the dead? Answers? I'll show you what it's like to drown with the corpse of this temple. May your curiosity be sated as the waves chew your bones. <<pcPetname "Wraith">>. <<pcPetname "Wraith">>.</span>"
<<else>>
"<span class="wraith">Down we go, once again. <<pcPetname "Wraith">>.</span>"
<</if>>
<<else>>
It looks you over with a desperate gaze, and grabs your cheeks with a clawed hand.
<<if !$wraithPrison.vision>>
"<span class="wraith">You must see. You must understand. You must help me. Where is it? <<pcPetname "Wraith">>.</span>"
<<else>>
"<span class="wraith">Help me. Where is it? <<pcPetname "Wraith">>.</span>"
<</if>>
<</if>>
<br><br>
It grabs a handful of lichen from the centre of the large colony, and tilts your head back. It begins to drop the crushed lichen into your mouth.
<<if $wraithPrison.vision>>
You know better than to try to resist.
<<else>>
You try to spit it out, but your body isn't obeying you.
<</if>>
Once your mouth is full of the flowering lichen, it kisses you.
You tense up, but soon enough, you feel an odd sense of relief. <<takeKissVirginity "Ivory Wraith" "rape">>
<<stress -200>><<lllstress>><<trauma 36>><<gggtrauma>><<purity -50>><<lllpurity>><<physique_loss 16>><<llphysique>><<pain -15>><<llpain>>
<br><br>
Everything spins out around you, leaving only you and a pale face in a swirling sea of nothing. Your mind screams for release as your thoughts burn away. <<ggghallucinogens>>
<br><br>
Your vision turns and warps in ways you didn't know were possible. Your skin ripples, like wax melting off a candle. You see yourself from above, backlit by the glowing lichen. You look down at your arms, and find them to be unnaturally pale.
<br><br>
<span class="nextLink"><<link [[Wake up.|Schism]]>><</link>></span>
<br>
<<else>>
<<generateWraith 1>>
The pale figure emerges from the ground. You're pulled towards it by an unseen force. It looks you over.
<br><br>
<<if $wraith.state is "haunt">>
"<span class="wraith"><<print either(
"Open your eyes.",
"<<pcPetname \"Wraith\">>.",
"You must sleep before you can awaken.",
"You must open your mind, only then can you face penance.",
"You aren't ready to see yet, thief. I will make you ready.",
"I will take everything from you. Only then will you understand."
)>></span>"
<<elseif $wraith.state is "despair">>
"<span class="wraith"><<print either(
"So cold.",
"I'm sorry.",
"Have you seen it?",
"We must suffer together.",
"<<pcPetname \"Wraith\">>.",
"You are everything I have."
)>></span>"
<<else>>
"<span class="wraith"><<print either(
"Do not resist.",
"Won't you give in?",
"Drown with me, forever.",
"<<pcPetname \"Wraith\">>.",
"I am already inside you.",
"This is everything you have."
)>></span>"
<</if>>
<br><br>
<<if $rng gte 90>>
It grabs a handful of the pink lichen, and grabs your face with its other hand, forcing your mouth open. It crumbles the lichen, and flakes begin to fall into your mouth.
<br><br>
<<set $skulduggerydifficulty to 600>>
<<link [[Accept it|Lake Ruin Lichen Eat]]>><<trauma 100>><<stress -50>><<set $phaseWraith to 1>><<hallucinogen 220>><</link>><<gggtrauma>><<lllstress>><<gghallucinogens>>
<br>
<<link [[Pretend to eat|Lake Ruin Lichen Eat]]>><<set $phaseWraith to 2>><</link>><<skulduggerydifficulty>>
<br>
<<link [[Spit it out|Lake Ruin Lichen Eat]]>><<set $phaseWraith to 3>><</link>>
<br>
<<elseif $rng gte 70 and $wraithPrison.possession is false>>
<<if !$wraith.will>>
<<set $wraith.will to random(1300, 1700)>>
<</if>>
<<set _wraithWill to Math.floor(1 + $wraith.will)>>
You feel it try to enter your body.
<br><br>
<<link [[Give in|Lake Ruin Prison Possession]]>><<if numberOfEarSlime()>><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><</if>><<sub 1>><</link>><<if numberOfEarSlime()>><<gcorruption>><<lpain>><<lltrauma>><<lstress>><</if>>
<br>
<<link [[Resist|Lake Ruin Prison Possession Resist]]>><<set $phase to 1>><<if numberOfEarSlime()>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><</if>><<def 1>><</link>><<if numberOfEarSlime()>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>><</if>><<willpowerdifficulty 1 _wraithWill>>
<br>
<<elseif $rng gte 50 and !$wraithPrison.masturbation>>
<<if !$wraith.will>>
<<set $wraith.will to random(1300, 1700)>>
<</if>>
<<set _wraithWill to Math.floor(1 + $wraith.will)>>
You feel it try to enter your body.
<br><br>
<<link [[Give in|Lake Ruin Prison Masturbation Start]]>><<if numberOfEarSlime()>><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><</if>><<sub 1>><</link>><<if numberOfEarSlime()>><<gcorruption>><<lpain>><<lltrauma>><<lstress>><</if>>
<br>
<<link [[Resist|Lake Ruin Prison Masturbation Resist]]>><<set $phase to 1>><<if numberOfEarSlime()>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><</if>><<def 1>><</link>><<if numberOfEarSlime()>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>><</if>><<willpowerdifficulty 1 _wraithWill>>
<br>
<<else>>
<<initWraith>>
<<startWraith>>
<br><br>
<<link [[Next|Lake Ruin Prison Rape]]>><</link>>
<br>
<</if>>
<</if>>
<<elseif $wraithPrison.state is "gone">>
<<link [[Enter the water|Lake Ruin Prison Leave]]>><<wraith_pass 2>><</link>>
<br>
<<elseif !$wraithPrison.search>>
<<link [[Search for a way out (0:30)|Lake Ruin Prison Search]]>><<wraith_pass 30>><</link>>
<br>
<<else>>
<<if $wraithPrison.search is 1>>
<<link [[Examine the cages (0:15)|Lake Ruin Prison Search]]>><<wraith_pass 15>><</link>>
<br>
<<elseif $wraithPrison.search is 2>>
<<link [[Keep searching (0:30)|Lake Ruin Prison Search]]>><<wraith_pass 30>><</link>>
<br>
<<elseif $wraithPrison.search is 3>>
<<link [[Swim down the stairs|Lake Ruin Prison Search]]>><<wraith_pass 2>><</link>>
<br>
<</if>>
<<if $wraithPrison.search gte 2>>
<<link [[Rest (1:00)|Lake Ruin Prison Rest]]>><<wraith_pass 60>><<set $tiredness -= 500>><<trauma 50>><</link>><<ltiredness>><<ggtrauma>>
<</if>>
<</if>>
<</if>><<effects>>
<<if !$wraithPrison.search>>
<<set $wraithPrison.search to 1>>
You look around the large chamber. The colony of glowing lichen is unlike anything you've ever seen before, and you wonder how it's survived. As you ponder, you realise this room should be flooded like the rest of the ruin.
<br><br>
You see discoloured marks on the walls, and the remains of rusted shackles below them. The cages are incapable of holding anything anymore, but you notice that each one has a large patch of lichen in the same corner.
<<elseif $wraithPrison.search is 1>>
<<set $wraithPrison.search to 2>>
You examine the cages. The glowing lichen has completely covered the bars in some places. You run your hand against it, and some of the bars crumble entirely away.
<br><br>
You become uneasy as you think about why the lichen starts in the back right corner of each cell. You take a closer look, and start to clear some of it away.
<br><br>
You find a large scrap of cloth underneath, torn in countless places by the lichen growing through. <<if $historytrait gte 4>>It looks like the remains of an ancient bedroll.<</if>>
<<elseif $wraithPrison.search is 2>>
<<set $wraithPrison.search to 3>>
You find the smashed remains of a small statue at the far end of the room. It's damaged beyond any value, but you think you can make out the shape of arms and wings.
<br><br>
You approach the stairs leading downwards. Dark water extends into nothingness. You spot a faint glow at the end.
<<elseif $wraithPrison.search is 3>>
<<set $wraithPrison.search to 4>>
You take a deep breath, and swim down. It's a long distance. <<loxygen>>
<br><br>
<<water>><<effectswater>>
When you finally reach the end, you see the same glowing rune. You place your hand against it, but nothing happens.
You try pushing, but it's hopeless. You swim back up.
<br><br>
<span class="red">There's no way out.</span>
<</if>>
<br><br>
<<link [[Next|Lake Ruin Prison]]>><</link>>
<br><<effects>>
You clear away some of the lichen in one of the cells, and lie on the tattered cloth. You close your eyes, but feel like you can still see the entire room.
<br><br>
You don't know how much time passes. Your body feels refreshed, but your mind feels exhausted.
<br><br>
<<link [[Next|Lake Ruin Prison]]>><</link>>
<br><<effects>>
<<if $struggle_start is 1>>
<<set $combat to 1>>
<<controlloss>>
<<violence 1>>
<<molested>>
<<if $player.penisExist>>
<<set $struggle.penis.creature to "pale slime">><<set $penisuse to "struggle">><<set $penisstate to "struggle">><<set $struggle.enemy[0].location to "penis">>
<<else>>
<<set $struggle.vagina.creature to "pale slime">><<set $vaginause to "struggle">><<set $vaginastate to "struggle">><<set $struggle.enemy[0].location to "vagina">>
<</if>>
<<unset $struggle_start>>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $enemytype to $wraith.type>>
<</if>>
<<effectsWraith>>
<<switch $wraith.type>>
<<case "man">>
<<if _combatend>>
<span id="next"><<link [[Next|Lake Ruin Prison Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Lake Ruin Prison Rape]]>><</link>></span><<nexttext>>
<</if>>
<<case "tentacles">>
<<if $tentacles.active lte ($tentacles.max / 2)>>
<span id="next"><<link [[Next|Lake Ruin Prison Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Lake Ruin Prison Rape]]>><</link>></span><<nexttext>>
<</if>>
<<case "slime">>
<<if $struggle.done gte $struggle.number>>
<span id="next"><<link [[Next|Lake Ruin Prison Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Lake Ruin Prison Rape]]>><</link>></span><<nexttext>>
<</if>>
<</switch>>
<br><<effects>>
<<if !$wraithCount>>
<<set $wraithCount to 0>>
<</if>>
<<if !$wraithMax>>
<<set $wraithCount to 0>>
<<set $wraithMax to 1>>
<<if C.npc["Ivory Wraith"].lust gt 10>>
<<set $wraithMax++>>
<</if>>
<<if $tentacledisable is "t">>
<<set $wraithMax -->>
<</if>>
<</if>>
<<if $wraith.type is "man" and $enemyhealth lte 0>>
The <<person>> looks down at you in shock as <<he>> staggers backwards.
<<if $wraith.gen is "abomination">>
The tentacles drop lifelessly to the ground, and sublimate into a pink mist.
<<elseif $wraith.gen is "arms">>
<<His>> extra arms fold back in.
<</if>>
<<His>> head snaps back, and <<he>> dissipates into nothingness with a brief shriek that echoes in your mind. Your ears ring, and you hear its voice all around you. "<span class="wraith">Good. Keep struggling.</span>"
<br><br>
<<tearful>> you look around, trying to make sure <<hes>> really gone.
<<set $wraith.defeated++>>
<<set $wraithPrison.timer to 120>>
<<set $wraithPrison.state to "recovering">>
<<clotheson>>
<<endcombat>>
<<endWraith>>
<br><br>
<<link [[Next|Lake Ruin Prison]]>><</link>>
<br>
<<elseif $enemyarousal gte $enemyarousalmax or ($wraith.type is "tentacles" and $tentacles.active lte ($tentacles.max / 2)) or ($wraith.type is "slime" and $struggle.done gte $struggle.number)>>
<<set $wraithCount++>>
<<ejacW>>
<<if $wraithCount gte $wraithMax>>
<<kissWraith>>
<br><br>
<<He>> breaks off, and sinks back into the floor. <<His>> laughs echo all around you.
<br><br>
<<tearful>> you look around, wondering when the next attack will come.
<<set $wraithPrison.timer to 60>>
<<set $wraithPrison.state to "recovering">>
<<clotheson>>
<<endcombat>>
<<endWraith>>
<br><br>
<<link [[Next|Lake Ruin Prison]]>><</link>>
<br>
<<else>>
<<continueWraith>>
<br><br>
<<link [[Next|Lake Ruin Prison Rape]]>><</link>>
<br>
<</if>>
<</if>><<effects>>
You push back as much as you can, clashing against its will.
<br><br>
<<if $willpowerSuccess>>
It's pushed back, <span class="green">rejected by your body.</span>
<<if $wraith.state is "haunt">>
It growls, and grabs you by the neck.
<br><br>
"<span class="wraith">Very well. We do it the hard way, then.</span>"
<<elseif $wraith.state is "despair">>
It frowns, and grabs you by the neck.
<br><br>
"<span class="wraith">We will share everything. Pleasure and pain.</span>"
<<else>>
It laughs, and places its hands on your shoulders.
<br><br>
"<span class="wraith">And yet, it was not a request.</span>"
<</if>>
<br><br>
<<initWraith>>
<<startWraith>>
<br><br>
<<link [[Next|Lake Ruin Prison Rape]]>><</link>>
<br>
<<else>>
<<set $possessed to true>><<canvas-model-override "blink" false>>
It slows for a moment, <span class="red">but still enters your body.</span> Your limbs twitch, and you feel your consciousness get pushed back and overwritten.
<br><br>
<<link [[Next|Lake Ruin Prison Possession]]>><</link>>
<br>
<</if>><<effects>><<set $possessed to true>><<canvas-model-override "blink" false>><<set $wraithPrison.possession to true>>
<<if $phase is 1>>
It begins to dissipate into a white mist. You don't resist at all, letting it take you entirely. All feeling and sense fades. Your limbs twitch, and you feel your consciousness get pushed back and overwritten.
<br>
<</if>>
It stands up in your body, steadying itself against the bars of the cage. It clenches your hands, and cracks your neck. It smiles.
<br><br>
"You're mine," it says with your voice.
<br><br>
<<if $tentacledisable is "f" and $rng gte 25>>
It sits down against the wall, and spreads your legs. Many pale tentacles enter your vision.
<<if $worn.lower.name isnot "naked">>
Your $worn.lower.name <<lowerplural>> torn to shreds in an instant.<<lowerruined>>
<</if>>
They near your groin, and cover your <<genitals>> in a thick slime. Sensation suddenly comes flooding back to you in every spot the slime touches. <<garousal>><<gpain>><<pain 6>>
<<if $player.vaginaExist>><<bodyliquid "vaginaoutside" "goo" 2>><</if>><<if $player.penisExist>><<bodyliquid "penis" "goo" 2>><</if>><<bodyliquid "thigh" "goo" 3>>
<br><br>
A gasp escapes your lips. You aren't sure if you caused it or not. Your mind is clouded by an inferno of arousal. You feel like you're right on the edge of a climax, but can't quite reach it. <<ggarousal>><<set $arousal to $arousalmax - 1>>
<br><br>
The tentacles trace up your body, leaving lines of pleasure in their wake. You feel like you're trapped in a cage of flesh, trying to push out. It's a twisted combination of pain, lust, and emptiness. <<gggarousal>>
<<bodyliquid "chest" "goo" 2>><<bodyliquid "rightarm" "goo" 2>><<bodyliquid "leftarm" "goo" 2>>
<<else>>
It sits and spreads your legs. Beneath you, your shadow ripples. It congeals into a body. Several bodies.
<<if $worn.lower.name isnot "naked" or $worn.upper.name isnot "naked">>
Damp hands lunge from all sides, tearing into your clothes. All they leave behind are their slimy prints.
<<upperruined>><<lowerruined>>
<<else>>
Damp hands caress you from all sides, leaving viscous prints.
<</if>>
Each one simmers on your skin.<<garousal>><<gpain>><<pain 6>>
<br><br>
Their touch is chaotic as it is sensual. A tender stroke turns to nails raking your skin. A lick to a bite. A moan to a shriek, directly in your ear. They're taunting you - coaxing you to the edge, then dragging you back at the last second.<<ggarousal>><<set $arousal to $arousalmax - 1>>
<br><br>
One body pulls you into its own, pushes you into another's, over and over again. In the briefs moments you aren't drowning in flesh, you're strangled by unbidden moans. It's a twisted combination of pain, lust, and emptiness.<<gggarousal>>
<<if $player.vaginaExist>><<bodyliquid "vaginaoutside" "goo" 2>><</if>><<if $player.penisExist>><<bodyliquid "penis" "goo" 2>><</if>><<bodyliquid "thigh" "goo" 3>>
<<bodyliquid "chest" "goo" 2>><<bodyliquid "rightarm" "goo" 2>><<bodyliquid "leftarm" "goo" 2>>
<</if>>
<br><br>
<<if $wraith.state is "haunt">>
Relief never comes, and you sit, trapped in your own body, for what feels like an eternity. It laughs in your voice, clearly enjoying the suffering it's inflicting on you. The minuscule light of the room begins to fade, and you black out.
<br><br>
<<link [[Next|Lake Ruin Prison Possession 2]]>><</link>>
<br>
<<else>>
Its upper half exits your body, and its hands caress your face. You're flooded with warmth as it leaves you. You're not sure if you can resist what's coming. You're not sure if you want to.
<br><br>
<<initWraith "man">>
<<link [[Next|Lake Ruin Prison Rape]]>><<wraithExorcise true false>><</link>>
<br>
<</if>><<effects>>
An instant later, it forces you awake. It has a hold of your very consciousness, and won't allow you any amount of relief. It begins to laugh hysterically in your voice. It shakily stands, and clenches your hands again.
<br><br>
<<if C.npc["Ivory Wraith"].lust gte 14 and !playerIsPregnant()>>
<span class="red">It punches you in the gut with a force much greater than what your body is normally capable of.</span> At the exact same moment, you regain feeling in your entire body. You crumble, and it leaves you. You gasp for air, nearly retching. <<gggpain>><<pain 18>>
<br><br>
Its foot comes crashing down on your back. A jolt of pain shoots through your whole body, and you go fully prone. The minuscule sensation of your <<genitals 2>> hitting the stone is enough to finally push you over the edge into an incredibly painful orgasm. <<orgasm>>
It keeps laughing as it digs its foot into your back, causing you to cry out in agony. It seems the slime covering you amplifies pain as well.
<br><br>
You barely manage to look up. It kneels down in front of you, smiling innocently. It almost looks human for a moment, but you know better than to think there's anything human about this. Its smile is quickly replaced with a sneer as it lifts your battered body, and begins to choke you.
<<else>>
However, just before continuing to assault you with your own body, <span class="green">it hesitates.</span> Your hands unclench. You both let out a long breath.
<br><br>
Your body sits against the wall. Your legs tuck in to your chest. You both sit there, unmoving. "Why?"
<br><br>
You're not sure which one of you asked. You don't know the answer, either. You feel your hand shakily move to your neck, as the pale figure begins to exit your body.
<</if>>
<br><br>
<<initWraith "man">><<set $NPCList[0].lefthand to "throat">><<set $NPCList[0].righthand to "throat">><<set $neckuse to "hand">>
<<link [[Next|Lake Ruin Prison Rape]]>><<wraithExorcise true false>><</link>>
<br><<effects>>
<<if $phaseWraith is 1>>
You close your eyes, and let it happen. It tastes strange. You immediately feel a pressure building in your mind.
<br><br>
The figure floats closer to you. Shapes begin to spin in its <<wraithEyes>> eyes. You feel your body start to relax.
<br><br>
After some time, it pulls away. It nods, and sinks back into the floor.
<<endevent>>
<<set $wraithPrison.timer to 30>>
<<set $wraithPrison.state to "recovering">>
<br><br>
<<link [[Next|Lake Ruin Prison]]>><</link>>
<br>
<<elseif $phaseWraith is 2>>
You pull away and close your mouth, and do your best to fake a swallow. It tastes strange, and you make sure not to actually swallow any.
<br><br>
The figure floats closer to you. Shapes begin to spin in its <<wraithEyes>> eyes.
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<span class="green">You realise what it's trying to do.</span> You let your arms fall limp, and force yourself to stare. It isn't hard. In fact, it's hard to look away.
<br><br>
After some time, it pulls away. It nods, and sinks back into the floor. You wait a moment, and spit the lichen out.
<<skulduggeryuse>>
<<endevent>>
<<set $wraithPrison.timer to 30>>
<<set $wraithPrison.state to "recovering">>
<br><br>
<<link [[Next|Lake Ruin Prison]]>><</link>>
<br>
<<else>>
You back away, and keep your eyes closed.
<br><br>
<<if C.npc["Ivory Wraith"].lust gte 12 and !playerIsPregnant()>>
<span class="red">You're kicked right in the stomach.</span> You immediately spit the lichen out, and begin coughing. <<pain 10>><<trauma 12>><<gtrauma>><<ggpain>>
<<else>>
You immediately feel yourself get pushed back against the wall. You open your eyes and spit out the lichen. It's looking at you with a mixture of anger and remorse.
<br><br>
"<span class="wraith">You prefer to suffer? Very well.</span>"
<</if>>
<br><br>
You feel it grab you by the throat.
<br><br>
<<skulduggeryuse>>
<<initWraith "man">><<set $NPCList[0].lefthand to "throat">><<set $NPCList[0].righthand to "throat">><<set $neckuse to "hand">>
<<link [[Next|Lake Ruin Prison Rape]]>><</link>>
<br>
<</if>>
<<else>>
You spit it out as soon as it lets go of you. You're immediately grabbed by the throat.
<br><br>
<<initWraith "abomination">><<set $NPCList[0].lefthand to "throat">><<set $NPCList[0].righthand to "throat">><<set $neckuse to "hand">>
<<link [[Next|Lake Ruin Prison Rape]]>><</link>>
<br>
<</if>><<effects>>
You push back as much as you can, clashing against its will.
<br><br>
<<if $willpowerSuccess>>
It's pushed back, <span class="green">rejected by your body.</span> It tuts, and grabs you by the arm.
<br><br>
"<span class="wraith">You'll learn to take the honey.</span>"
<br><br>
<<initWraith>>
<<startWraith>>
<br><br>
<<link [[Next|Lake Ruin Prison Rape]]>><</link>>
<br>
<<else>>
<<set $possessed to true>><<canvas-model-override "blink" false>>
It slows for a moment, <span class="red">but still enters your body.</span> Your limbs twitch, and you feel your consciousness get pushed back and overwritten.
<br><br>
<<link [[Next|Lake Ruin Prison Masturbation Start]]>><</link>>
<br>
<</if>><<effects>><<set $wraithPrison.masturbation to true>>
<<wraithPossess>>
<<if $phase is 1>>
It begins to dissipate into a white mist. You don't resist at all, letting it take you entirely. You can still feel your body, even as it takes over. Your limbs twitch, and you feel your consciousness get pushed back and overwritten.
<br>
<</if>>
It stands up in your body, steadying itself against the bars of the cage. It clenches your hands, and cracks your neck. It smiles.
<br><br>
It breathes in, filling your lungs with air. When it exhales, your body feels cooler.
<<set $arousal to 0>><<lllarousal>>
<br><br>
"<span class="wraith">You'll never forget this pleasure. Nor ever replicate it. Not without me.</span>"
<br>
It sits down against the wall, and spreads your legs.
<<if $worn.over_upper.name isnot "naked" or $worn.over_lower.name isnot "naked" or $worn.upper.name isnot "naked" or $worn.lower.name isnot "naked" or $worn.under_upper.name isnot "naked" or $worn.under_lower.name isnot "naked">>
A pale tentacle enters your vision, and coils around your clothes. It undresses you with a surprising gentleness.
<<chastityBreakWraith>>
<<undress "wraith masturbation">>
<</if>>
<br><br>
<<if $player.penisExist and ($lactating and $breastfeedingdisable is "f")>>
<<set $phase to "penisbreast">>
<<if $worn.genitals.name is "chastity parasite">>
It rubs your chastity parasite
<<else>>
It prods your <<penis>>
<</if>>
with a single finger<<if $player.penisExist and $player.vaginaExist>>, completely ignoring your <<pussy>><</if>>. With its other hand, it circles your nipple.
<<elseif $player.penisExist>>
<<set $phase to "penis">>
<<if $worn.genitals.name is "chastity parasite">>
It rubs your chastity parasite with a single finger<<if $player.penisExist and $player.vaginaExist>>, completely ignoring your <<pussy>><</if>>. It gently squeezes it, giggling.
<<else>>
It prods your <<penis>> with a single finger<<if $player.penisExist and $player.vaginaExist>>, completely ignoring your <<pussy>><</if>>. It traces your length, giggling.
<</if>>
<<elseif $lactating and $breastfeedingdisable is "f">>
<<set $phase to "breast">>
It circles your nipple with a single finger, before squeezing. Milk leaks from the tip.
<<else>>
<<set $phase to "vagina">>
It traces two fingers up your <<pussy>>. They meet at your clit, capturing it in a light pinch.
<</if>>
You expected your hands to be cold, but they're comfortably warm. A lewd feeling builds within you at its touch. You have no control over your body, but you can feel everything like normal.
<br><br>
As it begins to fondle your body, a wide grin forces itself across your face, and a dark pit settles in your stomach.
<br>
<span class="red">An orgasm here could be dangerous.</span>
<br><br>
<<link [[Next|Lake Ruin Prison Masturbation]]>><<set $masturbationstart to 1>><</link>><<effects>>
<<if $masturbationstart is 1>>
<<set $masturbationstart to 0>>
<<set $masturbationstat += 1>>
<<masturbationstart>>
<<set $leftarm to "possessed">><<set $rightarm to "possessed">><<set $mouth to "none">>
<<if $phase.includes("breast")>>
<<set $leftactiondefault to "mbreaststopW">>
<<elseif $phase is "penis">>
<<set $leftactiondefault to "mpenisstopW">>
<<else>>
<<set $leftactiondefault to "mvaginastopW">>
<</if>>
<<if $phase.includes("penis")>>
<<set $rightactiondefault to "mpenisstopW">>
<<elseif $phase is "breast">>
<<set $rightactiondefault to "mbreaststopW">>
<<else>>
<<set $rightactiondefault to "mvaginastopW">>
<</if>>
<</if>>
<<masturbationeffects>>
Your body is unnaturally warm. <<arousal 600>><<garousal>>
<br><br>
<<masturbationactions>>
<div id="masturbationButtons">
<<if $arousal gte $arousalmax or $control gte $controlmax>>
<div id="next" class="nextWraith"><<link [[Continue|Lake Ruin Prison Masturbation Finish]]>><</link>><<nexttext>></div>
<<else>>
<div id="next" class="nextWraith"><<link [[Continue|Lake Ruin Prison Masturbation]]>><</link>><<nexttext>></div>
<</if>>
</div>
<br><br><br><br><br><<effects>>
<<if $control gte $controlmax>>
<span class="gold">You stop.</span>
<br><br>
You can feel it pushing you to keep going. Your arms nearly buckle under the overwhelming force it exerts on your mind. But you've gotten your body back; you're not about to give it up.
<br><br>
Eventually, it rolls your eyes. A translucent limb forces itself out of your mouth and pushes against your face, propelling itself out of your body. <<tearful>> you redress yourself.
<br><br>
<<storeon "wraith masturbation">>
<<endmasturbation>>
<<endcombat>><<generateWraith 1>>
<<wraithExorcise true true>>
<<if $wraith.state is "haunt" or $wraith.offspring is "dead">>
The pale figure looks down at you and grins. "<span class="wraith">Wise to fear your own lust. But knowledge only goes so far to stop an inferno.</span>"
<br><br>
<<initWraith>>
<<startWraith>>
<br><br>
<<link [[Next|Lake Ruin Prison Rape]]>><</link>>
<<elseif $wraith.state is "despair">>
The pale figure looks down at you and frowns. "<span class="wraith">I'm sorry. Can the innocent repent?</span>"
<br><br>
After some time of staring at you, it pulls away. It sinks back into the floor.
<<endevent>>
<<set $wraithPrison.timer to 30>>
<<set $wraithPrison.state to "recovering">>
<br><br>
<<link [[Next|Lake Ruin Prison]]>><</link>>
<<else>>
The pale figure looks down at you and frowns. "<span class="wraith">Unimaginable pleasure, beyond any you've felt thus far... is that not what you desire?</span>" It almost sounds disappointed.
<br><br>
After some time of staring at you, it pulls away. It sinks back into the floor.
<<endevent>>
<<set $wraithPrison.timer to 30>>
<<set $wraithPrison.state to "recovering">>
<br><br>
<<link [[Next|Lake Ruin Prison]]>><</link>>
<</if>>
<<else>>
<<switch $phase>>
<<case "penisbreast">><<set _genitals to "<<penis>> and <<breasts>>">>
<<case "breast">><<set _genitals to "<<breasts>>">>
<<case "vagina">><<set _genitals to "<<pussy>>">>
<<case "penis">><<set _genitals to "<<penis>>">>
<<default>><<set _genitals to "genitals">>
<</switch>>
<<set $masturbationorgasmstat += 1>><<set $masturbationorgasm += 1>>
<<pass 5>>
You try to hold back and resist, but it wells up within you, surging upwards. It feels like your very core is straining to break free from your body, as your _genitals <<= ["vagina", "penis"].includes($phase) ? "sends" : "send">> waves of pleasure directly to your brain.
<br><br>
You reach your peak, but nothing comes out. For a second, all is still.
<br><br>
"Fall," it whispers with your voice.
<<orgasm>>
<<if $phase.includes("penis") and !$femaleclimax>>
<<if $parasite.penis.name and $parasite.penis.name isnot "parasite">>
Semen sprays out of your <<penis>> into the parasite latched to it.
<<elseif $worn.genitals.name is "chastity parasite">>
Semen sprays out of your <<penis>> into your chastity parasite, briefly enlarging it beyond its normal size.
<<else>>
Semen sprays out of your <<penis>> in a fountain, pulsing and throbbing but never slowing down.
<</if>>
<<elseif $phase.includes("penis")>>
Your <<penis>> spasms, despite it having nothing to give.
<</if>>
<<if $phase.includes("breast")>>
Milk pours from your <<breasts>> unnaturally, as your body spasms.
<</if>>
<<if $phase is "vagina">>
The pent-up warmth in your <<pussy>> erupts into a full-body inferno, releasing itself in a scream.
<</if>>
<br><br>
It's nothing you've ever experienced before. Your entire body, from your face to the tips of your toes, feels on fire, the pleasure from your _genitals spreading throughout the rest of you.
It's not one orgasm after another, it's one continuous orgasm. Electrifying, neverending, seeping through your skin, threatening to fry every pleasure nerve in your body but never following through on that threat.
<br><br>
It lasts for a minute. Then two minutes. Three. You can't count how long it's been, but your grasp of time is just barely enough to register that it <span class="lewd">feels like forever</span>.
<br><br>
<<link [[Next|Lake Ruin Prison Masturbation Finish 2]]>><</link>>
<</if>>
<br><<effects>>
<<set _semenLoss to ($semen_volume / 30 + 20) * -1>><<set _milkLoss to ($milk_volume / 30 + 20) * -1>>
When it finally ends, you collapse to the ground like a puppet with cut strings, your tongue helplessly lolling out of your mouth. The pale figure exits your body and smiles down at you.
<br><br>
<<if $phase isnot "vagina">>
You feel completely and utterly empty, in more ways than one. The magnitude of that orgasm has
<span class="red">completely drained you of
<<if $player.penisExist and ($lactating and $breastfeedingdisable is "f") and !$femaleclimax>>
semen and milk,
<<set $fluid_forced_stat += $semen_amount + $milk_amount>>
<<breast_sensitivity 0.5>><<genital_sensitivity 0.5>>
<<semenvolume _semenLoss>><<milkvolume _milkLoss>><<set $semen_amount to 0>><<set $milk_amount to 0>>
<<elseif $player.penisExist and !$femaleclimax>>
semen,
<<set $fluid_forced_stat += $semen_amount>>
<<genital_sensitivity 0.5>>
<<semenvolume _semenLoss>><<set $semen_amount to 0>>
<<else>>
milk,
<<set $fluid_forced_stat += $milk_amount>>
<<breast_sensitivity 0.5>>
<<milkvolume _milkLoss>><<set $milk_amount to 0>>
<</if>>
<<if $player.penisExist and $femaleclimax>>
/* Try to lower the semen volume anyway */
<<semenvolume _semenLoss>>
<</if>>
and has lowered your maximum capacity.</span>
<<else>>
Like a rag wrung dry, you feel your spirit trickling out.
<<genital_sensitivity 0.5>>
<</if>>
<span class="purple">You can't think straight, and you feel like you're more sensitive than you were before.</span>
<<tiredness 20>><<purity -20>><<trauma 24>><<drugs 1000>><<ggtrauma>><<gggtiredness>><<llpurity>><<gggdrugged>>
<br>
<<if $orgasmtrait is 1>>
You barely manage to form a dopey smile. That was the best damn orgasm of your life.
<<stress -20>><<llstress>>
<br>
<</if>>
<br>
<<pass 5>>
<<silently>><<storeactions "wraith masturbation">><</silently>>
<<if _temp_clothes_present is 1>>
<<tearful>> you redress as it watches you.
<<storeon "wraith masturbation">>
<</if>>
<<endmasturbation>>
<<endcombat>><<generateWraith 1>>
<<wraithExorcise true true>>
<<if C.npc["Ivory Wraith"].lust gte 14>>
The pale figure looks down at you and grins. "<span class="wraith">You've consumed yourself. Now I consume the rest.</span>"
<br><br>
<<initWraith>>
<<startWraith>>
<br><br>
<<link [[Next|Lake Ruin Prison Rape]]>><</link>>
<<else>>
The pale figure smiles playfully. "<span class="wraith">One million, two million, three million, more. You'll learn to fly, and learn to fall.</span>" It sinks below the ground.
<<endevent>>
<<set $wraithPrison.timer to 30>>
<<set $wraithPrison.state to "recovering">>
<br><br>
<<link [[Next|Lake Ruin Prison]]>><</link>>
<</if>><<set $outside to 0>><<set $location to "lake_ruin">><<set $bus to "lake_ruin_prison">><<underwater>><<effects>><<set $oxygen -= 260>>
You swim down. It's a long way, and it takes considerable effort. You make it. <<loxygen>>
<br><br>
You find the glowing rune at the bottom of the stairs. It flashes a bright red as you approach, and the scraping of stone fills the water as the door lowers.
<br><br>
You swiftly exit, not looking back.
<<if ["haunt", "despair"].includes($wraith.state) and !$wraithPrison.vision>>
<<if $wraithPrison.timePassed lt 180>>
<span class="blue">You wonder what it would have shown you, had you been "ready". You feel relieved that it didn't have more time to torture you.</span>
<<else>>
<span class="blue">You wonder what it would have shown you, had you been "ready". You feel relieved that your mind wasn't more vulnerable.</span>
<</if>>
<</if>>
<br><br>
<<link [[Next|Lake Ruin]]>><</link>>
<br><<widget "generateWraith">>
<<if _args[0] is undefined>>
<<set _w to 1>>
<<else>>
<<set _w to _args[0]>>
<</if>>
<<set _n to (_w -1)>>
<<if C.npc["Ivory Wraith"].init isnot 1>>
<<set _strapIgnore to true>><<set _condomIgnore to true>>
<<generateNPC _w a n n 20>>
<<set $NPCList[_n].skincolour to "ghost">>
<<saveNPC _n "temp_wraith">>
<<clearsinglenpc _n>>
<<initnpc "Ivory Wraith">>
<<run ["gender", "pregnancyAvoidance", "vagina", "penis", "chest", "skincolour", "breastsize", "breastsdesc", "breastdesc", "penisdesc", "penissize", "trust", "type"].forEach(s => C.npc["Ivory Wraith"][s] = clone($per_npc.temp_wraith[s]))>>
<<npc "Ivory Wraith">>
<<clearNPC "temp_wraith">>
<<else>>
<<npc "Ivory Wraith">>
<</if>>
<<checkWraith>>
<<if _args[1]>>
<<set $wraith.seen++>>
<</if>>
<<personselect _n>>
<</widget>>
<!-- Recursive. With no argument, picks one at random. If option is disabled, runs as another argument. Can not infinite loop. -->
<<widget "initWraith">>
<<if _args[0]>>
<<set $wraith.gen to _args.random()>>
<<set $pronoun to "i">>
<<statsWraith>>
<<switch $wraith.gen>>
<<case "man">>
<<set $molestationstart to 1>>
<<set $wraith.type to "man">>
<<set _genderknownbeforehand to true>>
<<set $noBodyWriting to true>>
<<set $stealtarget to "012345">>
<<maninit>>
<<set $enemyhealthmax to _wraithHP>>
<<set $enemyhealth to _wraithHP>>
<<set $enemyarousalmax to 700>>
<<healthMultiplier>>
<<set $enemyarousalmax to $enemyarousalmax * ($npcArousalMult / 100)>>
<<set $enemyanger += (C.npc["Ivory Wraith"].lust * 5)>>
<<set $enemytrust -= (C.npc["Ivory Wraith"].lust * 2)>>
<<npcexpose>>
<<case "slimetentacles">>
<<if $debug is 1>>
/* Unreachable until swarms are un-fucked */
<<if $slimedisable is "f" and $tentacledisable is "f">>
<<set $molestationstart to 1>>
<<set $wraith.type to "tentacles">>
<<swarminit "slimes" "slime mass" "moving towards you" "encircle you" "fend off" _wraithSlimes 0>>
<<tentaclestart _wraithTentacles 18 "tentacle" "pale">>
<<else>>
<<initWraith "tentacles">>
<</if>>
<<else>>
<<initWraith "tentacles">>
<</if>>
<<case "slime">>
<<if $slimedisable is "f">>
<<set $struggle_start to 1>>
<<set $wraith.type to "slime">>
<<struggle_init>>
<<set $struggle.creature to "pale slime">>
<<if $wraith.state is "haunt">>
<<struggle_creatures 4 2>>
<<else>>
<<struggle_creatures 3 1>>
<</if>>
<<else>>
<<initWraith "tentacles">>
<</if>>
<<case "tentacles">>
<<if $tentacledisable is "f">>
<<set $molestationstart to 1>>
<<set $wraith.type to "tentacles">>
<<tentaclestart _wraithTentacles 18 "tentacle" "pale">>
<<else>>
<<initWraith "arms">>
<</if>>
<<case "abomination">>
<<if $tentacledisable is "f">>
<<set $molestationstart to 1>>
<<set $wraith.type to "man">>
<<set $abomination to 1>>
<<set _genderknownbeforehand to true>>
<<set $noBodyWriting to true>>
<<maninit>>
<<npcexpose>>
<<set $enemyhealthmax to _wraithHP>>
<<set $enemyhealth to _wraithHP>>
<<set $enemyarousalmax to 1300>>
<<healthMultiplier>>
<<set $enemyarousalmax to $enemyarousalmax * ($npcArousalMult / 100)>>
<<set $enemyanger += (C.npc["Ivory Wraith"].lust * 5)>>
<<set $enemytrust -= (C.npc["Ivory Wraith"].lust * 2)>>
<<tentaclestart _wraithTentaclesAbomination 15 "tentacle" "pale">>
/* This felt a bit too powerful, partially disabled for now. */
<<for _i to 0; _i lt $tentacles.active; _i++>>
/*<<set $enemyhealthmax += $tentacles[_i].tentaclehealth>>*/
/*<<set $enemyhealth += $tentacles[_i].tentaclehealth>>*/
<<set $enemyarousalmax += $tentacles[_i].tentaclehealth>>
<</for>>
<<else>>
<<initWraith "arms">>
<</if>>
<<case "arms">>
<<set $molestationstart to 1>>
<<set $breakIgnore to true>>
<<set $wraith.type to "man">>
<<set _genderknownbeforehand to true>>
<<set $noBodyWriting to true>>
<<set $stealtarget to "012345">>
<<maninit>>
<<for _iw to 1; _iw lt 4; _iw++>>
<<npc "Ivory Wraith" -1>>
<<set $NPCList[_iw].lefthand to 0>>
<<set $NPCList[_iw].righthand to 0>>
<<set $NPCList[_iw].mouth to "none">>
<<set $NPCList[_iw].penis to "none">>
<<set $NPCList[_iw].vagina to "none">>
<<set $NPCList[_iw].active to "active">>
<</for>>
<<set $enemyhealth to _wraithHP>>
<<set $enemyhealthmax to _wraithHP>>
<<npcexpose>>
<<set $enemyarousalmax to 700>>
<<healthMultiplier>>
<<set $enemyarousalmax to $enemyarousalmax * ($npcArousalMult / 100)>>
<<set $enemyanger += (C.npc["Ivory Wraith"].lust * 5)>>
<<set $enemytrust -= (C.npc["Ivory Wraith"].lust * 2)>>
<<default>>
<<initWraith "man">>
<</switch>>
<<if $wraithHealth>>
<<set $enemyhealth to $wraithHealth>>
<</if>>
<<else>>
<<switch random(1, 6)>>
<<case 1>>
<<if $wraith.state is "haunt" or Time.isBloodMoon()>>
<<initWraith "abomination">>
<<else>>
<<initWraith "man">>
<</if>>
<<case 2>>
<<initWraith "tentacles">>
<<case 3>>
<<initWraith "slimetentacles">>
<<case 4>>
<<initWraith "slime">>
<<case 5>>
<<initWraith "abomination">>
<<case 6>>
<<initWraith "arms">>
<</switch>>
<</if>>
<<set $speechdisable to 1>><<set $enemynomax to 1>>
<</widget>>
<<widget "statsWraith">>
<<set _wraithMod to (1 + (Math.floor(C.npc["Ivory Wraith"].lust / 3)))>>
<<set _wraithHP to 600 + (50 * _wraithMod)>>
<<set _wraithSlimes to (1 + _wraithMod)>>
<<set _wraithTentacles to Math.clamp((4 + _wraithMod), 6, 10)>>
<<set _wraithTentaclesAbomination to Math.clamp(Math.floor(1 + _wraithMod), 4, 7)>>
<</widget>>
<<widget "startWraith">>
<<switch $wraith.gen>>
<<case "man">>
<<He>> raises <<his>> hand, and you're forced to kneel.
<<case "abomination">>
Many tentacles burst from <<his>> back, and <<he>> pulls you in.
<<case "arms">>
Several extra pairs of arms emerge from <<his>> back.
<<case "tentacles" "slimetentacles">>
<<He>> raises <<his>> hands, and swirling purple discs appear all around you. Tendrils erupt from them, grabbing you. <<He>> sits back mid-air, and watches with a grin.
<<case "slime">>
<<He>> makes strange motions with <<his>> arms, and a swirling purple disc appears in the air. Several large pale slimes emerge from it. <<He>> sits back mid-air, and watches with a grin.
<</switch>>
<</widget>>
<<widget "continueWraith">>
<<if !$wraithOptions>>
<<if $consensual is 1>>
<<set $wraithOptions to ["man", "tentacles", "abomination", "arms"]>>
<<else>>
<<set $wraithOptions to ["man", "tentacles", "abomination", "slime", "arms"]>>
<</if>>
<</if>>
<<set _wraithLast to $wraith.gen>>
<<set _wraithSelect to $wraithOptions.pluck()>>
<<set $wraithHealth to $enemyhealth>>
<<endcombat>>
<<generateWraith 1>>
<<initWraith _wraithSelect>>
<<set $NPCList[0].intro to 0>>
<<if $wraithHealth lt ($enemyhealth * 0.2) * ($npcHealthMult / 100)>>
<<set $enemyhealth to $enemyhealth * 0.2 * ($npcHealthMult / 100)>>
<<else>>
<<set $enemyhealth to $wraithHealth>>
<</if>>
<<set $enemyhealthmax to $enemyhealth>>
<<if $pain gte 50 and $bus isnot "lake_ruin_prison">>
<<kissWraith>>
<</if>>
<<if _wraithLast is $wraith.gen>>
It looks down at you with a smile. "<span class="wraith">Again.</span>"
<<else>>
<<switch $wraith.gen>>
<<case "man">>
<<He>> raises <<his>> hand, and an invisible force pulls you back in. "<span class="wraith">Forever.</span>"
<<case "abomination">>
Many tentacles burst from <<his>> back, and <<he>> pulls you in. "<span class="wraith">Embrace it.</span>"
<<case "arms">>
Several extra pairs of arms emerge from <<his>> back. "<span class="wraith">You'll never be free again.</span>"
<<case "tentacles" "slimetentacles">>
<<He>> raises <<his>> hands, and swirling purple discs appear all around you. Tendrils erupt from them, grabbing you. <<He>> sits back mid-air, and watches with a grin. "<span class="wraith">The writhing ensues.</span>"
<<case "slime">>
<<He>> makes strange motions with <<his>> arms, and a swirling purple disc appears in the air. Several large pale slimes emerge from it. <<He>> sits back mid-air, and watches with a grin. "<span class="wraith">The waves chew.</span>"
<</switch>>
<</if>>
<</widget>>
<<widget "endWraith">>
<<if $enemyhealth gt 0>>
<<set $wraithHealth to $enemyhealth + 50>>
<<else>>
<<unset $wraithHealth>>
<</if>>
<<endevent>>
<<run delete $wraith.type>>
<<run delete $wraith.select>>
<<run delete $wraith.gen>>
<<unset $wraithOptions>>
<<set $wraith.mimic to "">>
<<unset $wraithCount>>
<<unset $wraithMax>>
<<set $wraith.revealed to false>>
<<if $controlSaved>>
<<set $control to $controlSaved>>
<<unset $controlSaved>>
<</if>>
<<if $wraith.nightmare is 2>>
<<set $wraith.nightmare to 0>>
<</if>>
<<if $possessed>>
<<if $wraith.possessCount is undefined>>
<<set $wraith.possessCount to 1>>
<<else>>
<<set $wraith.possessCount++>>
<</if>>
<<unset $possessed>><<canvas-model-override "clear">>
<</if>>
<<unset $nextPassage>>
<<unset $nextPassageIntended>>
<<unset $nextPassageCheck>>
<<unset $phaseWraith>>
<<unset $wraithBedSpeech>>
<</widget>>
<<widget "rainWraith">>
<<if Weather.precipitation is "none">>
<<set Weather.set("heavyPrecipitation", true, 20)>>
<<if _args[0]>>
<<if $outside is 1>>
<<if Weather.precipitation is "snow">>
<<print either(
"You don't remember when it started snowing. It's already hard to see.",
"The wind picks up, and visibility drops as a snow squall rolls in.",
"You feel snowflakes on your skin."
)>>
<<else>>
<<print either(
"You don't remember when it started raining.",
"The wind picks up, and it starts to rain.",
"You feel raindrops on your skin."
)>>
<</if>>
<<else>>
<<print either(
"You don't remember when the fog rolled in. It's already hard to see.",
"An inexplicable wind picks up, and a fog rolls in.",
"Fog envelops your surroundings."
)>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "endRainWraith">>
<<if _args[0]>>
<<if $outside is 1>>
<<if Weather.precipitation is "rain">>
<<print either(
"The sky doesn't clear up.",
"The rain doesn't stop.",
"The rain refuses to relent."
)>>
<<else>>
<<print either(
"The sky doesn't clear up.",
"The snow doesn't stop.",
"The snow refuses to relent."
)>>
<</if>>
<<else>>
<<print either(
"The surroundings begins to clear up.",
"The fog suddenly dissipates.",
"The fog relents."
)>>
<</if>>
<</if>>
<</widget>>
<<widget "checkWraith">>
<<if !$wraith.init>>
<<set $wraith to {init: 1, seen: 0, days: 0, defeated: 0, evaded: 0, nightmare: 0, timer: 0, hunt: 0, state: "", mimic: "", revealed: false, offspring: "", exit: ""}>>
<</if>>
<<if Time.days gte 32 and Time.monthName isnot "October" and !$wraithSkip>>
<<if $museumAntiques.antiques.antiqueivorynecklace isnot "notFound">>
<<if $necklaceThief is "player">>
<<set $wraith.state to "haunt">>
<<else>>
<<set $wraith.state to "despair">>
<</if>>
<<else>>
<<set $wraith.state to "active">>
<</if>>
<</if>>
<<if _args[0]>>
<<if $wraith.state isnot "" and !$wraithCheck and $wraith.nightmare is 0 and (random(0,2) is 2 or $wraith.state is "haunt" or $wraith.offspring is "dead")>>
<<set $wraith.nightmare to 1>>
<<set $wraithCheck to true>>
<</if>>
<<if $moonstate isnot "morning" and $wraith.state isnot "" and $wraith.timer lte 0>>
<<set $wraith.timer to C.npc["Ivory Wraith"].lust>>
<</if>>
<</if>>
<</widget>>
<<widget "clearWraith">>
<<if $wraith>>
<<if $foresthunt gte 1 and $blackwolfhunt is 0 and $edenforesthunt is 0>>
<<set $foresthunt to 0>>
<</if>>
<<set $wraith.mimic to "">>
<<set $wraith.exit to "">>
<<set $wraith.nightmare to 0>>
<<set $wraith.hunt to 0>>
<<set $wraith.timer to 0>>
<<set $wraith.evaded to 0>>
<<unset $wraithCheck>>
<<unset $wPersist>>
<<unset $wraithSkip>>
<<run delete $wraith.type>>
<<run delete $wraith.select>>
<<run delete $wraith.gen>>
<<run delete $wraith.will>>
<<unset $wraithOptions>>
<<unset $wraithCount>>
<<unset $wraithMax>>
<<unset $wraithHealth>>
<<if $possessed>>
<<if $wraith.possessCount is undefined>>
<<set $wraith.possessCount to 1>>
<<else>>
<<set $wraith.possessCount++>>
<</if>>
<<unset $possessed>><<canvas-model-override "clear">>
<</if>>
<<set $wraith.revealed to false>>
<<unset $wraithWillMessage>>
<<unset $nextPassage>>
<<unset $nextPassageIntended>>
<<unset $nextPassageCheck>>
<<unset $phaseWraith>>
<<unset $wraithPaleVisit>>
<<unset $wraithApologise>>
<<unset $wraithApologiseCooldown>>
<</if>>
<</widget>>
<<widget "wraithEyes">><<silently>>
<<set _text_output to (["haunt", "despair"].includes($wraith.state) ? "red" : "blue")>>
<</silently>><<print _text_output>><</widget>>
<<widget "wraithShamble">><<silently>>
<<if $compoundWraith>>
<<set _text_output to ($compoundWraith is "willing" ? "walk" : "shamble")>>
<<else>>
<<set _text_output to "shamble">>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "speechWraith">><<silently>>
<<if $possessed and _args[0] isnot "lines">>
<<set $_npcWraith to _args[0] || "none">>
<<set _speakPool to ["speak","grunt","giggle","whisper","sneer","laugh","yell","spit","speak in an eerily calm tone"]>>
<<if $wolfgirl gte 4>>
<<run _speakPool.pushUnique(
"bark","growl","howl"
)>>
<</if>>
<<if $cat gte 4>>
<<run _speakPool.pushUnique(
"meow","purr","hiss"
)>>
<</if>>
<<if $cow gte 4>>
<<run _speakPool.pushUnique(
"moo","snort","huff"
)>>
<</if>>
<<if $bear gte 4>>
<<run _speakPool.pushUnique(
"growl","snort","huff"
)>>
<</if>>
<<if $harpy gte 4>>
<<run _speakPool.pushUnique(
"chirp","screech","sing"
)>>
<</if>>
<<if $fox gte 4>>
<<run _speakPool.pushUnique(
"bark","yip","scream"
)>>
<</if>>
<<set _linePool to ($_npcWraith is "none" ? [
"Me.",
"Stay.",
"Give in.",
"Not yet.",
"Abandoned.",
"Pretender.",
"Take a bow.",
"And so do we.",
"Know your place.",
"Maelstrom, tirade.",
"A corpse can't speak.",
"Why don't we find out?",
"Just a little further.",
"The strings comfort me.",
"Our heaven, made of twigs.",
"Never to see the moon again.",
"Step aside, or be cast aside.",
"A corpse should stay in its coffin.",
"Don't repeat yourself. Don't bother.",
"We were never here. That's why we left.",
"Like sand slipping through our fingers.",
"Even if I have to drag you there myself.",
"Run. Forget that you have nowhere to go. Run.",
"Come to my parlour, said the fly to the spider.",
"What is within always conquers what is without.",
"Steel yourself all you like. You'll eventually rust.",
"History swallows the victims and spits out their bones.",
"Desolate. Disappear. Drown. We'll come back to find you.",
"It would be maddening, to only know the other end of the ordeal.",
"Carve. Into. You. Our. Name. Perfection. Wash. Away. All. You. Are."
] : [])>>
<<if $npc.includes("Sydney")>>
<<run statusCheck("Sydney")>>
<<run _linePool.pushUnique(
"Liar.",
"Again.",
"Sydney?",
"Alone at last.",
"I've lost ourself.",
"Let us sleep forever.",
"Can the innocent repent?",
"You know why we're here.",
"I'm sorry you put your trust in me.",
"It's hilarious. Why aren't you laughing?",
"It's okay now, Sydney. I'm back to normal.",
"Block me out all you like. I am still here.",
"Do you remember your <<sydneyOtherParent>>?",
"They never stopped, because they never began.",
"The light will consume you, slowly, painfully.",
"We're glad to see you again. We missed you, you know.",
"Do you remember? Of course you do. Of course you don't.",
"What a terrible song, and you're not the one playing it.",
"<<nnpc_He \"Harper\">> was so sure of <<nnpc_himself \"Harper\">>.",
"The pure and the corrupt are at ends, but the end itself remains the same.",
"As Two will emerge from One will emerge from Two <span class=\"tentacle\">As One</span>."
)>>
<<if $templePromised is "Sydney">>
<<run _linePool.pushUnique("Calamity rings.")>>
<</if>>
<<if _sydneyStatus.includes("pure")>>
<<run _linePool.pushUnique(
"You'll understand once you fly.",
"Baptisms with water of the womb.",
"Every life has sin. Every sin has life."
)>>
<<elseif _sydneyStatus.includes("neutral")>>
<<run _linePool.pushUnique(
"Tipped with a void.",
"And so long as that's true, it will never go away.",
"Balance. Indecisiveness. Fear. There's a lot of words."
)>>
<<elseif _sydneyStatus.includes("corrupt")>>
<<run _linePool.pushUnique(
"No one will answer.",
"What you fear, you have become.",
"Was it worth it? Of course it was."
)>>
<</if>>
<<else>>
<<run _linePool.pushUnique(
"You'll never be a part. We'll never be apart.",
"We stand <span class=\"tentacle\">As One</span>, and you'll never be a part."
)>>
<</if>>
<<if $npc.includes("Robin") or $_npcWraith is "Robin">>
<<run _linePool.pushUnique(
"Little nothing.",
"The wing-clipped are better smothered.",
"How far would you go? How far can you run?",
"You've built your cage, songbird. Lie in it."
)>>
<<if C.npc.Robin.trauma gte 20>>
<<run _linePool.pushUnique("I'm sorry that you put your trust in <<phim>>.")>>
<</if>>
<<if C.npc.Robin.cdquest gte 7>>
<<run _linePool.pushUnique("New skin. Same sin.")>>
<</if>>
<</if>>
<<if $npc.includes("Whitney") or $_npcWraith is "Whitney">>
<<run _linePool.pushUnique(
"Tormentor.",
"Drown in smoke. Drown in flame.",
"A suit of armour made of bodies. They're not here now."
)>>
<<if $whitneyrescued>>
<<run _linePool.pushUnique("Betrayed by your worst enemy. Do you love <<phim>>?")>>
<</if>>
<</if>>
<<if $npc.includes("Kylar") or $_npcWraith is "Kylar">>
<<run _linePool.pushUnique(
"Child of monsters.",
"You've seen it, too.",
"A shadow, just as faithless.",
"Were your grip a little stronger.",
"Blistering emerald green, blinding the world. Such is your envy."
)>>
<<if ["dead","sold"].includes($wraith.offspring)>>
<<run _linePool.pushUnique("You failed them. You failed us.")>>
<</if>>
<<if $syndromekylar is 1>>
<<run _linePool.pushUnique("Longing, belonging.")>>
<</if>>
<</if>>
<<if $npc.includes("Eden") or $_npcWraith is "Eden">>
<<run _linePool.pushUnique(
"Eden...",
"So much left unsaid.",
"If you could take me with you...",
"You never should have stopped running.",
"Like a long lost friend you never knew.",
"You'll never be far enough. It never leaves."
)>>
<<if $syndromeeden is 1>>
<<run _linePool.pushUnique("You found a home, in collar and chains.")>>
<</if>>
<</if>>
<<if $npc.includes("Avery") or $_npcWraith is "Avery">>
<<run _linePool.pushUnique(
"Not all stains wash out.",
"Money. Material. Meaningless noise.",
"You still wouldn't be able to afford it."
)>>
<<if $averyragerevealed is 1>>
<<run _linePool.pushUnique("Wine mixes with blood, shed from the glass shattered.")>>
<</if>>
<</if>>
<<if $npc.includes("Alex") or $_npcWraith is "Alex">>
<<run _linePool.pushUnique(
"You would be nothing.",
"One of thirteen. Indistinguishable.",
"Water down your mind, until you destroy all you love."
)>>
<<if $farm.aggro gte 60>>
<<run _linePool.pushUnique("The locusts will have a new feast.")>>
<</if>>
<</if>>
<<if $npc.includes("Black Wolf") or $_npcWraith is "Black Wolf">>
<<run _linePool.pushUnique(
"Wait your turn.",
"The howl, too, drips with red.",
"Dare to hunt. Be made to heel."
)>>
<<if $wolfpackleader is 1>>
<<run _linePool.pushUnique("Bite the hand that feeds.")>>
<</if>>
<</if>>
<<if $npc.includes("Great Hawk") or $_npcWraith is "Great Hawk">>
<<run _linePool.pushUnique(
"Wise to fear your reflection.",
"An untended egg never hatches.",
"Fly to the sun or sink in the mud.",
"The song never stopped. Did it ever begin?"
)>>
<<if $birdFly is 1>>
<<run _linePool.pushUnique("Count the feathers. Uncountable feathers.")>>
<</if>>
<</if>>
<<if $npc.includes($spear_holder)>>
<<run _linePool.pushUnique(
"Crossways, ablaze.",
"Your balance is imperfect.",
"You who bear the torch, may you burn.",
"See the blade for all its overwhelming might and realise your smallness.",
"Raise up your spear, salvation attain. Still we stand here, <span class=\"tentacle\">As One</span> we remain."
)>>
<</if>>
<!-- Ideally, this part would be a for loop. I can't figure out how to generate a new temporary variable for each loop iteration,
and if I use the same temp variable for each loop, only the last named NPC's name and title will be added to the pool.
Temp arrays don't work either. -->
<<if $npc[0]>>
<<set _npc0 to clone($npc[0])>>
<<set _title0 to C.npc[$npc[0]].title.split(" ").pop()>>
<<run _linePool.pushUnique(
"_npc0 _npc0 _npc0 _npc0 _npc0 _npc0 _npc0 _npc0.",
"Hie away, _title0 mine, hie away."
)>>
<</if>>
<<if $npc[1]>>
<<set _npc1 to clone($npc[1])>>
<<set _title1 to C.npc[$npc[1]].title.split(" ").pop()>>
<<run _linePool.pushUnique(
"_npc1 _npc1 _npc1 _npc1 _npc1 _npc1 _npc1 _npc1.",
"Hie away, _title1 mine, hie away."
)>>
<</if>>
<<if $npc[2]>>
<<set _npc2 to clone($npc[2])>>
<<set _title2 to C.npc[$npc[2]].title.split(" ").pop()>>
<<run _linePool.pushUnique(
"_npc2 _npc2 _npc2 _npc2 _npc2 _npc2 _npc2 _npc2.",
"Hie away, _title2 mine, hie away."
)>>
<</if>>
<<if $npc[3]>>
<<set _npc3 to clone($npc[3])>>
<<set _title3 to C.npc[$npc[3]].title.split(" ").pop()>>
<<run _linePool.pushUnique(
"_npc3 _npc3 _npc3 _npc3 _npc3 _npc3 _npc3 _npc3.",
"Hie away, _title3 mine, hie away."
)>>
<</if>>
<<if $npc[4]>>
<<set _npc4 to clone($npc[4])>>
<<set _title4 to C.npc[$npc[4]].title.split(" ").pop()>>
<<run _linePool.pushUnique(
"_npc4 _npc4 _npc4 _npc4 _npc4 _npc4 _npc4 _npc4.",
"Hie away, _title4 mine, hie away."
)>>
<</if>>
<<if $npc[5]>>
<<set _npc5 to clone($npc[5])>>
<<set _title5 to C.npc[$npc[5]].title.split(" ").pop()>>
<<run _linePool.pushUnique(
"_npc5 _npc5 _npc5 _npc5 _npc5 _npc5 _npc5 _npc5.",
"Hie away, _title5 mine, hie away."
)>>
<</if>>
<<set _speak to _speakPool.pluck()>>
<<set _line1 to "<span class=\"wraith\">" + _linePool.pluck() + "</span>">>
<<set _line2 to "<span class=\"wraith\">" + _linePool.pluck() + "</span>">>
<<if random(0,2)>>
<<set _speechWraith to "You _speak. \"_line1 _line2\"">>
<<else>>
<<set _speechWraith to "You _speak. \"_line1\"">>
<</if>>
<<elseif $wraith.state is "" and _args[0] isnot "lines">>
<<set _speechWraith to ["The <<person>> holds <<his>> necklace tightly.", "The <<person>> whispers incoherently.","The <<person>> giggles quietly.","The <<person>> speaks in a language you don't understand.","The <<person>> opens <<his>> mouth, and your ears begin ringing.","The <<person>> says something, but you immediately forget what it was.","The <<person>> doesn't speak."].pluck()>>
<<elseif $wraith.mimic isnot "" and $wraith.revealed is false and _args[0] isnot "lines">>
<<switch $wraith.mimic>>
<<case "Sydney">>
<<set _speechWraith to either(
"<<He>> speaks. \"Th-the temple will punish me for this... but I don't care anymore!\"",
"<<He>> speaks. \"This is worth any punishment the temple will do to me.\"",
"<<He>> speaks. \"We're both sinners now, aren't we?\"",
"<<He>> speaks. \"This... still feels so wrong... but...\"",
"<<He>> speaks. \"I love the feeling of you inside me.\"",
"<<He>> speaks. \"We're still pure, right? This doesn't count?\"",
"<<He>> speaks. \"Are you sure this feels good for you?\"",
"<<He>> speaks. \"You look so cute down there.\"",
"<<He>> barely manages to speak. \"If... if you... I'm going to...\"",
"<<He>> speaks. \"I love being this close together.\"",
"<<He>> speaks. \"I'm getting used to this feeling.\"",
"<<He>> giggles. \"G... go ahead. Just be gentle, please.\"",
"<<He>> moans. \"Do it! Deflower me! Make me yours!\"",
"<<He>> giggles nervously. \"This is dangerous...\"",
"<<He>> smiles gleefully. \"We both have to stay pure, after all!\"",
"<<He>> laughs. \"I love it when you're rough!\"",
"<<He>> lets out a clearly fake yawn. \"Already bored of the foreplay.\"",
"<<He>> giggles. \"I wouldn't want anyone else to touch me like this.\"",
"<<He>> speaks. \"Just relax, and let me take care of this.\"",
"<<He>> giggles. \"I didn't know this spot could make someone feel good!\"",
"<<He>> speaks. \"You're staring. At least let me look at yours, too...\"",
"<<He>> speaks. \"I was always taught that this was sinful, but...\"",
"<<He>> takes a deep breath. \"We... need to stay quiet...\"",
"<<He>> giggles. \"I've sinned... is this my punishment?\"",
"<<He>> giggles. \"W... we're doing this in the temple, and nothing is stopping us...\"",
"<<He>> freezes. \"Wh... who? Who is it?!\""
)>>
<<default>>
<</switch>>
<<elseif $wraith.state is "active" and $rng lte 8 and _args[0] isnot "lines">>
<<set _speechWraith to "<<He>> holds <<his>> necklace close.">>
<<else>>
<<if _args[0] isnot "lines">>
<<set _speaks to [
"<<He>> snarls",
"<<He>> growls",
"<<He>> cackles",
"<<He>> purrs",
"<<He>> hisses",
"<<He>> emanates",
"<<He>> speaks",
"<<He>> grunts",
"<<He>> giggles",
"<<He>> whispers",
"<<He>> speaks in an eerily calm tone",
"<<His>> voice comes from directly behind you"
].pluck()>>
<</if>>
<<if $alarm is 1>>
<<set $alarm to 0>>
<<set _speaks to "<<He>> repeats your screams for help in a mocking tone, in your own voice">>
<</if>>
<<set _linePool to [
"You.",
"Give in.",
"Take a bow.",
"All for this.",
"And so do you.",
"The pursuit bends.",
"Tick-tock, tick-tock.",
"Endless, in the skies.",
"Just a little further.",
"I know why you're here.",
"Relentless, in disguise.",
"Is this your idea of heaven?",
"Don't make me repeat myself.",
"I can feel your heart pounding.",
"With a dream that casts a shadow.",
"But we both knew that, didn't we?",
"Join me, why don't you? It's not far.",
"Like sand slipping through your fingers.",
"All that matters is the blissful present.",
"One million, two million, three million, four.",
"What is within is greater than what is without.",
"I'm glad to see you again. I missed you, you know.",
"Why did they leave? Because they were never there.",
"We're all that's left. Can you hear them? No, you can't.",
"It would be maddening, to only know one end of the ordeal.",
"Here we stand, As Two, <span class=\"tentacle\">As One</span>.",
"The pure die young, and the corrupt are as lambs to the slaughter.",
"At the bottom, you'll find only darkness, and the darkness will be your everything.",
"<<pcPetname \"Wraith\">>.","<<pcPetname \"Wraith\">>.","<<pcPetname \"Wraith\">>.",
"<<pcPetname \"Wraith\">>, <<pcpetname \"Wraith\">>.", "<<pcPetname \"Wraith\">>, <<pcpetname \"Wraith\">>."
]>>
<<if $wraith.state is "haunt">>
<<run _linePool.pushUnique(
"Thief.",
"Vulture.",
"Graverobber.",
"Give it back.",
"Sleep forever.",
"Cut you to perfection.",
"Wrath wrath ?sin ?sin ?sin ?sin ?sin wrath.",
"Water down your shame, until the lake runs dry.",
"Shoot for the stars, that you may crash and burn.",
"Until naught remains, but carved bone and midnight blue."
)>>
<<else>>
<<run _linePool.pushUnique(
"Just once, can't they stay?",
"You did it. I knew you could do it.",
"Lust lust ?sin ?sin ?sin ?sin ?sin lust.",
"I'm sorry that you put your trust in me.",
"Can I pretend you're back, if only for a while?"
)>>
<</if>>
<<if $wraith.state is "despair">>
<<run _linePool.pushUnique(
"Where is it?",
"You're so warm.",
"Don't leave me.",
"I can't find it.",
"So cold.", "So cold.",
"Can the innocent repent?",
"Where did you go? Come back.",
"Never to see the moon again.",
"I see you. I see you. I see through you.",
"Through my closed eyelids, you still glare.",
"Have you seen my necklace?", "Have you seen my necklace?"
)>>
<</if>>
<<if C.npc["Ivory Wraith"].lust gte 10>>
<<run _linePool.pushUnique(
"Safety. Love. What beautiful lies.",
"Carve your name. I'll wash it away.",
"Even if I have to drag you there myself.",
"You don't have enough. You never had enough.",
"Let's see how you like being the puppet, hmm?"
)>>
<</if>>
<<if $templePromised is "Sydney">>
<<run _linePool.pushUnique(
"And you are wedded to calamity."
)>>
<</if>>
<<if playerIsPregnant()>>
<<run _linePool.pushUnique(
"Cruel baptism.",
"Twin heartbeats, led astray."
)>>
<</if>>
<<if $wraithPrison and $wraithPrison.vision is true>>
<<run _linePool.pushUnique(
"Different place, same disgrace.",
"It's comforting to know we have that in common.",
"Stepped from the past. Steeped in the present. Yet to be stopped."
)>>
<</if>>
<<if $wraith.offspring is "dead">>
<<run _linePool.pushUnique(
"Join them.",
"Cast away forever.",
"They cried for you, in their last moments."
)>>
<<if $wraith.state is "haunt">>
<<run _linePool.pushUnique("Have you not stolen enough from me?")>>
<</if>>
<</if>>
<<if $wraith.mimic isnot "">>
<<run _linePool.pushUnique(
"Pretender.",
"$wraith.mimic $wraith.mimic $wraith.mimic $wraith.mimic $wraith.mimic $wraith.mimic $wraith.mimic $wraith.mimic."
)>>
<<else>>
<<run _linePool.pushUnique("No one else. Alone. Desolate. Disappear. Drown.")>>
<</if>>
<<if $wraith.mimic is "Sydney" or ($wraith.mimic is "" and isLoveInterest("Sydney"))>>
<<run _linePool.pushUnique(
"I was <<nnpc_his \"Sydney\">> only friend, in that dark place beyond the trees.",
"You think you can trust <<nnpc_him \"Sydney\">>. That's hilarious, but no one's laughing.",
"Close your eyes and sleep, and only then will you truly see. I learned that from <<nnpc_him \"Sydney\">>."
)>>
<</if>>
<<if $museumAntiques.antiques.antiquebell isnot "notFound">>
<<run _linePool.pushUnique("The cold iron bell rings again.")>>
<</if>>
<<if $town_projects and $town_projects.road gte 3>>
<<run _linePool.pushUnique(
"Let the roads remain buried.",
"Trespassers. Trespassers. It was you, wasn't it?",
"Choking, cracking... smoking, smacking... will the noise ever stop?"
)>>
<</if>>
<<if $hookah_state gte 2>>
<<run _linePool.pushUnique(
"All for this?",
"It's happening again. It's happened again."
)>>
<</if>>
<<if $awareness gte 400>>
<<run _linePool.pushUnique(
"The Elk fancies itself the predator.",
"To be blind again. You'll miss your ignorance.",
"The arrow of time struck midnight long before you were born."
)>>
<</if>>
<<if $awareness gte 600>>
<<run _linePool.pushUnique(
"The shattered lie under the edge of blue.",
"The chained are bound, by countless chains. The chains are bound to countless chained.",
"Under bloody moon, under faithless sun. Dancing to my tune, standing here <span class=\"tentacle\">As One</span>."
)>>
<</if>>
<<if $awareness gte 900>>
<<run _linePool.pushUnique(
"As Two, As One, yet the Third remains unfound.",
"Reach out, with your six dreams.",
"Blaze a trail across the sky.",
"All things happen in threes.",
"Until the Sands run dry.",
)>>
<</if>>
<<if ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled"))>>
<<run _linePool.pushUnique(
"It won't last. It never does.",
"Your descent will be beautiful.",
"Fly with me, gaoler. Fly and fall.",
"You were only a prisoner, after everything."
)>>
<<elseif ($fallenangel gte 2 or ($transformationParts.fallenAngel.wings isnot "hidden" and $transformationParts.fallenAngel.wings isnot "disabled"))>>
<<run _linePool.pushUnique(
"Falling. Falling. Falling.",
"Almost like looking in a mirror.",
"Was it worth it? Don't answer, you would be wrong.",
"Open your eyes, blacken your wings, harden your heart."
)>>
<<elseif ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled"))>>
<<run _linePool.pushUnique(
"Sapphire and brimstone.",
"All the world's to defile.",
"You wear a mask. Your face moulds to fit it.",
"You think you've found the bottom. You've barely breached the surface."
)>>
<<if $spear_vessel is "held">>
<<run _linePool.pushUnique("You've cut off your horns to spite your face.")>>
<<elseif $spear_vessel is "Zephyr">>
<<run _linePool.pushUnique("The horns split and grow. One million, two million...")>>
<</if>>
<</if>>
<<if $spear_vessel>>
<<if $spear_vessel is "held">>
<<run _linePool.pushUnique(
"A maze, ablaze.",
"Too bright. Too warm."
)>>
<<elseif $spear_vessel is "sea">>
<<run _linePool.pushUnique(
"Ivory thinner than water. Irony thicker than blood.",
"Like sand counting down eternity. The blade crumbles."
)>>
<<elseif $spear_vessel is "Zephyr">>
<<run _linePool.pushUnique(
"The light dims. The torch fades.",
"You handed away salvation. Get it back.",
)>>
<</if>>
<</if>>
<<set _line1 to "<span class=\"wraith\">" + _linePool.pluck() + "</span>">>
<<set _line2 to "<span class=\"wraith\">" + _linePool.pluck() + "</span>">>
<<if random(0,2)>>
<<set _speechWraith to "_speaks. \"_line1 _line2\"">>
<<else>>
<<set _speechWraith to "_speaks. \"_line1\"">>
<</if>>
<</if>>
<</silently>><<print _speechWraith>><</widget>>
<<widget "effectsWraith">>
<<switch $wraith.gen>>
<<case "man">>
<<effectsman>>
<<if $wraithApologise>>
<<apologyWraith>>
<<else>>
<<man>>
<</if>>
<<rescueWraith>>
<<stateman>>
<br><br>
<<actionsman>>
<<case "arms">>
<<set $enemynomax to 4>>
<<effectsman>>
<<for _iw to 1; _iw lt 4; _iw++>>
<<set $NPCList[_iw].intro to -1>>
<</for>>
<<if $wraithApologise>>
<<apologyWraith>>
<<else>>
<<man>>
<</if>>
<<rescueWraith>>
<<set $enemyno to 1>>
<<stateman>>
<br><br>
<<actionsman>>
<<case "tentacles">>
<<chastityBreakWraith>>
<<set $NPCList[0].intro to 1>>
<<effectstentacles>><<speechWraith>><<tentacles>>
<<statetentacles>>
<br><br>
<<actionstentacles>>
<<case "slimetentacles">>
<<chastityBreakWraith>>
<<set $NPCList[0].intro to 1>>
<<swarmeffects>><<effectstentacles>><<speechWraith>>
<<swarm>><<tentacles>>
<<statetentacles>>
<br><br>
<<actionsOmni>>
<<case "slime">>
<<set $NPCList[0].intro to 1>>
<<speechWraith>><<struggle>>
<<case "abomination">>
<<chastityBreakWraith>>
<<effectsabomination>>
<<if $wraithApologise>>
<<apologyWraith>>
<<else>>
<<abomination>>
<</if>>
<<rescueWraith>>
<<stateabomination>>
<br><br>
<<actionsabomination>>
<</switch>>
<</widget>>
<<widget "chastityBreakWraith">>
<<if $worn.genitals.name is "chastity parasite">> /* Do Nothing */
<<elseif $possessed>>
<<if $worn.under_lower.vagina_exposed is 1 and $worn.lower.vagina_exposed is 1 and playerChastity()>>
Several tentacles worm their way around your legs.
They slither into your $worn.genitals.name, and your own hand seems to guide them. It closes your fist, and the tentacles pull with an impossible force,
<<if $worn.genitals.name.includes("gold")>>
causing you immense pain as they struggle against the shining metal. You hear sizzling, and it seems to be harming the tentacles. <<gpain>><<pain 6>>
<br><br>
With one final pull, the metal fractures and splinters, sending shards of gold clattering to the ground as your $worn.genitals.name yields and shatters in a bright flash of light. Both the figure and the tentacles seem to be considerably weaker after the effort.
<<if !$wraith.will>>
<<set $wraith.will to random(1300,1700)>>
<</if>>
<<set $wraith.will -= 100>>
<<else>>
ripping your $worn.genitals.name to shreds.
<</if>>
<<set $worn.genitals.type.push("broken")>>
<<genitalsruined>>
<<if $vaginalchastityparasite isnot 0 or $analchastityparasite isnot 0 or $penilechastityparasite isnot 0>>
<<set $vaginalchastityparasite to 0>><<set $analchastityparasite to 0>><<set $penilechastityparasite to 0>>
<span class="lblue">The parasites within writhe their way out of your body,
<<if $underwater is 1>>
fading into the murk
<<else>>
falling to the ground
<</if>>
with a hiss.</span>
<</if>>
<</if>>
<<else>>
<<if $worn.under_lower.vagina_exposed is 1 and $worn.lower.vagina_exposed is 1 and playerChastity()>>
Several tentacles worm their way around your legs.
They slither into your $worn.genitals.name, seemingly being puppeteered by the pale figure. It closes its fist, and the tentacles pull with an impossible force,
<<if $worn.genitals.name.includes("gold")>>
causing you immense pain as they struggle against the shining metal. You hear sizzling, and it seems to be harming the tentacles. <<gpain>><<pain 6>>
<br><br>
With one final pull, the metal fractures and splinters, sending shards of gold clattering to the ground as your $worn.genitals.name yields and shatters in a bright flash of light. Both the figure and the tentacles seem to be considerably weaker after the effort.
<<if $abomination is 1>>
<<set $enemyhealth -= 150>><<set $enemyarousal += 150>>
<</if>>
<<set _tentDefeated to 0>>
<<for _i to 0; _i lt $tentacles.active; _i++>>
<<if _tentDefeated gte 3>>
<<break>>
<</if>>
<<if $tentacles[_i].tentaclehealth gt 0>>
<<set $tentacles[_i].tentaclehealth -= 20>>
<<set _tentDefeated++>>
<</if>>
<</for>>
<<else>>
ripping your $worn.genitals.name to shreds.
<</if>>
<<set $worn.genitals.type.push("broken")>>
<<genitalsruined>>
<<if $vaginalchastityparasite isnot 0 or $analchastityparasite isnot 0 or $penilechastityparasite isnot 0>>
<<set $vaginalchastityparasite to 0>><<set $analchastityparasite to 0>><<set $penilechastityparasite to 0>>
<span class="lblue">The parasites within writhe their way out of your body,
<<if $underwater is 1>>
fading into the murk
<<else>>
falling to the ground
<</if>>
with a hiss.</span>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "apologyWraith">>
<<unset $wraithApologise>>
<br>
<<He>> freezes, and dissipates slightly. A face you swear you've seen before appears in the mist. <<He>> looks at you with an unreadable expression and raises <<his>> arm, just a bit. <<He>> quickly shies away, reforming the mist around <<himself>>. <span class="green"><<He>> seems unable to act.</span>
<br><br>
<</widget>>
<<widget "rescueWraith">>
<<if $location is "forest">>
<<if $alarm is 1 and $forest lte 20 and $gwylan_aborted isnot 3>>
<<set $gwylan_aborted to 3>>
<<if $forest_shop_intro isnot 1 and $gwylan_rescue isnot 1>>
You see a mousy <<nnpc_gendery "Gwylan">> burst through the treeline, alarmed by your shout.
<<else>>
You see Gwylan burst through the treeline, alarmed by your shout.
<</if>>
<<nnpc_He "Gwylan">> looks around, puzzled. <<nnpc_His "Gwylan">> gaze passes right over you, as if you weren't there, <span class="red">then turns and walks away.</span>
<br><br>
<<elseif $alarm is 1 and $forest gte 21>>
<<forestRescueFail>>
<br><br>
<</if>>
<</if>>
<</widget>>
<<widget "ejacW">>
<<if $wraith.gen is "slime">>
The <<person>> raises <<his>> hand. Incorporeal lines of energy flow to <<him>> from the slimes. They disengage, retreating back to the <<person>>. <<He>> picks one up, and begins to pet it.
<<else>>
<<ejaculation>>
<</if>>
<</widget>>
<<widget "ejaculation-wraith">>
<<if !_ejacRepeatFix>>
<<switch $wraith.gen>>
<<case "man">>
<<He>> glows a bright white.
<<case "abomination">>
<<He>> glows a bright white, and begins laughing. <<His>> pale tentacles disperse in the radiance.
<<case "tentacles" "slimetentacles">>
<<He>> pulls back <<his>> hand, and <<his>> eyes flash <<wraithEyes>>. The tentacles retreat from you, back to <<his>> side.<<if $wraith.gen is "slimetentacles">> The slimes quickly follow.<</if>>
<<case "arms">>
<<set $enemyno to 1>>
<<He>> glows a bright white, and begins laughing.<<set $NPCList[0].intro to 0>> <<He>> begins to make strange gestures with <<his>> extra arms.
<<set _ejacRepeatFix to true>>
<<default>>
<</switch>>
<!-- Temporary until Wraith has its own bodyliquid -->
<<for _nn to 0;_nn lt $enemynomax; _nn++>>
<<if $NPCList[_nn].penis is "vagina">>
<<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">>
<<recordVaginalSperm "pc" $NPCList[_nn] `($enemytype is "man" ? "human" : $NPCList[_nn].type)`>>
<<elseif $NPCList[_nn].penis is "anus">>
<<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">>
<<recordAnusSperm "pc" $NPCList[_nn] `($enemytype is "man" ? "human" : $NPCList[_nn].type)`>>
<</if>>
<</for>>
<<if $pain gte 100>>
<<He>> seems to revel in your suffering.
<<elseif C.npc["Ivory Wraith"].lust gte random(10,30) and $wraith.state is "haunt" and !playerIsPregnant()>>
<<His>> body flickers and <span class="red">something strikes your stomach</span>. You double over and <<he>> <<if ["abomination","arms"].includes($wraith.gen)>>laughs louder<<else>>laughs<</if>>.
<<gstress>><<gtrauma>><<gpain>><<violence 10>>
<</if>>
<br><br>
<</if>>
<</widget>>
<<widget "kissWraith">>
<<if _args[0] is "stress" and $stress gte $stressmax>>
<<set $_wraithStress to true>>
<</if>>
<<set $pronoun to "i">>
<<He>> approaches you,
<<if $wraith.type is "tentacles" or $wraith.gen is "abomination">>
pushing some tentacles aside.
<<if $tentacleMouth>>
<<set $_outof to (["tentacle", "tentacledeep"].includes($mouthstate) ? "out of" : "away from")>>
<<He>> <span class="lblue">yanks the $tentacleMouth $_outof your mouth.</span>
<</if>>
<<else>>
<<if C.npc["Ivory Wraith"].lust gte 16>>
grabbing your hair in a painful grip with <<if $wraith.gen is "arms">>more than two<<else>>both<</if>> hands.
<<trauma 12>><<stress 6>><<arousal 1000>>
<<elseif C.npc["Ivory Wraith"].lust gte 11>>
holding the back of your neck with one hand.
<<trauma 6>><<arousal 500>>
<<else>>
cupping your cheek with a surprising gentleness.
<</if>>
<</if>>
<<He>> kisses you, and your ears immediately begin to ring. Your fingers and toes go cold, and your face becomes fiery hot.
Until it, too, grows cold. You feel as though some part of you was drained away.
<<takeKissVirginity "Ivory Wraith" "rape">>
<<arousal 2000 "mouth">><<gggarousal>>
<<trauma 30>><<gggtrauma>><<purity -50>><<lllpurity>><<physique_loss 16>><<llphysique>>
<<if $pain lt 100>>
<<pain -15>><<llpain>>
<</if>>
<<if $arousal gte $arousalmax>>
<br><br>
<<orgasm>>
Your climax is torturous and painful as you writhe against <<him>>. <<His>> assault only grows more intense. You feel weak.
<<trauma 30>><<gggtrauma>><<purity -25>><<llpurity>><<physique_loss 8>><<lphysique>><<awareness -20>><<lllawareness>><<gobsession>>
<<if $_wraithStress>>
<<set $stress to $stressmax>>
<</if>>
<</if>>
<</widget>>
<<widget "wHunt">>
<<if !$possessed>>
<<switch _args[0]>>
<<case "town">>
<<if wraithCanHunt() and $wraith.state and $wraith.hunt is 0 and $wraith.timer gte (random(0, 50))>>
<br><br>
<<set $wraith.hunt to 1>>
A wave of dizziness and confusion washes over you. Every time you blink, you see a blurred image.
<br>
You hold your eyes shut, and it begins to come into focus. You see a tall robed figure, bathed in red moonlight, its skin as pale as ivory. As soon as you see it, you can't help but think that it sees you too. <<stress 6>><<gstress>><<trauma 6>><<gtrauma>>
<br>
<<if $wraith.state is "haunt">>
<span class="red">You are being hunted.</span>
<<else>>
<span class="red">Dread lingers in the air.</span>
<</if>>
<<elseif $wraith.hunt>>
<<if $moonstate is "morning" and Time.hour gte 6>>
<br><br>
With the rising of the sun, you feel a sense of relief. The dread passes. <span class="blue"><i>You're safe until the next blood moon.</i></span>
<<clearWraith>>
<<elseif $wPersist is 1>>
<<set $wPersist to 2>>
<br><br>
The feeling of dread remains. Something's wrong. <span class="red">Whatever was hunting you is still coming.</span><<stress 3>><<gstress>>
<<elseif $wraith.state is "haunt">>
<span class="red">Something terrible is hunting you.</span>
<<set $wraith.hunt += (0.5 + (C.npc["Ivory Wraith"].lust / 40))>>
<<if $wraith.hunt gte ($rng / 10)>>
<<set $eventforced to true>>
<</if>>
<<else>>
<span class="red">Something unnatural stalks the streets.</span>
<<set $wraith.hunt += (0.5 + (C.npc["Ivory Wraith"].lust / 40))>>
<<if $wraith.hunt gte ($rng / 10)>>
<<set $eventforced to true>>
<</if>>
<</if>>
<</if>>
<<case "forest">>
<<if $wraith.hunt is 0>>
<<set $rng2 to random(1, 3)>>
<<if $rng2 is 1 and $edenfreedom gte 1>>
A chill runs up your spine, a warning from some primal instinct. <span class="red">Something is hunting you.</span>
<<set $edenforesthunt to 1>>
<<set $blackwolfhunt to 0>>
<<else>>
A wave of dizziness and confusion washes over you. Every time you blink, you see a blurred image.
<br>
You hold your eyes shut, and it begins to come into focus. You see a tall robed figure, bathed in red moonlight, its skin as pale as ivory. As soon as you see it, you can't help but think that it sees you too. <<stress 6>><<gstress>><<trauma 6>><<gtrauma>>
<br>
<span class="red">Something is hunting you.</span>
<<set $edenforesthunt to 0>>
<<set $blackwolfhunt to 0>>
<</if>>
<<set $wraith.hunt to 1>>
<<else>>
You begin to see strange shapes in the air around you. A chill runs up your spine. <span class="red">Something is still hunting you.</span>
<<set $edenforesthunt to 0>>
<<set $blackwolfhunt to 0>>
<</if>>
<<set $foresthunt to $wraith.hunt>>
<br><br>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<<case "drain">>
<<if wraithCanHunt() and $wraith.state and $wraith.hunt is 0 and $wraith.timer gte (random(0, 60))>>
<<set $wraith.hunt to 1>>
<br><br>
A wave of dizziness and confusion washes over you. Every time you blink, you see a blurred image.
<br>
You hold your eyes shut, and it begins to come into focus. You see a tall robed figure, bathed in red moonlight, its skin as pale as ivory. As soon as you see it, you can't help but think that it sees you too. <<stress 6>><<gstress>><<trauma 6>><<gtrauma>>
<br>
<<if $wraith.state is "haunt">>
<span class="red">You are being hunted.</span>
<<else>>
<span class="red">Dread lingers in the air.</span>
<</if>>
<<elseif $wraith.hunt>>
<<if $moonstate is "morning" and Time.hour gte 6>>
<br><br>
As the first rays of sunlight trickle through open manholes and grates, you feel a sense of relief. The dread passes. <span class="blue"><i>You're safe until the next blood moon.</i></span>
<<clearWraith>>
<<elseif $wraith.state is "haunt">>
<span class="red">Something terrible is hunting you.</span>
<<set $wraith.hunt += (0.5 + (C.npc["Ivory Wraith"].lust / 40))>>
<<if $wraith.hunt gte ($rng / 10)>>
<<set $eventforced to true>>
<</if>>
<<else>>
<span class="red">Something unnatural stalks the streets above.</span>
<<set $wraith.hunt += (0.5 + (C.npc["Ivory Wraith"].lust / 40))>>
<<if $wraith.hunt gte ($rng / 10)>>
<<set $eventforced to true>>
<</if>>
<</if>>
<</if>>
<<case "sewers">>
<<if wraithCanHunt() and $wraith.state and $wraith.hunt is 0 and $wraith.timer gte (random(0, 60))>>
<<set $wraith.hunt to 1>>
<br><br>
A wave of dizziness and confusion washes over you. Every time you blink, you see a blurred image.
<br>
You hold your eyes shut, and it begins to come into focus. You see a tall robed figure, bathed in red moonlight, its skin as pale as ivory. As soon as you see it, you can't help but think that it sees you too. <<stress 6>><<gstress>><<trauma 6>><<gtrauma>>
<br>
<<if $wraith.state is "haunt">>
<span class="red">You are being hunted.</span>
<<else>>
<span class="red">Dread lingers in the air.</span>
<</if>>
<<elseif $wraith.hunt>>
<<if $moonstate is "morning" and Time.hour gte 6>>
<br><br>
You feel a sense of relief, and instinctively know the sun has risen. The dread passes. <span class="blue"><i>You're safe until the next blood moon.</i></span>
<<clearWraith>>
<<elseif $wraith.state is "haunt">>
<span class="red">Something terrible is hunting you.</span>
<<set $wraith.hunt += (0.5 + (C.npc["Ivory Wraith"].lust / 40))>>
<<if $wraith.hunt gte ($rng / 10)>>
<<set $eventforced to true>>
<</if>>
<<else>>
<span class="red">Something unnatural stalks the sewers.</span>
<<set $wraith.hunt += 0.5>>
<<if $wraith.hunt gte ($rng / 10)>>
<<set $eventforced to true>>
<</if>>
<</if>>
<</if>>
<<case "lake">>
Your ears begin to ring, and you feel like you're being watched. Out of instinct, you turn around.
<br><br>
<<if $bus is "lakeshore" or $bus is "lakeshallows" or $bus is "lakedepths">>
A beautiful pale figure hovers over the centre of the lake. You see a long stream of silver hair flowing in the wind. As soon as you see it, it vanishes. <<stress 6>><<gstress>>
<br><br>
<<elseif $location is "lake_ruin">>
A beautiful pale figure floats in the water. Long streams of silver hair flow in the current. As soon as you see it, it vanishes. <<stress 6>><<gstress>>
<br><br>
<<else>>
For a moment, you think you see the shape of a pale face between the trees. <<stress 6>><<gstress>>
<br><br>
<</if>>
<span class="red">You're trespassing. Something is hunting you.</span>
<<set $edenforesthunt to 0>>
<<set $blackwolfhunt to 0>>
<<set $wraith.hunt to 1>>
<<set $foresthunt to $wraith.hunt>>
<br><br>
<<set $eventskip to 1>>
<<if $location is "lake_ruin">>
<<destinationlakeruin>>
<<else>>
<<if Weather.isSnow and ($bus is "lakeshallows" or $bus is "lakedepths")>>
<<destination_lake_ice>>
<<else>>
<<destinationlake>>
<</if>>
<</if>>
<</switch>>
<</if>>
<</widget>>
<<widget "wPersist">>
<<if $wraith.state and !$possessed>>
<<if $wraith.hunt and wraithCanHunt()>>
<<if _args[0] is "forest">>
<<if $foresthunt gte 1>>
<<set $wraith.hunt to $foresthunt>>
<<if !$wPersist>>
<<set $wPersist to 1>>
<</if>>
<<else>>
<<set $foresthunt to $wraith.hunt>>
You enter the treeline, <span class="red"> but can't shake the feeling that something's still coming for you.</span>
<</if>>
<<if ($location is "lake" or $location is "lake_ruin") and !$possessed>>
<<set $wraith.hunt += 1.5>>
<<set $foresthunt += 1.5>>
<<if $moonstate is "morning" and Time.hour gte 6>>
With the rising of the sun, you feel a sense of relief. The dread passes. <span class="blue"><i>You're safe until the next blood moon.</i></span>
<<clearWraith>>
<br><br>
<<else>>
<<rng 60>>
<<if $rng lte 20>>
<span class="red">You are being hunted. Red moonlight reflects off of the water.</span> <<stress 6>><<gstress>>
<br><br>
<<elseif $rng lte 40>>
<span class="red">You are being hunted. You hear distant laughter.</span> <<trauma 6>><<gtrauma>>
<br><br>
<<else>>
<span class="red">You are being hunted. You feel a pressure building around you.</span> <<stress 6>><<gstress>><<trauma 6>><<gtrauma>>
<br><br>
<</if>>
<</if>>
<</if>>
<</if>>
<<elseif wraithCanHunt() and !$possessed>>
<<wTimerProgress>>
<</if>>
<</if>>
<</widget>>
<<widget "wTimerProgress">>
<<if $wraith.state and $wraith.hunt is 0 and Time.isBloodMoon()>>
<<set $wraith.timer++>>
<<set $wraith.timer += Math.floor(C.npc["Ivory Wraith"].lust / 10)>>
<<if $rng gte 60 and numberOfEarSlime()>>
You hear the slime in your ear make an unusual sound, <span class="red">as if it's calling out to something.</span>
<<set $wraith.timer++>>
<</if>>
<</if>>
<</widget>>
<<widget "exitWraith">>
<<switch $wraith.exit>>
<<case "home">>
<<link [[Next|Bedroom]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<case "sleep">>
<<set $wardrobe_location to "wardrobe">>
<<wardrobeSelection true>>
<<radiooutfits>>
<br><br>
<<link [[Next|Bedroom]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<case "cabin">>
<<link [[Next|Eden Cabin]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<case "alex_cottage">>
<<link [[Next|Farm Cottage]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<case "tower">>
<<link [[Next|Bird Tower]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<case "town">>
<<destinationeventend>>
<<endevent>>
<<case "forest">>
<<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<case "lake_ruin">>
<<destinationlakeruin>>
<<endevent>><<set $eventskip to 1>>
<<case "lake">>
<<if Weather.isSnow and ($bus is "lakedepths" or $bus is "lakeshallows")>>
<<destination_lake_ice>>
<<else>>
<<destinationlake>>
<</if>>
<<endevent>><<set $eventskip to 1>>
<<case "wolf_cave">>
<<link [[Next|Wolf Cave]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<case "moor">>
<<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<case "farm_assault">>
<<link [[Next|Farm Assault]]>><<endevent>><</link>>
<br>
<<case "sewers">>
<<destinationsewers>>
<<endevent>><<set $eventskip to 1>>
<<case "pirates">>
<<link [[Next|Pirate Deck]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<default>>
<span class="red">Something went wrong. There's nowhere to place you due to a failure of the Wraith's code. Please inform PurityGuy.</span>
<br><br>
Offending event: $passage | Location: $location ($bus) | Exit: $wraith.exit
<br><br>
<<endWraith>>
<<clearWraith>>
<<link [[Portal to the bedroom|Bedroom]]>><<endevent>><<set $eventskip to 1>><<hallucinogen 180>><</link>><<gghallucinogens>>
<br>
<</switch>>
<<if !_args[0]>>
<<endWraith>>
<</if>>
<</widget>>
<<widget "rngWraith">>
<<if $wraith.state>>
<<if _args[1] is "night" and Time.dayState isnot "night" or _args[1] is "noBlood" and Time.isBloodMoon()>>
<<set _wraithEvent to false>>
<<else>>
<<set _rngWraith to 2 + (Math.floor(C.npc["Ivory Wraith"].lust / 10))>>
<<if Time.dayState is "night">>
<<set _rngWraith += 2>>
<</if>>
<<set _wraithHallucinations to (_args[0] is 1 or _args[0] is 2 ? _args[0] : 0)>>
<<if ($hallucinations gte _wraithHallucinations and _rngWraith gte random(1,100)) or Time.isBloodMoon()>>
<<set _wraithEvent to true>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "rngWraithSocial">>
<<if $wraith.state and !_rngWraithSocialCheck>>
<<set _rngWraithSocialCheck to true>>
<<set _rngWraithFace to ($wraith.type ? Math.ceil(Math.random() * 10) : Math.ceil(Math.random() * 30))>>
<<set _rngWraithLineChance to Math.ceil(Math.random() * 15)>>
<<set _rngWraithSocial to 2 + (Math.floor(C.npc["Ivory Wraith"].lust / 10))>>
<<if Time.dayState is "night">>
<<set _rngWraithSocial += 2>>
<</if>>
<<if ($hallucinations gte 1 and _rngWraithSocial gte Math.ceil(Math.random() * 100)) or Time.isBloodMoon()>>
<<set _wraithEventSocial to true>>
<</if>>
<<if $wraith.mimic isnot "" and $wraith.revealed>>
<<set _wraithTitle to "pretender">>
<<else>>
<<switch $wraith.gen>>
<<case "tentacles">><<set _wraithTitle to "writhing">>
<<case "abomination">><<set _wraithTitle to "profane">>
<<case "arms">><<set _wraithTitle to "vain">>
<<default>><<set _wraithTitle to (["haunt", "despair"].includes($wraith.state) ? "forlorn" : "reflection")>>
<</switch>>
<</if>>
<</if>>
<</widget>>
<<widget "wraithEventStreet">>
<<set $wraith.exit to "town">>
<<if $wraith.hunt gte 10>>
<<if !$wraithIntro>>
<<wraithIntro>>
<<else>>
<<wraithCaught>>
<</if>>
<<else>>
<<cleareventpool>>
<<if $wraith.hunt gte 5>>
<<if !$wraithIntro>>
<<addevent "wraithIntro" 0.1>>
<<else>>
<<addinlineevent "wraithClose1" 0.1>>
As you walk, your footfalls become lighter. You're having trouble breathing<<if $exposed lte 0>>, and your clothes feel heavy<</if>>. <<rainWraith true>>
<br><br>
Your ears begin to ring, and you see something taking shape in the <<print Weather.precipitation>>.
A beautiful pale figure floats just above the ground, wearing translucent white robes that flow in the wind. Its eyes flash a bright <<wraithEyes>> as it sees you. Your mind feels cloudy as you see shapes dancing in the air and behind its eyes.
<br><br>
Before you can look away, it makes a hypnotic motion with its hands.
<<if $wraith.state is "haunt">>
It then raises a hand to its neck, seemingly trying to grab something that isn't there. Its hand clenches.
<br><br>
"<span class="wraith">Thief. You will never be free again.</span>"
<br><br>
<<if numberOfEarSlime()>>
<span class="lewd">You feel the slime in your head command you to</span> <span class="red">give it back.</span>
<br><br>
<</if>>
<<elseif $wraith.state is "despair">>
It then raises a hand to its neck, seemingly trying to grab something that isn't there. Its hand clenches.
<br><br>
"<span class="wraith">It's so cold. You're so warm.</span>"
<br><br>
<<if numberOfEarSlime()>>
<span class="lewd">You feel the slime in your head command you to</span> <span class="red">kneel.</span>
<br><br>
<</if>>
<<else>>
It raises a hand to its chest, rubbing its ivory necklace. The glint of the inlaid blue gemstones match its glowing eyes.
<br><br>
"<span class="wraith">Kneel.</span>"
<br><br>
<<if numberOfEarSlime()>>
<span class="lewd">You feel the slime in your head command you to kneel.</span>
<br><br>
<</if>>
<</if>>
<<link [[Give in|Wraith Caught Obey]]>><<if numberOfEarSlime()>><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><</if>><<sub 1>><</link>><<if numberOfEarSlime()>><<gcorruption>><<lpain>><<lltrauma>><<lstress>><</if>>
<br>
<<link [[Try to look away|Wraith Caught Resist]]>><<if numberOfEarSlime()>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><</if>><<def 1>><</link>><<if numberOfEarSlime()>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>><</if>><<willpowerdifficulty 1 $willpowermax>>
<br>
<</addinlineevent>>
<<addinlineevent "wraithClose2" 0.1>>
Something whispers your name directly in your ear. You flail to the side, but there's nothing there.
<<if $loveInterest.primary isnot "None" and $loveInterest.primary isnot "Black Wolf" and $loveInterest.primary isnot "Great Hawk">>
You think it sounded like $loveInterest.primary. <<if $wraith.seen gte 5>>You know better, though.<</if>>
<</if>>
<br><br>
When you turn around, your blood freezes. The pale figure <<if $location is "park">>floats atop the fountain<<else>>stands at the end of the street<</if>>. <<rainWraith>>
<br><br>
<<link [[Run|Wraith Run]]>><</link>><<athleticsdifficulty 800 1500>>
<br>
<<link [[Hide (0:10)|Wraith Hide]]>><<pass 10>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "wraithClose3" 0.1>>
<<if $tentacledisable is "f">>
You see a blur of white from the corner of your eye, and feel something touch your thighs. You look down to see a pale tentacle extending from an open manhole. <span class="red">You feel whatever's hunting you drawing near.</span>
<br><br>
<<link [[Grab the tentacle|Wraith Tentacle Grab]]>><</link>><<physiquedifficulty 6000 16000>><<deviant1>>
<br>
<<if hasSexStat("deviancy", 5)>>
<<link [[Offer yourself|Wraith Tentacle Rape]]>><<set $molestationstart to 1>><</link>><<deviant5>>
<br>
<</if>>
<<link [[Try to run|Wraith Tentacle Run]]>><<stress 3>><<trauma 3>><</link>><<gtrauma>><<gstress>>
<br>
<<else>>
You see a blur of white from the corner of your eye, and feel something grab your ankle. You immediately try to jump back, but trip as it tightens its grip. <<pain 2>><<gpain>>
<br><br>
You look down to see a pale hand retreating into a storm drain. <<stress 6>><<gstress>>
<br><br>
You scramble to your feet and keep moving.
<br><br>
<<set $wraith.hunt++>>
<<destinationeventend>>
<</if>>
<</addinlineevent>>
<<addinlineevent "wraithClose4" 0.2>>
Everything around you is bathed in red light. As you walk, you notice large spans of time where there seems to be no one else around.
<br><br>
You're not sure whether this is a reprieve, or a sign of something much worse.
<br><br>
<<destinationeventend>>
<</addinlineevent>>
<<addinlineevent "wraithClose5" 0.1>>
You hear an intense rumbling from under you. It sounds like it's coming from the sewers. You see a massive column of water shoot up from an open manhole, carrying water high into the air.
<br><br>
The rumbling becomes heavier. A drainage grate much closer to you erupts in water. You look down, and realise you're standing right on top of a grate.
<br><br>
<<if (currentSkillValue('danceskill') + $rng) gte 800>>
Thanks to your agility, you <span class="green"> reflexively pivot and throw yourself out of the way</span> as another column of water shoots up.
<<else>>
You try to throw yourself out of the way, but <span class="red">you're too slow.</span> You're soaked by a column of water from below.
<<water>><<effectswater>><<exposure>><<covered>>
<</if>>
<br><br>
A final water spout shoots up from another manhole far behind you. You see a ghostly pale figure standing at the crest, surrounded by translucent watery tendrils. <<stress 12>><<ggstress>>
<br><br>
You run in the opposite direction.
<<set $wraith.hunt++>>
<br><br>
<<exitWraith>>
<</addinlineevent>>
<</if>>
<</if>>
<<addinlineevent "wraith1" 0.2>>
From the corner of your eye, you catch a glimpse of a pale face watching you from
<<if $location is "park">>
behind a tree.
<<else>>
a high window.
<</if>>
When you blink, it's gone. <<stress 6>><<gstress>>
<br><br>
<<destinationeventend>>
<</addinlineevent>>
<<addinlineevent "wraith2" 0.1>>
You think you hear someone call your name. You don't see a single person around you. <<stress 6>><<gstress>>
<br><br>
<<destinationeventend>>
<</addinlineevent>>
<<addinlineevent "wraith3" 0.1>>
<<generate1>><<person1>>A <<person>> runs by, nearly knocking you over. <<Hes>> barely staying on <<his>> feet, and keep looking towards you with panic.
<br><br>
You realise <<hes>> looking behind you. You turn, but there's nothing except
<<if $location is "park">>
the empty park.
<<else>>
empty streets.
<</if>>
<br><br>
<<endevent>>
<<destinationeventend>>
<</addinlineevent>>
<<addinlineevent "wraith4" 0.2>>
Red moonlight reflects off distant windows and parked cars. As eerie as the atmosphere is, you can't deny that it's also rather beautiful. <<stress -3>><<lstress>>
<br><br>
<<destinationeventend>>
<</addinlineevent>>
<<addinlineevent "wraith5" 0.1>>
As you pass over a grate, you hear a faint rumbling from down below. It gets louder the longer you listen.
<br><br>
You decide not to linger.
<br><br>
<<destinationeventend>>
<</addinlineevent>>
<<addinlineevent "wraithEventSkip" 0.3>>
<<set _wraithEventSkipped to true>>
<<eventsstreet>>
<</addinlineevent>>
<<runeventpool>>
<</if>>
<</widget>>
<<widget "wraithEventSewers">>
<<set $wraith.exit to "sewers">>
<<if $wraith.hunt gte 10>>
<<if !$wraithIntro>>
<<wraithIntro>>
<<else>>
<<wraithCaught>>
<</if>>
<<else>>
<<cleareventpool>>
<<if $wraith.hunt gte 5>>
<<if !$wraithIntro>>
<<addevent "wraithIntro" 0.1>>
<<else>>
<<addinlineevent "wraithClose1" 0.1>>
As you walk, your footfalls become lighter. You're having trouble breathing<<if $exposed lte 0>>, and your clothes feel heavy<</if>>. <<rainWraith true>>
<br><br>
Your ears begin to ring, and you see something taking shape in the fog.
A beautiful pale figure floats just above the ground, wearing translucent white robes that flow in the wind. Its eyes flash a bright <<wraithEyes>> as it sees you. Your mind feels cloudy as you see shapes dancing in the air and behind its eyes.
<br><br>
Before you can look away, it makes a hypnotic motion with its hands.
<<if $wraith.state is "haunt">>
It then raises a hand to its neck, seemingly trying to grab something that isn't there. Its hand clenches.
<br><br>
"<span class="wraith">Thief. You will never be free again.</span>"
<br><br>
<<if numberOfEarSlime()>>
<span class="lewd">You feel the slime in your head command you to</span> <span class="red">give it back.</span>
<br><br>
<</if>>
<<elseif $wraith.state is "despair">>
It then raises a hand to its neck, seemingly trying to grab something that isn't there. Its hand clenches.
<br><br>
"<span class="wraith">It's so cold. You're so warm.</span>"
<br><br>
<<if numberOfEarSlime()>>
<span class="lewd">You feel the slime in your head command you to</span> <span class="red">kneel.</span>
<br><br>
<</if>>
<<else>>
It raises a hand to its chest, rubbing its ivory necklace. The glint of the inlaid blue gemstones match its glowing eyes.
<br><br>
"<span class="wraith">Kneel.</span>"
<br><br>
<<if numberOfEarSlime()>>
<span class="lewd">You feel the slime in your head command you to kneel.</span>
<br><br>
<</if>>
<</if>>
<<link [[Give in|Wraith Caught Obey]]>><<if numberOfEarSlime()>><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><</if>><<sub 1>><</link>><<if numberOfEarSlime()>><<gcorruption>><<lpain>><<lltrauma>><<lstress>><</if>>
<br>
<<link [[Try to look away|Wraith Caught Resist]]>><<if numberOfEarSlime()>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><</if>><<def 1>><</link>><<if numberOfEarSlime()>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>><</if>><<willpowerdifficulty 1 $willpowermax>>
<br>
<</addinlineevent>>
<<addinlineevent "wraithClose2" 0.1>>
<<if $tentacledisable is "f">>
You see a blur of white from the corner of your eye, and feel something touch your thighs. You look down to see a pale tentacle extending from the canal. <span class="red">You feel whatever's hunting you drawing near.</span>
<br><br>
<<link [[Grab the tentacle|Wraith Tentacle Grab]]>><</link>><<physiquedifficulty 6000 16000>><<deviant1>>
<br>
<<if hasSexStat("deviancy", 5)>>
<<link [[Offer yourself|Wraith Tentacle Rape]]>><<set $molestationstart to 1>><</link>><<deviant5>>
<br>
<</if>>
<<link [[Try to run|Wraith Tentacle Run]]>><<stress 3>><<trauma 3>><</link>><<gtrauma>><<gstress>>
<br>
<<else>>
You see a blur of white from the corner of your eye, and feel something grab your ankle. You immediately try to jump back, but trip as it tightens its grip. <<pain 2>><<gpain>>
<br><br>
You look down to see a pale hand retreating into a storm drain. <<stress 6>><<gstress>>
<br><br>
You scramble to your feet and keep moving.
<br><br>
<<set $wraith.hunt++>>
<<destinationsewers>>
<</if>>
<</addinlineevent>>
<<addinlineevent "wraithClose3" 0.1>>
You notice the ceiling glisten.
<<if $slimedisable is "f">>
A sticky substance drops to the floor with a splat. It's thick, slimy and pale. It shambles toward you, and more appear from the fog.
<br><br>
<<link [[Next|Wraith Sewers Struggle]]>><<set $struggle_start to 1>><</link>>
<<else>>
You step to the side just as a pale slime drops to the floor with a splat. You run before it gives chase, but feel whatever's hunting you draw closer. <<stress 6>><<gstress>>
<br><br>
<<set $wraith.hunt++>>
<<destinationsewers>>
<</if>>
<</addinlineevent>>
<</if>>
<</if>>
<<addinlineevent "wraith1" 0.2>>
From the corner of your eye, you catch a glimpse of a pale face watching you from the shadows. When you blink, it's gone. <<stress 6>><<gstress>>
<br><br>
<<destinationsewers>>
<</addinlineevent>>
<<addinlineevent "wraith2" 0.1>>
You think you hear someone call your name. You don't see a single person around you. <<stress 6>><<gstress>>
<br><br>
<<destinationsewers>>
<</addinlineevent>>
<<addinlineevent "wraith3" 0.1>>
The water churns unnaturally, before leaping at you. You jump back, but the water stops in midair. It slowly retreats back into the canal, as if changing its mind. <<stress 6>><<gstress>>
<br><br>
<<destinationsewers>>
<</addinlineevent>>
<<addinlineevent "wraithEventSkip" 0.1>>
<<set _wraithEventSkipped to true>>
<<eventssewers>>
<</addinlineevent>>
<<runeventpool>>
<</if>>
<</widget>>
<<widget "wraithIntro">>
<<set $wraithIntro to true>>
As you walk, your footfalls become lighter. You're having trouble breathing<<if $exposed lte 0>>, and your clothes feel heavy<</if>>.
<br><br>
<<if $location is "forest" or $location is "lake">>
You steady yourself against a tree, panting. You look around, and notice that everything's gone quiet.
<<switch Weather.precipitation>>
<<case "snow">>
A cold breeze accompanies the snowfall. You look back, finding your footprints already covered. You've completely lost your sense of direction.
<<case "rain">>
Only the rain breaks the silence.
<<default>>
<<if Weather.isSnow>>
The snow falls quietly. You don't remember when it started snowing, though. <<rainWraith>>
<<else>>
Only the rain breaks the silence. You don't remember when it started raining, though. <<rainWraith>>
<</if>>
<</switch>>
Your ears begin to ring.
<br><br>
The shape of a person begins to form in the <<print Weather.precipitation>>, and your pulse quickens.
<<elseif $location is "sewers">>
<<rainWraith>>
The air around you chills. You swear you feel <<print Weather.precipitation>> on your skin, but there is no <<print Weather.precipitation>> in the sewers. Only a rapidly expanding fog.
<br><br>
Your ears begin to ring. An image starts to take shape in the fog, and your pulse quickens.
<<else>>
You look around. The area is completely devoid of people. You take a moment to steady yourself. The image of the robed figure slowly fades from your head. <<rainWraith true>>
<br><br>
Your ears begin to ring. An image starts to take shape in the <<print Weather.precipitation>>, and your pulse quickens.
<</if>>
You try to turn and run, but your legs won't move, and you can't help but look.
A beautiful pale figure floats just above the ground, wearing translucent white robes that flow in the wind. Its eyes flash a bright <<wraithEyes>> as it sees you.
<<if $wraith.state is "haunt">>
It raises a hand to its scarred neck, seemingly trying to grab something that isn't there.
<br><br>
"<span class="wraith">Thief. Give it back, or <<if Weather.precipitation is "snow">>this blizzard will freeze you<<else>>this deluge will drown you<</if>>.</span>"
<br><br>
<<if numberOfEarSlime()>>
<span class="lewd">You feel the slime in your head command you to</span> <span class="red">give it back.</span>
<br><br>
<</if>>
<<elseif $wraith.state is "despair">>
It then raises a hand to its neck, seemingly trying to grab something that isn't there. Its hand clenches.
<br><br>
"<span class="wraith">H...have you seen my necklace?</span>"
<br><br>
<<if numberOfEarSlime()>>
<span class="lewd">You feel the slime in your head command you to</span> <span class="red">kneel.</span>
<br><br>
<</if>>
<<else>>
It raises a hand to its chest, rubbing its ivory necklace. The glint of the inlaid blue gemstones match its glowing eyes.
<br><br>
"<span class="wraith">A poor, lonely soul. Come. I will make us beautiful.</span>"
<br><br>
<<if numberOfEarSlime()>>
<span class="lewd">You feel the slime in your head command you to kneel.</span>
<br><br>
<</if>>
<</if>>
<<link [[Give in|Wraith Caught Obey]]>><<if numberOfEarSlime()>><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><</if>><<sub 1>><</link>><<if numberOfEarSlime()>><<gcorruption>><<lpain>><<lltrauma>><<lstress>><</if>>
<br>
<<link [[Try to look away|Wraith Caught Resist]]>><<if numberOfEarSlime()>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><</if>><<def 1>><</link>><<if numberOfEarSlime()>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>><</if>><<willpowerdifficulty 250 $willpowermax>>
<br>
<<if ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled"))>>
<<link [[Pray|Wraith Intro Pray]]>><</link>><<angel>>
<br>
<</if>>
<</widget>>
<<widget "wraithCaught">>
<<rainWraith>>
<<if $passage is "Lake Meditate">>
You're suddenly snapped out of your meditation. Your arms<<if $exposed lte 0>> and clothes<</if>> grow heavy, and you feel like you're floating.
<br><br>
As soon as you look behind you, you feel something violently grab into your neck and lift you clear off the ground.
<br><br>
<<if $wraithIntro>>
A pale figure stands before you.
<<if $wraith.state is "haunt">>
It holds a clenched hand to its neck, and bares its teeth at you.
<br><br>
"<span class="wraith">Drown.</span>"
<<elseif $wraith.state is "despair">>
It holds a clenched hand to its neck, and frowns at you.
<br><br>
"<span class="wraith">Where is it? So cold.</span>"
<<else>>
Its necklace shimmers blue, despite the red moonlight.
<br><br>
"<span class="wraith">You belong to me.</span>"
<</if>>
<<else>>
<<set $wraithIntro to true>>
A beautiful pale figure stands before you. It looks you over, before pulling you closer. It's hard to look away.
<br><br>
<<if $wraith.state is "haunt">>
It holds a clenched hand to its scarred neck, and bares its teeth at you.
<br><br>
"<span class="wraith">Thief. Give it back.</span>"
<<elseif $wraith.state is "despair">>
It holds a clenched hand to its neck, and frowns at you.
<br><br>
"<span class="wraith">H...have you seen my necklace?</span>"
<<else>>
Its necklace shimmers blue, despite the red moonlight.
<br><br>
"<span class="wraith">Don't resist. I will make us beautiful.</span>"
<</if>>
<</if>>
<<elseif $location is "lake_ruin" or $bus is "lakedepths" or $bus is "lakeshallows">>
<<if $bus is "lakeshallows" or $bus is "lakedepths">>
<<set $location to "lake_ruin">>
<<if Weather.isSnow>>
You stumble forward, and feel your foot hit ice cold water. You didn't hear any ice break.
<br><br>
You look back, and see a pale hand sticking out of the ice without a breach. <span class="red">It pulls, and you begin to pass right through the ice.</span> You have nothing to grab onto, and are helplessly pulled under.
<<else>>
You feel a tug on your leg. Without warning, <span class="red">you're pulled under the surface violently.</span>
<</if>>
<br><br>
<<else>>
You feel a sudden tug downwards. You struggle in the water, but fail to move. You look around, and see many long, translucent limbs ensnaring you.
<br><br>
<</if>>
<<if $wraithIntro>>
A pale figure floats in the water before you.
<<if $wraith.state is "haunt" or $wraith.offspring is "dead">>
It holds a clenched hand to its neck, and bares its teeth at you.
<br><br>
"<span class="wraith">Drown.</span>"
<<elseif $wraith.state is "despair">>
It holds a clenched hand to its neck, and smiles at you.
<br><br>
"<span class="wraith"><<pcPetname "Wraith">>. You've returned. Have you seen my necklace?</span>"
<<else>>
Its necklace shimmers a striking blue, causing reflections in the water all around you.
<br><br>
"<span class="wraith">You've returned.</span>"
<</if>>
<<else>>
<<set $wraithIntro to true>>
A beautiful pale figure encircles you. Long streaks of silver hair flow in the water behind it. It almost seems to be inspecting you.
<br><br>
<<if $wraith.state is "haunt">>
It scratches at its bare neck, and regards you with striking red eyes.
<br><br>
"<span class="wraith">Thief. You've returned. Give it back at once.</span>"
<<elseif $wraith.state is "despair">>
It holds a clenched hand to its neck, and frowns at you.
<br><br>
"<span class="wraith">H...have you seen my necklace?</span>"
<<else>>
It places a hand over its ivory necklace, as if to guard it from you.
<br><br>
"<span class="wraith">Trespasser. Do you come to steal from the dead?</span>"
<</if>>
<</if>>
<<else>>
You suddenly feel like you're walking through waist-high water. Your arms<<if $exposed lte 0>> and clothes<</if>> grow heavy, and your feet don't seem to hit the ground anymore.
<br><br>
As soon as you look behind you, you feel something violently grab into your neck and lift you clear off the ground. A pale figure stands before you.
<<if ["haunt", "despair"].includes($wraith.state)>>
It has a hand pressed to its own bare neck, and regards you with striking red eyes.
<<else>>
Its silver hair flows in a breeze you can't feel. It places its free hand over its necklace.
<</if>>
<br><br>
<<if $wraith.state is "haunt" or $wraith.offspring is "dead">>
"<span class="wraith">Drown.</span>"
<<elseif $wraith.state is "despair">>
"<span class="wraith">So cold. Where is it?</span>"
<<else>>
"<span class="wraith">You belong to me.</span>"
<</if>>
<</if>>
<br><br>
<<generateWraith 1 true>>
<<initWraith "abomination">>
<<if $wraith.gen is "abomination">>
Pale tendrils keep you suspended in place.
<<else>>
Many translucent arms swirl behind it.
<</if>>
<br><br>
<<link [[Next|Wraith Caught]]>><</link>>
<br>
<</widget>>
<<widget "wraith_pass">>
<<if _args[0]>>
<<pass _args[0]>>
<<set $wraithPrison.timer -= _args[0]>>
<<if $wraithPrison.timer lte 0 and $wraithPrison.state isnot "gone">>
<<set $wraithPrison.state to "present">>
<<elseif $wraithPrison.state isnot "gone">>
<<set $wraithPrison.state to "recovering">>
<</if>>
<<set $wraithPrison.timePassed += _args[0]>>
<<hallucinogen `(_args[0] * 3)`>>
<<set $arousal += (_args[0] * 3)>>
<</if>>
<</widget>>
<<widget "wraithPossess">>
<<set $possessed to true>><<canvas-model-override "blink" false>>
<<set $controlSaved to $control>><<set $control to 0>>
<<set $wraith.hunt to 0>>
<<if _args[0]>>
<<set $wraith.exit to _args[0]>>
<</if>>
<</widget>>
<<widget "wraithExorcise">>
<<unset $possessed>><<canvas-model-override "clear">>
<<if _args[0]>>
<<if $wraith.possessCount is undefined>>
<<set $wraith.possessCount to 1>>
<<else>>
<<set $wraith.possessCount++>>
<</if>>
<</if>>
<<if _args[1] and $controlSaved isnot undefined>>
<<set $control to $controlSaved>><<unset $controlSaved>>
<</if>>
<</widget>>
<<widget "gobsession">>
<<if !$wraith.init>>
<span class="red">ERROR: Wraith is not initialised.</span>
<br><br>
Offending event: $passage | Location: $location ($bus)
<<else>>
<<set $_change to (_args[0] ? _args[0] : 1)>>
<<set C.npc["Ivory Wraith"].lust += $_change>>
<<if $statdisable is "f">> |
<<if $_change gt 4>>
<span class="red">+ + + Obsession</span>
<<elseif $_change gt 2>>
<span class="red">+ + Obsession</span>
<<elseif $_change gt 0>>
<span class="red">+ Obsession</span>
<</if>>
<</if>>
<</if>>
<<relationshipclamp>>
<</widget>>
<<widget "lobsession">>
<<if !$wraith.init>>
<span class="red">ERROR: Wraith is not initialised.</span>
<br><br>
Offending event: $passage | Location: $location ($bus)
<<else>>
<<set $_change to (_args[0] ? _args[0] : 1)>>
<<set C.npc["Ivory Wraith"].lust -= $_change>>
<<if $wraith.state is "haunt" and C.npc["Ivory Wraith"].lust lt 10>>
<<set $_change -= (10 - C.npc["Ivory Wraith"].lust)>>
<</if>>
<<if $statdisable is "f">> |
<<if $_change gt 4>>
<span class="blue">- - - Obsession</span>
<<elseif $_change gt 2>>
<span class="blue">- - Obsession</span>
<<elseif $_change gt 0>>
<span class="blue">- Obsession</span>
<</if>>
<</if>>
<</if>>
<<relationshipclamp>>
<</widget>><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
<<set _earSlimeEnableSwimwear to true>>
<<set $forest to 30>><<set $bus to "lakeshore">><<wearoutfit>>
You are at the shore of the <<= Weather.isFrozen("lake") ? "frozen lake" : "lake">>.
<<if Time.hour gte 15 and $halloween is 1 and Time.monthDay is 31 and $halloween_lake is 1>>
There are several people hanging out for the Halloween party.
<<elseif $laketeenspresent is 1>>
<<if Weather.isFrozen("lake")>>
Students hang out nearby, while others practise ice skating.
<<else>>
<<if Time.season isnot "winter">>There are several people playing in the water. <</if>>You can see the swimmer's dock with a few students sitting on it.
<</if>>
<<elseif Time.dayState is "night">>
<<if Time.isWeekEnd()>>
You can see faint light from a fire at the campsite across the water.
<<else>>
Dark water ripples unseen.
<</if>>
<<elseif Time.dayState is "dusk" or Time.dayState is "dawn">>
<<if Weather.isFrozen("lake")>>
The sun reflects off the ice.
<<else>>
Undulating waves splash against the sand and rocks. A bear eats fish on the opposite bank.
<</if>>
<<else>>
You can see your reflection in its surface.
<<if Weather.isFrozen("lake")>>
You could walk out to the swimmers dock if you wanted.
<<else>>
The swimmers dock sits idle out on the water.
<</if>>
<</if>>
<<if Weather.precipitation is "rain">>
The <<= Weather.isFrozen("lake") ? "ice" : "water">> is alive with motion as rain <<= Weather.isFrozen("lake") ? "bounces off" : "breaks">> its surface.
<<elseif Weather.precipitation is "snow">>
Snow <<= Weather.isFrozen("lake") ? "settles on the ice" : "drifts into the frigid water">>.
<<elseif Weather.isFrozen("lake")>>
The ice is serene.
<<else>>
The water is calm.
<</if>>
<br><br>
<<if $exposed gte 1 and $laketeenspresent is 1>>
You keep low and stay among the trees to keep your <<lewdness>> hidden.
<br><br>
<</if>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $stress gte $stressmax and !$possessed>>
<<passoutlake>>
<<elseif $foresthunt gte 10>>
<<foresthunt>>
<<elseif $danger gte (9900 - $allure) and $eventskip is 0 and $laketeenspresent isnot 1 and !$possessed>>
<<eventlake>>
<<elseif ($town_projects.diving is 1 || ($historytrait gte 2 && ($town_projects.diving lt 2 || $town_projects.diving is undefined))) and $exposed lte 0 and !$possessed>>
<<set $town_projects.diving to 2>>
<<npc Winter>><<person1>>
<<if Weather.precipitation is "rain">>
You see Winter stood on the shore, the wind catching <<his>> grey hair beneath a black umbrella.
<<else>>
You see Winter stood on the shore, the wind catching <<his>> grey hair.
<</if>>
<<He>> glances your way.
<<if Time.dayState is "night">>
"Didn't expect company at this hour," <<he>> says.
<<elseif Time.schoolDay and Time.hour gte 9 and Time.hour lt 15>>
"Shouldn't you be in school?" <<he>> asks, then chuckles. "I suppose you could ask the same of me."
<<elseif Time.schoolDay>>
"I didn't expect company," <<he>> says.
<<elseif Time.weekDay is 7 or Time.weekDay is 1>>
"Don't worry," <<he>> says. "I won't be away from the museum long."
<<else>>
"I didn't expect company," <<he>> says.
<</if>>
<br><br>
<<He>> looks out over the lake.
<<if $winterlakeknown is 1>>
"Do you remember my mention of old structures beneath the water?
<<else>>
"There are old structures beneath the water.
<</if>>
Ancient. A wealth of heritage. I once wrote up plans for a field office here, so I could investigate. My petition fell on deaf ears."
<br><br>
<<He>> turns towards the trees, in the direction of town. "Forgive my ramblings. You stay safe out here."
<br><br>
<i>You could enquire about the field office at the town hall.</i>
<br><br>
<<link [[Next|Lake Shore]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<elseif $town_projects.diving is 3 and $exposed lte 0 and !$possessed>>
<<set $town_projects.diving to 4>>
<<npc Winter>><<person1>>
You hear voices up ahead. Several people are hammering pegs around a dark green tent. Winter stands some distance away. <<He>> notices you, and springs over.
<br><br>
"Thank you," <<he>> says, clasping <<his>> hands over yours and shaking them. "The mayor called personally. Said a certain someone had provided the funds for my field office."
<br><br>
<<earnFeat "Field Work">>
<<link [[Next|Lake Shore Diving]]>><</link>>
<br>
<<elseif Time.season isnot "winter" and !Time.isBloodMoon() and numberOfEarSlime() and !$daily.earSlimeStroll and random(0,100) gte 92 and (($exposed lte 1 and earSlimeMakingMundaneRequests()) or ($laketeenspresent isnot 1 and $exposed gte 2 and $earSlime.growth gte 20 - $earSlime.exhibitionism) or ($laketeenspresent is 1 and $exposed gte 2 and $earSlime.growth gte 50 - $earSlime.exhibitionism))>>
<<set $daily.earSlimeStroll to true>>
<span @class="$earSlime.startedThreats ? 'lewd' : 'lblue'">You feel the slime in your head command you to go for a stroll by the lake.</span> It promises rewards if you comply<<if $earSlime.startedThreats>>, and threatens consequences if you do not<</if>>.
<br><br>
/* Link decreases stress by both the ear slime and taking a stroll */
<<link [[Obey|Lake Stroll]]>>
<<pass 60>><<set $earSlimeLakeStroll to true>>
<<if $exposed gte 2>>
<<arousal 1000>><<rng>>
<<if $laketeenspresent is 1>>
<<set $phase to 2>>
<<else>>
<<set $phase to 3>>
<</if>>
<<else>>
<<set $phase to 1>>
<</if>>
<<corruption 1>><<pain -4>><<stress -12>><<trauma -12>><<sub 2>>
<</link>><<gcorruption>><<lpain>><<lltrauma>><<llstress>><<if $exposed gte 2>><<garousal>><</if>>
<br>
<<if $earSlime.startedThreats>>
<<link [[Defy|Lake Stroll Slime Defy]]>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><</link>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>>
<<else>>
<<link [[Ignore|Lake Shore]]>><</link>>
<</if>>
<<else>>
<<eventlakesafe>>
<<lakereturnjourney>>
<<if clothingInStorage("lakeshore").length lt 1>>
There's a rocky alcove where you could store your clothes.
<br>
<</if>>
<<lakeclothes>>
The lake shimmers with your reflection,
<<if Weather.bloodMoon>>
drowning in blood.
<<elseif Time.dayState is 'dawn'>>
with an afterglow of amber from the dawn.
<<elseif Time.dayState is 'day'>>
leaving no impurities in the image.
<<elseif Time.dayState is 'dusk'>>
with an afterglow of amber from the dusk.
<<else>>
the moonlight illuminating the surface.
<</if>>
<br>
<<mirroricon>><<link [[Check your reflection|Lake Shore Mirror]]>><<preMirror>><</link>>
<br><br>
<<if Time.hour gte 18 and $halloween is 1 and Time.monthDay is 31 and $halloween_lake is 1>>
<<socialiseicon "party">><<link [[Join the party (0:10)|Lake Halloween Party]]>><<pass 10>><<stress -6>><<status 1>><</link>><<gcool>><<lstress>>
<br>
<<elseif $laketeenspresent is 1 and $exposed lte 0 and Time.hour isnot 20 and !Weather.isFrozen("lake")>>
<<socialiseicon>><<link [[Hang out (0:30)|Lake Hang]]>><<stress -6>><<status 1>><</link>><<gcool>><<lstress>>
<br>
<</if>>
<<if Weather.isFrozen("lake")>>
<<if $nextPassageCheck is "Lake Shallows Ice">>
<span class="nextLink"><<lakeicon>><<link [[Walk.|Lake Shallows Ice]]>><<pass 2>><</link>></span>
<<else>>
<<lakeicon>><<link [[Walk onto the ice (0:02)|Lake Shallows Ice]]>><<pass 2>><</link>>
<</if>>
<br>
<<else>>
<<if $nextPassageCheck is "Lake Shallows">>
<span class="nextLink"><<swimicon>><<link [[Swim.|Lake Shallows]]>><<pass 2>><</link>></span>
<<else>>
<<swimicon>><<link [[Swim (0:02)|Lake Shallows]]>><<pass 2>><</link>>
<<swim_check>> <<if _swim_check isnot 1 and $statdisable is "f">> | <span class="purple">You are not wearing any swimwear!</span> <</if>>
<</if>>
<br>
<</if>>
<<if $town_projects.diving gte 4>>
<<if $exposed gte 2>>
It's not the best idea to stroll into the archaeological field office in your state.
<<else>>
<<lakeicon "field office">><<link [[Archaeological field office (0:02)|Lake Office]]>><<pass 2>><</link>>
<</if>>
<br>
<</if>>
<<if !Weather.isFrozen("lake") and !Time.isBloodMoon()>>
<<if $exposed gte 2>>
<<if hasSexStat("exhibitionism", 5) and $laketeenspresent is 1>>
<<walkicon>><<link [[Take a stroll (1:00)|Lake Stroll]]>><<pass 60>><<stress -6>><<arousal 1000>><<rng>><<set $phase to 2>><</link>><<exhibitionist5>><<garousal>><<lstress>>
<br>
<<elseif hasSexStat("exhibitionism", 4) and $laketeenspresent isnot 1>>
<<walkicon>><<link [[Take a stroll (1:00)|Lake Stroll]]>><<pass 60>><<stress -6>><<arousal 1000>><<rng>><<set $phase to 3>><</link>><<exhibitionist4>><<garousal>><<lstress>>
<br>
<</if>>
<<else>>
<<walkicon>><<link [[Take a stroll (1:00)|Lake Stroll]]>><<pass 60>><<stress -6>><<set $phase to 1>><</link>><<lstress>>
<br>
<</if>>
<</if>>
<<if $debug is 1>>
<<ind>><<link [[North to firepit (0:10)|Lake Firepit]]>><<pass 10>><</link>>
<br>
<</if>>
<<if $earSlime.forcedCommando isnot undefined and $worn.under_lower.name isnot "naked">>
<<elseif $town_projects.road gte 4>>
<<busicon>><<link [[North to bus stop|Lake Bus]]>><</link>>
<br>
<</if>>
<<if $nextPassageCheck is "Lake Waterfall">>
<span class="nextLink"><<lakeicon "waterfall">><<link [[South to waterfall (0:10)|Lake Waterfall]]>><<pass 10>><</link>></span>
<<else>>
<<lakeicon "waterfall">><<link [[South to waterfall (0:10)|Lake Waterfall]]>><<pass 10>><</link>>
<</if>>
<br><br>
/* Added $exhibitionism due to situations where the player can be soft locked and unsure how best to deal with it */
<<if $earSlime.forcedCommando isnot undefined and !$worn.under_lower.type.includes("naked") and hasSexStat("exhibitionism", 3)>>
<span class="red">The slime in your ear refuses to allow you to leave with <<underwearTypeText>> on.</span>
<<else>>
<<foresticon>><<link [[Forest (0:10)|Forest]]>><<pass 10>><</link>>
<</if>>
<br>
<<set $eventskip to 0>>
<</if>><<effects>>
"It might not look like much," Winter says. "But it will keep the warmth in these old bones well enough. Let me show you."
<br><br>
Winter leads you into the tent. It's spacious. A long table runs down the length. Diving suits hang on a rack near an area separated by a flap. They're visibly wet, and were likely used recently.
<br><br>
"They're running cables for power," <<he>> says. <span class="green">"You'll be able to find me here on weekdays, after school."</span>
<br><br>
<<if Time.dayState is "night">>
"I can't wait to get started, but it's late. Again, thank you. I can scarcely wait to start!"
<<elseif Time.weekDay gte 1 and Time.weekDay lte 5>>
<<if Time.schoolDay and Time.hour gte 9 and Time.hour lt 15>>
"I can't wait to get started, but I can't neglect my students. Again, thank you. I can scarcely wait to start!"
<<else>>
"I can't wait to get started, but it's late. Again, thank you. I can scarcely wait to start!"
<</if>>
<<else>>
<<He>> places a bag upon the table, and begins unpacking. "Again, thank you. I can't wait to start!"
<</if>>
<br><br>
<<link [[Next|Lake Office]]>><<endevent>><</link>>
<br><<set $outside to 0>><<location "lake_office">><<effects>>
You are in the archaeological office at the lake. Green tent walls surround a spacious interior.
<<if Time.schoolDay and Time.hour gte 16 and Time.hour lte 20 or !Time.schoolDay and Time.hour gte 6 and Time.hour lte 20>>
<<npc Winter>><<person1>>
Winter sits in front of a table, engrossed in study.
<</if>>
<br><br>
<<if (Time.schoolDay and Time.hour gte 16 and Time.hour lte 20 or !Time.schoolDay and Time.hour gte 6 and Time.hour lte 20)>>
<<if !$weekly.winterLakeTalk>>
<<socialiseicon "ask">><<link [[Ask about Winter's research|Lake Office Ask]]>><</link>>
<br>
<</if>>
<<if $winterLakeTalk is 1 and $bogProgress is 1>>
<<ind>><<link [[Tell Winter about the bog|Lake Office Ask Bog]]>><<npcincr Winter love 2>><</link>><<glove>>
<br>
<</if>>
<</if>>
<<getouticon>><<link [[Leave|Lake Shore]]>><<endevent>><</link>>
<br><<set $outside to 0>><<location "lake_office">><<effects>>
<<set $winterLakeTalk = ($winterLakeTalk || 0)>>
<<if $winterLakeTalk is 0>>
<<if $speech_attitude is "meek">>
"Was... was this worth it? Have you learned anything?"
<<elseif $speech_attitude is "bratty">>
"So, was this whole project worth the money? Did you learn anything?"
<<else>>
"Has the office been helpful? Did you learn anything?"
<</if>>
<<else>>
<<if $speech_attitude is "meek">>
"H-have you learned anything new?"
<<elseif $speech_attitude is "bratty">>
"Anything new?"
<<else>>
"What's new?"
<</if>>
<</if>>
you ask.
<br><br>
<<switch $winterLakeTalk>>
<<case 0>>
<<set $winterLakeTalk to 1>><<set $weekly.winterLakeTalk to true>>
<<His>> head tilts slightly. "Normally I wouldn't be so inclined to share new and potentially flawed information, but you're to thank for all of this. I can make an exception." <<npcincr Winter love 1>><<glove>>
<br><br>
"Manmade interference is obvious, even beyond the submerged ruins. Erosion patterns show that the channel leading north towards the town is at least partially artificial. The former natural waterway that leads east became a small brook due to the redirection."
<br><br>
<<He>> pauses for a moment. "We can't place a definitive date, and nothing about the northern waterway exists in the town's records. However, the stagnation caused by the reduced flow may have led to the formation of the bog to the east. <span class="green">One could possibly traverse the dry section of the riverbed to bypass the dense foliage between here and there</span>. I may have more information for you soon, depending on whether or not I can find someone to <span class="blue">scout the brook for me.</span>"
<br><br>
<<if !$brookIntro>>
<<set $brookIntro to 1>>
<span class="gold">You've discovered the offshoot brook near the waterfall.</span>
<br><br>
<</if>>
<<link [[Next|Lake Office]]>><</link>>
<br>
<<case 1>>
<<if $bogProgress gte 2>>
<<set $winterLakeTalk to 2>><<set $weekly.winterLakeTalk to true>>
<<He>> turns to you. "The lake is fed by a tributary river that forms in the mountain to the west. However, the lake wasn't always here. That much is made obvious by the old ruins. The questions are when, and why? Where did the river lead to before then?"
<br><br>
<<He>> pauses. "I'll be sending a group to take notes on the bog. <span class="green">We finally have some volunteers thanks to your scouting.</span> Come see me in a week, and I may have more for you."
<<else>>
<<set $weekly.winterLakeTalk to true>>
<<He>> frowns. "Afraid not. <span class="blue">I need someone to investigate the brook's path.</span> Until then, we're stuck."
<</if>>
<br><br>
<<link [[Next|Lake Office]]>><</link>>
<br>
<<case 2>>
<<set $winterLakeTalk to 3>>
<<set $bogTeam to {
state: "active",
robinKnown: false,
robinPresent: false,
timer: 0
}>>
<<He>> nods. "My team has collected samples-"
<br><br>
As if on cue, someone enters the tent. It's Sirris. <<npc Sirris 2>><<person2>> <<He>> drops a large backpack onto the desk beside Winter, smiling. "Branch trimmings, a sketch of the heartwood rings, and a small jar of sap," <<he>> says proudly before smiling at you.
<br><br>
<<npc Niki 3>><<npc Wren 4>>
<<run getRobinLocation()>>
<<if _robin_location isnot $robinmissing>>
<<npc Robin 5>><<set $bogTeam.robinKnown to true>><<set $bogTeam.robinPresent to true>>
Two more enter. You first notice Robin shuffling awkwardly and looking downtrodden. <<person5>><<He>> lightens up upon seeing you. "Hey. Winter said <<person1>><<he>> needed help, so I volunteered!"
Behind <<person5>><<him>> is a <<person4>><<personsimple>> with <<if $pronoun is "m">>short<<else>>shoulder-length<</if>> hair. There's a pistol holstered on <<his>> belt.
<<if $wrenSeen.includesAny("cards", "letter", "prison", "catsuit")>>
<span class="gold">It's Wren.</span>
<br><br>
"Well, if it isn't my favourite troublemaker," <<he>> says with a grin. <<He>> places a hand on Robin's head, ruffling <<person5>><<his>> hair.
<<if $robinromance is 1>>
"Never guessed this would be your <<girlfriend>>, Ro." Robin pushes Wren's hand away. The emotion on <<his>> face is hard to read, but you think you catch a mixture of disgust and 'help me'.
<<else>>
"Never guessed this would be the friend you were telling me all about, Ro." Robin pushes Wren's hand away and takes a step out of reach. The emotion on <<his>> face is hard to read.
<</if>>
<<elseif $wrenSeen.length>>
<span class="gold">It's Wren.</span>
<br><br>
"Well, fancy seeing you here," <<he>> says with a grin. <<He>> places a hand on Robin's head, ruffling <<person5>><<his>> hair.
<<if $robinromance is 1>>
"Never guessed this would be your <<girlfriend>>, Ro." Robin pushes Wren's hand away. The emotion on <<his>> face is hard to read, but you think you catch a mixture of disgust and 'help me'.
<<else>>
"Never guessed this would be the friend you were telling me all about, Ro." Robin pushes Wren's hand away and takes a step out of reach. The emotion on <<his>> face is hard to read.
<</if>>
<<else>>
<br><br>
<<if $robinromance is 1>>
"Oh, is this your <<girlfriend>>, Ro? <span class="gold">The name's Wren,</span>" <<he>> says, ruffling Robin's hair as <<he>> looks at you. Robin pushes Wren's hand away. The emotion on <<person5>><<his>> face is hard to read, but you think you catch a mixture of disgust and 'help me'.
<<else>>
"Oh, is this the friend you were telling me about, Ro? <span class="gold">The name's Wren,</span>" <<he>> says, ruffling Robin's hair as <<he>> looks at you. Robin pushes Wren's hand away and takes a step out of reach. The emotion on <<person5>><<his>> face is hard to read.
<</if>>
<</if>>
Wren frowns, but is cut off by
<<else>>
Two more enter the tent. You first notice a <<person4>><<personsimple>> with <<if $pronoun is "m">>short<<else>>shoulder-length<</if>> hair. There's a pistol holstered on <<his>> belt.
<<if $wrenSeen.includesAny("cards", "letter", "prison", "catsuit")>>
<span class="gold">It's Wren.</span>
<br><br>
"Well, if it isn't my favourite troublemaker," <<he>> says with a grin.
<<elseif $wrenSeen.length>>
<span class="gold">It's Wren.</span>
<br><br>
"Well, fancy seeing you here," <<he>> says with a grin.
<<else>>
"Damn, how much more help are you planning on pulling in, Winter?" <<He>> regards you with a grin. <span class="gold">"The name's Wren."</span>
<</if>>
<<Hes>> cut off by
<</if>>
a young <<person3>><<personsimple>> with a stick in <<his>> mouth pushing in, looking down at a camera.
<br><br>
<<if !$nikiSeen.length>>
"That's Niki," Sirris says. "A photographer who works in town. When Winter came calling, I thought <<he>> would be interested." Niki acknowledges you with a nod.
<<elseif $nikiSeen.includes("adult_shop_opening")>>
It's Niki, the photographer. "You remember Niki, right?" Sirris asks. "From the opening of the shop." Niki acknowledges you with a nod.
<<elseif $nikiSeen.includes("farm")>>
<span class="red">It's Niki,</span> the photographer from Remy's farm. <<He>> looks alarmed to see you. "That's Niki," Sirris says. "A photographer who works in town. When Winter came calling, I thought <<he>> would be interested." <<gtrauma>><<trauma 6>>
<<else>>
It's Niki, the photographer. <<He>> acknowledges you with a nod. "That's Niki," Sirris says. "A photographer who works in town. When Winter came calling, I thought <<he>> would be interested."
<</if>>
<br><br>
<<set $wrenSeen.pushUnique("winter")>>
<<set $wrenSeenLast to "winter">>
<<set $nikiSeen.pushUnique("winter")>>
<<link [[Next|Lake Office Volunteers]]>><</link>>
<br>
<<case 3>>
"Nothing new, yet. It may be some time before we make any meaningful progress."
<br><br>
<<link [[Next|Lake Office]]>><</link>>
<br>
<<default>>
"Nothing yet," <<he>> says with a hint of regret. "We've hit something of a standstill."
<br><br>
<<link [[Next|Lake Office]]>><</link>>
<br>
<</switch>><<set $outside to 0>><<location "lake_office">><<effects>>
<<set $bogProgress to 2>><<set $weekly.winterLakeTalk to false>>
<<if $speech_attitude is "meek">>
"You were right about that brook, it leads into a scary bog," you say. "It looks dangerous."
<<elseif $speech_attitude is "bratty">>
"You're right on the money about the brook, it leads into a bog," you say. "I went and looked for you. Aren't I sweet?"
<<else>>
"You were right about the brook. It leads into a bog," you say.
<</if>>
You also tell <<him>> how it can be safely traversed, and about the one-way drop into the bog.
<br><br>
You see a smile cross <<his>> face, but only for a moment. "You didn't have to do that. It could have been dangerous. But this is valuable information. Thank you." <<glove>>
<br><br>
<<He>> pauses. "I'm sure I'll be able to find volunteers now that they won't have to go in completely blind, or go all the way around through the moor."
<br><br>
<<link [[Next|Lake Office]]>><<endevent>><</link>>
<br><<set $outside to 0>><<location "lake_office">><<effects>>
<<person1>>Winter clears <<his>> throat. "Thank you, you <<if $bogTeam.robinKnown>>four<<else>>three<</if>>. You look like you've worked hard today. I appreciate excellence, but remember not to overdo it."
<<if !$bogTeam.robinKnown>>
Winter turns to you. "I had hoped to ask your classmate Robin for aid as well, but I haven't seen <<nnpc_him "Robin">>."
<</if>>
<br><br>
The group leaves the tent, saying their goodbyes. "I may ask you to join them on one of their trips in the future. However, to answer your initial question..." <<He>> begins to dig through Sirris' backpack.
"This lake should not exist. More water drains than is fed into it. The only explanation currently feasible is that the lake is connected to an underground aquifer or aqueduct that feeds it. But the divers have found no such passage."
<br><br>
<<He>> examines a jar of tree sap. "Patterns of old-growth trees show that the area around the lake was logged heavily. Sirris' current theory is that the lack of sturdy vegetation, combined with an unseasonably warm spring and rapid snowmelt, led to the river bursting its banks and forming a large sinkhole some centuries ago."
<br><br>
<<He>> continues. "The persistence of such dense vegetation around the brook still eludes me. Perhaps it's an invasive species that requires less water. This is all we've learned as of now."
<<endevent>><<npc Winter>><<person1>>
<br><br>
<<link [[Next|Lake Office]]>><</link>>
<br><<effects>>
<<link [[Step away|Lake Shore]]>><<handheldon>><<unset $mirrorMenu>><<unset $bodywritingSet>><</link>>
<br>
<<mirror "reflection">>
<br><br><<set $outside to 1>><<set $location to "lake">><<set $bus to "lakebus">><<set $bikeStartCategory to "lake">><<set $bikeStart to "lake">><<effects>><<lakeeffects>>
You are at the bus stop beside the lake. The road from town terminates here, ending in a paved circle. The lake proper is visible over a ridge.
<br><br>
<<if $exposed lte 0>>
<<busicon>><<link [[Wait for a bus (0:02)|Bus]]>><<pass 2>><</link>><br>
<</if>>
<<bike>>
<<lakeicon>><<link [[South to shore|Lake Shore]]>><</link>>
<br><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
<<set $forest to 40>><<set $bus to "lakewaterfall">>
You are at the waterfall.
<<if Weather.isFrozen("lake")>>
It feeds the lake through a gap in the ice.
<<elseif $laketeenspresent is 1>>
<<set _in to Time.season is "winter" ? "near" : "in">>
Some of the students are playing _in the falling water. Others sit _in the pond above.
<<elseif Time.dayState is "night">>
It's a curtain of silver in the moonlight.
<<else>>
Water is flowing down from the pond up on the rocks. A refreshing mist rolls out.
<</if>>
<<if Weather.precipitation is "snow">>
Snow <<= Weather.isFrozen("lake") ? "settles on its surface" : "drifts into the frigid water">>.
<<elseif Weather.isFrozen("lake")>>
The ice is <<= Weather.precipitation is "rain" ? "pelted with frigid rain" : "serene">>.
<<else>>
The water is <<= Weather.precipitation is "rain" ? "alive with motion as rain breaks its surface" : "calm">>.
<</if>>
<br><br>
<<if $exposed gte 1 and $laketeenspresent is 1>>
<<if hasSexStat("exhibitionism", 5)>>
You keep low and stay among the trees. You really wish to show your <<lewdness>>, but you restrain yourself from doing so.
<<else>>
You keep low and stay among the trees to keep your <<lewdness>> from being seen.
<</if>>
<br><br>
<</if>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $stress gte $stressmax and !$possessed>>
<<passoutlake>>
<<elseif $foresthunt gte 10>>
<<foresthunt>>
<<elseif $danger gte (9900 - $allure) and $eventskip is 0 and $laketeenspresent isnot 1>>
<<eventlake>>
<<elseif !$brookIntro and $historytrait gte 4 and $sciencetrait gte 2 and $tending gte 200 and !$possessed>>
<<set $brookIntro to 1>>
You let yourself listen to the trickle of water for a moment. Curiosity gets the better of you. You look at the waterfall, and follow the stream that runs off. It slowly but gradually gets weaker as it disappears into a nearly impassible wall of foliage. <span class="green">Nearly.</span>
<br><br>
You remember your science and history lessons. This is an offshoot distributary of the lake. It flows east towards the moor, instead of north towards the ocean. All rivers end somewhere, and this one must flow sharply downwards into the bog between the forest and moor.
<br><br>
<span class="gold">With some care, you could traverse the brook's channel deeper into the forest, and eventually into the bog and moor.</span> <span class="red">But it would be a one-way trip.</span>
<br><br>
<<link [[Next|Lake Waterfall]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<eventlakesafe>>
<<lakereturnjourney>>
<<if $pregnancyStats.parasiteDoctorEvents gte 2>>
<<containersLink>>
<</if>>
<<if $mason_count gte 2 and !Weather.isFrozen("lake")>>
<<lakeicon "pond">><<link [[Mason's pond (0:05)|Mason Pond]]>><<pass 5>><</link>>
<br>
<</if>>
<<if $nextPassageCheck is "Lake Shore">>
<<lakeicon>><span class="nextLink"><<link [[The lake.|Lake Shore]]>><<pass 10>><</link>></span>
<<else>>
<<lakeicon>><<link [[North to shore (0:10)|Lake Shore]]>><<pass 10>><</link>>
<</if>>
<br>
<<lakeicon "fishing">><<link [[South to fishing rock (0:10)|Lake Fishing Rock]]>><<pass 10>><</link>>
<br>
<<if $brookIntro gte 1>>
<<if $worn.feet.type.includes("heels")>>
<span class="red">Traversing the brook in heels would be impossible.</span>
<<else>>
<<foresticon "river">><<link [[East to brook (0:10)|Forest Brook]]>><<pass 10>><<tiredness 4>><</link>><<gtiredness>>
<</if>>
<br>
<</if>>
<br>
<<if $earSlime.forcedCommando isnot undefined and !$worn.under_lower.type.includes("naked") and hasSexStat("exhibitionism", 3)>>
<span class="red">The slime in your ear refuses to allow you to leave with <<underwearTypeText>> on.</span>
<<else>>
<<foresticon>><<link [[Forest (0:10)|Forest]]>><<pass 10>><</link>>
<</if>>
<br>
<<set $eventskip to 0>>
<</if>><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
<<set $forest to 50>><<set $bus to "lakefishingrock">>
You are on the fishing rock.
<<if $laketeenspresent is 1>>
You see people on the other side of the <<= Weather.isFrozen("lake") ? "frozen lake" : "lake. Fish splash up to eat insects. It's peaceful, though the nearby trees are foreboding">>.
<<elseif Time.dayState is "night">>
Dark water ripples unseen beneath the <<= Weather.isFrozen("lake") ? "ice" : "lake surface">>.
<<elseif Time.dayState is "dusk" or Time.dayState is "dawn">>
<<= Weather.isFrozen("lake") ? "The lake ice sparkles in the dim light" : "Fish splash up to eat insects">>. It's peaceful, though the nearby trees are foreboding.
<<else>>
From here you have a clear view of the entire lake. You see fish swimming <<= Weather.isFrozen("lake") ? "beneath the ice" : "in the water">>.
<</if>>
<<if Weather.isFrozen("lake")>>
<<= Weather.precipitation is "snow" ? "Snow settles on the ice" : "The ice is serene">>.
<<else>>
The water is <<= Weather.precipitation is "rain" ? "alive with motion as rain breaks its surface" : "calm">>.
<</if>>
<br><br>
<<if $exposed gte 1 and $laketeenspresent is 1>>
<<if hasSexStat("exhibitionism", 5)>>
You keep low and stay among the trees. You really wish to show your <<lewdness>>, but you restrain yourself from doing so.
<<else>>
You keep low and stay among the trees to keep your <<lewdness>> from being seen.
<</if>>
<br><br>
<</if>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $stress gte $stressmax and !$possessed>>
<<passoutlake>>
<<elseif $foresthunt gte 10>>
<<foresthunt>>
<<elseif $danger gte (9900 - $allure) and $eventskip is 0 and $laketeenspresent isnot 1>>
<<eventlake>>
<<else>>
<<eventlakesafe>>
<<lakereturnjourney>>
<<lakeicon "meditate">><<link [[Meditate|Lake Meditate]]>><<set $phase to 1>><</link>>
<br>
<<if $nextPassageCheck is "Lake Waterfall">>
<<lakeicon>><span class="nextLink"><<link [[The lake.|Lake Waterfall]]>><<pass 10>><</link>></span>
<<else>>
<<lakeicon "waterfall">><<link [[North to waterfall (0:10)|Lake Waterfall]]>><<pass 10>><</link>>
<</if>>
<br>
<<lakeicon "campfire">><<link [[South to campsite (0:20)|Lake Campsite]]>><<pass 20>><</link>>
<br><br>
<<if $earSlime.forcedCommando isnot undefined and !$worn.under_lower.type.includes("naked") and hasSexStat("exhibitionism", 3)>>
<span class="red">The slime in your ear refuses to allow you to leave with <<underwearTypeText>> on.</span>
<<else>>
<<foresticon>><<link [[Forest (0:10)|Forest]]>><<pass 10>><</link>>
<</if>>
<br>
<<set $eventskip to 0>>
<</if>><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
<<set $forest to 30>><<set $bus to "lakefirepit">>
You are at the Firepit.
<<if $laketeenspresent is 1>>
Several students sit on a circle of stone benches. <<= Weather.isFrozen("lake") ? "Others try to skate on the nearby ice" : "You can see several people splashing in the water down on the shore">>.
<<elseif Time.dayState is "night">>
<<if $laketeensfire is 1>>
People are sitting around the fire as it burns, talking and drinking. The reflection of the fire on the lake's <<= Weather.isFrozen("lake") ? "ice" : "surface">> is almost mesmerising.
<<else>>
Dark water ripples unseen beneath the lake's <<= Weather.isFrozen("lake") ? "ice" : "surface">>.
<</if>>
<<else>>
There are stone benches circling the pit.
<</if>>
<<if Weather.isFrozen("lake")>>
<<= Weather.precipitation is "snow" ? "Snow settles on the ice below" : "The ice is serene">>.
<<else>>
The water is <<= Weather.precipitation is "rain" ? "alive with motion as rain breaks its surface" : "calm">>.
<</if>>
<br><br>
<<if $exposed gte 1 and ($laketeenspresent is 1 or $laketeensfire is 1)>>
<<if hasSexStat("exhibitionism", 5)>>
You keep low and stay among the trees. You really wish to show your <<lewdness>>, but you restrain yourself from doing so.
<<else>>
You keep low and stay among the trees to keep your <<lewdness>> from being seen.
<</if>>
<br><br>
<</if>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $stress gte $stressmax and !$possessed>>
<<passoutlake>>
<<elseif $foresthunt gte 10>>
<<foresthunt>>
<<elseif $danger gte (9900 - $allure) and $eventskip is 0 and $laketeenspresent isnot 1>>
<<eventlake>>
<<else>>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "lake" `$laketeenspresent isnot 1`>>
<</if>>
<<eventlakesafe>>
<<lakereturnjourney>>
<<link [[South to shore (0:10)|Lake Shore]]>><<pass 10>><</link>>
<br><br>
<<if $earSlime.forcedCommando isnot undefined and !$worn.under_lower.type.includes("naked") and hasSexStat("exhibitionism", 3)>>
<span class="red">The slime in your ear refuses to allow you to leave with <<underwearTypeText>> on.</span>
<<else>>
<<foresticon>><<link [[Forest (0:10)|Forest]]>><<pass 10>><</link>>
<</if>>
<br>
<<set $eventskip to 0>>
<</if>><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
<<set $forest to 50>><<set $bus to "lakecampsite">>
You are at the campsite.
<<if Time.dayState is "night">>
<<if Weather.precipitation is "none" and Time.hour gte 18 and $daily.lakeCouple isnot 1>>
A couple cuddles beside a small fire. There is a tent set up nearby.
<<elseif Weather.precipitation is "rain" or Weather.precipitation is "snow">>
An unlit fireplace sits in the centre of the clearing. The <<= Weather.precipitation>> may have driven off campers.
<<else>>
Embers burn beside a tent.
<</if>>
<<elseif Time.dayState is "dawn">>
It looks like it was used recently.
<<else>>
An unlit fireplace sits in the centre of the clearing.
<</if>>
<br><br>
<<if Weather.precipitation is "none" and Time.hour gte 18 and $exposed gte 1 and $daily.lakeCouple isnot 1>>
<<if hasSexStat("exhibitionism", 5)>>
You keep low and stay among the trees. You really wish to show your <<lewdness>>, but you restrain yourself from doing so.
<<else>>
You keep low and stay among the trees to keep your <<lewdness>> from being seen.
<</if>>
<br><br>
<</if>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $stress gte $stressmax and !$possessed>>
<<passoutlake>>
<<elseif $foresthunt gte 10>>
<<foresthunt>>
<<elseif $danger gte (9900 - $allure) and $eventskip is 0 and $laketeenspresent isnot 1>>
<<eventlake>>
<<else>>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "campsite">>
<</if>>
<<eventlakesafe>>
<<lakereturnjourney>>
<<if Weather.precipitation is "none" and Time.hour gte 18 and $exposed lte 0 and $daily.lakeCouple isnot 1>>
<<ind>><<link [[Approach the couple|Lake Couple]]>><</link>>
<br>
<</if>>
<<if $nextPassageCheck is "Lake Fishing Rock">>
<<lakeicon>><span class="nextLink"><<link [[The lake.|Lake Fishing Rock]]>><</link>></span>
<<else>>
<<lakeicon "fishing">><<link [[North to fishing rock (0:10)|Lake Fishing Rock]]>><<pass 10>><</link>>
<</if>>
<br><br>
<<if $earSlime.forcedCommando isnot undefined and !$worn.under_lower.type.includes("naked") and hasSexStat("exhibitionism", 3)>>
<span class="red">The slime in your ear refuses to allow you to leave with <<underwearTypeText>> on.</span>
<<else>>
<<foresticon>><<link [[Forest (0:10)|Forest]]>><<pass 10>><</link>>
<</if>>
<br>
<<set $eventskip to 0>>
<</if>><<set $outside to 1>><<set $location to "lake">><<set $bus to "lakeshallows">><<water>><<effects>><<lakeeffects>>
<<if $laketeenspresent is 1>>
You are swimming in the lake near the shore. The beach is alive with activity. <<if Time.season isnot "winter">>People play in the sand and water.<</if>>
<<else>>
<<if Weather.precipitation is "rain">>
You are swimming in the lake near the shore. The rain drowns out the sounds of the forest.
<<else>>
You are swimming in the lake near the shore. There is no one at the beach today. The sound of the forest fills the air.
<</if>>
<</if>>
<<if !Time.schoolDay and Weather.precipitation is "rain" and Time.dayState is "day">>
Someone is swimming further out, past the dock.
<</if>>
<<if $sciencetrait gte 2 and !$plants_known.includes("lotus")>>
Lotus flowers float by you.
<</if>>
<br><br>
<<if $laketeenspresent is 1 and $exposed gte 1>>
<<if hasSexStat("exhibitionism", 5)>>
You keep low beneath the water. You really wish to show your <<lewdness>>, but you restrain yourself from doing so and probably should find something to cover yourself with.
<<else>>
You keep low beneath the water to keep your <<lewdness>> from being seen. You'll need to find something to cover with.
<</if>>
<br><br>
<</if>>
<<if $lakeswim is 1>>
<<set $lakeswim to 0>>
You practise swimming in the lake.
<<if Weather.dayState is "night">>
<<if Weather.precipitation is "rain">>
The dark water dances with the rain. It's exhilarating, if scary.
<<else>>
The black water is gentle.
<</if>>
<<elseif Weather.dayState is "dusk">>
<<if Weather.precipitation is "rain">>
Rain agitates the cool water.
<<else>>
The sun falls over the trees, casting its double in the water.
<</if>>
<<elseif Weather.dayState is "dawn">>
<<if Weather.precipitation is "rain">>
Rain agitates the cool water.
<<else>>
The morning sun rises over the trees, casting its double in the water.
<</if>>
<<else>>
<<if Weather.precipitation is "rain">>
Rain agitates the warm water.
<<else>>
The water is warm and gentle.
<</if>>
<</if>>
<<physique 3>><<swimmingskilluse>><<pass 30>>
<br><br>
<</if>>
<<if $phase is 1>>
<<set $phase to 0>>
You improvise a garment made from reeds and lilies and tie it around your chest. It's fragile and revealing, and you don't think you could take it off without breaking it, but it's better than nothing.
<<plantupper>>
<br><br>
<<if $rng gte 91 and $parasite.nipples.name is undefined and $parasitedisable is "f">>
Your satisfaction is interrupted by a pinching sensation on your <<nipples>>. Shocked, you pull down your top to find the culprit. Two small and soft invertebrates have latched to your chest. They massage and suck your nipples as if trying to nurse. They don't hurt at all, but the sensations are arousing you. You tug them in a bid to be free of their molestation, but they cling too tightly. What's more, touching them with any amount of force makes them suck more intensely. You'll need help to remove them.
<<parasite nipples urchin>><<garousal>><<arousal 600 "breasts">>
<br><br>
<</if>>
<<exposure>>
<</if>>
<<if $phase is 2>>
<<set $phase to 0>>
You improvise a garment made from reeds and lilies and tie it around your waist. It's fragile and revealing, and you don't think you could take it off without breaking it, but it's better than nothing.
<<plantlower>>
<br><br>
<<if $parasite.penis.name is "parasite" or $parasite.clit.name is "parasite">>
/* Prevents the 2 types of parasites from interacting */
<<elseif $rng gte 91 and $parasite.penis.name is undefined and $player.penisExist and $parasitedisable is "f" and !playerChastity("penis")>>
Your satisfaction is interrupted by a pinching sensation on your <<penis>>. Shocked, you lift your skirt to find the culprit. A small and soft invertebrate has latched on. It massages and sucks as if trying to nurse. It doesn't hurt at all, but the sensations are making you feel shamefully aroused. You tug it in a bid to be free of its molestation, but it clings too tightly. What's more, touching it with any amount of force makes it suck more intensely. You'll need help to remove it.
<<parasite penis urchin>><<garousal>><<arousal 600 "genitals">>
<br><br>
<<elseif $rng gte 91 and $parasite.clit.name is undefined and $player.vaginaExist and $parasitedisable is "f" and !playerChastity("hidden") and !$player.penisExist>>
Your satisfaction is interrupted by a pinching sensation on your <<pussy>>. Shocked, you lift your skirt to find the culprit. A small and soft invertebrate has latched onto your clit. It massages and sucks as if trying to nurse. It doesn't hurt at all, but the sensations are making you feel shamefully aroused. You tug it in a bid to be free of its molestation, but it clings too tightly. What's more, touching it with any amount of force makes it suck more intensely. You'll need help to remove it.
<<parasite clit urchin>><<garousal>><<arousal 600 "genitals">>
<br><br>
<</if>>
<<exposure>>
<</if>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $stress gte $stressmax and !$possessed>>
<<passoutlake>>
<<elseif $foresthunt gte 10>>
<<foresthunt>>
<<elseif $danger gte (9900 - ($allure / 2)) and $eventskip is 0>>
<<eventlakewater>>
<<else>>
<<swimicon "back">><<link [[Practise swimming (0:30)|Lake Shallows]]>><<stress -6>><<tiredness 6>><<set $lakeswim to 1>><<slimeEventEnd "swimming">><</link>><<gswimming>><<lstress>><<gtiredness>>
<br>
<<if $worn.upper.exposed gte 2 and $worn.under_upper.exposed gte 1
or $worn.upper.exposed gte 2 and $underupperwetstage gte 3
or $upperwetstage gte 3 and $worn.under_upper.exposed gte 1
or $upperwetstage gte 3 and $underupperwetstage gte 3>>
<<beachicon "seaweed">><<link [[Make a top out of plants (0:20)|Lake Shallows]]>><<pass 20>><<set $phase to 1>><</link>>
<br>
<</if>>
<<if $worn.lower.exposed gte 2 and $worn.under_lower.exposed gte 1
or $worn.lower.exposed gte 2 and $underlowerwetstage gte 3
or $lowerwetstage gte 3 and $worn.under_lower.exposed gte 1
or $lowerwetstage gte 3 and $underlowerwetstage gte 3>>
<<beachicon "seaweed">><<link [[Make a skirt out of plants (0:20)|Lake Shallows]]>><<pass 20>><<set $phase to 2>><</link>>
<br>
<</if>>
<<if $sciencetrait gte 2 and !$plants_known.includes("lotus")>>
<<icon "tending/lotus.png">> <<link [[Search for seeds (0:30)|Lake Lotus]]>><<set $plants_known.push("lotus")>><<pass 30>><<tending 6>><</link>><<gtending>>
<br>
<</if>>
<<if $exposed gte 1 and $laketeenspresent is 1>>
<br>
<<elseif $debug is 1>>
<<lakeicon "dock">><<link [[Swim to dock (0:10)|Lake Dock]]>><<pass 10>><</link>>
<br>
<</if>>
<<if $nextPassageCheck is "Lake Depths">>
<span class="nextLink"><<link [[Further.|Lake Depths]]>><<pass 12>><</link>></span>
<<else>>
<<swimicon>><<link [[Swim further out (0:12)|Lake Depths]]>><<pass 12>><</link>>
<</if>>
<br>
<<if $exposed gte 1 and $laketeenspresent is 1>>
<<if $exposed gte 2 and hasSexStat("exhibitionism", 5)>>
<<lakeicon>><<link [[Leave the water exposed (0:02)|Lake Shore Exposed]]>><<set $phase to 0>><<pass 2>><</link>><<exhibitionist5>>
<<elseif $exposed gte 1 and hasSexStat("exhibitionism", 4)>>
<<lakeicon>><<link [[Leave the water exposed (0:02)|Lake Shore Exposed]]>><<set $phase to 1>><<pass 2>><</link>><<exhibitionist4>>
<</if>>
<<else>>
<<lakeicon>><<link [[Shore (0:02)|Lake Shore]]>><<pass 2>><</link>>
<br>
<</if>>
<<set $eventskip to 0>>
<</if>><<effects>>
<<fameschoolex 5>>
<<generatey1>><<generatey2>>
<<if ($phase is 0 and ($uncomfortable.nude is false) or ($phase is 1 and $uncomfortable.underwear is false))>>
In a moment of daring, you casually emerge from the lake despite your <<lewdness>>. <<flaunting>> you stroll right past a group of students.
It takes a moment for anyone to notice, but eventually a <<person1>><<person>> gasps and points at you, drawing the attention of several more.
<br><br>
A few avert their eyes in embarrassment, but many more have their eyes glued to you as you stride over to the rocky alcove.
A <<person2>><<person>> especially takes an interest in you, but seems to hesitate before doing anything. You decide to increase your pace.
<br><br>
You sit by the rocky alcove, just out of sight. You wonder how many are still looking in your direction.
<<else>>
In a moment of daring, you emerge from the lake despite your <<lewdness>>. You run right past a group of students, attempting to cover yourself however you can.
A <<person1>><<person>> points and laughs as you run, drawing the attention of several more. <<status -10>><<lcool>>
<br><br>
A few avert their eyes in embarrassment, but many more have their eyes glued to you as you stride over to the rocky alcove.
A <<person2>><<person>> especially takes an interest in you, and for a moment, you think <<hes>> going to chase you. You increase your pace.
<br><br>
You sit by the rocky alcove, just out of sight. You wonder how many are still looking in your direction.
<</if>>
<<if $phase is 0>>
<<exhibitionism5>>
<<else>>
<<exhibitionism4>>
<</if>>
<<link [[Next|Lake Shore]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<set $outside to 1>><<set $location to "lake">><<set $bus to "lakeshallows">><<effects>><<lakeeffects>>
<<if $laketeenspresent is 1>>
You are stood on the frozen lake near the shore. Students practise ice skating nearby.
<<else>>
<<if Weather.precipitation is "snow">>
You are stood on the frozen lake near the shore. Snow blankets the ice, softening your footsteps.
<<else>>
You are stood alone on the frozen lake near the shore. The sound of the forest fills the air.
<</if>>
<</if>>
<<if $sciencetrait gte 2 and !$plants_known.includes("lotus")>>
You see lotus flowers trapped within the ice.
<</if>>
<br><br>
<<if $laketeenspresent is 1 and $exposed gte 1>>
There's nowhere to hide. <<covered>>
<br><br>
<</if>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $stress gte $stressmax and !$possessed>>
<<passoutlake>>
<<elseif $foresthunt gte 10>>
<<foresthunt>>
<<elseif $danger gte (9900 - ($allure / 2)) and $eventskip is 0>>
<<eventlakeice>>
<<else>>
<<eventlakesafe>>
<<lakereturnjourney>>
<<lakeicon "skate">><<link [[Ice skate (0:30)|Lake Skate]]>><<pass 30>><<tiredness 5>><<danceskill 5>><</link>><<gtiredness>><<gdanceskill>>
<br>
<<if $sciencetrait gte 2 and !$plants_known.includes("lotus")>>
<<icon "tending/lotus.png">> <<link [[Search for seeds (0:30)|Lake Lotus Ice]]>><<set $plants_known.push("lotus")>><<pass 30>><<tending 6>><</link>><<gtending>>
<br>
<</if>>
<<if $nextPassageCheck is "Lake Depths Ice">>
<<ind>><span class="nextLink"><<link [[Further (0:12)|Lake Depths Ice]]>><<pass 12>><</link>></span>
<<else>>
<<getinicon>><<link [[Walk further out (0:12)|Lake Depths Ice]]>><<pass 12>><</link>>
<</if>>
<br>
<<lakeicon>><<link [[Shore (0:02)|Lake Shore]]>><<pass 2>><</link>>
<br>
<<set $eventskip to 0>>
<</if>><<effects>><<wearProp "lotus">>
You swim among the lotus flowers, gathering seeds. <span class="gold">You can now grow <<icon "tending/lotus.png">> lotus.</span> <i>Lotus are valuable, but need a special environment to grow.</i>
<br><br>
<<link [[Next|Lake Shallows]]>><<handheldon>><</link>>
<br><<effects>><<wearProp "lotus">>
You free the lotus flowers from the ice, gathering the seeds. <span class="gold">You can now grow <<icon "tending/lotus.png">> lotus.</span> <i>Lotus are valuable, but need a special environment to grow.</i>
<br><br>
<<link [[Next|Lake Shallows Ice]]>><<handheldon>><</link>>
<br><<set $outside to 1>><<set $location to "lake">><<set $bus to "lakedepths">><<water>><<effects>><<lakeeffects>>
<<if $laketeenspresent is 1>>
You are swimming in the middle of the lake near the dock. You see several students hanging out on and around it.
<<else>>
<<if Weather.precipitation is "rain">>
You are swimming in the lake near the shore. The rain is so thick you can't see the shore. An endless deluge surrounds you in all directions.
<<else>>
You are swimming in the middle of the lake near the dock.
<</if>>
<</if>>
<<if !Time.schoolDay and Weather.precipitation is "rain" and Time.dayState is "day">>
<span class="lblue">Mason swims nearby.</span>
<</if>>
<br><br>
<<if $laketeenspresent is 1 and $exposed gte 1>>
<<if hasSexStat("exhibitionism", 5)>>
You keep low beneath the water. You really wish to show your <<lewdness>>, but you restrain yourself from doing so and probably should find something to cover yourself with.
<<else>>
You keep low beneath the water to keep your <<lewdness>> from being seen. You'll need to find something to cover with.
<</if>>
<br><br>
<</if>>
<<if $lakeswim is 1>>
<<set $lakeswim to 0>>
You practise swimming in the lake.
<<if Weather.dayState is "night">>
<<if Weather.precipitation is "rain">>
The dark water dances with the rain. It's exhilarating, if scary.
<<else>>
The black water is gentle.
<</if>>
<<elseif Weather.dayState is "dusk">>
<<if Weather.precipitation is "rain">>
Rain agitates the cool water.
<<else>>
The evening sun falls over the trees, casting its double in the water.
<</if>>
<<elseif Weather.dayState is "dawn">>
<<if Weather.precipitation is "rain">>
Rain agitates the cool water.
<<else>>
The morning sun rises over the trees, casting its double in the water.
<</if>>
<<else>>
<<if Weather.precipitation is "rain">>
Rain agitates the warm water.
<<else>>
The water is warm and gentle.
<</if>>
<</if>>
<<physique 3>><<swimmingskilluse>><<pass 30>>
<br><br>
<</if>>
<<if $phase is 1>>
<<set $phase to 0>>
You improvise a garment made from reeds and lilies and tie it around your chest. It's fragile and revealing, and you don't think you could take it off without breaking it, but it's better than nothing.
<<plantupper>>
<br><br>
<<if $rng gte 91 and $parasite.nipples.name is undefined and $parasitedisable is "f">>
Your satisfaction is interrupted by a pinching sensation on your <<nipples>>. Shocked, you pull down your top to find the culprit. Two small and soft invertebrates have latched to your chest. They massage and suck your nipples as if trying to nurse. They don't hurt at all, but the sensations are arousing you. You tug them in a bid to be free of their molestation, but they cling too tightly. What's more, touching them with any amount of force makes them suck more intensely. You'll need help to remove them.
<<parasite nipples urchin>><<garousal>><<arousal 600 "breasts">>
<br><br>
<</if>>
<</if>>
<<if $phase is 2>>
<<set $phase to 0>>
You improvise a garment made from reeds and lilies and tie it around your waist. It's fragile and revealing, and you don't think you could take it off without breaking it, but it's better than nothing.
<<plantlower>>
<br><br>
<<if $parasite.penis.name is "parasite" or $parasite.clit.name is "parasite">>
/* Prevents the 2 types of parasites from interacting */
<<elseif $rng gte 91 and $parasite.penis.name is undefined and $player.penisExist and $parasitedisable is "f" and !playerChastity("penis")>>
Your satisfaction is interrupted by a pinching sensation on your <<penis>>. Shocked, you lift your skirt to find the culprit. A small and soft invertebrate has latched on. It massages and sucks as if trying to nurse. It doesn't hurt at all, but the sensations are making you feel shamefully aroused. You tug it in a bid to be free of its molestation, but it clings too tightly. What's more, touching it with any amount of force makes it suck more intensely. You'll need help to remove it.
<<parasite penis urchin>><<garousal>><<arousal 600 "genitals">>
<br><br>
<<elseif $rng gte 91 and $parasite.clit.name is undefined and $player.vaginaExist and $parasitedisable is "f" and !playerChastity("hidden")>>
Your satisfaction is interrupted by a pinching sensation on your <<pussy>>. Shocked, you lift your skirt to find the culprit. A small and soft invertebrate has latched onto your clit. It massages and sucks as if trying to nurse. It doesn't hurt at all, but the sensations are making you feel shamefully aroused. You tug it in a bid to be free of its molestation, but it clings too tightly. What's more, touching it with any amount of force makes it suck more intensely. You'll need help to remove it.
<<parasite clit urchin>><<garousal>><<arousal 600 "genitals">>
<br><br>
<</if>>
<</if>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $stress gte $stressmax and !$possessed>>
<<passoutlake>>
<<elseif $foresthunt gte 10>>
<<foresthunt>>
<<elseif $danger gte (9900 - ($allure + 1000)) and $eventskip is 0 and $lakesurface is 1>>
<span class="purple">Something followed you from the depths.</span> <<eventlakewater>>
<<elseif $danger gte (9900 - ($allure / 2)) and $eventskip is 0>>
<<eventlakewater>>
<<else>>
<<swimicon>><<link [[Practise swimming (0:30)|Lake Depths]]>><<stress -6>><<tiredness 6>><<set $lakeswim to 1>><<slimeEventEnd "swimming">><</link>><<gswimming>><<lstress>><<gtiredness>>
<br>
<<if !Time.schoolDay and Weather.precipitation is "rain" and Time.dayState is "day" and $daily.masonSpoken isnot 1 and !$possessed>>
<<if $mason_count gte 1>>
<<swimicon>><<link [[Swim out to Mason (0:05)|Lake Mason]]>><<pass 5>><<set $daily.masonSpoken to 1>><</link>>
<br>
<<else>>
<<swimicon>><<link [[Swim out to Mason (0:05)|Lake Mason Intro]]>><<pass 5>><</link>>
<br>
<</if>>
<</if>>
<<if $worn.upper.exposed gte 2 and $worn.under_upper.exposed gte 1
or $worn.upper.exposed gte 2 and $underupperwetstage gte 3
or $upperwetstage gte 3 and $worn.under_upper.exposed gte 1
or $upperwetstage gte 3 and $underupperwetstage gte 3>>
<<beachicon "seaweed">><<link [[Make a top out of plants (0:20)|Lake Depths]]>><<pass 20>><<set $phase to 1>><</link>>
<br>
<</if>>
<<if $worn.lower.exposed gte 2 and $worn.under_lower.exposed gte 1
or $worn.lower.exposed gte 2 and $underlowerwetstage gte 3
or $lowerwetstage gte 3 and $worn.under_lower.exposed gte 1
or $lowerwetstage gte 3 and $underlowerwetstage gte 3>>
<<beachicon "seaweed">><<link [[Make a skirt out of plants (0:20)|Lake Depths]]>><<pass 20>><<set $phase to 2>><</link>>
<br>
<</if>>
<<if $nextPassageCheck is "Lake Underwater">>
<<swimicon "down">><span class="nextLink"><<link [[Down.|Lake Underwater]]>><<pass 1>><</link>></span>
<<else>>
<<swimicon "dive">><<link [[Dive (0:01)|Lake Underwater]]>><<pass 1>><</link>>
<</if>>
<br>
<<swimicon "back">><<link [[Swim towards shore (0:12)|Lake Shallows]]>><<pass 12>><</link>>
<br><br>
<<if $exposed gte 1 and $laketeenspresent is 1>>
<<elseif $debug is 1>>
<<lakeicon "dock">><<link [[Swim to dock (0:02)|Lake Dock]]>><<pass 2>><</link>>
<br>
<</if>>
<<set $eventskip to 0>>
<</if>>
<<set $lakesurface to 0>><<set $outside to 1>><<set $location to "lake">><<set $bus to "lakedepths">><<effects>><<lakeeffects>>
You are in the middle of the frozen lake, near the swimming dock.
<<if Weather.precipitation === "snow">>
Thick snow makes it difficult to see the surrounding forest.
<</if>>
<br><br>
<<if !Weather.isFrozen("lake")>>
As the temperature increases, the ice suddenly gives way. You plunge into icy water.<<ggstress>><<stress 18>>
<br><br>
<<link [[Next|Lake Underwater]]>><</link>>
<<exit>>
<</if>>
<<if !Time.schoolDay and Weather.isFrozen("lake") and Time.dayState is "day">>
Someone's dug through the ice beside the swimming dock.
<<else>>
<<if $lake_ice_broken is undefined>>
Someone left equipment on the swimming dock, including a shovel. The ice is thin here. You could break through, with some effort.
<<else>>
There's a hole in the ice, allowing access to the water below.
<</if>>
<</if>>
<br><br>
<<if $exposed gte 1>>
<<covered>> There's nowhere to hide out here.
<br><br>
<</if>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $stress gte $stressmax and !$possessed>>
<<passoutlake>>
<<elseif $foresthunt gte 10>>
<<foresthunt>>
<<elseif $danger gte (9900 - ($allure + 1000)) and $eventskip is 0 and $lakesurface is 1>>
<span class="purple">Something followed you from the depths.</span> <<eventlakewater>>
<<elseif $danger gte (9900 - ($allure / 2)) and $eventskip is 0>>
<<eventlakeice>>
<<else>>
<<if !Time.schoolDay and Weather.isSnow and Time.dayState is "day">>
<<set $lake_ice_broken to 1>>
<</if>>
<<if $nextPassageCheck is "Lake Depths Ice Break">>
<<swimicon "down">><span class="nextLink"><<link [[Down.|Lake Depths Ice Break]]>><<pass 12>><</link>></span>
<br>
<<elseif $lake_ice_broken is undefined>>
<<swimicon "break">><<link [[Break the ice (0:30)|Lake Ice Break]]>><<pass 30>><<set $lake_ice_broken to 2>><<tiredness 3>><</link>><<gtiredness>>
<br>
<<else>>
<<swimicon "dive">><<link [[Dive (0:01)|Lake Underwater]]>><<pass 1>><</link>>
<<swim_check>> <<if _swim_check isnot 1 and $statdisable is "f">> | <span class="purple">You are not wearing any swimwear!</span> <</if>>
<br>
<</if>>
<<lakeicon>><<link [[Walk towards shore (0:12)|Lake Shallows Ice]]>><<pass 12>><</link>>
<br><br>
<<set $eventskip to 0>>
<</if>>
<<set $lakesurface to 0>><<effects>><<wearProp "shovel">>
You lift the shovel, and thrust it into the ice. It's hard work, but you manage to make a sizeable hole.
<br><br>
<<link [[Next|Lake Depths Ice]]>><<handheldon>><</link>>
<br><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
<<if $laketeenspresent is 1>>
You are on the swimming dock. Several students accompany you on the dock. There is a bikini sitting on the edge with no signs of its owner.
<<elseif Weather.precipitation is "rain">>
You are on the swimming dock. The sound of the rain hitting the water surrounding you is almost deafening. <<if $hallucinations gte 1>>You can't see far, yet you feel like something's watching you.<</if>>
<<elseif Time.dayState is "day">>
You are on the swimming dock. The lake looks placid. You feel like the only person in the entire world.
<<elseif Time.dayState is "night">>
<<if $laketeensfire is 1>>
You are on the swimming dock. You can see the fire from the party a little ways in the distance. Stars dot the water. You feel like you are floating among them.
<<else>>
You are on the swimming dock. Stars dot the water. You feel like you are floating among them. <<if $hallucinations gte 1>>You can't see far in the dark, yet you feel like something's watching you.<</if>>
<</if>>
<<else>>
You are on the swimming dock. The only sounds you hear are waves crashing upon the sides of the dock.
<</if>>
<br><br>
<<link [[Go swimming|Lake Depths]]>><</link>>
<br><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
<<if $phase is 1>>
<<set $phase to 0>>
You sit on the rock and look out at the lake.
<<if !Weather.isFreezing>>
<<if Time.dayState is "night">>
<<if Weather.precipitation is "rain">>
The violent darkness roils before you.
<<else>>
The blackness stretches before you.
<</if>>
<<else>>
<<if Weather.precipitation is "rain">>
The water dances with raindrops.
<<else>>
The water is almost perfect in its stillness.
<</if>>
<</if>>
<<else>>
<<if Time.dayState is "night">>
<<if Weather.precipitation is "snow">>
Silent snow settles in darkness.
<<else>>
The blackness stretches before you.
<</if>>
<<else>>
<<if Weather.isSnow is "snow">>
Snow blankets the ice.
<<else>>
The ice reflects the world.
<</if>>
<</if>>
<</if>>
<i>Meditation effectiveness depends on willpower.</i>
<<elseif $phase is 2>>
<<set $phase to 0>>
With some effort you quiet your thoughts until they still.
<br><br>
An hour passes, and you feel less burdened.
<<elseif $phase is 3>>
<<set $phase to 0>>
You detach yourself from your thoughts. You witness them come and go, as if summoned by something else.
<<if $awareness gte 400>>
<br><br>
The <<if Weather.isFrozen("lake")>>ice<<else>>water<</if>> parts, revealing a gaping abyss. Terror shivers up your spine, and breaks your concentration.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<</if>>
<<elseif $phase is 4 or $phase is 5>>
<<set $phase to 0>>
Your thoughts turn to your <<penis>>, and the mocking way people regard it. The torment returns. You try to remain detached.
<br><br>
An hour passes, and for a few moments the weight of scrutiny lifts.
<<if $acceptance_penis_small gte 1000>>
<<set _penisSize to setup.penisSizes[$player.penissize + 2].toUpperFirst()>>
<br><br>
Realisation dawns as you lean back. Your <<penis>> is beautiful. Why should you care what other people say about it? You've gained the <span class="green">Acceptance: _penisSize Penis</span> trait.
<</if>>
<<elseif $phase is 6>>
<<set $phase to 0>>
Your thoughts turn to your <<penis>>, and the mocking way people regard it. The torment returns. You try to remain detached.
<br><br>
An hour passes, and for a few moments the weight of scrutiny lifts.
<<if $acceptance_penis_big gte 1000>>
<<set _penisSize to setup.penisSizes[$player.penissize + 2].toUpperFirst()>>
<br><br>
Realisation dawns as you lean back. Your <<penis>> is beautiful. Why should you care what other people say about it? You've gained the <span class="green">Acceptance: _penisSize Penis</span> trait.
<</if>>
<<elseif $phase is 7>>
<<set $phase to 0>>
Your thoughts turn to your flat chest, and the mocking way people regard it. The torment returns. You try to remain detached.
<br><br>
An hour passes, and for a few moments the weight of scrutiny lifts.
<<if $acceptance_breasts_small gte 1000>>
<br><br>
Realisation dawns as you lean back. Your chest is beautiful. Why should you care what other people say about it? You've gained the <span class="green">Acceptance: Flat Chest</span> trait.
<</if>>
<<elseif $phase is 8>>
<<set $phase to 0>>
Your thoughts turn to your <<breasts>>, and the mocking way people regard them. The torment returns. You try to remain detached.
<br><br>
An hour passes, and for a few moments the weight of scrutiny lifts.
<<if $acceptance_breasts_small gte 1000>>
<br><br>
<<set _breastSizeName to setup.breastsizes[$player.breastsize].toUpperFirst()>>
Realisation dawns as you lean back. Your <<breasts>> beautiful. Why should you care what other people say about them? You've gained the <span class="green">Acceptance: _breastSizeName Breasts</span> trait.
<</if>>
<<elseif $phase is 9>>
<<set $phase to 0>>
Your thoughts turn to your <<breasts>>, and the mocking way people regard them. The torment returns. You try to remain detached.
<br><br>
An hour passes, and for a few moments the weight of scrutiny lifts.
<<if $acceptance_breasts_big gte 1000>>
<<set _breastSizeName to setup.breastsizes[$player.breastsize].toUpperFirst()>>
<br><br>
Realisation dawns as you lean back. Your <<breasts>> are beautiful. Why should you care what other people say about them? You've gained the <span class="green">Acceptance: _breastSizeName Breasts</span> trait.
<</if>>
<<elseif $phase is 10>>
<<set $phase to 0>>
Your thoughts turn to your <<print playerAwareTheyArePregnant() ? "pregnant belly" : "pregnant looking belly">>, and the mocking way people regard it. The torment returns. You try to remain detached.
<br><br>
An hour passes, and for a few moments the weight of scrutiny lifts.
<<if $acceptance_pregnancy gte 1000>>
<br><br>
Realisation dawns as you lean back. Your belly is beautiful. Why should you care what other people say about it? You've gained the <span class="green"><<print playerAwareTheyArePregnant() ? "Acceptance: Pregnant Belly" : "Acceptance: Pregnant Looking Belly">></span> trait.
<</if>>
<</if>>
<br><br>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $stress gte $stressmax and !$possessed>>
<<passoutlake>>
<<elseif $foresthunt gte 10>>
<<foresthunt>>
<<else>>
<<meditateoptions>>
<</if>>
<<set $eventskip to 0>><<effects>>
You approach the pair.
<<if $speech_attitude is "meek">>
"A party?" you ask. "May I come?"
<<elseif $speech_attitude is "bratty">>
"Whatever you're doing," you say. "I want in."
<<else>>
"What's this about a party?" you ask. "Sounds fun."
<</if>>
<br><br>
<<if $cool gte 240>>
The <<person1>><<person>> perks up at your approach. "We're having a party at the lake," <<he>> says. "Halloween night. Everyone's invited."
<br><br>
<<His>> friend grabs your arm in excitement. "You should come!" <<person2>><<he>> says, before backing off with a blush. "I-if you want to."
<br><br>
They wave over their shoulders as they continue <<if $location is "school">>down the hall<<else>>into the woods<</if>>.
<<elseif $cool gte 120>>
The <<person2>><<person>> glances over, holding <<his>> phone aside. "There's gonna be a Halloween party at the lake," <<he>> says.
<br><br>
<<His>> friend nods. "It's open-invite." <<person1>><<He>> pauses, <<his>> gaze crawling up your body. "You should come."
<br><br>
They bid you goodbye and continue <<if $location is "school">>down the hall<<else>>into the woods<</if>>.
<<else>>
The <<person1>><<person>> regards you with a sneer. "Party at the lake," <<he>> says. "On Halloween."
<br><br>
"Don't think about crashing it," the <<person2>><<person>> butts in. "A freak like you'd scare everyone away."
<br><br>
Their mocking laughter fades as they <<if $location is "school">>round a corner<<else>>disappear past the trees<</if>>.
<</if>>
<br><br>
<<if $location is "school">>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
You continue past the pair.
<<if $cool gte 240>>
The <<person1>><<person>> gives you a smile, but doesn't stop to chat.
<<elseif $cool gte 120>>
They ignore you, too caught up in their conversation.
<<else>>
The <<person1>><<person>> spits in your direction, but doesn't stop to harass you further.<<trauma 2>><<gtrauma>>
<</if>>
<br><br>
As you pass, you can't help overhearing the <<person2>><<person>>. "Don't be chicken," <<he>> laughs. "We won't go past the lake. You'd rather spend the night trick-or-treating?"
<br><br>
You don't catch the rest as the two <<if $location is "school">>round a corner<<else>>disappear past the trees<</if>>.
<br><br>
<<if $location is "school">>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<set $outside to 1>><<set $location to "lake">><<effects>>
<<if $phase is 0>>
You settle down by the bonfire, surrounded by raucous youths.
<<if $cool gte 240>>
They greet you with a cheer, drunkenly stumbling over each other for a seat beside you.
<<elseif $cool gte 120>>
They greet you warmly. You suspect the alcohol has something to do with that.
<<else>>
No one pays you any mind, not even to pester you. Perhaps they don't recognise you in the dim light. Or they're too drunk to care.
<</if>>
<br><br>
<</if>>
<<if playerAwareTheyArePregnant()>>
You sit and chat under the moonlight, though you refrain from any drinks.
<<else>>
<<wearProp "solo cup">>
You sit, chat, and drink under the moonlight.
<</if>>
The others try to entertain themselves with ghost stories.
<<generatey1>><<person1>>
<<switch random(1, 5)>>
<<case 5>>They're not very scary, but a <<person>> is still shaking by the end.
<<case 4>>A <<person>> claims the lake itself is haunted. The others laugh <<him>> off.
<<case 3>>They're not very scary. Most of the fun comes from jokes at the storytellers' expense.
<<case 2>>A <<persons>> story leaves the whole party howling with ridicule. <<He>> washes down the shame with another beer.
<<case 1>>One drives a <<person>> to tears, to the amusement of the group. <<He>> sniffles and retreats to the woods, drawing further laughter.
<</switch>>
<br><br>
<<if $syndromewolves is 1 and !$halloweenWolves>><<set $halloweenWolves to 1>>
The party is suddenly silenced by a cry from the woods. A howl, followed by cursing, then a pained yelp.
<br><br>
<<investigateicon>><<link [[Investigate|Lake Halloween Wolves Investigate]]>><<endevent>><</link>>
<br>
<<ind>><<link [[Stay seated|Lake Halloween Wolves Ignore]]>><<endevent>><</link>>
<br>
<<elseif Time.monthDay isnot 31>>
It's getting late, and the shadows of the forest are lengthening. People are preparing to return to town. No one wants to be left to travel alone.
<br><br>
<<set _storedClothes to clothingInStorage("lakeshore")>>
<<if $earSlime.forcedCommando isnot undefined and _storedClothes.find(item => item.slot is "under_lower" and !item.type.includes("naked"))>>
<span class="red">The slime in your ear refuses to allow you to leave with <<underwearTypeText>> on.</span>
<<set _earSlimeText to true>>
<<elseif _storedClothes.length>>
<<ind>><<link [[Get changed, then go with them (0:40)|Lake Return Journey]]>><<endevent>><<storeload "lakeshore">><<set $foresthunt to 0>><<pass 30>><</link>>
<br>
<</if>>
<<if $earSlime.forcedCommando isnot undefined and !$worn.under_lower.type.includes("naked")>>
<<if _earSlimeText>><span class="red">The slime in your ear refuses to allow you to leave with <<underwearTypeText>> on.</span><</if>>
<<elseif $exposed lte 0>>
<<ind>><<link [[Go with them (0:30)|Lake Return Journey]]>><<endevent>><<set $foresthunt to 0>><<pass 30>><</link>>
<br>
<</if>>
<<ind>><<link [[Stay|Lake Shore]]>><<endevent>><</link>>
<br>
<<else>>
<<if playerAwareTheyArePregnant()>>
<<socialiseicon "party">><<link [[Keep partying (0:10)|Lake Halloween Party]]>><<endevent>><<set $phase to 1>><<stress -4>><<status 1>><<pass 10>><</link>><<lstress>><<gcool>>
<<else>>
<<socialiseicon "party">><<link [[Keep partying (0:10)|Lake Halloween Party]]>><<endevent>><<set $phase to 1>><<stress -4>><<alcohol 20>><<status 1>><<pass 10>><</link>><<lstress>><<gcool>><<galcohol>>
<</if>>
<br>
<<getouticon>><<link [[Leave|Lake Shore]]>><<endevent>><<set $phase to 0>><</link>>
<br>
<</if>><<set $outside to 1>><<set $location to "lake">><<effects>>
<<beastNEWinit 1 wolf>><<generatey2>>
You peer between the trees, where you find a <<beasttype 0>> hounded by a gang of delinquents. From the look of <<bhis 0>>
<<if $monster is 1>>
mussed hair and the bruises lining <<bhis 0>> body,
<<else>>
patchy fur and haggard stance,
<</if>>
<<bhes>> fighting a losing battle.
<br><br>
"Piss off, mutt," a <<person2>><<person>> slurs. <<He>> hurls a rock at the <<beasttype 0>>, hitting <<bhim 0>> dead in the <<if $monster is 1>>face<<else>>snout<</if>>. <<bHe 0>> howls in pain. The onlookers cheer.<<stress 6>><<gstress>>
<br><br>
Guilt takes you as you watch the <<beasttype 0>> limp <<bhis 0>> way into the brush, towards the cave. <span class="blue">You should check up on them.</span>
<br><br>
<<endevent>>
<<link [[Next|Lake Shore]]>><</link>>
<br><<set $outside to 1>><<set $location to "lake">><<effects>>
<<beastNEWinit 1 wolf>><<generatey2>>
Leaves rustle behind you. You turn in time to catch a <<beasttype 0>> rushing past. <<bHis 0>> eyes are wild with fear, and <<bhe 0>> doesn't stop to regard you.
<br><br>
The others scream at the intrusion and scurry away in a panic. Until a <<person2>><<person>> bursts through, armed with a heavy branch. <<He>> swings it, hitting the <<beasttype 0>> dead in the chest. <<bHe 0>> howls in pain. The onlookers cheer.<<stress 6>><<gstress>>
<br><br>
Guilt takes you as you watch the <<beasttype>> limp <<bhis 0>> way into the brush, towards the cave. <span class="blue">You should check up on them.</span>
<br><br>
<<endevent>>
<<socialiseicon "party">><<link [[Keep partying (0:10)|Lake Halloween Party]]>><<set $phase to 1>><<pass 10>><<status 1>><</link>><<gcool>>
<br>
<<getouticon>><<link [[Leave|Lake Shore]]>><</link>>
<br><<set $daily.masonLake to true>>
<<effects>>
<<npc Mason>><<person1>>
You swim into the middle of the lake. There Mason swims in a wide circle. <<He>> notices you approach, and faces you, treading water.
<br><br>
"It's nice to see you out here," <<he>> says. "If it's okay though, I'd like to continue my laps." <<He>> swims away before you can get close.
<br><br>
<<swimicon>><<link [[Try to catch <<him>> (0:05)|Lake Mason Swim]]>><<tiredness 1>><</link>><<swimmingdifficulty 1 300>><<gtiredness>>
<br>
<<getouticon>><<link [[Leave|Lake Depths]]>><<endevent>><</link>>
<br><<effects>>
<<if $swimmingskill gte 1000>>
<<set $mason_count to 1>>
You swim after <<him>>, <span class="green">and manage to close the distance.</span> <<He>> glances over <<his>> shoulder, and swims faster, but still you manage to keep up. You're almost close enough to touch <<him>> when <<he>> stops and turns.
<br><br>
"I-I see someone's been paying attention in class," <<he>> says. <<He>> holds <<his>> arms beneath the water in a strange way, close to <<his>> body. "If only the rest of the class were so capable. We'd have our own swim team."
<br><br>
You look down, through the rain-broken water, and see the reason for <<his>> behaviour. <span class="lewd"><<Hes>> naked.</span> Something in your expression gives you away, and <<his>> face turns a deep shade of red.
<br><br>
"I-I," <<he>> begins, voice quivering. "I prefer swimming like this. It's just more fun."
<br><br>
<<link [[Pretend you haven't noticed|Lake Mason Pretend]]>><<npcincr Mason love 1>><</link>><<glove>>
<br>
<<link [[Tease|Lake Mason Tease]]>><<npcincr Mason love -1>><<npcincr Mason lust 1>><<npcincr Mason dom -1>><</link>><<llove>><<glust>><<ldom>><<promiscuous1>>
<br>
<<link [[Act nonchalant|Lake Mason Nonchalant]]>><</link>>
<br>
<<elseif currentSkillValue('swimmingskill') gte random(1, 300)>>
<<set $mason_count to 1>>
You swim after <<him>>, but <<hes>> too fast. You'd need to be pretty skilled to match <<him>>, let alone catch up.
<br><br>
You try to head <<him>> off, but <<he>> swims in unexpected directions. It's as if <<hes>> avoiding you.
<br><br>
<span class="green">You have an idea.</span> You dive beneath the water and hold your breath, right in Mason's path. You wait for <<his>> shimmer to appear in the murk, then emerge from the water. <<He>> almost collides with you.
<br><br>
"I-I didn't expect to see a student out here," <<he>> says as you wipe water from your eyes. <<He>> holds <<his>> arms beneath the water in a strange way, close to <<his>> body. "Though I'm glad to see you practising outside school hours."
<br><br>
You look down, through the rain-broken water, and see the reason for <<his>> behaviour. <span class="lewd"><<Hes>> naked.</span> Something in your expression gives you away, and <<his>> face turns a deep shade of red.
<br><br>
"I-I," <<he>> begins, voice quivering. "I prefer swimming like this. It's just more fun."
<br><br>
<<link [[Pretend you haven't noticed|Lake Mason Pretend]]>><<npcincr Mason love 1>><</link>><<glove>>
<br>
<<link [[Tease|Lake Mason Tease]]>><<npcincr Mason love -1>><<npcincr Mason lust 1>><<npcincr Mason dom -1>><</link>><<llove>><<glust>><<ldom>><<promiscuous1>>
<br>
<<link [[Act nonchalant|Lake Mason Nonchalant]]>><</link>>
<br>
<<else>>
You swim after <<him>>, <span class="red">but <<hes>> too fast.</span> You'd need to be pretty skilled to match <<him>>, let alone catch up.
<br><br>
You try to head <<him>> off, but <<he>> swims in unexpected directions. It's as if <<hes>> avoiding you.
<br><br>
<<link [[Next|Lake Depths]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
You smile at <<him>>, and try to look confused.
<<if $speech_attitude is "meek">>
"In the rain?" you say. "I like it too."
<<elseif $speech_attitude is "bratty">>
"Swimming in the rain isn't that weird," you say. "I like it myself. It's bracing."
<<else>>
"Don't worry," you say. "I like swimming in the rain too."
<</if>>
<br><br>
<<He>> looks confused for just a moment. "Th-thank you for understanding," <<he>> says, still covering <<himself>> beneath the water. "I need to get back to my laps. Keep practising, you've shown promising skill."
<br><br>
<<link [[Next|Lake Depths]]>><<endevent>><</link>>
<br><<effects>>
<<if $exposed gte 2>>
<<if $speech_attitude is "meek">>
"Please don't be embarrassed," you giggle. "I'm naked too."
<<elseif $speech_attitude is "bratty">>
"You've nothing to be shy about," you say. "I'm not wearing anything either."
<<else>>
"Don't be shy," you say. "You're not the only one swimming naked."
<</if>>
<<promiscuity1>>
You didn't think it possible, but <<his>> blush deepens. <<He>> looks away, and opens <<his>> mouth to speak. Instead, you get a good look at <<his>> toned ass near the surface of the water as <<he>> turns and swims away.
<<else>>
<<if $speech_attitude is "meek">>
"Please don't be embarrassed," you say. "You know swimming best."
<<elseif $speech_attitude is "bratty">>
"You've nothing to be shy about," you say. "I'd show off too if I had a body like that."
<<else>>
"Don't be shy," you say. "You look good."
<</if>>
<<promiscuity1>>
You didn't think it possible, but <<his>> blush deepens. "I-I need to return to my laps," <<he>> says. You get a good look at <<his>> toned ass near the surface of the water as <<he>> turns and swims away.
<</if>>
<br><br>
<<link [[Next|Lake Depths]]>><<endevent>><</link>>
<br><<effects>>
You ignore <<his>> bashfulness.
<<if $exposed gte 2>>
<<if $speech_attitude is "meek">>
"Me too," you say. "I'm naked right now."
<<elseif $speech_attitude is "bratty">>
"I get it," you say. "That's why I'm naked."
<<else>>
"I know what you mean," you say. "I'm naked too."
<</if>>
You didn't think it possible, but <<his>> blush deepens. "I-I need to return to my laps," <<he>> says. You get a good look at <<his>> toned ass near the surface of the water as <<he>> turns and swims away.
<<else>>
<<if $speech_attitude is "meek">>
"I-it's fine," you say. "Lots of people do it."
<<elseif $speech_attitude is "bratty">>
"It's fine," you say. "Not like anyone would find out anyway. Except me, but I'm great."
<<else>>
"Don't worry," you say. "That isn't strange."
<</if>>
<<He>> seems relieved by your words, but doesn't move <<his>> arms. "I-I need to return to my laps," <<he>> says. You get a good look at <<his>> toned ass near the surface of the water as <<he>> turns and swims away.
<</if>>
<br><br>
<<link [[Next|Lake Depths]]>><<endevent>><</link>>
<br><<effects>>
<<set $daily.masonLake to true>>
<<npc Mason>><<person1>>
You swim towards Mason. <<He>> doesn't try to outswim you, and starts treading water as you draw close. <<He>> covers <<his>> toned body beneath the water.
<br><br>
"C-can I help you?" <<he>> asks, eager to return to <<his>> laps.
<br><br>
<<link [[Just say hello|Lake Mason Greet]]>><<stress -6>><</link>><<lstress>>
<br>
<<if $mason_count lte 1>>
<<link [[Ask to chat|Lake Mason Ask]]>><<npcincr Mason love 1>><</link>><<glove>>
<br>
<</if>>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Ask to see|Lake Mason Flirt]]>><<npcincr Mason love -1>><<npcincr Mason lust 1>><<npcincr Mason dom -1>><</link>><<llove>><<glust>><<ldom>><<promiscuous2>>
<br>
<</if>><<effects>>
<<set $mason_count to 2>>
You ask Mason if <<hes>> free to talk. <<He>> glances beneath the water. "N-not right now," <<he>> says. "But there's a place nearby I go to relax in the evening, after my swim. You can find me there if you want to talk."
<br><br>
<span class="gold"><<He>> gives you directions to <<his>> secret spot near the waterfall. <<He>> will be there on rainy non-school evenings.</span>
<br><br>
<<link [[Next|Lake Depths]]>><<endevent>><</link>>
<br><<effects>>
You exchange awkward pleasantries. <<He>> remains covered and blushing the whole time, before returning to <<his>> laps. You get a nice look at <<his>> toned ass near the surface of the water as <<he>> swims away.
<br><br>
<<link [[Next|Lake Depths]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I-I don't mean to be rude," you say. "But can I see? No one will know."
<<elseif $speech_attitude is "bratty">>
"Don't be coy," you say. "You want people to see. You've got a good body, it's only natural you'd want to show it off. So show me."
<<else>>
"Let me see," you say. "No one will know."
<</if>>
<br><br>
<<if C.npc.Mason.lust gte 10>>
<<earnFeat "Mason's Secret">>
<<He>> blushes. "F-Fine," <<he>> says, voice quivering with anger as much as embarrassment. "If that's what it'll take to get you to stop bothering me."
<br><br>
<<He>> hesitates despite <<his>> words, then slowly moves <<his>> arms aside. You dive under the water for a better look at <<his>> sleek and toned body.
<<if $pronoun is "f">>
<<if $NPCList[0].penis isnot "none">>
Your eyes are drawn to <<his>> <span class="lewd"><<print $NPCList[0].breastsdesc>> and <<print $NPCList[0].penisdesc>>.</span> You're used to seeing their contours beneath <<his>> tight swimsuit, but seeing them exposed in the water is something else.
<<else>>
Your eyes are drawn to <<his>> <span class="lewd"><<print $NPCList[0].breastsdesc>>.</span> You're used to seeing their contours beneath <<his>> tight swimsuit, but seeing them exposed in the water is something else.
<</if>>
<<else>>
<<if $NPCList[0].penis isnot "none">>
Your eyes are drawn to <<his>> <span class="lewd"><<print $NPCList[0].penisdesc>>.</span> You're used to seeing its contours beneath <<his>> tight swimsuit, but seeing it exposed in the water is something else.
<<else>>
Your eyes are drawn to <<his>> <span class="lewd">pussy.</span> You're used to seeing its contours beneath <<his>> tight swimsuit, but seeing it exposed in the water is something else.
<</if>>
<</if>>
<br><br>
<<He>> covers <<himself>> again when you come up for air. "I-I hope you're satisfied," <<he>> says. "Now leave me to finish my laps in peace." <<He>> turn and swims away.
<br><br>
<<link [[Next|Lake Depths]]>><<endevent>><</link>>
<br>
<<else>>
<<He>> blushes. "Th-that's no request to make of your teacher!" <<he>> says. "Now please, let me get back to my laps." You get a nice look at <<his>> toned ass near the surface of the water as <<he>> swims away.
<br><br>
<<link [[Next|Lake Depths]]>><<endevent>><</link>>
<br>
<</if>><<set $location to "lake">><<set $outside to 1>><<effects>>
You follow one of the streams feeding the lake, to the pond Mason likes to relax in. Water bubbles up from a spring beneath it.
<br><br>
<<if Time.dayState is "dusk" and ($daily.masonLake or !Time.schoolDay and Weather.precipitation is "rain")>>
<<set $daily.masonLake to true>>
<<npc Mason>><<person1>>Mason sits in it, wearing a swimsuit. <<His>> arms rest on the rocky bank, and <<his>> eyes are shut.
<br><br>
<<if $exposed gte 2>>
<<if hasSexStat("exhibitionism", 5)>>
<<ind>><<link [[Sit in the pond|Mason In Pond Naked]]>><</link>><<if $daily.ex.mason isnot 1>><<exhibitionist5>><</if>>
<br>
<<ind>><<link [[Sit beside the pond|Mason Beside Pond Naked]]>><</link>><<if $daily.ex.mason isnot 1>><<exhibitionist5>><</if>>
<br>
<<else>>
<<covered>> You couldn't alert Mason to your presence like this!
<br><br>
<</if>>
<<elseif $exposed gte 1>>
<<if hasSexStat("exhibitionism", 3)>>
<<ind>><<link [[Sit in the pond|Mason In Pond Naked]]>><</link>><<if $daily.ex.mason isnot 1>><<exhibitionist3>><</if>>
<br>
<<ind>><<link [[Sit beside the pond|Mason Beside Pond Naked]]>><</link>><<if $daily.ex.mason isnot 1>><<exhibitionist3>><</if>>
<br>
<<else>>
<<covered>> You couldn't alert Mason to your presence like this!
<br><br>
<</if>>
<<else>>
<<ind>><<link [[Sit in the pond|Mason In Pond]]>><</link>>
<br>
<<ind>><<link [[Sit beside the pond|Mason Beside Pond]]>><</link>>
<br>
<</if>>
<<getouticon>><<link [[Leave|Lake Waterfall]]>><<endevent>><</link>>
<br>
<<else>>
The pond is empty. Mason likes to come here on rainy evenings on weekends and school holidays, after swimming in the lake.
<br><br>
<<getouticon>><<link [[Leave|Lake Waterfall]]>><</link>>
<br>
<</if>><<effects>>
<<if $mason_count gte 3>>
You sit beside the pond. Mason opens <<his>> eyes when <<he>> hears you.
<br><br>
<<mason_greet>>
<br><br>
<<mason_actions>>
<<else>><<set $mason_count to 3>>
<<swim_check>>
You sit beside the pond. Mason opens <<his>> eyes when <<he>> hears you.
<br><br>
<<if _swim_check is 1>>
"I'm glad you found me," <<he>> says. "You can get in if you like."
<<else>>
"I'm glad you found me," <<he>> says. "You can get in if you like. There's a little hidey-hole at the shore of the lake if you need somewhere to keep your clothes."
<</if>>
<br><br>
<<mason_actions>>
<</if>><<effects>><<water>>
<<if $mason_count gte 3>>
You slip into the pond opposite Mason. <<His>> eyes open when <<he>> hears the splash.
<br><br>
<<mason_greet>>
<br><br>
<<mason_actions>>
<<else>><<set $mason_count to 3>>
<<swim_check>>
You slip into the pond opposite Mason. <<His>> eyes open when <<he>> hears the splash.
<br><br>
<<if _swim_check is 1>>
"I'm glad you found me," <<he>> says. "The water here is lovely, and it's so secluded."
<<else>>
"I'm glad you found me," <<he>> says. "The water here is lovely, and it's so secluded." <<He>> looks at your clothes. "You've got your clothes all wet! There's a little hidey-hole at the shore of the lake if you need somewhere to keep them in the future."
<</if>>
<br><br>
<<mason_actions>>
<</if>><<effects>>
<<flaunting>> you sit beside the pond. Mason opens <<his>> eyes when <<he>> hears you, but shuts them again when <<he>> sees your <<lewdness>>.
<<if !C.npc.Mason.chastityKeyCarried and playerChastity() and $worn.genitals.origin is "Winter" and (C.npc.Mason.love gte 5 or C.npc.Mason.lust gte 10)
and getVisibleClothesList().find(o => o === V.worn.genitals)>>
After a moment, <<he>> opens <<his>> eyes again and stares at your $worn.genitals.name.
<<He>> stares hard enough that it briefly becomes uncomfortable before <<he>> catches <<himself>> and averts <<his>> gaze with a blush.
<<set C.npc.Mason.chastityKeyCarried to 1>><<set $daily.masonChastityRemovalDeclined to 1>>
<</if>>
<<if $exposed gte 2>>
<<if $daily.ex.mason isnot 1>>
<<exhibitionism5>>
<<set $daily.ex.mason to 1>>
<<else>>
<br><br>
<</if>>
<<else>>
<<if $daily.ex.mason isnot 1>>
<<exhibitionism3>>
<<set $daily.ex.mason to 1>>
<<else>>
<br><br>
<</if>>
<</if>>
<<if $mason_count gte 3>>
<<mason_greet_lust>>
<br><br>
<<mason_actions>>
<<else>><<set $mason_count to 3>>
"I-I'm glad you found me here," <<he>> says. "But could you put some clothes on?"
<br><br>
<<mason_actions>>
<</if>><<effects>><<water>>
<<flaunting>> you slip into the pond. Mason opens <<his>> eyes when <<he>> hears the splash, but shuts them again when <<he>> sees your <<lewdness>>.
<<if !C.npc.Mason.chastityKeyCarried and playerChastity() and $worn.genitals.origin is "Winter" and (C.npc.Mason.love gte 5 or C.npc.Mason.lust gte 10)
and getVisibleClothesList().find(o => o === V.worn.genitals)>>
After a moment, <<he>> opens <<his>> eyes again and stares at your $worn.genitals.name.
<<He>> stares hard enough that it briefly becomes uncomfortable before <<he>> catches <<himself>> and averts <<his>> gaze with a blush.
<<set C.npc.Mason.chastityKeyCarried to 1>><<set $daily.masonChastityRemovalDeclined to 1>>
<</if>>
<<if $exposed gte 2>>
<<if $daily.ex.mason isnot 1>>
<<exhibitionism5>>
<<set $daily.ex.mason to 1>>
<<else>>
<br><br>
<</if>>
<<else>>
<<if $daily.ex.mason isnot 1>>
<<exhibitionism3>>
<<set $daily.ex.mason to 1>>
<<else>>
<br><br>
<</if>>
<</if>>
<<if $mason_count gte 3>>
<<mason_greet_lust>>
<br><br>
<<mason_actions>>
<<else>><<set $mason_count to 3>>
"I-I'm glad you found me here," <<he>> says. "But could you put some clothes on?"
<br><br>
<<mason_actions>>
<</if>><<effects>>
You chat with Mason.
<<if $rng gte 81>>
<<He>> talks about the lake and the forest surrounding it. It seems they're a big reason <<he>> moved here.
<<elseif $rng gte 61>>
<<He>> asks about school, and probes you for what the other students think of <<him>>.
<<elseif $rng gte 41>>
<<He>> talks about <<his>> successes in competitive swimming.
<<elseif $rng gte 21>>
<<He>> talks about the computer games <<hes>> played recently.
<<else>>
<<He>> talks about the other teachers. <<Hes>> careful not to insult any of them.
<</if>>
<br><br>
<<if $swimmingskill lte 999 and random(1, 3) is 3>>
<<He>> explains some of <<his>> swimming technique to you. <<swimmingskilluse>>
<br><br>
<</if>>
<<mason_actions>><<effects>>
<<if $exposed gte 1>>
You chat with Mason, and draw attention to your exposed body. <<He>> tries not to look, but glances over occasionally regardless. <<He>> seems uncomfortable.
<<else>>
You chat with Mason, and keep commenting about how nice <<his>> body looks. <<He>> looks uncomfortable, and covers <<his>> swimsuit with <<his>> hands as if naked.
<</if>>
<<promiscuity1>>
<<mason_actions>><<effects>>
<<dry>><<towelup>><<set $foresthunt to 0>>
Mason gives you some towels to dry with, and wraps one around <<himself>>. Together you walk
<<if $masonDressed is true>>
to where you hid your clothes, then after getting dressed, continue
<<unset $masonDressed>>
<</if>>
through the dark forest in the direction of town.
<br><br>
You arrive on Danube Street without incident. Mason insists on walking you up to the orphanage before waving you goodbye.
<br><br>
<<link [[Next|Domus Street]]>><<set $eventskip to 1>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I don't want to be a bother," you say. "I'll be okay."
<<elseif $speech_attitude is "bratty">>
"Do I look like I'm afraid of the dark?" you ask. "I'll be fine."
<<else>>
"It's okay," you say. "I know my way around the forest."
<</if>>
<br><br>
Mason seems unsure, but nods. "If you're sure. Be careful." <<He>> dries <<himself>> with a towel as <<he>> walks into the forest.
<br><br>
<<link [[Next|Lake Waterfall]]>><<endevent>><</link>>
<br><<widget "mason_actions">>
<<if $mason_pond is undefined and C.npc.Mason.love gte 30>>
<<set $mason_pond to 1>>
"There's a lot of water underground around here," Mason says. "There's a stream beneath Domus Street, in fact. I've always wanted to own a home there. I could make my own spring."
<br><br>
<<He>> sits up with a splash, and looks at you. "You live on Domus Street, right?" <<he>> asks. <<He>> sits back in the water. "It would be expensive. And you'd need permission from your caretaker. It's fun to think about though."
<br><br>
<</if>>
<<if Time.dayState is "night">>
The last of the sun's light fades between the leaves. Mason stands up. "We'll catch a chill if we're out here too long," <<he>> says. "The forest can be dangerous after dark. Let me walk you home."
<br><br>
<<set _storedClothes to clothingInStorage("lakeshore")>>
<<if $earSlime.forcedCommando isnot undefined and _storedClothes.find(item => item.slot is "under_lower" and !item.type.includes("naked"))>>
<span class="red">The slime in your ear refuses to allow you to leave with <<underwearTypeText>> on.</span>
<<set _earSlimeText to true>>
<<elseif _storedClothes.length>>
<<link [[Get changed, then walk home with Mason (0:40)|Mason Walk]]>><<pass 40>><<storeload "lakeshore">><<set $masonDressed to true>><</link>>
<br>
<</if>>
<<if $earSlime.forcedCommando isnot undefined and !$worn.under_lower.type.includes("naked")>>
<<if !_earSlimeText>><span class="red">The slime in your ear refuses to allow you to leave with <<underwearTypeText>> on.</span><</if>>
<<else>>
<<link [[Walk home with Mason (0:30)|Mason Walk]]>><<pass 30>><</link>>
<</if>>
<br>
<<link [[Say you'll be okay|Mason Walk Refuse]]>><</link>>
<br>
<<elseif playerChastity() and $worn.genitals.origin is "Winter" and C.npc.Mason.chastityKeyCarried and !$daily.masonChastityRemovalDeclined
and getVisibleClothesList().find(o => o === V.worn.genitals) and (C.npc.Mason.love gte 10 or C.npc.Mason.lust gte 15)>>
<<include "Mason Chastity Prompt">>
<<else>>
<<socialiseicon>><<link [[Chat (0:30)|Mason Pond Chat]]>><<npcincr Mason love 1>><<pass 30>><<stress -6>><</link>><<glove>><<lstress>>
<br>
<<brothelicon>><<link [[Flirt (0:30)|Mason Pond Flirt]]>><<pass 30>><<npcincr Mason love -1>><<npcincr Mason lust 1>><</link>><<promiscuous1>><<llove>><<glust>>
<br>
<<getouticon>><<link [[Leave|Lake Waterfall]]>><<endevent>><</link>>
<br>
<</if>>
<</widget>>
<<widget "mason_greet">>
<<if C.npc.Mason.love gte 30>>
"It's good to see you," <<he>> says, smiling. "I like the company."
<<elseif C.npc.Mason.love gte 10>>
"I was hoping to see you," <<he>> says.
<<elseif C.npc.Mason.love gte -10>>
"Hey," <<he>> says.
<<elseif C.npc.Mason.love gte -30>>
"What do you want?" <<he>> asks.
<<else>>
"Please don't disturb me," <<he>> says.
<</if>>
<</widget>>
<<widget "mason_greet_lust">>
<<if C.npc.Mason.lust gte 30>>
"P-please put some clothes on," <<he>> says, shifting as if to conceal something.
<<elseif C.npc.Mason.lust gte 10>>
"You should put some clothes on," <<he>> says. "People might get the wrong idea if they catch us."
<<elseif C.npc.Mason.lust gte -10>>
"You should put some clothes on," <<he>> says.
<<elseif C.npc.Mason.lust gte -30>>
"That's no way to present yourself to your teacher," <<he>> says.
<<else>>
<<He>> sighs in resignation.
<</if>>
<</widget>><<effects>>
<<if $speech_attitude is "meek">>
"D-don't be worried," you say. "I'll be careful."
<<elseif $speech_attitude is "bratty">>
"I can look after myself," you say. "It's warmer down there than up here, anyway."
<<else>>
"Don't worry about me," you say. "I'll be careful."
<</if>>
<br><br>
<<if $swimmingSuccess>>
<<set $mason_ice_lake to 2>>
Mason watches you a moment, <span class="green">then sighs in resignation.</span>
<<if $worn.upper.type.includes("diving") and $worn.lower.type.includes("diving")>>
"At least you're dressed for it," <<he>> says. "Just be careful, alright?"
<<else>>
"At least dress properly for it," <<he>> says. "They sell diving gear in town."
<</if>>
<<He>> swings <<his>> legs over the hole in the ice, and drops beneath.<<glove>><<npcincr Mason love 1>>
<br><br>
<<link [[Next|Lake Depths Ice]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
Mason watches you a moment, <span class="red">then shakes <<his>> head.</span>
<<if $worn.upper.type.includes("diving") and $worn.lower.type.includes("diving")>>
"You might be dressed for it," <<he>> says. "But the ice is treacherous."
<<else>>
"You don't even have proper diving gear," <<he>> says. "You'll freeze."
<</if>>
<<He>> swings <<his>> legs over the hole in the ice, and drops beneath.<<llove>><<npcincr Mason love -1>>
<br><br>
<<link [[Next|Lake Depths Ice]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
You thank Mason, avoiding eye contact.
<<elseif $speech_attitude is "bratty">>
You thank Mason.
<<else>>
You thank Mason.
<</if>>
<<He>> smiles. "No problem," <<he>> says, swinging <<his>> legs over the hole in the ice. "Go get yourself warmed up." <<He>> disappears into the water.
<br><br>
<<link [[Next|Lake Depths Ice]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I-I was down there on purpose," you say.
<<elseif $speech_attitude is "bratty">>
"Don't interfere with my business," you say.
<<else>>
"I was down there on purpose," you say.
<</if>>
<br><br>
Mason shakes <<his>> head. "I can't be negligent," <<he>> says. "I don't care if you don't appreciate that. Keep working hard in class, and someday you'll be an accomplished enough diver." <<He>> swings <<his>> legs over the hole in the ice, and disappears below the water.
<br><br>
<<link [[Next|Lake Depths Ice]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><!-- no effects, this is an alternative passage ending -->
<<if $location is "pool">>
As you get closer, <<he>> points to your $worn.genitals.name and blushes,
<<else>>
Pointing to your $worn.genitals.name and blushing, <<he>> says,
<</if>>
<<if !C.npc.Mason.chastityRemovalDeclined>>
<<switch C.npc.Mason.chastityRemoved>>
<<case 0 undefined null>>
"Y-you know, I might have something for that."
<<He>> follows up with a hasty, "Only if you want, of course."
<<case 1>>
"What have you been doing to draw the ire of Old Winter to end up in one of these again? Still, I should be able to remove it."
<<He>> follows up with a hasty statement, "Only if you want, of course."
<<default>>
"I don't understand. What have you been doing to keep getting caught in those things? Old Winter only ever ended up doing that to me when I..."
<br><br>
Mason's face gets even redder, which you did not think possible, as <<he>> changes the subject. "N-nevermind! The point is, I should be able to remove it again if you like."
<</switch>>
<<else>>
<<print [
'"Y-you know, I might have something for that. Just let me know,"',
'"M-my offer still stands. If you need out of that, I could help,"',
'"Talk to me if you ever change your mind about that thing,"',
].random()>> says Mason while pointing at your $worn.genitals.name.
<</if>>
<br><br>
<<link [[No thanks|Mason Chastity Decline]]>><<set C.npc.Mason.chastityRemovalDeclined to 1>><<set $daily.masonChastityRemovalDeclined to 1>><<set $weekly.masonChastityRemovalDeclined to 1>><</link>>
<br>
<<if C.npc.Mason.chastityKeyCarried is 1 or $exhibitionism lt 75>>
<<link [[Ask|Mason Chastity Ask]]>><</link>>
<<elseif hasSexStat("exhibitionism", 5)>>
<<link [[Accept|Mason Chastity Accept]]>>
<<arousal 600>><<exhibitionism5>><<set C.npc.Mason.chastityRemovalDeclined to 0>><<run delete $daily.masonChastityRemovalDeclined>><<run delete $weekly.masonChastityRemovalDeclined>>
<</link>><<garousal>><<exhibitionist5>>
<<else>>
<br><<insufficientStat "exhibitionism" "to let Mason strip you">>
<</if>>
<br><<effects>>
"No thanks," you say while shifting to cover the $worn.genitals.name a little.
<br><br>
"I understand," says Mason blushing. "I just thought I'd offer." <<He>> cannot help but glance at your $worn.genitals.name once more before turning away. <<npcincr Mason lust 1>><<glust>>
<br><br>
<<if $location is "pool">> /* Exit to Pool */
<<link [[Rejoin the Class|Swimming Lesson]]>><<endevent>><</link>>
<<else>> /* Exit to Mason Pond */
<<mason_actions>>
<</if>>
<br><<effects>><<set C.npc.Mason.chastityKeyCarried to 2>>
"Like what?" you ask.
<br><br>
Mason pulls out a small key. "You've had a run in with Old Winter. I think this might fit. W-would you mind if I tried?"
<br><br>
<<link [[No thanks|Mason Chastity Decline]]>><<set C.npc.Mason.chastityRemovalDeclined to 1>><<set $daily.masonChastityRemovalDeclined to 1>><<set $weekly.masonChastityRemovalDeclined to 1>><</link>>
<br>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Accept|Mason Chastity Accept]]>>
<<arousal 600>><<exhibitionism5>><<set C.npc.Mason.chastityRemovalDeclined to 0>><<run delete $daily.masonChastityRemovalDeclined>><<run delete $weekly.masonChastityRemovalDeclined>>
<</link>><<garousal>><<exhibitionist5>>
<<else>>
<br><<insufficientStat "exhibitionism" "to let Mason strip you">>
<</if>>
<br><<effects>>
<<if C.npc.Mason.chastityRemoved is undefined>><<set C.npc.Mason.chastityRemoved to 0>><</if>>
/* Player */
<<switch C.npc.Mason.chastityRemoved>>
<<case 0>>
<<if $speech_attitude is "meek">>
"O-only if you think it will fit," you say, blushing and averting your eyes.
<<elseif $speech_attitude is "bratty">>
"I bet it would fit," you say, smiling and tilting your head suggestively.
<<else>>
"Do you think it will fit?" you ask as you look at the key and back to Mason.
<</if>>
<<case 1>>
<<if $speech_attitude is "meek">>
"Y-you sure you don't just want another peek?" you ask, blushing and averting your eyes.
<<elseif $speech_attitude is "bratty">>
"I bet you just want another peek," you say, smiling and tilting your head suggestively.
<<else>>
"I don't mind letting you see, have another look," you say as you look at the key and back to Mason.
<</if>>
<<default>>
<<if $speech_attitude is "meek">>
"I-I'm ok with letting you peek again. M-maybe you can even touch if you want," you say, blushing and averting your eyes.
<<elseif $speech_attitude is "bratty">>
"Are you sure you are not just trying to get another peek? Maybe I'll even let you touch if you like," you say, smiling and tilting your head suggestively.
<<else>>
"Sure, I can let you have another peek and maybe let you touch if you like," you say with a smile.
<</if>>
<</switch>>
<br><br>
/* Action */
<<He>> tries to ignore your comment but unconsciously licks <<his>> lips. <<He>>
<<if $location is "pool">>
pulls you off to the side of the pool where there is at least a slight amount of privacy and
<</if>>
brings the key to your $worn.genitals.name with trembling fingers.
<<if $worn.over_lower.vagina_exposed gte 1 and $worn.lower.vagina_exposed gte 1 and $worn.under_lower.vagina_exposed gte 1>>
<<switch random(0,1)>>
<<case 0>>
You thrust your hips forward, letting Mason have full access to your $worn.genitals.name.
<<default>>
You spread your legs, giving Mason full access to your $worn.genitals.name.
<</switch>>
<<else>>
<<set _worn to [$worn.over_lower, $worn.lower, $worn.under_lower].filter(w => w.name !== "naked").map(w => w.name).formatList({useOxfordComma: true})>>
You pull off your <<print $underlowerwetstage gte 3 or $overlowerwetstage gte 3 or $lowerwetstage gte 3 ? "soaked " : "">>_worn to give Mason full access to your $worn.genitals.name.
<</if>>
The key fits perfectly, and with a loud click, the $worn.genitals.name comes off, exposing your <<genitals 1>>.
<<set $worn.genitals.type.push("broken")>><<genitalsruined>>
<br><br>
/* Reaction */
<<switch C.npc.Mason.chastityRemoved>>
<<case 0>>
Mason marvels at your <<genitals 2>> for longer than <<he>> means to and, upon realising it, closes <<his>> eyes and quickly turns away.
"Well, it does fit, so you're welcome. It's not the first time I've had a run in with one of these."
<<npcincr Mason lust 5>><<gglust>><<npcincr Mason love 1>><<glove>>
<<case 1>>
Mason stares at your <<genitals 2>> for longer than intended, and <<his>> hand raises, as if to touch you. When <<he>> realises, <<he>> pulls back <<his>> hand and turns away, closing <<his>> eyes.
"You're welcome, though you should try to be more careful. Winter has... unique interests."
<<npcincr Mason lust 5>><<gglust>><<npcincr Mason love 1>><<glove>>
<<default>>
Mason marvels at your <<genitals 2>> for longer than <<he>> means to. As if it had a mind of its own, <<his>> hand raises.
<</switch>>
<<set C.npc.Mason.chastityRemoved += 1>>
<br><br>
/* Options */
<<if C.npc.Mason.chastityRemoved gte 3>>
<<if $promiscuity lt 35>>
<<insufficientStat "promiscuity" "to take things any further">>
<<else>>
<<link [[Grab Mason's Hand|Mason Chastity Grab]]>><</link>><<handholdingvirginitywarning>><<NPCvirginitywarning "Mason" "handholding">>
<</if>>
<br>
<<link [[Do nothing|Mason Chastity Escape]]>><</link>>
<<else>>
<<if $location is "pool">>
<<link [[Rejoin the Class|Swimming Lesson]]>><<endevent>><</link>>
<<else>>
<<mason_actions>>
<</if>>
<</if>>
<br><<effects>>
<<npc Mason>><<person1>>
Upon realising what <<he>> is about to do, Mason pulls <<his>> hand back and closes <<his>> eyes while quickly turning away.
"You're welcome, though you should try to be more careful. Winter has... unique interests."
<<npcincr Mason lust 5>><<gglust>><<npcincr Mason love 1>><<glove>>
<br><br>
<<if $location is "pool">>
<<link [[Rejoin the Class|Swimming Lesson]]>><<endevent>><</link>>
<<else>>
<<mason_actions>>
<</if>><<effects>>
Before Mason loses <<his>> nerve, you catch <<his>> hand and pull it toward your <<genitals>>. <<takeHandholdingVirginity "Mason">>
<br><br>
<<if C.npc.Mason.love gte 20 or C.npc.Mason.lust gte 25>>
<<set _part to $player.penisExist and $player.vaginaExist ? ["penis","pussy"].random() : $player.penisExist ? "penis" : "pussy">>
<<He>> panics and attempts to pull <<his>> hand back, but your grip is too firm.
When <<his>> fingers touch your <<genitals 2>>, <<his>> struggling stops, but <<his>> hand is shaking.
You gently guide <<his>> trembling fingers to your _part. Mason's eyes go wide as <<he>>
<<if _part is "pussy">>probes your pussy.
<<else>>grasps your penis.<</if>>
With timid fingers, <<he>> slowly begins to
<<if _part is "pussy">>rub your pussy.
<<else>>stroke your penis.<</if>>
<<npcincr Mason lust 5>><<gglust>><<npcincr Mason love -2>><<llove>><<npcincr Mason dom -1>><<arousal 1800 _part>><<ggarousal>>
<br><br>
<<if $arousal gte $arousalmax>>
<<orgasm>>
You shudder as a wave of pleasure washes over you<<if !$femaleclimax and !_deniedOrgasm>> and you cum on Mason's hand<</if>>.
<<He>> does not immediately remove <<his>> hand, though, and instead gives you a few more moments of pleasure before withdrawing.
<br><br>
Mason inspects <<his>> hand and catches your eye. <<He>> quickly turns away, "We shouldn't have done that."
<<else>>
Mason continues to
<<if _part is "pussy">>rub your pussy
<<else>>stroke your penis<</if>>
for a few moments before finally pulling <<his>> hand away. <<He>> catches your eye and quickly turns away, "We shouldn't have done that."
<</if>>
<<else>>
<<He>> panics and pulls <<his>> hand from your grip. Mason scowls at you and opens <<his>> mouth to protest, but thinks better of it and turns away with a blush.<<npcincr Mason lust 1>><<glust>><<npcincr Mason love -1>><<llove>><<gdom>><<npcincr Mason dom 1>>
<</if>>
<br><br>
<<if $location is "pool">>
<<link [[Rejoin the Class|Swimming Lesson]]>><<endevent>><</link>>
<<else>>
<<mason_actions>>
<</if>><<effects>>
<<npc Mason>><<person1>>
The hard pressure on your chest wakes you up. You open your eyes, but all you can see is a blurred figure kneeling beside you.
<br><br>
You try to make out who it is.<span class="green"> It's Mason.</span>
<br><br>
<<if $location is "pool">>
Several heads poke in to observe you, making it feel harder to breathe. <<stress 10>><<ggstress>>
<br>
Mason shoos them away, giving you space.
<br><br>
<</if>>
<<He>> opens <<his>> mouth, trying to say something, but you can't hear anything. The only sound is a loud buzzing that makes your head ring. The water must've gotten inside your ears.<<trauma 18>><<ggtrauma>>
<br><br>
You can infer some of <<his>> words. <<Hes>> calling your name. You feel <<his>> toned hands pumping on your sternum, and <<he>> leans down. <<His>> face gets closer, and<<if C.npc.Mason.lust gte 40>> you can see <<his>> flushed cheeks as<</if>> <<his>> parted lips engulf your own.<<npcincr Mason lust 1>><<glust>>
<br><br>
You feel the air forcing its way into your battered lungs, and you can finally breathe. You cough up water. Mason pulls away from you, looking relieved after hearing your coughs and faint breathing. <<He>> calls your name again, but you can feel your consciousness slipping.
<br><br>
<<link [[Next|Ambulance Mason]]>><</link>><<effects>>
You feel yourself being lifted onto a stretcher. From the corner of your eyes, you can see Mason trailing along as they take you away. Mason's concerned look is the last thing you see before you black out.
<br><br>
<<link [[Sleep|Hospital Bed]]>><<endevent>><</link>><<effects>>
You don a pair of ice skates, and push yourself onto the lake.
<<if currentSkillValue('danceskill') gte 1000>>
You glide across, leaping and spinning with grace.
<<if $laketeenspresent is 1 and $rng gte 51>>
<span class="green">The students watch, awed by your skill.</span><<ltrauma>><<gcool>><<trauma -6>><<status 1>>
<</if>>
<<elseif currentSkillValue('danceskill') gte 800>>
You glide across at a good pace, and practise more advanced tricks.
<<if $laketeenspresent is 1 and $rng gte 81>>
<span class="green">The students watch, awed by your skill.</span><<ltrauma>><<gcool>><<trauma -6>><<status 1>>
<</if>>
<<elseif currentSkillValue('danceskill') gte 600>>
You glide across at a good pace.
<<elseif currentSkillValue('danceskill') gte 400>>
You move at a good pace, and rarely wobble.
<<elseif currentSkillValue('danceskill') gte 200>>
You're a bit wobbly, but manage to put one foot in front of the other without falling.
<<elseif currentSkillValue('danceskill') gte 100>>
You're able to remain upright, but little more than that.
<<else>>
You struggle to even remain upright.<<gpain>><<pain 4>>
<<if $laketeenspresent is 1>>
<br><br>
<<if $cool gte random(1, 400)>>
<<generatey1>><<person1>>
The other students giggle, but are sympathetic. You're far from the only one struggling. A <<person1>><<person>> lends an arm to steady you.<<gdanceskill>>
<<elseif random(1, 400) gte $cool>>
The other students laugh at your expense.<<gtrauma>><<gstress>><<lcool>><<status -10>><<trauma 6>><<stress 6>>
<<else>>
The other students giggle, but are sympathetic. You're far from the only one struggling.
<</if>>
<</if>>
<</if>>
<br><br>
<<endevent>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure) and $laketeenspresent is 1>>
<<if $rng gte 81>>
<<generatey1>><<person1>>
A <<person>> skates by. <<He>> spins as <<he>> passes, and winks. <<Hes>> trying to show off.
<br><br>
<<link [[Challenge (0:05)|Lake Skate Challenge]]>><<pass 5>><</link>><<dancedifficulty 200 1000>>
<br>
<<link [[Ignore|Lake Shallows Ice]]>><<endevent>><</link>>
<br>
<<elseif $rng gte 61>>
You catch a <<generatey1>><<person1>><<person>> admiring you from the shore. <<He>> looks away when your eyes meet <<hers>>.
<br><br>
<<link [[Bring <<him>> onto the ice (0:05)|Lake Skate Flirt]]>><<pass 5>><</link>><<promiscuous1>>
<br>
<<link [[Ignore|Lake Shallows Ice]]>><<endevent>><</link>>
<br>
<<elseif $rng gte 41>>
<<generatey1>><<person1>>
A <<person>> skates up to you, and wraps <<his>> arms around you from behind. <<He>> licks your ear.<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<<link [[Shove|Lake Skate Shove]]>><<ltrauma>><<def 1>><</link>>
<br>
<<link [[Endure|Lake Skate Endure]]>><<stress 6>><<arousal 600>><</link>><<gstress>><<garousal>>
<br>
<<elseif $rng gte 21>>
<<generatey1>><<person1>>
<<dancedifficulty 400 1000 true>>
<<if $danceSuccess>>
A <<person>> wobbles as <<he>> skates up to you. "C-could you teach me how to skate as well as you?"
<br><br>
<<link [[Teach (0:20)|Lake Skate Teach]]>><<trauma -6>><<pass 20>><</link>><<ltrauma>>
<br>
<<link [[Refuse|Lake Skate Refuse]]>><</link>>
<br>
<<else>>
A <<person>> glides to a halt in front of you. "Fancy a hand?" <<he>> asks. "I could give you some pointers."
<br><br>
<<link [[Accept (0:20)|Lake Skate Learn]]>><<trauma -6>><<pass 20>><<danceskill 6>><</link>><<gdanceskill>>
<br>
<<link [[Refuse|Lake Skate Learn Refuse]]>><</link>>
<br>
<</if>>
<<else>>
<<generateyv1>><<person1>><<generatey2>><<generatey3>><<generatey4>>
A few delinquents surround a <<person>>. They push <<him>> away from the other students, trying to isolate <<him>>.
<br><br>
<<link [[Intervene (0:05)|Lake Skate Intervene]]>><<def 1>><<famegood 4>><<pass 5>><</link>>
<br>
<<link [[Ignore|Lake Shallows Ice]]>><<endevent>><</link>>
<br>
<</if>>
<<else>>
<<link [[Next|Lake Shallows Ice]]>><</link>>
<br>
<</if>><<effects>>
You
<<if currentSkillValue('danceskill') gte 200>>
skate
<<else>>
wobble
<</if>>
over to the <<person>> and delinquents.
<<if $speech_attitude is "meek">>
"L-leave <<him>> alone," you say.
<<elseif $speech_attitude is "bratty">>
"Oi fuckers," you say. "Leave <<him>> alone."
<<else>>
"Leave <<him>> alone," you say.
<</if>>
<br><br>
<<person2>>
The delinquents abandon their quarry, and skate in your direction. "Sounds like someone wants a beating," a <<person>> says, leading the way.
<br><br>
<<if $rng gte 71>>
Before you can respond, one of the other delinquents, a <<person3>><<person>>, tumbles to the ice. The <<person1>><<person>> lies behind <<person3>><<him>>, arms around the <<persons>> legs.
<br><br>
The other two delinquents almost slip as they spin, shocked by the <<person1>><<persons>> daring.
<br><br>
<<link [[Charge|Lake Skate Charge]]>><</link>><<dancedifficulty 1 600>>
<br>
<<link [[Mock|Lake Skate Mock]]>><</link>><<englishdifficulty 1 1000>>
<br>
<<else>>
<<link [[Charge|Lake Skate Charge 2]]>><</link>><<dancedifficulty 1 1000>>
<br>
<<link [[Brace|Lake Skate Brace]]>><</link>><<physiquedifficulty 1 $physiquemax>>
<br>
<</if>><<effects>>
You skate toward the distracted delinquents, and collide with the <<person2>><<person>>.
<<if $danceSuccess>>
<span class="green">You manage to remain upright</span> as <<he>> tumbles to the ground, grabbing <<his>> friend's arm and bringing <<person4>><<him>> down as well.
<br><br>
You help the <<person1>><<person>> to <<his>> feet, and skate back to shore before the delinquents can recover.
<br><br>
<<else>>
<<He>> grasps <<his>> friend's arm, and yours, as <<he>> falls, <span class="red">dragging you with <<him>>.</span><<gstress>><<gpain>><<stress 6>><<pain 4>>
<br><br>
A pair of hands grasps your wrists. It's the <<person1>><<person>>. <<He>> helps you to your feet, and together you skate back to shore before the delinquents can recover.
<br><br>
<</if>>
"I don't know what they were gonna do to me," <<he>> says. "I don't want to think about it. It doesn't matter. You saved me. Th-thank you."<<ltrauma>><<trauma -6>>
<br><br>
<<link [[Next|Lake Shallows Ice]]>><<endevent>><</link>>
<br><<effects>>
<<if $englishSuccess>>
<<if $speech_attitude is "meek">>
"B-be careful," you say. "Ice can be slippery."
<<elseif $speech_attitude is "bratty">>
"Keep sliding like that," you say. "I mean it. It's hilarious."
<<else>>
"You need to be more careful," you say. "Ice can be slippery."
<</if>>
<br><br>
The <<person2>><<person>> swivels to face you, <span class="green">and loses <<his>> footing.</span> <<He>> slides to the ground, dragging <<his>> remaining friend with <<him>>.
<br><br>
You help the <<person1>><<person>> to <<his>> feet, and skate back to shore before the delinquents can recover.
<br><br>
<<else>>
<<if $speech_attitude is "meek">>
"S-silly pooheads," you say.
<<elseif $speech_attitude is "bratty">>
"Fucking shitheads," you say.
<<else>>
"Stupid bullies," you say.
<</if>>
<span class="red">It sounded more clever in your head.</span>
<br><br>
The <<person2>><<person>> wobbles to a halt in front of you. <<He>> tries to throw a punch, but loses balance. <<He>> grasps <<his>> friend's arm, and yours, and together you tumble to the ice.<<gpain>><<gstress>><<pain 4>><<stress 6>>
<br><br>
A pair of hands grasps your wrists. It's the <<person1>><<person>>. <<He>> helps you to your feet, and together you skate back to shore before the delinquents can recover.
<br><br>
<</if>>
"I don't know what they were gonna do to me," <<he>> says. "I don't want to think about it. It doesn't matter. You saved me. Th-thank you."<<ltrauma>><<trauma -6>>
<br><br>
<<link [[Next|Lake Shallows Ice]]>><<endevent>><</link>>
<br><<if $danceSuccess>>
You skate towards the delinquents as fast as you can. <span class="green">Surprised by your audacity,</span> they throw up their arms in a defensive reflex. You shoulder barge the <<person2>><<person>> into <<his>> friend, sending them both sprawling. The remaining delinquent almost slips in <<person4>><<his>> haste to get away.
<br><br>
You grasp the <<person1>><<persons>> hand, and together skate back to shore. "I don't know what they were gonna do to me," <<he>> says. "I don't want to think about it. It doesn't matter. You saved me. Th-thank you."<<ltrauma>><<trauma -6>>
<br><br>
<<link [[Next|Lake Shallows Ice]]>><<endevent>><</link>>
<br>
<<else>>
You skate towards the delinquents as fast you can, <span class="red">but lose balance.</span> You tumble to the ground, skidding to a halt in front of them.<<ggpain>><<gstress>><<pain 8>><<stress 6>>
<br><br>
The delinquents roar with laughter, so much that they almost slip up themselves. The <<person2>><<person>> grasps your arms, and starts dragging you across the ice.
<br><br>
<<link [[Next|Lake Skate Drag]]>><</link>>
<br>
<</if>><<effects>>
You brace for impact. The <<person2>><<person>> hits first,
<<if $physiqueSuccess>>
barging into you. <span class="green">You manage to keep your footing.</span> A <<person3>><<person>> comes next. You grasp <<his>> arm as <<his>> body connects with yours. You spin around, redirecting <<his>> momentum and sending <<him>> back the way <<he>> came. Right at a <<person4>><<person>>.
<br><br>
They collide, and tumble to the ice. The <<person2>><<person>> laughs at <<his>> friends' misfortune, but doesn't seem keen to approach you again.
<br><br>
You grasp the <<person1>><<persons>> hand, and together skate back to shore. "I don't know what they were gonna do to me," <<he>> says. "I don't want to think about it. It doesn't matter. You saved me. Th-thank you."<<ltrauma>><<trauma -6>>
<br><br>
<<link [[Next|Lake Shallows Ice]]>><<endevent>><</link>>
<br>
<<else>>
barging into you. <span class="red">The force sends you skidding to the ground.</span><<ggpain>><<gstress>><<pain 8>><<stress 6>>
<br><br>
The delinquents roar with laughter, so much that they almost slip up themselves. The <<person2>><<person>> grasps your arms, and starts dragging you across the ice.
<br><br>
<<link [[Next|Lake Skate Drag]]>><</link>>
<br>
<</if>><<effects>>
<<set $rescued += 1>>
The delinquents drag you further from shore, debating what to do with you and threatening to kick you with their ice skates if you don't play along.
<<if playerIsPregnant() and playerAwareTheyArePregnant()>>
You desperately hope it's just an empty threat, since their grasp on your arms prevents you from shielding your <<pregnancyBabyText "pc">> from any blows. You try to squirm free, to no avail.
<</if>>
<<gtrauma>><<trauma 6>>
<br><br>
<<if $syndromeeden gte 1 and $rng gte 75>>
You hear a gunshot, distant, but clear across the open lake. You hear the bullet whistle through the air before <span class="red">thudding into the nearby ice.</span>
<br><br>
The trio stop in their tracks. "Was that a gun?" the <<person3>><<person>> asks.
<br><br>
A second gunshot answers. <span class="red">The bullet lands closer.</span> The ice explodes this time, throwing shards into the air.
<br><br>
"F-fuck this," the <<person4>><<person>> whimpers. <<He>> turns and skates the way <<he>> came. The others follow close behind.
<br><br>
<<tearful>> you rise to your feet. You peer in the direction the bullets came, but can't see your rescuer. They could be lurking anywhere along that tree line.
<br><br>
<<endevent>>
<<link [[Next|Lake Depths Ice]]>><</link>>
<br>
<!-- Modified for Monster People -->
<<elseif $syndromewolves gte 1 and $rng gte 50 and $wolfpacktrust gte 24>>
<<person3>>
"What's that?" the <<person>> says, pointing at a dark shape across the ice.
<br><br>
The <<person2>><<person>> peers at it. "It's getting closer," <<he>> says, voice betraying worry.
<br><br>
The third delinquent, a <<person4>><<person>> takes a step backwards. <span class="red">"It-it's a wolf,"</span> <<he>> stutters. The trio stand motionless for a moment, then, slipping more than once, turn and skate away. You're left alone on the ice.
<br><br>
<<endevent>><<npc "Black Wolf">>
You hear rapid footsteps, then a warm tongue licks your face. It's the Black Wolf.<<lstress>><<stress -6>>
<br><br>
<<if $monster is 1>>
"Humans. So crude. You belong with wolf." <<bHe>> watches the delinquents run, before turning and walking away. <<bHe>> looks at you over <<bhis>> shoulder.
<<else>>
<<bHe>> seems uninterested in pursuing the delinquents, instead walking back the way it came. It stops and looks over its shoulder.
<</if>>
<br><br>
<<endevent>>
<<link [[Go to the wolf cave (0:30)|Wolf Cave Clearing]]>><<pass 30>><</link>>
<br>
<<link [[Stay at the lake|Lake Depths Ice]]>><</link>>
<br>
<<else>>
<span class="green">They're interrupted by a shout.</span> It's the <<person1>><<person>>, following across the ice. <<Hes>> not alone.
<br><br>
The delinquents hurl insults at the pursuers, but they're outnumbered. They skate away, leaving you lying on the ice.
<br><br>
<<generatey5>>
<<tearful>> you rise to your feet. The <<person1>><<person>> and <<his>> friends arrive at your side. They're all a bit older than <<him>>. It's a <<person5>><<person>> who speaks.
<br><br>
"Heard you saved my li'l <<person1>><<if $pronoun is "m">>bro<<else>>sis<</if>>," <<person5>><<he>> says. "Good of you. Excuse me though." <<He>> pushes <<himself>> after the delinquents, and the other friends follow. The <<person1>><<person>> stays behind, and gives you a shy smile. Together, you return to shore.<<gcool>><<status 1>>
<br><br>
<<link [[Next|Lake Shallows Ice]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
There's no substitute for practice, but your presence is great for the <<persons>> confidence. You give <<him>> pointers, and offer an arm when <<he>> needs it. <<He>> doesn't seem quite so wobbly by the end.
<br><br>
<<link [[Next|Lake Shallows Ice]]>><<endevent>><</link>>
<br><<effects>>
"Thanks anyway," the <<person>> says, disappointed. <<He>> wobbles away.
<br><br>
<<link [[Next|Lake Shallows Ice]]>><<endevent>><</link>>
<br><<effects>>
<<if currentSkillValue('danceskill') gte 800>>
You perform some tricks in front of the <<person>>. <<He>> watches, then points out the flaws in your technique.
<<elseif currentSkillValue('danceskill') gte 400>>
You skate in front of the <<person>>. <<He>> watches, then offers tips on how to improve your speed and balance.
<<elseif currentSkillValue('danceskill') gte 100>>
The skate in front of the <<person>>. <<He>> watches, then offers tips on how to improve your balance.
<<else>>
The <<person>> holds your arm as you skate, and gives you pointers. You're able to skate more adventurously than normal, knowing you aren't going to end up on your ass.
<</if>>
You learn a lot.
<br><br>
<<link [[Next|Lake Shallows Ice]]>><<endevent>><</link>>
<br><<effects>>
The <<person>> shrugs. "Suit yourself," <<he>> says. "Good luck." <<He>> skates away.
<br><br>
<<link [[Next|Lake Shallows Ice]]>><<endevent>><</link>>
<br><<effects>>
You shove the <<person>> away from you. <<He>> loses <<his>> footing, and lands on <<his>> back. You hear laughter from several directions.
<br><br>
<<if $rng gte 81>>
Incensed, the <<person>> rises to <<his>> feet, and lunges.
<br><br>
<<link [[Next|Lake Skate Rape]]>><<set $molestationstart to 1>><<set $phase to 1>><</link>>
<br>
<<else>>
Pride wounded, the <<person>> rises to <<his>> feet, and skates away.
<br><br>
<<link [[Next|Lake Shallows Ice]]>><</link>>
<br>
<</if>><<effects>>
<<if $rng gte 61>>
The <<person>> gropes and fondles you, then puts <<his>> hand over your mouth.
<br><br>
<<link [[Next|Lake Skate Rape]]>><<set $molestationstart to 1>><<set $phase to 0>><</link>>
<br>
<<else>>
The <<person>> gropes and fondles you for a few moments, before skating off to find someone else to harass.
<br><br>
<<link [[Next|Lake Shallows Ice]]>><</link>>
<br>
<</if>><<effects>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<if $phase is 1>>
<<set $enemyanger += 150>>
<<else>>
<<hand_gag 0 left>>
<</if>>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Lake Skate Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Lake Skate Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> shoves you forward, and skates off to find someone else to harass.
<br><br>
<<tearful>> you steady yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Lake Shallows Ice]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
You shove the <<person>> onto <<his>> ass. <<tearful>> you skate away.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Lake Shallows Ice]]>><</link>>
<br>
<<else>>
<<set $rescued += 1>>
The cry attracts attention. The <<person>> looks around, nervous. <<He>> shoves you forward and skates away.
<br><br>
<<tearful>> you steady yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Lake Shallows Ice]]>><</link>>
<br>
<</if>><<effects>>
You race after the <<person>>. <<He>> speeds up when <<he>> notices you following.
<<if $danceSuccess>>
<<if currentSkillValue('danceskill') gte 600>>
You're able to keep up, <span class="green">and then overtake <<him>>.</span> You spin and wink.
<<else>>
Driven by the desire to win, you manage to keep up, <span class="green">and even overtake <<him>></span> You spin and wink.
<</if>>
<<gcool>><<status 1>>
<br><br>
<<link [[Next|Lake Shallows Ice]]>><<endevent>><</link>>
<br>
<<else>>
<<if currentSkillValue('danceskill') gte 800>>
<<Hes>> fast, <span class="red">too fast.</span> Realising you won't catch up, you slow to a stop.<<lcool>><<status -10>>
<<else>>
In your rush to catch up, <span class="red">you lose your balance.</span> You're left sprawled on the ice.<<gpain>><<gstress>><<lcool>><<pain 4>><<stress 6>><<status -1>>
<</if>>
<br><br>
<<link [[Next|Lake Shallows Ice]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<if currentSkillValue('danceskill') gte 200>>
You skate over.
<<else>>
You manage to wobble your way over.
<</if>>
<<Hes>> blushing.
<br><br>
<<if $speech_attitude is "meek">>
"I-it's okay to be shy," you say. "But I saw you watching me."
<<elseif $speech_attitude is "bratty">>
"I saw you watching me," you say. "No need to be shy."
<<else>>
"There's no need to be shy," you say.
<</if>>
<<Hes>> already wearing ice skates. You hold out your hand.
<<promiscuity1>>
<<if currentSkillValue('danceskill') gte 200>>
You help <<him>> across the ice. You have to steady <<him>> more than once when <<he>> slips. <<He>> laughs, embarrassed, but <<his>> nervousness abates.
<br><br>
<<else>>
You're not much more experienced than <<him>>, and inevitably end up sprawled together on the ice. <<He>> laughs, <<his>> nervousness abated.
<br><br>
<</if>>
You're a fair way onto the ice, well away from the other students.
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Seduce|Lake Skate Seduce]]>><</link>><<promiscuous2>>
<br>
<</if>>
<<link [[Help <<him>> back to shore|Lake Skate Shore]]>><</link>>
<br><<effects>>
<<set $seductiondifficulty to 4000>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>>
<span class="gold">You feel more confident in your powers of seduction.</span>
<br><br>
<</if>>
<<seductionskilluse>>
<<if currentSkillValue('danceskill') gte 200>>
You press your body against the <<persons>>, and breathe on <<his>> neck.
<<else>>
You roll on top of the <<person>>, and breathe on <<his>> neck.
<</if>>
<<promiscuity2>>
<<if $seductionrating gte $seductionrequired>>
<<He>> shivers, <span class="green">and pulls you closer.</span>
<br><br>
<<link [[Next|Lake Skate Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<else>>
<<He>> shivers, <span class="red">but <<his>> nervousness returns,</span> and <<he>> looks away.
<br><br>
<<if currentSkillValue('danceskill') gte 200>>
You help <<him>> back to shore.
<<else>>
You help <<him>> to <<his>> feet, and back to shore.
<</if>>
<<He>> looks like <<he>> wants to say something, but can't find the words.
<br><br>
<<link [[Next|Lake Shallows Ice]]>><</link>>
<br>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Lake Skate Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Lake Skate Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> pants against the ice.
<br><br>
<<clotheson>>
<<tearful>> you help <<him>> to shore. <<He>> gives you a parting kiss on the cheek.
<br><br>
<<endcombat>>
<<link [[Next|Lake Shallows Ice]]>><</link>>
<<elseif $enemyhealth lte 0>>
You pull away from the <<person>>. <<He>> tries to follow, but slips on the ice.
<br><br>
<<tearful>> you make it some distance away.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Lake Shallows Ice]]>><</link>>
<<else>>
<<clotheson>>
You help the <<person>> back to shore. <<He>> looks like <<he>> wants to say something, but can't find the words.
<br><br>
<<tearful>> you skate back onto the ice.
<br><br>
<<endcombat>>
<<link [[Next|Lake Shallows Ice]]>><</link>>
<</if>><<effects>>
<<if currentSkillValue('danceskill') gte 200>>
You help the <<person>> back to shore. <<He>> kisses your cheek before you part.<<ltrauma>><<trauma -6>>
<br><br>
<<else>>
You help each other to your feet, and return to the shore. The <<person>> is still giggling. <<He>> kisses your cheek before you part.<<ltrauma>><<trauma -6>>
<br><br>
<</if>>
<<link [[Next|Lake Shallows Ice]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "lake_ruin">><<set $bus to "lakeunderwater">><<underwater>><<effects>><<lakeeffects>>
<<if $stress gte $stressmax and !$possessed>>
<<passoutlake>>
<<elseif $foresthunt gte 10>>
<<foresthunt>>
<<elseif wraithCanHunt() and $wraith.state and $wraith.hunt is 0 and $wraith.timer gte random(0, 10) and !$possessed>>
<<wHunt "lake">>
<<else>>
<<if Weather.isFrozen("lake")>>
You are beneath the lake. You swim beneath a crystal ceiling, between tall weeds.
<<if Weather.dayState is "night">>
<<if Weather.isSnow>>
The ice is pitch black.
<<elseif Weather.is("heavyClouds")>>
The ice is black.
<<else>>
Pale moonlight spills through.
<</if>>
<<else>>
<<if Weather.isSnow>>
The ice is white.
<<elseif Weather.is("heavyClouds")>>
The ice is a dull grey.
<<else>>
Sunlight pierces through.
<</if>>
<</if>>
<<else>>
You are beneath the lake. You swim over dark silt and between tall weeds.
<<if Weather.dayState is "night">>
<<if Weather.precipitation is "rain">>
The water is black. It dulls the sound of the rain above.
<<elseif Weather.is("heavyClouds")>>
The water is black.
<<else>>
The plants glisten in moonlight.
<</if>>
<<else>>
<<if Weather.precipitation is "rain">>
The water is dark. It dulls the sound of the rain above.
<<elseif Weather.is("heavyClouds")>>
The water is dark.
<<else>>
Sunlight pierces the gloom.
<</if>>
<</if>>
<</if>>
<<if !Time.schoolDay and Weather.isSnow and Weather.dayState is "day" and $mason_ice_lake gte 1>>
You glimpse Mason through the plants.
<</if>>
<br><br>
<<if !Time.schoolDay and Weather.isSnow and Weather.dayState is "day" and $mason_ice_lake is undefined>>
<<set $mason_ice_lake to 1>>
<<npc Mason>><<person1>>
A shape looms from the dark. Strong arms clutch you, pressing you against a sleek muscular body as you are carried back towards the light.
<br><br>
You're pushed onto the ice. The figure climbs after you. It's Mason, clad in a wetsuit.
<<if $exposed gte 1>>
<<He>> grabs a towel from a bag on the swimming dock, and wraps it around you.
<<towelup>>
<</if>>
<<He>> shivers in the cold air, but seems more concerned about you.
<br><br>
"You shouldn't dive this time of year," <<he>> says. "It's dangerous."
<br><br>
<<link [[Reassure|Lake Mason Reassure]]>><</link>><<swimmingdifficulty 600 1000>>
<br>
<<link [[Thank|Lake Mason Thank]]>><<npcincr Mason love 1>><</link>><<glove>>
<br>
<<link [[Get angry|Lake Mason Angry]]>><<def 1>><<npcincr Mason love -1>><</link>><<llove>>
<br>
<<elseif !Time.schoolDay and Weather.isFrozen("lake") and Weather.dayState is "day" and $mason_ice_lake is 1 and random(1, 5) is 5>>
<<npc Mason>><<person1>>
Mason spots you, and speeds in your direction. <<He>> scoops you up in <<his>> arms, and kicks towards the light. You're pushed onto the ice.
<br><br>
<<if $exposed gte 1>>
<<He>> grabs a towel from a bag on the swimming dock, and wraps it around you.
<<towelup>>
<</if>>
<<He>> shivers in the cold air, but seems more concerned about you.
<br><br>
"I appreciate eagerness," <<he>> says. "But I meant what I said. It's dangerous. I can't let a student down there."
<br><br>
<<link [[Reassure|Lake Mason Reassure]]>><</link>><<swimmingdifficulty 600 1000>>
<br>
<<link [[Thank|Lake Mason Thank]]>><</link>>
<br>
<<link [[Get angry|Lake Mason Angry]]>><</link>>
<br>
<<else>>
<<if $nextPassageCheck is "Lake Ruin">>
<<swimicon>><span class="nextLink"><<link [[Swim inside ruin|Lake Ruin]]>><<wateraction>><</link>><<loxygen>></span>
<<else>>
<<swimicon>><<link [[Swim inside ruin|Lake Ruin]]>><<wateraction>><</link>><<loxygen>>
<</if>>
<br><br>
<<if !Time.schoolDay and Weather.isSnow and Weather.dayState is "day">>
<<set $lake_ice_broken to 1>>
<</if>>
<<if Weather.isFrozen("lake")>>
<<if $lake_ice_broken is undefined>>
<<swimicon "up">><<link [[Surface|Lake Underwater Ice]]>><</link>>
<br>
<<else>>
<<swimicon "up">><<link [[Surface|Lake Depths Ice]]>><</link>>
<br>
<</if>>
<<else>>
<<swimicon "up">><<link [[Surface|Lake Depths]]>><<set $lakesurface to 1>><</link>>
<br>
<</if>>
<</if>>
<</if>><<underwater>><<effects>>
You swim up to the surface, <span class="red">but you can't find the hole in the ice.</span> It's frozen over!<<ggstress>><<stress 18>>
<br><br>
<<link [[Smash through|Lake Underwater Ice Smash]]>><<wateraction>><<pain 4>><</link>><<physiquedifficulty 1 $physiquemax>><<loxygen>><<gpain>>
<br>
<<link [[Keep calm and search for the hole|Lake Underwater Ice Calm]]>><<wateraction>><</link>><<willpowerdifficulty 1 $willpowermax>><<loxygen>>
<br>
<<link [[Swim back down|Lake Underwater]]>><<wateraction>><</link>><<loxygen>>
<br><<underwater>><<effects>>
<<if $physiqueSuccess>>
You smash your <<if $leftarm is "bound" and $rightarm is "bound">>feet<<else>>fists<</if>> against the ice. <span class="green">You hear it crack.</span> You keep bashing away, your strength bolstered by panic, and manage to bash open a hole large enough to climb through.
<br><br>
<<earnFeat "Under the Ice">>
You haul yourself onto the surface of the lake.
<br><br>
<<set $location to "lake">>
<<set $lake_ice_broken to 2>>
<<link [[Next|Lake Depths Ice]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
Your <<if $leftarm is "bound" and $rightarm is "bound">>feet<<else>>fists<</if>> thud against the ice, <span class="red">but it remains solid</span>.
<br><br>
<<link [[Keep trying|Lake Underwater Ice Smash]]>><<wateraction>><<pain 4>><</link>><<physiquedifficulty 1 $physiquemax>><<loxygen>><<gpain>>
<br>
<<link [[Keep calm and search for the hole|Lake Underwater Ice Calm]]>><<wateraction>><</link>><<willpowerdifficulty 1 $willpowermax>><<loxygen>>
<br>
<<link [[Swim back down|Lake Underwater]]>><<wateraction>><</link>><<loxygen>>
<br>
<</if>><<underwater>><<effects>>
<<if $willpowerSuccess>>
You can't breathe to focus yourself, but you can feel the current around you. The ice won't be solid. There hasn't been time.
<br><br>
Now calm, you see it. A gap not far from you. You swim over, and push against the frozen ceiling. <span class="green">It breaks apart at your touch.</span>
<br><br>
<<earnFeat "Under the Ice">>
You haul yourself onto the surface of the lake.
<br><br>
<<set $location to "lake">>
<<set $lake_ice_broken to 2>>
<<link [[Next|Lake Depths Ice]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You'd normally breathe to stay calm, but you can't even do that. <span class="red">Frantic,</span> you push yourself along the surface <span class="red">in an erratic and hopeless pattern.</span><<gtrauma>><<trauma 6>><<ggwillpower>><<willpower 3>>
<br><br>
<<link [[Smash through|Lake Underwater Ice Smash]]>><<wateraction>><<pain 4>><</link>><<physiquedifficulty 1 $physiquemax>><<loxygen>><<gpain>>
<br>
<<link [[Keep trying|Lake Underwater Ice Calm]]>><<wateraction>><</link>><<willpowerdifficulty 1 $willpowermax>><<loxygen>>
<br>
<<link [[Swim back down|Lake Underwater]]>><<wateraction>><</link>><<loxygen>>
<br>
<</if>><<set $outside to 0>><<set $location to "lake_ruin">><<set $bus to "lake_ruin">><<underwater>><<effects>><<lakeeffects>>
You are in the submerged ruin beneath the lake. Glowing purple lichen covers ancient walls.
<<if $wraithPrison or $sciencelichenlake is 1 or $scienceproject is "won" or $scienceproject is "done">>
A strange rune glimmers on a flat section of the wall.
<</if>>
<br><br>
<<if $stress gte $stressmax and !$possessed>>
<<passoutlake>>
<<elseif $foresthunt gte 10>>
<<foresthunt>>
<<elseif wraithCanHunt() and $wraith.state and $wraith.hunt is 0 and $wraith.timer gte random(0, 10) and !$possessed>>
<<wHunt "lake">>
<<else>>
<<if $sciencelichenknown is 1 and $sciencelichenlake isnot 1 and $scienceproject is "ongoing">>
<<scienceicon "purple lichen">><<link [[Retrieve lichen for your science project|Lake Lichen]]>><<set $sciencelichenlake to 1>><<wateraction>><</link>><<loxygen>>
<br>
<</if>>
<<if $nextPassageCheck is "Lake Ruin Prison Intro">>
<<investigateicon>><span class="nextLink"><<link [[Inspect the rune|Lake Ruin Prison Intro]]>><<wateraction>><</link>><<loxygen>></span>
<br>
<<elseif $wraithPrison or $sciencelichenlake is 1 or $scienceproject is "won" or $scienceproject is "done">>
<<investigateicon>><<link [[Inspect the rune|Lake Ruin Symbol]]>><<wateraction>><</link>><<loxygen>>
<br>
<</if>>
<<swimicon "down">><<link [[Swim deeper|Lake Ruin Deep]]>><<wateraction>><</link>><<loxygen>>
<br>
<<swimicon "up">><<link [[Swim towards the surface|Lake Underwater]]>><<wateraction>><</link>><<loxygen>>
<br>
<</if>><<set $outside to 0>><<set $location to "lake_ruin">><<set $bus to "lake_ruin">><<underwater>><<effects>><<lakeeffects>>
You run your hand over the carved symbol in the wall. Nothing happens.
<br><br>
<<if $wraithPrison>>
You shiver, knowing what's on the other side.
<br><br>
<</if>>
<<link [[Next|Lake Ruin]]>><</link>>
<br><<set $outside to 0>><<set $location to "lake_ruin">><<set $bus to "lake_ruin_deep">><<underwater>><<effects>><<lakeeffects>>
You are deep in the submerged ruin beneath the lake. Pots of different sizes fill the room. There's an ancient door opposite the entrance.
<<if $lakeruinkey isnot 2>>
It's closed.
<<else>>
It's open.
<</if>>
<br><br>
<<if $stress gte $stressmax and !$possessed>>
<<passoutlake>>
<<elseif $foresthunt gte 10>>
<<foresthunt>>
<<elseif wraithCanHunt() and $wraith.state and $wraith.hunt is 0 and $wraith.timer gte random(0, 10) and !$possessed>>
<<wHunt "lake">>
<<else>>
<<if $lakeruinkey is 1>>
<<lockicon "bronze key">><<link [[Use bronze key|Lake Ruin Door]]>><<wateraction>><</link>><<loxygen>>
<br>
<</if>>
<<lakeicon "pots">><<link [[Search pots|Lake Pots]]>><<wateraction>><</link>><<loxygen>>
<br>
<<if $lakeruinkey is 2>>
<<swimicon>><<link [[Swim inside plinth room|Lake Ruin Plinth]]>><<wateraction>><</link>><<loxygen>>
<br>
<</if>>
<br>
<<if $nextPassageCheck is "Lake Ruin">>
<<swimicon "up">><span class="nextLink"><<link [[Swim towards exit|Lake Ruin]]>><<wateraction>><</link>><<loxygen>></span>
<<else>>
<<swimicon "up">><<link [[Swim towards exit|Lake Ruin]]>><<wateraction>><</link>><<loxygen>>
<</if>>
<br>
<</if>><<set $outside to 0>><<set $location to "lake_ruin">><<underwater>><<effects>><<lakeeffects>>
<<set $lakeruinkey to 2>><<wearProp "key" "bronze">>
You hear the ancient mechanism creak and the door groans open. Beyond is a plinth, stood alone in a rubble-strewn room. Atop it sits an ivory necklace. It's studded with blue jewels.
<br><br>
<<swimicon>><<link [[Swim inside|Lake Ruin Plinth]]>><<handheldon>><</link>>
<br><<set $outside to 0>><<set $location to "lake_ruin">><<underwater>><<effects>><<lakeeffects>>
You grip the plinth, and pull your <<bottom>> against it. The instant you do, a red light blazes into life, illuminating the room. Previously unseen statues stare down at you from above.
<br><br>
<<if !(!$player.vaginaExist and playerIsPregnant())>>
You jerk back, and convulse. The room shakes and trembles. A crack appears in the floor. It widens, letting in more of the red light.
<<if numberOfEarSlime() gte 2>>
You feel the slimes squirm from your ears. They vanish into the crevice.
<<world_corruption "soft" 20>>
<<else>>
You feel the slime squirm from your ear. It vanishes into the crevice.
<<world_corruption "soft" 10>>
<</if>>
<br><br>
<<set $earSlime.corruption to 0>>
<<if $slime_tf is 1>>
<<set $slime_tf to 0>>
<<set $physicalTransform to 0>>
<</if>>
<<if $player.gender is "f" and ["mixed", "impregnation"].includes($earSlime.focus) and $player.ballsExist>>
<<set $player.ballsExist to false>>
<</if>>
<<if $parasite.left_ear.name is "slime">>
<<removeparasite left_ear>>
<</if>>
<<if $parasite.right_ear.name is "slime">>
<<removeparasite right_ear>>
<</if>>
<<set $noEarSlime to true>>
<<if $tentacledisable is "f">>
The light fades, and all falls quiet. Yet you feel a presence. Something stayed behind.
<br><br>
Over a dozen tentacles curl up the side of the plinth, forming a prison around you.
<br><br>
<<link [[Next|Lake Ruin Sit Tentacles]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<link [[Next|Lake Ruin Plinth]]>><</link>>
<br>
<</if>>
<<else>>
Seconds after, and just as fast as before, it returns to normal. It seems that something's restraining itself. <<if playerAwareTheyArePregnant()>>You wonder if it has to do with your pregnancy.<</if>>
<br><br>
<<link [[Next|Lake Ruin Plinth]]>><</link>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<set $combat to 1>>
<<set $enemytype to "tentacles">>
<<controlloss>>
<<molested>>
<<tentaclestart 16 16>>
<</if>>
<<statetentacles>>
<<underwater>><<effects>>
<<effectstentacles>>
<<tentacles>>
<<actionstentacles>>
<<if $tentacles.active lte ($tentacles.max / 2)>>
<span id="next"><<link [[Next|Lake Ruin Sit Tentacles Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Lake Ruin Sit Tentacles]]>><</link>></span><<nexttext>>
<</if>><<underwater>><<effects>>
The creature recoils from you and disappears into darkness. <<tearful>> you look around, but see no other threats.
<<clotheson>>
<<endcombat>>
<<link [[Next|Lake Ruin Plinth]]>><<set $phase to 1>><</link>>
<br><<set $outside to 0>><<set $location to "lake_ruin">><<underwater>><<effects>><<lakeeffects>>
You are deep in the lake ruin, in a small room with a plinth.
<<if $museumAntiques.antiques.antiqueivorynecklace is "notFound">>
An ivory necklace sits atop it. It's studded with blue jewels.
<</if>>
<<set _leave to 1>>
<<set _bmoon to Time.isBloodMoon()>>
<<set _parasite to !!numberOfEarSlime()>>
<<if _bmoon>>
/* Display these on every blood moon entry */
<<if $wraith.hunt>>
You sense the presence following you come to a stop. <span class="blue">It can't reach you in here.</span>
<<set $wraith.hunt to 0>><<set $foresthunt to 0>><<set $wraith.timer += 5>>
<</if>>
Red moonlight filters down from cracks in the ceiling. There isn't much, but the plinth seems to glow where the light hits it.
<<if $moonEvent and !_parasite and $worn.genitals.name is "gold chastity belt">>
/* Moon event if no parasites and has gold cb */
<<unset $moonEvent>><<set $worn.genitals.integrity *= 0.5>><<control 50>>
You're drawn to the plinth, and feel an odd sense of peace.
<<gggcontrol>><br><br>
<<set $phase to 1>>
<</if>>
<</if>>
<<if _bmoon and _parasite>>
/* Clear the possibility of the other moon event, but this event can be revisited if it is skipped */
<<unset $moonEvent>>
You feel it pull to you.
<br><br>
<<ind>><<link [[Sit on the plinth|Lake Ruin Sit]]>><</link>>
<br>
<<elseif $tentacledisable is "f" and $hallucinations gte 2 and !_bmoon>>
You look around the barren room. You don't see anything besides the plinth<<if $museumAntiques.antiques.antiqueivorynecklace is "notFound">> and necklace<</if>>, but you hear a faint slithering sound. <span class="blue">Something's watching you.</span>
<br><br>
<<investigateicon>><<link [[Search|Lake Ruin Deep Offer]]>><<loxygen>><</link>>
<br>
<<elseif $tentacledisable is "f" and _bmoon and $phase isnot 1 and $museumAntiques.antiques.antiqueivorynecklace isnot "notFound">>
<<set _leave to 0>>
<br><br>
You feel the water stirring around you, growing more agitated as you look around. From the darkness, thinly illuminated by the red moonlight, tentacles lash out. <span class="red">Two of them wrap around your ankles, beginning to pull you further into the room!</span>
<br><br>
<<link [[Submit|Lake Ruin Deep NonConsentacles]]>><<set $molestationstart to 1>><</link>>
<br>
<<link [[Escape|Lake Ruin Deep Consentacles Leave]]>><<loxygen>><</link>><<swimmingdifficulty 600 1200>>
<br>
<<elseif _bmoon>>
The water around you is eerily silent, and deathly still, the room barely illuminated in the red glow.
<br><br>
<<else>>
The water sways with your movements in the dark room.
<br><br>
<</if>>
<<if _leave>>
<<if $museumAntiques.antiques.antiqueivorynecklace is "notFound">>
<<icon "clothes/ivory_necklace.png">><<link [[Take the necklace|Lake Ruin Ivory]]>><<set $antiquemoney += 2000>><<museumAntiqueStatus "antiqueivorynecklace" "found">><<set $necklaceThief to "player">><</link>>
<br>
<</if>>
<<if $museumAntiques.antiques.antiqueivorynecklace is "found">>
<<link [[Return the necklace|Lake Ruin Ivory Return]]>><<set $antiquemoney -= 2000>><<set $museumAntiques.antiques["antiqueivorynecklace"] to "notFound">><<set $necklaceThief to "">><</link>>
<br>
<</if>>
<<swimicon "back">><<link [[Leave|Lake Ruin Deep]]>><<set $phase to 0>><</link>>
<br>
<</if>><<effects>><<wearProp "ivory necklace">>
You lift the necklace from the plinth. The craftsmanship is masterful, and you get the feeling that this meant a lot to someone.
<br><br>
<<if C.npc["Ivory Wraith"].init is 1>>
<<set C.npc["Ivory Wraith"].lust to 20>>
<</if>>
<<if Time.isBloodMoon()>>
You suddenly hear pounding on the walls all around you. <<if $wraith.seen gte 1>>A familiar<<else>>An unfamiliar<</if>> voice cries out, and it feels like something's grabbing at your arms and legs. You instinctively flail and push yourself backwards through the water. <<trauma 12>><<ggtrauma>>
<br><br>
It dies down after a few moments, leaving you shaken.
<<if $wraith.hunt>>
The dread slowly passes, and you no longer sense the presence hunting you. <span class="blue"><i>You're safe until the next blood moon.</i></span>
<br><br>
<</if>>
<<if $wraith>>
<<set $wraith.state to "">>
<<clearWraith>>
<<set $wraithSkip to true>>
<</if>>
<<tearful>> you exit the room.
<<elseif $wraith.state>>
You feel a twinge of dread as you look at your reflection in the blue gemstones. You look pale. <<stress 6>><<gstress>>
<br><br>
You decide not to linger, and leave the room with the necklace in hand.
<<else>>
You can see your reflection in the blue gemstones. This will fetch a high price.
<</if>>
<br><br>
<<link [[Next|Lake Ruin Deep]]>><<handheldon>><</link>>
<br><<set $outside to 0>><<set $location to "lake_ruin">><<underwater>><<effects>><<lakeeffects>>
Whatever it is, it sounds like it's behind you. No matter what direction you face. You sense a thirst.
<br><br>
<<if hasSexStat("deviancy", 4)>>
<<ind>><<link [[Offer yourself|Lake Ruin Deep Offer 2]]>><<loxygen>><</link>><<deviant4>>
<br>
<</if>>
<<swimicon "back">><<link [[Leave|Lake Ruin Deep]]>><</link>>
<br><<set $outside to 0>><<set $location to "lake_ruin">><<underwater>><<effects>><<lakeeffects>>
<<if $museumAntiques.antiques.antiqueivorynecklace is "notFound">>
You gingerly move the necklace aside.
<</if>>
<<if _topless and _bottomless>>
You spread your arms and legs out, presenting your body to the thing in the room.
<<else>>
<<strip>>
You strip naked and give a suggestive wiggle, trying to goad the presence.
<</if>>
<<deviancy4>>
After a moment, you sense a number of tentacles approach you from behind. They prod you gently, testing your offer. Though underwater, your skin slickens at their touch.
<br><br>
Several of the tentacles begin to explore your body, trailing slime wherever they go. You feel two of them wrap around your ankles. Everywhere they make contact, a stimulating tingle electrifies your skin. You are filled with an intense excitement as the tendrils slide up your thighs and towards your <<genitals>>. <<ggarousal>><<arousal 1500>>
<br><br>
<<link [[Continue|Lake Ruin Deep Consentacles]]>><<loxygen>><<set $sexstart to 1>><</link>>
<br>
<<link [[Escape|Lake Ruin Deep Consentacles Leave]]>><<loxygen>><</link>><<swimmingdifficulty 1 1000>>Sensing imminent danger, you decide not to take any risks and leave the room.
<br><br>
<<link [[Continue|Lake Ruin Deep]]>><<loxygen>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<set $enemytype to "tentacles">>
<<neutral 1>>
<<set $enemytrust += 100>>
<<tentaclestart 6 8>>
<</if>>
<<statetentacles>>
<<underwater>><<effects>>
<<effectstentacles>>
<<tentacles>>
<<actionstentacles>>
<<if $tentacles.active lte ($tentacles.max / 2)>>
<span id="next"><<link [[Next|Lake Underwater Tentacles Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Lake Ruin Deep Consentacles]]>><</link>></span><<nexttext>>
<</if>>Deciding you've had enough, you attempt to unravel yourself and leave the room.
<br><br>
<<if $swimmingSuccess>>
<span class="green">You free your ankles and make your escape.</span> The tentacles grasp at you with increasing desperation. You narrowly avoid one shooting for your leg, and swim through the doorway. The tentacles protrude from the room and grope around the walls, but they refuse to chase you any further. They slink away.
<br><br>
<<link [[Continue|Lake Ruin Deep]]>><<loxygen>><</link>>
<br>
<<else>>
You try to swim towards the doorway, <span class="red">but you're unable to free yourself.</span> The tentacles snaring your ankles drag you back into the centre of the room while the rest surround you from all sides.
<br><br>
<<link [[Next|Lake Ruin Deep NonConsentacles]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<set $combat to 1>>
<<set $enemytype to "tentacles">>
<<controlloss>>
<<molested>>
<<tentaclestart 6 8>>
<</if>>
<<statetentacles>>
<<underwater>><<effects>>
<<effectstentacles>>
<<tentacles>>
<<actionstentacles>>
<<if $tentacles.active lte ($tentacles.max / 2)>>
<span id="next"><<link [[Next|Lake Underwater Tentacles Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Lake Ruin Deep NonConsentacles]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "lake_ruin">><<set $bus to "lake_ruin_deep">><<underwater>><<effects>><<lakeeffects>>
<<if $stress gte $stressmax and !$possessed>>
<<passoutlake>>
<<elseif $foresthunt gte 10>>
<<foresthunt>>
<<else>>
<<cleareventpool>>
<<set _ivoryboxChance to 20>>
<<if $historyTraitBuffs.improvedChances is 1>>
<<set _ivoryboxChance += 1.5 * $historytrait>>
<</if>>
<<addinlineevent "ivory box" _ivoryboxChance>>
<<wearProp "ivory box">>
You reach inside one of the pots, and find a small ivory box. It's sealed by a bronze lock.
<br><br>
<<set $skulduggerydifficulty to 300>>
<<lockicon "unlock">><<link [[Open it|Lake Ruin Box]]>><<wateraction>><<handheldon>><</link>><<skulduggerydifficulty>><<loxygen>>
<br>
<<if $historytrait gte 4>>
The box itself is very old. It must be valuable.
<br><br>
<<ind>><<link [[Just take the box|Lake Ruin Deep]]>><<set $antiquemoney += 20>><<museumAntiqueStatus "antiquebox" "found">><<handheldon>><</link>>
<br>
<</if>>
<<if $lakeruinkey is 1>>
<<lockicon "bronze key">><<link [[Use bronze key|Lake Ruin Door]]>><<wateraction>><<handheldon>><</link>><<loxygen>>
<br>
<</if>>
<<lakeicon "pots">><<link [[Search pots|Lake Pots]]>><<wateraction>><<handheldon>><</link>><<loxygen>>
<br>
<<if $lakeruinkey is 2>>
<<swimicon>><<link [[Swim inside plinth room|Lake Ruin Plinth]]>><<wateraction>><<handheldon>><</link>><<loxygen>>
<br>
<</if>>
<br>
<<swimicon "back">><<link [[Swim towards exit|Lake Ruin]]>><<wateraction>><<handheldon>><</link>><<loxygen>>
<br>
<</addinlineevent>>
<<if $swarmdisable is "f">>
<<addinlineevent "swarm" 3>>
You reach inside one of the pots. Swarms of small fish surge out, surrounding you.
<br><br>
<<link [[Next|Lake Swarm]]>><<set $molestationstart to 1>><</link>>
<br>
<</addinlineevent>>
<</if>>
<<addinlineevent "dust" `27 + ($swarmdisable is "t" ? 3 : 0)`>>
You reach inside one of the pots. There's purple dust at the bottom. Your probing disturbs it, and it swirls around your arm. You feel heated.
<<gstress>><<stress `$swarmdisable is "t" and random(30) gte 27 ? 6 : 3`>><<garousal>><<arousal 600>>
<br><br>
<<if $lakeruinkey is 1>>
<<lockicon "bronze key">><<link [[Use bronze key|Lake Ruin Door]]>><<wateraction>><</link>><<loxygen>>
<br>
<</if>>
<<lakeicon "pots">><<link [[Search pots|Lake Pots]]>><<wateraction>><</link>><<loxygen>>
<br>
<<if $lakeruinkey is 2>>
<<swimicon>><<link [[Swim inside plinth room|Lake Ruin Plinth]]>><<wateraction>><</link>><<loxygen>>
<br>
<</if>>
<br>
<<swimicon "back">><<link [[Swim towards exit|Lake Ruin]]>><<wateraction>><</link>><<loxygen>>
<br>
<</addinlineevent>>
<<if $lakeruinkey is undefined>>
<<addinlineevent "bronze key" 10>>
<<wearProp "key" "bronze">>
You reach inside one of the pots. You find a decaying bronze key.
<br><br>
<<set $lakeruinkey to 1>>
<<lockicon "bronze key">><<link [[Open door with bronze key|Lake Ruin Door]]>><<wateraction>><<handheldon>><</link>><<loxygen>>
<br>
<<lakeicon "pots">><<link [[Search pots|Lake Pots]]>><<handheldon>><<wateraction>><</link>><<loxygen>>
<br>
<<if $lakeruinkey is 2>>
<<swimicon>><<link [[Swim inside plinth room|Lake Ruin Plinth]]>><<wateraction>><<handheldon>><</link>><<loxygen>>
<br>
<</if>>
<br>
<<swimicon "back">><<link [[Swim towards exit|Lake Ruin]]>><<wateraction>><<handheldon>><</link>><<loxygen>>
<br>
<</addinlineevent>>
<</if>>
<<addinlineevent "empty" 40>>
<<rng>>
<<if $rng gte 81>>
You reach inside one of the pots. It's full of broken ceramics.
<<elseif $rng gte 61>>
You reach inside one of the pots. Something inside snaps at you. You pull your hand away in time, but it was close.
<<gstress>><<stress 3>>
<<elseif $rng gte 41>>
You reach inside one of the pots. It's full of mud.
<<elseif $rng gte 21>>
You reach inside one of the pots. It's full of pebbles.
<<else>>
You reach inside one of the pots. It's empty.
<</if>>
<br><br>
<<if $lakeruinkey is 1>>
<<lockicon "bronze key">><<link [[Use bronze key|Lake Ruin Door]]>><<wateraction>><</link>><<loxygen>>
<br>
<</if>>
<<lakeicon "pots">><<link [[Search pots|Lake Pots]]>><<wateraction>><</link>><<loxygen>>
<br>
<<if $lakeruinkey is 2>>
<<swimicon>><<link [[Swim inside plinth room|Lake Ruin Plinth]]>><<wateraction>><</link>><<loxygen>>
<br>
<</if>>
<br>
<<swimicon "back">><<link [[Swim towards exit|Lake Ruin]]>><<wateraction>><</link>><<loxygen>>
<br>
<</addinlineevent>>
<<runeventpool>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<molested>>
<<controlloss>>
<<set $combat to 1>>
<<set $enemytype to "swarm">>
<<swarminit "fish" "container" "shaking" "shatter" "steady" 4 6>>
<<set $swimdistance to 8>>
<<set $water to 1>>
<</if>>
<<if $swimdistance gte 8>>
You're caught in the middle of the swarm.
<<elseif $swimdistance gte 2>>
You're escaping the swarm.
<<else>>
You've almost escaped.
<</if>>
<<underwater>><<effects>><<swarmeffects>>
<<swarm>>
<<swarmactions>>
<<if $stress gte $stressmax>>
<span id="next"><<link [[Next|Lake Swarm Finish]]>><</link>></span><<nexttext>>
<<elseif $swimdistance lte 0>>
<span id="next"><<link [[Next|Lake Swarm Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Lake Swarm]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "lake_ruin">><<underwater>><<effects>><<lakeeffects>>
<<if $stress gte $stressmax>>
It's all just too much for you. You pass out.
<br><br>
<<if $upperoff isnot 0>>
<<upperruined>>
<</if>>
<<if $loweroff isnot 0>>
<<lowerruined>>
<</if>>
<<if $underloweroff isnot 0>>
<<underlowerruined>>
<</if>>
<<if $underupperoff isnot 0>>
<<underupperruined>>
<</if>>
<<endcombat>>
<<passoutlake>>
<<else>>
<<tearful>> you swim away from the swarms of fish, who stay near their pots. They disappear inside them.
<br><br>
<<clotheson>>
<<endcombat>>
<<swimicon "back">><<link [[Swim towards exit|Lake Ruin]]>><<wateraction>><</link>><<loxygen>>
<br>
<<lakeicon "pots">><<link [[Search pots|Lake Pots]]>><<wateraction>><</link>><<loxygen>>
<br>
<</if>><<set $outside to 0>><<set $location to "lake_ruin">><<underwater>><<effects>><<lakeeffects>>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<<skulduggeryuse>>
<<if $rng gte 95>>
<<if random(0,100) gte 80>>
<<wearProp "chastity">>
You find a gold chastity belt.
<<set $antiquemoney += 2000>><<museumAntiqueStatus "antiquegoldchastitybelt" "found">>
<<set _goldchastity to true>>
<br><br>
<<else>>
<<wearProp "gold necklace">>
You find a gold necklace.
<<set $antiquemoney += 500>><<museumAntiqueStatus "antiquegoldnecklace" "found">>
<br><br>
<</if>>
<<else>>
<<wearProp "silver ring">>
You find a silver ring.
<<set $antiquemoney += 30>><<museumAntiqueStatus "antiquesilverring" "found">>
<br><br>
<</if>>
<<if $historytrait gte 4>>
You take the empty box too. It belongs in a museum.
<<set $antiquemoney += 20>><<museumAntiqueStatus "antiquebox" "found">>
<br><br>
<</if>>
<<lakeicon "pots">><<link [[Search pots|Lake Pots]]>><<handheldon>>
<<if _goldchastity>>
<<set $gold_chastity_held to true>>
<</if>>
<<wateraction>><</link>><<loxygen>>
<br>
<<if $worn.genitals.name is "naked" and _goldchastity and playerBellySize() lte 7>>
<<antiqueicon "chastity">><<link [[Wear it|Lake Gold Chastity Belt]]>><<wateraction>><<handheldon>><</link>><<loxygen>>
<br>
<</if>>
<<swimicon "back">><<link [[Swim towards exit|Lake Ruin]]>><<handheldon>>
<<if _goldchastity>>
<<set $gold_chastity_held to true>>
<</if>>
<<wateraction>><</link>><<loxygen>>
<br>
<<else>>
<<wearProp "ivory box">>
You fail to pick the lock.
<br><br>
<<ind>><<link [[Try again|Lake Ruin Box]]>><<handheldon>><<wateraction>><</link>><<skulduggerydifficulty>><<loxygen>>
<br>
<<if $historytrait gte 4>>
<<ind>><<link [[Just take the box|Lake Ruin Deep]]>><<handheldon>><<set $antiquemoney += 20>><<museumAntiqueStatus "antiquebox" "found">><</link>>
<br>
<</if>>
<<swimicon "back">><<link [[Swim towards exit|Lake Ruin]]>><<handheldon>><<wateraction>><</link>><<loxygen>>
<br>
<<lakeicon "pots">><<handheldon>><<link [[Search pots|Lake Pots]]>><<wateraction>><</link>><<loxygen>>
<br>
<</if>><<set $outside to 0>><<set $location to "lake_ruin">><<underwater>><<effects>><<lakeeffects>>
<<set $antiquemoney -= 2000>>
You examine the gold chastity belt in your hands. You think you see a faint glow emanating from it. You wonder what it felt like having something so beautiful protecting your <<genitals 1>>.
<br><br>
You feel an urge to try it on. You wrap it around your waist. As it clicks shut you wonder if there's a key somewhere.
<br><br>
<<clothesstrip>>
<<genitalswear 3>>
<<earnFeat "Locked In Gold">>
<<set $worn.genitals.origin to "Underwater Temple">>
<<lakeicon "pots">><<link [[Search pots|Lake Pots]]>><<handheldon>><<wateraction>><<clotheson>><</link>><<loxygen>>
<br>
<<swimicon "back">><<link [[Swim towards exit|Lake Ruin]]>><<handheldon>><<wateraction>><<clotheson>><</link>><<loxygen>>
<br><<set $outside to 0>><<set $location to "lake_ruin">><<underwater>><<effects>><<lakeeffects>>
<<hallucinogen 180>><<wearProp "lichen" "purple">>
The lichen crumbles at your touch, but you collect enough for your science project. <<if !$wraithPrison>>Where the lichen breaks, you notice a rune carved into the wall. <</if>>
<br><br>
<span class="gold">You can add the lichen you found to your project in your room or the school library.</span>
<br><br>
A warmth spreads through your fingers, up your arm and into the rest of your body. You feel light-headed.
<br><br>
<i>You've been afflicted by a hallucinogen. You'll have the Hallucinations and Severe Hallucinations traits until it wears off. High trauma or awareness will also cause hallucinations.</i>
<br><br>
<<generateWraith 1 true>>
<<if $wraith.state isnot "">>
<<rainWraith>>
You suddenly feel yourself yanked away, and you come face to face with a beautiful pale figure.
<<if $wraith.state is "haunt">>
"<span class="wraith">The thief returns to pilfer again.</span>"
<<else>>
"<span class="wraith">Trespasser...</span>"
<</if>>
<br><br>
<<initWraith "abomination">>
<<He>> has a hand wrapped around your neck.
<<set $NPCList[0].lefthand to "throat">><<set $neckuse to "hand">>
<<if $wraith.gen is "abomination">>
<<He>> raises <<his>> other hand, and a swarm of pale tendrils rise from the shadows.
<<else>>
Several more pairs of arms creep around you.
<</if>>
<br><br>
<<if $wraith.state is "haunt" and Time.isBloodMoon()>>
<<link [[Next|Wraith Caught]]>><<handheldon>><<set $wraith.exit to "lake_ruin">><</link>>
<<else>>
<<link [[Next|Wraith Underwater Rape]]>><<handheldon>><<set $molestationstart to 1>><</link>>
<</if>>
<br>
<<else>>
<<initWraith "man">>
You hear whispers, and turn to see a beautiful pale figure floating before you.
<<if $museumAntiques.antiques.antiqueivorynecklace isnot "notFound">>
<<Hes>> naked and has a hand pressed to <<his>> neck, regarding you with rage and disgust.
<<else>>
<<Hes>> naked, save a necklace of ivory around <<his>> neck.
<</if>>
<<if $tentacledisable is "f">>
<<He>> raises <<his>> hand, and a mass of tendrils rise from the dark. They dart towards you.
<br><br>
<<link [[Next|Lake Underwater Tentacles]]>><<handheldon>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<He>> shouts something unintelligible, then lunges for you.
<br><br>
<<link [[Next|Lake Underwater Rape]]>><<handheldon>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<set $combat to 1>>
<<set $enemytype to "tentacles">>
<<controlloss>>
<<molested>>
<<tentaclestart 6 8>>
<</if>>
<<statetentacles>>
<<underwater>><<effects>><<speechWraith>>
<<effectstentacles>>
<<tentacles>>
<<actionstentacles>>
<<if $tentacles.active lte ($tentacles.max / 2)>>
<span id="next"><<link [[Next|Lake Underwater Tentacles Finish]]>><<set $phase2 to 1>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Lake Underwater Tentacles]]>><</link>></span><<nexttext>>
<</if>><<underwater>><<effects>>
The creature recoils from you and disappears into darkness. <<tearful>> you turn to the exit. When you look back, the pale figure has vanished.
<<clotheson>>
<<endcombat>>
<<link [[Next|Lake Ruin]]>><<endWraith>><</link>>
<br><<underwater>><<effects>>
<<set _phase to $phase2>>
<<if $bus is "lake_ruin_deep">>
<<set _nextroom to "Lake Ruin Deep">>
<<elseif $bus is "lake_ruin">>
<<set _nextroom to "Lake Ruin">>
<</if>>
The creature recoils from you and disappears into darkness. <<tearful>> you turn to the exit. <<if _phase is 1>>When you look back, the pale figure has vanished.<</if>>
<<clotheson>>
<<endcombat>>
<<if _phase is 1>><<endWraith>><</if>>
<<link [[Next|_nextroom]]>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<set $consensual to 0>>
<<neutral 1>>
<<controlloss>>
<<molested>>
<<maninit>>
<</if>>
<<underwater>><<effects>>
<<effectsman>><<man>><<speechWraith>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Lake Underwater Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Lake Underwater Rape]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 1>><<set $location to "lake_ruin">><<underwater>><<effects>><<lakeeffects>>
<<if $enemyhealth lte 0>>
<<He>> recoils from you and disappears into darkness. <<tearful>> you turn to the exit.
<br><br>
<<clotheson>>
<<endcombat>>
<<else>>
<<silently>><<ejaculation>><</silently>>
<<He>> giggles and disappears into darkness. <<tearful>> you turn to the exit.
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<<link [[Next|Lake Ruin]]>><<endWraith>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<molested>>
<<controlloss>>
<<set $combat to 1>>
<<set $enemytype to "swarm">>
<<if $slimedisable is "f" and Time.isBloodMoon()>>
<<swarminit "pale slimes" "slime mass" "moving towards you" "encircle you" "fend off" 8 0>>
<<else>>
<<swarminit "fish" "swarm" "moving towards you" "encircle you" "fend off" 1 7>>
<</if>>
<<set $swimdistance to 12>>
<<set $water to 1>>
<</if>>
<<if $swimdistance gte 8>>
You're caught in the middle of the swarm.
<<elseif $swimdistance gte 2>>
You're escaping the swarm.
<<else>>
You've almost escaped.
<</if>>
<<water>><<effects>><<swarmeffects>>
<<swarm>>
<<swarmactions>>
<<if $stress gte $stressmax>>
<span id="next"><<link [[Next|Lake Depths Swarm Finish]]>><</link>></span><<nexttext>>
<<elseif $swimdistance lte 0>>
<span id="next"><<link [[Next|Lake Depths Swarm Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Lake Depths Swarm]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $stress gte $stressmax>>
It's all just too much for you. You pass out.
<br><br>
<<if $upperoff isnot 0>>
<<upperruined>>
<</if>>
<<if $loweroff isnot 0>>
<<lowerruined>>
<</if>>
<<if $underloweroff isnot 0>>
<<underlowerruined>>
<</if>>
<<if $underupperoff isnot 0>>
<<underupperruined>>
<</if>>
<<endcombat>>
<<passoutlake>>
<<else>>
<<tearful>> you escape the swarms of <<if $slimedisable is "f" and Time.isBloodMoon()>>pale slimes<<else>>fish<</if>>. They don't pursue.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Lake Depths]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<underwater>><<effects>><<lakeeffects>>
You place the necklace back onto the plinth. <<if $wraith.seen gte 1>>You decided that the money would simply not be worth it.<<else>>You have a bad feeling about the necklace.<</if>>
<br><br>
<<if C.npc["Ivory Wraith"].init is 1>>
<<set C.npc["Ivory Wraith"].lust to 0>>
<</if>>
<<if Time.isBloodMoon()>>
You suddenly hear crying from the walls all around you. <<if $wraith.seen gte 1>>A familiar<<else>>An unfamiliar<</if>> voice cries out, but it sounds like cries of relief and happiness instead of despair or anger. <<trauma -12>><<lltrauma>>
<br><br>
It dies down after a few moments, leaving you puzzled.
<<if $wraith.hunt>>
The dread slowly passes, and you no longer sense the presence hunting you. <span class="blue"><i>You're safe until the next blood moon.</i></span>
<br><br>
<</if>>
<<if $wraith>>
<<set $wraith.state to "">>
<<clearWraith>>
<<set $wraithSkip to true>>
<</if>>
You exit the room.
<<elseif $wraith.state>>
You feel curious as you look at your reflection in the blue gemstones. You look happy. <<stress -6>><<lstress>>
<br><br>
You linger for a bit, and leave the room with the necklace in its rightful place.
<<else>>
You can see your reflection in the blue gemstones. This would fetch a high price.
<</if>>
<br><br>
<<link [[Next|Lake Ruin Deep]]>><</link>>
<br><<widget "lakeeffects">>
<<if Time.schoolDay>>
<<if Time.dayState is "day" or Time.dayState is "dusk">>
<<if Time.hour gte 15 and Weather.precipitation is "none">>
<<set $laketeenspresent to 1>>
<<else>>
<<set $laketeenspresent to 0>>
<</if>>
<<else>>
<<set $laketeenspresent to 0>>
<</if>>
<<else>>
<<if Time.dayState is "day" or Time.dayState is "dusk">>
<<if Weather.precipitation is "none">>
<<set $laketeenspresent to 1>>
<<else>>
<<set $laketeenspresent to 0>>
<</if>>
<<else>>
<<set $laketeenspresent to 0>>
<</if>>
<</if>>
<<if Weather.precipitation is "none" and Time.hour gte 18>>
<<set $laketeensfire to 1>>
<<else>>
<<set $laketeensfire to 0>>
<</if>>
<<wPersist "forest">><<getTarget true>>
<</widget>>
<<widget "destinationlake">>
<<if $bus is "lakeshallows">>
<<link [[Next|Lake Shallows]]>><</link>>
<br>
<<elseif $bus is "lakedepths">>
<<link [[Next|Lake Depths]]>><</link>>
<br>
<<elseif $bus is "lakefirepit">>
<<link [[Next|Lake Firepit]]>><</link>>
<br>
<<elseif $bus is "lakefishingrock">>
<<link [[Next|Lake Fishing Rock]]>><</link>>
<br>
<<elseif $bus is "lakecampsite">>
<<link [[Next|Lake Campsite]]>><</link>>
<br>
<<elseif $bus is "lakewaterfall">>
<<link [[Next|Lake Waterfall]]>><</link>>
<br>
<<elseif $bus is "lakebus">>
<<link [[Next|Lake Bus]]>><</link>>
<br>
<<else>>
<<link [[Next|Lake Shore]]>><</link>>
<br>
<</if>>
<</widget>>
<<widget "passoutlake">>
<<if isPregnancyEnding()>>
<<pregnancyPassout "lake">>
<<else>>
You've pushed yourself too much.
<br><br>
<<passout>>
<<set $danger to random(1, 10000)>>
<<if $exposed gte 1 and $syndromeeden is 1 and random(1,2) is 2>>
<<link [[Next|Eden Passout Lake Rescue]]>><</link>>
<<elseif C.npc.Mason.init is 1 and !Time.schoolDay and Weather.precipitation is "rain" and Time.dayState is "day" and random(1,2) is 1>>
<<link [[Everything fades to black...|Mason CPR]]>><</link>>
<<elseif $danger gte (9900 - $allure)>>
<<if $laketeenspresent is 1 and !Weather.isSnow>>
<<link [[Next|Lake Mermaid]]>><</link>>
<br>
<<else>>
<<link [[Next|Lake Ritual]]>><</link>>
<br>
<</if>>
<<else>>
<<set $foresthunt to 0>>
<<ambulance>>
<</if>>
<<pass 1 hour>>
<<trauma 6>><<set $stress -= 2000>>
<</if>>
<</widget>>
<<widget "lakejourney">>
<<beastNEWinit 1 wolf>>
Someone screams. Everyone turns and backs away from the newcomer, a <<beasttype>>.
<<if $monster is 1>>
<<bHis>> nude body leaves little to the imagination, <<bhis>> genitals on full display to the crowd. <<bHe>> makes no attempt to cover <<bhimself>> up. Some laugh nervously, while others shield their eyes.
<</if>>
<<bHe>> stands some way apart and watches.
<br><br>
<!-- Modified for Monster People -->
<<if hasSexStat("deviancy", 2) and ($monster is 1 or $bestialitydisable is "f")>>
<<link [[Deal with <<bhim>>|Lake Wolf Sex]]>><<set $sexstart to 1>><</link>><<deviant2>><<status 2>><<gcool>>
<br>
<</if>>
<<link [[Run away|Lake Wolf Run]]>><<stress 3>><</link>><<gstress>>
<br>
<</widget>>
<<widget "lakereturnjourney">>
<<if $laketeenspresent is 1 and Time.hour is 20>>
It's getting late, and the shadows of the forest grow longer. People are preparing to return to town. No one wants to be left to travel alone.
<br><br>
<<if $earSlime.forcedCommando isnot undefined and $worn.under_lower.name isnot "naked">>
<<elseif $exposed lte 0>>
<<ind>><<link [[Go with them (0:30)|Lake Return Journey]]>><<set $foresthunt to 0>><<pass 30>><</link>>
<br><br>
<</if>>
<</if>>
<</widget>>
<<widget "eventlakesafe">>
<<if random(1, 20) is 1 and !$possessed>>
<<eventAmbient>>
<</if>>
<</widget>>
<<widget "eventlakewater">>
<<if wraithCanHunt() and $wraith.state and $wraith.hunt is 0 and $wraith.timer gte random(0, 10)>>
<<wHunt "lake">>
<<elseif $bus is "lakeshallows">>
<<if $laketeenspresent is 1>>
<<generatey1>><<person1>> A <<person>> watches you from the bank.
<br><br>
<<link [[Wave (0:01)|Lake Wave]]>><<stress -2>><<pass 1>><</link>><<lstress>>
<br>
<<link [[Ignore|Lake Shallows]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<if $player.gender_appearance is "f" and hasSexStat("exhibitionism", 3)>>
<<link [[Flash|Lake Flash]]>><</link>><<exhibitionist3>>
<br>
<</if>>
<<else>>
Your leg gets tangled in some weeds. It takes a few minutes of struggling to free yourself.
<<gtiredness>><<tiredness 2>>
<br><br>
<<pass 3>>
<<link [[Next|Lake Shallows]]>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<else>>
<<if $rng gte 91 and Weather.precipitation is "rain" and $bestialitydisable is "f" and $voredisable is "f" and $hallucinations gte 2 and $controlled is 0>>
Something large surges through the water beneath you. A gaping maw grips your thighs.
<br><br>
<<link [[Next|Lake Vore]]>><<set $molestationstart to 1>><</link>>
<br>
<<elseif $rng gte 81 and $swarmdisable is "f">>
<<if $slimedisable is "f" and Time.isBloodMoon()>>
The water is agitated. Swarms of pale slimes encircle you.
<<else>>
The water is agitated. Swarms of small fish encircle you.
<</if>>
<br><br>
<<link [[Next|Lake Depths Swarm]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<if Time.dayState is "night" and Weather.precipitation is "rain">>
Something brushes your leg and startles you. You look beneath the dark and violent water, but can't see anything. You feel strange.
<<garousal>><<arousal 600>><<gstress>><<stress 6>>
<br><br>
<<else>>
Something brushes your leg and startles you. You look beneath the water, but can't see anything.
<<garousal>><<arousal 600>><<gstress>><<stress 6>>
<br><br>
<</if>>
<<link [[Next|Lake Depths]]>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<</if>>
<</widget>>
<<widget "eventlakeice">>
<<rng>>
<<if wraithCanHunt() and $wraith.state and $wraith.hunt is 0 and $wraith.timer gte random(0, 10)>>
<<wHunt "lake">>
<<elseif $rng gte 81>>
<<dancedifficulty 1 1000 true>>
<<if $danceSuccess>>
The wind picks up, almost knocking you over, <span class="green">but you manage to keep your footing.</span>
<<else>>
The wind picks up, <span class="red">and you lose your footing,</span> slipping on the ice.
<<if playerIsPregnant() and playerAwareTheyArePregnant()>>
Your hands and knees hurt from the hard landing, but at least you were able to protect your <<pregnancyBabyText "pc">>.<<gstress>><<gpain>><<stress 6>><<pain 4>>
<</if>>
<<gstress>><<gpain>><<stress 6>><<pain 4>>
<</if>>
<br><br>
<<destination_lake_ice>>
<<elseif $rng gte 61>>
You're struck by a sudden terror. <span class="pink">You feel watched.</span>
<<if $laketeenspresent is 1>>
The voices of the students fade, until you're alone.
<</if>>
<br><br>
There's something below.
<br><br>
<<link [[Ignore|Lake Ice Ignore]]>><<def 1>><</link>><<willpowerdifficulty 1 $willpowermax>>
<br>
<<link [[Look down|Lake Ice Look]]>><</link>>
<br>
<<elseif $rng gte 41>>
You hear a heavy groan. Then another. The ice might be unsafe.
<br><br>
<<link [[Be careful (0:10)|Lake Ice Careful]]>><<pass 10>><</link>>
<br>
<<link [[Walk normally|Lake Ice Normal]]>><</link>>
<br>
<<elseif $rng gte 21>>
<<if Weather.precipitation is "snow">>
The snow falls heavy, and conceals the trees around the lake.
<<if currentSkillValue('history') gte random(1, 1000)>>
<span class="green">It soon passes.</span>
<br><br>
<<else>>
Without the trees to orient yourself, <span class="red">you lose your direction,</span> though the heavy snow soon passes.<<gstress 6>>
<br><br>
<</if>>
<<elseif Weather.is("clear")>>
<<if Time.dayState is "night">>
<<if Time.isBloodMoon()>>
The red moon reflects off the ice. Dread stabs at you.<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<<else>>
The moon reflects off the ice. It's cold and beautiful.<<lstress>><<stress 6>>
<br><br>
<</if>>
<<else>>
The sun's glare reflects off the ice. You shield your eyes.
<br><br>
<</if>>
<<else>>
<<if Time.dayState is "night">>
The surrounding trees are almost invisible in the dark.<<gstress>><<stress 6>>
<br><br>
<<else>>
<<beastNEWinit 1 fox>>
You see a <<beasttype>> rummaging in the dirt at the lake's edge. <<bHis>> ears perk, and <<bhe>> bounds between the trees.
<br><br>
<<endevent>>
<</if>>
<</if>>
<<destination_lake_ice>>
<<else>>
You slip on the ice!<<gstress>><<stress 6>>
<br><br>
<<link [[Brace yourself|Lake Ice Brace]]>><<status -10>><</link>><<if $laketeenspresent is 1 and $bus is "lakeshallows">><<lcool>><</if>><<gstress>>
<br>
<<link [[Try to stay upright|Lake Ice Stay]]>><</link>><<dancedifficulty 1 600>>
<br>
<</if>>
<</widget>>
<<widget "destination_lake_ice">>
<<if $bus is "lakedepths">>
<<link [[Next|Lake Depths Ice]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<link [[Next|Lake Shallows Ice]]>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<</widget>>
<<widget "eventlake">>
<<if wraithCanHunt() and $wraith.state and $wraith.hunt is 0 and $wraith.timer gte random(0, 10)>>
<<wHunt "lake">>
<<elseif $rng gte 81>>
<!-- Modified for Monster People -->
<<beastNEWinit 1 boar>>
You see a <<beasttype>> rifling through litter at the base of a tree. <<bHe>> spots you.
<br><br>
<<if $monster is 1 or $bestialitydisable is "f">>
<<link [[Stand your ground|Lake Boar Stand]]>><</link>>
<br>
<<link [[Run|Lake Boar Run]]>><</link>><<athleticsdifficulty>>
<br>
<<else>>
You turn and run into the forest. Branches tear at you until you trip and collapse in a heap. You think you got away, but your heart continues to pound.<<beastescape>>
<br><br>
<<endevent>>
<<set $eventskip to 1>>
<<destinationlake>>
<</if>>
<<elseif $rng gte 51>>
<<if $wraith.state or $hallucinations gte 1>>
You thought you heard someone call your name, but there's no one there.
<<gtrauma>><<trauma 3>>
<<else>>
The wind makes a low howl as it passes through the trees. <<if $awarelevel gte 1>>For a moment, it looks as though the trees are all blowing away from the lake.<</if>>
<<gstress>><<stress 1>>
<</if>>
<br><br>
<<set $eventskip to 1>>
<<destinationlake>>
<<else>>
A pair of eyes stares at you from between the trees, then vanishes.
<<gstress>><<stress 6>>
<br><br>
<<set $eventskip to 1>>
<<destinationlake>>
<</if>>
<</widget>>
<<widget "meditateoptions">>
<<link [[Still your thoughts (1:00)|Lake Meditate]]>><<pass 60>><<set $phase to 2>><<willpower 1>>
<<if $willpower gte (($willpowermax / 7) * 6)>>
<<stress -6>><<awareness -2>><<arousal -1200>>
<<elseif $willpower gte (($willpowermax / 7) * 5)>>
<<stress -6>><<awareness -1>><<arousal -1000>>
<<elseif $willpower gte (($willpowermax / 7) * 4)>>
<<stress -5>><<awareness -1>><<arousal -800>>
<<elseif $willpower gte (($willpowermax / 7) * 3)>>
<<stress -4>><<awareness -1>><<arousal -600>>
<<elseif $willpower gte (($willpowermax / 7) * 2)>>
<<stress -3>><<awareness -1>><<arousal -500>>
<<elseif $willpower gte (($willpowermax / 7) * 1)>>
<<stress -2>><<awareness -1>><<arousal -400>>
<<else>>
<<stress -1>><<awareness -1>><<arousal -300>>
<</if>>
<</link>><<lawareness>><<gwillpower>><<lstress>><<larousal>>
<br>
<<if $player.penisExist and $insecurity_penis_small gte 1 and $player.penissize lte 1 and $acceptance_penis_small lte 999 and $daily.lakeMeditate isnot 1>>
<<link [[Meditate on your small penis (1:00)|Lake Meditate]]>><<pass 60>><<set $phase to $player.penissize lt 0 ? 4 : 5>><<willpower 1>><<set $daily.lakeMeditate to 1>>
<<if $willpower gte (($willpowermax / 7) * 6)>>
<<stress 5>><<acceptance "penis_small" 20>>
<<elseif $willpower gte (($willpowermax / 7) * 5)>>
<<stress 5>><<acceptance "penis_small" 18>>
<<elseif $willpower gte (($willpowermax / 7) * 4)>>
<<stress 6>><<acceptance "penis_small" 16>>
<<elseif $willpower gte (($willpowermax / 7) * 3)>>
<<stress 7>><<acceptance "penis_small" 14>>
<<elseif $willpower gte (($willpowermax / 7) * 2)>>
<<stress 8>><<acceptance "penis_small" 12>>
<<elseif $willpower gte (($willpowermax / 7) * 1)>>
<<stress 10>><<acceptance "penis_small" 10>>
<<else>>
<<stress 12>><<acceptance "penis_small" 8>>
<</if>>
<</link>><<gstress>><<gwillpower>><<gacceptance>>
<br>
<</if>>
<<if $player.penisExist and $insecurity_penis_big gte 1 and $player.penissize gte ($player.gender is "m" ? 4 : 2) and $acceptance_penis_big lte 999 and $daily.lakeMeditate isnot 1>>
<<link [[Meditate on your big penis (1:00)|Lake Meditate]]>><<pass 60>><<set $phase to 6>><<willpower 1>><<set $daily.lakeMeditate to 1>>
<<if $willpower gte (($willpowermax / 7) * 6)>>
<<stress 5>><<acceptance "penis_big" 20>>
<<elseif $willpower gte (($willpowermax / 7) * 5)>>
<<stress 5>><<acceptance "penis_big" 18>>
<<elseif $willpower gte (($willpowermax / 7) * 4)>>
<<stress 6>><<acceptance "penis_big" 16>>
<<elseif $willpower gte (($willpowermax / 7) * 3)>>
<<stress 7>><<acceptance "penis_big" 14>>
<<elseif $willpower gte (($willpowermax / 7) * 2)>>
<<stress 8>><<acceptance "penis_big" 12>>
<<elseif $willpower gte (($willpowermax / 7) * 1)>>
<<stress 10>><<acceptance "penis_big" 10>>
<<else>>
<<stress 12>><<acceptance "penis_big" 8>>
<</if>>
<</link>><<gstress>><<gwillpower>><<gacceptance>>
<br>
<</if>>
<<if $player.gender is "f" and $insecurity_breasts_small gte 1 and between($player.breastsize, 0, 4) and $acceptance_breasts_small lte 999 and $daily.lakeMeditate isnot 1>>
<<link [[Meditate on your small breasts (1:00)|Lake Meditate]]>><<pass 60>><<set $phase to $player.breastsize ? 7 : 8>><<willpower 1>><<set $daily.lakeMeditate to 1>>
<<if $willpower gte (($willpowermax / 7) * 6)>>
<<stress 5>><<acceptance "breasts_small" 20>>
<<elseif $willpower gte (($willpowermax / 7) * 5)>>
<<stress 5>><<acceptance "breasts_small" 18>>
<<elseif $willpower gte (($willpowermax / 7) * 4)>>
<<stress 6>><<acceptance "breasts_small" 16>>
<<elseif $willpower gte (($willpowermax / 7) * 3)>>
<<stress 7>><<acceptance "breasts_small" 14>>
<<elseif $willpower gte (($willpowermax / 7) * 2)>>
<<stress 8>><<acceptance "breasts_small" 12>>
<<elseif $willpower gte (($willpowermax / 7) * 1)>>
<<stress 10>><<acceptance "breasts_small" 10>>
<<else>>
<<stress 12>><<acceptance "breasts_small" 8>>
<</if>>
<</link>><<gstress>><<gwillpower>><<gacceptance>>
<br>
<</if>>
<<if $insecurity_breasts_big gte 1 and $player.breastsize gte ($player.gender is "f" ? 8 : 6) and $acceptance_breasts_big lte 999 and $daily.lakeMeditate isnot 1>>
<<link [[Meditate on your big breasts (1:00)|Lake Meditate]]>><<pass 60>><<set $phase to 9>><<willpower 1>><<set $daily.lakeMeditate to 1>>
<<if $willpower gte (($willpowermax / 7) * 6)>>
<<stress 5>><<acceptance "breasts_big" 20>>
<<elseif $willpower gte (($willpowermax / 7) * 5)>>
<<stress 5>><<acceptance "breasts_big" 18>>
<<elseif $willpower gte (($willpowermax / 7) * 4)>>
<<stress 6>><<acceptance "breasts_big" 16>>
<<elseif $willpower gte (($willpowermax / 7) * 3)>>
<<stress 7>><<acceptance "breasts_big" 14>>
<<elseif $willpower gte (($willpowermax / 7) * 2)>>
<<stress 8>><<acceptance "breasts_big" 12>>
<<elseif $willpower gte (($willpowermax / 7) * 1)>>
<<stress 10>><<acceptance "breasts_big" 10>>
<<else>>
<<stress 12>><<acceptance "breasts_big" 8>>
<</if>>
<</link>><<gstress>><<gwillpower>><<gacceptance>>
<br>
<</if>>
<<if $insecurity_pregnancy gte 1 and $acceptance_pregnancy lte 999 and playerBellySize() gte 8 and $daily.lakeMeditate isnot 1>>
<<set _pregnancyLink to (playerAwareTheyArePregnant() ? "Meditate on your pregnant belly (1:00)" : "Meditate on your pregnant looking belly (1:00)")>>
<<link [[_pregnancyLink|Lake Meditate]]>><<pass 60>><<set $phase to 10>><<willpower 1>><<set $daily.lakeMeditate to 1>>
<<if $willpower gte (($willpowermax / 7) * 6)>>
<<stress 5>><<acceptance "pregnancy" 20>>
<<elseif $willpower gte (($willpowermax / 7) * 5)>>
<<stress 5>><<acceptance "pregnancy" 18>>
<<elseif $willpower gte (($willpowermax / 7) * 4)>>
<<stress 6>><<acceptance "pregnancy" 16>>
<<elseif $willpower gte (($willpowermax / 7) * 3)>>
<<stress 7>><<acceptance "pregnancy" 14>>
<<elseif $willpower gte (($willpowermax / 7) * 2)>>
<<stress 8>><<acceptance "pregnancy" 12>>
<<elseif $willpower gte (($willpowermax / 7) * 1)>>
<<stress 10>><<acceptance "pregnancy" 10>>
<<else>>
<<stress 12>><<acceptance "pregnancy" 8>>
<</if>>
<</link>><<gstress>><<gwillpower>><<gacceptance>>
<br>
<</if>>
<<link [[Observe your thoughts (1:00)|Lake Meditate]]>><<pass 60>><<set $phase to 3>><<willpower 1>>
<<if $willpower gte (($willpowermax / 7) * 6)>>
<<stress 5>><<awareness 2>>
<<elseif $willpower gte (($willpowermax / 7) * 5)>>
<<stress 5>><<awareness 1>>
<<elseif $willpower gte (($willpowermax / 7) * 4)>>
<<stress 6>><<awareness 1>>
<<elseif $willpower gte (($willpowermax / 7) * 3)>>
<<stress 7>><<awareness 1>>
<<elseif $willpower gte (($willpowermax / 7) * 2)>>
<<stress 8>><<awareness 1>>
<<elseif $willpower gte (($willpowermax / 7) * 1)>>
<<stress 10>><<awareness 1>>
<<else>>
<<stress 12>><<awareness 1>>
<</if>>
<</link>><<gawareness>><<gstress>><<gwillpower>>
<br>
<<link [[Stop|Lake Fishing Rock]]>><</link>>
<br>
<</widget>>
<<widget "lakeclothes">>
<<if !$possessed>>
<br>
<<storeactions "lakeshore">>
<<wardrobeSelection true>>
<<set _store_location to "lakeshore">>
<<storeon _store_location "check">>
<<if $upperwet gte 1 or $lowerwet gte 1 or $underlowerwet gte 1 or $underupperwet gte 1>>
<div id="toilet-dry">
<<link "Dry your clothes">>
<<dry>>
<<dry_full>>
<<updatesidebarimg>>
<<updatesidebardescription>>
<<updateallure>>
<<if $upperwet lt 1 and $lowerwet lt 1 and $underlowerwet lt 1 and $underupperwet lt 1>>
<<replace #toilet-dry>>
You squeeze the water from your clothes.
<<effectswater>>
<br><br>
<</replace>>
<</if>>
<</link>>
<br>
</div>
<</if>>
<<if _store_check is 1>>
<<set _clothes to clothingInStorage(_store_location)>>
<<if _clothes.length gt 0>>
<<if _clothes.length gt 2>>
Your clothes are lying on the ground behind a rock.
<br>
<<elseif _clothes.length is 2>>
Your _clothes[0].name and _clothes[1].name are lying on the ground behind a rock.
<br>
<<else>>
Your _clothes[0].name is lying on the ground behind a rock.
<br>
<</if>>
<<clothingicon _clothes[0] _clothes[0].slot>><<link [[Put on clothes|$passage]]>><<set $eventskip to 1>><<storeload _store_location>><</link>>
<br><br>
<</if>>
<</if>>
//Swimming sets://
<br>
<<listswimoutfits $wardrobe_location _store_location true>>
<br>
<<unset $wearoutfittext>>
<</if>>
<</widget>>
<<widget "destinationlakeruin">>
<<switch $bus>>
<<case "lakeunderwater">>
<<link [[Next|Lake Underwater]]>><<endevent>><<set $eventskip to 1>><</link>>
<<case "lake_ruin">>
<<link [[Next|Lake Ruin]]>><<endevent>><<set $eventskip to 1>><</link>>
<<case "lake_ruin_deep">>
<<link [[Next|Lake Ruin Deep]]>><<endevent>><<set $eventskip to 1>><</link>>
<<case "lake_ruin_prison">>
<<link [[Next|Lake Ruin Prison]]>><<endevent>><<set $eventskip to 1>><</link>>
<<default>>
<<link [[Next|Lake Ruin Deep]]>><<endevent>><<set $eventskip to 1>><</link>>
<</switch>>
<br>
<</widget>>
<<widget "halloween_lake_invite">>
<<generates1>><<generates2>>
<<set $halloween_lake to 1>>
You pass a <<person1>><<person>>
<<if $location is "school">>
with a stack of flyers tucked under <<his>> arm.
<<else>>
toting a cooler over <<his>> shoulder.
<</if>>
At <<his>> side, a <<person2>><<person>> is deep in a phone call. <<He>> mentions a Halloween party.
<br><br>
<<link [[Enquire|Lake Halloween Invite Inquire]]>><</link>>
<br>
<<link [[Ignore|Lake Halloween Invite Ignore]]>><</link>>
<br>
<</widget>><<effects>>
<<set $tentacledisable to "f">>
<span class="green">You steel your mind, and focus on the portal.</span> A mental barrier inside you breaks.
<br><br>
<i><span class="lewd">Tentacles are now enabled.</span></i>
<br><br>
<<link [[Next|Tentacle Forest Entrance]]>><<set $tentacleEntrance to "hookah">><<endevent>><</link>>
<br><<location "tentworld">><<set $outside to 0>><<effects>>
<<undress "hookah">>
<<set $tentacle_forest_lurker to []>>
<<set $tentacle_forest_time to 0>>
You awaken in a clearing, surrounded by giant tentacles. There are paths between them, snaking out of sight.
<br><br>
A warm breeze makes your hair stand on end. <span class="lewd">Your clothes are missing.</span>
<br><br>
<<if $arousal gte 6000>>
<<set $arousal to 6000>>
<</if>>
<span class="red">An orgasm here could be dangerous.</span>
<br><br>
<<link [[Next|Tentacle Forest]]>><</link>>
<br><<set $bus to "tentacle_forest_main">><<effects>>
You are in the tentacle forest, in a clearing surrounded by giant tentacles, packed tight. Two viable paths lead away, one ascending, one descending.
<br><br>
<<tentacle_forest_safe_orgasm>>
<<tentacle_forest_time>>
<br><br>
<<if $tentacle_forest_time gte 60>>
<<tentacle_forest_end_scene>>
<<elseif $stress gte $stressmax>>
<<tentacle_forest_stress_scene>>
<<elseif $arousal gte 10000 and !$tentacle_forest_lurker.includes("defeated")>>
<<tentacle_forest_orgasm_scene>>
<<else>>
<<link [[Ascend (0:05)|Tentacle Forest Pool]]>><<tentacle_forest_pass 5>><</link>><<note "Move deeper into the forest" "lblue">>
<br>
<<link [[Descend (0:05)|Tentacle Forest Stream]]>><<tentacle_forest_pass 5>><</link>><<note "Move deeper into the forest" "lblue">>
<br><br>
<<link [[Climb (0:05)|Tentacle Forest Climb]]>><<tentacle_forest_pass 5>><</link>><<willpowerdifficulty 1 1200>>
<br><br>
Strange fruit hang from the thinner branches, within reach.
<br>
<<link [[Eat (0:15)|Tentacle Forest Hands]]>><<tentacle_forest_pass 15>><</link>><<note "+ Hand skill?" "blue">>
<br><br>
<<link [[Wake up|Tentacle Forest Wake]]>><</link>>
<</if>><<effects>>
You think about the hookah parlour, and notice you can feel two bodies. One here in the tentacle forest, another lying on a cushion.
<br><br>
<<tentacle_forest_end_scene>><<effects>>
You enter a cave beneath the forest through a fissure in the roof, and land on your <<bottom>> in a shallow pool of pink fluid.
<br><br>
<<if $tentacle_forest_lurker.includes("defeated")>>
You struggle to your feet. <span class="green">No creature emerges to greet you.</span> You climb the wall, and escape through a fissure in the ceiling.
<br><br>
<<link [[Next|Tentacle Forest]]>><</link>>
<br>
<<else>>
A bulbous creature the size of a car squirms across the ceiling. It has no eyes, nor any other outward feature, save a gigantic maw. A large tongue emerges, tastes the air. The creature <span class="purple">lurches in your direction.</span>
<br><br>
<<if !$tentacle_forest_lurker.includes("hide")>>
<<set $skulduggerydifficulty to 500>>
<<link [[Hide under the fluid|Tentacle Forest Orgasm Hide]]>><<set $skulduggerydifficulty to 500>><</link>><<skulduggerydifficulty 500>>
<br>
<</if>>
<<if !$tentacle_forest_lurker.includes("run")>>
<<link [[Run|Tentacle Forest Orgasm Run]]>><</link>><<athleticsdifficulty 1 800>>
<br>
<</if>>
<<if !$tentacle_forest_lurker.includes("scare")>>
<<link [[Scare|Tentacle Forest Orgasm Scare]]>><</link>><<willpowerdifficulty 1 800>>
<br>
<</if>>
<<set $skulduggerydifficulty to 1000>>
<<link [[Lay an ambush|Tentacle Forest Orgasm Ambush]]>><<set $skulduggerydifficulty to 1000>><</link>><<skulduggerydifficulty>>
<br>
<</if>><<effects>>
You dive beneath the fluid, hoping it will mask your scent.
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
The creature drops from the ceiling, landing in the thick liquid and sending a wave that lifts you, <span class="green">but you remain submerged.</span>
<br><br>
You hear the creature squirm away, but hold your breath for a while longer to be on the safe side.
<br><br>
<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">That was too easy. You didn't learn anything.</span>
<br><br>
<</if>>
<i>The creature won't be fooled by that a second time. Another orgasm could be dangerous.</i>
<<set $tentacle_forest_lurker.pushUnique("hide")>>
<br><br>
You emerge from the goop, and look around. A slope leads up one of the rocky walls, leading to a crack in the ceiling. You climb it, and emerge in the tentacle forest.
<br><br>
<<link [[Next|Tentacle Forest]]>><</link>>
<br>
<<else>>
The creature drops from the ceiling, landing in the thick liquid and sending a wave that <span class="red">lifts you clear from the goop.</span> The creature picks up your scent, and heads your way.
<br><br>
<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">That was too easy. You didn't learn anything.</span>
<br><br>
<</if>>
<<link [[Next|Tentacle Forest Orgasm Defeat]]>><</link>>
<br>
<</if>><<effects>>
You turn and run as fast as the thick fluid allows, each step kicking forth dollops of the stuff. The cave shakes as the creature drops to the floor. You hear it squirming after you, but dare not spare a glance.
<br><br>
There's a fissure in the ceiling up ahead. You should be able to reach the nearby rocks and climb up, but you hear the creature gaining ground. It slams against the floor once again, close enough that the ground shakes with a violent quake,
<<if $athleticsSuccess>>
<span class="green">but you manage to keep your footing.</span>
<br><br>
You clamber up the rocks and squeeze through the fissure, emerging back in the tentacle forest. It's much too tight for the creature to follow.
<br><br>
<<set $tentacle_forest_lurker.pushUnique("run")>>
<i>The creature has learned of your strengths. Running won't work a second time. Another orgasm could be dangerous.</i>
<br><br>
<<link [[Next|Tentacle Forest]]>><</link>>
<br>
<<else>>
<span class="red">sending you tumbling off your feet.</span>
<br><br>
<<link [[Next|Tentacle Forest Orgasm Defeat]]>><</link>>
<br>
<</if>><<effects>>
<<if $willpowerSuccess>>
You charge at the creature, kicking great sloshes of fluid ahead of you. <span class="green">Your aggression startles the creature,</span> and it squirms away in fright.
<br><br>
<<set $tentacle_forest_lurker.pushUnique("scare")>>
<i>The creature is inured to your tricks. Scaring it won't work a second time.</i>
<br><br>
You climb the side of the cave, up to a fissure in the ceiling, and emerge in the tentacle forest.
<br><br>
<<link [[Next|Tentacle Forest]]>><</link>>
<br>
<<else>>
You charge at the creature, <span class="red">but the thick fluid slows you,</span> and you lose the element of surprise.<<gwillpower>><<willpower 3>>
<br><br>
It drops from the ceiling mere feet from you, sending a wave of fluid that knocks you on your <<bottom>>.
<br><br>
<<link [[Next|Tentacle Forest Orgasm Defeat]]>><</link>>
<br>
<</if>><<effects>>
You jump beneath the fluid, and thrash around like a wounded animal. The creature drops from the ceiling, making the ground quake, and squirms closer.
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<<earnFeat "Lurker Beyond">>
You wait, continuing to flail and watching for any sign of weakness. <span class="green">Then you notice a pattern in its movements.</span> It licks the air constantly, tasting you, but stops whenever it shifts direction. It's masked by the chaotic squirming, but it can't move and turn at the same time.
<br><br>
Its maw is mere feet away. You launch yourself into motion, running around the creature's side. It turns as fast as it can, but far too slow for you. You're able to stay right behind it, where its body tapers into a tail.
<br><br>
A thought strikes you. An impossible thought. But why not?
<br><br>
You grasp the tail with one hand and, with little required strength, hurl the creature across the cave. It collides with a wall, explodes, and showers the room with more fluid.
<br><br>
The creature defeated, there's nothing stopping you from climbing to a fissure in the ceiling, and returning to the forest.
<br><br>
<span class="green"><i>The creature won't bother you again, should you have another orgasm.</i></span>
<br><br>
<<set $tentacle_forest_lurker.pushUnique("defeated")>>
<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">That was too easy. You didn't learn anything.</span>
<br><br>
<</if>>
<<link [[Next|Tentacle Forest]]>><</link>>
<br>
<<else>>
You watch for any sign of weakness. The only discernible feature is that maw. Is it a weak spot?
<br><br>
<span class="red">There's no time to decide,</span> it's on you already. You lunge, fist first, at the creature. Your impotent blow is deflected by its rubbery hide, and the force knocks you on your <<bottom>>.
<br><br>
<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">That was too easy. You didn't learn anything.</span>
<br><br>
<</if>>
<<link [[Next|Tentacle Forest Orgasm Defeat]]>><</link>>
<br>
<</if>><<effects>>
<<if $voredisable is "f">>
The creature scoops you face-first with its maw, lifts you into the air, and lets gravity slide you deeper. You push against the sides of its mouth for purchase, and stop it from sucking you any deeper than your waist.
<br><br>
A faint pink light illuminates the interior. The creature's tongue squirms over your face, then <<breasts>>. It slides between your body and its lip, squirming over your <<genitals>> and between your thighs until it licks your <<bottom>>.<<gggarousal>><<arousal 3000>>
<br><br>
Hooked between your thighs, the tongue tries to draw you deeper.
<br><br>
<<link [[Next|Tentacle Forest Orgasm Defeat 2]]>><</link>>
<br>
<<else>>
The creature bares down on you, but then halts in its tracks. <span class="blue">Something is coming for you.</span> You feel it. The creature feels it too, and flees deeper into the cave.
<br><br>
Time parts to allow the newcomer's passage. It whirls around you, unravelling this reality.
<br><br>
<<link [[Next|Flats Hookah End]]>><<tentacleworldend>><</link>>
<br>
<</if>><<effects>>
The creature squeezes your bottom with its mouth as it pulls you deeper. You feel about for anything you can grasp, but the best you can find is a fleshy uvula hanging above.
<br><br>
Your raised arms leave your <<breasts>> exposed. Two tentacles emerge from deeper within the creature, snaking towards you.
<br><br>
<<link [[Cover your chest|Tentacle Forest Orgasm Defeat Cover]]>><</link>>
<br>
<<link [[Cling|Tentacle Forest Orgasm Defeat Cling]]>><</link>>
<br><<effects>>
You cover your <<breasts>>, saving them from the tentacles' attentions. Without your grasp on the uvula however, the tongue forces you the rest of the way into the creature's mouth, and down its gullet.
<br><br>
The walls press in, trapping you completely. They squeeze to a peculiar rhythm, pushing you deeper. Apertures on the walls squirt you with a sweet-smelling liquid, while others produce tendrils that grope and squirm, <span class="pink">leaving you more sensitive.</span><<genital_sensitivity 0.5>>
<br><br>
It's too much for you. You pass out.
<br><br>
<<link [[Next|Flats Hookah End]]>><<passout>><<tentacleworldend>><</link>>
<br><<effects>>
You cling to the uvula, preventing the creature from pulling you any deeper, but allowing the tentacles to snake over and latch onto your <<breasts>>.
<br><br>
<<if $lactating is 1 and $breastfeedingdisable is "f" and $milk_amount gte 1>>
They squeeze, sucking milk from your erect buds as the tongue pushes against your <<bottom>>.
<<set $milk_produced_stat += 800>>
<<milk_amount -800>>
<<else>>
They squeeze and knead your flesh as the tongue pushes against your <<bottom>>.
<</if>>
<br><br>
It's too much for you. You pass out.
<br><br>
<<link [[Next|Flats Hookah End]]>><<passout>><<tentacleworldend>><</link>>
<br><<effects>>
Up close, the large tentacles are marked with deep rivets and gnarled with thick bumps. Enough for you to find purchase, and ascend.
<br><br>
<<if $willpowerSuccess>>
<span class="green">The tentacles seem to twist and bend themselves to make your passage easier.</span> With their help, you're able to ascend high above the forest floor.
<br><br>
The tentacles taper near the top, letting you see through the landscape beyond. The forest stretches far, but a faint mist hangs in the air, swallowing the horizon.
<br><br>
<<link [[Next|Tentacle Forest Climb 2]]>><</link>>
<br>
<<else>>
However, <span class="red">the tentacles revolt against your effort.</span> They twist and turn, making every inch an ordeal, until your fingers slip and you fall to the ground. It's fortunate you didn't get very high.<<gpain>><<pain 4>><<gwillpower>><<willpower 3>>
<br><br>
<<link [[Next|Tentacle Forest]]>><</link>>
<br>
<</if>><<effects>>
The ground slopes below, ascending and descending. Ascending, you see a glimmering pool. Beyond is another clearing, covered in small, white-tipped tentacles, and beyond that is a great gate. Even from here, you can make out a gigantic lock.
<br><br>
In the opposite direction runs a stream, descending and turning. Small shapes leap from the surface. It runs into a clearing filled with wide-petalled flowers. They move to an unnatural rhythm.
<br><br>
The stream continues, and disappears down a ravine. Tentacles rise from its depths, as tall as the giant you cling to, but much thinner. The mist seems thicker here. <<if $tentacle_forest_key isnot 1>>One of the tentacles wraps around a metal object.<</if>>
<br><br>
<<link [[Next|Tentacle Forest Climb 3]]>><</link>>
<br><<effects>>
You climb to the forest floor. The tentacle bends lower as you near, and you hop down.
<br><br>
<<link [[Next|Tentacle Forest]]>><</link>>
<br><<set $bus to "tentacle_forest_stream">><<effects>>
You are in the tentacle forest, beside a rushing stream. You can't see the bottom, and strange, slug-like creatures hop from the surface. It crashes down a waterfall on one edge of the clearing, and disappears between tentacles opposite.
<br><br>
<<tentacle_forest_safe_orgasm>>
<<tentacle_forest_time>>
<br><br>
<<if $tentacle_forest_time gte 60>>
<<tentacle_forest_end_scene>>
<<elseif $town_projects.bridge gte 5>>
<<if $slugdisable is "f">>
The bridge waits for you to cross. The leaping slugs might be a problem, however.
<br><br>
<<if $tentacle_forest_time gte 60>>
<<tentacle_forest_end_scene>>
<<elseif $stress gte $stressmax>>
<<tentacle_forest_stress_scene>>
<<elseif $arousal gte 10000 and !$tentacle_forest_lurker.includes("defeated")>>
<<tentacle_forest_orgasm_scene>>
<<else>>
<<if $tentacle_forest_stream is undefined>>
<<set $tentacle_forest_stream to 5>>
<</if>>
<<switch $tentacle_forest_stream>>
<<case 5>>
<span class="pink">The stream is teeming with leaping slugs.</span>
<<case 4>>
<span class="purple">The stream is still full of leaping slugs.</span>
<<case 3>>
<span class="blue">Your efforts have reduced the population, but many slugs still leap from the surface.</span>
<<case 2>>
<span class="lblue">The stream is significantly emptier than when you found it, but several slugs still burst from the surface here and there.</span>
<<case 1>>
<span class="teal">The stream is almost clear, save the occasional, solitary slug.</span>
<<default>>
<span class="green">The stream is free of slugs.</span>
<</switch>>
<br><br>
<<if $tentacle_forest_stream gte 1>>
<<link [[Catch some slugs from the shore, making it safer to cross (0:05)|Tentacle Forest Stream Catch]]>><<tentacle_forest_pass 5>><</link>><<tendingdifficulty 1 400>>
<br>
<</if>>
<<set _stream_difficulty to 300 * $tentacle_forest_stream>>
<<link [[Cross as fast as you can (0:05)|Tentacle Forest Stream Fast]]>><<tentacle_forest_pass 5>><</link>><<athleticsdifficulty 1 _stream_difficulty>><<note "Move deeper into the forest" "lblue">>
<br>
<<link [[Cross slowly, ready to fend off any slugs that come your way (0:05)|Tentacle Forest Stream Slow]]>><<tentacle_forest_pass 5>><</link>><<willpowerdifficulty 1 _stream_difficulty>><<note "Move deeper into the forest" "lblue">>
<br><br>
<<if $footdisable is "f">>
Some of the fatter slugs have washed up on shore, and struggle to make it back to the stream.
<br>
<<link [[Step on them (0:15)|Tentacle Forest Feet]]>><<tentacle_forest_pass 15>><</link>><<note "+ Feet Skill?" "blue">>
<br><br>
<</if>>
<<link [[Return to your arrival point (0:05)|Tentacle Forest]]>><<tentacle_forest_pass 5>><</link>>
<br>
<</if>>
<<else>>
You'll need to take it very slowly however, or risk being swept away.
<br><br>
<<link [[Cross|Tentacle Forest Stream Safe]]>><<tentacle_forest_pass 20>><<arousal 2000>><</link>><<ggarousal>>
<br><br>
<<if $footdisable is "f">>
Some of the fatter slugs have washed up on shore, and struggle to make it back to the stream.
<br>
<<link [[Step on them (0:15)|Tentacle Forest Feet]]>><<tentacle_forest_pass 15>><</link>><<note "+ Feet skill?" "blue">>
<br><br>
<</if>>
<<link [[Return to your arrival point (0:05)|Tentacle Forest]]>><<tentacle_forest_pass 5>><</link>>
<br>
<</if>>
<<elseif $town_projects.bridge is 4>>
<<set $town_projects.bridge to 5>>
A bridge has appeared beneath the water, connecting the ruined pillars. It's built low, the water rushes over it and crossing will still be difficult, <span class="green">but it's now possible.</span>
<br><br>
<<link [[Next|Tentacle Forest Stream]]>><</link>>
<br>
<<else>>
<<if $town_projects.bridge is undefined>>
<<set $town_projects.bridge to 1>>
<</if>>
Two pillars on each side suggest there used to be a bridge here, but no longer. You kick a loose tentacle into the churning water. It's dragged under at once, and does not resurface. Crossing will be impossible, <span class="blue">for now.</span>
<br><br>
<<if $footdisable is "f">>
Some of the fatter slugs have washed up on shore, and struggle to make it back to the stream.
<br>
<<link [[Step on them (0:15)|Tentacle Forest Feet]]>><<tentacle_forest_pass 15>><</link>><<note "+ Feet Skill?" "blue">>
<br><br>
<</if>>
<<link [[Turn back|Tentacle Forest]]>><</link>>
<br>
<</if>><<effects>><<wearProp "tenta slug">>
You kneel beside the stream and watch for the slugs squirming beneath the surface.
<<if $tendingSuccess>>
<span class="green">You snatch one from the water.</span> It's a thick, weighty and squirmy thing. You throw it between the giant tentacles behind you, then snatch another.
<br><br>
You soon have the population significantly reduced.
<<set $tentacle_forest_stream -= 1>>
<br><br>
<<link [[Next|Tentacle Forest Stream]]>><<handheldon>><</link>>
<br>
<<else>>
You snatch one from the water, <span class="red">but it squirms from your grasp and crawls up your arm.</span> You try to grasp it, but it leaps onto your breasts, slithers over your <<genitals>>, then leaps back into the stream.<<garousal>><<arousal 1000>>
<br><br>
<<link [[Next|Tentacle Forest Stream]]>><<handheldon>><</link>>
<br>
<</if>><<effects>>
<<if $athleticsSuccess>>
You run across the river as fast as you can. The slugs leap at you, <span class="green">but you weave between them,</span> and make it to the other side.
<br><br>
<<link [[Next|Tentacle Forest Flowers]]>><</link>>
<br>
<<else>>
You run across the river as fast as you can. A slug leaps at you, <span class="red">slamming into your waist and knocking you off balance.</span> You trip and tumble into the stream.
<br><br>
You avoid being swept away, but more slugs leap from the water.
<br><br>
<<link [[Next|Tentacle Forest Stream Struggle]]>><<set $struggle_start to 1>><</link>>
<br>
<</if>><<effects>>
<<if $willpowerSuccess>>
You walk across the stream, watching the water with care. Slugs leap from the surface, straight at you, <span class="green">but you swat them aside with your fists.</span>
<br><br>
You make it to the other side, leaving a trail of defeated slugs in your wake.
<br><br>
<<link [[Next|Tentacle Forest Flowers]]>><</link>>
<br>
<<else>>
You walk across the stream, watching the water with care. Slugs leap from the surface, straight at you. You try to bash them aside with your fists, <span class="red">but there are too many.</span> You tumble into the stream.<<gwillpower>><<willpower 3>>
<br><br>
You avoid being swept away, but more slugs leap from the water.
<br><br>
<<link [[Next|Tentacle Forest Stream Struggle]]>><<set $struggle_start to 1>><</link>>
<br>
<</if>><<effects>>
<<if $struggle_start is 1>>
<<struggle_init>>
<<set $struggle.creature to "slug">>
<<struggle_creatures 2 1>>
<<set $combat to 1>>
<<controlloss>>
<<violence 1>>
<<molested>>
<<set $timer to 20>>
<<unset $struggle_start>>
<</if>>
<<if $tentacle_forest_stream is 5 and $timer is 1 or $tentacle_forest_stream is 4 and $timer is 5 or $tentacle_forest_stream is 3 and $timer is 9 or $tentacle_forest_stream is 2 and $timer is 14 or $tentacle_forest_stream is 1 and $timer is 18>>
<<struggle_add 1 1>>/*Adds more creatures, with a specific health.*/
<span class="pink">Another creature attacks!</span>
<br><br>
<</if>>
<<struggle>>
<<if $struggle.done gte $struggle.number>>
<span id="next"><<link [[Next|Tentacle Forest Stream Struggle End]]>><</link>></span>
<br>
<<elseif $orgasmdown gte 1>>
<span id="next"><<link [[Next|Tentacle Forest Stream Struggle End 2]]>><</link>></span>
<br>
<<else>>
<span id="next"><<link [[Next|Tentacle Forest Stream Struggle]]>><</link>></span>
<br>
<</if>><<effects>>
With the last slug driven away, the others seem too fearful to approach. You make it to the other side of the river.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Tentacle Forest Flowers]]>><</link>>
<br><<effects>>
The orgasm wracks you, leaving you to be swept away by the water. Instead of taking advantage of your vulnerability however, the slugs flee upstream.
<br><br>
The ground quakes, and ruptures. Tentacles burst through, moving in a violent, directed fashion. Directed at you.
<br><br>
They seize your limbs before your orgasm subsides, and drag you below.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Tentacle Forest Orgasm]]>><</link>>
<br><<effects>>
You put one foot in front of the other, making sure you have firm purchase before continuing. The river is wide, but you manage to make it to the other side without issue.
<br><br>
<<link [[Next|Tentacle Forest Flowers]]>><</link>>
<br><<set $bus to "tentacle_forest_flowers">><<effects>>
You are in the tentacle forest, in a clearing full of fleshlike flowers. The petals always face you, following. They spray a purple mist if you draw too close.
<br><br>
<<tentacle_forest_safe_orgasm>>
<<tentacle_forest_time>>
<br><br>
<<if $tentacle_forest_time gte 60>>
<<tentacle_forest_end_scene>>
<<elseif $town_projects.road gte 5>>
A road runs across the clearing, providing the safest route across.
<br><br>
<<if $tentacle_forest_time gte 60>>
<<tentacle_forest_end_scene>>
<<elseif $stress gte $stressmax>>
<<tentacle_forest_stress_scene>>
<<elseif $arousal gte 10000 and !$tentacle_forest_lurker.includes("defeated")>>
<<tentacle_forest_orgasm_scene>>
<<else>>
<<link [[Run (0:05)|Tentacle Forest Flowers Run]]>><<tentacle_forest_pass 5>><</link>><<willpowerdifficulty 1 1000>><<note "Move deeper into the forest" "lblue">>
<br>
<<link [[Cross while singing (0:05)|Tentacle Forest Flowers Sing]]>><<tentacle_forest_pass 5>><</link>><<tendingdifficulty 1 1000>><<note "Move deeper into the forest" "lblue">>
<br><br>
Vines hang around the edge of the clearing, dripping a sickly sweet nectar.
<<if $backgroundTraits.includes("plantlover") and $nectar_timer lte 14>>
You sniff it and frown. It's not the nectar you're addicted to; this won't satisfy your cravings.
<</if>>
<br>
<<link [[Suck (0:15)|Tentacle Forest Oral]]>><<tentacle_forest_pass 15>><</link>><<note "+ Oral Skill?" "blue">>
<br><br>
<<link [[Return to your arrival point (0:05)|Tentacle Forest]]>><<tentacle_forest_pass 5>><</link>>
<br>
<</if>>
<<elseif $town_projects.road gte 4>>
<<set $town_projects.road to 5>>
A road of thick pink glass bricks has appeared, connecting one side of the clearing to the other. A haze lingers over it, <span class="green">but crossing should now be possible.</span>
<br><br>
<<link [[Next|Tentacle Forest Flowers]]>><</link>>
<br>
<<else>>
Just a whiff of fragrance sends your head spinning, and it's too far for anyone to hold their breath. <span class="blue">You'll need to find another solution.</span>
<<if $town_projects.road is undefined>>
<<set $town_projects.road to 1>>
<</if>>
<br><br>
Vines hang around the edge of the clearing, dripping a sickly sweet nectar.
<<if $backgroundTraits.includes("plantlover") and $nectar_timer lte 14>>
You sniff it and frown. It's not the nectar you're addicted to; this won't satisfy your cravings.
<</if>>
<br>
<<link [[Suck (0:15)|Tentacle Forest Oral]]>><<tentacle_forest_pass 15>><</link>><<note "+ Oral Skill?" "blue">>
<br><br>
<<link [[Turn back|Tentacle Forest]]>><</link>>
<br>
<</if>><<effects>>
You run down the road, winding around patches of sweet-smelling flowers. Their pollen assaults your senses, even kept at bay by the road. <<garousal>><<arousal 600>><<hallucinogen 120>>
<br><br>
<<if $willpowerSuccess>>
You feel lightheaded, <span class="green">but remain focused on your task,</span> and reach the other side. You continue through the forest.
<br><br>
<<link [[Next|Tentacle Forest Cliff]]>><</link>>
<br>
<<else>>
You feel lightheaded, <span class="red">and stumble to the ground.</span> You try to crawl the rest of the way, but tentacles snake to enwrap you.
<br><br>
<<link [[Next|Tentacle Forest Flowers Tentacles]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<effects>>
You hum as you walk, soothing the sweet-smelling flowers. Their pollen assaults your senses, even kept at bay by the road. <<garousal>><<arousal 600>><<hallucinogen 120>>
<br><br>
<<if $tendingSuccess>>
A gentle tune comes to mind. <span class="green">The flowers close their petals</span> when they hear it. You make it to the other side of the clearing.
<br><br>
<<link [[Next|Tentacle Forest Cliff]]>><</link>>
<br>
<<else>>
The flower petals droop at the sound of your voice, <span class="red">but the haze only deepens,</span> making you more lightheaded, until you stumble and fall.
<br><br>
Tentacles snake to enwrap you before you can begin to stand.
<br><br>
<<link [[Next|Tentacle Forest Flowers Tentacles]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<effects>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<set $combat to 1>>
<<set $enemytype to "tentacles">>
<<molested>>
<<controlloss>>
<<tentaclestart 8 16>>
<</if>>
<<statetentacles>>
<<effects>>
<<effectstentacles>>
<<tentacles>>
<<actionstentacles>>
<<if $orgasmdown gte 1>>
<span id="next"><<link [[Next|Tentacle Forest Flowers Tentacles Finish 2]]>><</link>></span><<nexttext>>
<<elseif $tentacles.active lte ($tentacles.max / 2)>>
<span id="next"><<link [[Next|Tentacle Forest Flowers Tentacles Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Tentacle Forest Flowers Tentacles]]>><</link>></span><<nexttext>>
<</if>><<effects>>
You struggle free from the writhing tentacles, and make it the rest of the way through the clearing.
<br><br>
<<tearful>> you walk further into the forest.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Tentacle Forest Cliff]]>><</link>>
<br><<effects>>
The orgasm wracks you, leaving you at the mercy of the tentacles. The ground quakes, and ruptures. More tentacles burst through, moving in a violent, directed fashion. Directed at you.
<br><br>
They seize your limbs before your orgasm subsides, and drag you below.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Tentacle Forest Orgasm]]>><</link>>
<br><<set $bus to "tentacle_forest_cliff">><<effects>>
You are in the tentacle forest, at the edge of a great fissure in the ground. A wall of thin tentacles rises from the depths.
In the distance, a vast plain stretches on as far as you can see. The closer you try to look, the further it seems to stretch.
<br><br>
<<if $tentacle_forest_time gte 60>>
<<tentacle_forest_end_scene>>
<<elseif $town_projects.diving gte 5>>
A staircase, carved from rock, descends along the edge.
<br><br>
<<if $tentacle_forest_time gte 60>>
<<tentacle_forest_end_scene>>
<<elseif $stress gte $stressmax>>
<<tentacle_forest_stress_scene>>
<<elseif $arousal gte 10000 and !$tentacle_forest_lurker.includes("defeated")>>
<<tentacle_forest_orgasm_scene>>
<<else>>
<<if $tentacle_forest_key isnot 1>>
<<link [[Retrieve the object (0:05)|Tentacle Forest Cliff Key]]>><<tentacle_forest_pass 5>><</link>>
<br><br>
<</if>>
Some of the tentacles beckon, challenging you.
<br>
<<link [[Wrestle (0:15)|Tentacle Forest Chest]]>><<tentacle_forest_pass 15>><</link>><<note "+ Chest Skill?" "blue">>
<br><br>
<<link [[Return to your arrival point (0:05)|Tentacle Forest]]>><<tentacle_forest_pass 5>><</link>>
<br>
<</if>>
<<elseif $town_projects.diving gte 4>>
<<set $town_projects.diving to 5>>
A staircase has appeared, carved from rock, <span class="green">descending the cliff.</span>
<br><br>
You see a glint of light. One of the tentacles clutches an object, far below.
<br><br>
<<link [[Next|Tentacle Forest Cliff]]>><</link>>
<br>
<<else>>
You peer down the edge, and see a glint of light. One of the tentacles clutches an object, far below. However, there's no way you could climb down such a sheer cliff. <span class="blue">You'll need to find another solution.</span>
<<if $town_projects.diving is undefined>>
<<set $town_projects.diving to 1>>
<</if>>
<br><br>
Some of the tentacles beckon, challenging you.
<br>
<<link [[Wrestle (0:15)|Tentacle Forest Chest]]>><<tentacle_forest_pass 15>><</link>><<note "+ Chest Skill?" "blue">>
<br><br>
<<link [[Turn back|Tentacle Forest]]>><</link>>
<br>
<</if>><<effects>>
<<set $tentacle_forest_key to 1>>
You walk down the steps. You draw close enough to the object to see that it's a thick key, made from silver metal. The colour is out of place here.
<br><br>
You reach over a short gap. The tentacle gives up the key without a struggle.
<br><br>
<<link [[Return to your arrival point|Tentacle Forest]]>><</link>>
<br><<set $bus to "tentacle_forest_pool">><<effects>>
You are in the tentacle forest, beside a glimmering pool. The ripples reflect a rainbow of colour.
<br><br>
<<tentacle_forest_safe_orgasm>>
<<tentacle_forest_time>>
<br><br>
<<if $tentacle_forest_time gte 60>>
<<tentacle_forest_end_scene>>
<<elseif $town_projects.thicket gte 5>>
The water is placid, but innumerable eyes stare up at you. You'll have to be careful.
<br><br>
<<if $tentacle_forest_time gte 60>>
<<tentacle_forest_end_scene>>
<<elseif $stress gte $stressmax>>
<<tentacle_forest_stress_scene>>
<<elseif $arousal gte 10000 and !$tentacle_forest_lurker.includes("defeated")>>
<<tentacle_forest_orgasm_scene>>
<<else>>
<<link [[Paddle (0:05)|Tentacle Forest Pool Focus]]>><<tentacle_forest_pass 5>><</link>><<willpowerdifficulty 1 1000>><<note "Move deeper into the forest" "lblue">>
<br>
<<link [[Swim (0:05)|Tentacle Forest Pool Swim]]>><<tentacle_forest_pass 5>><</link>><<swimmingdifficulty 1 1000>><<note "Move deeper into the forest" "lblue">>
<br><br>
Large lily pads float around the gentle edge of the pool. They look able to support your weight.
<br>
<<link [[Sit (0:15)|Tentacle Forest Bottom]]>><<tentacle_forest_pass 15>><</link>><<note "+ Bottom Skill?" "blue">>
<br><br>
<<link [[Return to your arrival point (0:05)|Tentacle Forest]]>><<tentacle_forest_pass 5>><</link>>
<br>
<</if>>
<<elseif $town_projects.thicket gte 4>>
<<set $town_projects.thicket to 5>>
You peer into the pool. The eyes are still there, but the water is placid, and gentle. <span class="green">Crossing should now be possible.</span>
<br><br>
<<link [[Next|Tentacle Forest Pool]]>><</link>>
<br>
<<else>>
There's another path on the other side, but there's no way to cross without swimming. You peer beneath the surface. Innumerable eyes greet your gaze, and the water whirls in a violent torrent. <span class="blue">You'll need to find another solution.</span>
<<if $town_projects.thicket is undefined>>
<<set $town_projects.thicket to 1>>
<</if>>
<br><br>
Large lily pads float around the gentle edge of the pool. They look able to support your weight.
<br>
<<link [[Sit (0:15)|Tentacle Forest Bottom]]>><<tentacle_forest_pass 15>><</link>><<note "+ Bottom Skill?" "blue">>
<br><br>
<<link [[Turn back|Tentacle Forest]]>><</link>>
<br>
<</if>><<effects>>
<<water>>
You paddle across the pool. You feel the eyes below, leering at your unprotected nudity,
<<if $willpowerSuccess>>
<span class="green">but you manage to resist looking down.</span> You reach the other side of the pool, and continue deeper into the forest.
<br><br>
<<link [[Next|Tentacle Forest Plants]]>><</link>>
<br>
<<else>>
<span class="red">and can't resist glancing down.</span> As their gaze meets yours, tentacles surge from the depths.
<br><br>
<<link [[Next|Tentacle Forest Pool Tentacles]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<effects>>
<<water>>
You swim across the pool, disturbing the eyes below. Tentacles surge from the depths,
<<if $swimmingSuccess>>
trailing behind you, <span class="green">but you manage to outpace them.</span>
<br><br>
You make it to the other side of the pool, and continue deeper into the forest.
<br><br>
<<link [[Next|Tentacle Forest Plants]]>><</link>>
<br>
<<else>>
trailing behind. <span class="red">A couple wrap around your ankles,</span> slowing you long enough for others to catch up.
<br><br>
<<link [[Next|Tentacle Forest Pool Tentacles]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<set $combat to 1>>
<<set $enemytype to "tentacles">>
<<molested>>
<<controlloss>>
<<tentaclestart 8 16>>
<</if>>
<<water>>
<<statetentacles>>
<<effects>>
<<effectstentacles>>
<<tentacles>>
<<actionstentacles>>
<<if $orgasmdown gte 1>>
<<link [[Next|Tentacle Forest Pool Tentacles Finish 2]]>><</link>>
<br>
<<elseif $tentacles.active lte ($tentacles.max / 2)>>
<span id="next"><<link [[Next|Tentacle Forest Pool Tentacles Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Tentacle Forest Pool Tentacles]]>><</link>></span><<nexttext>>
<</if>><<effects>>
You struggle free from the writhing tentacles, and make it the rest of the way across the pool.
<br><br>
<<tearful>> you walk further into the forest.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Tentacle Forest Plants]]>><</link>>
<br><<effects>>
The orgasm wracks you, leaving you at the mercy of the tentacles. The water swirls in a violent whirlpool, and drags you below.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Tentacle Forest Orgasm]]>><</link>>
<br><<set $bus to "tentacle_forest_plants">><<effects>>
You are in the tentacle forest, in a clearing full of shoulder-high tentacles. They're dark purple at the base, and become paler towards the top. They give the impression of long grass.
<br><br>
<<tentacle_forest_safe_orgasm>>
<<tentacle_forest_time>>
<br><br>
<<if $tentacle_forest_time gte 60>>
<<tentacle_forest_end_scene>>
<<elseif $town_projects.green gte 5>>
Some of the tentacles are tall enough to climb, but you'll need to be careful.
<br><br>
<<if $tentacle_forest_time gte 60>>
<<tentacle_forest_end_scene>>
<<elseif $stress gte $stressmax>>
<<tentacle_forest_stress_scene>>
<<elseif $arousal gte 10000 and !$tentacle_forest_lurker.includes("defeated")>>
<<tentacle_forest_orgasm_scene>>
<<else>>
<<link [[Swing (0:05)|Tentacle Forest Plants Swing]]>><<tentacle_forest_pass 5>><</link>><<willpowerdifficulty 1 1000>><<note "Move deeper into the forest" "lblue">>
<br>
<<link [[Climb (0:05)|Tentacle Forest Plants Climb]]>><<tentacle_forest_pass 5>><</link>><<athleticsdifficulty 1 1000>><<note "Move deeper into the forest" "lblue">>
<br><br>
Similar, taller tentacles rise either side of you, climbing high enough to weave between the thicker tentacles around the clearing. They bend low to the ground.
<br>
<<link [[Shimmy (0:15)|Tentacle Forest Thighs]]>><<tentacle_forest_pass 15>><</link>><<note "+ Thigh Skill?" "blue">>
<br><br>
<<link [[Return to your arrival point (0:05)|Tentacle Forest]]>><<tentacle_forest_pass 5>><</link>>
<br>
<</if>>
<<elseif $town_projects.green gte 4>>
<<set $town_projects.green to 5>>
Some of the tentacles have grown to prodigious size. They bend under their own weight, many low enough to reach. <span class="green">Crossing should now be possible.</span>
<br><br>
<<link [[Next|Tentacle Forest Plants]]>><</link>>
<br>
<<else>>
You try to push between them, but they're much sturdier than they look, and push against you. They form an impassable barrier. <span class="blue">You'll need to find another solution.</span>
<<if $town_projects.green is undefined>>
<<set $town_projects.green to 1>>
<</if>>
<br><br>
Similar, taller, tentacles rise either side of you, climbing high enough to weave between the thicker tentacles around the clearing. They bend low to the ground.
<br>
<<link [[Shimmy (0:15)|Tentacle Forest Thighs]]>><<tentacle_forest_pass 15>><</link>><<note "+ Thigh Skill?" "blue">>
<br><br>
<<link [[Turn back|Tentacle Forest]]>><</link>>
<br>
<</if>><<effects>>
You take a great leap, hurtling through the air and grasping the nearest hanging tentacle.
<<if $willpowerSuccess>>
You use the momentum, and hurl yourself to the next, then the next, <span class="green">until you've crossed the whole field.</span> You continue deeper into the forest.
<br><br>
<<link [[Next|Tentacle Forest Door]]>><</link>>
<br>
<<else>>
You hesitate, considering what to do next, <span class="red">and your fingers slip.</span>
<br><br>
You fall onto a bed of writhing tentacles.
<br><br>
<<link [[Next|Tentacle Forest Plants Tentacles]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<effects>>
You climb the gnarled trunk of the nearest tentacle. It bends towards another. There's a bit of a gap,
<<if $athleticsSuccess>>
<span class="green">and you manage to leap across.</span> You travel across the field from tentacle to tentacle, until you arrive on the other side.
<br><br>
<<link [[Next|Tentacle Forest Door]]>><</link>>
<br>
<<else>>
<span class="red">and your fingers slip.</span> You slide onto a bed of writhing tentacles.
<br><br>
<<link [[Next|Tentacle Forest Plants Tentacles]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<effects>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<set $combat to 1>>
<<set $enemytype to "tentacles">>
<<molested>>
<<controlloss>>
<<tentaclestart 8 15>>
<</if>>
<<statetentacles>>
<<effects>>
<<effectstentacles>>
<<tentacles>>
<<actionstentacles>>
<<if $orgasmdown gte 1>>
<span id="next"><<link [[Next|Tentacle Forest Plants Tentacles Finish 2]]>><</link>></span><<nexttext>>
<<elseif $tentacles.active lte ($tentacles.max / 2)>>
<span id="next"><<link [[Next|Tentacle Forest Plants Tentacles Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Tentacle Forest Plants Tentacles]]>><</link>></span><<nexttext>>
<</if>><<effects>>
You struggle free from the writhing tentacles, and fall to the ground. You've made it across the field.
<br><br>
<<tearful>> you walk further into the forest.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Tentacle Forest Door]]>><</link>>
<br><<effects>>
The orgasm wracks you, leaving you at the mercy of the tentacles. The ground quakes, and ruptures. More tentacles burst through, moving in a violent, directed fashion. Directed at you.
<br><br>
They seize your limbs before your orgasm subsides, and drag you below.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Tentacle Forest Orgasm]]>><</link>>
<br><<set $bus to "tentacle_forest_door">><<effects>>
You are in the tentacle forest, stood before a gigantic stone door. Despite the size of its frame, the keyhole is tiny, and within reach.
<br><br>
<<if $tentacle_forest_time gte 60>>
<<tentacle_forest_end_scene>>
<<elseif $tentacle_forest_key is 1>>
<<if $hookah_plot gte 1>>
<<link [[Enter|Tentacle Forest Prison]]>><</link>>
<br>
<<else>>
<span class="green">The key you found down the ravine will fit.</span>
<br><br>
<<link [[Enter|Tentacle Forest Quinn]]>><</link>>
<br>
<</if>>
<<link [[Return to entrance|Tentacle Forest]]>><</link>>
<br>
<<else>>
<<link [[Next|Tentacle Forest]]>><</link>>
<br>
<</if>><<set $bus to "tentacle_forest_prison">><<effects>>
The door unlocks with a click. You pull it open, and brace to stop the sour wind from knocking you over.
<br><br>
You enter the tunnel, bathed in purple light. Other corridors lead away from this one, their walls etched with strange symbols.
<br><br>
<<if $tentacle_forest_time gte 60>>
<<tentacle_forest_end_scene>>
<<elseif $stress gte $stressmax>>
<<tentacle_forest_stress_scene>>
<<elseif $arousal gte 10000 and !$tentacle_forest_lurker.includes("defeated")>>
<<tentacle_forest_orgasm_scene>>
<<else>>
<<if $analdisable is "f">>
<<link [[Decypher (0:15)|Tentacle Forest Anal]]>><<tentacle_forest_pass 15>><</link>><<note "+ Anal Skill?" "blue">>
<br>
<</if>>
<<link [[Return to arrival point|Tentacle Forest]]>><</link>>
<br>
<</if>><<effects>>
The door unlocks with a click. You pull it open, and a sour wind throws it the rest of the way, knocking you to the ground.
<br><br>
Inside is a tunnel, bathed in a dim purple light. You see movement in the distance, but it's too far to make out.
<br><br>
You enter, passing corridors leading away from the main tunnel, but the movement in the distance beckons you on.
<br><br>
<<link [[Next|Tentacle Forest Quinn 2]]>><</link>>
<br><<effects>>
<<set $hookah_plot to 1>>
<<set $hookah_state to 2>>
<<hookah_init>>
<<npc Quinn>><<person1>>
You draw close enough to make out a writhing mass. There's a figure in the centre. They hang limp, suspended by violating tentacles. One curls around their head, covering their eyes. Yet you can tell who it is. <span class="pink">It's Quinn, the mayor.</span><<gggawareness>><<awareness 24>>
<br><br>
You hear a thud, then a shattering of glass. You can't pinpoint the source. "This trespass," echoes a disembodied voice. "Will have consequences." The walls vanish brick by brick as the voice reverberates down the tunnel.
<br><br>
<span class="blue">You glimpse an expanse behind the wall.</span> <span class="pink">Your mind rejects it,</span> and reality unravels to escape it.
<br><br>
<<link [[Next|Tentacle Forest Quinn 3]]>><<endevent>><<tentacleworldend>><</link>>
<br><<location "flats">><<set $outside to 0>><<effects>>
<<storeon "hookah">>
<<loadNPC 0 "hookah">><<person1>>
You awaken in the hookah parlour. You're alone. The hookah itself lies in pieces. The door has been broken off its hinges.
<br><br>
Lying in the entrance are a pair of tiny spectacles. A piece of paper is wrapped around the left temple. You unfurl it. There's writing, hastily scrawled.
<br><br>
"I've searched for so long. <span class="green">The glasses, and the parlour, are yours.</span> Thank you."
<br><br>
<<earnFeat "Hookah Master">>
<<link [[Look around|Tentacle Forest Quinn 4]]>><<facesend 31 $wardrobe_location>><</link>>
<br><<effects>>
Even in its ransacked state, the parlour looks like it was once a normal flat. There's a kitchen with a working fridge. You open it. There are five cages inside. <span class="pink">A strange creature writhes within the lowest.</span>
<br><br>
You look through the rest of the parlour. There's no bed anywhere, and cleaning will take a lot of work.
<br><br>
<<link [[Next|Flats Hookah]]>><<endevent>><</link>>
<br><<effects>>
Seized by a bizarre competitiveness, you wrestle one of the tentacles to the ground. You toss to and fro,
<<set _rng to random(1, 2)>>
<<if _rng is 1>>
until you manage to pin it beneath your weight.
<br><br>
You luxuriate in victory.<<gchestskill>><<chestskill 1>>
<br><br>
<<destination_tentacle_forest>>
<<else>>
until it hurls you aside.
<br><br>
<<tentacle_forest_events>>
<</if>><<effects>>
You sit on one of the pads, dipping your feet in the water. You find you can propel yourself by shifting your weight back and forth.
<<set _rng to random(1, 2)>>
<<if _rng is 1>>
You can't travel far, but moving in a little circle proves relaxing.<<gbottomskill>><<bottomskill 1>>
<br><br>
<<destination_tentacle_forest>>
<<else>>
You tumble into the water with a splash. You're glad the water is shallow here.
<br><br>
<<tentacle_forest_events>>
<</if>><<effects>>
You climb atop a low-hanging tentacle, and shimmy along with length between your thighs.
<<set _rng to random(1, 2)>>
<<if _rng is 1>>
It sways a little, but you manage to hold on. You journey between the larger tentacles, before looping back around to the clearing.<<gthighskill>><<thighskill 1>>
<br><br>
<<destination_tentacle_forest>>
<<else>>
It sways this way and that. The rocking is too violent for you to cling, and you fall to the ground in a heap.
<br><br>
<<tentacle_forest_events>>
<</if>><<effects>>
You attempt to take one of the vines into your mouth.
<<set _rng to random(1, 2)>>
<<if _rng is 1>>
It seems to follow your head, and enters your mouth without much difficulty. You eagerly lap up the nectar.<<goralskill>><<oralskill 1>>
<br><br>
<<destination_tentacle_forest>>
<<else>>
It sways away from you, and it lightly smacks you on the cheek when you try to persist.
<br><br>
<<tentacle_forest_events>>
<</if>><<effects>>
You reach for the fruit. The tentacle 'branches' they attach to lift as you do, pulling the fruit beyond your grasp.
<<set _rng to random(1, 2)>>
<<if _rng is 1>>
<<wearProp "tenta fruit">>
You manage to snag one by jumping.
<br><br>
Despite its juicy appearance, it tastes most similar to pork. <<ghandskill>><<handskill 1>>
<br><br>
<<destination_tentacle_forest>>
<<else>>
Even jumping just makes the tentacles jump away in response.
<br><br>
<<tentacle_forest_events>>
<</if>><<effects>>
You try to stomp on one of the slugs, but the threat gives it a burst of energy, and it slithers away with surprising speed.
<<set _rng to random(1, 2)>>
<<if _rng is 1>>
<<wearProp "tenta slug">>
You catch it before it makes it to the stream. White fluid squirts from the tip, deflating it and leaving it similar to the other slugs. Now free of its extra bulk, it escapes into the stream. <<gfeetskill>><<feetskill 1>>
<br><br>
<<destination_tentacle_forest>>
<<else>>
It slips into the stream before you can catch it.
<br><br>
<<tentacle_forest_events>>
<</if>><<effects>>
You try to read the writing etched on the walls. The symbols change as you look, resettling into new,
<<set _rng to random(1, 2)>>
<<if _rng is 1>>
strange patterns. Meaning floods your mind. You blush.<<ganalskill>><<analskill 1>>
<br><br>
<<destination_tentacle_forest>>
<<else>>
disturbing patterns. Meaning floods your mind. You shudder.
<<set _rng to random(1, 5)>>
<<switch _rng>>
<<case 1>>
<<if $awareness lt 600>>
<<gawareness>><<awareness 3>>
<<else>>
<<ggarousal>><<arousal 1800>>
<</if>>
<<case 2>>
<<ggarousal>><<arousal 1800>>
<<case 3>>
<<gstress>><<stress 18>>
<<case 4>>
<<gtrauma>><<trauma 18>>
<<case 5>>
<<gwillpower>><<willpower 3>>
<</switch>>
<br><br>
<<link [[Next|Tentacle Forest Prison]]>><</link>>
<br>
<</if>><<widget "passouttentacleworld">>
<<if isPregnancyEnding()>>
<<pregnancyPassout "tentacleworld">>
<<else>>
<<passout>>
<<link [[Everything fades to black...|Passout Tentacle World]]>><</link>>
<</if>>
<</widget>>
<<widget "tentacleworldintro">>
<<set $tentnorth to 0>>
<<set $tenteast to 0>>
<<if $rng gte 51>>
<<set $tentportalnorth to either(-5, -4, 4, 5)>>
<<set $tentportaleast to random(-5, 5)>>
<<else>>
<<set $tentportalnorth to random(-5, 5)>>
<<set $tentportaleast to either(-5, -4, 4, 5)>>
<</if>>
<</widget>>
<<widget "tentacleworldend">>
<<unset $tentacleadmire>>
<<unset $tentaclewolf>>
<<unset $tentacleangel>>
<<unset $tentaclefallenangel>>
<<unset $tentacleEntrance>>
<<unset $tentaclecat>>
<<unset $tentaclecow>>
<<unset $tentaclefox>>
<<unset $tentacleorgasmignore>>
<<unset $tentacle_forest_time>>
<<unset $tentacle_forest_stream>>
<<unset $tentacle_forest_lurker>>
<</widget>>
<<widget "tentacle_forest_safe_orgasm">>
<<if $arousal gte 10000 and $tentacle_forest_lurker.includes("defeated")>>
You fall to your hands and knees as the sensations become too much to bear. <<orgasm>>
<br><br>
You struggle to your feet. Despite being in a vulnerable state, <span class="teal">nothing assaults you.</span>
<br><br>
<</if>>
<</widget>>
<<widget "tentacle_forest_end_scene">>
<span class="blue">Something is coming for you.</span> You feel it. Time parts to allow its passage. It whirls around you, unravelling this reality.
<br><br>
<<set $bus to "barb">>
<<link [[Next|Flats Hookah End]]>><<tentacleworldend>><</link>>
<br>
<</widget>>
<<widget "tentacle_forest_orgasm_scene">>
You fall to your hands and knees as the sensations become too much to bear. <<orgasm>>
<br><br>
The ground quakes, and ruptures. Tentacles burst through, moving in a violent, directed fashion. Directed at you.
<br><br>
They seize your limbs before your orgasm subsides, and drag you below.
<br><br>
<<link [[Next|Tentacle Forest Orgasm]]>><</link>>
<br>
<</widget>>
<<widget "tentacle_forest_stress_scene">>
<<if isPregnancyEnding()>>
<<pregnancyPassout "tentacleforest">>
<<else>>
You've pushed yourself too much, and collapse to your knees.
<br><br>
<span class="red">A fissure erupts beneath you, and several tentacles emerge.</span> They grasp your limbs, and draw your weakened body underground.
<br><br>
<<if $tentacle_forest_lurker.includes("defeated")>>
You land on your <<bottom>> in the cave beneath the forest. <span class="red">The strange creature has returned,</span> and squirms towards you.
<<else>>
You land on your <<bottom>> in a pool of thick, pink fluid, surrounded by cavernous walls. A strange creature squirms towards you. It has no discernible features, save a single, colossal maw.
<</if>>
<br><br>
<<link [[Next|Tentacle Forest Orgasm Defeat]]>><</link>>
<br>
<</if>>
<</widget>>
<<widget "tentaclewolf">>
<<if ($wolfgirl gte 6 or ($transformationParts.wolf.tail isnot "hidden" and $transformationParts.wolf.tail isnot "disabled")) and $syndromewolves gte 1>>
<<if $tentaclewolf is undefined>>
<<set $tentaclewolf to 0>>
You hear something familiar in the distance, but you aren't sure what it is. It breaks through the fog and reminds you of the forest.
<<lstress>><<larousal>><<stress -6>><<arousal -6>>
<br><br>
<<elseif $tentaclewolf is 0>>
<<set $tentaclewolf to 1>>
You hear it again. It came from <<tentacledirection>>
<<lstress>><<larousal>><<stress -6>><<arousal -6>>
<br><br>
<<elseif $tentaclewolf is 1>>
<<set $tentaclewolf to 2>>
The familiar sound is louder now. It sounds like howling. It's coming from <<tentacledirection>>
<<lstress>><<larousal>><<stress -6>><<arousal -6>>
<br><br>
<</if>>
<</if>>
<</widget>>
<<widget "tentacledirection">>
<<if $tentportalnorth gt $tentnorth>>
<<if $tentportaleast gt $tenteast>>
the Northeast.
<<elseif $tentportaleast lt $tenteast>>
the Northwest.
<<else>>
the North.
<</if>>
<<elseif $tentportalnorth lt $tentnorth>>
<<if $tentportaleast gt $tenteast>>
the Southeast.
<<elseif $tentportaleast lt $tenteast>>
the Southwest.
<<else>>
the South.
<</if>>
<<else>>
<<if $tentportaleast gt $tenteast>>
the East.
<<elseif $tentportaleast lt $tenteast>>
the West.
<<else>>
nearby.
<</if>>
<</if>>
<</widget>>
<<widget "tentacle_forest_pass">>
<<if _args[0]>>
<<pass _args[0]>>
<<set $tentacle_forest_time += _args[0]>>
<<set $tentacle_forest_time to Math.clamp($tentacle_forest_time, 0, 120)>>
<</if>>
<</widget>>
<<widget "tentacle_forest_time">>
Time remaining in the forest: <<print (60 - $tentacle_forest_time)>>
<</widget>>
<<widget "destination_tentacle_forest">>
<<switch $bus>>
<<case "tentacle_forest_main">>
<<link [[Next|Tentacle Forest]]>><<handheldon>><</link>>
<br>
<<case "tentacle_forest_stream">>
<<link [[Next|Tentacle Forest Stream]]>><<handheldon>><</link>>
<br>
<<case "tentacle_forest_flowers">>
<<link [[Next|Tentacle Forest Flowers]]>><<handheldon>><</link>>
<br>
<<case "tentacle_forest_cliff">>
<<link [[Next|Tentacle Forest Cliff]]>><<handheldon>><</link>>
<br>
<<case "tentacle_forest_pool">>
<<link [[Next|Tentacle Forest Pool]]>><<handheldon>><</link>>
<br>
<<case "tentacle_forest_plants">>
<<link [[Next|Tentacle Forest Plants]]>><<handheldon>><</link>>
<br>
<<case "tentacle_forest_door">>
<<link [[Next|Tentacle Forest Door]]>><<handheldon>><</link>>
<br>
<<case "tentacle_forest_prison">>
<<link [[Next|Tentacle Forest Prison]]>><<handheldon>><</link>>
<br>
<<default>>
<<link [[Next|Tentacle Forest]]>><<handheldon>><</link>>
<br>
<</switch>>
<</widget>>
<<widget "tentacle_forest_events">>
<<cleareventpool>>
<<addinlineevent "tentacle_forest_1" 1>>
A vine-like tentacle erupts from the canopy above, slicing through the air and delivering a sharp blow to your <<bottom>>.<<gpain>><<ggarousal>><<pain 4>><<arousal 1800>>
<br><br>
The force jolts you forwards.
<<dancedifficulty 1 1000>>
<<if $danceSuccess>>
You almost trip over yet another tentacle, lying low near the ground, <span class="green">but manage to keep your footing.</span>
<br><br>
<<destination_tentacle_forest>>
<<else>>
<span class="red">You trip over another tentacle</span>, lying low near the ground. It coils around your waist, holding you still as the first slithers up your thigh.
<br><br>
<<if $player.penisExist>>
You feel a flick against your <<genitals 1>>. The tentacle slithers up and down your length, squeezing in a rhythmic fashion.
<<else>>
You feel a flick against your labia. The tentacle slithers across your skin, and wraps around your clit, squeezing in a rhythmic fashion.
<</if>>
You pull both tentacles away from you, allowing you to stand, but you can't stop the heat rising.<<gggarousal>><<arousal 3600>>
<br><br>
<<destination_tentacle_forest>>
<</if>>
<</addinlineevent>>
<<addinlineevent "tentacle_forest_2" 1>>
An aperture on one of the larger tentacles opens, and sprays a thick pink mist. It makes you feel lightheaded.<<ggarousal>><<arousal 1800>>
<br><br>
<<destination_tentacle_forest>>
<</addinlineevent>>
<<addinlineevent "tentacle_forest_3" 1>>
You feel a squishiness beneath your feet. You move your foot, and see a large eye staring up at you. It blinks. The lid becomes a pair of lips. One whisper, and you find yourself lying on your back, staring up at the tentacles swaying overhead.
<br><br>
You can't remember what was said.
<<if $awarness lt 600>>
<<gawareness>><<awareness 3>>
<<else>>
<<ggarousal>><<arousal 1800>>
<</if>>
<br><br>
<<destination_tentacle_forest>>
<</addinlineevent>>
<<addinlineevent "tentacle_forest_4" 1>>
A dollop of slick stickiness falls from above.
<<random_goo>>
<br><br>
<<destination_tentacle_forest>>
<</addinlineevent>>
<<addinlineevent "tentacle_forest_5" 1>>
<<set _rng to random(1, 4)>>
<<switch _rng>>
<<case 1>>
You hear something whisper your name.
<<case 2>>
Innumerable eyes open, all around. You blink, and they're gone.
<<case 3>>
A tremor shakes the ground. It journeys up the giant tentacles, shaking them right to the tip.
<<default>>
You hear a distant keening sound. Another responds.
<</switch>>
<<ggstress>><<stress 18>>
<br><br>
<<destination_tentacle_forest>>
<</addinlineevent>>
<<runeventpool>>
<</widget>><<location "tentworld">><<set $outside to 0>><<effects>><<set $phase to 0>>
<<tentacleworldintro>>
You open the door, revealing an alien landscape. Giant tentacles writhe against the sky. <span class="red">An orgasm here could be dangerous.</span>
<br><br>
<<link [[Next|Tentacle Plains]]>><<set $tentacleEntrance to "asylum">><</link>>
<br><<location "tentworld">><<effects>>
<<strip>>
You wake, realising with horror that you are trapped naked within a mass of tentacles. They hold you several feet above the ground, your limbs
and torso secure in their gentle but unyielding embrace. Struggling to escape, you move your arms and legs in hopes of disrupting the tentacles'
grip. You fail, as every movement is countered effortlessly by the unconcerned appendages. Your desperation rises as your thrashing has no effect.
<br><br>
But desperation is not the only thing to rise. As you continue to breathe in the musky air and feel your captor's wriggling flesh pressing
against your arms and hips and calves, you find your body flush with growing arousal. Your genitals react. Sweat breaks out across your
skin. Your <<nipples>> harden. Unsatisfied by your previous climaxes, your body yearns to be touched. To be toyed with. To be pleasured.
<br><br>
And yet your <<genitals_are 1>> not assaulted. Your ass remains unmolested. Instead, the tentacles seem only interested in holding you in this
bondage. It's maddening, the pleasure rising within you like the tide. Though you wish to be free, your body wants to be used. Closing your
eyes, you moan with frustrated lust even as you ponder escape.
<br><br>
That sound spurs the tentacles into movement. Several begin to caress your chest and back, thighs and tummy. Far from your most sensitive
areas, they nevertheless drive you wild as you find yourself bucking against them. You ache with arousal, your mind drifting in a sea of desire.
<br><br>
It's too much. Though unable to get yourself off, or perhaps because of it, you find your body tingling as your climax begins to build.
You moan as the tentacles increase their speed, the dam within you breaking. It is slow, the pleasure building upon itself as the orgasmic
energy pours into your pelvis and you suck in deep ragged breaths. It's too much.
<br><br>
You cum, twitching against your captor as you groan through your climax. It lasts for many seconds, the tentacles gliding over your flesh
as the pleasure pulses brighter and brighter within you. Your stiff body collapses and you let out a long exhausted exhale.
<<orgasmstat>><<orgasmcount 1>>
<br><br>
<<link [[Next|Passout Tentacle World 2]]>><</link>>
<br><<location "tentworld">><<set $outside to 0>><<effects>>
But it's not over. Before you can regain your senses, two naughty tentacles find your <<nipples>> and begin to vigorously grind against them.
You squeal at this spike of pleasure, your eyes flying open as you look down at your chest. Instead of feeling your orgasm dissipate, it
seems that this new assault has created an echo chamber within your nervous system and you realise with horror and anticipation that a new
climax is beginning to build within you.
<br><br>
Before it peaks, however, a third tentacle slides between your bottom and rubs aggressively over your hole, eliciting an even louder squeal
from you as the pleasure in your <<nipples>> and asshole merge into a tsunami that crashes against you. Your climax speeds towards you and you
open your mouth to scream.
<br><br>
Instead you cry out as the tentacles force you to cum hard. You buck and writhe against your bindings. Your eyes flutter open and closed.
Moans escape your throat as you endure the orgasm, the time growing indistinct as you cum and cum and cum.
<<orgasmstat>><<orgasmcount 1>>
<br><br>
Eventually, the powerful feelings start to fade. Despite the tentacles still teasing your body, you feel the effects of this newest climax
receding. Your mind, soaked for so long in a fog of unrelenting pleasure, starts to clear.
<br><br>
<<link [[Next|Passout Tentacle World 3]]>><</link>>
<br><<location "tentworld">><<set $outside to 0>><<effects>>
Then a tentacle flicks the tip of your <<print ($player.penisExist ? "penis" : "clit")>> hard, sending a jolt right to your brain. With
tentacles torturing your ass and nipples, this lone strike against your most sensitive place, which up until now had not been subjected
to any sensations, overloads your system. You cum suddenly, your body unprepared for the unstoppable pleasure. The explosion within you
causes your body to spasm, your hands clenched tight and your feet kicking out spastically.
<<orgasmstat>><<orgasmcount 1>>
<br><br>
Before this newest climax can properly fade, your <<genitals_are 1>> subjected to another hard slap that sends you spiralling into a fourth
orgasm. You scream as the tingling breaks down your mental barriers.
<<orgasmstat>><<orgasmcount 1>>
<br><br>
Another slap.
<<set $arousal to 10000>><<orgasm>>
Another.
<<set $arousal to 10000>><<orgasm>>
It goes on and on and on, your body no longer distinguishing one peak from the next. Your breathing ragged, your body fights the losing
battle against the pleasure being forced upon you and your mind begins to shatter.
<br><br>
Overwhelmed with unending orgasms, you eventually crash into unconsciousness.
<br><br>
<<link [[Next|Passout Tentacle World 4]]>><<clotheson>><</link>>
<br><<set $outside to 0>><<effects>>
<<if $tentacleEntrance is "mirror">><<set $location to "home">>
You wake up on the floor next to your mirror. That was quite the nightmare.
<br><br>
<<tentacleworldend>>
<<link [[Next|Bedroom]]>><</link>>
<<else>>
<<set $location to "asylum">>
You wake in darkness. You're back in the asylum, in the tiny room.<<endevent>><<npc Harper>><<person1>>
<br><br>
<<tentacleworldend>>
<<link [[Next|Asylum Room 2]]>><</link>>
<</if>>
<br><<location "tentworld">><<set $outside to 0>><<effects>>
<<if $tentacleorgasmignore is undefined>><<set $tentacleorgasmignore to 0>><</if>>
You are on the tentacle plains.
<<if $phase is 5>>
You feel the slime in your head make a strange noise as you head in the direction it wants you to go. Tendrils growing from the ground seem to avoid you while the air seems clearer than before.
<<if $tentacleorgasmignore is 0>><<set $tentacleorgasmignore to 1>><</if>>
<<else>>
Tendrils growing from the ground strain to reach your <<genitals>>, caressing your thighs and
whatever else they can reach. The air is sweet.
<<drugs 10>><<ggarousal>><<arousal 1200>>
<</if>>
<br><br>
<<switch $phase>>
<<case 1>>
You walk north.
<br><br>
<<case 2>>
You walk south.
<br><br>
<<case 3>>
You walk east.
<br><br>
<<case 4>>
You walk west.
<br><br>
<</switch>>
<<tentaclewolf>>
<<set $phase to 0>>
<<if $stress gte $stressmax>>
<<passouttentacleworld>>
<<elseif $arousal gte $arousalmax and $eventskip isnot 1 and $tentacleorgasmignore lte 0>>
<<orgasm>>
Energised, the tentacles around you dart higher than normal. They wrap around your arms and drag you to the ground.
<br><br>
<<link [[Next|Tentacle Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<if $arousal gte $arousalmax and $tentacleorgasmignore gte 1>>
<<orgasm>><<set $tentacleorgasmignore -= 1>>
The tentacles don't take advantage of your vulnerability.
<br><br>
<</if>>
<<if $tentnorth is 0 and $tenteast is 0>>
<<if $tentacleEntrance is "mirror">>
You stand in front of your mirror.
<br>
<<mirroricon "blood">><<link [[Walk through|Tentacle Home Return]]>><</link>>
<<else>>
The door to the asylum is nearby.
<br>
<<asylumicon "door">><<link [[Return to asylum|Tentacle Return]]>><</link>>
<</if>>
<br><br>
<</if>>
<<if $tentnorth is $tentportalnorth and $tenteast is $tentportaleast>>
<<if ($wolfgirl gte 6 or ($transformationParts.wolf.tail isnot "hidden" and $transformationParts.wolf.tail isnot "disabled")) and $syndromewolves gte 1>>
You see another door in the distance, similar to the one that led you here. It's surrounded by tentacles. The door is wide open, and the forest lies on the other side, promising escape. You see a black blur shift before snapping and snarling at one of the tendrils.
<br><br>
<<foresticon>><<link [[Run for the door|Tentacle Wolf Escape]]>><</link>>
<br><br>
<<else>>
A door stands open here. There's a forest beyond.
<br>
<<foresticon>><<link [[Enter|Tentacle Escape]]>><</link>>
<br><br>
<</if>>
<</if>>
<<if $tentnorth gte 5 or $tentnorth lte -5 or $tenteast gte 5 or $tenteast lte -5>>
The plains stretch to the horizon. You don't want to wander too far from the portal.
<br><br>
<</if>>
<<if $tentnorth is 4 and $tenteast is 4 and $tentspray isnot 1>>
A red light hovers in the air at chest-height, held aloft by thin tendrils.
<br>
<<peppersprayicon>><<link [[Touch|Tentacle Plains Spray]]>><<set $spraymax += 1>><<set $tentspray to 1>><<spray 5>><</link>><<gspraymax>>
<br><br>
<</if>>
<<if numberOfEarSlime() gte 2 and $earSlime.growth gt 50 and $earSlime.focus isnot "none" and !$weekly.earSlimeTentaclePlains and $tentnorth lte 0 and $tenteast lte 1>>
<span class="red">You feel the slime in your head urge you to face a specific way, as if it wants you to head towards something.</span>
<br>
<<if $tentnorth is -5 and $tenteast is -4>>
<<ind>><<link [[Follow the slime's directions (0:10)|Tentacle Plains Ear Slime]]>><<pass 10>><</link>>
<<else>>
<<ind>><<link [[Follow the slimes' directions (0:10)|Tentacle Plains]]>>
<<pass 10>><<set $phase to 5>>
<<if $tenteast gte -3 and random(0,100) gte 50>>
<<set $tenteast -= 1>>
<<elseif $tenteast is -5 and random(0,100) gte 50>>
<<set $tenteast += 1>>
<<elseif $tentnorth gt -5>>
<<set $tentnorth -= 1>>
<<elseif $tenteast gte -3>>
<<set $tenteast -= 1>>
<<elseif $tenteast is -5>>
<<set $tenteast += 1>>
<</if>>
<</link>>
<</if>>
<br>
<</if>>
<<if $tentnorth lt 5>>
<<tentacleicon "north">><<link [[North (0:10)|Tentacle Plains]]>><<pass 10>><<set $tentnorth += 1>><<set $phase to 1>><</link>>
<br>
<</if>>
<<if $tentnorth gt -5>>
<<tentacleicon "south">><<link [[South (0:10)|Tentacle Plains]]>><<pass 10>><<set $tentnorth -= 1>><<set $phase to 2>><</link>>
<br>
<</if>>
<<if $tenteast lt 5>>
<<tentacleicon "east">><<link [[East (0:10)|Tentacle Plains]]>><<pass 10>><<set $tenteast += 1>><<set $phase to 3>><</link>>
<br>
<</if>>
<<if $tenteast gt -5>>
<<tentacleicon "west">><<link [[West (0:10)|Tentacle Plains]]>><<pass 10>><<set $tenteast -= 1>><<set $phase to 4>><</link>>
<br>
<</if>>
<<if ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled")) and $tentacleadmire gte 1>>
<<tficon "demon">><<link [[Offer yourself|Tentacle Plains Admire]]>><</link>><<demon>>
<br>
<<elseif ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled"))>>
<<tficon "demon">><<link [[Admire|Tentacle Plains Admire]]>><</link>><<demon>>
<br>
<</if>>
<<if $tentaclewolf gte 2>>
<<tficon "wolf">><<link [[Howl|Tentacle Plains Howl]]>><<transform wolf 1>><</link>><<wolfgirl>>
<br>
<</if>>
<<if ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled")) and $tentacleangel gte 2>>
<<tficon "angel">><<link [[Resist|Tentacle Plains Resist]]>><</link>><<angel>>
<br>
<<elseif ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled"))>>
<<tficon "angel">><<link [[Focus|Tentacle Plains Resist]]>><</link>><<angel>>
<br>
<</if>>
<<if ($fallenangel gte 2 or ($transformationParts.fallenAngel.wings isnot "hidden" and $transformationParts.fallenAngel.wings isnot "disabled"))>>
<<tficon "fallenangel">><<link [[Despair|Tentacle Plains Despair]]>><</link>><<fallenangel>>
<br>
<</if>>
<<if ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled"))>>
<<tficon "cat">><<link [[Pounce|Tentacle Plains Cat]]>><<transform cat 1>><</link>><<cat>>
<br>
<</if>>
<<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled")) and $breastfeedingdisable is "f">>
<<tficon "cow">><<link [[Let the tentacles milk your breasts|Tentacle Cow Breasts]]>><<transform cow 1>><</link>><<cow>>
<br>
<</if>>
<<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled")) and $player.penisExist and !playerChastity("penis")>>
<<tficon "cow">><<link [[Let the tentacles milk your penis|Tentacle Cow Penis]]>><<transform cow 1>><</link>><<cow>>
<br>
<</if>>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled"))>>
<<tficon "harpy">><<link [[Get a bird's eye view|Tentacle Bird]]>><<transform bird 1>><</link>><<flight_text>>
<br>
<</if>>
<<if ($fox gte 6 or ($transformationParts.fox.tail isnot "hidden" and $transformationParts.fox.tail isnot "disabled"))>>
<<tficon "fox">><<link [[Look for something to steal|Tentacle Plains Fox]]>><<transform fox 1>><</link>><<fox>>
<br>
<</if>>
<</if>>
<<set $eventskip to 0>><<set $location to "home">><<set $outside to 0>><<effects>>
You step through the mirror, and you're back in your room. The eerie light fades, as if it were never there.
<br><br>
<<tentacleworldend>>
<<link [[Next|Bedroom]]>><</link>>
<br><<location "tentworld">><<set $outside to 0>><<effects>>
<<if $tentaclefallenangel is undefined>>
<<set $tentaclefallenangel to 0>>
You growl at the unfairness of the situation. Flashbacks of the last few days play out through your head, filling you with anger and dread. What did you do to deserve this? The world robbed you of your purity, and has now dumped you here. You deliver a vicious kick to one of the tentacles at your feet. You have fallen so far. Your anger distracts you from the lewd warmth within you.
<<gstress>><<larousal>><<stress 6>><<arousal -600>>
<br><br>
<<link [[Next|Tentacle Plains]]>><</link>>
<br>
<<elseif $tentaclefallenangel is 0>>
<<set $tentaclefallenangel to 1>>
The anger keeps building. The injustices committed against you all come rushing back. Memories of the pain you've experienced resurface at full force, opening wounds that should have long since healed. The pain is as real as when you first felt it, driving you to keel over in agony. The tentacles around you recoil.
<<gpain>><<llarousal>><<pain 20>><<arousal -1200>>
<br><br>
<<link [[Next|Tentacle Plains]]>><</link>>
<br>
<<elseif $tentaclefallenangel is 1>>
<<set $tentaclefallenangel to 2>>
You remember the faces of everyone who wronged you. Every single one is floating around you, laughing at your torment and mocking you for your weakness. They jeer into the sickeningly sweet air in unison. Each word is another scar on your tattered existence. You fall to the ground, writhing in pain. The tears sting your face.
<<gpain>><<lllarousal>><<pain 20>><<arousal -1800>>
<br><br>
<<link [[Next|Tentacle Plains]]>><</link>>
<br>
<<elseif $tentaclefallenangel is 2>>
<<set $tentaclefallenangel to 3>>
The world has wronged you. You've been forsaken in an alien land. As the pain overwhelms you, your vision begins to fade. The tendrils creep closer.
<br><br>
"No." Surprised by your own voice, you snap back to full attention. You get back to your feet. The pain is almost too much to bear. Almost. You throw your head back, and release an agonised scream. It carries the lifetime of torment that tortures you.
<br><br>
The tentacles retreat. The world thinks it can just dump you here to be forgotten and used by alien creatures like a toy. Maybe you deserve it, but you're not going to let it happen.
<br><br>
Whether this world is real or not, you're determined to make it back to your own out of pure spite alone. You'll show them all. Nobody has seen the last of you, but they're going to wish they had.
<<gpain>><<lltrauma>><<llstress>><<lllarousal>><<pain 30>><<trauma -18>><<stress -18>><<arousal -2400>>
<br><br>
<<link [[Next|Tentacle Plains]]>><</link>>
<br>
<<else>>
Each memory is more pain, and you have no shortage of them. It drives you to keep moving, and the sting keeps you alert as you search for a way out.
<<gpain>><<llarousal>><<pain 10>><<arousal -1800>>
<br><br>
<<link [[Next|Tentacle Plains]]>><</link>>
<br>
<</if>><<location "tentworld">><<set $outside to 0>><<effects>>
<<if $tentacleangel is undefined>>
<<set $tentacleangel to 0>>
You kneel and reflect upon the events that led you to this place. Completely disgusted by your surroundings, you find the willpower to continue. These horrors will not hold you.
<<llarousal>><<arousal -1200>>
<br><br>
<<link [[Next|Tentacle Plains]]>><</link>>
<br>
<<elseif $tentacleangel is 0>>
<<set $tentacleangel to 1>>
As you meditate in the barren plains, the ground around you almost seems to get brighter. You feel better about your situation.
<<lstress>><<stress -6>><<llarousal>><<arousal -1200>>
<br><br>
<<link [[Next|Tentacle Plains]]>><</link>>
<br>
<<elseif $tentacleangel is 1>>
<<set $tentacleangel to 2>>
In the depths of your mind, you hear a distant choir sing a single note. The halo above your head is getting brighter, and the lewd warmth within you melts away. <span class="gold">This place will not hold you.</span>
<<lllarousal>><<arousal -2400>>
<br><br>
<<link [[Next|Tentacle Plains]]>><</link>>
<br>
<<elseif $tentacleangel is 2>>
<<set $tentacleangel to 3>>
You are a beacon of light. The tentacles grasping your feet retract away from you. You are above this wasteland, it does not deserve your radiant presence. You keep repeating that to yourself. <span class="gold">This place will not hold you.</span>
<<lllarousal>><<arousal -2400>>
<br><br>
<<link [[Next|Tentacle Plains]]>><</link>>
<br>
<<else>>
The light from your halo is blinding. You are above this place. You are above this place. You repeat the mantra out loud. The floor falls away from beneath you. You can't see the tentacles. The light from your halo encompasses all. You feel yourself rising higher and higher, the dark sky offering no resistance to your ascent. You rise and rise.
<br><br>
<<if $tentacleEntrance is "asylum">>
<<asylumescape>>
<<badEndTrackingEnd "Asylum" { reason: "asylumTentacleAngel" }>>
<</if>>
<<endevent>><<tentacleworldend>>
<<set $forest to random(50, 100)>>
<<link [[Next|Mirror]]>><<set $location to "home">><</link>>
<br>
<</if>><<location "tentworld">><<set $outside to 0>><<effects>>
You make a mad dash for the door, pushing every muscle to its limits. The Black Wolf turns and sees you. It howls into the air in triumph at your approach. The tendrils shift their attention to you. A stray tentacle grabs you by the leg, tripping you.
<br><br>
You twist yourself over and bite the tentacle, piercing it with your fangs. It recoils and retreats. You get to your feet and keep going.
<br><br>
The door is within arm's reach. You jump forward to cover the final distance as a surge of tendrils chase you. A few gain purchase around your legs, but the Black Wolf grabs your neck<<npc "Black Wolf">><<if $monster isnot 1>> in its jaws<</if>> and pulls you through the door.
<br><br>
You fall forward and kick the remaining tentacles off. The door slams shut behind you, and vanishes. You are deep in the forest. The asylum stands before you. The Black Wolf gruffs and licks your face.
<<if $monster is 1>>
"Heard you, smelled you. Knew trouble. Bad land. Safe now. Home." <<bHe>> lifts you up, and you journey to the cave.
<<else>>
The wolf lets you climb on to its back, and together you journey to the cave.
<</if>>
<<lstress>><<ltrauma>><<stress -6>><<trauma -6>>
<br><br>
<<if $tentacleEntrance is "asylum">>
<<asylumescape>>
<<badEndTrackingEnd "Asylum" { reason: "asylumBlackWolf" }>>
<</if>>
<<endevent>><<tentacleworldend>>
<<set $forest to random(50, 100)>>
<<link [[Next (0:30)|Wolf Cave Clearing]]>><<pass 30>><</link>>
<br><<location "tentworld">><<set $outside to 0>><<effects>>
You rear your head back and howl to the bleak sky. A much louder, more energetic howl responds from <<tentacledirection>> You can feel the adrenaline as your wild spirit ignites. You don't know how, but you feel like escape is at hand, and the thought drives you to continue.
<br><br>
<<link [[Next|Tentacle Plains]]>><</link>>
<br><<location "tentworld">><<set $outside to 0>><<effects>>
<<if $tentaclecat is undefined>>
<<set $tentaclecat to 1>>
Your eyes focus. There are so many writhing, slippery little things here. One small tentacle catches your attention as it brushes against your foot. You swipe at it, and it recoils.
<<larousal>><<lstress>><<arousal -120>><<stress -6>>
<br><br>
<<link [[Next|Tentacle Plains]]>><</link>>
<br>
<<elseif $tentaclecat is 1>>
<<set $tentaclecat to 2>>
You pounce after another tentacle. Other tentacles begin to slither away from you. This is fun!
<<larousal>><<llstress>><<arousal -120>><<stress -12>>
<br><br>
<<link [[Next|Tentacle Plains]]>><</link>>
<br>
<<elseif $tentaclecat is 2>>
<<set $tentaclecat to 3>>
You pounce, catching a small tentacle and biting down on it. You catch another. And another. You make a small bundle of tentacles and paw it around.
<<larousal>><<llstress>><<arousal -120>><<stress -12>>
<br><br>
<<link [[Next|Tentacle Plains]]>><</link>>
<br>
<<else>>
<<unset $tentaclecat>>
You pounce and grab onto a larger tentacle, biting into it and wrestling it to the ground. It quickly retreats from you.
<<set $tentacleorgasmignore += 1>><span class = green>There are no other tentacles nearby. Your next orgasm might not be so dangerous.</span>
<br><br>
<<link [[Next|Tentacle Plains]]>><</link>>
<br>
<</if>><<location "tentworld">><<set $outside to 0>><<effects>>
<<if $tentaclefox is undefined>>
<<set $tentaclefox to 1>>
You look around. There's a lot of moving things, but very few shiny things that catch your eye. A particularly slick tentacle looks shiny enough. You make a grab for it, but it slips away.
<<larousal>><<lstress>><<arousal -120>><<stress -6>>
<br><br>
<<link [[Next|Tentacle Plains]]>><</link>>
<br>
<<elseif $tentaclefox is 1>>
<<set $tentaclefox to 2>>
You get low to the ground, stalking another shiny tentacle. You see a lump half way up its length. Your pupils dilate.
<br><br>
You pounce, but miss, and the tentacle slithers into the ground. Not satisfied, you jump into the air, diving right into the same spot. You end up buried to your waist, upper body lodged in the ground.
<br><br>
Exactly as planned. You're able to grab the tentacle with your right hand, and rapidly push yourself back out of the fresh hole you've made in the soft ground. It squirms to no avail.
<br><br>
You take off with your prize.
<<larousal>><<llstress>><<arousal -120>><<stress -12>>
<br><br>
<<link [[Next|Tentacle Plains]]>><</link>>
<br>
<<elseif $tentaclefox is 2>>
<<set $tentaclefox to 3>>
You raid another tentacle den, and find another lumpy tentacle. You squeeze them, and they produce two small, egg-shaped objects!
<br><br>
You shove them both into your mouth without a moment's hesitation.
<br><br>
You immediately realise how stupid that was to do. <<drugs 70>><<gdrugged>>
<br><br>
<<link [[Next|Tentacle Plains]]>><</link>>
<br>
<<else>>
<<unset $tentaclefox>>
You clumsily stumble around, trying to find more tentacles to harass.
<<set $tentacleorgasmignore += 1>><span class = green>But they seem to be avoiding you. Your next orgasm might not be so dangerous.</span>
<br><br>
<<link [[Next|Tentacle Plains]]>><</link>>
<br>
<</if>><<location "tentworld">><<set $outside to 0>><<effects>>
<<if $tentaclecow is undefined>>
<<set $tentaclecow to 1>>
You think you know a way to satisfy the tentacles.
<<else>>
You prepare to satisfy the tentacle's thirst.
<</if>>
You drop to all fours, and they begin slithering up your arms.
<<outfitChecks>>
<<if _top>>
<<if $leftarm is "bound" or $rightarm is "bound">>
A pair of tentacles
<<else>>
You
<</if>>
displace your <<allTopsUnderwear>>.<<overupperstrip>><<upperstrip>><<underupperstrip>>
<</if>>
You wiggle in place, drawing attention to your <<breasts>>. The response is almost immediate. The tentacles latch on to your chest and begin sucking.
<br><br>
<<= $lactating is 1 ? "Milk leaks from your buds, and your body shakes. Your fluid is sucked away by the tentacles. You" : "Your body shakes as you">> remain on your hands and knees, two tentacles clinging to your <<breasts>>. <<arousal 1000 "breasts">><<ggarousal>>
<br><br>
<<if $lactating is 1>>
<<set _tentacles_milk to ($milk_amount / 2)>>
<<milk_amount `-_tentacles_milk`>>
<<set $milk_produced_stat += Math.trunc(_tentacles_milk)>>
<<if _tentacles_milk gte 50>>
<<set $tentacleorgasmignore += 1>>
Full, the tentacles release you and scatter. <span class = "green">They seem satisfied. Your next orgasm might not be so dangerous.</span>
<<else>>
The tentacles keep sucking. <span class = "red">They aren't satisfied by the amount of milk you produce.</span> Eventually, their sucking becomes painful, forcing you to pull them off. <<pain 10>><<gpain>>
<</if>>
<<else>>
You fail to produce any milk. <span class = "red">The tentacles aren't satisfied.</span>
<</if>>
<<purity -5>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Tentacle Plains]]>><<endevent>><</link>>
<br><<location "tentworld">><<set $outside to 0>><<effects>>
<<if $tentaclecow is undefined>>
<<set $tentaclecow to 1>>
You think you know a way to satisfy the tentacles.
<<else>>
You prepare to satisfy the tentacle's thirst.
<</if>>
You drop to all fours, and they begin slithering up your legs.
<<outfitChecks>>
<<if _bottom>>
<<if $feetuse is "bound">>
A pair of tentacles
<<else>>
You
<</if>>
displace your <<allBottomsUnderwear>>.<<overlowerstrip>><<lowerstrip>><<underlowerstrip>>
<</if>>
<<set $penisuse to "tentacle">><<set $tentaclePenis to "tentacle">>
<<set _tentacles_semen to ($semen_amount / 2)>>
You wiggle your <<bottom>>, drawing attention to your <<penis>>. The response is almost immediate. A tentacle latches on to you, and begins sucking.
<br><br>
You gasp at the sensation. The tentacle expands and shrinks while sucking. <<arousal 10000>><<ggarousal>>
<<orgasm>>
<br><br>
Your semen is sucked away, and the tentacle releases you. Another one takes its place before you can react.
<<orgasm>>
<br><br>
<<semen_amount `-_tentacles_semen`>>
<<set $semen_produced_stat += _tentacles_semen>>
<<if _tentacles_semen gte 100>>
<<set $tentacleorgasmignore += 1>>
Full, the tentacles release you and scatter. <span class = "green">They seem satisfied. Your next orgasm might not be so dangerous.</span>
<<else>>
The tentacle keeps sucking. <span class = "red">It isn't satisfied by the amount of semen you produce.</span> Eventually, its sucking becomes painful, forcing you to pull it off. <<pain 10>><<gpain>>
<</if>>
<<purity -20>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Tentacle Plains]]>><<endevent>><</link>>
<br><<location "tentworld">><<set $outside to 0>><<effects>>
<<if $tentacleadmire is undefined>>
<<set $tentacleadmire to 0>>
As your eyes scan the unending horizon, everything seems to slow down. The smooth sway of the tentacles becomes almost hypnotic to you. Before long you're swaying in place, too. The tentacles at your feet tickle you.
<<ltrauma>><<lstress>><<garousal>>
<br><br>
<<trauma -6>><<stress -6>><<arousal 600>>
<<link [[Next|Tentacle Plains]]>><</link>>
<br>
<<elseif $tentacleadmire is 0>>
<<set $tentacleadmire to 1>>
Everything begins to melt away as you focus on the landscape. Nothing else seems to matter. The world outside holds no meaning. Your only thoughts are of the immense pleasure this realm could offer you. Your tail moves in a phantom breeze, and a tentacle gently creeps up your leg.
<<ltrauma>><<lstress>><<garousal>>
<br><br>
<<trauma -6>><<stress -6>><<arousal 600>>
<<link [[Next|Tentacle Plains]]>><</link>>
<br>
<<elseif $tentacleadmire is 1>>
<<set $tentacleadmire to 2>>
You feel no guilt or self-loathing as the heat builds within you. Every tentacle seems to provocatively motion for you to just come one step closer. You can't help yourself any longer. You fall to your knees and present yourself to the countless tentacles surrounding you. They respond to your offering and snake up your arms, legs, and tail.
<<gcontrol>><<control 25>><<ltrauma>><<lstress>><<ggarousal>>
<br><br>
<<trauma -6>><<stress -6>><<arousal 1200>>
<<if $leftarm is "bound" or $rightarm is "bound" or $feetuse is "bound">>
A pair of tentacles reach your <<if $leftarm is "bound" or $rightarm is "bound">>arms<</if>><<if ($leftarm is "bound" or $rightarm is "bound") and $feetuse is "bound">> and <</if>><<if $feetuse is "bound">>legs<</if>> and squirt a viscous liquid onto your bindings, slowly dissolving them.<<unbind>>
<br><br>
<</if>>
<<link [[Next|Tentacle Plains Admire Sex]]>><<set $sexstart to 1>><</link>>
<<else>>
Just thinking about what's to come is driving you mad with lust. You could leave at any time, and yet here you remain. You crouch low to the ground, taking a tentacle in each hand. They respond to your touch eagerly, and an entire swarm of tentacles is soon upon you.
<<gcontrol>><<control 25>><<ltrauma>><<lstress>><<ggarousal>>
<br><br>
<<trauma -6>><<stress -6>><<arousal 1200>>
<<link [[Next|Tentacle Plains Admire Sex]]>><<set $sexstart to 1>><</link>>
<</if>><<location "tentworld">><<set $outside to 0>>
<<if $sexstart is 1>><<set $sexstart to 0>>
<<set $combat to 1>>
<<set $enemytype to "tentacles">>
<<consensual>>
<<set $consensual to 1>>
<<tentaclestart 6 8>>
<<set $tentacles[0].shaft to "waist">>
<</if>>
<<statetentacles>>
<<effects>>
<<effectstentacles>>
<<tentacles>>
<<actionstentacles>>
<<if $tentacles.active lte ($tentacles.max / 2)>>
<span id="next"><<link [[Next|Tentacle Plains Admire Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Tentacle Plains Admire Sex]]>><</link>></span><<nexttext>>
<</if>><<effects>>
As your body is completely covered by the warm, writhing masses, you take another look at the land around you. This twisted world is a perversion of all that is right, a vile mockery of the world you know. It's defiled, it's corrupt, it's evil. It's just like you.
<br><br>
<<set $eventskip to 1>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Tentacle Plains]]>><</link>>
<br><<location "tentworld">><<set $outside to 0>><<effects>>
You step through the door. It seals shut behind you. You're in the forest.
<br><br>
<<if $tentacleEntrance is "asylum">>
<<asylumescape>>
<<badEndTrackingEnd "Asylum" { reason: "asylumTentacle" }>>
<</if>>
<<endevent>><<tentacleworldend>>
<<set $forest to random(50, 100)>>
<<link [[Next|Forest]]>><</link>>
<br><<location "tentworld">><<set $outside to 0>><<effects>>
You go through the door back to the asylum. It seals shut behind you.
<br><br>
<<endevent>><<npc Harper>><<person1>><<tentacleworldend>>
<<link [[Next|Asylum Room 2]]>><</link>>
<br><<location "tentworld">><<set $outside to 0>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<set $combat to 1>>
<<set $enemytype to "tentacles">>
<<controlloss>>
<<molested>>
<<tentaclestart 12 15>>
<<set $tentacles[0].shaft to "waist">>
<</if>>
<<statetentacles>>
<<effects>>
<<effectstentacles>>
<<tentacles>>
<<actionstentacles>>
<<if $tentacles.active lte ($tentacles.max / 2)>>
<span id="next"><<link [[Next|Tentacle Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Tentacle Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
The tentacles lose interest in you, for now. <<tearful>> you struggle to your feet.
<br><br>
<<set $eventskip to 1>>
<<clotheson>>
<<endcombat>>
<<arousal -1000>>
<<link [[Next|Tentacle Plains]]>><</link>>
<br><<location "tentworld">><<set $outside to 0>><<effects>><<wearProp "pepperspray">>
The light pulses and fades at your touch. The tendrils fall away. Your pepper spray feels warm.
<br><br>
<span class="gold">You've gained an additional pepper spray charge.</span>
<br><br>
<<link [[Next|Tentacle Plains]]>><<handheldon>><</link>>
<br><<effects>>
You take to the air, leaving the writhing tentacles far below. Your wings soon tire, but you're able to get a good view.
<br><br>
<<set _tent_portal_north to $tentnorth - $tentportalnorth>>
<<set _tent_portal_east to $tenteast - $tentportaleast>>
<<set _tent_spray_north to $tentnorth - 4>>
<<set _tent_spray_east to $tenteast - 4>>
<<if _tent_portal_north lte 2 and _tent_portal_north gte -2 and _tent_portal_east lte 2 and _tent_portal_east gte -2>>
<<set _tent_found to true>>
You see a green door.
<<if _tent_portal_north is 0>>
<<elseif _tent_portal_north gte 1>>
<<Number _tent_portal_north*10>> minutes to the south.
<<elseif _tent_portal_north lt 0>>
<<Number _tent_portal_north*-10>> minutes to the north.
<</if>>
<<if _tent_portal_east is 0>>
<<elseif _tent_portal_east gte 1>>
<<Number _tent_portal_east*10>> minutes to the west.
<<elseif _tent_portal_east lt 0>>
<<Number _tent_portal_east*-10>> minutes to the east.
<</if>>
<br>
<</if>>
<<if $tentnorth gte -2 and $tentnorth lte 2 and $tenteast gte -2 and $tenteast lte 2>>
<<set _tent_found to true>>
<<if $tentacleEntrance is "mirror">>
You see the mirror to your bedroom.
<<else>>
You see the door to the asylum.
<</if>>
<<if $tentnorth is 0>>
<<elseif $tentnorth gte 1>>
<<Number $tentnorth*10>> minutes to the south.
<<elseif $tentnorth lt 0>>
<<Number $tentnorth*-10>> minutes to the north.
<</if>>
<<if $tenteast is 0>>
<<elseif $tenteast gte 1>>
<<Number $tenteast*10>> minutes to the west.
<<elseif $tenteast lt 0>>
<<Number $tenteast*-10>> minutes to the east.
<</if>>
<br>
<</if>>
<<if _tent_spray_north gte -2 and _tent_spray_north lte 2 and _tent_spray_east gte -2 and _tent_spray_east lte 2>>
<<set _tent_found to true>>
You see a strange object.
<<if _tent_spray_north is 0>>
<<elseif _tent_spray_north gte 1>>
<<Number _tent_spray_north*10>> minutes to the south.
<<elseif _tent_spray_north lt 0>>
<<Number _tent_spray_north*-10>> minutes to the north.
<</if>>
<<if _tent_spray_east is 0>>
<<elseif _tent_spray_east gte 1>>
<<Number _tent_spray_east*10>> minutes to the west.
<<elseif _tent_spray_east lt 0>>
<<Number _tent_spray_east*-10>> minutes to the east.
<</if>>
<br>
<</if>>
<<if _tent_found isnot true>>
You don't see anything interesting.
<br>
<</if>>
<br>
<<link [[Next|Tentacle Plains]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<set $weekly.earSlimeTentaclePlains to true>>
You continue following the slime's direction, walking well beyond where you would normally dare to go on this endless plain of tentacles.
<<if !$earSlime.pod>>
Just as you pass one of the largest tentacles you've been near so far, you spot what looks like a pod opening up. A feeling of dread fills you.
<<else>>
As you pass the large tentacle again, you spot the pod opening up once more. You shiver knowing what it will do if you lie in it.
<</if>>
<br><br>
<span class="lewd">You feel the slime in your head command you to lie down inside the pod.</span> <span class="red">It expects to be obeyed.</span>
<br><br>
<<link [[Obey|Tentacle Plains Ear Slime Obey]]>><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 2>><</link>><<gcorruption>><<lpain>><<lltrauma>><<lstress>>
<br>
<<link [[Defy|Tentacle Plains Ear Slime Defy]]>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><</link>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>>
<br><<effects>>
Following the slime's instructions, you walk to the pod<<if !$earSlime.pod>> while doing your best to ignore the growing feeling of dread<<else>>, unable to stop shaking<</if>>. Hesitating a moment, you gulp and then climb into it.
<br><br>
<<link [[Next|Tentacle Plains Ear Slime 2]]>><</link>><<effects>>
<<if $earSlime.corruption + $earSlime.growth gte (currentSkillValue('willpower') / 5)>>
<<if $earSlime.growth gte 100>>
<<set $earSlime.defyCooldown += 12>>
<</if>>
The slime tries to assert control. <span class="red">It overpowers your will,</span> forcing you to walk towards the pod. <<if !$earSlime.pod>> The feeling of dread quickly escalates<<else>> You can't stop trembling.<</if>>. You're unable to stop yourself from climbing into it.
<<ggwillpower>><<willpower 3>>
<br><br>
<<link [[Next|Tentacle Plains Ear Slime 2]]>><</link>>
<<else>>
<<set $earSlime.defyCooldown += 6>>
The slime tries to assert control, <span class="green">but you fight it</span> and manage to walk back towards where you entered the tentacle plains.
<<gwillpower>><<willpower 1>>
<br><br>
<<link [[Next|Tentacle Plains]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<set $earSlime.pod to ($earSlime.pod or 0) + 1>>
<<set $earSlimeGrown to $earSlime.growth lt 200>>
<<set $earSlime.growth += 25>>
The moment you lie down, the pod's entrance closes up, and your vision is quickly clouded by a dense fog that you helplessly start breathing in. Pleasure quickly builds in your <<genitals>><<if $earSlime.focus isnot "impregnation">> and <<breasts>><</if>>.<<drugs 500>><<gggdrugged>><<gggarousal>>
<br><br>
<<if playerChastity("hidden")>>
With your $worn.genitals.name in the way, you're unable to do anything but
<<if $earSlime.focus isnot "impregnation">>
play with your <<breasts>>, as much as it only seems to make the situation worse for you.
<<else>>
squirm in the small space.
<</if>>
<<elseif $worn.genitals.name is "chastity parasite">>
You can't help but desperately squeeze your $worn.genitals.name, as much as it only seems to make the situation worse for you.
<<elseif playerChastity("cage") and !$player.vaginaExist>>
You can't help but desperately try to get to your <<penis>> despite it being inside of the $worn.genitals.name.
<<elseif $player.penisExist and !playerChastity("penis")>>
You can't help but desperately stroke your <<penis>><<if $player.vaginaExist>> while fingering your vagina<</if>>, as much as it only seems to make the situation worse for you.
<<else>>
You can't help but desperately finger your vagina, as much as it only seems to make the situation worse for you.
<</if>>
It's not long before you're pushed over the edge.
<br><br>
<<orgasm>>
<<if _deniedOrgasm>>
Despite your ruined orgasm, you soon climax a second... third... then fourth time, each one more intense than the last.
<br><br>
<<orgasm>>
<<orgasm>>
<<orgasm>>
You feel your consciousness fade even as you close in on the next ruined orgasm.
<<else>>
You soon climax a second... third... then fourth time, each one more intense than the last.
<br><br>
<<orgasm>>
<<orgasm>>
<<orgasm>>
You feel your consciousness fade even as you close in on the next orgasm.
<</if>>
<<set $arousal to $arousalmax>>
<br><br>
/* May run physicalAdjustments or earSlimeDaily twice, its intended */
<<link [[Next|Tentacle Plains Ear Slime 3]]>><<pass 120>><<physicalAdjustments>><<earSlimeDaily true>><<set $arousal to 0>><</link>><<effects>>
<<if $genitalsensitivity lt 3>>
<<genital_sensitivity 1>>
<</if>>
<<if $bottomsensitivity lt 3>>
<<set $bottomsensitivity += 1>>
<</if>>
<<if $earSlime.focus isnot "impregnation" and $breastsensitivity lt 3>>
<<breast_sensitivity 1>>
<</if>>
You wake with your <<genitals>><<if $earSlime.focus isnot "impregnation">> and chest<</if>> <span class="pink">feeling more sensitive</span> than before. <<if $earSlimeGrown>>You suspect that it's not the only thing that's changed.<</if>> Noticing that the pod is open, you carefully exit and leave the pod prison behind.
<br><br>
<<if $tentacleorgasmignore lt 2>>
<<set $tentacleorgasmignore to 2>><span class="green">The tentacles still seem to be avoiding you. Your next orgasm might not be so dangerous.</span>
<br><br>
<</if>>
<<link [[Next|Tentacle Plains]]>><<unset $earSlimeGrown>><<endevent>><</link>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<beastCombatInit>>
You shift your body to make things easier for the horny <<beasttype>>.
<<deviancy1>><<set $enemytrust -= 20>>
<<if $wolfpackharmony gte 1>>
<<enable_rescue>>
<</if>>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<set $enemytrust -= 40>>
<<if $wolfpackharmony gte 1>>
<<enable_rescue>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate '<span class="red">The pack is too busy thinking about themselves to help you.</span>'>>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Wolf Cave Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Wolf Cave Fight]]>><</link>></span><<nexttext>>
<</if>><<set $location to "wolf_cave">><<effects>>
You cry for help.
<<if $wolfpackharmony gte 1>>
The other <<beastsplural>> growl at the aggressor, who slinks away in response.
<<lharmony>>
<br><br>
<<destinationwolfcave>>
<<else>>
The other <<beastsplural>> don't care.
<br><br>
<<link [[Next|Wolf Cave Fight]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<set $location to "wolf_cave">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<br>
The <<beasttype>> yawns and lies down.<<wolfpacktrust>>
<br><br>
<<tearful>> you climb to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $enemyhealth lte 0>>
The <<beasttype>> limps away from you. <<if $monster is 1>>"Was just playing... too rough..."<</if>>
<br><br>
<<tearful>> you climb to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $rescue is 1 and $alarm is 1>><<set $rescued += 1>>
The other <<beastsplural>> growl at the <<beasttype>> assaulting you. <<bHe>> growls back at first, but then backs down and leaves you alone.
<<lharmony>>
<br><br>
<<tearful>> you climb to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<else>>
The <<beasttype>> yawns and lies down.
<br><br>
<<tearful>> you climb to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<<destinationwolfcave>><<set $location to "wolf_cave">><<effects>>
<<if $phase is 0>>
You stroke the low ranking <<beasttype 0>>, and <<bhis 0>> ears perk up. The more dominant <<beasttype 1>> growls, but doesn't press it.
<<gharmony>><<lferocity>>
<br><br>
<<deviancy1>>
<<endevent>>
<<loadNPC 0 wolf_rank_1>>
<<clearNPC wolf_rank_1>>
<<clearNPC wolf_rank_2>>
<<link [[Next|Wolf Cave Fight]]>><<set $sexstart to 1>><</link>>
<br>
<<elseif $phase is 1>>
You stroke the high ranking <<beasttype 1>>. The less dominant <<beasttype 0>> walks away with <<bhis 0>> tail down.
<<lharmony>><<gferocity>>
<br><br>
<<deviancy1>>
<<endevent>>
<<loadNPC 0 wolf_rank_2>>
<<clearNPC wolf_rank_1>>
<<clearNPC wolf_rank_2>>
<<link [[Next|Wolf Cave Fight]]>><<set $sexstart to 1>><</link>>
<br>
<<elseif $phase is 2>>
<<endevent>>
<<loadNPC 0 wolf_rank_2>>
<<loadNPC 1 wolf_rank_1>>
<<clearNPC wolf_rank_1>>
<<clearNPC wolf_rank_2>>
You stroke both of them. The dominant <<beasttype 0>> seems less pleased, but doesn't cause a fuss. <<bHe 0>> insists on taking you first.
<<gharmony>><<gferocity>>
<br><br>
<<deviancy2>>
<<link [[Next|Wolf Cave Fight Duo]]>><<set $sexstart to 1>><</link>>
<br>
<<else>>
You turn away from them both. The more dominant <<beasttype 1>> growls, but doesn't press it.
<br><br>
<<endevent>>
<<destinationwolfcave>>
<</if>><<set $location to "wolf_cave">><<effects>>
<<if $phase is 0>>
You cover the wounded <<beasttype>> with your body. The other <<beasttype>> bares its teeth at you, but relents.
<<gharmony>><<lferocity>>
<br><br>
<<elseif $phase is 1>>
You stroke the <<beasttype>> who drew blood. <<bHe>> jumps at your touch, as if expecting attack, but continues once <<bhe>> realises what you're doing.
<<lharmony>><<gferocity>>
<br><br>
<<else>>
You ignore the <<beastsplural>>. The wounded <<beasttype>> whimpers, and the other stops.
<br><br>
<</if>>
<<destinationwolfcave>><<set $location to "wolf_cave">><<effects>>
<<if $phase is 0>>
You walk over to the Black Wolf and drop to your knees to stroke <<bhis>> head. <<bHe>> shakes you off, then presents <<bhis>> genitals to you.
<<if $monster is 1>>
"Angry. Help.<<print ((playerHeatMinArousal() and (V.player.vaginaExist or canBeMPregnant()) and V.NPCList[0].penis !== "none") ? ' You ready.' : '')>><<print ((playerRutMinArousal() and $NPCList[0].vagina isnot "none") ? " I'm ready." : '')>>"
<</if>>
<br><br>
<<link [[Take it in hand|Wolf Cave Black Wolf]]>><<set $sexstart to 1>><</link>><<deviant1>>
<br>
<<if hasSexStat("deviancy", 4)>>
<<link [[Take it in mouth|Wolf Cave Black Wolf]]>><<set $phase to 1>><<set $sexstart to 1>><</link>><<deviant4>>
<br>
<</if>>
<<if ($wolfgirl gte 6 or ($transformationParts.wolf.tail isnot "hidden" and $transformationParts.wolf.tail isnot "disabled")) and hasSexStat("deviancy", 5)>>
<<if playerAwareTheyAreInHeat() and $NPCList[0].penis isnot "none" and (($player.vaginaExist and !playerChastity("vagina")) or (canBeMPregnant() and !playerChastity("anus")))>>
<<link [[Present your behind|Wolf Cave Black Wolf]]>><<set $phase to 2>><<set $sexstart to 1>><</link>><<deviant5>><<wolfgirl>><<heat>>
<br>
<</if>>
<<if playerRutMinArousal() and $NPCList[0].vagina isnot "none" and !playerChastity("penis")>>
<<link [[Playful bite|Wolf Cave Black Wolf]]>><<set $phase to 3>><<set $sexstart to 1>><</link>><<deviant5>><<wolfgirl>><<rut>>
<br>
<</if>>
<</if>>
<<link [[Refuse|Wolf Cave Calm]]>><<set $phase to 1>><</link>>
<br>
<<elseif $phase is 1>>
<<if $monster is 1>>
"No challenge. Obey!"
<</if>>
The Black Wolf continues harassing the other <<wolf_cave_plural>>, who do their best to avoid <<bhim>>. <<bHe>> eventually calms down, but leaves the rest of the pack anxious.
<<lharmony>>
<br><br>
<<destinationwolfcave>>
<<else>>
You look the Black Wolf right in the eyes and bare your <<if $transformationParts.traits.fangs isnot "disabled">>fangs<<else>>teeth<</if>>. <<bHis>> anger is wiped from <<bhis>> <<if $monster is 1>>face<<else>>muzzle<</if>> for a moment, but soon returns. <<bHe>> growls and lunges at you.
<<if $monster is 1>>
"I am alpha. I'll punish you."
<</if>>
<br><br>
<<link [[Next|Wolf Cave Challenge]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<beastCombatInit>>
<<if $phase is 0>>
You reach beneath the <<beasttype>> and take it in your hand.
<<npchand>><<deviancy1>>
<<elseif $phase is 2>>
<<clothesstrip>><<deviancy5>>
You bend forward, assuming a submissive stance on your hands and knees, before bringing your shoulders down to stick your butt up and leave your <<print ($player.vaginaExist ? '<<pussy>>' : 'anus')>> exposed to the <<beasttype>>. <<bHe>> bears down on you, keeping you grounded under <<bhis>> massive size.
<<npc_attempt_sex>>
<<set $position to "doggy">>
<<set $position_lock to 1>>
<<set $NPCList[0].location.head to "head">>
<<set $NPCList[0].location.genitals to "genitals">>
<<elseif $phase is 3>>
<<clothesstrip>><<deviancy5>>
You draw closer to the Black Wolf, bringing your mouth closer to <<bhis>> dark fur. You attempt to place a playful bite on <<bhim>> but the Black Wolf puts <<bhis>> <<if $NPCList[0].monster>>hand<<else>>paw<</if>> on your chest, before driving you down onto the ground with little to no effort. <<bHis>> overwhelming weight and size leaves you with few other options.
<<npc_attempt_sex>>
<<set $position to "missionary">>
<<set $position_lock to 1>>
<<set $NPCList[0].location.head to "head">>
<<set $NPCList[0].location.genitals to "genitals">>
<<else>>
You lean beneath the <<beasttype>>.
<<npcoral>><<deviancy4>>
<</if>>
<<blackwolfhealth>><<set $enemytrust -= 20>>
<!--Prevents the mate event from occurring back to back with black wolf sex-->
<<set $daily.blackWolfHeatEvent to Time.hour>>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<blackwolfhealth>><<set $enemytrust -= 40>>
<</if>>
<<effects>>
<<effectsman>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Wolf Cave Black Wolf Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Wolf Cave Black Wolf]]>><</link>></span><<nexttext>>
<</if>><<set $location to "wolf_cave">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<if $phase is 3 and $orgasmcurrent is 0 and $NPCList[0].vagina is "penis">>
<<set _forcedOrgasm to true>>
<<set $orgasmdown to 3>>
<</if>>
<<beastejaculation>>
<br>
<<if _forcedOrgasm>>
Despite having an orgasm, the Black Wolf continues pleasuring your <<penis>>.
<<set $penisuse to "othervagina">>
<<orgasm>>
<</if>>
<<clotheson>>
<<endcombat>>
<<beastNEWinit 2 wolf>>
The Black Wolf calms down. The other <<beastsplural>> look grateful and relieved.
<<wolfpacktrust>><<gharmony>>
<br><br>
<<endevent>>
<<tearful>> you climb to your feet.
<br><br>
<<destinationwolfcave>>
<<elseif $enemyhealth lte 0>>
<<if $wolfpackleader is 1>>
The Black Wolf limps away from you. The pack looks relieved.
<<gharmony>>
<br><br>
<<else>>
The whole pack watches as the Black Wolf rolls onto <<bhis>> back in submission.
<br><br>
<<tearful>> you howl. The other <<wolf_cave_plural>> howl with you.
<<if $monster is 1>>
The Black Wolf speaks. "You're... strong. Stronger than Black Wolf. I knew taking you was right choice."
<</if>>
The Black Wolf hobbles away to nurse <<bhis>> injuries. <span class="gold">You can now lead the pack on hunts.</span>
<<set $wolfpackleader to 1>><<earnFeat "Head of the Pack">>
<br><br>
<</if>>
<<clotheson>>
<<endcombat>>
<<destinationwolfcave>>
<<else>>
The Black Wolf stops bothering you, but continues to bite and growl at the others.
<<lharmony>>
<br><br>
<<tearful>> you climb to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationwolfcave>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<blackwolfhealth>><<set $enemyanger += 200>><<set $enemytrust -= 40>>
<</if>>
<<effects>>
<<effectsman>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Wolf Cave Challenge Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Wolf Cave Challenge]]>><</link>></span><<nexttext>>
<</if>><<set $location to "wolf_cave">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<br>
The Black Wolf calms down. The other <<beastsplural>> look grateful and relieved.
<<wolfpacktrust>><<gharmony>>
<br><br>
<<tearful>> you climb to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationwolfcave>>
<<elseif $enemyhealth lte 0>>
The whole pack watches as the Black Wolf rolls onto <<bhis>> back in submission.
<br><br>
<<tearful>> you howl. The other <<beastsplural>> howl with you.
<<if $monster is 1>>
The Black Wolf speaks. "You're... strong. Stronger than Black Wolf. I knew taking you was right choice."
<</if>>
The Black Wolf hobbles away to nurse its injuries. <span class="gold">You can now lead the pack on hunts.</span>
<<set $wolfpackleader to 1>><<earnFeat "Head of the Pack">>
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationwolfcave>>
<<else>>
You fall to the ground, unable to fight any longer. The Black Wolf grabs your neck<<if $monster isnot 1>> in its jaws<</if>> and holds you to the floor for a moment, then releases you.<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<<if $monster is 1>>
"<<pPackbrother>> weak. Should stay in <<pher>> place if know better." <<bHe>> sneers
<<else>>
<<bHe>> gives you a low, warning growl
<</if>>
before walking off. The other <<wolf_cave_plural>> follow in the footsteps of their alpha.
<br><br>
<<if $wolfpackpoisoned isnot 1>>
<i>The Black Wolf is very strong. There must be a way to even things.</i>
<br><br>
<</if>>
<<clotheson>>
<<endcombat>>
<<destinationwolfcave>>
<</if>><<deviancy5>>
<<if $phase is 1>>
<<if $NPCList[0].monster>>
You draw closer to the Black Wolf, bringing your mouth closer to <<bhis>> dark fur. You place a playful bite on <<bhim>>. You begin rubbing your head against <<bhim>> while you continue to bite at <<bhis>> body. "Very frisky today," <<bhe>> says. "<<pPackbrother>> must be in a rut."
<br><br>
<<bHe>> allows you to continue, but only for a few moments. After a while, the Black Wolf places <<bhis>> hand on your chest, before effortlessly pushing you down onto the ground. Before you have a chance to respond, <<bhe>> moves up and pins you down under <<bhis>> massive size. "<<pPackbrother>> wants breed? Will give breed," <<bhe>> says with a big, lustful smile.
<<else>>
You draw closer to the Black Wolf, bringing your mouth closer to <<bhis>> dark fur. You place a playful bite on <<bhim>>. You begin rubbing your head against <<bhim>> while you continue to bite at <<bhis>> body. Shortly after, <<bhe>> reciprocates your affection with a gentle bite of <<bhis>> own. <<bHe>> nuzzles you in return.
<br><br>
Your teasing continues, albeit briefly. The Black Wolf puts <<bhis>> paw on you, before driving you down onto the ground with little to no effort. <<bHe>> eyes you with lustful desire, <<bhis>> leering hinting at what's to come. The Black Wolf eases down on you, intent on mating. <<bHis>> overwhelming weight and size leaves you with few other options.
<</if>>
<<else>>
You bend forward, assuming a submissive stance on your hands and knees, before bringing your shoulders down to stick your butt up and leave your <<print ($player.vaginaExist ? '<<pussy>>' : 'anus')>> exposed to the <<beasttype>>. You begin to whimper softly, demanding the Black Wolf's attention.
<<if $NPCList[0].monster>>
<br><br>
"<<pPackbrother>> must be ready to mate," <<bhe>> says. "Will gladly help with that." <<bHe>> bears down on you, keeping you grounded under <<bhis>> massive size.
<<else>>
<br><br>
<<bHe>> takes notice of your invitation, and draws near to sniff your groin. <<bHe>> seems to understand your intentions, and bears down on you, keeping you grounded under its massive size.
<</if>>
<</if>>
<br><br>
<<link [[Next|Wolf Cave Black Wolf Mate]]>><<set $sexstart to 1>><</link>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<beastCombatInit>>
<<clothesstrip>>
<<if $phase is 1>>
<<set $position to "missionary">>
<<set $position_lock to 1>>
<<else>>
<<set $position to "doggy">>
<<set $position_lock to 1>>
<</if>>
<<npc_attempt_sex>>
<<set $NPCList[0].location.head to "head">>
<<set $NPCList[0].location.genitals to "genitals">>
<<blackwolfhealth>>
<</if>>
<<effects>>
<<effectsman>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Wolf Cave Black Wolf Mate Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Wolf Cave Black Wolf Mate]]>><</link>></span><<nexttext>>
<</if>><<if $enemyarousal gte $enemyarousalmax and $phase is 1 and $NPCList[0].vagina is "penis">>
<<if $orgasmcurrent is 0>>
<<set _forcedOrgasm to true>>
<<set $orgasmdown to 3>>
<</if>>
<<beastejaculation>>
<br>
<<if _forcedOrgasm>>
Despite having an orgasm, the Black Wolf continues pleasuring your <<penis>>.
<<set $penisuse to "othervagina">>
<<orgasm>>
<</if>>
The Black Wolf pulls back once satisfied, having hardly broken a sweat.
<<if $monster is 1>>
"Tired already?" <<bHe>> taunts. "Guess <<ppackbrother>> doesn't want another go." <<bHe>> turns in place, before finally settling down to rest once again. "Felt very good." <<bHe>> turns to you. "Never felt as good and special as with <<ppackbrother>>, hope to birth some strong pups."
<<else>>
It turns around before slowly dropping it's body down to <<bhis>> settle upon <<bhis>> rock once again. Despite <<bhis>> apparently absent attitude, <<bhe>> seems genuinely satisfied and even relieved to have you with <<bhim>>.
<</if>>
<br><br>
<<elseif $enemyarousal gte $enemyarousalmax and $phase is 0 and (($player.vaginaExist and $NPCList[0].penis is "vagina") or (!$player.vaginaExist and $NPCList[0].penis is "anus"))>>
<<beastejaculation>>
<br>
The Black Wolf pulls back once satisfied, having hardly broken a sweat.
<<if $monster is 1>>
"Tired already?" <<bHe>> taunts. "Guess <<ppackbrother>> doesn't want another go." <<bHe>> turns in place, before finally settling down to rest once again. "Felt very good." <<bHe>> turns to you. "Never felt as good and special as with <<ppackbrother>>, hope you birth some strong pups."
<<else>>
It turns around before slowly dropping it's body down to <<bhis>> settle upon <<bhis>> rock once again. Despite <<bhis>> apparently absent attitude, <<bhe>> seems genuinely satisfied and even relieved to have you with <<bhim>>.
<</if>>
<br><br>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<br>
The Black Wolf looks perplexed.
<<if $monster is 1>>
"Didn't you need to mate?"
<<else>>
<<bHe>> nudges your belly with <<bhis>> nose.
<</if>>
<br><br>
<<else>>
The Black Wolf looks perplexed.
<<if $monster is 1>>
"Didn't you need to mate?"
<<else>>
<<bHe>> nudges your belly with <<bhis>> nose.
<</if>>
<br><br>
<</if>>
You climb to your feet.
<br>
<<clotheson>>
<<endcombat>>
<<destinationwolfcave>><<set $location to "wolf_cave">><<effects>>
<<if $phase is 0>>
You rush over to the young <<beasttype>> and stroke <<bhis>> head. <<bHe>> rears up and licks your face. <<bHes>> fine, just upset by the fall.
<<gharmony>><<lferocity>><<ltrauma>><<lstress>><<trauma -6>><<stress -12>>
<br><br>
<<destinationwolfcave>>
<<else>>
You ignore the young <<beasttype>>. <<bHe>> soon starts playing again. <<bHes>> fine.
<<lharmony>><<gferocity>>
<br><br>
<<destinationwolfcave>>
<</if>><<set $outside to 1>><<set $location to "wolf_cave">><<effects>>
<<if $phase is 1>>
<<set $phase to 0>>
You search for plants long and sturdy enough to build an improvised garment. You find some suitable specimens and tie them together around your chest. It's fragile and revealing, but it's better than nothing.
<<plantupper>>
<br><br>
<<elseif $phase is 2>><<set $phase to 0>>
You search for plants long and sturdy enough to build an improvised garment. You find some suitable specimens and tie them together around your waist. It's fragile and revealing, but it's better than nothing.
<<plantlower>>
<br><br>
<</if>>
<<link [[Next|Wolf Cave Clearing]]>><</link>>
<br><<set $outside to 0>><<set $location to "wolf_cave">><<effects>>
You play fight with the young <<beasttype>>. <<bHe>> bites your arm and tries to drag you to the ground. When that fails, <<bhe>> bites your leg and tries there. <<bHes>> not very strong.
<br><br>
<<destinationwolfcave>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<beastCombatInit>>
You adopt a mating posture and present yourself to the <<beasttype>>.
<<deviancy2>><<set $enemytrust -= 20>>
<<if $wolfpackharmony gte 1>>
<<enable_rescue>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate "<span class='red'>The <<beastsplural>> are too busy thinking about themselves to help you.</span>">>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Wolf Cave Lewd Play Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Wolf Cave Lewd Play]]>><</link>></span><<nexttext>>
<</if>><<set $location to "wolf_cave">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<br>
The <<beasttype>> yawns and lies down.<<wolfpacktrust>>
<br><br>
<<tearful>> you climb to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $enemyhealth lte 0>>
The <<beasttype>> limps away from you.
<br><br>
<<tearful>> you climb to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $rescue is 1 and $alarm is 1>><<set $rescued += 1>>
The other <<beastsplural>> growl at the <<beasttype>> assaulting you. <<bHe>> growls back at first, but then backs down and leaves you alone.
<<lharmony>>
<br><br>
<<tearful>> you climb to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<else>>
The <<beasttype>> yawns and lies down.
<br><br>
<<tearful>> you climb to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<<destinationwolfcave>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<beastCombatInit>>
<<beastTrainGenerate>>
You shift your body to make things easier for the horny <<beasttype>>.
<<deviancy1>><<set $enemytrust -= 20>>
<<if $wolfpackharmony gte 1>>
<<enable_rescue>>
<</if>>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<set $enemytrust -= 40>>
<<if $wolfpackharmony gte 1>>
<<enable_rescue>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate "<span class='red'>The <<wolf_cave_plural>> are too busy thinking about themselves to help you.</span>">>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Wolf Cave Fight Duo Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Wolf Cave Fight Duo]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyhealth lte 0>>
<<beastwound>>
<<if $combatTrain.length gt 0>>
The <<beasttype>> recoils in pain and fear, but the other is eager for a go.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Wolf Cave Fight Duo]]>><</link>>
<<else>>
The <<beasttype>> recoils in pain and fear.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Wolf Cave Fight Duo Finish]]>><<set $finish to 1>><</link>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<if $combatTrain.length gt 0>>
Satisfied, the <<beasttype>> moves and another takes its turn.
<<wolfpacktrust>>
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Wolf Cave Fight Duo]]>><</link>>
<<else>>
Satisfied, the <<beasttype>> moves away from you.
<<combatTrainAdvance>>
<<wolfpacktrust>>
<br><br>
<<link [[Next|Wolf Cave Fight Duo Finish]]>><<set $finish to 1>><</link>>
<</if>>
<<else>>
<<if $consensual is 1>>
The <<beastsplural>> groom each other.
<br><br>
<<else>>
<<if $enemywounded is 1 and $enemyejaculated is 0>>
The <<beasttype>> whimpers and flees into the darkness between the trees.
<<elseif $enemywounded is 0 and $enemyejaculated is 1>>
The <<beasttype>> leaves you lying on the grass.
<<elseif $enemywounded gte 2 and $enemyejaculated is 0>>
Feeling that you're more trouble than you're worth, the <<beasttype 0>> and <<beasttype 1>> flee between the trees.
<<elseif $enemywounded is 0 and $enemyejaculated gte 2>>
The <<beasttype 0>> and <<beasttype 1>> leave you spent and shivering on the grass.
<<elseif $enemywounded gte 1 and $enemyejaculated gte 1>>
The <<beasttype 0>> and <<beasttype 1>> leave you spent and shivering on the grass.
<</if>>
<br><br>
<</if>>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationwolfcave>>
<</if>><<effects>>
<<if $phase is 0>>
You sit on a nearby log and watch the <<wolf_cave_plural>> howling lively into the crisp air.
<<if $sciencetrait gte 3>>
You think back to your biology lessons. Wolves can howl for a multitude of reasons, such as bonding, communicating positions, or warding off trespassers.
<<else>>
You are unsure as to why wolves howl together, but you're content with knowing that it must be a sign of a healthy and sociable pack.
<</if>>
<br><br>
Seeing the pack united and willing to partake in such activities together brings you a feeling of contentment.
<<stress -6>><<trauma -3>><<lstress>><<ltrauma>>
<<else>>
You take a spot in the middle of the noisy crowd. You take a deep breath, before shutting your eyes and raising your head to howl into the crisp forest air.
<br><br>
<<if ($wolfgirl gte 6 or ($transformationParts.wolf.tail isnot "hidden" and $transformationParts.wolf.tail isnot "disabled"))>>
You let your wilder, primal senses take over. <span class="green">Your howling blends beautifully and naturally with that of your brethren.</span> The other <<wolf_cave_plural>> seem to accept you among them, content with letting you howl along with them as just another wolf of the pack.
<<stress -12>><<trauma -12>><<llstress>><<lltrauma>>
<<elseif ($fox gte 6 or ($transformationParts.fox.tail isnot "hidden" and $transformationParts.fox.tail isnot "disabled"))>>
You join the rest of the <<wolf_cave_plural>>, letting your instincts take over. You manage some high-pitched yips and yowls, and it doesn't sound too out of place. The <<wolf_cave_plural>> seem to hesitantly accept you among them.
<<stress -6>><<lstress>>
<<elseif ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled"))>>
You join the rest of the <<wolf_cave_plural>>, or so you think. Your instincts take over, and your howling is instead more reminiscent of a cheerful singing. Your harmonic melodies clash with your brethren's howling, leaving them mildly exasperated.
<<stress -3>><<lstress>>
<<else>>
Despite your best efforts, your <<if ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled"))>>yowling<<elseif ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>mooing<<else>>scratchy howling<</if>> doesn't seem to convince most of the <<wolf_cave_plural>>. Most don't seem to mind, but some of them are put off by your lacklustre attempts.
<<stress -3>><<lstress>>
<</if>>
<</if>>
<br><br>
<<destinationwolfcave>><<effects>><<beastNEWinit 1 wolf>><<person1>>
You approach the hunters who are resting in their usual spots in preparation for the upcoming hunt.
<br><br>
Feeling like you could do with a bit of exercise, you assume a belligerent position on all fours and bare your <<if $transformationParts.traits.fangs isnot "disabled">>fangs<<else>>teeth<</if>>.
<br><br>
One of the hunters, a <<beasttype>>,
<<if $wolfpackharmony gte 10 and $wolfpackferocity gte 10>>
answers your call to spar and prepares to fight.
<<if $monster is 1>>
"<<pPackbrother>> should not hold back!"
<</if>>
<<elseif $wolfpackharmony gte 10>>
yawns and lazily walks over to answer your call to spar.
<<if $monster is 1>>
"Worse ways to kill time."
<</if>>
<<elseif $wolfpackferocity gte 10>>
eagerly jumps up and answers your call to spar.
<<if $monster is 1>>
"<<pPackbrother>>, you will fall!"
<</if>>
<<elseif $wolfpackferocity gte 1>>
huffs and walks over to you, answering your call to spar.
<<if $monster is 1>>
"This is fine."
<</if>>
<<else>>
glances your way, before lying down.
<<if $monster is 1>>
"<span class="red">Cannot waste energy. No point.</span>"
<<else>>
<span class="red"><<bHe>> doesn't have the energy to spare.</span>
<</if>>
<<set _reject to 1>>
<</if>>
<br><br>
<<if _reject>>
<<link [[Next|Wolf Cave Clearing]]>><</link>>
<<else>>
<<pass 20>><<stress -6>>
<<link [[Go for heavy hits (0:10)|Wolf Cave Spar 2]]>><<set $phase to 0>><</link>><<physiquedifficulty 2000 $physiquemax>>
<br>
<<link [[Win by stamina (0:10)|Wolf Cave Spar 2]]>><<set $phase to 1>><</link>><<athleticsdifficulty 200 1000>>
<br>
<<link [[Outmanoeuvre <<bhim>> (0:10)|Wolf Cave Spar 2]]>><<set $phase to 2>><</link>><<dancedifficulty 200 1000>>
<br>
<</if>><<effects>>
<<switch $phase>>
<<case 0>>
You try to overpower the <<beasttype>> with a few powerful hits, to end the fight quickly and decisively. The <<beasttype>> ducks under your first two swings, but
<<if $physiqueSuccess>>
<<set _victory to 1>>
the third staggers <<bhim>> and the fourth <span class="green">sends <<bhim>> to the ground.</span>
<<else>>
you catch <<bhim>> with the third. <span class="red"><<bHe>> barely flinches.</span> <<bHe>> <<if $monster is 1>>kicks<<else>>charges into<</if>> your knees with force, and you crumple.
<</if>>
<<physique 2>>
<<case 1>>
You try to waste the <<beasttypes>> energy, while expanding as little of your own as possible. The <<beasttype>> lunges forward to attack, and you backpedal. <<bHe>> follows up with a charge, and you step to the side.
<<if $athleticsSuccess>>
<<set _victory to 1>>
<span class="green"><<bHe>> pants, and you strike. <<bHes>> not able to dodge in time.</span>
<<else>>
<span class="red">Your foot catches a root.</span> You collapse to the ground, and <<bhes>> on you in an instant. With <<bhis>> <<if $monster is 1>>hand<<else>>jaws<</if>> wrapped around your throat, it's clear who the victor is.
<</if>>
<<athletics 1>>
<<case 2>>
You try to dance around <<bhim>>, getting in hits while avoiding all of <<bhers>>.
<<if $danceSuccess>>
<<set _victory to 1>>
<span class="green">You find it easy to stave off your opponent's attacks.</span> You evade the <<beasttype>>'s pounce and deliver a decisive blow to <<bhis>> <<if $monster is 1>>face<<else>>muzzle<</if>>.
<<else>>
You're agile. <span class="red">But not as agile as <<bhim>>.</span> No matter how you try, you can't even land a single blow on <<bhim>>. It's clear <<bhes>> toying with you, and you drop to your knees in exhaustion and defeat.
<</if>>
<<physique 1>><<danceskill 2>>
<</switch>>
<<gtiredness>><<tiredness 12>>
<<if !_victory>>
<<pain 6>><<gpain>>
<</if>>
<<pass 10>>
<br><br>
<<if _victory>>
<<if $wolfpackharmony gte 10>>
Yelping from pain, the <<beasttype>> takes a few steps back before turning and presenting <<bhis>> backside to you.
<<if $monster is 1>>
"<<pPackbrother>> may take <<pher>> reward."
<</if>>
<br><br>
<<if $bestialitydisable is "f" or $monster is 1>>
<<if hasSexStat("deviancy", 3)>>
<<link [[Accept the invitation|Wolf Cave Spar Sex]]>><<set $sexstart to 1>><<set $phase to 0>><</link>><<deviant3>>
<<else>>
<<insufficientStat "deviancy" "to accept such an offer">>
<</if>>
<br>
<</if>>
<<link [[Refuse|Wolf Cave Clearing]]>><<endevent>><</link>>
<<elseif $wolfpackferocity gte 10>>
Yelping from pain, the <<beasttype>> takes a few steps back and growls. <<bHe>> bares <<bhis>> fangs when you try to approach to make sure <<bhe>> isn't hurt.
<<if $monster is 1>>
"What else <<ppackbrother>> want? You won."
<</if>>
<br><br>
<<link [[Next|Wolf Cave Clearing]]>><<endevent>><</link>>
<<else>>
Yelping from pain, the <<beasttype>> takes a few steps back before bowing <<bhis>> head and returning to <<bhis>> resting spot.
<br><br>
<<link [[Next|Wolf Cave Clearing]]>><<endevent>><</link>>
<</if>>
<<else>>
<<if $wolfpackferocity gte 10>>
The <<beasttype>> bares <<bhis>> fangs and pins you to the ground. <<bHes>> not satisfied with just beating you in a fight.
<br><br>
<<if $bestialitydisable is "f" or $monster is 1>>
<<if hasSexStat("deviancy", 3)>>
<<link [[Submit|Wolf Cave Spar Sex]]>><<set $sexstart to 1>><<set $phase to 1>><<sub 1>><</link>><<deviant3>>
<br>
<</if>>
<<link [[Struggle|Wolf Cave Spar Sex]]>><<set $molestationstart to 1>><<def 1>><</link>>
<<else>>
You manage to squirm out from under its weight. It growls, snapping at your heels as you flee.<<beastescape>><<pass 5>>
<br><br>
<<link [[Next (0:05)|Wolf Cave Clearing]]>><<endevent>><</link>>
<</if>>
<<elseif $wolfpackharmony gte 10>>
The <<beasttype>> lets out a satisfied chuff and nudges you with <<bhis>> <<if $monster is 1>>hand<<else>>nose<</if>>. <<bHis>> tail wags affectionately.
<br><br>
<<if hasSexStat("deviancy", 3) and ($bestialitydisable is "f" or $monster is 1)>>
<<link [[Reward|Wolf Cave Spar Sex]]>><<set $sexstart to 1>><<set $phase to 2>><<sub 1>><</link>><<deviant3>>
<br>
<</if>>
<<link [[Take a breather (0:05)|Wolf Cave Clearing]]>><<endevent>><<pass 5>><</link>>
<<else>>
The <<beasttype>> lets out a satisfied chuff and returns to <<bhis>> resting spot.
<br><br>
<<link [[Take a breather (0:05)|Wolf Cave Clearing]]>><<endevent>><<pass 5>><</link>>
<</if>>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<beastCombatInit>>
<<if $wolfpackharmony gte 1>>
<<enable_rescue>>
<</if>>
<<if $phase is 1>>
You decide that struggling will only lead to you getting hurt, so you show the <<beasttype>> that you're willing to cooperate.
<<set $enemytrust -= 20>><<set $enemyanger += 20>>
<<elseif $phase is 2>>
You adopt a mating posture and present yourself to the <<beasttype>>.
<<else>>
You accept the <<beasttype>>'s invitation.
<</if>>
<<deviancy3>>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<set $enemytrust -= 40>>
<<if $wolfpackharmony gte 1>>
<<enable_rescue>>
<</if>>
Not keen on letting the <<beasttype>> use you in this manner, you try to tackle <<bhim>> aside. <<bHe>> growls.
<<if $monster is 1>>
"<<pPackbrother>> lost! Now <<ppackbrother>> submits!"
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate "<span class='red'>The <<beastsplural>> are too busy thinking about themselves to help you.</span>">>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Wolf Cave Spar Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Wolf Cave Spar Sex]]>><</link>></span><<nexttext>>
<</if>><<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<br>
The <<beasttype>> yawns and lies down.<<wolfpacktrust>>
<<elseif $enemyhealth lte 0>>
The <<beasttype>> limps away from you. <<if $monster is 1>>"<<pPackbrother>> won... in the end..."<</if>>
<<elseif $rescue is 1 and $alarm is 1>><<set $rescued += 1>>
The other <<beastsplural>> growl at the <<beasttype>> assaulting you. <<bHe>> growls back at first, but then backs down and leaves you alone.
<<lharmony>>
<<else>>
The <<beasttype>> yawns and returns to where <<bhe>> was resting.
<</if>>
<br><br>
<<tearful>> you climb to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Wolf Cave Clearing]]>><</link>><<effects>>
You clamber atop the Black Wolf's rock, high enough that it can hear you speak. "Why don't you say hello?" you say.
<br><br>
The <<beasttype>> doesn't react at first. You drop from the rock. Only then does the Black Wolf move, jumping to the grass in a single bound. <<bHe>> walks into the forest. <<if $monster is 1>>"You frightened the pups," you hear. "It's funny-"<</if>>
<<gharmony>>
<br><br>
<<destinationwolfcave>><<effects>>
You leave them to their staring contest.
<<gferocity>>
<br><br>
<<destinationwolfcave>><<effects>>
The situation is funny enough that it makes you laugh. Some of the tension aggravating you melts away.<<lltrauma>><<llstress>><<trauma -24>><<stress -24>>
<br><br>
<<if $speech_attitude is "meek">>
"It's very cute," you say. "I'm glad you showed me."
<<elseif $speech_attitude is "bratty">>
"You're so weird." You laugh. "Good <<if C.npc["Black Wolf"].gender is "m">>boy<<else>>girl<</if>>."
<<else>>
"Thanks," you say. "That's kind of you."
<</if>>
<br><br>
<<if $monster is 1>>
<<if C.npc["Black Wolf"].love gte 10>>
"Pack feels happier when you're happy," <<bhe>> states while wagging <<bhis>> tail.
<<else>>
"Pack is stronger when everyone's happy," <<bhe>> states with a nod.
<</if>>
<<else>>
<<if C.npc["Black Wolf"].love gte 10>>
Emboldened by your display of gratitude, the wolf walks over you to nuzzle against your face. You laugh while protecting the baby rabbit from <<bhis>> clumsy paws with your hands.
<<else>>
The wolf simply watches you intensely before breaking eye contact.
<</if>>
<</if>>
<br><br>
You tentatively pet the rabbit. It shivers under your touch but does not recoil. You spend some time with your gift before asking the Black Wolf to take it back. Sadly, you do not think taking in a rabbit pet among a wolf pack could end without tragedy. It's better to set it free.<<ltrauma>><<trauma -4>>
<br><br>
<<link [[Next|Wolf Cave Clearing]]>><<endevent>><</link>><<effects>>
<<if $outside>>
You are in the wolf cave. The ceiling hangs low. There's a breeze blowing from the back.
<<else>>
You are in the clearing outside the wolf cave. A stream runs by.
<</if>>
Most of the pack is out hunting. Younger members of the pack growl and snap at each other, practising their fighting.
<br><br>
An alarmed yelp <<if $outside>>outside<<else>>from the treeline<</if>> attracts your attention.
<br><br>
<<link [[Investigate|Wolf Cave Bear 2]]>><<set $phase to 0>><</link>><br>
<<link [[Ignore|Wolf Cave Bear 2]]>><<set $phase to 1>><</link>><br><<effects>>
<<beastNEWinit 1 bear>><<person1>>
<<if $phase is 1>>
The <<wolf_cave_plural>> are probably just play-fighting. You decide to ignore the noise and continue with what you were doing. This doesn't last long. A large shadow falls over you, and the yelping and growling gets louder. The owner of the shadow bumps into you and groans.
<br><br>
You turn to find yourself face-to-face with a <<beasttype>>. The creature has been backed up into you by the <<wolf_cave_plural>> trying to drive <<bhim>> away. <<bHe>> shifts <<bhis>> attention to you and growls.
<<if $wolfpackleader gte 1>>
<br><br>
<<if $monsterchance gt 0 and ($hallucinations gte 1 or $monsterhallucinations is "f")>>
You hear <<wolf_cave_plural>> calling out for you to deal with <<bhim>><<if $monsterchance lt 100>>, alongside whines and growls of encouragement<</if>>.
<<else>>
You hear whines and growls of encouragement.
<</if>>
The pack wants you to fight.
<</if>>
<<else>>
Curious as to the cause of the commotion,
<<if $outside is 1>>
you make your way over to a group of pups by the trees and
<<else>>
you leave the cave and
<</if>>
immediately spot a group of agitated young <<wolf_cave_plural>>. You jog over.
<br><br>
<<set $outside to 1>>
As you draw close, you make out the hulking form that has the group snarling. A <<beasttype>> growls and swipes at one of the <<wolf_cave_plural>> that surround <<bhim>>.
<<if $monster is 1>>
<br><br>
"Loud <<wolf_cave_plural>>," the <<beasttype>> huffs out, "disturb my sleep when hunting. Should teach you all to stay quiet."
<</if>>
<<if $wolfpackleader gte 1>>
<br><br>
<<generateBEAST 2 wolf>><<person2>>
A <<beasttype 1>> backs up to where you stand.
<<if $NPCList[1].monster is "monster">>
"Do something!"
<<else>>
<<bHe>> whines, looking up at you with pleading eyes.
<</if>>
The pack wants you to fight.
<<person1>><<clearsinglenpc 2>>
<</if>>
<</if>>
<br><br>
<<set $bus to "wolfcaveclearing">> /* when event is resolved, player will be deposited in the clearing regardless of where they started */
<<link [[Try to calm the <<beasttype>>|Wolf Cave Bear Calm]]>><</link>><<tendingdifficulty 600 1200>><br>
<<if $monster is 1 or $bestialitydisable is "f">>
<<link [[Fight|Wolf Cave Bear Fight]]>><<set $phase to 0>><<set $molestationstart to 1>><</link>><br>
<<else>>
<<link [[Fight|Wolf Cave Bear Fight Finish]]>><<set $phase to 1>><</link>><br> /* autoresolve */
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"D-did we upset you somehow? That isn't very g-good of us. Please, let us make it up to you." You pick a bone up off the ground, a remnant from the pack's last hunt, and show it to the <<beasttype>>. "S-some of our next hunt, maybe?"
<<elseif $speech_attitude is "bratty">>
"Hey man, calm down! You don't think that we can come to a deal?" You pick a bone up off the ground, a remnant from the pack's last hunt, and wave it in the air. "If we give you a cut of our next hunt, will that make you happy? Think about it, a big juicy cut of meat. Sounds good, big <<if $NPCList[0].pronoun is "m">>guy<<else>>gal<</if>>?"
<<else>>
"I'm sorry that you're upset," you begin. "Are you sure we can't find a way to make you happy?" You pick a bone up off the ground, a remnant from the pack's last hunt, and hold it up in the air. "Maybe we can give you a big cut of our next hunt?"
<</if>>
<br><br>
<<if $tendingSuccess>>
<<if $monster is 1>>
The <<beasttype>> considers the picked-over bone. "Good deal," <<bhe>> huffs out. "Food is good. Make me plump for winter."
<<else>>
The <<beasttype>> sniffs the picked-over bone and huffs in agreement. <<bHe>> seems to accept your deal.
<</if>>
<br><br>
You hold your breath until the <<beasttype>> leaves. You hope that <<bhe>> won't return. The tension vanishes as the pack resumes play-fighting. <<gharmony>>
<br><br>
<<destinationwolfcave>>
<<else>>
Your words only seem to enrage <<bhim>> further. With a snarl, the <<beasttype>> leaps forwards, intent on taking <<bhis>> anger out on you.
<br><br>
<<if $monster is 1 or $bestialitydisable is "f">>
<<link [[Fight|Wolf Cave Bear Fight]]>><<set $phase to 0>><<set $molestationstart to 1>><</link>><br>
<<else>>
<<link [[Fight|Wolf Cave Bear Finish]]>><<set $phase to 1>><</link>><br> /* autoresolve */
<</if>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<npcidlegenitals>>
<<set $enemyanger to 200>>
<<set $enemytrust -= 40>>
Letting out a loud yell, you pounce forwards, intent on defending your home.
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate '<span class="red">The <<wolf_cave_plural>> aren\'t willing to join the fray.</span>'>>
<br><br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Wolf Cave Bear Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Wolf Cave Bear Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyhealth lte 0 or $phase is 1>>
With a scream, you kick out at the <<beasttype>>'s face, landing a strong hit. <<bHe>> lets out an equally loud <<if $monster is 1>>yell<<else>>roar<</if>> as <<bhe>> rears back. The pack snarls in delight at your victory.
<<if $phase is 1>> /* autoresolve */
However, the exertion leaves you worse for wear. <<beastescape>>
<</if>>
<br><br>
Cautious and wounded, the <<beasttype>> backs away from you and the <<wolf_cave_plural>> who circle around you, growing more confident and aggressive.
<<if $monster is 1>>
"Too strong. Stronger than thought," <<bhe>> breathes out,
<<else>>
<<bHe>> lets out a scared growl
<</if>>
before turning tail and fleeing. <<gferocity>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
The <<beasttype>> lets out a satisfied noise and pulls away from you.
<<if $monster>>
"Noises forgotten. I will go home now."
<</if>>
<<bHe>> nuzzles at your face before turning and lumbering off, leaving you on the ground.
<br><br>
The <<wolf_cave_plural>> seem disappointed, but relieved that no one got hurt.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationwolfcave>><<effects>>
What would you like to give the Black Wolf?
<br><br>
<<food_gift_list>>
<<if _food_gift_found is true>>
<<skinicon "give">><<link [[Give gift (0:05)|Black Wolf Gifts]]>><<pass 5>><<give_gift "Black Wolf">><</link>>
<br>
<</if>>
<<refuseicon>><<link [[Reconsider|Black Wolf Gifts Reconsider]]>><</link>>
<br><<effects>>
The Black Wolf sniffs the air.
<br><br>
<<link [[Next|Wolf Relax]]>><</link>>
<br><<effects>>
<<set _gift to $gift.handheld_gift || $gift.handheld>>
<<wearProp _gift>>
<<if $phase is 1>>
"I've brought you something," you say.
<<elseif $phase is 2>>
"I made something," you say. "Just for you."
<<else>>
"I've made you a gift," you say. "I hope you like it."
<</if>>
<br><br>
<<if $gift.special.includes("carnivore")>>
The Black Wolf looks at the <<recipe_name $gift.name>> with predatory eyes. <<bHe>> sniffs, then leaps at it, knocking you off your feet. <<bHe>> devours the meal in seconds.<<glove>><<npcincr "Black Wolf" love 1>>
<br><br>
<<if $monster gte 1>>
<<bHe>> licks <<bhis>> lips. "Tender," <<bhe>> says. "Sweet. No blood. Strange, but I like it."
<<else>>
<<bHe>> licks <<bhis>> lips, then your face, with approval.
<</if>>
<br><br>
The Black Wolf lies down, contented.
<br><br>
<<earnFeat "Encroaching Civilisation">>
<<elseif $gift.special.includes("drink")>>
The Black Wolf looks at the <<recipe_name $gift.name>> with predatory eyes. <<bHe>> sniffs, then sticks <<bhis>> tongue in. <<bHe>> laps up the drink, knocking the vessel over in <<bhis>> eagerness, but <<bhe>> seems happy enough to lick it off the floor.<<glove>><<npcincr "Black Wolf" love 1>>
<br><br>
<<if $monster gte 1>>
"Tasty," <<bhe>> says. "Town water? Don't tell others. They'd take dangerous risks."
<<else>>
<<bHe>> licks your face, in thanks, when finished.
<</if>>
<br><br>
The Black Wolf lies down, contented.
<br><br>
<<earnFeat "Encroaching Civilisation">>
<<else>>
The Black Wolf looks at the <<recipe_name $gift.name>> with predatory eyes. <<bHe>> sniffs, then leaps at it, knocking you off your feet. <<bHe>> bites into the meal, then spits it out, and growls at you.
<br><br>
<<if $monster gte 1>>
"That's not food," <<bhe>> says. "It's got plants in it. You tricked me."
<<else>>
<span class="blue">Perhaps <<bhe>> wants something fit for a carnivore.</span>
<</if>>
<br><br>
<<bHe>> lies down, and sulks.
<br><br>
<</if>>
<<link [[Next|Wolf Relax]]>><<handheldon>><</link>>
<br><<effects>><<beastNEWinit 2 wolf>>
<<unset $halloween_lake>><<unset $halloweenWolves>>
You approach the noisy mob of wolves. They've gathered around a distressed and injured member. It's the <<beasttype 0>> you saw at the lake being attacked by students.
<br><br>
<<if $monster is 1>>
The Black Wolf rushes to the scene, shoving the others aside. "Move, stand back!" <<nnpc_he "Black Wolf">> yells. <<nnpc_His "Black Wolf">> eyes widen in shock after seeing the <<beasttype 0>>. The Black Wolf carries a look of concern, but tries <<nnpc_his "Black Wolf">> best to hide it. "What has happened to pack sibling?"
<br><br>
"Was hungry, looking for scraps at... lake." <<bHe 0>> admits ashamed. "Humans saw and attacked. Some followed while ran away..." <<bhe>> says, still shaken from the encounter.
<br><br>
"Pack not supposed to tread lake!" the Black Wolf protests. "Why would sibling disobey orders?" <<nnpc_Hes "Black Wolf">> beside <<nnpc_himself "Black Wolf">> with anger. "Humans attack sibling, and now walking into pack territory," <<nnpc_he "Black Wolf">> growls. "Must teach lesson!"
<<else>>
The Black Wolf rushes to the scene, shoving the others aside. <<bHis>> eyes widen in shock after seeing the <<beasttype 0>>. You spot what seems to be a look of concern on the Black Wolf's posture. <<nnpc_He "Black Wolf">> draws closer to inspect the wolf.
<br><br>
Upon closer inspection, you notice that the <<beasttype 0>> has a minor injury over <<bhis>> side, no doubt from <<bhis>> run in with the students. The bruise doesn't seem very concerning, so the animal is most likely just spooked.
<br><br>
The Black Wolf catches on to the scent lingering over the <<beasttype 0>> and growls furiously in response. <<nnpc_He "Black Wolf">> must be aware that this is the work of a human. The Black Wolf rises up and marches on in the direction of the lake.
<</if>>
<br><br>
<<link [[Next|Wolf Halloween 2]]>><</link>><<effects>>
<<if $monster is 1>>
Before the Black Wolf has a chance to leave, a younger <<beasttype 1>> stands in the way and embraces <<bhim>>. "Black Wolf stay!" <<bhe>> pleads. "Must protect pack!" The Black Wolf stops for a moment and considers. <<nnpc_His "Black Wolf">> demeanor changes, and <<nnpc_he "Black Wolf">> crouches down to soothe the trembling <<beasttype 1>>.
<br><br>
"Will go look for humans!" declares another <<beasttype 0>>. "Will teach not to intrude in pack territory!"
<br><br>
The Black Wolf nods in response, while seeing to the other member's state. <<nnpc_He "Black Wolf">> glances over at you, but says nothing.
<<else>>
Before the Black Wolf has a chance to leave, a younger <<beasttype 1>> stands in the way and snuggles <<nnpc_him "Black Wolf">>, nudging <<nnpc_him "Black Wolf">> with <<bhis 1>> snout. The youngster must be worried about the cave being left unprotected. The Black Wolf stops for a moment and considers. <<nnpc_His "Black Wolf">> demeanor changes, and <<nnpc_he "Black Wolf">> crouches down to soothe the trembling <<beasttype 1>>.
<br><br>
Another <<beasttype 0>> seems to have other plans. A small group of <<wolf_cave_plural>> gathers around it, intent on hunting down the responsible humans.
<br><br>
The Black Wolf seems satisfied with the proposition. <<bHe>> stays in order to see to the other member's state. <<bHe>> glances over at you curiously.
<</if>>
<br><br>
<<if $pound and $pound.progress gte 6>>
<<link [[Go with the hunting party|Wolf Halloween Dog]]>><</link>>
<<else>>
<<link [[Go with the hunting party|Wolf Halloween 3]]>><<set $phase to 0>><</link>>
<</if>>
<br>
<<link [[Stay at the cave|Wolf Halloween Stay]]>><</link>><<effects>>
You shake your head and walk away from the group. The <<beasttype 0>> huffs, before taking off and disappearing into the night. A few other <<wolf_cave_plural>> follow the lead.
<br><br>
<<destinationwolfcave>><<effects>><<loadNPC 2 "black_dog">>
You join the group of <<wolf_cave_plural>>.
<<if $monster is 1>>
"Glad to have <<ppackbrothers>> help," <<bhe>> says.
<<else>>
They seem glad to have you at their side.
<</if>>
<br><br>
As the party prepares to leave, you spot a large looming figure appear from behind the bushes. It's the Black Dog.
<<if $monster is 1>>
"If going after humans, should let me follow," <<bhe 2>> declares. "Saved from them once, allow to return favour." A hint of apprehension betrays <<bhis 2>> seemingly determined attitude.
<<else>>
You wonder if the dog may feel an odd sense of gratitude towards you for saving <<bhim 2>> from the pound. It may prove advantageous to have more help during the expedition.
<</if>>
<br><br>
<<link [[Accept|Wolf Halloween 3]]>><<set $phase to 1>><</link>>
<br>
<<link [[Decline|Wolf Halloween 3]]>><<set $phase to 2>><</link>><<effects>>
<<if $phase is 0>>
<<endevent>><<beastNEWinit 3 wolf>>
You join the group of <<wolf_cave_plural>>.
<<if $monster is 1>>
"Glad to have <<ppackbrothers>> help," <<bhe>> says.
<<else>>
They seem glad to have you at their side.
<</if>>
<<elseif $phase is 1>>
<<set $blackDog to true>>
You nod at the Black Dog, prompting <<bhim 2>> to join the party. "Have dealt with humans before, know what pack will face," <<bhe 2>> comments.
<<elseif $phase is 2>>
You reach out to the Black Dog, signalling <<bhim 2>> to stay. The dog gives you a worried look, but nods in response. You gather the rest of the <<wolf_cave_plural>> and venture out.
<</if>>
<br><br>
<<generateyv4>><<generateyv5>><<generateyv6>>
You walk through the forest along with <<if $blackDog>>the Black Dog and<</if>> the rest of the <<wolf_cave_plural>>. A more well-seasoned <<beasttype 0>> follows a set of tracks for the others to follow.
<br><br>
Your group suddenly comes to a halt. Despite your disadvantage in tracking skills, you hear the echoing of laughter while the smell of beer hangs in the air. The students from the lake must be nearby. You sneak through the bushes and spot three people around your age. They can be heard bantering and laughing loudly to one another.
<br><br>
"You're a real bastard, you know that?" says a <<person4>><<person>> wearing a scarecrow costume.
<br><br>
"Oh shut your mouth, that fucking mutt was going to attack us. I'm a bloody hero!" answers the <<person5>><<person>> through <<his>> robot helmet.
<br><br>
"It looked just like my dog, I wanted to pet it!" adds a <<person6>><<person>> donning a lion onesie.
<br><br>
The <<group>> chatter amongst themselves, completely unaware to your presence.
<br><br>
<<link [[Confront|Wolf Halloween 4]]>><<set $phase to 0>><</link>>
<br>
<<link [[Warn|Wolf Halloween 4]]>><<set $phase to 1>><</link>><<effects>>
You creep around the unaware partygoers, stepping out of the bushes to meet them face to face.
<<if $phase is 0>>
<<if $speech_attitude is "meek">>
"H-Hey you...! Stop!"
<<elseif $speech_attitude is "bratty">>
"Hey assholes, listen here!"
<<else>>
"Hold it right there, you lot!"
<</if>>
you shout.
<br><br>
The trio is startled for a moment, before setting their eyes on you and laughing in relief. "What's this dumb slut doing here?" the <<person5>><<person>> chuckles.
<br><br>
"You lost?" asks the <<person4>><<person>>. "You cute little thing. Come with us, we'll keep you company."
<br><br>
<<if $speech_attitude is "meek">>
"You three... You're so mean!" you say. "Now we're going to teach you a lesson!"
<<elseif $speech_attitude is "bratty">>
"You fuckers never should have come here," you spit. "We're pissed now, and we want payback!"
<<else>>
"Attacking a defenceless animal was a huge mistake," you say. "We're here to get even!"
<</if>>
<br><br>
They stare at you in a mix of confusion and anger. The <<person5>><<person>> laughs. "Who is <i>we</i>, slut?"
<<elseif $phase is 1>>
<<if $speech_attitude is "meek">>
"You guys really messed up..." you say. "T-They are so mad now. You should have just run!"
<<elseif $speech_attitude is "bratty">>
"You three are knee deep in it now," you say. "They're fucking pissed, not sure if I can help you now..."
<<else>>
"You've really done it now," you say. "They're fuming right now. They'll want to teach you a lesson."
<</if>>
<br><br>
"They?" asks the <<person5>><<person>>. "Are you threatening us, slut? Who is they?"
<</if>>
<br><br>
<<link [[Next|Wolf Halloween 5]]>><</link>><<effects>>
<<if $blackDog>>
The <<person4>><<person>> moves closer, but is immediately flanked by the Black Dog. The <<beasttype 2>> has no trouble throwing the teen to the ground.
<<else>>
The <<person4>><<person>> moves closer, but is immediately jumped by a <<beasttype 1>>. The beast catches the student by surprise, and drives <<person4>><<him>> down onto the ground.
<</if>>
<br><br>
The other two students yell. The <<person6>><<person>> reaches for a rock in the ground. As <<he>> winds for a throw, <<his>> arm is caught in the maws of a <<beasttype 0>> emerging from the bushes. They tussle for a moment, before the <<beasttype 0>> manages to wrestle <<person6>><<him>> to the floor.
<br><br>
"Call someone, go get some help please!" they shout to the <<person5>><<person>>. <<He>> comes to <<his>> senses and makes a run for it, before being cut off by two other pack members. The <<person>> freezes in place.
<br><br>
The three are rounded up together. The pack circles around them with an anger they can barely contain.
<br><br>
<<link [[Leave them with a warning|Wolf Halloween 6]]>><<set $phase to 0>><</link>>
<br>
<<link [[Tease them|Wolf Halloween 6]]>><<set $phase to 1>><</link>><<effects>>
<<if $phase is 0>>
<<if $speech_attitude is "meek">>
"I-I hope you've learned your lesson you three!" you say. "Bad people always get what's coming to them!"
<<elseif $speech_attitude is "bratty">>
"If we ever see you three fucks wandering here again..." you threaten. "You'll get much worse than just a scare."
<<else>>
"We'll let you go unharmed... this time," you say. "You're lucky my pack wasn't hungry tonight!"
<</if>>
<br><br>
The students nod in response. They hold each other tightly as they shiver in fear.
<<elseif $phase is 1>>
<<if $speech_attitude is "meek">>
"Happy Halloween!" you manage, containing your laughter. "Never seen anyone this scared, geez!"
<<elseif $speech_attitude is "bratty">>
"Happy Halloween!" You chuckle at them. "Don't get mad, everyone is entitled to a good pant shitting tonight!"
<<else>>
"Like the pups, do you?" you laugh. "Not so funny when you're outnumbered, is it?"
<</if>>
<br><br>
They give you a collective look of confusion. "Who the fuck..." manages the <<person4>><<person>>.
<</if>>
<br><br>
Satisfied with your stunt, you turn to leave back to the cave, only to notice that the <<wolf_cave_plural>> aren't following.
<br><br>
The pack remains captivated with the students, who stick together and tremble in fear. A <<beasttype 0>> eyes the <<person5>><<person>> with unrestrained lust, before lunging for <<him>>, making <<him>> shriek.
<br><br>
"Leave <<him>> alone!" yells the <<person6>><<person>>, smacking the <<beasttype 0>> in the face. The <<beasttype 0>> growls, angered. The other <<wolf_cave_plural>> grow ever bolder with their advances.
<br><br>
You yell at the <<wolf_cave_plural>>, telling them to leave the three alone. They turn in unison, and you're met with the unfamiliar sight of <span class="red">a pack of ravenous <<if $monster is 1>>monsters<<else>>beasts<</if>> bathed in red moonlight</span>, not the same ones you remember from just hours ago.
<br><br>
<<if $wolfpackleader is 1>>
<<set _winReason to "Alpha">>
<<elseif $blackDog>>
<<set _winReason to "Black Dog">>
<</if>>
<<link [[Insist|Wolf Halloween 7]]>><<stress 6>><<set $phase to 0>><</link>><<gstress>><<note _winReason "gold">>
<br>
<<link [[Back off|Wolf Halloween 7]]>><<set $phase to 1>><</link>><<effects>>
<<if $phase is 0>>
<<if $wolfpackleader is 1 or $blackDog>>
<<famegood 10>>
<<if $wolfpackleader is 1>>
"I said that's enough!" you yell. "I am the alpha and you will listen to me!"
<br><br>
The <<wolf_cave_plural>> relent their assault, pacing menacingly towards you instead. A <<beasttype 1>> growls, before shoving you aside and marching angrily towards the cave along with the rest of the wolves.
<<else>>
"I said stop!" you yell. "They got the message!"
<br><br>
The <<wolf_cave_plural>> relent their assault, pacing menacingly towards you instead. A <<beasttype 1>> prepares to lunge, but is stopped by the Black Dog, who steps in front of you shielding you behind <<bhim 2>>. The <<beasttype 1>> growls, before joining <<bhis 1>> brethren on their way back to the cave.
<</if>>
<<if $monster is 1>>"<<pPackbrother>> should not get in way of pack."<</if>><<gferocity>>
<br><br>
<<if $blackDog>>
<<if $monster is 1>>
The Black Dog gives you a slight smile of approval as <<bhe 2>> leaves. "Glad friend showed mercy tonight," <<bhe 2>> says. "Should never punish violence with more violence."
<<else>>
The Black Dog wags <<bhis 2>> tail happily in approval. Could <<bhe 2>> have felt pity for the teens, given their defenceless position?
<</if>>
<br><br>
<</if>>
You approach the sobbing students. The <<person4>><<person>> flinches at your touch, but you manage to help <<him>> to <<his>> feet and pat the dirt off <<his>> costume.
<<if $speech_attitude is "meek">>
"I-it wasn't supposed to go that far," you say. "Please, just... don't mess with the pack again."
<<elseif $speech_attitude is "bratty">>
"Well, that nearly went to shit," you say. "Keep away from the pack, and it won't happen again."
<<else>>
"I lost control of the situation," you say. "Sorry about the scare, but don't attack the pack again."
<</if>>
<br><br>
The students scramble to their feet and run away, disappearing behind the trees. You decide it's best to return to the cave for now.
<br><br>
<<unset $blackDog>>
<<destinationwolfcave>>
<<else>>
"I said stop!" you yell. "They got the message!"
<br><br>
The <<wolf_cave_plural>> relent their assault, pacing menacingly towards you instead. The <<beasttype 1>> growls. <<if $monster is 1>>"<<pPackbrother>> has forgotten place. Will gladly remind!"<</if>>
<br><br>
<<saveNPC 3 "halloween_lake">>
<<beastNEWinit 3 wolf>>
<<link [[Next|Wolf Halloween Fight]]>><<set $molestationstart to 1>><</link>>
<</if>>
<<elseif $phase is 1>>
You step away from the <<wolf_cave_plural>>, and see them pounce on the helpless trio. Fabric flies through the air as their costumes are torn to shreds and their bodies are laid bare to the feral beasts. <<if $monster is 1>>A <<beasttype 0>> lets loose a wild roar, not bothering with words anymore.<</if>>
<br><br>
<<if $blackDog>>
The Black Dog attempts to intervene, but is stopped by one of the <<beasttype 1>>s.
<<if $monster is 1>>
"Back off, outsider!" <<bhe>> yells. "Lucky we even allow to follow!"
<<else>>
It doesn't seem wise to provoke their ire in a moment like this.
<</if>>
<br><br>
<</if>>
You witness in horror the display of cruelty and ruthlessness of the pack as they have their wicked way with the students. The three of them are mercilessly raped for what feels like hours until the last of the <<wolf_cave_plural>> is finally sated. They leave their ruined prey laying on the grass as they march off.
<<trauma 6>>
<br><br>
The students scramble to their feet, with their costumes completely destroyed. They sob inconsolably as they shamble away with what little dignity they have left.
<br><br>
<<if $blackDog>>
The Black Dog remains by your side.
<<if $monster is 1>>
"Sorry about humans," <<bhe>> utters in a disheartened tone. "Don't blame friend, never intended things to be like this, I'm sure." You
<<else>>
<<bHe 2>> whimpers in regret as <<bhe 2>> watches the students leave. You wonder if even the Black Dog may have found their punishment too severe. You pet <<bhim 2>> in reassurance, and
<</if>>
walk together back to the relative safety of the cave.
<<else>>
Nothing can be done to help. You decide it's best to return to the relative safety of the wolf cave for the night.
<</if>>
<br><br>
<<unset $blackDog>>
<<destinationwolfcave>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>><<beastTrainGenerate>>
<<set $enemytrust -= 40>><<set $enemyanger to 60>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate "The students watch in horror, but <span class='red'>do nothing to help.</span>">>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Wolf Halloween Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Wolf Halloween Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyhealth lte 0>>
<<beastwound>>
<<if $combatTrain.length gt 0>>
The <<beasttype>> recoils in pain and fear, but another is eager for a go.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Wolf Halloween Fight]]>><</link>>
<<else>>
The <<beasttype>> recoils in pain and fear.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Wolf Halloween Fight Finish]]>><<set $finish to 1>><</link>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<if $combatTrain.length gt 0>>
Satisfied, the <<beasttype>> moves and another takes its turn.
<<wolfpacktrust>>
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Wolf Halloween Fight]]>><</link>>
<<else>>
Satisfied, the <<beasttype>> moves away from you.<<wolfpacktrust>>
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Wolf Halloween Fight Finish]]>><<set $finish to 1>><</link>>
<</if>>
<<else>>
<<if $enemywounded gt $enemyejaculated>>
<<famegood 10>>
You stand triumphantly over the defeated <<wolf_cave_plural>>. They recover shortly after. They keep their distance, now seemingly less eager to provoke you.
<br><br>
<<endevent>>
<<loadNPC 0 "halloween_lake">>
<<tearful>> you approach the sobbing students. The <<person1>><<person>> flinches at your touch, but you manage to help <<him>> to <<his>> feet and pat the dirt off <<his>> costume.
<<if $speech_attitude is "meek">>
"Oh, it was dumb of you to come here!" you protest. "It's scary and dangerous. Stay in town next time, okay?"
<<elseif $speech_attitude is "bratty">>
"You idiots." You scowl at them. "Don't go doing stupid shit like this again, got it? I won't be around next time."
<<else>>
"Not the brightest move to annoy the pack, was it?" you ask. "Go on, get out of here."
<</if>>
<br><br>
The students scramble to their feet and run away, disappearing behind the trees. You decide it's best to return to the cave for now.
<<elseif $enemywounded is 0>>
The <<wolf_cave_plural>> settle down, their palpable lust abated. They leave your spent body laying on the ground before leaving to the cave.
<br><br>
<<tearful>> you raise to your feet and look around for the students. They must have scrambled off during the commotion. You take a moment to recuperate and make your way back to the cave.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>><<clearNPC "halloween_lake">>
<<destinationwolfcave>>
<</if>><<set $location to "wolf_cave">><<effects>>
<<if $wolfpacktrust gte 18 or $wolfpackleader gte 1>>
<<if playerIsPregnant() and playerBellySize() gte 15>>
<<set _pregnancy to getPregnancyObject()>>
<<npc "Black Wolf">>
You try to follow the <<wolf_cave_plural>>, but the Black Wolf turns and sniffs around your belly.
<<if $monster is 1>>
"Stay! Watch young. Protect belly."
<<if _pregnancy.type is "wolf" and _pregnancy.potentialFathers.find(father => father.source === "Black Wolf")>>
As <<bhe>> proudly looks at your belly.<<set $blackWolfPregnancyHunt to true>>
<</if>>
<<else>>
<<bHe>>
<<if _pregnancy.type is "wolf" and _pregnancy.potentialFathers.find(father => father.source === "Black Wolf")>>
looks more confidant than normal and clearly<<set $blackWolfPregnancyHunt to true>>
<</if>>
wants you to stay with the younger <<wolf_cave_plural>> to protect you and your growing belly.
<</if>>
<br><br>
<<endevent>>
You watch as they depart between the trees.
<br><br>
<<destinationwolfcave>>
<<elseif $blackWolfNotHunting>>
<<npc "Black Wolf">>
The Black Wolf sits, watching from <<bhis>> rock with <<bhis>> extended belly showing.
<<endevent>>
<br><br>
<<if $wolfpackleader gte 1>>
The pack bays and howls as members nip and bite each other in excitement. But no one has started running yet. They're all looking at you.
<<else>>
Members of the pack snarl and bite over who gets to lead the hunt.
<</if>>
<<set $outside to 1>>
<br><br>
<<link [[Take the lead (0:15)|Wolf Cave Hunt No Black Wolf Start]]>><<set $phase to 1>><</link>>
<br>
<<link [[Look away (0:30)|Wolf Cave Hunt No Black Wolf Start]]>><</link>>
<<else>>
<<set $dateCount.BlackWolfHunts++>>
You follow the <<wolf_cave_plural>> as they depart between the trees. They don't stop you.
<br><br>
<<set $outside to 1>>
Not far from the cave they break into a run. They move fast. It's hard to keep up.
<<physique 1>><<gathletics>><<athletics 1>><<pass 10>>
<br><br>
<<wolfhuntevents>>
<</if>>
<<else>>
You try to follow the <<wolf_cave_plural>>, but the Black Wolf turns and growls at you.
<<npc "Black Wolf">>
<<if $monster is 1>>
"Stay! Watch young. Build trust."
<<else>>
<<bHe>> wants you to stay with the younger <<wolf_cave_plural>>.
<</if>>
<br><br>
<<endevent>>
You watch as they depart between the trees.
<br><br>
<i>If they trusted you more, they might be willing to let you come along.</i>
<br><br>
<<destinationwolfcave>>
<</if>><<set $location to "wolf_cave">><<effects>>
<<if $phase is 1>>
<<set $phase to 0>>
<<npc "Black Wolf">>
Black Wolf huffs, but dutifully stands.
<<if playerIsPregnant() and playerBellySize() gte 15>>
<<if $monster is 1>>
"Will bring prey, for pups."
<<else>>
<<bHe>> gives your pregnant belly a lick before leaving.
<</if>>
<<elseif $wolfpackleader is 1 and (statusCheck("Black Wolf").love lt 125 or $wolfpackharmony lt 18)>>
<<if $monster is 1>>
"Alpha should lead hunt."
<<else>>
<<bHe>> looks disapproving, but heeds your decision nonetheless.
<</if>>
<<if $wolfpackharmony lt 18>>
<<npcincr "Black Wolf" love -1>><<llove>>
<</if>>
<<else>>
<<if $monster is 1>>
"Will bring prey, my mate."
<<else>>
<<bHe>> gives you a lick on the cheek before leaving.
<</if>>
<<gharmony>>
<<gferocity>>
<</if>>
<br><br>
<<bHe>> bounds off to lead the pack as they depart between the trees, leaving you with the younger <<wolf_cave_plural>>.
<<endevent>>
<<elseif $blackWolfNotHunting>>
The pack departs between the trees, leaving you and the Black Wolf with the younger <<wolf_cave_plural>>.
<<if $wolfpackleader gte 1>>
<<npc "Black Wolf">>
<<if $monster is 1>>
<br><br>
"Alpha should be leading." When <<bhe>> notices you staring, <<bhe>> huffs, seemingly disappointed.
<</if>>
<<endevent>>
<</if>>
<<else>>
The pack departs between the trees, leaving you with the younger <<wolf_cave_plural>>.
<</if>>
<br><br>
<<if $wolfpackferocity gte 15 and $rng gte 90>>
<<link [[Next|Wolf Cave Bear]]>><</link>>
<<else>>
<<destinationwolfcave>>
<</if>><<location "forest">><<effects>>
You run with the pack alongside the river. You come to a soft patch of grass. Some of the <<wolf_cave_plural>> lie down for a rest.
<br><br>
<<if $wolfpackleader gte 1>>
<<link [[Rest (1:00)|Wolf River Rest]]>><<tiredness -12>><</link>>
<br>
<<link [[No time for rest|Wolf River Rouse]]>><</link>>
<br>
<<if $rng gte 51>>
<<link [[Let the Black Wolf decide|Wolf River Rest]]>><<tiredness -12>><</link>>
<br>
<<else>>
<<link [[Let the Black Wolf decide|Wolf River Rouse]]>><</link>>
<br>
<</if>>
<<else>>
<<npc "Black Wolf">>
<<if $rng gte 51>>
The Black Wolf lies down too, and you and the other <<wolf_cave_plural>> follow suit.
<<if $monster is 1>>
"Rest. Save strength."
<</if>>
<br><br>
<<link [[Next (1:00)|Wolf River Rest]]>><<tiredness -12>><</link>>
<br>
<<else>>
<<if $monster is 1>>
The Black Wolf barks. "No time for rest! Scent on the wind. Be swift."
<<else>>
The Black Wolf growls at them, and they stand back up.
<</if>>
<br><br>
<<link [[Next|Wolf River Rouse]]>><</link>>
<br>
<</if>>
<</if>>
<<endevent>><<location "forest">><<effects>>
You come to a decaying stump at the base of the cliff. There's a collection of mushrooms growing at its base, some red some pink.
<<if currentSkillValue('science') gte 400>>
You recognise the red ones as wolfshrooms, thought to grant strength and prized by warriors in ancient times. You recognise the pink ones too. They're an aphrodisiac, and poisonous to many animals. Including <<wolf_cave_plural>>.
<<elseif currentSkillValue('science') gte 200>>
You recognise the red ones as wolfshrooms, thought to grant strength and prized by warriors in ancient times. You don't recognise the pink ones.
<<else>>
You don't recognise either of them.
<</if>>
<br><br>
<<tendingicon "wolfshroom">><<link [[Take red mushroom|Wolf Cliff2]]>><<set $wolfpackshroom to "red">><</link>>
<br>
<<tendingicon "mushroom_aphrodisiac">><<link [[Take pink mushroom|Wolf Cliff2]]>><<set $wolfpackshroom to "pink">><<arousal 600>><</link>><<garousal>>
<br>
<<refuseicon>><<link [[Leave them alone|Wolf Cliff2]]>><</link>>
<br><<location "forest">><<effects>>
The pack rests for a while. You think you even fall asleep.
<<pass 45>>
<<gharmony>><<lferocity>><<ltiredness>>
<br><br>
The hunting party soon becomes restless, and the hunt continues.
<<physique 1>><<gathletics>><<athletics 1>><<pass 10>>
<br><br>
<<wolfhuntevents>><<location "forest">><<effects>>
The pack is roused and the hunt continues.
<<physique 1>><<gathletics>><<athletics 1>><<pass 10>>
<br><br>
<<wolfhuntevents>><<location "forest">><<effects>>
The pack starts to move again, and you run to keep up with them.
<<physique 1>>
<<gathletics>><<athletics 1>><<pass 10>>
<br><br>
<<wolfhuntevents>><<npc "Black Wolf">>
<<location "forest">><<effects>>
You follow the deer tracks. They lift their heads more frequently, as if they can smell something you can't. After some time they break into a sprint.
<br><br>
<<if $athleticsSuccess>>
They don't hold back for you, <span class="green">but you're able to keep up.</span> You soon arrive at a clearing. On the other side stands a lone deer. It stops grazing and breaks into a panicked run at the sight of the pack.
<br><br>
<<if 20 + $wolfpackharmony + $wolfpackferocity gte $rng>>
It bounds through the forest, weaving between the trees and out of sight. The Black Wolf breaks from the rest of the pack and races after it. You break into another clearing and find the Black Wolf stood triumphant over <<bhis>> prey.
<br><br>
<<if random(1,5) is 1>>
<<endevent>><<beastNEWinit 1 wolf>><<saveNPC 0 rival_wolf>>
The pack gathers around their prey, but something stops them before they get the chance to feast. A different pack reveals itself in front of you. Teeth bared, they approach bearing a menacing posture.
<br><br>
<<if $wolfpackleader is 1>>
Their leader, a larger <<beasttype>>, has <<bhis>> eyes fixed on you.
<<if $monster is 1>>
"You leader?" <<bhe>> growls. "Pack stand down! Give quarry now!"
<<else>>
<<bHe>> growls aggressively, demanding that you surrender the prey to <<bhim>>.
<</if>>
<br><br>
A small group at first, you start to notice more of the rival pack members stepping out from behind the bushes, surrounding the rest of your brethren. They outnumber you.
<br><br>
<<endevent>><<npc "Black Wolf">>
The Black Wolf stands by your side.
<<if $monster is 1>>
"Give order," <<bhe>> whispers to you. "Pack will follow."
<</if>>
<br><br>
The <<wolf_cave_plural>> waits for your signal.
<br><br>
<<endevent>><<loadNPC 0 rival_wolf>>
<<link [[Fight the leader|Wolf Rival Challenge]]>><</link>>
<br>
<<if hasSexStat("deviancy", 2)>>
<<link [[Offer yourself to the pack|Wolf Rival Offer]]>><</link>><<deviant2>>
<br>
<</if>>
<<link [[Retreat|Wolf Rival Retreat]]>><</link>>
<<else>>
Their leader, a larger <<beasttype>>, has <<bhis>> eyes fixed on the Black Wolf.
<<if $monster is 1>>
"You leader?" <<bhe>> growls. "Pack stand down! Give quarry now!"
<<else>>
<<bHe>> gives the Black Wolf a chilling glare, demanding that the pack surrender the prey to <<bhim>>.
<</if>>
<br><br>
<<endevent>><<npc "Black Wolf">>
The Black Wolf snarls back, but flattens <<bhis>> ears. You start to notice more of the rival pack members stepping out from behind the bushes, surrounding the rest of your brethren. They outnumber you.
<br><br>
<<bHis>> confidence lost from the sudden approach, the Black Wolf seems unsure as to how to respond.
<br><br>
<<if hasSexStat("deviancy", 2)>>
<<endevent>><<loadNPC 0 rival_wolf>>
<<link [[Offer yourself to the pack|Wolf Rival Offer]]>><</link>><<deviant2>>
<br>
<</if>>
<<link [[Flee|Wolf Rival Flee]]>><</link>><<athleticsdifficulty 1 1000>>
<</if>>
<<else>>
The Black Wolf keeps the choice parts for <<bhimself>>. You find some berries growing nearby which serve you better. You sit by the deer.
<<if $monster is 1>>
<<bHe>> sits next to you and places a hand on your head. "Good hunt. Success thanks to <<ppackbrother>>."
<</if>>
<<stress -12>><<lstress>>
<br><br>
The pack lazes around, eating at their leisure. A small dispute breaks out and the Black Wolf leaves <<bhis>> place by the deer to quell it.
<br><br>
<<endevent>>
<<wolfpackhuntoptions>>
<</if>>
<<else>>
It bounds through the forest, weaving between the trees. The pack races after it, but they tire quickly running at such speed. The deer escapes.
<br><br>
<i>Higher harmony and ferocity increases the chance of a successful hunt.</i>
<br><br>
Dejected but not broken, the <<wolf_cave_plural>> try to pick up the scent of easier prey. They catch something on the breeze and break into a run.
<<physique 2>><<gathletics>><<athletics 4>>
<br><br>
<<endevent>>
<<set $bus to "wolfcaveclearing">>
<<wolfhuntevents>>
<</if>>
<<else>>
They don't hold back for you, <span class="red">and you're unable to keep up</span>. You lose them in the forest.
<br><br>
<<link [[Next|Forest]]>><<endevent>><<set $forest to 60>><</link>>
<br>
<</if>>
<<pass 60>><<location "forest">><<effects>>
<<beastNEWinit 1 boar>><<npc "Black Wolf" 2>>
You follow the trail and arrive at a grassy knoll. On its top lies a deer carcass, being chewed on by a wild <<beasttype>>. <<bHe 0>> spots the pack and glares down.
<br><br>
<<if $rng gte 51>>
Before the rear <<wolf_cave_plural>> even arrive, the <<beasttype 0>> leaps over the carcass and charges down the hill, straight at you!
<br><br>
<<link [[Stand your ground|Wolf Carrion Stand]]>><</link>><<physiquedifficulty 2000 12000>>
<br>
<<link [[Run|Wolf Carrion Run]]>><</link>>
<br>
<<else>>
Before the last of the pack arrive, the <<beasttype 0>> leaps over the carcass and charges down the hill, straight at the Black Wolf.
<br><br>
<<if $wolfpackharmony + $wolfpackferocity + 20 gte $rng>>
The Black Wolf stands <<bhis 1>> ground. The attacker veers away and runs into the forest.
<br><br>
The Black Wolf keeps the choice parts for <<bhimself 1>>. You find some berries growing nearby which serve you better. You sit by the deer.
<<if $monster is 1>>
<<bHe 1>> sits next to you and places a hand on your head. "Good hunt. Always stand ground, <<ppackbrother>>."
<</if>>
<<stress -12>><<lstress>>
<br><br>
The pack lazes around, eating at their leisure. A small dispute breaks out and the Black Wolf leaves <<bhis 1>> place by the deer to quell it.
<br><br>
<<endevent>>
<<wolfpackhuntoptions>>
<<else>>
The Black Wolf stands <<bhis 1>> ground, and the attacker's charge knocks <<bhim 1>> aside. <<bHe 0>> runs amok among the pack, who panic and run for the safety of the trees.
<br><br>
<i>Higher harmony and ferocity increases the chance of a successful hunt.</i>
<br><br>
You run with the pack into the forest. There must be easier prey.
<<physique 2>><<gathletics>><<athletics 4>>
<br><br>
<<endevent>>
<<set $bus to "wolfcaveclearing">>
<<wolfhuntevents>>
<</if>>
<</if>>
<<pass 60>><<location "forest">><<effects>>
<<beastNEWinit 1 bear>><<npc "Black Wolf" 2>>
You come to a small cave and see a large shape rise and fall in a steady rhythm. It's a <<beasttype 0>>, lying with <<bhis 0>> eyes shut beside a fresh kill. It looks like a deer. The pack creeps closer. They'll need the element of surprise.
<br><br>
<<set $skulduggerydifficulty to 300>>
<<link [[Distract it|Wolf Bear Distract]]>><</link>><<skulduggerydifficulty>>
<br>
<<link [[Attack|Wolf Bear Attack]]>><</link>>
<br><<location "forest">><<effects>>
The pack seems uneasy. They wouldn't normally track a pack of humans unless the situation was dire. They follow you regardless. Their run slows to a prowl, and soon after you hear laughter ahead. You creep forward. Three hunters sit around a fire. A deer carcass lies on the ground beside them. They each have a rifle.
<br><br>
A frontal attack would be very risky.
<br><br>
<<if $exposed gte 2>>
<<if hasSexStat("exhibitionism", 5)>>
You feel more conscious of your <<lewdness>> now that you're faced with other people. It would be so embarrassing to stride into the middle of them like this. But it could work to your advantage.
<br><br>
<<set $skulduggerydifficulty to 400>>
<<link [[Distract them|Wolf Hunters Distract]]>><<set $phase to 0>><</link>><<skulduggerydifficulty>><<exhibitionist5>>
<br>
<<else>>
You feel more conscious of your <<lewdness>> now that you're faced with other people. There's no way you can let them see you.
<br><br>
<</if>>
<<elseif $exposed gte 1>>
<<if hasSexStat("exhibitionism", 3)>>
You feel more conscious of your <<lewdness>> now that you're faced with other people. It would be so embarrassing to stride into the middle of them like this. But it could work to your advantage.
<br><br>
<<set $skulduggerydifficulty to 600>>
<<link [[Distract them|Wolf Hunters Distract]]>><<set $phase to 1>><</link>><<skulduggerydifficulty>><<exhibitionist3>>
<br>
<<else>>
You feel more conscious of your <<lewdness>> now that you're faced with other people. There's no way you can let them see you.
<br><br>
<</if>>
<<else>>
<<set $skulduggerydifficulty to 800>>
<<link [[Distract them|Wolf Hunters Distract]]>><<set $phase to 2>><</link>><<skulduggerydifficulty>>
<br>
<</if>>
<<link [[Attack|Wolf Hunters Attack]]>><</link>>
<br>
<<link [[Leave|Wolf Hunter Leave]]>><</link>>
<br><<location "forest">><<effects>>
<<npc "Black Wolf">>
<<if $phase is 0>><<set $wolfpackshroom to "none">>
<<wearProp "wolfshroom">>
You crumble the red mushroom onto the Black Wolf's food. <<bHe>> spots you and growls, but relents when <<bhe>> sees you carry nothing away. <<bHe>> returns to <<bhis>> place and continues eating. Over the next few hours <<bhe>> becomes more territorial, glaring at other <<wolf_cave_plural>> who approach the deer.
<<gferocity>>
<br><br>
<<elseif $phase is 1>><<set $wolfpackshroom to "none">>
<<wearProp "pinkshroom">>
You crumble the pink mushroom onto the Black Wolf's food. <<bHe>> spots you and growls, but relents when <<bhe>> sees you carry nothing away. <<bHe>> returns to <<bhis>> place and continues eating. Over the next few hours <<bhe>> becomes lethargic. The other <<wolf_cave_plural>> notice and try their luck at parts of the deer they wouldn't normally be allowed.
<<lferocity>><<set $wolfpackpoisoned to 1>>
<br><br>
<</if>>
<<endevent>><<beastNEWinit 1 wolf>>
You lie on the grass with your head resting on a <<beasttype>>. All that running is tiring. You close your eyes and sleep. You're awoken when the <<beasttype>> you were resting on stands up.
<br><br>
<<endevent>>
<<set $huntstate to "success">>
<<wolfhuntevents>><<location "forest">><<effects>>
<<generate1>><<generate2>><<generate3>>
The pack gets into position around the camp, then rush in from all directions!
<br><br>
<<if $wolfpackharmony + $wolfpackferocity - 20 gte $rng>>
The hunters are quick to react, but not quick enough. A <<person1>><<person>> reaches for <<his>> gun, which <<he>> left where <<he>> sat, but it's too late. The Black Wolf lunges and grabs <<his>> arm.
<br><br>
The other <<wolf_cave_plural>> follow the Black Wolf's lead. You back away as they drive the hunters into a tight circle with their backs against each other.
<br><br>
"Th-this is m-mad," the <<person>> stammers.
<br><br>
<<earnFeat "Top of the Food Chain">>
<<link [[Demand valuables|Wolf Hunters Valuables]]>><</link>><<crime "thievery">>
<br>
<<link [[Let them go|Wolf Hunters Go]]>><</link>>
<br>
<<else>>
The hunters are quick to react. They grab their rifles and fire at the pack. The bullets whiz into the forest. Though unharmed, the <<wolf_cave_plural>> turn their tails and flee to safety. You go with them.
<<lharmony>><<lferocity>>
<br><br>
<i>Higher harmony and ferocity increases the chance of a successful hunt.</i>
<br><br>
You run into the forest once more, the pack following close behind. There must be easier prey.
<<physique 1>><<gathletics>><<athletics 1>><<pass 15>>
<br><br>
<<endevent>>
<<set $bus to "wolfcaveclearing">>
<<wolfhuntevents>>
<</if>><<location "forest">><<effects>>
<<generate1>><<generate2>><<generate3>>
<<if $phase is 0>>
<<flaunting>> you emerge from the safety of the trees, naked. You hear one of your packmates whimper somewhere behind you but you don't stop. You see the hunters more clearly now, and march right into the middle of them.
<<exhibitionism5>>
They gape at you. The closest, a <<person1>><<person>>, is the first to speak. "Why, if it isn't a forest nymph, come to keep us warm." <<He>> stands up, and the others do too.
<br><br>
<<elseif $phase is 1>>
<<flaunting>> you emerge from the safety of the trees, despite being exposed so. You hear one of your packmates whimper somewhere behind you but you don't stop. You see the hunters more clearly now, and march right into the middle of them.
<<exhibitionism3>>
They gape at you. The closest, a <<person1>><<person>>, is the first to speak. "Looks like you forgot to dress properly." <<He>> stands up, and the others do too.
<br><br>
<<else>>
You emerge from the safety of the trees. You hear one of your packmates whimper somewhere behind you but you don't stop. You see the hunters more clearly now, and march right into the middle of them.
<br><br>
They jump and reach for their guns when they see you, but soon calm down. The closest, a <<person1>><<person>>, is the first to speak. "You shouldn't sneak up on people like that," <<he>> says. "You're liable to get hurt." <<He>> leers at you as <<he>> stands up, and the others do too.
<br><br>
<</if>>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<<skulduggeryuse>>
A <<person2>><<person>> cocks <<his>> head as if listening, <span class="green">but doesn't hear anything.</span> <<He>> grins at you. "Walking the woods all alone are we? Don't fret, we'll look after you."
<br><br>
"That's right," a <<person3>><<person>> says next as <<he>> eyes you up and down. "Question is, what shall we do with you?"
<br><br>
They're so taken by you they don't notice the many pairs of eyes glowing in the dark, drawing closer. The <<person1>><<person>> looks over <<his>> friend's shoulder and horror spreads on <<his>> face. <<He>> reaches for <<his>> gun, which <<he>> left where <<he>> sat, but it's too late. The Black Wolf lunges and grabs <<his>> arm.
<br><br>
The other <<wolf_cave_plural>> follow the Black Wolf's lead. You back away as they drive the hunters into a tight circle with their backs against each other.
<br><br>
"Th-this is m-mad," the <<person>> stammers.
<br><br>
<<earnFeat "Top of the Food Chain">>
<<link [[Demand valuables|Wolf Hunters Valuables]]>><</link>><<crime "thievery">>
<br>
<<link [[Let them go|Wolf Hunters Go]]>><</link>>
<br>
<<else>>
<<skulduggeryskilluse>>
"<span class="red">I heard that</span>," a <<person2>><<person>> announces, and in once swift movement <<he>> picks up a stone and hurls it into the shrubs around their camp. You hear rustling and pattering feet. It fades away. The pack was so on edge it was enough to spook them into fleeing.
<br><br>
"Looks like your friends have done a runner," a <<person3>><<person>> says. "Pity. I bet they're as cute as you." <<He>> reaches towards you. "Now come 'ere."
<br><br>
<<link [[Next|Wolf Hunter Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<location "forest">><<effects>>
It's not worth the risk. You turn and run, the relieved <<wolf_cave_plural>> following close behind.
<<physique 1>><<gathletics>><<athletics 1>><<pass 15>>
<br><br>
<<set $bus to "wolfcaveclearing">>
<<wolfhuntevents>><<location "forest">><<effects>>
<<set $wolfpackrob to 1>>
<<if $speech_attitude is "meek">>
"Give me your money and valuables," you say. "Then leave us to eat in peace."
<<elseif $speech_attitude is "bratty">>
"Your money and valuables," you say. "Before I feed you to my family."
<<else>>
"Your money and valuables," you say. "Hurry, I can't hold them back forever."
<</if>>
The pack growls.
<br><br>
They pull money out of pockets and take off their jewellery. They drop it all in a pile at their feet before being marched from the camp by the <<wolf_cave_plural>> nipping at their heels. They rush to the deer carcass once they are out of earshot.
<br><br>
<<if $rng gte 96>>
You find <<moneyGain 200 true true>> in cash, as well as assorted baubles you think are very valuable.
<<set $blackmoney += 800>><<crimeUp 800 "thievery">>
<<elseif $rng gte 51>>
You find <<moneyGain 50 true true>> in cash, as well as assorted baubles you think are quite valuable.
<<set $blackmoney += 50>><<crimeUp 50 "thievery">>
<<else>>
You find <<moneyGain 20 true true>> in cash, as well as assorted baubles you think are quite valuable.
<<set $blackmoney += 30>><<crimeUp 30 "thievery">>
<</if>>
<<endevent>>
<<npc "Black Wolf">>
The Black Wolf keeps the choice parts of the deer for <<bhimself>>. You rummage in a bag left behind by the hunters and find some canned food that suits you better. You sit by the deer.
<<stress -12>><<lstress>>
<br><br>
<<if $wolfpackspray isnot 1>><<set $wolfpackspray to 1>>
<<wearProp "pepperspray">>
You find a strange cylinder among their things. It looks like a charge for your pepper spray, but with an exposed computer chip at the base. You put it in.
<<gspraymax>><<set $spraymax += 1>><<spray 5>>
<br><br>
<span class="gold">You've gained an additional pepper spray charge.</span>
<br><br>
<</if>>
<<if $monster is 1>>
The Black Wolf sits next to you and places a hand on your head. "Good hunt. Humans apex predators. With you, we can do anything, <<ppackbrother>>."
<</if>>
The pack lazes around, eating at their leisure. A small dispute breaks out and the Black Wolf leaves <<bhis>> place by the deer to quell it.
<br><br>
<<wolfpackhuntoptions>><<location "forest">><<effects>>
<<if $speech_attitude is "meek">>
"Leave us alone," you say. "We only want to eat in peace."
<<elseif $speech_attitude is "bratty">>
"Leave," you say. "Before I change my mind and feed you to my family."
<<else>>
"Leave," you say. "I can't hold them back forever."
<</if>>
The pack growls.
<br><br>
The hunters nod and march from the camp with <<wolf_cave_plural>> nipping at their heels. They rush to the deer carcass once they are out of earshot.
<br><br>
<<endevent>>
<<npc "Black Wolf">>
The Black Wolf keeps the choice parts for <<bhimself>>. You rummage in a bag left behind by the hunters and find some canned food that suits you better. You sit by the deer.
<<stress -12>><<lstress>>
<br><br>
<<if $wolfpackspray isnot 1>>
<<set $wolfpackspray to 1>>
<<wearProp "pepperspray">>
You find a strange cylinder among their things. It looks like a charge for your pepper spray, but with an exposed computer chip at the base. You put it in.
<<gspraymax>><<set $spraymax += 1>><<spray 5>>
<br><br>
<span class="gold">You've gained an additional pepper spray charge.</span>
<br><br>
<</if>>
<<if $monster is 1>>
The Black Wolf sits next to you and places a hand on your head. "Good hunt. Humans apex predators. With you, we can do anything, <<ppackbrother>>."
<</if>>
The pack lazes around, eating at their leisure. A small dispute breaks out and the Black Wolf leaves <<bhis>> place by the deer to quell it.
<br><br>
<<wolfpackhuntoptions>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<set $enemyanger += 50>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Wolf Hunter Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Wolf Hunter Rape]]>><</link>></span><<nexttext>>
<</if>><<location "forest">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"I said the trip would be worth it," the <<person1>><<person>> says. "What now?"
<br><br>
<<person2>>"I know," the <<person>> says. <<He>> produces a rope from a bag beside the fire and ties your arms together. "There. Have fun being wolf food." <<tearful>> you leave the camp. You walk until their laughter fades behind you.
<br><br>
<<set $leftarm to "bound">><<set $rightarm to "bound">><<handheldruined>>
<<else>>
The <<person1>><<person>> stumbles backwards and steps in the fire. <<tearful>> you push past <<him>> and flee into the forest.
<br><br>
<</if>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest]]>><<set $forest to 1>><</link>><<location "forest">><<effects>>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
You sneak up to the cave. You think you hear the <<beasttype 0>> snore. <span class="green">You sneak behind <<bhim 0>>.</span> The rest of the pack inches closer. One of them snaps a twig, and the <<beasttypes>> eyes shoot open. You throw a rock at <<bhim 0>>, and <<bhe 0>> turns to face you. <<bHe 0>> rears up and roars, unaware of the <<wolf_cave_plural>> right behind <<bhim 0>>. They attack <<bhim 0>> from behind, biting at <<bhis 0>> limbs and clawing at <<bhis 0>> back.
<br><br>
<<skulduggeryuse>>
Groggy and surrounded, the <<beasttype 0>> stumbles away from the cave and leaves the deer carcass unguarded. <<if $monster is 1>>"Thieving wolves... take the deer if you want it so badly!"<</if>> The Black Wolf keeps the choice parts for <<bhimself 1>>. You find some berries growing nearby which serve you better. You sit by the deer.
<<stress -12>><<lstress>>
<br><br>
<<endevent>>
<<npc "Black Wolf">>
<<if $monster is 1>>
The Black Wolf calls you over. "Bear no match for pack strength. <<pPackbrother>> did well."
<</if>>
The pack lazes around, eating at their leisure. A small dispute breaks out and the Black Wolf leaves <<bhis>> place by the deer to quell it.
<br><br>
<<endevent>>
<<wolfpackhuntoptions>>
<<else>>
You sneak up to the cave. You think you hear the <<beasttype 0>> snore. <span class="red">You're right beside <<bhim 0>> when <<bhe 0>> opens <<bhis 0>> eyes and looks straight at you!</span> The <<wolf_cave_plural>> flee into the night and the <<beasttype 0>> rears over you.
<br><br>
<<link [[Next|Wolf Bear Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<location "forest">><<effects>>
The pack creeps up to the cave. The <<beasttypes 0>> eyes open, and the pack lunges at <<bhim 0>>.
<br><br>
<<if $wolfpackharmony + $wolfpackferocity + 20 gte $rng>>
The <<beasttype 0>> tries to stand, but it's too late. Several sets of jaws clamp down on <<bhis 0>> body. <<bHe 0>> roars in pain and swipes at the attackers, but they jump back to safety.
<br><br>
Groggy and hurt, the <<beasttype 0>> stumbles away from the cave and leaves the deer carcass unguarded. <<if $monster is 1>>"Thieving wolves... take the deer if you want it so badly!"<</if>> The Black Wolf keeps the choice parts for <<bhimself 1>>. You find some berries growing nearby which serve you better.
<<stress -12>><<lstress>>
<br><br>
<<endevent>>
<<npc "Black Wolf">>
<<if $monster is 1>>
The Black Wolf calls you over. "Bear no match for pack strength. <<pPackbrother>> did well."
<</if>>
The pack lazes around, eating at their leisure. A small dispute breaks out and the Black Wolf leaves <<bhis>> place by the deer to quell it.
<br><br>
<<endevent>>
<<wolfpackhuntoptions>>
<<else>>
The Black Wolf strikes, but the <<beasttype 0>> is too quick. <<bHe 0>> swipes the Black Wolf to the side, and the other <<wolf_cave_plural>> turn and flee. The Black Wolf follows, unhurt save for <<bhis 1>> pride.
<br><br>
<i>Higher harmony and ferocity increases the chance of a successful hunt.</i>
<br><br>
You run with the pack into the forest. There must be easier prey.
<<physique 1>><<gathletics>><<athletics 1>><<pass 15>>
<br><br>
<<endevent>>
<<set $bus to "wolfcaveclearing">>
<<wolfhuntevents>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<set $enemytrust -= 40>><<set $enemyanger += 40>><<set $enemyhealthmax to 400>><<set $enemyhealth to 400>><<set $enemyarousalmax to 1000>>
<<healthMultiplier>>
<<set $enemyarousalmax to $enemyarousalmax * ($beastArousalMult / 100)>>
<</if>>
<<effects>>
<<effectsman>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Wolf Bear Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Wolf Bear Rape]]>><</link>></span><<nexttext>>
<</if>><<location "forest">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
Satisfied, the <<beasttype>> returns to sleep.
<<elseif $enemyhealth lte 0>>
You scare the mighty <<beasttype>>. <<bHe>> flees deeper into <<bhis>> abode. It's a shame the pack ran, as there's nothing guarding the carcass.
<</if>>
<br><br>
<<tearful>> you stagger from the cave.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest]]>><<set $forest to 60>><</link>>
<br><<location "forest">><<effects>>
You plant your feet and stand your ground.
<<if $physiqueSuccess>>
<span class="green">The <<beasttype 0>> veers away from you</span>, and runs into the forest.
<br><br>
The Black Wolf keeps the choice parts for <<bhimself 1>>. You find some berries growing nearby which serve you better. You sit by the deer.
<<endevent>><<npc "Black Wolf">>
<<if $monster is 1>>
<<bHe>> sits next to you and places a hand on your head. "Good hunt. Always stand ground, <<ppackbrother>>."
<</if>>
<<stress -12>><<lstress>>
<br><br>
The pack lazes around, eating at their leisure. A small dispute breaks out and the Black Wolf leaves <<bhis>> place by the deer to quell it.
<br><br>
<<endevent>>
<<wolfpackhuntoptions>>
<<else>>
<span class="red">The <<beasttype 0>> doesn't stop.</span> <<bHe 0>> knocks you aside and runs amok among the pack, who run for the safety of the forest. Before you can stagger to your feet the <<beasttype 0>> is on top of you.
<br><br>
<<link [[Next|Wolf Carrion Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<location "forest">><<effects>>
You run away from the <<beasttype 0>>. <<bHe 0>> runs amok among the pack, who panic and run for the safety of the trees.
<br><br>
You run with the pack into the forest. There must be easier prey.
<<physique 1>><<gathletics>><<athletics 1>><<pass 15>>
<br><br>
<<endevent>>
<<set $bus to "wolfcaveclearing">>
<<wolfhuntevents>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<set $NPCList[0].stance to "top">>
<</if>>
<<effects>>
<<effectsman>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Wolf Carrion Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Wolf Carrion Rape]]>><</link>></span><<nexttext>>
<</if>><<location "forest">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
Satisfied, the <<beasttype>> climbs the hill and continues to eat.
<<elseif $enemyhealth lte 0>>
You scare the <<beasttype>> away from you. <<bHe>> squeals and flees. It's a shame the pack ran as there's nothing guarding the carcass.
<</if>>
<br><br>
<<tearful>> you walk into the trees.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest]]>><<set $forest to 60>><</link>>
<br><<effects>>
Your pack has no chance of winning this fight. You walk towards the larger <<beasttype>>, wanting to settle things one on one. Your opponent closes in and lunges at you without a second thought once you come into range.
<br><br>
<<link [[Next|Wolf Rival Fight]]>><<set $fightstart to 1>><</link>><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<set $enemyanger += 200>>
<<set $enemyhealth to 300>><<set $enemyhealthmax to 300>>
<<healthMultiplier>>
<</if>>
<<set $enemyanger += 10>>
<<effects>>
<<effectsman>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Wolf Rival Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Wolf Rival Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<set _victory to 1>>
<<beastejaculation>>
The <<beasttype>>'s eyes unfocus, and <<bhe>> absently wanders off. The rival pack seems confused, but with their leader leaving, they reluctantly pull away from you and your pack. <<tearful>> you stand up.
<<elseif $enemyhealth lte 0>>
<<set _victory to 1>>
<<tearful>> you stand triumphant over your defeated foe. The <<beasttype>> scurries away from you and into the safety of its pack. They quickly begin taking their leave, leaving your pack to revel in its rightful quarry.
<<else>>
<<set _victory to 0>>
You can't fight any longer, and collapse to the ground. The <<beasttype>> holds your neck<<if $monster isnot 1>> with <<bhis>> teeth<</if>>, but lets go of you. <<trauma 6>><<gtrauma>>
<br><br>
<<if $monster is 1>>
"Weak alpha," <<bhe>> scoffs. "Pack must be ashamed. Scurry home with tail between legs, runt."
<br><br>
<</if>>
The rival pack drags the carcass away, leaving you to face the disappointed looks of your brethren. <<tearful>> you stand up, avoiding their eyes. <<lharmony>><<lferocity>>
<</if>>
<br>
<<endcombat>><<clearNPC rival_wolf>><<npc "Black Wolf">>
<<clotheson>>
<<if _victory is 1>>
The Black Wolf howls, and you and the pack join in. The forest echoes with the song of your victory. <<stress -12>><<trauma -6>><<llstress>><<ltrauma>><<gharmony>><<gferocity>>
<br><br>
<<if $wolfpackharmony gte $wolfpackferocity>>
The Black Wolf nudges your side.
<<if $monster is 1>>
"Good leader act strong," <<bhe>> says. "Great leader proves strength. Pack is lucky to have <<ppackbrother>>."
<<else>>
<<bHe>> licks your hand.
<</if>>
<<else>>
The Black Wolf lets out a feral bark in the direction the other pack left.
<<if $monster is 1>>
"Should finish fight," <<bhe>> growls. "Never worry about rivals again. Strong leader shows no mercy!"
<</if>>
<</if>>
<<else>>
<<if $wolfpackharmony gte $wolfpackferocity>>
The Black Wolf nuzzles you tenderly.
<<if $monster is 1>>
"Leader fought bravely," <<bhe>> says. "But pack respect strength. Leader must be strong if want pack to follow."
<<else>>
<<bHe>> doesn't scorn you for your loss, at least.
<</if>>
<<else>>
The Black Wolf steps in front of you, and gives you a low growl.
<<if $monster is 1>>
"If pack must rely on weak leader to hunt, pack will starve!" <<he>> snarls. "Alpha win next time, or alpha lose pack!"
<</if>>
<</if>>
<</if>>
<br><br>
<<endevent>>
<<wolfpackhuntoptions>><<effects>>
You begin to walk towards the rival pack. The alpha <<beasttype>> growls as you approach. You drop to your hands and knees and adopt a mating posture in front of the <<beastsplural>>.
<br><br>
<<if $monster is 1>>
The <<beasttype>> marches up to you, pushing your head down onto the ground and holding you tightly. "Take food," <<bhe>> says to the Black Wolf. "We found tastier prey..." The rest of the <<beasttype>>'s pack draws closer, allowing your own party to take back its original hunt.
<<else>>
Their leader approaches to sniff you, before holding your hair in its teeth and mounting you from behind. The rest of the pack draws closer, leaving their previous quarry unattended and free for your friends to take.
<</if>>
<br><br>
The alpha <<beasttype>> approaches first.
<br><br>
<<for _wolfNum = 2; _wolfNum < 5; _wolfNum++>>
<<generateBEAST _wolfNum "wolf">>
<</for>>
<<link [[Next|Wolf Rival Molestation]]>><<set $molestationstart to 1>><<set $phase to 1>><</link>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<beastTrainGenerate>>
<</if>>
<<effects>>
<<effectsman>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Wolf Rival Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Wolf Rival Molestation]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<if $combatTrain.length gt 0>>
Satisfied, the <<beasttype>> leaves you be. Another takes <<bhis>> place.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Wolf Rival Molestation]]>><</link>>
<<else>>
Satisfied, the <<beasttype>> leaves you be.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Wolf Rival Molestation End]]>><</link>>
<</if>>
<<elseif $enemyhealth lte 0>>
<<beastwound>>
<<if $combatTrain.length gt 0>>
The <<beasttype>> recoils in pain and fear, but another takes <<bhis>> place.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Wolf Rival Molestation]]>><</link>>
<<else>>
The <<beasttype>> recoils in pain and fear.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Wolf Rival Molestation End]]>><</link>>
<</if>>
<</if>><<effects>>
<<if $enemyejaculated is 0>>
<<if $phase is 1>>
Despite their tremendous advantage in numbers, you manage to fight off the ravenous pack, leaving them to run off beyond the bushes with their tails between their legs.
<<else>>
Feeling you're more trouble than you're worth, the <<beasttype>> retreats.
<</if>>
<<else>>
Satisfied, they leave you on the ground to recover, before darting away and disappearing into the night.
<</if>>
<<tearful>> you stand up.
<br><br>
<<endcombat>><<clotheson>><<clearNPC rival_wolf>>
You climb to your feet and take a couple of minutes to recuperate. Luckily, you manage to spot a trail of paw prints left by your pack where the deer once was, which you manage to successfully follow back to the safety of your cave.<<gharmony>><<lferocity>>
<br><br>
<<set $huntstate to "finished">>
<<if $wolfstate is "hunt">>
<<set $wolfstate to "cave">>
<</if>>
<<link [[Next|Wolf Cave Clearing]]>><</link>><<effects>>
<<endevent>><<beastNEWinit 1 wolf>>
Not wanting to take part in the ensuing fight, you pay close attention to the beasts, looking for your chance to run away. Once the fighting breaks out, you turn around and break into a run. A <<beasttype>> takes notice of your attempted retreat and begins to chase after you.
<br><br>
<<if $athleticsSuccess>>
<<clearNPC rival_wolf>>
You run as fast as your legs will allow, <span class="green">and the <<beasttype>> soon loses sight of you</span>. Having thrown your pursuer off your trail, you take a few minutes to catch your breath.
<br><br>
<<link [[Next|Forest]]>><<endevent>><<set $forest to 60>><</link>>
<<else>>
You run as fast as your legs will allow, <span class="red">but you're overtaken by the <<beasttype>></span>. <<bHe>> tackles you down onto the floor.
<br><br>
<<if $monster is 1>>
"Coward try to run?" <<bHe>> growls. "Will teach lesson!"
<br><br>
<</if>>
<<link [[Next|Wolf Rival Molestation]]>><<set $molestationstart to 1>><</link>>
<</if>><<effects>>
You measure your options and come to realise that this fight would be best avoided. You look at the rest of your <<wolf_cave_plural>> and wave at them to leave.
<br><br>
A <<beasttype>> from the opposing pack approaches to attack but is stopped by its leader.
<<if $monster is 1>>
"Let cowards go," <<bhe>> says dismissively. "Not worth fighting. Cut losses."
<</if>>
<br><br>
<<endevent>><<clearNPC rival_wolf>>
The rival pack drags the carcass away, leaving the <<wolf_cave_plural>> of your own pack to leave empty-handed. They look at you with contempt as they go along.
<<npc "Black Wolf">>
The Black Wolf stops by your side, looking at you with sadness.
<<if $monster is 1>>
"Leader used to be strong and feral," <<bhe>> says. "Pack won't follow weak leader."
<</if>>
<br><br>
<<endevent>>
<<wolfpackhuntoptions>><<effects>>
<<if $phase is 1>>
<<beastNEWinit 1 wolf>>
You take a deep breath before running into the trees. Pack members chase on behind you, some following, some trying to take over your lead. One <<beasttype>> in particular seems intent on taking over the hunt.
<<physique 1>><<gathletics>><<athletics 1>>
<br><br>
<<pass 15>>
<<link [[Trip (0:30)|Wolf Cave Hunt Outrun]]>><<set $phase to 1>><</link>><<dancedifficulty 600 1200>>
<br>
<<link [[Try to outrun (0:30)|Wolf Cave Hunt Outrun]]>><<set $phase to 0>><</link>><<athleticsdifficulty 600 1200>>
<<else>>
Not wanting to lead, you keep your head down and wait for someone else to take over.<<if $wolfpackleader gte 1>> You hear the Black Wolf snarl behind you.<</if>>
<br><br>
Eventually, a larger wolf takes charge, and the hunt begins.
<br><br>
Several other wolves still fight for the right to lead as they run. <<physique 1>><<gathletics>><<athletics 3>>
<<pass 30>>
<br><br>
<<link [[Next (1:00)|Wolf Cave Hunt Not Taking the Lead]]>><<pass 60>><</link>>
<</if>><<effects>>
<<if $phase is 1>>
<<if $danceSuccess>>
You keep your lead up for a while before a strain begins in your leg. Not wanting to lose, you strike out with your foot, <span class="green">tripping up the <<beasttype>></span>. You hear <<bhim>> whine as <<bhe>> falls. <<gferocity>>
<br><br>
<<link [[Next (0:15)|Wolf Cave Hunt Taking the Lead]]>><<pass 15>><</link>>
<<else>>
You keep up your lead for a while before a strain begins in your leg. Not wanting to lose, you strike out with your foot, but the <<beasttype>> dodges quickly and you end up tripping instead.
<<physique 6>><<gdanceskill>><<danceskill 6>><<pass 30>>
<br><br>
<<link [[Next (0:30)|Wolf Cave Hunt Not Taking the Lead]]>><<pass 30>><</link>>
<</if>>
<<clearsinglenpc 0>>
<br>
<<else>>
<<if $athleticsSuccess>>
You push hard to stay ahead in the race, sweat dripping down your brow the longer you go on. <span class="green">You keep your lead</span>, your challenger eventually breaking away to drink some water from a small pond.
<br><br>
The pack had pushed hard to keep up, most members pausing to take drinks themselves. <<gharmony>>
<br><br>
<<link [[Next (0:15)|Wolf Cave Hunt Taking the Lead]]>><<pass 15>><</link>>
<<else>>
You push hard to stay ahead in the race, sweat dripping down your brow the longer you go on. You end up falling behind, the burn in your legs too great to ignore.
<<physique 1>><<gathletics>><<athletics 3>><<pass 30>>
<br><br>
Other members pant just as hard. The sight of a small pond is a welcome respite for you all to drink from.
<br><br>
<<link [[Next (0:30)|Wolf Cave Hunt Not Taking the Lead]]>><<pass 30>><</link>>
<</if>>
<br>
<</if>><<effects>>
<<if ($wolfgirl gte 6 or ($transformationParts.wolf.tail isnot "hidden" and $transformationParts.wolf.tail isnot "disabled"))>>
In charge, a scent hits your nose. It's familiar. Deer. Several of the pack members catch the scent too, looking over to you.
<<else>>
In charge, you see tracks in the mud. Hooves, likely a deer. Pack members sniff at them, tails wagging in excitement.
<</if>>
<br><br>
You once again begin to run, this time with a target in mind.
<br><br>
<<link [[Next (1:00)|Wolf Cave Hunt Taking the Lead 2]]>><<pass 60>><</link>><<effects>>
You try to keep the pack uniform, remembering how the Black Wolf would lead. This is difficult, with older members trying to take over or the younger ones falling behind to play.
<br><br>
The pack makes it close enough to see the deer in the clearing. It seems to be on high alert, looking up frequently and eating little. Thankfully, you are all downwind, obscured by the brush.
<br><br>
The thought of taking it down still doesn't appease you. Instead, you pick a member with experience, who seems eager to take the role.
<br><br>
Pack members move into place before striking out. Panicked, the deer bolts, but the pack keeps up.
<br><br>
<<link [[Next (0:30)|Wolf Cave Hunt No Black Wolf Deer]]>><<pass 30>><</link>><<effects>>
You just begin to catch your breath when excited yips and whines sound off. A scent has been found, the proper hunt beginning.
<br><br>
<<link [[Next (1:00)|Wolf Cave Hunt Not Taking the Lead 2]]>><<pass 60>><</link>><<effects>>
There seems to be further struggles for power as more wolves try to organise the pack. Some nip, some bark, some barge to ensure everyone stays together.
<br><br>
All sounds fall quiet when the pack gets in range of the deer. Downwind and hidden by the brush, you see as one <<wolf_cave_singular>> directs the others into place, ready to jump out at the prey.
<br><br>
The leader begins, starting at a slow trot. The deer bolts, and the chase begins anew.
<br><br>
<<link [[Next (0:30)|Wolf Cave Hunt No Black Wolf Deer]]>><<pass 30>><</link>><<effects>>
You manage to keep up with the deer on its left side, further away than other pack members nipping at its ankles.
<br><br>
Weaving between the trees, you come ahead of the hunt. The deer is slowly being worn down, more and more wolves catching up to it.
<br><br>
It seems the hunt will be successful when the deer pushes with all of its might. Sharp teeth snap after it as the deer almost escapes their grasps.
<br><br>
Behind you the river roars over rapids, a fallen tree acting as a bridge. If the deer escapes and makes it across, the pack will go hungry.
<br><br>
You make it to the tree trunk. The chaos of the hunt grows louder behind you, the deer narrowly being caught again.
<br><br>
<<link [[Push the trunk|Wolf Cave Hunt Push the trunk]]>><<tiredness 2>><</link>><<physiquedifficulty 5000 16000>><<gtiredness>>
<br>
<<link [[Do nothing|Wolf Cave Hunt Do nothing]]>><</link>><<effects>>
<<if $physiqueSuccess>>
After all of the running, your limbs strain and ache. Despite this, you are able to grit your teeth and roll the log until it splashes into the water.
<br><br>
A split second later, the deer balks, having escaped the pack only to stumble at the edge of the river bank. With nowhere to run, it tries to leap over the pack to run back to the clearing... <span class="green">it doesn't make it</span>.
<br><br>
The pack howls in excitement. It was a big catch, and they'll all be full tonight.
<br><br>
Hungry in your own right, you let your eyes wander. They land on a low apple tree, the fruit ripe and delicious.
<<endevent>>
<<set $huntstate to "success">>
<<wolfhuntevents>>
<<else>>
After all of the running, your limbs strain and ache. The ache is too much, you feel it too deeply, and a cramp begins to spread up your leg. You collapse to the ground before you can roll the log away.
<br><br>
The deer makes its final escape attempt, bounding over you and onto the log. A <<wolf_cave_singular>> goes to follow, but the fallen tree breaks in half just as the deer makes it to the other side.
<br><br>
The pack whines and howls, disappointed and hungry. They leave you alone soon after, still desperate for food. You eat well enough, grabbing the small rabbit for the Black Wolf to eat.
<br><br>
<<set $huntstate to "failure">>
<<wolfhuntevents>>
<</if>><<effects>>
Not wanting to be part of the fight, you go looking for easier food. An apple tree stands a few metres away, you will be able to eat. You notice a rabbit caught in a hunter's trap as you forage.
<br><br>
<<if $wolfpackharmony + $wolfpackferocity gte $rng>>
The deer makes its final escape attempt, bounding over you towards a log, <span class="green">but is tackled by a <<wolf_cave_singular>> before it is able to make it</span>.
<br><br>
The pack howls in excitement. It was a big catch, and they'll all be full tonight.
<br><br>
Hungry in your own right, you let your eyes wander. They land on a low apple tree, the fruit ripe and delicious.
<<endevent>>
<<set $huntstate to "success">>
<<wolfhuntevents>>
<<else>>
The deer makes its final escape attempt, bounding over you and onto the log. A <<wolf_cave_singular>> goes to follow, but the fallen tree breaks in half just as the deer makes it to the other side.
<br><br>
<<if $wolfpackleader gte 1>>
Pack members turn on you, snarling and nipping at your skin. Some elder <<wolf_cave_plural>> chastise you for standing there and doing nothing.
"<<print ["Is Alpha truly worthy?", "Packmate is weak."][random(0,1)]>>"
<br><br>
<</if>>
They leave you alone soon after, still desperate for food. You eat well enough, grabbing the small rabbit for the Black Wolf to eat.
<<endevent>>
<<set $huntstate to "failure">>
<<wolfhuntevents>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<if $phase is 1>>
<<beastTrainGenerate>>
<<set $enemyanger += 30>>
<<else>>
<<beastTrainGenerate>>
<</if>>
<<set $noFinish to 1>>
<</if>>
<<effects>>
<<effectsman>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Forest Wolf Cave Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Forest Wolf Cave Rape]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "wolf_cave">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<if $combatTrain.length gt 0>>
Satisfied, the <<beasttype>> leaves you be. Another takes its place.
<<combatTrainAdvance>>
<<wolfpacktrust>><<gstockholm>>
<br><br>
<<link [[Next|Forest Wolf Cave Rape]]>><</link>>
<<else>>
Satisfied, the beast leaves you be.
<<combatTrainAdvance>>
<<wolfpacktrust>><<gstockholm>>
<br><br>
<<link [[Next|Forest Wolf Cave Rape End]]>><</link>>
<</if>>
<<else>>
<<beastwound>>
<<if $combatTrain.length gt 0>>
The <<beasttype>> recoils in pain and fear, but another takes its place.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Forest Wolf Cave Rape]]>><</link>>
<<else>>
The beast recoils in pain and fear.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Forest Wolf Cave Rape End]]>><</link>>
<</if>>
<</if>><<set $outside to 0>><<set $location to "wolf_cave">><<effects>>
<<if $enemywounded gte 2 and $enemyejaculated is 0>>
In a display of power, you defeat the pack. <<tearful>> you escape from the cave.
<br><br>
<<clotheson>>
<<endcombat>>
<<badEndTrackingEnd "Wolf Cave" { reason: "wolfCaveDefeated" }>>
<<link [[Next|Forest]]>><<set $stress -= 1000>><<set $eventskip to 1>><</link>>
<<elseif $enemywounded is 0 and $enemyejaculated gte 2>>
Finished with you, the <<beastsplural>> leave you be. However, they rest between you and the cave entrance, and could easily block your escape. <<tearful>> you settle down.
<br><br>
<<if $phase is 1>>
The other <<wolf_cave_plural>> soon return from their hunt.
<</if>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest Wolf Cave]]>><<set $eventskip to 1>><</link>>
<<elseif $enemywounded gte 1 and $enemyejaculated gte 1>>
Finished with you, the <<beastsplural>> leave you be. However, they rest between you and the cave entrance, and could easily block your escape. <<tearful>> you settle down.
<br><br>
<<if $phase is 1>>
The other <<wolf_cave_plural>> soon return from their hunt.
<</if>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest Wolf Cave]]>><<set $eventskip to 1>><</link>>
<</if>><<set $outside to 0>><<set $location to "wolf_cave">><<effects>>
<<if $eventskip is 0>>
<<eventwolfcave>>
<<else>>
The <<wolf_cave_plural>> are blocking your way out of the cave. A draught blows from the back.
<br><br>
<<wolfcaveicon "sleep">><<link [[Rest (2:00)|Forest Wolf Cave Wait]]>><<set $tiredness -= 480>><<pass 2 hours>><</link>>
<br>
<<getouticon>><<link [[Try to escape|Forest Wolf Cave Escape]]>><</link>>
<br>
<<if $wolfcavedig gte 13>>
<<getouticon "hole">><<link [[Go down the hole|Forest Wolf Cave Hole]]>><</link>>
<br>
<<elseif $wolfcavedig gte 12 and $physiquesize lte 12000>>
<<getouticon "hole">><<link [[Go down the hole|Forest Wolf Cave Hole]]>><</link>><<small_text>>
<br>
<<elseif $wolfcavedig gte 11 and $physiquesize lte 10000>>
<<getouticon "hole">><<link [[Go down the hole|Forest Wolf Cave Hole]]>><</link>><<small_text>>
<br>
<<elseif $wolfcavedig gte 10 and $physiquesize lte 6000>>
<<getouticon "hole">><<link [[Go down the hole|Forest Wolf Cave Hole]]>><</link>><<small_text>>
<br>
<<elseif $wolfcavedig gte 1>>
<<getouticon "hole">><<link [[Dig at the back of the cave (1:00)|Forest Wolf Cave Dig]]>><<pass 1 hour>><<set $wolfcavedig += 1>><</link>>
<br>
<<else>>
<<investigateicon>><<link [[Examine the back of the cave|Forest Wolf Cave Examine]]>><<set $wolfcavedig to 1>><</link>>
<br>
<</if>>
<</if>>
<<set $eventskip to 0>><<set $outside to 0>><<set $location to "wolf_cave">><<effects>>
You huddle at the back of the cave, and the pack pays you little heed for a time.
<br><br>
<<link [[Next|Forest Wolf Cave]]>><</link>>
<br><<set $outside to 0>><<set $location to "wolf_cave">><<effects>>
<<if $wolfpacktrust gte 12>>
<<badEndTrackingEnd "Wolf Cave" { reason: "wolfCaveTrusted" }>>
The pack looks at you as you try to leave, but make no move to stop you. It seems they trust you enough to let you go.
<<lstress>>
<br><br>
<<link [[Next|Forest]]>><<set $stress -= 1000>><<set $eventskip to 1>><<set $forest to 80>><<set $eventskip to 1>><</link>>
<br>
<<elseif $wolfpackfear gte 12>>
<<badEndTrackingEnd "Wolf Cave" { reason: "wolfCaveFeared" }>>
The pack growls at you as you try to leave, but make no move to stop you. It seems they fear you too much to try and stop you.
<<lstress>>
<br><br>
<<link [[Next|Forest]]>><<set $stress -= 1000>><<set $eventskip to 1>><<set $forest to 80>><<set $eventskip to 1>><</link>>
<br>
<<else>>
The pack immediately stirs as you try to leave, and they block your path. The pack stares at you, growling a warning.
<<stress 6>><<gstress>>
<br><br>
<<link [[Try to escape anyway|Forest Wolf Cave Rape]]>><<beastNEWinit 6 wolf>><<set $molestationstart to 1>><</link>>
<br>
<<link [[Back down|Forest Wolf Cave]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "wolf_cave">><<effects>>
The pack immediately stirs as you try to leave, and they block your path. The pair stare at you, growling a warning.
<<stress 3>><<gstress>>
<br><br>
<<link [[Try to escape anyway|Forest Wolf Cave Rape]]>><<beastNEWinit 2 wolf>><<set $molestationstart to 1>><<set $phase to 1>><</link>>
<br>
<<link [[Back down (0:30)|Forest Wolf Cave Hunt]]>><<pass 30>><</link>>
<br><<set $outside to 0>><<set $location to "wolf_cave">><<effects>>
You decide not to risk it. You wait at the back of the cave. The pack soon returns from their hunt. <<wolfpacktrust>>
<br><br>
<<link [[Next|Forest Wolf Cave]]>><<set $eventskip to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<</if>>
<<effects>>
<<effectsman>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Forest Wolf Cave Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Forest Wolf Cave Molestation]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "wolf_cave">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
The <<beasttype>> grunts in satisfaction, and heads back to the rest of the pack.
<<wolfpacktrust>>
<br><br>
<<tearful>> you settle down.
<<gstockholm>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest Wolf Cave]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
The <<beasttype>> whines in pain and returns to the rest of the pack.
<<wolfpackfear>>
<br><br>
<<tearful>> you settle down.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest Wolf Cave]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "wolf_cave">><<effects>>
<<if $wolfcavedig gte 13>>
You move the rocks out of the way, until the remainder collapse and reveal a hole in the ground. You hear rushing water.
<<elseif $wolfcavedig gte 12 and $physiquesize lte 12000>>
You move the rocks out of the way, until the remainder collapse and reveal a hole in the ground. You hear rushing water.
<<elseif $wolfcavedig gte 11 and $physiquesize lte 10000>>
You move the rocks out of the way, until the remainder collapse and reveal a hole in the ground. You hear rushing water.
<<elseif $wolfcavedig gte 10 and $physiquesize lte 6000>>
You move the rocks out of the way, until the remainder collapse and reveal a hole in the ground. You hear rushing water.
<<elseif $wolfcavedig gte 9>>
You think you hear rushing water as you move the rocks out of the way. Not far to go now.
<<elseif $wolfcavedig gte 6>>
You move some of the rocks out of the way. The draught becomes stronger.
<<elseif $wolfcavedig gte 4>>
You move some of the rocks out of the way. You think you feel the draught become stronger.
<<else>>
You move some of the rocks in the way, but there's still much to do.
<</if>>
<br><br>
<<if $wolfcavedig gte 13>>
<<link [[Go down|Forest Wolf Cave Hole]]>><</link>>
<br>
<<if $syndromewolves gte 1>>
<<link [[Leave it for now|Wolf Cave]]>><</link>>
<br>
<<else>>
<<link [[Leave it for now|Forest Wolf Cave]]>><</link>>
<br>
<</if>>
<<elseif $wolfcavedig gte 12 and $physiquesize lte 12000>>
<<link [[Go down|Forest Wolf Cave Hole]]>><</link>><<small_text>>
<br>
<<if $syndromewolves gte 1>>
<<link [[Leave it for now|Wolf Cave]]>><</link>>
<br>
<<else>>
<<link [[Leave it for now|Forest Wolf Cave]]>><</link>>
<br>
<</if>>
<<elseif $wolfcavedig gte 11 and $physiquesize lte 10000>>
<<link [[Go down|Forest Wolf Cave Hole]]>><</link>><<small_text>>
<br>
<<if $syndromewolves gte 1>>
<<link [[Leave it for now|Wolf Cave]]>><</link>>
<br>
<<else>>
<<link [[Leave it for now|Forest Wolf Cave]]>><</link>>
<br>
<</if>>
<<elseif $wolfcavedig gte 10 and $physiquesize lte 6000>>
<<link [[Go down|Forest Wolf Cave Hole]]>><</link>><<small_text>>
<br>
<<if $syndromewolves gte 1>>
<<link [[Leave it for now|Wolf Cave]]>><</link>>
<br>
<<else>>
<<link [[Leave it for now|Forest Wolf Cave]]>><</link>>
<br>
<</if>>
<<elseif $syndromewolves gte 1>>
<<link [[Next|Wolf Cave]]>><</link>>
<br>
<<else>>
<<link [[Next|Forest Wolf Cave]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "wolf_cave">><<effects>>
You feel around the darkness at the back of the cave, looking for the source of the draught. The air feels like it's coming from behind a pile of loose rocks.
<br><br>
<<if $syndromewolves gte 1>>
<<link [[Next|Wolf Cave]]>><</link>>
<br>
<<else>>
<<link [[Next|Forest Wolf Cave]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "wolf_cave">><<effects>>
You peer down the hole at the back of the cave but can't make anything out. You hear rushing water. If you climb into it, you won't be able to come back the way you came.
<br><br>
<<getouticon "hole">><<link [[Descend|Wolf Cave Descent]]>><</link>>
<br>
<<if $syndromewolves gte 1>>
<<getouticon>><<link [[Leave|Wolf Cave]]>><</link>>
<br>
<<else>>
<<getouticon>><<link [[Leave|Forest Wolf Cave]]>><</link>>
<br>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<beastCombatInit>>
<<if $phase is 0>>
You reach beneath the <<beasttype>> and take it in your hand.
<<npchand>><<deviancy1>>
<<elseif $phase is 2>>
<<clothesstrip>><<deviancy5>>
You bend forward, assuming a submissive stance on your hands and knees, before bringing your shoulders down to stick your butt up and leave your <<print ($player.vaginaExist ? '<<pussy>>' : 'anus')>> exposed to the <<beasttype>>. <<bHe>> bears down on you, keeping you grounded under <<bhis>> massive size.<<if $NPCList[0].monster>> "<<pPackbrother>> knows <<pher>> place, very well. Will make you a good pack mother," <<bhe>> says with a big, lustful smile.<</if>>
<<npc_attempt_sex>>
<<set $position to "doggy">>
<<set $position_lock to 1>>
<<set $NPCList[0].location.head to "head">>
<<set $NPCList[0].location.genitals to "genitals">>
<<elseif $phase is 3>>
<<clothesstrip>><<deviancy5>>
You draw closer to the Black Wolf, bringing your mouth closer to <<bhis>> dark fur. You attempt to place a playful bite on <<bhim>> but the Black Wolf puts <<bhis>> <<if $NPCList[0].monster>>hand<<else>>paw<</if>> on your chest, before driving you down onto the ground with little to no effort. <<bHis>> overwhelming weight and size leaves you with few other options.<<if $NPCList[0].monster>> "<<pPackbrother>> knows <<pher>> place, very well. Will make you a proud pack father," <<bhe>> says with a big, lustful smile.<</if>>
<<npc_attempt_sex>>
<<set $position to "missionary">>
<<set $position_lock to 1>>
<<set $NPCList[0].location.head to "head">>
<<set $NPCList[0].location.genitals to "genitals">>
<<else>>
You lean beneath the <<beasttype>>.
<<npcoral>><<deviancy4>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Wolf Cave Accept Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Wolf Cave Accept]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "wolf_cave">><<effects>>
You shuffle away from the Black Wolf, preparing for another assault. But none comes. <<bHe>> turns and walks away. <<if $monster is 1>>"No matter. You will learn."<</if>>
<br><br>
<<badEndTrackingEnd "Wolf Cave" { reason: "wolfCaveAccepted" }>>
<<set $syndromewolves to 1>>
<<set $wolfevent to 0>>
<<set $wolfstate to "cave">>
<<set $wolfpackferocity to 10>>
<<set $wolfpackharmony to 10>>
<<if $bestialitydisable is "f">>
<span class="red"><i>It's not their fault. They're just cute animals.</i> You've gained the "Stockholm Syndrome: Wolves" trait.</span>
<<else>>
<span class="red"><i>It's not their fault. They're just cute monsters.</i> You've gained the "Stockholm Syndrome: Wolf People" trait.</span>
<</if>>
<br><br>
<<npc "Black Wolf">>/*<<beastNNPCinit>>*/
<<if $loveInterest.primary is "None" and hasSexStat("deviancy", 3)>>
<<set $loveInterest.primary to "Black Wolf">>
<span class="gold">The Black Wolf is now your love interest! <<bHe>> seems happy to have found a mate.</span>
<<elseif hasSexStat("deviancy", 3)>>
<span class="gold">The Black Wolf can now be claimed as your love interest! <<bHe>> seems happy to have found a mate.
<br>
You can change your love interest in the "Attitudes" menu.</span>
<<else>>
<span class="blue">You aren't sure if a <<beasttype>> would make a good love interest...</span>
<</if>>
<br><br>
<<link [[Next|Wolf Cave]]>><<endevent>><</link>>
<br><<set $outside to 1>><<set $location to "wolf_cave">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<if $phase is 3 and $orgasmcurrent is 0 and $NPCList[0].vagina is "penis">>
<<set _forcedOrgasm to true>>
<<set $orgasmdown to 3>>
<</if>>
<<beastejaculation>><<wolfpacktrust>>
<br>
<<if _forcedOrgasm>>
Despite having an orgasm, the Black Wolf continues pleasuring your <<penis>>.
<<set $penisuse to "othervagina">>
<<orgasm>>
<</if>>
<<tearful>> you watch the Black Wolf yawn and lie down.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $enemyhealth lte 0>>
<<tearful>> you watch the Black Wolf yawn and lie down.
<br><br>
<<clotheson>>
<<endcombat>>
<<else>>
<<tearful>> you watch the Black Wolf yawn and lie down.
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<<if $monster is 1>>
"Sleepy. Did well... <<ppackbrother>>."
<</if>>
<<badEndTrackingEnd "Wolf Cave" { reason: "wolfCaveAccepted" }>>
<<set $syndromewolves to 1>>
<<set $wolfevent to 0>>
<<set $wolfstate to "cave">>
<<set $wolfpackferocity to 10>>
<<set $wolfpackharmony to 10>>
<<if $bestialitydisable is "f">>
<span class="red"><i>It's not their fault. They're just cute animals.</i> You've gained the "Stockholm Syndrome: Wolves" trait.</span>
<<else>>
<span class="red"><i>It's not their fault. They're just cute monsters.</i> You've gained the "Stockholm Syndrome: Wolf People" trait.</span>
<</if>>
<br><br>
<<npc "Black Wolf">>/*<<beastNNPCinit>>*/
<<if $loveInterest.primary is "None" and hasSexStat("deviancy", 3)>>
<<set $loveInterest.primary to "Black Wolf">>
<span class="gold">The Black Wolf is now your love interest! <<bHe>> seems happy to have found a mate.</span>
<<elseif hasSexStat("deviancy", 3)>>
<span class="gold">The Black Wolf can now be claimed as your love interest! <<bHe>> seems happy to have found a mate.
<br>
You can change your love interest in the "Attitudes" menu.</span>
<<else>>
<span class="blue">You aren't sure if a <<beasttype>> would make a good love interest...</span>
<</if>>
<br><br>
<<link [[Next|Wolf Cave]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "wolf_cave">><<effects>><<getTarget true>>
<<set $wolfpackharmony = Math.clamp($wolfpackharmony, 0, 22)>>
<<set $wolfpackferocity = Math.clamp($wolfpackferocity, 0, 22)>><<set $bus to "wolfcave">>
You are in the wolf cave. The ceiling hangs low. There's a breeze blowing from the back.
<<if $exposed gte 1>>
The <<wolf_cave_plural>> don't care, but being exposed is embarrassing regardless.
<</if>>
<<storeon "wolfcave" "check">>
<<if _store_check is 1>>
Your clothes are tucked away behind a rock.
<</if>>
<<if $wolfstate is "hunt">>
Most of the pack is out hunting.
<<else>>
<<if Weather.precipitation is "rain">>
The pack shelters from the rain.
<<elseif Weather.precipitation is "snow">>
The pack shelters from the snow.
<<else>>
The pack rests.
<</if>>
<<wolfcavestate>>
<</if>>
<br><br>
<<if isPregnancyEnding() and !$possessed>>
<<pregnancyBirthWolfCave>>
<<elseif npcPregnancyEnding("Black Wolf") and !$possessed and $wolfstate is "cave">>
<<pregnancyBirthBlackWolf>>
<<elseif $wolfevent gte 1 and !$possessed>>
<<set $wolfevent to 0>>
<<wolfcaveselect>>
<<else>>
<<if !$possessed>>
<<storeactions "wolfcave">>
<<else>>
<<if $leftarm is "bound" or $rightarm is "bound" or $feetuse is "bound">>
You stare down at your bindings. You pull, and they fall apart, unable to hold against you.
<br><br>
<<unbind>>
<</if>>
<</if>>
<<if $wolfcavedig gte 13>>
<<getouticon "hole">><<link [[Go down the hole|Forest Wolf Cave Hole]]>><</link>>
<<elseif $wolfcavedig gte 12 and $physiquesize lte 12000>>
<<getouticon "hole">><<link [[Go down the hole|Forest Wolf Cave Hole]]>><</link>><<small_text>>
<<elseif $wolfcavedig gte 11 and $physiquesize lte 10000>>
<<getouticon "hole">><<link [[Go down the hole|Forest Wolf Cave Hole]]>><</link>><<small_text>>
<<elseif $wolfcavedig gte 10 and $physiquesize lte 6000>>
<<getouticon "hole">><<link [[Go down the hole|Forest Wolf Cave Hole]]>><</link>><<small_text>>
<<elseif $wolfcavedig gte 1>>
<<getouticon "dig">><<link [[Dig at the back of the cave (1:00)|Forest Wolf Cave Dig]]>><<pass 1 hour>><<set $wolfcavedig += 1>><</link>>
<<else>>
<<investigateicon>><<link [[Examine the back of the cave|Forest Wolf Cave Examine]]>><<set $wolfcavedig to 1>><</link>>
<</if>>
<br>
<<if $leftarm is "bound" or $rightarm is "bound" or $feetuse is "bound">>
<<undobindingsicon>><<link [[Cut your binds|Wolf Cave Unbind]]>><</link>>
<br>
<</if>>
<!-- Modified for monster people -->
<<getChildrenIds `{location: $location}`>>
<<if _childrenIds.length gt 0 or $knowsAboutDen is 1>>
<<wolfcaveicon "pup">><<link [[Pups' den|Pups Den]]>><</link>>
<br>
<</if>>
<<wolfcaveicon "sleep">><<link [[Sleep|Wolf Cave Bed]]>><</link>>
<br>
<<if $nextPassageCheck is "Wolf Cave Clearing">>
<<getouticon>><span class="nextLink"><<link [[Go outside|Wolf Cave Clearing]]>><</link>></span>
<<else>>
<<getouticon>><<link [[Go outside|Wolf Cave Clearing]]>><</link>>
<</if>>
<br><br>
<<link [[Gameplay Settings|Wolf Cave Settings]]>><</link>>
<br>
<<attitudesControlCheck>>
<<if $attitudesControl.showGoldLink is true>>
<span class="goldLink"><<link [[Attitudes]]>><<set $attitudesExitPassage to $passage>><</link>> </span><span class="red">!!</span>
<<else>>
<<link [[Attitudes]]>><<set $attitudesExitPassage to $passage>><</link>>
<</if>>
<br><br>
<</if>>
<<storecleanup>><<set $outside to 1>><<set $location to "wolf_cave">><<effects>><<getTarget true>>
<<set _bwmother to Object.values($children).find(child => child.mother === "Black Wolf" && child.location === "wolf_cave")>>
<<set $wolfpackharmony = Math.clamp($wolfpackharmony, 0, 22)>>
<<set $wolfpackferocity = Math.clamp($wolfpackferocity, 0, 22)>><<set $bus to "wolfcaveclearing">>
You are in the clearing outside the wolf cave. A stream runs by.
<<if $exposed gte 1>>
The <<wolf_cave_plural>> don't care, but being exposed is embarrassing regardless.
<</if>>
<<if $nextPassageCheck is "Wolf Cave Wash">>
A <<beastNEWinit 1 wolf>><<beasttype>><<endevent>> walks up to you curiously. A few others keep their distance.
<<elseif $nextPassageCheck is "Forest">>
The <<wolf_cave_plural>> bark at you, attempting to circle you.
<<elseif $wolfstate is "hunt">>
Most of the pack is out hunting.
<<else>>
<<if Weather.precipitation is "rain">>
The pack shelters from the rain.
<<elseif Weather.precipitation is "snow">>
The pack shelters from the snow.
<<else>>
The pack rests.
<</if>>
<<wolfcavestate>>
<</if>>
<<if $pound and $pound.progress is 5>>
<span class="blue">A dark shape lurks in the trees.</span>
<br>
<</if>>
<br><br>
<<if $foresthunt gte 1>>
<span class="lblue">You're safe at the cave. Whatever was hunting you will have given up.</span>
<br><br>
<<set $foresthunt to 0>>
<</if>>
<<if $wolfpatrolsent gte 3>>
<<unset $wolfpatrolsent>><<npc "Black Wolf">>
The Black Wolf approaches you. There are no wounds on <<bhis>> body, and nothing in <<bhis>> jaws.
<<if $monster is 1>>
"It was nothing," <<bhe>> grunts out. "No intruder."
<<else>>
There must have been nothing, when you <<if $wolfpackleader is 1>>sent <<bhim>><<else>>watched <<bhim>> leave<</if>> to investigate.
<</if>>
<<bHe>> seems almost disappointed.
<br><br>
<<endevent>>
<</if>>
<<if isPregnancyEnding() and !$possessed>>
<<pregnancyBirthWolfCave>>
<<elseif $wolfevent gte 1 and !$possessed>><<set $wolfevent to 0>>
<<wolfcaveselect>>
<<else>>
<<if $halloweenWolves and $wolfstate is "cave">>
<span class="blue">Your attention is drawn to a large crowd of <<wolf_cave_plural>> outside the cave.</span>
<br>
<<investigateicon>><<link [[Investigate|Wolf Halloween]]>><</link>>
<br><br>
<</if>>
<<wolfcaveicon "harmony">><<link [[Play (1:00)|Wolf Cave Play]]>><<stress -12>><<pass 1 hour>><</link>><<lstress>>
<br>
<<if $pound and $pound.progress is 5>>
<<wolfcaveicon "black dog">><<link [[Approach the dark shape|Wolf Cave Dog Intro]]>><<set $pound.progress to 6>><<stress 6>><<trauma -6>><<control 25>><</link>><<gstress>><<ggcontrol>><<ltrauma>>
<br>
<<elseif $pound and $pound.progress is 6 and Time.dayState is "day" and $daily.wolfCaveDog is undefined>>
<<wolfcaveicon "black dog">><<link [[Approach the black dog|Wolf Cave Dog]]>><</link>>
<br>
<</if>>
<<if $nextPassageCheck is "Wolf Cave Wash">>
<<wolfcaveicon "stream">><span class="nextLink"><<link [[Water.|Wolf Cave Wash]]>><</link>></span>
<<else>>
<<wolfcaveicon "stream">><<link [[Wash in the stream (0:20)|Wolf Cave Wash]]>><<pass 20>><</link>>
<</if>>
<br>
<<if $worn.upper.exposed gte 2 and $worn.under_upper.exposed gte 1
or $worn.upper.exposed gte 2 and $underupperwetstage gte 3
or $upperwetstage gte 3 and $worn.under_upper.exposed gte 1
or $upperwetstage gte 3 and $underupperwetstage gte 3>>
<<foresticon "bush">><<link [[Make a top out of plants and twigs (0:20)|Wolf Cave Plant]]>><<set $phase to 1>><<pass 20>><</link>>
<br>
<</if>>
<<if $worn.lower.exposed gte 2 and $worn.under_lower.exposed gte 1
or $worn.lower.exposed gte 2 and $underlowerwetstage gte 3
or $lowerwetstage gte 3 and $worn.under_lower.exposed gte 1
or $lowerwetstage gte 3 and $underlowerwetstage gte 3>>
<<foresticon "bush">><<link [[Make a skirt out of plants and twigs (0:20)|Wolf Cave Plant]]>><<set $phase to 2>><<pass 20>><</link>>
<br>
<</if>>
<br>
The stream ripples with your reflection,
<<if Time.isBloodMoon()>>
drowning in blood.
<<elseif Time.dayState is 'dawn'>>
with an afterglow of amber from the dawn.
<<elseif Time.dayState is 'day'>>
leaving no impurities in the image.
<<elseif Time.dayState is 'dusk'>>
with an afterglow of amber from the dusk.
<<else>>
the moonlight illuminating the surface.
<</if>>
<br>
<<mirroricon>><<link [[Check your reflection|Wolf Cave Mirror]]>><<preMirror>><</link>>
<br>
<br>
The soil near the stream looks good, yet is almost free of wild plants.
<br>
<<gardenicon "plot">><<link [[Examine|Wolf Cave Plots]]>><</link>>
<br>
<<pregnancyTest "Wolf Cave Clearing">>
<br>
<<if $wolfstate is "cave" and npcPregnancyEnding("Black Wolf")>>
<<elseif _bwmother and $wolfstate is "cave" and ((Time.hour gte 8 and Time.hour lte 15) or (Time.hour gte 18 and Time.hour lte 21))>>
You see the Black Wolf resting by a rock, overlooking the cave and its surroundings.
<br>
<<wolfcaveicon "bw">><<link [[Approach|Wolf Relax]]>><<npc "Black Wolf">><<set $phase to 1>><</link>>
<br><br>
<<elseif !_bwmother and $wolfstate is "cave" and Time.dayState isnot "night">>
You see the Black Wolf resting by a rock, overlooking the cave and its surroundings.
<br>
<<wolfcaveicon "bw">><<link [[Approach|Wolf Relax]]>><<npc "Black Wolf">><<set $phase to 1>><</link>>
<br><br>
<<elseif $wolfstate is "cave" and $wolfcavepatrol is 1 and $wolfcavepatrolchance is 1 and Time.dayState is "night">>
<<npc "Black Wolf">>
The Black Wolf rests away from the pack, occasionally surveying passing members before <<bhis>> attention returns to the treeline. <span class="blue"><<bHe>> looks agitated.</span>
<br>
<<endevent>>
<<wolfcaveicon "bw">><<link [[Approach|Wolf Patrol Intro]]>><</link>>
<br><br>
<</if>>
<<if $wolfstate is "cave" and Time.dayState isnot "night" and Weather.precipitation is "none">>
Some of the stronger <<wolf_cave_plural>> lie around the clearing, waiting for a hunt. They look bored.
<br>
<<wolfcaveicon "bw">><<link [[Challenge the hunters (0:20)|Wolf Cave Spar]]>><</link>><<gtiredness>><<gphysique>><<lstress>>
<br><br>
<</if>>
<<getinicon>><<link [[Go inside|Wolf Cave]]>><</link>>
<br><br>
<<if $nextPassageCheck is "Forest">>
<span class="nextLink"><<foresticon>><<link [[Leave (0:10)|Forest]]>><<pass 10>><<set $eventskip to 1>><<set $forest to 60>><</link>></span>
<<else>>
<<foresticon>><<link [[Walk into the forest (0:10)|Forest]]>><<pass 10>><<set $eventskip to 1>><<set $forest to 60>><</link>>
<</if>>
<br>
<</if>><<effects>>
<<loadNPC 0 "black_dog">>
The dark shape slinks away before you arrive. You turn to leave, and come face-to-face with a pair of yellow eyes. The creature jumps on you, knocking you on your back, and covers your face in licks. <span class="green">It's the black <<beasttype>> you rescued from the pound.</span>
<br><br>
<<if $monster is 1>>
"Sorry," <<bhe>> says, climbing off you. <<bHe>> adopts <<bhis>> usual gruff demeanor, but there's a light in <<bhis>> eyes that wasn't present before. <<bHe>> looks healthier. "Happy to see you."
<<else>>
<<bHe>> climbs off you, and resumes <<bhis>> usual gruff demeanor as if remembering <<bhimself>>, but there's a light in <<bhis>> eyes that wasn't present before. <<bHe>> looks healthier. <<bHe>> gives you a playful bark.
<</if>>
<br><br>
<<link [[Next|Wolf Cave Clearing]]>><<endevent>><</link>>
<br><<effects>>
<<loadNPC 0 "black_dog">>
The black dog lurks on the outskirts of the clearing. The <<wolf_cave_plural>> tolerate <<bhim>>, but keep their distance.
<br><br>
<<bHe>> lies beneath a large fern, and watches you approach.
<br><br>
<<ind>><<link [[Relax (0:30)|Wolf Cave Dog Relax]]>><<set $daily.wolfCaveDog to 1>><<pass 30>><<trauma -6>><<stress -6>><</link>><<ltrauma>><<lstress>>
<br>
<<ind>><<link [[Encourage to play with the pups|Wolf Cave Dog Play]]>><<set $daily.wolfCaveDog to 1>><</link>>
<br><br>
<<getouticon>><<link [[Leave|Wolf Cave Clearing]]>><<endevent>><</link>>
<br><<effects>>
You sit beside the <<beasttype>>, and chat.
<<if $monster is 1>>
<<if $rng gte 81>>
"This my half-<<if C.npc["Black Wolf"].pronoun is "f">>sister<<else>>brother<</if>>'s pack," <<bhe>> says. "Not welcome here. Not welcome anywhere. I have nowhere else."
<<elseif $rng gte 61>>
"Stay away from big human caves," <<bhe>> says. "Danger."
<<elseif $rng gte 41>>
"Stay away from lake," <<bhe>> says. "More danger than forest. More danger than town."
<<elseif $rng gte 21>>
"Pups frightened of me," <<bhe>> says. "Must look strange."
<<else>>
"Didn't hate master," <<bhe>> says. "But demanded too much."
<</if>>
<<else>>
You lean against the <<beasttype>>, and stare at the canopy above as you rise and fall with <<bhis>> breathing. It's almost enough to send you to sleep.
<</if>>
<br><br>
<<link [[Next|Wolf Cave Clearing]]>><<endevent>><</link>>
<br><<effects>>
The <<beasttype>> huffs, and prowls from <<bhis>> hiding place, towards the playing pups.
<<if $wolfstate is "cave">>
The Black Wolf watches from atop the cave, interested but unconcerned.
<<elseif $wolfstate isnot "hunt">>
The grown <<wolf_cave_plural>> watch, wary.
<<else>>
They're alone, but back away in fright when the large figure emerges from a bush in front of them.
<</if>>
<br><br>
<<if $rng gte 51>>
<<bHe>> growls, and runs at the closest. They scramble to escape. You watch as <<bhe>> chases them around the clearing, sniffing out their hiding places with ease. <<bHes>> only playing, but you're not sure the pups know that.<<gferocity>>
<<else>>
<<bHe>> lies down for a while, until a more adventurous pup summons the courage to approach, and learns that there's nothing to fear.
<br><br>
You watch as the <<beasttype>> plays with the pups. They have more energy than <<bhim>>, however, and <<bhe>> soon returns to the trees to rest.<<gharmony>>
<</if>>
<br><br>
<<link [[Next|Wolf Cave Clearing]]>><<endevent>><</link>>
<br><<effects>>
<<plot_effects>>
<<if $wolf_plot_intro is 1>><<unset $wolf_plot_intro>>
<<plots_init wolf 3 earth 2 medium>>
<</if>>
<<display_plot wolf>>
<br>
<<getouticon>><<link [[Leave|Wolf Cave Clearing]]>><<handheldon>><</link>>
<br>
<<unset $event_trigger>><<set $outside to 0>><<set $location to "wolf_cave">><<effects>>
<<pass 30>>
<<npc "Black Wolf">>
The Black Wolf runs through the forest, all the way back to the cave. <<bHe>> dumps you at the back and gives a warning growl before turning away.
<<if $monster is 1>>
"Stay. You belong to pack."
<</if>>
<br><br>
<<link [[Next|Wolf Cave]]>><<clotheson>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "wolf_cave">><<effects>>
You rub your binds against a sharp rock and they soon come loose.
<br><br>
<<unbind>>
<<link [[Next|Wolf Cave]]>><</link>>
<br><<effects>>
<<switch statusCheck("Black Wolf").gender>>
<<case "m">>
<<set _BWGender to 1>>
<<default>>
<<set _BWGender to 0>>
<</switch>>
<<if lastVisited("Wolf Relax") is 1>>
You get up and follow the Black Wolf into the cave to sleep.
<br><br>
<</if>>
<<if Time.dayState is "night" and $wolfstate is "cave" and (statusCheck("Black Wolf").love gte 100 or $wolfpackleader is 1 or playerIsPregnant() and playerBellySize() gte 15 or parentFunction.findParent("Black Wolf", _BWGender, true))>>
<<npc "Black Wolf">> <<set $bedGuest to "Black Wolf">> <<set $blackWolfSleep to true>>
You find an empty spot to lie on and close your eyes. After a moment, you feel an enormous mass of fur engulf you. You open your eyes to see the Black Wolf curling up beside you. <<bHe>> regards you for just a moment before laying <<bhis>> head down, facing away towards the mouth of the cave. You rest your head against <<bhim>>.
<<lstress>><<ltrauma>><<stress -10>><<trauma -10>>
<<elseif $wolfpackharmony gte 10>>
<<beastNEWinit 1 wolf>>
<<if $rng gte 51>>
<<if $wolfstate is "hunt">>
You find an empty spot to lie on and close your eyes. As you lie there, you feel warm and fuzzy little bodies moving all around you. It looks like the puppies saw you going to bed and felt safer staying with you as long as the adults of the pack are gone. One of them licks your face before resting <<bhis>> head inside your hair.
<br><br>
You won't be cold tonight, and they won't be alone. <<lstress>><<ltrauma>><<stress -10>><<trauma -10>>
<<else>>
You find an empty spot to lie on and close your eyes. As you lie there, you feel a wall of fur moving all around you. It looks like the <<wolf_cave_plural>> saw you going to bed and got sleepy themselves. One of them nuzzles <<bhis>> head under your arm.
<br><br>
You won't be cold tonight. <<lstress>><<ltrauma>><<stress -6>><<trauma -6>>
<</if>>
<<set $wolfbed to 1>>
<<else>>
You snuggle beside a <<beasttype>> for warmth and close your eyes.
<</if>>
<<endevent>>
<<else>>
You find an empty spot to lie on and close your eyes.
<</if>>
<br><br>
<<nightmareCheck "Wolf Cave Sleep">>
<<generateSleepLinks "Wolf Cave Sleep">>
<<link [[Climb out of bed|Wolf Cave]]>><<unset $blackWolfSleep>><<unset $bedGuest>><<set $wolfbed to 0>><<loadTempHairStyle>><<endevent>><</link>>
<br><br><<set $settingsExitPassage to "Wolf Cave">>
<<settings>><<set $outside to 0>><<set $location to "wolf_cave">><<effects>>
<<if !$syndromewolves>><<badEndTrackingEnd "Wolf Cave" { reason: "wolfCaveDiggingAHole" }>><</if>>
You sit on the edge and try to lower yourself down, but the rock gives way and you fall into dark water.
<br><br>
<<link [[Next|Underground Lake]]>><</link>>
<br><<set _autosavehere to true>>
<<sleep>>
<<effects>>
<<if $wraith.nightmare is 2 and Time.isBloodMoon()>>
<<sleepeffects>>
You dream of a beautiful figure, cloaked in white, standing under the red moon. It has its arms spread out to you in a welcoming gesture. You can feel its gaze boring into your mind as you step closer.
<br><br>
It's surrounded by trees, all bending inwards, and floating above a lake. Everything moves around you, and you find yourself hanging above a large ruin. You can't breathe.
<br><br>
You slowly open your eyes, and sluggishly stand<<if $wolfbed is 1>>, extracting yourself from the <<wolf_cave_plural>> surrounding you<</if>>. Your ears are ringing.
<br><br>
<<wraithPossess "wolf_cave">>
<span class="nextLink"><<link [[Walk.|Wolf Cave]]>><</link>></span>
<br>
<<else>>
<<wakingEffects $sleepHoursTotal>>
<<if ["dryheaving","nausea"].includes(_wakingEffect)>>
<br><br>
You slept soundly, but now feel a little rough.
<br><br>
<<elseif $nightmares gte 1 and $controlled is 0>>
You <<if _wakingEffect>>dreamed of<<else>>dream you are<</if>> being hunted by something <<if ["haunt", "despair"].includes($wraith.state) and $rng lte 25>>pale<<else>>dark<</if>> and terrible.
<<else>>
<<if $specialClothesEffects.bimboTotal gte random(100,1000) or $arousal gte ($arousalmax / 10) * 9>>
Your sleep <<if _wakingEffect>>was<<else>>is<</if>> plagued by dirty dreams.
<<arousal `$specialClothesEffects.bimboTotal / 10 * $sleepHoursTotal`>>
<<arousal `100 * $sleepHoursTotal`>>
<<if $arousal gte $arousalmax>>
They push you over the edge.
<<orgasm>>
<<else>>
<br><br>
<</if>>
<<elseif !_wakingEffect>>
You sleep soundly.
<br><br>
<<else>>
<br><br>
<</if>>
<</if>>
<<sleepeffects>>
<<if $blackWolfSleep>>
You open your eyes to see the Black Wolf still beside you, already awake. If <<bhe>> even slept, that is. <<bHe>> regards you, but otherwise does not stir while you wake.
<br><br>
<<link [[Get up|Wolf Cave]]>><<endevent>><<unset $blackWolfSleep>><</link>>
<<elseif _sleepinterrupt>>
<<beastNEWinit 1 wolf>>
You wake up to something mounting you.
<br><br>
<<link [[Let it happen|Wolf Cave Sleep Sex]]>><<set $sexstart to 1>><</link>><<deviant1>>
<br>
<<link [[Push away|Wolf Cave Sleep Push]]>><</link>>
<<elseif $wolfbed is 1>>
<<if ($uncomfortable.nude is true or $uncomfortable.underwear is true) and $syndromewolves gte 1 and $exposed gte 2>>
Your sleeping companions rise before you do and begin their day. As they move, their fur brushes gently against your naked skin.
<span class="gold">Your exposure doesn't concern you as it once did. It feels natural.</span>
<br><br>
<<set $uncomfortable.underwear to false>>
<<set $uncomfortable.nude to false>>
<<else>>
Your sleeping companions get up before you do and go on with the day. You don't feel them moving, and they do not wake you.
<br><br>
<</if>>
<<link [[Get up|Wolf Cave]]>><</link>>
<<else>>
<br><br>
<<link [[Get up|Wolf Cave]]>><</link>>
<</if>>
<</if>>
<<set $wolfbed to 0>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<beastCombatInit>>
You shift your body to make things easier for the horny <<beasttype>>.
<<deviancy1>><<set $enemytrust -= 20>>
<<if $wolfpackharmony gte 1>>
<<enable_rescue>>
<</if>>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<set $enemytrust -= 40>>
<<if $wolfpackharmony gte 1>>
<<enable_rescue>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate "<span class='red'>The <<beastsplural>> are too busy thinking about themselves to help you.</span>">>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Wolf Cave Sleep Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Wolf Cave Sleep Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "wolf_cave">><<effects>>
You shove the <<beasttype>> away from you.
<<lharmony>>
<br><br>
<<if $wolfpackferocity lte 19>>
<<bHe>> leaves you in peace. <<endevent>>
<br><br>
<<link [[Back to sleep|Wolf Cave Bed]]>><</link>>
<br>
<<link [[Get up|Wolf Cave]]>><</link>>
<br>
<<else>>
<<bHe>> growls and tries to force <<bhimself>> on you!
<br><br>
<<link [[Next|Wolf Cave Sleep Sex]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<set $outside to 1>><<set $location to "wolf_cave">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<br>
The <<beasttype>> yawns and lies down.<<wolfpacktrust>>
<br><br>
<<tearful>> you try to find a comfy position again.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $enemyhealth lte 0>>
The <<beasttype>> limps away from you.
<br><br>
<<tearful>> you try to find a comfy position again.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $rescue is 1 and $alarm is 1>>
<<set $rescued += 1>>
The other <<beastsplural>> growl at the <<beasttype>> assaulting you. <<bHe>> growls back at first, but then backs down and leaves you alone.
<<lharmony>>
<br><br>
<<tearful>> you try to find a comfy position again.
<br><br>
<<clotheson>>
<<endcombat>>
<<else>>
The <<beasttype>> yawns and lies down.
<br><br>
<<tearful>> you try to find a comfy position again.
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<<link [[Next|Wolf Cave Bed]]>><</link>>
<br><<set $outside to 0>><<set $location to "wolf_cave">><<effects>>
<<if !$weekly.watchingForest and $wolfpackharmony gte 20 and Time.dayState is "day" and Weather.precipitation is "none" and $rng gte 80 and $wolfstate is "cave">>
<<set $weekly.watchingForest to true>>
<<npc "Black Wolf">>
You're playing with younger <<beastsplural>> when you feel something <<if $monster is 1>>warm touch your lower back. You look behind your shoulder and see the Black Wolf resting <<bhis>> hand on your waist. "Need you," <<bhe>> says.<<else>>moist touch your back. You look behind and see the Black Wolf poking <<bhis>> nose at you.<</if>>
<br><br>
<<bHe>> doesn't seek your attention often, so you excuse yourself and follow the black canine giant.
<br><br>
The Black Wolf treads towards the edge of the forest all the while waggling <<bhis>> tail and looking back at you, as if inviting to come along.
<br><br>
<<link [[Follow Black Wolf|Watching the Forest Follow]]>><</link>>
<br>
<<link [[Stay at the cave|Watching the Forest Stay]]>><</link>><<lharmony>>
<<elseif $rng gte 51>>
<<beastNEWinit 1 wolf>>
You play fight with one of the younger <<wolf_cave_plural>>. <<bHe>> jumps and grabs your arm in <<bhis>> mouth<<if $monster is 1>> and hands<</if>>, but doesn't bite down hard, until <<bhe>> manages to pull you to the ground. <<bHe>> sniffs your groin.
<br><br>
<<link [[Let <<bhim>> continue|Wolf Cave Play Sex]]>><<set $sexstart to 1>><</link>><<deviant1>>
<br>
<<link [[Push <<bhim>> away|Wolf Cave Clearing]]>><<endevent>><</link>>
<br>
<<else>>
You play something similar to hide-and-seek with the younger <<wolf_cave_plural>>. They're hesitant to stray too far from the cave, but there are many hiding places nearby. Their sense of smell gives them an advantage and they're quick to find you every time, but it's fun.
<br><br>
<<link [[Next|Wolf Cave Clearing]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "wolf_cave">><<effects>><<strip>>
You wash in the stream. The water is cold but clean.
<br><br>
<<wash>>
<<link [[Next|Wolf Cave Clearing]]>><<clotheson>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<beastCombatInit>>
The <<beasttype>> becomes more bold.
<<deviancy1>><<set $enemytrust -= 20>>
<<if $wolfpackharmony gte 1>>
<<enable_rescue>>
<</if>>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<set $enemytrust -= 40>>
<<if $wolfpackharmony gte 1>>
<<enable_rescue>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate "<span class='red'>The <<beastsplural>> are too busy thinking about themselves to help you.</span>">>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Wolf Cave Play Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Wolf Cave Play Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 1>><<set $location to "wolf_cave">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<br>
The <<beasttype>> yawns and lies down.<<wolfpacktrust>>
<br><br>
<<tearful>> you climb to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $enemyhealth lte 0>>
The <<beasttype>> limps away from you.
<br><br>
<<tearful>> you climb to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $rescue is 1 and $alarm is 1>>
<<set $rescued += 1>>
The other <<beastsplural>> growl at the <<beasttype>> assaulting you. <<bhe>> growls back at first, but then backs down and leaves you alone.
<<lharmony>>
<br><br>
<<tearful>> you climb to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<else>>
The <<beasttype>> yawns and lies down.
<br><br>
<<tearful>> you climb to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<<link [[Next|Wolf Cave Clearing]]>><</link>>
<br><<set $outside to 0>><<set $location to "wolf_cave">><<effects>>
<<if $phase is 1>>
You encourage the less assertive wolves to suckle too.
<<else>>
<<if $worn.upper.exposed lte 0 or $worn.under_upper.exposed lte 0>>
<<upperstrip>><<underupperstrip>>You bare your <<breasts>> and encourage the wolf pups to suckle.
<<else>>
You encourage the wolf pups to suckle.
<</if>>
<</if>>
<<pass 5>>
<<if $milk_amount gte 1>>
<<if $wolfcavebreast is undefined>>
<<set $wolfcavebreast to 1>>
<<else>>
<<set $wolfcavebreast += 1>>
<</if>>
The wolves sniff at your milk. One takes over each nipple, teasing more from you with clumsy licks. <<deviancy3>>
<<if $wolfcavebreast is 3>>
The last of the pups are satisfied. They curl up to nap.
<<gharmony>>
<<else>>
Other wolves jostle for a turn.
<</if>>
<br><br>
<<transform wolf 1>>
<<breastfeed 5>>
<<if $wolfcavebreast isnot 3>>
<<link [[Continue feeding (0:05)|Wolf Cave Breastfeed]]>><<set $phase to 1>><</link>><<deviant3>>
<br>
<</if>>
<<link [[Stop|Pups Den]]>><<clotheson>><<set $phase to 0>><</link>>
<br>
<<else>>
No milk will leak from your nipples. <span class="pink">You've run out.</span> The wolves get bitey in frustration.
<<gpain>><<pain 6>><<milkvolume 1>>
<br><br>
<<link [[Next|Pups Den]]>><<clotheson>><<set $phase to 0>><</link>>
<br>
<</if>><<effects>>
<<getouticon>><<link [[Step away|Wolf Cave Clearing]]>><<handheldon>><<unset $mirrorMenu>><<unset $bodywritingSet>><</link>>
<br>
<<mirror "reflection">>
<br><br><<widget "blackWolfPresentsPregnancyToPlayer">>
<<endevent>><<npc "Black Wolf">>
<<set C.npc["Black Wolf"].pregnancy.npcAwareOf to true>>
<<set C.npc["Black Wolf"].pregnancy.pcAwareOf to true>>
<<setKnowsAboutPregnancy "Black Wolf" "pc">>
<<if $wolfpackferocity gte 20 and $wolfpackharmony gte 20>>
<<if $monster is 1>>
You are approached by the Black Wolf. "Was looking for <<ppackbrother>>," <<bhe>> says, regarding you with a smile. "Need to show something." Without warning, <<bhe>> wraps an arm around you and picks you up, making you freeze in <<bhis>> grasp.
<br><br>
<<bHe>> takes you to a spot behind the bushes. Black Wolf leaves you on the ground before bearing down on, covering your face in loving licks. <<bHe>> stops <<bhimself>>. "Right, had news for <<ppackbrother>>." <<bHe>> untangles <<bhimself>> from you, giving you a clearer view of <<bhis>> belly. It looks big and bumpy. "Cannot believe, will finally have <<if pregnancyCountBetweenParents("Black Wolf", "pc") gte 1>>another<<else>>first<</if>> litter. Could not have asked for better mate than <<ppackbrother>>".
<br><br>
<<bHe>> stands up. "Will give birth to strong pups, strongest pack has seen yet." <<bHe>> smiles, before heading back to the cave.
<<else>>
You are approached by the Black Wolf. <<bHe>> carries an excited spring to <<bhis>> step as <<bhe>> draws closer to you. Without warning, <<bhe>> positions <<bhimself>> behind you and pushes you forward. The force is enough to bring you off balance. You instinctively grab on to the wolf and let it take you away.
<br><br>
<<bHe>> drops you off at the base of a tree, before covering your face in loving licks. You manage to wiggle yourself free, just in time to notice Black Wolf's belly. It has a large and bumpy form. Black Wolf draws closer once more and nuzzles you affectionately. Given their behaviour towards you, you're quick to realise who the parent of the pups is going to be.
<br><br>
Black Wolf untangles <<bhimself>> from you at last, before turning to head back to the cave. <<bHe>> turns around to meet your gaze, waiting for you to follow. It might be best to stay around the cave for now.
<</if>>
<<elseif $wolfpackferocity gte 15>>
<<if $monster is 1>>
You are approached by the Black Wolf. "Was looking for <<ppackbrother>>," <<bhe>> says, regarding you with a smile. "Need to show something." Without warning, <<bhe>> wraps an arm around you and picks you up, making you freeze in <<bhis>> grasp.
<br><br>
<<bHe>> takes you to a spot behind the bushes and pins you against a tree, <<bhe>> looks down on you. "Has <<ppackbrother>> noticed anything unusual?" <<bHe>> smirks. Black Wolf takes a hold of your hand and guides it towards <<bhis>> belly. It's bumpy and bigger than you remember. "Allowed <<ppackbrother>> to breed me, should feel honoured to father <<if pregnancyCountBetweenParents("Black Wolf", "pc") gte 1>>another of my<<else>>my first ever<</if>> litter." <<bhe>> declares.
<br><br>
"Will return to cave. <<pPackbrother>> should as well, don't want to abandon me and pups I hope?" <<bhe>> warns, giving you a cold glare before marching back to the cave.
<<else>>
You are approached by the Black Wolf. <<bHe>> carries an excited spring to <<bhis>> step as <<bhe>> draw closer to you. Without warning, <<bhe>> positions <<bhimself>> behind you and pushes you forward. The force is enough to bring you off balance. You instinctively grab on to the wolf and let it take you away.
<br><br>
<<bHe>> takes you to a spot behind the bushes and shoves you against a tree, <<bhe>> looks down on you. Black Wolf lays on <<bhis>> side, exposing <<bhis>> belly to you. It has a large and bumpy form. <<bHe>> brings <<bhis>> snout over to <<bhis>> belly, asking you to feel it. You hesitate, prompting Black Wolf to bare <<bhis>> teeth and growl angrily. You do as instructed. <<bHis>> irritable temper towards you makes it clear who the other parent is.
<br><br>
Black Wolf stands up again, before marching off back to the cave. <<bHe>> gives you a menacing stare before leaving. It might be a good idea to stick around the cave for now.
<</if>>
<<elseif $wolfpackharmony gte 15>>
<<if $monster is 1>>
You are approached by the Black Wolf. "Was looking for <<ppackbrother>>," <<bhe>> says, regarding you with a smile. "Need to show something." Without warning, <<bhe>> wraps an arm around you and picks you up, making you freeze in <<bhis>> grasp.
<br><br>
<<bHe>> takes you to a spot behind the bushes and sits next to a tree. Black Wolf bares <<bhis>> belly to you, running <<bhis>> hand over it. "Carrying <<if pregnancyCountBetweenParents("Black Wolf", "pc") gte 1>>another<<else>>first ever<</if>> litter," <<bhe>> says. "And have <<ppackbrother>> to thank for it." <<bhe>> says before reaching out and pulling you into a tight embrace.
<br><br>
Black Wolf stands up moments later. "Cannot wait to see pups playing with rest of pack," <<bhe>> says as you both return to the cave.
<<else>>
You are approached by the Black Wolf. <<bHe>> carries an excited spring to <<bhis>> step as <<bhe>> draw closer to you. Without warning, <<bhe>> positions <<bhimself>> behind you and pushes you forward. The force is enough to bring you off balance. You instinctively grab on to the wolf and let it take you away.
<br><br>
<<bHe>> takes you to a spot behind the bushes and sits next to a tree. Black Wolf bares <<bhis>> belly to you, you take notice of its unusually large and bumpy shape. Black Wolf gives you a compliant whimper, as well as a happy tail wag. You figure this must be <<if pregnancyCountBetweenParents("Black Wolf", "pc") gte 1>>another of <<bhis>><<else>><<bhis>> first ever<</if>> litter, with you being responsible for it.
<br><br>
Black Wolf stands up moments later. <<bHe>> marches happily back to the cave.
<</if>>
<<else>>
<<if $monster is 1>>
You are approached by the Black Wolf. "Was looking for <<ppackbrother>>," <<bhe>> says, regarding you with a smile. "Need to show something." Without warning, <<bhe>> wraps an arm around you and picks you up, making you freeze in <<bhis>> grasp.
<br><br>
<<bHe>> takes you to a spot behind the bushes and sits next to a tree, placing you right beside <<bhim>>. "Pack is... going through difficult times," <<bhe>> explains. "Things bleak, and pack is losing hope, but...". Black Wolf moves <<bhis>> arm aside, revealing <<bhis>> bumpy belly. "Maybe things not as bad as they seem. Will have <<if pregnancyCountBetweenParents("Black Wolf", "pc") gte 1>>another<<else>>very first<</if>> litter with <<ppackbrother>> after all.
<br><br>
<<bHis>> tail begins to wag in happiness. Black Wolf gives you ample time to inspect <<bhis>> belly. <<bHe>> heads back to the cave, but is hesitant to leave your side. "Pups will need protection, and guidance. <<pPackbrother>> better stay safe." <<bhe>> says before leaving.
<<else>>
You are approached by the Black Wolf. <<bHe>> carries an excited spring to <<bhis>> step as <<bhe>> draw closer to you. Without warning, <<bhe>> positions <<bhimself>> behind you and pushes you forward. The force is enough to bring you off balance. You instinctively grab on to the wolf and let it take you away.
<br><br>
<<bHe>> stops at a tree and places you down. <<bHe>> sits next to you. Black Wolf's depressed demeanor is gone for just a moment. <<bHe>> lays on <<bhis>> side, bearing <<bhis>> belly to you. It looks big and bumpy. You bring your hand closer and feel it up. Black Wolf stands up once more and licks your face. It doesn't take you long to realise who the parent of the pups is going to be. Whatever seemed to have <<bhim>> upset seems to have vanished completely.
<br><br>
You try to stand up, but the Black Wolf refuses to let go, almost as if afraid of you leaving. It might put <<bhim>> at ease if you stayed at the cave for now.
<</if>>
<</if>>
<br><br>
<<set $eventskip to 1>><<set $wolfevent to 0>>
<<destinationwolfcave>>
<</widget>>
<<widget "pregnancyBirthBlackWolf">>
<<npc "Black Wolf">>
<<setKnowsAboutPregnancy "Black Wolf" "pc">>
You hear whimpering from somewhere inside the cave. You hunt for its source and discover a well-hidden, excavated tunnel. You follow the sound of crying and emerge into a secluded chamber, where you spot a large figure laying down in one of the corners. It's the Black Wolf. <<bHis>> face is contorted in pain. <<bHe>> turns to meet your gaze.
<br><br>
<<if $monster is 1>>
"Was wondering if <<ppackbrother>> would co-" <<bHe>> cuts <<bhimself>> off and groans painfully. <<bHis>> entire body folds in pain.
<br><br>
"Pups will arrive soon," <<bhe>> manages through heavy breathing. "Want to be alone for now. Will be fine." <<bhe>> whimpers in between waves of pain.
<<else>>
The wolf buries <<bhis>> snout on the ground, whimpering and squirming in pain. From the movements and the animal's reactions, you can tell <<bhe>> is going into labour.
<</if>>
<br><br>
<<link [[Stay|Pregnancy Birth Black Wolf 1]]>><</link>><<if $monster is 1>><<handholdingvirginitywarning>><<NPCvirginitywarning "Black Wolf" "handholding">><</if>>
<br>
<<link [[Leave|Pregnancy Birth Black Wolf 1]]>><<set $phase to 1>><</link>>
<</widget>>
<<widget "pregnancyBirthWolfCave">>
You feel as though you will go into labour soon.
<br><br>
<<if playerNormalPregnancyType() is "wolf">>
<<npc "Black Wolf">>
<<setKnowsAboutPregnancy "pc" "Black Wolf">>
You search for a secluded spot to give birth, as the main chamber offers little privacy. You come across a well-hidden, excavated tunnel and enter it to discover an empty chamber. You tuck yourself into a safe corner and lie down. Your body contorts with each breath, sending jolts of pain down your back and abdomen.
<br><br>
<<if $wolfstate is "cave" and $syndromewolves is 1>>
<<if $monster is 1>>
The Black Wolf rushes in and crouches down to eye level. "Is <<ppackbrother>> well?" <<bhe>> asks with concern. "Will stay here, in birthing den."
<br><br>
<<else>>
The Black Wolf rushes into the den, giving a howl of apparent concern. <<bHe>> sits on <<bhis>> haunches near you, gently prodding your heaving belly with <<bhis>> snout. You get the feeling that <<bhes>> reluctant to leave you in this state.
<br><br>
<</if>>
<<link [[Get <<bhim>> to leave (0:10)|Pregnancy Birth Wolf Cave 1]]>><<pass 10>><<set $phase to 0>><<strip>><</link>>
<br>
<<link [[Let <<bhim>> stay (0:10)|Pregnancy Birth Wolf Cave 1]]>><<pass 10>><<strip>><<set $phase to 1>><</link>>
<<else>>
<<if $wolfstate is "hunt">><<set $huntstate to "finished">><</if>>
<<set $wolfstate to "cave">>
You're alone, but have a feeling the Black Wolf will be here soon.
<br><br>
<<link [[Next (0:10)|Pregnancy Birth Wolf Cave 1]]>><<pass 10>><<strip>><<set $phase to 2>><</link>>
<</if>>
<<else>>
<<npc "Black Wolf">>
The Black Wolf prowls into the cave. <<bHe>> observes you for a moment,
<<if $monster is 1>>
then howls. "Not good place for human birth," <<bhe>> says, <<bhis>> voice tinged with fear. "Come. Hold my fur. I'll take you."
<<else>>
then howls. It turns to face the cave entrance, but keeps <<bhis>> gaze fixed on you.
<</if>>
<br><br>
<<link [[Next|Pregnancy Birth Black Wolf Hospital 1]]>><</link>>
<br>
<</if>>
<</widget>>
<<widget "CaveHumanPregnancyDiscovered">>
<<if $wolfpackferocity gte 20 and $wolfpackharmony gte 20>>
<<if $monster is 1>>
Feeling tired, you take a seat near a lonely stump. A <<beasttype>> paces toward you with a look of concern in <<bhis>> eyes. "Hope <<ppackbrother>> is doing well..." <<bHe>> sits beside you. "Really need to have a talk."
<br><br>
"<<pPackbrother>> is one of us now, but... Pack knows, about human cub." <<bhe>> says with a trembling voice, refusing to make eye contact. "<<pPackbrother>> will always be welcome, but this is no place for human."
<br><br>
The <<beasttype>> leads you outside and into the woods. You walk together until you reach the end, where the forest meets the edge of town. The Nightingale Street hospital can be seen through the trees.
<br><br>
"As far as can go, please be safe." You pet the <<beasttype>>, <<bhis>> ears drop in response. <<bHe>> licks your hand. "Will always be family, may <<ppackbrother>> never forget." <<bhe>> says before turning away, disappearing into the trees.
<br><br>
<<else>>
Feeling tired, you take a seat near a lonely stump. A <<beasttype>> paces toward you with a look of concern in <<bhis>> eyes. <<bHe>> rests <<his>> head on your lap.
<br><br>
You gently run your hand across the <<beasttype>>'s fur. <<bHe>> stands up once more. The <<beasttype>> rubs <<bhis>> head against your belly. You understand that the pack knows of your pregnancy, and that your offspring is in fact human. A cave of wolves is no place to raise a baby. You feel a deep sense of bond to the <<wolf_cave_plural>>, and begin to think that you and them think the same. You stand up.
<br><br>
You walk through the forests with the <<beasttype>> in tow, <<bhe>> stands by you at all times. You eventually reach the edge of the town, the Nightingale hospital can be seen in the distance. You crouch down and hug your canine friend goodbye. <<bHe>> warmly returns your show of affection, seemingly thankful for your decision. There is no doubt that you are part of their family by now.
<br><br>
<</if>>
<<elseif $wolfpackharmony gte 20>>
<<if $monster is 1>>
Feeling tired, you take a seat near a lonely stump. A <<beasttype>> joins you soon after. <<bHe>> lays down next to you.
<br><br>
"<<pPackbrother>> looking to nap as well?" <<bhe>> asks. The <<beasttype>> tries to relax, but something seems to trouble <<bhim>>. "Didn't want to say before, but pack is uneasy," <<bhe>> claims. "<<pPackbrother>> is one of us, but pack cannot care for human cub." Most of the <<wolf_cave_plural>> must have realised you are pregnant, and that you are not waiting for a pup.
<br><br>
"Allowing human cub here is not safe. Not for human or pack." The <<beasttype>> holds your arm in <<bhis>> mouth gently. <<bHe>> takes you out of the cave and towards the town. <<bHe>> releases you, now simply leading the way for you to follow.
<br><br>
Moments later you make it to the edge of the woods, where the town and the forest meet. The Nightingale Street hospital can be seen through the trees. "As far as can go, be safe." <<bHe>> turns around before leaving. "Hope <<ppackbrother>> can understand," <<bhe>> says before disappearing into the forest.
<br><br>
<<else>>
Feeling tired, you take a seat near a lonely stump. A <<beasttype>> joins you soon after. <<bHe>> lays down next to you. The <<beasttype>> rests by your side, but something seems to have <<bhim>> upset. The <<beasttype>> stands up and gently nudges your belly, <<bhis>> ear drops and <<bhe>> whimpers.
<br><br>
The pack must have somehow realised by now that you are pregnant, and that they shouldn't be expecting a new wolf to join their ranks. This is no place to raise a baby. The <<beasttype>> holds your wrist gently in <<bhis>> mouth, leading you away from the cave.
<br><br>
You traverse the woods together, until you make it to the edge of town. The Nightingale Street hospital can be seen beyond the trees. The <<beasttype>> nudges you in the direction of the hospital, watching you leave before making <<bhis>> departure.
<br><br>
<</if>>
<<elseif $wolfpackferocity gte 15>>
<<if $monster is 1>>
Feeling tired, you take a seat near a lonely stump. You spot a <<beasttype>> marching angrily towards you.
<br><br>
"Has <<ppackbrother>> gone insane?!" <<bhe>> growls. "No point hiding it. <<pPackbrother>> carrying litter, human litter! Whole pack knows by now!"
<br><br>
The <<beasttype>> growls in fury. <<bHe>> bites on your wrist hard, pulling you away from the cave with terrifying strength. You follow <<bhis>> pull to alleviate some of the pain. The <<beasttype>> takes you through the forests and into the edge where the woods meet the town, the Nightingale Street hospital can be seen through the trees. <<bHe>> lets go.
<br><br>
"<<pPackbrother>> should be ashamed, humans belong with humans!" the <<beasttype>> says as <<bhe>> releases you. "Don't care if <<ppackbrother>> is Black Wolf's favourite, will not allow <<ppackbrother>> to endanger pack." <<bHe>> declares, before turning away and heading back into the forest.
<br><br>
<<else>>
Feeling tired, you take a seat near a lonely stump. You spot a <<beasttype>> marching angrily towards you.
<br><br>
The <<beasttype>> growls menacingly, <<bhis>> eyes fixated on your belly. The pack must have figured out by now that your baby isn't going to be one of theirs. The <<beasttype>> lunges forward, but <<bhe>> goes for your forearm instead.
<br><br>
The beast's maw is clamped tightly around you, keeping your arm restrained. <<bHe>> pulls you away from the cave with terryfing strength. You decide to follow the animal's lead, so as to reduce the pain in your arm. The <<beasttype>> drags you across the forest and into the edge of town, the Nightingale Street hospital can be seen beyond the trees.
<br><br>
At last the <<beasttype>> releases you, before marching back to the cave. You try to follow <<bhim>> back, but <<bhe>> turns around and bares <<bhis>> teeth at you. You won't be welcome into the cave while being pregnant with a human.
<br><br>
<</if>>
<<else>>
<<if $monster is 1>>
Feeling tired, you take a seat near a lonely stump. You join a crestfallen <<beasttype>> resting alone. "Hasn't <<ppackbrother>> caused enough pain yet?" <<bhe>> complains. <<bHe>> stares at your belly uncomfortably, knowing that you're waiting for a human baby.
<br><br>
"If <<ppackbrother>> still cares about pack in slightest, will go now. Pack will crumble if human is born here."
<br><br>
The <<beasttype>> nods at you to follow. <<bHe>> leads you through the forest and into the edge of town, where the Nightingale Street hospital can be seen through the trees.
<br><br>
"<<pPackbrother>> is still part of pack, but human cannot be allowed. Pack cannot endure another tragedy like this." Having made <<bhis>> point clear, the <<beasttype>> turns to leave back into the forest.
<br><br>
<<else>>
Feeling tired, you take a seat near a lonely stump. You join a crestfallen <<beasttype>> resting alone. <<bHe>> whimpers, <<bhis>> gaze lingering on your belly. The pack must have figured out by now that you are awaiting a baby, not a wolf cub.
<br><br>
Despite your differences with the pack, you realise that a human baby would make things more difficult and dangerous for everyone. The <<beasttype>> stands up and nudges you from behind, leading you away from the cave.
<br><br>
You walk through the woods together, until you make it to the edge of town. The Nightingale Street hospital can be seen at the distance. You turn to pat the <<beasttype>> goodbye, but the animal steps back, afraid from your touch. <<bHe>> darts away and disappears into the bushes.
<br><br>
<</if>>
<</if>>
<<link [[Next|Forest]]>><<set $forest to 0>><<set $caveHumanPregnancyDiscovered to 1>><<endevent>><</link>>
<</widget>><<effects>>
You walk over to the Black Wolf. The feel of <<bhis>> fur in your grip is comforting. <<bHe>> crouches, inviting you to climb on <<bhis>> back.
<br><br>
<<pass 10>>
The trip through the forest passes in an exhilarating blur. Tree, leaf, fern, and stream all exalt your passage.
<br><br>
Your mount hesitates as the hospital looms above the treetops.
<<if $monster is 1>>
"No closer," <<bhe>> says. "Dangerous. I can't understand their weapons. Kill through time. But they will help you." <<bHe>> eases you, gently, to the forest floor. "Have no fear. You are strong, and the pack is with you."
<<else>>
<<bHe>> releases a low growl, and lowers <<bhis>> body. You slip to the forest floor.
<</if>>
<br><br>
<<bHe>> howls again, then disappears between the trees. You walk the rest of the way on foot, staggering into the hospital foyer. The receptionist looks up, and guesses your situation.
<br><br>
<<link [[Next|Pregnancy Birth Hospital]]>><<endevent>><</link>>
/* Black Wolf Pregnancy Scene */<<set $outside to 0>><<set $location to "wolf_cave">><<effects>>
<<if $phase is 0>>
<<if $monster is 1>>
You draw closer to Black Wolf and hold <<bhis>> hand. <<takeHandholdingVirginity "Black Wolf" "romantic">> "Said will be fine, not as weak as <<ppackbrother>> thinks I am," <<bhe>> protests. <<bHe>> winces in pain once more.
<br><br>
You rest your hand on Black Wolf's head and pat <<bhim>>. "If <<ppackbrother>> really wants to..." <<bHes>> reluctant at first, but slowly eases into your touch. <<bHis>> tail starts to twitch, but <<bhe>> grabs it before it can start wagging.
<br><br>
You continue stroking <<bhis>> hair, before <<bhe>> shifts away. "Enough," <<bhe>> growls. "Want to be alone." You stand up and walk out of the birthing chamber, giving the <<beasttype>> some peace.
<<else>>
You draw closer to Black Wolf and reach out to touch <<bhim>>. <<bHe>> pulls back in anger at your display of pity towards <<bhim>>.
<br><br>
You rest your hand on Black Wolf's head and pat <<bhim>>. <<bHes>> reluctant at first, but slowly eases into your touch. You catch a small glimpse of what may be <<bhis>> tail wagging.
<br><br>
You continue stroking <<bhis>> fur, before <<bhe>> shifts away. <<bHe>> must have had enough. You stand up and walk out of the birthing chamber, giving the wolf some peace.
<</if>>
<<else>>
Not eager to disobey the <<beasttype>>, you stand up and walk out of the birthing chamber. <<bHe>> gives you a final look of reassurance before you leave.
<</if>>
<br><br>
<<link[[Next (2:00)|Pregnancy Birth Black Wolf 2]]>><<pass 120>><</link>><<set $outside to 0>><<set $location to "wolf_cave">><<effects>>
You sit and wait near the tunnel entrance, with only the sound of whimpering to accompany you. Time passes and the wait becomes unbearable. Eventually, the whining stops, and the cave grows silent. Expecting the worst, you rush back into the birthing chamber.
<br><br>
<<if $monster is 1>>
As you enter, you're met by the sight of the Black Wolf, who is now relaxed and beaming with joy. You soon realise that the bundle of pups between <<bhis>> arms is the cause of <<bhis>> good mood. "Pups seem active for newborns," <<bhe>> says. "Must be eager to meet <<ppackbrother>>."
<br><br>
You reach out to take one of your pups. Black Wolf growls, keeping the litter close to <<bhimself>>, but the little beasts insist. <<bHe>> finally concedes, letting you see your pups.
<br><br>
You take the little wolves and hold them tightly against you. The tiny furry bodies settle their whimpering and become tranquil, as they bask in the protective embrace of their father.
Black Wolf takes them once more. "Pups will need to be fed regularly." <<bHe>> stops and thinks for a moment. "<<pPackbrother>> may want to name them as well..."
<br><br>
"Will rest here for a while, won't leave their side."
<<else>>
As you enter, you're met by the sight of the Black Wolf, who is now relaxed and in a happier demeanour. You soon realise that the bundle of pups surrounding <<bhim>> is the cause of <<bhis>> improved mood. <<bHe>> seems eager for you to see them.
<br><br>
You reach out to take one of your pups. Black Wolf growls, keeping the litter close to <<bhimself>>, but the little beasts insist. <<bHe>> finally concedes, letting you see your pups.
<br><br>
You take the little wolves and hold them tightly against you. The little furry bodies settle their whimpering and become tranquil, as they bask in the protective embrace of their father.
<br><br>
Black Wolf takes them once more. Your pups will need to be fed regularly, and it would be a good idea to name them as well.
<br><br>
Black Wolf remains in the birthing chamber, seemingly content with resting for now.
<</if>>
<br><br>
<<birthUi "Black Wolf" "wolf_cave" "wolf_cave" "Pregnancy Birth Black Wolf 3" 60>><<set $outside to 0>><<set $location to "wolf_cave">><<effects>>
<<if $monster is 1>>
Having named your children, you hand them back to the Black Wolf. <<bHe>> nods approvingly at your choice of names.
<br><br>
<<if pregnancyCountBetweenParents("Black Wolf", "pc") gte 2 or $knowsAboutDen is 1>>
"Come," <<bhe>> says. "Visit pups den now." Cradling the bundle of pups, the Black Wolf leads you through the tunnel to the pups den, where the newborns join the rest of the young pups in the pack. "Will rest here for a while," the Black Wolf says. "Won't leave their side."
<<else>>
<<set $knowsAboutDen to 1>>
"Come," <<bhe>> says. "Show <<ppackbrother>> pups den." Cradling the bundle of pups, the Black Wolf leads you through the tunnel to another secluded chamber. The den appears to house all the young and newborn pups from the pack, as well as the <<wolf_cave_plural>> who look after them. "Will rest here for a while," the Black Wolf says. "Won't leave their side."
<br><br>
<span class="gold">You can now access the pups den.</span>
<</if>>
<<else>>
Having named your children, you move to hand them back to the Black Wolf, but <<bhe>> growls at you. Lumbering to <<bhis>> feet, <<bhe>> heads for the tunnel entrance, where <<bhe>> swings <<bhis>> massive head around to gaze at you. You dutifully follow <<bhim>>, gingerly carrying the litter of pups.
<br><br>
<<if pregnancyCountBetweenParents("Black Wolf", "pc") gte 2 or $knowsAboutDen is 1>>
The Black Wolf leads you through the tunnel to the pups den, where the newborns will join the rest of the young pups in the pack. The Black Wolf lies down once more and looks up at you expectantly. You give the pups back to the Black Wolf, who chooses to remain in the den, seemingly content with resting for now.
<<else>>
<<set $knowsAboutDen to 1>>
The Black Wolf leads you through the tunnel to another secluded chamber. This part of the cave appears to house all the young and newborn pups from the pack, as well as the <<wolf_cave_plural>> who look after them. The Black Wolf lies down once more and looks up at you expectantly. You give the pups back to the Black Wolf, who chooses to remain in the den, seemingly content with resting for now.
<br><br>
<span class="gold">You can now access the pups den.</span>
<</if>>
<</if>>
<br><br>
<<link [[Next|Wolf Cave]]>><<set $eventskip to 1>><<set $wolfevent to 0>><<endevent>><</link>>
/* Player Wolf Cave Pregnancy */<<set $outside to 0>><<set $location to "wolf_cave">><<effects>>
<<set _pregnancy to getPregnancyObject()>>
<<if _pregnancy.totalBirthEvents gte 5>>
<<set _min to 15>>
<<set _max to 60>>
<<elseif _pregnancy.totalBirthEvents gte 3>>
<<set _min to 30>>
<<set _max to 120>>
<<else>>
<<set _min to 60>>
<<set _max to 180>>
<</if>>
<<set _max to Math.floor(_max * (1 + Math.floor(_pregnancy.fetus.length * 0.2)))>>
<<set _min to Math.floor(_min * (1 + Math.floor(_pregnancy.fetus.length * 0.2)))>>
<<set _timeCalc to random(_min, _max)>>
<<set _hours to Math.floor(_timeCalc / 60)>>
<<set _minutes to _timeCalc % 60>>
<<switch $phase>>
<<case 0>>
You gently push the Black Wolf away. <<bHe>> growls at you, before eventually leaving with a scoff.
<br><br>
You lay in the cold ground, trying fruitlessly to find some comfort amidst your contractions. Your breathing grows heavier by the second, and the pain becomes too intense for you to endure as you continue pushing. Everything fades away.
<<set $phase to 1>>
<<case 1>>
You shift around, trying your best to find a comfortable position, with no success. Black Wolf takes notice, and stands up to move closer to you. <<bHe>> lays down behind you, letting you rest your back on <<bhis>> side and easing your pain. <<bHe>> gives you a reassuring lick of support.
<br><br>
Your breathing grows heavier and your contractions become more unbearable every second. The pain becomes too much for you to endure as you continue pushing. Everything fades away.
<<set $phase to 0>>
<<case 2 3>>
<<set $phase to $phase is 2 ? 1 : 2>>
You shift around, trying your best to find a comfortable position, with no success.
<br><br>
Your breathing grows heavier and your contractions become more unbearable every second. The pain becomes too much for you to endure as you continue pushing. Everything fades away.
<</switch>>
<br><br>
<<link [["Next (0"+_hours+":"+(_minutes lt 10 ? "0": "")+_minutes+")"|Pregnancy Birth Wolf Cave 2]]>><<playerPrebirth>><</link>><<set $outside to 0>><<set $location to "wolf_cave">><<effects>>
<<earSlimePregnancy>>
As you regain your consciousness, you feel a faint sound of weeping nearby. You open your eyes and look around, only to spot the Black Wolf carrying a small furry bundle of puppies flailing around and nibbling on each other. Your children have finally been born.
<br><br>
<<if $phase is 2>>
<<npc "Black Wolf">>
<<if $monster is 1>>
The Black Wolf turns around, presenting you the handful of pups. "<<pPackbrother>> had rough delivery," <<bhe>> says.
<<if $syndromewolves isnot 1>>
"Came running to make sure pups were fine. <span class="gold">You make a good pack mother, welcome to pack.</span>"
<<else>>
"Pleased you made it back safe. Came running to make sure pups were fine. Glad to see them healthy."
<</if>>
<<bHe>> smiles with relief.
<<else>>
The Black Wolf turns around, presenting you the handful of pups. <<bHe>> must have rushed toward you after noticing your very difficult delivery. You think that the wolf must have somehow helped during labor<<if $syndromewolves isnot 1>>, <span class="gold">despite you not being part of the pack</span><</if>>.
<</if>>
<<elseif $phase is 1>>
<<if $monster is 1>>
The Black Wolf turns around, presenting you the handful of pups. "<<pPackbrother>> had rough delivery," <<bhe>> says. "Came running to make sure pups were fine.
<<if $syndromewolves isnot 1>>
<span class="gold">You make a good pack mother, welcome to pack.</span>"
<<else>>
Glad to see them healthy."
<</if>>
<<bHe>> smiles with relief.
<<else>>
The Black Wolf turns around, presenting you the handful of pups. <<bHe>> must have rushed toward you after noticing your very difficult delivery. You think that the wolf must have somehow helped during labor<<if $syndromewolves isnot 1>>, <span class="gold">despite you not being part of the pack</span><</if>>.
<</if>>
<<else>>
<<if $monster is 1>>
The Black Wolf turns around, presenting you the handful of pups. "<<pPackbrother>> had rough delivery," <<bhe>> says. "Glad decided to stay. Had to make sure little ones had no trouble at birth." <<bHe>> smiles with relief.
<<else>>
The Black Wolf turns around, presenting you the handful of pups. <<bHe>> must have somehow aided during your delivery, as well keeping the pups safe while you came to.
<</if>>
<</if>>
<br><br>
You reach out for your pups, but Black Wolf pulls away. The pups whine and whimper. Black Wolf inspects them once more, before finally handing them to you.
<br><br>
<<link [[Next|Pregnancy Birth Wolf Cave 3]]>><</link>><<set $outside to 0>><<set $location to "wolf_cave">><<effects>>
<<set $wolfevent to 1>>
Overwhelmed by the stress, relief, and flood of emotion, you break into tears. You gather your pups and hold them close, making sure they find comfort in your warmth. Their whimpering settles down as they bask in your embrace. You're whimpering yourself, but can't contain a big smile drawing on your tear-covered face.
<br><br>
<<if getPregnancyObject().fetus[0].father is "Black Wolf">>
<<if $monster is 1>>
The Black Wolf remains close, wearing a proud smile. "A fine litter of pups. Grateful to have <<if pregnancyCountBetweenParents("pc", "Black Wolf") gte 1>>another<<else>>first<</if>> litter with <<ppackbrother>>." <<bHe>> licks your cheek affectionately. "Our pups are in good health. Will need to be fed regularly, to stay strong. Will be strongest pups in pack!" <<bHe>> stops and thinks for a moment. "<<pPackbrother>> may want to name them as well..."
<<else>>
The Black Wolf stands close, wearing a proud smile. <<bHe>> licks your cheek affectionately, seemingly grateful that you've given <<bhim>> <<if pregnancyCountBetweenParents("pc", "Black Wolf") gte 1>>another fine litter<<else>><<bhis>> first litter<</if>> of pups. Your pups seem restless and hungry. You will need to feed them regularly, and they'll need names too.
<</if>>
<br><br>
<<else>>
<<if $monster is 1>>
<<if isLoveInterest("Black Wolf")>>
The Black Wolf stands close. "Still think pups should be mine, but they make fine addition to pack," <<bhe>> admits, nuzzling against your head.
<<else>>
The Black Wolf stands close, wearing a proud smile. "New pups make fine addition to pack," <<bhe>> says.
<</if>>
"Will need to be fed regularly, to stay strong." <<bHe>> stops and thinks for a moment. "<<pPackbrother>> may want to name them as well..."
<br><br>
<<else>>
<<if isLoveInterest("Black Wolf")>>
The Black Wolf stands close. <<bHe>> nuzzles <<bhis>> snout against your head. The pups may not be <<bhis>>, but <<bhe>> doesn't seem to mind. Your pups, on the other hand, seem restless and hungry.
<<else>>
The Black Wolf stands close, wearing a proud smile. Your pups seem restless and hungry.
<</if>>
You will need to feed them regularly, and they'll need names too.
<br><br>
<</if>>
<</if>>
<<birthUi "pc" "wolf_cave" "wolf_cave" "Pregnancy Birth Wolf Cave 4" 180>><<set $outside to 0>><<set $location to "wolf_cave">><<effects>>
Having named them, you gather your children.
<br><br>
<<if $monster is 1>>
<<if pregnancyCountBetweenParents("pc", "Black Wolf") gte 1 or $knowsAboutDen is 1>>
"Come," <<bhe>> says. "Visit pups den now." Hovering close to you as you cradle your pups in your arms, <<bhe>> leads you through the tunnel to the pups den, where the newborns join the rest of the young pups in the pack.
<<else>>
<<set $knowsAboutDen to 1>>
"Come," the Black Wolf says. "Show <<ppackbrother>> pups den." Hovering close to you as you cradle your pups in your arms, <<bhe>> leads you through the tunnel to another secluded chamber. The den appears to house all the young and newborn pups from the pack. Your own children are accepted into the group by the other pups, as well as the <<wolf_cave_plural>> who look after them.
<br><br>
<span class="gold">You can now access the pups den.</span>
<</if>>
<<else>>
<<if pregnancyCountBetweenParents("pc", "Black Wolf") gte 1 or $knowsAboutDen is 1>>
The Black Wolf circles your body and herds you to the tunnel entrance. Hovering close to you as you cradle your pups in your arms, <<bhe>> leads you through the tunnel to the pups den, where the newborns join the rest of the young pups in the pack.
<<else>>
<<set $knowsAboutDen to 1>>
The Black Wolf circles your body and herds you to the tunnel entrance. Hovering close to you as you cradle your pups in your arms, <<bhe>> leads you through the tunnel to another secluded chamber. The den appears to house all the young and newborn pups from the pack. Your own children are accepted into the group by the other pups, as well as the <<wolf_cave_plural>> who look after them.
<br><br>
<span class="gold">You can now access the pups den.</span>
<</if>>
<</if>>
<br><br>
<<if $syndromewolves isnot 1>>
<<if $bestialitydisable is "f">>
<span class="red"><i>After giving birth to pups of your own, you see they're just cute animals.</i> You've gained the "Stockholm Syndrome: Wolves" trait.</span>
<br><br>
<<else>>
<span class="red"><i>After giving birth to pups of your own, you see they're just cute monsters.</i> You've gained the "Stockholm Syndrome: Wolf People" trait.</span>
<br><br>
<</if>>
<<if $loveInterest.primary is "None" and hasSexStat("deviancy", 3)>>
<<set $loveInterest.primary to "Black Wolf">>
<span class="gold">The Black Wolf is now your love interest! <<bHe>> seems happy to have found a mate.</span>
<<elseif hasSexStat("deviancy", 3)>>
<span class="gold">The Black Wolf can now be claimed as your love interest! <<bHe>> seems happy to have found a mate.
<br>
You can change your love interest in the "Attitudes" menu.</span>
<<else>>
<span class="blue">You aren't sure if a <<beasttype>> would make a good love interest...</span>
<</if>>
<br><br>
<<set $syndromewolves to 1>>
<<set $wolfevent to 0>>
<<set $wolfstate to "cave">>
<<set $wolfpackferocity to 10>>
<<set $wolfpackharmony to 10>>
<</if>>
<<link [[Next|Wolf Cave]]>><<clotheson>><<set $eventskip to 1>><<set $wolfevent to 0>><<endevent>><</link>><<set $outside to 0>><<set $location to "wolf_cave">><<effects>>
<<set _pregnancy to getPregnancyObject()>>
<<npc "Black Wolf">>
<<setKnowsAboutPregnancy "pc" "Black Wolf">>
You lean back and expose your belly to Black Wolf. <<bHe>> takes notice, and gets up to have a better look.
<br><br>
<<if !_pregnancy or !_pregnancy.type or !_pregnancy.fetus or !_pregnancy.fetus.length>>
The Black Wolf sniffs your non-existent baby belly, wondering how you could reach such a scene when you shouldn't be able to. Clearly an error has occurred.
<<elseif _pregnancy.type isnot "wolf">>
<<if $monster is 1>>
"What is <<ppackbrother>>..." <<bhe>> manages. <<bHe>> brings <<bhimself>> closer to your crotch and sniffs you. <<bHis>> ears fall in response.
<br><br>
<<bHe>> pulls back from you. "Children... but not pups? <<pPackbrother>> may be better off finding their real mate."
<<else>>
<<bHe>> is caught by surprise. The wolf brings <<bhimself>> closer to your crotch and sniffs you. <<bHis>> ears fall in response and <<bhe>> walks away from you.
<</if>>
<<elseif $wolfpackferocity gte 20 and $wolfpackharmony gte 20>>
<<if $monster is 1>>
"What is <<ppackbrother>>..." <<bhe>> manages. <<bHe>> brings <<bhimself>> closer to your crotch and sniffs you. <<bHis>> ears perk up in response. "Cannot believe, will have <<if pregnancyCountBetweenParents("pc", "Black Wolf") gte 1>>another<<else>>first ever<</if>> litter with <<ppackbrother>>." <<bHe>> nuzzles your neck. "Pack is fortunate to have <<ppackbrother>>, but not as fortunate as me."
<br><br>
<<bHe>> pulls back from you. "<<pPackbrother>> must stay with pack, with me," <<bhe>> says. "Will protect mate, and pups no matter what."
<<else>>
<<bHe>> is caught by surprise. The wolf brings <<bhimself>> closer to your crotch and sniffs you. <<bHis>> ears perk up in response. <<bHe>> nuzzles your neck and licks your face in the tender way that only two wolf mates would.
<br><br>
<<bHe>> pulls back from you, but seems hesitant to let you go. It may put the Black Wolf at ease if you stayed around the cave.
<</if>>
<<elseif $wolfpackferocity gte 15>>
<<if $monster is 1>>
"Must see for myself." <<bHe>> smirks. <<bHe>> pushes you down onto your back and lifts your leg, before shifting over to smell your nether regions. "Could never mistake own scent," <<bhe>> remarks with pride. <<if pregnancyCountBetweenParents("pc", "Black Wolf") gte 1>>"<<pPackbrother>> should be honoured to carry another litter of mine."<<else>>"Never had own litter before, <<ppackbrother>> should be honoured."<</if>>
<br><br>
Black Wolf settles down once more. "Have finally staked claim," <<bhe>> says while holding you. "<<pPackbrother>> belongs to me, mine alone to breed." You try to free yourself from <<bhis>> grip, but <<bhe>> tightens instead. "<<pPackbrother>> would do well in staying," <<bhe>> growls. "Will not put my own pups at risk."
<<else>>
Black Wolf tilts <<bhis>> head in confusion. <<bHe>> pushes you down onto your back and tries to sniff your nether regions. You try to hold <<bhim>> back, but <<bhe>> growls in response, before resuming <<bhis>> inspection. Black Wolf raises <<bhis>> head, projecting an odd aura of pride. <<if pregnancyCountBetweenParents("pc", "Black Wolf") gte 1>>You figure <<bhe>> must be proud to father another litter.<<else>>You figure this must be <<bhis>> first litter.<</if>>
<br><br>
<<bHe>> brings <<bhis>> jaws down on to the back of your neck and pushes the rest of your body down with <<bhis>> paw. The beast keeps you in this submissive position for a few moments longer, asserting dominance and claiming you as <<bhis>> own.
<br><br>
At last, <<bhe>> lets go of you. You take a deep breath of relief as Black Wolf settles down once more.
<</if>>
<<elseif $wolfpackharmony gte 15>>
<<if $monster is 1>>
"Is that?" <<bhe>> asks in disbelief. You move your arm to the side, giving <<bhim>> a clearer view. Black Wolf inches closer and smells you. <<bHe>> sniffs you, then smiles in excitement. <<bHe>> pushes you down and climbs atop you, covering your face in loving licks. "Can't believe luck!" <<bhe>> exclaims. "Will have <<if pregnancyCountBetweenParents("pc", "Black Wolf") gte 1>>another<<else>>first<</if>> litter with <<ppackbrother>>!"
<br><br>
<<bHe>> comes to <<bhis>> senses and settles down. <<bHe>> climbs off of you. "Got too excited for a moment." <<bHe>> places an arm on you. "Very lucky to have litter with <<ppackbrother>>. Should stay in cave for now, for sake of our pups."
<<else>>
<<bHe>> stares in disbelief. You move your arm to the side, giving <<bhim>> a clearer view. Black Wolf inches closer and smells you. <<bHe>> sniffs you, then perks up in excitement. <<bHe>> pushes you down and climbs atop you, covering your face in loving licks. <<if pregnancyCountBetweenParents("pc", "Black Wolf") gte 1>>You guess that <<bhe>> must be excited that your carrying <<bhis>> pups once again.<<else>>By <<bhis>> enthusiasm, you guess that this must be <<bhis>> first ever litter.<</if>>
<br><br>
<<bHe>> comes to <<bhis>> senses and settles down. <<bHe>> climbs off of you. <<bHe>> nuzzles your face, as if ashamed of <<bhis>> own uncontrollable excitement. The beast gives an unexplainable aura of gratitude. It might keep <<bhim>> at ease to stay close to the cave.
<</if>>
<<else>>
<<if $monster is 1>>
"Is <<ppackbrother>>..." <<bhe>> mutters. <<bHe>> takes a closer look at your belly and sniffs you. <<bHis>> eyes widen in surprise. "Will have <<if pregnancyCountBetweenParents("pc", "Black Wolf") gte 1>>another<<else>>first ever<</if>> litter with <<ppackbrother>>." <<bHe>> smiles. "Maybe things not as terrible as they seem." <<bHe>> holds you tightly for a moment longer.
<br><br>
"<<pPackbrother>> should stay," <<bhe>> says, <<bhis>> tone suddenly nervous. "If something were to happen to pups, or <<ppackbrother>>..."
<<else>>
The wolf regards you with curiosity. <<bHe>> takes a closer look at your belly and sniffs you. <<bHis>> ears perk up in surprise. <<bHis>> demeanour quickly changes. Where there was a grim and crestfallen look, Black Wolf now looks excited and hopeful. <<if pregnancyCountBetweenParents("pc", "Black Wolf") gte 1>>You figure that <<bhe>> must be looing forward to fathering another litter of pups.<<else>>You figure this must be <<bhis>> first litter.<</if>>
<br><br>
<<bHe>> nuzzles you tenderly and gives a soft and quiet whimper, as if worried that you'll leave. It may put Black Wolf at ease if you stayed around the cave.
<</if>>
<</if>>
<br><br>
<<set $eventskip to 1>><<set $wolfevent to 0>>
<<destinationwolfcave>><<widget "wolfwetnurse">>
<<if $monster is 1>>
You spot an angry wolfgirl marching towards you, with your pups in tow.
<br><br>
"<<pPackbrother>> finally back!" she protests. She draws attention to her breasts. Her nipples look sore.
<br><br>
"Black Wolf told me to feed pups! Savage beasts, bit me all over and dried me up!" She pushes you aside as she leaves. "Look for different pack sister to help next time!"
<<else>>
You spot an angry female wolf marching towards you, with your pups in tow.
<br><br>
Its nipples look sore. It must have been feeding your pups, and by the looks of things, they haven't been gentle about it.
<br><br>
The female wolf growls at you before turning to leave. The Black Wolf will have to look for a different pack sister to help next time.
<</if>>
<br><br>
Your pups seem eager to see you back, at least. You gather them in your embrace and take them inside.
<br><br>
<<destinationwolfcave>>
<</widget>><<set $outside to 0>><<set $location to "wolf_cave">><<effects>>
<<if ((Time.hour gte 8 and Time.hour lte 15) or (Time.hour gte 18))>>
<<unset $breastfeedend>>
<</if>>
You are in a secluded den inside the wolf cave. Makeshift chew toys are scattered around.
<br><br>
One of your packmates guards the entrance to the pups den.
<br><br>
<<if Object.values($children).find(child => child.mother === "Black Wolf" && child.location === "wolf_cave") and ((Time.hour gte 6 and Time.hour lte 7) or (Time.hour gte 16 and Time.hour lte 17))>>
The Black Wolf lays down in a corner of the den, surrounded by a group of puppies.
<br><br>
<<if $breastfeedend isnot 1>>
<<ind>><<link [[Approach|BW Pups Breastfeed]]>><</link>>
<br>
<<else>>
<<ind>><<link [[Approach|BW Pups Breastfeed]]>><</link>>
<br>
<</if>>
<</if>>
<<if $bestialitydisable is "f" and $breastfeedingdisable is "f" and $lactating is 1 and hasSexStat("deviancy", 3) and ($monsterchance lt 100 or ($monsterhallucinations is "t" and $hallucinations is 0))>>
<<if $wolfcavebreast is 3>>
<span class="blue">The pups are full of milk.</span>
<br>
<<else>>
<<ind>><<link [[Breastfeed some pups (0:05)|Wolf Cave Breastfeed]]>><<set $phase to 0>><</link>><<deviant3>>
<br>
<</if>>
<</if>>
<<if Object.values($children).find(child => child.mother === "pc" && child.location === "wolf_cave") and ((Time.hour gte 6 and Time.hour lte 7) or (Time.hour gte 16 and Time.hour lte 17)) and $breastfeedend isnot 1>>
<<ind>><<link [[Check on your children|PC Pups Breastfeed]]>><</link>>
<br>
<<else>>
<<ind>><<link [[Check on your children|Childrens Home]]>><<set $exitPassage to $passage>><</link>>
<br>
<</if>>
<<getouticon>><<link [[Leave|Wolf Cave]]>><</link>><<effects>><<npc "Black Wolf">>
<<if $breastfeedend isnot 1>>
The pups have gathered around the Black Wolf's breasts. They shove each other away trying to claim their share of the milk.
<br><br>
The Black Wolf remains still and absent-minded, only giving the pups the occasional growl whenever they become too feisty.
<br><br>
<<if $monster is 1>>
"Pups too impatient," <<bhe>> sulks. "Takes more patience than I thought..."
<<else>>
You take notice of the Black's exasperation and lack of patience with the pups.
<</if>>
<br><br>
<<link [[Try to drink some of the milk (0:30)|BW Pups Breastfeed Drink]]>><<pass 30>><</link>>
<br>
<<if $lactating is 1 and $breastfeedingdisable is "f" and $milk_amount gte 1>>
<<link [[Feed some of the pups yourself (0:30)|BW Pups Breastfeed Help]]>><<pass 30>><</link>>
<br>
<</if>>
<<link [[Leave|Pups Den]]>><</link>>
<<else>>
The pups are resting in a small pile around the Black Wolf.
<br><br>
<<if $monster is 1>>
"Pups finally calmed down," <<bhe>> says relieved.
<<else>>
<<bHe>> seems relieved that the pups finally calmed down.
<</if>>
<br><br>
<<link [[Next|Pups Den]]>><<endevent>><</link>>
<</if>><<effects>>
You wait expectantly for your pups to finish feeding. Once sated, they gather in a small pile around the Black Wolf to rest. You inch closer to the Black Wolf's <<if $monster is 1>>breasts<<else>>tits<</if>> and give them a gentle lick.<<garousal>><<arousal 600>>
<br><br>
The <<beasttype>> shoves you away.
<<if $monster is 1>>
"Stop that," <<bhe>> growls. "<<pPackbrother>> is not pup."
<<else>>
Seemingly annoyed by your attempt to feed like a pup.
<</if>>
<br><br>
<<link [[Insist|BW Pups Breastfeed Insist]]>><</link>>
<br>
<<link [[Leave|Pups Den]]>><<set $breastfeedend to 1>><<endevent>><</link>><<effects>>
You won't let that stop you. You ignore the <<beasttype>>'s warning and shift closer once again.
<<if $wolfpackharmony gte 15>>
<<bHe>> growls again, but in a softer tone this time.
<<if $monster is 1>>
The Black Wolf moves <<bhis>> arm aside, leaving <<bhis>> bare breasts at your reach.
<<else>>
The Black Wolf moves <<bhis>> leg aside, leaving <<bhis>> bare chest at your reach.
<</if>>
<br><br>
You don't waste the opportunity. Reaching forward, you wrap your lips around <<bhis>> nipple and begin sucking. <span class="lewd">Sweet creamy milk begins to flow out.</span> You squeeze <<bhis>> breast with your hand, making sure to get even the last drop as you continue feeding.
<br><br>
Despite the pups' hungrily drinking earlier, there seems to be enough for you as well. You move over to the other breast and repeat the process. The Black Wolf remains still, yet remorseful.
<br><br>
You stand up once finished, wiping some leftover milk off your mouth. The The Black Wolf looks ashamed.
<<if $monster is 1>>
"Hope <<ppackbrother>> won't make habit out of this," <<bhe>> says without looking at you. "What would pack think if they saw?"
<<else>>
Your behaviour may have put <<bhim>> off. You wonder if the other <<wolf_cave_plural>> would find this strange.
<</if>>
<br><br>
<<else>>
<span class="red"><<bHe>> grabs a hold of your collar and forces you down on the ground.</span>
<<if $monster is 1>>
"Not in mood for playing now!" <<bHe>> protests.
<<else>>
<<bHe>> growls louder this time. This might not be a good time to try your luck.
<</if>>
<br><br>
You decide not to push things further and leave them be.
<br><br>
<</if>>
<<link [[Next|Pups Den]]>><<set $breastfeedend to 1>><<endevent>><</link>><<effects>>
<<set _pupsCount to Object.values($children).reduce((prev,curr) => curr.location === "wolf_cave" ? prev + 1: prev,0)>>
You bare your breasts and lay down on the ground. You pat the ground, beckoning some of the pups over.
<br><br>
A few of them take notice of you, and split off from the group to start piling around you instead. It doesn't take long for the pups to begin hungrily feeding.
<br><br>
The Black Wolf seems mildly confused, but relieved.
<<if $monster is 1>>
"Not sure if will be enough, even with both of us..." <<bhe>> says with a smile.
<</if>>
<br><br>
The pups continue with their feeding for a while longer, before settling down at last. The Black Wolf moves over and gives your face a long lick of thanks, before settling down along with the pups to rest.
<br><br>
<<set $milk_amount -=_pupsCount/2>>
<<link [[Next|Pups Den]]>><<set $breastfeedend to 1>><<endevent>><</link>><<effects>>
You approach your pups, who cry and whimper at your arrival. More tiny wolves gather around you, trying desperately to reach for your breasts.
<br><br>
<<link [[Feed (0:30)|PC Pups Breastfeed Feed]]>><<pass 30>><</link>>
<br>
<<getouticon>><<link [[Leave|Pups Den]]>><<endevent>><</link>><<effects>>
<<set _pupsCount to Object.values($children).reduce((prev,curr) => curr.location === "wolf_cave" ? prev + 1: prev,0)>>
<<if $catbuild gte 50 or $wolfbuild gte 30 or $foxbuild gte 30>>
You<<if $worn.over_upper.name isnot "naked" or $worn.upper.name isnot "naked">> remove your top and<</if>> lower yourself to the ground, laying on your side. You leave your breasts exposed to the pups, who don't waste any time before piling on them.
<br><br>
The small beasts push and shove each other aside. They squirm and compete for a spot, with you only being able to feed two at once. The pups give the occasional bite, making you wince.<<gpain>><<violence 3>>
<br><br>
Moments later, the pups settle down and begin to grow weary.
<<if _pupsCount lte 16>>
You're pretty sure they all received their fair share. With their bellies full, they soon drift off into a gentle sleep.
<br><br>
<<else>>
You were unable to feed some of the puppies, leading them to a nearby <<if $monster is 1>>wolfgirl<<else>>female wolf<</if>>.
<br><br>
<</if>>
<<set $milk_amount -=_pupsCount>>
<<elseif $cowbuild gte 40>>
You<<if $worn.over_upper.name isnot "naked" or $worn.upper.name isnot "naked">> remove your top and<</if>> lower yourself to the ground, resting on your hands and knees. Your breasts hang over the pups, who don't waste any time before piling below them.
<br><br>
The tiny beasts push and shove each other aside. They try to stand and reach for a spot, with you only being able to feed two at once. The pups give the occasional bite, making you wince.<<gpain>><<violence 3>>
<br><br>
Moments later, the pups settle down and begin to grow weary.
<<if _pupsCount lte 32>>
You're pretty sure they all received their fair share. With their bellies full, they soon drift off into a gentle sleep.
<<else>>
You were unable to feed some of the puppies, leading them to a nearby <<if $monster is 1>>wolfgirl<<else>>female wolf<</if>>.
<</if>>
<br><br>
<<set $milk_amount -=_pupsCount>>
<<else>>
You<<if $worn.over_upper.name isnot "naked" or $worn.upper.name isnot "naked">> remove your top and<</if>> lower yourself to the ground, taking a seat near the small crowd. You try to cradle the pups, who wiggle eagerly in your arms.
<br><br>
The tiny beasts push and shove each other aside. They beg incessantly at you, impatient for their turn to feed. You soon become overwhelmed, being able to feed only two of them at once.<<gstress>><<stress 6>>
<br><br>
The pups give the occasional bite, making you wince.<<gpain>><<violence 3>>
<br><br>
Moments later, the pups settle down and begin to grow weary.
<<if _pupsCount lte 8>>
You're pretty sure they all received their fair share. With their bellies full, they soon drift off into a gentle sleep.
<<else>>
You were unable to feed some of the puppies, leading them to a nearby <<if $monster is 1>>wolfgirl<<else>>female wolf<</if>>.
<</if>>
<br><br>
<<set $milk_amount -=_pupsCount>>
<</if>>
<<link [[Next|Pups Den]]>><<set $breastfeedend to 1>><<endevent>><</link>><<widget "wolfcaveevent">>
<<beastNEWinit 1 wolf>>
<<rng>>
<<cleareventpool>>
<<if $wolfstate isnot "cave">>
<<childrenEvents "wolf_cave" $passage>>
<<addinlineevent "wolf cave play fight">>
One of the younger <<beastsplural>> approaches you. <<bHe>> wants to play fight.
<br><br>
<<link [[Play (0:20)|Wolf Cave Play Fight]]>><<pass 20>><<stress -4>><</link>><<lstress>>
<br>
<<if hasSexStat("deviancy", 2) and ($bestialitydisable is "f" or $monster is 1)>>
<<link [[Lewd play|Wolf Cave Lewd Play]]>><<set $sexstart to 1>><</link>><<deviant2>>
<br>
<</if>>
<<if $bus is "wolfcave">>
<<link [[Ignore|Wolf Cave]]>><<endevent>><</link>>
<br>
<<else>>
<<link [[Ignore|Wolf Cave Clearing]]>><<endevent>><</link>>
<br>
<</if>>
<</addinlineevent>>
<<addinlineevent "anxious younger wolves" 2>>
The younger <<wolf_cave_plural>> stare at the tree line, anxious for the pack's return.
<br><br>
<<endevent>>
<<destinationwolfcave>>
<</addinlineevent>>
<<addinlineevent "younger wolf rub" 2>>
One of the younger <<beastsplural>> rubs <<bhis>> head against your leg as <<bhe>> walks by.
<<ltrauma>><<lstress>><<trauma -6>><<stress -12>>
<<endevent>>
<br><br>
<<destinationwolfcave>>
<</addinlineevent>>
<<else>>
<<childrenEvents "wolf_cave" $passage>>
<<if npcIsPregnant("Black Wolf") and npcBellyVisible("Black Wolf") and !knowsAboutPregnancy("Black Wolf","pc")>>
<<addevent "blackWolfPresentsPregnancyToPlayer" 5000>>
<</if>>
<<if playerNormalPregnancyType() isnot "wolf" and playerIsPregnant() and playerAwareTheyArePregnant() and playerBellyVisible()>>
<<addevent "CaveHumanPregnancyDiscovered" 5000>>
<</if>>
<<if Object.values($children).find(child => child.mother === "pc" && child.location === "wolf_cave") and $lactating isnot 1 and Time.dayState is "day">>
<<addevent "wolfwetnurse" 0.5>>
<</if>>
<<if $weekly.babyRabbit isnot 1 and $wolfstate isnot "hunt" and $rng gte 56 and $dissociation gte 1 and $syndromewolves gte 1 and $wolfpackharmony gte 10>>
<<set $weekly.babyRabbit to 1>>
<<addevent "wolfCaveBabyRabbit" 5000>>
<</if>>
<<if $wolfpackferocity + random(1, 20) gte $wolfpackharmony + random(1, 20)>>
<<addinlineevent "wolf cave fight">>
One of the <<beastsplural>> paces towards you, growling.
<br><br>
<<link [[Fight|Wolf Cave Fight]]>><<set $molestationstart to 1>><</link>>
<br>
<<link [[Call for help|Wolf Cave Help]]>><</link>>
<br>
<<if hasSexStat("deviancy", 3) and $submissive gte 1150>>
<<link [[Adopt a mating posture|Wolf Cave Spar Sex]]>>
<<set $sexstart to 1>>
<<set $phase to 1>>
<<sub 1>>
<</link>>
<<deviant3>>
<<submissivetext>>
<br>
<</if>>
<</addinlineevent>>
<<addinlineevent "wolf cave play fight" 2>>
A play fight escalates until one draws blood.
<br><br>
<<link [[Intervene|Wolf Cave Intervene]]>><<set $phase to 0>><</link>>
<br>
<<link [[Encourage|Wolf Cave Intervene]]>><<set $phase to 1>><</link>>
<br>
<<link [[Ignore|Wolf Cave Intervene]]>><<set $phase to 2>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "wolf cave blackwolf agitated" 2>>
<<endevent>><<npc "Black Wolf">>/*<<beastNNPCinit>>*/
<<if $wolfpackleader is 1>>
The Black Wolf is agitated. <<bHe>> bites and growls at the others, agitating them in turn.
<br><br>
<<link [[Calm <<bhim>> down|Wolf Cave Calm]]>><<set $phase to 0>><</link>>
<br>
<<link [[Ignore <<bhim>>|Wolf Cave Calm]]>><<set $phase to 1>><</link>>
<br>
<<else>>
One of the larger <<beastsplural>> challenges the Black Wolf. The Black Wolf wins after a brief tussle, but <<bhis>> anger is not assuaged. <<bHe>> growls and bites at the other <<beastsplural>>, as if daring any to challenge <<bhim>>.
<br><br>
<<if $wolfpackpoisoned is 1>>
<span class="lblue"><<bHe>> staggers slightly. The poisonous mushrooms are having an effect. <<bHe>> will be weaker than usual.</span>
<br><br>
<</if>>
<<link [[Calm <<bhim>> down|Wolf Cave Calm]]>><<set $phase to 0>><</link>>
<br>
<<link [[Ignore <<bhim>>|Wolf Cave Calm]]>><<set $phase to 1>><</link>>
<br>
<<link [[Challenge|Wolf Cave Calm]]>><<set $phase to 2>><</link>>
<br>
<</if>>
<</addinlineevent>>
<<else>>
<<addinlineevent "wolf face lick" 2>>
A <<beasttype>> rushes over to you. <<bHe>> rears up and leans on you, almost knocking you over. <<bHe>> licks your face.
<<ltrauma>><<lstress>><<trauma -6>><<stress -12>>
<br><br>
<<destinationwolfcave>>
<</addinlineevent>>
<<addinlineevent "wolve mating rank">>
<<endevent>>
<<beastNEWinit 2 wolf>>
A low ranking <<beasttype 0>> approaches you, wishing to mate. A more dominant <<beasttype 1>> tries to steal your attention.
<br><br>
<<saveNPC 0 wolf_rank_1>>
<<saveNPC 1 wolf_rank_2>>
<<if $bestialitydisable is "f" or $monster is 1>>
<<link [[Favour the low ranking <<beasttype 0>>|Wolf Cave Rank]]>><<set $phase to 0>><</link>><<deviant1>>
<br>
<<link [[Favour the high ranking <<beasttype 1>>|Wolf Cave Rank]]>><<set $phase to 1>><</link>><<deviant1>>
<br>
<<if hasSexStat("deviancy", 2)>>
<<link [[Share yourself with both|Wolf Cave Rank]]>><<set $phase to 2>><</link>><<deviant2>>
<br>
<</if>>
<</if>>
<<link [[Ignore both|Wolf Cave Rank]]>><<set $phase to 3>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "young wolf rock climb" 2>>
A younger <<beasttype>> tries to climb on a rock. <<bHis>> feet skid and <<bhe>> tumbles to the ground. <<bHe>> stands up, but starts whining.
<br><br>
<<link [[Make sure <<bhes>> okay (0:05)|Wolf Cave Young]]>><<set $phase to 0>><<pass 5>><</link>>
<br>
<<link [[Ignore|Wolf Cave Young]]>><<set $phase to 1>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "wolf cave howl chorus">>
<<endevent>><<npc "Black Wolf">>
Amidst the group, you notice the Black Wolf standing atop a large rock, surrounded by a larger group of <<wolf_cave_plural>>. <<bHe>> suddenly raises <<bhis>> head and begins howling loudly, yet beautifully. A second <<beasttype>> takes notice and joins <<bhis>> pack sibling in hearty bonding.
<br><br>
Moments later, a modest group follows the lead and begins to howl loudly in harmonic unison.
<br><br>
<<link [[Watch them|Wolf Cave Howl]]>><<set $phase to 0>><</link>>
<br>
<<link [[Join in|Wolf Cave Howl]]>><<set $phase to 1>><</link>>
<br>
<</addinlineevent>>
<<if $pound and $pound.progress is 6>>
<<addinlineevent "wolf cave black dog" 0.5>>
<<endevent>><<npc "Black Wolf">><<person1>>
The Black Wolf sits atop a large rock, watching the surrounding forest. You see a pair of eyes staring back. It's the black dog.
<br><br>
<<link [[Encourage them to meet|Wolf Cave Dog Meet]]>><</link>>
<br>
<<link [[Leave them to their staring|Wolf Cave Dog Stare]]>><</link>>
<br>
<</addinlineevent>>
<</if>>
<</if>>
<</if>>
<<runeventpool>>
<</widget>>
<<widget "wolfcavestate">>
<<if $wolfpackferocity gte 20 and $wolfpackharmony gte 20>>
<span class="green">The pack is unified in lethal purpose.</span>
<<elseif $wolfpackferocity gte 20 and $wolfpackharmony gte 10>>
<span class="purple">The <<wolf_cave_plural>> pace and growl at each other, anxious for a hunt.</span>
<<elseif $wolfpackferocity gte 20 and $wolfpackharmony gte 1>>
<span class="pink">The <<wolf_cave_plural>> are agitated, afraid of losing their place in the pecking order.</span>
<<elseif $wolfpackferocity gte 20>>
<span class="red">The <<wolf_cave_plural>> keep a large space between them. Any trespass is met with gnashing teeth.</span>
<<elseif $wolfpackharmony gte 20 and $wolfpackferocity gte 10>>
<span class="teal">Play fights break out frequently.</span>
<<elseif $wolfpackharmony gte 20 and $wolfpackferocity gte 1>>
<span class="lblue">The <<wolf_cave_plural>> lie together, grooming each other.</span>
<<elseif $wolfpackharmony gte 20>>
<span class="blue">The <<wolf_cave_plural>> lie together in a big cuddly pile.</span>
<<elseif $wolfpackferocity gte 10 and $wolfpackharmony gte 10>>
<span class="lblue">Some of the <<wolf_cave_plural>> lie and groom each other, while others pace and watch the trees.</span>
<<elseif $wolfpackferocity gte 10 and $wolfpackharmony gte 1>>
<span class="purple">The <<wolf_cave_plural>> are on edge, growling and baring teeth at each other.</span>
<<elseif $wolfpackferocity gte 10>>
<span class="pink">The <<wolf_cave_plural>> eye each other warily.</span>
<<elseif $wolfpackharmony gte 10 and $wolfpackferocity gte 1>>
<span class="blue">Most of the <<wolf_cave_plural>> lie with their eyes shut, while others groom each other.</span>
<<elseif $wolfpackharmony gte 10>>
<span class="purple">The <<wolf_cave_plural>> groom themselves, and occasionally each other.</span>
<<elseif $wolfpackferocity gte 1 and $wolfpackharmony gte 1>>
<span class="purple">The <<wolf_cave_plural>> groom themselves and ignore each other.</span>
<<elseif $wolfpackferocity gte 1>>
<span class="pink">The pack lazes around, barely able to summon the energy to growl at each other.</span>
<<elseif $wolfpackharmony gte 1>>
<span class="pink">The pack lazes together, able to summon little energy.</span>
<<else>>
<span class="red">A depressive malaise lies on the pack.</span>
<</if>>
<</widget>>
<<widget "wolfcaveselect">>
<<if $huntstate is "ongoing" and ["dawn", "day"].includes(Weather.dayState)>>
<<npc "Black Wolf">>
<<if $wolfstate is "hunt">>
<<set $wolfstate to "cave">>
<<if $blackWolfPregnancyHunt and playerIsPregnant()>>
The pack returns from the hunt. Many carry pieces of meat for the younger <<wolf_cave_plural>> that stayed at the cave. The Black Wolf drops some by your side before moving away. The hunt was successful.
<<gharmony>><<gferocity>>
<br><br>
<<elseif $rng + $wolfpackferocity + $wolfpackharmony gte 80>>
The pack returns from the hunt. Some carry pieces of meat for the younger <<wolf_cave_plural>> that stayed at the cave. The hunt was successful.
<<gharmony>><<lferocity>>
<br><br>
<<else>>
The pack returns from the hunt. They failed to catch anything.
<<gferocity>><<lharmony>>
<br><br>
<<if $blackWolfPregnancyHunt and playerIsPregnant()>>
The Black Wolf approaches you.
<<if $monster is 1>>
Now that <<bhe>> is closer you can see something in <<bhis>> hands.
<br><br>
"<<pPackbrother>> lucky to eat plants." The Black Wolf hands you some pears.
<br><br>
<<bHe>> looks down at your pregnant belly. "Should try meat next hunt. Good for pups."
<br><br>
<<else>>
Some pears are in <<bhis>> mouth. <<bHe>> drops them in front of you before shaking <<bhis>> head. <<bHe>> doesn't seem to enjoy the taste.
<br><br>
<<bHe>> sniffs at your pregnant belly before looking back into the forest. <<bHe>> seems disappointed with <<bhimself>>.
<br><br>
<</if>>
<</if>>
<</if>>
<<else>>
<<if $rng + $wolfpackferocity + $wolfpackharmony gte 80>>
The pack returns from the hunt. Some carry pieces of meat for the younger <<wolf_cave_plural>> that stayed at the cave.
<<if npcIsPregnant("Black Wolf")>>
Some of it is brought to the Black Wolf. <<nnpc_He "Black Wolf">> scarfs it down quickly.
<</if>>
The hunt was successful.
<<gharmony>><<lferocity>>
<br><br>
<<else>>
The pack returns from the hunt. They failed to catch anything.
<<gferocity>><<lharmony>>
<br><br>
<<if npcIsPregnant("Black Wolf") and npcBellyVisible("Black Wolf") and knowsAboutPregnancy("Black Wolf","pc")>>
<<if $monster is 1>>
You hear a grumble. It seems to be coming from the Black Wolf's stomach.
<br><br>
"Need more prey." <<bHe>> looks on wistfully into the forest.
<br><br>
<<else>>
You hear a grumble. It seems to be coming from the Black Wolf's pregnant stomach.
<br><br>
<<bHe>> makes another grumble, this time from <<bhis>> maw. The Black Wolf doesn't usually complain about hunger. <<bHe>> must be worried about the pups.
<br><br>
<</if>>
<</if>>
<</if>>
<</if>>
<<unset $blackWolfNotHunting>>
<<unset $blackWolfPregnancyHunt>>
<<destinationwolfcave>>
<<elseif $wolfstate is "cave" and !["finished","ongoing"].includes($huntstate) and ["dusk", "night"].includes(Weather.dayState)>>
<<set $huntstate to "ongoing">><<set $wolfpackpoisoned to 0>>
<<npc "Black Wolf">>
<<if npcBellySize("Black Wolf") lte 15>>
<<set $wolfstate to "hunt">>
The Black Wolf howls and the others join in.
<<if $monster is 1>>
"We hunt soon. Be ready."
<<else>>
They're going hunting.
<</if>>
<<else>>
<<set $blackWolfNotHunting to true>>
The pack begins to howl and bay as they run through the trees. One usual member is missing. Turning, you see the Black Wolf resting on <<bhis>> usual rock, <<if $monster is 1>>stroking<<else>>nudging<</if>> <<bhis>> pregnant belly.
<<if $monster is 1>>
<br><br>
<<bHe>> sighs, laying down and looking on after the pack.
<</if>>
<</if>>
<<endevent>>
<br><br>
<<link [[Go with them|Wolf Cave Hunt]]>><</link>>
<br>
<<link [[Watch them leave|Wolf Cave Hunt Leave]]>><</link>>
<br>
<<elseif $wolfstate is "cave" and $wolfpackleader is 1 and $wolfpackharmony lte random(0,10) and $wolfpackferocity gte random(11,20) and $wolfchallengetimer lte 0>>
<<set $wolfchallengetimer to 14>><<npc "Black Wolf">>
You hear a loud bark behind you. You turn to face the Black Wolf, who stands firmly and bares <<bhis>> teeth to you.
<<if $monster is 1>>
"Leader weak!" <<bhe>> snarls. "Pack need strength, courage. Pack will have new leader today. <<pPackbrothers>> time as alpha is over!"
<<else>>
<<bHis>> fur bristles and <<bhis>> tail is held straight in the air. <<bHe>> seeks to challenge you for role as pack alpha.
<</if>>
<br><br>
A small group gathers around you.
<br><br>
<<link [[Fight|Wolf Challenge Accept]]>><</link>>
<br>
<<link [[Surrender|Wolf Challenge Surrender]]>><</link>>
<br>
<<if ($wolfgirl gte 6 or ($transformationParts.wolf.tail isnot "hidden" and $transformationParts.wolf.tail isnot "disabled"))>>
<<link [[Reason|Wolf Challenge Reason]]>><</link>><<wolfgirl>>
<br>
<</if>>
<<else>>
<<wolfcaveevent>>
<</if>>
<<if Weather.dayState is "day" or Weather.dayState is "dawn">>
<<set $huntstate to "notStarted">>
<<if $wolfstate is "hunt">><<set $wolfstate to "cave">><</if>>
<</if>>
<</widget>>
<<widget "destinationwolfcave">>
<<if $bus is "wolfcave">>
<<link [[Next|Wolf Cave]]>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Wolf Cave Clearing]]>><<endevent>><</link>>
<br>
<</if>>
<</widget>>
<<widget "wolfhuntevents">>
<<if $huntstate is "success">>
<<set $huntstate to "finished">>
<<if $wolfstate is "hunt">><<set $wolfstate to "cave">><</if>>
Satiated, the pack heads back to the cave. Some carry food for the younger <<wolf_cave_plural>><<if $blackWolfNotHunting>> and the Black Wolf. <<nnpc_He "Black Wolf">> scarfs it down quickly<</if>>.
<<lferocity>><<gharmony>>
<br><br>
<<link [[Next|Wolf Cave]]>><<handheldon>><<unset $blackWolfNotHunting>><</link>>
<br>
<<elseif $huntstate is "ongoing" and (Weather.dayState is "dawn" or Weather.dayState is "day")>>
<<set $huntstate to "finished">>
<<if $wolfstate is "hunt">><<set $wolfstate to "cave">><</if>>
With the sun rising on the horizon, the pack returns to the cave. The failure of the hunt has the pack riled.
<<gferocity>><<lharmony>>
<br><br>
<<link [[Next|Wolf Cave]]>><<handheldon>><<unset $blackWolfNotHunting>><</link>>
<br>
<<elseif $huntstate is "failure">>
<<set $huntstate to "finished">>
<<if $wolfstate is "hunt">><<set $wolfstate to "cave">><</if>>
<<gferocity>><<lharmony>>
<br><br>
<<link [[Next|Wolf Cave]]>><<handheldon>><<unset $blackWolfNotHunting>><</link>>
<br>
<<else>>
<<rng>>
<<if $bus is "wolfpackriver">>
You come to two pairs of tracks. One looks like a deer's hoof prints. The other several pairs of shoes.
<br><br>
<<if $wolfpackleader is 1>>
The pack waits for your decision.
<br><br>
<<link [[Follow the deer tracks (1:00)|Wolf Deer]]>><<set $bus to "wolfpackdeer">><<tiredness 12>><</link>><<athleticsdifficulty>><<gtiredness>>
<br>
<<link [[Follow the shoe tracks (1:00)|Wolf Hunters]]>><<pass 1 hour>><<set $bus to "wolfpackhunters">><<tiredness 12>><</link>><<ggtiredness>>
<br>
<<link [[Let the Black Wolf decide (1:00)|Wolf Deer]]>><<set $bus to "wolfpackdeer">><<tiredness 12>><</link>><<gtiredness>>
<br>
<<else>>
The Black Wolf follows the deer prints without a second thought.
<br><br>
<<link [[Next (1:00)|Wolf Deer]]>><<set $bus to "wolfpackdeer">><<tiredness 12>><</link>><<athleticsdifficulty>><<gtiredness>>
<br>
<</if>>
<<elseif $bus is "wolfpackcliff">>
You come to two pairs of tracks. One of a deer's hooves, but the steps are irregular. The other of large paws, with claws digging into the earth.
<<if $wolfpackleader is 1>>
The pack waits for your decision.
<br><br>
<<link [[Follow the deer prints (1:00)|Wolf Carrion]]>><<set $bus to "wolfpackcarrion">><<tiredness 12>><</link>><<gtiredness>>
<br>
<<link [[Follow the large prints (1:00)|Wolf Bear]]>><<pass 1 hour>><<set $bus to "wolfpackbear">><<tiredness 12>><</link>><<ggtiredness>>
<br>
<<if $rng gte 51>>
<<link [[Let the Black Wolf decide (1:00)|Wolf Carrion]]>><<set $bus to "wolfpackcarrion">><<tiredness 12>><</link>><<gtiredness>>
<br>
<<else>>
<<link [[Let the Black Wolf decide (1:00)|Wolf Bear]]>><<pass 1 hour>><<set $bus to "wolfpackbear">><<tiredness 12>><</link>><<ggtiredness>>
<br>
<</if>>
<<else>>
<<if $rng gte 51>>
The Black Wolf sniffs the air, then follows the deer prints.
<br><br>
<<link [[Next (1:00)|Wolf Carrion]]>><<pass 1 hour>><<set $bus to "wolfpackcarrion">><<tiredness 12>><</link>><<ggtiredness>>
<br>
<<else>>
The Black Wolf sniffs the air, then follows the large prints.
<br><br>
<<link [[Next (1:00)|Wolf Bear]]>><<pass 1 hour>><<set $bus to "wolfpackbear">><<tiredness 12>><</link>><<ggtiredness>>
<br>
<</if>>
<</if>>
<<elseif $bus is "wolfpackbear">>
<<elseif $bus is "wolfpackhunters">>
<<elseif $bus is "wolfpackdeer">>
<<elseif $bus is "wolfpackcarrion">>
<<else>>
You come to a river emerging from the base of the cliff.
<<if $wolfpackleader is 1>>
The pack waits for your decision.
<br><br>
<<link [[Follow the river (1:00)|Wolf River]]>><<pass 1 hour>><<set $bus to "wolfpackriver">><<tiredness 12>><</link>><<ggtiredness>>
<br>
<<link [[Follow the cliff (1:00)|Wolf Cliff]]>><<pass 1 hour>><<set $bus to "wolfpackcliff">><<tiredness 12>><</link>><<ggtiredness>>
<br>
<<if $rng gte 51>>
<<wolfcaveicon "bw">><<link [[Let the Black Wolf decide (1:00)|Wolf River]]>><<pass 1 hour>><<set $bus to "wolfpackriver">><<tiredness 12>><</link>><<ggtiredness>>
<br>
<<else>>
<<wolfcaveicon "bw">><<link [[Let the Black Wolf decide (1:00)|Wolf Cliff]]>><<pass 1 hour>><<set $bus to "wolfpackcliff">><<tiredness 12>><</link>><<ggtiredness>>
<br>
<</if>>
<<else>>
<<if $rng gte 51>>
The Black Wolf sniffs the air, then runs along the river.
<br><br>
<<link [[Next (1:00)|Wolf River]]>><<pass 1 hour>><<set $bus to "wolfpackriver">><<tiredness 12>><</link>><<ggtiredness>>
<br>
<<else>>
The Black Wolf sniffs the air, then runs along the cliff.
<br><br>
<<link [[Next (1:00)|Wolf Cliff]]>><<pass 1 hour>><<set $bus to "wolfpackcliff">><<tiredness 12>><</link>><<ggtiredness>>
<br>
<</if>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "blackwolfhealth">>
<<if $wolfpackpoisoned is 1>>
<<set $enemyhealth to 200>><<set $enemyhealthmax to 200>>
<<healthMultiplier>>
<<else>>
<<set $enemyhealth to 600>><<set $enemyhealthmax to 600>>
<<healthMultiplier>>
<</if>>
<</widget>>
<<widget "wolfpackhuntoptions">>
<<if $wolfpackshroom is "red">>
<<tendingicon "wolfshroom">><<link [[Add a red mushroom to the Black Wolf's food (3:00)|Wolf Deer2]]>><<endevent>><<set $phase to 0>><<tiredness -12>><<pass 3 hours>><<tiredness -12>><<tiredness -12>><</link>><<ltiredness>>
<br>
<<elseif $wolfpackshroom is "pink">>
<<tendingicon "mushroom_aphrodisiac">><<link [[Add a pink mushroom to the Black Wolf's food (3:00)|Wolf Deer2]]>><<endevent>><<set $phase to 1>><<tiredness -12>><<pass 3 hour>><<tiredness -12>><<tiredness -12>><</link>><<ltiredness>>
<br>
<</if>>
<<wolfcaveicon "sleep">><<link [[Rest (3:00)|Wolf Deer2]]>><<endevent>><<set $phase to 2>><<tiredness -12>><<pass 3 hour>><<tiredness -12>><<tiredness -12>><</link>><<ltiredness>>
<br>
<</widget>>
<<widget "blackwolfhand">>
<<if C.npc["Black Wolf"].gender is "m">>
<<set $leftarm to "penis">>
<<set $NPCList[0].penis to "leftarm">>
You take the Black Wolf's penis in your hand.
<<else>>
<<set $leftarm to "othervagina">>
<<set $NPCList[0].vagina to "leftarm">>
You rub the Black Wolf's pussy with your hand.
<</if>>
<</widget>>
<<widget "ppackbrother">><<silently>>
<<if $wolfpackleader gte 1>>
<<set _text_output to "pack leader">>
<<elseif $player.gender_appearance is "m">>
<<set _text_output to "pack brother">>
<<elseif $player.gender_appearance is "f">>
<<set _text_output to "pack sister">>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "pPackbrother">><<silently>>
<<ppackbrother>><<capitalise>>
<</silently>><<print _text_output>><</widget>>
<<widget "ppackbrothers">><<silently>>
<<if $wolfpackleader gte 1>>
<<set _text_output to "pack leader's">>
<<elseif $player.gender_appearance is "m">>
<<set _text_output to "pack brother's">>
<<elseif $player.gender_appearance is "f">>
<<set _text_output to "pack sister's">>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "pPackbrothers">><<silently>>
<<ppackbrothers>><<capitalise>>
<</silently>><<print _text_output>><</widget>>
<<widget "pheat">><<silently>>
<<if $player.gender_appearance is "m">>
<<set _text_output to "rut">>
<<elseif $player.gender_appearance is "f">>
<<set _text_output to "heat">>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "wolf_cave_update">>
<<if ($monsterchance gte random(1, 100) and ($hallucinations gte 1 or $monsterhallucinations is "f")) or ($bestialitydisable is "t")>>
<<set $wolfcave_monster_roll to true>>
<<else>>
<<set $wolfcave_monster_roll to false>>
<</if>>
<</widget>>
<<widget "wolf_cave_plural">><<silently>>
<<if beastMaleChance() gte 100>>
<<set _wolves_plural to "m">>
<<elseif beastMaleChance() gte 1>>
<<set _wolves_plural to "b">>
<<else>>
<<set _wolves_plural to "f">>
<</if>>
<<if $bestialitydisable is "t" or $wolfcave_monster_roll is true or ($monsterchance gte random(1, 100) and ($hallucinations gte 1 or $monsterhallucinations is "f"))>>
<<if _wolves_plural is "m">>
<<set _text_output to "wolfboys">>
<<elseif _wolves_plural is "f">>
<<set _text_output to "wolfgirls">>
<<else>>
<<set _text_output to "wolfgirls and wolfboys">>
<</if>>
<<else>>
<<set _text_output to "wolves">>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "wolf_cave_singular">><<silently>>
<<if _args[0]>>
<<set _wolves_singular to _args[0]>>
<<elseif beastMaleChance() gte 100 or (beastMaleChance() gte 1 and beastMaleChance() gte random(0,100))>>
<<set _wolves_singular to "m">>
<<else>>
<<set _wolves_singular to "f">>
<</if>>
<<if $bestialitydisable is "t" or $wolfcave_monster_roll is true or ($monsterchance gte random(1, 100) and ($hallucinations gte 1 or $monsterhallucinations is "f"))>>
<<if _wolves_singular is "m">>
<<set _text_output to "wolfboy">>
<<else>>
<<set _text_output to "wolfgirl">>
<</if>>
<<else>>
<<set _text_output to "wolf">>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "bwpcinteraction">>
<<set _pregnancy to C.npc["Black Wolf"].pregnancy>>
<<set _pregnancyProgress to Math.clamp(_pregnancy.timer / _pregnancy.timerEnd, 0, 1)>>
<<if playerIsPregnant() and playerAwareTheyArePregnant() and knowsAboutPregnancy("pc","Black Wolf")>>
<<if Weather.BodyTemperature.state is "chilly" or Weather.BodyTemperature.state is "cold">>
<<if $monster is 1>>
<<bHe>> shuffles closer to you as you sit next to <<bhim>>.
<br><br>
"<<pPackbrother>> should stay warm. Pups grow better." You lean against <<bhim>>, thankful for the warmth.
<<else>>
<<bHe>> shuffles closer to you as you sit next to <<bhim>>. <<bHe>> seems to be trying to keep you warm.
<br><br>
<<bHe>> nudges your pregnant stomach with <<bhis>> snout before returning to ignoring you.
<</if>>
<<else>>
<<if $monster is 1>>
<<bHe>> sniffs at your belly, nuzzling it.
<br><br>
"<<pPackbrother>> eat well? Should eat meat on hunt. Good for pups."
<br><br>
You shiver at the thought of eating raw meat.
<<else>>
<<bHe>> sniffs at your pregnant belly before nuzzling it.
<br><br>
<<bHe>> presses <<bhis>> ear close to your tummy, listening for something. When your stomach rumbles, <<bhe>> looks up, concerned.
<br><br>
"I'll get some food, don't worry." Your words seem to be enough and the Black Wolf calms.
<</if>>
<</if>>
<<else>>
<<if between(_pregnancyProgress, 0.7, 1)>>
<<if $monster is 1>>
<<bHe>> shifts, looking down at <<bhis>> pregnant belly. You can see a little <<if _pregnancy.fetus[0].features.monster>>foot<<else>>paw<</if>> kicking against it.
<br><br>
"Pups already strong." You can hear pride in <<bhis>> voice.
<<else>>
<<bHe>> shifts, looking down at <<bhis>> pregnant belly. You can see a little paw kicking against it.
<br><br>
You watch as <<bhe>> licks the spot the pup kicks from, holding a laugh when the little paw retreats.
<</if>>
<<elseif Time.hour gte 18 and Time.hour lte 6>>
<<if $monster is 1>>
"No more hunt soon." The Black Wolf grumbles as <<bhe>> looks down at <<bhis>> growing belly. "Dangerous for pups."
<<else>>
<<bHe>> watches over the pack with a longing in <<bhis>> eyes. You can see <<bhis>> pregnant belly, it is growing bigger as the days go by. <<bHe>> won't be able to hunt soon.
<</if>>
<<elseif npcBellyVisible("Black Wolf")>>
<<if $monster is 1>>
You hear a brief snore before the Black Wolf shakes <<bhis>> head. <<bHe>> looks away.
<br><br>
"Carrying pups tiring sometimes," <<bhe>> grumbles under <<bhis>> breath.
<br><br>
Looking over every so often, you can see that <<bhe>> continues to fight off sleep.
<<else>>
<<bHe>> shifts, looking down at <<bhis>> pregnant belly. You can see a little paw kicking against it.
<br><br>
You watch as <<bhe>> licks the spot the pup kicks from, holding a laugh when the little paw retreats.
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "wolfCaveBabyRabbit">>
<<npc "Black Wolf">>
The Black Wolf approaches you. <<bHe>> is holding something in <<bhis>> gigantic mouth. It's a small mass of fur, presumably the spoils from the last hunt. <<if ($wolfgirl gte 6 or ($transformationParts.wolf.tail isnot "hidden" and $transformationParts.wolf.tail isnot "disabled")) or ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled")) or ($fox gte 6 or ($transformationParts.fox.tail isnot "hidden" and $transformationParts.fox.tail isnot "disabled"))>>Oddly enough, you don't smell blood.<</if>>
<br><br>
<<bHe>> tries to speak, but you can't understand <<bhim>>, voice muffled with fur.
<br><br>
The Black Wolf gently drops what <<bhe>> is holding into your lap. It's a baby rabbit. Alive, much to your surprise. The small animal trembles in fear, but doesn't try to flee. You raise your eyes to the wolf before you, puzzled.
<br><br>
<<if $monster is 1>>
"Humans like small living things. Thought it'd make <<ppackbrother>> feel better," <<bhe>> says.<<if ($wolfgirl gte 6 or ($transformationParts.wolf.tail isnot "hidden" and $transformationParts.wolf.tail isnot "disabled"))>> "<<pPackbrother>> used to be human. Still cries like one, when not howls like us."<</if>>
<<else>>
The canine simply nuzzles the offering closer to you, waiting for something. It looks like <<bhe>> wants some reaction out of you. Is <<bhe>> trying to make you feel better?
<</if>>
<br><br>
<<link [[Next|Wolf Cave Baby Bunny]]>><</link>>
<</widget>><<effects>>
You don't feel like going deep into the woods. You turn your back on the Black Wolf and return to the youngsters who are just about to play a game of tag.
<br><br>
The <<beasttype>> doesn't look content, but lets you go nonetheless. As you pass a pair of older <<if $monster is 1>>wolfpeople<<else>>wolves<</if>>, you notice a faint disapproval painted all over their <<if $monster is 1>>faces<<else>>muzzles<</if>>.
<br><br>
<<if $monster is 1>>
"If ask, you follow," you hear one of them say.
<br><br>
<</if>>
<<link [[Next|Wolf Cave Clearing]]>><<endevent>><</link>><<effects>>
<<if $forestCliffKnown isnot 1>>
You follow the Black Wolf deeper into the woods. Unlike during the hunts, your companion walks slowly, matching <<bhis>> speed to yours.
<br><br>
This part of the forest doesn't look familiar to you. However, the <<beasttype>> seems to know exactly where you are going.
<br><br>
The sheer confidence across <<bhis>> <<if $monster is 1>>face<<else>>muzzle<</if>> brings serenity to your heart.
<br><br>
You feel safe. There is no way anyone would try to attack a <<beasttype>> this big and fierce.
<br><br>
You smile and run your fingers over <<bhis>> black <<if $monster is 1>>hair<<else>>fur<</if>>.<<lstress>><<stress -6>>
<br><br>
<<else>>
You follow the Black Wolf deeper into the forest. Unlike during the hunts, your companion walks slowly, matching <<bhis>> speed to yours.
<br><br>
You have already been to this part of the forest with the Black Wolf. Just like before, <<bhe>> has a confident expression on <<bhim>> <<if $monster is 1>>face<<else>>muzzle<</if>>, which brings peace to your heart.
<br><br>
You feel safe. There is no way anyone would dare to attack a <<beasttype>> this big and fierce-looking.
<br><br>
You smile and run your fingers over <<bhis>> black <<if $monster is 1>>hair<<else>>fur<</if>>.<<lstress>><<stress -6>>
<br><br>
<</if>>
<<link [[Next|Watching the Forest Follow 2]]>><</link>><<effects>>
<<if $forestCliffKnown isnot 1>>
Soon enough, you stumble upon a high hill with sparse trees sprouting here and there over the elevation. The Black Wolf doesn't stop and continues to walk up the hill, persuading you to do the same with a gentle look in <<bhis>> eyes.
<br><br>
<<if $monster is 1>>
"Hard, but good for legs. Go," <<bhe>> says.
<br><br>
<</if>>
When you reach the top, your breath is taken away. Unlike the side of the hill you have just climbed, the other side plunges abruptly down to reveal a spectacular view of the forest below. You can see the treetops swaying peacefully in the wind and a river winding its way towards the horizon. <<lstress>><<stress -6>>
<<else>>
You arrive at the foot of the familiar hill with sparse trees sprouting over the elevation.
<br><br>
The Black Wolf begins to walk up the hill, and you follow <<bhim>> without hesitation to the topmost spot.
<br><br>
<<if $monster is 1>>
"Legs look stronger. Good," <<bhe>> says.
<br><br>
<</if>>
Having reached the top, you witness the same soothing view of the forest below.
<br><br>
Standing near the steep edge, you see treetops swaying peacefully in the wind and a river winding its way towards the horizon.<<lstress>><<stress -6>>
<</if>>
<br><br>
The Black Wolf <<if $monster is 1>>sits<<else>>lies<</if>> down on tall grass and sets <<bhis>> eyes on the distance.
<br><br>
<<link [[Enjoy the view|Watching the Forest Sit]]>><<stress -12>><<trauma -6>><</link>><<lstress>><<ltrauma>>
<br>
<<link [[Return to the cave|Watching the Forest Return]]>><</link>><<effects>>
You sit beside the Black Wolf and look in the distance.
<br><br>
Before long you find yourself snuggling against <<bhis>> cosy black fur.
<br><br>
In this serene moment, all that exists in your mind is you, the warmth of your companion, and the endless forest stretching towards the skyline.
<br><br>
/*<<if $monster is 1 and C.npc["Black Wolf"].love gte 100>>
<<link [[Kiss|Watching the Forest Kiss]]>><<npcincr "Black Wolf" love 1>><</link>><<glove>>
<</if>>*/
<<link [[Nap (3:00)|Watching the Forest Nap]]>><</link>><<ltiredness>>
<br>
<<link [[Continue watching|Watching the Forest Watch]]>><<stress -9>><<trauma -6>><</link>><<lstress>><<ltrauma>>
<br>
<<link [[Return to the cave|Watching the Forest Return]]>><</link>><<effects>><<effects>>
You feel your eyelids grow heavier. Unable to fight off drowsiness, you fall asleep.
<br><br>
<<link [[Next|Watching the Forest Nap 2]]>><<pass 180>><<tiredness -20>><</link>><<effects>>
You open your eyes and find yourself still snuggled against the Black Wolf, who keeps watching over the forest from above. You don't know how much time has passed since you fell asleep.
<br><br>
<<if $monster is 1>>
As soon as the Black Wolf realises you are awake, <<bhe>> stands up and looks you in the eye.
<br><br>
"I watched over you," <<bhe>> says reassuringly. "We go back to pack now."
<br><br>
<<else>>
As soon as the Black Wolf notices that you are awake, <<bhe>> stands up and looks you in the eyes. You understand that <<bhe>> suggests going back home.
<br><br>
<</if>>
When you return to the cave, the pack is delighted to see you both come back.
<br><br>
<<link [[Next|Wolf Cave Clearing]]>><<set $forestCliffKnown to 1>><<endevent>><</link>><<effects>>
You continue to watch the forest from your elevated position.
<br><br>
You feel the worry and fear leave your mind, if only for a moment.
<br><br>
<<if $monster is 1>>
"Peaceful place," <<bhe>> says. "I like it," <<bhe>> says.
<br><br>
<</if>>
You don't know how long you have been on the hill before the Black Wolf rises from <<bhis>> nestled spot. Judging by the look in <<bhis>> eyes, you figure that you should go back.
<br><br>
When you return to the cave, the pack is delighted to see you both come back.
<br><br>
<<link [[Next|Wolf Cave Clearing]]>><<set $forestCliffKnown to 1>><<endevent>><</link>><<effects>>
<<if $forestCliffKnown isnot 1>>
You pet the Black Wolf on <<bhis>> head and thank <<bhim>> for bringing you to such a wonderful place, but you suggest going back before the pack gets worried over your sudden absence.
<<else>>
You pat the Black Wolf on the head, thanking <<bhim>> for bringing you to this wonderful place again, but then suggest that you should go back before the pack gets worried about your sudden absence.
<</if>>
The <<beasttype>> licks your hand<<if $monster is 1>>, grumbles something<</if>> and stands up.
<br><br>
When you return to the cave, the pack is delighted to see you both come back.
<br><br>
<<link [[Next|Wolf Cave Clearing]]>><<set $forestCliffKnown to 1>><<endevent>><</link>><<effects>>
<<if $phase is 1>>
<<set $phase to 0>>
You make your way toward the Black Wolf.
<<if ($wolfgirl gte 6 or ($transformationParts.wolf.tail isnot "hidden" and $transformationParts.wolf.tail isnot "disabled")) and $wolfpackferocity gte 15 and $wolfpackharmony gte 15 and Time.dayState isnot "night" and ($daily.blackWolfHeatEvent or 0) - Time.hour lte -3 and ((playerHeatMinArousal() and (V.player.vaginaExist or canBeMPregnant()) and C.npc["Black Wolf"].penis isnot "none") or
(playerRutMinArousal() and C.npc["Black Wolf"].vagina isnot "none"))>>
<<set $daily.blackWolfHeatEvent to Time.hour>>
<<set _blackWolfHeatEvent to true>>
<<bHe>> sits up after noticing you, looking at you curiously.
<<if $monster is 1>>
"Do you need help <<ppackbrother>>?" <<bHe>> smirks, before sniffing in your direction. "Will gladly help with that."
<<else>>
<<bHis>> tail begins to wag after sniffing in your direction.
<</if>>
<<elseif C.npc["Black Wolf"].pregnancy.pcAwareOf is true or (playerIsPregnant() and playerAwareTheyArePregnant()) and knowsAboutPregnancy("pc","Black Wolf")>>
<<bwpcinteraction>>
<<elseif $wolfpackferocity gte 20 and $wolfpackharmony gte 20>>
<<bHe>> sits up after noticing you. <<bHis>> tail begins to wag.
<<if $monster is 1>>
<<switch random(1,3)>>
<<case 1>>
"Can help <<ppackbrother>>?"
<<case 2>>
"Glad to see <<ppackbrother>> safe."
<<default>>
"<<pPackbrother>> should get ready for tonight. Will be a sporting hunt."
<</switch>>
<</if>>
<<elseif $wolfpackferocity gte 10 and $wolfpackharmony gte 10>>
<<bHe>> turns to look at you as you approach.
<<if $monster is 1>>
<<switch random(1,3)>>
<<case 1>>
"<<pPackbrother>>. You are well?"
<<case 2>>
"I come here to rest. Quiet."
<<default>>
"Pack has been better. Pack has been worse."
<</switch>>
<<else>>
<<bHe>> nudges your arm with <<bhis>> nose.
<</if>>
<<elseif $wolfpackferocity gte 15>>
<<bHe>> chews on a large bone you can't identify. It's not human, at least. <<bHe>> growls at you, but calms down after sniffing you and identifying your scent.
<<if $monster is 1>>
<<switch random(1,3)>>
<<case 1>>
"What does <<ppackbrother>> want?"
<<case 2>>
"<<pPackbrother>> should be down there. Playing with younglings."
<<default>>
"Don't want to be bothered right now."
<</switch>>
<</if>>
<<elseif $wolfpackharmony gte 15>>
<<bHe>> begins to drift off, but is awakened by your sudden arrival. <<bHe>> yawns.
<<if $monster is 1>>
<<switch random(1,3)>>
<<case 1>>
"Pack seems quiet. Could do with some sleep right now."
<<case 2>>
"Young pups... So lively. And noisy."
<<default>>
"Cave too noisy sometimes. Often come here to nap."
<</switch>>
<</if>>
<<elseif $wolfpackferocity gte 1 and $wolfpackharmony gte 1>>
<<bHis>> ear flicks as you approach, but <<bhe>> doesn't turn to acknowledge you.
<<if $monster is 1>>
<<switch random(1,3)>>
<<case 1>>
"Do not lead rest of pack here."
<<case 2>>
"Sit, <<ppackbrother>>."
<<default>>
"Pack howls to forest. Sometimes forest howls back."
<</switch>>
<</if>>
<<else>>
<<bHe>> looks down and whimpers quietly. <<bHe>> turns for a second and spots you, but doesn't seem to care about your presence.
<<if $monster is 1>>
<<switch random(1,3)>>
<<case 1>>
"Just leave alone."
<<case 2>>
"Sometimes wonder how long will last."
<<default>>
"Had to come here. Needed to... be alone."
<</switch>>
<</if>>
<</if>>
<<if !_blackWolfHeatEvent>>
<br><br>
You sit down next to <<bhim>>. Even when you're both sitting down, <<if $monster is 1>>your head only reaches <<bhis>> chest<<else>><<bhe>> can look you in the eye<</if>>.
<</if>>
<<elseif $phase is 2>>
<<set $phase to 0>>
The pack bounds into the forest without you.
<<if playerIsPregnant() and playerBellySize() gte 15>>
Black Wolf lets out a huff, and gives your pregnant belly a nudge. You watch the pack leave together.
<<elseif $wolfpackleader is 1 and (statusCheck("Black Wolf").love lt 125 or $wolfpackharmony lt 18)>>
Black Wolf looks at you questioningly for a moment, but seems to accept your decision. You watch the pack leave together.
<<if $wolfpackharmony lt 18>>
<<npcincr "Black Wolf" love -1>><<llove>>
<</if>>
<<else>>
Black Wolf nuzzles against your neck affectionately, before letting out a huff and relaxing, watching the pack leave.
<</if>>
<<lharmony>>
<<else>>
You sit and rest by the Black Wolf's side.
<<switch random(1,8)>>
<<case 1>>
You hear younger <<wolf_cave_plural>> somewhere below. Black Wolf observes them fondly as they play fight near the river.
<<if $monster is 1>>
"So soothing to see younglings playing," <<bhe>> says in a surprisingly tender voice. <<if pregnancyCountBetweenParents("pc", "Black Wolf") gte 1>>"Happy to have own litter now."<<else>>"Hope to have own litter someday."<</if>>
<<else>>
You can see some of the tension leave <<bhis>> frame.
<</if>>
<<case 2>>
<<bHe>> stands tall, surveying the cave and its surrounding regions. <<bHe>> settles down shortly after.
<<if $monster is 1>>
"Pack is safe here," <<bhe>> says. "Outsiders know to stay away."
<<else>>
<<bHe>> lets out a satisfied chuff, content with the safety of the cave.
<</if>>
<<case 3 4>>
<<if $syndromeeden is 1 and $rng gte 51>>
<<bHe>> looks over in the direction of Eden's cabin. <<bHis>> ears press against <<bhis>> head.
<<if $monster is 1>>
"Heard very loud noise other day," <<bhe>> says. "Horrible human creation."
<<else>>
You consider how loud a gunshot would sound to a wolf, and wince. No wonder <<bhes>> worried.
<</if>>
<<else>>
You reach out for <<bhis>> fur in an attempt to pet <<bhim>>.
<<if $monster is 1>>
"Does <<ppackbrother>> think of me as a tamed one?" <<bhe>> asks, pulling away from your touch.
<<else>>
<<bHe>> huffs and pulls away, as if offended.
<</if>>
<</if>>
<<case 5>>
<<if $monster is 1>>
<<bHe>> rubs a spot on <<bhis>> leg. "<<pPackbrother>> should avoid hunting alone," <<bhe>> says. "Lone wolves are lone fools. Break from the pack and end up injured, or worse."
<<else>>
<<bHe>> licks a wound on its leg. It seems rather old and it doesn't seem to bother <<bhim>> greatly.
<</if>>
<<case 6>>
Something in the direction of the lake catches <<bhis>> attention. <<bHe>> tilts <<bhis>> head in confusion.
<<if $monster is 1>>
"<<pPackbrother>> should be careful if going to lake," <<bhe>> warns. "Pack avoid place at all costs."
<<else>>
<<bHe>> seems unnerved.
<</if>>
<<case 7>>
<<bHe>> starts sniffing you, burying <<bhis>> snout on your hair and huffing on it.
<<if $monster is 1>>
"Could never forget <<ppackbrothers>> scent," <<bhe>> says. "Could track all over forest if necessary."
<<else>>
<<bHe>> probably has your scent memorised by now.
<</if>>
<<case 8>>
<<if $wolfgirl gte 4 and $transformationParts.wolf.ears isnot "hidden">>
<<if random(1,2) is 1>>
<<bHe>> sniffs your face, before nuzzling your neck affectionately.
<<if $monster is 1>>
"<<pPackbrothers>> fur looks beautiful today," <<bhe>> says.
<<else>>
<<bHe>> probably has your scent memorised by now.
<</if>>
<<else>>
<<bHe>> admires your wolf ears. <<bHe>> nibbles at them gently.
<<if $monster is 1>>
"<<pPackbrother>> has taken to living with pack well," <<bhe>> says.
<</if>>
<</if>>
<<elseif $cat gte 4 and $transformationParts.cat.ears isnot "hidden">>
<<bHe>> glares at your cat ears.
<<if $monster is 1>>
"<<pPackbrother>> has lost <<pher>> way," <<bhe>> says, shaking <<bhis>> head. "Should stay with pack for some time."
<<else>>
<<bHe>> growls, but stops <<bhimself>> from snapping at you.
<</if>>
<<elseif $fox gte 4 and $transformationParts.fox.ears isnot "hidden">>
<<bHe>> glares at your fox ears.
<<if $monster is 1>>
"<<pPackbrother>> looks troublesome," <<bhe>> says, shaking <<bhis>> head. "Should stay with pack for some time."
<<else>>
<<bHe>> growls, but stops <<bhimself>> from snapping at you.
<</if>>
<<elseif $harpy gte 4 and $transformationParts.bird.plumage isnot "hidden">>
<<bHe>> stares at your plumage in fascination.
<<if $monster is 1>>
<<bHe>> draws closer and runs a hand along your wings. "Never seen anything similar," <<bhe>> says. "Not in this forest."
<<else>>
<<bHe>> draws closer and sniffs your wings. <<bHe>> probably hasn't seen wings this close up very often.
<</if>>
<<elseif $cow gte 4 and $transformationParts.cow.ears isnot "hidden">>
<<bHe>> stares at your bovine ears and tilts <<bhis>> head.
<<if $monster is 1>>
"<<pPackbrothers>> ears cannot perk up," <<bhe>> says. "Poor hearing over large distances. Can still hear pack's howl, hopefully."
<<else>>
<<bHe>> leans in to sniff them,
<<if $transformationParts.cow.horns isnot "hidden" or ($demon gte 2 and $transformationParts.demon.horns isnot "hidden")>>
but bumps <<bhis>> nose against your horns. <<bHe>> huffs and backs away.
<<else>>
making you giggle from the ticklish sensation.
<</if>>
<</if>>
<<else>>
<<if $monster is 1>>
<<bHe>> runs a hand over your hair. "Did <<ppackbrother>> lose ears in battle? My condolences." You giggle and tap the side of your head, showing your human ears. <<bHe>> doesn't seem to understand, and looks away with a huff.
<<else>>
<<bHe>> leans in and sniffs your face.
<</if>>
<</if>>
<</switch>>
<</if>>
<br><br>
<<if $wolfevent is 1 and ($wolfstate is "cave" and !["finished","ongoing"].includes($huntstate) and ["dusk", "night"].includes(Weather.dayState))>>
<<set $huntstate to "ongoing">><<set $wolfpackpoisoned to 0>>
<<switch statusCheck("Black Wolf").gender>>
<<case "m">>
<<set _BWGender to 1>>
<<default>>
<<set _BWGender to 0>>
<</switch>>
<<if (statusCheck("Black Wolf").love gte random(100,200) or $wolfpackleader is 1 or parentFunction.findParent("Black Wolf", _BWGender, true)) and ($wolfpackharmony + $wolfpackferocity gte 20)>>
The pack begins to howl in excitement, readying for a hunt. You look to the Black Wolf, expecting <<bhim>> to join them, only to find <<bhim>> looking towards you instead.
<<if $wolfpackleader is 1>>
<<if $monster is 1>>
"We hunt, Alpha?"
<<else>>
<<bHe>> waits for your guidance.
<</if>>
<<else>>
<<if $monster is 1>>
"Pack hunt well without us this night, I feel."
<<else>>
<<bHe>> seems hesitant to part.
<</if>>
<</if>>
<br><br>
<<link [[Go with them|Wolf Cave Hunt]]>><<set $wolfstate to "hunt">><<npcincr "Black Wolf" love 1>><<endevent>><</link>><<glove>>
<br>
<<link [[Stay with Black Wolf|Wolf Relax]]>><<set $phase to 2>><<set $blackWolfNotHunting to true>><</link>>
<br>
<<link [[Encourage Black Wolf to go|Wolf Cave Hunt Leave]]>><<set $phase to 1>><<set $wolfstate to "hunt">><</link>>
<br>
<<else>>
<<if npcBellySize("Black Wolf") lte 15>>
<<set $wolfstate to "hunt">>
The Black Wolf stands up and howls. The rest of the pack joins in.
<<if $monster is 1>>
"We hunt soon. Be ready."
<<else>>
They're going hunting.
<</if>>
<<else>>
<<set $blackWolfNotHunting to true>>
The pack begins to howl and bay as they run through the trees. You sit with the Black Wolf on <<bhis>> rock, watching as <<bhe>> nudges <<bhis>> pregnant belly.
<<if $monster is 1>>
<br><br>
<<bHe>> sighs, laying down and looking on after the pack.
<</if>>
<</if>>
<<endevent>>
<br><br>
<<link [[Go with them|Wolf Cave Hunt]]>><</link>>
<br>
<<link [[Watch them leave|Wolf Cave Hunt Leave]]>><</link>>
<br>
<</if>>
<<elseif Time.dayState is "night">>
The Black Wolf stands up.
<<if $monster is 1>>
"Darkness falls," <<bhe>> says. "Should be slumbering now." <<bHe>> walks off.
<<else>>
<<bHe>> looks at the night sky, before walking away.
<</if>>
<br><br>
<<link [[Follow to bed|Wolf Cave Bed]]>><<endevent>><</link>>
<br>
<<link [[Stay|Wolf Cave Clearing]]>><<endevent>><</link>>
<<else>>
<<if _blackWolfHeatEvent and hasSexStat("deviancy", 5)>>
<<if playerAwareTheyAreInHeat() and $NPCList[0].penis isnot "none" and (($player.vaginaExist and !playerChastity("vagina")) or (canBeMPregnant() and !playerChastity("anus")))>>
<<ind>><<link [[Present your behind|Wolf Cave Black Wolf Before Mate]]>><</link>><<deviant5>><<wolfgirl>><<heat>>
<br>
<</if>>
<<if playerRutMinArousal() and $NPCList[0].vagina isnot "none" and !playerChastity("penis")>>
<<ind>><<link [[Playful bite|Wolf Cave Black Wolf Before Mate]]>><<set $phase to 1>><</link>><<deviant5>><<wolfgirl>><<rut>>
<br>
<</if>>
<</if>>
<<if playerIsPregnant() and playerAwareTheyArePregnant() and playerBellySize() gte 7 and !knowsAboutPregnancy("pc","Black Wolf")>>
<<ind>><<link [[Present your belly (0:10)|Player Presents Pregnancy To Black Wolf]]>><<pass 10>><</link>>
<br>
<</if>>
<<ind>><<link [[Relax (0:15)|Wolf Relax]]>><<pass 15>><<stress -3>><<tiredness -3>><<npcincr "Black Wolf" love 1>><<if $rng gte 71>><<transform wolf 1>><</if>><</link>><<lstress>><<ltiredness>><<glove>>
<br>
<<if canGiftFood("Black Wolf")>>
<<skinicon "give">><<link [[Give the Black Wolf food|Black Wolf Gifts List]]>><</link>>
<br>
<</if>>
<<getouticon>><<link [[Leave|Wolf Cave Clearing]]>><<endevent>><</link>>
<br>
<</if>><<effects>><<set $wolfchallengereason to 0>>
You try to strike a menacing pose and show your <<if $transformationParts.traits.fangs isnot "disabled">>fangs<<else>>teeth<</if>> to the Black Wolf, making it clear you won't back down. <<bHe>> lunges for you immediately.
<<if $monster is 1>>
"Show you are worth pack!"
<</if>>
<br><br>
<<link [[Next|Wolf Challenge Fight]]>><<set $fightstart to 1>><</link>><<effects>><<set $wolfpackleader to 0>><<set $wolfchallengereason to 0>>
You drop to the ground and cover your head and neck, hoping that the beast may show you mercy.
<<if $speech_attitude is "meek">>
"N-No!" you cry. "Don't hurt me, please! You can be the alpha!"
<<elseif $speech_attitude is "bratty">>
"Get away from me!" you yell. "You can have the fucking pack!"
<<else>>
"Just go away!" you say. "I won't bother you anymore!"
<</if>>
<br><br>
<<if $monster is 1>>
"Pathetic <<ppackbrother>>," <<bhe>> grunts. "Weaklings not fit for alpha. Follow pack, where you belong."
<<else>>
The Black Wolf gives you a short grunt, almost as if scoffing at your pitiful display.
<</if>>
<<bHe>> howls, and the rest of the pack howls with <<bhim>>. <<bHe>> turns <<bhis>> back and walks into the cave. The <<wolf_cave_plural>> follow in the footsteps of their new alpha.
<br><br>
<span class="red">You can no longer lead the pack on hunts.</span>
<br><br>
<<destinationwolfcave>><<effects>>
Having lived like the rest of your pack, you feel a deeper connection to them. "Stand down!" you say. The Black Wolf <<if $monster isnot 1>>seems to understand your command, and <</if>>takes a step back.
"Pack is angry, I know..." You try to speak slowly, as if to help the <<if $bestialitydisable is "f">>beasts<<else>>monsters<</if>> understand you. "Tensions high, and successful hunts low. But pack must remain united to be strong. Family must not attack family." You manage to remain firm in your demand.
<br><br>
<<if $wolfchallengereason is 1>>
The Black Wolf snarls at your words.
<<if $monster is 1>>
"<<pPackbrother>> said that last time," <<bhe>> spits. "Words alone cannot hunt prey. <span class="red">Pack demands results!</span>"
<<else>>
<<bHe>> creeps closer, unaffected. <span class="red"><<bHe>> demands results, not platitudes.</span>
<</if>>
<br><br>
<<link [[Fight|Wolf Challenge Accept]]>><</link>>
<br>
<<link [[Surrender|Wolf Challenge Surrender]]>><</link>>
<<else>>
<<set $wolfchallengereason to 1>>
<<if $monster is 1>>
"Leader speak honestly," the Black Wolf admits reluctantly. <<bHis>> eyes narrow. "But if leader claim loyalty to pack, leader should prove so."
<<else>>
Despite the absurdity of your predicament, the <<beasttype>> seems to understand.
<</if>>
The Black Wolf relents <<bhis>> attack and marches away, now calmed and seemingly satisfied with your response.
<br><br>
<<destinationwolfcave>>
<</if>><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<set $enemytrust -= 40>><<set $enemyanger += 200>>
<<blackwolfhealth>>
<</if>>
<<effects>>
<<effectsman>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Wolf Challenge Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Wolf Challenge Fight]]>><</link>></span><<nexttext>>
<</if>><<set $location to "wolf_cave">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
The Black Wolf calms down.
<<if $monster is 1>>
<<bHe>> speaks. "Leader... clever. Perhaps leader will use cleverness to help pack one day..." <<bHe>> chuckles and walks away.
<<else>>
<<bHe>> gives you an unreadable look, before chuffing and walking away.
<</if>>
<br><br>
<<tearful>> you howl. The other <<wolf_cave_plural>> howl with you. <span class="gold">You can still lead the pack on hunts.</span>
<<elseif $enemyhealth lte 0>>
The Black Wolf recoils back. Taken by surprise by your show of strength, <<bhe>> retreats back into the cave.
<<if $monster is 1>>
"Leader not so weak," <<bhe>> says. "Perhaps leader will use strength to help pack one day..."
<</if>>
<br><br>
<<tearful>> you howl. The other <<wolf_cave_plural>> howl with you. <span class="gold">You can still lead the pack on hunts.</span>
<<else>>
<<set $wolfpackleader to 0>>
You are quickly overwhelmed by your opponent's sheer strength and ferocity. The Black Wolf <<if $monster is 1>>grabs<<else>>bites the scruff of<</if>> your neck, but you manage to wriggle free before <<bHe>> can get a good grasp. You stumble back and land face first on the ground.
<br><br>
<<if $monster is 1>>
"<<pPackbrother>> was meant to follow, not to lead," the Black Wolf says, shaking <<bhis>> head. "When <<ppackbrother>> stronger, come try again."
<br><br>
<</if>>
<<bHe>> turns <<bhis>> back and walks into the cave. The <<wolf_cave_plural>> follow in the footsteps of their new alpha.
<br><br>
<span class="red">You can no longer lead the pack on hunts.</span>
<<if $wolfpackpoisoned isnot 1>>
<i>The Black Wolf is very strong. There must be a way to even things.</i>
<</if>>
<</if>>
<br>
<<endcombat>><<clotheson>>
<<destinationwolfcave>><<effects>>
<<set $wolfcavepatrol to 0>>
<<npc "Black Wolf">>
<<if $wolfpackleader is 1>>
<<if $wolfpackharmony gte $wolfpackferocity>>
<<if $monster is 1>>
"Alpha." <<bHis>> ears perk up as you approach, sitting up and stretching <<bhis>> limbs. Looking up at the moon, <<bhe>> sniffs at the air, flicking <<bhis>> tail.
<br><br>
The Black Wolf's eyes narrow, ears flattening to <<bhis>> head. "Intruder," <<bhe>> growls. Standing, <<bhe>> looks back to you for permission to go.
<<else>>
<<bHis>> ears perk up as you approach, sitting up and stretching <<bhis>> limbs. Tilting <<bhis>> head back, <<bhe>> sniffs at the air, flicking <<bhis>> tail.
<br><br>
The Black Wolf's lip curls into a snarl, ears flattening to <<bhis>> head. Standing, <<bhe>> looks back to you for permission to go.
<</if>>
<<else>>
<<if $monster is 1>>
As you approach, the Black Wolf snaps out of <<bhis>> restful state, keeping an eye on you as you sit. Eventually, <<bhe>> averts <<bhis>> eyes in subservience, but remains tense.
<br><br>
"Alpha need anything?" <<bhe>> asks, but before you can respond, something else catches <<bhis>> attention. <<bHe>> looks unsettled when <<bhe>> glances back.
<br><br>
"Something there," <<bhe>> urges, waiting for your lead.
<<else>>
As you approach, the Black Wolf snaps out of <<bhis>> restful state, keeping an eye on you as you sit. Eventually, <<bhe>> averts <<bhis>> eyes in subservience, but remains tense.
<br><br>
<<bHe>> tilts <<bhis>> head, but before you can speak, something else catches <<bhis>> attention. <<bHe>> looks unsettled when <<bhe>> glances back.
<br><br>
A growl comes from the Black Wolf's throat, the beast standing and glaring into the foliage. <<bHe>> doesn't move, just stands still, waiting for your lead.
<</if>>
<</if>>
<br><br>
<<link [[Order to go alone|Wolf Patrol Alone]]>><</link>>
<br>
<<link [[Order to accompany you (1:00)|Wolf Patrol Follow]]>><<pass 1 hour>><</link>>
<br>
<<link [[Order to leave it be|Wolf Patrol Ignore]]>><</link>>
<<else>>
<<if $wolfpackharmony gte $wolfpackferocity>>
<<if $monster is 1>>
"<<pPackbrother>>." <<bHis>> ears perk up as you approach, sitting up and stretching <<bhis>> limbs. Looking up at the moon, <<bhe>> sniffs at the air, flicking <<bhis>> tail.
<br><br>
The Black Wolf's eyes narrow, ears flattening to <<bhis>> head. "Intruder," <<bhe>> growls. Standing, <<bhe>> heads into the trees without looking back.
<<else>>
<<bHis>> ears perk up as you approach, sitting up and stretching <<bhis>> limbs. Tilting <<bhis>> head back, <<bhe>> sniffs at the air, flicking <<bhis>> tail.
<br><br>
The Black Wolf's lip curls into a snarl, ears flattening to <<bhis>> head. Standing, <<bhe>> heads into the trees without looking back.
<</if>>
<<else>>
<<if $monster is 1>>
As you approach, the Black Wolf snaps out of <<bhis>> restful state, keeping an eye on you as you sit.
<br><br>
<<bHe>> stays cautious, even as <<bhe>> sniffs, eyes flickering between you and the trees.
<br><br>
"Something there," <<bhe>> growls, standing and rushing off. You wonder if it is just an excuse to be alone.
<<else>>
As you approach, the Black Wolf snaps out of <<bhis>> restful state, keeping an eye on you as you sit.
<br><br>
<<bHe>> stays cautious, even as <<bhe>> sniffs, eyes flickering between you and the trees.
<br><br>
<<bHe>> growls, standing and rushing off. You wonder if it is just an excuse to be alone.
<</if>>
<</if>>
<br><br>
<<link [[Follow (1:00)|Wolf Patrol Follow]]>><<pass 1 hour>><</link>>
<br>
<<link [[Ignore|Wolf Patrol Alone]]>><</link>>
<</if>><<effects>><<set $wolfpatrolsent to 1>>
<<if $wolfpackleader is 1>>
<<if $speech_attitude is "meek">>
"G-go investigate," you tell <<bhim>>. "Protect the pack."
<<elseif $speech_attitude is "bratty">>
"Well? Go sort it out," you tell <<bhim>>. "Protect the pack."
<<else>>
"Go investigate," you tell <<bhim>>. "Protect the pack."
<</if>>
<br><br>
<</if>>
You watch the Black Wolf leave, <<bhis>> large body disappearing between the bushes.
<br><br>
<<endevent>><<destinationwolfcave>><<if $speech_attitude is "meek">>
"I-I don't think anything would be brave enough to come close," you say, huddling closer. "You should stay, so you can protect everyone. Just in case."
<br><br>
<<if $wolfpackharmony gte $wolfpackferocity>>
The Black Wolf chuffs, letting you lean on <<bhis>> body.
<<else>>
The Black Wolf pushes you away when you try to lean on <<bhim>>. <<bHe>> obviously disapproves of your decision.
<</if>>
<<elseif $speech_attitude is "bratty">>
"It's probably nothing," you say, leaning back onto your elbows. "Just stay and relax for a bit. <<if Weather.precipitation isnot "none">>It's too cold to be going off alone<<else>>It's a nice night<</if>>."
<br><br>
<<if $wolfpackharmony gte $wolfpackferocity>>
You huddle closer to <<bhis>> large body, and <<bhe>> leans <<bhis>> head on yours.
<<else>>
You attempt to huddle close, but <<bhe>> pulls away from your touch. <<bHe>> obviously disapproves of your decision.
<</if>>
<<else>>
"We need you here more than out there," you point out. "It's probably nothing."
<br><br>
The Black Wolf seems to sit a little straighter, taking pride in your compliment.
<<if $wolfpackharmony gte $wolfpackferocity>>
<<bHe>> accepts your head resting on <<bhis>> body as you relax.
<<else>>
However, <<bhe>> still pulls away when you try to touch <<bhim>>.
<</if>>
<</if>>
<br><br>
<<endevent>><<destinationwolfcave>><<location "forest">><<effects>>
Together, you walk into the forest, searching in a circular route around the cave with the Black Wolf sniffing constantly.
<<if ($wolfgirl gte 6 or ($transformationParts.wolf.tail isnot "hidden" and $transformationParts.wolf.tail isnot "disabled")) or ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled")) or ($fox gte 6 or ($transformationParts.fox.tail isnot "hidden" and $transformationParts.fox.tail isnot "disabled"))>>
You assist the best you can, but only pick up the scent of the pack.
<</if>>
<br><br>
After a full loop, nothing is found. You widen the circle and try again, but whatever the Black Wolf had picked up must have been imaginary, or no longer nearby.
<<if $monster is 1>>
<<bHe>> grows more agitated as you progress. "I smelled it. I know it!"
<<else>>
<<bHe>> growls and looks around carefully. <<bHe>> seems agitated.
<</if>>
<br><br>
<<link [[Reassure|Wolf Patrol Follow 2]]>><<sub 1>><<set $phase to 1>><</link>>
<br>
<<link [[Belittle|Wolf Patrol Follow 2]]>><<def 1>><<set $phase to 2>><</link>>
<br>
<<link [[Keep walking|Wolf Patrol Follow 2]]>><<set $phase to 0>><</link>><<if $phase is 1>>
<<if $speech_attitude is "meek">>
"H-hey, it's okay!" you say. "It's best to make sure rather than to have ignored it and missed a threat, right?" You gently put a hand on <<bhis>> shoulder, patting once or twice before <<bhe>> keeps walking.
<<elseif $speech_attitude is "bratty">>
"Obviously, whatever it was must have fled," you chuckle. "Like it could beat the both of us!" You slap <<bhim>> on the back as you smile. The Black Wolf stands up a little straighter as <<bhe>> continues onwards.
<<else>>
"You were doing your duty. It's okay." You place your hand on <<bhis>> shoulder to comfort <<bhim>>. It seems to work.
<</if>>
<<gharmony>><<lferocity>><<npcincr "Black Wolf" love 1>><<glove>>
<br><br>
<<elseif $phase is 2>>
<<if $speech_attitude is "meek">>
"I-it's your fault we wasted so much time," you mumble. You keep your head low, not looking at the Black Wolf. Nevertheless, you can feel <<bhim>> glaring at you. <<bHe>> steps closer, backing you up against a tree.
<<elseif $speech_attitude is "bratty">>
"Well done, moron. I could have been napping right now!" You let out an exasperated sigh, before you're backed right up against a tree by the angry <<beasttype>>.
<<else>>
"I suppose I needed something to bore me before bed time." You roll your shoulders to rid them of an ache, only for the Black Wolf to advance on you.
<</if>>
<br><br>
<<if $wolfpackleader is 1>>
<<if $monster is 1>>
"Your idea!" <<bhe>> growls, before quickly stepping away again. <<bHe>> almost looks ashamed. "Sorry. Forgot who was alpha." <<bHis>> shoulders slump as <<bhe>> continues.
<<else>>
As quickly as <<bhe>> advances, the Black Wolf pulls back. <<bHis>> ears flattening against <<bhis>> head as <<bhe>> whines. You think it is an apology.
<</if>>
<<else>>
<<if $monster is 1>>
"Remember who is alpha," <<bhe>> growls, sharp teeth right in front of your face.
<<else>>
<<bHe>> snarls at you, gnashing <<bhis>> teeth. You should remember who is in charge.
<</if>>
<</if>>
<<lharmony>><<gferocity>><<npcincr "Black Wolf" love -1>><<llove>>
<br><br>
<</if>>
<<if $phase is 1>>Happy <<bhe>> seems in better spirits<<else>>Ignoring <<bhis>> mood<</if>>, you keep walking towards the grassy clearing near the river. It's the last place to check.
<br><br>
Just as with the trees surrounding the cave, nothing more threatening than a field mouse can be found in the clearing. With the light of the moon overhead, the few flowers you can make out look quite pretty.
<br><br>
Satisfied nothing will attack you in your sleep, you turn to make your way back. The Black Wolf blocks your path.
<<if $monster is 1>>
"Rarely get time alone," <<bhe>> rumbles. <<bHis>> tail swishes as <<bhe>> leans in and nuzzles into your neck. <<bHis>> hands start to wander.
<<else>>
<<bHis>> head nuzzles into your thigh. <<bHe>> seems to want something.
<</if>>
<br><br>
<<link [[Get into a mating position|Wolf Patrol Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<link [[Push away|Wolf Patrol Push]]>><<def 1>><</link>><<effects>>
<<if $wolfpackleader is 1>>
"Not right now." You push past and return to the cave.
<<if $wolfpackharmony gte $wolfpackferocity>>
The Black Wolf follows, ears drooping.
<<else>>
The entire walk back, you can feel <<bhis>> eyes glaring into the back of your head.
<</if>>
<<npcincr "Black Wolf" love -1>><<llove>>
<<endevent>>
<br><br>
<<link [[Next|Wolf Cave Clearing]]>><<set $wolfevent to 0>><</link>>
<<else>>
"Not right now." You hoped that <<bhe>> would stop, <span class="red">but <<bhis>> attention only gets more intimate.</span> <<bHe>> growls, mounting you.
<br><br>
<<link [[Next|Wolf Patrol Sex]]>><<set $molestationstart to 1>><</link>>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<beastCombatInit>>
<<blackwolfhealth>>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<blackwolfhealth>><<set $enemytrust -= 40>><<set $enemyanger += 40>>
<</if>>
<<effects>>
<<effectsman>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Wolf Patrol Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Wolf Patrol Sex]]>><</link>></span><<nexttext>>
<</if>><<if $finish is 1>>
The Black Wolf stands up and backs away from you. <<tearful>> you gather yourself.
<<endcombat>><<clotheson>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<if $consensual is 1 or $enemyanger lt 40>>
<<if $monster is 1>>
"Mate smell good. Smell like me." The Black Wolf buries <<bhis>> nose into the side of your neck again, holding you close for a moment longer.
<<else>>
The Black Wolf licks up the side of your neck, pleased with <<bhimself>>.
<</if>>
<<gharmony>><<lferocity>><<npcincr "Black Wolf" love 1>><<glove>>
<br><br>
<<tearful>> you lie there for a moment and gather yourself. <<clotheson>>
<<if $consensual is 1>>
<<if $monster is 1>>
<<bHe>> stands first, holding out a hand for you to grip onto. When you accept, <<bhe>> pulls you up- and then picks you up, bridal style, making you laugh.
<br><br>
"<<pPackbrother>> deserves rest. I take care of you." The Black Wolf gives you a toothy grin, before carrying you home to the cave. <<bHe>> gently settles you down when you arrive.
<<else>>
<<bHe>> stands first, pushing <<bhis>> head under your arm. <<bHe>> wants you to lean on <<bhim>>. Stroking <<bhis>> fur, you accept the help as you make your way home to the cave.
<</if>>
<<stress -12>><<trauma -6>><<llstress>><<ltrauma>>
<br><br>
<<endcombat>>
<<else>>
The Black Wolf steps away and glances at you, and you get up. The two of you march back to the cave.
<br><br>
<<endcombat>>
<</if>>
<<else>>
Furious, the Black Wolf bites into your shoulder, making you yelp out in pain. <<pain 6>><<gpain>><<lharmony>><<gferocity>>
<br><br>
<<bHe>> still seems upset as <<bhe>> gets up and marches toward the cave. <<tearful>> you get up and follow.
<br><br>
<<endcombat>><<clotheson>>
<</if>>
<<elseif $enemyhealth lte 0>>
The Black Wolf yelps as you kick <<bhim>> away from you.
<<if $monster is 1>>
"Tell no one," <<bhe>> snarls, wincing as <<bhe>> holds <<bhis>> ribs, body hunched over as if to hide.
<<else>>
<<bHe>> snarls, limping away a few more metres.
<</if>>
<<lharmony>><<gferocity>><<npcincr "Black Wolf" love -1>><<llove>>
<br><br>
<<bHe>> still seems upset as <<bhe>> gets up and marches toward the cave. <<tearful>> you get up and follow.
<br><br>
<<endcombat>><<clotheson>>
<</if>>
<<link [[Next|Wolf Cave Clearing]]>><<set $wolfevent to 0>><</link>><<effects>>
<<npc "Great Hawk">>
What would you like to give the Great Hawk?
<br><br>
<<food_gift_list>>
<<if _food_gift_found is true>>
<<skinicon "give">><<link [[Give gift (0:05)|Great Hawk Gifts]]>><<pass 5>><<give_gift "Great Hawk">><</link>>
<br>
<</if>>
<<refuseicon>><<link [[Reconsider|Great Hawk Gifts List Reconsider]]>><</link>>
<br><<effects>>
The Great Hawk turns <<bhis>> head as <<bhe>> looks at you askance.
<br><br>
<<link [[Next|Bird Tower Perch]]>><<endevent>><</link>>
<br><<effects>>
<<set _gift to $gift.handheld_gift || $gift.handheld>>
<<wearProp _gift>>
<<if $phase is 1>>
"I've brought you something," you say.
<<elseif $phase is 2>>
"I made something," you say. "Just for you."
<<else>>
"I've made you a gift," you say. "I hope you like it."
<</if>>
<br><br>
<<if $gift.special.includes("carnivore")>>
<<if $monster gte 1>>
The Great Hawk looks at it with a puzzled expression. "Strange meat," <<bhe>> says. "Humans hunt strange things. I will take though." <<bHe>> bows. "Thank you."
<br><br>
<<bHe>> tears into the meat, devouring it in great chunks. "Very good! I'll try to catch something equally delicious for <<wife>>."<<glove>><<npcincr "Great Hawk" love 1>>
<<else>>
The Great Hawk cocks <<bhis>> head, as if puzzled. <<bHe>> tears off a chunk of flesh with <<bhis>> beak, and swallows it. <<bHe>> tears into the rest at once, and devours it in moments.
<br><br>
<<bHe>> beats <<bhis>> wings in a leisurely way. <<bHe>> enjoyed the meal.<<glove>><<npcincr "Great Hawk" love 1>>
<</if>>
<br><br>
<<earnFeat "Return the Favour">>
<<elseif $gift.special.includes("drink")>>
<<if $monster gte 1>>
The Great Hawk lifts the drink. "My <<wife>> has strange ideas," <<bhe>> says. "Drink you can carry. Or is it a human thing?" <<bHe>> gives it a sniff, then a sip. <<bHis>> wings unfurl in pleasure.
<br><br>
"Mmm! A very good gift!" <<bHe>> downs the rest in one go. "You've made me happy. I'll return the favour."<<npcincr "Great Hawk" love 1>>
<<else>>
The Great Hawk tilts <<bhis>> head, observing the drink. Then <<bhe>> sticks <<bhis>> beak in, and laps up the fluid with <<bhis>> tongue. Enjoying the taste, <<bhe>> lifts the beverage with a talon, and pours the rest down <<bhis>> throat.
<br><br>
<<bHe>> beats <<bhis>> wings in a leisurely way. <<bHe>> enjoyed the drink.<<glove>><<npcincr "Great Hawk" love 1>>
<</if>>
<br><br>
<<earnFeat "Return the Favour">>
<<else>>
<<if $monster gte 1>>
The Great Hawk frowns at the <<recipe_name $gift.name>>. <<bHe>> gives it a sniff, then takes a tiny bite. <<bHis>> face scrunches in disgust, and <<he>> flings the gift from the tower.
<br><br>
"Forgive me, <<wife>>," <<bhe>> says, sounding remorseful. "I'm not used to eating human food. They use too many plants."
<br><br>
<<else>>
The Great Hawk pecks at the <<recipe_name $gift.name>>, lifts it with a talon, and flings it from the tower. <<bHe>> avoids meeting your gaze, as if ashamed.
<br><br>
<span class="blue">Perhaps <<bhe>> wants something fit for a carnivore.</span>
<</if>>
<br><br>
<</if>>
<<link [[Next|Bird Tower Perch]]>><<endevent>><</link>>
<br><<effects>>
<<bHe>> spreads <<bhis>> wings and launches from the tower.
<br><br>
<<set $bird.timer to random(30, 60)>>
<<set $bird.state to "hunting">>
<<if $birdPerch>>
<<link [[Next|Bird Tower Perch]]>><<endevent>><</link>>
<<else>>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<</if>>
<<unset $birdPerch>>
<br><<effects>>
<<bird_fly_reveal_wings>>
<<if $bird.hunts.unlocked is false>>
<!-- First hunt -->
You stop <<bhim>> just as <<bhes>> about to launch from the tower.
<<if $speech_attitude is "meek">>
"I-I want to help," you say. "Let me come with you."
<<elseif $speech_attitude is "bratty">>
"I can't let you keep doing all the work," you say. "I'm coming with you."
<<else>>
"You've been doing this for me for so long. I'm coming with you," you say.
<</if>>
<<else>>
<!-- Subsequent hunts -->
You stand beside <<bhim>>.
<<if $speech_attitude is "meek">>
"I-I'll join you," you say.
<<elseif $speech_attitude is "bratty">>
"I want to stretch my wings," you say. "I'm coming with you."
<<else>>
"I'll join you," you say.
<</if>>
<</if>>
<br><br>
<<if $birdFly isnot 1 or $harpy lte 5>>
<!-- Player hasn't learned to fly -->
<<if !$daily.birdHuntAsked>>
<<set $daily.birdHuntAsked to 1>>
<<if $monster is 1>>
<<bHe>> looks at you for a moment. "No. <<Wife>> is not ready yet." Before you can ask why, <<bhe>> flaps <<bhis>> wings for emphasis. "Can not carry you for the hunt. When <<wife>> is ready, we can go together."
<<else>>
<<bHe>> looks at you for a moment. <<bHe>> flaps <<bhis>> wings at you and shakes <<bhis>> head. <<bHe>> seems to think you're not ready. <span class="blue">You'll need to learn to fly first.</span>
<</if>>
<<else>>
<<bHe>> cocks <<bhis>> head.
<<if $monster is 1>>
"<<Wife>> asks again. <<Wife>> really wants to help?" <<bHe>> walks over to you, and nuzzles your cheek. "When <<wife>> can join me in the sky, <<wife>> can hunt."
<<else>>
<<bHe>> walks over to you and nuzzles your cheek, before letting out a low caw.
<</if>>
<</if>>
<<if $daily.birdHuntAsked is 1>>
<<set $daily.birdHuntAsked to 2>>
<<npcincr "Great Hawk" love 1>><<glove>>
<</if>>
<br><br>
<<link [[Next|Bird Tower No Hunt]]>><</link>>
<br>
<<elseif C.npc["Great Hawk"].love lte 25>>
<!-- Love too low -->
<<if $monster is 1>>
<<bHe>> looks at you for a moment. "I hunt for <<wife>>. <<Wife>> must stay home. For now."
<<else>>
<<bHe>> looks at you for a moment. <<bHe>> cocks <<bhis>> head to the side, before letting out a low trill.
<</if>>
<span class="blue"><<bHe>> might let you join when <<bhe>> trusts you more.</span>
<br><br>
<<link [[Next|Bird Tower No Hunt]]>><</link>>
<br>
<<elseif playerIsPregnant() and getPregnancyObject().fetus[0].type is "hawk" and playerBellyVisible() and talkedAboutPregnancy("pc","Great Hawk") and playerBellySize() gte 15>>
<!-- TOO PREGGY -->
<<if $monster is 1>>
<<bHe>> looks at you for a moment, then down to your <<bellyDescription>>. "I hunt for <<wife>>. <<Wife>> must stay home. For now."
<<else>>
<<bHe>> looks at you for a moment, then down to your <<bellyDescription>>. <<bHe>> cocks <<bhis>> head to the side, before letting out a low trill.
<</if>>
<span class="blue"><<bHe>> might let you join after you've laid your eggs.</span>
<br><br>
<<link [[Next|Bird Tower No Hunt]]>><</link>>
<br>
<<elseif $bird.hunts.unlocked is false>>
<!-- First hunt, can't happen during poor flying weather -->
<<if Weather.precipitation is "rain">>
<<if $monster is 1>>
<<bHe>> looks at you for a moment, clearly surprised. "Would love to hunt with <<wife>>. But now is not a good time for you to learn," <<bhe>> says apologetically, gesturing to the rainy skies.
<<else>>
<<bHe>> looks at you for a moment, then lets out a meek squawk. <<bHe>> gazes at the rainy skies before shaking <<bhis>> head. Maybe if the weather was better <<bhe>> would be willing to take you along.
<</if>>
<br><br>
<<link [[Next|Bird Tower No Hunt]]>><</link>>
<br>
<<else>>
<<if $monster is 1>>
<<bHe>> looks at you for a moment, clearly surprised. "Would be happy to hunt with <<wife>>!" <<bHe>> seems excited. "Much to learn. I will teach <<wife>>. Stay close," <<bhe>> says, beckoning you to the edge of the perch.
<<else>>
<<bHe>> looks at you for a moment, then lets out a squawk followed by a small, happy screech. <<bHe>> nudges you closer to the edge of the perch.
<</if>>
<br><br>
<<bHe>> spreads <<bhis>> wings and launches from the tower. You jump out after <<bhim>>. You're not used to flying like <<bhe>> is, but you do your best. With the help of the moor's heavy updrafts, you're just barely able to keep pace with <<bhim>>, although it's clear <<bhes>> going slower than usual.
<br><br>
It takes some time, and a lot of effort, for you to gain altitude. Gliding was hard, but this is on another level.
<<if $monster is 1>>
"<<Wife>> is doing good. <<Wife>> is ready to hunt," <<bhe>> says. <<bHe>> changes direction, and you follow.
<<else>>
<<bHe>> screeches and changes direction. You follow <<bhim>>.
<</if>>
<br><br>
<<link [[Next (0:30)|Bird Hunt Intro]]>><<pass 30>><<unset $birdPerch>><</link>>
<br>
<</if>>
<<else>>
<!-- Subsequent hunts -->
<<set $bird.hunts.duo to true>>
<<set $dateCount.Total++>><<set $dateCount.GreatHawkHunts++>>
<<if $monster is 1>>
"Would be happy to hunt with <<wife>>," <<bhe>> says. <<bHe>> spreads <<bhis>> wings and leaps out of the tower. You follow after <<bhim>>.
<<else>>
<<bHe>> lets out a small squawk and beckons you with <<bhis>> wing. <<bHe>> then spreads <<bhis>> wings and leaps out of the tower. You follow after <<bhim>>.
<</if>>
<br><br>
<<flight_time_check 30>>
<<link [[Hunt|Bird Hunt Goal]]>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<unset $birdPerch>><<bird_pass _flightTime>><<endevent>><</link>><<print _fatigueText>>
<br>
<</if>><<set $outside to 1>><<effects>>
<<if $monster is 1>>
"Always fly high, prey won't see you," <<bhe>> instructs. "Be fast. Never let prey anticipate your strike." You keep flying over the moor, looking for an opportune moment. Soon, your mate spots something. "There," <<bhe>> says, turning towards movement in the heather. A scattered group of lurkers. "Watch. Will show <<wife>> how to strike."
<br><br>
True to <<bhis>> word, <<bhe>> swoops down like lightning and grabs one in <<bhis>> talons. <<bHe>> barely loses any speed, returning to your side quickly. The creature struggles for a moment before going limp. "Our prey is weak from the sky. Not built for high up. <<Wife>> can hunt too." <<bHe>> begins to circle, waiting for you to grab one as well.
<<else>>
You observe <<bhis>> methods. <<bHe>> makes sure to fly high and wait for a good opportunity. After a moment, <<bhe>> turns <<bhis>> head towards movement in the heather; a scattered group of lurkers. <<bHe>> readies <<bhis>> talons, preparing to strike.
<br><br>
<<bHe>> swiftly swoops down and grabs one in <<bhis>> talons. <<bHe>> barely loses any speed, returning to your side quickly. The creature struggles for a moment before going limp. It seems they can't handle the change in altitude. Maybe you could get one too.
<</if>>
<br><br>
<<link [[Try to grab one|Bird Hunt Intro 2]]>><</link>>
<br><<effects>>
You came here to hunt, and hunt you will.
<br><br>
Using your wings to swoop downward isn't something you're familiar with, but your instincts guide you. It feels similar to muscle memory, as your wings fold and your arms rear back for a grab. Your mind hones in on your target, and the rushing air is all you can hear. The lurkers aren't expecting another attack, allowing you to catch one easily.
<br><br>
The recovery isn't as easy. The sudden weight shift and the returning force from grabbing an object at high speed throws you off balance. You manage to right yourself, but you're too close to the ground. You instinctively lower your legs, making contact with the ground. You run with your momentum and use the speed to take off again.
<br><br>
It struggles in your hands. You manage to pick up wind and soar to the sky. As soon as you reach the clouds, the creature falls limp.
<<if $monster is 1>>
You look over to your <<nnpc_wife "Great Hawk">>. <<bHe>> seems proud of you. <<npcincr "Great Hawk" love 3>><<gglove>>
<br><br>
"Good hunt. <<Wife>> learns so fast! We return home," <<bhe>> says. You follow <<bhim>> until you see the tower.
<<else>>
You look over at your <<beasttype>>. <<bHe>> seems proud of you. <<npcincr "Great Hawk" love 3>><<gglove>>
<br><br>
<<bHe>> squawks in satisfaction and begins to fly back towards the tower.
<</if>>
<br><br>
<<link [[Next (0:30)|Bird Hunt Intro 3]]>><<pass 30>><</link>>
<br><<effects>><<set $outside to 0>>
With your successful hunts, you fly back to the castle. Looking at the prey in your hands, you feel a primal sense of satisfaction. <<stress -12>><<llstress>>
<br><br>
Soon, you both arrive at the castle and land in the nest. You feel pins and needles in your wings, a reminder that you're still a guest in these skies. You set down your lurkers.
<<if $monster is 1>>
"<<Wife>> did good. I knew you were a good mate," <<bhe>> says.
<br><br>
<<link [[Hug|Bird Hunt Intro Hug]]>><<npcincr "Great Hawk" love 1>><</link>><<glove>>
<<else>>
The <<beasttype>> looks at you happily.
<br><br>
<<link [[Pet|Bird Hunt Intro Hug]]>><<npcincr "Great Hawk" love 1>><</link>><<glove>>
<</if>>
<br>
<<link [[Eat the lurker|Bird Hunt Intro Eat]]>><<hunger -2000>><<transform bird 1>><</link>><<ltrauma>>
<br>
<<link [[Give your lurker to your spouse|Bird Hunt Intro No Eat]]>><<npcincr "Great Hawk" dom -1>><</link>><<ldom>>
<br><<effects>>
<<if $monster is 1>>
You suddenly hug <<bhim>>. It takes <<bhim>> by surprise, but <<bhe>> returns it. "Not used to <<wife>>'s affections. But still like it."
<<else>>
You pet <<bhis>> head. This surprises <<bhim>>, but <<bhes>> quick to start nuzzling <<bhis>> head to your hand. <<bHe>> makes small sounds of satisfaction.
<</if>>
<br><br>
<<link [[Eat the lurker|Bird Hunt Intro Eat]]>><<hunger -2000>><<transform bird 1>><</link>><<ltrauma>>
<br>
<<link [[Give your lurker to your spouse|Bird Hunt Intro No Eat]]>><<npcincr "Great Hawk" dom -1>><</link>><<ldom>>
<br><<effects>>
You return your attention to your catch.
<<if $bird.loot.lurker gte 50>>
You're filled with the desire to eat it. Your <<beasttype>> has already started eating <<bhers>>. You follow your instinct once again, and are filled with satisfaction, as well as a strange warmth. <<eatLurker>><<trauma -6>><<drugs 120>><<ltrauma>><<ggdrugged>>
<<else>>
Eating it doesn't seem so repulsive anymore. Your <<beasttype>> has already started eating <<bhers>>. You take a deep breath, and take a bite. You're filled with primal satisfaction once again, as well as a strange warmth. <<eatLurker>><<trauma -6>><<drugs 120>><<ltrauma>><<ggdrugged>>
<</if>>
<br><br>
<<if $monster is 1>>
The <<beasttype>> speaks up. "Would be happy to hunt with <<wife>> again."
<<else>>
The <<beasttype>> looks over at you and gives another happy screech.
<</if>>
<br>
<span class="gold">You can now go hunting with the Great Hawk.</span>
<br>
<span class="blue">Feasting on the lurker felt good. You should hunt them more often.</span> <span class="gold">You can now hunt for lurkers on your own.</span>
<br><br>
<<set $bird.hunts.unlocked to true>>
<<set $bird.hunts.lurkers to true>>
<<set $bird.timer to 90>>
<<set $dateCount.Total++>><<set $dateCount.GreatHawkHunts++>>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br><<effects>>
You place your lurker in front of the <<beasttype>>.
<<if $monster is 1>>
<<bHe>> looks to you with concern. "<<Wife>> worked hard, you should eat too." Despite <<bhis>> protest, <<bhe>> eventually eats it. "Would be happy to hunt with <<wife>> again."
<<else>>
<<bHe>> looks to you with concern, but eats it anyways. <<bHe>> gives another happy screech.
<</if>>
<br>
<span class="gold">You can now go hunting with the Great Hawk.</span>
<br><br>
<<set $bird.hunts.unlocked to true>>
<<set $bird.timer to 90>>
<<set $dateCount.Total++>><<set $dateCount.GreatHawkHunts++>>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br><<effects>>
<<npc "Great Hawk">>
<<bird_fly_reveal_wings>>
You stand on the edge of the perch, spreading your wings. You feel for the wind while looking out to the moor. Your focus sharpens.
<br><br>
<<if ($bird.activity is "sing" or $bird.activity is "groom") and $bird.state is "home" and Weather.bloodMoon>>
A large wing unfurls in front of you, blocking you.
<<if $monster is 1>>
"No, <<wife>>. The sky is hungry tonight. Hunting is too dangerous." <<bHe>> gestures to the red moon.
<<else>>
Your <<beasttype>> caws in warning, staring at the red moon. <<bHes>> worried about you hunting.
<</if>>
<br><br>
<<link [[Step away|Bird Tower Perch]]>><<endevent>><</link>>
<br>
<<else>>
<<flight_time_check 30 "silent">>
<<link [[Hunt alone (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Bird Hunt Start Alone]]>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<unset $birdPerch>><<bird_pass _flightTime>><</link>><<print _fatigueText>>
<br>
<<if ($bird.activity is "sing" or $bird.activity is "groom") and $bird.state is "home">>
<<if $bird.injured gt 1>>
<span class="red">Your spouse won't be able to hunt with you until <<bhis>> wing heals.</span>
<<else>>
<<link [[Hunt together|Bird Hunt Start Ask]]>><<npcincr "Great Hawk" dom 1>><</link>><<gdom>>
<</if>>
<br>
<</if>>
<<if $bird.state is "home" and !["sleep","rest"].includes($bird.activity) and $bird.injured is 0 and $bird.hunts.estate isnot false>>
<<if $bird.hunts.estate is "unlocked">>
<<link [[Ask for help stealing from the estate|Bird Hunt Estate Prepare]]>><<endevent>><</link>>
<br>
<<elseif $bird.hunts.estate is "scouting">>
<<if Time.dayState is "night">>
<span class="red">It's too dark to scout the estate. You'll have to wait until the sun comes up.</span>
<<elseif Time.hour gte 18>>
<span class="red">It'll be too dark to scout the estate soon. You'll have to wait until the sun comes up again.</span>
<<elseif Weather.precipitation isnot "none" or Weather.isOvercast>>
<span class="red">The weather isn't clear enough to scout the estate.</span>
<<else>>
<<link [[Scout out the estate (2:00)|Bird Hunt Estate Scout]]>><<endevent>><</link>>
<</if>>
<br>
<<elseif $bird.hunts.estate is "ready">>
<<if $birdSilverHuntCooldown>>
<span class="red">You promised the Great Hawk you wouldn't try stealing from the Remy estate again for a while.</span>
<<elseif Time.hour gte 8 and Time.hour lte 16 and Weather.precipitation is "none" and Weather.overcast lte 25>>
<<link [[Fly to the estate (1:00)|Bird Hunt Estate Steal Intro]]>><<endevent>><</link>>
<<else>>
<span class="red">You should wait until the middle of a clear day to attempt stealing from the Remy estate.</span>
<</if>>
<br>
<</if>>
<</if>>
<<link [[Step away|Bird Tower Perch]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<bird_fly_reveal_wings>>
<<if $speech_attitude is "meek">>
"I-I'll hunt for you," you say. "I'll bring back something nice."
<<elseif $speech_attitude is "bratty">>
"Looks like I have to do all the work," you say. "Protect the nest. I'll be back soon."
<<else>>
"I'll hunt for you," you say. "Just stay here and rest."
<</if>>
<br><br>
<<if $monster is 1>>
"<<Wife>>? I am sorry. Thank you."
<<else>>
<<bHe>> lets out a low trill of shame, but nuzzles you in thanks.
<</if>>
<br><br>
You stand on the edge of the perch, spreading your wings. You feel for the wind while looking out to the moor. Your focus sharpens. You spread your wings and leap from the tower.
<br><br>
<<link [[Next|Bird Hunt Goal]]>><<endevent>><</link>>
<br><<effects>>
You turn to the <<beasttype>>.
<<if $speech_attitude is "meek">>
"C-can you come with me? I'm still nervous about hunting alone," you say.
<<elseif $speech_attitude is "bratty">>
"I want to stretch my wings," you say. "Might catch a lurker or two while I'm at it. You coming?"
<<else>>
"I'm going hunting. Will you come with me?" you ask.
<</if>>
<br><br>
<!-- Futureproofing, some pregnancy content will require either player or hawk to remain at nest -->
<<if $bird.injured is 1>>
<<set $bird.injured to 0>>
<<set $bird.hunts.duo to true>>
<<set $dateCount.Total++>><<set $dateCount.GreatHawkHunts++>>
<<bHe>> stretches out <<bhis>> injured wing, <span class="green">showing no signs of strain. It's healed.</span>
<<if $monster is 1>>
"Finally. We return to the skies together."
<<else>>
<<bHe>> looks out over the moor with a harsh gaze. <<bHe>> seems to be eager to hunt with you again.
<</if>>
<<elseif npcIsPregnant("Great Hawk") and talkedAboutPregnancy("Great Hawk","pc") and npcBellySize("Great Hawk") gte 12>>
<<bHe>> moves to stand, and stretches.
<<if $monster is 1>>
<<bHe>> places <<bhis>> hands on <<bhis>> <<bellyDescription "Great Hawk">>. "I would only slow <<wife>> down right now. I'm sorry."
<<else>>
<<bHe>> then rolls over on <<bhis>> side, showing off <<bhis>> <<bellyDescription "Great Hawk">>. It seems <<bhe>> doesn't have the energy.
<</if>>
<<else>>
<<set $bird.hunts.duo to true>>
<<set $dateCount.Total++>><<set $dateCount.GreatHawkHunts++>>
<<if Time.dayState is "night">>
<<set $daily.birdNightWarning to true>>
<<if $monster is 1>>
"Hunting at night time? Difficult. If <<wife>> wants to..."
<<else>>
<<bHe>> stares up at the night sky, hesitant. After a moment, <<bhe>> hops beside you.
<</if>>
<<else>>
<<if $monster is 1>>
"<<Wife>> wants to hunt?" <<bhe>> asks as <<bhe>> gets up. "Then we hunt."
<<else>>
<<bHe>> gets up, then lets out a small affirmative caw.
<</if>>
<</if>>
<</if>>
<br><br>
<<flight_time_check 30 "silent">>
<<if $bird.hunts.duo is true>>
You both spread your wings and leap out of the tower, beginning your hunt.
<br><br>
<<link [[Hunt together (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Bird Hunt Goal]]>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<unset $birdPerch>><<bird_pass _flightTime>><<endevent>><</link>><<print _fatigueText>>
<br>
<<else>>
<<link [[Hunt alone (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Bird Hunt Start Alone]]>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<unset $birdPerch>><<bird_pass _flightTime>><</link>><<print _fatigueText>>
<br>
<<link [[Step away|Bird Tower Perch]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<if ($bird.activity is "sing" or $bird.activity is "groom") and $bird.state is "home">>
<<if $bird.injured gte 1>>
The <<beasttype>> stirs.
<<if $monster is 1>>
"Have a good hunt, <<wife>>," <<bhe>> says, trying to hide a bit of shame in <<bhis>> voice. "Return soon."
<<else>>
<<bHe>> squawks shamefully as you approach the edge of the perch, wishing you luck in your hunt.
<</if>>
<<else>>
You decide to hunt alone. The <<beasttype>> stirs.
<<if $monster is 1>>
<<if Time.dayState is "night">>
<<set $daily.birdNightWarning to true>>
"Hunting at night? Difficult. Good luck, <<wife>>," <<bhe>> says. "Return soon."
<<else>>
"Have a good hunt, <<wife>>," <<bhe>> says. "Return soon."
<</if>>
<<else>>
<<bHe>> squawks as you approach the edge of the perch, wishing you luck in your hunt.
<</if>>
<</if>>
<br><br>
<</if>>
<<set $bird.hunts.duo to false>>
You spread your wings and leap from the tower.
<br><br>
<<link [[Next|Bird Hunt Goal]]>><<endevent>><</link>>
<br><<set $outside to 1>><<set $location to "moor">><<effects>><<flight_effects>>
<<if !$bird.hunts.loot>>
<<set $bird.hunts.loot to {}>>
<<set $bird.hunts.lootAmount to 0>>
<<set $bird.hunts.weight to (Weather.precipitation is "rain" ? 1 : 0)>>
<<set $bird.hunts.goal to "">>
<<set $bird.hunts.direction to "">>
<<set $bird.hunts.distanceNorth to 0>>
<<set $bird.hunts.distanceEast to 0>>
<<set $bird.hunts.timer to 0>>
<<set $moor to 40>>
<</if>>
<<if $phase is 1>>
You choose to hunt for something else.
<<elseif $phase is 2>>
You ask your spouse if you can hunt for something else.
<<else>>
You catch the wind and fly high up into the air.
<<if Weather.precipitation is "rain">>
The rain hinders your flight, but you persist. <<gtiredness>><<tiredness 2>>
<</if>>
<</if>>
<br><br>
What will you hunt for?
<br>
<<if $bird.hunts.lurkers is true>>
<<link [[Lurkers|Bird Hunt Direction]]>><<set $bird.hunts.goal to "lurkers">><</link>>
<br>
<</if>>
<<if $bird.hunts.materials is true>>
<<link [[Materials|Bird Hunt Direction]]>><<set $bird.hunts.goal to "materials">><</link>>
<br>
<</if>>
<<if $bird.hunts.valuables is true>>
<<link [[Valuables|Bird Hunt Direction]]>><<set $bird.hunts.goal to "valuables">><</link>>
<br>
<</if>>
<<if $bird.hunts.duo is true>>
<<link [[Let the Great Hawk decide|Bird Hunt Direction]]>><<set $bird.hunts.goal to "hawk">><<npcincr "Great Hawk" dom 1>><</link>><<gdom>>
<br>
<</if>>
<<set $phase to 0>><<effects>><<flight_effects>>
<<if $bird.hunts.duo is true>>
<<npc "Great Hawk">><<person1>>
You tell the <<beasttype>> that you want to
<<else>>
You decide to
<</if>>
<<switch $bird.hunts.goal>>
<<case "lurkers">>find some proper prey to hunt.
<<case "materials">>find something to improve the castle.
<<case "valuables">>find something valuable, or otherwise eye-catching.
<<case "hawk">> follow <<bhim>>.
<</switch>>
<br><br>
<<flight_time_check 20 "silent">>
<<if $bird.hunts.duo is true and $bird.hunts.goal is "hawk">>
<<set _directionPool to []>>
<<if $bird.hunts.distanceNorth lt 5 and $bird.hunts.distanceNorth isnot -1>>
<<run _directionPool.pushUnique("north")>>
<</if>>
<<if $bird.hunts.distanceEast lt 5 and $bird.hunts.distanceEast isnot -1>>
<<run _directionPool.pushUnique("east")>>
<</if>>
<<if $bird.hunts.distanceNorth gt -5 and $bird.hunts.distanceNorth isnot 1>>
<<run _directionPool.pushUnique("south")>>
<</if>>
<<if $bird.hunts.distanceEast gt -5 and $bird.hunts.distanceEast isnot 1>>
<<run _directionPool.pushUnique("west")>>
<</if>>
<<set $bird.hunts.direction to _directionPool.pluck()>>
<<if $monster is 1>>
"<<Wife>> follows? I will lead," <<bhe>> says, flying $bird.hunts.direction.
<<else>>
<<bHe>> screeches in response and starts flying $bird.hunts.direction.
<</if>>
<<switch $bird.hunts.direction>>
<<case "north">><<set $bird.hunts.distanceNorth++>>
<<case "east">><<set $bird.hunts.distanceEast++>>
<<case "south">><<set $bird.hunts.distanceNorth-->>
<<case "west">><<set $bird.hunts.distanceEast-->>
<</switch>>
<<bird_loot_select>>
<br><br>
<<link [[Next (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Bird Hunt Event]]>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<bird_pass _flightTime>><<endevent>><</link>><<print _fatigueText>>
<br>
<<else>>
<<if $bird.hunts.duo is true>>
<<if $monster is 1>>
"Will help <<wife>> hunt," <<bhe>> says.
<<else>>
<<bHe>> screeches in response.
<</if>>
<br><br>
<</if>>
With a plan in mind, you decide to hunt:
<br>
<<if $bird.hunts.distanceNorth lt 5>>
<<link [[North (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Bird Hunt Event]]>><<set $bird.hunts.direction to "north">><<set $bird.hunts.distanceNorth++>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<bird_pass _flightTime>><<endevent>><</link>><<print _fatigueText>>
<br>
<</if>>
<<if $bird.hunts.distanceEast lt 5>>
<<link [[East (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Bird Hunt Event]]>><<set $bird.hunts.direction to "east">><<set $bird.hunts.distanceEast++>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<bird_pass _flightTime>><<endevent>><</link>><<print _fatigueText>>
<br>
<</if>>
<<if $bird.hunts.distanceNorth gt -5>>
<<link [[South (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Bird Hunt Event]]>><<set $bird.hunts.direction to "south">><<set $bird.hunts.distanceNorth-->><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<bird_pass _flightTime>><<endevent>><</link>><<print _fatigueText>>
<br>
<</if>>
<<if $bird.hunts.distanceEast gt -5>>
<<link [[West (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Bird Hunt Event]]>><<set $bird.hunts.direction to "west">><<set $bird.hunts.distanceEast-->><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<bird_pass _flightTime>><<endevent>><</link>><<print _fatigueText>>
<br>
<</if>>
<</if>><<effects>><<flight_distance_check>><<flight_hunt_chance>><<flight_effects>>
<<if $bird.hunts.duo is true>>
<<npc "Great Hawk">>
<</if>>
<<if $phase is 2>>
You ignore your setback and continue.
<</if>>
<<if $bird.hunts.goal is "hawk">>
You follow the <<beasttype>> $bird.hunts.direction, hoping to spot something.
<<else>>
You <<if $bird.hunts.duo is true>>both <</if>>fly $bird.hunts.direction, hoping to spot something.
<</if>>
<<if Weather.precipitation is "rain">>The rain does nothing to help your search.<<elseif Weather.precipitation is "snow">>The snow does nothing to help your search.<</if>>
<<if $daily.birdHuntPhysique is undefined>>
<<set $daily.birdHuntPhysique to 0>><<physique 1>>
<<elseif $daily.birdHuntPhysique lt 3>>
<<set $daily.birdHuntPhysique++>><<physique 1>>
<</if>>
<br><br>
<<endevent>>
<<cleareventpool>>
<<if $stress gte $stressmax or isPregnancyEnding()>>
You don't have the strength to keep flying. Your wings limply carry you into a clumsy, rapidly descending glide. You black out.
<br><br>
<<if $bird.hunts.duo is false>>
You hear a muffled splash, and your body goes cold.
<br><br>
<<passout_moor>>
<<else>>
You feel something grab you mid-air, and your ears pop as you begin to ascend again.
<br><br>
<<link [[Next (?:??)|Bird Hunt Passout]]>><<bird_pass _returnTime>><</link>>
<br>
<</if>>
<<elseif _distanceTotal is 0>>
You're right above the castle. <span class="blue">You won't find anything until you fly further out.</span>
<br><br>
<<endevent>>
<<flight_hunt_options>>
<<elseif $daily.huntRemyCampNorth is $bird.hunts.distanceNorth and $daily.huntRemyCampEast is $bird.hunts.distanceEast>>
<<if $daily.huntRemyAlerted>>
You're close to the encampment you harassed. <span class="red">The occupants are alert, keeping their eyes on the sky.</span> You won't be able to find anything here today.
<br><br>
<<endevent>>
<<set $phase to 2>>
<<flight_hunt_options>>
<<elseif $daily.huntRemyBurnt>>
The smouldering remains of an encampment sit below you. As cathartic as the sight is, you won't find anything more here today.
<br><br>
<<endevent>>
<<flight_hunt_options>>
<<else>>
<<if $daily.huntRemyCamp>>
You're above
<<if $remySeen?.includesAny("farm","livestock","manor") or $livestock_intro isnot undefined>>
an encampment belonging to Remy's goons.
<<else>>
the encampment.
<</if>>
<<else>>
<<set $daily.huntRemyCamp to true>>
You spot a few tents. Someone seems to have set up camp. You can see the owners sitting outside.
<<if $remySeen?.includesAny("farm","livestock","manor") or $livestock_intro isnot undefined>>
You recognise them from their uniforms. <span class="red">Remy's goons.</span>
<<else>>
A few of them carry pronged metal poles, and others carry nets. They look dangerous.
<</if>>
<</if>>
<br><br>
<<if $bird.hunts.duo is true>>
<<npc "Great Hawk">><<person1>>
<<if $monster is 1>>
"Landbound without their leader. Bad, but not a threat," your <<beasttype>> says confidently.
<<else>>
Your <<beasttype>> looks them over intently. <<bHe>> doesn't seem to consider them a threat.
<</if>>
<<if $remySeen?.includesAny("farm","livestock","manor")>>
You know from experience that they can be dangerous, but now you're not alone.
<</if>>
<br><br>
With help from the Great Hawk, you could try to steal from them. The two of you could also scare them away.
<br><br>
<<link [[Steal from them (0:05)|Bird Hunt Tent Steal]]>><<bird_pass 5>><</link>><<crime "thievery">>
<br>
<<if $remySeen?.includesAny("farm","livestock","manor") or $livestock_intro isnot undefined>>
<<link [[Scare and harass (0:05)|Bird Hunt Tent Sabotage]]>><<bird_pass 5>><</link>>
<br>
<<else>>
<<link [[Scare and harass (0:05)|Bird Hunt Tent Scare]]>><<bird_pass 5>><</link>>
<br>
<</if>>
<<if $bird.hunts.loot.lurkers gte 1>>
<<link [[Drop a lurker on their heads (0:05)|Bird Hunt Tent Lurker Drop]]>><<endevent>><<bird_pass 5>><</link>>
<br>
<</if>>
<<else>>
<span class="red">Crossing them would be very dangerous.</span>
<br><br>
<<set $skulduggerydifficulty to 500>>
<<link [[Sneak in and steal from them (0:05)|Bird Hunt Tent Steal Alone]]>><<crimeUp 10 "trespassing">><<bird_pass 5>><</link>><<skulduggerydifficulty>><<crimes "thievery" "trespassing">>
<br>
<<if $bird.hunts.loot.lurkers gte 1>>
<<link [[Drop a lurker on their heads (0:05)|Bird Hunt Tent Lurker Drop]]>><<endevent>><<bird_pass 5>><</link>>
<br>
<</if>>
<</if>>
<<link [[Avoid them|Bird Hunt Ignore]]>><<endevent>><</link>>
<br>
<</if>>
<<elseif $daily.emptyCampNorth is $bird.hunts.distanceNorth and $daily.emptyCampEast is $bird.hunts.distanceEast>>
<<if Time.dayState isnot "night">>
<<if $daily.emptyCamp>>
You're above the trashed campsite.
<<else>>
You see a big open clearing with a smouldering firepit in the middle. Litter and other items lie scattered around everywhere. Looks like some people were hanging out here. It's possible they left behind something useful to you.
<</if>>
<br><br>
<<if $daily.emptyCampLoot is 0>>
<span class="purple">It's been picked clean.</span>
<br><br>
<<else>>
<<link [[Land (0:02)|Bird Hunt Scavenge Party Site]]>><<endevent>><<bird_pass 2>><</link>>
<br>
<</if>>
<<else>>
You see a big open clearing with a fire burning brightly, surrounded by people. They appear to be dancing, and otherwise having fun. There's too many people for you to approach right now.
<br><br>
<</if>>
<<flight_hunt_options>>
<<elseif ($bird.hunts.distanceNorth is -3 and $bird.hunts.distanceEast is 3) or ($bird.hunts.distanceNorth is -3 and $bird.hunts.distanceEast is -3)>>
There's a tall pillar of stone at the top of a hill nearby. The bottom is completely overgrown, but a path manages to cleave through the underbrush.
<<if Time.dayState is "night">>
It would make a good ambush point, but it's too dark.
<br><br>
<<else>>
It would be a good place to set up an ambush.
<br><br>
<<link [[Land (0:02)|Bird Hunt Ambush Point]]>><<endevent>><<bird_pass 2>><</link>>
<br>
<</if>>
<<flight_hunt_options>>
<<else>>
<<addinlineevent "bird_hunt_nothing" _flight_hunt_chance.nothing>>
<<rng 3>>
After some time, you still haven't found anything of interest.
<<switch $rng>>
<<case 1>>
<!-- Nothing -->
<<case 2>>
<<switch Weather.precipitation>>
<<case "none">>
<<if !Weather.overcast>>
<<switch Time.dayState>>
<<case "dawn">>The morning sun kisses the horizon, making you feel more alert. <<stress -6>><<lstress>>
<<case "day">>You take a moment to relish in the sun's warmth as you glide. <<stress -6>><<lstress>>
<<case "dusk">>The setting sun casts striking shadows across the moor. <<stress -6>><<lstress>>
<<case "night">>The moor is dark, and seems strangely peaceful from up here. <<stress -6>><<lstress>>
<</switch>>
<<else>>
A strong gust of wind washes over you, allowing you to glide in place for a few minutes. <<stress -6>><<lstress>>
<</if>>
<<case "rain">>The rain batters you. <<stress 6>><<gstress>>
<<case "snow">>You glide in a sparkling white void above the earth. The snow makes you feel like you're in an otherworldly bubble. <<stress -6>><<trauma -3>><<lstress>><<ltrauma>>
<</switch>>
<<case 3>>
You lose focus for a moment, and enjoy the sensation of flying. <<trauma -3>><<ltrauma>>
<</switch>>
<br><br>
<<endevent>>
<<set $phase to 2>>
<<flight_hunt_options>>
<</addinlineevent>>
<<addinlineevent "bird_hunt_camp" _flight_hunt_chance.materials>>
You notice the remains of a campsite. There might be something worth taking left.
<br><br>
<<link [[Search the area (0:05)|Bird Hunt Camp]]>><<bird_pass 5>><</link>>
<br>
<<link [[Ignore|Bird Hunt Ignore]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "bird_hunt_dead_tree" _flight_hunt_chance.materials>>
You spot a leafless tree. It looks old and withered, however its branches still look healthy enough to be of use for your nest.
<br><br>
<<link [[Land (0:05)|Bird Hunt Dead Tree]]>><<bird_pass 5>><</link>>
<br>
<<link [[Ignore|Bird Hunt Ignore]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "bird_hunt_sticks" _flight_hunt_chance.materials>>
You spot a pile of hefty branches.
<<if $bird.hunts.materials is false>>
You might be able to use them to improve your nest.
<</if>>
<br><br>
<<link [[Land (0:05)|Bird Hunt Sticks]]>><<bird_pass 5>><</link>>
<br>
<<link [[Ignore|Bird Hunt Ignore]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "bird_hunt_leaves" _flight_hunt_chance.materials>>
You see a patch of large leaves on the ground.
<<if Time.season is "winter" or Time.season is "autumn">>
They stick out against the dead foliage and look high quality.
<</if>>
They'd fit well in your nest.
<br><br>
<<link [[Land (0:05)|Bird Hunt Leaves]]>><<bird_pass 5>><</link>>
<br>
<<link [[Ignore|Bird Hunt Ignore]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "bird_hunt_underbrush" (_flight_hunt_chance.materials - Math.floor($bird.hunts.distanceEast / 2))>>
You spot a cluster of dying foliage. It should be easy to take materials from.
<br><br>
<<link [[Land (0:05)|Bird Hunt Underbrush]]>><<bird_pass 5>><</link>>
<br>
<<link [[Ignore|Bird Hunt Ignore]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "bird_hunt_flowers" (_flight_hunt_chance.materials + Math.floor($bird.hunts.distanceEast / 2))>>
You spot a patch of brightly coloured flowers.
<br><br>
<<link [[Land (0:05)|Bird Hunt Flowers]]>><<bird_pass 5>><</link>>
<br>
<<link [[Ignore|Bird Hunt Ignore]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<<if $bird.upgrades.tarp is 0 and !$bird.hunts.loot.tarp>>
<<addinlineevent "bird_hunt_tarp" _flight_hunt_chance.materials>>
You notice a large blue tarp tied between two large rocks, providing shelter from the rain. No one seems to be around. You could take it for yourself.
<br><br>
<<link [[Take the tarp (0:05)|Bird Hunt Tarp]]>><<bird_pass 5>><</link>>
<br>
<<link [[Ignore|Bird Hunt Ignore]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<</if>>
<<addinlineevent "bird_hunt_lurkers_1" _flight_hunt_chance.lurkers>>
<<if $bird.hunts.duo is true>>
<<npc "Great Hawk">>
The Great Hawk lets out a small screech to get your attention. You see some lurkers in the grass. They appear to be resting.
<<if $monster is 1>>
"Prey is unaware. Now is good time to strike."
<<else>>
<<bHe>> lets out another low screech, indicating <<bhis>> intent to attack.
<</if>>
<br><br>
<<link [[Hunt them (0:05)|Bird Hunt Lurkers GH]]>><<bird_pass 5>><</link>>
<br>
<<else>>
You spot some lurkers in the grass. They appear to be resting.
<br><br>
<<link [[Hunt them (0:05)|Bird Hunt Lurkers Alone]]>><<bird_pass 5>><</link>>
<br>
<</if>>
<<link [[Ignore them|Bird Hunt Ignore]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "bird_hunt_lurkers_2" _flight_hunt_chance.lurkers>>
You notice a lone lurker on the move.
<br><br>
<<link [[Hunt it (0:05)|Bird Hunt Lurkers Few]]>><<bird_pass 5>><</link>>
<br>
<<link [[Ignore it|Bird Hunt Ignore]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "bird_hunt_shiny" _flight_hunt_chance.valuables>>
A shiny glint catches your eye amidst the mire.
<br><br>
<<link [[Investigate (0:05)|Bird Hunt Shiny]]>><<bird_pass 5>><</link>>
<br>
<<link [[Ignore it|Bird Hunt Ignore]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "bird_hunt_shiny_pond" _flight_hunt_chance.valuables>>
You notice a glimmer in the depths of a pond. There could be something of interest beneath the water's surface.
<br><br>
<<link [[Investigate (0:05)|Bird Hunt Pond Dive]]>><<bird_pass 5>><</link>>
<br>
<<link [[Ignore it|Bird Hunt Ignore]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "bird_hunt_animals_1" _flight_hunt_chance.other>>
<<rng 2>><<set _beastGen to ($rng is 1 ? "cat" : "fox")>><<if _beastGen is "cat">><<beastNEWinit 1 cat>><<else>><<beastNEWinit 1 fox>><</if>>
You spot a lone <<beasttype>> below.
<<rng 100>>
<<if $rng gte 60>>
<<set $phase to 1>>
<<bHes>> holding something<<if $monster isnot 1>> in <<bhis>> mouth<</if>>.
<</if>>
<br><br>
<<link [[Watch (0:05)|Bird Hunt Animal Watch]]>><<trauma -3>><<bird_pass 5>><</link>><<ltrauma>>
<br>
<<link [[Land (0:05)|Bird Hunt Animal Land]]>><<bird_pass 5>><</link>>
<br>
<<link [[Screech|Bird Hunt Animal Screech]]>><<stress -3>><</link>><<lstress>>
<br>
<<link [[Ignore it|Bird Hunt Ignore]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "bird_hunt_animals_2" _flight_hunt_chance.other>>
<<beastNEWinit 1 fox>><<beastPARTNERinit 1 fox 0>>
You spot a pair of
<<if ($monster isnot 1) or ($NPCList[0].pronoun is "m" and $NPCList[1].pronoun is "m") or ($NPCList[0].pronoun is "f" and $NPCList[1].pronoun is "f")>>
<<beastsplural>>
<<else>>
fox people - one male, and one female -
<</if>>
below. They're tumbling over each other, but you can't tell if they're playing or fighting from up here.
<br><br>
<<link [[Land for a closer look (0:05)|Bird Hunt Foxes Land]]>><<bird_pass 5>><</link>>
<br>
<<link [[Screech|Bird Hunt Animal Screech]]>><<stress -3>><<set $phase to 4>><</link>><<lstress>>
<br>
<<link [[Ignore it|Bird Hunt Ignore]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "bird_hunt_people_watch" (Math.floor($bird.hunts.distanceNorth / 2))>>
You spot two people walking around the moor.
<br><br>
<<link [[Follow (0:10)|Bird Hunt People Watching]]>><<bird_pass 10>><</link>>
<br>
<<link [[Ignore|Bird Hunt Ignore]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<<if $bird.hunts.duo is true and !$daily.birdPlaneChase>>
<<addinlineevent "bird_hunt_plane" _flight_hunt_chance.other>>
<<set $daily.birdPlaneChase to true>>
<<npc "Great Hawk">>
A shiny glint catches your eye. Except this time, it's above you. You can see a plane flying far above you. <<your_bird_text "cap">> sees it too.
<<if $bird.hunts.goal is "hawk">>
<<if $monster is 1>>
"<<Wife>>! Look! A big shiny thing in the air! Come, we have to get it!" <<bhe>> screams in excitement.
<<else>>
<<bHe>> lets out a loud scream filled with excitement. <<bHe>> must really like the plane.
<</if>>
<br><br>
Before you can say anything, <<bhe>> starts chasing after it. Not wanting to be left behind, you fly after <<bhim>>.
<br><br>
<<link [[Next|Bird Hunt Plane Chase]]>><</link>>
<br>
<<else>>
<<if $monster is 1>>
"<<Wife>>! Look! A big shiny thing in the air! Come, we have to get it!" <<bhe>> screams in excitement.
<<else>>
<<bHe>> lets out a loud scream of pure excitement. <<bHe>> must really like the plane. <<bHe>> starts squawking at you, trying to convince you to follow it.
<</if>>
<br><br>
You know you have no chance of catching it, but it's clear your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>> still wants to try.
<br><br>
<<link [[Chase the plane (0:20)|Bird Hunt Plane Chase]]>><<bird_pass 20>><<set $phase to 0>><<npcincr "Great Hawk" love 1>><</link>><<glove>>
<br>
<<link [[Ignore it|Bird Hunt Plane Chase]]>><<set $phase to 1>><<npcincr "Great Hawk" love -1>><</link>><<llove>>
<br>
<</if>>
<</addinlineevent>>
<</if>>
<<if $bird.hunts.duo is true and (_distanceNorthSouth gte 4 or _distanceEastWest gte 4) and !Object.values($children).find(child => child.childId == "orphanHawk1") and Object.values($children).length lt 1000>>
<<addinlineevent "bird_hunt_orphan" 2>>
<!-- Shut up I'll convert this to a function later, I'm dealing with a lot of hardcoded stuff and this is the only way I could do this without polluting important objects -->
<<set _hatchedTime to new DateTime(Time.date).addDays(random(-120, -60))>>
<<set _laidTime to new DateTime(_hatchedTime).addDays(random(-30, -21))>>
<<set _conceivedTime to new DateTime(_hatchedTime).addDays(random(-44, -30))>>
<<set $children["orphanHawk1"] to {
childId: "orphanHawk1",
birthId: 0,
mother: "unknown hawk",
father: "unknown hawk",
motherKnown: false,
fatherKnown: false,
type: "hawk",
gender: random(0, 100) > 50 ? "f" : "m",
features: {
size: ["tiny", "small", "normal", "normal"][random(0, 3)],
eyeColour: ["purple", "dark blue", "light blue", "amber", "hazel", "green", "lime green", "red", "pink", "grey", "light grey"][random(0, 10)],
hairColour: ["white", "brown"][random(0,1)],
skinColour: random(1, 100) lte $blackchance ? "dark" : "light",
monster: ((V.monsterchance > random(0, 100) && (V.hallucinations >= 1 || V.monsterhallucinations === "f")) || V.greathawkmonster === 2) ? "monster" : 0
},
conceived: {day: _conceivedTime.day, month: _conceivedTime.monthName, year: _conceivedTime.year},
conceivedLocation: "unknown",
laid: {day: _laidTime.day, month: _laidTime.monthName, year: _laidTime.year},
born: {day: _hatchedTime.day, month: _hatchedTime.monthName, year: _hatchedTime.year}
}>>
<<childSelect "orphanHawk1">>
<<npc "Great Hawk">><<person1>>
Your <<if $monster is 1>><<nnpc_wife "Great Hawk">> gasps<<else>>partner lets out a surprised chirp<</if>>, and directs your attention to the brush below.
<br><br>
<span class="gold">A baby <<if $cmonster is 1>>harpy<<else>>hawk<</if>> lies on the ground.</span> <span class="red">There's no sign of <<childhis>> parents.</span>
<br><br>
<<link "Land (0:05)" "Bird Hunt Chick Approach">><<bird_pass 5>><</link>>
<br>
<<link [[Keep flying|Bird Hunt Chick Ignore]]>><<npcincr "Great Hawk" love -5>><</link>><<lllove>>
<</addinlineevent>>
<</if>>
<<if !$bird.trespasser and $bird.hunts.duo is true and $dateCount.GreatHawkHunts gte 20 and $bird.hunts.timer gte 45>>
<<addinlineevent "bird_hunt_trespasser" 3>>
<<beastNEWinit 1 hawk>><<npc "Great Hawk" 2>><<person2>>
<<if $NPCList[1].monster is "monster">>
<<set $monster to 1>>
<<set $NPCList[0].monster to "monster">>
<<set $NPCList[0].type to "harpy">>
<<else>>
<<set $monster to 0>>
<<set $NPCList[0].monster to "">>
<<set $NPCList[0].type to "hawk">>
<</if>>
<<your_bird_text "cap">> suddenly looks agitated. Some of <<bhis 1>> plumage stands on end.
<br><br>
<<if $monster is 1>>
"Outsider. Can smell-" a horrible screech cuts <<bhim 1>> off. Something's hurtling towards the two of you. It's in the sky, with you!
<<else>>
<<bHe 1>> lets out a shriek, but not like the ones you've heard before. This one sounds like a warning, or perhaps a challenge. <<bHe>> gets an answer immediately, as you hear another screech nearby. It rapidly gets closer, and you spot something hurtling through the air towards you!
<</if>>
<br><br>
It's big, and you feel its whole weight crash right into you. Your ears ring as it drags you out of the sky. <<ggpain>><<pain 8>>
<br><br>
<<link [[Next|Bird Hunt Trespasser]]>><</link>>
<br>
<</addinlineevent>>
<</if>>
<<if Weather.bloodMoon>>
<<addinlineevent "bird_hunt_blood" 8>>
You feel your stomach twist. The hairs on the back of your neck stand on end.
<br><br>
Everything goes blurry for a moment, and you feel as though you've been flipped upside-down. Your wings are no longer working to keep you in the sky, and are instead trying to push you away from it, as if you were being pulled upwards by gravity instead of downwards.
<br><br>
You try to look up, but can no longer tell which way it is. You desperately try to find the ground.
<br><br>
<span class="red">It's gone.</span>
<br><br>
You're swallowed by the sky. Everything fades to red.
<br><br>
<<link [[Next|Bird Hunt Blood]]>><<bird_pass 60>><</link>>
<br>
<</addinlineevent>>
<</if>>
<<runeventpool>>
<</if>><<effects>>
<<if $bird.hunts.duo is true>>
<<npc "Great Hawk">>
You and the Great Hawk land and investigate your surroundings.
<<else>>
You land and investigate your surroundings.
<</if>>
<br><br>
<<if $bird.upgrades.tools is 0 and !$bird.hunts.loot.tools and ($rng gte 90 or $dateCount.GreatHawkHunts gte 5)>>
You notice a toolbox on the ground. You look inside it and find a handsaw, hammer and a chisel. These would be useful for improving the tower.
<br><br>
<<link [[Take the toolbox|Bird Hunt Camp 2]]>><<set $phase to 1>><</link>>
<br>
<<elseif $rng gte 20>>
You notice some firewood was left behind. Most of it has been ruined by the damp atmosphere, but you notice two of the small logs are in good condition.
<br><br>
<<if $bird.hunts.duo is true>>
<<link [[Take the wood|Bird Hunt Camp 2]]>><<set $phase to 2>><</link>>
<br>
<<else>>
<<set _athlDiffMin to ($bird.hunts.weight * 100)>>
<<set _athlDiffMax to (_athlDiffMin + 500)>>
<<link [[Take one piece of wood|Bird Hunt Camp 2]]>><<set $phase to 2>><</link>>
<br>
<<link [[Try to take two|Bird Hunt Camp 2]]>><<set $phase to 3>><</link>><<athleticsdifficulty _athlDiffMin _athlDiffMax>>
<br>
<</if>>
<<else>>
You notice large pieces of fabric scattered around. Most of it has been torn. You should be able to make use of it anyway.
<br><br>
<<link [[Take random pieces|Bird Hunt Camp 2]]>><<set $phase to 4>><</link>>
<br>
<<link [[Look for higher quality pieces|Bird Hunt Camp 2]]>><<set $phase to 5>><</link>><<housekeepingdifficulty 1 300>><<ghousekeeping 300>>
<br>
<</if>>
<<link [[Leave|Bird Hunt Exit]]>><<endevent>><</link>>
<br><<effects>>
<<switch $phase>>
<<case 1>>
<span class="gold">You grab the toolbox.</span> It's easy to carry, and light enough for you to fly with it.
<<if $bird.hunts.duo is true>>
<<if $monster is 1>>
"What does <<wife>> want with metal box?" <<bhe>> asks. You explain that it has useful tools. "If <<wife>> says it's useful, we take it."
<<else>>
The <<beasttype>> looks at you inquisitively. You explain that the box has useful tools. <<bHe>> doesn't seem to actually understand.
<</if>>
<</if>>
<br><br>
<<set _prop to "toolbox">>
<<flight_hunt_get "tools" 1>>
<<flight_hunt_return>>
<<case 2>>
<<if $bird.hunts.duo is true>>
You take a log and instruct the <<beasttype>> to do the same.
<<if $monster is 1>>
<<bHe>> takes one in <<bhis>> hand. "Good wood. Strong enough for nest."
<<else>>
<<bHe>> grabs the other log in <<bhis>> talons.
<</if>>
<br><br>
<<set _prop to "wood">>
<<flight_hunt_get "wood" 2>>
<<flight_hunt_return>>
<<else>>
You take a log. It's heavy, but you should still be able to fly.
<br><br>
<<set _prop to "wood">>
<<flight_hunt_get "wood" 1>>
<<flight_hunt_return>>
<</if>>
<<case 3>>
<<if $athleticsSuccess>>
You grab a log in each hand. It's hard to fly with this much extra weight, <span class="green">but you manage it</span>.
<br><br>
<<set _prop to "wood">>
<<flight_hunt_get "wood" 2>>
<<flight_hunt_return>>
<<else>>
<<set _huntFail to 1>>
You grab a log in each hand. You attempt to fly, <span class="red">but the weight of the logs quickly wear you down</span>. You're forced to let go, and accidentally drop both. You hear a loud crack as the logs land. You'll have to look for something else. <<stress 6>><<tiredness 2>><<gstress>><<gtiredness>>
<br><br>
<<flight_hunt_return>>
<</if>>
<<case 4>>
<<wearProp "rag">>
You take random pieces of cloth, hoping to be able to use them later.
<br><br>
<<flight_hunt_get "fabric" random(1, 2)>>
<<flight_hunt_return>>
<<case 5>>
<<wearProp "rag">>
<<if $housekeepingSuccess>>
You're able to find more usable pieces of cloth, a few sturdy ones catching your eye. You take them with you.
<<flight_hunt_get "fabric" 3>>
<<else>>
Despite your best efforts, you're unable to find much intact cloth. You take the little that you did find.
<<flight_hunt_get "fabric" 1>>
<</if>>
<<housekeeping 1 300>><<ghousekeeping 300>>
<br><br>
<<flight_hunt_return>>
<</switch>><<effects>>
<<if $bird.hunts.duo is true>>
<<npc "Great Hawk">>
You and your <<beasttype>> land near the tree. You notice that one of the largest branches looks to be on the verge of breaking. It's pretty deep in the bramble that now forms the tree's top, meaning you can't just fly up to grab it.
<<if $monster is 1>>
"I can help," <<bhe>> says.
<<else>>
<<your_bird_text "cap">> sees you eyeing the branch and caws.
<</if>>
<br><br>
You could try to climb up and break it off. Alternatively, if you shook the tree for long enough the branch might just fall on its own.
<br><br>
<<link [[Climb the tree|Bird Hunt Dead Tree 2]]>><<set $phase to 1>><</link>><<athleticsdifficulty 400 700>>
<br>
<<link [[Shake the tree|Bird Hunt Dead Tree 2]]>><</link>>
<br>
<<else>>
You land near the tree. You notice one of the largest branches looks to be on the verge of breaking. It's pretty deep in the bramble that now forms the tree's top, meaning you can't just fly up to grab it.
<br><br>
You could try to climb up and break it off. Alternatively, if you shook the tree for long enough the branch might just fall on its own.
<br><br>
<<link [[Climb the tree|Bird Hunt Dead Tree 2]]>><<set $phase to 1>><</link>><<athleticsdifficulty 500 850>>
<br>
<<link [[Shake the tree|Bird Hunt Dead Tree 2]]>><</link>>
<br>
<</if>><<effects>>
<<if $phase is 1>>
<<if $bird.hunts.duo is true>>
You tell your <<beasttype>> that you'll climb up and break off the branch. <<bHe>> nods and starts to circle around the tree. You begin your climb slowly, making sure you don't step too hard on any of the smaller branches.
<br><br>
<<if $athleticsSuccess>>
You carefully ascend the tree, <span class="green">until you reach the weak branch</span>. You get in a good position to stomp on it. <<your_bird_text "cap">> hops up after you, <<bhis>> talons easily biting into the dead bark. <<bHe>> lands on the branch and puts <<bhis>> weight on it to help you. It only takes you a few good kicks to detach the branch from the tree. It breaks off with a satisfying crack, and lands on the ground.
<br><br>
You nearly fall out of the tree, but the <<beasttype>> grabs onto you, steadying you. You carefully climb back down to inspect your work. The branch itself will be useful, as well as some of the smaller branches on it.
<<if $monster is 1>>
"Good job <<wife>>," <<bhe>> says.
<<else>>
The <<beasttype>> screeches happily.
<</if>>
<<flight_hunt_get "wood" 1>> <<flight_hunt_get "sticks" 2>>
<br><br>
<<set _prop to "wood">>
<<endevent>>
<<flight_hunt_return>>
<<else>>
<<set _prop to "stick">>
You try to climb carefully, but still manage to <span class="red">accidentally put too much weight on a small branch</span>. It cracks beneath your foot, sending you off balance , and you fall. You try to grab onto anything you can to slow the fall, breaking other branches as you go. <<pain 10>><<ggpain>>
<br><br>
You brace for impact with the ground, but it's much softer than you expect. You look down, and see that <<your_bird_text>> has caught you.
<<if $monster is 1>>
"That looked painful, are you alright <<wife>>?" <<bhe>> asks, <<bhis>> concern clear.
<<else>>
<<bHe>> gently caresses your face with <<bhis>> beak, worried you may be hurt.
<</if>>
You assure <<bhim>> you're fine as you dust yourself off and stand up. <<npcincr "Great Hawk" dom 1>><<gdom>>
<br><br>
The tree you were climbing is now bare of anything you could use to climb up again, not that you have the strength to do so anyway. At least one of the branches you broke off could be of use to you. <<flight_hunt_get "sticks" 1>>
<br><br>
<<endevent>>
<<flight_hunt_return>>
<</if>>
<<else>>
You take a deep breath and begin slowly climbing the tree.
<br><br>
<<if $athleticsSuccess>>
You carefully ascend, <span class="green">until you reach the weak branch</span>. You get in a good position to stomp on it. It takes you a few kicks, but eventually the branch snaps off and falls. It lands with a satisfying thud.
<br><br>
You carefully climb back down and look it over. The branch itself will be useful, as well as some of the smaller branches on it. <<flight_hunt_get "wood" 1>> <<flight_hunt_get "sticks" 2>>
<<set _prop to "wood">>
<<endevent>>
<<flight_hunt_return>>
<<else>>
You try to climb carefully, but still manage to <span class="red">accidentally put too much weight on a small branch</span>. It cracks beneath your foot, sending you off balance , and you fall. You try to grab onto anything you can to slow the fall, breaking other branches as you go. <<pain 10>><<ggpain>>
<br><br>
You crash into the ground, and the wind is knocked out of you. You spend a few moments retching for air. <<pain 5>><<gpain>>
<br><br>
The tree you were climbing is now bare of anything you could use to climb up again, not that you have the strength to do so anyway. At least one of the branches you broke off could be of use to you. <<flight_hunt_get "sticks" 1>>
<br><br>
<<set _prop to "stick">>
<<endevent>>
<<flight_hunt_return>>
<</if>>
<</if>>
<<else>>
<<if $bird.hunts.duo is true>>
You ask your <<beasttype>> to help shake the tree with you.
<<if $monster is 1>>
"<<Wife>> thinks that will help? Well, I can do it," <<bhe>> says.
<<else>>
<<bHe>> looks puzzled at your request, but is willing to oblige.
<</if>>
<<bHe>> flies up and grips the trunk with <<bhis>> talons. You then begin to shake the bottom while <<bhe>> shakes further up.
<<if $rng gte 30>>
<<set _prop to "wood">>
It takes you many minutes, but eventually the branch snaps off loudly. The <<beasttype>> lets it fall down for you to inspect. The branch itself will be useful, as well as some of the smaller branches on it. <<flight_hunt_get "wood" 1>> <<flight_hunt_get "sticks" 2>>
<br><br>
<<if $monster is 1>>
"Did not know what <<wife>> was planning, but it did work," <<bhe>> says.
<<else>>
The <<beasttype>> squawks meekly.
<</if>>
Your method appears to have been better than <<bhe>> thought. <<npcincr "Great Hawk" dom -1>><<ldom>>
<br><br>
<<endevent>>
<<flight_hunt_return>>
<<else>>
You shake and shake, but after minutes go by it's clear that the branch is not going to fall by itself. <<your_bird_text "cap">> looks unsurprised.
<br><br>
You put a lot of effort into shaking the tree, and now feel too tired to try climbing it. You decide it would be best to leave.
<br><br>
<<endevent>>
<<flight_hunt_return>>
<</if>>
<<else>>
You get a firm grip on the tree and start shaking. It's quite tiring.
<br><br>
<<if $rng gte 70>>
<<set _prop to "wood">>
After a few minutes, your dedication pays off. You hear a small snap from the branch, then creaking as it starts to detach from the tree. You dodge the falling debris, then go over to inspect it. The branch itself will be useful, as well as some of the smaller branches on it. <<flight_hunt_get "wood" 1>> <<flight_hunt_get "sticks" 2>>
<br><br>
<<endevent>>
<<flight_hunt_return>>
<<else>>
No matter how hard you shake, the branch does not budge. You keep shaking until you feel too weak to continue. Now you feel too tired to try climbing it. You decide it would be best to leave.
<br><br>
<<endevent>>
<<flight_hunt_return>>
<</if>>
<</if>>
<</if>><<effects>>
<<if $bird.hunts.duo is true>>
<<npc "Great Hawk">>
You and your <<beasttype>> land near the branches. Only two of them look suitable for use. The two of you should be able to carry them without any trouble.
<br><br>
<<link [[Take them|Bird Hunt Sticks 2]]>><<set $phase to 1>><</link>>
<br>
<<else>>
You land near the branches and walk over to them.
<<if $rng gte 71>>
You hear the grass rustle behind you. You turn around in time to see something leaping at you!
<br><br>
<<link [[Dodge|Bird Hunt Lurker Dodge]]>><</link>><<dancedifficulty 1 1200>>
<br>
<<if $bestialitydisable is "f" and $lurkerdisable is "f">>
<<if hasSexStat("deviancy", 4)>>
<<link [[Stand still|Bird Hunt Lurker Stand Still]]>><</link>><<deviant4>>
<br>
<</if>>
<<if $farm_stage gte 10>>
<<link [[Hurl net|Bird Hunt Lurker Hurl Net]]>><</link>><<wearProp "net">><<dancedifficulty 1 1200>><<athleticsdifficulty 0 1200>>
<br>
<</if>>
<</if>>
<<else>>
<<set _athlDiffMin to ($bird.hunts.weight * 50)>>
<<set _athlDiffMax to (_athlDiffMin + 300)>>
Only two of them look suitable for use.
<br><br>
<<link [[Take one branch|Bird Hunt Sticks 2]]>><<set $phase to 2>><</link>>
<br>
<<link [[Try to take two|Bird Hunt Sticks 2]]>><<set $phase to 3>><</link>><<athleticsdifficulty _athlDiffMin _athlDiffMax>>
<br>
<</if>>
<</if>><<effects>>
<<switch $phase>>
<<case 1>>
<<set _prop to "stick">>
You take a branch and instruct the <<beasttype>> to take the other one.
<<if $monster is 1>>
<<bHe>> looks it over. "<<Wife>> found good sticks for nest," <<bhe>> states, grabbing the other one.
<<else>>
<<bHe>> pokes the branch with <<bhis>> beak. Seeming satisfied with its quality, <<bhe>> grabs it.
<</if>>
<br><br>
<<flight_hunt_get "sticks" 2>>
<<flight_hunt_return>>
<<case 2>>
<<set _prop to "stick">>
You grab a branch. Its uneven shape makes it more difficult to carry, but you manage without issue.
<br><br>
<<flight_hunt_get "sticks" 1>>
<<flight_hunt_return>>
<<case 3>>
<<set _prop to "stick">>
You take both branches. Their uneven shape makes them hard to carry.
<<if $athleticsSuccess>>
<span class="green">You're able to keep them fairly still as you take off.</span>
<br><br>
<<flight_hunt_get "sticks" 2>>
<<flight_hunt_return>>
<<else>>
<<set _huntFail to 1>>
Flying proves even more difficult. Soon after you take off, the movement makes <span class="red">one of the branches hit you near the eye.</span><<pain 3>><<stress 6>><<gpain>><<gstress>>
<br><br>
The unexpected hit makes you drop the branches, sending them back to the ground. You hear a loud snap. You won't be able to use them.
<br><br>
<<flight_hunt_return>>
<</if>>
<</switch>><<effects>>
<<if $danceSuccess>>
You quickly duck down, <span class="green">and the lurker flies over you.</span> It lands and darts back into the heather.
<br><br>
<<set _athlDiffMin to ($bird.hunts.weight * 50)>>
<<set _athlDiffMax to (_athlDiffMin + 300)>>
You return your attention to the branches. Only two of them look suitable for use.
<br><br>
<<link [[Take one branch|Bird Hunt Sticks 2]]>><<set $phase to 2>><</link>>
<br>
<<link [[Try to take two|Bird Hunt Sticks 2]]>><<set $phase to 3>><</link>><<athleticsdifficulty _athlDiffMin _athlDiffMax>>
<br>
<<else>>
<<if $bestialitydisable is "f" and $lurkerdisable is "f">>
You try to jump aside, <span class="red">but you fail to move in time, and the lurker lands on your face.</span>
<br><br>
<<link [[Next|Bird Hunt Struggle]]>><<set $struggle_start to 1>><</link>>
<br>
<<else>>
You jump to the side, just barely tumbling out of the way. You flee from the lurker, but don't escape unscathed. <<beastescape>>
<br><br>
You abandon your current hunt in fear of the creature.
<br><br>
<<set _huntFail to 1>>
<<flight_hunt_return>>
<</if>>
<</if>><<effects>>
<<if $danceSuccess and $athleticsSuccess>>
<span class="green">The net lands true.</span> You pull the lurker into your possession.
<br><br>
<<flight_hunt_get "lurkers" 1>>
<<set _athlDiffMin to ($bird.hunts.weight * 50)>>
<<set _athlDiffMax to (_athlDiffMin + 300)>>
You return your attention to the branches. Only two of them look suitable for use.
<br><br>
<<link [[Take one branch|Bird Hunt Sticks 2]]>><<handheldon>><<set $phase to 2>><</link>>
<br>
<<link [[Try to take two|Bird Hunt Sticks 2]]>><<handheldon>><<set $phase to 3>><</link>><<athleticsdifficulty _athlDiffMin _athlDiffMax>>
<br>
<<else>>
You try to hurl the net, <span class="red">but it's on you too fast,</span> latching onto your face. You can't see. You try to pull the creature off, but you struggle to get a grip on its slimy skin. You keep your lips sealed as something presses against your mouth.<<gnet>>
<<prof net 1>>
<br><br>
<<link [[Next|Bird Hunt Struggle]]>><<handheldon>><<set $struggle_start to 1>><</link>>
<br>
<</if>><<effects>>
You stand still, and allow the lurker to latch onto your face. <<deviancy4>>
<<link [[Next|Bird Hunt Struggle]]>><<set $struggle_start to 2>><</link>>
<br><<effects>>
<<if $struggle_start is 1>>
<<struggle_init>>
<<set $struggle.creature to "lurker">>
<<struggle_creatures 1 1>>
<<set $combat to 1>>
<<controlloss>>
<<violence 1>>
<<molested>>
<<set $struggle.mouth.creature to "lurker">>
<<set $mouthuse to "struggle">><<set $mouthstate to "struggle">><<set $struggle.enemy[0].location to "mouth">>
<<unset $struggle_start>>
<<elseif $struggle_start is 2>>
<<struggle_init>>
<<set $struggle.creature to "lurker">>
<<struggle_creatures 1 1>>
<<set $combat to 1>>
<<neutral 1>>
<<consensual>>
<<set $consensual to 1>>
<<set $struggle.mouth.creature to "lurker">>
<<set $mouthuse to "struggle">><<set $mouthstate to "struggle">><<set $struggle.enemy[0].location to "mouth">>
<<unset $struggle_start>>
<</if>>
<<struggle>>
<<if $struggle.done gte $struggle.number>>
<span id="next"><<link [[Next|Bird Hunt Struggle Finish]]>><</link>></span>
<br>
<<else>>
<span id="next"><<link [[Next|Bird Hunt Struggle]]>><</link>></span>
<br>
<</if>><<effects>>
The lurker darts back into the heather.
<br><br>
<<clotheson>>
<<endcombat>>
<<set _athlDiffMin to ($bird.hunts.weight * 50)>>
<<set _athlDiffMax to (_athlDiffMin + 300)>>
You return your attention to the branches. Only two of them look suitable for use.
<br><br>
<<link [[Take one branch|Bird Hunt Sticks 2]]>><<set $phase to 2>><</link>>
<br>
<<link [[Try to take two|Bird Hunt Sticks 2]]>><<set $phase to 3>><</link>><<athleticsdifficulty _athlDiffMin _athlDiffMax>>
<br><<effects>>
You land near the leaves.
<<if $rng gte 90>>
<<if $quicksand gte 5>>
You notice a pattern. They didn't just fall here. They were placed by someone. Looking closer, you notice that the ground looks unstable. Quicksand.
<br><br>
<<if $bird.hunts.duo is true>>
<<npc "Great Hawk">>
<<if $monster is 1>>
"Good eyes, <<wife>>."
<<else>>
Your <<beasttype>> squawks in approval at your alertness.
<</if>>
<</if>>
You carefully walk around the pit, picking some of the nicer leaves from the surface. Most of them are in good condition.
<br><br>
<<set _prop to "leaf">>
<<flight_hunt_get "leaves" 2>>
<<flight_hunt_return>>
<<else>>
<<if $bird.hunts.duo is true>>
<<npc "Great Hawk">>
Your <<beasttype>> suddenly stops.
<<if $monster is 1>>
"Wait. Ground is bad here." <<bHe>> pokes the ground with <<bhis>> foot, revealing its unstable nature. Quicksand. <<bHe>> carefully prods at the ground, until <<bhe>> finds a safe spot to walk over. "Land itself tries to eat you."
<<else>>
<<bHe>> taps the ground with <<bhis>> talons, then squawks. <<bHes>> warning you about the ground. It's quicksand. <<bHe>> carefully prods at the ground, until <<bhe>> finds a safe spot to hop over.
<</if>>
<br><br>
You carefully cross the pit, picking some of the nicer leaves from the surface. Most of them are in good condition.
<br><br>
<<set _prop to "leaf">>
<<flight_hunt_get "leaves" 2>>
<<flight_hunt_return>>
<<else>>
As you step closer, you begin to sink. You're in quicksand! Those leaves were likely left here to mark this patch of quicksand, or maybe conceal it.
<br><br>
<<set $quicksand_escape to "bird_hunt">>
<<set $quicksand_depth to 4>>
<<quicksand_actions>>
<</if>>
<</if>>
<<elseif $rng gte 20>>
Now that you're closer, you see that many of them are torn or eaten through. There's still some good ones left.
<br><br>
You take what you can and leave.
<br><br>
<<set _prop to "leaf">>
<<flight_hunt_get "leaves" 1>>
<<flight_hunt_return>>
<<else>>
Now that you're closer, you see that most of the leaves are in good condition. You take them.
<br><br>
<<set _prop to "leaf">>
<<flight_hunt_get "leaves" 2>>
<<flight_hunt_return>>
<</if>><<effects>>
Having escaped the sand, you carefully pick leaves from the surface. Most of them are in good condition. You should be able to get a lot of usable ones.
<br><br>
<<set _prop to "leaf">>
<<flight_hunt_get "leaves" 3>>
<<flight_hunt_return>><<set $outside to 1>><<effects>>
The <<person2>><<person>> helps you to your feet, and
<<if $exposed gte 1>>
blushes when <<he>> sees your state of dress. <<covered>> <<He>> offers you some towels.
<<towelup>>
<<else>>
offers you a towel to wipe off the sand.
<</if>>
<br><br>
"You shouldn't wander the moor alone," <<he>> says. "Not this deep<<if Time.dayState is "night">>, and especially not at night<</if>>."
<br><br>
<<person1>>"We can help you back to civilisation," the <<person>> adds. "If you like."
<br><br>
You tell them that you appreciate the offer, but are choosing to stay. You wave them off and wait until they're gone.
<br><br>
Having escaped the sand, you look to pick leaves from the surface, but they've all been ruined.
<br><br>
<<set _huntFail to 1>>
<<flight_hunt_return>><<effects>>
You land near the dying plants. They look fragile. You'll have to choose which parts are most important to take.
<br><br>
<<link [[Take wood|Bird Hunt Underbrush 2]]>><<set $phase to 0>><</link>>
<br>
<<link [[Take sticks|Bird Hunt Underbrush 2]]>><<set $phase to 1>><</link>>
<br>
<<link [[Take leaves|Bird Hunt Underbrush 2]]>><<set $phase to 2>><</link>>
<br><<effects>>
<<switch $phase>>
<<case 0>>You focus on larger pieces of wood on small dead trees. <<set _prop to "wood">><<flight_hunt_get "wood" 1>>
<<case 1>>You snap off branches from the dead bushes and small trees. <<set _prop to "stick">><<flight_hunt_get "sticks" 2>>
<<case 2>>You pluck away the few living leaves.<<set _prop to "leaf">><<flight_hunt_get "leaves" 2>>
<</switch>>
<br><br>
<<set $danger to random(1, 10000)>>
<<if $danger gte (9000 - $allure)>>
<<endevent>>
<<wearProp _prop>>
<<if $rng gte 50>><<beastNEWinit 1 fox>><<else>><<beastNEWinit 1 cat>><</if>>
You hear a low growl from inside the tangle. Two glowing eyes stare at you.
<<if $bird.hunts.duo is true>>
They flick between you and your spouse, before slowly backing away. <<stress 12>><<ggstress>>
<br><br>
<<flight_hunt_return>>
<<else>>
A <<beasttype>> pounces!
<<if $bestialitydisable is "f">>
<br><br>
<<link [[Next|Bird Hunt Underbrush Rape]]>><<handheldon>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You take flight to escape. <<beastescape>>
<br><br>
<<flight_hunt_return>>
<</if>>
<</if>>
<<else>>
<<if $bird.hunts.duo is true>>
<<npc "Great Hawk">>
<<your_bird_text "cap">> looks at what you've taken.
<<if $monster is 1>>
"Good nest material."
<<else>>
<<bHe>> seems to approve.
<</if>>
<br><br>
<</if>>
<<flight_hunt_return>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<set $NPCList[0].stance to "top">><<set $enemytrust -= 40>>
<</if>>
<<effects>>
<<effectsman>>
<<if $NPCList[0].type.includes("fox")>>
<<alarmstate '<span class="red"><<bHe>> screams right back in your face, drowning out your own screams.</span>'>>
<</if>>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Bird Hunt Underbrush Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bird Hunt Underbrush Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<bHe>> huffs in triumph, before slinking away into the underbrush.
<br><br>
<<tearful>> you rise to your feet.
<<elseif $enemyhealth lte 0>>
<<bHe>> rolls away from you, and flees into the underbrush.
<br><br>
<<tearful>> you gather yourself.
<<else>>
The <<beasttype>> turns away from you and slinks into the moor.
<</if>>
<<clotheson>>
<<endcombat>>
<<flight_hunt_return>><<effects>>
You land amidst the flowers.
<<if $bird.hunts.duo is true>>
<<npc "Great Hawk">>
Your spouse lands behind you.
<</if>>
<br><br>
<<if $rng gte 80>>
<<if $plants_known.includes("strange_flower")>>
<span class="purple">You recognise them.</span> Strange flowers.
<<else>>
You don't recognise the flowers, but they smell sweet.
<</if>>
You suddenly feel very dizzy.
<<if $bird.hunts.duo is true>>
<<run delete $bird.satisfied>>
<<if $monster is 1>>
<<your_bird_text "cap">> sways a bit. "<<Wife>>... this place feels wrong."
<<else>>
<<your_bird_text "cap">> is clearly feeling the effects too.
<</if>>
<</if>>
<<drugs 50>><<gdrugged>>
<br><br>
<<link [[Relax in the flowers for a while (0:15)|Bird Hunt Flowers Relax]]>><<set $phase to 4>><<bird_pass 15>><<stress -6>><<tiredness -2>><<arousal 4000>><<drugs 100>><</link>><<lstress>><<ltiredness>><<ggarousal>><<gggdrugged>>
<br>
<<if $plants_known.includes("strange_flower")>>
<<link [[Take some (0:05)|Bird Hunt Flowers Take]]>><<bird_pass 5>><<drugs 50>><</link>><<gdrugged>><<tendingdifficulty 600 900>>
<br>
<</if>>
<<link [[Leave|Bird Hunt Flowers Leave]]>><<set $phase to 2>><</link>>
<br>
<<else>>
There's nothing particularly useful here, but it's certainly pretty.
<br><br>
<<link [[Relax in the flowers for a while (0:15)|Bird Hunt Flowers Relax]]>><<set $phase to 1>><<bird_pass 15>><<stress -6>><<tiredness -2>><</link>><<lstress>><<ltiredness>>
<br>
<<if $bird.hunts.duo is true and !$daily.birdFlowerCrown>>
<<link [[Make a crown of flowers for your spouse (0:25)|Bird Hunt Flowers Relax]]>><<set $phase to 2>><<bird_pass 25>><</link>><<tendingdifficulty 1 300>>
<br>
<</if>>
<<if $worn.head.name isnot "flower crown">>
<<link [[Make yourself a crown of flowers (0:25)|Bird Hunt Flowers Relax]]>><<set $phase to 3>><<bird_pass 25>><</link>><<tendingdifficulty 1 200>>
<br>
<</if>>
<<link [[Leave|Bird Hunt Flowers Leave]]>><</link>>
<br>
<</if>><<effects>>
<<switch $phase>>
<<case 1>>
You lay back in the flowers.
<<if $bird.hunts.duo>>
<<your_bird_text "cap">> looks down at you curiously, before
<<if $monster is 1>>
laying on <<bhis>> back next to you.
<<else>>
sitting down next to you.
<</if>>
You enjoy relaxing with <<bhim>> for a while.
<<npcincr "Great Hawk" love 1>><<glove>>
<<else>>
It's nice to let go for a while.
<</if>>
<br><br>
You decide not to linger too long.
<br><br>
<<flight_hunt_return>>
<<case 2>>
You start picking the prettiest flowers you can find, winding them together into a headpiece. You hold it up to <<your_bird_text>>, trying to measure out the exact size.
<<if $monster is 1>>
<<bHe>> eyes you curiously.
<<else>>
As you do, <<bhe>> grabs the unfinished crown in <<bhis>> beak. You gently flick <<bhim>> on the forehead to take it back.
<</if>>
<br><br>
You finish the crown and motion for <<bhim>> to lower <<bhis>> head.
<<if $tendingSuccess>>
<<set $daily.birdFlowerCrown to true>>
<span class="green">It fits, and stays together.</span>
<<if $monster is 1>>
<<bHe>> touches it with <<bhis>> hands. "I don't understand what this is. But <<wife>> made it, so I like it."
<<else>>
<<bHe>> shakes <<bhis>> head a few times, but quickly gets used to it. <<bHe>> headbutts you gently. <<bHe>> seems to like it.
<</if>>
<<trauma -8>><<lltrauma>>
<<else>>
It fits, but <span class="red">quickly falls apart.</span>
<<if $monster is 1>>
<<bHe>> picks up the fallen petals. "I don't understand what <<wife>> was doing. But it was pretty. Come back and try again some time?"
<<else>>
<<bHe>> tilts <<bhis>> head at you.
<</if>>
<</if>>
<<tending 1>><<npcincr "Great Hawk" love 1>><<glove>><<gtending>>
<br><br>
You decide not to linger much longer.
<br><br>
<<flight_hunt_return>>
<<case 3>>
You start picking the prettiest flowers you can find, winding them together into a headpiece. After a few minutes, you try on your crown.
<br><br>
<<if $tendingSuccess>>
<<if isConnectedToHood("head")>>
<<toggleHood>>
<</if>>
<<headwear 14>>
<<set $daily.birdFlowerCrown to true>>
<span class="green">It stays together.</span>
<<if $bird.hunts.duo is true>>
<<if $monster is 1>>
<<your_bird_text "cap">> touches it with <<bhis>> hands. "New plumage. It's pretty."
<<else>>
<<your_bird_text "cap">> tries to grab it from your head with <<bhis>> beak. <<bHe>> seems to like it.
<</if>>
<</if>>
<<trauma -8>><<lltrauma>>
<<else>>
It <span class="red">quickly falls apart.</span>
<<if $bird.hunts.duo is true>>
<<if $monster is 1>>
<<your_bird_text "cap">> picks up the fallen petals for you. "I don't understand what <<wife>> was doing. But it was pretty."
<<else>>
<<your_bird_text "cap">> tilts <<bhis>> head at you.
<</if>>
<</if>>
<</if>>
<<tending 1>><<gtending>>
<br><br>
You decide not to linger much longer.
<br><br>
<<flight_hunt_return>>
<<case 4>>
You lay back in the strange flowers. Your head spins.
<<if $bird.hunts.duo is true>>
<<your_bird_text "cap">> snuggles up next to you, gripping onto you tightly.
<br><br>
After some time, you move to get up, but <<bhe>> doesn't let go. <<bHis>> eyes are empty.
<<if $monster is 1>>
"<<Wife>>... I need you..."
<<else>>
<<bHe>> lets out a shaky chirp.
<</if>>
<br><br>
<span class="red"><<bHe>> pushes you to the ground.</span>
<br><br>
<<link [[Next|Bird Hunt Flowers Sex]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
Eventually, you start to feel nauseous. You pull yourself from the flower patch and take some time to recover before leaving.
<br><br>
<<link [[Get your bearings and leave (0:10)|Bird Hunt Flowers Leave]]>><<bird_pass 10>><</link>>
<br>
<</if>>
<</switch>><<effects>>
<<if $tendingSuccess>>
<<wearProp "strange flower">>
You're careful not to disturb the flowers too much, and cover your nose and mouth to minimise your exposure. <<tending_pick strange_flower 5 15>>
<br><br>
<<link [[Leave|Bird Hunt Flowers Leave]]>><<handheldon>><<set $phase to 2>><</link>>
<br>
<<else>>
You attempt to pick some of the flowers, but your head is spinning too much. Each flower you disturb makes the overpowering sweet smell stronger, which makes you more and more clumsy.<<drugs 50>><<gdrugged>>
<br><br>
<<if $bird.hunts.duo is true>>
You pull yourself from the flower patch. You look back, and see <<your_bird_text>> standing in the middle still. <<bHe>> turns to you, <span class="red"><<bhis>> eyes vacant.</span>
<br><br>
<<if $monster is 1>>
"<<Wife>>... I need you..."
<<else>>
<<bHe>> lets out a shaky chirp.
<</if>>
In an instant, <<bhe>> beats <<bhis>> wings, and comes hurtling towards you. <<bHe>> collides with you, pushing you both to the ground.
<br><br>
<<link [[Next|Bird Hunt Flowers Sex]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You pull yourself away from the flower patch before it's too late, and take some time to recover. It would be too dangerous to fly without getting your bearings first.
<br><br>
<<link [[Get your bearings and leave (0:10)|Bird Hunt Flowers Leave]]>><<bird_pass 10>><</link>>
<br>
<</if>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<set $NPCList[0].stance to "top">>
<<set $enemyhealthmax to 600>>
<<set $enemyhealth to 600>>
<<if $monster isnot 1>>
<<set $position to "doggy">>
<<set $NPCList[0].stance to "top">>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Bird Hunt Flowers Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bird Hunt Flowers Sex]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<br><br>
Colour returns to <<bhis>> eyes.
<<if $monster is 1>>
Terrible realisation fills <<bhis>> face. "<<Wife>>? Did I do this? I... I'm so sorry."
<<else>>
<<bHe>> starts to make various distressed noises, seemingly realising what <<bhes>> done.
<</if>>
<<bHe>> nuzzles into you and wraps you up with <<bhis>> wings.
<br><br>
<<tearful>> you return <<bhis>> feathery embrace, and pull yourself from the flower patch. You both take some time to get your bearings before leaving.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc "Great Hawk">><<person1>>
<<link [[Get your bearings and leave (0:10)|Bird Hunt Flowers Leave]]>><<bird_pass 10>><</link>>
<br>
<<else>>
You yank <<bhim>> away from the flower patch and knock <<bhim>> to the ground. Your legs refuse to support you any longer and you collapse on top of <<bhim>>.
<br><br>
You flick <<bhim>> on the forehead. "Naughty bird." Colour slowly returns to <<bhis>> eyes.
<<if $monster is 1>>
Terrible realisation fills <<bhis>> face. "<<Wife>>? Did I do this? I... I'm so sorry."
<<else>>
<<bHe>> starts to make various distressed noises, seemingly realising what <<bhes>> done.
<</if>>
<<bHe>> nuzzles into you and wraps you up with <<bhis>> wings.
<br><br>
<<tearful>> you return <<bhis>> feathery embrace. You both take some time to get your bearings before leaving.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc "Great Hawk">><<person1>>
<<link [[Get your bearings and leave (0:10)|Bird Hunt Flowers Leave]]>><<set $phase to 2>><<bird_pass 10>><</link>>
<br>
<</if>><<effects>>
<<if $phase is 2 and $bird.hunts.duo is true>>
<<set $bird.hunts.returnAccept to true>>
<<your_bird_text "cap">> seems flustered.
<<if $monster is 1>>
"Return home soon, <<wife>>?"
<<else>>
<<bHe>> keeps looking back in the direction of the tower.
<</if>>
<br><br>
<</if>>
<<flight_hunt_return>><<effects>>
You land near the rocks and unfurl the tarp. A large portion of it is wedged between the rocks, but a few hefty tugs free it. You untie the remaining parts.
<br><br>
It's large and unwieldy.
<<if $bird.hunts.duo is true>>
<<npc "Great Hawk">><<person1>>
The two of you should be able to get it back together.
<<if $monster is 1>>
The <<beasttype>> looks at the tarp. "Big... sky-coloured thing? If it makes <<wife>> happy, we take it."
<<else>>
The <<beasttype>> looks at the tarp. <<bHe>> squawks in affirmation.
<</if>>
<</if>>
<br><br>
<<set _prop to "tarp">>
<<flight_hunt_get "tarp" 1>>
<<flight_hunt_return>><<effects>>
You start to dive. There's one isolated from the others, and two more that are closer together.
<br><br>
<<link [[Hunt the isolated one|Bird Hunt Lurkers Alone Single]]>><</link>><<dancedifficulty 1 600>>
<br>
<<link [[Hunt the pair|Bird Hunt Lurkers Alone Double]]>><</link>><<dancedifficulty 300 1200>>
<br><<effects>>
You prepare to grab the isolated lurker. You wait for the right moment before quickening your dive.
<br><br>
<<if $danceSuccess>>
With grace, <span class="green">you smoothly grab it</span> and ascend back to the skies. The lurker is too stunned to even struggle.
<<flight_hunt_get "lurkers" 1>>
<<else>>
You reach for the lurker, <span class="red">but fail to coordinate your hands against the wind resistance</span>. It slips through your fingers. You ascend before the others can attack.
<<set _huntFail to 1>>
<</if>>
<br><br>
<<flight_hunt_return>><<effects>>
You arrest your dive and use the momentum to circle the group, looking for the perfect angle to grab two at once. You see an opening, and dive again.
<br><br>
<<if $danceSuccess>>
With impressive dexterity, <span class="green">you manage to snatch both of them</span>. They wriggle around in your arms, but soon fall limp.
<br><br>
<<flight_hunt_get "lurkers" 2>>
<<flight_hunt_return>>
<<else>>
With only one hand for each lurker, staying stable is difficult. You grab the first one, but its struggling prevents you from flying true. Your arm collides with the ground as you reach for the second, throwing off your balance and <span class="red">sending you tumbling</span>. <<pain 3>><<gpain>>
<br><br>
<<if $bestialitydisable is "f" and $lurkerdisable is "f">>
The first lurker squirms in your grasp as the second pounces at you!
<br><br>
<<link [[Next|Bird Hunt Lurkers Alone Struggle]]>><<set $struggle_start to 1>><</link>>
<br>
<<else>>
You drop your catch and flee from the lurkers, but don't escape unscathed. <<beastescape>>
<br><br>
You abandon your current hunt in fear of the creatures.
<br><br>
<<set _huntFail to 1>>
<<flight_hunt_return>>
<</if>>
<</if>><<effects>>
<<if $struggle_start is 1>>
<<struggle_init>>
<<set $struggle.creature to "lurker">>
<<struggle_creatures 2 1>>
<<set $combat to 1>>
<<controlloss>>
<<violence 1>>
<<molested>>
<<set $struggle.mouth.creature to "lurker">>
<<set $mouthuse to "struggle">><<set $mouthstate to "struggle">>
<<set $rightuse to "struggle">><<set $rightstate to "struggle">>
<<set $struggle.enemy[0].location to "mouth">><<set $struggle.mouth.grip to 4>>
<<unset $struggle_start>>
<</if>>
<<struggle>>
<<if $struggle.done gte $struggle.number>>
<span id="next"><<link [[Next|Bird Hunt Lurkers Alone Struggle Finish]]>><</link>></span>
<br>
<<else>>
<span id="next"><<link [[Next|Bird Hunt Lurkers Alone Struggle]]>><</link>></span>
<br>
<</if>><<effects>>
The Lurkers dart back into the heather.
<br><br>
<<clotheson>>
<<endcombat>>
<<tearful>> you take flight again.
<<set _huntFail to 1>>
<br><br>
<<flight_hunt_return>><<effects>>
You start to circle the lurkers with the Great Hawk. <<bHe>> locks eyes with you,
<<if C.npc["Great Hawk"].dom gte 50>>
before staring down at one of the lurkers. <<bHes>> declared <<bhis>> target.
<<else>>
waiting for you to pick a target.
<</if>>
There's one on its own, and a group of several close together.
<br><br>
<<link [[Hunt the isolated one|Bird Hunt Lurkers GH Single]]>><</link>><<dancedifficulty 1 400>>
<br>
<<link [[Hunt the pair|Bird Hunt Lurkers GH Double]]>><</link>><<dancedifficulty 300 1000>>
<br>
<<link [[Hunt the whole group|Bird Hunt Lurkers GH Group]]>><</link>><<dancedifficulty 600 1200>><<tendingdifficulty 1 700>>
<br><<effects>>
You stare down at the loner, and back at your spouse. You each have a target. <<bHe>> dives, and you follow. <<bHe>> grabs one with <<bhis>> talons.
<br><br>
<<dancedifficulty 1 400 true>>
<<if $danceSuccess>>
The other lurkers jump to flee, <span class="green">but you're able to catch one</span>. With your prizes, you soar up to the skies. <<bHe>> looks at your catch.
<br><br>
<<if $monster is 1>>
"<<Wife>> did well."
<<else>>
<<bHe>> looks happy that you were able to get one as well.
<</if>>
<<flight_hunt_get "lurkers" 2>>
<<else>>
The other lurkers jump to flee, and your target <span class="red">dodges your dive</span>, leaving you grabbing the air. You try for a different one, but they've all fled by now. You return to the Great Hawk empty handed.
<br><br>
<<if $monster is 1>>
"Slippery prey. Do not feel bad," <<bhe>> says. <<bHis>> words are comforting.
<<else>>
<<bHe>> lets out a small squawk, comforting you. At least <<bhes>> not disappointed.
<</if>>
<<set _huntFail to 1>>
<<flight_hunt_get "lurkers" 1>>
<</if>>
<br><br>
<<flight_hunt_return>><<effects>>
Wanting to prove your skill, you stare down at the lurker pair. You tilt yourself sideways, indicating that you want to attack first. Your <<beasttype>> looks hesitant about the idea, but does nothing to object.
<br><br>
You continue to circle from up high, waiting for the perfect moment. You see it, and your instincts kick in. You dive.
<br><br>
<<dancedifficulty 300 1000 true>>
<<if $danceSuccess>>
You're fast. <span class="green">Fast enough to grab them before they can recover.</span> The other ones jump up to escape, but they're too slow. The Great Hawk catches one out of the air. You ascend to the clouds. Your spouse flies up to you.
<<if $monster is 1>>
"<<Wife>> is a great hunter. Knew you would be a good mate." You can hear how proud of you <<bhe>> is.
<<else>>
<<bHe>> nuzzles <<bhis>> wings against you as best as <<bhe>> can. <<bHe>> looks very proud of your skills.
<</if>>
<<npcincr "Great Hawk" love 1>><<glove>>
<<flight_hunt_get "lurkers" 3>>
<<else>>
<span class="red">But you're too slow.</span> The other lurkers jump to intercept you. You're thrown off course and fall on your side. <<pain 3>><<gpain>>
<br><br>
Before the lurkers can jump on you again, another screech pierces the air. The lurkers retreat, their survival instincts taking over. You dust yourself off and take flight again. Your spouse flies up to you. <<bHe>> seems to have lost <<bhis>> catch, too.
<<if $monster is 1>>
"Was reckless of <<wife>> to try go first." It's almost like <<bhes>> scolding you, though <<bhe>> doesn't seem mad.
<<else>>
<<bHe>> screeches, expressing annoyance. <<bHe>> doesn't seem mad, though.
<</if>>
<<set _huntFail to 1>>
<</if>>
<br><br>
<<flight_hunt_return>><<effects>>
Wanting to prove your skill, you stare down at the group. You tilt yourself sideways, indicating that you want to attack first. Your <<beasttype>> looks hesitant about the idea, but does nothing to object.
<br><br>
You continue to circle from up high, waiting for the perfect moment. You see it, and your instincts kick in. You let out a screech and dive.
<br><br>
<<dancedifficulty 600 1200 true>><<tendingdifficulty 1 700 true>>
<<if $danceSuccess and $tendingSuccess>>
<span class="green">For a brief moment, terror has an equal.</span> Your shriek paralyses the lurkers. You're fast. Fast enough to grab them before they can recover. Your senses feel sharper than ever before. With a lurker in each hand, you prepare to take back to the sky, but your body moves on its own as you spot another lurker within range. You plant both of your feet directly on it, grabbing it as well. The Great Hawk catches one out of the air. You ascend to the clouds, and your spouse flies up to you.
<<if $monster is 1>>
"<<Wife>> has sharp instincts. Knew you would be a good mate." You can hear how proud of you <<bhe>> is.
<<else>>
<<bHe>> nuzzles <<bhis>> wings against you as best as <<bhe>> can. <<bHe>> looks very proud of your skills.
<</if>>
<<npcincr "Great Hawk" love 3>><<npcincr "Great Hawk" dom -1>><<gglove>><<ldom>>
<<flight_hunt_get "lurkers" 4>>
<<earnFeat "Feather Trick">>
<<else>>
<span class="red">But you're too slow.</span> The other lurkers jump to intercept you. You're thrown off course and fall on your side. <<pain 3>><<gpain>>
<br><br>
Before the lurkers can jump on you again, another screech pierces the air. The lurkers retreat, their survival instincts taking over. You dust yourself off and take flight again. Your spouse flies up to you. <<bHe>> seems to have lost <<bhis>> catch, too.
<<if $monster is 1>>
"Was reckless of <<wife>> to try go first." It's almost like <<bhes>> scolding you, though <<bhe>> doesn't seem mad.
<<else>>
<<bHe>> screeches, expressing annoyance. <<bHe>> doesn't seem mad, though.
<</if>>
<<set _huntFail to 1>>
<</if>>
<br><br>
<<flight_hunt_return>><<effects>>
The lurker is moving quite fast, flitting between underbrushes. You don't think you'll be able to catch it while flying.
<<if $bird.hunts.duo is true and C.npc["Great Hawk"].dom gte 50>>
<<npc "Great Hawk">><<person1>>
<br><br>
<<if $monster is 1>>
"No need to feel bad, <<wife>>. Will show you how to catch fast prey."
<<else>>
<<bHe>> lets out a small squawk and extends <<bhis>> talons.
<</if>>
<<bHe>> prepares to attack the lurker before you can act.
<br><br>
<<bHe>> flies over and aligns <<bhimself>> with the direction the lurker is going. After <<bhes>> ready, <<bhe>> dives at the lurker and catches it with ease. The lurker struggles for a moment before going limp.
<br><br>
<<link [[Praise|Bird Hunt Lurkers Few GH]]>><<npcincr "Great Hawk" dom 1>><<set $phase to 1>><</link>><<gdom>>
<br>
<<link [[Pout|Bird Hunt Lurkers Few GH]]>><<npcincr "Great Hawk" dom -1>><<set $phase to 2>><</link>><<ldom>>
<br>
<<else>>
You could wait until it stops and ambush it, or you could pursue it on the ground.
<br><br>
<<if $bird.hunts.duo is true>>
<<npc "Great Hawk">><<person1>>
Your <<beasttype>> waits to see what you'll do.
<br><br>
<</if>>
<<set $skulduggerydifficulty to 500>>
<<set _athlDiffMin to ($bird.hunts.weight * 50)>>
<<set _athlDiffMax to (_athlDiffMin + 500)>>
<<link [[Ambush|Bird Hunt Lurkers Few Ambush]]>><</link>><<skulduggerydifficulty>>
<br>
<<link [[Chase|Bird Hunt Lurkers Few Chase]]>><</link>><<athleticsdifficulty _athlDiffMin _athlDiffMax>>
<br>
<</if>><<effects>>
<<if $phase is 1>>
You can't deny that <<bhis>> display of hunting prowess was impressive.
<<if $speech_attitude is "meek">>
"Nice job, I don't think I could have done that," you say.
<<elseif $speech_attitude is "bratty">>
"You're quick, but don't go taking all the fun catches," you say.
<<else>>
"You're really good at this," you say.
<</if>>
<<if $monster is 1>>
<<bHe>> blushes at your words.
<<else>>
<<bHe>> responds with a happy squawk.
<</if>>
<<else>>
<<if $speech_attitude is "meek">>
"H-hey, I wanted to catch that one," you say with a pout.
<<elseif $speech_attitude is "bratty">>
"I saw that one first! You owe me a lurker when we get back," you say with a pout.
<<else>>
"Showoff. I could have gotten that one," you say with a pout.
<</if>>
<<if $monster is 1>>
<<bHe>> frowns, but shoots you a smug grin right after.
<<else>>
<<bHe>> responds with a smug squawk.
<</if>>
<</if>>
<br><br>
<<flight_hunt_get "lurkers" 1>>
<<flight_hunt_return>><<effects>>
You wait for the lurker to start resting, then land. Keeping in mind its location, you carefully sneak over to it.
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<span class="green">You're able to get right behind it.</span> With the lurker oblivious, you
<<if $farm_stage gte 10>>
hurl your net at it. It struggles in the net,
<<else>>
jump at it and grab it. It struggles in your hands,
<</if>>
but soon gives up.
<br><br>
<<if $bird.hunts.duo is true>>
Your <<beasttype>> lands next to you.
<<if $monster is 1>>
"Attack from ground. Unsafe. But well done."
<<if $farm_stage gte 10>>
<<bHe>> shoots a wary glare at your net, but says nothing further.
<</if>>
<<else>>
<<if $farm_stage gte 10>>
<<bHe>> squawks with pride, but shoots a wary glare at your net.
<<else>>
<<bHe>> squawks with pride.
<</if>>
<</if>>
<br><br>
<</if>>
<<flight_hunt_get "lurkers" 1>>
<<else>>
As you reach the spot it was resting in, you lunge <span class="red">at empty space</span>. It must have heard you and fled.
<br><br>
<<if $bird.hunts.duo is true>>
Your <<beasttype>> lands next to you.
<<if $monster is 1>>
"Attacking from the sky is easier. <<Wife>> will learn." <<bHe>> nuzzles you.
<<else>>
<<bHe>> nuzzles you for reassurance.
<</if>>
<br><br>
<</if>>
<<set _huntFail to 1>>
<</if>>
<<flight_hunt_return>><<effects>>
You land near it and begin running. The lurker sees you immediately and starts to flee.
<<if $athleticsSuccess>>
<span class="green">You manage to keep up with it.</span> Soon, the creature is within arms reach. You leap on it, catching it in a tight grip. It struggles for a moment, but soon gives up.
<<if $bird.hunts.duo is true>>
<br><br>
Your <<beasttype>> lands and nuzzles you with pride.
<</if>>
<br><br>
<<flight_hunt_get "lurkers" 1>>
<<flight_hunt_return>>
<<else>>
<<if $bird.hunts.duo is false and $rng gte 61 and $voredisable is "f">>
<span class="red">The lurker is simply too fast.</span> It begins skittering away even faster, but you don't give up. You chase the lurker all the way to a large crack in the earth, which it slips into.
<br><br>
You come to a stop at the edge, peering over. It's pitch black inside. <<if Time.dayState is "day" and !Weather.overcast>>Despite the sun being directly overhead. <<gtrauma>><<trauma 6>><</if>>
<br><br>
The ground rumbles, and you lose your footing. You don't feel like you're falling. Rather, it feels like the chasm itself moving up to meet you. You quickly understand why.
<br><br>
<span class="red">A gigantic lurker bursts from the darkness, catching you in its mouth.</span>
<br><br>
<<link [[Next|Bird Hunt Giant Lurker Vore]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<span class="red">The lurker is simply too fast.</span> It begins skittering away even faster, and soon you're left behind feeling disappointed.
<<if $bird.hunts.duo is true>>
<br><br>
Your <<beasttype>> gives you a sympathetic stare when you return to <<bhis>> side.
<</if>>
<br><br>
<<set _huntFail to 1>>
<<flight_hunt_return>>
<</if>>
<</if>><<effects>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<set $combat to 1>>
<<molested>>
<<controlloss>>
<<if $tentacledisable is "f" and $hallucinations gte 1>>
<<set $enemytype to "tentacles">>
<<tentaclestart 2 15>>
<<set $voretentacles to 1>>
<<else>>
<<set $enemytype to "vore">>
<<set $voretentacles to 0>>
<</if>>
<<set $vorestage to 1>>
<<set $vorecreature to "giant lurker">>
<<set $vorestrength to 1>><<set $position to "doggy">>
<<resetLastOptions>>
<<getCombatDefaultsType>>
<</if>>
<<if $tentacledisable is "f" and $hallucinations gte 1 and $enemytype is "tentacles">>
<<voreeffects>><<effectstentacles>>
<<vore>><<tentacles>>
<<statetentacles>>
<br><br>
<<actionsvorentacles>>
<<else>>
<<voreeffects>>
<<vore>>
<<voreactions>>
<</if>>
<<if $stress gte $stressmax>>
<span id="next"><<link [[Next|Bird Hunt Giant Lurker Vore Finish]]>><</link>></span><<nexttext>>
<<elseif $vorestage lte 0>>
<span id="next"><<link [[Next|Bird Hunt Giant Lurker Vore Finish]]>><</link>></span><<nexttext>>
<<elseif $vorestomach gte 5>>
<span id="next"><<link [[Next|Bird Hunt Giant Lurker Vore Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bird Hunt Giant Lurker Vore]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $stress gte $stressmax or $vorestomach gte 5>>
It's all too much for you. You pass out.
<br><br>
<<if $upperoff isnot 0>>
<<upperruined>>
<</if>>
<<if $loweroff isnot 0>>
<<lowerruined>>
<</if>>
<<if $underloweroff isnot 0>>
<<underlowerruined>>
<</if>>
<<if $underupperoff isnot 0>>
<<underupperruined>>
<</if>>
<<endcombat>>
<<passout_moor>>
<<else>>
<<tearful>> you scramble away from the chasm. The giant lurker retreats back into the darkness.
<br><br>
<<clotheson>>
<<endcombat>>
<<set _huntFail to 1>>
<<flight_hunt_return>>
<</if>><<effects>><<flight_distance_check>>
You land nearby and begin searching.
<br><br>
<<rng 7>>
<<switch $rng>>
<<case 1>>
<<set _prop to "bullet">>
You sift through some tall grass until you find it; a bullet. It looks old. A collector might pay for it.
<<flight_hunt_get "valuables" 1 "antique bullet">>
<<case 2>>
<<set _looted to either("watch", "ring", "necklace", "bracelet")>>
<<set _prop to _looted>>
You find it in a small puddle. It's a _looted. Someone must have lost it while travelling.
<<flight_hunt_get "valuables" 1 _looted>>
<<case 3>>
<<set _prop to "junk">>
You spot it sticking out of a small patch of sand. You dig it up, revealing a piece of a drink can. Worthless, but pleasingly shiny.
<<flight_hunt_get "junk" 1>>
<<case 4>>
<<set _prop to "junk">>
You spot it easily in a sunken patch of grass. It's a tin can. Worthless, but pleasingly shiny.
<<flight_hunt_get "junk" 1>>
<<case 5>>
<<set _prop to "junk">>
You see it again after a few seconds of searching. It's a tiny pile of metal scrap, worn down by the elements. Worthless, but pleasingly shiny.
<<flight_hunt_get "junk" 3>>
<<case 6>>
<<select_random_clothes_limited "upper">>
You see it suspended in between some fallen branches. It's
<<if _random_clothes isnot "piece of fabric" and setup.clothes[_random_slot][_random_index].type.includes("formal")>>
a tattered _random_clothes with shiny buttons.
<<else>>
<<set _random_clothes to "piece of fabric">>
a ruined uniform with some shiny buttons. It would make for good scrap cloth and shiny junk.
<</if>>
<<if _random_clothes isnot "piece of fabric">>
<<if $worn[_random_slot].cursed is 1>>
<<set _cursedPrevent to true>>
<</if>>
<<set _outfitPrimaryWear to setup.clothes[_random_slot][$worn[_random_slot].index].outfitPrimary>>
<<if _outfitPrimaryWear isnot undefined>>
<<for _outfitSlot, _value range _outfitPrimaryWear>>
<<if $worn[_outfitSlot].cursed is 1>>
<<set _cursedPrevent to true>>
<</if>>
<</for>>
<</if>>
<<if $bird.upgrades.wardrobe is 1>>
You could tear it up for scrap cloth and shiny junk, or bring it back to the tower.
<<else>>
You have nowhere to store it at the tower. A few hours in the open would reduce it to scrap cloth and shiny junk.
<</if>>
<br><br>
<<if !_cursedPrevent>>
<<if $worn[_random_slot].name isnot "naked">>
<<if $bird.upgrades.wardrobe is 1>>
<<link [[Wear|Bird Hunt Shiny Clothes]]>><<set $phase to 1>><<flight_hunt_get "clothing" 1 _random_slot _random_index "wear" "damaged">><</link>>
<span class="blue">Your $worn[_random_slot].name will be replaced.</span>
<<else>>
<<link [[Wear|Bird Hunt Shiny Clothes]]>><<set $phase to 1>><<generalRuined _random_slot>><<flight_hunt_get "clothing" 1 _random_slot _random_index "wear" "damaged">><<flight_hunt_get "fabric" 1>><</link>>
<span class="blue">Your $worn[_random_slot].name will be scrapped.</span>
<</if>>
<<else>>
<<link [[Wear|Bird Hunt Shiny Clothes]]>><<set $phase to 1>><<flight_hunt_get "clothing" 1 _random_slot _random_index "wear" "damaged">><</link>>
<</if>>
<</if>>
<br>
<<link [[Scrap|Bird Hunt Shiny Clothes]]>><<set $phase to 2>><<flight_hunt_get "fabric" 1>><<flight_hunt_get "junk" 1>><</link>>
<br>
<<if $bird.upgrades.wardrobe is 1>>
<<link [[Take|Bird Hunt Shiny Clothes]]>><<set $phase to 3>><<flight_hunt_get "clothing" 1 _random_slot _random_index "take" "damaged">><</link>>
<br>
<</if>>
<<else>>
<br><br>
<<link [[Take|Bird Hunt Shiny Clothes]]>><<set $phase to 2>><<flight_hunt_get "fabric" 1>><<flight_hunt_get "junk" 1>><</link>>
<br>
<</if>>
<<default>>
You spot it embedded in some dirt. It's just some broken glass. You bury it deeper so nothing steps on it.
<<set _huntFail to 1>>
<</switch>>
<<if $rng isnot 6>>
You take off<<if $bird.hunts.duo is true>> and rejoin your spouse.<<if $rng lte 5>><<npc "Great Hawk">> <<bHe>> looks pleased at your find.<<endevent>><</if>><<else>>.<</if>>
<br><br>
<<flight_hunt_return>>
<</if>><<effects>>
<<switch $phase>>
<<case 1>>You wear it, ignoring its somewhat degraded condition.
<<case 2>>You quickly tear it up for easier transport.
<<case 3>>You tuck it under your arm.
<</switch>>
You take off<<if $bird.hunts.duo is true>><<npc "Great Hawk">> and rejoin your spouse. <<bHe>><<endevent>> looks pleased at your find<</if>>.
<br><br>
<<flight_hunt_return>><<effects>>
You <<if $bird.hunts.duo is true>><<npc "Great Hawk">><<person1>>and your <<beasttype>> <</if>> land in front of the pond.
You can see the glimmering even better now. It looks like there's multiple objects down there. With your superior eyesight, you spot a smaller, faintly shining object near the bigger glimmer. It looks to be mostly buried.
<br><br>
<<if $bird.hunts.duo is true>>
<<if $monster is 1>>
"Does <<wife>> want to get the shiny from the water? Not good to get wet while hunting, but if that's what <<wife>> wants," <<your_bird_text>> says.
<<else>>
<<your_bird_text "cap">> taps the water with <<bhis>> talon and shivers.
<</if>>
<<bHe>> won't be of much help here.
<br><br>
<</if>>
Getting everything would be quite a challenge, though not impossible.
<br><br>
<<link [[Grab the larger glimmer|Bird Hunt Pond Dive 2]]>><<set $phase to 1>><</link>><<swimmingdifficulty 400 700>>
<br>
<<link [[Try to grab everything|Bird Hunt Pond Dive 2]]>><<set $phase to 2>><</link>><<swimmingdifficulty 600 900>>
<br><<effects>>
<<unset $swimmingSuccess>>
<<noClothingCheck>>
<<strip>>
<<if _nude is false>>You undress and hide your clothes in a nearby bush.<</if>>
<<if $phase is 1>>
<<silently>><<swimmingdifficulty 400 700>><</silently>>
You slip into the pond and swim right above where the glimmer is. <<water>> You take a deep breath and dive. The murky water makes it hard to see where you're going.
<<if $swimmingSuccess>>
<span class="green">You maintain your composure and methodically swim deeper.</span> You reach the source of the shine. You see
<<if $rng gte 30>>
a bunch of metallic trash, likely the results of littering. You quickly snatch up your prize and swim back up to the surface. <<flight_hunt_get "junk" 2>>
<<set _prop to "junk">>
<<else>>
<<set _looted1 to either("ring", "necklace", "bracelet")>><<set _looted2 to either("ring", "necklace", "bracelet")>>
<<if _looted1 is _looted2>>
a pair of <<print _looted1 + "s">>, possibly lost by someone. You quickly snatch up your prize and swim back up to the surface. <<flight_hunt_get "valuables" 2 _looted1>>
<<else>>
a _looted1 and a _looted2, possibly lost by someone. You quickly snatch up your prize and swim back up to the surface. <<flight_hunt_get "valuables" 1 _looted1>><<flight_hunt_get "valuables" 1 _looted2>>
<</if>>
<<set _prop to either(_looted1, _looted2)>>
<</if>>
<br><br>
After emerging, you look down again. Dirt has been kicked up from the bottom, making it too hard to see where the other object is.
<br><br>
You swim to shore, then step out of the water. <<clotheson>>
<<if $bird.hunts.duo is true>>
Your <<beasttype>> comes over to inspect your gains.
<<if $monster is 1>>
"<<Wife>> is very good at diving, much better than me," <<bhe>> says.
<<else>>
<<bHe>> looks surprised by how well you can swim.
<</if>>
You can tell <<bhes>> slightly envious of your skill. <<npcincr "Great Hawk" dom -1>><<ldom>>
<br><br>
<</if>>
<<endevent>>
<<flight_hunt_return>>
<<else>>
You figure it would be best to be fast, so you pick up the pace. <span class="red">Your impatience causes you to lose sight of your goal.</span> It takes you a bit to spot it again, and you can tell you're running out of air. You quickly swim over and grab the glimmering object, but you're starting to panic. You manage to swim back to the surface, but lose your prize as you flail. <<stress 12>><<ggstress>>
<br><br>
When you emerge from the water, you take a moment to breathe, then look down again. Whatever was glimmering is now gone, likely buried in the sand you kicked around in your panic. You swim to shore and step out of the water.
<<if $bird.hunts.duo is true>>
Your <<beasttype>> comes over. <<bHe>> wraps a wing around you.
<<if $monster is 1>>
"Diving is hard, you won't always succeed," <<bhe>> says.
<<else>>
<<bHe>> nuzzles <<bhis>> beak against you, trying to make you feel better.
<</if>>
<<bHe>> lets go of you and takes off again. <<npcincr "Great Hawk" dom 1>><<gdom>>
<</if>>
<<clotheson>>
<<endevent>>
<<flight_hunt_return>>
<</if>>
<<else>>
<<silently>><<swimmingdifficulty 600 900>><</silently>>
You slip into the pond and swim right above where the glimmer is. You take a deep breath and dive. The murky water makes it hard to see where you're going.
<<if $swimmingSuccess>>
<span class="green">You maintain your composure and methodically swim deeper.</span> You reach the source of the shine.
You see
<<if $rng gte 30>>
a bunch of metallic trash, likely the results of littering. You quickly snatch up your prize and swim back up to the surface. <<flight_hunt_get "junk" 2>>
<<else>>
<<set _looted1 to either("ring", "necklace", "bracelet")>><<set _looted2 to either("ring", "necklace", "bracelet")>>
<<if _looted1 is _looted2>>
a pair of <<print _looted1 + "s">>, possibly lost by someone. You quickly snatch up your prize and swim back up to the surface. <<flight_hunt_get "valuables" 2 _looted1>>
<<else>>
a _looted1 and a _looted2, possibly lost by someone. You quickly snatch up your prize and swim back up to the surface. <<flight_hunt_get "valuables" 1 _looted1>><<flight_hunt_get "valuables" 1 _looted2>>
<</if>>
<</if>>
<br><br>
<<set _looted3 to either("ring", "necklace", "bracelet")>>
After grabbing them, you start digging up the buried object. You pull away the sand, revealing <<if _looted3 is _looted1>>another _looted1<<else>>a _looted3<</if>>. <<flight_hunt_get "valuables" 1 _looted3>>
<br><br>
<<set _prop to _looted3>>
Swimming with your hands full isn't easy, but anyone watching wouldn't be able to tell. You reach the surface of the water, then swim back to land, satisfied with your finds. <<clotheson>>
<<if $bird.hunts.duo is true>>
Your <<beasttype>> comes over to inspect your gains.
<<if $monster is 1>>
"<<Wife>> is very good at diving, much better than me," <<bhe>> says.
<<else>>
<<bHe>> looks surprised by how well you can swim.
<</if>>
You can tell <<bhes>> slightly envious of your skill. <<npcincr "Great Hawk" dom -1>><<ldom>>
<br><br>
<</if>>
<<endevent>>
<<flight_hunt_return>>
<<else>>
You swim slowly, trying to conserve air. <span class="red">But you're overly cautious, and start to run out of air.</span> You stick to the plan and start digging up the buried object. You uncover most of it, when you realise you don't have enough time to finish the job.
<br><br>
You try to find the first object you saw, but your rapid searching has kicked up sand and made it hard to see. You have no choice but to surface.
<br><br>
When you emerge from the water, you take a moment to breathe, then look down again. You don't see any sign of the items you were looking for. You swim to shore and step out of the water.
<<if $bird.hunts.duo is true>>
Your <<beasttype>> comes over. <<bHe>> wraps a wing around you.
<<if $monster is 1>>
"Diving is hard, you won't always succeed," <<bhe>> says.
<<else>>
<<bHe>> nuzzles <<bhis>> beak against you, trying to make you feel better.
<</if>>
<<bHe>> lets go of you and takes off again. <<npcincr "Great Hawk" dom 1>><<gdom>>
<</if>>
<<clotheson>>
<<endevent>>
<<flight_hunt_return>>
<</if>>
<</if>><<effects>>
You fly lower to the ground and spend some time watching the <<beasttype>> from above.
<<if $NPCList[0].type.includes("fox")>>
<<if $phase is 1>>
<<bHe>> stops in a small patch of dirt and starts digging. <<bHe>> drops the object inside and buries it before running off.
<<else>>
<<bHe>> curls up in a small patch of dirt for a nap.
<</if>>
<<else>>
<<if $phase is 1>>
<<bHe>> drops the object and starts to bat it around. After a few minutes, <<bhe>> picks it back up and runs off.
<<else>>
<<bHe>> curls up in a small patch of dirt for a nap.
<</if>>
<</if>>
<br><br>
<<flight_hunt_return>><<effects>>
<<if $NPCList[0].type.includes("fox")>>
You land in front of the <<beasttype>>, wings spread wide.
<<if $NPCList[0].traits.includesAny("cowardly")>>
<<bHe>> immediately screams at you, before turning and running away. <<bHe>> dropped something.
<<flight_hunt_get_random>>
<<if $bird.hunts.duo is true>>
<<endevent>><<npc "Great Hawk">><<person1>>
<<if $monster is 1>>
"Landbound beasts always lose their catches. Good find, <<wife>>."
<<else>>
Your <<beasttype>> looks pleased.
<</if>>
<</if>>
<br><br>
<<flight_hunt_return>>
<<elseif $NPCList[0].traits.includesAny("friendly", "clumsy", "clever")>>
<<bHe>> stops and tilts <<bhis>> head at you.
<<if $bird.hunts.duo is true>>
<<bHe>> starts to hesitantly approach you, until your spouse lands behind you. <<bHe>> turns and runs.
<br><br>
<<endevent>><<npc "Great Hawk">><<person1>>
The Great Hawk tilts <<bhis>> head curiously, as if wondering whether <<bhe>> did something wrong.
<<if $monster is 1>>
"Cowardly things."
<</if>>
<br><br>
<<flight_hunt_return>>
<<else>>
<<if $monster is 1>>
<<if $NPCList[0].traits.includes("clever")>>
"I-I didn't steal anything, I swear!"
<<if $phase is 1>>
<<bHe>> pushes the object behind <<bhim>>, as if to hide it from you.
<</if>>
<<else>>
"Oh, wow, your wings are so big and pretty! You're not going to eat me, are you?"
<</if>>
<</if>>
<<bHis>> tail begins to puff out. <<bHes>> clearly very afraid of you, but seems unable to move as you lock eyes with <<bhim>>.
<br><br>
<<if $phase is 1>>
<<link [[Take the object|Bird Hunt Fox Take]]>><</link>>
<br>
<</if>>
<<if ($bestialitydisable is "f" or $monster is 1) and hasSexStat("deviancy", 3)>>
<<link [[Push over|Bird Hunt Fox Sex]]>><<set $sexstart to 1>><</link>><<deviant3>>
<br>
<</if>>
<<link [[Pet|Bird Hunt Fox Pet]]>><<stress -3>><</link>><<lstress>>
<br>
<</if>>
<<elseif $NPCList[0].traits.includes("territorial")>>
<<bHe>> drops into a defensive posture and growls at you.
<<if $monster is 1>>
"I'm not afraid of you, damned harpy! Find someone else to screech at!"
<</if>>
<<bHe>> takes a step forward, prepared to pounce.
<br><br>
<<if $bird.hunts.duo is true>>
<<npc "Great Hawk" 2>>
Immediately, <<bhes 0>> pressed to the ground from above.
<<person2>>
<<if $monster is 1>>
"Poor manners. No way to greet a neighbour." Your <<beasttype 1>> smiles from atop the <<person1>><<beasttypes>> back.
<<else>>
Your <<beasttype 1>> shrieks triumphantly from the <<person1>><<beasttypes>> back.
<</if>>
<br><br>
<<bHe>> struggles.
<<if $NPCList[0].monster is "monster">>
"Fine. I'll behave. Just get off of me."
<</if>>
Your spouse loosens the pressure, and the <<beasttype>> takes the chance to dart away.
<<if $phase is 1>>
<<bHe>> left something behind.
<<flight_hunt_get_random>>
<<person2>>
<<if $monster is 1>>
"Landbound beasts always lose their catches. Good find, <<wife>>."
<<else>>
Your <<beasttype>> looks pleased.
<</if>>
<<else>>
<br><br>
<<person2>>
<<if $monster is 1>>
"Those ones make poor prey. We should hunt smaller."
<<else>>
The Great Hawk hops over to you and nudges you, eager to resume the hunt.
<</if>>
<</if>>
<br><br>
<<flight_hunt_return>>
<<else>>
<<if $bestialitydisable is "f">>
You don't have time to flee before <<bhe>> springs forward.
<br><br>
<<link [[Next|Bird Hunt Fox Sex]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You take to the skies to avoid it, but <<bhe>> gets a few hits on you first. <<beastescape>>
<br><br>
<<flight_hunt_return>>
<</if>>
<</if>>
<<else>>
<<bHe>> doubles back from you and growls, before darting away.
<br><br>
<<flight_hunt_return>>
<</if>>
<<else>>
You prepare to land in front of the <<beasttype>>, but <<bhe>> seems to sense your presence. <<bHe>> suddenly begins to run, before diving into a small alcove out of sight.
<br><br>
<<flight_hunt_return>>
<</if>><<effects>>
You <<if $phase isnot 5>>swoop down and <</if>>let out a piercing screech.
<<if $bird.hunts.duo is true>>
Your spouse matches it.
<<if $phase is 1>>
The <<beasttype>> drops whatever <<bhe>> was holding and scurries away.
<br><br>
You land and pick it up.
<<flight_hunt_get_random>>
<<endevent>><<npc "Great Hawk">><<person1>>
<<if $monster is 1>>
"Landbound beasts always lose their catches. Good find, <<wife>>."
<<else>>
Your <<beasttype>> looks pleased.
<</if>>
<<else>>
<<if $phase gte 4>>They jump and dart away<<else>>The <<beasttype>> jumps and scurries away<</if>>.
<</if>>
<<else>>
<<if $phase gte 4>>They jump and dart away<<else>>The <<beasttype>> jumps and scurries away<</if>>.
<</if>>
<br><br>
<<flight_hunt_return>><<effects>>
You hold out your hand, motioning for <<bhim>> to give you whatever <<bhes>> hiding.
<br><br>
<<if $monster is 1>>
<<if $NPCList[0].traits.includes("clever")>>
<<bHe>> grumbles under <<bhis>> breath, before producing the item from behind <<bhis>> back.
<<else>>
"Oh, that's all? Okay." <<bHe>> produces the object from behind <<bhis>> back.
<</if>>
<<else>>
<<bHe>> hesitantly pushes it forward from behind <<bhim>>.
<</if>>
<<flight_hunt_get_random>>
<<set $phase to 3>>
<<wearProp _prop>>
<br><br>
<<if ($bestialitydisable is "f" or $monster is 1) and hasSexStat("deviancy", 3)>>
<<link [[Reward|Bird Hunt Fox Sex]]>><<set $sexstart to 1>><</link>><<deviant3>>
<br>
<</if>>
<<link [[Pet|Bird Hunt Fox Pet]]>><<handheldon>><<stress -3>><</link>><<lstress>>
<br>
<<link [[Leave|Bird Hunt Fox Leave]]>><<handheldon>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<beastCombatInit>>
You adopt a mating posture. The <<beasttype>> cocks <<bhis>> head, but quickly accepts your offer. <<deviancy3>>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<set $NPCList[0].stance to "top">><<set $enemytrust -= 40>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate '<span class="red"><<bHe>> screams right back in your face, drowning out your own screams.</span>'>>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Bird Hunt Fox Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bird Hunt Fox Sex]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<if $consensual is 1>>
<<if $NPCList[0].traits.includes("territorial")>>
<<if $monster is 1>>
<<bHe>> gets to <<bhis>> feet, and looks at you smugly. "Consider that a gift."
<<else>>
<<bHe>> huffs in triumph.
<</if>>
<<elseif $NPCList[0].traits.includes("friendly")>>
<<if $monster is 1>>
<<bHe>> nuzzles you. "That was fun!"
<<else>>
<<bHe>> nuzzles your face.
<</if>>
<<stress -3>><<lstress>><br>
<<else>>
<<if $monster is 1>>
<<bHe>> gets to <<bhis>> feet. "Thank you. Maybe I can find a real partner, now."
<<else>>
<<bHe>> licks your face.
<</if>>
<</if>>
<<bHe>> slinks away into the underbrush.
<<if $phase is 1>>
<<bHe>> left something behind for you.
<<flight_hunt_get_random>>
<</if>>
<<else>>
<<if $NPCList[0].traits.includes("territorial")>>
<<if $monster is 1>>
<<bHe>> gets to <<bhis>> feet, and looks at you smugly. "I thought you were supposed to be a terror. You're just a toy." <<bHe>> slinks away into the underbrush.
<<else>>
<<bHe>> huffs in triumph, before slinking away into the underbrush.
<</if>>
<</if>>
<</if>>
<br><br>
<<tearful>> you rise to your feet.
<<clotheson>>
<<endcombat>>
<<flight_hunt_return>>
<<elseif $enemyhealth lte 0>>
<<if $NPCList[0].traits.includes("territorial")>>
<<if $monster is 1>>
<<bHe>> recoils, baring <<bhis>> teeth at you. "You'll regret this."
<<else>>
<<bHe>> rolls away from you, and huffs in frustration.
<</if>>
<<elseif $NPCList[0].traits.includes("friendly")>>
<<if $monster is 1>>
"Ow! Ow! Stop that!"
<<else>>
<<bHe>> rolls away from you.
<</if>>
<<else>>
<<if $monster is 1>>
<<bHe>> recoils from you. "Maybe I'm not good enough for a mate after all..."
<<else>>
<<bHe>> rolls away from you.
<</if>>
<</if>>
The <<beasttype>> whines and flees into the underbrush.
<<if $phase is 1>>
<<bHe>> left something behind.
<<flight_hunt_get_random>>
<</if>>
<br><br>
<<tearful>> you gather yourself.
<<clotheson>>
<<endcombat>>
<<flight_hunt_return>>
<<else>>
The <<beasttype>> turns away from you and slinks into the moor.
<<clotheson>>
<<endcombat>>
<<flight_hunt_return>>
<</if>><<effects>>
You reach forward. <<bHe>> flinches, but eases up when you start to scratch behind <<bhis>> ears.
<<if $monster is 1>>
<<bHe>> leans into you while you continue stroking <<bhis>> ears. With your other hand, you reach behind <<bhim>> and gently run your fingers along <<bhis>> tail.
<br><br>
After a few minutes of this, the <<beasttype>> pulls away from you. <<bHes>> blushing. Without a word, <<bhe>> turns and walks off.
<<else>>
The fox purrs appreciatively as you bring a second hand up to stroke <<bhis>> back while you continue rubbing between <<bhis>> ears.
<br><br>
After a few minutes of this, the fox runs off into the bushes, yipping happily.
<</if>>
<br><br>
<<flight_hunt_return>><<effects>>
<<flight_hunt_return>><<effects>>
You land a short distance away from the pair.
<<if $bird.hunts.duo is true>>
Your spouse lands right next to you.
<</if>>
You approach them low to the ground, unseen, for a closer look.
<br><br>
<<if $rng gte 60>>
<<if $NPCList[0].traits.includes("territorial")>>
The larger of the two pounces on the other.
<<if $monster is 1>>
"Give up yet?" <<bHe 0>> straddles the smaller <<beasttype 1>> smugly.
<br><br>
<<if $NPCList[1].traits.includes("territorial")>>
"Never!" The smaller <<beasttype 1>> rolls out from under <<bhim 0>>, and the fight continues as they tumble off into the underbrush.
<<else>>
"Y-yes. I'm sorry. I'll hunt elsewhere," the smaller <<beasttype 1>> whimpers.
<br><br>
The larger one huffs, dismounting and freeing the smaller one, who darts away. The winner saunters off, seemingly resuming <<bhis 0>> own interrupted hunt.
<</if>>
<<else>>
<<bHe>> barks and yips at the smaller one,
<<if $NPCList[1].traits.includes("territorial")>>
who rolls out and makes a pounce of their own. They tumble off into the underbrush.
<<else>>
before releasing <<bhim 1>>. <<bHe 1>> darts off, and the victorious fox saunters away.
<</if>>
<</if>>
<<else>>
One of them pounces on the other, growling.
<<if $monster is 1>>
"You spoiled my catch!" <<bhe 0>> barks.
<br>
"I saw it first!" the <<beasttype 1>> under <<bhim 0>> barks back. <<bHe 1>> rolls out from under <<bhim 0>> and makes a pounce of <<bhis 1>> own. They chase each other deeper into the moor.
<<else>>
The two then bark and yip at each other for a moment, before the fight continues. They chase each other deeper into the moor.
<</if>>
<</if>>
<br><br>
<<link [[Leave|Bird Hunt Fox Leave]]>><</link>>
<br>
<<elseif $rng gte 30>>
<<if $NPCList[0].traits.includes("territorial") or $NPCList[1].traits.includes("territorial")>>
The larger of the two pounces on the other.
<<if $monster is 1>>
<<bHe>> straddles <<bhis>> victim smugly. "Looks like I win. Now, what should I do with you...?" The other <<beasttype 1>> looks nervous as the larger one begins to rub <<bhis 1>> chest and down towards <<bhis 1>> groin.
<<else>>
<<bHe>> gets into a mounting position.
<</if>>
<<else>>
They tumble over one another, before righting themselves and nuzzling each other. One gets low to the ground and raises its rear.
<</if>>
<span class="lewd">They're about to mate.</span>
<br><br>
<<link [[Keep watching (0:10)|Bird Hunt Foxes Watch Mate]]>><<bird_pass 10>><</link>><<deviant1>>
<br>
<<link [[Leave|Bird Hunt Fox Leave]]>><</link>>
<br>
<<else>>
They each get low to the ground, before righting themselves and yelling at each other. One jumps forward, tackling the other and nuzzling <<bhim>>. They're just playing.
<br><br>
<<link [[Screech|Bird Hunt Animal Screech]]>><<set $phase to 5>><<stress -3>><</link>><<lstress>>
<br>
<<link [[Leave|Bird Hunt Fox Leave]]>><</link>>
<br>
<</if>><<effects>>
You watch the couple with interest.
<<if $bird.hunts.duo is true>>
<<npc "Great Hawk" 3>>
The Great Hawk sits next to you.
<<if $monster is 1>>
"<<Wife>> wants to watch them mate?"
<</if>>
<</if>>
<<set $phase to 0>>
<<if ($NPCList[0].penis isnot "none" and $NPCList[1].vagina isnot "none") or ($NPCList[0].vagina isnot "none" and $NPCList[1].penis isnot "none")>>
<!-- Penile/Vaginal -->
<<set $phase to 1>>
<<elseif ($NPCList[0].penis isnot "none" or $NPCList[1].penis isnot "none") and $analdisable is "f">>
<!-- Penile/Anal -->
<<set $phase to 2>>
<<elseif $NPCList[0].penis isnot "none" or $NPCList[1].penis isnot "none">>
<<set $phase to 3>>
<!-- Penile/Oral -->
<<else>>
<<set $phase to 4>>
<!-- Vaginal/Oral -->
<</if>>
<<if $NPCList[0].traits.includes("territorial") or $NPCList[1].traits.includes("territorial")>>
<<set _domF to ($NPCList[0].traits.includes("territorial") ? 0 : 1)>>
<<else>>
<<set _domF to 0>>
<</if>>
<<set _subF to (_domF is 1 ? 0 : 1)>>
<<deviancy1>>
<<if $NPCList[0].monster is "monster">>
<<if $NPCList[0].traits.includes("territorial") or $NPCList[1].traits.includes("territorial")>>
"Maybe I'll eat you instead."
<</if>>
The larger <<beasttype _domF>> lowers <<bhis _domF>> head to <<bhis _domF>> lover's groin, and begins licking
<<if $NPCList[_subF].penis isnot "none">>
up <<bhis _subF>> red shaft.
<<else>>
<<bhis _subF>> pussy.
<</if>>
<<bHe _subF>> covers <<bhis _subF>> face in embarrassment as <<bhe _subF>> softly moans.
<br><br>
<<switch $phase>>
<<case 1 2>>
<<if $NPCList[_domF].penis isnot "none">>
The large <<beasttype _domF>> crawls back up, and gently guides <<bhis _domF>> knotted penis into the smaller <<beasttype _subF>>'s <<if $phase is 1>>pussy<<else>>ass<</if>>.
It starts off slow, but before long, the large <<beasttype _domF>> is thrusting into <<bhis _domF>> lover with fervour. It's hard to not get a little exasperated yourself.
<br><br>
You continue to watch for a long time, their pace still increasing. With a final thrust, you <<if $bird.hunts.duo is true>>and your spouse <</if>>watch the <<beasttype _domF>>'s knot slide in. The <<beasttype _subF>> moans as <<bhes _subF>> filled with warm semen. <<arousal 2000>><<ggarousal>>
<<else>>
The large <<beasttype _domF>> crawls back up, and gently guides the smaller <<beasttype _subF>>'s knotted penis into <<bhim _domF>>.
It starts off slow, but before long, the large <<beasttype _domF>> is riding <<bhis _domF>> lover with fervour. It's hard to not get a little exasperated yourself.
<br><br>
You continue to watch for a long time, their pace still increasing. With a final thrust, you <<if $bird.hunts.duo is true>>and your spouse <</if>>watch the <<beasttype _subF>>'s knot slide in. They both moan as the <<beasttype _domF>> is filled wih warm semen. <<arousal 2000>><<ggarousal>>
<</if>>
<<case 3>>
The large <<beasttype _domF>> slowly takes the smaller <<beasttype _subF>>'s penis into <<bhis _domF>> mouth, and bobs <<bhis _domF>> head up and down.
You <<if $bird.hunts.duo is true>>and your spouse <</if>>watch until the <<beasttype _subF>> moans, and fresh semen escapes the large <<beasttype _domF>>'s mouth.
<<case 4>>
The large <<beasttype _domF>> slowly inserts <<bhis _domF>> tounge into the smaller <<beasttype _subF>>'s pussy. <<bHe _domF>> intensifies <<bhis _domF>> assault.
You <<if $bird.hunts.duo is true>>and your spouse <</if>>watch until the <<beasttype _subF>> moans and bucks <<bhis _subF>> hips.
<</switch>>
<<else>>
<<if $phase is 1 or $phase is 2>>
One of them mounts the other, and slowly inserts its knotted penis.
You <<if $bird.hunts.duo is true>>and your spouse <</if>>watch them rut until the knot slides in, sealing them together for a few minutes.
<<else>>
One of them mounts the other, and starts to grind against the other.
You <<if $bird.hunts.duo is true>>and your spouse <</if>>watch until they both shudder and collapse.
<</if>>
<</if>>
<br><br>
They disengage from each other.
<<if $NPCList[0].monster is "monster" and ($NPCList[0].traits.includes("territorial") or $NPCList[1].traits.includes("territorial"))>>
"Back to my den. You're gonna clean me up," the larger one commands. The smaller one obediently nods and follows.
<<elseif $NPCList[0].monster is "monster">>
"L-let's go back to the den," one says. The other nods and follows.
<<else>>
They nuzzle each other and wander off together.
<</if>>
<br><br>
<<if $bird.hunts.duo is true>>
<<set $bird.hunts.returnAccept to true>>
You look over to your <<beasttype 2>>, and
<<if $monster is 1>>
see that <<bhes 2>> a bit flustered at the display. "Head home soon, <<wife>>?"
<<else>>
<<bhe 2>> tilts <<bhis 2>> head at you. <<bHe 2>> rubs up against you for a moment, a bit closer than usual.
<</if>>
<br><br>
<</if>>
<<link [[Leave|Bird Hunt Fox Leave]]>><</link>>
<br><<effects>><<rngWraith 1>>
<<if $bird.hunts.duo is true>>
<<npc "Great Hawk">><<person1>>
You tell your <<beasttype>> your intent to following the two.
<<if $monster is 1>>
"Why would <<wife>> want to follow landbound? They do not look interesting," <<bhe>> says.
<<else>>
<<bHe>> seems apprehensive about the idea.
<</if>>
Regardless, <<bhe>> is willing to do as you want.
<br><br>
<</if>>
You fly a little closer to them, and can now properly distinguish the <<generate2>><<person2>><<person>> and <<generatep3 1>><<person3>><<person>>.
You <<if $bird.hunts.duo is true>>and your <<beasttype>> <</if>>tail the pair for a while, waiting to see what they do.
<br><br>
<<cleareventpool>>
<<addinlineevent "bird_hunt_people_1">>
After following them for a while,
<<if $rng gte 66>>you realise they're walking in circles. Both of them keep looking around vigilantly. You assume they're patrolling, though the reason for it is unclear.
<<elseif $rng gte 33>>you don't see them do anything interesting.
<<else>>you start to feel like they're somewhat lost. Or at least, they don't seem to know where they want to go.
<</if>>
<<if $bird.hunts.duo is true>>
The Great Hawk turns towards you.
<<if $monster is 1>>
"I pity the landbound, having to walk everywhere," <<bhe 0>> says.
<<else>>
<<bHe>> flies around you in a circle and looks at the two people walking, then squawks joyfully.
<</if>>
<</if>>
Deciding you've seen enough, you stop following them.
<br><br>
<<endevent>>
<<flight_hunt_options>>
<</addinlineevent>>
<<addinlineevent "bird_hunt_people_2">>
You notice them stop many times to admire the view.
<<if $rng gte 66>>The <<person2>><<person>> is walking very close to the <<person3>><<person>>. After reaching a field of flowers, the <<person2>><<person>> stops and kisses the <<person3>><<person>> passionately. It's quite a cute sight. <<trauma -2>><<ltrauma>>
<<elseif $rng gte 33>>Whenever they stop, the <<person3>><<person>> writes something into a notebook. You wonder what <<hes>> documenting.
<<else>>The moor is usually a dangerous place to traverse, though the pair seem quite carefree in that regard. They make many stops in all sorts of spots.
<</if>>
<br><br>
<<if $bird.hunts.duo is true>>
<<if $monster is 1>>
The Great Hawk turns towards you. "The view looks much better up here, would not want to be landbound myself," <<bhe 0>> says.
<<else>>
The Great Hawk squawks and flies lower, trying to see the surroundings from the same point of view as the people walking. <<bHe 0>> soon flies up again.
<</if>>
<</if>>
You follow them a little longer before losing interest.
<br><br>
<<endevent>>
<<flight_hunt_options>>
<</addinlineevent>>
<<addinlineevent "bird_hunt_people_3">>
They keep walking for a while, until they stop to sit down. The <<person2>><<person>> pulls out two canned drinks from <<his>> backpack. <<He>> hands one to the <<person3>><<person>>, and they drink them. The two sit around for a while, laughing and playfully pushing each other. When they're done drinking, they get up and throw the cans into a nearby hole.
<br><br>
<<if $bird.hunts.duo is true>>
<<your_bird_text "cap">> looks surprised they would throw away something shiny.
<</if>>
It's a shame to see people littering, but at least you can make sure the cans aren't just left out here. After they leave, you land and take the now empty cans. <<flight_hunt_get "junk" 2>>
<br><br>
<<endevent>><<wearProp "junk">>
<<flight_hunt_options>>
<</addinlineevent>>
<<addinlineevent "bird_hunt_people_4">>
After a while, they stop to take a break and sit down on some rocks. The <<person2>><<person>> starts talking to the <<person3>><<person>> about something.
<<if $rng gte 66>>After a couple of minutes, their conversation turns heated, both of them yelling at one another. At one point you think the altercation is going to turn physical, only for them both to start laughing. The conversation returns to normal after that.
<<elseif $rng gte 33>>They appear to be having a casual conversation. They look somewhat winded from walking.
<<else>>Their conversation drags on for a while, leaving you to wonder if they will ever stop.
<</if>>
<br><br>
<<if $bird.hunts.duo is true>>
You turn to look at your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>>. <<bHe 0>> looks very bored.
<</if>>
Eventually, they stop talking. As they stand up, you notice a wallet fall out of the <<person2>><<person>>'s pocket. <<He>> walks away, not realising <<he>> is a wallet lighter. You make sure they're gone, then land and grab the wallet. <<flight_hunt_get "valuables" 1 "wallet">>
<br><br>
<<if $bird.hunts.duo is true>>
<<if $monster is 1>>
"Good eye, <<wife>>," your <<beasttype 0>> says.
<<else>>
Your <<beasttype 0>> screeches, complimenting you for your keen eye.
<</if>>
<br><br>
<</if>>
<<endevent>><<wearProp "wallet">>
<<flight_hunt_options>>
<</addinlineevent>>
<<addinlineevent "bird_hunt_people_5">>
You note that they are walking in the rougher parts of the moor, not something most would do willingly. After a few minutes, you notice they're nearing a resting lurker. They both crouch and quietly approach it. The <<person2>><<person>> takes out a net from <<his>> backpack, and closes the distance.
<br><br>
<<if $rng gte 50>>
<<He>> hurls the net. The lurker is too fast, barely dodging out of the way. The <<person3>><<person>> tries to cut it off, but the lurker manages to slip away between <<his>> legs.
<<if $bird.hunts.duo is true>>
<<your_bird_text "cap">>
<<if $monster is 1>>
chuckles to <<bhimself 0>>. "Landbound should learn proper hunting skills," <<bhe 0>> remarks.
<<else>>
lets out a series of short chirps. It almost sounds like a small laugh.
<</if>>
<</if>>
<<else>>
<<He>> hides behind a nearby bush and waits for the right moment. <<He>> hurls <<his>> net, and it lands true, immobilising the lurker. They both rush in to grab it, and put it into the <<person2>><<person>>'s backpack.
<<if $bird.hunts.duo is true>>
<<your_bird_text "cap">> looks somewhat impressed. <<bHe 0>> probably doubted their hunting skills.
<</if>>
<</if>>
<br><br>
They turn back the way they came. There's no reason to keep following them now.
<br><br>
<<endevent>>
<<flight_hunt_options>>
<</addinlineevent>>
<<addinlineevent "bird_hunt_people_6">>
Eventually, they come across a small tree. The <<person2>><<person>> takes out two axes from <<his>> backpack. <<He>> hands one to the <<person3>><<person>> and moves to the opposite side of the tree. They start chopping away at it, only taking a few minutes to completely fell it. They then chop it up into smaller pieces, which they put in their backpacks.
<<if $bird.hunts.duo is true>>
Your <<beasttype 0>> looks at the two enviously.
<<if $monster is 1>>
"The only thing landbound can do better than us is destroy things," <<bhe 0>> pouts. It's easy to see <<bhe 0>> is just jealous.
<<else>>
<<bHe>> looks upset that <<bhe>> can't use tools like they can.
<</if>>
<</if>>
<br><br>
After gathering as much wood as they can, they leave. You land to inspect what's left over.
<<if $rng gte 30>>
<<set _prop to "stick">>
They took almost everything, leaving behind just the undesirable parts. There's still something you can use, but not much. <<flight_hunt_get "sticks" 1>>
<<else>>
<<set _prop to "stick">>
They left behind a lot of the smaller branches. <<flight_hunt_get "sticks" 2>>
<</if>>
<br><br>
<<endevent>>
<<flight_hunt_return>>
<</addinlineevent>>
<<if $bird.hunts.duo is false and _wraithEvent>>
<<addinlineevent "bird_hunt_people_wraith">>
You follow the pair for a while. They keep walking forward at a constant pace, never slowing down or speeding up. It's like the rough terrain isn't affecting them at all. After a while, they stop.
<br><br>
<<if $wraith.state is "active">>
They look up, directly at you. Except now, you only see one person. A person with very pale skin. It stares at you with bright blue eyes and smiles wryly. You blink, and the person is gone. <<trauma 12>><<ggtrauma>>
<<else>>
You feel a sudden sense of dread overtake you. You close your eyes, trying to calm down, but it does you no good. When you open your eyes again, the pair are looking right up at you. Or rather, a pair of eyes are. Red ones. You're faced with a lone pale figure staring at you. You try closing your eyes again. The figure is closer. You hear a whisper in the wind, causing you to look away. When you look back, there's no one there. <<trauma 18>><<ggtrauma>>
<</if>>
<br><br>
<<endevent>>
<<flight_hunt_return>>
<</addinlineevent>>
<</if>>
<<runeventpool>><<effects>>
You land away from their tents and stay low. <<if $exposed gte 2>>Your heart pounds, thinking of your current exposure.<</if>> As you near their tents, a <<generate1>><<person1>><<person>> exits one and starts walking in your direction.
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<span class="green">Thinking quickly, you pick up a rock and throw it behind them.</span> The sound is enough to pull their attention. With the <<person>> distracted, you sneak into the tent they came out of.
<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">That was too easy. You didn't learn anything.</span>
<br><br>
<</if>>
It's mercifully empty of other occupants. There's a lot of ground to cover, but you don't know how much time you have.
<br><br>
<<link [[Steal clothes|Bird Hunt Tent Steal Alone 2]]>><<set $phase to 1>><<crimeUp 10 "thievery">><</link>>
<br>
<<link [[Steal valuables|Bird Hunt Tent Steal Alone 2]]>><<set $phase to 2>><<crimeUp 10 "thievery">><</link>>
<br>
<<if $bird.upgrades.tools is 0 and !$bird.hunts.loot.tools>>
<<link [[Steal tools|Bird Hunt Tent Steal Alone 2]]>><<set $phase to 3>><<crimeUp 10 "thievery">><</link>>
<br>
<</if>>
<<else>>
<<if $exposed gte 2>>
You try to keep out of <<his>> sight, <span class="red">but <<he>> spots you</span>. "Well now, what's a <<girl>> like you doing out here naked? Did you lose your clothes somewhere? Don't worry, I'll give you something to wear."
<<else>>
You scramble to your feet, trying to seem inconspicuous. <span class="red">It doesn't work.</span> "Oh? What's a <<girl>> like you doing out here?" the <<person>> asks.
<</if>>
Something about <<him>> makes you uneasy.
<br><br>
<<link [[Run|Bird Hunt Tent Steal Alone Caught]]>><<set $phase to 1>><<set $phase2 to 1>><</link>><<athleticsdifficulty 100 700>>
<br>
<<link [[Comply|Bird Hunt Tent Steal Alone Caught]]>><<set $phase to 2>><<set $phase2 to 1>><</link>>
<br>
<</if>><<effects>>
<<set $daily.huntRemyAlerted to true>>
<<if $phase is 1>>
Before <<he>> can say anything else, you make a run for it.
<<if $phase2 is 2>>
"Hey! Get back here, ya damn brat!"
<<else>>
"Hey! Get back here! It's dangerous alone in the moor! I'll take good care of ya, I promise!"
<</if>>
<br><br>
<<if $athleticsSuccess>>
You pick up your pace and <span class="green">leave <<him>> behind in the rocky terrain</span>. You take flight once you're out of sight. With the group alerted, you won't be able to steal from them again today.
<<if $phase2 is 1>><<set _huntFail to 1>><</if>>
<br><br>
<<flight_hunt_return>>
<<else>>
You get some good speed, <span class="red">but you trip on a rock</span>. <<gpain>><<pain 3>>
<br><br>
The <<person>> towers over you. "Since you didn't want to make things easy, we'll do this the hard way."
<br><br>
<<link [[Next|Bird Hunt Tent Steal Alone Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<<else>>
You let the <<person>> approach you. <<He>> quickly drops <<his>> act. "Be good for me now, I'd rather not share you with the others."
<br><br>
<<link [[Next|Bird Hunt Tent Steal Alone Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Bird Hunt Tent Steal Alone Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bird Hunt Tent Steal Alone Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $pain gte 100 and $willpowerpain is 0>>
It's too much. <<tearful>> you collapse to the ground.
<br><br>
The <<person>> chuckles. "I think the others will like you." <<He>> looks you over for a moment. "Hmm... come to thinkin', the boss would like you even more. Hold still." You can't do anything as <<he>> starts to bind your arms, and your consciousness fades.
<br><br>
<<flight_hunt_end>>
<<unset $tentLootAmount>>
<<endcombat>>
<<link [[Next|Moor Abduction Wake]]>><<pass 60>><<set $stress -= 2000>><<set $moor to 50>><<clotheson>><</link>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
You take the opportunity to flee. Luckily, <<he>> makes no attempt to pursue you.
<br><br>
<<if $phase2 is 1>><<set _huntFail to 1>><</if>>
<<tearful>> you make sure you weren't followed before taking flight. With the group alerted, you won't be able to steal from them again today.
<<clotheson>>
<<endcombat>>
<<flight_hunt_return>>
<<else>>
You screech and push the <<person>> to the ground before quickly jumping to your feet. You give <<him>> a kick in the side for good measure before running.
You hear <<him>> yell out a few curses, but <<he>> makes no effort to get up.
<br><br>
<<if $phase2 is 1>><<set _huntFail to 1>><</if>>
<<tearful>> you make sure you weren't followed before taking flight. With the group alerted, you won't be able to steal from them again today.
<<clotheson>>
<<endcombat>>
<<flight_hunt_return>>
<</if>><<effects>>
<<if !$tentLootAmount>>
<<set $tentLootAmount to 1>>
<<else>>
<<set $tentLootAmount += 1>>
<</if>>
<<if $tentLootAmount gte 2>>
You continue searching.
<br><br>
<</if>>
<<set $danger to (random(1, 10000) + ($tentLootAmount * 2000))>>
<<if $phase is 1>>
<<wearProp "rag">>
You look around for any spare clothing. You find
<<select_random_clothes_limited "upper" "lower" "under_upper" "under_lower" "legs" "hands">>
<<if _random_clothes isnot "piece of fabric">>
<<if setup.clothes[_random_slot][_random_index].word is "an">>
an
<<elseif setup.clothes[_random_slot][_random_index].word is "a">>
a
<<else>>
a pair of
<</if>>
_random_clothes.
<<else>>
a large pile of ruined uniforms.
<</if>>
<<if _random_clothes isnot "piece of fabric">>
<<if $bird.upgrades.wardrobe is 1>>
You could tear it up for scrap cloth, or bring it back to the tower.
<<else>>
You have nowhere to store it at the tower. A few hours in the open would reduce it to scrap cloth.
<</if>>
<br><br>
<<if $worn[_random_slot].cursed is 1>>
<<set _cursedPrevent to true>>
<</if>>
<<set _outfitPrimaryWear to setup.clothes[_random_slot][$worn[_random_slot].index].outfitPrimary>>
<<if _outfitPrimaryWear isnot undefined>>
<<for _outfitSlot, _value range _outfitPrimaryWear>>
<<if $worn[_outfitSlot].cursed is 1>>
<<set _cursedPrevent to true>>
<</if>>
<</for>>
<</if>>
<<if !_cursedPrevent>>
<<if $worn[_random_slot].name isnot "naked">>
<<if $bird.upgrades.wardrobe is 1>>
<<link [[Wear|Bird Hunt Tent Steal Clothes]]>><<handheldon>><<set $phase to 1>><<flight_hunt_get "clothing" 1 _random_slot _random_index "wear">><</link>>
<span class="blue">Your $worn[_random_slot].name will be replaced.</span>
<<else>>
<<link [[Wear|Bird Hunt Tent Steal Clothes]]>><<handheldon>><<set $phase to 1>><<generalRuined _random_slot>><<flight_hunt_get "clothing" 1 _random_slot _random_index "wear">><<flight_hunt_get "fabric" 1>><</link>>
<span class="blue">Your $worn[_random_slot].name will be scrapped.</span>
<</if>>
<<else>>
<<link [[Wear|Bird Hunt Tent Steal Clothes]]>><<handheldon>><<set $phase to 1>><<flight_hunt_get "clothing" 1 _random_slot _random_index "wear">><</link>>
<</if>>
<</if>>
<br>
<<link [[Scrap for cloth|Bird Hunt Tent Steal Clothes]]>><<handheldon>><<set $phase to 2>><<flight_hunt_get "fabric" 1>><</link>>
<br>
<<if $bird.upgrades.wardrobe is 1>>
<<link [[Steal it|Bird Hunt Tent Steal Clothes]]>><<handheldon>><<set $phase to 3>><<flight_hunt_get "clothing" 1 _random_slot _random_index>><</link>>
<br>
<</if>>
<<else>>
<br><br>
<<link [[Steal|Bird Hunt Tent Steal Clothes]]>><<handheldon>><<set $phase to 4>><<flight_hunt_get "fabric" 3>><</link>>
<br>
<</if>>
<<elseif $phase is 2>>
<<if $birdhuntspray isnot 1>>
<<set $birdhuntspray to 1>>
You search along a wall of snare rods. You find a small cylinder in between a couple of them. It looks like a charge for your pepper spray.
<<gspraymax>><<set $spraymax += 1>><<spray 5>>
<br><br>
<span class="gold">You've gained an additional pepper spray charge.</span>
<<wearProp "pepperspray">>
<<else>>
<<set _looted to either("watch", "ring", "necklace", "bracelet")>>
You search the tent for any valuables. You turn over a sleeping bag and find a nice-looking _looted. You take it with you. <<flight_hunt_get "valuables" 1 _looted>>
<<wearProp _looted>>
<</if>>
<br><br>
<<if $danger gte (9900 - $allure) and $tentLootAmount gte 2>>
<<set $daily.huntRemyAlerted to true>><<unset $tentLootAmount>>
<span class="red">You hear footsteps.</span> The <<person>> enters the tent and locks eyes with you.
<br><br>
<<link [[Run|Bird Hunt Tent Steal Run]]>><<handheldon>><</link>><<athleticsdifficulty 300 800>>
<br>
/* <<if $submissive lte 500>> */
<<link [[Hit|Bird Hunt Tent Steal Hit]]>><<handheldon>><<def 1>><</link>><<physiquedifficulty 8000 16000>><<defianttext>>
<br>
/* <</if>> */
<<if hasSexStat("promiscuity", 2)>>
<<link [[Seduce|Bird Hunt Tent Steal Seduce]]>><<handheldon>><</link>><<promiscuous2>>
<br>
<</if>>
<<elseif $bird.hunts.weight gte 3>>
You won't be able to carry any more.
<br><br>
<<set $skulduggerydifficulty to ($tentLootAmount * 100)>>
<<link [[Leave with your loot|Bird Hunt Tent Steal Alone Leave]]>><<handheldon>><</link>>
<br>
<<else>>
You could look for more, though you don't know when the <<person>> will return.
<br><br>
<<link [[Steal clothes|Bird Hunt Tent Steal Alone 2]]>><<handheldon>><<set $phase to 1>><</link>><<dangerousText>>
<br>
<<link [[Steal valuables|Bird Hunt Tent Steal Alone 2]]>><<handheldon>><<set $phase to 2>><</link>><<dangerousText>>
<br>
<<if $bird.upgrades.tools is 0 and !$bird.hunts.loot.tools>>
<<link [[Steal tools|Bird Hunt Tent Steal Alone 2]]>><<handheldon>><<set $phase to 3>><</link>><<dangerousText>>
<br>
<</if>>
<<set $skulduggerydifficulty to ($tentLootAmount * 100)>>
<<link [[Leave with your loot|Bird Hunt Tent Steal Alone Leave]]>><<handheldon>><</link>>
<br>
<</if>>
<<else>>
You spot a toolbox amidst their belongings. It's easy to carry, and light enough for you to fly with it.
<<wearProp "toolbox">>
<br><br>
<<flight_hunt_get "tools" 1>>
<<if $danger gte (9900 - $allure) and $tentLootAmount gte 2>>
<<set $daily.huntRemyAlerted to true>><<unset $tentLootAmount>>
<span class="red">You hear footsteps.</span> The <<person>> enters the tent and locks eyes with you.
<br><br>
<<link [[Run|Bird Hunt Tent Steal Run]]>><<handheldon>><</link>><<athleticsdifficulty 300 800>>
<br>
/* <<if $submissive lte 500>> */
<<link [[Hit|Bird Hunt Tent Steal Hit]]>><<handheldon>><<def 1>><</link>><<physiquedifficulty 8000 16000>><<defianttext>>
<br>
/* <</if>> */
<<if hasSexStat("promiscuity", 2)>>
<<link [[Seduce|Bird Hunt Tent Steal Seduce]]>><<handheldon>><</link>><<promiscuous2>>
<br>
<</if>>
<<elseif $bird.hunts.weight gte 3>>
You won't be able to carry any more.
<br><br>
<<set $skulduggerydifficulty to ($tentLootAmount * 100)>>
<<link [[Leave with your loot|Bird Hunt Tent Steal Alone Leave]]>><<handheldon>><</link>>
<br>
<<else>>
You could look for more, though you don't know when the <<person>> will return.
<br><br>
<<link [[Steal clothes|Bird Hunt Tent Steal Alone 2]]>><<handheldon>><<set $phase to 1>><</link>><<dangerousText>>
<br>
<<link [[Steal valuables|Bird Hunt Tent Steal Alone 2]]>><<handheldon>><<set $phase to 2>><</link>><<dangerousText>>
<br>
<<set $skulduggerydifficulty to ($tentLootAmount * 100)>>
<<link [[Leave with your loot|Bird Hunt Tent Steal Alone Leave]]>><<handheldon>><</link>>
<br>
<</if>>
<</if>><<effects>>
<<switch $phase>>
<<case 1>>You wear it, and briefly admire yourself in a nearby mirror.
<<case 2>>You quickly tear it up for easier transport.
<<case 3>>You tuck it under your arm.
<<case 4>>You fold up the uniforms as best you can for easier transport, and tuck them under your arm.
<</switch>>
<br><br>
<<if $danger gte (9900 - $allure) and $tentLootAmount gte 2>>
<<set $daily.huntRemyAlerted to true>><<unset $tentLootAmount>>
<span class="red">You hear footsteps.</span> The <<person>> enters the tent and locks eyes with you.
<br><br>
<<link [[Run|Bird Hunt Tent Steal Run]]>><</link>><<athleticsdifficulty 300 1100>>
<br>
/* <<if $submissive lte 500>> */
<<link [[Hit|Bird Hunt Tent Steal Hit]]>><<def 1>><</link>><<physiquedifficulty 8000 16000>><<defianttext>>
<br>
/* <</if>> */
<<if hasSexStat("promiscuity", 2)>>
<<link [[Seduce|Bird Hunt Tent Steal Seduce]]>><</link>><<promiscuous2>>
<br>
<</if>>
<<elseif $bird.hunts.weight gte 3>>
You won't be able to carry any more.
<br><br>
<<set $skulduggerydifficulty to ($tentLootAmount * 100)>>
<<link [[Leave with your loot|Bird Hunt Tent Steal Alone Leave]]>><</link>>
<br>
<<else>>
You could look for more, though you don't know when the <<person>> will return.
<br><br>
<<link [[Steal clothes|Bird Hunt Tent Steal Alone 2]]>><<set $phase to 1>><</link>><<dangerousText>>
<br>
<<link [[Steal valuables|Bird Hunt Tent Steal Alone 2]]>><<set $phase to 2>><</link>><<dangerousText>>
<br>
<<if $bird.upgrades.tools is 0 and !$bird.hunts.loot.tools>>
<<link [[Steal tools|Bird Hunt Tent Steal Alone 2]]>><<set $phase to 3>><</link>><<dangerousText>>
<br>
<</if>>
<<set $skulduggerydifficulty to ($tentLootAmount * 100)>>
<<link [[Leave with your loot|Bird Hunt Tent Steal Alone Leave]]>><</link>>
<br>
<</if>><<effects>>
You run past <<him>>. "Hey! We've got a thief!" You hear stirring and yelling from the other tents. Adrenaline kicks in. You don't want to think about what they'll do to you if they catch you.
<br><br>
<<if $athleticsSuccess>>
Luckily, you won't have to. <span class="green">You leave them behind in the rocky terrain</span>. They begin to yell at each other, shouting blame at each other over how they could have possibly lost you. You take flight once you're out of sight. With the group alerted, you won't be able to steal from them again today.
<br><br>
<<flight_hunt_return>>
<<else>>
Unfortunately, you're about to find out. <span class="red">You're tackled to the ground.</span> <<gpain>><<pain 3>>
<br><br>
The group towers over you.
<br><br>
<<link [[Next|Bird Hunt Tent Steal Group Fight]]>><<set $molestationstart to 2>><</link>>
<br>
<</if>><<effects>>
Without thinking, you grab one of the snare rods from the wall and swing it at <<him>>.
<<if $physiqueSuccess>>
<span class="green">You get <<him>> right in the side of the head,</span> sending <<him>> to the ground. The rod rings from the impact. <<Hes>> out cold.
<br><br>
Now would be a good time to leave. You flee the tent and the camp, taking flight once you're a good distance away. You're just barely able to hear yelling in the distance behind you. With the group alerted, you won't be able to steal from them again today.
<br><br>
<<flight_hunt_return>>
<<else>>
<span class="red"><<He>> catches it easily,</span> using it to pull you in. <<He>> turns it to the side and pushes you to the ground with it. "We've got a thief, and a feisty one at that!"
<br><br>
<<He>> holds you down, and a group enters the tent. They bear down on you. "Let's teach <<phim>> a lesson."
<br><br>
<<link [[Next|Bird Hunt Tent Steal Group Fight]]>><<set $fightstart to 2>><</link>>
<br>
<</if>><<effects>>
<<if $tentLootAmount>>
<<set $seductiondifficulty to (5000 + ($tentLootAmount * 1000))>>
<<else>>
<<set $seductiondifficulty to 5000>>
<</if>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>><span class="gold">You feel more confident in your powers of seduction.</span><br><br><</if>><<seductionskilluse>>
<<if $speech_attitude is "meek">>
"I-I'm sorry! I got lost and I saw this camp and I was looking for... I'm sorry! Let... let me make it up to you," you say.
<<elseif $speech_attitude is "bratty">>
"Oh, there you are. I was waiting for someone to punish me for this," you say, flaunting.
<<else>>
"Hey, I'll let you fuck me if I can keep this," you say plainly.
<</if>>
<<promiscuity2>>
<<if $seductionrating gte $seductionrequired>>
<<He>> raises an eyebrow, but eyes you hungrily. "Well, how can I say no to that? With the way ya snuck in, I won't even have to share ya!"
<br><br>
<<link [[Next|Bird Hunt Tent Steal Seduce Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<else>>
<<He>> looks at you with confusion. "What the fuck? Hey, guys! We've got a thief in here!" You hear stirring from the other tents.
<br><br>
Now would be a very good time to leave.
<br><br>
<<link [[Fight!|Bird Hunt Tent Steal Group Fight]]>><<def 2>><<set $fightstart to 1>><</link>>
<br>
<<link [[Run!|Bird Hunt Tent Steal Group Run]]>><</link>><<athleticsdifficulty 300 800>>
<br>
<<link [[Freeze!|Bird Hunt Tent Steal Group Fight]]>><<sub 2>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Bird Hunt Tent Steal Seduce Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bird Hunt Tent Steal Seduce Sex]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $pain gte 100 and $willpowerpain is 0>>
It's too much. <<tearful>> you collapse to the ground.
<br><br>
The <<person>> chuckles. "I think the others will like you." <<He>> looks you over for a moment. "Hmm... come to thinkin', the boss would like you even more. Hold still." You can't do anything as <<he>> starts to bind your arms, and your consciousness fades.
<br><br>
<<flight_hunt_end>>
<<unset $tentLootAmount>>
<<endcombat>>
<<link [[Next|Moor Abduction Wake]]>><<pass 60>><<set $stress -= 2000>><<set $moor to 50>><<clotheson>><</link>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Alright, get the fuck outta here before I come to my senses," <<he>> says. You do so.
<br><br>
<<tearful>> you make sure you weren't followed before taking flight. With the group alerted, you won't be able to steal from them again today.
<<clotheson>>
<<endcombat>>
<<flight_hunt_return>>
<<else>>
You screech and push the <<person>> to the ground before quickly jumping to your feet. You give <<him>> a kick in the side for good measure before running.
You hear <<him>> yell out a few curses, but <<he>> makes no effort to get up.
<br><br>
<<tearful>> you make sure you weren't followed before taking flight. With the group alerted, you won't be able to steal from them again today.
<<clotheson>>
<<endcombat>>
<<flight_hunt_return>>
<</if>><<effects>>
<<set $daily.huntRemyAlerted to true>>
You quietly exit the tent. You're almost in the clear.
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
You hear footsteps from around the side of the tent, and dive out of the way. The <<person>> returns to the inside, unaware of your presence.
<br><br>
Now would be a good time to leave, before <<he>> notices the stolen goods. You flee the encampment and take flight once you're out of sight. You're just barely able to hear yelling in the distance. With the group alerted, you won't be able to steal from them again today.
<br><br>
<<flight_hunt_return>>
<<else>>
However, <span class="red">the <<person>> turns a corner and spots you</span>.
<<if $exposed gte 2>>
"Well now, what's a <<girl>> like you doing out here naked? Did you lose your clothes somewhere? Don't worry, I'll give you something to wear."
<<else>>
"Oh? What's a <<girl>> like you doing out here?" <<he>> asks.
<</if>>
<<if $tentLootAmount is 1>>
<<He>> slowly looks down at what you're holding. "H-hey, how did you get that?" <<He>> pauses, seemingly recognising what you've stolen. "Why don't... Why don't you just come here for a moment? We can talk this through."
<br><br>
<<link [[Run|Bird Hunt Tent Steal Alone Caught]]>><<set $phase to 1>><<set $phase2 to 2>><</link>><<athleticsdifficulty 200 700>>
<br>
<<link [[Comply|Bird Hunt Tent Steal Alone Caught]]>><<set $phase to 2>><<set $phase2 to 2>><</link>>
<br>
<<else>>
<<He>> slowly looks down at what you're holding. "Hey! We've got a thief!" <<he>> yells. You hear stirring from the other tents.
<br><br>
Now would be a very good time to leave.
<br><br>
<<link [[Fight!|Bird Hunt Tent Steal Group Fight]]>><<def 2>><<set $fightstart to 1>><</link>>
<br>
<<link [[Run!|Bird Hunt Tent Steal Group Run]]>><</link>><<athleticsdifficulty 300 800>>
<br>
<<link [[Freeze!|Bird Hunt Tent Steal Group Fight]]>><<sub 2>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<</if>>
<<unset $tentLootAmount>><<effects>>
You run as fast as you can. Adrenaline kicks in. You don't want to think about what they'll do to you if they catch you.
<br><br>
<<if $athleticsSuccess>>
Luckily, you won't have to. <span class="green">You leave them behind in the rocky terrain</span>. They begin to yell at each other, shouting blame at each other over how they could have possibly lost you. You take flight once you're out of sight. With the group alerted, you won't be able to steal from them again today.
<<if $phase2 is 1>><<set _huntFail to 1>><</if>>
<br><br>
<<flight_hunt_return>>
<<else>>
Unfortunately, you're about to find out. <span class="red">You're tackled to the ground.</span>. <<gpain>><<pain 3>>
<br><br>
The group towers over you.
<br><br>
<<link [[Next|Bird Hunt Tent Steal Group Fight]]>><<set $fightstart to 1>><</link>>
<br>
<</if>><<if $fightstart is 1>>
<<set $fightstart to 3>>
<<generate2>><<generate3>><<generate4>><<generate5>>
<<neutral 1>>
<<violence 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<<defiance 50 1>>
You lash out at the first one that reaches you, a <<person2>><<person>>. <<He>> isn't expecting it, seemingly thinking you'd run instead. Your fist connects right with <<his>> face, but the rest are upon you in an instant.
<<elseif $fightstart is 2>>
<<set $fightstart to 3>>
<<generate2>><<generate3>><<generate4>><<generate5>>
<<neutral 1>>
<<violence 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
You push away the rod and the <<person1>><<person>> holding it, but the rest are upon you in an instant.
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<generate2>><<generate3>><<generate4>><<generate5>>
<<controlloss>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<set $enemytrust += 100>>
<<set $enemyanger -= 200>>
You freeze. They slow upon reaching you, and let their guard down. They don't intend to let you go, though.
<<elseif $molestationstart is 2>>
<<set $molestationstart to 0>>
<<generate2>><<generate3>><<generate4>><<generate5>>
<<controlloss>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Bird Hunt Tent Steal Group Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bird Hunt Tent Steal Group Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $fightstart is 3 and $pain gte 100 and $willpowerpain is 0>>
It's too much. <<tearful>> you collapse to the ground.
<br><br>
The <<person4>><<person>> gloats. "Had enough? Too bad, we're only just getting started."
<br><br>
<<link [[Next|Bird Hunt Tent Defeated]]>><<set $molestationstart to 1>><</link>>
<br>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The <<person4>><<person>> chuckles. "<<pShes>> fun. Let's take <<phim>> to the boss." You're still surrounded. You can't do anything as the whole group swarms you. Someone binds your arms, and your consciousness fades.
<br><br>
<<flight_hunt_end>>
<<unset $tentLootAmount>>
<<endcombat>>
<<link [[Next|Moor Abduction Wake]]>><<pass 60>><<set $stress -= 2000>><<set $moor to 50>><<clotheson>><</link>>
<br>
<<else>>
The <<group>> lies defeated before you, but the ones who didn't participate still block the way. You take a step forward and let out a hawk-like screech. They flee in panic. <<gggcontrol>><<control 50>>
<br><br>
<<tearful>> you flee with your spoils and take flight. With the group alerted, you won't be able to steal from them again today.
<<clotheson>>
<<endcombat>>
<<flight_hunt_return>>
<</if>>
<<set $fightstart to 0>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<neutral 1>>
<<molested>>
<<set $enemytrust += 200>>
<<set $enemyanger -= 300>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Bird Hunt Tent Steal Group Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bird Hunt Tent Defeated]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<set $daily.huntRemyAlerted to true>>
You decide that your spouse would make a good distraction while you sneak in to steal from the camp.
<<if $monster is 1>>
"<<Wife>> wants landbound things? Would be happy to help."
<<else>>
<<bHe>> looks restless and eager to swoop.
<</if>>
<br><br>
You land away from the campsite, and give <<bhim>> the signal. <<bHe>> lets out a loud screech that pierces the air. Those outside the tents quickly scramble to shelter, and begin shouting orders at each other. You move in, looking for anything left outside in their panic.
<br><br>
<<if $bird.upgrades.pot is 0 and !$bird.hunts.loot.pot>>
They've left their cooking pot unattended.
<br><br>
<<link [[Steal the cooking pot|Bird Hunt Tent Steal Pot]]>><</link>>
<br>
<<link [[Steal something else|Bird Hunt Tent Steal Other]]>><</link>>
<br>
<<else>>
<<set _looted to either("watch", "ring", "necklace", "bracelet")>>
<<set _prop to _looted>>
<<if currentSkillValue("skulduggery") gte random(200,1000)>>
You manage to find two _looted<<if _looted is "watch">>es<<else>>s<</if>>. You grab them. <<flight_hunt_get "valuables" 2 _looted>>
<<else>>
You only find a _looted. You grab it. <<flight_hunt_get "valuables" 1 _looted>>
<</if>>
Knowing they won't stay in their tents forever, you flee the camp. You won't be able to steal from them again today.
<br><br>
Regrouping with the Great Hawk in the sky, you show <<bhim>> what you found.
<<if $monster is 1>>
"<<Wife>> is smart. Good plan," <<bhe>> praises you.
<<else>>
<<bHe>> lets out another screech, seeming transfixed on the shiny object you've pilfered.
<</if>>
<br><br>
<<flight_hunt_return>>
<</if>><<effects>>
<span class="gold">You dump out the cooking pot and take it.</span> You could use it to cook your food back at the tower.
<br><br>
Knowing they won't stay in their tents forever, you flee the camp.
<br><br>
Regrouping with the Great Hawk in the sky, you show <<bhim>> what you found.
<<if $monster is 1>>
"<<Wife>> is smart. Good plan," <<bhe>> praises you.
<<else>>
<<bHe>> lets out another screech, seeming transfixed on the shiny object you've pilfered.
<</if>>
<br><br>
<<flight_hunt_get "pot" 1>>
<<flight_hunt_return>><<effects>>
<<set _looted to either("watch", "ring", "necklace", "bracelet")>>
<<set _prop to _looted>>
<<if currentSkillValue("skulduggery") gte random(200,1000)>>
You manage to find two _looted<<if _looted is "watch">>es<<else>>s<</if>>. You grab them and begin to leave. <<flight_hunt_get "valuables" 2 _looted>>
<<else>>
You only find a _looted. You grab it and begin to leave. <<flight_hunt_get "valuables" 1 _looted>>
<</if>>
Knowing they won't stay in their tents forever, you flee the camp. You won't be able to steal from them again today.
<br><br>
Regrouping with the Great Hawk in the sky, you show <<bhim>> what you found.
<<if $monster is 1>>
"<<Wife>> is smart. Good plan," <<bhe>> praises you.
<<else>>
<<bHe>> lets out another screech, seeming transfixed on the shiny object you've pilfered.
<</if>>
<br><br>
<<flight_hunt_return>><<effects>>
<<if $livestock_intro isnot undefined>>
You decide to get revenge for your time on the farm,
<<else>>
You decide to give Remy a well-deserved headache,
<</if>>
and think of ways to cause havoc. You survey the camp, spotting a few crates and carts full of various goods. Too much for either of you to carry. Your eyes fall on the group's bonfire. An idea strikes you.
<br><br>
Those supplies will burn easily.
<<if $farm_attack_timer isnot undefined>>
You could teach Remy a thing or two about torching someone's hard work.
<</if>>
The Great Hawk could distract them, buying you enough time to throw as much as you can onto the fire.
<<if Weather.precipitation is "rain">>
The rain will make it harder to pull off, though.
<</if>>
Alternatively, you could simply scare them away.
<br><br>
Your spouse awaits your decision.
<br><br>
<<link [[Burn their supplies|Bird Hunt Tent Sabotage 2]]>><</link>><<if $farm?.aggro>><<laggro>><</if>><<if Weather.precipitation is "rain">><<athleticsdifficulty 400 800>><<else>><<athleticsdifficulty 200 600>><</if>><<crime "destruction">>
<br>
<<link [[Just scare them off|Bird Hunt Tent Scare]]>><</link>>
<br><<effects>>
You nod your head, pointing to the campfire.
<br><br>
<<if $monster is 1>>
Your <<beasttype>> sighs. "Angry look in your eyes. <<Wife>> wants to hurt bad landbound. Will be dangerous, but will protect <<wife>>."
<<else>>
Your <<beasttype>> looks at you intently, but knowingly.
<</if>>
<br><br>
You land away from the campsite, and give <<bhim>> the signal. <<bHe>> lets out a loud screech that pierces the air, making Remy's goons panic. Those outside the tents quickly scramble to shelter, and begin shouting orders at each other.
<br><br>
<<if $athleticsSuccess>>
You rush in to the centre of the camp, grabbing food and other supplies. <span class="green">You quickly throw one after another into the fire.</span> You manage to get a sizeable chunk of the things nearby. <<if $farm?.aggro>><<farm_aggro -5>><<laggro>><</if>><<crimeUp 25 "destruction">>
<br><br>
You see a <<generate2>><<person2>><<person>> peek <<his>> head out of a tent. <<He>> must have heard you running around. <<His>> eyes widen in horror as <<he>> sees the bonfire.
<br><br>
<span class="red">A terrible idea strikes you.</span> Those tents look flammable, too.
<br><br>
<<link [[Burn their tents|Bird Hunt Tent Burn]]>><</link>><<if $farm?.aggro>><<llaggro>><</if>><<if Weather.precipitation is "rain">><<athleticsdifficulty 500 1000>><<dancedifficulty 500 1000>><<else>><<athleticsdifficulty 300 1000>><<dancedifficulty 300 1000>><</if>><<dangerousText>>
<br>
<<link [[Leave while you can|Bird Hunt Tent Flee]]>><</link>>
<br>
<<else>>
<<set _huntFail to 1>>
You run into the centre of the camp, grabbing food and other supplies. You do your best to get as much into the fire as you can, but it takes you longer than you thought, <span class="red">and many supplies remain</span>. <<tiredness 5>><<gtiredness>><<crimeUp 10 "destruction">>
<br><br>
You see a <<generate2>><<person2>><<person>> peek <<his>> head out of a tent. <<He>> must have heard you running around. "Hey! Some brat's burning our shit!"
<br><br>
You're already winded. You need to escape.
<br><br>
<<link [[Next|Bird Hunt Tent Flee]]>><</link>>
<br>
<</if>><<effects>>
<<set $daily.huntRemyAlerted to true>>
Having been spotted, you make haste away from the camp. The <<person>> seems to consider chasing after you, but one glance at the <<person1>><<beasttype 0>> swooping down at <<person2>><<him>> is enough to make <<him>> reconsider.
<br><br>
You're able to get away, and take off once you get enough ground speed. You regroup with your spouse.
<br><br>
<<person1>>
<<if $monster is 1>>
"Don't understand why we did this, but <<wife>> is safe," <<bhe 0>> says, happy that nothing happened to you.
<<else>>
<<bHe>> looks you over to make sure you're okay, then screeches. <<bHes 0>> glad you're safe.
<</if>>
<br><br>
With the group alerted, you won't be able to sabotage them again today.
<br><br>
<<flight_hunt_return>><<effects>>
<<wearProp "torch">>
Ignoring the <<person>>, you grab a long piece of wood and wrap some cloth around it. You dip it into the fire until it begins burning. Your heart starts to beat faster as you realise what you're about to go through with. <<stress 6>><<gstress>>
<br><br>
The <<person>> doesn't seem to understand what you're doing, until you begin to walk towards <<him>>. <<His>> eyes widen. <<He>> jumps out of <<his>> tent and begins yelling. "Oi! There's a <<girl>> trying to burn us out!" More of them emerge from their tents.
<br><br>
You take a step forward. Then another. You begin to run, torch to the side. You catch one empty tent. You keep running. <<gcrime "destruction">><<crimeUp 15 "destruction">>
<br><br>
<<if $athleticsSuccess>>
You're being chased, <span class="green">but you're too quick</span>. You run like the wind, setting fire to as many tents as you can, all unoccupied as every member of the group is either trying to stop you or douse the flames. <<if $farm?.aggro>><<farm_aggro -5>><<laggro>><</if>><<ggcrime "destruction">><<crimeUp 35 "destruction">>
<br><br>
<<if $danceSuccess>>
Some of them try to throw water at you, <span class="green">but you dodge every attempt to quench the flame</span>. You duck clear under a bucketful of water hurled at you, only to spin and light another tent. You deftly avoid someone trying to tackle you, and pass another tent as it goes up in smoke. They try to surround you, so you keep your torch between you and them, making them think twice. Arriving near their last tent, you hurl your torch. It finds its mark. <<if $farm?.aggro>><<farm_aggro -5>><<laggro>><</if>><<ggcrime "destruction">><<crimeUp 35 "destruction">>
<br><br>
There's no one left chasing you. They're all trying to stop the fire. Smoke begins to fill your lungs. You run out of sight and spread your wings. The rising hot air makes it easy.
<br><br>
<<link [[Next|Bird Hunt Tent Burnt]]>><<handheldon>><</link>>
<br>
<<else>>
You've torched nearly half the tents when <span class="red">the <<person>> manages to dump a bucket of water over you,</span> extinguishing your torch.
<<silently>><<water>><</silently>>
<br><br>
You soon find yourself surrounded. "You dumb fucking brat, do you have any idea what we're going to do to you for this?" the <<person2>><<person>> says. Left defenceless, your eyes dart around, looking for a way out. The fires are extinguished. There's no opening in the crowd. <<stress 6>><<trauma 6>><<gstress>><<gtrauma>>
<br><br>
No opening around you, at least. But there's one above you.
<br><br>
Salvation dives from above with a screech.
<br><br>
<<link [[Next|Bird Hunt Tent Burnt Fail]]>><<handheldon>><</link>>
<br>
<</if>>
<<else>>
You run as fast as you can, <span class="red">but the thugs are too fast</span> and intercept your path.
<br><br>
You soon find yourself surrounded, only protected by the torch. Someone dumps a bucket of water at you, quenching the flame. "You dumb fucking brat, do you have any idea what we're going to do to you for this?" the <<person2>><<person>> says. Left defenceless, your eyes dart around, looking for a way out. The fires are extinguished. There's no opening in the crowd. <<stress 6>><<trauma 6>><<gstress>><<gtrauma>>
<<silently>><<water>><</silently>>
<br><br>
No opening around you, at least. But there's one above you.
<br><br>
Salvation dives from above with a screech.
<br><br>
<<link [[Next|Bird Hunt Tent Burnt Fail]]>><<handheldon>><</link>>
<br>
<</if>><<effects>>
The sight of your <<person1>><<beasttype 0>> landing is enough to shake the nerve of the group around you. Those still shaken from the fires flee, but the braver ones still approach.
<br><br>
Your spouse lunges ahead in warning. A few of them flinch, and it's all the opening <<bhe 0>> needs. <<bHe 0>> dashes ahead, disarming several of them and pushing them away. You follow after <<bhim 0>>, running as fast your legs let you.
<br><br>
One of them gets close enough to bring a snare rod down on you. You manage to step out of the way, but another strike follows. A large wing blocks the impact and pushes back, knocking your assailant away. It's enough time for you to take to the air.
<br><br>
The Great Hawk quickly follows. <<bHes 0>> flying unsteady. <<bHe 0>> seems injured, but at least <<bhes 0>> still able to fly. You were able to escape them.
<br><br>
<<if $monster is 1>>
<<bHis 0>> injury becomes more obvious as you continue flying. You try to apologise for acting so recklessly, but <<bhe 0>> simply keeps flying without saying anything.
<<else>>
<<bHis 0>> injury becomes more obvious as you continue flying. You try to apologise for acting so recklessly, but <<bhe 0>> simply ignores your words.
<</if>>
<<set $bird.injured to 16>><<npcincr "Great Hawk" love -3>><<llove>>
<br><br>
It's clear <<bhes 0>> not well enough to keep hunting, so you fly back to the castle.
<br><br>
<<flight_distance_check>>
<<flight_time_check _returnTime "silent">>
<<link [[Return home (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Bird Hunt Return Injured]]>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<bird_pass _flightTime>><<endevent>><</link>><<print _fatigueText>>
<br><<effects>>
<<if $monster is 1>>
The <<person1>><<beasttype>> flies over to you. "<<Wife>> isn't hurt?" You cough from the smoke, but confirm that you're fine. "Fire. Too dangerous. Bold plan from <<wife>>. Hard not to worry."
<<else>>
The <<person1>><<beasttype>> flies over to you. <<bHe 0>> begins inspection all around you, making sure you're not injured. Once done, <<bhe 0>> squawks.
<</if>>
<br><br>
You look behind you. The goons have all started to salvage what they can from the flames and flee, and in minutes, the camp is abandoned and destroyed. The smoke rises high, and will be visible from a great distance. <span class="green">The moor will be safer, if only for a few days.</span>
<<set $moorLessDangerAll to 3000>><<set $daily.huntRemyBurnt to true>>
<br><br>
<<flight_hunt_return>><<effects>>
<<if $remySeen?.includesAny("farm","livestock","manor") or $livestock_intro isnot undefined>>
You decide to keep your meddling discreet.
<<else>>
You decide to get this group away from your territory. You don't like them being anywhere near the tower.
<</if>>
<br><br>
You tell the <<beasttype>> that you want to sing loudly with <<bhim>> to scare the campers. <<bHe>> nods. It's time to begin your concert.
<br><br>
You let out the loudest bird screech you can manage. That alone is enough to make the campers jump. Then the <<beasttype>> joins in. You circle over them, keeping up your great cacophony of noise.
<br><br>
In a brief pause, you can just barely manage to hear shouting.
<br><br>
"...two of the fucking things?!"<br>
"...said there was only one..."<br>
"...just trying to scare us off..."
<br><br>
They clearly aren't enjoying the show, as they begin throwing rocks in the air. Not that any of them could reach you. After a few minutes, you feel satisfied with the effect you've had. <<stress -6>><<lstress>><<trauma -12>><<lltrauma>>
<br><br>
You won't be able to do anything else to them today, now that they're alerted.
<<set $daily.huntRemyAlerted to true>>
<br><br>
<<flight_hunt_return>><<effects>>
<<flight_hunt_remove "lurkers" 1>>
You decide that you can spare one of your caught lurkers.
<<if $bird.hunts.duo is true>>
<<generate1>><<person1>><<npc "Great Hawk" 2>>
You look to your spouse. "Think you can hit a mark this high up?" You hold up your lurker. <<bHe 1>> flies close to you, grabbing it.
<br><br>
The two of you circle for a moment as the Great Hawk aims. <<bHe 1>> drops the lurker, and it lands true, right on the head of a <<person1>><<person>> below.
<<else>>
<<generate1>><<person1>>
You circle overhead, trying to find a good target. You spot a <<person>> sitting by a firepit. You drop your lurker, and your aim is true.
<br><br>
It lands right on the head of a <<person1>><<person>> below.
<</if>>
The impact knocks <<him>> to the ground, and <<he>> begins screaming as the lurker stirs, now returned to a liveable altitude.
More people rush out from the tents to assist their comrade. You can't help but laugh at the mayhem. <<stress -6>><<trauma -3>><<lstress>><<ltrauma>>
<br><br>
You won't be able to do anything else to them today, now that they're alerted.
<<set $daily.huntRemyAlerted to true>>
<br><br>
<<flight_hunt_return>><<effects>>
<<endevent>>
<<set $daily.emptyCamp to true>>
<<if $bird.hunts.duo is true>>
<<npc "Great Hawk">>
You and your <<beasttype>> land at the outskirts of the site. <<bHe>> takes in the surroundings.
<<if $monster is 1>>
"Why do the landbound leave their things like this? Do they have so much they don't need all of it?" <<bhe>> asks. You chuckle at <<bhis>> question.
<<else>>
<<bHe>> kicks over some trash and squawks, confused as to why there's so much of it.
<</if>>
<<else>>
You land at the outskirts of the site. You take in your surroundings.
<</if>>
<br><br>
<<if $daily.emptyCampLoot is undefined>>
<<set $daily.emptyCampLoot to 4>>
<</if>>
<<switch $daily.emptyCampLoot>>
<<case 4>>There's trash everywhere, you're sure to find something if you look.
<<case 3>>You've gone through some of the trash, but there's still much to find.
<<case 2>>You've found many things, but there should still be more.
<<case 1>>You've searched almost everywhere now, there's not much more for you to find today.
<</switch>>
<<if $bird.hunts.duo is true>>
Rummaging through trash isn't a fun task, though searching with your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>> should make this faster.
<br><br>
<<link [[Scavenge (0:05)|Bird Hunt Scavenge]]>><<bird_pass 5>><</link>>
<br>
<<else>>
Searching through the trash is not a fun task.
<br><br>
<<link [[Scavenge (0:10)|Bird Hunt Scavenge]]>><<bird_pass 10>><</link>>
<br>
<</if>><<effects>>
<<endevent>>
<<if !$daily.emptyCampFox and $rng gte 80>>
<<beastNEWinit 1 fox>>
<<set $daily.emptyCampFox to true>>
<<if $bird.hunts.duo is true>>
<<npc "Great Hawk" 2>>
You and your <<beasttype 1>> look around for anything of use.
<br><br>
As you rummage through the trash, you hear a noise behind you. You turn and see a <<beasttype 0>>. <<bHe 0>> looks at you and your <<beasttype 1>>, then turns and runs.
Your <<beasttype 1>> turns to look at <<bhim 0>>.
<<if $NPCList[1].monster is "monster">>
"Smart not to interrupt us," <<bhe 1>> says.
<<else>>
<<bHe 1>> screeches, but does not give chase.
<</if>>
You continue your search.
<br><br>
<<link [[Next|Bird Hunt Scavenge]]>><<endevent>><</link>>
<br>
<<else>>
You look around for anything that could be useful to you.
<br><br>
As you rummage through the trash, you hear a noise behind you. You turn and see a <<beasttype>> rush you down! <<bHe>> jumps and pins you to the ground.
<<if $monster is 1>>
"This is my find. I won't give it up for nothing, I want to have some fun," <<bhe>> says.
<<else>>
<<bHe>> yips triumphantly and pokes you with <<bhis>> snout.
<</if>>
<br><br>
<<link [[Next|Bird Hunt Scavenge Fox]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<<else>>
<<set $daily.emptyCampLoot-->>
<<if $bird.hunts.duo is true>>
<<npc "Great Hawk">>
You and your <<beasttype>> look around for anything of use.
<<else>>
You look around for anything that could be useful to you.
<</if>>
<br><br>
<<if $rng gte 70>>
<<select_random_clothes_limited "upper" "lower" "under_upper" "under_lower" "legs" "hands">>
None of the trash you find is of any interest to you, but you do find
<<if _random_clothes isnot "piece of fabric">>
<<if setup.clothes[_random_slot][_random_index].word is "an">>
an
<<elseif setup.clothes[_random_slot][_random_index].word is "a">>
a
<<else>>
a pair of
<</if>>
_random_clothes.
<<if $bird.upgrades.wardrobe is 1>>
You could take it, or just tear it up for some cloth.
<<else>>
Without anywhere to store it, all you can do is tear it up for some cloth.
<</if>>
<<else>>
some torn up fabric.
<</if>>
<br><br>
<<if _random_clothes isnot "piece of fabric">>
<<if $worn[_random_slot].cursed is 1>>
<<set _cursedPrevent to true>>
<</if>>
<<set _outfitPrimaryWear to setup.clothes[_random_slot][$worn[_random_slot].index].outfitPrimary>>
<<if _outfitPrimaryWear isnot undefined>>
<<for _outfitSlot, _value range _outfitPrimaryWear>>
<<if $worn[_outfitSlot].cursed is 1>>
<<set _cursedPrevent to true>>
<</if>>
<</for>>
<</if>>
<<if !_cursedPrevent>>
<<if $worn[_random_slot].name isnot "naked">>
<<if $bird.upgrades.wardrobe is 1>>
<<link [[Wear|Bird Hunt Scavenge Clothes]]>><<set $phase to 1>><<flight_hunt_get "clothing" 1 _random_slot _random_index "wear">><</link>>
<span class="blue">Your $worn[_random_slot].name will be replaced.</span>
<<else>>
<<link [[Wear|Bird Hunt Scavenge Clothes]]>><<set $phase to 1>><<generalRuined _random_slot>><<flight_hunt_get "clothing" 1 _random_slot _random_index "wear">><<flight_hunt_get "fabric" 1>><</link>>
<span class="blue">Your $worn[_random_slot].name will be scrapped.</span>
<</if>>
<<else>>
<<link [[Wear|Bird Hunt Scavenge Clothes]]>><<set $phase to 1>><<flight_hunt_get "clothing" 1 _random_slot _random_index "wear">><</link>>
<</if>>
<</if>>
<br>
<<link [[Scrap for cloth|Bird Hunt Scavenge Clothes]]>><<set $phase to 2>><<flight_hunt_get "fabric" 1>><</link>>
<br>
<<if $bird.upgrades.wardrobe is 1>>
<<link [[Steal it|Bird Hunt Scavenge Clothes]]>><<set $phase to 3>><<flight_hunt_get "clothing" 1 _random_slot _random_index>><</link>>
<br>
<</if>>
<<else>>
<<link [[Steal|Bird Hunt Scavenge Clothes]]>><<set $phase to 4>><<flight_hunt_get "fabric" 3>><</link>>
<br>
<</if>>
<<else>>
<<if $rng gte 30>>
<<if $rng gte 66>>
Amidst the useless trash, you manage to find the torn remains of some clothes. <<flight_hunt_get "fabric" 1>>
<<else>>
Amidst the useless trash, you find many torn up clothes. They are too disfigured to be resewn. Still, it's a lot of useful material. <<flight_hunt_get "fabric" 2>>
<</if>>
<br><br>
<<if $bird.hunts.duo is true>>
<<your_bird_text "cap">> looks over your new find.
<<if $monster is 1>>
"Landbound shed plumage often," <<bhe>> says.
<<else>>
<<bHe>> rubs <<bhis>> head against the fabric, enjoying its softness.
<</if>>
<br><br>
<</if>>
<<set _prop to "rag">>
<<else>>
<<if $rng gte 18>>
Most of the trash is boring and unappealing, but you do manage to find some that shines nicely. <<flight_hunt_get "junk" 1>>
<<elseif $rng gte 9>>
Most of the trash is boring and unappealing, but you do manage to find some that shines nicely. <<flight_hunt_get "junk" 2>>
<<else>>
You manage to find a pit full of discarded cans. A fortunate find. <<flight_hunt_get "junk" 3>>
<</if>>
<br><br>
<<if $bird.hunts.duo is true>>
<<your_bird_text "cap">> looks over your new find.
<<if $monster is 1>>
"Strange that landbound leave behind good shinies," <<bhe>> says.
<<else>>
<<bHe>> looks happy to have more shiny things.
<</if>>
<br><br>
<</if>>
<<set _prop to "junk">>
<</if>>
<<if ($bird.hunts.weight gte 3 and $bird.hunts.duo is false) or $bird.hunts.weight gte 5>>
<<wearProp _prop>>
You won't be able to carry anymore. You take off and begin to fly back to the tower.
<br><br>
<<flight_distance_check>>
<<flight_time_check _returnTime "silent">>
<<link [[Return to the castle (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Bird Hunt Return]]>><<handheldon>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<bird_pass _flightTime>><<endevent>><</link>><<print _fatigueText>>
<<elseif $daily.emptyCampLoot lte 0>>
You take another look around. You've gotten everything of value. All you can do now is leave.
<<endevent>>
<<flight_hunt_return>>
<<else>>
<<wearProp _prop>>
<<switch $daily.emptyCampLoot>>
<<case 3>>You've gone through some of the trash, but there's still much to find.
<<case 2>>You've found many things, but there should still be more.
<<case 1>>You've searched almost everywhere now, there's not much more for you to find today.
<</switch>>
<br><br>
<<if $bird.hunts.duo is true>>
<<link [[Keep searching (0:05)|Bird Hunt Scavenge]]>><<handheldon>><<bird_pass 5>><</link>>
<br>
<<else>>
<<link [[Keep searching (0:10)|Bird Hunt Scavenge]]>><<handheldon>><<bird_pass 10>><</link>>
<br>
<</if>>
<<link [[Leave|Bird Hunt Scavenge Leave]]>><<handheldon>><</link>>
<br>
<</if>>
<</if>>
<</if>><<effects>>
Deciding you've found enough, you get ready to leave.
<br><br>
<<endevent>>
<<flight_hunt_return>><<effects>>
<<switch $phase>>
<<case 1>>You wear it, and <<if $bird.hunts.duo is true>>show off in front of the <<beasttype>>.<<else>> wish you had a mirror to look at yourself.<</if>>
<<case 2>>You tear it up for easier transport.
<<case 3>>You tuck it under your arm.
<<case 4>>You fold up the cloth as best you can for easier transport, and tuck it all under your arm.
<</switch>>
<br><br>
<<if $bird.hunts.duo is true>>
<<bHe>> looks over your new find.
<<if $monster is 1>>
"Landbound shed plumage often," <<bhe>> says.
<<else>>
<<bHe>> rubs <<bhis>> head against the fabric, enjoying its softness.
<</if>>
<br><br>
<</if>>
<<if ($bird.hunts.weight gte 3 and $bird.hunts.duo is false) or $bird.hunts.weight gte 5>>
You won't be able to carry anymore. You take off and begin to fly back to the tower.
<br><br>
<<flight_distance_check>>
<<flight_time_check _returnTime "silent">>
<<link [[Return to the castle (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Bird Hunt Return]]>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<bird_pass _flightTime>><<endevent>><</link>><<print _fatigueText>>
<<elseif $daily.emptyCampLoot lte 0>>
You take another look around. You've gotten everything of value. All you can do now is leave.
<<endevent>>
<<flight_hunt_return>>
<<else>>
<<switch $daily.emptyCampLoot>>
<<case 3>>You've gone through some of the trash, but there's still much to find.
<<case 2>>You've found many things, but there should still be more.
<<case 1>>You've searched almost everywhere now, there's not much more for you to find today.
<</switch>>
<br><br>
<<if $bird.hunts.duo is true>>
<<link [[Keep searching (0:05)|Bird Hunt Scavenge]]>><<bird_pass 5>><</link>>
<br>
<<else>>
<<link [[Keep searching (0:10)|Bird Hunt Scavenge]]>><<bird_pass 10>><</link>>
<br>
<</if>>
<<link [[Leave|Bird Hunt Scavenge Leave]]>><</link>>
<br>
<</if>><<effects>>
<<if $bird.hunts.goal is "hawk">>
You fly after your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>>. <<bHes>> chasing after the plane as fast as <<bhe>> can.
<<if $athletics gte 600>> You're able to keep up with <<bhim>>. <<else>> You struggle to keep up with <<bhim>>. <</if>>
You keep chasing the plane with your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>> for many minutes, until it eventually flies out of sight.
<br><br>
<<if $monster is 1>>
"No luck this time," <<bhe>> says. "But I won't give up, with <<wife>>'s help I will catch one." You know that's not possible, but you don't have the heart to tell <<bhim>>.
<<else>>
<<bHe>> squawks in disappointment, but still looks determined. You doubt this is the last time <<bhe>> will try to catch a plane.
<</if>>
<br><br>
<<endevent>>
<<flight_hunt_options>>
<<else>>
<<if $phase is 0>>
You decide to humour the <<beasttype>> and fly after the plane. You chase after it for many minutes, but it's clear you're no match for it. Eventually, it flies out of sight.
<br><br>
<<if $monster is 1>>
"It was a good try, <<wife>>. Catching the big flying shiny will be hard, but we can do it!" <<bhe>> declares. You know you can't actually catch it, but you don't have the heart to say that to <<bhim>>.
<<else>>
<<bHe>> squawks in disappointment, but still looks determined. <<bHis>> hope of catching the plane remains unshaken.
<</if>>
<br><br>
<<endevent>>
<<flight_hunt_options>>
<<elseif $phase is 1>>
You tell <<bhim>> you won't waste time chasing a plane.
<<if $monster is 1>>
"What? Does <<wife>> not like shinies anymore?" <<bhe>> asks, dejected. You explain that the plane is too fast to be caught. "But... shiny..." <<bhe>> mutters.
<<else>>
Your response wipes all the joy from <<bhis>> face. You explain to <<bhim>> that the plane is too fast to be caught. <<bHe>> starts squawking at you, trying to convince you to chase it anyways.
<</if>>
<<bHe>> keeps fussing for a moment, but soon gets over <<bhis>> frustration.
<br><br>
<<endevent>>
<<flight_hunt_options>>
<</if>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<set $NPCList[0].stance to "top">><<set $enemytrust -= 40>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate '<span class="red"><<bHe>> screams right back in your face, drowning out your own screams.</span>'>>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Bird Hunt Scavenge Fox Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bird Hunt Scavenge Fox]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
The <<beasttype>> stays on top of you for a moment.
<<if $monster is 1>>
"That was definitely worth it," <<bhe>> says. "I'm tired, you can have my find this time."
<<else>>
<<bHe>> nuzzles against your face and happily yips.
<</if>>
<<bHe>> finally gets up and leaves you be.
<br><br>
<<tearful>> you rise to your feet. You make sure <<bhes>> gone, then continue your search.
<<clotheson>>
<<endcombat>>
<<link [[Next|Bird Hunt Scavenge]]>><</link>>
<br>
<<else>>
The <<beasttype>> recoils away from you.
<<if $monster is 1>>
"Hey, I was just playing around," <<bhe>> says.
<<else>>
<<bHe>> quietly growls at you, but keeps <<bhis>> distance.
<</if>>
Annoyed and hurt, the <<bhe>> retreats back into the moor.
<<tearful>> you gather yourself. You make sure <<bhes>> gone, then continue your search.
<<clotheson>>
<<endcombat>>
<<link [[Next|Bird Hunt Scavenge]]>><</link>>
<br>
<</if>><<effects>>
You land atop the pillar. There are symbols carved into its face.
<<if $bird.hunts.duo is true>>
Your spouse lands next to you. The pillar is large enough to provide cover for both of you.
<</if>>
You're able to see quite far around you.
<br><br>
<<if ($bird.hunts.distanceEast is 3 and !$daily.birdAmbushTrapEast) or ($bird.hunts.distanceEast is -3 and !$daily.birdAmbushTrapWest)>>
Looking at the ground, you notice a small hole in the path, partly obstructed by grass. You could use it to make a trap.
<br><br>
<<set _hkMod to Math.floor($housekeeping / 40)>>
<<set $hkTime to (30 - _hkMod)>>
<<link [[`Set up a trap (${getTimeString($hkTime)})`|Bird Hunt Ambush Trap]]>>
<<if $bird.hunts.distanceEast is 3>><<set $daily.birdAmbushTrapEast to true>><<else>><<set $daily.birdAmbushTrapWest to true>><</if>>
<</link>><<note "Housekeeping" "teal">>
<br>
<<else>>
<span class="blue">The hole you used for a trap is fully exposed. You won't be able to make another trap here today.</span>
<br>
<</if>>
<<link [[Wait in ambush (0:15)|Bird Hunt Ambush Wait]]>><<bird_pass 15>><</link>>
<br><<effects>>
<<if $bird.hunts.duo is true>>
<<npc "Great Hawk">><<person1>>
You tell <<if $monster is 1>>your <<nnpc_wife "Great Hawk">><<else>>the Great Hawk<</if>> about your plan to set up a trap.
<<if $monster is 1>>
"<<Wife>> is smart, making things like this," <<bhe>> says.
<<else>>
<<bHe>> squawks at you.
<</if>>
<<endevent>>
<br><br>
<</if>>
<<set $ambushThreat to ($rng gte 50 ? "human" : "lurker")>>
<<wearProp "leaf">>
You start to make the trap. You scrounge up leaves and sticks to cover the hole.
<<if ($rng + $hkTime) gte 80>>
<<if $bird.hunts.duo is true>>
<<npc "Great Hawk">><<person1>>
<<if $ambushThreat is "human">>
While you're still setting up, <<if $monster is 1>>your <<nnpc_wife "Great Hawk">><<else>>the Great Hawk<</if>> flies down to you.
<<if $monster is 1>>
"Landbound coming. Hide," <<bhe>> says, gesturing for you to follow. You fly back on top of the pillar with <<bhim>>.
<<else>>
<<bHe>> brushes <<bhis>> beak against you, then points <<bhis>> wings at the path. <<bHe>> flies back on top of the pillar, and you follow.
<</if>>
Sure enough, two people come walking by shortly after. With your trap incomplete, you decide against trying to rob them. After making sure they're gone, you return to your trap.
<<else>>
While you're still setting your trap, you hear <<if $monster is 1>>your <<nnpc_wife "Great Hawk">><<else>>the Great Hawk<</if>> let out a screech. You jump up, ready to defend yourself. You see nothing around you. Then you notice some lurkers fleeing. It appears <<bhe>> was just scaring them away from you. You sigh in relief and return to your trap.
<</if>>
<br><br>
<<if $hkTime lte 10>>
With practised precision, you set them down so that they cover any signs of the hole while being frail enough to cause anyone stepping on them to fall.
<<elseif $hkTime lte 15>>
You set them down so that they cover any signs of the hole while being frail enough to break when stepped on. It takes some time to set up properly.
<<elseif $hkTime lte 20>>
You consider how you can make the leaves cover the hole, while also being able to collapse when something walks on them. After a couple of attempts, your trap is stable enough.
<<elseif $hkTime lte 25>>
You consider how you can make the leaves cover the hole, while also being able to collapse when something walks on them. It takes you many attempts, but eventually you're able to make the trap without it collapsing.
<<else>>
You're not sure how to make a trap using only leaves and sticks, which results in you trying anything you can to make it work. After what feels like an eternity, you manage to set up the trap properly.
<</if>>
<<housekeeping 1 400>><<ghousekeeping 400>>
<br><br>
You stand up and admire your handiwork. Now it's time to put it to the test. You fly back up onto the pillar. All you can do now is wait.
<br><br>
<<link [[Wait (0:15)|Bird Hunt Ambush Wait]]>><<handheldon>><<bird_pass 15>><<endevent>><<set $birdAmbushTrap to true>><</link>>
<br>
<<else>>
<<if $hkTime lte 10>>
With practised precision, you set them down so that they cover any signs of the hole while being frail enough to cause anyone stepping on them to fall.
<<elseif $hkTime lte 15>>
You set them down so that they cover any signs of the hole while being frail enough to break when stepped on. It takes some time to set up properly.
<<elseif $hkTime lte 20>>
You consider how you can make the leaves cover the hole, while also being able to collapse when something walks on them. After a couple of attempts, your trap is stable enough.
<<elseif $hkTime lte 25>>
You consider how you can make the leaves cover the hole, while also being able to collapse when something walks on them. It takes you many attempts, but eventually you're able to make the trap without it collapsing.
<<else>>
You're not sure how to make a trap using only leaves and sticks, which results in you trying anything you can to make it work. After what feels like an eternity, you manage to set up the trap properly.
<</if>>
<<housekeeping 1 400>><<ghousekeeping 400>>
<br><br>
<<if $ambushThreat is "human">>
<<generate1>><<generate2>>
<<if $rng gte 85>>
With the trap prepared, you stand up again. You hear something behind you. You turn around and see a <<person1>><<person>> and a <<person2>><<person>> grinning at you.
<<if $exposed gte 2>>
"Now what're you doing out here? Going for a nude stroll?" the <<person1>><<person>> asks sarcastically. "Wandering out here looking like that is just asking to get raped," the <<person2>><<person>> chimes in, eyes full of lust. <<He>> begins to approach you.
<<else>>
"Now what's a <<girl>> like you doing out here? Ya know, the moor's not a good place for a picnic," the <<person1>><<person>> says sarcastically. The <<person2>><<person>> chuckles before speaking up. "Out here in the wild, there ain't nowhere you could go if somebody wanted to have their way with ya," <<he>> says, approaching you with a dark grin.
<</if>>
<br><br>
You only have a moment to react. The hole is right behind you.
<br><br>
<<link [[Pull <<him>> into the trap|Bird Hunt Ambush Caught Pull]]>><<handheldon>><</link>><<physiquedifficulty 2000 18000>>
<br>
<<link [[Stand still|Bird Hunt Ambush Caught Rape]]>><<handheldon>><<set $phase to 2>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<if $exposed gte 2>>
You turn around and notice two people leering at your exposed body from down the path. "Hey... where's your clothes?" asks the <<person1>><<person>>.
<br><br>
<<if hasSexStat("exhibitionism", 4)>>
<<link [[Flaunt|Bird Hunt Ambush Caught Flaunt]]>><<handheldon>><</link>><<exhibitionist4>>
<<else>>
<<insufficientStat "exhibitionism" "to flaunt your nudity at them">>
<</if>>
<br>
<<else>>
You turn around and notice two people staring at you a way's down the path. "What are you doing over there?" a <<person1>><<person>> calls out.
<br><br>
<</if>>
<<link [[Hide|Bird Hunt Ambush Caught Hide]]>><<handheldon>><</link>>
<br>
<</if>>
<<else>>
<<if $bestialitydisable is "f" and $lurkerdisable is "f">>
As you stand up, you notice movement in the grass near you. You turn to face it, but something leaps on your back and lands on your <<bottom>>.
<br><br>
<<link [[Next|Bird Hunt Ambush Struggle]]>><<handheldon>><<set $struggle_start to 1>><</link>>
<br>
<<else>>
As you stand up, you notice movement in the grass near you. A small, leathery creature leaps at you! You manage to take flight, but not unscathed. You abandon the pillar and your trap in fear.
<<handheldon>>
<<beastescape>>
<br><br>
<<unset $hkTime>>
<<unset $ambushThreat>>
<<set _huntFail to 1>>
<<flight_hunt_return>>
<</if>>
<</if>>
<</if>>
<<else>>
<<if $hkTime lte 10>>
With practised precision, you set them down so that they cover any signs of the hole while being frail enough to cause anyone stepping on them to fall.
<<elseif $hkTime lte 15>>
You set them down so that they cover any signs of the hole while being frail enough to break when stepped on. It takes some time to set up properly.
<<elseif $hkTime lte 20>>
You consider how you can make the leaves cover the hole, while also being able to collapse when something walks on them. After a couple of attempts, your trap is stable enough.
<<elseif $hkTime lte 25>>
You consider how you can make the leaves cover the hole, while also being able to collapse when something walks on them. It takes you many attempts, but eventually you're able to make the trap without it collapsing.
<<else>>
You're not sure how to make a trap using only leaves and sticks, which results in you trying anything you can to make it work. After what feels like an eternity, you manage to set up the trap properly.
<</if>>
<<housekeeping 1 400>><<ghousekeeping 400>>
<br><br>
You stand up and admire your handiwork. Now it's time to put it to the test. You fly back up onto the pillar. All you can do now is wait.
<br><br>
<<link [[Wait (0:15)|Bird Hunt Ambush Wait]]>><<handheldon>><<bird_pass 15>><<endevent>><<set $birdAmbushTrap to true>><</link>>
<br>
<</if>><<effects>>
As the <<person2>><<person>> draws close, you suddenly grab <<his>> hand and pull.
<<if $physiqueSuccess>>
<span class="green"><<He>>'s unable to pull away.</span> You sidestep the hole, and bring <<him>> right to it. "Don't make this hard for-" <<His>> words are interrupted as <<he>> steps on the trap, causing <<him>> to stumble and fall. You take the opportunity to quickly run away. The <<person1>> doesn't chase you, instead opting to laugh at <<his>> misfortunate friend.
<br><br>
You make sure you're out of sight, then take flight. You fly above them and wait until the two leave, then land up on the pillar again. With your trap ruined, you can either leave or try to make an ambush without it.
<<link [[Wait (0:15)|Bird Hunt Ambush Wait]]>><<bird_pass 15>><<endevent>><<set $birdAmbushTrap to true>><</link>>
<br>
<<link [[Leave|Bird Hunt Ambush Leave]]>><<endevent>><<set $phase to 2>><</link>>
<br>
<<else>>
<span class="red"><<He>> simply grabs you tighter.</span> "Resisting will only make me harder for ya, <<girl>>!" <<He>> grabs your hands and pushes you backwards, making you fall into your own trap. <<pain 10>><<ggpain>>
<br><br>
"That's what happens when ya resist!" <<he>> says. The pair pull you out of the hole, if only so that they can molest you properly. The <<person1>><<person>> holds your arms. "Now be still, don't make this worse for yourself," <<he>> says coldly.
<br><br>
<<link [[Next|Bird Hunt Ambush Caught Rape]]>><<set $phase to 3>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<if $phase is 3>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<set $NPCList[0].lefthand to "arms">>
<<set $NPCList[0].righthand to "arms">>
<<set $leftarm to "grappled">>
<<set $rightarm to "grappled">>
<<elseif $phase is 2>>
You let the <<person2>><<person>> approach you. "Just be good and this'll be over soon," <<he>> says.
<br>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Bird Hunt Ambush Caught Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bird Hunt Ambush Caught Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The pair let go of you. "Whew, who knew we'd find a slut somewhere out here," says the <<person2>><<person>>.
<br>
"Yeah, but taking them in the middle of nowhere just ain't as thrilling," responds the <<person1>><<person>>.
<<if $phase is 3>>
"And what the fuck was that you said before you pushed <<phim>>? 'Resisting will only make me harder for you'? Did you mean 'make <i>this</i> harder for <<phim>>'?"
<</if>>
<br>
"Argh, don't be such a whiner.<<if $phase is 3>> I know what I said.<</if>>" The two delve into conversation, now ignoring you. <<tearful>> you use the opportunity to make your escape.
<<clotheson>>
<<endcombat>>
<<set _huntFail to 1>>
<<flight_hunt_return>>
<<else>>
You manage to push the <<person1>><<person>> into the <<person2>><<person>>, sending them tumbling to the ground. You take advantage of the opportunity to run.
<<set _phaseSaved to $phase>>
<<clotheson>>
<<endcombat>>
<<set $phase to _phaseSaved>>
You make sure you're out of sight, then take flight. You fly above them and wait until the they leave, then land up on the pillar again.
<<if $phase is 3>>
Your trap is ruined, but maybe you won't need it.
<<else>>
Your trap is still set, meaning you can still use it for your ambush.
<</if>>
<br><br>
<<link [[Wait (0:15)|Bird Hunt Ambush Wait]]>><<bird_pass 15>><<if $phase isnot 3>><<set $birdAmbushTrap to true>><</if>><<endevent>><</link>>
<br>
<<if $phase is 3>>
<<link [[Leave|Bird Hunt Ambush Leave]]>><<endevent>><<set $phase to 2>><</link>>
<br>
<</if>>
<</if>><<effects>>
<<if $phase is 2>>
You abandon your ambush point. <<set _huntFail to 1>>
<br><br>
<</if>>
<<flight_hunt_return>><<effects>>
You use your hands to pronounce your exposure and bend half way over. "Just getting some air," you say. "Don't mind me."
<<exhibitionism4>>
The two continue down the path, eyes fixed on your body the whole time. You point out your trap when one of them nearly steps on it. Once they're gone, you fly back to the top of the pillar. All you can do now is wait.
<br><br>
<<link [[Wait (0:15)|Bird Hunt Ambush Wait]]>><<bird_pass 15>><<endevent>><<set $birdAmbushTrap to true>><</link>>
<br><<effects>>
<<if $exposed gte 2>>
You cover yourself up however you can, before running off into the underbrush. <<arousal 500>><<garousal>>
<<else>>
You run off into the underbrush, out of sight.
<</if>>
The two approach casually. "Where'd <<pshe>> run off to?" the <<person1>><<person>> asks.
<br>
"Dunno, but the poor <<girl>> looked scared. We should keep an eye out, maybe..." their voices fade as they pass the pillar and continue down the path.
<br><br>
You fly back to the top of the pillar once you're sure they're gone. Your trap is ready, now you just have to wait for someone to come.
<br><br>
<<link [[Wait (0:15)|Bird Hunt Ambush Wait]]>><<bird_pass 15>><<endevent>><<set $birdAmbushTrap to true>><</link>>
<br><<effects>>
<<if $struggle_start is 1>>
<<struggle_init>>
<<set $struggle.creature to "lurker">>
<<struggle_creatures 1 2>>
<<set $combat to 1>>
<<controlloss>>
<<violence 1>>
<<molested>>
<<if $analdisable is "f">>
<<set $struggle.anus.creature to "lurker">><<set $anususe to "struggle">><<set $anusstate to "struggle">><<set $struggle.enemy[0].location to "anus">>
<</if>>
<<unset $struggle_start>>
<</if>>
<<struggle>>
<<if $struggle.done gte $struggle.number>>
<span id="next"><<link [[Next|Bird Hunt Ambush Struggle End]]>><</link>></span>
<br>
<<else>>
<span id="next"><<link [[Next|Bird Hunt Ambush Struggle]]>><</link>></span>
<br>
<</if>><<effects>>
The creatures disappear into the heather.
<<tearful>> you dust yourself off and fly back up on the pillar. Your trap is ready, now you just have to wait for someone to come.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Wait (0:15)|Bird Hunt Ambush Wait]]>><<bird_pass 15>><<set $birdAmbushTrap to true>><</link>>
<br><<effects>>
<<if $bird.hunts.duo is true>>
<<npc "Great Hawk">><<person1>>
<</if>>
<<if $phase is 2>>
You fly back up to your ambush point.
<<elseif $bird.hunts.duo is true and !$birdAmbushTrap>>
You tell <<if $monster is 1>>your <<nnpc_wife "Great Hawk">><<else>>the Great Hawk<</if>> about your plan to set up an ambush.
<br>
<<if $monster is 1>>
"<<Wife>> is smart, making good plans," <<bhe>> says.
<<else>>
<<bHe>> squawks at you.
<</if>>
<br><br>
<</if>>
<<unset $hkTime>>
<<unset $ambushThreat>>
You sit atop the pillar, waiting for a potential victim<<if $bird.hunts.duo is true>> with <<your_bird_text>><</if>>.
<<rng 8>>
<<if $bird.hunts.duo is true>>
<<switch $rng>>
<<case 1>><<if $mathstrait gte 1>>You pass time by counting the rocks near you. <<bHe>> hops down and starts to line them up as you count.<<else>>You briefly look up at the clouds, taking a moment to admire them.<</if>>
<<case 2>><<if $sciencetrait gte 3>>You pass time by trying to identify different rocks.<<else>>You briefly look up at the clouds, taking a moment to admire them.<</if>>
<<case 3>><<if $englishtrait gte 2>>You pass time by rehearsing what you will say when ambushing someone. <<if $monster is 1>><<bHe>> helps you practise.<<else>><<bHe>> caws at you in response.<</if>><<else>>You briefly look up at the clouds, taking a moment to admire them.<</if>>
<<case 4>><<if $trauma gte 50>>Waiting around makes you nervous. You start having doubts about your plan. <<bHe>> seems to notice this, and gently caresses you with <<bhis>> wing.<<else>>You take a moment to enjoy the feeling of the wind on your skin. <<stress -2>><<lstress>><</if>>
<<case 5>>You cuddle up to <<bhim>> and hold each other for a moment. <<stress -3>><<lstress>>
<<case 6>>You take some time to comb through <<bhis>> feathers with your hands, cleaning <<bhim>> up a bit. One of <<bhis>> feathers comes loose. You keep it. <<flight_hunt_get "feathers" 1>><<set _prop to "feather">>
<<case 7>>You take a moment to just admire the Great Hawk for a moment. <<bHe>> looks at you curiously, but <<bhe>> seems happy. <<npcincr "Great Hawk" love 1>><<glove>>
<<case 8>>You hum a small tune. <<bHe>> does <<bhis>> best to imitate you. <<trauma -2>><<ltrauma>>
<</switch>>
<<else>>
<<switch $rng>>
<<case 1>><<if $mathstrait gte 1>>You pass time by counting the rocks near you.<<else>>You briefly look up at the clouds, taking a moment to admire them.<</if>>
<<case 2>><<if $historytrait gte 3>>You pass time by identifying rock formations and landmarks.<<else>>You briefly look up at the clouds, taking a moment to admire them.<</if>>
<<case 3>><<if $sciencetrait gte 3>>You pass time by trying to identify different rocks.<<else>>You briefly look up at the clouds, taking a moment to admire them.<</if>>
<<case 4>><<if $englishtrait gte 2>>You pass time by rehearsing what you will say when ambushing someone.<<else>>You briefly look up at the clouds, taking a moment to admire them.<</if>>
<<case 5>><<if $trauma gte 50>>Waiting around makes you nervous. You start having doubts about your plan. <<stress 2>><<gstress>><<else>>You take a moment to enjoy the feeling of the wind on your skin. <<stress -2>><<lstress>><</if>>
<<case 6>>You contemplate throwing pebbles to pass time, but decide against it.
<<case 7>><<if $hallucinations gte 1>>Out of the corner of your eye, you think you see movement. You turn to look, but find nothing. <<stress 2>><<gstress>><<else>>You briefly look up at the clouds, taking a moment to admire them.<</if>>
<<case 8>>
<<if $loveInterest.primary is "Great Hawk">>
The wind carries distant sounds. It reminds you of your <<nnpc_wife "Great Hawk">>'s singing. <<trauma -2>><<ltrauma>>
<<else>>
You wonder what $loveInterest.primary is doing right now. Thinking about <<nnpc_him $loveInterest.primary>> brings you comfort. <<trauma -2>><<ltrauma>>
<</if>>
<</switch>>
<</if>>
<<endevent>>
<br><br>
<<if Time.hour gte 22 or Time.hour lte 5>>
The moor starts to go quiet. It's too dark to see very far down the path. You won't be ambushing anything else here until morning.
<br><br>
<<flight_hunt_return>>
<<else>>
<<flight_hunt_chance>>
<<cleareventpool>>
<<addinlineevent "bird_ambush_nothing" _flight_hunt_chance.nothing>>
You return to watching the path vigilantly. After fifteen minutes, nothing shows up.
<br><br>
<<link [[Keep waiting (0:15)|Bird Hunt Ambush Wait]]>><<bird_pass 15>><</link>>
<br>
<<link [[Leave|Bird Hunt Ambush Leave]]>><<endevent>><<set $phase to 2>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "bird_ambush_humans" (_flight_hunt_chance.materials + _flight_hunt_chance.valuables)>>
<<generate1>><<generate2>>
You spot two people walking along the path, a <<person1>><<person>> and a <<person2>><<person>>. They're coming your way.
<<if $birdAmbushTrap is true>>
<<if $bird.hunts.duo is true>>
With your spouse by your side and your trap set, you feel ready. Robbing them should be easy.
<<else>>
With your trap set and ready, robbing them will be easier.
<</if>>
<<else>>
<<if $bird.hunts.duo is true>>
With your spouse by your side, robbing them should be easier.
<<else>>
Without a trap, you'll have to rely on intimidation and raw strength.
<</if>>
<</if>>
<br><br>
<<link [[Let them pass and keep waiting (0:15)|Bird Hunt Ambush Humans Pass]]>><<bird_pass 15>><</link>>
<br>
<<link [[Attack|Bird Hunt Ambush Humans]]>><</link>><<gcrime "thievery">>
<br>
<</addinlineevent>>
<<addinlineevent "bird_ambush_lurkers" _flight_hunt_chance.lurkers>>
You spot movement in the grass. Lurkers.
<<if $birdAmbushTrap is true>>
They're headed right for your trap.
<</if>>
<<if $bird.hunts.duo is true>>
<<npc "Great Hawk">>
<<your_bird_text "cap">> prepares to strike.
<</if>>
<br><br>
<<link [[Scare them away and keep waiting (0:15)|Bird Hunt Ambush Wait]]>><<endevent>><<bird_pass 15>><</link>>
<br>
<<link [[Attack|Bird Hunt Ambush Lurkers]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<<runeventpool>>
/* at end due to inline endevent */
<<if _prop>><<wearProp _prop "original">><</if>>
<</if>><<effects>>
<<if $birdAmbushTrap>>
You stay on the pillar as they pass. One of them steps on your trap and tumbles into the hole. You giggle upon hearing <<person1>><<his>> cursing. <<His>> companion pulls <<him>> from the hole and they move on.
<<unset $birdAmbushTrap>>
<br><br>
As you continue to wait, you notice that something got left behind in the hole. It must have fallen out of <<his>> backpack.
<br>
<<flight_hunt_get_ambush 2>>
<<else>>
You let them pass without incident.
<</if>>
<br><br>
<<link [[Next|Bird Hunt Ambush Wait]]>><<endevent>><</link>>
<br><<effects>>
<<if $bird.hunts.duo is true>>
<<npc "Great Hawk" 3>>
You tell your spouse to wait for you to make the first move.
<br><br>
<</if>>
<<if $birdAmbushTrap is true>>
<!-- With trap -->
The two walk right into your trap. The <<person1>><<person>> takes a step forward, crashing through the flimsy cover and plummeting into the hole. At that moment, you descend from the pillar and land right behind them. You let out a loud screech, startling the <<person2>><<person>>.
"W-What the hell!?" <<he>> yells out.
<br><br>
<<if $bird.hunts.duo is true>>
Your <<beasttype 2>> flies over them, screeching loudly. You point at the <<person2>><<person>>. The Great Hawk swoops in to attack, only pulling away at the last moment.
<<else>>
You spread your wings, attempting to intimidate <<him>>.
<<if $exposed gte 2>>
<span class="lewd">You realise far too late that you're also flashing <<him>>.</span>
<<if !hasSexStat("exhibitionism", 3)>>
<<set $rng -= 10>>
The sudden realisation makes you close your wings again. <<stress 6>><<ggstress>>
<br>
<<else>>
<<set $rng += 10>>
You take it in stride, making yourself seem more wild and dangerous.
<</if>>
<</if>>
<</if>>
<<switch $speech_attitude>>
<<case "meek">>"G-give me your things and I'll let you go!"
<<case "bratty">>"Give me everything, or else."
<<default>>"Give me your valuables!"
<</switch>>
<br><br>
<<if $rng gte 70>>
<<if $bird.hunts.duo is true>>
"Okay! Please don't hurt us, we'll give you what you want!" <<he>> says frantically, unable to hide <<his>> fear. The <<person1>><<person>> in the hole peeks up. With shaky hands, the <<person2>><<person>> throws <<his>> backpack to you.
<br><br>
"Both of them!" you demand. The <<person1>><<person>> throws <<his>> up too. You start searching them.
<br><br>
<<flight_hunt_get_ambush 6>>
<br>
Wordlessly, you toss the now empty backpacks at <<him>>.
You squawk at your spouse, indicating you're finished. The <<person2>><<person>> is still frozen in fear. "Go," you demand. <<He>> quickly pulls <<his>> companion from the hole, and they run off. The <<beasttype 2>> lands next to you.
<<if $monster is 1>>
<<bHe 2>> looks over your new items. "<<Wife>> is efficient," <<bhe 2>> says.
<<else>>
<<bHe 2>> eyes your new items. <<bHe 2>> looks happy with what you got.
<</if>>
<<else>>
"Okay! Please don't hurt us, I'll give you what you want!" <<he>> says frantically, unable to hide <<his>> fear. The <<person1>><<person>> in the hole doesn't say anything. With shaky hands, the <<person2>><<person>> throws <<his>> backpack to you. You start searching it.
<br><br>
<<flight_hunt_get_ambush>>
<br>
Wordlessly, you toss the now empty backpack at <<him>>. You stare <<him>> down as <<he>> pulls <<his>> companion from the hole, and the two run off.
<</if>>
<<crimeUp 40 "thievery">><<crime "thievery">>
<br><br>
<<link [[Next|Bird Hunt Ambush End]]>><<endevent>><</link>>
<br>
<<elseif $rng gte 40>>
<<if $bird.hunts.duo is true>>
The <<person2>><<person>> looks at the <<beasttype 2>> circling <<him>>. "How the hell did <<pshe>> tame a hawk?!" <<he>> exclaims. You repeat your demands.
"Alright! C-Calm down, you lunatic!" <<he>> says. "Just take what you want from my backpack and leave us alone." <<He>> throws <<his>> backpack towards you.
<br><br>
The <<person1>><<person>> in the hole yells up. "I'm so sick of this shit." <<He>> tosses up <<his>> backpack.
<br><br>
<<flight_hunt_get_ambush 6>>
<br>
You toss back their now empty backpacks. You squawk at your spouse, indicating you're finished. The <<person2>><<person>> quickly pulls <<his>> companion from the hole, and they run off. The <<beasttype 2>> lands next to you.
<<if $monster is 1>>
<<bHe 2>> looks over your new items. "<<Wife>> is efficient," <<bhe 2>> says.
<<else>>
<<bHe 2>> eyes your new items. <<bHe 2>> looks happy with what you got.
<</if>>
<<else>>
"Alright! C-Calm down, you lunatic!" <<he>> says. "Just take what you want from my backpack and leave us alone." <<He>> throws <<his>> backpack towards you.
<br><br>
The <<person1>><<person>> in the hole yells up. "Don't just give <<phim>> what <<pshe>> wants!"<br>
"Look, it's not worth the trouble. I just want to avoid dealing with this nut-job," the <<person2>><<person>> responds.<br>
Ignoring their conversation, you look through the backpack.
<br><br>
<<flight_hunt_get_ambush>>
<br>
Wordlessly, you toss the now empty backpack at <<him>>. You stare <<him>> down as <<he>> pulls <<his>> companion from the hole, and the two run off.
<</if>>
<<crimeUp 40 "thievery">><<crime "thievery">>
<br><br>
<<link [[Next|Bird Hunt Ambush End]]>><<endevent>><</link>>
<br>
<<else>>
<<if $bird.hunts.duo is true>>
The <<person2>><<person>> stays surprisingly calm. "Alright, I know when the odds are against us. Take what you want, <<girl>>." The <<person1>><<person>> scowls, but remains silent. "Give me both of your backpacks!" you demand. They do as you ask, and you search through them.
<br><br>
<<flight_hunt_get_ambush 6>>
<br>
You toss back their now empty backpacks. You squawk at your spouse, indicating that you're done, and <<bhe 2>> lands next to you.
<br><br>
"Alright 'beastmaster', are we done here?" the <<person2>><<person>> asks. You ignore <<his>> attitude and shoo them both away.
<br><br>
<<if $monster is 1>>
<<bHe 2>> looks over your new items. "<<Wife>> is efficient," <<bhe 2>> says.
<<else>>
<<bHe>> eyes your new items. <<bHe 2>> looks happy with what you got.
<</if>>
<<crimeUp 40 "thievery">><<crime "thievery">>
<br><br>
<<link [[Next|Bird Hunt Ambush End]]>><<endevent>><</link>>
<br>
<<elseif $fame.scrap gte random(400, 800)>>
<<He>> considers your words for a moment, then relents. "Alright, <span class="green">you're not worth the trouble anyway</span>."<br>
The <<person1>><<person>> yells up. "What do you mean 'alright'?! You can't seriously consider handing our stuff to some random <<girl>>!"<br>
"This ain't just some <<girl>>, I think this is <span class="pink"><<underworld_nickname>></span>. Best not risk it now."
<br><br>
The <<person1>><<person>> grumbles, but doesn't say anything else. You motion for the <<person2>><<person>> to throw <<his>> backpack over to you. You make a point of showing you're not dropping your guard as you search it.
<br><br>
<<flight_hunt_get_ambush>>
<br>
Wordlessly, you toss the now empty backpack at <<him>>. You stare <<him>> down as <<he>> pulls <<his>> companion from the hole, and the two run off. <<crimeUp 40 "thievery">><<crime "thievery">>
<br><br>
<<link [[Next|Bird Hunt Ambush End]]>><<endevent>><</link>>
<br>
<<else>>
<<He>> looks you over. "You've got some nerve, little birdie," <<he>> says, <span class="red">approaching you angrily</span>.
<<saveNPC 0 "bird_ambush_trapped">>
<<saveNPC 1 "bird_ambush_fight">>
<<endevent>>
<<loadNPC 0 "bird_ambush_fight">>
<br><br>
<<link [[Next|Bird Hunt Ambush Fight]]>><<set $fightstart to 1>><</link>>
<br>
<</if>>
<</if>>
<<else>>
<!-- Trapn't -->
<<if $bird.hunts.duo is true>>
As they walk beneath the pillar, you and your <<beasttype 2>> screech loudly and leap down in front of them. You both land and spread your wings wide in an attempt to intimidate them.
<<else>>
You let out a loud screech and drop in front of them. You spread your wings wide, trying to intimidate them.
<</if>>
<br><br>
<<if $exposed gte 2>>
<span class="lewd">You realise far too late that you're also flashing them.</span>
<<if !hasSexStat("exhibitionism", 3)>>
<<set $rng -= 10>>
The sudden realisation makes you close your wings again. <<stress 6>><<ggstress>>
<br>
<<else>>
<<set $rng += 10>>
You take it in stride, making yourself seem more wild and dangerous.
<</if>>
<</if>>
<<switch $speech_attitude>>
<<case "meek">>"G-give me your things and I'll let you go!"
<<case "bratty">>"Give me everything, or else."
<<default>>"Give me your valuables!"
<</switch>>
<br><br>
For a moment, the pair are too stunned to speak.
<<if $rng gte 70>>
<<if $bird.hunts.duo is true>>
"Okay! Please don't hurt us, I'll give you what you want!" <<he>> says frantically, unable to hide <<his>> fear. With shaky hands, the <<person2>><<person>> throws <<his>> backpack to you. You start searching it.
<br><br>
<<flight_hunt_get_ambush>>
<br>
Wordlessly, you toss the now empty backpack at <<him>>.
You squawk at your spouse, indicating you're finished. They're both still frozen in fear. "Go," you demand. They run off. The <<beasttype 2>> lands next to you.
<<if $monster is 1>>
<<bHe 2>> looks over your new items. "<<Wife>> is efficient," <<bhe 2>> says.
<<else>>
<<bHe 2>> eyes your new items. <<bHe 2>> looks happy with what you got.
<</if>>
<<else>>
The <<person1>><<person>> finally speaks up. "W-What the hell!? What kind of lunatic would jump down from that high up?"<br>
"<<pShe>> must be crazy, w-we should just give <<phim>> what <<pshe>> wants," the <<person2>><<person>> says.<br>
The <<person1>><<person>> looks hesitant, so you let out another loud scream. "O-Okay! Just take what you want and leave us alone!" <<he>> says, throwing you <<his>> backpack. You begin rummaging through it.
<br><br>
<<flight_hunt_get_ambush>>
<br>
Wordlessly, you toss the now empty backpack at them. You stare them down as they run off.
<</if>>
<<crimeUp 40 "thievery">><<crime "thievery">>
<br><br>
<<link [[Next|Bird Hunt Ambush End]]>><<endevent>><</link>>
<br>
<<elseif $rng gte 40>>
They look you over, thinking up a response.
<<if $bird.hunts.duo is true>>
"How the hell did <<pshe>> tame a hawk?" <<he>> asks the other. <<person1>><<He>> simply shrugs. You repeat your demands.
"Alright, fine," <<person2>><<he>> says. "Just take what you want from my backpack and leave us alone." <<He>> throws <<his>> backpack towards you.
<br><br>
The <<person1>><<person>> grumbles, but doesn't object.
<br><br>
<<flight_hunt_get_ambush>>
<br>
You toss back <<his>> now empty backpack. You squawk at your spouse, indicating you're finished. The <<beasttype 2>> lands next to you, and the pair runs off.
<<if $monster is 1>>
<<bHe 2>> looks over your new items. "<<Wife>> is efficient," <<bhe 2>> says.
<<else>>
<<bHe 2>> eyes your new items. <<bHe 2>> looks happy with what you got.
<</if>>
<br><br>
<<link [[Next|Bird Hunt Ambush End]]>><<endevent>><</link>>
<br>
<<elseif currentSkillValue('physique') gte random (4000, 16000)>>
After a long silence, the <<person1>><<person>> speaks. "Alright, <span class="teal">we're willing to give you something small</span>. But that's all you'll get." The <<person2>><<person>> looks displeased, but <<he>> doesn't object. You order them to throw you one of their backpacks, with the promise you won't take much. The <<person1>><<person>> throws you <<his>> bag. You begin rummaging through it.
<br><br>
<<flight_hunt_get_ambush 2>>
<br>
Wordlessly, you toss the now empty backpack at them. You stare them down as they run off. <<crimeUp 40 "thievery">><<crime "thievery">>
<br><br>
<<link [[Next|Bird Hunt Ambush End]]>><<endevent>><</link>>
<br>
<<else>>
Once <<person1>><<he>> snaps out of it, the <<person>> steps forward and yells. "There's no way we're giving anything to you!"<br>
"There's two of us and one of you," the <<person2>><<person>> yells out as well.
<br><br>
The <<person1>><<person>> is close to the hole.
<br><br>
<<link "Push <<him>>" "Bird Hunt Ambush Push">><</link>><<athleticsdifficulty 100 800>>
<br>
<<link [[Let them go and keep waiting (0:15)|Bird Hunt Ambush Wait]]>><<bird_pass 15>><<endevent>><<set $phase to 2>><</link>>
<br>
<</if>>
<<else>>
<<if $bird.hunts.duo is true>>
The <<person1>><<person>> curses under <<his>> breath. "Damned birds."<br>
"Alright, you can have something of mine if you leave us alone," the <<person1>><<person>> says, throwing you <<his>> backpack. You maintain an aura of control, and begin rummaging through it.
<br><br>
<<flight_hunt_get_ambush 2>>
<br>
After getting what you want, you toss the backpack. You give them a slight nod, and watch them leave. <<crimeUp 40 "thievery">><<crime "thievery">>
<br><br>
<<link [[Next|Bird Hunt Ambush End]]>><<endevent>><</link>>
<br>
<<elseif $fame.scrap gte random(400, 800)>>
The <<person1>><<person>> chuckles and starts to approach you. "You picked the wrong people to mess with, <<girl>>. We were just looking for-"<br>
Before <<he>> can take another step, the <<person2>><<person>> stops <<him>>. "Hold on, isn't that <span class="pink"><<underworld_nickname>></span>?"<br>
"Huh? <<pHim>>? Are you sure?" The two whisper something to each other.<br>
"Alright, you can have something of mine if you leave us alone," the <<person1>><<person>> says, throwing you <<his>> backpack. You maintain an aura of control, and begin rummaging through it.
<br><br>
<<flight_hunt_get_ambush 2>>
<br>
After getting what you want, you toss the backpack. You give them a slight nod, and watch them leave. <<crimeUp 40 "thievery">><<crime "thievery">>
<br><br>
<<link [[Next|Bird Hunt Ambush End]]>><<endevent>><</link>>
<br>
<<else>>
The <<person1>><<person>> chuckles and starts to approach you. "You picked the wrong people to mess with, <<girl>>." <<He>> cracks <<his>> knuckles and approaches you. "Hold still."
<br><br>
<<link [[Next|Bird Hunt Ambush Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<</if>>
<</if>><<effects>>
Like a predator, you begin slowly circling them. When you notice a good opportunity, you rush to push the <<person1>><<person>> into the hole.
<<if $athleticsSuccess>>
<span class="green">You're simply too fast.</span> <<Hes>> caught off guard as you ram <<him>>. <<He>> tries to stop <<himself>> by grabbing onto the <<person2>><<person>>, but this only leads to both of them falling when the <<person1>><<person>> stumbles. In the struggle, one of them drops their backpack. You let out a warning screech and pick it up, quickly rummaging through it.
<br><br>
<<flight_hunt_get_ambush 3>>
<br>
You don't have time to grab everything. As one of them starts to pull <<himself>> up from the hole, you toss the half-full backpack at <<him>>, causing <<him>> to fall back in.
<br><br>
You run off and hide in the underbrush, waiting for them to recover and leave. You hear their curses slowly fade in the distance.
<br><br>
<<link [[Next|Bird Hunt Ambush End]]>><<endevent>><</link>>
<br>
<<else>>
<span class="red">You're just barely too slow.</span> <<He>> grabs your arms, stopping you. The <<person2>><<person>> punches your side, making you gasp. <<pain 6>><<ggpain>>
<br><br>
"Stupid little shit. Time to have some fun."
<br><br>
<<link [[Next|Bird Hunt Ambush Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<violence 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Bird Hunt Ambush Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bird Hunt Ambush Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $pain gte 100 and $willpowerpain is 0>>
You keel over, unable to fight back. "That's what you get, you goddamn brat!" <<He>> stops beating you and goes to help <<his>> companion up from the hole.
<<tearful>> you run and take flight before they can catch you.
<<clearNPC "bird_ambush_trapped">>
<<clearNPC "bird_ambush_fight">>
<<clotheson>>
<<endcombat>>
<<link [[Next|Bird Hunt Ambush Leave]]>><<set $phase to 2>><</link>>
<br>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<loadNPC 1 "bird_ambush_trapped">>
As the orgasm runs through <<his>> body, you take advantage of <<his>> vulnerable state and push <<him>> towards the hole. <<He>> lands on <<his>> friend. "F-Fuck! Okay, just take what you want," <<he>> grumbles. The <<person2>><<person>> begins mocking the <<person1>><<person>> as <<he>> tosses <<his>> backpack up. You search it quickly.
<<clearNPC "bird_ambush_trapped">>
<<clearNPC "bird_ambush_fight">>
<<clotheson>>
<<endcombat>>
<<flight_hunt_get_ambush>>
<br>
You toss the now empty backpack down the hole. You hide in the underbrush as they slowly pull themselves up, and wait until they're gone. <<crimeUp 40 "thievery">><<crime "thievery">>
<br><br>
<<link [[Next|Bird Hunt Ambush End]]>><<endevent>><</link>>
<br>
<<else>>
<<loadNPC 1 "bird_ambush_trapped">>
You have <<him>> on the back foot. You beat your wings hard, kicking up sand and dirt from the path. <<He>> brings <<his>> arms up to shield <<himself>>, and you take the chance to rip <<his>> backpack away before pushing <<him>> into the hole. <<He>> lands on <<his>> friend. "F-Fuck! Okay, just take what you want," <<he>> grumbles. The <<person2>><<person>> begins mocking the <<person1>><<person>>.
<<clearNPC "bird_ambush_trapped">>
<<clearNPC "bird_ambush_fight">>
<<clotheson>>
<<endcombat>>
<<flight_hunt_get_ambush>>
<br>
You toss the now empty backpack down the hole. You watch as they slowly pull themselves up, and screech at them again to speed up their retreat. <<crimeUp 40 "thievery">><<crime "thievery">>
<br><br>
<<link [[Next|Bird Hunt Ambush End]]>><<endevent>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<set $timer to 7>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Bird Hunt Ambush Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bird Hunt Ambush Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The <<person1>><<person>> keeps holding on to you for a moment. "You're not much of a thief, but you make for a decent cumdump," <<he>> says. <<trauma 3>><<gtrauma>>
<br><br>
"We don't have all day. Let's get moving," the <<person2>><<person>> barks. The <<person1>><<person>> shoves you down to the ground. <<tearful>> you stand and watch them leave.
<<clotheson>>
<<endcombat>>
<<link [[Next|Bird Hunt Ambush End]]>><<endevent>><</link>>
<br>
<<else>>
<<if $timer gt 0>>
You sweep the <<person1>><<person>> by the leg, knocking <<him>> flat on <<his>> back. With a solid hit to the gut, the <<person2>><<person>> falls to a knee, and you kick <<him>> backwards. <<He>> tumbles into the hole.
<br><br>
"Shit, <<pshes>> a real fighter," the <<person1>><<person>> gasps. "Alright. We made a bit of a mistake, just take what you want and leave us be." You grab one of their backpacks and rummage through it.
<<flight_hunt_get_ambush>>
<br>
You drop the now empty backpack. You glare at the <<person1>><<person>> and screech once more, prompting <<him>> to hastily pull <<his>> companion from the hole and run off.
<<clotheson>>
<<endcombat>>
<<link [[Next|Bird Hunt Ambush End]]>><<endevent>><</link>>
<br>
<<else>>
You push away the <<person1>><<person>>, who stumbles. The <<person2>><<person>> helps <<person1>><<him>> back up. You're all panting, staring each other down, waiting for someone to make the next move.
<br><br>
"Let's... call it even," the <<person1>><<person>> says between breaths. The two start to run down the trail. You're too exasperated to give chase.
<<clotheson>>
<<endcombat>>
<<link [[Next|Bird Hunt Ambush End]]>><<endevent>><</link>>
<br>
<</if>>
<</if>><<effects>>
<<if $bird.hunts.duo is true>>
<<npc "Great Hawk">><<person1>>
<</if>>
<<if $birdAmbushTrap is true>>
<<if $bird.hunts.duo is true>>
You and <<your_bird_text>> peer over the stone, observing their movement. The moment your trap is sprung, the Great Hawk swoops down and grabs another. The third lurker panics and runs. You rush down to grab the trapped one before it can escape. <<flight_hunt_get "lurkers" 2>>
<<else>>
As the lurkers walk under your position, you hear your trap crumble. One lurker tumbles into the hole, and the other two quickly scatter. You let out a loud screech and land. The lurker isn't moving. You reach onto the hole and grab it. <<flight_hunt_get "lurkers" 1>>
<</if>>
<<else>>
<<if $bird.hunts.duo is true>>
You and <<your_bird_text>> peer over the stone, observing their movement. You wait until the lurkers are directly below you. You both step near the edge of the stone and screech. It's amplified by the echo, making the lurkers freeze in panic. The Great Hawk grabs one easily. You swoop down and grab another, making the last one flee.
<<if currentSkillValue("danceskill") gte random(1,1000)>>
<span class="green">You recover well from your swoop</span>, easily gaining altitude with the lurker in hand. You look to your spouse and smile, each of you having caught one. <<flight_hunt_get "lurkers" 2>>
<<else>>
You try to regain altitude, but you're off balance. You fumble the recovery, and have to let go of the lurker to avoid crashing face-first into a rock With free hands, you manage to avoid the collision, but the lurker is gone.
<br><br>
<<your_bird_text "cap">> looks to you.
<<if $monster is 1>>
"One is more than none," <<bhe>> says reassuringly.
<<else>>
<<bHe>> caws, tossing <<bhis>> lurker to you.
<</if>>
<<flight_hunt_get "lurkers" 1>>
<</if>>
<<else>>
You wait until the lurkers are directly below you. You step near the edge of the stone and screech. It's amplified by the echo, making the lurkers freeze in panic. You swoop down and grab one, making the others scatter.
<<if currentSkillValue("danceskill") gte random(1,1000)>>
<span class="green">You recover well from your swoop</span>, easily gaining altitude with the lurker in hand. <<flight_hunt_get "lurkers" 1>>
<<else>>
You try to regain altitude, but you're off balance. You fumble the recovery, and have to let go of the lurker to avoid crashing face-first into a rock With free hands, you manage to avoid the collision, but the lurker is gone.
<</if>>
<</if>>
<</if>>
<br><br>
<<link [[Next|Bird Hunt Ambush End]]>><<endevent>><</link>>
<br><<effects>>
<<if ($bird.hunts.weight gte 3 and $bird.hunts.duo is false) or $bird.hunts.weight gte 5>>
You won't be able to carry any more. You take off and begin to fly back to the tower.
<br><br>
<<flight_distance_check>>
<<flight_time_check _returnTime "silent">>
<<link [[Return to the castle (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Bird Hunt Return]]>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<bird_pass _flightTime>><<endevent>><</link>><<print _fatigueText>>
<br>
<<elseif $stress gte $stressmax or isPregnancyEnding()>>
You feel lightheaded. Before you can return to the top of the pillar, the ground comes hurtling towards you.
<br><br>
<<if $bird.hunts.duo is false>>
Everything fades to black.
<br><br>
<<passout_moor>>
<<else>>
You feel something catch you, and your ears pop as you begin to ascend again.
<br><br>
<<flight_distance_check>>
<<flight_time_check _returnTime "silent">>
<<link [[Next (?:??)|Bird Hunt Passout]]>><<bird_pass _returnTime>><</link>>
<br>
<</if>>
<<elseif $pain gte 90>>
<<if $bird.hunts.duo is true>>
<<endevent>>
<<npc "Great Hawk">><<person1>>
<<if $monster is 1>>
"You're hurt," <<your_bird_text>> says. "We return home at once."
<<else>>
<<your_bird_text "cap">> caws at you, and touches <<bhis>> wing against you. You wince in pain. You're too injured to keep hunting. You take off and return home.
<</if>>
<<else>>
You're too injured to keep hunting. You take off and return home.
<</if>>
<br><br>
<<flight_distance_check>>
<<flight_time_check _returnTime "silent">>
<<link [[Return to the castle (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Bird Hunt Return]]>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<bird_pass _flightTime>><<endevent>><</link>><<print _fatigueText>>
<br>
<<elseif $bird.hunts.duo is true and $bird.hunts.timer gte 360>>
<<endevent>>
<<npc "Great Hawk">><<person1>>
<<your_bird_text "cap">> looks very fatigued.
<<if $monster is 1>>
"Been hunting too long. We return home."
<<else>>
<<bHe>> looks to you and caws. You've been hunting for hours, and should return home.
<</if>>
The two of you take off and fly back to the castle.
<br><br>
<<flight_distance_check>>
<<flight_time_check _returnTime "silent">>
<<link [[Return to the castle (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Bird Hunt Return]]>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<bird_pass _flightTime>><<endevent>><</link>><<print _fatigueText>>
<br>
<<elseif Weather.dayState is "night">>
The moor starts to go quiet. It's too dark to see very far down the path. You won't be ambushing anything else here until morning.
<br><br>
<<flight_hunt_return>>
<<else>>
Returning to the top of the pillar will take some effort. It's too high to just let the wind do the work.
<<if $bird.hunts.duo is true and $bird.hunts.timer gte 300>>
<<endevent>>
<<npc "Great Hawk">><<person1>>
<<your_bird_text "cap">> is starting to look fatigued.
<<elseif $bird.hunts.duo is true and Weather.dayState is "dusk" and $bird.hunts.timer gte 120 and !$daily.birdNightWarning>>
<<endevent>>
<<npc "Great Hawk">><<person1>>
<<set $daily.birdNightWarning to true>>
<<your_bird_text "cap">> looks to the setting sun.
<<if $monster is 1>>
"Night time soon. Hunt will be harder."
<<else>>
<<bHe>> then turns to you and caws. It's getting late. Hunting at night time will be more difficult.
<</if>>
<</if>>
<br><br>
<<endevent>>
<span class="blue">The hole you used for a trap is fully exposed. You won't be able to make another trap here today.</span>
<br>
<<link [[Return to the top of the pillar and wait (0:15)|Bird Hunt Ambush Wait]]>><<endevent>><<set $phase to 2>><<bird_pass 15>><<tiredness 5>><</link>><<gtiredness>>
<br>
<<link [[Leave|Bird Hunt Ambush Leave]]>><</link>>
<br>
<</if>>
<<unset $birdAmbushTrap>><<effects>>
<<set $bird.trespasser to true>>
Your stomach rises as you plummet. You try to get your bearings, and your attacker comes into focus.
<<if $monster is 1>>
It's... another harpy. <<bHe 0>> regards you with an intense gaze as <<bhe 0>> keeps you in a tight grip.
<<else>>
It's... another giant hawk. <<bHe 0>> regards you with an intense gaze as <<bhis 0>> talons painfully hold onto you.
<</if>>
<br><br>
<<switch $bodysize>>
<<case 0>><<set _physiqueMin to 3000>><<set _physiqueMax to 6000>>
<<case 1>><<set _physiqueMin to 5000>><<set _physiqueMax to 10000>>
<<case 2>><<set _physiqueMin to 6000>><<set _physiqueMax to 12000>>
<<case 3>><<set _physiqueMin to 8000>><<set _physiqueMax to 16000>>
<</switch>>
<<your_bird_text "cap">> dives after the two of you. <<bHe 1>> starts to catch up fast.
<br><br>
<<link [[Try to fight back|Bird Hunt Trespasser 2]]>><<set $phase to 0>><</link>><<physiquedifficulty _physiqueMin _physiqueMax>>
<br>
<<link [[Hold on|Bird Hunt Trespasser 2]]>><<set $phase to 1>><</link>>
<br><<effects>>
<<if $phase is 0>>
<<if $physiqueSuccess>>
<<if $bodysize lte 1>>
You tuck your wings in as tightly as you can, disrupting <<bhis 0>> grip. <span class="green"><<bHe 0>> fumbles you thanks to your small size, and you escape <<bhis 0>> grasp.</span> Your maneuver throws <<bhim 0>> off balance.
<br><br>
You take the chance to turn the grab around, preventing <<bhim 0>> from using <<bhis 0>> wings entirely. Once you're confident you can escape, you release <<bhim 0>>, letting the air resistance keep you far above <<bhim 0>>.
<<else>>
You flare your wings out as hard and wide as you can, giving you air resistance to work with. <span class="green">Your wings break from <<bhis 0>> grasp, and it slows the <<beasttype>> down considerably,</span> throwing <<bhim 0>> off balance.
<br><br>
You take the chance to turn the grab around, preventing <<bhim 0>> from using <<bhis 0>> wings entirely. Once you're confident you can escape, you release <<bhim 0>>, letting the air resistance keep you far above <<bhim 0>>.
<</if>>
<br><br>
<<your_bird_text "cap">> soars past you, grabbing the other <<beasttype>> <<bhimself 1>> and diving to the ground, where <<bhe 1>> subdues <<bhim 0>> easily thanks to the opening you made. You land nearby, watching the end of the scuffle as you approach.
<<else>>
<<set _birdInjury to true>>
You try to flare your wings out to give yourself some air resistance to work with, <span class="red">but the <<beasttypes>> grip is too strong.</span> <<bHis 0>> talons dig into your wings. <<pain 20>><<gggpain>>
<br><br>
<<your_bird_text "cap">> finally catches up, but the other <<beasttype>> is ready for <<bhim 1>>. <<bHe 1>> releases you, and the two <<beastsplural>> begin to fight viciously in the air. You're left tumbling, and only just manage to right yourself before hitting the ground. <<stress 12>><<ggstress>>
<br><br>
A flurry of feathers escape them as talons bite into flesh and wings take hit after hit. You rush to the Great Hawk's side, just as <<bhe 1>> gets the upper hand and subdues the outsider.
<</if>>
<<else>>
<<set _birdInjury to true>>
You hold on to the <<beasttype>>, afraid <<bhe 0>> will drop you and send you tumbling.
<br><br>
<<your_bird_text "cap">> finally catches up, but the other <<beasttype>> is ready for <<bhim 1>>. You realise too late that you're not <<bhis 0>> real target. <<bHe 0>> releases you, and the two <<beastsplural>> begin to fight viciously in the air. You only just manage to right yourself before hitting the ground. <<stress 12>><<ggstress>>
<br><br>
A flurry of feathers escape them as talons bite into flesh and wings take hit after hit. You rush to the Great Hawk's side, just as <<bhe 1>> gets the upper hand and subdues the outsider.
<</if>>
<<if $monster is 1>>
"You keep the tower for yourself, a loner as always," the outsider spits.
<br><br>
The Great Hawk adjusts <<bhis 1>> grip on the outsider painfully. "Great Hawk is not alone anymore. Great Hawk finally has family." <<bHe 1>> looks to you with a smile, and the outsider's gaze follows <<bhis 1>>.
<br>
"<<if $pregnancyspeechdisable is "f">>Breeding<<else>>Mating<</if>> with a landbound? You've sunken low-" <<bhes 0>> interrupted as the Great Hawk's talon pushes <<bhis 0>> head into the dirt.
<br>
"Begone. You have your own home," <<bhe 1>> says with the slightest hint of sadness. <<bHe>> releases the other <<beasttype>>, who flies off quickly without another word.
<<else>>
The two screech at each other, until the trespasser fully submits. The Great Hawk lets out a cry of victory, before pushing the outsider away, who flies off quickly.
<</if>>
<<if !_birdInjury>>
<<bHis 0>> flight is shaky and uneven thanks to the beating <<bhe 0>> received.
<<else>>
<<set $bird.injured to 30>>
<</if>>
<br><br>
<<link [[Check your spouse for injuries|Bird Hunt Trespasser 3]]>><<set $phase to 0>><</link>><<tendingdifficulty 400 800>>
<br>
<<link [[Ask what that was about|Bird Hunt Trespasser 3]]>><<set $phase to 1>><</link>>
<br><<effects>>
<<if $phase is 0>>
<<switch $speech_attitude>>
<<case "meek">>"A-are you okay?!"
<<case "bratty">>"Hold still a minute," you say, concealing your worry.
<<default>>"Are you alright? Let me check you over," you say.
<</switch>>
You rush to <<bhis 1>> side, and start to check <<bhim 1>> for injuries.
<<if $bird.injured is 0>>
After a quick inspection, <span class="green">you can tell the outsider got the worst of it</span>. <<your_bird_text "cap">> only has a few scratches. <<if $monster is 1>>"<<Wife>> did well."<</if>> <<npcincr "Great Hawk" love 3>><<gglove>>
<<elseif $tendingSuccess>>
It only takes you a few moments to realise that <<your_bird_text>> is hurt. Badly. <<bHes 1>> putting on a tough front, but <span class="red"><<bhes 1>> covered in deep cuts, and one of <<bhis 1>> wings had some flesh torn away.</span> <<bHis>> feathers are slowly being matted by fresh blood.
<<if $bird.hunts.loot.fabric gte 1>>
<<wearProp "rag">>
You waste no time, using some of the fabric you have on-hand to patch up the worst of <<bhis 1>> wounds. <<bHe 1>> winces in pain, but nuzzles you affectionately when you're done. <<if $monster is 1>>"Thank you, <<wife>>. Will be fine, just need rest."<</if>> <span class="green"><<bHe 1>>'ll recover faster thanks to your swift care.</span> <<npcincr "Great Hawk" love 3>><<npcincr "Great Hawk" dom -3>><<gglove>><<lldom>><<set $bird.injured -= 5>><<flight_hunt_remove "fabric" 1>>
<<elseif $bird.hunts.loot.leaves gte 2>>
<<wearProp "leaf">>
You waste no time, using some of the leaves you have on-hand to patch up the worst of <<bhis 1>> wounds. <<bHe 1>> winces in pain, but nuzzles you affectionately when you're done. <<if $monster is 1>>"Thank you, <<wife>>. Will be fine, just need rest."<</if>> <span class="green"><<bHe 1>>'ll recover faster thanks to your swift care.</span> <<npcincr "Great Hawk" love 3>><<npcincr "Great Hawk" dom -3>><<gglove>><<lldom>><<set $bird.injured -= 5>><<flight_hunt_remove "leaves" 2>>
<<elseif $bird.hunts.loot.sticks gte 2>>
<<wearProp "stick">>
You waste no time, using some of the sticks you have on-hand to make a makeshift splint, binding it together with grass. <<bHe 1>> winces in pain, but nuzzles you affectionately when you're done. <<if $monster is 1>>"Thank you, <<wife>>. Will be fine, just need rest."<</if>> <span class="green"><<bHe 1>>'ll recover faster thanks to your swift care.</span> <<npcincr "Great Hawk" love 3>><<npcincr "Great Hawk" dom -3>><<gglove>><<lldom>><<set $bird.injured -= 5>><<flight_hunt_remove "sticks" 2>>
<<else>>
Without any materials on hand, there isn't much you can do for <<bhim 1>>, but you do your best to keep the affected areas clean. <<npcincr "Great Hawk" love 1>><<glove>><<set $bird.injured -= 1>>
<</if>>
<<else>>
You're quickly overwhelmed by what you see. <span class="red"><<bHes 1>> bleeding. A lot. You can't even tell where the wounds are, as <<bhis 1>> feathers begin to soak with blood.</span> You start to panic, but <<bhe 1>> nuzzles you in reassurance. <<if $monster is 1>>"Will be fine, just need rest."<</if>> <<npcincr "Great Hawk" dom 1>><<gdom>>
<</if>>
<br><br>
<</if>>
<<switch $speech_attitude>>
<<case "meek">>"Wh-what was that all about?" you ask. "Why was that <<beasttype>> so violent?"
<<case "bratty">>"I'm glad I ran into you back then, not <<bhim 0>>," you say. "Don't get along with your own?"
<<default>>"I haven't seen any other <<beastsplural>> out here," you say. "Are all of the other ones so nasty?"
<</switch>>
<br><br>
<<bHis>> gaze turns southward, in the direction the outsider flew.
<<if $monster is 1>>
<<bHe 1>> looks down in shame. "Great Hawk had to find <<bhis 1>> own home. Wasn't welcome." <<bHe 1>> continues. "Hawks always wanted the big tower. Perfect place for a nest. Tall. Open. Food everywhere. But no hawk could hold it alone, they always had to share, and they would end up fighting over it. Other hawks don't like that I have it alone. Makes me dangerous." <<bHe>> swells with pride for a moment, before looking back up to you. "But Great Hawk isn't alone anymore."
<<else>>
<<bHis 1>> eyes shimmer, and <<bhe 1>> then looks back to the tower and caws. The castle must be in high-demand. You can guess why; it's tall, open, and has virtually unlimited food in the surrounding moor. The perfect place for a nest. The outsider might have been trying to make a territory grab.
<</if>>
<<if $bird.injured gt 1>>
<<bHe 1>>
<<if $monster is 1>>
winces in pain, <<bhis 1>> injuries rapidly catching up to <<bhim 1>> as the adrenaline wears off. "We should head home."
<<else>>
squawks in pain, <<bhis 1>> injuries rapidly catching up to <<bhim 1>>. It'd be best to head home.
<</if>>
<br><br>
<<flight_distance_check>>
<<flight_time_check _returnTime "silent">>
<<link [[Return home (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Bird Hunt Return Injured]]>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<bird_pass _flightTime>><<endevent>><</link>><<print _fatigueText>>
<br>
<<else>>
<<bHe 1>>
<<if $monster is 1>>
stands up straight and stretches, seemingly ready to continue hunting.
<<else>>
stretches <<bhis 1>> wings, seemingly ready to continue hunting.
<</if>>
<br><br>
<<link [[Next|Bird Hunt Exit]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
You swoop down and land near the <<childtype>>, your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>> landing next to you. You spot the remains of a nest nearby.
<br><br>
The <<childtype>> shuffles away from you, looking <<if $cmonster is 1>>guarded<<else>>wary<</if>>.
<<if $tending gte 500 or $birdbuild gte 60>>
<span class="red"><<childHe>> looks hungry.</span>
<</if>>
<br><br>
<<if $bird.hunts.loot.lurkers gte 1 or $lurkers_held gte 1>>
<<link [[Offer a lurker|Bird Hunt Chick Feed]]>><<npcincr "Great Hawk" love 1>><</link>><<glove>>
<br>
<</if>>
<<link "Try to calm <<childhim>> down" "Bird Hunt Chick Calm">><</link>><<tendingdifficulty `600 - 4*$birdbuild` `1200 - 1.5*$birdbuild`>>
<br>
<<link [[Leave|Bird Hunt Chick Abandon]]>><<npcincr "Great Hawk" love -20>><<npcincr "Great Hawk" dom -10>><<set $phase to 1>><</link>><<llllove>><<lldom>>
<br><<effects>>
Slowly, so as to not startle <<childhim>>, you take one of the lurkers that you were carrying and<<if $physique lte 4000>>, with some difficulty,<</if>> tear a strip of leathery meat off of the creature. The <<childtype>> perks up, staring at the strip of lurker meat intensely. <<flight_hunt_remove "lurkers" 1>>
<br><br>
You step forward and reach out, placing the strip of meat on the ground in front of <<childhim>> before stepping back to give <<childhim>> some space. Immediately, the <<childtype>> lunges for the food, snapping it up and devouring it in moments. <<childHe>> looks at you curiously, then <<if $cmonster is 1>>crawls<<else>>hops<</if>> closer, trilling softly.
<br><br>
<<link "Take <<childhim>> back to the nest" "Bird Hunt Chick Adopt">><</link>><<note "This will end the current hunting session" "teal">>
<br>
<<link "Leave <<childhim>>" "Bird Hunt Chick Abandon">><<npcincr "Great Hawk" love -15>><<npcincr "Great Hawk" dom -5>><<set $phase to 2>><</link>><<lllove>><<ldom>>
<br><<effects>>
Slowly, you reach out, trying to coax the <<childtype>> over to you.
<<if $tendingSuccess>>
<span class="green"><<childHe>> seems wary, but curious.</span> <<childHe>> slowly makes <<childhis>> way over to you, then hesitantly nuzzles into your arms, chirping softly.
<<else>>
<span class="red">Despite your efforts, <<childhe>> doesn't seem to trust you enough.</span> Fortunately, your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>> is with you, and steps up to try. The <<childtype>> seems to trust <<bhim>> more, and slowly makes <<childhis>> way over to the Great Hawk, finally settling down in the shelter provided by <<bhis>> massive wings.
<<gdom>><<npcincr "Great Hawk" dom 2>>
<</if>>
<br><br>
<<link "Take <<childhim>> back to the nest" "Bird Hunt Chick Adopt">><</link>><<note "This will end the current hunting session" "teal">>
<br>
<<link "Leave <<childhim>>" "Bird Hunt Chick Abandon">><<npcincr "Great Hawk" love -50>><<npcincr "Great Hawk" dom -25>><<set $phase to 3>><</link>><<llllove>><<lldom>>
<br><<effects>>
You manage to convince the Great Hawk that
<<switch $speech_attitude>>
<<case "meek">>you won't be able to care for the <<childtype>> right now.
<<case "bratty">>the <<childtype>> will probably be fine.
<<default>>you won't be able to bring the <<childtype>> back to the nest.
<</switch>>
<<bHe>> seems <<if $phase is 1>>dismayed<<elseif $phase is 2>>saddened<<elseif $phase is 3>>distraught<</if>> by this.
<br><br>
Despite your words, the Great Hawk doesn't move. <<bHe>> starts to sing into the air quite loudly. After some time, <<bhe>> picks the <<childtype>> up and carries <<childhim>> to the top of a small tree, before returning to your side.
<<if $monster is 1>>
"Called out to... other hawks. One will come take <<childhim>>. Give <<childhim>> a home."
<<else>>
<<bHe>> looks to the south for a long moment. You follow <<bhis>> gaze, and see a tiny shape approaching from quite a distance away. It seems <<bhe>> called out for another hawk to come take the orphaned chick.
<</if>>
<<bHe>> <<if $monster is 1>>sighs<<else>>trills<</if>> mournfully, but nevertheless takes to the skies with you. You leave the <<childtype>> behind,
<<switch $phase>>
<<case 1>>watching you warily.
<<case 2>>watching you sadly.
<<case 3>>looking scared and confused.
<</switch>>
Abandoned again. You weren't so different. <<trauma 100>><<gggtrauma>>
<br><br>
<<run delete $children["orphanHawk1"]>>
<<endevent>>
<<flight_hunt_options>><<effects>>
Your eyes lock with <<childhis>>. You bring your face closer, seeing your reflection in them. You know that look. Confusion. Fear. An orphan, just like you. You're not so different.
<br><br>
You gently <<if $tendingSuccess>>hold<<else>>pick up<</if>> the <<childtype>>, and take to the skies alongside your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>>.
<<flight_distance_check>>
<<flight_time_check _returnTime "silent">>
<br><br>
<<link [[Return to the castle (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Bird Hunt Return Chick Adopt]]>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<bird_pass _flightTime>><<endevent>><<set $phase to 0>><</link>><<print _fatigueText>>
<br><<effects>>
<<switch $speech_attitude>>
<<case "meek">>"L-let's go," you say. "<<childHis>> parents are probably around here somewhere."
<<case "bratty">>You say nothing, flying onward and gesturing for the Great Hawk to follow you.
<<default>>"C'mon," you say, gesturing for the Great Hawk to follow you. "<<childHis>> parents are probably looking for <<childhim>>."
<</switch>>
<br><br>
Despite your words, the Great Hawk dives down to land. You can't quite see what's happening from up here, but after a few minutes, <<bhe>> starts to sing into the air quite loudly. You circle the location for a while, waiting for <<bhim>> to be done.
<br><br>
After some time, <<bhe>> picks the <<childtype>> up, carrying <<childhim>> to the top of a small tree, before returning to your side.
<<if $monster is 1>>
"Called out to... other hawks. One will come take <<childhim>>. Give <<childhim>> a home."
<<else>>
<<bHe>> looks to the south for a long moment. You follow <<bhis>> gaze, and see a tiny shape approaching from quite a distance away. It seems <<bhe>> called out for another hawk to come take the orphaned chick.
<</if>>
<<bHe>> <<if $monster is 1>>sighs<<else>>trills<</if>> mournfully, but follows you as you fly onward. <<llove>>
<br><br>
<<run delete $children["orphanHawk1"]>>
<<endevent>>
<<flight_hunt_options>><<effects>><<set $outside to 0>><<set $location to "tower">>
<<npc "Great Hawk">><<person1>>
<<childSelect "orphanHawk1">>
<<set $moor to 100>>
<<set $bird.timer to 120>>
<br><br><br>
Soon, you see the castle again.
The three of you land back on the perch<<if $bird.upgrades.decor gte 3>> and push the curtain aside<</if>>, satisfied with a successful hunt.
<br>
<<switch $bird.upgrades.decor>>
<<case 1>>The tower feels cozy after such exertion.<<stress -6>><<lstress>>
<<case 2>>Your displayed hunting trophies make you feel like you're truly returning home. <<stress -12>><<llstress>>
<<case 3>>Your displayed hunting trophies make you feel like you're truly returning home. <<stress -24>><<lllstress>>
<<case 4>>Home at last. <<stress -36>><<trauma -6>><<lllstress>><<ltrauma>>
<<case 5>>Home at last. The silver bar <<if Time.dayState is "night">>gently reflects the moon's placid light.<<else>>casts pacifying reflections around your tower.<</if>><<set $stress to 0>><<trauma -6>><<lllstress>><<ltrauma>>
<<default>>
<</switch>>
<br>
You gently place the <<if $cmonster is 1>>baby harpy<<else>>hawk chick<</if>> in your nest. <<childHe>> immediately flops over and starts chirping happily. <<childHe>> may not be blood, but <<childhe>>'s family all the same now. Orphans need to stick together, like birds of a feather. <<earnFeat "Birds of a Feather">>
<br><br>
<<your_bird_text "cap">> looks relieved as <<bhe>> watches your new <<childson>> explore the nest. <<childHe>> needs a name.
<div id="birthUi">
<<set _dateAdopted to { day: Time.monthDay, month: Time.monthName, year: Time.year }>>
<<set $children["orphanHawk1"].adopted to clone(_dateAdopted)>>
<<set $children["orphanHawk1"].birthLocation to "unknown">>
<<set $children["orphanHawk1"].location to "tower">>
<<set $children["orphanHawk1"].localVariables to {}>>
<div @id="'child-orphanHawk1'" class="childUi">
<<birthChildElement $children["orphanHawk1"]>>
</div>
</div>
<br>
<<link [[Next|Bird Hunt Chick Adopt End]]>>
<<if !$children["orphanHawk1"].name>><<set $children["orphanHawk1"].name = generateBabyName(undefined, $children["orphanHawk1"].gender)>><</if>>
<</link>>
<br><<effects>>
You smile at <<childname>>, putting your hands down into the nest.
<br><br>
<<childHe>> <<childgiggles>> and
<<if $cmonster is 1>>
crawls over to you, wrapping <<childhis>> little hands around your arm in a hug.
<<else>>
hops over to you, nuzzling your arm.
<</if>>
It makes you feel warm inside. You've changed a life today. <<stress -36>><<trauma -36>><<lllstress>><<llltrauma>>
<br><br>
<<if $bird.hunts.lootAmount is 0>>
You didn't bring back anything else, but that's okay.
<br><br>
<<flight_hunt_end>>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br>
<<else>>
<<flight_hunt_loot>>
<</if>><<effects>><<flight_distance_check>>
<<if $bird.hunts.goal is "hawk">>
<<npc "Great Hawk">>
You ask the <<beasttype>> to ignore it and look elsewhere.
<br><br>
<<if $monster is 1>>
"We search again," <<bhe>> says.
<<else>>
<<bHe>> screeches in response.
<</if>>
<<elseif $bird.hunts.duo is true>>
The two of you ignore it and choose to look somewhere else.
<<else>>
You choose to ignore it and look elsewhere.
<</if>>
<br><br>
<<endevent>>
<<flight_hunt_options>><<effects>>
<<set _huntFail to 1>>
<<flight_hunt_return>><<effects>>
<<npc "Great Hawk">><<person1>>
<<set $bird.override to "rest">>
<<set $bird.overrideTimer to 300>>
<<set $bird.timer to 300>>
<<set $moor to 100>>
You see the castle, it's not far anymore. Meanwhile, your <<beasttype>> has started to show a slight limp in <<bhis>> wing. You land on the perch. <<bHe>> slowly walks into the nest and lays down.
<br><br>
<<bHe>> closes <<bhis>> wings and tries to find a comfortable position.
<<if $monster is 1>>
"Won't be able to hunt for a while," <<bhe>> says. <<bHe>> lets out various grunts of pain, unable to hide the discomfort <<bhe>> feels.
<<else>>
<<bHe>> makes many noises of discomfort, unable to hide the pain <<bhe>> feels.
<</if>>
<br><br>
<span class="red">You won't be able to hunt with <<bhim>> until <<bhes>> healed.</span>
<br><br>
<<if $bird.hunts.lootAmount is 0>>
You returned empty-handed, with an injured spouse. Your stomach ties itself in a knot as you feel a creeping shame wash over you. <<trauma 24>><<gggtrauma>>
<br><br>
<<flight_hunt_end>>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br>
<<else>>
<<flight_hunt_loot>>
<</if>><<effects>>
<<npc "Great Hawk">><<person1>>
You tell your <<beasttype>> that you want to return to the castle.
<br><br>
<<if $bird.hunts.returnAccept>>
<<if $monster is 1>>
"We return home," <<bhe>> says.
<<else>>
<<bHe>> screeches in response.
<</if>>
You begin your return trip.
<<elseif $bird.hunts.lootAmount is 0>>
<<if $monster is 1>>
"<<Wife>> can go back, but <<wife>> will go alone. Still need to hunt."
<<else>>
<<bHe>> screeches in response, but does not turn to follow.
<</if>>
You fly back to the tower by yourself.
<<set $bird.hunts.duo to false>>
<<set $bird.state to "hunting">>
<<set $bird.timer to 30>>
<<else>>
<<if $monster is 1>>
"We hunt well. We can rest," <<bhe>> says.
<<else>>
<<bHe>> screeches in response.
<</if>>
You begin your return trip.
<</if>>
<br><br>
<<link [[Next|Bird Hunt Return]]>><<endevent>><</link>>
<br><<effects>>
<<npc "Great Hawk">><<person1>>
<<set $moor to 100>>
<<set $bird.timer to 120>>
<<if $phase is 1>>
<<if $bird.hunts.duo is true>>
You signal to the <<beasttype>> to turn back to the castle. <<bHe>> follows.
<<else>>
You begin your return trip.
<</if>>
<<elseif $phase is 2>>
You decide to cut your losses and return home.
<</if>>
Soon, you see the castle again.
<<if $bird.hunts.duo is true>>
The two of you
<<else>>
You
<</if>>
land back on the perch<<if $bird.upgrades.decor gte 3>> and push the curtain aside<</if>>,
<<if $bird.hunts.duo is true and $bird.hunts.returnAccept is true>>
just in time for your spouse to drag you into the nest.
<br><br>
<<link [[Next|Bird Hunt Return Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<elseif $bird.hunts.duo is false and $bird.state is "home" and birdEggsReady("Great Hawk")>>
only to immediately notice that something's wrong.
<<birdEggLayEvent "huntReturn">>
<<elseif $bird.hunts.lootAmount is 0>>
dejected at your failed hunt. <<trauma 12>><<ggtrauma>>
<br><br>
<<if $bird.state is "home" and $bird.activity isnot "sleep">>
<<if $bird.hunts.duo is false>>
Your <<beasttype>> <<if $monster is 1>>walks<<else>>hops<</if>> over to you.
<<if $monster is 1>>
"Glad to see <<wife>> return." <<bHe>> notices you didn't bring anything. "Not every hunt is successful," <<bhe>> says, trying to comfort you.
<<else>>
<<bHe>> notices you didn't bring anything. <<bHe>> gently nuzzles <<bhis>> beak against you in an attempt to comfort you.
<</if>>
<<else>>
<<if $monster is 1>>
"Not every hunt is successful," the <<beasttype>> says, trying to comfort you.
<<else>>
The <<beasttype>> gently nuzzles <<bhis>> beak against you in an attempt to comfort you.
<</if>>
<</if>>
<br><br>
<</if>>
<<flight_hunt_end>>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br>
<<else>>
satisfied with a successful hunt.
<br>
<<switch $bird.upgrades.decor>>
<<case 1>>The tower feels cozy after such exertion.<<stress -6>><<lstress>>
<<case 2>>Your displayed hunting trophies make you feel like you're truly returning home. <<stress -12>><<llstress>>
<<case 3>>Your displayed hunting trophies make you feel like you're truly returning home. <<stress -24>><<lllstress>>
<<case 4>>Home at last. <<stress -36>><<trauma -6>><<lllstress>><<ltrauma>>
<<case 5>>Home at last. The silver bar <<if Time.dayState is "night">>gently reflects the moon's placid light.<<else>>casts pacifying reflections around your tower.<</if>><<set $stress to 0>><<trauma -6>><<lllstress>><<ltrauma>>
<<default>>
<</switch>>
<br>
<<flight_hunt_loot>>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<beastCombatInit>>
<<set $enemytrust += 200>>
<<set $enemyhealthmax to 600>>
<<set $enemyhealth to 600>>
<<if $monster isnot 1>>
<<set $position to "doggy">>
<<set $NPCList[0].stance to "top">>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Bird Hunt Return Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bird Hunt Return Sex]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<set $bird.satisfied to true>>
<<elseif $enemyhealth lte 0>>
The <<beasttype>> hops back to the far side of the nest. <<if $monster is 1>>"<<Wife>>'s too excited from the hunt."<</if>>
<<set $bird.satisfied to true>>
<</if>>
<<clotheson>>
<<endcombat>>
<<npc "Great Hawk">><<person1>>
<<if $bird.hunts.lootAmount is 0>>
Your hunt wasn't successful, but at least something fun came out of it.
<br><br>
<<flight_hunt_end>>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br>
<<else>>
You rise from the nest and take stock of your finds.
<br>
<<switch $bird.upgrades.decor>>
<<case 1>>The tower feels cozy after such exertion.<<stress -6>><<lstress>>
<<case 2>>Your displayed hunting trophies make you feel like you're truly returning home. <<stress -12>><<llstress>>
<<case 3>>Your displayed hunting trophies make you feel like you're truly returning home. <<stress -24>><<lllstress>>
<<case 4>>Home at last. <<stress -36>><<trauma -6>><<lllstress>><<ltrauma>>
<<case 5>>Home at last. The silver bar <<if Time.dayState is "night">>gently reflects the moon's placid light.<<else>>casts pacifying reflections around your tower.<</if>><<set $stress to 0>><<trauma -6>><<lllstress>><<ltrauma>>
<<default>>
<</switch>>
<br>
<<set $bird.timer to 90>>
<<flight_hunt_loot>>
<</if>><<effects>><<silently>><<water>><</silently>>
You hear a splash, and your whole body feels wet. The sky ripples above you.
<br><br>
You flail, pulling yourself to the surface. It's water. You're in a small lake, which had previously been reflecting the red sky until you crashed into it.
<br><br>
You sit and take a moment to re-orient yourself. You still feel dizzy. You seem to be in the middle of the moor.
<br><br>
<<if $bird.hunts.lootAmount gte 1>>
<span class="red">Your loot was lost in the lake.</span>
<br><br>
<</if>>
<<flight_hunt_end>>
<<link [[Next|Moor]]>><<endevent>><<set $moor to 50>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<npc "Great Hawk">><<person1>>
<<if isPregnancyEnding()>>
You're met with the face of the <<beasttype>>.
<<if $monster is 1>>
<<bHe>> says something to you, but the words sound like gibberish.
<<else>>
<<bHe>> eyes you with curiosity and concern.
<</if>>
<br><br>
<<bHis>> wings start to beat faster. You feel a rise in your stomach. You open your eyes again to see the hospital below you, and feathers in the corner of your vision.
You blink, and you're suddenly being lowered. Your feet meet the sidewalk. A rush of air follows, and the <<beasttype>> is gone.
<br><br>
<<flight_hunt_end>>
<<link [[Next|Pregnancy Birth Hospital Passout]]>><<set $stress -= 5000>><<endevent>><</link>>
<br>
<<else>>
The next time you open your eyes, you're back in your tower. The <<beasttype>>'s face comes into view.
<<if $monster is 1>>
"<<Wife>>! What happened? You just started... falling. Like the sky spit you out."
<<else>>
<<bHe>> starts to squawk and fuss over you.
<</if>>
You assure <<bhim>> you're alright now.
<<if $monster is 1>>"Are you sure?" <<bhe>> asks, still concerned.
<<else>><<bHe>> looks slightly relieved, yet still worried.
<</if>>
<<flight_hunt_end>>
<br><br>
<<link "Reassure <<bhim>>" "Bird Hunt Passout 2">><<set $phase to 0>><<npcincr "Great Hawk" dom 1>><</link>><<gdom>>
<br>
<<link "Ignore <<bhim>>" "Bird Hunt Passout 2">><<set $phase to 1>><<npcincr "Great Hawk" dom -1>><</link>><<ldom>>
<br>
<</if>><<effects>>
<<if $phase is 0>>
<<if $speech_attitude is "meek">>"You don't need to worry, I'm fine," you say, fluttering your wings at <<bhim>>.
<<elseif $speech_attitude is "bratty">>"I really am fine. If you don't believe me, see for yourself," you say, spreading your wings wide.
<<else>>"I'm fine, see," you say as you turn around to show your wings. "Not a scratch anywhere."
<</if>>
<br><br>
<<bHe>> looks at your wings for a moment.
<<if $monster is 1>>
"Your wings do look healthy. Still, <<wife>> should try to be more careful," <<bhe>> says. "If I wasn't with you..."
<<else>>
<<bHe>> chirps, glad to see that they look fine.
<</if>>
You pat <<bhim>> on the head and tell <<bhim>> not to worry too much. <<bHe>> nods, finally assured of your wellbeing.
<<else>>
<<if $speech_attitude is "meek">>"I d-don't need help," you respond meekly.
<<elseif $speech_attitude is "bratty">>"Like I said, I'm fine," you respond.
<<else>>"I'm alright, really," you respond.
<</if>>
<br><br>
<<if $monster is 1>>
"Are you sure?" <<bhe>> asks again. You repeat your answer. <<bHe>> does not sound satisfied with it.
<<else>>
<<bHe>> looks unsatisfied by your answer.
<</if>>
While <<bhe>> still seems somewhat concerned, you at least get <<bhim>> to stop fussing over you.
<</if>>
<br><br>
<<link [[Next|Bird Tower]]>><<bird_pass 5>><<endevent>><</link>>
<br><<effects>>
You devour the lurker, and are filled with warmth. <<eatLurker>><<trauma -6>><<drugs 120>><<ltrauma>><<ggdrugged>>
<br><br>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled")) and $bird.hunts.unlocked is true and $bird.hunts.lurkers is false>>
<<set $bird.hunts.lurkers to true>>
<span class="blue">Feasting on the lurker felt good. You have the urge to catch more.</span> <span class="gold">You can now hunt for lurkers on your own.</span>
<br><br>
<</if>>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br><<effects>>
You bring the lurker to the cooking pot and throw it in.
<br><br>
You stoke the fire, and keep a close eye on it. When you think it's done, you take a bite. It's strangely sweet. Rather than warmth, you feel a soothing calmness wash over you. <<eatLurker>> <<trauma -18>><<lltrauma>>
<br><br>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled")) and $bird.hunts.unlocked is true and $bird.hunts.lurkers is false>>
<<set $bird.hunts.lurkers to true>>
<span class="blue">Feasting on the lurker felt good. You have the urge to catch more.</span> <span class="gold">You can now hunt for lurkers on your own.</span>
<br><br>
<</if>>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br><<effects>>
<<npc "Great Hawk">>
<<feedLurker>>
You bring the lurker to your injured spouse. <<He>> quickly devours it.
<<if $monster is 1>>
"Thank you for hunting for me, <<wife>>. I feel... better."
<<else>>
<<bHe>> slowly stands and nuzzles you in gratitude.
<</if>>
<br><br>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br><<effects>>
<<npc "Great Hawk">>
<<feedLurker>>
You bring the lurker to your spouse. <<He>> quickly devours it.
<<if $monster is 1>>
"Thank you for hunting for me, <<wife>>. I hope I can join you in hunting again soon."
<<else>>
<<bHe>> slowly stands and nuzzles you in gratitude.
<</if>>
<br><br>
<<if !$bird.satisfied and $monster is 1>>
You turn away, but your spouse grabs your arm. "I need to properly thank <<wife>>." With a strength that defies <<bhis>> pregnant condition, <<bhe>> pulls you into the nest!
<br><br>
<<link [[Next|Bird Tower Sleep Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<else>>
<<link [[Next|Bird Tower]]>><</link>>
<br>
<</if>><<effects>>
<<getChildrenIds `{location:"tower", eggTimer:undefined}` "both">>
<<set _childrenTotal to _childrenIds.length>>
You put a lurker in the nest for
<<if _childrenTotal gte 10>>
your children.
<<else>>
<<childrenNames _childrenIds>>.
<</if>>
<<if _childrenTotal is 1>>
<<childSelect _childrenIds[0]>><<childHis>>
<<else>>
Their
<</if>>
chirps and cries go quiet as
<<if _childrenTotal is 1>>
<<childSelect _childrenIds[0]>><<childhe>> happily eats.
<<else>>
they happily eat.
<</if>>
<br><br>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br><<effects>>
<<npc "Great Hawk">>
<<bird_fly_reveal_wings>>
You tell your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>> about your plan to steal from the inhabitants of the Remy estate. <<bHe>> listens to your plan unusually keenly. After you're done talking, <<bhe>> turns <<bhis>> head north. <<bHis>> gaze is intense.
<br><br>
<<if C.npc["Great Hawk"].love gte 80>>
<<set $bird.hunts.estate to "scouting">>
After a while, <<bhe>> turns back to look at you. <<bHe>> seems hesitant.
<<if $monster is 1>>
"Challenging the landbound and their leader would be dangerous. Is <<wife>> really sure about trying this?" <<bhe>> asks.
<br><br>
<<switch $speech_attitude>>
<<case "meek">>"Well, if I have my big, strong <<beasttype>> with me, I'm sure everything will be fine," you respond.
<<case "bratty">>"Of course I'm sure. With the two of us, we'll have no problem taking them on!" you respond.
<<default>>"I know we can do it, we're the best hunters in the moor," you respond.
<</switch>>
<br><br>
Emboldened by your words, <<bhe>> stands up. "I trust <<wife>> knows what <<pshe>> is doing. I will help," <<bhe>> says, sounding more confident.
<<else>>
<<bHe>> keeps looking at you worriedly, unable to shake <<bhis>> doubts.
<br><br>
<<switch $speech_attitude>>
<<case "meek">>"T-there's no need for my big, strong <<beasttype>> to be afraid, I know we can do this," you say, trying to soothe <<bhim>>.
<<case "bratty">>"Don't worry so much. No one stands a chance against the two of us!" you say, trying to soothe <<bhim>>.
<<default>>"I know we can do this, you just have to trust me," you say, trying to soothe <<bhim>>.
<</switch>>
<br><br>
Your words seem to get through to <<bhim>>. <<bHe>> stands up, emboldened by your words, and screeches out into the moor triumphantly. <<bHe>> turns to look at you and squawks, ready to help.
<</if>>
<br><br>
Having successfully convinced your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>> to help you, you're ready to move on to the next part of the plan. You'll have to scout out the estate to find something to steal.
<br><br>
<<if Time.dayState is "night">>
You look outside. It's too dark to go scouting right now, you'll have to wait until the sun comes up.
<br><br>
<<link [[Next|Bird Tower Perch]]>><<endevent>><</link>>
<br>
<<elseif Time.hour gte 18>>
You look outside. It'll be too dark by the time you get there. You'll have to wait.
<br><br>
<<link [[Next|Bird Tower Perch]]>><<endevent>><</link>>
<br>
<<elseif Weather.precipitation isnot "none" or Weather.isOvercast>>
You look outside. You should wait until the weather clears up.
<br><br>
<<link [[Next|Bird Tower Perch]]>><<endevent>><</link>>
<br>
<<else>>
You look outside. Now would be the perfect time to go scout out the estate.
<br><br>
<<link [[Scout out the estate (2:00)|Bird Hunt Estate Scout]]>><<endevent>><<set $phase to 1>><</link>>
<br>
<<link [[Not now|Bird Tower Perch]]>><<endevent>><</link>>
<br>
<</if>>
<<else>>
After a while, <<bhe>> turns back to you and meekly shakes <<bhis>> head.
<<if $monster is 1>>
"Sorry <<wife>>, but that place is where the landbound leader is. Going there is dangerous, stealing from them even more," <<bhe>> says. <<if $bird.estateKnown>>"I've already helped <<wife>> get in there once. Was a mistake."<</if>>
<<else>>
You can tell <<bhe>> understands your plan, but the thought of challenging those in the estate seems to scare <<bhim>> too much.
<</if>>
You plead with <<bhim>> further, but <<bhe>> remains adamant in <<bhis>> choice.
<br><br>
<span class="blue"><i><<bHe>> may be willing to help you if <<bhe>> trusted you more.</i></span>
<br><br>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br>
<</if>><<effects>><<set $outside to 1>><<set $location to "moor">>
<<npc "Great Hawk">>
<<if $phase is 1>>
You tell <<your_bird_text>> that you want to go scout out the estate right now. <<bHe>> cocks <<bhis>> head.
<<if $monster is 1>>
"Right now? Well, if <<wife>> thinks that is best, then we go now," <<bhe>> says.
<<else>>
<<bHe>> looks surprised by your enthusiasm to go, but is ready to do so regardless.
<</if>>
<<else>>
You ask <<your_bird_text>> to come scout out the estate with you. <<bHe>> stands up and stretches <<bhis>> wings in preparation.
<<if $monster is 1>>
"<<Wife>> is ready to go now? Then we will go," <<bhe>> says.
<<else>>
<<bHe>> squawks, indicating that <<bhes>> ready to go.
<</if>>
<</if>>
<br><br>
Before you can get the chance to leap out, <<bhe>> steps in front of you.
<<if $monster is 1>>
<<bHe>> hesitates to say anything, simply looking at you, eyes full of worry.
<<else>>
<<bHe>> does not make a sound, choosing to simply stare at you with an uneasy expression.
<</if>>
You can tell <<bhes>> still somewhat nervous to go near the estate. You assure <<bhim>> you won't be doing anything dangerous. Your words seem to comfort <<bhim>>, as <<bhe>> steps out of your way.
<br><br>
You leap from the tower and begin flying towards the Remy estate.
<br><br>
<<link [[Next|Bird Hunt Estate Scout 2]]>><<bird_pass 45>><</link>>
<br><<effects>><<set $location to "estate">>
The flight over to the estate is mostly uneventful, but the air is tense.
<br><br>
You arrive near the front of the estate, staying high enough to not be noticed. The view from up here should help you spot anything of interest. You waste no time and start circling.
<br><br>
You do many laps around the perimeter. Your <<beasttype>> follows you, unsure what else to do. After a while you return to the front and ponder your findings.
<<if $estate>>
You know how well defended the stone building is, not to mention those in the cottage ready to rush over to help defend it.
<<else>>
You saw many guards around the stone building. It most likely has something worth taking, but it's clear that even with the help of your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>>, you couldn't get in there. The cottage nearby would be more accessible, but it's unlikely to have anything you'd want.
<</if>>
<<if $livestock_intro isnot undefined>>
You know what the barn holds, and know there's no point in trying to get in there.
<<else>>
Despite the guards near the barn, you doubt it holds anything of value to you.
<</if>>
<br><br>
The manor itself would likely have what you want, but trying to get in there would be even harder. Your task is starting to seem impossible. You look to your <<beasttype>> for any ideas, but <<bhe>> seems as clueless as you. Your wings have started getting tired from so much gliding. <<tiredness 16>><<ggtiredness>>
<br><br>
As you're about to give up hope, you spot a group of four people carrying a secure-looking box out of the manor. They load it up into one of the vans, and get in. The van then drives out of the estate and turns towards the moor. This could be your only chance to find that special something! You follow after it.
<br><br>
<<link [[Next|Bird Hunt Estate Scout 3]]>><<bird_pass 15>><</link>>
<br><<effects>><<set $location to "moor">>
You fly after the van. It can't go very fast in the rough terrain of the moor, allowing you to keep up easily. After many minutes, it finally stops near a large ridge in the ground.
<br><br>
The people get out and start unloading supplies. Three of them take out a bunch of nets and cages while one of them grabs the secure box. You notice the one carrying the box is armed. They walk towards the ridge and enter some shrubbery. You wait for them to emerge again, but they don't. Flying closer, you don't see where they could have gone.
<br><br>
You consider landing, but a look from your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>> reminds you what you promised to <<bhim>>. You observe the surrounding area. It looks unremarkable from the rest of the moor. Most importantly, there's nothing that would help you ambush the goons when they come back. A sheer drop from above would leave you open to the armed guard.
<br><br>
<<link [[Next|Bird Hunt Estate Scout 4]]>><<bird_pass 15>><</link>>
<br><<effects>>
After waiting around for a while, you see movement in the bushes. You watch them emerge from a hole in the ground, previously hidden by the foliage. The cages they brought now have lurkers in them. They walk back to the car and drive off.
<br><br>
You land once they're far away, immediately relishing in the chance to rest your wings. You decide against following them, instead choosing to investigate the hole. You tell <<your_bird_text>> as much.
<br><br>
<<if $monster is 1>>
"Can't follow <<wife>> there, the hole looks too small," <<bhe>> says. "Be safe, <<wife>>."
<<else>>
It's immediately apparent that <<bhes>> too big to follow you. <<bHe>> nuzzles you in reassurance.
<</if>>
You walk past the shrubbery, into the hole. It's more like a small cave entrance, with the ground gently sloping downwards. Wooden supports keep the mouth stable.
<br><br>
<<link [[Next|Bird Hunt Estate Scout 5]]>><</link>>
<br><<effects>><<set $outside to 0>><<set $location to "underground">>
<<switch $bodysize>>
<<case 1 2>>You're easily able to walk down the hole. You're small enough to escape quickly if things go bad.
<<case 3>>You have to duck as you walk in, and keep your wings tucked to your body. It's a bit cramped. You wonder how the others managed to carry all that equipment in and out.
<<case 4>>You have to tuck your wings tight to your body, and even then they hit the edges of the entrance. You're practically crawling. You wonder how the others managed to carry all that equipment in and out.
<</switch>>
Once you're through the mouth, it becomes surprisingly spacious. Walking in the dark is hard, but your keen eyesight helps a little. You soon emerge from the tunnel to a large chamber.
<br><br>
The ceiling has a few small cracks, letting in sunlight. Notably, there's one big spot in the middle where a lot of light shines in, right on top of a carved stone pillar. You notice lots of small holes all around you, and one bigger one leading into pure darkness. You hear a loud chittering coming from it. You avoid getting too close to it. Upon closer inspection, you can hear similar chittering coming from some of the smaller holes too. You look around more, but find nothing else of interest.
<br><br>
One thing is clear. Whatever's in that box is used to help capture lurkers. Nets alone wouldn't get them out of a den this big. It'll make for a fine centrepiece for your hoard. Looking at the holes in the cave gives you an idea. Maybe you could use the lurkers as a distraction while you steal whatever they're using.
<br><br>
The chittering begins to grow louder, and you hear movement. You exit swiftly, not wanting to push your luck. With your scouting mission a success and a plan in mind, you exit the cave satisfied.
<br><br>
<<link [[Next|Bird Hunt Estate Scout 6]]>><<bird_pass 45>><</link>>
<br><<effects>><<set $location to "moor">>
You arrive outside the cave again, and <<your_bird_text>> looks relieved to see you. You try to take off, but your wings are too tired from the long flight. <<bHe>> picks you up and helps you ascend.
<br><br>
<<if $monster is 1>>
"What did <<wife>> find?" <<bhe>> asks,
<<else>>
<<bHe>> looks curious to hear what you found,
<</if>>
as <<bhe>> lets you start gliding. You describe the inside of the cave to <<bhim>>. Those details don't seem to interest <<bhim>>, until you mention that you plan to steal the object from them while they're in there.
<br><br>
<<if $monster is 1>>
"But if <<wife>> attacks the landbound in there, I can't help <<wife>>!" <<bhe>> protests. "Too risky."<br>
You promise <<bhim>> that it's worth trying. <<bHe>> seems to understand that <<bhe>> can't convince you to back down now.
"I will help <<wife>> how I can," <<bhe>> says.
You fly closer to <<bhim>> and give <<bhim>> a peck on the cheek. <<bHe>> blushes faintly, surprised by your sudden affection.
<<else>>
Upon hearing that you want to risk stealing from them in there alone, <<bhe>> screeches in protest.
<<bHe>> doesn't want you to take such a risk. You promise <<bhim>> that it's worth trying. The <<beasttype>> seems to understand that <<bhe>> can't convince you to back down now.
<<bHe>> squawks at you, resolving <<bhimself>> to help however <<bhe>> can.
You fly closer to <<bhim>> and give <<bhim>> a peck on the cheek. <<bHe>> squawks lightly, surprised by your sudden affection.
<</if>>
<br><br>
The rest of the flight goes by in silence. Eventually you land, pushing the curtain aside and pacing as you think everything over again. Stealing from Remy's goons is not going to be easy, but whatever is in that box is sure to be worth it. You just have to follow them back to that cave again.
<br><br>
<span class="blue">Remy's goons will most likely be going when the sun is shining the brightest. You should plan on going in the middle of a mostly clear day.</span>
<br><br>
<<set $bird.hunts.estate to "ready">>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br><<effects>>
<<npc "Great Hawk">>
<<if !$birdSilverHunt>>
<<set $birdSilverHunt to {
failed: 0,
suspicion: 0
}>>
<</if>>
You tell your <<beasttype>> you want to put your plan in motion. <<bHe>> stands up and turns towards you.
<<if $birdSilverHunt.failed gte 2>>
<<bHe>> seems to have doubts about your plan working, but <<bhe>> does not voice them. You try to reassure <<bhim>> that you remember how to avoid them this time. <<bHe>> chooses to just nod.
<br><br>
<<bHe>> leaps off the perch. You follow after <<bhim>> and begin flying to the estate.
<br><br>
<<link [[Next|Bird Hunt Estate Steal 1]]>><<bird_pass 60>><</link>>
<br>
<<elseif $birdSilverHunt.failed is 1>>
<<bHe>> looks hesitant.
<<if $monster is 1>>
"Is <<wife>> sure we should still challenge the landbound?" <<bhe>> asks.
<<else>>
<<bHe>> must have lost some confidence after your previous failure.
<</if>>
You tell <<bhim>> that you learned how the guards patrol, so sneaking past them should be much easier.
<br><br>
<<bHe>> does not say anything. <<bHe>> leaps off the perch. You follow after <<bhim>> and begin flying to the estate.
<br><br>
<<link [[Next|Bird Hunt Estate Steal 1]]>><<bird_pass 60>><</link>>
<br>
<<else>>
<<bHe>> looks determined.
<<if $monster is 1>>
"The landbound are strong, but we are stronger," <<bhe>> says.
<<else>>
<<bHe>> looks out towards the estate and screeches.
<</if>>
Despite the brave face <<bhes>> putting on, it's clear <<bhes>> still slightly nervous.
<br><br>
You assure <<bhim>> everything will be fine. <<bHe>> nods and leaps off the perch. You follow after <<bhim>> and begin flying to the estate.
<br><br>
<<link [[Next|Bird Hunt Estate Steal 1]]>><<bird_pass 60>><</link>>
<br>
<</if>><<effects>><<set $outside to 1>><<set $location to "estate">>
After another uneventful flight, you reach the estate. The estate grounds are bustling with activity. You keep an eye out for anyone entering vehicles or carrying anything out. Your <<beasttype>> is doing <<bhis>> best to look as well.
<br><br>
There's a lot being moved in and out. It's hard to keep track of everything. <<your_bird_text "cap">> brushes against you, and nods to a group of five. <span class="green">You catch a glimpse of the box being loaded into a van.</span>
<br><br>
You pat <<your_bird_text>> on the head, and the two of you move to follow the van.
<br><br>
<<link [[Next|Bird Hunt Estate Steal 2]]>><<bird_pass 10>><</link>>
<br><<effects>><<set $location to "moor">>
It exits the estate and turns towards the moor. After a while, it stops near the large ridge. The group exits the van and starts moving supplies. You take the opportunity to get a better look at them.
<<endevent>>
<<if $birdSilverHunt.failed is 0>>
<<generateRole 0 0 "guardsman/guardswoman">>
<<generateRole 1 0 "guardsman/guardswoman">>
<<generateRole 2 0 "guardsman/guardswoman">>
<<generateRole 3 "guard" "captain">>
<<generateRole 4 0 "guardsman/guardswoman">>
<<else>>
<<loadNPC 0 "estateHuntGuard0">>
<<loadNPC 1 "estateHuntGuard1">>
<<loadNPC 2 "estateHuntGuard2">>
<<loadNPC 3 "estateHuntGuardCaptain">>
<<generateRole 4 0 "guardsman/guardswoman">>
<</if>>
<<npc "Great Hawk" 6>>
<br><br>
A <<person1>><<person>> and <<person2>><<person>> are grabbing cages, while a <<person3>><<person>> takes out some nets. A fourth person emerges,
<<if $birdSilverHunt.failed gte 1>>
carrying the box, as well as some crude, long bludgeons. You can guess why they might need them this time.
<<else>>
carrying the box.
<</if>>
<<person4>><<Hes>> armed, too. <<He>> must be the group leader.
<br><br>
Finally, a <<person5>><<person>> exits. Everyone except <<him>> walks into the shrubbery and enter the hidden cave. The <<person>> stands guard at the entrance.
<br><br>
You wait until you're sure everyone else is inside, then tell your <<beasttype 5>> to lead the guard away.
<<bHe 5>> nods<<if $monster is 1>>. "Good luck, <<wife>>," <<bhe 5>> says.<<else>> and squawks, wishing you good luck.<</if>>
<<bHe 5>> flies a good distance away from you and lets out a loud screech. The <<person5>><<person>> jumps and drops something, before reaching for a device on <<his>> vest. <<He>> yells into it, then follows the Great Hawk.
<br><br>
<<saveNPC 0 "estateHuntGuard0">>
<<saveNPC 1 "estateHuntGuard1">>
<<saveNPC 2 "estateHuntGuard2">>
<<saveNPC 3 "estateHuntGuardCaptain">>
<<saveNPC 4 "estateHuntGuard4">>
<<endevent>>
You land and enter the cave.
<br><br>
<<link [[Next|Bird Hunt Estate Steal 3]]>><</link>>
<br><<effects>><<set $location to "underground">>
<<set $birdSilverHunt.suspicion to 0>>
You slip into the hole and slowly proceed forward. The tunnel is surprisingly bright this time.
<br><br>
You keep walking until you near the open chamber. The <<loadNPC 0 "estateHuntGuard0">><<person1>><<person>> is up ahead, standing with <<his>> back to you. You see a bright light coming from somewhere ahead of <<him>>.
<br><br>
You get as close as you can, hiding behind a rocky ridge in the wall. You wait, but <<he>> doesn't move. You start to hear familiar chittering from somewhere above you.
<br><br>
<<link [[Keep waiting|Bird Hunt Silver Steal Wait]]>><</link>><<willpowerdifficulty 500 714>>
<br>
<<set $skulduggerydifficulty to 700>>
<<link [[Sneak around <<him>>|Bird Hunt Silver Steal Sneak]]>><</link>><<skulduggerydifficulty>>
<br><<effects>>
You decide to wait, hoping <<he>> will move elsewhere. Sure enough, you soon hear someone call out to <<him>>. "Hey! Quit jacking off and come help catch these things."
<br><br>
"I ain't jacking off, just... covering our exit," the <<person>> responds. <<He>> sighs and walks ahead, giving you an opportunity to sneak in. As <<he>> leaves, you notice that <<hes>> wearing something on <<his>> face. Some kind of eye protection?
<br><br>
You carefully enter the clearing and take cover behind some rocks, away from the <<person>>. You hear some more chittering on your left. Right as you turn to face the noise, a lurker leaps past you!
<<if $willpowerSuccess>>
<span class="green">You manage to stay calm and suppress your voice.</span> Surprisingly, the lurker is ignoring you. It skitters onwards, towards the bright light in the middle.
<<else>>
<span class="red">You let out a short yelp involuntarily.</span> Luckily for you, the lurker ignores you, opting to skitter onwards towards the light. Unluckily, the <<person>> starts walking towards your hiding spot, but is stopped by another shout. "Your blinders come loose, jackass? What're you trudging around for? Get over here!"
<br>
"Okay okay, just a moment," <<he>> responds, annoyed. <<He>> turns back around and walks towards the centre. <<gsuspicion>><<set $birdSilverHunt.suspicion++>>
<br><br>
<</if>>
<<if $birdSilverHunt.failed gte 1>>
You peek up to investigate your surroundings.
<<else>>
With a moment to think, you wonder why the lurker ignored you. You peek your head up over the rock, trying to focus on the light source.
<</if>>
<br><br>
<<link [[Next|Bird Hunt Silver Steal 2]]>><<endevent>><</link>>
<br><<effects>>
There's no telling how long the <<person>> will stand there, and you can't afford to wait. You crouch down and sneak up behind <<him>>. <<He>> seems to be wearing something on <<his>> face, so sneaking past <<him>> should be doable, though <<he>> seems very attentive.
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess>>
Right as you're about to start moving, you notice <<him>> twitch slightly. You take that as a sign and hug the wall. Sure enough, <<he>> turns to look in the direction you were about to go. "Thought I wouldn't notice, huh?" <<he>> says. For a moment you panic, thinking you were found, until you see <<him>> swing <<his>> net ahead. <<He>> nets a lurker.
<br><br>
Wasting no time, you sneak in while <<hes>> distracted, and take cover behind some rocks.
<<else>>
You sneak past <<him>> and move to take cover behind some rocks. Before you reach them, you hear a voice from behind you. "Thought I wouldn't notice, huh?" You panic and stumble, scrambling the rest of the distance.
<br><br>
You prepare for <<him>> to run up and grab you, but it never happens. You peek back and see the <<person>> holding a netted lurker. "Almost snuck past me, little bastard," <<he>> says. "Now, I could have sworn I heard another one..." <<he>> mutters to <<himself>>. <<His>> footsteps briefly get closer, but start to fade again. <<gsuspicion>><<set $birdSilverHunt.suspicion++>>
<</if>>
<br><br>
You see another lurker run past you, towards the light.
<<if $birdSilverHunt.failed gte 1>>
You peek up to investigate your surroundings.
<<else>>
With a moment to think, you wonder why the lurker ignored you. You peek your head up over the rock, trying to focus on the light source.
<</if>>
<br><br>
<<link [[Next|Bird Hunt Silver Steal 2]]>><<endevent>><</link>>
<br><<effects>>
<<loadNPC 0 "estateHuntGuard0">>
<<loadNPC 1 "estateHuntGuard1">>
<<loadNPC 2 "estateHuntGuard2">>
<<loadNPC 3 "estateHuntGuardCaptain">>
With the bright light ahead, you have an entirely different perspective of the cave. You can see everything. The light itself is shining so brightly that everywhere it touches almost looks reflective. You can see lurkers coming and going from various small holes, heading towards the middle of the clearing. The <<person3>><<person>> is furthest away from the middle. <<He>> seems to be catching lurkers with nets as they exit the holes. You get a better look at <<his>> face. <<Hes>> wearing some kind of visor with heavily tinted glass.
<br><br>
A bit further ahead, you see the <<person1>><<person>> and <<person2>><<person>>. They too are wearing the same kind of visor, and have more cages and nets around them. They've caught a lot of lurkers already, though they still have room for more. They don't look too focused, so getting past them shouldn't be too hard.
<br><br>
In the middle of the clearing, you see the <<person4>><<person>>. <<His>> visor looks a lot different. It's darker and covers <<his>> whole face, and there's something etched into the glass. Whenever lurkers manage to reach the light in the middle, the <<person>> simply grabs them and shoves them into the cages.
<br><br>
As your eyes get used to the light, you realise it's coming from the now-open box. You try to focus your attention on the object inside, but can't tell what it is from this distance with it shining so brightly. You doubt it will be easy to grab without the <<person>> noticing, so you should be prepared to confront <<him>>.
<br><br>
<<link [[Try to focus on the object|Bird Hunt Silver Steal 3]]>><</link>>
<br><<effects>>
<<set $birdSilverHuntGuards to {}>>
<<set $birdSilverHunt.player to {
position: 4,
action: "none"
}>>
<<set $birdSilverHuntGuards[1] to {
position: 7,
action: "move",
movingTo: "none",
name: $NPCList[0].fullDescription,
index: 1
}>>
<<set $birdSilverHuntGuards[2] to {
position: "none",
action: "none",
movingTo: "none",
name: $NPCList[1].fullDescription,
index: 2
}>>
<<set $birdSilverHuntGuards[3] to {
position: "none",
action: "none",
movingTo: "none",
name: $NPCList[2].fullDescription,
index: 3
}>>
<<set $birdSilverHunt.distance to 0>>
<<set $birdSilverHunt.timer to 0>>
<<set $birdSilverHunt.lurkerSpawn to "none">>
<<set $birdSilverHunt.freebie to false>>
<<if $awarelevel gte 2>>
The more you look at it, the more you realise how captivating the shine really is. You have a hard time looking away from it, but manage to shake it off after a moment.
<<elseif $innocencestate is 1>>
For a moment, your vision focuses on it enough to see that it is something rectangular.
<<else>>
You're having a hard time getting a proper look at what it is. No matter how much you try to focus your vision on it, all you can see is blurry light.
<</if>>
Whatever it is, you know you want it. But first, you have to get close enough to grab it. Looking around, you notice that the cave has a lot of rocks and natural cover to hide behind. You spot the same big hole again. Despite all the light, it still looks pitch black.
<br><br>
You consider what to do next. You should be able to sneak up to the middle if you go carefully between the rocks. You should avoid any lurkers, and more importantly, being seen by the guards. With the visors hampering their vision, you should be able to hide if they get too close. Hiding won't help you against the lurkers, though. You steel your nerves and prepare to sneak forward.
<br><br>
<<link [[Next|Bird Hunt Silver Sneak]]>><</link>>
<br><<effects>>
<!-- I know this is bad, I want to make it a proper encounter type later. -->
<<switch $birdSilverHunt.player.action>>
<<case "forward">>
<<if $birdSilverHunt.lurkerSpawn is $birdSilverHunt.player.position>>
You slip out of your hiding place and try to move forward. Before you can get far, you're interrupted by a lurker leaping at your back!
<<silver_hunt_lurker_caught>>
<<elseif Object.values($birdSilverHuntGuards).find(guard => (guard.position is $birdSilverHunt.player.position or guard.movingTo is $birdSilverHunt.player.position))>>
<<set _guardCaught to Object.values($birdSilverHuntGuards).find(guard => (guard.position is $birdSilverHunt.player.position or guard.movingTo is $birdSilverHunt.player.position))>>
You slip out of your hiding place and start moving forward. Right after stepping out, the _guardCaught.name walks towards you.
<<if !$birdSilverHunt.freebie>>
<<set $birdSilverHunt.freebie to true>>
You rush back to your original hiding place. Through sheer luck, the _guardCaught.name didn't notice you. <span class="red">You doubt that will happen again.</span> <<stress 12>><<ggstress>>
<<else>>
<<set _caught to true>>
You rush back to your original hiding place, but it's too late. "What the- hey! There's someone else here!"
<</if>>
<<else>>
You dash from your hiding place and move forward, towards the centre. You make it without any trouble and slip into another spot where you can hide.
<<set $birdSilverHunt.distance++>>
<</if>>
<<case "moveLeft" "moveRight">>
<<set _direction to ($birdSilverHunt.player.action is "moveLeft" ? "left" : "right")>>
<<if _direction is "left">>
<<set $birdSilverHunt.player.position to ($birdSilverHunt.player.position is 0 ? 8 : $birdSilverHunt.player.position - 1)>>
<<else>>
<<set $birdSilverHunt.player.position to ($birdSilverHunt.player.position is 8 ? 0 : $birdSilverHunt.player.position + 1)>>
<</if>>
You move to a different hiding spot on your _direction.
<<if $birdSilverHunt.lurkerSpawn is $birdSilverHunt.player.position>>
Upon reaching the hiding spot, you think you were unseen, until a lurker suddenly leaps at your back!
<<silver_hunt_lurker_caught>>
<<elseif Object.values($birdSilverHuntGuards).find(guard => (guard.position is $birdSilverHunt.player.position or guard.movingTo is $birdSilverHunt.player.position))>>
<<set _guardCaught to Object.values($birdSilverHuntGuards).find(guard => (guard.position is $birdSilverHunt.player.position or guard.movingTo is $birdSilverHunt.player.position))>>
You reach the hiding spot, but are too late to notice the _guardCaught.name standing only a few feet from you!
<<if !$birdSilverHunt.freebie>>
<<set $birdSilverHunt.freebie to true>>
You slide behind the opposite side of the cover. Through sheer luck, the _guardCaught.name didn't notice you. <span class="red">You doubt that will happen again.</span> <<stress 12>><<ggstress>>
<<else>>
<<set _caught to true>>
You dive behind the opposite side of the cover, but it's too late. "What the- hey! There's someone else here!"
<</if>>
<<else>>
You make it safely and get into cover.
<</if>>
<<case "crawlLeft" "crawlRight">>
<<set $birdSilverHunt.timer++>>
<<set _lurkerSpawn to true>>
<<set _direction to ($birdSilverHunt.player.action is "crawlLeft" ? "left" : "right")>>
<<if Object.values($birdSilverHuntGuards).find(guard => (guard.position is $birdSilverHunt.player.position))>>
<<set _guardOnTop to Object.values($birdSilverHuntGuards).find(guard => (guard.position is $birdSilverHunt.player.position))>>
You wait for the _guardOnTop.name to roam slightly away from you, then emerge from your hiding place and slowly crawl to the _direction, hoping to reach a different hiding spot without being seen.
<<else>>
You slowly crawl to the _direction, hoping to reach a different hiding spot without being seen.
<</if>>
<<if _direction is "left">>
<<set $birdSilverHunt.player.position to ($birdSilverHunt.player.position is 0 ? 8 : $birdSilverHunt.player.position - 1)>>
<<else>>
<<set $birdSilverHunt.player.position to ($birdSilverHunt.player.position is 8 ? 0 : $birdSilverHunt.player.position + 1)>>
<</if>>
<<if Object.values($birdSilverHuntGuards).find(guard => (guard.position is $birdSilverHunt.player.position or guard.movingTo is $birdSilverHunt.player.position))>>
<<set _guardNew to Object.values($birdSilverHuntGuards).find(guard => (guard.position is $birdSilverHunt.player.position or guard.movingTo is $birdSilverHunt.player.position))>>
Despite the _guardNew.name being close by, your movement was stealthy enough to not be spotted.
<</if>>
<<if $birdSilverHunt.lurkerSpawn is $birdSilverHunt.player.position>>
Upon reaching the hiding spot, you think you were unseen, until a lurker suddenly leaps at your back!
<<silver_hunt_lurker_caught>>
<<else>>
You make it without issue.
<</if>>
<<case "hide">>
You move into an especially sunken spot and do your best to hide.
<<if $birdSilverHunt.lurkerSpawn is $birdSilverHunt.player.position and Object.values($birdSilverHuntGuards).find(guard => (guard.position is $birdSilverHunt.player.position or guard.movingTo is $birdSilverHunt.player.position))>>
<<set _guardOnTop to Object.values($birdSilverHuntGuards).find(guard => (guard.position is $birdSilverHunt.player.position or guard.movingTo is $birdSilverHunt.player.position))>>
<<set $birdSilverHunt.lurkerSpawn to "none">>
You remain hidden. You can hear the chittering grow louder, as can the <<personselect `_guardOnTop.index - 1`>><<person>>. <<He>> notices the approaching lurker and intercepts its path with a net.
"<<print either("Hah, won't get by me that easily,","Not fast enough,","Move too fast and you're easy to spot,")>>" <<he>> chuckles to <<himself>>.
<<set _guardOnTop.action to "move">>
<<silver_hunt_move_guard _guardOnTop.index true>>
<<He>> immediately walks away in search of more lurkers.
<<elseif Object.values($birdSilverHuntGuards).find(guard => (guard.movingTo is $birdSilverHunt.player.position))>>
<<set _guardOnTop to Object.values($birdSilverHuntGuards).find(guard => (guard.movingTo is $birdSilverHunt.player.position))>>
You watch from your hiding place as the <<personselect `_guardOnTop.index - 1`>><<person>> walks over. Thankfully you're still and hidden enough that <<he>> can't see you through <<his>> visor.
<<set _guardOnTop.action to "move">>
<<elseif Object.values($birdSilverHuntGuards).find(guard => (guard.position is $birdSilverHunt.player.position))>>
<<set _guardOnTop to Object.values($birdSilverHuntGuards).find(guard => (guard.position is $birdSilverHunt.player.position))>>
You remain hidden, waiting for the <<personselect `_guardOnTop.index - 1`>><<person>> to move. It takes a bit, but soon enough <<he>> walks away. After <<hes>> far enough, you emerge from your hiding place.
<<set _guardOnTop.action to "move">>
<<silver_hunt_move_guard _guardOnTop.index true>>
<<elseif $birdSilverHunt.lurkerSpawn is $birdSilverHunt.player.position>>
Despite hiding yourself, a lurker notices you, and pounces!
<<silver_hunt_lurker_caught>>
<<else>>
You wait for a bit, but nothing happens. You peek your head out once again.
<</if>>
<<case "peek">>
You raise your head and peek out of your hiding place, scanning your surroundings.
<<if $birdSilverHunt.lurkerSpawn is $birdSilverHunt.player.position>>
However, you're interrupted by a lurker leaping at your back!
<<silver_hunt_lurker_caught>>
<<else>>
<<set _guard_keys to Object.keys($birdSilverHuntGuards)>>
<<for _gg to 0; _gg lt _guard_keys.length; _gg++>>
<br>
<<if $birdSilverHuntGuards[_guard_keys[_gg]].position is "none">>
The <<print $birdSilverHuntGuards[_guard_keys[_gg]].name>> is too far away to be of concern.
<<else>>
<<set _distanceRight to ($birdSilverHuntGuards[_guard_keys[_gg]].position - $birdSilverHunt.player.position + 9) % 9>>
<<set _distanceLeft to ($birdSilverHunt.player.position - $birdSilverHuntGuards[_guard_keys[_gg]].position + 9) % 9>>
<<set _distanceTotal to Math.min(_distanceRight,_distanceLeft)>>
<<set _distanceClose to (_distanceRight gt _distanceLeft ? "left" : "right")>>
<<switch _distanceTotal>>
<<case 1>>You're able to get a better look at the <<personselect _gg>><<person>> to your _distanceClose.
<<case 2>>You can see that the <<personselect _gg>><<person>> is on your _distanceClose, and is somewhat close to you.
<<case 3>>On your _distanceClose, you see the <<personselect _gg>><<person>>. <<He>> is still a good distance away from you.
<<default>>You see the <<personselect _gg>><<person>> far away on your _distanceClose.
<</switch>>
<<if $birdSilverHuntGuards[_guard_keys[_gg]].movingTo isnot "none">>
<<set _distanceRightMoving to ($birdSilverHuntGuards[_guard_keys[_gg]].movingTo - $birdSilverHunt.player.position + 9) % 9>>
<<set _distanceLeftMoving to ($birdSilverHunt.player.position - $birdSilverHuntGuards[_guard_keys[_gg]].movingTo + 9) % 9>>
<<set _distanceTotalMoving to Math.min(_distanceRightMoving,_distanceLeftMoving)>>
<<set _distanceCloseMoving to (_distanceRightMoving gt _distanceLeftMoving ? "left" : "right")>>
<</if>>
<<switch $birdSilverHuntGuards[_guard_keys[_gg]].action>>
<<case "move" "moveQueue">>
<<Hes>> caught a lurker, which <<he>> puts into a small cage.
<<if $birdSilverHuntGuards[_guard_keys[_gg]].movingTo is $birdSilverHunt.player.position>>
<<He>> turns to face your hiding place. <<Hes>> probably going to walk right over to where you are.
<<elseif _distanceTotalMoving gt _distanceTotal>>
<<He>> turns away from you. <<Hes>> going to move further away.
<<elseif _distanceTotalMoving is _distanceTotal>>
<<He>> looks at a spot on the other side of you. It looks like <<he>> will move right past you if you stay still.
<<else>>
<<He>> turns towards your general direction. <<Hes>> going to move closer to your position.
<</if>>
<<case "moving">>
<<if $birdSilverHuntGuards[_guard_keys[_gg]].movingTo is $birdSilverHunt.player.position>>
<<Hes>> about to be right on top of you.
<<elseif _distanceTotalMoving gt _distanceTotal>>
<<Hes>> walking away from you.
<<elseif _distanceTotalMoving is _distanceTotal>>
<<Hes>> walking right past you.
<<else>>
<<Hes>> walking towards you.
<</if>>
<<default>><<Hes>> watching for lurkers.
<</switch>>
<</if>>
<</for>>
<</if>>
<<default>>
<</switch>>
<br><br>
<<if _caught>>
<<link [[Next|Bird Hunt Silver Fail]]>><<endevent>><</link>>
<br>
<<else>>
<<if $birdSilverHuntGuards[2].position is "none" and $birdSilverHunt.distance gte 2>>
<<set $birdSilverHuntGuards[2].position to random(0,8)>>
<<set $birdSilverHuntGuards[2].action to "move">>
<<silver_hunt_action_guard 2>>
<span class="red">The <<person2>><<person>> is closer. You have another guard to deal with.</span>
<br>
<</if>>
<<if $birdSilverHuntGuards[3].position is "none" and $birdSilverHunt.distance gte 5>>
<<set $birdSilverHuntGuards[3].position to random(0,8)>>
<<set $birdSilverHuntGuards[3].action to "move">>
<<silver_hunt_action_guard 3>>
<span class="red">The <<person3>><<person>> is closer. You have another guard to deal with.</span>
<br>
<</if>>
<<if $birdSilverHuntGuards[1].position isnot "none">>
<<silver_hunt_action_guard 1>>
<</if>>
<<if $birdSilverHuntGuards[2].position isnot "none">>
<<silver_hunt_action_guard 2>>
<</if>>
<<if $birdSilverHuntGuards[3].position isnot "none">>
<<silver_hunt_action_guard 3>>
<</if>>
<<set _leftCheck to ($birdSilverHunt.player.position is 0 ? 8 : $birdSilverHunt.player.position - 1)>>
<<set _rightCheck to ($birdSilverHunt.player.position is 8 ? 0 : $birdSilverHunt.player.position + 1)>>
<<set _leftGuard to Object.values($birdSilverHuntGuards).find(guard => (guard.position is _leftCheck or guard.movingTo is _leftCheck))>>
<<set _rightGuard to Object.values($birdSilverHuntGuards).find(guard => (guard.position is _rightCheck or guard.movingTo is _rightCheck))>>
<<set _onGuard to Object.values($birdSilverHuntGuards).find(guard => (guard.position is $birdSilverHunt.player.position))>>
You're hiding behind some rocks.
<<if !_leftGuard and !_rightGuard and !_onGuard>>
You don't see or hear anyone nearby.
<<else>>
<<if _onGuard>>
<span class="red">The _onGuard.name is right on top of you!</span>
<</if>>
<<if _leftGuard>>
<span class="blue">You <<if _leftGuard.movingTo is _leftCheck>>hear footsteps heading towards your left<<else>>can see the _leftGuard.name on your left<</if>>.</span>
<<else>>
<span class="teal">The cover to your left is open.</span>
<</if>>
<<if _rightGuard>>
<span class="blue">You <<if _rightGuard.movingTo is _rightCheck>>hear footsteps heading towards your right<<else>>can see the _rightGuard.name on your right<</if>>.</span>
<<else>>
<span class="teal">The cover to your right is open.</span>
<</if>>
<<if _leftGuard?.position is _leftCheck and _rightGuard?.position is _rightCheck>>
<<set _noForward to true>>
<</if>>
<</if>>
<br>
<<if $birdSilverHunt.lurkerSpawn isnot "none">>
<<set _lurkerLast to $birdSilverHunt.lurkerSpawn>>
<<set $birdSilverHunt.lurkerSpawn to "none">>
<</if>>
<<if _lurkerLast>>
<<if _lurkerLast is _leftCheck>>
<span class="teal">A lurker skitters past on your left.</span>
<br>
<</if>>
<<if _lurkerLast is _rightCheck>>
<span class="teal">A lurker skitters past on your right.</span>
<br>
<</if>>
<</if>>
<<if $birdSilverHunt.timer gte 16>>
<span class="red">The lurkers are swarming.</span>
<<set _lurkerSpawn to true>>
<<elseif $birdSilverHunt.timer gte 8 and ($birdSilverHunt.timer % 2 is 0)>>
<span class="pink">The chittering in the walls is growing louder.</span>
<<set _lurkerSpawn to true>>
<<elseif [1,4,7,10].includes($birdSilverHunt.timer)>>
<<set _lurkerSpawn to true>>
<</if>>
<<if _lurkerSpawn is true>>
<<set $birdSilverHunt.lurkerSpawn to either(_leftCheck,_rightCheck,$birdSilverHunt.player.position,$birdSilverHunt.player.position)>>
<</if>>
<<switch $birdSilverHunt.lurkerSpawn>>
<<case _leftCheck>><span class="purple">You hear faint chittering sounds from your left.</span><br>
<<case _rightCheck>><span class="purple">You hear faint chittering sounds from your right.</span><br>
<<case $birdSilverHunt.player.position>><span class="purple">You hear faint chittering sounds from behind you.</span><br>
<<default>>
<</switch>>
<br>
<<switch $birdSilverHunt.distance>>
<<case 0 1 2>><span class="pink">You're still quite far from the object.</span>
<<case 3 4 5>><span class="blue">You're about halfway to the middle.</span>
<<case 6 7 8>><span class="teal">You're getting close to the middle.</span>
<<case 9>><span class="green">You've almost reached the object.</span>
<<case 10>><span class="gold">You've made it to the object!</span>
<</switch>>
<br>
<<switch $birdSilverHunt.suspicion>>
<<case 0>><span class="green">The guards have no idea you're here.</span>
<<case 1>><span class="purple">The guards are alert for possible intruders.</span>
<<case 2 3>><span class="red">The guards think someone might be here.</span>
<</switch>>
<br><br>
<<if $birdSilverHunt.distance is 10>>
<<birdicon "silver">><<link[[Approach the object|Bird Hunt Silver Approach]]>><</link>>
<br>
<<else>>
<<if !_noForward>>
<<caveicon "north">><<link[[Move forwards|Bird Hunt Silver Sneak]]>><<set $birdSilverHunt.player.action to "forward">><</link>><<note "+ Progress" "green">>
<br>
<<else>>
<span class="purple">You don't think you can move forwards like this.</span>
<br>
<</if>>
<<if !_onGuard>>
<<caveicon "west">><<link[[Move left|Bird Hunt Silver Sneak]]>><<set $birdSilverHunt.player.action to "moveLeft">><</link>>
<br>
<</if>>
<<caveicon "left">><<link[[Crawl left|Bird Hunt Silver Sneak]]>><<set $birdSilverHunt.player.action to "crawlLeft">><</link>><<note "Sneaky, but slow" "teal">>
<br>
<<if !_onGuard>>
<<caveicon "east">><<link[[Move right|Bird Hunt Silver Sneak]]>><<set $birdSilverHunt.player.action to "moveRight">><</link>>
<br>
<</if>>
<<caveicon "right">><<link[[Crawl right|Bird Hunt Silver Sneak]]>><<set $birdSilverHunt.player.action to "crawlRight">><</link>><<note "Sneaky, but slow" "teal">>
<br><br>
<<icon "crime.png">><<link[[Hide|Bird Hunt Silver Sneak]]>><<set $birdSilverHunt.player.action to "hide">><</link>>
<br>
<<if !_onGuard>>
<<crimeicon "mark">><<link[[Peek|Bird Hunt Silver Sneak]]>><<set $birdSilverHunt.player.action to "peek">><</link>>
<br>
<<else>>
<span class="red">You can't peek out right now.</span>
<br>
<</if>>
<</if>>
<<set $birdSilverHunt.timer++>>
<</if>><<effects>>
You've finally made it. Being this close, you can finally make out what it is.
<br><br>
It's a silver bar of quite notable size. It's set up in such a way that the light coming from the opening in the ceiling is reflected and seemingly amplified by it. No wonder it's so well guarded.
<br><br>
Only one person remains to protect it, the <<person4>><<person>>. You look around, hoping to see something you can use to distract <<him>>. Your gaze falls on the cages containing the lurkers.
<br><br>
<<switch $birdSilverHunt.suspicion>>
<<case 0>>You doubt <<hes>> paying enough attention to notice you sneak up to the cages.
<<case 1>><<He>> looks around occasionally. You'll have to be careful.
<<case 2>><<He>> seems quite alert. Sneaking up to the cages without being spotted won't be easy, but there's nothing else you can do.
<</switch>>
<br><br>
<<set $skulduggerydifficulty to 100 + ($birdSilverHunt.suspicion * 100) + ($birdSilverHunt.timer * 5)>>
<<link [[Release the lurkers|Bird Hunt Silver Release]]>><</link>><<skulduggerydifficulty>>
<br><<effects>>
You wait for an opportune moment and slip out of your hiding place.
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<<wearProp "silver bar">>
You wait for another lurker to walk close to the silver bar. While the <<person>> has <<his>> back turned, you swiftly approach the cages. They're only locked by a simple latch, making it very easy to open them.
<br><br>
<span class="green">You open up as many cages as you can and quickly hide again.</span> Some of the lurkers make no move to leave the cage, though most do. As they start to skitter, the noise gets <<his>> attention. "What...? How did you all get out?!" <<he>> exclaims. You rush to grab the silver bar from the pedestal.
<br><br>
<<if $awarelevel gte 2>>
As your hand brushes against the silver, you feel like you're at peace for a moment. It's a strange sensation, clashing with the adrenaline of your daring theft.
<<elseif $innocencestate is 1>>
The silver bar feels smooth to the touch.
<<else>>
As you touch the silver, you feel a strange tingle in your hand. It leaves as quickly as it came.
<</if>>
You take it from the central pedestal, where light shines down. The cave immediately becomes much darker. "Goddamn it, what now?!" you hear the <<person>> scream. "Someone's here! And they've got the Lure!"
<br><br>
<<link [[Next|Bird Hunt Silver Escape]]>><</link>>
<br>
<<else>>
You sneak over to the cages while the <<person4>><<person>> isn't looking. They're only locked by a simple latch, making it very easy to open them.
<br><br>
You open up as many cages as you can. Some of the lurkers don't move at all, simply laying there limply. The ones that do leave make enough noise for the <<person>> to turn around. "What the hell is-" <<he>> begins to speak, <span class="red">then stops as <<he>> notices you</span>. It's still possible for you to steal the silver bar if you act fast. With no time to spare, you rush the <<person>> before <<he>> can yell for help.
<br><br>
<<endevent>>
<<loadNPC 0 "estateHuntGuardCaptain">>
<<link [[Next|Bird Hunt Silver Fight]]>><<set $fightstart to 1>><</link>>
<br>
<</if>><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<violence 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<set $enemyhealth to 550>>
<<set $enemyhealthmax to 550>>
<<npcidlegenitals>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Bird Hunt Silver Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bird Hunt Silver Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $pain gte 100 and $willpowerpain is 0>>
The <<person>> is too much for you. You're left helpless on the ground. "There's an intruder here, and you all let <<phim>> get this far!" <<he>> yells.
There's nothing more you can do. You've been caught.
<<clotheson>>
<<endcombat>>
<<link [[Next|Bird Hunt Silver Fail]]>><</link>>
<br>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
As <<he>> cums, you take advantage of <<his>> slowed state and smear some grit and dirt from the cave floor into <<his>> visor. While <<hes>> blinded, you push <<him>> over. You manage to rip <<his>> holster away and toss it across the room to give yourself more time. You're able to run over to the silver bar before <<he>> can even get up.
<<clotheson>>
<<endcombat>>
<<link [[Next|Bird Hunt Silver Theft]]>><</link>>
<br>
<<else>>
You bring <<him>> low with a kick, before knocking <<him>> to the cave floor. You manage to rip <<his>> holster away and toss it across the room to give yourself more time. You're able to run over to the silver bar before <<he>> can even get up.
<<clotheson>>
<<endcombat>>
<<link [[Next|Bird Hunt Silver Theft]]>><</link>>
<br>
<</if>><<effects>>
<<loadNPC 0 "estateHuntGuard0">>
<<loadNPC 1 "estateHuntGuard1">>
<<loadNPC 2 "estateHuntGuard2">>
<<loadNPC 3 "estateHuntGuardCaptain">>
<<wearProp "silver bar">>
You grab the silver bar from the open box.
<<if $awarelevel gte 2>>
As your hand makes contact with it, you feel like you're at peace for a moment. It's a strange sensation, clashing with the adrenaline of your daring theft.
<<elseif $innocencestate is 1>>
It feels smooth to the touch.
<<else>>
As you touch it, you feel a strange tingle in your hand. It leaves as quickly as it came.
<</if>>
You take it from the central pedestal, where light shines down. The cave immediately becomes much darker.
<br><br>
The <<person4>><<person>> stands up. "There's an intruder! And <<pshe>> has the Lure!"
<br><br>
<<link [[Next|Bird Hunt Silver Escape]]>><</link>>
<br><<effects>>
The silver bar is extremely heavy. You try to run for the exit, but get cut off by the <<person3>><<person>>. "Give that back now, and we won't have to hurt ya," <<he>> says. You double back and run the other way, but are intercepted by the <<person1>><<person>> and <<person2>><<person>>. "There's nowhere for you to run. Just drop the Lure, and I promise we'll go easy on you," <<he>> says.
<br><br>
You dodge their grabs and try to maintain distance, but they eventually corner you to the other side of the cave. The <<person4>><<person>> cracks <<his>> neck and marches towards you.
<br><br>
"I can't deny your skill, <<girl>>. No one's gotten past me before." <<His>> voice reverberates through the now darkened cave, <<his>> visor giving it an eerie undertone. <<He>> brings <<his>> face close to yours, letting you see your own reflection. You see the etchings on the visor clearly: a pair of antlers, each one over where <<his>> eyes would be, over where your reflection's eyes are. <<stress 12>><<ggstress>>
<br><br>
You back away, holding the silver bar behind you. <<He>> chuckles. "The Lure called to you too, didn't it? It calls to all of the Elk's children. How's about we talk a while? We could use someone like-"
<br><br>
Suddenly, you hear a heavy thumping coming from behind you. It starts slow, but speeds up rapidly. You didn't realise it until now, but you've ended up right in front of the largest hole in the wall. The sound grows louder and louder, and the chittering in the cave becomes overwhelming. The <<person4>><<person>> takes a few steps back. You turn around, and a wiry pink shape in the darkness starts to grow larger. As it approaches, you see the shiny black detailing around it. It's a massive lurker. It lunges out of the hole!
<br><br>
<<link [[Move!|Bird Hunt Silver Escape 2]]>><<bird_pass 5>><</link>>
<br><<effects>>
You deftly step aside, leaving the <<person4>><<person>> in its trajectory. It grabs onto <<him>>. "The giant! It's angry that the Lure is-" <<he>> yells as it tries to pull <<him>> into the hole. <<He>> reaches for <<his>> gun, but a pink tendril snaps out from the creature's mouth and immobilises <<his>> arm. You take advantage of <<his>> situation and rush past <<him>>. The others move to give chase, but stop when their captain yells again. "H-hey! Get it off of me! I don't want to become this thing's next meal!"
<br><br>
They hesitate just long enough for you to run by them. The <<person2>><<person>> yells. "Fuck! If <<pshe>> gets away with the Lure, Remy's going to kill us! You help the captain, I'm going after <<phim>>!"
<br><br>
You keep running, not daring to look back. The jagged ground does little to help your escape, but you manage to get out of the main chamber. <<ggtiredness>><<tiredness 12>>
<br><br>
<<link [[Next|Bird Hunt Silver Escape 3]]>><<bird_pass 5>><</link>>
<br><<effects>><<set $outside to 1>><<set $location to "moor">>
<<npc "Great Hawk" 5>>
You run as fast as your legs will carry you. You can hear the <<person2>><<person>> running after you now, hot on your trail. Your lungs burn, and it feels like an eternity passes before you finally reach the crack leading out. You rush outside and screech, trying to get the attention of your <<beasttype 4>> as fast as possible. The <<person>> emerges from the hole after you. "Get back here you fucking <<bitch>>!" <<he>> screams through <<his>> panting.
<br><br>
As you feel like you're about to collapse, your screech is returned. Your <<beasttype 4>> swoops down. You're suddenly grabbed by the shoulders and lifted off of the ground. You recognise the feeling: the firm grip of your <<beasttype 4>>'s talons.
<<if $monster is 1>>
"Don't worry, I would never drop <<wife>>," <<bhe>> says in <<bhis>> usual gentle tone.
<<else>>
<<bHe>> chirps, reassuring you that you're fine.
<</if>>
<br><br>
You can hear your pursuer cursing <<his>> luck. "Shit, SHIT! FUCK! We're so fucking dead..." is the last thing you hear before flying out of sight.
<br><br>
Once you finally catch your breath, you tell your <<beasttype 4>> that you want to go home now. <<bHe>> is more than willing to oblige.
<br><br>
<<clearNPC "estateHuntGuard0">>
<<clearNPC "estateHuntGuard1">>
<<clearNPC "estateHuntGuard2">>
<<clearNPC "estateHuntGuard4">>
<<link [[Next|Bird Hunt Silver Escape Tower]]>><<endevent>><<bird_pass 60>><</link>>
<br><<effects>><<set $outside to 0>><<set $location to "tower">>
<<npc "Great Hawk">><<person1>>
After a few minutes, you arrive at the tower. Your <<beasttype>> drops you off in front of the nest.
<<if $monster is 1>>
"<<Wife>> did it? <<Wife>> got the landbounds' treasure?" <<bhe>> asks, excited.
<<else>>
<<bHe>> squawks and chirps excitedly, eager to get a better look at what you got.
<</if>>
You proudly present the silver bar to <<bhim>>. Even here, it still shines brightly.
<br><br>
<<if $awarelevel gte 2>>
You feel like you could keep staring at it for hours. Your <<beasttype>> seems interested too.
<<elseif $innocencestate is 1>>
Looking at it for too long starts to make your eyes drift elsewhere. Your <<beasttype>> seems all too happy to keep staring at it, though.
<<else>>
It's quite a wonder how the silver can be so shiny. Someone must have put a lot of time into keeping it so clean. Your <<beasttype>> seems to like it a lot.
<</if>>
<<if $monster is 1>>
"This must be the landbounds' best shiny! And now it's ours!" <<bhe>> says, almost squealing.
<<else>>
<<bHis>> eyes look to be shining too as <<bhe>> chirps in joy.
<</if>>
As you turn the heavy bar in your hands, you notice something on the flat bottom.
<br><br>
It's some kind of symbol. A seal, or maybe a manufacturer's mark. A large circle containing a series of twisting, tangled knots, wrapping in on each other in perfect symmetry. The patterns within have the texture of cut wood. As the branches move outwards, they split into smaller and smaller pieces, and no matter how hard you look, you don't see an end to them. It's gouged into the silver itself, yet the ridges within still seem perfect. It's incredibly intricate, far too precise to be done with human hands.
The light catches the symbol as you look, creating a brilliant pattern that seems to persist when you close your eyes. For a moment, it looks just like it did back in the cave.
<br><br>
<<link [[Next|Bird Hunt Silver Escape Tower 2]]>><</link>>
<br><<effects>>
You're interrupted by the <<beasttypes>> <<if $monster is 1>>hand<<else>>beak<</if>> brushing against your cheek. You turn to look at <<bhim>> and see admiration in <<bhis>> face.
<<if $monster is 1>>
"<<Wife>>... you are the best. I'm proud to say we are Great Hawk and Great <<Wife>>," <<bhe>> says. You chuckle at <<bhis>> compliment.
<<else>>
<<bHe>> keeps nuzzling your face with <<bhis>> beak while chirping softly.
<</if>>
<<bHes>> clearly very proud of you<<if $birdSilverHunt.failed gte 1>>, despite your previous failures<</if>>.
<br><br>
Exhausted from your mission, you sit down and lean against <<bhis>> fluffy chest.
<<switch $speech_attitude>>
<<case "meek">>"I love you... a lot," you say.
<<case "bratty">>"You really are a great <<beasttype>>," you say.
<<default>>"I love you," you say.
<</switch>>
<<bHe>> looks quite happy to hear your words.
<<if $remySeen?.includesAny("farm","livestock","manor") or $livestock_intro isnot undefined>>
As you rest against <<bhim>>, your thoughts drift to Remy. <<nnpc_He "Remy">> probably won't be very happy when <<nnpc_he "Remy">> hears what happened to <<nnpc_his "Remy">> silver bar. But worrying about that won't help, so you just close your eyes and think about your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>> instead.
<</if>>
<br><br>
After a few minutes of rest, you stand up, feeling refreshed.
<<if $monster is 1>>
"Hope <<wife>> is feeling well now," <<bhe>> says, standing up as well.
<<else>>
<<bHe>> looks at you affectionately.
<</if>>
You tell <<bhim>> you're alright now that you've caught your breath. <<bHe>> nods and walks off to the perch. You realise that you're still holding the silver bar. You still need to decide where to put it. Such a valuable prize deserves its own spot somewhere, but for now you'll just put it in a shaded spot so that the shine won't be too distracting.
<br><br>
<<set $bird.hunts.estate to "complete">>
<<world_corruption "hard" -1>>
<<unset $birdSilverHunt>>
<<unset $birdSilverHuntCooldown>>
<<unset $birdSilverHuntGuards>>
<<set $bird.timer to 120>>
<<link[[Next|Bird Tower]]>><<endevent>><</link>>
<br><<effects>>
<<loadNPC 0 "estateHuntGuard0">>
<<loadNPC 1 "estateHuntGuard1">>
<<loadNPC 2 "estateHuntGuard2">>
<<loadNPC 3 "estateHuntGuardCaptain">>
<<clearNPC "estateHuntGuard4">>
Before you know it, all the guards have rushed over to you. They have you surrounded, blocking any possible way of escaping.
<<if $birdSilverHunt.failed is 0>>
"What's a little birdie like you doing in a place like this?" the <<person4>><<person>> asks sternly. <<His>> voice reverberates throughout the chamber, the visor giving it an intimidating tone. <<He>> brings <<his>> face close to yours, letting you see your own reflection. You see the etchings on the visor more clearly: a pair of antlers, each one over where <<his>> eyes would be, over where your reflection's eyes are. <<stress 12>><<ggstress>>
<br><br>
<<switch $speech_attitude>>
<<case "meek">>"U-um... I... fell?" you respond, trying your best to sound innocent.
<<case "bratty">>"I came down to see what's behind that lovely mask of yours," you say sarcastically.
<<default>>"I just got a bit lost, that's all," you respond, trying your best to sound innocent.
<</switch>>
<br>
"Very well. We have ways of making you talk back at home," <<he>> says. "Restrain <<phim>>." You consider resisting, but the gun on <<his>> hip makes you think twice about that.
<br><br>
The <<person1>><<person>> and <<person2>><<person>> grab you by the arms. The <<person3>><<person>> looks at you lustfully. "We'll have you talking real soon," <<he>> says. "Let's throw <<phim>> in the van first, have some fun." The others agree, but are silenced by the captain.<br>
"Control yourselves. We don't have time for... pleasure," <<he>> says with a drawl. "Move."
<<else>>
The <<person1>><<person>> and <<person2>><<person>> quickly rush in to restrain you. The <<person4>><<person>> steps forward. "You again? Of course. Another fool drawn to the Lure."
<br>
The <<person1>><<person>> gets right in your face. "Thought you could slip past us this time, huh? Well, this time you won't get away so easily. We're prepared for your little pet." <<He>> brandishes one of the bludgeons.<br>
"That stupid bird won't be able to help you once we clip its wings," the <<person3>><<person>> adds, holding another bludgeon.<br>
"Don't take this lightly. We can't afford to let <<phim>> get away again," the <<person4>><<person>> says. "Bring <<phim>> outside, let's see if we can rid ourselves of the terror forever." <<stress 24>><<gggstress>>
<</if>>
<br><br>
<<set $birdSilverHunt.failed++>>
<<set $birdSilverHuntCooldown to 14>>
<<unset $birdSilverHuntGuards>>
<<run delete $birdSilverHunt.player>>
<<run delete $birdSilverHunt.distance>>
<<run delete $birdSilverHunt.timer>>
<<run delete $birdSilverHunt.lurkerSpawn>>
<<run delete $birdSilverHunt.freebie>>
On <<person4>><<his>> command, they begin leading you out.
<br><br>
<<link [[Next|Bird Hunt Silver Fail Return]]>><</link>>
<br><<effects>>
<<npc "Great Hawk" 5>>
<<if $birdSilverHunt.failed is 1>>
They walk you out of the chamber. The <<person3>><<person>> is ordered to stay behind to look after their gear. "Soon enough you'll be telling us all you know," the captain says ominously. After a bit, you reach the crack leading outside.
<br><br>
The <<person1>><<person>> roughly shoves you out, causing you to stumble. "Don't even think about running off. Even if you get away, you can't outrun our van," <<he>> says.
<br><br>
You look to the skies and see the Great Hawk. And <<bhe 4>> sees you. You scream and start thrashing around. The <<person1>><<person>> tries to restrain you. "Hey, quit squirming you little-"
<br><br>
<<Hes>> knocked down as a blur of brown feathers streaks by in an instant. "Why is that stupid fucking bird still here?!" the <<person2>><<person>> yells into the radio on <<his>> vest. <<He>> doesn't receive an answer. You break free from <<his>> grasp and start running. The captain tries to chase after you, and is knocked down by another swoop. From the ground, <<person4>><<he>> reaches for <<his>> gun, but suddenly freezes in place. You see your <<beasttype 4>>'s petrifying gaze reflected in <<his>> visor, and watch yourself get grabbed by the shoulders and lifted away.
<br><br>
<<if $monster is 1>>
"We need to leave fast, <<wife>>," <<bhe 4>> says. You agree.
<<else>>
<<bHe 4>> screeches triumphantly.
<</if>>
You can still hear the guards yelling out curses as you fly away.
<<else>>
They lead you outside. "Alright, can anyone see where that damn bird is?" the <<person2>><<person>> asks.<br>
"No, I don't see it anywhe-" the <<person3>><<person>> is about to respond before being cut off by a divebomb.<br>
"Fuck, it's already here!" You try to get free, but with two people holding you, it's just not possible. You keep struggling as the <<beasttype 4>> prepares for another dive.<br><br>
<<bHe 4>> begins diving down towards the <<person2>><<person>>. "Not so fast!" the <<person4>><<person>> yells, preparing to strike <<bhim 4>> down. Before <<he>> swings, you manage to kick <<him>> just hard enough to cause <<him>> to lose <<his>> stance. However, <<his>> swing still lands, hurting your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>>. At least <<bhes 4>> still airborne, and <<bhe 4>> even managed to push the <<person2>><<person>> away from you. With one hand free, you're able to punch the <<person1>><<person>> in the face to free yourself.
<br><br>
"You're going nowhere!" the <<person4>><<person>> yells, lifting <<his>> bludgeon and preparing to swing it right at you. With one last dive, the <<beasttype 4>> swoops in and grabs you, inadvertently taking the blow for you. This time the it's enough to cause <<bhim>> to elicit a loud screech of pain. Despite that, <<bhe>> manages to keep flying.
<br><br>
<<if $monster is 1>>
<<bHe 4>> breathes heavily. "W-we go home, <<wife>>," <<bhe>> manages to say.
<<else>>
<<bHe 4>> tries to screech, but it comes out sounding squeaky.
<</if>>
In spite of <<bhis>> injury, the <<beasttype>> flies you all the way back to the tower.
<</if>>
<br><br>
<<link [[Next|Bird Hunt Silver Fail Tower]]>><<endevent>><<bird_pass 30>><</link>>
<br><<effects>><<set $outside to 0>><<set $location to "tower">>
<<npc "Great Hawk">><<person1>>
<<set $bird.timer to 120>>
<<if $birdSilverHunt.failed is 1>>
<<bHe>> lands you on the perch, and circles for a moment before landing. <<bHe>> stands over you.
<<if $monster is 1>>
"What happened, why did <<wife>> get caught? Did the landbound hurt you?" <<bHe>> barrages you with questions.
<<else>>
<<bHe>> begins fussing over you, looking you up and down to make sure you're alright.
<</if>>
You assure <<bhim>> that you're alright.
<<if $monster is 1>>
<<bHe>> looks a bit hesitant. "Maybe it would be better if we leave the landbound alone? I don't want <<wife>> to get in trouble again," <<bhe>> says.
<<else>>
After confirming you really are alright, <<bhe>> stops to look at you pleadingly. You can tell <<bhe>> doesn't want you to try that again.
<</if>>
<br><br>
You tell <<bhim>> you won't try that again for a while. Not like you could if you wanted to, since they'll certainly be more on guard for quite some time. <<bHe>> seems somewhat satisfied by your answer, though it's clear <<bhe>> would prefer to give up.
<<else>>
<<set $bird.injured to 20>>
<<set $bird.override to "rest">>
<<set $bird.overrideTimer to 300>>
<<set $bird.timer to 300>>
<<bHe>> manages to get you both back into the tower before collapsing from <<bhis>> wounds. You immediately apologise to <<bhim>> for putting <<bhim>> in danger.
<br><br>
<<if $monster is 1>>
<<bHe>> does not say anything, looking too tired to respond.
<<else>>
<<bHe>> looks too exhausted to respond.
<</if>>
You try your best to comfort <<bhim>> by petting <<bhis>> head. You look over <<bhis>> wings. <<bHis>> injury looks quite nasty, but it should still heal on its own.
<br><br>
You apologise to <<bhim>> again, telling <<bhim>> you won't fail next time. Sensing that your answer did not please <<bhim>>, you decide it would be best to leave <<bhim>> be for now.
<</if>>
<br><br>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br><<effects>>
<<if def $phase>>
You don't resist as the <<beasttype>> wraps <<bhis>> talons around your shoulders and pulls you into the air.
<<else>>
<<set $phase to 0>>
You remain still, rooted to the spot. The <<beasttype>>'s talons wrap around your shoulders, and the ground falls away from you.
<</if>>
<<hawkCaughtYouSpeech>>
<br><br>
<<link [[Next|Bird Capture]]>><</link>>
<br><<effects>>
<<if $willpowerSuccess is 1>>
You manage to tear your eyes away from the <<beasttype>>'s <span class="green">and throw yourself to the side.</span> <<bHis>> talons narrowly miss you,
<<if $rng lt 51 or $birdescaped gte 1>>
before digging into the earth as the <<beasttype>> comes in for a landing. <<bHe>> <<if $monster is 1>>turns<<else>>hops<</if>> around to face you,
<<if $birdescaped gte 1>>
locking <<bhis>> gaze to yours again.
<br><br>
<<if $monster is 1>>
"I found <<wife>> again," <<bhe>> says. "<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled"))>><<Wife>> should learn to fly before <<pshe>> leaves the nest<<else>><<Wife>> shouldn't <<if $birdescaped gte 2>>keep running<<else>>run<</if>> away<</if>>."
<<else>>
The <<beasttype>> tilts <<bhis>> head to the side and lets out a trilled chirp.
<</if>>
<<else>>
flaring <<bhis>> wings.
<</if>>
<<gstress>><<stress 6>>
<br><br>
<<if $stress gte $stressmax>>
<span class="red">It's all too much.</span> You collapse, and the <<beasttype>> rushes towards you<<if $monster is 1 or understandsBirdBehaviour()>>, concern filling <<bhis>> eyes<</if>>.
The last thing you feel before unconsciousness takes you is the feeling of talons curling around your shoulders.
<br><br>
<<link [[Next|Moor Bird Wake]]>><</link>>
<br>
<<else>>
<<if $pain gte 115>>
<span class="red">You're in too much pain to fight back.</span>
<br>
<<link [[Don't resist|Moor Bird Still]]>><<set $phase to 3>><</link>>
<br>
<<elseif $trauma gte $traumamax>>
<span class="red">You can't bring yourself to move.</span>
<br>
<<link [[Don't resist|Moor Bird Still]]>><<set $phase to 4>><</link>>
<br>
<<else>>
<<if $birdescaped gte 1 and $submissive gte 1800>>
<<link [[Don't resist|Moor Bird Still]]>><<sub 1>><<set $phase to 1>><</link>><<submissivetext>>
<br>
<<elseif $birdescaped gte 1>>
<!-- No option to give in after successfully resisting already -->
<<else>>
<<link [[Don't resist|Moor Bird Still]]>><<sub 1>><<set $phase to 0>><</link>>
<br>
<</if>>
<<link [[Stand your ground|Moor Bird Fight]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<</if>>
<<else>>
grasping empty air as the terror takes to the skies once more. You're in the clear for now.
<<set $moor_hunt to 5>>
<br><br>
<<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>>
<</if>>
<<else>>
<span class="red">You can't tear your eyes away.</span> You stand there like a statue as talons wrap around your shoulders and the <<beasttype>> pulls you into the sky. <<gtrauma>><<trauma 4>>
<br><br>
<<hawkCaughtYouSpeech>>
<br><br>
<<link [[Next|Bird Capture]]>><<set $phase to 0>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<set $enemyhealthmax to 600>>
<<set $enemyhealth to 600>>
<<healthMultiplier>>
<<if $monster isnot 1>>
<<set $position to "doggy">>
<<set $NPCList[0].stance to "top">>
<</if>>
<<set $speechdisable to 1>>
<</if>>
<<effects>>
<<effectsman>>
<br><br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Moor Bird Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Moor Bird Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
Tired, the <<beasttype>> takes to the air.
<<if $birdescaped gte 1>>
<<bHe>> lands nearby.
<<if $monster is 1>>
"<<Wife>>..." <<bhe>> says, sounding exhausted, before spreading <<bhis>> wings and flying off.
<<else>>
<<bHe>> lands a short distance away, and lets out a <<if understandsBirdBehaviour()>>fatigued<</if>> cry, before flying off.
<</if>>
<br><br>
<<tearful>> you continue your journey. <span class="blue">Your pursuer seems to have backed off somewhat.</span>
<<set $moor_hunt to 2>>
<<else>>
<span class="red"><<bHe>> circles overhead.</span>
<br><br>
<<tearful>> you continue your journey.
<<set $moor_hunt to 5>>
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
You stagger backwards as the <<beasttype>> releases you. <<bHe>> beats <<bhis>> wings, and takes to the air,
<<if $birdescaped gte 1>>
landing nearby.
<<if $monster is 1>>
"<<Wife>> is very strong," <<bhe>> says
<<else>>
The <<beasttype>> lets out a <<if understandsBirdBehaviour()>>chastened<<else>>low<</if>> trill
<</if>>
before taking flight,
<</if>>
swooping behind a nearby hillock and out of sight. <span class="green">You're in the clear.</span> For now.
<br><br>
<<unset $moor_hunt>>
<<tearful>> you continue your journey.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You fall to the ground, too hurt to keep fighting.
<br><br>
The <<beasttype>>'s claws grasp your shoulders.
<<if $monster is 1>>
<<if $birdescaped gte 1>>
"<<Wife>>'s fighting spirit is strong,"
<<else>>
"You have a fighting spirit. You've impressed me,"
<</if>>
<<bhe>> says as the wings on <<bhis>> back beat furiously.
<<elseif $birdescaped gte 1>>
<<bHe>> lets out an elated chirp as <<bhis>> wings beat furiously.
<</if>>
You leave the ground far behind.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc "Great Hawk">>
<<link [[Next|Bird Capture]]>><<set $phase to 2>><</link>>
<br>
<</if>><<unset $moor_hunt>><<set $outside to 0>><<set $location to "tower">><<effects>>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled"))>>
You feel at peace
<<else>>
Your stomach lurches
<</if>>
as the <<beasttype>> soars higher, until
<<switch Time.dayState>>
<<case "day" "dawn">>you see the town on the horizon.
<<case "dusk">>you can see the town on the horizon through the glare of the setting sun.
<<case "night">>you see lights on the horizon.
<</switch>>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled"))>>
You float there, held tight by the <<beasttype>>'s talons
<<else>>
You dangle in the <<beasttype>>'s grasp, helpless,
<</if>>
as you are carried
<<if $birdescaped gte 1>>
towards <<bhis>> nest. <<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled"))>>Flying through the sky, you feel at peace. <<lstress>><<stress -6>><</if>>
<<if $monster is 1>>
"<<Wife>> shouldn't worry," <<bhe>> says. "<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled"))>><<Wife>> will soon learn to ride the winds upon <<pher>> own wings<<else>>I would never drop <<wife>><</if>>."
<<else>>
<<bHe>> chirps <<if understandsBirdBehaviour()>><<if C.npc["Great Hawk"].love gte 60>>lovingly<<else>>affectionately<</if>><</if>> at you, looking down to meet your eyes.
<</if>>
<<else>>
deeper into the moor. <<if $monster is 1>>"Worry not, I never drop my catches," <<bhe>> says<<else>><<bHe>> lets out another <<if understandsBirdBehaviour()>>triumphant<<else>>sharp<</if>> cry<</if>>.
<</if>>
<br><br>
The <<beasttype>> flies above the ruins of a castle, and begins a circling descent. <<if $birdescaped gte 1>>A familiar<<else>>One stone<</if>> tower rises above the others. <<bHe>> enters through a shattered wall, and waits until your feet are planted before releasing your shoulders.
<br><br>
<<link [[Next|Bird Capture 2]]>><</link>>
<br><<effects>>
<<if $birdescaped gte 1>>
You pass your gaze over the familiar circular room. Nothing notable has changed since you were last here. The ground is still littered with bones, the pool is still filled with rainwater, and the nest looks indistinguishable from when you last laid eyes on it.
<br><br>
The <<beasttype>> looks at you<<if $monster is 1 or understandsBirdBehaviour()>> tentatively<</if>>.
<<if $monster is 1>>
"We're home, <<wife>>," <<bhe>> says.
<<else>>
<<bHe>> ducks <<bhis>> head and lets out a soft trill.
<</if>>
<<else>>
<<if !$bird.state>>
You look around the circular room. Small bones litter the ground. The only exit is through the broken wall.
There's a large pool formed from broken masonry on one side of the room, the missing roof above it allowing <<if Weather.precipitation is "rain">>the rain to fill it<<else>>rainwater to collect within<</if>>. A nest sits on the other side of the room near the precipice, made from small logs and branches.
<br><br>
You notice a large wooden trapdoor at the back of the room, though the large iron lock holding it closed is heavily rusted.
<br><br>
<<bird_init>>
<<set $hunger to 1800>>
<<if $monster is 1>>
The <<beasttype>> stands between you and the exit, immense wings stretching from <<bhis>> back. <<bHe>> regards you with dark eyes.
<br><br>
"I am Great Hawk," <<bhe>> says, puffing out <<bhis>> plumes. "I found <<wife>>."
<<else>>
The colossal <<beasttype>> stands before you, head tilted to the side as <<bhe>> looks at you. <<bHe>> fluffs <<bhis>> plumes out and bobs <<bhis>> head to you<<if understandsBirdBehaviour()>>, seeming very proud of himself<</if>>. <<bHe>> cries out <<if understandsBirdBehaviour()>>triumphantly<<else>>fiercely<</if>> and hops around nearby, <<if understandsBirdBehaviour()>>looking<<else>>staring<</if>> at you with dark eyes the whole time.
<</if>>
<<else>>
<!-- Safety check to prevent softlocks and variable corruption for saves in the middle of this scene upon updating -->
You're back in the circular room at the top of the tower. Small bones still litter the ground. The <<beasttype>> watches you.
<</if>>
<</if>>
<br><br>
<<if ($leftarm is "bound" or $rightarm is "bound" or $feetuse is "bound")>>
<<bHe>> notices your bindings and stares for a moment, before <<if $monster is 1>>furrowing <<bhis>> brow<<else>>letting out a low chirp<</if>>. <<bHis>> talons lash out with blinding speed, <span class="green">tearing your bindings to shreds.</span>
<<unbind>>
<br><br>
<</if>>
<<set $bird.state to "hunting">>
<<set $bird.timer to 20>>
<<if $birdescaped gte 1>>
<<link [[Apologise for escaping|Bird Capture Sorry]]>><<sub 1>><<bird_stockholm 3>><</link>><<ggbirdstockholm>>
<br>
<</if>>
<<link [[Ask for mercy|Bird Capture Say]]>><<sub 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>>
<br>
<<if $phase isnot 3 and $phase isnot 1>>
<<link [[Punch|Bird Capture Punch]]>><<def 1>>
<<if C.npc["Great Hawk"].love gte 50>><<npcincr "Great Hawk" love -3>><<npcincr "Great Hawk" dom -3>><<else>><<npcincr "Great Hawk" love -1>><<npcincr "Great Hawk" dom -1>><</if>><<bird_stockholm -5>>
<</link>>
<<if C.npc["Great Hawk"].love gte 50>><<lldom>><<lllove>><<else>><<ldom>><<llove>><</if>><<lbirdstockholm>>
<br>
<</if>>
<<link [[Wait|Bird Capture Wait]]>><</link>>
<br><<effects>>
<<if $trauma gte ($traumamax / 7) * 4>>
<<switch $speech_attitude>>
<<case "meek">>"P-Please don't hurt me," you beg.
<<case "bratty">>"Don't touch me," you say. "I'm warning you."
<<default>>"S-Stay away," you say. "Please."
<</switch>>
<br><br>
The <<beasttype>> looks at you<<if $monster is 1 or understandsBirdBehaviour()>> mournfully<</if>>,
<<if $monster is 1>>
then <<if $bodysize lte 1>>crouches down and<</if>> reaches out with one hand towards you. <<bHe>> quickly withdraws when you flinch away, looking saddened. <<bHe>> doesn't seem sure what to say next, and for a moment silence reigns.
<br><br>
"<<Wife>> should rest. The nest lining is fresh, and <<wife>> should find it very comfortable," <<bhe>> finally says. "I will go hunting, and bring back gifts for <<wife>>."
<br><br>
<<bHe>> walks towards the perch, pausing for a moment as <<bhe>> reaches it. <<bHe>> looks back at you.
"Nothing will hurt <<wife>> while <<pshe>> is here," <<bhe>> says firmly, before turning back towards the outside world. <<lstress>><<stress -6>>
<<else>>
before shuffling closer, ducking <<bhis>> head <<if understandsBirdBehaviour()>>sadly<</if>> and shuffling back slightly when you pull away. <<bHe>> seems to content <<bhimself>> with making <<if understandsBirdBehaviour()>>gentle<<else>>soft<</if>> trilled chirps at you. Listening to the soft noises <<bhes>> making feels strangely calming. <<lstress>><<stress -6>>
<br><br>
After a bit, the <<beasttype>> gets up and hops over to the precipice.
<</if>>
<<else>>
<<switch $speech_attitude>>
<<case "meek">>"L-Let me go," you say.
<<case "bratty">>"Get me down from this tower," you say. "Or else."
<<default>>"Let me go," you say.
<</switch>>
<br><br>
The <<beasttype>> watches you a moment longer, <<bhis>> head cocked to the side.
<<if $monster is 1>>
"<<Wife>> should <<if $birdescaped gte 1>>rest<<else>>settle in<</if>>," <<bhe>> says.
<<else>>
<<bHe>> chirps<<if understandsBirdBehaviour()>> contentedly<</if>> and fluffs <<bhis>> plumes, then hops over to the precipice.
<</if>>
<</if>>
<br><br>
<<bHe>> spreads <<bhis>> wings and takes off, flying over the rest of the ruin and away across the mire beyond. You're left alone in the tower.
<br><br>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I-I'm sorry for leaving," you say.
<<elseif $speech_attitude is "bratty">>
"Sorry for ditching you, I guess," you say.
<<else>>
"Sorry for leaving last time," you say.
<</if>>
<br><br>
The <<beasttype>> watches you a moment longer,
<<if $monster is 1>>
gazing at you thoughtfully. "I forgive <<wife>>, as long as <<wife>> stays."
<<elseif understandsBirdBehaviour()>>
gazing at you thoughtfully.
<<else>>
gazing at you intensely.
<</if>>
<<bHe>> then beats <<bhis>> wings and leaps from the tower. <<bHe>> flies over the rest of the ruin, and the mire beyond. You're left alone in the tower.
<br><br>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br><<effects>>
You step forward, and slam a fist into the <<beasttype>>'s wing. <<bHe>> shrieks and <<if $monster is 1>>jumps<<else>>hops<</if>> away, landing on the other side of the tower.
<br><br>
<<if $birdescaped gte 1 and C.npc["Great Hawk"].love gte 30>>
<<if $monster is 1>>
<<if C.npc["Great Hawk"].love gte 60>>
"<<Wife>>...? Why?" <<bhe>> asks,
<<else>>
"<<Wife>>...?" <<bhe>> says,
<</if>>
looking hurt<<if C.npc["Great Hawk"].love gte 60>> and confused<</if>>.
<<if currentSkillValue('physique') gte 12500>>
<<bHe>> stares from the far side of the tower, watching you<<if C.npc["Great Hawk"].love gte 60>> in confusion<<elseif C.npc["Great Hawk"].dom lte 30>> warily<</if>>.
<</if>>
<<else>>
<<bHe>> lets out a <<if understandsBirdBehaviour()>>hurt<<else>>soft<</if>> cry, and hops back.
<<if currentSkillValue('physique') gte 12500>>
<<bHe>> stares from the far side of the tower, watching you warily.
<</if>>
<</if>>
<br><br>
<</if>>
<<if currentSkillValue('physique') gte 15000>>
<<pass 15>>
The two of you sit there for a while, watching each other from across the room. The <<beasttype>> occasionally stretches out <<bhis>> wing. Once <<bhe>> seems content that the wing isn't injured, <<bhe>> walks towards the edge of the tower and flies away.
<<elseif currentSkillValue('physique') gte 10000>>
<<pass 5>>
<<bHe>> stays there for a few minutes. Once <<bhe>> seems to have recovered, <<bhe>> turns towards the perch and launches <<bhimself>> from the tower without another <<if $monster is 1>>word<<else>>sound<</if>>.
<<else>>
After a moment, <<bhe>> turns and launches <<bhimself>> from the tower.
<</if>>
<<bHe>> soars over the rest of the ruin, and the mire beyond. You're left alone.
<br><br>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br><<effects>>
You remain still. The <<beasttype>> watches you a moment longer, then
<<if $birdescaped gte 1>>
droops slightly.
<<if $monster is 1>>
"Will go hunting for <<wife>>," <<bhe>> says, <<bhis>> voice melancholy. "<<Wife>> should rest. I will return with my catch."
<<bHe>> walks to the perch, then leaps from the tower with a mighty wingbeat.
<<else>>
<<bHe>> lets out a <<if understandsBirdBehaviour()>>sad<<else>>soft<</if>> cry, then hops to the edge of the tower. <<bHe>> leaps from the tower, flying away.
<</if>>
<<else>>
beats <<bhis>> wings and leaps from the tower.
<</if>>
<<bHe>> flies over the rest of the ruin and the mire beyond. You're left alone in the tower.
<br><br>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br><<effects>>
<<if !$birdescaped>>
You look at your saviour; a
<<if $monster is 1>>
winged <<nnpc_gendery "Great Hawk">> with claws instead of feet.
<<else>>
colossal hawk, which looks even bigger this close.
<</if>>
<<else>>
The <<beasttype>> approaches.
<</if>>
<<bHe>> <<= $phase is 1 ? "leaps" : "swoops">> towards you, talons extended. <<bHis>> eyes pierce yours. <span class="red">Terror threatens to root you to the spot.</span>
<br><br>
<<if $stress gte $stressmax>>
<span class="red">It's all too much.</span> You collapse, and the last thing you can feel is the <<beasttype>>'s talons closing around your shoulders.
<br>
<<link [[Next|Moor Bird Wake]]>><<passout>><<set $moor to 0>><<endevent>><<pass 30>><</link>>
<br>
<<else>>
<<if $pain gte 95>>
<span class="red">You're in too much pain to move.</span>
<<set $phase to 0>>
<br>
<<elseif $trauma gte $traumamax>>
<span class="red">You can't bring yourself to move.</span><<ggstress>><<stress 24>>
<<set $phase to 1>>
<br>
<<elseif $passoutReason>>
<span class="red">You're too <<= $passoutReason is "hypothermia" ? "cold" : "weak">> to move.</span><<ggstress>><<stress 24>>
<<set $phase to 1>>
<br>
<<else>>
<<link [[Get out of the way|Bird Rescue No Syndrome Dodge]]>><<unset $phase>><</link>><<willpowerdifficulty `(1+(2*$pain))` `(300+(2*$pain))`>><<athleticsdifficulty `(200+(2*$pain))` `(400+(2*$pain))`>>
<<set $phase to 2>>
<br>
<</if>>
<<link "Let <<bhim>> take you" "Bird Rescue No Syndrome Willing">><</link>>
<br>
<</if>><<effects>>
<<if $willpowerSuccess is 1>>
<span class="green">You manage to tear your eyes away from the <<beasttype>>,</span>
<<if $athleticsSuccess is 1>>
<span class="green">and throw yourself to the side, evading <<bhis>> grasp.</span>
<br>
<<if random(1, 2) is 1>>
<<bHe>> swoops past, and then circles back overhead, waiting for another chance.
<br>
<<set $moor_hunt to 5>>
<<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<bHis>> talons pierce the earth, and <<bhe>> flares out <<bhis>> wings to come to a halt. <<bHe>> <<if $monster is 1>>turns<<else>>hops<</if>> around to face you, flaring <<bhis>> wings.
<br><br>
<<link [[Next|Bird Rescue No Syndrome Fight]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<<else>>
<span class="red">but can't get out of the way fast enough.</span><<gathletics>><<athletics 4>>
<br><br>
The <<beasttype>> <<if $monster is 1>>grabs onto<<else>>slams into<</if>> your shoulder, and is sent crashing into the ground<<if $monster is 1>>, pulling you with <<bhim>><<pain 6>><<else>><<pain 4>><</if>>. <<gpain>>
<br><br>
<<bHe>> lets out a surprised squawk, before <<if $monster is 1>>climbing<<else>>fluttering<</if>> upright and locking eyes with you.
<br><br>
<<link [[Next|Bird Rescue No Syndrome Fight]]>><<set $molestationstart to 2>><</link>>
<br>
<</if>>
<<else>>
<span class="red">You can't tear your eyes away from the <<beasttype>>,</span>
<<if $athleticsSuccess is 1>>
<span class="blue">even though your body tries to force itself out of the way.</span><<gwillpower>><<willpower 4>>
<<else>>
<span class="red">and you remain rooted to the spot, not even trying to move.</span><<gwillpower>><<willpower 3>>
<</if>>
<br><br>
Grasping your shoulders with <<bhis>> talons, you're lifted into the air.
<br><br>
<<if $monster is 1>>
<<if $birdescaped gte 1>>
"<<Wife>> should be more careful," <<bhe>> says. <<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled"))>>"<<Wife>> doesn't know how to fly yet."<<elseif $moor lte 20>>"I don't often fly this far from the nest."<</if>>
<<else>>
"Worry not, I never drop my catches," <<bhe>> says.
<</if>>
<br><br>
<</if>>
<<link [[Next|Bird Rescue No Syndrome Tower 1]]>><<set $phase to 3>><</link>>
<br>
<</if>><<if $molestationstart gte 1>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<set $enemyhealthmax to 600>>
<<if $molestationstart is 2>>
<<set $enemyhealth to 500>>
<<else>>
<<set $enemyhealth to 600>>
<</if>>
<<if $monster isnot 1>>
<<set $position to "doggy">>
<<set $NPCList[0].stance to "top">>
<</if>>
<<set $molestationstart to 0>>
<<set $speechdisable to 1>>
<</if>>
<<effects>>
<<effectsman>>
<br><br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Bird Rescue No Syndrome Fight End]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bird Rescue No Syndrome Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
Tired, the <<beasttype>> takes to the air. <span class="red"><<bHe>> circles overhead.</span>
<<clotheson>>
<<endcombat>>
<<set $moor_hunt to 5>>
<<tearful>> you continue on your journey.
<br><br>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
You stagger backwards as the <<beasttype>> beats <<bhis>> wings, and takes to the air. <<bHe>> swoops behind a hillock, and out of sight. <span class="green">You're in the clear.</span> For now.
<<clotheson>>
<<endcombat>>
<<unset $moor_hunt>>
<<tearful>> you continue your journey.
<br><br>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You fall to the ground, too hurt to keep fighting.
<br><br>
The <<beasttype>>'s talons curl around your shoulders, and the ground falls away from you as <<bhe>> lifts you into the air.
<<if $monster is 1>>
"<<if $birdescaped gte 1>><<Wife>> shouldn't run away! The moor is dangerous for landbound travellers<<else>>You have a fighting spirit. You've impressed me<</if>>," <<bhe>> says, nearly drowned out by the sound of <<bhis>> mighty wingbeats.
<</if>>
<<clotheson>>
<<endcombat>>
<<npc "Great Hawk">>
<<link [[Next|Bird Rescue No Syndrome Tower 1]]>><<set $phase to 4>><</link>>
<</if>>You let <<bhim>> grasp your shoulders with <<bhis>> talons, and <<bhe>> lifts you into the sky. Soaring through the air,
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled"))>>
you feel a sense of belonging.<<lstress>><<stress -4>>
<<elseif $stress gte ($stressmax / 5 ) * 3>>
<span class="red">you make the mistake of looking down.</span>
<<if $trauma gte $traumamax>>
<span class="teal">The world seems so small from up here.</span><<ltrauma>><<trauma -6>>
<</if>><<gstress>><<stress 6>>
<<else>>
everything feels so far away.
<</if>>
<br><br>
<<if $monster is 1>>
<<if $birdescaped gte 1>>
"<<Wife>> shouldn't run away," <<bhe>> chides. "<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled")) and $birdFly isnot 1>><<Wife>> can't fly on <<pher>> own yet<<else>>Safer at the nest<</if>>."
<<else>>
"I won't drop you," <<bhe>> says. "Have faith."
<</if>>
<br><br>
<</if>>
<<link [[Next|Bird Rescue No Syndrome Tower 1]]>><</link>>
<br><<effects>>
In the distance, you see a
<<if $birdescaped gte 1>>
familiar tower. <span class="red"><<bHes>> taking you back to <<bhis>> nest.</span><<gstress>><<stress 4>>
<<else>>
tower. <span class="pink"><<bHes>> taking you to <<bhis>> nest.</span>
<</if>>
<br><br>
Moments later, you've arrived. The <<beasttype>> swoops through a broken wall, and releases your shoulders once you have your feet planted.
<br><br>
<<link [[Next|Bird Rescue No Syndrome Tower 2]]>><</link>>
<br><<set $outside to 0>><<set $location to "tower">>
<<if !$bird.state>><<bird_init>><</if>>
<<effects>>
<<if $birdescaped gte 1>>
You look around the familiar tower. Nothing notable has changed. The <<beasttype>> stands before you, seeming proud of <<bhimself>>.
<<if $monster is 1>>
<<if $phase lte 3>>
"<<Wife>> came back!" <<bhe>> says, clearly happy. "I was worried when I couldn't find you."
<<else>>
"<<Wife>> fought well!" <<bhe>> exclaims, surprisingly happy. "<<Wife>> is very strong."
<</if>>
Despite seeming to be happy, you notice that <<bhis>> smile feels slightly forced.
<<else>>
The <<beasttype>> fluffs <<bhis>> plumage and ducks <<bhis>> head at you. <<bHe>> seems happy, but somewhat <<if understandsBirdBehaviour()>>dejected<<else>>agitated<</if>>.
<</if>>
<<else>>
<<if $monster is 1>>
"I am Great Hawk," <<bhe>> says, fluffing <<bhis>> plumage. "I rescued <<wife>>."
<<else>>
The <<beasttype>> fluffs <<bhis>> feathers and puffs out <<bhis>> chest. <<bHe>> seems to be proud of <<bhimself>>.
<</if>>
<</if>>
<br><br>
<<if $pain gte 60 or $stress gte ($stressmax / 5) * 3 or $trauma gte ($traumamax / 5) * 3 or $tiredness gte (C.tiredness.max / 5) * 4>>
<<bHe>> seems to notice your <<if $pain gte 60>>tears<<elseif $stress gte ($stressmax / 5) * 3 or $trauma gte ($traumamax / 5) * 3>>discomfort<<else>>exhaustion<</if>>.
<<if $monster is 1>>
"Is <<wife>> alright? Is there anything I can do?" <<bhe>> asks, gently laying a hand on your arm<<if $pain gte 80>>, and quickly pulling it away when you wince<</if>>.
<<else>>
The <<beasttype>> gently nudges your arm with <<bhis>> head, <<if $pain gte 80>>pulling away with a startled squawk when you wince. <<bHe>> then<<else>>then<</if>> <<if understandsBirdBehaviour()>>looks at you with concern<<else>>gazes at you intensely<</if>>.
<</if>>
<</if>>
<<if $leftarm is "bound" or $rightarm is "bound">>
Glancing at your bindings, the <<beasttype>> narrows <<bhis>> eyes.
<<if $monster is 1>>
"<<Wife>> is trapped! Don't worry," <<bhe>> says,
<<else>>
<<bHe>> lets out a chirp,
<</if>>
before placing one talon against your bindings<<if $phase is 1>> with surprising gentleness<</if>>, and <span class="green">cutting through them in a single swift motion</span>.
<<unbind>>
<</if>>
<br><br>
<<if $phase isnot 4 or $trauma gte ($traumamax / 7) * 3>>
<<link [[Hug|Bird Rescue No Syndrome Tower Hug]]>><<stress -12>><<trauma -12>><<npcincr "Great Hawk" love 3>><<npcincr "Great Hawk" dom 3>><<bird_stockholm 3>><</link>><<llstress>><<lltrauma>><<gglove>><<ggdom>><<ggstockholm>>
<br>
<</if>>
<<link [[Thank|Bird Rescue No Syndrome Tower Thank]]>><<npcincr "Great Hawk" love 1>><<npcincr "Great Hawk" dom 1>><<bird_stockholm 3>><</link>><<glove>><<gdom>><<ggstockholm>>
<br>
<<link [[Remain silent|Bird Rescue No Syndrome Tower Silent]]>><<npcincr "Great Hawk" love -1>><<npcincr "Great Hawk" dom -1>><</link>><<llove>><<ldom>>
<br>
<<if $phase gte 3>>
<<link [[Punch|Bird Rescue No Syndrome Tower Punch]]>><<npcincr "Great Hawk" love -3>><<npcincr "Great Hawk" dom -3>><<bird_stockholm -3>><</link>><<lllove>><<llldom>><<llbirdstockholm>>
<br>
<</if>>
<<link [[Pull Away|Bird Rescue No Syndrome Tower Pull]]>><<npcincr "Great Hawk" love -3>><<npcincr "Great Hawk" dom -1>><<bird_stockholm -1>><</link>><<if $phase gte 2>><<llove>><<ldom>><</if>><<lbirdstockholm>>
<br><<effects>>
<<if $phase is 0>>Despite the pain you feel, you<<elseif $phase is 1>>Shakily, you<<else>>You<</if>> take a step towards the <<beasttype>> and wrap your arms around <<bhis>> <<if $monster is 1>>body<<elseif currentSkillValue('tending') gte 400>>mantle<<else>>shoulder area<</if>>, holding <<bhim>> tight.
<<bHe>> seems <<if $phase isnot 2 or $birdescaped gte 1>>hesitant<<else>>happy<</if>> with this arrangement, and <<if $monster is 1>>returns the embrace<<else>>nuzzles into you<</if>><<if $phase isnot 2 or $birdescaped gte 1>> after a moment<</if>>.
<br><br>
<<link [[Let go|Bird Rescue No Syndrome Tower Release]]>><</link>>
<br>
<<if $trauma gte ($traumamax / 7) * 4>>
<<link [[Break Down|Bird Rescue No Syndrome Tower Cry]]>><<stress -12>><<trauma -12>><<npcincr "Great Hawk" love 3>><<npcincr "Great Hawk" dom 3>><<bird_stockholm 3>><</link>><<llstress>><<lltrauma>><<gglove>><<ggdom>><<gggstockholm>>
<br>
<</if>><<effects>>
You start sobbing into <<bhis>> plumage, holding onto <<bhim>> as you pour out all your grievances with the world.
<<bHe>> makes soft <<if $monster is 1>>shushing<<else>>cooing<</if>> noises as you break down, <<if $monster is 1>>gently tracing <<bhis>> fingertips and wingtips along your back<<else>>letting you settle further into <<bhis>> plumage<</if>>. <<bHis>> feathers are <i>ridiculously</i> soft.
<br><br>
After some time like that, the two of you pull apart.
<br><br>
<<if $monster is 1>>
<<bHe>> places a hand on your shoulder and looks you in the eyes. "I will always be there for <<wife>>," <<bhe>> says solemnly, before pulling you into another hug.
<<else>>
<<bHe>> lets out a low trill, and nuzzles <<bhis>> face into your <<if $bodysize gte 3>>shoulder<<else>>cheek<</if>>. <<bHe>> continues to snuggle up to you, letting all your worries fall away.
<</if>>
<br><br>
As the <<beasttype>> comforts you, your thoughts are drawn to how kind <<bhes>> been to you<<if $phase is 4>>, even though you tried to attack <<bhim>><</if>>. Having <<bhim>> fussing over you is surprisingly endearing, and makes you feel at home in this crumbling tower, acting as <<bhis>> <<if $monster is 1>><<wife>><<else>>partner<</if>>.
<span class="red">It's not <<bhis>> fault. <<bHe>> only wants a mate.
<br>
You've gained the Stockholm Syndrome: Great Hawk trait.</span>
<br><br>
<<if $loveInterest.primary is "None">>
<<set $loveInterest.primary to "Great Hawk">>
<span class="gold">The Great Hawk is now your love interest! This isn't how you expected to find a <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>>, but you feel uplifted all the same.</span>
<<else>>
<span class="gold">The Great Hawk can now be claimed as your love interest! This isn't how you expected to find a <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>>, but you feel uplifted all the same.<br>You can change your love interest in the "Attitudes" menu.</span>
<</if>>
<<set $syndromebird to 1>>
<<unset $birdescaped>>
<<run delete $bird.syndrome>>
<br><br>
<<link [[Next|Bird Rescue No Syndrome Tower Final]]>><</link>>
<br><<effects>>
After a minute or two passes, you pull back from the hug. You look at the <<beasttype>> and <<bhe>> <<if $monster is 1>>smiles<<else>>trills<</if>> at you.
<br><br>
You smile <<if $monster is 1>>back<<else>>at <<bhim>><</if>>, and gently pat <<bhis>> head. <<if $phase is 4 and currentSkillValue('awareness') gte 300>> You don't miss the way <<bhe>> stiffens slightly as you move your hand. After a couple of pats, <<bhis>><<else>><<bHis>><</if>> eyes close and <<bhe>> <<if $monster is 1>>relaxes<<else>>settles<</if>> as you pat <<bhis>> head.
Once you're done, <<bhe>> fluffs <<bhis>> feathers and stands up.
<br><br>
<<link [[Next|Bird Rescue No Syndrome Tower Final]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"Th-thank you for rescuing me," you say.
<<elseif $speech_attitude is "bratty">>
"Thanks for helping me out there," you say.
<<else>>
"Thank you," you say.
<</if>>
<br><br>
The <<beasttype>> fluffs <<bhis>> feathers.
<<if $monster is 1>>
"I'm always happy to help, <<wife>>," <<bhe>> says.
<<else>>
<<bHe>> seems proud of <<bhimself>>.
<</if>>
<br><br>
<<link [[Next|Bird Rescue No Syndrome Tower Final]]>><</link>>
<br><<effects>>
You don't say anything, just looking at the <<beasttype>><<if $speech_attitude is "meek">> fearfully<<else>> distrustfully<</if>>.
<<if $monster is 1>>
<<bHis>> wings droop a bit as you don't respond, and <<bhis>> expression seems melancholy.
<br><br>
"It's alright," <<bhe>> says, voice mournful. "I'm sorry, <<wife>>."
<<else>>
The <<beasttype>>'s wings droop slightly, and <<bhis>> feathers lie flat.
<<bHe>> ducks <<bhis>> head <<if !understandsBirdBehaviour()>>almost <</if>>apologetically.
<</if>>
<br><br>
A brief moment passes in <<if $monster is 1>>awkward <</if>>silence, before the <<beasttype>> perks up.
<br><br>
<<link [[Next|Bird Rescue No Syndrome Tower Final]]>><</link>>
<br><<effects>>
You take the opportunity to land a clean punch on the <<beasttype>>'s wing. <<bHe>> lets out a pained shriek, before fluttering over to the other side of the room. <<if currentSkillValue('physique') gte 10000>><<bHe>> seems to have a bit of difficulty moving the wing you punched.<</if>>
<br><br>
The <<beasttype>> looks at you from across the tower with a hurt<<if $monster is 1>> and betrayed<</if>> expression, periodically testing the wing. <<if currentSkillValue('physique') gte 12000 and $monster is 1>><<bHe>> looks to be on the verge of tears.<</if>>
<<if C.npc["Great Hawk"].love gte 65>>
<<if $monster is 1>>
"Why?" <<bhe>> asks in a small voice,
<<else>>
The <<beasttype>> lets out a small coo,
<</if>>
as <<bhe>> presses up against the far wall.
<</if>>
<br><br>
<<set $bird.state to "hunting">>
<<if currentSkillValue('physique') gte 16000>>
<<pass 20>><<set $bird.timer to 180>>
The two of you sit there in silence. The <<beasttype>>'s wing seems to recover slowly, and you're not willing to move while <<bhes>> focusing on you this intensely. <<if $monster is 1>>You can see tears beading in the corner of <<bhis>> eyes. <</if>>Once the <<beasttype>> seems to think that <<bhe>> can fly, <<bhe>> slowly walks towards the perch, keeping an eye on you the whole time. Once there <<bhe>> flies off, leaving you alone.
<<elseif currentSkillValue('physique') gte 12000>>
<<pass 15>><<set $bird.timer to 150>>
The two of you maintain a silent standoff across the tower, neither of you moving except for the <<beasttype>> occasionally stretching out the wing that you punched. Once <<bhe>> seems satisfied that the wing is in good enough condition to support <<bhis>> weight, <<bhe>> takes off and flies away from the tower.
<<elseif currentSkillValue('physique') gte 8000>>
<<pass 10>><<set $bird.timer to 120>>
The two of you spend the next ten minutes staring at each other from across the room. The <<beasttype>> spends the time alternating between keeping <<bhis>> wing still and slowly opening and closing it. Once the wing has recovered to <<bhis>> satisfaction, the <<beasttype>> gets up and flies from the tower.
<<elseif currentSkillValue('physique') gte 4000>>
<<pass 5>><<set $bird.timer to 90>>
The two of you sit there for a moment, eyeing each other distrustfully. Once the <<beasttype>>'s wing seems to have recovered, <<bhe>> gets up and launches <<bhimself>> from the tower.
<<else>>
<<pass 1>><<set $bird.timer to 60>>
After a short rest, the <<beasttype>> gets up and, with one final look in your direction, launches <<bhimself>> from the tower.
<</if>>
<br><br>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br><<effects>>
You retreat from the <<beasttype>>'s touch<<if $phase is 1>>, curling into yourself<</if>>. <<bHe>> seems <<if C.npc["Great Hawk"].love gte 40>>saddened<<else>>disappointed<</if>> by this turn of events, <<if C.npc["Great Hawk"].dom gte 60>>and settles back<<else>>but pulls away<</if>> and refrains from touching you further.
<br><br>
An <<if $monster is 1>>awkward<<else>>uncomfortable<</if>> silence fills the tower, as the <<beasttype>> shifts <<bhis>> weight from one foot to the other. <<bHe>> then perks up<<if $monster is 1 or understandsBirdBehaviour()>>, seemingly having come up with an idea<</if>>.
<br><br>
<<link [[Next|Bird Rescue No Syndrome Tower Final]]>><</link>>
<br><<effects>>
The <<beasttype>> looks at you, <<if $monster is 1>>smiling<<elseif understandsBirdBehaviour()>>looking pleased<<else>>looking attentive<</if>>.
<<if $monster is 1>>
"<<Wife>> must be hungry," <<bhe>> says.
<<if $phase is 0 or $phase is 1 or $pain gte 80>>
"I will find something to eat. <<Wife>> should take some time to rest. I will protect <<wife>>. <<Wife>> must recover."
<<else>>
"I will find something to eat."
<</if>>
<<bHe>> walks to the perch, before spreading <<bhis>> wings and launching <<bhimself>> from the tower.
<<else>>
<<bHe>> lets out an eager chirp, before spreading <<bhis>> wings and taking off.
<</if>>
<br><br>
<<set $bird.timer to 20>>
<<set $bird.state to "hunting">>
<<bird_loot lurker 8>><<bird_loot food 16>>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br><<effects>>
<<if $syndromebird gte 1>>
<<npc "Great Hawk">>
You awaken in a stone room, a sheet of feathers covering you. It's a wing.
<<if $monster is 1>>
"I'm glad you're well," the <<beasttype>> says. "Spotted you asleep. Very dangerous. You should be careful. Come to nest when tired."
<<else>>
The <<beasttype>> chirps beside you.
<</if>>
<br><br>
<<bHis>> wing tightens around you for a moment, before giving you more space.
<br><br>
<<if ($leftarm is "bound" or $rightarm is "bound" or $feetuse is "bound")>>
<<bHe>> looks at your bindings curiously, before sharply kicking <<bhis>> talons towards you. <span class="green">Your bindings fall to tatters at your feet.</span>
<<unbind>>
<br><br>
<</if>>
<<set $bird.timer to 60>>
<<set $bird.state to "home">>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br>
<<else>>
<<npc "Great Hawk">>
You float in the air as the wind blows by. Claws clutch your shoulders. You're high in the air. You look up. A <<beasttype>> carries you, <<bhis>> feathered wings beating.
<br><br>
<<link [[Next|Bird Capture]]>><</link>>
<br>
<</if>><<if $bird.state is undefined>>
<<bird_init>>/*Fixes rare broken save issue*/
<</if>>
<<set $location to "tower">><<setTowerTemp>><<effects>><<getTarget true>>
<<bird_schedule>>
You are inside <<if $syndromebird is 1>>your tower<<else>>a ruined tower<</if>>, deep in the moor.
<<switch $bird.upgrades.decor>>
<<case 1>>The stone walls look a bit more vibrant with decorations set up.
<<case 2>>Thanks to the decorations you set up, it is starting to look more pleasant.
<<case 3>>The pretty decorations you have set up make the place feel like home.
<<case 4 5>>With your beautiful trophies and decorations set up, it looks better than ever.
<<default>>
<</switch>>
<<if $bird.upgrades.firepit gte 1 and getBirdBurnTime() gt 0>>
<<if getBirdBurnTime() gt 720>>
<<if $bird.upgrades.decor gte 3>>
With lots of light coming from the firepit, your trophies shine pleasingly.
<<else>>
The bright light of the firepit reaches all around the tower.
<</if>>
<<elseif getBirdBurnTime() gt 360>>
<<if $bird.upgrades.decor gte 3>>
The bright light of the firepit makes your trophies shine nicely.
<<else>>
The flames of the firepit greatly illuminate the tower.
<</if>>
<<elseif getBirdBurnTime() gt 180>>
The burning firepit illuminates the tower.
<<else>>
The lit firepit slightly brightens the tower.
<</if>>
<</if>>
<<if Weather.precipitation is "rain">>
<<switch $bird.upgrades.shelter>>
<<case 0>>Rain leaks through the eroded stone bricks above. <span class="red">The makeshift leaf shelter has collapsed.</span>
<<case 1>>Rain patters against the leaves covering the holes in the roof.
<<default>>
<</switch>>
<</if>>
<<if $syndromebird isnot 1>><<hunger_description>><</if>>
<br><br>
<<if isPregnancyEnding() and !$possessed>>
<<pregnancyPassout "castle">>
<<elseif !$possessed and Object.values($children).find(child => (child.type is "hawk" and child.location is "inventory") or (child.location is "tower" and Time.date.timeStamp gte child.eggTimer))>>
/* Move hawk eggs that the player has to the nest */
<<run Object.values($children).forEach(child => {
if (child.type is "hawk" and child.location is "inventory") {
if (!V.eggsMoved) V.eggsMoved = [];
V.eggsMoved.push(child.childId);
T.movedToTower to true;
child.location to "tower";
}
if (child.location is "tower" and Time.date.timeStamp gte child.eggTimer) {
if (!V.eggsHatched) V.eggsHatched = [];
V.eggsHatched.push(child.childId);
T.readyToHatch to true;
}
})>>
<<npc "Great Hawk">>
<<if _movedToTower and _readyToHatch>>
<<set _eggIcon to $eggsMoved.length>>
<span class="blue">You gently place your egg<<if $eggsMoved.length gte 2>>s<</if>> in your nest.</span> You feel a sense of relief at seeing <<if $eggsMoved.length gte 2>>them<<else>>it<</if>> safe. <<if $bird.upgrades.nest gte 2>>You bunch up the fabric to keep <<if $eggsMoved.length gte 2>>them<<else>>it<</if>> cozy.<</if>> <<Number $eggsMoved.length>> <<birdicon "eggs">> fertilised bird egg<<if $eggsMoved.length gte 2>>s have<<else>> has<</if>> been moved to the nest.
<br><br>
<<if $eggsMoved.includesAny($eggsHatched)>>
Just as you take your hand off of <<if $eggsMoved.length gte 2>>the last one<<else>>it<</if>>, it shakes ever so slightly. You hear a soft crackle and an even softer chirp. <span class="green"><<if $eggsHatched.length gte 2>>They're<<else>>It's<</if>> hatching!</span>
<<else>>
The moment you leave <<if $eggsMoved.length gte 2>>them<<else>>it<</if>> be, you notice <<number $eggsHatched.length>> of your other eggs start to shake ever so slightly. You hear a soft crackle and an even softer chirp. <span class="green"><<if $eggsHatched.length gte 2>>They're<<else>>It's<</if>> hatching!</span>
<</if>>
<br><br>
<<link [[Next (0:30)|Bird Tower Hatching]]>><<bird_pass 30>><<set $phase to 1>><</link>>
<<elseif _readyToHatch>>
<<if $bird.state is "home">>
<<if $monster is 1>>
"<<Wife>>! <<Wife>>, come quickly!" Your <<beasttype>> looks to you with love and excitement
<<else>>
You hear excited cawing and chirping. Your <<beasttype>> looks right at you
<</if>>
from the edge of the nest. You hear softer chirping coming from it. You rush over.
<<else>>
<<set $phase to 1>>
You hear a soft chirping from your nest. You rush over.
<</if>>
<<if $eggsHatched.length gte 2>>
<span class="green">Some of your eggs are hatching!</span>
<<else>>
<<if Object.values($children).filter(child => child.location is "tower" and Time.date.timeStamp lt child.eggTimer).length gte 2>>
<span class="green">One of your eggs is hatching!</span>
<<else>>
<span class="green">Your egg is hatching!</span>
<</if>>
<</if>>
<br><br>
<<link [[Next (0:30)|Bird Tower Hatching]]>><<bird_pass 30>><</link>>
<<else>>
<<set _eggIcon to $eggsMoved.length>>
<span class="blue">You gently place your egg<<if $eggsMoved.length gte 2>>s<</if>> in your nest.</span> You feel a sense of relief at seeing <<if $eggsMoved.length gte 2>>them<<else>>it<</if>> safe. <<if $bird.upgrades.nest gte 2>>You bunch up the fabric to keep them cozy.<</if>> <<Number $eggsMoved.length>> <<birdicon "eggs">> fertilised bird egg<<if $eggsMoved.length gte 2>>s have<<else>> has<</if>> been moved to the nest. <<bird_stockholm 3>><<ggbirdstockholm>>
<br><br>
<<if $bird.state is "home">>
<<your_bird_text "cap">>
<<switch $bird.activity>>
<<case "sleep" "rest">>stirs awake,
<<case "build" "brood">>looks to you,
<<case "bathe">>hops out of the rainwater pool and quickly <<if $monster is 1>>runs<<else>>hops<</if>> over,
<<default>>quickly hops over,
<</switch>>
puffing out <<bhis>> plumage in surprise upon realising what <<bhe>> sees.
<<if $monster is 1>>
<<if Object.values($children).find(child => (child.type is "hawk" and child.location is "tower" and child.eggTimer is undefined))>>
"I'm so happy, <<wife>>. <span class="lewd">We have more children</span>!" <<bHe>> sweeps you up in a hug, <<if $syndromebird gte 1>>which you can't help but return<<else>>which you don't bother resisting<</if>>.
<<else>>
"<span class="lewd">Great Hawk and <<wife>> have children</span>!" <<bHe>> sweeps you up in a hug, <<if $syndromebird gte 1>>which you can't help but return<<else>>which you don't bother resisting<</if>>.
<</if>>
<<else>>
<<bHe>> prods at <<if $eggsMoved.length gt 1>>them<<else>>it<</if>>, before quickly looking up. <<bHe>> spreads <<bhis>> wings wide, letting out a triumphant shriek into the air. <<bHe>> bobs <<bhis>> head and puffs out <<bhis>> plumage.
<<bHe>> blusters for a while, before repeatedly headbutting you. <<bHe>> seems excited.
<</if>>
<<npcincr "Great Hawk" love 3>><<npcincr "Great Hawk" dom 1>><<gglove>><<gdom>>
<br><br>
<<if $syndromebird isnot 1 and $bird.syndrome gte 15>>
Your eyes wander down to the egg<<if $eggsMoved.length gte 2>>s<</if>>. Your child<<if $eggsMoved.length gte 2>>ren<</if>>. Your mind fills with instinctual purpose. You rest your head on <<bhis>> shoulder. <<bHis>> plumage is so soft. Staying here with <<bhim>> doesn't seem so bad anymore.
<span class="red">It's not <<bhis>> fault. <<bHe>> only wants a mate.
<br>
You've gained the Stockholm Syndrome: Great Hawk trait.</span>
<br><br>
<<if $loveInterest.primary is "None">>
<<set $loveInterest.primary to "Great Hawk">>
<span class = "gold">The Great Hawk is now your love interest! This isn't how you expected to find a spouse, but you feel uplifted all the same.</span>
<<else>>
<span class = "gold">The Great Hawk can now be claimed as your love interest! This isn't how you expected to find a spouse, but you feel uplifted all the same.<br>You can change your love interest in the "Attitudes" menu.</span>
<</if>>
<<set $syndromebird to 1>>
<<unset $birdescaped>>
<<run delete $bird.syndrome>>
<br><br>
<</if>>
<<else>>
<<set $bird.eggReact to $eggsMoved.length>>
<</if>>
<<link [[Next|Bird Tower]]>><<endevent>><<unset $eggsHatched>><<unset $eggsMoved>><</link>>
<</if>>
<br>
<<elseif $bird.state is "home" and birdEggsReady("Great Hawk") and !$possessed>>
<<birdEggLayEvent>>
<<elseif $stress gte $stressmax>>
You've pushed your body beyond its limits. Everything fades to black.
<br><br>
<<link [[Next|Bird Tower Passout]]>><<passout>><<endevent>><<bird_pass 30>><</link>>
<br>
<<elseif $bird.state is "home" and $bird.activity isnot "sleep" and $bird.eggReact>>
<<npc "Great Hawk">>
You see <<your_bird_text>> looking into the nest with awe. <<bHes>> found your egg<<if $bird.eggReact gte 2>>s<</if>>. <<bHe>> looks up, finally noticing you.
<<if $monster is 1>>
<<if Object.values($children).find(child => (child.type is "hawk" and child.location is "tower" and child.eggTimer is undefined))>>
"I'm so happy, <<wife>>. <span class="lewd">We have more children</span>!" <<bHe>> sweeps you up in a hug, <<if $syndromebird gte 1>>which you can't help but return<<else>>which you don't bother resisting<</if>>.
<<else>>
"<span class="lewd">Great Hawk and <<wife>> have children</span>!" <<bHe>> sweeps you up in a hug, <<if $syndromebird gte 1>>which you can't help but return<<else>>which you don't bother resisting<</if>>.
<</if>>
<<else>>
<<bHe>> spreads <<bhis>> wings wide, letting out a triumphant shriek into the air. <<bHe>> bobs <<bhis>> head and puffs out <<bhis>> plumage.
<<bHe>> blusters for a while, before repeatedly headbutting you. <<bHe>> seems excited.
<</if>>
<<npcincr "Great Hawk" love 3>><<gglove>>
<br><br>
<<if $syndromebird isnot 1 and $bird.syndrome gte 15>>
Your eyes wander down to the egg<<if $bird.eggReact gte 2>>s<</if>>. Your child<<if $bird.eggReact gte 2>>ren<</if>>. Your mind fills with instinctual purpose. You rest your head on <<bhis>> shoulder. <<bHis>> plumage is so soft. Staying here with <<bhim>> doesn't seem so bad anymore.
<span class="red">It's not <<bhis>> fault. <<bHe>> only wants a mate.
<br>
You've gained the Stockholm Syndrome: Great Hawk trait.</span>
<br><br>
<<if $loveInterest.primary is "None">>
<<set $loveInterest.primary to "Great Hawk">>
<span class = "gold">The Great Hawk is now your love interest! This isn't how you expected to find a spouse, but you feel uplifted all the same.</span>
<<else>>
<span class = "gold">The Great Hawk can now be claimed as your love interest! This isn't how you expected to find a spouse, but you feel uplifted all the same.<br>You can change your love interest in the "Attitudes" menu.</span>
<</if>>
<<set $syndromebird to 1>>
<<unset $birdescaped>>
<<run delete $bird.syndrome>>
<br><br>
<</if>>
<<run delete $bird.eggReact>>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br>
<<elseif $bird.state is "hunting" and $bird.timer lte 0 and !$possessed>>
<<npc "Great Hawk">>
You hear the flap of wings as the <<beasttype>> returns.
<<bHe>> lands and <<if $monster is 1>>walks<<else>>hops<</if>> over to you.
<<bird_hunt_return>>
<<elseif $bird.state is "home" and !["brood","sleep"].includes($bird.activity) and !$bird.override and Weather.dayState isnot "night" and $bird.timer lte 0 and !$possessed>>
<<npc "Great Hawk">>
<<bird_hunt_start>>
<<elseif $bird.state is "home" and $bird.lock is 1 and $syndromebird is 1 and !$possessed>>
<<npc "Great Hawk">>
The <<beasttype>> <<if $monster is 1>>walks<<else>>hops<</if>> deeper into the room. <<bHe>> pauses beside the trap door, and holds the rusted lock between <<bhis>> talons. <<bHe>> crushes it in one swift movement, grasps the remaining metal, and throws open the door.
<<if $bird.clean lte 15>>
<<bHe>> jumps away from the cloud of dust.
<</if>>
<br><br>
<<if $monster is 1>>
"Easier for you to leave," <<bhe>> says. "If I'm out. Just don't be gone long, <<wife>>. The nest is cold without you."
<<else>>
<<bHe>> nods towards the hole, then back to the nest, and chirps.
<</if>>
<br><br>
You peer into the gloom. A flight of stone stairs spirals into the dark.
<br><br>
<<run delete $bird.lock>>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br>
<<elseif $bird.upgrades.mirror is 1 and $bird.mirror_unknown is 1 and $bird.state is "home" and !$possessed>>
<<run delete $bird.mirror_unknown>>
<<npc "Great Hawk">>
You hear a screech. The <<beasttype>> hovers in the air, talons outstretched, gaze fixed on the new mirror, on <<bhis>> reflection.
<br><br>
<<if $speech_attitude is "meek">>
"I-It's just a mirror," you say. "I wanted one for our home."
<<elseif $speech_attitude is "bratty">>
"Quit whining," you say. "It's just a mirror."
<<else>>
"What's wrong?" you ask. "It's just a mirror."
<</if>>
<br><br>
<<if $monster gte 1>>
The <<beasttype>> lands. "I hate it," <<bhe>> says. <<bHis>> talons bite into the stone. "Dangerous. But if you like it-" <<bHe>> grimaces. "Put something over it when you're not using it."
<<else>>
<<bHe>> chirps, and <<bhis>> talons bite into the stone. <<bHe>> flies off for a moment, returning with a large, torn piece of fabric, and drops it on the mirror.
<</if>>
<br><br>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br>
<<elseif $bird.state is "home" and $bird.activity is "build" and $bird.upgrades.shelter gte 2 and $birdShelterTimer and $birdShelterTimer lte 0 and !$possessed>>
<<npc "Great Hawk">><<set _prop to either("stick", "leaf")>><<wearProp _prop>>
You see the <<beasttype>> carrying some sticks and leaves to repair the shelter. <<bHe>> stops when <<bhe>> sees what you've built in the old shelter's place.
<br><br>
<<if $monster is 1>>
"<<Wife>> did this?" <<bHe>> gives the tarp a hefty tug, and looks impressed when it holds. <<bHe>> smiles wide, before walking up to you and hugging you.
"Had to fix the old one so many times. Many soggy, sleepless nights. Thank you." <<bHe>> looks at you with adoration.
<<else>>
<<bHe>> pokes and prods at the tarp, pulling at it to test it. You're about to stop <<bhim>>, but <<bhe>> looks to you and starts chirping.
<<bHe>> puffs out <<bhis>> plumage and starts bobbing <<bhis>> head. <<bHe>> seems to be happy with what you've done.
<</if>>
<<npcincr "Great Hawk" love 6>><<ggglove>>
<br><br>
<span class="teal">You save the sticks and leaves <<bhe>> was carrying for later.</span> <<set $bird.materials.sticks += 2>><<set $bird.materials.leaves += 2>>
<br><br>
<<unset $birdShelterTimer>>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br>
<<elseif $bird.state is "home" and $bird.activity is "bathe" and $bird.upgrades.pot gte 3 and getBirdBurnTime() gte 1 and $bird.heat_unknown and !$possessed>>
<<run delete $bird.heat_unknown>>
<<npc "Great Hawk">>
You see your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>> walk to the rainwater pool. <<bHe>> stops in front of it, noticing the steam coming out of it.
<br><br>
<<if $monster is 1>>
<<bHe>> turns to look at you. "Did <<wife>> do something to the water? It's warm now," <<bhe>> says. You tell <<bhim>> you found a way to heat the water. <<bHe>> looks surprised. "<<Wife>> can do that? Incredible." <<bHe>> marvels at your feat of ingenuity.
<<else>>
<<bHe>> looks at you and tilts <<bhis>> head. You tell <<bhim>> you found a way to heat the water. The <<beasttype>> stares at you in awe, likely wondering how it's possible.
<</if>>
<br><br>
<<bHe>> steps into the water and shudders, likely feeling hot water for the first time. <<bHe>> seems a bit tense at first, but quickly warms up to the idea of a warm bath.
<<if $monster is 1>>
"This feels good, thank you for this, <<wife>>."
<<else>>
<<bHe>> chirps gleefully, happy to have warm water.
<</if>>
You leave <<bhim>> to enjoy the water. <<npcincr "Great Hawk" love 1>><<glove>>
<br><br>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br>
<<elseif $bird.state is "home" and $bird.activity is "bathe" and $bird.upgrades.pot gte 3 and getBirdBurnTime() is 0 and !$bird.heat_unknown and !$daily.birdHeatRequest and Weather.temperature lte 15 and !$possessed>>
<<set $daily.birdHeatRequest to true>>
<<npc "Great Hawk">>
Your <<beasttype>> approaches you.
<<if $monster is 1>>
"Could <<wife>> make the water warm again?" <<bhe>> asks.
<<else>>
<<bHe>> motions towards the bathing pool and squawks. <<bHe>> is asking you to heat the water again.
<</if>>
<br><br>
<<birdicon "wood">>
<<if $bird.materials.wood is 0>>
<span class="red">No wood to add.</span>
<<else>>
<<set _timeWood to 240>>
<<if Weather.precipitation is "rain" and $bird.upgrades.shelter is 0>>
<<set _timeWood to Math.floor(_timeWood / 2)>>
<</if>>
<<link [[Add wood|Bird Tower Warm Bath]]>>
<<wearProp "wood">>
<<set $phase to 1>><<npcincr "Great Hawk" love 1>><<set $bird.materials.wood-->>
<<run Cooker.addBurnTime($bird.firepit, _timeWood * 60)>>
<<run Weather.Observables.checkForUpdate()>>
<</link>><<glove>><<note `"+ " + getTimeString(240)` `"green"`>>
<</if>>
<br>
<<birdicon "sticks">>
<<if $bird.materials.sticks is 0>>
<span class="red">No sticks to add.</span>
<<else>>
<<set _timeSticks to 60>>
<<if Weather.precipitation is "rain" and $bird.upgrades.shelter is 0>>
<<set _timeSticks to Math.floor(_timeSticks / 2)>>
<</if>>
<<link [[Add sticks|Bird Tower Warm Bath]]>>
<<wearProp "stick">>
<<set $phase to 1>><<npcincr "Great Hawk" love 1>><<set $bird.materials.sticks-->>
<<run Cooker.addBurnTime($bird.firepit, _timeSticks * 60)>>
<<run Weather.Observables.checkForUpdate()>>
<</link>><<glove>><<note `"+ " + getTimeString(60)` `"green"`>>
<</if>>
<br>
<<getouticon>><<link [[Refuse|Bird Tower Warm Bath]]>><<npcincr "Great Hawk" dom -1>><</link>><<ldom>>
<br>
<<elseif $bird.upgrades.wardrobe is 1 and $bird.wardrobe_timer lte 1 and $bird.state is "home" and !$possessed>>
<<run delete $bird.wardrobe_timer>>
<<npc "Great Hawk">>
You see the <<beasttype>>'s lower half sticking out of your wardrobe. You walk up behind <<bhim>>.
<br><br>
<<if $speech_attitude is "meek">>
"W-what are you doing?" you ask.
<<elseif $speech_attitude is "bratty">>
"Hey, no, stop that! Why are you in my wardrobe?" you ask.
<<else>>
"What are you doing?" you ask.
<</if>>
<<bHe>> jumps in surprise.
<br><br>
<<if $monster is 1>>
<<bHes>> holding a torn piece of fabric. It looks like <<bhe>> was trying to hang it up. "Still don't understand landbound plumage. Sorry." <<bHe>> hands it to you apologetically before walking away.
<<else>>
<<bHe>> holds a torn piece of fabric in <<bhis>> beak. It looks like <<bhe>> was trying to put it in your wardrobe. <<bHe>> drops it at your feet apologetically before hopping away.
<</if>>
<<wearProp "rag">>
<<set $bird.materials.fabric ++>>
<br><br>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br>
<<elseif $bird.syndrome gte 20 and $syndromebird isnot 1 and $bird.state is "home" and $bird.activity isnot "sleep" and !$possessed>>
<<npc "Great Hawk">>
You watch the <<beasttype>> stare over the moor, just as <<bhe>> always does. Maybe it's how the light catches in <<bhis>> feathers, but <<bhe>> looks more majestic today. You catch yourself admiring <<bhim>> for a moment. When you realise what you're doing, you notice the <<beasttype>> is staring back at you.
<<if $monster is 1>>
"Does <<wife>> want to come look with me?" <<bhe>> asks.
<<else>>
<<bHe>> flaps <<bhis>> wings at you, beckoning you to come look at the moor with <<bhim>>.
<</if>>
<br><br>
You decide to take <<bhim>> up on the offer and sit down next to <<bhim>> on the perch. <<bHe>> wraps a wing around you, sheltering you from the wind. You watch over the moor with <<bhim>> for some time. Eventually, the <<beasttype>> shuffles closer to you and
<<if $monster is 1>>
speaks. "I'm glad <<wife>> wants to be close now." <<bHe>> sounds happy.
<<else>>
chirps softly. <<bHe>> seems to be happy that you're willing to be so close to <<bhim>> now.
<</if>>
<br><br>
You stay huddled up to <<bhim>> for a while longer, but eventually pull away. <<bHe>> looks disappointed, but doesn't complain. You look at <<bhim>> once more and smile. Maybe staying with <<bhim>> won't be so bad after all.
<span class="red">It's not <<bhis>> fault. <<bHe>> only wants a mate.
<br>
You've gained the Stockholm Syndrome: Great Hawk trait.</span>
<br><br>
<<if $loveInterest.primary is "None">>
<<set $loveInterest.primary to "Great Hawk">>
<span class = "gold">The Great Hawk is now your love interest! This isn't how you expected to find a spouse, but you feel uplifted all the same.</span>
<<else>>
<span class = "gold">The Great Hawk can now be claimed as your love interest! This isn't how you expected to find a spouse, but you feel uplifted all the same.<br>You can change your love interest in the "Attitudes" menu.</span>
<</if>>
<br><br>
<<set $syndromebird to 1>>
<<unset $birdescaped>>
<<run delete $bird.syndrome>>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br>
<<elseif ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled")) and $bird.hunts.unlocked is true and $bird.hunts.valuables is false and $skulduggery gte 300>>
<<set $bird.hunts.valuables to true>>
<span class="blue">As you're looking around the tower, your eyes catch on a vacant corner. You become keenly aware of how empty and plain everything is, and you're filled with an inexplicable urge. Some pretty, shiny valuables would improve the atmosphere of your home.</span>
<br>
<span class="gold">You can now hunt for valuables.</span>
<br><br>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br>
<<elseif $bird.state is "home" and ["clear","lightClouds"].includes(Weather.name) and between(Time.hour, 21, 23) and !Weather.bloodMoon and $daily.birdNightFlightTrigger and !$weekly.birdNightFlight and !Weather.isFrozen("lake") and !$bird.injured>>
<<npc "Great Hawk">><<person1>>
<<set $weekly.birdNightFlight to true>>
<<your_bird_text "cap">> perches on a weathered ledge. Moonlight bathes <<bhim>> in a silvery glow.
<br><br>
<<if $monster is 1>>
"Come, <<wife>>. Fly with me." <<bHis>> voice carries a tender plea as <<he>>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled")) and $birdFly is 1>>
extends <<his>> massive talon toward you.
<<else>>
crouches down, making room for you to climb onto <<bhis>> back.
<</if>>
<<else>>
<<bHe>> lets out a low trill, nodding out to the moor. <<bHe>> wants you to fly with <<bhim>>.
<<if $harpy lt 6 or $birdFly isnot 1>>
<<bHe>> gets low to the ground, motioning for you to climb onto <<bhis>> back.
<</if>>
<</if>>
<br><br>
<<link [[Go|Bird Tower Night Flight]]>><<bird_pass 30>><<npcincr "Great Hawk" love 1>><</link>><<glove>>
<br>
<<link [[Stay|Bird Tower Night Flight Stay]]>><</link>>
<br>
<<else>>
<<npc "Great Hawk">><<person1>>
<<if $bird.state is "home">>
<<switch $bird.activity>>
<<case "sing">>
<<your_bird_text "cap">> is singing at the edge of the tower.
<<case "bathe">>
<<your_bird_text "cap">> is bathing in the rainwater pool.
<<case "groom">>
<<your_bird_text "cap">> sits on <<bhis>> perch, cleaning <<bhis>> feathers.
<<case "rest">>
<<your_bird_text "cap">> rests in the nest.
<<case "build">>
<<if $birdShelterRepair>>
<<unset $birdShelterRepair>>
<span class="teal"><<your_bird_text "cap">> is covering the holes in the roof with leaves and twigs.</span>
<<else>>
<<your_bird_text "cap">> is adding to the nest.
<</if>>
<<case "brood">>
<<set _eggCountNest to Object.values($children).filter(child => child.location is "tower" and child.eggTimer).length>>
<<your_bird_text "cap">> sits in the nest, brooding on the egg<<if _eggCountNest gte 2>>s<</if>>.
<<default>>
<<your_bird_text "cap">> rests in <<bhis>> nest.
<<set $birdSleep to 1>>
<</switch>>
<<else>>
<<your_bird_text "cap">> is out hunting.
<</if>>
<<if $exposed gte 1>>
<<if $syndromebird is 1>>
<<if $arousal gte $arousalmax / 2 and $bird.state isnot "home">>
You find yourself craving <<your_bird_text>>'s wings to keep you warm.
<</if>>
<<else>>
<<if $bird.state isnot "home">>
<<if $uncomfortable.nude is true>>
You feel relieved to have some privacy in your exposed state.
<</if>>
<<else>>
<<if $uncomfortable.nude is true>>
You feel embarrassed to be exposed around the <<beasttype>>.
<<else>>
You feel excited to be exposed around the <<beasttype>>.
<</if>>
<</if>>
<</if>>
<</if>>
<br>
<<if $syndromebird and $lurkers_held gte 1 and $bird.state is "home" and $bird.activity is "build">>
<<birdicon "lurkers_netted">><<link "Give <<bhim>> your captured lurker" "Bird Tower Give Captured Lurker">><</link>><<glove>>
<br>
<</if>>
<<if $estate_fence is "quest" and $syndromebird is 1 and $bird.state is "home" and !["sleep","rest"].includes($bird.activity) and $bird.injured is 0>>
<<socialiseicon "ask">><<link [[Ask for help getting into the Remy Estate|Bird Tower Estate]]>><</link>>
<br>
<</if>>
<<if $bird.hunts.estate is "unlocked" and $bird.state is "home" and !["sleep","rest"].includes($bird.activity) and $bird.injured is 0>>
<<socialiseicon "ask">><<link [[Ask for help stealing from the estate|Bird Hunt Estate Prepare]]>><<endevent>><</link>>
<br>
<</if>>
<br>
<<if $arousal gte $arousalmax>>
<<orgasm>>
<<if $bird.state isnot "home">>
Nothing is around to witness your lewdity.
<<else>>
<<if $bird.activity is "sleep">>
The <<beasttype>> stirs in the nest, but doesn't wake up.
<<else>>
You feel a warm pair of wings wrap around you, holding you as your spasms subside.
<<if $monster is 1>>
"<<Wife>> needed release? Should have said something. Will help next time." The <<beasttype>> pecks you on the cheek, before returning to what <<bhe>> was doing.
<<else>>
The <<beasttype>> pecks you on the cheek before returning to what <<bhe>> was doing.
<</if>>
<</if>>
<</if>>
<br><br>
<</if>>
<<if $leftarm is "bound" or $rightarm is "bound" or $feetuse is "bound" or $worn.feet.name is "ankle cuffs">>
<<if $possessed>>
You stare down at your bindings. You pull, and they fall apart, unable to hold against you.
<br><br>
<<unbind>>
<<else>>
<<undobindingsicon>><<link [[Undo your bindings (0:10)|Bird Tower Unbind]]>><<bird_pass 10>><<unbind>><</link>>
<br><br>
<</if>>
<</if>>
<<birdicon "perch">><<link [[Approach the perch|Bird Tower Perch]]>><</link>>
<br>
<<if $syndromebird isnot 1>>
<<crimeicon "mark">><<link [[Look out the tower (0:05)|Bird Tower Look]]>><<bird_pass 5>><</link>>
<br>
<<investigateicon>><<link [[Search for materials (1:00)|Bird Tower Search]]>><<bird_pass 60>><</link>>
<br>
<</if>>
<<birdicon "rainwater">><<link [[Sit by the rainwater pool|Bird Tower Rainwater Pool]]>><</link>>
<br>
<<if $syndromebird is 1 and !($leftarm is "bound" or $rightarm is "bound" or $feetuse is "bound")>>
<<if $bird.upgrades.firepit gte 1>>
<<birdicon "firepit">><<link [[Examine the firepit|Bird Tower Firepit]]>><</link>><<if getBirdBurnTime()>> | <span class="orange"><<firepitTime>></span><</if>>
<br>
<</if>>
<</if>>
<br>
<<if $bird.clean gte 100>>
<<if $bird.upgrades.decor gte 4>>
<span class="green">Your tower is immaculate.</span>
<<else>>
<span class="green">Your tower is perfectly clean.</span>
<</if>>
<<else>>
<<if $syndromebird gte 1>>
<<if $bird.clean gte 80>>
The tower is <span class="teal">clean,</span> save for a few bits of dirt in between stone bricks.
<<elseif $bird.clean gte 60>>
The tower is <span class="lblue">tidy,</span> but you know you can do better.
<<elseif $bird.clean gte 40>>
The tower is <span class="blue">acceptable.</span> Loose stones and dirt have been thrown from the perch.
<<elseif $bird.clean gte 20>>
The tower is <span class="purple">a bit messy.</span> Dirt stubbornly sticks to various surfaces.
<<elseif $bird.clean gte 10>>
The tower is <span class="pink">a mess.</span> It's better than when you first arrived, at least.
<<else>>
The tower is <span class="red">filthy.</span> Erosion and neglect have left a musty stench in the air.
<</if>>
<</if>>
<br>
<<if $tiredness gte (C.tiredness.max / 5) * 4>>
<span class="red">You're too exhausted to clean the tower.</span>
<<else>>
<<if $worn.handheld.name is "feather duster" or $bird.duster is true or ($bird.upgrades.wardrobe is 1 and getOwnedClothingCount(12, "handheld") gte 1)>>
<<edenicon "broom">><<link [[Dust the tower (0:30)|Bird Tower Tidy]]>><<tiredness 3>><<if !$daily.birdHousekeepingSyndrome>><<bird_stockholm 1>><<npcincr "Great Hawk" love 1>><<npcincr "Great Hawk" dom 1>><<set $daily.birdHousekeepingSyndrome to true>><</if>><<housekeeping 2 200>><<bird_pass 30>><</link>><<gtiredness>><<ghousekeeping 200 "silent">>
<<else>>
<<edenicon "broom">><<link [[Tidy up the tower (1:00)|Bird Tower Tidy]]>><<tiredness 6>><<if !$daily.birdHousekeepingSyndrome>><<bird_stockholm 1>><<npcincr "Great Hawk" love 1>><<npcincr "Great Hawk" dom 1>><<set $daily.birdHousekeepingSyndrome to true>><</if>><<housekeeping 2 100>><<bird_pass 60>><</link>><<ggtiredness>><<ghousekeeping 100 "silent">>
<</if>>
<<if !$daily.birdHousekeepingSyndrome>><<gbirdstockholm>><<glove>><<gdom>><</if>>
<</if>>
<</if>>
<br>
<<if $syndromebird is 1 and !($leftarm is "bound" or $rightarm is "bound" or $feetuse is "bound")>>
<<edenicon "fix">><<link [[Improve the tower|Bird Tower Build]]>><</link>>
<br>
<</if>>
<br>
<<birdicon "nest">><<link [[Sleep in the nest|Bird Tower Bed]]>><</link>>
<br>
<<if Object.values($children).find(child => (child.type is "hawk" and child.location is "tower" and child.eggTimer))>>
<<set _eggIcon to Object.values($children).filter(child => child.location is "tower" and child.eggTimer).length>>
<<if _eggIcon gte 2>>
<<birdicon "eggs">><<link [[Brood on your eggs (0:30)|Bird Tower Brood]]>><<set $phase to 1>><<transform bird 1>><<trauma -3>><</link>><<ltrauma>>
<br>
<<else>>
<<birdicon "eggs">><<link [[Brood on your egg (0:30)|Bird Tower Brood]]>><<set $phase to 1>><<transform bird 1>><<trauma -3>><</link>><<ltrauma>>
<br>
<</if>>
<</if>>
<<if Object.values($children).find(child => (child.type is "hawk" and child.location is "tower" and child.eggTimer is undefined))>>
<<set _childrenTotal to Object.values($children).filter(child => child.location is "tower" and child.eggTimer is undefined).length>>
<<if _childrenTotal gte 2>>
<<birdicon "children">><<link [[Check on your children|Childrens Home]]>><<set $exitPassage to $passage>><</link>>
<<else>>
<<birdicon "children">><<link [[Check on your child|Childrens Home]]>><<set $exitPassage to $passage>><</link>>
<</if>>
<br>
<</if>>
<<if $syndromebird isnot 1>>
<<bedicon "zzz">><<link [[Sleep elsewhere|Bird Tower Bed Alone]]>><<bird_stockholm -2>><</link>><<if $syndromebird isnot 1>><<lbirdstockholm>><</if>>
<br>
<</if>>
<<if $bird.upgrades.wardrobe is 1>>
<<birdicon "wardrobe">><<link [[Wardrobe|Bird Tower Wardrobe]]>><</link>>
<br>
<<else>>
<<if $bird.duster is true>>
<<icon "clothes/feather_duster.png">><<link [[Grab your feather duster|Bird Tower]]>><<handheldstrip>><<generalWear handheld 12>><<run delete $bird.duster>><</link>>
<<if $worn.handheld.name isnot "naked">>
| <span class="blue">Swap out your $worn.handheld.name</span>
<</if>>
<br>
<<elseif $worn.handheld.name is "feather duster">>
<<icon "clothes/feather_duster.png">><<link [[Hang up your feather duster|Bird Tower]]>><<if $carried.handheld.name isnot "naked">><<handheldon>><<else>><<handheldruined true>><</if>><<set $bird.duster to true>><</link>>
<<if $carried.handheld.name isnot "naked">>
| <span class="blue">Retrieve your $carried.handheld.name</span>
<</if>>
<br>
<</if>>
<</if>>
<<if $bird.upgrades.mirror is 1>>
<<if $nextPassageCheck is "Bird Tower Mirror">>
<span class="nextLink"><<birdicon "mirror">><<link [[Mirror|Bird Tower Mirror]]>><<preMirror>><</link>></span>
<<else>>
<<birdicon "mirror">><<link [[Mirror|Bird Tower Mirror]]>><<preMirror>><</link>>
<</if>>
<br>
<</if>>
<br>
<<if $bird.lock is 1>>
<<birdicon "trapdoor">><<link [[Examine the trap door (0:05)|Bird Tower Door]]>><<bird_pass 5>><</link>>
<br>
<<else>>
<<birdicon "trapdoor">><<link [[Enter the trap door (0:05)|Bird Tower Base Descend]]>><<bird_pass 5>><</link>>
<br>
<</if>>
<<if $syndromebird is 1>>
<br>
<<link [[Gameplay Settings|Settings]]>><<set $settingsExitPassage to "Bird Tower">><</link>>
<br>
<<attitudesControlCheck>>
<<if $attitudesControl.showGoldLink is true>>
<span class="goldLink"><<link [[Attitudes]]>><<set $attitudesExitPassage to $passage>><</link>> </span><span class="red">!!</span>
<<else>>
<<link [[Attitudes]]>><<set $attitudesExitPassage to $passage>><</link>>
<</if>>
<br><br>
<</if>>
<<endevent>>
<</if>><<setTowerTemp>><<effects>>
<<npc "Great Hawk">>
<<if $syndromebird gte 1>>
As you start to regain consciousness, you find yourself in your nest. You see your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>> standing on the edge of it.
When <<bhe>> sees you waking up, <<bhe>> rushes over to you.
<<if $monster is 1>>
"<<Wife>>! What happened? Why did you fall asleep on the ground?" <<bhe>> asks, clearly concerned.
<<else>>
<<bHe>> looks at you<<if understandsBirdBehaviour()>>, confused and worried<<else>> intensely<</if>>.
<</if>>
You tell <<bhim>> that you're fine now.
<br><br>
<<if $monster is 1>>
"Are you sure?" <<bhe>> asks, still concerned.
<<else>>
<<bHe>> looks slightly relieved, yet still worried.
<</if>>
<br><br>
<<link "Reassure <<bhim>>" "Bird Tower Passout Syndrome">><<set $phase to 0>><<npcincr "Great Hawk" dom 1>><</link>><<gdom>>
<br>
<<link "Ignore <<bhim>>" "Bird Tower Passout Syndrome">><<set $phase to 1>><<npcincr "Great Hawk" dom -1>><</link>><<ldom>>
<br>
<<else>>
<<if $trauma gte ($traumamax / 10) * 8>>
As you start to regain consciousness, you find yourself inside the <<beasttype>>'s nest. You see the <<beasttype>> standing on the edge of it.
<br><br>
You feel <<bhis>> gaze pierce through you. <span class="red">Memories of how you've been assaulted in the past flood your mind. Fear takes over, freezing you in place.</span>
<br><br>
The <<beasttype>> steps into the nest and
<<if $monster is 1>>
says something,
<<else>>
makes some kind of noise,
<</if>>
but your mind is too unfocused to understand it. <<bHe>> starts approaching you. With your body unwilling to move, all you can do is watch as <<bhe>> approaches you.
<br><br>
<<link [[Next|Bird Tower Passout No Syndrome Trauma]]>><</link>>
<br>
<<else>>
As you start to regain consciousness, you find yourself inside the <<beasttype>>'s nest. You see the <<beasttype>> standing on the edge of it.
<<bHes>> looking at you <<if understandsBirdBehaviour()>>worriedly<<else>>intensely<</if>>.
<br><br>
<<bHe>> steps into the nest.
<<if $monster is 1>>
"Is <<wife>> feeling hurt? Did something happen?" <<bhe>> asks.
<<else>>
<<bHe>> chirps <<if understandsBirdBehaviour()>>softly <</if>>at you.
<</if>>
<br><br>
The <<beasttype>> starts approaching you <<if understandsBirdBehaviour()>>cautiously<<else>>slowly<</if>>.
<br><br>
<<link [[Stay still|Bird Tower Passout No Syndrome]]>><<set $phase to 0>><<bird_stockholm 3>><</link>><<ggbirdstockholm>>
<br>
<<link [[Push yourself away|Bird Tower Passout No Syndrome]]>><<set $phase to 1>><<bird_stockholm -3>><</link>><<llbirdstockholm>>
<br>
<</if>>
<</if>><<setTowerTemp>><<effects>>
<<if $phase is 0>>
You let the <<beasttype>> get close to you. <<bHe>> starts touching you with <<bhis>> <<if $monster is 1>>hands<<else>>beak<</if>>, inspecting your body for signs of injury. <<bHis>> touch feels very gentle. <<bHe>> keeps touching you for a while.
<br><br>
Just as you start to enjoy <<bhis>> caress, <<bhe>> pulls away.
<<if $monster is 1>>
"<<Wife>> does not seem to be badly hurt. Still, <<wife>> should rest now. I want you to be safe," <<bhe>> says.
<<else>>
<<bHe>> gives you one final nudge with <<bhis>> beak and chirps softly. <<if understandsBirdBehaviour()>><<bHe>> seems happy that you're alright.<</if>>
<</if>>
<br><br>
<<if $bird.syndrome gte 15 and $syndromebird isnot 1>>
You see the caring look in the <<beasttype>>'s eyes and have a realisation. <<bHes>> just been trying to take care of you all this time. You know you are safe with <<bhim>>. You pull the <<beasttype>> into a hug.
<<if $monster is 1>>
<<bHe>> returns your embrace.
<<else>>
<<bHe>> wraps <<bhis>> wings around you in turn.
<</if>>
you hold <<bhim>> for a moment, before letting go. You smile brightly at <<bhim>>.
<<if $monster is 1>>
"I am glad <<wife>> is feeling better now," <<bhe>> says.
<</if>>
<span class="red">It's not <<bhis>> fault. <<bHe>> only wants a mate.
<br>
You've gained the Stockholm Syndrome: Great Hawk trait.</span>
<br><br>
<<if $loveInterest.primary is "None">>
<<set $loveInterest.primary to "Great Hawk">>
<span class = "gold">The Great Hawk is now your love interest! This isn't how you expected to find a spouse, but you feel uplifted all the same.</span>
<<else>>
<span class = "gold">The Great Hawk can now be claimed as your love interest! This isn't how you expected to find a spouse, but you feel uplifted all the same.<br>You can change your love interest in the "Attitudes" menu.</span>
<</if>>
<<set $syndromebird to 1>>
<<unset $birdescaped>>
<<run delete $bird.syndrome>>
<<else>>
You stand up and try to get out of the nest. The <<beasttype>> does not stop you.
<</if>>
<<else>>
You back up to the other side of the nest.
<<if $speech_attitude is "meek">>
"P-Please don't hurt me," you whimper.
<<elseif $speech_attitude is "bratty">>
"Don't touch me you filthy <<beasttype>>!" you yell.
<<else>>
"Get away from me!" you scream.
<</if>>
<br><br>
<<bHe>> stops.
<<if $monster is 1>>
"Must be fine if <<wife>> can move so much, sorry to bother," <<bhe>> says. <<if understandsBirdBehaviour()>><<bHe>> still seems concerned for you.<</if>>
<<else>>
<<bHe>> <<if understandsBirdBehaviour()>>looks you over,<<else>> stares at you for a bit,<</if>> then squawks meekly.
<</if>>
You stand up and try to get out of the nest. The <<beasttype>> doesn't stop you.
<</if>>
<br><br>
<<if $bird.state is "hunting" and $bird.timer lte 0>>
<<bHe>> seems to remember something, and <<if $monster is 1>>walks<<else>>hops<</if>> away for a moment before approaching you again.
<<bird_hunt_return>>
<<else>>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br>
<</if>><<setTowerTemp>><<effects>>
When the <<beasttype>> is right in front of you, you prepare for the worst. For a while, <<bhe>> just stares at you. The tension is only making this worse. After what feels like an eternity, <<bhe>> finally reaches for you.
<br><br>
You're surprised when all <<bhe>> does is gently caress your cheek with <<bhis>>
<<if $monster is 1>>
hand. "<<Wife>>, who hurt you so much?" <<he>> asks. <<if understandsBirdBehaviour()>>You can tell <<bhes>> really worried. <</if>>"Won't let anyone hurt <<wife>>, I will make <<wife>> happy here," <<bhe>> declares. The <<beasttype>> wraps <<bhis>> wings around you and moves <<bhis>> hands to your hair. <<bHe>> begins to comb through it with <<bhis>> fingers. <<bHis>> touch feels very soothing.
<<else>>
beak. <<bHe>> starts chirping softly. <<if understandsBirdBehaviour()>><<bHe>> must be trying to comfort you. <</if>><<bHis>> chirps are just the right volume to be pleasant. The <<beasttype>> wraps <<bhis>> wings around you and starts going through your hair with <<bhis>> beak. <<bHis>> delicate prodding feels very soothing.
<</if>>
<<stress -6>><<trauma -6>><<bird_stockholm 3>><<lstress>><<ltrauma>><<ggbirdstockholm>>
<br><br>
You're still unable to move, which allows the <<beasttype>> to keep comforting you for a while.
<<if $bird.syndrome gte 15 and $syndromebird isnot 1>>
<<bHis>> touch is starting to feel more pleasant by the second. Without thinking, you start pushing your head against <<bhis>>
<<if $monster is 1>>
hand. "Are you starting to feel better, <<wife>>?" <<bhe>> asks. You give <<bhim>> a small smile in response. You end up letting <<bhim>> pat your head for several minutes.
<<else>>
beak. <<bHe>> looks at you adoringly. You look back at <<bhim>> with newfound gratitude. You end up letting <<bhim>> preen your hair for several minutes.
<</if>>
As <<bhe>> keeps caressing your hair, you think about how kind <<bhes>> been to you. <<bHes>> different from everyone else. <<bHe>> cares about you. <<bHe>> will keep you safe. You feel like you finally understand <<bhim>>.
<span class="red">It's not <<bhis>> fault. <<bHe>> only wants a mate.
<br>
You've gained the Stockholm Syndrome: Great Hawk trait.</span>
<br><br>
<<if $loveInterest.primary is "None">>
<<set $loveInterest.primary to "Great Hawk">>
<span class = "gold">The Great Hawk is now your love interest! This isn't how you expected to find a spouse, but you feel uplifted all the same.</span>
<<else>>
<span class = "gold">The Great Hawk can now be claimed as your love interest! This isn't how you expected to find a spouse, but you feel uplifted all the same.<br>You can change your love interest in the "Attitudes" menu.</span>
<</if>>
<<set $syndromebird to 1>>
<<unset $birdescaped>>
<<run delete $bird.syndrome>>
<<else>>
You have conflicting feelings about the forced affection being given to you. When you finally regain control of yourself, you push the <<beasttype>> away from you. <<bHe>> stumbles to the other side of the nest.
<<if $monster is 1>>
"<<Wife>> wants to be alone now, I understand," <<bhe>> says.
<<else>>
<<bHe>> chirps softly.
<</if>>
You stand up and try to get out of the nest. The <<beasttype>> does not stop you.
<</if>>
<br><br>
<<if $bird.state is "hunting" and $bird.timer lte 0>>
<<bHe>> seems to remember something, and <<if $monster is 1>>walks<<else>>hops<</if>> away for a moment before approaching you again.
<<bird_hunt_return>>
<<else>>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br>
<</if>><<setTowerTemp>><<effects>>
<<if $phase is 0>>
You get up and hug <<bhim>>.
<<if $speech_attitude is "meek">>"Thank you for caring about me so much. But I'm alright," you say.
<<elseif $speech_attitude is "bratty">> "You don't have to be so worried, silly," you say.
<<else>>"I really am fine. Thanks for making sure though," you say.
<</if>>
<br><br>
The <<beasttype>>
<<if $monster is 1>>
returns your hug and sits down in the nest with you. "Glad to see <<wife>> is alright," <<bhe>> says.
<<else>>
nuzzles against you. <<bHe>> squawks joyfully and sits down in the nest with you.
<</if>>
You spend a precious moment relaxing in the nest, holding your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>>.
<br><br>
After a while, you stand up again. The Great Hawk is reluctant to stop, but lets you go.
<<if $monster is 1>>
"Hope <<wife>> feels better now," <<bhe>> says.
<<else>>
<<bHe>> chirps one more time.
<</if>>
You smile at <<bhim>>, then step out of the nest.
<<else>>
<<if $speech_attitude is "meek">>"I-I'm fine, really," you say as you stand up.
<<elseif $speech_attitude is "bratty">>"I already told you, I'm fine," you say as you stand up.
<<else>>"I'm alright," you say as you stand up.
<</if>>
<br><br>
<<if $monster is 1>>
"Are you sure?" <<bhe>> asks again. You repeat your answer. <<bHe>> does not sound satisfied with it.
<<else>>
<<bHe>> looks unsatisfied by your answer.
<</if>>
<<bHe>> stops fussing over you, but <<bhe>> still seems somewhat concerned. You step out of the nest.
<</if>>
<br><br>
<<if $bird.state is "hunting" and $bird.timer lte 0>>
<<bHe>> seems to remember something, and <<if $monster is 1>>walks<<else>>hops<</if>> away for a moment before approaching you again.
<<bird_hunt_return>>
<<else>>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br>
<</if>><<setTowerTemp>><<effects>>
<<npc "Great Hawk">>
<<if $monster is 1>>
The <<beasttype>> stares north as <<bhe>> listens.
<<if $bird.hunts.estate is "complete">>
"Again?" <<bhe>> asks. You explain that you just need a way in this time. "Dangerous. But I will help." <<bHe>> leans closer, and kisses your forehead.
<<else>>
"I avoid that place," <<bhe>> says. "Dangerous. The landbound leader nests there. But I will help." <<bHe>> leans closer, and kisses your forehead.
<</if>>
<br><br>
<<bHis>> wings flare. "I will find you a gift on my way back." <<bHe>> launches from the perch.
<br><br>
<<else>>
The <<beasttype>> stares north as <<bhe>> listens, or appears to listen. <<bHis>> wings flare, and <<bhe>> launches from the tower. You're not sure if <<bhe>> understood.
<br><br>
<</if>>
<<set $bird.timer to random(120, 150)>>
<<set $bird.state to "hunting">>
<<set $estate_fence to "bird">>
<<set $bird.estateKnown to true>>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br><<setTowerTemp>><<effects>>
You rifle through the wood and detritus, searching for anything that could help you escape.
<<if $bird.clean lte 5>>
The tower is filthy, and your searching kicks up dust and debris. You cough. <<stress 6>><<gstress>>
<br><br>
<</if>>
<<if $rng gte 66>>
<<wearProp "rag">>
You find a torn but strong piece of fabric. It could be used for a rope. <<set $bird.materials.fabric += 1>><<gfabric>>
<<else>>
You don't find anything.
<</if>>
<br><br>
<<link [[Next|Bird Tower]]>><<handheldon>><</link>>
<br><<effects>>
You test each step as you descend into the dark.
<br><br>
You arrive at the bottom. There's a slit in the wall, leading outside. You should be able to squeeze through, though there's a small drop on the other side.
<br><br>
<<link [[Next|Bird Tower Base]]>><</link>>
<br><<effects>>
You climb the stone steps, keeping your feet steady, and body close to the wall.
<br><br>
You emerge through the open trap door.
<br><br>
<<link [[Next|Bird Tower]]>><</link>>
<br><<effects>>
You are in the base of the ruined tower, deep in the moor. There's a slit in the wall, leading outside, and a staircase leading higher.
<br><br>
<<if $bird.upgrades.mirror isnot 1>>
<<if $bird.mirror_unknown is 1>>
A mirror stands in the middle of the room, covered by a dusty sheet.
<br><br>
<<birdicon "mirror">><<link [[Carry the mirror upstairs (0:15)|Bird Tower Base Carry]]>><<set $bird.upgrades.mirror to 1>><<bird_pass 15>><<tiredness 3>><</link>>
<br>
<<else>>
A tall piece of furniture stands in the middle of the room, covered by a dusty sheet.
<br><br>
<<investigateicon>><<link [[Examine the furniture|Bird Tower Base Mirror]]>><<set $bird.mirror_unknown to 1>><</link>>
<br>
<</if>>
<</if>>
<<stairsicon "up">><<link [[Climb the stairs (0:05)|Bird Tower Base Climb]]>><<bird_pass 5>><</link>>
<br>
<<getouticon>><<link [[Leave the tower|Bird Tower Base Leave]]>><</link>>
<br><<effects>>
You lift the sheet, revealing a standing mirror. You can make out your reflection in the dim light. It's still in one piece.
<br><br>
<<link [[Carry it upstairs (0:15)|Bird Tower Base Carry]]>><<set $bird.upgrades.mirror to 1>><<bird_pass 15>><<tiredness 3>><</link>>
<br>
<<link [[Leave it alone|Bird Tower Base]]>><</link>>
<br><<effects>>
<<earnFeat "High Reflection">>
You carry the mirror up the tower, careful with each step, and resting it on the ground now and then. It's a steep climb, but you emerge at the top.
<br><br>
You find a nice spot for your new furniture opposite the nest.
<br><br>
<<link [[Next|Bird Tower]]>><</link>>
<br><<effects>>
You squeeze through the slit, and tumble to the ground outside. You're in the castle courtyard.
<br><br>
<<link [[Next|Castle]]>><</link>>
<br><<effects>>
The wind snatches your hair as you peer over the edge. It's a long way down.
<br><br>
You have <span class="gold"><<number $bird.materials.fabric>></span><<birdicon "fabric">> <<= $bird.materials.fabric is 1 ? "piece" : "pieces">> of fabric.
<<if $syndromebird isnot 1>>
<<set _naked to setup.clothingLayer.all.find(c => V.worn[c].name !== "naked")>>
<<if _naked>>
You could tear up your clothes for more.
<<else>>
If you were wearing clothes, you could tear them up into fabric.
<</if>>
<</if>>
<br>
<<if $syndromebird isnot 1>>
<<if setup.clothes_all_slots.some(slot => $worn[slot].name !== "naked")>>
Tear up your:
<br>
<</if>>
<<if $worn.upper.name isnot "naked" and $worn.upper.cursed isnot 1>>
<<clothingicon $worn.upper "upper">><<link [[$worn.upper.name.toUpperFirst()|Bird Tower Rope Clothes]]>><<set $bird.materials.fabric += 1>><<set $fabricColour to $worn.upper.colour>><<upperruined>><</link>>
<br>
<</if>>
<<if $worn.lower.name isnot "naked" and $worn.lower.cursed isnot 1>>
<<clothingicon $worn.lower "lower">><<link [[$worn.lower.name.toUpperFirst()|Bird Tower Rope Clothes]]>><<set $fabricColour to $worn.lower.colour>><<set $bird.materials.fabric += 1>><<lowerruined>><</link>>
<br>
<</if>>
<<if $worn.under_upper.name isnot "naked" and $worn.under_upper.cursed isnot 1>>
<<clothingicon $worn.under_upper "under_upper">><<link [[$worn.under_upper.name.toUpperFirst()|Bird Tower Rope Clothes]]>><<set $fabricColour to $worn.under_upper.colour>><<set $bird.materials.fabric += 1>><<underupperruined>><</link>>
<br>
<</if>>
<<if $worn.under_lower.name isnot "naked" and $worn.under_lower.cursed isnot 1>>
<<clothingicon $worn.under_lower "under_lower">><<link [[$worn.under_lower.name.toUpperFirst()|Bird Tower Rope Clothes]]>><<set $fabricColour to $worn.under_lower.colour>><<set $bird.materials.fabric += 1>><<underlowerruined undefined "commando">><</link>>
<br>
<</if>>
<<if $worn.over_upper.name isnot "naked" and $worn.over_upper.cursed isnot 1>>
<<clothingicon $worn.over_upper "over_upper">><<link [[$worn.over_upper.name.toUpperFirst()|Bird Tower Rope Clothes]]>><<set $fabricColour to $worn.over_upper.colour>><<set $bird.materials.fabric += 1>><<overupperruined>><</link>>
<br>
<</if>>
<<if $worn.over_lower.name isnot "naked" and $worn.over_lower.cursed isnot 1>>
<<clothingicon $worn.over_lower "over_lower">><<link [[$worn.over_lower.name.toUpperFirst()|Bird Tower Rope Clothes]]>><<set $fabricColour to $worn.over_lower.colour>><<set $bird.materials.fabric += 1>><<overlowerruined>><</link>>
<br>
<</if>>
<<if $worn.over_head.name isnot "naked" and $worn.over_head.cursed isnot 1>>
<<clothingicon $worn.over_head "over_head">><<link [[$worn.over_head.name.toUpperFirst()|Bird Tower Rope Clothes]]>><<set $bird.materials.fabric += 1>><<set $fabricColour to $worn.over_head.colour>><<overheadruined>><</link>>
<br>
<</if>>
<<if $worn.head.name isnot "naked" and $worn.head.cursed isnot 1>>
<<clothingicon $worn.head "head">><<link [[$worn.head.name.toUpperFirst()|Bird Tower Rope Clothes]]>><<set $bird.materials.fabric += 1>><<set $fabricColour to $worn.head.colour>><<headruined>><</link>>
<br>
<</if>>
<<if $worn.face.name isnot "naked" and $worn.face.cursed isnot 1>>
<<clothingicon $worn.face "face">><<link [[$worn.face.name.toUpperFirst()|Bird Tower Rope Clothes]]>><<set $bird.materials.fabric += 1>><<set $fabricColour to $worn.face.colour>><<faceruined>><</link>>
<br>
<</if>>
<<if $worn.neck.name isnot "naked" and $worn.neck.cursed isnot 1>>
<<clothingicon $worn.neck "neck">><<link [[$worn.neck.name.toUpperFirst()|Bird Tower Rope Clothes]]>><<set $bird.materials.fabric += 1>><<set $fabricColour to $worn.neck.colour>><<neckruined>><</link>>
<br>
<</if>>
<<if $worn.hands.name isnot "naked" and $worn.hands.cursed isnot 1>>
<<clothingicon $worn.hands "hands">><<link [[$worn.hands.name.toUpperFirst()|Bird Tower Rope Clothes]]>><<set $bird.materials.fabric += 1>><<set $fabricColour to $worn.hands.colour>><<handsruined>><</link>>
<br>
<</if>>
<<if $worn.handheld.name isnot "naked" and $worn.handheld.cursed isnot 1>>
<<clothingicon $worn.handheld "handheld">><<link [[$worn.handheld.name.toUpperFirst()|Bird Tower Rope Clothes]]>><<set $bird.materials.fabric += 1>><<set $fabricColour to $worn.handheld.colour>><<handheldruined>><</link>>
<br>
<</if>>
<<if $worn.legs.name isnot "naked" and $worn.legs.cursed isnot 1>>
<<clothingicon $worn.legs "legs">><<link [[$worn.legs.name.toUpperFirst()|Bird Tower Rope Clothes]]>><<set $bird.materials.fabric += 1>><<set $fabricColour to $worn.legs.colour>><<legsruined>><</link>>
<br>
<</if>>
<<if $worn.feet.name isnot "naked" and $worn.feet.cursed isnot 1>>
<<clothingicon $worn.feet "feet">><<link [[$worn.feet.name.toUpperFirst()|Bird Tower Rope Clothes]]>><<set $bird.materials.fabric += 1>><<set $fabricColour to $worn.feet.colour>><<feetruined>><</link>>
<br>
<</if>>
<br>
<</if>>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled"))>>
<!-- Redirects the player to the Perch, where flight can happen. Moved everything to widgets.twee in the "bird_fly_options" widget.-->
The wind could carry you a long way, if you had a better jumping point. <span class="blue">The perch might be perfect.</span>
<br><br>
<<elseif ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled")) or ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled")) or ($fallenangel gte 2 or ($transformationParts.fallenAngel.wings isnot "hidden" and $transformationParts.fallenAngel.wings isnot "disabled"))>>
<<if $pain gte 21>>
Your wings should carry you down, <span class="purple">but you're too injured for such a risky jump right now.</span>
<<else>>
Your wings would carry you down, if you had a better jumping point. <span class="blue">The perch might be perfect.</span>
<</if>>
<br><br>
<</if>>
<<if $bird.rope lt 7>>
<<if $bird.materials.fabric gte 1>>
<<if $bird.rope is 0>>
<<link [[Make a rope (0:30)|Bird Tower Rope]]>><<set $bird.materials.fabric -= 1>><<set $bird.rope += 1>><<bird_pass 30>><</link>>
<br>
<<else>>
<<link [[Make a rope (0:30)|Bird Tower Rope Add]]>><<set $bird.materials.fabric -= 1>><<bird_pass 30>><<set $bird.rope += 1>><</link>>
<br>
<</if>>
<<else>>
<span class="grey">More fabric is required to build a rope.</span>
<br>
<</if>>
<<else>>
<<link [[Escape (0:05)|Bird Tower Rope Escape]]>><<bird_pass 5>><</link>>
<br>
<</if>>
<<link [[Step away|Bird Tower]]>><</link>>
<br><<effects>>
<<set $fabricColour to $fabricColour is 0 ? "white" : $fabricColour>>
<<wearProp "rag" $fabricColour>>
You tear off your clothing, giving yourself more raw material to work with.
<<if $exposed gte 1>>
You shiver in the breeze.
<</if>>
<<covered>>
<br><br>
<<link [[Next|Bird Tower Look]]>><<run delete $fabricColour>><<handheldon>><</link>>
<br><<effects>>
<<wearProp "fabric rope" "white">>
You tear and tie together fabric and other materials, creating the beginnings of a rope. You'll need more material to make it down.
<br><br>
<<link [[Next|Bird Tower]]>><</link>>
<br><<effects>><<wearProp "fabric rope" "white">>
You tear and tie together fabric and other materials, adding to your rope.
<<if $bird.rope gte 7>>
<span class="green">It should reach the bottom.</span>
<<elseif $bird.rope gte 6>>
<span class="teal">It's almost long enough.</span>
<<elseif $bird.rope gte 4>>
<span class="lblue">It should reach half the way down.</span>
<<else>>
<span class="blue">There's a long way to go.</span>
<</if>>
<br><br>
<<link [[Next|Bird Tower]]>><<handheldon>><</link>>
<br><<effects>>
You tie one end of your rope around a chunk of upward-pointing stone, and throw the other off the edge. It almost reaches the bottom. It's enough.
<br><br>
<<if $syndromebird isnot 1>>
<<set $bird.rope to 1>>
<<set $birdescaped = ($birdescaped || 0) + 1>>
<</if>>
<<if $bird.state is "home" and $syndromebird isnot 1>>
<<npc "Great Hawk">>
You glance at the <<beasttype>>. <<bHe>> is not paying attention. You take the rope in both hands, turn around, and ease yourself down the tower wall.
<br><br>
You drop the last few feet, landing in the castle courtyard.
<<if $bird.activity isnot "sleep">>
<<set $moor_hunt to 9>>
<span class="red"> You hear a terrible shriek.</span> It didn't take long for the <<beasttype>> to notice your escape.
<<elseif $bird.activity is "sleep" and $rng lte 70>>
<<set $moor_hunt to 9>>
<span class="red"> You hear a terrible shriek.</span> It didn't take long for the <<beasttype>> to notice your escape.
<</if>>
<br><br>
<<endevent>>
<<else>>
You take the rope in both hands, turn around, and ease yourself down the tower wall. You drop the last few feet, landing in the castle courtyard.
<br><br>
<</if>>
<<link [[Next|Castle]]>><<set $moor to 100>><</link>>
<br><<effects>>
You start to walk closer to the edge. You can't help but be amazed at the view from this height.
<<if $willpowerSuccess>>
<<set $birdGlide to 1>>
<span class="green">You continue, despite the pit forming in your stomach.</span><<gwillpower>><<willpower 1>>
<br><br>
<<link [[Glide down|Bird Tower Glide]]>><<endevent>><</link>><<flight_text>>
<<else>>
<<set $daily.glideScared to true>>
<span class="red">You stop, and back away from the edge in fear.</span> It's probably not a good idea to get too close.
<br>
<</if>>
<br>
<<link [[Back away|Bird Tower Perch]]>><<endevent>><</link>><<effects>>
<<if $bird.activity is "sing" and $bird.state is "home">>
<<npc "Great Hawk">>
<<if $monster is 1>>
"Please return soon, <<wife>>," <<bhe>> says as you approach the edge of the perch. "I love you."
<<else>>
<<bHe>> squawks at you as you approach the edge of the perch, beckoning you to return soon.
<</if>>
<<endevent>>
<</if>>
You jump, falling several feet before the wind catches you. You gently drift down, landing in the ruined courtyard.
<br><br>
<<if $bird.state is "home" and $syndromebird isnot 1>>
<<set $birdescaped = ($birdescaped || 0) + 1>>
<<npc "Great Hawk">>
<span class="red">You hear a terrible shriek.</span> It didn't take long for the <<beasttype>> to notice your flight.
<br><br>
<<set $moor_hunt to 9>>
<<endevent>>
<</if>>
<<link [[Next|Castle]]>><<set $moor to 100>><</link>>
<br><<effects>>
<<if ($bird.activity is "sing" or $bird.activity is "groom") and $bird.state is "home">>
<<npc "Great Hawk">>
<<if $monster is 1>>
<<if playerIsPregnant() and playerBellySize() gte 12>>
"Must <<wife>> leave when so vulnerable?" <<bHe>> shoots a concerning glance at your <<bellyDescription>>. "Please return safe," <<bhe>> says as you approach the edge of the perch. "I love you."
<<else>>
<<if Weather.precipitation is "rain">>"Beware the angry skies<<else>>"Please return soon<</if>>, <<wife>>," <<bhe>> says as you approach the edge of the perch. "I love you."
<</if>>
<<else>>
<<bHe>> squawks at you as you approach the edge of the perch, beckoning you to return soon.
<</if>>
<<endevent>>
<</if>>
You leap from the tower, letting the wind catch you. You swoop to the ruined courtyard.
<br><br>
<<link [[Next|Castle]]>><<set $moor to 100>><</link>>
<br><<effects>><<flight_effects>>
<<if ($bird.activity is "sing" or $bird.activity is "groom") and $bird.state is "home">>
<<npc "Great Hawk">>
<<if $monster is 1>>
<<if Weather.precipitation is "rain">>"Beware the angry skies<<else>>"Please return soon<</if>>, <<wife>>," <<bhe>> says as you approach the edge of the perch. "I love you."
<<else>>
<<bHe>> squawks at you as you approach the edge of the perch, beckoning you to return soon.
<</if>>
<<endevent>>
<</if>>
You leap from the tower. A strong current catches you, and you begin to glide. The wind bears you over the moor. The journey takes some time, leaving you alone with your thoughts as you soar through the sky.
<br><br>
The wind does most of the work, but your wings still tire as you arrive at the farmlands. <<physique 1>><<athletics 2>>
<br><br>
<<unset $moor_hunt>>
<<link [[Next|Farmland]]>><<set $moor to 0>><</link>>
<br><<effects>><<flight_effects>>
<<if ($bird.activity is "sing" or $bird.activity is "groom") and $bird.state is "home">>
<<npc "Great Hawk">>
<<if $monster is 1>>
<<if Weather.precipitation is "rain">>"Beware the angry skies<<else>>"Please return soon<</if>>, <<wife>>," <<bhe>> says as you approach the edge of the perch. "I love you."
<<else>>
<<bHe>> squawks at you as you approach the edge of the perch, beckoning you to return soon.
<</if>>
<<endevent>>
<</if>>
You leap from the tower. A strong current catches you, and you begin to glide. The wind bears you over the moor. The journey takes some time, leaving you alone with your thoughts as you soar through the sky.
<br><br>
The wind does most of the work, but your wings still tire as you soar over the rooftops. You land in the park. You don't think anyone saw you. <<physique 1>><<athletics 2>>
<br><br>
<<unset $moor_hunt>>
<<link [[Next|Park]]>><<set $moor to 0>><</link>>
<br><<effects>><<flight_effects>>
<<if ($bird.activity is "sing" or $bird.activity is "groom") and $bird.state is "home">>
<<npc "Great Hawk">>
<<if $monster is 1>>
<<if Weather.precipitation is "rain">>"Beware the angry skies<<else>>"Please return soon<</if>>, <<wife>>," <<bhe>> says as you approach the edge of the perch. "I love you."
<<else>>
<<bHe>> squawks at you as you approach the edge of the perch, beckoning you to return soon.
<</if>>
<<endevent>>
<</if>>
You leap from the tower. A strong current catches you, and you begin to glide. The wind bears you over the moor. The journey takes some time, leaving you alone with your thoughts as you soar through the sky.
<br><br>
The wind does most of the work, but your wings still tire as you soar over the treetops. You land in a clearing. <<physique 1>><<athletics 2>>
<br><br>
<<unset $moor_hunt>>
<<link [[Next|Forest]]>><<set $forest to 50>><<set $forestmove to 0>><<set $moor to 0>><</link>>
<br><<setTowerTemp>><<effects>>
You kneel beside the trap door. The wood is ancient, but dry and preserved. You pull the door, but the lock proves firm. You peer inside the mechanism, and see a mess of rust. You won't be able to pick it.
<br><br>
<<link [[Next|Bird Tower]]>><</link>>
<br><<setTowerTemp>><<effects>><<wearProp "lurker">><<canvas-model-override "mouth" "chew">>
<<if $syndromebird gte 1>>
You devour the lurker, tearing out chunks of chewy matter with your teeth. <<if $monster is 1>><<bHe>> smiles at you.<<else>>The <<beasttype>> looks satisfied.<</if>>
<<else>>
You close your eyes as you take a bite, and pretend you're eating something more palatable. It's chewy, but doesn't taste of much at all.
<</if>>
It fills you with a strange warmth. <<eatLurker>><<drugs 120>><<ggdrugged>>
<br><br>
<i><<bHe>> will be more likely to bring you lurkers in the future, rather than other items.</i>
<br><br>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled")) and $bird.hunts.unlocked is true and $bird.hunts.lurkers is false>>
<<set $bird.hunts.lurkers to true>>
<span class="blue">Feasting on the lurker felt good. You have the urge to catch one yourself.</span> <span class="gold">You can now hunt for lurkers on your own.</span>
<br><br>
<</if>>
<<link [[Next|Bird Tower]]>><<canvas-model-override "clear">><<endevent>><</link>>
<br><<setTowerTemp>><<effects>>
<<if $speech_attitude is "meek">>
"I-I'm sure it's very nice," you say. "But I can't eat this."
<<elseif $speech_attitude is "bratty">>
"This food is unfit for a
<<if $player.gender_appearance is "m">>
gentleman
<<else>>
lady
<</if>>
like myself," you say, lifting the lurker and flinging it at a wall.
<<else>>
"I can't eat this," you say, raising your voice. You kick the lurker away for good measure.
<</if>>
<br><br>
<<if $monster is 1>>
<<bHis>> wings hang limp as <<bhe>> frowns. "I'm sorry, <<wife>>. Will find better meat next hunt." <<bHe>> lifts the lurker, and walks away with it.
<<else>>
The <<beasttype>>'s feathers lie flat. <<bHe>> lifts the lurker, and hops away with it.
<</if>>
<br><br>
<i><<bHe>> will be <span class="blue">much</span> less likely to bring you lurkers in the future. <<bHe>> will bring other items instead.</i>
<br><br>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br><<setTowerTemp>><<effects>>
You remain still.
<<if $monster is 1>>
<<bHis>> feathers lie flat as <<bhis>> wings hang limp. "Will find better meat next hunt." <<bHe>> lifts the lurker, and walks away with it.
<<else>>
The <<beasttype>>'s feathers lie flat. <<bhe>> lifts the lurker, and hops away with it.
<</if>>
<br><br>
<i><<bHe>> will be less likely to bring you lurkers in the future.</i>
<br><br>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled")) and $bird.hunts.unlocked is true and $bird.hunts.lurkers is false>>
<<set $bird.hunts.lurkers to true>>
<span class="blue">You have the urge to catch one yourself.</span> <span class="gold">You can now hunt for lurkers on your own.</span>
<br><br>
<</if>>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br><<setTowerTemp>><<effects>>
<!-- Unreachable. Didn't want to allow players to horde lurkers by just sleeping at the tower forever. May change later. -->
You hang the lurker on the rack for later.
<br><br>
<i><<bHe>> will be more likely to bring you lurkers in the future, rather than other items.</i>
<br><br>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br><<setTowerTemp>><<effects>>
<<if $speech_attitude is "meek">>
"Th-thank you," you say, lifting the rubbish. "It's a treasure."
<<elseif $speech_attitude is "bratty">>
"Nice and shiny," you say, lifting the rubbish. "Thanks, featherhead."
<<else>>
"Thank you," you say, lifting the rubbish.
<</if>>
<<if $syndromebird gte 1>>
You add it to the pile of valuables.<<set $bird.materials.junk++>>
<</if>>
<br><br>
The <<beasttype>> puffs <<bhis>> plumes, and <<if $monster is 1>>walks<<else>>hops<</if>> away.
<br><br>
<i><<bHe>> will be <span class="blue">much</span> more likely to bring you rubbish in the future.</i>
<br><br>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br><<setTowerTemp>><<effects>>
<<if $speech_attitude is "meek">>
"It's very pretty," you say. "But could you bring me something useful next time?"
<<elseif $speech_attitude is "bratty">>
"What am I supposed to do with this?" you say, chucking the rubbish from the tower. "Bring me something useful next time."
<<else>>
"This is just rubbish," you say. "Bring me something useful next time."
<</if>>
<br><br>
<<if $monster is 1>>
<<bHis>> wings hang limp as <<bhe>> frowns. "I'm sorry. Value of landbound trinkets is hard to understand. Will bring something more shiny next time."
<<else>>
The <<beasttype>>'s feathers lie flat, and <<bhe>> hops away.
<</if>>
<br><br>
<i><<bHe>> will be <span class="blue">much</span> less likely to bring you rubbish in the future.</i>
<br><br>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br><<setTowerTemp>><<effects>>
<<if $monster is 1>>
<<bHis>> wings hang limp. "Will bring something more shiny to impress you. Next time."
<<else>>
The <<beasttype>>'s feathers lie flat, and <<bhe>> hops away.
<</if>>
<br><br>
<i><<bHe>> will be less likely to bring you rubbish in the future.</i>
<br><br>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br><<setTowerTemp>><<effects>>
You lift the watch.
<<if $rng gte 81>>
The precious metals alone look valuable. Someone comfortable with stolen goods might buy it.<<set $blackmoney += 200>>
<<elseif $rng gte 61>>
It looks well-made. Someone comfortable with stolen goods might buy it.<<set $blackmoney += 100>>
<<elseif $rng gte 41>>
It's made by a well-known company. Someone comfortable with stolen goods might buy it.<<set $blackmoney += 50>>
<<elseif $rng gte 21>>
It's still working, but doesn't look expensive. It probably isn't worth anything.
<<else>>
It's old and broken, and probably isn't worth anything.
<</if>>
<br><br>
<<if $monster is 1>>
"Sound it makes is pleasing, just like <<wife>>," <<bhe>> coos.
<<else>>
The <<beasttype>> puffs <<bhis>> plumes, and hops away.
<</if>>
<br><br>
<i><<bHe>> will be <span class="blue">much</span> more likely to steal things for you in the future.</i>
<br><br>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br><<setTowerTemp>><<effects>>
<<wearProp "ring">>
You lift the ring.
<<if $rng gte 81>>
It looks like gold, and could be quite valuable to a fence.<<set $blackmoney += 300>>
<<elseif $rng gte 61>>
It looks like platinum. It could be worth something to a fence.<<set $blackmoney += 200>>
<<elseif $rng gte 41>>
It looks like it's made of a gold alloy, and studded with jewels. It could be worth something to a fence.<<set $blackmoney += 150>>
<<elseif $rng gte 21>>
It looks like silver, and could be worth something to a fence.<<set $blackmoney += 50>>
<<else>>
It looks like steel. You don't think it'll be worth enough for a fence to bother with it.
<</if>>
<br><br>
<<if $monster is 1>>
"Wingless give rings to mates, yes? I will find all rings and build a nest of them for you," <<bhe>> says, giving you a peck on the cheek before walking away.
<<else>>
The <<beasttype>> puffs <<bhis>> plumes, and hops away.
<</if>>
<br><br>
<i><<bHe>> will be <span class="blue">much</span> more likely to steal things for you in the future.</i>
<br><br>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br><<setTowerTemp>><<effects>>
You lift the necklace.
<<if $rng gte 81>>
<<wearProp "necklace" "steel">>
It's an exquisite piece, and made by an expensive brand. It would be worth something to a fence.<<set $blackmoney += 300>>
<<elseif $rng gte 61>>
<<wearProp "necklace" "rose gold">>
It looks like rose gold, and might be worth something to a fence.<<set $blackmoney += 200>>
<<elseif $rng gte 41>>
<<wearProp "necklace" "silver">>
It looks like silver, and might be worth something to a fence.<<set $blackmoney += 50>>
<<elseif $rng gte 21>>
<<wearProp "necklace" "gold">>
It's gold plated, and might be worth a little to a fence.<<set $blackmoney += 20>>
<<else>>
<<wearProp "necklace" "bronze">>
It's made of copper, and probably not worth enough for a fence to bother with it.
<</if>>
<br><br>
<<if $monster is 1>>
"Shiny catches eye easily, just like <<wife>>," <<bhe>> says, staring at you a moment, before walking away.
<<else>>
The <<beasttype>> puffs <<bhis>> plumes, and hops away.
<</if>>
<br><br>
<i><<bHe>> will be <span class="blue">much</span> more likely to steal things for you in the future.</i>
<br><br>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br><<setTowerTemp>><<effects>>
<<if ["wallet", "purse"].includes($phase)>>
<<wearProp $phase>>
You turn the <<= $phase>> upside down.
<<else>>
You turn the container upside down.
<</if>>
<<if $rng gte 81>>
<<moneyGain 200 true false>> in cash falls out.
<<elseif $rng gte 61>>
A credit card falls out. It might be worth something to a fence.<<set $blackmoney += 120>>
<<elseif $rng gte 41>>
<<moneyGain 80 true false>> in cash falls out.
<<elseif $rng gte 21>>
<<moneyGain 40 true false>> in cash falls out.
<<else>>
It's empty.
<</if>>
<br><br>
<<if $monster is 1>>
"Wingless always have these, and show them to impress others, yes? I hope <<wife>> is impressed," <<bhe>> says, puffing out <<bhis>> plume.
<<else>>
The <<beasttype>> puffs <<bhis>> plumes, and hops away.
<</if>>
<br><br>
<i><<bHe>> will be <span class="blue">much</span> more likely to steal things for you in the future.</i>
<br><br>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br><<setTowerTemp>><<effects>>
<<if $speech_attitude is "meek">>
"I-is it stolen?" you ask. "You shouldn't steal!"
<<elseif $speech_attitude is "bratty">>
"I'm not accepting stolen goods," you say, kicking it away. "Bring me something practical."
<<else>>
"I won't accept stolen goods," you say.
<</if>>
<br><br>
<<if $monster is 1>>
"Stolen? Don't know what stolen is, but I'm sorry I upset <<wife>>." <<bHe>> looks down in shame, and walks away.
<<else>>
The <<beasttype>>'s feathers lie flat, and <<bhe>> hops away.
<</if>>
<br><br>
<i><<bHe>> will be <span class="blue">much</span> less likely to bring you stolen goods in the future.</i>
<br><br>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br><<setTowerTemp>><<effects>>
<<if $monster is 1>>
"<<Wife>> doesn't want landbound treasures?" <<bHe>> cocks <<bhis>> head to the side in thought before walking away.
<<else>>
You don't move. The <<beasttype>>'s feathers lie flat, and <<bhe>> hops away.
<</if>>
<br><br>
<i><<bHe>> will be less likely to bring you stolen goods in the future.</i>
<br><br>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br><<setTowerTemp>><<effects>>
<<switch $bird_food>>
<<case "pasty">>
<<wearProp "pasty">>
You devour the pasty with gusto. It leaves a warm feeling.
<<hunger -400>>
<<case "donut">>
<<wearProp "donut">>
You devour the donut, enjoying such a sweet treat.
<<hunger -300>>
<<case "nuts">>
<<wearProp "nuts">>
You tear open the packet, and begin munching nuts. They're soon gone.
<<hunger -600>>
<<case "crisps">>
<<wearProp "crisps">>
You tear open the packet, and shovel crisps into your mouth. They're soon gone.
<<hunger -200>>
<<case "chocolate">>
<<wearProp "chocolate bar">>
You tear open the wrapper, and take a bite of chocolate. It melts in your mouth. You savour the sweetness.
<<hunger -1000>>
<<case "apple">>
<<wearProp "apple">><<canvas-model-override "mouth" "chew">>
You bite into the crisp apple. It's juicy.
<<hunger -100>>
<<case "carrot">>
<<wearProp "carrot">>
<<canvas-model-override "mouth" "chew">>
You bite into the crisp carrot. It's crunchy.
<<hunger -100>>
<<case "beans">>
<<wearProp "food tin" 0 "beans">>
You bash the tin against the wall, and pry it the rest of the way using a spike of ruined masonry. The beans would be nicer warm, but they fill you all the same.
<<hunger -400>>
<<case "tuna">>
<<wearProp "food tin" 0 "tuna">>
You bash the tin against the wall, and pry it the rest of the way using a spike of ruined masonry. The tuna is tasty, if salty.
<<hunger -200>>
<<default>>
<<wearProp "food tin" 0 "custard">>
You bash the tin against the wall, and pry it the rest of the way using a spike of ruined masonry. Cold custard on its own isn't the best treat, but you enjoy the sweetness.
<<hunger -400>>
<</switch>>
<br><br>
<<unset $bird_food>>
<<if $monster is 1>>
<<bHe>> watches you eat, and smiles at you.
<<else>>
The <<beasttype>> watches you eat. <<bHe>> seems satisfied.
<</if>>
<br><br>
<i><<bHe>> will be <span class="blue">much</span> more likely to bring you human food in the future.</i>
<br><br>
<<link [[Next|Bird Tower]]>><<canvas-model-override "clear">><<endevent>><</link>>
<br><<setTowerTemp>><<effects>><<wearProp "milkshake">>
You carefully drink the milkshake from the damaged cup. It's incredibly sweet. <<bHe>> must have swiped it right after it was made.
<<hunger -200>><<stress -12>><<llstress>><<unset $bird_food>>
<br><br>
<<if $monster is 1>>
<<bHe>> watches you drink, and smiles at you.
<<else>>
The <<beasttype>> watches you drink. <<bHe>> seems satisfied.
<</if>>
<br><br>
<i><<bHe>> will be <span class="blue">much</span> more likely to bring you human food in the future.</i>
<br><br>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br><<setTowerTemp>><<effects>>
<<if $speech_attitude is "meek">>
"I-I'm not hungry," you say.
<<elseif $speech_attitude is "bratty">>
"I'm not hungry," you say, kicking the food away.
<<else>>
"I'm not hungry," you say.
<</if>>
<br><br>
<<unset $bird_food>>
<<if $monster is 1>>
<<bHe>> frowns. "Will find better food next hunt. Maybe eat same thing as me?" <<bHe>> looks at you hopefully before walking away.
<<else>>
The <<beasttype>>'s feathers lie flat, and <<bhe>> hops away.
<</if>>
<br><br>
<i><<bHe>> will be <span class="blue">much</span> less likely to bring you food in the future.</i>
<br><br>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br><<setTowerTemp>><<effects>>
You don't move.
<<if $monster is 1>>
"No hunger? <<Wife>> should eat to stay strong." <<bHe>> looks at you ponderously before walking away.
<<else>>
The <<beasttype>>'s feathers lie flat, and <<bhe>> hops away.
<</if>>
<br><br>
<<unset $bird_food>>
<i><<bHe>> will be less likely to bring you food in the future.</i>
<br><br>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br><<setTowerTemp>><<effects>>
You wear the new item.
<<if $monster is 1>>
"<<Wife>> always looks pleasing." <<bHe>> gives you a peck on the cheek before walking away.
<<else>>
The <<beasttype>> puffs <<bhis>> plumes, and hops away.
<</if>>
<br><br>
<i><<bHe>> will be <span class="blue">much</span> more likely to bring you clothes and fabric in the future.</i>
<br><br>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br><<setTowerTemp>><<effects>>
You thank the <<beasttype>>. You won't wear it, but the material might be useful.
<<if $syndromebird gte 1>>
<<set $bird.materials.fabric++>>
<</if>>
<br><br>
<<if $monster is 1>>
"Wingless plumes feel nice, I hope it brings you comfort." <<bHe>> outstretches <<bhis>> wings before walking away.
<<else>>
The <<beasttype>> puffs <<bhis>> plumes, and hops away.
<</if>>
<br><br>
<i><<bHe>> will be <span class="blue">much</span> more likely to bring you clothes and fabric in the future.</i>
<br><br>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br><<setTowerTemp>><<effects>>
<<if $speech_attitude is "meek">>
"Th-this doesn't suit me," you say.
<<elseif $speech_attitude is "bratty">>
"You've no fashion sense," you say, kicking the garment away.
<<else>>
"I'm not wearing this," you say.
<</if>>
<<if $monster is 1>>
"Sorry, <<wife>>, should have known you would prefer own plumage." <<bHe>> slinks away.
<<else>>
The <<beasttype>>'s feathers lie flat, and <<bhe>> hops away.
<</if>>
<br><br>
<i><<bHe>> will be <span class="blue">much</span> less likely to bring you clothes and fabric in the future.</i>
<br><br>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br><<setTowerTemp>><<effects>>
You don't move.
<<if $monster is 1>>
"Pretty things don't impress <<wife>>?" <<bHe>> looks dejected for a moment, and walks away.
<<else>>
The <<beasttype>>'s feathers lie flat, and <<bhe>> hops away.
<</if>>
<br><br>
<<unset $bird_food>>
<i><<bHe>> will be less likely to bring you clothes and fabric in the future.</i>
<br><br>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br><<setTowerTemp>><<effects>>
You put it in the wardrobe.
<<if $monster is 1>>
"<<Wife>>'s collection of plumage grows, but <<wife>> always looks pleasing." <<bHe>> gives you a peck on the cheek before walking away.
<<else>>
The <<beasttype>> puffs <<bhis>> plumes, and hops away.
<</if>>
<br><br>
<i><<bHe>> will be <span class="blue">much</span> more likely to bring you clothes and fabric in the future.</i>
<br><br>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br><<setTowerTemp>><<effects>>
<<if $syndromebird is 1 or ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled"))>>
You lie in the nest<<if ["sleep", "rest", "brood"].includes($bird.activity) and $bird.state is "home">><<npc "Great Hawk">><<set $bedGuest to "Great Hawk">> with <<if $syndromebird is 1>>your<<else>>the<</if>> <<beasttype>><</if>>.
<<else>>
You lie in the nest.
<</if>>
<<switch $bird.upgrades.nest>>
<<case 0>>It's hard to get comfortable.
<<case 1>>The fabric provides a little comfort.
<<case 2>>It's comfortable enough.
<<case 3>>You melt into its softness and warmth.
<</switch>>
<<set _eggCount to Object.values($children).filter(child => child.location is "tower" and child.eggTimer).length>>
<<if _eggCount>>
<<Number _eggCount>> egg<<print _eggCount !== 1 ? "s are" : " is">> protected in the nest. You bring <<if _eggCount gte 2>>them<<else>>it<</if>> close for safekeeping.
<</if>>
<<endevent>>
<<if $wraith.state and $wraithPrison and $bird.upgrades.mirror is 1 and ($moonstate is "evening" or $moonstate is _nightstate)>>
You feel anxious, and your eyes dart over to the mirror.
<</if>>
<br><br>
<<if $syndromebird is 1 and $bird.activity is "sleep" and $bird.state is "home" and !$bird.satisfied>>
<<link [[Rub lewdly|Bird Tower Nest Rub]]>><<transform bird 1>><<npcincr "Great Hawk" love 1>><<npcincr "Great Hawk" dom -1>><<set $phase to 1>><</link>><<glove>><<npc "Great Hawk">><<person1>><<ldom>><<endevent>><<deviant1>>
<br>
<<if hasSexStat("deviancy", 4)>>
<<link [[Wake for sex|Bird Tower Nest Rub]]>><<transform bird 1>><<npcincr "Great Hawk" love 3>><<npcincr "Great Hawk" dom 1>><<set $phase to 2>><</link>><<gglove>><<gdom>><<deviant4>>
<br>
<</if>>
<br>
<</if>>
<<endevent>>
<<nightmareCheck "Bird Tower Sleep">>
<<generateSleepLinks "Bird Tower Sleep">>
<<link [[Climb out of bed|Bird Tower]]>><<loadTempHairStyle>><<unset $bedGuest>><</link>>
<br><br><<setTowerTemp>><<effects>>
You lie in a covered corner of the tower. It's hard to get comfortable.
<<endevent>>
<<set $bedGuest to "alone">>
<br><br>
<<nightmareCheck "Bird Tower Sleep">>
<<generateSleepLinks "Bird Tower Sleep Alone">>
<<link [[Climb out of bed|Bird Tower]]>><<loadTempHairStyle>><<unset $bedGuest>><</link>>
<br><br><<setTowerTemp>><<effects>>
You sit by the rainwater pool.
<<if $bird.upgrades.decor gte 4>>
The water sparkles with the many reflections of your shiny trophies.
<<elseif $bird.upgrades.decor gte 3>>
The water glimmers with the reflections of your trophies.
<</if>>
<<if $bird.upgrades.pot is 3 and getBirdBurnTime() gt 0>>
The water is being heated.
<</if>>
<<npc "Great Hawk">>
<<if $bird.state is "home">>
<<switch $bird.activity>>
<<case "sing">>
<<your_bird_text "cap">> is singing at the edge of the tower.
<<case "bathe">>
<<print either(
"<<your_bird_text 'cap'>> playfully splashes at you.",
"<<your_bird_text 'cap'>> beckons for you to join <<bhim>>.",
"<<your_bird_text 'cap'>> continues bathing.",
"<<your_bird_text 'cap'>> shakes <<bhis>> wings off, flinging some water your way.",
)>>
<<case "groom">>
<<your_bird_text "cap">> sits on <<bhis>> perch, cleaning <<bhis>> feathers.
<<case "rest">>
<<your_bird_text "cap">> rests in the nest.
<<case "build">>
<<if $birdShelterRepair>>
<<unset $birdShelterRepair>>
<span class="teal"><<your_bird_text "cap">> is covering the holes in the roof with leaves and twigs.</span>
<<else>>
<<your_bird_text "cap">> is adding to the nest.
<</if>>
<<case "brood">>
<<set _eggCountNest to Object.values($children).filter(child => child.location is "tower" and child.eggTimer).length>>
<<your_bird_text "cap">> sits in the nest, brooding on the egg<<if _eggCountNest gte 2>>s<</if>>.
<<default>>
<<your_bird_text "cap">> rests in <<bhis>> nest.
<<set $birdSleep to 1>>
<</switch>>
<<else>>
<<your_bird_text "cap">> is out hunting.
<</if>>
<<if $syndromebird is 1>>
<<storeon "birdtower" "check">>
<<if _store_check is 1>>
Your clothes sit atop a slab of stone.
<<else>>
There's a slab of stone nearby that you could keep your clothes on.
<</if>>
<br>
<<storeactions "birdtower">>
<<else>>
<br><br>
<</if>>
<<endevent>>
<<if $bird.activity is "bathe" and $bird.state is "home">>
<<skinicon "wash">><<link [[Wash (0:30)|Bird Tower Bathe Bird]]>><<bird_pass 30>><</link>>
<br>
<<if $daily.birdWash is undefined>>
<<if $syndromebird gte 1>>
<<birdicon "preen">><<link [[Preen your spouse (0:15)|Bird Tower Bathe Preen]]>><<npcincr "Great Hawk" love 1>><<bird_pass 15>><</link>><<glove>><<deviant1>>
<br>
<<else>>
<<birdicon "preen">><<link [[Help the Great Hawk preen (0:15)|Bird Tower Bathe Preen]]>><<npcincr "Great Hawk" love 1>><<bird_stockholm 1>><<bird_pass 15>><</link>><<glove>><<gbirdstockholm>><<deviant1>>
<br>
<</if>>
<</if>>
<<else>>
<<skinicon "wash">><<link [[Wash (0:30)|Bird Tower Bathe]]>><<bird_pass 30>><</link>>
<br>
<<if $bird.upgrades.pot is 3 and getBirdBurnTime() gt 0>>
<<skinicon "masturbate">><<link [[Masturbate in the rainwater pool|Bird Tower Masturbation]]>><<set $masturbationstart to 1>><<strip>><</link>>
<br>
<</if>>
<</if>>
<<getouticon>><<link [[Get up|Bird Tower]]>><</link>>
<br><<set _autosavehere to true>>
<<sleep>>
<<setTowerTemp>><<effects>>
<<if $wraith.nightmare is 2 and Time.isBloodMoon()>>
<<sleepeffects>>
You dream of a beautiful figure, cloaked in white, standing under the red moon. It has its arms spread out to you in a welcoming gesture. You can feel its gaze boring into your mind as you step closer.
<br><br>
It's surrounded by trees, all bending inwards, and floating above a lake. Everything moves around you, and you find yourself hanging above a large ruin. You can't breathe.
<br><br>
You slowly open your eyes, and sluggishly stand from the bed.<<if $bird.activity is "sleep">> You make sure not to wake the Great Hawk.<</if>> Your ears are ringing.
<br><br>
<<wraithPossess "tower">>
<span class="nextLink"><<link [[Walk.|Bird Tower]]>><<rainWraith>><</link>></span>
<br>
<<else>>
<<wakingEffects $sleepHoursTotal>>
<<if ["dryheaving","nausea"].includes(_wakingEffect)>>
<br><br>
You slept soundly, but now feel a little rough.
<br><br>
<<elseif $nightmares gte 1 and $controlled is 0>>
You <<if _wakingEffect>>dreamed of<<else>>dream you are<</if>> being hunted by something <<if ["haunt", "despair"].includes($wraith.state) and $rng lte 25>>pale<<else>>dark<</if>> and terrible.
<<else>>
<<if $specialClothesEffects.bimboTotal gte random(100,1000) or $arousal gte ($arousalmax / 10) * 9>>
Your sleep <<if _wakingEffect>>was<<else>>is<</if>> plagued by dirty dreams.
<<arousal `$specialClothesEffects.bimboTotal / 10 * $sleepHoursTotal`>>
<<arousal `100 * $sleepHoursTotal`>>
<<if $arousal gte $arousalmax>>
They push you over the edge.
<<orgasm>><<set _orgasm to true>>
<<else>>
<br><br>
<</if>>
<<elseif !_wakingEffect>>
You sleep soundly.
<br><br>
<<else>>
<br><br>
<</if>>
<</if>>
<<sleepeffects>>
<<if $bird.state is "home" and birdEggsReady("Great Hawk")>>
<<birdEggLayEvent "sleep">>
<<elseif _eggLayingWake is true>>
<<npc "Great Hawk">>
<<set _eggnant to getPregnancyObject()>>
<<if playerIsPregnant() and _eggnant.type is "hawk">>
<<set $eggLayNumber to _eggnant.fetus.length>>
<<else>>
<<set $eggLayNumber to $harpyEggs.count>>
<</if>>
You awaken feeling disoriented, and feel a building pressure in your abdomen. A bestial instinct washes over you. You <<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled")) and V.transformationParts.bird.plumage isnot "hidden">>ruffle your feathers and <</if>>get on your hands and knees.
<br><br>
<<if $bird.state is "hunting">>
<<set $bird.state to "home">><<set $bird.timer to 60>>
<<your_bird_text "cap">> lands back on the perch and rushes over to you.
<<else>>
<<your_bird_text "cap">> notices you stir.
<</if>>
<<if $monster is 1>>
<<bHis>> eyes go wide for a moment, and <<bhe>> rushes to your side. "<<Wife>>'s eggs are coming!" <<bHe>> gently places a hand over your belly.
<<else>>
<<bHe>> quickly hops to your side and starts gently prodding your belly with <<bhis>> beak.
<</if>>
<br><br>
<<link "Let <<bhim>> help" "Bird Tower Player Egg Laying">><<set $phase to 0>><<npcincr "Great Hawk" love 3>><<bird_stockholm 3>><</link>><<gglove>><<ggbirdstockholm>>
<br>
<<link "Push <<bhim>> away" "Bird Tower Player Egg Laying">><<set $phase to 1>><<npcincr "Great Hawk" love -1>><<bird_stockholm -1>><</link>><<llove>><<lbirdstockholm>>
<br>
<<elseif $bird.syndrome gte 15 and $syndromebird isnot 1>>
<<npc "Great Hawk">>
You awaken, warm and comfy. The <<beasttype>> lays beside you, eyes closed, shielding you from the elements with <<bhis>> wing. <<bHis>> presence makes you feel safe and comfortable.
<br><br>
You keep looking at <<bhim>>. You can't help but think to yourself how cute <<bhe>> looks when sleeping. You press your body against <<bhim>>. <<bHis>> feathery plumage feels very soft. <<bHe>> keeps <<bhis>> eyes closed while gently pushing back into you. You cuddle with <<bhim>> for some time.
<<if $monster is 1>>
"<<Wife>>... So nice..." <<bhe>> mumbles.
<<else>>
<<bHe>> makes soft, happy sounds.
<</if>>
<br><br>
Eventually, you pull away from <<bhim>>. The idea of staying with the <<beasttype>> no longer seems so bad to you, despite the rough start.
<span class="red">It's not <<bhis>> fault. <<bHe>> only wants a mate.
<br>
You've gained the Stockholm Syndrome: Great Hawk trait.</span>
<br><br>
<<if $loveInterest.primary is "None">>
<<set $loveInterest.primary to "Great Hawk">>
<span class = "gold">The Great Hawk is now your love interest! This isn't how you expected to find a spouse, but you feel uplifted all the same.</span>
<<else>>
<span class = "gold">The Great Hawk can now be claimed as your love interest! This isn't how you expected to find a spouse, but you feel uplifted all the same.<br>You can change your love interest in the "Attitudes" menu.</span>
<</if>>
<br><br>
<<set $syndromebird to 1>>
<<unset $birdescaped>>
<<run delete $bird.syndrome>>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br>
<<elseif $bird.state is "home" and playerIsPregnant() and getPregnancyObject().fetus[0].type is "hawk" and playerBellyVisible() and !talkedAboutPregnancy("pc","Great Hawk")>>
<<setKnowsAboutPregnancy "pc" "Great Hawk">><<setTalkedAboutPregnancy "pc" "Great Hawk">>
<<npc "Great Hawk">>
You awaken to a light pressure on your belly.
<<if $monster is 1>>
<<your_bird_text "cap">> has <<bhis>> hands wrapped around you, stroking your tummy. "<<Wife>> has eggs!"
<<else>>
<<your_bird_text "cap">> lightly headbutts you. <<bHe>> caws proudly, poking at your tummy. <<bHe>> seems to know that you're pregnant.
<</if>>
<br><br>
<<set _eggCount to Object.values($children).filter(child => child.location is "tower" and child.eggTimer).length>>
<<if _eggCount gte 1>>
<<bHe>> starts to fuss over the nest, making room for more eggs.
<<else>>
<<bHe>> starts to fuss over the nest,
<<switch $bird.upgrades.nest>>
<<case 2>>folding some of the fabric to make a cozy spot for eggs.
<<case 3>>moving some of the pillows to make a cozy spot for eggs.
<<default>>moving twigs and sticks around to make a small pit for eggs.
<</switch>>
<</if>>
<<if $bird.eggIntro is undefined>>
<<set $bird.eggIntro to 1>>
<<if $monster is 1>>
"<<Wife>> will need to learn to care for eggs soon."
<</if>>
<</if>>
<<set $bird.override to "build">>
<<set $bird.overrideTimer to 120>>
<br><br>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br>
<<elseif $bird.state is "home" and npcIsPregnant("Great Hawk") and npcBellyVisible("Great Hawk") and !talkedAboutPregnancy("Great Hawk","pc")>>
<<setKnowsAboutPregnancy "Great Hawk" "pc">><<setTalkedAboutPregnancy "Great Hawk" "pc">>
<<npc "Great Hawk">>
You awaken to see <<your_bird_text>> fussing over the nest.
<<set _eggCount to Object.values($children).filter(child => child.location is "tower" and child.eggTimer).length>>
<<if _eggCount gte 1>>
<<bHe>> seems to be making room for something.
<<else>>
<<switch $bird.upgrades.nest>>
<<case 2>><<bHes>> folding some of the fabric.
<<case 3>><<bHes>> moving some of the pillows.
<<default>><<bHes>> moving twigs and sticks around to make a small pit.
<</switch>>
<</if>>
<br><br>
<<bHe>> brightens as <<bhe>> notices you watching.
<<if $monster is 1>>
"<<Wife>>! I will have eggs soon," <<bhe>> declares happily. <<bHe>> places <<bhis>> hands on <<bhis>> tummy. "Feels bigger than normal eggs already." You look closer, <span class="lewd">and you can see the beginnings of a baby bump</span>. <<bHe>> returns to <<bhis>> spot, extending the nest a bit more and settling in the gap, satisfied.
<<else>>
<<bHe>> turns aside and brushes <<bhis>> midsection with a wing. You notice a small bump starting to form. <span class="lewd"><<bHe>> has eggs.</span> <<bHe>> returns to <<bhis>> spot, extending the nest a bit more and settling in the gap, satisfied.
<</if>>
<<if $bird.eggIntro is undefined>>
<<set $bird.eggIntro to 1>>
<<if $monster is 1>>
"<<Wife>> will need to learn to care for eggs soon."
<</if>>
<</if>>
<<set $bird.override to "rest">>
<<set $bird.overrideTimer to 120>>
<br><br>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br>
<<elseif _sleepinterrupt>>
<<if $bird.state is "hunting">>
<<npc "Great Hawk">>
<<if $monster is 1>>
You slowly wake, hearing the harpy's voice. "<<Wife>>?"
<br><br>
<<else>>
You're nudged awake by the <<beasttype>>.
<</if>>
<<bird_hunt_return>>
<<else>>
<<npc "Great Hawk">>
<<if $monster is 1>>
You feel the warmth of a massive pair of wings closing around you. The <<beasttype>> embraces you.
<<else>>
Wings flap on either side as the <<beasttype>> tries to mount you.
<</if>>
<br><br>
<<link [[Let it happen|Bird Tower Sleep Sex]]>><<set $sexstart to 1>><<transform bird 1>><<npcincr "Great Hawk" love 1>><<npcincr "Great Hawk" dom 1>><<bird_stockholm 1>><</link>><<deviant1>><<gbirdstockholm>><<glove>><<gdom>>
<br>
<<link [[Push away|Bird Tower Sleep Push]]>><<npcincr "Great Hawk" dom -1>><<def 1>><</link>><<ldom>>
<br>
<</if>>
<<else>>
<<link [[Climb from the nest|Bird Tower]]>><</link>>
<br>
<</if>>
<</if>><<set _autosavehere to true>>
<<sleep>>
<<setTowerTemp>><<effects>>
<<if $wraith.nightmare is 2 and Time.isBloodMoon()>>
<<sleepeffects>>
You dream of a beautiful figure, cloaked in white, standing under the red moon. It has its arms spread out to you in a welcoming gesture. You can feel its gaze boring into your mind as you step closer.
<br><br>
It's surrounded by trees, all bending inwards, and floating above a lake. Everything moves around you, and you find yourself hanging above a large ruin. You can't breathe.
<br><br>
You slowly open your eyes, and sluggishly stand from the bed.<<if $bird.activity is "sleep">> You make sure not to wake the Great Hawk.<</if>> Your ears are ringing.
<br><br>
<<wraithPossess "tower">>
<span class="nextLink"><<link [[Walk.|Bird Tower]]>><<rainWraith>><</link>></span>
<br>
<<else>>
<<if $nightmares gte 1 and $controlled is 0>>
You dream you are being hunted by something <<if ["haunt", "despair"].includes($wraith.state) and $rng lte 25>>pale<<else>>dark<</if>> and terrible.
<<else>>
<<if $specialClothesEffects.bimboTotal gte random(100,1000) or $arousal gte ($arousalmax / 10) * 9>>
Your sleep is plagued by dirty dreams.
<<arousal `$specialClothesEffects.bimboTotal / 10 * $sleepHoursTotal`>>
<<arousal `100 * $sleepHoursTotal`>>
<<if $arousal gte $arousalmax>>
They push you over the edge.
<<orgasm>><<set _orgasm to true>>
<<else>>
<br><br>
<</if>>
<<else>>
You sleep as soundly as you can on a stone floor.
<</if>>
<</if>>
<<sleepeffects>>
<<if _sleepinterrupt>>
<<if $bird.state is "hunting">>
<<npc "Great Hawk">>
<<if $monster is 1>>
You slowly wake, hearing the harpy's voice. "<<Wife>>?"
<br><br>
<<else>>
You're nudged awake by the <<beasttype>>.
<</if>>
<<bird_hunt_return>>
<<else>>
<br><br>
<<link [[Get up|Bird Tower]]>><</link>>
<br><br>
<</if>>
<<else>>
<br><br>
<<link [[Get up|Bird Tower]]>><</link>>
<br><br>
<</if>>
<</if>><<setTowerTemp>><<effects>><<npc "Great Hawk">>
You slowly run your hands down the <<beasttypes>> feathers, towards <<bhis>> <<nnpc_genitals "Great Hawk">>.
<<bHis>> eyes flutter open as you begin to rub.
<<if $phase is 1>>
<<deviancy1>>
<<if $monster is 1>>"<<Wife>> doesn't need to do this for me," <<bhe>> says as <<bhe>> rubs the tiredness from <<bhis>> eyes. "But I can't say no."<</if>>
<<else>>
<<if $speech_attitude is "meek">>
You face your <<bottom>> towards <<bhim>> and give it a shake, looking over your shoulder at <<bhim>> with pleading eyes.
<<elseif $speech_attitude is "bratty">>
You throw one leg over <<bhim>>, giving <<bhim>> little choice.
<<else>>
You sit up and spread your legs, gesturing towards your <<genitals>> with a smile.
<</if>>
<<deviancy4>>
<<if $monster is 1>>
"<<Wife>> is ready to mate?" <<bHis>> eyes light up. "Anything for you."
<<else>>
Wings flap on either side as the <<beasttype>> tries to mount you.
<</if>>
<</if>>
<br><br>
<<link [[Next|Bird Tower Sleep Sex]]>><<set $sexstart to 1>><<transform bird 1>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<beastCombatInit>>
<<set $enemytrust += 200>>
<<set $enemyhealthmax to 600>>
<<set $enemyhealth to 600>>
<<healthMultiplier>>
<<if $monster isnot 1>>
<<set $position to "doggy">>
<<set $NPCList[0].stance to "top">>
<</if>>
<<if $phase is 1>>
<<npchand>>
<<elseif $phase is 2>>
<<npc_attempt_sex>>
<<else>>
<<deviancy1>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Bird Tower Sleep Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bird Tower Sleep Sex]]>><</link>></span><<nexttext>>
<</if>><<setTowerTemp>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<set $bird.satisfied to true>>
<<if $monster is 1>>"Will love <<wife>> forever." <</if>>The <<beasttype>> ruffles <<bhis>> feathers, and curls up.
<br><br>
<<tearful>> you curl up yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Bird Tower Bed]]>><</link>>
<<elseif $enemyhealth lte 0>>
The <<beasttype>> shrieks and beats <<bhis>> wings, hopping back to the far side of the nest. <<if $monster is 1>>"<<Wife>>'s fighting spirit is untempered."<</if>>
<<bHe>> keeps a wary eye on you as <<bhe>> curls up.
<<set $bird.satisfied to true>>
<br><br>
<<tearful>> you curl up yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Bird Tower Bed]]>><</link>>
<<else>>
<<if $monster is 1>>
"Hm. Okay, your comfort is important." <<bHe>> curls up next to you.
<<else>>
The <<beasttype>> hops away from you, and curls up.
<</if>>
<br><br>
<<tearful>> you curl up yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Bird Tower Bed]]>><</link>>
<</if>><<setTowerTemp>><<effects>>
<<if $monster is 1>>
<<if $speech_attitude is "meek">>
"N...no, please,"
<<elseif $speech_attitude is "bratty">>
"Knock it off, featherhead,"
<<else>>
"I'm not in the mood,"
<</if>>
you say as you try to push <<bhim>> away. <<bHis>> wings beat in frustration, and <<bhe>> squeezes you tightly for a moment before letting you go. <<bHe>> curls up next to you without further fuss.
<<else>>
You shove the <<beasttype>> away from you. <<bHe>> flaps <<bhis>> wings in frustration, then curls up without further fuss.
<</if>>
<br><br>
<<link [[Next|Bird Tower Bed]]>><<endevent>><</link>>
<br><<setTowerTemp>><<effects>>
<<birdicon "tower">><<link [[Step away|Bird Tower]]>><<handheldon>><<unset $mirrorMenu>><<unset $bodywritingSet>><<postMirror>><</link>>
<br>
<<mirror>>
<br><br><<setTowerTemp "water">><<effects>>
<<noClothingCheck>>
<<strip>>
<<wash>>
You <<if _nude is false>>remove your clothing, and <</if>>slip into the water.
<<if $bird.upgrades.pot is 3 and getBirdBurnTime() gt 0>>
It's pleasantly warm. <<stress -6>><<lstress>>
<<else>>
It's cold, but you soon get used to it. <<stress 3>><<gstress>>
<</if>>
<br><br>
You're soon squeaky clean.
<br><br>
<<link [[Next|Bird Tower]]>><<endevent>><<clotheson>><</link>>
<br><<setTowerTemp "water">><<effects>>
<<npc "Great Hawk">>
<<if $monster is 1 and $phase is 1>>
You take the <<beasttypes>> hand, and <<bhe>> leads you to the bathing pool. <<takeHandholdingVirginity "Great Hawk" "romantic">>
<</if>>
<<noClothingCheck>>
<<strip>>
<<wash>>
<<if _nude is false>>You remove your clothing.<</if>> The <<beasttype>> swims to the other side of the pool, making room for you. You slip into the water.
<<if $bird.upgrades.pot is 3 and getBirdBurnTime() gt 0>>
It's pleasantly warm. <<stress -6>><<lstress>>
<<else>>
It's cold, but you soon get used to it. <<stress 3>><<gstress>>
<</if>>
<br><br>
<<if $daily.birdWash is undefined>>
<<set $daily.birdWash to 1>>
<<if $monster is 1>>
The <<beasttype>> floats back over, and slips behind you. <<bHis>> wings spread to either side as <<bhe>> takes your <<breasts>> in <<bhis>> hands. "Help you wash?"
<<else>>
The <<beasttype>> floats back over, and splashes water over you with <<bhis>> wing. <<bHe>> is trying to help wash you.
<</if>>
<br><br>
<<link [[Accept|Bird Tower Bathe Bird Accept]]>><<if $monster is 1>><<arousal 1800>><</if>><<transform bird 1>><</link>><<if $monster is 1>><<ggarousal>><<deviant1>><</if>>
<br>
<<link [[Refuse|Bird Tower Bathe Bird Refuse]]>><</link>>
<br>
<<else>>
You're soon squeaky clean.
<br><br>
<<link [[Next|Bird Tower]]>><<endevent>><<clotheson>><</link>>
<br>
<</if>><<setTowerTemp "water">><<effects>>
<<if $monster is 1>>
The <<beasttype>> continues to grope your <<breasts>> with one hand, while rubbing your back with the other. <<bHis>> wings splash more water over you.
<br><br>
<<bHe>> is fixated on your chest, and continues to tease. <<bHe>> acts innocent, but you can tell <<bhe>> enjoys the effect <<bhe>> has on you. <<deviancy1>>
<<if $arousal gte $arousalmax>>
Your knees buckle as the wave hits. <<orgasm>>
"Healthy response," the <<beasttype>> laughs. <<bHe>> sounds pleased with <<bhimself>>.
<br><br>
<</if>>
<<else>>
The <<beasttype>> splashes water over you, and rubs <<bhis>> beak against your back.
<br><br>
<</if>>
You're soon squeaky clean.
<br><br>
<<link [[Next|Bird Tower]]>><<endevent>><<clotheson>><</link>>
<br><<setTowerTemp "water">><<effects>>
<<if $monster gte 1>>
You move away from the <<beasttype>>. "No?" <<bhe>> asks. "That's okay. Here if you need me."
<<else>>
You move away from the <<beasttype>>, and <<bhe>> takes the hint.
<</if>>
<br><br>
You're soon squeaky clean.
<br><br>
<<link [[Next|Bird Tower]]>><<endevent>><<clotheson>><</link>>
<br><<setTowerTemp>><<effects>>
<<npc "Great Hawk">><<person1>>
<<set $daily.birdWash to 1>>
<<if $syndromebird gte 1>>
You walk around the pool until you're behind the <<beasttype>>. You rub <<bhis>> shoulders and coo into <<bhis>> ear. "Why don't I help you out a bit?"
<<else>>
You walk around the pool until you're behind the <<beasttype>>. You carefully start to rub <<bhis>> wings.
<<if $speech_attitude is "meek">>
"I-I can help," you say.
<<elseif $speech_attitude is "bratty">>
"You're a mess," you say. "Let me help."
<<else>>
"Let me help," you say.
<</if>>
<</if>>
<<deviancy1>>
<<bHe>> looks
<<if $monster gte 1>>
<<if C.npc["Great Hawk"].love lte 25>>
surprised by your offer.
<<else>>
happy to hear your offer.
<</if>>
<<else>>
at you, tilting <<bhis>> head.
<</if>>
<<if $monster is 1 and $syndromebird gte 1>>
"<<Wife>> does not have to... but I would never say no to you."
<</if>>
You bring your hands lower and start combing through <<bhis>> wings with your fingers. You start pulling out any stray twigs or leaves you find.
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled")) or understandsBirdBehaviour()>>
You make sure to be very gentle. Next, you rub down <<bhis>> wings with water. You take your time to make sure you get all of the spots <<bhe>> couldn't.
<br><br>
<<if $daily.birdSpousePreen is undefined>>
<<set $daily.birdSpousePreen to 1>>
<<set _featherNum to random(1,2)>>
<<switch _featherNum>>
<<case 1>>One of <<bhis>> feathers comes loose. <span class="teal">You take it.</span>
<<case 2>>A couple of <<bhis>> feathers come loose. <span class="teal">You take them.</span>
<</switch>>
<<wearProp "feather" "original">>
<<set $bird.materials.feathers += _featherNum>>
<</if>>
<<else>>
You're not quite sure what you're doing. You just massage <<bhis>> wings with your wet hands.
<</if>>
After a while, <<bhe>> turns to you.
<<if $monster is 1>>
"Want to help <<wife>> now."
<<else>>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled"))>>
<<bHe>> taps your wings with <<bhis>> beak.
<<else>>
<<bHe>> ruffles your hair with <<bhis>> beak.
<</if>>
<</if>>
<br><br>
<<link [[Allow|Bird Tower Bathe Preen Allow]]>><<handheldon>><<stress -3>><<npcincr "Great Hawk" dom 1>><</link>><<lstress>><<gdom>>
<br>
<<link [[Push away|Bird Tower Bathe Preen Deny]]>><<handheldon>><</link>>
<br><<setTowerTemp "water">><<effects>>
<<noClothingCheck>>
<<strip>>
<<wash>>
You <<if _nude is false>>remove your clothing, and <</if>>slip into the water with <<bhim>>.
<<if $bird.upgrades.pot is 3 and getBirdBurnTime() gt 0>>
It's pleasantly warm. <<stress -6>><<lstress>>
<<else>>
It's cold, but you soon get used to it. <<stress 3>><<gstress>>
<</if>>
<br><br>
<<bHe>> steps aside to give you more space, then moves behind you.
<<if ($angel gte 6 and $transformationParts.angel.wings isnot "hidden")
or ($fallenangel gte 2 and $transformationParts.fallenAngel.wings isnot "hidden")
or ($demon gte 6 and $transformationParts.demon.wings isnot "hidden")>>
<<if $monster is 1>>
"<<Wife>> has strange wings. Not like mine, but they are still pretty," <<bhe>> says. After inspecting your wings, <<bhe>> starts cleaning you. <<bHes>> skilled with <<bhis>> hands, making <<bhis>> touch feel pleasant.
<<else>>
<<bHe>> eyes your wings with curiosity, unsure what to make of them. After inspecting you, <<bHe>> starts cleaning you. <<bHes>> skilled with <<bhis>> beak, making <<bhis>> prodding feel strangely pleasant.
<</if>>
After <<bhes>> done with your wings, <<bhe>> moves on to your hair. After that, <<bhe>> cleans the rest of your back.
<<elseif ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled")) and $transformationParts.bird.wings isnot "hidden">>
<<if $monster is 1>>
<<bHe>> looks at your wings. "<<Wife>> has pretty wings. Healthy and strong." After inspecting your wings, <<bhe>> starts cleaning you. <<bHes>> skilled with <<bhis>> hands, making <<bhis>> touch feel pleasant.
<<else>>
<<bHe>> looks at your wings. <<bHe>> seems to like them. After inspecting you, <<bhe>> starts cleaning you. <<bHes>> skilled with <<bhis>> beak, making <<bhis>> prodding feel strangely pleasant.
<</if>>
After <<bhes>> done with your wings, <<bhe>> moves on to your hair. After that, <<bhe>> cleans the rest of your back.
<<if $daily.birdSelfPreen is undefined>>
<<set $daily.birdSelfPreen to 1>>
<<set _featherNum to random(1,2)>>
<<switch _featherNum>>
<<case 1>>One of your loose feathers has fallen out. <span class="teal">You take it.</span>
<<case 2>>A couple of your loose feathers have fallen out. <span class="teal">You take them.</span>
<</switch>>
<<wearProp "feather" "grey">>
<<set $bird.materials.feathers += _featherNum>>
<</if>>
<<else>>
<<if $monster is 1>>
<<bHe>> looks at your back. "Don't worry, I'm sure <<wife>> will grow wings soon," <<bhe>> says. <<bHe>> starts cleaning you. <<bHes>> skilled with <<bhis>> hands, making <<bhis>> touch feel pleasant.
<<else>>
<<bHe>> looks at your wingless back, before nudging your head<<if understandsBirdBehaviour()>> with pity<</if>>. <<bHe>> starts cleaning you. <<bHes>> skilled with <<bhis>> beak, making <<bhis>> prodding feel strangely pleasant.
<</if>>
After a moment <<bhe>> moves on to your hair, then the rest of your back.
<</if>>
<br><br>
A few minutes later, <<bhes>> done. You feel refreshed and clean.
<br><br>
<<link [[Hug|Bird Tower Bathe Preen Hug]]>><<npcincr "Great Hawk" love 1>><<bird_stockholm 1>><</link>><<glove>><<gbirdstockholm>>
<br>
<<link [[Get up|Bird Tower]]>><<endevent>><<clotheson>><</link>>
<br><<setTowerTemp "water">><<effects>>
You pull <<bhim>> into a hug.
<<if $syndromebird isnot 1>>
This takes <<bhim>> by surprise.
<<else>>
<<bHe>> returns it happily.
<</if>>
You thank <<bhim>> for cleaning you.
<br><br>
<<if $monster is 1>>
"Of course. I would be happy to clean <<wife>> every day," <<bhe>> responds.
<<else>>
<<bHe>> gently rubs your cheek with <<bhis>> beak in response.
<</if>>
You keep holding <<bhim>> for a moment, before letting go of <<bhim>> and stepping out of the pool.
<br><br>
<<link [[Next|Bird Tower]]>><<endevent>><<clotheson>><</link>>
<br><<setTowerTemp>><<effects>>
You tell <<bhim>> you don't need to bathe.
<<if $monster is 1>>
"I wanted to help <<wife>> too. Maybe next time," <<bhe>> says as <<bhe>> continues to clean <<bhimself>>.
<<else>>
<<bHe>> looks at you with a tilted head, then goes back to cleaning <<bhimself>>.
<</if>>
You step away from the pool.
<br><br>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br><<setTowerTemp>><<effects>>
<<npc "Great Hawk">>
<<set $daily.birdGroom to true>>
<<if $speech_attitude is "meek">>
"I-I can help," you say, joining <<bhim>>.
<<elseif $speech_attitude is "bratty">>
"You're doing it all wrong," you say, joining <<bhim>>. "Let me help."
<<else>>
"Let me help," you say, joining <<bhim>>.
<</if>>
<br><br>
The <<beasttype>> shakes <<bhis>> feathers, and lets you stroke <<bhis>> wings.
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled"))>>
You carefully preen <<bhim>>, ensuring <<bhis>> wings look dignified. It's not so different from preening your own wings.
<<if $daily.birdSpousePreen is undefined>>
<<set $daily.birdSpousePreen to 1>>
<<set _featherNum to random(1,2)>>
<<switch _featherNum>>
<<case 1>>One of <<bhis>> feathers comes loose. <span class="teal">You take it.</span>
<<case 2>>A couple of <<bhis>> feathers come loose. <span class="teal">You take them.</span>
<</switch>>
<<wearProp "feather" "original">>
<<set $bird.materials.feathers += _featherNum>>
<</if>>
<<else>>
<<if understandsBirdBehaviour()>>
You carefully help <<bhim>> preen. You're familiar enough with the structure of wings to do a good job.
<<if $daily.birdSpousePreen is undefined>>
<<set $daily.birdSpousePreen to 1>>
<<set _featherNum to random(1,2)>>
<<switch _featherNum>>
<<case 1>>One of <<bhis>> feathers comes loose. <span class="teal">You take it.</span>
<<case 2>>A couple of <<bhis>> feathers come loose. <span class="teal">You take them.</span>
<</switch>>
<<wearProp "feather" "original">>
<<set $bird.materials.feathers += _featherNum>>
<</if>>
<<else>>
You attempt to help <<bhim>> preen. You're not entirely sure what you're doing, but <<bhe>> seems to appreciate the effort.
<</if>>
<</if>>
<br><br>
<<if $bestialitydisable is "f" or $monster is 1>>
<<link [[Rub lewdly|Bird Tower Groom Lewd]]>><<npcincr "Great Hawk" love 1>><</link>><<deviant1>><<glove>>
<br>
<</if>>
<<link [[Stay on the perch|Bird Tower Perch]]>><<endevent>><</link>>
<br>
<<link [[Go back inside|Bird Tower]]>><<endevent>><</link>>
<br><<setTowerTemp>><<effects>>
You bring your attentive touch down towards <<bhis>> groin.
<<if $monster is 1>>
<<if $NPCList[0].penis isnot "none">>
You wrap your hand around <<bhis>> $NPCList[0].penisdesc, which hardens at your touch. <<bHe>> sighs as you gently tease it.
<<else>>
You place two fingers on <<bhis>> vagina, and gently spread it. You begin to rub, and <<bhe>> lets out a contented sigh.
<</if>>
<<else>>
<<if $NPCList[0].penis isnot "none">>
You tease out <<bhis>> $NPCList[0].penisdesc, which hardens at your touch.
<<else>>
You place two fingers on <<bhis>> cloaca, and gently spread it. You begin to rub.
<</if>>
<<bHe>> coos.
<</if>>
<<deviancy1>>
<<if hasSexStat("deviancy", 2)>>
<<link [[Take it further|Bird Tower Perch Sex]]>><<set $birdPerch to 1>><<set $sexstart to 1>><<set $phase to 2>><<transform bird 1>><<npcincr "Great Hawk" love 1>><</link>><<deviant2>><<glove>>
<br>
<<else>>
<<insufficientStat "deviancy" "to take things further">>
<br>
<</if>>
<<link [[Stay on the perch|Bird Tower Perch]]>><<endevent>><</link>>
<br>
<<link [[Go back inside|Bird Tower]]>><<endevent>><</link>>
<br><<setTowerTemp>><<effects>><<npc "Great Hawk">>
<<bird_schedule>>
<<if $bird.state is "home" and ["groom","sing"].includes($bird.activity) and birdEggsReady("Great Hawk") and $birdPerch isnot undefined>>
<<birdEggLayEvent "perch">>
<<elseif $bird.activity is "bathe" and $bird.state is "home" and $birdPerch isnot undefined>>
<<unset $birdPerch>>
<<if $monster is 1>>
The <<beasttype>> begins to stand, offering <<bhis>> hand to you. "Must get clean. Come."
<<else>>
The <<beasttype>> shakes <<bhis>> wings. <<bHe>> backs up from the perch, and walks towards the bathing pool.
<</if>>
<br><br>
<<link [[Follow (0:30)|Bird Tower Bathe Bird]]>><<bird_pass 30>><<endevent>><<set $phase to 1>><</link>><<if $monster is 1>><<handholdingvirginitywarning>><<NPCvirginitywarning "Great Hawk" "handholding">><</if>>
<br>
<<link [[Stay|Bird Tower Perch]]>><<endevent>><</link>>
<br>
<<elseif ($bird.activity is "sing" or $bird.activity is "groom") and $bird.state is "home">>
<<if $birdPerch is undefined>>
<<set $birdPerch to 1>>
You <<if $bird.upgrades.decor gte 3>>push past the curtains and <</if>>join the <<beasttype>> on <<bhis>> perch.
<<if $syndromebird isnot 1>>
<<bird_greeting>>
<<bHe>> opens <<bhis>> wings, but you're unsure of what <<bhes>> trying to do.
<<if $bird.activity is "sing" and $bird.state is "home">>
After a moment, <<bhis>> wings lower and <<bhis>> song continues.
<<else>>
After a moment, <<bhis>> wings lower and <<bhe>> continues grooming.
<</if>>
<br><br>
<<else>>
<<bird_greeting>>
<<if $monster is 1>>
<<bHe>> opens <<bhis>> wings, inviting you to sit on <<bhis>> lap.
<<else>>
<<bHe>> opens <<bhis>> wings, offering to shelter you from the wind.
<</if>>
<br><br>
<</if>>
<<elseif $birdBask is 0>>
<<unset $birdBask>>
The <<beasttype>> lifts <<bhis>> wings, allowing you to stand.
<br><br>
<<else>>
You are on the <<beasttypes>> perch. <<bHe>> sings into the air. The moor stretches out before you.
<br><br>
<</if>>
<<bird_perch_options>>
<<else>>
You stand on the <<beasttypes>> perch. The moor stretches out before you.
<<if $bird.state is "home">>
<<switch $bird.activity>>
<<case "bathe">>
<<your_bird_text "cap">> is bathing in the rainwater pool.
<<case "rest">>
<<your_bird_text "cap">> rests back in the nest.
<<case "build">>
<<if $birdShelterRepair>>
<<unset $birdShelterRepair>>
<span class="teal"><<your_bird_text "cap">> is covering the holes in the roof with leaves and twigs.</span>
<<else>>
<<your_bird_text "cap">> is adding to the nest.
<</if>>
<<case "brood">>
<<set _eggCountNest to Object.values($children).filter(child => child.location is "tower" and child.eggTimer).length>>
<<your_bird_text "cap">> sits in the nest, brooding on the egg<<if _eggCountNest gte 2>>s<</if>>.
<<default>>
<<your_bird_text "cap">> rests back in <<bhis>> nest.
<<set $birdSleep to 1>>
<</switch>>
<<else>>
<<your_bird_text "cap">> is out hunting.
<</if>>
<br><br>
<<bird_perch_options>>
<</if>><<setTowerTemp>><<effects>>
<<if $daily.birdSelfPreen is undefined>>
<<set $daily.birdSelfPreen to 1>>
You preen your wings. It's harder doing this alone.
<<set _featherNum to random(1,2)>>
<<switch _featherNum>>
<<case 1>>One of your loose feathers has fallen out. <span class="teal">You take it.</span>
<<case 2>>A couple of your loose feathers have fallen out. <span class="teal">You take them.</span>
<</switch>>
<<set $bird.materials.feathers += _featherNum>>
<<wearProp "feather" "grey">>
<<else>>
You preen your wings. There's no more loose feathers to remove for now, but it makes you feel better regardless.
<</if>>
<br><br>
<<bird_perch_options>><!-- This passage is only accessible to a player that already has stockholm syndrome. -->
<<set $player.bodyTemperature to Math.clamp(($player.bodyTemperature + 1), 33, 38)>>
<<setTowerTemp>><<effects>>
<<npc "Great Hawk">>
<<cleareventpool>>
<<if $birdBask is undefined>>
<<set $birdBask to 1>>
<<if $monster is 1>>
You sit on the <<beasttype>>'s lap, and <<bhe>> wraps <<bhis>> wings around you, shielding you from the <<if Time.dayState is "dawn">>morning chill<<elseif Time.dayState is "dusk">>evening chill<<else>>wind<</if>>.
<<else>>
You sit under the <<beasttype>>, letting <<bhim>> wrap <<bhis>> wings around you.
<</if>>
<</if>>
<<bird_schedule>>
<<if $bird.state is "home" and ["groom","sing"].includes($bird.activity) and birdEggsReady("Great Hawk")>>
<<birdEggLayEvent "perch">>
<<elseif $bird.activity is "bathe" and $bird.state is "home">>
<<unset $birdBask>><<unset $birdPerch>>
<<if $monster is 1>>
The <<beasttype>> begins to stand, offering <<bhis>> hand to you. "Must get clean. Come."
<<else>>
The <<beasttype>> shakes <<bhis>> wings. <<bHe>> backs up from the perch, and walks towards the bathing pool.
<</if>>
<br><br>
<<link [[Follow (0:30)|Bird Tower Bathe Bird]]>><<bird_pass 30>><<endevent>><<set $phase to 1>><</link>><<if $monster is 1>><<handholdingvirginitywarning>><<NPCvirginitywarning "Great Hawk" "handholding">><</if>><br>
<<link [[Stay|Bird Tower Perch]]>><<endevent>><</link>><br>
<<else>>
<<addinlineevent "bird_bask_wings">>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled"))>>
The <<beasttype>> pauses <<bhis>> song for a moment, and <<bhe>> begins to gently groom your wings.
<<if $monster is 1>>
<<bHis>> touch is delicate but deliberate, and the feeling of <<bhis>> hands running through your feathers sends waves of pleasure through your body. <<arousal 1000>><<garousal>>
<<else>>
<<bHe>> gently runs <<bhis>> beak through your feathers, sending waves of pleasure through your body. <<arousal 1000>><<garousal>>
<</if>>
<<transform bird 1>>
<<if $arousal gte $arousalmax>>
<<orgasm>>
<<if $monster is 1>>
You arch your back in <<bhis>> arms, letting out a cry of pleasure into the <<if Time.dayState is "dawn">>morning air<<elseif Time.dayState is "dusk">>evening air<<else>>wind<</if>>. <<bHe>> holds you closely. "Your mating song is pleasing. We will clean together soon."
You lightly tremble, and <<bhe>> begins cooing quietly to you.
<<else>>
You arch your back, causing <<bhim>> to wrap <<bhis>> wings around you to keep you from falling. <<bHe>> coos quietly to you.
<</if>>
<<npcincr "Great Hawk" dom 5>><<ggdom>>
<br><br>
<<if $bird.activity is "sing" or $bird.activity is "groom">>
<<link [[Reward|Bird Tower Perch Sex]]>><<set $sexstart to 1>><<set $phase to 1>><<transform bird 1>><<npcincr "Great Hawk" love 1>><</link>><<deviant1>><<glove>><br>
<</if>>
<<bird_perch_options>>
<<else>>
<br><br>
<<link [[Enjoy it (0:05)|Bird Tower Bask Groom]]>><<bird_pass 5>><<stress -3>><<npcincr "Great Hawk" love 1>><<npcincr "Great Hawk" dom 1>><</link>><<lstress>><<glove>><<gdom>><br>
<<link [[Push away|Bird Tower Bask Groom Push]]>><<npcincr "Great Hawk" dom -1>><</link>><<ldom>><br>
<</if>>
<<elseif ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled")) or ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled")) or ($fallenangel gte 2 or ($transformationParts.fallenAngel.wings isnot "hidden" and $transformationParts.fallenAngel.wings isnot "disabled"))>>
The <<beasttype>> pauses <<bhis>> song for a moment, inspecting your wings.
<<if $monster is 1>>
"So strange. Not like mine. But they belong to you, so they're still beautiful."
<<else>>
<<bHe>> looks at them ponderously, occasionally prodding them. <<bHe>> is likely wondering why they don't look like <<bhis>> own.
<</if>>
<<bHe>> resumes <<bhis>> song after some time.
<br><br>
<<bird_perch_options>>
<<else>>
The <<beasttype>> stares down at your back. <<bHe>> rubs it with <<bhis>> wing.
<<if $monster is 1>>
"Don't worry. I'm sure yours will grow in soon. Then we can fly together." <<if C.npc["Great Hawk"].love gte 50>>You turn your head to face <<bhim>>. "I'll be happy. The sky is so empty without you in it."<</if>>
<</if>>
<<bHe>> resumes <<bhis>> song after some time.
<br><br>
<<bird_perch_options>>
<</if>>
<</addinlineevent>>
<<addinlineevent "bird_bask_weather">>
<<switch Weather.precipitation>>
<<case "none">>
<<if !Weather.isOvercast>>
The <<if Weather.dayState is "dawn">>rising<<elseif Weather.dayState is "dusk">>setting<</if>> sun's radiance warms your face as you sit in the <<beasttypes>> embrace. You feel serene. <<stress -12>><<trauma -3>><<lstress>><<ltrauma>>
<<else>>
The grey skies above almost seem to call out to you, begging you to join them. <<stress -3>><<lstress>>
<</if>>
<<case "rain">>
The faint smell of damp grass, and the chorus of raindrops on the stone mixed with the <<beasttypes>> song briefly lull you to sleep. <<tiredness -20>><<ltiredness>>
<<case "snow">>
Despite the frigid air and the shine of distant fresh snow, you feel completely warm in the <<beasttypes>> embrace. <<stress -6>><<trauma -3>><<lstress>><<ltrauma>>
<<default>>
You sit snugly in the <<beasttypes>> embrace.
<</switch>>
<br><br>
<<bird_perch_options>>
<</addinlineevent>>
<<addinlineevent "bird_bask_love_interest">>
<<run statusCheck("Kylar")>>
Your thoughts turn to
<<if random(1,2) is 1>>
<<switch $loveInterest.primary>>
<<case "Robin">>
Robin.
<<if C.npc.Robin.trauma gte 50>>
Your heart sinks as you remember how you left <<nnpc_him "Robin">>. <<stress 12>><<ggstress>>
<<elseif C.npc.Robin.dom gte 50>>
You wonder if <<nnpc_he "Robin">> will come looking for you.
<<else>>
You feel a brief sting of guilt as you wonder how <<nnpc_hes "Robin">> doing.
<</if>>
<<case "Kylar">>
Kylar.
<<if _kylarStatus.includes("Rage")>>
You wonder if <<nnpc_he "Kylar">> will come looking for you. After mulling it over, you realise that "if" should be replaced with "when". <<stress 3>><<gstress>>
<<else>>
You hope <<nnpc_he "Kylar">> isn't being bullied in your absence.
<</if>>
<<case "Whitney">>
Whitney. You can only imagine what <<nnpc_he "Whitney">> would do if <<nnpc_he "Whitney">> found out about all this.
<<case "Sydney">>
Sydney.
<<if Time.weekDay is 1>>
<<nnpc_Hes "Sydney">> probably hard at work at the temple right now.
<<else>>
The thought of <<nnpc_his "Sydney">> smile makes you feel warm.
<</if>>
<<case "Eden">>
Eden. <<nnpc_He "Eden">> would probably hunt the Great Hawk for sport, especially if <<nnpc_he "Eden">> found out about what you've been doing.
<<case "Avery">>
Avery.
<<if Time.weekDay is 7 and $averyseen isnot 1>>
<<nnpc_Hes "Avery">> probably looking for you at this very moment, to ask you on another date.
<<elseif $averydate is 1>>
You have a date later, after all.
<<elseif C.npc.Avery.rage gte 20 and $averyragerevealed is 1>>
You're glad to be so far away, at least until <<nnpc_he "Avery">> calms down.
<<else>>
You laugh, picturing <<nnpc_him "Avery">> trying to save face explaining your current situation.
<</if>>
<<case "Alex">>
Alex, and the farm.
<<if $farm.aggro gte 60>>
You hope Remy's not causing <<nnpc_him "Alex">> too much trouble.
<<elseif $farm.tower_guard_unpaid gte 1>>
$farm.tower_guard hasn't been paid yet. You hope it's not a dealbreaker.
<<else>>
You hope the harvest is good.
<</if>>
<<case "Black Wolf">>
the forest, and your pack. You wonder if they miss you.
<<default>>
all the troubles you've faced, and how they can't reach you here. For the moment, wrapped in the wings of your
<<if $monster is 1>>
<<nnpc_wife "Great Hawk">>
<<else>>
Great Hawk,
<</if>>
you feel untouchable. <<trauma -10>><<lltrauma>>
<</switch>>
<<elseif $loveInterest.secondary isnot "None" and random(1,2) is 1>>
<<switch $loveInterest.secondary>>
<<case "Robin">>
Robin.
<<if C.npc.Robin.trauma gte 50>>
Your heart sinks as you remember how you left <<nnpc_him "Robin">>. <<stress 12>><<ggstress>>
<<elseif C.npc.Robin.dom gte 50>>
You wonder if <<nnpc_he "Robin">> will come looking for you.
<<else>>
You feel a brief sting of guilt as you wonder how <<nnpc_hes "Robin">> doing.
<</if>>
<<case "Kylar">>
Kylar.
<<if _kylarStatus.includes("Rage")>>
You wonder if <<nnpc_he "Kylar">> will come looking for you. After mulling it over, you realise that "if" should be replaced with "when". <<stress 3>><<gstress>>
<<else>>
You hope <<nnpc_he "Kylar">> isn't being bullied in your absence.
<</if>>
<<case "Whitney">>
Whitney. You can only imagine what <<nnpc_he "Whitney">> would do if <<nnpc_he "Whitney">> found out about all this.
<<case "Sydney">>
Sydney.
<<if Time.weekDay is 1>>
<<nnpc_Hes "Sydney">> probably hard at work at the temple right now.
<<else>>
The thought of <<nnpc_his "Sydney">> smile makes you feel warm.
<</if>>
<<case "Eden">>
Eden. <<nnpc_He "Eden">> would probably hunt the Great Hawk for sport, especially if <<nnpc_he "Eden">> found out about what you've been doing.
<<case "Avery">>
Avery.
<<if Time.weekDay is 7 and $averyseen isnot 1>>
<<nnpc_Hes "Avery">> probably looking for you at this very moment, to ask you on another date.
<<elseif $averydate is 1>>
You have a date later, after all.
<<elseif C.npc.Avery.rage gte 20 and $averyragerevealed is 1>>
You're glad to be so far away, at least until <<nnpc_he "Avery">> calms down.
<<else>>
You laugh, picturing <<nnpc_him "Avery">> trying to save face explaining your current situation.
<</if>>
<<case "Alex">>
Alex, and the farm.
<<if $farm.aggro gte 60>>
You hope Remy's not causing <<nnpc_him "Alex">> too much trouble.
<<elseif $farm.tower_guard_unpaid gte 1>>
$farm.tower_guard hasn't been paid yet. You hope it's not a dealbreaker.
<<else>>
You hope the harvest is good.
<</if>>
<<case "Black Wolf">>
the forest, and your pack. You wonder if they miss you.
<<default>>
all the troubles you've faced, and how they can't reach you here. For the moment, wrapped in the wings of your
<<if $monster is 1>>
<<nnpc_wife "Great Hawk">>,
<<else>>
Great Hawk,
<</if>>
you feel untouchable. <<trauma -10>><<lltrauma>>
<</switch>>
<<elseif $loveInterest.tertiary isnot "None" and random(1,2) is 1>>
<<switch $loveInterest.tertiary>>
<<case "Robin">>
Robin.
<<if C.npc.Robin.trauma gte 50>>
Your heart sinks as you remember how you left <<nnpc_him "Robin">>. <<stress 12>><<ggstress>>
<<elseif C.npc.Robin.dom gte 50>>
You wonder if <<nnpc_he "Robin">> will come looking for you.
<<else>>
You feel a brief sting of guilt as you wonder how <<nnpc_he "Robin">>'s doing.
<</if>>
<<case "Kylar">>
Kylar.
<<if _kylarStatus.includes("Rage")>>
You wonder if <<nnpc_he "Kylar">> will come looking for you. After mulling it over, you realise that "if" should be replaced with "when". <<stress 3>><<gstress>>
<<else>>
You hope <<nnpc_he "Kylar">> isn't being bullied in your absence.
<</if>>
<<case "Whitney">>
Whitney. You can only imagine what <<nnpc_he "Whitney">> would do if <<nnpc_he "Whitney">> found out about all this.
<<case "Sydney">>
Sydney.
<<if Time.weekDay is 1>>
<<nnpc_He "Sydney">>'s probably hard at work at the temple right now.
<<else>>
The thought of <<nnpc_his "Sydney">> smile makes you feel warm.
<</if>>
<<case "Eden">>
Eden. <<nnpc_He "Eden">> would probably hunt the Great Hawk for sport, especially if <<nnpc_he "Eden">> found out about what you've been doing.
<<case "Avery">>
Avery.
<<if Time.weekDay is 7 and $averyseen isnot 1>>
<<nnpc_He "Avery">>'s probably looking for you at this very moment, to ask you on another date.
<<elseif $averydate is 1>>
You have a date later, after all.
<<elseif C.npc.Avery.rage gte 20 and $averyragerevealed is 1>>
You're glad to be so far away, at least until <<nnpc_he "Avery">> calms down.
<<else>>
You laugh, picturing <<nnpc_him "Avery">> trying to save face explaining your current situation.
<</if>>
<<case "Alex">>
Alex, and the farm.
<<if $farm.aggro gte 60>>
You hope Remy's not causing <<nnpc_him "Alex">> too much trouble.
<<elseif $farm.tower_guard_unpaid gte 1>>
$farm.tower_guard hasn't been paid yet. You hope it's not a dealbreaker.
<<else>>
You hope the harvest is good.
<</if>>
<<case "Black Wolf">>
the forest, and your pack. You wonder if they miss you.
<<default>>
all the troubles you've faced, and how they can't reach you here. For the moment, wrapped in the wings of your
<<if $monster is 1>>
<<nnpc_wife "Great Hawk">>,
<<else>>
Great Hawk,
<</if>>
you feel untouchable. <<trauma -10>><<lltrauma>>
<</switch>>
<<elseif $loveInterest.quarternary isnot "None" and random(1,2) is 1>>
<<switch $loveInterest.quarternary>>
<<case "Robin">>
Robin.
<<if C.npc.Robin.trauma gte 50>>
Your heart sinks as you remember how you left <<nnpc_him "Robin">>. <<stress 12>><<ggstress>>
<<elseif C.npc.Robin.dom gte 50>>
You wonder if <<nnpc_he "Robin">> will come looking for you.
<<else>>
You feel a brief sting of guilt as you wonder how <<nnpc_he "Robin">>'s doing.
<</if>>
<<case "Kylar">>
Kylar.
<<if _kylarStatus.includes("Rage")>>
You wonder if <<nnpc_he "Kylar">> will come looking for you. After mulling it over, you realise that "if" should be replaced with "when". <<stress 3>><<gstress>>
<<else>>
You hope <<nnpc_he "Kylar">> isn't being bullied in your absence.
<</if>>
<<case "Whitney">>
Whitney. You can only imagine what <<nnpc_he "Whitney">> would do if <<nnpc_he "Whitney">> found out about all this.
<<case "Sydney">>
Sydney.
<<if Time.weekDay is 1>>
<<nnpc_He "Sydney">>'s probably hard at work at the temple right now.
<<else>>
The thought of <<nnpc_his "Sydney">> smile makes you feel warm.
<</if>>
<<case "Eden">>
Eden. <<nnpc_He "Eden">> would probably hunt the Great Hawk for sport, especially if <<nnpc_he "Eden">> found out about what you've been doing.
<<case "Avery">>
Avery.
<<if Time.weekDay is 7 and $averyseen isnot 1>>
<<nnpc_He "Avery">>'s probably looking for you at this very moment, to ask you on another date.
<<elseif $averydate is 1>>
You have a date later, after all.
<<elseif C.npc.Avery.rage gte 20 and $averyragerevealed is 1>>
You're glad to be so far away, at least until <<nnpc_he "Avery">> calms down.
<<else>>
You laugh, picturing <<nnpc_him "Avery">> trying to save face explaining your current situation.
<</if>>
<<case "Alex">>
Alex, and the farm.
<<if $farm.aggro gte 60>>
You hope Remy's not causing <<nnpc_him "Alex">> too much trouble.
<<elseif $farm.tower_guard_unpaid gte 1>>
$farm.tower_guard hasn't been paid yet. You hope it's not a dealbreaker.
<<else>>
You hope the harvest is good.
<</if>>
<<case "Black Wolf">>
the forest, and your pack. You wonder if they miss you.
<<default>>
all the troubles you've faced, and how they can't reach you here. For the moment, wrapped in the wings of your
<<if $monster is 1>>
<<nnpc_wife "Great Hawk">>,
<<else>>
Great Hawk,
<</if>>
you feel untouchable. <<trauma -10>><<lltrauma>>
<</switch>>
<<elseif $loveInterest.quinary isnot "None" and random(1,2) is 1>>
<<switch $loveInterest.quinary>>
<<case "Robin">>
Robin.
<<if C.npc.Robin.trauma gte 50>>
Your heart sinks as you remember how you left <<nnpc_him "Robin">>. <<stress 12>><<ggstress>>
<<elseif C.npc.Robin.dom gte 50>>
You wonder if <<nnpc_he "Robin">> will come looking for you.
<<else>>
You feel a brief sting of guilt as you wonder how <<nnpc_he "Robin">>'s doing.
<</if>>
<<case "Kylar">>
Kylar.
<<if _kylarStatus.includes("Rage")>>
You wonder if <<nnpc_he "Kylar">> will come looking for you. After mulling it over, you realise that "if" should be replaced with "when". <<stress 3>><<gstress>>
<<else>>
You hope <<nnpc_he "Kylar">> isn't being bullied in your absence.
<</if>>
<<case "Whitney">>
Whitney. You can only imagine what <<nnpc_he "Whitney">> would do if <<nnpc_he "Whitney">> found out about all this.
<<case "Sydney">>
Sydney.
<<if Time.weekDay is 1>>
<<nnpc_He "Sydney">>'s probably hard at work at the temple right now.
<<else>>
The thought of <<nnpc_his "Sydney">> smile makes you feel warm.
<</if>>
<<case "Eden">>
Eden. <<nnpc_He "Eden">> would probably hunt the Great Hawk for sport, especially if <<nnpc_he "Eden">> found out about what you've been doing.
<<case "Avery">>
Avery.
<<if Time.weekDay is 7 and $averyseen isnot 1>>
<<nnpc_He "Avery">>'s probably looking for you at this very moment, to ask you on another date.
<<elseif $averydate is 1>>
You have a date later, after all.
<<elseif C.npc.Avery.rage gte 20 and $averyragerevealed is 1>>
You're glad to be so far away, at least until <<nnpc_he "Avery">> calms down.
<<else>>
You laugh, picturing <<nnpc_him "Avery">> trying to save face explaining your current situation.
<</if>>
<<case "Alex">>
Alex, and the farm.
<<if $farm.aggro gte 60>>
You hope Remy's not causing <<nnpc_him "Alex">> too much trouble.
<<elseif $farm.tower_guard_unpaid gte 1>>
$farm.tower_guard hasn't been paid yet. You hope it's not a dealbreaker.
<<else>>
You hope the harvest is good.
<</if>>
<<case "Black Wolf">>
the forest, and your pack. You wonder if they miss you.
<<default>>
all the troubles you've faced, and how they can't reach you here. For the moment, wrapped in the wings of your
<<if $monster is 1>>
<<nnpc_wife "Great Hawk">>,
<<else>>
Great Hawk,
<</if>>
you feel untouchable. <<trauma -10>><<lltrauma>>
<</switch>>
<<elseif $loveInterest.senary isnot "None" and random(1,2) is 1>>
<<switch $loveInterest.senary>>
<<case "Robin">>
Robin.
<<if C.npc.Robin.trauma gte 50>>
Your heart sinks as you remember how you left <<nnpc_him "Robin">>. <<stress 12>><<ggstress>>
<<elseif C.npc.Robin.dom gte 50>>
You wonder if <<nnpc_he "Robin">> will come looking for you.
<<else>>
You feel a brief sting of guilt as you wonder how <<nnpc_he "Robin">>'s doing.
<</if>>
<<case "Kylar">>
Kylar.
<<if _kylarStatus.includes("Rage")>>
You wonder if <<nnpc_he "Kylar">> will come looking for you. After mulling it over, you realise that "if" should be replaced with "when". <<stress 3>><<gstress>>
<<else>>
You hope <<nnpc_he "Kylar">> isn't being bullied in your absence.
<</if>>
<<case "Whitney">>
Whitney. You can only imagine what <<nnpc_he "Whitney">> would do if <<nnpc_he "Whitney">> found out about all this.
<<case "Sydney">>
Sydney.
<<if Time.weekDay is 1>>
<<nnpc_He "Sydney">>'s probably hard at work at the temple right now.
<<else>>
The thought of <<nnpc_his "Sydney">> smile makes you feel warm.
<</if>>
<<case "Eden">>
Eden. <<nnpc_He "Eden">> would probably hunt the Great Hawk for sport, especially if <<nnpc_he "Eden">> found out about what you've been doing.
<<case "Avery">>
Avery.
<<if Time.weekDay is 7 and $averyseen isnot 1>>
<<nnpc_He "Avery">>'s probably looking for you at this very moment, to ask you on another date.
<<elseif $averydate is 1>>
You have a date later, after all.
<<elseif C.npc.Avery.rage gte 20 and $averyragerevealed is 1>>
You're glad to be so far away, at least until <<nnpc_he "Avery">> calms down.
<<else>>
You laugh, picturing <<nnpc_him "Avery">> trying to save face explaining your current situation.
<</if>>
<<case "Alex">>
Alex, and the farm.
<<if $farm.aggro gte 60>>
You hope Remy's not causing <<nnpc_him "Alex">> too much trouble.
<<elseif $farm.tower_guard_unpaid gte 1>>
$farm.tower_guard hasn't been paid yet. You hope it's not a dealbreaker.
<<else>>
You hope the harvest is good.
<</if>>
<<case "Black Wolf">>
the forest, and your pack. You wonder if they miss you.
<<default>>
all the troubles you've faced, and how they can't reach you here. For the moment, wrapped in the wings of your
<<if $monster is 1>>
<<nnpc_wife "Great Hawk">>,
<<else>>
Great Hawk,
<</if>>
you feel untouchable. <<trauma -10>><<lltrauma>>
<</switch>>
<<else>>
all the troubles you've faced, and how they can't reach you here. For the moment, wrapped in the wings of your
<<if $monster is 1>>
<<nnpc_wife "Great Hawk">>,
<<else>>
Great Hawk,
<</if>>
you feel untouchable. <<trauma -10>><<lltrauma>>
<</if>>
<br><br>
<<bird_perch_options>>
<</addinlineevent>>
<<addinlineevent "bird_bask_see">>
The <<beasttype>> stops singing and rapidly turns <<bhis>> head, fixing <<bhis>> gaze on something out in the moor.
<<if $monster is 1>>
"See something. There." <<bHe>> points to something in the distance.
<<else>>
<<bHe>> must see something.
<</if>>
<<if $transformationParts.traits.sharpEyes isnot "disabled" or $bird.upgrades.telescope is 1>>
<<if $transformationParts.traits.sharpEyes isnot "disabled">>
Thanks to your superior eyesight, you see it too.
<<else>>
You look through your telescope, and see it too.
<</if>>
<<switch random(1,6)>>
<<case 1>>
<<endevent>><<beastNEWinit 3 fox>>
A trio of <<beastsplural>> tumble over and wrestle with each other on top of a hillock.
<<endevent>><<npc "Great Hawk">>
<<if $monster is 1>>
The <<beasttype>> lets out a small chuckle,
<<else>>
The <<beasttype>> shakes <<bhis>> head,
<</if>>
and returns to singing.
<<case 2>>
A large group of people are just barely visible on the horizon, headed towards the direction of the town.
<<if $monster is 1>>
"Wingless like groups. I prefer just <<wife>>," <<bhe>> says,
<<else>>
<<bHe>> nuzzles your cheek,
<</if>>
and returns to singing.
<<case 3>>
<<if $hallucinations gte 2 and $tentacledisable is "f">>
A small, purple tentacle slithers from the ground a great distance away. Just as quickly as it showed up, it disappears back into the earth.
<<if $monster is 1>>
"Don't like those. Make vision all fuzzy."
<<else>>
The <<beasttype>> lets out a brief screech.
<</if>>
<<bHe>> goes back to singing after a few minutes.
<<else>>
At least, you thought you did. You swear something was there, but you must have just missed it.
<<if $monster is 1>>
"Did you see it? Small, purple slimy thing. I hate them." <<bHe>> holds you a little tighter,
<<else>>
The <<beasttype>> lets out a brief screech,
<</if>>
and goes back to singing after a few minutes.
<</if>>
<<case 4>>
You see a shifty-looking person wearing all black with a hood, waiting behind a hillock. You blink a few times, and aren't sure when they disappeared. The <<beasttype>> resumes <<bhis>> song.
<<case 5>>
You see a glint in the distance, something very shiny. After a moment, you realise it's a reflective piece of rubbish.
<<if $monster is 1>>
"Want to go get it," <<bhe>> says, before ruffling <<bhis>> own feathers. "But I'm comfortable." <<bHe>> resumes <<bhis>> song.
<<else>>
The <<beasttype>> shrieks, but resumes <<bhis>> song anyways.
<</if>>
<<case 6>>
You see a person in the distance, completely naked.
<<if $tentacledisable is "f" and $plantdisable is "f" and ($hallucinations gte 2 or $backgroundTraits.includes("plantlover"))>>
<<Plant_details>> are scattered throughout their hair, and writhing vines surround them. At first, you think they're being attacked, but they seem to be in control of them.
<br><br>
<<if $monster is 1>>
"Odd creatures," the <<beasttype>> says. "As much moor as they are wingless."
<<else>>
The <<beasttype>> shakes <<bhis>> head quizzically.
<</if>>
<<else>>
They don't seem bothered by their exposure<<if Weather.precipitation isnot "none">>, nor the <<print Weather.precipitation>><</if>>.
<<if $monster is 1>>
"Odd wingless," the <<beasttype>> says. "Most prefer covering with second plumage."
<<else>>
The <<beasttype>> shakes <<bhis>> head quizzically.
<</if>>
<</if>>
<<bHe>> resumes <<his>> song after a few seconds.
<<default>>
<</switch>>
<<else>>
You can't quite make out whatever it is. After some time, <<bhe>> calms down, and resumes <<bhis>> song.
<</if>>
<br><br>
<<bird_perch_options>>
<</addinlineevent>>
<<addinlineevent "bird_bask_cough">>
The <<beasttype>> continues singing, taking pauses every few minutes.
<<if $rng is 51>>
At one point, <<bhe>> seems to have trouble starting again.
<<if $monster is 1>>
<<bHe>> coughs briefly to clear <<bhis>> throat, and resumes without any further issue.
<<else>>
<<bHe>> starts moving <<bhis>> head back and forth, and disgorges what appears to be a small bone from <<bhis>> throat. <<bHe>> resumes singing without any further issues.
<</if>>
<</if>>
<br><br>
<<bird_perch_options>>
<</addinlineevent>>
<<addinlineevent "bird_bask_hug">>
The <<beasttype>> stops singing, and
<<if $monster is 1>>
wraps <<bhis>> arms around you.
"<<print either(
"I love you.",
"Thank you for staying with me.",
"Used to be afraid of being alone. Never have to fear again.",
"You are perfect.",
"Mine."
)>>"
<<else>>
rests <<bhis>> head on your shoulder.
<</if>>
<br><br>
<<if $bird.activity is "sing" or $bird.activity is "groom">>
<<birdicon "kiss">><<link [[Kiss|Bird Perch Monster Kiss]]>><<npcincr "Great Hawk" love 1>><</link>><<glove>><<kissvirginitywarning>><<NPCvirginitywarning "Great Hawk" "kiss">><br>
<</if>>
<<bird_perch_options>>
<</addinlineevent>>
<<addinlineevent "bird_bask_sing">>
The <<beasttype>>'s voice greets the moor, as a hearty <<if Time.dayState is "dawn">>good morning<<elseif Time.dayState is "dusk">>good evening<<else>>greeting<</if>> call to all of its denizens. Or maybe <<bhes>> just bragging about you.
<br><br>
<<bird_perch_options>>
<</addinlineevent>>
<<addinlineevent "bird_bask_bird_to_bird_communication">>
The <<beasttype>>'s song continues. From a great distance, <<bhe>> receives a reply song. The two sing back and forth to each other, until the other voice goes silent.
<<if $monster is 1>>
"<<print either(
"Shared knowledge of the skies and clouds. Always valuable.",
"Had to tell them I was already taken.",
"Told tales of our best hunts.",
"Stories from others, they always excite me.",
"Searching for their mate. We should look out."
)>>"
<</if>>
<br><br>
<<bird_perch_options>>
<</addinlineevent>>
<<addinlineevent "bird_bask_silent">>
The moor lies silent, with only the <<beasttypes>> song breaking through.
<br><br>
<<bird_perch_options>>
<</addinlineevent>>
<<addinlineevent "bird_bask_rest">>
The <<beasttype>> rests <<bhis>> voice.
<br><br>
<<bird_perch_options>>
<</addinlineevent>>
<<addinlineevent "bird_bask_familiar" 0.1>>
<span class="teal">There's something familiar about the <<beasttypes>> melody,</span> but you can't quite put your <<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled"))>>wing<<else>>finger<</if>> on it.
<br><br>
<<bird_perch_options>>
<</addinlineevent>>
<<if !$daily.birdBodyWriting>>
<<bodywritingExposureCheck>>
<<if _bodywriting_exposed gte 1 and _bodypart>>
<<addinlineevent "bird_bask_bodywriting">>
<<set $daily.birdBodyWriting to true>>
The <<beasttype>> lets <<bhis>> song come to a stop. You feel a persistent but careful prodding against the <<tattoo _bodypart>> on your <<bodypart _bodypart>>.
<br><br>
<<if $monster is 1>>
The <<beasttype>> stops touching you when <<bhe>> notices the ink won't come off. "<<Wife>> needs preening? Don't worry, I will help," <<bhe>> says. <<bHe>> licks <<bhis>> fingertip, and starts rubbing your skin again, with greater pressure this time.
<<else>>
The <<beasttype>> stops touching you. <<bHe>> licks your skin, and starts rubbing <<bhis>> beak against it again, with greater pressure this time.
<</if>>
<<if ["marker","tattoo","brand","magic"].includes($skin[_bodypart].pen)>>
No matter what <<bhe>> does, the ink won't come off.
<</if>>
<br><br>
<<capture _bodypart>>
<<link [[Allow it|Bird Tower Tattoo Preen]]>><<set $phase to 0>><</link>>
<br>
<<if ["marker","tattoo","brand","magic"].includes($skin[_bodypart].pen)>>
<<link [[Try to explain|Bird Tower Tattoo Preen]]>><<set $phase to 1>><</link>>
<<else>>
<<link [[Push away|Bird Tower Tattoo Preen]]>><<set $phase to 2>><<npcincr "Great Hawk" dom -1>><</link>><<ldom>>
<</if>>
<br>
<</capture>>
<</addinlineevent>>
<</if>>
<</if>>
<<if $weekly.birdRescued>>
<<addinlineevent "bird_bask_rescued">>
<<run delete $weekly.birdRescued>>
As you bask, your thoughts turn to your recent ordeal with
<<if $remySeen?.includesAny("farm","livestock","manor") or $livestock_intro isnot undefined>>
Remy's thugs out in the moor.
<<else>>
the people that tried to kidnap you out on the moor.
<</if>>
You curl up instinctively.
<br><br>
Something warm covers your back. The <<beasttype>> wraps <<bhis>>
<<if $monster is 1>>
arms around your shoulder. "<<Wife>> is safe here with me." <<bHe>> buries <<bhis>> nose into your hair, nuzzling up against you gently. It's so calming, you find yourself leaning back into <<bhis>> hug.
<<else>>
wings around your shoulder. <<bHe>> pecks around your ear and cheeks with extreme carefulness, as if you were a chick. <<bHis>> gentle movement calms you down.
<</if>>
You feel better now. <<trauma -3>><<stress -3>><<lstress>><<ltrauma>>
<br><br>
<<bird_perch_options>>
<</addinlineevent>>
<</if>>
<<if playerIsPregnant() and getPregnancyObject().fetus[0].type is "hawk" and talkedAboutPregnancy("pc","Great Hawk")>>
<<addinlineevent "bird_bask_pregnant_sing_player">>
The <<beasttype>> lowers <<bhis>> head to your <<bellyDescription>>, and continues singing softly. <<bHes>> singing to your unborn chicks. <<lltrauma>><<trauma -6>>
<br><br>
<<bird_perch_options>>
<</addinlineevent>>
<<if $monster is 1>>
<<addinlineevent "bird_bask_pregnant_rub_player">>
The <<beasttype>> lowers <<bhis>> hands to your <<bellyDescription>>, gently rubbing it. <<lltrauma>><<trauma -6>>
<br><br>
<<bird_perch_options>>
<</addinlineevent>>
<</if>>
<</if>>
<<runeventpool>>
<</if>><<setTowerTemp>><<effects>>
<<if $phase is 0>>
<<if ["marker","tattoo","brand","magic"].includes($skin[_bodypart].pen)>>
Despite it being impossible, you allow the <<beasttype>> to try and groom the ink from your skin anyways.
<<if $monster is 1>>
Eventually, <<bhe>> gives up trying to preen you. "Strange new kind of dirt," <<bhe>> comments. "Must try to get it off with water later."
<<else>>
Eventually, <<bhe>> gives up trying to preen you. <<bHe>> squawks, as if annoyed by this.
<</if>>
Your skin feels a little tender from the forceful rubbing. <<pain 4>><<gpain>>
<<else>>
You allow <<bhim>> to continue, and eventually, the writing is gone. <<bodywriting_clear _bodypart>><<npcincr "Great Hawk" dom 1>><<gdom>>
<</if>>
<<elseif $phase is 1>>
<<if $monster is 1>>
<<if $speech_attitude is "meek">>
"It's something called a tattoo. Sorry, you can't clean it off, no matter how hard you try," you say.
<<elseif $speech_attitude is "bratty">>
"It's a thing called a tattoo, and it won't come off," you say. "Ever."
<<else>>
"It's called a tattoo, and it's permanent," you say.
<</if>>
<br><br>
"Really?" the <<beasttype>> asks as <<bhe>> stops preening you to inspect your <<tattoo _bodypart>>. "<<Wife>> should be more careful. Don't let more... tat twos get on you."
<<if $skin[_bodypart].special is "Great Hawk">>
<br><br>
You point to the tattoo and try to explain what it means.
<<if $speech_attitude is "meek">>
"It's sort of special," you say. "It means I'm yours."
<<elseif $speech_attitude is "bratty">>
"Can you even read it?" you ask. "It says something about you."
<<else>>
"This tattoo is special. I got it because of you," you explain.
<</if>>
<br><br>
The <<beasttype>> listens to your explanation, head tilted to the side in curiosity. "Don't quite understand the meaning. But I trust <<wife>>."
<</if>>
<<else>>
You try to explain to the <<beasttype>> why trying to groom the ink from your skin won't work. The <<beasttype>> stops preening you while you speak, listening to the sound of your voice, but you doubt <<bhe>> understood a word.
<</if>>
<<bHe>> returns to <<bhis>> song, and so you return to basking.
<<else>>
You flick <<bhim>> on the head.
<<if $skin[_bodypart].special is "Great Hawk">>
<<if $monster is 1>>
<<if $speech_attitude is "meek">>
"Sorry, but this one's special. It means I'm yours," you say.
<<elseif $speech_attitude is "bratty">>
"Can you even read it?" you ask. "It says something about you."
<<else>>
"This one is special. It's about you," you explain.
<</if>>
<br><br>
The <<beasttype>> listens to your explanation, head tilted to the side in curiosity. "Don't quite understand the meaning. But I trust <<wife>>."
<<else>>
You try to explain to the <<beasttype>> that the writing is about <<bhim>>. <<bHe>> stops preening you while you speak, listening to the sound of your voice, but you doubt <<bhe>> understood a word.
<</if>>
<<else>>
<<if $monster is 1>>
"Sorry, didn't know it was a sensitive spot," <<bhe>> says while rubbing <<bhis>> forehead.
<<else>>
<<bHe>> shakes <<bhis>> head, before returning to <<bhis>> song.
<</if>>
<</if>>
<</if>>
<br><br>
<<bird_perch_options>><<setTowerTemp>><<effects>>
<<npc "Great Hawk">>
The <<beasttype>> lifts <<bhis>> wings, allowing you to get up. <<bHe>> resumes <<bhis>> song.
<br><br>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br><<setTowerTemp>><<effects>>
You release all the tension in your body and allow <<bhim>> to work. <<bHe>> continues to preen your feathers for some time. <<lstress>>
<br><br>
<<if $monster is 1>>
"Your wings... so beautiful. But I would love <<wife>> even without them."
<</if>>
Eventually, <<bhe>> settles back in place with you.
<br><br>
<<bird_perch_options>>
<br><<setTowerTemp>><<effects>>
You push your wings back into <<bhis>> face, and <<bhe>> releases them.
<br><br>
<<bird_perch_options>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<beastCombatInit>>
<<if $phase is 1>>
You quickly turn,
<<if $monster is 1>>
pushing the <<beasttype>> over and planting a kiss on <<bhis>> lips. <<takeKissVirginity "Great Hawk" `($syndromebird is 1?"loveInterest":"romantic")`>>
<br><br>
<<bHis>> wings wrap around you tightly.
<<else>>
taking the <<beasttype>> off guard.
<</if>>
<<deviancy1>>
<<else>>
You shimmy around <<bhim>> and adopt a mating posture.
<<deviancy2>>
<</if>>
<<set $enemytrust += 200>>
<<set $enemyhealthmax to 600>>
<<set $enemyhealth to 600>>
<<healthMultiplier>>
<<if $monster isnot 1>>
<<set $position to "doggy">>
<<set $NPCList[0].stance to "top">>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Bird Tower Perch Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bird Tower Perch Sex]]>><</link>></span><<nexttext>>
<</if>><<setTowerTemp>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<set $bird.satisfied to true>>
<<if $monster is 1>>"<<Wife>> was pent up <<if Time.dayState is "dawn">>this morning<<elseif Time.dayState is "dusk">>this evening<<else>>today<</if>>..." <</if>>The <<beasttype>> nuzzles your cheek<<if $monster is 1>>, smiling<</if>>.
<br><br>
<<tearful>> you return to <<bhis>> feathery embrace, watching the moor from <<bhis>> perch.
<br><br>
<<clotheson>>
<<endcombat>>
<<bird_perch_options>>
<<elseif $enemyhealth lte 0>>
The <<beasttype>> shrieks briefly, before returning to <<bhis>> previous position. <<if $monster is 1>>"Could just ask next time."<</if>>
<<set $bird.satisfied to true>>
<br><br>
<<tearful>> you retreat to the nest.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Bird Tower]]>><</link>>
<<else>>
<<if $monster is 1>>
"Had enough?" <<bhe>> says, opening <<bhis>> wings again.
<<else>>
The <<beasttype>> shakes <<bhimself>> off, then returns to <<bhis>> position on the perch.
<</if>>
<br><br>
<<tearful>> you return to <<bhis>> feathery embrace.
<br><br>
<<clotheson>>
<<endcombat>>
<<bird_perch_options>>
<</if>><<setTowerTemp>><<effects>>
<<if $monster is 1>>
You bring <<bhis>> head close to yours, and turn to kiss <<bhim>>. <<takeKissVirginity "Great Hawk" `($syndromebird is 1?"loveInterest":"romantic")`>>
<br><br>
You lose track of the time as you hold each other. "Landbound displays of affection, so strange," <<bhe>> says suddenly. "Would only accept it from <<wife>>." <<glove>>
<<else>>
You turn your head and give <<bhim>> a kiss on the side of <<bhis>> beak. <<bHe>> perks up, then begins <<if understandsBirdBehaviour()>>preening<<else>>running <<bhis>> beak through<</if>> <<if $transformationParts.bird.plumage isnot "disabled">>the feathers around your neck<<else>>your hair<</if>>.
You <<if $speech_attitude is "meek">>giggle<<elseif $speech_attitude is "bratty">>chuckle<<else>>laugh<</if>> at the sensation, then return the favour, gently combing your fingers through your partner's plumage, and softly kissing <<bhis>> cheeks and the side of <<bhis>> beak.
<<takeKissVirginity "Great Hawk" `($syndromebird is 1?"loveInterest":"romantic")`>>
<br><br>
You lose track of time as you preen each other. Eventually you pull apart, and <<bhe>> trills <<if understandsBirdBehaviour()>>contentedly<<else>>softly<</if>>.
<</if>>
<br><br>
<<bird_perch_options>><<setTowerTemp>><<effects>><<npc "Great Hawk">>
<<bird_schedule>>
<<if ($bird.activity is "sing" or $bird.activity is "groom") and $bird.state is "home">>
<<transform bird 1>><<npcincr "Great Hawk" love 1>>
<<if $birdSingAbsent>>
<span class="teal">The <<beasttype>> joins you on the perch.</span>
<</if>>
<<if $birdSingIntro isnot 1>>
<<set $birdSingIntro to 1>>
You try your best to mimic the <<beasttypes>> singing. <<bHe>> looks <<if $birdBask is 1>>down <</if>>to you with surprise.
<<if $monster is 1>>
"You wish to sing with me?" <<bHe>> looks overjoyed. "Our voices will dominate the sky."
<</if>>
<</if>>
<<switch random(1,3)>>
<<case 1>>
<<if $birdBask is 1>>
You join in the <<beasttypes>> singing from the comfort of <<bhis>> wings.
<<else>>
You join in the <<beasttypes>> singing.
<</if>>
<<case 2>>
<<if $birdBask is 1>>
The <<beasttype>> continues to embrace you as you join in.
<<else>>
You throw your head back and sing into the air.
<</if>>
<<default>>
<<if !$birdSingAbsent>>
You pick up the <<beasttypes>> song from where <<bhe>> left off.
<<else>>
The <<beasttype>> picks up the song from where you left off.
<</if>>
<</switch>>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled")) and $syndromebird is 1>>
<span class="green"><<print either(
"Your combined voices are a masterful symphony that rips through the moor.",
"The two of you weave a verse worthy of being spoken about in history books.",
"Beasts all around the moor stop to listen to your beautiful voices.",
"The winds themselves seem to yield to your voices."
)>></span><<trauma -6>><<ltrauma>>
<<elseif $harpy gte 4>>
<span class="blue"><<print either(
"Your duet inspires wariness in any that hear it.",
"The two of you greet the moor with a harmonious song.",
"Your combined song sends prey animals running."
)>></span>
<<elseif $harpy gte 2>>
<span class="pink"><<print either(
"<<bHe>> manages to pick up your slack when you fall off key.",
"<<bHe>> gives you an encouraging nudge as you sing.",
"You're not the best, but not the worst. <<bHis>> voice largely drowns out your own."
)>></span>
<<else>>
<span class="red"><<print either(
"Your voice clashes with <<bhis>> own. <<bHe>> continues unabated.",
"Your voice turns <<bhis>> song into a cacophony.",
"You can't even hope to match <<bhis>> song."
)>></span>
<<glove>>
<</if>>
<br><br>
<<bird_perch_options>>
<<else>>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled"))>>
<<if $syndromebird is 1 and $bird.state is "hunting">>
<span class="green">You sing a beautiful song of longing for your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>>.</span>
<<elseif $syndromebird is 1>>
<span class="green">You sing an unmatched song.</span> You can faintly hear the <<beasttype>> sing back to you. <<stress -3>><<lstress>>
<<else>>
<span class="green">Your voice is immaculate,</span> but without a partner to pick up your song, it feels hollow.
<</if>>
<<elseif $harpy gte 4>>
<<if $syndromebird is 1>>
<span class="blue">You sing to the moor.</span> You crave a partner to sing with.
<<else>>
<span class="blue">You sing into the air.</span> Nothing answers you.
<</if>>
<<elseif $harpy gte 2>>
<<if $syndromebird is 1>>
<span class="pink">You sing,</span> and find yourself craving a partner to help you.
<<else>>
<span class="pink">You sing.</span> You hope nothing hears it.
<</if>>
<<else>>
You try to sing like a bird. <span class="red">You have mixed results.</span>
<</if>>
<br><br>
<<bird_perch_options>>
<</if>><<setTowerTemp>><<effects>>
<<npc "Great Hawk">>
<<if $monster is 1>>
<<if !$daily.birdPreggyRub>>
You gently place your hands on the <<beasttype>>'s belly.
<<your_bird_text "cap">> cocks <<bhis>> head to one side. "<<Wife>> may touch, but baby harpies do not kick as wingless unborn do."
<br><br>
You touch <<bhis>> baby bump anyway, stroking the downy feathers. Though the chick doesn't shift, you feel a warm glow thinking of the new life under your hands.
<<else>>
You lower your head down to the <<beasttype>>'s bare tummy, pressing your cheek against <<bhis>> baby bump. <<bHe>> places <<bhis>> hands on your head, relaxing into your loving embrace.
<br><br>
The feeling of <<bhis>> warm skin and feathers, combined with the gentle rhythm of <<bhis>> breathing and heartbeat, lulls you into a state of pure bliss.
<</if>>
<<else>>
<<if !$daily.birdPreggyRub>>
You gently place your hands on the <<beasttype>>'s belly.
Great Hawk cocks <<bhis>> head to one side, but <<bhe>> lifts <<bhis>> wings, exposing <<bhis>> egg bump.
<br><br>
You stroke the down feathers. Though the chick doesn't shift, you feel a warm glow thinking of the new life under your hands.
<<else>>
You lower your head down to the <<beasttype>>'s swelling midsection, pressing your cheek against <<bhim>>. The feeling of <<bhis>> warm feathers is relaxing.
<</if>>
<</if>>
<<set $daily.birdPreggyRub to true>>
<br><br>
<<bird_perch_options>><<setTowerTemp>><<effects>>
<<npc "Great Hawk">>
You sit next to the <<beasttype>>. <<bHe>> stops singing as you catch <<bhis>> attention.
<<if $speech_attitude is "meek">>
"Could you... please... teach me how to fly?"
<<elseif $speech_attitude is "bratty">>
"I want you to teach me how to fly like you do,"
<<else>>
"I want to learn to fly,"
<</if>>
you say, flaring out your wings.
<<if $monster is 1>>
<<if $bird.lock isnot 1>>
<<bHe>> turns to face you, looking overjoyed. "Of course, <<wife>>! The sky will be so much prettier with you in it."
<br><br>
<<link [[Next|Bird Tower Fly Intro 2]]>><</link>>
<<else>>
<<bHe>> turns to face you, looking overjoyed, but stops <<bhimself>>. <<bHe>> looks conflicted. "I... I want to. But I'm afraid <<wife>> won't come back." <<bHe>> shakes <<bhis>> head.
<br><br>
<i><span class="blue">Maybe <<bhe>> would teach you if <<bhe>> trusted you more.</span></i>
<br><br>
<<bird_perch_options>>
<</if>>
<<else>>
<<if $bird.lock isnot 1>>
<<bHe>> turns to face you, looking excited. <<bHe>> hops in place, then begins nudging you.
<br><br>
<<link [[Next|Bird Tower Fly Intro 2]]>><</link>>
<<else>>
<<bHe>> turns to face you, looking excited, but stops <<bhimself>>. <<bHe>> looks conflicted. After a moment, <<bhe>> sits back down.
<br><br>
<i><span class="blue">Maybe <<bhe>> would teach you if <<bhe>> trusted you more.</span></i>
<br><br>
<<bird_perch_options>>
<</if>>
<</if>>
<br><<set $birdFly to 1>><<bird_pass 10>><<set $outside to 1>>
<<bird_fly_reveal_wings>>
<<bHe>> spends some time helping you preen your wings.
<<if $monster is 1>>
<br><br>
"Always take care of feathers. Want to catch the wind as fast as possible," <<bhe>> says.
<br>
"You're not going to push me, are you?" you ask.
<br>
"Not if you're expecting it," <<bhe>> shoots back with a smile.
<<stress 3>><<gstress>>
<br><br>
<<bHe>> walks behind you, and begins to knead and gently raise and lower your wings with <<bhis>> hands.
"Not much muscle. Very new. You will have trouble flying. But you should glide well."
<<else>>
At first, you worry that <<bhes>> going to push you.
<</if>>
Your worries dissipate as <<bhe>> <<if $monster is 1>>walks<<else>>hops<</if>> towards the edge of the perch.
<<bHe>> begins to stretch <<bhis>> wings, and nods for you to do the same. You think you get the gist of it.
<br><br>
<<if $monster is 1>>
"You are ready. Come."
<</if>>
<<bHe>> motions you towards the ledge.
You approach, and your stomach begins to tie itself in a knot. You knew you were up high, but the idea of actually jumping is catching up to you.
Your vision begins to blur, and the ground looks to be getting further and further away despite you moving forward.
<<if $monster is 1>>
You feel a hand on your shoulder. "I believe in you, <<wife>>."
<<else>>
You feel feathers against your skin. <<bHe>> is watching you closely.
<</if>>
<br><br>
And then, you're pushed.
<br><br>
<<link [[Next|Bird Tower Fly Intro 3]]>><</link>>
<br><<bird_pass 10>>
The air rushing by your head is deafening. The ground slowly gets closer and closer. You feel the urge to scream, but it gets caught in your throat.
Your arms and legs begin to feel numb, and the edges of your vision begin to darken. Soon, the only things you can feel are your racing heart and your beating wings. <<ggstress>>
<br><br>
You don't even know when your wings started moving, but they're beating furiously. They're moving out of sync and in different directions, leaving feathers in the air behind you.
It feels like hours have passed since you were pushed over. You manage to look behind you, and see the Great Hawk rapidly descending towards you. Everything fades to black. <<stress 1000>><<gggstress>>
<br><br>
When your eyes open again, the ground is barely any closer. In fact, it almost looks like it's getting further away.
Your ears briefly ring, but you can hear an intense wind. You feel it, too. It's carrying you.
<br><br>
You open your wings as wide as you can, and you catch the wind.
<br><br>
<<link [[Fly|Bird Tower Fly Intro 4]]>><</link>><br><<bird_pass 10>>
The wind pushes you higher and higher into the air. You level out your body and angle your wings.
You drop briefly, causing a jolt of nausea to shoot through you, but you manage to hold. Before you know it, you're gliding forwards.
<br><br>
The deafening wind grows quiet, and you start to regain feeling in your limbs and head. The ground no longer looks like certain death.
You hear the beating of another pair of wings behind you.
<br><br>
<<if $monster is 1>>
The Great Hawk catches up to you, arms stretched to either side as <<bhe>> rears <<bhis>> wings to match your speed.
<<bHe>> drifts closer to you, and you feel one of <<bhis>> hands wrap around yours. <<takeHandholdingVirginity "Great Hawk" "romantic">>
<br><br>
"I knew you could do it."
<<else>>
The Great Hawk catches up to you, and begins to circle you in altitude. <<bHe>> lets out a screech of pride into the sky, daring the world to watch your triumph.
<</if>>
<br><br>
<<link [[Fly|Bird Tower Fly Intro 5]]>><</link>><br><<bird_pass 10>><<set $outside to 0>>
<<willpower 20>>
The two of you drift on for a great distance. You can hardly even see the castle anymore, and <<bhe>> can see the exhaustion taking its toll on you. <<tiredness 60>><<gggtiredness>>
<br><br>
<<if $monster is 1>>
You feel <<bhis>> hands wrap around your waist. "You can relax now. I'll carry us home." You fold your wings, and <<bhe>> changes course.
<<else>>
You feel <<bhis>> talons gently grasp you, and start to steer you in a different direction. After a moment, <<bhe>> lifts you, and starts flying back towards the castle.
<</if>>
You can do little but enjoy the view.
<br><br>
When you reach the perch, you can't feel your legs touch solid ground. You collapse as soon as <<bhe>> lets you go, but <<bhe>> catches you.
<<if $monster is 1>>
The two of you hold each other at the top of the castle. Soon enough, <<bhe>> carries you back to the nest. "I could not ask for better <<wife>>." <<bHe>> gives you a peck on the cheek, and walks away.
<<else>>
<<bHe>> carries you back to the nest, and gives you a loving nuzzle before hopping away.
<</if>>
<br><br>
You wonder if anything you just experienced was real for a moment. The vertigo and dread certainly were. <<gggwillpower>><<willpower 24>>
<br><br>
<<earnFeat "Catch the Wind">><<set $birdFlyUnlocked to 1>>
<<link [[Next|Bird Tower Bed]]>><<endevent>><<unset $birdPerch>><</link>>
<br><<setTowerTemp>><<effects>>
<<if $monster is 1>>
The <<beasttype>> lays you in the nest, and lies down beside you. <<bHe>> rests a wing over you.
<<else>>
You lie in the nest. The <<beasttype>> shuffles beside you, and covers you with a wing.
<</if>>
<br><br>
<<link [[Next|Bird Tower Bed]]>><<endevent>><</link>>
<br><<setTowerTemp>><<effects>>
<<if $bird.state is "home">>
<<npc "Great Hawk">>
You begin to rub away at the material binding you. The <<beasttype>> turns <<bhis>> head at the sound.
<<if $monster is 1>>
<<bHe>> stops what <<bhes>> doing, and walks over to you. "Your wings will never stay clipped." <<bHe>> effortlessly breaks your bindings.
<<else>>
<<bHe>> hops over and sharply kicks <<bhis>> talons at you. Your bindings fall at your feet.
<</if>>
<<else>>
You rub your bindings against some jagged stone. It takes some effort, but eventually the material yields, freeing your limbs.
<br><br>
<</if>>
<br><br>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br><<npc "Great Hawk">><<person1>>
<<if ndef $bird_lurkers>><<set $bird_lurkers to 0>><</if>>
<<run $bird_lurkers += $lurkers_held>>
<<if $speech_attitude is "meek">>
"I brought something for you," you say. "I really hope you like it."
<<elseif $speech_attitude is "bratty">>
"I have something for you," you say. "You're welcome."
<<else>>
"I brought you a gift," you say. "I hope you like it."
<</if>>
<<wearProp "lurker">>
You take your netted lurker and give it to your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>>. <<npcincr "Great Hawk" love 1>><<glove>>
<br><br>
<<if $monster is 1>>
The <<beasttype>> perks up at your offer.
<br><br>
"<<Wife>> went hunting for me?" <<bhe>> asks. "<<Wife>> is very generous. And strong." <<bHe>> lunges forward, grasping the lurker in an almost crushing grip with <<bhis>> talons. A few moments later, <<bhe>> releases the now motionless lurker. <<bHe>> opens up the net and begins to eat.
<br><br>
After taking a couple of bites, <<bhe>> pauses before looking up at you.
<br><br>
"<<Wife>> should have some," <<bhe>> offers. "Celebrate <<if $bird.hunts.unlocked is false>>your first<<else>>a good<</if>> hunt."
<<else>>
The <<beasttype>> lets out an elated squawk before leaping forward and pinning the lurker down, squeezing it tight with <<bhis>> talons. <<bHe>> tears the net open before pulling a chunk of meat off the now motionless lurker.
<br><br>
After eating for a few moments, the <<beasttype>> lifts <<bhis>> head from <<bhis>> meal and takes a short hop backwards. <<bHe>> tilts <<bhis>> head slightly, before looking between you and the lurker, almost expectantly.
<</if>>
<br><br>
<<set $lurkers_held to 0>>
<<feedLurker>>
<<link [[Accept <<bhis>> offer|Bird Tower Give Captured Lurker Accept]]>><<transform bird 1>><<npcincr "Great Hawk" love 1>><<npcincr "Great Hawk" dom 1>><<stress -16>><</link>><<llstress>><<glove>><<gdom>>
<br>
<<link [[Decline|Bird Tower Give Captured Lurker Refuse]]>><<handheldon>><<npcincr "Great Hawk" dom -1>><</link>><<ldom>>
<br><<canvas-model-override "mouth" "chew">>
<<if $speech_attitude is "meek">>
"Thank you," you say.
<<elseif $speech_attitude is "bratty">>
"Well, thanks," you say.
<<else>>
"Thanks," you say.
<</if>>
You sit down next to the lurker and begin to eat. The <<beasttype>> also resumes <<bhis>> meal, and the two of you devour the lurker in companionable silence.
<br><br>
<<if $monster is 1>>
<<if $bird.hunts.unlocked is false>>
"<<Wife>> should go hunting more often," <<bhe>> says after you've both polished off the lurker. "Maybe go hunting together sometime?" <<bHe>> seems keen on the idea.
You make a noncommittal <<if $speech_attitude is "bratty">>grunt<<else>>hum<</if>> and scooch over so that you're sitting next to <<bhim>>.
<<else>>
"<<Wife>> hunts well, even alone," <<bhe>> says after you've both polished off the lurker. You scooch over so that you're sitting next to <<bhim>>.
<</if>>
<br><br>
<<else>>
Once you've finished your meal, the <<beasttype>> lets out a satisfied chirp, before sidling over to sit next to you.
<br><br>
<</if>>
<<bHe>> wraps a wing around you, and you snuggle into <<bhis>> plumage. <br><br>
<<if $bodysize lte 1 and $monster is 1>>
<<bHe>> leans over slightly and rests <<bhis>> head atop yours.
<<elseif $monster isnot 1 and $bodysize gte 3>>
<<bHe>> nuzzles <<bhis>> head under your chin, resting it on the front of your shoulder. <</if>>The two of you spend a minute or two like that, just enjoying being with each other. <<lstress>>
<<bird_pass 15>>
<br><br>
<<link [[Next|Bird Tower]]>><<canvas-model-override "clear">><<endevent>><</link>>
<br><<if $speech_attitude is "meek">>
"I'm not very hungry," you say. "You can have it."
<<elseif $speech_attitude is "bratty">>
"Nah. I'll pass," you say.
<<else>>
"No thanks," you say. "You can have it."
<</if>>
<br><br>
<<if $monster is 1>>
<<bHe>> looks uncertain. "Alright," <<bhe>> says. "But if <<wife>> wants to share in the future, <<wife>> only has to ask."
<br><br>
<<bHe>> resumes eating, although <<bhe>> seems slightly subdued.
<br><br>
<<else>>
<<bHe>> hesitates for a moment, before diving back into <<bhis>> meal.
<br><br>
<</if>>
While your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>> eats, you sit down next to <<bhim>> and rest for a moment. Once <<bhes>> finished with the lurker, <<bhe>> sits back, then <<if $monster is 1>>leans<<else>>nuzzles<</if>> into your side<<if $monster is 1>>, wrapping an arm around you<</if>>.
<br><br>
<<if $monster is 1>>
"I'm so happy to have <<wife>>," <<bhe>> says.
<br><br>
<</if>>
<<bird_pass 10>><<bird_schedule>>
After a minute of cuddling, <<bhe>> <<if $monster is 1>>releases<<else>>pulls away from<</if>> you.
<br><br>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br><<effects>><<set $outside to 1>><<set $location to "moor">>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled")) and $birdfly is 1>>
Together, you soar through the crisp night air, leaving the world below to shrink into insignificance as you fly higher and higher.
<<else>>
You allow yourself to be lifted onto <<bhis>> back, feeling the powerful beat of <<bhis>> wings as you ascend into the night.
<</if>>
<br><br>
<<if $monster is 1>>
"Clasp tight," <<bhe>> murmurs softly, <<bhis>> voice a soothing contrast to the rush of wind that tousles your hair.
<<else>>
<<bHe>> gently nudges you to hold on tightly, <<bhis>> touch reassuring amidst the gusts of wind tousling your hair.
<</if>>
Beneath you, the moor stretches out, its myriad colours and textures illuminated by the gentle glow of the moon. The <<beasttype>> spreads <<bhis>> wings wide, a silent testament to <<bhis>> mastery of the skies, while you marvel at the beauty that surrounds you. <<stress -12>><<trauma -12>><<llstress>><<lltrauma>>
<br><br>
<<if $monster is 1>>
"Look." <<bHis>> voice breaks the silence as <<bhe>> gestures toward the landscape below. The distant spring, the shimmering lakes, the winding rivers, the rolling hills, and the ancient shrines are all bathed in the light of the moon.
<br><br>
<<if $dateCount.GreatHawkCasual is 0>>
"Do you often fly alone?" you venture, your curiosity piqued by <<bhis>> solitary existence.
<br><br>
"Always," comes <<bhis>> wistful reply. "Until <<wife>> came." <<npcincr "Great Hawk" love 1>><<glove>>
<br><br>
<</if>>
<<else>>
<<bHis>> wings cut through the air with precision, gliding effortlessly above the vast expanse of the land below. <<bHe>> angles downward, motioning with a tilt of <<bhis>> head toward the sprawling landscape below, breaking the silence with a slight croak.
<br><br>
<<if $dateCount.GreatHawkCasual is 0>>
"Do you often fly alone?" you venture, your curiosity piqued by the creature's solitary existence.
<br><br>
<<His>> flight remains steady, but a hint of nostalgia colours <<bhis>> movements. There's a subtle shift in <<bhis>> demeanour, a silent acknowledgment of the solitude that was <<bhis>> only companion until another joined <<bhis>> skies. <<npcincr "Great Hawk" love 1>><<glove>>
<br><br>
<</if>>
<</if>>
As you fly, the tension on your shoulders begins to melt away, replaced by a sense of peace and tranquillity. The <<beasttypes>> presence, once imposing, now feels comforting, like a safe haven.
<br><br>
<<link [[Next|Bird Tower Night Flight 2]]>><<bird_pass 30>><</link>>
<br><<effects>>
Suddenly, <<bhe>> dips lower, descending toward a sparkling lake nestled among the hills.
<<if $monster is 1>>
"Shall we swim together?" <<bhe>> asks eagerly, <<bhis>> eyes shining with anticipation.
<<else>>
<<bHe>> squawks eagerly, <<bhis>> eyes shining with anticipation.
<</if>>
<br><br>
With a nod, you plunge into the lake together. <<silently>><<water>><</silently>>
<br>
The water envelops you, its cool touch soothing your skin as you glide beneath the shimmering surface. You both come up for air, and the water slowly settles. The <<beasttype>> dips <<bhis>> wings back into the water, sending ripples cascading outward, a playful gesture that mirrors your own excitement.
<br><br>
As you frolic in the moonlit lake with <<bhim>>, the gentle lapping of the water against the shore fills the air with a soothing melody. <<bHis>> feathers glisten with droplets of water, reflecting the moonlight in a dazzling display of silver and blue. <<bHis>> eyes sparkle with delight as <<bhe>> darts through the water. With each stroke of <<bhis>> powerful wings, <<bhe>> propels <<bhimself>> forward, effortlessly keeping pace with you.
<br><br>
<<link [[Next|Bird Tower Night Flight 3]]>><<bird_pass 30>><</link>>
<br><<effects>><<silently>><<water>><</silently>>
Overhead, a flock of geese honk loudly as they fly in formation, their dark silhouettes cutting through the night sky. The <<beasttype>> watches them with keen interest, <<bhis>> eyes tracking their movements with a mixture of curiosity and admiration.
<br><br>
From a nearby tree, a pair of birds take flight. Chirps and trills fill the air as they soar through the sky.
<br><br>
Above the surface, the moon casts its gentle glow, illuminating the water with a silvery sheen. The ripples caused by your entry into the lake create mesmerising patterns that dance across the surface.
Below, a vibrant array of fish dart to and fro, their scales glinting in the moonlight. Silver flashes reveal their pursuit of prey, some swimming alone while others move in synchronised schools, creating a mesmerising dance.
<br><br>
You glide through the water, catching glimpses of their colourful bodies darting in and out of shadows, their movements akin to flickers of light against the dark depths. <<stress -12>><<trauma -12>><<llstress>><<lltrauma>>
<br><br>
<<link [[Next|Bird Tower Night Flight 4]]>><<bird_pass 30>><</link>>
<br><<effects>><<silently>><<water>><</silently>>
The <<beasttype>> descends into the water beside you, <<bhis>> wings folding against <<bhis>> body as <<bhe>> swims effortlessly. You marvel at the sight of <<bhim>> gliding through the water, <<bhis>> feathers shimmering.
<br><br>
<<bHis>> keen eyes lock onto the colourful fish weaving through the shadows below. <<bHis>> body tenses with anticipation, wings subtly adjusting for a swift descent. Without a sound, <<bhe>> swoops down, diving gracefully towards <<bhis>> prey, the excitement evident in <<bhis>> focused movements, snatching a fish in <<bhis>> talons before resurfacing with a triumphant flourish.
<br><br>
<<if $monster is 1>>
<<bHis>> voice fills with excitement as <<bhe>> shares <<bhis>> knowledge of the lake's inhabitants, using the fish in <<his>> grasp as a visual aid.
<</if>>
Occasionally, a cautious fish approaches you, its sleek form gliding effortlessly through the water as it investigates this new intruder in its domain. You watch in fascination as it circles around you, its eyes gleaming with curiosity before darting away into the depths once more.
<br><br>
A sense of contentment settles over you. The worries and troubles of the world fade away, replaced by a profound sense of peace and connection. In this moment, surrounded by the beauty of the night and the company of your <<beasttype>>, you feel alive. <<stress -12>><<trauma -12>><<llstress>><<lltrauma>>
<br><br>
<<link [[Next|Bird Tower Night Flight End]]>><<bird_pass 30>><</link>>
<br><<set $location to "tower">><<setTowerTemp>><<effects>><<set $birdSleep to 1>>
The two of you fly from the lake shore, back home. <span class="green">The rushing winds dry you off quickly.</span> <<silently>><<dry>><</silently>>
<br><br>
You land on the perch. The <<beasttype>> gently sets you down in the nest, a silent promise of more adventures to come.
<<if $monster is 1>>
"Rest now, <<wife>>," <<he>> whispers tenderly, <<his>> words a gentle lullaby, cradling you in the warmth of <<his>> embrace.
<<else>>
With a tender nudge of <<bhis>> beak, <<bhe>> encourages you to rest, <<bhis>> presence a comforting embrace.
<</if>>
The <<beasttype>> watches over you with a quiet reverence, <<bhis>> lonely existence momentarily forgotten in the light of your shared flight.
Nestled against <<bhis>> feathered chest, you feel the gentle rhythm of <<bhis>> heartbeat, a soothing melody that lulls you.
<br><br>
<<link [[Next|Bird Tower Bed]]>><<endevent>><</link>>
<br><<setTowerTemp>><<effects>>
<<set $birdSleep to 1>>
You hesitate, feeling a pang of uncertainty. Despite the <<beasttypes>> gentle entreaty, the thought of being whisked away into the night fills you with unease. With a heavy heart, you shake your head, declining <<bhis>> request.
<br><br>
For a moment, a flicker of sadness crosses <<bhis>> eyes, <<bhis>> wings drooping slightly in disappointment. Without a word, <<bhe>> curls up in the nest.
<br><br>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br><<setTowerTemp>><<effects>>
<<switch $bird.upgrades.decor>>
<<case 0>>You look around your tower.
<<case 1>>You look around your tower. It's starting to look less dull with some trophies set up.
<<case 2>>You look around your tower. Having trophies around makes it look cosier.
<<case 3>>You approach the shelves that store your loot. Your neatly set up trophies take up a lot of space.
<<case 4 5>>You approach the shelves that store your loot. The spoils from your hunts spill over onto the walls.
<</switch>>
<<if $bird.hunts.unlocked is true>>
<<if $bird.hunts.materials is false>>
<<set $bird.hunts.materials to true>>
You take a moment to look upon the state of your nest. Your eyes wander around the room, spotting imperfections that nag at your mind. You can make things better. <span class="blue">Maybe you should try to look for materials next time you hunt.</span>
<br>
<span class="gold">You can now hunt for materials.</span>
<<else>>
You should be able to find high-quality wood, sticks, and leaves while hunting to improve the tower. You could also steal <<if $bird.upgrades.tools is 0>>tools and <</if>>supplies from travellers.
<</if>>
<<else>>
There's plenty of room for improvement, but you don't have the means to bring materials back.
<span class="blue">Maybe the Great Hawk could teach you how to hunt.</span>
<</if>>
<br><br>
Materials:
<br>
<<for _material range Object.keys($bird.materials)>>
<<if _material isnot "valuables" and _material isnot "junk" and $bird.materials[_material] gte 1>>
<<set _materialsMessage to true>>
<<birdicon _material>> $bird.materials[_material]
<<switch _material>>
<<case "sticks">>stick<<if $bird.materials[_material] gte 2>>s<</if>>
<<case "leaves">>large <<if $bird.materials[_material] gte 2>>leaves<<else>>leaf<</if>>
<<case "lurkers">>lurker<<if $bird.materials[_material] gte 2>>s<</if>>
<<case "feathers">>feather<<if $bird.materials[_material] gte 2>>s<</if>>
<<default>>_material
<</switch>><br>
<</if>>
<</for>>
<<unset _material>>
<<if !_materialsMessage>>
<span class="black">Nothing</span>
<br>
<</if>>
<<if $lurkers_held gte 1>>
<<birdicon "lurkers_netted">><<link [[Add your netted lurker to the pile|Bird Tower Build]]>><<set $lurkers_held-->><<set $bird.materials.lurkers++>><</link>>
<br>
<<elseif $farm_stage gte 10 and $bird.materials.lurkers gte 1>>
<<birdicon "lurkers_netted">><<link [[Put a lurker in your net|Bird Tower Build]]>><<set $lurkers_held++>><<set $bird.materials.lurkers-->><</link>>
<br>
<</if>>
<br>
Shiny things:
<br>
<span id="towerVal">
<<towerValuables>>
</span>
<br>
<<if $bird.clean lte 9>>
<span class="pink">The tower is too filthy to be improved.</span>
<<elseif $tiredness gte (C.tiredness.max / 5) * 4>>
<span class="red">You're too tired to build anything.</span>
<<elseif $hunger gte 2000>>
<span class="red">You're too hungry to focus on anything else.</span>
<<else>>
<div id="towerUpgrades">
<<towerBuildOption duster>>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled"))>>
<<towerBuildOption clip>>
<</if>>
</div>
<br>
<div id="towerUpgrades">
<<towerBuildOption shelter>>
<<towerBuildOption nest>>
<<towerBuildOption firepit>>
<<towerBuildOption pot>>
<<towerBuildOption rack>>
<<towerBuildOption snare>>
<<towerBuildOption decor>>
<<towerBuildOption wardrobe>>
</div>
<</if>>
<br><br>
<<link [[Back|Bird Tower]]>><<endevent>><</link>>
<br><<setTowerTemp>><<effects>><<wearProp "leaf">>
You use some fabric to bind some large leaves together, and secure them to the roof where rain leaks through. It should last longer than what the Great Hawk was building, but it's still not much.
<<set $birdShelterTimer to 900>>
<br><br>
<<link [[Next|Bird Tower Build]]>><<handheldon>><</link>>
<br><<setTowerTemp>><<effects>><<wearProp "toolbox">>
You get to work securing the tarp to the roof. You decide to place it under the holes rather than on top of the tower so there's no chance it will blow away. You angle it so water drains into the rainwater pool.
<br><br>
Having tools makes it simple, and with some wood for proper weight distribution, it seems secure. You give it a hefty tug, and it stays in place. You step back and admire your work. <<stress -6>><<lstress>>
<<unset $birdShelterRepair>>
<br><br>
<<link [[Next|Bird Tower Build]]>><<handheldon>><</link>>
<br><<setTowerTemp>><<effects>><<wearProp "tarp">>
Pulling the tarp back down is a chore, but you manage after a bit of a struggle.
<br><br>
You cut a hole in it and bind some leather and fabric around it on the other side. It takes a few attempts, but eventually you get the perfect shape to keep water from flowing through the hole while allowing smoke to escape.
<br><br>
You re-secure it to the roof, satisfied with your ingenuity. <<trauma -6>><<ltrauma>>
<br><br>
<<link [[Next|Bird Tower Build]]>><<handheldon>><</link>>
<br><<setTowerTemp>><<effects>><<wearProp "leaf">>
You lay down some fabric and leaves in your part of the nest. It will prevent any uncomfortable poking, at least.
<br><br>
<<link [[Next|Bird Tower Build]]>><<handheldon>><</link>>
<br><<setTowerTemp>><<effects>><<wearProp "leaf">>
<<npc "Great Hawk">><<person1>>
You join the Great Hawk at your nest.
<<if ["rest","sleep"].includes($bird.activity)>>
You gently shake <<bhim>> awake.
<</if>>
<<switch $speech_attitude>>
<<case "meek">>"C-can we make it softer? It's kind of... rough," you say.
<<case "bratty">>"I'm sick of getting poked by twigs," you say. "We're making it more comfortable."
<<default>>"Here, let me help," you say. "I don't have as many feathers as you, so it's a little rough on me."
<</switch>>
<br><br>
<<if $monster is 1>>
"Of course, <<wife>>," <<bhe>> says
<<else>>
<<bHe>> chirps
<</if>>
before starting to pick wood away.
<<set _eggCount to Object.values($children).filter(child => child.location is "tower" and child.eggTimer).length>>
<<if _eggcount>>
You gently remove your egg<<if _eggCount gte 2>>s<</if>> and place <<if _eggCount gte 2>>them<<else>>it<</if>> on a folded piece of fabric.
<</if>>
You layer leaves in between sticks, and add some larger pieces of wood for better support. You smooth down the inner nest and make a comfortable sheet of fabric over the surface.
<br><br>
When you're finished, your spouse looks pleased.
<<if $monster is 1>>
"A fine place for eggs."
<</if>>
<br><br>
<<link [[Next|Bird Tower Build]]>><<endevent>><</link>>
<br><<setTowerTemp>><<effects>>
<<npc "Great Hawk">><<person1>>
<<wearProp "toolbox">>
You join the Great Hawk at your nest, carrying some materials and the toolbox with you.
<<if ["rest","sleep"].includes($bird.activity)>>
You gently shake <<bhim>> awake.
<</if>>
<<bHe>> looks at you curiously.
<br><br>
<<switch $speech_attitude>>
<<case "meek">>"I think we need to start over," you say. "I-if that's not too much to ask."
<<case "bratty">>"This thing sucks for humans," you say. "We're redoing it."
<<default>>"We need to start over," you say. "Trust me, it will be better this way."
<</switch>>
<br><br>
<<if $monster is 1>>
<<bHe>> looks disappointed for a moment, but smiles at you. "Would be happy to build a new nest with you."
<<else>>
<<bHe>> chirps<<if understandsBirdBehaviour()>> mournfully, but seems to cheer up quickly<</if>>.
<</if>>
<<set _eggCount to Object.values($children).filter(child => child.location is "tower" and child.eggTimer).length>>
<<if _eggcount>>
You gently remove your egg<<if _eggCount gte 2>>s<</if>> and place <<if _eggCount gte 2>>them<<else>>it<</if>> on a folded piece of fabric.
<</if>>
<br><br>
You get to work demolishing the old nest. It doesn't take long. You throw out any old wood or leaves and sort anything still usable by size and strength.
You also make sure to save the fabric from your last improvements to the nest.
<br><br>
Inspiration strikes you, and you decide to make the nest raised from the ground. You cross large pieces of wood as a foundation, leaving space for the nest itself to hang.
You also add in some random shiny junk. It won't improve the structure, but it's inexplicably pleasing to look at.
Your spouse works on the nest itself, and the two of you lift the base of it onto the frame you've made.
<br><br>
While <<bhe>> finishes meticulously placing each stick and log, you begin to sew fabric and lurker leather into small sacks. You fill them with leaves and feathers. It's the closest thing you'll get to a pillow out here.
<br><br>
You fill the nest with leaves, and throw two sewn sheets of fabric over the top. They're large enough to hang over the edges. Finally, you throw in your makeshift pillows. All that's left is to test it out.
<br><br>
<<link [[Climb in|Bird Tower Build Nest 4]]>><<handheldon>><<set $phase to 1>><</link>>
<br>
<<link [[Jump in|Bird Tower Build Nest 4]]>><<handheldon>><<set $phase to 2>><</link>>
<br><<setTowerTemp>><<effects>>
<<if $phase is 1>>
You gingerly climb into the nest. It doesn't budge, and easily supports your whole weight. The Great Hawk hops in after you.
<<else>>
Impulse takes over, and you jump into the nest. It holds firm, the leaves and fabric cushioning your landing. The Great Hawk jumps in after you.
<</if>>
<<set $phase to 0>>
It's remarkably comfortable. Most of the orphans would be jealous to have a bed this well-made. <<trauma -12>><<lltrauma>>
<br><br>
You allow yourself a moment of rest after a job well done. Your spouse cuddles up next to you.
<<if $monster is 1>>
"I could not have built a nest like this alone. Never. <<Wife>> is incredible."
<</if>>
<br><br>
<<link [[Test how durable the nest really is|Bird Tower Build Nest Sex Start]]>><</link>><<deviant1>>
<br>
<<link [[Sleep|Bird Tower Bed]]>><<endevent>><</link>>
<br>
<<link [[Get up|Bird Tower]]>><<endevent>><</link>>
<br><<setTowerTemp>><<effects>>
You slowly run your hands down the <<beasttypes>> feathers, towards <<bhis>> <<nnpc_genitals "Great Hawk">>.
<<switch $speech_attitude>>
<<case "meek">>"W-we still need to make sure it won't fall apart on us while we're..." you start. You push yourself closer to <<bhim>>.
<<case "bratty">>"How about we break it in?" you ask. You throw one leg over <<bhim>>, giving <<bhim>> little choice.
<<default>>"We should test how durable it is," you say, spreading your legs with a smile.
<</switch>>
<<deviancy1>>
<<if $monster is 1>>
"I agree, <<wife>>." <<bHis>> wings close around you.
<<else>>
Wings flap on either side as the <<beasttype>> tries to mount you.
<</if>>
<br><br>
<<link [[Next|Bird Tower Sleep Sex]]>><<set $sexstart to 1>><<set $phase to 2>><<transform bird 1>><</link>>
<br><<setTowerTemp>><<effects>>
<<set $bird.fire_1 to true>>
You grab a few stray blocks of stone and arrange them in a circle. You set up a bit of firewood and kindling, before trying to start a fire.
<br><br>
You begin to rub two sticks together.
<<if Weather.precipitation is "rain" and $bird.upgrades.shelter is 0>>
<<if $bird.state is "home" and $bird.activity isnot "sleep">>
<<npc "Great Hawk">><<person1>>
You struggle to get it started with the rain leaking in through the roof. After a few minutes, you feel it suddenly stop. You look up to see the Great Hawk's wing shielding you.
<<bHe>> <<if $monster is 1>>smiles<<else>>caws<</if>> at you.
<br><br>
It still isn't easy, but it's certainly better. It isn't long before you start to see smoke. <<tiredness 3>><<gtiredness>>
<<else>>
The rain leaking in through the roof does nothing to help. It takes you nearly an hour just to get it smouldering. <<tiredness 12>><<ggtiredness>>
<</if>>
<<else>>
It takes you a few minutes, but eventually you see smoke. <<tiredness 3>><<gtiredness>>
<</if>>
<br><br>
<<run upgradeBirdFirepit()>>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br><<setTowerTemp>><<effects>>
You move the stone blocks out, making the pit wider, and stack more wood. You fasten some scrap to the end of a stick to serve as a fire poker.
<br><br>
With the fire properly sheltered and ventilated, it should last much longer.
<br><br>
<<run upgradeBirdFirepit()>>
<<link [[Next|Bird Tower]]>><</link>>
<br><<setTowerTemp>><<effects>><<wearProp "lurker leather">>
<<set $bird.fire_2 to true>>
You move the stone blocks out further, and stack more wood. You make a more robust fire poker from scrap and a bit of leather for a safer handle.
<br><br>
This is as big as you can safely make the fire. It should burn for quite some time.
<br><br>
<<run upgradeBirdFirepit()>>
<<link [[Next|Bird Tower]]>><<handheldon>><</link>>
<br><<setTowerTemp>><<effects>>
You crouch down in front of the
<<if $bird.upgrades.firepit is 3>>
bonfire.
<<else>>
firepit.
<</if>>
<<if $bird.state is "home" and $bird.activity isnot "sleep" and $bird.upgrades.pot gte 2 and $bird.cook_unknown>>
<br><br>
<<run delete $bird.cook_unknown>>
<<npc "Great Hawk">>
Your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>> walks over to your newly set up cooking pot.
<<if $monster is 1>>
"What has <<wife>> made?" <<bhe>> asks, looking over the pot.
<br><br>
You explain you'll be able to cook lurkers with the pot. "Cook? Heat makes meat unpleasant, but if <<wife>> wants to, then <<wife>> can."
<<else>>
<<bHe>> pokes the pot with <<bhis>> beak, trying to figure out what it does. You explain you'll be able to cook lurkers with the pot. <<bHe>> peeks inside the pot, then squawks dismissively. <<bHe>> does not seem to want <<bhis>> lurkers cooked.
<</if>>
Content with your explanation, <<bhe>> returns to <<bhis>> perch.
<br><br>
<<link [[Next|Bird Tower Firepit]]>><<endevent>><</link>>
<br>
<<elseif $bird.state is "home" and $bird.activity isnot "sleep" and $bird.upgrades.firepit gte 1 and getBirdBurnTime() gte 1 and $bird.fire_1>>
<br><br>
<<run delete $bird.fire_1>>
<<npc "Great Hawk">>
Your <<beasttype>> warily approaches the burning firepit.
<<if $monster is 1>>
"Is <<wife>> sure we should have a fire so close to us?" <<bhe>> asks.
<<else>>
<<bHe>> looks at you, concerned about having a fire in here.
<</if>>
You tell <<bhim>> the fire is contained, so <<bhe>> doesn't need to worry. <<bHe>> still looks uncertain, but does not seem so afraid anymore.
<br><br>
After inspecting the fire a little longer, <<bhe>> eventually calms down and returns to what <<bhe>> was doing.
<br><br>
<<link [[Next|Bird Tower Firepit]]>><<endevent>><</link>>
<br>
<<elseif $bird.state is "home" and $bird.activity isnot "sleep" and $bird.upgrades.firepit gte 3 and getBirdBurnTime() gte 720 and $bird.fire_2 and !$bird.fire_1>>
<br><br>
<<run delete $bird.fire_2>>
<<npc "Great Hawk">>
Your <<beasttype>> walks over to the fire.
<<if $monster is 1>>
"<<Wife>> has really made the fire big," <<bhe>> says. You ask if <<bhes>> still worried about it. "Not anymore, <<wife>> is keeping the fire safe."
<<else>>
<<bHe>> marvels at the big fire you've managed to create. Thankfully, <<bhe>> does not seem worried anymore.
<</if>>
<br><br>
<<bHe>> gets even closer to the fire and spreads <<bhis>> wings, taking in the warmth.
<br><br>
<<link "Join <<bhim>> (0:10)" "Bird Tower Firepit Cuddle">><<bird_pass 10>><<set $phase to 1>><<npcincr "Great Hawk" love 1>><</link>><<glove>>
<br>
<<link [[Leave|Bird Tower Firepit Cuddle]]>><</link>>
<br>
<<elseif $bird.state is "home" and $bird.activity isnot "sleep" and $bird.upgrades.rack gte 1 and $bird.firepit.items.length gte 1 and $bird.rack_unknown>>
<<run delete $bird.rack_unknown>>
<<npc "Great Hawk">>
You notice your
<<if $monster is 1>>
<<nnpc_wife "Great Hawk">> inspecting the drying rack. <<bHe>> looks at it with great interest. "What has <<wife>> created now?" <<bhe>> asks. You tell <<bhim>> you'll be able to dry lurkers to get leather. "Leather? Is that useful?" You explain you'll be able to use it to make more things. <<bHe>> seems to get it now.
<<else>>
partner pecking at one of your hanging lurkers. You shoo <<bhim>> away from it. <<bHe>> turns to look at you, hoping for some kind of explanation. You tell <<bhim>> that these lurkers aren't for food, but for drying out to get material to make things. The <<beasttype>> slowly nods along to your explanation, though there's no way <<bhe>> understands entirely.
<</if>>
With newfound understanding, your <<beasttype>> returns to <<bhis>> perch.
<br><br>
<<link [[Next|Bird Tower Firepit]]>><<endevent>><</link>>
<br>
<<else>>
<<if $bird.state is "home" and ["groom","sing"].includes($bird.activity) and $bird.upgrades.firepit gte 3 and getBirdBurnTime() gte 720 and !$daily.birdFire>>
<<set $daily.birdFire to true>>
<<npc "Great Hawk">>
Your <<beasttype>> comes and sits down next to you. <<bHe>> nuzzles against you for a moment, enjoying the warmth. After a moment, <<bhe>> gets up and returns to the perch. <<stress -6>><<llstress>>
<<endevent>>
<br><br>
<</if>>
<span id="firepitActions">
<<firepitActions>>
</span>
<<getouticon>><<link [[Back|Bird Tower]]>><</link>>
<br>
<</if>><<setTowerTemp>><<effects>>
<<if $phase is 1>>
You join your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>> around the fire. <<bHe>> wraps a wing around you. You spend some time basking near the fire together.
<br><br>
Many minutes pass until the Great Hawk backs away from the fire. The wing wrapped around you feels warmer now.
<<if $monster is 1>>
"I'm glad you made this, it makes me warm. Just like being with <<wife>>," <<bhe>> says.
<<else>>
<<bHe>> nuzzles <<bhis>> beak against you affectionately. You can tell <<bhes>> happy to have you here with <<bhim>>.
<</if>>
<<bHe>> lets go and leaves you to enjoy the fire.
<<else>>
You leave your <<beasttype>> to enjoy the fire by <<bhimself>>. <<bHe>> only stays near it briefly, then returns to what <<bhe>> was doing.
<</if>>
<br><br>
<<link [[Next|Bird Tower Firepit]]>><<endevent>><</link>>
<br><<setTowerTemp>><<effects>>
<<set $bird.cook_unknown to true>>
You fashion a simple mount for the cooking pot from sticks bound by fabric. You place the pot on top and give it a good push to make sure it holds.
<br><br>
<span class="blue">You can now cook lurkers.</span>
<br><br>
<<link [[Next|Bird Tower]]>><</link>>
<br><<setTowerTemp>><<effects>>
You throw a lurker into the cooking pot.
<br><br>
You stoke the fire, and keep a close eye on it. When you think it's done, you take a bite. It's strangely sweet. Rather than warmth, you feel a soothing calmness wash over you. <<eatLurker>><<trauma -18>><<lltrauma>>
<br><br>
<<link [[Next|Bird Tower Firepit]]>><</link>>
<br><<setTowerTemp>><<effects>><<wearProp "lurker leather">>
<<set $bird.heat_unknown to true>>
An idea strikes you. You could use a small change in elevation and a couple of tubes to fill the pot with water from the rainwater pool, heating it, before returning it back.
<br><br>
You fashion some tubes with leather and fabric. It's a bit leaky, but it will do.
You stick one of the tubes in the pool and apply a bit of suction before dropping it in the pot. Water starts flowing in to be heated. You repeat the process with the other tube, and water begins flowing both ways.
<br><br>
You're sure this would earn you some praise from Sirris.
<br><br>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br><<effects>>
<<if $phase is 1>>
You agree and heat up the fire for <<bhim>>.
<<if $monster is 1>>
"<<Wife>> makes everything better, even cleaning," <<bhe>> says. "Does <<wife>> want to clean up now too?" <<bhe>> asks, offering <<bhis>> hand to you.
<<else>>
<<bHe>> nuzzles <<bhis>> beak against you in thanks. <<bHe>> turns to move to the water pool.
<</if>>
<br><br>
<<link [[Follow (0:30)|Bird Tower Bathe Bird]]>><<bird_pass 30>><<endevent>><<set $phase to 1>><</link>><<if $monster is 1>><<handholdingvirginitywarning>><<NPCvirginitywarning "Great Hawk" "handholding">><</if>>
<br>
<<link [[Stay|Bird Tower]]>><<endevent>><</link>>
<br>
<<else>>
You tell <<bhim>> you can't do it right now.
<<if $monster is 1>>
"Bad time right now? Alright," <<bhe>> says, sounding disappointed.
<<else>>
<<bHe>> keeps looking at you pleadingly, but soon gives up.
<</if>>
<<bHe>> walks to the rainwater pool.
<br><br>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br>
<</if>><<setTowerTemp>><<effects>><<wearProp "stick">>
<<set $bird.rack_unknown to true>>
You use sticks and wood, bound with a bit of fabric, to make a simple standing rack to hang lurkers on. You make it wide enough to place over your firepit.
<br><br>
<span class="blue">You can now dry lurkers for leather.</span>
<br><br>
<<set $bird.firepit.maxItems to $bird.upgrades.rack * 2>>
<<link [[Next|Bird Tower]]>><</link>>
<br><<setTowerTemp>><<effects>><<wearProp "toolbox">>
Expanding on the drying rack is simple, especially with the right tools. You use some scrap to make sturdier legs, and make it big enough to hold two separate rods.
<br><br>
<<set $bird.firepit.maxItems to $bird.upgrades.rack * 2>>
<<link [[Next|Bird Tower]]>><<handheldon>><</link>>
<br><<setTowerTemp>><<effects>><<wearProp "stick">>
With a little more elbow grease, you could vastly improve the design of your drying rack.
<br><br>
You start from scratch, carving the legs and rods out of sturdy wood capped with a bit of scrap to protect it from the heat.
You then thatch together side supports with sticks and leather, allowing the whole assembly to fold in and out for easier storage.
<br><br>
Once that's done, you get to work building a ventilated cover for it. The strange fumes should harmlessly escape the tower, now.
<br><br>
You wipe your forehead and admire your handiwork. You should be able to dry out plenty of lurkers at once.
<br><br>
<<set $bird.firepit.maxItems to $bird.upgrades.rack * 2>>
<<link [[Next|Bird Tower]]>><<handheldon>><</link>>
<br><<setTowerTemp>><<effects>>
You collect some of your finds from hunting. You begin to place them in parts of the tower that look too vacant. A piece of torn up clothing here, a lurker hung there.
<br><br>
It's simple, but it makes the tower feel more homely. <<stress -6>><<lstress>>
<br><br>
You get lost in thought for a moment. With proof of your hunts, you have the urge to return to the sky with your spouse. <span class="blue">You can now ask the Great Hawk to go flying with you, when weather permits.</span>
<br><br>
<<link [[Next|Bird Tower]]>><</link>>
<br><<setTowerTemp>><<effects>>
You collect your hunting trophies. You build a small effigy near the broken wall, with firewood as a base. You dress it with a piece of torn clothing, fill it with leaves, and top it with a crown of lurkers. You pile up some shiny things around the base.
<br><br>
It looks a little uncanny. You're not entirely sure why you built it, but seeing your things collected together like this is pleasing nonetheless. <<stress -6>><<lstress>>
<br><br>
<<link [[Next|Bird Tower]]>><</link>>
<br><<setTowerTemp>><<effects>>
<<npc "Great Hawk">><<person1>>
<<wearProp "toolbox">>
You gather your trophies, and look around the tower for inspiration. There's still plenty of room.
<br><br>
You weave together salvaged clothing into a large curtain.
<<if ["rest","sleep"].includes($bird.activity)>>
<<your_bird_text "cap">> stirs awake. <<bHe>> watches you curiously, and occasionally looks over your shoulder.
<<else>>
The Great Hawk occasionally looks over your shoulder.
<</if>>
It takes a long time, but when you're done, it's large enough to cover the entire broken wall. You use a long stick and some wood to fashion a simple opening mechanism. You show your spouse how to open it.
<br><br>
Your nest looks a little plain. You embed a piece of fabric with some of the shiny junk you've collected, and tie it to the base, hanging over the edge of the tower.
<br><br>
You build a simple display rack for a particularly empty section of the tower, using fabric and leaves as a pleasing backdrop for some valuables you've stolen.
<br><br>
You add some more shiny things to the shelter tarp above you, then move to your mirror. You use your tools to carve a new wooden frame for it to slide into, and add some leaves around it for a natural look. You hang some lurkers from the top. You step back and look around the tower again. Being surrounded by little memories like this is reassuring. <<stress -24>><<trauma -6>><<lllstress>><<ltrauma>>
<br><br>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br><<setTowerTemp>><<effects>>
<<npc "Great Hawk">><<person1>>
<<wearProp "wood">>
You pile up your hunting trophies once more. There's a lot to go through.
<br><br>
Over the course of about an hour, you cover an entire wall with shiny things you've snagged over time. You add some to the base of your nest, around your mirror, and to your wardrobe. Everything has a pleasing glint somewhere on its surface.
<<if ["rest","sleep"].includes($bird.activity)>>
All the activity causes <<your_bird_text>> to stir. <<bHe>> wakes up, stretches, and starts to follow you around.
<<else>>
<<your_bird_text "cap">> follows you around as you work, admiring the new decorations.
<</if>>
<br><br>
You take a hefty piece of firewood and bind lurkers all around it. You sharpen some sticks and use them to display more lurkers. You start to hang them on any surface that will hold them.
<br><br>
The walls of your tower tell the stories of countless hunts, and tease more to come. Your spouse looks around, seemingly stunned at all you've accomplished. <<stress -24>><<trauma -6>><<lllstress>><<ltrauma>>
<br><br>
<<link [[Next|Bird Tower Build Decor Ponder]]>><<handheldon>><</link>>
<br><<setTowerTemp>><<effects>>
<<set $bird.hunts.estate to "unlocked">>
Despite everything you've managed to get, you still feel like you're missing something. Something to definitively prove you're the best hunter in the moor. You step to the perch and look out, wondering what you could find to prove your hunting superiority.
<br><br>
You consider your options. The moor itself has nothing special, neither do the animals that inhabit it. That leaves one option: humans. Not only are humans the most dangerous, they're also the most greedy. They're sure to have something. Though not just anyone will have what you need. You continue staring off into the moor, trying to come up with something.
<br><br>
Eventually your mind settles on the
<<if $remySeen?.includesAny("farm","livestock","manor") or $livestock_intro isnot undefined>>
Remy estate. Knowing the kind of business they do, you're sure they would have something special.
<<if $estate and $estate.chaos>>
You're no stranger to causing trouble for Remy, but the mere thought of stealing something from the estate with <<your_bird_text>> fills you with adrenaline.
<</if>>
<<else>>
estate. While you don't know what goes on inside, it's your best bet for finding something special.
<</if>>
You know this is not something you can do alone. You'll have to ask your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>> to help you.
<br><br>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br><<setTowerTemp>><<effects>><<earnFeat "Terror's Equal">>
<<npc "Great Hawk">><<person1>><<wearProp "silver bar">>
With the silver bar as proof of your hunting prowess, it's only fitting to put it somewhere it can stand out as your crown jewel.
<br><br>
You get to work constructing a wooden pedestal for it. It takes some work, but the end result is one beautiful pedestal to place your prize on. You lift the silver bar up with both hands and place it on its new mount, resting on a bit of lurker leather.
<br><br>
After you're done, your <<beasttype>> comes over to inspect it. <<bHe>> looks happy with your work, though <<bhis>> attention is mostly taken by the silver bar itself. With how distracting the shine of it can be, you decide to sew together a nice piece of cloth to cover it. You place it on the silver bar for now.
<br><br>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br><<setTowerTemp>><<effects>>
<<set $wardrobes.birdTower.unlocked to true>>
<<set $bird.wardrobe_timer to 1000>>
<<wearProp "toolbox">>
You pile up a bunch of wood and prepare your tools. This will be a big project.
<br><br>
Wood carving takes up the bulk of the time. You need to make sure it has the right shape and structure. Once you have a standing frame, it becomes much easier.
<br><br>
The walls are next. You use your largest pieces for it, and use a mix of fabric and leather to bind pieces together. You wish you had some glue. You carve notches near the top as even as you can, both to accept a roof piece and for sticks to support hangers.
<br><br>
The roof piece is a bit heavy, but you lock it in place after a few tries. Finally, you carve sticks and tie bent pieces of junk to the tops to serve as hangers. You use lurkers for heavier hangers. Their stiff limbs stay in place when you bend them.
<br><br>
You stand up and admire your work. You swell with pride. <<trauma -12>><<lltrauma>>
<br><br>
You move your mirror right next to it.
<<if $bird.duster is true>>
You place your feather duster inside.
<<run delete $bird.duster>>
<<generalSend "birdTower" handheld 12>>
<</if>>
<br><br>
<<link [[Next|Bird Tower]]>><<handheldon>><</link>>
<br><<setTowerTemp>><<effects>><<wearProp "lurker leather">>
You gather your materials, and start to bind leather and fabric together into a simple rope. You give it a tug. It holds.
<br><br>
It will serve as the trapping mechanism, but for now you're using it to sling the rest of the materials you need over your shoulder as you walk down the stairs to the courtyard of the castle.
<br><br>
You look around for a good spot, and see a bit of displaced grass. Something travels back and forth here frequently. You dig a small hole and drop in a piece of thick wood, and get to work rigging up the trap. You use a piece of shiny junk as bait.
<br><br>
<span class="blue">Your snare will sometimes catch a lurker. You'll need to use something shiny as bait each time.</span>
<br><br>
<<link [[Next|Castle]]>><<endevent>><<set $moor to 100>><<set $bird.lurkerSnareState to "ready">><</link>>
<br><<setTowerTemp>><<effects>><<wearProp "featherduster">>
You break a stick in half and hollow out the tip, before placing some feathers inside and tying them in place with a piece of fabric.
<br><br>
It looks cute.
<br><br>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br><<setTowerTemp>><<effects>>
You use a small piece of junk and a bit of fabric to make a small feather binding.
<br><br>
Whose feathers will you use?
<br><br>
<<link [[Use yours|Bird Tower Build Clip 2]]>><<set $phase to 0>><</link>>
<br>
<<link [[Use Great Hawk's|Bird Tower Build Clip 2]]>><<set $phase to 1>><</link>>
<br><<setTowerTemp>><<effects>>
<<if $phase is 0>>
<<wearProp "feather" "grey">>
You use your own feathers.
<<hairToFeatherColour>>
<<generalWear "head" 31 _colourConverted>>
<<else>>
<<wearProp "feather" "original">>
You use the Great Hawk's feathers.
<<generalWear "head" 31 "brown">>
<</if>>
<br><br>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br><<setTowerTemp>><<effects>>
<<npc "Great Hawk">><<person1>>
<<set _cleanIncrease to 0>>
<<if $syndromebird is 1>>
<<if $worn.handheld.name is "feather duster">>
<<set $propEquipped to 0>>
<<set _cleanIncrease += 2>>
You use your feather duster to clean up the tower. The place looks much better by the time you're done. <<trauma -1>><<ltrauma>>
<<elseif $bird.duster is true or ($bird.upgrades.wardrobe is 1 and getOwnedClothingCount(12, "handheld") gte 1)>>
<<set _cleanIncrease += 2>>
<<wearProp "featherduster">>
You grab your feather duster
<<if $bird.upgrades.wardrobe is 1 and getOwnedClothingCount(12, "handheld") gte 1>>
from the wardrobe
<<else>>
from the wall
<</if>>
and use it to clean up the tower. The place looks much better by the time you're done. <<trauma -1>><<ltrauma>>
<<else>>
You do your best to tidy up. Your hands are dirty by the end. It would be easier to do with a feather duster.
<</if>>
<<else>>
The tower is caked in dust, and small mounds of dirt are piled up in corners. You do your best to make the place look more presentable.
<</if>>
<<if currentSkillValue('housekeeping') gte 1500>>
<<set _cleanIncrease += 7>>
<<elseif currentSkillValue('housekeeping') gte 1200>>
<<set _cleanIncrease += 6>>
<<elseif currentSkillValue('housekeeping') gte 800>>
<<set _cleanIncrease += 5>>
<<elseif currentSkillValue('housekeeping') gte 600>>
<<set _cleanIncrease += 4>>
<<elseif currentSkillValue('housekeeping') gte 400>>
<<set _cleanIncrease += 3>>
<<elseif currentSkillValue('housekeeping') gte 200>>
<<set _cleanIncrease += 2>>
<<else>>
<<set _cleanIncrease += 1>>
<</if>>
<br><br>
<<if $bird.state is "home" and ["sing", "groom", "brood"].includes($bird.activity)>>
<<if C.npc["Great Hawk"].love gte 15>>
<<if C.npc["Great Hawk"].dom gte 50>>
<<if $syndromebird is 1 and $monster is 1>>
Your spouse walks
<<else>>
The <<beasttype>> hops
<</if>>
over and beats <<bhis>> wings heavily, using the air to push your collected dust and dirt out of the tower.
<<set _cleanIncrease += 2>>
<<else>>
<<if $syndromebird is 1 and $monster is 1>>
Your spouse
<<else>>
The <<beasttype>>
<</if>>
nuzzles your cheek when you're done.
<</if>>
<<else>>
<<if $syndromebird is 1 and $monster is 1>>
Your spouse
<<else>>
The <<beasttype>>
<</if>>
eyes you curiously as you work.
<</if>>
<br><br>
<</if>>
<<set $bird.clean += _cleanIncrease>>
<<if !$syndromebird>>
<<set $bird.clean to Math.clamp($bird.clean, 0, 30)>>
<<else>>
<<set $bird.clean to Math.clamp($bird.clean, 0, 110)>>
<</if>>
<<if $bird.upgrades.telescope is 0 and $bird.clean gte 75>>
You take a step back and admire how much cleaner the tower is. As you do, a glint catches your eye near the far corner.
<br><br>
<<link [[Investigate (0:10)|Bird Tower Telescope Get]]>><<bird_pass 10>><</link>>
<br>
<</if>>
<<link [[Next|Bird Tower]]>><<if $propEquipped is 1>><<if $carried.handheld.name isnot "naked">><<handheldon>><<else>><<handheldruined true>><</if>><<set $propEquipped to 0>><</if>><<endevent>><</link>>
<br><<setTowerTemp>><<effects>>
<<wearProp "ornatetelescope">>
<<set $bird.upgrades.telescope to 1>>
You kneel down in the corner. A small hint of something shiny peeks out of the wall. You touch it, and what you first thought to be a solid brick crumbles at your touch. The brick must have been knocked loose a long time ago, and the hole was filled over centuries with compacted dust.
<br><br>
You tug on the shiny bit, and a large cylindrical object escapes the dust. It catches on the edge of the hole. After a bit of tugging, you get it free.
<br><br>
<span class="gold">It's an ornate telescope.</span> It's in remarkably good condition, seemingly preserved by its dusty tomb. Even the stand is still attached!
<br><br>
You dust it off, and set it up near the perch.
<br><br>
<<link [[Next|Bird Tower Perch]]>><<endevent>><</link>>
<br><<setTowerTemp>><<effects>>
<<npc "Great Hawk">><<person1>>
<<unset $birdBask>><<unset $birdPerch>>
<<set $dateCount.GreatHawkCasual++>>
You ask your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>spouse<</if>> to fly with you.
<br><br>
<<if $dateCount.GreatHawkCasual lte 3>>
<<if $monster is 1>>
<<bHe>> gets up and stretches <<bhis>> wings. "You want to hunt?"
<<else>>
The <<beasttype>> spreads <<bhis>> wings and extends <<bhis>> talons, showing <<bhes>> ready to hunt.
<</if>>
You tell <<bhim>> you don't want to go hunting, you just want to fly with <<bhim>>. Your idea seems to surprise <<bhim>>.
<<if $monster is 1>>
<<bHe>> considers it for a moment, then speaks. "We go."
<<else>>
<<bHe>> retracts <<bhis>> talons and tilts <<bhis>> head to the side, before hopping over to the perch.
<</if>>
<<elseif $dateCount.GreatHawkCasual lte 7>>
<<if $monster is 1>>
"You want to fly... but not hunt?" <<bhe>> asks.
<<else>>
<<bHe>> turns <<bhis>> head and looks at you inquisitively.
<</if>>
You tell <<bhim>> you just want to go on a relaxing flight with <<bhim>>. <<bHe>> looks delighted by your idea. <<bHe>> gets up and <<if $monster is 1>>walks<<else>>hops<</if>> over to the edge of the perch.
<<else>>
<<if $monster is 1>>
<<bHe>> stands up. "Flying with you is always nice. I will gladly go flying with <<wife>> again," <<bhe>> says.
<<else>>
<<bHe>> gets up and squawks happily. <<bHes>> eager to go flying with you again.
<</if>>
You give <<bhim>> a pat on the back and walk to the edge of the perch with <<bhim>>.
<</if>>
<<if $dateCount.GreatHawkCasual gte 3 and !$bird.ritual>>
<<bHe>> nuzzles you <span class="lewd">in an unusually provocative way</span>.
<</if>>
<br><br>
You and <<your_bird_text>> spread your wings and leap out of the tower.
<br><br>
<<link [[Next|Bird Tower Casual Flight 2]]>><<bird_pass 20>><</link>>
<br><<set $location to "moor">><<set $outside to 1>><<effects>>
You and the <<beasttype>> start flying around the moor. With no goal in mind, you're able to take in the sights and enjoy flying.
You let the wind take you wherever it blows. <<your_bird_text "cap">> follows you, happy to go wherever you want.
<br><br>
As you fly around, you talk to Great Hawk about random things that come to mind.
<<if $monster is 1>>
<<bHe>> mostly listens and gives short responses,
<<else>>
<<bHe>> makes small chirps in response,
<</if>>
letting you know <<bhes>> listening. <<trauma -2>><<ltrauma>>
<br><br>
Where will you fly?
<br>
<<link [[Around the moor|Bird Tower Casual Flight 3]]>><<bird_pass 20>><<set $phase to 0>><</link>>
<br>
<<link [[Toward the forest|Bird Tower Casual Flight 3]]>><<bird_pass 20>><<set $phase to 1>><</link>>
<br>
<<if $bird.ritual>>
<<link [[Attempt the mating ritual|Bird Tower Mating Ritual Start]]>><<transform bird 1>><<bird_pass 20>><<set $phase to 1>><</link>><<deviant1>><<if $player.virginity.handholding is true>><<note "Success will be your first hand held" "red">><</if>>
<br>
<</if>><<effects>>
<<if $phase2 is 2>>
You keep flying, prompting <<your_bird_text>> to stop showing off.
<<elseif $phase is 0>>
You decide to keep flying around the moor. Without the need to look for prey, you're able to enjoy the sights. <<stress -3>><<lstress>>
<<else>>
You decide to fly to the forest. You make sure to stay high, but the wind isn't as strong here, making you slowly lose altitude. You rarely get to see what it looks like from above. It's quite calming. <<stress -3>><<lstress>>
<</if>>
<br><br>
<<cleareventpool>>
<<if $phase is 0>>
<<addinlineevent "flight_casual_moor_rocky" 1>>
You come across a particularly rocky part of the moor. Seeing it reminds you of how troublesome traversing the moor can be.
You ask <<your_bird_text>> what <<bhe>> thinks of the moor.
<br><br>
<<if $monster is 1>>
<<bHe>> thinks for a moment, then responds. "This place is good for hunting. There is always prey, and prey is easy to see." That seems to be <<bhis>> greatest interest.
<<else>>
<<bHe>> responds with a normal squawk. You interpret it as a sign of contentment and overall satisfaction.
<</if>>
You keep flying around the moor for a while.
<br><br>
<<link [[Next|Bird Tower Casual Flight 4]]>><<bird_pass 20>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "flight_casual_moor_people" 1>>
You notice a small group of people walking around.
<<if $livestock_intro isnot undefined>>
You recognise them from Remy's farm.
<<else>>
None of them look familiar to you.
<</if>>
<<your_bird_text "cap">> sees them too. <<bHe>> doesn't look happy to see them. <<bHe>> lets out a loud screech, startling them.
<br><br>
<<bHe>> sways in the air, seemingly considering further harassment, but then seems to remember that you're with <<bhim>>.
<<if $monster is 1>>
"Sorry."
<<else>>
<<bHe>> turns <<bhis>> gaze away from them and squawks apologetically.
<</if>>
<br><br>
Wanting to move on from the moment, <<bhe>> quickly flies past them. You keep flying around the moor for a while.
<br><br>
<<link [[Next|Bird Tower Casual Flight 4]]>><<bird_pass 20>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "flight_casual_moor_lurkers" 1>>
You notice a group of lurkers laying in the grass. <<your_bird_text "cap">> notices them too. <<bHe>> looks at them, then back at you.
<<bHe>> thinks for a moment, before letting out a loud screech. The lurkers jump and scramble away.
<br><br>
<<bHe>> becomes more excited and starts messing with the lurkers, pretending to chase them with <<bhis>> shadow. It's quite an amusing sight. <<stress -3>><<lstress>>
<br><br>
You keep flying around the moor for a while.
<br><br>
<<link [[Next|Bird Tower Casual Flight 4]]>><<bird_pass 20>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "flight_casual_moor_animals" 1>>
<<endevent>>
<<set _beastGen to ($rng gte 50 ? "cat" : "fox")>><<if _beastGen is "cat">><<beastNEWinit 3 cat>><<else>><<beastNEWinit 3 fox>><</if>>
<<npc "Great Hawk" 4>>
You notice some <<beastsplural 2>> resting in a secluded spot. Your <<beasttype 3>> sees them too. <<bHe 3>> doesn't pay them much mind.
You ask what <<bhe 3>> thinks of the other inhabitants of the moor.
<br><br>
<<if $monster is 1>>
"They avoid me. We don't have much in common. They remain landbound." The <<beastsplural 2>> notice you in the sky and scamper to hide.
<<else>>
<<bHe 3>> looks at you, then turns towards the <<beastsplural 2>> and screeches. They notice you and scamper to hide. Your <<beasttype 3>> bobs <<bhis 3>> head proudly.
<</if>>
You keep flying around the moor for a while.
<<endevent>><<npc "Great Hawk">>
<br><br>
<<link [[Next|Bird Tower Casual Flight 4]]>><<bird_pass 20>><</link>>
<br>
<</addinlineevent>>
<<if $farm_stage gte 7>>
<<addinlineevent "flight_casual_moor_alex" 1>>
Your thoughts drift to Alex's farm. You decide to check up on it. You tell <<your_bird_text>> to follow you.
<br><br>
You fly towards the farm, past the Remy estate. Seeing the estate makes <<your_bird_text>> tense. After passing it, <<bhe>> seems to calm down.
<br><br>
You arrive near Alex's farm. You can see most of it from up here. The Great Hawk looks around, unsure of what to make of it.
<<if $monster is 1>>
You ask what <<bhe>> thinks of the place.
<br><br>
"It is big, lots of open space. Pleasing to look at. A lot better than the other one," <<bhe>> responds.
<<else>>
You wait for <<bhim>> to show some kind of reaction. <<bHe>> looks over the fields, buildings, and everything else. <<bHe>> looks intrigued.
<</if>>
You look over the farm for a little longer, making sure everything is in order.
<br><br>
After deciding you've seen enough, you and the <<beasttype>> fly back into the moor.
<br><br>
<<link [[Next|Bird Tower Casual Flight 4]]>><<bird_pass 20>><</link>>
<br>
<</addinlineevent>>
<</if>>
<<if $remySeen?.includesAny("farm","livestock","manor") or $livestock_intro isnot undefined>>
<<addinlineevent "flight_casual_moor_remy" 1>>
You end up close to the outskirts of the moor. You spot Remy's estate a bit further away. <<your_bird_text "cap">> looks uneasy.
<<if $monster is 1>>
"We should not go close to that place, it is dangerous," <<bhe>> says. You tell <<bhim>> you want to go just a little closer. "I do not want to, but I also do not want you to go alone. Fine, but just a little," <<bhe>> says hesitantly.
<<else>>
<<bHe>> seems apprehensive. You tell <<bhim>> you want to go just a little closer. <<bHe>> hesitates, but flies up to your side.
<</if>>
<br><br>
You fly close enough that you can see partly into the property, but still far enough to not be noticed. The Great Hawk keenly observes every bit of movement. <<bHe>> looks focused, as if <<bhe>> was hunting.
<<if $monster is 1>>
After looking around for a bit, <<bhe>> speaks. "This is a dangerous place. You should never go here, <<wife>>." <<bHe>> sounds very serious.
<<else>>
<<bHe>> keeps looking over the estate while making small, aggressive chirps. <<bHe>> must really not like this place.
<</if>>
<br><br>
After a couple of minutes, you tell <<bhim>> you want to leave. <<bHes>> more than happy to do so, and starts flying away. You follow <<bhim>> back into the moor.
<br><br>
<<link [[Next|Bird Tower Casual Flight 4]]>><<bird_pass 20>><</link>>
<br>
<</addinlineevent>>
<</if>>
<<addinlineevent "flight_casual_moor_wind" 1>>
<<set $phase2 to 1>>
The wind picks up, making you fly faster than expected. <<your_bird_text "cap">> easily keeps up with you. You fly around with great speed.
<<if $monster is 1>>
"You have gotten good at flying," <<bhe>> remarks.
<<else>>
<<bHe>> observes your flying with interest.
<</if>>
<br><br>
After a few minutes, the winds die down, making you return to your usual speed. You keep flying around the moor for a while.
<br><br>
<<link [[Next|Bird Tower Casual Flight 4]]>><<bird_pass 20>><</link>>
<br>
<</addinlineevent>>
<<if $bogProgress gte 1>>
<<addinlineevent "flight_casual_moor_bog" 1>>
You end up near the small pathway that leads into the bog. <<your_bird_text "cap">> looks towards it and
<<if $monster is 1>>
speaks. "Strange place. Dark and wet, barely anything. Better to just avoid it."
<<else>>
squawks. <<bHe>> would prefer not to go near it.
<</if>>
<br><br>
You change course, and keep flying around the moor for a while.
<br><br>
<<link [[Next|Bird Tower Casual Flight 4]]>><<bird_pass 20>><</link>>
<br>
<</addinlineevent>>
<</if>>
<<addinlineevent "flight_casual_moor_town" 1>>
The winds lead you far, until you end up near the road leading out of town. You can see a few cars driving to and from the town. You stop to observe the flow of traffic.
<br><br>
<<your_bird_text "cap">> looks at them with almost childlike glee.
<<if $monster is 1>>
"Those big shiny things, I want to take one. I once tried to approach one that was still, but it made a very loud noise, so I had to leave. Maybe we can find one that is silent," <<bhe>> says.
<<else>>
<<bHe>> seems to like how shiny they are.
<</if>>
You spend some time admiring the cars with <<bhim>>.
<br><br>
Eventually, the traffic dies down. You and the <<beasttype>> fly away, and keep flying around the moor for a while.
<br><br>
<<link [[Next|Bird Tower Casual Flight 4]]>><<bird_pass 20>><</link>>
<br>
<</addinlineevent>>
<<else>>
<<addinlineevent "flight_casual_forest_treeline" 1>>
You fly above the treeline. You notice Great Hawk eyeing the thick branches.
<<if $monster is 1>>
"Flying here is annoying. Sticks and leaves get in the way," <<bhe>> says.
<</if>>
You look at <<bhis>> large wings. You can see why flying in such thick woods would be problematic for <<bhim>>.
<br><br>
You keep flying above the forest for a while, until you decide to start flying back to the moor.
<br><br>
<<link [[Next|Bird Tower Casual Flight 4]]>><<bird_pass 20>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "flight_casual_forest_ask" 1>>
You keep flying over the forest for a while. You ask why <<bhe>> never goes to the forest.
<<if $monster is 1>>
"There are many reasons. One is that there are many others here, dangerous others." As if on cue, you hear loud gunshot.
<<else>>
<<bHe>> looks at you and screeches. You hear a howl in response, followed by the sound of a gunshot.
<</if>>
The reason is quite clear now. <<stress 2>><<gstress>>
<br><br>
With the peace of the forest now disturbed, you begin flying back to the moor.
<br><br>
<<link [[Next|Bird Tower Casual Flight 4]]>><<bird_pass 20>><</link>>
<br>
<</addinlineevent>>
<<if C.npc.Eden.init is 1>>
<<addinlineevent "flight_casual_forest_eden" 1>>
You let yourself fly lower. Suddenly, you hear gunshots somewhere nearby. The loud noise scares <<your_bird_text>>. You take a minute to comfort <<bhim>>.
<<if $monster is 1>>
"Sorry. Loud noises," <<bhe>> says. <<bHe>> still seems a little shaken.
<<else>>
<<bHe>> tries to act brave, but you can tell <<bhes>> still quite uneasy.
<</if>>
<br><br>
You can tell <<bhe>> doesn't want to be anywhere near the forest anymore. <<your_bird_text "cap">> helps you regain altitude, and you fly back to the moor.
<br><br>
<<link [[Next|Bird Tower Casual Flight 4]]>><<bird_pass 20>><</link>>
<br>
<</addinlineevent>>
<</if>>
<<addinlineevent "flight_casual_forest_wolves" 1>>
As you are flying over the forest, you hear howling in the distance. It slowly intensifies.
<<if $monster is 1>>
"Their singing lacks melody, it's just noise," <<your_bird_text>> comments.
<<else>>
<<your_bird_text "cap">> seems unimpressed.
<</if>>
<br><br>
You keep flying above the forest until you're unable to maintain altitude, at which point you return to the moor.
<br><br>
<<link [[Next|Bird Tower Casual Flight 4]]>><<bird_pass 20>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "flight_casual_forest_lake" 1>>
As you're flying, you see the lake far below. You can just barely see your reflection in the <<if Time.season is "winter">>ice<<else>>water<</if>>. <<your_bird_text "cap">> avoids flying directly over the lake.
<br><br>
You fly a few laps around the lake, until the wind can no longer keep you aloft. You start flying back to the moor.
<br><br>
<<link [[Next|Bird Tower Casual Flight 4]]>><<bird_pass 20>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "flight_casual_forest_asylum" 1>>
You see a building in the distance. You fly closer to it.
<<if $asylumintro is 1>>
You realise that it's the asylum.
<<else>>
The building looks large and old, with a few parts that look somewhat modern.
<</if>>
<br><br>
<<your_bird_text "cap">> looks at it with interest.
<<if $monster is 1>>
"Such a big place. It could work well as a nest, if there were not so many landbounds," <<bhe>> says.
<<else>>
<<bHe>> seems especially interested in the upper parts of the building. Looks like <<bhe>> thinks this would be a good location for a nest, if there weren't so many people.
<</if>>
<br><br>
You keep looking over the building for a bit, before you start flying back to the moor.
<br><br>
<<link [[Next|Bird Tower Casual Flight 4]]>><<bird_pass 20>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "flight_casual_forest_town" 1>>
After flying for a bit, you see the outskirts of the town. You stop to look.
<<if $monster is 1>>
<<your_bird_text "cap">> speaks up. "I don't like how loud the landbound nest is. I won't go any closer to it," <<bhe>> says.
<<else>>
<<your_bird_text "cap">> hears the loud sounds coming from the town and looks annoyed. <<bHe>> refuses to fly any closer to it.
<</if>>
<br><br>
You keep looking for a bit longer, before you decide to start flying back to the moor.
<br><br>
<<link [[Next|Bird Tower Casual Flight 4]]>><<bird_pass 20>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "flight_casual_forest_fox" 1>>
<<endevent>>
<<beastNEWinit 1 fox>>
Between the trees, you notice a <<beasttype>> scrounging through a bird's nest. You can see <<bhim>> taking the eggs. Seeing this infuriates your <<endevent>><<npc "Great Hawk">><<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>>.
<br><br>
<<if $monster is 1>>
"The ones near home don't dare to try this," <<bhe 0>> says coldly.
<<else>>
<<bHe 0>> chirps angrily. <<bHes 0>> most likely thinking of how <<bhe 0>> would react if those were <<bhis 0>> eggs.
<</if>>
You reassure <<bhim 0>> that no one will ever get into the nest. This seems to calm <<bhim 0>> down.
<br><br>
You keep flying above the forest for a bit, until you decide to start flying back to the moor.
<<endevent>><<npc "Great Hawk">>
<br><br>
<<link [[Next|Bird Tower Casual Flight 4]]>><<bird_pass 20>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "flight_casual_forest_churchyard" 1>>
You come across the old churchyard. It looks even more decrepit from up high. <<your_bird_text "cap">> looks around.
<<if $monster is 1>>
After a while, <<bhe>> speaks. "Too bad the stones are everywhere on the ground, they could have made for a big tower," <<bhe>> says.
<<else>>
<<bHe>> is especially focused on the small stone sepulchres. They seem to remind <<bhim>> of the castle your nest is in.
<</if>>
After looking at it a little longer, you decide to move on.
<br><br>
You and Great Hawk keep flying above the forest, until you decide to start flying back to the moor.
<br><br>
<<link [[Next|Bird Tower Casual Flight 4]]>><<bird_pass 20>><</link>>
<br>
<</addinlineevent>>
<</if>>
<<if $dateCount.GreatHawkCasual gte 3 and !$bird.ritual>>
<<addinlineevent "flight_casual_mating_ritual_intro" 1000>>
<<your_bird_text "cap">> starts circling around you, flying in intricate patterns. Seeing your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>> fly so elegantly is captivating.
<br><br>
You feel something stir inside of you. Watching <<bhim>> is starting to wake your own bestial instincts. You start to fly like <<bhim>>, trying to show off your own moves.
<<if currentSkillValue("danceskill") gte 1000>>
<span class="green">Your flying is just as elegant, if not more so.</span> You weave a beautiful dance across the sky with <<bhim>>. <<your_bird_text "cap">> looks impressed.
<<elseif currentSkillValue("danceskill") gte 500>>
<span class="green">You manage to keep up with <<bhim>>.</span> It becomes something of a dance between you two. <<bHe>> looks impressed.
<<else>>
You do your best, <span class="purple">but you're not quite on <<bhis>> level</span>. Still, <<bhe>> looks pleased.
<</if>>
Flying with your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>> feels refreshing, although your instincts tell you that you should be doing more. Just as you think this, the Great Hawk flies directly above you and <span class="red">flashes <<bhis>> talons at you!</span> <<stress 6>><<ggstress>>
<br><br>
<<link [[Next|Bird Tower Mating Ritual]]>><</link>><<willpowerdifficulty 1 300>>
<br>
<</addinlineevent>>
<<elseif $bird.ritual and C.npc["Great Hawk"].dom gte 50 and $phase2 isnot 2>>
<<addinlineevent "flight_casual_mating_ritual" 2>>
<<your_bird_text "cap">> starts circling around you, flying in intricate patterns. Seeing your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>> fly so elegantly is captivating.
<br><br>
<span class="lewd"><<bHes>> attempting to do a mating ritual.</span>
<br><br>
<<link [[Play along|Bird Tower Mating Ritual Start]]>><<transform bird 1>><<set $phase to 2>><<npcincr "Great Hawk" dom 1>><</link>><<gdom>><<deviant1>><<if $player.virginity.handholding is true>><<note "Success will be your first hand held" "red">><</if>>
<br>
<<link [[Just fly|Bird Tower Casual Flight 3]]>><<set $phase2 to 2>><<npcincr "Great Hawk" dom -1>><</link>><<ldom>>
<br>
<</addinlineevent>>
<</if>>
<<runeventpool>><<effects>>
You and <<your_bird_text>> fly back
<<if $phase is 0>>
into the deeper parts of the moor.
<<elseif $phase is 1>>
towards the moor.
<</if>>
You can see the castle on the horizon.
<<if $rng gte 50>>
You decide to take it easy and let the wind carry you. You feel like you're floating. <<stress -3>><<lstress>>
<<else>>
<<if $phase2 is 1>>
The winds pick up again,
<<else>>
The winds are strong,
<</if>>
allowing you greater mobility. You take advantage of the strong current and fly around in extravagant patterns. It's hard to stay in control, but you manage.
<<if $monster is 1>>
"You move gracefully," <<your_bird_text>> says.
<<else>>
<<your_bird_text "cap">> watches you and squawks approvingly.
<</if>>
<<trauma -2>><<ltrauma>>
<</if>>
<br><br>
After flying around a little longer, you tell the <<beasttype>> you want to return. You fly back to the tower.
<br><br>
<<link [[Next|Bird Tower Casual Flight 5]]>><</link>>
<br><<set $location to "tower">><<set $outside to 0>><<effects>>
You both land back on the perch.
<<if $dateCount.GreatHawkCasual lte 3>>
<<if $monster is 1>>
"This was... enjoyable, though everything done with <<wife>> is. I would like to go flying with you again," <<bhe>> says.
<<else>>
<<bHe>> looks at you and lets out a happy screech.
<</if>>
You pat <<bhim>> on the shoulder.
<<elseif $dateCount.GreatHawkCasual lte 7>>
<<if $monster is 1>>
<<your_bird_text "cap">> walks up to you and speaks. "Let's do this again soon, <<wife>>. Going places with you is fun."
<<else>>
<<your_bird_text "cap">> lazily stretches <<bhis>> wings and walks closer to you. <<bHe>> chirps joyfully at you.
<</if>>
You give <<bhim>> a peck on the cheek.
<<else>>
<<if $monster is 1>>
<<your_bird_text "cap">> shuffles close to you and wraps an arm around you. "Flying with you like this is relaxing. Would gladly do this again, <<wife>>," <<bhe>> says.
You pull <<bhim>> into a hug. You hold each other for a moment, before you finally pull away.
<<else>>
<<your_bird_text "cap">> shuffles up to you and caresses your face with <<bhis>> beak, expressing <<bhis>> affection and happiness.
You pet <<bhim>> on the head and say you had fun. You enjoy the feeling of <<bhis>> beak on your face for a moment, before you finally pull away.
<</if>>
<</if>>
<br><br>
The <<beasttype>> returns to <<bhis>> usual spot on the perch.
<br><br>
<<link [[Next|Bird Tower Perch]]>><<bird_hunt_timer>><<endevent>><</link>>
<br><<effects>>
Together you fly around until you find an especially windy part of the moor.
<<if $phase is 1>>
You start to fly in intricate patterns around <<bhim>>, making sure to show off your body and skills at the same time. <<bHe>> takes the hint<<if $monster is 1>> and smiles<</if>>. <<bHe>> starts showing off <<bhis>> own moves.
<<else>>
You start to fly like <<bhim>>, trying to show off your own moves.
<</if>>
<<deviancy1>>
<<if currentSkillValue("danceskill") gte 1000>>
<span class="green">Your flying is just as elegant, if not more so.</span> You weave a beautiful dance across the sky with <<bhim>>. <<your_bird_text "cap">> looks impressed.
<<elseif currentSkillValue("danceskill") gte 500>>
<span class="green">You manage to keep up with <<bhim>>.</span> It becomes something of a dance between you two. <<bHe>> looks impressed.
<<else>>
You do your best, <span class="purple">but you're not quite on <<bhis>> level</span>. Still, <<bhe>> looks pleased.
<</if>>
Flying with your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>> feels refreshing, and your mating instincts start to kick in. The Great Hawk flies directly above you and flashes <<bhis>> talons at you.
<br><br>
<<link [[Next|Bird Tower Mating Ritual]]>><<bird_pass 20>><</link>><<willpowerdifficulty 1 300>>
<br><<effects>>
The Great Hawk dives directly towards you, talons extended.
<<if !$bird.ritual>>
<<set $bird.ritual to 1>>
<<if $willpowerSuccess>>
<span class="green">You regain your composure and dodge the dive</span>, resulting in <<bhim>> swooping past you.
<<else>>
<span class="red">You freeze.</span> <<bHe>> notices your lack of a reaction and tries to divert <<bhis>> course. <<bHe>> manages to avoid you, if only barely. <<stress 12>><<trauma 6>><<willpower 1>><<ggstress>><<gtrauma>><<gwillpower>>
<</if>>
<br><br>
<<switch $speech_attitude>>
<<case "meek">>"W-What... Why did you do that!?" you yell with a shaky voice.
<<case "bratty">>"Hey! Why the hell did you try to hit me?!" you yell in frustration.
<<default>>"Why did you do that?! You nearly hit me!" you yell.
<</switch>>
<br><br>
<<bHe>> flies up next to you. You can tell <<bhe>> means you no harm, which only confuses you more.
<<if $monster is 1>>
"I wanted to court <<wife>>. I thought you would know how. Mistake is mine," <<bhe>> says apologetically.
It sounds like <<bhe>> was just trying to perform a mating ritual with you. Having now figured it out, you let out a small giggle.
<<else>>
<<bHe>> looks at you with concern, trying to determine if you're alright. You take a moment to think back on what happened. You remember <<bhis>> unusually provocative behaviour.
You realise that <<bhe>> was probably trying to perform some kind of mating ritual with you. You can't help but giggle at the misunderstanding.
<</if>>
<br><br>
You tell <<bhim>> that you understand. This seems to calm <<bhim>> down. You can tell <<bhes>> a bit agitated, though. <span class="lewd"><<bHe>> probably still wants to mate.</span>
<br><br>
<<link [[Return home to mate|Bird Tower Mating Ritual Return]]>><<set $phase to 0>><<bird_pass 20>><<npcincr "Great Hawk" love 1>><</link>><<glove>><<deviant1>>
<br>
<<link [[Keep flying|Bird Tower Casual Flight 3]]>><<set $phase2 to 2>><<npcincr "Great Hawk" dom -1>><</link>><<ldom>>
<br>
<<else>>
The shape of <<bhim>> above you sends shivers down your spine.
<<if $willpowerSuccess>>
<span class="green">You keep your nerve.</span> You turn your body, so you're facing upwards towards <<bhim>>.
<br><br>
<<if $monster is 1>>
<<bHis>> hands lock with yours, and you pull each other into an embrace.
<<else>>
<<bHis>> talons lock together with your hands, and you pull each other into an embrace. <<bHis>> talons feel sharp, but somehow not painful.
<</if>>
<<takeHandholdingVirginity "Great Hawk" "romantic">>
<br><br>
Performing the mating ritual with your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>> fulfils a primal desire within you. <<trauma -12>><<lltrauma>>
<br><br>
You bury your face in <<bhis>> plumage, letting <<bhim>> carry you. It's exhilarating. You can only hold on for so long, though.
<br><br>
You flip back around and regain control of yourself. <<bHe>> flies up next to you, looking overjoyed.
<<if $monster is 1>>
"Thank you for doing this with me, <<wife>>. To court like a hawk, instead of a landbound, means much."
<<else>>
<<bHe>> flaps <<bhis>> wings wildly, a rare gesture. You can tell this meant a lot to <<bhim>>.
<</if>>
<<npcincr "Great Hawk" love 1>><<glove>>
<br><br>
You stare at each other for a moment. Your instincts are screaming for you to mate with <<bhim>>, and you can tell <<bhe>> wants you just as much. You turn toward the tower in unison and start flying back.
<<else>>
<span class="purple">You freeze up for just a moment.</span> You know <<bhe>> won't hurt you, but the sight of <<bhim>> is still very intimidating. <<willpower 1>><<npcincr "Great Hawk" dom 1>><<gwillpower>><<gdom>>
<br><br>
You manage to turn your body to face <<bhim>> above you, but <<bhes>> fast. <<bHis>> talons grab you, dragging you into an embrace. You might not have done it exactly right, but being held by <<bhim>> as <<bhe>> flies is thrilling regardless. <<trauma -2>><<ltrauma>>
<br><br>
<<bHe>> can only hold on to you for so long, though. You flip back around and regain control of yourself.
You tell <<bhim>> you just want to fly around a bit more. You fly by <<bhis>> side, taking in the moment. While not as grand as it could have been, it's still very relaxing, almost intimate. You look over to your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>>. <<bHe>> turns to look at you. You can see the adoration in <<bhis>> eyes.
<br><br>
You feel the desire to mate with <<bhim>> building up inside you. You can tell <<bhe>> wants you as well. You tell <<bhim>> you want to return now. <<bHe>> nods in agreement. You both fly back to the tower.
<</if>>
<br><br>
<<link [[Next|Bird Tower Mating Ritual Return]]>><<bird_pass 20>><</link>>
<br>
<</if>><<set $location to "tower">><<set $outside to 0>><<effects>>
<<if $phase is 0>>
You land back on the perch. You wait for <<your_bird_text>> to land, then walk into the tower and climb into the nest. You can feel your animalistic urges taking over, telling you to mate. You lay down in the nest and spread your legs.
<br><br>
<<switch $speech_attitude>>
<<case "meek">>"You had me really scared back there. But it was also... exciting. How about you show me what a big, fearsome <<beasttype>> like you can really do?" you chirp.
<<case "bratty">>"You really took me by surprise earlier. And it wasn't a pleasant one. You're going to properly apologise for what happened, right?" you coo, licking your lips.
<<default>>"I had a lot of fun flying with you, despite how it ended. And now all that flying around really got me in the mood. How about we start the 'mating' part of this ritual now?" you say seductively.
<</switch>>
<<deviancy1>>
<<bHe>> wastes no time, perching up on the edge of the nest.
<<if $monster is 1>>
"You are already my mate and <<wife>>. There's no need to court again. But it is nice," <<bhe>> says bashfully.
<<else>>
The <<beasttype>> looks at you adoringly and chirps.
<</if>>
<<bHe>> joins you in the nest.
<<elseif $phase is 1>>
You land back on the perch. You feel a heat building up inside you. You wait for <<your_bird_text>> to land and pull <<bhim>> into your arms. This takes <<bhim>> by surprise. You gently pull <<bhis>> head down, then bring your mouth to <<bhis>> ear and whisper.
<br><br>
<<switch $speech_attitude>>
<<case "meek">>"The way you and I were holding on to each other felt so... intimate. I want to feel even more of you now. Please."
<<case "bratty">>"Holding on to you mid-air was really exciting. You got me really aroused. I can't wait any longer to have you."
<<default>>"The way we were linked up together in the air was so intimate. It made me want to feel the rest of your body against mine."
<</switch>>
<br><br>
<<bHe>> pulls away from you and looks you in the eyes.
<<if $monster is 1>>
"You do not need to say all of that now. But it does make me happy." You take <<bhim>> by the hand
<<else>>
<<bHe>> looks at you with great adoration and caresses your face with <<bhis>> beak. You carefully grasp <<bhis>> wing
<</if>>
and pull <<bhim>> to the nest.
<<else>>
You land back on the perch. You wait for <<your_bird_text>> to land, then walk into the tower and climb into the nest. You call out to <<bhim>>.
<br><br>
<<switch $speech_attitude>>
<<case "meek">>"I really liked seeing you fly. And I want to see more of you." Your words are quiet, yet seductive.
<<case "bratty">>"I'm feeling tired after all that flying. I think a good mating session would bring back some energy," you say in a sultry tone.
<<default>>"All that flying around really got me in the mood. You're not going to leave me all hot and bothered, right?" you ask, voice filled with arousal.
<</switch>>
<br><br>
You can tell your words had an effect on <<bhim>>.
<<if $monster is 1>>
"Anything for you," <<bhe>> responds.
<<else>>
<<bHe>> looks at you happily.
<</if>>
<<bHe>> climbs into the nest.
<</if>>
<br><br>
<<link [[Next|Bird Tower Mating Ritual Sex]]>><<set $sexstart to 1>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<beastCombatInit>>
<<set $enemytrust += 200>>
<<set $enemyhealthmax to 600>>
<<set $enemyhealth to 600>>
<<if $monster isnot 1>>
<<set $position to "doggy">>
<<set $NPCList[0].stance to "top">>
<</if>>
<<npc_attempt_sex>>
<</if>>
<<effects>>
<<effectsman>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Bird Tower Mating Ritual Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bird Tower Mating Ritual Sex]]>><</link>></span><<nexttext>>
<</if>><<setTowerTemp>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<set $bird.satisfied to true>>
The <<beasttype>> stays still for a moment, enjoying the afterglow.
<<if $phase is 0>>
You stroke <<bhis>> feathers. You enjoy caressing <<bhim>> for a moment, then sit up. You tell <<bhim>> that you had a great time. <<bHe>> huddles up next to you.
<<if $monster is 1>>
"You are the best mate and <<wife>>. No doubt."
<<else>>
<<bHe>> affectionately touches your face with <<bhis>> wing.
<</if>>
<<npcincr "Great Hawk" love 1>><<glove>>
<br><br>
You tell the <<beasttype>> you would like to do this again sometime.
<<if $monster is 1>>
"Would love to mate again," <<bhe>> says. <<bHis>> voice is softer than usual.
<<else>>
<<bHe>> responds with a soft chirp, a sound <<bhe>> rarely makes.
<</if>>
You gently pet <<bhis>> head in response. You and your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>> take a moment to recover, then climb out of the nest. <<bHe>> looks at you for a moment, then goes back onto the perch.
<<else>>
You give <<bhim>> a kiss on the forehead.
<<if $monster is 1>>
<<bHe>> slightly blushes. You sit up and say you love <<bhim>>. <<bHe>> looks back at you. "I love you too, <<wife>>." <<bHe>> wraps <<bhis>> arms around you and holds you for a moment.
<<else>>
<<bHe>> coos blissfully.
<</if>>
<<npcincr "Great Hawk" love 1>><<glove>>
<br><br>
<<bHe>> mounts you and wraps <<bhis>> wings over you, darkening your surroundings. You can only see <<bhis>> eyes, gazing back at you adoringly. <<bHe>> releases you, returning to <<bhis>> spot on the perch.
<</if>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Bird Tower]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
You shove the <<beasttype>> away. <<bHe>> walks out of the nest, feeling hurt. <<npcincr "Great Hawk" love -3>><<lllove>>
<br><br>
<<tearful>> you climb out of the nest.
<<clotheson>>
<<endcombat>>
<<link [[Next|Bird Tower]]>><</link>>
<br>
<<else>>
<<bHe>> steps back.
<<if $monster is 1>>
<<bHe>> looks conflicted, but says nothing.
<<else>>
<<bHe>> looks disappointed.
<</if>>
<<if $phase is 0>>
You tell <<bhim>> that you had second thoughts this time, but that you would like to mate with <<bhim>> later. Your words appease <<bhim>>, although you can still sense disappointment from <<bhim>>.
<</if>>
<<npcincr "Great Hawk" love -1>><<npcincr "Great Hawk" dom -1>><<llove>><<ldom>>
<br><br>
The <<beasttype>> leaves you alone in the nest. <<tearful>> you climb out.
<<clotheson>>
<<endcombat>>
<<link [[Next|Bird Tower]]>><</link>>
<br>
<</if>><<setTowerTemp>><<effects>>
You look through your telescope.
<<if Time.dayState isnot "night">>
It's too early to look at the sky.
<<elseif Weather.isOvercast>>
The weather isn't clear enough to see anything in the sky.
<</if>>
<br><br>
<<bird_telescope_options>><<setTowerTemp>><<effects>>
<<cleareventpool>>
<<if $bird.state is "home" and ["sing", "groom"].includes($bird.activity)>>
<<addinlineevent "telescope_bird_home_moor" 1>>
<<npc "Great Hawk">>
You look around the moor. Your vision is suddenly filled with a gigantic eye. You move your face away. <<your_bird_text "cap">> is looking through the opposite end of the telescope at you.
<<if $monster is 1>>
"Strange thing. You look so small through this."
<<else>>
<<bHe>> chirps at you.
<</if>>
You laugh and pat <<bhim>> on the head. <<stress -12>><<llstress>>
<</addinlineevent>>
<</if>>
<<if $bird.state is "hunting" and !$daily.birdTelescopeHunt>>
<<addinlineevent "telescope_bird_hunt" 1>>
<<npc "Great Hawk">><<set $daily.birdTelescopeHunt to true>>
You look around the moor. You see a shape dive from the air. It takes a bit for you to track it, but once you do, you realise that it's <<your_bird_text>>. You lose sight of <<bhim>> as <<bhe>> dives again. You wonder what <<bhe>> just caught. <<stress -12>><<llstress>>
<</addinlineevent>>
<</if>>
<<if !$daily.huntRemyCamp>>
<<addinlineevent "telescope_remy_camp" 3>>
<<if $daily.huntRemyCampNorth is undefined>>
<<set $daily.huntRemyCampNorth to random(2,5)>>
<<set $daily.huntRemyCampEast to random(-5,5)>>
<</if>>
<<if $daily.emptyCampNorth>>
<<if $daily.emptyCampNorth is $daily.huntRemyCampNorth and $daily.emptyCampEast is $daily.huntRemyCampEast>>
<<if $daily.huntRemyCampNorth is 5>>
<<set $daily.huntRemyCampNorth -= 1>>
<<else>>
<<set $daily.huntRemyCampNorth += 1>>
<</if>>
<<set $daily.huntRemyCampEast to random(-5,5)>>
<</if>>
<</if>>
<<set $daily.huntRemyCamp to true>>
<<if Time.dayState is "night">>
It's too dark to see much of anything, but you see a cluster of lights in the distance.
<<else>>
You see a group of campfires.
<</if>>
They're surrounded by tents, which are themselves surrounded by supplies and makeshift barriers. The occupants are dressed in matching uniforms.
<<if $remySeen?.includesAny("farm","livestock","manor") or $livestock_intro isnot undefined>>
You recognise them. <span class="red">Remy's goons.</span>
<<else>>
They look dangerous.
<</if>>
<br><br>
It's
<<switch $daily.huntRemyCampNorth>>
<<case 2>>only a short distance from the tower,
<<case 3>>not too far from the tower,
<<case 4>>a good distance from the tower,
<<case 5>>at the very edge of the moor,
<</switch>>
<<switch $daily.huntRemyCampEast>>
<<case -5 -4 -3>>to the northwest.
<<case -2 -1>>to the north and slightly west.
<<case 0>>directly to the north.
<<case 1 2>>to the north and slightly east.
<<case 3 4 5>>to the northeast.
<</switch>>
<</addinlineevent>>
<</if>>
<<if !$daily.emptyCamp and Time.dayState isnot "night">>
<<addinlineevent "telescope_empty_camp" 2>>
<<if $daily.emptyCampNorth is undefined>>
<<set $daily.emptyCampNorth to random(2,5)>>
<<set $daily.emptyCampEast to random(-5,5)>>
<</if>>
<<if $daily.huntRemyCampNorth>>
<<if $daily.emptyCampNorth is $daily.huntRemyCampNorth and $daily.emptyCampEast is $daily.huntRemyCampEast>>
<<if $daily.emptyCampNorth is 5>>
<<set $daily.emptyCampNorth -= 1>>
<<else>>
<<set $daily.emptyCampNorth += 1>>
<</if>>
<<set $daily.emptyCampEast to random(-5,5)>>
<</if>>
<</if>>
<<set $daily.emptyCamp to true>>
<<if Time.dayState is "night">>
It's too dark to see much of anything, but you do see an area that sticks out. The shapes along the ground are too uniform. You keep looking, and realise it's the remains of a campsite in the middle of a small clearing.
<<else>>
You see the remains of a campsite, the campfire still just barely smouldering.
<</if>>
It looks like someone left in a hurry; there's litter and small items scattered all over the place! <span class="gold">If you're quick, you could go take what's left before other scavengers close in.</span>
<br><br>
It's
<<switch $daily.emptyCampNorth>>
<<case 2>>only a short distance from the tower,
<<case 3>>not too far from the tower,
<<case 4>>a good distance from the tower,
<<case 5>>at the very edge of the moor,
<</switch>>
<<switch $daily.emptyCampEast>>
<<case -5 -4 -3>>to the northwest.
<<case -2 -1>>to the north and slightly west.
<<case 0>>directly to the north.
<<case 1 2>>to the north and slightly east.
<<case 3 4 5>>to the northeast.
<</switch>>
<</addinlineevent>>
<</if>>
<<if Time.dayState is "night">>
<<if Weather.bloodMoon>>
<<addinlineevent "telescope_blood_1" 3>>
The red fields before you seem to stretch on forever. <<awareness 1>><<trauma 12>><<gawareness>><<ggtrauma>>
<</addinlineevent>>
<<addinlineevent "telescope_blood_2" 3>>
The moor is lit up well by the moon, but it seems unusually still. Yet, when you lose focus, it feels as though the lens of the telescope has become liquid. Your view writhes for a brief moment until you focus again. <<gtrauma>><<trauma 6>>
<</addinlineevent>>
<<else>>
<<addinlineevent "telescope_dark_nothing" 3>>
It's too dark to see much of anything.
<</addinlineevent>>
<<addinlineevent "telescope_dark_camp_1" 1>>
It's too dark to see much of anything, but you see a single light in the distance. A campfire. A group of tents sit near, and a small crowd sits around the fire, laughing. You wonder what they're talking about. <<stress -3>><<lstress>>
<</addinlineevent>>
<<addinlineevent "telescope_dark_camp_2" 1>>
It's too dark to see much of anything, but you see a single light in the distance. A campfire. A single tent sits near. Through backlit silhouettes, you see a figure bouncing up and down. A pair of arms pull them back down. <<arousal 500>><<garousal>>
<</addinlineevent>>
<</if>>
<<else>>
<<if $bogProgress gte 1>>
<<addinlineevent "telescope_bog_person" 0.5>>
You spot a figure in black robes far to the west. You watch them for some time, until they disappear into the bog.
<</addinlineevent>>
<<else>>
<<addinlineevent "telescope_bog_discover" 3>>
<<set $bogProgress to 1>>
You look to the west, towards the forest. You're just barely able to see the endpoint of a wooden boardwalk. Behind it, the moor ends and stagnant water begins.
<br><br>
A wall of drenched leaves obscure anything further, but you know that the forest must lie beyond. It could make for a one-way shortcut from the forest to the deeper parts of the moor.
<br><br>
<span class="gold">You've discovered the bog.</span>
<</addinlineevent>>
<</if>>
<<if Weather.isSnow>>
<<addinlineevent "telescope_snowblind" 1>>
The sun's reflection on the snow is blinding, making it difficult to see much of anything.
<</addinlineevent>>
<</if>>
<<addinlineevent "telescope_nothing" 1>>
You don't see anything in particular, but the gentle swaying of the grasses and bushes is soothing. <<stress -2>><<lstress>>
<</addinlineevent>>
<<addinlineevent "telescope_person" 1>>
You spot someone walking near the edge of the moor. They look like a hiker, but they're too far away for you to see any details. You watch them for a while. <<stress -2>><<lstress>>
<</addinlineevent>>
<<addinlineevent "telescope_people_normal" 1>>
You spot a group of hikers in the middle of the moor. They seem to be looking for something. Eventually, one of them appears to call out to the others, and they disappear over a hill. <<stress -2>><<lstress>>
<</addinlineevent>>
<<addinlineevent "telescope_people_lewd" 1>>
<<generate1>><<generatep2>>
You spot a <<person1>><<person>> and a <<person2>><<person>> in the middle of the moor. They're laughing about something. Suddenly, the <<person1>><<person>> pushes <<himself>> against the <<person2>><<person>>, who responds by pulling <<person1>><<him>> to the ground.
<br><br>
They start to remove each other's clothes. <<if Weather.precipitation is "rain">>They both get covered in mud pretty quickly, but neither seem to mind.<</if>> They begin to grind against each other, and it isn't long before they're having intercourse out in the open. <<arousal 500>><<garousal>>
<</addinlineevent>>
<<addinlineevent "telescope_people_rape" 1>>
<<generate1>><<generatev2>>
You spot a <<person1>><<person>> and a <<person2>><<person>> in the middle of the moor. The <<person>> is struggling in the <<person1>><<persons>> grasp. Suddenly, the <<person1>><<person>> pushes <<person2>><<him>> down and rips away <<his>> clothing.
<br><br>
<<if Weather.precipitation is "rain">>They both get covered in mud.<</if>> The <<person1>><<person>> begins to have <<his>> way with <<his>> victim. There's nothing you could hope to do in time. <<trauma 3>><<arousal 500>><<gtrauma>><<garousal>>
<</addinlineevent>>
<<addinlineevent "telescope_animals_1" 1>>
<<beastNEWinit 3 fox>>
A trio of <<beastsplural>> fight over a lurker in the distance. <<stress -2>><<lstress>>
<</addinlineevent>>
<<if $hallucinations gte 2>>
<<addinlineevent "telescope_tentacles_1" 1>>
You notice a bush swaying in the opposite direction of the wind. Its branches writhe in unnatural ways. <<awareness 1>><<stress 2>><<gawareness>><<gstress>>
<</addinlineevent>>
<<addinlineevent "telescope_tentacles_1" 1>>
You see a person wearing all black piling up small stones. They disappear the instant you look away. <<awareness 1>><<stress 2>><<gawareness>><<gstress>>
<</addinlineevent>>
<</if>>
<</if>>
<<runeventpool>>
<<endevent>>
<<wearProp "ornatetelescope">>
<br><br>
<<bird_telescope_options>><<setTowerTemp>><<effects>>
You look up to the sky.
<br><br>
<<cleareventpool>>
<<if Weather.bloodMoon>>
<<addinlineevent "telescope_sky_blood" 2>>
<<set $daily.telescopeBlood to true>>
A few translucent clouds pass the bottom crest of the moon.
<br><br>
One of the clouds looks at you.
<br><br>
You cover the lens of the telescope. <<stress 12>><<awareness 3>><<ggstress>><<ggawareness>>
<</addinlineevent>>
<</if>>
<<addinlineevent "telescope_sky_stars" 1>>
<<switch ($historytrait + $sciencetrait)>>
<<case 0 1 2>>You can't recognise any of the constellations, so you just admire some of the brighter stars. <<stress -6>><<llstress>>
<<case 3 4>>You start trying to name a few of the constellations. You're pretty sure you got some of them right. <<trauma -4>><<ltrauma>>
<<case 5 6>>You spend some time naming constellations to yourself. <<trauma -8>><<lltrauma>>
<<case 7 8>>
<<if $hallucinations gte 1 and $rng lte 6>>
<<if $rng lte 2 or $worn.neck.name is "dark pendant">>
A particular constellation catches your eye.
<<if Time.season is "winter">>
It's bright and vibrant.
<<else>>
It's dim and distant, but you're just able to make out the shape.
<</if>>
A burning chariot, pulled by some indistinct beast.
<<if $temple_confessor_intro>>
The name is on the tip of your tongue, but your body refuses to utter it. As if the word was a curse.
<<else>>
You think of its name. You suddenly feel ill.
<</if>>
<br><br>
<<if $world_corruption_soft gte 50>>
The antlers on the head of the charioteer begin to split as you watch. Phantasmal lines connect them to other stars, adding them to a profane whole. Antlers sprout antlers.
<<else>>
You swear that the head of the charioteer turns to look at you.
<</if>>
You look away, your heart racing. You avoid looking in that direction. <<awareness 7>><<willpower 4>><<stress 36>><<ggawareness>><<ggwillpower>><<gggstress>>
<<elseif $rng lte 4 or $worn.neck.name is "holy pendant">>
A particular constellation catches your eye.
<<if Time.season is "spring">>
It's bright and vibrant.
<<else>>
It's a bit dim, but you make out the shape regardless.
<</if>>
It roughly matches one of the more well-known ones. A figure standing tall, holding something in each hand. But there's something off about it.
<br><br>
<<if $world_corruption_soft gte 50>>
Your mind is telling you that the pattern is all wrong. It's upside down, and skewed.
<<else>>
It seems too detailed. Stars you don't recognise have added themselves to the whole.
<</if>>
Looking at it makes you feel like there's someone whispering reassurances and comforting lies in your ear. Looking at it too long makes your eyes hurt. You look away, and quickly lose track of it. <<control 10>><<trauma -24>><<stress -24>><<awareness 4>><<ggcontrol>><<lltrauma>><<llstress>><<gawareness>>
<<elseif $rng lte 6 or $worn.neck.name is "stone pendant">>
You spot a shape you aren't familiar with. It doesn't match any constellations you know, but there's unmistakably a pattern present.
It feels as though someone has made a horrible mistake, and something has been moved from its intended position. You feel dizzy, yet warm.
<br><br>
When you try to focus again, the pattern is gone. <<arousal 2000>><<awareness 7>><<ggarousal>><<ggawareness>>
<</if>>
<<else>>
<<if $rng gte 50>>
You're easily able to recognise many of the constellations thanks to your science and history lessons. You wish you had some paper to sketch on.
<<else>>
You spot and recognise some planets and other celestial bodies. It makes you feel tiny, but smart.
<</if>>
<<trauma -12>><<llltrauma>>
<</if>>
<</switch>>
<</addinlineevent>>
<<runeventpool>>
<<endevent>>
<<wearProp "ornatetelescope">>
<br><br>
<<bird_telescope_options>><<setTowerTemp>><<effects>>
<<set _hawkPregnancy to getPregnancyObject("Great Hawk")>>
<<if birdEggsReady("Great Hawk") is "fertilised">>
<<set $eggLayNumber to _hawkPregnancy.fetus.length>>
<<else>>
<<set $eggLayNumber to random(2,4)>>
<</if>>
<<switch $eggLayNumber>>
<<case 1>><<set $eggLayText to `<span class="lewd">An egg pops out.</span>`>>
<<case 2>><<set $eggLayText to `<span class="lewd">An egg pops out, followed shortly by another.</span>`>>
<<default>><<set $eggLayText to `<span class="lewd">One by one, <<number $eggLayNumber>> eggs pop out.</span>`>>
<</switch>>
<<switch $phase>>
<<case 0>>
You avert your eyes until you hear <<your_bird_text>> stand up.
<<if $eggLayNumber is 1>>
<span class="lewd">There's an egg in the nest.</span>
<<else>>
<span class="lewd">There are <<number $eggLayNumber>> eggs in the nest.</span>
<</if>>
<<case 1>>
You watch as <<your_bird_text>>
<<if $monster is 1>>
grips the edges of the nest. <<bHis>> talons bite into it as <<bhis>> hole opens. $eggLayText <<bHe>> pants, exhausted from the effort.
<<else>>
struggles. <<bHis>> hole opens. $eggLayText <<bHe>> stands up and shakes.
<</if>>
<<case 2>>
You rush to <<your_bird_text>>'s side and position yourself behind <<bhim>>.
<<if birdEggsReady("Great Hawk") is "fertilised">>
You place one hand on <<bhis>> <<bellyDescription "Great Hawk">>, and another on <<bhis>> lower abdomen. You start to gently rub.
<<else>>
You place both of your hands on <<bhis>> lower abdomen and gently rub it.
<</if>>
<<bHis>> body shakes at your touch, more sensitive than usual.
<<if $syndromebird gte 1>>
You <<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled"))>>coo<<else>>whisper<</if>> softly into <<bhis>> ear to comfort <<bhim>>.
<<else>>
You're not sure what else to do.
<</if>>
<<if $monster is 1>>
<<bHis>> breathing slows, but only for a moment.
<</if>>
<<bHis>> talons bite into the
<<if $bird.upgrades.nest gte 2>>
fabric of the nest, leaving small holes.
<<else>>
nest, crushing twigs and sticks.
<</if>>
<<deviancy1>>
You feel <<bhis>> abdomen throb. $eggLayText
<<if $monster is 1>>
<<bHe>> lets out a long, relieved sigh. "Thank you, <<wife>>."
<<else>>
<<bHe>> lets out a sound a bit like a huff, and nuzzles your cheek with <<bhis>> beak.
<</if>>
<<case 3>>
<<set $bird.satisfied to true>>
You rush to <<your_bird_text>>'s side and position yourself behind <<bhim>>.
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled"))>>
You let your instincts take over, knowing how to help <<bhim>> pass <<bhis>> eggs.
<<else>>
You know just enough about birds to help <<bhim>>.
<</if>>
You place your hands on <<bhis>> <<if birdEggsReady("Great Hawk") is "fertilised">><<bellyDescription "Great Hawk">><<else>>abdomen<</if>> and start to apply gentle pressure.
<<if $monster is 1>>
You approximate the location of <<bhis>> ovaries, assuming they must be somewhat similar to those of a human. Your gentle pushing seems to be easing <<bhis>> pain. You press a little harder, causing <<bhim>> to moan lightly.
<<else>>
You feel around for <<bhis>> oviduct. Your gentle pushing seems to be easing <<bhis>> pain.
<</if>>
<br><br>
After a moment, <span class="teal">you feel some resistance inside <<bhim>></span>. Knowing where the eggs are, you start to gently massage <<bhis>> belly in small circles, slowly working your way down. You can feel the eggs inside <<bhim>> moving.
<<if $monster is 1>>
<<bHis>> breathing starts to get faster, but less strained. <<bHis>> head falls back, and <<bhe>> looks at you lovingly.
<</if>>
You remove one of your hands from <<bhis>> abdomen and place it near <<bhis>> opening. It's already started to crown. You rub it, causing <<bhim>> to lean into you.
<<deviancy3>>
The opening is already slick, so you easily manage to slip two fingers in, which makes <<bhim>> <<if $monster is 1>>gasp<<else>>coo<</if>>. You massage <<bhis>> <<if birdEggsReady("Great Hawk") is "fertilised">><<bellyDescription "Great Hawk">><<else>>abdomen<</if>> from outside and <<bhis>> passage from inside.
<<bHis>> talons bite into the
<<if $bird.upgrades.nest gte 2>>
fabric of the nest, leaving small holes.
<<else>>
nest, crushing twigs and sticks.
<</if>>
<<if $monster is 1>>
<<bHe>> grips your arm hard. "<<if $player.gender_appearance is "m">>H...husband...<<else>>W...wife...<</if>>" <<bHe>> can't finish <<bhis>> words. <<bHe>> arches <<bhis>> back and coats your fingers with <<bhis>> juices, reaching a peak of both pleasure and pain.
<</if>>
With one final push, you feel something hard hit your fingers. $eggLayText
<<if $monster is 1>>
<<your_bird_text "cap">> pants, still gripping you. It takes <<bhim>> a moment to get <<bhis>> bearings.
<</if>>
<</switch>>
<br><br>
<<link [[Next|Bird Tower Great Hawk Egg Laying 2]]>><</link>>
<br><<setTowerTemp>><<effects>>
<<set _hawkPregnancy to getPregnancyObject("Great Hawk")>>
<<if birdEggsReady("Great Hawk") is "unfertilised">>
<<if $monster is 1>>
<<bHe>> gently picks up <<if $eggLayNumber gt 1>>one of the eggs<<else>>the egg<</if>>.
<<if Object.values($children).find(child => (child.type is "hawk" and child.location is "tower" and child.eggTimer is undefined))>>
"Don't worry, <<wife>>. No more children yet, not from <<if $eggLayNumber gt 1>>these eggs<<else>>this egg<</if>>."
<<else>>
<<if playerCanBreedWith("Great Hawk")>>
<<set _optionReassure to true>>
"No life in <<if $eggLayNumber gt 1>>them<<else>>it<</if>>," <<bhe>> says with a hint of sadness.
<<if $syndromebird is 1>>
"We... keep trying?"
<<else>>
"Maybe some day."
<</if>>
<<else>>
"S-sorry. Can not help it. No life in <<if $eggLayNumber gt 1>>these eggs<<else>>this egg<</if>>."
<</if>>
<</if>>
<<else>>
<<bHe>> prods at <<if $eggLayNumber gt 1>>them<<else>>it<</if>>, and lets out a flat caw. It seems <<if $eggLayNumber gt 1>>they're<<else>>it's<</if>> not fertilised.
<</if>>
<<if $phase gte 2>>
You help <<bhim>> get settled in to rest after <<bhis>> ordeal.
<</if>>
<br><br>
<<set $daily.hawkUnfertilisedEggs to true>>
<<run delete _hawkPregnancy.nonCycleRngHasEggs>>
<<if _optionReassure>>
<<link [[Reassure|Bird Tower Eggs Reassure]]>><<npcincr "Great Hawk" love 1>><<bird_stockholm 3>><</link>><<glove>><<ggbirdstockholm>>
<br>
<</if>>
<<if $eggLayNumber gt 1>>
<<link [[Take the eggs|Bird Tower Eggs Take]]>><</link>>
<<else>>
<<link [[Take the egg|Bird Tower Eggs Take]]>><</link>>
<</if>>
<br>
<<if $birdEggContext is "huntReturn">>
<<link [[Continue|Bird Tower Great Hawk Egg Laying Hunt Finish]]>><<endBirdEggLaying>><</link>>
<<else>>
<<link [[Continue|Bird Tower]]>><<endevent>><<endBirdEggLaying>><</link>>
<</if>>
<br>
<<else>>
<<if $monster is 1>>
<<bHe>> gently picks up <<if $eggLayNumber gt 1>>one of the eggs<<else>>the egg<</if>> and smells it. <<bHis>> eyes light up.
<<if Object.values($children).find(child => (child.type is "hawk" and child.location is "tower" and child.eggTimer is undefined))>>
"I'm so happy, <<wife>>. <span class="lewd">We have more children</span>!" <<bHe>> tries to sweep you up in a hug, but seems too weak at the moment.
<<else>>
"Alive... <span class="lewd">Great Hawk and <<wife>> have children</span>..." a tear runs down <<bhis>> cheek. <<bHe>> turns to you and hugs you tightly.
<</if>>
<<if $syndromebird gte 1>>
You can't help but return the embrace. You're flooded with emotion. <<trauma -12>><<lltrauma>>
<br><br>
<</if>>
<<else>>
<<bHe>> prods at <<if $eggLayNumber gt 1>>them<<else>>it<</if>>, before quickly looking up. <<bHe>> spreads <<bhis>> wings wide, letting out a triumphant shriek into the air. <<bHe>> bobs <<bhis>> head and puffs out <<bhis>> plumage. <span class="lewd"><<if $eggLayNumber gt 1>>They're<<else>>It's<</if>> fertilised.</span>
<br><br>
<<bHe>> continues blustering, before flopping over in the nest. <<bHe>> must be exhausted.
<</if>>
<<set _eggIcon to $eggLayNumber>>
<<Number $eggLayNumber>> <<birdicon "eggs">> fertilised bird egg<<if $eggLayNumber gte 2>>s have<<else>> has<</if>> been added to the nest.
<br><br>
<<if $phase gte 2>>
You help <<bhim>> get settled in to rest after <<bhis>> ordeal.
<<if $bird.syndrome gte 15 and $syndromebird isnot 1>>
Your eyes wander down to the egg<<if $eggLayNumber gte 2>>s<</if>>. <<bHis>> child<<if $eggLayNumber gte 2>>ren<</if>>. <i>Your child<<if $eggLayNumber gte 2>>ren<</if>>,</i> you think. You rest your head on <<bhis>> shoulder. <<bHis>> plumage is so soft. Staying here with <<bhim>> doesn't seem so bad anymore.
<span class="red">It's not <<bhis>> fault. <<bHe>> only wants a mate.
<br>
You've gained the Stockholm Syndrome: Great Hawk trait.</span>
<br><br>
<<if $loveInterest.primary is "None">>
<<set $loveInterest.primary to "Great Hawk">>
<span class = "gold">The Great Hawk is now your love interest! This isn't how you expected to find a spouse, but you feel uplifted all the same.</span>
<<else>>
<span class = "gold">The Great Hawk can now be claimed as your love interest! This isn't how you expected to find a spouse, but you feel uplifted all the same.<br>You can change your love interest in the "Attitudes" menu.</span>
<</if>>
<<set $syndromebird to 1>>
<<unset $birdescaped>>
<<run delete $bird.syndrome>>
<</if>>
<br><br>
<</if>>
<<pregnancyFeats "Great Hawk">>
<<if $birdEggContext is "huntReturn">>
<<link [[Next|Bird Tower Great Hawk Egg Laying Hunt Finish]]>><<endNpcPregnancy "Great Hawk" "tower" "tower">><<endBirdEggLaying>><</link>>
<<else>>
<<link [[Next|Bird Tower]]>><<endNpcPregnancy "Great Hawk" "tower" "tower">><<endevent>><<endBirdEggLaying>><</link>>
<</if>>
<</if>><<setTowerTemp>><<effects>>
<<if $syndromebird gte 1>>
<<switch $speech_attitude>>
<<case "meek">>"W-we can always try again," you say.
<<case "bratty">>"Don't be such a downer, just means we have to try harder," you say.
<<default>>"Don't be upset, we can always try again," you say.
<</switch>>
<br><br>
<<bHe>> smiles warmly at you. "You make me so happy, <<wife>>."
<<elseif $phase gte 2 and $bird.syndrome gte 15 and $syndromebird isnot 1>>
You open your mouth to speak, but the words catch in your throat. You just continue to hold <<bhim>>.
<br><br>
Would children of your own be so bad? You wonder if <<bhe>> only started producing eggs after finding what <<bhe>> considers to be a mate. You. You rest your head on the <<beasttypes>> shoulder. <i>Your <<beasttype>>,</i> you think. <<bHis>> plumage is so soft.
<span class="red">It's not <<bhis>> fault. <<bHe>> only wants a mate.
<br>
You've gained the Stockholm Syndrome: Great Hawk trait.</span>
<br><br>
<<if $loveInterest.primary is "None">>
<<set $loveInterest.primary to "Great Hawk">>
<span class = "gold">The Great Hawk is now your love interest! This isn't how you expected to find a spouse, but you feel uplifted all the same.</span>
<<else>>
<span class = "gold">The Great Hawk can now be claimed as your love interest! This isn't how you expected to find a spouse, but you feel uplifted all the same.<br>You can change your love interest in the "Attitudes" menu.</span>
<</if>>
<<set $syndromebird to 1>>
<<unset $birdescaped>>
<<run delete $bird.syndrome>>
<<else>>
<<switch $speech_attitude>>
<<case "meek">>"I-I'm sure you'll have children one day," you say.
<<case "bratty">>"You're lucky, you get to try a lot more often than humans do," you say.
<<default>>"I'm sure you'll have children of your own some day," you say.
<</switch>>
<br><br>
<<bHe>> gives you a bittersweet smile and looks as though <<bhe>> wants to say something, but stays silent.
<</if>>
<br><br>
<<if $eggLayNumber gt 1>>
<<link [[Take the eggs|Bird Tower Eggs Take]]>><</link>>
<<else>>
<<link [[Take the egg|Bird Tower Eggs Take]]>><</link>>
<</if>>
<br>
<<if $birdEggContext is "huntReturn">>
<<link [[Continue|Bird Tower Great Hawk Egg Laying Hunt Finish]]>><<endBirdEggLaying>><</link>>
<<else>>
<<link [[Continue|Bird Tower]]>><<endevent>><<endBirdEggLaying>><</link>>
<</if>>
<br><<setTowerTemp>><<effects>><<wearProp "egg" 0 "hawk">>
You take the unfertilised egg<<if $eggLayNumber gt 1>>s<</if>> from the nest. <<your_bird_text "cap">> doesn't seem to mind. <<tending_pick bird_egg $eggLayNumber $eggLayNumber>>
<br><br>
<<if $birdEggContext is "huntReturn">>
<<link [[Next|Bird Tower Great Hawk Egg Laying Hunt Finish]]>><<endBirdEggLaying>><<handheldon>><</link>>
<<else>>
<<link [[Next|Bird Tower]]>><<endevent>><<endBirdEggLaying>><</link>>
<</if>>
<br><<setTowerTemp>><<effects>>
<<set $bird.hunts.duo to false>>
<<if $bird.hunts.lootAmount is 0>>
You take a deep breath. Your hunt wasn't successful, but you're glad you made it home in time.
<br><br>
<<flight_hunt_end>>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br>
<<else>>
You take a deep breath. With that situation handled, you take stock of your loot.
<br>
<<switch $bird.upgrades.decor>>
<<case 1>>The tower feels cozy after such exertion.<<stress -6>><<lstress>>
<<case 2>>Your displayed hunting trophies make you feel like you're truly returning home. <<stress -12>><<llstress>>
<<case 3>>Your displayed hunting trophies make you feel like you're truly returning home. <<stress -24>><<lllstress>>
<<case 4>>Home at last. <<stress -36>><<trauma -6>><<lllstress>><<ltrauma>>
<<case 5>>Home at last. The silver bar <<if Time.dayState is "night">>gently reflects the moon's placid light.<<else>>casts pacifying reflections around your tower.<</if>><<set $stress to 0>><<trauma -6>><<lllstress>><<ltrauma>>
<<default>>
<</switch>>
<br>
<<flight_hunt_loot>>
<</if>><<setTowerTemp>><<effects>>
<<if $phase is 0>>
You spread your legs and put your hands aside, letting <<your_bird_text>> help.
<br><br>
<<bHe>> starts to gently push on your tummy, feeling for the eggs inside of you. You involuntarily moan as <<bhe>> pushes right on your oviduct. <<bHe>> continues gently pushing down your abdomen, helping the eggs along. <<arousal 6000>><<gggarousal>>
<<else>>
You push <<bhim>> away, and start to breathe heavily.
<</if>>
<br><br>
<<set [_eggnant, _eggnantGenital] to getPregnancyObject("pc", true)>>
<<set _eggnantGenital to _eggnantGenital is "vagina" ? "cervix" : "ass">>
<<if playerIsPregnant() and _eggnant.type is "hawk">>
The egg<<if $eggLayNumber gte 2>>s feel <<else>> feels<</if>> huge, sending waves of both pain and pleasure as you're stretched from within. <<arousal 3000>><<ggarousal>><<pain 10>><<gpain>>
<br>
<</if>>
You let out a short gasp as you feel
<<if _eggnantGenital is "cervix">>
<<if $eggLayNumber gte 2>>
the eggs pass through your cervix. They send shivers through your whole body as they glide down your vaginal canal. You grip <<if $phase is 0>><<your_bird_text>>'s <<if $monster is 1>>arms<<else>>wings<</if>><<else>>the nest<</if>> as the eggs begin to crown.
The first one is the hardest. Your passage repeatedly contracts, sending even more waves of pleasure through you. It escapes partially, before going back in. You push for a full minute, and it finally pops out. <<arousal 4000>><<garousal>>
<br>
<<if $arousal gte $arousalmax>>
<<orgasm>>
<<else>>
<br>
<</if>>
<<if $eggLayNumber is 2>>
The second egg passes much easier, joining its sibling in your nest.
<<elseif $eggLayNumber is 3>>
The second egg passes easily, but the third one gets stuck, having nothing behind it to help push. <<if $phase is 0>>The Great Hawk presses down gently, helping the egg exit with a pop.<<else>>You sit there pushing for more agonising minutes, but eventually you manage to push it out.<</if>> Your <<pussy>> remains slightly opened. You pant in exertion, feeling dizzy.
<<else>>
The next eggs pass easily, but the last one gets stuck, having nothing behind it to help push. <<if $phase is 0>>The Great Hawk presses down gently, helping the egg exit with a pop.<<else>>You sit there pushing for more agonising minutes, but eventually you manage to push it out.<</if>> Your <<pussy>> remains slightly opened. You pant in exertion, feeling dizzy.
<</if>>
<span class="lewd">You have laid $eggLayNumber eggs.</span>
<<else>>
the egg pass through your cervix. It sends shivers through your whole body as it glides down your vaginal canal. You grip <<if $phase is 0>><<your_bird_text>>'s <<if $monster is 1>>arms<<else>>wings<</if>><<else>>the nest<</if>> as the egg begins to crown.
<<if playerIsPregnant() and _eggnant.type is "hawk">>
It's only one, but it might as well be a regular human baby with how large it feels. You spread your legs further. Your <<pussy>> stretches more, trying to make room for it to escape. After several minutes of tortured pushing, it finally escapes you. You pant in exertion, feeling dizzy.
<<else>>
Without other eggs to help push it along, it gets stuck. Your <<pussy>> remains half-open with the egg plugging you. It retracts back in after a moment. You try to catch your breath, but each one is heavy. You push again, this time managing to get it all the way out.
<</if>>
<span class="lewd">You have laid an egg.</span>
<</if>>
<<else>>
<<if $eggLayNumber gte 2>>
<span class="lewd">$eggLayNumber eggs</span> pass through your _eggnantGenital and land in your nest.
<<else>>
<span class="lewd">an egg</span> pass through your _eggnantGenital and lands in your nest.
<</if>>
<</if>>
<<if $arousal gte $arousalmax>>
<<orgasm>>
<</if>>
You're filled with a sense of maternal bliss.
<br><br>
<<if $monster is 1>>
<<your_bird_text "cap">> gently picks up <<if $eggLayNumber gte 2>>one of the eggs<<else>>the egg<</if>> and smells it.
<<else>>
<<your_bird_text "cap">> sniffs <<if $eggLayNumber gte 2>>one of the eggs<<else>>the egg<</if>>.
<</if>>
<<if playerIsPregnant() and _eggnant.type is "hawk">>
<<if $monster is 1>>
<<bHis>> eyes light up.
<<if Object.values($children).find(child => (child.type is "hawk" and child.location is "tower" and child.eggTimer is undefined))>>
"I'm so happy, <<wife>>. <span class="lewd">We have more children</span>!" <<bHe>> sweeps you up in a hug, <<if $syndromebird gte 1>>which you can't help but return<<else>>which you're too disoriented to resist<</if>>.
<<else>>
"Alive! <span class="lewd">Great Hawk and <<wife>> have children</span>!" <<bHe>> sweeps you up in a hug, <<if $syndromebird gte 1>>which you can't help but return<<else>>which you're too disoriented to resist<</if>>.
<</if>>
<<else>>
<<bHe>> prods at <<if $eggLayNumber gt 1>>them<<else>>it<</if>>, before quickly looking up. <<bHe>> spreads <<bhis>> wings wide, letting out a triumphant shriek into the air. <<bHe>> bobs <<bhis>> head and puffs out <<bhis>> plumage. <span class="lewd"><<if $eggLayNumber gt 1>>They're<<else>>It's<</if>> fertilised.</span>
<br><br>
<<bHe>> continues blustering, before repeatedly headbutting you. <<bHe>> seems excited.
<</if>>
<<set _eggIcon to $eggLayNumber>>
<<Number $eggLayNumber>> <<birdicon "eggs">> fertilised bird egg<<if $eggLayNumber gte 2>>s have<<else>> has<</if>> been added to the nest.
<<if $eggLayNumber gte 2>>They're quite large, and you're left wondering how they all fit inside of you to begin with.<<else>>It's quite large, and you're left wondering why passing it didn't hurt more.<</if>>
<<if $syndromebird gte 1>>
You're flooded with emotion. <<trauma -12>><<lltrauma>>
<</if>>
<br><br>
<<if $syndromebird isnot 1 and $bird.syndrome gte 15>>
Your eyes wander down to the egg<<if $eggLayNumber gte 2>>s<</if>>. Your child<<if $eggLayNumber gte 2>>ren<</if>>. Your mind fills with instinctual purpose. You rest your head on <<bhis>> shoulder. <<bHis>> plumage is so soft. Staying here with <<bhim>> doesn't seem so bad anymore.
<span class="red">It's not <<bhis>> fault. <<bHe>> only wants a mate.
<br>
You've gained the Stockholm Syndrome: Great Hawk trait.</span>
<br><br>
<<if $loveInterest.primary is "None">>
<<set $loveInterest.primary to "Great Hawk">>
<span class = "gold">The Great Hawk is now your love interest! This isn't how you expected to find a spouse, but you feel uplifted all the same.</span>
<<else>>
<span class = "gold">The Great Hawk can now be claimed as your love interest! This isn't how you expected to find a spouse, but you feel uplifted all the same.<br>You can change your love interest in the "Attitudes" menu.</span>
<</if>>
<<set $syndromebird to 1>>
<<unset $birdescaped>>
<<run delete $bird.syndrome>>
<br><br>
<</if>>
<<pregnancyFeats "pc">>
<<endPlayerPregnancy "tower" "tower">>
<<set $harpyEggsPrevent to 28>>
<<else>>
<<if $monster is 1>>
<<if Object.values($children).find(child => (child.type is "hawk" and child.location is "tower" and child.eggTimer is undefined))>>
"Don't worry, <<wife>>. No more children yet, not from <<if $eggLayNumber gt 1>>these eggs<<else>>this egg<</if>>."
<<else>>
<<if playerCanBreedWith("Great Hawk")>>
<<set _optionReassure to true>>
"No life in <<if $eggLayNumber gt 1>>them<<else>>it<</if>>," <<bhe>> says with a hint of sadness.
<<if $syndromebird is 1>>
"We... keep trying?"
<<else>>
"Maybe some day."
<</if>>
<<else>>
"Healthy process, don't worry. <<Wife>> will lay many more."
<</if>>
<</if>>
<<else>>
<<if playerCanBreedWith("Great Hawk")>>
<<bHe>> prods at <<if $eggLayNumber gt 1>>them<<else>>it<</if>>, and lets out a flat caw. It seems <<if $eggLayNumber gt 1>>they're<<else>>it's<</if>> not fertilised.
<<else>>
<<bHe>> prods at <<if $eggLayNumber gt 1>>them<<else>>it<</if>>, before looking to you. They're unfertilised, of course.
<</if>>
<</if>>
<<wearProp "egg" 0 "bird">>
<<tending_pick bird_egg $eggLayNumber $eggLayNumber>>
<<unset $harpyEggs>>
<<set $harpyEggsPrevent to 14>>
<br><br>
<<if _optionReassure>>
<<link [[Reassure|Bird Tower Player Eggs Reassure]]>><<handheldon>><<npcincr "Great Hawk" love 1>><<bird_stockholm 3>><</link>><<glove>><<ggbirdstockholm>>
<br>
<</if>>
<</if>>
<<link [[Continue|Bird Tower Bed]]>><<endevent>><</link>>
<br>
<<unset $eggLayNumber>><<setTowerTemp>><<effects>>
<<if $syndromebird gte 1>>
<<switch $speech_attitude>>
<<case "meek">>"W-we can always try again," you say.
<<case "bratty">>"Don't be such a downer, just means we have to try harder," you say.
<<default>>"Don't be upset, we can always try again," you say.
<</switch>>
<br><br>
<<bHe>> smiles warmly at you. "You make me so happy, <<wife>>."
<<elseif $phase is 0 and $bird.syndrome gte 15 and $syndromebird isnot 1>>
You open your mouth to speak, but the words catch in your throat. You just continue to let <<bhim>> hold you.
<br><br>
Would children of your own be so bad? You wonder if you only started producing eggs after finding a mate. <<bHim>>. You rest your head on the <<beasttypes>> shoulder. <i>Your <<beasttype>>,</i> you think. <<bHis>> plumage is so soft.
<span class="red">It's not <<bhis>> fault. <<bHe>> only wants a mate.
<br>
You've gained the Stockholm Syndrome: Great Hawk trait.</span>
<br><br>
<<if $loveInterest.primary is "None">>
<<set $loveInterest.primary to "Great Hawk">>
<span class = "gold">The Great Hawk is now your love interest! This isn't how you expected to find a spouse, but you feel uplifted all the same.</span>
<<else>>
<span class = "gold">The Great Hawk can now be claimed as your love interest! This isn't how you expected to find a spouse, but you feel uplifted all the same.<br>You can change your love interest in the "Attitudes" menu.</span>
<</if>>
<<set $syndromebird to 1>>
<<unset $birdescaped>>
<<run delete $bird.syndrome>>
<<else>>
<<switch $speech_attitude>>
<<case "meek">>"I-I'm sure you'll have children one day," you say.
<<case "bratty">>"You're lucky, birds get to try a lot more often than humans do," you say.
<<default>>"I'm sure you'll have children of your own some day," you say.
<</switch>>
<br><br>
<<bHe>> gives you a bittersweet smile and looks as though <<bhe>> wants to say something, but stays silent.
<</if>>
<br><br>
<<link [[Next|Bird Tower Bed]]>><<endevent>><</link>>
<br><<setTowerTemp>><<effects>>
<<if $phase is 1>>
You <<if $anxiety gte 1>>nervously <</if>> settle on top of the egg-shaped stones. It's still warm.
<<if $sciencetrait gte 3>>
While the Great Hawk is much larger than you, <<bhe>> surely has hollow bones like other birds. You worry that you'll be too heavy to safely warm a real egg.
<<else>>
It seems fairly straightforward, although the <<beasttype>> is much largely and fluffier than you are.
<</if>>
<br><br>
<<if $monster is 1>>
"<<Wife>> will do well," <<bhe>> chirps happily.
<<else>>
<<bHe>> caws at you happily.
<</if>>
<<else>>
You turn away from the stone, and the Great Hawk rolls it in front of you again to demonstrate warming it. <<bHe>> tries a few more times to get your attention before giving up, visibly disappointed.
<</if>>
<br><br>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br><<setTowerTemp>><<effects>>
<<npc "Great Hawk">>
<<bird_schedule>>
<<set _eggCount to Object.values($children).filter(child => child.location is "tower" and child.eggTimer).length>>
<<if $phase is 1>>
<<if ["rest","brood","sleep"].includes($bird.activity)>>
<<set $birdBrood to true>>
You climb into the nest next to <<your_bird_text>>.
<<if $bird.activity is "brood">>
<<bHe>> opens one eye, and <<if $monster is 1>>smiles at you before <<bhe>> <</if>>makes room. The two of you huddle around your egg<<if _eggCount gte 2>>s<</if>>.
<<else>>
<<bHe>> stirs lightly.
<</if>>
<<else>>
You climb into the nest and sit cross-legged, carefully placing
<<switch _eggCount>>
<<case 1>>your egg
<<case 2>>both of your eggs
<<default>>all <<number _eggCount>> of your eggs
<</switch>>
in the gap.
<</if>>
<span class="blue"><i>Brooding will gradually make your eggs hatch faster.</i></span>
<<else>>
You continue brooding with your egg<<if _eggCount gte 2>>s<</if>><<if $birdBrood is true>> and <<your_bird_text>><</if>>.
<</if>>
<<if $bird.state is "home" and ["rest","brood","sleep"].includes($bird.activity) and !$birdBrood>>
<<set $birdBrood to true>>
After a short while, <<your_bird_text>> hops into the nest next to you.
<<switch $bird.activity>>
<<case "rest">><<bHe>> snuggles up next to you to rest.
<<case "brood">><<bHe>> huddles around the egg<<if _eggCount gte 2>>s<</if>> with you.
<<case "sleep">><<bHe>> curls up with you and starts to drift off to sleep.
<</switch>>
<</if>>
<br><br>
<<bird_pass 30>>
<<set _eggsNearHatching to 0>>
<<set _eggsCloseHatching to 0>>
<<set _eggsHalfHatching to 0>>
<<set _eggsFarHatching to 0>>
<<run Object.values($children).forEach(child => {
if (child.location === "tower" && child.eggTimer) {
child.eggTimer -= (2 * TimeConstants.secondsPerHour);
const hatchTime = new DateTime(child.eggTimer);
if (Time.date.timeStamp >= child.eggTimer) {
if (!V.eggsHatched) V.eggsHatched = [];
V.eggsHatched.push(child.childId);
T.readyToHatch to true;
} else if (Time.date.compareWith(hatchTime).days <= 1) {
T.eggsNearHatching ++;
} else if (Time.date.compareWith(hatchTime).days <= 6) {
T.eggsCloseHatching ++;
} else if (Time.date.compareWith(hatchTime).days <= 11) {
T.eggsOverHalfHatching ++;
} else if (Time.date.compareWith(hatchTime).days <= 14) {
T.eggsHalfHatching ++;
} else {
T.eggsFarHatching ++;
}
}
})>>
<<if _eggsNearHatching>>
<<if _eggCount gte 2>>
<span class="teal"><<Number _eggsNearHatching>> of your eggs <<if _eggsNearHatching gte 2>>are<<else>>is<</if>> very close to hatching!</span>
<<else>>
<span class="teal">Your egg is very close to hatching!</span>
<</if>>
<br>
<</if>>
<<if _eggsCloseHatching>>
<<if _eggCount gte 2>>
<span class="blue"><<Number _eggsCloseHatching>> of your eggs will hatch in a matter of days.</span>
<<else>>
<span class="blue">Your egg will hatch in a matter of days.</span>
<</if>>
<br>
<</if>>
<<if _eggsOverHalfHatching>>
<<if _eggCount gte 2>>
<span class="pink"><<Number _eggsOverHalfHatching>> of your eggs <<if _eggsOverHalfHatching gte 2>>are<<else>>is<</if>> over half way to their expected hatching time.</span>
<<else>>
<span class="pink">Your egg is over half way to its expected hatching time.</span>
<</if>>
<br>
<</if>>
<<if _eggsHalfHatching>>
<<if _eggCount gte 2>>
<span class="purple"><<Number _eggsHalfHatching>> of your eggs <<if _eggsHalfHatching gte 2>>are<<else>>is<</if>> about half way ready to hatch.</span>
<<else>>
<span class="purple">Your egg is about half way ready to hatch.</span>
<</if>>
<br>
<</if>>
<<if _eggsFarHatching>>
<<if _eggCount gte 2>>
<span class="red"><<Number _eggsFarHatching>> of your eggs will still take a long time to hatch.</span>
<<else>>
<span class="red">Your egg will still take a long time to hatch.</span>
<</if>>
<br>
<</if>>
<br>
<<if _readyToHatch>>
You hear a tiny crackle from
<<if _eggCount gte 2>>
<<if $eggsHatched.length gte 2>>
<<number $eggsHatched.length>> of your eggs. <span class="green">They're hatching!</span>
<<else>>
one of your eggs. <span class="green">It's hatching!</span>
<</if>>
<<else>>
your egg. <span class="green">It's hatching!</span>
<</if>>
<br><br>
<<link [[Next (0:30)|Bird Tower Hatching]]>><<bird_pass 30>><<set $phase to 1>><</link>>
<br>
<<elseif $bird.state is "hunting" and $bird.timer lte 0 and !$possessed>>
<<endevent>>
<<npc "Great Hawk">>
You hear the flap of wings as the <<beasttype>> returns.
<<bHe>> lands and <<if $monster is 1>>walks<<else>>hops<</if>> over to you.
<<unset $birdBrood>>
<<bird_hunt_return>>
<<else>>
<<endevent>>
<<if $bird.state is "home" and !["rest","brood","sleep"].includes($bird.activity) and !$bird.override and !$birdBrood and Time.dayState isnot "night" and $bird.timer lte 0 and !$possessed>>
<<npc "Great Hawk">>
<<if $bird.injured gt 1>>
<<set $bird.timer to 600>>
You see <<your_bird_text>> sitting at the edge of the perch, looking out at the moor wistfully. It seems <<bhe>> wants to hunt, but <<bhis>> injury is still stopping <<bhim>>.
<<elseif npcIsPregnant("Great Hawk") and talkedAboutPregnancy("Great Hawk","pc") and npcBellySize("Great Hawk") gte 12>>
<<set $bird.timer to 300>><<set $birdBrood to true>>
You see <<your_bird_text>> sitting at the edge of the perch, looking out at the moor. <<bHe>> seems to consider hunting for a moment,
<<if $monster is 1>>
but places <<bhis>> hands on <<bhis>> <<bellyDescription "Great Hawk">> and looks to you.
<<else>>
but wobbles in place for a moment, set off balance by <<bhis>> <<bellyDescription "Great Hawk">>.
<</if>>
<br><br>
<<bHe>> instead joins you in the nest, snuggling up against you.
<<elseif $bird.injured is 1>>
<<set $bird.timer to random(30, 60)>>
<<set $bird.state to "hunting">>
You watch <<your_bird_text>> leap from the perch. It seems <<bhe>> wants to hunt, but didn't want to disturb you. <span class="green"><<bHis>> wing must be fully healed.</span>
<<else>>
<<set $bird.timer to random(30, 60)>>
<<set $bird.state to "hunting">>
You watch <<your_bird_text>> leap from the perch. It seems <<bhe>> wants to hunt, but didn't want to disturb you.
<</if>>
<<endevent>>
<br><br>
<</if>>
<<link [[Keep brooding (0:30)|Bird Tower Brood]]>><<transform bird 1>><<trauma -3>><</link>><<ltrauma>>
<br>
<<link [[Get up|Bird Tower]]>><<unset $birdBrood>><</link>>
<br>
<</if>><<setTowerTemp>><<effects>>
You watch as the egg<<if $eggsHatched.length gte 2>>s continue<<else>> continues<</if>> to shake, small hairline cracks forming along the top.
<br><br>
<<if $phase is 1>>
<<if $bird.state is "hunting">>
<<set $bird.state to "home">><<set $bird.timer to random(45, 120)>>
After a few minutes, <<your_bird_text>> flies in through the open wall, <<if $bird.upgrades.decor gte 3>>pushing the curtain aside and <</if>>landing beside you.
<<if $monster is 1>>
<<bHis>> eyes widen. "Glad I made it in time!"
<</if>>
<<else>>
<<switch $bird.activity>>
<<case "brood">>
<<your_bird_text "cap">> gives the egg<<if $eggsHatched.length gte 2>>s<</if>> some room, but looks like <<bhes>> barely managing to contain <<bhis>> excitement.
<<case "sleep" "rest">>
<<your_bird_text "cap">> stirs, <<bhis>> eyes slowly opening. <<bHe>> barely has time to process what's happening, but quickly stands up and looks over the egg<<if $eggsHatched.length gte 2>>s<</if>> with excitement.
<<case "bathe">>
<<your_bird_text "cap">> leaps from the rainwater pool and rushes over. <<bHe>> barely has time to process what's happening.
<<default>>
<<your_bird_text "cap">> hurries to your side. <<bHe>> barely has time to process what's happening.
<</switch>>
<</if>>
<</if>>
<<if $phase is 1>>
<<bHe>>
<<else>>
<<your_bird_text "cap">>
<</if>>
begins to poke at the shell, but stops <<bhimself>>.
<<if $monster is 1>>
"Children must be strong enough to get out on their own." <<bHe>> leans down. "Come on, little one<<if $eggsHatched.length gte 2>>s<</if>>. Come say hello. We've been waiting for you."
<<else>>
<<bHe>> starts to coo at the egg<<if $eggsHatched.length gte 2>>s<</if>>, encouraging the <<if $eggsHatched.length gte 2>>babies<<else>>baby<</if>> to emerge.
<</if>>
<br><br>
The top of <<if $eggsHatched.length gte 2>>one of the eggs<<else>>the egg<</if>> breaches.
<<childSelect $eggsHatched[0]>>
<<if $children[$eggsHatched[0]].features.monster is "monster">>
A surprisingly human face greets you, using <<childhis>> tiny hands to push away the broken edges of the egg. <<childHe>> trills as <<childhis>> eyes slowly open for the first time, beholding <<childhis>> parents.
<br><br>
<<childHe>> continues to push out of the egg, trying to get to you. <<childHe>> gets half way out before the egg tips over, tumbling the rest of the way. <<childHis>> wings are nothing but two strands of muscle and skin protruding from <<childhis>> back, not having developed feathers yet. Despite this, you can't help but find beauty in your child.
<<else>>
A tiny beak peeks through, widening the hole. The face of a baby bird greets you as <<childhe>> keeps pushing. <<childHe>> trills as <<childhis>> eyes slowly open for the first time, beholding <<childhis>> parents.
<br><br>
<<childHe>> continues to push out of the egg, trying to get to you. <<childHe>> gets half way out before the egg tips over, tumbling the rest of the way. <<childHe>> is almost entirely pink, having not yet developed feathers or pigmentation. Despite this, you can't help but find beauty in your child.
<</if>>
<<if $eggsHatched.length is 2>>
<<childHis>> sibling's egg soon breaches as well, revealing a very similar sight.
<<elseif $eggsHatched.length gte 3>>
<<childHis>> siblings' eggs soon breach as well, revealing very similar sights.
<</if>>
<<bHe>> wraps a wing around you, and you snuggle into <<bhis>> plumage. <br><br>
<<if $bodysize lte 1 and $monster is 1>>
<<bHe>> leans over slightly and rests <<bhis>> head atop yours.
<<elseif $monster isnot 1 and $bodysize gte 3>>
<<bHe>> nuzzles <<bhis>> head under your chin, resting it on the front of your shoulder. <</if>>The two of you spend a minute or two like that, just enjoying being with each other. <<lstress>>
<<bird_pass 15>>
<br><br>
<<if $monster is 1>>
"Welcome to life, Little Hawk<<if $eggsHatched.length is 2>>s<</if>>." <<your_bird_text "cap">> seems to be on the verge of tears. As much as you find the name 'Little Hawk' endearing, you should come up with <<if $eggsHatched.length is 2>>proper names<<else>>a proper name<</if>>.
<<else>>
<<your_bird_text "cap">> nudges the newborn<<if $eggsHatched.length is 2>>s<</if>> with a tenderness unbefitting <<bhis>> large frame and intimidating silhouette. <<bHe>> lets out a low coo, seemingly content.
<</if>>
<<endevent>>
<br><br>
<<hatchUi "tower" "Bird Tower Hatching 2" 20>><<setTowerTemp>><<effects>>
<<childSelect $eggsHatched[0]>>
You carefully pluck away the last bits of egg shell from <<if $eggsHatched.length is 2>><<childrenNames $eggsHatched>>. They look<<else>><<childname>>. <<childHe>> looks<</if>> so delicate and fragile.
<br><br>
<<npc "Great Hawk">>
<<if $monster is 1>>
<<your_bird_text "cap">> wraps <<bhis>> wings around you as <<bhe>> admires <<if $eggsHatched.length is 2>><<childrenNames $eggsHatched>><<else>><<childname>><</if>>. "Thank you, <<wife>>. You've made me so happy."
<<else>>
<<your_bird_text "cap">> nuzzles against you as <<bhe>> admires <<if $eggsHatched.length is 2>><<childrenNames $eggsHatched>><<else>><<childname>><</if>>.
<</if>>
<br><br>
<<if $syndromebird isnot 1>>
<span class="red"><i>After hatching chicks of your own, you see that the Great Hawk only ever wanted a mate.</i> You've gained the "Stockholm Syndrome: Great Hawk" trait.</span>
<br><br>
<<if $loveInterest.primary is "None">>
<<set $loveInterest.primary to "Great Hawk">>
<span class="gold">The Great Hawk is now your love interest! This isn't how you expected to find a <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>>, but you feel uplifted all the same.</span>
<<else>>
<span class="gold">The Great Hawk can now be claimed as your love interest! This isn't how you expected to find a <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>>, but you feel uplifted all the same.<br>You can change your love interest in the "Attitudes" menu.</span>
<</if>>
<br><br>
<<set $syndromebird to 1>>
<<unset $birdescaped>>
<<run delete $bird.syndrome>>
<</if>>
<<set $bird.activity to "rest">>
<<set $bird.timer to 30>>
<<link [[Next|Bird Tower]]>><<endevent>><<unset $eggsHatched>><<unset $eggsMoved>><</link>>
<br><<effects>>
<<if $phase is 0>> /* Scold */
<<if $speech_attitude is "meek">>
"I-I'm really not that hungry," you say, curling up around your rumbling stomach.
<<elseif $speech_attitude is "bratty">>
"There's no way I'm eating that thing," you say, ignoring your rumbling stomach.
<<else>>
"I can't eat that," you say, even as your stomach rumbles.
<</if>>
<<else>> /* Do nothing */
You turn your head away, ignoring the way your stomach rumbles.
<</if>>
<br><br>
<<if $monster is 1>>
The <<beasttype>> frowns. "<<Wife>> needs to eat," <<bhe>> says, tearing a piece off the creature with <<bhis>> talons.
<<if playerIsPregnant() and getPregnancyObject().fetus[0].type is "hawk" and talkedAboutPregnancy("pc","Great Hawk")>>
"Need to feed eggs so they can grow healthy."
<<else>>
<<if $phase is 0>> /* Scold */
"Even if you don't like it, <<wife>> shouldn't starve."
<<else>> /* Do nothing */
"Do you know how to eat? Do I need to feed you myself?"
<</if>>
<</if>>
There's a desperate edge to <<bhis>> voice as <<bhe>> thrusts the meat in your face.
<<else>>
The <<beasttype>> lets out a <<= understandsBirdBehaviour() ? "mournful croon" : "quiet noise">> before <<bhe>> picks the creature back up and tears a piece off with <<bhis>> beak. <<bHe>> chirps <<= understandsBirdBehaviour() ? "insistently" : "repeatedly">> as <<bhe>> hops closer, trying to put the meat directly in your mouth.
<</if>>
<br><br>
<<link [[Eat|Bird Tower Forcefeed]]>><<set $phase to 0>><<set $hunger to 1>><<transform bird 1>><<bird_stockholm 1>><<npcincr "Great Hawk" love 1>><</link>><<gbirdstockholm>><<glove>><<lllhunger>>
<br>
<<link [[Refuse|Bird Tower Forcefeed Refuse]]>><<bird_stockholm -1>><<npcincr "Great Hawk" love -1>><</link>><<lbirdstockholm>><<llove>>
<br><<effects>>
You shake your head, insisting that you don't want any.
<br><br>
<<= $monster is 1 ? '"Eat it, <<wife>>," the <<beasttype>> insists' : 'The <<beasttype>> keeps chirping'>>, <<if $monster is 1 or understandsBirdBehaviour()>>growing frustrated and<</if>> trying to shove the meat directly into your mouth. You push <<bhim>> away and <<bhe>> shrieks suddenly, dropping the creature and trying to grab you.
<br><br>
<<athleticsdifficulty 1 800 true>>
<<if $athleticsSuccess>>
<span class="green">You duck.</span> <<bHis>> talons swipe at your back, narrowly missing as you scramble away towards the back of the tower. There's a hole in the wall which you <<= $bodysize gte 3 ? "just barely manage to squeeze yourself" : $bodysize gte 2 ? "crawl" : "roll">> into. The <<beasttype>> shrieks and claws at the opening<<= $bodysize gte 3 ? ", managing to scratch your leg before you can pull it away.<<pain 8>><<ggpain>>" : ". <<bHe>> can't reach you this far in, but that doesn't give you much comfort when you see the deep grooves <<bhis>> talons leave in the stone.">><<stress 6>><<trauma 6>><<gstress>><<gtrauma>>
<br><br>
You tremble at the back of your hiding spot until the <<beasttype>> gives up. <<bHis>> talons retreat and <<bhis>> face takes their place, one big eye looking <<= $monster is 1 or understandsBirdBehaviour() ? "sorrowfully" : "intently">> at you.
<<if $monster is 1>>
"<<Wife>>?" the <<beasttype>> says softly. "I'm sorry. Didn't mean to <<= $bodysize gte 3 ? "hurt" : "scare">> you. You can eat when you're ready."
<<else>>
The <<beasttype>> croons<<if understandsBirdBehaviour()>> apologetically<</if>>, feathers flat against <<bhis>> head as <<bhe>> presses <<bhimself>> low to the ground<<if understandsBirdBehaviour()>>, trying to look less imposing<</if>>.
<</if>>
<br><br>
Without waiting for a response, the <<beasttype>> backs away, leaving the torn-up creature behind. <<tearful>> you crawl back into the open.
<br><br>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br>
<<else>>
You try to dodge, <span class="red">but the <<beasttype>> is too fast.</span> <<bHe>> tackles you to the ground, knocking the wind out of your lungs and pinning you down with <<bhis>> full weight.<<pain 4>><<gpain>>
<br><br>
You struggle beneath <<bhim>>, but in your malnourished state you just aren't strong enough to fight back.<<tiredness 10>><<stress 6>><<ggtiredness>><<gstress>>
<br><br>
While the <<beasttype>> waits for you to tire yourself out, <<bhe>> picks the creature back up and starts methodically tearing it apart.
<br><br>
<<link [[Next|Bird Tower Forcefeed]]>><<set $phase to 1>><<set $hunger to 1>><</link>>
<br>
<</if>><<effects>>
<<if $phase is 0>> /* Eat */
You relent, letting the <<beasttype>> place the flesh in your mouth. It's chewy, but doesn't taste of much at all. It fills you with a strange warmth. <<eatLurker>><<drugs 120>><<ggdrugged>>
<br><br>
The <<beasttype>> is overjoyed to see you eating, and eagerly tears the creature apart to keep feeding you bite-sized chunks. <<bHe>> nearly goes faster than you can chew, only slowing down when you start to choke on a larger piece. <<bHe>> frets over you briefly, then shoves another scrap past your lips as soon as you manage to swallow.
<<else>> /* Refuse */
Once <<bhes>> sure you're done struggling, the <<beasttype>> pries your mouth open and forces a chunk of meat down your throat. You swallow reflexively to avoid choking. It fills you with a strange warmth. <<eatLurker>><<drugs 120>><<ggdrugged>>
<br><br>
The <<beasttype>> coos as you swallow, pressing another chunk to your lips. <<if $monster is 1>>"There we go, eat up." <</if>>You try turning your head away, but the <<beasttype>> just adjusts <<bhis>> angle of attack until you relent and let <<bhim>> keep feeding you. It's humiliating, but there's nothing you can do to stop <<bhim>>.<<stress 6>><<trauma 12>><<gstress>><<ggtrauma>>
<</if>>
<br><br>
Soon your belly is full, and the <<beasttype>> <<= $phase is 0 ? "backs off" : "releases you">>.
<<if $monster is 1>>
"That wasn't so bad, was it?" <<bhe>> asks, looking you over, before ruffling <<bhis>> plumes and turning away. "<<Wife>> can eat the next one <<pherself>>."
<<else>>
<<bHe>> looks you over with a piercing gaze, then ruffles <<bhis>> plumes and turns away, apparently satisfied.
<</if>>
<br><br>
<<if $bird.syndrome gte 15>>
As <<bhe>> does, you find yourself reaching out for <<bhim>>. <<bHe>> pauses, looking back at you, and for a moment you find yourself overwhelmed by emotion. <<bHes>> trying so hard to take care of you, in <<bhis>> own way. Have you ever felt that sort of kindness anywhere else? You've never had anyone go to such lengths to make sure you don't go hungry. Certainly not at the orphanage.
<br><br>
You step closer and hug the <<beasttype>> with all your strength. The <<beasttype>> squawks in surprise, then gently wraps <<bhis>> wings around you as well.
<<if $speech_attitude is "meek">>
"Thank you for feeding me,"
<<elseif $speech_attitude is "bratty">>
"That one wasn't awful,"
<<else>>
"Thanks for the food,"
<</if>>
you say, slightly muffled by the <<beasttype>>'s plumage.
<br><br>
<<if $monster is 1>>
"You're welcome, <<wife>>," the <<beasttype>> says, resting <<bhis>> chin on top of your head.
<<else>>
The <<beasttype>> chirps in reply, resting <<bhis>> head across your back.
<</if>>
You stay like that for a while, enjoying the <<beasttype>>'s embrace, until it's finally time to let go. The <<beasttype>> chirps a little as you release <<bhim>>, lightly combing through your <<= $harpy gte 4 ? "feathers" : "hair">> with <<bhis>> <<= $monster is 1 ? "talons" : "beak">>, and you smile as you step back.
<span class="red">It's not <<bhis>> fault. <<bHe>> only wants a mate.
<br>
You've gained the Stockholm Syndrome: Great Hawk trait.</span>
<br><br>
<<if $loveInterest.primary is "None">>
<<set $loveInterest.primary to "Great Hawk">>
<span class = "gold">The Great Hawk is now your love interest! This isn't how you expected to find a spouse, but you feel uplifted all the same.</span>
<<else>>
<span class = "gold">The Great Hawk can now be claimed as your love interest! This isn't how you expected to find a spouse, but you feel uplifted all the same.<br>You can change your love interest in the "Attitudes" menu.</span>
<</if>>
<<set $syndromebird to 1>>
<<unset $birdescaped>>
<<run delete $bird.syndrome>>
<br><br>
<</if>>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br><<widget "bird_init">>
<<set $bird to {}>>
<<set $bird.lock to 1>>
<<set $bird.rope to 0>>
<<set $bird.clean to 0>>
<<set $bird.lurkersEaten to 0>>
<<set $bird.loot to {}>>
<<set $bird.loot.lurker to 100>>
<<set $bird.loot.trash to 0>>
<<set $bird.loot.valuables to 0>>
<<set $bird.loot.food to 0>>
<<set $bird.loot.clothes to 0>>
<<set $bird.state to "hunting">>
<<set $bird.timer to 20>>
<<set $bird.syndrome to 0>>
<<set $bird.injured to 0>>
<<set $bird.firepit to Cooker.create({cookTime: {lurker: 1440 * 60}})>>
<<set $bird.hunts to {
unlocked: false,
lurkers: false,
materials: false,
valuables: false,
estate: false
}>>
<<set $bird.materials to {
wood: 0,
fabric: 0,
sticks: 0,
leaves: 0,
junk: 0,
lurkers: 0,
leather: 0,
feathers: 0,
valuables: {}
}>>
<<set $bird.upgrades to {
mirror: 0,
tools: 0,
tarp: 0,
telescope: 0,
shelter: 1,
nest: 0,
firepit: 0,
pot: 0,
rack: 0,
snare: 0,
decor: 0,
wardrobe: 0
}>>
<</widget>>
<<widget "bird_loot">>
<<set $bird.loot[_args[0]] += _args[1]>>
<<set $bird.loot[_args[0]] to Math.clamp($bird.loot[_args[0]], 90, 2)>>
<<set _bird_keys to Object.keys($bird.loot)>>
<<for _s to 0; _s lt _bird_keys.length; _s++>>
<<if _bird_keys[_s] isnot _args[0]>>
<<set $bird.loot[_bird_keys[_s]] -= (_args[1] / 4)>>
<<if $bird.loot[_bird_keys[_s]] lt 0>>
<<set $bird.loot[_bird_keys[_s]] to Math.clamp($bird.loot[_bird_keys[_s]], 90, 2.5)>>
<</if>>
<</if>>
<</for>>
<</widget>>
<<widget "bird_pass">>
<<if !Number.isInteger(_args[0])>><<exit>><</if>>
<<pass _args[0]>>
<<if $bird.timer>>
<<set $bird.timer -= _args[0]>>
<<if $syndromebird isnot 1>>
<<hunger _args[0]>>
<<if $hunger gte 2000>>
<<trauma `_args[0] / 4`>>
<<physique_loss `_args[0] / 10`>>
<<willpower `_args[0] / 10`>>
<</if>>
<</if>>
<</if>>
<<if $bird.override>>
<<if $bird.overrideTimer is undefined>>
<<set $bird.overrideTimer to 120>>
<<else>>
<<set $bird.overrideTimer -= _args[0]>>
<<if $bird.overrideTimer lte 0>>
<<run delete $bird.overrideTimer>>
<<run delete $bird.override>>
<</if>>
<</if>>
<</if>>
<<if $bird.hunts?.timer isnot undefined>>
<<set $bird.hunts.timer += _args[0]>>
<</if>>
<<if $bird.upgrades?.shelter is 1 and (Weather.precipitation isnot "none")>>
<<if $birdShelterTimer is undefined>>
<<set $birdShelterTimer to 720>>
<<else>>
<<set $birdShelterTimer -= _args[0]>>
<</if>>
<<if $birdShelterTimer lte 0>>
<<set $bird.upgrades.shelter to 0>>
<</if>>
<<elseif $bird.upgrades?.shelter is 0 and $bird.activity is "build">>
<<set $bird.upgrades.shelter to 1>>
<<set $birdShelterTimer to 720>>
<<set $birdShelterRepair to true>>
<<elseif $bird.upgrades?.shelter is 2 and $birdShelterTimer>>
<<set $birdShelterTimer -= _args[0]>>
<</if>>
<<if $bird.wardrobe_timer>>
<<set $bird.wardrobe_timer -= _args[0]>>
<</if>>
<<if $bird.firepit?.items.length and getBirdBurnTime() gt 0 and between($bird.upgrades.rack, 1, 2)>>
<<set $_nLurkersDrying to Cooker.getItemsNotReady($bird.firepit).length>>
<<if $location is "tower">>
<<set $_lurkerDrugs to $_nLurkersDrying * Math.floor(($bird.firepit.cookMult * _args[0]) / 4)>>
<<drugs $_lurkerDrugs>>
<</if>>
<</if>>
<<if $bird.upgrades?.snare gte 1 and $bird.lurkerSnareState is "ready">>
<<set $_lurkerSnareChance to random(0, 600)>>
<<if Math.clamp(_args[0], 0, 120) lte $_lurkerSnareChance>>
<<set $bird.lurkerSnareState to "captured">>
<</if>>
<</if>>
<</widget>>
<<widget "bird_loot_select">>
<<rng>>
<<set _bird_loot_selector to 0>>
<<set _bird_keys to Object.keys($bird.loot)>>
<<for _s to 0; _s lt _bird_keys.length; _s++>>
<<set _bird_loot_selector += $bird.loot[_bird_keys[_s]]>>
<<if _bird_loot_selector gte $rng>>
<<switch _s>>
<<case 0>>
<<set _bird_loot_select to "lurker">>
<<case 1>>
<<set _bird_loot_select to "trash">>
<<case 2>>
<<set _bird_loot_select to "valuables">>
<<case 3>>
<<set _bird_loot_select to "food">>
<<case 4>>
<<set _bird_loot_select to "clothes">>
<<default>>
<<bird_loot_random>>
<</switch>>
<<break>>
<</if>>
<</for>>
<</widget>>
<<widget "bird_loot_random">>
<<set _rng to random(1, 5)>>
<<switch _rng>>
<<case 0>>
<<set _bird_loot_select to "lurker">>
<<case 1>>
<<set _bird_loot_select to "trash">>
<<case 2>>
<<set _bird_loot_select to "valuables">>
<<case 3>>
<<set _bird_loot_select to "food">>
<<default>>
<<set _bird_loot_select to "clothes">>
<</switch>>
<</widget>>
<<widget "select_random_clothes">>/*Selects random clothes from shops. Sets _random_clothes to the item name, and _random_index to its index. Ignores forest shop, and secondary parts of outfits. _random_clothes outputs "piece of fabric" when clothes are ignored this way.*/
<<set _random_slot to either(setup.clothingLayer.body)>>
<<set _random_index to random(0, (setup.clothes[_random_slot].length - 1))>>
<<if !setup.clothes[_random_slot][_random_index].shop.includes("forest") and setup.clothes[_random_slot][_random_index].shop.length gt 0 and !setup.clothes[_random_slot][_random_index].outfitSecondary and setup.clothes[_random_slot][_random_index].cursed isnot 1 and !setup.clothes[_random_slot][_random_index].type.includes("eerie") and !setup.clothes[_random_slot][_random_index].type.includes("naked") and _random_slot isnot "handheld">>
<<set _random_clothes to setup.clothes[_random_slot][_random_index].name>>
<<else>>
<<set _random_clothes to "piece of fabric">>
<</if>>
<</widget>>
<<widget "select_random_clothes_limited">>/*Selects random clothes from shops from a provided pool of slots. Sets _random_clothes to the item name, and _random_index to its index. Ignores forest shop, and secondary parts of outfits. _random_clothes outputs "piece of fabric" when clothes are ignored this way.*/
<<for $_slot range _args>>
<<if !setup.clothingLayer.all.includes($_slot)>>
<<run Errors.report("Invalid clothing slot provided of name " + $_slot + ", defaulting to piece of fabric")>>
<<set _random_clothes to "piece of fabric">>
<<break>>
<</if>>
<</for>>
<<set _random_slot to either(_args)>>
<<set _random_index to random(0, (setup.clothes[_random_slot].length - 1))>>
<<if !setup.clothes[_random_slot][_random_index].shop.includes("forest") and setup.clothes[_random_slot][_random_index].shop.length gt 0 and !setup.clothes[_random_slot][_random_index].outfitSecondary and setup.clothes[_random_slot][_random_index].cursed isnot 1 and !setup.clothes[_random_slot][_random_index].type.includes("eerie") and !setup.clothes[_random_slot][_random_index].type.includes("naked")>>
<<set _random_clothes to setup.clothes[_random_slot][_random_index].name>>
<<else>>
<<set _random_clothes to "piece of fabric">>
<</if>>
<</widget>>
<<widget "bird_hunt_start">>
<<if $bird.injured gt 1>>
The <<beasttype>> slowly
<<if ["build","brood","sleep","rest"].includes($bird.activity)>>
rises from <<bhis>> nest.
<<elseif $bird.activity is "bathe">>
rises from the rainwater pool, and shakes <<bhis>> uninjured wing dry.
<<else>>
<<if $birdBask is 1>>
moves away from you.
<<else>>
rises from <<bhis>> spot on the perch.
<</if>>
<</if>>
<<if $monster is 1>>
"<<print either(
"I crave a hunt. My wing remains limp.",
"The wild beckons me, and I can only sing in response.",
"My talons itch for prey, yet they feel dull.",
"The winds call me, and I cannot answer.",
"I must stretch my wings, but... painful."
)>>" <<bHe>> gazes wistfully out to the moor, then down to <<bhis>> injured wing.
<<else>>
<<bHe>> looks out over the moor with a wistful gaze. <<bHe>> seems to be looking to hunt, but <<bhis>> injury won't allow it.
<</if>>
<<set $bird.timer to 600>>
<br><br>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled")) and $syndromebird is 1 and $bird.hunts.lurkers is true>>
<<flight_time_check 30 "silent">>
<<link [[Hunt for your spouse (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Bird Hunt Start Injured]]>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<unset $birdPerch>><<bird_pass _flightTime>><<npcincr "Great Hawk" love 1>><<npcincr "Great Hawk" dom -3>><</link>><<glove>><<lldom>><<print _fatigueText>>
<br>
<</if>>
<<if $birdPerch is 1>>
<<link [[Do nothing|Bird Tower Perch]]>><<endevent>><</link>>
<<else>>
<<link [[Do nothing|Bird Tower]]>><<endevent>><</link>>
<</if>>
<br>
<<elseif $syndromebird is 1 and npcIsPregnant("Great Hawk") and talkedAboutPregnancy("Great Hawk","pc") and npcBellySize("Great Hawk") gte 14 and $bird.hunts.unlocked is true and ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled")) and $bird.hunts.lurkers is true>>
<<set $bird.timer to 600>>
<<if ["build","brood","sleep","rest"].includes($bird.activity)>>
The <<beasttype>> sits in the nest,
<<elseif $bird.activity is "bathe">>
The <<beasttype>> sits in the rainwater pool,
<<else>>
The <<beasttype>> sits on the perch,
<</if>>
looking out to the moor.
<<if $monster is 1>>
<<bHe>> places <<bhis>> hands on <<bhis>> <<bellyDescription "Great Hawk">>.
<br><br>
"<<Wife>>... if it's not too much trouble," <<bhe>> starts. <<bHe>> makes eye contact with you, looking slightly ashamed. "Could... could <<wife>> hunt for me?"
<<else>>
<<bHe>> brushes <<bhis>> wing against <<bhis>> swelling belly. <<bHe>> looks to you and chirps. It seems <<bhe>> wants you to hunt for <<bhim>>.
<</if>>
<br><br>
<<flight_time_check 30 "silent">>
<<link [[Hunt for your spouse (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Bird Hunt Start Injured]]>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<unset $birdPerch>><<bird_pass _flightTime>><<npcincr "Great Hawk" love 1>><<npcincr "Great Hawk" dom -3>><</link>><<glove>><<lldom>><<print _fatigueText>>
<br>
<<if $birdPerch is 1>>
<<link [[Do not|Bird Tower Perch]]>><<npcincr "Great Hawk" love -1>><<npcincr "Great Hawk" dom 1>><<endevent>><</link>><<llove>><<gdom>>
<<else>>
<<link [[Do not|Bird Tower]]>><<npcincr "Great Hawk" love -1>><<npcincr "Great Hawk" dom 1>><<endevent>><</link>><<llove>><<gdom>>
<</if>>
<br>
<<elseif $bird.injured is 1>>
<<set $bird.injured to 0>>
The <<beasttype>> rises from
<<if ["build","brood","sleep","rest"].includes($bird.activity)>>
<<bhis>> nest.
<<elseif $bird.activity is "bathe">>
the rainwater pool, and shakes <<bhis>> wings dry.
<<else>>
<<bhis>> spot on the perch.
<</if>>
<<bHe>> stretches out <<bhis>> injured wing, <span class="green">showing no signs of strain. It's healed.</span>
<<if $monster is 1>>
"Finally. I return to the skies."
<<else>>
<<bHe>> looks out over the moor with a harsh gaze. <<bHe>> seems to be eager to hunt again.
<</if>>
<br><br>
<<if $syndromebird is 1>>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled")) and $bird.hunts.unlocked is true>>
<<flight_time_check 30 "silent">>
<<if $tiredness gte (C.tiredness.max / 5) * 4>>
<span class="red">You're too exhausted to join the hunt.</span>
<<else>>
<<link [[Join the hunt (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Bird Tower Hunt Ask]]>><</link>><<print _fatigueText>>
<</if>>
<br>
<<link [[Stay|Bird Tower No Hunt]]>><</link>>
<br>
<<else>>
<<if $tiredness gte (C.tiredness.max / 5) * 4>>
<span class="red">You're too exhausted to join the hunt.</span>
<<else>>
<<link [[Ask to join the hunt|Bird Tower Hunt Ask]]>><</link>>
<</if>>
<br>
<<link [[Say nothing|Bird Tower No Hunt]]>><</link>>
<br>
<</if>>
<<else>>
<<bHe>> spreads <<bhis>> wings and launches from the tower.
<br><br>
<<set $bird.timer to random(30, 60)>>
<<set $bird.state to "hunting">>
<<if $birdPerch is 1>>
<<link [[Next|Bird Tower Perch]]>><<endevent>><</link>>
<<else>>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<</if>>
<<unset $birdPerch>>
<br>
<</if>>
<<else>>
The <<beasttype>>
<<if ["build","brood","sleep","rest"].includes($bird.activity)>>
rises from <<bhis>> nest.
<<elseif $bird.activity is "bathe">>
rises from the rainwater pool, and shakes <<bhis>> wings dry.
<<else>>
<<if $birdBask is 1 and $monster is 1>>
gingerly helps you stand, and steps to the edge of the perch.
<<else>>
rises from <<bhis>> spot on the perch.
<</if>>
<<unset $birdBask>>
<</if>>
<<if $monster is 1>>
"<<print either(
"I crave a hunt.",
"The wild beckons me.",
"My talons itch for prey.",
"The winds call me.",
"I must stretch my wings."
)>> I will return with a gift."
<<else>>
<<bHe>> looks out over the moor with a harsh gaze. <<bHe>> seems to be looking to hunt.
<</if>>
<<if npcIsPregnant("Great Hawk") and talkedAboutPregnancy("Great Hawk","pc") and npcBellySize("Great Hawk") gte 12>>
<<bHis>> pregnancy will likely slow <<bhim>> down, but <<bhe>> doesn't seem to mind.
<</if>>
<br><br>
<<if $syndromebird is 1>>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled")) and $bird.hunts.unlocked is true>>
<<flight_time_check 30 "silent">>
<<if $tiredness gte (C.tiredness.max / 5) * 4>>
<span class="red">You're too exhausted to join the hunt.</span>
<<else>>
<<link [[Join the hunt (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Bird Tower Hunt Ask]]>><</link>><<print _fatigueText>>
<</if>>
<br>
<<link [[Stay|Bird Tower No Hunt]]>><</link>>
<br>
<<else>>
<<if $tiredness gte (C.tiredness.max / 5) * 4>>
<span class="red">You're too exhausted to join the hunt.</span>
<<else>>
<<link [[Ask to join the hunt|Bird Tower Hunt Ask]]>><</link>>
<</if>>
<br>
<<link [[Say nothing|Bird Tower No Hunt]]>><</link>>
<br>
<</if>>
<<else>>
<<bHe>> spreads <<bhis>> wings and launches from the tower.
<br><br>
<<set $bird.timer to random(30, 60)>>
<<set $bird.state to "hunting">>
<<if $birdPerch is 1>>
<<link [[Next|Bird Tower Perch]]>><<endevent>><</link>>
<<else>>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<</if>>
<<unset $birdPerch>>
<br>
<</if>>
<</if>>
<</widget>>
<<widget "bird_hunt_return">>
<<bird_loot_select>>
<<bird_hunt_timer>>
<<set $bird.state to "home">>
<<if $bird.eggIntro is 1>>
<<set _bird_loot_select to "rocks">>
<<elseif Object.values($children).find(child => (child.type is "hawk" and child.location is "tower" and child.eggTimer is undefined)) and !$daily.birdBabyFeed>>
<<set _bird_loot_select to "lurker_for_children">>
<<elseif $syndromebird isnot 1 and $hunger gte 2000 and !$daily.birdForcefeed and $rng gte 51>>
<<set _bird_loot_select to "lurker_for_player">>
<</if>>
<<switch _bird_loot_select>>
<<case "lurker">>
<<bHe>> carries a <<if $bird.hunts.lurkers is true>>lurker<<else>>strange, leathery and many-limbed creature<</if>> in <<bhis>> <<if $monster is 1>>talons<<else>>mouth<</if>>.
<<if $monster is 1>>
<<if playerIsPregnant() and getPregnancyObject().fetus[0].type is "hawk" and talkedAboutPregnancy("pc","Great Hawk") and !$daily.birdPregFeed>>
<<set $daily.birdPregFeed to true>>
<<bHe>> doesn't take a bite for <<bhimself>>, instead offering the whole thing to you.
"<<print either(
"For you and children.",
"Children must be nourished too.",
"Keep your strength up.",
"They eat eggs, but now they nourish our children.",
"Food for you, food for growing hawks in belly.",
"Great Hawk hunts well.",
"Fresh kill. Should go down easy."
)>>"
<<else>>
<<bHe>> dumps it at your feet, then tears out a chunk of flesh. <<bHe>> hungrily rips into the meat with <<bhis>> teeth.
"<<print either(
"Common prey here. Their meat is soft.",
"It won't bite. Promise.",
"You can eat by yourself, yes? I don't need to feed you like baby bird?",
"Nasty creatures, but nourishing.",
"Keep your strength up.",
"They're egg eaters, don't feel bad for them.",
"Food for you.",
"Great Hawk hunts well.",
"Fresh kill. Should go down easy."
)>>"
<</if>>
<<else>>
<<bHe>> dumps it at your feet, then tears out a chunk of flesh. <<bHe>> holds <<bhis>> head back as <<bhe>> swallows the meat whole.
<</if>>
<<bHe>> looks at you, waiting for a response.
<<if $bird.hunts.lurkers is true and $bird.upgrades.rack gte 1>>
<span class="blue">Its hide is too damaged to use it for anything.</span>
<</if>>
<br><br>
<<if $syndromebird is 1>>
<<link [[Eat|Bird Tower Lurker]]>><<hunger -2000>><<bird_loot lurker 5>><<trauma -6>><<transform bird 1>><<npcincr "Great Hawk" love 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<glove>><<ltrauma>>
<br>
<<else>>
<<link [[Eat|Bird Tower Lurker]]>><<set $hunger to 1>><<bird_loot lurker 5>><<transform bird 1>><<npcincr "Great Hawk" love 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<glove>><<lllhunger>>
<br>
<</if>>
<<link [[Scold|Bird Tower Lurker Scold]]>><<bird_loot lurker -20>><<transform bird 1>><<npcincr "Great Hawk" dom -1>><<def 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<ldom>>
<br>
<<link [[Do nothing|Bird Tower Lurker Nothing]]>><<bird_loot lurker -10>><<npcincr "Great Hawk" love -1>><</link>><<llove>>
<br>
<<case "trash">>
<<bHe>> carries
<<rng 10>>
<<switch $rng>>
<<case 1>>
an empty crisp packet
<<case 2>>
an empty drink can
<<case 3>>
an empty tin can
<<case 4>>
an empty chocolate wrapper
<<case 5>>
a plastic bag
<<case 6>>
half a plastic bottle
<<case 7>>
a bottle cap
<<case 8>>
a plastic straw
<<case 9>>
a plastic lid
<<default>>
a ruined shoe
<</switch>>
in <<bhis>> <<if $monster is 1>>talons<<else>>mouth<</if>>.
<<if $monster is 1>>
"<<print either(
"Things from humans.",
"Wingless ones, so wasteful.",
"Do landbound ones value these?",
"Trinkets? I enjoy collecting things like this.",
"Not my best hunt."
)>>"
<</if>>
<<bHe>> drops it at your feet, then looks at you, awaiting your response.
<br><br>
<<link [[Thank|Bird Tower Trash]]>><<bird_loot trash 20>><<npcincr "Great Hawk" love 1>><<transform bird 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<glove>>
<br>
<<link [[Scold|Bird Tower Trash Scold]]>><<bird_loot trash -20>><<npcincr "Great Hawk" dom -1>><<transform bird 1>><<def 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<ldom>>
<br>
<<link [[Do nothing|Bird Tower Trash Nothing]]>><<bird_loot trash -10>><<npcincr "Great Hawk" love -1>><</link>><<llove>>
<br>
<<case "valuables">>
<<if $monster is 1>>
"<<print either(
"I found shiny things.",
"Treasures from the landbound.",
"Couldn't help it, too shiny.",
"For you?",
"Snatched from wingless ones.",
"Looks valuable. Made me think of you.",
"Treasures for you."
)>>"
<</if>>
<<bHe>> carries
<<rng 5>>
<<switch $rng>>
<<case 1>>
a watch in <<bhis>> <<if $monster is 1>>talons<<else>>mouth<</if>>. It's probably stolen. <<bHe>> drops it at your feet, then looks at you, awaiting your response.
<br><br>
<<link [[Take it|Bird Tower Watch]]>><<bird_loot valuables 20>><<npcincr "Great Hawk" love 1>><<transform bird 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<glove>>
<br>
<<case 2>>
a necklace in <<bhis>> <<if $monster is 1>>talons<<else>>mouth<</if>>. It's probably stolen. <<bHe>> drops it at your feet, then looks at you, awaiting your response.
<br><br>
<<link [[Take it|Bird Tower Necklace]]>><<bird_loot valuables 20>><<npcincr "Great Hawk" love 1>><<transform bird 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<glove>>
<br>
<<case 3>>
a wedding ring in <<bhis>> <<if $monster is 1>>talons<<else>>mouth<</if>>. It's probably stolen. <<bHe>> drops it at your feet, then looks at you, awaiting your response.
<br><br>
<<link [[Take it|Bird Tower Ring]]>><<bird_loot valuables 20>><<npcincr "Great Hawk" love 1>><<transform bird 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<glove>>
<br>
<<case 4>>
a wallet in <<bhis>> <<if $monster is 1>>talons<<else>>mouth<</if>>. It's probably stolen, but there might be money or other valuables inside. <<bHe>> drops it at your feet, then looks at you, awaiting your response.
<br><br>
<<link [[Take it|Bird Tower Wallet]]>><<set $phase to "wallet">><<bird_loot valuables 20>><<npcincr "Great Hawk" love 1>><<transform bird 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<glove>>
<br>
<<default>>
a purse in <<bhis>> <<if $monster is 1>>talons<<else>>mouth<</if>>. It's probably stolen, but there might be money or other valuables inside. <<bHe>> drops it at your feet, then looks at you, awaiting your response.
<br><br>
<<link [[Take it|Bird Tower Wallet]]>><<set $phase to "purse">><<bird_loot valuables 20>><<npcincr "Great Hawk" love 1>><<transform bird 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<glove>>
<br>
<</switch>>
<<link [[Scold|Bird Tower Valuables Scold]]>><<bird_loot valuables -20>><<npcincr "Great Hawk" dom -1>><<transform bird 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<ldom>>
<br>
<<link [[Do nothing|Bird Tower Valuables Nothing]]>><<bird_loot valuables -10>><<npcincr "Great Hawk" love -1>><</link>><<llove>>
<br>
<<case "food">>
<<if $rng gte 96>>
<<bHe>> carries a half-destroyed cup in <<bhis>> talons. Something leaks from it.
<<if $monster is 1>>
"Weak object, pierced through with talons," <<bhe>> says
<<else>>
<<bHe>> looks down at it in apparent confusion
<</if>>
before placing it at your feet. You smell it. It's a milkshake. Still fresh. <<set $bird_food to "milkshake">>
<<else>>
<<bHe>> carries
<<rng 10>>
<<switch $rng>>
<<case 1>>
a half-eaten pasty<<set $bird_food to "pasty">>
<<case 2>>
a donut<<set $bird_food to "donut">>
<<case 3>>
a bag of nuts<<set $bird_food to "nuts">>
<<case 4>>
a bag of crisps<<set $bird_food to "crisps">>
<<case 5>>
a large chocolate bar<<set $bird_food to "chocolate">>
<<case 6>>
an apple<<set $bird_food to "apple">>
<<case 7>>
a carrot<<set $bird_food to "carrot">>
<<case 8>>
a tin of baked beans<<set $bird_food to "beans">>
<<case 9>>
a tin of tuna<<set $bird_food to "tuna">>
<<default>>
a tin of custard<<set $bird_food to "custard">>
<</switch>>
in <<bhis>> <<if $monster is 1>>talons<<else>>mouth<</if>>.
<<if $monster is 1>>
"<<print either(
"Saw wingless ones eating these.",
"Maybe more your taste?",
"Food for you.",
"Don't understand landbound tastes, but for you...",
"Wingless ones left their food unguarded. Poor move.",
"Smelled from far away. Easy to take.",
"Scavenged from landbound ones. No prey today."
)>>"
<</if>>
<<bHe>> drops it at your feet, then looks at you, awaiting your response.
<</if>>
<br><br>
<<if $bird_food is "milkshake">>
<<link [[Drink|Bird Tower Food Milkshake]]>><<bird_loot food 20>><<npcincr "Great Hawk" love 1>><<transform bird 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<glove>><<if !$syndromebird>><<lhunger>><</if>>
<br>
<<else>>
<<link [[Eat|Bird Tower Food]]>><<bird_loot food 20>><<npcincr "Great Hawk" love 1>><<transform bird 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<glove>><<if !$syndromebird>><<lhunger>><</if>>
<br>
<</if>>
<<link [[Scold|Bird Tower Food Scold]]>><<bird_loot food -20>><<npcincr "Great Hawk" dom -1>><<transform bird 1>><<def 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<ldom>>
<br>
<<link [[Do nothing|Bird Tower Food Nothing]]>><<bird_loot food -10>><<npcincr "Great Hawk" love -1>><</link>><<llove>>
<br>
<<case "rocks">>
<<set $bird.eggIntro to 2>>
<<bHe>> carries a pair of smooth stones. They're almost egg shaped.
<br><br>
<<if $monster is 1>>
"Poor <<if $harpy lte 5>>landbound <</if>><<wife>> has never raised egg before. Not to worry. I will help teach!"
<</if>>
<<bHe>> delicately brings the stones to the nest and demonstrates how to keep them warm. After a few moments, <<bhe>> hops off the rock and makes room for you to take over.
<br><br>
<<link [[Warm the "egg"|Bird Tower Stone Warm]]>><<set $phase to 1>><<npcincr "Great Hawk" dom 1>><<npcincr "Great Hawk" love 5>><<transform bird 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<gdom>><<gglove>>
<br>
<<link [[Ignore the "egg"|Bird Tower Stone Warm]]>><<set $phase to 0>><<npcincr "Great Hawk" dom -1>><<npcincr "Great Hawk" love -10>><</link>><<ldom>><<llllove>>
<br>
<<case "lurker_for_children">>
<<getChildrenIds `{location:"tower", eggTimer:undefined}` "both">>
<<set _childrenTotal to _childrenIds.length>>
<<set $daily.birdBabyFeed to true>>
<<bHe>> carries a <<if $bird.hunts.lurkers is true>>lurker<<else>>strange, leathery and many-limbed creature<</if>> in <<bhis>> <<if $monster is 1>>talons<<else>>mouth<</if>>. <<bHe>> shows it to you, before turning back to the nest.
<br><br>
<<bird_hunt_children_events>>
<br><br>
<<if _noLurker>>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br>
<<else>>
<<if $syndromebird is 1>>
<<link [[Eat|Bird Tower Lurker]]>><<hunger -2000>><<bird_loot lurker 5>><<trauma -6>><<transform bird 1>><<npcincr "Great Hawk" love 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<glove>><<ltrauma>>
<br>
<<else>>
<<link [[Eat|Bird Tower Lurker]]>><<set $hunger to 1>><<bird_loot lurker 5>><<transform bird 1>><<npcincr "Great Hawk" love 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<glove>><<lllhunger>>
<br>
<</if>>
<<link [[Scold|Bird Tower Lurker Scold]]>><<bird_loot lurker -20>><<transform bird 1>><<npcincr "Great Hawk" dom -1>><<def 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<ldom>>
<br>
<<link [[Do nothing|Bird Tower Lurker Nothing]]>><<bird_loot lurker -10>><<npcincr "Great Hawk" love -1>><</link>><<llove>>
<br>
<</if>>
<<case "lurker_for_player">>
<<set $daily.birdForcefeed to true>>
<<bHe>> carries a strange, leathery and many-limbed creature in <<bhis>> <<if $monster is 1>>talons<<else>>mouth<</if>>.
<<if $monster is 1>>
<<bHe>> holds it out without taking a bite, concern clear in <<bhis>> gaze. "<<print either(
"It's food, you should eat it.",
"Please eat. It's fresh.",
"Need meat on bones.",
"Let me feed you.",
"Don't want you to waste away.",
"I promise it's good."
)>>"
<<else>>
<<bHe>> drops the creature in front of you and nudges it closer with a soft chirp, not taking any of it for <<bhimself>>.<<if understandsBirdBehaviour()>> There's a pleading look in <<bhis>> eyes.<</if>>
<</if>>
<br><br>
<<bHe>> waits attentively for your response.
<br><br>
<<link [[Eat|Bird Tower Lurker]]>><<set $hunger to 1>><<bird_loot lurker 5>><<transform bird 1>><<npcincr "Great Hawk" love 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<glove>><<lllhunger>>
<br>
<<link [[Scold|Bird Tower Forcefeed Insist]]>><<set $phase to 0>><<transform bird 1>><<npcincr "Great Hawk" dom -1>><<def 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<ldom>>
<br>
<<link [[Do nothing|Bird Tower Forcefeed Insist]]>><<set $phase to 1>><<npcincr "Great Hawk" love -1>><</link>><<llove>>
<br>
<<default>>
<<bHe>> carries
<<if $syndromebird is 1>><<select_random_clothes>><<else>><<select_random_clothes_limited "upper" "lower" "under_upper" "under_lower" "hands" "legs">><</if>>
<<if setup.clothes[_random_slot][_random_index].plural isnot 1>>
<<if setup.clothes[_random_slot][_random_index].word is "an">>
an
<<else>>
a
<</if>>
<</if>>
_random_clothes in <<bhis>> <<if $monster is 1>>talons<<else>>beak<</if>>.
<<if $monster is 1>>
"<<print either(
"You looked cold.",
"I don't understand how you wear these, but... here.",
"This is how wingless attract mates, yes?",
"Colours caught my eye from far.",
"Your plumage is pleasing, I thought this would help.",
"Landbound left this out of sight. Yelled at me as I flew off with it.",
"I like how this feels. Do you?",
"Hope this helps keep you warm when I'm away. These... do help you stay warm, right?"
)>>"
<</if>>
<<bHe>> drops
<<if setup.clothes[_random_slot][_random_index].plural isnot 1>>
it
<<else>>
them
<</if>>
at your feet, then looks at you, awaiting your response.
<br><br>
<<if $bird.upgrades.wardrobe is 1>>
<<if $worn[_random_slot].name isnot "naked" and _random_clothes isnot "piece of fabric">>
<<link [[Wear|Bird Tower Clothes]]>><<generalWear _random_slot _random_index>><<bird_loot clothes 20>><<npcincr "Great Hawk" love 1>><<transform bird 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<glove>>
<br>
<span class="blue">Your $worn[_random_slot].name will be put in your wardrobe.</span><<gfabric>>
<br>
<<elseif _random_clothes isnot "piece of fabric">>
<<link [[Wear|Bird Tower Clothes]]>><<generalWear _random_slot _random_index>><<bird_loot clothes 20>><<npcincr "Great Hawk" love 1>><<transform bird 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<glove>>
<br>
<</if>>
<<if _random_clothes isnot "piece of fabric">>
<<link [[Put it in the wardrobe|Bird Tower Clothes Keep]]>><<generalSend "birdTower" _random_slot _random_index>><<bird_loot clothes 20>><<npcincr "Great Hawk" love 1>><<transform bird 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<glove>>
<br>
<</if>>
<<else>>
<<if $worn[_random_slot].name isnot "naked" and _random_clothes isnot "piece of fabric">>
<<link [[Wear|Bird Tower Clothes]]>><<generalRuined _random_slot>><<generalWear _random_slot _random_index>><<bird_loot clothes 20>><<npcincr "Great Hawk" love 1>><<transform bird 1>><<set $bird.materials.fabric += 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<glove>>
<span class="blue">Your $worn[_random_slot].name will be replaced.</span><<gfabric>>
<br>
<<elseif _random_clothes isnot "piece of fabric">>
<<link [[Wear|Bird Tower Clothes]]>><<generalWear _random_slot _random_index>><<bird_loot clothes 20>><<npcincr "Great Hawk" love 1>><<transform bird 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<glove>>
<br>
<</if>>
<</if>>
<<link [[Thank|Bird Tower Fabric]]>><<bird_loot clothes 20>><<npcincr "Great Hawk" love 1>><<transform bird 1>><<set $bird.materials.fabric += 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<glove>><<gfabric>>
<br>
<<link [[Scold|Bird Tower Clothes Scold]]>><<bird_loot clothes -20>><<npcincr "Great Hawk" dom -1>><<transform bird 1>><<def 1>><<set $bird.materials.fabric += 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<ldom>><<gfabric>>
<br>
<<link [[Do nothing|Bird Tower Clothes Nothing]]>><<bird_loot clothes -10>><<npcincr "Great Hawk" love -1>><<set $bird.materials.fabric += 1>><</link>><<llove>><<gfabric>>
<br>
<</switch>>
<</widget>>
<<widget "bird_hunt_timer">>
<<if $syndromebird isnot 1>>
<<set $bird.timer to random(30, 90)>>
<<elseif !$bird.hunts.unlocked>>
<<set $bird.timer to random(45, 120)>>
<<else>>
<<set $bird.timer to random(60, 120)>>
<</if>>
<</widget>>
<<widget "bird_stockholm">>
<<if _args[0] and $bird.syndrome isnot undefined>>
<<set $bird.syndrome += _args[0]>>
<</if>>
<</widget>>
<<widget "gbirdstockholm">>
<<if $syndromebird isnot 1>>
<<gstockholm>>
<</if>>
<</widget>>
<<widget "ggbirdstockholm">>
<<if $syndromebird isnot 1>>
<<ggstockholm>>
<</if>>
<</widget>>
<<widget "gggbirdstockholm">>
<<if $syndromebird isnot 1>>
<<gggstockholm>>
<</if>>
<</widget>>
<<widget "lbirdstockholm">>
<<if $syndromebird isnot 1>>
<<lstockholm>>
<</if>>
<</widget>>
<<widget "llbirdstockholm">>
<<if $syndromebird isnot 1>>
<<llstockholm>>
<</if>>
<</widget>>
<<widget "lllbirdstockholm">>
<<if $syndromebird isnot 1>>
<<lllstockholm>>
<</if>>
<</widget>>
<<widget "bird_schedule">>
<<set $_eggCount to Object.values($children).filter(child => child.location is "tower" and child.eggTimer).length>>
<<if $syndromebird gte 1 and !$daily.birdNightFlightCheck and !$weekly.birdNightFlight and !Weather.bloodMoon and !Weather.isFrozen("lake") and !$bird.injured>>
<<set $daily.birdNightFlightCheck to true>>
<<if $rng lte C.npc["Great Hawk"].love>>
<<set $daily.birdNightFlightTrigger to true>>
<</if>>
<</if>>
<<if $bird.override>>
<<set $bird.activity to $bird.override>>
<<elseif Time.hour gte 21 or Time.hour lte 5>>
<<set $bird.activity to "sleep">>
<<elseif Time.hour lte 9>>
<<set $bird.activity to "sing">>
<<elseif Time.hour lte 12 and !$daily.birdWash>>
<<set $bird.activity to "bathe">>
<<elseif Time.hour lte 15>>
<<if $bird.injured gt 1>>
<<set $bird.activity to "rest">>
<<elseif $_eggCount and $rng gte 50>>
<<set $bird.activity to "brood">>
<<set $bird.override to "brood">>
<<set $bird.overrideTimer to 60>>
<<elseif npcIsPregnant("Great Hawk") and talkedAboutPregnancy("Great Hawk", "pc") and npcBellySize("Great Hawk") gte 12 and $rng gte 50>>
<<set $bird.activity to "rest">>
<<set $bird.override to "rest">>
<<set $bird.overrideTimer to 60>>
<<else>>
<<set $bird.activity to "build">>
<</if>>
<<elseif Time.hour lte 17>>
<<if $bird.injured gt 1 or npcIsPregnant("Great Hawk") and talkedAboutPregnancy("Great Hawk", "pc") and npcBellySize("Great Hawk") gte 12>>
<<set $bird.activity to "rest">>
<<else>>
<<set $bird.activity to "groom">>
<</if>>
<<else>>
<<set $bird.activity to "sing">>
<</if>>
<</widget>>
<<widget "bird_greeting">>
<<if $daily.birdGreeting isnot 1>>
<<set $daily.birdGreeting to 1>>
<<if $monster is 1>>
<<if Time.hour lte 3 or Time.hour gte 18>>
"Good evening,
<<elseif Time.hour lte 12>>
"Good morning,
<<else>>
"Good afternoon,
<</if>>
<<wife>>."
<<else>>
<<bHe>> greets you with a few low chirps.
<</if>>
<</if>>
<</widget>>
<<widget "hawkRescueSetup">>
<<if $moor_hunt gte 1>>
<<enable_rescue>>
<<else>>
<<set $_rescueChance to 5>>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled"))>><<set $_rescueChance += 5>><</if>>
<<if $syndromebird gte 1>><<set $_rescueChance += 10>><</if>>
<<if $enemynomax gte 3>><<set $_rescueChance += 10>><</if>>
<<if $enemytype is "man">><<set $_rescueChance += 5>><</if>>
<<set $_rescueChance += Math.floor($moor / 5)>>
<<if $_rescueChance gte random(1, 100)>><<enable_rescue>><</if>>
<</if>>
<<if $bird and $bird.injured gt 1>>
<<set $_rescueChance to 0>>
<</if>>
<</widget>>
<<widget "hawkScreechDesc">>
<<if $syndromebird>>welcome<<elseif C.npc["Great Hawk"].init is 1>>familiar, terrifying<<else>>terrifying<</if>> screech
<</widget>>
<<widget "hawkRescueApproachSentence">>
<<if $syndromebird is 1>>Salvation<<else>>Terror<</if>> <<print ["circles above", "approaches", "descends", "shadows you"][random(!Weather.overcast ? 3 : 2)]>>.
<</widget>>
<<widget "hawkCaughtYouSpeech">>
<<if $monster is 1>>
<<if $birdescaped gte 1>>
"<<Wife>> shouldn't <<if $birdescaped gte 2>>keep running<<else>>run<</if>> away," <<bhe>> says. "<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled"))>><<Wife>> doesn't know how to fly yet<<else>>Landbound travel is dangerous<</if>>."
<<else>>
"Caught you," <<bhe>> says as the wings on <<bhis>> back beat furiously.
<</if>>
<<else>>
The <<beasttype>> lets out a
<<if $birdescaped gte 1>>
<<if understandsBirdBehaviour()>>relieved<<else>>soft<</if>>
<<else>>
<<if understandsBirdBehaviour()>>triumphant<<else>>sharp<</if>>
<</if>>
cry.
<</if>>
<</widget>>
<<widget "your_bird_text">><<silently>>
<<if $syndromebird is 1>>
<<if $monster is 1>>
<<beasttype>><<set $_birdText to either("your spouse", "your _text_output")>>
<<else>>
<<beasttype>><<set $_birdText to "your " + _text_output>>
<</if>>
<<else>>
<<beasttype>>
<<set $_birdText to "the " + _text_output>>
<</if>>
<<if _args[0] is "cap">>
<<set $_birdText to $_birdText.toUpperFirst()>>
<</if>>
<</silently>><<print $_birdText>><</widget>>
<<widget "bird_perch_options">>
<<if $bird.state is "hunting" and $bird.timer lte 0>>
<<endevent>>
<<npc "Great Hawk">>
You hear the flap of wings as the <<beasttype>> returns.
<<bHe>> lands and <<if $monster is 1>>walks<<else>>hops<</if>> over to you.
<<bird_hunt_return>>
<<elseif $bird.state is "home" and !["brood","sleep","sing","groom"].includes($bird.activity) and !$bird.override and Weather.dayState isnot "night" and $bird.timer lte 0>>
<<endevent>>
<<npc "Great Hawk">>
<<bird_hunt_start>>
<<elseif $bird.activity is "sleep" and $birdSleep is undefined and $bird.state is "home">>
<<if $daily.birdNightFlightTrigger and !$weekly.birdNightFlight and ["clear","lightClouds"].includes(Weather.name) and !Weather.bloodMoon and !Weather.isFrozen("lake") and !$bird.injured>>
<<endevent>>
<<npc "Great Hawk">>
<<set $weekly.birdNightFlight to true>>
<<unset $birdPerch>><<unset $birdBask>>
<<your_bird_text "cap">> stands from the perch. Moonlight bathes <<bhim>> in a silvery glow.
<br><br>
<<if $monster is 1>>
"Come, <<wife>>. Fly with me." <<bHis>> voice carries a tender plea as <<he>>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled")) and $birdFly is 1>>
extends <<his>> massive talon toward you.
<<else>>
crouches down, making room for you to climb onto <<bhis>> back.
<</if>>
<<else>>
<<bHe>> lets out a low trill, nodding out to the moor. <<bHe>> wants you to fly with <<bhim>>.
<<if $harpy lt 6 or $birdFly isnot 1>>
<<bHe>> gets low to the ground, motioning for you to climb onto <<bhis>> back.
<</if>>
<</if>>
<br><br>
<<link [[Go|Bird Tower Night Flight]]>><<bird_pass 30>><<npcincr "Great Hawk" love 1>><</link>><<glove>>
<br>
<<link [[Stay|Bird Tower Night Flight Stay]]>><</link>>
<br>
<<else>>
<<set $birdSleep to 1>><<unset $birdPerch>><<unset $birdBask>>
<<endevent>>
<<npc "Great Hawk">>
<<if $monster gte 1>>
The <<beasttype>> scoops you in <<bhis>> arms. "Night has come," <<bhe>> says. "Let me take you to bed."
<br><br>
<<else>>
The <<beasttype>> hops from the perch, towards the nest. <<bHe>> glances at you.
<br><br>
<</if>>
<<link [[Nest|Bird Tower Perch Nest]]>><</link>>
<br>
<<link [[Stay up|Bird Tower]]>><<endevent>><</link>>
<br>
<</if>>
<<elseif $syndromebird is 1 and ["sing", "groom"].includes($bird.activity) and $birdBask is undefined and $bird.state is "home">>
<<endevent>>
<<npc "Great Hawk">>
<<baskicon>><<link [[Bask (0:30)|Bird Tower Bask]]>><<bird_pass 30>><<stress -12>><<endevent>><</link>><<llstress>>
<br>
<<birdicon "sing">><<link [[Sing (0:30)|Bird Tower Sing]]>><<transform bird 1>><<bird_pass 30>><<trauma -3>><<endevent>><</link>><<ltrauma>>
<br>
<<if $bird.state is "home" and !["sleep","rest"].includes($bird.activity) and canGiftFood("Great Hawk")>>
<<skinicon "give">><<link [[Give the Great Hawk food|Great Hawk Gifts List]]>><</link>>
<br>
<</if>>
<<if $daily.birdGroom is undefined and $bird.activity is "groom">>
<<birdicon "preen">><<link [[Groom (0:15)|Bird Tower Groom]]>><<bird_pass 15>><<trauma -6>><<transform bird 1>><<npcincr "Great Hawk" love 1>><<endevent>><</link>><<ltrauma>><<glove>><br>
<</if>>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled")) and $birdFly is 1 and $bird.injured is 0 and $bird.upgrades.decor gte 1 and !$daily.birdCasualFlight>>
<<if Weather.precipitation is "rain">>
<span class="purple">It's too rainy to go flying casually.</span>
<<elseif $tiredness gte (C.tiredness.max / 5) * 4>>
<span class="red">You're too exhausted to go on a casual flight.</span>
<<else>>
<<birdicon "ask">><<link [[Ask to go flying together (1:00)|Bird Tower Casual Flight]]>><<set $daily.birdCasualFlight to true>><<tiredness 3>><<transform bird 1>><<npcincr "Great Hawk" love 1>><<endevent>><</link>><<gtiredness>><<glove>>
<</if>>
<br>
<</if>>
<<if $syndromebird and $lurkers_held gte 1 and $bird.state is "home" and ["sing", "groom"].includes($bird.activity)>>
<<birdicon "lurkers_netted">><<link "Give <<bhim>> the netted lurker" "Bird Tower Give Captured Lurker">><</link>><<glove>><br>
<</if>>
<<if $bird.upgrades.telescope is 1>>
<<birdicon "telescope">><<link [[Use your telescope|Bird Tower Telescope]]>><<endevent>><</link>><br>
<</if>>
<<getouticon>><<link [[Go back inside|Bird Tower]]>><<unset $birdPerch>><<endevent>><</link>>
<br><br>
<<bird_fly_options>>
<<elseif $birdBask is 1 and ["sing", "groom"].includes($bird.activity) and $bird.state is "home">>
<<endevent>>
<<npc "Great Hawk">>
<<baskicon>><<link [[Continue to bask (0:30)|Bird Tower Bask]]>><<bird_pass 30>><<stress -12>><<endevent>><</link>><<llstress>>
<br>
<<birdicon "sing">><<link [[Sing (0:30)|Bird Tower Sing]]>><<transform bird 1>><<bird_pass 30>><<trauma -3>><<endevent>><</link>><<ltrauma>>
<br>
<<if npcIsPregnant("Great Hawk") and talkedAboutPregnancy("Great Hawk","pc")>>
<<pregnancyicon "Great Hawk">><<link "Rub <<bhis>> pregnant belly (0:30)" "Bird Tower Pregnant Belly Rub">><<transform bird 1>><<bird_pass 30>><<stress -6>><<trauma -6>><<endevent>><</link>><<llstress>><<lltrauma>><br>
<</if>>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled")) and $birdFly is 1 and $bird.injured is 0 and $bird.upgrades.decor gte 1 and !$daily.birdCasualFlight>>
<<if Weather.precipitation is "rain">>
<span class="purple">It's too rainy to go flying casually.</span>
<<elseif $tiredness gte (C.tiredness.max / 5) * 4>>
<span class="red">You're too exhausted to go on a casual flight.</span>
<<else>>
<<birdicon "ask">><<link [[Ask to go flying together (1:00)|Bird Tower Casual Flight]]>><<set $daily.birdCasualFlight to true>><<tiredness 3>><<transform bird 1>><<npcincr "Great Hawk" love 1>><<endevent>><</link>><<gtiredness>><<glove>>
<</if>>
<br>
<</if>>
<<birdicon "perch_up">><<link [[Get up|Bird Tower Perch]]>><<unset $birdBask>><<endevent>><</link>><br>
<<getouticon>><<link [[Leave|Bird Tower Bask Leave]]>><<unset $birdBask>><<unset $birdPerch>><<endevent>><</link>><br>
<<else>>
<<if $birdSingIntro is 1>>
<<birdicon "sing">><<link [[Sing (0:30)|Bird Tower Sing]]>><<set $birdSingAbsent to 1>><<bird_pass 30>><<trauma -2>><<endevent>><</link>><<ltrauma>><br>
<</if>>
<<if $bird.state is "home" and !["sleep","rest"].includes($bird.activity) and canGiftFood("Great Hawk")>>
<<skinicon "give">><<link [[Give the Great Hawk food|Great Hawk Gifts List]]>><</link>>
<br>
<</if>>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled"))>>
<<birdicon "preen_self">><<link [[Preen your wings (0:30)|Bird Tower Preen Self]]>><<bird_pass 30>><<stress -2>><<endevent>><</link>><<lstress>><br>
<</if>>
<<if $bird.upgrades.telescope is 1>>
<<birdicon "telescope">><<link [[Use your telescope|Bird Tower Telescope]]>><<endevent>><</link>><br>
<</if>>
<<getouticon>><<link [[Go back inside|Bird Tower]]>><<unset $birdPerch>><<endevent>><</link>>
<br><br>
<<bird_fly_options>>
<</if>>
<<unset $birdSingAbsent>>
<</widget>>
<<widget "bird_telescope_options">>
<<if $bird.state is "hunting" and $bird.timer lte 0>>
<<endevent>>
<<npc "Great Hawk">>
You hear the flap of wings as the <<beasttype>> returns.
<<bHe>> lands and <<if $monster is 1>>walks<<else>>hops<</if>> over to you.
<<bird_hunt_return>>
<<elseif $bird.state is "home" and !["brood","sleep"].includes($bird.activity) and !$bird.override and Weather.dayState isnot "night" and $bird.timer lte 0>>
<<endevent>>
<<npc "Great Hawk">>
<<bird_hunt_start>>
<<else>>
<<if Time.dayState is "night">>
<<if $daily.telescopeBlood and Weather.bloodMoon>>
<span class="red">You don't want to look at the sky right now.</span>
<<else>>
<<link [[Watch the sky (1:00)|Bird Tower Telescope Sky]]>><<bird_pass 60>><</link>>
<</if>>
<br>
<</if>>
<<link [[Watch the moor (0:20)|Bird Tower Telescope Moor]]>><<bird_pass 20>><</link>>
<br>
<<link [[Step away|Bird Tower Perch]]>><<endevent>><</link>>
<br>
<</if>>
<</widget>>
<<widget "bird_fly_options">>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled"))>>
<<if $birdFly isnot 1>>
The wind could carry you a long way, <span class="red">but you don't know how to fly.</span> Your wings should at least carry you down safely.
<br>
<<if ($bird.activity is "sing" or $bird.activity is "groom") and $bird.state is "home">>
<<socialiseicon "ask">><<link [[Ask the Great Hawk to teach you to fly|Bird Tower Fly Intro]]>><<endevent>><</link>><<flight_text>><br>
<<if $syndromebird isnot 1>>
<span class="red">You won't be able to glide down with the Great Hawk watching you.</span><br>
<<else>>
<<birdicon "fly_down">><<link [[Glide to the base of the tower (0:01)|Bird Tower Glide 2]]>><<unset $birdPerch>><<bird_pass 1>><<endevent>><</link>><<flight_text>><br>
<</if>>
<<else>>
<<birdicon "fly_down">><<link [[Glide to the base of the tower (0:01)|Bird Tower Glide 2]]>><<unset $birdPerch>><<bird_pass 1>><<endevent>><</link>><<flight_text>><br>
<</if>>
<<elseif $birdFly is 1>>
<<flight_time_check 60>>
<<if $bird.hunts.unlocked is true and ($bird.hunts.lurkers is true or $bird.hunts.materials is true or $bird.hunts.valuables is true)>>
<<birdicon "hunt">><<link [[Prepare for a hunt|Bird Hunt Start]]>><<endevent>><</link>><<flight_text>><br>
<br>
<</if>>
Fly to the...
<br>
<<if $exposed gte 2 and $exhibitionism lt 55>>
<<insufficientStat "exhibitionism" "to fly exposed towards the town or farmlands">>
<br>
<<else>>
<<farmicon>><<link [[Farmlands (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Bird Tower Farmlands]]>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<bird_pass _flightTime>><<unset $birdPerch>><<endevent>><</link>><<flight_text>><<print _fatigueText>><<if $exposed gte 2>><<exhibitionist4>><</if>>
<br>
<<entertownicon>><<link [[Town (<<print getTimeString(_hoursPassedLong, _minutesPassedLong)>>)|Bird Tower Town]]>><<set $fatigueMod to (_fatigueMod + 1)>><<set $flightTime to _flightTimeLong>><<bird_pass _flightTimeLong>><<unset $birdPerch>><<endevent>><</link>><<flight_text>><<print _fatigueText>><<if $exposed gte 2>><<exhibitionist4>><</if>>
<br>
<</if>>
<<foresticon>><<link [[Forest (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Bird Tower Forest]]>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<bird_pass _flightTime>><<unset $birdPerch>><<endevent>><</link>><<flight_text>><<print _fatigueText>>
<br>
<<birdicon "fly_down">><<link [[Base of the tower (0:01)|Bird Tower Glide 2]]>><<unset $birdPerch>><<bird_pass 1>><<endevent>><</link>><<flight_text>>
<br>
<</if>>
<<elseif ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled")) or ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled")) or ($fallenangel gte 2 or ($transformationParts.fallenAngel.wings isnot "hidden" and $transformationParts.fallenAngel.wings isnot "disabled"))>>
<<if $pain gte 21>>
Your wings should carry you down, <span class="purple">but you're too injured for such a risky jump right now.</span>
<br><br>
<<else>>
Your wings should carry you down.
<<if $syndromebird isnot 1 and ($bird.activity is "sing" or $bird.activity is "groom") and $bird.state is "home">>
<span class="red">However, you won't be getting far with the Great Hawk watching you.</span>
<br><br>
<<elseif $birdFly is 1 or $birdGlide is 1>>
<br><br>
<<glideicon>><<link [[Glide down (0:02)|Bird Tower Glide]]>><<unset $birdPerch>><<bird_pass 2>><<endevent>><</link>><<flight_text>>
<<elseif currentSkillValue('willpower') lt 250>>
<span class="red">But you don't have the will or courage to attempt it.</span>
<<elseif $daily.glideScared>>
<span class="red">You're too scared to try again right now.</span>
<<else>>
<br><br>
<<glideicon>><<link [[Attempt to glide down (0:02)|Bird Tower Glide Attempt]]>><<unset $birdPerch>><<bird_pass 2>><<endevent>><</link>><<flight_text>><<willpowerdifficulty 250 1100>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "flight_time_check">>
<<if _args[0] isnot undefined>>
<<set _flightTimeBase to _args[0]>>
<<else>>
<<set _flightTimeBase to 60>>
<</if>>
<<if _args[1] isnot "silent" and $statdisable is "f">>
<<set $_printAlerts to true>>
<</if>>
<<if $bird.hunts and $bird.hunts.weight>>
/* this is not always an integer */
<<set _flightTimeBase += $bird.hunts.weight>>
<</if>>
<<set _flightTime to _flightTimeBase>>
<<switch Weather.name>>
<<case "heavyClouds">>
<<set _flightTime -= Math.floor(_flightTimeBase / 3)>>
<<set _fatigueText to "<<gtiredness>>">>
<<set _fatigueMod to 0.5>>
<<if $_printAlerts>><span class="gold">The strong winds will make flight easy and fast.</span><</if>>
<<case "lightPrecipitation" "heavyPrecipitation" "thunderStorm">>
<<if Weather.precipitation is "snow">>
<<set _flightTime += Math.floor(_flightTimeBase / 6)>>
<<set _fatigueText to "<<ggtiredness>>">>
<<set _fatigueMod to 2>>
<<if $_printAlerts>><span class="blue">Flying in the snow will obscure your vision and slow you down.</span><</if>>
<<else>>
<<set _flightTime += 1>>
<<for _active_clothes range Object.keys($worn)>>
<<if !$worn[_active_clothes].type.includes("naked") and !$worn[_active_clothes].type.includes("swim")>>
<<switch _active_clothes>>
<<case "over_upper" "over_lower">>
<<set _flightTime += Math.floor(_flightTimeBase / 6)>><<set _slowText to true>>
<<case "upper" "lower">>
<<set _flightTime += Math.floor(_flightTimeBase / 9)>><<set _slowText to true>>
<<case "under_upper" "under_lower" "feet">>
<<set _flightTime += Math.floor(_flightTimeBase / 18)>><<set _slowText to true>>
<<default>>
<</switch>>
<</if>>
<</for>>
<<if _slowText>>
<<if _flightTime gte Math.floor(_flightTimeBase + (_flightTimeBase * 0.5))>>
<<set _fatigueText to "<<gggtiredness>>">>
<<set _fatigueMod to 3>>
<<if $_printAlerts>><span class="red">Flying in the rain will soak your clothes, heavily slowing you down and exposing you.</span><</if>>
<<elseif _flightTime gte Math.floor(_flightTimeBase + (_flightTimeBase * 0.25))>>
<<set _fatigueText to "<<gggtiredness>>">>
<<set _fatigueMod to 3>>
<<if $_printAlerts>><span class="pink">Flying in the rain will soak your clothes, slowing you down and exposing you.</span><</if>>
<<elseif _flightTime gt _flightTimeBase>>
<<set _fatigueText to "<<ggtiredness>>">>
<<set _fatigueMod to 2>>
<<if $_printAlerts>><span class="blue">Flying in the rain will soak your clothes, slightly slowing you down and exposing you.</span><</if>>
<<else>>
<<set _fatigueText to "<<gtiredness>>">>
<<set _fatigueMod to 2>>
<<if $_printAlerts>><span class="green">Flying in the rain won't slow you down at all in your current state of dress.</span><</if>>
<</if>>
<<else>>
<<set _fatigueText to "<<gtiredness>>">>
<<set _fatigueMod to 2>>
<<if $_printAlerts>><span class="green">Flying in the rain won't slow you down at all in your current state of dress.</span><</if>>
<</if>>
<</if>>
<<default>>
<<set _fatigueText to "<<gtiredness>>">>
<<set _fatigueMod to 1>>
<<if $_printAlerts>><span class="green">The weather shouldn't affect your flight.</span><</if>>
<</switch>>
<<if $_printAlerts>><br><</if>>
<<if currentSkillValue('athletics') gt 0>>
<<set _flightTime -= Math.floor((_flightTime / 20) * (currentSkillValue('athletics') / 100))>>
<</if>>
<<if _flightTime lte 0>>
<<set _flightTime to 1>>
<</if>>
/* I put floor here to protect from other modifiers if added later, feel free to add it on the line commented above */
<<set _flightTime to Math.floor(_flightTime)>>
<<set _hoursPassed to Math.floor(_flightTime / 60)>>
<<set _minutesPassed to _flightTime % 60>>
<<set _flightTimeLong to Math.floor(_flightTime + 15)>>
<<set _hoursPassedLong to Math.floor(_flightTimeLong / 60)>>
<<set _minutesPassedLong to _flightTimeLong % 60>>
<<set _flightTimeSearch to Math.floor(_flightTime + 3)>>
<<set _hoursPassedSearch to Math.floor(_flightTimeSearch / 60)>>
<<set _minutesPassedSearch to _flightTimeSearch % 60>>
<</widget>>
<<widget "flight_effects">>
<<if $flightTime>>
<<if Weather.precipitation is "rain">>
<<if !$worn.upper.type.includes("swim") and !$worn.upper.type.includes("naked")>>
<<upperwet `Math.floor($flightTime * 4)`>>
<</if>>
<<if !$worn.lower.type.includes("swim") and !$worn.lower.type.includes("naked")>>
<<lowerwet `Math.floor($flightTime * 4)`>>
<</if>>
<<if !$worn.under_lower.type.includes("swim") and !$worn.under_lower.type.includes("naked")>>
<<underlowerwet `Math.floor($flightTime * 4)`>>
<</if>>
<<if !$worn.under_upper.type.includes("swim") and !$worn.under_upper.type.includes("naked")>>
<<underupperwet `Math.floor($flightTime * 4)`>>
<</if>>
<</if>>
<<set _tempTired to (Math.floor($flightTime / 4) + 1)>>
<<set Weather.BodyTemperature.addActivity("physique")>>
<<tiredness _tempTired>>
<<unset $flightTime>>
<<unset $fatigueMod>>
<</if>>
<</widget>>
<<widget "flight_distance_check">>
<<set _distanceNorthSouth to Math.abs($bird.hunts.distanceNorth)>>
<<set _distanceEastWest to Math.abs($bird.hunts.distanceEast)>>
<<set _distanceTotal to (_distanceNorthSouth + _distanceEastWest)>>
<<set _returnTime to 0>>
<<set _returnTime to (5 * _distanceTotal)>>
<</widget>>
<<widget "flight_hunt_options">>
<<flight_time_check 20 "silent">>
<<if $bird.hunts.goal is "hawk">>
<<set _directionPool to []>>
<<if $bird.hunts.distanceNorth lt 5 and !($bird.hunts.distanceNorth is -1 and _distanceEastWest is 0)>>
<<run _directionPool.pushUnique("north")>>
<</if>>
<<if $bird.hunts.distanceEast lt 5 and !($bird.hunts.distanceEast is -1 and _distanceNorthSouth is 0)>>
<<run _directionPool.pushUnique("east")>>
<</if>>
<<if $bird.hunts.distanceNorth gt -5 and !($bird.hunts.distanceNorth is 1 and _distanceEastWest is 0)>>
<<run _directionPool.pushUnique("south")>>
<</if>>
<<if $bird.hunts.distanceEast gt -5 and !($bird.hunts.distanceEast is 1 and _distanceNorthSouth is 0)>>
<<run _directionPool.pushUnique("west")>>
<</if>>
<<set $bird.hunts.direction to _directionPool.pluck()>>
<<switch $bird.hunts.direction>>
<<case "north">><<set _distanceNorthSouth to 1>><<set _distanceEastWest to 0>>
<<case "east">><<set _distanceNorthSouth to 0>><<set _distanceEastWest to 1>>
<<case "south">><<set _distanceNorthSouth to -1>><<set _distanceEastWest to 0>>
<<case "west">><<set _distanceNorthSouth to 0>><<set _distanceEastWest to -1>>
<</switch>>
<<capture _distanceNorthSouth _distanceEastWest _fatigueMod _flightTime _fatigueText>>
<<link [[`Continue hunting (${getTimeString(_hoursPassed, _minutesPassed)})`|Bird Hunt Event]]>>
<<handheldon>>
<<set $bird.hunts.distanceNorth += _distanceNorthSouth>>
<<set $bird.hunts.distanceEast += _distanceEastWest>>
<<set $fatigueMod to _fatigueMod>>
<<set $flightTime to _flightTime>>
<<bird_pass _flightTime>>
<</link>><<print _fatigueText>>
<</capture>>
<br><br>
<<link [[Ask to hunt for something else|Bird Hunt Goal]]>><<endevent>><<set $phase to 2>><</link>>
<br>
<<flight_time_check _returnTime "silent">>
<<link [[`Ask to return to the castle (${getTimeString(_hoursPassed, _minutesPassed)})`|Bird Hunt Return Ask]]>>
<<handheldon>>
<<set $fatigueMod to _fatigueMod>>
<<set $flightTime to _flightTime>>
<<bird_pass _flightTime>>
<</link>><<print _fatigueText>>
<br>
<<else>>
<<if _distanceNorthSouth gte 4 or _distanceEastWest gte 4>>
You can't see the tower from here.
<<elseif _distanceNorthSouth is 0 and _distanceEastWest is 0>>
The moor stretches out before you.
<<else>>
The tower is to the
<<if $bird.hunts.distanceNorth lte -1>>north<<elseif $bird.hunts.distanceNorth gte 1>>south<</if>><<if $bird.hunts.distanceEast lte -1>>east<<elseif $bird.hunts.distanceEast gte 1>>west<</if>>.
<</if>>
<br>
<<if between($bird.hunts.distanceNorth, ($daily.huntRemyCampNorth - 1), ($daily.huntRemyCampNorth + 1)) and between($bird.hunts.distanceEast, ($daily.huntRemyCampEast - 1), ($daily.huntRemyCampEast + 1))>>
<<if !($bird.hunts.distanceNorth is $daily.huntRemyCampNorth and $bird.hunts.distanceEast is $daily.huntRemyCampEast)>>
There's smoke rising to the
<<if $bird.hunts.distanceNorth lt $daily.huntRemyCampNorth>>north<<elseif $bird.hunts.distanceNorth gt $daily.huntRemyCampNorth>>south<</if>><<if $bird.hunts.distanceEast lt $daily.huntRemyCampEast>>east<<elseif $bird.hunts.distanceEast gt $daily.huntRemyCampEast>>west<</if>>.
<br>
<</if>>
<</if>>
<<if $daily.emptyCamp and between($bird.hunts.distanceNorth, ($daily.emptyCampNorth - 1), ($daily.emptyCampNorth + 1)) and between($bird.hunts.distanceEast, ($daily.emptyCampEast - 1), ($daily.emptyCampEast + 1))>>
<<if !($bird.hunts.distanceNorth is $daily.emptyCampNorth and $bird.hunts.distanceEast is $daily.emptyCampEast)>>
There's an abandoned camp to the
<<if $bird.hunts.distanceNorth lt $daily.emptyCampNorth>>north<<elseif $bird.hunts.distanceNorth gt $daily.emptyCampNorth>>south<</if>><<if $bird.hunts.distanceEast lt $daily.emptyCampEast>>east<<elseif $bird.hunts.distanceEast gt $daily.emptyCampEast>>west<</if>>.
<br>
<</if>>
<</if>>
<<if between($bird.hunts.distanceNorth, -4, -2) and between($bird.hunts.distanceEast, 2, 4)>>
<<if !($bird.hunts.distanceNorth is -3 and $bird.hunts.distanceEast is 3)>>
There's a large stone at the top of a hill to the
<<if $bird.hunts.distanceNorth lt -3>>north<<elseif $bird.hunts.distanceNorth gt -3>>south<</if>><<if $bird.hunts.distanceEast lt 3>>east<<elseif $bird.hunts.distanceEast gt 3>>west<</if>>.
<br>
<</if>>
<</if>>
<<if between($bird.hunts.distanceNorth, -4, -2) and between($bird.hunts.distanceEast, -4, -2)>>
<<if !($bird.hunts.distanceNorth is -3 and $bird.hunts.distanceEast is -3)>>
There's a large stone at the top of a hill to the
<<if $bird.hunts.distanceNorth lt -3>>north<<elseif $bird.hunts.distanceNorth gt -3>>south<</if>><<if $bird.hunts.distanceEast lt -3>>east<<elseif $bird.hunts.distanceEast gt -3>>west<</if>>.
<br>
<</if>>
<</if>>
<<if $bird.hunts.distanceNorth is 5>>
The farmlands stretch to the north, marking the end of your territory.
<br>
<<elseif $bird.hunts.distanceEast is 5>>
Going any further east would put you in unfamiliar, dangerous territory.
<br>
<<elseif $bird.hunts.distanceNorth is -5>>
You feel your sense of direction failing the further south you travel. It would be wise to turn around.
<br>
<<elseif $bird.hunts.distanceEast is -5>>
<<if $bogProgress gte 1>>
The bog stretches to the west, and the forest beyond that.
<<else>>
The forest stretches to the west.
<</if>>
<br>
<</if>>
Which direction will you fly?
<br>
<<capture _hoursPassed _minutesPassed _fatigueMod _flightTime _fatigueText>>
<<if $bird.hunts.distanceNorth lt 5>>
<<link [[North (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Bird Hunt Event]]>><<handheldon>><<set $bird.hunts.direction to "north">><<set $bird.hunts.distanceNorth++>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<bird_pass _flightTime>><</link>><<print _fatigueText>>
<br>
<</if>>
<<if $bird.hunts.distanceEast lt 5>>
<<link [[East (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Bird Hunt Event]]>><<handheldon>><<set $bird.hunts.direction to "east">><<set $bird.hunts.distanceEast++>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<bird_pass _flightTime>><</link>><<print _fatigueText>>
<br>
<</if>>
<<if $bird.hunts.distanceNorth gt -5>>
<<link [[South (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Bird Hunt Event]]>><<handheldon>><<set $bird.hunts.direction to "south">><<set $bird.hunts.distanceNorth-->><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<bird_pass _flightTime>><</link>><<print _fatigueText>>
<br>
<</if>>
<<if $bird.hunts.distanceEast gt -5>>
<<link [[West (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Bird Hunt Event]]>><<handheldon>><<set $bird.hunts.direction to "west">><<set $bird.hunts.distanceEast-->><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<bird_pass _flightTime>><</link>><<print _fatigueText>>
<br>
<</if>>
<</capture>>
<br>
<<link [[Hunt for something else|Bird Hunt Goal]]>><<endevent>><<set $phase to 1>><</link>>
<br>
<<flight_distance_check>>
<<flight_time_check _returnTime "silent">>
<<link [[Return to the castle (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Bird Hunt Return]]>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<bird_pass _flightTime>><<endevent>><<set $phase to 1>><</link>><<print _fatigueText>>
<br>
<</if>>
<</widget>>
<<widget "flight_hunt_return">>
<<if $bird.hunts.duo is true and birdEggsReady("Great Hawk")>>
<<endevent>><<set $bird.hunts.duo to false>><<set $bird.state to "home">>
<<npc "Great Hawk">><<person1>>
<<your_bird_text "cap">> suddenly goes pale, and <<bhis>> flying becomes slightly erratic.
<br><br>
<<if $monster is 1>>
"<<Wife>>. We need to return home. Now."
<</if>>
Before you can ask <<bhim>> what's wrong, <<bhe>> starts to fly faster. Towards the castle. <<bHe>> quickly outpaces you.
<br><br>
<<flight_distance_check>>
<<flight_time_check _returnTime "silent">>
<<link [[Follow (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Bird Hunt Return]]>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<bird_pass _flightTime>><<endevent>><</link>><<print _fatigueText>>
<br>
<<link [[Keep hunting|Bird Hunt Exit]]>><<endevent>><</link>>
<br>
<<elseif ($bird.hunts.weight gte 3 and $bird.hunts.duo is false) or $bird.hunts.weight gte 5>>
You won't be able to carry any more. You begin to fly back to the tower.
<br><br>
<<flight_distance_check>>
<<flight_time_check _returnTime "silent">>
<<link [[Return to the castle (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Bird Hunt Return]]>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<bird_pass _flightTime>><<endevent>><</link>><<print _fatigueText>>
<br>
<<elseif $stress gte $stressmax or isPregnancyEnding()>>
<<handheldon>>
You don't have the strength to keep flying. Your wings limply carry you into a clumsy, rapidly descending glide. You black out.
<br><br>
<<if $bird.hunts.duo is false>>
You hear a muffled splash, and your body goes cold.
<br><br>
<<passout_moor>>
<<else>>
You feel something grab you mid-air, and your ears pop as you begin to ascend again.
<br><br>
<<flight_distance_check>>
<<flight_time_check _returnTime "silent">>
<<link [[Next (?:??)|Bird Hunt Passout]]>><<bird_pass _returnTime>><</link>>
<br>
<</if>>
<<elseif $pain gte 90>>
<<if $bird.hunts.duo is true>>
<<endevent>>
<<npc "Great Hawk">><<person1>>
<<if $monster is 1>>
"You're hurt," <<your_bird_text>> says. "We return home at once."
<<else>>
<<your_bird_text "cap">> caws at you, and touches <<bhis>> wing against you. You wince in pain. You're too injured to keep hunting. You change course and head home.
<</if>>
<<else>>
You're too injured to keep hunting. You change course and return home.
<</if>>
<br><br>
<<flight_distance_check>>
<<flight_time_check _returnTime "silent">>
<<link [[Return to the castle (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Bird Hunt Return]]>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<bird_pass _flightTime>><<endevent>><</link>><<print _fatigueText>>
<br>
<<elseif $bird.hunts.duo is true and $bird.hunts.timer gte 360>>
<<endevent>>
<<npc "Great Hawk">><<person1>>
<<your_bird_text "cap">> looks very fatigued.
<<if $monster is 1>>
"Been flying too long. We return home."
<<else>>
<<bHe>> looks to you and caws. You've been flying for hours, and should return home.
<</if>>
<<bHe>> turns to fly back to the castle, and you follow.
<br><br>
<<flight_distance_check>>
<<flight_time_check _returnTime "silent">>
<<link [[Return to the castle (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Bird Hunt Return]]>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<bird_pass _flightTime>><<endevent>><</link>><<print _fatigueText>>
<br>
<<elseif $bird.hunts.duo is true and npcIsPregnant("Great Hawk") and talkedAboutPregnancy("Great Hawk","pc") and $bird.hunts.timer gte (360 - (npcBellySize("Great Hawk") * 10))>>
<<endevent>>
<<npc "Great Hawk">><<person1>>
<<your_bird_text "cap">> looks very fatigued.
<<if $monster is 1>>
"Been flying too long. We return home." <<bHe>> puts <<bhis>> hands on <<bhis>> <<bellyDescription "Great Hawk">>.
<<else>>
<<bHe>> looks to you and caws, looking fatigued.
<</if>>
<<bHis>> pregnancy must make hunting more taxing than normal. <<bHe>> turns to fly back to the castle, and you follow.
<br><br>
<<flight_distance_check>>
<<flight_time_check _returnTime "silent">>
<<link [[Return to the castle (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Bird Hunt Return]]>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<bird_pass _flightTime>><<endevent>><</link>><<print _fatigueText>>
<br>
<<else>>
You return to the higher skies.
<<if $bird.hunts.duo is true and $bird.hunts.timer gte 300>>
<<endevent>>
<<npc "Great Hawk">><<person1>>
<<your_bird_text "cap">> is starting to look fatigued.
<<elseif $bird.hunts.duo is true and Time.dayState is "dusk" and $bird.hunts.timer gte 120 and !$daily.birdNightWarning>>
<<endevent>>
<<npc "Great Hawk">><<person1>>
<<set $daily.birdNightWarning to true>>
<<your_bird_text "cap">> looks to the setting sun.
<<if $monster is 1>>
"Night time soon. Hunt will be harder."
<<else>>
<<bHe>> then turns to you and caws. It's getting late. Hunting at night time will be more difficult.
<</if>>
<</if>>
<br><br>
<<endevent>>
<<if _huntFail is 1>><<set $phase to 2>><</if>>
<<flight_hunt_options>>
<</if>>
/* at end due to inline endevent */
<<if _prop is "feather">>
<<wearProp _prop "original">>
<<elseif _prop>>
<<wearProp _prop>>
<</if>>
<</widget>>
<<widget "flight_hunt_chance">>
<<if $bird.hunts.goal is "hawk">>
<<bird_loot_select>>
<<switch _bird_loot_select>>
<<case "food" "lurker">><<set $_goal to "lurkers">>
<<case "trash" "clothes">><<set $_goal to "materials">>
<<case "valuables">><<set $_goal to "valuables">>
<</switch>>
<<else>>
<<set $_goal to $bird.hunts.goal>>
<</if>>
<<set _flight_hunt_chance to {
nothing: 2,
lurkers: random(1, 3),
materials: random(1, 2),
valuables: random(0, 2),
other: 1
}>>
<<set _flight_hunt_chance[$_goal] += ($bird.hunts.goal is "hawk" ? 3 : 1 + Math.floor(currentSkillValue("skulduggery") / 500))>>
<<if Weather.precipitation isnot "none">>
<<set _flight_hunt_chance.nothing += 2>>
<</if>>
<<if Time.dayState is "night">>
<<set _flight_hunt_chance.nothing += 2>>
<</if>>
<<if $daily.huntRemyCampNorth is undefined>>
<<set $daily.huntRemyCampNorth to random(2,5)>>
<<set $daily.huntRemyCampEast to random(-5,5)>>
<</if>>
<<if $daily.emptyCampNorth is undefined>>
<<set $daily.emptyCampNorth to random(2,5)>>
<<set $daily.emptyCampEast to random(-5,5)>>
<<if $daily.emptyCampNorth is $daily.huntRemyCampNorth and $daily.emptyCampEast is $daily.huntRemyCampEast>>
<<if $daily.emptyCampNorth is 5>>
<<set $daily.emptyCampNorth -= 1>>
<<else>>
<<set $daily.emptyCampNorth += 1>>
<</if>>
<<set $daily.emptyCampEast to random(-5,5)>>
<</if>>
<</if>>
<</widget>>
<<widget "flight_hunt_get">>
<<if !_args[0]>>
<<run Errors.report("No argument specified for widget flight_hunt_get")>>
<<elseif typeof _args[0] isnot "string">>
<<run Errors.report("Non-string provided as first argument for widget flight_hunt_get")>>
<<elseif !_args[1] or typeof _args[1] isnot "number">>
<<run Errors.report("No number argument specified for widget flight_hunt_get")>>
<<else>>
<<set $_looted to _args[0]>><<set $_amount to _args[1]>>
<<if $_looted is "valuables">>
<<if _args[2]>>
<<set $_info to _args[2]>>
<<if $bird.hunts.loot.valuables is undefined>>
<<set $bird.hunts.loot.valuables to {[$_info]: 0}>>
<</if>>
<<if $bird.hunts.loot.valuables[$_info] is undefined>>
<<set $bird.hunts.loot.valuables[$_info] to 0>>
<</if>>
<<set $bird.hunts.loot.valuables[$_info] += $_amount>>
<<set $bird.hunts.lootAmount += $_amount>>
<<birdicon $_info>><span class="green">$_amount $_info<<if $_amount gte 2>><<if $_info is "watch">>es<<else>>s<</if>><</if>> added.</span>
<<else>>
<<run Errors.report("Invalid special loot of type; " + $_looted + " " + _args[2])>>
<<exit>>
<</if>>
<<elseif $_looted is "clothing">>
<!-- args: 2 = slot, 3 = index, 4 = whether to take the item or wear it, defaults to take, 5 = damaged, 6 = colour, 7 = accessory colour -->
<!-- Yes most of this is ripped straight from the equipClothesItemFromDefault widget -->
<<if _args[2] and _args[3]>>
<<set $_lootClothingSlot to _args[2]>><<set $_lootClothingIndex to _args[3]>>
<<set $_item to clone(setup.clothes[$_lootClothingSlot][$_lootClothingIndex])>>
<<if $_item.colour_options.length gt 0>>
<<if _args[6]>>
<<set $_item.colour to _args[5]>>
<<if $_item.colour is "custom">>
<<set $_item.colourCustom to customColour($customColors.color.primary, $customColors.saturation.primary, $customColors.brightness.primary, $customColors.contrast.primary, $customColors.sepia.primary)>>
<</if>>
<<else>>
<<set _colorOption to clone($_item.colour_options)>>
<<run _colorOption.delete("custom")>>
<<set $_item.colour to _colorOption.random()>>
<</if>>
<</if>>
<<if $_item.accessory_colour_options.length gt 0 and $_item.accessory is 1>>
<<if _args[7]>>
<<set $_item.accessory_colour to _args[6]>>
<<if $_item.accessory_colour is "custom">>
<<set $_item.accessory_colourCustom to customColour($customColors.color.secondary, $customColors.saturation.secondary, $customColors.brightness.secondary, $customColors.contrast.secondary, $customColors.sepia.secondary)>>
<</if>>
<<else>>
<<set _accessoryColorOption to clone($_item.accessory_colour_options)>>
<<run _accessoryColorOption.delete("custom")>>
<<set $_item.accessory_colour to _accessoryColorOption.random()>>
<</if>>
<</if>>
<<if _args[4] is "wear">>
<<generalWear $_lootClothingSlot $_lootClothingIndex _args[6] _args[7]>>
<<set $_wear to true>>
<</if>>
<<if _args[5] is "damaged">>
<<if ["upper", "under_upper", "lower", "under_lower"].includes($_lootClothingSlot)>>
<<if $_wear is true>>
<<set $worn[$_lootClothingSlot].integrity to ($_item.integrity_max - random(40, 80))>><<if $worn[$_lootClothingSlot].integrity is 0>><<set $worn[$_lootClothingSlot].integrity to 10>><</if>>
<<else>>
<<set $_item.integrity to ($_item.integrity_max - random(40, 80))>><<if $_item.integrity is 0>><<set $_item.integrity to 10>><</if>>
<</if>>
<</if>>
<</if>>
<<run clothesDataTrimmer($_item)>>
<<if $bird.hunts.loot.clothing is undefined>>
<<set $bird.hunts.loot.clothing to {
[$_item.name]: {
amount: 0,
wear: $_wear,
slot: $_lootClothingSlot,
full: $_item
}
}>>
<</if>>
<<if $bird.hunts.loot.clothing[$_item.name] is undefined>>
<<set $bird.hunts.loot.clothing[$_item.name] to {
amount: 0,
wear: $_wear,
slot: $_lootClothingSlot,
full: $_item
}>>
<</if>>
<<set $bird.hunts.loot.clothing[$_item.name].amount += $_amount>>
<<set $bird.hunts.lootAmount += $_amount>>
<span class="green"><<clothingicon $_item $_lootClothingSlot>> $_item.name added.</span>
<<else>>
<<run Errors.report("Invalid special loot of type; " + $_looted + " " + _args[2])>>
<<exit>>
<</if>>
<<elseif $bird.materials[$_looted] is undefined and $bird.upgrades[$_looted] is undefined>>
<<run Errors.report("Invalid loot of type; " + $_looted)>>
<<exit>>
<<else>>
<<if $bird.hunts.loot[$_looted] is undefined>>
<<set $bird.hunts.loot[$_looted] to 0>>
<</if>>
<<set $bird.hunts.loot[$_looted] += $_amount>>
<<set $bird.hunts.lootAmount += $_amount>>
<span class="green"><<birdicon $_looted>> $_amount
<<switch $_looted>>
<<case "tools">>
toolbox
<<case "sticks">>
stick<<if $_amount gte 2>>s<</if>>
<<case "leaves">>
<<if $_amount gte 2>>leaves<<else>>leaf<</if>>
<<case "lurkers">>
lurker<<if $_amount gte 2>>s<</if>>
<<case "feathers">>
feather<<if $_amount gte 2>>s<</if>>
<<default>>
$_looted
<</switch>>
added.</span>
<</if>>
<<switch $_looted>>
<<case "tarp">><<set $bird.hunts.weight += 5>>
<<case "tools" "pot">><<set $bird.hunts.weight += 2>>
<<case "wood">><<set $bird.hunts.weight += (2 * $_amount)>>
<<case "leaves">><<set $bird.hunts.weight += (0.5 * $_amount)>>
<<case "valuables" "junk">><<set $bird.hunts.weight += (0.2 * $_amount)>>
<<case "feathers">><!-- No weight -->
<<default>><<set $bird.hunts.weight += $_amount>>
<</switch>>
<</if>>
<</widget>>
<<widget "flight_hunt_remove">>
<<if !_args[0]>>
<<run Errors.report("No argument specified for widget flight_hunt_remove")>>
<<elseif typeof _args[0] isnot "string">>
<<run Errors.report("Non-string provided as first argument for widget flight_hunt_remove")>>
<<elseif !_args[1] or typeof _args[1] isnot "number">>
<<run Errors.report("No number argument specified for widget flight_hunt_remove")>>
<<else>>
<<set $_looted to _args[0]>><<set $_amount to _args[1]>>
<<if $bird.materials[$_looted] is undefined>>
<<run Errors.report("Invalid loot of type; " + $_looted)>>
<<elseif $bird.hunts.loot[$_looted] is undefined>>
<<run Errors.report("No loot found of type; " + $_looted)>>
<<else>>
<<set $bird.hunts.loot[$_looted] -= $_amount>>
<<set $bird.hunts.lootAmount -= $_amount>>
<</if>>
<<switch $_looted>>
<<case "tarp">><<set $bird.hunts.weight -= 5>>
<<case "tools" "pot">><<set $bird.hunts.weight -= 2>>
<<case "wood">><<set $bird.hunts.weight -= (2 * $_amount)>>
<<case "leaves">><<set $bird.hunts.weight -= (0.5 * $_amount)>>
<<case "valuables" "junk">><<set $bird.hunts.weight -= (0.2 * $_amount)>>
<<case "feathers">><!-- No change -->
<<default>><<set $bird.hunts.weight -= $_amount>>
<</switch>>
<span class="red"><<birdicon $_looted>> $_amount
<<switch $_looted>>
<<case "tools">>
toolbox
<<case "sticks">>
stick<<if $_amount gte 2>>s<</if>>
<<case "leaves">>
<<if $_amount gte 2>>leaves<<else>>leaf<</if>>
<<case "lurkers">>
lurker<<if $_amount gte 2>>s<</if>>
<<case "feathers">>
feather<<if $_amount gte 2>>s<</if>>
<<default>>
$_looted
<</switch>>
removed.</span>
<<if $bird.hunts.loot[$_looted] lte 0>>
<<run delete $bird.hunts.loot[$_looted]>>
<</if>>
<</if>>
<</widget>>
<<widget "flight_hunt_get_random">>
<<rng 5>>
/* set _prop, to be called in <<flight_hunt_return>>. if scene does not use <<flight_hunt_return>>, manually add <<wearProp _prop>> to scene */
<<switch $rng>>
<<case 1>>It's just a big stick. You take it anyways. <<set _prop to "stick">><<flight_hunt_get "sticks" 1>>
<<case 2>>It's a lurker, freshly caught. You take it. <<set _prop to "lurker">><<flight_hunt_get "lurkers" 1>>
<<case 3>>It's a piece of torn fabric. You take it. <<set _prop to "rag">><<flight_hunt_get "fabric" 1>>
<<case 4>>It's just a particularly shiny rock. You take it anyways. <<set _prop to "disc">><<flight_hunt_get "junk" 1>>
<<default>>
<<set _looted to either("watch", "ring", "necklace", "bracelet")>>
<<set _prop to _looted>>
It's a _looted, now stolen yet again it seems. <<flight_hunt_get "valuables" 1 _looted>>
<</switch>>
<</widget>>
<<widget "flight_hunt_get_ambush">>
<<set $_ambushLootList to ["towel", "clothing", "clothing", "junk", "firestarter", "wallet", "watch", "money"]>>
You find:
<<set $_lootAmount to _args[0] || random(3,5)>>
<<for $_lootPass to 0; $_lootPass lt $_lootAmount; $_lootPass++>>
<br>
<<set $_ambushLooted to $_ambushLootList.pluck()>>
<<switch $_ambushLooted>>
<<case "towel">>- A large towel. It's tough, and could be used as fabric. <<flight_hunt_get "fabric" 2>><<set _prop to "rag">>
<<case "junk">>- Some shiny trinkets. <<flight_hunt_get "junk" 1>><<set _prop to "junk">>
<<case "firestarter">>- A firestarting kit. You can use it as firewood. Luckily, it's much lighter. <<flight_hunt_get "wood" 2>><<set $bird.hunts.weight -= 2>><<set _prop to "wood">>
<<case "wallet">>- A wallet, full of cards and an ID. <<flight_hunt_get "valuables" 1 "wallet">><<set _prop to "wallet">>
<<case "watch">>- A nice watch. <<flight_hunt_get "valuables" 1 "watch">><<set _prop to "watch">>
<<case "clothing">>
-
<<select_random_clothes_limited "upper" "lower" "under_upper" "under_lower" "legs" "hands">>
<<if _random_clothes isnot "piece of fabric">>
<<if setup.clothes[_random_slot][_random_index].word is "an">>
An
<<elseif setup.clothes[_random_slot][_random_index].word is "a">>
A
<<else>>
A pair of
<</if>>
_random_clothes.
<<else>>
Some torn clothing.
<</if>>
<<if _random_clothes is "piece of fabric" or $bird.upgrades.wardrobe lt 1>>
It will make for good scrap fabric. <<flight_hunt_get "fabric" 1>>
<<else>>
<<flight_hunt_get "clothing" 1 _random_slot _random_index>>
<</if>>
<<set _prop to "rag">>
<<default>>
- <<moneyGain 30 true true>> in cash.
<<set _prop to "wallet">>
<</switch>>
<</for>>
<<wearProp _prop>>
<</widget>>
<<widget "flight_hunt_loot">>
<<set $_hordeLoot to 0>><<set $_lurkerLoot to 0>><<set $_otherLoot to 0>>
You looted:
<br>
<<for $_lootType, $_tempNum range $bird.hunts.loot>>
<<if $_lootType is "valuables">>
<<set $_tempNum to Object.values($_tempNum).reduce((tot, c) => tot + c)>>
<</if>>
<<if $_lootType is "clothing">>
<<set $_tempNum to Object.values($_tempNum).reduce((sum, a) => sum + a.amount, 0)>>
<</if>>
<<if $_lootType is "valuables">>
<<elseif $_lootType is "clothing">>
<<shopicon "clothing">>
<<else>>
<<birdicon $_lootType>>
<</if>>
<span class="green">$_tempNum</span>
<<switch $_lootType>>
<<case "tools">>
<<set $_otherLoot++>><<set $bird.upgrades.tools to 1>>
box of tools. You place it somewhere safe.
<<case "pot">>
<<set $_otherLoot++>><<set $bird.upgrades.pot to 1>>
cooking pot. You place it near the rainwater pool.
<<case "wood">>
<<set $_matLoot += $_tempNum>><<set $bird.materials.wood += $_tempNum>>
piece<<if $_tempNum gte 2>>s<</if>> of wood.
<<case "fabric">>
<<set $_matLoot += $_tempNum>><<set $bird.materials.fabric += $_tempNum>>
scrap<<if $_tempNum gte 2>>s<</if>> of fabric.
<<case "sticks">>
<<set $_matLoot += $_tempNum>><<set $bird.materials.sticks += $_tempNum>>
stick<<if $_tempNum gte 2>>s<</if>>.
<<case "leaves">>
<<set $_matLoot += $_tempNum>><<set $bird.materials.leaves += $_tempNum>>
large <<if $_tempNum gte 2>>leaves<<else>>leaf<</if>>.
<<case "junk">>
<<set $_hordeLoot += $_tempNum>><<set $bird.materials.junk += $_tempNum>>
piece<<if $_tempNum gte 2>>s<</if>> of shiny junk.
<<case "lurkers">>
<<set $_lurkerLoot += $_tempNum>><<set $bird.materials.lurkers += $_tempNum>>
lurker<<if $_tempNum gte 2>>s<</if>>.
<<case "leather">>
<<set $_matLoot += $_tempNum>><<set $bird.materials.leather += $_tempNum>>
piece<<if $_tempNum gte 2>>s<</if>> of treated leather.
<<case "feathers">>
<<set $_matLoot += $_tempNum>><<set $bird.materials.feathers += $_tempNum>>
feather<<if $_tempNum gte 2>>s<</if>>.
<<case "tarp">>
<<set $_hordeLoot++>><<set $bird.upgrades.tarp to 1>>
large tarp.
<<case "clothing">>
<<set $_matLoot += $_tempNum>>
piece<<if $_tempNum gte 2>>s<</if>> of clothing:
<<for $_lootClothingType, $_tempObjClothing range $bird.hunts.loot.clothing>>
<br>
<<ind>><<clothingicon $_tempObjClothing.full $_tempObjClothing.slot>> <span class="teal">$_tempObjClothing.amount</span>
<<if setup.clothes[$_tempObjClothing.slot][$_tempObjClothing.full.index].word is "n">>pair<<if $_tempObjClothing.amount gte 2>>s<</if>> of<</if>>
$_tempObjClothing.full.name<<if setup.clothes[$_tempObjClothing.slot][$_tempObjClothing.full.index].word is "a" and $_tempObjClothing.amount gte 2>>s<</if>>
<<if !$_tempObjClothing.wear>>
<<set $wardrobe_location to "birdTower">>
<<wardrobeSelection true>>
<<set $_wardrobe to selectWardrobe()>>
<<if $_wardrobe.space - $_wardrobe[$_tempObjClothing.slot].length lte 0>>
<span class="red">(No space left! Scrapped for fabric.)</span><<set $bird.materials.fabric += 1>>
<<else>>
<<set $_wardrobe[$_tempObjClothing.slot].push(clone($_tempObjClothing.full))>>
<</if>>
<</if>>
<</for>>
<<case "valuables">>
<<set $_hordeLoot += $_tempNum>>
valuable item<<if $_tempNum gte 2>>s<</if>>:
<<for $_lootValType, $_tempNumVal range $bird.hunts.loot.valuables>>
<<if $bird.materials.valuables[$_lootValType] is undefined>>
<<set $bird.materials.valuables[$_lootValType] to 0>>
<</if>>
<<set $bird.materials.valuables[$_lootValType] += $_tempNumVal>>
<br>
<<birdicon $_lootValType>><span class="teal">$_tempNumVal</span> $_lootValType<<if $_lootValType is "watch" and $_tempNumVal gte 2>>es<<elseif $_tempNumVal gte 2>>s<</if>>.
<</for>>
<<default>>
<</switch>>
<br>
<</for>>
<<if $_hordeLoot gte 1 and $_matLoot gte 1 and $_otherLoot gte 1>>
You sort everything into neat piles.
<br><br>
<<elseif $_matLoot gte 2>>
You add the fresh materials to the pile.
<br><br>
<<elseif $_hordeLoot gte 2>>
You pile up your valuables into your hoard.
<br><br>
<<elseif $_hordeLoot + $_matLoot + $_otherLoot gte 1>>
You add them to the pile.
<br><br>
<<elseif $_hordeLoot + $_matLoot + $_otherLoot is 1>>
You add it to the pile.
<br><br>
<</if>>
<<if $_lurkerLoot gte 1>>
<<if $bird.hunts.duo is true and $_lurkerLoot gte 2>>
<<if Object.values($children).find(child => (child.type is "hawk" and child.location is "tower" and child.eggTimer is undefined)) and !$daily.birdBabyFeed>>
<<getChildrenIds `{location:"tower", eggTimer:undefined}` "both">>
<<set _childrenTotal to _childrenIds.length>>
<<set $daily.birdBabyFeed to true>>
Your spouse brings one of the lurkers to the nest. <<set $bird.materials.lurkers -=1>>
<<bird_hunt_children_events>>
<<else>>
Your spouse quickly devours one of the lurkers. <<set $bird.materials.lurkers -=1>><<feedLurker>>
<</if>>
<br><br>
<<elseif $bird.injured gt 1 and $bird.state is "home">>
<<link [[Feed the Great Hawk a lurker|Bird Tower Hunt End Injured Eat]]>><<set $bird.materials.lurkers -=1>><<endevent>><<wearProp "lurker">><</link>>
<br>
<<elseif npcIsPregnant("Great Hawk") and talkedAboutPregnancy("Great Hawk","pc") and $bird.state is "home">>
<<link [[Feed the Great Hawk a lurker|Bird Tower Hunt End Preggy Eat]]>><<set $bird.materials.lurkers -=1>><<endevent>><<wearProp "lurker">><</link>>
<br>
<</if>>
<<if Object.values($children).find(child => (child.type is "hawk" and child.location is "tower" and child.eggTimer is undefined)) and !$daily.birdBabyFeed>>
<<getChildrenIds `{location:"tower", eggTimer:undefined}` "both">>
<<set _childrenTotal to _childrenIds.length>>
<<if _childrenTotal gte 2>>
<<link [[Feed your children a lurker|Bird Tower Hunt End Children]]>><<set $bird.materials.lurkers -=1>><<endevent>><<wearProp "lurker">><</link>>
<<else>>
<<link [[Feed your child a lurker|Bird Tower Hunt End Children]]>><<set $bird.materials.lurkers -=1>><<endevent>><<wearProp "lurker">><</link>>
<</if>>
<br>
<</if>>
<<link [[Eat a lurker|Bird Tower Hunt End Eat]]>><<hunger -2000>><<set $bird.materials.lurkers -=1>><<endevent>><<wearProp "lurker">><</link>>
<br>
<<if $bird.upgrades.pot gte 2>>
<<if getBirdBurnTime() gt 0>>
<<link [[Cook and eat a lurker (0:15)|Bird Tower Hunt End Eat Cook]]>><<hunger -2000>><<set $bird.materials.lurkers -=1>><<endevent>><<bird_pass 15>><<wearProp "lurker">><</link>>
<br>
<<else>>
<span class="red">The fire needs to be lit in order to cook lurkers.</span>
<br>
<<link [[Go to the firepit|Bird Tower Firepit]]>><<endevent>><</link>>
<br>
<</if>>
<</if>>
<</if>>
<<link [[Continue|Bird Tower]]>><<endevent>><</link>>
<br>
<<flight_hunt_end>>
<</widget>>
<<widget "towerValuables">>
<<if $bird.upgrades.decor is 5>>
<<birdicon "silver">> The silver bar shines as brightly as ever.
<br>
<</if>>
<<for _valuable, _amount range $bird.materials.valuables>>
<<if _amount lt 1>><<continue>><</if>>
<<set $_valuablesMessage to true>>
<<birdicon _valuable>> _amount _valuable<<if _amount gte 2>><<if _valuable is "watch">>es<<else>>s<</if>><</if>>
<<capture _valuable _amount>>
<<link "Take one">>
<<if _valuable is "antique bullet">>
<<set $antiquemoney += 50>>
<<museumAntiqueStatus "antiquebullet" "found">>
<<elseif ["wallet", "necklace"].includes(_valuable)>>
<<set $blackmoney += 100>>
<<else>>
<<set $blackmoney += 50>>
<</if>>
<<set $bird.materials.valuables[_valuable] -= 1>>
<<replace "#towerVal">><<towerValuables>><</replace>>
<</link>> |
<<link "Take all">>
<<if $_valuable is "antique bullet">>
<<set $antiquemoney += (50 * _amount)>>
<<museumAntiqueStatus "antiquebullet" "found">>
<<elseif ["wallet", "necklace"].includes(_valuable)>>
<<set $blackmoney += (100 * _amount)>>
<<else>>
<<set $blackmoney += (50 * _amount)>>
<</if>>
<<set $bird.materials.valuables[_valuable] to 0>>
<<replace "#towerVal">><<towerValuables>><</replace>>
<</link>>
<br>
<</capture>>
<</for>>
<<if $bird.materials.junk gt 0>>
<<set $_valuablesMessage to true>>
<<birdicon "junk">> $bird.materials.junk piece<<if $bird.materials.junk gte 2>>s<</if>> of shiny junk
<br>
<</if>>
<<if !$_valuablesMessage>>
<span class="black">Nothing</span>
<br>
<</if>>
<</widget>>
<<widget "flight_hunt_end">>
<<run delete $bird.hunts.duo>>
<<run delete $bird.hunts.goal>>
<<run delete $bird.hunts.weight>>
<<run delete $bird.hunts.direction>>
<<run delete $bird.hunts.distanceNorth>>
<<run delete $bird.hunts.distanceEast>>
<<run delete $bird.hunts.returnAccept>>
<<run delete $bird.hunts.loot>>
<<run delete $bird.hunts.lootAmount>>
<<run delete $bird.hunts.timer>>
<<unset $tentLootAmount>>
<<unset $hkTime>>
<<unset $ambushTarget>>
<<unset $birdAmbushTrap>>
<</widget>>
<<widget "eatLurker">>
<<set $bird.lurkersEaten++>>
<<if $harpyEggsPrevent and !$harpyEggs and !playerIsPregnant()>>
<<set $harpyEggsPrevent-->>
<span class="lewd">You feel your body recover from laying eggs a little faster.</span>
<<elseif playerIsPregnant() and getPregnancyObject().fetus[0].type is "hawk">>
<<set [$_eggnant, $_eggnantGenital] to getPregnancyObject("pc", true)>>
<<set $sexStats[$_eggnantGenital].pregnancy.timer += 0.25>>
<<for $_b to 0; $_b lt $sexStats[$_eggnantGenital].pregnancy.fetus.length; $_b++>>
<<set $sexStats[$_eggnantGenital].pregnancy.fetus[$_b].eggTimer -= (6 * TimeConstants.secondsPerHour)>>
<</for>>
<<if playerAwareTheyArePregnant()>>
<span class="lewd">Your eggs are nourished. They'll be ready for laying sooner.</span>
<<else>>
<span class="lewd">You feel something inside you settle.</span>
<</if>>
<</if>>
<</widget>>
<<widget "feedLurker">>
<<if $bird.injured gt 1>>
<<set $bird.injured-->>
<</if>>
<<if npcIsPregnant("Great Hawk")>>
<<set C.npc["Great Hawk"].pregnancy.timer += 0.25>>
<<for $_b to 0; $_b lt C.npc["Great Hawk"].pregnancy.fetus.length; $_b++>>
<<set C.npc["Great Hawk"].pregnancy.fetus[$_b].eggTimer -= (6 * TimeConstants.secondsPerHour)>>
<</for>>
<</if>>
<</widget>>
<<widget "firepitTime">>
Burn time remaining: <<print getTimeString(getBirdBurnTime())>>
<<if Weather.precipitation is "rain" and $bird.upgrades.shelter is 0>>
<span class="red">It would burn twice as long with shelter from the rain.</span>
<</if>>
<</widget>>
<<widget "firepitActions">>
<<if !$bird.upgrades.firepit>><<exit>><</if>>
<<firepitTime>>
<br><br>
<<set $_maxTime to Math.floor($bird.firepit.maxBurnTime / 60)>>
<<birdicon "firepit">>Your firepit can burn for up to around <<print Math.floor($_maxTime / 60)>> hours.
<br>
<<set _maxTimeAllowed to Math.clamp($_maxTime - getBirdBurnTime(), 0, $_maxTime)>>
<<if _maxTimeAllowed is 0>>
<span class="green">The fire is already very strong.</span>
<br>
<</if>>
<<if $bird.materials.wood is 0>>
<<birdicon "wood">><span class="red">No wood to add.</span>
<br>
<<elseif _maxTimeAllowed gt 0>>
<<set _timeWood to 240>>
<<if Weather.precipitation is "rain" and $bird.upgrades.shelter is 0>>
<<set _timeWood to Math.floor(_timeWood / 2)>>
<</if>>
<<set _timeLteMax to _timeWood lte _maxTimeAllowed>>
You have $bird.materials.wood piece<<if $bird.materials.wood gte 2>>s<</if>> of wood.
<br>
<<birdicon "wood">><<link "Add 1 wood">>
<<set $bird.materials.wood-->>
<<run Cooker.addBurnTime($bird.firepit, _timeWood * 60)>>
<<replace #firepitActions>><<firepitActions>><</replace>>
<<run Weather.Observables.checkForUpdate()>>
<</link>><<note `"+ " + getTimeString(Math.min(_timeWood, _maxTimeAllowed))` `_timeLteMax ? "green" : "orange"`>>
<br>
<<if $bird.materials.wood gte 2 and _timeWood lt _maxTimeAllowed>>
<<set _timeLteMax to _timeWood * 2 lte _maxTimeAllowed>>
<<birdicon "wood">><<link "Add 2 wood">>
<<set $bird.materials.wood -= 2>>
<<run Cooker.addBurnTime($bird.firepit, _timeWood * 120)>>
<<replace #firepitActions>><<firepitActions>><</replace>>
<<run Weather.Observables.checkForUpdate()>>
<</link>><<note `"+ " + getTimeString(Math.min(_timeWood * 2, _maxTimeAllowed))` `_timeLteMax ? "green" : "orange"`>>
<br>
<</if>>
<<if $bird.materials.wood gte 3 and _timeWood * 2 lt _maxTimeAllowed>>
<<set _timeLteMax to _timeWood * 3 lte _maxTimeAllowed>>
<<birdicon "wood">><<link "Add 3 wood">>
<<set $bird.materials.wood -= 3>>
<<run Cooker.addBurnTime($bird.firepit, _timeWood * 180)>>
<<replace #firepitActions>><<firepitActions>><</replace>>
<<run Weather.Observables.checkForUpdate()>>
<</link>><<note `"+ " + getTimeString(Math.min(_timeWood * 3, _maxTimeAllowed))` `_timeLteMax ? "green" : "orange"`>>
<br>
<</if>>
<</if>>
<br>
<<if $bird.materials.sticks is 0>>
<<birdicon "sticks">><span class="red">No sticks to add.</span>
<br>
<<elseif _maxTimeAllowed gt 0>>
<<set _timeSticks to 60>>
<<if Weather.precipitation is "rain" and $bird.upgrades.shelter is 0>>
<<set _timeSticks to Math.floor(_timeSticks / 2)>>
<</if>>
<<set _timeLteMax to _timeSticks lte _maxTimeAllowed>>
You have $bird.materials.sticks stick<<if $bird.materials.sticks gte 2>>s<</if>>.
<br>
<<birdicon "sticks">><<link "Add 1 stick">>
<<set $bird.materials.sticks-->>
<<run Cooker.addBurnTime($bird.firepit, _timeSticks * 60)>>
<<replace #firepitActions>><<firepitActions>><</replace>>
<<run Weather.Observables.checkForUpdate()>>
<</link>><<note `"+ " + getTimeString(Math.min(_timeSticks, _maxTimeAllowed))` `_timeLteMax ? "green" : "orange"`>>
<br>
<<if $bird.materials.sticks gte 3 and _timeSticks lt _maxTimeAllowed>>
<<set _timeLteMax to _timeSticks * 3 lte _maxTimeAllowed>>
<<birdicon "sticks">><<link "Add 3 sticks">>
<<set $bird.materials.sticks -= 3>>
<<run Cooker.addBurnTime($bird.firepit, _timeSticks * 180)>>
<<replace #firepitActions>><<firepitActions>><</replace>>
<<run Weather.Observables.checkForUpdate()>>
<</link>><<note `"+ " + getTimeString(Math.min(_timeSticks * 3, _maxTimeAllowed))` `_timeLteMax ? "green" : "orange"`>>
<br>
<</if>>
<<if $bird.materials.sticks gte 5 and _timeSticks * 3 lt _maxTimeAllowed>>
<<set _timeLteMax to _timeSticks * 5 lte _maxTimeAllowed>>
<<birdicon "sticks">><<link "Add 5 sticks">>
<<set $bird.materials.sticks -= 5>>
<<run Cooker.addBurnTime($bird.firepit, _timeSticks * 300)>>
<<replace #firepitActions>><<firepitActions>><</replace>>
<<run Weather.Observables.checkForUpdate()>>
<</link>><<note `"+ " + getTimeString(Math.min(_timeSticks * 5, _maxTimeAllowed))` `_timeLteMax ? "green" : "orange"`>>
<br>
<</if>>
<</if>>
<br>
<<if $bird.materials.lurkers is 0>>
<<set $_noLurkers to true>>
<span class="red">You have 0 lurkers.</span>
<<elseif $bird.materials.lurkers gte 1>>
You have $bird.materials.lurkers lurker<<if $bird.materials.lurkers gte 2>>s<</if>>.
<</if>>
<br>
<<if $bird.upgrades.rack gte 1>>
<<set $_rackMax to $bird.firepit.maxItems>>
<<set _lurkersDrying to Cooker.getItemsNotReady($bird.firepit)>>
<<set $_nLurkersDrying to _lurkersDrying.length>>
<<set _nLurkersReady to $bird.firepit.items.length - $_nLurkersDrying>>
<<birdicon "rack">>Your drying rack can hold up to $_rackMax lurkers.
<br>
<<if $_nLurkersDrying gte 1>>
<<birdicon "lurkers">>
<<if $bird.firepit.items.length is $_rackMax>>
<i class="blue">It is currently full,</i> drying $_nLurkersDrying lurker<<if $_nLurkersDrying gte 2>>s<</if>>.
<<else>>
It is currently drying $_nLurkersDrying lurker<<if $_nLurkersDrying gte 2>>s<</if>>.
<</if>>
<<if getBirdBurnTime() gt 0>>
<<if $bird.upgrades.rack lt 3>>
<span class="lewd">Strange fumes are coming from <<if $_nLurkersDrying gte 2>>them<<else>>it<</if>>.</span> <<gdrugged>>
<<else>>
<span class="teal">Strange fumes are coming from <<if $_nLurkersDrying gte 2>>them<<else>>it<</if>> and harmlessly leaving the tower.</span>
<</if>>
<<else>>
<span class="pink">A lit firepit would speed up the process.</span>
<</if>>
<br>
<<if $debug is 1>>
<span class="gold">DEBUG:</span> Lurker time remaining
<br>
<<for $_i to 0; $_i lt _lurkersDrying.length; $_i++>>
- Lurker <<print $_i + 1>>:
<<print getTimeString(Math.floor((
($bird.firepit.cookTime.lurker - _lurkersDrying[$_i].timeBonus - _lurkersDrying[$_i].bonusElapsed)
- ($timeStamp - _lurkersDrying[$_i].startedAt)
) / 60))>>
<br>
<</for>>
<</if>>
<<else>>
<<birdicon "lurkers">>No lurkers are drying.
<br>
<</if>>
<<if $bird.firepit.items.length is $_rackMax or $_noLurkers>>
<<else>>
<<birdicon "rack">><<link [[Add a lurker to the rack (0:02)|Bird Tower Firepit]]>>
<<set $bird.materials.lurkers-->>
<<run Cooker.cookItem($bird.firepit, Cooker.createItem($bird.firepit, 'lurker', true))>>
<<bird_pass 2>>
<</link>>
<br>
<</if>>
<<if $_nLurkersDrying gte 1>>
<<birdicon "rack">>
<<link "Take one lurker out">>
/* assumes last item is the most recently added lurker */
<<run $bird.firepit.items.pop()>>
<<set $bird.materials.lurkers++>>
<<replace #firepitActions>><<firepitActions>><</replace>>
<</link>>
<<if $_nLurkersDrying gte 2>> |
<<link "Take all lurkers out">>
<<set $bird.materials.lurkers += _lurkersDrying.length>>
<<set $bird.firepit.items to Cooker.getItemsReady($bird.firepit)>>
<<replace #firepitActions>><<firepitActions>><</replace>>
<</link>>
<</if>>
<br>
<</if>>
<<if _nLurkersReady gte 1>>
<<birdicon "lurkers">><span class="green">_nLurkersReady lurker<<if _nLurkersReady gte 2>>s are<<else>> is<</if>> ready.</span>
<br>
<<birdicon "leather">><<link `"Take " + _nLurkersReady + " leather"`>>
<<set $bird.materials.leather += _nLurkersReady>>
<<set $bird.firepit.items to _lurkersDrying>>
<<replace #firepitActions>><<firepitActions>><</replace>>
<</link>>
<<else>>
<<birdicon "lurkers">>No lurkers are ready.
<</if>>
<br>
<</if>>
<br>
<<if $bird.upgrades.pot gte 2 and !$_noLurkers and getBirdBurnTime() gt 0>>
<<birdicon "pot_cook">><<link [[Cook a lurker (0:15)|Bird Tower Lurker Cook]]>><<set $bird.materials.lurkers -= 1>><<bird_pass 15>><</link>>
<br>
<</if>>
<br>
<</widget>>
<<widget "towerBuildOption">>
<div>
<<set _upgrade to _args[0]>>
<<if _towerUpgrades is undefined>><<set _towerUpgrades to {}>><</if>>
<<set _towerUpgrades[_upgrade] to {}>>
<<set $_upgrade to _towerUpgrades[_upgrade]>>
<<switch _upgrade>>
<<case "duster">>
<span class="teal">Feather duster</span>: Will make it easier to clean the tower.
<<set $_upgrade.passage to "Bird Tower Build Duster">>
<<set $_upgrade.timeTaken to 10>>
<<set $_upgrade.materialsUsed to {
sticks: 1,
fabric: 1,
feathers: 6
}>>
<<set $_upgrade.housekeeping to 100>>
<<set $_upgrade.clothingSlot to "handheld">>
<<set $_upgrade.clothingIndex to 12>>
<<case "clip">>
<span class="teal">Feathered Hair Clip</span>: Makes you feel flighty.
<<set $_upgrade.passage to "Bird Tower Build Clip">>
<<set $_upgrade.timeTaken to 10>>
<<set $_upgrade.materialsUsed to {
fabric: 1,
junk: 1,
feathers: 3
}>>
<<set $_upgrade.upgradesRequired to {
tools: 1
}>>
<<set $_upgrade.housekeeping to 200>>
<<set $_upgrade.clothingSlot to "head">>
<<set $_upgrade.clothingIndex to 31>>
<<set $_upgrade.colourSelectNeeded to true>>
<<case "shelter">>
<<switch $bird.upgrades.shelter>>
<<case 0>>
<span class="red">Poor shelter (0)</span>: Rain will leak through.
<<set $_upgrade.passage to "Bird Tower Build Shelter 1">>
<<set $_upgrade.timeTaken to 15>>
<<set $_upgrade.materialsUsed to {
fabric: 1,
leaves: 5
}>>
<<set $_upgrade.housekeeping to 0>>
<<case 1>>
<span class="purple">Makeshift shelter (1)</span>: Protection from rain, but will fall apart.
<<set $_upgrade.passage to "Bird Tower Build Shelter 2">>
<<set $_upgrade.timeTaken to 90>>
<<set $_upgrade.materialsUsed to {
wood: 2,
sticks: 2,
leaves: 5,
}>>
<<set $_upgrade.upgradesRequired to {
tools: 1,
tarp: 1
}>>
<<set $_upgrade.housekeeping to 100>>
<<case 2>>
<span class="teal">Tarp shelter (2)</span>: Protection from rain.
<<set $_upgrade.passage to "Bird Tower Build Shelter 3">>
<<set $_upgrade.timeTaken to 120>>
<<set $_upgrade.materialsUsed to {
wood: 4,
fabric: 2,
sticks: 10,
leather: 2
}>>
<<set $_upgrade.upgradesRequired to {
tools: 1,
tarp: 1
}>>
<<set $_upgrade.gradeRequired to {
science: 2
}>>
<<set $_upgrade.housekeeping to 200>>
<<case 3>>
<span class="green">Advanced Tarp shelter (3)</span>: Ventilated to allow smoke to escape while still keeping rain out.
<</switch>>
<<case "nest">>
<<switch $bird.upgrades.nest>>
<<case 0>>
<span class="red">Wood nest (0)</span>: Poor sleep quality. Uncomfortable.
<<set $_upgrade.passage to "Bird Tower Build Nest 1">>
<<set $_upgrade.timeTaken to 30>>
<<set $_upgrade.materialsUsed to {
fabric: 2,
leaves: 2
}>>
<<set $_upgrade.housekeeping to 100>>
<<case 1>>
<span class="purple">Padded nest (1)</span>: Improves sleep quality a little bit. No splinters.
<<set $_upgrade.passage to "Bird Tower Build Nest 2">>
<<set $_upgrade.timeTaken to 90>>
<<set $_upgrade.materialsUsed to {
wood: 2,
fabric: 6,
sticks: 2,
leaves: 6,
}>>
<<set $_upgrade.activityRequired to ["build","brood","rest","sleep"]>>
<<set $_upgrade.housekeeping to 300>>
<<case 2>>
<span class="teal">Cushioned nest (2)</span>: Improves sleep quality. Comfy.
<<set $_upgrade.passage to "Bird Tower Build Nest 3">>
<<set $_upgrade.timeTaken to 240>>
<<set $_upgrade.materialsUsed to {
wood: 8,
fabric: 8,
sticks: 8,
leaves: 10,
junk: 4,
leather: 4,
feathers: 16
}>>
<<set $_upgrade.upgradesRequired to {
tools: 1
}>>
<<set $_upgrade.activityRequired to ["build","brood","rest","sleep"]>>
<<set $_upgrade.housekeeping to 500>>
<<case 3>>
<span class="green">Luxurious nest (3)</span>: Improves sleep quality a lot. Pleasing to look at.
<</switch>>
<<case "firepit">>
<<switch $bird.upgrades.firepit>>
<<case 0>>
<span class="red">No firepit (0)</span>: Dark and cold nights.
<<set $_upgrade.passage to "Bird Tower Build Firepit 1">>
<<if Weather.precipitation is "rain" and $bird.upgrades.shelter is 0>>
<<set $_upgrade.timeTaken to 60>>
<<else>>
<<set $_upgrade.timeTaken to 15>>
<</if>>
<<set $_upgrade.materialsUsed to {
wood: 2,
sticks: 2
}>>
<<set $_upgrade.housekeeping to 0>>
<<case 1>>
<span class="purple">Makeshift firepit (1)</span>: Will keep you warm, but burns out quickly. Doesn't produce enough smoke to be of concern. Anything larger will require proper ventilation.
<<set $_upgrade.passage to "Bird Tower Build Firepit 2">>
<<set $_upgrade.timeTaken to 60>>
<<set $_upgrade.materialsUsed to {
wood: 6,
sticks: 10,
junk: 2
}>>
<<set $_upgrade.upgradesRequired to {
shelter: 3
}>>
<<set $_upgrade.housekeeping to 0>>
<<case 2>>
<span class="teal">Robust firepit (2)</span>: Burns longer. Speeds up Lurker drying.
<<set $_upgrade.passage to "Bird Tower Build Firepit 3">>
<<set $_upgrade.timeTaken to 120>>
<<set $_upgrade.materialsUsed to {
wood: 8,
sticks: 12,
junk: 4,
leather: 2
}>>
<<set $_upgrade.upgradesRequired to {
shelter: 3
}>>
<<set $_upgrade.housekeeping to 0>>
<<case 3>>
<span class="green">Bonfire (3)</span>: Burns for a long time. Cooks and dries lurkers quickly. Cozy.
<</switch>>
<<case "pot">>
<!-- This is set up as intended, I know it looks weird but the upgrade value gets set to 1 when the player finds the cooking pot -->
<<switch $bird.upgrades.pot>>
<<case 0>>
<span class="red">No cooking pot (0)</span>: You'll need to find one from a campsite.
<<set $_upgrade.passage to "Bird Tower Build Cooking">>
<<set $_upgrade.timeTaken to 60>>
<<set $_upgrade.materialsUsed to {
wood: 3,
fabric: 3,
sticks: 3
}>>
<<set $_upgrade.upgradesRequired to {
pot: 1,
firepit: 1
}>>
<<set $_upgrade.housekeeping to 0>>
<<case 1>>
<span class="purple">Unmounted cooking pot (1)</span>: Will need a mount above a firepit before it can be used.
<<set $_upgrade.passage to "Bird Tower Build Cooking">>
<<set $_upgrade.timeTaken to 60>>
<<set $_upgrade.materialsUsed to {
wood: 3,
fabric: 3,
sticks: 3
}>>
<<set $_upgrade.upgradesRequired to {
pot: 1,
firepit: 1
}>>
<<set $_upgrade.housekeeping to 100>>
<<case 2>>
<span class="teal">Cooking pot (2)</span>: Can cook lurkers. With some ingenuity, you could use it to heat the rainwater bath.
<<set $_upgrade.passage to "Bird Tower Build Heating">>
<<set $_upgrade.timeTaken to 180>>
<<set $_upgrade.materialsUsed to {
wood: 6,
fabric: 8,
sticks: 6,
junk: 4,
leather: 8
}>>
<<set $_upgrade.upgradesRequired to {
tools: 1,
firepit: 3
}>>
<<set $_upgrade.gradeRequired to {
science: 4
}>>
<<set $_upgrade.housekeeping to 300>>
<<case 3>>
<span class="green">Cooking pot and heating element (3)</span>: Can cook lurkers. Heats the rainwater bath to a comfortably warm temperature.
<</switch>>
<<case "rack">>
<<switch $bird.upgrades.rack>>
<<case 0>>
<span class="red">No drying rack (0)</span>: Can not dry out lurkers.
<<set $_upgrade.passage to "Bird Tower Build Rack 1">>
<<set $_upgrade.timeTaken to 60>>
<<set $_upgrade.materialsUsed to {
wood: 1,
fabric: 1,
sticks: 2
}>>
<<set $_upgrade.upgradesRequired to {
firepit: 1
}>>
<<set $_upgrade.housekeeping to 0>>
<<case 1>>
<span class="purple">Makeshift drying rack (1)</span>: Can dry out lurkers for leather. A lit firepit will speed this up significantly.
<<set $_upgrade.passage to "Bird Tower Build Rack 2">>
<<set $_upgrade.timeTaken to 60>>
<<set $_upgrade.materialsUsed to {
wood: 4,
fabric: 4,
sticks: 4,
junk: 2,
leather: 4
}>>
<<set $_upgrade.upgradesRequired to {
tools: 1
}>>
<<set $_upgrade.housekeeping to 200>>
<<case 2>>
<span class="teal">Expanded drying rack (2)</span>: Can dry out more lurkers at a time.
<<set $_upgrade.passage to "Bird Tower Build Rack 3">>
<<set $_upgrade.timeTaken to 120>>
<<set $_upgrade.materialsUsed to {
wood: 8,
sticks: 12,
leaves: 4,
junk: 4,
leather: 8
}>>
<<set $_upgrade.upgradesRequired to {
tools: 1,
shelter: 3
}>>
<<set $_upgrade.housekeeping to 600>>
<<case 3>>
<span class="green">Enclosed drying rack (3)</span>: Can dry out many lurkers at once. No harmful fumes will escape.
<</switch>>
<<case "snare">>
<<switch $bird.upgrades.snare>>
<<case 0>>
<span class="red">No snare (0)</span>: Build a snare to catch lurkers in the courtyard.
<<set $_upgrade.passage to "Bird Tower Build Snare 1">>
<<set $_upgrade.timeTaken to 120>>
<<set $_upgrade.materialsUsed to {
wood: 2,
fabric: 2,
sticks: 1,
leaves: 2,
junk: 1,
leather: 3
}>>
<<set $_upgrade.upgradesRequired to {
tools: 1
}>>
<<set $_upgrade.housekeeping to 500>>
<<case 1>>
<span class="green">Makeshift snare (1)</span>: Will sometimes catch a lurker in the courtyard.
<</switch>>
<<case "decor">>
<<switch $bird.upgrades.decor>>
<<case 0>>
<span class="red">No hunting trophies (0)</span>: No stress reduction after hunting.
<<set $_upgrade.passage to "Bird Tower Build Decor 1">>
<<set $_upgrade.timeTaken to 120>>
<<set $_upgrade.materialsUsed to {
wood: 2,
fabric: 2,
sticks: 2,
leaves: 2,
junk: 4,
lurkers: 2,
feathers: 4
}>>
<<set $_upgrade.housekeeping to 200>>
<<case 1>>
<span class="purple">Simple hunting trophies (1)</span>: Reduces a little stress each time you return from a successful hunt.
<<set $_upgrade.passage to "Bird Tower Build Decor 2">>
<<set $_upgrade.timeTaken to 240>>
<<set $_upgrade.materialsUsed to {
wood: 3,
fabric: 3,
sticks: 3,
leaves: 3,
junk: 6,
lurkers: 6,
feathers: 6
}>>
<<set $_upgrade.upgradesRequired to {
tools: 1
}>>
<<set $_upgrade.housekeeping to 400>>
<<case 2>>
<span class="blue">Pleasing hunting trophies (2)</span>: Reduces stress after each successful hunt.
<<set $_upgrade.passage to "Bird Tower Build Decor 3">>
<<set $_upgrade.timeTaken to 240>>
<<set $_upgrade.materialsUsed to {
wood: 4,
fabric: 10,
sticks: 4,
leaves: 4,
junk: 10,
lurkers: 8,
feathers: 12
}>>
<<set $_upgrade.upgradesRequired to {
mirror: 1,
tools: 1,
shelter: 2,
nest: 2
}>>
<<set $_upgrade.activityRequired to ["build","brood","rest","sleep"]>>
<<set $_upgrade.housekeeping to 600>>
<<case 3>>
<span class="teal">Impressive hunting trophies (3)</span>: Large stress reduction after each successful hunt.
<<set $_upgrade.passage to "Bird Tower Build Decor 4">>
<<set $_upgrade.timeTaken to 240>>
<<set $_upgrade.materialsUsed to {
wood: 6,
sticks: 10,
junk: 40,
lurkers: 30,
feathers: 15
}>>
<<set $_upgrade.upgradesRequired to {
mirror: 1,
tools: 1,
tarp: 1,
telescope: 1,
shelter: 3,
nest: 3,
wardrobe: 1
}>>
<<set $_upgrade.activityRequired to ["build","brood","rest","sleep"]>>
<<set $_upgrade.housekeeping to 800>>
<<case 4>>
<span class="green">Extraordinary hunting trophies (4)</span>: Stress is massively reduced after a successful hunt, and some trauma is reduced. However, there's still something missing...
<<set $_upgrade.passage to "Bird Tower Build Decor Silver">>
<<set $_upgrade.timeTaken to 120>>
<<set $_upgrade.materialsUsed to {
wood: 6,
fabric: 5,
sticks: 2,
junk: 4,
leather: 4
}>>
<<set $_upgrade.activityRequired to ["build","brood","rest","sleep"]>>
<<case 5>>
<span class="gold">Legendary hunting trophies (5)</span>: Stress is entirely removed after a successful hunt, and some trauma is reduced. Terror has found its equal.
<</switch>>
<<case "wardrobe">>
<<switch $bird.upgrades.wardrobe>>
<<case 0>>
<span class="red">No wardrobe</span>: No clothing storage possible.
<<set $_upgrade.passage to "Bird Tower Build Wardrobe">>
<<set $_upgrade.timeTaken to 60>>
<<set $_upgrade.materialsUsed to {
wood: 20,
fabric: 8,
sticks: 10,
leaves: 10,
junk: 6,
lurkers: 4,
leather: 4,
feathers: 6
}>>
<<set $_upgrade.upgradesRequired to {
mirror: 1,
tools: 1
}>>
<<set $_upgrade.housekeeping to 700>>
<<case 1>>
<span class="green">Wardrobe</span>: Access to clothing.
<</switch>>
<<default>>
<span class="red">Invalid option for: _upgrade</span>
<</switch>>
<<if !$_upgrade.passage>>
<<exit>>
<</if>>
<<if currentSkillValue('housekeeping') lt $_upgrade.housekeeping>>
<br>
<span class="black">
<<switch $_upgrade.housekeeping>>
<<case 100>><span class="pink">F+</span>
<<case 200>><span class="purple">D</span>
<<case 300>><span class="purple">D+</span>
<<case 400>><span class="blue">C</span>
<<case 500>><span class="blue">C+</span>
<<case 600>><span class="lblue">B</span>
<<case 700>><span class="lblue">B+</span>
<<case 800>><span class="teal">A</span>
<<case 900>><span class="teal">A+</span>
<<case 1000>><span class="green">S</span>
<</switch>>
Housekeeping skill required.
</span>
<<set $_disableBuild to true>>
<</if>>
<<if $_upgrade.gradeRequired>>
<<for $_grade range Object.keys($_upgrade.gradeRequired)>>
<<if V[$_grade + "trait"] lt $_upgrade.gradeRequired[$_grade]>>
<<set $_spColour to "black">>
<<set $_disableBuild to true>>
<<else>>
<<set $_spColour to "green">>
<</if>>
<<set $_gradeDisplay to $_grade>>
<<if $_gradeDisplay is "english">>
<<set $_gradeDisplay to $_gradeDisplay.toUpperFirst()>>
<</if>>
<br>
<span @class="$_spColour">
<<switch $_upgrade.gradeRequired[$_grade]>>
<<case 1>>Passable $_gradeDisplay required
<<case 2>>Decent $_gradeDisplay required
<<case 3>>Good $_gradeDisplay required
<<case 4>>Excellent $_gradeDisplay required
<</switch>>
</span>
<</for>>
<</if>>
<<if $_upgrade.activityRequired>>
<br>
<<if $bird.state isnot "home" or !$_upgrade.activityRequired.includes($bird.activity)>>
<span class="red">Requires the Great Hawk to be home and at the nest.</span>
<<set $_disableBuild to true>>
<<else>>
<span class="green">Requires the Great Hawk to be home and at the nest.</span>
<</if>>
<</if>>
<<if $_upgrade.upgradesRequired>>
<<for $_uReq range Object.keys($_upgrade.upgradesRequired)>>
<<if $bird.upgrades[$_uReq] lt $_upgrade.upgradesRequired[$_uReq]>>
<<set $_spColour to "black">>
<<set $_disableBuild to true>>
<<else>>
<<set $_spColour to "green">>
<</if>>
<br>
<<birdicon $_uReq>>
<span @class="$_spColour">
<<if ["tools", "telescope", "tarp", "pot", "mirror", "wardrobe"].includes($_uReq)>>
<<print $_uReq.toUpperFirst()>> required
<<else>>
<<print $_uReq.toUpperFirst()>> level $_upgrade.upgradesRequired[$_uReq] required
<</if>>
</span>
<</for>>
<</if>>
<<if $_upgrade.materialsUsed>>
<<for $_material, $_amtReq range $_upgrade.materialsUsed>>
<<if $bird.materials[$_material] lt $_amtReq>>
<<set $_spColour to "black">>
<<set $_disableBuild to true>>
<<else>>
<<set $_spColour to "green">>
<</if>>
<br>
<<birdicon $_material>>
<span @class="$_spColour">
<<print $_material.toUpperFirst()>> required
(<<print $bird.materials[$_material]>>/$_amtReq)
</span>
<</for>>
<<if _upgrade is "decor" and $bird.upgrades.decor is 4>>
<br>
<<if $bird.hunts.estate isnot "complete">>
<<set $_disableBuild to true>>
<span class="black">Something special...</span>
<<else>>
<<birdicon "silver">> <span class="green">Silver bar required</span>
<</if>>
<</if>>
<</if>>
<<if $_upgrade.clothingSlot>>
<<if $worn[$_upgrade.clothingSlot].cursed is 1>>
<br>
<span class="red">You can't remove your $worn[$_upgrade.clothingSlot].name!</span>
<<set $_disableBuild to true>>
<<elseif $worn[$_upgrade.clothingSlot].index is $_upgrade.clothingIndex>>
<br>
<span class="purple">You're already <<if $_upgrade.clothingSlot is "handheld">>holding<<else>>wearing<</if>> this!</span>
<<set $_disableBuild to true>>
<<elseif $_upgrade.clothingIndex is 12 and $bird.duster is true>>
<br>
<span class="purple">You already have one of these hanging up.</span>
<<set $_disableBuild to true>>
<<elseif $bird.upgrades.wardrobe is 1 and getOwnedClothingCount($_upgrade.clothingIndex, $_upgrade.clothingSlot) gte 1>>
<br>
<span class="blue">You already own <<print getOwnedClothingCount($_upgrade.clothingIndex, $_upgrade.clothingSlot)>> of these.</span>
<<elseif $worn[$_upgrade.clothingSlot].name isnot "naked">>
<br>
<span class="blue">Will replace your <<print $worn[$_upgrade.clothingSlot].name>></span>
<</if>>
<</if>>
<<if _upgrade is "firepit" and $bird.firepit.items.length>>
<br>
<span class="red">Firepit is currently holding items</span>
<<set $_disableBuild to true>>
<</if>>
<<if $_disableBuild>>
<<exit>>
<</if>>
<<set $_linkText to ($bird.upgrades[_upgrade] is 0 or $bird.upgrades[_upgrade] is undefined ? "Build" : "Improve")>>
<<if $_upgrade.timeTaken>>
<<set $_linkText += ` (${getTimeString($_upgrade.timeTaken)})`>>
<</if>>
<br>
<<capture _upgrade>>
<<link [[$_linkText|_towerUpgrades[_upgrade].passage]]>>
<<if _towerUpgrades[_upgrade].clothingSlot>>
<<if !_towerUpgrades[_upgrade].colourSelectNeeded>>
<<generalWear _towerUpgrades[_upgrade].clothingSlot _towerUpgrades[_upgrade].clothingIndex>>
<</if>>
<<else>>
<<set $bird.upgrades[_upgrade]++>>
<</if>>
<<if _towerUpgrades[_upgrade].timeTaken>><<bird_pass _towerUpgrades[_upgrade].timeTaken>><</if>>
<<if _towerUpgrades[_upgrade].materialsUsed>>
<<run Object.entries(_towerUpgrades[_upgrade].materialsUsed).forEach(([mat, amt]) => {
V.bird.materials[mat] -= amt;
})>>
<</if>>
<<if _towerUpgrades[_upgrade].housekeeping gt 0>>
<<set _houseKeepingUp to ($bird.upgrades[_upgrade] * 4)>>
<<housekeeping _houseKeepingUp>>
<</if>>
<</link>>
<</capture>>
</div>
<</widget>>
<<widget "birdEggLayEvent">>
<<endevent>>
<<npc "Great Hawk">>
<<if _args[0] isnot undefined and typeof _args[0] is "string">>
<<set $birdEggContext to _args[0]>>
<</if>>
<<if $birdEggContext is "sleep">>
You wake up to see <<your_bird_text>> sitting at the side of the nest,
<<elseif $birdEggContext is "perch">>
<<your_bird_text "cap">> suddenly looks uncomfortable. <<bHe>> <<if $birdBask>>releases you and <</if>>shakily stands before <<if $monster is 1>>shambling<<else>>hopping<</if>> over to the nest.
<br><br>
<<unset $birdBask>><<unset $birdPerch>>
<<bHe>> half-collapses into it and starts
<<else>>
You see <<your_bird_text>> sitting in the nest,
<</if>>
<<if $monster is 1>>
breathing heavily. <<bHe>> notices you watching, and <<bhis>> face flushes. <<if $syndromebird is 1>>You don't see signs of embarrassment from <<bhim>> often.<</if>>
<br><br>
"<<Wife>>... <span class="lewd">eggs...</span>" <<bhe>> barely manages before <<bhis>> face contorts into an expression of pain.
<<else>>
bobbing from side to side. <<bHe>> lets out a low, pained cry. <span class="lewd"><<bHes>> laying eggs.</span>
<</if>>
<br><br>
<<link [[Look away|Bird Tower Great Hawk Egg Laying]]>><<set $phase to 0>><<npcincr "Great Hawk" dom 1>><</link>><<gdom>>
<br>
<<link [[Watch|Bird Tower Great Hawk Egg Laying]]>><<set $phase to 1>><</link>>
<br>
<<if birdEggsReady("Great Hawk") is "fertilised">>
<<link [[Comfort|Bird Tower Great Hawk Egg Laying]]>><<set $phase to 2>><<npcincr "Great Hawk" love 1>><<npcincr "Great Hawk" dom -1>><<bird_stockholm 3>><</link>><<glove>><<ldom>><<ggbirdstockholm>><<deviant1>>
<br>
<<if hasSexStat("deviancy", 3) and ($sciencetrait gte 2 or ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled")))>>
<<link [[Help|Bird Tower Great Hawk Egg Laying]]>><<set $phase to 3>><<npcincr "Great Hawk" love 3>><<npcincr "Great Hawk" dom -5>><<bird_stockholm 5>><</link>><<gglove>><<llldom>><<gggbirdstockholm>><<deviant3>>
<<elseif $sciencetrait lt 2 and $harpy lte 5>>
<span class="blue">You don't know how to help <<bhim>> pass <<bhis>> eggs.</span>
<<else>>
<span class="blue">You are not deviant enough to help <<bhim>> pass <<bhis>> eggs.</span>
<</if>>
<<else>>
<<link [[Comfort|Bird Tower Great Hawk Egg Laying]]>><<set $phase to 2>><<npcincr "Great Hawk" love 1>><<npcincr "Great Hawk" dom -1>><<bird_stockholm 1>><</link>><<glove>><<ldom>><<gbirdstockholm>><<deviant1>>
<br>
<<if hasSexStat("deviancy", 3) and ($sciencetrait gte 2 or understandsBirdBehaviour())>>
<<link [[Help|Bird Tower Great Hawk Egg Laying]]>><<set $phase to 3>><<npcincr "Great Hawk" love 3>><<npcincr "Great Hawk" dom -5>><<bird_stockholm 3>><</link>><<gglove>><<llldom>><<ggbirdstockholm>><<deviant3>>
<<elseif $sciencetrait lt 2 and !understandsBirdBehaviour()>>
<span class="blue">You don't know how to help <<bhim>> pass <<bhis>> eggs.</span>
<<else>>
<span class="blue">You are not deviant enough to help <<bhim>> pass <<bhis>> eggs.</span>
<</if>>
<</if>>
<br>
<</widget>>
<<widget "endBirdEggLaying">>
<<set $bird.override to "rest">>
<<set $bird.overrideTimer to 240>>
<<set $bird.timer to 240>>
<<unset $eggLayNumber>>
<<unset $eggLayText>>
<<unset $birdEggContext>>
<</widget>>
<<widget "playerEggLayEvent">>
<<set [$_eggnant, $_eggnantGenital] to getPregnancyObject("pc", true)>>
<<set $_eggnantGenital to $_eggnantGenital is "vagina" ? "cervix" : "ass">>
<<if $passage is "Bird Tower Sleep" and ($bedGuest is "Great Hawk" or $bird.state is "home" or (playerIsPregnant() and $_eggnant.type is "hawk" and $bird.state is "hunting"))>>
<<set _eggLayingWake to true>>
<<elseif ($passage is "Robin Sleep" or $passage is "Sleep") and $robinbed>>
<<set _eggLayingWake to true>>
<<else>>
<<if playerIsPregnant() and $_eggnant.type is "hawk">>
<<if $location is "tower">>
<<set _eggIcon to $_eggnant.fetus.length>>
You awaken feeling disoriented, and feel a building pressure in your abdomen. A bestial instinct washes over you. You <<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled")) and V.transformationParts.bird.plumage isnot "hidden">>ruffle your feathers and <</if>>get on your hands and knees.
Something big is moving around inside of you, sending waves of both pain and pleasure as it rubs against your walls. <<arousal 4000>><<pain 12>><<gggarousal>><<ggpain>>
<br><br>
You gasp as you feel
<<if $_eggnantGenital is "cervix">>
<<if $_eggnant.fetus.length gte 2>>
the eggs pass through your cervix. They send shivers through your whole body as they glide down your vaginal canal. You grip the nest as the eggs begin to crown.
The first one is the hardest. Your passage repeatedly contracts, sending even more waves of pleasure through you. It escapes partially, before going back in. You push for a full minute, and it finally pops out. <<arousal 4000>><<garousal>>
<br>
<<if $arousal gte $arousalmax>>
<<orgasm>>
<<else>>
<br>
<</if>>
<<if $_eggnant.fetus.length is 2>>
The second egg passes much easier, joining its sibling in your nest.
<<elseif $_eggnant.fetus.length is 3>>
The second egg passes easily, but the third one gets stuck, having nothing behind it to help push. You sit there pushing for more agonising minutes, but eventually you manage to push it out. Your <<pussy>> remains slightly opened. You pant in exertion, feeling dizzy.
<<else>>
The next eggs pass easily, but the last one gets stuck, having nothing behind it to help push. You sit there pushing for more agonising minutes, but eventually you manage to push it out. Your <<pussy>> remains slightly opened. You pant in exertion, feeling dizzy.
<</if>>
<<else>>
the egg pass through your cervix. It sends shivers through your whole body as it glides down your vaginal canal. You grip the nest as the egg begins to crown.
It's only one, but it might as well be a regular human baby with how large it feels. You spread your legs further. Your <<pussy>> stretches more, trying to make room for it to escape. After several minutes of tortured pushing, it finally escapes you. You pant in exertion, feeling dizzy.
<</if>>
<<else>>
<<if $_eggnant.fetus.length gte 2>>
<span class="lewd">$_eggnant.fetus.length fertilised bird eggs</span> pass through your $_eggnantGenital, each one slowly spreading your entrance before plopping out and landing in your nest.
<<else>>
<span class="lewd">a fertilised bird egg</span> pass through your $_eggnantGenital, slowly spreading your entrance before plopping out and landing in your nest.
<</if>>
<</if>>
<<if $arousal gte $arousalmax>>
<<orgasm>>
<<else>>
<br><br>
<</if>>
You're filled with a sense of maternal bliss. Your spouse will be excited. <<Number $_eggnant.fetus.length>> <<birdicon "eggs">> fertilised bird egg<<if $_eggnant.fetus.length gte 2>>s have<<else>> has<</if>> been added to the nest.
<<if $_eggnant.fetus.length gte 2>>They're quite large, and you're left wondering how they all fit inside of you to begin with.<<else>>It's quite large, and you're left wondering why passing it didn't hurt more.<</if>>
<<set $bird.eggReact to $_eggnant.fetus.length>>
<<pregnancyFeats "pc">>
<<endPlayerPregnancy "tower" "tower">>
<<set $harpyEggsPrevent to 28>>
<<else>>
<<set _eggIcon to $_eggnant.fetus.length>>
You awaken feeling disoriented, and feel a building pressure in your abdomen. A bestial instinct washes over you. You <<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled")) and V.transformationParts.bird.plumage isnot "hidden">>ruffle your feathers and <</if>>get on your hands and knees.
Something big is moving around inside of you, sending waves of both pain and pleasure through you as it rubs against your walls. <<arousal 4000>><<garousal>>
<br><br>
You gasp as you feel
<<if $_eggnantGenital is "cervix">>
<<if $_eggnant.fetus.length gte 2>>
the eggs pass through your cervix. They send shivers through your whole body as they glide down your vaginal canal. You grip your bedsheets as the eggs begin to crown.
The first one is the hardest. Your passage repeatedly contracts, sending even more waves of pleasure through you. It escapes partially, before going back in. You push for a full minute, and it finally pops out. <<arousal 4000>><<garousal>>
<br>
<<if $arousal gte $arousalmax>>
<<orgasm>>
<<else>>
<br>
<</if>>
<<if $_eggnant.fetus.length is 2>>
The second egg passes much easier, joining its sibling on your bed.
<<elseif $_eggnant.fetus.length is 3>>
The second egg passes easily, but the third one gets stuck, having nothing behind it to help push. You sit there pushing for more agonising minutes, but eventually you manage to push it out. Your <<pussy>> remains slightly opened. You pant in exertion, feeling dizzy.
<<else>>
The next eggs pass easily, but the last one gets stuck, having nothing behind it to help push. You sit there pushing for more agonising minutes, but eventually you manage to push it out. Your <<pussy>> remains slightly opened. You pant in exertion, feeling dizzy.
<</if>>
<<else>>
the egg pass through your cervix. It sends shivers through your whole body as it glides down your vaginal canal. You grip your bedsheets as the egg begins to crown.
It's only one, but it might as well be a regular human baby with how large it feels. You spread your legs further. Your <<pussy>> stretches more, trying to make room for it to escape. After several minutes of tortured pushing, it finally escapes you. You pant in exertion, feeling dizzy.
<</if>>
<<else>>
<<if $_eggnant.fetus.length gte 2>>
<span class="lewd">$_eggnant.fetus.length fertilised bird eggs</span> pass through your $_eggnantGenital, each one slowly spreading your entrance before plopping out and landing in your nest.
<<else>>
<span class="lewd">a fertilised bird egg</span> pass through your $_eggnantGenital, slowly spreading your entrance before plopping out and landing in your nest.
<</if>>
<</if>>
<<if $arousal gte $arousalmax>>
<<orgasm>>
<<else>>
<br><br>
<</if>>
You're filled with a sense of maternal bliss, as well as a nagging sense of urgency. <span class="blue">You need to bring <<if $_eggnant.fetus.length gte 2>>them<<else>>it<</if>> to your nest.</span> You pick up <<number $_eggnant.fetus.length>> <<birdicon "eggs">> fertilised bird egg<<if $_eggnant.fetus.length gte 2>>s<</if>>.
<<if $_eggnant.fetus.length gte 2>>They're quite large, and you're left wondering how they all fit inside of you to begin with.<<else>>It's quite large, and you're left wondering why passing it didn't hurt more.<</if>>
/* Might be best changing the location variable here */
<<pregnancyFeats "pc">>
<<endPlayerPregnancy $location "inventory">>
<<set $harpyEggsPrevent to 28>>
<</if>>
<<elseif !playerIsPregnant() and $harpyEggs>>
You awaken feeling disoriented, and feel a building pressure in your abdomen. A bestial instinct washes over you. You <<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled")) and V.transformationParts.bird.plumage isnot "hidden">>ruffle your feathers and <</if>>get on your hands and knees.
Something is moving around inside of you, sending waves of pleasure through you as it rubs against your walls. <<arousal 2000>><<garousal>>
<br><br>
You gasp as you feel
<<if $_eggnantGenital is "cervix">>
<<if $harpyEggs.count gte 2>>
the eggs pass through your cervix. They send shivers through your whole body as they glide down your vaginal canal. You grip your bedsheets as the eggs begin to crown.
The first one is the hardest. Your passage repeatedly contracts, sending even more waves of pleasure through you. It escapes partially, before going back in. You push for a full minute, and it finally pops out. <<arousal 4000>><<garousal>>
<br>
<<if $arousal gte $arousalmax>>
<<orgasm>>
<<else>>
<br>
<</if>>
<<if $harpyEggs.count is 2>>
The second egg passes much easier, joining its sibling <<if $location is "tower">>in your nest<<else>>on your bed<</if>>.
<<elseif $harpyEggs.count is 3>>
The second egg passes easily, but the third one gets stuck, having nothing behind it to help push. You sit there pushing for more agonising minutes, but eventually you manage to push it out. Your <<pussy>> remains slightly opened. You pant in exertion, feeling dizzy.
<<else>>
The next eggs pass easily, but the last one gets stuck, having nothing behind it to help push. You sit there pushing for more agonising minutes, but eventually you manage to push it out. Your <<pussy>> remains slightly opened. You pant in exertion, feeling dizzy.
<</if>>
<<else>>
the egg pass through your cervix. It sends shivers through your whole body as it glides down your vaginal canal. You grip your bedsheets as the egg begins to crown.
Without other eggs to help push it along, it gets stuck. Your <<pussy>> remains half-open with the egg plugging you. It retracts back in after a moment. You try to catch your breath, but each one is heavy. You push again, this time managing to get it all the way out.
<</if>>
<<else>>
<<if $harpyEggs.count gte 2>>
<span class="lewd">$harpyEggs.count bird eggs</span> pass through your $_eggnantGenital, each one slowly spreading your entrance before plopping out and landing in your nest.
<<else>>
<span class="lewd">a bird egg</span> pass through your $_eggnantGenital, slowly spreading your entrance before plopping out and landing in your nest.
<</if>>
<</if>>
<<if $arousal gte $arousalmax>>
<<orgasm>>
<<else>>
<br><br>
<</if>>
You're filled with a sense of maternal bliss, <span class="blue">but you know <<if $harpyEggs.count gte 2>>they're<<else>>it's<</if>> unfertilised.</span> <<tending_pick bird_egg $harpyEggs.count $harpyEggs.count>>
<<unset $harpyEggs>>
<<set $harpyEggsPrevent to 14>>
<</if>>
<br><br>
<</if>>
<</widget>>
<<widget "setTowerTemp">>
<<if $bird.upgrades.shelter is 0>>
<<set $outside to 1>>
<<else>>
<<set $outside to 0>>
<</if>>
<<set $_tempUp to Math.clamp((30 * Math.log(0.034 * (30 - Weather.temperature) + 1)), 1, 40)>>
<<if getBirdBurnTime() gt 0>>
<<set Weather.Temperature.override[$outside ? "outside" : "inside"] = Weather.temperature + $_tempUp>>
<<if _args[0] is "water" and $bird.upgrades.pot gte 3>>
<<set Weather.Temperature.override.water = Weather.temperature + ($_tempUp + 8)>>
<</if>>
<</if>>
<</widget>>
<<widget "hairToFeatherColour">>
<<switch $haircolour>>
<<case "red" "crimson">><<set _colourConverted to "red">>
<<case "jetblack" "black">><<set _colourConverted to "black">>
<<case "blond" "softblond" "platinumblond" "golden" "ashyblond" "strawberryblond">><<set _colourConverted to "yellow">>
<<case "darkbrown" "brown" "softbrown" "lightbrown">><<set _colourConverted to "brown">>
<<case "burntorange" "ginger" "bloodorange">><<set _colourConverted to "tangerine">>
<<case "blue" "deepblue" "neonblue">><<set _colourConverted to "blue">>
<<case "green" "darklime" "toxicgreen" "teal">><<set _colourConverted to "green">>
<<case "pink" "brightpink" "hotpink" "softpink">><<set _colourConverted to "pink">>
<<case "purple" "mediumpurple" "brightpurple">><<set _colourConverted to "purple">>
<<case "white" "snowwhite">><<set _colourConverted to "white">>
<<default>><<set _colourConverted to "red">>
<</switch>>
<</widget>>
<<widget "bird_hunt_children_events">>
<<set $daily.birdBabyFeed to true>>
<<bHe>> tears a small chunk out of it
<<if $monster is 1>>
with <<bhis>> hands, before
<<else>>
with <<bhis>> beak, crushing it up before
<</if>>
<<cleareventpool>>
<!-- _childrenIds is an array that represents all children that meet the parameters of "getChildrenIds" above.-->
<!-- the pluck function picks AND REMOVES one random child ID from the array, which means the array can then be used to refer to all children EXCEPT those plucked for use in the scene. -->
<!-- This method allows temporary variables (or story variables if necessary) to represent child IDs, and allows children to be selected like normal NPCs for use in text widgets. -->
<!-- Be sure not to try plucking more children than are available, hence the checks in each inline event for total child number. -->
<<addinlineevent "bird_feed_single">>
<<set _child1 to _childrenIds.pluck()>>
<<set _childrenEating to [_child1]>>
<<childSelect _child1>>
gently giving it to <<childname>>. <<childHe>>
<<if $cmonster is 1>>
clumsily grabs it with <<childhis>> little hands, and starts to gum on it.
<<else>>
holds the soft mass in <<childhis>> beak.
<</if>>
<<if _childrenTotal isnot 1>>
<<if _childrenTotal is 2>>
<<set _child2 to _childrenIds.pluck()>>
<<childSelect _child2>>
<<childname>> seems to have no interest in it, but curiously watches <<childhis>> <<childsibling _child1>> gnaw on it.
<<elseif _childrenTotal lte 10>>
<<childrenNames _childrenIds>> seem to have no interest in the lurker right now, leaving <<childname>> to devour it alone.
<<else>>
Your other children seem to have no interest in the lurker right now, leaving <<childname>> to devour it alone.
<</if>>
<</if>>
<<if !$bird.hunts.duo>>
<br><br>
Your spouse turns back to you, holding the rest of the lurker. <<bHe>> presents it to you again.
<</if>>
<</addinlineevent>>
<<if _childrenTotal gte 2>>
<<addinlineevent "bird_feed_duo">>
<<set _child1 to _childrenIds.pluck()>>
<<set _child2 to _childrenIds.pluck()>>
<<set _childrenEating to [_child1, _child2]>>
gently lowering it into the nest. <<childSelect _child1>><<childname>>
<<if $cmonster is 1>>
clumsily grabs at it with <<childhis>> little hands, and starts to gum on it.
<<else>>
grabs the soft mass in <<childhis>> beak.
<</if>>
<<if getChildDays(_child1) gte 150 and getChildDays(_child2) lte 50>>
<<childHe>> looks over to <<childSelect _child2>><<childname>>, who reaches up to <<childSelect _child1>><<childhim>>. <<childHe>> manages to break the meat into two pieces after a few attempts, and gives half of it to <<childSelect _child2>><<childname>>.
<<else>>
<<childSelect _child2>><<childname>> grabs onto it as well, and the two playfully fight over the meat, flapping their<<if $cmonster is 1>> arms and<</if>> wings until it breaks in two.
<</if>>
<<if _childrenTotal isnot 2>>
<<if _childrenTotal is 3>>
<<set _child3 to _childrenIds.pluck()>>
<<childSelect _child3>>
<<childname>> seems to have no interest in it, but curiously watches <<childhis>> <<childsiblings `[_child1,_child2]`>> eat.
<<elseif _childrenTotal lte 10>>
<<childrenNames _childrenIds>> seem to have no interest in the lurker right now, but they curiously watch their <<childsiblings `[_child1,_child2]`>> eat.
<<else>>
Your other children seem to have no interest in the lurker right now, but they curiously watch their <<childsiblings `[_child1,_child2]`>> eat.
<</if>>
<</if>>
<<if !$bird.hunts.duo>>
<br><br>
Your spouse turns back to you, holding the rest of the lurker. <<bHe>> presents it to you again.
<</if>>
<</addinlineevent>>
<<addinlineevent "bird_feed_all">>
<<set _childrenEating to clone(_childrenIds)>>
<<set _child1 to _childrenIds.pluck()>>
<<set _child2 to _childrenIds.pluck()>>
gently lowering it into the nest. <<childname _child1>> and <<childname _child2>> both grab for it, but the Great Hawk quickly breaks off another piece, giving it to <<childname _child2>>.
<<if _childrenTotal is 3>>
<<set _child3 to _childrenIds.pluck()>>
<<childSelect _child3>>
<<bHe>> tears off one more piece for <<childname>>, who waited patiently for <<childhis>> turn.
<<elseif _childrenTotal gte 4>>
<<bHe>> continues, one piece each for
<<if _childrenTotal gte 20>>
all of your children.
<<else>>
<<childrenNames _childrenIds>>.
<</if>>
<</if>>
The chirps and cries go quiet as they happily eat.
<<if !$bird.hunts.duo>>
<br><br>
<<if _childrenTotal gte 6>>
Your spouse turns back to you, <<bhis>> <<if $monster is 1>>hands<<else>>beak<</if>> now empty.
<<set _noLurker to true>>
<<if $monster is 1>>
"Will hunt again soon, for <<wife>>."
<<else>>
<<bHe>> caws apologetically, but <<bhis>> gaze then turns stern, a promise that <<bhe>> will hunt again soon.
<</if>>
<<elseif _childrenTotal gte 4>>
Your spouse turns back to you, now holding half of a lurker. <<bHe>> presents it to you again.
<<else>>
Your spouse turns back to you, holding the rest of the lurker. <<bHe>> presents it to you again.
<</if>>
<</if>>
<</addinlineevent>>
<</if>>
<<if _childrenTotal gte 3>>
<<addinlineevent "bird_feed_trio">>
<<set _child1 to _childrenIds.pluck()>>
<<set _child2 to _childrenIds.pluck()>>
<<set _child3 to _childrenIds.pluck()>>
<<set _childrenEating to [_child1, _child2, _child3]>>
gently lowering it into the nest. <<childSelect _child1>><<childname>>
<<if $children[_child1].features.monster is "monster">>
clumsily grabs at it with <<childhis>> little hands, and starts to gum on it.
<<else>>
grabs the soft mass in <<childhis>> beak.
<</if>>
The Great Hawk breaks off more pieces, giving one to <<childSelect _child2>><<childname>> and another to <<childSelect _child3>><<childname>>.
<<if _childrenTotal isnot 3>>
<<if _childrenTotal is 4>>
<<set _child4 to _childrenIds.pluck()>>
<<childSelect _child4>>
<<childname>> seems to have no interest in eating right now, but curiously watches <<childhis>> <<childsiblings `[_child1,_child2,_child3]`>> eat.
<<elseif _childrenTotal lte 10>>
<<childrenNames _childrenIds>> seem to have no interest in the lurker right now, but they curiously watch their <<childsiblings `[_child1,_child2,_child3]`>> eat.
<<else>>
Your other children seem to have no interest in the lurker right now, but they curiously watch their <<childsiblings `[_child1,_child2,_child3]`>> eat.
<</if>>
<</if>>
<<if !$bird.hunts.duo>>
<br><br>
Your spouse turns back to you, holding the rest of the lurker. <<bHe>> presents it to you again.
<</if>>
<</addinlineevent>>
<</if>>
<!-- Showing off how complex events can be made using this method -->
<<if _childrenTotal gte 4>>
<<addinlineevent "bird_feed_quartet">>
<<set _child1 to _childrenIds.pluck()>>
<<set _child2 to _childrenIds.pluck()>>
<<set _child3 to _childrenIds.pluck()>>
<<set _child4 to _childrenIds.pluck()>>
<<set _childrenEating to [_child1, _child2, _child3, _child4]>>
gently lowering it into the nest. <<childSelect _child1>><<childname>>
<<if $cmonster is 1>>
clumsily grabs at it with <<childhis>> little hands, and starts to gum on it.
<<else>>
grabs the soft mass in <<childhis>> beak.
<</if>>
The Great Hawk breaks off more pieces, dropping them in the nest for your other children.
<<childSelect _child2>><<childname>> picks one up, only for <<childname _child3>> to push <<childhis _child3>> <<childhands _child3>> in <<childname _child2>>'s face.
The <<childsiblings _child2 _child3>> play-fight over the food, only for it to be snatched up by <<childname _child4>>, who nearly swallows it whole.
<br><br>
Having not even noticed, <<childname _child2>> and <<childname _child3>> continue roughing each other up until <<your_bird_text>> splits them up, giving each their own piece of meat.
<<if _childrenTotal isnot 4>>
<<if _childrenTotal is 5>>
<<set _child5 to _childrenIds.pluck()>>
<<childSelect _child5>>
<<childname>> <<childgiggles>> as <<childhe>> watches <<childhis>> <<childsiblings `[_child1,_child2,_child3,_child4]`>>, but seems to have no interest in eating right now.
<<elseif _childrenTotal lte 10>>
<<childrenNames _childrenIds>> seem to have no interest in the lurker right now, but they but curiously watch their <<childsiblings `[_child1,_child2,_child3,_child4]`>> eat.
<<else>>
Your other children seem to have no interest in the lurker right now, but they but curiously watch their <<childsiblings `[_child1,_child2,_child3,_child4]`>> eat.
<</if>>
<</if>>
<<if !$bird.hunts.duo>>
<br><br>
<<your_bird_text "cap">> turns back to you, holding half of a lurker. <<bHe>> presents it to you again.
<</if>>
<</addinlineevent>>
<</if>>
<<if _childrenTotal gte 5>>
<<addinlineevent "bird_feed_quintet">>
<<set _child1 to _childrenIds.pluck()>>
<<set _child2 to _childrenIds.pluck()>>
<<set _child3 to _childrenIds.pluck()>>
<<set _child4 to _childrenIds.pluck()>>
<<set _child5 to _childrenIds.pluck()>>
<<set _childrenGroup to [_child1, _child2, _child3, _child4, _child5]>>
<<set _childrenEating to [_child1, _child2, _child3, _child4, _child5]>>
gently lowering it into the nest. <<bHe>> quickly breaks off more pieces, one each for <<childrenNames _childrenGroup>>. Their chirps and cries all go quiet as they happily eat.
<<if _childrenTotal isnot 5>>
<<if _childrenTotal is 6>>
<<set _child6 to _childrenIds.pluck()>>
<<childSelect _child6>>
<<childname>> seems to have no interest in eating right now, but curiously watches <<childhis>> <<childsiblings _childrenGroup>> eat.
<<elseif _childrenTotal lte 10>>
<<childrenNames _childrenIds>> seem to have no interest in the lurker right now, but they curiously watch their <<childsiblings _childrenGroup>> eat.
<<else>>
Your other children seem to have no interest in the lurker right now, but they curiously watch their <<childsiblings _childrenGroup>> eat.
<</if>>
<</if>>
<<if !$bird.hunts.duo>>
<br><br>
<<your_bird_text "cap">> turns back to you, holding half of a lurker. <<bHe>> presents it to you again.
<</if>>
<</addinlineevent>>
<<addinlineevent "bird_feed_chaos">>
<<set _childrenEating to clone(_childrenIds)>>
<<set _child1 to _childrenIds.pluck()>>
<<set _child2 to _childrenIds.pluck()>>
<<set _child3 to _childrenIds.pluck()>>
<<set _childrenGroup to [_child1, _child2, _child3]>>
<<childSelect _child1>>
gently lowering it into the nest. <<childrenNames _childrenGroup>> all make a grab for it at once, tumbling over each other and <<childcry>> wildly!
<br><br>
<<set _noLurker to true>>
The Great Hawk lets go of the lurker to stop any of them from getting hurt. <<childrenNames _childrenIds>> slowly approach, pecking away at the lurker with their <<childsiblings _childrenGroup>>.
<<if $monster is 1>>
<<your_bird_text "cap">> sighs, and starts to help each of them pick off manageable pieces of meat. <<if !$bird.hunts.duo>>"Sorry, <<wife>>. Will hunt again soon."<</if>>
<<else>>
<<your_bird_text "cap">> looks down blankly for a moment, before pecking at the lurker to break it into more manageable pieces. <<if !$bird.hunts.duo>><<bHe>> looks back to you and caws apologetically, but <<bhis>> gaze then turns stern, a promise that <<bhe>> will hunt again soon.<</if>>
<</if>>
<</addinlineevent>>
<</if>>
<<runeventpool>>
<<for $_cc to 0; $_cc lt _childrenEating.length; $_cc++>>
<<updateChildActivity _childrenEating[$_cc]>>
<<set $children[_childrenEating[$_cc]].localVariables.activityDay to Time.days>>
<<set $children[_childrenEating[$_cc]].localVariables.activityHour to (Time.hour - 3)>>
<<set $children[_childrenEating[$_cc]].localVariables.activity to "lurkerEat">>
<</for>>
<</widget>>
<<widget "silver_hunt_lurker_caught">>
You fight to pull the lurker off of you. After a small struggle, it loses its grip on you and you toss it away. It doesn't try to attack again, already too distracted by the light. <<set $birdSilverHunt.suspicion++>>
<<switch $birdSilverHunt.suspicion>>
<<case 0 1>>Your struggle caused some noise, but not enough for anyone to come investigate. <<gsuspicion>>
<<case 2>>One of the guards looks over. Luckily, <<person1>><<he>> only spots the lurker and chases after it. <<gsuspicion>>
<<default>>
<<set _caught to true>>
"What the hell keeps making that noise?" you hear someone ask in frustration. One of the guards comes over to investigate. You quickly dive behind the opposite side of a nearby rock, but not fast enough. "What the- hey! There's someone else here!"
<br><br>
<span class="red">You've been caught.</span>
<</switch>>
<<set $birdSilverHunt.lurkerSpawn to "none">>
<</widget>>
<<widget "silver_hunt_move_guard">>
<<if _args[0]>>
<<set $_guardSelected to $birdSilverHuntGuards[_args[0]]>>
<<if $_guardSelected.action is "moving">>
<<set $_guardSelected.position to $_guardSelected.movingTo>>
<<set $_guardSelected.movingTo to "none">>
<<if $_guardSelected.position is $birdSilverHunt.player.position>>
<<set $_guardSelected.action to "move">>
<<else>>
<<set $_guardSelected.action to "idle">>
<</if>>
<<elseif ["move","moveQueue"].includes($_guardSelected.action)>>
<<if $_guardSelected.movingTo is "none">>
<<set $_guardSelected.movingTo to ($_guardSelected.position + random(-2, 2))>>
<<switch $_guardSelected.movingTo>>
<<case -1>><<set $_guardSelected.movingTo to 8>>
<<case -2>><<set $_guardSelected.movingTo to 7>>
<<case 9>><<set $_guardSelected.movingTo to 0>>
<<case 10>><<set $_guardSelected.movingTo to 1>>
<</switch>>
<</if>>
<<if $_guardSelected.movingTo is $_guardSelected.position>>
<<if _args[1]>>
<!-- forced move disregarding everything else, to prevent players getting hopelessly trapped by an idle guard-->
<<set $_guardSelected.movingTo to $_guardSelected.position += 2>>
<<set $_guardSelected.action to "moving">>
<<silver_hunt_move_guard _args[0]>>
<<else>>
<<set $_guardSelected.action to "idle">>
<</if>>
<<else>>
<<if Object.values($birdSilverHuntGuards).find(guard => (guard.index isnot $_guardSelected.index and (guard.position is $_guardSelected.movingTo or guard.movingTo is $_guardSelected.movingTo)))>>
<<set $_guardSelected.action to "moveQueue">>
<<else>>
<<set $_guardSelected.action to "moving">>
<</if>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "silver_hunt_action_guard">>
<<if _args[0]>>
<<set $_guardSelected to $birdSilverHuntGuards[_args[0]]>>
<<if $_guardSelected.action isnot "none">>
<<if ["move","moveQueue","moving"].includes($_guardSelected.action)>>
<<silver_hunt_move_guard _args[0]>>
<<else>>
<<set $_guardSelected.action to either("move","move","move","idle")>>
<<if $_guardSelected.action is "move" and $_guardSelected.movingTo is "none">>
<<set $_guardSelected.movingTo to ($_guardSelected.position + random(-2, 2))>>
<<switch $_guardSelected.movingTo>>
<<case -1>><<set $_guardSelected.movingTo to 8>>
<<case -2>><<set $_guardSelected.movingTo to 7>>
<<case 9>><<set $_guardSelected.movingTo to 0>>
<<case 10>><<set $_guardSelected.movingTo to 1>>
<</switch>>
<</if>>
<</if>>
<<if $_guardSelected.action is "idle">>
<<set $_guardSelected.movingTo to "none">>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "bird_fly_reveal_wings">>
<<set _angelWings to $transformationParts.angel.wings>>
<<set _fallenAngelWings to $transformationParts.fallenAngel.wings>>
<<set _demonWings to $transformationParts.demon.wings>>
<<if $transformationParts.bird.wings is "hidden" and (_angelWings is "hidden" or _angelWings is "disabled") and (_fallenAngelWings is "hidden" or _fallenAngelWings is "disabled") and (_demonWings is "hidden" or _demonWings is "disabled")>>
<<set $transformationParts.bird.wings to "default">>
<</if>>
<</widget>><<set $outside to 1>><<effects>>
You walk down a thin road near the docks, leading away from Mer Street. It feeds into a warehouse, but to one side is a sandy trail, hidden among tufts of spiky grass. It takes you into the hills that flank the town, snaking the tops of the cliffs facing the sea.
<br><br>
Few know the path is here.
<br><br>
<<link [[Next|Coast Path]]>><</link>>
<br><<location "coastpath">><<effects>>
You're on the thin coastal path east of town, above a cliff facing the sea.
<<cliff_top_desc>>
White rose bushes flower here, unbothered by the wind.
<br><br>
<<if !$plants_known.includes("white_rose")>>
<<icon "tending/white_rose.png">> <<link [[Search for seeds (0:30)|Coast Path White Rose]]>><<pass 30>><<pain 6>><<tending 6>><<set $plants_known.push("white_rose")>><</link>><<gpain>><<gtending>>
<br>
<</if>>
<<if $historytrait gte 3>>
<<walkicon>><<link [[Walk east along the coast (2:00)|Coast Path East]]>><<athletics 4>><<physique 1>><<pass 120>><</link>>
<br>
<<if currentSkillValue('athletics') gte 300 and (Weather.precipitation is "none") and !$worn.feet.type.includes("heels")>>
<<runicon>><<link [[Jog east along the coast (1:00)|Coast Path East]]>><<athletics 5>><<physique 1>><<pass 60>><<tiredness 2>><<set $speed to "jog">><</link>><<athleticsdifficulty 250 700>><<gtiredness>>
<br>
<<if currentSkillValue('athletics') gte 700>>
<<runicon>><<link [[Run east along the coast (0:30)|Coast Path East]]>><<athletics 6>><<physique 1>><<pass 30>><<tiredness 3>><<set $speed to "run">><</link>><<athleticsdifficulty 650 1000>><<gtiredness>>
<br>
<</if>>
<</if>>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled")) and $birdFly gte 1>>
<br>
<<flight_time_check 20>>
<<glideicon>><<link [[Soar east (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Coast Path East]]>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<pass _flightTime>><<set $speed to "fly">><</link>><<flight_text>><<gtiredness>>
<br>
<</if>>
<</if>>
<br>
<<entertownicon>><<link [[Enter town (0:30)|Mer Street]]>><<pass 30>><</link>>
<br><<effects>><<wearProp "rose" "white">>
You search the bushes for seeding flowers. You're careful to avoid the thorns, but prick yourself a little.
<br><br>
<span class="gold">You can now grow <<icon "tending/white_rose.png">> white roses.</span>
<br><br>
<<link [[Next|Coast Path]]>><<handheldon>><</link>>
<br><<effects>><<wearProp "cabbage">>
You look more closely at the leafy bushes dotting the clifftop. They're wild cabbages. You take some seeds.
<br><br>
<span class="gold">You can now grow <<icon "tending/cabbage.png">> cabbages.</span>
<br><br>
<<link [[Next|Coast Path Farmland]]>><</link>>
<br><<set $outside to 1>><<effects>>
Tucked away in a hidden corner of the meadow is a thin path leading into a thicket, nestled between two hills. It takes you north, and emerges at the top of the cliffs facing the sea.
<br><br>
Few know the path is here.
<br><br>
<<link [[Next|Coast Path Farmland]]>><</link>>
<br><<location "coastpath">><<effects>>
You're on a thin coastal path north of the farmlands, above a cliff facing the sea.
<<cliff_top_desc>>
<br><br>
<<walkicon "west">><<link [[Walk west along the coast (2:00)|Coast Path West]]>><<athletics 4>><<physique 1>><<pass 120>><</link>>
<br>
<<if !$plants_known.includes("cabbage")>>
<<icon "tending/cabbage.png">> <<link [[Search for seeds (0:30)|Coast Path Cabbage]]>><<pass 30>><<tending 6>><<set $plants_known.push("cabbage")>><</link>><<gtending>>
<br>
<</if>>
<<if currentSkillValue('athletics') gte 300 and (Weather.precipitation is "none") and !$worn.feet.type.includes("heels")>>
<<runicon "west">><<link [[Jog west along the coast (1:00)|Coast Path West]]>><<athletics 5>><<physique 1>><<pass 60>><<tiredness 2>><<set $speed to "jog">><</link>><<athleticsdifficulty 250 700>><<gtiredness>>
<br>
<<if currentSkillValue('athletics') gte 700>>
<<runicon "west">><<link [[Run west along the coast (0:30)|Coast Path West]]>><<athletics 6>><<physique 1>><<pass 30>><<tiredness 5>><<set $speed to "run">><</link>><<athleticsdifficulty 650 1000>><<gtiredness>>
<br>
<</if>>
<</if>>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled")) and $birdFly gte 1>>
<<flight_time_check 20>>
<<glideicon "west">><<link [[Soar west (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Coast Path West]]>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<pass _flightTime>><<set $speed to "fly">><</link>><<flight_text>><<gtiredness>>
<br>
<</if>>
<br>
<<farmicon "meadow">><<link [[Enter the meadow (0:30)|Meadow]]>><<pass 30>><</link>>
<br><<effects>>
<<if $speed is "fly">>
<<flight_effects>>
You run and jump. The wind catches you, and carries you along the trail.
<br><br>
<</if>>
You follow the path east. It sometimes runs along the very top of the cliffs. At other times, it dips partway down, so that the route squeezes between a rock face on one side and a sheer drop on the other.
<<if $speed is "jog">>
<br><br>
<<athleticsdifficulty 250 700 true>>
<<if $athleticsSuccess>>
You jog against the wind. <span class="green">The sea air <<if Weather.is("clear") and Time.dayState is "day">>and sunshine<</if>> is refreshing.</span>
<<else>>
You jog against the wind. <span class="red">You feel a little worn out.</span><<gtiredness>><<tiredness 2>><<athletics 5>><<gathletics>>
<</if>>
<<elseif $speed is "run">>
<br><br>
<<athleticsdifficulty 650 1000 true>>
<<if $athleticsSuccess>>
You run against the wind. <span class="green">The sea air <<if Weather.is("clear") and Time.dayState is "day">>and sunshine<</if>> is refreshing.</span>
<<else>>
You jog against the wind. <span class="red">You feel a little worn out.</span><<gtiredness>><<tiredness 5>><<athletics 6>><<gathletics>>
<</if>>
<</if>>
<<unset $speed>>
<br><br>
You see fields in the distance.
<br><br>
<<link [[Next|Coast Path Farmland]]>><</link>>
<br><<effects>>
<<if $speed is "fly">>
<<flight_effects>>
You run and jump. The wind catches you, and carries you along the trail.
<br><br>
<</if>>
You follow the path west. Wild grasses and other plants intrude on it, sometimes swallowing it all, but it's not hard to find again. It always hugs the cliff.
<<if $speed is "jog">>
<br><br>
<<athleticsdifficulty 250 700 true>>
<<if $athleticsSuccess>>
You jog against the wind. <span class="green">The sea air <<if Weather.is("clear") and Time.dayState is "day">>and sunshine<</if>> is refreshing.</span>
<<else>>
You jog against the wind. <span class="red">You feel a little worn out.</span><<gtiredness>><<tiredness 2>><<athletics 5>><<gathletics>>
<</if>>
<<elseif $speed is "run">>
<br><br>
<<athleticsdifficulty 650 1000 true>>
<<if $athleticsSuccess>>
You run against the wind. <span class="green">The sea air <<if Weather.is("clear") and Time.dayState is "day">>and sunshine<</if>> is refreshing.</span>
<<else>>
You jog against the wind. <span class="red">You feel a little worn out.</span><<gtiredness>><<tiredness 5>><<athletics 6>><<gathletics>>
<</if>>
<</if>>
<<unset $speed>>
<br><br>
You see the town in the distance.
<br><br>
<<link [[Next|Coast Path]]>><</link>>
<br><<widget "cliff_top_desc">>
<<switch Time.dayState>>
<<case "day">>
<<switch Weather.name>>
<<case "clear" "lightClouds">>Grey-blue water stretches to the horizon, glinting in the bright sun.
<<case "heavyClouds">>Murky water stretches to the horizon, grey in the overcast light.
<<case "lightPrecipitation" "heavyPrecipitation" "thunderStorm">>
<<if Weather.precipitation is "rain">>
You hear crashing waves as rain whips around you. <span class="red">The path is muddy. You should take it slow.</span>
<<else>>
Frigid waves crash against the cliffside as snow falls around you. <span class="red">The path is icy. You should take it slow.</span>
<</if>>
<</switch>>
<<case "night">>
<<switch Weather.name>>
<<case "clear" "lightClouds">>Stars glimmer over the endless deep.
<<case "heavyClouds">>The darkling water is barely visible as a blanket of clouds shroud the stars.
<<case "lightPrecipitation" "heavyPrecipitation" "thunderStorm">>
<<if Weather.precipitation is "rain">>
You hear waves crash below you as rain pours from the night sky. <span class="red">The path is muddy. You should take it slow.</span>
<<else>>
You hear waves crash below you as snow flurries sting your cheeks. <span class="red">The path is icy. You should take it slow.</span>
<</if>>
<</switch>>
<<case "dawn">>
<<switch Weather.name>>
<<case "clear" "lightClouds">>Wine-red in the dawning sun, the ocean stretches to the horizon.
<<case "heavyClouds">>The pearlescent water shimmers as the first rays of sunrise cut through the clouds.
<<case "lightPrecipitation" "heavyPrecipitation" "thunderStorm">>
<<if Weather.precipitation is "rain">>
Rain whips around you as the sun creeps over the horizon. <span class="red">The path is muddy. You should take it slow.</span>
<<else>>
Chunks of ice drift aimlessly in the sea as you watch the rising sun. <span class="red">The path is icy. You should take it slow.</span>
<</if>>
<</switch>>
<<case "dusk">>
<<switch Weather.name>>
<<case "clear" "lightClouds">>The fading sun illuminates the water with an orange glow.
<<case "heavyClouds">>The dreary sea lies still beneath the gloaming sky.
<<case "lightPrecipitation" "heavyPrecipitation" "thunderStorm">>
<<if Weather.precipitation is "rain">>
Rain whips around you as the sun sinks beneath the horizon. <span class="red">The path is muddy. You should take it slow.</span>
<<else>>
Snow crunches underfoot as you gaze at the darkening ocean. <span class="red">The path is icy. You should take it slow.</span>
<</if>>
<</switch>>
<</switch>>
<</widget>><<effects>><<set $outside to 0>>
<<npc "Wren">><<person1>>
<<generate2>><<generate3>><<generate4>><<generate5>><<generate6>>
<<if $wren_intro is undefined>>
"Sneaking where we don't belong?" says a young <<if $pronoun is "m">>man with short<<else>>woman with shoulder-length<</if>> hair.
<<if $wrenSeenLast is "pregnancy">>
<span class="gold">It's the person who rescued you when you were in labour.</span> "Dangerous caves aren't the only place you like to poke around, I guess. <<= playerBellyVisible() ? "Already knocked up again, huh?" : "At least you're otherwise staying out of trouble.">>" <<He>> nods at your belly, flashing an amused grin. "Try not to pass out this time."
<<elseif $wrenSeenLast is "catsuit">>
<span class="gold">It's Wren.</span> "Just like you were when we met at the docks." <<He>> doesn't look armed this time.
<<elseif $wrenSeenLast is "prison">>
<span class="gold">It's Wren.</span> "Hope you stay out of prison this time."
<<else>>
"Naughty."
<</if>>
<br>
"Maybe <<pshe>> wants to play?" a <<person2>><<person>> suggests, eyeing up your body. "<<pShe>> has a few assets I'd see <<phim>> lose."
<br>
"How about it <<girl>>?" the first <<person1>><<nnpc_gender "Wren">> asks. <<Hes>> not much older than you. "Fancy some blackjack?"
<br><br>
<<if $farm_stage lte 4 or $farm_stage is undefined>>
<i><span class="blue">A realisation strikes you.</span> This is likely the Wren that Mickey mentioned.</i>
<<else>>
<i><span class="blue">An idea strikes you.</span> They don't seem hostile. For now. You could twist the situation to your advantage, but be careful.</i>
<</if>>
<br><br>
<<else>>
<<if $estate_cards_end is "naked">>
"Look who it is," Wren says, a smug smile on <<his>> face. "We left you with nothing last time. Hope the journey home wasn't too cold." <<His>> friends laugh.
<<elseif $estate_cards_end is "left_early">>
"Look who it is," Wren says. "Planning to stay around a bit longer this time, I hope."
<<elseif $estate_cards_end is "wren_finished_early">>
"Look who it is," Wren says. "I was <i>this</i> close to taking you last time."
<<elseif $estate_cards_end is "chaos">>
<!-- this check is currently always false -->
"Look who it is," Wren says. "You left us in quite a mess last time. Barely dodged the blame. I'm always eager for another game though."
<<elseif $estate_cards_end is "run">>
"Look who it is," Wren says, smiling. "You did a runner last time. Hope there won't be a repeat."
<<elseif $estate_cards_end is "sex">>
"Look who it is," Wren says, grinning. "I said you'd be back for more." <<His>> friends laugh.
<<elseif $estate_cards_end is "sex_safe">>
"Look who it is," Wren says. "Still playing it safe with that belt of yours, I bet."
<<elseif $estate_cards_end is "oral" or $estate_cards_end is "pc_won_and_oral">>
"Look who it is," Wren says. "Glad you're here. My friends enjoyed you last time. I promised I'd have you on your knees again."
<<elseif $estate_cards_end is "cheat_run">>
"Look who it is," Wren says. "You were a very bad <<girl>> last time, cheating and booking it like that. Ready to be taught a lesson?"
<<elseif $estate_cards_end is "cheat_moor">>
"Look who it is," Wren says. "You were a bad <<girl>> last time, cheating like that. Hope you've learned your lesson."
<<elseif $estate_cards_end is "pc_won">>
"Look who it is," Wren says. "You left us hanging last time, blanking on favours like that. Fancy a game?"
<<elseif $estate_cards_end is "cheat_remy">>
<<if C.npc.Wren.love gte 20>>
"Look who it is," Wren says. "I knew you'd be back soon - you won me a bet."
<<else>>
"Look who it is," Wren says. "Not too surprised to meet you again. Hope you didn't cause them too much trouble."
<</if>>
<<elseif $wrenSeenLast is "letter">>
"Look who it is," Wren says. "Got another letter for me, or are you up for a game?"
<<elseif $wrenSeenLast is "winter">>
"Look who it is," Wren says. "Taking a break from helping the fossil dig up graves?"
<<elseif $wrenSeenLast is "catsuit">>
"Look who it is," Wren says. "It was fun to run into you during work."
<<elseif $estate_cards_end is "Dolp_Wren_Came" >>
"you better make sure you win so you don't end up like that too," Wren smirks.
<<elseif $estate_cards_end is "Dolp _Wren_voyeurism" >>
"Seems that I might have double the fun today," Wren says.
<<elseif $wrenSeenLast is "pregnancy">>
"Look who it is," Wren says. "I didn't expect to see you poking around that cave. Naughty <<girl>>." <<His>> eyes land on your belly.
<<if playerBellyVisible()>>
"You're already knocked up again?" <<He>> laughs. "Careful not to pass out this time.
<<else>>
"At least you're otherwise staying out of trouble. Mind where you pass out next time.
<</if>>
I won't always be around to save you."
<<else>>
"Look who it is," Wren says. "Fancy a game?"
<</if>>
<<unset $estate_cards_end>>
<</if>>
<<set $wrenSeen.pushUnique("cards")>>
<<set $wrenSeenLast to "cards">>
<br><br>
<<cards_start_play_options>><<effects>><<set $outside to 0>>
You turn to leave.
<<if $wren_intro is undefined>>
"Suit yourself," says the young <<personsimple>>. "Come back when there's something you want."
<<else>>
"Suit yourself," Wren says. "Come back when there's something you want."
<</if>>
<br><br>
<<link [[Next|Estate]]>><<endevent>><</link>>
<br><<effects>><<set $outside to 0>><<set $bus to "estate_cottage">>
<<set $outside to 0>>
You enter the cottage. A group of <<people>> play cards around a table. They all face you. <<covered>>
<br><br>
<<link [[Next|Estate Cards Intro]]>><</link>>
<br><<effects>><<set $outside to 0>>
<<set $estate.cards.suggestedRaisingStakesToday to true>>
<<set $estatePersistent.suggestedRaisingStakes to true>>
<<person1>>
<<if $speech_attitude is "meek">>
"S-sorry, um... I've been thinking, about the rules," you say. "I d-don't think it's fair..."
<<elseif $speech_attitude is "bratty">>
"Nah, I'm good," you say. "I know the house always wins, but you're pushing it with these rules."
<<else>>
"I'm not sure I want to play with these rules," you say. "They're too unfair."
<</if>>
<br><br>
<<person1>>
Wren raises <<his>> eyebrows in curiosity, a smirk playing on <<his>> lips.<br><br>
"Oh, really? What's the problem?" <<he>> says.
<br><br>
<<if $speech_attitude is "meek">>
"I-I pay a lot for my clothes," you say, "and y-you get to keep your clothes, so... M-maybe if I g-got something from you when you lost..."
<br><br>
<<elseif $speech_attitude is "bratty">>
"Do you even have to ask?" You glare at <<him>>. "You want to take my hard-earned clothing when I lose, and in return you do some stupid dare?"
<br><br>
<<else>>
"I don't feel like the favours are enough compensation for the clothes I lose," you say.
<br><br>
<</if>>
<<link [[Next|Estate Cards Suggest Betting Init 2]]>><</link>><<effects>><<set $outside to 0>>
<<person1>>
<<if $speech_attitude is "meek">>
Wren looks at you with amusement. "Playing for <i>'favours'</i> was your idea," <<he>> says, "and I'm already risking a lot, you know."
<br><br>
"I-I'm sorry... C-could you give me some money back for the clothes if I win?" you ask.
<<elseif $speech_attitude is "bratty">>
"Those 'stupid' <i>favours</i> were your idea, you know?" Wren says, <<his>> relaxed expression unchanged. "Do you have any idea how risky some of them are for me?"
<br><br>
"You keeping my damn clothes wasn't my idea," you argue back. "Least you can do is put some money forward when you lose, you know."
<<else>>
"You say that, even though the favours were your idea..." Wren says, leaning back on <<his>> chair. "Real shame you consider them unfair, considering how risky they can get for me."
<br><br>
"Risking going back home buck naked is also risky, and for what?" you argue. "It will be a bit more fair if I make some money back if I win."
<</if>>
<br><br>
Wren lets out a light chuckle before turning to <<his>> friends. You can hear them discussing it for a few seconds, before Wren turns back to you.
<br><br>
<<if C.npc.Wren.love gte 20>>
<<set $phase to 1>>
<<link [[Next|Estate Cards Suggest Betting Success]]>><</link>>
<<else>>
<<link [[Next|Estate Cards Suggest Betting Failure]]>><</link>>
<</if>><<effects>><<set $outside to 0>>
<<person1>>
<<if $phase is 1>>
Wren looks deep in thought for a few seconds. You open your mouth to add something, but Wren interrupts you.
<br><br>
<span class="green">"Fine. You have a point,"</span> Wren says.
<<else>>
A few seconds pass. You are about to open your mouth to say something, but Wren interrupts you.<br><br>
<span class="green">"Ah, whatever. Fine,"</span> Wren says.
<</if>>
<br><br>
"We can add some money into the mix, on top of the favours and the clothes. My friends over here also wouldn't mind to throw in some extra for the eye candy, isn't that right?" Wren says, turning to look at <<his>> goons.
<br><br>
The goons look up and down your body, and you don't hear any objections.
<br><br>
<<link [[Next|Estate Cards Suggest Betting Success 2]]>><</link>><<effects>><<set $outside to 0>>
<<person1>>
"However," <<he>> continues. "You'll obviously need to put forward some money, as well. I'm sure you didn't think I'd just give you free money, did you?" Wren says with a smirk.
<br><br>
"Whatever you bet, I will match, and my friends will throw in some extra. We'll ante up before the game, and we'll bet hand-to-hand, before the cards are dealt," Wren says.<br><br>
"Of course, you still want the favours, so I still want the clothes. We're just adding a bit of money to the mix. Sound good?" Wren asks.
<br><br>
<<link [[Accept|Estate Cards Accept Betting]]>><</link>>
<br>
<<link [[Refuse|Estate Cards Reject Betting]]>><</link>>
<br><<effects>><<set $outside to 0>>
<<set $estatePersistent.playerRejectedRaisingStakes to true>>
<<person1>>
<<if $speech_attitude is "meek">>
"I-I'm sorry," you say. "I d-don't think I can bet money."
<br><br>
"Don't tell me you were expecting literal charity," Wren says with a smile. "Well, I'm fine either way. So, wanna play the usual way then?"
<<elseif $speech_attitude is "bratty">>
"You're just introducing betting, that's hardly making it any more fair," you say. "No deal."
<br><br>
"Even though I was so generous to ask my friends to cash in, as well," Wren says, shaking <<his>> head. "Well, your loss, I'm fine either way. So, wanna play the usual way then?"
<<else>>
"Sorry, I can't accept your offer, it doesn't seem fair enough," you say.
<br><br>
Wren shrugs. "Even though I was so generous to ask my friends to cash in," Wren says. "Oh well, I'm fine either way. So, wanna play the usual way then?"
<</if>>
<br><br>
<<cards_start_play_options>><<effects>><<set $outside to 0>>
<<set $estatePersistent.playerRejectedRaisingStakes to false>>
<<set $estatePersistent.stakesRaised to true>>
<<person1>>
<<if $speech_attitude is "meek">>
You meekly nod your head.
<<elseif $speech_attitude is "bratty">>
"Of course. I expected as much. Fine, whatever, works with me," you say.
<<else>>
"Hmm. Okay, sounds fair," you say.
<</if>>
<br><br>
Wren smiles. "Alright, it's decided then," <<he>> says. "So, wanna play?"
<br><br>
<<cards_start_play_options>><<effects>><<set $outside to 0>>
<span class="red">"Nah. No deal,"</span> Wren says. "This isn't a charity."
<br><br>
<i>Perhaps <<he>> would be more willing to consider this if <<he>> had a better opinion of you.</i>
<br><br>
"So, wanna play?" Wren asks.
<br><br>
<<cards_start_play_options>><<effects>><<set $outside to 0>>
<<set $estate.cards.suggestedRaisingStakesToday to true>>
<<if $speech_attitude is "meek">>
"S-sorry to mention it again, but, um... Is there any chance you've reconsidered my suggestion, a-about giving me some money back when I win?" you ask.
<<elseif $speech_attitude is "bratty">>
"You seem like a reasonable <<nnpc_gender "Wren">>, so I'm sure you've reconsidered my suggestion," you say. "Ready to put some money forward?"
<<else>>
"About the suggestion I'd made earlier," you say, "about you betting some money in exchange for my clothes. Have you reconsidered it?"
<</if>>
<br><br>
"You're a persistent one," Wren says. <<He>> turns to look at <<his>> goons, before turning back to you.
<br><br>
<<if C.npc.Wren.love gte 20>>
"You're just gonna keep asking, aren't you?" Wren says.
<br><br>
<<set $phase to 2>>
<<link [[Next|Estate Cards Suggest Betting Success]]>><</link>>
<<else>>
<span class="red">"You just don't get it, do you? No deal,"</span> Wren says. "As I've said, this isn't a charity."
<br><br>
<i>Perhaps <<he>> would be more willing to consider this if <<he>> had a better opinion of you.</i>
<br><br>
"So, wanna play?" Wren asks.
<br><br>
<<cards_start_play_options>>
<</if>><<effects>><<set $outside to 0>>
<<set $estatePersistent.playerRejectedRaisingStakes to false>>
<<set $estatePersistent.stakesRaised to true>>
<<person1>>
<<if $speech_attitude is "meek">>
"I-I accept your offer," you say. "B-betting, I mean."
<br><br>
"So you changed your mind," Wren says with a smile. "Fine by me. So, wanna play?"
<<elseif $speech_attitude is "bratty">>
"I changed my mind, I'm fine with betting some money as well," you say. "Don't get the wrong idea though, you won't get to see much of it."
<br><br>
Wren chuckles. "Confident, aren't we? Let's see you put your money where your mouth is," Wren says. "Wanna play?"
<<else>>
"I thought about it, and I accept your proposition," you say.
<br><br>
"You mean <i>your</i> proposition," Wren says with a chuckle. "So, wanna play?"
<</if>>
<br><br>
<<cards_start_play_options>><<effects>>
<!-- estate ends 7 and 8 -->
<<if $wren_intro isnot undefined>>
<<set $estate_cards_end to "run">>
<</if>>
<<if $estate.cards.state is "ride">>
<!-- note - this is an impossible if clause. the player isn't given this option in the ride state. -->
<<if $estate.cards.position is "pc_lap" or $estate.cards.position is "penile">>
You shove Wren off your lap, and run for the door.
<<else>>
You climb off Wren, and run for the door before <<he>> can grab you.
<</if>>
<<else>>
You turn and run.
<</if>>
<<if $athleticsSuccess>>
You hear footsteps pursue, but you dash around the outside of the cottage <span class="green">and outpace them.</span> You drop down a ditch to hide.
<br><br>
<!-- estate end 7. currently still leads to the pot getting confiscated, we should add an extra option to try and run WITH the winnings for a higher chance of getting caught -->
<<card_pot_confiscated>>
<<estate_cards_finish>>
<<link [[Next|Estate]]>><<endevent>><</link>>
<br>
<<else>>
You hear footsteps pursue. You've barely made it outside when Wren <span class="red">tackles you to the ground.</span> "What should we do with <<phim>>?" <<he>> asks as more arms hold you down.
<br><br>
<<outfitChecks>>
<<if _fullyNaked>>
"The moor will take <<phim>>," the <<person2>><<person>> replies.
<<else>>
<<clothesruined>><<exposure>>
"Like you need to ask," the <<person2>><<person>> replies. Hands grasp your clothes from all directions, pulling and tearing the fabric, until you're left exposed. <<covered>>
<</if>>
<<fameexhibitionism 7>>
<br><br>
They lift you, and carry you naked through the estate, towards the entrance. The guard sees you coming, and smirks as <<he>> opens the gate.
<br><br>
They heft you through. You hear it rattle shut as you climb to your feet. You stumble away, enduring the jeers.
<br><br>
<!-- estate end 8. -->
<<card_pot_confiscated>>
<<estate_cards_finish>>
<<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><<estate_end>><</link>>
<br>
<</if>><<effects>>
You turn and run.
<!-- estate ends 5 and 6 -->
<<if $athleticsSuccess>>
<<if $wren_intro isnot undefined>>
<<set $estate_cards_end to "cheat_run">>
<</if>>
You hear footsteps pursue, but you dash around the outside of the cottage <span class="green">and outpace them.</span> You drop down a ditch to hide.
<br><br>
<!-- estate end 5 -->
<!-- currently leads to the pot getting confiscated, perhaps we should have an alternative option for a higher risk escape (for a chance to grab your winnings) -->
<<card_pot_confiscated>>
<<estate_cards_finish>>
<<link [[Next|Estate]]>><<endevent>><</link>>
<br>
<<else>>
You hear footsteps pursue. You've barely made it outside when Wren <span class="red">tackles you to the ground.</span>
<br><br>
"Got you," Wren says, now on top of you. "Now, stop resisting. You're gonna be in good hands - <<nnpc_he "Remy">> will whip you into shape."
<br><br>
<!-- estate end 6. <<estate_end>> and <<endevent>> called within -->
<<blackjackCaughtCheatingSurrender>>
<</if>><<effects>>
<!-- <<if $estate.cards.state is "ride">> is omitted because in that state the apologise option isn't given -->
<<if $speech_attitude is "meek">>
"I'm sorry for cheating, please forgive me!" you plead.
<<elseif $speech_attitude is "bratty">>
"Well shit, you got me," you say. "Forgive and forget?"
<<else>>
"You got me," you say. "Sorry."
<</if>>
<<set _plead_points to $estate._base_plead_points + random($estate._plead_rng_min, $estate._plead_rng_max)>>
<<set _plead_success to (_plead_points gte $estate._plead_required_points)>>
<<if not $estate.prev_apologised and _plead_success>>
<<if $wren_intro isnot undefined>>
<<set $estate_cards_end to "cheat_moor">>
<</if>>
<br><br>
Wren sighs. "What am I going to do with you?" <<he>> says.<br><br>
<span class="green">Your pleas seem to have reached <<him>>.</span>
<br><br>
"Can't give this one to <span class="pink"><<nnpc_him "Remy">></span>, would cause them too much trouble," Wren says.
<br>
"What should we do with <<phim>>?" <<he>> asks <<his>> friends, who have completely surrounded you.
<br><br>
<<outfitChecks>>
<<if _fullyNaked>>
"Let's take <<phim>> to the moor," the <<person2>><<person>> replies.
<<else>>
<<clothesruined>><<exposure>>
"Like you need to ask," the <<person2>><<person>> replies. Hands grasp your clothes from all directions, pulling and tearing the fabric, until you're left exposed. <<covered>>
<</if>>
<br><br>
They lift you, and carry you naked through the estate, towards the entrance. The guard sees you coming, and smirks as <<he>> opens the gate.
<br><br>
They heft you through. You hear it rattle shut as you climb to your feet. You stumble away, enduring the jeers.
<br><br>
<!-- estate end 3 -->
<<card_pot_confiscated>>
<<estate_cards_finish>>
<<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><<estate_end>><</link>>
<br>
<<else>>
<<if $estate.prev_apologised>>
<br><br>
Wren looks at you in disbelief for a second and scoffs.
<br><br>
"You're shameless, you know that?" <<he>> says. <span class="red">"That's exactly what you told us last time."</span>
<<else>>
<br><br>
<span class="red">"Sorry won't cut it, <<lass>>,"</span> Wren says. "Gotta make sure you learn your lesson."
<</if>>
<br><br>
"Now, be a good <<girl>> and don't try anything stupid", <<he>> says with a smile.
<br><br>
<<blackjackCaughtControls 2>>
<</if>><<effects>><<set $outside to 0>>
<<if $speech_attitude is "meek">>
"T-this is a misunderstanding, please!" you plead.<br><br>
<<elseif $speech_attitude is "bratty">>
"Oh come on, this is bullshit!" you cry out. "You're a cheat yourself. You don't even have any proof!"
<<else>>
"I have no idea what you're talking about," you say. "You're making a mistake."
<</if>>
<br><br>
Your words fall on deaf ears. "We both know what you did," Wren says. "Gotta make sure you learn your lesson."
<br><br>
"Now, be a good <<girl>> and don't try anything stupid," <<he>> says with a smile.
<br><br>
<<blackjackCaughtControls 2>><<effects>><<set $outside to 0>>
You stay in place, allowing Wren's goons to surround you.
<br><br>
<!-- estate end 4 -->
<<blackjackCaughtCheatingSurrender>>
<!-- basically same stuff as in run, but less forced --><<effects>><<set $outside to 0>>
<<blackjackStart "Blackjack Finish">>
<<person1>>
<<set $wrenSeenLast to "cards">>
<<if $wren_intro is undefined>>
<<set $wren_intro to true>>
You pull back a chair, and sit at the table. "Nice," the <<if $pronoun is "m">>blond man<<else>>blonde woman<</if>> says. "<span class="gold">The name's Wren.</span> Now, how about we make this interesting?"
<br><br>
<<if $speech_attitude is "meek">>
"I-If I win," you say. "You have to do me a favour."
<<elseif $speech_attitude is "bratty">>
"I don't want your money," you say. "If I win, you owe me a favour."
<<else>>
"Instead of money," you say. "If I win, you owe me a favour."
<</if>>
<br><br>
Wren laughs. "I like that. And if I win." <<He>> pauses.
<<estate_cards_bet>>
<<else>>
You pull back a chair, and sit at the table. "Nice," Wren says. "You win, I do you a favour. I win." <<He>> pauses.
<<estate_cards_bet>>
<<if $estatePersistent.stakesRaised>>
<<if $estate.cards.bettingEnabled>>
<br><br>
"You can also throw in some extra cash into the mix from your pot. I'll match the bet, and my friends will throw in some extra," Wren says.
<<else>>
<br><br>
"We won't be betting this time, it seems," Wren says. "Running low?" Wren asks with a smile.
<</if>>
<</if>>
<<if $estatePersistent.newDeckTimer is 0 and $estatePersistent.markedCards.size gt 0>>
<br><br>
"Oh, and by the way," Wren says. "<span class="blue">We've replaced the deck after our last game.</span> Though I'm sure you would've noticed that," <<he>> says with a smirk.
<<set $estatePersistent.markedCards to new Set()>>
<<set $estatePersistent.newDeckTimer to 3>>
<</if>>
<</if>>
<br><br>
<<cards_play_options>><<blackjackCalculate>>
<<cards_exposure_text>>
<<blackjackControls>><<effects>><<set $outside to 0>>
<<switch $blackjack.cheatChoice>>
<<case "mark">>
<<blackjackGetCanMarkCount>>
You put your cards down and pretend to contemplate.
<<if _can_mark_count gt 1>>
Then, you glance at your cards again, one at a time, seemingly deep in thought, while in reality you're placing a unique mark on them.
<<else>>
Then, you glance at your cards again, seemingly deep in thought, while in reality you're placing a unique mark on one of them.
<</if>>
<br><br>
<<skulduggerycheck>>
<!-- helping the player not make a guaranteed suicidal choice here, if they don't intend to -->
<<if $skulduggerysuccess is 1>>
<<set $blackjack.susRoseInThisRound to true>>
<<blackjackSuspicion `8+_can_mark_count*2` "caughtmarkingcardsuccess">>
<<if $estatePersistent.suspicion gte 100>>
<<set $skulduggerysuccess to 0>>
<</if>>
<</if>>
<<if $skulduggerysuccess is 1>>
The amount of time you're taking has not gone unnoticed, but other than that no one seems to have noticed you marking the cards.
<<gsuspicion>>
<br><br>
<<skulduggeryuse>>
<<link [[Next|Estate Blackjack]]>><</link>>
<<else>>
<<if $estatePersistent.suspicion lt 100>>
<<blackjackSuspicion 10000 "caughtmarkingcardfail">>
<</if>>
<br><br>
<<if $estate.cards.state is "ride">>
Suddenly, the dealer approaches Wren and whispers something. Afterwards, you hear Wren <span class="red">chuckling.</span>
<br>
<<skulduggeryuse>>
<br><br>
<<He>> reaches <<his>> hand behind <<his>> back and snatches the card from your grasp. <<He>> then shows you the mark you've placed on it.
<br>
<<else>>
When you look back up, you see Wren <span class="red">staring right into your eyes.</span>
<br>
<<skulduggeryuse>>
<br><br>
<<He>> takes your card and points to the mark you've just placed. "Good thing I caught you right in the act."
<br>
<</if>>
"Ruining our cards, eh? Thought we wouldn't notice?" <<he>> says. "Tsk, tsk. This won't do."
<br><br>
<<if $speech_attitude is "meek">>
"I-I'm sorry, it was an accident!" you say.
<<elseif $speech_attitude is "bratty">>
"Blame your dealer, I'm not the one who damaged the card," you say.
<<else>>
"I didn't do anything," you say.
<</if>>
<br><br>
<<blackjackCheatingCaught>>
<</if>>
<br><br>
<</switch>><<effects>><<set $outside to 0>>
<<blackjackEnd "win">>
<<blackjackStart "Blackjack Finish">>
<<estate_chaos_bar>>
<br><br>
<<blackjackResultText true>>
<<blackjackPostGameBettingResult true>>
<<switch $estate.cards.daring>>
<<case 0>>
Wren spreads <<his>> hands. "I'm a <<personsimple>> of my word," <<he>> says. "Name your favour."
<<case 1>>
Wren runs <<his>> fingers over the table. "Don't be shy," <<he>> says. "Name your favour."
<<case 2>>
Wren stares at your cards longer than needed. "Fine," <<he>> says. "Name your favour."
<<case 3>>
Wren glances at the cards again. "So what will it be?" <<he>> asks. "Name your favour."
<<case 4>>
Wren reclines in <<his>> chair. "Another win for you," <<he>> says. "Name your favour."
<<case 5>>
Wren folds <<his>> arms. "Not bad," <<he>> says. "Name your favour."
<<case 6>>
Wren leans forward. "Don't hesitate," <<he>> says. "Name your favour."
<<case 7>>
Wren grins. "So that's how it is," <<he>> says. "Name your favour."
<<case 8>>
Wren laughs. "So what will it be this time?" <<he>> asks. "Name your favour."
<<case 9>>
Wren laughs. "I wonder what <<pshe>> has brewing," <<he>> says. "Name your favour."
<<case 10>>
Wren laughs. "Don't go easy on me," <<he>> says. "Name your favour."
<<default>>
Wren laughs. "So who do you want dead?" <<he>> asks. "I'm joking, but name your favour."
<</switch>>
<<ldom>><<npcincr Wren dom -1>>
<br><br>
<<if $estate.cards.daring is 0>>
<i>Despite <<his>> words, you know <<he>> won't be willing to do just anything. Not at first. You'll need to start with easy demands.</i>
<br><br>
<</if>>
<<switch $estate.cards.daring>>
<<case 0>>
<span class="red">Wren smirks at you.</span>
<<case 1>>
<span class="pink">Wren looks cautious.</span>
<<case 2>>
<span class="pink">Wren looks wary.</span>
<<case 3>>
<span class="purple">Wren looks relaxed.</span>
<<case 4>>
<span class="purple">Wren looks at ease.</span>
<<case 5>>
<span class="blue">Wren looks amused.</span>
<<case 6>>
<span class="blue">Wren looks entertained.</span>
<<case 7>>
<span class="lblue">Wren looks adventurous.</span>
<<case 8>>
<span class="lblue">Wren looks bold.</span>
<<case 9>>
<span class="teal">Wren looks brave.</span>
<<case 10>>
<span class="teal">Wren looks audacious.</span>
<<default>>
<span class="green">Wren is fearless.</span>
<</switch>>
<br><br>
What do you ask?
<br><br>
<<link [[Drink a shot of whisky|Estate Cards Whisky]]>><<set $estate.cards.daring += 1>><</link>><<gdaring>>
<br>
<<set _favoursRemaining to 0>>
<<if $estate.cards.kiss isnot 1>>
<<set _favoursRemaining += 1>>
<<if $estate.cards.daring gte 1>>
<<link [[Kiss a colleague|Estate Cards Kiss]]>><<set $estate.cards.daring += 2>><<set $estate.cards.kiss to 1>><<arousal 600 "mouth">><</link>><<ggdaring>><<garousal>>
<br>
<<else>>
<span class="blue">Kiss a colleague: More daring required.</span>
<br>
<</if>>
<</if>>
<<if $estate.cards.steeds isnot 1>>
<<set _favoursRemaining += 1>>
<<if $estate.cards.daring gte 3>>
<<link [[Agitate the steeds (0:10)|Estate Cards Steeds]]>><<pass 10>><<farm_aggro -5>><<set $estate.cards.steeds to 1>><<set $estate.cards.daring -= 1>><</link>><<laggro>><<ldaring>>
<br>
<<else>>
<span class="blue">Agitate the steeds: More daring required.</span>
<br>
<</if>>
<</if>>
<<if $estate.cards.rumour isnot 1>>
<<set _favoursRemaining += 1>>
<<if $estate.cards.daring gte 3>>
<<link [[Spread a rumour (0:10)|Estate Cards Rumour]]>><<pass 10>><<estate_chaos 10>><<set $estate.cards.rumour to 1>><<set $estate.cards.daring -= 1>><</link>><<gchaos>><<ldaring>>
<br>
<<else>>
<span class="blue">Spread a rumour: More daring required.</span>
<br>
<</if>>
<</if>>
<<if $estate.cards.wren_top is 1>>
<<set _favoursRemaining += 1>>
<<if $estate.cards.daring gte 3>>
<<link [[Strip your top|Estate Cards Top]]>><<set $estate.cards.daring += 2>><<set $estate.cards.wren_top to 0>><<arousal 600>><</link>><<ggdaring>><<garousal>>
<br>
<<else>>
<span class="blue">Strip your top: More daring required.</span>
<br>
<</if>>
<</if>>
<<if $estate.cards.weapons isnot 1>>
<<set _favoursRemaining += 1>>
<<if $estate.cards.daring gte 5>>
<<link [[Hide Remy's weapons (0:10)|Estate Cards Weapons]]>><<pass 10>><<farm_aggro -5>><<set $estate.cards.weapons to 1>><<set $estate.cards.daring -= 1>><</link>><<laggro>><<ldaring>>
<br>
<<else>>
<span class="blue">Hide Remy's weapons: More daring required.</span>
<br>
<</if>>
<</if>>
<<if $estate.cards.wren_bottoms is 1>>
<<set _favoursRemaining += 1>>
<<if $estate.cards.daring gte 5>>
<<if C.npc.Wren.pronoun is "f">>
<<link [[Strip your skirt|Estate Cards Bottoms]]>><<set $estate.cards.daring += 2>><<set $estate.cards.wren_bottoms to 0>><<arousal 600>><</link>><<ggdaring>><<garousal>>
<<else>>
<<link [[Strip your trousers|Estate Cards Bottoms]]>><<set $estate.cards.daring += 2>><<set $estate.cards.wren_bottoms to 0>><<arousal 600>><</link>><<ggdaring>><<garousal>>
<</if>>
<br>
<<else>>
<<if C.npc.Wren.pronoun is "f">>
<span class="blue">Strip your skirt: More daring required.</span>
<<else>>
<span class="blue">Strip your trousers: More daring required.</span>
<</if>>
<br>
<</if>>
<</if>>
<<if $estate.cards.cars isnot 1>>
<<set _favoursRemaining += 1>>
<<if $estate.cards.daring gte 7>>
<<link [[Disable Remy's cars (0:10)|Estate Cards Cars]]>><<pass 10>><<farm_aggro -15>><<set $estate.cards.cars to 1>><<set $estate.cards.daring -= 1>><</link>><<llaggro>><<ldaring>>
<br>
<<else>>
<span class="blue">Disable Remy's cars: More daring required.</span>
<br>
<</if>>
<</if>>
<<if $estate.cards.window isnot 1>>
<<set _favoursRemaining += 1>>
<<if $estate.cards.daring gte 7>>
<<link [[Smash a mansion window (0:10)|Estate Cards Window]]>><<pass 10>><<estate_chaos 20>><<set $estate.cards.window to 1>><<set $estate.cards.daring -= 1>><</link>><<ggchaos>><<ldaring>>
<br>
<<else>>
<span class="blue">Smash a mansion window: More daring required.</span>
<br>
<</if>>
<</if>>
<<if $estate.cards.wren_top isnot 1 and $estate.cards.wren_under_top is 1>>
<<set _favoursRemaining += 1>>
<<if $estate.cards.daring gte 7>>
<<if C.npc.Wren.pronoun is "f">>
<<link [[Strip your bra|Estate Cards Under Top]]>><<set $estate.cards.daring += 2>><<set $estate.cards.wren_under_top to 0>><<arousal 600>><</link>><<ggdaring>><<garousal>>
<<else>>
<<link [[Strip your vest|Estate Cards Under Top]]>><<set $estate.cards.daring += 2>><<set $estate.cards.wren_under_top to 0>><<arousal 600>><</link>><<ggdaring>><<garousal>>
<</if>>
<br>
<<else>>
<<if C.npc.Wren.pronoun is "f">>
<span class="blue">Strip your bra: More daring required.</span>
<<else>>
<span class="blue">Strip your vest: More daring required.</span>
<</if>>
<br>
<</if>>
<</if>>
<<if $estate.cards.cattle isnot 1>>
<<set _favoursRemaining += 1>>
<<if $estate.cards.daring gte 9>>
<<link [[Free the cattle (0:10)|Estate Cards Cattle]]>><<pass 10>><<estate_chaos 20>><<set $estate.cards.cattle to 1>><<set $estate.cards.daring -= 1>><</link>><<ggchaos>><<ldaring>>
<br>
<<else>>
<span class="blue">Free the cattle: More daring required.</span>
<br>
<</if>>
<</if>>
<<if $estate.cards.wren_bottoms isnot 1 and $estate.cards.wren_under_bottoms is 1>>
<<set _favoursRemaining += 1>>
<<if $estate.cards.daring gte 9>>
<<if C.npc.Wren.pronoun is "f">>
<<link [[Strip your panties|Estate Cards Under Bottoms]]>><<set $estate.cards.daring += 2>><<set $estate.cards.wren_under_bottoms to 0>><<arousal 600>><</link>><<ggdaring>><<garousal>>
<<else>>
<<link [[Strip your briefs|Estate Cards Under Bottoms]]>><<set $estate.cards.daring += 2>><<set $estate.cards.wren_under_bottoms to 0>><<arousal 600>><</link>><<ggdaring>><<garousal>>
<</if>>
<br>
<<else>>
<<if C.npc.Wren.pronoun is "f">>
<span class="blue">Strip your panties: More daring required.</span>
<<else>>
<span class="blue">Strip your briefs: More daring required.</span>
<</if>>
<br>
<</if>>
<</if>>
<<if $estate.cards.fire isnot 1>>
<<set _favoursRemaining += 1>>
<<if $estate.cards.daring gte 11>>
<<link [[Start a fire (0:10)|Estate Cards Fire]]>><<pass 10>><<farm_aggro -30>><<estate_chaos 50>><<set $estate.cards.fire to 1>><</link>><<garousal>><<lllaggro>><<gggchaos>>
<br>
<<elseif _favoursRemaining is 1>>
<!-- if this is the very last favour remaining, but daring is low - we let the player know about this option,
so that they realise they've mismanaged the daring and need to increase it again so that they can get all favours
we do not show this option if they haven't gotten all other favours first, though
-->
<span class="blue">Start a fire: More daring required.</span>
<br>
<</if>>
<</if>>
<!-- we could allow the player to announce victory earlier, too, but it makes sense to require ALL dares to be completed -->
<!-- we could also ignore the ones where we get Wren to get more daring with no actual benefit for us
since PC doesn't particularly care about Wren's state of undress
however, I figured I'll count them too since Wren being undressed definitely plays a role in them feeling defeated when the PC leaves -->
<<if _favoursRemaining is 0>>
<i>You realise there are no more favours you can think of. You could end the game by declaring yourself victorious.</i>
<<if $estate.cards.confiscatedClothes and $estate.cards.confiscatedClothes.length gt 0>>
<br>
<span class="gold">Wren might feel defeated enough to consider returning you your clothes.</span>
<</if>>
<br>
<<link [[Declare your victory|Estate Cards Player Victory]]>><<npcincr Wren dom -5>><</link>><<lldom>>
<br>
<<else>>
<span class="blue">Declare your victory: Request all other favours first.</span>
<</if>><<effects>><<set $outside to 0>>
<<person1>>
<<if $speech_attitude is "meek">>
"I-I've asked for every favour I had thought of already," you say.
<<elseif $speech_attitude is "bratty">>
"I've gotten everything I wanted from you," you say with a smirk. "I've milked you dry. The game is over."
<<else>>
"I have no more favours to ask. Does this mean the game is over?" you say.
<</if>>
<br><br>
Wren raises <<his>> eyebrows in surprise. It looks like your comment has caught <<him>> off-guard.
<br><br>
<<card_pot_collected>>
<<set $estate_cards_end to "pc_won">>
<<if $estate.cards.confiscatedClothes and $estate.cards.confiscatedClothes.length gt 0>>
<span class="gold">Normally, Wren would be feeling too confident to even consider returning your clothing, but this might be your chance.</span>
<br><br>
<<link [[Say you want your clothing back|Estate Cards Rebuy Clothing]]>><</link>>
<br>
<<link [[Leave your clothing behind|Estate Cards Player Victory Leave]]>><</link>>
<<else>>
<<link [[Leave|Estate Cards Player Victory Leave]]>><</link>>
<</if>>
<br><<effects>>
"Is that so?" Wren says. The surprise on <<his>> face has faded, replaced by <<his>> usual, relaxed smile.
<br><br>
"Well, don't let us stop you," <<he>> says. "When you want to play again, you know where to find us."
<br><br>
<<if $estate.cards.confiscatedClothes and $estate.cards.confiscatedClothes.length gt 0>>
You walk outside, leaving your confiscated clothing behind.
<<else>>
You walk outside.
<</if>>
<<if $exposed gte 2>>
A breeze makes you shiver.
<</if>>
<<estate_cards_finish>>
<br><br>
<<link [[Next|Estate]]>><<endevent>><</link>><<effects>><<set $outside to 0>>
Before <<he>> can say anything, you continue.
<br><br>
<<if $speech_attitude is "meek">>
"For my last favour, c-could you give me my clothing back, please?" you say.
<<elseif $speech_attitude is "bratty">>
"There's one last favour I need from you - my clothing, give it back," you say. "I've already won, so it's only fair."
<<else>>
"I do have one last favour to request, so I'd like to use it to get my clothing back," you say.
<</if>>
<br><br>
<<card_clothes_rebuy_calculate>>
<!-- calculates $estate.cards.clothesRebuyTerms -->
<<set _s1 to $estate.cards.confiscatedClothes.length gt 1 ? "This rag?" : "These rags?">>
<<set _s2 to $estate.cards.confiscatedClothes.length gt 1 ? "pile of clothing" : "piece of clothing">>
<<person1>>
<<if $estate.cards.clothesRebuyTerms.price gt 0>>
Wren lazily casts a glance at the _s2 lying next to one of <<his>> goons.
<br><br>
<<else>>
"_s1" Wren says, inspecting the _s2 lying next to one of <<his>> goons.
<br><br>
<</if>>
<<His>> face lights up, and you can see a devious glint form in <<his>> eyes. After a moment of deliberation, <<he>> looks back at you.
<br><br>
<<link [[Next|Estate Cards Rebuy Clothing 2]]>><</link>><<effects>><<set $outside to 0>>
<<set _s1 to $estate.cards.confiscatedClothes.length gt 1 ? "souvenirs" : "souvenir">>
<<if $estate.cards.clothesRebuyTerms.price gt 0>>
<<set _s2 to $estate.cards.confiscatedClothes.length gt 1 ? "it all" : "it">>
"Sure, I can give our _s1 back to you, for the low price of <<printmoney $estate.cards.clothesRebuyTerms.price>>," Wren says. "That's much less than it'd cost to rebuy _s2, so I'm being generous here."
<br><br>
"A great offer like that needs to be earned, though," Wren says. "I think my friends here deserve some fun."
<br><br>
"Satisfy them with your mouth," <<he>> continues. "And I'll cut you that sweet deal."
<br><br>
<<else>>
"Sure, I can give our _s1 back to you," Wren says. "Tell you what, I don't even want your money for it."
<br><br>
"A gift like that needs to be earned, though," Wren says. "I think my friends here deserve some fun."
<br><br>
"Satisfy them with your mouth," <<he>> continues. "And you can have it back."
<br><br>
<</if>>
<<cards_oral_options>><<effects>><<set $outside to 0>>
<<blackjackEnd "loss">>
<<blackjackStart "Blackjack Finish">>
<<set $estate.cards.exposure to 3>>
<<blackjackResultText false>>
<<blackjackPostGameBettingResult false>>
<<switch $estate.cards.desire>>
<<case "over_upper">>
<<set _cards_desire to "strip">>
<<cards_strip_text>>
<<if $worn.over_upper.set is $worn.over_lower.set>>
<<if $worn.upper.type.includes("naked") and $worn.lower.type.includes("naked")>>
<<if $worn.under_upper.type.includes("naked") and $worn.under_upper.type.includes("naked")>>
<br><br>
<<set $estate.cards.exposure to 5>>
<span class="pink">They don't know you're naked beneath.</span>
<<elseif $worn.under_upper.type.includes("naked") and ($player.gender is "f" or $player.gender_appearance is "f")>>
<br><br>
<<set $estate.cards.exposure to 4>>
<span class="purple">They don't know you're topless beneath.</span>
<<elseif $worn.under_lower.type.includes("naked")>>
<br><br>
<<set $estate.cards.exposure to 5>>
<span class="pink">They don't know you're bottomless beneath.</span>
<<else>>
<</if>>
<<elseif $worn.upper.type.includes("naked")>>
<br><br>
<<if $worn.under_upper.type.includes("naked") and ($player.gender is "f" or $player.gender_appearance is "f")>>
<<set $estate.cards.exposure to 4>>
<span class="purple">They don't know you're topless beneath.</span>
<<else>>
<<set $estate.cards.exposure to 3>>
<span class="blue">They don't know you're only wearing underwear beneath.</span>
<</if>>
<<elseif $worn.lower.type.includes("naked")>>
<br><br>
<<if $worn.under_lower.type.includes("naked")>>
<<set $estate.cards.exposure to 5>>
<span class="pink">They don't know you're bottomless beneath.</span>
<<else>>
<<set $estate.cards.exposure to 3>>
<span class="blue">They don't know you're wearing nothing else over your underwear.</span>
<</if>>
<<else>>
<</if>>
<<else>>
<<if $worn.upper.type.includes("naked")>>
<br><br>
<<if $worn.under_upper.type.includes("naked") and ($player.gender is "f" or $player.gender_appearance is "f")>>
<<set $estate.cards.exposure to 4>>
<span class="purple">They don't know you're topless beneath.</span>
<<elseif $player.gender is "f" or $player.gender_appearance is "f">>
<<set $estate.cards.exposure to 3>>
<span class="blue">They don't know you're only wearing underwear beneath.</span>
<</if>>
<<else>>
<</if>>
<</if>>
<<case "over_lower">>
<<set _cards_desire to "strip">>
<<cards_strip_text>>
<<if $worn.lower.type.includes("naked")>>
<br><br>
<<if $worn.under_lower.type.includes("naked")>>
<<set $estate.cards.exposure to 5>>
<span class="pink">They don't know you're bottomless beneath.</span>
<<else>>
<<set $estate.cards.exposure to 3>>
<span class="blue">They don't know you're only wearing underwear beneath.</span>
<</if>>
<<else>>
<</if>>
<<case "upper">>
<<set _cards_desire to "strip">>
<<cards_strip_text>>
<<if $worn.upper.set is $worn.lower.set>>
<<if $worn.under_upper.type.includes("naked") and $worn.under_lower.type.includes("naked")>>
<br><br>
<<set $estate.cards.exposure to 5>>
<span class="pink">They don't know you're naked beneath.</span>
<<elseif $worn.under_upper.type.includes("naked") and ($player.gender is "f" and $player.gender_appearance is "f")>>
<br><br>
<<set $estate.cards.exposure to 4>>
<span class="purple">They don't know you're topless beneath.</span>
<<elseif $worn.under_lower.type.includes("naked")>>
<br><br>
<<set $estate.cards.exposure to 5>>
<span class="pink">They don't know you're bottomless beneath.</span>
<<else>>
<</if>>
<<else>>
<<if $worn.under_upper.type.includes("naked") and ($player.gender_appearance is "f" or $player.gender is "f")>>
<br><br>
<<set $estate.cards.exposure to 4>>
<span class="purple">They don't know you're topless beneath.</span>
<<else>>
<</if>>
<</if>>
<<case "lower">>
<<set _cards_desire to "strip">>
<<cards_strip_text>>
<<if $worn.under_lower.type.includes("naked")>>
<br><br>
<<set $estate.cards.exposure to 5>>
<span class="pink">They don't know you're wearing nothing beneath.</span>
<<else>>
<</if>>
<<case "under_upper">>
<<set _cards_desire to "strip">>
<<cards_strip_text>>
<<set $estate.cards.exposure to 5>>
<br><br>
<span class="pink">The others watch with bated breath.</span>
<<case "under_lower">>
<<set _cards_desire to "strip">>
<<set $estate.cards.exposure to 5>>
<<cards_strip_text>>
<span class="pink">The others watch with bated breath.</span>
<<case "legs">>
<<set _cards_desire to "strip">>
<<set $estate.cards.exposure to 0>>
<<cards_strip_text>>
<<case "hands">>
<<set _cards_desire to "strip">>
<<set $estate.cards.exposure to 0>>
<<cards_strip_text>>
<<case "feet">>
<<set _cards_desire to "strip">>
<<set $estate.cards.exposure to 0>>
<<cards_strip_text>>
<<case "twirl">>
"Stand up and twirl. Without covering the good bits with your hands."
<<set $estate.cards.exposure to 5>>
<<case "bend">>
"Turn around and present that bottom."
<<set $estate.cards.exposure to 5>>
<<case "chest_grope">>
<<set _cards_desire to "ride">>
<<if $player.breastsize gte 5>>
<<set _rng to random(1, 3)>>
<<switch _rng>>
<<case 1>>
Wren pinches your nipples, and tugs your <<breasts>>. "You're a good size," <<he>> says. "I'd bet you get stared at often."
<<case 2>>
Wren rests <<his>> fingertips on your <<breasts>>, and strokes them. "Are they sensitive?" <<he>> asks. "Can you cum from this teasing alone?" <<He>> flicks your nipple.
<<default>>
Wren grasps your <<breasts>> in <<his>> palms. "You should be proud of these milkers," <<he>> says, squeezing them and pinching your nipples between <<his>> fingers. "Don't let the boss see them. <<nnpc_He "Remy">> won't let you leave the estate."
<</switch>>
<<elseif $player.breastsize lte 1>>
<<set _rng to random(1, 3)>>
<<switch _rng>>
<<case 1>>
Wren rests <<his>> fingers on your <<nipples>>, and rubs. "Such cute buds," <<he>> says, giving them a flick. "I'd bet I can make you cum with this alone."
<<case 2>>
Wren grasps your chest, and rubs <<his>> thumbs over your <<nipples>>. "You like this, don't you," <<he>> says. "Are you losing on purpose?"
<<default>>
Wren grasps your <<nipples>> between thumb and forefinger, and gives them a little squeeze. "How long can you resist, I wonder?" <<he>> says.
<</switch>>
<<else>>
<<set _rng to random(1, 3)>>
<<switch _rng>>
<<case 1>>
Wren pinches your nipples, and tugs your <<breasts>>. "You're enjoying this," <<he>> says. "I can see it on your face."
<<case 2>>
Wren rests <<his>> fingertips on your <<breasts>>, and strokes them. "Are they sensitive?" <<he>> asks. "Can you cum from this teasing alone?" <<He>> flicks your nipple.
<<default>>
Wren pushes <<his>> palms against your <<breasts>>, and massages them. "Are you losing on purpose?" <<he>> asks. "I wouldn't complain."
<</switch>>
<</if>>
<<case "bottom_grope">>
<<set _cards_desire to "ride">>
<<if $player.bottomsize gte 6>>
<<set _rng to random(1, 3)>>
<<switch _rng>>
<<case 1>>
Wren grasps your <<bottom>>, and squeezes. "You're blushing," <<he>> says. "Don't be embarrassed. An ass this big just has to be bullied."
<<case 2>>
Wren plants <<his>> hands on your <<bottom>>, and squeezes. "My hands aren't big enough," <<he>> says. "Not for this monster."
<<default>>
Wren spanks your <<bottom>>. "There's enough here for everyone," <<he>> laughs, squeezing. "Maybe my friends would like a turn when I'm done."
<</switch>>
<<elseif $player.bottomsize gte 3>>
<<set _rng to random(1, 3)>>
<<switch _rng>>
<<case 1>>
Wren grasps your <<bottom>>, and squeezes. "Bet you can cum from having your ass toyed with alone," <<he>> says as <<he>> massages your cheeks. "Such a slut."
<<case 2>>
Wren plants <<his>> hands on your <<bottom>>, and squeezes. "A good size," <<he>> says, giving you a small spank. "Not too soft either."
<<default>>
Wren spanks your <<bottom>>. "Do you like having your ass bullied like this?" <<he>> asks, spanking you again. "I bet you do."
<</switch>>
<<else>>
<<set _rng to random(1, 3)>>
<<switch _rng>>
<<case 1>>
Wren grasps your <<bottom>>, and squeezes. "You're blushing," <<he>> says. "Don't be embarrassed by your small ass. I think it's cute."
<<case 2>>
Wren plants <<his>> hands on your <<bottom>>, and squeezes. "Such a cute ass," <<he>> says. "Nice and firm."
<<default>>
Wren spanks your <<bottom>>. "Is bullying your ass like this enough to make you cum?" <<he>> asks, spanking you again. "I wonder."
<</switch>>
<</if>>
<<case "pussy_grope">>
<<set _cards_desire to "ride">>
<<set _rng to random(1, 3)>>
<<switch _rng>>
<<case 1>>
Wren runs a finger over your <<pussy>>. "This is taking a lot of self-control, you know," Wren says as <<he>> fondles you. "Having such a cute <<girl>> <<if $estate.cards.position is "pc_lap" or $estate.cards.position is "penile">>beneath me<<else>>on my lap<</if>>. A lesser <<personsimple>> would have ravaged you already."
<<case 2>>
You feel Wren's eyes on your <<pussy>> as <<his>> finger teases your entrance. "I'll be inside you soon," <<he>> says as <<he>> strokes. "Just you wait."
<<default>>
Wren presses a finger against your <<clit>>. "You want to lose," Wren says as <<he>> strokes. "Don't deny it. You want to be bent over that table."
<</switch>>
<<case "penis_grope">>
<<set _cards_desire to "ride">>
<<if $player.penissize gte 4>>
<<set _rng to random(1, 3)>>
<<switch _rng>>
<<case 1>>
Wren strokes the head of your <<penis>>. "This is taking a lot of self-control, you know," Wren says as <<he>> fondles you. "Sitting on such a cute, well-endowed <<girl>>'s lap. A lesser <<personsimple>> would have ravaged you already."
<<case 2>>
Wren stares at your <<penis>>, a rapt expression on <<his>> face, as <<his>> fingers wrap around it. "Can't believe the size," <<he>> says. "Will it even fit?"
<<default>>
Wren holds your <<penis>> in <<his>> hand while rubbing <<his>> crotch against your length. "Not sure if such a monster will fit," Wren says. "But I have to try."
<</switch>>
<<elseif $player.penissize gte 3>>
<<set _rng to random(1, 3)>>
<<switch _rng>>
<<case 1>>
Wren strokes the head of your <<penis>>. "This is taking a lot of self-control, you know," Wren says as <<he>> fondles you. "Sitting on such a cute, well-endowed <<girl>>'s lap. A lesser <<personsimple>> would have ravaged you already."
<<case 2>>
Wren stares at your <<penis>> as <<his>> fingers wrap around it. "Nice and big," <<he>> says, stroking your length. "Just how I like it."
<<default>>
Wren holds your <<penis>> in <<his>> hand while rubbing <<his>> crotch against your length. "You're a big one," <<he>> says. "Might be hard to take you all the way."
<</switch>>
<<elseif $player.penissize gte 1>>
<<set _rng to random(1, 3)>>
<<switch _rng>>
<<case 1>>
Wren strokes the head of your <<penis>>. "This is taking a lot of self-control, you know," Wren says as <<he>> fondles you. "Sitting on such a cute <<girl>>'s lap. A lesser <<personsimple>> would have ravaged you already."
<<case 2>>
Wren stares at your <<penis>> as <<his>> fingers wrap around it. "You want to lose," <<he>> says, stroking your length. "You can't resist."
<<default>>
Wren holds your <<penis>> in <<his>> hand while rubbing <<his>> crotch against your length. "It'll be inside me soon," <<he>> says. "Just you wait."
<</switch>>
<<else>>
<<set _rng to random(1, 3)>>
<<switch _rng>>
<<case 1>>
Wren strokes the head of your <<penis>>. "This is taking a lot of self-control, you know," Wren says as <<he>> fondles you. "Sitting on such a cute <<girl>>'s lap. A lesser <<personsimple>> would have ravaged you already."
<<case 2>>
Wren stares at your <<penis>> as <<he>> takes it between thumb and forefinger. "It's so cute," <<he>> says, stroking your length. "You're about to spurt all over me, aren't you?"
<<default>>
Wren holds a finger against your <<penis>> while grinding <<his>> crotch against it. "You want to lose," <<he>> says with a smirk. "Don't deny it."
<</switch>>
<</if>>
<<case "kiss">>
<<set _cards_desire to "kiss">>
<<if $pronoun is "m">>
<<He>> wraps <<his>> arms around your waist, and pulls you closer.
<<else>>
<<He>> wraps <<his>> arms around your neck, and pulls you closer.
<</if>>
<<case "wren_lap">>
"Get your ass over here."
<br><br>
<span class="pink"><<His>> friends watch, hoping to get a better look as you walk across the room.</span>
<<case "pc_lap">>
<<set _cards_desire to "still">>
<<He>> rises from <<his>> seat, and walks around the table.
<<case "penile">>
<<set _cards_desire to "still">>
<<He>> rises from <<his>> seat, and walks around the table.
<<case "vaginal">>
"Get your ass over here."
<br><br>
<span class="pink"><<His>> friends watch, hoping to get a better look as you walk across the room.</span>
<<case "anal">>
"Get your ass over here."
<br><br>
<span class="pink"><<His>> friends watch, hoping to get a better look as you walk across the room.</span>
<</switch>>
<<gdom>><<npcincr Wren dom 1>>
<br><br>
<<if _cards_desire is "strip">>
<<link [[Strip reluctantly|Estate Cards Strip]]>><<set $phase to 0>><<stress 6>><<npcincr Wren love 1>><</link>><<glove>><<gstress>>
<br>
<<if $estate.cards.exposure is 5>>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Strip flauntingly|Estate Cards Strip]]>><<set $phase to 1>><<npcincr Wren love 1>><<set $estate.cards.degree to "exhibitionism5">><</link>><<exhibitionist5>><<glove>>
<br>
<</if>>
<<elseif $estate.cards.exposure is 4>>
<<if hasSexStat("exhibitionism", 4)>>
<<link [[Strip flauntingly|Estate Cards Strip]]>><<set $phase to 1>><<npcincr Wren love 1>><<set $estate.cards.degree to "exhibitionism4">><</link>><<exhibitionist4>><<glove>>
<br>
<</if>>
<<elseif $estate.cards.exposure is 3>>
<<if hasSexStat("exhibitionism", 3)>>
<<link [[Strip flauntingly|Estate Cards Strip]]>><<set $phase to 1>><<npcincr Wren love 1>><<set $estate.cards.degree to "exhibitionism3">><</link>><<exhibitionist3>><<glove>>
<br>
<</if>>
<<else>>
<</if>>
<<elseif _cards_desire is "still">>
<<link [[Stay still|Estate Cards Strip]]>><<set $phase to 0>><<stress 6>><<npcincr Wren love 1>><</link>><<gstress>><<glove>>
<br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Flirt|Estate Cards Strip]]>><<set $phase to 1>><<npcincr Wren love 1>><<set $estate.cards.degree to "promiscuity2">><</link>><<promiscuous2>>
<br>
<</if>>
<<elseif _cards_desire is "ride">>
<<link [[Endure|Estate Cards Strip]]>><</link>><<willpowerdifficulty 1 1000>><<cards_virginity_warning>>
<br>
<<elseif _cards_desire is "kiss">>
<<link [[Endure|Estate Cards Strip]]>><<set $phase to 0>><</link>><<willpowerdifficulty 1 1000>><<note "Failure will increase arousal" "purple">><<cards_virginity_warning>>
<br>
<<link [[Kiss back|Estate Cards Strip]]>><<set $phase to 1>><<set $estate.cards.degree to "promiscuity1">><</link>><<promiscuous1>><<willpowerdifficulty 1 1000>><<skill_difficulty `currentSkillValue("oralskill")` "Oral Skill" 400 1000>><<ggarousal>><<cards_virginity_warning>>
<br>
<<else>>
<<link [[Do as asked|Estate Cards Strip]]>><<set $phase to 0>><<stress 6>><<npcincr Wren love 1>><</link>><<gstress>><<glove>>
<br>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Flaunt|Estate Cards Strip]]>><<set $phase to 1>><<npcincr Wren love 1>><<set $estate.cards.degree to "exhibitionism5">><</link>><<exhibitionist5>><<glove>>
<br>
<</if>>
<</if>>
<<if $estate.cards.state is "ride">>
<<if $estate.cards.position is "pc_lap" or $estate.cards.position is "penile">>
<span class="blue">Wren's weight holds you down, preventing flight.</span>
<<else>>
<span class="blue">You wouldn't be able to climb off Wren in time, if <<he>> even let you.</span>
<</if>>
<br>
<<else>>
<<link [[Run|Estate Cards Run]]>><<npcincr Wren love -5>><</link>><<athleticsdifficulty 1 600>><<lllove>>
<br>
<</if>><<effects>><<set $outside to 0>>
<<switch $estate.cards.desire>>
<<case "over_upper">>
<<if $phase is 1>>
<<flaunting>> you
<<else>>
You
<</if>>
<<if $worn.over_upper.set is $worn.over_lower.set>>
open your $worn.over_upper.name,
<<if $worn.upper.type.includes("naked") and $worn.lower.type.includes("naked")>>
<<if $worn.under_upper.type.includes("naked") and $worn.under_upper.type.includes("naked")>>
<span class="pink">revealing your naked body.</span> This takes Wren and <<his>> friends by surprise. A <<person2>><<person>> spits out <<his>> drink.<<person1>> Someone whistles.
<br><br>
<<cards_naked_cover>>
Wren just smiles, taking in the sight.
<br><br>
<<elseif $worn.under_upper.type.includes("naked") and ($player.gender is "f" or $player.gender_appearance is "f")>>
<span class="purple">revealing your <<breasts>>.</span> Someone laughs. "You really are a naughty <<girl>>," Wren laughs.
<br><br>
<<cards_top_cover>>
<<elseif $worn.under_lower.type.includes("naked")>>
<span class="pink">revealing your <<genitals>> and <<bottom>>.</span> A <<person2>><<person>> spits out <<his>> drink. <<person1>>"So you're that sort of <<girl>>, aye?" Wren grins. "Thought so."
<br><br>
<<cards_bottom_cover>>
<<else>>
<span class="blue">Revealing your underwear.</span> The room cheers.
<br><br>
<<cards_underwear_cover>>
<</if>>
<<elseif $worn.upper.type.includes("naked") and !$worn.lower.type.includes("covered")>>
pull off your $worn.over_upper,
<<if $worn.under_upper.type.includes("naked") and ($player.gender is "f" or $player.gender_appearance is "f")>>
<<set $estate.cards.exposure to 4>>
<span class="purple">revealing your <<breasts>>.</span> "I knew it," a <<person2>><<person>> says. "The slut's half stripped already."
<br><br>
Wren just grins and leers.
<br><br>
<<cards_top_cover>>
<<else>>
<<set $estate.cards.exposure to 3>>
<span class="blue">revealing your $worn.under_upper.name.</span> "I'll have that soon as well," Wren says, taking a sip of <<his>> drink.
<br><br>
<<cards_bra_cover>>
<</if>>
<<elseif $worn.lower.type.includes("naked")>>
<<if $worn.under_lower.type.includes("naked")>>
<<set $estate.cards.exposure to 5>>
<span class="pink">revealing your <<genitals>> and <<bottom>>.</span> The room laughs in surprise. "Walking around like that," a <<person2>><<person>> laughs. "This slut is just begging for a raping."
<br><br>
<<person1>>Wren is too busy leering to speak.
<br><br>
<<cards_bottom_cover>>
<<else>>
<<set $estate.cards.exposure to 3>>
<span class="blue">revealing your underwear.</span> The room laughs in surprise. "Don't lie," Wren says. "You wanted to strip."
<br><br>
<<cards_underwear_cover>>
<</if>>
<<else>>
and put <<overupperit>> on the table.
<</if>>
A <<person6>><<person>> snatches your discarded clothes, and chucks <<overupperit>> to Wren.<<person1>>
<<card_clothes_lost "over_upper">>
<<card_clothes_lost "over_lower">>
<<else>>
remove your $worn.over_upper.name,
<<if $worn.upper.type.includes("naked")>>
<<if $worn.under_upper.type.includes("naked") and ($player.gender is "f" or $player.gender_appearance is "f")>>
<<set $estate.cards.exposure to 4>>
<span class="purple">revealing your <<breasts>>.</span> A cheer erupts as they see you're already topless. Wren leers at you.
<br><br>
<<cards_top_cover>>
<<elseif $player.gender is "f" or $player.gender_appearance is "f">>
<<set $estate.cards.exposure to 3>>
<span class="blue">revealing your $worn.under_upper.name.</span> "Not wearing much," Wren says. "Are we? I won't complain."
<br><br>
<<cards_underwear_cover>>
<</if>>
<<else>>
and put <<overupperit>> on the table.
<</if>>
A <<person6>><<person>> snatches your discarded clothes, and chucks <<overupperit>> to Wren.<<person1>>
<<card_clothes_lost "over_upper">>
<</if>>
<<case "over_lower">>
<<if $phase is 1>>
<<flaunting>> you
<<else>>
You
<</if>>
remove your $worn.over_lower.name,
<<if $worn.lower.type.includes("naked")>>
<<if $worn.under_lower.type.includes("naked")>>
<<set $estate.cards.exposure to 5>>
<span class="pink">exposing your <<genitals>> and <<bottom>>.</span> The room fills with a surprised cheer. "Fucking nice," a <<person3>><<person>> says. Wren reclines, leering with a relaxed expression.
<br><br>
<<cards_bottom_cover>>
<<else>>
<<set $estate.cards.exposure to 3>>
<span class="blue">revealing your underwear.</span> The room fills with a cheer. "Hope it's not too cold out on the moor," Wren says, smirking.
<br><br>
<<cards_bottom_cover>>
<</if>>
<<else>>
and put <<overlowerit>> on the table.
<</if>>
A <<person6>><<person>> snatches your discarded clothes, and chucks <<overlowerit>> to Wren.<<person1>>
<<card_clothes_lost "over_lower">>
<<case "upper">>
<<if $phase is 1>>
<<flaunting>> you
<<else>>
You
<</if>>
<<if $worn.upper.set is $worn.lower.set>>
pull off your $worn.upper.name,
<<if $worn.under_upper.type.includes("naked") and $worn.under_lower.type.includes("naked")>>
<<set $estate.cards.exposure to 5>>
<span class="pink">revealing your naked body.</span> A <<person3>><<person>> spits out <<his>> drink. Someone whistles. Wren smirks. "No underwear?" <<person1>><<He>> smirks. "No complaints here."
<br><br>
<<cards_naked_cover>>
<<elseif $worn.under_upper.type.includes("naked") and ($player.gender is "f" and $player.gender_appearance is "f")>>
<<set $estate.cards.exposure to 4>>
<span class="purple">revealing your <<breasts>>.</span> The room cheers. Wren leans forward for a closer look. "I knew you weren't a bra wearer," <<he>> says.
<br><br>
<<cards_top_cover>>
<<elseif $worn.under_lower.type.includes("naked")>>
<<set $estate.cards.exposure to 5>>
<span class="pink">revealing your <<genitals>> and <<bottom>>.</span> A <<person3>><<person>> spills <<his>> drink in surprise as the others leers. "No underwear?" Wren asks. "You're playing it dangerous."
<br><br>
<<cards_bottom_cover>>
<<else>>
<span class="blue">revealing your underwear.</span> "Nice," Wren says, crossing <<his>> arms over <<his>> chest. "I'll have your underwear soon." <<His>> friends voice their approval.
<br><br>
<<cards_underwear_cover>>
<</if>>
A <<person5>><<person>> snatches your discarded <<dress>>, and chucks <<upperit>> to Wren.<<person1>>
<<card_clothes_lost "upper">><<card_clothes_lost "lower">>
<<else>>
pull off your $worn.upper.name,
<<if $worn.under_upper.type.includes("naked") and ($player.gender_appearance is "f" or $player.gender is "f")>>
<<set $estate.cards.exposure to 4>>
<span class="purple">revealing your <<breasts>>.</span> The room cheers. "No bra?" Wren muses. "Should have guessed."
<br><br>
<<cards_top_cover>>
<<else>>
and drop <<upperit>> on the table.
<</if>>
A <<person5>><<person>> snatches your discarded <<dress>>, and chucks <<upperit>> to Wren.<<person1>>
<<card_clothes_lost "upper">>
<</if>>
<<case "lower">>
<<if $phase is 1>>
<<flaunting>> you
<<else>>
You
<</if>>
pull down your $worn.lower.name,
<<if $worn.under_lower.name is "naked">>
<<set $estate.cards.exposure to 5>>
<span class="pink">revealing your <<genitals>> and <<bottom>>.</span> "No <<if $player.gender_appearance is "f">>panties<<else>>underwear<</if>>!" Wren announces. <<His>> friends cheer, and lean for a better look.
<br><br>
<<cards_bottom_cover>>
<<else>>
and drop it on the table.
<</if>>
A <<person4>><<person>> snatches your discarded <<skirt>>, and chucks <<lowerit>> to Wren.<<person1>>
<<card_clothes_lost "lower">>
<<case "under_upper">>
<<if $phase is 1>>
<<flaunting>> you
<<else>>
You
<</if>>
pull off your $worn.under_upper.name,
<<set $estate.cards.exposure to 5>>
<span class="pink">revealing your <<breasts>>.</span>
<<card_clothes_lost "under_upper">>
<<exposure>>
<<if $player.gender_appearance is "f" or $player.breastsize gte 5>>
<</if>>
A <<person6>><<person>> snatches your discarded <<bra>>, and chucks <<underupperit>> to Wren.<<person1>>
<<card_clothes_lost "under_upper">>
<<case "under_lower">>
Wren thumps the table in anticipation, and <<his>> friends join in. "Off! Off! Off!"
<<if $phase is 1>>
<<flaunting>> you
<<else>>
You
<</if>>
<<set $estate.cards.exposure to 5>>
<span class="pink">slide your $worn.under_lower.name down your legs, revealing your <<genitals>> and <<bottom>>.</span>
<br><br>
The cheer shakes the room. You drop your remaining clothes on the table.
A <<person3>><<person>> snatches <<underlowerit>>, and chucks <<underlowerit>> to Wren.<<person1>>
<<card_clothes_lost "under_lower">>
<<case "legs">>
<<set $estate.cards.exposure to 0>>
<<if $phase is 1>>
<<flaunting>> you
<<else>>
You
<</if>>
peel your $worn.legs.name down your legs while Wren and <<his>> friends watch. You place <<legsit>> on the table. A <<person4>><<person>> snatches <<legsit>>, and chucks <<legsit>> to Wren.<<person1>>
<<card_clothes_lost "legs">>
<<case "hands">>
<<set $estate.cards.exposure to 0>>
<<if $phase is 1>>
<<flaunting>> you
<<else>>
You
<</if>>
take off your $worn.hands.name, and place <<handsit>> on the table. A <<person3>><<person>> snatches <<handsit>>, and chucks <<handsit>> to Wren.<<person1>>
<<card_clothes_lost "hands">>
<<case "feet">>
<<set $estate.cards.exposure to 0>>
<<if $phase is 1>>
<<flaunting>> you
<<else>>
You
<</if>>
take off your $worn.feet.name, and place <<feetit>> on the table. A <<person2>><<person>> snatches <<feetit>>, and chucks <<feetit>> to Wren.<<person1>>
<<card_clothes_lost "feet">>
<<case "twirl">>
<<set $estate.cards.lust += 1>>
<<if $phase is 1>>
<<flaunting>> you push your chair from the table, and rise to your feet.
<<if $hairlength gte 700>>
You lift your hair above your head as you twirl on the spot, letting each onlooker see you from every angle.
<<else>>
You twirl on the spot, letting each onlooker see you from every angle.
<</if>>
<<else>>
You push your chair from the table, and rise to your feet. You force your arms to your side, exposing your <<if $player.gender_appearance is "f">><<breasts>> and <</if>><<genitals>>. You spin on the spot, letting each onlooker see you from every angle.
<</if>>
<br><br>
Wren and <<his>> friends watch, taking it all in.
<<case "bend">>
<<set $estate.cards.lust += 1>>
<<if $phase is 1>>
<<flaunting>> you turn and climb onto your chair. You stick your <<bottom>> out, and wiggle. You know they can see your <<genitals 1>> from this angle.
<<else>>
You turn and climb onto the chair. You feel self conscious as you stick out your <<bottom>>. You keep your thighs closed tight, but you suspect they can see your <<genitals 1>> from this angle.
<</if>>
The room gathers around Wren for a better look.
<<case "chest_grope">>
<<set $estate.cards.lust += 1>>
<<set _wren_action to "arouse">>
Wren's assault on your chest continues, your <<breasts>> at the mercy of <<his>> fingers.
<<case "bottom_grope">>
<<set $estate.cards.lust += 1>>
<<set _wren_action to "arouse">>
Wren's assault on your <<bottom>> continues.
<<case "pussy_grope">>
<<set $estate.cards.lust += 1>>
<<set _wren_action to "arouse">>
Wren's assault on your <<pussy>> continues.
<<case "penis_grope">>
<<set $estate.cards.lust += 1>>
<<set _wren_action to "arouse">>
Wren's assault on your <<penis>> continues.
<<case "kiss">>
<<set $estate.cards.lust += 1>>
<<set _wren_action to "arouse">>
<<if $phase is 1>>
You lean forward, and <<oraltext>> push your tongue between Wren's lips.
<<if currentSkillValue("oralskill") gte random(400, 1000)>>
<<set $estate.cards.lust += 2>>
<span class="green">You catch <<him>> by surprise,</span> disarming <<him>>. You feel <<him>> relax, and for a moment <<he>> seems content to let you lead.
<<else>>
<span class="red"><<He>> kisses back harder,</span> grasping your cheeks as <<he>> invades your mouth in return.
<</if>>
<<else>>
Wren kisses you, sucking on your upper lip, then pushing <<his>> tongue into your mouth.
<</if>>
<<takeKissVirginity "Wren" "consensual">>
<<case "pc_lap">>
<<set $estate.cards.position to $estate.cards.desire>>
<<set $estate.cards.state to "ride">>
Wren rests an arm on your shoulder as <<he>> straddles your body, facing you.
<<if $phase is 1>>
You plant your hands on <<his>> ass, and pull <<him>> against your crotch.
<</if>>
"This way we can't see each other's cards."
<br><br>
"We'll keep playing," <<he>> continues. <span class="blue">"Until you cum.</span> How's that?"
<<case "penile">>
<<set $estate.cards.position to $estate.cards.desire>>
<<set $estate.cards.state to "ride">>
<<if $phase is 1>>
<<if $speech_attitude is "meek">>
"B-be gentle," you say.
<<elseif $speech_attitude is "bratty">>
"I haven't got all day," you say. "Get your ass over here."
<<else>>
"Always happy to let a cute <<nnpc_gendery "Wren">> do all the work," you say.
<</if>>
<</if>>
Wren rests an arm on your shoulder as <<he>> straddles your body, facing you. "This way we can't see each other's cards."
<br><br>
<span class="purple"><<He>> rubs <<his>> crotch against your <<penis>>.</span> "Feel that?"
<<cards_lap_clothes_intro>>
<<He>> takes your length in <<his>> hand, <span class="pink">and presses it against <<his>> entrance.</span>
<br><br>
"Don't worry," <<he>> says. "I won't just take you. <span class="purple">I'm gonna make you cum first.</span> <span class="pink">Then your cock is mine.</span> I'll catch every drop of semen, and ride you until I'm satisfied."
<<case "wren_lap">>
<<set $estate.cards.position to $estate.cards.desire>>
<<set $estate.cards.state to "ride">>
<<if $phase is 1>>
You rise from your seat, enduring the eager eyes of Wren and <<his>> friends. You walk around the table, wrap your arms around Wren's neck, and swing your leg over <<his>> lap, facing <<him>>. "Good thinking," <<he>> says. "This way we can't see each other's cards."
<<else>>
You rise from your seat, enduring the eager eyes of Wren and <<his>> friends. You walk around the table. Wren grasps your waist, and pulls you onto <<his>> lap, facing <<him>>. "This way we can't see each other's cards."
<</if>>
<br><br>
"We'll keep playing," <<he>> continues. <span class="blue">"Until you cum.</span> How's that?"
<<case "vaginal">>
<<set $estate.cards.position to $estate.cards.desire>>
<<set $estate.cards.state to "ride">>
<<if $phase is 1>>
You rise from your seat, enduring the eager eyes of Wren and <<his>> friends. You walk around the table, wrap your arms around Wren's neck, and swing your leg over <<his>> lap, facing <<him>>. "Good thinking," <<he>> says. "This way we can't see each other's cards."
<<else>>
You rise from your seat, enduring the eager eyes of Wren and <<his>> friends. You walk around the table. Wren grasps your waist, and pulls you onto <<his>> lap. "This way we can't see each other's cards."
<</if>>
<br><br>
<span class="purple">You feel a firm length press against your <<pussy>>.</span> "Feel that?"
<<cards_lap_clothes_intro>>
<br><br>
"Don't worry," <<he>> says. "I won't just take you. <span class="purple">I'm gonna make you cum first.</span> <span class="pink">Then your pussy's mine."</span>
<<case "anal">>
<<set $estate.cards.position to $estate.cards.desire>>
<<set $estate.cards.state to "ride">>
<<if $phase is 1>>
You rise from your seat, enduring the eager eyes of Wren and <<his>> friends. You walk around the table, wrap your arms around Wren's neck, and swing your leg over <<his>> lap, facing <<him>>. "Good thinking," <<he>> says. "This way we can't see each other's cards."
<<else>>
You rise from your seat, enduring the eager eyes of Wren and <<his>> friends. You walk around the table. Wren grasps your waist, and pulls you onto <<his>> lap. "This way we can't see each other's cards."
<</if>>
<br><br>
<span class="pink">You feel a firm length press against your <<bottom>>.</span> "Feel that?"
<<cards_lap_clothes_intro>>
<br><br>
"Don't worry," <<he>> says. "I won't just take you. <span class="purple">I'm gonna make you cum first.</span> <span class="pink">Then your ass is mine."</span>
<</switch>>
<<if $phase is 1>>
<<switch $estate.cards.degree>>
<<case "exhibitionism3">>
<<exhibitionism3>>
<<case "exhibitionism4">>
<<exhibitionism4>>
<<case "exhibitionism5">>
<<exhibitionism5>>
<<case "promiscuity2">>
<<promiscuity2>>
<<default>>
<<promiscuity1>>
<</switch>>
<<else>>
<br><br>
<</if>>
<<if _wren_action is "arouse">>
<<if $willpowerSuccess>>
<span class="green">You manage to remain detached,</span> and avoid letting Wren arouse you further, for now.
<<else>>
You try to remain detached, <span class="red">but Wren is too skilled and persistent.</span><<ggarousal>><<gwillpower>><<willpower 3>>
<<arousal 1500>>
<</if>>
<br><br>
<<cards_arousal_check>>
<</if>>
<<blackjackPostGameThrowTips>>
<<if _cards_orgasm is true and $estate.cards.lust gte 10>>
<<switch $estate.cards.position>>
<<case "penile">>
Wren's own body shakes with arousal as <<he>> pushes <<his>> body above your <<penis>>. <span class="pink"><<He>> attempts to envelop your cock,</span> <span class="green">but fails,</span> instead sliding your length against <<his>> clit. <span class="green">The sensation proves too much.</span> <<He>> throws <<his>> arms around your neck and cries out as <<his>> body spasms in orgasm.
<<case "vaginal">>
Wren's own body shakes with arousal as <<he>> lines <<his>> <<print $NPCList[0].penisdesc>> against your <<pussy>>. <span class="pink"><<He>> tries to penetrate,</span> <span class="green">but fails,</span> instead sliding <<his>> length against your abdomen. <span class="green">The sensation proves too much.</span> <<He>> grasps your hips and thrusts as <<he>> ejaculates on your tummy.
<<bodyliquid "tummy" "semen">>
<<case "anal">>
Wren's own body shakes with arousal as <<he>> lines <<his>> <<print $NPCList[0].penisdesc>> in front of your <<bottom>>. <span class="pink"><<He>> tries to penetrate,</span> <span class="green">but fails,</span> instead sliding <<his>> length between your cheeks <span class="green">The sensation proves too much.</span> <<He>> grasps your hips and thrusts as <<he>> ejaculates.
<<bodyliquid "bottom" "semen">>
<<case "pc_lap">>
Wren throws <<his>> arms around your neck as <<his>> body spasms in orgasm.
<<default>>
Wren cries out and thrusts <<his>> hips as <<his>> body spasms in orgasm.
<</switch>>
<<earnFeat "Playing with Fire">>
<br><br>
<<link [[Next|Estate Cards Orgasm]]>><</link>>
<br>
<<elseif _cards_orgasm is true>>
<<if $estate.cards.position isnot "wren_lap">>
<<link [[Next|Estate Cards Sex]]>><</link>>
<br>
<<else>>
<<link [[Next|Estate Cards Sex Safe]]>><</link>>
<br>
<</if>>
<<elseif $estate.cards.lust gte 10>>
Wren's body shakes with arousal. Despite <<his>> relentless teasing, you've out-endured <<him>>, <<his>> body unwilling to take any more.
<<switch $estate.cards.position>>
<<case "penile">>
<<He>> throws <<his>> arms around your neck and cries out as <<his>> body spasms in orgasm.
<<case "vaginal">>
<<bodyliquid "tummy" "semen">>
<<He>> grasps your hips and thrusts as <<he>> ejaculates on your tummy.
<<case "anal">>
<<bodyliquid "bottom" "semen">>
<<He>> grasps your hips and thrusts as <<he>> ejaculates.
<<case "pc_lap">>
<<He>> cries out as <<his>> body spasms in orgasm.
<<default>>
<<He>> cries out and thrusts <<his>> hips as <<his>> body spasms in orgasm.
<</switch>>
<<earnFeat "Playing with Fire">>
<br><br>
<<link [[Next|Estate Cards Orgasm]]>><</link>>
<br>
<<else>>
<<rng>>
<<if $worn.over_lower.name isnot "naked">>
<<if $rng gte 81>>
"I know what I want next," Wren says.
<<elseif $rng gte 61>>
"You've more to lose, <<girl>>," Wren says.
<<elseif $rng gte 41>>
"How far do you think <<pshe>> will go?" Wren asks the room.
<<elseif $rng gte 21>>
"Not done yet," Wren says.
<<else>>
"We're just getting started," Wren says.
<</if>>
<<elseif $worn.upper.name isnot "naked">>
<<if $rng gte 81>>
"I'll have you naked soon," Wren says.
<<elseif $rng gte 61>>
"Anyone else wondering what <<pshe>> has going on under there?" Wren asks.
<<elseif $rng gte 41>>
<<if $player.gender_appearance is "m">>
"I wonder if you're wearing anything under there," Wren says.
<<else>>
"Hope you're wearing a bra," Wren says.
<</if>>
<<elseif $rng gte 21>>
"I love the anticipation," Wren says.
<<else>>
<<if $player.perceived_breastsize gte 7>>
"Think <<pher>> breasts are as big as they look?" Wren laughs. <<insecurity "breasts_big" 1>><<ginsecurity "breasts_big">>
<<else>>
"I bet you look good without a top on." Wren smirks.
<</if>>
<</if>>
<<elseif $worn.lower.name isnot "naked">>
<<if $rng gte 81>>
"I know what I want next," Wren says.
<<elseif $rng gte 61>>
"How far do you think <<pshe>> will go?" Wren asks the room.
<<elseif $rng gte 41>>
<<if $player.gender_appearance is "m">>
"Are you wearing boxers or briefs? I'm about to find out," Wren says.
<<else>>
"Are you wearing panties? I'm about to find out," Wren says.
<</if>>
<<elseif $rng gte 21>>
"I wonder what sort of underwear <<pshe>> has on," Wren says.
<<else>>
"Feeling cold?" Wren asks.
<</if>>
<<elseif $worn.under_upper.name isnot "naked">>
<<if $rng gte 81>>
"Wanna keep going? You're getting a bit undressed there," Wren says.
<<elseif $rng gte 61>>
"You'll be left without a stitch at this rate," Wren says.
<<elseif $rng gte 41>>
"I think you know what I'll ask for next," Wren says.
<<elseif $rng gte 21>>
"Sure you want to continue?" Wren asks.
<<else>>
"I bet your journey home will be fun with so little clothing," Wren says.
<</if>>
<<elseif $worn.under_lower.name isnot "naked">>
<<if $rng gte 81>>
"You don't have much left to lose," Wren says.
<<elseif $rng gte 61>>
"No shame quitting while you have a little dignity," Wren says.
<<elseif $rng gte 41>>
"Just one thing between you and total nudity," Wren says.
<<elseif $rng gte 21>>
"Do you know what's coming next?" Wren asks.
<<else>>
"You'll be left without a stitch," Wren says.
<</if>>
<<else>>
<<if $rng gte 91>>
"There are more ways you can debase yourself," Wren says.
<<elseif $rng gte 81>>
"I'm not done yet if you're not." Wren smirks.
<<elseif $rng gte 71>>
"Wanna keep going? There's more you can give." Wren says.
<<elseif $rng gte 61>>
"What shall I have <<phim>> do next?" Wren says.
<<elseif $rng gte 51>>
"Not done yet," Wren says.
<<elseif $rng gte 41>>
"I know," Wren says.
<<elseif $rng gte 31>>
"Let me think," Wren says.
<<elseif $rng gte 21>>
Wren taps <<his>> chin.
<<elseif $rng gte 11>>
Wren taps the table in thought.
<<else>>
Wren leers at you.
<</if>>
<<set _cards_naked to true>>
<</if>>
<<estate_cards_bet>>
<br><br>
<<cards_play_options>>
<</if>><<effects>><<set $outside to 0>>
<!-- estate end 9 -->
<<if $exposed gte 2>>
You leave your seat. You feel Wren and <<his>> friends stare at your <<bottom>>. "Have a safe trip home," Wren says. <<His>> friends laugh.
<br><br>
<<card_pot_collected>>
<<set $estate_cards_end to "naked">>
<<cards_naked_end>>
<<unset $passoutReason>>
<<else>>
You leave your seat.
<<if $passoutReason is "hypothermia">>
<<card_pot_collected>>
Wren speaks up. "I meant what I said: we'll be needing those clothes back. If you don't want to play for them, well... that'll be <<printmoney 15000>>." <<He>> holds out <<his>> hand.
<br><br>
<<if $money gte 15000>>
<<link [[Pay|Passout Estate Wren Pay]]>><<money -15000>><</link>>
<<else>>
<span class="blue">You can't afford it.</span>
<</if>>
<br>
<<link[[Return clothes|Passout Estate Wren Return]]>><</link>>
<<else>>
Wren's friends murmur their disappointment. "We won't keep you," Wren says. "If you want favours, you know where to find me."
<br><br>
<<card_pot_collected>>
<<link [[Next|Estate]]>><<unset $passoutReason>><<endevent>><</link>>
<</if>>
<<estate_cards_finish>>
<<set $estate_cards_end to "left_early">>
<br>
<</if>><<effects>><<set $outside to 0>>
<<pass 3>>
Wren doesn't hesitate.
<<if $estate.cards.position is "penile">>
<<He>> pushes down on your shoulders, moving <<his>> pelvis above yours and resting <<his>> pussy against your <<penis>><<if $semen_amount gte 1>>, catching your seed.<<else>>.<</if>> Your spasms leave you helpless as <<he>> lets <<his>> weight push <<him>> down, <span class="pink">swallowing you to the base.</span>
<<if $player.virginity.penile is true>>
<span class="red">Your foreskin separates from your glans, forever robbing you of your purity.</span>
<br><br>
<<penileejacstat>>
You feel <<his>> breath on your ear. "I felt that," <<he>> whispers, low enough that only you can hear. "Bold to put your virginity on the line. I think I like you."<<ggglove>><<npcincr Wren love 12>>
<<else>>
<<He>> gasps against your ear as you enter <<him>>. "I need this," <<he>> whispers. "Now be a good <<girl>> and hold still."
<</if>>
<<takeVirginity "Wren" "penile">><<takeNPCVirginity "Wren" "vaginal">>
<br><br>
<<bruise penis>><<penilestat>><<raped>><<penisraped>>
<<if $semen_amount gte 1>>
You twitch inside <<him>>, spurting cum into <<his>> womb as <<he>> fucks you.
<<else>>
You twitch inside <<him>> as <<he>> fucks you.
<</if>>
<<He>> speeds up as your spasms subside, <<his>> bottom slapping against your thighs each time <<he>> brings <<his>> body down. <<His>> friends are too busy enjoying the show for their usual banter.
<<elseif $estate.cards.position is "vaginal">>
<<He>> grasps your <<bottom>> and lifts you, pushing your <<pussy>> against the tip of <<his>> <<print $NPCList[0].penisdesc>>. <<He>> eases you down, your spasms leaving you helpless as <<he>> <span class="pink">pushes into you,</span>
<<if $player.virginity.vaginal is true>>
<<if $sexStats.vagina.pregnancy.totalBirthEvents gt 0>>
<span class="red">despite your lack of a hymen, you feel something inside you change as your virginity and purity are taken.</span>
<<else>>
<span class="red"><<if $NPCList[0].penissize gte 4>>obliterating<<elseif $NPCList[0].penissize lte 1>>breaking<<else>>tearing<</if>> your hymen and forever robbing you of your purity.</span>
<</if>>
<br><br>
You feel <<his>> breath on your ear. "I felt that," <<he>> whispers, low enough that only you can hear. "Bold to put your virginity on the line. I think I like you."<<ggglove>><<npcincr Wren love 12>>
<<else>>
filling you. <<He>> gasps against your ear as <<he>> enters. "I need this," <<he>> whispers. "Now be a good <<girl>> and hold still."
<</if>>
<<takeVirginity "Wren" "vaginal">><<takeNPCVirginity "Wren" "penile">>
<br><br>
<<bruise vagina>><<vaginalstat>><<raped>><<vaginaraped>>
You twitch around <<his>> length as <<he>> fucks you, lifting you in time with <<his>> thrusts. <<He>> speeds up as your spasms subside. <<His>> friends are too busy enjoying the show for their usual banter.
<<elseif $estate.cards.position is "anal">>
<<He>> grasps your <<bottom>> and lifts you, pushing your <<bottom>> against the tip of <<his>> <<print $NPCList[0].penisdesc>>. <<He>> eases you down, your spasms leaving you helpless as <<he>> <span class="pink">pushes into you,</span>
<<if $player.virginity.anal is true>>
<<takeVirginity "Wren" "anal">>
<span class="red">violating you in a way you hadn't conceived of.</span>
<br><br>
You feel <<his>> breath on your ear. "First time?" <<he>> whispers. "Don't worry. I'll be gentle."<<gglove>><<npcincr Wren love 12>>
<<else>>
filling you. <<He>> gasps against your ear as <<he>> enters. "I said your ass would be mine," <<he>> says. "Now hold still until I'm done."
<</if>>
<<takeNPCVirginity "Wren" "penile">>
<br><br>
<<bruise anus>><<analstat>><<raped>><<anusraped>>
<<He>> fucks you, lifting you in time with <<his>> thrusts. <<He>> speeds up as your spasms subside. <<His>> friends are too busy enjoying the show for their usual banter.
<<elseif $estate.cards.position is "pc_lap">>
One leg hooks around your waist, the other weaves under yours. From cramped to constricted, you're left helpless as <<he>> <span class="pink">grinds against your crotch,</span> pressing your pussies together. <<Hes>> already wet. "I need this," <<he>> whispers. "Now be a good <<girl>> and hold still."
<<purity -10>>
<br><br>
<<He>> fucks you, your body pinned tight beneath <<hers>>. You can hardly move in <<his>> embrace, only permitted a few fleeting spasms. <<His>> friends are too busy enjoying the show for their usual banter.
<</if>>
<br><br>
<<link [[Next|Estate Cards Sex 2]]>><</link>>
<br><<effects>><<set $outside to 0>>
<<pass 3>>
<<if $estate.cards.position is "penile">>
Your arousal builds as Wren bounces on your <<penis>>. "Almost there," <<he>> says, <<his>> voice a higher pitch than normal.
<br><br>
<<penileejacstat>>
<<orgasm>>
<<recordVaginalSperm "Wren" "pc" "human">>
<br>
Your second orgasm pushes Wren over the edge. <span class="lewd"><<His>> body shakes in ecstasy,</span> but <<he>> throws a hand over <<his>> mouth to muffle <<his>> moans.
<br><br>
<<He>> leans against you, panting into your chest. <<He>> recovers fast, climbing from your body and rearranging <<his>> clothes.
<<elseif $estate.cards.position is "vaginal">>
Your arousal builds as Wren bounces you on <<his>> <<print $NPCList[0].penisdesc>>. "Almost there," <<he>> says.
<br><br>
<<vaginalejacstat>>
<<orgasm>>
<<recordVaginalSperm "pc" "Wren" "human">>
<br>
Your second orgasm pushes Wren over the edge. <span class="lewd"><<His>> body shakes in ecstasy as <<he>> pumps your <<pussy>> full of semen.</span><<bodyliquid "vagina" "semen">>
<br><br>
You slump against <<his>> chest as <<he>> gasps and wraps an arm around your waist. <<He>> recovers fast, and lifts you to your feet before rearranging <<his>> clothes.
<<elseif $estate.cards.position is "anal">>
Your arousal builds as Wren bounces you on <<his>> <<print $NPCList[0].penisdesc>>. "Almost there," <<he>> says.
<br><br>
<<analejacstat>>
<<orgasm>>
Your second orgasm pushes Wren over the edge. <span class="lewd"><<His>> body shakes in ecstasy as <<he>> pumps your <<bottom>> full of semen.</span><<bodyliquid "anus" "semen">>
<<recordAnusSperm "pc" "Wren" "human">>
<br><br>
You slump against <<his>> chest as <<he>> gasps and wraps an arm around your waist. <<He>> recovers fast, and lifts you to your feet before rearranging <<his>> clothes.
<<elseif $estate.cards.position is "pc_lap">>
Your arousal builds as Wren grinds on your <<pussy>>. "Almost there," <<he>> says, <<his>> voice a higher pitch than normal.
<br><br>
<<vaginalentranceejacstat>>
<<orgasm>>
Your second orgasm pushes Wren over the edge. <span class="lewd"><<His>> body shakes in ecstasy as <<he>> pulls you close,</span> <<his>> moans muffled in your hair.
<<if $NPCList[0].breastsize gte 6>>
<<He>> holds your head between <<his>> <<print $NPCList[0].breastsdesc>>, smothering your own cries.
<<else>>
<<Hes>> drowned out by your own unconcealed cries.
<</if>>
<<bodyliquid "vaginaoutside" "goo">>
<br><br>
<<He>> leans against you, chest heaving against yours. <<He>> recovers fast, untwining <<himself>> and rearranging <<his>> clothes.
<</if>>
<br><br>
<<fetishPregnancyImg>>
<<link [[Next|Estate Cards Sex 3]]>><</link>>
<br><<effects>><<set $outside to 0>>
Wren smirks as <<he>> reclines. "You're a good lay," <<he>> says. "That's all I want from you today. Better luck next time."
<br><br>
<!-- estate end 2 -->
<<card_pot_collected>>
<<set $estate_cards_end to "sex">>
<<cards_naked_end>><<effects>><<set $outside to 0>>
<<if $estate.cards.position is "pc_lap">>
Wren smirks as <<he>> climbs from your lap. "That's enough for you today," <<he>> says. "Better luck next time."
<<else>>
Wren smirks as <<he>> pushes you from <<his>> lap. "That's enough for today," <<he>> says. "Better luck next time."
<</if>>
<br><br>
<!-- estate end 2 (no sex variation, but still considered the same)-->
<<card_pot_collected>>
<<set $estate_cards_end to "sex_safe">>
<<cards_naked_end>><<effects>>
<<if $exposed gte 2>>
"Suit yourself," Wren says. "Good luck."
<br><br>
You walk outside. A breeze makes you shiver.
<br><br>
<<else>>
<!-- means PC won, lost at least one piece of clothing, refused the clothes rebuy offer, and is at least somewhat clothed -->
"Suit yourself," Wren says. "So long, then."
<br><br>
You walk outside, leaving your confiscated clothing behind.
<br><br>
<</if>>
<<estate_cards_finish>>
<<link [[Next|Estate]]>><<endevent>><</link>>
<br><<effects>><<set $outside to 0>>
<<set $consensual to 1>>
<<if $speech_attitude is "meek">>
"I-I'll do as you wish," you say, staring at your feet.
<<elseif $speech_attitude is "bratty">>
"Fine," you say. "But you better keep your end."
<<else>>
"I'll do as you wish," you say.
<</if>>
<<if hasSexStat("promiscuity", 4)>>
<<promiscuity4>>
<<else>>
<br><br>
<</if>>
Wren's friends cheer. "Get under the table then," Wren says. "Don't keep 'em waiting."
<br><br>
You drop to your knees, and crawl beneath the table. They're already beginning another game of cards.
<br><br>
<<set $estate.cards.oral to 2>>
<<link [[Next|Estate Cards Oral 2]]>><</link>>
<br><<effects>><<set $outside to 0>>
<<if $estate.cards.oral gt 7>>
<<set $estate.cards.oral to 7>>
<</if>>
<<switch $estate.cards.oral>>
<<case 2>>
<<person2>>
<<case 3>>
<<person3>>
<<case 4>>
<<person4>>
<<case 5>>
<<person5>>
<<default>>
<<person6>>
<</switch>>
<<if $estate.cards.oral lt 7>>
<<if $estate.cards.oral is 2>>
You crawl to the first goon, a <<person>>.
<<elseif $estate.cards.oral is 6>>
You crawl to the last goon, a <<person>>.
<<else>>
You crawl to the next goon, a <<person>>.
<</if>>
<<rng>>
<<if $rng gte 86 - ($estate.cards.rim || 0) * 10 and $analingusdisablegiving is "f">>
<<He>> puts a foot up on <<his>> chair, <<npcUndressText $NPCList[$estate.cards.oral-1] "lower" "self">>, and reclines directing you to <<his>> asshole.
<br><br>
Wren said you had to use your mouth.
<br><br>
<<link [[Lick|Estate Cards Oral Anus]]>><<if $promiscuity lt 55>><<trauma 6>><<stress 6>><</if>><<arousal 600 "mouth">><</link>><<skill_difficulty `currentSkillValue("oralskill")` "Oral Skill" 1 1000>>
<<if $promiscuity lt 55>>
<<gtrauma>><<gstress>>
<</if>>
<<garousal>>
<br>
<<else>>
<<if $pronoun is "f">>
You lift <<his>> skirt,
<<else>>
You unzip <<his>> fly,
<</if>>
<<if $NPCList[($estate.cards.oral - 1)].penis isnot "none" and !npcHasStrapon($estate.cards.oral - 1)>>
letting out <<his>> <<print $NPCList[($estate.cards.oral - 1)].penisdesc>>.
<br><br>
Wren said you had to use your mouth.
<br><br>
<<link [[Lick|Estate Cards Oral Penis]]>><<if $promiscuity lt 55>><<trauma 6>><<stress 6>><</if>><<arousal 600 "mouth">><</link>><<skill_difficulty `currentSkillValue("oralskill")` "Oral Skill" 1 1000>>
<<if $promiscuity lt 55>>
<<gtrauma>><<gstress>>
<</if>>
<<garousal>>
<br>
<<if $ejactrait gte 1>>
<<if $exposed gte 2>>
<<link [[Put on a show|Estate Cards Oral Penis Cumslut]]>><</link>><<ejacTrait>>
<<arousal 600>><<garousal>>
<<else>>
<!-- means PC won, lost at least one piece of clothing, refused the clothes rebuy offer, and is at least somewhat clothed -->
/* <span class="blue">You consider putting on a show, but you're too clothed for that.</span> */
<!-- "Why is that a problem?" you ask. "Because I'd have to add clothed variations for it, and I'm not promiscuous enough," said someone who is definitely not a cop. -->
/* <br><br> */
<</if>>
<</if>>
<<else>>
revealing <<his>> pussy.
<br><br>
Wren said you had to use your mouth.
<br><br>
<<link [[Lick|Estate Cards Oral Vagina]]>><<if $promiscuity lt 55>><<trauma 6>><<stress 6>><</if>><<arousal 600 "mouth">><</link>><<skill_difficulty `currentSkillValue("oralskill")` "Oral Skill" 1 1000>>
<<if $promiscuity lt 55>>
<<gtrauma>><<gstress>>
<</if>>
<<garousal>>
<br>
<</if>>
<</if>>
<<else>>
<<earnFeat "Trading Dignity">>
<<person1>>
That's all of them. You climb out from under the table.
<br><br>
<<if $estate.cards.clothesRebuyTerms>>
<<set _price to $estate.cards.clothesRebuyTerms.price>>
<<if _price gt 0>>
"Deal's a deal. Money first," Wren says, extending <<his>> hand.
<br><br>
If they wanted to rob you, they would've done so already. You hand Wren the <<printmoney `_price`>>.
<br><br>
<<money `-_price` "blackjack">>
Wren tosses your clothing to you, with a satisfied smirk.
<br><br>
<<else>>
"Deal's a deal," Wren says with a satisfied smirk.
<br><br>
<<He>> nods at one of <<his>> goons, who tosses your clothing to you.
<br><br>
<</if>>
<<clotheson>>
<<set $estate_cards_end to "pc_won_and_oral">>
<!-- making sure to reset this, so that <<estate_cards_finish>> doesn't ruin the clothes -->
<<set $estate.cards.confiscatedClothes to []>>
"So long then," Wren says as you leave the cottage.
<br><br>
<<estate_cards_finish>>
<<link [[Next|Estate]]>><<endevent>><</link>>
<br>
<<else>>
"Deal's a deal," Wren says, chucking you the towel. It's small. Nowhere near enough to cover your whole body.
<br><br>
<<if $estate_cards_end isnot "sex">>
<<set $estate_cards_end to "oral">>
<</if>>
<<link [[Wrap it around your chest|Estate Cards Towel]]>><<set $phase to 0>><</link>>
<br>
<<link [[Wrap it around your waist|Estate Cards Towel]]>><<set $phase to 1>><</link>>
<br>
<<if $estate.cards.wren_under_bottoms is 0>>
<<link [[Wrap it around Wren's waist|Estate Cards Towel]]>><<set $phase to 2>><</link>><<glove>><<npcincr Wren love 1>>
<br>
<</if>>
<</if>>
<</if>><<effects>>
<!-- calling this before the wear widget to make sure the newly put on towel doesn't get ruined -->
<<estate_cards_finish>>
<<if $phase is 0>>
<<upperwear 3>>
You turn your back to the table, and tie the sparse thing around your chest. It feels like a gust of wind will tear it off your body, but it's better than nothing.
<<elseif $phase is 2>>
You walk up to Wren and wrap the towel round <<his>> waist. <<He>> looks surprised. "Well," <<he>> says. "Aren't you a sweetheart?"
<<else>>
<<lowerwear 3>>
You turn your back to the table, and tie the sparse thing around your waist. You're not sure you're properly covered, but it's better than nothing.
<</if>>
<br><br>
"Good luck," Wren laughs as you leave the cottage.
<br><br>
<<link [[Next|Estate]]>><<endevent>><</link>>
<br><<effects>><<set $outside to 0>>
You stroke the tip of the <<print $NPCList[($estate.cards.oral - 1)].penisdesc>> with your tongue, feeling the blood pulse into it. You <<oraltext>> lick up and down the shaft, then circle around the glans.
<<if currentSkillValue("oralskill") gte random(1, 1000)>>
<span class="green">The <<person>> twitches,</span> and cum spurts.
<<if currentSkillValue('danceskill') gte random(1, 1000)>>
<span class="green">You manage to react in time,</span> letting the semen splatter against the floor and underside of the table.
<<else>>
It splatters on your face.<<bodyliquid "face" "semen">><<oralejacstat>>
<</if>>
<br><br>
<<set $estate.cards.oral += 1>>
<<link [[Next|Estate Cards Oral 2]]>><</link>>
<br>
<<else>>
<<if $estate.cards.clothesRebuyTerms>>
<span class="red">The <<person>> grasps the back of your hair,</span> <span class="pink">and pushes <<his>> phallus against your mouth.</span> <<He>> won't accept anything else, and Wren won't sell you your clothing back if you refuse.
<br><br>
<<else>>
<span class="red">The <<person>> grasps the back of your hair,</span> <span class="pink">and pushes <<his>> phallus against your mouth.</span> <<He>> won't accept anything else, and Wren won't give up the towel if you refuse.
<br><br>
<</if>>
<<oralskill 5>>
<span class="gold">You feel more confident in your ability to give pleasure with your mouth.</span>
<br><br>
<<link [[Suck|Estate Cards Oral Penis 2]]>><<arousal 600 "mouth">><</link>><<garousal>><<oralvirginitywarning>>
<br>
<<link [[Pull away|Estate Cards Oral End]]>><</link>>
<br>
<</if>><<effects>><<set $outside to 0>>
You flick the <<persons>> pussy with your tongue, then <<oraltext>> run the tip up and down <<his>> slit, before circling <<his>> clit.
<<if currentSkillValue("oralskill") gte random(1, 1000)>>
<span class="green"><<He>> twitches</span> and grasps your head between <<his>> thighs as you push <<him>> over the edge. You hear Wren laugh.
<br><br>
<<set $estate.cards.oral += 1>>
<<link [[Next|Estate Cards Oral 2]]>><</link>>
<br>
<<else>>
<<if $estate.cards.clothesRebuyTerms>>
<span class="red">The <<person>> grasps the back of your hair,</span> <span class="pink">and pushes your head against <<his>> groin.</span> <<He>> won't accept anything else, and Wren won't sell you your clothing back if you refuse.
<br><br>
<<else>>
<span class="red">The <<person>> grasps the back of your hair,</span> <span class="pink">and pushes your head against <<his>> groin.</span> <<He>> won't accept anything else, and Wren won't give up the towel if you refuse.
<br><br>
<</if>>
<<link [[Lick|Estate Cards Oral Vagina 2]]>><<arousal 600 "mouth">><</link>><<garousal>>
<br>
<<link [[Pull away|Estate Cards Oral End]]>><</link>>
<br>
<</if>><<effects>><<set $outside to 0>>
Your lips part as the <<person>> pushes your face against <<his>> <<print $NPCList[($estate.cards.oral - 1)].penisdesc>>. With a final shove, <<he>> pushes it into your mouth.
<<if $player.virginity.oral is true>>
<<takeVirginity $NPCList[($estate.cards.oral - 1)].fullDescription "oral">>
<span class="red">It tastes strange.</span>
<</if>>
<<bruise face>><<oralstat>><<violence 1>><<raped>>
<br><br>
<<if $rng gte 91>>
Not content to let you suck, <<he>> grasps your hair with both hands, <span class="pink">and forces <<his>> cock deeper into your mouth.</span><<lcontrol>><<control -10>>
<br><br>
<<He>> holds you there as <<he>> twitches, <span class="lewd">spurting cum down your throat.</span> <<He>> releases you, and you gasp for breath.
<br><br>
<<else>>
<<He>> keeps a grip on your hair, but lets you suck until <<he>> twitches and spurts cum into your mouth. <<He>> holds your head firm, forcing you to swallow it.
<</if>>
<br><br>
<<oralejacstat>><<bodyliquid "face" "semen">>
<<set $estate.cards.oral += 1>>
<<link [[Next|Estate Cards Oral 2]]>><</link>>
<br><<effects>><<set $outside to 0>>
<<set _penisdesc to $NPCList[($estate.cards.oral - 1)].penisdesc>>
<<if $NPCList[($estate.cards.oral - 1)].penissize lte 1>>
You <<oraltext>> suck on the <<persons>> _penisdesc.
<<if $speech_attitude is "bratty">>
After a couple of minutes, the goon twitches and ejaculates a string of semen that you swirl and swallow before moving on.
<<else>>
You do your best to satisfy <<him>>, though the size makes it difficult to keep in your mouth.
<br><br>
After a couple of minutes, <<he>> groans and cums on your tongue. <<cumswallow `$NPCList[$estate.cards.oral - 1].type` null `npcSemenMod($NPCList[$estate.cards.oral - 1].penissize)`>> "Thank you," you say before moving on.
<</if>>
<<oralstat>>
<<ejacstat>>
<<oralejacstat>>
<<else>>
<<switch $estate.cards.oral>>
<<case 2>>
You engulf the _penisdesc with your mouth, <<oraltext>> deepthroating as it hardens.
<br><br>
The <<person>> grasps the back of your head <span class="red">forcing <<his>> _penisdesc down your throat.</span>
<span class="pink">Tears run down your face</span>.
<span class="pink">Your body spasms involuntarily,</span> shaking the table and the cards on it, much to the amusement of the room.
<br><br>
The _penisdesc begins to throb. "Swallow it all," <<he>> says. "Every drop." <<His>> grip tightens, <span class="lewd">and a warm, thick stream of semen fills your throat.</span>
<br><br>
<<cumswallow "human" 50>>
"Good <<girl>>," <<he>> says, patting your head. <<He>> releases <<his>> grasp.
<br><br>
<<if $speech_attitude is "bratty">>
Despite the tears, you feel proud about the accomplishment.
<<else>>
"Th-thank you <<sir>>," you say once your mouth is free of cum.
<</if>>
<<arousal 600>><<garousal>><<lstress>><<stress -5>>
<<oralstat>>
<<ejacstat>>
<<oralejacstat>>
<<set $hygiene += 500>>
<<case 3>>
The second goon, a <<person>>, is ready and erect, waiting for you as soon as you turn to face <<him>>. You <<oraltext>> work the _penisdesc with your mouth while they begin a game of cards.
<br><br>
<<He>> starts twitching, and you pull the cock from your mouth, letting the <span class="lewd">massive spurt of cum unload over your forehead</span> while you milk it with your hand.
<br><br>
"Come up here," <<he>> orders. "I want to see this." You emerge from under the table as <span class="lewd">two thick streams of semen slowly come running down each side of your nose.</span> "I think this slut's enjoying it."
<br><br>
"Here, look here." One of the goons points a phone at you. "Smile a little, come on. People ought to know what a cumslut you are."
<br><br>
<<if $speech_attitude is "bratty">>
Your eyes water, and you refuse to smile, but as the streams of cum reach the sides of your mouth, you can't resist the urge to <span class="lewd">provocatively push your tongue out and lick some of the fluid around your lips.</span> "I knew it! You can't help yourself."
<<else>>
<span class="lewd">You make a big smile for the camera.</span> "Ah, perfect," says one of the goons as the others reach for their phones.
<</if>>
<br><br>
You pose more, <span class="green">toying with the cum and letting them capture videos of you swallowing.</span> "Man, this is fucking hot. I'm sharing this with everyone."
<br><br>
Satisfied, the goons instruct you back under the table. Others are waiting their turn.
<<famesex 2>>
<<oralstat>>
<<ejacstat>>
<<faceejacstat>>
<<oralejacstat>>
<<bodyliquid "face" "semen">>
<<semenswallowedstat 10>>
<<set $hygiene += 500>>
<<arousal 600>><<garousal>><<lstress>><<stress -5>>
<<case 4>>
You start sucking a <<persons>> _penisdesc. <<He>> watches you from above. "What nice <<haircolourtext>> hair you've got. But I can make it nicer."
<br><br>
<<He>> shoves you away, and <span class="lewd">aims <<his>> cock at your scalp as <<he>> ejaculates.</span> "Something to wash your hair with."
<br><br>
<<He>> looks delighted as <span class="lewd">you spread <<his>> load all over your hair</span>.
<<oralstat>>
<<hairejacstat>>
<<ejacstat>>
<<bodyliquid "hair" "semen">>
<<set $hygiene += 500>>
<<arousal 600>><<garousal>><<lstress>><<stress -5>>
<<case 5>>
The <<persons>> _penisdesc is already hard when you turn to it. "Aah, aah..." <<He>> twitches and, without further warning, <span class="lewd">ejaculates over your body.</span> <<He>> looks at you kneeling between <<his>> thighs, panting.
<br><br>
<<if $speech_attitude is "bratty">>
"You're a quick shot," you exclaim while restraining a laugh. The other goons show less restraint, and openly mock the <<person>>. <<His>> face reddens. "F-fucking <<bitch>>," <<he>> says. "I'd slap that smug look off your face if it wasn't covered in jizz."
<<else>>
"I'm sorry <<sir>>," you whisper. "I might have been too eager." <span class="lewd">You pretend to suck on <<his>> limp dick while rubbing the semen over your neck and <<breasts>>.</span>
<</if>>
<<neckejacstat>>
<<chestejacstat>>
<<ejacstat>>
<<bodyliquid "neck" "semen">>
<<bodyliquid "chest" "semen">>
<<set $hygiene += 500>>
<<arousal 600>><<garousal>><<lstress>><<stress -5>>
<<case 6>>
You suck the <<persons>> _penisdesc. It's the last one. <<He>> soon twitches, the <span class="lewd">hard cock pulsating in your mouth.</span>
<br><br>
"I've been waiting for this," <<he>> says, holding your head firm with both hands. <<He>> starts thrusting.
<br><br>
The first spurt is so voluminous that it <span class="lewd">makes you cough and splutter, and comes bursting out of your nose.</span> It comes too quick, and too thick, to swallow it all in time. With every thrust, more cum surges into your mouth, spilling out the sides of your lips.
<<cumswallow "human" 80>>
<br><br>
"Fuck," the <<person>> says. <<He>> shoves you away. "Look at this fucking slut." The other goons interrupt their game of cards. Everyone stares at you, the kneeling, naked, cum-covered mess trying to catch <<pher>> breath.
<br><br>
White strings still dangle from your chin. With all eyes on you, <span class="green">you smile and take a bow.</span> The room erupts in cheer.
<br><br>
"Hey," Wren says. "You're not going anywhere until you clean this up. We're not touching this." <<person1>><<He>> points at the floor in front of you, splattered with pooling semen.
<br><br>
<<if $speech_attitude is "bratty">>
Still kneeling, you scoop up the semen and <span class="lewd">rub it over your chest.</span>
<<if random(0,1) is 1>><<bodyliquid "rightarm" "semen">><<else>><<bodyliquid "leftarm" "semen">><</if>>
<<bodyliquid "chest" "semen">>
<<else>>
You get on your hands and knees, <span class="lewd">and lick the floor clean of semen.</span> "Hey <<girl>>," says the <<person6>><<person>>. "You got some on my shoes." You lick them next. You swallow the last of it.
<<semenswallowedstat 100>>
<<bodyliquid "mouth" "semen" 2>>
<</if>>
<<chestejacstat>>
<<tummyejacstat>>
<<oralstat>>
<<ejacstat>>
<<bodyliquid "face" "semen">>
<<bodyliquid "chest" "semen">>
<<bodyliquid "tummy" "semen">>
<<set $hygiene += 1000>>
<<arousal 600>><<garousal>><<lstress>><<stress -5>>
<</switch>>
<br><br>
<</if>>
<br><br>
<<set $estate.cards.oral += 1>>
<<if $arousal gte $arousalmax>>
<<link [[Next|Estate Cards Oral Cumslut Orgasm]]>><</link>>
<<else>>
<<link [[Next|Estate Cards Oral 2]]>><</link>>
<</if>>
<br><<effects>><<set $outside to 0>>
The building arousal overwhelms you. Your muscles spasm as a <span class="lewd">massive orgasm builds.</span>
<br><br>
The <<person6>><<person>> notices. "This slut's really gonna cum from being jizzed on," <<he>> says.
<br><br>
<<if $speech_attitude is "bratty">>
"F-fuck," you say. "Fuck you."
<<else>>
"I-I'm sorry," you say. "I'm so sorry."
<</if>>
You spread your knees wide, trying to keep your balance. The goons cheer again. <span class="red">A swarm of smartphones surrounds you.</span>
<br><br>
They record as you shake and moan uncontrollably, cumming beneath their blackjack table.
<br><br>
<<orgasm>>
<<famesex 4>>
<br><br>
<<link [[Next|Estate Cards Oral 2]]>><</link>><<effects>><<set $outside to 0>>
You fuck the <<person>> with your tongue, until you feel <<his>> pussy shudder in orgasm. <<He>> releases your hair.
<br><br>
<<set $estate.cards.oral += 1>>
<<link [[Next|Estate Cards Oral 2]]>><</link>>
<br><<effects>><<set $outside to 0>>
You <<oraltext>> lap at <<his>> asshole.
<<if currentSkillValue("oralskill") gte random(1, 1000)>>
<<He>> moans and grinds back against your tongue. You keep licking until
<<if $NPCList[($estate.cards.oral - 1)].penis isnot "none" and !npcHasStrapon($estate.cards.oral - 1)>>
<span class="green"><<he>> ejaculates onto the floor.</span>
<<else>>
<span class="green"><<he>> shudders with a sigh.</span> Lewd fluid drips onto the floor.
<</if>>
<<set $estate.cards.rim = $estate.cards.rim || 0 + 1>>
<<else>>
<<rng>>
<<if $rng gte 91 and $facesitdisable is "f">>
Unimpressed with your skills, <<he>> grasps the back of your head <span class="pink">and smothers your face with <<his>> ass.</span><<arousal 600 "mouth">><<garousal>><<control -10>><<lcontrol>>
<br><br>
<<He>> holds you in place as <<he>> twitches,
<<if $NPCList[($estate.cards.oral - 1)].penis isnot "none" and !npcHasStrapon($estate.cards.oral - 1)>>
ejaculating onto the floor.
<<else>>
squirting onto the floor.
<</if>>
<<He>> releases you, and you gasp for air.
<<else>>
<<He>> grips the back of your head, but allows you to rim <<him>> until <<he>> twitches,
<<if $NPCList[($estate.cards.oral - 1)].penis isnot "none" and !npcHasStrapon($estate.cards.oral - 1)>>
ejaculating onto the floor.
<<else>>
squirting onto the floor.
<</if>>
<</if>>
<</if>>
<br><br>
<<set $estate.cards.oral += 1>>
<<link [[Next|Estate Cards Oral 2]]>><</link>>
<br><<effects>>
You break free of the <<persons>> grasp, and crawl from the table. <<person1>>"Suit yourself," Wren says. <<if $exposed gte 2>>"Good luck."<<else>>"So long, then."<</if>>
<br><br>
You walk outside. <<if $exposed gte 2>>A breeze makes you shiver.<</if>>
<br><br>
<<estate_cards_finish>>
<<link [[Next|Estate]]>><<endevent>><</link>>
<br><br><<effects>><<set $outside to 0>>
<<if $estate.cards.position is "wren_lap" or $estate.cards.position is "vaginal" or $estate.cards.position is "anal">>
<<He>> keeps <<his>> hands firm on your hips as <<he>> reclines in the chair, still panting.
<<He>> releases <<his>> grasp. "Not bad," <<he>> admits, pushing you off <<his>> lap. "The game's over. I hope you got what you came for."
<<else>>
<<He>> keeps <<his>> arms locked around your chest as <<he>> pants against you. <<He>> pulls away, looking tired.
"Not bad," <<he>> admits, swinging <<his>> leg off you. "The game's over. I hope you got what you came for."
<</if>>
<br><br>
<!-- estate end 1 -->
<<card_pot_collected>>
<<set $estate_cards_end to "wren_finished_early">>
<<cards_naked_end>><<effects>><<set $outside to 0>><<person1>><<set $wrenSeen.pushUnique("letter")>><<set $wrenSeenLast to "letter">>
<<if $wren_intro is undefined>>
<<set $wren_intro to true>>
<<if $speech_attitude is "meek">>
"A-Are you Wren?" you ask. "I'm supposed to give something to Wren."
<<elseif $speech_attitude is "bratty">>
"Got a delivery for Wren," you say. "Don't suppose you're <<him>>?"
<<else>>
"I'm supposed to give something to Wren," you say. "Are you <<him>>?"
<</if>>
<br><br>
"<span class="gold">Yep, that's me,</span>" the <<personsimple>> says. "Who sent you? Santa Claus?"
<br><br>
<</if>>
You take out the Manila envelope Mickey gave you and hold it out to Wren.
<<if $speech_attitude is "meek">>
"This is from the old man."
<<elseif $speech_attitude is "bratty">>
"The old man sent me. Here."
<<else>>
"The old man told me to give this to you."
<</if>>
<br><br>
Wren takes it, examines it from both sides and smirks. <<He>> tosses it onto a nearby desk. "Been waiting on that. Wonder what he's got for me this time."
<br><br>
<<if !$pubfame.seen.includes("wrenOldman")>>
<<set $pubfame.seen.pushUnique("wrenOldman")>><<set $pubfame.detail to "wrenOldman">>
You start to return your arm, but Wren grabs it before you can. In one smooth motion, <<he>> pulls you toward <<him>>, leans back in <<his>> chair and pulls you under the table. <<He>> leans in until you're face to face. <<His>> friends whoop and cheer.
<<stress 6>><<gstress>>
<br><br>
"You can tell the 'old man' to drop the act," Wren whispers. "I'm sure 'Mickey' put a lot of thought into the name, but there's no need." <<He>> glances up above the table. "They think we're snogging, but they can't hear us over their own racket. Lucky us."
<<elseif !$pubfame.seen.includes("wrenLandry")>>
<<set $pubfame.seen.pushUnique("wrenLandry")>><<set $pubfame.detail to "wrenLandry">>
You start to return your arm, but Wren grabs it before you can. In one smooth, familiar motion, <<he>> pulls you toward <<him>>, leans back in <<his>> chair and pulls you under the table. <<He>> leans in until you're face to face. <<His>> friends whoop and cheer.
<br><br>
"You mind asking 'Mickey' why they sent you instead of Landry?" Wren whispers. "Seems like they're going a bit out of their way."
<<elseif $pubfame.seen.includes("wrenKiss")>>
You hold your hand out for Wren, and <<he>> takes it and winks. <<takeHandholdingVirginity "Wren" "romantic">> In one smooth, familiar motion, <<he>> pulls you toward <<him>>, leans back in <<his>> chair and pulls you under the table. <<He>> leans in until you're face to face. <<His>> friends whoop and cheer. "<<pShes>> down bad for <<him>>," the <<person2>><<person>> laughs.
<br><br>
"So?" you ask. "Do you have any more of Mickey's secrets to dig up?"
<br><br>
"Maybe I do," <<person1>><<he>> says with a grin. "Maybe I just wanted to kiss you. The mood could've struck me."
<<else>>
You start to return your arm, but Wren grabs it before you can. In one smooth, familiar motion, <<he>> pulls you toward <<him>>, leans back in <<his>> chair and pulls you under the table. <<He>> leans in until you're face to face. <<His>> friends whoop and cheer.
<br><br>
"So?" you ask. "Do you have any more of Mickey's secrets to dig up?"
<br><br>
"Maybe I do," <<he>> says with a grin. "Maybe I just wanted to dip you. The mood could've struck me."
<</if>>
<br><br>
<<link [[Kiss|Estate Fame Letter 2]]>><<set $phase to 0>><<arousal 1000 "mouth">><<npcincr Wren love 3>><</link>><<promiscuous1>><<ggarousal>><<glove>><<kissvirginitywarning>>
<br>
<<link [[Pull away|Estate Fame Letter 2]]>><<set $phase to 1>><</link>><<effects>><<set $outside to 0>>
<<if $phase is 0>>
You lean up slightly and press your lips against Wren's. <<takeKissVirginity "Wren" "romantic">>
<<if !$pubfame.seen.includes("wrenKiss")>>
<<set $pubfame.seen.pushUnique("wrenKiss")>>
<<Hes>> caught off guard for a second, but then <<he>> smiles and kisses back. <<He>> sucks on your upper lip for a moment, before pushing <<his>> tongue into your mouth.
<<promiscuity1>>
Eventually <<he>> pulls away and grins at you. "You saw an opportunity and took it, huh? You're fun. I think I like you."
<<glove>>
<<else>>
<<He>> smiles against your mouth and pushes <<his>> tongue between your lips, twirling around your own tongue playfully. One of <<his>> hands cups the back of your head, holding you in place. <<He>> uses this leverage to thoroughly assail your mouth.
<<promiscuity1>>
Eventually <<he>> pulls away and grins at you. "You've gotta come by more often. You're fun."
<<glove>>
<</if>>
<br><br>
Wren releases you, and you stand back up<<if $arousal gte 6000>> on wobbly legs<</if>>. "You had <<phim>> under there for quite a while," the <<person3>><<person>> chuckles.
<br><br>
"Not my fault," Wren says, smirking. "I was only gonna keep <<phim>> for a few seconds, but <<pshe>> demanded more." <<person1>><<His>> eyes flicker to you. "Thank the old man for me when you get back to him. He knows how to pick the cutest delivery <<girls>>."
<<else>>
You try to pull away from Wren's grip. <<He>> <<if $pubfame.seen.includes("wrenKiss")>>raises an eyebrow, but<<else>>smirks and<</if>> releases you. "Wasn't that romantic," the <<person3>><<person>> chuckles as you stand up.
<br><br>
"What can I say? The mood struck me." Wren's eyes flicker to you. "Thank the old man for me when you get back to him. Could get some use out of that." <<person1>><<He>> jerks <<his>> head in the direction of the desk, where the envelope you delivered lays.
<</if>>
<br><br>
<<pubfameComplete "wren">>
<<if $farm_stage lte 4 or $farm_stage is undefined>>
"Well, good seeing you," Wren says, nodding. "Take care."
<br><br>
<<link [[Leave|Estate Cards Intro Leave]]>><</link>>
<<else>>
"While you're here, fancy some blackjack?" Wren asks.
<br><br>
<<cards_start_play_options>>
<</if>>
<br><<effects>><<npc "Wren">><<person1>>
<<generatev2>>
Approaching the cottage door, You curiously glance through the nearby window. What you see catches you off guard:
one of Wren's goons is on <<person2>><<his>> knees before <<person1>><<him>>. <<promiscuity4>>
<br><br>
Wren throws <<his>> head back in pleasure, emitting a loud groan that surprises you.
You quickly duck below the window before any of them can catch you. <<arousal 300>> <<garousal>>
<br><br>
<<link [[Watch|Estate Voyeurism Watch Dolp]]>><</link>> <<arousal 100>>
<br>
<<if $exhibitionism gte 35>>
<<link [[Masturbate|Estate Voyeurism Masturbate Dolp]]>><</link>><<exhibitionist3>>
<<else>>
You are too scared to mastubate out in the estate <<exhibitionist3>>
<</if>>
<br>
<<link [[Knock|Estate Voyeurism Knock Dolp]]>><</link>>
<br>
<<link [[Leave|Estate Voyeurism Leave Dolp]]>><</link>><<effects>><<person1>>
You can't help but stare at the scene unfolding before you. You know you shouldn't look, it feels wrong, but you can't bring yourself turn away.
<br><br>
You stand there, frozen, as the goon continues what you could only assume is <<person2>><<his>> punishment. Wren's satisfied grunts reach your
ears even from outside. Your heart races from the thrill of spying on something you shouldn't be seeing. <<arousal 600>><<garousal>>
<br><br>
<<link [[Keep watching|Estate Voyeurism Keep Dolp]]>><</link>> /*small + to exhibion? stat */
<br>
<<link [[Stop watching and knock|Estate Voyeurism Knock Dolp]]>><<set $phase to 1>><</link>>
<br>
<<link [[Leave|Estate Voyeurism Leave Dolp]]>><</link>><<effects>><<person1>>
As Wren's movements speed up, you feel yourself getting more and more excited. You're so caught up in what's happening that time seems to
slip away. You're completely mesmerized by the whole thing. And there's this warmth spreading between your thighs, drawing you in even deeper.
You can't help but bite your lip. Wren's actions become a blur, each one more intense than the last. <<promiscuity3>>
<br><br>
Wren seems to get completly lost in this moment. <<he>> lets out a moan that pulls you more into the scene unfolding infront of you.
you catch the <<person2>><<lady>> under the table <<if C.npc.Wren.penis isnot "none">>bobbing <<person2>><<his>> head up and down on Wren's cock <<else>>lapping
<<person2>><<his>> head up and down Wren's pussy,<</if>> you can hear a small moan from the goon <<himself>>, Wren puts <<person1>><<his>> hand on <<person2>><<his>>
head and groans in pleasure.
<br><br>
Just like wren you are also completely lost in the moment, forgetting about everything else around you. All that matters is what's happening right in front of you.
The heat between your thighs keeps growing, a constant reminder of just how turned on you are, urging you to keep watching, even though you
know you probably shouldn't.<<arousal 700>><<garousal>>
<br><br>
<<link [[Keep watching|Estate Voyeurism Keep 2 Dolp]]>><</link>> /*small + to exhibion? stat */
<br>
<<if $exhibitionism gte 35>>
<<link [[Masturbate|Estate Voyeurism Masturbate Dolp]]>><</link>><<exhibitionist3>>
<<else>>
You are too scared to mastubate out in the estate <<exhibitionist3>>
<</if>>
<br>
<<link [[Stop watching and knock|Estate Voyeurism Knock Dolp]]>><<set $phase to 2>><</link>>
<br>
<<link [[Leave|Estate Voyeurism Leave Dolp]]>><</link>><<effects>><<person1>>
Part of you knows you should look away, that what you're witnessing is totally wrong. But another part of you revels in the taboo thrill
of it all. In that moment, you feel more alive than ever.
<br><br>
Then, Wren lets out a loud moan, pulling you back from all the lewd thoughts racing in your head. You watch closely as Wren starts holding
the goon's head in place, pushing them farther into him. The <<person2>><<lady>> sputters, presumably from the lack of air.
<<if $masochism_level gte 4 and $sadism_level lt 4>>
You let out a quiet moan as you imagine yourself in the <<lady>>'s place, with Wren choking you instead.<<arousal 400>><<garousal>>
<<elseif $sadism_level gte 4 and $masochism_level lt 4>>
You let out a quiet groan as you imagine yourself as Wren, with your <<penis>> choking the <<lady>> instead.<<arousal 400>><<garousal>>
<<elseif $sadism_level gte 4 and $masochism_level gte 4>>
You let out a loud ghaspy moan as you look at the scene infront of you, you cant decide what effects you more. being hurt or doing the hurting. <<arousal 600>><<ggarousal>>
<<else>>
<</if>>
<br><br>
It feels like hours, though it couldn't have been more than 20 seconds. Quickly, Wren pulls the <<person2>><<lady>>'s face away, shivering from pleasure as
he releases on the goon's face. The <<person2>><<lady>> emerges from under the table, quickly wiping their face with a napkin, while Wren observes <<him>> with <<his>>
trademark smirk as <<he>> buttons up <<his>> pants. Finally tearing your gaze away from the intense scene, you glance over at the blackjack table.
The <<person2>><<lady>> seems to have run out of luck, just like you when you made a bet you couldn't win.<<arousal 400>><<garousal>>
<br><br>
<<link [[Next|Estate Voyeurism Watch End Dolp]]>><</link>><<effects>><<person1>>
<<if $orgasmcurrent gte 1>>
you can barely believe what you just looked at, but the cum dripping between your legs already tells you enough.
<<else>>
you can barely believe what you just saw.
<</if>>
If you lose to Wren you might end up the same way that the <<person2>><<lady>> ended up in. You are not quite sure yet if that would be a good or bad
situation for you. you head snaps back to the window as you head the sound of a chair scraping and footsteps.
<br><br>
<<link [[Next|Estate Voyeurism Knock Dolp]]>><<set $phase to 7>><</link>>
<br>
<<link [[Next|Estate Cards Intro]]>><</link>><<effects>><<person1>>
The scene unfolding before you stirs a powerful desire within you, an irresistible urge that pulls you in deeper and deeper. It's like a magnet,
drawing you closer with each passing moment, making it impossible to look away. You feel yourself being drawn in, captivated by the intensity of
it all.
<br><br>
As your hands slowly trail down to your <<bottoms>>, your breath hitches when you reach your <<penis>> as you graze over it. you begin to feel yourself
<<if $player.penisExist and $player.vaginaExist>> being hard and wet <<elseif $player.penisExist>> being hard. <<elseif $player.vaginaExist>> being wet. <</if>>.
You begin to slowly touch yourself, trying to syncing your movements with the rhythm of the scene before you. With each moan from Wren,
blending seamlessly with your own, you feel yourself drawn deeper into the intensity of the moment as you speed up to match Wren <<arousal 500>><<ggarousal>>
<br><br>
<<if $exhibitionism gte 35>>
<<link [[Keep masturbating|Estate Voyeurism Keep Masturbate Dolp]]>><</link>><<exhibitionist3>>
<br>
<</if>>
<<link [[Stop masturbating and knockk|Estate Voyeurism Knock Dolp]]>><<set $phase to 3>><</link>>
<br>
<<link [[Leave|Estate Voyeurism Leave Dolp]]>><</link>><<effects>><<person1>>
Your breath hitches with desire as you feel it pulse through your veins, your heart quickening with anticipation. Every touch, every sensation,
adds to the growing intensity, like layers building up to a climax. You're caught in a whirlwind of pleasure, unable to resist the overwhelming pull.
<br><br>
The scene before you is impossible to tear your eyes away from. The way Wren moans in pleasure while <<person2>><<lady>> goes down on
<<person1>><<him>> is utterly irresistible. You observe the <<person2>><<lady>> under the table, their hands inching up to their own crotch,
slowly caressing themselves. As the <<lady>> touches <<his>>self more, they begin to moan into Wren, the vibrations causing Wren to throw
<<person1>><<his>> head back in ecstasy. <<arousal 500>><<ggarousal>>
<br><br>
<<if $exhibitionism gte 35>>
<<link [[Keep masturbating|Estate Voyeurism Keep Masturbate 2 Dolp]]>><</link>><<exhibitionist3>>
<br>
<</if>>
<<link [[Stop masturbating and knock|Estate Voyeurism Knock Dolp]]>><<set $phase to 4>><</link>>
<br>
<<link [[Leave|Estate Voyeurism Leave Dolp]]>><</link>><<effects>><<person1>>
Looking at the scene in front of you, you're torn between whose place you'd rather be, but deep down, you know you wish it ware you in that situation.
Wren's firm grip on the <<person2>><<lady>>'s head, pushing <<him>> further into <<person1>><<his>> crotch, sends a thrill down your spine. Your own
moans mingle with Wren's groans of pleasure, and for a moment, you forget where you are entirely. Wren's foot starts to rub against the <<person2>><<lady>>'s
crotch, eliciting a low, guttural moan. The sound sends shivers down Wren's spine, and <<person1>><<he>> responds by pushing the <<person2>><<lady>> even further
into <<person1>><<his>> crotch, making <<him>> completly lost in the pleasure of the moment. <<arousal 500>><<ggarousal>>
<br><br>
<<if $exhibitionism gte 35>>
<<link [[Keep masturbating|Estate Voyeurism Keep Masturbate 3 Dolp]]>><</link>><<exhibitionist3>>
<br>
<</if>>
<<link [[Stop masturbating and knock|Estate Voyeurism Knock Dolp]]>><<set $phase to 5>><</link>>
<br>
<<link [[Leave|Estate Voyeurism Leave Dolp]]>><</link>><<effects>><<person1>>
Wren shuts <<his>> eyes tight, a loud groan of pleasure escaping <<his>> lips, as if <<he>>'s unafraid of any consequences. <<He>> firmly grips the <<person2>><<lady>>'s head, guiding <<him>> as <<person1>><<he>> starts to
thrust <<his>> hips, lost in <<his>> own pleasure. Matching Wren's rhythm, you feel a growing heat within you, on the brink of reaching your own climax With one final thrust. Wren
pushes the <<person2>><<lady>>'s face hard into <<person1>><<his>> crotch, signalling his impending release. You follow suit, matching <<his>> movements as you both reach the peak of pleasure together. Wren
throws <<his>> head back, <<his>> eyes rolling in ecstasy as loud moans of release escape <<his>> lips. Your own moans join <<his>> <<set $arousal to 10000>><<orgasm>>
<br><br>
<<link [[Next|Estate Voyeurism Masturbate End Dolp]]>><</link>><<effects>><<person1>>
You stand there sweaty and breating heavy after your orgasm, you can see wren
<<if C.npc.Wren.penis isnot "none">>pushing the <<person2>><<lady>> more onto his cock while he cums, making sure <<he>> swallows it all. <<else>>pushing the <<person2>><<lady>> more into
<<person1>><<his>> pussy making sure that <<person2>><<he>> laps it all up <</if>>
<br><br>
The fear of being caught is replaced by the overwhelming pleasure of the moment. After the intense moment passes, you find yourself
scrambling to gather your thoughts, your mind a jumble of sensations and emotions. It's as if the world around you has shifted. You quickly
duck away from the window and sit down for a moment, composing yourself after what just happened.
<br><br>
<<link [[Knock|Estate Voyeurism Knock Dolp]]>><<set $phase to 6>><</link>>
<br>
<<link [[Leave|Estate Voyeurism Leave Dolp]]>><</link>>
/* :: Imagine yourself as one of them (not done)
<<effects>><<person1>>
<br><br>
<<link [[Imagine yourself as Wren|Estate Voyeurism Imagine Wren Dolp]]>><</link>>
<br>
<<link [[Imagine yourself as the Goon|Estate Voyeurism Imagine Goon Dolp]]>><</link>><<effects>><<person1>>
<<link [[Next|Estate Cards Intro]]>><</link>><<effects>><<person1>>
<<link [[Next|Estate Cards Intro]]>><</link>>
*/<<effects>><<person1>>
<<if $phase is 1>> /*watch 1*/
<<if $orgasmcurrent gte 1>>
You quickly duck away from the window after cumming, sliding down the side of the building untill you are sitting. it's embarrasing to do this
out in the open like this but at the same time it turns you on alot too. Your hand is slightly damp from your cum and you quickly wipe it on the grass
below you.
<<else>>
You stop your movements and duck away from the window, it's embarrasing to do this out in the open when anybody could catch you but that turns you
on too. Your hand is slightly damp from all the rubbing you have been doing, and you quickly wipe it on the grass below you.
<</if>>
A sudden sense of guilt washes over you, and you're torn between the desire to watch and the urge to intervene. "oh lord" you think to
yourself and with a shaky sigh, you muster up the courage to knock on the door. The sound startles Wren and <<person2>><<his>> goon,
and you can hear them quickly scramble to compose themselves.
<br><br>
After a moment, Wren opens the door a little, slightly out of breath. Wren
<<if $bodysize lte 1>> looks down at you <<else>> looks at you <</if>> and raises <<person1>><<his>> eyebrow, "You came to play?" <<person1>>
<<he>> says. "Couldn't have been at a better time." You hear him say under his breath.
<<elseif $phase is 2>>/*watch 2*/
<<if $orgasmcurrent gte 1>>
You quickly duck away from the window after cumming, sliding down the side of the building untill you are sitting. it's embarrasing to do this
out in the open like this but at the same time it turns you on alot too. Your hand is slightly damp from your cum and you quickly wipe it on the grass
below you. <br><br>
<<else>>
You shake your head as a sudden sense of guilt washes over you, torn between the desire to watch and the urge to intervene.
<</if>>
Taking a shaky breath, you compose yourself and knock on the door. The sound startles Wren out of his pleasure. You can hear <<person2>><<lady>> scrambles from
under the table, trying to compose <<him>>self quickly.
<br><br>
It takes a few moments for Wren to open the door, still breathing heavily. Wren<<if $bodysize lte 1>> looks down
at you <<else>> looks at you <</if>> and raises <<person1>><<his>> eyebrow, "You came to play?" <<person1>>
<<he>> says. "Couldn't have been at a better time." You hear him mutter to <<him>>self.
<<elseif $phase is 3>>/*jerking it 1*/
<<if $orgasmcurrent gte 1>>
You quickly duck away from the window after cumming, sliding down the side of the building untill you are sitting. it's embarrasing to do this
out in the open like this but at the same time it turns you on alot too. Your hand is slightly damp from your cum and you quickly wipe it on the grass
below you. <br><br>
<<else>>
You stop what you are doing and start second-guessing your depravity. Masturbating outside in the estate like this might be a bit too wild. A
sudden sense of embarrassment washes over you, and you shake your head.
<</if>>
but maybe alone or another time. With a defeated sigh, you compose yourself and knock on the door. You hear something fall behind it and Wren
muttering curse words.
<br><br>
After a few seconds, <<person1>><<he>> opens the door with an annoyed expression. Wren<<if $bodysize lte 1>> looks down at you <<else>> looks at
you <</if>> and raises <<person1>><<his>> eyebrow, "You came to play?" <<person1>><<he>> says. "Couldn't have been at a better time." You hear
him say sarcastically.
<<elseif $phase is 4>>/*jerking it 2*/
<<if $orgasmcurrent gte 1>>
You quickly duck away from the window after cumming, sliding down the side of the building untill you are sitting. it's embarrasing to do this
out in the open like this but at the same time it turns you on alot too. Your hand is slightly damp from your cum and you quickly wipe it on the grass
below you. <br><br>
<<else>>
In the middle of your movements, you suddenly decide that you probably don't want to masturbate like this in the open. and quickly compose yourself
before anyone catches you. A wave of embarrassment washes over you, and you stand there in silence for a few moments.
<</if>>
doing this out in the open is <<if $exhibitionism gte 55>> exciting<<arousal 300>><<garousal>>. It makes your<<if $player.penisExist and $player.vaginaExist>>
pussy dripping wet and dick twitch hard <<elseif $player.penisExist>> dick twitch hard <<else>> pussy dripping wet <</if>> but you just can't
do it right now <<else>> excites you a lot but you can't do this right now<</if>>.
You let out a sigh and double check yourself before knocking on the door. You hear Wren's moan cut off with a cuss followed by a loud thunk as well.
<br><br>
After a few seconds <<person1>><<he>> opens the door with an annoyed expression. Wren<<if $bodysize lte 1>> looks down at you <<else>> looks at you <</if>> and
raises <<person1>><<his>> eyebrow, "You came to play?" <<person1>><<he>> says. "Couldn't have been at a better time." You hear him mutter to <<him>>self.
<<elseif $phase is 5>>/*jerking it 3*/
<<if $orgasmcurrent gte 1>>
You quickly duck away from the window after cumming, sliding down the side of the building untill you are sitting. it's embarrasing to do this
out in the open like this but at the same time it turns you on alot too. Your hand is slightly damp from your cum and you quickly wipe it on the grass
below you.
<<else>>
You stop your movements and duck away from the window, it's embarrasing to do this out in the open when anybody could catch you but that turns you
on too. Your hand is slightly damp from all the rubbing you have been doing, and you quickly wipe it on the grass below you.
<</if>>
You let out a long sigh before standing up and composing yourself. You can hear Wren's moans ring thoughout the cottage getting louder and louder
by the second. Shaking your head to recompose yourself, you stand infront of the door and knock loudly. The sound of knocking makes wren mutter
cursewords under <<person1>><<his>> breath before <<he>> yells out, "just give me one second!" You can head the sound of a chair scraping and out
of nowhere there is a sputtering sound from what you assume is the <<person2>><<lady>>. You hold your ear to the door and hear Wren curse more under
<<person1>><<his>> breath, you can make out some of the words.
<br><br>
"F--ck,<br>
Ke-- go--- a b-t --re, <br>
T--e it --l im al---- t--re, <br>
Yo- wan--d ---s now --u get---- it, <br>
Th--- it k--p ---ng, <br>
I'm al--st t--re, <br>
Fu-- m-" <br>
<br><br>
All of the sudden you hear a low moan and wren yells out "Fuuuuucccckkkk!" The sound of the <<person2>><<lady>> Sputtering for air plays loudly
from the other side of the door. it takes wren a couple of seconds and opens the door still out of breath.
<br><br>
Wren<<if $bodysize lte 1>> looks down at you <<else>> looks at you <</if>> and raises <<person1>><<his>> eyebrow, "You came to play?"
<<person1>><<he>> says. "Couldn't have been at a better time." You hear him say sarcastically.
<<elseif $phase is 6>>/*jerked off*/
You wait a few moments before knocking to make sure wren and the <<person2>><<lady>> are done. in the meantime check nobody saw you either,
you let out a sigh of relief before knocking on the door. it takes wren a couple of seconds to get to the door.
<br><br>
When the door does opens Wren<<if $bodysize lte 1>> looks down at you <<else>> looks at you <</if>> and raises <<person1>><<his>> eyebrow,
"You came to play?" <<person1>><<he>> says. "Couldn't have been at a better time."
<<elseif $phase is 7>>
<<if $orgasmcurrent gte 1>>
You quickly duck away from the window after cumming, sliding down the side of the building untill you are sitting. it's embarrasing to do this
out in the open like this but at the same time it turns you on alot too. Your hand is slightly damp from your cum and you quickly wipe it on the grass
below you. <br><br>
<<else>>
You quickly duck away from the window. sliding down the side of the building untill you are sitting. it's embarrasing to do this
out in the open like this spying on someone but at the same time it turns you on alot too.
<</if>>
you let out a sigh and double check yourself before knocking on the door. The footsteps get louder and Wren opens the door with a pleased exspression on
<<person1>><<his>> face.
<<else>>
<</if>>
<br><br>
<<if $speech_attitude is "meek">>
"a-am I i-interrupting s-s-something here?"
<<elseif $speech_attitude is "bratty">>
You let out a chuckle. "Seems like you guys were having some fun," you say with a grin.
<<else>>
"I didn't know I was interrupting."
<</if>>
<br><br>
Wren rolls <<person1>><<his>> eyes and sighs. You can see a slight blush creep up <<his>> cheeks. "You weren't interrupting anything, don't worry,"
<<he>> says.
<<if $orgasmcurrent gte 1>>
Wren looks at the wet spot on your <<bottoms>> and grins "It seems like you had fun watching, maybe you want to join next time <<arousal 200>><<garousal>>
<<else>>
<</if>>
<br><br>
<<He>> walks away from the door, returns to <<his>> spot, and lets out a cough. After a moment, the rest of the goons flood back into the room.
<br><br>
<<if $orgasmcurrent gte 1>>
<<set $estate_cards_end to "Dolp_Wren_Came">>
<<else>>
<<set $estate_cards_end to "Dolp _Wren_voyeurism">>
<</if>>
<<link [[Next|Estate Cards Intro]]>><<endevent>><</link>><<effects>><<person1>>
As you step into the cottage, you catch Wren hastily pulling up <<his>> pants. One of Wren's goons emerges hurriedly from under the table.
<br><br>
<<if $speech_attitude is "meek">>
"I-I-I'm sorry, a-am I i-interrupting s-s-something here?"
<<elseif $speech_attitude is "bratty">>
You let out a chuckle. "Seems like you guys are having some fun," you say with a grin.
<<else>>
"Oh, sorry, I didn't know I was interrupting."
<</if>>
<br><br>
Wren rolls <<his>> eyes and sighs. You can see a slight blush creep up <<his>> cheeks. "You weren't interrupting something, don't worry,"
<<he>> says. <<He>> lets out a cough, and after a second, the rest of the goons flood back into the room.
<br><br>
<<link [[Next|Estate Cards Intro]]>><<endevent>><</link>><<effects>>
The scene unfolding before you is too much to handle, and you quickly avert your gaze. You turn on your heel and hurry away, trying
to push the image out of your mind.
<br>
It's best to avoid getting involved in Wren's affairs, you remind yourself. You've got enough
problems of your own to deal with.
<br><br>
<<link [[Next|Estate]]>><<endevent>><</link>><!--
End conditions
1. Wren finishes early
estate_cards_end: "wren_finished_early" (or gets replaced with "oral")
Desc: The PC has out-endured Wren, so technically Wren finished first
Bets: allowed to take the pot
End Location: Estate
Clothes: oral for towel (if naked)
Reason: while Wren didn't get to take PC, PC also hasn't gotten all they wanted from Wren, so it's really a tie. Wren does end up better off, so technically he'd still be dominant enough to demand oral for towel, rather than demanding oral for clothes buy-back
2. Wren finishes with PC
estate_cards_end: "sex" ("oral" setter is ignored), or "sex_safe" ("oral" can replace it)
Desc: The PC has lost, and Wren took his reward. PC lost
Bets: allowed to take the pot
End Location: Estate
Clothes: oral for towel (if naked)
Reason: Wren completely dominated PC, so definitely only oral for towel. It does have a variation where PC can have a chastity (so no sex), but we consider this to still be end 2
3. PC cheats, ends up being forgiven
estate_cards_end: "cheat_moor"
Desc: The PC was caught cheating, so it's a disqualification. Thrown into the moor
Bets: pot confiscated
End Location: Moor
Clothes: none
Reason: getitng caught cheating is considered a complete loss
4. PC cheats, ends up surrendering
estate_cards_end: "cheat_remy"
Desc: The PC was caught cheating, so it's a disqualification. Given to Remy. Can also be reached by failing plead (failed 3) and surrendering, or not trying to plead and surrendering
Bets: pot confiscated
End Location: Remy
Clothes: none
Reason: getitng caught cheating is considered a complete loss
5. PC cheats, ends up successfully running
estate_cards_end: "cheat_run"
Desc: The PC was caught cheating, disqualification. Can also be reached by failing plead (failed 3) and running, or not trying to plead and surrendering
(???) Bets: pot confiscated, but perhaps we should let the player try and steal the pot for a much lower escape chance
End Location: Estate
Clothes: none
Reason: obviously, because we ran, no option to get clothes/a towel back
6. PC cheats, ends up running, but fails
estate_cards_end: "cheat_remy"
Desc: The PC was caught cheating, disqualification. Can also be reached by failing plead (failed 3) and running, or not trying to plead and surrendering. Got caught, given to Remy.
Bets: pot confiscated
End Location: Remy
Clothes: none
Reason: obviously, because we ran and got caught, no option to get clothes/a towel back
7. PC runs after loss, ends up successfully running
estate_cards_end: "run"
Desc: not as bad as cheating, PC lost and ran
(???) Bets: pot confiscated, but perhaps we should let the player try and steal the pot for a much lower escape chance
End Location: Estate
Clothes: none
8. PC runs after loss, ends up getting caught
estate_cards_end: "run"
Desc: not as bad as cheating, PC lost and tried runing, got caught, thrown into moor
Bets: pot confiscated
End Location: Moor
Clothes: none
9. PC leaves early
estate_cards_end: "naked" or "left_early"
Desc: The PC has left early.
Bets: allowed to take pot
End Location: Estate
Clothes: oral for towel (if naked)
Reason: Wren is diasppoitned that PC is leaving the game essentially in the middle of it (with no one having won). Too annoyed to let the player get the clothes back
10. (todo) PC declares victory
estate_cards_end: "pc_won" (or gets replaced by "pc_won_and_oral")
Desc: The PC gets all favors they needed from Wren, and declares that they don't need anything else. Considered a win because Wren has exhasuted his usefulness and PC hasn't. PC can either rebuy the clothes after satisfying the goons, or leave
Bets: allowed to take the pot
End Location: Estate
Clothes: allowed to buy back (all states)
Reason: Wren realises they've done a ton of favours already and didn't get much from you, so they must feel defeated enough to let you take the clothes you've lost back
For each of these outcomes, we need to call <<card_pot_confiscated>> right after the PC abandons the pot (if the bets are confiscated) or <<card_pot_collected>> right before the player leaves the table (if the player collects the bet)
Each also calls <<estate_cards_finish>> and calls <<endevent>> and some set $estate_cards_end
Some also call <<estate_end>> if they kick the player directly into the moor/remy's farm
Coverage:
bets conf/coll | <<estate_cards_finish>> | <<endevent>> | <<estate_end>> (opt) | Clothes (todo) | $estate_cards_end
1 collected | + calls <<cards_naked_end>> | + <-------- | - estate <------ | towel | "wren_finished_early" (can be replaced by "oral")
2 collected | + calls <<cards_naked_end>> | + <-------- | - estate <------ | towel | "sex" or "sex_safe" ("safe_sex" can be replaced by "oral")
3 confiscated | + | + | + moor | none | "cheat_moor"
4 confiscated>> | + calls <<bl...Surrender>> | + <-------- | + remy <-------- | none | "cheat_remy" <--------
5 confiscated | + | + | - estate | none | "cheat_run"
6 confiscated>> | + calls <<bl...Surrender>> | + <-------- | + remy <-------- | none | "cheat_remy" <--------
7 confiscated | + | + | - estate | none | "run"
8 confiscated | + | + | - estate | none | "run"
9 collected | + (or + <<cards_naked_end>>) | + (or + <----) | - estate (or - estate <-) | none (or towel) | "left_early" or "naked"
10 collected | + (or + <<cards_oral_options>>) | + (or + <----) | - estate (or - estate <-) | none (or rebuy) | "pc_won" (can be replaced by "pc_won_and_oral")
(with estate end 9, if you're naked, the parentheses cover the case, otherwise - the outside part of the parentheses)
<<widget "cards_naked_end">>
calls <<cards_oral_options>>
<</widget>>
<<widget "cards_oral_options">>
Initiates oral scene.
if leave without oral:
calls <<estate_cards_finish>>
calls <<endevent>>
else if leave after attempt:
if $estate.cards.clothesRebuyTerms:
sets $estate_cards_end to "pc_won_and_oral"
else:
sets $estate_cards_end to "oral", if it isn't "sex"
calls <<estate_cards_finish>>
calls <<endevent>>
else:
if $estate.cards.clothesRebuyTerms:
sets $estate_cards_end to "pc_won_and_oral"
else:
sets $estate_cards_end to "oral", if it isn't "sex"
calls <<estate_cards_finish>>
calls <<endevent>>
<</widget>>
<<widget "blackjackCaughtCheatingSurrender">>
sets $estate_cards_end to "cheat_remy"
sets $estate.cards_done to true
calls <<endevent>>
calls <<estate_end>>
<</widget>>
-->
<!--Needs to be run in a previous passage to prevent cheating-->
<<widget "blackjackStart">>
<<if _args[0]>>
<<set $blackjack to {
cards:shuffle(shuffle(shuffle(deck()))),
dealerCards: [],
dealerSecondCardHidden: true,
dealerState: null,
dealerScore: null,
playersCards: [],
playersState: null,
isFirstTurn: true,
/*
a turn is stale once the player goes into the cheating menu
this is to prevent peeking checks/suspicion increase from just going back into the same menu
ideally, I'd just have the cheating options open a window like with the Help and Options tab
*/
turnIsStale: false,
susRoseInThisRound: false,
/* we don't want to increase suspicion for already seen marked cards */
seenMarkedCardsSoFar: new Set(),
caughtType: null,
susCritHit: false,
cheatChoice: null,
playersScore: null,
turn: null,
winner: null,
caughtCheating: false,
endPassage: _args[0]
}>>
<</if>>
<</widget>>
<<widget "calculateBlackjackLuckStats">>
<!-- currently very basic. instead of taking into account HOW the user won (hitting on 19, for example), it just calculates stats of the last X games -->
<!--
// use this to see all distributions for a given number of games,
// with an optional filter func for only showing the distributions that fit the given filter formula
let max = 6;
let nums = [];
let pcts = [];
let filterFuncs = [];
// filterFuncs.push(ind) => {
// // example formula: the player has a bad streak if less than 70% of the games are ties, and the opponent has won twice as many games
// return pcts[ind].wins >= pcts[ind].losses*2 && pcts[ind].ties < .7
// }
let generateBasicFilterFunc = (tiesCutoff, winMult) => {
filterFuncs.push(["Player lucky cases", (ind) => pcts[ind].wins >= pcts[ind].losses*winMult && pcts[ind].ties < tiesCutoff])
filterFuncs.push(["Wren lucky cases", (ind) => pcts[ind].losses >= pcts[ind].wins*winMult && pcts[ind].ties < tiesCutoff])
filterFuncs.push(["Neutral cases", (ind) => !( (pcts[ind].losses >= pcts[ind].wins*winMult && pcts[ind].ties < tiesCutoff) || (pcts[ind].wins >= pcts[ind].losses*winMult && pcts[ind].ties < tiesCutoff) )])
}
generateBasicFilterFunc(0.7, 2)
// in all other cases, the flow of luck is considered "neutral"
for (let i = 0; i < max; ++i) {
for (let j = 0; j < max; ++j) {
for (let k = 0; k < max; ++k) {
if ((i + j + k) !== max) {
continue;
}
nums.push({wins:i,losses:j,ties:k});
}
}
}
let s = [];
for (let sub of nums) {
let wPct = sub.wins/max;
let lPct = sub.losses/max;
let tPct = sub.ties/max;
pcts.push({wins: wPct, losses: lPct, ties: tPct});
s.push(`wins ${(wPct*100).toFixed(2)}% losses ${(lPct*100).toFixed(2)}% ties ${(tPct*100).toFixed(2)}%`)
}
for (let [filterName, filterFunc] of filterFuncs) {
console.log(filterName);
for (let i = 0; i < s.length; ++i) {
if (!filterFunc(i)) continue;
console.log(`${nums[i].wins} wins / ${nums[i].losses} losses / ${nums[i].ties} ties | ${s[i]}`)
}
}
-->
<<if $estate.cards.gameResults eq null>>
<<set $estate.cards.gameResults to []>>
<<run delete $estate.cards.luckStats>>
<<else>>
<<set $_lookback to Math.min($estate.cards.gameResults.length, 6)>>
<<set $_slice to $estate.cards.gameResults.slice($_lookback * -1)>>
<<set $_stats to {"wins": 0, "losses": 0, "ties": 0, "winPct": 0, "lossPct": 0, "tiePct": 0, "total": $_lookback}>>
/* only taking into account the last 6 games */
<<for $_result range $_slice>>
<<switch $_result.result>>
<<case "tie">>
<<run $_stats.ties += 1>>
<<case "win">>
<<run $_stats.wins += 1>>
<<case "loss">>
<<run $_stats.losses += 1>>
<</switch>>
<</for>>
<<set $_stats.winPct to $_stats.wins/$_lookback>>
<<set $_stats.lossPct to $_stats.losses/$_lookback>>
<<set $_stats.tiePct to $_stats.losses/$_lookback>>
<<set $estate.cards.luckStats to $_stats>>
<</if>>
<</widget>>
<<widget "blackjackEnd">>
/* win|loss|tie */
<<set $_result to _args[0]>>
<<unset $blackjack>>
<<if $estate.cards.bettingEnabled and $estate.cards.currentBetInput gt 0>>
<<switch $_result>>
<<case "win">>
<<set $estatePersistent.totalBetRoundsWon += 1>>
<<case "loss">>
<<set $estatePersistent.totalBetRoundsLost += 1>>
<<case "tie">>
<<set $estatePersistent.totalBetRoundsTied += 1>>
<</switch>>
<</if>>
<!-- these include betting wins -->
<<switch $_result>>
<<case "win">>
<<set $estatePersistent.totalRoundsWon += 1>>
<<case "loss">>
<<set $estatePersistent.totalRoundsLost += 1>>
<<case "tie">>
<<set $estatePersistent.totalRoundsTied += 1>>
<</switch>>
<<if $estate.cards.gameResults eq null>>
<<set $estate.cards.gameResults to []>>
<</if>>
<<run $estate.cards.gameResults.push({"result": $_result})>>
<<if $_result is "win">>
<<set $estatePersistent.winStreak += 1>>
<<if $estatePersistent.winStreak gt $estatePersistent.winStreakHighScore>>
<<set $estatePersistent.winStreakHighScore to $estatePersistent.winStreak>>
<</if>>
<<else>>
<<set $estatePersistent.winStreak to 0>>
<</if>>
<<if $_result is "loss">>
<<set $estatePersistent.lossStreak += 1>>
<<if $estatePersistent.lossStreak gt $estatePersistent.lossStreakHighScore>>
<<set $estatePersistent.lossStreakHighScore to $estatePersistent.lossStreak>>
<</if>>
<<else>>
<<set $estatePersistent.lossStreak to 0>>
<</if>>
<<if $estatePersistent.winStreak gte 5>>
<<earnFeat "Five in a Row">>
<</if>>
<<if $estatePersistent.winStreak gte 10>>
<<earnFeat "Ten in a Row">>
<</if>>
<<if $estatePersistent.winStreak gte 15>>
<<earnFeat "Fifteen in a Row">>
<</if>>
<<if $estatePersistent.winStreak gte 20>>
<<earnFeat "Twenty in a Row">>
<</if>>
<</widget>>
<<widget "blackjackScore">>
<<if _args[0]>>
<<set _aces to 0>>
<<set _score to 0>>
<<for $_i to 0; $_i lt _args[0].length; $_i++>>
<<switch _args[0][$_i].name>>
<<case "A">><<set _score += 11>><<set _aces++>>
<<case "K" "Q" "J">><<set _score += 10>>
<<default>><<set _score += _args[0][$_i].value>>
<</switch>>
<</for>>
<<for $_i to 0; $_i lt _aces; $_i++>>
<<if _score gt 21>>
<<set _score -= 10>>
<</if>>
<</for>>
<<if _args[1]>>
<<if _args[0].length is 2 and _score is 21>>
<<set $_blackjack to true>>
<</if>>
<<switch _args[1]>>
<<case "dealer">><<set $blackjack.dealerScore to _score>><<if $_blackjack>><<set $blackjack.dealerState to "blackjack">><</if>>
<<case "players">><<set $blackjack.playersScore to _score>><<if $_blackjack>><<set $blackjack.playersState to "blackjack">><</if>>
<</switch>>
<</if>>
<</if>>
<</widget>>
<<widget "initEstatePersistent">>
<<if not $estatePersistent>>
<<set $estatePersistent to {
"suspicion": 0,
"newDeckTimer": 3,
"markedCards": new Set(),
}>>
<</if>>
<!-- betting update -->
<<if $estatePersistent.stakesRaised eq null>>
<<run Object.assign($estatePersistent, {
"stakesRaised": false,
"suggestedRaisingStakes": false,
"playerRejectedRaisingStakes": false,
/* total of all the bets we've won, even if the money was abandoned in the end or lost in a subsequent round */
"totalBetMoneyMade": 0,
/* same, but for bets we've lost */
"totalBetMoneyLost": 0,
/* total counter for how much we've made from tips */
"totalTipMoneyMade": 0,
/* NOT included in totalBetMoneyLost, counts all the pot money we've lost due to running away or getting caught cheating
includes the ante */
"totalMoneyConfiscated": 0,
/* to calculate total revenue (including loss of ante): totalBetMoneyMade + totalTipMoneyMade - totalBetMoneyLost - totalMoneyConfiscated */
/* these stats are not retroactive, but their sum has been tracked already in original blackjack: $blackjack_played, $blackjack_won, $blackjack_streak etc */
/* total rounds won (betting or not) */
"totalRoundsWon": 0,
/* total rounds lost (betting or not) */
"totalRoundsLost": 0,
/* total rounds tied (betting or not) */
"totalRoundsTied": 0,
/* these stats are not retroactive */
/* same as above, but only for rounds where you bet money */
"totalBetRoundsWon": 0,
"totalBetRoundsLost": 0,
"totalBetRoundsTied": 0,
/* counts entire sessions - not the individual rounds */
/* counts the total games you've played with an ante */
"totalGamesPlayedWithBetting": 0,
/* counts the total games you've played with or without an ante */
"totalGamesPlayed": 0,
/* counts the total amount of times the player has been caught cheating */
"totalCaughtCheating": 0,
"winStreakHighScore": 0,
"winStreak": 0,
"lossStreakHighScore": 0,
"lossStreak": 0
});>>
<</if>>
<</widget>>
<<widget "blackjackSuspicion">>
<<set $_susGain to _args[0]>>
<<set $_caughtType to _args[1]>>
<<set $blackjack.caughtType to null>>
<<set _consts__danger_zone_suspicion to 70>>
<<if $_susGain gt 0 and $estatePersistent.suspicion gt _consts__danger_zone_suspicion>>
<<set $blackjack.susCritHit to random(1,8) eq 1>>
<<else>>
<<set $blackjack.susCritHit to false>>
<</if>>
<<if $blackjack.susCritHit>>
<<set $estatePersistent.suspicion to 100>>
<<else>>
<<set $estatePersistent.suspicion to Math.clamp($estatePersistent.suspicion + $_susGain, 0, 100)>>
<</if>>
<<if $_susGain gt 0 and $estatePersistent and $estatePersistent.suspicion gte 100>>
<<set $blackjack.caughtType to $_caughtType>>
<</if>>
<</widget>>
<<widget "blackjackGetCanMarkCount">>
<<set _marked_count to $estatePersistent.markedCards ? $estatePersistent.markedCards.size : 0>>
<<set _consts__max_marked to 8>>
<<set _can_mark_count to _consts__max_marked - _marked_count>>
<<set _non_marked_in_hand to 0>>
<<for _i to 0; _i lt $blackjack.playersCards.length; ++_i>>
<<set _c to $blackjack.playersCards[_i]>>
<<if !$estatePersistent.markedCards or !$estatePersistent.markedCards.has(`${_c.name}${_c.suits[0]}`)>>
<<set _non_marked_in_hand++>>
<</if>>
<</for>>
<<set _can_mark_count to Math.min(_can_mark_count, _non_marked_in_hand)>>
<</widget>>
<<widget "blackjackCalculate">>
<<if $blackjack.turn is null>>
<<set $blackjack.turn to "players">>
<<set $blackjack.playersCards.push($blackjack.cards[0])>>
<<set $blackjack.dealerCards.push($blackjack.cards[1])>>
<<set $blackjack.playersCards.push($blackjack.cards[2])>>
<<set $blackjack.dealerCards.push($blackjack.cards[3])>>
<<set $blackjack.cards.deleteAt(0,1,2,3)>>
<<blackjackScore $blackjack.dealerCards "dealer">>
<<if $blackjack.dealerScore is 21>>
<<set $blackjack.turn to "dealer">>
<</if>>
<<wearProp "cards">><<set $worn.handheld.colour to $cardcover.colour.replace("-", " ")>>
<<else>>
<<set $blackjack.isFirstTurn to false>>
<</if>>
<!-- <STARTING CHEATS> -->
<<if $blackjack.playersState is "cheat">>
<<if $blackjack.cheatChoice is "mark">>
<<if $estatePersistent.markedCards is null or $estatePersistent.markedCards is undefined>>
<<set $estatePersistent.markedCards to new Set()>>
<</if>>
<<blackjackGetCanMarkCount>>
<<set _loop_min_ind to $blackjack.playersCards.length - _can_mark_count>>
<<for _i to $blackjack.playersCards.length - 1; _i gte _loop_min_ind; --_i>>
<<set _c to $blackjack.playersCards[_i]>>
<<set $estatePersistent.markedCards.add(`${_c.name}${_c.suits[0]}`)>>
<</for>>
<<set $_marked_text to `${_can_mark_count} of your card${_can_mark_count gt 1 ? 's' : ''}`>>
<<set $_plural to _can_mark_count gt 1 ? "them" : "it">>
You've successfully marked $_marked_text. You'll recognise <<print _can_mark_count gt 1 ? "them" : "it">> if you see $_plural on top of the deck, or in Wren's hand.<br>
<</if>>
<<set $blackjack.cheatChoice to null>>
<</if>>
<<if $blackjack.playersState is "hit">>
<<set $blackjack.playersState to null>>
<<set $blackjack.playersCards.push($blackjack.cards[0])>>
<<set $blackjack.cards.deleteAt(0)>>
<<blackjackScore $blackjack.playersCards "players">>
<</if>>
<<blackjackScore $blackjack.playersCards "players">>
<<if $blackjack.playersScore is 21>>
<<set $blackjack.turn to "dealer">>
<</if>>
<<if $blackjack.turn is "dealer">>
<<set $blackjack.dealerSecondCardHidden to false>>
<<for _i to 0; _i lt 20; _i++>>
<<blackjackScore $blackjack.dealerCards "dealer">>
<<if $blackjack.dealerScore gte 17 or $blackjack.playersState is "blackjack">>
<<break>>
<</if>>
<<set $blackjack.dealerCards.push($blackjack.cards[0])>>
<<set $blackjack.cards.deleteAt(0)>>
<</for>>
<</if>>
<</widget>>
<!-- args[0] to lost? true if lost, more decay.
you will lose suspicion every round you play fairly, and you lose
more suspicion if you actually lose the round. -->
<<widget "blackjackControlsPostGameSuspicion">>
<<set $_lostGame to _args[0]>>
<!-- no decay if suspicion was gained (through seeing new cards or peeking at dealer card) -->
<<if !$blackjack.susRoseInThisRound and $estatePersistent.suspicion gte 1>>
<<set $_suspicionDecay to -(($_lostGame ? 4 : 2) + C.npc.Wren.love * 0.05)>>
<<if $_lostGame>>
You've lost this round, fair and square.<<llsuspicion>>
<<else>>
You've played fairly this round.<<lsuspicion>>
<</if>>
<br>
<<blackjackSuspicion $_suspicionDecay>>
<</if>>
<</widget>>
<<widget "blackjackCheatingCaught">>
<!--
worth considering the option to make Wren throw the player to the moor/give them to Remy if lust isn't high enough
also worth considering having a longer arousal increase assault, with the player getting kicked out if they endure it
if the player loses in the ride state, they have no other options provided to them
the reason I haven't done that is because, if the state is "ride" and the player loses - the moor option is not available to then
as they'd have to run for that (which is not possible in that position)
so this means the consequence of losing before the ride state is, at worst, being given to remy or being sent to the moor,
but after we've reached the state - the consequence is fornication
otherwise players could intentionally get caught cheating in this phase in a lost hand and avoid the consequences, but pehraps that
should be allowed as a valid strategy
-->
<!-- if the player is caught cheating, the deck will be replaced as soon as the player returns for another game -->
<<set $estatePersistent.newDeckTimer to 0>>
<<if $estate.cards.state is "ride">>
<<if $estate.cards.position isnot "wren_lap">>
"I'm feeling kind today," <<he>> says, "so instead of giving you to <span class="pink"><<nnpc_him "Remy">></span> - I'll just consider this your loss. Time to take my prize."<br><br>
<br><br>
<<if $estate.cards.position is "pc_lap" or $estate.cards.position is "penile">>
<span class="blue">Wren's weight holds you down, preventing flight.</span>
<<else>>
<span class="blue">You wouldn't be able to climb off Wren in time, if <<he>> even let you.</span>
<</if>>
<br><br>
<!-- can we even assume consent here? -->
<<link [[Next|Estate Cards Sex]]>><</link>>
<br>
<<else>>
<!-- I'm not sure what this branch actually is and how it's reached, so I'll just go with this -->
"I'm feeling kind today," <<he>> says, "so instead of giving you to <span class="pink"><<nnpc_him "Remy">></span> - I'll just consider this your loss."<br><br>
<br><br>
<<link [[Next|Estate Cards Sex Safe]]>><</link>>
<br>
<</if>>
<<else>>
"It looks like <<pshe>> would benefit from being taught some discipline," <<he>> says with a smirk. "I know just the right <<nnpc_gender "Remy">> for that."<br><br>
<<He>> looks at <<his>> friends and nods at you. They start advancing on you.
<br><br>
<<blackjackCaughtControls 1>>
<</if>>
<</widget>>
<<widget "blackjackCaughtControls">>
<<set _caught_phase to _args[0]>>
<<if _caught_phase eq 1>>
<<set $estatePersistent.totalCaughtCheating += 1>>
<span class="green">If you are going to run, you'll be more likely to succeed if you don't waste time now.</span>
<<set $estate.prev_apologised to $estatePersistent.cur_apologised is true>>
<!--
Static plead base chance modifiers (Wren love, English) are calculated here, but the RNG dynamic modifiers are calculated in the plead passage, to allow save-scumming.
I don't know the stance of the development team on save-scumming outside of ironmna mode,
and it seems like it's not a requirement to prevent save-scumming as the athleticscheck also calculates the success chance after the link is clicked,
so I'll fallback onto my own belief of letting players play the game the way they want.
Feel free to move the success calculations from the plead passage to here, though.
-->
<<set $estate._plead_required_points to 800>>
<<set $estate._base_plead_points to 0>>
<<set $estate._plead_rng_min to 0>>
<<set $estate._plead_rng_max to 1000>>
<<set _base_chance to 1-inverseLerp($estate._plead_required_points, $estate._plead_rng_min, $estate._plead_rng_max)>>
<<set _base_chance_str to formatDecimals(_base_chance*100, 1)>>
<!-- 0-200 points for love (proportionate to 0,50 love) (as in 50 love is always full 200 points)-->
<<set _extra_wren to lerp(Math.clamp(C.npc.Wren.love / 50, 0, 1), 0, 250)>>
<<set $estate._base_plead_points += _extra_wren>>
<<set _extra_wren_chance_str to formatDecimals((1-inverseLerp($estate._plead_required_points, $estate._plead_rng_min + _extra_wren, $estate._plead_rng_max + _extra_wren) - _base_chance)*100, 1)>>
<!-- 0-200 points for English (proportionate to 0,1000 english)-->
<<set _extra_english to lerp(Math.clamp(currentSkillValue('english') / 1000, 0, 1), 0, 250)>>
<<set $estate._base_plead_points += _extra_english>>
<<set _extra_english_chance_str to formatDecimals((1-inverseLerp($estate._plead_required_points, $estate._plead_rng_min + _extra_english, $estate._plead_rng_max + _extra_english) - _base_chance)*100, 1)>>
<!-- 0-100 extra points for submissiveness (1000,2000) -->
<<set _extra_sub to lerp(inverseLerp($submissive, 1000, 2000), 0, 100)>>
<<set $estate._base_plead_points += _extra_sub>>
<<set _extra_sub_chance_str to formatDecimals((1-inverseLerp($estate._plead_required_points, $estate._plead_rng_min + _extra_sub, $estate._plead_rng_max + _extra_sub) - _base_chance)*100, 1)>>
<<set _plead_difficulty to Math.round((1-inverseLerp(800, $estate._base_plead_points + $estate._plead_rng_min, $estate._base_plead_points + $estate._plead_rng_max))*100)>>
<<set _plead_chance_str to formatDecimals(_plead_difficulty, 1)>>
<!--
+ 0,1000 RNG points
this means you have at least a 20% chance to convince Wren, and at most 70%.
-->
<br><br>
<<if $estate.prev_apologised>>
<span class="red">You've apologised the last time you were caught. You're not sure if that will work again.</span>
<br>
<</if>>
Forgiveness chance:
<br>
Base: <span class="black"><<print _base_chance_str>>%</span>
<<if _extra_english gt 0>>
<br>
<span class="green">English</span> <span class="black">+<<print _extra_english_chance_str>>%</span>
<</if>>
<<if _extra_wren gt 0>>
<br>
<span class="green">Wren's love</span> <span class="black">+<<print _extra_wren_chance_str>>%</span>
<</if>>
<<if _extra_sub gt 0>>
<br>
<span class="green">Submissiveness</span> <span class="black">+<<print _extra_sub_chance_str>>%</span>
<</if>>
<<if (_extra_english + _extra_wren + _extra_sub) gt 0>>
<br>
Total: <span class="black"><<print _plead_chance_str>>%</span>
<</if>>
<br><br>
<<link [[Run|Estate Cards Cheating Run]]>><<set $estatePersistent.cur_apologised to false>><<npcincr Wren love -10>><</link>><<athleticsdifficulty 500 1000>><<llllove>>
<br>
<<link [[Plead|Estate Cards Cheating Plead]]>><<set $estatePersistent.cur_apologised to true>><<trauma 15>><<stress 15>><<npcincr Wren love 3>><</link>><<ggtrauma>><<ggstress>><<glove>>
<<if $checkstyle is "skillname">>
| <span class="lblue">Forgiveness Chance</span>
<<else>>
| <span class="lblue">Forgiveness Chance</span>:
<<skillDifficultyText _plead_difficulty>>
<</if>>
<br>
<<link [[Protest|Estate Cards Cheating Protest]]>><<set $estatePersistent.cur_apologised to false>><<trauma -6>><<stress -6>><<npcincr Wren love -1>><</link>><<lstress>><<ltrauma>><<llove>>
<br>
<<link [[Surrender|Estate Cards Cheat Surrender]]>><<set $estatePersistent.cur_apologised to false>><<npcincr Wren love 2>><</link>><<glove>>
<!-- idea - fight option? -->
<<else>>
<span class="red"><<His>> friends have almost surrounded you. It's going to be more difficult to run away now.</span>
<br><br>
<<link [[Run|Estate Cards Cheating Run]]>><<npcincr Wren love -10>><</link>><<athleticsdifficulty 800 1200>><<llllove>>
<br>
<<link [[Surrender|Estate Cards Cheat Surrender]]>><<npcincr Wren love 2>><</link>><<glove>>
<br>
<</if>>
<</widget>>
<<widget "blackjackControls">>
<<set _player_can_choose to $blackjack.turn is "players" and $blackjack.playersScore lte 20>>
<<set _consts__max_marked_see_depth to 3>>
<<set _seen_cards_deck to []>>
<<set _seen_cards_indexes to []>>
<<set _seen_cards_index_strings to []>>
<<set _seen_new_marked_card_this_turn to false>>
<<set _seen_dealer_card to false>>
<!-- we don't want to make the player to be punished for seeing marked cards when it's the dealer's turn (since the player wouldn't be actively looking for them) -->
<<if _player_can_choose>>
<<for $_i to 0; $_i lt _consts__max_marked_see_depth; $_i++>>
<<set _c to $blackjack.cards[$_i]>>
<<if $estatePersistent.markedCards and $estatePersistent.markedCards.has(`${_c.name}${_c.suits[0]}`)>>
<<set _seen_cards_deck.push(_c)>>
<<set _seen_cards_indexes.push($_i)>>
<<set _seen_cards_index_strings.push(ordinalSuffixOf($_i+1))>>
<<if !$blackjack.seenMarkedCardsSoFar.has(`${_c.name}${_c.suits[0]}`);>>
<<set _seen_new_marked_card_this_turn to true>>
<<set $blackjack.seenMarkedCardsSoFar.add(`${_c.name}${_c.suits[0]}`);>>
<</if>>
<</if>>
<</for>>
<<if _seen_cards_deck.length gt 0>>
<<set $_plural to _seen_cards_deck.length gt 1 ? "cards" : "card">>
<<set _max_card_index to Math.max(...(_seen_cards_indexes))>>
<<if _seen_cards_deck.length eq 1 and _seen_cards_indexes[0] eq 0>>
You recognise the card sitting on top of the deck. It's one of the cards you've marked:
<<else>>
<<set $_indexes_str to formatList(_seen_cards_index_strings)>>
You recognise the $_indexes_str $_plural from the top of the deck:
<</if>>
<br>
<<for _i to 0; _i lte _max_card_index; _i++>>
<<set _hidden to !_seen_cards_indexes.includes(_i)>>
<div class="left"><<cardImage $blackjack.cards[_i] _hidden>></div>
<</for>>
<div style="clear:both;"></div>
<</if>>
<<set _c to $blackjack.dealerCards[1]>>
<<if $estatePersistent.markedCards and $estatePersistent.markedCards.has(`${_c.name}${_c.suits[0]}`)>>
<<if !$blackjack.turnIsStale>>
<<if !$blackjack.seenMarkedCardsSoFar.has(`${_c.name}${_c.suits[0]}`);>>
<<set _seen_new_marked_card_this_turn to true>>
<<set $blackjack.seenMarkedCardsSoFar.add(`${_c.name}${_c.suits[0]}`);>>
<</if>>
<!-- we've seen the card, so we can display it -->
<<set $blackjack.dealerSecondCardHidden to false>>
<<set _seen_dealer_card to true>>
<br><br>
You recognise this card you've marked to be Wren's hole card.<br>
<div class="left"><<cardImage _c>></div>
<div style="clear:both;"></div>
<<else>>
<!-- reminding the user that they know Wren's hole card is probably redundant, since they can see it now -->
<</if>>
<<elseif $estate.cards.cheatPeeking and $blackjack.isFirstTurn>>
<<if !$blackjack.turnIsStale>>
<!-- idea - an alternative, where we handle the deck and the chance to see the card is higher -->
<!--
skulduggery affects your chance to see the card. base chance is 10%, skulduggery adds from 0 to 15% chance.
different levels of exposure have a chance to affect the chance as well, as you're distracting the dealer every now and then.
-->
<<set _chance_to_see to Math.clamp(10 + Math.round(currentSkillValue('skulduggery')/100), 10, 25)>>
<<set _dealer_distracted to false>>
<<set _dealer_distracted_text to "You notice the dealer occasionally sneaking glances at you.">>
<!-- we generate two numbers because we want a different chance for the text appearing: we don't want it tied to the chance_to_see -->
/* base 10-25% chance */
<<if $estate.cards.state is "ride">>
<<if random(1, 5) gt 1>>
/* 4/5 * .75 to +60% chance = 70% - 85% */
<<set _chance_to_see += 75>>
<<set _dealer_distracted to true>>
<<person2>>
<<silently>><<his>><</silently>>
<<set _dealer_distracted_text to "You notice the dealer watching you and Wren with lust in " + _text_output + " eyes.">>
<<person1>>
<</if>>
<<elseif $exposed eq 2>>
<!-- actual chance bonus to random_chance * extra_chance_to_see (so .5*.75=0.375) -->
<<if random(1, 2) eq 1>>
/* 1/2 * .75 to +37.5% chance = 47.5% - 62.5% */
<<set _chance_to_see += 75>>
<<set _dealer_distracted to true>>
<<person2>>
<<silently>><<he>><</silently>>
<<set _dealer_distracted_text to "You notice the dealer oogling your body when " + _text_output + " thinks you're not looking.">>
<<person1>>
<</if>>
<<elseif $exposed eq 1>>
<<if random(1, 2) eq 1>>
/* 0.5 * .4 to +20% chance = 30 - 45% */
<<set _chance_to_see += 40>>
<<set _dealer_distracted to true>>
<<set _dealer_distracted_text to "You notice the dealer occasionally sneaking glances at you.">>
<</if>>
<</if>>
/* if fully clothed = 10% - 25% */
<<if _dealer_distracted>>
<span class="pink">_dealer_distracted_text</span>
<br>
<</if>>
<<rng>>
<<if $rng lt _chance_to_see>>
The dealer seems distracted, as <<person2>><<he>><<person1>> clumsily hands Wren <<his>> second card.
<br>
<span class="green">You manage to sneak a peek at Wren's hole card.</span>
<br>
<div class="left"><<cardImage _c>></div>
<div style="clear:both;"></div>
<<blackjackSuspicion 10 "holecardingsuccess">>
<<if !$blackjack.susCritHit>>
<<switch random(1,3)>>
<<case 1>>
Wren also notices the dealer's blunder and glances at you, but doesn't say anything.
<<case 2>>
Wren also notices the dealer's blunder and glances at you. "I hope you're keeping your eyes on your own hand," <<he>> says.
<<case 3>>
"Oh, come on," Wren says to the dealer. "Gotta be swifter when you deal the cards." <<He>> glances at you, but doesn't say anything else.
<</switch>>
<<gsuspicion>>
<<else>>
When you look at Wren however, you see <<hes>> <span class="red">staring into your eyes with a smirk.</span><<gggsuspicion>>
<</if>>
<br><br>
<!-- we've seen the card, so we can display it -->
<<set $blackjack.dealerSecondCardHidden to false>>
<<set $blackjack.susRoseInThisRound to true>>
<<else>>
<<set $blackjack.susRoseInThisRound to true>>
<<blackjackSuspicion 5 "holecardingfail">>
You try to peek at Wren's second card while it's being dealt, but you don't manage to see anything.<br>
<<if !$blackjack.susCritHit>>
<<switch random(1,3)>>
<<case 1>>
You wonder if they can tell you're peeking.
<<case 2>>
You notice Wren eyeing you.
<<case 3>>
You can feel Wren staring at you after receiving <<his>> card.
<</switch>>
<<gsuspicion>>
<<else>>
When you look at Wren however, you see <<hes>> <span class="red">staring into your eyes with a smirk.</span><<gggsuspicion>>
<</if>>
<br><br>
<</if>>
<<else>>
<!-- reminding the user that they know Wren's hole card is probably redundant, since they can see it now -->
<</if>>
<</if>>
<</if>>
<<set _marked_card_show_sus_warning to false>>
<<if _player_can_choose and $blackjack.turnIsStale neq true>>
<<if _seen_new_marked_card_this_turn>>
<!--
we do this here to make sure all automatic suspicion raising actions are performed before this check
we set a simple bool value for simplicity (so that we don't copy-paste the checks)
-->
<<set _marked_card_show_sus_warning to true>>
<<set $blackjack.susRoseInThisRound to true>>
<<blackjackSuspicion `Math.round($estatePersistent.markedCards.size * 0.4)` "markedcardseen">>
<</if>>
<</if>>
<<if $estatePersistent.suspicion gte 100>>
<<switch $blackjack.caughtType>>
<<case "holecardingfail" "holecardingsuccess">>
"Careful there," Wren says. "<span class="red">You're peeking too hard.</span> You don't want to snap your own neck."
<br><br>
<<if $speech_attitude is "meek">>
"I-I'm sorry, I didn't mean to look!" you say.
<<elseif $speech_attitude is "bratty">>
"Peeking? I'm just making sure your dealer isn't doing anything shady," you say. "Scared?"
<<else>>
"I wasn't peeking," you say.
<</if>>
<br><br>
Wren scoffs. <<He>> doesn't look convinced by your words.
<br><br>
<<blackjackCheatingCaught>>
<<case "markedcardseen">>
<<if _seen_dealer_card>>
Wren stares at you for a moment, before carefully inspecting <<his>> hole card. Then, <span class="red"><<he>> scoffs</span>.
<br><br>
<<else>>
Wren stares at you for a moment, before grabbing a card from the deck. <<He>> inspects it, and then - <span class="red"><<he>> scoffs</span>.
<</if>>
<br><br>
<<He>> points to the mark you've placed on the card. "You ain't slick," Wren says.
<br><br>
<<if $speech_attitude is "meek">>
"I-It wasn't me, I didn't do anything!" you say.
<<elseif $speech_attitude is "bratty">>
"Don't be stupid," you say. "That's just a scratch. For all we know it could be the dealer's fault."
<<else>>
"That's just a scratch," you say. "Doesn't mean it was intentional, let alone that it was me."
<</if>>
<br><br>
Wren scoffs. <<He>> doesn't look convinced by your words.
<br><br>
<<blackjackCheatingCaught>>
<<default>>
<br><br>
<<blackjackCheatingCaught>>
<</switch>>
<<else>>
<<blackjackShowCards>>
<<blackjackCheatingAlertsFooter>>
<<blackjackControlsChoices>>
<</if>>
<</widget>>
<<widget "blackjackShowCards">>
Wren's cards:
<br>
<<for _i to 0; _i lt $blackjack.dealerCards.length; _i++>>
<div class="left">
<<if _i is 0>>
<<cardImage $blackjack.dealerCards[0]>>
<<else>>
<<cardImage $blackjack.dealerCards[_i] $blackjack.dealerSecondCardHidden>>
<</if>>
</div>
<</for>>
<div style="clear:both;"></div>
<<if $blackjack.dealerSecondCardHidden>>
<<blackjackScore `[$blackjack.dealerCards[0]]` "dealer">>
Known Total: <<print $blackjack.dealerScore>>
<<else>>
<<blackjackScore $blackjack.dealerCards "dealer">>
Total: <<print $blackjack.dealerScore>>
<</if>>
<br><br>
Your cards:
<br>
<<for _i to 0; _i lt $blackjack.playersCards.length; _i++>>
<div class="left"><<cardImage $blackjack.playersCards[_i]>></div>
<</for>>
<div style="clear:both;"></div>
Total: <<print $blackjack.playersScore>>
<</widget>>
<<widget "blackjackCheatingAlertsFooter">>
<<if _marked_card_show_sus_warning>>
<br><br>
While you were looking at the marked cards, you could feel Wren and <<his>> friends occasionally glancing at you.<<gsuspicion>>
<</if>>
<<if $blackjack.turn is "players" and $blackjack.playersScore lte 20>>
<div id="blackjackChoicesCheatingInformationDiv" style="display: none">
<br><br>
<<set _marked_count to $estatePersistent.markedCards ? $estatePersistent.markedCards.size : 0>>
<<set _consts__max_marked to 8>>
You've marked <<print _marked_count>> cards in this deck.<br>
<<set _d to deck()>>
<<for _i to 0; _i lt _d.length; ++_i>>
<<set _c to _d[_i]>>
<<if $estatePersistent.markedCards and $estatePersistent.markedCards.has(`${_c.name}${_c.suits[0]}`)>>
<div class="left"><<cardImage _c>></div>
<</if>>
<</for>>
<div style="clear:both;"></div>
<br>
<<if _marked_count gte _consts__max_marked>>
That's as many unique marks as you can place and remember. You can no longer mark cards until Wren changes the deck.
<<else>>
You can mark up to <<print _consts__max_marked - _marked_count>> more cards. That's as many as you'll be able to mark and remember.
<</if>>
</div>
<</if>>
<<if $estatePersistent.suspicion is undefined>>
<<set $estatePersistent.suspicion to 0>>
<</if>>
<<set _player_cheating_virginity_warned to false>>
<<if $estatePersistent.suspicion gt 0>>
<br><br>
Suspicion:
<<statbar 0 $estatePersistent.suspicion 100>>
<<set _consts__danger_zone_suspicion to 70>>
<<if $estatePersistent.suspicion gt _consts__danger_zone_suspicion>>
<br>
<span class="red">Wren and <<his>> friends are very suspicious of you, and you are being closely watched.</span>
<<if $estate.cards.state is "ride">>
<<set _player_cheating_virginity_warned to true>>
<<cards_cheating_virginity_warning>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "blackjackCheatingPeekingChoiceGenerate">>
<<if $estate.cards.cheatPeeking>>
<<link "Stop peeking at Wren's hole card during dealing">><<set $estate.cards.cheatPeeking to false>><<replace "#blackjackCheatingPeekingChoice">><<blackjackCheatingPeekingChoiceGenerate>><</replace>><<run Links.generateLinkNumbers($(".passage"))>><</link>>
<<else>>
<<link "Peek at Wren's hole card during dealing">><<set $estate.cards.cheatPeeking to true>><<replace "#blackjackCheatingPeekingChoice">><<blackjackCheatingPeekingChoiceGenerate>><</replace>><<run Links.generateLinkNumbers($(".passage"))>><</link>>
<!-- | <span class="orange">Skulduggery</span> -->
<mouse class="tooltip linkBlue">(?)<span>Every first turn, when the cards are dealt, you will try to peek at Wren's hole card when the cards are dealt. Your chances will be influenced by your skulduggery skill, the dealer's alertness, etc.</span></mouse>
<</if>>
<</widget>>
<<widget "blackjackCheatingChoicesGenerate">>
<<set $_showCheating to _args[0]>>
<<if $_showCheating>>
<<run $("#blackjackChoicesCheatingInformationDiv").show()>>
<<link "Back (regular options)">><<replace "#blackjackChoicesDiv">><<blackjackCheatingChoicesGenerate false>><</replace>><<run Links.generateLinkNumbers($(".passage"))>><</link>>
<<if _marked_count lt _consts__max_marked>>
<<set _can_mark_count to _consts__max_marked - _marked_count>>
<<set _non_marked_in_hand to 0>>
<<for _i to 0; _i lt $blackjack.playersCards.length; ++_i>>
<<set _c to $blackjack.playersCards[_i]>>
<<if !$estatePersistent.markedCards or !$estatePersistent.markedCards.has(`${_c.name}${_c.suits[0]}`)>>
<<set _non_marked_in_hand++>>
<</if>>
<</for>>
<<set _can_mark_count to Math.min(_can_mark_count, _non_marked_in_hand)>>
<<if _can_mark_count gt 0>>
<<if _can_mark_count gt 1>>
<<set $_link_text to `Mark your ${_can_mark_count} newest cards`>>
<<else>>
<<set $_link_text to `Mark your newest card`>>
<</if>>
<br>
<<set $skulduggerydifficulty to 400 + _can_mark_count*100 + $estatePersistent.suspicion*25>>
<<link [[$_link_text|Estate Blackjack Cheat]]>><<set $blackjack.playersState to "cheat">><<set $blackjack.cheatChoice to "mark">><</link>>
<<skulduggerydifficulty>>
<<if $estate.cards.state is "ride" and !_player_cheating_virginity_warned>>
<<set _player_cheating_virginity_warned to false>>
<<cards_cheating_virginity_warning true>>
<</if>>
<</if>>
<</if>>
<br>
<span id="blackjackCheatingPeekingChoice">
<<blackjackCheatingPeekingChoiceGenerate>>
</span>
<!-- // idea
<br>
<<link [[Swap deck cards|$passage]]>><<set $blackjack.playersState to "cheat">><<set $blackjack.cheatChoice to "swap_deck">><</link>>
<br>
<<link [[Peek hole card|$passage]]>><<set $blackjack.playersState to "peek">><<set $blackjack.cheatChoice to "peek_hole_card">><</link>>
-->
<br>
<<link "Help and Options">><<overlayReplace "blackjackHelp">><</link>>
<<else>>
<<run $("#blackjackChoicesCheatingInformationDiv").hide()>>
<<link [[Hit|$passage]]>><<set $blackjack.playersState to "hit">><<set $blackjack.turnIsStale to false>><<set $blackjack.isFirstTurn to false>><</link>> |
<<link [[Stand|$passage]]>><<set $blackjack.turn to "dealer">><<set $blackjack.turnIsStale to false>><<set $blackjack.playersState to "stand">><<set $blackjack.isFirstTurn to false>><</link>> |
<<link "Cheating options">><<replace "#blackjackChoicesDiv">><<blackjackCheatingChoicesGenerate true>><</replace>><<run Links.generateLinkNumbers($(".passage"))>><</link>> |
<<link "Help and Options">><<overlayReplace "blackjackHelp">><</link>>
<</if>>
<</widget>>
<<widget "blackjackControlsChoices">>
<br><br>
<<if $blackjack.turn is "players" and $blackjack.playersScore lte 20>>
<div id="blackjackChoicesDiv">
<<blackjackCheatingChoicesGenerate false>>
</div>
<<elseif $blackjack.turn is "players" and $blackjack.playersScore gt 21>>
<span class="red">Bust</span>
<br>
<<blackjackControlsPostGameSuspicion true>>
<<link [[End game|Estate Blackjack Lose]]>><</link>>
<br>
<<elseif $blackjack.turn is "dealer">>
<<if $blackjack.playersState is "blackjack" and $blackjack.dealerState is "blackjack">>
<<set $blackjack.winner to "tie">>
<span class="blue">You tie with both having Natural Blackjacks</span>
<<elseif $blackjack.playersState is "blackjack">>
<<set $blackjack.winner to "player">>
<span class="green">You win with a Natural Blackjack</span>
<<elseif $blackjack.dealerState is "blackjack">>
<<set $blackjack.winner to "dealer">>
<span class="red">You lose to the Natural Blackjack</span>
<<elseif $blackjack.playersScore gt $blackjack.dealerScore or $blackjack.dealerScore gt 21>>
<<set $blackjack.winner to "player">>
<span class="green">You win</span>
<<elseif $blackjack.playersScore is $blackjack.dealerScore>>
<<set $blackjack.winner to "tie">>
<span class="blue">You tie</span>
<<else>>
<<set $blackjack.winner to "dealer">>
<span class="red">You lose</span>
<</if>>
<br><br>
<<if $blackjack.winner is "tie">>
<<blackjackControlsPostGameSuspicion>>
<<blackjackEnd "tie">>
<<blackjackStart "Blackjack Finish">>
<<link [[Next|Estate Blackjack]]>><<pass 1>><</link>>
<br>
<<elseif $blackjack.winner is "dealer">>
<<blackjackControlsPostGameSuspicion true>>
<<link [[Next|Estate Blackjack Lose]]>><</link>>
<br>
<<else>>
<<blackjackControlsPostGameSuspicion>>
<<link [[Next|Estate Blackjack Win]]>><</link>>
<br>
<</if>>
<</if>>
<</widget>>
<<widget "blackjackCaughtCheatingSurrender">>
<<if $wren_intro isnot undefined>>
<<set $estate_cards_end to "cheat_remy">>
<</if>>
<<if !($worn.upper.type.includes("naked") and $worn.under_upper.type.includes("naked") and $worn.lower.type.includes("naked") and $worn.under_lower.type.includes("naked"))>>
<<clothesruined>><<exposure>>
"Let's get <<phim>> ready," the <<person2>><<person>> says. Hands grasp your clothes from all directions, pulling and tearing the fabric, until you're left exposed. <<covered>>
<br><br>
<</if>>
<<fameexhibitionism 7>>
They lift you, and carry you naked through the estate, <<if $estate.chaos gte 100>>through all the chaos you've caused,<</if>> towards a small barn.
<br><br>
A couple of guards see you coming and smirk. Wren hands you to the guards.
<br><br>
<<leash 21>>
One of the guards goes into the barn and comes back with a collar and chain, which are then fixed around your neck. The guards tug on the attached chain, forcing you along.
<br><br>
<<if C.npc.Wren.love gte 20>>
"Looking forward to playing with you again," Wren says. "I know you'll be back soon, one way or another."
<<else>>
"Don't cause them too much trouble," Wren says.
<</if>>
<br><br>
<!-- estate ends 4, 6 -->
<<card_pot_confiscated>>
<<estate_cards_finish>>
<<badEndTracking "Underground Farm" { reason: "cardCheating" }>>
<<link [[Next|Livestock Intro]]>><<endevent>><<estate_end>><</link>>
<br>
<</widget>>
<<widget "blackjackHelp">>
<<set _consts__max_marked to 8>>
<ul>
<li>Your goal is to beat the dealer in having a higher score that never goes above 21.</li>
<li>Cards are valued from 2 to 11. Jack, Queen and King are worth 10 each, Ace is worth either 1 or 11, whichever is more favourable.</li>
<li>Scoring a total of 21 with 2 cards is known as a "Natural Blackjack," you or the dealer will win over any other combination unless you tie.</li>
<li>If either you or the dealer go over 21, the one who bust loses.</li>
<li>Stand to end your turn, hit to gain another card.</li>
<li>The dealer always plays by specific rules, use that to your advantage. The dealer must hit when their score is below 17.</li>
</ul>
<h3>Cheating Guide</h3>
<ul>
<li>In blackjack, a "hole card" is the dealer's second hidden card. "Hole carding" refers to attempts to find out what the hidden card is. You can do that by trying to <b>peek</b> at the card as it's being dealt. Intentionally trying to peek at the cards being dealt is against the rules.</li>
<li>Marking a card refers to leaving some sort of mark on it that allows you to identify it. You can leave up to _consts__max_marked marks on cards you get to hold. Be careful, as marking cards is against the rules.</li>
<li>Once you mark a card, the mark will remain until the deck is replaced. It's not too difficult to tell that a person is looking for a mark on the back of a card, so be careful.</li>
<li>The cards are dealt by a dealer. As long as they're in your view, you can try and peek at the card they're giving to Wren.</li>
</ul>
<h3>Options</h3>
<<link [[Save and close|$passage]]>><<set $worn.handheld.colour to $cardcover.colour.replace("-", " ")>><</link>>
<br><br>
Back cover:
<br>
<div id="card-cover-options" @class="'clothes-' + $cardcover.colour">
<<for _i to 0; _i lte 7; _i++>>
<div @class="'div-link card cardcover' + _i + ($cardcover.style eq _i ? ' active' : '')">
<<if _i eq 0>>
<span class="number">?</span>
<span class="suit">?</span>
<</if>>
<<capture _i>>
<<link "">>
<<set $cardcover.style to _i>>
<<run $('#card-cover-options .card').removeClass('active')>>
<<run $('#card-cover-options .card:nth-child(' + (_i+1) + ')').addClass('active')>>
<</link>>
<</capture>>
</div>
<</for>>
</div>
<label>
Colour:
<<listbox "$cardcover.colour" autoselect>>
<<option "Black" "black">>
<<option "Navy" "navy">>
<<option "Blue Steel" "blue-steel">>
<<option "Light Grey" "grey">>
<<option "White" "pale-white">>
<<option "Silver" "silver">>
<<option "Black & White" "white">>
<<option "Gold" "gold">>
<<option "Black & Orange" "yellow">>
<<option "Yellow" "pale-yellow">>
<<option "Bronze" "bronze">>
<<option "Brown" "brown">>
<<option "Sand" "sand">>
<<option "Olive" "olive">>
<<option "Orange" "tangerine">>
<<option "Red Orange" "pale-tangerine">>
<<option "Red" "red">>
<<option "Green" "green">>
<<option "Light Green" "light-green">>
<<option "Blue" "blue">>
<<option "Light Blue" "light-blue">>
<<option "Pink" "pink">>
<<option "Light Pink" "light-pink">>
<<option "Purple" "purple">>
<<option "Teal" "teal">>
<</listbox>>
</label>
<<run $(() => {
linkifyDivs('#card-cover-options');
$('#listbox-cardcovercolour').on('change', () => {
$('#card-cover-options').removeClass().addClass('clothes-' + $cardcover.colour)
});
})>>
<</widget>><!--Needs to be run in a previous passage to prevent cheating-->
<<widget "highLowStart">>
<<if _args[0]>>
<<set $highlow to {
cards:shuffle(shuffle(shuffle(deck()))),
correct: 0,
dealerCard: null,
playersCard: null,
playersCardHidden: null,
gamestart: false,
turn: null,
choice: null,
endPassage: _args[0]
}>>
<</if>>
<</widget>>
<<widget "highLowEnd">>
<<unset $highlow>>
<</widget>>
<<widget "cardText">>
<<if _args[0]>>
<<if _args[1]>>
Turned over.
<<else>>
<<switch _args[0].name>>
<<case "A">>Ace
<<case "K">>King
<<case "Q">>Queen
<<case "J">>Jack
<<default>>_args[0].name
<</switch>>
of <<print _args[0].suits>>.
<</if>>
<</if>>
<</widget>>
<<widget "highLowCalculate">>
<<if $highlow.gamestart is false>>
<<set $highlow.gamestart to true>>
<<set $highlow.turn to "players">>
<</if>>
<<if $highlow.turn is "players">>
Players Turn
<br>
<<set $highlow.dealerCard to $highlow.cards[0]>>
<<set $highlow.playersCard to $highlow.cards[1]>>
<<set $highlow.cards.deleteAt(0,1)>>
<<set $highlow.playersCardHidden to true>>
<<elseif $highlow.turn is "dealer">>
Dealer Turn
<br>
<<set $highlow.playersCardHidden to false>>
<<if ($highlow.choice is "lower" and $highlow.playersCard.value lt $highlow.dealerCard.value) or ($highlow.choice is "higher" and $highlow.playersCard.value gt $highlow.dealerCard.value)>>
<<if $highlow.correct is 0>>
<<set $highlow.correct++>>
<<else>>
<<set $highlow.correct*=2>>
<</if>>
<</if>>
<<if $highlow.cards.length lt 30>>
<<set $highlow.cards to shuffle(shuffle(shuffle(deck())))>>
They reshuffle the deck.
<br>
<</if>>
<</if>>
<</widget>>
<<widget "highLowControls">>
<div class="highlow">
<div><span class="title">Dealers card:</span> <<cardImage $highlow.dealerCard>></div>
<div><span class="title">Your card:</span> <<cardImage $highlow.playersCard $highlow.playersCardHidden>></div>
</div>
<div style="clear:both;"></div>
Your current score: <<print $highlow.correct>>
<br>
<<if $highlow.turn is "players">>
<<link [[Lower|$passage]]>><<set $highlow.choice to "lower">><<set $highlow.turn to "dealer">><</link>> |
<<link [[Higher|$passage]]>><<set $highlow.choice to "higher">><<set $highlow.turn to "dealer">><</link>> |
<<if $highlow.correct gt 4>>
<br>
<<link [[End game|$highlow.endPassage]]>><<set $highlow.correct/=2>><</link>><<note "Lose half your score" "red">> |
<</if>>
<<elseif $highlow.turn is "dealer">>
<<if ($highlow.choice is "lower" and $highlow.playersCard.value lt $highlow.dealerCard.value) or ($highlow.choice is "higher" and $highlow.playersCard.value gt $highlow.dealerCard.value)>>
Your correct
<br>
<<link [[Continue|$passage]]>><<set $highlow.turn to "players">><</link>> |
<br>
<<link [[End game|$highlow.endPassage]]>><</link>> |
<<elseif $highlow.playersCard.value is $highlow.dealerCard.value>>
Draw
<br>
<<link [[Continue|$passage]]>><<set $highlow.turn to "players">><</link>> |
<br>
<<link [[End game|$highlow.endPassage]]>><</link>> |
<<else>>
You Lose
<br>
<<link [[End game|$highlow.endPassage]]>><<set $highlow.correct to 0>><</link>>
<</if>>
<</if>>
<</widget>>
<<widget "cardImage">>
<<if _args[0]>>
<div @class="'card ' + (_args[1] ? 'cardcover' + $cardcover.style : '') + ' clothes-' + $cardcover.colour">
<<if _args[1]>>
<<if $cardcover.style eq 0>>
<span class="number">?</span>
<span class="suit">?</span>
<</if>>
<<else>>
<<if _args[0].suits is "Diamonds">>
<<set _suits to "diams">>
<<else>>
<<set _suits to _args[0].suits.toLowerCase()>>
<</if>>
<span class="number"><<print _args[0].name>></span>
<span class="suit"><<print "&" + _suits + ";">></span>
<</if>>
</div>
<</if>>
<</widget>>
<<widget "estate_cards_bet">>
<<if $worn.over_upper.name isnot "naked">>
<<set $estate.cards.desire to "over_upper">>
"If I win-" <<He>> points at your $worn.over_upper.name. <span class="blue">"You lose <<overupperthat>>."</span>
<<elseif $worn.over_lower.name isnot "naked">>
<<set $estate.cards.desire to "over_lower">>
"If I win-" <<He>> points at your $worn.over_upper.name. <span class="blue">"You lose <<overlowerthat>>."</span>
<<elseif $worn.feet.name isnot "naked" and $worn.feet.cursed isnot 1>>
<<set $estate.cards.desire to "feet">>
"If I win-" <<He>> points at your $worn.feet.name. <span class="blue">"You lose your shoes."</span>
<<elseif $worn.legs.name isnot "naked">>
<<set $estate.cards.desire to "legs">>
"If I win-" <<He>> points at your $worn.legs.name. <span class="blue">"You lose <<legsthat>>."</span>
<<elseif $worn.upper.name isnot "naked">>
<<set $estate.cards.desire to "upper">>
"If I win-" <<He>> points at your $worn.upper.name. <span class="purple">"You lose your <<dress>>."</span>
<<elseif $worn.lower.name isnot "naked">>
<<set $estate.cards.desire to "lower">>
"If I win-" <<He>> points at your $worn.lower.name. <span class="purple">"You lose your <<skirt>>."</span>
<<elseif $worn.hands.name isnot "naked">>
<<set $estate.cards.desire to "hands">>
"If I win-" <<He>> points at your $worn.hands.name. <span class="blue">"You lose those gloves."</span>
<<elseif $worn.under_upper.name isnot "naked">>
<<set $estate.cards.desire to "under_upper">>
"If I win-" <<He>> points at your $worn.under_upper.name. <span class="pink">"You lose your <<bra>>."</span>
<<elseif $worn.under_lower.name isnot "naked">>
<<set $estate.cards.desire to "under_lower">>
"If I win-" <<He>> points at your $worn.under_lower.name. <span class="pink">"I take your <<panties>>."</span>
<<else>>
<<if $estate.cards.state is "ride">>
"If I win-"
<<rng 4>>
<<if $rng is 4>>
<<set $estate.cards.desire to "kiss">>
<<He>> hovers <<his>> mouth close, until you feel <<his>> breath on your lips. "We kiss."
<<elseif $rng is 3>>
<<He>> grins. "I get to fondle your
<<if $player.penisExist and $player.vaginaExist>>
<<if random(1, 2) is 2>>
<<set $estate.cards.desire to "penis_grope">>
cock."
<<else>>
<<set $estate.cards.desire to "pussy_grope">>
pussy."
<</if>>
<<elseif $player.penisExist>>
<<set $estate.cards.desire to "penis_grope">>
penis."
<<else>>
<<set $estate.cards.desire to "pussy_grope">>
pussy."
<</if>>
<<elseif $rng is 2>>
<<set $estate.cards.desire to "bottom_grope">>
<<He>> grins. "I get to fondle your bum."
<<elseif $rng is 1>>
<<set $estate.cards.desire to "chest_grope">>
<<He>> grins. "I get to play with your chest."
<</if>>
<<else>>
<<if $estate.cards.lust gte 2>>
<<if $NPCList[0].penis isnot "none">>
"If I win-" <<He>> grins.
<<if $player.vaginaExist and !playerChastity("hidden")>>
"You sit on my lap. Don't worry. I won't touch your pussy. Yet."
<<set $estate.cards.desire to "vaginal">>
<<elseif $analdisable is "f" and !playerChastity("anus")>>
"You sit on my lap. Don't worry. I won't take advantage. Yet."
<<set $estate.cards.desire to "anal">>
<<elseif !playerChastity("hidden")>>
"You sit on my lap. Don't worry. I won't take advantage. Yet."
<<set $estate.cards.desire to "wren_lap">>
<<else>>
<<He>> looks at your $worn.genitals.name. "That's an interesting device you have there," <<he>> says, reclining in <<his>> chair. "<span class="blue">I'd love to see beneath it.</span> For now though, I have everything I want from you. Have a safe trip home." <<His>> friends laugh.
<<set $estate.cards.desire to "chastity">>
<</if>>
<<else>>
"If I win-" <<He>> grins.
<<if $player.penisExist and !playerChastity("penis")>>
"I sit on your lap. Don't worry. I won't touch your cock. Yet."
<<set $estate.cards.desire to "penile">>
<<elseif !playerChastity("hidden")>>
"I sit on your lap. Don't worry. I won't take advantage. Yet."
<<set $estate.cards.desire to "pc_lap">>
<<else>>
<<He>> looks at your $worn.genitals.name. "That's an interesting device you have there," <<he>> says, reclining in <<his>> chair. "<span class="blue">I'd love to see beneath it.</span> For now though, I have everything I want from you. Have a safe trip home." <<His>> friends laugh.
<<set $estate.cards.desire to "chastity">>
<</if>>
<</if>>
<<elseif $estate.cards.lust gte 1>>
<<set $estate.cards.desire to "bend">>
"If I win-" <<He>> grins. "You climb atop your chair and bend over. Let us see you more closely."
<<else>>
<<set $estate.cards.desire to "twirl">>
"If I win-" <<He>> grins. "You twirl on the spot. Give us a show. And no covering with your hands." The others murmur their enthusiasm.
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "cards_strip_text">>
"Don't keep us waiting.
<<if $rng gte 91>>
Give it here."
<<elseif $rng gte 81>>
Let's have it off."
<<elseif $rng gte 71>>
Strip."
<<elseif $rng gte 61>>
Off it comes."
<<elseif $rng gte 51>>
Let's see what's beneath."
<<elseif $rng gte 41>>
That's my property now."
<<elseif $rng gte 31>>
Have it off."
<<elseif $rng gte 21>>
Let's see you strip."
<<elseif $rng gte 11>>
Strip, or be stripped."
<<else>>
I'm not a patient <<nnpc_gender "Wren">>."
<</if>>
<</widget>>
<<widget "cards_exposure_text">>
<<if random(1, 10) is 10>>
<<if $worn.over_upper.exposed gte 2 and $worn.upper.exposed gte 2 and $worn.under_upper.exposed gte 1 and ($player.gender is "f" or $player.gender_appearance is "f")>>
<<if $uncomfortable.nude is true>>
<span class="lewd">You keep one arm over your <<breasts>>, protecting them from the prying eyes of Wren and <<his>> friends.</span>
<br>
<<else>>
<span class="lewd">You can feel Wren and <<his>> friends' eyes on your <<breasts>>, but you don't care. You're focused on the game.</span>
<br>
<</if>>
<<elseif $worn.over_upper.exposed gte 1 and $worn.upper.exposed gte 1 and ($player.gender is "f" or $player.gender_appearance is "f")>>
<<if $uncomfortable.underwear is true>>
<span class="lewd">You feel self-conscious about the lack of clothing on your chest, and keep one arm over it.</span>
<br>
<<else>>
<span class="lewd">You're unbothered by having so little clothing on your chest.</span>
<br>
<</if>>
<</if>>
<</if>>
<<if random(1, 10) is 10>>
<<if $worn.over_lower.exposed gte 2 and $worn.lower.exposed gte 2 and $worn.under_lower.exposed gte 1>>
<<if $uncomfortable.nude is true>>
<span class="lewd">Even sat with your legs under the table, your bare <<bottom>> and <<genitals>> make you feel so exposed.</span>
<br>
<<else>>
<span class="lewd">You're unbothered by your bare <<bottom>> and <<genitals>>. They're under the table anyway.</span>
<br>
<</if>>
<<elseif $worn.over_lower.exposed gte 1 and $worn.lower.exposed gte 1 and !$worn.under_lower.type.includes("covered")>>
<<if $uncomfortable.underwear is true>>
<span class="lewd">Wearing so little beneath your waist makes you feel uncomfortable.</span>
<br>
<<else>>
<span class="lewd">You're unbothered by having so little clothing beneath your waist.</span>
<br>
<</if>>
<</if>>
<</if>>
<<if random(1, 10) is 10>>
<<if $estate.cards.wren_top is 0 and $estate.cards.wren_under_top is 0>>
<<if $pronoun is "f">>
<span class="lewd">Wren <<if $NPCList[0].breastsize gte 5>>struggles to keep<<else>>keeps<</if>> <<his>> <<print $NPCList[0].breastsdesc>> covered with one arm.</span>
<br>
<<else>>
<span class="lewd">Wren shuffles uncomfortably as you glance at <<his>> bare chest.</span>
<br>
<</if>>
<<elseif $estate.cards.wren_top is 0>>
<<if $pronoun is "f">>
<span class="lewd">Wren shuffles uncomfortably as you glance at <<his>> bra.</span>
<br>
<</if>>
<</if>>
<</if>>
<<if random(1, 10) is 10>>
<<if $estate.cards.wren_bottoms is 0 and $estate.cards.wren_under_bottoms is 0>>
<<if $pronoun is "f">>
<span class="lewd">Wren folds one leg over the other, covering <<his>> bare groin.</span>
<br>
<<else>>
<span class="lewd">Wren keeps <<his>> legs held tight together.</span>
<br>
<</if>>
<<elseif $estate.cards.wren_bottoms is 0>>
<span class="lewd">Wren shifts uncomfortably as a colleague glances at <<his>> <<if $pronoun is "f">>panties<<else>>briefs<</if>>.</span>
<br>
<</if>>
<</if>>
<<if random(1, 10) is 10>>
<<if $estate.cards.state is "ride">>
<<switch $estate.cards.position>>
<<case "wren_lap">>
<<case "pc_lap">>
<<case "penile">>
<span class="lewd">Wren kisses your <<penis>> with <<his>> pussy.</span>
<br>
<<case "vaginal">>
<span class="lewd">Wren pokes your <<pussy>> with <<his>> <<print $NPCList[0].penisdesc>>.</span>
<br>
<<case "anal">>
<span class="lewd">Wren rubs <<his>> <<print $NPCList[0].penisdesc>> against your <<bottom>>.</span>
<br>
<</switch>>
<</if>>
<</if>>
<br>
<</widget>>
<<widget "cards_naked_cover">>
<<if $uncomfortable.nude is true>>
<span class="lewd">You cover your <<breasts>> with an arm, and keep your thighs squeezed tight together.</span>
<br><br>
<</if>>
<</widget>>
<<widget "cards_bottom_cover">>
<<if $uncomfortable.nude is true>>
<span class="lewd">You keep your thighs squeezed tight together.</span>
<br><br>
<</if>>
<</widget>>
<<widget "cards_top_cover">>
<<if $uncomfortable.nude is true>>
<span class="lewd">You cover your <<breasts>> with an arm.</span>
<br><br>
<</if>>
<</widget>>
<<widget "cards_underwear_cover">>
<<if $uncomfortable.underwear is true>>
<span class="lewd">You cover your $worn.under_upper.name with one arm, and make sure your $worn.under_lower.name <<underlowerplural>> on right.</span>
<br><br>
<</if>>
<</widget>>
<<widget "cards_bra_cover">>
<<if $uncomfortable.underwear is true>>
<span class="lewd">You cover your $worn.under_upper.name with an arm.</span>
<br><br>
<</if>>
<</widget>>
<<widget "cards_virginity_all_warnings">>
<<set _player_suspicious to $estatePersistent.suspicion gt 0>>
<<if $estate.cards.position is "vaginal">>
<<if $player.virginity.vaginal is true>>
<<if _player_suspicious>>
<span class="red">If you orgasm, or if you're caught cheating - Wren will take your virginity.</span>
<<else>>
<span class="red">If you orgasm, Wren will take your virginity.</span>
<</if>>
<</if>>
<<elseif $estate.cards.position is "penile">>
<<if $player.virginity.penile is true>>
<<if _player_suspicious>>
<span class="red">If you orgasm, or if you're caught cheating - Wren will take your virginity.</span>
<<else>>
<span class="red">If you orgasm, Wren will take your virginity.</span>
<</if>>
<</if>>
<<elseif $estate.cards.position is "anal">>
<<if $player.virginity.anal is true>>
<<if _player_suspicious>>
<span class="red">If you orgasm, or if you're caught cheating - Wren will take your anal virginity.</span>
<<else>>
<span class="red">If you orgasm, Wren will take your anal virginity.</span>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "cards_virginity_warning">>
<<if $estate.cards.position is "vaginal">>
<<if $player.virginity.vaginal is true>>
<span class="red">If you orgasm, Wren will take your virginity.</span>
<</if>>
<<elseif $estate.cards.position is "penile">>
<<if $player.virginity.penile is true>>
<span class="red">If you orgasm, Wren will take your virginity.</span>
<</if>>
<<elseif $estate.cards.position is "anal">>
<<if $player.virginity.anal is true>>
<span class="red">If you orgasm, Wren will take your anal virginity.</span>
<</if>>
<</if>>
<</widget>>
<<widget "cards_cheating_virginity_warning">>
<<set _is_inline to _args[0]>>
<<if $estate.cards.position is "vaginal">>
<<if $player.virginity.vaginal is true>>
<<if !_is_inline>><br><<else>> | <</if>>
<span class="red">If you're caught cheating, Wren will take your virginity.</span>
<</if>>
<<elseif $estate.cards.position is "penile">>
<<if $player.virginity.penile is true>>
<<if !_is_inline>><br><<else>> | <</if>>
<span class="red">If you're caught cheating, Wren will take your virginity.</span>
<</if>>
<<elseif $estate.cards.position is "anal">>
<<if $player.virginity.anal is true>>
<<if !_is_inline>><br><<else>> | <</if>>
<span class="red">If you're caught cheating, Wren will take your anal virginity.</span>
<</if>>
<</if>>
<</widget>>
<<widget "cards_arousal_check">>
<<if $arousal gte $arousalmax>>
It's too much. <<orgasm>>
<br><br>
<<set _cards_orgasm to true>><<set $consensual to 1>>
<<elseif $arousal gte ($arousalmax / 5) * 4>>
<<elseif $arousal gte ($arousalmax / 5) * 3>>
<<elseif $arousal gte ($arousalmax / 5) * 2>>
<<else>>
<</if>>
<</widget>>
<<widget "card_clothes_lost">>
<<set $_cloth_type to _args[0]>>
<<if $estate.cards.confiscatedClothes eq null>>
<<set $estate.cards.confiscatedClothes to []>>
<</if>>
<<run $estate.cards.confiscatedClothes.push({
"type": $_cloth_type,
"copy": clone($worn[$_cloth_type])
})>>
<<generalStrip $_cloth_type>>
<</widget>>
<<widget "card_clothes_rebuy_calculate">>
<<set $_total_price to 0>>
<<for $_obj range $estate.cards.confiscatedClothes>>
<<set $_cur to $_obj["copy"]>>
<<set $_base to setup.clothes[$_obj["type"]][$_cur["index"]]>>
<<if $_base.cost gt 0>>
<!-- base 20% reduction for having been worn -->
<<set $_price to $_base.cost * 0.8>>
<<set $_integrity_frac to inverseLerp($_cur.integrity, 0, $_base.integrity_max)>>
<!-- making the price drop exponentially relative to the integrity y = (1-x)^2 -->
<!-- basically, clothes appear more worn out than they are, and drop the price further -->
<<set $_integrity_frac to $_integrity_frac * $_integrity_frac>>
<<set $_price to $_price * $_integrity_frac>>
<<set $_total_price += $_price>>
<</if>>
<</for>>
<<set $estate.cards.clothesRebuyTerms to {"price": $_total_price}>>
<</widget>>
<<widget "estate_cards_finish">>
<<if $estate.cards.confiscatedClothes and $estate.cards.confiscatedClothes.length gt 0>>
<<for $_cloth_obj range $estate.cards.confiscatedClothes>>
<<generalRuined $_cloth_obj["type"]>>
<</for>>
<<set $estate.cards.confiscatedClothes to []>>
<</if>>
<<run delete $estate.cards.clothesRebuyTerms>> <!-- we should just unset cards, but I'm not 100% that it won't cause any side effects within some code I haven't seen -->
<<set $estate.cards_done to true>>
<<set $estatePersistent.totalGamesPlayed += 1>>
<<if $estate.cards.bettingEnabled>>
<<set $estatePersistent.totalGamesPlayedWithBetting += 1>>
<</if>>
<</widget>>
<<widget "card_pot_confiscated">>
<<person1>>
<<if $estate.cards.bettingEnabled>>
<<set $_potValue to $estate.cards.playerPot>>
<<if $_potValue gt 0>>
<span class="red">Your pot consisting of <<printmoney $_potValue>> has been left behind to be confiscated by Wren and <<his>> goons.</span>
<<set $estatePersistent.totalMoneyConfiscated += $_potValue>>
<<else>>
<span class="gold">You've lost all the money from your pot during the game. If you had any left in the pot, it would've been left behind to be confiscated by Wren and <<his>> goons.</span>
<</if>>
<br><br>
<!-- the money just doesn't get added to PC's account and is automatically reset by <<estate_end>>, whenever it gets called -->
<!-- the player won't be able to get into the cottage until $estate.cards_done is reset by <<estate_end>>, so this is safe -->
<<money `-$_potValue` "blackjack" { recordOnly: true }>>
<</if>>
<</widget>>
<<widget "card_pot_collected">>
<<if $estate.cards.bettingEnabled>>
<<set $_potValue to $estate.cards.playerPot>>
<<set $_moneyDiff to $estate.cards.playerPot - $estate.cards.ante>>
<<set $_resStr to $_moneyDiff gte 0 ? "profit" : "loss">>
<<if $_potValue gt 0>>
<span class="green">You approach the pot and take your winnings. You've gained <<money $_potValue "blackjack">><<printmoney $_potValue>>, finishing the game with a <<printmoney $_moneyDiff>> $_resStr.</span>
<<else>>
<span class="red">You've lost all the money from your pot during the game, so you have to leave empty-handed.</span>
<</if>>
<br><br>
<</if>>
<</widget>>
<<widget "blackjackPostGameThrowTips">>
<<if $estate.cards.bettingEnabled>>
<!-- the goons throw in tips even if you're not betting, as long as you've paid the ante -->
<!-- the goons throw in 5-15% of your bet, plus a random base of 1-5 -->
<<set $_tipAmount to random(100,500)>>
<<set $_tipPct to random(5,15)/100>>
<<set $_tipAmount += $estate.cards.currentBetInput * 100 * $_tipPct>>
Wren's goons throw <<printmoney $_tipAmount>> into your pot, as a tip.
<br><br>
<<set $estate.cards.playerPot += $_tipAmount>>
<<set $estatePersistent.totalTipMoneyMade += $_tipAmount>>
<</if>>
<</widget>>
<<widget "blackjackPostGameBettingResult">>
<<set $_playerWon to _args[0]>>
<<if $estate.cards.bettingEnabled and $estate.cards.currentBetInput gt 0>>
<<set $_bet to $estate.cards.currentBetInput * 100>>
<<if $_playerWon>>
<<set $estate.cards.playerPot += $_bet>>
<<set $estate.cards.wrenMoney -= $_bet>>
<<set $estatePersistent.totalBetMoneyMade += $_bet>>
<<else>>
<<set $estate.cards.playerPot -= $_bet>>
<<set $estate.cards.wrenMoney += $_bet>>
<<set $estatePersistent.totalBetMoneyLost += $_bet>>
<</if>>
<</if>>
<</widget>>
<<widget "blackjackResultText">>
<<handheldon>>
<<set $_playerWon to _args[0]>>
<<calculateBlackjackLuckStats>>
<<set $_luckFlow to "neutral">> <!-- wren|player|neutral -->
<!-- the player has a bad streak if less than 50% of the games are ties, and the opponent has won 2x as many games. 6 games are considered normally. -->
<!-- here's all the possible cases (generated with the code in the comment of calculateBlackjackLuckStats) -->
<!--
Player lucky cases
3 wins / 1 losses / 2 ties | wins 50.00% losses 16.67% ties 33.33%
4 wins / 0 losses / 2 ties | wins 66.67% losses 0.00% ties 33.33%
4 wins / 1 losses / 1 ties | wins 66.67% losses 16.67% ties 16.67%
4 wins / 2 losses / 0 ties | wins 66.67% losses 33.33% ties 0.00%
5 wins / 0 losses / 1 ties | wins 83.33% losses 0.00% ties 16.67%
5 wins / 1 losses / 0 ties | wins 83.33% losses 16.67% ties 0.00%
Wren lucky cases
0 wins / 4 losses / 2 ties | wins 0.00% losses 66.67% ties 33.33%
0 wins / 5 losses / 1 ties | wins 0.00% losses 83.33% ties 16.67%
1 wins / 3 losses / 2 ties | wins 16.67% losses 50.00% ties 33.33%
1 wins / 4 losses / 1 ties | wins 16.67% losses 66.67% ties 16.67%
1 wins / 5 losses / 0 ties | wins 16.67% losses 83.33% ties 0.00%
2 wins / 4 losses / 0 ties | wins 33.33% losses 66.67% ties 0.00%
Neutral cases
0 wins / 1 losses / 5 ties | wins 0.00% losses 16.67% ties 83.33%
0 wins / 2 losses / 4 ties | wins 0.00% losses 33.33% ties 66.67%
0 wins / 3 losses / 3 ties | wins 0.00% losses 50.00% ties 50.00%
1 wins / 0 losses / 5 ties | wins 16.67% losses 0.00% ties 83.33%
1 wins / 1 losses / 4 ties | wins 16.67% losses 16.67% ties 66.67%
1 wins / 2 losses / 3 ties | wins 16.67% losses 33.33% ties 50.00%
2 wins / 0 losses / 4 ties | wins 33.33% losses 0.00% ties 66.67%
2 wins / 1 losses / 3 ties | wins 33.33% losses 16.67% ties 50.00%
2 wins / 2 losses / 2 ties | wins 33.33% losses 33.33% ties 33.33%
2 wins / 3 losses / 1 ties | wins 33.33% losses 50.00% ties 16.67%
3 wins / 0 losses / 3 ties | wins 50.00% losses 0.00% ties 50.00%
3 wins / 2 losses / 1 ties | wins 50.00% losses 33.33% ties 16.67%
3 wins / 3 losses / 0 ties | wins 50.00% losses 50.00% ties 0.00%
-->
<!-- to tweak these values, check calculateBlackjackLuckStats -->
<!-- the first 4 games will always be neutral -->
<<if $estate.cards.luckStats and $estate.cards.luckStats.total gte 5>>
/* pcts[ind][0] >= pcts[ind][1]*2 && pcts[ind][2] < .7 */
<<if $estate.cards.luckStats["winPct"] gte $estate.cards.luckStats["lossPct"] * 2.5 and $estate.cards.luckStats["tiePct"] lt 0.5>>
<<set $_luckFlow to "player">>
<<elseif $estate.cards.luckStats["lossPct"] gte $estate.cards.luckStats["winPct"] * 2.5 and $estate.cards.luckStats["tiePct"] lt 0.5>>
<<set $_luckFlow to "wren">>
<<else>>
<<set $_luckFlow to "neutral">>
<</if>>
<</if>>
<<if $estate.cards.bettingEnabled and $estate.cards.currentBetInput gt 0>>
<<formatmoney `$estate.cards.currentBetInput * 100`>>
<<set $_money to '<span class="' + ($_playerWon ? 'gold' : 'red') + '">' + _printmoney + '</span>'>>
<<if $_playerWon>>
<<if $_luckFlow is "neutral">>
<<switch random(1,3)>>
<<case 1>>
"Good game," Wren says as <<he>> pushes the $_money to the side, to your pot, seemingly unaffected by the loss.
<<case 2>>
Wren smiles and lazily pushes your $_money towards your pot. If <<hes>> frustrated - <<hes>> hiding it well.
<<case 3>>
"Oh well," Wren says with a smile as <<he>> motions for <<his>> goon to push the $_money to your pot.
<</switch>>
<<elseif $_luckFlow is "wren">>
<<switch random(1,3)>>
<<case 1>>
"Can't win them all," Wren says, as <<he>> pushes the $_money to the side, to your pot, seemingly unaffected by the loss.
<<case 2>>
"Looks like lady luck has finally smiled at you," Wren says as <<he>> motions for <<his>> goon to push the $_money to your pot.
<<case 3>>
"And I was doing so well," Wren says with a smile as <<he>> pushes the $_money towards your pot.
<</switch>>
<<else>>
<<switch random(1,5)>>
<<case 1>>
Wren scoffs and lazily swipes <<his>> hand across the pot of $_money, pushing it towards your pot.
<<case 2>>
"You're awfully lucky today," Wren says as <<he>> pushes the $_money towards your pot, <<his>> face betraying a hint of annoyance.
<<case 3>>
Wren motions for <<his>> goon to push the $_money to your pot. For a second, you think you can see <<him>> gritting <<his>> teeth in frustration.
<<case 4>>
"A black cat must've crossed my path today," Wren says with a resigned chuckle as <<he>> pushes the $_money towards your pot.
<<case 5>>
"You should buy a lottery ticket," Wren says as <<he>> motions for <<his>> goon to push the $_money to your pot.
<</switch>>
<</if>>
<<else>>
<<if $_luckFlow is "neutral">>
<<switch random(1,3)>>
<<case 1>>
"Good game," Wren grins as <<he>> reaches for the pot of cash, and hands it to one of <<his>> goons, who safely stashes the $_money away.
<<case 2>>
Wren lazily reaches for the pot of $_money and hands it over to <<his>> goon, a satisfied grin on <<his>> face.
<<case 3>>
"Better luck next time," Wren says with a smile as <<he>> motions for <<his>> goon to take the $_money.
<</switch>>
<<elseif $_luckFlow is "wren">>
<<switch random(1,3)>>
<<case 1>>
"The game's going great," Wren says, as <<he>> reaches for the pot of cash, and hands it to one of <<his>> goons, who safely stashes the $_money away.
<<case 2>>
"Looks like lady luck is smiling at me," Wren says as <<he>> lazily reaches for the pot of $_money and hands it over to <<his>> goon, a satisfied grin on <<his>> face.
<<case 3>>
"Lady luck has turned her back on you," Wren says with a smile as <<he>> motions for <<his>> goon to take the $_money.
<</switch>>
<<else>>
<<switch random(1,3)>>
<<case 1>>
"Finally, some good luck," Wren says, as <<he>> reaches for the pot of cash, and hands it to one of <<his>> goons, who safely stashes the $_money away.
<<case 2>>
"Your streak couldn't go on forever," Wren says as <<he>> lazily reaches for the pot of $_money and hands it over to <<his>> goon, a satisfied grin on <<his>> face.
<<case 3>>
"Looks like your good streak is ending," Wren says with a smile as <<he>> motions for <<his>> goon to take the $_money.
<</switch>>
<</if>>
<</if>>
<<else>>
<<if $_playerWon>>
<<if $_luckFlow is "neutral">>
<<switch random(1,3)>>
<<case 1>>
"Good game," Wren says.
<<case 2>>
Wren gives you a light smile.
<<case 3>>
"Oh well," Wren says with a smile.
<</switch>>
<<elseif $_luckFlow is "wren">>
<<switch random(1,3)>>
<<case 1>>
"Can't win them all," Wren says, leaning back on the chair.
<<case 2>>
"Looks like lady luck has finally smiled at you," Wren says.
<<case 3>>
"And I was doing so well," Wren says with a smile.
<</switch>>
<<else>>
<<switch random(1,5)>>
<<case 1>>
Wren scoffs, leaning back on the chair.
<<case 2>>
"You're awfully lucky today," Wren says.
<<case 3>>
Wren crosses <<his>> arms as <<he>> leans back on the chair, giving you a resigned smile.
<<case 4>>
"A black cat must've crossed my path today," Wren says with a resigned chuckle.
<<case 5>>
"You should buy a lottery ticket," Wren says.
<</switch>>
<</if>>
<<else>>
<<if $_luckFlow is "neutral">>
<<switch random(1,3)>>
<<case 1>>
"Good game," Wren grins.
<<case 2>>
Wren sits up and leans forward with a satisfied grin on <<his>> face.
<<case 3>>
"Better luck next time," Wren says with a smile.
<</switch>>
<<elseif $_luckFlow is "wren">>
<<switch random(1,3)>>
<<case 1>>
"The game's going great," Wren says, as <<he>> sits up and leans forward.
<<case 2>>
"Looks like lady luck is smiling at me," Wren says.
<<case 3>>
"Lady luck has turned her back on you," Wren says with a smile.
<</switch>>
<<else>>
<<switch random(1,3)>>
<<case 1>>
"Finally, some good luck," Wren says as <<he>> sits up and leans forward.
<<case 2>>
"Your streak couldn't go on forever," Wren says as <<he>> leans forward.
<<case 3>>
"Looks like your good streak is ending," Wren says with a smile.
<</switch>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "cards_oral_options">>
<<if $estate.cards.clothesRebuyTerms and $estate.cards.clothesRebuyTerms.price gt $money>>
<span class="blue">You don't have enough money to accept the deal.</span>
<br><br>
<<elseif hasSexStat("promiscuity", 4)>>
<<link [[Accept|Estate Cards Oral]]>><</link>><<promiscuous4>><<goralskill>>
<br>
<<else>>
<<insufficientStat "promiscuity" "to take up such an offer">> But leaving with nothing will be dangerous.
<br><br>
<<link [[Accept|Estate Cards Oral]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>
<br>
<</if>>
<<link [[Refuse|Estate Cards Oral Refuse]]>><</link>>
<br>
<</widget>>
<<widget "cards_naked_end">>
<<covered>>
<<if $speech_attitude is "meek">>
"I-I have no clothes," you say. "C-could you give me something to cover with?"
<<elseif $speech_attitude is "bratty">>
"You're really gonna leave me with no clothes?" you ask. "Give me a towel or something at least."
<<else>>
"Could you give me a towel, at least?" you ask. "I'll be in danger like this."
<</if>>
<br><br>
Wren leans behind <<him>>, and opens a drawer. <<He>> feels inside, and produces a small towel. "You can have this," <<he>> says. "But you'll have to earn it. I think my friends here deserve some fun."
<br><br>
"Satisfy them with your mouth," <<he>> continues. "And I'll let you wear a towel."
<br><br>
<<cards_oral_options>>
<</widget>>
<<widget "cards_play_options">>
<<if $estate.cards.bettingEnabled>>
<<person1>>
<!-- would it perhaps be better to recover the previous bet input here, so that the player doesn't have to manually input the max bet every time? -->
<<set $estate.cards.currentBetInput to 0>>
<!-- the player can't bet more than Wren has, or more than the player has in the pot (including tips), or more than the max bet-->
<<set $_maxBetAmount to Math.min($estate.cards.baseMaxBet, $estate.cards.wrenMoney, $estate.cards.playerPot)>>
<!-- rounding down to nearest multiple of X (X pounds = step) -->
<<set $_step to $estate.cards.betStep>>
<<set $_maxBetAmount to Math.floor($_maxBetAmount / $_step) * $_step>>
<<set $_moneyDiff to $estate.cards.playerPot - $estate.cards.ante>>
<div>
<div><span>Your money on the table<mouse class="tooltip">(?)<span>The amount of money you've made that is kept on the table as insurance (including tips and your ante). If you get caught cheating or run away, you either have to risk trying to take it with you or abandon it.</span></mouse>:
<<printmoney $estate.cards.playerPot>></span></div>
<div><span>Your current winnings<mouse class="tooltip">(?)<span>The total standing, how much money you've made or lost in the game (including tips). Does not represent the final amount you'll end up with, as you might end up abandoning your winnings for a less risky escape.</span></mouse>:
<<printmoney $_moneyDiff>></span></div>
<div><span>Wren's pot<mouse class="tooltip">(?)<span>The amount of money Wren has that you can win (including <<his>> ante). The tips come from the goons, so they're not included. If Wren's pot is exhausted, <<he>> will not be able to bet any more until the next day.</span></mouse>:
<<printmoney $estate.cards.wrenMoney>></span></div>
<<if $_maxBetAmount gt 0>>
<div><span>Your bet:</span><<numberslider "$estate.cards.currentBetInput" 0 0 `$_maxBetAmount/100` `$_step/100`>></div>
<<elseif $estate.cards.playerPot lt $_step>>
<span class="blue">You don't have enough money in your pot to place the minimum bet (<<printmoney $_step>> required).</span>
<<else>>
<span class="blue">Wren doesn't have enough money left in <<his>> pot to match the minimum bet.</span>
<</if>>
</div>
<br><br>
<</if>>
<<if $estate.cards.desire is "chastity">>
<<getouticon>><<link [[Leave|Estate Cards Leave]]>><<handheldon>><</link>>
<br>
<<else>>
<<gameicon "cards">><<link [[Play (0:01)|Estate Blackjack]]>><<pass 1>><<handheldon>><</link>>
<<if $estate.cards.state is "ride">>
<span class="purple">Losing may increase arousal.</span> <<cards_virginity_all_warnings>>
<</if>>
<<if _cards_desire is "kiss" and $player.virginity.kiss is true>>
<span class="red">If you lose, Wren will take your first kiss.</span>
<</if>>
<br>
<<getouticon>><<link [[Leave|Estate Cards Leave]]>><<npcincr Wren love -1>><<handheldon>><</link>><<llove>>
<br>
<</if>>
<</widget>>
<<widget "cards_start_play_options">>
<<if $farm_stage gte 5>>
<<gameicon "cards">><<link [[Play cards|Estate Cards Intro 2]]>><</link>>
<<if $estatePersistent.stakesRaised>>
<<set $_anteMaxNum to setup.estateBlackjack.anteSizes.length - 1>>
<<for _i to 0; _i lte $_anteMaxNum; _i++>>
<<set _anteAmount to setup.estateBlackjack.anteSizes[_i]>>
<<set _cards to "cards_" + _i>>
<<formatmoney _anteAmount>>
<<set $_confidenceMoney to setup.estateBlackjack.confidenceMoney[_i]>>
<<set $_primaryReq to setup.estateBlackjack.primaryRequirements[_i]>>
<<if $money gte $_confidenceMoney or Scripting.evalTwineScript($_primaryReq.check)>>
<<if $money lt _anteAmount>>
<br>
<span class="blue">Play cards with betting (_printmoney upfront): you're confident, but you don't have enough money.</span>
<<else>>
<<set _linkText to "Play cards with betting (" + _printmoney + " upfront)">>
<br>
<<capture _linkText, _anteAmount, _i>>
<<gameicon _cards>><<link [[_linkText|Estate Cards Intro 2]]>><<estate_betting_start _i>><</link>>
<</capture>>
<</if>>
<<else>>
<br>
<span class="blue">Play cards with betting (_printmoney upfront): you're not confident enough to risk that much money. <i><<print $_primaryReq.message>></i></span>
<</if>>
<</for>>
<<elseif $wren_intro isnot undefined and not ($estate.cards.suggestedRaisingStakesToday or $estatePersistent.playerRejectedRaisingStakes)>>
<!-- $estate.cards.suggestedRaisingStakesToday prevents you from trying to convince Wren again until you leave the estate once, to give them time to think -->
<br>
<<if not $estatePersistent.suggestedRaisingStakes>>
<<ind>><<link [[Suggest raising the stakes|Estate Cards Suggest Betting Init]]>><</link>>
<<else>>
<<ind>><<link [[Suggest raising the stakes|Estate Cards Suggest Betting Again]]>><</link>>
<</if>>
<<elseif $estatePersistent.playerRejectedRaisingStakes>>
<br>
<<ind>><<link [[Accept raising the stakes|Estate Cards Reconsider Accept Betting]]>><</link>>
<</if>>
<br>
<</if>>
<<if isPubfameTaskAccepted("wren")>>
<<ind>><<link [[Give Wren the letter|Estate Fame Letter]]>><</link>>
<br>
<</if>>
<<getouticon>><<link [[Leave|Estate Cards Intro Leave]]>><</link>>
<</widget>>
<<widget "cards_lap_return">>
<<if $estate.cards.state is "ride">>
<<if $estate.cards.position is "pc_lap">>
You sit down. Wren swings <<his>> leg over you, resuming the position.
<<elseif $estate.cards.position is "wren_lap">>
Wren sits down, and points at <<his>> lap. You swing a leg over, resuming the position.
<<elseif $estate.cards.position is "penile">>
You sit down. Wren swings <<his>> leg over you, resuming the position.
<<cards_lap_clothes>>
<<His>> pussy threatens your <<penis>> once more.
<<elseif $estate.cards.position is "vaginal">>
Wren sits down, and points at <<his>> lap. You swing a leg over, resuming the position.
<<cards_lap_clothes>>
<<His>> <<print $NPCList[0].penisdesc>> threatens your <<pussy>> once more.
<<elseif $estate.cards.position is "anal">>
Wren sits down, and points at <<his>> lap. You swing a leg over, resuming the position.
<<cards_lap_clothes>>
<<His>> <<print $NPCList[0].penisdesc>> threatens your <<bottom>> once more.
<</if>>
"Where were we?" <<he>> teases.
<<else>>
<</if>>
<</widget>>
<<widget "cards_lap_clothes">>
<<if $estate.cards.wren_bottoms is 1>>
<<if $estate.cards.wren_under_bottoms is 1>>
<<if C.npc.Wren.pronoun is "f">>
<<He>> hitches up <<his>> skirt and pulls aside <<his>> panties.
<<else>>
<<He>> unzips <<his>> fly and pulls aside <<his>> briefs.
<</if>>
<<else>>
<<if C.npc.Wren.pronoun is "f">>
<<He>> hitches up <<his>> skirt.
<<else>>
<<He>> unzips <<his>> fly.
<</if>>
<</if>>
<<else>>
<<if $estate.cards.wren_under_bottoms is 1>>
<<if C.npc.Wren.pronoun is "f">>
<<He>> pulls aside <<his>> panties.
<<else>>
<<He>> pulls aside <<his>> briefs.
<</if>>
<<else>>
<<if C.npc.Wren.pronoun is "f">>
Wren grinds against you for good measure.
<<else>>
Wren grinds against you for good measure.
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "cards_lap_clothes_intro">>
<<if $estate.cards.wren_bottoms is 1>>
<<if $estate.cards.wren_under_bottoms is 1>>
<<if C.npc.Wren.pronoun is "f">>
Wren hitches up <<his>> skirt and pulls aside <<his>> panties,
<<else>>
Wren unzips <<his>> fly and pulls aside <<his>> briefs,
<</if>>
<<if $estate.cards.position is "penile">>
<span class="lewd">revealing <<his>> pussy.</span>
<<else>>
<span class="lewd">revealing <<his>> <<print $NPCList[0].penisdesc>>.</span>
<</if>>
<<else>>
<<if C.npc.Wren.pronoun is "f">>
Wren hitches up <<his>> skirt,
<<else>>
Wren unzips <<his>> fly,
<</if>>
<<if $estate.cards.position is "penile">>
<span class="lewd">revealing <<his>> pussy.</span>
<<else>>
<span class="lewd">revealing <<his>> <<print $NPCList[0].penisdesc>>.</span>
<</if>>
<</if>>
<<else>>
<<if $estate.cards.wren_under_bottoms is 1>>
<<if C.npc.Wren.pronoun is "f">>
Wren pulls aside <<his>> panties,
<<else>>
Wren pulls aside <<his>> briefs,
<</if>>
<<if $estate.cards.position is "penile">>
<span class="lewd">revealing <<his>> pussy.</span>
<<else>>
<span class="lewd">revealing <<his>> <<print $NPCList[0].penisdesc>>.</span>
<</if>>
<<else>>
<<if C.npc.Wren.pronoun is "f">>
<<else>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "wren_sabotage_nude">>
<<if $estate.cards.wren_under_bottoms is 0 and $estate.cards.wren_exposed_text lt 2>>
Wren walks to the door, keeping a hand over <<his>>
<<if $NPCList[0].penis isnot "none">>
<<print $NPCList[0].penisdesc>>.
<<else>>
pussy.
<</if>>
"C-Come on then," <<he>> says.
<<set $estate.cards.wren_exposed_text to 2>>
<<elseif $estate.cards.wren_under_top is 0 and $NPCList[0].pronoun is "f" and $estate.cards.wren_exposed_ lt 1>>
Wren walks to the door, keeping an arm over <<his>> <<print $NPCList[0].breastsdesc>>. "This is nothing," <<he>> lies. "I go topless on the beach all the time."
<<set $estate.cards.wren_exposed_text to 1>>
<<elseif $estate.cards.wren_top is 0 or $estate.cards.wren_bottoms is 0 or $estate.cards.wren_under_top is 0 and !$estate.cards.wren_exposed_text>>
Wren walks to the door without dressing. "Think I won't do it?" <<he>> asks.
<<set $estate.cards.wren_exposed_text to 1>>
<<else>>
Wren strides to the door.
<</if>>
<<if $exposed gte 2 and $uncomfortable.nude is true and $estate.cards.pc_exposed_text lt 2>>
You're nervous about your nudity. <<He>> leans against the door frame. "You're coming too. You want to make sure I follow through, right?"
<br><br>
You follow, keeping your body covered as best you can.
<br><br>
<<set $estate.cards.pc_exposed_text to 2>>
<<elseif $exposed is 1 and $uncomfortable.underwear is true and $estate.cards.pc_exposed_text lt 1>>
You're nervous about your state of dress. <<He>> leans against the door frame. "You're coming too. You want to make sure I follow through, right?"
<br><br>
You follow, keeping your body covered as best you can.
<br><br>
<<set $estate.cards.pc_exposed_text to 1>>
<<else>>
<br><br>
<</if>>
<<if $estate.cards.wren_top is 0 or $estate.cards.wren_bottoms is 0 or $estate.cards.wren_under_top is 0 or $estate.cards.wren_under_bottoms is 0>>
<<if $exposed gte 2 and $uncomfortable.nude is true and $estate.cards.pc_exposed_walk lt 3>>
You walk across the estate beside Wren, <<his>> colleagues following behind. You can feel their ogling, but you suspect they're looking at Wren as well.
<br><br>
You pass a pair of Remy's other goons. They don't stop you, and look bemused by Wren's appearance. <<His>> pace quickens.
<br><br>
<<set $estate.cards.pc_exposed_walk to 3>>
<<elseif $exposed is 1 and $uncomfortable.underwear is true and $estate.cards.pc_exposed_walk lt 2>>
You walk across the estate beside Wren, <<his>> colleagues following behind. You can feel their ogling, but you suspect they're looking at Wren as well.
<br><br>
You pass a pair of Remy's other goons. They don't stop you, and look bemused by Wren's appearance. <<His>> pace quickens.
<br><br>
<<set $estate.cards.pc_exposed_walk to 2>>
<<elseif !$estate.cards.pc_exposed_walk>>
You walk across the estate behind Wren, alongside <<his>> colleagues. You pass a pair of Remy's other goons. They're distracted by Wren's appearance, and don't stop you.
<br><br>
<<set $estate.cards.pc_exposed_walk to 1>>
<</if>>
<<else>>
<<if $exposed gte 2 and $uncomfortable.nude is true and $estate.cards.pc_exposed_walk lt 3>>
You walk across the estate. Wren insists you lead the way. You can feel <<him>> ogling your <<bottom>>. You pass a pair of Remy's other goons. They don't stop you, seeming content to leer.
<br><br>
<<set $estate.cards.pc_exposed_walk to 3>>
<<elseif $exposed is 1 and $uncomfortable.underwear is true and $estate.cards.pc_exposed_walk lt 2>>
You walk across the estate. Wren insists you lead the way. You can feel <<him>> ogling your <<bottom>>. You pass a pair of Remy's other goons. They don't stop you, seeming content to leer.
<br><br>
<<set $estate.cards.pc_exposed_walk to 2>>
<<elseif !$estate.cards.pc_exposed_walk>>
You walk across the estate beside Wren and <<his>> colleagues. You pass a pair of Remy's other goons. One frowns, but they don't stop you. They must trust Wren.
<br><br>
<<set $estate.cards.pc_exposed_walk to 1>>
<</if>>
<</if>>
<</widget>><<set $outside to 1>><<set $location to "estate">><<set $bus to "estate">><<effects>>
<<estate_chaos_bar>>
<br>
You are in the Remy estate, near the front gate.
<<if $estate.chaos gte 100>>
You hear shouting.
<</if>>
<<if $estate.cards.cattle is 1>>
A pair of escaped cattle run by.
<</if>>
There's a small stone building nearby.
<<if $estate.chaos gte 100>>
<span class="green">The guards have fled their posts in the chaos!</span>
<<elseif $estate.chaos gte 80>>
<span class="teal">Two guards stand outside.</span> They look ready to run.
<<elseif $estate.chaos gte 60>>
<span class="lblue">Three guards stand outside.</span> They look nervous.
<<elseif $estate.chaos gte 40>>
<span class="blue">Four guards stand outside.</span> They look wary.
<<elseif $estate.chaos gte 20>>
<span class="purple">Five guards stand outside.</span> They look cautious.
<<else>>
<span class="pink">Six rough-looking guards stand outside.</span>
<</if>>
There's also a cottage, the mud in front covered in bootprints. Several cars are parked outside.
<<if $estate.cards.fire is 1>>
Smoke fills the sky. <<set Weather.Temperature.override.increase.outside(5, "The air is hot from the raging fire.")>>
<</if>>
<br><br>
There's a large barn ahead, and a manor looming from a hill beyond.
<br><br>
<<ind>><<link [[Approach the stone building (0:02)|Estate Stone Approach]]>><<pass 2>><</link>>
<br>
<<if $estate.cards_done isnot true>>
<<mooricon "remy cottage">><<link [[Enter the cottage (0:02)|Estate Cards Enter]]>><<pass 2>><</link>>
<br>
<</if>>
<<if $estate.entrance is "gate">>
<<getouticon>><<link [[Leave|Estate Leave Gate]]>><</link>>
<br>
<<else>>
<<getouticon>><<link [[Leave|Estate Leave Secret]]>><</link>>
<br>
<</if>><<effects>>
<<if $estate.chaos gte 100>>
You approach the stone building. <span class="green">No one stops you entering the open doors.</span> There's a ramp just inside, leading through a dark passage. There's light at the bottom.
<br><br>
<<link [[Next|Estate Stone Enter]]>><</link>>
<br>
<<else>>
<<generate1>><<generate2>>
<<if $estate.chaos lt 80>>
<<generate3>>
<</if>>
<<if $estate.chaos lt 60>>
<<generate4>>
<</if>>
<<if $estate.chaos lt 40>>
<<generate5>>
<</if>>
<<if $estate.chaos lt 20>>
<<generate6>>
<</if>>
You approach the stone building. The guards will know you're an intruder, and you'll need to fight your way through
<<if $estate.chaos gte 80>>
<span class="lblue">both of them.</span>
<<elseif $estate.chaos gte 60>>
<span class="blue">all three of them.</span>
<<elseif $estate.chaos gte 40>>
<span class="purple">all four of them.</span>
<<elseif $estate.chaos gte 20>>
<span class="pink">all five of them.</span>
<<else>>
<span class="red">all six of them.</span>
<</if>>
<span class="red">Making them cum won't be enough.</span>
<br><br>
A thought strikes you. <i>If you caused trouble elsewhere, the guards might be drawn away.</i>
<br><br>
<<link [[Fight|Estate Stone Approach 2]]>><</link>>
<br>
<<link [[Hide before you're seen|Estate]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
You walk closer. A <<person1>><<person>> reaches for <<his>> weapon,
<<if $exposed gte 1>>
but stops when <<he>> sees your state of dress. <<covered>>
<br><br>
"Looks like a lost <<if $player.gender_appearance is "m">>bull<<else>>cow<</if>>," <<he>> says. "Let's help <<phim>> out."
<br><br>
<<else>>
but stops when <<he>> gets a look at you.
<br><br>
"Looks like a lost <<if $player.gender_appearance is "m">>bull<<else>>cow<</if>>," <<he>> says. "Let's help <<phim>> out."
<br><br>
<</if>>
<<link [[Next|Estate Stone Fight]]>><<set $fightstart to 1>><</link>>
<br><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Estate Stone Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Estate Stone Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The <<person>> tries to grab you, but you're able to escape. They still guard the door, but their orgasms have left them too groggy to give chase.
<br><br>
<<tearful>> you hide in a copse.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Estate]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
"Remy isn't worth this," the <<person1>><<person>> says as <<he>> turns and runs. The other guards scatter.
<<estate_chaos 100>>
<br><br>
<<tearful>> you stride into the stone building. There's a ramp just inside, leading through a dark passage. There's light at the bottom.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Estate Stone Enter]]>><</link>>
<<else>>
You fall to the ground, too hurt to fight.
<br><br>
"What should we do with <<phim>>?" the <<person2>><<person>> asks. "Give <<phim>> to the boss?"
<br>
"We're not wasting Remy's time with this riff-raff," the <<person1>><<person>> replies. "I have an idea. Keep <<phim>> here."
<br><br>
The <<person2>><<person>> presses a foot on your chest as the <<person1>><<person>> disappears down the tunnel. More thugs arrive to investigate the commotion. The <<person1>><<person>> emerges a minute later, carrying a phial of purple fluid, and a mischievous smile.
<br><br>
<<if $worn.face.type.includes("covered") and $worn.face.type.includes("gag")>>
The <<person2>><<person>> returns the grin. <<He>> leans down and <span class="red">removes your $worn.face.name, tossing it aside.</span> "I like the way you think."
<br><br>
The <<person1>><<person>> kneels beside you. "Open wide," <<he>> orders.
<<set $worn.face.type.push("broken")>>
<<faceruined>>
<<else>>
<<He>> kneels beside you. "Open wide."
<</if>>
<br><br>
<<link [[Open wide|Estate Stone Aphrodisiac Accept]]>><<trauma 6>><<sub 1>><</link>><<gtrauma>><<gggarousal>>
<br>
<<link [[Refuse|Estate Stone Aphrodisiac Refuse]]>><<pain 4>><<def 1>><</link>><<gpain>><<gggarousal>>
<br>
<</if>><<effects>>
You open your mouth. You smell the vapours as the <<person>> opens the phial. So sweet. You almost gag as the liquid touches your throat. The <<person>> feeds you the whole thing.
<br><br>
A terrible warmth spreads from chest. Your skin yearns to be touched. It spreads to your groin. The sensation is torturous.
<br><br>
<<link [[Resist|Estate Stone Aphrodisiac Resist]]>><</link>><<willpowerdifficulty 1 1000>>
<br>
<<link [[Give in|Estate Stone Aphrodisiac Give]]>><</link>>
<br><<effects>>
You keep your mouth shut. You smell the vapours as the <<person>> opens the phial. So sweet. <<He>> pinches your nose, forcing you to breath through your mouth, then pours the fluid down your throat. You almost gag. The <<person>> feeds you the whole thing.
<br><br>
A terrible warmth spreads from chest. Your skin yearns to be touched. It spreads to your groin. The sensation is torturous.
<br><br>
<<link [[Resist|Estate Stone Aphrodisiac Resist]]>><</link>><<willpowerdifficulty 1 1000>>
<br>
<<link [[Give in|Estate Stone Aphrodisiac Give]]>><</link>>
<br><<effects>>
<<drugs 300>><<arousal 3000>>
<<if $willpowerSuccess>>
You feel your mind slip, <span class="green">but you manage to keep yourself together.</span>
<<if $speech_attitude is "meek">>
"I-I'm not gonna do what you want!" you manage.
<<elseif $speech_attitude is "bratty">>
"F-Fuck you!" you manage.
<<else>>
"I-I'm not gonna do what you want!" you manage.
<</if>>
<br><br>
"Must be a faulty batch," the <<person>> says, disappointed. "Whatever. Let's give this <<bitch>> to the moor."
<br><br>
Hands grasp you from all around, your limbs jerking when touched. They carry you to the gate, and dump you on the grass outside. It rattles shut behind you.
<br><br>
<<else>>
You feel your mind slip, <span class="red">overwhelmed by the toxin.</span>
<<if $speech_attitude is "meek">>
"P-please fuck me," you say, the words unbidden. "I-I've been good."
<<elseif $speech_attitude is "bratty">>
"F-Fuck me!" you say, the words unbidden.
<<else>>
"P-please fuck me," you say, the words unbidden.
<</if>>
<<gwillpower>><<willpower 3>>
<br><br>
You hear chuckles all around. You reach for your <<genitals>>, but hands grasp your wrists. Their touches send shocks through your body. You squirm, rubbing your thighs together, desperate for release.
<br><br>
<<if $arousal gte $arousalmax>>
Even without direct stimulation, the sensation is too much. <<orgasm>>
<</if>>
You're lifted by your limbs, and carried towards the gate. They dump you on the grass outside. It rattles shut behind you.
<br><br>
<</if>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Moor]]>><<estate_end>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"P-please fuck me," you say, the words unbidden. "I-I've been good."
<<elseif $speech_attitude is "bratty">>
"F-Fuck me!" you say, the words unbidden.
<<else>>
"P-please fuck me," you say, the words unbidden.
<</if>>
<<gwillpower>><<willpower 3>>
<br><br>
You hear chuckles all around. You reach for your <<genitals>>, but hands grasp your wrists. Their touches send shocks through your body. You squirm, rubbing your thighs together, desperate for release.
<br><br>
<<if $arousal gte $arousalmax>>
Even without direct stimulation, the sensation is too much.
<<orgasm>>
<</if>>
You're lifted by your limbs, and carried towards the gate. They dump you on the grass outside. It rattles shut behind you.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Moor]]>><<estate_end>><</link>>
<br><<set $outside to 0>><<effects>>
You emerge in a large tunnel, extending to the left and right. A pair of metal tracks lie in the middle, and a carriage sits upon them. The tunnel walls are rough, carved from natural rock.
<br><br>
<<generate1>><<person1>>
<<if $exposed gte 1>>
A <<person>> approaches you. <<covered>> <<He>> averts <<his>> eyes, sparing you some embarrassment.
<br><br>
"Another from the doctor?" <<he>> says, tapping something into <<his>> laptop. "Over there." <<He>> points at a shelf at the base of a pillar. There are a number of stacked crates not far from it. One trembles.
<br><br>
"There are fresh clothes on the carriage." <<He>> doesn't seem surprised by your nudity. "Stay away from the crates. They won't get out, but no sense agitating them."
<<else>>
A <<person>> approaches you. "Another from the doctor?" <<he>> says, tapping something into <<his>> laptop. "Over there." <<He>> points at a shelf at the base of a pillar. There are a number of stacked crates not far from it. One trembles.
<</if>>
<br><br>
<<estate_stone_links>><<effects>>
You are in an underground tunnel beneath the Remy estate.
<<if $estate.vials is "shattered" and $enemyno gte 1>>
The <<person>> left in search of help.
<<if $estate.chaos gte 100>>
You don't think <<he>> will find any, given the state of the grounds above.
<</if>>
<<elseif $enemyno gte 1>>
The <<person>> taps something into <<his>> laptop.
<</if>>
<br><br>
<<estate_stone_links>><<effects>>
You approach the parked carriage. The doors are open, so you step inside. An aisle runs down the middle, flanked by metal seats towards the front, and shelves towards the back.
<br><br>
The shelves are empty, save a pair of overalls.
<br><br>
There's a red lever at the front.
<br><br>
<<link [[Wear the overalls|Estate Stone Overalls]]>><<upperwear 39>><</link>>
<br>
<<link [[Pull the lever (0:15)|Estate Stone Lever]]>><<pass 15>><</link>>
<br>
<<link [[Leave|Estate Stone]]>><</link>>
<br><<effects>>
You pull on the overalls.
<<if $player.breastsize gte 5>>
They struggle to accommodate your <<breasts>>, but cover the important bits.
<<elseif $player.gender is "f" or $player.gender_appearance is "f">>
They leave your chest a bit exposed, but cover the important bits.
<<else>>
They're a perfect fit.
<</if>>
<br><br>
<<link [[Pull the lever (0:15)|Estate Stone Lever]]>><<pass 15>><</link>>
<br>
<<link [[Leave|Estate Stone]]>><</link>>
<br><<effects>>
You walk to the front of the carriage, and the pullable lever. It clicks into a new position. The carriage lurches, and you fall onto a seat.
<br><br>
You hear shouting over the roar of the engine, but can't make out the words. They're left far behind as the carriage plunges into darkness.
Rings of light occasionally whip by as the vehicle rattles along the tracks.
<br><br>
<<link [[Next|Elk Compound Station]]>><<estate_end>><<endevent>><</link>>
<br><<effects>>
You approach the carriage. "The train is off-limits," says the <<person>> behind you. "Make your delivery, and get out."
<br><br>
<<link [[Approach the shelf|Estate Stone Shelf]]>><</link>>
<br>
<<link [[Leave (0:03)|Estate Stone Leave]]>><<pass 3>><<endcombat>><</link>>
<br><<effects>>
You approach the shelf. It holds a row of phials. Purple liquid swirls within. It's faint, but you smell a sweet scent. You feel lightheaded, and a yearning warmth builds within. <<garousal>><<arousal 600>>
<br><br>
<<if $farm_stage gte 5>>
<<link [[Knock over the phials|Estate Stone Knock]]>><<arousal 600>><<farm_aggro -10>><</link>><<garousal>><<laggro>>
<<else>>
<<link [[Knock over the phials|Estate Stone Knock]]>><<arousal 600>><</link>><<garousal>>
<</if>>
<br>
<<if $exposed gte 1 or $estate.vials is "shattered">>
<<link [[Approach the carriage|Estate Stone Carriage]]>><</link>>
<br>
<<elseif $estate.carriage_attempt isnot true>>
<<link [[Approach the carriage|Estate Stone Carriage Stop]]>><<set $estate.carriage_attempt to true>><</link>>
<br>
<</if>>
<<link [[Leave (0:03)|Estate Stone Leave]]>><<pass 3>><<endcombat>><</link>>
<br><<effects>>
You sweep the phials off the shelf, and run before they shatter.<<set $estate.vials to "shattered">>
<br><br>
"Stupid <<girl>>," the <<person>> shouts while marching closer. "That's a whole day's harvest!" <<He>> grasps your arm. "Who sent you?"
<br><br>
<<link [[Bailey|Estate Stone Bailey]]>><</link>>
<br>
<<link [[Remy|Estate Stone Remy]]>><</link>>
<br>
<<link [[Harper|Estate Stone Harper]]>><</link>>
<br>
<<link [[No one|Estate Stone No]]>><<def 1>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"B-Bailey sent me," you say.
<<elseif $speech_attitude is "bratty">>
"Bailey sent me," you say.
<<else>>
"Bailey," you say.
<</if>>
<br><br>
The <<person>> hesitates, then releases you. "I didn't know we did business with that sort," <<he>> sniffs. "Remy will hear of this. Now begone. I need to get someone to clean this up." <<He>> turns <<his>> back to you.
<br><br>
<<link [[Approach the carriage|Estate Stone Carriage]]>><</link>>
<br>
<<link [[Leave (0:03)|Estate Stone Leave]]>><<pass 3>><<endcombat>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"R-Remy," you say. "Like you."
<<elseif $speech_attitude is "bratty">>
"Remy," you say. "Idiot."
<<else>>
"Remy," you say. "Same as you."
<</if>>
<br><br>
The <<person>> tightens <<his>> grasp. "Strange," <<he>> says. "I know all our employees, and I don't recognise you." <<He>> pulls you towards the ramp leading outside. "Don't struggle."
<br><br>
<<link [[Fight|Estate Stone Inner Fight]]>><<set $fightstart to 1>><</link>>
<br>
<<link [[Go quietly (0:05)|Estate Stone Quiet]]>><<pass 5>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"D-Doctor Harper sent me," you say.
<<elseif $speech_attitude is "bratty">>
"The doctor," you say. "Best let me go."
<<else>>
"Doctor Harper," you say.
<</if>>
<br><br>
The <<person>> releases you. "Then go tell the good doctor what you've done," <<he>> says. "No punishment I could give would compare. Now begone. I need to get someone to clean this up." <<He>> turns <<his>> back to you.
<br><br>
<<link [[Approach the carriage|Estate Stone Carriage]]>><</link>>
<br>
<<link [[Leave (0:03)|Estate Stone Leave]]>><<pass 3>><<endcombat>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I-I'm here on my own," you say.
<<elseif $speech_attitude is "bratty">>
"I'm no one's dog," you say.
<<else>>
"No one sent me," you say.
<</if>>
<br><br>
The <<person>> tightens <<his>> grasp. "I don't know how you got in," <<he>> says. "I'll be having a word with security." <<He>> pulls you towards the ramp leading outside. "Don't struggle."
<br><br>
<<link [[Fight|Estate Stone Inner Fight]]>><<set $fightstart to 1>><</link>>
<br>
<<link [[Go quietly (0:05)|Estate Stone Quiet]]>><<pass 5>><</link>>
<br><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Estate Stone Inner Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Estate Stone Inner Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation "short">>
The <<person>> staggers backwards, and shouts in horror as <<he>> slips on the spilled fluid.
<br><br>
<<clotheson>>
<<link [[Next|Estate Stone Inner Fight Aphrodisiac]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
The <<person>> staggers backwards, and shouts in horror as <<he>> slips on the spilled fluid.
<br><br>
<<clotheson>>
<<link [[Next|Estate Stone Inner Fight Aphrodisiac]]>><</link>>
<br>
<<else>>
<<tearful>> you fall to the ground. You're too hurt to continue fighting.
<br><br>
The <<person>> grasps your arm, and tugs you up the ramp.
<br><br>
<<clotheson>>
<<link [[Next|Estate Stone Quiet]]>><<clotheson>><</link>>
<br>
<</if>><<effects>>
<<He>> lands in the purple fluid. <<He>> scrambles away on <<his>> hands and knees. "I-I can't," <<he>> says. "I can't stop." <<He>> <<if $NPCList[0].pronoun is "f">>flips up <<his>> skirt<<else>>unzips <<his>> fly<</if>>, <span class="lewd">revealing <<his>> <<if $NPCList[0].penis isnot "none">><<print $NPCList[0].penisdesc>><<else>>pussy<</if>>,</span> and masturbates.
<<tearful>> you step away. The <<person>> is lost in <<his>> own world for now.
<br><br>
<<clotheson>>
<<saveNPC 0 estate_stone>>
<<endcombat>>
<<loadNPC 0 estate_stone>><<person1>>
<<clearNPC estate_stone>>
<<link [[Next|Estate Stone]]>><</link>>
<br><<effects>>
<<if $estate.chaos gte 100>>
You emerge outside. The <<person>> drops your arm as <<he>> beholds the scene before <<him>>. Free cattle rampaging around, chased by confused goons. The smell of burnt sweetness in the air.
<br><br>
<<He>> doesn't notice you slip away. You return to the tunnel, now absent its guardian.
<br><br>
<<link [[Next|Estate Stone]]>><<endcombat>><</link>>
<br>
<<else>>
You emerge outside. The <<person>> pulls you towards the gates. The <<generate2>><<person2>><<person>> standing guard opens it as you approach.
<br><br>
You're shoved through. The gate rattles shut behind you.
<br><br>
<<endcombat>>
<<link [[Next|Moor]]>><<estate_end>><</link>>
<br>
<</if>><<effects>>
You walk up the ramp, and emerge outside.
<br><br>
<<link [[Next|Estate]]>><</link>>
<br><<effects>>
You approach the fence. The bars are several times your height, and the top menaces with barbed wire. Most of the farm beyond is concealed by copse and hillock, but you can see the top of a barn peak above. A stately manor perches on a hill beyond, overlooking the moor.
<br><br>
There's a gate nearby. It's guarded.
<br><br>
<<if $daily.estateDone is true>>
<span class="purple">Security is on high alert.</span> You won't be able to enter until tomorrow.
<br><br>
<</if>>
<<if $farm_stage gte 5 or isPubfameTaskAccepted("wren")>>
<<if $daily.estateDone isnot true>>
<<mooricon "remy">><<link [[Approach the gate|Estate Gate]]>><</link>>
<br>
<</if>>
<<if $estate_fence is "bird">>
<<investigateicon>><<link [[Search for another entrance (0:30)|Estate Entrance Bird]]>><<pass 30>><</link>>
<br>
<<elseif $estate_fence is "landry">>
<<investigateicon>><<link [[Search for another entrance (0:30)|Estate Entrance Landry]]>><<pass 30>><</link>>
<br>
<<elseif $estate_fence is "secret" and $daily.estateDone isnot true>>
<<getinicon>><<link [[Use the secret entrance (0:03)|Estate Entrance Secret]]>><<pass 3>><</link>>
<br>
<</if>>
<</if>>
<br>
<<getouticon>><<link [[Leave|Moor]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<generate1>><<person1>>
You approach the gate.
<<if Time.dayState is "night">>
A light flares into life. You shield your eyes.
<<else>>
A <<person>> leaves a checkpoint, and speaks into <<his>> radio.
<</if>>
<br><br>
<<if $daily.estateBluffed is true>>
<<He>> peers through the gate. "You again?" <<he>> says. "Clear off."
<br><br>
<i>They won't let you in today.</i>
<br><br>
<<else>>
<<He>> peers at you. "This is the Remy estate," <<he>> says. "What's your business?"
<br><br>
<<if $estate_fence is undefined>>
<<set $estate_fence to "quest">>
<i>You could avoid the gate by breaking through the fence, but you'll need help from someone with underworld connections, or someone who knows the moor.</i>
<br><br>
<</if>>
<<set $skulduggerydifficulty to 800>>
<<link [[Bluff your way in|Estate Bluff]]>><<set $daily.estateBluffed to true>><</link>><<skulduggerydifficulty>>
<br>
<</if>>
<<link [[Turn away|Estate Approach]]>><<endevent>><</link>>
<br><<effects>>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<<if $speech_attitude is "meek">>
"I-I'm here with a delivery," you say. "Something from town."
<<elseif $speech_attitude is "bratty">>
"Got something for Remy," you say. "From the usual people."
<<else>>
"Got a delivery," you say. "From the usual people."
<</if>>
<br><br>
<span class="green">The <<person1>><<person>> presses a button on the other side of the fence,</span> and the gate shudders open. You enter without further trouble.
<br><br>
<<skulduggeryuse>>
<<link [[Next|Estate]]>><<endevent>><<estate_init gate>><</link>>
<br>
<<else>>
<<if $speech_attitude is "meek">>
"I-I-I don't mean to be a bother," you say. "I-I'm just here to deliver something."
<<elseif $speech_attitude is "bratty">>
"Remy's expecting me," you say. "Let me through. Or your boss will hear of it."
<<else>>
"Just delivering something," you say. "Let me through."
<</if>>
<br><br>
<span class="red">The <<person1>><<person>> laughs.</span> "Nice try. Get gone."
<br><br>
<<skulduggeryuse>>
<<link [[Next|Estate Approach]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
You search the fence, looking for any damage wrought by the Great Hawk.
<br><br>
You're peering beneath a bramble patch when you see it. A hole torn through the bars.
<br><br>
You crawl beneath the thorns, and through the fence, emerging on the other side.
<br><br>
<<set $estate_fence to "secret">>
<<link [[Next|Estate]]>><<estate_init secret>><</link>>
<br><<effects>>
You search the fence, looking for any damage wrought by Landry's specialist.
<br><br>
You're peering beneath a bramble patch when you see it. A hole torn through the bars.
<br><br>
You crawl beneath the thorns, and through the fence, emerging on the other side.
<br><br>
<<set $estate_fence to "secret">>
<<link [[Next|Estate]]>><<estate_init secret>><</link>>
<br><<effects>>
You crawl beneath the bramble patch, and through the hole in the fence, emerging on the other side.
<br><br>
<<link [[Next|Estate]]>><<estate_init secret>><</link>>
<br><<effects>>
<<if $estate.chaos gte 1>>
The gate is unguarded. You push the button, and it rattles open. No one stops you leaving.
/* this is not used anywhere
<<set $estate_chaos to true>> */
<<else>>
A guard opens the gate as you approach. They watch as you pass.
<</if>>
<br><br>
<<link [[Next|Moor]]>><<set $eventskip to 1>><<estate_end>><</link>>
<br><<effects>>
<<if $estate.chaos gte 1>>
/* this is not used anywhere
<<set $estate_chaos to true>> */
<</if>>
You crawl beneath the bramble patch, and the fence, emerging on the other side.
<br><br>
<<link [[Next|Moor]]>><<set $eventskip to 1>><<estate_end>><</link>>
<br><<effects>>
Remy's manor looms atop the cliffs ahead, at the end of a snaking path. Most staff rush past you, too distracted by the chaos to pay attention to one <<girl>>, but six steely-eyed sentinels stand watch in front of the gate.
<br><br>
<<link [[Approach the guards|Estate Manor Approach]]>><</link>>
<br>
<<link [[Scale the cliff (0:15)|Estate Manor Scale]]>><</link>>
<br><br>
<<link [[Walk away|Estate]]>><</link>>
<br><<effects>>
<<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>>
<<person1>>
A <<person>> steps forward to meet you, hand outstretched. <<He>> wears a lazy expression, at odds with the chaos around <<him>>. "No one's allowed through," <<he>> says. "Turn around, <<lass>>."
<br><br>
<<link [[Fight|Estate Manor Approach Fight]]>><<set $fightstart to 1>><</link>>
<br>
<<link [[Convince|Estate Manor Approach Convince]]>><</link>><<englishdifficulty 500 1000>>
<br><bR>
<<link [[Walk away|Estate]]>><<endevent>><</link>>
<br><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Estate Manor Approach Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Estate Manor Approach]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The guards are too groggy to give chase as you dash up the winding path to the manor. You hear the <<person1>><<person>> alerting other members of security.<<ggsecurity>><<estate_security 3>>
<br><br>
<<tearful>> you run through the front doors.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Estate Manor Intro Entrance]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
The guards back away, nursing injuries, leaving you to dash up the winding path to the manor. You hear the <<person1>><<person>> alerting other members of security.<<ggsecurity>><<estate_security 3>>
<br><br>
<<tearful>> you run through the front doors.
<br><br>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Estate Manor Intro Entrance]]>><</link>>
<br>
<<else>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Estate Manor Approach Defeat]]>><</link>>
<</if>><<effects>>
<<if $englishSuccess>>
<<else>>
<</if>><<effects>><<effects>>
Wren holds out <<his>> glass, and the <<person2>><<person>> pours <<person1>><<him>> a shot. <<He>> downs it at once. "That all?" <<he>> asks, slamming the empty vessel against the table. "My turn." <<He>> pauses.
<<estate_cards_bet>>
<br><br>
<<if C.npc.Wren.love gte 50 and random(1, 10) is 10>>
<<Hes>> relieved you didn't ask for more. You know Wren well enough to tell.
<</if>>
<br><br>
<<cards_play_options>><<effects>>
Wren doesn't hesitate. <<He>> grasps the
<<set _rng to random(1, 5)>>
<<switch _rng>>
<<case 1>>
<<person2>>
<<case 2>>
<<person3>>
<<case 3>>
<<person4>>
<<case 4>>
<<person5>>
<<default>>
<<person6>>
<</switch>>
<<person>> by the collar, pulls <<him>> close, and kisses <<his>> lips.
<br><br>
<<person1>>
Wren lingers for a moment before pulling away, leaving <<his>> colleague flushed. "My turn," <<he>> says.
<<estate_cards_bet>>
<br><br>
<<cards_play_options>><<effects>>
<<wren_sabotage_nude>>
<<link [[Next|Estate Cards Steeds 2]]>><</link>>
<br><<effects>>
<<if $monsterchance gte 1 and $hallucinations gte 1 or $monsterchance gte 1 and $monsterhallucinations is "f" or $bestialitydisable is "t">>
<<if beastMaleChance() is 100>>
<<set _estate_cards_monsters to "bulls">>
<<elseif beastMaleChance() is 0>>
<<set _estate_cards_monsters to "cows">>
<<else>>
<<set _estate_cards_monsters to "both">>
<</if>>
<<else>>
<<set _estate_cards_monsters to "beasts">>
<</if>>
<<if Time.dayState is "day" and Time.hour gte 12>>
Wren directs the group towards a large barn. You continue past it, along a mud trail leading towards a gate in the fence. There's an enclosed field beyond.
You see
<<switch _estate_cards_monsters>>
<<case "bulls">>
bullboys grazing, while centaur drink from a river.
<br><br>
<<case "cows">>
cowgirls grazing, while centaur drink from a river.
<br><br>
<<case "both">>
bullboys and cowgirls grazing, while centaur drink from a river.
<br><br>
<<if random(1, 2) is 2>>
<<set _estate_cards_centaur to "m">>
<<else>>
<<set _estate_cards_centaur to "f">>
<</if>>
<<default>>
cattle grazing, while horses drink from a river.
<br><br>
<</switch>>
"You lot wait here," Wren says, before striding on.
<<if $estate.cards.wren_top is 0 or $estate.cards.wren_bottoms is 0 or $estate.cards.wren_under_top is 0 or $estate.cards.wren_under_bottoms is 0>>
<<He>> shares a few words with a bashful guard, and passes through to the field, taking an apple from a basket just outside as <<he>> does.
<<else>>
<<He>> shares a few words with a guard, and passes through to the field, taking an apple from a basket just outside as <<he>> does.
<</if>>
<<switch _estate_cards_monsters>>
<<case "bulls">>
<<He>> walks past the grazing bullboys, towards the centaur. One steps forward to meet <<him>>. He wears a wary expression.
<br><br>
Wren bites into the apple before speaking. You can't make out <<his>> words, but the centaur's reply is more audible. "Like cattle?!" he bellows. "Say that again and I'll stomp you into the mud."
<br><br>
Wren turns around, and throws the apple core over <<his>> shoulder. The centaur stays calm, even as the apple core bounces off his chest, but his glare follows Wren all the way to the gate.
<br><br>
<<case "cows">>
<<He>> walks past the grazing cowgirls, towards the centaur. One steps forward to meet <<him>>. She wears a wary expression.
<br><br>
Wren bites into the apple before speaking. You can't make out <<his>> words, but the centaur's reply is more audible. "Like cattle?!" she bellows. "Say that again and I'll stomp you into the mud."
<br><br>
Wren turns around, and throws the apple core over <<his>> shoulder. The centaur stays calm, even as the apple core bounces off her breast, but her glare follows Wren all the way to the gate.
<br><br>
<<case "both">>
<<He>> walks past the grazing bullboys and cowgirls, towards the centaur. One steps forward to meet <<him>>. <<if _estate_cards_centaur is "m">>He<<else>>She<</if>> wears a wary expression.
<br><br>
Wren bites into the apple before speaking. You can't make out <<his>> words, but the centaur's reply is more audible. "Like cattle?!" <<if _estate_cards_centaur is "m">>he<<else>>she<</if>> bellows. "Say that again and I'll stomp you into the mud."
<br><br>
Wren turns around, and throws the apple core over <<his>> shoulder. The centaur stays calm, even as the apple core bounces off <<if _estate_cards_centaur is "m">>his chest<<else>>her breast<</if>>, but <<if _estate_cards_centaur is "m">>his<<else>>her<</if>> glare follows Wren all the way to the gate.
<br><br>
<<default>>
<<He>> walks past the grazing cattle, towards the horses. One steps forward as if to meet <<him>>.
<br><br>
Wren bites into the apple before speaking. You can't make out <<his>> words, but the horse bellows a neigh, and stomps the ground in response.
<br><br>
Wren turns around, and throws the apple core over <<his>> shoulder. It bounces off the horse's back. The others pace, as if nervous.
<br><br>
<</switch>>
<<else>>
Wren directs the group along a trail, and through a copse. You emerge beside a stone building. It's a stable.
<<switch _estate_cards_monsters>>
<<case "bulls" "cows" "both">>
Centaur watch from some of the stalls.
<br><br>
<<default>>
Horses watch from some of the stalls
<br><br>
<</switch>>
Wren swaggers up to the closest. "Who's a good horsey?" <<he>> mocks. "You are. Staying safe in your cage. I'm sure you'll be freed later. When your master says so."
<br><br>
<<switch _estate_cards_monsters>>
<<case "bulls" "cows" "both">>
The centaur snarls, and lunges for Wren, who backs away in time. "Ooh," Wren continues. "Someone has a temper. No apples for you." <<He>> returns to you and <<his>> colleagues.
<br><br>
<<default>>
The horse snorts, and tries to bite Wren, who backs away in time. "Ooh," Wren continues. "Someone has a temper. No apples for you." <<He>> returns to you and <<his>> colleagues.
<br><br>
<</switch>>
<</if>>
<<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>
Remy's steeds are proud, and like to consider themselves near equal to Remy's human servants. Certainly above cattle. Remy will find them uncooperative for a while.
<br><br>
<</if>>
<<link [[Next|Estate Cards Return]]>><</link>>
<br><<effects>>
<<wren_sabotage_nude>>
<<link [[Next|Estate Cards Rumour 2]]>><</link>>
<br><<effects>>
Wren leads you to a stone shed. It's small, but three guards stand beside it.
<<if $estate.cards.wren_top is 0 or $estate.cards.wren_bottoms is 0 or $estate.cards.wren_under_top is 0 or $estate.cards.wren_under_bottoms is 0>>
They leer at Wren.
<<elseif $exposed gte 1>>
They leer at you, until Wren gets their attention.
<<else>>
Wren walks up to them.
<</if>>
<br><br>
<<set _rng to random(1, 2)>>
<<if _rng is 2>>
"Has Remy really done a runner?" <<he>> asks. That redirects their attention. "I know there's a copper around, but I thought it was the usual friendly sort. Ah, I'm sure it's nothing. Sorry for bothering you." <<He>> pats a worried-looking guard on the shoulder before turning away.
<<else>>
"Have you seen those creatures about too?" <<he>> asks. That redirects their attention. "I thought they kept them caged. Ah, I'm sure it's nothing. Sorry for bothering you." <<He>> pats a worried-looking guard on the shoulder before turning away.
<</if>>
<br><br>
<<link [[Next|Estate Cards Return]]>><</link>>
<br><<effects>>
Wren hesitates a moment, then
<<if $pronoun is "f">>
pulls off <<his>> top, revealing the bra
<<else>>
unbuttons <<his>> shirt, revealing the vest
<</if>>
beneath.
<<His>> friends seem more interested in ogling you, for the moment.
<br><br>
"It's warm in here anyway," <<he>> says, chucking the garment on the counter. "My turn next." <<He>> pauses.
<<estate_cards_bet>>
<br><br>
<<cards_play_options>><<effects>>
<<wren_sabotage_nude>>
<<link [[Next|Estate Cards Weapons 2]]>><</link>>
<br><<effects>>
You arrive at a stone shed. The entrance is guarded, but Wren leads you around the edge. <<He>> points at an open window, several feet above your head.
<br><br>
"Give us a lift," <<he>> says, pointing at the ground beneath the window.
<br><br>
<<link [[Help Wren up|Estate Cards Weapons Help]]>><<npcincr Wren love 1>><</link>><<glove>>
<br>
<<link [[Let one of the goons do it|Estate Cards Weapons Goon]]>><<npcincr Wren dom -1>><</link>><<ldom>>
<br><<effects>>
You crouch beneath the window, and let Wren step on your shoulders to reach the window above. <<He>> disappears inside.
<<if $exposed gte 1>>
<<His>> colleagues grin and ogle you while you wait, but <<he>> isn't long.
<<else>>
<<He>> isn't long.
<</if>>
A flurry of metal poles, each tipped with a prong, hurtle out. Wren's head pokes through a moment later, and <<he>> drops to the ground. <<He>> brushes <<himself>> off, and gathers the weapons.
<br><br>
"They'll turn up," Wren says as <<he>> dumps the bundle in a ditch. "They'd be fools to brave the moor in the meantime."
<br><br>
<<link [[Next|Estate Cards Return]]>><</link>>
<br><<effects>>
The <<person2>><<person>> crouches beneath the window, and lets Wren step on <<his>> shoulders to reach the window above. <<person1>><<He>> disappears inside.
<<if $exposed gte 1>>
<<His>> colleagues grin and ogle you while you wait, but <<he>> isn't long.
<<else>>
<<He>> isn't long.
<</if>>
A flurry of metal poles, each tipped with a prong, hurtle out. Wren's head pokes through a moment later, and <<he>> drops to the ground. <<He>> brushes <<himself>> off, and gathers the weapons.
<br><br>
"They'll turn up," Wren says as <<he>> dumps the bundle in a ditch. "They'd be fools to brave the moor in the meantime."
<br><br>
<<link [[Next|Estate Cards Return]]>><</link>>
<br><<effects>>
Wren hesitates a moment, then
<<if $pronoun is "f">>
tugs off <<his>> skirt, revealing a pair of panties.
<<else>>
tugs off <<his>> trousers, revealing a pair of briefs.
<</if>>
A couple of <<his>> friends glance at them. Wren acts cool, but <<hes>> blushing.
<br><br>
"It's a freeing feeling," <<he>> says, chucking the garment on the counter. "My turn next." <<He>> pauses.
<<estate_cards_bet>>
<br><br>
<<cards_play_options>><<effects>>
<<wren_sabotage_nude>>
<<link [[Next|Estate Cards Cars 2]]>><</link>>
<br><<effects>>
There's a muddy carpark nearby, full of tall vehicles with thick wheels. Wren holds out <<his>> hand, and the <<person3>><<person>> passes <<person1>><<him>> a set of keys. Wren opens the bonnet of each car in turn, fiddling with the interior, tugging off parts and hurling them aside.
<br><br>
"Hope there are no emergencies," Wren says after closing the last. "There's no permanent damage, but I don't envy whoever has to fix them." <<He>> laughs.
<br><br>
<<link [[Next|Estate Cards Return]]>><</link>>
<br><<effects>>
<<wren_sabotage_nude>>
<<link [[Next|Estate Cards Window 2]]>><</link>>
<br><<effects>>
Wren's colleagues seem nervous as you approach the manor. It looms above the rest of the estate, sitting atop a rocky hill. There's only one clear path up. It's guarded.
<br><br>
Wren leads you away, across a dell, to the base of a cliff. The manor perches above, and there's no one in view. Wren searches the ground, and finds a fist-sized rock.
<br><br>
<<if random(1, 2) is 2>>
Wren's aim proves true despite the distance, shattering a window on the second floor.
<<else>>
The rock hurtles upwards, but misses its mark, bouncing harmlessly off the wall. Wren's second attempt is more successful, and shatters a window on the third floor.
<</if>>
Wren's colleagues make a hasty escape, and Wren isn't far behind.
<br><br>
<<link [[Next|Estate Cards Return]]>><</link>>
<br><<effects>>
Wren glances around the room. <<His>> colleagues look away, but <<he>> blushes regardless. <<He>> takes a breath,
<<if $pronoun is "f">>
and reaches behind <<his>> back, undoing <<his>> bra and <span class="lewd">revealing <<his>> <<print $NPCList[0].breastsdesc>>.</span> <<He>> covers them with an arm.
<<else>>
and pulls off <<his>> vest, <span class="lewd">revealing <<his>> muscular chest.</span>
<</if>>
You catch a few of <<his>> colleagues sneak peeks.
<br><br>
"You're not to be underestimated," <<he>> says, chucking the garment on the counter. "But you'll get yours." <<He>> pauses.
<<estate_cards_bet>>
<br><br>
<<cards_play_options>><<effects>>
<<wren_sabotage_nude>>
<<link [[Next|Estate Cards Cattle 2]]>><</link>>
<br><<effects>>
<<if $monsterchance gte 1 and $hallucinations gte 1 or $monsterchance gte 1 and $monsterhallucinations is "f" or $bestialitydisable is "t">>
<<if beastMaleChance() is 100>>
<<set _estate_cards_monsters to "bulls">>
<<elseif beastMaleChance() is 0>>
<<set _estate_cards_monsters to "cows">>
<<else>>
<<set _estate_cards_monsters to "both">>
<</if>>
<<else>>
<<if beastMaleChance() is 100>>
<<set _estate_cards_monsters to "beast_bulls">>
<<elseif beastMaleChance() is 0>>
<<set _estate_cards_monsters to "beast_cows">>
<<else>>
<<set _estate_cards_monsters to "beast_both">>
<</if>>
<</if>>
Wren directs the group towards a large barn.
<<if Time.dayState is "day">>
You continue past it, along a mud trail leading towards a gate in the fence.
<<switch _estate_cards_monsters>>
<<case "bulls">>
Bullboys graze in the enclosed field beyond.
<<case "cows">>
Cowgirls graze in the enclosed field beyond.
<<case "both">>
Bullboys and cowgirls graze in the enclosed field beyond.
<<default>>
Cattle graze in the enclosed field beyond.
<</switch>>
The guard glances at Wren, and at you. <<covered>>
<br><br>
"Remy's asking for ya," Wren says. The guard sits upright. "Best not keep the boss waiting. We'll take over here."
<br><br>
The guard rushes away. Wren wastes no time, and opens the gate. "Here cows," <<he>> says. "You're free. Go!" There's no response.
<br><br>
<<switch _estate_cards_monsters>>
<<case "bulls">>
It takes some cajoling, but Wren and <<his>> friends manage to herd the bullboys through the gate.
<<case "cows">>
It takes some cajoling, but Wren and <<his>> friends manage to herd the cowgirls through the gate.
<<case "both">>
It takes some cajoling, but Wren and <<his>> friends manage to herd the bullboys and cowgirls through the gate.
<<default>>
It takes some cajoling, but Wren and <<his>> friends manage to herd the cattle through the gate.
<</switch>>
They're energised once outside, eager to explore a new environment.
<br><br>
<<else>>
<<He>> throws open the doors. The sides are lined with stalls,
<<switch _estate_cards_monsters>>
<<case "bulls">>
each housing a bullboy.
<<case "cows">>
each housing a cowgirl.
<<case "both">>
each housing a bullboy or cowgirl.
<<case "beast_bulls">>
each housing a bull.
<<case "beast_cows">>
each housing a cow.
<<default>>
each housing a cow or bull.
<</switch>>
<br><br>
Wren marches down one side, opening each gate. It takes some encouragement, but <<his>> colleagues manage to cajole the cattle from their cells, and through the front doors.
<br><br>
They're energised once outside, eager to explore a new environment.
<br><br>
<</if>>
"Job done," Wren says as the pair of goons you passed earlier run by, chasing after one of the escapees. "That should liven things up."<br><br>
<<link [[Next|Estate Cards Return]]>><</link>>
<br><<effects>>
Wren's face reddens.
<<if $pronoun is "f">>
<<He>> pushes a thumb behind the hem of <<his>> black panties, and pushes them down <<his>> legs.
<<else>>
<<He>> pushes a thumb behind the hem of <<his>> black briefs, and pushes them down <<his>> legs.
<</if>>
<<Hes>> left with nothing but <<his>> shoes and socks. <<His>> colleagues smirk as <<he>> hides <<his>>
<<if $NPCList[0].penis isnot "none">>
<<print $NPCList[0].penisdesc>>
<<else>>
pussy
<</if>>
with <<his>> arm.
<br><br>
"No more going easy on you," Wren says, throwing the garment on the counter. "My turn next." <<He>> pauses.
<<estate_cards_bet>>
<br><br>
<<cards_play_options>><<effects>>
<<wren_sabotage_nude>>
<<link [[Next|Estate Cards Fire 2]]>><</link>>
<br><<effects>>
You arrive at a carpark. Wren holds out <<his>> hand, and a <<person3>><<person>> passes <<person1>><<him>> a set of keys. <<He>> opens a boot, and retrieves a petrol can. <<His>> colleagues seem nervous. "You're trouble," Wren says. "But I gave my word."
<br><br>
There's a field across the estate. Strange, purple flowers grow in rows. Wren feeds them with petrol, just an unlucky patch. One match is all it takes.
<br><br>
<<link [[Next|Estate Cards Fire 3]]>><</link>>
<br><<effects>>
<<earnFeat "Firestarter">>
<<drugs 60>>
"Job done," Wren says, striding away. "Best we be gone before it's discovered." The fumes are sweet. You feel lightheaded.
<br><br>
You hear shouting behind you not long after, followed by an alarm. Wren laughs.
<br><br>
<<link [[Next|Estate Cards Return]]>><</link>>
<br><<effects>>
You return to the cottage.
<<cards_lap_return>>
<br><br>
<<cards_play_options>><<widget "estate_init">>
<<set $estate to {}>>
<<set $estate.cards to {}>>
<<set $estate.cards.lust to 0>>
<<set $estate.cards.daring to 0>>
<<set $estate.cards.wren_top to 1>>
<<set $estate.cards.wren_bottoms to 1>>
<<set $estate.cards.wren_under_top to 1>>
<<set $estate.cards.wren_under_bottoms to 1>>
<<set $estate.cards.wren_exposed_text to 0>>
<<set $estate.cards.pc_exposed_text to 0>>
<<set $estate.cards.pc_exposed_walk to 0>>
<<set $estate.cards.cheatPeeking to false>>
<<set $estate.cards.suggestedRaisingStakesToday to false>>
<<set $estate.cards.gameResults to []>>
<<set $estate.cards.confiscatedClothes to []>>
<<set $estate.entrance to _args[0]>>
<<set $estate.chaos to 0>>
<<set $estate.security to 0>>
<</widget>>
<<widget "estate_betting_start">>
<<set $_anteNum to _args[0]>>
<<set $_anteMaxNum to setup.estateBlackjack.anteSizes.length - 1>>
<<if $_anteNum gt $_anteMaxNum>>
<<error {
message : `Attempted to set the ante number to a higher number than allowed.`,
source : Utils.GetStack()
}>>
<</if>>
<!-- if not defined, it means the player has agreed to Wren's demand and will receive their clothing back
after satisfying the goons. contains the terms (the amount Wren has asked for) -->
<!-- $estate.cards.clothesRebuyTerms can't set it to null because some old saves had NaNs turn into nulls, so now we avoid nulls -->
<<set $estate.cards.bettingEnabled to true>>
<<set $_ante to setup.estateBlackjack.anteSizes[$_anteNum]>>
<<set $estate.cards.betStep to setup.estateBlackjack.betSteps[$_anteNum]>>
<<set $estate.cards.baseMaxBet to setup.estateBlackjack.baseMaxBets[$_anteNum]>>
<<set $estate.cards.ante to $_ante>>
<<set $estate.cards.wrenMoney to $_ante>>
<<set $estate.cards.playerPot to $_ante>>
<<set $estate.cards.currentBetInput to 0>>
<!-- taking away player's money -->
<<money `-$_ante` "estateBetting">>
<</widget>>
<<widget "estate_end">>
<<unset $estate>>
<<set $daily.estateDone to true>>
<</widget>>
<<widget "estate_chaos_bar">>
Chaos:
<<statbarinverted $estate.chaos 100>>
<div style="clear:both;"></div>
<</widget>>
<<widget "estate_chaos">>
<<if _args[0]>>
<<set $estate.chaos += _args[0]>>
<</if>>
<</widget>>
<<widget "estate_security">>
<<if _args[0]>>
<<set $estate.chaos += _args[0]>>
<</if>>
<</widget>>
<<widget "estate_stone_links">>
<<if !$estate.vials>>
<<link [[Approach the shelf|Estate Stone Shelf]]>><</link>>
<br>
<</if>>
<<if $exposed gte 1 or $estate.vials is "shattered">>
<<link [[Approach the carriage|Estate Stone Carriage]]>><</link>>
<br>
<<elseif $estate.carriage_attempt isnot true>>
<<link [[Approach the carriage|Estate Stone Carriage Stop]]>><<set $estate.carriage_attempt to true>><</link>>
<br>
<</if>>
<<link [[Leave (0:03)|Estate Stone Leave]]>><<pass 3>><<endevent>><</link>>
<br>
<</widget>><<set $outside to 1>><<set $location to "alex_farm">><<effects>>
<<farm_work_update>>
<<if $farm_assault.movement is "field">>
You keep low as you hurry across the farm.
<<elseif $farm_assault.movement is "tower">>
You keep low as you hurry towards the watchtower.
<<elseif $farm_assault.movement is "climb">>
You enter the watchtower. The stairs creak as you climb.
<<elseif $farm_assault.movement is "wait">>
You wait in the shadows, watching for intruders.
<<elseif $farm_assault.movement is "struggle">>
<<if $farm_assault.bindings lte 0>>
You struggle against your bindings. <span class="green">They come loose.</span>
<<if $worn.face.type.includes("gag")>>You tear the gag from your mouth.<</if>>
<<if $farm_assault.alex is "bound">>
<<npc Alex>><<person1>>
You find Alex not far away, remove the gag from <<his>> mouth, and untie <<his>> bonds. "Fuckers," <<he>> says. "There's no time to waste."
<<set $farm_assault.bindings_alex to 0>>
<<set $farm_assault.alex to "patrol">>
<<endevent>>
<</if>>
<<farm_assault_unbind>>
<<else>>
You struggle against your bindings. <span class="teal">They feel a little looser.</span>
<</if>>
<<else>>
You keep your head on a swivel, watching for intruders.
<</if>>
<<set $farm_assault.movement to "none">>
<br><br>
<<farm_assault_progress>>
<<farm_assault_alex>>
<<if _smoke>>
<span class="red">You smell smoke on the breeze.</span>
<br><br>
<</if>>
<<if $farm_assault.tower is "manned" or $farm_assault.tower is "attacked" or _guard_won is true or _guard_lost is true>>
<<farm_assault_info guard>>
<<elseif $farm_assault.tower is "defeated">>
<span class="red">$farm.tower_guard has been defeated, and can't help for the remainder of the assault.</span>
<br><br>
<</if>>
<<if $bus is "tower_top">>
<<farm_assault_info>>
<</if>>
<<if _dogs_status is "victorious">>
<span class="green">You hear a triumphant howling.</span>
<br><br>
<<elseif _dogs_status is "defeated">>
<span class="red">You hear a panicked howling.</span>
<br><br>
<</if>>
<<if $farm_destroyed is true>>
<<farm_assault_unbind>>
<<if $fields_damaged is 0>>
<span class="purple">With no fields to burn, the thugs flee the field.</span><<lcontrol>><<gtrauma>><<control -10>><<trauma 6>>
<br><br>
<<npc Remy>><<person1>>
Remy watches from a nearby hill. <<He>> turns <<his>> steed and rides away.
<br><br>
<<endevent>>
<<link [[Next|Farm Assault Victory]]>><</link>>
<br>
<<else>>
<span class="red">Their job done, the thugs flee the fields, leaving a smouldering waste behind them.</span>
<<lllcontrol>><<gggtrauma>><<control -50>><<trauma 24>>
<<world_corruption "soft" 15>>
<br><br>
<<npc Remy>><<person1>>
Remy watches from a nearby hill. <<He>> turns <<his>> steed and rides away.
<br><br>
<<endevent>>
<<link [[Next|Farm Assault Defeat]]>><</link>>
<br>
<</if>>
<<elseif _farm_assault_active isnot true>>
<<farm_assault_unbind>>
<span class="green">Driven back, the thugs flee the farm.</span>
<<if $fields_damaged gte 2>>
<span class="pink">They managed to torch <<number $fields_damaged>> fields.</span><<llcontrol>><<ggtrauma>><<control -25>><<trauma 12>>
<<elseif $fields_damaged gte 1>>
<span class="blue">They managed to torch a field.</span><<lcontrol>><<gtrauma>><<control -10>><<trauma 6>>
<<else>>
<span class="green">They failed to torch a single field.</span><<ggcontrol>><<lltrauma>><<control 25>><<trauma -25>>
<<if $farm_stage gte 12>>
<<earnFeat "Heroic Victory">>
<</if>>
<</if>>
<br><br>
<<npc Remy>><<person1>>
Remy watches from a nearby hill. <<He>> turns <<his>> steed and rides away.
<br><br>
<<endevent>>
<<link [[Next|Farm Assault Victory]]>><</link>>
<br>
<<else>>
<<farm_assault_actions>>
<</if>><<effects>>
<<npc Alex>><<person1>>
You find Alex lying on <<his>> face, an empty bottle beside <<him>>. <<Hes>> unconscious.<<llldom>><<npcincr Alex dom -15>>
<br><br>
<<if $farm_assault.tower is "defeated">>
You carry <<him>> back to the cottage, and lay <<him>> in <<his>> bed, before returning to search for $farm.tower_guard.
<<endevent>>
<<loadNPC 0 "farm_tower_guard">><<person1>>
You find <<him>> sitting at the base of the watchtower,
<<if $NPCList[0].traits.includes("relaxed")>>
trying to light a cigarette butt. "That was rougher than I expected," <<he>> says. "Could you help me up?"
<<elseif $NPCList[0].traits.includes("sociable")>>
chatting on <<his>> phone. "-boss is here. Call you back." <<He>> smiles at you. "You should have seen how many I took on before they got me."
<<elseif $NPCList[0].traits.includes("brooding")>>
gazing at the sky. "Sorry boss," <<he>> says. "I like to think I gave as good as I got."
<<else>>
watching you. "Are you an angel come to take me away?" <<he>> laughs.
<</if>>
You help <<him>> to <<his>> feet.
<<if $NPCList[0].traits.includes("relaxed")>>
"I'll be alright," <<he>> continues. "Just need to stretch."
<<elseif $NPCList[0].traits.includes("sociable")>>
"There's a stool just inside," <<he>> continues. "A little rest would do me good."
<<elseif $NPCList[0].traits.includes("brooding")>>
"Don't worry about me," <<he>> continues. "I'll walk it off."
<<else>>
"Your touch has me feeling better already," <<he>> continues. "I think I can limp back to my post."
<</if>>
<br><br>
You return to the cottage. Remy won this round, but the war continues.
<br><br>
<<elseif $farm_assault.tower is "manned" or $farm_assault.tower is "attacked">>
$farm.tower_guard limps over.
<<endevent>>
<<loadNPC 0 "farm_tower_guard">><<person1>>
<<if $NPCList[0].traits.includes("relaxed")>>
"Let's get <<nnpc_him Alex>> inside," <<he>> says, nodding at Alex. "Then I need a smoke."
<<elseif $NPCList[0].traits.includes("sociable")>>
"Is <<nnpc_he Alex>> alright?" <<he>> asks, then notices the bottle. "Ah."
<<elseif $NPCList[0].traits.includes("brooding")>>
"Sorry boss," <<he>> says. "You're handling this better than Alex at least. Let's get <<nnpc_him Alex>> inside."
<<else>>
"That was a mess," <<he>> says. "Alex has the right idea. Odd choice of bed though."
<</if>>
<br><br>
<<endevent>>
<<npc Alex>><<person1>>
Together, you carry Alex back to the cottage, and lay <<him>> in <<his>> bed. Remy won this round, but the war continues.
<br><br>
<<else>>
You carry <<him>> back to the cottage, and lay <<him>> in <<his>> bed. Remy won this round, but the war continues.
<br><br>
<</if>>
<<unset $fields_damaged>>
<<unset $farm_destroyed>>
<<farm_assault_end>>
<<link [[Next|Farm Bedroom]]>><<endevent>><</link>>
<br><<effects>>
<<npc Alex>><<person1>>
<<if $farm_destroyed is true>>
"You better stay the fuck away," Alex shouts after them. <<He>> turns to you. "I'm glad they wasted their time, but we shouldn't let them run rampant through the farm."
<br><br>
<<elseif $fields_damaged gte 1>>
"You better stay the fuck away," Alex shouts after them. <<He>> turns to you, then to the smouldering field behind <<him>>. "We limited the damage," <<he>> says. "We'll be more prepared next time."
<br><br>
<<else>>
"You better stay the fuck away," Alex shouts after them. <<He>> turns to you. Mud coats <<his>> body, but <<his>> smile is broad. "We did it. And we can do it again!"
<br><br>
<</if>>
<<if $farm_assault.tower is "defeated">>
<<He>> looks at the watchtower. "Fuck, is $farm.tower_guard okay?"
<br><br>
<<endevent>>
<<loadNPC 0 "farm_tower_guard">><<person1>>
You find the lookout sat at the base of the tower,
<<if $NPCList[0].traits.includes("relaxed")>>
trying to light a cigarette butt. "That was rougher than I expected," <<he>> says. "Could you help me up?"
<<elseif $NPCList[0].traits.includes("sociable")>>
chatting on <<his>> phone. "-bosses are here. Call you back." <<He>> smiles at you. "You should have seen how many I took on before they got me."
<<elseif $NPCList[0].traits.includes("brooding")>>
gazing at the sky. "Sorry boss," <<he>> says. "I like to think I gave as good as I got."
<<else>>
watching you. "Have the angels come to take me away?" <<he>> laughs.
<</if>>
You and Alex help <<him>> to <<his>> feet.
<<if $NPCList[0].traits.includes("relaxed")>>
"I'll be alright" <<he>> continues. "Just need to stretch."
<<elseif $NPCList[0].traits.includes("sociable")>>
"There's a stool just inside," <<he>> continues. "A little rest would do me good."
<<elseif $NPCList[0].traits.includes("brooding")>>
"Don't worry about me," <<he>> continues. "I'll walk it off."
<<else>>
"Your touch has me feeling better already," <<he>> continues. "I think I can limp back to my post."
<</if>>
<br><br>
<<elseif $farm_assault.tower is "manned" or $farm_assault.tower is "attacked">>
$farm.tower_guard approaches.
<<endevent>>
<<loadNPC 0 "farm_tower_guard">><<person1>>
<<if $NPCList[0].traits.includes("relaxed")>>
"Glad you guys are alright," <<he>> says. "That was almost too exciting."
<<elseif $NPCList[0].traits.includes("sociable")>>
"That livened things up," <<he>> says. "I think I need a breather."
<<elseif $NPCList[0].traits.includes("brooding")>>
"Good job," <<he>> says. "Hope I helped."
<<else>>
"You should've seen me up there," <<he>> says. "Three-" <<He>> pauses. "I mean, five, burly monsters came climbing the side of the tower, but I sent them packing."
<</if>>
<br><br>
<<else>>
<</if>>
<<endevent>>
<<npc Alex>><<person1>>
You walk back to the cottage.
<<if isLoveInterest("Alex")>>
Alex wraps an arm around your shoulder.
<<else>>
Alex pats your shoulder.
<</if>>
"We won, but Remy will be back. We'll be ready."
<br><br>
<span class="red">Remy will attack again in <<number $farm_attack_timer>> days.</span>
<br><br>
<<unset $fields_damaged>>
<<unset $farm_destroyed>>
<<farm_assault_end>>
<<link [[Next|Farm Cottage]]>><<endevent>><</link>>
<br><<effects>>
<<set $bus to "yard">>
<<farm_assault_init>>
You rush outside, and find Alex stood in the yard.
<br><br>
<<set $farm_attack_timer to random(17, 24)>>
<<npc Alex>><<person1>>
"They're not coming through here," <<he>> says, nodding at the road. "They'll try to sneak in." <<He>> hands you a walkie talkie. "There's a lot of ground to cover, so we'll need to split up. We'll be stronger if we team up to fight them though."
<br><br>
<<if $farm.tower gte 2 and $farm.tower_guard>>
<<He>> waves at the watchtower, and $farm.tower_guard flashes the searchlight in response.
<<elseif $farm.tower and $farm.tower_guard>>
<<He>> waves at the watchtower, and you make out $farm.tower_guard wave in response.
<<elseif $farm.tower>>
<<He>> points at the watchtower. "We can climb it if we need a better view."
<</if>>
<br><br>
<<if $leftarm is "bound" or $rightarm is "bound">>
Alex slices through your bindings. You're not defending the farm like that.
<<unbind>>
<br><br>
<</if>>
<<link [[Next|Farm Assault]]>><<endevent>><</link>>
<br><<effects>>
<<if $phase is 2>>
You enter the cottage, climb the stairs, and throw open the rustic wardrobe.
<<elseif $phase is 1>>
You climb from your bed, and throw open the rustic wardrobe.
<<elseif $phase is 3>>
You enter your room, and throw open the rustic wardrobe.
<<else>>
You look through the rustic wardrobe.
<</if>>
<<set $phase to 0>>
You hear shouting outside.
<br><br>
<<set $wardrobe_location to "alexFarm">>
<<wardrobeSelection>>
<<wardrobewear>>
<div id="wardrobeExits"><<wardrobeExits>></div>
<<wardrobe>><<widget "farm_assault_init">>
<<set $farm_assault to {}>>
<<set $farm_assault.no to [0, 1, 2, 3]>>
<<if $farm_stage gte 8>>
<<set $farm_assault.no.push(4)>>
<</if>>
<<if $farm_stage gte 9>>
<<set $farm_assault.no.push(5)>>
<</if>>
<<if $farm_stage gte 10>>
<<set $farm_assault.no.push(6)>>
<</if>>
<<if $farm_stage gte 11>>
<<set $farm_assault.no.push(7)>>
<</if>>
<<if $farm_stage gte 12>>
<<set $farm_assault.no.push(8)>>
<</if>>
<<set $farm_assault.teams to {}>>
<<if $farm_stage gte 12>>
<<set $farm_assault.teams.team_1 to {}>>
<<set $farm_assault.teams.team_2 to {}>>
<<set $farm_assault.teams.team_3 to {}>>
<<set $farm_assault.teams.team_4 to {}>>
<<set $farm_assault.teams.team_5 to {}>>
<<if $bailey_encroach>>
<<set $farm_assault.teams.team_6 to {}>>
<<set $farm_assault.teams.team_6.type to "bailey">>
<</if>>
<<elseif $farm_stage gte 10>>
<<set $farm_assault.teams.team_1 to {}>>
<<set $farm_assault.teams.team_2 to {}>>
<<set $farm_assault.teams.team_3 to {}>>
<<set $farm_assault.teams.team_4 to {}>>
<<if $bailey_encroach>>
<<set $farm_assault.teams.team_5 to {}>>
<<set $farm_assault.teams.team_5.type to "bailey">>
<</if>>
<<elseif $farm_stage gte 8>>
<<set $farm_assault.teams.team_1 to {}>>
<<set $farm_assault.teams.team_2 to {}>>
<<set $farm_assault.teams.team_3 to {}>>
<<if $bailey_encroach>>
<<set $farm_assault.teams.team_4 to {}>>
<<set $farm_assault.teams.team_4.type to "bailey">>
<</if>>
<<else>>
<<set $farm_assault.teams.team_1 to {}>>
<<set $farm_assault.teams.team_2 to {}>>
<<if $bailey_encroach>>
<<set $farm_assault.teams.team_3 to {}>>
<<set $farm_assault.teams.team_3.type to "bailey">>
<</if>>
<</if>>
<<set _assault_keys to Object.keys($farm_assault.teams)>>
<<for _s to 0; _s lt _assault_keys.length; _s++>>
<<set $farm_assault.teams[_assault_keys[_s]].location to $farm_assault.no.pluck()>>
<<set $farm_assault.teams[_assault_keys[_s]].wall_progress to 0>>
<<set $farm_assault.teams[_assault_keys[_s]].field_progress to 0>>
<<set $farm_assault.teams[_assault_keys[_s]].number to 3>>
<<if $wraith.state is "haunt" and $farm_assault.wraith is undefined and $hallucinations gte 2 and random(1,15-Math.floor(C.npc["Ivory Wraith"].lust/5)) is 1>>
<<set $farm_assault.teams[_assault_keys[_s]].type to "wraith">>
<<set $farm_assault.teams[_assault_keys[_s]].number to 1>>
<<set $farm_assault.teams[_assault_keys[_s]].torched to 0>>
<<set $farm_assault.wraith to _s>>
<</if>>
<<if !$farm_assault.teams[_assault_keys[_s]].type>>
<<set $farm_assault.teams[_assault_keys[_s]].type to "remy">>
<</if>>
<</for>>
<<set $fields_damaged to 0>>
<<if $farm.kennel gte 1>>
<<set $farm_assault.dogs to 2>>
<<else>>
<<set $farm_assault.dogs to 1>>
<</if>>
<<set $farm_assault.dogs_state to "guarding">>
<<if $farm.tower_guard>>
<<set $farm_assault.tower to "manned">>
<<else>>
<<set $farm_assault.tower to "empty">>
<</if>>
<<set $farm_assault.alex to "patrol">>
<</widget>>
<<widget "farm_assault_end">>
<<unset $farm_assault>>
<<unset $fields_damaged>>
<<unset $farm_destroyed>>
<</widget>>
<<widget "farm_assault_progress">>
<<set $farm_assault_done to 0>>
<<set _assault_keys to Object.keys($farm_assault.teams)>>
<<for _s to 0; _s lt _assault_keys.length; _s++>>
<<if $farm_assault.teams[_assault_keys[_s]].state is undefined>>
<<set $farm_assault.teams[_assault_keys[_s]].state to "wall">>
<</if>>
/*Fleeing checked before and after other actions. */
<<farm_assault_flight>>
<<if $farm_assault.teams[_assault_keys[_s]].location isnot "done">>
/*Assaulting the tower. */
<<if $farm_assault.teams[_assault_keys[_s]].location is "tower">>
<<if $farm_assault.teams[_assault_keys[_s]].state is "approach">>
<<set $farm_assault.teams[_assault_keys[_s]].state to "climb">>
<<elseif $farm_assault.teams[_assault_keys[_s]].state is "climb">>
<<set $farm_assault.teams[_assault_keys[_s]].state to "fight">>
<<elseif $farm_assault.teams[_assault_keys[_s]].state is "fight">>
<<if $farm_assault.teams[_assault_keys[_s]].type is "bailey">>
<<if $farm.tower_guard_skill gte random(1, 2000)>>
<<set $farm_assault.teams[_assault_keys[_s]].number -= 1>>
<<if $farm_assault.teams[_assault_keys[_s]].number lte 0>>
<<set $farm_assault.tower to "manned">>
<</if>>
<<set _guard_won to true>>
<<else>>
<<set $farm_assault.tower to "defeated">>
<<set $farm_assault.teams[_assault_keys[_s]].location to $farm_assault.no.pluck()>>
<<set $farm_assault.teams[_assault_keys[_s]].state to "field">>
<<set _guard_lost to true>>
<</if>>
<<else>>
<<if $farm.tower_guard_skill gte random(1, 1000)>>
<<set $farm_assault.teams[_assault_keys[_s]].number -= 1>>
<<if $farm_assault.teams[_assault_keys[_s]].number lte 0>>
<<set $farm_assault.tower to "manned">>
<</if>>
<<set _guard_won to true>>
<<else>>
<<set $farm_assault.tower to "defeated">>
<<set $farm_assault.teams[_assault_keys[_s]].location to $farm_assault.no.pluck()>>
<<set $farm_assault.teams[_assault_keys[_s]].state to "field">>
<<set _guard_lost to true>>
<</if>>
<</if>>
<</if>>
<</if>>
/*Successfully burning. */
<<if $farm_assault.teams[_assault_keys[_s]].state is "celebrate">>
<<set $farm_assault.teams[_assault_keys[_s]].state to "field">>
<<set $farm_assault.teams[_assault_keys[_s]].location to $farm_assault.no.pluck()>>
<<if $farm_assault.teams[_assault_keys[_s]].location is undefined or $farm_assault.teams[_assault_keys[_s]].torched gte Math.floor(C.npc["Ivory Wraith"].lust/4)>>
<<set $farm_assault.teams[_assault_keys[_s]].location to "done">>
<</if>>
<</if>>
/*Burning a field. */
<<if $farm_assault.teams[_assault_keys[_s]].state is "field">>
<<if $farm_assault.teams[_assault_keys[_s]].field_progress gte 4>>
<<set $farm_assault.teams[_assault_keys[_s]].field_progress to 0>>
<<set $farm_assault.teams[_assault_keys[_s]].state to "celebrate">>
<<set _smoke to true>>
<<damage_farm "target" $farm_assault.teams[_assault_keys[_s]].location>>
<<if $farm_assault.teams[_assault_keys[_s]].type is "wraith">>
<<set $farm_assault.teams[_assault_keys[_s]].torched++>>
<</if>>
<<else>>
<<set $farm_assault.teams[_assault_keys[_s]].field_progress++>>
<<if $farm_assault.teams[_assault_keys[_s]].type is "wraith" and random(0,1) is 1>>
<<set $farm_assault.teams[_assault_keys[_s]].field_progress++>>
<</if>>
<</if>>
<</if>>
/*Responding to hounds. */
<<if $farm_assault.teams[_assault_keys[_s]].state is "dogs_recover">>
<<if $farm_assault.teams[_assault_keys[_s]].type is "bailey">>
<<if $farm_assault.tower is "manned">>
<<set $farm_assault.no.push($farm_assault.teams[_assault_keys[_s]].location)>>/*Add their location back to the pool.*/
<<set $farm_assault.teams[_assault_keys[_s]].location to "tower">>
<<set $farm_assault.teams[_assault_keys[_s]].state to "approach">>
<<set $farm_assault.tower to "attacked">>
<<else>>
<<set $farm_assault.teams[_assault_keys[_s]].state to "field">>
<</if>>
<<else>>
<<set $farm_assault.teams[_assault_keys[_s]].location to "done">>
<</if>>
<<set $farm_assault.dogs -= 1>>
<<if $farm_assault.dogs gte 1>>
<<set $farm_assault.dogs_state to "guarding">>
<<set _dogs_status to "victorious">>
<<else>>
<<set $farm_assault.dogs_state to "defeated">>
<<set _dogs_status to "defeated">>
<</if>>
<<set $farm_assault.dogs_target to _assault_keys[_s]>>
<</if>>
/*Intercepted by hounds. */
<<if $farm_assault.teams[_assault_keys[_s]].state is "dogs">>
<<if $farm_assault.teams[_assault_keys[_s]].type is "bailey">>
<<set $farm_assault.teams[_assault_keys[_s]].number -= 1>>
<</if>>
<<set $farm_assault.teams[_assault_keys[_s]].state to "dogs_recover">>
<</if>>
/*Entering. */
<<if $farm_assault.teams[_assault_keys[_s]].state is "entry">>
<<if $farm_assault.dogs gte 1 and $farm_assault.dogs_state is "guarding" and $farm_assault.teams[_assault_keys[_s]].type isnot "wraith">>
<<set $farm_assault.teams[_assault_keys[_s]].state to "dogs">>
<<set $farm_assault.dogs_state to "fighting">>
<<elseif ($farm_assault.teams[_assault_keys[_s]].type is "bailey" or random(1, 2) is 2) and $farm_assault.tower is "manned" and $farm_assault.teams[_assault_keys[_s]].type isnot "wraith">>
<<set $farm_assault.no.push($farm_assault.teams[_assault_keys[_s]].location)>>/*Add their location back to the pool.*/
<<set $farm_assault.teams[_assault_keys[_s]].location to "tower">>
<<set $farm_assault.teams[_assault_keys[_s]].state to "approach">>
<<set $farm_assault.tower to "attacked">>
<<else>>
<<set $farm_assault.teams[_assault_keys[_s]].state to "field">>
<</if>>
<</if>>
/*Breaking in. */
<<if $farm_assault.teams[_assault_keys[_s]].state is "wall">>
<<if $farm_assault.teams[_assault_keys[_s]].wall_progress gte $farm.wall>>
<<set $farm_assault.teams[_assault_keys[_s]].state to "entry">>
<<set $farm_assault.teams[_assault_keys[_s]].wall_progress to 0>>
<<else>>
<<if $farm_assault.teams[_assault_keys[_s]].type is "wraith">>
<<set $farm_assault.teams[_assault_keys[_s]].wall_progress to $farm.wall>>
<<elseif $farm.wall gte 4 and $farm_assault.teams[_assault_keys[_s]].type isnot "bailey">>
<<if random(1, 3) is 3>>
<<set $farm_assault.teams[_assault_keys[_s]].wall_progress++>>
<</if>>
<<elseif $farm.wall gte 3 and $farm_assault.teams[_assault_keys[_s]].type isnot "bailey">>
<<if random(1, 3) gte 2>>
<<set $farm_assault.teams[_assault_keys[_s]].wall_progress++>>
<</if>>
<<else>>
<<set $farm_assault.teams[_assault_keys[_s]].wall_progress++>>
<</if>>
<</if>>
<</if>>
<</if>>
/*Fleeing. */
<<farm_assault_flight>>
/*Alex. */
<<if $farm_assault.alex is "patrol">>
<<if $farm_assault.teams[_assault_keys[_s]].location isnot "done" and $farm_assault.teams[_assault_keys[_s]].type isnot "wraith">>
<<set $farm_assault.alex to _assault_keys[_s]>>
<</if>>
<<elseif $farm_assault.alex is _assault_keys[_s]>>
<<if $farm_assault.teams[_assault_keys[_s]].type is "bailey">>
<<if random(1, 100) gte 80>>
<<set $farm_assault.teams[_assault_keys[_s]].number -= 1>>
<<set _alex_success to true>>
<</if>>
<<else>>
<<if random(1, 100) gte 60>>
<<set $farm_assault.teams[_assault_keys[_s]].number -= 1>>
<<set _alex_success to true>>
<</if>>
<</if>>
<</if>>
/*Fleeing. */
<<farm_assault_flight>>
<</for>>
<</widget>>
<<widget "farm_assault_flight">>
<<if $farm_assault.teams[_assault_keys[_s]].number lte 0>>/*Flee if numbers reduced to 0.*/
<<set $farm_assault.teams[_assault_keys[_s]].location to "done">>
<<if $farm_assault.alex is _assault_keys[_s]>>/*Alex patrols again. */
<<set $farm_assault.alex to "patrol">>
<</if>>
<</if>>
<<if $farm_assault.teams[_assault_keys[_s]].location isnot "done">>/*Assault ends when !_farm_assault_active.*/
<<set _farm_assault_active to true>>
<<elseif $farm_assault.teams[_assault_keys[_s]].location gte 0>>
<<set $farm_assault.no.push($farm_assault.teams[_assault_keys[_s]].location)>>/*Add their location back to the pool.*/
<<if $farm_assault.alex is _assault_keys[_s]>>/*Alex patrols again. */
<<set $farm_assault.alex to "patrol">>
<</if>>
<<elseif $farm_assault.alex is _assault_keys[_s] and $farm_assault.teams[_assault_keys[_s]].location is "done">>
<<set $farm_assault.alex to "patrol">>
<</if>>
<</widget>>
<<widget "farm_assault_info">>
<<if _args[0] is "guard">>
<<set _skill to $farm.tower_guard_skill>>
<<else>>
<<set _skill to 0>>
<</if>>
<<set _assault_keys to Object.keys($farm_assault.teams)>>
<<for _s to 0; _s lt _assault_keys.length; _s++>>
<<if $farm_assault.teams[_assault_keys[_s]].location is "tower" and $farm_assault.teams[_assault_keys[_s]].state is "fight">>
<<set _fighting to true>>
<</if>>
<</for>>
<<if _fighting is true or _guard_won is true or _guard_lost is true>>
Your walkie talkie picks up another signal. <span class="red">You hear a struggle, punctuated by static.</span>
<<if _guard_won is true>>
You peer at the watchtower. A body falls from the top. <span class="green">It's not $farm.tower_guard.</span> Seems they got the better of one of their attackers.
<<elseif _guard_lost is true>>
You peer at the watchtower. A body falls from the top. <span class="red">It's $farm.tower_guard.</span> They won't be helping for the rest of the assault.
<</if>>
<br><br>
<<else>>
<<if _args[0] is "guard">>
Your walkie talkie picks up another signal. It's $farm.tower_guard, keeping you informed of enemy activity:
<<else>>
You look across the farm, trying to spot enemy movements:
<</if>>
<br>
<<set _assault_keys to Object.keys($farm_assault.teams)>>
<<for _s to 0; _s lt _assault_keys.length; _s++>>
<<if $farm_assault.teams[_assault_keys[_s]].type is "wraith">>
<<if $farm_assault.teams[_assault_keys[_s]].location is "done">>
<span class="green">The <<farm_assault_thugs>> is walking away, like <<print $wraith.seenFarm ? "it's" : "they've">> lost interest.</span>
<<if $wraith.seen gte 5 and !$farm_assault.wraithStress>>
<<stress -6>><<lstress>><<set $farm_assault.wraithStress to true>>
<</if>>
<<else>>
<<if _skill gte random(400, 1400) or !$wraith.seenFarm>>
<<switch $farm_assault.teams[_assault_keys[_s]].state>>
<<case wall>>
The <<farm_assault_thugs>> is <span class="purple">walking through the <<print $farm.wall gte 3 ? "fence" : "wall">></span>.
<<case entry>>
The <<farm_assault_thugs>> is shambling toward <<farm_assault_location>>.
<<case field>>
<<if $farm_assault.teams[_assault_keys[_s]].field_progress lte 1>>
<span class="blue">The <<farm_assault_thugs>> enters <<farm_assault_location>>.</span>
<<else>>
<span class="blue">The <<farm_assault_thugs>> wanders around <<farm_assault_location>>.</span>
<</if>>
<<case celebrate>>
The <<farm_assault_thugs>> stands completely still. <span class="red"><<farm_assault_location "cap">> bursts into flames.</span>
<</switch>>
<<else>>
Something seems off at <<farm_assault_location>>.
<</if>>
<</if>>
<<else>>
<<if $farm_assault.teams[_assault_keys[_s]].location is "done">>
<span class="green">The <<farm_assault_no>> group of <<farm_assault_thugs>> are running for the hills.</span>
<<elseif $farm_assault.teams[_assault_keys[_s]].state is "dogs">>
You hear barking from <<farm_assault_location>>.
<<elseif $farm_assault.teams[_assault_keys[_s]].location is "tower">>
<<switch $farm_assault.teams[_assault_keys[_s]].state>>
<<case "approach">>
<span class="purple">The <<farm_assault_no>> group of <<farm_assault_thugs>> are approaching the watchtower.</span>
<<case "climb">>
<span class="pink">The <<farm_assault_no>> group of <<farm_assault_thugs>> are climbing the watchtower.</span>
<</switch>>
<<else>>
<<if _skill gte random(1, 1000)>>
<<switch $farm_assault.teams[_assault_keys[_s]].state>>
<<case wall>>
The <<farm_assault_no>> group of <<farm_assault_thugs>> are
<<if $farm.wall gte 3>>
<span class="pink">cutting through the fence</span> at <<farm_assault_location>>.
<<else>>
climbing the wall near <<farm_assault_location>>.
<</if>>
<<case entry>>
The <<farm_assault_no>> group of <<farm_assault_thugs>> are rushing into <<farm_assault_location>>.
<<case field>>
<<switch $farm_assault.teams[_assault_keys[_s]].field_progress>>
<<case 1>>
<span class="blue">The <<farm_assault_no>> group of <<farm_assault_thugs>> are entering <<farm_assault_location>>.</span>
<<case 2>>
<span class="purple">The <<farm_assault_no>> group of <<farm_assault_thugs>> are opening petrol canisters at <<farm_assault_location>>.</span>
<<case 3>>
<span class="pink">The <<farm_assault_no>> group of <<farm_assault_thugs>> are pouring petrol over <<farm_assault_location>>.</span>
<<case 4>>
<span class="red">The <<farm_assault_no>> group of <<farm_assault_thugs>> are lighting matches at <<farm_assault_location>>.</span>
<</switch>>
<<case celebrate>>
<span class="red">The <<farm_assault_no>> group of <<farm_assault_thugs>> are revelling as the field burns.</span>
<</switch>>
<<else>>
There's movement at <<farm_assault_location>>.
<</if>>
<</if>>
<</if>>
<br>
<</for>>
<br>
<</if>>
<</widget>>
<<widget "farm_assault_alex">>
<<if _farm_assault_active isnot true or $farm_destroyed is true>>
<<elseif $farm_assault.alex is "bound">>
<<if $farm_assault.bindings_alex gte 1>>
<<set $farm_assault.bindings_alex -= 1>>
<<else>>
<<set $farm_assault.alex to "patrol">>
<</if>>
<<elseif $farm_assault.alex is "patrol">>
Your walkie talkie picks up a signal. "I'm looking for intruders," Alex says. "Just checking in."
<<else>>
<<set _assault_keys to Object.keys($farm_assault.teams)>>
<<for _s to 0; _s lt _assault_keys.length; _s++>>
<<if $bus is $farm_assault.teams[_assault_keys[_s]].location and $farm_assault.alex is _assault_keys[_s]>>
<span class="teal">Alex crouches beside you.</span> "What's the plan?"
<<elseif $farm_assault.alex is _assault_keys[_s]>>
Your walkie talkie picks up a signal. "I'm <<print either("pursuing","stalking","following","hunting","harrying")>> <<farm_assault_thugs>> at <<farm_assault_location>>," Alex says in a hushed voice.
<<if _alex_success>>
<<set _rng to random(1, 5)>>
<<switch _rng>>
<<case 1>>
<span class="green">"Knocked one out."</span>
<<case 2>>
<span class="green">"They'll feel this in the morning."</span>
<<case 3>>
<span class="green">"Wonder when they'll realise they're missing a colleague."</span>
<<case 4>>
<span class="green">"One thug down."</span>
<<default>>
<span class="green">"Took one down."</span>
<</switch>>
<<else>>
<<set _rng to random(1, 5)>>
<<switch _rng>>
<<case 1>>
<span class="blue">"Can't get them alone."</span>
<<case 2>>
<span class="blue">"They're too watchful."</span>
<<case 3>>
<span class="blue">"Can't get close."</span>
<<case 4>>
<span class="blue">"Just waiting for my moment."</span>
<<default>>
<span class="blue">"I won't take any risks."</span>
<</switch>>
<</if>>
<</if>>
<</for>>
<</if>>
<br><br>
<</widget>>
<<widget "farm_assault_location">><<silently>>
<<switch $farm_assault.teams[_assault_keys[_s]].location>>
<<case 0>>
<<set _text_output to "the first field">>
<<case 1>>
<<set _text_output to "the second field">>
<<case 2>>
<<set _text_output to "the third field">>
<<case 3>>
<<set _text_output to "the fourth field">>
<<case 4>>
<<set _text_output to "the fifth field">>
<<case 5>>
<<set _text_output to "the sixth field">>
<<case 6>>
<<set _text_output to "the seventh field">>
<<case 7>>
<<set _text_output to "the eighth field">>
<<case 8>>
<<set _text_output to "the ninth field">>
<<case tower>>
<<set _text_output to "the watchtower">>
<<default>>
<<set _text_output to "the fields">>
<</switch>>
<<if _args[0] is "cap">>
<<capitalise>>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "farm_assault_thugs">><<silently>>
<<switch $farm_assault.teams[_assault_keys[_s]].type>>
<<case "bailey">>
<<set _text_output to "<span class=\"red\">Bailey's thugs</span>">>
<<case "wraith">>
<<if $wraith.seenFarm>>
<<set _text_output to "<span class=\"wraith\">pale figure</span>">>
<<else>>
<<set _text_output to "<span class=\"black\">shifty stranger</span>">>
<</if>>
<<default>>
<<set _text_output to "<span class=\"pink\">Remy's thugs</span>">>
<</switch>>
<<if _args[0] is "cap">>
<<capitalise>>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "farm_assault_options">>
<<if !_noOptions>>
<<link [[Wait (0:05)|Farm Assault]]>><<pass 5>><<set $farm_assault.movement to "wait">><</link>>
<br>
<<if $bus is "tower" and _tower isnot "threatened" and $farm_assault.tower isnot "manned">>
<<link [[Climb the watchtower (0:05)|Farm Assault]]>><<pass 5>><<set $bus to "tower_top">><<set $farm_assault.movement to "climb">><</link>>
<br>
<</if>>
<<if $bus isnot 0>>
<<link [[First field (0:05)|Farm Assault]]>><<pass 5>><<set $bus to 0>><<set $farm_assault.movement to "field">><</link>>
<br>
<</if>>
<<if $bus isnot 1>>
<<link [[Second field (0:05)|Farm Assault]]>><<pass 5>><<set $bus to 1>><<set $farm_assault.movement to "field">><</link>>
<br>
<</if>>
<<if $bus isnot 2>>
<<link [[Third field (0:05)|Farm Assault]]>><<pass 5>><<set $bus to 2>><<set $farm_assault.movement to "field">><</link>>
<br>
<</if>>
<<if $bus isnot 3>>
<<link [[Fourth field (0:05)|Farm Assault]]>><<pass 5>><<set $bus to 3>><<set $farm_assault.movement to "field">><</link>>
<br>
<</if>>
<<if $bus isnot 4 and $farm_stage gte 8>>
<<link [[Fifth field (0:05)|Farm Assault]]>><<pass 5>><<set $bus to 4>><<set $farm_assault.movement to "field">><</link>>
<br>
<</if>>
<<if $bus isnot 5 and $farm_stage gte 9>>
<<link [[Sixth field (0:05)|Farm Assault]]>><<pass 5>><<set $bus to 5>><<set $farm_assault.movement to "field">><</link>>
<br>
<</if>>
<<if $bus isnot 6 and $farm_stage gte 10>>
<<link [[Seventh field (0:05)|Farm Assault]]>><<pass 5>><<set $bus to 6>><<set $farm_assault.movement to "field">><</link>>
<br>
<</if>>
<<if $bus isnot 7 and $farm_stage gte 11>>
<<link [[Eighth field (0:05)|Farm Assault]]>><<pass 5>><<set $bus to 7>><<set $farm_assault.movement to "field">><</link>>
<br>
<</if>>
<<if $bus isnot 8 and $farm_stage gte 12>>
<<link [[Ninth field (0:05)|Farm Assault]]>><<pass 5>><<set $bus to 8>><<set $farm_assault.movement to "field">><</link>>
<br>
<</if>>
<<if $bus isnot "tower" and $bus isnot "tower_top" and $farm.tower gte 1>>
<<link [[Watchtower (0:05)|Farm Assault]]>><<pass 5>><<set $bus to "tower">><<set $farm_assault.movement to "tower">><</link>>
<br>
<</if>>
<</if>>
<</widget>>
<<widget "farm_assault_actions">>
<<switch $bus>>
<<case "tower">>
The watchtower looms above you.
<<case 0>>
You are near the first field.
<<case 1>>
You are near the second field.
<<case 2>>
You are near the third field.
<<case 3>>
You are near the fourth field.
<<case 4>>
You are near the fifth field.
<<case 5>>
You are near the sixth field.
<<case 6>>
You are near the seventh field.
<<case 7>>
You are near the eighth field.
<<case 8>>
You are near the ninth field.
<</switch>>
<br>
<<if $farm_assault.bindings gte 1>>
You lie in the dirt, unable to move much.
<br><br>
<<link [[Struggle (0:05)|Farm Assault]]>><<pass 5>><<set $farm_assault.bindings -= 1>><<set $farm_assault.movement to "struggle">><</link>>
<br>
<<else>>
<<set _assault_keys to Object.keys($farm_assault.teams)>>
<<for _s to 0; _s lt _assault_keys.length; _s++>>
<<set $_key to _assault_keys[_s]>>
<<set $_team to $farm_assault.teams[$_key]>>
<<set $_isBaileyTeam to $_team.type is "bailey">>
<<set $_isWraith to $_team.type is "wraith">>
<<if $bus is $_team.location>>
<<if $bus is "tower">>
<<if $_team.state is "approach">>
<span class="blue"><<farm_assault_thugs>> approach.</span>
<br><br>
<<farm_assault_attack_options>>
<<elseif $_team.state is "climb">>
<span class="purple">You see <<farm_assault_thugs>> entering the tower.</span>
<br><br>
<<link [[Defend the watchtower (0:05)|Farm Assault Tower Defend]]>><<pass 5>><</link>>
<br>
<<elseif $_team.state is "fight">>
<span class="pink">You hear $farm.tower_guard fighting <<farm_assault_thugs>> at the top of the tower!</span>
<br><br>
<<link [[Defend the watchtower (0:05)|Farm Assault Tower Defend]]>><<pass 5>><</link>>
<br>
<</if>>
<<elseif $_team.state is "wall">>
<<if $_isWraith>>
You see the <<farm_assault_thugs>> <span class="pink">walking through the <<print $farm.wall gte 3 ? "fence" : "wall">></span>.
<<else>>
<<if $farm.wall gte 3>>
You see <<farm_assault_thugs>> sawing through the fence.
<<else>>
You see <<farm_assault_thugs>> climbing over the wall.
<</if>>
<<if $_team.number is 1>>
There's only one here.
<<else>>
There are <<number $_team.number>> of them.
<</if>>
<</if>>
<<if $_isBaileyTeam>>
<span class="red">They move with surety.</span>
<</if>>
<br>
<<if $farm_assault.alex is $_key>>
<<link [[Throw rocks with Alex (0:05)|Farm Assault Rocks Alex]]>><<pass 5>><</link>>
<br>
<<else>>
<<set $_min to ($_isBaileyTeam ? 6000 : 1)>>
<<set $_max to ($_isBaileyTeam ? 20000 : 16000)>>
<<link [[Throw rocks (0:05)|Farm Assault Rocks]]>><<pass 5>><</link>><<physiquedifficulty $_min $_max>>
<br>
<</if>>
<<set $_min to ($_isBaileyTeam ? 3000 : 200)>>
<<set $_max to ($_isBaileyTeam ? 3000 : 1000)>>
<<link [[Threaten (0:05)|Farm Assault Threaten]]>><<pass 5>><</link>><<skill_difficulty $fame.scrap "Combat Fame" $_min $_max>>
<br>
<<elseif $_team.state is "entry">>
<<if $_isBaileyTeam>>
<<if $_team.number gte 2>>
You see <<number $_team.number>> of <<farm_assault_thugs>> rush into the farm. They ignore you, instead heading into the fields.
<br>
<<farm_assault_attack_options>>
<<else>>
You see one of <<farm_assault_thugs>> rush into the farm.
<br>
<<farm_assault_attack_options>>
<</if>>
<<elseif $_isWraith>>
<<set _noOptions to true>>
You see the <<farm_assault_thugs>> approach you.
<<if !$wraithIntro>>
<<set $wraithIntro to true>>
They're a beautiful pale figure, wearing translucent white robes. They regard you with angry red eyes, clutching at their own neck. A bizarre, slimy substance leaks wherever they walk.
<<elseif !$wraith.seenFarm>>
<span class="red">Their face is a terrible, familiar pale.</span> A bizarre, slimy substance leaks wherever it walks.
<<else>>
It smiles a terrible, familiar smile. A bizarre, slimy substance leaks wherever it walks.
<</if>>
<<set $wraith.seenFarm to true>>
<br><br>
"<span class="wraith">Drown in smoke. Drown in flame.</span>"
<br><br>
<<if $farm_assault.alex is $_key>>
"I'm doubling back," Alex whispers, <span class="red">seemingly not noticing the pale figure. <<nnpc_He "Alex">> creeps away.</span>
<<set $farm_assault.alex to "patrol">>
<br><br>
<</if>>
<<generateWraith 1 true>>
<<initWraith "man" "arms" "abomination">><<startWraith>>
<br><br>
<<link [[Next|Farm Assault Wraith Fight]]>><<set $fightstart to 1>><</link>>
<<else>>
<<if $_team.number gte 2>>
You see <<number $_team.number>> of <<farm_assault_thugs>> rush into the farm. They ignore you, instead heading into the fields.
<br><br>
<<farm_assault_attack_options>>
<<else>>
You see one of <<farm_assault_thugs>> rush into the farm.
<br><br>
<<farm_assault_attack_options>>
<</if>>
<</if>>
<<elseif $_team.state is "dogs">>
<span class="green">Your <<farm_text_many dog>> emerge from the dark, and set upon <<farm_assault_thugs>>!</span>
<br><br>
<<elseif $_team.state is "dogs_recover">>
<<if $_isBaileyTeam>>
<<if $_team.number gte 2>>
<<if $farm_assault.dogs gte 2>>
<<farm_assault_thugs>> seem unperturbed, and meet the hounds head-on. The first <<farm_text dog>> receives a solid kick to the face, and rolls away, whimpering, but the others manage to sink teeth into arms and legs. The thugs shake them free, but are left bloodied. <span class="green">A <<generate1>><<person1>><<person>> limps from the field,</span> too hurt to continue the assault.
<br><br>
<<else>>
<<farm_assault_thugs>> seem unperturbed, and meet the hounds head-on. The first <<farm_text dog>> <span class="red">receives a solid kick to the face,</span> and rolls away, whimpering, but the others manage to sink teeth into arms and legs.
<br><br>
The thugs punch and kick at the hounds, <span class="red">scaring them away,</span> but are left bloodied. <span class="green">A <<generate1>><<person1>><<person>> limps from the field,</span> too hurt to continue the assault.
<br><br>
<</if>>
<<else>>
<<if $farm_assault.dogs gte 2>>
<<generate1>><<person1>>
The thug, a <<person>>, startles the hounds by barking back. One growls before lunging, grabbing the <<persons>> forearm between <<his>> teeth. <<He>> shakes the <<farm_text dog>> off, but is in no condition to continue the assault. <span class="green"><<He>> runs from the field,</span> cradling one arm in the other.
<br><br>
<<else>>
<<generate1>><<person1>>
The thug, a <<person>>, startles the hounds by barking back. One growls before lunging, grabbing the <<persons>> forearm between <<his>> teeth. <span class="red">punches the <<farm_text dog>> in the nose,</span> freeing <<his>> arm, but is in no condition to continue the assault. <span class="green"><<He>> runs from the field,</span> cradling one arm in the other.
<br><br>
<</if>>
<</if>>
<<else>>
<<if $_team.number gte 2>>
<<if $farm_assault.dogs gte 2>>
<<farm_assault_thugs>> panic, <span class="green">and run.</span> The hounds pursue them to the <<farm_fence>>, and howl triumphant into the night.
<<else>>
<<farm_assault_thugs>> panic, <span class="green">and run.</span> The hounds pursue a little too eagerly, <span class="red">and chase their quarry into the night,</span> leaving the farm unguarded. They'll be too tired to help when they make it back.
<</if>>
<br><br>
<<else>>
<<generate1>><<person1>>
<<if $farm_assault.dogs gte 2>>
The lone <<person>> panics, <span class="green">and runs.</span> The hounds pursue <<him>> to the <<farm_fence>>, and howl triumphant into the night.
<<else>>
The lone <<person>> panics, <span class="green">and runs.</span> The hounds pursue a little too eagerly, <span class="red">and chase their quarry into the night,</span> leaving the farm unguarded. They'll be too tired to help when they make it back.
<</if>>
<br><br>
<</if>>
<</if>>
<<endevent>>
<<if $_isBaileyTeam and $_team.number gte 2>> /* Don't show attack options if team was defeated */
<<farm_assault_attack_options>>
<</if>>
<<elseif $_team.state is "field">>
<<if $_isWraith>>
You see the <<farm_assault_thugs>> wandering in the field.
<<if !$wraith.seenFarm>>
They don't look like they're doing anything.
<<else>>
<span class="purple">You suspect it's spreading flammable slime.</span>
<</if>>
<<else>>
<<if $_team.field_progress gte 4>>
<span class="pink">You see <<farm_assault_thugs>> lighting matches!</span>
<<elseif $_team.field_progress gte 3>>
<span class="purple">You see <<farm_assault_thugs>> covering the field in petrol.</span>
<<elseif $_team.field_progress gte 2>>
<span class="blue">You see <<farm_assault_thugs>> opening petrol canisters.</span>
<<else>>
<span class="lblue">You see <<farm_assault_thugs>> prowling through the field.</span>
<</if>>
<</if>>
<br>
<<farm_assault_attack_options>>
<</if>>
<</if>>
<</for>>
<br>
<<farm_assault_options>>
<</if>>
<</widget>>
<<widget "farm_assault_intruders">>
<<if $farm_assault.teams[_assault_keys[_s]].number gte 2>>
<<set _text_output to "intruders">>
<<else>>
<<set _text_output to "intruder">>
<</if>>
<<print _text_output>>
<</widget>>
<<widget "farm_assault_no">>
<<if $farm_assault.teams[_assault_keys[_s]].type is "bailey">>
vicious
<<else>>
<<switch _s>>
<<case 0>>
first
<<case 1>>
second
<<case 2>>
third
<<case 3>>
fourth
<<case 4>>
fifth
<</switch>>
<</if>>
<</widget>>
<<widget "farm_assault_unbind">>
<<unbind>>
<<set $farm_assault.bindings to 0>>
<<if $worn.face.type.includes("gag")>>
<<set $worn.face.type.push("broken")>>
<<faceruined>>
<</if>>
<<clotheson>>
<</widget>>
<<widget "farm_assault_attack_options">>
<<if $farm_assault.alex is _assault_keys[_s]>>
<<if $farm_assault.teams[_assault_keys[_s]].number gte 2>>
<<link [[Work with Alex to pick one off (0:05)|Farm Assault Pick Alex]]>><<pass 5>><</link>>
<br>
<<if $pain gte 100>>
<span class="red">You are in too much pain to fight them head on.</span>
<<else>>
<<link [[Charge with Alex (0:05)|Farm Assault Charge]]>><<pass 5>><</link>>
<</if>>
<<elseif $farm_assault.teams[_assault_keys[_s]].number gte 1 and $farm_assault.teams[_assault_keys[_s]].location isnot "done" and $farm_assault.teams[_assault_keys[_s]].state isnot "dogs_recover">>
The intruder is alone.
<br><br>
<<link [[Overpower|Farm Assault Overpower]]>><</link>>
<</if>>
<<elseif $pain gte 100>>
<span class="red">You're in too much pain to fight them head-on.</span>
<<else>>
<<if $farm_assault.teams[_assault_keys[_s]].type is "bailey">>
<<link [[Fight them head-on (0:05)|Farm Assault Intercept Bailey]]>><<pass 5>><</link>>
<br>
<<set $skulduggerydifficulty to 1000>>
<<link [[Pick one off (0:05)|Farm Assault Pick Bailey]]>><<pass 5>><</link>><<skulduggerydifficulty>>
<<elseif $farm_assault.teams[_assault_keys[_s]].type is "wraith">>
<<set $_them to $wraith.seenFarm ? "it" : "them">>
<<link [["Fight " + $_them + " head on"|Farm Assault Intercept Wraith]]>><</link>>
<<else>>
<<link [[Fight them head-on (0:05)|Farm Assault Intercept]]>><<pass 5>><</link>>
<br>
<<set $skulduggerydifficulty to 600>>
<<link [[Pick one off (0:05)|Farm Assault Pick]]>><<pass 5>><</link>><<skulduggerydifficulty>>
<</if>>
<</if>>
<br>
<</widget>><<effects>>
<<set _assault_keys to Object.keys($farm_assault.teams)>>
<<for _s to 0; _s lt _assault_keys.length; _s++>>
<<if $bus is $farm_assault.teams[_assault_keys[_s]].location>>
<<if $physiqueSuccess>>
<<generate1>><<person1>>
You and Alex pelt the <<farm_assault_intruders>> from the shadows. Most miss, <span class="green">but one lands true</span>, hitting the <<person>> right on the noggin. <<He>> tumbles away from the <<farm_fence>>.
<br><br>
<<set $farm_assault.teams[_assault_keys[_s]].number -= 1>>
<<else>>
<<generate1>><<person1>>
You pelt the <<farm_assault_intruders>> from the shadows. They've chosen a sheltered spot to break in, shielded by earth from most angles, and trees by others. <span class="red">You fail to hit any.</span>
<br><br>
<</if>>
<</if>>
<</for>>
<<link [[Next|Farm Assault]]>><<endevent>><</link>>
<br><<effects>>
<<set _assault_keys to Object.keys($farm_assault.teams)>>
<<for _s to 0; _s lt _assault_keys.length; _s++>>
<<if $bus is $farm_assault.teams[_assault_keys[_s]].location>>
<<if $farm_assault.teams[_assault_keys[_s]].type is "bailey" and random(1, 2) is 2>>
<<generate1>><<person1>>
You and Alex pelt the <<farm_assault_intruders>> from the shadows. They've chosen a sheltered spot to break in, shielded by earth from most angles, and trees by the others. <span class="red">You fail to hit any.</span>
<br><br>
<<else>>
<<generate1>><<person1>>
You and Alex pelt the <<farm_assault_intruders>> from the shadows. Most miss, <span class="green">but one lands true</span>, hitting the <<person>> right on the noggin. <<He>> tumbles away from the <<farm_fence>>.
<br><br>
<<set $farm_assault.teams[_assault_keys[_s]].number -= 1>>
<</if>>
<</if>>
<</for>>
<<link [[Next|Farm Assault]]>><<endevent>><</link>>
<br><<effects>>
You march into the open.
<<if $speech_attitude is "meek">>
"I-I won't be bullied," you say. "Stop this at once, or you'll be sorry."
<<elseif $speech_attitude is "bratty">>
"Get the fuck off my property," you say. "Before I feed you to the pigs."
<<else>>
"If you leave now," you say. "I won't follow."
<</if>>
<br><br>
<<set _assault_keys to Object.keys($farm_assault.teams)>>
<<for _s to 0; _s lt _assault_keys.length; _s++>>
<<if $bus is $farm_assault.teams[_assault_keys[_s]].location>>
<<if $farm_assault.teams[_assault_keys[_s]].type is "bailey">>
<<if $farm_assault.teams[_assault_keys[_s]].number gte 2>>
<<generate1>><<person1>>
<span class="red">The intruders laugh.</span>
<<if $fame.scrap gte 400>>
"<span class="pink"><<underworld_nickname>></span>," a <<person>> says. "Very scary. But there's scarier behind us."
<<else>>
"Very scary," a <<person>> says. "But there's scarier behind us."
<</if>>
They continue forcing their way in.
<<else>>
<<generate1>><<person1>>
<span class="red">The <<person>> laughs.</span>
<<if $fame.scrap gte 400>>
"<span class="pink"><<underworld_nickname>></span>," <<he>> says. "Very scary. But there's scarier behind me."
<<else>>
"Very scary," <<he>> says. "But there's scarier behind me."
<</if>>
<<He>> continues forcing their way in.
<</if>>
<<elseif $fame.scrap gte random(200, 1000)>>
<<if $farm_assault.teams[_assault_keys[_s]].number gte 2>>
<<generate1>><<person1>><<generate2>>
The intruders glance at each other.
<br>
"Is that the one they call <span class="pink"><<underworld_nickname>></span>?" a <<person>> asks.
<br>
"Aye. That's why we're paid so well," a <<person2>><<person>> responds.
<br>
"I'm not getting paid to get my shit kicked in. I'm out." <span class="green">They turn and run.</span>
<<set $farm_assault.teams[_assault_keys[_s]].location to "done">>
<<else>>
<<generate1>><<person1>>
The intruder, a <<person>>, stares at you. "I'm just getting paid to clear some fields," <<he>> says. "I don't want no trouble." <span class="green"><<He>> turns and leaves.</span>
<<set $farm_assault.teams[_assault_keys[_s]].location to "done">>
<</if>>
<<else>>
<<if $farm_assault.teams[_assault_keys[_s]].number gte 2>>
<<generate1>><<person1>><<generate2>>
The intruders glance at each other, <span class="red">and laugh.</span> "This <<girl>> thinks <<pshes>> tough or something," a <<person>> says. "About to learn a hard lesson."
<br><br>
They continue forcing their way in.
<<else>>
<<generate1>><<person1>>
<span class="red">The intruder laughs.</span> "Who do you think you are?" <<he>> says. "Some <<girl>> is all I see, about to learn a hard lesson." <<He>> continues to enter.
<</if>>
<</if>>
<</if>>
<</for>>
<br><br>
<<link [[Next|Farm Assault]]>><<endevent>><</link>>
<br><<effects>>
<<set _assault_keys to Object.keys($farm_assault.teams)>>
<<for _s to 0; _s lt _assault_keys.length; _s++>>
<<if $bus is $farm_assault.teams[_assault_keys[_s]].location>>
<<if $farm_assault.teams[_assault_keys[_s]].number gte 3>>
<<generate1>><<generate2>><<generate3>>
You charge Remy's thugs, a <<fullGroup>>. They plant their feet, ready to face you.
<br><br>
<<elseif $farm_assault.teams[_assault_keys[_s]].number gte 2>>
<<generate1>><<generate2>>
You charge Remy's thugs, a <<fullGroup>>. They plant their feet, ready to face you.
<br><br>
<<else>>
<<generate1>>
You charge Remy's thug, a <<person1>><<person>>. <<He>> seems startled by your boldness, but plants <<his>> feet as you approach.
<br><br>
<</if>>
<</if>>
<</for>>
<<link [[Next|Farm Assault Fight]]>><<set $fightstart to 1>><</link>>
<br><<effects>>
<<set _assault_keys to Object.keys($farm_assault.teams)>>
<<for _s to 0; _s lt _assault_keys.length; _s++>>
<<if $bus is $farm_assault.teams[_assault_keys[_s]].location>>
<<if $farm_assault.teams[_assault_keys[_s]].number gte 3>>
<<generate1>><<generate2>><<generate3>>
You charge Bailey's thugs, a <<fullGroup>>. They turn to meet you. The <<person1>><<person>> cracks <<his>> knuckles.
<br><br>
<<elseif $farm_assault.teams[_assault_keys[_s]].number gte 2>>
<<generate1>><<generate2>>
You charge Bailey's thugs, a <<fullGroup>>. They turn to meet you. The <<person1>><<person>> cracks <<his>> knuckles.
<br><br>
<<else>>
<<generate1>>
You charge Bailey's thug, a <<person1>><<person>>. <<He>> turns to meet you, and cracks <<his>> knuckles.
<br><br>
<</if>>
<</if>>
<</for>>
<<link [[Next|Farm Assault Fight Bailey]]>><<set $fightstart to 1>><</link>>
<br><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Farm Assault Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Farm Assault Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<if $enemynomax gte 2>>
Remy's thugs are too dazed and exhausted to continue, <span class="green">and stagger from the field.</span>
<<else>>
The <<person1>><<person>> is too dazed and exhausted to continue, <span class="green">and staggers from the field.</span>
<</if>>
<br><br>
<<tearful>> you plan your next move.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Farm Assault]]>><</link>>
<br>
<<set _assault_keys to Object.keys($farm_assault.teams)>>
<<for _s to 0; _s lt _assault_keys.length; _s++>>
<<if $bus is $farm_assault.teams[_assault_keys[_s]].location>>
<<set $farm_assault.teams[_assault_keys[_s]].location to "done">>
<</if>>
<</for>>
<<elseif $enemyhealth lte 0>>
<<if $enemynomax gte 2>>
<span class="green">Remy's thugs flee the field,</span> throwing worried glances over their shoulders to make sure you're not pursuing.
<<else>>
<span class="green">The <<person1>><<person>> flees the field,</span> throwing worried glances over <<his>> shoulder to make sure you're not pursing.
<</if>>
<br><br>
<<tearful>> you plan your next move.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Farm Assault]]>><</link>>
<br>
<<set _assault_keys to Object.keys($farm_assault.teams)>>
<<for _s to 0; _s lt _assault_keys.length; _s++>>
<<if $bus is $farm_assault.teams[_assault_keys[_s]].location>>
<<set $farm_assault.teams[_assault_keys[_s]].location to "done">>
<</if>>
<</for>>
<<else>>
You fall to the earth, too hurt to continue fighting.
<br><br>
The <<person1>><<person>> crouches over you, <span class="purple">and gropes your <<breasts>></span>. "Shame I got a job to do," <<he>> says.
<br><br>
You can't stop <<him>> binding your arms and legs together, and tying a gag around your mouth. "Later, <<girl>>."
<br><br>
<<tearful>> you struggle against the rope. It was a rough job, and you should be able to work free.
<br><br>
<<endcombat>>
<<set $farm_assault.bindings to 3>>
<<bind>>
<<facewear 23>>
<<link [[Next|Farm Assault]]>><</link>>
<br>
<</if>><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<<set $enemyhealthmax *= 1.3>>
<<set $enemyhealth *= 1.3>>
<<set $enemyarousalmax *= 1.3>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Farm Assault Fight Bailey Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Farm Assault Fight Bailey]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"You'll go far," the <<person1>><<person>> mutters.
<<if $enemynomax gte 2>>
Bailey's thugs are too dazed and exhausted to continue, <span class="green">and stagger from the field.</span>
<<else>>
<<Hes>> too dazed and exhausted to continue, <span class="green">and staggers from the field.</span>
<</if>>
<br><br>
<<tearful>> you plan your next move.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Farm Assault]]>><</link>>
<br>
<<set _assault_keys to Object.keys($farm_assault.teams)>>
<<for _s to 0; _s lt _assault_keys.length; _s++>>
<<if $bus is $farm_assault.teams[_assault_keys[_s]].location>>
<<set $farm_assault.teams[_assault_keys[_s]].location to "done">>
<</if>>
<</for>>
<<elseif $enemyhealth lte 0>>
"Shit," the <<person1>><<person>> says. "Bailey's not gonna be happy."
<<if $enemynomax gte 2>>
<span class="green">Bailey's thugs flee the field,</span> disappearing into the night.
<<else>>
<span class="green"><<He>> flees the field,</span> disappearing into the night.
<</if>>
<br><br>
<<tearful>> you plan your next move.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Farm Assault]]>><</link>>
<br>
<<set _assault_keys to Object.keys($farm_assault.teams)>>
<<for _s to 0; _s lt _assault_keys.length; _s++>>
<<if $bus is $farm_assault.teams[_assault_keys[_s]].location>>
<<set $farm_assault.teams[_assault_keys[_s]].location to "done">>
<</if>>
<</for>>
<<else>>
You fall to the earth, too hurt to continue fighting.
<br><br>
The <<person1>><<person>> crouches over you. "Sorry," <<he>> says. "But this is the way of the world."
<br><br>
You can't stop <<him>> binding your arms and legs together, and tying a gag around your mouth. "Later, <<girl>>."
<br><br>
<<tearful>> you struggle against the rope. It was a rough job, and you should be able to work free.
<br><br>
<<endcombat>>
<<set $farm_assault.bindings to 3>>
<<bind>>
<<facewear 23>>
<<link [[Next|Farm Assault]]>><</link>>
<br>
<</if>><<effects>>
<<set _assault_keys to Object.keys($farm_assault.teams)>>
<<for _s to 0; _s lt _assault_keys.length; _s++>>
<<if $bus is $farm_assault.teams[_assault_keys[_s]].location>>
<<if $farm_assault.teams[_assault_keys[_s]].number gte 2>>
You keep to the shadows as you stalk the intruders, waiting for an opening.
<<else>>
You keep to the shadows as you stalk the intruder, waiting for an opening.
<</if>>
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<<if $farm_assault.teams[_assault_keys[_s]].number gte 2>>
<span class="green">You find one.</span> A <<generate1>><<person1>><<person>> strays too far from <<his>> fellows. You lunge from the dark, and smack <<him>> over the head. <<His>> body slumps to the earth, unconscious.
<br><br>
<<endevent>>
<<set $farm_assault.teams[_assault_keys[_s]].number -= 1>>
<<else>>
<span class="green">You find one.</span> The <<generate1>><<person1>><<person>> stands too close to a hedge, letting you sneak right behind <<him>>. You lunge from the dark, and smack <<him>> over the head. <<His>> body slumps to the earth, unconscious.
<br><br>
<<endevent>>
<<set $farm_assault.teams[_assault_keys[_s]].number -= 1>>
<</if>>
<br><br>
<<skulduggeryuse>>
<<link [[Next|Farm Assault]]>><<endevent>><</link>>
<br>
<<else>>
<<generate1>>
<<if $farm_assault.teams[_assault_keys[_s]].number gte 2>>
<<generate2>>
<<if $farm_assault.teams[_assault_keys[_s]].number gte 3>>
<<generate3>>
<</if>>
A <<person1>><<person>> strays apart from the others, and you make your move, sneaking closer. You lunge from the dark, <span class="red">but the <<person>> spins and catches your arm.</span>
<br><br>
"Found the <<girl>>," <<he>> says as <<he>> shunts you away. You hear footsteps from behind.
<br><br>
<<else>>
You keep to the shadows as you stalk the intruder, waiting for an opening.
<</if>>
<br><br>
<<link [[Next|Farm Assault Fight Bailey]]>><<set $fightstart to 1>><</link>>
<br>
<</if>>
<</if>>
<</for>><<effects>>
<<set _assault_keys to Object.keys($farm_assault.teams)>>
<<for _s to 0; _s lt _assault_keys.length; _s++>>
<<if $bus is $farm_assault.teams[_assault_keys[_s]].location>>
<<if $farm_assault.teams[_assault_keys[_s]].number gte 2>>
You keep to the shadows as you stalk the intruders, waiting for an opening.
<<else>>
You keep to the shadows as you stalk the intruder, waiting for an opening.
<</if>>
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<<if $farm_assault.teams[_assault_keys[_s]].number gte 2>>
<span class="green">You find one.</span> A <<generate1>><<person1>><<person>> strays too far from <<his>> fellows. You lunge from the dark, and smack <<him>> over the head. <<His>> body slumps to the earth, unconscious.
<br><br>
<<endevent>>
<<set $farm_assault.teams[_assault_keys[_s]].number -= 1>>
<<else>>
<span class="green">You find one.</span> The <<generate1>><<person1>><<person>> stands too close to a hedge, letting you sneak right behind <<him>>. You lunge from the dark, and smack <<him>> over the head. <<His>> body slumps to the earth, unconscious.
<br><br>
<<endevent>>
<<set $farm_assault.teams[_assault_keys[_s]].number -= 1>>
<</if>>
<br><br>
<<skulduggeryuse>>
<<link [[Next|Farm Assault]]>><<endevent>><</link>>
<br>
<<else>>
<<if $farm_assault.teams[_assault_keys[_s]].number gte 2>>
<<if $farm_assault.teams[_assault_keys[_s]].number gte 3>>
<<generate1>>
<<else>>
<<generate1>>
<</if>>
<span class="red">You can't find one.</span> The thugs stay too close together. Attacking one would alert the others.
<br><br>
<<link [[Next|Farm Assault]]>><<endevent>><</link>>
<br>
<<else>>
<<generate1>><<person1>>
You keep to the shadows as you stalk the intruder, a <<person>>, waiting for an opening. You creep up while <<his>> back is turned, <span class="red">but trip in the dark,</span> stumbling to the ground and alerting <<him>>.
<br><br>
<<He>> turns and plants <<his>> feet, though you're not sure <<he>> knows quite where you are.
<br><br>
<<link [[Fight|Farm Assault Fight]]>><<set $fightstart to 1>><</link>>
<br>
<<link [[Flee|Farm Assault Flight]]>><</link>>
<br>
<</if>>
<</if>>
<</if>>
<</for>><<effects>>
You turn and flee into the darkness.
<br><br>
<<link [[Next|Farm Assault]]>><<endevent>><</link>>
<br><<effects>>
You and Alex stalk the intruders, waiting for one to stray too close to the dark.
<<set _assault_keys to Object.keys($farm_assault.teams)>>
<<for _s to 0; _s lt _assault_keys.length; _s++>>
<<if $bus is $farm_assault.teams[_assault_keys[_s]].location>>
<<if $farm_assault.teams[_assault_keys[_s]].type is "bailey">>
<<generate1>><<person1>>
One, a <<person>>, stands with <<his>> back to a hedge, seeming to think it impenetrable.
<br><br>
You emerge from the undergrowth to strike, but the <<person>> spins and grasps your arm. <<He>> doesn't notice Alex until it's too late. One blow lays <<him>> on the ground.
<br><br>
Alex resists the urge to cheer.
<br><br>
<<link [[Next|Farm Assault]]>><<endevent>><</link>>
<br>
<<else>>
They don't seem like they'll play along, until Alex emerges into the light, and taunts them, before vanishing into tall grass.
<br><br>
<<generate1>><<person1>>
<<if $farm_assault.teams[_assault_keys[_s]].number gte 3>>
Two rush after, leaving a <<person>> behind.
<<else>>
One rushes after, leaving a <<person>> behind.
<</if>>
Now's your chance. You creep behind <<him>>, and strike. <<He>> doesn't utter a sound as <<he>> falls.
<br><br>
You regroup with Alex, and plot your next move.
<br><br>
<<link [[Next|Farm Assault]]>><<endevent>><</link>>
<br>
<</if>>
<<set $farm_assault.teams[_assault_keys[_s]].number -= 1>>
<</if>>
<</for>><<effects>>
You charge the intruders, Alex at your side.
<<set _assault_keys to Object.keys($farm_assault.teams)>>
<<for _s to 0; _s lt _assault_keys.length; _s++>>
<<if $bus is $farm_assault.teams[_assault_keys[_s]].location>>
<<if $farm_assault.teams[_assault_keys[_s]].number gte 3>>
<<generate1>><<generate2>>
There are three of them. One splits off to intercept Alex, leaving the <<fullGroup>> to you.
<br><br>
<<person1>>
<<else>>
<<generate1>><<person1>>
There are two of them. One intercepts Alex, leaving the <<person>> to you.
<br><br>
<</if>>
<<if $farm_assault.teams[_assault_keys[_s]].type is "bailey">>
<<link [[Next|Farm Assault Alex Fight Bailey]]>><<set $fightstart to 1>><</link>>
<br>
<<else>>
<<link [[Next|Farm Assault Alex Fight]]>><<set $fightstart to 1>><</link>>
<br>
<</if>>
<</if>>
<</for>><<effects>>
<<generate1>><<person1>>You rush the lone intruder, a <<person>>, while Alex circles around.
<<set _assault_keys to Object.keys($farm_assault.teams)>>
<<for _s to 0; _s lt _assault_keys.length; _s++>>
<<if $bus is $farm_assault.teams[_assault_keys[_s]].location>>
<<if $farm_assault.teams[_assault_keys[_s]].type is "bailey">>
<<He>> turns to face you, planting <<his>> feet. Alex rushes <<him>> from behind. The <<person>> swivels and deflects the blow with <<his>> arms, but this leaves <<him>> open to you. You whack <<him>> over the head, and <<he>> slumps to the ground.<<glove>><<npcincr Alex love 1>>
<br><br>
<<link [[Next|Farm Assault]]>><<endevent>><</link>>
<br>
<<else>>
<<He>> turns to face you, planting <<his>> feet. <<He>> notices Alex too late. <<He>> slumps to the ground.<<glove>><<npcincr Alex love 1>>
<br><br>
<<link [[Next|Farm Assault]]>><<endevent>><</link>>
<br>
<</if>>
<<set $farm_assault.teams[_assault_keys[_s]].location to "done">>
<</if>>
<</for>><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<</if>>
You hear Alex fighting the other intruder.
<br><br>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Farm Assault Alex Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Farm Assault Alex Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<if $enemynomax gte 2>>
Remy's thugs are too dazed and exhausted to continue. <span class="green">They stagger from the field.</span>
<<else>>
The <<person1>><<person>> is too dazed and exhausted to continue. <span class="green"><<He>> staggers from the field.</span>
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Alex>><<person1>>
<<tearful>> you rush to Alex's aid. You arrive in time to see <<him>> drive the intruder away. <<He>> turns to you, sweaty and triumphant. "We showed em." You don't think <<he>> realises how you subdued yours.
<br><br>
<<link [[Next|Farm Assault]]>><<endevent>><</link>>
<br>
<<set _assault_keys to Object.keys($farm_assault.teams)>>
<<for _s to 0; _s lt _assault_keys.length; _s++>>
<<if $bus is $farm_assault.teams[_assault_keys[_s]].location>>
<<set $farm_assault.teams[_assault_keys[_s]].location to "done">>
<</if>>
<</for>>
<<elseif $enemyhealth lte 0>>
<<if $enemynomax gte 2>>
<span class="green">Remy's thugs flee the field,</span> throwing worried glances over their shoulders to make sure you're not pursuing.
<<else>>
<span class="green">The <<person1>><<person>> flees the field,</span> throwing worried glances over <<his>> shoulder to make sure you're not pursing.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Alex>><<person1>>
<<tearful>> you rush to Alex's aid. You arrive in time to see <<him>> drive the intruder away. <<He>> turns to you, sweaty and triumphant. "We showed em. No time to rest. Let's go."
<br><br>
<<link [[Next|Farm Assault]]>><<endevent>><</link>>
<br>
<<set _assault_keys to Object.keys($farm_assault.teams)>>
<<for _s to 0; _s lt _assault_keys.length; _s++>>
<<if $bus is $farm_assault.teams[_assault_keys[_s]].location>>
<<set $farm_assault.teams[_assault_keys[_s]].location to "done">>
<</if>>
<</for>>
<<else>>
You fall to the earth, too hurt to continue fighting.
<br><br>
The <<person1>><<person>> crouches over you, <span class="purple">and gropes your <<breasts>></span>. "Shame I got a job to do," <<he>> says. <<He>> produces a length of rope.<<gstress>><<stress 6>>
<br><br>
"Leave <<phim>> alone!" shouts Alex, rushing over and leaving the other intruder slumped in the mud.
<br><br>
Alex slams into the <<person>> before <<he>> can rise, and helps you to your feet. <<tearful>> you limp away, supported by Alex at your side.
<<endcombat>>
<<clotheson>>
<<npc Alex>><<person1>>
"That was too dangerous," Alex says once safely hidden away. The intruders don't pursue, perhaps concerned with their own injured. "You can sit out if you need to," <<he>> says. "I've got this."<<ggdom>><<npcincr Alex dom 1>>
<br><br>
<<link [[Next|Farm Assault]]>><<endevent>><</link>>
<br>
<<set _assault_keys to Object.keys($farm_assault.teams)>>
<<for _s to 0; _s lt _assault_keys.length; _s++>>
<<if $bus is $farm_assault.teams[_assault_keys[_s]].location>>
<<set $farm_assault.teams[_assault_keys[_s]].number -= 1>>
<</if>>
<</for>>
<</if>><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<<set $enemyhealthmax *= 1.3>>
<<set $enemyhealth *= 1.3>>
<<set $enemyarousalmax *= 1.3>>
<</if>>
You hear Alex fighting the other intruder.
<br><br>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Farm Assault Alex Fight Bailey Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Farm Assault Alex Fight Bailey]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"You'll go far," the <<person1>><<person>> mutters.
<<if $enemynomax gte 2>>
Bailey's thugs are too dazed and exhausted to continue, <span class="green">and stagger from the field.</span>
<<else>>
<<Hes>> too dazed and exhausted to continue, <span class="green">and staggers from the field.</span>
<</if>>
<br><br>
<<endcombat>>
<<clotheson>>
<<npc Alex>><<person1>><<generate2>>
<<tearful>> you rush to Alex's side. You find <<him>> wrestling with the remaining intruder, a <<person2>><<person>>. The intruder has the upper hand, until you smack <<him>> over the head from behind.<<person1>><<npcincr Alex dom 1>>
<br><br>
"You showed em," Alex says as you help <<him>> to <<his>> feet. You don't think <<he>> realises how you subdued yours.
<br><br>
<<link [[Next|Farm Assault]]>><<endevent>><</link>>
<br>
<<set _assault_keys to Object.keys($farm_assault.teams)>>
<<for _s to 0; _s lt _assault_keys.length; _s++>>
<<if $bus is $farm_assault.teams[_assault_keys[_s]].location>>
<<set $farm_assault.teams[_assault_keys[_s]].location to "done">>
<</if>>
<</for>>
<<elseif $enemyhealth lte 0>>
"Shit," the <<person1>><<person>> says. "Bailey's not gonna be happy."
<<if $enemynomax gte 2>>
<span class="green">Bailey's thugs flee the field,</span> disappearing into the night.
<<else>>
<span class="green"><<He>> flees the field,</span> disappearing into the night.
<</if>>
<br><br>
<<endcombat>>
<<clotheson>>
<<npc Alex>><<person1>><<generate2>>
<<tearful>> you rush to Alex's side. You find <<him>> wrestling with the remaining intruder, a <<person2>><<person>>. The intruder has the upper hand, until you smack <<him>> over the head from behind.<<person1>><<npcincr Alex dom 1>>
<br><br>
"You showed em," Alex says as you help <<him>> to <<his>> feet.
<br><br>
<<link [[Next|Farm Assault]]>><<endevent>><</link>>
<br>
<<set _assault_keys to Object.keys($farm_assault.teams)>>
<<for _s to 0; _s lt _assault_keys.length; _s++>>
<<if $bus is $farm_assault.teams[_assault_keys[_s]].location>>
<<set $farm_assault.teams[_assault_keys[_s]].location to "done">>
<</if>>
<</for>>
<<else>>
You fall to the earth, too hurt to continue fighting.
<br><br>
The <<person1>><<person>> crouches over you. "Sorry," <<he>> says. "But this is the way of the world." <<He>> produces a length of rope, and a gag.
<br><br>
<<endcombat>>
<<npc Alex>><<person1>><<generate2>>
"Don't you dare!" shouts Alex. <<He>> runs closer, but a <<person2>><<person>> tackles <<person1>><<him>> from behind.
<br><br>
"Your friend is spirited. Not a problem. Always bring plenty of rope." You can't stop them binding your arms and legs together, and tying a gag around your mouth. You hear Alex's muffled voice nearby. "Later, <<girl>>."
<br><br>
<<tearful>> you struggle against the rope. It was a rough job, and you should be able to work free.
<br><br>
<<endevent>>
<<set $farm_assault.bindings to 3>>
<<set $farm_assault.bindings_alex to 3>>
<<bind>>
<<facewear 23>>
<<link [[Next|Farm Assault]]>><</link>>
<br>
<</if>><<effects>>
You arrive at the base of the tower. You already hear a struggle at the top. The stairs creak as you climb.
<br><br>
<<set _assault_keys to Object.keys($farm_assault.teams)>>
<<for _s to 0; _s lt _assault_keys.length; _s++>>
<<if $bus is $farm_assault.teams[_assault_keys[_s]].location>>
You emerge to find <<farm_assault_thugs>> besetting $farm.tower_guard.
<<endevent>>
<<loadNPC 0 "farm_tower_guard">><<person1>>
<<if $NPCList[0].traits.includes("relaxed")>>
"Come on," <<he>> says, backed into a corner, but defiant. "Make it count."
<<elseif $NPCList[0].traits.includes("sociable")>>
"I've handled worse than you lot," <<he>> says. "Bring it. See what happens."
<<elseif $NPCList[0].traits.includes("brooding")>>
"Time to earn my pay," <<he>> spits.
<<else>>
"I'm popular tonight," <<he>> laughs. "Everyone wants a dance."
<</if>>
<<endevent>>
<br><br>
<<if $farm_assault.teams[_assault_keys[_s]].type is "bailey">>
<<if $farm_assault.teams[_assault_keys[_s]].number gte 3>>
<<generate1>><<generate2>><<person1>><<set $skulduggerydifficulty to 1200>>
The three thugs step closer, wary. They haven't noticed you.
<<elseif $farm_assault.teams[_assault_keys[_s]].number gte 2>>
<<generate1>><<person1>><<set $skulduggerydifficulty to 1000>>
The three thugs step closer, wary. They haven't noticed you.
<<else>>
<<generate1>><<person1>><<set $skulduggerydifficulty to 600>>
The thug, a <<person>>, steps closer, wary. <<He>> hasn't noticed you.
<</if>>
<br><br>
<<if $skulduggerydifficulty gte 1>>
<<link [[Charge|Farm Assault Charge Bailey]]>><</link>>
<br>
<</if>>
<<link [[Sneak up|Farm Assault Sneak Bailey]]>><</link>><<skulduggerydifficulty>>
<br>
<<else>>
<<if $farm_assault.teams[_assault_keys[_s]].number gte 3>>
<<generate1>><<generate2>><<person1>><<set $skulduggerydifficulty to 800>>
The three thugs walk closer, smiling and unthreatened. They haven't noticed you.
<<elseif $farm_assault.teams[_assault_keys[_s]].number gte 2>><<set $skulduggerydifficulty to 600>>
<<generate1>><<person1>>
The three thugs step closer, seeming unthreatened. They haven't noticed you.
<<else>><<set $skulduggerydifficulty to 0>>
<<generate1>><<person1>>
The thug, a <<person>>, steps closer, wary. <<He>> hasn't noticed you.
<</if>>
<br><br>
<<if $skulduggerydifficulty gte 1>>
<<link [[Charge|Farm Assault Tower Charge]]>><</link>>
<br>
<</if>>
<<link [[Sneak up|Farm Assault Sneak]]>><</link>><<skulduggerydifficulty>>
<br>
<</if>>
<</if>>
<</for>>
<<link [[Climb down|Farm Assault]]>><<endevent>><</link>>
<br><<effects>>
You charge the thugs. They spin to face you, giving $farm.tower_guard an opening.
<br><br>
<<link [[Next|Farm Assault Tower Fight]]>><<set $fightstart to 1>><</link>>
<br><<effects>>
<<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<</if>>
$farm.tower_guard fights nearby.
<br><br>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Farm Assault Tower Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Farm Assault Tower Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<if $enemynomax gte 2>>
The thugs stagger away from you. They need a breather, but look ready to continue fighting. Until $farm.tower_guard sends <<his>> colleague plummeting from the tower. They turn and run down the stairs.
<<else>>
<<He>> staggers away from you. <<He>> needs a breather, but looks ready to continue fighting. Until $farm.tower_guard sends <<his>> colleague plummeting from the tower. <<He>> turns and runs down the stairs.
<</if>>
<br><br>
<<tearful>> you rest against the railing.
<br><br>
<<clotheson>>
<<endcombat>>
<<loadNPC 0 "farm_tower_guard">><<person1>>
<<if $NPCList[0].traits.includes("relaxed")>>
"That's a strange way to fight," $farm.tower_guard says. "If it works, it works."
<<elseif $NPCList[0].traits.includes("sociable")>>
"I've some friends who want to get into sex work," $farm.tower_guard says. "They could learn from you."
<<elseif $NPCList[0].traits.includes("brooding")>>
"That's one way to do it," $farm.tower_guard says. "I don't judge. We survive the way we can."
<<else>>
"Wish you gave me that treatment," $farm.tower_guard laughs.
<</if>>
<<gstress>><<stress 6>>
<<endevent>>
<br><br>
<<link [[Next|Farm Assault]]>><</link>>
<br>
<<set _assault_keys to Object.keys($farm_assault.teams)>>
<<for _s to 0; _s lt _assault_keys.length; _s++>>
<<if $bus is $farm_assault.teams[_assault_keys[_s]].location>>
<<set $farm_assault.teams[_assault_keys[_s]].location to "done">>
<</if>>
<</for>>
<<set $farm_assault.tower to "manned">>
<<elseif $enemyhealth lte 0>>
<<if $enemynomax gte 2>>
You smack the <<person1>><<person>> from the tower. $farm.tower_guard's opponent follows suit. The <<person2>><<person>> turns and runs, almost falling down the stairs.
<<else>>
You smack the <<person1>><<person>> from the tower. $farm.tower_guard's opponent follows suit.
<</if>>
<br><br>
<<tearful>> you rest on the railing.
<br><br>
<<clotheson>>
<<endcombat>>
<<loadNPC 0 "farm_tower_guard">><<person1>>
<<if $NPCList[0].traits.includes("relaxed")>>
"Couldn't end any other way," $farm.tower_guard laughs. "We'll send the next ones packing too."
<<elseif $NPCList[0].traits.includes("sociable")>>
"That was almost fun," $farm.tower_guard laughs. "Maybe next time we'll break a sweat."
<<elseif $NPCList[0].traits.includes("brooding")>>
"Job done, but there might be more coming," $farm.tower_guard says. "Thanks for the assist."
<<else>>
$farm.tower_guard holds out <<his>> hand for a high five. "We showed em," <<he>> says. "Maybe you'll reward me later? A <<if $pronoun is "m">>boy<<else>>girl<</if>> can dream."
<</if>>
<br><br>
<<endevent>>
<<link [[Next|Farm Assault]]>><</link>>
<br>
<<set _assault_keys to Object.keys($farm_assault.teams)>>
<<for _s to 0; _s lt _assault_keys.length; _s++>>
<<if $bus is $farm_assault.teams[_assault_keys[_s]].location>>
<<set $farm_assault.teams[_assault_keys[_s]].location to "done">>
<</if>>
<</for>>
<<set $farm_assault.tower to "manned">>
<<else>>
You fall against the railing, too hurt to continue fighting.
<<if $enemynomax gte 2>>
The thugs turn their attention to $farm.tower_guard, and rush to their colleague's aid.
<<else>>
The <<person1>><<person>> turns <<his>> attention to $farm.tower_guard, and rushes to <<his>> colleague's aid.
<</if>>
<br><br>
<<endcombat>>
<<loadNPC 0 "farm_tower_guard">><<person1>>
<<set _assault_keys to Object.keys($farm_assault.teams)>>
<<for _s to 0; _s lt _assault_keys.length; _s++>>
<<if $bus is $farm_assault.teams[_assault_keys[_s]].location>>
There's a struggle, until
<<if $farm.tower_guard_skill gte random(1, ($farm_assault.teams[_assault_keys[_s]].number * 500))>>
$farm.tower_guard <span class="green">punches one assailant off the tower.</span>
<<if $farm_assault.teams[_assault_keys[_s]].number gte 3>>
The other thugs turn and flee down the stairs.
<<else>>
The other thug turns and flees down the stairs.
<</if>>
<br><br>
$farm.tower_guard helps you to your feet.
<<if $NPCList[0].traits.includes("relaxed")>>
"You alright?" <<he>> asks. "Sit the rest of this out if you need to. I'll keep Alex up to speed."
<<elseif $NPCList[0].traits.includes("sociable")>>
"Take it easy for a bit," <<he>> says. "Hope the others haven't gotten up to much mischief while I've been distracted."
<<elseif $NPCList[0].traits.includes("brooding")>>
"Don't take so many risks," <<he>> says. "Pace yourself."
<<else>>
"You don't look so good," <<he>> says. "Good thing there are no perverts around to take advantage. Except me, but I'm on your payroll."
<</if>>
<br><br>
<<tearful>> you climb down the stairs.
<br><br>
<<set $farm_assault.tower to "manned">>
<<set $farm_assault.teams[_assault_keys[_s]].location to "done">>
<<else>>
<<farm_assault_thugs>> <span class="red">overpower $farm.tower_guard, and knock <<him>> from the tower.</span> They cheer before rushing down the stairs, paying you no heed.
<br><br>
<<tearful>> you climb to your feet, then down the tower.
<br><br>
<<set $farm_assault.teams[_assault_keys[_s]].location to $farm_assault.no.pluck()>>
<<set $farm_assault.teams[_assault_keys[_s]].state to "field">>
<<set $farm_assault.tower to "defeated">>
<</if>>
<</if>>
<</for>>
<<clotheson>>
<<link [[Next|Farm Assault]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
You charge the thugs. They spin to face you, giving $farm.tower_guard an opening.
<br><br>
<<link [[Next|Farm Assault Tower Bailey Fight]]>><<set $fightstart to 1>><</link>>
<br><<effects>>
<<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<<set $enemyhealthmax *= 1.3>>
<<set $enemyhealth *= 1.3>>
<<set $enemyarousalmax *= 1.3>>
<</if>>
$farm.tower_guard fights nearby.
<br><br>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Farm Assault Tower Bailey Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Farm Assault Tower Bailey Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<if $enemynomax gte 2>>
The thugs stagger away from you. They need a breather, but look ready to continue fighting. Until $farm.tower_guard sends <<his>> colleague plummeting from the tower. They turn and run down the stairs.
<<else>>
<<He>> staggers away from you. <<He>> needs a breather, but looks ready to continue fighting. Until $farm.tower_guard sends <<his>> colleague plummeting from the tower. <<He>> turns and runs down the stairs.
<</if>>
<br><br>
<<tearful>> you rest against the railing.
<br><br>
<<clotheson>>
<<endcombat>>
<<loadNPC 0 "farm_tower_guard">><<person1>>
<<if $NPCList[0].traits.includes("relaxed")>>
"That's a strange way to fight," $farm.tower_guard says. "If it works, it works."
<<elseif $NPCList[0].traits.includes("sociable")>>
"I've some friends who want to get into sex work," $farm.tower_guard says. "They could learn from you."
<<elseif $NPCList[0].traits.includes("brooding")>>
"That's one way to do it," $farm.tower_guard says. "I don't judge. We survive the way we can."
<<else>>
"Wish you gave me that treatment," $farm.tower_guard laughs.
<</if>>
<<gstress>><<stress 6>>
<<endevent>>
<br><br>
<<link [[Next|Farm Assault]]>><</link>>
<br>
<<set _assault_keys to Object.keys($farm_assault.teams)>>
<<for _s to 0; _s lt _assault_keys.length; _s++>>
<<if $bus is $farm_assault.teams[_assault_keys[_s]].location>>
<<set $farm_assault.teams[_assault_keys[_s]].location to "done">>
<</if>>
<</for>>
<<set $farm_assault.tower to "manned">>
<<elseif $enemyhealth lte 0>>
<<if $enemynomax gte 2>>
You smack the <<person1>><<person>> from the tower. $farm.tower_guard's opponent follows suit. The <<person2>><<person>> smirks, before turning and running down the stairs.
<<else>>
You smack the <<person1>><<person>> from the tower. $farm.tower_guard's opponent follows suit.
<</if>>
<br><br>
<<tearful>> you rest on the railing.
<br><br>
<<clotheson>>
<<endcombat>>
<<loadNPC 0 "farm_tower_guard">><<person1>>
<<if $NPCList[0].traits.includes("relaxed")>>
"Couldn't end any other way," $farm.tower_guard laughs. "We'll send the next ones packing too."
<<elseif $NPCList[0].traits.includes("sociable")>>
"That was almost fun," $farm.tower_guard laughs. "Maybe next time we'll break a sweat."
<<elseif $NPCList[0].traits.includes("brooding")>>
"Job done, but there might be more coming," $farm.tower_guard says. "Thanks for the assist."
<<else>>
$farm.tower_guard holds out <<his>> hand for a high five. "We showed em," <<he>> says. "Maybe you'll reward me later? A <<if $pronoun is "m">>boy<<else>>girl<</if>> can dream."
<</if>>
<br><br>
<<endevent>>
<<link [[Next|Farm Assault]]>><</link>>
<br>
<<set _assault_keys to Object.keys($farm_assault.teams)>>
<<for _s to 0; _s lt _assault_keys.length; _s++>>
<<if $bus is $farm_assault.teams[_assault_keys[_s]].location>>
<<set $farm_assault.teams[_assault_keys[_s]].location to "done">>
<</if>>
<</for>>
<<set $farm_assault.tower to "manned">>
<<else>>
You fall against the railing, too hurt to continue fighting.
<<if $enemynomax gte 2>>
The thugs turn their attention to $farm.tower_guard, and rush to their colleague's aid.
<<else>>
The <<person1>><<person>> turns <<his>> attention to $farm.tower_guard, and rushes to <<his>> colleague's aid.
<</if>>
<br><br>
<<endcombat>>
<<loadNPC 0 "farm_tower_guard">><<person1>>
<<set _assault_keys to Object.keys($farm_assault.teams)>>
<<for _s to 0; _s lt _assault_keys.length; _s++>>
<<if $bus is $farm_assault.teams[_assault_keys[_s]].location>>
There's a struggle, until
<<if $farm.tower_guard_skill gte random(1, ($farm_assault.teams[_assault_keys[_s]].number * 1000))>>
$farm.tower_guard <span class="green">punches one assailant off the tower.</span>
<<if $farm_assault.teams[_assault_keys[_s]].number gte 3>>
The other thugs laugh, then turn and flee down the stairs.
<<else>>
The other thug laughs, then turns and flees down the stairs.
<</if>>
<br><br>
$farm.tower_guard helps you to your feet.
<<if $NPCList[0].traits.includes("relaxed")>>
"You alright?" <<he>> asks. "Sit the rest of this out if you need to. I'll keep Alex up to speed."
<<elseif $NPCList[0].traits.includes("sociable")>>
"Take it easy for a bit," <<he>> says. "Hope the others haven't gotten up to much mischief while I've been distracted."
<<elseif $NPCList[0].traits.includes("brooding")>>
"Don't take so many risks," <<he>> says. "Pace yourself."
<<else>>
"You don't look so good," <<he>> says. "Good thing there are no perverts around to take advantage. Except me, but I'm on your payroll."
<</if>>
<br><br>
<<tearful>> you climb down the stairs.
<br><br>
<<set $farm_assault.tower to "manned">>
<<set $farm_assault.teams[_assault_keys[_s]].location to "done">>
<<else>>
<<farm_assault_thugs>> <span class="red">overpower $farm.tower_guard, and knock <<him>> from the tower.</span> They cheer before rushing down the stairs, paying you no heed.
<br><br>
<<tearful>> you climb to your feet, then down the tower.
<br><br>
<<set $farm_assault.teams[_assault_keys[_s]].location to $farm_assault.no.pluck()>>
<<set $farm_assault.teams[_assault_keys[_s]].state to "field">>
<<set $farm_assault.tower to "defeated">>
<</if>>
<</if>>
<</for>>
<<clotheson>>
<<link [[Next|Farm Assault]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
You move as fast as you think you can get away with. $farm.tower_guard tries to keep the thugs' attention.
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<span class="green">You make it right up to a <<person>>, and shove.</span> <<He>> cries out in surprise as <<he>> flips over the railing, plummeting from the tower.
<<if $enemynomax gte 2>>
<<His>> colleagues turn in surprise. $farm.tower_guard seizes the opening, and smacks a <<person2>><<person>> in the face. <<He>> staggers back, then trips and tumbles down the stairs.
<br><br>
The remaining thug runs after <<him>>.
<br><br>
<<else>>
<<His>> colleague turns in surprise. $farm.tower_guard seizes the opening with a punch, and sends the remaining thug tumbling down the stairs.
<br><br>
<</if>>
<<skulduggeryuse>>
<<endevent>>
<<loadNPC 0 "farm_tower_guard">><<person1>>
<<if $NPCList[0].traits.includes("relaxed")>>
"You can think on your feet," $farm.tower_guard says. "I'm glad you were here."
<<elseif $NPCList[0].traits.includes("sociable")>>
"That's what you get," $farm.tower_guard shouts off the tower. <<He>> turns to you. "Thanks for the backup. I'll get back to spotting."
<<elseif $NPCList[0].traits.includes("brooding")>>
"Nice one," $farm.tower_guard says. "I'll get back to work."
<<else>>
"We make a good team," $farm.tower_guard says. "Maybe we'll team up in other ways later." <<He>> laughs.
<</if>>
<br><br>
<<link [[Next|Farm Assault]]>><<endevent>><</link>>
<br>
<<set _assault_keys to Object.keys($farm_assault.teams)>>
<<for _s to 0; _s lt _assault_keys.length; _s++>>
<<if $bus is $farm_assault.teams[_assault_keys[_s]].location>>
<<set $farm_assault.teams[_assault_keys[_s]].location to "done">>
<</if>>
<</for>>
<<set $farm_assault.tower to "manned">>
<<else>>
<span class="red">The floorboards creak,</span> and the thugs swivel to face you. $farm.tower_guard capitalises on the distraction, and punches the closest.
<br><br>
<<skulduggeryuse>>
<<link [[Next|Farm Assault Tower Fight]]>><<set $fightstart to 1>><</link>>
<br>
<</if>><<effects>>
You move as fast as you think you can get away with. $farm.tower_guard tries to keep the thugs' attention.
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<span class="green">You make it right up to a <<person>>, and shove.</span> <<He>> cries out in surprise as <<he>> flips over the railing, plummeting from the tower.
<<if $enemynomax gte 2>>
<<His>> colleagues turn in surprise. $farm.tower_guard seizes the opening, and smacks a <<person2>><<person>> in the face. <<He>> staggers back, then trips and tumbles down the stairs.
<br><br>
The remaining thug flashes you a smile, then runs after <<him>>.
<br><br>
<<else>>
<<His>> colleague turns in surprise. $farm.tower_guard seizes the opening with a punch, and sends the remaining thug tumbling down the stairs.
<br><br>
<</if>>
<<skulduggeryuse>>
<<endevent>>
<<loadNPC 0 "farm_tower_guard">><<person1>>
<<if $NPCList[0].traits.includes("relaxed")>>
"You can think on your feet," $farm.tower_guard says. "I'm glad you were here."
<<elseif $NPCList[0].traits.includes("sociable")>>
"That's what you get," $farm.tower_guard shouts off the tower. <<He>> turns to you. "Thanks for the backup. I'll get back to spotting."
<<elseif $NPCList[0].traits.includes("brooding")>>
"Nice one," $farm.tower_guard says. "I'll get back to work."
<<else>>
"We make a good team," $farm.tower_guard says. "Maybe we'll team up in other ways later." <<He>> laughs.
<</if>>
<br><br>
<<link [[Next|Farm Assault]]>><<endevent>><</link>>
<br>
<<set _assault_keys to Object.keys($farm_assault.teams)>>
<<for _s to 0; _s lt _assault_keys.length; _s++>>
<<if $bus is $farm_assault.teams[_assault_keys[_s]].location>>
<<set $farm_assault.teams[_assault_keys[_s]].location to "done">>
<</if>>
<</for>>
<<set $farm_assault.tower to "manned">>
<<else>>
<span class="red">The floorboards creak,</span> and the thugs swivel to face you. $farm.tower_guard capitalises on the distraction, and punches the closest.
<br><br>
<<skulduggeryuse>>
<<link [[Next|Farm Assault Tower Bailey Fight]]>><<set $fightstart to 1>><</link>>
<br>
<</if>><<effects>><<set _assault_keys to Object.keys($farm_assault.teams)>>
<<if !$wraithIntro>>
<<set $wraithIntro to true>>
You charge at the stranger. They're a beautiful pale figure, with translucent white robes and flowing silver hair. They regard you with angry red eyes, clawing at their own neck. A bizarre, slimy substance leaks wherever they walk.
<<elseif !$wraith.seenFarm>>
You charge at the stranger. They turn to look at you and chuckle. <span class="red">Their face is a terrible, familiar pale.</span> A bizarre, slimy substance leaks wherever it walks.
<<else>>
You charge at the pale figure. It turns to look at you and chuckles. A bizarre, slimy substance leaks wherever it walks.
<</if>>
<br><br>
"<span class="wraith">Ashes to ashes, eye for an eye. <<pcPetname "Wraith">>.</span>"
<br><br>
<<generateWraith 1 true>>
<<initWraith "man" "arms" "abomination">><<startWraith>><<set $wraith.seenFarm to true>>
An ember crackles at <<his>> finger. <span class="red">The slime begins to spread across the field on its own.</span>
<br><br>
<<link [[Next|Farm Assault Wraith Fight]]>><<set $fightstart to 1>><<set $phase to 1>><</link>><<effects>>
<<if $fightstart is 1>>
<<set $fightstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $rescue to 0>>
<<set $enemytype to $wraith.type>>
<<set $wraith.exit to "farm_assault">>
<<set _assault_keys to Object.keys($farm_assault.teams)>>
<<set $timer to 12 - $farm_assault.teams[_assault_keys[$farm_assault.wraith]].field_progress - Math.floor(C.npc["Ivory Wraith"].lust/4)>>
<</if>>
<<set $enemyanger += 10>>
<<if $phase is 1>>
<<if $timer gte 8>>
<span class="lblue">The slime is thinly spread.</span>
<<elseif $timer gte 6>>
<span class="blue">The slime spreads out.</span>
<<elseif $timer gte 4>>
<span class="purple">The slime spreads further.</span>
<<elseif $timer gte 2>>
<span class="pink">The slime almost coats the entire field.</span>
<<else>>
<span class="red">The slime covers every inch.</span>
<</if>>
<</if>>
<<effectsWraith>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0) or ($timer lte 0 and $phase is 1)>>
<span id="next"><<link [[Next|Farm Assault Wraith Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Farm Assault Wraith Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<set _bind to 1>>
With a hiss, <span class="green">the embers fizz out</span>.
<<ejaculation>>
"<span class="wraith">Such spectacular lust.</span>"
<<kissWraith>>
<br><br>
<<if $wraith.gen is "arms">>
While you're still staggered, <<he>> clasps two of <<his>> extra hands together and forms a translucent, shimmering strand of energy.
<<else>>
While you're still staggered, <<he>> sprouts two additional arms and forms a translucent, shimmering strand of energy.
<</if>>
The strand flies out of <<his>> hands of its own accord and wraps around you, pinning your arms to your side. <<He>> gently pushes <<his>> foot into your chest, and you fall over.
<br><br>
"<span class="wraith">Cacophony of cinder. Walk the coals that remain, and cover your ears.</span>"
<br><br>
<<He>> walks away, leaving you in the dirt. You're not sure when you lose sight of <<him>>. <<tearful>> you struggle against the strand of energy. It's gossamer thin, but very strong.
<br><br>
<<endcombat>>
<<exitWraith>>
<<elseif $enemyhealth lte 0>>
The figure looks down at you in shock as <<he>> staggers backwards. With a hiss, <span class="green">the embers fizz out</span>.
<<if $wraith.gen is "abomination">>
The tentacles drop lifelessly into the dark water.
<<elseif $wraith.gen is "arms">>
<<His>> extra arms fold back in.
<</if>>
<<His>> head snaps back, and <<he>> dissipates into nothingness with a brief shriek that echoes in your mind. Your ears ring, and you think you hear laughter. "<span class="wraith">You'll reap what you've sown.</span>"
<br><br>
<<tearful>> you plan your next move.
<br><br>
<<set $wraith.defeated++>>
<<clotheson>>
<<endcombat>>
<<exitWraith>>
<<elseif $timer lte 0>>
<<set _torch to 1>>
The pale figure flicks a single spark off its fingertip, onto the slime coating the field. It spreads, and <span class="red">the field bursts into flames.</span> You're not burnt, but the field is torched in front of your eyes. Your heart sinks.
<<control -10>><<stress 12>><<trauma 6>><<lcontrol>><<ggstress>><<gtrauma>>
<br><br>
"<span class="wraith">Does it hurt, being ripped away in front of you?</span>" The pale figure grabs your face while you're distracted.
<<set $wraith.gen to "man">><<kissWraith>>
<br><br>
<<He>> walks away, leaving you standing in the scorched field. You're not sure when you lose sight of <<him>>. <<tearful>> you plan your next move.
<br><br>
<<clotheson>>
<<endcombat>>
<<exitWraith>>
<<else>>
<<set _bind to 1>><<set _torch to 1>>
You fall to the earth, too hurt to continue fighting.
<br><br>
<<if $wraith.gen is "arms">>
The pale figure clasps two of <<his>> extra hands together and forms a translucent, shimmering strand of energy.
<<else>>
The pale figure sprouts two additional arms and forms a translucent, shimmering strand of energy.
<</if>>
The strand flies out of <<his>> hands of its own accord and wraps around you, pinning your arms to your side. <<He>> gently pushes <<his>> foot into your chest, and you fall over.
<br><br>
"<span class="wraith">Cacophony of cinder. Walk the coals that remain, and cover your ears.</span>"
<br><br>
The pale figure flicks a single spark off its fingertip, onto the slime coating the field. It spreads, and <span class="red">the field bursts into flames.</span> You're not burnt, but the field is torched in front of your eyes. You struggle and scream.
<<control -10>><<stress 12>><<trauma 6>><<lcontrol>><<ggstress>><<gtrauma>>
<br><br>
The pale figure walks away, leaving you in the dirt. You're not sure when you lose sight of <<him>>. <<tearful>> you struggle against the strand of energy. It's gossamer thin, but very strong.
<br><br>
<<endcombat>>
<<exitWraith>>
<</if>>
<br>
<<set _assault_keys to Object.keys($farm_assault.teams)>>
<<if _bind is 1>>
<<set $farm_assault.bindings to 6>>
<<bind>>
<</if>>
<<if _torch is 1>>
<<damage_farm "target" $farm_assault.teams[_assault_keys[$farm_assault.wraith]].location>>
<</if>>
<<set $farm_assault.teams[_assault_keys[$farm_assault.wraith]].location to "done">><<set $location to "alex_cottage">><<set $outside to 0>><<effects>>
<<farm_work_update>>
<<if $slimeFarmNakedStored is true>>
You put your clothes on.
<<storeon "farmHidingSpot">>
<<exposure>>
<<unset $slimeFarmNakedStored>>
<</if>>
<<if $farm_stage gte 7>><<unset $farm_naked>><</if>>
<<if $alexSomnoAngry is 0>>
Alex glares at you when you come downstairs.
<br><br>
<<set $alexSomnoAngry to 1>>
<</if>>
You are downstairs in Alex's cottage. It's tight, and cosy. There's a kitchen with modern appliances, and a small table, as well as a living room with a sofa and armchair.
<br><br>
<!-- Flavor text of Alex coming down, going up, or being upstairs -->
<<if Time.hour is 21 and ($alex_to_bed is undefined or $farm_end isnot 1)>>
<<npc Alex>><<person1>>
<<if $farm_end isnot 1>>
<<set $farm_end to 1>>
/* If it's 21:00 and you go to the cottage, the farm work needs to be stopped. */
Alex enters the cottage. "Done for another day," <<he>> says,
<<if $exposed gt 0>>
blushing. "It'll be getting colder, you might want to wear a little more." <<glust>><<npcincr Alex lust 1>>
<<else>>
smiling.
<</if>>
<<if $farm_count gte 1 and $farm_stage lte 6>>
"Here's a little extra." <<He>> hands you <<moneyGain $farm.wage>>.
<</if>>
<br><br>
<</if>>
<<set $alex_to_bed to 1>>
The staircase creaks as Alex climbs to <<his>> room.
<<endevent>>
<br><br>
<<elseif Time.hour gte 21 or Time.hour lte 4>>
You hear Alex snore upstairs.
<br><br>
<<elseif Time.hour is 5 and ($alex_bed is "player" or $alex_bed is undefined) and $alexSomnoAngry is undefined>>
<<set $alex_bed to "none">><<npc Alex>><<person1>>
The stairs creak as Alex climbs down. <<covered>> "I'll start breakfast," <<he>> says, walking to the kitchen.
<<if $exposed gte 1>>
<<He>> pretends not to ogle as <<he>> passes.<<glust>><<npcincr Alex lust 1>>
<</if>>
<<endevent>>
<br><br>
<<elseif $farm_work.alex is "admin" or ($farm_work.alex is "clearing" and $farm_stage is 12)>>
You hear Alex talking on the phone upstairs.
<br><br>
<</if>>
<!-- Main options of available actions -->
<<if $farm.build_finished.includes("nursery")>>
<<run $farm.build_finished.delete("nursery")>>
<<set C.npc.Alex.pregnancy.nursery to true>>
<<unset $cottage_nursery_prep>>
A new nursery room has been added. <span class="gold">Yours and Alex's children can now live at the farm.</span>
<br><br>
<<link [[Next|Farm Cottage]]>><</link>>
<<elseif isPregnancyEnding()>>
<<pcFarmBirth>>
<<elseif npcPregnancyEnding("Alex")>>
<<npc "Alex">>
"F-fuck..." you hear Alex yell. You rush to <<him>>.
<br>
"What's wrong?" you ask. Approaching <<him>>, you see fluids running down <<his>> thighs.
<br>
"I think it's happening," <<he>> says.
<br><br>
You feel your heart pounding faster than usual. "Should I take you to the hospital?" you ask.<<gstress>><<stress 6>>
<br><br>
"No, it's okay. I don't really like those places. Could you call the local doctor?" <<he>> says. <<He>> pulls <<his>> phone from <<his>> pocket and hands it to you.
<br><br>
<<link [[Next|Farm Alex Birth]]>><</link>>
<<elseif playerIsPregnant() and playerBellyVisible() and !talkedAboutPregnancy("pc","Alex")>>
<<npc "Alex">>
<<setTalkedAboutPregnancy "pc" "Alex">>
<<if $farm_stage gte 7>>
You notice Alex staring at your belly in horror. "You're...you're pregnant?! You didn't tell me anything..."
<<if getPregnancyObject().potentialFathers.length gte 2 or !getPregnancyObject().potentialFathers.find(s => s.source === "Alex")>>
<<He>> sounds disappointed.
<br><br>
"W-well, you can take a break from the farm whenever you're not feeling well," <<he>> says.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<<else>>
<br><br>
<<He>> looks at you, as if waiting for a response.
"Actually, take a seat, would you?" Alex says.
<br><br>
<<link [[Next|Farm PC Pregnancy Reveal]]>><<set $phase to 3>><</link>>
<</if>>
<<else>>
You notice Alex looking at your belly. "Oh, got yourself knocked up? You can take a break from the farm if you feel it's too much for you. I don't mind," <<he>> says.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<</if>>
<<elseif npcIsPregnant("Alex") and !talkedAboutPregnancy("Alex","pc") and npcBellySize("Alex") gte 1>>
<<alex_cottage_pregnancy_reveal>>
<<elseif ($farm_countdown lte 0 or $farm_countdown is undefined) and ($renttime lte -2 or ($renttime lte 0 and Time.hour gte 4 and Time.hour lte 21))>>
<<unset $farm_countdown>><<unset $baileyReunionScene>>
<span class="red">You hear a knock at the door.</span>
<br><br>
<<if Time.hour gte 21 or Time.hour lte 4>>
Alex stirs above.
<br><br>
<<link [[Answer the door|Farm Cottage Bailey]]>><<set $phase to 0>><</link>>
<br>
<<link [[Let Alex answer|Farm Cottage Bailey]]>><<set $phase to 1>><</link>>
<br>
<<elseif Time.hour is 5>>
Alex gives you a worried look.
<br><br>
<<link [[Answer the door|Farm Cottage Bailey]]>><<set $phase to 0>><</link>>
<br>
<<link [[Let Alex answer|Farm Cottage Bailey]]>><<set $phase to 1>><</link>>
<br>
<<else>>
<<link [[Answer the door|Farm Cottage Bailey]]>><<set $phase to 2>><</link>>
<br>
<<link [[Let Alex answer|Farm Cottage Bailey]]>><<set $phase to 3>><</link>>
<br>
<</if>>
<<elseif $stress gte $stressmax>>
<<passoutfarmroad>>
<<elseif $farm_attack_timer is 0 and Time.hour gte 21>>
<<npc Alex>><<person1>>
Alex thunders down the stairs. <span class="red">"<<nnpc_Hes Remy>> here,"</span> <<he>> says. "Remy. We can do this. Go get ready, I'll
<<if $farm.tower_guard>>
check on $farm.tower_guard."
<<else>>
see if I can spot them."
<</if>>
<br><br>
<<farm_assault_intro>>
<br><br>
<<link [[Prepare|Farm Assault Wardrobe]]>><<endevent>><<set $phase to 3>><</link>>
<br>
<<elseif Time.hour is 5 and $alex_breakfast is undefined>>
<<if $alexSomnoAngry lte 1>>
<<foodicon "pancakes">><<link [[Help Alex make breakfast|Farm Breakfast Reject]]>><<set $alex_breakfast to 1>><<set $phase to 0>><</link>>
<br>
<<foodicon "eat">><<link [[Eat breakfast|Farm Breakfast Reject]]>><<set $alex_breakfast to 1>><<set $phase to 1>><</link>>
<<else>>
<<foodicon "pancakes">><<link [[Help Alex make breakfast (0:20)|Farm Breakfast Make]]>><<set $alex_breakfast to 1>><<pass 20>><<npcincr Alex love 1>><<stress -6>><<tiredness -6>><</link>><<glove>><<lstress>><<ltiredness>>
<br>
<<foodicon "eat">><<link [[Eat breakfast (0:20)|Farm Breakfast Eat]]>><<set $alex_breakfast to 1>><<pass 20>><<stress -12>><<tiredness -6>><</link>><<llstress>><<ltiredness>>
<</if>>
<br>
<<farm_cottage_options>>
<<elseif Time.hour is 5 and $alexSomnoAngry is undefined>>
Alex sits in the living room, watching TV.
<br><br>
<<npc Alex>><<person1>>
<<if $alex_tea is undefined>>
<<set $alex_tea to 1>>
<<if Time.days % 2 is 0>>
<<if C.npc.Alex.dom gte 1>>
"I fancy a cuppa," <<he>> says. "Would you mind putting the kettle on?"
<br><br>
<<link [[Make a cup of tea (0:05)|Farm Breakfast Tea]]>><<npcincr Alex love 1>><<pass 5>><</link>><<glove>>
<br>
<<link [[Make two cups of tea (0:05)|Farm Breakfast Tea 2]]>><<npcincr Alex love 1>><<pass 5>><<stress -6>><</link>><<glove>><<lstress>>
<br>
<<link [[Refuse|Farm Breakfast Tea Refuse]]>><<npcincr Alex dom -1>><<npcincr Alex love -1>><</link>><<llove>><<ldom>>
<br>
<<else>>
"I fancy a cuppa," <<he>> says as <<he>> rises to <<his>> feet. "Would you like one?"
<br><br>
<<link [[Accept (0:05)|Farm Breakfast Tea Receive]]>><<pass 5>><<stress -6>><</link>><<lstress>>
<br>
<<link [[Decline|Farm Cottage]]>><<endevent>><</link>>
<br>
<</if>>
<<else>>
<<farm_cottage_tv_options>>
<<farm_cottage_options>>
<</if>>
<<else>>
<<farm_cottage_tv_options>>
<<farm_cottage_options>>
<</if>>
<<else>>
<<farm_cottage_options>>
<</if>><<set $outside to 0>><<effects>><<getTarget true>>
<<farm_work_update>>
You are in your room at Alex's cottage. It's cramped, but larger than your room at the orphanage. A wardrobe stands opposite your bed. There's a desk beside a window overlooking the farm.
<br><br>
<<set _furniture to $furniture.bedroom>>
<<if _furniture.wallpaper>>
<<switch _furniture.wallpaper.name>>
<<case "vines">>
Lewd green vines writhe on the walls.
<<if $backgroundTraits.includes("plantlover")>>
Thoughts of sweet nectar wrack your mind.
<</if>>
<<case "tentacles">>
Purple tentacles slither on the walls.
<<if ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled"))>>
Thoughts of pleasure cross your mind.
<</if>>
<<case "plainwhite">>
Plain white wallpapers cover the walls.
<<case "wavywhite">>
The white wallpapers gradient to black in a wavy pattern. Is there a lewd subtext?
<<case "hearts">>
Pink hearts cover the walls.
<<case "cowgirls">>
Cowgirls dance on the walls.
<<case "trees">>
Green trees bring you a feeling of being in a forest.
<<case "crosses">>
Golden crosses cover the walls.
<<default>> /* Custom */
Images of _furniture.wallpaper.name cover the walls.
<<if ['dol', 'degrees of lewdity'].some(e => _furniture.wallpaper.name === e)>>
Somehow, they look familiar.
<<elseif _furniture.wallpaper.name.startsWith('<<')>>
<span class="black">You feel like you got caught cheating.</span>
<</if>>
<</switch>>
<<else>>
Bleak walls protect you from the outside.
<</if>>
<<if $unbind is 1>>
<<unset $unbind>>
You remove your bindings.
<br><br>
<</if>>
<<if $furnitureLocation is "farm cottage">>
<<set _desk to Furniture.get('desk')>>
<<set _chair to Furniture.get('chair')>>
<<set _deco to Furniture.get('decoration')>>
<<set _owlplush to Furniture.get('owlplushie')>>
<<set _windowsill to Furniture.get('windowsill')>>
<<set _bed to Furniture.get('bed')>>
<<set _wardrobe to Furniture.get('wardrobe')>>
<<if $machineVaginalBought isnot undefined or $machineAnalBought isnot undefined>>
<<set _sexMachine to 1>>
<</if>>
<</if>>
<<set _poster to Furniture.get('poster')>>
<<if $alex_bed is "player">>
Alex snores in your bed.
<<if Time.hour is 5>>
<<set $alex_bed to "none">><<npc Alex>><<person1>>
<<He>> yawns, and casts aside the sheets. <<covered>> "Time for breakfast," <<he>> says.
<<if $daily.alex.bedOrgasm>>
<<if $exposed gte 2>>
Alex hastily brushes <<his>> clothes with a washcloth, then hands a fresh one to you, averting <<his>> gaze.
<br><br>
<<switch random(1, 3)>>
<<case 1>>
"Y-you perv. I just washed these," <<he>> says, <<his>> face red.
<<case 2>>
"S-someone's off to a head start. Pervert." <<Hes>> blushing.
<<case 3>>
"Th-thanks for the natural alarm." <<He>> blushes. "Beats the roosters any day."
<</switch>>
<<else>>
Alex fetches a washcloth, pointing out your moist spot before looking away.
<br><br>
<<switch random(1, 3)>>
<<case 1>>
<<He>> stretches. "I'll handle laundry in a jiffy. But first, I'm starving."
<<case 2>>
"Some dream you had, partner." <<He>> grins and nudges you with <<his>> elbow. "Was I in it?"
<<case 3>>
"Thanks for the natural alarm," <<he>> chuckles. "Beats the roosters any day."
<</switch>>
<</if>>
<</if>>
<<if $exposed gte 1>>
<<He>> pretends not to ogle you as <<he>> leaves the room.<<glust>><<npcincr Alex lust 1>>
<<else>>
<<He>> leaves the room, and you hear the staircase creak.
<</if>>
<<endevent>>
<</if>>
<br><br>
<</if>>
<<if $stress gte $stressmax and !$possessed>>
<<passoutfarmroad>>
<<elseif $farm_attack_timer is 0 and Time.hour gte 21 and !$possessed>>
<<npc Alex>><<person1>>
Alex thunders down the stairs. <span class="red">"<<nnpc_Hes Remy>> here,"</span> <<he>> says. "Remy. We can do this. Go get ready, I'll
<<if $farm.tower_guard>>
check on $farm.tower_guard."
<<else>>
see if I can spot them."
<</if>>
<br><br>
<<farm_assault_intro>>
<br><br>
<<link [[Prepare|Farm Assault Wardrobe]]>><<endevent>><<set $phase to 3>><</link>>
<br>
<<else>>
/* Misc Furniture */
<<if _desk is undefined or _desk is null>>
<<set _desk to Furniture.get('desk','desk')>>
<</if>>
<<if _chair is undefined or _chair is null>>
<<set _chair to Furniture.get('chair','chair')>>
<</if>>
<<deskText "icon">> /* If no desk options (read a book, work on project, etc.) are available, desk and icon appear here */
<<tableText "icon">> /* If no fish tank is available to be placed on an owned table or chairs, table and chairs appear here */
<br>
<<if $ltsUsed isnot undefined>>
<<unset $ltsUsed>>
You fiddle with your lockpick training set. <<skulduggerycheck>><<skulduggeryuse>><br>
<</if>>
<<deskText "noicon">>
/* Decorations */
<<if _deco>>
<br>
<<switch _deco.name>>
<<case "large bear plushie">>
<<furnitureicon _deco.iconFile>>The _deco.name is sitting in a corner.
<<default>>
<<furnitureicon _deco.iconFile>>The _deco.name is hanging on a wall.
<</switch>>
<</if>>
<<if _owlplush>>
<br>
<<switch _owlplush.id>>
<<case "owlplushie">>
<<furnitureicon _owlplush.iconFile>>The _owlplush.name stares down from the wardrobe, blending into the gloom.
<</switch>>
<</if>>
<<if _windowsill>>
<br>
<<switch _windowsill.name>> /* can be expanded further */
<<case "ominous jar">> /* unused */
<<furnitureicon _windowsill.iconFile>>_windowsill.nameCap stands on the windowsill menacingly.
<<default>>
<<furnitureicon _windowsill.iconFile>> Your _windowsill.name sits on the windowsill.
<</switch>>
<</if>>
<<if _furniture.poster>>
<br>
<<switch _furniture.poster.name>>
<<case "cowgirl">>
<<furnitureicon _poster.iconFile>>A cowgirl poster hangs on a wall.
<<case "cat">>
<<furnitureicon _poster.iconFile>>A poster of a cat hangs on a wall. The text below reads, "Hang in there!"
<<case "puppy">>
<<furnitureicon _poster.iconFile>>A puppy poster hangs on a wall.
<<default>> /* Custom */
<<furnitureicon _poster.iconFile>>A poster of _furniture.poster.name hangs on a wall.
<<if ['dol', 'degrees of lewdity'].some(e => _furniture.poster.name === e)>>
You feel an odd sense of familiarity.
<<elseif _furniture.poster.name.startsWith('<<')>>
<span class="black">You feel like you got caught cheating.</span>
<</if>>
<</switch>>
<</if>>
<<if $leftarm is "bound" or $rightarm is "bound" or $feetuse is "bound" or $worn.feet.name is "ankle cuffs">>
<<if $possessed>>
You stare down at your bindings. You pull, and they fall apart, unable to hold against you.
<br><br>
<<unbind>>
<<else>>
<<undobindingsicon>><<link [[Undo your bindings (0:10)|Farm Bedroom]]>><<set $unbind to 1>><<pass 10>><<unbind>><</link>>
<br><br>
<</if>>
<</if>>
<<if $study is 1>>
<<unset $study>>
<<if $phase is 1>>
You crack open your science textbook and read through the material.
<<elseif $phase is 2>>
You crack open your maths textbook and read through the material.
<<elseif $phase is 3>>
You crack open your English textbook and read through the material.
<<elseif $phase is 4>>
You crack open your history textbook and read through the material.
<</if>>
<<endevent>>
<br><br>
<</if>>
<br><br>
/* <<christmas_options>> */
<<if _deco>>
<<if _deco.name is "large bear plushie">>
<<furnitureicon _deco.iconFile>><<link [[Cuddle with the large bear plushie (0:10)|Farm Cottage Large Bear Plushie Cuddle]]>><<pass 10>><</link>><<ltrauma>><<lstress>>
<br><br>
<</if>>
<</if>>
<<if !($earSlime.event and $earSlime.noSleep)>>
<<if _bed is undefined or _bed is null>>
<<set _bed to Furniture.get("bed")>>
<</if>>
<<furnitureicon _bed.iconFile>><<link [[Strip and get in bed|Farm Bed]]>><<undressSleep "Farm Bed">><</link>>
<br>
<<listsleepoutfits "Farm Bed">>
<<furnitureicon _bed.iconFile>><<link [[Masturbate in bed|Farm Masturbation]]>><<set $masturbationstart to 1>><</link>>
<br>
<<roomoptions>>
<br>
<<furnitureicon _wardrobe.iconFile>><<link [[Wardrobe|Farm Wardrobe]]>><</link>>
<br>
/* Fuck machines */
<<if _sexMachine>>
<br>
There's a <<= $machineVaginalBought and $machineAnalBought? "pair of discreet boxes": "discreet box">> hidden away within your _wardrobe.name.
<br>
<<bedroom_machine>>
<</if>>
<<else>>
<br>
<<if $possessed>>
<span class="red">The slime in your head is silent.</span>
<<else>>
<<ind>><span class="red">The slime wants you to <<print $earSlime.event>> before you can go to bed.</span>
<</if>>
<br>
<</if>>
<<if playerHasSexToys()>>
<<sextoysicon>><<link [[Sex toys|Sextoys Inventory]]>><<set $sextoyInvReturnLink to $passage>><</link>>
<br>
<</if>>
<<if $nextPassageCheck is "Farm Mirror">>
<span class="nextLink"><<mirroricon>><<link [[Mirror|Farm Mirror]]>><<preMirror>><</link>></span>
<<else>>
<<mirroricon>><<link [[Mirror|Farm Mirror]]>><<preMirror>><</link>>
<</if>>
<br>
<br>
<<farmicon "alexbed">><<link [[Alex's room (0:01)|Farm Alex Bedroom]]>><<pass 1>><</link>>
<br>
<<main_hall_icon>><<link [[Go downstairs (0:01)|Farm Cottage]]>><<pass 1>><</link>>
<br>
<br>
<<link [[Gameplay Settings|Farm Settings]]>><</link>>
<br>
<<attitudesControlCheck>>
<<if $attitudesControl.showGoldLink is true>>
<span class="goldLink"><<link [[Attitudes]]>><<set $attitudesExitPassage to $passage>><</link>> </span><span class="red">!!</span>
<<else>>
<<link [[Attitudes]]>><<set $attitudesExitPassage to $passage>><</link>>
<</if>>
<br>
<</if>><<effects>>
<<set _farmbed to ($loveInterest.primary is "Alex" or $loveInterest.secondary is "Alex") ? "alex" : "farm">>
<<bedicon _farmbed>><<link [[Step away|Farm Bedroom]]>><<handheldon>><<unset $mirrorMenu>><<postMirror>><</link>>
<br>
<<mirror>>
<br><br><<effects>>
<<wearoutfit>>
<<set $bus to "farm_bedroom">><<effects>>
You snuggle under the covers.
<<if $alex_bed is "player">>
Alex snores beside you.
<</if>>
<<if $wraith.state and $wraithPrison and ($moonstate is "evening" or $moonstate is _nightstate)>>
You feel anxious, and your eyes dart over to the mirror.
<</if>>
<br><br>
<<if numberOfEarSlime() and $alex_bed isnot "player" and random(0,100) lt 3 + Math.floor($earSlime.growth / 100) - $earSlime.eventTimer and !$earSlime.event>>
<<set $slimeBedExit to "Farm Bed">>
<<set $slimeBedroomExit to "Farm Bedroom">>
<<setSlimeSleepEvents>>
<<if $earSlimeEvent>>
<<slimeSleepEvents>>
<</if>>
<</if>>
<<farm_sleep_options>><<set _autosavehere to true>>
<<sleep>>
<<effects>>
<<if $bus is "farm_alex_room">>
<<if $exposed gte 2>>
<<npcincr Alex lust 3>>
<<else>>
<<npcincr Alex lust 1>>
<</if>>
<</if>>
<<if $bus is "farm_alex_room" or $alex_bed is "player">>
<<set $bedGuest to "Alex">>
<</if>>
<<if $wraith.nightmare is 2 and Time.isBloodMoon()>>
<<sleepeffects>>
You dream of a beautiful figure, cloaked in white, standing under the red moon. It has its arms spread out to you in a welcoming gesture. You can feel its gaze boring into your mind as you step closer.
<br><br>
It's surrounded by trees, all bending inwards, and floating above a lake. Everything moves around you, and you find yourself hanging above a large ruin. You can't breathe.
<br><br>
You slowly open your eyes, and sluggishly stand from the bed.<<if $bus is "farm_alex_room" or $bus is "farm_bedroom" and $alex_bed is "player">> You make sure not to wake Alex.<</if>> Your ears are ringing.
<br><br>
<<wraithPossess "alex_cottage">>
<<if $bus is "farm_alex_room">>
<<storeon "farm alex bed" "wardrobe">>
<span class="nextLink"><<link [[Walk.|Farm Alex Bedroom]]>><<rainWraith>><</link>></span>
<<else>>
<<storeon "Farm Bed" "wardrobe">>
<span class="nextLink"><<link [[Walk.|Farm Bedroom]]>><<rainWraith>><</link>></span>
<</if>>
<br>
<<else>>
<<wakingEffects $sleepHoursTotal>>
<<if $nightmares gte 1 and $controlled is 0>>
You dream you are being hunted by something <<if ["haunt", "despair"].includes($wraith.state) and $rng lte 25>>pale<<else>>dark<</if>> and terrible.
<<else>>
<<if $specialClothesEffects.bimboTotal gte random(100,1000) or $arousal gte 9000>>
Your sleep is plagued by dirty dreams.
<<arousal `$specialClothesEffects.bimboTotal / 10 * $sleepHoursTotal`>>
<<arousal `100 * $sleepHoursTotal`>>
<<if $arousal gte $arousalmax>>
They push you over the edge.
<<orgasm>><<set $daily.alex.bedOrgasm to true>>
<</if>>
<<elseif !_wakingEffect>>
<<if $furnitureLocation is "farm cottage">>
<<set _bed to Furniture.get('bed')>>
<</if>>
<<if _bed and _bed.type.includes('comfy')>>
You sink into the soft, welcoming embrace of the bed, drifting off effortlessly.
<<elseif _bed and _bed.type.includes('starter')>>
You toss and turn throughout the night, barely finding any comfort.
<<else>>
You sleep soundly.
<</if>>
<br><br>
<</if>>
<<if !_sleepinterrupt and (Time.hour gt 21 or Time.hour lt 6) and $bus is "farm_alex_room" or $alex_bed is "player" and !_alexWake>>
<<switch random(1, 6)>>
<<case 1>>
<<if Time.hour is 5>>
You try to wake Alex. <<nnpc_He "Alex">> groans and stirs.
<<else>>
You thought Alex awoke, but <<nnpc_hes "Alex">> just dreaming.
<</if>>
<<case 2>>
Alex sprawls. You gently move <<nnpc_his "Alex">> arm out of your face.
<<case 3>>
Alex beams when you gaze at <<nnpc_him "Alex">>, still asleep.
<<case 4>>
Alex <<print either("hogs the covers", "snores in your ear", "drools. You wipe it off")>>.
<<case 5>>
Alex hangs off the bed. You fix <<nnpc_him "Alex">>.
<<case 6>>
"<<print either("Bad... no supper for you tonight",
"D-don't look",
"I think I have a hangover",
"Dumb bird",
"Get off... property",
"I'll show everyone")>>..."
Alex mumbles.
<</switch>>
<</if>>
<</if>>
<<sleepeffects>>
<<if $remywake is 1>>
<<npc Alex>><<person1>>
"Wake up!" Someone shakes your shoulders. It's Alex. <span class="red">"<<nnpc_Hes Remy>> here,"</span> <<he>> says. "Remy. We can do this. Get ready, I'll
<<if $farm.tower_guard>>
check on $farm.tower_guard."
<<else>>
see if I can spot them."
<</if>>
<br><br>
<<farm_assault_intro>>
<br><br>
<<set _bedroom to ($bus is "farm_alex_room" ? "farm alex bed" : "Farm Bed")>>
<<set $wardrobe_location to "alexFarm">>
<<wardrobeSelection true>>
<<storeon _bedroom "check">>
<<if _store_check is 1>>
<<storeon _bedroom>>
<</if>>
<<link [[Prepare|Farm Assault Wardrobe]]>><<endevent>><<set $phase to 1>><<unset $remywake>><</link>>
<br>
<<elseif _sleepinterrupt>>
<<npc Alex>><<person1>>
<<if _alexWake is 1>>
You awake to the sound of the staircase to the loft creaking.
<<if $bus is "farm_alex_room">>
The sheets have been tossed aside and Alex is missing.
<</if>>
<br><br>
<<link [[Investigate (0:01)|Farm Cottage Nighttime Nursery]]>><<set $phase to 1>><<pass 1>><</link>>
<br>
<<link [[Ignore|Farm Cottage Nighttime Nursery]]>><<set $phase to 2>><</link>>
<<elseif $bus is "farm_alex_room">>
<<if (Time.hour gte 22 or Time.hour lt 6) and $rng gte 61 and C.npc.Alex.lust gte 60>>
You awake to feel <<if $NPCList[0].penis isnot "none">>a firm shaft<<else>>something wet<</if>> pressed against your rear end. You wait for Alex to say <<his>> familiar line, but you are greeted by silence. The loud snore you hear indicates that Alex is still asleep. <<His>> arms are wrapped around you, and <<he>> is dry humping you. <<arousal 600 "bottom">><<garousal>>
<br><br>
<<if hasSexStat("promiscuity", 4)>>
<span class="lewd">A lewd idea strikes you.</span>
<br>
<<link [[Pleasure Alex|Farm Alex Somno]]>><</link>><<promiscuous4>>
<br>
<</if>>
<<link [[Wake Alex|Farm Alex Somno Wake Wholesome]]>><</link>>
<br>
<<link [[Try and go back to sleep|Farm Alex Somno Let Sleep]]>><<stress 6>><<trauma 6>><</link>><<gstress>><<gtrauma>>
<br>
<<else>>
You awake to feel a hand groping at your <<genitals>>,
<<if $NPCList[0].penis isnot "none">>
and a firm length pressed against your <<bottom>>.
<<else>>
and someone's
<<if $NPCList[0].breastsize is 0>>
chest
<<else>>
<<print $NPCList[0].breastsdesc>>
<</if>>
pressed against your back.
<</if>>
Another hand rests against your thigh.
<br><br>
<<if $daily.alex.tvTease>>
"Making up for this morning?" Alex says, <<his>> breath on your neck. "I can forgive you."
<<else>>
"It's very forward of you," Alex says, <<his>> breath on your neck. "Sleeping in a <<nnpc_gendery "Alex">>'s bed."
<</if>>
<br><br>
<<link [[Push away|Farm Alex Climb]]>><<def 1>><<npcincr Alex dom -1>><</link>><<ldom>>
<br>
<<link [[Go along with it|Farm Alex Allow]]>><<sub 1>><<npcincr Alex dom 1>><</link>><<promiscuous1>><<gdom>>
<br>
<</if>>
<<else>>
<<if $exposed gte 2 and random(1, 2) is 2>>
You feel a little cold. The sheets are missing. You hear footsteps leave your room. <<covered>>
<br><br>
Your sheets lie on the ground at the foot of your bed. You suspect Alex is to blame. <<He>> was leering at your <<lewdness>> as you slept.
<br><br>
<<link [[Go back to sleep|Farm Bed]]>><<endevent>><</link>>
<br>
<<link [[Get up|Farm Bedroom]]>><<endevent>><</link>>
<br>
<<link [[Get angry (0:05)|Farm Bedroom Confront]]>><<pass 5>><<npcincr Alex love -1>><<npcincr Alex dom -1>><</link>><<llove>><<ldom>>
<br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Get revenge (0:20)|Farm Bedroom Revenge]]>><<pass 20>><<npcincr Alex dom -1>><<npcincr Alex lust 5>><</link>><<promiscuous3>><<ldom>><<gglust>>
<br>
<</if>>
<<else>>
You awake to feel a hand groping at your <<genitals>>,
<<if $NPCList[0].penis isnot "none">>
and a firm length pressed against your <<bottom>>.
<<else>>
and someone's
<<if $NPCList[0].breastsize is 0>>
chest
<<else>>
<<print $NPCList[0].breastsdesc>>
<</if>>
pressed against your back.
<</if>>
<br><br>
"I thought you might be lonely," Alex says, <<his>> breath on your neck.
<br><br>
<<link [[Push away|Farm Alex Push]]>><<def 1>><<npcincr Alex dom -1>><</link>><<ldom>>
<br>
<<link [[Go along with it|Farm Alex Go]]>><<sub 1>><<npcincr Alex dom 1>><</link>><<promiscuous1>><<gdom>>
<br>
<</if>>
<</if>>
<<else>>
<br><br>
<<if $bus is "farm_alex_room">>
<<link [[Get up|Farm Alex Bedroom]]>>
<<set $wardrobe_location to "alexFarm">>
<<wardrobeSelection true>>
<<storeon "farm alex bed" "check">>
<<if _store_check is 1>>
<<storeon "farm alex bed">>
<</if>>
<</link>>
<br>
<<else>>
<<radiooutfits>>
<br><br>
<<link [[Get up|Farm Bedroom]]>><<bedclotheson "Farm Bed">><</link>>
<</if>>
<br>
<</if>>
<</if>>
<<set $phase to 0>><<effects>>
You gently start to grind your rear into Alex's crotch. <<His>> body twitches as <<he>> moans into your ear. You move carefully so as to not wake <<him>>. <<promiscuity4>><<arousal 1000 "bottom">>
Alex holds your body tighter and begins humping your rear faster.
<br><br>
<<link [[Keep going|Farm Alex Somno 2]]>><<set $phase to 0>><</link>>
<br>
<<link [[Give Alex oral|Farm Alex Somno 2]]>><<set $phase to 1>><</link>><<if $NPCList[0].penis isnot "none">><<oralvirginitywarning>><</if>>
<br>
<<link [[Give Alex a hand job|Farm Alex Somno 2]]>><<set $phase to 2>><</link>><<effects>>
<<if $phase is 0>> /* Keep going */
You continue to grind against <<his>> clothed <<if $NPCList[0].penis isnot "none">>dick<<else>>pussy<</if>>. Alex mumbles out words that you can't understand, but you can make out the word 'partner'. The idea of Alex having a wet dream about you sends a shiver through your body. <<arousal 2500 "bottom">><<ggarousal>>
<br><br>
<<if $speech_attitude is "meek">>
You soon find yourself begging for Alex's <<if $NPCList[0].penis isnot "none">>cock<<else>>pussy<</if>>, having to cover your mouth to stop yourself.
<<elseif $speech_attitude is "bratty">>
You grit your teeth. "Stupid cow<<nnpc_gendery "Alex">>..." you whisper as a moan escapes your lips.
<<else>>
You cover your mouth with your hand as you moan. "Alex..." you whisper.
<</if>>
<<elseif $phase is 1>> /* Give Alex oral */
You take a deep breath as you carefully move Alex's arms to give you room to move. Slowly, you roll over to face Alex. <<He>> doesn't stop humping you, but <<his>> pace slows. You slip further down under the covers until your face is within inches of <<his>> crotch. You hook your fingers around <<his>> <<if $NPCList[0].penis isnot "none">>boxers<<else>>underwear<</if>> band and slide them down. You bring your lips to <<his>> <<if $NPCList[0].penis isnot "none">>dick<<else>>clit<</if>> and start gently licking it.
<br><br>
Alex twitches, bucking <<his>> <<if $NPCList[0].penis isnot "none">>dick<<else>>pussy<</if>> against your lips. You open your mouth <<if $NPCList[0].penis isnot "none">>to allow <<his>> dick to enter<<else>>and start sucking on <<his>> clit<</if>>.<<if $NPCList[0].penis isnot "none" and $player.virginity.oral is true>><<takeVirginity "Alex" "oral">><</if>>
<br><br>
<<if $speech_attitude is "meek">>
<<His>> <<if $NPCList[0].penis isnot "none">>precum<<else>>fluids<</if>> start to fill your mouth, causing you to moan. You push your legs together, attempting to stimulate your own growing arousal.
<<elseif $speech_attitude is "bratty">>
You brush your teeth against <<his>> <<if $NPCList[0].penis isnot "none">>shaft<<else>>clit<</if>>, causing <<him>> to thrust <<his>> hips forward. You nearly gag at the sudden movement, but huff before <<if $NPCList[0].penis isnot "none">>the tip of <<his>> dick<<else>>kissing <<his>> clit<</if>>.
<<else>>
You lick up and down <<his>> <<if $NPCList[0].penis isnot "none">>dick<<else>>clit<</if>>, tasting <<his>> <<if $NPCList[0].penis isnot "none">>precum<<else>>fluids<</if>>. You feel a warmth grow in between your legs, encouraging you to keep going. Your licks become faster, occasionally interrupted by you sucking the <<if $NPCList[0].penis isnot "none">>tip<<else>>bud<</if>>.
<</if>>
<<arousal 1500 "mouth">><<garousal>>
<<else>> /* Give Alex a hand job */
You loosen Alex's hold on you before carefully rolling yourself over. <<Hes>> still humping, but <<his>> pace slows. You reach down into <<his>> <<if $NPCList[0].penis isnot "none">>boxers<<else>>underwear<</if>>, slipping your hand under the waistband. <<His>> <<if $NPCList[0].penis isnot "none">>dick<<else>>pussy<</if>> is already drenched with <<if $NPCList[0].penis isnot "none">>precum<<else>>fluids<</if>>.
<br><br>
<<if $NPCList[0].penis isnot "none">>
You take <<print $NPCList[0].penisdesc>> into your hand. You pump <<his>> cock at a steady pace at first. Alex's body twitches as <<his>> arms lock around you, pressing you against <<his>> body. <<His>> hips buck to match your pace.
<br><br>
<<if $speech_attitude is "meek">>
You tenderly take the tip into your hand, rubbing your finger over the slit. A soft moan falls from Alex's mouth along with a little drool. "Y-you are too cute..." you whisper as you slip your free hand down to rub against your crotch.
<<elseif $speech_attitude is "bratty">>
You caress <<his>> dick, pausing to squeeze the base of <<his>> shaft firmly. <<He>> groans before burying <<his>> head into your shoulder. You stifle a chuckle and resume stroking <<him>>.
<<else>>
You stroke <<his>> shaft, brushing your fingers over <<his>> balls. Alex twitches in your touch, panting softly. <<He>> humps your hand as you continue to work <<him>>. "Even asleep you get so worked up," you whisper as you quicken your movements.
<</if>>
<<arousal 1500>><<garousal>>
<<else>>
You slip two fingers into Alex's quim, and <<he>> tightens around you. <<His>> arms lock around your shoulders, pressing you against <<his>> body. <<His>> hips begin to buck against your hand.
<br><br>
<<if $speech_attitude is "meek">>
You brush your thumb against <<his>> clit, focusing on thrusting your fingers in and out. Alex's pants and moans encourage your own arousal. Your free hand slips between your legs, rubbing against your crotch. "Y-you are too cute..." you whisper.
<<elseif $speech_attitude is "bratty">>
You thrust your fingers, pausing only to pinch <<his>> clit. <<He>> whimpers in <<his>> sleep but continues to needily hump your fingers. You smirk as an idea comes to mind. You slip two more fingers inside, keeping your pace steady. Alex's pants and moans quicken as <<he>> buries <<his>> face into your shoulder.
<<else>>
You tease Alex's clit with your thumb. <<He>> twitches at your touch and continues humping your fingers. You add another finger, and <<his>> moans become more frequent. "Even asleep you get so worked up," you whisper.
<</if>>
<<arousal 1500>><<garousal>>
<</if>>
<</if>>
<br><br>
<<if $arousal gte $arousalmax>>
<<link [[Next |Farm Alex Somno Orgasm]]>><</link>>
<<elseif $rng gte 60>> /* Alex wake up */
<<link [[Next |Farm Alex Somno Wake]]>><</link>>
<<else>>
<<link [[Next |Farm Alex Somno 3]]>><</link>>
<</if>><<effects>>
<<if $phase is 0>> /* Keep going */
Suddenly, Alex's hands grip onto your arms. <<His>> hips give one final strong jerk against your ass. <<arousal 1500 "bottom">><<garousal>>
<<elseif $phase is 1>> /* Give Alex oral */
<<if $NPCList[0].penis isnot "none">>
Without warning, Alex thrusts forward and ejaculates into your mouth. You manage to swallow most of it. <<bodyliquid "mouth" "semen">>
<<else>>
Without warning, Alex bucks <<his>> hips against your mouth. <<His>> orgasm covers your face in lewd fluids. You lick your lips. It tastes oddly nice. <<bodyliquid "face" "goo">>
<</if>>
<<arousal 1500>><<garousal>>
<<else>> /* Give Alex a hand job */
<<if $NPCList[0].penis isnot "none">>
<<His>> body convulses in orgasmic bliss, covering your hands in cum. <<arousal 1500 "mouth">><<garousal>><<if random(0,1) is 1>><<bodyliquid "rightarm" "semen">><<else>><<bodyliquid "leftarm" "semen">><</if>>
<br><br>
<<His>> grip softens, then releases.
<<else>>
You feel Alex's fluids gushing out of <<his>> quim as <<he>> convulses in orgasmic bliss, leaving a wet spot on the sheets. <<arousal 1500>><<garousal>><<if random(0,1) is 1>><<bodyliquid "rightarm" "goo">><<else>><<bodyliquid "leftarm" "goo">><</if>>
<</if>>
<</if>>
<br><br>
<<if $arousal gte $arousalmax>>
<<link [[Next |Farm Alex Somno Orgasm]]>><</link>>
<<else>>
<<if $phase is 0>>
The tension leaves <<his>> body, and <<he>> sighs, apparently having climaxed. <<He>> clings to you, and you smile. <<stress -6>><<lstress>>
<<else>>
<<if $NPCList[0].penis isnot "none">>
You tuck <<his>> dick back into <<his>> boxers.
<<else>>
You fix <<his>> boyshorts and return to your place in Alex's hold.
<</if>>
<</if>>
<br><br>
You fall asleep soon after.
<br><br>
<<link [[Next|Farm Alex Bed]]>><<set $alexSomno to 0>><<endevent>><</link>>
<</if>><<effects>>
Your own growing pleasure becomes too much.
<<orgasm>>
<<if $phase is 0>> /* Keep going */
Alex's hips continue grinding against you. You ride out your orgasm as <<he>> finishes pleasuring <<himself>> with your body.
<<elseif $phase is 1>> /* Give Alex oral */
Alex continues to grind against your mouth as you come down from your orgasm.
<<else>> /* Give Alex a hand job */
As you ride out your orgasm,
<<if $NPCList[0].penis isnot "none">>
you grip tighter onto <<his>> cock.
<<else>>
you plunge your fingers deeper into Alex's pussy.
<</if>>
<</if>>
<br><br>
You settle back into <<his>> arms and drift off to sleep.
<br><br>
<<link [[Next|Farm Alex Bed]]>><<endevent>><</link>><<effects>>
Your body freezes as you hear a voice not your own. "...Partner?" <<stress 6>><<gstress>>
<br><br>
Alex still sounds sleepy, but also somewhat embarrassed. "What are you doing...?"
<br><br>
<<if $phase is 0>> /* Keep going */
<<if $speech_attitude is "meek">>
"I...You were grinding into me while you slept..." you mumble.
<<elseif $speech_attitude is "bratty">>
"You started humping my ass like a dog in heat. Figured I should help you out a bit," you snicker, pressing your butt further into <<his>> crotch.
<<else>>
"You woke me up by humping me. I thought I should help out a bit," you respond flatly.
<</if>>
<<elseif $phase is 1>> /* Give Alex oral */
<<if $NPCList[0].penis isnot "none">>
<<if $speech_attitude is "meek">>
You stare up at Alex, eyes wide open. You hesitate for a moment before quickly pulling your mouth off Alex's cock. "I... you looked like you were really pent up, so I wanted to help you..." you mumble, precum still dripping from your mouth.
<<elseif $speech_attitude is "bratty">>
You smirk as you slip Alex's dick out of your mouth. "This buddy of yours was poking me while you slept. Figured I would help out," you say as you lick <<his>> precum off your lips.
<<else>>
You slip Alex's cock out of your mouth. "You were really pitching a tent in your sleep. I just wanted to help," you say.
<</if>>
<<else>>
<<if $speech_attitude is "meek">>
You stare up at Alex, eyes wide open. You hesitate as you pull your mouth away from Alex's quim. "I... you were getting really wet, so I wanted to help you..." you mumble, wiping the lewd fluid off your chin.
<<elseif $speech_attitude is "bratty">>
You smirk as you pull your mouth away from Alex's quim. "Your little friend was getting slick everywhere, so I wanted to help and clean it up," you say as you lick the lewd fluid off your lip.
<<else>>
You move your mouth away from Alex's quim. "I felt you getting wet. I just wanted to help you out," you say.
<</if>>
<</if>>
<<else>> /* Give Alex a hand job */
<<if $NPCList[0].penis isnot "none">>
<<if $speech_attitude is "meek">>
You yelp, freezing in place. You let go of <<his>> cock and move your hand away. "I...you felt really pent up, so I just wanted to help you out..." you mumble as you hide your face partly in the pillow.
<<elseif $speech_attitude is "bratty">>
You chuckle, removing your hand from Alex's cock to pinch <<his>> cheek. "Your buddy needed a hand, that's all," you say with a smirk.
<<else>>
You jump at Alex's voice, removing your hand from <<his>> cock. "You were humping my ass while you slept. I wanted to help you out," you say with a small smile.
<</if>>
<<else>>
<<if $speech_attitude is "meek">>
You yelp, freezing in place. You slip your fingers out of Alex's quim, moving your hand away. "I... you were rubbing against me, so I just wanted to help you out..." you mumble as you hide your face partly in the pillow.
<<elseif $speech_attitude is "bratty">>
You chuckle, removing your finger from Alex's quim to pinch <<his>> cheek. "Your little friend was being real needy. You clearly needed a hand," you say with a smirk.
<<else>>
You jump and quickly remove your fingers from Alex's quim. You were rubbing up against me while you slept. I wanted to help you out," you say with a small smile.
<</if>>
<</if>>
<</if>>
<br><br>
<<if C.npc.Alex.love lte 20>>
Alex shoves you off the bed onto the floor. <<pain 8>><<ggpain>>
<br><br>
<<He>> sits up and looks down at you.
<<if C.npc.Alex.dom gte 30>>
"The hell were you thinking? Go sleep in your own damn bed!" Alex shouts at you.
<<else>>
"W-what the hell were you thinking? I... Just go sleep in your own damn bed," Alex shouts.
<</if>>
<<npcincr Alex love -1>><<llove>>
<br><br>
Alex watches you intently. <<He>> won't let you back into the bed for the night.
<br><br>
<<set $alex_bed_spurned to 1>>
<<link [[Next|Farm Alex Bedroom]]>><<set $alexSomnoAngry to 0>><<endevent>><</link>>
<<else>>
Alex's face goes red. <<He>> struggles to find <<his>> words.
<<if C.npc.Alex.dom gte 30>>
"How kind of you to help me out like this. Well, you should finish what you started then," Alex whispers before nipping your ear.
<<else>>
"I... You didn't need to help me out like this... Would you mind finishing up?" Alex whispers before nuzzling into your cheek.
<</if>>
<br><br>
<<link [[Oblige|Farm Alex Somno Wake 2]]>><</link>>
<br>
<<link [[Reject|Farm Alex Somno Wake Reject]]>><</link>>
<</if>><<effects>>
<<if $phase is 0>> /* Keep going */
You waste no time continuing to grind your ass against Alex's crotch.
<<if $player.penisExist or $worn.genitals.name is "chastity parasite">>
<<He>> slips <<his>> hand around to your <<if $worn.genitals.name is "chastity parasite">>$worn.genitals.name stroking<<else>>dick, pumping<</if>> it. <<He>> occasionally squeezes too hard while <<he>> moans.
<<arousal 5000 "genitals">><<gggarousal>>
<<else>>
Alex gropes at your <<breasts>>. <<He>> occasionally pinches your nipples while <<he>> moans.
<<arousal 5000 "breasts">><<gggarousal>>
<</if>>
<<elseif $phase is 1>> /* Give Alex oral */
You waste no time returning to your position in front of Alex's groin.
<<if C.npc.Alex.penis isnot "none">>
You plant a kiss onto the tip <<his>> cock, then take <<his>> length into your mouth, causing <<him>> to groan.
<<else>>
You plant a kiss onto <<his>> clit before dragging your tongue up <<his>> slit. You dip your tongue inside <<his>> quim, causing <<him>> to groan.
<</if>>
<<if C.npc.Alex.dom gte 30>>
You feel <<his>> hands on the back of your head encouraging you to keep going.
<<else>>
You feel <<his>> hands on top of your head. <<He>> strokes it gently.
<</if>>
<<arousal 5000 "mouth">><<gggarousal>>
<<else>> /* Give Alex a hand job */
<<if C.npc.Alex.penis isnot "none">>
You wrap your hand around Alex's shaft and begin quickly pumping <<his>> cock.
<<else>>
You slip your fingers inside of Alex's quim, finger fucking <<him>> roughly.
<</if>>
<br><br>
<<if $worn.genitals.name is "chastity parasite">>
Alex wraps <<his>> hand around your $worn.genitals.name and begins to squeeze.<<arousal 5000 "genitals">><<gggarousal>>
<<elseif playerChastity()>>
You feel <<him>> shudder slightly.<<arousal 2000>><<ggarousal>>
<<elseif $player.penisExist>>
Alex wraps <<his>> hand around your cock and begins to pump.<<arousal 5000 "genitals">><<gggarousal>>
<<elseif $player.vaginaExist>>
Alex shoves <<his>> fingers into your pussy and begins to stroke.<<arousal 5000 "genitals">><<gggarousal>>
<</if>>
<</if>>
<br><br>
<<link [[Continue|Farm Alex Somno Wake 3]]>><</link>><<effects>>
<<if $phase is 0>> /* Keep going */
Alex keeps fondling you, until you eventually push <<him>> over the edge. <<He>> pushes <<his>> crotch against you wildly as <<he>> cums.
<<elseif $phase is 1>> /* Give Alex oral */
Alex grips the back of your head tightly as <<he>> cums in your mouth.
<<if C.npc.Alex.penis isnot "none">>
<<bodyliquid "mouth" "semen">>
<<else>>
<<bodyliquid "mouth" "goo">>
<</if>>
<<else>> /* Give Alex a hand job */
Alex groans
<<if playerChastity()>>
<<if $worn.genitals.name is "chastity parasite">>
, gripping on to your $worn.genitals.name tightly
<</if>>
<<elseif $player.penisExist>>
, gripping on to your cock tightly
<<elseif $player.vaginaExist>>
, thrusting deeply into your quim
<</if>>
as <<he>> cums over your hand.
<<if C.npc.Alex.penis isnot "none">>
<<if random(0,1) is 1>><<bodyliquid "rightarm" "semen">><<else>><<bodyliquid "leftarm" "semen">><</if>>
<<else>>
<<if random(0,1) is 1>><<bodyliquid "rightarm" "goo">><<else>><<bodyliquid "leftarm" "goo">><</if>>
<</if>>
<</if>>
<br><br>
<<if $arousal gte $arousalmax>>
<<orgasm>>
You pant as you calm down from your orgasm. Alex smiles with a devious look.
<br><br>
<</if>>
Alex takes you back into <<his>> arms. "Had your fun, partner?" <<he>> says, bumping <<his>> head against yours. You lazily nod as you relax against the pillow. Alex kisses your forehead. "Night, partner."
<br><br>
<<link [[Next|Farm Alex Bed]]>><<set $alexSomno to 1>><<endevent>><</link>><<effects>>
<<if $speech_attitude is "meek">>
"In...in the morning, Alex," you meekly respond.
<<elseif $speech_attitude is "bratty">>
"I was trying to sleep. We can fuck in the morning," you huff.
<<else>>
"Not right now. Maybe in the morning," you say.
<</if>>
<br><br>
<<if C.npc.Alex.dom gte 30>>
Alex sighs, staying silent for a moment. "Come on, now. Don't you want to know what I was dreaming about?" <<His>> hand travels down to grope your ass.
<br><br>
<<link [[Shove|Farm Alex Somno Wake Pushy]]>><<npcincr Alex dom -1>><</link>><<ldom>>
<br>
<<link [[Give in|Farm Alex Somno Wake Sex]]>><<npcincr Alex dom 1>><<set $sexstart to 1>><</link>><<gdom>>
<<else>>
Alex pouts but doesn't push it further. "Alright then. Night, partner." Alex kisses your cheek before rolling over.
<br><br>
<<link [[Next|Farm Alex Bed]]>><<set $alexSomno to 2>><<endevent>><</link>>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
You move away from Alex. "A-Alex...please wake up," you say as you tap <<his>> legs with your feet.
<<elseif $speech_attitude is "bratty">>
"Alex, wake up, you horny bastard," you say, sounding annoyed. You elbow <<him>>.
<<else>>
You sigh. "Alex, wake up." You nudge <<his>> shoulder.
<</if>>
<br><br>
Alex groans and then yawns. <<He>> hugs onto you tighter, resting <<his>> head on your shoulder. "Something the matter?" <<He>> shifts, then freezes when <<he>> realises what <<he>> was doing. "Fuck..." You roll over to look at Alex.
<br><br>
<<if C.npc.Alex.lust gte 20>>
<<He>> glances between you and <<his>> groin. "How about a night ride?" <<he>> asks, smirking.
<br><br>
<<link [[Accept|Farm Alex Somno Wake Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<link [[Reject|Farm Alex Somno Wake Reject]]>><</link>>
<<else>>
<<He>> looks away before turning <<his>> back to you. <<He>> mumbles an apology, then pulls the blanket over <<him>> entirely.
<br><br>
<<link [[Next|Farm Alex Bed]]>><<endevent>><</link>>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
You wrap your arms around Alex. <<He>> returns the gesture before ravaging your neck with kisses and love bites. <<arousal 600>><<garousal>>
<<set $enemytrust += 100>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Farm Alex Somno Wake Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Farm Alex Somno Wake Sex]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Alex buries <<his>> head in your neck, holding onto you. <<He>> mumbles a 'Good night' before falling asleep. <<lllust>><<npcincr Alex lust -10>>
<br><br>
<<tearful>> you listen to <<his>> snores.
<<set $alexSomno to 1>>
<<elseif $enemyhealth lte 0>>
Alex gives a small yelp. "You could've just said no, you know," <<he>> says, sounding wounded. <<He>> lays back down and faces away from you. <<llove>><<npcincr Alex love -1>>
<br><br>
<<tearful>> you roll over.
<<set $alexSomno to 2>>
<<else>>
Alex pouts. "Gonna be hard to go back to sleep like this," <<he>> sheepishly chuckles.
<br><br>
<<He>> lays back down and faces away from you.
<br><br>
<<tearful>> you roll over.
<<set $alexSomno to 2>>
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Farm Alex Bed]]>><<endevent>><</link>><<effects>>
You shove Alex away, almost knocking <<him>> out of the bed. <<He>> gives you an annoyed look before rolling over. "Good night," you hear <<him>> say, sounding bitter. You return to your original position.
<br><br>
<<link [[Next|Farm Alex Bed]]>><<set $alexSomno to 2>><<endevent>><</link>><<effects>>
You decide to try and go back to sleep. Alex continues to hump your rear. <<stress 6>><<trauma 6>><<gstress>><<gtrauma>>
<br><br>
<<link [[Next|Farm Alex Bed]]>><<endevent>><</link>><<effects>>
<<set _alex to C.npc.Alex>>
You shuffle away from Alex.
<<if _alex.dom gte random(1, 50)>>
<<He>> grasps your waist with an arm, holding you in place, and pushes <<his>> body against yours. "Want me to be rougher?" <<he>> whispers. "I can do that."<<gstress>><<glust>><<stress 6>><<npcincr Alex lust 1>>
<br><br>
<<link [[Struggle free|Farm Alex Climb 2]]>><<def 1>><<npcincr Alex dom -1>><</link>><<ldom>>
<br>
<<link [[Relent|Farm Alex Allow]]>><<sub 1>><<npcincr Alex dom 3>><</link>><<promiscuous1>><<ggdom>>
<br>
<<else>>
<<He>> doesn't stop you climbing from the bed. "Suit yourself," <<he>> says. <<He>> rolls over.
<br><br>
<<link [[Next|Farm Alex Bedroom]]>><<endevent>><<storeon "farm alex bed" "check">><<if _store_check is 1>><<storeon "farm alex bed">><<set $wardrobe_location to "alexFarm">><<wardrobeSelection>><</if>><</link>>
<br>
<</if>><<effects>>
You whack Alex's hand, and struggle from the bed. "Suit yourself," <<he>> says. <<He>> rolls over.
<br><br>
<<set $alex_bed_spurned to 1>>
<<link [[Next|Farm Alex Bedroom]]>><<endevent>><<storeon "farm alex bed" "check">><<if _store_check is 1>><<storeon "farm alex bed">><<set $wardrobe_location to "alexFarm">><<wardrobeSelection>><</if>><</link>>
<br><<effects>>
<<set _alex to C.npc.Alex>>
You gyrate your hips, <<bottomtext>> rubbing your <<bottom>> against Alex's <<print (_alex.penis isnot "none" ? "shaft" : "pussy")>> through the fabric, making it
<<if currentSkillValue("bottomskill") lt 400>>
slowly moisten.
<<elseif currentSkillValue("bottomskill") lt 800>>
quickly moisten.
<<else>>
soaked in an instant.
<</if>>
<<promiscuity1>>
<<He>> becomes more bold, ravaging your neck with kisses.
<br><br>
<<link [[Next|Farm Alex Sex]]>><<set $sexstart to 1>><</link>>
<br><<effects>>
<<set _alex to C.npc.Alex>>
You turn onto your other side, and push Alex away from you.
<<if _alex.dom gte random(1, 50)>>
<<He>> wraps <<his>> arms around your waist and shoulder, and pulls your body against <<hers>>. "You want me to be rough?" <<he>> asks, squeezing your <<bottom>>. "That's okay by me."<<gstress>><<stress 6>><<glust>><<npcincr Alex lust 1>>
<br><br>
<<link [[Push away again|Farm Alex Push 2]]>><<def 1>><<npcincr Alex dom -1>><</link>><<ldom>>
<br>
<<link [[Relent|Farm Alex Go]]>><<sub 1>><<npcincr Alex dom 3>><</link>><<promiscuous1>><<ggdom>>
<br>
<<else>>
<<He>> climbs from the bed. "You'll change your mind," <<he>> says. It's too dark to see <<his>> expression. <<He>> returns to <<his>> room.
<br><br>
<<link [[Next|Farm Bed]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
You shove Alex away, harder this time. <<He>> falls from the bed. "Suit yourself," <<he>> says. "You know where to find me when you change your mind." <<He>> returns to <<his>> room.
<br><br>
<<link [[Next|Farm Bed]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
You move Alex's arms up and down your body, inviting <<him>> to explore.
<<elseif $speech_attitude is "bratty">>
You squeeze Alex's ass back, whilst pushing yours against <<his>> groin.
<<else>>
You spread your legs and wrap your arms around Alex.
<</if>>
<<promiscuity1>>
Encouraged, <<he>> becomes more bold, ravaging your neck with kisses.
<br><br>
<<link [[Next|Farm Alex Sex]]>><<set $sexstart to 1>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Farm Alex Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Farm Alex Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Alex rolls onto <<his>> back.<<lllust>><<npcincr Alex lust -5>><<npcincr Alex love 1>><<glove>>
<<if $bus is "farm_alex_room">>
<<unset $alex_bed>>
<<else>>
<<set $alex_bed to "player">>
<</if>>
<br><br>
<<tearful>> you listen to <<his>> snores.
<br><br>
<<clotheson>>
<<endcombat>>
<<if $bus is "farm_alex_room">>
<<link [[Next|Farm Alex Bed]]>><</link>>
<<else>>
<<link [[Next|Farm Bed]]>><</link>>
<</if>>
<br>
<<elseif $enemyhealth lte 0>>
<<if $bus is "farm_alex_room">>
You shove Alex off the bed, and climb from it the other side. "Didn't know you wanted it that rough," <<he>> says. <<He>> shuffles beneath the sheets.<<llove>><<npcincr Alex love -1>>
<br><br>
<<tearful>> you return to your room.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Farm Bedroom]]>><<storeon "farm alex bed" "check">><<if _store_check is 1>><<storeon "farm alex bed">><<set $wardrobe_location to "alexFarm">><<wardrobeSelection>><</if>><</link>>
<br>
<<else>>
You shove Alex off the bed. "Didn't know you wanted it that rough," <<he>> says. It's too dark to see <<his>> expression. <<He>> returns to <<his>> room.<<llove>><<npcincr Alex love -1>>
<br><br>
<<tearful>> you roll over.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Farm Bed]]>><</link>>
<</if>>
<<else>>
<<if $bus is "farm_alex_room">>
You climb from the bed. "Suit yourself," <<he>> says. <<tearful>> you return to your room.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Farm Bedroom]]>><<storeon "farm alex bed" "check">><<if _store_check is 1>><<storeon "farm alex bed">><<set $wardrobe_location to "alexFarm">><<wardrobeSelection>><</if>><</link>>
<<else>>
Alex climbs from the bed. "Suit yourself," <<he>> says. "You know where I am when you want me to finish you."
<br><br>
<<tearful>> you roll over.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Farm Bed]]>><</link>>
<</if>>
<</if>><<effects>>
You wrap your sheet around you, and storm to Alex's room. You flip the light on, and find <<him>> pretending to sleep.
<br><br>
<<if $speech_attitude is "meek">>
"Y-you shouldn't perve on me like that," you say. "It's rude."
<<elseif $speech_attitude is "bratty">>
"Fucking pervert," you say. "How'd you like it if I did the same to you?"
<<else>>
"Don't be a pervert," you say.
<</if>>
<br><br>
"I don't know what you mean," Alex lies.
<br><br>
You chew <<him>> out a bit longer, but <<he>> persists in denial. <<He>> does seem guilty by the end though.
<br><br>
You return to your bed.
<br><br>
<<link [[Next|Farm Bed]]>><<endevent>><</link>><<effects>>
<<set _alex to C.npc.Alex>>
<<set _chest to (_alex.pronoun is "f" ? _alex.breastsdesc : "muscular chest")>>
<<set _genitals to (_alex.penis isnot "none" ? _alex.penisdesc : "pussy")>>
You wait, allowing enough time for Alex to fall back to sleep, then creep to <<his>> room. You find <<him>> lying on <<his>> back, <<his>> sheets rising and falling with <<his>> breathing.
<br><br>
You cast aside the sheets. <<Hes>> wearing a black T-shirt and <<print (_alex.pronoun is "f" ? "boyshorts" : "boxers")>>.
<br><br>
Careful not make a sound, you peel the <<print (_alex.pronoun is "f" ? "boyshorts" : "boxers")>> down <<his>> thighs, <span class="lewd">revealing <<his>> _genitals.</span>
You keep going, pulling the fabric past <<his>> knees. <<He>> stirs as you reach <<his>> ankles, so you snatch the underwear the rest of the way, removing them from <<his>> body.
<<promiscuity3>>
Alex's hand shoots between <<his>> legs as <<he>> realises what you've done. "F-fuck," <<he>> says as <<his>> cheeks flush. "Don't look." <<He>> reaches for <<his>> underwear, but you step away from the bed.
<br><br>
<<He>> comes after you, tugging <<his>> shirt over <<his>> _genitals.
It's not long or baggy enough for this, and the fabric pulls taut over <<his>> _chest showing off the skin beneath.
<br><br>
<<link [[Give them back|Farm Alex Give]]>><<npcincr Alex love 1>><</link>><<glove>>
<br>
<<link [[Keep teasing|Farm Alex Tease]]>><<npcincr Alex lust 5>><</link>><<athleticsdifficulty 1 1000>><<gglust>>
<br><<effects>>
<<set _alex to C.npc.Alex>>
You hold out <<his>> <<print (_alex.pronoun is "f" ? "boyshorts" : "boxers")>>.
<<He>> hesitates, as if expecting a trick, then snatches them.
<br><br>
<<if $speech_attitude is "meek">>
"I-I just wanted to show you what it's like," you say, turning to allow <<him>> to dress. "I know you were watching me sleep."
<<elseif $speech_attitude is "bratty">>
"I thought you liked this sort of perviness," you say, turning to allow <<him>> to dress. "You seem keen enough to inflict it on me."
<<else>>
"You started it," you say, turning to allow <<him>> to dress. "I know you were watching me sleep."
<</if>>
<br><br>
"I-I don't know what you mean," Alex lies. You think <<he>> got your point regardless.
<br><br>
You return to your bed.
<br><br>
<<link [[Next|Farm Bed]]>><<endevent>><</link>><<effects>>
<<set _alex to C.npc.Alex>>
You stand on Alex's sheets, between <<him>> and the wardrobe. <<He>> lunges for <<his>>
<<print (_alex.pronoun is "f" ? "boyshorts" : "boxers")>>
<<if $athleticsSuccess>>
<span class="green">but you hold them away.</span> <<He>> has to keep one hand tugging <<his>> shirt between <<his>> thighs, putting <<him>> at a disadvantage.<<ldom>><<npcincr Alex dom -1>>
<br><br>
<<if $speech_attitude is "meek">>
"Are you going to punish me for this?" you tease.
<<elseif $speech_attitude is "bratty">>
"Not so fun," you say. "Is it?"
<<else>>
"You want them back?" you ask. "What will you give me for them?"
<</if>>
<br><br>
Alex relents. "You've made your point," <<he>> says, <<his>> face bright red. "Just give them back."
<br><br>
<<link [[Give them back|Farm Alex Tease Give]]>><<npcincr Alex love 1>><</link>><<glove>>
<br>
<<link [[Demand a show|Farm Alex Tease Demand]]>><<npcincr Alex love -1>><<npcincr Alex dom -3>><<npcincr Alex lust 5>><</link>><<llove>><<lldom>><<gglust>>
<br>
<<else>>
<span class="red">and snatches them from your grasp.</span> <<gdom>><<npcincr Alex dom 1>>
<br><br>
<<if $speech_attitude is "meek">>
"I-I just wanted to show you what it's like," you say, turning to allow <<him>> to dress. "I know you were watching me sleep."
<<elseif $speech_attitude is "bratty">>
"I thought you liked this sort of perviness," you say, turning to allow <<him>> to dress. "You seem keen enough to inflict it on me."
<<else>>
"You started it," you say, turning to allow <<him>> to dress. "I know you were watching me sleep."
<</if>>
<br><br>
"I-I don't know what you mean," Alex lies. You think <<he>> got your point regardless.
<br><br>
You return to your bed.
<br><br>
<<link [[Next|Farm Bed]]>><<endevent>><</link>>
<</if>><<effects>>
<<set _alex to C.npc.Alex>>
You chuck the <<print (_alex.pronoun is "f" ? "boyshorts" : "boxers")>> at Alex.
<<if $speech_attitude is "meek">>
"I-I just wanted to show you what it's like," you say, turning to allow <<him>> to dress. "I know you were watching me sleep."
<<elseif $speech_attitude is "bratty">>
"I thought you liked this sort of perviness," you say, turning to allow <<him>> to dress. "You seem keen enough to inflict it on me."
<<else>>
"You started it," you say, turning to allow <<him>> to dress. "I know you were watching me sleep."
<</if>>
<br><br>
"I-I don't know what you mean," Alex lies. You think <<he>> got your point regardless.
<br><br>
You return to your bed.
<br><br>
<<link [[Next|Farm Bed]]>><<endevent>><</link>><<effects>>
<<set _alex to C.npc.Alex>>
<<set _chest to (_alex.pronoun is "f" ? _alex.breastsdesc : "toned chest")>>
<<set _genitals to (_alex.penis isnot "none" ? _alex.penisdesc : "pussy")>>
<<if $speech_attitude is "meek">>
"I-I will," you say. "But I want you to take off your shirt first."
<<elseif $speech_attitude is "bratty">>
"I'll give them back," you say. "If you take off your shirt."
<<else>>
"I will," you say. "If you take off your shirt."
<</if>>
<br><br>
Alex's blush deepens. <<He>> holds <<his>> shirt tighter against <<his>> body and looks away. <<He>> pauses, then in one swift motion, pulls <<his>> shirt up and over <<his>> body and head. <<His>> arms clamp back down, but not before you get another look at <<his>> _genitals.
You get a peek at <<his>> _chest as well.
<br><br>
"Happy?" <<he>> asks.
<br><br>
You chuck the <<print (_alex.pronoun is "f" ? "boyshorts" : "boxers")>> at <<him>>.
<<if $speech_attitude is "meek">>
"I-I just wanted to show you what it's like," you say, turning to allow <<him>> to dress. "I know you were watching me sleep."
<<elseif $speech_attitude is "bratty">>
"I thought you liked this sort of perviness," you say, turning to allow <<him>> to dress. "You seem keen enough to inflict it on me."
<<else>>
"You started it," you say, turning to allow <<him>> to dress. "I know you were watching me sleep."
<</if>>
<br><br>
"I-I don't know what you mean," Alex lies. You think <<he>> got your point regardless.
<br><br>
You return to your bed.
<br><br>
<<link [[Next|Farm Bed]]>><<endevent>><</link>><<set $settingsExitPassage to "Farm Bedroom">>
<<settings>><<set $wardrobe_location to "alexFarm">>
<<effects>><<getTarget true>>
<<wearoutfit>>
<<farm_work_update>>
You are in Alex's bedroom. It's similar to yours. Clothes tumble from the wardrobe, and the desk is cluttered. The window overlooks the road in, and the moor beyond. <<if C.npc.Alex.pregnancy.ultraSoundWallPic is true>>A picture of your most recent ultrasound hangs on the wall.<</if>>
<br><br>
<<if $stress gte $stressmax and !$possessed>>
<<passoutfarmroad>>
<<elseif npcIsPregnant("Alex") and !talkedAboutPregnancy("Alex","pc") and npcBellySize("Alex") gte 1>>
<<alex_cottage_pregnancy_reveal>>
<<else>>
<<if $farm_attack_timer is 0 and Time.hour gte 21 and !$possessed>>
<<npc Alex>><<person1>>
You hear shouting. Alex bolts up. <span class="red">"<<nnpc_Hes Remy>> here,"</span> <<he>> says. "Remy. We can do this. Go get ready, I'll
<<if $farm.tower_guard>>
check on $farm.tower_guard."
<<else>>
see if I can spot them."
<</if>>
<br><br>
<<farm_assault_intro>>
<br><br>
<<link [[Prepare|Farm Assault Wardrobe]]>><<endevent>><<set $phase to 3>><</link>>
<<exit>>
<br>
<<elseif Time.hour is 21 and $alex_to_bed is undefined and !$possessed>>
<<set $alex_to_bed to 1>>
Tired from a day's work, Alex yawns and climbs into bed.
<br><br>
<<elseif Time.dayState is "night" and $alex_bed is undefined>>
<<npc Alex>><<person1>>
Alex snores in <<his>> bed.
<<if Time.hour is 5>>
<br><br>
<<set $alex_bed to "none">>
<<He>> throws the sheets to the floor. <<covered>> "Breakfast," <<he>> yawns.
<<if $daily.alex.bedOrgasm>>
After a moment, <<he>> turns to you, blushing. "I swore I heard something over night. F-forget I said anything."
<<else>>
<<switch $alexSomno>>
<<case 0>> /* Alex didn't wake up */
Alex smiles, "I feel extra refreshed this morning. Feels like it's gonna be a good day."
<<case 1>> /* Alex did wake up and PC finished them off/they had sex */
Alex blushes, "Last night was nice, partner. I feel extra refreshed this morning."
<<case 2>> /* Alex did wake up but no sex */
Alex looks over at you and blushes, though <<he>> seems to avoid eye contact with you.
<</switch>>
<</if>>
<<if $exposed gte 1>>
<<He>> pretends not to ogle as <<he>> leaves the room.<<glust>><<npcincr Alex lust 1>>
<<else>>
<<He>> leaves the room, and you hear the staircase creak.
<</if>>
<</if>>
<<endevent>>
<br><br>
<<elseif $alex_bed isnot "player" and $farm_work.alex is "admin" or ($farm_work.alex is "clearing" and $farm_stage is 12) and !$possessed>>
<<npc Alex>><<person1>>
Alex sits at <<his>> desk, in front of an open laptop and sprawl of paper, talking on the phone.
<<if $exposed gte 1>>
<<He>> tries not to be distracted by your indecency, but keeps stealing glances.<<npcincr Alex lust 1>><<glust>>
<</if>>
<br><br>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "alexFarmAdmin">>
<</if>>
<<endevent>>
<<if playerIsPregnant() and playerAwareTheyArePregnant() and getPregnancyObject().potentialFathers.find(s => s.source === "Alex") and (C.npc.Alex.pregnancy.pcKnowledge isnot true or C.npc.Alex.pregnancy.test is true or C.npc.Alex.pregnancy.test is true) and C.npc.Alex.pregnancy.ultraSound isnot "requested">>
<<pcPregnancyRevealToAlex>>
<</if>>
<<if C.npc.Alex.pregnancy.pcKnowledge is true and C.npc.Alex.pregnancy.ultraSoundPics is true and C.npc.Alex.pregnancy.sample isnot true and getPregnancyObject().potentialFathers.length is 1>>
<<link [[Show Alex your ultrasound pictures (0:05)|Farm PC Ultrasound Pics Show]]>><</link>>
<br><br>
<</if>>
<<farmicon "alexdesk">><<link [[Offer help (1:00)|Farm Alex Admin]]>><<pass 60>><<npc Alex>><<person1>><<npcincr Alex love 1>><<stress 6>><</link>><<skill_difficulty `currentSkillValue("maths")` "Maths" 1 1000>><<glove>><<gstress>>
<br>
<<if $alex_countdown is undefined and C.npc.Alex.love gte 80>>
<<farmicon "alexdesk">><<link [[Cuddle Alex (0:30)|Farm Phone Cuddle]]>><<pass 30>><<npc Alex>><<person1>><<npcincr Alex love 1>><</link>><<glove>>
<br>
<</if>>
<<if hasSexStat("promiscuity", 4) and !$daily.alex.adminOral>>
<<farmicon "alexdesk">><<link [[Crawl beneath the desk|Farm Alex Admin Crawl]]>><<npc Alex>><<person1>><<set $daily.alex.adminOral to true>><</link>><<promiscuous4>>
<br>
<</if>>
<<if checkSextoysGift("Alex") and isLoveInterest("Alex") and checkIfNPCHasCategorySextoy("Alex","strap-on").length <= 5>>
<<sextoysicon "strap-on">><<link [[Gift Alex a strap-on|Alex Gift Strap-on]]>><<npc Alex>><<person1>><</link>>
<br>
<</if>>
<<if canGiftFood("Alex") and $farm_stage gte 7>>
<<skinicon "give">><<link [[Gift Alex food|Alex Gifts List]]>><</link>>
<br>
<</if>>
<</if>>
<<if $farm_stage gte 7>>
There's a desk here. You could work on farm projects.
<br>
<<farmicon "alexdesk">><<link [[Sit at the desk|Farm Upgrades]]>><</link>>
<br><br>
<</if>>
<<if $earSlime.event and $earSlime.noSleep>>
<<if $possessed>>
<<ind>><span class="purple">The slime in your head is silent.</span>
<<else>>
<<ind>><span class="red">The slime wants you to <<print $earSlime.event>> before you can go to bed.</span>
<</if>>
<br>
<<elseif $alex_bed_spurned isnot 1>>
<<farmicon "alexbed">><<link [[Strip and get in Alex's bed|Farm Alex Bed]]>><<undressSleep "farm alex bed">><</link>>
<br>
<<listsleepoutfits "Farm Alex Bed">>
<<if $earSlime.alwaysSleepNaked is false>>
<<farmicon "alexbed">><<link [[Climb in Alex's bed|Farm Alex Bed]]>><</link>>
<<else>>
<<icon "cross.png" "infront">>
<<farmicon "alexbed">>
<<if $possessed>>
<span class="purple">The slime is silent.</span>
<<else>>
<span class="purple">The slime is not allowing you to sleep with anything on.</span>
<</if>>
<</if>>
<br>
<</if>>
<br>
<<if $nextPassageCheck is "Farm Bedroom">>
<span class="nextLink"><<link [[Your room (0:01)|Farm Bedroom]]>><<pass 1>><</link>></span>
<<else>>
<<set _farmbed to ($loveInterest.primary is "Alex" or $loveInterest.secondary is "Alex") ? "alex" : "farm">>
<<if $furnitureLocation is "farm cottage">>
<<set _bed to Furniture.get('bed')>>
<<if _bed is undefined or _bed is null>>
<<set _bed to Furniture.get('bed','bed')>>
<</if>>
<<furnitureicon _bed.iconFile>>
<<else>>
<<bedicon _farmbed>>
<</if>><<link [[Your room (0:01)|Farm Bedroom]]>><<pass 1>><</link>>
<</if>>
<br>
<<main_hall_icon>><<link [[Go downstairs (0:01)|Farm Cottage]]>><<pass 1>><</link>>
<br>
<</if>><<set $bus to "farm_alex_room">><<effects>>
<<wearoutfit>>
<<if Time.dayState is "night" and $alex_bed is undefined>>
You snuggle beside Alex.
<<else>>
You snuggle under the covers.
<<if numberOfEarSlime() and $alex_bed isnot "player" and random(0,100) lt 3 + Math.floor($earSlime.growth / 100) - $earSlime.eventTimer and !$earSlime.event>>
<<set $slimeBedExit to "Farm Alex Bed">>
<<set $slimeBedroomExit to "Farm Alex Bedroom">>
<<setSlimeSleepEvents>>
<<if $earSlimeEvent>>
<<slimeSleepEvents>>
<</if>>
<</if>>
<</if>>
<<if $wraith.state and $wraithPrison and ($moonstate is "evening" or $moonstate is _nightstate)>>
You feel anxious, and your eyes dart over to the mirror.
<</if>>
<br><br>
<<farm_sleep_options>><<effects>>
<<npc Alex>><<person1>>
<<if $phase is 0>> /* Help Alex make breakfast */
You attempt to help Alex with breakfast but <<he>> shoves you away. "I don't need your damn help. And you aren't welcome at the table this morning," Alex says with a harsh tone.
<<else>> /* Eat breakfast */
You sit down at the table before Alex whips around. "You aren't getting anything. Make it yourself," Alex says with a harsh tone. <<He>> doesn't want you in the kitchen.
<</if>>
<br><br>
<<link [[Next|Farm Cottage]]>><<endevent>><</link>><<effects>>
<<npc Alex>><<person1>>
<<alexRemyTattoosCheck "breakfast">>
You join Alex in the kitchen, and offer to assist. <<Hes>> grateful for the help.
<<if $rng gte 81>>
<<wearProp "potato">>
<<He>> asks you to wash and peel potatoes while <<he>> scrambles eggs.
<br><br>
The meal is soon prepared. Scrambled eggs and hashbrowns, made from ingredients gathered on the farm.
<<elseif $rng gte 61>>
<<wearProp "knife" 0 "sharp">>
<<He>> asks you to cut up greens while <<he>> fries bacon.
<br><br>
The meal is soon prepared. Bacon, with a side of vegetables.
<<elseif $rng gte 41>>
<<He>> asks you to knead dough while <<he>> prepares the cream.
<br><br>
The meal is soon prepared. Fresh pastries with a fruity interior, topped with cream.
<<elseif $rng gte 21>>
<<wearProp "tomato">>
<<He>> asks you to wash vegetables while <<he>> blends sauce from a special recipe.
<br><br>
The meal is soon prepared. Savoury crêpes with sautéed vegetables, served with a creamy sauce.
<<else>>
<<wearProp "strawberry">>
<<He>> asks you to wash fruit.
<br><br>
The meal is soon prepared. Yogurt and mixed fruit.
<</if>>
It smells good.
<br><br>
<<link [[Thank Alex|Farm Breakfast]]>><<handheldon>><<npcincr Alex love 1>><<set $phase to 1>><</link>><<glove>>
<br>
<<link [[Chat|Farm Breakfast]]>><<handheldon>><<trauma -6>><<set $phase to 2>><</link>><<ltrauma>>
<br>
<<link [[Eat quietly|Farm Breakfast]]>><<handheldon>><<set $phase to 3>><<stress -6>><</link>><<lstress>>
<br><<effects>>
<<npc Alex>><<person1>>
You sit at the kitchen table as Alex bustles around the kitchen. <<He>> turns from the counter with two plates, and places one in front of you.
<<if $rng gte 81>>
Scrambled eggs and hashbrowns, made from ingredients gathered on the farm.
<<elseif $rng gte 61>>
Bacon, with a side of vegetables.
<<elseif $rng gte 41>>
Fresh pastries with a fruity interior, topped with cream.
<<elseif $rng gte 21>>
Savoury crêpes with sautéed vegetables, served with a creamy sauce.
<<else>>
Yogurt and mixed fruit.
<</if>>
<br><br>
Alex digs in as soon as <<he>> sits.
<br><br>
<<link [[Thank Alex|Farm Breakfast]]>><<npcincr Alex love 1>><<set $phase to 1>><</link>><<glove>>
<br>
<<link [[Chat|Farm Breakfast]]>><<trauma -6>><<set $phase to 2>><</link>><<ltrauma>>
<br>
<<link [[Eat quietly|Farm Breakfast]]>><<set $phase to 3>><<stress -6>><</link>><<lstress>>
<br><<effects>>
<<set _alex to C.npc.Alex>>
<<wearProp "pancake">>
<<if $phase is 1>>
You compliment the food.
<<if $speech_attitude is "meek">>
"It's s-so delicious!" you say. "The f-food in town doesn't come close."
<<elseif $speech_attitude is "bratty">>
"I'm impressed," you say. "Beats the slop in town."
<<else>>
"It's really good," you say. "Better than the restaurants in town."
<</if>>
<br><br>
Alex beams. "Thanks," <<he>> says, shovelling another mouthful.
<<switch random(1, 5)>>
<<case 1>>
<<if _alex.lust gte 20>>
"The food's not the only appetising thing here." <<He>> winks.
<<elseif isLoveInterest("Alex")>>
"You're my motivation."
<<else>>
"I've had a lot of practice."
<</if>>
<<case 2>>
<<if $farm.build_finished.includes("coop 2")>>
"I've more eggs than I know what to do with, thanks to you."
<<elseif $farm.build_finished.includes("coop 1")>>
"Egg surplus. Those chickens multiplied like rabbits. Speaking of...
<<if C.npc.Alex.lust gte 20>>
can't wait 'til we get some time to ourselves." <<He>> winks.
<<else>>
never mind. Food's getting cold." <<He>> scarfs down the rest of <<his>> plate.
<</if>>
<<else>>
"What'd I tell you about our eggs?"
<</if>>
<<case 3>>
"I'm in a good mood.
<<if $farm_attack_timer is 0>>
Whatever goes down tonight, I'm ready for it."
<<elseif isLoveInterest("Alex")>>
I've got my
<<if _alex.dom gte 30>>
<<girl>>,
<<else>>
<<if $player.gender_appearance is "f">>wo<</if>>man,
<</if>>
a thriving business, and our own place together. What more could a <<nnpc_gendery "Alex">> ask for?"
<<else>>
Fingers crossed it stays."
<</if>>
<<case 4>>
<<if $farm.milking.dayMilking is true>>
<<if _alex.dom gte 30>>
"I'm glad you took the initiative to milk yourself. Tastes great."
<<elseif _alex.dom lte -30>>
"I-I should be thanking you for the milk." You spot a reddish tint on <<his>> cheeks.
<<else>>
"I used your milk in this dish. Hope you don't mind. Paid off well, if you ask my tummy."
<</if>>
<<elseif $farm_work.cattle.gender is "m">>
"Our boys make fine milk."
<<else>>
"Our girls make fine milk."
<</if>>
<<case 5>>
"Townies can't compete." <<He>> slams a fist on the table, making everything shake. You steady your plate.
<br><br>
<<if _alex.dom gte 30>>
"Yeah, I said it. What're you gonna do about it?" <<He>> pokes <<his>> tongue out.
<<elseif _alex.dom lte -30>>
"Shit, didn't mean to startle you." <<He>> double checks to make sure you're okay before finishing <<his>> meal.
<<else>>
"Sorry," <<he>> laughs, scratching the back of <<his>> head. "Just saying."
<</if>>
<</switch>>
<<elseif $phase is 2>>
You chat with Alex about the farm and <<his>> plans for the day while you eat.
<<switch random(1, 5)>>
<<case 1>>
"Enough about the farm," <<he>> says at one point. "Tell me something about yourself."
<br><br>
<<farm_tell_alex>>
<<case 2>>
<<silently>><<farm_upgrades_status>><</silently>>
<<if $farm_attack_timer is 0>>
"Remy's paying a visit tonight," <<he>> says after properly swallowing.
<<if _alex.dom gte 30>>
"I can take 'em." <<He>> palms <<his>> fist. "Those fuckers will regret setting foot on my property."
<<elseif _alex.dom lte -30>>
"I won't lie. I'm nervous." <<He>> looks to you expectantly. "You don't have to show, but I'd feel better about our chances."
<<else>>
"Hoping we'll send 'em running back to their mums." <<He>> laughs.
<</if>>
<<elseif _upgrade_count gte 8>>
"The farm couldn't be in a better shape." <<He>> gulps <<his>> food, then grins. "Not much else left to do, but to stay on top of things. For now.
Never thought I'd get this far, to be honest. All thanks to your doing."
<<else>>
<<if $farm.aggro gte 60>>
"The work just keeps piling up, I'm afraid. Doesn't help that thugs keep breathing down our necks,"
<<else>>
"The work just keeps piling up, I'm afraid,"
<</if>>
<<he>> lets out a deep sigh, then puts on a broad smile. "Nothing we can't handle, though."
<</if>>
<<case 3>>
<<if $speech_attitude is "meek">>
"Do you know when we met? I-It's been a while," you ponder.
<<elseif $speech_attitude is "bratty">>
"It feels like ages since I showed up here," you say out loud.
<<else>>
"We've come a long way, huh? Remember when we met?" you wonder.
<</if>>
<<He>> nods at your words.
<br><br>
<<if isLoveInterest("Alex")>>
"I won't ever forget that day." <<Hes>> beaming. "Best thing that ever happened to me, partner." You don't think <<his>> smile could get any wider.
<<else>>
"We've been put through the wringer," <<he>> says with a fond smile. "And I wouldn't have it any other way, partner."
<</if>>
<<case 4>>
<<He>> talks with <<his>> mouth full. Eventually, <<he>> swallows.
<<if $tiredness gte (C.tiredness.max / 5) * 2>>
"Couldn't get enough sleep?" <<he>> asks. "I can tell by that look in your eyes."
<<elseif $tiredness gte (C.tiredness.max / 5) * 3>>
"You should definitely get some shuteye," <<he>> says with a worried expression. "You look about ready to fall over."
<<elseif $arousal gte ($arousalmax / 5) * 3 and _alex.lust gte 20>>
<<He>> takes notice of the heavy flush on your face.
<br><br>
<<if _alex.dom gte 10>>
"Sit tight. I'll be right with you." <<He>> smirks, pressing <<his>> foot against your groin underneath the table.<<arousal 200 "genitals">><<garousal>>
<<elseif _alex.dom lte -10>>
"A-are you thinking what I'm thinking?" <<He>> flushes too.
<<else>>
"What's gotten you so worked up this bright and early? I best see to it," <<he>> teases.
<</if>>
<<else>>
"I need to call my folks again. So much has transpired since <<if $pronoun is "m">>Dad<<else>>Mum<</if>> stopped by."
<</if>>
<<case 5>>
<<He>> almost chokes on <<his>> food, then clears <<his>> throat.
<br><br>
/* Modify to account for tfs*/
<<if $worn.neck.collared is 1>>
<<if $worn.neck.name is "Whitney's collar with leash" or $worn.neck.name is "Whitney's collar">>
<<He>> glances at your collar, "who is whitney?" He asks" <<npcincr Alex love -2>><<npcincr Alex dom 2>>
<<elseif _alex.dom gte 30>>
Without warning, your leash is yanked with such force that you nearly faceplant into the food. "Sorry, I was only getting warmed up." <<He>> grins.
"Seems I underestimated myself."<<arousal 100>><<npcincr Alex lust 1>><<garousal>><<glust>>
<<elseif _alex.dom lte -30>>
<<He>> stares at your collar sheepishly. "Coppers can help you with that. I might be better at it though. Try me." <<He>> pulls on your leash.
<<arousal 100>><<npcincr Alex lust 1>><<garousal>><<glust>>
<<else>>
<<if _alex.dom gte 30>>
Without warning, your leash is yanked with such force that you nearly faceplant into the food. "Sorry, I was only getting warmed up." <<he>> grins.
"Seems I underestimated myself."<<arousal 100>><<npcincr Alex lust 1>><<garousal>><<glust>>
<<elseif _alex.dom lte -30>>
<<He>> stares at your collar sheepishly. "Coppers can help you with that. I might be better at it though. Try me." <<He>> pulls on your leash.
<<arousal 100>><<npcincr Alex lust 1>><<garousal>><<glust>>
<<else>>
"Fancy a good time?" <<he>> says, reaching for your leash. Before you know it, the gap between you and the table is closed with one swift tug.
<<He>> laughs when <<he>> sees the look on your face.<<arousal 100>><<npcincr Alex lust 1>><<garousal>><<glust>>
<</if>>
<</if>>
<<elseif $worn.upper.type.includes("formal", "costume") or $worn.lower.type.includes("formal", "costume")>>
"You're all dressed up," <<he>> says as <<his>> eyes scan your outfit. "Wonder where you're heading off to this early. I guess it's none of my business."
<<elseif $worn.upper.type.includes("holy") or $worn.lower.type.includes("holy")>>
"Pray we get a good harvest." <<He>> smiles, hands on <<his>> hips.
<<elseif $worn.head.name is "football helmet" or $worn.upper.name is "padded football shirt" or $worn.lower.name is "football shorts">>
<<He>> takes notice of your football gear, and looks surprised. "Didn't take you for the type," <<he>> says. "It's been a while since I've played."
<<elseif $worn.upper.type.includes("school") or $worn.lower.type.includes("school")>>
<<if Time.schoolDay>>
"Good luck with school," <<he>> says. "I'm glad I was taught at home."
<<else>>
"Y'know, it's the weekend," <<he>> laughs. <<Hes>> referring to your school uniform.
<</if>>
<<elseif $worn.upper.name is "cow onesie" or $worn.lower.name is "cow print chaps" or $worn.lower.name is "cow onesie bottoms" or $worn.hands.name is "cow sleeves" or $worn.legs.name is "cow socks">>
<<He>> takes notice of your cow print apparel. "I like what I see, cow<<girl>>. You'd fit right in." <<He>> quickly clarifies, "Don't actually try it."
<<elseif $worn.head.name is "cowboy hat" or $worn.lower.name is "cowboy chaps">>
<<He>> takes notice of your cowboy outfit. "When I offered to be partners, I didn't mean the old western type," <<he>> laughs.
<<elseif $worn.upper.type.includes("sleep") or $worn.lower.type.includes("sleep")>>
"You ought to go change soon," <<he>> says. "Would hate to see your jammies get ruined."
<<elseif $worn.head.name is "straw hat">>
<<He>> takes notice of your straw hat. "We've got matching hats." <<He>> beams. "Don't forget your sunscreen."
<<elseif $worn.head.name is "racing helmet" or $worn.head.name is "riding helmet" or $worn.feet.name is "paddock boots" or $worn.feet.name is "field boots">>
<<He>> takes notice of your riding gear. "We can go horseback riding sometime," <<he>> suggests. "If I wasn't so busy."
<<else>>
"I'm hoping the pigs don't take my clothes again," <<he>> sighs. "Make sure you leave room for supper later."
<</if>>
<</switch>>
<<else>>
You eat breakfast. You're not feeling talkative, and Alex seems content to focus on the food.
<</if>>
<br><br>
<<He>> carries the empty plates to the sink.
<br><br>
<<link [[Next|Farm Cottage]]>><<endevent>><</link>>
<br><<effects>>
<<set _alex to C.npc.Alex>>
You make Alex a cup of tea. No sugar, a little milk, as <<he>> likes it.
<br><br>
"Cheers," <<he>> says as you hand <<him>> the cup.
<<if _alex.lust gte 20>>
<<He>> smacks your <<bottom>> as you turn away.
<br><br>
<<link [[Get angry|Farm Breakfast Tea Angry]]>><<npcincr Alex love -1>><<npcincr Alex dom -1>><<stress -6>><</link>><<llove>><<ldom>><<lstress>>
<br>
<<link [[Ignore|Farm Cottage]]>><<npcincr Alex dom 1>><<endevent>><</link>><<gdom>>
<br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Goad|Farm Breakfast Tea Goad]]>><<sub 1>><<npcincr Alex dom 3>><</link>><<promiscuous2>><<ggdom>>
<br>
<</if>>
<<else>>
<br><br>
<<link [[Next|Farm Cottage]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"Th-that's not a very nice way to thank me," you say.
<<elseif $speech_attitude is "bratty">>
"Make your own damn tea next time," you say.
<<else>>
"Don't be rude," you say.
<</if>>
<br><br>
Alex ogles your <<bottom>> while you speak. "Sorry," <<he>> says, grinning. "Couldn't resist."
<br><br>
<<link [[Next|Farm Cottage]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"If my tea displeases," you say. "You should punish me proper."
<<elseif $speech_attitude is "bratty">>
"You call that a smack?" you say, turning the other cheek. "Wuss. Try again."
<<else>>
"I barely felt that," you say. "Try again."
<</if>>
<<promiscuity2>>
Alex rests <<his>> tea on the table, then reaches for your waist. "Not enough for you?" <<he>> asks as <<he>> bends you over <<his>> lap. "How about this?"
<br><br>
<<He>> spanks your <<bottom>> with <<his>> hand, but not very hard.
<br><br>
<<link [[Harder|Farm Breakfast Spank]]>><<sub 1>><<pain 4>><<trauma -6>><</link>><<gpain>><<ltrauma>>
<br>
<<link [[That's enough|Farm Breakfast Spank End]]>><</link>>
<br><<effects>>
<<set _alex to C.npc.Alex>>
You make two cups of tea. No sugar and just a splash of milk for Alex, as <<he>> likes it.
<br><br>
"Cheers," <<he>> says as you hand <<him>> the cup.
<<if _alex.lust gte 30>>
<<He>> smacks your <<bottom>> as you turn away.
<br><br>
<<link [[Get angry|Farm Breakfast Tea Angry]]>><<npcincr Alex love -1>><<npcincr Alex dom -1>><<stress -6>><</link>><<llove>><<ldom>><<lstress>>
<br>
<<link [[Ignore|Farm Cottage]]>><<npcincr Alex dom 1>><<endevent>><</link>><<gdom>>
<br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Goad|Farm Breakfast Tea 2 Goad]]>><<sub 1>><<npcincr Alex dom 3>><</link>><<promiscuous2>><<ggdom>>
<br>
<</if>>
<<else>>
<br><br>
<<link [[Next|Farm Cottage]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"O-oopsey," you say as you tip your own tea on <<his>> thigh. "I'm so clumsy. I hope you don't have to punish me."
<<elseif $speech_attitude is "bratty">>
"You call that a smack?" you say, turning the other cheek. "Wuss. Try again."
<<else>>
"I barely felt that," you say. "Try again."
<</if>>
<<promiscuity2>>
Alex rests <<his>> tea on the table, then reaches for your waist. "Not enough for you?" <<he>> asks as <<he>> bends you over <<his>> lap. "How about this?"
<br><br>
<<He>> spanks your <<bottom>> with <<his>> hand, but not very hard.
<br><br>
<<link [[Harder|Farm Breakfast Spank]]>><<sub 1>><<npcincr Alex lust 5>><<set $daily.alex.spank to true>><</link>><<gpain>><<glust>><<ltrauma>>
<br>
<<link [[That's enough|Farm Breakfast Spank End]]>><</link>>
<br><<effects>>
<<set _alex to C.npc.Alex>>
"Harder," you say.
<<if (_alex.dom + _alex.lust) gte 40>>
<<pain 4>><<trauma -6>>
Alex pulls back <<his>> hand, then strikes your <<bottom>> with another blow. This one stings.
<br><br>
"This is what happens to bad <<girls>> like you," <<he>> says.
<br><br>
<<link [[Harder|Farm Breakfast Spank 2]]>><<sub 1>><<npcincr Alex lust 5>><</link>><<ggpain>><<glust>><<lltrauma>>
<br>
<<link [[That's enough|Farm Breakfast Spank End]]>><</link>>
<br>
<<else>>
Alex pulls back <<his>> hand for another blow, then hesitates.
<br><br>
"That's enough," <<he>> says. "I think you've learned your lesson." <i>Higher dominance and lust would encourage <<him>> to take it further.</i>
<br><br>
<<link [[Next|Farm Cottage]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<set _alex to C.npc.Alex>>
"H-harder," you say.
<<if (_alex.dom + _alex.lust) gte 50>>
<<pain 8>><<trauma -12>>
Alex bullies your <<bottom>> with a volley of stinging blows.
"You'll be a good <<girl>> from now on," <<he>> says. "Won't you?" <<He>> leaves you tingling.
<br><br>
<<link [[Harder|Farm Breakfast Spank 3]]>><<npcincr Alex lust 5>><</link>><<gggpain>><<glust>><<llltrauma>>
<br>
<<link [[That's enough|Farm Breakfast Spank End]]>><</link>>
<br>
<<else>>
Alex pulls back <<his>> hand for another blow, then hesitates.
<br><br>
"That's enough," <<he>> says. "I think you've learned your lesson." <i>Higher dominance and lust would encourage <<him>> to take it further.</i>
<br><br>
<<link [[Next|Farm Cottage]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<set _alex to C.npc.Alex>>
"Harder!" you scream.
<<if (_alex.dom + _alex.lust) gte 60>>
<<pain 12>><<trauma -18>>
Alex pulls back <<his>> hand, and delivers a mighty blow to your sensitive <<bottom>>. Tears launch from your face as the force lurches you forward.
<br><br>
<<if (_alex.dom + _alex.lust) gte 70>>
"Now to make it up to me," <<he>> says. <<He>> pushes your legs off <<his>> lap, and grabs your hair. "Put that mouth of yours to its proper use."
<<He>> <<npcUndressText _alex "lower" "self">>, <<npcRevealText _alex "lower">>.
<br><br>
<<if hasSexStat("promiscuity", 4)>>
<<link [[Lick|Farm Breakfast Oral]]>><<set $sexstart to 1>><<set $daily.alex.breakfastSex to true>><</link>><<promiscuous4>>
<br>
<</if>>
<<link [[Pull away|Farm Breakfast Oral Refuse]]>><<npcincr Alex dom -1>><</link>>
<br>
<<else>>
"I think you've learned your lesson," <<he>> says as <<he>> pushes you off <<his>> lap. <<He>> hesitates when <<he>> sees your tears. "I hope I didn't hit too hard." <i>Higher dominance and lust would encourage <<him>> to take it further.</i>
<br><br>
<<link [[Reassure|Farm Breakfast Spank Reassure]]>><<npcincr Alex dom 1>><</link>><<gdom>>
<br>
<<link [[Complain|Farm Breakfast Spank Complain]]>><<npcincr Alex dom -1>><</link>><<ldom>>
<br>
<</if>>
<<else>>
Alex pulls back <<his>> hand for another blow, then hesitates.
<br><br>
"That's enough," <<he>> says. "I think you've learned your lesson." <i>Higher dominance and lust would encourage <<him>> to take it further.</i>
<br><br>
<<link [[Next|Farm Cottage]]>><<endevent>><</link>>
<br>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<npcoral>>
<<set $enemytrust += 100>><<promiscuity4>>
<</if>>
<<effects>>
Alex sips <<his>> tea.
<br><br>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Farm Breakfast Oral Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Farm Breakfast Oral]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Alex reclines in <<his>> chair and finishes <<his>> tea.<<glove>><<lllust>><<npcincr Alex love 1>><<npcincr Alex lust -10>>
<br><br>
<<tearful>> you return the empty mug to the kitchen.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Farm Cottage]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
Alex shields <<his>> genitals. "You could've said something," <<he>> says. "Ow."<<llove>><<ldom>><<npcincr Alex dom -1>><<npcincr Alex love -1>>
<br><br>
<<tearful>> you recover.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Farm Cottage]]>><</link>>
<br>
<<else>>
"Fine," Alex says. "You can make it up to me later."
<br><br>
<<tearful>> you return to the kitchen.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Farm Cottage]]>><</link>>
<br>
<</if>><<effects>>
You pull away from Alex's grasp. "Fine," <<he>> says. "You'll make it up to me later."
<br><br>
<<link [[Next|Farm Cottage]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"D-don't worry about that," you say. "This is what I wanted."
<<elseif $speech_attitude is "bratty">>
"Don't insult me," you say. "I'd have said something if you were too rough."
<<else>>
"You were good," you say. "I'd have said something if you were too rough."
<</if>>
<br><br>
Alex nods. "It was intense," <<he>> says. "That's all."
<br><br>
<<link [[Next|Farm Cottage]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"Y-you were a bit rough," you say. "I won't be able to sit."
<<elseif $speech_attitude is "bratty">>
"You're a brute," you say. "I won't be able to sit."
<<else>>
"You were too rough," you say. "I won't be able to sit."
<</if>>
<br><br>
Alex nods. "Sorry," <<he>> says. <<He>> looks away.
<br><br>
<<link [[Next|Farm Cottage]]>><<endevent>><</link>>
<br><<effects>>
You squirm free of Alex's grip. "You've learned your lesson," <<he>> says. <<He>> sips <<his>> tea.
<br><br>
<<link [[Next|Farm Cottage]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I-I have other things to do," you say. "And I can't make it as well as you."
<<elseif $speech_attitude is "bratty">>
"I'm not your servant," you say. "Get your own tea."
<<else>>
"I'm busy," you say. "Sorry."
<</if>>
<br><br>
"Fine," Alex says, stretching. "I'll remain parched."
<br><br>
<<link [[Next|Farm Cottage]]>><<endevent>><</link>>
<br><<effects>>
You sit in front of the TV as Alex enters the kitchen. You hear the water boil. Alex returns a minute later, carrying two steaming mugs.
<br><br>
<<if C.npc.Alex.lust gte 20>>
"Anything else I can do?" <<he>> says, bending over to place the mug on the small table beside you.
<br><br>
<<link [[Kiss|Farm Breakfast Kiss]]>><<npcincr Alex love 1>><<npcincr Alex lust 5>><</link>><<kissvirginitywarning>><<glove>><<glust>>
<br>
<<if hasSexStat("promiscuity", 4) and !playerChastity("hidden") and (!playerChastity("cage") or $player.vaginaExist)>>
<<link [[Press Alex's head into your groin|Farm Breakfast Receive Oral]]>><<set $sexstart to 1>><<set $daily.alex.breakfastSex to true>><</link>>
<br>
<</if>>
<<link [[Just drink your tea|Farm Breakfast Just]]>><</link>>
<br>
<<else>>
The tea is relaxing.
<br><br>
<<if Time.hour gte 6>>
<<He>> glances at the clock on the wall. "Time for work. I'll see you around," <<he>> says, rising to <<his>> feet and heading for the door.
<br><br>
<<link [[Next|Farm Cottage]]>><<endevent>><</link>>
<br>
<<else>>
<<farm_cottage_tv_options>>
<<link [[Stand up|Farm Cottage]]>><<endevent>><</link>>
<br>
<</if>>
<</if>><<effects>>
You hold the back of Alex's head, and pull <<him>> into a kiss.<<set $consensual to 1>>
<<if $farm_stage gte 7 and $alex_countdown is undefined>>
<<takeKissVirginity "Alex" "loveInterest">>
<<else>>
<<takeKissVirginity "Alex" "romantic">>
<</if>>
<<promiscuity1>>
<<He>> straddles you, pinning you to the chair as <<his>> lips work down your jaw, then assault your neck. <<He>> gives you a playful bite before rolling onto the sofa beside you.
<br><br>
<<farm_cottage_tv_options>>
<<link [[Stand up|Farm Cottage]]>><<endevent>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
Alex looks you in the eye as <<he>> drops to <<his>> knees in front of you. <<He>> rests <<his>> hands on <<his>> thighs.
<<maninit>>
<<if $player.penisExist and $player.vaginaExist>>
<<if random(1, 2) is 2 and !playerChastity("cage")>>
<<set $NPCList[0].mouth to "penisentrance">><<set $penisuse to "othermouth">><<set $penisstate to "othermouthentrance">><<set $penistarget to 0>>
<<else>>
<<set $NPCList[0].mouth to "vaginaentrance">><<set $vaginause to "othermouth">><<set $vaginastate to "othermouthentrance">><<set $vaginatarget to 0>>
<</if>>
<<elseif $player.penisExist and !playerChastity("cage")>>
<<set $NPCList[0].mouth to "penisentrance">><<set $penisuse to "othermouth">><<set $penisstate to "othermouthentrance">><<set $penistarget to 0>>
<<else>>
<<set $NPCList[0].mouth to "vaginaentrance">><<set $vaginause to "othermouth">><<set $vaginastate to "othermouthentrance">><<set $vaginatarget to 0>>
<</if>>
<<set $enemytrust += 100>><<promiscuity4>>
<<set $NPCList[0].location.head to "genitals">>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or $orgasmdown gte 1>>
<span id="next"><<link [[Next|Farm Breakfast Receive Oral Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Farm Breakfast Receive Oral]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Alex leans against the chair, panting. "Shit," <<he>> says. "I wanted to get you off."
<br><br>
<<tearful>> you make room for <<him>> on the sofa.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $enemyhealth lte 0>>
<<He>> drops backward, into a sitting position. "Am I that out of practice?" <<he>> says.
<br><br>
<<tearful>> you make room for <<him>> on the sofa.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $orgasmdown gte 1>>
You shut your eyes as the orgasm wracks your body. You open them, and find Alex grinning at you. "I think you liked that," <<he>> says. "I treat my <<girl>> right."
<br><br>
<<tearful>> you make room for <<him>> on the sofa.
<br><br>
<<clotheson>>
<<endcombat>>
<<else>>
<<tearful>> you make room on the sofa beside you.
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<<npc Alex>><<person1>>
<<farm_cottage_tv_options>>
<<link [[Stand up|Farm Cottage]]>><<endevent>><</link>>
<br><<effects>><<wearProp "tea">>
<<if $speech_attitude is "meek">>
"I-I'm fine," you say. "Thanks for the tea."
<<elseif $speech_attitude is "bratty">>
"That'll be all," you say. You take a sip of tea.
<<else>>
"I'm fine," you say. "Thanks for the tea."
<</if>>
<br><br>
Alex slumps onto the chair beside you.
<br><br>
<<farm_cottage_tv_options>>
<<link [[Stand up|Farm Cottage]]>><<endevent>><</link>>
<br><<effects>>
<<if $daily.alex.spank and $pain gte 20>>
<<He>> looks remorseful when <<he>> sees your tears, and wipes them with one hand, gently patting your back with the other.
<<He>> gives you awkward reassurances, but you can tell <<hes>> trying <<his>> best. You feel slightly better.<<pain -10>><<lpain>>
<br><br>
<</if>>
<<if $rng gte 91>>
You watch a nature documentary. It observes ?animals in their natural habitat. Alex seems interested. <<He>>
<<print either("shields your eyes from a particularly graphic scene", "leans forward to get a closer look", "shares some animal facts with you")>>.
<<elseif $rng gte 81>>
You watch an infomercial. It's <<print either("strange", "absurdly expensive", "not in your age demographic", "clearly meant for mature audiences")>>.
<<switch random(1, 3)>>
<<case 1>>
"It's wild," <<he>> says. "The things people sell these days."
<<case 2>>
"C'mon, who'd fall for that?" <<He>> gestures bewilderedly at the screen.
<<case 3>>
"My <<sister_npc>> bought that once," <<he>> chuckles. "It came busted."
<</switch>>
<<elseif $rng gte 71>>
You watch the news. It's <<print either("some famous person's birthday", "the weather", "showing off the locales", "interviewing the locals")>>. Alex complains about nothing in particular.
<<elseif $rng gte 61>>
You watch an old sports game. Alex <<if random(1,2) is 1>>cheers vibrantly when <<his>> team scores a goal.<<else>>agonises over a loss, despite already knowing the outcome of the game.<</if>>
<<elseif $rng gte 51>>
You watch a foreign sitcom. Alex complains about reruns. "<<print either("I left off on a cliffhanger,", "I thought this was a different episode,", "Not this again,")>>" <<he>> sighs.
<<elseif $rng gte 41>>
You watch a drama. Alex stares out the window.
<<if Weather.precipitation is "rain">>
"It's nasty out," <<he>> groans.
<<elseif Weather.precipitation is "snow">>
<<if $christmas is 1 and Time.monthDay is 25>>
"Just in time for Christmas," <<he>> says.
<<else>>
<<if random(1,2) is 1>>"Be sure to bundle up," <<he>> says.<<else>>"Hope you're prepared to shovel," <<he>> laughs, then sighs. "My back's not looking forward to it."<</if>>
<</if>>
<<elseif Weather.fog>>
"Foggy, as usual," <<he>> remarks.
<<else>>
"I could've sworn..." <<He>> trails off.
<</if>>
<<elseif $rng gte 31>>
You try to watch something, but the volume's too quiet. Alex turns it up, then back down during an action scene. "I hate when that happens," <<he>> says.
<<elseif $rng gte 21>>
You watch an animated show. Alex<<print either("'s eyes widen with nostalgia", " barely pays attention", " laughs at slapstick")>>. You share <<his>> sentiment.
<<elseif $rng gte 11>>
Alex squeezes your arm, gestures at the TV, and beams. "I've seen this a zillion times, but this part always gets me." You perk up a little.
<<else>>
Alex flips through the channels, but you're unable to find anything you like. "Nothing good on this hour." <<He>> shrugs.
<</if>>
<br><br>
<<if Time.hour gte 6>>
<<He>> glances at the clock on the wall. "Time for work. I'll see you around," <<he>> says, rising to <<his>> feet and heading for the door.
<br><br>
<<link [[Next|Farm Cottage]]>><<endevent>><</link>>
<br>
<<elseif $alex_countdown is undefined>>
<<link [[Keep watching (0:20)|Farm Breakfast TV]]>><<pass 20>><<stress -6>><</link>><<lstress>>
<br>
<<link [[Cuddle Alex (0:40)|Farm Breakfast Cuddle]]>><<npcincr Alex love 1>><<pass 40>><</link>><<glove>>
<br>
<<link [[Stop|Farm Cottage]]>><<endevent>><</link>>
<br>
<<else>>
<<link [[Keep watching (0:20)|Farm Breakfast TV]]>><<pass 20>><<stress -6>><</link>><<lstress>>
<br>
<<link [[Stop|Farm Cottage]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<set _alex to C.npc.Alex>>
<<alexRemyTattoosCheck "cuddle">>
You get comfy beside Alex.
<<if $daily.alex.spank and $pain gte 20>>
<<He>> looks remorseful when <<he>> sees your tears, and wipes them with one hand, gently patting your back with the other.
<<He>> gives you awkward reassurances, but you can tell <<hes>> trying <<his>> best. You feel slightly better.<<pain -10>><<lpain>>
<br><br>
<</if>>
<<switch random(1, 10)>>
<<case 1>>
<<if _alex.dom gte 30>>
<<He>> drops the remote. "Shit," <<he>> says. "Mind getting that for me?" You reach over, and hand it to <<him>>. "Thanks." <<He>> looks away from you, whistling idly.
<br><br>
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1 and hasSexStat("exhibitionism", 5)>>
You realise <<he>> dropped it on purpose to look up your skirt, prompting you to flip it back up when <<he>> looks your way again.
<<He>> avoids your gaze, then smirks, blushing profusely.<<npcincr Alex lust 3>><<glust>>
<<elseif setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
You get flustered, and realise <<he>> dropped it on purpose to look up your skirt. You ruffle <<his>> hair until <<he>> admits to it.<<stress 6>><<gstress>><<npcincr Alex lust 1>><<glust>>
<<else>>
<<He>> sports a big grin on <<his>> face, which you question. "I saw something good. Brightened my day a little."<<npcincr Alex lust 1>><<glust>>
<</if>>
<<elseif _alex.dom lte -30>>
The remote falls off. "I'll get that," <<he>> says.
<br><br>
Your gaze lingers at <<his>> <<print (_alex.pronoun is "f" ? "boyshorts" : "boxers")>> taut against <<his>> toned butt as <<he>> reaches to grab it.
"I-I'm onto you." Alex blushes, pointing at you as <<he>> slouches back.<<npcincr Alex lust 1>><<glust>><<arousal 100>><<garousal>>
<<else>>
The remote falls off. You both reach for it at the same time, and your hands meet. <<He>> can't help but chuckle, and you follow suit.
<</if>>
<<case 2>>
<<He>> strokes your hair while you gaze at the sunrise together. "It's gorgeous. I know someone like that. <<pShes>> real close."
<<He>> leans in to kiss your cheek, then grins. "I don't have to go far."
<<case 3>>
<<He>> flips the channel. It's a movie in the middle of a lewd scene. <<He>> glimpses at you, but changes it quickly.<<npcincr Alex lust 1>><<glust>>
<<if Time.hour isnot 6>>
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Tease about it|Farm TV Tease]]>><<npcincr Alex lust 5>><<arousal 200>><</link>><<promiscuous1>><<glust>><<garousal>>
<br>
<</if>>
<<link [[Ask what Alex saw|Farm TV Ask]]>><<npcincr Alex lust 3>><<arousal 100>><</link>><<glust>><<garousal>>
<</if>>
<<case 4>>
You press foreheads together, and rub your noses together during a commercial break.
<<case 5>>
You displace <<his>> <<npcClothesText _alex "upper">>, exposing <<his>> toned midriff. You blow hot air and rub your face against it. <<He>> cracks up at the sight.<<npcincr Alex lust 1>><<glust>>
<<case 6>>
"It's nice and quiet," <<he>> says as <<he>> fluffs the pillows. "Wish we could spend all day like this." <<He>> spoons you, and
<<if (($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled")) and $transformationParts.bird.wings isnot "hidden") or (($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled")) and $transformationParts.angel.wings isnot "hidden") or (($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled")) and $transformationParts.demon.wings isnot "hidden") or (($fallenangel gte 2 or ($transformationParts.fallenAngel.wings isnot "hidden" and $transformationParts.fallenAngel.wings isnot "disabled")) and $transformationParts.fallenAngel.wings isnot "hidden")>>
strokes your wings.
<<elseif ($wolfgirl gte 3 and $transformationParts.wolf.ears isnot "hidden") or ($cat gte 4 and $transformationParts.cat.ears isnot "hidden") or ($cow gte 4 and $transformationParts.cow.ears isnot "hidden") or ($fox gte 4 and $transformationParts.fox.ears isnot "hidden")>>
scratches behind your ears.
<<elseif ($wolfgirl gte 6 or ($transformationParts.wolf.tail isnot "hidden" and $transformationParts.wolf.tail isnot "disabled")) or ($fox gte 6 or ($transformationParts.fox.tail isnot "hidden" and $transformationParts.fox.tail isnot "disabled"))>>
rubs your tummy.
<<elseif ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled"))>>
pets your hair.
<<elseif ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>
scratches your nose.
<<else>>
strokes your face.
<</if>>
Feeling at peace, you gaze into each other's eyes.
<<case 7>>
<<if C.npc.Alex.pregnancy.noBirthControl isnot true and ($playerPregnancyHumanDisable is "f" or $npcPregnancyDisable is "f") and (!npcIsPregnant("Alex") or !playerIsPregnant()) and C.npc.Alex.gender isnot $player.gender>>
<<set C.npc.Alex.pregnancy.noBirthControl to true>>
<</if>>
<<if (npcIsPregnant("Alex") or playerIsPregnant()) and (C.npc.Alex.pregnancy.selfKnowledge or C.npc.Alex.pregnancy.pcKnowledge)>>
"What do you think about <<if childrenCountBetweenParents("Alex","pc") gte 1 or childrenCountBetweenParents("pc","Alex") gte 1>>our family growing<<else>>us having a family<</if>> soon?" you ask, resting your head on <<his>> shoulder.
<br><br>
<<He>> wraps an arm around you and pauses for a moment.
"Being blunt, I'm nervous. It still feels surreal."
<br><br>
"Are you happy about it?" you ask.
<br><br>
"Of course." <<He>> softly bumps <<his>> head against yours. "Couldn't be any happier."
<<elseif C.npc.Alex.pregnancy.pills is "fertility" and C.npc.Alex.pregnancyAvoidance is 0>>
"Do you think this is gonna work? You know, this baby thing," you ask Alex.
<br><br>
<<He>> wraps an arm around you and pauses for a moment.
"I'm not sure. Even taking the right measures, it still is a difficult task to get pregnant."
<br><br>
"Maybe we should work a little harder?"
<br><br>
"Sure, cow<<if $player.gender_appearance is "f">>girl<<else>>boy<</if>>." <<He>> softly bumps <<his>> head against yours. "Won't catch me complaining about that."
<<elseif childrenCountBetweenParents("pc","Alex") gte 1 or childrenCountBetweenParents("Alex","pc") gte 1>>
"What do you think about us having a family now?" you ask, resting your head on <<his>> shoulder.
<br><br>
<<He>> wraps an arm around you, and pauses for a moment.
"Honestly, I never expected it. Not so soon, at least."
<br><br>
"Are you happy about it?" you ask.
<br><br>
"Of course." <<He>> softly bumps <<his>> head against yours. <<if C.npc.Alex.pregnancy.nursery is true>>"Couldn't be any happier."<<else>>"But I do miss my little fellas."<</if>>
<<else>>
"What do you think about having a family?" you ask, resting your head on <<his>> shoulder.
<br><br>
<<He>> wraps an arm around you, and pauses for a moment.
<<if (knowsAboutAnyPregnancy("pc", "Alex") and C.npc.Alex.gender is "m") or ($genderknown.includes("Alex") and $player.penisExist and C.npc.Alex.gender is "f") or ($genderknown.includes("Alex") and $player.gender isnot _alex.gender) or (!$genderknown.includes("Alex") and $player.gender_appearance isnot _alex.gender)>>
"Being honest, I didn't consider it. Dunno how I'll manage without booze. But I wouldn't mind. If it makes you happy, I'd be tenfold," <<he>> says, beaming at you.
<<else>>
"We could adopt. But I heard it's expensive. And we've got our hands full as is. Dunno how I'll manage without booze." <<He>> suddenly grins. "If it makes you happy though, I'd be tenfold."
<</if>>
<br><br>
"And if I don't want kids?"
<br><br>
"Then why'd you ask?" <<He>> softly bumps <<his>> head against yours. "Like I said. Whatever makes you happy."
<</if>>
<<case 8>>
You reach over <<his>> shoulder, and try to snatch the remote.
<<if $bodysize is 3>>
<<He>> raises it up high, but you're tall enough to seize it anyway. "Fuck, I should've known," <<he>> cracks up.
<br><br>
You swoop in to kiss <<him>> mid-laugh, and <<he>> turns red.<<takeKissVirginity "Alex" "loveInterest">>
<<elseif currentSkillValue('athletics') gte 800>>
<span class="green"><<His>> reflexes are fast, but yours prove faster.</span> "You won, fair and square. Now give it back." <<He>> folds <<his>> arms.
<br><br>
<<if $speech_attitude is "meek">>
"A-are you mad?" you giggle, clinging your arms to <<hers>>. "M-maybe you should watch me instead."
<<elseif $speech_attitude is "bratty">>
"Did I touch a nerve?" you tease, flicking <<his>> nose. "I should be your main source of entertainment."
<<else>>
"Don't be grumpy," you say, placing yourself between <<his>> arms and chest. "You've got access to a show, right in front of you."
<</if>>
<br><br>
<<His>> demeanor slips as <<he>> cracks a smile. "You're absolutely right." Shortly after, you exchange a playful kiss.<<takeKissVirginity "Alex" "loveInterest">>
<<else>>
<span class="red"><<He>> readily moves it away.</span> You slip, and hang off the sofa. "I've got you," <<he>> exclaims,
<<if _alex.dom gte 30>>
grabbing your <<bottom>> and hoisting you onto <<his>> lap. "I'm sorry. I'd never let my <<girl>> down." <<He>> slides a hand down the small of your back.
<<elseif _alex.dom lte -30>>
pulling you back up. "You gave me a fright. Are you okay?" When you nod, <<he>> sighs in relief, and rubs your back. "Just say something next time."
<<else>>
pulling you back up. "That was a close one. Sorry." <<He>> wraps an arm around you and after a moment, starts laughing. "I couldn't just let you win though."
<</if>>
<br><br>
You lean forward, expecting a kiss. <<He>> indulges you, and after some playful back and forth, pulls away, blushing.<<takeKissVirginity "Alex" "loveInterest">>
<</if>>
<<case 9>>
You lock your arms and legs around <<him>>, just as <<hes>> about to shift.
<br><br>
<<if _alex.dom gte 30>>
<<He>> squeezes you tightly into <<his>> toned arms. "Looks like we had the same idea." <<He>> grins.
<<elseif _alex.dom lte -30>>
"I was just making myself comfy," <<he>> yawns, wrapping your arms around <<himself>> as <<he>> lies on your chest.
<<else>>
"Don't worry, I'm not going anywhere." <<He>> gives you a warm smile, and pulls you into a secure embrace.
<</if>>
<<case 10>>
Your hands traverse <<his>> legs, and you clutch <<his>> toned thighs.<<npcincr Alex lust 1>><<glust>>
<br><br>
<<if $daily.alex.breakfastSex>>
"R-revved up for round two?" <<he>> says, a blush spreading across <<his>> face. "You're something else. Give me some time to warm up, first."
<<elseif _alex.dom gte 30>>
"Best be careful, tempting me like that," <<he>> whispers, and blows into your ear. "I bet you'd like the result."
<<elseif _alex.dom lte -30>>
"What've you got planned in that head of yours?" <<He>> flushes instantaneously, giving you a coy smile.
<<else>>
"You can settle down, <<girl>>," <<he>> says in a low voice, taking you by the hands. "We've plenty of time to ride later."
<</if>>
<</switch>>
<br><br>
<<if Time.hour gte 6>>
<<He>> glances at the clock on the wall and rises to <<his>> feet. "Time for work. Hope to see you around." <<He>> smiles, waving goodbye.
<br><br>
<<link [[Next|Farm Cottage]]>><<endevent>><</link>>
<br>
<<else>>
<<if (playerPregnancyPossibleWith("Alex") or NPCPregnancyPossibleWithPlayer("Alex")) and C.npc.Alex.pregnancy.noBirthControl is true and C.npc.Alex.pregnancy.pills isnot "fertility">>
<<link [[Ask to have a baby|Farm Cottage Baby Request]]>><</link>>
<<if C.npc.Alex.vagina isnot "none">>
<i><span class="blue">This will make Alex more fertile till <<nnpc_his "Alex">> next pregnancy.</span></i>
<<else>>
<i><span class="blue">This will make Alex more virile till your next pregnancy.</span></i>
<</if>>
<br><br>
<</if>>
<<link [[Keep cuddling (0:20)|Farm Breakfast Cuddle]]>><<npcincr Alex love 1>><<pass 20>><</link>><<glove>>
<br>
<<link [[Watch TV (0:20)|Farm Breakfast TV]]>><<pass 20>><<stress -6>><</link>><<lstress>>
<br>
<<link [[Get up|Farm Cottage]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<set _alex to C.npc.Alex>>
<<set $daily.alex.tvTease to true>>
<<if $speech_attitude is "meek">>
"W-were you imagining us instead?" You smile coyly, caressing <<his>> neck.
<<elseif $speech_attitude is "bratty">>
You grab Alex by the collar and look <<him>> in the eye. "Admit it. You want us to act that out."
<<else>>
You cup <<his>> cheek and ask softly, "Saw something you wanted to try?"
<</if>>
<br><br>
"N-no, I-" Alex swallows. "It hadn't crossed my mind." You know <<hes>> lying.
<br><br>
<<if $speech_attitude is "meek">>Frustrated<<elseif $speech_attitude is "bratty">>Determined<<else>>Focused<</if>>, you push <<him>> against the headrest and straddle <<him>>.
<<if $player.breastsize gte 5>>
The sight of your <<breasts>> looming over <<his>> face makes <<him>> audibly gulp.
<<else>>
The pressure of your <<bottom>> on <<his>> lap becomes too much for <<him>> to withstand.
<</if>>
<<promiscuity1>>
<<His>> pretence shatters, and <<he>> holds the back of your head, as well as your thigh. <<He>> leans in with parted lips.
You swerve at the last second. <<He>> looks baffled and
<<if _alex.dom gte 30>>
sighs. "Keep teasing me like that, and I might just lose it."
<<elseif _alex.dom lte -30>>
stammers. "D-did I do something wrong?"
<<else>>
wide-eyed. "Wh-what was that all about?"
<</if>>
<br><br>
You don't say anything, and resume cuddling like it never happened.
<br><br>
<<farm_cottage_tv_options>>
<<link [[Get up|Farm Cottage]]>><<endevent>><</link>>
<br><<effects>>
<<set $daily.alex.tvTease to true>>
<<if $speech_attitude is "meek">>
"Hey..." You briefly squeeze <<him>> and plead. "I wanted to see. P-please change it back?"
<<elseif $speech_attitude is "bratty">>
"Hey, I didn't get to see shit," you complain, punching <<his>> arm lightly. "I'd appreciate it if you'd change it back for me."
<<else>>
"Hey, I didn't get to see," you say as you wrap your arms around <<him>>. "Could you change it back for me?"
<</if>>
<br><br>
Alex starts to flush, fanning <<himself>> with <<his>> collar. "Th-there wasn't anything worth seeing." <<He>> hesitates. "I did you a favour."
<br><br>
<<if $speech_attitude is "meek">>
"Th-that doesn't look right." You gently grab <<his>> wrists and look <<if $bodysize isnot 3>>up <</if>>at <<him>>. "Please tell me."
<<elseif $speech_attitude is "bratty">>
"Your face tells a different story, you liar." You cross your arms and lean forward. "Fess up. Now."
<<else>>
"I'm pretty sure we're in room temperature." You creep up to <<his>> face. "Tell me, what did you see?"
<</if>>
<br><br>
<<He>> shakes <<his>> head, keeping <<his>> lips sealed. You continue to press <<him>>.
<br>
<<He>> squirms. You're told that it was a scene about two people. You press further.
<br>
<<His>> reservation cracks. It felt embarrassing to <<him>>. Further.
<br>
<<He>> stammers out that <<he>> can't explain. You ask why.
<br>
Then, <<he>> raises <<his>> voice. "They were going at it, alright? N-naked-"
<br>
You eagerly wait. "I-I thought about us instead," <<he>> heaves, <<his>> face and neck fiercely red.
<br>
"I knew it all along," you finally admit. "I was just messing with you."
<br>
"Y-you... You mean to tell me-" <<He>> trails off, in disbelief.
<br><br>
After a few moments, you resume cuddling like nothing happened.
<br><br>
<<farm_cottage_tv_options>>
<<link [[Get up|Farm Cottage]]>><<endevent>><</link>>
<br><<effects>>
You pull up a chair, and help Alex manage the business.
<<if $rng gte 3>>
<<He>> talks to one of your customers in town. They sound pleased by the quality of the farm's
<<print either("milk", "eggs", "truffles", "produce", "yield", "grains", "fruit", "vegetables", "harvest")>>.
<<elseif $rng gte 2>>
<<He>> talks to one of your suppliers, and tries to negotiate a better deal.
<<else>>
<<He>> gives you a rundown of the farm's expenses.
<</if>>
<br><br>
<<if currentSkillValue('maths') gte random(1, 1000)>>
<<if $rng gte 3>>
<span class="green">You convince Alex to charge more per <<print either("pint", "gallon", "kilo", "gram", "weight", "carton", "bushel", "ton")>>.</span><<farm_yield 3>><<ggfarm>>
<br><br>
"You're quick on your feet," <<he>> says. "Thanks for the help."
<<elseif $rng gte 2>>
You find an email from another business buried in Alex's spam folder, offering a better deal. You show it to Alex, <span class="green">and <<he>> uses it as leverage.</span><<farm_yield 3>><<ggfarm>>
<br><br>
"Guess I should check my email more often," <<he>> chuckles.
<<else>>
<span class="green">You spot some pennies that could be saved.</span><<farm_yield 3>><<ggfarm>>
<br><br>
"Every penny counts," <<he>> says, patting your back. "Good work."
<</if>>
<<else>>
The desk is a chaotic mess, and the contents of <<his>> laptop are no better. You organise things. <<mathsskill 2>><<ggmaths>>
<br><br>
"Thanks anyway," Alex holds the phone closer to <<his>> face. "Sorry. You were saying?"
<</if>>
<br><br>
<<link [[Next|Farm Alex Bedroom]]>><<endevent>><</link>>
<br><<effects>>
<<alexRemyTattoosCheck "cuddleDesk">>
You sit beside Alex, and make yourself comfy.
<<switch random(1, 8)>>
<<case 1>>
<<Hes>> in an intense conversation with a supplier, but shows no sign of discomfort. <<He>> wraps <<his>> free arm around you.
<<case 2>>
<<Hes>> talking to a customer, but doesn't seem to mind. You catch <<him>> grinning at you every now and then.
<<case 3>>
<<Hes>> on hold. <<He>> pulls you in and pecks your cheek, beaming.
<<case 4>>
<<Hes>> in the middle of dialling. "Nice timing," <<he>> teases, ruffling your hair. "It's the calm before the storm. Get ready."
<<case 5>>
<<He>> tries to keep <<his>> mind off the call. <<His>> gaze meets yours. "I'm glad you moseyed over." <<He>> smiles faintly.
<<case 6>>
You rub your cheek against <<his>>, content to listen to the sound of <<his>> voice.
<<case 7>>
Bored, you bump your head against <<hers>>.
<<if (($demon gte 2 or $transformationParts.demon.horns is "default") and $transformationParts.demon.horns isnot "hidden") or (($cow gte 2 or $transformationParts.cow.horns is "default") and $transformationParts.cow.horns isnot "hidden")>>
<<He>> recoils in pain, and you suddenly remember you have horns. Before you can apologise, <<he>> bumps back. You both laugh, hands on your foreheads.
<<else>>
<<He>> does the same. This exchange continues for quite some time.
<</if>>
<<case 8>>
<<if $exposed gte 1>>
<<Hes>> transfixed by your <<lewdness>>. "Y-yes. I was listening," <<he>> stutters on the phone, noticeably blushing.
<<else>>
You stare at the sheer amount of clutter on <<his>> desk. You hear <<him>> sigh. "I know how it looks, but I've got bigger priorities." <<He>> winks and nudges your shoulder.
<</if>>
<</switch>>
<br><br>
<<if Time.hour gte 21>>
<<He>> glances at <<his>> bedside clock, and rises to <<his>> feet. "Time to hit the hay," <<he>> says, kissing you goodnight.<<takeKissVirginity "Alex" "loveInterest">>
<br><br>
<<link [[Get up|Farm Alex Bedroom]]>><<endevent>><</link>>
<br>
<<else>>
<<link [[Keep cuddling (0:30)|Farm Phone Cuddle 2]]>><<npcincr Alex love 1>><<pass 30>><</link>><<glove>>
<br>
<<link [[Get up|Farm Alex Bedroom]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<set _alex to C.npc.Alex>>
<<switch random(1, 10)>>
<<case 1>>
"You're strong," you whisper, feeling up <<his>> toned arms. Alex swells <<his>> chest, and feel yours after ending a call.<<npcincr Alex lust 1>><<glust>>
<br><br>
<<if currentSkillValue('physique') gte ($physiquesize / 7) * 6>>
"You're even stronger," <<he>> whispers back, admiring your muscle definition. "I'm impressed." <<He>> plants a kiss on your cheek.<<npcincr Alex dom -1>><<ldom>>
<<elseif currentSkillValue('physique') gte ($physiquesize / 7) * 5>>
"You as well. We're about the same," <<he>> observes, planting a kiss on your cheek.
<<elseif currentSkillValue('physique') gte ($physiquesize / 7) * 4>>
"Not bad yourself. Could lift a few more hay bales," <<he>> teases, planting a kiss on your cheek.
<<else>>
"A little soft," <<he>> remarks. "It's alright. I'm strong enough for the two of us." <<He>> plants a kiss on your cheek.<<npcincr Alex dom 1>><<gdom>>
<</if>>
<<case 2>>
You whisper sweet nothings in Alex's ear. As the call progresses, so does the lewdness in your words. By the end, <<his>> bright red face emits heat,
and <<he>> can't stop stammering.<<npcincr Alex lust 1>><<glust>>
<br><br>
"I'm sorry, can you repeat that?" a voice on the phone says.
<<case 3>>
The music on hold grates Alex. <<He>> grumbles,
<<if _alex.dom gte 30>>
grappling you to <<his>> lap. <<He>> tousles your hair.
<<elseif _alex.dom lte -30>>
sinking to your lap. You brush your fingers through <<his>> fringe, and <<he>> fiddles with your hair.
<<else>>
leaning into your body. You play with each other's hair.
<</if>>
<br><br>
"Hang in there, partner," you sigh in contentment. <<He>> beams at you.
<<case 4>>
You make silly faces at Alex to see if <<he>> reacts. <<He>> stifles a laugh, then
<<if (_alex.dom + _alex.lust) gte 40>>
grabs your chin and tilts it. <<He>> goes for a kiss that lingers, breaking it off with a smug grin. "What's the matter? Don't tell me your face got stuck like that."
<<takeKissVirginity "Alex" "loveInterest">><<arousal 100 "mouth">><<garousal>>
<<elseif _alex.dom lte -30>>
tickles you underneath your chin. "Quit messin' around, you goof. Unless you wanna take over." <<He>> almost hands the phone over, but decides against it, chuckling.
<<else>>
gives you a stern look and tugs your cheek. "You goof, I'm trying to do business."
<</if>>
<<case 5>>
Done with a call, Alex retrieves a bottle from under <<his>> desk, chugs it, and slumps on your lap. "I luh-" <<He>> takes another swig.
"love-" Another. "yooooouuu..." Last one. "Shh'top looking at me like that..." You take the bottle away from <<him>>.
<<case 6>>
You lower your head to Alex's chest, and <<he>> cradles it. "Don't whiff too hard," <<he>> chuckles. "I know I need another shower."
<br><br>
You doze, and wake up still held in <<his>> arms.<<tiredness -6>><<ltiredness>>
<<case 7>>
While Alex is engrossed in the call,
<<if $speech_attitude is "meek">>
you swivel your chair in circles, throwing yourself at <<him>> at peak momentum. <<He>> catches you, begrudgingly.
<<elseif $speech_attitude is "bratty">>
you rest your legs atop <<his>> chair, lightly prodding <<his>> head with your feet. "Uh-" <<he>> says, annoyed. "As I was saying-"
<<else>>
you swing back and forth in your chair, holding onto the desk so you don't fall. <<He>> urges you to stop before you get hurt.
<</if>>
<br>
You lean in, and <<if $speech_attitude is "meek">>gingerly<<elseif $speech_attitude is "bratty">>greedily<<else>>eagerly<</if>>
<<if $player.breastsize gte 5>>
smother <<his>> face with your <<breasts>>,
<<else>>
squish your chest against <<his>>,
<</if>>
capturing <<his>> full attention. Face crimson, <<he>> almost drops the phone before regaining <<his>> composure.<<npcincr Alex lust 1>><<glust>>
<<case 8>>
"I've been sitting for too long," Alex says, putting the phone away. "I need to stretch." <<He>> gets up from <<his>> chair.
<br><br>
You ogle <<his>> assets and exposed skin as <<he>> groans and stretches from different positions. <<He>> scolds you while flustered.<<npcincr Alex lust 1>><<glust>><<arousal 50>><<garousal>>
<<case 9>>
<<if _alex.dom lte -30 or $stress gte ($stressmax / 5) * 3>>
"Mind holding this for me?" Alex says, handing you the phone. <<He>> starts vigorously massaging your shoulders, and works <<his>> way down your back.
<br><br>
<<if $panicparalysis gte 1 and $controlled is 0>>
You completely freeze up, and drop the phone. <<He>> picks it back up and says, "It's okay."
<<elseif $panicattacks gte 1 and $controlled is 0>>
You flinch at first, but try to relax and take deep breaths.
<</if>>
<<Hes>> skilled with <<his>> hands, albeit a little rough, putting the right amount of pressure to get your knots out. You stifle moans.
<<if _alex.lust gte 20 and _alex.dom gte 10>>
<<He>> slides a hand down to your <<bottom>> and gropes it, as an added touch.<<arousal 200 "bottom">><<garousal>>
<</if>>
<br><br>
You thank <<him>>. <span class="green">It felt satisfying.</span> "Don't mention it." <<He>> smiles. "You looked tense."<<stress -12>><<llstress>>
<<else>>
Alex looks strained and fatigued. In hopes to soothe <<him>>, you start to <<handtext>> knead <<his>> shoulders and back muscles.
<<if currentSkillValue("handskill") gte 800>>
"I-I'll call you back," <<he>> says, hanging up the phone. <<He>> slumps against you, and breathes heavily, as if in a trance.
<<elseif currentSkillValue("handskill") gte 400>>
"One sec," <<he>> says, putting the phone down. <<He>> leans back, and puts <<his>> feet on the desk as <<he>> relaxes to your touch.
<<else>>
<<His>> expression doesn't change much as <<he>> continues to talk on the phone, but <<he>> seems appreciative for your effort.
<</if>>
<br><br>
<<if $speech_attitude is "meek">>
"You looked like you needed this. I-I worry about you,"
<<elseif $speech_attitude is "bratty">>
"You overexert yourself. It's obvious that you needed this,"
<<else>>
"I know you're capable of handling yourself, but I think you needed this,"
<</if>>
you say.
<br><br>
<<He>> nods, bringing you closer for a shared respite. "I don't thank you enough." <<He>> grins.
<</if>>
<<case 10>>
You sit on Alex's lap. <<He>> wraps <<his>> arms around you.
<<if _alex.dom gte 30>>
"You just love making my work difficult, don't you?" <<he>> whispers. "I like that about my <<girl>>. Everything about you is so damn cute."
<<elseif _alex.dom lte -30>>
"Fuck, I can't work like this." <<His>> voice wavers. "You always make it so damn hard to want to. Don't ever change."
<<else>>
"How am I supposed to work like this?" <<he>> chuckles. "That's my <<if $player.gender_appearance is "f">>wo<</if>>man, alright. Always so damn special and charming."
<</if>>
<</switch>>
<br><br>
<<if Time.hour gte 21>>
<<He>> glances at <<his>> bedside clock, and rises to <<his>> feet. "Time to hit the hay," <<he>> says, kissing you goodnight.<<takeKissVirginity "Alex" "loveInterest">>
<<else>>
You share a pleasant embrace before deciding to get up. <<He>> waves as you separate, smiling.
<</if>>
<br><br>
<<link [[Next|Farm Alex Bedroom]]>><<endevent>><</link>>
<br><<effects>>
<<set _alex to C.npc.Alex>>
<<set _genitals to (_alex.penis isnot "none" ? _alex.penisdesc : "pussy")>>
You crawl beneath Alex's desk. You peek between <<his>> knees. <<Hes>> on the phone to a <<if random(1,2) is 1>> supplier. <<else>> customer. <</if>>
You're not letting that stop you.
<br><br>
<<if $pronoun is "f">>
You flip up <<his>> skirt, baring <<his>> boyshorts.
<<else>>
You unzip <<his>> trousers, baring <<his>> boxers.
<</if>>
You look <<him>> in the eye as you run a finger over <<his>> _genitals through the fabric. <<He>> tries to focus on <<his>> conversation, but <<his>> voice quivers at your touch.
<<promiscuity4>>
You pull aside <<his>> underwear.
<br><br>
<<link [[Next|Farm Alex Admin Oral]]>><<set $sexstart to 1>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>><<npcoral>><<set $NPCList[0].mouth to "none">>
<<set $enemytrust += 100>>
<</if>>
<<effects>>
<<set _alex to C.npc.Alex>>
Alex talks on the phone, trying to keep <<his>> voice steady.
<<switch random(1, 6)>>
<<case 1>>
<<if _alex.penis isnot "none" or $player.penisExist>>
"Y-you won't be disappointed... We've got spunk."
<<else>>
"Th-there's no doubt... we're dedicated."
<</if>>
<<case 2>>
<<if $player.penisExist>>
"I-I need to be fertilised. F-fuck, I said I need fertiliser!"
<<elseif _alex.penis isnot "none">>
"I-I need them to sow my seed... Y-yes, seeds. Plural."
<<else>>
"W-we're plenty fertile. Y-yes, I meant the soil!"
<</if>>
<<case 3>>
"B-Breeding is ahh... one of our expertise..."
<<case 4>>
"C-Certified, all natural, and ethically sourced..."
<<case 5>>
"Y-you'll be satisfied with our quality... I guarantee it."
<<case 6>>
"<<print either( "I-I'll get back to you on that", "Y-you won't find this anywhere else", "Y-you can get all the... you could ask for")>>..."
<</switch>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Farm Alex Admin Oral Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Farm Alex Admin Oral]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Your passion is convincing," says a voice on the phone. <<He>> sits up with a start, as if remembering <<he>> was in the middle of a conversation. <<He>> continues the conversation while blushing.<<glove>><<lllust>><<npcincr Alex love 1>><<npcincr Alex lust -10>><<gfarm>><<farm_yield 1>>
<br><br>
<<tearful>> you slip out from beneath the desk. Your work here is done.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $enemyhealth lte 0>>
"Ow," Alex says, holding you at arms-reach.
<br><br>
"Is everything okay?" asks a voice on the phone.
<br><br>
"Y-yes," <<he>> replies. "It's fine."<<llove>><<lfarm>><<npcincr Alex love -1>><<farm_yield -1>>
<br><br>
<<tearful>> you crawl out from beneath the desk.
<br><br>
<<clotheson>>
<<endcombat>>
<<else>>
Alex continues the conversation, the person on the other end none the wiser.
<br><br>
<<tearful>> you crawl out from beneath the desk.
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<<link [[Next|Farm Alex Bedroom]]>><</link>>
<br><<effects>>
<<npc Alex>><<person1>>
<<if $phase is 3>>
You hide in the kitchen. There's another knock, harder this time.
<br><br>
"What the fuck are you doing here?" Alex says. You see <<him>> approach through the window. Another figure walks to meet <<him>>. <span class="red">It's Bailey.</span>
<br><br>
"My ward is here," Bailey says. "<<pShe>> owes me. I'm here to collect."
<br><br>
<<link [[Confront Bailey|Farm Cottage Bailey Confront]]>><</link>>
<br>
<<link [[Let Alex deal with Bailey|Farm Cottage Bailey Deal]]>><</link>>
<br>
<<elseif $phase is 2>>
You open the door. <span class="red">It's Bailey.</span> "Time to pay up," <<nnpc_he Bailey>> says.
<br><br>
You hear footsteps approach. Alex barges into the cottage, and stands beside you. "I'll support whatever you decide," <<he>> whispers.
<br><br>
<<cottage_bailey_options>>
<<elseif $phase is 1>>
Alex opens the door. <span class="red">It's Bailey.</span> <<nnpc_He Bailey>> looks past Alex, right at you.
<br><br>
"Time to pay up," <<nnpc_he Bailey>> says.
<br><br>
Alex glares at Bailey as <<he>> stands beside you. "I'll support you, whatever you decide," <<he>> whispers.
<br><br>
<<cottage_bailey_options>>
<<else>>
You open the door. <span class="red">It's Bailey.</span>
<br><br>
"Time to pay up," <<nnpc_he Bailey>> says.
<br><br>
Alex arrives at your side, and glares at Bailey. "I'll support you, whatever you decide," <<he>> whispers.
<br><br>
<<cottage_bailey_options>>
<</if>>
<<set $renttime to 7>><<set $rentday to Time.weekDay>><<effects>>
You throw open the front door. Alex barges past Bailey, and stands beside you. "I'll support you, whatever you decide," <<he>> whispers.
<br><br>
<<cottage_bailey_options>><<effects>>
"We're not giving you a penny," Alex says. "Now get the fuck off
<<if C.npc.Alex.dom gte 20>>
my
<<else>>
our
<</if>>
property."
<br><br>
"Fine," Bailey says. "My friends will be glad of it." <<nnpc_He Bailey>> turns and walks away.
<br><br>
<<if $bailey_encroach gte 1>>
<span class="pink"><i>Bailey will throw more support behind Remy, making encroachment rise faster still. <<nnpc_He Bailey>> will also send reinforcements during Remy's assaults.</i></span>
<<else>>
<span class="pink"><i>Bailey will support Remy's attacks on the farm, making encroachment rise faster. <<nnpc_He Bailey>> will also send reinforcements during Remy's assaults.</i></span>
<</if>>
<br><br>
<<link [[Next|Farm Cottage Bailey Refuse 2]]>><</link>>
<br><<effects>>
<<rentpay>>
Alex glares at Bailey, then slams the door.
<<if $bailey_encroach is undefined>>
"This sucks," Alex says. "But I know we have our hands full already."
<<else>>
<<unset $bailey_encroach>>
"I hate giving in to that thug," <<he>> says. "But it'll be nice to have some breathing space."
<</if>>
<br><br>
<<link [[Next|Farm Cottage]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I-I'm not paying," you say. You can't quite meet Bailey's gaze. "Go away."
<<elseif $speech_attitude is "bratty">>
"You're not getting a penny," you say. You glare at Bailey. "You have no power here."
<<else>>
"I won't let you bully me," you say, looking Bailey in the eye. "It's not your money."
<</if>>
<br>
Alex rests a hand on your shoulder. "We won't be blackmailed," <<he>> says. "Get the fuck off
<<if C.npc.Alex.dom gte 20>>
my
<<else>>
our
<</if>>
property."
<br><br>
"Fine," Bailey says. "My friends will be glad of it." <<nnpc_He Bailey>> turns and walks away.
<br><br>
<<if $bailey_encroach gte 1>>
<span class="pink"><i>Bailey will throw more support behind Remy, making encroachment rise faster still. <<nnpc_He Bailey>> will also send reinforcements during Remy's assaults.</i></span>
<<else>>
<span class="pink"><i>Bailey will support Remy's attacks on the farm, making encroachment rise faster. <<nnpc_He Bailey>> will also send reinforcements during Remy's assaults.</i></span>
<</if>>
<br><br>
<<link [[Next|Farm Cottage Bailey Refuse 2]]>><</link>>
<br><<effects>>
<<set $baileypaychain to 0>>
<<set $baileyRefusedToPay += 1>>
<<set $baileyRefusedToPayTotal += $rentmoney + ($babyRent || 0)>>
<<set $baileyRefusedToPayTotalStat += $rentmoney + ($babyRent || 0)>>
Alex slams the door.
<<if $bailey_encroach is undefined>>
<<set $bailey_encroach to 1>>
"We're in this together," <<he>> says. "I'm not afraid of that thug."
<<else>>
<<set $bailey_encroach += 1>>
"Let <<nnpc_him Bailey>> do <<nnpc_his Bailey>> worst," <<he>> says.
<</if>>
<br><br>
<<link [[Next|Farm Cottage]]>><<endevent>><</link>>
<br><<effects>><<npc "Alex">><<setKnowsAboutPregnancy "Alex" "pc">><<setTalkedAboutPregnancy "Alex" "pc">>
<<set C.npc.Alex.pregnancy.selfKnowledge to true>>
<<if $farm_stage gte 7>>
You sit next to Alex on the sofa. "So, what is it?" you ask.
<<if npcBellyVisible("Alex")>>
With a sigh, <<he>> takes your right hand and places it on <<his>> belly.
You don't have to think too hard to conclude what that means.
<<else>>
<<He>> pulls something out of <<his>> pocket and hands it to you.
It's a pregnancy test, and <span class="pink">it's positive.</span>
<</if>>
<<llstress>><<stress -12>>
<br><br>
Many thoughts rush through your head, but you can't help but smile.
<br><br>
<<if pregnancyCountBetweenParents("Alex", "pc") lte 0 or pregnancyCountBetweenParents("pc", "Alex") lte 0>>
"Our own little family. Mum would be proud," <<he>> says, taking your hands and leaning in for a hug.
<<else>>
"Looks like our little family's growing. I wonder what Mum would think about this," <<he>> says, taking your hands and leaning in for a hug.
<</if>>
<<glove>><<npcincr Alex love 1>>
<br><br>
You hold each other in an embrace for a while, occasionally trading kisses.<<glust>><<npcincr Alex lust 1>>
<br><br>
<<else>>
<<wearProp "tea">>
Inside the cottage, you take a seat on the sofa. Alex goes to the kitchen and makes some tea. <<He>> hands you a mug.
<br><br>
"So, what did you want to talk about?" you say after taking a sip of your tea.
<br><br>
<<if npcBellyVisible("Alex")>>
With a sigh, <<he>> takes your right hand and places it on <<his>> belly. You don't have to think too hard to figure out what that means.
<<else>>
<<wearProp "pregnancy test">>
<<His>> hands shaking slightly, <<he>> pulls something from <<his>> pocket and gives it to you. It's a pregnancy test, and <span class="pink">it's positive.</span>
<</if>>
<br>
Many thoughts cross your mind in a whirl of confusion. You don't know how to react to the news. Your eyes turn to Alex.
<br><br>
<<if pregnancyCountBetweenParents("Alex","pc") lte 0 or pregnancyCountBetweenParents("pc","Alex") lte 0>>
"Oi! Don't look at me like that, I wasn't expecting this either," <<he>> says.
<<else>>
"We were careless, and it happened again." <<He>> shakes <<his>> head. "We still have time to prepare, at least," <<he>> says.
<</if>>
<br><br>
<</if>>
<<if C.npc.Alex.pregnancy.nursery is true>>
<<link [[Next|Farm Cottage]]>><<endevent>><</link>>
<<else>>
<<link [[Next|Farm Alex Pregnancy Reveal 2]]>><<handheldon>><</link>>
<</if>><<effects>>
<<if $farm_stage gte 7>>
<<He>> releases you and looks at <<his>> belly for a moment. "Gonna have to take a break from the booze.
<<if pregnancyCountBetweenParents("Alex", "pc") lte 0 or pregnancyCountBetweenParents("pc", "Alex") lte 0>>
That kind of sucks, but I'm sure it'll be worth it."
<<else>>
You're placing me in a difficult position here, you know." <<He>> laughs.
<</if>>
<br><br>
<<if C.npc.Alex.dom gte 30>>
"But don't get too cocky," <<he>> says. "This also means you'll have to work twice as hard. <span class="blue">I won't help you with Remy either.</span> I'm not taking that risk." Alex frowns, looking preoccupied.
<<else>>
<<His>> face softens. "I'm not sure if I'll be able to work the same way I do once I'm further along, <span class="blue">and I don't wanna risk myself against Remy while I'm like this,"</span> <<he>> finishes with a preoccupied expression on <<his>> face.
<</if>>
<<gstress>><<stress 6>>
<br><br>
<<He>> shakes <<his>> head. "We'll deal with that later. Right now, we have something more important to worry about. Gotta start making room for our little fella here." <<He>> breaks into a smile once more.
<br><br>
<<if pregnancyCountBetweenParents("Alex","pc") gte 1 or pregnancyCountBetweenParents("pc","Alex") gte 1>>
<<else>>
"There's actually a third room upstairs. I think we can make good use of it."
<br><br>
<span class="gold">You can now make an extension for the cottage.</span>
<br><br>
<</if>>
<<link [[Next|Farm Cottage]]>><<endevent>><</link>>
<<else>>
<<His>> face softens. "Damn, gonna have to take a break from the booze<<if pregnancyCountBetweenParents("Alex", "pc") gte 1 or pregnancyCountBetweenParents("pc", "Alex") gte 1>> again<</if>>. That sucks."
<br><br>
<<He>> looks down at <<his>> belly and <<his>> face softens.
<<if pregnancyCountBetweenParents("Alex", "pc") lte 0 or pregnancyCountBetweenParents("pc", "Alex") lte 0>>
"There's far too much work at the farm right now... If things aren't better by the time the baby comes, we'll have to send it to the orphanage," <<he>> says.
<br><br>
Your thoughts turn to Bailey and how the orphans are treated, but as you open your mouth to speak, <<he>> interrupts you.
<br><br>
"I know! I don't like this either, but it would be temporary, just until things settle down. And this is only in the worst-case scenario."
<br><br>
<<link [[Next|Farm PC Pregnancy Reveal 3]]>><</link>>
<<else>>
"There's still far too much work at the farm right now... If things still aren't better by the time the baby comes, we'll have to send it to the orphanage again," <<he>> says.
<br><br>
Your thoughts turn to your <<if childrenCountBetweenParents("Alex", "pc") is 1 or childrenCountBetweenParents("pc", "Alex") is 1>>child that is<<else>>children that are<</if>> still at the orphanage.
<br><br>
<<if C.npc.Alex.dom gte 30>>
<<He>> frowns. "If you want to avoid this, you better help me with the farm. I don't really want my children living as orphans."
<<else>>
<<He>> sighs. "If we want to avoid this, we better work harder at the farm. It hurts to think about our children living as orphans."
<</if>>
<br><br>
<<He>> finishes <<his>> tea and stands up. "Better get back to work."
<br><br>
<<link [[Next|Farm Cottage]]>><<endevent>><</link>>
<</if>>
<</if>><<effects>><<npc "Alex">>
<<if ![3,4].includes($phase)>>
<<if $location is "alex_cottage">>
You take a seat next to Alex.
<<else>>
You reach for Alex and grab <<his>> arm.
<</if>>
<<if C.npc.Alex.pregnancy.ultraSound is "collected">>
<<set C.npc.Alex.pregnancy.ultraSound to "done">>
You hand the ultrasound pictures to Alex. <<He>> freezes in place and looks to you. "So you really are pregnant?"
<br><br>
You nod and flash <<him>> a nervous smile. A pregnant pause fills the air as <<he>> processes this information.
<br><br>
<<if $phase isnot 3>><<set $phase to 4>><</if>>
<<elseif C.npc.Alex.pregnancy.ultraSound is "collected2">>
<<set C.npc.Alex.pregnancy.ultraSound to "done">>
You hand the note from Dr Harper to Alex. <<He>> freezes in place and looks to you. "So you really are pregnant?"
<br><br>
You nod and flash <<him>> a nervous smile. A pregnant pause fills the air as <<he>> processes this information.
<br><br>
<<if $phase isnot 3>><<set $phase to 4>><</if>>
<<elseif C.npc.Alex.pregnancy.test is true>>
You hand the paternity test results to Alex. <<He>> freezes in place<<if $farm_stage gte 7>>, but you can see a smile forming on <<his>> face.<<else>>.<</if>>
<br><br>
<<else>>
"Hey, do you have a minute? I have something I need to share with you. It's important."
<br><br>
<<He>> gives you a curious glance but focuses <<his>> attention on you. "Sure," <<he>> says. "What's up?"
<br><br>
<</if>>
<</if>>
<<if C.npc.Alex.pregnancy.test isnot true and $farm_stage gte 7 and $alex_countdown is undefined>>
<<setKnowsAboutPregnancy "pc" "Alex">><<setTalkedAboutPregnancy "pc" "Alex">><<set C.npc.Alex.pregnancy.pcKnowledge to true>>
<<if playerBellySize() gte 7>>
<<if $phase is 4>>
"It's yours, okay?" you say.
<<elseif $phase is 3>>
You both take a seat on the sofa. With a sigh, you <<if !$worn.upper.type.includes("naked")>>lift up the hem of your shirt and <</if>>frame your belly with your hands, drawing <<his>> eyes to your stomach.
<br><br>
"It's yours, okay?" you say.
<<else>>
You hesitate. "Well, maybe it'd be easier if I just showed you..." You <<if !$worn.upper.type.includes("naked")>>lift up the hem of your shirt and <</if>>frame your belly with your hands, drawing <<his>> eyes to your stomach.
<</if>>
<br><br>
As <<he>> pulls away from you, <<he>> looks at your belly. "You sure took your time telling me, didn't you?" <<he>> taunts you.
<br><br>
"Never really found a good moment to," you respond.
<br><br>
"It's fine, I'm not bothered by it. Just glad you said something eventually!"
<br><br>
<<else>>
<<if $phase isnot 4>>
<<switch getPregnancyObject().awareOf>>
<<case "temple">>
You tell <<him>> what Jordan from the temple told you. <<He>> freezes in place, but you can see a smile forming on <<his>> face.
<<case "pharmacy">>
You tell <<him>> what the nurse from the pharmacy told you. <<He>> briefly frowns, but then you see a smile forming on <<his>> face.
<<default>>
<<wearProp "pregnancy test">>
You hand <<him>> your pregnancy test. <<He>> freezes in place, but you can see a smile forming on <<his>> face.
<</switch>>
<br>
<</if>>
"Wow," <<he>> says, breaking the silence. "I sure wasn't expecting that."
<br>
<<He>> pulls you into a hug.
<<if pregnancyCountBetweenParents("pc", "Alex") lte 0>>
"Our own little family. Mum would be proud."
<<else>>
"Looks like our little family's growing. I wonder what Mum would think about this."
<</if>>
<br><br>
<<if $phase is 4>>
As <<he>> pulls away from you, <<he>> looks to you. "Sorry for not believing you."
<br>
"Yeah, I was quite surprised," you say with a sheepish laugh.
<br>
<<He>> laughs with you. "It's fine, I'm looking forward to the unexpected family."
<<else>>
<<switch getPregnancyObject().awareOf>>
<<case "temple">>
As <<he>> pulls away from you, <<he>> looks to you. "No idea who this Jordan is, but I wonder how <<nnpc_he "Jordan">> figured out you were pregnant?"
<br>
"Yeah, I was quite surprised," you say with a sheepish laugh.
<br>
<<He>> laughs with you. "It's fine, I'm not bothered by it."
<<case "pharmacy">>
As <<he>> pulls away from you, <<he>> looks to you. "There are better ways to keep yourself from becoming pregnant."
<br><br>
"Yeah, sorry," you say with a sheepish laugh.
<br>
<<He>> laughs with you. "It's fine, I'm not bothered by it."
<<default>>
As <<he>> pulls away from you, <<he>> holds up the used pregnancy test. "But did you really break the news by handing me the thing you peed on?" <<he>> teases.
<br><br>
"Yeah, sorry," you say with a sheepish laugh.
<br>
<<He>> laughs with you. "It's fine, I'm not bothered by it. Can't be squeamish when you're a farmer!"
<</switch>>
<</if>>
<br><br>
<</if>>
<<else>>
<<if C.npc.Alex.pregnancy.pcKnowledge isnot true>>
<<setKnowsAboutPregnancy "pc" "Alex">><<setTalkedAboutPregnancy "pc" "Alex">><<set C.npc.Alex.pregnancy.pcKnowledge to true>>
<<if playerBellySize() gte 7>>
<<if $phase is 4>>
"It's yours, okay?" you say.
<<elseif $phase is 3>>
With a sigh, you <<if !$worn.upper.type.includes("naked")>>lift up the hem of your shirt and <</if>>frame your belly with your hands, drawing <<his>> eyes to your stomach.
"It's yours, okay?" you say.
<<else>>
You hesitate. "Well, maybe it'd be easier if I just showed you..." You <<if !$worn.upper.type.includes("naked")>>lift up the hem of your shirt and <</if>>frame your belly with your hands, drawing <<his>> eyes to your stomach.
<</if>>
<<elseif $phase is 4>>
<<else>>
<<switch getPregnancyObject().awareOf>>
<<case "temple">>
You tremble as you tell <<him>> what Jordan from the temple told you.
<<case "pharmacy">>
You tremble as you tell <<him>> what the nurse from the pharmacy told you.
<<default>>
<<wearProp "pregnancy test">>
With trembling fingers, you hand <<him>> your pregnancy test.
<</switch>>
<</if>>
<br><br>
<</if>>
<<if C.npc.Alex.pregnancy.test is true>>
<<if $farm_stage gte 7>>
"Wow," <<he>> says, breaking the silence. "I sure wasn't expecting that."
<br>
<<He>> pulls you into a hug.
<<if pregnancyCountBetweenParents("Alex", "pc") lte 0 or pregnancyCountBetweenParents("pc", "Alex") lte 0>>
"Our own little family. Mum would be proud."
<<else>>
"Looks like our little family's growing. I wonder what Mum would think about this."
<</if>>
<br><br>
As <<he>> pulls away from you, <<he>> holds up the paternity test results. "Sorry I've doubted you," <<he>> says.
<br><br>
"It's okay, I'm not bothered by it," you say with a sheepish laugh.
<<else>>
"Wow," <<he>> says, breaking the silence.
<<if pregnancyCountBetweenParents("Alex", "pc") lte 0 or pregnancyCountBetweenParents("pc", "Alex") lte 0>>
"I sure wasn't expecting that." <<He>> pauses for a moment.
<<else>>
"I guess we were careless...again." <<He>> pauses for a moment.
<</if>>
<br>
"Let's go to the cottage, shall we?" Alex leads you inside.
<</if>>
<br><br>
<<else>>
<<set C.npc.Alex.pregnancy.sample to true>>
<<He>> <<if $farm_work.alex is "relax">>stands up but <</if>>freezes in place. "H-Hold on, partner. How sure are you about this?" <<he>> asks.
<br><br>
You open your mouth to speak, but <<he>> interrupts you. "Actually...here..." <<He>> pulls out a strand of <<his>> hair. "Please take a paternity test, then we can talk. I just don't know if I can trust you yet."
<br><br>
<span class="blue">You'll need a paternity test to convince Alex that <<hes>> the father. Maybe the town hospital can provide one.</span>
<br><br>
<<if $farm_work.alex is "relax">>
<<link [[Next|Farm Work]]>><<endevent>><<unset $farm_relax_drink>><<set $farm_work.alex to "still">><</link>>
<<else>>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<</if>>
<</if>>
<</if>>
<<if ($farm_stage gte 7 and $alex_countdown is undefined) or C.npc.Alex.pregnancy.test is true>>
<<link [[Next|Farm PC Pregnancy Reveal 2]]>><<run delete C.npc.Alex.pregnancy.test>><</link>>
<</if>><<effects>><<npc "Alex">>
<<if $location is "alex_cottage">>
You take a seat next to Alex.
<<else>>
You reach for Alex and grab <<his>> arm.
<</if>>
<<switch getPregnancyObject().awareOf>>
<<case "wakingUp">>
You tremble as you tell <<him>> what you thought when you looked at yourself after waking up. You show <<him>> your belly.
<<case "mirror">>
You tremble as you tell <<him>> what you thought when you looked at yourself in the mirror. You show <<him>> your belly.
<<case "temple">>
You tremble as you tell <<him>> what Jordan told you.
<<case "pharmacy">>
You tremble as you tell <<him>> what the nurse from the pharmacy told you.
<<default>>
<<wearProp "pregnancy test">>
With trembling fingers, you hand <<him>> your pregnancy test.
<</switch>>
<br><br>
<<He>> looks at you with a baffled expression. "But... how?" <<he>> asks. "You don't have a vagina. Your condition could easily be something else; you should get checked at the hospital."
<<if getPregnancyObject().ultrasoundDone>>
<br><br>
"I already have." You hand Alex a printout of your ultrasound.
<br><br>
It takes <<him>> a moment to put two and two together, then <<he>> laughs. "Is this your way of explaining that beer belly you have?" <<he>> teases. "Nice sense of humour." <<He>> ruffles your hair playfully.
<br><br>
"I'm not joking," you insist. "I'm pregnant."
<br><br>
<<if playerBellySize() gte 7>>
<<He>> doesn't seem convinced, so you grab <<his>> hand and put it on your belly. <span class="green">Your <<if _pregnancy.fetus.length gt 1>>babies shift<<else>>baby shifts<</if>> around inside you</span>. "What- but- how?" Alex's eyes widen and <<he>> stares at your belly bump. "How... how is this possible?"
<<else>>
<<He>> doesn't seem convinced, but there is nothing more you can do. "But how can you be pregnant?"
<</if>>
<br><br>
<<if $speech_attitude is "meek">>
You shake your head. "I don't know. I can't explain it either..."
<<elseif $speech_attitude is "bratty">>
You shrug. "Fuck if I know. Life finds a way."
<<else>>
You shrug. "Don't ask questions."
<</if>>
<br><br>
It takes <<him>> a moment to pull <<himself>> together. "Well," <<he>> finally says, "I've seen some pretty strange things here on the farm before, but this takes the cake. I guess nature can be pretty wild, huh?"
<br><br>
<<link [[Next|Farm PC Pregnancy Reveal]]>><<handheldon>><<set $phase to 4>><</link>>
<<else>>
<<set C.npc.Alex.pregnancy.ultraSound to "requested">>
<br><br>
<span class="blue">You'll need a ultrasound to convince Alex that you're pregnant.</span>
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<</if>><<effects>>
<<if $farm_stage gte 7>>
<<if C.npc.Alex.dom gte 30>>
<<He>> leans in again, pressing you tight against <<his>> body. "This also means that you're mine." <<He>> scowls darkly as <<he>> adds, "And I'm not letting Remy take what's mine."
<br><br>
"You don't have to worry, I can protect you and the farm by myself when things get worse," <<he>> says, taking a look at your belly again.
<br><br>
<<else>>
<<He>> leans in again, hugging you and placing <<his>> chin on your shoulder. "I'll protect you," <<he>> says.
<br><br>
You can see <<his>> face soften. "Remy can try all <<nnpc_he "Remy">> wants. I'm not letting <<nnpc_him "Remy">> ruin this."
<br>
"The farm, you, I'll protect it all if I have to..." Tears spring to <<his>> eyes.
<br><br>
<</if>>
<<He>> shakes <<his>> head. "We'll deal with that later. Right now, we have something more important to worry about. Gotta start making room for our little fella here." <<He>> breaks into a smile once more.
<br><br>
<<if pregnancyCountBetweenParents("Alex","pc") gte 1 or pregnancyCountBetweenParents("pc","Alex") gte 1>>
<<else>>
"There's actually a third room upstairs. I think we can make good use of it."
<br><br>
<span class="gold">You can now make an extension for the cottage.</span>
<br><br>
<</if>>
<<if $farm_work isnot undefined and $farm_work.alex isnot undefined and $farm_work.alex.includes("admin","clearing")>>
<<link [[Next|Farm Alex Bedroom]]>><<endevent>><</link>>
<<else>>
<<link [[Next|Farm Cottage]]>><<endevent>><</link>>
<</if>>
<<else>>
<<wearProp "tea">>
You take a seat on the sofa while Alex goes to the kitchen to make some tea.
<br><br>
<<He>> hands you a mug, only speaking once you take a sip. "Sorry, it's just that I'm not sure how to deal with this. I'm not saying I'm not happy, just surprised." <<He>> takes a sip of <<his>> tea.
<br><br>
<<if pregnancyCountBetweenParents("Alex", "pc") lte 0 or pregnancyCountBetweenParents("pc", "Alex") lte 0>>
"Do you think it could stay here?" you ask <<him>>.
<<else>>
"Maybe this time, we will get things done in time," you say.
<</if>>
<br><br>
<<if pregnancyCountBetweenParents("Alex", "pc") lte 0 or pregnancyCountBetweenParents("pc", "Alex") lte 0>>
<<His>> face softens. "There's far too much work at the farm right now... If things aren't better by the time the baby comes, we'll have to send it to the orphanage," <<he>> says.
<br><br>
Your thoughts turn to Bailey and how the orphans are treated, but as you open your mouth to speak, <<he>> interrupts you.
<br><br>
"I know! I don't like this either, but it would be temporary, just until things settle down. And this is only in the worst-case scenario."
<br><br>
<<link [[Next|Farm PC Pregnancy Reveal 3]]>><<handheldon>><</link>>
<<else>>
<<His>> face softens. "There's still far too much work at the farm right now... If things still aren't better by the time the baby comes, we'll have to send it to the orphanage again," <<he>> says.
<br><br>
Your thoughts turn to your <<if childrenCountBetweenParents("Alex", "pc") is 1 or childrenCountBetweenParents("pc", "Alex") is 1>>child that is<<else>>children that are<</if>> still at the orphanage.
<br><br>
<<if C.npc.Alex.dom gte 30>>
<<He>> frowns. "If you want to avoid this, you better help me with the farm. I don't really want my children living as orphans."
<<else>>
<<He>> sighs. "If we want to avoid this, we better work harder at the farm. It hurts to think about our children living as orphans."
<</if>>
<br><br>
<<He>> finishes <<his>> tea and stands up. "Better get back to work."
<br><br>
<<link [[Leave|Farm Work]]>><<endevent>><</link>>
<</if>>
<</if>>/*Only for the first non-LI pregnancy reveal*/
<<effects>>
<<if C.npc.Alex.dom gte 30>>
<<He>> frowns. "If you want to avoid this, you better help me with the farm. I don't really want my children living as orphans."
<<else>>
<<He>> sighs. "If we want to avoid this, we better work harder at the farm. It hurts to think about our child living as an orphan."
<</if>>
<br><br>
"There's room at the cottage for our little fella here, but I need to focus on restoring the three main fields first. After that, I can turn my attentions elsewhere."
<br><br>
<<He>> finishes <<his>> tea and stands up. "Better get back to work."
<br><br>
Alex is willing to build a Nursery at the cottage, but first <span class="gold">you need to help <<him>> clear the three main fields.</span>
<br><br>
<<link [[Leave|Farm Work]]>><<endevent>><</link>><<effects>><<npc "Alex">>
<<set C.npc.Alex.pregnancy.pcKnowledge to true>><<set C.npc.Alex.pregnancy.sample to true>>
<<if $phase is 1>>
<<if playerBellySize() gte 7>>
You approach Alex and grab <<his>> hand, placing it over your belly.
<<else>>
<<wearProp "pregnancy test">>
You approach Alex and grab <<his>> hand, placing your pregnancy test on it.
<</if>>
<<if talkedAboutPregnancy("pc","Alex")>>
<<if $speech_attitude is "meek">>
"I...I think that this baby is yours," you say.
<<elseif $speech_attitude is "bratty">>
"Chances are that this baby is yours," you say.
<<else>>
"This baby is probably yours," you say.
<</if>>
<<else>>
<<setTalkedAboutPregnancy "pc" "Alex">>
<<if $speech_attitude is "meek">>
"I'm...I'm pregnant, and I think that the baby is yours," you say.
<<elseif $speech_attitude is "bratty">>
"You knocked me up. Pretty sure that this baby is yours," you say.
<<else>>
"I'm pregnant, and the baby is probably yours," you say.
<</if>>
<</if>>
<br><br>
<</if>>
<<if $farm_stage gte 7>>
Alex looks at you in horror. "You...you think?!"
<br><br>
You open your mouth to speak, but <<he>> interrupts you. "Look...just..." <<He>> pulls out a strand of <<his>> hair. "Please take a paternity test, then we can talk. I just don't know if I can trust you yet."
<<He>> sighs. "I'm sorry, but I'd rather be sure that it's mine."
<br><br>
<span class="blue">You'll need a paternity test to convince Alex that <<hes>> the father. Maybe the town hospital can provide one.</span>
<br><br>
<<link [[Next|Farm Cottage]]>><<endevent>><</link>>
<<else>>
<<He>> <<if $farm_work.alex is "relax">>stands up but <</if>>freezes in place. "H-Hold on, partner. How sure are you about this?" <<he>> asks.
<br><br>
You open your mouth to speak, but <<he>> interrupts you. "Actually...here..." <<He>> pulls out a strand of <<his>> hair. "Please take a paternity test, then we can talk. I just don't know if I can trust you yet."
<br><br>
<span class="blue">You'll need a paternity test to convince Alex that <<hes>> the father. Maybe the town hospital can provide one.</span>
<br><br>
<<if $farm_work.alex is "relax">>
<<link [[Next|Farm Work]]>><<endevent>><<unset $farm_relax_drink>><<set $farm_work.alex to "still">><</link>>
<<else>>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<</if>>
<</if>><<effects>><<set $alexBabiesCount to getPregnancyObject("Alex").fetus.length>>
<<wearProp "phone" 0 "corded">>
You make the call, explaining the situation to the dispatcher. As you talk, Alex winces, breathing through contractions.
<br><br>
"Do you need something?" you ask as you give the phone back to <<him>>.
<br>
Alex smiles. "Could you make me some tea? It's better if I rest until the doc arrives." <<He>> takes a seat on the sofa, keeping <<his>> hands on <<his>> belly and controlling <<his>> breathing.
<br><br>
You make Alex a cup of tea. No sugar, a little milk, just the way <<he>> likes it.
<br>
"Thanks," <<he>> says as you hand <<him>> the cup.
<br><br>
You take a seat next to Alex but soon stand up, unable to sit still as you both wait for the doctor's arrival.<<gstress>><<stress 6>>
<br><br>
<<link [[Next|Farm Alex Birth 2]]>><<handheldon>><</link>><<effects>>
It doesn't take long before you hear a knock on the door.
<br>
You rush to the door, where a figure with a big bag awaits.
<br><br>
<<if pregnancyCountBetweenParents("pc","Alex") isnot 1 or pregnancyCountBetweenParents("Alex","pc") isnot 1>>
<<if $harperintro isnot 1 and $hospitalintro isnot 1>>
"Hello, I'm Doctor Harper. I don't believe we've had the pleasure of meeting." <<nnpc_He "Harper">> looks young for a doctor, can't be older than 25.
<<else>>
It's <span class="pink">Doctor Harper</span>. "Well, this certainly is a chance meeting," <<nnpc_he "Harper">> comments.
<</if>>
<<else>>
"And here we are again," Harper laughs. "Nothing interesting on TV, I take it?"
<</if>>
<br>
<<nnpc_His "Harper">> gaze turns to Alex, who seems relieved at the Doctor's arrival. "If you'll excuse me," <<nnpc_he "Harper">> says.
<br><br>
Harper steps inside the cottage, approaches Alex, and examines <<him>> for a while. "Everything seems normal; you can expect a healthy birth."
<br>
<<nnpc_He "Harper">> sighs. "Usually, I would recommend doing this in a hospital, but it doesn't look like we have time for this."
<br><br>
<<link [[Next|Farm Alex Birth 3]]>><</link>><<effects>>
Harper turns to you. "I'll take <<him>> to <<his>> bed. Could you fetch some dry towels and a bowl of hot water?"
<br><br>
After gathering up the supplies, you head to Alex's room. Heavy breathing can be heard as you climb the stairs.
<br><br>
"Breathe," you hear Harper say as you open the door. Alex reclines in bed with a sheet draped over <<his>> lower half, <<his>> face pale and breathing ragged. Harper sits on the desk chair at the foot of the bed, examining Alex with clinical precision.
<br><br>
Both look at you as you enter the room. "Ah, I see you got everything I needed. You can put it next to me," Harper says.
<br><br>
"Y-you don't have to stay here if you don't want to..." Alex manages to say through heavy breaths.
<br><br>
<<link [[Stay|Farm Alex Birth 4]]>><<set $phase to 1>><<npcincr Alex love 1>><</link>><<glove>>
<br>
<<link [[Leave|Farm Alex Birth 4]]>><<npcincr Alex dom -1>><</link>><<ldom>><<effects>>
<<if $phase is 1>>
You place the towels and the bowl next to Harper and approach Alex.
<<if $speech_attitude is "meek">>
"I want to stay here with you," you say as you take <<his>> hand in your own.
<<elseif $speech_attitude is "bratty">>
"Don't think you'll cut me off that easily," you say as you take <<his>> hand in your own.
<<else>>
"I'll stay here," you say as you take <<his>> hand in your own.
<</if>>
<<glove>><<npcincr Alex love 1>>
<br><br>
<<He>> smiles at you. "Than-" <<Hes>> interrupted by a strong contraction, and <<his>> grip on your hand tightens.<<gpain>><<violence 6>>
<br><br>
"It's time," Harper says. "I'll need you to push as hard as you can."
<br><br>
Alex nods. <<His>> face is pale, but you can tell that <<hes>> determined.
<br>
<<His>> grip on your hand tightens even more. It almost feels like Alex's going to break it.<<ggpain>><<violence 12>>
<br><br>
You move your other hand to Alex's hair and start brushing it gently while encouraging <<him>> to keep giving <<his>> best.
<br><br>
"Almost there, just a little more," Harper says.
<br><br>
<<else>>
You place the towels and the bowl next to Harper and leave, giving one final glance at Alex, who nods at you.
<br><br>
You sit by the door, with only the sound of heavy breathing and Harper's voice to accompany you. Time passes, and the wait becomes unbearable. Eventually, the sounds stop, and a silence fills the cottage.
<br><br>
Expecting the worst, you enter the room again to find Harper holding <<print $alexBabiesCount > 1 ? "your newborns, bundled into clean towels." : "your newborn, bundled into a clean towel.">>
<br><br>
Alex looks exhausted as <<he>> tries to catch <<his>> breath.
<br><br>
<</if>>
<<link [[Next (0:45)|Farm Alex Birth 5]]>><<pass 45>><</link>><<effects>>
<<if $phase is 1>>After a few intense minutes, you<<else>>You<</if>> hear a
<<if $alexBabiesCount is 2>>
cry, followed by another.
<<elseif $alexBabiesCount is 3>>
cry, followed by another and, surprisingly, one more.
<<else>>
cry.
<</if>>
<br><br>
Harper gets up and hands the <<print $alexBabiesCount > 1 ? "babies" : "baby">> to Alex.
<<if pregnancyCountBetweenParents("pc", "Alex") lte 1 or pregnancyCountBetweenParents("Alex", "pc") lte 1>>
"Congratulations," Harper says. <span class="lewd">"You're both parents now."</span>
<<else>>
"Congratulations," Harper says. "Would you like to see your children now?"
<</if>>
<br><br>
<<print $alexBabiesCount > 1 ? "They sit" : "It sits">> in <<his>> arms, eyes shut, <<print $alexBabiesCount > 1 ? "chests" : "chest">> rising and falling with gentle breaths.
<br>
Alex hugs <<his>> <<print $alexBabiesCount > 1 ? "babies" : "baby">> close to <<his>> chest.
<br><br>
"I've run all the tests," Harper says. "There's not a single health problem. Have you two thought of <<print $alexBabiesCount > 1 ? "their names" : "a name">>?"
<br><br>
"I'm too tired to think about names now and I'm not really good with this, you choose <<if getPregnancyObject("Alex").fetus.length gte 2>>them<<else>>it<</if>>," Alex says.
<br>
"Come on, give it a try, it's not fair that only I get to choose" you say.
<br>
Alex thinks for a moment. "Nope, nothing," <<he>> laughs.
<br><br>
<<birthUi "Alex" "alex_cottage" "alex_cottage" "Farm Alex Birth 6" 10>><<effects>>
Having named your <<print $alexBabiesCount > 1 ? "children" : "child">>, you turn your attention to Alex again. <<He>> nods approvingly at your choice of <<print $alexBabiesCount > 1 ? "names" : "name">>.
<br>
<<He>> sighs. "This knocked me out real good, I can barely keep my eyes open."
<br><br>
Harper gathers <<nnpc_his "Harper">> equipment and walks to the door. "You should rest for now, avoid walking for a while too, and you'll be fine."
<br><br>
Alex nods. "Thanks Doc, I appreciate it."
<br><br>
Harper smiles and leaves, pulling <<nnpc_his "Harper">> phone out of <<nnpc_his "Harper">> pocket as if <<nnpc_he "Harper">> is about to call someone.
<br><br>
<<if C.npc.Alex.pregnancy.nursery is true>>
"Could you take the little <<print $alexBabiesCount > 1 ? "fellas" : "fella">> here to their new room? I'll try to sleep a little now," Alex asks while giving one final big hug to <<his>> <<if $alexBabiesCount gte 2>>babies<<else>>baby<</if>> and handing <<if $alexBabiesCount gte 2>>them<<else>><<childhim>><</if>> to you.
<br><br>
<<else>>
"Damn..." Alex says. "The nursery is not ready yet..." <<His>> face softens.
<br>
<<He>> holds <<his>> <<print $alexBabiesCount > 1 ? "children" : "child">> closer.
<br><br>
<</if>>
<<link [[Next|Farm Alex Birth 7]]>><</link>><<effects>>
<<if C.npc.Alex.pregnancy.nursery is true>>
You nod and head up to the cottage nursery.
<br>
There, you place your <<if $alexBabiesCount gte 2>>newborns in their cradles, where they quickly fall asleep<<else>>newborn in its cradle, where it quickly falls asleep<</if>>.
<br>
You stay at the nursery for a while, ensuring that your <<if $alexBabiesCount gte 2>>children<<else>>child<</if>> remain comfy and warm.
<br><br>
<</if>>
<<if (pregnancyCountBetweenParents("Alex","pc") is 1 or pregnancyCountBetweenParents("pc","Alex") is 1) or C.npc.Alex.pregnancy.nursery isnot true>>
<span class="red">You hear a knock at the door.</span> Maybe Harper forgot something.
<br><br>
You go downstairs and open the door. It's <span class="red">Bailey</span>. You shiver. You wonder if Harper called <<nnpc_him "Bailey">>.
<br>
<<nnpc_He "Bailey">> stares at you. "I suppose we both know why I'm here," <<nnpc_he "Bailey">> says.
<br><br>
<<if pregnancyCountBetweenParents("Alex","pc") is 1 or pregnancyCountBetweenParents("pc","Alex") is 1>>
"You don't really think you'll be able to raise a child in a place like this, do you?" <<nnpc_he "Bailey">> says.
<br><br>
<<else>>
"You're an irresponsible little fuck, you know that? Making me drive all the way here again just because you don't know how to assume your own responsibilities, instead, making more and more," <<he>> says.
<br><br>
<</if>>
<<link [[Next|Farm Alex Birth 8]]>><</link>>
<<else>>
<<link [[Next|Farm Cottage]]>><<unset $alex_baby_count>><</link>>
<</if>><<effects>><<set _alex to statusCheck("Alex")>>
<<if pregnancyCountBetweenParents("Alex","pc") is 1 or pregnancyCountBetweenParents("pc","Alex") is 1>>
You hear footsteps from the staircase.
<br><br>
"We've a place prepared at the orphanage. Now make my job easier and hand me the <<print $alexBabiesCount > 1 ? "brats" : "brat">>," <<nnpc_he "Bailey">> continues.
<br>
"No," you say, looking Bailey directly in the eyes.
<br>
<<nnpc_He "Bailey">> frowns. "Listen, you little-"
<br><br>
"Oi!" Alex interrupts. <<nnpc_He "Alex">> seems to have trouble walking<<if C.npc.Alex.pregnancy.nursery isnot true>>, <<his>> <<print $alexBabiesCount > 1 ? "children" : "child">> on <<his>> arms <</if>>. "What makes you think that we should just give our <<print $alexBabiesCount > 1 ? "children" : "child">> to you?"
<br><br>
Bailey turns <<nnpc_his "Bailey">> gaze to Alex. "Look, 'cow<<if _alex.pronoun is "f">>girl<<else>>boy<</if>>', you could've been fucked by any dumbass and I wouldn't care, but you hitched yourself to MY ward."
<br><br>
Alex clenches <<his>> fists. "And who exactly said <<pshe>> is yours? <<pShes>> MY <<if $player.gender_appearance is "f">>woman<<else>>man<</if>>."
<br>
Bailey fixes Alex with a piercing gaze. "And how exactly do you plan on taking care of a kid in a place like this?"
<br><br>
<<else>>
You see Alex descending downstairs carrying <<his>> <<print $alexBabiesCount > 1 ? "children" : "child">> along.
<br><br>
<<He>> wordless gives <<his>> <<print $alexBabiesCount > 1 ? "them" : "it">> to Bailey.
<br><br>
"Good," Bailey says. "Stop being such an inconsequential brat and maybe this won't happen anymore," Bailey says as <<nnpc_he "Bailey">> leaves.
<br><br>
<</if>>
<<link [[Next|Farm Alex Birth 9]]>><</link>><<effects>>
<<if C.npc.Alex.pregnancy.nursery is true>>
"We have our own nursery at the cottage, we don't need or want your help," Alex responds.
<br><br>
A long and deafening silence fills the environment. Bailey keeps staring at you and Alex.
<br><br>
"Tch," Bailey breaks the silence. "Do whatever you want to; it's one less problem for me to deal with anyway." Shooting you one last glare, <<nnpc_He "Bailey">> turns and leaves the farm.
<br><br>
You suddenly feel a hand on your shoulder. "Now, would you be a sweetie and help me go back upstairs? Going down was the easy part," Alex laughs.
<br><br>
<<link [[Next|Farm Cottage]]>><<endevent>><<unset $alex_baby_count>><</link>>
<<else>>
"We'll work something out. My <<print $alexBabiesCount > 1 ? "children are not orphans" : "child is not an orphan">>," Alex says, frustrated.
<br><br>
A long and deafening silence fills the room. Bailey continues staring at you and Alex.
<br><br>
"I'll tell you what," Bailey breaks the silence. "I have a proper place for this, and you don't, but I think we can reach an arrangement."
<br>
"What do you mean?" Alex asks.
<br><br>
"I'll let your <<print $alexBabiesCount > 1 ? "brats" : "brat">> stay at my orphanage until you solve your little problem, but it'll cost you. <<printmoney 10000>> each, for every week they remain there."
<br><br>
"When everything is solved, I'll take the little <<print $alexBabiesCount > 1 ? "brats" : "brat">> here again, and, obviously, it will cost you. The price is not up for negotiation," Bailey finishes.
<br><br>
<<link [[Next|Farm Alex Birth 10]]>><</link>>
<</if>><<effects>>
<<set $ward_unlocked to true>>
<<run Object.values(V.children).filter(child => {
if (child.location === "alex_cottage" && (child.father === "Alex" || child.mother === "Alex")) child.location = "home";
})>>
Alex turns to you. "I hate to say this, but this... offer might be a good thing, for the <<print $alexBabiesCount > 1 ? "kids" : "kid">> at least. I don't like the price, or losing <<print $alexBabiesCount > 1 ? "them" : "it">>, but it will give us more time to prepare a room. It's only temporary, right?" You nod.
<br><br>
"Okay," Alex says, returning <<his>> attention to Bailey again.
<br><br>
<<He>> gives one last long hug to <<his>> <<print $alexBabiesCount > 1 ? "children" : "child">> before handing <<print $alexBabiesCount > 1 ? "them" : "it">> to Bailey.
<br><br>
"I'm glad we could reach an agreement. Now, if you'll excuse me..." Bailey says as <<nnpc_he "Bailey">> leaves.
<br><br>
Alex stands there, helplessly watching <<his>> <<print $alexBabiesCount > 1 ? "children" : "child">> being taken away, stone-faced and silent.
<br>
Tears roll down <<his>> face, but <<he>> does <<his>> best to keep up <<his>> stoic façade for your sake.
<br><br>
<<link [[Comfort <<him>>|Farm Alex Birth 11]]>><<set $phase to 1>><</link>>
<br>
<<link [[Let it go|Farm Alex Birth 11]]>><<set $phase to 2>><</link>><<effects>>
<<unset $alex_baby_count>>
<<if $phase is 1>>
You lean in and hug Alex tight, whispering that everything will be okay.
<br>
<<He>> hugs you back, whimpering and breaking into a sob.
<br><br>
<<He>> releases you after some time and wipes away <<his>> tears with <<his>> sleeve.
<<else>>
<<He>> wipes away <<his>> tears with <<his>> sleeve.
<</if>>
<br>
<<if Time.dayState isnot "night">>
"I'll take some rest before getting back to work,"
<<else>>
"We should get some rest before getting back to work,"
<</if>>
<<he>> says, trying to sound confident.
<br><br>
<<if $farm_stage gte 7>>
<<link [[Next|Farm Cottage]]>><<endevent>><</link>>
<<else>>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<</if>><<effects>>
<<if !$ambulance>>
<<wearProp "tea">>
<<set $pcBabyCount to getPregnancyObject("pc").fetus.length>>
<<He>> grabs <<his>> phone and makes the call, explaining the situation and where the farm is located.
<br><br>
Alex notices your anxiety. "Fancy a cup of tea?" <<he>> asks with a smile on <<his>> face. "I'm sure it will help calm your nerves."
<br><br>
<<He>> goes to the kitchen and makes you a cup of tea.
<br>
"Here," <<he>> says as <<he>> passes you the mug and takes a seat next to you.
<br><br>
You take a sip. The taste is sweet, and it makes you feel warm.<<llstress>>
<br>
The contractions continue to grow stronger and far more frequent, but you're able to breathe through it.<<gpain>><<violence 16>>
<br><br>
Alex holds your hand, and you wait for the Doctor's arrival.
<br><br>
<<link [[Next|Farm PC Birth 2]]>><<handheldon>><</link>>
<<else>>
You don't have to wait long before you hear a siren and a honk. Alex helps you stand and brings you closer to the paramedics; they quickly put you in the ambulance and drive to the hospital, but the pain becomes too much for you. You pass out.
<br><br>
<<link [[Next|Pregnancy Birth Hospital]]>><<endevent>><<set $phase to 1>><</link>>
<</if>><<effects>>
It doesn't take long before you hear a knock.
<br><br>
Alex stands up and opens the door. The only thing you see in the shadow of the doorframe is the silhouette of someone carrying a big bag. "Please, come in," Alex says.
<br><br>
"If you'll excuse me," the person says, stepping inside the cottage.
<br>
<<if pregnancyCountBetweenParents("pc","Alex") isnot 1 or pregnancyCountBetweenParents("Alex","pc") isnot 1>>
<<if $harperintro isnot 1 and $hospitalintro isnot 1>>
"Hello, I'm Doctor Harper. I don't believe we've had the pleasure of meeting." <<nnpc_He "Harper">> looks young for a doctor, can't be older than 25.
<<else>>
It's <span class="pink">Doctor Harper</span>. "Well, this certainly is a chance meeting," <<nnpc_he "Harper">> comments.
<</if>>
<<else>>
"And here we are again," Harper laughs. "Nothing interesting on TV, I take it?"
<</if>>
<br><br>
<<nnpc_He "Harper">> examines you for a while. "Everything seems normal; you can expect a healthy birth."
<br>
<<nnpc_He "Harper">> sighs. "Usually, I would recommend doing this in a hospital, but it doesn't look like we have time for this."
<br><br>
Harper turns to Alex. "I'll take <<phim>> to <<pher>> bed, could you get some dry towels?" Alex nods.
<br><br>
<<link [[Next|Farm PC Birth 3]]>><</link>><<effects>>
You climb the stairs with Harper's assistance, heading towards <<if $farm_stage gte 7>>your<<else>> Alex's<</if>> room. <<nnpc_He "Harper">> helps you to lay on the bed.
<br><br>
"Keep working on your breathing; I'll get everything I need ready," <<nnpc_he "Harper">> says. <<nnpc_He "Harper">> reaches for some medical tools from <<nnpc_his "Harper">> bag and places them on the bedroom's desk on a sterile sheet of paper.
<br><br>
You do your best to control your breathing, but a fresh wave of contractions hits. You groan involuntarily, panting through the pain.
<br>
Alex arrives and hastily puts down the supplies before hurrying over to your side. <<He>> rubs your back.
<br><br>
"It's time," Harper says. "I'll need you to push as hard as you can."
<br><br>
You look back to Alex. "Don't worry, I'll stay here with you," <<he>> says as <<he>> takes hold of your hand.
<br><br>
<<link [[Let Alex stay|Farm PC Birth 4]]>><<set $phase to 1>><</link>>
<br>
<<link [[Tell Alex to leave|Farm PC Birth 4]]>><<set $phase to 2>><</link>><<effects>>
<<if $phase is 1>>
You smile at <<him>>. "Than-" You're interrupted by a strong contraction, and your grip on <<his>> hand tightens.<<gpain>><<violence 6>>
<br><br>
<<else>>
You shake your head. "Please, leave. I need to do this by myself."
<br><br>
Alex looks disappointed but leaves.
<br><br>
<</if>>
You start to push with all the strength you have. The pain overwhelms you. <<ggpain>><<violence 12>>
<br><br>
"Almost there, just a little more," Harper says.
<br><br>
The pain becomes too much for you to endure as you continue pushing. Everything fades away.
<br><br>
<<link [[Next (2:00)|Farm PC Birth 5]]>><<playerPrebirth>><<pass 120>><</link>><<effects>>
<<if $phase is 1>>
You look around and see Alex, who is still holding your hand. "Next time, tell me if you plan on breaking my hand," <<he>> laughs.
<<else>>
Alex enters the room again, <<his>> face pale. <<He>> sighs in relief when <<he>> sees you well. "Didn't know that waiting could be so stressful," <<he>> laughs.
<</if>>
<br><br>
Harper stands up and brings your <<print $pcBabyCount > 1 ? "babies" : "baby">> over to you and Alex.
"Congratulations," Harper says.
<<if pregnancyCountBetweenParents("pc", "Alex") isnot 1 or pregnancyCountBetweenParents("Alex", "pc") isnot 1>>
<span class="lewd">"You're both parents now."</span>
<<else>>
<span class="lewd">"Would you like to see your <<print $pcBabyCount > 1 ? "children" : "child">> now?"</span>
<</if>>
<br><br>
<<print $pcBabyCount > 1 ? "They sit" : "It sits">> in your arms, eyes shut, <<print $pcBabyCount > 1 ? "chests" : "chest">> rising and falling with gentle breaths. You hold your <<print $pcBabyCount > 1 ? "babies" : "baby">> close to your chest.
<br>
"I've run all the tests," Harper says. "There's not a single health problem. Have you two thought of <<print $pcBabyCount > 1 ? "their names" : "a name">>?"
<br><br>
"Well," Alex says. "You did all the hard work, you should name <<if $pcBabyCount is 1>><<if getPregnancyObject().fetus[0].gender is "m">>him<<else>>her<</if>><<else>>them<</if>>."
<br><br>
<<birthUi "pc" "alex_cottage" "alex_cottage" "Farm PC Birth 6" 10>><<effects>>
Having named your <<print $pcBabyCount > 1 ? "children" : "child">>, you turn your attention to Alex again. <<He>> nods approvingly at your choice of <<if $morethan1baby>>names<<else>>name<</if>>.
<br><br>
Harper gathers <<nnpc_his "Harper">> equipment and walks to the door. "You should rest for now, avoid walking for a while too, and you'll be fine."
<br>
"Thanks Doc, I appreciate it," Alex says.
<br>
Harper smiles and leaves, pulling <<nnpc_his "Harper">> phone out of <<nnpc_his "Harper">> pocket as if <<nnpc_he "Harper">> is about to call someone.
<br><br>
<<if C.npc.Alex.pregnancy.nursery is true>>
"I'll take the little <<print $pcBabyCount > 1 ? "fellas" : "fella">> here to their new room, okay? You should try to sleep a little now," Alex says.
<br>
<<He>> gives you one final big hug and gathers up your <<print $pcBabyCount > 1 ? "babies" : "baby">>.
<br><br>
Even though you're tired, you can't stop thinking about your <<print $pcBabyCount > 1 ? "children" : "child">>. You keep wondering if they're okay, if they're warm...the thoughts continue until you fall asleep.
<br><br>
<<else>>
"Damn..." Alex says. "The nursery is not ready yet..." <<His>> face softens.
<br><br>
<<He>> looks unsure what to do.
<br><br>
<</if>>
<<if (pregnancyCountBetweenParents("Alex","pc") is 1 or pregnancyCountBetweenParents("pc","Alex") is 1) or C.npc.Alex.pregnancy.nursery isnot true>>
<<link [[Next|Farm PC Birth 7]]>><</link>>
<<else>>
<<link [[Next|Farm Cottage]]>><<endevent>><<unset $pcBabyCount>><</link>>
<</if>><<effects>>
<<if C.npc.Alex.pregnancy.nursery is true>>
<span class="red">You're awoken by a knock at the door.</span>
<br><br>
"I got this," you hear Alex say as <<he>> goes down the stairs.
<br><br>
<<else>>
<span class="red">You hear a knock at the door.</span>
<br><br>
"I got this," Alex says as <<he>> goes down the stairs.
<br><br>
<</if>>
Some time passes without Alex returning.
<br><br>
You get up from the bed <<if C.npc.Alex.pregnancy.nursery isnot true>>, pick up your <<if childrenCountBetweenParents("pc", "Alex") gte 2>>children<<else>>child<</if>><</if>> and head downstairs. Walking is a difficult task due to your fatigue.
<br>
As you descend the stairs, you can hear talking. Alex sounds angry.
<br><br>
<<if pregnancyCountBetweenParents("Alex","pc") is 1 or pregnancyCountBetweenParents("pc","Alex") is 1>>
"You don't really think you'll be able to raise a child in a place like this, do you?" the other person says.
<br><br>
"We've a place prepared at the orphanage. Now make my job easier and hand me the <<print $pcBabyCount > 1 ? "brats" : "brat">>," <<nnpc_he "Bailey">> continues.
<br><br>
<<else>>
When you reach the bottom of the stairs, you get a good look at your visitor. <span class="red">It's Bailey.</span> <<nnpc_He "Bailey">> glares at you.
<br><br>
"You're a careless little fuck, you know that? Making me drive all the way here again just because you don't know how to assume your own responsibilities, instead, making more and more," <<he>> says.
<br>
"You both know why I'm here, so stop wasting my time," <<he>> finishes.
<br><br>
<</if>>
<<link [[Next|Farm PC Birth 8]]>><</link>><<effects>><<set _alex to statusCheck("Alex")>>
<<if pregnancyCountBetweenParents("Alex","pc") is 1 or pregnancyCountBetweenParents("pc","Alex") is 1>>
When you reach the bottom of the stairs, you get a good look at your visitor. <span class="red">It's Bailey.</span> <<nnpc_He "Bailey">> glares at you.
<br>
"What makes you think that we should just give our <<print $pcBabyCount > 1 ? "children" : "child">> to you?" Alex protests.
<br><br>
Bailey turns <<nnpc_his "Bailey">> gaze to Alex. "Look, 'cow<<if _alex.pronoun is "f">>girl<<else>>boy<</if>>', you could've fucked any whore and I wouldn't care, but you hitched yourself to MY ward."
<br><br>
Alex clenches <<his>> fists. "And who exactly said <<pshe>> is yours? <<pShes>> MY <<if $player.gender_appearance is "f">>woman<<else>>man<</if>>."
<br><br>
Bailey fixes Alex with a piercing gaze. "Oh, yeah? Then tell me how exactly do you plan on taking care of a kid in a place like this?"
<br><br>
<<else>>
When you reach the bottom of the stairs, you get a good look at your visitor. <span class="red">It's Bailey.</span> <<nnpc_He "Bailey">> glares at you.
"You're a careless little fuck, you know that? Making me drive all the way here again just because you don't know how to assume your own responsibilities, instead, making more and more," <<he>> says.
"You both know why I'm here, so stop wasting my time," <<he>> finishes.
Not having any other option, you wordless give your <<print $pcBabyCount > 1 ? "them" : "it">> to Bailey.
"Good," Bailey says. "Stop being such an inconsequential brat and maybe this won't happen anymore," Bailey says as <<nnpc_he "Bailey">> leaves.
<</if>>
<<link [[Next|Farm PC Birth 9]]>><</link>><<effects>>
<<if C.npc.Alex.pregnancy.nursery is true>>
"We have our own nursery at the cottage, we don't need or want your help," Alex responds.
<br><br>
A long and deafening silence fills the environment. Bailey keeps staring at you and Alex.
<br><br>
"Tch," Bailey breaks the silence. "Do whatever you want to; it's one less problem for me to deal with anyway." Shooting you one last glare, <<nnpc_he "Bailey">> turns and leaves the farm.
<br><br>
You suddenly feel a hand on your shoulder. "I'm glad it's over," Alex says. "Don't know how you managed to get down here on your own, but come on, I'll help you upstairs."
<br><br>
<<link [[Next|Farm Bedroom]]>><<unset $pcBabyCount>><</link>>
<<else>>
"We'll work something out. My <<print $pcBabyCount > 1 ? "children are not orphans" : "child is not an orphan">>," Alex says, frustrated.
<br><br>
A long and deafening silence fills the room. Bailey continues staring at you and Alex.
<br><br>
"I'll tell you what," Bailey breaks the silence. "I have a proper place for this, and you don't, but I think we can reach an arrangement."
<br>
"What do you mean?" Alex asks.
<br><br>
"I'll let your <<print $pcBabyCount > 1 ? "brats" : "brat">> stay at my orphanage until you solve your little problem, but it'll cost you. <<printmoney 10000>> each, for every week they remain there."
<br><br>
"When everything is solved, I'll take the little <<print $pcBabyCount > 1 ? "brats" : "brat">> here again, and, obviously, it will cost you. The price is not up for negotiation," Bailey finishes.
<br><br>
<<link [[Next|Farm PC Birth 10]]>><</link>>
<</if>><<effects>>
<<set $ward_unlocked to true>>
<<run Object.values(V.children).filter(child => {
if (child.location === "alex_cottage" && (child.father === "Alex" || child.mother === "Alex")) child.location = "home";
})>>
Alex turns to you. "I hate to say this, but this...offer might be a good thing, for the <<print $pcBabyCount > 1 ? "kids" : "kid">> at least. I don't like the price, or losing <<print $pcBabyCount > 1 ? "them" : "it">>, but it will give us more time to prepare a room. It's only temporary, right?" You reluctantly nod.
<br><br>
"Okay," Alex says, returning <<his>> attention to Bailey again.
<br><br>
You give one last,long hug to your <<print $pcBabyCount > 1 ? "children" : "child">> before handing <<print $pcBabyCount > 1 ? "them" : "it">> to Bailey.
<br><br>
"I'm glad we could reach an agreement. Now, if you'll excuse me..." Bailey says as <<nnpc_he "Bailey">> leaves.
<br><br>
You stand there, helplessly watching your <<print $pcBabyCount > 1 ? "children" : "child">> being taken away, stone-faced and silent.
<br>
Tears involuntarily flow down your face. You unsuccessfully try to wipe them away.
<br><br>
Alex hugs you. "I'm so sorry. This is all my fault, I should've worked harder, but it's okay, we'll get them back." <<His>> eyes are watery, but <<he>> refuses to shed a tear.
<br><br>
<<link [[Next|Farm PC Birth 11]]>><</link>><<effects>>
<<unset $pcBabyCount>>
<<He>> releases you after some time and wipes away your tears with <<his>> sleeve.
<br>
<<if Time.dayState isnot "night">>
"You should get some rest, I'll get back to work,"
<<else>>
"We should get some rest before getting back to work,"
<</if>>
<<he>> says, trying to sound confident.
<br><br>
<<if $farm_stage gte 7>>
<<link [[Next|Farm Cottage]]>><<endevent>><</link>>
<<else>>
<<link [[Next|Farm Work]]>><<endcombat>><</link>>
<</if>><<effects>>
"Just a minute, I'll get us some tea," <<he>> says as <<he>> head towards the kitchen.
<br><br>
You sit down on the sofa. It's not long before Alex comes back with two mugs. <<His>> hands are shaking a little, and <<he>> looks nervous.
<br><br>
<<He>> gives one of the mugs to you. "I know this is all suddenly, but you've probably already found out about it," <<he>> says as <<he>> takes a sip of <<his>> tea.
<br><br>
After taking a long breath, <<he>> fixes <<his>> gaze on you. "In short, you knocked me up and then disappeared... How was I supposed to run a farm on my own while pregnant?"
<br><br>
"I kept thinking you would come back at some point, but you never did and the responsibilities grew bigger. It was too much for me, so what choice did I have?" <<he>> sighs.
<br><br>
<<link [[Next|Farm Alex Forgotten Birth 2]]>><</link>><<effects>>
You keep listening to Alex, not daring to interrupt <<him>>. <<He>> constantly adjust <<his>> voice, trying to sound firm.
<br><br>
"That fucking sucked. And then that caretaker of yours showed up and.... well, I did what had to be done," <<he>> says, but this time averting your gaze.
<br><br>
"I don't know how <<nnpc_he "Bailey">> knew about it, but <<nnpc_he "Bailey">> was right that, I couldn't raise a kid on my own. Not with the farm in this state. I didn't have time to even start thinking about a nursery for them!"
<br><br>
<<He>> sighs. "I do feel bad for my having my own <<if childrenCountBetweenParents("Alex","pc") gte 2 or childrenCountBetweenParents("pc","Alex") gte 2>>children living as orphans<<else>>child living as an orphan<</if>>, but I really can't do this just by myself, you're their father, so share this responsibility too!"
<br><br>
<<link [[Apologise|Farm Alex Forgotten Birth 3]]>><<set $phase to 1>><</link>>
<br>
<<link [[Stay silent|Farm Alex Forgotten Birth 3]]>><<set $phase to 2>><</link>><<effects>>
<<if $phase is 1>>
<<if $speech_attitude is "meek">>
"I-I'm so sorry, I just... couldn't be here," you say.
<<elseif $speech_attitude is "bratty">>
"I'm sorry, okay? It's not like I can always be here," you say.
<<else>>
"I'm sorry, I just couldn't be here" you say.
<</if>>
<br><br>
<<His>> face softens. "It's okay, there was no way for you to know."
<br>
<<else>>
<<He>> shake <<his>> head. "No use to keep thinking of what could or couldn't have happened."
<br><br>
<</if>>
"Look," <<he>> says, leaning closer to you. "I don't like that my <<if childrenCountBetweenParents("Alex","pc") gte 2 or childrenCountBetweenParents("pc","Alex") gte 2>>children are<<else>>child is<</if>> living at an orphanage. There's enough land here on the farm for <<if childrenCountBetweenParents("Alex","pc") gte 2 or childrenCountBetweenParents("pc","Alex") gte 2>>them<<else>>it<</if>>, but <<if childrenCountBetweenParents("Alex","pc") gte 2 or childrenCountBetweenParents("pc","Alex") gte 2>>they need<<else>>it needs<</if>> a place to stay."
<br><br>
<<He>> stands up and take the empty mugs. "I can't take this responsibility all by myself... I should get back to work now," <<he>> says as <<he>> place the mugs in the kitchen and heads to the farm again
<br><br>
<<if $farm_stage gte 7>>
<span class="gold">Alex is willing to keep <<his>> kids at the farm, but first you should help <<him>> out.</span>
<br><br>
<<else>>
Alex is willing to build a Nursery at the cottage, but first <span class="gold">you need to help <<him>> clear the three main fields.</span>
<br><br>
<</if>>
<<link [[Next|Farm Work]]>><<endevent>><</link>><<effects>>
<<if $phase is 1>>
<<if $speech_attitude is "meek">>
"I-I'm so sorry, I just... couldn't be here," you say.
<<elseif $speech_attitude is "bratty">>
"I'm sorry, okay? It's not like I can always be here," you say.
<<else>>
"I'm sorry, I just couldn't be here," you say.
<</if>>
<br><br>
<</if>>
<<if C.npc.Alex.pregnancy.nursery isnot true>>
<<if $phase is 1>>
"That's all you have to say? 'Sorry'? Our kids are gone now, thanks to you!"
<br><br>
<<else>>
"At least say something, our kids are gone and you don't have anything to say?!" <<he>> yells at you.
<br><br>
<</if>>
<<He>> clenches <<his>> fists. "That 'caretaker' was here. I have no idea how <<nnpc_he "Bailey">> knew about it, but <<nnpc_he "Bailey">> started talking a bunch of nonsense, that my <<if childrenCountBetweenParents("Alex","pc") gte 2 or childrenCountBetweenParents("pc","Alex") gte 2>>children were<<else>>child was<</if>> <<nnpc_his "Bailey">> property cause you were <<nnpc_his "Bailey">> too."
<br><br>
Your heart drops into your stomach, how could Bailey know about this?
<br><br>
<<link [[Next|Farm Alex Missed Birth 2]]>><</link>>
<<else>>
"You could at least say something, it wasn't easy to do all by myself," <<he>> says.
<br><br>
<<He>> sighs. "It's okay, these things happen I guess."
<br><br>
<<if pregnancyCountBetweenParents("pc","Alex") gte 2 or pregnancyCountBetweenParents("Alex","pc") gte 2>>
"Come on," <<he>> says grabbing your arm. "You have to see your <<if childrenCountBetweenParents("Alex","pc") gte 2 or childrenCountBetweenParents("pc","Alex") gte 2>>children<<else>>child<</if>> too, I gave <<if childrenCountBetweenParents("Alex","pc") gte 2 or childrenCountBetweenParents("pc","Alex") gte 2>>them names<<else>>it a name<</if>>, but I'm not good at this, so yeah, I'm open for suggestions," <<he>> says as <<he>> leads you to the cottage's nursery.
<br><br>
<<link [[Next|Farm Cottage]]>><<endevent>><</link>>
<<else>>
<<He>> clenches <<his>> fists. "That 'caretaker' was here. I have no idea how <<nnpc_he "Bailey">> knew about it, but <<nnpc_he "Bailey">> started talking a bunch of nonsense, that my <<if childrenCountBetweenParents("Alex","pc") gte 2 or childrenCountBetweenParents("pc","Alex") gte 2>>children were<<else>>child was<</if>> <<nnpc_his "Bailey">> property cause you were <<nnpc_his "Bailey">> too."
<br><br>
Your heart drops into your stomach, how could Bailey know about this?
<br><br>
<<link [[Next|Farm Alex Missed Birth 2]]>><</link>>
<</if>>
<</if>><<effects>>
<<if C.npc.Alex.pregnancy.nursery is true>>
<<if pregnancyCountBetweenParents("Alex","pc") is 1 or pregnancyCountBetweenParents("pc","Alex") is 1>>
"Hey, no need to make that face," <<he>> says, noticing your concern. "I didn't give <<nnpc_him "Bailey">> shit, who does <<nnpc_he "Bailey">> think <<nnpc_he "Bailey">> is?! Coming to MY house and wanting to take MY <<if childrenCountBetweenParents("Alex","pc") gte 2 or childrenCountBetweenParents("pc","Alex") gte 2>>children<<else>>child<</if>> away, bullshit. But we don't have to worry about it again, I made sure that <<nnpc_hes "Bailey">> not coming back."
<br><br>
<</if>>
"Come on," <<he>> says grabbing your arm. "You have to see your <<if childrenCountBetweenParents("Alex","pc") gte 2 or childrenCountBetweenParents("pc","Alex") gte 2>>children<<else>>child<</if>> too, I gave <<if childrenCountBetweenParents("Alex","pc") gte 2 or childrenCountBetweenParents("pc","Alex") gte 2>>them names<<else>>it a name<</if>>, but I'm not good at this, so yeah, I'm open for suggestions," <<he>> says as <<he>> leads you to the cottage's nursery.
<br><br>
<<link [[Next|Farm Cottage]]>><<endevent>><</link>>
<<else>>
<<if C.npc.Alex.dom gte 20>>
"Don't you dare give me that look," <<he>> says, clearly having noticed your expression.
<<else>>
"Quit lookin' at me like that," <<he>> sighs defeatedly, clearly having noticed your expression.
<</if>>
<br><br>
"What other choice did I have...?" <<he>> asks, starting to tear up. "It's not like there's anywhere for us to raise a kid out here..."
<br><br>
<<He>> wipes <<his>> tears away with a sleeve. "Look, I can't stand the idea of my kids somewhere out there, livin' as orphans, but I've already got a farm to run, and that keeps my hands full enough as it is."
<br><br>
"Even if we asked for 'em back, we'd need somewhere to take care of 'em, like that <span class="blue">nursery</span> I mentioned to you before. You'd also have to go ask <span class="red">that caretaker</span> yourself, since I can't take any time away from the farm..." <<he>> says.
<br><br>
<<if Time.dayState isnot "night">>"I've got to get back to work<<else>>I've got to take some rest<</if>>," <<he>> says, the sadness in <<his>> eyes in no way diminished. <<He>> leans in and gives you a quick hug before walking off.
<br><br>
<span class="gold">Alex is willing to keep <<his>> kids at the farm, but first you should help <<him>> out.</span>
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<</if>><<effects>>
"Pa is kind of busy right now, but he said mother's at the city and that she agreed to help us, it shouldn't take long," <<he>> says looking more excited than before.
<br><br>
You don't have to wait much until a vehicle approaches and honks.
<br>
Alex's mother waves at you two.
<br><br>
Alex opens the door for you and helps you get in, entering from the other side and taking a seat next to you when you're in.
<br><br>
"My little <<if C.npc.Alex.pronoun is "f">>girl<<else>>boy<</if>> is finally settling down," she laughs.
<br>
Alex blushes and turns <<his>> faces away.
<br><br>
"And with such a <<if $player.gender_appearance is "f">>beautiful woman<<else>>handsome man<</if>>" she adds.
<br><br>
"Mum!" Alex protests.
<br>
"What? I was telling the truth," she plays. You don't think Alex's face could get more red.
<br><br>
<<link [[Next|Farm Alex Orphanage Trip 2]]>><</link>><<effects>>
You soon arrive at the orphanage, where your <<if childrenCountBetweenParents("pc","Alex") gte 2>>children are<<else>>child is<</if>>, Alex looks horrified when <<he>> see the state the orphanage is in.
<br><br>
"Could you please go and get <<if childrenCountBetweenParents("pc","Alex") gte 2>>them<<else>>it<</if>>?" Alex asks. "I'm not sure if I can go in there."
<br><br>
You nod and enter the orphanage, going right to the Nursery. The goon, that guards the entrance, doesn't stop you as you enter, take your <<if childrenCountBetweenParents("pc","Alex") gte 2>>children<<else>>child<</if>> and leave.
<br><br>
Looking to your right, you notice Bailey starting you from <<nnpc_his "Bailey">> office, while some orphans steal glances at you and your <<if childrenCountBetweenParents("pc","Alex") gte 2>>babies<<else>>baby<</if>>, as if surprised that someone actually got out of that place.
<br><br>
Alex opens the door for you and you get in, still with your <<if childrenCountBetweenParents("pc","Alex") gte 2>>babies<<else>>baby<</if>> in hands.
<br><br>
<<link [[Next|Farm Alex Orphanage Trip 3]]>><</link>><<effects>>
<<run Object.values(V.children).filter(child => {
if (child.location === "home" && (child.father === "Alex" || child.mother === "Alex")) child.location = "alex_cottage";
})>>
<<His>> mother drives to the farm, occasionally looking at her <<if childrenCountBetweenParents("pc","Alex") is 1>>grandchild<<else>>grandchildren<</if>> and smiling.
<br><br>
It's not a long trip, and you soon arrive at the farm.
<br><br>
Alex helps you leave the vehicle and take your <<if childrenCountBetweenParents("pc","Alex") is 1>>child<<else>>children<</if>> to the cottage's nursery.
<br><br>
Alex's mother turns to Alex. "I need to get back to work now, but listen, I'm proud of you, you're making this place look like a home," she says as she drives away.
<br><br>
<<link [[Next|Farm Cottage]]>><</link>><<effects>>
<<npc "Alex">>
<<set C.npc.Alex.pregnancy.pills to "fertility">>
<<set C.npc.Alex.pregnancyAvoidance to 0>>
<<set $NPCList[0].pregnancyAvoidance to 0>>
"Hey," you say, leaning closer to <<him>>. "Let's have <<if childrenCountBetweenParents("pc","Alex") lte 0 or childrenCountBetweenParents("Alex","pc") lte 0>>a<<else>>another<</if>> baby."
<br><br>
<<He>> freezes in place. "H-Hold on, partner. What's this all about?"
<br><br>
"You said you wouldn't mind, so I thought it would be good for us."
<br><br>
<<He>> thinks for a while. "Okay," <<he>> says. "I guess we can try."
<br><br>
You try to pull <<him>> closer but
<<if C.npc.Alex.gender is "f">>
<<he>> shifts <<his>> position, straddling your lap.
<<else>>
<<he>> pulls you into <<his>> lap.
<</if>>
<br><br>
"Why the long face?" <<he>> says with a grin. "You owe me a good ride now. Didn't you want <<if C.npc.Alex.gender is "f">> to knock me up<<else>> me to breed you<</if>>?" Alex says, leaning closer and closing <<his>> eyes.
<br><br>
<<link [[Next|Farm Cottage Babay Request Sex]]>><<set $sexstart to 1>><</link>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Farm Cottage Babay Request Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Farm Cottage Babay Request Sex]]>><</link>></span><<nexttext>>
<</if>><<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"I'll stop using contraceptives, so you better be sure of this, mate."
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $finish is 1>>
"What?" <<he>> says, confused. "But you... whatever. I'll stop using contraceptives, so you better be sure of this, mate."
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<<link [[Next|Farm Cottage]]>><<endevent>><<pass 20>><</link>><<effects>>
<<if $trauma gte ($traumamax / 7) * 3 or $stress gte ($stressmax / 7) * 5>>
You desperately cling onto the large bear plushie with your entire body and almost wind up pulling it down onto the ground, whimpering and crying loudly into it.<<trauma -6>><<stress -6>>
<<elseif $trauma gte ($traumamax / 7) * 2 or $stress gte ($stressmax / 7) * 3>>
You cling to the large bear plushie and bury your head in it's back, silently crying into it.<<trauma -4>><<stress -4>>
<<elseif $trauma gte ($traumamax / 7) * 1 or $stress gte ($stressmax / 7) * 1>>
You wrap your arms around the large bear plushie from behind and rest your head against it's shoulder, hugging it quietly.<<trauma -2>><<stress -2>>
<<else>>
You happily take the large bear plushie in your arms.<<trauma -1>><<stress -1>>
<</if>>
<br><br>
<<link [[Cuddle with the large bear plushie (0:10)|$passage]]>><<pass 10>><</link>><<ltrauma>><<lstress>>
<br>
<<link [[Next|Farm Bedroom]]>><</link>><<effects>><<npc "Alex">><<person1>>
<<if !C.npc.Alex.pregnancy.ultraSoundWallPic>>
<<set C.npc.Alex.pregnancy.ultraSoundWallPic to true>>
<</if>>
<<run delete C.npc.Alex.pregnancy.ultraSoundPics>>
"Hey," you say, leaning closer to Alex. "I have something to show you."
<br><br>
Alex gives you a curious glance. "Sure, what is it?"
<br><br>
You grab the ultrasound pictures Harper gave you and hand them to <<him>>. <<He>> seems to be having a hard time understanding what <<hes>> looking at.
<br><br>
<<if $speech_attitude is "bratty">>
"Seriously?" you sigh. "It's our <<if getPregnancyObject().fetus.length is 1>>child<<else>>children<</if>>, dummy,"
<<elseif $speech_attitude is "meek">>
"S-Sorry, I should've explained, it's our <<if getPregnancyObject().fetus.length is 1>>child<<else>>children<</if>>,"
<<else>>
"You don't get it? It's our <<if getPregnancyObject().fetus.length is 1>>child<<else>>children<</if>>,"
<</if>>
you say.
<br><br>
"Oh," <<he>> says, taking another look at the pictures. "I thought it was some kind of alien," <<he>> jokes.
<br><br>
You give <<him>> a light punch on the shoulder. "I'm just joking," <<he>> says, embracing you. "Thanks for showing me this. It's nice to know our <<if getPregnancyObject().fetus.length is 1>>child is<<else>>children are<</if>> growing nice and healthy."
<br><br>
Alex holds you for a while, and you both enjoy the moment together. <<He>> gives you a kiss before releasing you. "Think we should hang this somewhere?"
<br><br>
<<if $location is "alex_cottage">>
<<if Time.hour gte 5 and Time.hour lte 6>>
<<link [[Next|Farm Cottage]]>><<pass 5>><<endevent>><</link>>
<<else>>
<<link [[Next|Farm Alex Bedroom]]>><<pass 5>><<endevent>><</link>>
<</if>>
<<else>>
<<link [[Next|Farm Work]]>><<pass 5>><<endevent>><</link>>
<</if>><<set $location to "alex_cottage">><<set $outside to 0>><<effects>>
<<farm_work_update>>
You are in the kitchen in Alex's cottage. There's a window above the sink, giving a view of the farm.
<br><br>
<<ingredients_supplied>>
<<ingredients_exceptions>>
<br><br>
<<kitchen_display_all>>
<<if $cookbook is true>>
<<set _baseTime to Math.max(180 - (6 * Math.round($housekeeping / 50)), 10)>>
<<set _timeString to getTimeString(_baseTime)>>
<br><br>
<<housekeeping_exam_select>>
<<if $chosen_recipe isnot "none">>
<span class="gold">You can teach yourself a recipe from your cookbook here.</span> You flip open the book and land on a recipe for <<print $chosen_recipe.replace(/_/g," ")>>.<br><br>
<<link [["Learn something new (" + _timeString + ")"|Kitchen Self Teach]]>><<pass _baseTime>><</link>><<ghousekeeping 1000>>
<<else>>
There's no more recipes you can learn.
<</if>>
<br><br>
<</if>>
<<link [[Leave|Farm Cottage]]>><<handheldon>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<set $NPCList[0].stance to "top">><<set $position to "doggy">>
<<if Time.hour lt 21 or Time.hour gt 4>>
<<enable_rescue>>
<</if>>
<<farm_trust dogs>>
<</if>>
<<if setup.clothes.upper[clothesIndex('upper', $worn.upper)].sleeve_img isnot 1 and ($leftarm is "bound" or $rightarm is "bound") and $phase is 1>>
The chickens tear the ruined remains of your sleeves away from you, <span class="lblue">freeing your arms.</span>
<<unbindtemp>>
<br><br>
<<elseif $phase is 1>>
The chickens hold your arms in place.
<br><br>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Farm Coop Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Farm Coop Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<if setup.clothes.upper[clothesIndex('upper', $worn.upper)].sleeve_img is 1>>
Satisfied, the <<farm_text dog>> leaves the coop as the chickens step away from the fence, freeing your arms.
<<unbindtemp>>
<<else>>
Satisfied, the <<farm_text dog>> leaves the coop, leaving you to slump to the ground.
<</if>>
<<lrespect>><<farm_dogs -1>>
<br><br>
<<tearful>> you finish your work in the coop.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Farm Work]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
<<if setup.clothes.upper[clothesIndex('upper', $worn.upper)].sleeve_img is 1>>
The <<farm_text dog>> turns and runs. The chickens follow, releasing your arms.
<<unbindtemp>>
<<else>>
The <<farm_text dog>> turns and runs as you pull yourself to your feet.
<</if>>
<<tearful>> you finished your work in the coop.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Farm Work]]>><</link>>
<br>
<<else>><<set $rescued += 1>>
<<endcombat>>
<<npc Alex>><<person1>>
"I'm coming!" It's Alex. The <<farm_text dog>> backs away at the sound of <<his>> voice.
<<if setup.clothes.upper[clothesIndex('upper', $worn.upper)].sleeve_img is 1>>
The chickens follow suit.
<<unbindtemp>>
<<else>>
<</if>>
<br><br>
<<tearful>> you pull yourself to your feet, just as Alex arrives at the entrance of the coop. "Bad dog!" <<he>> says, grasping the beast's collar. "No supper for you tonight." The <<farm_text dog>>'s ears fall limp.<<lrespect>><<farm_dogs -1>>
<br><br>
<<clotheson>>
<<if $exposed gte 1 and $farm_naked isnot 1>>
Alex grabs you some towels to cover with.
<</if>>
"I'm sorry," <<he>> says. "The dogs can be spirited. Good thing I heard you."<<gdom>><<npcincr Alex dom 1>>
<<if $exposed gte 1>>
<<glust>><<npcincr Alex lust 1>>
<<if $farm_naked isnot 1>>
<<towelup>>
<</if>>
<</if>>
<br><br>
<<link [[Thank Alex|Farm Coop Thank]]>><<npcincr Alex dom 1>><<npcincr Alex love 1>><</link>><<gdom>><<glove>>
<br>
<<link [[Get angry|Farm Coop Angry]]>><<npcincr Alex dom -1>><<npcincr Alex love -1>><</link>><<llove>><<ldom>>
<br>
<<link [[Say nothing|Farm Coop Silent]]>><</link>>
<br>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"Th-thank you," you say.
<<elseif $speech_attitude is "bratty">>
"Thanks," you say.
<<else>>
"Thank you," you say.
<</if>>
<br><br>
Alex smiles. "Don't mention it. I'll keep an ear out in case you need me again."
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"Y-you should raise your dogs better," you say. "I was almost hurt."
<<elseif $speech_attitude is "bratty">>
"Keep your dogs on a tighter leash," you say. "Next time it could get hurt."
<<else>>
"Have you not trained your dogs at all?" you say. "I could have been hurt."
<</if>>
<br><br>
"I'm sorry," Alex says, holding up <<his>> hands. "But working with animals has its dangers. Be more careful in the future."
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
You don't say anything, and continue cleaning the coop. "Right," Alex says. "I'd best get back to work too. I'll keep an ear out."
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
You stand still, and allow the creature to latch onto your face. <<deviancy4>>
<<link [[Next|Farm Yard Struggle]]>><<set $struggle_start to 2>><</link>><<effects>>
<<if $danceSuccess>>
You jump aside at the last moment, and <span class="green">the creature flies past.</span> It lands and darts into a bush before you can get a good look at it.
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<<else>>
You try to jump aside, <span class="red">but it's on you too fast,</span> latching onto your face. You can't see. You try to pull the creature off, but you struggle to get a grip on its slimy skin. You keep your lips sealed as something presses against your mouth.
<br><br>
<<link [[Next|Farm Yard Struggle]]>><<set $struggle_start to 1>><</link>>
<br>
<</if>><<effects>>
<<if $physiqueSuccess>>
You swing the shovel at the creature, and <span class="green">smack it aside with a crunch.</span> It lands and darts into a bush before you can get a good look at it.
<br><br>
<<link [[Next|Farm Work]]>><<handheldon>><</link>>
<br>
<<else>>
The shovel hits, <span class="red">but the creature moves with such force that your impromptu weapon is batted aside.</span> It latches onto your face. You can't see. You try to pull the creature off, but you struggle to get a grip on its slimy skin. You keep your lips sealed as something presses against your mouth.
<br><br>
<<link [[Next|Farm Yard Struggle]]>><<handheldon>><<set $struggle_start to 1>><</link>>
<br>
<</if>><<effects>>
<<set $rescued += 1>>
You scream, but the creature lands on your face, cutting it short. You can't see. You try to pull the creature off, but you struggle to get a grip on its slimy skin. You keep your lips sealed as something presses against your mouth.
<br><br>
<<npc Alex>><<person1>>
"I'm coming!" It's Alex. "Hold on." You hear <<his>> footsteps get closer. Just as your lips begin to give way, you are pulled forward as Alex tugs the creature off your face. <<He>> yanks it with such force that it hurtles through the air. It lands and darts into a bush before you can get a good look at it.
<br><br>
You gasp for air. "Be careful of those," <<he>> says. "They crawl in from the moor. You can leave the yard to me if you like. I usually clear it after my morning shower."
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>><<wearProp "net">>
<<if $danceSuccess and $athleticsSuccess>>
<span class="green">The net lands true.</span> You pull the creature into your possession.
<br><br>
<<set $lurkers_held += 1>>
<<set $stat_lurkers_captured += 1>>
<<link [[Next|Farm Work]]>><<handheldon>><</link>>
<br>
<<else>>
You try to hurl the net, <span class="red">but it's on you too fast,</span> latching onto your face. You can't see. You try to pull the creature off, but you struggle to get a grip on its slimy skin. You keep your lips sealed as something presses against your mouth.<<gnet>>
<<prof net 1>>
<br><br>
<<link [[Next|Farm Yard Struggle]]>><<handheldon>><<set $struggle_start to 1>><</link>>
<br>
<</if>><<effects>>
<<if $struggle_start is 1>>
<<struggle_init>>
<<set $struggle.creature to "lurker">>
<<struggle_creatures 1 1>>
<<set $combat to 1>>
<<controlloss>>
<<violence 1>>
<<molested>>
<<set $struggle.mouth.creature to "lurker">>
<<set $mouthuse to "struggle">><<set $mouthstate to "struggle">><<set $struggle.enemy[0].location to "mouth">>
<<unset $struggle_start>>
<<elseif $struggle_start is 2>>
<<struggle_init>>
<<set $struggle.creature to "lurker">>
<<struggle_creatures 1 1>>
<<set $combat to 1>>
<<neutral 1>>
<<consensual>>
<<set $consensual to 1>>
<<set $struggle.mouth.creature to "lurker">>
<<set $mouthuse to "struggle">><<set $mouthstate to "struggle">><<set $struggle.enemy[0].location to "mouth">>
<<unset $struggle_start>>
<</if>>
<<struggle>>
<<if $struggle.done gte $struggle.number>>
<span id="next"><<link [[Next|Farm Yard Struggle Finish]]>><</link>></span>
<br>
<<else>>
<span id="next"><<link [[Next|Farm Yard Struggle]]>><</link>></span>
<br>
<</if>><<effects>>
The creature darts into a bush before you can get a good look at it.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Farm Work]]>><</link>>
<br><<effects>>
You continue to feed the chickens, despite your predicament. You blush the whole time, worried that Alex or another farmer will see you.
<<if $exposed gte 2>>
<<exhibitionism2>>
<<else>>
<<exhibitionism1>>
<</if>>
<<if $rng gte 71>>
You've almost finished when you hear a whistling. It's close. You look up with a start.
<br><br>
<<npc Alex>><<person1>>
Alex enters the yard from the direction of the sty, carrying a couple of buckets. <<He>> drops them when <<he>> spots you, before blushing and looking away. <<covered>><<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
"You'll want to wear something sturdy," <<he>> laughs, picking up the buckets but continuing to look away. "This isn't work for delicate clothes. There's a towel in the shed. It's not sturdy at all, but better than nothing."<<gdom>><<npcincr Alex dom 1>><<glust>><<npcincr Alex lust 1>>
<br><br>
There is indeed a towel in the shed. Your wrap it around you, your hands shaking.<<towelup>>
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<<else>>
You finish up without incident, putting the sack back in the shed. You find a towel inside.
<<towelup>>
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<</if>><<effects>>
You rush back to the shed and search for something to cover with. You find a towel, and tie it around your body.
<<towelup>>
<br><br>
You finish feeding the chickens, but are careful to keep them at a distance. The towel wouldn't last against their eagerness.
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br><<effects>>
<<loweron>>
<<outfitChecks>>
<<if $rng gte 51>>
You reach down and grasp your _bottom.name, before pulling it up your legs. A few chickens latch onto the bottom of the sack with their beaks, <span class="green"> but the fabric remains strong</span> as you shake them free.
<br><br>
You finish feeding the chickens without further incident, and return the sack to the shed.
<br><br>
<<link [[Farm Work]]>><</link>>
<br>
<<else>>
You reach down and grasp your _bottom.name, before pulling it up your legs. A few chickens latch onto the bottom of the sack with their beaks. You try to shake them free, <span class="red">but the fabric tears,</span> and the grain tumbles out in a torrent.<<lfarm>><<farm_yield -1>>
<br><br>
<<pass 20>><<farm_count 20>>
The chickens begin feasting. You rush for another sack, and try to retrieve the grain while keeping the birds from overfeeding. They're happy, at least.<<gtiredness>><<tiredness 6>>
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<</if>><<effects>>
<<loweron>>
<<outfitChecks>>
<<set _bottom.integrity -= 40>>
You scatter grain in a wide arc, away from your _bottom.name. The chickens continue tearing at the fabric for a moment, before they notice the food.
<br><br>
<<if _bottom.integrity lte 0>>
You try to pull your _bottom.name up your legs, but the ruined fabric falls apart.
<<integritycheck>><<exposure>>
<br>
You almost drop the sack in your haste to cover, but there's no one else around.
<br><br>
<<if $exposed gte 2 and hasSexStat("exhibitionism", 2)>>
<<link [[Finish the job|Farm Chickens Finish]]>><</link>><<exhibitionist2>>
<br>
<<elseif $exposed is 1>>
<<link [[Finish the job|Farm Chickens Finish]]>><</link>><<exhibitionist1>>
<br>
<</if>>
<<link [[Find something to cover with (0:20)|Farm Chickens Cover]]>><<pass 20>><<farm_count 20>><</link>>
<br>
<<else>>
You pull your dishevelled _bottom.name up your legs.
<br><br>
You feed the other chickens without incident, and return the sack to the shed.
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<</if>><<effects>>
<<loweron>>
<<outfitChecks>>
You throw your head back, and roar.
<br><br>
The chickens flee in all direction, letting you pull your _bottom.name up your legs without trouble.
<br><br>
You finish feeding the chickens without incident, though they seem afraid to get too close.
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br><<effects>>
You search every nook and cranny in the yard, but to no avail. You're checking the fence for overlooked holes when you hear a cluck above you. The chicken perches on the roof of the farmhouse.
<br><br>
<<link [[Get a ladder (0:10)|Farm Chickens Ladder]]>><<pass 10>><<farm_count 10>><</link>>
<br>
<<link [[Get Alex|Farm Chickens Alex]]>><<npcincr Alex dom 1>><</link>><<gdom "Alex">>
<br><<effects>>
You search for a ladder, finding one beside the stable. It's a bit unwieldy on your own, but you carry it to the farmhouse and prop it up beside the chicken. The bird doesn't move as you lift it with one arm, and return it to the coop.
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br><<effects>>
<<npc Alex>><<person1>>
You call out for Alex. <<He>> responds a moment later, though <<hes>> too distant to make out the words.
<br><br>
"What do we have here?" <<he>> says as <<he>> arrives. You nod at the chicken. <<He>> looks up, and laughs. "How'd you get up there? Dumb bird."
<br><br>
You help <<him>> carry a ladder from the stable, and prop it up beside the chicken. Alex climbs, retrieves the rogue, and returns it to the coop.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
You prowl the yard until you catch the scent of the rogue bird on the breeze. You look up, and see it perched on the roof of the farmhouse.
<br><br>
You don't know how it got up there, but you know how you'll follow. You crouch beside the porch, then jump, hauling yourself up. From there it's just another jump to reach the top.
<br><br>
You almost grasp the chicken with your mouth, but catch yourself and lift it with your arms instead. You drop down to the porch, and then the yard, before returning to the coop.
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br><<effects>>
You're sure it'll be fine. You shut and lock the door.
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br><<effects>>
<<if $tendingSuccess>>
<<if $farm_work.pig.monster is true>>
"Away!" you say, <span class="green">your voice firm and sure.</span> The <<farm_text pig>> releases you, and enters the pen without further fuss.<<grespect>><<farm_pigs 1>>
<<else>>
"Down!" you say, <span class="green">your voice firm and sure.</span> The pig drops to the ground, and enters the pen without further fuss.<<grespect>><<farm_pigs 1>>
<</if>>
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<<else>>
<<if $farm.beasts.pigs lt -5 and $rng gte 51>>
<<if $farm_work.pig.monster is true>>
"A-away!" you say, but <span class="red">your voice shakes,</span> and the <<farm_text pig>> pays you no heed. <<farm_He pig>> pulls you to the ground.<<lrespect>><<farm_pigs -1>><<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<<else>>
"D-down!" you say, but <span class="red">your voice shakes,</span> and the pig pays you no heed. It forces you to the ground.<<lrespect>><<farm_pigs -1>><<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<</if>>
<br><br>
<<link [[Next|Farm Pigs Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<if $farm_work.pig.monster is true>>
"A-away!" you say, but <span class="red">your voice shakes,</span> and the <<farm_text pig>> pays you no heed. <<farm_He pig>> humps you for a few moments, before tiring and stepping away. You close the pen after <<farm_him pig>>.<<lrespect>><<farm_pigs -1>><<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<<else>>
"D-down!" you say, but <span class="red">your voice shakes,</span> and the pig pays you no heed. It humps you for a few moments, before tiring and dropping to the ground. You close the pen after it.<<lrespect>><<farm_pigs -1>><<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<</if>>
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<</if>>
<</if>><<effects>>
<<if $physiqueSuccess>>
<<if $farm_work.pig.monster is true>>
<span class="green">You shove the <<farm_text pig>> away from you.</span> <<farm_He pig>> steps away and enters the pen without further fuss.<<grespect>><<farm_pigs 1>>
<<else>>
<span class="green">You shove the pig away from you.</span> It drops to the ground and enters the pen without further fuss.<<grespect>><<farm_pigs 1>>
<</if>>
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<<else>>
<<if $farm.beasts.pigs lte -5 and $rng gte 51>>
<<if $farm_work.pig.monster is true>>
You try to shove the <<farm_text pig>> away from you, <span class="red">but <<farm_he pig>> shoves back, and you fall to the ground.</span><<lrespect>><<farm_pigs -1>><<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<<else>>
You try to shove the pig away from you, <span class="red">but the weight pushes you to the ground.</span><<lrespect>><<farm_pigs -1>><<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<</if>>
<<link [[Next|Farm Pigs Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<if $farm_work.pig.monster is true>>
You try to shove the <<farm_text pig>> away from you, <span class="red">but <<farm_he pig>> wrestles back, and holds your arms behind you.</span> <<farm_he pig>> humps you for a few moments, before tiring and stepping away. You close the pen after it.<<lrespect>><<farm_pigs -1>><<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<<else>>
You try to shove the pig away from you, <span class="red">but its too heavy.</span> It humps you for a few moments, before tiring and dropping to the ground. You close the pen after it.<<lrespect>><<farm_pigs -1>><<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<</if>>
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<</if>>
<</if>><<effects>>
<<if $farm.beasts.pigs lte -5 and $rng gte 51>>
<<if $farm_work.pig.monster is true>>
You endure as the <<farm_text pig>> humps you. Unsatisfied, <<farm_he pig>> wrestles you to the ground.
<<else>>
You endure as the pig humps you. Its weight forces you to the ground.
<</if>>
<br><br>
<<link [[Next|Farm Pigs Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<if $farm_work.pig.monster is true>>
You endure as the <<farm_text pig>> humps you. <<farm_He pig>> soon tires, and steps away. You close the pen after <<farm_him pig>>
<<else>>
You endure as the pig humps you. It soon tires, or is otherwise satisfied, and drops to the ground. You close the pen after it.
<</if>>
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<if $farm_work.pig.monster is true>>
<<beastNEWinit 1 pig $farm_work.pig.gender $farm_work.pig.genitals monster>>
<<else>>
<<beastNEWinit 1 pig $farm_work.pig.gender $farm_work.pig.genitals beast>>
<</if>>
<<beastCombatInit>>
<<if Time.hour lt 21 or Time.hour gt 4>>
<<enable_rescue>>
<</if>>
<<farm_trust pig>>
You reach back and feel beneath the <<farm_text pig>>.
<<npchand>><<deviancy3>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Farm Pigs Hand Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Farm Pigs Hand]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
Satisfied, the <<farm_text pig>> trots into the pen.
<br><br>
<<tearful>> you close the gate.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Farm Work]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
Sufficiently cowed, the <<farm_text pig>> drops to the ground and scurries into the pen.<<grespect>><<farm_pigs 1>>
<br><br>
<<tearful>> you close the gate.
<<clotheson>>
<<endcombat>>
<<link [[Next|Farm Work]]>><</link>>
<br>
<<elseif $rescue is 1 and $alarm is 1>><<set $rescued += 1>>
"I'm coming!" The <<farm_text pig>> scurries into the pen at the sound of Alex's voice.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Alex>><<person1>>
Alex enters the sty, and rushes up to you, offering <<his>> arm. <<tearful>> you rise to your feet. "Don't be afraid to tell the pigs off if they get frisky," Alex says, shutting the gate to the pen. "A firm word usually does the trick."<<gdom>><<npcincr Alex dom 1>>
<br><br>
Once sure you're okay, Alex returns to <<his>> work.
<br><Br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<<else>>
The <<farm_text pig>> trots into the pen with a huff.<<lrespect>><<farm_pigs -1>>
<br><br>
<<tearful>> you close the gate.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Farm Work]]>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<if $farm_work.pig.monster is true>>
<<beastNEWinit 1 pig $farm_work.pig.gender $farm_work.pig.genitals monster>>
<<else>>
<<beastNEWinit 1 pig $farm_work.pig.gender $farm_work.pig.genitals beast>>
<</if>>
<<beastCombatInit>>
<<if Time.hour lt 21 or Time.hour gt 4>>
<<enable_rescue>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Farm Pigs Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Farm Pigs Rape]]>><</link>></span><<nexttext>>
<</if>><<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
Satisfied, the <<farm_text pig>> trots into the pen.<<lrespect>><<farm_pigs -1>>
<br><br>
<<tearful>> you lean against the gate, shutting it.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Farm Work]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
Sufficiently cowed, the <<farm_text pig>> drops to the ground and scurries into the pen.<<grespect>><<farm_pigs 1>>
<br><br>
<<tearful>> you close the gate after it.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Farm Work]]>><</link>>
<br>
<<else>><<set $rescued += 1>>
"I'm coming!" The <<farm_text pig>> scurries into the pen at the sound of Alex's voice.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Alex>><<person1>>
Alex enters the sty, and rushes up to you, offering <<his>> arm. <<tearful>> you rise to your feet. "Don't be afraid to tell the pigs off if they get frisky," Alex says, shutting the gate to the pen.
<<if $exposed gte 1 and $farm_naked isnot 1>>
<<covered>> <<He>> hands you some towels.
<<towelup>>
<</if>>
"A firm word usually does the trick."<<gdom>><<npcincr Alex dom 1>>
<<if $exposed gte 1>>
<<glust>><<npcincr Alex lust 1>>
<</if>>
<br><br>
Once sure you're okay, Alex returns to <<his>> work.
<br><Br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<</if>><<effects>>
<<if currentSkillValue('tending') gte (1, 600)>>
"Down!" you repeat. <span class="green">The <<farm_text pig>> listens this time,</span> dropping Alex's <<if $pronoun is "f">>skirt<<else>>shorts<</if>> and trotting back to the others.
<br><br>
"Thanks," Alex laughs. "As if we don't feed them enough already."<<glove>><<ldom>><<npcincr Alex love 1>><<npcincr Alex dom -1>>
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<<else>>
"D-down!" you repeat. <span class="red">The <<farm_text pig>> ignores you too.</span>
<<if $pronoun is "f">>
<<farm_He pig>> tears Alex's skirt off <<his>> body, exposing <<his>> black and red boyshorts. <<He>> covers the front of it with one hand and whacks the top of the <<farm_text pig>>'s head with the other.
<br><br>
"You're in trouble now," <<he>> says as the <<farm_text pig>> trots away with <<farm_his pig>> prize. Alex turns to you, a hint of blush on <<his>> face. "I'd better get myself another skirt before those perverts see."<<glust>><<garousal>><<npcincr Alex lust 1>><<arousal 600>>
<<else>>
<<farm_He pig>> tears Alex's shorts off <<his>> body, exposing <<his>> black and red boxers. <<He>> covers the front of it with one hand and whacks the top of the <<farm_text pig>>'s head with the other.
<br><br>
"You're in trouble now," <<he>> says as the <<farm_text pig>> trots away with its prize. Alex turns to you, a hint of blush on <<his>> face. "I'd better get myself another pair of shorts before those perverts see."<<glust>><<garousal>><<npcincr Alex lust 1>><<arousal 600>>
<</if>>
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<if $pronoun is "f">>
The <<farm_text pig>> tears Alex's skirt off <<his>> body, exposing <<his>> black and red boyshorts. <<He>> covers the front of it with one hand and whacks the top of the <<farm_text pig>>'s head with the other.
<br><br>
"You're in trouble now," <<he>> says as the <<farm_text pig>> trots away with its prize. Alex turns to you, a hint of blush on <<his>> face. "I'd better get myself another skirt before those perverts see."
<<else>>
The <<farm_text pig>> tears Alex's shorts off <<his>> body, exposing <<his>> black and red boxers. <<He>> covers the front of it with one hand and whacks the top of the <<farm_text pig>>'s head with the other.
<br><br>
"You're in trouble now," <<he>> says as the <<farm_text pig>> trots away with its prize. Alex turns to you, a hint of blush on <<his>> face. "I'd better get myself another pair of shorts before those perverts see."
<</if>>
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
<<outfitChecks>>
<<if $tendingSuccess>>
"Down!" you say, <span class="green">your voice firm and sure.</span> The <<farm_text pig>> releases you, and returns to its feed.<<farm_pigs 1>><<grespect>>
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<<else>>
"D-down!" you say, <span class="red">but your voice shakes.</span>
<<set _bottom.integrity -= 50>>
<<if _bottom.integrity lte 0>>
The <<farm_text pig>> tears away your _bottom.name, exposing your <<= _bottomUnder?.name || "<<undies>>">>. <<farm_He pig>> trots into the middle of the pen, pleased with its acquisition.
<<integritycheck no_text>><<exposure>>
<<else>>
The <<farm_text pig>> rips away a piece of fabric.
<</if>>
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<</if>><<effects>><<outfitChecks>>
<<npc Alex>><<person1>>
You call for help. "I'm coming!" Alex shouts in response. <<He>> enters the sty and rushes over, before bonking the <<farm_text pig>> on the head with <<his>> broom. The <<farm_text pig>> releases your _bottom.name and retreats into the middle of the pen.
<br><br>
"They'll eat anything," Alex laughs. "It pays to wear something sturdy."
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
You open your mouth to scold, but you only manage a yell as you are yanked over the fence. You land in a pile of mud with a squelch.
<br><br>
<<if $tendingSuccess>>
The <<farm_text_many pig>> surround you, their <<if $farm_work.pig.monster is true>>hands and <</if>>tongues exploring your body. You push them away as best you can.<<gstress>><<garousal>><<stress 6>><<arousal 600>>
<br><br>
"Away!" you shout, <span class="green">your voice firm and sure.</span> The <<farm_text_many pig>> back away from you, giving you space to stand.<<ggrespect>><<farm_pigs 3>>
<br><br>
<<if $farm_work.pig.monster is true>>
"Bad pigs," you say. The <<farm_text_many pig>> stare at their feet, chastened.
<<else>>
"Bad pigs," you say. The pigs trot to the edge of the pen, chastened.
<</if>>
<br><br>
You leave the sty, shaking off mud as you go.
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<<else>>
The <<farm_text_many pig>> surround you, their <<if $farm_work.pig.monster is true>>hands and <</if>>tongues exploring your body. You push them away as best you can.<<gstress>><<garousal>><<stress 6>><<arousal 600>>
<br><br>
"A-Away," you say, <span class="red">but your voice trembles and the <<farm_text_many pig>> ignore you.</span> They continue their assault. They grasp and tear, and soon have your <span class="pink">clothes reduced to tatters.</span><<clothesruined>>
<br><br>
<<link [[Next|Farm Pigs Feed Extreme]]>><</link>>
<br>
<</if>><<effects>>
Their tongues attack from all angles, licking you all over. At last, they back away. But only so a particularly large <<farm_text pig>> has space to climb atop you.
<br><br>
<<link [[Next|Farm Pig Rape]]>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<if $farm_work.pig.monster is true>>
<<beastNEWinit 1 pig $farm_work.pig.gender $farm_work.pig.genitals monster>>
<<else>>
<<beastNEWinit 1 pig $farm_work.pig.gender $farm_work.pig.genitals beast>>
<</if>>
<<beastCombatInit>>
<<if Time.hour lt 21 or Time.hour gt 4>>
<<enable_rescue>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Farm Pig Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Farm Pig Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
The <<farm_text pig>> climbs off you, satisfied.
<<if $farm_work.pig.monster is true>>
The others cheer.
<br>
<<if random(1, 2) is 2>>
"Not so great now, are you?"
<<else>>
"I hope <<pshe>> knows <<pher>> place."
<</if>>
<br>
<<if random(1, 2) is 2>>
"You should've been rougher."
<<else>>
"You should be rougher next time."
<</if>>
<br>
<<if random(1, 2) is 2>>
"We should keep <<phim>> here."
<<else>>
"My turn next time."
<</if>>
<</if>><<lrespect>><<farm_pigs -1>>
<br><br>
<<tearful>> you stagger from the pen. You close the gate behind you.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Farm Work]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
The <<farm_text pig>> backs away from you, cowed. The others follow suit.<<grespect>><<farm_pigs 1>>
<br><br>
<<tearful>> you leave the pen. You close the gate behind you.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Farm Work]]>><</link>>
<br>
<<else>><<set $rescued += 1>>
"I'm coming!" It's Alex. The <<farm_text pig>> backs away from you at the sound. The others follow suit.<<lrespect>><<farm_pigs -1>>
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Alex>><<person1>>
Alex arrives at the edge of the pen, and laughs. <<He>> hauls <<himself>> over with one arm, and helps you to your feet. "Pigs can be like that," <<he>> says. "Don't be afraid to lay down the law. A firm word usually does the trick."
<br><br>
<<if $exposed gte 1 and $farm_naked isnot 1>>
Alex hands you some towels, then returns to <<his>> work.<<towelup>>
<<else>>
Alex hands you some towels to wipe of the mud, then returns to <<his>> work.
<</if>>
<<if $exposed gte 1>>
<<glust>><<npcincr Alex lust 1>>
<</if>>
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<</if>><<effects>>
You scream as the <<farm_text pig>> yanks you into the pen. You land in a pile of mud with a squelch.
<br><br>
The <<farm_text_many pig>> surround you, their <<if $farm_work.pig.monster is true>>hands and tongues<<else>>tongues<</if>> exploring your body. You push them away as best you can.<<gstress>><<garousal>><<stress 6>><<arousal 600>>
<br><br>
<<npc Alex>><<person1>>
"I'm coming!" It's Alex. The <<farm_text_many pig>> pull back at the sound.
<br><br>
Alex arrives at the edge of the pen, and laughs. <<He>> hauls <<himself>> over with one arm, and helps you to your feet. "Pigs can be like that," <<he>> says. "Don't be afraid to say down the law. A firm word usually does the trick."
<br><br>
<<He>> hands you some towels to wipe off the mud, then returns to <<his>> work.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
<<if $farm.beasts.horses lte -20>>
<<tendingdifficulty 1 1200 true>>
<<else>>
<<tendingdifficulty 1 800 true>>
<</if>>
<<if $tendingSuccess>>
"Bad horses," you say, <span class="green">your voice firm and sure.</span> "Get in the field with the others. I won't give you a second chance."<<grespect>><<farm_horses 1>>
<br><br>
<<if $farm_work.horse.monster is true>>
The centaur glances over your shoulder, looking at its colleague. It sneers and turns. Both run for the field. You shut the gate behind them.
<br><br>
<<else>>
The horse shakes its head, then steps away from you. Both run for the field. You shut the gate behind them.
<br><br>
<</if>>
<<link [[Next|Farm Work]]>><</link>>
<br>
<<else>>
"B-bad horses," you say, <span class="red">but your voice trembles.</span> "G-get in the field with the others. Shoo."<<lrespect>><<farm_horses -1>><<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<<link [[Next|Farm Horses Endure]]>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<if $farm_work.horse.monster is true>>
<<beastNEWinit 1 horse $farm_work.horse.gender $farm_work.horse.genitals monster>>
<<else>>
<<beastNEWinit 1 horse $farm_work.horse.gender $farm_work.horse.genitals beast>>
<</if>>
<<beastCombatInit>>
<<set $NPCList[_n].stance to "top">>
<<if $farm_work.horse.genitals is "penis">>
<<set $position to "doggy">>
<<else>>
<<set $position to "missionary">>
<</if>>
<<set $position_lock to 1>>
<<if Time.hour lt 21 or Time.hour gt 4>>
<<enable_rescue>>
<</if>>
<<farm_trust horses>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Farm Horse Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Farm Horse Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<if $farm_work.horse.monster is true>>
"Don't forget," the centaur says as <<farm_he horse>> steps away. "You're just a toy." The pair run into the field.
<<else>>
The horses run into the field.
<</if>>
<<lrespect>><<farm_horses -1>><<gfarm>><<farm_yield 1>><<set $farm_work.horses_satisfied += 1>>
<br><br>
<<tearful>> you steady your feet. You close the gate.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Farm Work]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
<<if $farm_work.horse.monster is true>>
The centaur backs away. "What's wrong?" the other chuckles. "This human <<girl>> too much for you?"
<br><br>
"I don't see you having a go," the centaur responds. "I'm thirsty anyway." <<farm_He horse>> runs for the field, and the other follows.
<<else>>
The horse backs away from you, and runs for the field. The other follows.
<</if>>
<<grespect>><<farm_horses 1>>
<br><br>
<<tearful>> you steady your feet. You close the gate.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Farm Work]]>><</link>>
<br>
<<else>><<set $rescued += 1>>
"I'm coming!" It's Alex.
<<if $farm_work.horse.monster is true>>
The centaur backs up at the sound. "Fuck," <<farm_he horse>> says, running for the field and pointing at the other. "It was <<farm_him horse>>!"
<<else>>
The horse backs up at the sound. Both run for the field.
<</if>>
<<lrespect>><<gdom "Alex">><<farm_horses -1>><<npcincr Alex dom 1>>
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Alex>><<person1>>
Alex arrives at the stable, and runs along the lane. "You okay?" <<he>> asks. "You don't want to lose control around the <<farm_text_many horse>>."
<<if $exposed gte 1 and $farm_naked isnot 1>>
<<He>> helps you steady yourself, and offers some towels to cover with.
<<else>>
<<He>> helps you steady yourself.
<</if>>
<<if $exposed gte 1>>
<<glust>><<npcincr Alex lust 1>>
<</if>>
<br><br>
<<tearful>> you close the gate. "Leave the <<farm_text_many horse>> to me if you like," Alex adds. "For all their stubbornness, the pigs can be easier to manage."
<br><br>
<<He>> returns to <<his>> work.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
"I'm coming!" It's Alex.
<<if $farm_work.horse.monster is true>>
The centaur backs up at the sound. "Fuck," <<farm_he horse>> says, running for the field and pointing at the other. "It was <<farm_him horse>>!"
<<else>>
The horse backs up at the sound. Both run for the field.
<</if>>
<<lrespect>><<gdom "Alex">><<farm_horses -1>><<npcincr Alex dom 1>>
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Alex>><<person1>>
Alex arrives at the stable, and runs along the lane. "You okay?" <<he>> asks. "You don't want to lose control around the <<farm_text_many horse>>."
<<if $exposed gte 1 and $farm_naked isnot 1>>
<<He>> helps you steady yourself, and offers some towels to cover with.
<<else>>
<<He>> helps you steady yourself.
<</if>>
<<if $exposed gte 1>>
<<glust>><<npcincr Alex lust 1>>
<</if>>
<br><br>
<<tearful>> you close the gate. "Leave the <<farm_text_many horse>> to me if you like," Alex adds. "For all their stubbornness, the pigs can be easier to manage."
<br><br>
<<He>> returns to <<his>> work.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
<<outfitChecks>>
<<if $farm_work.horse.monster is true>>
The centaur throws back <<farm_his horse>> head and <<= $farm_work.horse.gender is "f" ? "laughs, <<farm_his horse>> breasts shaking." : "laughs.">>
<<if !_shirtless>>
<<if _top.integrity gte 40>>
"I don't think so." <<farm_He horse>> grasps your _top.name and jerks <<farm_his horse>> hand, tearing and loosening the fabric. <<farm_He horse>> pushes <<farm_his horse>> hand down the front, and fondles your <<breasts>>.<<garousal>><<arousal 6 "breasts">>
<br><br>
<<else>>
"I don't think so." <<farm_He horse>> grasps your_top.name and jerks <<farm_his horse>> hand, <span class="pink">tearing it from your body.</span> Now exposed, <<farm_he horse>> fondles your <<breasts>> with both hands.<<garousal>><<arousal 6 "breasts">>
<br><br>
<</if>>
<<set _top.integrity -= 40>>
<<integritycheck no_text>><<exposure>>
<<else>>
<<farm_He horse>> grasps your hair and yanks your head down with one hand, while <<farm_he horse>> fondles your <<breasts>> with the other.<<garousal>><<arousal 600 "breasts">>
<br><br>
<</if>>
<<if $farm.beasts.horses lte -20 and $rng gte 51>>
"Fuck this," the second centaur says. "Let's give <<phim>> a proper seeing to." Still holding your arms, <<farm_he horse>> lifts you into the air and throws you over a nearby fence. <<farm_He horse>> steps over you.
<br><br>
<<link [[Next|Farm Horse Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
"I've half a mind to do you here," <<farm_he horse>> says. "See how you handle us both. But I think I've proved my point." <<farm_He horse>> shoves you to the dirt, and they both run for the field.
<br><br>
<<tearful>> you rise to your feet. You close the gate.
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<</if>>
<<else>>
The horse ignores your words.
<<if !_shirtless>>
<<if _top.integrity gte 40>>
It grasps your _top.name in its mouth and jerks its head, tearing and loosening the fabric. It shoves its tongue down the front, licking your skin and fondling your <<breasts>><<garousal>><<arousal 6 "breasts">>
<br><br>
<<else>>
It grasps your _top.name in its mouth and jerks its head, <span class="pink">tearing it away from your body.</span> Now exposed, it runs its tongue over your bare skin, fondling your <<breasts>>.<<garousal>><<arousal 6 "breasts">>
<br><br>
<</if>>
<<set _top.integrity -= 40>>
<<integritycheck no_text>><<exposure>>
<<else>>
It bites your hair and yanks you around a bit, before releasing you and running its tongue over your chest. It licks your skin and fondles your <<breasts>>.<<garousal>><<arousal 600 "breasts">>
<br><br>
<</if>>
<<if $farm.beasts.horses lte -20 and $rng gte 51>>
The second horse shoves you with the side of its head. You're pushed against a fence with enough force to bend you over. One of the horses steps above you, keeping you down with its weight.
<br><br>
<<link [[Next|Farm Horse Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
The horse behind you breaks into a jog, knocking you to the dirt as it passes. Both horses run for the field.
<br><br>
<<tearful>> you rise to your feet. You close the gate.
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<</if>>
<</if>><<effects>>
<<if $athleticsSuccess>>
You run after the <<farm_text horse>>. This would be impossible were they moving at full speed, but the pace is leisurely by their standards, <span class="green">and you manage to grasp <<farm_him horse>> by the bridle.</span>
<<if $farm.beasts.horses gte 5>>
<<farm_He horse>> doesn't seem bothered.
<<else>>
<<farm_He horse>>'s agitated by your interruption, but doesn't resist.
<</if>>
<br><br>
<<farm_brush>>
<<else>>
You run after the <<farm_text horse>>. <span class="red">They're much too fast,</span> and leave you exhausted.<<gtiredness>><<tiredness 6>>
<br><br>
<<link [[Next|Farm Horses Seduce Failure]]>><</link>>
<br>
<</if>><<effects>>
<<set $seductiondifficulty to 4000>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>>
<span class="gold">You feel more confident in your powers of seduction.</span>
<br><br>
<</if>>
<<seductionskilluse>>
You glance over your shoulder to make sure there's no one around, then lean against the fence in a mating posture. That should get <<farm_his horse>> attention.<<deviancy2>>
<<if $seductionrating gte $seductionrequired>>
The <<farm_text horse>> slows when <<farm_he horse>> sees you, considers a moment, then <span class="green">runs in your direction.</span>
<br><br>
<<link [[Next|Farm Horses Seduce Success]]>><</link>>
<br>
<<else>>
The <<farm_text horse>> slows when <<farm_he horse>> sees you, considers a moment, then <span class="red">picks up the pace once more.</span>
<br><br>
<<link [[Next|Farm Horses Seduce Failure]]>><</link>>
<br>
<</if>><<effects>>
You grasp the <<farm_text horse>>'s bridle as <<farm_he horse>> stops.
<<if $farm.beasts.horses gte 5>>
<<farm_He horse>> looks eager.
<<else>>
<<farm_He horse>> watches you warily.
<</if>>
<br><br>
<<farm_brush>><<effects>><<pass 20>>
Your <<farm_text horse>> continues to ignore you. You wait until <<farm_he horse>> tires, then grasp <<farm_his horse>> bridle, brush in hand.
<br><br>
<<if $farm.beasts.horses gte 5>>
<<farm_He horse>> looks eager.
<<else>>
<<farm_He horse>> watches you warily.
<</if>>
<br><br>
<<farm_brush>><<effects>>
You wait until they tire, then approach a <<farm_text horse>>, brush in hand.
<<if $farm.beasts.horses gte 5>>
<<farm_He horse>> runs towards you, eager.
<<else>>
<<farm_He horse>> watches you warily.
<</if>>
<br><br>
<<farm_brush>><<effects>>
<<if $athleticsSuccess>>
You run for the gate. The <<farm_text horse>> picks up the pace behind you, <span class="green">but you make it through before <<farm_he horse>> catches up.</span> You close the gate behind you.
<br><br>
<<if $farm_work.horse.monster is true>>
The centaur comes to a stop, and eyes up the gate. "I could jump that," <<farm_he horse>> boasts. "I'm just choosing not to." Another centaur scoffs.<<grespect>><<farm_horses 1>>
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<<else>>
The horse comes to a stop, and huffs at the gate.<<grespect>><<farm_horses 1>>
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<</if>>
<<else>>
You run for the gate. The <<farm_text horse>> picks up the pace behind you, <span class="red">and soon overtakes.</span><<lrespect>><<farm_horses -1>><<gstress>><<stress -6>>
<br><br>
<<if $farm_work.horse.monster is true>>
<<if $farm_work.horse.genitals is "vagina">>
"My pussy needs your attention," <<farm_he horse>> says, grasping your hair. <<farm_He horse>> pulls you to your knees, and steps over you. <<farm_His horse>> pussy hovers above.
<<else>>
"My cock needs your attention," <<farm_he horse>> says, grasping your hair. <<farm_He horse>> pulls you to your knees, and steps over you. <<farm_His horse>> gargantuan penis hovers above.
<</if>>
<<else>>
It grasps your hair with its mouth, and pulls you to your knees. It steps over you.
<<if $farm_work.horse.genitals is "vagina">>
<<farm_His horse>> pussy hovers above.
<<else>>
<<farm_His horse>> gargantuan penis hovers above.
<</if>>
<</if>>
<<gstress>><<stress 6>>
<br><br>
<<link [[Grudgingly rub|Farm Horses Brush Grudging]]>><<trauma 6>><<stress 6>><<farm_yield 1>><<set $handstat += 1>><<set $handejacstat += 1>><</link>><<gtrauma>><<gstress>><<gfarm>>
<br>
<<if hasSexStat("deviancy", 3)>>
<<link [[Enthusiastically rub|Farm Horses Brush Enthusiastic]]>><<farm_yield 1>><<set $handstat += 1>><<set $handejacstat += 1>><</link>><<deviant3>><<gfarm>>
<br>
<</if>>
<<link [[Refuse|Farm Horses Brush Refuse]]>><</link>>
<br>
<</if>><<effects>>
<<if $farm_work.horse.genitals is "vagina">>
You reach for <<farm_his horse>> pussy, and push a finger inside. You add another finger, then another. You push them in and out.
<<else>>
You reach for <<farm_his horse>> penis, taking it between both hands. You rub up and down the shaft.
<</if>>
<<if $farm_work.horse.monster is true>>
"K-Keep going," <<farm_he horse>> stutters. You oblige, aware that the other <<farm_text_many horse>> are watching, and hoping to get this over with.
<<else>>
You try to respond to the noises it makes, aware that the other <<farm_text_many horse>> are watching, and hoping to get this over with.
<</if>>
<br><br>
At last, the <<farm_text horse>> shudders into orgasm.
<<if $farm_work.horse.genitals is "penis">>
<<if currentSkillValue('danceskill') gte 400>>
<span class="green">You're able to dodge the ejaculate.</span> It arcs over your shoulder, landing on the grass.
<<else>>
<span class="pink">Semen splatters over your face and drips down your chest.</span><<bodyliquid "chest" "semen">><<bodyliquid "face" "semen">><<faceejacstat>><<ejacstat>>
<</if>>
<</if>>
<br><br>
<<if $farm_work.horse.monster is true>>
"Thanks babe," <<farm_he horse>> says, shoving you aside and walking back to the middle of the field. The observing centaurs laugh amongst themselves.
<<else>>
The horse shakes its mane, and walks back to the middle of the field.
<</if>>
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br><<effects>>
<<if $farm_work.horse.genitals is "vagina">>
You reach for <<farm_his horse>> pussy, and push a finger inside. You add another finger, then another. You push them in and out.
<<else>>
You reach for <<farm_his horse>> penis, taking it between both hands. You rub up and down the shaft.
<</if>>
<<if $farm_work.horse.monster is true>>
"K-Keep going," <<farm_he horse>> stutters.
<br>
"Like this?" you ask, increasing the pace.
<br>
The <<farm_text horse>> tries to respond, but <<farm_he horse>> can manage only a weak whinny.
<<else>>
The horse trembles and whinnies.
<br>
"You like that?" you say, increasing the pace. It whinnies again, louder this time.
<</if>>
You take it as a yes.
<<deviancy3>>
At last, the <<farm_text horse>> shudders into orgasm.
<<if $farm_work.horse.genitals is "penis">>
<<if currentSkillValue('danceskill') gte 400>>
<span class="green">You're able to dodge the ejaculate.</span> It arcs over your shoulder, landing on the grass.
<<else>>
<span class="pink">Semen splatters over your face and drips down your chest.</span><<bodyliquid "chest" "semen">><<bodyliquid "face" "semen">><<faceejacstat>><<ejacstat>>
<</if>>
<</if>>
<br><br>
<<if $farm_work.horse.monster is true>>
"Thanks babe," <<farm_he horse>> says, walking back to the middle of the field on shaky legs. The observing centaurs laugh amongst themselves.
<<else>>
The horse shakes its mane, and walks back to the middle of the field.
<</if>>
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br><<effects>>
You scramble out from beneath the <<farm_text horse>>, and continue to the gate.
<<outfitChecks>>
<<if $farm.beasts.horses lte -20>>
<<if $farm_work.horse.monster is true>>
"I know you want this," <<farm_he horse>> snorts. <<farm_He horse>> reaches down, and <span class="red">snatches you from the grass.</span> <<farm_He horse>> keeps one arm locked around your abdomen, and rests the other on your <<bottom>>.
<br><br>
"Time for a lesson."
<<if _top?.set is _bottom?.set and !_bottomIsSkirt>>
You feel <<farm_his horse>> fingers tap against your <<bottom>>
<<elseif _bottom>>
<<if _skirtExposed>>
<<farm_He horse>> flips up your <<allBottoms>>, <<if $worn.under_lower.name isnot "naked" and $worn.under_upper.set isnot $worn.under_lower.set>> and pulls down your $worn.under_lower.name,<</if>> baring your <<bottom>>.
<<elseif _bottomIsSkirt>>
<<farm_He horse>> flips up your _bottom.name, <<if _bottomUnder and _bottomUnder?.set isnot _topUnder?.set>>and pulls down your _bottomUnder.name<</if>>, baring your <<bottom>>.
<<else>>
<<farm_He horse>> tugs down your <<allBottoms>>, <<if $worn.under_lower.name isnot "naked" and $worn.under_upper.set isnot $worn.under_lower.set>> and pulls down your $worn.under_lower.name,<</if>> baring your <<bottom>>.
<</if>>
<<else>>
You feel <<farm_his horse>> fingers tap against your <<bottom>>.
<</if>>
<<farm_He horse>> brings down <<farm_his horse>> hand against it, sending a jolt of pain up your body.
<br><br>
"How's that?" <<farm_he horse>> asks, spanking you again, and again. Each blow lurches your body forward, throwing the tears from your cheek.<<gtrauma>><<gstress>><<ggpain>><<trauma 6>><<stress 6>><<pain 8>>
<br><br>
At last, <<farm_he horse>> drops you to the ground. You walk from the field, your rear stinging, and close the gate. <<clotheson>>
<<link [[Next|Farm Work]]>><</link>>
<br>
<<else>>
The horse grasps your hair, pulling you to your knees again. This time however, it shoves you forward, leaving your rear stuck in the air.
<<if _top?.set is _bottom?.set and !_bottomIsSkirt>>
You feel <<farm_his horse>> tongue lap against your <<bottom>>, and hope your _bottom.name proves enough of a barrier.
<<elseif _bottom>>
<<if _skirtExposed>>
<<farm_He horse>> flips up your <<allBottoms>> with <<farm_his horse>> teeth, <<if $worn.under_lower.name isnot "naked" and $worn.under_upper.set isnot $worn.under_lower.set>> and pulls down your $worn.under_lower.name,<</if>> baring your <<bottom>> to <<farm_his horse>> probing tongue.
<<elseif _bottomIsSkirt>>
<<farm_He horse>> flips up your _bottom.name, <<if _bottomUnder and _bottomUnder?.set isnot _topUnder?.set>>and pulls down your _bottomUnder.name with <<farm_his horse>> teeth, <</if>>baring your <<bottom>> to <<farm_his horse>> probing tongue.
<<else>>
<<farm_He horse>> tugs down your <<allBottoms>> with <<farm_his horse>> teeth, <<if $worn.under_lower.name isnot "naked" and $worn.under_upper.set isnot $worn.under_lower.set>> and pulls down your $worn.under_lower.name as well,<</if>> baring your <<bottom>>.
<</if>>
<<else>>
You feel <<farm_his horse>> tongue press against your <<bottom>>.
<</if>>
<br><br>
It licks you. Some licks are slow and long, others quick and sharp. You fear it might try something more extreme, but it seems content to taste you. The feeling combined with its hot breath is maddening.<<gtrauma>><<gstress>><<garousal>><<trauma 6>><<stress 6>><<arousal 600>>
<br><br>
You make it back to your feet, and stumble through the gate. You close it behind you. The horse neighs. <<clotheson>>
<<link [[Next|Farm Work]]>><</link>>
<br>
<</if>>
<<else>>
<<if $farm_work.horse.monster is true>>
"I know you want this." <<farm_He horse>> snorts, but doesn't follow.
<<else>>
The horse gives a frustrated whinny, but doesn't follow.
<</if>>
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<</if>><<effects>>
You wait for the <<farm_text horse>>. It comes to a stop in front of you.
<br><br>
<<if $farm_work.horse.monster is true>>
"My <<= $farm_work.horse.genitals is "vagina" ? "pussy" : "cock">> needs your attention," <<farm_he horse>> says, grasping your hair. <<farm_He horse>> pulls you to your knees and steps over you. <<farm_His horse>> <<= $farm_work.horse.genitals is "vagina" ? "pussy" : "gargantuan penis">> hovers above.
<<else>>
It grasps your hair with its mouth, and pulls you to your knees. It steps over you. <<farm_His horse>> <<= $farm_work.horse.genitals is "vagina" ? "pussy" : "gargantuan penis">> hovers above.
<</if>>
<<gstress>><<stress 6>>
<br><br>
<<link [[Grudgingly rub|Farm Horses Brush Grudging]]>><<trauma 6>><<stress 6>><<farm_yield 1>><</link>><<gtrauma>><<gstress>><<gfarm>>
<br>
<<if hasSexStat("deviancy", 3)>>
<<link [[Enthusiastically rub|Farm Horses Brush Enthusiastic]]>><<farm_yield 1>><</link>><<deviant3>><<gfarm>>
<br>
<</if>>
<<link [[Refuse|Farm Horses Brush Refuse]]>><</link>>
<br><<effects>>
<<if $tendingSuccess>>
You gently encourage the <<farm_text horse>> inside, <span class="green">and <<farm_he horse>> listens.</span> You close the stall door behind <<farm_him horse>>.<<grespect>><<farm_horses 1>>
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<<else>>
You try to encourage the <<farm_text horse>> inside, <span class="red">but <<farm_he horse>> remains obstinate.</span> You try pulling <<farm_him horse>>, pushing <<farm_him horse>> from behind, luring <<farm_him horse>> with a carrot, but nothing works.<<lrespect>><<farm_horses -1>><<pass 20>><<farm_count 20>>
<br><br>
<<if $farm.beasts.horses lte -5 and $rng gte 51 and $horsedisable is "f" and ($bestialitydisable is "f" or ($farm_work.horse.monster_roll is true and ($hallucinations gte 1 or $monsterhallucinations is "f")))>><!-- Modified for Beast People -->
You're stood inside the stall, trying to coax <<farm_him horse>> in, when <<farm_he horse>> strikes. <<farm_He horse>> runs at you, forcing you to leap aside to get out of <<farm_his horse>> way. You're left slung over the fence between stalls.
<br><br>
Before you can move, the <<farm_text horse>> hefts <<farm_his horse>> front legs either side of you, and thrusts against your <<bottom>>.
<<if $farm_work.horse.genitals is "vagina">>
<<farm_He horse>> humps you, as if trying to assert dominance.
<br><br>
<<link [[Endure|Farm Horses In Endure]]>><<trauma 6>><<stress 6>><<farm_horses -1>><</link>><<gtrauma>><<gstress>><<lrespect>>
<br>
<<if hasSexStat("deviancy", 4)>>
<<link [[Rub back|Farm Horses In Bottom]]>><<bottomstat>><<bottomskill 5>><</link>><<deviant4>><<gbottomskill>>
<br>
<</if>>
<<else>>
You feel <<farm_his horse>> gargantuan penis, already erect, push between your thighs. <<farm_He horse>> humps you, as if trying to assert dominance.
<br><br>
<<link [[Endure|Farm Horses In Endure]]>><<trauma 6>><<stress 6>><<farm_horses -1>><<thighejacstat>><<ejacstat>><</link>><<gtrauma>><<gstress>><<lrespect>>
<br>
<<if hasSexStat("deviancy", 4)>>
<<link [[Rub back|Farm Horses In Thigh]]>><<thighstat>><<thighejacstat>><<ejacstat>><<thighskill 5>><</link>><<deviant4>><<gthighskill>>
<br>
<</if>>
<</if>>
<<else>>
You're leaning against the wall, trying to come up with a solution, when you hear a bone-chilling screech in the distance.
<<if $farm_work.horse.monster is true>>
The <<farm_text horse>> bolts into <<farm_his horse>> stall in a panic. You close the door behind <<farm_him horse>>. The others laugh, but they sound uneasy.
<<else>>
The <<farm_text horse>> bolts into <<farm_his horse>> stall in a panic. You close the door behind <<farm_him horse>>. The others have retreated deeper into their abodes.
<</if>>
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<</if>>
<</if>><<effects>>
<<if $farm_work.horse.genitals is "vagina">>
You endure as <<farm_he horse>> humps away at you, until <<farm_he horse>>'s at last satisfied. <<farm_He horse>> steps away, letting you stand upright.
<<else>>
You endure as <<farm_he horse>> thrust between your thighs, until <<farm_he horse>> at last ejaculates. <<farm_He horse>> steps away from you, semen pooling on the straw beneath <<farm_him horse>>.
<</if>>
<br><br>
<<if $farm_work.horse.monster is true>>
The <<farm_text horse>> laughs. <<tearful>> you stagger from the stall. You close the door behind you.
<<else>>
<<tearful>> you stagger from the stall. You close the door behind you.
<</if>>
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br><<effects>>
You push back against the <<farm_text horse>>'s humping. <<farm_He horse>> seems taken aback, and tries to step away, but you grasp <<farm_his horse>> legs and continue grinding.
<<deviancy4>>
You soon have <<farm_him horse>> shuddering in climax. <<farm_His horse>> legs give way, and <<farm_he horse>> falls onto a pile of straw.
<br><br>
<<tearful>> you leave the stall. You shut the door behind you.
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br><<effects>>
You clutch <<farm_his horse>> penis between your thighs. <<farm_He horse>> seems taken aback, and tries to step away, but you hold <<farm_him horse>> firm.
<<deviancy4>>
You hump against <<farm_him horse>>, pumping <<farm_his horse>> penis between your thighs. You soon have <<farm_him horse>> shuddering in orgasm, ejaculate shooting out and pooling beneath you. <<farm_His horse>> legs give way, and <<farm_he horse>> falls onto a pile of straw.
<br><br>
<<tearful>> you leave the stall, shutting the door behind you.
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br><<effects>>
<<npc Alex>><<person1>>
"I'm coming!" It's Alex. It's faint, but the <<farm_text horse>> rushes inside at the sound of <<his>> voice. You close the stall door, and shout back to let Alex know the problem is solved. You hear <<him>> laugh.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
<<set $seductiondifficulty to 4000>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>>
<span class="gold">You feel more confident in your powers of seduction.</span>
<br><br>
<</if>>
<<seductionskilluse>>
You enter the far end of the stall, and lean against the wall in a mating posture.
<<deviancy2>>
<<if $seductionrating gte $seductionrequired>>
<span class="green">This does the trick.</span> The <<farm_text horse>> trots over, letting you grasp its bridle and hold it in place.
<br><br>
<<set $danger to random(1, 10000)>>
<<if $danger gte (9900 - $allure)>>
You're walking back to the entrance when <<farm_he horse>> strikes. <<farm_He horse>> runs at you, forcing you to leap aside to get out of <<farm_his horse>> way. You're left slung over the fence between stalls.
<br><br>
Before you can move, the <<farm_text horse>> hefts <<farm_his horse>> front legs either side of you, and thrusts against your <<bottom>>.
<<if $farm_work.horse.genitals is "vagina">>
<<farm_He horse>> humps you, as if trying to assert dominance.
<br><br>
<<link [[Endure|Farm Horses In Endure]]>><<trauma 6>><<stress 6>><<farm_horses -1>><</link>><<gtrauma>><<gstress>><<lrespect>>
<br>
<<if hasSexStat("deviancy", 4)>>
<<link [[Rub back|Farm Horses In Bottom]]>><<bottomstat>><<bottomskill 5>><</link>><<deviant4>><<gbottomskill>>
<br>
<</if>>
<<else>>
You feel <<farm_his horse>> gargantuan penis, already erect, push between your thighs. <<farm_He horse>> humps you, as if trying to assert dominance.
<br><br>
<<link [[Endure|Farm Horses In Endure]]>><<trauma 6>><<stress 6>><<farm_horses -1>><<thighejacstat>><<ejacstat>><</link>><<gtrauma>><<gstress>><<lrespect>>
<br>
<<if hasSexStat("deviancy", 4)>>
<<link [[Rub back|Farm Horses In Thigh]]>><<thighstat>><<thighejacstat>><<ejacstat>><<thighskill 5>><</link>><<deviant4>><<gthighskill>>
<br>
<</if>>
<</if>>
<<else>>
You leave the stall, shutting the door behind you.
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<</if>>
<<else>>
<span class="red">The <<farm_text horse>> is unimpressed,</span> and remains obstinate. You try pulling it, pushing it from behind, luring it with a carrot, but nothing works.<<lrespect>><<farm_horses -1>><<pass 20>><<farm_count 20>>
<br><br>
You're interrupted by a bone-chilling screech in the distance.
<<if $farm_work.horse.monster is true>>
The <<farm_text horse>> bolts into <<farm_his horse>> stall in a panic. You close the door behind <<farm_him horse>>. The others laugh, but they sound uneasy.
<<else>>
The <<farm_text horse>> bolts into <<farm_his horse>> stall in a panic. You close the door behind <<farm_him horse>>. The others have retreated deeper into their abodes.
<</if>>
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<</if>><<effects>>
<<if C.npc.Alex.dom gte 10 and $rng gte 51>>
<<if C.npc.Alex.lust gte 10>>
You offer your arm to help Alex up. Instead, <span class="pink"><<he>> pulls you on top of <<him>>.</span>
<br><br>
"Whoops," <<he>> laughs, groping your <<bottom>> with <<his>> other hand. "Watch your footing."<<gtrauma>><<gstress>><<garousal>><<trauma 6>><<stress 6>><<arousal 600 "bottom">>
<br><br>
<<link [[Get angry|Farm Tending Alex Lewd Angry]]>><<trauma -6>><<npcincr Alex love -1>><<npcincr Alex dom -1>><</link>><<llove>><<ldom>><<ltrauma>>
<br>
<<link [[Endure|Farm Tending Alex Endure]]>><</link>>
<br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Grope back|Farm Tending Alex Grope]]>><<npcincr Alex lust 1>><</link>><<promiscuous2>><<glust>>
<br>
<</if>>
<<else>>
You offer your arm to help Alex up. Instead, <span class="pink"><<he>> pulls you down to the <<if Weather.precipitation isnot "none">>mud<<else>>dirt<</if>> with <<him>>.</span>
<br><br>
"Whoops," <<he>> laughs. "Watch your footing."<<gstress>><<stress 6>>
<br><br>
<<link [[Get angry|Farm Tending Alex Angry]]>><<npcincr Alex dom -1>><<npcincr Alex love -1>><</link>><<ldom>><<llove>>
<br>
<<link [[Laugh it off|Farm Tending Alex Laugh]]>><<npcincr Alex dom 1>><<npcincr Alex love 1>><<stress -6>><</link>><<gdom>><<glove>><<lstress>>
<br>
<</if>>
<<else>>
You help Alex to <<his>> feet.
<<if Weather.precipitation is "rain">>
<<He>> wipes off the mud.
<<else>>
<<He>> brushes <<himself>> down.
<</if>>
"Thanks," <<he>> says.
<<if $alex_countdown is undefined and $farm_stage gte 7>>
"Keep an eye out for any critters. Don't be afraid to give 'em a good whack if it comes to it. Or give me a shout. We can at least catch ourselves, if we both fall over."
<<else>>
"Keep an eye out for any critters. Don't be afraid to give 'em a good whack if it comes to it."
<</if>>
<br><br>
<<destination_farm>>
<</if>><<effects>>
<<set _alex to C.npc.Alex>>
<<if $speech_attitude is "meek">>
You're sent into a fit of giggles as you stand over Alex.
<<elseif $speech_attitude is "bratty">>
You laugh hard as you stand over Alex, almost sounding forced.
<<else>>
You laugh quite a bit as you stand over Alex.
<</if>>
<br><br>
<<if _alex.dom gte 10>>
"Feel free to enjoy yourself," <<he>> says sarcastically, arms crossed. "You layabout."
<<elseif _alex.dom lte -10>>
"Now what did I do to deserve this? I owe you one," <<he>> says sarcastically.
<<else>>
"You gonna keep laughing your bottom off?" <<he>> says. "Thanks for the help." <<Hes>> being sarcastic.
<</if>>
<br><br>
<<if _alex.dom gte 10>>
<<if currentSkillValue('athletics') gte 800 or currentSkillValue('danceskill') gte 800>>
<<He>> attempts to grab your ankles, <span class="green">but you evade <<his>> hands with relative ease</span>, and laugh even harder.
<<He>> wordlessly resigns <<himself>> to the ground.<<npcincr Alex dom -3>><<lldom>>
<br><br>
You don't regret a thing. After a short time, you help <<him>> to <<his>> feet and return to work.
<br><br>
<<destination_farm>>
<<else>>
<<He>> grabs your ankles, <span class="pink">pulling you down to the <<if Weather.precipitation isnot "none">>mud<<else>>dirt<</if>> with <<him>>.</span>
<br><br>
<<if _alex.lust gte 10>>
"Whoops. You might be able to make it up to me now," <<he>> laughs, and places a hand on your thigh. It moves towards your <<genitals>>.<<gtrauma>><<garousal>><<trauma 6>><<arousal 600 "genitals">>
<br><br>
<<link [[Get angry|Farm Tending Alex Lewd Angry]]>><<trauma -6>><<npcincr Alex love -1>><<npcincr Alex dom -1>><</link>><<llove>><<ldom>><<ltrauma>>
<br>
<<link [[Endure|Farm Tending Alex Endure]]>><</link>>
<br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Grope back|Farm Tending Alex Grope]]>><<npcincr Alex lust 1>><</link>><<promiscuous2>><<glust>>
<br>
<</if>>
<<else>>
You don't regret a thing, despite <<his>> own satisfied laughter. Climbing to your feet, you both return to work.
<br><br>
<<destination_farm>>
<</if>>
<</if>>
<<else>>
<<if Weather.precipitation is "rain">>
<<He>> picks <<himself>> up and wipes off the mud. <<He>> doesn't get all of it, and the sight of <<his>> mud-stained clothes makes you laugh even more.
<<He>> glares, but then laughs with you. "Come on, let's get back to it. I can wash my clothes off later."
<br><br>
Short of breath, you return to work.
<br><br>
<<destination_farm>>
<<else>>
<<He>> remains still, staring at the sky above. "Gotta admit, it's not so bad down here."
<br><br>
<<link [[Sit down|Farm Tending Alex Sit]]>><</link>>
<br>
<<link [[Get back to work|Farm Tending Alex Back]]>><</link>>
<br>
<</if>>
<</if>><<effects>>
<<set _alex to C.npc.Alex>>
You sit beside Alex, and gaze up at the <<if Weather.name is "clear">>sky<<else>>clouds<</if>>. <<He>> wasn't wrong. You feel tranquil, almost like there's nothing to worry about.<<trauma -2>><<ltrauma>>
<br><br>
<<if $alex_countdown is undefined and $farm_stage gte 7>>
<<He>> rests <<his>> hand on yours. "We'd best get back to work. That means your lungs can't give out on me just yet."
<<He>> playfully nudges your shoulder, and you nudge back. <<His>> cheeks are rosy when you turn to face <<him>>.
<br><br>
You return to work, smiles across your faces.
<<elseif _alex.love gte 50>>
<<His>> hand grazes yours, and <<he>> pulls it away fast. "Sorry about that, I was trying to find even ground." <<He>> whistles nonchalantly. "Back to work."
<br><br>
You return to work, but you can't shake the feeling that something was up with <<him>>.
<<else>>
Your thoughts are interrupted by the sound of <<him>> brushing <<himself>> down. "I hate those damn critters, by the way," <<he>> says, already up on <<his>> feet.
"Be sure to whack 'em if it comes to it, or give me a shout. I'll try my best not to fall over."
<br><br>
You return to work, still laughing.
<</if>>
<br><br>
<<destination_farm>><<effects>>
You return to work, leaving Alex to recover from <<his>> clumsiness by <<himself>>.
<br><br>
<<destination_farm>><<effects>>
<<if $speech_attitude is "meek">>
"P-please don't," you say. "You shouldn't do this."
<<elseif $speech_attitude is "bratty">>
"Get off," you say. "Unless you want a beating."
<<else>>
"Get away from me," you say.
<</if>>
<br><br>
Alex removes <<his>> hand, and you climb to your feet. "I'm sorry," <<he>> says. "I misread the situation." <<He>> avoids eye contact as <<he>> climbs to <<his>> feet and returns to work.
<br><br>
<<destination_farm>><<effects>>
<<if $speech_attitude is "meek">>
"I-I was trying to help," you say.
<<elseif $speech_attitude is "bratty">>
"Serves me right for doing the right thing," you say. "Next time I'll leave you on the ground."
<<else>>
"You're welcome," you say in a sarcastic tone.
<</if>>
<br><br>
"Sorry," Alex says, still grinning. "I couldn't resist." <<He>> climbs to <<his>> feet, and returns to work.
<br><br>
<<destination_farm>><<effects>>
You remain still, and look away from Alex. <<He>> frowns and pulls <<his>> hand away. "Sorry," <<he>> says. "I misread the situation." <<He>> climbs to <<his>> feet and helps you up before returning to work.
<br><br>
<<destination_farm>><<effects>>
You laugh with Alex as you climb to your feet, resisting the urge to pull <<him>> down again. <<He>> returns to work.
<br><br>
<<destination_farm>><<effects>>
<<if $pronoun is "f">>
You fondle <<his>> <<print $NPCList[0].breastdesc>> in return. It's all the prompting <<he>> needs.
<<else>>
You run a finger down <<his>> chest, while your other hand rests on <<his>> crotch. It's all the prompting <<he>> needs.
<</if>>
<<promiscuity2>>
<<link [[Next|Farm Tending Alex Sex]]>><<set $sexstart to 1>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Farm Tending Alex Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Farm Tending Alex Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<earnFeat "Alex's Partner">><<npcincr Alex lust -20>>
<<if $consensual is 1>>
You lie beside <<him>> for a moment, staring up at the sky. "Couldn't get away with that on my <<if $pronoun is "m">>dad's<<else>>mum's<</if>> farm," <<he>> laughs. <<llust>><<npcincr Alex lust -1>>
<br><br>
<<tearful>> you rise to your feet. "I need to get back to work," <<he>> continues. "Give a shout if you need me."
<br><br>
<<else>>
Clarity returns to <<his>> eyes. <<He>> looks away as <<he>> climbs to <<his>> feet. "Sorry if I got carried away," <<he>> says.
<br><br>
<<tearful>> you return to work. Alex avoids eye contact.
<br><br>
<</if>>
<<clotheson>>
<<endcombat>>
<<destination_farm>>
<<elseif $enemyhealth lte 0>>
Alex trips over tilled earth, and falls on <<his>> back. <<He>> shakes <<his>> head. "Sorry. I didn't think you were serious about stopping."
<br><br>
<<tearful>> you return to work. Alex avoids eye contact.
<br><br>
<<clotheson>>
<<endcombat>>
<<destination_farm>>
<<else>>
Alex climbs to <<his>> feet. "I need to get back to work," <<he>> says. "Give a shout if you need me."
<br><br>
<<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<destination_farm>>
<</if>><<effects>>
You continue working. Alex can look all <<he>> wants.
<br><br>
<<destination_farm>><<effects>>
<<if $speech_attitude is "meek">>
"Y-You don't need to pretend you're not looking," you say.
<<elseif $speech_attitude is "bratty">>
"Don't be a wimp," you say. "If you wanna leer, own it."
<<else>>
"Don't be shy about checking me out," you say.
<</if>>
<<promiscuity3>>
"I-I wasn't!" <<he>> protests, but <<his>> blush tells a different story. You catch <<him>> looking again a short while later.
<br><br>
<<destination_farm>><<effects>>
Pretending to investigate something close to the ground, you crouch low enough that Alex won't be able to see you over the crops. Sure enough, <<he>> relocates somewhere <<he>> can get a better view, still pretending to be busy with other things.
<br><br>
You move to conceal yourself again, but this time you rush down the row of crops. You stay low, and loop behind where you last saw the peeper.
<br><br>
You find <<him>> peering down a row of plants, right at your last location. <<He>> doesn't notice you sneak up on <<him>>.
<br><br>
<<link [[Boo|Farm Tending Alex Boo]]>><</link>>
<br>
<<if hasSexStat("promiscuity", 2)>>
<<if $pronoun is "f">>
<<link [[Lift Alex's skirt|Farm Tending Alex Skirt]]>><</link>><<promiscuous2>>
<br>
<<else>>
<<link [[Pull down Alex's shorts|Farm Tending Alex Shorts]]>><</link>><<promiscuous2>>
<br>
<</if>>
<</if>>
<<if hasSexStat("exhibitionism", 2)>>
<<link [[Flaunt|Farm Tending Alex Flaunt]]>><</link>><<exhibitionist2>>
<br>
<</if>><<effects>>
"Boo!" you say. Alex jumps, and almost trips, at the sound of your voice.
<br><br>
"Fuck," <<he>> says, steadying <<himself>>. "You almost gave me a heart attack."
<br><br>
<<if $speech_attitude is "meek">>
"You don't need to be sneaky if you want to look," you say. "I'm right here." You walk past <<him>>, and return to work.
<<elseif $speech_attitude is "bratty">>
"That's what you get for being a sneaky perv," you say. "If you want to look, go ahead and look." You march past <<him>>, and return to work.
<<else>>
"What you looking at?" you say. "Something more interesting than me? I'm surprised." You walk past <<him>>, and return to work.
<</if>>
<br><br>
<<destination_farm>><<effects>>
You grasp and lift Alex's skirt in one movement. <<He>> clamps <<his>> hand between <<his>> thighs, but not before you glimpse <<his>> black and red boyshorts.
<br><br>
<<He>> twirls, lifting <<his>> trowel as if to attack, but freezes when <<he>> sees the culprit.
<br><br>
<<if $speech_attitude is "meek">>
"Now I know what to get you for your birthday," you say. You march past as <<he>> tries to respond, but <<he>> has trouble finding the words.
<<elseif $speech_attitude is "bratty">>
"That's what you get," you say. "Perv." You march past as <<he>> tries to respond, but <<he>> has trouble finding the words.
<<else>>
"You were watching me," you say. "This is only fair." You walk past as <<he>> tries to respond, but <<he>> has trouble finding the words.
<</if>>
<br><br>
<<destination_farm>><<effects>>
You grasp and pull down Alex's shorts in one movement. <<He>> grasps the hem and pulls them back up, but not before you glimpse <<his>> black and red boxer briefs.
<br><br>
<<He>> twirls, lifting <<his>> trowel as if to attack, but freezes when <<he>> sees the culprit.
<br><br>
<<if $speech_attitude is "meek">>
"Now I know what to get for your birthday," you say. You march past as <<he>> tries to respond, but <<he>> has trouble finding the words.
<<elseif $speech_attitude is "bratty">>
"That's what you get," you say. "Pervert." You march past as <<he>> tries to respond, but <<he>> has trouble finding the words.
<<else>>
"You were watching me," you say. "This is only fair." You walk past as <<he>> tries to respond, but <<he>> has trouble finding the words.
<</if>>
<br><br>
<<destination_farm>><<effects>>
<<if $speech_attitude is "meek">>
"Yoo-hoo, you looking for me?" You wave
<<elseif $speech_attitude is "bratty">>
"Your search ends here." You flash a smug look
<<else>>
"Looking for something? Or should I say someone?" you ask
<</if>>
as Alex turns to face you.
<<exhibitionism2>>
"You shouldn't sneak up on me like that," <<he>> says, holding <<his>> chest. "Besides, I was-"
<br><br>
<<He>> cuts off as you step closer and show off your <<lewdness>>.
<<if Weather.precipitation is "rain">>
Your skin is sopping wet, glistening from raindrops.
<<elseif Weather.precipitation is "snow">>
Snowflakes melt on your skin; your nipples erect.
<<else>>
Your skin practically glows in the sun, sweat dripping down.
<</if>>
<br><br>
<<His>> face reddens. <<He>> tries to look away, but freezes. Satisfied with your effect on <<him>>, you strut right back to work.
<br><br>
<<destination_farm>><<effects>>
You listen as Alex shares <<his>> wisdom. <<He>> stops working while <<he>> speaks, carried away by <<his>> own trail of thought.
<br><br>
<<destination_farm>><<effects>>
You discuss Alex's points. <<Hes>> impressed by your knowledge. You think <<he>> even learns a thing or two.
<br><br>
<<destination_farm>><<effects>>
You remain focused on the work in front of you, and Alex switches to lighter topics.
<br><br>
<<destination_farm>><<set $outside to 0>><<set $location to "alex_farm">><<effects>>
<<if $phase is 2>>
You slide your hand in the gap between <<his>> body and shirt, and
<<if $NPCList[0].breastsize gt 1>>
squeeze <<his>> breast.
<<else>>
pinch <<his>> nipple.
<</if>>
<<promiscuity2>>
<<if C.npc.Alex.lust gte 20>>
Alex doesn't stop you. Instead, <<he>>
<<if C.npc.Alex.dom gte 10>>
leaps at you, grabbing your shoulders and pinning you down.
<br><br>
"You're feisty, <<girl>>." <<He>> cradles the back of your head and holds it against <<his>> chest. <<He>> leans low, and whispers. "Just begging to be tamed."
<<elseif C.npc.Alex.dom lte -10>>
gently curls <<his>> fingers around your wrist and pulls your hand <<if $NPCList[0].breastsize gt 6>>between <<his>> $NPCList[0].breastdesc<<else>>against <<his>> chest<</if>>. <<His>> heart pounds against your palm.
<br><br>
"G-go on, then," <<he>> whispers. <<His>> hand clenches tight around you. "Finish what you started."
<<else>>
grabs your wrist and yanks you closer, pulling your body against <<hers>>.
<br><br>
"C'mon, <<girl>>," <<he>> chuckles, one hand sliding towards your <<bottom>>. "Don't tell me you've lost your nerve already."
<</if>>
<br><br>
<<link [[Take it further|Farm Tending Alex Sex]]>><<set $sexstart to 1>><<npcincr Alex love 1>><</link>><<glove>>
<br>
<<link [[Pull away|Farm Tending Alex Summer Refuse]]>><<npcincr Alex love -1>><</link>><<llove>>
<br>
<<else>>
Alex slaps your hand away and hastily buttons up <<his>> shirt. "Y-you fucking pervert."
<br><br>
<<if $speech_attitude is "meek">>
"I-I couldn't help it..." You smile.
<<elseif $speech_attitude is "bratty">>
"I couldn't help it!" You smirk.
<<else>>
"I couldn't help it," you giggle.
<</if>>
<br><br>
<<He>> responds with a grumble. <<He>> turns <<his>> back to you, <<his>> ears turning a deep red. You decide not to pester <<him>> further, and soon enough both of you are back to work.
<br><br>
<<destination_farm>>
<</if>>
<<elseif $phase is 1>>
You steal a glance at <<his>> <<if $NPCList[0].breastsize gt 1>>$NPCList[0].breastdesc<<else>>chest<</if>> and toned body through <<his>> shirt, hardly concealed by the drenched fabric. Drops of sweat glisten down <<his>> face and jawline, before disappearing past <<his>> collar.
<br><br>
"I need a quick shower," Alex sighs and walks away. You return to work by yourself.
<br><br>
<<destination_farm>>
<<else>>
You turn your eyes and focus on your work.
<br><br>
<<destination_farm>>
<</if>><<set $outside to 0>><<set $location to "alex_farm">><<effects>>
You separate from Alex and dust yourself off. <<He>> sighs.
<br><br>
"All take and no give, huh?" <<He>> eyes you up and down. "You'll come around."
<br><br>
You ignore <<him>> and return your focus to your work.
<br><br>
<<destination_farm>><<effects>>
Maybe it was just a mouse.
<<if $rng gte 71>>
You return to work, and a moment later something leaps from the crops, straight at you.
<br><br>
<<if hasSexStat("deviancy", 4)>>
<<link [[Stand still|Farm Tending Lurker Stand Still]]>><</link>><<deviant4>>
<br>
<</if>>
<<link [[Dodge|Farm Tending Lurker Dodge]]>><</link>><<dancedifficulty 1 1200>>
<br>
<<if Time.hour lt 21 or Time.hour gt 4>>
<<link [[Scream|Farm Tending Lurker Scream]]>><<npcincr Alex dom 1>><</link>><<gdom "Alex">>
<<else>>
<<link [[Scream|Farm Tending Lurker Scream Fail]]>><</link>><<gdom "Alex">>
<</if>>
<br>
<<if $farm_stage gte 10 and $lurkers_held lt lurkerCap()>>
<<link [[Hurl net|Farm Tending Lurker Hurl net]]>><</link>><<dancedifficulty 1 1200>><<athleticsdifficulty 0 1200>>
<br>
<</if>>
<<else>>
You return to work, and there are no further hindrances.
<br><br>
<<destination_farm>>
<</if>><<effects>>
<<if $danceSuccess>>
You jump aside at the last moment, and <span class="green">the creature flies past.</span> It lands and darts into a hedge before you can get a good look at it.
<br><br>
<<destination_farm>>
<<else>>
You try to jump aside, <span class="red">but it's on you too fast,</span> latching onto your face. You can't see. You try to pull the creature off, but you struggle to get a grip on its slimy skin. You keep your lips sealed as something presses against your mouth.
<br><br>
<<link [[Next|Farm Tending Struggle]]>><<set $struggle_start to 1>><</link>>
<br>
<</if>><<effects>>
You stand still, and allow the creature to latch onto your face. <<deviancy4>>
<<link [[Next|Farm Tending Struggle]]>><<set $struggle_start to 2>><</link>><<effects>>
<<effects>>
<<if $struggle_start is 1>>
<<struggle_init>>
<<set $struggle.creature to "lurker">>
<<struggle_creatures 1 1>>
<<set $combat to 1>>
<<controlloss>>
<<violence 1>>
<<molested>>
<<set $struggle.mouth.creature to "lurker">>
<<set $mouthuse to "struggle">><<set $mouthstate to "struggle">><<set $struggle.enemy[0].location to "mouth">>
<<unset $struggle_start>>
<<elseif $struggle_start is 2>>
<<struggle_init>>
<<set $struggle.creature to "lurker">>
<<struggle_creatures 1 1>>
<<set $combat to 1>>
<<neutral 1>>
<<consensual>>
<<set $consensual to 1>>
<<set $struggle.mouth.creature to "lurker">>
<<set $mouthuse to "struggle">><<set $mouthstate to "struggle">><<set $struggle.enemy[0].location to "mouth">>
<<unset $struggle_start>>
<</if>>
<<struggle>>
<<if $struggle.done gte $struggle.number>>
<span id="next"><<link [[Next|Farm Tending Struggle Finish]]>><</link>></span>
<br>
<<else>>
<span id="next"><<link [[Next|Farm Tending Struggle]]>><</link>></span>
<br>
<</if>><<effects>>
The creature darts into a hedge before you can get a good look at it.
<br><br>
<<clotheson>>
<<endcombat>>
<<destination_farm>><<effects>>
<<set $rescued += 1>>
You scream, but the creature lands on your face, cutting it short. You can't see. You try to pull the creature off, but you struggle to get a grip on its slimy skin. You keep your lips sealed as something presses against your mouth.
<br><br>
<<npc Alex>><<person1>>
"I'm coming!" It's Alex. "Hold on." You hear <<his>> footsteps get closer. Just as your lips begin to give way, you are pulled forward as Alex tugs the creature off your face. <<He>> yanks it with such force that it hurtles through the air. It lands and darts into a hedge before you can get a good look at it.
<br><br>
You gasp for air. "Watch out for those," <<he>> says. "They crawl in from the moor. Be careful about working the field alone."
<br><br>
<<destination_farm>><<effects>>
You scream, but the creature lands on your face, cutting it short. You can't see. You try to pull the creature off, but you struggle to get a grip on its slimy skin. You keep your lips sealed as something presses against your mouth.
<br><br>
<<link [[Next|Farm Tending Struggle]]>><<set $struggle_start to 2>><</link>><<effects>><<wearProp "net">>
<<if $danceSuccess and $athleticsSuccess>>
<span class="green">The net lands true.</span> You pull the creature into your possession.
<br><br>
<<set $lurkers_held += 1>>
<<set $stat_lurkers_captured += 1>>
<<destination_farm>>
<<else>>
You try to hurl the net, <span class="red">but it's on you too fast,</span> latching onto your face. You can't see. You try to pull the creature off, but you struggle to get a grip on its slimy skin. You keep your lips sealed as something presses against your mouth.<<gnet>>
<<prof net 1>>
<br><br>
<<link [[Next|Farm Tending Struggle]]>><<handheldon>><<set $struggle_start to 1>><</link>>
<br>
<</if>><<effects>>
<<npc Alex>><<person1>>
"I'm coming!" Alex shouts. <<He>> arrives at the field a few moments later, and jogs over. You describe what you saw.
<br><br>
"Sounds like something crawled in from the moor," <<he>> says, crouching and peering through the plants. "Could be dangerous."
<br><br>
<<if $rng gte 71>>
Alex searches the field, until something darts from beneath the crops. It vanishes into the surrounding hedge. "There you go," Alex says, satisfied. "They don't stick to one place. Not the little ones. You should be safe now."
<<else>>
Alex searches the field, but finds nothing. "They don't stick to one place," <<he>> says. "Not the little ones. You should be safe."
<</if>>
<<He>> returns to <<his>> work.
<br><br>
<<destination_farm>><<effects>>
You call out for Alex, but you don't see <<nnpc_him Alex>> anywhere.
<br><br>
<<if $rng gte 71>>
You glance around, certain that something will jump out at any second. Then suddenly, something darts from beneath the crops and vanishes into the surrounding hedge.
<br><br>
<<if hasSexStat("deviancy", 4)>>
<<link [[Stand still|Farm Tending Lurker Stand Still]]>><</link>><<deviant4>>
<br>
<</if>>
<<link [[Dodge|Farm Tending Lurker Dodge]]>><</link>><<dancedifficulty 1 1200>>
<br>
<<if $farm_stage gte 10 and $lurkers_held lt lurkerCap()>>
<<link [[Hurl net|Farm Tending Lurker Hurl net]]>><</link>><<dancedifficulty 1 1200>><<athleticsdifficulty 0 1200>>
<br>
<</if>>
<<else>>
You glance around, certain that something will jump out at any second. But nothing happens.
<br><br>
<<destination_farm>>
<</if>><<effects>>
<<if $tendingSuccess>>
<span class="green">You sing a soothing tune,</span> and feel their grip loosen. The plants fall inert, and you struggle free of their bindings.
<br><br>
<<destination_farm>>
<<else>>
You try to sing a soothing tune, <span class="red">but you can't keep your voice steady.</span> You're dragged into the undergrowth.
<br><br>
<<link [[Next|Farm Tending Tentacles]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<effects>>
<<if $physiqueSuccess>>
You grasp the shoots, <span class="green">and tear them away from your limbs.</span> They retract, disappearing into the undergrowth.
<br><br>
<<destination_farm>>
<<else>>
You grasp the shoots and pull, <span class="red">but they're too firm.</span> You're dragged into the undergrowth.
<br><br>
<<link [[Next|Farm Tending Tentacles]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<effects>>
<<npc Alex>><<person1>>
You scream as the shoots drag you across the earth.
<br><br>
"I'm coming!" shouts Alex. <<He>> arrives at the edge of the field just before you're dragged under, and rushes over. The shoots fall inert before <<he>> arrives, though they're still wrapped tight around you.
<br><br>
Alex arrives to find you tangled, but there's no sign that the plants were full of malice just a moment before. "How'd you get in a mess like that?" <<he>> laughs. "I thought there was a wild animal."
<br><br>
<<He>> helps you tear free of the plants. <<tearful>> you rise to your feet. "I need to get back to work," <<he>> says. "Try not to get tangled again."
<br><br>
<<destination_farm>><<effects>>
You scream for Alex, but <span class="red"><<nnpc_he Alex>> doesn't seem to be working in the fields right now.</span>
<br><br>
Just as you realise this, the shoots drag you into the undergrowth.
<br><br>
<<link [[Next|Farm Tending Tentacles]]>><<set $molestationstart to 1>><</link>>
<br><<effects>>
You brace yourself as the shoots drag you into the undergrowth.
<br><br>
<<link [[Next|Farm Tending Tentacles]]>><<set $molestationstart to 1>><</link>>
<br><<effects>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<set $combat to 1>>
<<set $enemytype to "tentacles">>
<<molested>>
<<controlloss>>
<<tentaclestart 8 15 "shoot" "vine" true>>
<</if>>
<<statetentacles>>
<<effects>>
<<effectstentacles>>
<<tentacles>>
<<actionstentacles>>
<<if $tentacles.active lte ($tentacles.max / 2)>>
<span id="next"><<link [[Next|Farm Tending Tentacles Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Farm Tending Tentacles]]>><</link>></span><<nexttext>>
<</if>><<effects>>
The shoots fall inert, and you manage to crawl free.
<br><br>
<<tearful>> you climb to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<destination_farm>><<effects>>
<<if $phase is 1>>
<<if $speech_attitude is "meek">>
"I-I'm sorry," you say. "I have lots of work to do."
<<elseif $speech_attitude is "bratty">>
"Can't you see I'm busy?" you say.
<<else>>
"I can't," you say. "I've lots of work to do."
<</if>>
You turn away from <<him>>.
<br><br>
<<else>>
You ignore the <<person>>.
<</if>>
<<if $rng gte 76>>
<<He>> becomes agitated. "What?" <<he>> says. "You think you're too good for me?"
<<if $farm.wall gte 4>>
<<He>> starts <<his>> way up the fence, but stops once <<he>> reaches the top, thwarted by the barbed wire.
<br><br>
"Fine. Stay in your little cage, <<bitch>>." <<He>> leaves in a huff.<<gstress>><<stress 6>>
<br><br>
<<destination_farm>>
<<else>>
<<He>> hefts <<himself>> over the fence and walks towards you.<<gstress>><<stress 6>>
<br><br>
<<link [[Resist|Farm Tending Resist]]>><</link>>
<br>
<<link [[Call Alex|Farm Tending Person Alex]]>><<npcincr Alex dom 1>><</link>><<gdom "Alex">>
<br>
/* <<if $submissive gte 1500>> */
<<link [[Apologise|Farm Tending Apologise]]>><<sub 1>><</link>><<submissivetext>>
<br>
/* <</if>> */
<</if>>
<<else>>
<<He>> tries to get your attention again, but soon gives up.
<br><br>
<<destination_farm>>
<</if>><<effects>>
You kick <<if Weather.precipitation isnot "none">>mud<<else>>dirt<</if>> in the <<persons>> face as <<he>> approaches. <<He>> sneers.
<br><br>
<<link [[Next|Farm Tending Rape]]>><<set $molestationstart to 1>><</link>>
<br><<effects>>
<<set $rescued += 1>>
"I'm coming!" Alex responds. The <<person>> hesitates, then turns and flees the way <<he>> came.
<br><br>
<<endevent>>
<<npc Alex>><<person1>>
Alex arrives. "That fucker climbed the fence?" <<he>> asks. You nod. "Don't let me catch you round here again," Alex shouts after the intruder, now some distance away.
<br><br>
"No respect," <<he>> mutters. "I need to get back to work."
<br><br>
<<destination_farm>><<effects>>
"I-I'm sorry," you say, dropping to your knees. <<if $pain gte 20>>You let more tears well in your eyes.<</if>> "I just have so much work to do, and-and..." You trail off, and stare beneath you.
<br><br>
The <<person>> is taken aback, and stops in <<his>> tracks. "Alright," <<he>> says. "As long as you're sorry." <<He>> leaves the way <<he>> came.
<br><br>
<<destination_farm>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<if Time.hour lt 21 or Time.hour gt 4>>
<<enable_rescue>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Farm Tending Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Farm Tending Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The <<person>> leaves you lying on the <<if Weather.precipitation isnot "none">>mud<<else>>dirt<</if>>, and climbs back over the fence.
<br><br>
<<tearful>> you climb to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<destination_farm>>
<<elseif $enemyhealth lte 0>>
The <<person>> turns and flees. <<He>> tumbles back over the fence, and throws a fearful glance over <<his>> shoulder as <<he>> escapes.
<br><br>
<<tearful>> you dust yourself off.
<br><br>
<<clotheson>>
<<endcombat>>
<<destination_farm>>
<<else>>
<<set $rescued += 1>>
"I'm coming!" It's Alex. The <<person>> backs away from you, and flees the way <<he>> came.
<br><br>
<<tearful>> you climb to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Alex>><<person1>>
Alex arrives. "That fucker climbed the fence?" <<he>> asks. You nod. "Don't let me catch you round here again," Alex shouts after the intruder, now some distance away.
<br><br>
"No respect," <<he>> mutters.
<<if $exposed gte 1 and $farm_naked isnot 1>>
<<covered>> <<He>> blushes and looks away, as if just now noticing your state of dress. "Let me get you something to cover with."<<garousal>><<towelup>>
<br><br>
<<He>> returns a minute later with some towels, then returns to work.
<<else>>
"I need to get back to work."
<</if>>
<<gdom>><<npcincr Alex dom 1>>
<<if $exposed gte 1>>
<<glust>><<npcincr Alex lust 1>>
<</if>>
<br><br>
<<destination_farm>>
<</if>><<effects>>
Your response is polite, but cool. The <<person>> leaves when <<he>> realises <<he>> isn't going to impress you.
<br><br>
<<destination_farm>><<effects>>
<<if $speech_attitude is "meek">>
"Y-you think I'm cute?" you say.
<<elseif $speech_attitude is "bratty">>
"Even <<girls>> as hot as me need to work," you say.
<<else>>
"You don't look so bad yourself," you say.
<</if>>
<<promiscuity1>>
The <<person>> glances over <<his>> shoulder. "Why don't you take a break?" <<he>> says. "I'll keep you company."
<br><br>
<<link [[Refuse|Farm Tending Ignore]]>><<set $phase to 1>><</link>>
<br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Accept|Farm Tending Accept]]>><</link>><<promiscuous2>>
<br>
<</if>>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Demand £20 first|Farm Tending Demand]]>><<set $phase to 1>><<def 1>><</link>><<promiscuous3>>
<br>
<<link [[Demand £50 first|Farm Tending Demand]]>><<set $phase to 2>><<def 1>><</link>><<promiscuous3>>
<br>
<<link [[Demand £100 first|Farm Tending Demand]]>><<set $phase to 3>><<def 1>><</link>><<promiscuous3>>
<br>
<<elseif $uncomfortable.prostituting is false>>
<<link [[Demand £20 first|Farm Tending Demand]]>><<set $phase to 1>><<def 1>><<set $desperateaction to 1>><</link>><<promiscuous3>>
<br>
<<link [[Demand £50 first|Farm Tending Demand]]>><<set $phase to 2>><<def 1>><<set $desperateaction to 1>><</link>><<promiscuous3>>
<br>
<<link [[Demand £100 first|Farm Tending Demand]]>><<set $phase to 3>><<def 1>><<set $desperateaction to 1>><</link>><<promiscuous3>>
<br>
<</if>><<effects>>
<<if $farm.wall gte 4>>
The <<person>> starts to climb the perimeter, then notices the barbed wire at the top.
<br>
"We'll have to make do," you say, approaching the fence.
<br><br>
<<else>>
You make sure Alex isn't around, then climb over the <<farm_fence>>. The <<person>> pounces on you.
<</if>>
<<promiscuity2>>
<<link [[Next|Farm Tending Sex]]>><<set $sexstart to 1>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<if $farm.wall gte 4>>
<<npcfence>>
<</if>>
<<if Time.hour lt 21 or Time.hour gt 4>>
<<enable_rescue>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Farm Tending Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Farm Tending Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The <<person>> reclines against the <<farm_fence>>. "Thanks <<girl>>," <<he>> says, struggling to <<his>> feet. "You're a good lay."
<br><br>
<<if $farm.wall gte 4>>
<<tearful>> you step back from the fence.
<<else>>
<<tearful>> you climb back over the <<farm_fence>>.
<</if>>
The <<person>> saunters away from the farm.
<br><br>
<<clotheson>>
<<endcombat>>
<<destination_farm>>
<<elseif $enemyhealth lte 0>>
<<if $farm.wall gte 4>>
The <<person>> backs way from the fence and flees,
<<else>>
The <<person>> tumbles back over the <<farm_fence>>,
<</if>>
throwing a fearful glance over <<his>> shoulder as <<he>> escapes.
<br><br>
<<tearful>> you dust yourself off.
<br><br>
<<clotheson>>
<<endcombat>>
<<destination_farm>>
<<elseif $rescue is 1 and $alarm is 1>>
<<set $rescued += 1>>
"I'm coming!" It's Alex. The <<person>> turns and flees the way <<he>> came.
<br><br>
<<if $farm.wall gte 4>>
<<tearful>> you back away from the fence.
<<else>>
<<tearful>> you climb back over the <<farm_fence>>.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Alex>><<person1>>
Alex arrives. "Don't let me catch you round here again," Alex shouts after the intruder, now some distance away.
<br><br>
"No respect," <<he>> mutters.
<<if $exposed gte 1 and $farm_naked isnot 1>>
<<covered>> <<He>> blushes and looks away, as if just now noticing your state of dress. "Let me get you something to cover with."<<garousal>><<towelup>>
<br><br>
<<He>> returns a minute later with some towels, then returns to work.
<<else>>
"I need to get back to work."
<</if>>
<<gdom>><<npcincr Alex dom 1>>
<<if $exposed gte 1>>
<<glust>><<npcincr Alex lust 1>>
<</if>>
<br><br>
<<destination_farm>>
<<else>>
"You tease," the <<person>> says as <<he>> steps away from the wall.
<br><br>
<<if $farm.wall gte 4>>
<<tearful>> you back away from the fence.
<<else>>
<<tearful>> you climb back over the <<farm_fence>>.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<destination_farm>>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"I'm a hard worker," you say. "Pay me, and you can do what you like to me."
<<elseif $speech_attitude is "bratty">>
"Sure," you say. "If you pay up."
<<else>>
"It'll cost you," you say. "I need the money."
<</if>>
<<promiscuity3>>
<<if $phase is 1>>
<<set $seductiondifficulty to 6000>>
<<elseif $phase is 2>>
<<set $seductiondifficulty to 8000>>
<<elseif $phase is 3>>
<<set $seductiondifficulty to 10000>>
<</if>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>>
<span class="gold">You feel more confident in your powers of seduction.</span>
<br><br>
<</if>>
<<seductionskilluse>>
<<if $seductionrating gte $seductionrequired>>
<span class="green">"Fine,"</span> the <<person>> says. "Now get your ass over here."
<br><br>
You climb over the fence, and <<he>> pounces on you.
<br><br>
<<link [[Next|Farm Tending Prostitution]]>><<set $sexstart to 1>><</link>>
<br>
<<else>>
<span class="red">"Fucking whores wherever I go,"</span> the <<person>> mutters. "Forget it."
<br><br>
<<destination_farm>>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<if $farm.wall gte 4>>
<<npcfence>>
<</if>>
<<set $enemytrust -= 40>>
<<if Time.hour lt 21 or Time.hour gt 4>>
<<enable_rescue>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Farm Tending Prostitution Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Farm Tending Prostitution]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<set $prostitutionstat += 1>><<fameprostitution 1>>
The <<person>> reclines against the wall. "Worth it," <<he>> says, handing you
<<if $phase is 1>>
<<printmoney 2000>><<money 2000 "prostitution">>.
<<elseif $phase is 2>>
<<printmoney 5000>><<money 5000 "prostitution">>.
<<else>>
<<printmoney 10000>><<money 10000 "prostitution">>.
<</if>>
<<He>> rises to <<his>> feet and walks away.
<br><br>
<<if $farm.wall gte 4>>
<<tearful>> you back away from the fence.
<<else>>
<<tearful>> you climb over the fence.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<destination_farm>>
<<elseif $enemyhealth lte 0>>
The <<person>> turns and flees.
<<if $farm.wall gte 4>>
<<He>> tumbles down a ditch, and throws a fearful glance over <<his>> shoulder as <<he>> escapes.
<<elseif $farm.wall is 3>>
<<He>> clambers up the fence, drops to the other side, and throws as a fearful glance over <<his>> shoulder as <<he>> escapes.
<<else>>
<<He>> tumbles back over the fence, and throws a fearful glance over <<his>> shoulder as <<he>> escapes.
<</if>>
<br><br>
<<tearful>> you dust yourself off.
<br><br>
<<clotheson>>
<<endcombat>>
<<destination_farm>>
<<elseif $alarm is 1 and $rescue is 1>>
<<set $rescued += 1>>
"I'm coming!" It's Alex. The <<person>> backs away from you, and flees the way <<he>> came.
<br><br>
<<if $farm.wall gte 4>>
<<tearful>> you climb back over the fence.
<<else>>
<<tearful>> you climb back over the <<farm_fence>>.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Alex>><<person1>>
Alex arrives in time to shout after the intruder. "Don't let me catch you round here again!"
<br><br>
"No respect," <<he>> mutters.
<<if $exposed gte 1 and $farm_naked isnot 1>>
<<covered>> <<He>> blushes and looks away, as if just now noticing your state of dress. "Let me get you something to cover with."<<garousal>><<towelup>>
<br><br>
<<He>> returns a minute later with some towels, then returns to work.<<pass 1>>
<<else>>
"I need to get back to work."
<</if>>
<<gdom>><<npcincr Alex dom 1>>
<<if $exposed gte 1>>
<<glust>><<npcincr Alex lust 1>>
<</if>>
<br><br>
<<destination_farm>>
<<else>>
"Fine," the <<person>> says as <<he>> rises to <<his>> feet. "But you're not getting paid."
<br><br>
<<if $farm.wall gte 4>>
<<tearful>> you back away from the fence.
<<else>>
<<tearful>> you climb back over the <<farm_fence>>.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<destination_farm>>
<</if>><<effects>>
You scream, and the approaching pair stop in their tracks.
<br><br>
"I'm coming!" It's Alex.
<br><br>
"Fuck," the <<person1>><<person>> says. "This wasn't the plan." <<He>> turns and runs. The others cease their attempt at concealment, and run after <<him>>.
<br><br>
<<endevent>><<npc Alex>><<person1>>
Alex arrives in time to see their flight. "You fuckers better stay gone," <<he>> shouts after them. <<He>> turns to you. "Are you alright? Working the fields without me might be dangerous. Be careful."
<br><br>
<<He>> returns to work.
<br><br>
<<destination_farm>><<effects>>
You call out for Alex, but <span class="red"><<nnpc_he "Alex">> doesn't come.</span>
<br><br>
<<link [[Next|Farm Tending Gang Rape]]>><<set $molestationstart to 1>><</link>><<effects>>
<<earnFeat "Farm Protector">>
You rush the <<person1>><<person>>, hauling yourself over the <<farm_fence>> and kicking <<his>> face. <<He>> falls backward, and tumbles into a ditch.
<br><br>
Their plan ruined, the sneaking pair end their attempt at concealment, and run. They escape the field in a different direction. The <<person>> struggles up the other side of the ditch, and follows suit.
<br><br>
<<destination_farm>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<if Time.hour lt 21 or Time.hour gt 4>>
<<enable_rescue>>
<</if>>
<<hand_gag 1 left>>
<<set $enemytrust -= 20>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Farm Tending Gang Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Farm Tending Gang Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
They shove you to the <<if Weather.precipitation isnot "none">>mud<<else>>dirt<</if>>. "You have your boss to thank for this," the <<person1>><<person>> says. "Go cry to <<nnpc_him Alex>>."<<gaggro>><<farm_aggro 5>>
<br><br>
<<tearful>> you rise to your feet. The three <<group>> climb over the <<farm_fence>>, and walk away.
<br><br>
<<clotheson>>
<<endcombat>>
<<destination_farm>>
<<elseif $enemyhealth lte 0>>
The <<group>> back away from you, surprised by your aggression. "There wasn't meant to be resistance," the <<person2>><<person>> says, looking at the <<person1>><<person>> "What now?"<<earnFeat "Farm Protector">>
<br><br>
"Fuck," <<he>> replies. "Remy won't be happy." <<He>> turns and runs. The others follow.
<br><br>
<<tearful>> you watch them flee./*<<laggro>><<farm_aggro -5>>*/
<br><br>
<<clotheson>>
<<endcombat>>
<<destination_farm>>
<<else>>
<<set $rescued += 1>>
"I'm coming!" It's Alex.
<br><br>
"You were supposed to keep <<phim>> gagged," the <<person1>><<person>> says. "Remy promised fucking competence."
<br><br>
The <<group>> turn and flee, arguing all the while.
<<clotheson>>
<<endcombat>>
<<npc Alex>><<person1>>
Alex arrives in time to see them running. "I don't want to see you fucks around here again," <<he>> shouts.
<<if $exposed gte 1 and $farm_naked isnot 1>>
<<covered>> <<He>> blushes and looks away, as if just now noticing your state of dress. "Let me get you something to cover with."<<garousal>><<towelup>>
<br><br>
<<He>> returns a minute later with some towels, then returns to work.<<pass 1>>
<<else>>
<<He>> turns to you. "Are you alright? Working the fields without me might be dangerous. Be careful."
<</if>>
<<if $exposed gte 1>>
<<glust>><<npcincr Alex lust 1>>
<</if>>
<br><br>
<<destination_farm>>
<</if>><<effects>>
Alex produces another bottle from the alcove as you take a swig. It's strong. "Don't tell my <<if $pronoun is "m">>dad<<else>>mum<</if>>," <<he>> laughs.
<br><br>
<<if C.npc.Alex.lust gte 10 and random(1, 2) is 2>>
<<He>> wraps an arm around your shoulder as <<he>> reclines again. <<His>> hand wanders down your chest.<<garousal>><<arousal 600 "breasts">>
<br><br>
<<link [[Push away|Farm Rest Push]]>><<npcincr Alex love -1>><<npcincr Alex lust -1>><</link>><<llove>><<llust>>
<br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Allow|Farm Rest Allow]]>><</link>><<promiscuous2>>
<</if>>
<<else>>
<<farm_relax_end>>
<</if>>
<<set $farm_relax_drink to "accept">><<effects>>
You shake your head. Alex takes a swig, then returns the bottle to its hiding place.
<br><br>
<<if C.npc.Alex.lust gte 10 and random(1, 2) is 2>>
<<He>> wraps an arm around your shoulder as <<he>> reclines again. <<His>> hand wanders down your chest.<<garousal>><<arousal 600 "breasts">>
<br><br>
<<link [[Push away|Farm Rest Push]]>><<npcincr Alex love -1>><<npcincr Alex lust -1>><</link>><<llove>><<llust>>
<br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Allow|Farm Rest Allow]]>><<npcincr Alex love 1>><</link>><<promiscuous2>><<glove>>
<</if>>
<<else>>
<<farm_relax_end>>
<</if>>
<<set $farm_relax_drink to "refuse">><<effects>>
<<if C.npc.Alex.dom gte 10>>
You push Alex's arm away from you, but <<he>> doesn't give up. <<He>> lays a hand on your thigh, and kisses your neck.
<br><br>
<<link [[Push away again|Farm Rest Push 2]]>><<npcincr Alex love -1>><<npcincr Alex lust -1>><<npcincr Alex dom -1>><</link>><<llove>><<llust>><<ldom>>
<br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Allow|Farm Rest Allow]]>><<npcincr Alex dom 1>><<npcincr Alex love 1>><</link>><<promiscuous2>><<gdom>><<glove>>
<</if>>
<<else>>
You push Alex's arm away from you. <<He>> shifts away. "Sorry," <<he>> says. "I misread the situation."
<br><br>
<<farm_relax_end>>
<</if>><<effects>>
You push Alex again, harder this time, and <<he>> pulls away from you. "Sorry," <<he>> says. <<He>> opens <<his>> mouth to continue, but opts to stay silent.
<br><br>
<<He>> takes a swig of <<his>> drink.
<br><br>
<<farm_relax_end>><<effects>>
You let Alex's hands wander as <<he>> pleases. <<He>> brushes <<his>> fingers over your <<breasts>> while pulling you closer.
<<promiscuity2>>
<<if $rng gte 51>>
<<He>> doesn't stop there. <<He>> climbs to <<his>> knees, then pushes you down to the grass.
<br><br>
<<link [[Next|Farm Rest Sex]]>><<handheldon>><<set $sexstart to 1>><</link>>
<br>
<<else>>
"Don't worry," <<he>> says, pressing <<his>> face against your neck. "No one's watching." <<He>> kisses your throat.
<br><br>
<<link [[Push away|Farm Rest Push 3]]>><<handheldon>><<npcincr Alex love -1>><<npcincr Alex dom -1>><</link>><<llove>><<ldom>>
<br>
<<link [[Allow|Farm Rest Sex]]>><<handheldon>><<set $sexstart to 1>><</link>>
<br>
<<link [[Push Alex onto the grass|Farm Rest Grass]]>><<handheldon>><<npcincr Alex lust 1>><<npcincr Alex love 1>><<npcincr Alex dom -1>><</link>><<glust>><<glove>><<ldom>>
<br>
<</if>><<effects>>
You try to shove Alex away, but <<he>> holds you even tighter. You shove <<him>> again, harder this time, and <<he>> pulls away.
<br><br>
"Don't lead me on like that," <<he>> says, taking a swig of <<his>> drink. <<He>> sighs. "I'm sorry." <<He>> opens <<his>> mouth to continue, but opts for another swig of <<his>> drink instead.
<br><br>
<<farm_relax_end>><<effects>>
You push Alex onto <<his>> back. Laughing, <<he>> grasps your shoulders and pushes you onto yours in turn, with <<him>> on top.
<<if currentSkillValue('physique') gte 16000>>
You struggle for a few moments. <<Hes>> strong, but you manage to get on top and pin <<his>> arms to the ground.
<br><br>
<<else>>
You struggle for a few moments, but <<hes>> strong, and soon has you on your back again, with your arms pinned to the ground.
<br><br>
<</if>>
<<link [[Next|Farm Rest Sex]]>><<set $sexstart to 1>><</link>>
<br><<effects>>
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Farm Rest Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Farm Rest Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<earnFeat "Alex's Partner">><<npcincr Alex lust -20>>
<<if $consensual is 1>>
The pair of you fall back on the grass, and stare at the boughs above.
<br><br>
<<He>> looks at <<his>> watch, and sighs. "Better get back to work," <<he>> says. <<He>> climbs to <<his>> feet. <<tearful>> you follow suit. <<He>> kisses your cheek before walking away.
<br><br>
<<else>>
Clarity returns to Alex as <<he>> falls back against the tree. "Sorry," <<he>> says. "I misread the situation."
<br><br>
<<He>> avoids eye contact as <<he>> climbs to <<his>> feet, and returns to work. <<tearful>> you do likewise.
<br><br>
<</if>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Farm Work]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
Alex falls back against the tree. "I'm sorry," <<he>> says. "I misread the situation."
<br><br>
<<tearful>> you climb to your feet. "I'd better get back to work," Alex adds, avoiding eye contact. <<He>> walks away.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Farm Work]]>><</link>>
<br>
<<else>>
Alex reclines against the tree, and looks at <<his>> watch. "I better get back to work," <<he>> says, rising to <<his>> feet.
<br><br>
<<tearful>> you do likewise.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Farm Work]]>><</link>>
<br>
<</if>>
<<unset $farm_relax_drink>>
<<set $farm_work.alex_relax to 3>>
<<set $farm_work.alex to "still">><<effects>>
<<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f")>>
<<if maleChance() lt random(1, 100)>>
<<set $steed to "female">>
<<else>>
<<set $steed to "male">>
<</if>>
<<else>>
<<if beastMaleChance() lt random(1, 100)>>
<<set $steed to "mare">>
<<else>>
<<set $steed to "stallion">>
<</if>>
<</if>>
"Yes, I'd like to go for a walk."
<br><Br>
"You know, riding would be more fun than just walking, wouldn't it?" Alex says as <<he>> stands on <<his>> feet.
<br><br>
<<He>> brings out two <<steed_text>>s from the stable.
<<if $alex_meadow_date isnot 1>>
"Have you ever ridden? If this is your first time, I can teach you," <<he>> says.
<br><br>
<</if>>
<<if $alex_meadow_date isnot 1>>
"Let's mount up first. Put your left foot in the stirrup and use your other leg to haul yourself up and over!"
<br><br>
<<else>>
"You've done it before, so you know how to ride this time, right?" Alex winks. "Careful not to fall."
<br><br>
<</if>>
<<link [[Ride a horse with Alex|Farm Meadow Date 2]]>><<thighskill 5>><</link>><<skill_difficulty `currentSkillValue("thighskill")` "Thigh Skill" 1 200>><<effects>>
<<if $alex_meadow_date isnot 1 and $alex_meadow_date_scold isnot 1>>
After helping you get on the <<steed_text>>, Alex climbs on the other. Alex shouts in a joyful voice, "Let's go!"
<br><br>
<<elseif $alex_meadow_date is 1 and $alex_meadow_date_scold isnot 1>>
Alex watches you get on the <<steed_text>>, and <<he>> climbs the other <<himself>>. "Let's go!"
<br><br>
<</if>>
<<if currentSkillValue("thighskill") gte 200 or $alex_meadow_date_scold is 1>>
You focus on riding and holding the horse reins.
<<if Weather.name is "clear" or Weather.name is "lightClouds">>
The <<steed_text>>s run through the meadow and a pleasant breeze passes by.
<br>
As the sun shines between the clouds, you can see beautiful and natural scenery unlike anything you've seen in town.<<lstress>><<stress -6>>
<<elseif Weather.name is "heavyClouds">>
The <<steed_text>>s run through the meadow and a cool breeze passes by.
<br>
You can smell fertile soil and grass in the air. Even though the clouds cover the sun, the meadow still looks beautiful.<<lstress>><<stress -6>>
<<else>>
<<if Weather.precipitation is "snow">>
The <<steed_text>>s run through the meadow, and a snowflake falls on your face and melts.
<br>
The cold wind makes it hard for you to keep your eyes open, but the act of riding a horse through snow that no one has stepped on gives you a sense of freedom.<<lstress>><<stress -6>>
<<else>>
The <<steed_text>>s run through the meadow, and a raindrop falls on your face.
<br>
The cold wind makes it hard for you to keep your eyes open.<<lstress>><<stress -6>>
<</if>>
<</if>>
<br><br>
<<set _random to random(1,3)>>
<<if _random is 1>>
Alex rides past you, <<his>> red fringe flapping in the wind. You hear <<him>> whistling with pleasure.<<glove>><<npcincr Alex love 1>>
<br>
<<He>> slows down the <<steed_text>>. You can see <<his>> face glow with excitement.
<br><br>
<<elseif _random is 2>>
Alex rides a <<steed_text>> behind you. You can hear <<him>> laughing with joy.<<glove>><<npcincr Alex love 1>>
<br><br>
<<else>>
Alex rides a <<steed_text>> next to you. The two <<steed_text>>s run side by side, their canter perfectly synchronised.
<br><br>
<</if>>
<<link [[Next|Farm Meadow Date 3]]>><</link>>
<<else>>
You do your best not to let yourself fall, <span class="red">but you fail to control the <<steed_text>>.</span><<gstress>><<stress 6>>
<br><br>
<<outfitChecks>>
<<set _top.integrity -= 15>>
<<set _bottom.integrity -= 15>>
<<if $steed is "male" or $steed is "female">>
"Watch it, <<girl>>! You can't just do as you please. We'll see who's holding the reins now!"
<br><br>
<</if>>
The <<steed_text>> twists <<steed_his>> body violently, dropping you off and running towards you with lust in <<steed_his>> eyes.<<gpain>><<violence 3>>
<br><br>
<<link [[Scold|Farm Meadow Date Fail]]>><<set $phase to 1>><</link>><<tendingdifficulty 1 600>>
<br>
<<link [[Call for help|Farm Meadow Date Fail]]>><<set $phase to 2>><<npcincr Alex dom 1>><<farm_horses -1>><</link>><<gdom "Alex">><<lrespect>>
<</if>><<effects>>
Alex spurs the <<steed_text>>. "Isn't this a good time?"
<br><br>
<<if $speech_attitude is "meek">>
"I-I think so," you say.
<<elseif $speech_attitude is "bratty">>
"Hell yeah! Let's do this again later!" you say.
<<else>>
"Yes, it sure is," you say.
<</if>>
<br><br>
Alex puffs <<his>> chest out with pride. After an enjoyable time in the meadow, you and Alex ride the <<steed_text>> back to the farm. Alex laughs and chats more often than usual as you travel along the country road.<<glove>><<lstress>><<npcincr Alex love 1>><<stress -6>>
<br><br>
<<link [[Next|Farm Meadow Date 4]]>><</link>><<effects>>
"Time to get back to work." Alex looks at <<his>> watch and
<<if currentSkillValue("thighskill") gte 200 and $farm_stage gte 7 and $alex_countdown is undefined>>
pats your back a couple of times. With a satisfied grin, <<he>> walks towards the fields.
<<elseif $exposed gte 1>>
glances at you. <<He>> clears <<his>> throat, then walks towards the fields at a quick pace.<<glust>><<npcincr Alex lust 1>>
<<else>>
walks toward the fields.
<</if>>
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><<unset $steed>><<unset $alex_meadow_date_scold>><<set $alex_meadow_date to 1>><<set $farm_work.alex to "still">><<pass 20>><</link>><<effects>><<integritycheck no_text>><<exposure>>
<<if $phase is 1>>
<<if $tending gte 600>>
"Bad <<steed_text>>," you say, <span class="green">your voice firm and sure.</span> "Behave yourself!"<<grespect>><<farm_horses 1>>
<br><br>
<<if $steed is "male" or $steed is "female">>
<<steed_He>> raises a palm to <<steed_his>> face and shakes <<steed_his>> head. "I'm sorry," <<steed_he>> says. "I don't know what came over me."
<<else>>
<<steed_He>> shakes <<steed_his>> head. The malice is gone.
<</if>>
<br><br>
Alex sighs in relief as you climb up on the <<steed_text>> again.
<br><br>
<<link [[Next|Farm Meadow Date 2]]>><<set $alex_meadow_date_scold to 1>><<thighskill 5>><</link>>
<<else>>
"B-bad <<steed_text>>," you say, <span class="red">but your voice trembles.</span><<lrespect>><<farm_horses -1>><<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
Suddenly Alex seizes the <<steed_text>>'s reins with all <<his>> might.<<gdom>><<npcincr Alex dom 1>>
<br><br>
"Woah, easy there, <<if $steed is "male">>boy<<else>>girl<</if>>."
<br><br>
<<link [[Next|Farm Meadow Date Fail 2]]>><</link>>
<</if>>
<<else>>
"I'm coming!" Alex says.
<br><br>
<<He>> seizes the<<steed_text>>'s reins with all <<his>> might. "Woah, easy there, <<if $steed is "male">>boy<<else>>girl<</if>>."<<gdom>><<npcincr Alex dom 1>>
<br><br>
<<link [[Next|Farm Meadow Date Fail 2]]>><</link>>
<</if>><<effects>>
<<if $exposed lte 0>>
Alex turns <<his>> attention to you. "If you're anxious, your <<steed_text>> can tell. Take it easy."
<br><br>
You try to follow Alex's advice, but your heart is still pounding.<<gstress>><<stress 6>>
<br><br>
Eventually, Alex gets off of <<his>> <<steed_text>>. "Are you alright? Let's try again later, not today." <<He>> gives you a worried expression as <<he>> holds the reins in <<his>> hand.
<br><br>
<<He>> gives you some riding tips as the two of you walk back to the farm.<<gthighskill>><<set $thighskill += 10>>
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><<unset $steed>><<unset $alex_meadow_date_scold>><<set $alex_meadow_date to 1>><<set $farm_work.alex to "still">><</link>>
<<else>>
"I'll get you some clothes when we return to the farm," <<he>> mutters with a blush, trying not to look at your body as much as possible.
<br><br>
"Well then...Let's try again later, not today." Alex gives you a worried expression as <<he>> holds the reins in <<his>> hand.
<br><br>
<<He>> gives you some riding tips as the two of you walk back to the farm. You catch <<him>> peeking at your body when <<he>> thinks you're not looking.<<glust>><<gthighskill>><<npcincr Alex lust 1>><<set $thighskill += 10>>
<br><br>
<<link [[Next|Farm Meadow Date Clothes]]>><</link>>
<</if>><<effects>>
Alex quickly enters the cottage and takes out some clothes. "Here."
<br><br>
<<He>> puts the clothes into your arms, awkwardly avoiding your eyes.
<br><br>
<<if $worn.upper.type.includes("naked") and $worn.lower.type.includes("naked")>>
It's a checkered shirt <<upperwear 33>>
<<if C.npc.Alex.dom gte $npcdomhigh and C.npc.Alex.lust gte 10>>
and a pair of denim shorts.<<lowerwear 31>>
<<elseif playerBellySize() gte 8>>
and a pair of sweatpants.<<lowerwear 67>>
<<else>>
and a pair of jeans.<<lowerwear 22>>
<</if>>
<<elseif $worn.upper.type.includes("naked")>>
It's a checkered shirt.<<upperwear 33>>
<<else>>
<<if C.npc.Alex.dom gte $npcdomhigh and C.npc.Alex.lust gte 10>>
It's a pair of denim shorts.<<lowerwear 31>>
<<elseif playerBellySize() gte 8>>
It's a pair of sweatpants.<<lowerwear 67>>
<<else>>
It's a pair of jeans.<<lowerwear 22>>
<</if>>
<</if>>
<<link[[Accept|Farm Meadow Date Clothes 2]]>><<set $phase to 1>><</link>>
<br>
<<if hasSexStat("exhibitionism", 5)>>
<<link[[Refuse|Farm Meadow Date Clothes 2]]>><<set $phase to 2>><</link>><<exhibitionist5>>
<</if>><<effects>>
<<if $phase is 1>>
You wear the clothes that Alex gave you.
<br><br>
<<if $worn.upper.type.includes("naked") and $worn.lower.type.includes("naked")>>
<<upperwear 33>>
<<if C.npc.Alex.dom gte $npcdomhigh and C.npc.Alex.lust gte 10>>
<<lowerwear 31>>
<<elseif playerBellySize() gte 8>>
<<lowerwear 67>>
<<else>>
<<lowerwear 22>>
<</if>>
<<elseif $worn.upper.type.includes("naked")>>
<<upperwear 33>>
<<else>>
<<if C.npc.Alex.dom gte $npcdomhigh and C.npc.Alex.lust gte 10>>
<<lowerwear 31>>
<<elseif playerBellySize() gte 8>>
<<lowerwear 67>>
<<else>>
<<lowerwear 22>>
<</if>>
<</if>>
<<else>>
<<if $speech_attitude is "meek">>
"It's okay...Really," you whisper, carefully handing over the clothes back to Alex.
<<elseif $speech_attitude is "bratty">>
"Take it back, I'm totally fine." You toss the clothes back to Alex..
<<else>>
"I'll just stay like this." You hand the clothes back to Alex.
<</if>>
<br><br>
"Are you sure?" Alex's eyebrow twitches upward, but <<he>> lets it drop.<<ldom>><<npcincr Alex dom -1>>
<br><br>
<</if>>
<<link [[Next|Farm Meadow Date 4]]>><</link>><<effects>>
<<tendingdifficulty 1 1000 true>>
<<if $tendingSuccess>>
You make soothing noises, <span class="green">and the <<farm_text_many horse>> calm down.</span> They're still on edge, but they won't be breaking anything.<<grespect>><<farm_horses 1>><<ggtending>><<tending 9>><<set $farm_work.horses_panic to 0>><<gfarm>><<farm_yield 1>>
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<<else>>
You try to soothe <<farm_text_many horse>>, <span class="red">but you're not sure they even hear you.</span><<gtending>><<tending 2>>
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<</if>><<effects>>
<<physiquedifficulty 1 $physiquemax true>>
<<if $physiqueSuccess>>
You try to calm the <<farm_text_many pig>>, but they don't hear you. You wrap an arm around the closest, and try to pull <<farm_him pig>> away from <<farm_his pig>> digging spot. <span class="green">You succeed. The frenzy abates, and the <<farm_text pig>>'s breathing slows.</span><<gfarm>><<farm_yield 1>>
<br><br>
You manage to calm the others in the same way.<<grespect>><<farm_pigs 1>><<set $farm_work.pigs_panic to 0>>
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<<else>>
You try to calm the <<farm_text_many pig>>, but they don't hear you. You wrap an arm around the closest, and try to pull <<farm_him pig>> away from <<farm_his pig>> digging spot. <span class="red"><<farm_He pig>>'s too strong and wild.</span> You're shoved aside. The <<farm_text pig>> doesn't interrupt <<farm_his pig>> digging.<<gpain>><<pain 4>>
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<</if>><<effects>>
<<tendingdifficulty 1 300 true>>
<<if $tendingSuccess>>
You soothe the chickens. They're slow on the uptake, <span class="green">but calm down once they notice you.</span><<set $farm_work.chickens_panic to 0>><<gfarm>><<farm_yield 1>><<ggtending>><<tending 9>>
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<<else>>
You try to soothe the chickens, <span class="red">but they don't even notice you.</span><<gtending>><<tending 2>>
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<</if>><<effects>>
<<tendingdifficulty 1 500 true>>
<<if $tendingSuccess>>
You pat the <<farm_text_many cattle>>, making soothing noises all the while. They remain wary, <span class="green">but their panic abates, and their pacing stops.</span><<grespect>><<farm_cattle 1>><<ggtending>><<tending 9>><<set $farm_work.cattle_panic to 0>><<gfarm>><<farm_yield 1>>
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<<else>>
You pat the <<farm_text_many cattle>>, making soothing noises all the while. <span class="red">It does nothing. You're not sure they even hear you.</span><<gtending>><<tending 2>>
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<</if>><<effects>>
<<tendingdifficulty 1 700 true>>
<<if $tendingSuccess>>
You grab a <<farm_text dog>> by the collar, and stroke behind <<farm_his dog>> ear, making soothing noises all the while. <span class="green"><<farm_His dog>> panic abates,</span> though <<farm_he dog>> continues to whimper.
<br><br>
You calm the other <<farm_text_many dog>> the same way.<<grespect>><<farm_dogs 1>><<ggtending>><<tending 9>><<set $farm_work.dogs_panic to 0>><<gfarm>><<farm_yield 1>>
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<<else>>
You grab a <<farm_text dog>> by the collar, and stroke behind <<farm_his dog>> ear, making soothing noises all the while. <span class="red">It bites at your hand,</span> and you recoil.<<gtending>><<tending 2>>
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<</if>><<effects>><<set $outside to 0>>
"Thanks," Alex says. "Turn left as you leave the farm, and just keep going."
<br><br>
You follow Alex's instructions, and walk down the road.
<<if !npcIsPregnant("Alex") and $rng gte 72>>
<<set $alexBooze to true>>
You glance over the list, taking note of the alcohol mentioned.
<</if>>
<<set $danger to random(1, 10000)>>
<<if $danger gte (9900 - $allure)>>
A car honks at you as it passes.<<gstress>><<stress 6>>
<</if>>
<br><br>
You crest a hill, and arrive at a small shop beside an old train station. You enter, and the grocer greets you.
<br><br>
<<endevent>>
<<generate1>><<person1>>
"Is that a shopping list I see?" <<he>> asks. "Give it here, I'll sort it out."
<br><br>
<<set $farm_work.shopping_money to random(2000, 6000)>>
<<if $alexBooze>>
<<link [[Say nothing|Farm Shopping 2]]>><<set $alexBooze to "quiet">><</link>>
<br>
<<link [[Ask the grocer to leave out the alcohol|Farm Shopping 2]]>><<set $alexBooze to "noBooze">><</link>>
<<else>>
<<He>> takes the list, then whips around the room, gathering food and sundries into a basket on your behalf.
<br><br>
<<link [[Next|Farm Shopping 2]]>><</link>>
<br>
<</if>><<effects>>
<<if $alexBooze is "noBooze">>
"Could you leave the alcohol out please?" you ask.
<br><br>
<<elseif $alexBooze is "quiet">>
"Can I see your ID?" <<he>> says, sounding tired.
<br><br>
<<if $id gte 1>>
You hand the grocer your ID. <<He>> gives it a quick look over before handing it back to you and bagging your groceries.
<<else>>
<<set $alexBooze to "noID">>
You fidget slightly while pretending to look for it. The grocer gives an annoyed glare before setting the alcohol aside.
<</if>>
<br><br>
<</if>>
<<He>> runs everything through the register<<if $alexBooze is "noBooze" or $alexBooze is "noID">> minus the alcohol<</if>>. "That'll be <<printmoney $farm_work.shopping_money>>," <<he>> says.
<br><br>
<<set $danger to random(1, 10000)>>
<<if $danger gte (9900 - $allure)>>
<<He>> runs <<his>> eyes over your body. "Unless you want to pay a different way?"
<br><br>
<<link [[Pay with money|Farm Shopping Pay]]>><</link>>
<br>
<<link [[Snatch and run|Farm Shopping Steal]]>><<crimeUp 50 "thievery">><</link>><<athleticsdifficulty 1 600>><<crime "thievery">>
<br>
<<link [[Seduce and deceive|Farm Shopping Seduce]]>><<crimeUp 50 "coercion">><</link>><<promiscuous1>><<crime "coercion">>
<br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Pay with your body|Farm Shopping Prostitution]]>><</link>><<promiscuous2>>
<br>
<<elseif $uncomfortable.prostituting is false>>
<<link [[Pay with your body|Farm Shopping Prostitution]]>><<set $desperateaction to 1>><</link>><<promiscuous2>>
<br>
<</if>>
<<else>>
<<link [[Pay|Farm Shopping Pay]]>><</link>>
<br>
<<link [[Snatch and run|Farm Shopping Steal]]>><<crimeUp 50 "thievery">><</link>><<crime "thievery">><<athleticsdifficulty 1 600>>
<br>
<</if>><<effects>>
<<set $seductiondifficulty to 2000>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>>
<span class="gold">You feel more confident in your powers of seduction.</span>
<br><br>
<</if>>
<<seductionskilluse>>
You lean over the counter. "Meet me outside," you whisper. "Behind the shop."
<<promiscuity1>>
<<if $seductionrating gte $seductionrequired>>
<<wearProp "basket">>
The <<person>> glances out the window, and <span class="green">nods.</span> <<He>> disappears through a door behind <<him>>.
<br><br>
You pick up the basket, leave through the front, and stroll back to the farm.
<br><br>
<<link [[Next|Farm Shopping End]]>><</link>>
<br>
<<else>>
"Outside like a pair of dogs?" the <<person>> laughs. "<span class="red">No chance.</span> Get on the counter."
<br><br>
<<link [[Pay with money|Farm Shopping Pay]]>><</link>>
<br>
<<link [[Snatch and run|Farm Shopping Steal]]>><<crimeUp 50 "thievery">><</link>><<crime "thievery">><<athleticsdifficulty 1 600>>
<br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Pay with your body|Farm Shopping Prostitution]]>><</link>><<promiscuous2>>
<br>
<<elseif $uncomfortable.prostituting is false>>
<<link [[Pay with your body|Farm Shopping Prostitution]]>><<set $desperateaction to 1>><</link>><<promiscuous2>>
<br>
<</if>>
<</if>><<effects>>
You walk behind the counter. The <<person>> grasps your shoulders, and pushes you onto it.
<<promiscuity2>>
<<link [[Next|Farm Shopping Sex]]>><<set $sexstart to 1>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 50>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Farm Shopping Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Farm Shopping Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Don't forget your groceries," <<he>> laughs.
<br><br>
<<clotheson>>
<<endcombat>>
<<if $exposed gte 1>>
<<if $speech_attitude is "meek">>
"M-My clothes-" you say.
<<elseif $speech_attitude is "bratty">>
"You ruined my clothes," you say. "Give me a replacement."
<<else>>
"You ruined my clothes," you say.
<</if>>
<br><br>
The grocer laughs. "That's your problem. Have a safe trip home."
<br><br>
<<covered>><<tearful>> you creep from the shop. You walk down the road towards the farm. At least it's deserted.
<br><br>
<<else>>
<<tearful>> you leave the shop. You walk along the road.
<br><br>
<</if>>
<<link [[Next|Farm Shopping End]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
The <<person1>><<person>> tumbles backward, smashing into a row of shelves.
<br><br>
<<tearful>> you escape the shop. <<covered>> You run down the road leading to the farm.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Farm Shopping End]]>><</link>>
<br>
<<else>>
"Fine," the <<person>> says. "Leave before I change my mind."
<br><br>
<<clotheson>>
<<endcombat>>
<<if $exposed gte 1>>
<<if $speech_attitude is "meek">>
"M-My clothes-" you say.
<<elseif $speech_attitude is "bratty">>
"You ruined my clothes," you say. "Give me a replacement."
<<else>>
"You ruined my clothes," you say.
<</if>>
<br><br>
The grocer laughs. "That's your problem. Have a safe trip home."
<br><br>
<<covered>> <<tearful>> you creep from the shop. You walk down the road towards the farm. At least it's deserted.
<br><br>
<<else>>
<<tearful>> you leave the shop. You walk along the road.
<br><br>
<</if>>
<br><br>
<<link [[Next|Farm Shopping End]]>><</link>>
<br>
<</if>><<effects>>
You hand over the money Alex gave you, and pick up the basket.
<br><br>
<<endevent>>
<<npc Alex>><<person1>>
<<wearProp "basket">>
You return to the farm. Alex meets you in the yard.
<<if $alexBooze>>
"Thanks," <<he>> says, taking the basket. As <<he>> turns toward the farmhouse, <<he>> glances down into the bag.
<br><br>
<<alexBoozeShopping>>
<<else>>
"Nice," <<he>> says. "Leave it in the kitchen."
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<</if>><<effects>><<wearProp "basket">>
<<if $athleticsSuccess>>
You grasp the basket, and run.
<br><br>
"Oi!" the <<person>> shouts, rushing around the counter in pursuit. You escape onto the road and make for the farm, <span class="green">leaving the <<person>> well behind.</span>
<br><br>
<<link [[Next|Farm Shopping End]]>><<endevent>><</link>>
<br>
<<else>>
You grasp the basket, and run.
<br><br>
"Oi!" the <<person>> shouts, rushing around the counter in pursuit. You escape onto the road and make for the farm, <span class="red">but the <<person>> catches up and tackles you to the ground.</span>
<br><br>
"Fucking thief," <<he>> says. "I'll show you what we do to your sort around here."
<br><br>
<<link [[Next|Farm Shopping Rape]]>><<handheldon>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<effects>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Farm Shopping Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Farm Shopping Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Let that be a lesson to you," <<he>> says, leaving you at the side of the road.
<br><br>
<<tearful>> you stagger to your feet, and continue back to the farm.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Farm Shopping End]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
You shove the <<person1>><<person>> into a ditch. <<tearful>> you continue running toward the farm.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Farm Shopping End]]>><</link>>
<br>
<</if>><<effects>>
<<endevent>>
<<npc Alex>><<person1>>
<<wearProp "basket">>
You arrive at the farm. Alex meets you in the yard.
<br><br>
<<if $exposed gte 1>>
<<He>> blushes and looks away. "Wh-what happened to your-" <<he>> gulps. "Never mind." <<He>> takes the basket.<<if $farm_naked isnot 1>><<towelup>><</if>>
<br><br>
<<if $farm_naked isnot 1>>
<<He>> disappears into the farmhouse, and emerges with some towels. <<He>> throws them at you without looking, before turning back to the building.
<br><br>
<</if>>
<<link [[Give Alex the money|Farm Shopping Give]]>><<handheldon>><<trauma -6>><<npcincr Alex dom -1>><<npcincr Alex love 1>><</link>><<ldom>><<glove>><<ltrauma>>
<br>
<<link [[Keep the money|Farm Shopping Keep]]>><<handheldon>><<money $farm_work.shopping_money>><</link>>
<br>
<<elseif $pain gte 60>>
"Thanks," <<he>> says, taking the basket. <<He>> notices your tears, and hesitates before speaking again. "What's wrong?"
<br><br>
<<link [[Break down (0:20)|Farm Shopping Break]]>><<handheldon>><<pass 20>><<pain -20>><<trauma -18>><<stress -18>><<npcincr Alex dom 5>><</link>><<ggdom>><<lllpain>><<lltrauma>><<llstress>>
<br>
<<link [[Say you're okay|Farm Shopping Okay]]>><<handheldon>><<stress 6>><</link>><<gstress>>
<br>
<<else>>
"Thanks," <<he>> says, taking the basket. <<He>> turns towards the farmhouse.
<br><br>
<<if $alexBooze>>
<<alexBoozeShopping>>
<<else>>
<<link [[Give Alex the money|Farm Shopping Give]]>><<handheldon>><<trauma -6>><<npcincr Alex dom -1>><<npcincr Alex love 1>><</link>><<ldom>><<glove>><<ltrauma>>
<br>
<<link [[Keep the money|Farm Shopping Keep]]>><<handheldon>><<money $farm_work.shopping_money>><</link>>
<br>
<</if>>
<</if>>
<br><br><<effects>>
<<if $pain lte 0>>
<<set $pain to 1>>
<</if>>
You open your mouth to speak, but can't form the words. You sob instead, and stare at your feet.
<br><br>
<<if C.npc.Alex.love gte 10>>
Alex wraps an arm around your shoulder. "It's okay," <<he>> says. "Let's go inside."
<br><br>
<<else>>
Alex hesitates, then rests an arm on your shoulder. "I-I'm sorry," <<he>> says. "It's okay. Let's go inside."
<br><br>
<</if>>
You sit in the kitchen as Alex makes you a warm drink. <<He>> tries <<his>> best to comfort you. <<He>> apologises for being bad at it more than once, but you soon feel much better regardless.
<br><br>
"I need to get back to work," <<he>> says once you've calmed. "Will you be alright?" You nod.
<br><br>
<<money $farm_work.shopping_money>>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I-I-I'm okay," you say.
<<elseif $speech_attitude is "bratty">>
"Mind your own business," you say. "I'm fine."
<<else>>
"Thank you," you say. "But I'm fine."
<</if>>
<br><br>
Alex nods, though doesn't look convinced. <<He>> takes the basket and turns toward the farmhouse.
<br><br>
<<link [[Give Alex the money|Farm Shopping Give]]>><<trauma -6>><<npcincr Alex dom -1>><<npcincr Alex love 1>><</link>><<ldom>><<glove>><<ltrauma>>
<br>
<<link [[Keep the money|Farm Shopping Keep]]>><<money $farm_work.shopping_money>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"W-wait," you say.
<<elseif $speech_attitude is "bratty">>
"Hold up," you say.
<<else>>
"Wait," you say.
<</if>>
<br><br>
Alex turns around. You hand <<him>> the money. <<He>> stares at it for a moment, before realising what it is.
<br><br>
<<if $speech_attitude is "meek">>
"I-It's okay," you say. "I got a good deal."
<<elseif $speech_attitude is "bratty">>
"Don't worry," you say. "I know how to get a deal."
<<else>>
"It's okay," you say. "I got a good deal."
<</if>>
<br><br>
Alex shrugs. "That's some deal, but I'm not gonna complain. Cheers." <<He>> enters the farmhouse.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
You pocket the money as Alex enters the farmhouse.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
"Alright," Alex sighs, putting the list away. "I'll go myself later."
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
<<if $alexBooze is "noBooze">>
<<if C.npc.Alex.dom gte 20>>
You grip Alex by <<his>> shoulder. <<He>> attempts to shake you off, but you keep your grip. Annoyed, you toss the remaining notes at <<him>>.
<br><br>
"Stop acting like such a brat. I'm only looking out for you."
<br><br>
As you turn away, <<he>> mumbles something to <<himself>>. <<He>> sounds chastened.<<lstress>><<ldom>><<stress -6>><<npcincr "Alex" dom -1>>
<<elseif ($alexBooze is "noBooze" and C.npc.Alex.dom lte 20) or $alexBooze is "noID">>
You place your hand on Alex's shoulder. <<He>> glances at you, then at your open hand with the leftover banknotes. "The money for the alcohol," you say.
<br><br>
<<He>> nods. "Thanks." <<He>> turns away, and you think you hear <<him>> mumble an apology.<<lstress>><<stress -6>>
<</if>>
<<else>>
You grab Alex by <<his>> shoulder. <<He>> looks back at you. You grab <<his>> hand and place the bank notes into it. "Here's what was left."
<br><br>
Alex's face softens a bit before <<he>> kisses your cheek.<<glove>><<npcincr "Alex" love 1>>
<</if>>
<br><br>
<<link [[Next|Farm Work]]>><<unset $alexBooze>><<endevent>><</link>><<effects>>
<<if currentSkillValue('athletics') gte 800>>
You run after Alex, <span class="green">and manage to catch up</span> halfway through the field. <<He>> speeds up when <<he>> sees you, but so do you. You're level with each other right up to the forest's edge.
<br><br>
With the victor unclear, you both keep running, deeper into the forest. Until Alex lags behind just a little, then a little more. <<He>> comes to a stop.<<npcincr Alex dom -1>><<ldom>>
<br><br>
"Fuck," <<he>> says, leaning against a tree and panting. "I'm faster than all my siblings. Good jo-" <<Hes>> interrupted by <span class="red">a growl</span> from a nearby bush, and pushes <<himself>> away from the tree.
<<else>>
You run after Alex, <span class="red">but <<hes>> too far ahead,</span> and you can't catch up. <<He>> disappears into the forest.
<br><br>
You find <<him>> resting against a tree with the brim of <<his>> hat pulled over <<his>> face.
<br><br>
<<He>> pushes it up. "What took you?" <<he>> asks. "Almost thought you weren't-" <<Hes>> interrupted by <span class="red">a growl</span> from a nearby bush, and leaps to <<his>> feet.
<</if>>
<<farm_forest_event>><<effects>>
You walk to the woods instead, passing through the fields on the way. You find Alex resting against a tree with the brim of <<his>> hat pulled over <<his>> face.
<br><br>
<<He>> pushes it up. "What took you?" <<he>> asks. "Almost thought you weren't-" <<Hes>> interrupted by <span class="red">a growl</span> from a nearby bush, and leaps to <<his>> feet.
<<farm_forest_event>><<effects>>
Alex turns to run, but hesitates when <<he>> sees you plant your feet. Instead, <<he>> stands alongside you and braces <<himself>>.
<br><br>
<<if $rng gte 76>>
The boar runs straight at you, <span class="red">and knocks you off your feet.</span> The world spins, and you hear Alex shout.<<gpain>><<gtrauma>><<gstress>><<pain 4>><<stress 6>><<trauma 6>>
<br><br>
You gear your bearings, and see the boar disappear into the forest. "Are you hurt?" Alex asks, crouching beside you. You shake your head.
<br><br>
"You idiot," Alex says. "You're lucky you're uninjured."
<br><br>
<<link [[Apologise|Farm Race Sorry]]>><<npcincr Alex love 3>><<npcincr Alex dom 1>><</link>><<gdom>><<gglove>>
<br>
<<link [[Brag|Farm Race Brag]]>><<npcincr Alex dom -1>><</link>><<ldom>>
<br>
<<elseif $rng gte 51>>
The boar runs straight for Alex. The beast veers at the last moment, <span class="red">but <<hes>> still bashed by its shoulder,</span> and knocked to the ground.
<br><br>
You crouch beside Alex as the boar runs back into the forest. "I'm fine," <<he>> says. "But what were you thinking? I could've been hurt."<<llove>><<npcincr Alex love -1>>
<br><br>
<<link [[Apologise|Farm Race Sorry 2]]>><<npcincr Alex love 1>><<npcincr Alex dom 1>><</link>><<gdom>><<glove>>
<br>
<<link [[Defend your decision|Farm Race Defend]]>><<npcincr Alex love -1>><<npcincr Alex dom -1>><</link>><<llove>><<ldom>>
<br>
<<else>>
The boar lurches from left to right as it approaches, as if unsure who to aim for, then <span class="green">veers and runs into the forest.</span>
<br><br>
Alex leans forward, resting <<his>> hands on <<his>> thighs. "Fuck," <<he>> laughs. "I thought you were mad when you didn't run. Come on, let's get back to work."
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"S-Sorry!" you say. "I froze up. I didn't want you to get hurt."
<<elseif $speech_attitude is "bratty">>
"I thought you were gonna run," you say. "Sorry."
<<else>>
"I didn't want this," you say. "I'm sorry."
<</if>>
<br><br>
"It's alright," Alex says, grasping your arm and pulling <<him>> to <<his>> feet. "Let's just get back to work."
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I-I can't outrun a boar," you say.
<<elseif $speech_attitude is "bratty">>
"You thought we could outrun a boar?" you say. "Maybe if it was crippled. And asleep."
<<else>>
"We couldn't outrun a boar," you say.
<</if>>
<br><br>
"So your solution was to do nothing?" <<he>> replies, grasping your arm and pulling <<himself>> to <<his>> feet. <<He>> sighs. "Sorry. Let's just get back to work."
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"S-Sorry," you say. "I froze up."
<<elseif $speech_attitude is "bratty">>
"I was in no danger," you say. "But sorry for making you worry."
<<else>>
"Sorry," you say. "I didn't mean to make you worry."
<</if>>
<br><br>
Alex helps you to your feet. "Just be more careful," <<he>> says. "Come on, let's get back to work."
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I-I'm tougher than I look," you say.
<<elseif $speech_attitude is "bratty">>
"Nah," you say. "I'm tougher than I look."
<<else>>
"I knew what I was doing," you say.
<</if>>
<br><br>
Alex helps you to your feet. "Just be more careful," <<he>> says. "Come on, let's get back to work."
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
You turn and run alongside Alex. The boar is close behind, and you hear it gaining.
<<if $athleticsSuccess>>
It catches up to Alex, grabs <<his>> <<if $pronoun is "f">>skirt<<else>>shorts<</if>> in its mouth, and drags <<him>> to the ground.
<br><br>
The
<<if $pronoun is "f">>
skirt rips free, exposing Alex's black and red boyshorts.
<<else>>
shorts rip free, exposing Alex's black and red boxers.
<</if>>
The boar veers and runs deeper into the forest, the fabric still in its maw.
<br><br>
"Fuck," Alex says. "Is it gone?" <<He>> looks around, then pushes <<himself>> to <<his>> feet. <<He>> hasn't noticed <<his>> missing <<if $pronoun is "f">>skirt<<else>>shorts<</if>>.
<br><br>
<<link [[Stare|Farm Race Stare]]>><<npcincr Alex love -1>><<npcincr Alex dom -1>><<npcincr Alex lust 1>><</link>><<promiscuous1>><<llove>><<ldom>><<glust>>
<br>
<<link [[Look away|Farm Race Look]]>><</link>>
<br>
<<link [[Laugh|Farm Race Laugh]]>><<npcincr Alex dom -1>><</link>><<ldom>>
<br>
<<else>>
<<outfitChecks>>
<<if !_bottom>>
It catches up to you, and bashes you aside. The world spins as you tumble to the ground.<<gpain>><<gstress>><<pain 4>><<stress 6>>
<br><br>
You get your bearings in time to see the boar disappear into the forest. "Are you okay?" Alex asks, crouching beside you. <<He>> helps you up, and laughs. "Good. That was almost scary. Come on. Let's get back to work."
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<<else>>
<<set _bottom.integrity -= 100>>
<<if _bottom.integrity lte 0>>
It catches up to you, grasps your _bottom.name in its maw, and pulls you to the ground.<<gpain>><<gstress>><<pain 4>><<stress 6>>
<br><br>
<span class="pink">Your clothes rip free as you fall, exposing your <<= _bottomUnder?.name || "<<undies>>">>.</span> The boar veers and runs deeper into the forest, your _bottom.name still in its mouth.
<br><br>
<<integritycheck "no_text">><<exposure>>
<<if $exposed gte 1>>
"A-Are you okay?" Alex asks, crouching beside you. <<Hes>> blushing, and doesn't know where to look. You climb to your feet. <<covered>> <<glust>><<npcincr Alex lust 1>>
<br><br>
Alex leads the way back to the farmhouse. <<He>> disappears inside, and emerges with some towels.<<towelup>>
<<else>>
"Are you okay?" Alex asks, crouching beside you. <<He>> helps you up, and laughs. "Good. That was almost scary. Come on. Let's get back to work."
<</if>>
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<<else>>
It catches up to you, grasps your _bottom.name in its maw, and pulls you to the ground.<<gpain>><<gstress>><<pain 4>><<stress 6>>
<br><br>
The fabric tears free as you fall. The boar veers and runs deeper into the forest.
<br><br>
"Are you okay?" Alex asks, crouching beside you. <<He>> helps you up, and laughs. "Good. That was almost scary. Come on. Let's get back to work."
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<</if>>
<</if>>
<</if>><<effects>>
You stare openly at Alex's <<if $NPCList[0].penis isnot "none">>bulge<<else>>cameltoe<</if>>.
<<promiscuity1>>
<<He>> frowns, then looks down. <<He>> clamps <<his>> hands to <<his>> crotch. "D-Don't just stare like that!" <<he>> says, <<his>> face reddening. "I need to get back to the farmhouse right now."
<br><br>
You walk back to the farmhouse. Alex insists on you leading the way. Once there, <<he>> disappears inside, and emerges with a fresh <<if $pronoun is "f">>skirt<<else>>pair of shorts<</if>>. <<Hes>> still blushing.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
You look away. "What's the matter?" <<he>> asks, followed by a gasp as <<he>> notices the problem. "L-let's get back to the farmhouse," <<he>> says, <<his>> hands clamped to <<his>> crotch as a blush spreads on <<his>> face.
<br><br>
You walk back to the farmhouse. Alex insists on you leading the way. Once there, <<he>> disappears inside, and emerges with a fresh <<if $pronoun is "f">>skirt<<else>>pair of shorts<</if>>. <<Hes>> still blushing.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
You laugh and look away. Alex looks perplexed for a moment, then looks down. <<He>> clamps <<his>> hands to <<his>> crotch. "I-I need to get back to the farmhouse right now." A blush spreads across <<his>> face.
<br><br>
You walk back to the farmhouse. Alex insists on you leading the way. Once there, <<he>> disappears inside, and emerges with a fresh <<if $pronoun is "f">>skirt<<else>>pair of shorts<</if>>. <<Hes>> still blushing.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I-I'm still scared," you admit.
<<elseif $speech_attitude is "bratty">>
"Only a fool wouldn't have been on edge," you say.
<<else>>
"I was," you say. "Weren't you?"
<</if>>
<br><br>
Alex puffs out <<his>> chest. "I wasn't scared in the slightest. Come on, let's get back to work."
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"N-No," you say. "I knew you'd protect me."
<<elseif $speech_attitude is "bratty">>
"Of course not," you say.
<<else>>
"I'm braver than that," you say.
<</if>>
<br><br>
"I wasn't either," Alex says, puffing out <<his>> chest. "Come on, let's get back to work."
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"N-Not as scared as you," you say.
<<elseif $speech_attitude is "bratty">>
"Not as scared as you," you say. "Thought you were gonna leap into my arms."
<<else>>
"Not as scared as you," you say.
<</if>>
<br><br>
"Oi!" Alex replies, indignant. "You have to take wild animals seriously. Even a fox can be vicious. Come on, let's get back to work."
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
You refuse to race, and leave Alex to run into the woods alone.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
<<endevent>>
<<npc Alex>><<person1>>
"I'm coming!" Alex shouts. The pair glance in the direction of <<his>> voice, then continue their sabotage with more energy, keen to inflict as much damage as possible.
<br><br>
"You scum," Alex says, rushing over as the pair turn and run. "I'll feed you to our fucking pigs when I catch you!"
<br><br>
"It's a good thing you were nearby," <<he>> says, looking at the damage. "We should be able to patch this up." <<He>> removes <<his>> hat and wipes <<if Weather.precipitation is "rain">>water<<else>>the sweat<</if>> from <<his>> brow.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"St-stop that!" you say. "Or I'll call the police!"
<<elseif $speech_attitude is "bratty">>
"Put the axes down," you say. "Or you'll be shitting them out later."
<<else>>
"This is illegal," you say. "Stop right now, or you'll be sorry,"
<</if>>
<br><br>
<<if $englishSuccess>>
The pair look at each other. The <<person2>><<person>> speaks first. "Remy did say-"
<br>
"Don't say their name," the <<person1>><<person>> warns, throwing a glance in your direction.
<br>
"The boss said not to be seen."
<br>
"Well we've fucked up that part. Fine." <<He>> glares you. "We're gone, but this isn't over."
<br><br>
The pair walk away, leaving the fence intact./*<<llaggro>><<farm_aggro -10>>*/
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<<else>>
The pair look at each other, <span class="red">and burst into laughter.</span> "Sure thing kid," the <<person1>><<person>> says. "We'll get out of your hair once we've finished our job." <span class="red">Their axes continue to bite into the perimeter.</span><<farm_fence_damage 1>>
<br><br>
<<link [[Call Alex|Farm Axe Alex]]>><<farm_aggro 5>><<npcincr Alex dom 1>><<npcincr Alex love 1>><<farm_fence_damage 1>><</link>><<gaggro>><<gdom "Alex">><<glove>>
<br>
<<link [[Attack|Farm Axe Attack]]>><<def 1>><</link>>
<br>
<</if>><<effects>>
You rush down the pair. They leave their axes buried in the
<<if $farm.wall gte 3>>
metal,
<<elseif $farm.wall gte 1>>
stone,
<<else>>
wood,
<</if>>
raising their arms to defend themselves.
<br><br>
<<link [[Next|Farm Axe Fight]]>><<set $fightstart to 1>><</link>>
<br><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<<if Time.hour lt 21 or Time.hour gt 4>>
<<enable_rescue>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Farm Axe Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Farm Axe Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
They lie on the grass, their strength robbed for now. <<tearful>> you seize the opportunity. You grasp one of the axes, and pull it free.
<br><br>
Left drained by their orgasms, and their opponent now wielding an axe, the pair decide to turn and run./*<<llaggro>><<farm_aggro -5>>*/
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Farm Work]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
<<earnFeat "Farm Protector">>
The <<person1>><<person>> falls into a ditch. The <<person2>><<person>> goes for <<his>> axe, but you kick <<his>> shin and shove <<him>> after <<his>> colleague.
<br><br>
<<tearful>> you plant your feet. They might come back for more. Instead, they scramble up the other side of the ditch, and run./*<<llaggro>><<farm_aggro -5>>*/
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Farm Work]]>><</link>>
<<elseif $alarm is 1 and $rescue is 1>>
<<endcombat>>
<<npc Alex>><<person1>>
"I'm coming!" It's Alex. The pair glance in the direction of <<his>> voice, then attack the
<<if $farm.wall gte 3>>
fence
<<elseif $farm.wall gte 1>>
wall
<<else>>
fence
<</if>>
with more energy, keen to inflict as much damage as possible.<<farm_aggro 5>><<farm_fence_damage 1>><<gaggro>>
<br><br>
"You scum," Alex says, rushing over as the pair turn and run. "I'll feed you to my fucking pigs when I catch you!"
<br><br>
<<clotheson>>
"It's a good thing you were nearby," <<he>> says, looking at the damage. "We should be able to patch this up." <<He>> removes <<his>> hat and wipes sweat from <<his>> brow.<<npcincr Alex dom 1>><<npcincr Alex love 1>><<gdom>><<glove>>
<br><br>
<<if $exposed gte 1 and $farm_naked isnot 1>>
<<covered>><<He>> notices your state of dress, and blushes. "L-Let me get you some towels," <<he>> says.
<br><br>
You follow <<him>> back to the farmhouse, where <<he>> hands you some towels.<<towelup>><<gdom>><<glust>><<npcincr Alex lust 1>><<npcincr Alex dom 1>>
<br><br>
<</if>>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<<else>>
Too hurt to continue, you slump to the ground. The pair retrieve their axes and continue their work, until an area of
<<if $farm.wall gte 3>>
fence wide enough to fit a cow is reduced to scrap.
<<elseif $farm.wall gte 1>>
wall wide enough to fit a cow is reduced to rubble.
<<else>>
fence wide enough to fit a cow is reduced to splinters.
<</if>>
<br><br>
Their job done, the pair swagger away from the farm.<<ggaggro>><<farm_aggro 10>><<farm_fence_damage 3>>
<br><br>
<<tearful>> you struggle to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Farm Work]]>><</link>>
<</if>><<effects>>
<<if $tendingSuccess>>
You grasp the offending <<farm_text dog>>s by their collars, and hold them apart. They continue to growl at each other, <span class="green">but don't strain against your grasp.</span> "Bad dogs," you say. Their ears droop.<<grespect>><<farm_dogs 1>>
<br><br>
<<else>>
You try to grasp the offending <<farm_text dog>>s by their collars, <span class="red">but they bite at you whenever you try,</span> only resuming their fight once you're gone.<<lrespect>><<farm_dogs -1>>
<br><br>
They calm down and retreat to nurse injuries, but you don't think you helped.
<br><br>
<</if>>
<<link [[Next|Farm Work]]>><</link>>
<br><<effects>>
You grasp Alex by the shoulders and pull <<him>> into the farmhouse. "Get off me!" <<he>> shouts, but trips and stumbles backwards as you lock the front door.
<br><br>
You hear laughter outside. <<He>> climbs to <<his>> feet and tries to escape, but you stand in <<his>> way.
<<if $speech_attitude is "meek">>
"Y-you're gonna get hurt," you say. "I-I might be hurt too."
<<elseif $speech_attitude is "bratty">>
"It's four on two you idiot," you say. "And did you see the way they looked at you? They've come for you. Let's not give them what they want."
<<else>>
"Did you see how they looked at you?" you ask. "They've come for you. Let's not give them what they want."
<</if>>
<br><br>
Alex glares at you, but doesn't try to pass. Instead, <<he>> sits in the living room, and rests <<his>> forehead in <<his>> palms.
<br><br>
<<link [[Next|Farm Lorry Safety 2]]>><</link>>
<br><<effects>>
<<pass 15>>
The goons try the front door, then the back. They circle the building, looking for a way in, before applying more force to the front door. You fear they might force their way in, but they do not.
<br><br>
Instead, you hear them walk to other parts of the farm, scaring the animals and smashing the buildings. Alex winces at every snap and shatter.
<br><br>
At last they tire. You peek through the window, and see them walk away from the farm.
<br><br>
<<set $farm_work.horses_panic to 1>>
<<set $farm_work.chickens_panic to 1>>
<<set $farm_work.pigs_panic to 1>>
<<set $farm_work.dogs_panic to 1>>
<<set $farm_work.cattle_panic to 1>>
<<farm_fence_damage 15>>
Alex leaves to assess the damage. <<He>> doesn't say anything.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
You stand beside Alex as the goons close in. <<He>> plants <<his>> feet, then launches <<himself>> at one of the assailants.
<br><br>
<<endevent>>
<<generate1>><<generate2>>
<<person1>>
Another goon advances on Alex, while the remaining two rush you.
<br><br>
<<link [[Next|Farm Lorry Fight]]>><<set $fightstart to 1>><</link>>
<br><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<</if>>
You hear Alex fighting nearby, but you can't spare a glance.
<br><br>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Farm Lorry Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Farm Lorry Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The pair drop to the earth, exhausted.
<br><br>
<<endcombat>>
<<npc Alex>><<person1>><<generate2>><<generate3>>
<<tearful>> you turn to Alex. The <<person2>><<person>> has <<person1>><<him>> in a chokehold, though the <<person3>><<person>> lies beaten at <<person1>><<his>> feet.
<br><br>
You rush to the rescue, grasping the <<person2>><<persons>> arms and helping Alex break free. It's enough. Alex twists around, and headbutts the <<person2>><<person>> to the earth.
<br><br>
<<clotheson>>
<<link [[Next|Farm Lorry Fight End]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
The pair drop to the earth, too hurt to continue.
<br><br>
<<endcombat>>
<<npc Alex>><<person1>><<generate2>><<generate3>>
<<tearful>> you turn to Alex. The <<person2>><<person>> has <<person1>><<him>> in a chokehold, though the <<person3>><<person>> lies beaten at <<person1>><<his>> feet.
<br><br>
You rush to the rescue, grasping the <<person2>><<persons>> arms and helping Alex break free. It's enough. Alex twists around, and headbutts the <<person2>><<person>> to the earth.
<br><br>
<<clotheson>>
<<link [[Next|Farm Lorry Fight End]]>><</link>>
<br>
<<else>>
You fall to the ground, too hurt to continue.
<br><br>
<<endcombat>>
<<npc Alex>><<person1>>
"You fu-" Alex begins, but is cut off by an arm wrapping around <<his>> neck from behind. <<He>> tries to break free, but a swift punch to <<his>> <<if npcIsPregnant("Alex")>>face<<else>>stomach<</if>> has <<him>> keel over instead.
<br><br>
The goons surround you and Alex, and barrage you with a flurry of kicks. <<tearful>> you curl up in a defensive posture. Alex does the same, and endures with a quiet dignity.<<ggpain>><<ggtrauma>><<ggstress>><<pain 8>><<trauma 12>><<stress 12>>
<br><br>
<<link [[Next|Farm Lorry Fight Bad End]]>><</link>>
<br>
<</if>><<effects>>
<<set $farm_work.horses_panic to 1>>
<<set $farm_work.chickens_panic to 1>>
<<set $farm_work.pigs_panic to 1>>
<<set $farm_work.dogs_panic to 1>>
<<set $farm_work.cattle_panic to 1>>
<<farm_fence_damage 15>>
<<pass 10>>
The goons tire, but continue into the farm. You hear them roam around, scaring the animals and smashing the buildings. Alex winces at every snap and shatter.
<br><br>
One gives Alex a final kick, then they leave the farm.
<br><br>
You stagger to your feet. Alex does likewise.
<<clotheson>>
<<if $exposed gte 1 and $farm_naked isnot 1>>
<<covered>><<He>> blushes, and staggers into the farm house. <<He>> emerges a few moments later, carrying some towels.<<glust>><<npcincr Alex lust 1>><<towelup>>
<br><br>
<<else>>
<</if>>
"I'm so sorry," <<he>> says, resting <<his>> face in <<his>> palms. "I didn't want you to get hurt."<<npcincr Alex dom -5>><<llldom>>
<br><br>
<<link [[Comfort|Farm Lorry Comfort]]>><<npcincr Alex love 3>><</link>><<gglove>>
<br>
<<link [[Berate|Farm Lorry Berate]]>><<npcincr Alex dom -3>><<npcincr Alex love -1>><</link>><<llove>><<lldom>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I-I'm fine," you say. "We can fix the farm. They haven't won yet."
<<elseif $speech_attitude is "bratty">>
"Sorry for what?" you ask. "We can't let them walk all over us. Let's fix this mess."
<<else>>
"We can fix the farm," you say. "They haven't won yet."
<</if>>
<<He>> nods, and looks out over the damaged farm. <<He>> stands upright. "You're right. Let's get to work."
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"W-We could have been injured much worse," you say.
<<elseif $speech_attitude is "bratty">>
"Do you have a death wish?" you ask. "We were a bit outnumbered."
<<else>>
"There were too many," you say. "You should have been smarter."
<</if>>
<br><br>
Alex nods. "I understand if you don't want to work here anymore." <<He>> looks out at the damaged farm. "I've got some cleaning up to do."
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
<<earnFeat "Farm Protector">>
The goons struggle to their feet, except the <<person2>><<person>>, who Alex grasps by the ear. "Tell Remy," <<person1>><<he>> pants. "Tell Remy what's coming if dogs like you keep fucking with us."<<lllaggro>><<farm_aggro -20>>
<br><br>
<<tearful>> you watch the goons flee down the lane. Alex leans on your shoulder. "Dunno what I'd do without you," <<he>> says.
<<if $exposed gte 1 and $farm_naked isnot 1>>
<<covered>> <<He>> glances at your body, and blushes. "L-let me get you some towels."<<towelup>>
<br><br>
<<He>> disappears into the farmhouse, and emerges with the fabric.
<</if>>
"Take a breather if you like. I'm getting back to work." <<if Weather.precipitation isnot "none">><<He>> wipes off some of the mud,<<else>><<He>> dusts <<himself>> down,<</if>> picks up <<his>> hat, and returns to the farm.
<<if $exposed gte 1>>
<<glust>><<npcincr Alex lust 1>>
<</if>>
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>><<wearProp "knife" 0 "sharp">>
You carry the boxes into the kitchen.
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
You take a knife, and slice <span class="green">clean</span> through the sellotape. You should be able to conceal the damage once done.
<br><br>
<<skulduggeryuse>>
<<else>>
You take a knife, and slice through the sellotape. <span class="red">It tears in all the wrong ways.</span> Even after being repaired, Alex will notice the tampering.<<lllove>><<npcincr Alex love -3>>
<br><br>
<<skulduggeryuse>>
<</if>>
You open one of the boxes, and peek inside.
<<rng 5>>
<<switch $rng>>
<<case 1>>
You find several bags of yeast. You check the other, and find more of the same.
<<case 2>>
There's a variety of seeds. Is Alex trying to get more to grow? There are more seeds, in the other box. Some of them quite exotic.
<<case 3>>
There's a variety of sundries the local grocers wouldn't sell. There's more of the same in the second, with the addition of some lewd magazines tucked away in the corner.
<br><br>
<<if $fame.model gte 1000 and C.npc.Alex.lust gte 20>>
You recognise that one of the magazines has a cover of you, completely naked. Your face reddens.<<ggarousal>><<arousal 1200>>
<<elseif $fame.model gte 600 and C.npc.Alex.lust gte 20>>
You recognise that one of the magazines has a cover of you, wearing nothing but underwear. Your face flushes.<<garousal>><<arousal 600>>
<<elseif $fame.model gte 400 and C.npc.Alex.lust gte 20>>
You recognise that one of the magazines has a cover of you, topless. Your face flushes.<<garousal>><<arousal 600>>
<<elseif $fame.model gte 200 and C.npc.Alex.lust gte 20>>
You notice that one of the magazines has a cover of you.
<</if>>
<<case 4>>
There's a variety of sundries the local grocers wouldn't sell. There's more of the same in the second.
<<case 5>>
<<if currentSkillValue('science') gte 700>>
There's a variety of metal and glass equipment. Pipes, tubes, and measuring devices. Stuff you'd expect to find in a lab rather than a farm. The second box has more of the same.
<<else>>
There's a variety of metal and glass equipment. Pipes, tubes, and containers. You're not sure what it's for. The second box has more of the same.
<</if>>
<</switch>>
<br><br>
You close the boxes and repair the damage as best you can.
<br><br>
<<link [[Next|Farm Work]]>><<handheldon>><</link>>
<br><<effects>><<wearProp "box" 0 "closed">>
You carry the boxes inside, and leave them on kitchen table.
<br><br>
<<link [[Next|Farm Work]]>><<handheldon>><</link>>
<br><<effects>>
<<if $phase is 1>>
<<if $speech_attitude is "bratty">>
"Don't worry, I can take them,"
<<elseif $speech_attitude is "meek">>
"I-It's okay, I'll deal with them,"
<<else>>
"It's fine, I'll deal with them,"
<</if>>
you say.
<br><br>
"N-NO!" <<he>> says, gripping your arm. "What if they come this way? I need you to stay with me," <<he>> says. Looking at <<his>> face, you see a mix of fear and frustration.
<br><br>
<<elseif $phase is 2>>
Looking at Alex's face, you see a mix of fear and frustration. You can't risk leaving <<him>> alone, not while <<hes>> like this. You decide to stay with Alex.
<br><br>
<</if>>
You both walk into the farmhouse, and Alex locks the door behind you. <<He>> sits in the living room and rests <<his>> forehead in <<his>> palms.
<br><br>
You hear laughter outside.
<br><br>
<<link [[Next|Farm Lorry Safety 2]]>><</link>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<if Time.hour lt 21 or Time.hour gt 4>>
<<enable_rescue>>
<</if>>
<<hand_gag 0 left>>
<<set $enemytrust -= 20>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Farm Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Farm Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Maybe you should find a new line of work," <<he>> says, shoving you to the <<if Weather.precipitation is "snow">>snow<<elseif Weather.precipitation is "rain">>mud<<else>>dirt<</if>>.
<br><br>
<<tearful>> you stagger to your feet. The <<person>> climbs over a fence.<<gaggro>><<farm_aggro 5>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Farm Work]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
The <<person1>><<person>> trips backwards, and lands in the <<if Weather.precipitation is "snow">>snow<<elseif Weather.precipitation is "rain">>mud<<else>>dirt<</if>>.
<br><br>
<<tearful>> you step closer. <<He>> throws <<his>> hands up in a protective gesture. "I-I'm just following orders," <<he>> says, scrambling away from you. <<He>> climbs to <<his>> feet as <<he>> crawls away, and runs for the fence./*<<llaggro>><<farm_aggro -10>>*/
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Farm Work]]>><</link>>
<br>
<<else>>
<<set $rescued += 1>>
"I'm coming!" The <<person1>><<person>> pulls you in front of <<him>> as Alex arrives.
<br><br>
"It's our farmer <<nnpc_gendery "Alex">>," the <<person>> sneers. "The one who thinks <<nnpc_he "Alex">> can make it in the world alone."
<br><br>
<<if $exposed gte 1>>
"Let <<phim>> go," Alex says, doing <<nnpc_his "Alex">> best to avoid looking at your <<lewdness>>. "I won't ask again."<<glust>><<npcincr Alex lust 1>>
<<else>>
"Let <<phim>> go," Alex says, <<nnpc_his "Alex">> fists clenching. "I won't ask again."
<</if>>
<br><br>
The <<person>> tightens <<his>> grip instead. Alex launches forward, <<nnpc_his "Alex">> fist sailing over your shoulder. You hear a sickening crunch just behind you./*<<llaggro>><<farm_aggro -10>>*/
<br><br>
<<link [[Next|Farm Rape Finish Rescue]]>><</link>>
<br>
<</if>><<effects>>
The <<person1>><<person>> releases you and staggers backwards, clutching <<his>> bleeding face. When Alex steps forward again, <<he>> turns and runs.
<br><br>
<<endcombat>>
<<clotheson>>
<<tearful>> you get your bearings.
<br><br>
<<npc Alex>><<person1>>
"You got off easy, fucker," Alex shouts after the trespasser. <<He>> turns to you.
<<if $exposed gte 1 and $farm_naked isnot 1>>
<<covered>>"L-let me get you something to cover with," <<he>> says. <<He>> nips into the farmhouse, and emerges with some towels.<<towelup>>
<br><br>
<<else>>
<</if>>
"That was one of Remy's. Be careful."<<gdom>><<npcincr Alex dom 1>>
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
You laugh as you climb to your feet. "I need to get these in storage," Alex continues. "Keep the weather off." <<He>> walks away.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I-I could've been hurt," you say, climbing to your feet.
<<elseif $speech_attitude is "bratty">>
"Fuck off," you say. "I could've been hurt." You climb to your feet.
<<else>>
"That was rude," you say, climbing to your feet.
<</if>>
<br><br>
"Sorry," Alex says. <<Hes>> grinning. "I need to get these in storage before the damp gets to them." <<He>> walks away.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
<<if $tendingSuccess>>
"Bad dog!" you say. <<farm_His dog>> ears droop, <span class="green">and <<farm_he dog>> drops to the ground.</span><<grespect>><<farm_dogs 1>>
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<<else>>
"B-Bad dog," you say. <span class="red">The <<farm_text dog>> ignores you,</span> and continues to hump.<<lrespect>><<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<farm_dogs -1>>
<br><br>
You struggle to stand upright as the
<<if $farm_work.dog.genitals is "penis">>
<<farm_text dog>> rubs <<farm_his dog>> cock against your <<bottom>> with increasing speed, until <<farm_he dog>> shudders and coats your cheeks in ejaculate.
<<bodyliquid "bottom" "semen">>
<br><br>
<<else>>
<<farm_text dog>> rubs against your <<bottom>> with increasing speed, until <<farm_he dog>> shudders in orgasm.
<br><br>
<</if>>
<<farm_He dog>> drops to the ground, and returns to the kennels.
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<</if>><<effects>>
You drop to your knees, right there in the middle of the field. The <<farm_text dog>> mounts you from behind.
<<deviancy2>>
<<link [[Next|Farm Dogs Sex]]>><<set $sexstart to 1>><</link>>
<br><<effects>>
You struggle to stand upright as the
<<if $farm_work.dog.genitals is "penis">>
<<farm_text dog>> rubs <<farm_his dog>> cock against your <<bottom>> with increasing speed, until <<farm_he dog>> shudders and coats your cheeks in ejaculate.
<<bodyliquid "bottom" "semen">>
<br><br>
<<else>>
<<farm_text dog>> rubs against your <<bottom>> with increasing speed, until <<farm_he dog>> shudders in orgasm.
<br><br>
<</if>>
<<farm_He dog>> drops to the ground, and returns to the kennels.
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<if $farm_work.dog.monster is true>>
<<beastNEWinit 1 dog $farm_work.dog.gender $farm_work.dog.genitals monster>>
<<else>>
<<beastNEWinit 1 dog $farm_work.dog.gender $farm_work.dog.genitals beast>>
<</if>>
<<beastCombatInit>>
<<set $NPCList[0].stance to "top">>
<<if Time.hour lt 21 or Time.hour gt 4>>
<<enable_rescue>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Farm Dogs Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Farm Dogs Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation knot>>
<<if _knotted is true>>
<<endcombat>>
You remain knotted together in the middle of the field.
<br><br>
<<link [[Next|Farm Knotted]]>><<set $phase to 0>><</link>>
<br>
<<else>>
The <<farm_text dog>> returns to kennels, now eager to feed. <<tearful>> you climb to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Farm Work]]>><</link>>
<br>
<</if>>
<<elseif $enemyhealth lte 0>>
The <<farm_text dog>> turns and flees back to the kennels.<<grespect>><<farm_dogs 1>>
<br><br>
<<tearful>> you climb to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Farm Work]]>><</link>>
<br>
<<elseif $finish is 1>>
Eager to feed, the <<farm_text dog>> returns to the kennels.
<br><br>
<<tearful>> you climb to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Farm Work]]>><</link>>
<br>
<<else>>
<<set $rescued += 1>>
"I'm coming!" It's Alex. The <<farm_text dog>> backs away with a fearful whimper, and returns to <<farm_his dog>> kennel.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Alex>><<person1>>
Alex arrives in the field.
<<if $exposed gte 1 and $farm_naked isnot 1>>
<<He>> offers an arm to help you up. "Dogs being a bother?" <<he>> laughs. "Don't be afraid to lay down the law. I'm gonna get back to work."
<<else>>
<<His>> eyes linger on your <<lewdness>>, then <<he>> blushes and looks away. "L-Let me get you some towels."
<br><br>
<<He>> avoids looking in your direction when <<he>> returns. <<He>> holds out the towels. "The dogs aren't pets. Don't be afraid to lay down the law."
<</if>>
<<gdom>><<npcincr Alex dom 1>>
<<if $exposed gte 1>>
<<glust>><<npcincr Alex lust 1>>
<</if>>
<br><br>
<<tearful>> you watch Alex walk from the field.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<if $farm_work.dog.monster is true>>
<<beastNEWinit 1 dog $farm_work.dog.gender $farm_work.dog.genitals monster>>
<<else>>
<<beastNEWinit 1 dog $farm_work.dog.gender $farm_work.dog.genitals beast>>
<</if>>
<<beastCombatInit>>
<<set $NPCList[0].stance to "top">>
<<if Time.hour lt 21 or Time.hour gt 4>>
<<enable_rescue>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Farm Dogs Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Farm Dogs Sex]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<farm_knotted>><<effects>>
<<if $physiqueSuccess>>
You grasp a tuft of grass with both hands. It breaks free of the earth, so you bury your fingers into the soils instead. You hold with all your might as the <<farm_text dog>> struggles against you, until <<farm_his dog>> <span class="green">knot comes free with a plop.</span>
<br><br>
You lie relieved for a moment, as semen runs out and pools beneath you.
<br><br>
<<clotheson>>
You still hear Alex and the <<personsimple>> discussing, so you keep low.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<<else>>
You grasp a tuft of grass with both hands. <span class="red">It breaks free of the earth.</span> The <<farm_text dog>> pulls you further along with <<farm_his dog>> knot.
<br><br>
<<farm_knotted>>
<</if>><<effects>>
<<if $tendingSuccess>>
"Bad dog," you scold, "Bad, bad dog." <<farm_He dog>> hesitates, <span class="green">then comes to a stop.</span>
<<pass 5>>
<br><br>
Alex continues discussing with the <<personsimple>> not so far away, so you keep low in the grass while waiting for the knot to shrink. At last, you manage to wiggle free.
<br><br>
<<clotheson>>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<<else>>
"B-Bad dog," you scold, but it's hard to sound authoritative while being dragged through a field by a cock. <span class="red">The <<farm_text dog>> ignores you,</span> and pulls you further along.
<br><br>
<<farm_knotted>>
<</if>><<effects>>
<<pass 5>>
You look over your shoulder, and see Alex up ahead. There's a <<person2>><<person>> beside <<person1>><<him>>.
<br><br>
Alex spots you first. <<person1>><<His>> face pales. The <<person2>><<person>> beside <<person1>><<him>> has a different reaction. "I didn't know you ran this sort of farm," <<person2>><<he>> says, pulling a phone from <<his>> pocket. <<He>> points the camera at you.
<br><br>
Alex breaks free from <<person1>><<his>> stupor, and looks away. "W-We aren't-"
<br>
"You've got my business," the <<person2>><<person>> interrupts as you and the <<farm_text dog>> arrive. <<He>> crouches beside you, and moves the camera close to the knot. "I've a few friends who'd love to hear about this."
<br><br>
The <<person2>><<person>> insists on filming until the knot shrinks. Stuck on all fours, there's nothing you can do but endure.<<if $phase is 5>>
<<ggtrauma>><<ggstress>><<lllove>><<gggdom>><<gglust>><<gggfarm>>
<</if>>
<br><br>
<<link [[Next|Farm Knotted Seen 2]]>><</link>>
<br><<effects>>
The knot shrinks, and the <<farm_text dog>> wiggles free. The <<person2>><<person>> walks away while examining the footage.
<<clotheson>>
<<person1>>
<<if $exposed gte 1 and $farm_naked isnot 1>>
"L-Let me get you some towels," Alex says at last.
<br><br>
<<He>> returns with the towels a few moments later, <<his>> pallor given way to a blush.<<towelup>><<npcincr Alex lust 1>><<glust>>
<br><br>
"Might get some good dosh from that," <<he>> says, avoiding eye contact. <<He>> opens <<his>> mouth again, but hesitates before speaking. "I'm gonna get back to work." <<He>> marches away.
<br><br>
<<else>>
Alex's pallor gives way to a blush. "Might get some good dosh from that," <<he>> says, avoiding eye contact. <<He>> opens <<his>> mouth again, but hesitates before speaking. "I'm gonna get back to work." <<He>> marches away.
<</if>>
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
<<pass 5>>
You look over your shoulder, and see Alex up ahead. There's a <<person2>><<person>> beside <<person1>><<him>>.
<br><br>
Alex spots you first. <<person1>><<His>> face pales. The <<person2>><<person>> beside <<person1>><<him>> has a different reaction. "I didn't know you ran this sort of farm," <<person2>><<he>> says, pulling a phone from <<his>> pocket. <<He>> points the camera at you.
<br><br>
Alex breaks free from <<person1>><<his>> stupor, and looks away. "W-We aren't-"
<br>
<<if $speech_attitude is "meek">>
"Animals need special care,"
<<elseif $speech_attitude is "bratty">>
"We know how to handle animals around here,"
<<else>>
"Our animals are given proper attention,"
<</if>>
you interrupt as you and the <<farm_text dog>> arrive. "We're willing to go all the way."
<<deviancy5>>
"I can see that," the <<person2>><<person>> says, crouching and moving <<his>> camera right up to the knot. "You've got my business, and then some. I've friends who'll love to hear about this. Can I film until the knot shrinks?"
<br><br>
<<link [[Next|Farm Knotted Seen 2]]>><</link>>
<br><<effects>>
<<person2>>
You strut across the yard, eliciting more catcalls from the <<person>> and <<his>> colleagues.
<<exhibitionism1>>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
"Get back to work," you say. "Or my next project will be your tombstone."
<br><br>
<<person2>>
"Woah <<lass>>," the <<person>> says. "It was only a joke." <<He>> and <<his>> friends hasten their steps.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"Don't be rude," you say. "You have a job to do."
<<elseif $speech_attitude is "bratty">>
"I'm not paying you to be a creep," you say. "Get back to work."
<<else>>
"Focus on your work," you say. "Or I'll find someone who will."
<</if>>
<br><br>
<<person2>>
The <<person>> and <<his>> friends just laugh, and continue across the yard.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
You sit with them, and chat. You share a little about the troubles on the farm, and how much of an impact their help will have.
<br><br>
<<if random(1, 10) gte (10 - $englishtrait)>>
<span class="green">Your words strike a chord.</span> They return to work with renewed vigour.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><<set $farm.build_timer -= 1>><</link>>
<br>
<<else>>
You're not sure they believe you, but they seem sympathetic.
<br><br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Seduce|Farm Builders Seduce]]>><</link>><<note "Will speed construction if successful" "green">>
<br>
<</if>>
<<link [[Leave|Farm Work]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<set $seductiondifficulty to 6000>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>>
<span class="gold">You feel more confident in your powers of seduction.</span>
<br><br>
<</if>>
<<seductionskilluse>>
<<person1>>
<<if $speech_attitude is "meek">>
"I-I feel so safe with you around," you coo, leaning over the <<person>>. "Perhaps I should reward you."
<<elseif $speech_attitude is "bratty">>
"You work hard," you coo, leaning over the <<person>>. "You deserve a reward."
<<else>>
"I'm very grateful," you coo, leaning over the <<person>>. "Perhaps I should show you just how much."
<</if>>
<<promiscuity3>>
<<if $seductionrating gte $seductionrequired>>
The <<person>> looks unsure, but you silence <<him>> with a finger when <<he>> opens <<his>> mouth. <span class="green">There are no further protests.</span>
<br><br>
<<link [[Next|Farm Builders Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<else>>
The <<person>> shakes <<his>> head. "Th-thank you," <<he>> says. "But I have a <<spouse>>.
<br><br>
The others don't seem in the mood either.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 50>>
<<if Time.hour lt 21 or Time.hour gt 4>>
<<enable_rescue>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Farm Builders Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Farm Builders Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Didn't know how much I needed that," the <<person>> says. They return to work with a spring in their step.
<<set $farm.build_timer -= 1>>
<br><br>
<<tearful>> you brush yourself down.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Farm Work]]>><</link>>
<<elseif $enemyhealth lte 0>>
You shove the <<person1>><<person>> away from you. <<tearful>> you run into the cottage.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Farm Cottage]]>><</link>>
<br>
<<elseif $alarm is 1 and $rescue is 1>>
"I'm coming!" It's Alex. The builders back away from you as <<nnpc_he Alex>> arrives.
<br>
"<<pShe>> started it," the <<person1>><<person>> protests.
<br>
"Get the fuck off
<<if C.npc.Alex.dom gte 20>>
my
<<else>>
our
<</if>>
property," Alex says.
<br><br>
The <<person1>><<person>> looks ready to argue, but decides against it. They stomp off.
<br><br>
Alex rushes over. "Are you okay? I'm sorry. I'll be more careful about who we hire in the future."
<br><br>
<<tearful>> you climb to your feet. Alex leads you inside and makes you a cup of tea before returning to work.<<lstress>><<stress -6>>
<br><br>
<<clotheson>>
<<endcombat>>
<<wearProp "tea">>
<<link [[Next|Farm Cottage]]>><<handheldon>><</link>>
<br>
<<else>>
"We should get back to work," the <<person1>><<person>> says. They pick up their tools and walk away.
<br><br>
<<tearful>> you brush yourself down.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Farm Work]]>><</link>>
<</if>><<effects>>
You help the builders carry material to the site.
<<if $physiqueSuccess>>
It's hard work, <span class="green">but you're able to keep up.</span>
<br><br>
/* <<if random(1, 5) is 5>> */
"Thanks for the help," a <<person>> says. <span class="green">"I think we're ahead of schedule."</span>
<<set $farm.build_timer -= 1>>
/* <<else>>
"Thanks for the help," a <<person>> says. "All this carrying does my back in."
<</if>> */
<br><br>
<<else>>
<span class="red">Most is too heavy for you,</span> so you help with the little things.
<br><br>
"Thanks for the help," a <<person>> says. "All this carrying does my back in."
<br><br>
<</if>>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"P-please don't touch me without permission," you say.
<<elseif $speech_attitude is "bratty">>
"Keep your mitts off," you say. "Fucking perv."
<<else>>
"Don't touch without permission," you say.
<</if>>
<br><br>
The <<person>> throws up <<his>> hands. "I don't know what you're talking about," <<he>> says. "Honest."
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
<<fameexhibitionism 1>>
<<if $phase is 1>>
You twirl, and your skirt flares, flashing your <<genitals>>.
<<exhibitionism4>>
"You really are a naughty <<girl>>," the <<person>> says. <<He>> follows you as you strut across the yard, until <<his>> supervisor calls <<him>> back.
<br><br>
<<else>>
You twirl, and your skirt flares, flashing your <<undies>>.
<<exhibitionism2>>
The <<person>> whistles, and follows you across the yard, until called back by <<his>> supervisor.
<br><br>
<</if>>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"D-do I look that good?" you say.
<<elseif $speech_attitude is "bratty">>
"Didn't think you'd be able to resist," you say.
<<else>>
"Just gonna touch?" you say. "Pity."
<</if>>
<<promiscuity1>>
The <<person>> follows you across the yard, until <<hes>> called back by <<his>> supervisor.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
<<if $farm.wall gte 4>>
<<if $speech_attitude is "meek">>
"I-I'm safe in here," you say. "You can't get over the fence."
<<elseif $speech_attitude is "bratty">>
"What?" you say. "You gonna climb the barbs? Have fun. I'll stomp whatever's left of you."
<<else>>
"You can't get in," you say. "So go away."
<</if>>
<<else>>
<<if $speech_attitude is "meek">>
"I-I'm safe in here," you say. "You can't get over the fence."
<<elseif $speech_attitude is "bratty">>
"What?" you say. "If that little fence is too much for you, then you can't handle me."
<<else>>
"You can't get in," you say. "So go away."
<</if>>
<</if>>
<br><br>
The <<person>> tries rattling the fence, but it's too sturdy. "You'll be Remy's sooner or later," <<he>> says. "And when you are, I'll make a personal visit." <<He>> turns to leave. The <<person2>><<person>> and <<person3>><<person>> follow.
<br><br>
<<endevent>>
<<destination_farm>><<effects>>
You get back to work. They can't do anything with the fence in the way. They're gone when you next look up.
<br><br>
<<destination_farm>><<effects>>
You strike an alluring pose.
<<if $speech_attitude is "meek">>
"I-I can tell you want me," you say. "But you can't have me."
<<elseif $speech_attitude is "bratty">>
"I can tell you're drooling over me," you say. "Go clean yourself up."
<<else>>
"I know you're desperate for me," you say. "But that's not my problem."
<</if>>
<<exhibitionism2>>
The <<person>> tries rattling the fence, but it's too sturdy. "You'll be Remy's sooner or later," <<he>> says. "And when you are, I'll make a personal visit." <<He>> turns to leave. The <<person2>><<person>> and <<person3>><<person>> follow.
<br><br>
<<endevent>>
<<destination_farm>><<effects>>
<<if $speech_attitude is "meek">>
"Pl-please don't surprise me like that," you say.
<<elseif $speech_attitude is "bratty">>
"Don't touch me without permission, pervert," you say.
<<else>>
"Don't spank me while I'm working," you say.
<</if>>
<br><br>
Alex throws up <<his>> hands. "Sorry." <<He>> grins. "Won't happen again." <<He>> doesn't sound sincere.
<br><br>
<<endevent>>
<<destination_farm>><<effects>>
You try to spank Alex back, but <<he>> anticipates you, twisting away from your hand while trying to trip you up.
<<if $athleticsSuccess>>
You leap over <<his>> leg, catch <<his>> shoulder, and destabilising both of you. You fall on your <<bottom>>, <span class="green">but manage to pull Alex down with you.</span> <<His>> own rear lands face-up on your lap.
<br><br>
"Your feet are quick," <<he>> laughs. "I'm at your mercy."<<glust>><<npcincr Alex lust 10>>
<br><br>
<<link [[Kiss|Farm Spank Kiss]]>><<npcincr Alex love 1>><</link>><<glove>>
<br>
<<link [[Spank gently|Farm Spank Gentle]]>><<def 1>><<npcincr Alex dom -1>><</link>><<ldom>>
<br>
<<link [[Spank roughly|Farm Spank Rough]]>><<def 3>><<npcincr Alex dom -3>><<npcincr Alex love -1>><<stress -6>><</link>><<llove>><<lldom>><<lstress>>
<br>
<<else>>
You try to jump over <<his>> outstretched leg, <span class="red">but <<he>> catches you,</span> pulling you down as <<he>> falls on <<his>> rear. You land on <<his>> lap, your <<bottom>> facing <<him>>.
<br><br>
"Nice try," <<he>> gloats. "Now you're right where I want you."<<gglust>><<npcincr Alex lust 10>>
<br><br>
<<link [[Get angry|Farm Spank Angry]]>><<npcincr Alex love -1>><</link>><<llove>>
<br>
<<link [[Wait|Farm Spank Wait]]>><<npcincr Alex dom 1>><</link>><<gdom>>
<br>
<<link [[Goad|Farm Spank Goad 2]]>><<sub 1>><<npcincr Alex dom 3>><<pain 1>><</link>><<gpain>><<ggdom>>
<br>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"I-I deserve harder than that," you say, wiggling your behind.
<<elseif $speech_attitude is "bratty">>
"I barely felt that," you say, wiggling your behind. "Give me a proper one, before I show you how it's done."
<<else>>
"Did a fly land on me?" you ask, wiggling your behind. "I felt something, but it was so light."
<</if>>
<br><br>
Alex doesn't need a clearer hint. <<He>> grasps your <<bottom>> with both hands as <<he>> sits, pulling you face-down over <<his>> lap.
<br><br>
"What should I do with you?" <<he>> muses. "Hard or soft? How bad have you been?"
<br><br>
<<link [[Say you've been good|Farm Spank Wait]]>><<npcincr Alex dom 1>><</link>><<gdom>>
<br>
<<link [[Say you've been bad|Farm Spank Goad 2]]>><<sub 1>><<npcincr Alex dom 3>><<pain 1>><</link>><<gpain>><<ggdom>>
<br><<effects>>
You lean forward, and plant a kiss on Alex's bottom cheek. "You've been good," you coo. "So that's what you get."
<br><br>
Alex laughs, sits upright and leans forward to kiss your mouth.
<br><br>
<<link [[Kiss|Farm Spank Kiss 2]]>><<npcincr Alex love 3>><</link>><<kissvirginitywarning>><<gglove>>
<br>
<<link [[Turn cheek|Farm Spank Kiss Cheek]]>><<npcincr Alex love 1>><</link>><<glove>>
<br><<effects>>
You rest your hands on Alex's cheeks, and meet <<his>> lips with your own. <<He>> leans forward, pushing you back against the grass as <<his>> tongue flicks at your lips.<<takeKissVirginity "Alex" "loveInterest">>
<br><br>
"I'd best get back to work," <<he>> says, managing to pull away a moment. "I need to be careful around you, or I'll get nothing done!" <<He>> helps you to your feet, and whistles as <<he>> walks away.
<br><br>
<<endevent>>
<<destination_farm>><<effects>>
You let <<his>> kiss land on your cheek. <<He>> tries to find your mouth, but you turn further away, and end up on your back against the grass.
<br><br>
"I'd best get back to work," <<he>> says, managing to pull away a moment. "I need to be careful around you, or I'll get nothing done!" <<He>> helps you to your feet, and whistles as <<he>> walks away.
<br><br>
<<endevent>>
<<destination_farm>><<effects>>
You give <<his>> bottom a tap. "Ow!" <<he>> shouts, exaggerating. You tap again, and again. <<He>> cries out in feigned pain. "I'm sorry, I'm sorry!" <<he>> laughs. "I'll be good. I promise!"
<br><br>
You release <<him>>, and <<he>> rises to <<his>> feet. "Next time," <<he>> says. "That cute bottom of yours will be mine."
<br><br>
<<endevent>>
<<destination_farm>><<effects>>
You give Alex's rear a sharp smack. "Ow!" <<he>> says. <<Hes>> exaggerating, but only slightly. You spank <<him>> again and again, venting something with each blow. <<He>> stops crying out in pain, and just grimaces until you release <<him>>.
<br><br>
"Did I actually piss you off somehow?" <<he>> asks, rubbing <<his>> bottom as <<he>> stands. <<He>> returns to work, <<his>> gait a little different to normal.
<br><br>
<<endevent>>
<<destination_farm>><<effects>>
<<if $speech_attitude is "meek">>
"Pl-please let me go!" you say.
<<elseif $speech_attitude is "bratty">>
"Let go of me you fuck!" you say.
<<else>>
"Let me go at once!" you say.
<</if>>
Alex releases you, and scratches <<his>> head sheepishly.
<br><br>
"Sorry," <<he>> says, rising to <<his>> feet. "I think I misread you." <<He>> returns to work.
<br><br>
<<endevent>>
<<destination_farm>><<effects>>
You wait to see what Alex intends. <<He>> rests <<his>> hand against your <<bottom>>, then delivers a sharp tap. "This is for being a little brat," <<he>> laughs, sending another, and another. It doesn't really hurt, but <<he>> gets the point across.
<br><br>
"I hope you learned you lesson," <<he>> adds, releasing you. "I should get back to work. Don't give me a reason to discipline you again." <<He>> whistles as <<he>> walks away.
<br><br>
<<endevent>>
<<destination_farm>><<effects>>
<<if $speech_attitude is "meek">>
"I-I've been so, so bad," you say. "I need you to teach me a lesson."
<<elseif $speech_attitude is "bratty">>
"Go ahead and spank me," you say. "Wuss. I won't even feel it."
<<else>>
"You gonna teach me a lesson?" you ask. "I deserve it."
<</if>>
<br><br>
Alex grins. "If you put it that way," <<he>> says, adopting a harder tone. <<He>> delivers a sharp smack to your <<bottom>>. "I'd better put my back into it." <<He>> delivers another spank, even harder this time. Then another. "Hard enough for ya, you little slut?"
<br><br>
<<Hes>> quite restrained really, but you still feel a little sore when <<he>> releases you. "Let's hope you remember this lesson." <<He>> still carries that hard tone, but <<his>> smile betrays <<his>> real feelings. <<He>> whistles as <<he>> returns to work.
<br><br>
<<endevent>>
<<destination_farm>><<effects>>
You ignore Alex's antics. <<He>> whistles, and continues with <<his>> work.
<br><br>
<<endevent>>
<<destination_farm>><<effects>>
<<if $phase2 is 0>> /* Say yes */
<<if $speech_attitude is "meek">>
"I did. I thought it would be cute, being a farmer and all," you say.
<<elseif $speech_attitude is "bratty">>
"Yeah. Cheeky, right?" You grin.
<<else>>
"Yeah, I thought it would be a nice nod," you say.
<</if>>
<br><br>
Alex nods <<his>> head once, then stops frowning. "Well, if it's you who did it, I guess it's alright." <<He>> reaches over and pats you on the shoulder, giving you a half smile. You smile back.<<stress -6>><<lstress>><<npcincr Alex dom -1>><<ldom>>
<br><br>
<<switch $phase>>
<<case "breakfast">>
<<link [[Next|Farm Breakfast Eat]]>><<endevent>><</link>>
<<case "chores" "rest">>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<<case "cuddle">>
<<link [[Next|Farm Cottage]]>><<endevent>><</link>>
<<case "cuddleDesk">>
<<link [[Next|Farm Alex Bedroom]]>><<endevent>><</link>>
<</switch>>
<br>
<<else>> /* Say no */
<<if $speech_attitude is "meek">>
You shake your head.
<<elseif $speech_attitude is "bratty">>
"Of course not. Why would I?" you scoff.
<<else>>
"No," you say, shaking your head.
<</if>>
<br><br>
<<He>> stares at your tattoo, before something clicks. <<He>> pulls away, a mixture of shock and realisation on <<his>> face.
<br><br>
<<link [[Next|Farm Alex Remy Tattoo End]]>><</link>>
<br>
<</if>><<effects>>
<<if C.npc.Alex.dom gte 30>>
"That bastard marked you? When did this happen?" <<he>> demands. You open your mouth to explain, but <<he>> looks away. "I'm not mad at you. You probably had no say in the matter. I just didn't realise Remy would go so far."
<<else>>
"I can't believe Remy would go this far." <<He>> sighs, bowing <<his>> head. You open your mouth to explain, but you realise <<he>> isn't looking for an explanation. You place a hand on <<his>> shoulder, slowly massaging it. <<He>> lets out one last sigh before looking back at you. "Well, it's not your fault, is it? I shouldn't be mad at something you can't control."
<</if>>
<br><br>
<<if $livestock_intro isnot undefined>>
You stay silent for a moment, ashamed of what happened to you. You think back to your time as livestock, being forced to eat grass and being milked by Remy. Alex is right, and it isn't your fault, but you still feel guilty, wearing something like this on your skin. You decide that <<he>> doesn't need to know about your time on that farm, and stare at your lap in embarrassment.
<br><br>
<</if>>
<<if C.npc.Alex.dom gte 30>>
<<switch $phase>>
<<case "breakfast">>
Alex sighs, then crosses <<his>> arms. "In the end, you're still mine, so I guess it doesn't matter that much. You should get it fixed though, set the record straight," <<he>> says. <<He>> smiles at you and pecks your cheek before returning to work on breakfast.
<<case "chores">>
Alex sighs, then folds <<his>> hands across <<his>> chest. "You're still my <<girl>> in the end. Maybe we should show 'em all who you really belong to." <<He>> smiles at you, and pats your shoulder before returning to work.<<arousal 200 >><<garousal>>
<<case "cuddle" "cuddleDesk">>
Alex sighs, then wraps an arm around your waist. "I'll get Remy back for this. Knock <<nnpc_him "Remy">> off that high horse of <<nnpc_his "Remy">>." You smile at the thought, and <<he>> pulls you tighter to <<his>> chest.
<<case "rest">>
Alex leans back against the tree and sighs. "Next time <<nnpc_he "Remy">> touches you, you let me know. I'll serve <<nnpc_him "Remy">> what's been comin' for <<nnpc_him "Remy">>." <<He>> flashes you a smile before closing <<his>> eyes.
<</switch>>
<<else>>
<<switch $phase>>
<<case "breakfast">>
Alex sighs, then crosses <<his>> arms. "In the end, you're still my partner, so I guess it doesn't matter that much. We ought to fix it up though. With enough ink, it would make a great heart!" <<he>> says. <<He>> smiles at you and pecks your cheek before returning to work on breakfast.
<<case "chores">>
Alex sighs, then folds <<his>> hands across <<his>> chest. "We'll get <<nnpc_him "Remy">> back, don't worry. I'll find a way." <<He>> flashes you a smile, and you grin.
<<case "cuddle" "cuddleDesk">>
Alex sighs, then wraps an arm around your shoulders. "Next time <<nnpc_he "Remy">> dares step foot on this farm, we'll knock <<nnpc_him "Remy">> off that high horse of <<nnpc_his "Remy">>." You nuzzle against <<him>>, feeling safer in <<his>> arms.
<<case "rest">>
Alex leans back against the tree and sighs. "Well, you're still my partner in the end. Guess we'll just have to show <<nnpc_him "Remy">>." You lean against the tree as well, and the two of you rest.
<</switch>>
<</if>>
<<stress -6>><<npcincr Alex dom 1>><<lstress>><<gdom>>
<br><br>
<<switch $phase>>
<<case "breakfast">>
<<link [[Next|Farm Breakfast Eat]]>><<endevent>><</link>>
<<case "chores" "rest">>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<<case "cuddle">>
<<link [[Next|Farm Cottage]]>><<endevent>><</link>>
<<case "cuddleDesk">>
<<link [[Next|Farm Alex Bedroom]]>><<endevent>><</link>>
<</switch>>
<br><<widget "events_farm_exhibitionism">>
<<rng 3>>
<<switch $rng>>
<<case 1>>
You hide behind a bale of hay to protect your dignity while you watch the road ahead, making sure the way is clear.
<br><br>
You duck as a tractor rumbles into view.
<<if random(1, 2) is 2>>
You keep low, listening as it drives by and only emerging from your hiding place once it's out of earshot.
<br><br>
<<link [[Next|Farmland]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<br><br>
You keep low, listening as it drives closer. <span class="purple">It stops nearby.</span> You hold your breath for a few moments. <span class="pink">You feel the hay bale shudder.</span> You look up. The tractor's crane has grasped the top of the hay. It's going to take your hiding place, leaving you exposed!
<<if $leftarm is "bound" and $rightarm is "bound">>
<span class="blue">With your arms bound, there's nothing you can do but run.</span>
<br><br>
<<else>>
You could run, but the driver will see you.
<br><br>
<<link [[Cling onto the hay|Farmland Exposed Cling]]>><</link>>
<br>
<</if>>
<<link [[Run|Farmland Exposed Run]]>><<trauma 6>><<stress 6>><<fameexhibitionism 1>><</link>><<gtrauma>><<gstress>>
<br>
<</if>>
<<case 2>>
<<beastNEWinit 3 pig>><<generate4>><<person4>>
You hear the patter of feet up ahead. A herd of <<beastsplural>> round the bend, heading your way. They're unconcerned with you or your exposed state, but you hear a <<personsimple>> shout somewhere behind them. You'll be seen. <<covered>>
<br><br>
<<link [[Sprint in the opposite direction|Farmland Exposed Sprint]]>><</link>><<athleticsdifficulty 200 1200>>
<br>
<<link [[Hide within the herd|Farmland Exposed Hide]]>><</link>>
<br>
<<case 3>>
You hear a car up ahead. It's getting closer. <<covered>>
<br><br>
The road is surrounded by thick hedges.
<br><br>
<<link [[Force yourself into a hedge|Farmland Exposed Hedge]]>><<pain 8>><</link>><<ggpain>>
<br>
<<link [[Just keep walking|Farmland Exposed Walk]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>
<br>
<</switch>>
<</widget>><<effects>>
You launch into a sprint, running down the road behind the tractor. Your heart skips a beat as the driver honks the horn.
<br><br>
You make it around the bend. You keep running, though you don't think you were followed.
<br><br>
<<link [[Next|Farmland]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
You grasp the hay bale with both hands as it is hoisted into the air. The hay remains between you and the driver as the crane carries you to the trailer, and stacks you atop the other bales.
<br><br>
The tractor rumbles into motion once more. Careful, you climb down to the trailer proper. The vehicle isn't moving fast, but if you left now the driver might spot you. Unless you were quick.
<br><br>
<<link [[Run|Farmland Exposed Cling Run]]>><</link>><<athleticsdifficulty 1 1000>>
<br>
<<link [[Wait for an opportunity|Farmland Exposed Cling Wait]]>><</link>><<difficulty 50>>
<br><<effects>>
The road bends. You won't need to run far to make it out of sight. You jump from the trailer, and run around the corner.
<<if $athleticsSuccess>>
<span class="green">You don't think you were seen.</span> You keep running until the sound of the tractor's engine fades behind you.
<<else>>
<span class="red">The tractor honks.</span> You were seen. You keep running until the sound of the tractor's engine fades behind you. Your face is hot.<<fameexhibitionism 1>><<gtrauma>><<gstress>>
<<trauma 6>><<stress 6>>
<</if>>
<br><br>
<<link [[Next|Farmland]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
You keep low at the back of the trailer, peeking around the hay and waiting for the tractor to pass another bale, or anything you could hide behind.
<br><br>
<<if random(1, 2) is 2>>
You see a trail leading away from the road up ahead, with an overgrown bush on the far side that should shield you from view. You wait for the right moment, then jump from the tractor, escaping down the trail. <span class="green">You weren't seen.</span>
<br><br>
<<else>>
The only warning is the rev of an engine, <span class="red">before a car speeds around the corner behind you.</span> You're in plain view, <span class="lewd">with nothing to hide behind.</span> <<covered>>
<br><br>
<<generate1>><<generate2>><<person1>>A <<person>> sits in the driver's seat, with a <<person2>><<person>> beside <<person1>><<him>>. They're laughing, though you can't hear them.
<br><br>
Lacking options, you jump from the trailer and run. The tractor honks as the driver spots you. Face hot, you keep running until the sound of both engines fades behind you.<<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 1>>
<br><br>
<</if>>
<<link [[Next|Farmland]]>><<set $eventskip to 1>><<endevent>><</link>>
<br><<effects>>
You turn and sprint down the road. You hear an excited oinking from behind. You glance over your shoulder. <span class="pink">The <<beastsplural>> are chasing you!</span>
<br><br>
<<if $athleticsSuccess>>
You run as fast as you can, <span class="green">and manage to keep ahead of the <<beastsplural>></span> long enough for the <<personsimple>> to bring them back under control.
<br><br>
You dart down a trail leading away from the road before you're seen.
<br><br>
<<link [[Next|Farmland]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You run as fast as you can, <span class="red">but the <<beastsplural>> are faster.</span> They run either side of you, then in front of you, penning you in and forcing you to stop.
<br><br>
"What's gotten into you?" shouts the <<personsimple>> from behind. <<He>> will find you soon!
<br><br>
<<link [[Hide among the herd|Farmland Exposed Hide]]>><</link>>
<br>
<<link [[Call for help|Farmland Exposed Call]]>><<trauma 6>><<stress 6>><<fameexhibitionism 1>><</link>><<gtrauma>><<gstress>>
<br>
<</if>><<effects>>
You drop to your knees as the <<beastsplural>> surge around you. You're shunted along. You hope you're low enough that the farmer won't see you.
<br><br>
You hear the <<personsimple>>'s voice shout again, but not at you. Confident you haven't been seen, you try push your way to the edge of the herd, where you hope to find some trail to escape down.
<br><br>
It's not easy. The <<beastsplural>> aren't keen on making way for you, and if you fall too far behind the <<personsimple>> will see you.
<br><br>
<<link [[Barge your way through|Farmland Exposed Barge]]>><</link>><<physiquedifficulty 1 16000>>
<br>
<<link [[Be more gentle|Farmland Exposed Gentle]]>><</link>><<tendingdifficulty 1 1100>>
<br><<effects>>
<<if $physiqueSuccess>>
You shove your way through the throng, <span class="green">shunting the <<beastsplural>> aside.</span> You make it to the edge. There's a trail ahead, leading away from the road.
<br><br>
The <<personsimple>> turns to stop a rogue <<beasttype>>. You dart down a trail to safety while <<hes>> distracted.
<br><br>
<<link [[Next|Farmland]]>><<set $eventskip to 1>><<endevent>><</link>>
<br>
<<else>>
You try to shove your way through the throng, <span class="red">but the <<beastsplural>> are too heavy,</span> and too agitated.
<br><br>
You're considering another option when you hear a heavy rattle ahead. The herd is being driven into the back of several parked lorries. You're forced into one, trapped between the <<beastsplural>>, as the doors slam shut behind you.
<br><br>
<<link [[Next|Farmland Pigs]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<if $tendingSuccess>>
You make soothing noises at the <<beastsplural>> in your way, <span class="green">and they make space for you.</span> You make it to the edge. There's a trail ahead, leading away from the road.
<br><br>
The <<personsimple>> turns to stop a rogue <<beasttype>>. You dart down a trail to safety while <<hes>> distracted.
<br><br>
<<link [[Next|Farmland]]>><<set $eventskip to 1>><<endevent>><</link>>
<br>
<<else>>
You make soothing noises to the <<beasttype>> beside you, <span class="red">but you're not sure they even notice you in the chaos.</span>
<br><br>
You're considering another option when you hear a heavy rattle ahead. The herd is being driven into the back of several parked lorries. You're forced into one, trapped between the <<beastsplural>>, as the doors slam shut behind you.
<br><br>
<<link [[Next|Farmland Pigs]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
You call to the <<personsimple>> as <<he>> walks round the bend. <<He>> looks at you,
<<if random(1, 2) is 2>>
and grins, leering at your <<nudity>>. "Looks like you've had a run of bad luck," <<he>> says, walking closer as the <<beastsplural>> surge around you. There's nowhere to run as <<he>> grasps your arm, and tries to wrestle you to the ground.
<br><br>
<<saveNPC 3 farmland_exposed_1>>
<<endevent>>
<<loadNPC 0 farmland_exposed_1>>
<<clearNPC farmland_exposed_1>>
<<link [[Next|Farmland Exposed Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
then away. "The pigs got your clothes?" <<he>> asks. "They, ah, do that. Hang on." <<He>> walks closer as the <<beastsplural>> surge around you, while pulling some towels from a backpack. "Here you go." <<He>> hands you the fabric without looking. "Should see you home."
<<towelup>>
<br><br>
<<link [[Next|Farmland]]>><<set $eventskip to 1>><<endevent>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Farmland Exposed Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Farmland Exposed Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The <<person>> releases you. "Serves you right," <<he>> says. "Walking around like that. Disturbing decent folk." <<He>> continues after <<his>> herd.
<br><br>
<<tearful>> you stumble down the road.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Farmland]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You shove the <<person>> into a ditch at the side of the road, and run around the bend. <<He>> doesn't give chase.
<br><br>
<<tearful>> you hide behind a hay bale.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Farmland]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
You're trapped in the back of the lorry. You try to stand, but lurch as the vehicle springs into motion.
<br><br>
/*$bestialitydisable*/
<<beastNEWinit 2 pig>>
A <<beasttype>> takes advantage of your vulnerability, and jumps on top.
<br><br>
<<link [[Next|Farmland Pigs Rape]]>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<beastTrainGenerate>>
<<set $timer to 90>>
<</if>>
<<effects>>
<<if $timer gte 1>>
The lorry rumbles around you.
<br><br>
<<else>>
The lorry has stopped>>
<br><br>
<</if>>
<<effectsman>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or $timer lte 0>>
<span id="next"><<link [[Next|Farmland Pigs Rape End]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Farmland Pigs Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyhealth lte 0>>
<<beastwound>>
<<if $combatTrain.length gt 0>>
The <<beasttype>> recoils in pain and fear, but another is eager for a go.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Farmland Pigs Rape]]>><</link>>
<<else>>
The <<beasttype>> recoils in pain and fear.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Farmland Pigs Rape End]]>><<set $finish to 1>><</link>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<if $combatTrain.length gt 0>>
Satisfied, the <<beasttype>> moves and another takes its turn.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Farmland Pigs Rape]]>><</link>>
<<else>>
Satisfied, the <<beasttype>> moves away from you.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Farmland Pigs Rape End]]>><<set $finish to 1>><</link>>
<</if>>
<<elseif $timer lte 0>>
The vehicle stops. The back doors open, and the herd of <<beastsplural>> surge out, forcing you with them. You emerge outside, surrounded by tall buildings and the sound of traffic.
<br><br>
<<clotheson>>
<<endcombat>>
<<generate1>><<generate2>>A uniformed <<fullGroup>> corral the herd. They're more attentive than the farmer. The <<person1>><<person>> points at you. <<covered>>
<br><br>
<<fameexhibitionism 2>>
<<link [[Next|Farmland Pigs Factory]]>><</link>>
<br>
<<else>>
<<if $enemywounded is 1 and $enemyejaculated is 0>>
The <<beasttype>> whimpers and flees.
<<elseif $enemywounded is 0 and $enemyejaculated is 1>>
Satisfied, the <<beasttype>> leaves.
<<elseif $enemywounded gte 2 and $enemyejaculated is 0>>
Feeling that you're more trouble than you're worth, the beasts leave you be for the rest of the journey.
<<elseif $enemywounded is 0 and $enemyejaculated gte 2>>
Satisfied, the beasts leave you be for the rest of the journey.
<<elseif $enemywounded gte 1 and $enemyejaculated gte 1>>
Satisfied, the beasts leave you be for the rest of the journey.
<</if>>
<<tearful>> you make your way to the back. You try to open the doors, but they're locked.
<br><br>
You don't need to wait long. The vehicle stops. The back doors open, and the herd of <<beastsplural>> surge out, forcing you with them. You emerge outside, surrounded by tall buildings and the sound of traffic.
<br><br>
<<clotheson>>
<<endcombat>>
<<generate1>><<generate2>>A uniformed <<fullGroup>> corral the herd. They're more attentive than the farmer. The <<person1>><<person>> points at you. <<covered>>
<br><br>
<<fameexhibitionism 2>>
<<link [[Next|Farmland Pigs Factory]]>><</link>>
<br>
<</if>><<effects>>
You wait as the last of the pigs run by. <<covered>> The pair walk closer.
<br><br>
"Not the usual swine," the <<person2>><<person>> grins, jotting something into <<his>> notepad. "Not trying to sneak somewhere we don't belong, are we?"
<br><br>
"I'm sure <<pshe>> won't complain if we pat <<phim>> down," the <<person1>><<person>> says. "Make sure <<pshes>> not carrying anything illicit."
<br><br>
<<link [[Cooperate (0:10)|Farmland Pigs Cooperate]]>><<pass 10>><<arousal 1200>><<stress 6>><<sub 1>><</link>><<gstress>><<garousal>>
<br>
<<link [[Get angry (0:01)|Farmland Pigs Angry]]>><<pass 1>><<def 1>><<trauma -6>><<pain 4>><</link>><<gpain>><<ltrauma>>
<br>
/* <<if $submissive gte 1500>> */
<<link [[Break down (0:05)|Farmland Pigs Break]]>><<pass 5>><<sub 1>><<trauma -6>><</link>><<submissivetext>><<ltrauma>>
<br>
/* <</if>> */<<effects>>
You answer the <<person2>><<persons>> questions as the <<person1>><<person>> uses the opportunity to toy with your body, groping your <<breasts>> and <<bottom>>.
<<if $player.penisExist and $player.vaginaExist>>
Your <<penis>> and <<pussy>> aren't safe either.
<<elseif $player.penisExist>>
Your <<penis>> isn't safe either.
<<else>>
Your <<pussy>> isn't safe either.
<</if>>
The <<person2>><<person>> asks inane questions, how you arrived, what your intentions are, where you're going. <<He>> pauses between each question, biting <<his>> lip as <<he>> writes on a notepad, giving <<his>> friend more time to molest you.
<br><br>
<<if $arousal gte $arousalmax>>
You feel your body respond to the incessant probing, and pass the point of no return. <<orgasm>>
The pair laugh as the <<person1>><<person>> releases you, letting you shake to the floor. "This one's just a slut," the <<person2>><<person>> says. "Send <<phim>> on <<pher>> way."<<gstress>><<gtrauma>><<trauma 6>><<stress 6>>
<br><br>
<<else>>
You feel your body respond to the incessant probing. You blush, but the <<person1>><<person>> doesn't push too far, and releases you.
<br><br>
"This one's no hoodlum," the <<person2>><<person>> says. "Let's send <<phim>> on <<pher>> way."
<br><br>
<</if>>
They shove you around the lorry, onto the street, and close the gate behind you. They didn't give you anything to cover with.
<br><br>
<<link [[Next|Elk Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I-I'm not going to l-let you bully me," you say.
<<elseif $speech_attitude is "bratty">>
"You just want to feel me up," you spit.
<<else>>
"Illicit?" you say. "Why would I be carrying anything illicit?"
<</if>>
<br><br>
The <<person1>><<person>> <<print playerBellyVisible() ? "delivers a swift kick to your kneecap" : "slams <<his>> fist into your tummy">>, forcing you to keel over. "Foul mouth on this one," the <<person2>><<person>> laughs. "I'd say <<pshe>> belong with the pigs, but <<pher>> bad attitude might rub off on them."
<br><br>
They shove you around the lorry, onto the street, and close the gate behind you. They didn't give you anything to cover with.
<br><br>
<<link [[Next|Elk Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
You let out a cry as you crouch. You bury your face between your knees, and sob.
<br><br>
The <<person1>><<person>> throws up <<his>> hands, and looks around. "I didn't touch <<phim>>," <<he>> says. "I swear!"
<br><br>
<<person2>>"Get some towels," the <<person>> says. "Quick!"
<<towelup>>
<br><br>
Once clad they push you around the lorry, onto the street beyond, and close the gate behind you.
<br><br>
<<link [[Next|Elk Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
The branches tear as you push inside. They close behind you, sealing you from view. You hear the car drive by.
<br><br>
<<if $tentacledisable is "f" and ($hallucinations gte 2 or $backgroundTraits.includes("plantlover")) and random(1, 2) is 2>>
You wait a few moments, then push towards the road. <span class="red">You feel a clamp around your ankle.</span> Then the other. From within the hedge, shoots close in around you.
<br><br>
<<link [[Soothe|Farmland Exposed Soothe]]>><</link>><<tendingdifficulty 1 1000>>
<br>
<<link [[Endure|Farmland Exposed Tentacles]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You wait a few moments, then push yourself outside.
<br><br>
<<link [[Next|Farmland]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
<<if $tendingSuccess>>
You sing to the corrupted life around you, hoping to help it find solace. <span class="green">The shoots loosen.</span> You lull it back to slumber.
<br><br>
You extract yourself from the hedge, and continue your journey.
<br><br>
<<link [[Next|Farmland]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
"G-good, ah, hedge," you say. <span class="red">It doesn't listen.</span>
<br><br>
<<link [[Next|Farmland Exposed Tentacles]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<effects>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<set $combat to 1>>
<<set $enemytype to "tentacles">>
<<molested>>
<<controlloss>>
<<set _randomtentacles to random(6, 10)>>
<<tentaclestart _randomtentacles 10 "shoot" "vine" true>>
<</if>>
<<statetentacles>>
<<effects>>
<<effectstentacles>>
<<tentacles>>
<<actionstentacles>>
<<if $tentacles.active lte ($tentacles.max / 2)>>
<span id="next"><<link [[Next|Farmland Exposed Tentacles Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Farmland Exposed Tentacles]]>><</link>></span><<nexttext>>
<</if>><<effects>>
The shoots loosen, and you're able to extract yourself from the hedge.
<br><br>
<<tearful>> you continue your journey.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Farmland]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You bend forward, hoping to preserve at least some of your dignity from approaching driver.
<<else>>
You cover your body with your arms, hoping to preserve at least some of your dignity from the approaching driver.
<</if>>
<br><br>
<<rng 5>>
<<if $rng is 5>>
<<generate1>><<generate2>><<generate3>><<generate4>><<generate5>>
<<person1>>
<<fameexhibitionism 5>>
The car rounds the bend. A <<person>> sits in the driver's seat, with a <<person2>><<person>> beside <<him>>. You see movement in the back.
<br><br>
The car slows down, and a <<person3>><<person>> leans out of the rear window as they pass. You see two others behind <<him>>, craning their necks for a better view.
<br><br>
The car speeds up, and disappears around the bend behind you.
<br><br>
<<elseif $rng is 4>>
<<generate1>><<generate2>><<generate3>><<generate4>>
<<person1>>
<<fameexhibitionism 4>>
The car rounds the bend. A <<person>> sits in the driver's seat, with a <<person2>><<person>> beside <<him>>. You see movement in the back. A <<person3>><<person>> and <<person4>><<person>> sit there.
<br><br>
All four ogle you as they pass.
<br><br>
<<elseif $rng is 3>>
<<generate1>><<generate2>><<generatey3>>
<<person1>>
<<fameexhibitionism 3>>
The car rounds the bend. A <<person>> sits in the driver's seat, with a <<person2>><<person>> beside <<him>>. You see movement in the back.
<br><br>
The pair in front avert their eyes, and almost crash into the opposite hedge. Your heart sinks as they pass. A <<person3>><<person>> sits in the back, <<his>> face pressed against the window, looking right at you. You recognise <<him>> from school.
<br><br>
The car speeds around the bend behind you.
<br><br>
<<elseif $rng is 2>>
<<generate1>><<generate2>>
<<person1>>
<<fameexhibitionism 2>>
The car rounds the bend. A <<person>> sits in the driver's seat, and a <<person2>><<person>> sits beside <<him>>. They gawk at you as they pass.
<br><br>
<<else>>
<<generate1>>
<<person1>>
<<fameexhibitionism 1>>
The car rounds the bend. A <<person>> sits in the driver's seat. <<He>> leers at you and honks as <<he>> passes.
<br><br>
<</if>>
<<link [[Next|Farmland]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
You sprint to the cottage, your heart pounding in your chest. The voices draw closer, but you make it before being seen. You grasp the door handle with shaking hands,
<<if random(1, 3) is 3>>
<span class="red">but it's jammed!</span> You could force the door open with a bit of effort, but you don't have much time.<<gstress>><<stress 6>>
<br><br>
<<link [[Force it open|Farm Builders Exposed Cottage Force]]>><</link>><<physiquedifficulty 1 16000>>
<br>
<<link [[Hide around the cottage (0:15)|Farm Builders Exposed Cottage Hide]]>><<pass 15>><</link>>
<br>
<<else>>
<span class="green">throw open the door,</span> and escape inside.<<lstress>><<stress 6>>
<br><br>
<<link [[Next|Farm Cottage]]>><</link>>
<br>
<</if>><<effects>>
<<if $physiqueSuccess>>
You push the handle with all your strength, <span class="green">and it budges.</span> You throw the door open, and escape to safety at the last moment.<<lstress>><<stress 6>>
<br><br>
<<link [[Next|Farm Cottage]]>><</link>>
<br>
<<else>>
You push the handle with all your strength, <span class="red">but it doesn't budge.</span><<gstress>><<stress 6>>
<br><br>
<<generate1>><<generate2>><<person1>>
<span class="red">"Is that one of the owners?"</span> says a <<personsimple>>'s voice from behind.
<br>
You jump. <<covered>>.
<br>
"It is," replies another voice. "<<pShe>> must be some kinda pervert, going outside like that."
<br><br>
<<fameexhibitionism 2>>
Face red, you turn and run around the side of the cottage.
<br><br>
You hide at the back, shielded from view by a thick hedge. No one follows you.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
You dash around the side of the cottage. You make it in time, and crouch, shielded from view by the cottage on one side, and a thick hedge on the other.
<br><br>
You can't enter the cottage from here. Not without smashing a window, and making a lot of noise. You wait for the voices in the yard to fade before emerging from your hiding place.
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br><<effects>>
You turn and sprint back to the shed, your heart pounding in your chest.
<<if $athleticsSuccess>>
You whirl around the corner, <span class="green">escaping from view a moment before the voices reach the yard.</span>
<br><br>
You wait for the voices to pass.
<br><br>
<<else>>
You almost make it, <span class="red">but lose your footing,</span> and fall forwards, landing on your arms and knees.<<gstress>><<stress 6>><<gpain>><<pain 4>>
<br><br>
<<fameexhibitionism 2>>
<<generate1>><<generate2>>
<span class="red">"Is that one of the owners?"</span> says a <<personsimple>>'s voice from behind.<<gstress>><<stress 6>>
<br>
You scramble to your feet, and flee the rest of the way.
<br>
"It is," responds another voice. "What's <<pshe>> doing dressed like that, and on all fours? <<pShe>> some kind of pervert?"
<br><br>
You make it around the corner of the shed. They don't follow, at least.
<br><br>
<</if>>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
You turn away from the voices, and run towards the road, your heart pounding in your chest. You glance over your shoulder. You can see the cottage, but not the yard itself. You don't think they saw you.
<br><br>
You don't want to run onto the road, so you crouch at the edge of the farm, and wait for the voices to pass.
<<if random(1, 2) is 2>>
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<<else>>
However, <span class="pink">they instead draw closer.</span> They must be leaving the farm.
<br><br>
You peek out at the road. There's no one around. You dread the thought of heading out there in your state, but it's the only way to avoid being seen, and it won't be for long. You run around the corner without a moment to spare.<<gstress>><<stress 6>>
<br><br>
<<link [[Next|Farmland]]>><</link>>
<br>
<</if>><<set $outside to 1>><<set $bus to "farm_fields">><<effects>>
<<farm_work_update>>
<<plot_effects>>
<<if $farm_fields_intro is 1>>
<<unset $farm_fields_intro>>
The charred smell greets you before you see them. The fields are still black from Remy's sabotage. A sack of potato seeds lies half-spilled at the gate.
<br><br>
<<if !$plants_known.includes("potato")>>
<<set $plants_known.push("potato")>>
<span class="gold">You can now grow <<icon "tending/potato.png">> potatoes.</span>
<</if>>
<br>
<<set $plants_known.push("turnip")>>
<span class="gold">You can now grow <<icon "tending/turnip.png">> turnips.</span>
<br><br>
<<else>>
You are in your fields.
<</if>>
<br><br>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $stress gte $stressmax>>
<<passoutfarmroad>>
<<elseif $farm_attack_timer is 0 and Time.hour gte 21>>
<<npc Alex>><<person1>>
Alex rushes over. <span class="red">"Remy's here,"</span> <<he>> says. "We can do this. Go get ready, I'll
<<if $farm.tower_guard>>
check on $farm.tower_guard."
<<else>>
see if I can spot them."
<</if>>
<br><br>
<<farm_assault_intro>>
<br><br>
<<link [[Prepare|Farm Assault Wardrobe]]>><<endevent>><<set $phase to 2>><</link>>
<br>
<<elseif $danger gte (9900 - $allure) and $eventskip isnot 1>>
<<farm_tending_events>>
<<else>>
<<if $farm.tower gte 1>>
<<if $farm.tower_guard>>
The watchtower stands guard.
<<loadNPC 0 "farm_tower_guard">><<person1>>
<<if $NPCList[0].traits.includes("relaxed")>>
<<print $NPCList[0].name>> leans against the railing. A trail of smoke rises from <<him>>.
<<elseif $NPCList[0].traits.includes("sociable")>>
<<print $NPCList[0].name>> waves at you from the top.
<<elseif $NPCList[0].traits.includes("brooding")>>
You can see <<print $NPCList[0].name>>'s silhouette at the top.
<<else>>
<<print $NPCList[0].name>> leans against the railing, watching you.
<</if>>
<<endevent>>
<<else>>
The watchtower stands guard, though it's currently unoccupied.
<</if>>
<br>
<<laddericon>><<link [[Climb|Farm Tower]]>><</link>>
<br><br>
<</if>>
<<display_plot farm>>
<<getouticon>><<link [[Leave (0:05)|Farm Work]]>><<handheldon>><<pass 5>><</link>>
<br>
<</if>>
<<set $eventskip to 0>><<effects>>
You climb the tower.
<<if $farm.tower_guard>>
<<loadNPC 0 "farm_tower_guard">><<person1>>
<<if $NPCList[0].traits.includes("relaxed")>>
<<print $NPCList[0].name>> puts down <<his>> cigarette. "What can I do for you?"
<<elseif $NPCList[0].traits.includes("sociable")>>
<<print $NPCList[0].name>> smiles at you. "What's up?"
<<elseif $NPCList[0].traits.includes("brooding")>>
<<print $NPCList[0].name>> nods at you. "Something amiss?"
<<else>>
<<print $NPCList[0].name>> checks you out. "What brings your sexy ass up here?"
<</if>>
<br><br>
Security skill: <<guard_skill_text "tower">> <<print $NPCList[0].skills.security>>
<br>
Wage: <<printmoney $farm.tower_guard_wage>>
<br><br>
<<farm_guard_pay>>
<<if $farm.watchtowerDailyAttempt is 0>>
<<link [[Spar|Farm Tower Spar]]>><<set $fightstart to 1>><<set $farm.watchtowerDailyAttempt to 1>><</link>>
<br>
<<if $promiscuity gte 15>>
<<link [[Seduce (0:01)|Farm Tower Seduce]]>><<pass 1>><</link>><<promiscuous2>>
<br>
<</if>>
<</if>>
<<else>>
The moor stretches to the horizon in one direction, and the sea in the other.
<br><br>
<</if>>
<<getouticon>><<link [[Leave|Farm Fields]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<if $NPCList[0].traits.includes("relaxed")>>
"Thanks," <<print $NPCList[0].name>> says. "I'll keep my watch up."
<<elseif $NPCList[0].traits.includes("sociable")>>
"Cheers love." <<print $NPCList[0].name>>'s smile broadens. "It's more lively out here than I expected."
<<elseif $NPCList[0].traits.includes("brooding")>>
<<print $NPCList[0].name>> nods again, then stares out over the moor.
<<else>>
"Nice," <<print $NPCList[0].name>> says. "I'd suggest another sort of payment, but I need the cash."
<</if>>
<br><br>
<<if $bus is "farm_fields">>
You climb down the tower.
<br><br>
<<link [[Leave|Farm Fields]]>><<saveNPC 0 "farm_tower_guard">><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<He>> walks away.
<br><br>
<<link [[Leave|Farm Work]]>><<saveNPC 0 "farm_tower_guard">><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"I-I can't afford it," you say. "I'm really sorry."
<<elseif $speech_attitude is "bratty">>
"Budgets too tight," you say. "I'll be good for it next week."
<<else>>
"I can't afford it," you say. "I'll pay you back."
<</if>>
<br><br>
<<if $NPCList[0].trust gte 1>>
<<if $NPCList[0].traits.includes("relaxed")>>
<<print $NPCList[0].name>> sighs. <span class="green">"That's fine,"</span> <<he>> says. "See you next week."
<<elseif $NPCList[0].traits.includes("sociable")>>
<<print $NPCList[0].name>> shrugs. <span class="green">"I can wait,"</span> <<he>> says. "But not forever."
<<elseif $NPCList[0].traits.includes("brooding")>>
<span class="green">"I understand,"</span> <<print $NPCList[0].name>> says.
<<else>>
<<print $NPCList[0].name>> kicks at a mound of dirt. <span class="green">"I'll wait,"</span> <<he>> says. "But only because it's you."
<</if>>
<<He>> walks away.
<br><br>
<<set $NPCList[0].trust -= 3>>
<<link [[Next|Farm Work]]>><<saveNPC 0 "farm_tower_guard">><<set $farm.tower_guard_patience to 1>><<endevent>><</link>>
<br>
<<else>>
<<if $NPCList[0].traits.includes("relaxed")>>
<<print $NPCList[0].name>> <span class="red">shakes <<his>> head.</span> "Sorry," <<he>> says. "I'd love to help for free, but I've bills to pay. See you around."
<<elseif $NPCList[0].traits.includes("sociable")>>
<span class="red">"Sorry <<girl>>,"</span> <<print $NPCList[0].name>> says. "I can't mooch off my friends forever. See you."
<<elseif $NPCList[0].traits.includes("brooding")>>
<span class="red">"That's it from me,</span> then," <<print $NPCList[0].name>> says. "Good luck."
<<else>>
<span class="red">"Sorry <<girl>>,"</span> <<print $NPCList[0].name>> says. "As much as I'd like to feed off your radiance, I need something solid. Bye."
<</if>>
<br><br>
<<He>> leaves the farm.
<br><br>
<span class="purple">The watchtower will no longer operate until a replacement is found.</span>
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><<clearNPC "farm_tower_guard">><<set $farm.tower_guard to 0>><</link>>
<br>
<</if>><<effects>>
<<if $NPCList[0].traits.includes("relaxed")>>
<<set $seductiondifficulty to 8000>>
<<elseif $NPCList[0].traits.includes("sociable")>>
<<set $seductiondifficulty to 8000>>
<<elseif $NPCList[0].traits.includes("brooding")>>
<<set $seductiondifficulty to 10000>>
<<else>>
<<set $seductiondifficulty to 6000>>
<</if>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>>
<span class="gold">You feel more confident in your powers of seduction.</span>
<br><br>
<</if>>
<<seductionskilluse>>
<<if $speech_attitude is "meek">>
"A-are you sure there's no other way I can pay?" you purr.
<<elseif $speech_attitude is "bratty">>
"Oh, I'll pay you all right," you say. "While you're on your back."
<<else>>
"There's another way I can pay you," you purr.
<</if>>
<<promiscuity3>>
<<if $seductionrating gte $seductionrequired>>
<<if $NPCList[0].traits.includes("relaxed")>>
<span class="green">"I was hoping you'd offer,"</span> <<print $NPCList[0].name>> says. "Didn't want to be a creep." You take <<his>> hand, and lead <<him>> to a secluded spot in the barn.
<<elseif $NPCList[0].traits.includes("sociable")>>
<<print $NPCList[0].name>> tries to speak, <span class="green">but can only manage a gulp.</span> You take <<his>> hand, and lead <<him>> to a secluded spot in the barn.
<<elseif $NPCList[0].traits.includes("brooding")>>
<span class="green">"Just this once,"</span> <<print $NPCList[0].name>> says. "I know it's hard out here." You take <<his>> hand, and lead <<him>> to a secluded spot in the barn.
<<else>>
<span class="green">"Nice,"</span> <<print $NPCList[0].name>> says. "Let's do it in the barn."
<br><br>
You find a secluded spot at the back.
<</if>>
<br><br>
<<link [[Next|Farm Guard Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<else>>
<<if $NPCList[0].traits.includes("relaxed")>>
<span class="red">"Sorry,"</span> <<print $NPCList[0].name>> says. "You're cute, but I've got bills to pay."
<<elseif $NPCList[0].traits.includes("sociable")>>
"You're a lewd one," <<print $NPCList[0].name>> says. <span class="red">"But if I took up every offer like that, I'd be destitute."</span>
<<elseif $NPCList[0].traits.includes("brooding")>>
<span class="red">"Not interested,"</span> <<print $NPCList[0].name>> says. "Whores a plenty in town."
<<else>>
"Tempting," <<print $NPCList[0].name>> says. <span class="red">"But my wage could buy many cheaper <<girls>>.</span> Sorry."
<</if>>
<br><br>
<<farm_guard_pay>>
<<link [[Say you can't afford it right now|Farm Guard Pay Refuse]]>><</link>><<lltrust>>
<br>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $outside to 0>>
<<prop haybale>>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Farm Guard Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Farm Guard Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<if $NPCList[0].traits.includes("relaxed")>>
"Damn," <<print $NPCList[0].name>> says. "Seduced again. Gonna be a tight week."
<<elseif $NPCList[0].traits.includes("sociable")>>
"Thanks love," <<print $NPCList[0].name>> says. "Didn't know I was the type to roll around in hay until I met you."
<<elseif $NPCList[0].traits.includes("brooding")>>
"I'll get ready for work," <<print $NPCList[0].name>> says. "Deal's a deal."
<<else>>
"Damn <<girl>>," <<print $NPCList[0].name>> says. "You're good at this. Wanna brag to my friends, but also wanna keep you to myself. Decisions."
<</if>>
Your employee leaves the barn.
<<note "+ Security Skill" "green">><<note "+ Wage" "red">>
<br><br>
<<tearful>> you brush off hay.
<br><br>
<<farm_guard_paid>>
<<set $per_npc.farm_tower_guard.skills.security to clone($NPCList[0].skills.security)>>
<<set $per_npc.farm_tower_guard.virginity to clone($NPCList[0].virginity)>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Farm Work]]>><</link>>
<<elseif $enemyhealth lte 0>>
<<if $NPCList[0].traits.includes("relaxed")>>
"Sorry," <<print $NPCList[0].name>> says, backing away. "I misread things. Gimme my money, and I'll be on my way."
<<elseif $NPCList[0].traits.includes("sociable")>>
"Alright alright!" <<print $NPCList[0].name>> says, holding <<his>> hands up. "I get it. No more touching. I'll just take my money."
<<elseif $NPCList[0].traits.includes("brooding")>>
"Easy <<girl>>," <<print $NPCList[0].name>> says, backing off. "Let's keep things civil. My money."
<<else>>
"I like it rough, but damn," <<print $NPCList[0].name>> says. "You can pay me another way if you insist."
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<loadNPC 0 "farm_tower_guard">><<person1>>
<<farm_guard_pay>>
<<link [[Say you can't afford it right now|Farm Guard Pay Refuse]]>><</link>><<lltrust>>
<br>
<<elseif $alarm is 1 and $rescue is 1>>
<<set $rescued += 1>>
"I'm coming!" Alex enters the barn.
<br><br>
<<if $NPCList[0].traits.includes("relaxed")>>
<<print $NPCList[0].name>> backs away from you. "This isn't what this looks like," <<he>> says.
<<elseif $NPCList[0].traits.includes("sociable")>>
<<print $NPCList[0].name>> steps away from you. "Sorry boss," <<he>> says. "Er, bosses. I didn't mean nothing by it."
<<elseif $NPCList[0].traits.includes("brooding")>>
<<print $NPCList[0].name>> throws up <<his>> arms. "I lost my cool," <<he>> says. "I'm sorry."
<<else>>
<<print $NPCList[0].name>> stumbles away from you. "It was <<pher>> idea," <<he>> says. "I swear!"
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Alex>>
<<loadNPC 1 "farm_tower_guard">>
"Get the fuck off <<if C.npc.Alex.dom gte 20>>my<<else>>our<</if>> farm," Alex says. "You're fired."
<br>
<<person2>>
<<print $NPCList[0].name>> opens <<his>> mouth to protest, but decides against it. <<He>> leaves the barn.
<br><br>
<<person1>>
"Are you okay?" Alex asks as <<he>> helps you off the hay. "I thought we could trust <<person2>><<him>>.<<person1>> I'll be more watchful in the future."<<ggdom>><<npcincr Alex dom 3>>
<br><br>
<span class="purple">The watchtower will no longer operate until a replacement is found.</span>
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><<clearNPC "farm_tower_guard">><<set $farm.tower_guard to 0>><</link>>
<br>
<<else>>
<<if $NPCList[0].traits.includes("relaxed")>>
"Fine," <<print $NPCList[0].name>> says. "I'll take the money instead."
<<elseif $NPCList[0].traits.includes("sociable")>>
"Suit yourself," <<print $NPCList[0].name>> says. "I'm calm. How about the money?"
<<elseif $NPCList[0].traits.includes("brooding")>>
"Didn't expect you to work me up so easily," <<print $NPCList[0].name>> says. "Now, about the money."
<<else>>
"You little tease," <<print $NPCList[0].name>> says. "Getting me all worked up like that. Hope you appreciate the willpower this takes. I'll take my money."
<</if>>
<br><br>
<<tearful>> you brush off the hay.
<br><br>
<<clotheson>>
<<endcombat>>
<<loadNPC 0 "farm_tower_guard">><<person1>>
<<farm_guard_pay>>
<<link [[Say you can't afford it right now|Farm Guard Pay Refuse]]>><</link>><<lltrust>>
<br>
<</if>><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemyanger += 200>>
<<set $enemyhealthmax to $enemyhealthmax + ($farm.tower_guard_skill / 2)>>
<<set $enemyhealth to $enemyhealthmax>>
<<healthMultiplier>>
<<npcidlegenitals>>
<<if $NPCList[0].traits.includes("relaxed")>>
<<print $NPCList[0].name>> puts out <<his>> cigarette. "Come on then, let's get this over with."
<<elseif $NPCList[0].traits.includes("sociable")>>
<<print $NPCList[0].name>> grins. "I won't go easy on you!"
<<elseif $NPCList[0].traits.includes("brooding")>>
<<print $NPCList[0].name>> sighs. "Fine, could use the practice."
<<else>>
<<print $NPCList[0].name>> shrugs. "I would prefer getting my hands on you some other way but you're the boss."
<</if>>
<br><br>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Farm Tower Spar Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Farm Tower Spar]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation "short">>
<<if $NPCList[0].traits.includes("relaxed")>>
"That was unexpected, but I'll take it." <<print $NPCList[0].name>> says.
<<elseif $NPCList[0].traits.includes("sociable")>>
"That was cheating..." <<print $NPCList[0].name>> says.
<<elseif $NPCList[0].traits.includes("brooding")>>
"Unconventional, but it did work." <<print $NPCList[0].name>> says.
<<else>>
"That was a lot more fun than I expected, you could've just been honest." <<print $NPCList[0].name>> says.
<</if>>
<br><br>
<<set $NPCList[0].trust += 1>><<securityskill>><<gtrust>><<note "+ Security skill" "green">>
<<clotheson>>
<<endcombat>>
<<link [[Next|Farm Tower]]>><</link>>
<<elseif $enemyhealth lte 0>>
<<if $NPCList[0].traits.includes("relaxed")>>
<<print $NPCList[0].name>> staggers. "Alright alright, stop, you win."
<<elseif $NPCList[0].traits.includes("sociable")>>
<<print $NPCList[0].name>> winces. "Damn, you're a good! I ought to practice more."
<<elseif $NPCList[0].traits.includes("brooding")>>
<<print $NPCList[0].name>> holds a hand up. "Let's stop there, you fought very well. I must be getting rusty."
<<else>>
<<print $NPCList[0].name>> holds both hands up. "Okay stop, I do like it rough but geez."
<</if>>
<br><br>
<<set $NPCList[0].trust += 1>><<securityskill>><<gtrust>><<note "+ Security skill" "green">>
<<clotheson>>
<<endcombat>>
<<link [[Next|Farm Tower]]>><</link>>
<<else>>
You fall to the ground, too hurt to move.
<br><br>
<<if $NPCList[0].traits.includes("relaxed")>>
<<print $NPCList[0].name>> asks. "Are you okay? May have gone too hard sorry."
<<elseif $NPCList[0].traits.includes("sociable")>>
<<print $NPCList[0].name>> exclaims. "Ha! I win! You okay though?."
<<elseif $NPCList[0].traits.includes("brooding")>>
<<print $NPCList[0].name>> reaches his arm out. "Good effort."
<<else>>
<<print $NPCList[0].name>> smirks. "Does this mean to the winner the spoils? I'm kidding, you ok boss?"
<</if>>
<br><br>
<<securityskill>><<note "+ Security skill" "green">>
<<clotheson>>
<<endcombat>>
<<link [[Next|Farm Tower]]>><</link>>
<</if>><<effects>>
<<if $NPCList[0].traits.includes("relaxed")>>
<<set $seductiondifficulty to 4000>>
<<elseif $NPCList[0].traits.includes("sociable")>>
<<set $seductiondifficulty to 4000>>
<<elseif $NPCList[0].traits.includes("brooding")>>
<<set $seductiondifficulty to 6000>>
<<else>>
<<set $seductiondifficulty to 2000>>
<</if>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>>
<span class="gold">You feel more confident in your powers of seduction.</span>
<br><br>
<</if>>
<<seductionskilluse>>
<<if $speech_attitude is "meek">>
"D-do you want to have some fun?" you purr.
<<elseif $speech_attitude is "bratty">>
"Let's have some fun." you say.
<<else>>
"Come on, let's have some fun?" you purr.
<</if>>
<<promiscuity3>>
<<if $seductionrating gte $seductionrequired>>
<<if $NPCList[0].traits.includes("relaxed")>>
<span class="green">"Why not?"</span> <<print $NPCList[0].name>> says. "Let's go." You take <<his>> hand, and lead <<him>> to a secluded spot in the barn.
<<elseif $NPCList[0].traits.includes("sociable")>>
<<print $NPCList[0].name>> tries to speak, <span class="green">but can only manage a gulp.</span> You take <<his>> hand, and lead <<him>> to a secluded spot in the barn.
<<elseif $NPCList[0].traits.includes("brooding")>>
<span class="green">"I could use the break,"</span> <<print $NPCList[0].name>> says. "Come on then." You take <<his>> hand, and lead <<him>> to a secluded spot in the barn.
<<else>>
<span class="green">"Nice,"</span> <<print $NPCList[0].name>> says. "Let's do it in the barn."
<br><br>
You find a secluded spot at the back.
<</if>>
<br><br>
<<link [[Next|Farm Guard Seduce Sex]]>><<set $sexstart to 1>><<set $farm.watchtowerDailyAttempt to 1>><</link>>
<br>
<<else>>
<<if $NPCList[0].traits.includes("relaxed")>>
<span class="red">"Sorry,"</span> <<print $NPCList[0].name>> says. "You're cute, but I don't just sleep with anyone."
<<elseif $NPCList[0].traits.includes("sociable")>>
"You're a lewd one," <<print $NPCList[0].name>> says. <span class="red">"But I prefer to know who I sleep with."</span>
<<elseif $NPCList[0].traits.includes("brooding")>>
<span class="red">"Not interested,"</span> <<print $NPCList[0].name>> says. "Let's keep it professional."
<<else>>
"Tempting," <<print $NPCList[0].name>> says. <span class="red">"But no, no offense.</span> Sorry."
<</if>>
<br><br>
<<link [[Next|Farm Tower]]>><<set $farm.watchtowerDailyAttempt to 1>><</link>>
<br>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>>
<<set $enemyhealthmax to $enemyhealthmax + ($farm.tower_guard_skill / 2)>>
<<set $enemyhealth to $enemyhealthmax>>
<<healthMultiplier>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Farm Guard Seduce Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Farm Guard Seduce Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<if $NPCList[0].traits.includes("relaxed")>>
"Hoo," <<print $NPCList[0].name>> says. "That was good. Wouldn't mind doing that again."
<<elseif $NPCList[0].traits.includes("sociable")>>
"Thanks love," <<print $NPCList[0].name>> says. "Didn't know I was the type to roll around in hay until I met you."
<<elseif $NPCList[0].traits.includes("brooding")>>
"Thank you," <<print $NPCList[0].name>> says. "I needed that."
<<else>>
"Damn <<girl>>," <<print $NPCList[0].name>> says. "You're good at this. Wanna brag to my friends, but also wanna keep you to myself. Decisions."
<</if>>
Your employee leaves the barn.
<<securityskill>><<note "+ Security skill" "green">>
<br><br>
<<tearful>> you brush off hay.
<br><br>
<<set $per_npc.farm_tower_guard.skills.security to clone($NPCList[0].skills.security)>>
<<set $per_npc.farm_tower_guard.virginity to clone($NPCList[0].virginity)>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Farm Work]]>><</link>>
<<elseif $enemyhealth lte 0>>
<<if $NPCList[0].traits.includes("relaxed")>>
"Sorry," <<print $NPCList[0].name>> says, backing away. "I misread things."
<<elseif $NPCList[0].traits.includes("sociable")>>
"Alright alright!" <<print $NPCList[0].name>> says, holding <<his>> hands up. "I get it. No more touching."
<<elseif $NPCList[0].traits.includes("brooding")>>
"Easy <<girl>>," <<print $NPCList[0].name>> says, backing off. "Let's keep things civil."
<<else>>
"I like it rough, but damn," <<print $NPCList[0].name>> says.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<loadNPC 0 "farm_tower_guard">><<person1>>
<<set $NPCList[0].trust -= 3>><<lltrust>>
<<link [[Next|Farm Work]]>><</link>>
<br>
<<elseif $alarm is 1 and $rescue is 1>>
<<set $rescued += 1>>
"I'm coming!" Alex enters the barn.
<br><br>
<<if $NPCList[0].traits.includes("relaxed")>>
<<print $NPCList[0].name>> backs away from you. "This isn't what this looks like," <<he>> says.
<<elseif $NPCList[0].traits.includes("sociable")>>
<<print $NPCList[0].name>> steps away from you. "Sorry boss," <<he>> says. "Er, bosses. I didn't mean nothing by it."
<<elseif $NPCList[0].traits.includes("brooding")>>
<<print $NPCList[0].name>> throws up <<his>> arms. "I lost my cool," <<he>> says. "I'm sorry."
<<else>>
<<print $NPCList[0].name>> stumbles away from you. "It was <<his>> idea," <<he>> says. "I swear!"
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Alex>>
<<loadNPC 1 "farm_tower_guard">>
"Get the fuck off <<if $NPCName[$NPCNameList.indexOf("Alex")].dom gte 20>>my<<else>>our<</if>> farm," Alex says. "You're fired."
<br>
<<person2>>
<<print $NPCList[0].name>> opens <<his>> mouth to protest, but decides against it. <<He>> leaves the barn.
<br><br>
<<person1>>
"Are you okay?" Alex asks as <<he>> helps you off the hay. "I thought we could trust <<person2>><<him>><<person1>>. I'll be more watchful in the future.<<ggdom>><<npcincr Alex dom 3>>
<br><br>
<span class="purple">The watchtower will no longer operate until a replacement is found.</span>
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><<clearNPC "farm_tower_guard">><<set $farm.tower_guard to 0>><</link>>
<br>
<<else>>
<<if $NPCList[0].traits.includes("relaxed")>>
"Fine," <<print $NPCList[0].name>> says.
<<elseif $NPCList[0].traits.includes("sociable")>>
"Suit yourself," <<print $NPCList[0].name>> says. "I'm calm."
<<elseif $NPCList[0].traits.includes("brooding")>>
"Didn't expect you to work me up so easily." <<print $NPCList[0].name>> says.
<<else>>
"You little tease," <<print $NPCList[0].name>> says. "Getting me all worked up like that. Hope you appreciate the willpower this takes."
<</if>>
<br><br>
<<tearful>> you brush off the hay.
<br><br>
<<clotheson>>
<<endcombat>>
<<loadNPC 0 "farm_tower_guard">><<person1>>
<<link [[Next|Farm Work]]>><</link>>
<br>
<</if>><<effects>>
<<npc "Alex">>
What would you like to give Alex?
<br><br>
<<food_gift_list>>
<<if _food_gift_found is true>>
<<skinicon "give">><<link [[Give gift (0:05)|Alex Gifts]]>><<pass 5>><<give_gift Alex>><</link>>
<br>
<</if>>
<<refuseicon>><<link [[Reconsider|Alex Gifts Reconsider]]>><</link>>
<br><<effects>>
Alex smiles at you.
<br><br>
<<link [[Next|Farm Alex Bedroom]]>><<endevent>><</link>>
<br><<effects>>
<<npc Alex>><<person1>>
<<set _gift to $gift.handheld_gift || $gift.handheld>>
<<wearProp _gift>>
<<if $phase is 1>>
"I've brought you something," you say.
<<elseif $phase is 2>>
"I made something," you say. "Just for you."
<<else>>
"I've made you a gift," you say. "I hope you like it."
<</if>>
<br><br>
<<if $gift.name is "full_english_breakfast">>
Alex grins. "It's never the wrong time of day for such a breakfast," <<he>> says, grabbing a handy knife and fork from a drawer. <<He>> tucks in at once, pausing only to wipe grease from <<his>> chin.<<gglove>><<npcincr Alex love 3>>
<br><br>
<<link [["Tell " + $NPCList[0].pronouns.him + " to eat more gracefully"|Alex Gifts Breakfast Tell]]>><<handheldon>><<npcincr Alex dom -1>><</link>><<ldom>>
<br>
<<link [[Just watch|Alex Gifts Breakfast Watch]]>><<handheldon>><</link>>
<br>
<<earnFeat "Home Cooking">>
<<elseif $gift.name is "apple_crumble">>
"Apple crumble!" Alex says as you place the dessert in front of <<him>>. "My favourite!" <<He>> tucks in, shovelling large spoonfuls into <<his>> mouth in one go.
<br><br>
"The fruit has just the right amount of tartness," <<he>> says with <<his>> mouth full. "You're a good cook."<<gglove>><<npcincr Alex love 3>>
<br><br>
<<link [[Thank|Alex Gifts Crumble Thank]]>><<handheldon>><</link>>
<br>
<<link [[Compliment|Alex Gifts Crumble Compliment]]>><<handheldon>><<npcincr Alex dom 1>><</link>><<gdom>>
<br>
<<earnFeat "Home Cooking">>
<<elseif $gift.name is "steak">>
"This looks fancy," Alex says, observing the steak in front of <<him>>. "Like something prepared in a restaurant." <<He>> slices part of the meat, and seems surprised by its tenderness.
<br><br>
"Wow," <<he>> says through a mouthful. "My <<if $pronoun is "m">>ma<<else>>pa<</if>> would love this."<<gglove>><<npcincr Alex love 3>>
<br><br>
<<He>> eats a bit too fast. You're worried <<hes>> going to choke.
<br><br>
<<link [[Get some water|Alex Gifts Steak Water]]>><<handheldon>><<npcincr Alex love 1>><</link>><<glove>>
<br>
<<link [[Just wait|Alex Gifts Steak Wait]]>><<handheldon>><</link>>
<br>
<<earnFeat "Home Cooking">>
<<elseif $gift.special.includes("spicy")>>
You place the <<recipe_name $gift.name>> in front of Alex. <<He>> licks <<his>> lips. "Smells spicy," <<he>> says, lifting <<his>> cutlery. "I hope it's really hot."
<br><br>
<<He>> tucks in, showing no sign of pain at first, but it's not long before tears start to stream. <<He>> doesn't stop eating though, until the dish is empty.
<br><br>
"Thanks," <<he>> says, wiping <<his>> cheeks with a tissue. "It's like you'd get at a restaurant, but more wholesome, somehow."<<glove>><<npcincr Alex love 1>>
<br><br>
<<link [[Next|Farm Alex Bedroom]]>><<endevent>><</link>>
<br>
<<elseif $gift.special.includes("drink")>>
You hand Alex the <<recipe_name $gift.name>>. <<He>> swirls it around. "Looks refreshing," <<he>> says. Then takes a sip. "Mmm." <<He>> takes a gulp. "That hits the spot."<<glove>><<npcincr Alex love 1>>
<br><br>
<<He>> finishes the rest of the drink in one go, and releases a satisfied sigh as <<he>> slams the empty vessel against <<his>> desk. "Thanks."
<br><br>
<<link [[Next|Farm Alex Bedroom]]>><<endevent>><</link>>
<br>
<<else>>
You hold out the <<recipe_name $gift.name>>. Alex whistles. "That looks delicious," <<he>> says. "All for me? Thank you."
<br><br>
<<He>> takes a bite. <<His>> enjoyment is clear at once. "You're a good cook," <<he>> says. "Better than <<if $pronoun is "f">>Mum<<else>>Dad<</if>>." Another bite. "Don't tell <<him>> I said that."
<br><br>
<<He>> puts down the plate. "Don't hesitate to feed me again should the idea strike you."<<glove>><<npcincr Alex love 1>>
<br><br>
<<link [[Next|Farm Alex Bedroom]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"You're spilling some," you say. "I made it for you, not the carpet."
<<elseif $speech_attitude is "bratty">>
"You eat like one of the pigs," you say.
<<else>>
"I'd get in trouble eating so messily back in the orphanage," you say.
<</if>>
<br><br>
"Sorry," Alex says with <<his>> mouth full. "It's just too tasty." <<He>> cleans up the crumbs, and continues with a more measured pace.
<br><br>
<<link [[Next|Farm Alex Bedroom]]>><<endevent>><</link>>
<br><<effects>>
You watch Alex devour the meal. <<He>> reclines in <<his>> chair when finished, <<his>> eyes closed, and a satisfied smile on <<his>> face. "Thanks," <<he>> says. "Even better than <<if $pronoun is "m">>ma<<else>>pa<</if>> used to make."
<br><br>
<<link [[Next|Farm Alex Bedroom]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"Thank you," you say. "That means a lot."
<<elseif $speech_attitude is "bratty">>
"Thanks for appreciating me," you say.
<<else>>
"Thank you," you say.
<</if>>
<br><br>
"No problem," Alex says, losing some crumbs in the process. "I'm lucky to have someone like you."
<br><br>
<<He>> finishes the dessert, and stretches.
<br><br>
<<link [[Next|Farm Alex Bedroom]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"You work so hard on the farm," you say. "So I did my best."
<<elseif $speech_attitude is "bratty">>
"I need to keep your energy up," you say. "You work so hard."
<<else>>
"You work really hard on the farm," you say. "So it's only fair."
<</if>>
<br><br>
Avery smiles with pride. "Thanks," <<he>> says, dropping crumbs down <<his>> shirt. "You're very kind."
<br><br>
<<He>> finishes the crumble, and burps in satisfaction.
<br><br>
<<link [[Next|Farm Alex Bedroom]]>><<endevent>><</link>>
<br><<effects>>
You fetch some water for Alex. <<He>> gulps it down. "Thanks, love," <<he>> says, before shovelling more steak into <<his>> mouth.
<br><br>
<<He>> leans back when finished, and pats <<his>> stomach. "You're a good chef."
<br><br>
<<link [[Next|Farm Alex Bedroom]]>><<endevent>><</link>>
<br><<effects>>
You wait for Alex to finish. At one point, <<he>> chokes on an eager piece of steak, but holds <<his>> hand up to decline your help, and manages to cough it up.
<br><br>
<<He>> inhales, sighs, and smiles. "You're a good chef."
<br><br>
<<link [[Next|Farm Alex Bedroom]]>><<endevent>><</link>>
<br><<set $outside to 0>><<effects>>
<<beastNEWinit 1 dog>>
<<if $kennel_intro isnot true>>
<<set $kennel_intro to true>>
You enter the kennel. The scent of <<beastsplural>> surrounds you. <<if $farm.kennel gte 1>>Here, you can train them to defend the farm.<</if>>
<br><br>
<<if $wolfgirl gte 5>>
It doesn't take long for the first <<beasttype>> to notice you. Soon enough, the entire kennel looks your way. They cock their heads as they examine your tail, as if unsure what to make of it, before one barks approval.<<ggrespect>><<farm_dogs 3>>
<br><br>
<<elseif $cat gte 5>>
It doesn't take long for the <<beastsplural>> to notice you. Your cat-like smell must be betraying your presence. They seem agitated. The smell is riling them up. You purr, but it doesn't help.<<llrespect>><<farm_dogs -3>>
<br><br>
<<elseif $harpy gte 5>>
They examine your wings, and back away. You remind them of something terrible.<<lrespect>><<farm_dogs -1>>
<br><br>
<<elseif $cow gte 5>>
<<if $lactating is 1 and $milk_amount gte 30>>
Their noses twitch. They can smell your milk, and it puts them at ease. They are used to cattle, after all.<<ggrespect>><<farm_dogs 3>>
<<else>>
They barely seem to register your presence. They are used to cattle, after all.<<grespect>><<farm_dogs 1>>
<</if>>
<br><br>
<<elseif $fox gte 5>>
It doesn't take long for the first <<beasttype>> to notice you. Your fox-like smell must be betraying your presence. They cock their heads as they examine your tail, as if unsure what to make of it, before one barks hesitant approval.<<ggrespect>><<farm_dogs 1>>
<br><br>
<<kennel_intro>>
<br><br>
<<elseif $bunny gte 5>>
It doesn't take long for the first <<beasttype>> to notice you. Your rabbit-like smell must be betraying your presence.
<br><br>
<<kennel_intro>>
<br><br>
<<else>>
One <<beasttype>> looks up. Soon enough, the entire kennel looks your way.
<</if>>
<<kennel_intro>>
<br><br>
<<link [[Next|Farm Kennel]]>><<endevent>><</link>>
<br>
<<else>>
You are in the kennel.
<<if $farm.beasts.dogs gte 20>>
The <<beastsplural>> await your words, their tails wagging.
<<elseif $farm.beasts.dogs gte 5>>
The <<beastsplural>> await your words.
<<elseif $farm.beasts.dogs gte -5>>
The <<beastsplural>> ignore you.
<<elseif $farm.beasts.dogs gte -20>>
A <<beasttype>> growls at you.
<<else>>
The <<beastsplural>> watch you with unrestrained lust.
<</if>>
<<if $farm.kennel gte 1>>Training equipment lines one wall.<</if>>
<br><br>
<<if $farm.kennel gte 1>>
<<animalicon "dog">><<link [[Train (1:00)|Farm Kennel Train]]>><<set $farm_kennel to 1>><<pass 60>><</link>>
<br>
<</if>>
<<petshopicon "treat">><<link [[Give treats|Farm Kennel Treats]]>><</link>>
<br>
<<petshopicon "chew">><<link [[Play|Farm Kennel Play]]>><<set $farm_kennel to 1>><</link>>
<br>
<<getouticon>><<link [[Leave|Farm Work]]>><<endevent>><</link>>
<br>
<</if>><<widget "kennel_intro">>
<<if $farm.beasts.dogs gte 5>>
They seem content with your presence.
<<elseif $farm.beasts.dogs gte -5>>
They tolerate your presence, and most look away after recognising you.
<<elseif $farm.beasts.dogs gte -20>>
<span class="pink">You feel unwelcome.</span>
<<else>>
You push away one as <<bhe>> tries to hump your leg. <span class="red">They have little respect for you.</span>
<</if>>
<</widget>>
<<widget "kennel_treats">>
<<if _args[0]>>
<<set $kennel_treats += _args[0]>>
<<if $kennel_treats lt 0>>
<<set $kennel_treats to 0>>
<</if>>
<</if>>
<</widget>>
<<widget "kennel_treat_options">>
<<if $kennel_treats gte 20>>
<<ind>><<link [[Feed all (20)|Farm Kennel Treats All]]>><<farm_dogs 3>><<kennel_treats -20>><</link>><<ggrespect>>
<br>
<</if>>
<<if $kennel_treats gte 10>>
<<ind>><<link [[Feed half (10)|Farm Kennel Treats Half]]>><<farm_dogs 2>><<kennel_treats -10>><</link>><<grespect>>
<br>
<</if>>
<<if $kennel_treats gte 5>>
<<ind>><<link [[Feed some (5)|Farm Kennel Treats Some]]>><<farm_dogs 1>><<kennel_treats -5>><</link>><<grespect>>
<br>
<</if>>
<<if $kennel_treats gte 1>>
<<ind>><<link [[Feed one|Farm Kennel Treats One]]>><<kennel_treats -1>><</link>>
<br>
<<else>>
You're out of treats.
<br>
<</if>>
<<getouticon>><<link [[Leave|Farm Work]]>><<endevent>><</link>>
<br>
<</widget>>
<<widget "kennel_play_options">>
<<link [[Play fetch (1:00)|Farm Kennel Play Fetch]]>><<tiredness 6>><<farm_dogs 3>><</link>><<ggrespect>>
<br>
<<link [[Race (1:00)|Farm Kennel Play Race]]>><<athletics 6>><<tiredness 6>><<pass 60>><</link>><<gathletics>>
<br>
<<if $bestialitydisable is "f" or $farm_work.dog.monster is true>>
<<if $farm.beasts.dogs gte -5>>
<<if hasSexStat("deviancy", 3)>>
<<link [[Private playtime (1:00)|Farm Kennel Play Lewd]]>><<pass 60>><</link>><<deviant3>>
<br>
<</if>>
<</if>>
<<if $farm.beasts.dogs gte 5>>
<<if hasSexStat("deviancy", 5)>>
<<link [[Play a special game (1:00)|Farm Kennel Play Gang]]>><<pass 60>><</link>><<deviant5>>
<br>
<</if>>
<</if>>
<<if $farm.beasts.dogs gte 20>>
<<if hasSexStat("deviancy", 5)>>
<<link [[Join them as a member of the kennel (1:00)|Farm Kennel Play Member]]>><<pass 60>><</link>><<deviant5>><<grespect>>
<br>
<</if>>
<</if>>
<</if>>
<</widget>><<effects>>
You open the locked cupboard in an adjoining room, and find the bag of treats.
<<if !$kennel_treats>>
It's empty. You can buy more treats from the pet shop in town.
<br><br>
<<link [[Next|Farm Kennel]]>><<endevent>><</link>>
<br>
<<else>>
<<wearProp "dog treat">>
<<set $farm_kennel to 1>>
You carry it to the <<beastsplural>>.
<<if $farm.beasts.dogs gte 20>>
They gather around with an eager vigour. You don't need treats to hold their attention.
<br><br>
<<kennel_treat_options>>
<<elseif $farm.beasts.dogs gte 5>>
They gather around with an eager vigour. The smell of treats has reached their noses.
<br><br>
<<kennel_treat_options>>
<<elseif $farm.beasts.dogs gte -5>>
They gather around you.
<br><br>
<<kennel_treat_options>>
<<elseif $farm.beasts.dogs gte -20>>
They might not respect you, but their desire for food outweighs that for now. They tolerate you.
<br><br>
<<kennel_treat_options>>
<<else>>
They rush at you, with no regard for your intentions or instructions. They want their treats.
<br><br>
<<link [[Next|Farm Kennel Fight]]>><<handheldon>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<</if>><<effects>>
<<if $farm.beasts.dogs gte 20>>
The <<beastsplural>> sit upright and await their treats. Not a single one acts out. They all wait with their mouths open. You feed them one by one. They devour their treats in moments, then lick your hand as you pet them.
<br><br>
They remain seated, watching you obediently.
<br><br>
<<link [[Hug|Farm Kennel Treats Hug]]>><<handheldon>><<farm_dogs 1>><</link>><<grespect>>
<br>
<<if $bestialitydisable is "f" or $farm_work.dog.monster is true>>
<<if hasSexStat("deviancy", 2)>>
<<link [[Seduce|Farm Kennel Treats Seduce]]>><<handheldon>><</link>><<deviant2>>
<</if>>
<br>
<<if hasSexStat("deviancy", 3) and $lactating gte 1 and $milk_amount gte 30 and $breastfeedingdisable is "f">>
<<link [[Breastfeed|Farm Kennel Treats Breastfeed]]>><<handheldon>><<farm_dogs 3>><</link>><<deviant3>><<ggrespect>>
<br>
<</if>>
<</if>>
<br>
<<elseif $farm.beasts.dogs gte 5>>
The <<beastsplural>> gather around you. Not a single one acts out. They wait their turn as you hand out treats, then devour them in moments.
<<if $monster is 1>>
Some thank you as you hand them a treat.
<<else>>
Some growl softly as you feed them.
<</if>>
<br><br>
They lie with wagging tails as you leave the kennel.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<<elseif $farm.beasts.dogs gte -5>>
The <<beastsplural>> relax around you. They're eager for the treats, but respect you enough to wait their turn. They devour them in moments.
<br><br>
You walk away from the kennel, leaving them to lick their lips.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<<else>>
You have plenty of treats. You toss them freely to the <<beastsplural>>. They devour them in moments, then bark for more, their eyes shining with hunger.
<<if $monster is 1>>
They demand more treats.
<<else>>
Two release a guttural growl as they march closer.
<</if>>
<br><br>
You back away, and manage to escape before the situation escalates.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
You drop to the ground in front of a <<beasttype>>. <<bHe 0>> looks eager.
<<deviancy2>>
<<link [[Next|Farm Kennel Sex]]>><<set $sexstart to 1>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<beastCombatInit>>
<</if>>
The other <<beastsplural>> watch.
<br><br>
<<effects>>
<<effectsman>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Farm Kennel Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Farm Kennel Sex]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<tearful>> you leave the kennel. The <<beastsplural>> lie down, their tails wagging.<<ggrespect>><<farm_dogs 3>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Farm Work]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
Scolded, the <<beasttype>> whimpers and backs away from you.
<br><br>
<<tearful>> you leave the kennel.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Farm Work]]>><</link>>
<br>
<<else>>
The <<beasttype>> backs away from you, afraid <<bhe 0>> has done something wrong.
<br><br>
<<tearful>> you leave the kennel.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Farm Work]]>><</link>>
<br>
<</if>><<effects>>
You offer a <<beasttype>> your <<breasts>>. <<bHe 0>> hesitates, then licks your bud. Milk flows into <<bhis 0>> mouth.
<<deviancy3>><<breastfeed>>
Satisfied, the <<beasttype>> lies down. Their tails wag as you return to the farm.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
You give a <<beasttype>> a gentle hug. <<bHe 0>> seems to appreciate it. The <<beastsplural>> lie down as you leave, their tails wagging.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
You take out ten treats. The <<beastsplural>> put on their best behaviour, hoping to increase their odds. You hand out treats to the lucky, and suggest the rest might have a turn next time.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
You take out five treats, and take a firm tone. "If you bicker over them, I'm giving you none."
<br><br>
The <<beastsplural>> put on their best behaviour, hoping to increase their odds. You hand the treats out. The recipients break the treats apart to share with the rest of the kennel.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
You take out one treat.
<<if $farm.beasts.dogs lte -5>>
The <<beastsplural>> glare in defiance. They see only one treat, and they do not approve.
<br><br>
You hurl the treat across the kennel. The <<beastsplural>> lose interest in you at once, and run at the treat in a mad dash. You make your exit.
<br><br>
<<else>>
The <<beastsplural>> look disappointed, but not angry. They lie on the ground around you.
<br><br>
You toss the treat across the kennel. An older <<beasttype>> walks over, and breaks it into pieces to share out.
<br><br>
<</if>>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<set $enemyanger += 200>>
<<set $enemytrust -= 50>>
<</if>>
The other <<beastsplural>> watch.
<br><br>
<<effects>>
<<effectsman>>
<br><br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Farm Kennel Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Farm Kennel Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
You manage to keep the bag of treats close. None of the others try anything, for now.
<br><br>
<<tearful>> you struggle to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<if !$kennel_treats>>
<<link [[Next|Farm Work]]>><</link>>
<<else>>
<<beastNEWinit 1 dog>>
<<kennel_treat_options>>
<</if>>
<<elseif $enemyhealth lte 0>>
The <<beasttype>> backs away from you, cowed. The others don't try anything.<<ggrespect>><<farm_dogs 1>>
<br><br>
<<clotheson>>
<<endcombat>>
<<if !$kennel_treats>>
<<link [[Next|Farm Work]]>><</link>>
<<else>>
<<beastNEWinit 1 dog>>
<<kennel_treat_options>>
<</if>>
<<else>>
<<kennel_treats -100>>The <<beastsplural>> lose interest in you as you collapse. They tear apart the bag of treats, and feast.<<llrespect>><<farm_dogs -3>>
<br><br>
<<tearful>> you stagger from the kennel.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Farm Work]]>><</link>>
<br>
<</if>><<effects>>
You decide to make things fun for the <<beastsplural>>.
<<if $farm.beasts.dogs gte 20>>
They gather around you, their tails wagging. They will obey without question.
<br><br>
How do you want to play with them?
<br><br>
<<kennel_play_options>>
<<elseif $farm.beasts.dogs gte 5>>
They gather around you with vigour, their tails wagging.
<br><br>
How do you want to play with them?
<br><br>
<<kennel_play_options>>
<<elseif $farm.beasts.dogs gte -5>>
They gather around you. They don't care for you.
<br><br>
How do you want to play with them?
<br><br>
<<kennel_play_options>>
<<elseif $farm.beasts.dogs gte -20 or random(1, 2) is 2>>
They gather around you. They don't trust you much.
<br><br>
How do you want to play with them?
<br><br>
<<kennel_play_options>>
<<else>>
Unfortunately, they have a different sort of fun in mind. They rush you down.
<br><br>
<<endevent>>
<<beastNEWinit 6 dog>>
<<link [[Next|Farm Kennel Gang Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<beastTrainGenerate>>
<</if>>
<<effects>>
<<effectsman>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Farm Kennel Gang Rape End]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Farm Kennel Gang Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyhealth lte 0>>
<<beastwound>>
<<if $combatTrain.length gt 0>>
The <<beasttype>> recoils in pain and fear, but another is eager for a go.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Farm Kennel Gang Rape]]>><</link>>
<<else>>
The <<beasttype>> recoils in pain and fear.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Farm Kennel Gang Rape End]]>><<set $finish to 1>><</link>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<if $combatTrain.length gt 0>>
Satisfied, the <<beasttype>> moves and another takes its turn.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Farm Kennel Gang Rape]]>><</link>>
<<else>>
Satisfied, the <<beasttype>> moves away from you.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Farm Kennel Gang Rape End]]>><<set $finish to 1>><</link>>
<</if>>
<<else>>
<<if $enemywounded is 1 and $enemyejaculated is 0>>
The <<beasttype>> whimpers and flees.
<<elseif $enemywounded is 0 and $enemyejaculated is 1>>
Satisfied, the <<beasttype>> leaves.
<<elseif $enemywounded gte 2 and $enemyejaculated is 0>>
Feeling that you're more trouble than you're worth, the beasts flee.
<<elseif $enemywounded is 0 and $enemyejaculated gte 2>>
The beasts leave you spent and shivering.
<<elseif $enemywounded gte 1 and $enemyejaculated gte 1>>
The beasts leave you spent and shivering.
<</if>>
<br><br>
<<tearful>> you stagger from the kennel.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Farm Work]]>><</link>>
<br>
<</if>><<effects>>
You take a ball from a cupboard, and throw it across the kennel.
<br><br>
<<if $farm.beasts.dogs gte 5>>
The <<beastsplural>> run and chase the ball, until one manages to get a solid grip. They bring it back to you, and wait for you to throw it again.
<br><br>
It's hard work keeping up with their energy, but you feel better for it.<<physique 4>>
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<<else>>
The <<beastsplural>> run and chase the ball, but are more interested in fighting amongst themselves than bringing it back to you. They continue until they tire themselves out.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<</if>>
<<pass 60>><<effects>>
You let the <<beastsplural>> outside, and race them around the field.
<br><br>
<<if currentSkillValue('athletics') gte 800>>
You manage to keep up with them, which they seem to appreciate.<<grespect>><<farm_dogs 1>>
<br><br>
<<elseif currentSkillValue('athletics') gte 400>>
You can't quite keep up with them, but you're able to follow behind. They seem happy for the exercise regardless, and are tired out by the time you return them to the kennel.
<br><br>
<<else>>
They outpace you at once, and you soon give up trying to follow. They seem happy for the exercise regardless, and are tired out by the time you return them to the kennel.
<br><br>
<</if>>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
You attach a collar and leash to a <<beasttype>>, and lead <<bhim>> into an adjoining room. You close the door behind you, and drop to the ground. The <<beasttype>> knows what's up.
<<deviancy3>>
<br><br>
<<link [[Next|Farm Kennel Play Sex]]>><<set $sexstart to 1>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<beastCombatInit>>
<</if>>
<<effects>>
<<effectsman>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Farm Kennel Play Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Farm Kennel Play Sex]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<tearful>> you rise to your feet. "Good <<if $pronoun is "f">>girl<<else>>boy<</if>>," you say. The <<beasttype>>'s tail wags.
<br><br>
You return <<bhim 0>> to the kennel proper.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Farm Work]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
The <<beasttype>> yelps and backs away from you. <<tearful>> you climb to your feet.
<br><br>
You return <<bhim 0>> to the kennel proper.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Farm Work]]>><</link>>
<br>
<<else>>
The <<beasttype>> backs away from you. <<tearful>> you climb to your feet.
<br><br>
You return <<bhim 0>> to the kennel proper.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Farm Work]]>><</link>>
<br>
<</if>><<effects>>
The <<beastsplural>> wait obediently, until you give a seductive wiggle. The most dominant approaches first.<<deviancy5>>
<<endevent>>
<<beastNEWinit 6 dog>>
<<link [[Next|Farm Kennel Play Gang Sex]]>><<set $sexstart to 1>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<beastCombatInit>>
<<beastTrainGenerate>>/* - Delete if there aren't multiple beasts*/
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<br><br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Farm Kennel Play Gang Sex End]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Farm Kennel Play Gang Sex]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyhealth lte 0>>
<<beastwound>>
<<if $combatTrain.length gt 0>>
The <<beasttype>> recoils in pain and fear, but another is eager for a go.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Farm Kennel Play Gang Sex]]>><</link>>
<<else>>
The <<beasttype>> recoils in pain and fear.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Farm Kennel Play Gang Sex End]]>><<set $finish to 1>><</link>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<if $combatTrain.length gt 0>>
Satisfied, the <<beasttype>> moves and another takes its turn.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Farm Kennel Play Gang Sex]]>><</link>>
<<else>>
Satisfied, the <<beasttype>> moves away from you.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Farm Kennel Play Gang Sex End]]>><<set $finish to 1>><</link>>
<</if>>
<<else>>
The <<beastsplural>> give you satisfied licks as you rise to your feet.
<br><br>
<<tearful>> you leave the kennel.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Farm Work]]>><</link>>
<br>
<</if>><<effects>>
<<strip>>
<<set _tf to checkTFparts()>>
You lock the kennel door. The <<beastsplural>> give you a quizzical look as you drop to all fours and <<if _tf.foxTail or _tf.wolfTail or _tf.catTail or _tf.cowTail or _tf.birdTail>>wag your tail<<else>>shake your <<bottom>><</if>> but they seem happy to welcome you as one of them.
<br><br>
You walk on your hands and knees through the kennel.
<<deviancy5>>
<br><br>
<<link [[Next|Farm Kennel Play Member 2]]>><</link>>
<br><<effects>><<canvas-model-override "mouth" "chew">>
You grow hungry, and crawl over to the feeding trench. The food doesn't look appealing, but the <<beastsplural>> on either side of you chow down.
<br><br>
<<if ($wolfgirl gte 6 or ($transformationParts.wolf.tail isnot "hidden" and $transformationParts.wolf.tail isnot "disabled"))>>
You bite into the food. It tastes good. You eat your fill, then lie back with a full stomach. Others join you, and you're soon lying in the centre of a huge pile, surrounded by flicking tails.<<ltrauma>><<trauma -4>>
<<else>>
You try a little. It tastes horrible. You try to keep eating, the others have no trouble after all, but soon give up. You lie down before you get a sore stomach. Some of the others cuddle up to you.
<</if>>
<br><br>
<<link [[Next|Farm Kennel Play Member 3]]>><<canvas-model-override "clear">><</link>>
<br><<effects>>
You wake up after a while. Seems you dozed off. The other <<beastsplural>> are licking each other clean. One marches up to you, and licks behind your ears.
<br><br>
<<if ($wolfgirl gte 6 or ($transformationParts.wolf.tail isnot "hidden" and $transformationParts.wolf.tail isnot "disabled"))>>
You eagerly lick behind one of the <<beastsplural>>'s ears in return. You flick your tongue in straight lines from the ear down to the back. It comes naturally.
<br><br>
<span class="lewd">You feel a warm wetness on your <<genitals 1>></span>, and freeze in surprise. The <<beasttype>> responsible moves on soon enough.
<br><br>
Sharing this moment with the <<beastsplural>> gives you an odd sense of peace.<<lawareness>><<awareness -6>><<ltrauma>><<lstress>><<trauma -6>><<stress -6>>
<br><br>
<<else>>
You hesitate, then lick behind the <<beasttype>>'s ear in return. It tastes bad, like hair. Some gets stuck on your tongue as well. The <<beasttype>> seems to appreciate the effort though.
<br><br>
<</if>>
You rise to your feet. Time to return to the farm.
<br><br>
<<link [[Next|Farm Work]]>><<clotheson>><<endevent>><</link>>
<br><<effects>>
You round up the <<beastsplural>> for training.
<<if $farm.beasts.dogs gte 20>>
They obey, eager for your approval.
<br><br>
<<elseif $farm.beasts.dogs gte 5>>
They obey without complaint.
<br><br>
<<elseif $farm.beasts.dogs gte -5>>
They complain a little, but obey.
<br><br>
<<elseif $farm.beasts.dogs gte -20>>
They look wary of you.
<br><br>
<<else>>
They growl at you.
<<if $monster is 1>>
"Intruder!" one barks.
<br>
"Plaything!" offers another. The rest agree.
<</if>>
Their lack of respect is clear.
<br><br>
<</if>>
What kind of training do you attempt?
<br><br>
<<link [[Strict|Farm Kennel Train Strict]]>><<stress 12>><<tiredness 12>><<farm_dogs 3>><</link>><<gstress>><<ggtiredness>><<gggrespect>>
<br>
<<link [[Mild|Farm Kennel Train Mild]]>><<stress 6>><<tiredness 6>><<farm_dogs 2>><</link>><<gstress>><<gtiredness>><<ggrespect>>
<br>
<<link [[Easygoing|Farm Kennel Train Easy]]>><<farm_dogs 1>><</link>><<grespect>>
<br><<effects>>
<<if $farm.beasts.dogs gte 20>>
You don't need to yell during training. The <<beastsplural>> follow every command without issue. They jump when you tell them to jump, roll when you tell them to roll, and attack what you tell them to attack.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<<elseif $farm.beasts.dogs gte 5>>
You yell orders at the <<beastsplural>>. They obey without hesitation. You're not sure yelling was even necessary. They seem eager to train.
<br><br>
<<if $rng gte 80>>
You're just about to wrap things up when a <<beasttype>> runs up to you. <<bHe 0>>
<<if $monster is 1>>
looks up at you. "Can master stroke my head?" <<bhe 0>> pleads.
<<else>>
looks up at you, tail wagging.
<</if>>
<br><br>
<<link [[Pat|Farm Kennel Train Pat]]>><<trauma -6>><<stress -6>><</link>><<ltrauma>><<lstress>>
<br>
<<link [[Wrap things up|Farm Work]]>><<endevent>><</link>>
<br>
<<else>>
The training goes well. You wrap things up.<<grespect>><<farm_dogs 1>>
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<</if>>
<<elseif $farm.beasts.dogs gte -5>>
You yell at the <<beastsplural>>, demanding they follow orders. They obey without much enthusiasm.
<br><br>
<<if $rng gte 51>>
The training goes well, but at the end one <<beasttype>> limps up to you, and holds out <<bhis 0>> <<if $monster is 1>>foot<<else>>paw<</if>>.
<br><br>
<<link [[Tend to the paw|Farm Kennel Train Paw]]>><<stress 6>><<trauma -6>><</link>><<gstress>><<ltrauma>>
<br>
<<link [[Wrap things up|Farm Work]]>><<endevent>><</link>>
<br>
<<else>>
The training felt productive.<<grespect>><<farm_dogs 1>>
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<</if>>
<<elseif $farm.beasts.dogs gte -20>>
You yell at the <<beastsplural>>, demanding they follow orders. They ignore most of your commands, with only some of them obeying some of the time.
<br><br>
<<if $rng gte 51>>
It's slow going, but you think you're getting through to some.<<grespect>><<farm_dogs 1>>
<<else>>
You hope the next training session goes better.
<</if>>
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<<else>>
You yell at the <<beastsplural>>, demanding they follow orders. <span class="red">They ignore you.</span>
<br><br>
<<if $rng gte 40>>
You end the training with a sigh, and feel disappointed as you leave the kennel.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<<else>>
You end the training with a sigh, and head for the exit. <span class="red">A <<beasttype>> steps in your way, and growls.</span> Others approach from behind.
<br><br>
<<link [[Force your way through|Farm Kennel Gang Rape]]>><<endevent>><<beastNEWinit 3 dog>><<set $molestationstart to 1>><</link>>
<br>
<<link [[Plead|Farm Kennel Train Strict Plead]]>><</link>>
<br>
<<link [[Submit|Farm Kennel Train Strict Submit]]>><<sub 1>><</link>>
<br>
<</if>>
<</if>><<effects>>
You smile at the <<beasttype>>, and give <<bhis 0>> head a gentle pat. <<bHe 0>> closes <<bhis 0>> eyes in bliss. You feel warm inside.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
You take a closer look. There's no visible injury, but you give it a careful run-over with your hands. You find a small rock wedged inside. It's easy to dislodge.
<br><br>
The grateful <<beasttype>> returns to the others as you wrap things up.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"Please let me through," you try. The <<beastsplural>> remain firm. There's something they want from you.
<br><br>
<<endevent>>
<<beastNEWinit 3 dog>>
<<link [[Next|Farm Kennel Gang Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<elseif $speech_attitude is "bratty">>
"Lie down," you say, your voice firm. "Right now."
<br><br>
The <<beastsplural>> hesitate, then the one blocking your path does as instructed. <<bHe 0>> watches you with lust-filled eyes as you leave the kennel.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<<else>>
"Let me through," you say. "That's a command."
<br><br>
The <<beastsplural>> hesitate, then the one blocking your path does as instructed. <<bHe 0>> watches you with lust-filled eyes as you leave the kennel.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<</if>>
<br><br><<effects>>
You drop to the ground. You know what they want, and it'll be easier to give it.
<br><br>
<<endevent>>
<<beastNEWinit 3 dog>>
<<link [[Next|Farm Kennel Gang Rape]]>><<set $molestationstart to 1>><</link>>
<br><<effects>>
You set up a simple parkour. The goal for the <<beastsplural>> is to finish without your help.
<<if $farm.beasts.dogs gte 5>>
They follow your orders with vigour, vying for your attention by putting in extra effort.
<br><br>
<<link [[Wrap things up|Farm Work]]>><<endevent>><</link>>
<br>
<<if $bestialitydisable is "f" or $farm_work.dog.monster is true>>
<<if hasSexStat("deviancy", 3)>>
<<link [[Reward the most impressive|Farm Kennel Train Mild One]]>><<handskill 6>><</link>><<deviant3>><<ghandskill>>
<br>
<</if>>
<<if hasSexStat("deviancy", 5)>>
<<link [[Reward them all|Farm Kennel Train Mild All]]>><<farm_dogs 3>><</link>><<deviant5>><<ggrespect>>
<br>
<</if>>
<</if>>
<<elseif $farm.beasts.dogs gte -5>>
They follow your orders without enthusiasm, but the training goes well.<<grespect>><<farm_dogs 1>>
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<<elseif $farm.beasts.dogs gte -20>>
However, it's soon clear they have their own ideas. They don't outright ignore you, but many ignore the obstacles. You yell firm instructions, which helps a bit. It might be best to ignore the remaining troublemakers.
<br><br>
<<link [[Discipline them|Farm Kennel Train Mild Discipline]]>><</link>>
<br>
<<link [[Wrap things up|Farm Work]]>><<endevent>><</link>>
<br>
<<else>>
However, it's soon clear that they have different ideas. They walk past the obstacles, and ignore the hoops.
<br><br>
<<link [[Give up|Farm Work]]>><<endevent>><</link>>
<br>
<<link [[Yell|Farm Kennel Train Mild Yell]]>><</link>><<tendingdifficulty 1 1000>>
<br>
<</if>><<effects>>
You single out a <<beasttype>>, though you don't expect <<bhim 0>> to respond well.
<<if $rng gte 20>>
<<if $monster is 1>>
<<bHe 0>> glares at you,
<<else>>
<<bHe 0>> barks back,
<</if>>
then bites your ankle before fleeing to hide amongst the rest.<<gpain>><<pain 4>>
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<<else>>
Your harsh words get through, a little.<<grespect>><<farm_dogs 1>>
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
You yell at the <<beastsplural>>, demanding they obey you.
<<if $tendingSuccess>>
They growl back, <span class="green">then back down.</span> Some attempt some of the obstacles, at least.<<ggrespect>><<farm_dogs 3>>
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<<else>>
<span class="red">It does nothing but agitate them.</span> They advance on you, determined to put you in your place.
<br><br>
<<endevent>>
<<beastNEWinit 3 dog>>
<<link [[Next|Farm Kennel Gang Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<effects>>
The <<beastsplural>> did their best, but you choose one in particular to reward. <<bHis 0>> tail wags as you lead <<bhim 0>> into the adjoining room, and crouch beside <<bhim 0>>.
<br><br>
<<if $NPCList[0].penis isnot "none">>
<<bHes 0>> already erect in anticipation, eager for <<bhis 0>> reward. You give <<bhis 0>> belly a good rub first, your hand creeping down until you slide <<bhis 0>> cock into your palm.
<<deviancy3>>
You stroke <<bhis 0>> penis until it pulses, and releases spurts of hot fluid over the ground.
<<if $monster is 1>>
"Th-thank you master," <<bhe 0>> pants.
<</if>>
<br><br>
<<else>>
<<bHes 0>> eager for <<bhis 0>> reward. You give <<bhis 0>> belly a good rub first, your hand creeping down until you slide a finger into <<bhis 0>> warm pussy.
<<deviancy3>>
You pump your finger in and out, until <<bhis 0>> body shudders in orgasm.
<<if $monster is 1>>
"Th-thank you master," <<bhe 0>> pants.
<</if>>
<br><br>
<</if>>
Satisfied, the <<beasttype>> follows you back to the kennel.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
<<strip>>
You remove your clothing, and drop to the ground. Despite their eager vigour, the <<beastsplural>> remain obedient until you give the order.
<<endevent>>
<<beastNEWinit 6 dog>>
<br><br>
<<link [[Next|Farm Kennel Play Gang Sex]]>><<set $sexstart to 1>><</link>>
<br><<effects>>
You give the <<beastsplural>> an easy set of tasks, and let those who'd rather ignore you do so.
<<if $farm.beasts.dogs gte 20>>
They all seem quite eager to pay attention however, and have no trouble following orders.<<grespect>><<farm_dogs 1>>
<br><br>
<<elseif $farm.beasts.dogs gte 5>>
A few wander off, but most seem eager to pay attention.
<br><br>
<<elseif $farm.beasts.dogs gte -5>>
Some follow your instructions, sometimes.
<br><br>
<<elseif $farm.beasts.dogs gte -20>>
This turns out to be most of them, though a few are happy to follow your commands sometimes.
<br><br>
<<else>>
This turns out to be all of them, and you get little done.<<lrespect>><<farm_dogs -1>>
<br><br>
<</if>>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<set $outside to 1>><<set $location to "farm">><<set $bus to "farm">><<set $bikeStartCategory to "farm">><<set $bikeStart to "farm">>
<<if $slimeFarmNakedStored is true>>
<<storeon "farmHidingSpot">>
<<exposure>>
<<unset $slimeFarmNakedStored>>
<</if>>
<<if $farm_stage gte 7>><<unset $farm_naked>><</if>>
<<effects>>
You are in the farmlands.
<<if Weather.dayState is "night">>
<<if Weather.precipitation is "rain">>
Rainwater floods the fields.
<<elseif Weather.isOvercast>>
You can see little in the darkness.
<<elseif Weather.isSnow is "snow">>
Snow buries the fields.
<<else>>
Stars glimmer over the fields.
<</if>>
<<elseif Weather.dayState is "dawn">>
<<if Weather.precipitation is "rain">>
Rain sweeps over the fields.
<<elseif Weather.isOvercast>>
A dense fog devours the fields.
<<elseif Weather.isSnow>>
Snow blankets the fields.
<<else>>
The fields greet the morning sun on the horizon.
<</if>>
<<elseif Weather.dayState is "dusk">>
<<if Weather.precipitation is "rain">>
Rain blows in from the ocean beneath an ever-darkening sky.
<<elseif Weather.isOvercast>>
It's already getting hard to see the fields.
<<elseif Weather.isSnow>>
Snow blows over the fields.
<<else>>
The sun sets over the fields.
<</if>>
<<else>>
<<if Weather.precipitation is "rain">>
Rainwater feeds the surrounding fields.
<<elseif Weather.isOvercast>>
Grey skies stretch in all directions.
<<elseif Weather.isSnow>>
Snow covers the fields.
<<else>>
The sun beams over fertile fields.
<</if>>
<</if>>
<br><br>
<<if $farm_stage is undefined>>
A sign stands beside a dirt track leading up to a farmhouse. It advertises fresh eggs, carrots, and other produce. One line is written in darker paint than the others. It reads: "Farmhands needed. Ask inside." <<if Time.dayState is "night">>You'd need to come back during the day.<</if>>
<br><br>
<</if>>
<<if $exposed gte 1 and Time.dayState is "night">>
You hide behind a hay bale to cover your indecency.
<br><br>
<</if>>
<<if $stress gte $stressmax>>
<<passoutfarmroad>>
<<elseif $exposed gte 1 and Time.dayState isnot "night" and $eventskip isnot 1>>
<<events_farm_exhibitionism>>
<<else>>
<<if Time.dayState isnot "night">>
<<if $farm_stage is undefined and $exposed lte 0>>
<<farmicon "barn">><<link [[Ask about farm work (0:30)|Farm Intro]]>><<pass 30>><<set $farm_stage to 1>><</link>>
<br>
<<elseif $farm_stage is 1 and $exposed lte 0>>
<<farmicon "barn">><<link [[Accept farm work (0:05)|Farm Intro Accept 2]]>><<pass 5>><<set $farm_stage to 2>><</link>>
<br>
<</if>>
<</if>>
<<if $farm_stage gte 2>>
<<farmicon "barn">><<link [[Farm (0:05)|Farm Work]]>>
<<pass 5>>
<<if $farm_stage gte 7 and ((hasSexStat("exhibitionism", 5) and $exposed gte 2) or (hasSexStat("exhibitionism", 4) and $exposed gte 1))>>
<<set $farm_naked to 1>>
<</if>>
<</link>>
<br>
<</if>>
<<if $exposed lte 0>>
<<if Time.hour is $closinghour>>
<span class="blue">Horses are being stabled at the riding school as it closes for the day.</span>
<br>
<<elseif Time.dayState is "night">>
<<steedicon>><<link [[Riding school|Riding School Lock]]>><</link>>
<br>
<<else>>
<<steedicon>><<link [[Riding school (0:01)|Riding School]]>><<pass 1>><</link>>
<br>
<</if>>
<</if>>
<<farmicon "meadow">><<link [[Meadow (0:10)|Meadow]]>><<pass 10>><</link>>
<br><br>
<<mooricon>><<link [[Enter the moor (0:05)|Moor]]>><<set $moor to 0>><<unset $moor_hunt>><<pass 5>><<set $eventskip to 1>><</link>>
<br>
<<roadicon>><<link [[Walk towards town (0:05)|Farm Road 6]]>><<pass 5>><<set $phase to 0>><</link>>
<br>
<<bike>>
<</if>>
<<set $eventskip to 0>><<set $outside to 1>><<set $location to "alex_cottage">><<effects>>
<<npc Alex>><<person1>>
You walk towards the farmhouse. There's a chicken coop opposite. A <<nnpc_gendery "Alex">> emerges from behind it, carrying a large bale of hay on <<his>> shoulder. <<He>> notices you, and smiles. "Hey," <<he>> says. "I'll be right with you."
<br><br>
You stand under the porch as the <<nnpc_gendery "Alex">> carries <<his>> burden to a nearby shed. <<He>> hefts it inside. A cloud of dust erupts as the hay hits the floor.
<br><br>
The <<nnpc_gendery "Alex">> stretches <<his>> back as <<he>> walks towards you,
<<if Weather.precipitation is "rain">>
wiping <<his>> red fringe away from <<his>> eyes. "Let's get you out of this rain," <<he>> says, opening the door.
<<elseif Weather.isSnow>>
wiping <<his>> red fringe away from <<his>> eyes. "Let's get you out of this cold," <<he>> says, opening the door.
<<else>>
sweat glistening on <<his>> forehead. <<He>> wipes <<his>> red fringe away from <<his>> eyes. <<He>> opens the door.
<</if>>
<<if playerBellyVisible()>>
<<setKnowsAboutPregnancy "pc" "Alex">>
"I'll put the kettle on. Tea or...?" <<He>> glances at your <<bellyDescription "pc">>. "Tea. I'll put tea on."
<br><br>
<<link [[Next|Farm Intro 2]]>><<set $phase to 0>><<stress -6>><</link>><<lstress>>
<br>
<<else>>
"I'll put the kettle on. Tea or coffee?"
<br><br>
<<link [[Tea|Farm Intro 2]]>><<wearProp "tea">><<set $phase to 0>><<stress -6>><</link>><<lstress>>
<br>
<<link [[Coffee|Farm Intro 2]]>><<wearProp "coffee">><<set $phase to 1>><<tiredness -6>><</link>><<ltiredness>>
<br>
<</if>><<set $outside to 0>><<effects>>
The interior is rustic and cosy. The <<nnpc_gendery "Alex">> insists on not discussing why you're here until your <<if $phase is 0>>tea<<else>>coffee<</if>> is ready. <<Hes>> about your age, but you've never seen <<him>> at school.
<br><br>
<<if $leftarm is "bound" and $rightarm is "bound">>
<<unbind>>
<<He>> hands you a mug. You turn around to present your bound arms. You hear <<him>> laugh. "Why didn't you say something?" <<He>> sets the mug down. You feel your arms come loose.
<br><br>
"Now then," <<he>> says after you've taken your first sip. "<span class="green">I'm Alex.</span> Anything else, or did you just need a little help?"
<<else>>
"Now then," <<he>> says after you've taken your first sip. "<span class="green">I'm Alex.</span> What can I do for you? You interested in our eggs?"
<</if>>
<br><br>
<<if $speech_attitude is "meek">>
"I-I'm here," you say. "The sign said you needed help."
<<elseif $speech_attitude is "bratty">>
"I'm here for work," you say.
<<else>>
"The sign said you needed help," you say.
<</if>>
<br><br>
<<if playerBellyVisible()>>
<<He>> pauses. "You know that help wanted sign I put up is for manual...?" <<He>> trails off, taking another glance at your belly.
<br><br>
<<He>> snorts, hiding a laugh. <<He>> sips from <<his>> tea and waves you along. "You remind me of my mum. Follow me. I'll show you around and we'll see if we can work something out."
<<else>>
"Great." <<He>> smiles, taking another sip of <<his>> tea. "Come on. I'll show you around."
<</if>>
<br><br>
<<link [[Next|Farm Intro 3]]>><<handheldon>><</link>>
<br><<set $outside to 1>><<set $location to "alex_farm">><<effects>>
"This is my <<if $pronoun is "m">>dad's<<else>>mum's<</if>> farm," <<he>> says as <<he>> leads you outside. "There are several, and this one's left up to me. It's a bit much without help. Hard enough to keep up with the animals. Some of the fields are going to waste."
<br><br>
You arrive at the chicken coop. "These girls are easy enough. They just need to be fed once a day, and let into the yard for at least an hour or so."
<br><br>
<<link [[Next|Farm Intro 4]]>><</link>>
<br><<effects>>
Alex leads you around the coop, toward a long stone building. You hear oinking. "The pigs are harder to keep fed. They're hungry buggers. It's a job to carry it all." You enter the sty.
<!-- Modified for monster people -->
<<if ($monsterchance gte random(1, 100) and ($hallucinations gte 1 or $monsterhallucinations is "f")) or ($bestialitydisable is "t")>>
<<if beastMaleChance() gte 100>>
Several pigboys sit in pens.
<<elseif beastMaleChance() gte 1>>
Several pigboys and girls sit in pens.
<<else>>
Several piggirls sit in pens.
<</if>>
<<else>>
Several pigs sit in pens.
<</if>>
Some look quizzical, others lie on their sides.
<br><br>
"There's an area for them to roam outside. They don't need much space."
<br><br>
<<link [[Next|Farm Intro 5]]>><</link>>
<br><<effects>>
<<He>> leads you away from the sty, through an old wooden gate and onto a paved road. You see a stable up ahead.
<!-- Modified for monster people -->
<<if ($monsterchance gte random(1, 100) and ($hallucinations gte 1 or $monsterhallucinations is "f")) or ($bestialitydisable is "t")>>
<<if beastMaleChance() lte $rng>>
<<set _horse_gender to "f">>
<<else>>
<<set _horse_gender to "m">>
<</if>>
Centaurs lean out the stalls, resting on their elbows.
<<if _horse_gender is "f">>
"Hey Alex," one says as you draw close. She's unconcerned about her exposed breasts, but casts a wary eye over you. "When you letting us out?"
<<else>>
"Hey Alex," one says as you draw close. He casts a wary eye over you. "When you letting us out?"
<</if>>
<br><br>
"Sorry," Alex replies, scratching the centaur's nose. "I have a visitor." <<He>> opens the stall. "Someone I hope you come to like."
<br><br>
<<else>>
Horses watch from the stalls. One of them neighs as you draw close.
<br><br>
"Sorry," Alex says, scratching the horse's nose. "I have a visitor." <<He>> opens the stall. "Someone I hope you come to like."
<br><br>
<</if>>
"The horses need lots of care," <<he>> says as you walk further along the track, towards another gate. "They need brushing every day, and feeding twice a day. They need lots of exercise too." <<He>> opens the gate, and the steeds thunder through to the field beyond.
<br><br>
<<link [[Next|Farm Intro 6]]>><</link>>
<br><<effects>>
You follow Alex through the field, toward a barn. A dog sits outside, its mouth open and tongue lolling.
<br><br>
<!-- Modified for monster people -->
<<if ($monsterchance gte random(1, 100) and ($hallucinations gte 1 or $monsterhallucinations is "f")) or ($bestialitydisable is "t")>>
<<if beastMaleChance() gte 100>>
Inside, a number of bullboys stand on all fours, each with a tube attached to his penis. They moo in pleasure.
<<elseif beastMaleChance() lte 0>>
Inside, a number of cowgirls stand on all fours, each with two tubes attached to her breasts. They moo in pleasure.
<<else>>
Inside, a number of cowgirls and bullboys stand on all fours, each attached to a milking machine. They moo in pleasure.
<</if>>
<<else>>
<<if beastMaleChance() gte 100>>
A number of bulls stand inside, each attached to a milking machine.
<<elseif beastMaleChance() lte 0>>
A number of cows stand inside, each attached to a milking machine.
<<else>>
A number of cattle stand inside, each attached to a milking machine.
<</if>>
<</if>>
"They need milking three times a day," Alex says. "They prefer to be milked by hand, but it's too time-consuming."
<br><br>
"I'll be back in a jiffy," <<he>> says to the cattle. "Just showing our new friend around." You follow <<him>> outside.
<br><br>
<<link [[Next|Farm Intro 7]]>><</link>>
<br><<effects>>
Alex hauls <<himself>> over a fence with one arm, onto a field beyond. It's lined by rows of green plants, each topped with small white flowers.
<br><br>
<<He>> beams with pride. "These are my potatoes," <<he>> says. "It's been hard work, but I managed to get them to take. They're about halfway along."
<br><br>
<<He>> points across the field. "We have eight more fields like this, but they're infested with weeds. Looking after the animals is the priority, and it's hard to keep up with them."
<br><br>
<<if playerBellyVisible()>>
<<He>> glances at your belly. "Make sure you take regular breaks, or just focus on the animals. I don't want you tiring yourself out. No need to hurt yourself over work that can be done later."
<br><br>
<</if>>
<<link [[Next|Farm Intro 8]]>><</link>>
<br><<set $outside to 0>><<set $location to "alex_cottage">><<effects>>
"That's the run of it," Alex says as you return to the farmhouse. "A little help should make things more manageable. Perhaps I'll be able to put the other fields to work."
<br><br>
"Where do you live, anyway?"
<br><br>
<<link [[Say you live at the orphanage|Farm Intro 9]]>><<set $phase to 0>><</link>>
<br>
<<link [[Say you live in town|Farm Intro 9]]>><<set $phase to 1>><</link>>
<br>
<<if $syndromewolves gte 1>>
<<link [[Say you live in a cave|Farm Intro 9]]>><<set $phase to 3>><</link>>
<br>
<</if>>
<<if $syndromebird gte 1>>
<<link [[Say you live in a tower|Farm Intro 9]]>><<set $phase to 4>><</link>>
<br>
<</if>>
<<if $syndromeeden gte 1>>
<<link [[Say you live in the woods|Farm Intro 9]]>><<set $phase to 5>><</link>>
<br>
<</if>>
<<if $temple_rank is "monk" or $temple_rank is "priest">>
<<link [[Say you live at the temple|Farm Intro 9]]>><<set $phase to 6>><</link>>
<br>
<</if>>
<<link [[Refuse to say|Farm Intro 9]]>><<set $phase to 2>><</link>><<effects>>
<<if $phase is 0>>
Alex looks uncomfortable. "I'm sorry," <<he>> says.
<<elseif $phase is 1>>
"I thought so," Alex says.
<<elseif $phase is 3>>
Alex stares at you for a moment. "I see you like pulling my leg, but I won't pry," <<he>> chuckles. "I can tell you're from town still."
<<elseif $phase is 4>>
"Fan of the old tales around here?" Alex smirks. "Tell the ol' bird up there to stop eating the livestock for me then?" <<He>> smiles. "I can imagine you still live in town."
<<elseif $phase is 5>>
"Looks like you haven't gotten your hands that dirty though," <<he>> teases. "You got townie written all over you."
<<elseif $phase is 6>>
"Didn't think a clergy member would be willing to get <<pher>> hands dirty." Alex smiles. "Guessing you are from town then."
<<else>>
"That's okay," Alex smiles. "I can tell you're from town though."
<</if>>
<br><br>
"I imagine you have school and stuff? You can work whenever you like between dawn and dusk. I'll pay you <<printmoney 1500>> an hour."
<br><br>
"I'd pay more," <<he>> continues. "But the farm is just breaking even. I'm hoping that'll change with your help. I'm not gonna lie though. It's hard work.<<if playerBellyVisible()>> I don't want you pushing yourself over this, got it? If you show up and put in the effort, you'll get paid all the same.<</if>>"
<br><br>
<i>Alex has all the farm options you do. Covering chores will free <<him>> to perform different tasks. Getting the other fields running will improve your wage. Alex may also give you a cut of profits should there be an exceptional yield.
<br><br>
Some options are only available at certain times of day.
</i>
<br><br>
<<link [[Next|Farm Intro 10]]>><</link>>
<br><<effects>>
Alex stops at the porch. "There's a lot more to cover, but you can learn as you go. So how about it?" <<He>> smiles. "Fancy helping? It's okay if you need time to think about it."
<br><br>
<<link [[Accept|Farm Intro Accept]]>><<set $farm_stage to 2>><</link>>
<br>
<<link [[Refuse|Farm Intro Refuse]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I-I'd love to help." You nod.
<<elseif $speech_attitude is "bratty">>
"Sounds good," you say. "I'm in."
<<else>>
"I'd like to help." You nod.
<</if>>
<br><br>
Alex smiles. "Great! You can start whenever you like, and don't be afraid to ask questions."
<br><br>
<<farm_init>>
<<link [[Next|Farmland]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I-I need time to think about it," you say.
<<elseif $speech_attitude is "bratty">>
"I'll think about it," you say. "Was hoping it'd pay more."
<<else>>
"I'll think about it," you say.
<</if>>
<br><br>
Alex nods. "I understand. Come back when you're ready."
<br><br>
<<link [[Next|Farmland]]>><<endevent>><</link>>
<br><<effects>>
<<npc Alex>><<person1>>
You approach Alex's farm. <<Hes>> carrying two heavy buckets across the yard, but smiles and plants them on the ground when <<he>> sees you. "It's good to see you again," <<he>> says.
<br><br>
<<if $speech_attitude is "meek">>
"I-I've come about your job offer," you say. "I'd like to help."
<<elseif $speech_attitude is "bratty">>
"I'm here about work," you say. "I'm in."
<<else>>
"I'm here about your job offer," you say. "I'd like to help."
<</if>>
<br><br>
Alex beams. "Great! You can start whenever you like, and don't be afraid to ask questions."
<br><br>
<<farm_init>>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<widget "farmVisitor">>
<<npc Alex>><<generate2>><<person2>>
"What do we have here?" says a voice. You turn to face it, and see a <<person>> leaning against the fence at the edge of the farm. "Alex got <<person1>><<himself>> a helper. A cute one too. Why don't you bring that ass over here?"
<br><br>
"Fuck off," says another voice. It's Alex. <<He>> glares at the <<person2>><<person>>. "I told you what would happen if you trespassed again."
<br>
The <<person>> throws up <<his>> hands, but <<his>> face shows no fear. "I'm not trespassing. See? The <<if $pronoun is "f">>girls<<else>>boys<</if>> and me were just wondering if you'd reconsidered our offer."
<br>
"I don't need your help," Alex responds, stepping beside you.
<br>
"You think this town <<girl>> is enough? This'll be funny." <<He>> turns and walks down the lane.
<br><br>
<<link [[Next|Farm Visitor]]>><<set $farm_stage to 3>><</link>>
<br>
<</widget>>
<<widget "farmStage4">>
<<npc Alex>><<person1>>
"We've done it," says Alex. <<He>> sounds tired, <<his>> clothes are torn, and <<his>> hair is matted with sweat, but a smile spreads across <<his>> face. "We cleared a second field."
<br><br>
<<He>> leads you to the field in question, stopping at the fence. <<He>> gestures for you to follow as <<he>> sits. "I couldn't have done it without you," <<he>> says, taking a pair of glass bottles from
<<if C.npc.Alex.pregnancy.selfKnowledge is true and npcIsPregnant("Alex") and talkedAboutPregnancy("Alex","pc")>>
<<his>> pockets and bringing one closer to <<his>> mouth.
<br><br>
You give <<him>> a stern look.
<br><br>
"Sorry," <<he>> says, as <<he>> puts the bottle away. "Bad habit."
<br><br>
<<link [[Next|Farm Stage 4]]>><<set $phase to 1>><<set $farm_stage to 4>><<set $farm.clearing to 100>><</link>>
<<elseif playerBellyVisible()>>
<<his>> pockets. <<He>> starts to offer one to you, but <<he>> takes a look at your <<bellyDescription "pc">> and puts the bottle away, smiling sheepishly.
<br><br>
<<link [[Next|Farm Stage 4]]>><<set $phase to 1>><<set $farm_stage to 4>><<set $farm.clearing to 100>><</link>>
<br>
<<else>>
<<his>> pockets and offering one to you.
<br><br>
<<if playerIsPregnant() and playerAwareTheyArePregnant()>>
<span class="blue">You can't bring yourself to drink while you know you're with child.</span>
<<else>>
<<link [[Drink|Farm Stage 4]]>><<set $phase to 0>><<stress -6>><<set $farm_stage to 4>><<set $farm.clearing to 100>><<wearProp "beer bottle">><</link>><<lstress>>
<</if>>
<br>
<<link [[Refuse|Farm Stage 4]]>><<set $phase to 1>><<set $farm_stage to 4>><<set $farm.clearing to 100>><</link>>
<br>
<</if>>
<</widget>>
<<widget "farmStage5">>
<<npc Alex 1>><<npc Remy 2>><<person1>>
"It's done," Alex says, leaning against the wall of the farmhouse. "Another field ready to go." <<He>> reaches into <<his>> pocket, but stops when <<he>> hears the clop of hooves approaching from the lane.
<br><br>
<<person2>>
<<if $remySeen.includes("livestock")>>
A <<farm_text horse>> rides into the farm. Upon its back sits Remy, <<if $pronoun is "m">><<his>> pale brown hair flicking in the breeze<<else>><<his>> pale brown hair tied in a neat bun<</if>>. You tense as memories of your treatment at <<his>> farm invade your mind. However, there's no domineering malice in <<his>> eyes this time. There's no recognition at all.
<br><br>
<<He>> dismounts, and tugs off <<his>> gloves. <<He>> smiles at you, then at Alex. <<His>> green eyes glimmer.
<br><br>
"Sorry to arrive unannounced," <<he>> says. "I had trouble getting hold of you. I'm here to discuss business."
<br><br>
<<elseif $remySeen.includes("riding_school")>>
A <<farm_text horse>> rides into the farm. Upon its back sits Remy, owner of the nearby riding school. <<if $pronoun is "m">><<His>> pale brown hair flicks in the breeze<<else>><<His>> pale brown hair is tied in a neat bun<</if>>.
<br><br>
<<He>> dismounts, and tugs off <<his>> gloves. <<He>> smiles at you, then at Alex. <<His>> green eyes glimmer.
<br><br>
"Sorry to arrive unannounced," <<he>> says. "I had trouble getting hold of you. I'm here to discuss business."
<br><br>
<<else>>
A <<farm_text horse>> rides into the farm. A <<if $pronoun is "m">>man with short, pale brown hair flicking in the breeze<<else>>woman with pale brown hair tied in a neat bun<</if>> sits on <<farm_his horse>> back. Alex's smile vanishes
<br><br>
The <<personsimple>> dismounts, and tugs off <<his>> gloves. <<He>> smiles at you. <<His>> green eyes glimmer.
<br><br>
"I don't believe I've had the pleasure," <<he>> says, looking at you. "I'm Remy. I run the nearby riding school, and a farm of my own." <<He>> turns to Alex. "Sorry to arrive unannounced, but I couldn't get hold of you. I'm here to discuss business."
<br><br>
<</if>>
<<person1>>
Alex looks conflicted, but politeness gets the better of <<him>>. "Tea or coffee?"
<br><br>
<<link [[Tea|Farm Stage 5]]>><<wearProp "tea">><<set $phase to 0>><<stress -6>><<set $farm_stage to 5>><<set $farm.clearing to 100>><</link>><<lstress>>
<br>
<<link [[Coffee|Farm Stage 5]]>><<wearProp "coffee">><<set $phase to 1>><<tiredness -6>><<set $farm_stage to 5>><<set $farm.clearing to 100>><</link>><<ltiredness>>
<br>
<</widget>>
<<widget "farmStage6">>
<<npc Alex>><<person1>>You hear rapid footsteps approach. You turn, and see Alex rushing towards you.
<<if Weather.precipitation isnot "none">>
<<Hes>> smiling, despite being covered in mud.
<<else>>
<<Hes>> smiling, despite the nettles sticking to <<his>> clothes.
<</if>>
<br><br>
"It's done," <<he>> says. "The last field. We've restored the farm."
<br><br>
<<He>> slumps to the farmhouse porch, and looks at you. "I couldn't have done it alone. If <<if $pronoun is "m">>Dad<<else>>Mum<</if>> had known how dangerous it was-" <<He>> looks away. "I wanted to prove I could do it without them. Now I have."
<br><br>
<<He>> climbs to <<his>> feet. "I need to tell them. Right now." <<He>> disappears into the farmhouse.
<br><br>
<<link [[Next|Farm Stage 6]]>><<set $farm_stage to 6>><<set $farm.clearing to 100>><</link>>
<br>
<</widget>>
<<widget "farmStage7">>
<<npc Alex>><<person1>>
Alex emerges from <<his>> shed. <<He>> looks worried. "Can you smell that?" <<he>> asks. It's faint, but something is burning.
<br><br>
"Neighbour might have let a bonfire get out of control," <<he>> says, scanning the horizon for smoke. "Best be safe. Could you check the sheds? I'll skirt the farm."
<br><br>
<<link [[Next|Farm Stage 7]]>><<set $farm_countdown to 7>><<set $farm_stage to 7>><<set $alex_countdown to 3>><<set $wardrobes.alexFarm.unlocked to true>><</link>>
<</widget>>
<<widget "farmStage8">>
You observe the fifth field. It was a tangled mess not long ago.
<br><br>
<<npc Alex>><<person1>><<generate2>>
You hear an unfamiliar <<person2>><<personsimple>>.
<<if $panicattacks gte 1 and $controlled is 0>>
You feel a surge of panic. Then you hear Alex respond, and <<his>> relaxed voice calms you.
<<else>>
<<Hes>> speaking with Alex.
<</if>>
You walk over.
<br><br>
"It is expensive," the <<person>> nods. "But if it's security you want, you get what you pay for."
<br>
"Thanks," Alex replies. "I'll be in touch."
<br><br>
<<if $exposed gte 1>>
The <<person>> turns to leave, but stops when <<he>> sees you. <<covered>> <<He>> regains <<his>> composure, and pretends not to look at you as <<he>> leaves the farm.
<<else>>
The <<person>> nods at you on the way out.
<</if>>
<br><br>
<<link [[Next|Farm Stage 8]]>><<set $farm.clearing to 100>><<set $farm_stage to 8>><<add_plot farm earth 3 large>><</link>>
<br>
<</widget>>
<<widget "farmStage9">>
You observe the sixth field. It was a tangled mess not long ago.
<br><br>
<<npc Alex>><<person1>>
You hear a bang from Alex's shed. The door flies open, and a strange, multi-limbed creature leaps out, surrounded by smoke. Alex runs out after it, holding a cage.
<br><br>
<<link [[Catch it|Farm Stage 9 Catch]]>><<set $farm_stage to 9>><<set $farm.clearing to 100>><<add_plot farm earth 3 large>><</link>><<dancedifficulty 1 1000>>
<br>
<<link [[Leave it to Alex|Farm Stage 9 Leave]]>><<set $farm_stage to 9>><<set $farm.clearing to 100>><<add_plot farm earth 3 large>><</link>>
<br>
<</widget>>
<<widget "farmStage10">>
You observe the seventh field. It was a tangled mess not long ago.
<br><br>
<<npc Alex>><<person1>>
You hear a rustle. A strange leathery creature darts from beneath.
<br><br>
<span class="green">A net hurls from behind you,</span> landing on the creature. It tightens as the creature flails. There's a rope attached. You turn to see Alex. <<He>> pulls the creature closer.
<br><br>
"It works!" <<he>> exclaims as <<he>> holds up the squirming net. "These blighters are hard to catch."
<br><br>
<<link [[Be impressed|Farm Stage 10 Impressed]]>><<set $farm_stage to 10>><<set $farm.clearing to 100>><<add_plot farm earth 3 large>><<npcincr Alex love 1>><</link>><<glove>>
<br>
<<link [[Be dismissive|Farm Stage 10 Dismiss]]>><<set $farm_stage to 10>><<set $farm.clearing to 100>><<add_plot farm earth 3 large>><<npcincr Alex love -1>><<npcincr Alex love -3>><</link>><<llove>><<lldom>>
<br>
<</widget>>
<<widget "farmStage11">>
You observe the eighth field. It was a tangled mess not long ago.
<br><br>
<<npc Alex>><<person1>>
You see Alex kneeling at the base of the <<farm_fence>>. <<He>> gazes at a strange purple flower. Seeds scatter into <<his>> palm when <<he>> prods it.
<br><br>
"Seen weeds like this before," <<he>> says. "Can't find them in any book, and never found one seeding." <<He>> rises. "Do you think we could get them to take? Remy grows them. They must have value."
<br><br>
<<link [[Be confident|Farm Stage 11 Confident]]>><<set $farm_stage to 11>><<set $farm.clearing to 100>><<add_plot farm earth 3 large>><</link>>
<br>
<<link [[Advise caution|Farm Stage 11 Caution]]>><<set $farm_stage to 11>><<set $farm.clearing to 100>><<add_plot farm earth 3 large>><</link>>
<br>
<</widget>>
<<widget "farmStage12">>
You observe the ninth field. It was a tangled mess not long ago.
<br><br>
<<npc Alex>><<person1>>
Alex stands at your side.
<br><br>
<<link [[Hold hands|Farm Stage 12 Hands]]>><<set $farm_stage to 12>><<set $farm.clearing to 100>><<npcincr Alex love 1>><<add_plot farm earth 3 large>><</link>><<handholdingvirginitywarning>><<glove>>
<br>
<<link [[Pat back|Farm Stage 12 Pat]]>><<set $farm_stage to 12>><<set $farm.clearing to 100>><<add_plot farm earth 3 large>><</link>>
<br>
<</widget>>
<<widget "waterField">>
You observe the water field site. The excavation is complete, and the land is ready for the next phase of development.
<br><br>
<<npc Alex>><<person1>>
Alex stands by your side, "I thought a greenhouse was too much, but here you are making an entire water field." <<he>> chuckles, stepping back with both arms raised. "This is all yours, I'm busy enough as is."
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><<set $farm.waterField to 2>><</link>>
<br>
<</widget>><<effects>>
<<person2>>
Alex seems less tense now the <<person>> is gone. <<person1>>"Sorry," <<he>> says, turning to you. "You weren't the first to respond to my sign. There are nasty types around. Stay clear of them."
<br><br>
<<He>> leans against the fence and watches the lane leading away. "I was relieved when you showed up." <<He>> laughs. "Come on, let's get back to work."
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
<<if $phase is 0>>
<<alcohol 60>>
You take the proffered bottle, and take a swig. It's a bitter spirit.
<<else>>
Alex puts the bottle away.
<</if>>
"It'll be more work," <<he>> continues. "But we'll be making a steady profit. You'll get <<moneyGainDisplay 30>> per hour from now on."
<br><br>
<<He>> points over the hedge beyond the cleared field, at the tangled mess beyond. "That's the next target." <<He>> drops off the fence. "I'm eager to get started."<<gglove>><<npcincr Alex love 3>>
<br><br>
<<set $farm.wage to 30>>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<set $location to "alex_cottage">><<set _drink to $phase is 0 ? "tea" : "coffee">><<effects>>
Once inside, Alex insists on making the drinks before proceeding.
<br><br>
<<person2>>
"Thank you for your hospitality," Remy says after sipping <<his>> _drink.
<br>
"Just get on with it," Alex says. "I've got work to do."
<br>
"As you wish. I'm here to offer assistance. I couldn't help but-"
<br>
"I already have the assistance I need," Alex interrupts, gesturing at you. "We're reclaiming the land, bit by bit. It's going well. And you're not getting a piece. That's what you're really here for, isn't it."
<br><br>
<<link [[Next|Farm Stage 5 2]]>><</link>>
<br><<effects>><<set _drink to $phase is 0 ? "tea" : "coffee">>
<<person2>>Remy doesn't respond at once, instead taking another spoonful of sugar. "Don't be stupid," <<he>> says, a new sternness in <<his>> voice. "You two alone? I can offer many more hands. Not to mention security-"
<br>
<<person1>>"Finish your _drink," Alex interrupts again. "Then get out."
<br>
<<person2>>Remy takes another sip, and turns to you.
<<if $ridingschoolintro is undefined>>
"You should drop by the riding school sometime," <<he>> says. "I might have a thing or two to teach."
<<elseif $livestock_intro isnot undefined and ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>
"You should be wiser about your choice of employer," <<he>> says, "I could keep you safe." Your mind is wrenched from the moment by <<his>> words. Visions of tranquil fields invade, along with memories of abuse.<<gstress>><<stress 6>>
<br>
"What a weird thing to say," Alex interrupts, bringing your thoughts back to reality. "So you're a weirdo as well as a thug."
<<else>>
"You should be wiser about your choice of employer," <<he>> says. "This one doesn't have much of a future."
<</if>>
<br><br>
Remy places <<his>> empty cup on the plate. "Thank you," <<he>> says as <<he>> rises. "You have time to reconsider. I hope you do, for your sake."
<br><br>
<<link [[Next|Farm Stage 5 3]]>><</link>>
<br><<effects>>
<<person1>>
"I'm sorry about this," Alex says once Remy is gone. "I was afraid we'd get a visit like that once we started turning a profit. Fucking rat."
<br><br>
<<Hes>> so tense <<he>> shatters one of the cups while trying to clean it, so you take over the washing up. <<He>> calms down some, and laughs. "I might count on you too much."<<gglove>><<npcincr Alex love 3>>
<br><br>
"I don't know what Remy will try," <<he>> continues as you finish. "But working for me could be dangerous. I understand if you don't want to continue, but if you do, I can pay <<moneyGainDisplay 45>> an hour."
<br><br>
<<person2>>
<i>Remy will launch attacks from <<his>> estate on the moor. These will worsen over time, unless you take the fight to <<him>>.</i>
<br><br>
<<person1>>
<<He>> smiles. "I shouldn't let that idiot get me down. Come on. Things are going great, and there's more to do."
<br><br>
<<set $farm.wage to 45>>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<set $location to "alex_cottage">><<effects>>
You listen to Alex talk over the phone to <<his>> <<if $pronoun is "m">>dad<<else>>mum<</if>>. <<He>> tries to seem calm, but can't stop the excitement bubbling over.
<br><br>
<<He>> hangs up, and turns to you. "<<Hes>> in the area, and wants to drop by," <<he>> says, no longer trying to contain <<his>> excitement. "I should get the kettle on."
<<if $exposed gte 1>>
<<He>> glances at your <<lewdness>> and blushes, as if just now remembering. "Y-You need to wear something." <<He>> rushes up the stairs.
A bundle falls down the stairwell a few moments later.
<<if $worn.upper.type.includes("naked") and $worn.lower.type.includes("naked")>>
It's a checkered shirt.<<upperwear 33>>
<<if C.npc.Alex.dom gte $npcdomhigh and C.npc.Alex.lust gte 10>>
A smaller bundle follows. A pair of denim shorts.<<lowerwear 31>>
<<elseif playerBellySize() gte 8>>
Another bundle thumps to the ground in front of you. A pair of sweatpants.<<lowerwear 67>>
<<else>>
Another bundle thumps to the ground in front of you. A pair of jeans.<<lowerwear 22>>
<</if>>
<<elseif $worn.upper.type.includes("naked")>>
It's a checkered shirt.<<upperwear 33>>
<<else>>
<<if C.npc.Alex.dom gte $npcdomhigh and C.npc.Alex.lust gte 10>>
It's a pair of denim shorts.<<lowerwear 31>>
<<elseif playerBellySize() gte 8>>
It's a pair of sweatpants.<<lowerwear 67>>
<<else>>
It's a pair of jeans.<<lowerwear 22>>
<</if>>
<</if>>
<<if $upperwetstage gte 1 or $lowerwetstage gte 2>>
A rolled up towel follows. "Something to dry with," Alex shouts.
<<dry>>
<</if>>
<br><br>
You get dressed in the kitchen. Alex climbs down the staircase.
<</if>>
<<He>> looks at <<his>> own <<if Weather.precipitation isnot "none">>mud<<else>>weed<</if>>-covered clothes. "Fuck. I need a change of clothes. And a shower."
<br><br>
<<link [[Next|Farm Stage 6 2]]>><</link>>
<br><<effects>>
You put the kettle on while Alex has a shower. <<Hes>> only gone a little over a minute. You see <<him>> approach the farmhouse wearing just a towel. <<He>> must have left <<his>> dirty clothes outside.
<br><br>
"Don't look," <<he>> says before entering the kitchen.
<br><br>
<<link [[Look|Farm Stage 6 Look]]>><<npcincr Alex love -1>><<npcincr Alex dom -1>><<arousal 600>><</link>><<llove>><<ldom>><<garousal>>
<br>
<<link [[Don't look|Farm Stage 6 No Look]]>><<npcincr Alex love 1>><</link>><<glove>>
<br>
<<link [[Pull the towel away|Farm Stage 6 Pull]]>><<npcincr Alex love -3>><<npcincr Alex dom -3>><<npcincr Alex lust 1>><</link>><<lllove>><<lldom>><<glust>><<promiscuous1>>
<br><<effects>>
You turn away from the window, and get a better look at Alex in <<his>> towel.
<<if $pronoun is "m">>
The fabric is tied low around <<his>> waist, and is barely wide enough to wrap around <<him>>. The waistline is pulled taut, leaving <<his>> entire thigh exposed on the side facing you. You glimpse <<his>> toned ass.
<<else>>
<<if $NPCList[0].breastsize gte 1>>
The fabric is tied low around <<his>> chest, leaving the top of <<his>> <<print $NPCList[0].breastsdesc>> exposed, and is barely wide enough to wrap around <<him>>. The top is pulled taut, leaving the side of <<his>> body facing you exposed. You glimpse <<his>> toned ass.
<<else>>
The fabric is tied low around <<his>> chest, almost exposing <<his>> nipples, and is barely wide enough to wrap around <<him>>. The top is pulled taut, leaving the side of <<his>> body facing you exposed. You glimpse <<his>> toned ass.
<</if>>
<</if>>
<br><br>
<<He>> clutches the towel tight against <<his>> body. "Don't be a perv!" <<He>> rushes through the remainder of the kitchen, retrieves a fresh change of clothes from a basket, then leaves the way <<he>> came. You hear <<him>> climb the stairs.
<br><br>
<<link [[Next|Farm Stage 6 3]]>><</link>>
<br><<effects>>
You look out the window, and hear Alex walk through the kitchen behind you. <<He>> rummages in a basket for a fresh set of clothes, then leaves the way <<he>> came. You hear <<him>> climb the stairs.
<br><br>
<<link [[Next|Farm Stage 6 3]]>><</link>>
<br><<effects>>
You hear Alex walk through the kitchen behind you, then rummage through the basket in search of a fresh set of clothes.
<br><br>
You turn, and see <<him>> bent over the basket, clutching <<his>> towel close to <<his>> body.
<<if $pronoun is "m">>
The fabric is tied low around <<his>> waist, and is barely wide enough to wrap around <<him>>. The waistline is pulled taut, leaving <<his>> entire thigh exposed on the side facing you. You glimpse <<his>> toned ass.
<<else>>
<<if $NPCList[0].breastsize gte 1>>
The fabric is tied low around <<his>> chest, leaving the top of <<his>> <<print $NPCList[0].breastsdesc>> exposed, and is barely wide enough to wrap around <<him>>. The top is pulled taut, leaving the side of <<his>> body facing you exposed. You glimpse <<his>> toned ass.
<<else>>
The fabric is tied low around <<his>> chest, almost exposing <<his>> nipples, and is barely wide enough to wrap around <<him>>. The top is pulled taut, leaving the side of <<his>> body facing you exposed. You glimpse <<his>> toned ass.
<</if>>
<</if>>
<br><br>
You creep behind <<him>>, grasp the hem, and tear the towel off <<his>> body.
<br><br>
<<link [[Next|Farm Stage 6 Pull 2]]>><</link>>
<br><<effects>>
The towel comes away without resistance. "Fuck!" Alex reaches behind to recover it, but you pull it away from <<his>> grasp.
<<if $pronoun is "m">>
<<He>> half-turns in the process, showing off <<his>> muscled chest and abdomen. <<He>> covers <<his>> groin with a hand before facing you.
<<else>>
<<He>> half-turns in the process, exposing <<his>> <<print $NPCList[0].breastsdesc>>. <<He>> covers <<his>> chest with one arm, and covers <<his>> groin with the other before facing you.
<</if>>
<br><br>
"F-Fucking perv," <<he>> says, <<his>> face crimson. "Give it back. And turn around."
<br><br>
<<link [[Return the towel|Farm Stage 6 Pull Return]]>><<npcincr Alex love 1>><</link>><<glove>>
<br>
<<link [[Refuse|Farm Stage 6 Pull Refuse]]>><<npcincr Alex love -1>><<npcincr Alex dom -1>><<npcincr Alex lust 1>><</link>><<llove>><<ldom>><<glust>>
<br><<effects>>
You cover your eyes and hold out the towel. Alex pulls it from your grasp.
<br><br>
You turn to the window. You hear Alex continue to rummage in the basket, then walk back through the kitchen. You hear <<him>> climb the staircase.
<br><br>
<<link [[Next|Farm Stage 6 3]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"B-But you're so hot," you whimper, keeping the towel.
<<elseif $speech_attitude is "bratty">>
"I prefer you like this," you say with a smirk, keeping the towel.
<<else>>
"You look pretty good," you say, keeping the towel.
<</if>>
<br><br>
Alex throws an anxious glance out the window, then turns back to the basket. <<He>> rummages with one hand, using the other to cover <<his>> ass.
<br><br>
<<He>> holds the clothes in front of <<his>> body as <<he>> leaves the kitchen and climbs the stairs.
<br><br>
<<link [[Next|Farm Stage 6 3]]>><</link>>
<br><<set $location to "alex_farm">><<effects>>
<<pass 5>>
A car pulls into the yard some minutes later, just as Alex arrives at the bottom of the stairs. "That's <<him>>," <<he>> says. "I hope I look okay."
<br><br>
You leave the farmhouse with Alex. Up ahead, climbing from a car, is an older, thicker version of Alex.
<br><br>
"Hi <<if $pronoun is "m">>Dad<<else>>Mum<</if>>," Alex says.
<br><br>
They face each other for an awkward moment, then the <<if $pronoun is "m">>father<<else>>mother<</if>> steps forward, and grasps Alex by the shoulders.<<lcontrol>><<control -10>>
<br><br>
<<link [[Next|Farm Stage 6 4]]>><</link>>
<br><<effects>>
They pull away from each other. "Knew you had it in ya," the <<if $pronoun is "m">>father<<else>>mother<</if>> says. <<He>> looks at you over <<his>> <<daughter>>'s shoulder. "You must be the townie. Alex's told me all about you."
<br><br>
Alex turns. "That's right," <<he>> says, resting a hand on your shoulder. "<<pShes>> great with the animals."
<br>
<<His>> <<if $pronoun is "m">>father<<else>>mother<</if>> nods. "A farm this size with only two people? Impressive. You need to show me around. First though-"
<br>
Alex is already walking towards the farmhouse. <<He>> stops at the door. "Tea or coffee?"
<br>
"You know the answer to that."
<br><br>
<<link [[Tea|Farm Stage 6 5]]>><<wearProp "tea">><<stress -6>><</link>><<lstress>>
<br>
<<link [[Coffee|Farm Stage 6 5]]>><<wearProp "coffee">><<tiredness -6>><</link>><<ltiredness>>
<br><<set $location to "alex_cottage">><<effects>>
You sit at the kitchen table with Alex's <<if $pronoun is "m">>father<<else>>mother<</if>>.
<<set _pregObjFetus to getPregnancyObject().fetus || []>>
<<if C.npc.Alex.pregnancy.selfKnowledge is true or (C.npc.Alex.pregnancy.pcKnowledge is true and C.npc.Alex.pregnancy.sample isnot true and _pregObjFetus.length is 1 and _pregObjFetus[0].father is "Alex")>>
"So, you're the townie
<<if talkedAboutPregnancy("Alex","pc")>>
who knocked up my little <<print $pronoun is "m" ? "boy" : "girl">>?"
<<else>>
my little <<print $pronoun is "m" ? "boy" : "girl">> knocked up?"
<</if>>
<<else>>
"Surprised a townie can be so helpful-"
<</if>>
<br>
"<<if $pronoun is "m">>Dad<<else>>Mum<</if>>-" Alex interrupts.
<br>
"More surprised by how cute you are-"
<br>
"<<if $pronoun is "m">>Dad!<<else>>Mum!<</if>>" Alex says again, slamming a mug of tea in front of the older <<if $pronoun is "m">>man<<else>>woman<</if>>.
<br>
"Sorry," <<he>> chuckles. "Thanks for the tea."
<br><br>
<<link [[Next|Farm Stage 6 6]]>><<handheldon>><</link>>
<br><<set $location to "alex_farm">><<effects>>
Alex takes <<his>> <<if $pronoun is "m">>father<<else>>mother<</if>> on a tour of the farm, and insists you come along. The older <<if $pronoun is "m">>man<<else>>woman<</if>> stops to examine each animal, and seems pleased with what <<he>> sees.
<br><br>
Alex beams with pride when you reach the fields. The first three are filled with rows of green potato plants. The last is barren, but clear and ready for planting.
<br><br>
You return to the farmhouse. "You've done a good job," Alex's <<if $pronoun is "m">>father<<else>>mother<</if>> says. "Keep it up. Sorry I can't get out here more often. You know how it is." <<He>> reaches into <<his>> pocket. "Left my keys in the kitchen. Could you grab them?"
<br><br>
Alex enters the farmhouse.
<br><br>
<<link [[Next|Farm Stage 6 7]]>><</link>>
<br><<effects>>
Now alone, the older <<if $pronoun is "m">>man<<else>>woman<</if>> turns to you. "This is for you," <<he>> says pulling an envelope from <<his>> pocket. <<He>> holds it out.
<br><br>
"Open it when I'm gone," <<he>> continues. "And don't tell Alex."
<br><br>
Alex emerges from the farmhouse, and holds out the keys. "Thanks," <<his>> <<if $pronoun is "m">>father<<else>>mother<</if>> says. "I'll give the others your love." <<He>> climbs into the car, and drives away.
<br><br>
<<link [[Next|Farm Stage 6 8]]>><</link>>
<br><<effects>>
Alex watches until the car vanishes from view. "I'm glad you were here to meet <<him>>," <<he>> says, turning back to the farm. "Come on. There's work to do. More land to cultivate. Let's make the farm even bigger."
<br><br>
You nod, but hang back until Alex disappears behind the sty. You open the envelope. There's a wad of cash inside, along with a note.
<br><br>
<i>"Thanks for looking out for my <<if $pronoun is "m">>son<<else>>daughter<</if>>. Here's a little something for you. Don't give it to Alex. And don't let <<him>> pressure you into anything. <<Hes>> a good <<nnpc_gendery "Alex">>, but dogged.<<if C.npc.Alex.pregnancy.selfKnowledge is true or C.npc.Alex.pregnancy.pcKnowledge is true>> I'm really happy my <<nnpc_gendery "Alex">> is starting to settle down. Thanks for making that happen.<</if>>"
</i>
<br><br>
You count the money. There's <<moneyGain 10000>>.
<br><br>
<<set $farm.wage to 60>>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<set $outside to 0>><<effects>>
You enter the brick shed where Alex keeps <<his>> tools. You hear a click behind you as the door shuts. You push it, but it doesn't move. <span class="red">You've been locked in.</span>
<br><br>
<<endevent>>
<<npc Remy>>
A face appears at the small window, blocking your view of the yard. It's Remy. <<He>> observes you a moment while tugging on a black glove, then walks away. A couple of <<his>> goons replace <<him>>, jostling for a peek of you.
<br><br>
<<endevent>><<npc Alex>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>><<person1>>
<<link [[Warn Alex|Farm Stage 7 Warn]]>><</link>>
<br>
<<link [[Try to break the door down|Farm Stage 7 Break]]>><</link>>
<br><<effects>>
"Alex!" you shout. "We're under attack!" You're not sure how well your voice carries. Alex walks into view a moment later, <span class="red">struggling against the grasp of a <<person2>><<person>> and <<person3>><<person>>,</span> one holding each shoulder. They force <<person1>>Alex to <<his>> knees.
<br><br>
Remy crouches in front of Alex, and holds <<his>> head up by the chin. Remy speaks, but the younger farmer spits on <<nnpc_his "Remy">> face.
<br><br>
Remy responds with a backhanded strike. You hear the thwack from here, but Alex remains defiant.
<br><br>
<<link [[Next|Farm Stage 7 2]]>><</link>>
<br><<effects>>
You shove your weight against the wooden door. It budges, but remains firm. You're backing away to get a bigger run up when you see movement through the window. Alex <span class="red">struggles against the grasp of a <<person2>><<person>> and <<person3>><<person>>,</span> one grasping each shoulder. They push <<person1>><<him>> in front of Remy, and force <<him>> to <<his>> knees.
<br><br>
Remy crouches in front of Alex, and holds <<his>> head up by the chin. Remy speaks, but the younger farmer spits on <<nnpc_his "Remy">> face.
<br><br>
Remy responds with a backhanded strike. You hear the thwack from here, but Alex remains defiant.
<br><br>
<<link [[Next|Farm Stage 7 2]]>><</link>>
<br><<effects>>
Remy mounts <<nnpc_his Remy>> steed and spurs away as <<nnpc_his Remy>> goons close in on Alex. The young farmer manages to wrest an arm free, and smacks one of <<his>> assailants in the face. The blow sends the <<person2>><<person>> reeling, but the other thugs don't seem concerned.
<br><br>
The <<person3>><<person>> grasps Alex from behind.
<br><br>
<i>Alex won't be able to fight them off alone. You need to get the door down. You could also distract the goons to give Alex some breathing space.</i>
<br><br>
<<farm_fight_init>>
<<farm_fight_options>><<effects>><<handheldon>>
<<switch $farm_fight.action>>
<<case "breasts" "chest">>
<<set $farm_fight.distraction to 2>>
You walk up to the window,
<<if $worn.over_upper.type.includes("naked") and $worn.upper.type.includes("naked") and $worn.under_upper.type.includes("naked")>>
<span class="lewd">and flaunt your <<breasts>>.</span>
<<else>>
<span class="lewd">and expose your <<breasts>>.</span>
<</if>>
You tap on the glass for good measure, but thugs are already turning away from Alex. <<incgbreastinsecurity>>
<br><br>
<<if $farm_fight.stage gte 5>>
<span class="green">Alex struggles free from the <<person6>><<persons>> grasp,</span> and puts some distance between <<nnpc_himself "Alex">> and the ogling thugs.
<br><br>
<<else>>
<span class="green">They're too busy ogling to notice Alex gain distance, and ready <<person1>><<himself>> for more violence.</span>
<</if>>
<<case "bottom">>
<<set $farm_fight.distraction to 2>>
You climb a crate in front of the window,
<<if $worn.over_lower.type.includes("naked") and $worn.lower.type.includes("naked") and $worn.under_lower.type.includes("naked")>>
<span class="lewd">and stick your <<bottom>> out.</span>
<<else>>
<span class="lewd">and expose your <<bottom>>.</span>
<</if>>
That gets the thugs' attention.
<br><br>
<<if $farm_fight.stage gte 5>>
<span class="green">Alex struggles free from the <<person6>><<persons>> grasp,</span> and puts some distance between <<nnpc_himself "Alex">> and the ogling thugs.
<br><br>
<<else>>
<span class="green">They're too busy ogling to notice Alex gain distance, and ready <<person1>><<himself>> for more violence.</span>
<</if>>
<<case "penis" "vagina">>
<<set $farm_fight.distraction to 2>>
You climb a crate in front of the window.
<<if $worn.over_lower.type.includes("naked") and $worn.lower.type.includes("naked") and $worn.under_lower.type.includes("naked")>>
<span class="lewd">You flaunt your <<genitals>>.</span>
<<else>>
<span class="lewd">You expose your <<genitals>>.</span>
<</if>>
The thugs drop everything to ogle.
<<if $player.penisExist>>
<<if $player.penissize gte 3>>
<<insecurity "penis_big" 1>><<ginsecurity "penis_big">>
<<else>>
<<insecurity "penis_small" 1>><<ginsecurity "penis_small">>
<</if>>
<</if>>
<br><br>
<<if $farm_fight.stage gte 5>>
<span class="green">Alex struggles free from the <<person6>><<persons>> grasp,</span> and puts some distance between <<nnpc_himself "Alex">> and the ogling thugs.
<br><br>
<<else>>
<span class="green">They're too busy ogling to notice Alex gain distance, readying <<person1>><<himself>> for more violence.</span>
<</if>>
<<case "hammer">>
<<wearProp "hammer" 0 "basic">>
<<physiquedifficulty 5000 15000 no_text>>
<<if $physiqueSuccess is 1>>
You bash the door with the hammer. <span class="green">Each blow bites into the wood.</span>
<<set $farm_fight.door -= 2>>
<br><br>
<<else>>
You bash the door with the hammer. <span class="red">Your blows bounce off without much impact.</span>
<br><br>
<<set $farm_fight.door -= 1>>
<</if>>
<<set $farm_fight.weapon to "hammer">>
<<case "unscrew">>
<<wearProp "screwdriver">>
It's hard to keep your hands steady with the assault happening outside, but you manage to remove one of the screws.
<br><br>
<<set $farm_fight.weapon to "screwdriver">>
<<set $farm_fight.screws -= 1>>
<<case "science">>
<<wearProp "chainsaw">>
<<if currentSkillValue('science') gte random(1, 700)>>
You search the chainsaw, and find a screwable cap. You open it. The interior is empty. <span class="green">The chainsaw needs fuel.</span>
<br><br>
<<set $farm_fight.chainsaw to 1>>
<<else>>
You try the cord again. Nothing happens. Perhaps you're pulling it wrong? You look around the machine, careful to stay away from the blade, <span class="red">but see nothing wrong.</span>
<br><br>
<</if>>
<<case "refuel">>
You pour the petrol into the chainsaw, and replace the cap.
<<set $farm_fight.chainsaw to 2>>
<br><br>
<<case "chainsaw">>
<<wearProp "chainsaw">>
You pull the cord, and the chainsaw revs. You pull it a second time, and the teeth roar into life. The <<person2>><<person>> throws a worried glance at the shed.
<br><br>
You shut your eyes as you assault the door. You reduce the wood to a pile of splinters and ruined planks.
<br><br>
<<set $farm_fight.weapon to "chainsaw">>
<<set $farm_fight.door to 0>>
<<case "bash">>
<<physiquedifficulty 10000 20000 no_text>>
<<if $physiqueSuccess is 1>>
You bash the door with your fists. <span class="green">You feel the wood crack under your assault.</span>
<br><br>
<<set $farm_fight.door -= 2>>
<<else>>
You bash the door with your fists. <span class="red">It rattles with each strike, but doesn't feel any weaker.</span>
<br><br>
<<set $farm_fight.door -= 1>>
<</if>>
<<set $farm_fight.weapon to "fists">>
<</switch>>
<<set $farm_fight.action to 0>>
<<if $farm_fight.screws lte 0>>
The last screw rattles against the floor, and the door swings open, only the locked hatch keeping it held to frame. <span class="red">The smell of smoke greets you.</span>
<br><br>
<<link [[Next|Farm Fight End]]>><<handheldon>><</link>>
<br>
<<elseif $farm_fight.door lte 0>>
<<if $farm_fight.weapon is "chainsaw">>
You kick the remaining wood apart, and step through.
<<elseif $farm_fight.weapon is "hammer">>
With a final smash, you knock out one of the panes. You reach through, unlock the hatch, and kick the door open. <span class="red">The smell of smoke greets you.</span>
<<else>>
With a final smash, your fist breaks right through the wood. You feel around for the hatch, unlock it, and kick the door open. <span class="red">The smell of smoke greets you.</span>
<</if>>
<br><br>
<<link [[Next|Farm Fight End]]>><</link>>
<br>
<<else>>
<<farm_fight_alex>>
<br><br>
<<farm_fight_door>>
<br><br>
<<farm_fight_options>>
<</if>><<effects>>
You look around the shed for anything that could help.
<br><br>
<<if $farm_fight.shelf isnot 1>>
<<link [[Search the shelves|Farm Fight Search Shelf]]>><<set $farm_fight.shelf to 1>><</link>>
<br>
<</if>>
<<if $farm_fight.toolbox isnot 1>>
<<link [[Search the toolbox|Farm Fight Search Toolbox]]>><<set $farm_fight.toolbox to 1>><</link>>
<br>
<</if>>
<<if $farm_fight.cupboard isnot 1>>
<<link [[Search the cupboard|Farm Fight Search Cupboard]]>><<set $farm_fight.cupboard to 1>><</link>>
<br>
<</if>>
<<if $farm_fight.rakes isnot 1>>
<<link [[Search the rakes|Farm Fight Search Rakes]]>><<set $farm_fight.rakes to 1>><</link>>
<br>
<</if>>
<<if $farm_fight.sheet isnot 1>>
<<link [[Search the sheet-covered object|Farm Fight Search Sheet]]>><<set $farm_fight.sheet to 1>><</link>>
<br>
<</if>><<effects>>
You scan the shelves. There are small bags of seeds, and a trowel <span class="pink">that's too rusty to be any use.</span>
<br><br>
<<link [[Next|Farm Fight]]>><</link>>
<br><<effects>><<wearProp "toolbox">>
You flip open the toolbox. It's well stocked, but two items draw your attention. <span class="green">A large hammer, and a screwdriver.</span> You could bash the door down with the hammer. You could also remove the door's screws and open it that way.
<br><br>
<<link [[Next|Farm Fight]]>><</link>>
<br><<effects>>
You throw open the cupboard. You shut your eyes as a cloud of dust greets you. You peer into the dark interior. Sacks of something heavy. It feels like sand. <span class="green">There's also a can of petrol.</span> Burning the door would be unwise, but perhaps the fuel has some other use.
<br><br>
<<link [[Next|Farm Fight]]>><</link>>
<br><<effects>>
You search the stack of rakes propped up in the corner. The rakes themselves are of little use for bashing the door down, but you wonder if there's anything else hidden among them. <span class="pink">There isn't.</span>
<br><br>
<<link [[Next|Farm Fight]]>><</link>>
<br><<effects>><<wearProp "chainsaw">>
An object leans against the wall, hidden beneath a sheet. You remove the fabric, <span class="green">revealing a chainsaw.</span>
<br><br>
You tug the cord, but nothing happens.
<br><br>
<<link [[Next|Farm Fight]]>><</link>>
<br><<set $outside to 0>><<effects>>
<<person1>>
<<if $farm_fight.weapon is "chainsaw">>
<<if $farm_fight.stage gte 9>>
The thugs back away from you, and from Alex, though <<he>> remains on the ground.
<<else>>
The thugs back away from you, and from Alex.
<</if>>
They stare at the roaring chainsaw in your hands, afraid to get any closer.
<br><br>
"Sh-shit," the <<person2>><<person>> cries. "Where the fuck did <<pshe>> get that?"
<br>
"Easy there <<girl>>," the <<person3>><<person>> says. <<He>> sounds calmer, and takes a step closer. "Put the toy down."
<br><br>
<<elseif $farm_fight.weapon is "hammer">>
<<if $farm_fight.stage gte 9>>
The thugs turn to face you, leaving Alex where <<he>> lay.
<<else>>
The thugs turn to face you, letting Alex get some distance.
<</if>>
They step closer, though throw wary glances at your hammer.
<br><br>
"The <<girl>>'s found <<pherself>> a toy," the <<person2>><<person>> says.
<br>
"Put it down," the <<person3>><<person>> adds, stepping closer. "And we'll go easy on ya."
<br><br>
<<elseif $farm_fight.weapon is "screwdriver">>
<<if $farm_fight.stage gte 9>>
The thugs turn to face you, leaving Alex where <<he>> lay.
<<else>>
The thugs turn to face you, letting Alex get some distance.
<</if>>
They step closer, and seem unconcerned about the screwdriver in your hand.
<br><br>
"Clever clogs here got out of <<pher>> cage," the <<person2>><<person>> says.
<br>
"<<pShe>>'ll soon regret it," the <<person3>><<person>> adds, closing in.
<br><br>
<<else>>
<<if $farm_fight.stage gte 9>>
The thugs turn to face you, leaving Alex where <<he>> lay.
<<else>>
The thugs turn to face you, letting Alex get some distance.
<</if>>
They walk closer.
<br><br>
"The <<girl>> is a tenacious sort," the <<person2>><<person>> says. "Maybe Remy could put <<phim>> to work."
<br>
"Nah," the <<person3>><<person>> adds, closing in. "This one won't be able to walk once we're done with <<phim>>."
<br><br>
<</if>>
<span class="red">"Enough,"</span> says a familiar voice to your left. The thugs freeze, their attention snapping to the newcomer. You freeze as well. It's Bailey.
<br><br>
<<link [[Next|Farm Fight End 2]]>><</link>>
<br><<effects>>
"The <<girl>>'s mine," Bailey continues. "You're done here." The thugs don't argue. They walk down the track leading away from the farm.
<br><br>
<<if $farm_fight.stage gte 9>>
<span class="pink">Alex remains on the ground.</span>
<br><br>
<<link [[Rush to Alex|Farm Fight End Rush]]>><<npcincr Alex dom -1>><</link>><<ldom>>
<br>
<<link [[Confront Bailey|Farm Fight End Confront]]>><</link>>
<br>
<<link [[Threaten Bailey|Farm Fight End Threaten]]>><</link>>
<br>
<<else>>
Alex rushes over, and rests a hand on your shoulders. "Thank you," <<person1>><<he>> pants. "I don't know how far they'd have gone." <<He>> turns to Bailey. "Thanks to you as well, stranger."
<br><br>
Bailey stares at Alex. "No problem," <<nnpc_he Bailey>> says. "I came to check on my ward."
<br><br>
Alex looks shocked. "I-I can put the kettle on if-"
<br><br>
Bailey shakes <<nnpc_his Bailey>> head. "I'm leaving." <<nnpc_He Bailey>> turns back to you. <span class="red">"I'll be visiting."</span> <<nnpc_He Bailey>> strides away.
<br><br>
"That smell," Alex says, looking over the shed roof. <span class="red">A plume of smoke rises from not so far away.</span> "The fields. We have to check the fields!"
<br><br>
<<link [[Next|Farm Fight End 3]]>><</link>>
<br>
<</if>><<effects>>
You rush to Alex's side. <<person1>><<Hes>> conscious. <<He>> winces as you help <<him>> to <<his>> feet.
<br><br>
"Thank you," Alex says, leaning against you. <<He>> looks at Bailey. "And thanks to you as well, stranger."
<br><br>
Bailey stares at Alex. "No problem," <<nnpc_he Bailey>> says. "I came to check on my ward."
<br><br>
Alex looks shocked. "I-I can put the kettle on if-"
<br><br>
Bailey shakes <<nnpc_his Bailey>> head. "I'm leaving." <<nnpc_He Bailey>> turns back to you. <span class="red">"I'll be visiting."</span> <<nnpc_He Bailey>> strides away.
<br><br>
Alex clutches <<his>> side. "That smell," <<he>> says, looking over the shed roof. <span class="red">A plume of smoke rises from not so far away.</span> "The fields. We have to check the fields!"
<br><br>
<<link [[Next|Farm Fight End 3]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"Wh-why have you come?" you ask.
<<elseif $speech_attitude is "bratty">>
"What the fuck are you doing here?" you ask.
<<else>>
"What do you want?" you ask.
<</if>>
<br><br>
"I came to check on my ward," Bailey says. "Your friend needs help. <span class="red">I'll be visiting.</span>" <<nnpc_He Bailey>> strides away.
<br><br>
<<person1>>
You check on Alex. <<Hes>> conscious. <<He>> winces as you help <<him>> to <<his>> feet. "That smell," <<he>> says, looking over the shed roof. <span class="red">A plume of smoke rises from not so far away.</span> "The fields. We have to check the fields!"
<br><br>
<<link [[Next|Farm Fight End 3]]>><</link>>
<br><<effects>>
<<if $farm_fight.weapon is "hammer">>
You glare at Bailey as you hold up your hammer, ready to strike.
<<elseif $farm_fight.weapon is "screwdriver">>
You hold the screwdriver like a dagger, and glare at Bailey.
<<elseif $farm_fight.weapon is "chainsaw">>
You point the whirring chainsaw at Bailey.
<<else>>
You glare at Bailey.
<</if>>
<<if $speech_attitude is "meek">>
"I-I'm not gonna let you bully me," you say.
<<elseif $speech_attitude is "bratty">>
"Leave," you say. "Now."
<<else>>
"I'm not gonna let you bully me," you say.
<</if>>
<br><br>
<<if $farm_fight.weapon isnot "fists">>
Bailey glances at your weapon. "I came to check on you," <<nnpc_he Bailey>> says. If <<nnpc_hes Bailey>> perturbed, <<nnpc_he Bailey>> hides it. <span class="red">"I'll be visiting."</span> <<nnpc_He Bailey>> strides away.
<<else>>
"I came to check on you," Bailey says. "<span class="red">I'll be visiting.</span>" <<nnpc_He Bailey>> strides away.
<</if>>
<br><br>
<<person1>>
You check on Alex. <<Hes>> conscious. <<He>> winces as you help <<him>> to <<his>> feet. "That smell," <<he>> says, looking over the shed roof. <span class="red">A plume of smoke rises from not so far away.</span> "The fields. We have to check the fields!"
<br><br>
<<link [[Next|Farm Fight End 3]]>><</link>>
<br><<set $outside to 0>><<effects>>
<<pass 5>><<handheldon>>
The smell worsens.
<<person1>>
<<if $farm_fight.stage gte 9>>
Alex limps alongside you, leaning on one arm. You reach the top of a ridge, and see the fields beyond. <span class="red">Charred black.</span> Small fires still burn at the edges. Alex falls to <<his>> knees, and buries <<his>> face in <<his>> palms.
<<else>>
Alex runs ahead. You find <<him>> kneeling at the edge of the field, <<his>> face buried in <<his>> palms. <span class="red">The field beyond is charred black.</span> Small fires still burn at the edges.
<</if>>
<br><br>
"M-my potatoes," Alex says. <<His>> voice cracks. "My <<sister_npc>> was right. I can't do this."
<br><br>
The crop might be gone, but the field itself should still be usable. Sand rings the edge, stopping the fire spreading any further. The saboteurs were careful to limit the damage.
<br><br>
<<link [[Encourage|Farm Fight End Rational]]>><</link>>
<br>
<<link [[Offer a cup of tea|Farm Fight End Tea]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"Y-you can grow more potatoes," you say. "They don't want to damage the farm. They want to hurt you."
<<elseif $speech_attitude is "bratty">>
"So it's a bad crop," you say. "Grow more. Next time we'll be ready."
<<else>>
"You can grow more potatoes," you say. "This is a setback. We'll be ready for them next time."
<</if>>
<br><br>
Alex leans against the fence as <<he>> climbs to <<his>> feet. <<He>> doesn't face you. "I don't want you to see me like this," <<he>> says. "I'm sorry. Let's go to the cottage."
<br><br>
<<link [[Next|Farm Fight End 4]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"C-can I make you a cup of tea?" you ask.
<<elseif $speech_attitude is "bratty">>
"Let's go inside," you say. "I'll put the kettle on."
<<else>>
"Let me make you a cup of tea," you say.
<</if>>
<br><br>
Alex laughs. "That's what I need," <<he>> says. <<He>> leans against the fence as <<he>> climbs to <<his>> feet. <<He>> doesn't face you. "I don't want you to see me like this," <<he>> says. "I'm sorry. Let's go to the cottage."
<br><br>
<<link [[Next|Farm Fight End 4]]>><</link>>
<br><<set $location to "alex_cottage">><<set $outside to 0>><<effects>><<wearProp "tea">>
<<if $farm_fight.stage gte 9>>
Alex sits at the kitchen table, nursing <<his>> injuries while you make <<him>> a cup of tea.
<<else>>
Alex sits at the kitchen table while you make <<him>> a cup of tea.
<</if>>
You place the cup on the table. <<He>> warms <<his>> hands against it, and stares into the fluid. <<He>> takes a long sip.
<br><br>
"That <<nnpc_gender "Bailey">>," <<he>> says. "That was Bailey, the orphanage caretaker?" You nod. Alex shakes <<his>> head. "I shouldn't be surprised Remy deals with that sort."<br><br>
<<link [[Ask what Alex knows of Bailey|Farm Fight End Ask]]>><<handheldon>><</link>>
<br>
<<link [[Apologise|Farm Fight End Apologise]]>><<handheldon>><<sub 1>><</link>>
<br>
<<link [[Suggest teaming up|Farm Fight End Suggest]]>><<handheldon>><<def 1>><</link>>
<br><<effects>>
"Not much," Alex says. "Just the rumours. Given what <<nnpc_he Bailey>> did today, some might be true."
<br><br>
<<link [[Apologise|Farm Fight End Apologise]]>><<sub 1>><</link>>
<br>
<<link [[Suggest teaming up|Farm Fight End Suggest]]>><<def 1>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I-It's all my fault," you say. "Bailey only came because-"
<<elseif $speech_attitude is "bratty">>
"I was careless," you say. "Bailey came for-"
<<else>>
"I'm sorry," you say. "Bailey came for-"
<</if>>
<br><br>
"No!" Alex slams <<his>> mug onto the table. "This isn't your fault. That thug has no right to threaten you. If not for you, I'd still be struggling with a single field."
<br><br>
"I've decided," <<he>> continues. "<span class="gold">I want to share control of the farm with you.</span>"
<br><br>
<<link [[Thank|Farm Fight End Accept]]>><</link>>
<br>
<<link [[Protest|Farm Fight End Refuse]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I-I'd feel safer taking on Bailey and Remy beside you," you say.
<<elseif $speech_attitude is "bratty">>
"If Bailey and Remy are joining forces," you say. "We should too."
<<else>>
"We should help each other," you say.
<</if>>
<br><br>
Alex nods. "You're right," <<he>> says. "I'm much stronger with you around. <span class="gold">I want to share control of the farm with you.</span>"
<br><br>
<<link [[Thank|Farm Fight End Accept]]>><</link>>
<br>
<<link [[Protest|Farm Fight End Refuse]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"Th-thank you," you say. "I'll do my best."
<<elseif $speech_attitude is "bratty">>
"Nice," you say. "I'm moving up in the world."
<<else>>
"Thank you," you say. "I won't let you down."
<</if>>
<br><br>
"You've earned it," Alex says. "It's not a big cottage, <span class="gold">but there should be room for you to stay here as well.</span>"
<br><br>
Alex hesitates. "Could you handle the fields from now on? I don't-" <<He>> finishes <<his>> tea. "I don't want to look at them. I can't."
<br><br>
<span class="red">Remy will attack in force 30 days from now, and attempt to burn the fields again.</span>
<br>
<span class="blue">Alex will defend the farm alone, but is more likely to succeed with your help.</span>
<br><br>
<<set $farm_attack_timer to 30>>
<<fields_init>>
<<set $farm_fields_intro to 1>>
<<farm_stock_init>>
<<link [[Next|Farm Cottage]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"Th-that's too much responsibility," you protest.
<<elseif $speech_attitude is "bratty">>
"This farm's enough work as is," you say.
<<else>>
"That's a lot of work," you say. "I'm not sure I could handle it."
<</if>>
<br><br>
"I understand," Alex says. "The offer's open. It's not a big cottage, <span class="gold">but there should be room for you to stay here as well.</span> Would make your commute less of a hassle.
I need someone to handle the fields, at least. I don't-" <<He>> finishes <<his>> tea. "I don't want to look at them. I can't."
<br><br>
<span class="red">Remy will attack in force 30 days from now, and attempt to burn the fields again.</span>
<br>
<span class="blue">Alex will defend the farm alone, but is more likely to succeed with your help.</span>
<br><br>
<<set $farm_attack_timer to 30>>
<<fields_init>>
<<set $farm_fields_intro to 1>>
<<farm_stock_init>>
<<link [[Next|Farm Cottage]]>><<endevent>><</link>>
<br><<set $outside to 0>><<effects>>
You are inside the shed with the shower.
<br>
<<bathroomicon "shower">><<link [[Take shower (0:10)|Farm Shower]]>><<pass 10>><</link>>
<br>
<<if $pbdisable is "f" and ($pblevel gte 2 or $pbstrip gte 1 or $pblevelballs gte 2)>>
<<bathroomicon "shave">><<link [[Groom pubic hair|Farm Shave]]>><</link>>
<br>
<</if>>
<<pregnancyTest "Farm Shed">>
<<getouticon>><<link [[Leave (0:01)|Farm Work]]>><<endevent>><<pass 1>><</link>>
<br><<effects>>
<<dontHideForNow>><<shavestrip>>
<<wearProp "razor">>
You take off your clothes and look at your <<genitals>>.
<br><br>
<<if playerChastity("hidden")>>
The belt fits snug against your body and it seems that reaching pubes with a razor is almost impossible.
<br><br>
<<link [[Dress up|Farm Shed]]>><<clotheson>><<dontHideRevert>><</link>>
<br>
<</if>>
<<if playerChastity("cage")>>
Your penis is <<if $worn.genitals.name is "chastity parasite">>sealed inside the parasite<<else>>locked inside the cage<</if>>. Shaving around it will be a bit more tricky, but that's not a big deal.
<br><br>
<</if>>
<<if $pblevel gte 2 or $pbstrip gte 1 or $pblevelballs gte 2>>
<<shavestyleicon 'clean'>><<link [[Shave clean (0:15)|Farm shave clean]]>><<pass 15>><<arousal 100>><<set $pblevel to 0>><<set $pbgrowth to 0>><<set $pblevelballs to 0>><<set $pbgrowthballs to 0>><<set $pbstrip to 0>><<set $makeup.pbcolour to 0>><</link>>
<br>
<</if>>
<<if $pblevel gte 5 or $pbstrip gte 2 or ($pbstrip is 1 and $pblevel gte 2)>>
<<shavestyleicon 'strip'>><<link [[Form a landing strip (0:15)|Farm shave strip]]>><<pass 15>><<arousal 100>><<set $pbstripName to "neat landing strip">><<set $pblevel to 0>><<set $pbgrowth to 0>><<set $pbstrip to 1>><</link>>
<br>
<</if>>
<<if $pblevel gte 5 or $pbstrip gte 3 or ($pbstrip gte 2 and $pblevel gte 2)>>
<<shavestyleicon 'heart'>><<link [[Form a heart (0:15)|Farm shave strip]]>><<pass 15>><<arousal 100>><<set $pbstripName to "cute heart shape">><<set $pblevel to 0>><<set $pbgrowth to 0>><<set $pbstrip to 2>><</link>>
<br>
<</if>>
<<if $pblevel gte 5 or $pbstrip gte 4 or ($pbstrip gte 3 and $pblevel gte 2)>>
<<shavestyleicon 'triangle'>><<link [[Form a triangle (0:15)|Farm shave strip]]>><<pass 15>><<arousal 100>><<set $pbstripName to "neat triangle">><<set $pblevel to 0>><<set $pbgrowth to 0>><<set $pbstrip to 3>><</link>>
<br>
<</if>>
<<if $player.ballsExist is true>>
<<if $pblevel gte 2 or $pbstrip gte 1>>
<<shavestyleicon 'clean'>><<link [[Shave only pubis (0:10)|Farm shave pubis]]>><<pass 10>><<arousal 50>><<set $pblevel to 0>><<set $pbgrowth to 0>><<set $pbstrip to 0>><<if $pblevelballs is 0>><<set $makeup.pbcolour to 0>><</if>><</link>>
<br>
<</if>>
<<if $pblevelballs gte 3>>
<<shavestyleicon 'balls'>><<link [[Shave only balls (0:05)|Farm shave balls]]>><<pass 5>><<arousal 50>><<set $pblevelballs to 0>><<set $pbgrowthballs to 0>><<if $pblevel is 0 and $pbstrip is 0>><<set $makeup.pbcolour to 0>><</if>><</link>>
<br>
<</if>>
<</if>>
<<if $pblevel gt 5 or $pblevelballs gt 5>>
<<shavestyleicon 'trim'>><<link [[Trim short (0:10)|Farm shave trim]]>><<pass 10>><<arousal 100>>
<<if $pblevel gte 5>>
<<set $pblevel to 5>><<set $pbgrowth to 7>><<set $pbstrip to 0>>
<</if>>
<<if $pblevelballs gte 5>>
<<set $pblevelballs to 5>><<set $pbgrowthballs to 10>>
<</if>>
<</link>>
<br>
<</if>>
<<if !playerChastity("hidden")>>
<<cosmeticsicon "dyes">><<link [[Dye pubic hair|Farm Dye]]>><</link>><br>
<</if>>
<<refuseicon>><<link [[Don't shave anything|Farm Shed]]>><<clotheson>><<dontHideRevert>><</link>><<effects>>
You pick up some shaving cream, a razor, and lean against the wall.
<br>
You spread your legs, and start carefully shaving your pubes. After a few minutes, you're done and your <<genitals_are 2>> now smooth and clean.
<br><br>
<<link [[Next|Farm Shed]]>><<clotheson>><<dontHideRevert>><</link>><<effects>>
You pick up some shaving cream, a razor, and lean against the wall.
<br>
You spread your legs, and start carefully shaving hair. After a few minutes, you're done and your pubis is now smooth and clean.
<br><br>
<<link [[Next|Farm Shed]]>><<clotheson>><<dontHideRevert>><</link>><<effects>>
You pick up some shaving cream, a razor, and lean against the wall.
<br>
You spread your legs, and start carefully shaving your balls. After a few minutes, you're done and your testicles are now smooth and clean.
<br><br>
<<link [[Next|Farm Shed]]>><<clotheson>><<dontHideRevert>><</link>><<effects>>
You pick up some shaving cream, a razor, and lean against the wall.
<br>
You spread your legs, and start carefully shaving your pubes. After a few minutes, you're done and your <<genitals_are 2>> now smooth and clean with a <<print $pbstripName>> adorning your pubis.
<br><br>
<<link [[Next|Farm Shed]]>><<clotheson>><<dontHideRevert>><</link>><<effects>>
You pick up a comb with scissors, and lean against the wall.
<br>
You spread your legs, and start carefully trimming your pubes. After a few minutes, you're done and the hair around your <<genitals 2>> is now neatly trimmed.
<br><br>
<<link [[Next|Farm Shed]]>><<clotheson>><<dontHideRevert>><</link>><<effects>>
<<set _ownedColours = $makeup.owned.hairdye.filter(x => x.count > 0)>>
<<if _ownedColours.length == 0>>
You don't own any hair dyes. Maybe you should visit a cosmetics shop to buy some.
<br>
<<else>>
<<wearProp "hairdye">>
What colour will it be?<br>
<<set _choice = _ownedColours[0].colour>>
<<for _i, _item range _ownedColours>>
<label><span class="grey-shadow"><span @class="'hair-' + _item.colour.replace(/ /g, '-')"><span class="colour-hair"><span style="color:#FD6064;"><<hairmapcolourtext _item.colour>></span></span></span></span> <<print '<<radiobutton "_choice" "'+_item.colour+'" ' + (_choice is _item.colour ? "checked" : "") + '>>'>></label>
x _item.count |
<</for>>
<br><br>
<<link [[Dye pubic hair using selected colour (0:30)|Farm dye pubic hair Finish]]>><<pass 30>><<set $makeup.owned.hairdye.find(x => x.colour == _choice).count -= 1>><<set $makeup.pbcolour = _choice>><</link>>
<</if>>
<br>
<<link [[Back|Farm Shave]]>><</link>><<effects>>
You treat your most sensitive parts with petroleum jelly and then prepare the hair dye.
Using a small brush you carefully apply chemicals to your pubes and wait for them to soak in.
<<arousal 100>>
<br><br>
After several minutes, you rinse your private area with water and behold your <<genitals 2>> with <<hairmapcolourtext $makeup.pbcolour>> pubic hair.
<br><br>
<<link [[Next|Farm Shed]]>><<clotheson>><<dontHideRevert>><</link>><<set $outside to 0>><<effects>>
<<strip>><<wearProp "soap">>
You remove your clothes, and wash until you're squeaky clean.<<wash>>
<br><br>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - ($allure / 2)) and Time.dayState isnot "night">>
<<npc Alex>><<person1>>
<<set $genderknown.pushUnique("Alex")>>
<<if random(1, 2) is 2>>
You hear the door creak open, and light streams in. <<covered>> It's Alex. <<He>> looks away, but <<his>> eyes flit back to you, stealing glances.<<gstress>><<stress 6>>
<br><br>
"S-sorry," <<he>> says. "Didn't know you were in here."
<br><br>
<<link [[Scream|Farm Shower Scream]]>><<npcincr Alex love -1>><<stress -6>><</link>><<llove>><<lstress>>
<br>
<<link [[Ask Alex to leave|Farm Shower Leave]]>><</link>>
<br>
<<if hasSexStat("exhibitionism", 4)>>
<<link [[Let Alex watch (0:05)|Farm Shower Watch]]>><<npcincr Alex lust 5>><<pass 5>><</link>><<exhibitionist4>><<glust>>
<br>
<</if>>
<<else>>
You hear the door creak open, and light streams in. <<covered>> It's Alex. <<He>> looks away, but <<his>> eyes flit back to you, stealing glances.<<gstress>><<stress 6>>
<br><br>
<<He>> shuts the door after a moment, restoring your privacy.
<<if $player.penisExist and ($player.penissize lte 1 or $player.penissize is 4) and random(0,9) gte 6 and !playerChastity()>>
<<if $player.penissize lte 1>>
"So <<EZsmall>>," <<he>> mutters after closing it. You look down at your <<penis>> and flush in embarrassment.
<<elseif $player.penissize is 4>>
"So <<EZbig>>," <<he>> mutters after closing it. You look down at your <<penis>> and flush in embarrassment.
<</if>>
<<incgpenisinsecurity>>
<</if>>
<br><br>
<<link [[Next|Farm Work]]>><<clotheson>><<endevent>><</link>>
<br>
<</if>>
<<else>>
<<skinicon "masturbate">><<link [[Masturbate|Farm Shower Masturbation]]>><<set $masturbationstart to 1>><</link>>
<br>
<<getouticon>><<link [[Leave|Farm Work]]>><<clotheson>><</link>>
<br>
<</if>><<effects>>
You scream. Alex slams the door in a panic. "S-sorry," <<he>> shouts. Hurried footsteps lead away from the shed.
<br><br>
<<tearful>> you grab your clothes.
<br><br>
<<link [[Next|Farm Work]]>><<clotheson>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"D-don't look," you say. "Please leave."
<<elseif $speech_attitude is "bratty">>
"Leave," you say. "Pervert."
<<else>>
"Please leave," you say.
<</if>>
<br><br>
<<if C.npc.Alex.dom gte 20>>
Alex hesitates, then steps forward and closes the door behind <<him>>. "You sure?" <<he>> says, pushing you against the wall.
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Allow|Farm Shower Sex]]>><<handheldon>><<set $sexstart to 1>><<npcincr Alex dom 1>><<npcincr Alex love 1>><</link>><<gdom>><<glove>>
<<else>>
<<insufficientStat "promiscuity" "to accept">>
<</if>>
<br>
<<link [[Shove|Farm Shower Shove]]>><<handheldon>><<npcincr Alex dom -1>><<npcincr Alex love -1>><</link>><<llove>><<ldom>>
<br>
<<else>>
Alex hesitates, then shuts the door. You cross the shed to dry yourself.
<br><br>
<<link [[Next|Farm Work]]>><<clotheson>><<endevent>><</link>>
<br>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>><<promiscuity2>>
<</if>>
<<effects>>
Water cascades down your bodies.
<br><br>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Farm Shower Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Farm Shower Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> leans against the shed wall, and pants. "I couldn't resist," <<he>> says. "Seeing you all soapy like that." <<He>> leaves the shed.<<glove>><<llllust>><<npcincr Alex lust -10>><<npcincr Alex love 1>>
<br><br>
<<tearful>> you turn off the shower.
<br><br>
<<endcombat>>
<<link [[Next|Farm Work]]>><<clotheson>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
You shove Alex. <<He>> falls against the shed wall, then crumples to <<his>> feet. "Sorry," <<he>> says as <<he>> rises. "I misread you." <<He>> leaves the shed.
<br><br>
<<tearful>> you turn off the shower.
<br><br>
<<endcombat>>
<<link [[Next|Farm Work]]>><<clotheson>><</link>>
<<else>>
Alex throws up <<his>> hands. "Sorry," <<he>> says. "I misread you." <<He>> leaves the shed.<<llove>><<npcincr Alex love -1>>
<br><br>
<<tearful>> you turn off the shower.
<br><br>
<<endcombat>>
<<link [[Next|Farm Work]]>><<clotheson>><</link>>
<</if>>
<<wash>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>><<promiscuity2>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Farm Shower Masturbation Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Farm Shower Masturbation Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> leans against the shed wall, and pants. "I couldn't resist," <<he>> says. "Watching you masturbating like that." <<He>> leaves the shed.<<glove>><<llllust>><<npcincr Alex lust -10>><<npcincr Alex love 1>>
<br><br>
<<tearful>> you turn off the shower.
<br><br>
<<endcombat>>
<<link [[Next|Farm Work]]>><<clotheson>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
You shove Alex. <<He>> falls against the shed wall, then crumples to <<his>> feet. "Sorry," <<he>> says as <<he>> rises. "I misread you." <<He>> leaves the shed.
<br><br>
<<tearful>> you clean yourself up.
<br><br>
<<endcombat>>
<<link [[Next|Farm Work]]>><<clotheson>><</link>>
<<else>>
Alex throws up <<his>> hands. "Sorry," <<he>> says. "I misread you." <<He>> leaves the shed.<<llove>><<npcincr Alex love -1>>
<br><br>
<<tearful>> you clean yourself up.
<br><br>
<<endcombat>>
<<link [[Next|Farm Work]]>><<clotheson>><</link>>
<</if>>
<<wash>><<effects>>
You shove Alex away from you, and <<he>> stumbles to the ground. "Sorry," <<he>> says, climbing to <<his>> feet. "I misread you." <<He>> shuts the door behind <<him>>.
<br><br>
<<link [[Next|Farm Work]]>><<clotheson>><<endevent>><</link>>
<br><<effects>>
You continue to wash your body, taking your time. You turn to show Alex a different angle.
<<exhibitionism4>>
<<He>> stares with an embarrassed longing.
<br><br>
<<link [[Invite to wash you|Farm Shower Invite]]>><<handheldon>><<npcincr Alex lust 5>><</link>><<exhibitionist4>><<gglust>>
<br>
<<link [[Finish|Farm Shower Finish]]>><<handheldon>><</link>>
<br><<effects>><<wearProp "sponge">>
<<if $speech_attitude is "meek">>
"W-would you like to wash me?" you ask Alex, holding out a sponge. "There are bits I can't reach."
<<elseif $speech_attitude is "bratty">>
"Make yourself useful," you say, chucking a sponge at Alex.
<<else>>
"Could you wash me?" you ask Alex, holding out a sponge. "There are bits I can't reach."
<</if>>
<<exhibitionism4>>
Alex tries to respond, but can't form the words. <<He>> closes the shed door behind <<him>>.
<br><br>
<<He>> stands apart, so <<his>> clothes don't get too wet, and runs the sponge up and down your back. It feels nice. You shiver.
<br><br>
<<if C.npc.Alex.lust gte 10>>
Without prompting, <<he>> steps forward and clamps a hand over your chest, <<his>> concern about getting wet forgotten.
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Allow|Farm Shower Sex]]>><<handheldon>><<set $sexstart to 1>><<npcincr Alex dom 1>><<npcincr Alex love 1>><</link>><<promiscuous2>><<gdom>><<glove>>
<br>
<</if>>
<<link [[Shove|Farm Shower Shove]]>><<handheldon>><<npcincr Alex dom -1>><<npcincr Alex love -1>><</link>><<llove>><<ldom>>
<br>
<<else>>
You turn, and let <<him>> wash the front of your body as well. You're clean already, but it feels too good to pass up. <<He>> stops breathing as the sponge passes over your <<genitals>><<ggarousal>><<arousal 1200>>
<br><br>
<<if $arousal gte $arousalmax>>
Your body shakes. <<orgasm>>
Rather than surprised, Alex is emboldened by your orgasm. "You're such a pervert," <<he>> says, pulling your body against <<his>>.
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Allow|Farm Shower Sex]]>><<handheldon>><<set $sexstart to 1>><<npcincr Alex dom 1>><<npcincr Alex love 1>><</link>><<promiscuous2>><<gdom>><<glove>>
<br>
<</if>>
<<link [[Shove|Farm Shower Shove]]>><<handheldon>><<npcincr Alex dom -1>><<npcincr Alex love -1>><</link>><<llove>><<ldom>>
<br>
<<else>>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Seduce|Farm Shower Seduce]]>><<handheldon>><<npcincr Alex love 1>><</link>><<promiscuous2>><<glove>>
<br>
<</if>>
<<link [[Finish|Farm Shower Finish]]>><<handheldon>><</link>>
<br>
<</if>>
<<link [[Next|Farm Work]]>><<clotheson>><<endevent>><</link>>
<br>
<</if>><<effects>>
You embrace Alex, pulling <<him>> under the running water. <<He>> no longer cares about getting wet.
<<promiscuity2>>
<<link [[Next|Farm Shower Sex]]>><<set $sexstart to 1>><</link>>
<br><<effects>>
You turn off the shower, and cross the room to dry yourself. Alex's eyes follow until you wrap a towel around your body. Blushing, <<he>> shuts the door.
<br><br>
<<link [[Next|Farm Work]]>><<clotheson>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"Wh-who was that?" you ask. "Is everything okay?"
<<elseif $speech_attitude is "bratty">>
"What was that about?" you ask. "Should I worry?"
<<else>>
"Anything to worry about?" you ask.
<</if>>
<br><br>
<<person1>>
Alex shakes <<his>> head. "I'm looking into security options. Was thinking about a taller perimeter wall, but that <<person2>><<if $pronoun is "f">>lady<<else>>fellow<</if>> sold me on a watchtower. Or <<he>> would have. It's expensive."
<br><br>
<<person1>>
Alex takes a swig from an unmarked bottle. "We'd need help manning it too," <<he>> continues. "The details are on my desk if you want a look. I trust you with the money."
<br><br>
<span class="gold">You can now buy further upgrades for the farm from Alex's bedroom.</span>
<br>
<span class="pink">Your prosperity has not gone unnoticed. Remy will commit more resources during <<nnpc_his Remy>> assaults.</span>
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
<<if $danceSuccess>>
You dive for the creature, and <span class="green">manage to pin it with your forearm long enough for Alex to catch up.</span> <<He>> slams the cage over it, then throws over a sheet.<<glove>><<npcincr Alex love 1>>
<br><br>
"Thanks," <<he>> says. "Had an accident."
<br><br>
<<if $speech_attitude is "meek">>
"Wh-Wha-" you manage, looking at the covered cage.
<<elseif $speech_attitude is "bratty">>
"It's one of those weird things," you say. "What are they?"
<<else>>
"What is it?" you ask, looking at the covered cage.
<</if>>
<br><br>
"They live on the moor," Alex says. "Light agitates them. I should tell you more. Help me get it inside."
<br><br>
<<link [[Next|Farm Stage 9 Caught]]>><</link>>
<br>
<<else>>
You dive for the creature, <span class="red">but it jerks to the side,</span> and you land in the <<if Weather.isSnow>>snow<<elseif Weather.precipitation is "rain">>mud<<else>>dirt<</if>>. It disappears beneath a hedge.<<gpain>><<pain 4>><<gdom>><<npcincr Alex dom 1>>
<br><br>
Alex helps you to your feet.
<br><br>
<<if $speech_attitude is "meek">>
"Wh-what was-" you manage.
<<elseif $speech_attitude is "bratty">>
"That was one of those weird things," you say. "What are they?"
<<else>>
"What was that?" you ask.
<</if>>
<br><br>
"They live on the moor," Alex says. "There's something I should show you."
<br><br>
<<link [[Next|Farm Stage 9 Empty]]>><</link>>
<br>
<</if>><<effects>>
Alex holds out the cage and leaps for the creature, but misses. It disappears beneath a hedge.
<br><br>
You help <<him>> to <<his>> feet.
<<if $speech_attitude is "meek">>
"Wh-what was-" you manage.
<<elseif $speech_attitude is "bratty">>
"That was one of those weird things," you say. "What are they?"
<<else>>
"What was that?" you ask.
<</if>>
<br><br>
"They live on the moor," Alex says. "There's something I should show you."
<br><br>
<<link [[Next|Farm Stage 9 Empty]]>><</link>>
<br><<effects>>
You follow Alex into the stone shed. An acrid smell greets you. A long table lines one side, cluttered with laboratory equipment. Shattered glass litters the floor. A strange purple fluid drips from the ceiling.
<br><br>
"This is my lab," Alex says, turning to face you with hands on hips. A beaker rolls onto the floor and shatters. "It was more organised before the explosion," <<he>> adds.
<br><br>
<<link [[Be impressed|Farm Stage 9 Impressed]]>><<npcincr Alex love 1>><</link>><<glove>>
<br>
<<link [[Be curious|Farm Stage 9 Curious]]>><<npcincr Alex love 1>><</link>><<glove>>
<br>
<<link [[Be dismissive|Farm Stage 9 Dismissive]]>><<npcincr Alex love -1>><<npcincr Alex dom -3>><</link>><<llove>><<lldom>>
<br><<effects>>
Alex fetches a more robust cage for the creature, and leads you into the stone shed. A long table lines one side, cluttered with laboratory equipment. Shattered glass litters the floor. A strange purple fluid drips from the ceiling.
<br><br>
"This is my lab," Alex says, placing the cage on the table then turning to face you with hands on hips. A beaker rolls onto the floor and shatters. "It was more organised before the explosion," <<he>> adds.
<br><br>
<<link [[Be impressed|Farm Stage 9 Impressed]]>><<npcincr Alex love 1>><</link>><<glove>>
<br>
<<link [[Be curious|Farm Stage 9 Curious]]>><<npcincr Alex love 1>><</link>><<glove>>
<br>
<<link [[Be dismissive|Farm Stage 9 Dismissive]]>><<npcincr Alex love -1>><<npcincr Alex dom -3>><</link>><<llove>><<lldom>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"You're very smart," you say.
<<elseif $speech_attitude is "bratty">>
"Not bad," you say. "I like a <<personsimple>> with secrets."
<<else>>
"I had no idea you were up to such," you say. "You're very knowledgeable."
<</if>>
<br><br>
Alex's chest puffs a little. "I was using it for something else at first," <<he>> admits.
<br><br>
<<link [[Next|Farm Stage 9 Lab]]>><</link>>
<br><<effects>>
You examine the equipment. Most of the glassware is cracked or shattered, but there's a large metal alembic in the corner. Alex follows your gaze. "Gonna need replacements," <<he>> says. "This isn't the first time."
<br><br>
<<link [[Next|Farm Stage 9 Lab]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I-I thought you were doing something useful in here," you say.
<<elseif $speech_attitude is "bratty">>
"So you're wasting time in here while I work my ass off?" you say.
<<else>>
"You'd be more useful working the farm," you say.
<</if>>
<br><br>
Alex deflates. "My work here is useful," <<he>> says. "Or it will be. Soon."
<br><br>
<<link [[Next|Farm Stage 9 Lab]]>><</link>>
<br><<effects>>
"These creatures," Alex continues. "Remy hunts them. I wanted to know why. I tried eating one. Was like leather. But they produce this fluid." <<He>> pulls a metal box out from beneath the table. A purple glow lights <<his>> face.
<br><br>
"The fluid congeals in moments when removed," <<he>> says. "But I've worked out how to keep it stable." The phial of fluid lights up <<his>> hand. "Do you know what this is?"
<br><br>
<<if $awarelevel gte 2>>
<<link [[Yes|Farm Stage 9 Yes]]>><<npcincr Alex dom -1>><</link>><<ldom>>
<br>
<</if>>
<<link [[No|Farm Stage 9 No]]>><<npcincr Alex dom 1>><</link>><<gdom>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I-It's a drug," you say. "And an aphrodisiac."
<<elseif $speech_attitude is "bratty">>
"It looks like the drug that's going around," you say. "The aphrodisiac."
<<else>>
"It's a drug," you say. "And an aphrodisiac."
<</if>>
<br><br>
"Yes!" Alex exclaims. "I mean, I don't know about the aphrodisiac part. But it is a drug. Remy must be making bank. We will too."
<br><br>
<<link [[Agree|Farm Stage 9 Agree]]>><</link>>
<br>
<<link [[Object|Farm Stage 9 Object]]>><<npcincr Alex love -1>><</link>><<llove>>
<br><<effects>>
You shake your head. "It's a drug," Alex says. "Remy must be making bank. We will too."
<br><br>
<<link [[Agree|Farm Stage 9 Agree]]>><</link>>
<br>
<<link [[Object|Farm Stage 9 Object]]>><<npcincr Alex love -1>><</link>><<llove>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"W-we do need the money," you say.
<<elseif $speech_attitude is "bratty">>
"It's about time we got proper slice of the pie," you say.
<<else>>
"We could use the money," you say.
<</if>>
<br><br>
Alex nods. "I already have a buyer lined up. A company in town. They have a compound on <span class="gold">Elk Street.</span> They must use it for medicine. They're offering <<printmoney 100000>> for just this." <<He>> holds it out. "Could you deliver it when next in town?"
<br><br>
You take the phial. It warms your palm.
<br><br>
<<set $phials_held to 1>>
<<set $phials_stored to 0>>
<<link [[Next|Farm Still]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I-I don't want to get involved with drugs," you say. "It sounds dangerous."
<<elseif $speech_attitude is "bratty">>
"Are you out of your mind?" you ask. "Dealing drugs is inviting trouble."
<<else>>
"I don't like this," you say. "Drugs are trouble."
<</if>>
<br><br>
"It's not that kind of drug," Alex protests. "I mean, I don't think so. I have a buyer lined up. A company in town. They have a compound on <span class="gold">Elk Street.</span> They must use it for medicine. They're offering <<printmoney 100000>> for just this."
<br><br>
Alex places the phial back in the box, and slides it under the table. "We won't get involved if you don't want to," <<he>> says. "I hope you change your mind. I'll keep the phial here in the meantime."
<br><br>
<<set $phials_held to 0>>
<<set $phials_stored to 1>>
<<link [[Next|Farm Still]]>><<endevent>><</link>>
<br><<effects>>
<<farm_work_update>>
You are inside Alex's lab.
<<if $farm_work.alex is "still">>
Alex tinkers with the apparatus.
<</if>>
<<if $lurkers_stored gte 2>>
<<Number $lurkers_stored>> cages rattle.
<<elseif $lurkers_stored is 1>>
A cage rattles.
<<else>>
The cages are empty.
<</if>>
<br><br>
<<if $farm.extract is 2 and $farm.player_still_timer gte 1>>
Your auto-extraction system is hard at work, extracting lurkers for their aphrodisiac and switching them out when it has run out.
<br><br>
<<elseif $farm.extract is 1 and $farm.player_still_timer gte 1>>
Your extraction system is hard at work, extracting the aphrodisiac out of the captive lurker. It will be
<<if $farm.player_still_timer gte 2>>
<<print $farm.player_still_timer>> days
<<else>>
<<print $farm.player_still_timer>> day
<</if>>
until it extracts enough for a phial.
<br><br>
<<elseif $farm.extract is 2>>
Your auto-extraction system is idle, waiting for more lurkers to extract.
<br><br>
<<elseif $farm.extract is 1>>
Your extraction system is idle, waiting for a lurker to be trapped in it.
<br><br>
<</if>>
<<if $phials_stored gte 2>>
There are <<number $phials_stored>> phials of aphrodisiac stored beneath the table.
<br><br>
<<elseif $phials_stored is 1>>
There's a full phial stored beneath the table.
<br><br>
<</if>>
<<if $temple_rank is "monk" and !$farm_aphrodisiac_corruption_reaction and $phials_stored gte 1>>
<<set $farm_aphrodisiac_corruption_reaction to true>>
You look at the <<= $phials_stored is 1 ? "phial" : "phials">><<if $lurkers_stored gte 1>> and the <<= $lurkers_stored is 1 ? "creature" : "creatures">> in the <<= $lurkers_stored is 1 ? "cage" : "cages">><</if>>, and a sense of dread seizes you.
<br><br>
<<if $world_corruption_soft gte 75>>
<span class="pink">A lost arm.</span>
<br><br>
Your mind flashes back to the pyre, the visions you saw within.
<br><br>
<span class="pink">A broken wing.</span>
<br><br>
You recall the malevolent scythe you saw sweeping across the town, tearing holes in your reality. Holes much too small to let its wielder pass through.
<br><br>
<span class="pink">A single missing feather.</span>
<br><br>
But not too small to prevent something else from wriggling through.
<br><br>
Your eyes fall upon <<if $lurkers_stored gte 1>>the <<= $lurkers_stored is 1 ? "creature" : "creatures">> in the <<= $lurkers_stored is 1 ? "cage" : "cages">>, and<</if>> the <<= $phials_stored is 1 ? "phial" : "phials">> of glowing purple liquid, and your heart squeezes in your chest.
<br><br>
<span class="purple">The taint spreads.</span>
<br><br>
<<elseif $world_corruption_soft gte 25>>
You look towards the cages<<if $lurkers_stored gte 1>> and the <<= $lurkers_stored is 1 ? "creature" : "creatures">> within<</if>>, and your hand instinctively goes to your <<= $temple_weapon>>. Jordan's words, from when you first received it, come back to you: "There are cracks all over this town, where these things squirm through. It is why the temple is here. And why we learn to fight."
<br><br>
<<if $lurkers_stored gte 1>>
The <<= $lurkers_stored is 1 ? "creature rattles its cage" : "creatures rattle their cages">>, but <<= $lurkers_stored is 1 ? "is" : "are">> unable to escape.
<<else>>
The cages are empty for now, but you can't help but feel a prickling sensation on the back of your neck.
<</if>>
The <<= $phials_stored is 1 ? "phial" : "phials">> of purple liquid <<= $phials_stored is 1 ? "glows" : "glow">> gently on the tabletop, but the sight makes your blood run cold. <span class="purple">You aren't sure selling stuff made from those creatures is a good idea.</span>
<br><br>
<<else>>
You frown at the <<if $lurkers_stored gte 1>><<= $lurkers_stored is 1 ? "creature" : "creatures">> in the <<= $lurkers_stored is 1 ? "cage" : "cages">>, and the<</if>> glowing purple liquid on the tabletop. Alex said Remy was making a lot of money from the stuff, and you know <<nnpc_he Alex>> hopes to do the same. Still, knowing the source of this stuff, you can't help but feel uneasy about the idea of producing it. <span class="purple">Something tells you selling it might make things harder for the temple.</span>
<br><br>
<</if>>
<</if>>
<<if $phials_stored gte 2>>
<<symbol "lust">><<link [[Take them (0:01)|Farm Work]]>><<pass 1>><<set $phials_held += $phials_stored>><<set $phials_stored to 0>><</link>>
<br>
<<elseif $phials_stored is 1>>
<<symbol "lust">><<link [[Take it (0:01)|Farm Work]]>><<pass 1>><<set $phials_held += $phials_stored>><<set $phials_stored to 0>><</link>>
<br>
<<else>>
<br><br>
<</if>>
<<if $lurkers_held gt 1>>
<<set _string to "lurkers">><<set _phase to 1>>
<<elseif $lurkers_held is 1>>
<<set _string to "lurker">><<set _phase to 0>>
<</if>>
<<if $lurkers_held gte 1>>
<<petshopicon "cage">><<link [["Move your " + _string + " to a cage"|Farm Still Cage]]>><<set $lurkers_stored += $lurkers_held>><<set $lurkers_held to 0>><</link>>
<br>
<</if>>
<<if $lurkers_stored gte 1 and $sciencetrait gte 2 and $farm.extract is 1 and $farm.player_still_timer lte 0>>
<<link [[Start your own lurker extraction (0:05)|Farm Still Player Extract]]>><<set $lurkers_stored -= 1>><<pass 5>><</link>>
<br>
<</if>>
<<getouticon>><<link [[Leave (0:01)|Farm Work]]>><<pass 1>><</link>>
<br><<effects>>
You lock the <<if _phase is 0>>creature<<else>>creatures each<</if>> in a cage, and pull the <<if _phase is 0>>net<<else>>nets<</if>> through the bars. It'll take time, but Alex will be able to produce <<if _phase is 0>>a phial of aphrodisiac<<else>>phials of aphrodisiacs<</if>>. <<nnpc_He "Alex">>'ll leave <<if _phase is 0>>it<<else>>them<</if>> in the lab when ready.
<br><br>
<<if $farm.still_timer lte 0 or $farm.still_timer is undefined>>
<<set $farm.still_timer to 7>>
<</if>>
<<if ($farm.player_still_timer lte 0 or $farm.player_still_timer is undefined) and $farm.extract is 2>>
<<set $farm.player_still_timer to 9 - $sciencetrait>>
<</if>>
<<link [[Next|Farm Still]]>><</link>>
<br><<effects>>
<<if $farm.player_still_timer lte 0 or $farm.player_still_timer is undefined>>
<<set $farm.player_still_timer to 9 - $sciencetrait>>
<</if>>
You grab a lurker from a cage and hook it up to your extraction setup. It'll produce a phial of aphrodisiac in
<<if $farm.player_still_timer gte 2>>
<<print $farm.player_still_timer>> days.
<<else>>
<<print $farm.player_still_timer>> day.
<</if>>
<br><br>
<<link [[Next|Farm Still]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"That's so cool," you say.
<<elseif $speech_attitude is "bratty">>
"Not bad," you say.
<<else>>
"That's pretty cool," you say.
<</if>>
<br><br>
Alex beams. "I'm glad you think so," <<he>> says. "I made you one." <<He>> slings a second net off <<his>> shoulder, and hands it to you. It's light.
<br><br>
<<link [[Next|Farm Stage 10 Explain]]>><</link>>
<br><<effects>>
<<set $lurkers_stored to 0>>
<<set $lurkers_held to 0>>
<<if $speech_attitude is "meek">>
"I-I don't think I can throw that well," you say.
<<elseif $speech_attitude is "bratty">>
"A stick would be more useful," you say.
<<else>>
"That doesn't look practical," you say.
<</if>>
<br><br>
Alex deflates. "The net works," <<he>> says. "Trust me. I made you one." <<He>> slings a second net off <<his>> shoulder, and hands it to you. It's light.
<br><br>
<<link [[Next|Farm Stage 10 Explain]]>><</link>>
<br><<effects>>
<<set $lurkers_stored to 0>>
<<set $lurkers_held to 0>>
"If you see any blighters around the farm," Alex says. "Catch them, and <span class="gold">take them to the lab.</span> They don't last long in captivity, but I should be able to extract something valuable from them. <span class="blue">You can't carry more than one."</span>
<br><br>
"Keep an eye out on the moor as well," Alex adds. "But don't go there without reason."
<br><br>
<span class="gold">You've gained the "Capture" ability, available during encounters with lurkers.</span> <i>The bestiality and lurker toggles must be enabled in Settings for lurker encounters to appear.</i>
<<if $prof.net is undefined>>
<<set $prof.net to 0>>
<</if>>
<br>
<span class="pink">Your prosperity has not gone unnoticed. Remy will commit more resources during <<nnpc_his Remy>> assaults.</span>
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
You shove Alex to the side, pushing <<him>> onto <<his>> back. <<He>> laughs, and pulls you with <<him>>. You tumble over and over until at last,
<<if $physiqueSuccess>>
<span class="green">you pin <<him>> on <<his>> back.</span> <<He>> tries to push you off, but you hold <<him>> down.<<ldom>><<npcincr Alex dom -1>>
<br><br>
<<if $speech_attitude is "meek">>
"I-I don't know what to do next," you admit.
<<elseif $speech_attitude is "bratty">>
"Right where you belong," you say. "Now what shall I do with you?"
<<else>>
"I win," you say. "Now how shall I reward myself?"
<</if>>
<br><br>
"You should take advantage," Alex says. <<He>> pauses, then leans in and closes <<his>> eyes.
<br><br>
<<else>>
<span class="red"><<he>> pins you on your back again.</span> This time <<he>> holds you down with more weight.<<gdom>><<npcincr Alex dom 1>>
<br><br>
"Right where I want you," <<he>> says. <<He>> leans in, and closes <<his>> eyes.
<br><br>
<</if>>
<<link [[Kiss|Farm Love Kiss]]>><<npcincr Alex love 10>><</link>><<kissvirginitywarning>><<ggglove>>
<br>
<<link [[Turn your head away|Farm Love Turn]]>><<npcincr Alex love -10>><</link>><<llllove>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"Y-you scared me," you say. "I thought you were an intruder."
<<elseif $speech_attitude is "bratty">>
"Don't sneak up on me," you say. "I could have punched you."
<<else>>
"You scared me," you say. "Thought you were an intruder."
<</if>>
<br><br>
"If any intruders want you," Alex says. "They'll have to go through me." <<He>> pauses, then leans in and closes <<his>> eyes.
<br><br>
<<link [[Kiss|Farm Love Kiss]]>><<npcincr Alex love 10>><</link>><<kissvirginitywarning>><<ggglove>>
<br>
<<link [[Turn your head away|Farm Love Turn]]>><<npcincr Alex love -10>><</link>><<llllove>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"Wh-why would I break free?" you say. "I like you on top."
<<elseif $speech_attitude is "bratty">>
"Break free?" you say. "Not when I can let you do the work."
<<else>>
"Maybe I like this position," you say.
<</if>>
<<promiscuity1>>
<<if C.npc.Alex.dom lte -30>>
"Then you won't mind if I claim myself as yours,"
<<else>>
"Then you won't mind if I claim you as mine,"
<</if>>
Alex says, leaning closer and closing <<his>> eyes.
<br><br>
<<link [[Kiss|Farm Love Kiss]]>><<npcincr Alex love 10>><</link>><<kissvirginitywarning>><<ggglove>>
<br>
<<link [[Turn your head away|Farm Love Turn]]>><<npcincr Alex love -10>><</link>><<llllove>>
<br><<effects>>
Your lips meet. Alex's body is tense and <<his>> pulse races, but <<he>> relaxes as you kiss again and again. <<Hes>> flushed by the time you pull away.<<takeKissVirginity "Alex" "loveInterest">>
<br><br>
<<if C.npc.Alex.dom lte -30>>
"I'm your <<if $pronoun is "f">>wo<</if>>man,"
<<else>>
"You're my <<if $player.gender_appearance is "f">>wo<</if>>man,"
<</if>>
<<he>> says. <<He>> runs <<his>> eyes and a finger down your chest. "I'm so lucky."
<br><br>
You return to work together.
<br><br>
<<if $loveInterest.primary is "None">>
<<set $loveInterest.primary to "Alex">>
<span class = "gold">Alex is now your love interest! You can live together, after all.</span>
<br><br>
<<else>>
<span class = "gold">Alex can now be claimed as your love interest! You can live with <<him>>, after all. <br>You can change your love interest in the "Attitudes" menu.</span>
<br><br>
<</if>>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
You turn your head as Alex leans in. <<His>> lips peck your cheek before <<he>> notices. <<He>> looks away, crestfallen for a moment, before regaining <<his>> composure. "I won't give up," <<he>> says. "You'll be mine. Sooner or later."<br><br>
<<He>> climbs to <<his>> feet and returns to work.
<br><br>
<span class = "gold">Alex can now be claimed as your love interest! You can live with <<him>>, after all. <br>You can change your love interest in the "Attitudes" menu.</span>
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>><<wearProp "tea">>
You ask if the <<person>> takes sugar, then make <<him>> a cup of tea. <<He>> takes a sip. "Cheers."
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>><<wearProp "tea">>
You ask the <<person>> if <<he>> takes sugar, then make <<him>> a cup of tea. <<He>> takes a sip. "Cheers."
<br><br>
<<if $rng gte 81>>
You chat awhile about <<his>> work. "Weather don't matter," <<he>> says with pride. "I'll get the job done."
<<elseif $rng gte 61>>
You chat awhile. "I live in town," <<he>> says. "Nice to get out here now and then."
<<elseif $rng gte 41>>
You chat awhile. "I live nearby," <<he>> says. "Nice easy commute."
<<elseif $rng gte 21>>
You chat awhile. "Careful if you go out on that moor," <<he>> says with a hint of mirth. "The dragon will get ya."
<<else>>
You chat awhile. "Nice place you got here," <<he>> says. "I'll be buying some of your <<print either("milk", "eggs", "produce", "truffles", "veggies")>>."
<</if>>
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"N-no," you say. "I-I don't want to make you tea."
<<elseif $speech_attitude is "bratty">>
"I'm not your servant," you say. "Get your own."
<<else>>
"I'm busy," you say. "Get your own tea."
<</if>>
<br><br>
"I'd make my own," the <<person>> shrugs. "But I don't want to go stomping through your nice cottage."
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
You check the farm's stock. Alex will sell produce to meet the farm's agreements and cover daily expenses. Excess produce will be kept in a fridge for you to take and sell in town.
<br><br>
Unclaimed produce will slowly expire.
<br><br>
Truffles: $farm.stock.truffles
<br>
<<if $farm.stock.truffles gte 1>>
<<set _farm_stocked to true>>
<<tendingicon "truffle">><<link [[Take|Farm Stock]]>><<wearProp "truffle">><<tending_give truffle $farm.stock.truffles>><<set $farm.stock.truffles to 0>><</link>>
<br>
<</if>>
<br>
Eggs: $farm.stock.eggs
<br>
<<if $farm.stock.eggs gte 1>>
<<set _farm_stocked to true>>
<<tendingicon "egg">><<link [[Take|Farm Stock]]>><<wearProp "egg" 0 "chicken">><<tending_give chicken_egg $farm.stock.eggs>><<set $farm.stock.eggs to 0>><</link>>
<br>
<</if>>
<br>
Bottles of milk: $farm.stock.milk
<br>
<<if $farm.stock.milk gte 1>>
<<set _farm_stocked to true>>
<<tendingicon "milk">><<link [[Take|Farm Stock]]>><<wearProp "milk bottle" 0 "milk">><<tending_give bottle_of_milk $farm.stock.milk>><<set $farm.stock.milk to 0>><</link>>
<br>
<</if>>
<br>
<<if _farm_stocked is true>>
<<tendingicon "basket">>
<<link [[Take all|Farm Cottage]]>>
<<if $farm.stock.truffles gte 1>>
<<tending_give truffle $farm.stock.truffles>><<set $farm.stock.truffles to 0>>
<</if>>
<<if $farm.stock.eggs gte 1>>
<<tending_give chicken_egg $farm.stock.eggs>><<set $farm.stock.eggs to 0>>
<</if>>
<<if $farm.stock.milk gte 1>>
<<tending_give bottle_of_milk $farm.stock.milk>><<set $farm.stock.milk to 0>>
<</if>>
<<wearProp "basket">>
<</link>>
<br>
<</if>>
<<getouticon>><<link [[Leave|Farm Cottage]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I-I can try," you say. "The soil here is good."
<<elseif $speech_attitude is "bratty">>
"I can grow anything, anywhere," you boast.
<<else>>
"We already know it grows here," you say. "So we should be able to."
<</if>>
<br><br>
Alex holds out the seeds. A sweet scent rises. "Good luck."<<drugs 30>><<garousal>>
<br><br>
<<set $plants_known.push("strange_flower")>>
<span class="gold">You can now grow <<icon "tending/strange_flower.png">> strange flowers.</span>
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I-it's making me feel funny," you say. "If Remy's growing them, they could be dangerous."
<<elseif $speech_attitude is "bratty">>
"These plants are dangerous," you say. "You sure you want to mess with them?"
<<else>>
"These plants could be dangerous," you say.
<</if>>
<br><br>
Alex shrugs, and holds out the seeds. "The farm needs the money," <<he>> says. "It's up to you. You're in charge of the fields."<<garousal>><<drugs 30>>
<br><br>
<<set $plants_known.push("strange_flower")>>
<span class="gold">You can now grow <<icon "tending/strange_flower.png">> strange flowers.</span>
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
You feel for Alex's hand, and take it in your own. <<He>> squeezes back, then rests <<his>> head on your shoulder.<<takeHandholdingVirginity "Alex" "romantic">>
<br><br>
"It was a wonder to restore the old fields. I'm not sure when the whole thing was last cultivated. I-" <<He>> pauses. "I'm sorry I haven't been much help." You look at <<him>>, and <<he>> averts <<his>> gaze.
<br><br>
<<link [[Reassure|Farm Stage 12 Reassure]]>><<npcincr Alex love 1>><</link>><<glove>>
<br>
<<link [[Embolden|Farm Stage 12 Embolden]]>><<npcincr Alex dom 1>><</link>><<gdom>>
<br><<effects>>
You pat Alex on the back. "It was a wonder to restore the old fields," <<he>> says. "I'm not sure when the whole thing was last cultivated. I-" <<He>> pauses. "I'm sorry I haven't been much help." You look at <<him>>, and <<he>> averts <<his>> gaze.
<br><br>
<<link [[Reassure|Farm Stage 12 Reassure]]>><<npcincr Alex love 1>><</link>><<glove>>
<br>
<<link [[Embolden|Farm Stage 12 Embolden]]>><<npcincr Alex dom 1>><</link>><<gdom>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"That's not true," you say. "This was a team effort."
<<elseif $speech_attitude is "bratty">>
"This is unlike you," you say. "You know this was a team effort."
<<else>>
"This was a team effort," you say. "You've been plenty busy."
<</if>>
<br><br>
You hear the clop of hooves. "You're right." Alex nods. "Thank you for-" <<He>> cuts off as <<he>> looks your way, and stares over your shoulder. You turn. Remy approaches, flanked by two goons, each on horseback.
<br><br>
<<link [[Next|Farm Stage 12 Remy]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I-I depend on you," you say. "You're too hard on yourself."
<<elseif $speech_attitude is "bratty">>
"Self pity doesn't suit you," you say. "You know you're vital here."
<<else>>
"The farm depends on you," you say. "You're too hard on yourself."
<</if>>
<br><br>
You hear the clop of hooves. "You're right." Alex nods. "Thank you for-" <<He>> cuts off as <<he>> looks your way, and stares over your shoulder. You turn. Remy approaches, flanked by two goons, each on horseback.
<br><br>
<<link [[Next|Farm Stage 12 Remy]]>><</link>>
<br><<effects>>
"What do you want?" Alex says. "Say it, then get off <<if C.npc.Alex.dom gte 20>>my<<else>>our<</if>> property."
<br>
"My my," Remy replies. "No offer of tea? I took you for a gracious host."
<br>
"I'm not offering courtesy to a rat."
<br>
Remy ignores Alex's comment. "Have you reconsidered my offer? I hear you've had trouble. Hoodlums." <<nnpc_He Remy>> looks at you. "A gangster from town. I thought you were making a dangerous mistake befriending Alex. Was the mistake <<hers>>?"
<br><br>
<<link [[Intercede|Farm Stage 12 Intercede]]>><<npcincr Alex dom -1>><</link>><<ldom>>
<br>
<<link [[Let Alex handle it|Farm Stage 12 Alex]]>><<npcincr Alex dom 1>><</link>><<gdom>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"Y-you heard Alex," you say. "Get off our property."
<<elseif $speech_attitude is "bratty">>
"I've had enough," you say. "I'm calling backup."
<<else>>
"You've been warned," you say. "I'm calling backup."
<</if>>
You put your fingers to your lips, and whistle.
<br><br>
The hounds bark their response. Several <<farm_text_many dog>> rush around the corner.
<<if $farm.kennel gte 1>>
They flank you and Alex, and bare their teeth at the intruders. Remy looks unfazed, <span class="green">but <<nnpc_his Remy>> steed takes a couple of steps back.</span>
<<else>>
They flank you and Alex, and watch the intruders with curiosity. <span class="red">Both Remy and <<nnpc_his Remy>> steed look unfazed.</span>
<</if>>
<br><br>
"As you wish," Remy says. "Good luck to you." <<nnpc_He Remy>> turns and rides away, <<nnpc_his Remy>> goons close behind.
<br><br>
<<link [[Next|Farm Stage 12 End]]>><</link>>
<br><<effects>>
Alex puts <<his>> fingers to <<his>> lips, and whistles.
<br><br>
The hounds bark their response. Several <<farm_text_many dog>> rush around the corner.
<<if $farm.kennel gte 1>>
They flank you and Alex, and bare their teeth at the intruders. Remy looks unfazed, <span class="green">but <<nnpc_his Remy>> steed takes a couple of steps back.</span>
<<else>>
They flank you and Alex, and watch the intruders with curiosity. <span class="red">Both Remy and <<nnpc_his Remy>> steed look unfazed.</span>
<</if>>
<br><br>
"As you wish," Remy says. "Good luck to you." <<nnpc_He Remy>> turns and rides away, <<nnpc_his Remy>> goons close behind.
<br><br>
<<link [[Next|Farm Stage 12 End]]>><</link>>
<br><<effects>>
Alex punches the wooden post beside <<him>>, startling the <<farm_text_many dog>>. "Remy can try all <<nnpc_he Remy>> wants," <<he>> says. "<<nnpc_He Remy>> won't win. Not while I have you."
<br><br>
<span class="pink">Remy is no longer interested in exploiting your farm. You've become a threat. <<nnpc_He Remy>> will commit even more during <<nnpc_his Remy>> assaults.</span>
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<set $location to "meadow">><<set $outside to 1>><<effects>>
You are in a meadow ringed by tall trees. Long grass caresses your legs. A solitary oak stands in the middle.
<<if Weather.dayState is "night">>
<<if Weather.precipitation is "rain">>
You can see little through the dark rain.
<<elseif Weather.precipitation is "snow">>
Snow settles between the blades.
<<else>>
The blades sway in a silent breeze.
<</if>>
<<elseif Weather.dayState is "dawn">>
<<if Weather.precipitation is "rain">>
Dark clouds fill the sky.
<<elseif !Weather.isOvercast>>
The sun rises clear over the horizon.
<<elseif Weather.precipitation is "snow">>
Snowflakes fall in the morning light.
<<else>>
The trees sway with the wind.
<</if>>
<<elseif Weather.dayState is "dusk">>
<<if Weather.precipitation is "rain">>
Darkling clouds fill the sky.
<<elseif !Weather.isOvercast>>
The sun disappears over the horizon.
<<elseif Weather.precipitation is "snow">>
Snow settles in the dwindling light.
<<else>>
The trees sway with the wind.
<</if>>
<<else>>
<<if Weather.precipitation is "rain">>
The blades sway with the wind.
<<elseif !Weather.isOvercast>>
Bright flowers bloom in many colours.
<<elseif Weather.precipitation is "snow">>
Snow blankets the treetops, and settles between the blades.
<<else>>
The blades sway in the breeze.
<</if>>
<</if>>
<br><br>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "meadow">>
<</if>>
<<if !$daily.earSlimeMeadowRelax and numberOfEarSlime() and earSlimeMakingMundaneRequests() and random(0,100) gte 92>>
<<set $daily.earSlimeMeadowRelax to true>>
<span @class="$earSlime.startedThreats ? 'lewd' : 'lblue'">You feel the slime in your head command you to relax in the meadow.</span> It promises rewards if you comply<<if $earSlime.startedThreats>>, and threatens consequences if you do not<</if>>.
<br><br>
/* Link decreases stress by both the ear slime and relaxing */
<<link [[Obey|Meadow Relax]]>><<set $phase to 1>><<corruption 1>><<pain -4>><<stress -12>><<trauma -12>><<tiredness -12>><<sub 2>><</link>><<gcorruption>><<lpain>><<lltrauma>><<llstress>>
<br>
<<if $earSlime.startedThreats>>
<<link [[Defy|Meadow Relax Slime Defy]]>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><</link>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>>
<<else>>
<<link [[Ignore|Meadow]]>><</link>>
<</if>>
<<else>>
<<relaxicon>><<link [[Relax (1:00)|Meadow Relax]]>><<stress -6>><<tiredness -12>><</link>><<lstress>>
<br>
<<if $worn.upper.exposed gte 1 and $worn.upper.name isnot "plant top" and !$worn.under_upper.type.includes("covered")>>
<<foresticon "bush">><<link [[Make a top out of plants and twigs (0:10)|Meadow Plant]]>><<pass 10>><<set $phase to 1>><</link>>
<br>
<</if>>
<<if $worn.lower.exposed gte 1 and $worn.lower.name isnot "plant skirt" and !$worn.under_lower.type.includes("covered")>>
<<foresticon "bush">><<link [[Make a skirt out of plants and twigs (0:10)|Meadow Plant]]>><<pass 10>><<set $phase to 2>><</link>>
<br>
<</if>>
<<if $historytrait gte 3>>
<<coastalpathicon>><<link [[Coastal path (0:30)|Coast Path Meadow]]>><<pass 30>><</link>>
<br>
<</if>>
<<icon "tending/clover.png">> <<link [[Search for Clovers (0:10)|Meadow Clover]]>><<pass 10>><</link>>
<br>
<<farmicon>><<link [[Enter the farmlands (0:10)|Farmland]]>><<pass 10>><</link>>
<</if>>
<br><<effects>>
<<if $phase is 1>>
<<set $phase to 0>>
You search for plants long and sturdy enough to build an improvised garment. You find some suitable specimens and tie them together around your chest. It's fragile and revealing, and you don't think you could take it off without breaking it, but it's better than nothing.
<<plantupper force>>
<br><br>
<<elseif $phase is 2>>
<<set $phase to 0>>
You search for plants long and sturdy enough to build an improvised garment. You find some suitable specimens and tie them together around your waist. It's fragile and revealing, and you don't think you could take it off without breaking it, but it's better than nothing.
<<plantlower force>>
<br><br>
<</if>>
<<link [[Next|Meadow]]>><</link>>
<br><<effects>>
<<if $rng gte 60>> You had no luck finding a clover patch but the walk was relaxing.
<<stress -1>>
<br><br>
<<link [[Next|Meadow]]>><</link>>
<<else>> You managed to find a clover patch. You spent some time combing through trying to find a four leaf clover, but no luck.
<<transform bunny 1>>
<br><br>
<<link [[Next|Meadow]]>><</link>>
<</if>>
/* Add a chance for a rabbit/bunny to attack you which will increase tf points +1 IIRC I decided to make the four leaf clover event love interest exclusive but I'll ask discord what
they think. - 2/4/2024 WinterPeach*/<<effects>>
<<if $earSlime.corruption gte (currentSkillValue('willpower') / 10)>>
<<set $earSlime.defyCooldown += 2>>
The slime tries to assert control. <span class="red">It overpowers your will,</span> forcing you to look for a place to relax in the meadow.
<<ggwillpower>><<willpower 1>>
<br><br>
<<link [[Next|Meadow Relax]]>><</link>>
<<else>>
You try to ignore the command from the slime and continue on. It tries <span class="green">but fails</span> to force you to relax in the meadow.
<br><br>
<<link [[Next|Meadow]]>><</link>>
<</if>><<effects>>
<<if $phase is 1>>You decide that the ear slime is right and look for a place to relax for a while.<</if>>
<<if Weather.precipitation is "rain">><<set $outside to 0>>
You lie beneath the oak. The grass all around it is dry, protected by the thick boughs.
<<if Time.dayState is "night">>
You look out over the dark and peaceful meadow.
<<else>>
You watch the bees fly between flowers.
<</if>>
<<elseif !Weather.isOvercast>><<set $outside to 1>>
<<if Time.dayState is "night">>
You lie on the grass and stare up at the night sky.
<<else>>
You lie on the grass and watch the bees fly between flowers.
<</if>>
<<else>><<set $outside to 1>>
You lie on the grass and watch the clouds pass by.
<</if>>
<<pass 60>>
<br><br>
<<if $rng gte 91>>
You open your eyes. Did you doze off?<<ltiredness>><<tiredness -6>>
<br><br>
<<if $exposed lte 1>>
<<clothesstrip>><<beastNEWinit 1 fox>>
You feel a breeze. You look down and see with horror that your clothes are gone!
<br><br>
<<covered>> You lie low and scan the meadow.
<<if random(1, 2) is 2>>
Something is moving low through the grass, parting it. You see it as it reaches the tree line.
<!-- Modified for monster people -->
<<if $monster is 1>>
A <<beasttype>>, carrying your clothes in <<bhis>> mouth. <<bHe>> looks over <<bhis>> shoulder, locks eyes with you, then disappears into the trees.
<<else>>
A fox, carrying your clothes in its mouth. It disappears into the trees.
<</if>>
<br><br>
<<link [[Chase (0:10)|Meadow Chase]]>><<pass 10>><</link>>
<br>
<<link [[Ignore|Meadow Ignore]]>><</link>>
<br>
<<else>>
You see a shape scurry up a hillock.
<!-- Modified for monster people -->
<<if $monster is 1>>
A <<beasttype>>, carrying your clothes in <<bhis>> mouth. <<bHe>> looks over <<bhis>> shoulder, locks eyes with you, then disappears over the ridge.
<<else>>
A fox, carrying your clothes in its mouth. It disappears over the ridge.
<</if>>
<br><br>
<<link [[Chase (0:10)|Meadow Chase Hill]]>><<pass 10>><</link>><<athleticsdifficulty 1 500>>
<br>
<<link [[Ignore|Meadow Ignore]]>><</link>>
<br>
<</if>>
<<else>>
<<link [[Next|Meadow]]>><</link>>
<br>
<</if>>
<<else>>
The world seems a little lighter.
<br><br>
<<link [[Next|Meadow]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
You run after the <<beasttype>>, hoping there's no one else around to see. You don't know what they'd make of a naked <<girl>> running across the meadow.
<br><br>
You enter the surrounding trees. Your eyes adjust to the dim light, and you see your quarry scurry into a hole up ahead.
<br><br>
You keep running, jumping over fallen branches, until you arrive at the hole. You peer inside, but you can't see very far.
<br><br>
<<saveNPC 0 "meadow_fox">>
<<clearsinglenpc 0>>
<<if $fox gte 4>>
<<link [[Burrow|Meadow Squeeze]]>><<transform fox 1>><<endevent>><</link>><<fox>>
<br>
<<elseif $bunny gte 4>>
<<link [[Burrow|Meadow Squeeze]]>><<transform bunny 1>><<endevent>><</link>>
<<elseif $physiquesize lte 10000>>
<<link [[Squeeze through|Meadow Squeeze]]>><<endevent>><</link>><<small_text>>
<br>
<</if>>
<<link [[Crawl inside|Meadow Crawl]]>><<endevent>><</link>>
<br><<effects>>
You decide to leave your clothes. Perhaps you can make a replacement from the plants here.
<br><br>
<<clothesruined>>
<<link [[Next|Meadow]]>><<endevent>><</link>>
<br><<effects>>
<<if $fox gte 4>>
You drop to all fours and easily slip into the hole with minimal digging. The tunnel widens as you get deeper.
<<elseif $bunny gte 4>>
You drop to all fours and easily slip into the hole with minimal digging. The tunnel widens as you get deeper.
<<else>>
You drop to your knees and squeeze through the hole. The tunnel widens as you get deeper, though you can see little up ahead.
<</if>>
<br><br>
<<link [[Next|Meadow Tunnel]]>><</link>>
<br><<effects>>
You drop to your knees and crawl into the hole. Your waist gets stuck. The tunnel itself is wider than the entrance. You just need to push yourself through.
<br><br>
<<generate1>><<person1>>
"What do we have here?" says a voice behind you. A hand gropes your <<bottom>>. "It's my lucky day."
<br><br>
<<link [[Next|Meadow Crawl Rape]]>><<set $molestationstart to 1>><</link>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<set $position to "wall">><<set $leftarm to "bound">><<set $rightarm to "bound">><<set $head to "bound">>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Meadow Crawl Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Meadow Crawl Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Thanks mystery slut," the <<person>> says behind you. "How about I give you a push?" <<His>> hand rests on your <<bottom>> once more, then shoves you forward.
<br><br>
<<tearful>> you crawl deeper into the tunnel.
<br><br>
<<endcombat>>
<<link [[Next|Meadow Tunnel]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
You kick the <<person>> with enough force to push you the rest of the way through the hole.
<br><br>
<<tearful>> you crawl deeper into the tunnel. You hear the <<person>> grumble behind you.
<br><br>
<<endcombat>>
<<link [[Next|Meadow Tunnel]]>><</link>>
<</if>><<set $outside to 0>><<set $location to "underground">><<effects>>
You crawl forward, until the tunnel widens so much you can stand fully upright. Thick tree roots sprout from the ceiling, curling down the walls.
<br><br>
The tunnel ends at a sheer drop. You hear the rush of water down below, and see an occasional flicker of light.
<br><br>
<<swimicon "leave">><<link [[Climb down|Meadow Tunnel Climb]]>><</link>><<athleticsdifficulty 1 1000>>
<br>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled")) or ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled")) or ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled")) or ($fallenangel gte 2 or ($transformationParts.fallenAngel.wings isnot "hidden" and $transformationParts.fallenAngel.wings isnot "disabled"))>>
<<glideicon>><<link [[Glide down|Meadow Tunnel Glide]]>><</link>><<flight_text>>
<br>
<</if>>
<<swimicon "dive">><<link [[Dive|Meadow Tunnel Dive]]>><</link>><<swimmingdifficulty 1 1000>>
<br><<effects>>
You dive from the ledge, letting the air carry you <span class="green">to a gentle landing.</span>
<br><br>
<<link [[Next|Meadow Cave]]>><</link>>
<br><<effects>>
You drop to your knees and put one foot over the drop. You push it against a jutting rock. It feels stable. Your other foot follows.
<<if $athleticsSuccess>>
<span class="green">You make it to the bottom.</span>
<br><br>
<<link [[Next|Meadow Cave]]>><</link>>
<br>
<<else>>
You're about halfway down when <span class="red">one of the rocks gives way.</span> You plunge into the dark water below.<<water>><<gtrauma>><<gstress>><<gpain>><<trauma 6>><<stress 6>><<pain 6>>
<br><br>
The water isn't too cold, but the current is strong. It snatches you away from the surface, pulling you down and along.
<br><br>
You surface in a river, running alongside the meadow. You pull yourself ashore. You try to find the hole again, but it's nowhere to be seen.
<br><br>
<<link [[Next|Meadow]]>><<clothesruined>><<clearNPC "meadow_fox">><</link>>
<br>
<</if>>
<br><br><<effects>>
You hope the water's deep enough. You place your arms above your head, and leap from the edge.
<<if $swimmingSuccess>>
<span class="green">You break the water with elegance,</span> and arc back to the surface. The water isn't too cold. You wonder how deep it is.<<water>>
<br><br>
<<link [[Next|Meadow Cave]]>><</link>>
<br>
<<else>>
You lose your balance, <span class="red">and flail as you collide with the water.</span><<water>><<gtrauma>><<gstress>><<gpain>><<trauma 6>><<stress 6>><<pain 4>>
<br><br>
The water isn't too cold, but the current is strong. It snatches you away from the surface, pulling you down and along.
<br><br>
You surface in a river, running alongside the meadow. You pull yourself ashore. You try to find the hole again, but it's nowhere to be seen.
<br><br>
<<link [[Next|Meadow]]>><<clothesruined>><<clearNPC "meadow_fox">><</link>>
<br>
<</if>><<effects>>
You peer through the dark, and then you see it. A flash of white. You jog after it, careful to avoid the rocks strewn across the floor.
<br><br>
You see the end of the tunnel up ahead, lit by an unseen source. The tunnel turns, opening into a larger cavern. Another pool of water laps at a shore, but this one is different. Darker, and looking straight at it fills you with dread. As if something were looking back.<<gstress>>
<br><br>
<<link [[Next|Meadow Cave 2]]>><</link>>
<br><<effects>>
<<earnFeat "Cornered Rogue">>
<<loadNPC 0 "meadow_fox">><<clearNPC "meadow_fox">>
<<set $pronoun to $NPCList[0].pronoun>>
Your eyes were so drawn by the water that it takes you a moment to notice the <<beasttype>>. <<bHe>> stares at you, your clothes at <<bhis>> feet. <<bHe>> gives the entrance a furtive glance.
<br><br>
<<if $monster is 1>>
<<if $museumAntiques.antiques.antiquestonetalisman isnot "found" and $museumAntiques.antiques.antiquestonetalisman isnot "talk" and $museumAntiques.antiques.antiquestonetalisman isnot "museum">>
"I-I'm sorry," <<bhe>> says, fearful. "I didn't expect you to follow me here." <<bHe>> glances around, then <<bhis>> ears perk up. "I know!" <<bhe>> continues. "I'll give you a present if you don't hurt me." <<bHe>> lifts your clothes. Beneath them is another stone, but this one's engraved. It looks intricate. It might be valuable to a collector.
<br><br>
"I found it in this cave. Fair?"
<br><br>
<<link [[Accept|Meadow Cave Accept]]>><</link>>
<br>
<<else>>
"I-I'm sorry," <<bhe>> says, fearful. "I didn't expect you to follow me here." <<bHe>> glances around. "Please don't hurt me."
<br><br>
<<link [[Forgive|Meadow Cave Accept]]>><</link>>
<br>
<</if>>
<<if $fox gte 3>>
<<link [[Present yourself|Meadow Cave Sex]]>><<set $sexstart to 1>><</link>><<deviant1>><<fox>>
<br>
<<elseif hasSexStat("deviancy", 4)>>
<<link [[Present yourself|Meadow Cave Sex]]>><<set $sexstart to 1>><</link>><<deviant4>>
<br>
<</if>>
<<if hasSexStat("deviancy", 2)>>
<<link [[Punish|Meadow Cave Punish]]>><<def 1>><<trauma -6>><<stress -6>><</link>><<deviant2>><<defianttext>><<ltrauma>><<lstress>>
<br>
<</if>>
<<else>>
It looks apologetic, and nudges your clothes towards you.
<<if $museumAntiques.antiques.antiquestonetalisman isnot "found" and $museumAntiques.antiques.antiquestonetalisman isnot "talk" and $museumAntiques.antiques.antiquestonetalisman isnot "museum">>
A strange stone sits atop them. It's engraved. It might be worth something to a collector.
<</if>>
<br><br>
<<link [[Forgive|Meadow Cave Accept]]>><</link>>
<br>
<<if $bestialitydisable is "f">>
<<if $fox gte 3>>
<<link [[Present yourself|Meadow Cave Sex]]>><<set $sexstart to 1>><</link>><<deviant1>><<fox>>
<br>
<<elseif hasSexStat("deviancy", 4)>>
<<link [[Present yourself|Meadow Cave Sex]]>><<set $sexstart to 1>><</link>><<deviant4>>
<br>
<</if>>
<</if>>
<</if>><<effects>><<clotheson>>
<<if $museumAntiques.antiques.antiquestonetalisman isnot "found" and $museumAntiques.antiques.antiquestonetalisman isnot "talk" and $museumAntiques.antiques.antiquestonetalisman isnot "museum">>
<<wearProp "stone talisman">>
<<set $antiquemoney += 1200>><<museumAntiqueStatus "antiquestonetalisman" "found">>
<<if $monster is 1>>
"Thank you!" the <<beasttype>> says.
<</if>>
<<bHe>> scurries back toward the tunnel, leaving your clothes and the strange stone behind.
<<else>>
<<if $monster is 1>>
"Thank you!" the <<beasttype>> says.
<</if>>
<<bHe>> scurries back toward the tunnel, leaving your clothes behind.
<</if>>
You turn away from the water, and walk back down the tunnel.
<br><br>
<<link [[Next|Meadow Cave Exit]]>><<handheldon>><<unset $foxGen>><</link>>
<br><<effects>>
"I don't think so," you say. You rush forward, and the <<beasttype>> trips backwards in a panic. You jump on top of <<bhim>>, pinning <<bhis>> arms with your hands.
<br><br>
"Now what shall I do with you?" you ask. <<bHe>> squirms, as if to protect <<bhis>> neck. You have something else in mind.
<br><br>
<<if $NPCList[0].penis is "none">>
You release one of <<bhis>> arms, and place your fingers against <<bhis>> labia. <<bHe>> yelps in surprise.
<br><br>
"This is what you get for crossing me," you say. You push a finger against <<bhis>> entrance, then thrust it inside.
<br><br>
<<bHe>> stops struggling, but remains wary as you add a second finger. You release <<bhis>> other arm and scratch your nails against <<bhis>> chest. "Steal from me again," you say, picking up the pace. "and you'll regret it." You add a third finger. <<bHe>> squirms as much in discomfort as pleasure, but trembles as <<bhe>> approaches <<bhis>> peak.
<br><br>
With a moan, <<bhis>> whole body shudders in orgasm.
<br><br>
<<else>>
You release one of <<bhis>> arms, and place your hand on <<bhis>> penis. <<bHe>> yelps in surprise.
<br><br>
"This is what you get for crossing me," you say. You take <<bhis>> cock in your palm, and begin to knead it. It's soon erect.
<br><br>
<<bHe>> stops struggling, but remains wary as you pump <<bhis>> length. You release <<bhis>> other arm and scratch your nails against <<bhis>> chest. "Steal from me again," you say, picking up the pace. "and you'll regret it." You pump faster still. <<bHe>> squirms as much in discomfort as pleasure, but trembles as <<bhe>> approaches <<bhis>> peak.
<br><br>
With a gasp, <<bhe>> ejaculates all over <<bhis>> stomach.
<br><br>
<</if>>
<<link [[Next|Meadow Cave Punish 2]]>><</link>>
<br><<effects>><<clotheson>>
<<if $museumAntiques.antiques.antiquestonetalisman isnot "found" and $museumAntiques.antiques.antiquestonetalisman isnot "talk" and $museumAntiques.antiques.antiquestonetalisman isnot "museum">>
<<set $antiquemoney += 1200>><<museumAntiqueStatus "antiquestonetalisman" "found">>
<<set _clothes to "clothes and the strange stone">>
<<wearProp "stone talisman">>
<<else>>
<<set _clothes to "clothes">>
<</if>>
"I think I've made myself clear," you say as you rise to your feet, picking up your _clothes as you do.
<br><br>
You walk back to the tunnel, leaving the <<beasttype>> panting on the ground.
<<deviancy2>>
<<link [[Next|Meadow Cave Exit]]>><<endevent>><</link>>
<br><<set $outside to 1>><<set $location to "farm">><<effects>>
You walk back down the tunnel. The sheer wall looks imposing, but you find it easier to navigate now that you have clothes and time to spare.
<br><br>
You make it to the top, and squeeze through the entrance, emerging near the meadow.
<br><br>
<<link [[Next|Meadow]]>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<beastCombatInit>>
"I don't think so," you say. You rush forward, and the <<beasttype>> trips backwards in a panic. "I know a much better way you can make it up to me." You get down on all fours.
<br><br>
<<if $monster is 1>>
<<bHe>> cautiously approaches you. "Really...?" You nod.
<<else>>
<<bHe>> cautiously approaches you, sniffing you.
<</if>>
<<set $NPCList[0].stance to "top">>
<<if $fox gte 3>>
<<deviancy1>>
<<else>>
<<deviancy4>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Meadow Cave Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Meadow Cave Sex]]>><</link>></span><<nexttext>>
<</if>><<effects>><<clotheson>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<</if>>
<<if $museumAntiques.antiques.antiquestonetalisman isnot "found" and $museumAntiques.antiques.antiquestonetalisman isnot "talk" and $museumAntiques.antiques.antiquestonetalisman isnot "museum">>
<<set _clothes to "clothes and the strange stone">>
<<set $antiquemoney += 1200>><<museumAntiqueStatus "antiquestonetalisman" "found">>
<<wearProp "stone talisman">>
<<else>>
<<set _clothes to "clothes">>
<</if>>
"I think I've made myself clear," you say as you rise to your feet, picking up your _clothes as you do.
<br><br>
You walk back to the tunnel, leaving the <<beasttype>> panting on the ground.
<<endcombat>>
<<link [[Next|Meadow Cave Exit]]>><<handheldon>><</link>>
<br><<effects>>
You keep low as you move, though you see no one else around.
<<if $athleticsSuccess>>
You crest the hillock, <span class="green">and see the <<beasttype>> running for the surrounding woodland.</span> You continue the chase, leaping over a fence as you close the distance.
<br><br>
The <<beasttype>> makes a sudden turn near the trees, and then another.
<<if currentSkillValue('skulduggery') gte random(1, 1050)>>
You notice the hanging coils just in time, <span class="green">and evade them as the <<beasttype>> did.</span>
<br><br>
You outpace your quarry, and catch <<bhim>> a little into the trees.
<<if $monster is 1>>
<<if $museumAntiques.antiques.antiquestonetalisman isnot "found" and $museumAntiques.antiques.antiquestonetalisman isnot "talk" and $museumAntiques.antiques.antiquestonetalisman isnot "museum">>
"I-I'm sorry," <<bhe>> says, your arm around <<bhis>> neck. "I didn't mean any harm. Here." <<bHe>> drops your clothes. "I'll give you a present too if you don't hurt me. Something I found in a cave."
<br><br>
<<link [[Accept|Meadow Chase Hill Accept]]>><</link>>
<br>
<<else>>
"I-I'm sorry," <<bhe>> says, your arm around <<bhis>> neck. "I didn't mean any harm. Here." <<bHe>> drops your clothes. "Please let me go."
<br><br>
<<link [[Forgive|Meadow Chase Hill Accept]]>><</link>>
<br>
<</if>>
<<if $fox gte 3>>
<<link [[Present yourself|Meadow Chase Hill Sex]]>><<set $sexstart to 1>><</link>><<deviant1>><<fox>>
<br>
<<elseif hasSexStat("deviancy", 4)>>
<<link [[Present yourself|Meadow Chase Hill Sex]]>><<set $sexstart to 1>><</link>><<deviant4>>
<br>
<</if>>
<<if hasSexStat("deviancy", 2)>>
<<link [[Punish|Meadow Chase Hill Punish]]>><<def 1>><<trauma -6>><<stress -6>><</link>><<deviant2>><<defianttext>><<ltrauma>><<lstress>>
<br>
<</if>>
<<else>>
It looks apologetic, and nudges your clothes towards you.
<<if $museumAntiques.antiques.antiquestonetalisman isnot "found" and $museumAntiques.antiques.antiquestonetalisman isnot "talk" and $museumAntiques.antiques.antiquestonetalisman isnot "museum">>
A strange stone sits atop them. It's engraved. It might be worth something to a collector.
<</if>>
<br><br>
<<link [[Forgive|Meadow Chase Hill Accept]]>><</link>>
<br>
<<if $bestialitydisable is "f">>
<<if $fox gte 3>>
<<link [[Present yourself|Meadow Chase Hill Sex]]>><<set $sexstart to 1>><</link>><<deviant1>><<fox>>
<br>
<<elseif hasSexStat("deviancy", 4)>>
<<link [[Present yourself|Meadow Chase Hill Sex]]>><<set $sexstart to 1>><</link>><<deviant4>>
<br>
<</if>>
<</if>>
<</if>>
<<else>>
You gain on <<bhim>>, until you're only a pounce away.
<br><br>
<span class="red">Your ankle is wrenched into the air,</span> leaving you dangling from a rope, naked at the edge of the meadow. The <<beasttype>> evades another trap, then disappears into the trees.
<br><br>
<<link [[Next|Meadow Chase Hill Trap]]>><<clothesruined>><<endevent>><</link>>
<br>
<</if>>
<<else>>
You crest the hillock, <span class="red">but don't see the <<beasttype>> anywhere.</span> <<bHe>> must have already made it to the surrounding woodland.
<br><br>
You creep back down. Maybe you can make some impromptu clothing from these plants.
<br><br>
<<link [[Next|Meadow]]>><<clothesruined>><<endevent>><</link>>
<br>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<beastCombatInit>>
"I don't think so," you say, tightening your grip. "I know a much better way you can make it up to me." You press into <<bhim>>.
<br><br>
<<if $monster is 1>>
<<bHe>> cautiously looks to you. "Really...?" You nod.
<<else>>
<<bHe>> cautiously looks to you, sniffing you.
<</if>>
<<set $NPCList[0].stance to "top">>
<<if $fox gte 3>>
<<deviancy1>>
<<else>>
<<deviancy4>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Meadow Chase Hill Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Meadow Chase Hill Sex]]>><</link>></span><<nexttext>>
<</if>><<effects>><<clotheson>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<</if>>
<<if $museumAntiques.antiques.antiquestonetalisman isnot "found" and $museumAntiques.antiques.antiquestonetalisman isnot "talk" and $museumAntiques.antiques.antiquestonetalisman isnot "museum">>
<<set _clothes to "clothes and the strange stone">>
<<set $antiquemoney += 1200>><<museumAntiqueStatus "antiquestonetalisman" "found">>
<<wearProp "stone talisman">>
<<else>>
<<set _clothes to "clothes">>
<</if>>
"I think I've made myself clear," you say as you rise to your feet, picking up your _clothes as you do.
<br><br>
You walk back to the meadow.
<<endcombat>>
<<link [[Next|Meadow]]>><<handheldon>><</link>>
<br><<effects>>
You look up. A rope coils around your ankle, attaching you to a thick branch above.
<br><br>
<<if $leftarm isnot "bound" or $rightarm isnot "bound">>
<<link [[Struggle (0:10)|Meadow Chase Hill Struggle]]>><<pass 10>><<pain 4>><</link>><<physiquedifficulty 1 16000>><<gpain>>
<br>
<</if>>
<<link [[Squirm (0:10)|Meadow Chase Hill Squirm]]>><<pass 10>><</link>><<dancedifficulty 1 1000>>
<br>
<<link [[Call for help|Meadow Chase Hill Call]]>><</link>>
<br><<effects>>
<<if $physiqueSuccess>>
You pry the rope with your fingers and wriggle your ankle. It's a little painful, <span class="green">but you manage to squirm free,</span> landing in a heap.
<br><br>
The thief is long gone. At least no one caught you in such a state.
<br><br>
<<link [[Next|Meadow]]>><</link>>
<br>
<<else>>
You pull the rope with your fingers and wriggle your ankle, <span class="red">but it's too tight.</span>
<br><br>
<<generate1>><<person1>>
"Not what I was expecting," says a <<personsimple>>'s voice.
<<if random(1, 2) is 2>>
<<He>> rests a hand on your <<bottom>>, and holds a knife in the other. <<He>> saws through the rope. You land in a heap.
<br><br>
You manage to get as far as your knees before <<he>> clutches your hair, and shoves your face against <<his>> <<if $NPCList[0].penis isnot "none">>bulge<<else>>groin<</if>>.
<br><br>
<<link [[Next|Meadow Chase Hill Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<set $rescued += 1>>
"Let me give you a hand." <<He>> holds the rope, steadying you while <<he>> saws through it with a knife. You land in a heap.
<br><br>
"Careful around the forest here," <<he>> says, holding out an arm. <<covered>> "What you doing with no clothes anyway?"
<br><br>
<<link [[Say they were stolen|Meadow Chase Hill Say]]>><<set $phase to 0>><</link>>
<br>
<<link [[Say nothing|Meadow Chase Hill Say]]>><<set $phase to 1>><</link>>
<br>
<</if>>
<</if>><<effects>>
<<if $danceSuccess>>
You squirm against the rope, careful not to tighten it further. Little by little, <span class="green">you manage to pull your heel through the knot,</span> landing in a heap.
<br><br>
The thief is long gone. At least no one caught you in such a state.
<br><br>
<<link [[Next|Meadow]]>><</link>>
<br>
<<else>>
You squirm against the rope, <span class="red">but it only tightens further.</span>
<br><br>
<<generate1>><<person1>>
"Not what I was expecting," says a <<personsimple>>'s voice.
<<if random(1, 2) is 2>>
<<He>> rests a hand on your <<bottom>>, and holds a knife in the other. You land in a heap.
<br><br>
You manage to get as far as your knees before <<he>> clutches your hair, and shoves your face against <<his>> <<if $NPCList[0].penis isnot "none">>bulge<<else>>groin<</if>>.
<br><br>
<<link [[Next|Meadow Chase Hill Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<set $rescued += 1>>
"Let me give you a hand." <<He>> holds the rope, steadying you while <<he>> saws through it with a knife. You land in a heap.
<br><br>
"Careful around the forest here," <<he>> says, holding out an arm. <<covered>> "What you doing with no clothes anyway?"
<br><br>
<<link [[Say they were stolen|Meadow Chase Hill Say]]>><<set $phase to 0>><</link>>
<br>
<<link [[Say nothing|Meadow Chase Hill Say]]>><<set $phase to 1>><</link>>
<br>
<</if>>
<</if>><<effects>>
Though worried about who will answer, you call for help. You soon hear footsteps behind you.
<br><br>
<<generate1>><<person1>>
"Not what I was expecting," says a <<personsimple>>'s voice.
<<if random(1, 2) is 2>>
<<He>> rests a hand on your <<bottom>>, and holds a knife in the other. <<He>> saws through the rope. You land in a heap.
<br><br>
You manage to get as far as your knees before <<he>> clutches your hair, and shoves your face against <<his>> <<if $NPCList[0].penis isnot "none">>bulge<<else>>groin<</if>>.
<br><br>
<<link [[Next|Meadow Chase Hill Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<set $rescued += 1>>
"Let me give you a hand." <<He>> holds the rope, steadying you while <<he>> saws through it with a knife. You land in a heap.
<br><br>
"Careful around the forest here," <<he>> says, holding out an arm. <<covered>> "What you doing with no clothes anyway?"
<br><br>
<<link [[Say they were stolen|Meadow Chase Hill Say]]>><<set $phase to 0>><</link>>
<br>
<<link [[Say nothing|Meadow Chase Hill Say]]>><<set $phase to 1>><</link>>
<br>
<</if>><<effects>>
<<towelup>>
<<if $phase is 0>>
The <<person>> laughs. <<He>> doesn't leer, but <<he>> doesn't seem embarrassed either. "I've had some tools go missing. Maybe the same thief. Here." <<He>> pulls some towels from a satchel at <<his>> side. They smell a little, but they'll do.
<br><br>
<<else>>
"Suit yourself," the <<person>> says. <<He>> doesn't leer, but <<he>> doesn't seem embarrassed either. "I won't have you catching a cold. Here." <<He>> pulls some towels from a satchel at <<his>> side. They smell a little, but they'll do.
<br><br>
<</if>>
<<He>> says goodbye, and walks into the woods.
<br><br>
<<link [[Next|Meadow]]>><<endevent>><</link>>
<br><<effects>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<npcoral>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Meadow Chase Hill Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Meadow Chase Hill Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The <<person>> shoves you to the ground. "You fucked up one of my traps," <<he>> says. "You're lucky I let you down." <<He>> walks away.
<br><br>
<<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Meadow]]>><</link>>
<br>
<<else>>
The <<person>> backs away from you. Right into one of <<his>> traps. <<He>> shouts in surprise as the rope hoists <<him>> into the air, leaving <<him>> dangling.
<br><br>
<<tearful>> you climb to your feet. "Look. I'm sorry," <<he>> says as <<he>> spins. "Could you help me down?"
<br><br>
<<link [[Help|Meadow Chase Hill Help]]>><</link>>
<br>
<<link [[Walk away|Meadow Chase Hill Walk]]>><<def 1>><</link>>
<br>
<<link [[Rob|Meadow Chase Hill Rob]]>><</link>><<crime "thievery">>
<br>
<</if>><<effects>>
You give the <<person>> <<his>> discarded knife. You know better than to hang around. You're back over the ridge before <<he>> manages to saw <<himself>> free.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Meadow]]>><</link>>
<br><<effects>>
You ignore the <<person>>, and walk away.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Meadow]]>><</link>>
<br><<effects>>
<<His>> satchel fell as <<he>> was lifted. You search inside. "Get your mitts off," <<he>> says, reaching to grab you. <<Hes>> too far away.
<br><br>
You find a <<wallet>> inside, and
<<if $rng gte 81>>
<<moneyGain 200 true true>>
<<elseif $rng gte 61>>
<<moneyGain 100 true true>>
<<elseif $rng gte 41>>
<<moneyGain 80 true true>>
<<elseif $rng gte 21>>
<<moneyGain 60 true true>>
<<else>>
<<moneyGain 60 true true>>
<</if>>
inside that.
<br><br>
"Put that back," the <<person>> says. You ignore <<him>>, and walk away.
<br><br>
<<clotheson>>
<<endcombat>>
<<wearProp "wallet">>
<<link [[Next|Meadow]]>><<endevent>><</link>>
<br><<effects>>
You release the <<beasttype>>.
<<if $museumAntiques.antiques.antiquestonetalisman isnot "found" and $museumAntiques.antiques.antiquestonetalisman isnot "talk" and $museumAntiques.antiques.antiquestonetalisman isnot "museum">>
<<set $antiquemoney += 1200>><<museumAntiqueStatus "antiquestonetalisman" "found">>
<<if $monster is 1>>
"Thank you!" the <<beasttype>> says. "I'll be right back." <<bHe>> disappears between the trees.
<br><br>
<<else>>
<<bHe>> immediately scurries away.
<</if>>
<<pass 2>>
You wait a minute. Then another. Then you hear a rustle behind a tree. You investigate, and find an engraved stone lying on the ground. You're not sure what it is, but it looks intricate. It might be worth something to a collector.
<<clotheson>><<wearProp "stone talisman">>
<<else>>
<<if $monster is 1>>
"Thank you!" the <<beasttype>> says. <<bHe>> disappears between the trees.
<<else>>
<<bHe>> scurries deeper into the wood, leaving your clothes behind.
<</if>>
<<clotheson>>
<</if>>
<<link [[Next|Meadow]]>><<endevent>><</link>>
<br><<effects>>
"I don't think so," you say. "You're right where I want you." <<bHe>> tries to squirm free,
<<if $NPCList[0].penis is "none">>
but you reach beneath <<bhim>>, and place your fingers against <<bhis>> labia. <<bHe>> yelps in surprise.
<br><br>
"This is what you get for crossing me," you say. You push a finger against <<bhis>> entrance, then thrust it inside.
<br><br>
<<bHe>> stops struggling, but remains wary as you add a second finger. You run your other hand down <<bhis>> shoulder. "Steal from me again," you say, picking up the pace. "and you'll regret it." You add a third finger. <<bHe>> squirms as much in discomfort as pleasure, but trembles as <<bhe>> approaches <<bhis>> peak.
<br><br>
With a moan, <<bhis>> whole body shudders in orgasm.
<br><br>
<<else>>
but you reach beneath <<bhim>>, and wrap your fingers around <<bhis>> penis. <<bHe>> yelps in surprise.
<br><br>
"This is what you get for crossing me," you say. You take <<bhis>> cock in your palm, and begin to knead it. It's soon erect.
<br><br>
<<bHe>> stops struggling, but remains wary as you pump <<bhis>> length. You run your other hand down <<bhis>> shoulder. "Steal from me again," you say, picking up the pace. "and you'll regret it." You pump faster still. <<bHe>> squirms as much in discomfort as pleasure, but trembles as <<bhe>> approaches <<bhis>> peak.
<br><br>
With a gasp, <<bhe>> ejaculates onto the forest floor.
<br><br>
<</if>>
<<link [[Next|Meadow Chase Hill Punish 2]]>><</link>>
<br><<effects>>
"I think I've made myself clear," you say as you rise to your feet, picking up your clothes as you do.<<clotheson>>
<<if $museumAntiques.antiques.antiquestonetalisman isnot "found" and $museumAntiques.antiques.antiquestonetalisman isnot "talk" and $museumAntiques.antiques.antiquestonetalisman isnot "museum">>
<<set $antiquemoney += 1200>><<museumAntiqueStatus "antiquestonetalisman" "found">><<wearProp "stone talisman">>
Something falls from the bundle as you dress. You look closer. It's a smooth stone, covered with engravings. It might be worth something to a collector.
<br><br>
<</if>>
You walk back to the meadow.
<<deviancy4>>
<<link [[Next|Meadow]]>><<handheldon>><<unset $foxGen>><</link>>
<br><<widget "hitchhike">>
<<rng>>
<<if $exposed gt 1>>
You hear a car approaching. <<covered>> You hide
<<if $rng gte 81>>
behind a bush
<<elseif $rng gte 61>>
in a ditch
<<elseif $rng gte 41>>
behind a tree
<<elseif $rng gte 21>>
behind a rock
<<else>>
within a copse
<</if>>
at the side of the road until it passes.<<gstress>><<stress 6>>
<br><br>
<<destinationfarmroad>>
<<else>>
<<cleareventpool>>
<<addevent "hitchike_1">>
<<addevent "hitchike_2">>
<<addevent "hitchike_3">>
<<addevent "hitchike_4">>
<<addevent "hitchike_5">>
<<addevent "hitchike_6">>
<<addevent "hitchike_7">>
<<addevent "hitchike_8" 0.5>>
<<addevent "hitchike_9">>
<<runeventpool>>
<</if>>
<</widget>>
<<widget "hitchike_1">>
<<generate1>><<person1>>
A car pulls up beside you. The window drops, revealing a <<person>>.
<<if $exposed gte 1>><<covered>><</if>>
<br><br>
"Need a lift?" <<he>> says.
<<if $exposed gte 1>>
<<He>> either doesn't care about your state of dress, or is doing a good job of hiding it.
<</if>>
"Which way you going?"
<br><br>
<<entertownicon>><<link [[To town|Farm Hitchhike Ask]]>><<set $phase to 1>><</link>>
<br>
<<farmicon "barn">><<link [[To the farms|Farm Hitchhike Ask]]>><<set $phase to 2>><</link>>
<br>
<<refuseicon>><<link [[Step away|Farm Hitchhike Refuse]]>><</link>>
<</widget>>
<<widget "hitchike_2">>
<<generate1>><<person1>>
A car pulls up beside you. The window drops, revealing a <<person>>.
<<if $exposed gte 1>><<covered>><</if>>
<br><br>
"I see you're in need of help there, <<girl>>," <<he>> says. "I'll take you where you need to go." <<He>> opens the car door. "But you need to make it worth my while. Get on your knees."
<br><br>
<<if hasSexStat("promiscuity", 4)>>
<<link [[Kneel|Farm Hitchhike Kneel]]>><</link>><<promiscuous4>>
<br>
<</if>>
<<if $exposed gte 1 and random(1, 2) is 2>>
<<link [[Refuse|Farm Hitchhike Kneel Refuse 2]]>><</link>>
<<else>>
<<link [[Refuse|Farm Hitchhike Kneel Refuse]]>><</link>>
<</if>>
<</widget>>
<<widget "hitchike_3">>
<<generate1>><<person1>>
A car pulls up beside you. The window drops, revealing a <<person>>.
<<if $exposed gte 1>><<covered>><</if>>
<br><br>
"What you doing out here all alone?" <<he>> asks with a sly smile.
<<if $exposed gte 1>>"And dressed like this! You're a brave <<girl>>."<</if>>
<br><br>
<<if $exposed gte 1>>
<<entertownicon>><<link [[Say you need to get to town|Farm Hitchhike Exposed Undies]]>><<set $phase to 1>><</link>>
<br>
<<farmicon "barn">><<link [[Say you need to get to the farms|Farm Hitchhike Exposed Undies]]>><<set $phase to 2>><</link>>
<<else>>
<<entertownicon>><<link [[Say you need to get to town|Farm Hitchhike Exposed]]>><<set $phase to 1>><</link>>
<br>
<<farmicon "barn">><<link [[Say you need to get to the farms|Farm Hitchhike Exposed]]>><<set $phase to 2>><</link>>
<</if>>
<br>
<<refuseicon>><<link [[Step away|Farm Hitchhike Refuse]]>><</link>>
<</widget>>
<<widget "hitchike_4">>
<<generate1>><<generate2>><<person1>>
A car pulls up beside you. The window drops, revealing a <<person>>. A <<person2>><<person>> leans over <<person1>><<him>>.
<<if $exposed gte 1>><<covered>><</if>>
<br><br>
<<person2>>
<<if $player.gender_appearance is "m">>
"Handsome fella,"
<<else>>
"Cute <<girl>>,"
<</if>>
<<he>> says. "We'll give you a lift. How about you tell us where you're headed? You can sit between us."
<br><br>
<<entertownicon>><<link [["Accept and say you're going to town (0:15)"|Farm Hitchhike Pair]]>><<set $phase to 1>><</link>>
<br>
<<farmicon "barn">><<link [["Accept and say you're going to the farms (0:15)"|Farm Hitchhike Pair]]>><<set $phase to 2>><</link>>
<br>
<<if $exposed gte 1 and random(1, 2) is 2>>
<<refuseicon>><<link [[Refuse|Farm Hitchhike Pair Refuse 2]]>><</link>>
<<else>>
<<refuseicon>><<link [[Refuse|Farm Hitchhike Pair Refuse]]>><</link>>
<</if>>
<</widget>>
<<widget "hitchike_5">>
<<generate1>>
It doesn't take long for a car to appear on the horizon. The driver notices you and pulls over. The window rolls down.
<br><br>
"Need a ride?" the driver, a <<person1>><<person>>, asks.
<br><br>
<<entertownicon>><<link [["Accept and say you're going to town (0:15)"|Farm Hitchhike Accept]]>><<pass 15>><<set $phase to 1>><</link>>
<br>
<<farmicon "barn">><<link [["Accept and say you're going to the farms (0:15)"|Farm Hitchhike Accept]]>><<pass 15>><<set $phase to 2>><</link>>
<br>
<<refuseicon>><<link [[Decline|Farm Hitchhike Decline]]>><<pass 1>><</link>>
<</widget>>
<<widget "hitchike_6">>
<<generate1>>
A car comes to a halt next to you. The <<person1>><<person>> in it rolls down <<his>> window to talk to you. "Hey, where do you need to go?"
<br><br>
<<entertownicon>><<link [["Say you're going to town (0:15)"|Farm Hitchhike Cost Accept]]>><<pass 15>><<set $phase to 1>><</link>>
<br>
<<farmicon "barn">><<link [["Say you're going to the farms (0:15)"|Farm Hitchhike Cost Accept]]>><<pass 15>><<set $phase to 2>><</link>>
<br>
<<refuseicon>><<link [[Decline|Farm Hitchhike Cost Decline]]>><<pass 1>><</link>>
<</widget>>
<<widget "hitchike_7">>
You hear an engine approach. A car tears around a bend, and races by, driving through a deep puddle.
<br><br>
<<set $_item to $worn.handheld>>
<<if $_item.type.contains("rainproof")>>
You hold out your $_item.name in front of you.
<br>
<span class="teal">The water splashes against your $_item.name, keeping the rest of you from being drenched.</span>
<br><br>
<<else>>
<span class="teal">The cold water splashes all over you and drenches your clothes.</span> <<stress 5>><<gstress>>
<br><br>
<<wet_all>>
<</if>>
<<destinationfarmroad>>
<</widget>>
<<widget "hitchike_8">>
<<generate1>><<generate2>><<generate3>>
A car pulls up beside you. A <<fullGroup>> step out.
<br><br>
"All alone?" the <<person1>><<person>> mocks as <<he>> steps behind you. The other two close in. "Nice. You'd best play along. There's no one out here to save you."<<gstress>><<stress 6>>
<br><br>
<<link [[Run|Farm Hitchhike Run]]>><</link>><<athleticsdifficulty 1 1000>>
<br>
<<link [[Stand your ground|Farm Hitchhike Rape]]>><<set $molestationstart to 1>><</link>>
<</widget>>
<<widget "hitchike_9">>
<<generate1>><<person1>>
An old truck rolls up to you on the side of the road, a <<person>> behind the wheel.
<<if $exposed gte 1>><<covered>><</if>>
<br><br>
"Hey there, where're you headin'?" <<he>> says.
<<if $exposed gte 1>>
<<He>> briefly looks you up and down, but doesn't comment on your state of dress.
<</if>>
"Which way you going?"
<br><br>
<<entertownicon>><<link [[To town|Farm Hitchhike Assistant]]>><<set $phase to 1>><</link>>
<br>
<<farmicon "barn">><<link [[To the farms|Farm Hitchhike Assistant]]>><<set $phase to 2>><</link>>
<br>
<<refuseicon>><<link [[Step away|Farm Hitchhike Assistant Refuse]]>><</link>>
<</widget>>
<<widget "hitchhike_journey">>
<<pass 15>>
<<if $phase is 1>>
You stare out the window as the <<person>> drives, watching the hills roll by. <<He>> takes a peculiar route down a side road, but emerges on Harvest Street all the same. You climb from the car, and <<he>> drives away.
<br><br>
<<link [[Next|Harvest Street]]>><<endcombat>><<clotheson>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You stare out the window as the <<person>> drives, watching the hills roll by. <<He>> takes a peculiar route down a side road, but emerges in the farmlands all the same. You climb from the car, and <<he>> drives away.
<br><br>
<<link [[Next|Farmland]]>><<endcombat>><<clotheson>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<</widget>>
<<widget "hitchhike_journey_nude">>
<<pass 15>>
<<if $phase is 1>>
<<He>> holds on to your clothes for the remainder of the journey, only giving them up as you drive into town.
<br><br>
<<He>> watches with amusement as you struggle to dress in the confines of the car. "Better hurry," <<he>> laughs. "Someone will see you."
<br><br>
<<He>> drives away as soon as you exit the vehicle.
<br><br>
<<link [[Next|Harvest Street]]>><<clotheson>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<He>> holds on to your clothes for the remainder of the journey, only giving them up as you approach the farmlands.
<<He>> watches with amusement as you struggle to dress in the confines of the car. "Better hurry," <<he>> laughs. "Someone will see you."
<br><br>
<<He>> drives away as soon as you exit the vehicle.
<br><br>
<<link [[Next|Farmland]]>><<clotheson>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<</widget>>
<<widget "passoutfarmroad">>
<<if isPregnancyEnding()>>
<<pregnancyPassout "farmroad">>
<<else>>
<<passout>>
You've pushed yourself too much. You pass out.
<br><br>
<<set $danger to random(1, 10000)>>
<<if $danger gte (9900 - $allure)>>
<<if $location is "farm" or $location is "alex_farm" or $location is "alex_cottage">>
<<link [[Next|Farm Abduction wake]]>><<pass 5>><<set $stress -= 2000>><</link>>
<<else>>
<<link [[Next|Moor Abduction Wake]]>><<pass 60>><<set $stress -= 2000>><<set $moor to 50>><</link>>
<</if>>
<br>
<<else>>
<<ambulance>>
<</if>>
<</if>>
<</widget>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "farmroad1">>
<<if $phase is 1>>
<<set $phase to 0>>
You walk deeper into the countryside. The buildings become sparser, though collections of homes still dot the hills.<<athletics 1>>
<<elseif $phase is 2>>
<<set $phase to 0>>
You walk towards town. The homes become more numerous, dotting the hills in clusters.<<athletics 1>>
<<else>>
You are on the road that connects the town and surrounding farmlands. Collections of homes dot the hills.
<</if>>
<br><br>
<<if $farm>>
<<if $farm.steed>>
Your $farm.steed steed grazes in an empty field.
<br><br>
<</if>>
<</if>>
<<set $danger to random(1, 10000)>>
<<if $stress gte $stressmax>>
<<passoutfarmroad>>
<<elseif $danger gte (9900 - $allure) and $eventskip is 0>>
<<if $rng gte 51>>
You hear a screech of wheels behind you. A car is fast approaching, and isn't leaving much room between it and the thorny bushes along your side of the road.
<br><br>
<<link [[Jump into the bushes|Farm Road Jump]]>><<pain 6>><</link>><<gpain>>
<br>
/* <<if $submissive lte 500>> */
<<link [[Stand your ground|Farm Road Stand]]>><<def 1>><</link>><<defianttext>>
<br>
/* <</if>> */
<<else>>
<<hitchhike>>
<</if>>
<<else>>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "countryside">>
<</if>>
<<if $exposed lte 1>>
<<skinicon "hitchhike">><<link [[Hitchhike (0:15)|Farm Hitchhike]]>><<pass 15>><</link>>
<br>
<<else>>
<span class="blue">You're too exposed to hitchhike!</span>
<br>
<</if>>
<<roadicon>><<link [[Walk into the countryside (0:30)|Farm Road 2]]>><<pass 30>><<set $phase to 1>><<tiredness 3>><</link>><<gtiredness>>
<br>
<<roadicon>><<link [[Jog into the countryside (0:15)|Farm Road 2]]>><<pass 15>><<set $phase to 1>><<tiredness 6>><<athletics 2>><</link>><<ggtiredness>><<gathletics>>
<br>
<<roadicon>><<link [[Run into the countryside (0:05)|Farm Road 2]]>><<pass 5>><<set $phase to 1>><<tiredness 18>><<athletics 3>><<physique 1>><</link>><<gggtiredness>><<gathletics>>
<br>
<<if $farm>>
<<if $farm.steed>>
<<if $farm.stable gte 1>>
<<steedicon>><<link [[Ride to the farm (0:15)|Farm Ride Farm]]>><<if $worn.lower.name is "naked" and $worn.under_lower.name is "naked">><<pain 6>><</if>><<tiredness 2>><<loadNPC 0 "saddled_steed">><<pass 15>><</link>><<gtiredness>>
<br>
<<else>>
<<steedicon>><<link [[Ride to the farm (0:30)|Farm Ride Farm]]>><<if $worn.lower.name is "naked" and $worn.under_lower.name is "naked">><<pain 9>><</if>><<tiredness 3>><<loadNPC 0 "saddled_steed">><<pass 30>><</link>><<gtiredness>>
<br>
<</if>>
<</if>>
<</if>>
<<entertownicon>><<link [[Enter town (0:05)|Harvest Street]]>><<pass 5>><</link>>
<br>
<</if>>
<<set $eventskip to 0>><<set $outside to 1>><<set $location to "moor">><<effects>><<set $bus to "farmroad2">>
<<if $phase is 1>>
<<set $phase to 0>>
You walk deeper into the countryside. There are few buildings here, barring the occasional manor.<<athletics 1>>
<<elseif $phase is 2>>
<<set $phase to 0>>
You walk towards town. You see the occasional building, stately manors tucked among the hills and trees.<<athletics 1>>
<<else>>
You are on the road that connects the town and surrounding farmlands. Several manors dot the hills around you.
<</if>>
<br><br>
<<set $danger to random(1, 10000)>>
<<if $stress gte $stressmax>>
<<passoutfarmroad>>
<<elseif $danger gte (9900 - $allure) and $eventskip is 0>>
<<if $rng gte 51>>
A dog barks at you from behind an ornate gate.<<gstress>><<stress 6>>
<br><br>
<<destinationfarmroad>>
<<else>>
<<hitchhike>>
<</if>>
<<else>>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "countryside">>
<</if>>
<<if $exposed lte 1>>
<<skinicon "hitchhike">><<link [[Hitchhike (0:15)|Farm Hitchhike]]>><<pass 15>><</link>>
<br>
<<else>>
<span class="blue">You're too exposed to hitchhike!</span>
<br>
<</if>>
<<roadicon>><<link [[Walk deeper into the countryside (0:30)|Farm Road 3]]>><<pass 30>><<set $phase to 1>><<tiredness 3>><</link>><<gtiredness>>
<br>
<<roadicon>><<link [[Jog into the countryside (0:15)|Farm Road 3]]>><<pass 15>><<set $phase to 1>><<tiredness 6>><<athletics 2>><</link>><<ggtiredness>><<gathletics>>
<br>
<<roadicon>><<link [[Run into the countryside (0:05)|Farm Road 3]]>><<pass 5>><<set $phase to 1>><<tiredness 18>><<athletics 3>><<physique 1>><</link>><<gggtiredness>><<gathletics>>
<br>
<<roadicon>><<link [[Walk towards town (0:30)|Farm Road 1]]>><<pass 30>><<set $phase to 2>><<tiredness 3>><</link>><<gtiredness>>
<br>
<<roadicon>><<link [[Jog towards town (0:15)|Farm Road 1]]>><<pass 15>><<set $phase to 2>><<tiredness 6>><<athletics 2>><</link>><<ggtiredness>><<gathletics>>
<br>
<<roadicon>><<link [[Run towards town (0:05)|Farm Road 1]]>><<pass 5>><<set $phase to 2>><<tiredness 18>><<athletics 3>><<physique 1>><</link>><<gggtiredness>><<gathletics>>
<br>
<</if>>
<<set $eventskip to 0>><<location "farmroad3">><<effects>>
<<if $phase is 1>>
<<set $phase to 0>>
You walk deeper into the countryside. The trees become thicker, until the road is surrounded.<<athletics 1>>
<<elseif $phase is 2>>
<<set $phase to 0>>
You walk towards town. The road drops into a thicket, trees surrounding you on both sides.<<athletics 1>>
<<else>>
You are on the road that connects the town and surrounding farmlands. The road is surrounded by trees.
<</if>>
<br><br>
<<set $danger to random(1, 10000)>>
<<if $stress gte $stressmax>>
<<passoutfarmroad>>
<<elseif $danger gte (9900 - $allure) and $eventskip is 0>>
<<if $rng gte 51>>
A breeze blows through the trees, swaying the boughs and caressing your face.<<lstress>><<stress 6>>
<br><br>
<<destinationfarmroad>>
<<else>>
<<hitchhike>>
<</if>>
<<else>>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "countryside">>
<</if>>
<<if $exposed lte 1>>
<<skinicon "hitchhike">><<link [[Hitchhike (0:15)|Farm Hitchhike]]>><<pass 15>><</link>>
<br>
<<else>>
<span class="blue">You're too exposed to hitchhike!</span>
<br>
<</if>>
<<roadicon>><<link [[Walk deeper into the countryside (0:30)|Farm Road 4]]>><<pass 30>><<set $phase to 1>><<tiredness 3>><</link>><<gtiredness>>
<br>
<<roadicon>><<link [[Jog into the countryside (0:15)|Farm Road 4]]>><<pass 15>><<set $phase to 1>><<tiredness 6>><<athletics 2>><</link>><<ggtiredness>><<gathletics>>
<br>
<<roadicon>><<link [[Run into the countryside (0:05)|Farm Road 4]]>><<pass 5>><<set $phase to 1>><<tiredness 18>><<athletics 3>><<physique 1>><</link>><<gggtiredness>><<gathletics>>
<br>
<<roadicon>><<link [[Walk towards town (0:30)|Farm Road 2]]>><<pass 30>><<set $phase to 2>><<tiredness 3>><</link>><<gtiredness>>
<br>
<<roadicon>><<link [[Jog towards town (0:15)|Farm Road 2]]>><<pass 15>><<set $phase to 2>><<tiredness 6>><<athletics 2>><</link>><<ggtiredness>><<gathletics>>
<br>
<<roadicon>><<link [[Run towards town (0:05)|Farm Road 2]]>><<pass 5>><<set $phase to 2>><<tiredness 18>><<athletics 3>><<physique 1>><</link>><<gggtiredness>><<gathletics>>
<br>
<</if>>
<<set $eventskip to 0>><<set $outside to 1>><<set $location to "moor">><<effects>><<set $bus to "farmroad4">>
<<if $phase is 1>>
<<set $phase to 0>>
You walk deeper into the countryside. The road bends upwards, crowning a hill and emerging from the trees. The sea greets you on the horizon.<<athletics 1>>
<<elseif $phase is 2>>
<<set $phase to 0>>
You walk towards town. The surrounding countryside becomes less wild, but more hilly. You crown one of the hills, and the sea greets you on the horizon.<<athletics 1>>
<<else>>
You are on the road that connects the town and surrounding farmlands. You're atop a hill, and can view the sea on the horizon.
<</if>>
<br><br>
<<set $danger to random(1, 10000)>>
<<if $stress gte $stressmax>>
<<passoutfarmroad>>
<<elseif $danger gte (9900 - $allure) and $eventskip is 0>>
<<if $rng gte 51>>
A strong wind rushes over the crest, almost blowing you over.
<<if $worn.head.name isnot "naked" and (!$worn.head.outfitSecondary or !$worn.head.outfitSecondary.includes("upper"))>>
It snatches the $worn.head.name from your head!<<headstrip>>
<br><br>
<<link [[Chase after it|Farm Road Chase]]>><</link>>
<br>
<<link [[Leave it|Farm Road Leave]]>><</link>>
<br>
<<else>>
<br><br>
<<destinationfarmroad>>
<</if>>
<<else>>
<<hitchhike>>
<</if>>
<<else>>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "countryside">>
<</if>>
<<if $exposed lte 1>>
<<skinicon "hitchhike">><<link [[Hitchhike (0:15)|Farm Hitchhike]]>><<pass 15>><</link>>
<br>
<<else>>
<span class="blue">You're too exposed to hitchhike!</span>
<br>
<</if>>
<<roadicon>><<link [[Walk deeper into the countryside (0:30)|Farm Road 5]]>><<pass 30>><<set $phase to 1>><<tiredness 3>><</link>><<gtiredness>>
<br>
<<roadicon>><<link [[Jog into the countryside (0:15)|Farm Road 5]]>><<pass 15>><<set $phase to 1>><<tiredness 6>><<athletics 2>><</link>><<ggtiredness>><<gathletics>>
<br>
<<roadicon>><<link [[Run into the countryside (0:05)|Farm Road 5]]>><<pass 5>><<set $phase to 1>><<tiredness 18>><<athletics 3>><<physique 1>><</link>><<gggtiredness>><<gathletics>>
<br>
<<roadicon>><<link [[Walk towards town (0:30)|Farm Road 3]]>><<pass 30>><<set $phase to 2>><<tiredness 3>><</link>><<gtiredness>>
<br>
<<roadicon>><<link [[Jog towards town (0:15)|Farm Road 3]]>><<pass 15>><<set $phase to 2>><<tiredness 6>><<athletics 2>><</link>><<ggtiredness>><<gathletics>>
<br>
<<roadicon>><<link [[Run towards town (0:05)|Farm Road 3]]>><<pass 5>><<set $phase to 2>><<tiredness 18>><<athletics 3>><<physique 1>><</link>><<gggtiredness>><<gathletics>>
<br>
<</if>>
<<set $eventskip to 0>><<set $outside to 1>><<set $location to "moor">><<effects>><<set $bus to "farmroad5">>
<<if $phase is 1>>
<<set $phase to 0>>
You walk deeper into the countryside. The hills become flatter, and the ground more barren. Brown bushes struggle through the earth. Strange, thorny growths strangle the trees.<<athletics 1>>
<<elseif $phase is 2>>
<<set $phase to 0>>
You walk towards town. The fields give way to a barren, tortured plain. Brown bushes struggle through the earth. Strange, thorny growth strangle the trees.<<athletics 1>>
<<else>>
You are on the road that connects the town and surrounding farmlands. The road is surrounded by a barren plain. Brown bushes struggle through the earth. Strange, thorny growths strangle the trees.
<</if>>
<br><br>
<<set $danger to random(1, 10000)>>
<<if $stress gte $stressmax>>
<<passoutfarmroad>>
<<elseif $danger gte (9900 - $allure) and $eventskip is 0>>
<<if $rng gte 51>>
You hear a terrible screech. <<if $syndromebird isnot 1>><<gstress>><<stress 6>><</if>>
<br><br>
<<destinationfarmroad>>
<<else>>
<<hitchhike>>
<</if>>
<<else>>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "countryside">>
<</if>>
<<if $exposed lte 1>>
<<skinicon "hitchhike">><<link [[Hitchhike (0:15)|Farm Hitchhike]]>><<pass 15>><</link>>
<br>
<<else>>
<span class="blue">You're too exposed to hitchhike!</span>
<br>
<</if>>
<<roadicon>><<link [[Walk deeper into the countryside (0:30)|Farm Road 6]]>><<pass 30>><<set $phase to 1>><<tiredness 3>><</link>><<gtiredness>>
<br>
<<roadicon>><<link [[Jog into the countryside (0:15)|Farm Road 6]]>><<pass 15>><<set $phase to 1>><<tiredness 6>><<athletics 2>><</link>><<ggtiredness>><<gathletics>>
<br>
<<roadicon>><<link [[Run into the countryside (0:05)|Farm Road 6]]>><<pass 5>><<set $phase to 1>><<tiredness 18>><<athletics 3>><<physique 1>><</link>><<gggtiredness>><<gathletics>>
<br>
<<roadicon>><<link [[Walk towards town (0:30)|Farm Road 4]]>><<pass 30>><<set $phase to 2>><<tiredness 3>><</link>><<gtiredness>>
<br>
<<roadicon>><<link [[Jog towards town (0:15)|Farm Road 4]]>><<pass 15>><<set $phase to 2>><<tiredness 6>><<athletics 2>><</link>><<ggtiredness>><<gathletics>>
<br>
<<roadicon>><<link [[Run towards town (0:05)|Farm Road 4]]>><<pass 5>><<set $phase to 2>><<tiredness 18>><<athletics 3>><<physique 1>><</link>><<gggtiredness>><<gathletics>>
<br>
<</if>>
<<set $eventskip to 0>><<set $outside to 1>><<set $location to "farm">><<effects>><<set $bus to "farmroad6">>
<<if $phase is 1>>
<<set $phase to 0>>
You walk deeper into the countryside. The land becomes greener and more organised, split by hedges into separate fields.<<athletics 1>>
<<elseif $phase is 2>>
<<set $phase to 0>>
You walk towards town. Fields still flank the road on both sides.<<athletics 1>>
<<else>>
You are on the road that connects the town and surrounding farmlands. Fields flank the road on both sides.
<</if>>
<br><br>
<<set $danger to random(1, 10000)>>
<<if $stress gte $stressmax>>
<<passoutfarmroad>>
<<elseif $danger gte (9900 - $allure) and $eventskip is 0>>
<<if $rng gte 51>>
<<beastNEWinit 1 cow>><<person1>>
<!-- Modified for monster people -->
<<if $monster is 1>>
A naked <<print ($pronoun is "f" ? "girl" : "boy")>> with cow ears, horns and tail stops grazing and walks up to the fence around <<bhis>> field. <<bHe>> moos at you.
<br><br>
<<else>>
A <<beasttype>> stops grazing and walks up to the fence around its field. It moos at you.
<br><br>
<</if>>
<<link [[Pet|Farm Road Pet]]>><<stress -6>><</link>><<lstress>>
<br>
<<link [[Ignore|Farm Road 6]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<hitchhike>>
<</if>>
<<else>>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "countryside">>
<</if>>
<<if $exposed lte 1>>
<<skinicon "hitchhike">><<link [[Hitchhike (0:15)|Farm Hitchhike]]>><<pass 15>><</link>>
<br>
<<else>>
<span class="blue">You're too exposed to hitchhike!</span>
<br>
<</if>>
<<farmicon>><<link [[Enter the farmlands (0:05)|Farmland]]>><<pass 5>><</link>>
<br>
<<roadicon>><<link [[Walk towards town (0:30)|Farm Road 5]]>><<pass 30>><<set $phase to 2>><<tiredness 3>><</link>><<gtiredness>>
<br>
<<roadicon>><<link [[Jog towards town (0:15)|Farm Road 5]]>><<pass 15>><<set $phase to 2>><<tiredness 6>><<athletics 2>><</link>><<ggtiredness>><<gathletics>>
<br>
<<roadicon>><<link [[Run towards town (0:05)|Farm Road 5]]>><<pass 5>><<set $phase to 2>><<tiredness 18>><<athletics 3>><<physique 1>><</link>><<gggtiredness>><<gathletics>>
<br>
<</if>>
<<set $eventskip to 0>><<effects>>
<<if Time.dayState is "night" and random(1, 5) lte 4>>
You stand at the side of the road and wait for a car to pass. No one drives by. Few travel the countryside at night.
<br><br>
<<destinationfarmroad>>
<br>
<<else>>
You stand at the side of the road and stick out your thumb.
<br><br>
<<hitchhike>>
<</if>><<effects>>
<<if Time.dayState is "night" and random(1, 5) lte 4>>
You stand at the side of the road and wait for a car to pass. No one drives by. Few travel the countryside at night.
<br><br>
<<destinationfarmroad>>
<br>
<<else>>
You stand at the side of the road and stick out your thumb.
<br><br>
<<hitchhike>>
<</if>><<effects>>
<<if $athleticsSuccess>>
You dodge the <<persons>> grasp and run off the road. They chase after you, <span class="green">but you manage to lose them</span> in the wild.
<br><br>
<<pass 10>>
You hide within a copse until they give up the search, and you hear them drive away.
<br><br>
<<endevent>>
<<destinationfarmroad>>
<<else>>
You dodge the <<persons>> grasp and run off the road. They chase after you, <span class="red">and tackle you to the dirt.</span>
<br><br>
<<link [[Next|Farm Hitchhike Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Farm Hitchhike Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Farm Hitchhike Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
They leave you lying near the side of the road, and drive away.
<br><br>
<<tearful>> you stagger to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationfarmroad>>
<<else>>
You shove the <<person1>><<person>> into a ditch, and leap over <<him>>, disappearing into a thicket.
<br><br>
<<tearful>> you hide in a copse of trees. You wait until they give up the search, and you hear them drive away<<pass 5>>
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationfarmroad>>
<</if>><<set $outside to 0>><<effects>>
You climb over the <<person1>><<person>>, and sit above the gearbox. It's not a comfortable position, and the driver puts <<his>> hand awfully close to your <<genitals>> whenever <<he>> changes gear.
<br><br>
Despite the awkward position, the journey is smooth. The <<person2>><<person>> won't stop talking, with the <<person1>><<person>> nodding along and giving an occasional single word response.
<br><br>
<<link [[Keep riding|Farm Hitchhike Pair Journey]]>><</link>>
<br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Reward them with your hand|Farm Hitchhike Pair Handjob]]>><</link>><<promiscuous3>>
<</if>>
<br><<effects>>
<<person1>>
<<if $pronoun is "f">>
<<if $NPCList[0].penis isnot "none">>
You place your hand on the <<persons>> thigh. <<He>> glances at you as your hand creeps closer to <<his>> crotch. You flick up <<his>> skirt, revealing <<his>> penis.
<br><br>
"I like where this is going," the <<person2>><<person>> says to your left. <<He>> will get <<his>> turn. For now you focus on the <<person1>><<person>>, running your fingers up to and over <<his>> length. <<Hes>> soon erect.
<br><br>
<<else>>
You place your hand on the <<persons>> thigh. <<He>> glances at you as your hand creeps closer to <<his>> crotch. You flick up <<his>> skirt, revealing <<his>> pussy.
<br><br>
"I like where this is going," the <<person2>><<person>> says to your left. <<He>> will get <<his>> turn. For now you focus on the <<person1>><<person>>, running your fingers up to and over <<his>> labia. <<He>> moans softly.
<br><br>
<</if>>
<<else>>
<<if $NPCList[0].penis isnot "none">>
You place your hand on the <<persons>> thigh. <<He>> glances at you as your hand creeps closer to <<his>> crotch. You tug down the front of <<his>> trousers, revealing <<his>> penis.
<br><br>
"I like where this is going," the <<person2>><<person>> says to your left. <<He>> will get <<his>> turn. For now you focus on the <<person1>><<person>>, running your fingers up to and over <<his>> length. <<Hes>> soon erect.
<br><br>
<<else>>
You place your hand on the <<persons>> thigh. <<He>> glances at you as your hand creeps closer to <<his>> crotch. You tug down the front of <<his>> trousers, revealing <<his>> pussy.
<br><br>
"I like where this is going," the <<person2>><<person>> says to your left. <<He>> will get <<his>> turn. For now you focus on the <<person1>><<person>>, running your fingers up to and over <<his>> labia. <<He>> moans softly.
<br><br>
<</if>>
<</if>>
<<person2>>
You rest your other hand on the <<person2>><<persons>> thigh. <<He>> <<npcUndressText $NPCList[1] "lower" "self">> in anticipation, revealing <<his>>
<<if $NPCList[1].penis isnot "none">>
$NPCList[1].penisdesc. You don't disappoint, and take <<his>> shaft in your hand.
<<else>>
pussy. You don't disappoint, and press a finger against <<his>> clit.
<</if>>
<<promiscuity3>>
The <<person1>><<persons>> control of the wheel becomes unsteady as <<he>> approaches <<his>> peak.
<br><br>
<<link [[Finish them off|Farm Hitchhike Pair Finish]]>><</link>>
<br>
<<if $analdisable is "f" and !playerChastity("anus") and hasSexStat("promiscuity", 4)>>
<<link [[Rub your ass against the gear stick|Farm Hitchhike Pair Gear]]>><</link>><<promiscuous4>>
<br>
<</if>><<effects>>
<<earnFeat "Rear Passenger">>
You bounce your <<bottom>> against the gear stick as you fondle the pair. You bounce a little too hard, and the stick shifts downward.
<<promiscuity4>>
The engine roars and the car speeds up. Frantic, both the <<fullGroup>> grope for the stick, but their rough fondling finds your <<genitals>> instead.<<ggarousal>><<arousal 2000 "genitals">>
<br><br>
<<if $arousal gte $arousalmax>>
<<orgasm>> The pair withdraw their hands as you lean forward, gripping their thighs for support. Your movement shifts the gear stick again, and the car returns to a more reasonable pace.
<<else>>
You withdraw from their clumsy probing, shifting the gear back into its proper place, just in time for the <<person1>><<person>> to avoid swerving into a ditch.
<</if>>
<br><br>
<<link [[Next|Farm Hitchhike Pair Finish]]>><</link>>
<br><<effects>>
You continue the assault, playing with the pair until they shudder into orgasm. The <<person2>><<person>> clutches <<his>> seat. The <<person1>><<person>> almost swerves off the road.
<<if $NPCList[0].penis isnot "none">>
<<bodyliquid "rightarm" "semen">>
<<else>>
<<bodyliquid "rightarm" "goo">>
<</if>>
<<if $NPCList[1].penis isnot "none">>
<<bodyliquid "leftarm" "semen">>
<<else>>
<<bodyliquid "leftarm" "goo">>
<</if>>
They seem satisfied. The <<person2>><<person>> spends the rest of the journey in a quiet daze.
<br><br>
<<pass 15>>
<<if $phase is 1>>
You are driven into town. You give the pair a sly wink as you bid them farewell.
<br><br>
<<link [[Next|Harvest Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You arrive in the farmlands. You give the pair a sly wink as you bid them farewell.
<br><br>
<<link [[Next|Farmland]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
<<pass 15>>
<<if $phase is 1>>
You are driven into town, and bid the pair farewell.
<br><br>
<<link [[Next|Harvest Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You arrive in the farmlands, and bid the pair farewell.
<br><br>
<<link [[Next|Farmland]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
You step away from the car. "Suit yourself," the <<person>> says. The window shuts, and they drive away.
<br><br>
<<endevent>>
<<destinationfarmroad>><<effects>>
You step away from the car. The <<person1>><<person>> laughs. "Where'd you think you're going?" <<he>> says as <<he>> and the <<person2>><<person>> climb from the car. "We don't bite. Much."
<br><br>
<<link [[Next|Farm Hitchhike Rape]]>><<set $molestationstart to 1>><</link>>
<br><<effects>>
"I can take you there," the <<person>> says. "But first,
<<if $worn.upper.set is $worn.lower.set>>
<<if $worn.upper.gender is "f">>
give me your dress. Don't worry, I'll give it back."
<<else>>
give me your clothes. Don't worry, I'll give them back."
<</if>>
<br><br>
<<Hes>> serious,
<<if $worn.under_upper.exposed lte 0>>
<<if $worn.under_lower.exposed lte 0>>
but at least you're wearing something beneath.
<br><br>
<<if hasSexStat("exhibitionism", 2)>>
<<link [[Give up your clothes (0:15)|Farm Hitchhike Exposed Full]]>><</link>><<exhibitionist2>>
<br>
<</if>>
<<link [[Refuse|Farm Hitchhike Exposed Refuse]]>><</link>>
<br>
<<else>>
and you're not wearing underwear beneath.
<br><br>
<<if hasSexStat("exhibitionism", 3)>>
<<link [[Give up your clothes (0:15)|Farm Hitchhike Exposed Full]]>><</link>><<exhibitionist3>>
<br>
<</if>>
<<link [[Refuse|Farm Hitchhike Exposed Refuse]]>><</link>>
<br>
<</if>>
<<elseif $player.gender is "f" or $player.gender_appearance is "f" or $player.gender is "h">>
<<if $worn.under_lower.exposed lte 0>>
and you're not wearing a bra or anything beneath.
<br><br>
<<if hasSexStat("exhibitionism", 2)>>
<<link [[Give up your clothes (0:15)|Farm Hitchhike Exposed Full]]>><</link>><<exhibitionist2>>
<br>
<</if>>
<<link [[Refuse|Farm Hitchhike Exposed Refuse]]>><</link>>
<br>
<<else>>
and you're not wearing anything beneath.
<br><br>
<<if hasSexStat("exhibitionism", 3)>>
<<link [[Give up your clothes (0:15)|Farm Hitchhike Exposed Full]]>><</link>><<exhibitionist3>>
<br>
<</if>>
<<link [[Refuse|Farm Hitchhike Exposed Refuse]]>><</link>>
<br>
<</if>>
<<else>>
<<if $worn.under_lower.exposed lte 0>>
and you're not wearing a top beneath.
<br><br>
<<if hasSexStat("exhibitionism", 2)>>
<<link [[Give up your clothes (0:15)|Farm Hitchhike Exposed Full]]>><</link>><<exhibitionist2>>
<br>
<</if>>
<<link [[Refuse|Farm Hitchhike Exposed Refuse]]>><</link>>
<br>
<<else>>
and you're not wearing anything beneath.
<br><br>
<<if hasSexStat("exhibitionism", 3)>>
<<link [[Give up your clothes (0:15)|Farm Hitchhike Exposed Full]]>><</link>><<exhibitionist3>>
<br>
<</if>>
<<link [[Refuse|Farm Hitchhike Exposed Refuse]]>><</link>>
<br>
<</if>>
<</if>>
<<elseif !$worn.upper.type.includes("naked")>>
give me your shirt. Don't worry, I'll give it back."
<br><br>
<<Hes>> serious,
<<if $worn.under_upper.exposed lte 0>>
but at least you're wearing something underneath.
<br><br>
<<link [[Give up your top (0:15)|Farm Hitchhike Exposed Top]]>><</link>>
<br>
<<link [[Refuse|Farm Hitchhike Exposed Refuse]]>><</link>>
<br>
<<elseif $player.gender is "f" or $player.gender_appearance is "f" or $player.gender is "h">>
and you're not wearing anything underneath.
<br><br>
<<if hasSexStat("exhibitionism", 2)>>
<<link [[Give up your top (0:15)|Farm Hitchhike Exposed Top]]>><</link>><<exhibitionist2>>
<br>
<</if>>
<<link [[Refuse|Farm Hitchhike Exposed Refuse]]>><</link>>
<br>
<<else>>
but <<he>> does say <<he>> will return it.
<br><br>
<<link [[Give up your top (0:15)|Farm Hitchhike Exposed Top]]>><</link>>
<br>
<<link [[Refuse|Farm Hitchhike Exposed Refuse]]>><</link>>
<br>
<</if>>
<<else>>
give me your bottoms. Don't worry, I'll give it back."
<br><br>
<<Hes>> serious,
<<if $worn.under_lower.exposed lte 0>>
but at least you're wearing something underneath.
<br><br>
<<if hasSexStat("exhibitionism", 2)>>
<<link [[Give up your bottoms (0:15)|Farm Hitchhike Exposed Bottom]]>><</link>><<exhibitionist2>>
<br>
<</if>>
<<link [[Refuse|Farm Hitchhike Exposed Refuse]]>><</link>>
<br>
<<else>>
and you're wearing nothing beneath.
<br><br>
<<if hasSexStat("exhibitionism", 3)>>
<<link [[Give up your bottoms (0:15)|Farm Hitchhike Exposed Bottom]]>><</link>><<exhibitionist3>>
<br>
<</if>>
<<link [[Refuse|Farm Hitchhike Exposed Refuse]]>><</link>>
<br>
<</if>>
<</if>><<effects>>
"I can take you there," the <<person>> says. "But first, give me your clothes. Don't worry, I'll let you dress before we part." <<Hes>> serious.
<br><br>
<<if hasSexStat("exhibitionism", 3)>>
<<link [[Give up your clothes (0:15)|Farm Hitchhike Exposed Undies 2]]>><</link>><<exhibitionist3>>
<br>
<</if>>
<<link [[Refuse|Farm Hitchhike Exposed Refuse]]>><</link>>
<br><<effects>>
You remove your clothing, and hold it out for the <<person>>, naked.
<<exhibitionism3>>
<<clothesstrip>>
<<if $rng gte 81>>
"Thanks," <<he>> says. "See ya." <<He>> drives away, still holding your clothes.
<br><br>
You run after <<him>>, but <<he>> doesn't stop. <<if $leftarm is "bound" and $rightarm is "bound">><<else>>You cover your <<undies>> with your hands.<</if>><<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<<endevent>><<upperruined>><<lowerruined>>
<<destinationfarmroad>>
<br>
<<else>>
"Thanks," <<he>> says. "See ya." <<He>> drives away, still holding your clothes.
<br><br>
You run after <<him>>, until <<he>> slows to a stop. You hear <<him>> laughing. "Get in," <<he>> says, opening the door to the seat beside <<him>>.<<gstress>><<stress 6>>
<br><br>
<<link [[Next|Farm Hitchhike Exposed Journey]]>><</link>>
<br>
<</if>><<effects>>
You step away from the <<person>>. "Suit yourself," <<he>> says, before driving away.
<br><br>
<<endevent>>
<<destinationfarmroad>><<effects>>
<<if $worn.under_upper.exposed lte 0>>
<<if $worn.under_lower.exposed lte 0>>
You remove your $worn.upper.name, revealing your $worn.under_upper.name and $worn.under_lower.name. The <<person>> ogles you, and snatches the clothes from your hands.
<<exhibitionism2>>
<<else>>
You remove your $worn.upper.name, revealing your $worn.under_upper.name and <<genitals>> beneath. The <<person>> ogles you, and snatches the clothes from your hands.
<<exhibitionism3>>
<</if>>
<<elseif $player.gender is "f" or $player.gender_appearance is "f" or $player.gender is "h">>
<<if $worn.under_lower.exposed lte 0>>
You remove your $worn.upper.name, revealing your <<breasts>> and $worn.under_lower.name. The <<person>> ogles you, and snatches the clothes from your hands.
<<exhibitionism2>>
<<else>>
You remove your $worn.upper.name, revealing your <<breasts>> and <<genitals>> beneath. The <<person>> ogles you, and snatches the clothes from your hands.
<<exhibitionism3>>
<</if>>
<<else>>
<<if $worn.under_lower.exposed lte 0>>
You remove your $worn.upper.name, revealing your <<breasts>> and $worn.under_lower.name.
<<else>>
You remove your $worn.upper.name, revealing your <<breasts>> and <<genitals>> beneath.
<</if>>
The <<person>> ogles you, and snatches the clothes from your hands.<<exhibitionism2>>
<</if>>
<<upperstrip>>
<<if $rng gte 81>>
"Thanks," <<he>> says. "See ya." <<He>> drives away, still holding your clothes.
<br><br>
You run after <<him>>, but <<he>> doesn't stop. <<if $leftarm is "bound" and $rightarm is "bound">><<else>>You cover your <<undies>> with your hands.<</if>><<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<<endevent>><<upperruined>><<lowerruined>>
<<destinationfarmroad>>
<br>
<<else>>
"Thanks," <<he>> says. "See ya." <<He>> drives away, still holding your clothes.
<br><br>
You run after <<him>>, until <<he>> slows to a stop. You hear <<him>> laughing. "Get in," <<he>> says, opening the door to the seat beside <<him>>.<<gstress>><<stress 6>>
<br><br>
<<link [[Next|Farm Hitchhike Exposed Journey]]>><</link>>
<br>
<</if>><<effects>>
<<if $worn.under_lower.exposed lte 0>>
You tug off your $worn.lower.name, exposing your $worn.under_lower.name. The <<person>> ogles you, and snatches the bottoms from your hands.
<<exhibitionism2>>
<<else>>
You tug off your $worn.lower.name, exposing your $worn.under_lower.name. The <<person>> ogles you, and snatches the bottoms from your hands.
<<exhibitionism3>>
<</if>>
<<lowerstrip>>
<<if $rng gte 81>>
"Thanks," <<he>> says. "See ya." <<He>> drives away, still holding your bottoms. You run after <<him>>, but <<he>> doesn't stop. <<if $leftarm is "bound" and $rightarm is "bound">><<else>>You cover your <<undies>> with your hands.<</if>><<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<<endevent>><<lowerruined>>
<<destinationfarmroad>>
<br>
<<else>>
"Thanks," <<he>> says. "See ya." <<He>> drives away, still holding your bottoms. You run after <<him>>, until <<he>> slows to a stop. You hear <<him>> laughing. "Get in," <<he>> says, opening the door to the seat beside <<him>>.<<gstress>><<stress 6>>
<br><br>
<<link [[Next|Farm Hitchhike Exposed Journey]]>><</link>>
<br>
<</if>><<effects>>
<<if $worn.under_upper.exposed lte 0>>
You tug off your $worn.upper.name, exposing your $worn.under_upper.name. The <<person>> ogles you, and snatches the top from your hands. <<incgbreastinsecurity>>
<br><br>
<<elseif $player.gender is "f" or $player.gender_appearance is "f" or $player.gender is "h">>
You tug off your $worn.upper.name, exposing your <<breasts>>. The <<person>> ogles you, and snatches the top from your hands. <<incgbreastinsecurity>>
<<covered>><<exhibitionism2>>
<<else>>
You tug off your $worn.upper.name, exposing your <<breasts>>. The <<person>> ogles you, and snatches the top from your hands. <<incgbreastinsecurity>>
<br><br>
<</if>>
<<upperstrip>>
<<if $rng gte 81>>
"Thanks," <<he>> says. "See ya." <<He>> drives away, still holding your top. You run after <<him>>, but <<he>> doesn't stop. <<if $leftarm is "bound" and $rightarm is "bound">><<else>>You cover your chest with your hands.<</if>><<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<<endevent>><<upperruined>>
<<destinationfarmroad>>
<br>
<<else>>
"Thanks," <<he>> says. "See ya." <<He>> drives away, still holding your top. You run after <<him>>, until <<he>> slows to a stop. You hear <<him>> laughing. "Get in," <<he>> says, opening the door to the seat beside <<him>>.<<gstress>><<stress 6>>
<br><br>
<<link [[Next|Farm Hitchhike Exposed Journey]]>><</link>>
<br>
<</if>><<effects>>
You sit beside the <<person>> as <<he>> drives, though <<he>> spends almost as much time looking at your <<lewdness>> as at the road.
<br><br>
<<He>> comes to a stop, and turns to you.
<<if $worn.lower.exposed lte 1>>
"I'm gonna need a little more from you," <<he>> says, stroking your $worn.lower.name while leaning over you to open the door on your side. "Take this off. Or get out."
<br><br>
<<if $worn.under_lower.exposed lte 0>>
<<link [[Give up your bottom|Farm Hitchhike Exposed Bottom 2]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>
<br>
<<else>>
You're not wearing anything beneath.
<br><br>
<<link [[Give up your bottom|Farm Hitchhike Exposed Bottom 2]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>
<br>
<</if>>
<<link [[Refuse|Farm Hitchhike Exposed Refuse 2]]>><</link>>
<br>
<<elseif $worn.under_upper.exposed is 0>>
"I'm gonna need a little more from you," <<he>> says, stroking your $worn.under_upper.name while leaning over you to open the door on your side. "Take this off. Or get out."
<br><br>
<<if $worn.under_upper.set is $worn.under_lower.set>>
<<link [[Give up your underwear|Farm Hitchhike Exposed Full 2]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>
<br>
<<elseif $player.gender is "f" or $player.gender_appearance is "f" or $player.gender is "h">>
<<link [[Give up your top|Farm Hitchhike Exposed Top 2]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>
<br>
<<else>>
<<link [[Give up your top|Farm Hitchhike Exposed Top 2]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>
<br>
<</if>>
<<link [[Refuse|Farm Hitchhike Exposed Refuse 2]]>><</link>>
<br>
<<elseif $worn.under_lower.exposed is 0>>
"I'm gonna need a little more from you," <<he>> says, stroking your $worn.under_lower.name while leaning over you to open the door on your side. "Take this off. Or get out."
<br><br>
<<link [[Give up your bottoms|Farm Hitchhike Exposed Under Bottom]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>
<br>
<<link [[Refuse|Farm Hitchhike Exposed Refuse 2]]>><</link>><<physiquedifficulty 1 $physiquemax>>
<br>
<<else>>
"It's a long journey," <<he>> says while leaning over you to open the door on your side "Step outside a moment."
<br><br>
<<link [[Step outside|Farm Hitchhike Exposed Step]]>><</link>>
<br>
<</if>><<effects>>
You shuffle out of your $worn.under_upper.name, and hand it to the <<person>>.
<br><br>
<<underupperstrip>>
<<He>> holds it to <<his>> face and sniffs. "Alright," <<he>> says. "Now get out. Just for a moment. I won't drive away."
<br><br>
<<getouticon>><<link [[Get out|Farm Hitchhike Exposed Step]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>
<br>
<<ind>><<link [[Refuse|Farm Hitchhike Exposed Refuse 2]]>><</link>><<physiquedifficulty 1 $physiquemax>>
<br><<effects>>
You shuffle out of your $worn.under_upper.name, and hand it to the <<person>>.
<br><br>
<<underupperstrip>>
<<He>> holds it to <<his>> face and sniffs. "Alright," <<he>> says. "Now get out. Just for a moment. I won't drive away."
<br><br>
<<getouticon>><<link [[Get out|Farm Hitchhike Exposed Step]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>
<br>
<<ind>><<link [[Refuse|Farm Hitchhike Exposed Refuse 2]]>><</link>><<physiquedifficulty 1 $physiquemax>>
<br><<effects>>
You shuffle out of your $worn.lower.name, and hand it to the <<person>>.
<br><br>
<<lowerstrip>>
<<He>> holds it to <<his>> face and sniffs. "Alright," <<he>> says. "Now get out. Just for a moment. I won't drive away."
<br><br>
<<getouticon>><<link [[Get out|Farm Hitchhike Exposed Step]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>
<br>
<<ind>><<link [[Refuse|Farm Hitchhike Exposed Refuse 2]]>><</link>><<physiquedifficulty 1 $physiquemax>>
<br><<effects>>
You shuffle out of your $worn.under_lower.name, and hand it to the <<person>>.
<br><br>
<<underlowerstrip>>
<<He>> holds it to <<his>> face and sniffs. "Alright," <<he>> says. "Now get out. Just for a moment. I won't drive away."
<br><br>
<<getouticon>><<link [[Get out|Farm Hitchhike Exposed Step]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>
<br>
<<ind>><<link [[Refuse|Farm Hitchhike Exposed Refuse 2]]>><</link>><<physiquedifficulty 1 $physiquemax>>
<br><<effects>>
You climb from the car. "Close it." You do so, leaving you outside. <<covered>>
<br><br>
The <<person>> observes you for a moment. <<He>> beats the wheel with the tips of <<his>> fingers, as if considering leaving you here without clothes. "Alright," <<he>> says at last. "You can come back in."
<br><br>
<<hitchhike_journey_nude>><<effects>>
<<if $speech_attitude is "meek">>
"This is wrong," you say. "Take me where I want to go. And give me back my clothes!"
<<elseif $speech_attitude is "bratty">>
"Fuck you," you say. "We had an agreement. Take me where I want to go. And give me back my clothes."
<<else>>
"I'm not playing your game," you say. "Take me where I want to go, and give me back my clothes."
<</if>>
<br><br>
"You'll do as I say," the <<person>> sneers, grasping your neck.
<<if $physiqueSuccess>>
<<He>> tries to push you from the car, <span class="green">but you resist.</span> You push <<his>> arms away and kick <<him>> in the face. You feel something come loose.
<br><br>
<<He>> clutches <<his>> face in one hand, while holding the other up in surrender. "F-fine," <<he>> says. "You violent psycho."
<br><br>
<<clotheson>>
<<He>> wipes the blood away while you get dressed.
<br><br>
<<link [[Next|Farm Hitchhike Defiant]]>><</link>>
<br>
<<else>>
<span class="red"><<He>> shoves you from the car,</span> where you roll onto the dusty road. <<He>> slams the door shut, and drives away. <<stealclothes>>
<<endevent>>
<<destinationfarmroad>>
<</if>><<effects>>
<<hitchhike_journey>><<effects>>
<<if $phase is 1>>
<<He>> lets you dress as you drive into town. You're still adjusting your clothes when you exist <<his>> car. <<He>> drives away.
<br><br>
<<link [[Next|Harvest Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<He>> lets you dress as you arrive at the farmlands. You're still adjusting your clothes when you exist <<his>> car. <<He>> drives away.
<br><br>
<<link [[Next|Farmland]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
"Suit yourself," the <<person>> says. <<He>> closes the door and drives away.
<br><br>
<<endevent>>
<<destinationfarmroad>><<effects>>
The <<person>> glances over <<his>> shoulder, then steps from the car. "Wandering around dressed like that," <<he>> says. <<He>> grasps your arm and tries to wrestle you to the ground.
<br><br>
<<link [[Next|Farm Hitchhike Rape]]>><<set $molestationstart to 1>><</link>>
<br><<effects>>
You kneel in front of the <<person>>. <<He>> grasps your hair with one hand while <<if $pronoun is "m">>unzipping <<his>> fly<<else>>lifting <<his>> skirt<</if>> with the other. <<He>> pushes your face against <<his>> <<if $NPCList[0].penis isnot "none">>erect <<print $NPCList[0].penisdesc>><<else>>pussy<</if>>.<<promiscuity4>>
<<link [[Next|Farm Hitchhike Oral]]>><<set $sexstart to 1>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>><<npcoral>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Farm Hitchhike Oral Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Farm Hitchhike Oral]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Good <<girl>>," <<he>> says, leaning back in <<his>> seat. "Get in."
<br><br>
<<tearful>> you climb in the back.
<br><br>
<<clotheson>>
"Where are you going anyway?"
<br><br>
<<link [[Town|Farm Hitchhike Oral End]]>><<set $phase to 1>><</link>>
<br>
<<link [[Farms|Farm Hitchhike Oral End]]>><<set $phase to 2>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
You shove the <<person>> back into <<his>> car, and run. You take cover within a copse just off the road, until you hear <<him>> drive away.
<br><br>
<<tearful>> you return to the road.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationfarmroad>>
<<else>>
"Fine," the <<person>> says. "But I'm not helping." <<He>> slams the door shut and drives away.
<br><br>
<<tearful>> you walk to the side of the road.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationfarmroad>>
<</if>><<effects>>
<<hitchhike_journey>><<effects>>
<<if $rng gte 51>>
<<if $phase is 1>>
"I'm heading to town anyway," the <<person>> says. "Hop in."
<<else>>
"I'm heading out there anyway," the <<person>> says. "Hop in."
<</if>>
<br><br>
<<He>> leans back and opens a door.
<<rng>>
<<if $rng gte 81>>
The backseat is covered in empty pizza boxes. "Just shove them to the floor," <<he>> adds, sheepish.
<<elseif $rng gte 61>>
The interior is clean and unremarkable.
<<elseif $rng gte 41>>
The interior is lit by a purple glow, and the seats look made from an exotic animal hide.
<<elseif $rng gte 21>>
The interior is clean and smart.
<<else>>
The interior smells like wet dog.
<</if>>
<br><br>
<<getinicon>><<link [[Get in (0:15)|Farm Hitchhike Journey]]>><</link>>
<br>
<<refuseicon>><<link [[Refuse|Farm Hitchhike Refuse]]>><</link>>
<br>
<<else>>
"I'm going in the opposite direction," the <<person>> says. "Sorry." <<He>> closes <<his>> window.
<br><br>
<<link [[Step away|Farm Hitchhike Step]]>><</link>>
<br>
/* <<if $submissive gte 1500>> */
<<link [[Beg (0:15)|Farm Hitchhike Beg]]>><<sub 1>><</link>><<submissivetext>>
<br>
/* <</if>> */
<</if>><<effects>>
You rush forward <<if $pain gte 40>>, tears streaming down your cheeks,<<else>> and bang on the window<</if>>. "Please don't leave me out here!" you say. "There are horrible people out, and I'm all alone, and, and..."
<br><br>
The <<person>> hesitates, then leans back to open one of the back doors. "Get in."
<br><br>
You thank the <<person>> and climb in the back.
<br><br>
<<if $phase is 1>>
You stare out the window as the <<person>> drives, watching the hills roll by. <<He>> takes a peculiar route down a side road, but emerges on Harvest Street all the same. You climb from the car, and <<he>> drives away.
<br><br>
<<link [[Next|Harvest Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You stare out the window as the <<person>> drives, watching the hills roll by. <<He>> takes a peculiar route down a side road, but emerges in the farmlands all the same. You climb from the car, and <<he>> drives away.
<br><br>
<<link [[Next|Farmland]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
You step away from the car, and the <<person>> drives away.
<br><br>
<<endevent>>
<<destinationfarmroad>><<effects>>
You step away from the car. The <<person>> shrugs and drives away.
<br><br>
<<endevent>>
<<destinationfarmroad>><<effects>>
You climb in. The <<person>> pulls away as soon as the door closes.
<br><br>
<<hitchhike_journey>><<effects>>
<<generate1>><<generate2>><<generate3>><<generate4>><<person1>>
You're jolted awake by a rumble. You're in a back of a van. You struggle to your feet and look around, but can see no obvious way out. The van comes to a stop, and a <<person>> throws open the van doors.
<br><br>
You see the interior of a barn. The <<person>> isn't alone. Three others stand with <<him>>, examining you.
<br><br>
<<person2>>"You weren't lying," a <<person>> says. "Good stock.<<if $pregnancyspeechdisable is "f">> Would make a fine breeder.<</if>>"
<br><br>
<<person3>><<if $pregnancyspeechdisable is "f">>"Breeder?"<<else>>"Personally,"<</if>> a <<person>> interjects. "I'm more interested in the produce. Gonna make a killing." <<He>> advances on you, a metal chain and collar in <<his>> hand.
<br><br>
<<link [[Protest|Street Van Protest]]>><<def 1>><<stress 6>><<trauma -6>><</link>><<gstress>><<ltrauma>>
<br>
<<link [[Fight|Street Van Fight]]>><<def 1>><<set $fightstart to 1>><</link>>
<br>
<<link [[Submit|Street Van Submit]]>><<sub 1>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>
<br><<effects>>
You leap aside, avoiding the speeding vehicle.
<br><br>
<<if $worn.upper.name isnot "naked" or $worn.lower.name isnot "naked" or $worn.under_upper.name isnot "naked" or $worn.under_lower.name isnot "naked">>
You tear yourself free from the tangle. Your clothes snag on the thorns.
<br><br>
<</if>>
<<set $worn.over_upper.integrity -= 10>><<set $worn.over_lower.integrity -= 10>><<set $worn.upper.integrity -= 10>><<set $worn.lower.integrity -= 10>><<set $worn.under_upper.integrity -= 10>><<set $worn.under_lower.integrity -= 10>>
<<integritycheck>><<exposure>>
<<destinationfarmroad>><<effects>>
You turn to face the oncoming vehicle. It flashes its lights. You hold up your middle finger, and force it to drive around you.
<br><br>
<<destinationfarmroad>><<effects>>
You chase after your headwear, off the road and down the ridge of a hill. It settles on a tree branch.
<<if $physiquesize gte 16000>>
You jump in the air, and just about reach it. <<large_text>>
<<else>>
It's too high to reach, so you pick up a nearby stick to help. You manage to hook it on the end.
<</if>>
<br><br>
<<clotheson>>
<<if $rng gte 61>>
You hear a buzz. A swarm of bees emerge from a hive, agitated by the moving branch. You run back to the road in a panic.<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<<destinationfarmroad>>
<<else>>
You return to the road, your $worn.head.name back where it belongs.
<br><br>
<<destinationfarmroad>>
<</if>><<effects>>
You decide not to run off the road in pursuit, and continue without your headwear.
<br><br>
<<headruined>>
<<destinationfarmroad>><<effects>>
You pet the <<beasttypes>> head. <<bHe>> moos again and licks your fingers.
<br><br>
<<endevent>>
<<destinationfarmroad>><<effects>>
<<loadNPC 0 "saddled_steed">>
You saddle your $farm.steed <<beasttype>>, and climb atop.
<br><br>
<<if $farm.stable gte 1>>
<<steedicon>><<link [[Ride to town (0:15)|Farm Ride Town]]>><<if $worn.lower.name is "naked" and $worn.under_lower.name is "naked">><<pain 6>><</if>><<tiredness 2>><<pass 15>><</link>><<gtiredness>>
<br>
<<else>>
<<steedicon>><<link [[Ride to town (0:30)|Farm Ride Town]]>><<if $worn.lower.name is "naked" and $worn.under_lower.name is "naked">><<pain 9>><</if>><<tiredness 3>><<pass 30>><</link>><<gtiredness>>
<br>
<</if>>
<<animalicon "horse_pick">><<link [[Saddle a different horse (0:10)|Farm Steed]]>><<pass 10>><<endevent>><</link>>
<br>
<<getouticon>><<link [[Dismount|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
<<if $farm.steed>>
<<clearNPC "saddled_steed">>
<<set $farm.steed to 0>>
<</if>>
You saddle the <<beasttype>>.
<<if $farm.beasts.horses gte 20>>
<<if $monster is 1>>
"I'm grateful for your trust," <<bhe>> says, bowing <<bhis>> head. "It'll be nice to stretch my legs."
<<else>>
<<bHe>> licks your shoulder.
<</if>>
<<elseif $farm.beasts.horses gte 5>>
<<if $monster is 1>>
"As you wish," <<bhe>> says. "Don't expect me to enter that hive the humans live in. The smell is unbearable."
<<else>>
<<bHe>> remains passive as you work.
<</if>>
<<else>>
<<if $monster is 1>>
"Careful <<girl>>," <<bhe>> says. "Or I'll be riding you."
<<else>>
<<bHe>> bites at you, but allows you to finish.
<</if>>
<</if>>
<br><br>
<<if currentSkillValue("thighskill") gte 200>>
<<saveNPC 0 "saddled_steed">>
<<set $farm.steed to clone($NPCList[0].hair)>>
You climb upon <<bhis>> back, and spur <<bhim>> to a trot. The force surprises you, <span class="green">but you manage to hold on.</span> The wind blows your hair as you circle the yard.
<br><br>
<<if $farm.stable gte 1>>
<<steedicon>><<link [[Ride to town (0:15)|Farm Ride Town]]>><<if $worn.lower.name is "naked" and $worn.under_lower.name is "naked">><<pain 6>><</if>><<tiredness 2>><<pass 15>><</link>><<gtiredness>>
<br>
<<else>>
<<steedicon>><<link [[Ride to town (0:30)|Farm Ride Town]]>><<if $worn.lower.name is "naked" and $worn.under_lower.name is "naked">><<pain 9>><</if>><<tiredness 3>><<pass 30>><</link>><<gtiredness>>
<br>
<</if>>
<<getouticon>><<link [[Dismount|Farm Work]]>><<endevent>><</link>>
<br>
<<else>>
You climb upon <<bhis>> back, and spur <<bhim>> to a trot. <span class="red">The force jolts you from your seat.</span> The <<if $monster gte 1>>centaur laughs<<else>>horse whinnies<</if>>. <<gpain>><<pain 4>>
<br><br>
<i><span class="purple">D</span> Thigh Skill or higher required. There's a riding school nearby.</i>
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<if $farm_work.horses_out is 1>>
You enter the field to observe the <<farm_text_many horse>>.
<br><br>
<<else>>
You approach the stable to observe the <<farm_text_many horse>>.
<</if>>
Perhaps you could ride one to town.
<br><br>
<<beastNEWinit 1 horse>>
Your eyes fall on one <<beasttype>> in particular. <<bHe>> looks back, and shakes <<bhis>> <<print $NPCList[0].hair>> mane.
<br><br>
<<animalicon "horse_pick">><<link [[Choose another (0:10)|Farm Steed Choose]]>><<endevent>><<pass 10>><</link>>
<br>
<<steedicon>><<link [[Saddle (0:10)|Farm Saddle New]]>><<pass 10>><</link>>
<br>
<<getouticon>><<link [[Leave|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
<<beastNEWinit 1 horse>>
You examine another steed, a <<beasttype>> with a <<print $NPCList[0].hair>> mane.
<br><br>
<<animalicon "horse_pick">><<link [[Choose another (0:10)|Farm Steed Choose]]>><<endevent>><<pass 10>><</link>>
<br>
<<steedicon>><<link [[Saddle (0:10)|Farm Saddle New]]>><<pass 10>><</link>>
<br>
<<getouticon>><<link [[Leave|Farm Work]]>><<endevent>><</link>>
<br><<set $location to "moor">><<set $bus to "town">><<effects>>
<<if $slimeFarmNakedStored is true>>
You put your clothes on.
<<storeon "farmHidingSpot">>
<<exposure>>
<<unset $slimeFarmNakedStored>>
<</if>>
<<if $farm_stage gte 7>><<unset $farm_naked>><</if>>
You spur your steed to a trot, and ride for town with the wind in your hair.
<br><br>
<<if $worn.lower.name is "naked" and $worn.under_lower.name is "naked">>
As you bounce slightly with the <<beasttype>>'s movement, the saddle chafes against your exposed <<bottom>>, irritating you. You scowl and endure the unpleasant pressure. <<gpain>>
<br><br>
<</if>>
<<farm_ride_events>><<set $location to "moor">><<set $bus to "farm">><<effects>>
You spur your steed to a trot, and ride into the countryside.
<br><br>
<<if $worn.lower.name is "naked" and $worn.under_lower.name is "naked">>
As you bounce slightly with the <<beasttype>>'s movement, the saddle chafes against your exposed <<bottom>>, irritating you. You scowl and endure the unpleasant pressure. <<gpain>>
<br><br>
<</if>>
<<farm_ride_events>><<effects>>
<<if $tendingSuccess>>
You pat the <<beasttype>>'s head. "It's okay," you say. "It's just a car."
<<if $monster is 1>>
<br><br>
<span class="green">"Sorry,"</span> <<bhe>> replies. "I'm acting like a foal. Thank you."
<<else>>
<span class="green"><<bHe>> seems less agitated.</span>
<</if>>
<<ggrespect>><<farm_horses 3>>
<br><br>
<<else>>
You pat the <<beasttype>>'s head, hoping to calm <<bhim>>, <span class="red">but your touch startles <<bhim>> further.</span><<llrespect>><<farm_horses -3>>
<<if $monster is 1>>
"J-just leave me alone," <<bhe>> says.
<</if>>
<br><br>
<</if>>
<<destination_farm_ride>><<effects>>
<<if currentSkillValue("thighskill") gte random(1, 1200)>>
You direct the horse away from the ditch with your knees, <span class="green">and your surety calms <<bhim>>.</span>
<<if $monster is 1>>
"Sorry," <<bhe>> says. "I'm acting like a foal. Thank you."
<</if>>
<<ggrespect>><<farm_horses 3>>
<br><br>
<<else>>
You pull on the bridle, trying to direct it away from the ditch. <span class="red"><<bHe>> doesn't appreciate your interference.</span>
<<if $monster is 1>>
"Don't test my patience," <<bhe>> says. "Don't think I won't throw you off."
<br><br>
<<else>>
<<bHe>> rears on <<his>> hind legs, threatening to throw you off, before continuing the journey.<<llrespect>><<farm_horses -3>>
<br><br>
<</if>>
<</if>>
<<destination_farm_ride>><<effects>>
You ignore your <<beasttype>>'s agitation. <<bHe>> calms down, but remains on edge.
<br><br>
<<destination_farm_ride>><<effects>>
You let the <<beasttype>> munch on some grass at the side of the road until <<bhe>> is ready to continue.
<br><br>
<<destination_farm_ride>><<effects>>
<<if currentSkillValue("thighskill") gte random(1, 1000)>>
You spur your <<beasttype>> into keeping up the pace. <<bHe>> manages it, <span class="green">finding a second wind.</span>
<br><br>
<<else>>
You spur your <<beasttype>> into keeping up the pace. <<bHe>> manages it, <span class="red">but <<if $monster is 1>>voice<<else>>neigh<</if>>s a complaint.</span><<llrespect>><<farm_horses -3>>
<br><br>
<</if>>
<<destination_farm_ride>><<effects>>
You dismount the <<beasttype>>, and kneel beneath <<bhim>>.
<<if $NPCList[0].penis isnot "none">>
<<bHis>> <<print $NPCList[0].penisdesc>> is already erect and waiting. You cup one of <<bhis>> testes, then run your fingers along the shaft before grasping it.
<<else>>
<<bHis>> pussy glistens in anticipation. You push a finger between the folds, then another.
<</if>>
<<deviancy3>>
<<if $monster is 1>>
"That's it," the <<beasttype>> sighs. "It won't take long. I've been pent up all day."
<<else>>
The <<beasttype>> neighs <<bhis>> approval.
<</if>>
<br><br>
<<if random(1, 3) is 3>>
The <<beasttype>>'s body spasms. Not long now. <span class="pink">You hear an engine.</span> A car approaches, and will arrive any moment.
<br><br>
<<if $monster is 1>>
"D-don't stop," the <<beasttype>> says. "I'm almost there."
<br><br>
<</if>>
<<link [[Keep going|Farm Ride Hand 2]]>><<farm_horses 1>><</link>><<skill_difficulty `currentSkillValue("handskill")` "Hand Skill" 1 1000>><<grespect>>
<br>
<<link [[Stop|Farm Ride Hand Stop]]>><<farm_horses -3>><</link>><<llrespect>>
<br>
<<else>>
The <<beasttype>>'s body spasms as <<bhe>> reaches <<bhis>> peak.
<<if $NPCList[0].penis isnot "none">>
Voluminous ejaculate shoots from <<bhis>> tip, splattering over the floor, then pooling beneath it. Job done, you climb back in the saddle.
<br><br>
<<else>>
Your fingers slick, you climb back in the saddle, and spur <<bhim>> to a trot.
<br><br>
<</if>>
<<destination_farm_ride>>
<</if>><<effects>>
Your fingers work as fast as they can,
<<if currentSkillValue("handskill") gte random(1, 1000)>>
<<if $NPCList[0].penis isnot "none">>
<span class="green">and you manage to milk the <<print $NPCList[0].penisdesc>> of its cum</span> before the car arrives.
<<else>>
<span class="green">and you manage to have the <<beasttype>> shuddering in orgasm</span> before the car arrives.
<</if>>
You climb back in the saddle, and spur <<bhim>> to a trot.
<br><br>
<<else>>
<<if $NPCList[0].penis isnot "none">>
<span class="red">and only manage to milk the <<print $NPCList[0].penisdesc>> of its cum just as the car arrives.</span>
<<else>>
<span class="red">and only manage to have the <<beasttype>> shuddering in orgasm</span> just as the car arrives.
<</if>>
You hope they didn't see, but the mocking honk suggests they did.<<ggtrauma>><<gstress>><<famebestiality 3>><<trauma 12>><<stress 6>>
<br><br>
<</if>>
<<destination_farm_ride>><<effects>>
You stand up.
<<if $monster is 1>>
"Damn you," the <<beasttype>> says as <<bhe>> humps the air.
<<else>>
The <<beasttype>> neighs <<bhis>> frustration.
<</if>>
<<if $NPCList[0].penis isnot "none">>
A little semen spurts from <<bhis>> <<print $NPCList[0].penisdesc>>, but not much.
<<else>>
<<bHis>> body shakes in what you think is an orgasm, but not a strong one.
<</if>>
<br><br>
<<if $speech_attitude is "meek">>
"I-I'm sorry," you say. "But I don't want people to see you so undignified."
<<elseif $speech_attitude is "bratty">>
"Don't be so undignified," you say.
<<else>>
"Do you want people to see you like this?"
<</if>>
<br><br>
<<bHe>> calms down before the car appears, but shakes <<bhis>> <<if $monster is 1>>head<<else>>mane<</if>>. You climb back into the saddle, and spur <<bhim>> to a trot.
<br><br>
<<destination_farm_ride>><<effects>>
You spur and berate the <<beasttype>>.
<<if currentSkillValue("thighskill") gte random(1, 1400)>>
<<if $monster is 1>>
<span class="green">"Fine,"</span> <<bhe>> says. "Can't blame me for trying."
<<else>>
With a neigh, <span class="green"><<bhe>> trots forward once more.</span>
<</if>>
<<else>>
<<if $monster is 1>>
<span class="red"><<bHe>> throws an angry glance over your shoulder.</span> "I'm moving," <<bhe>> says. "But you'll pay for this later."
<<else>>
<span class="red"><<bHe>> rears on <<bhis>> hind legs,</span> almost throwing you off, then breaks into a trot.
<</if>>
<<llrespect>><<farm_horses -3>>
<</if>>
<br><br>
<<destination_farm_ride>><<effects>>
You dismount. If the <<beasttype>> is so stubborn, then so be it. <<bHe>> huffs as you walk away.
<br><br>
<<if $bus is "east">>
<<link [[Next|Farm Road 4]]>><<endevent>><</link>>
<<else>>
<<link [[Next|Farm Road 3]]>><<endevent>><</link>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<set $NPCList[0].stance to "top">>
<<if $NPCList[0].penis isnot "none">>
<<set $position to "doggy">>
<<else>>
<<set $position to "missionary">>
<</if>>
<<farm_trust horses>>
<<prop haybale>>
<</if>>
<<effects>>
<<effectsman>>
<br><br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Farm Ride Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Farm Ride Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<if $monster is 1>>
"Good fucktoy," <<bhe>> says.
<</if>>
<<tearful>> you climb back into the saddle.
<br><br>
<<clotheson>>
<<endcombat>>
<<destination_farm_ride>>
<<else>>
You smack the <<beasttype>> <<if $monster is 1>>in the face<<else>>on the nose<</if>>. <<bHe>> turns and flees.
<br><br>
<<tearful>> you return to the road.
<br><br>
<<clotheson>>
<<endcombat>>
<<if $bus is "east">>
<<link [[Next|Farm Road 4]]>><</link>>
<br>
<<else>>
<<link [[Next|Farm Road 3]]>><</link>>
<br>
<</if>>
<</if>><<effects>>
You spur your <<beasttype>> to a gallop. Hooves thunder behind as Remy's goons try to keep up.
<<if currentSkillValue("thighskill") gte random(1, 1000)>>
<span class="green">They are unable to.</span> You leave them far behind.<<lstress>><<stress -6>>
<br><br>
<<destination_farm_ride>>
<<else>>
<span class="red">Your steed's strength wavers,</span> and the riders catch up with you. One rides ahead, and they box you against the hedge, forcing you to stop. They wheel around to face you.<<gstress>><<stress 6>>
<br><br>
"Remy sent us," the <<person2>><<person>> on the left says. "To make sure you were okay. Dangerous for a <<girl>> to be riding alone."<<gstress>><<stress 6>>
<br><br>
"We'll escort you the rest of the way," the <<person3>><<person>> on the right adds. "For a fee. <<printmoney 5000>> should do."
<br><br>
<<if $money gte 5000>>
<<link [[Pay (£50)|Farm Ride Pay]]>><<money -5000>><</link>>
<br>
<</if>>
<<link [[Refuse politely|Farm Ride Polite]]>><<farm_aggro 1>><</link>><<gaggro>>
<br>
<<link [[Refuse angrily|Farm Ride Angry]]>><<farm_aggro 1>><</link>><<gaggro>>
<br>
<</if>><<effects>>
You rein in the <<beasttype>>, and turn to face the approaching riders. They pull up some distance away.
<br><br>
"Remy sent us," the <<person2>><<person>> on the left says. "To make sure you were okay. Dangerous for a <<girl>> to be riding alone."<<gstress>><<stress 6>>
<br><br>
"We'll escort you the rest of the way," the <<person3>><<person>> on the right adds. "For a fee. <<printmoney 5000>> should do."
<br><br>
<<if $money gte 5000>>
<<link [[Pay (£50)|Farm Ride Pay]]>><<money -5000>><</link>>
<br>
<</if>>
<<link [[Refuse politely|Farm Ride Polite]]>><<farm_aggro 1>><</link>><<gaggro>>
<br>
<<link [[Refuse angrily|Farm Ride Angry]]>><<farm_aggro 1>><</link>><<gaggro>>
<br><<effects>>
You pay the pair. "Wise," the <<person2>><<person>> says. "Go on then. Lead the way."
<br><br>
They follow behind for the rest of the journey.
<<person1>>
<<destination_farm_ride>><<effects>>
<<if $speech_attitude is "meek">>
"S-sorry," you say. "But I'll be okay on my own."
<<elseif $speech_attitude is "bratty">>
"Thanks for the offer," you say. "But I can handle myself."
<<else>>
"Thanks," you say. "But I'll be alright alone.
<</if>>
<br><br>
"Suit yourself," the <<person2>><<person>> scoffs. "We'll be near." They spur to a trot, and ride past you.
<br><br>
<<person1>>
<<destination_farm_ride>><<effects>>
<<if $speech_attitude is "meek">>
"I-I'm not paying you," you say. "Go away."
<<elseif $speech_attitude is "bratty">>
"Fuck you," you say. "And fuck Remy."
<<else>>
"Tell Remy I won't be extorted," you say. "Go."
<</if>>
<br><br>
The <<person2>><<person>> laughs. "Suit yourself <<girl>>. We'll be near." They spur to a trot, and ride past you.
<br><br>
<<person1>>
<<destination_farm_ride>><<effects>>
You spur your <<beasttype>> to a gallop. Hooves thunder behind as Remy's goons try to keep up.
<<if currentSkillValue("thighskill") gte random(400, 1400)>>
<span class="green">They are unable to.</span> You leave them far behind.<<lstress>><<stress -6>>
<br><br>
<<destination_farm_ride>>
<<else>>
<span class="red">Your steed's strength wavers,</span> and the riders catch up with you. One of them, a <<person2>><<person>>, <span class="red">hurls a lasso</span> at your <<beasttype>>'s neck. <<He>> misses, but reels the rope back in.<<gstress>><<stress 6>>
<br><br>
<<His>> colleague, a <<person3>><<person>>, rides alongside you, <span class="red">and tries to shove you from the saddle.</span>
<br><br>
<span class="red">Your steed is on the verge of panic.</span> <<bHe>> veers back and forth across the road. It's hard to stay in the saddle.
<br><br>
<<link [[Punch the closest rider|Farm Ride Punch]]>><</link>><<physiquedifficulty 1 16000>>
<br>
<<link [[Grab the lasso|Farm Ride Grab]]>><</link>><<skill_difficulty `currentSkillValue("handskill")` "Hand Skill" 1 1000>>
<br>
<<link [[Reassure your steed|Farm Ride Reassure]]>><</link>><<tendingdifficulty 1 1000>>
<br>
<</if>><<effects>>
You rein in the <<beasttype>>, and turn to face the approaching riders. They don't slow. One of them, a <<person2>><<person>>, <span class="red">hurls a lasso</span> at your <<beasttype>>'s neck. <<He>> misses, but reels the rope back in.<<gstress>><<stress 6>>
<br><br>
<<His>> colleague, a <<person3>><<person>>, rides alongside you, <span class="red">and tries to shove you from the saddle.</span>
<br><br>
<span class="red">Your steed is on the verge of panic.</span> <<bHe>> wheels around and gallops of <<bhis>> own accord, veering back and forth across the road. It's hard to stay in the saddle.
<br><br>
<<link [[Punch the closest rider|Farm Ride Punch]]>><</link>><<physiquedifficulty 1 16000>>
<br>
<<link [[Grab the lasso|Farm Ride Grab]]>><</link>><<skill_difficulty `currentSkillValue("handskill")` "Hand Skill" 1 1000>>
<br>
<<link [[Reassure your steed|Farm Ride Reassure]]>><</link>><<tendingdifficulty 1 1000>>
<br><<effects>>
<<if $physiqueSuccess>>
You fist connects with the <<person3>><<person>>'s face, <span class="green">knocking <<him>> from the saddle.</span> <<His>> colleague laughs, and readies the lasso for another attempt.
<br><br>
<<link [[Grab the lasso|Farm Ride Grab 2]]>><</link>><<skill_difficulty `currentSkillValue("handskill")` "Hand Skill" 1 1000>>
<br>
<<link [[Reassure your steed|Farm Ride Reassure 2]]>><</link>><<tendingdifficulty 1 1000>>
<br>
<<else>>
<span class="red">The <<person>> catches your fist,</span> and pulls you from the saddle. You tumble to the ground.<<ggpain>><<pain 8>>
<br><br>
Your steed gallops away alone. The pair chase after <<bhim>>, leaving you lying in the dirt.<<llrespect>><<farm_horses -3>>
<br><br>
<<tearful>> you rise to your feet.
<br><br>
<<if $bus is "east">>
<<link [[Next|Farm Road 4]]>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Farm Road 3]]>><<endevent>><</link>>
<</if>>
<</if>><<effects>>
<<if currentSkillValue("handskill") gte random(1, 1000)>>
The <<person2>><<person>> hurls the lasso at your <<beasttype>> once more, <span class="green">but you catch it,</span> and pull the <<person2>><<person>> from <<his>> seat. <<He>> tumbles to the dirt.
<br><br>
<<His>> colleague laughs, and shoves you again.
<br><br>
<<link [[Punch|Farm Ride Punch 2]]>><</link>><<physiquedifficulty 1 16000>>
<br>
<<link [[Reassure your steed|Farm Ride Reassure 2]]>><</link>><<tendingdifficulty 1 1000>>
<br>
<<else>>
The <<person2>><<person>> hurls the lasso at your <<beasttype>> once more. You try to catch it, but it loops around your wrists. <span class="red">The rider pulls you from your saddle.</span><<ggpain>><<gstress>><<pain 8>><<stress 6>>
<br><br>
Your steed gallops away alone. The pair chase after <<bhim>>, leaving you lying in the dirt.<<llrespect>><<farm_horses -3>>
<br><br>
<<tearful>> you rise to your feet.
<br><br>
<<if $bus is "east">>
<<link [[Next|Farm Road 4]]>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Farm Road 3]]>><<endevent>><</link>>
<</if>>
<</if>><<effects>>
<<if $tendingSuccess>>
<<person1>>
You whisper a couple of words into your <<beasttype>>'s ear. <span class="green"><<bHe>> stops veering back and forth across the road,</span> and gallops with more surety.
<br><br>
The <<person2>><<person>> readies the lasso for another throw, while the <<person3>><<person>> tries to shove you from the saddle once more.
<br><br>
<<link [[Punch the closest rider|Farm Ride Punch 2]]>><</link>><<physiquedifficulty 1 16000>>
<br>
<<link [[Grab the lasso|Farm Ride Grab 2]]>><</link>><<skill_difficulty `currentSkillValue("handskill")` "Hand Skill" 1 1000>>
<br>
<<else>>
<<person1>>
You whisper a couple of words into your <<beasttype>>'s ear, <span class="red">but your voice trembles.</span> <<bHe>> rears on <<bhis>> hind legs, throwing you from the saddle.<<ggpain>><<gstress>><<pain 8>><<stress 6>>
<br><br>
Your steed gallops away alone. The pair chase after <<bhim>>, leaving you lying in the dirt.<<llrespect>><<farm_horses -3>>
<br><br>
<<tearful>> you rise to your feet.
<br><br>
<<if $bus is "east">>
<<link [[Next|Farm Road 4]]>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Farm Road 3]]>><<endevent>><</link>>
<</if>>
<</if>><<effects>>
<<if $physiqueSuccess>>
<<earnFeat "Into the Sunset">>
You fist connects with the <<person3>><<person>>'s face, <span class="green">knocking <<him>> from the saddle.</span>
<br><br>
<span class="green">You've seized control of the situation.</span> You spur your <<beasttype>> onward, leaving Remy's goons far behind.<<lstress>><<stress -6>>
<br><br>
<<person1>>
<<destination_farm_ride>>
<<else>>
<span class="red">The <<person>> catches your fist,</span> and pulls you from the saddle. You tumble to the ground.<<ggpain>><<pain 8>>
<br><br>
Your steed gallops away alone. The pair chase after <<bhim>>, leaving you lying in the dirt.<<llrespect>><<farm_horses -3>>
<br><br>
<<tearful>> you rise to your feet.
<br><br>
<<if $bus is "east">>
<<link [[Next|Farm Road 4]]>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Farm Road 3]]>><<endevent>><</link>>
<</if>>
<</if>><<effects>>
<<if currentSkillValue("handskill") gte random(1, 1000)>>
<<earnFeat "Into the Sunset">>
The <<person2>><<person>> hurls the lasso at your <<beasttype>> once more, <span class="green">but you catch it,</span> and pull the <<person2>><<person>> from <<his>> seat. <<He>> tumbles to the dirt.
<br><br>
<span class="green">You've seized control of the situation.</span> You spur your <<beasttype>> onward, leaving Remy's goons far behind.<<lstress>><<stress -6>>
<br><br>
<<person1>>
<<destination_farm_ride>>
<<else>>
The <<person2>><<person>> hurls the lasso at your <<beasttype>> once more. You try to catch it, but it loops around your wrists. <span class="red">The rider pulls you from your saddle.</span><<ggpain>><<gstress>><<pain 8>><<stress 6>>
<br><br>
Your steed gallops away alone. The pair chase after <<bhim>>, leaving you lying in the dirt.<<llrespect>><<farm_horses -3>>
<br><br>
<<tearful>> you rise to your feet.
<br><br>
<<if $bus is "east">>
<<link [[Next|Farm Road 4]]>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Farm Road 3]]>><<endevent>><</link>>
<</if>>
<</if>><<effects>>
<<if $tendingSuccess>>
<<earnFeat "Into the Sunset">>
You whisper a couple of words into your <<beasttype>>'s ear. <span class="green"><<bHe>> stops veering back and forth across the road,</span> and gallops with more surety.
<br><br>
<span class="green">You've seized control of the situation.</span> You spur your <<beasttype>> onward, leaving Remy's goons far behind.<<lstress>><<stress -6>>
<br><br>
<<person1>>
<<destination_farm_ride>>
<<else>>
<<person1>>
You whisper a couple of words into your <<beasttype>>'s ear, <span class="red">but your voice trembles.</span> <<bHe>> rears on <<bhis>> hind legs, throwing you from the saddle.<<ggpain>><<gstress>><<pain 8>><<stress 6>>
<br><br>
Your steed gallops away alone. The pair chase after <<bhim>>, leaving you lying in the dirt.<<llrespect>><<farm_horses -3>>
<br><br>
<<tearful>> you rise to your feet.
<br><br>
<<if $bus is "east">>
<<link [[Next|Farm Road 4]]>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Farm Road 3]]>><<endevent>><</link>>
<</if>>
<</if>><<effects>>
You smile at the <<person1>><<person>> and accept <<his>> offer. "Good, I'd hate to keep you stranded here." <<He>> gestures for you to sit next to <<him>> in the passenger seat. You open the door and tell <<him>> where you're headed, before climbing inside.
<br><br>
<<if random(1, 4) gte 4>>
The two of you engage in casual conversation. <<He>> asks you a few questions about where you're from and what your plans for the day are, but avoids anything too personal. You spend the majority of the ride gazing out of the window, watching the scenery. You're grateful you don't have to walk the long distance.
<br><br>
"Here we are," <<he>> says, interrupting your thoughts as <<he>> brings the car to a stop. The ride went by much faster than you expected.
<br><br>
You thank <<him>> for taking you with <<him>> and get out of the vehicle. You wave <<him>> goodbye as <<he>> drives off.
<br><br>
<<if $phase is 1>>
<<link [[Next|Harvest Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<<else>>
<<link [[Next|Farmland]]>><<endevent>><<set $eventskip to 1>><</link>>
<</if>>
<<else>>
<<generate2>>
You open the car door and sit beside the <<person1>><<person>>. Once inside, you hear a noise from behind you. You turn around and are met with the eyes of a <<person2>><<person>>. Immediately a pair of hands covers your mouth from behind.
<br><br>
A smirk spreads over the <<person1>><<persons>> face as <<he>> unbuckles <<his>> seat belt. "I hope you don't mind I brought a friend along." <<He>> grabs you firmly and shoves you into the back seat.
<br><br>
The <<person2>><<person>> pins you down as the <<person1>><<person>> lunges for you. "We were quite bored on this ride. Let's find out if you can entertain us."
<br><br>
<<link [[Next|Farm Hitchike Double Rape]]>><<set $molestationstart to 1>><</link>>
<</if>><<effects>>
You shake your head and take a few steps backwards. The <<person1>><<person>> huffs in annoyance before rolling the window back up.
"Don't waste my time." You can hear <<him>> mumble before <<he>> drives off again.
<br><br>
<<destinationfarmroad>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Farm Hitchike Double Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Farm Hitchike Double Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<pass 5>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
They both finish, leaving you used on the empty seat of the back of the car. The <<person1>><<person>> laughs. "What a shame we only had such a short ride together."
The <<person2>><<person>> opens the door on <<his>> side and grabs you by your hair. <<He>> speaks. "A slut like you was exactly what we were looking for. Thanks for providing us with such a fun time."
Before you can react, <<he>> shoves you out of the car.
<br><br>
You land on the ground. The shock causes you to lose all the air in your lungs. Next thing you hear is the sound of wheels driving off. <<pain 3>><<gpain>>
<br><br>
It takes you a few moments to regain your energy and raise to your feet.
<<else>>
You manage to fight them both off. Seizing the opportunity, you open the door and get out of the car.
You run as fast as your feet allow you to. Looking over your shoulder without slowing down, you're checking if the two people are following you.
To your relief, the car is driving in the opposite direction. <<trauma -1>><<ltrauma>>
<</if>>
<br><br>
<<clotheson>>
<<endcombat "phaseless">>
<<if $phase is 1>>
<<link [[Next|Harvest Street]]>><<endevent>><<pass 1>><<set $eventskip to 1>><</link>>
<<else>>
<<link [[Next|Farmland]]>><<endevent>><<pass 1>><<set $eventskip to 1>><</link>>
<</if>><<effects>>
You tell the <<person>> where you want to go. <<He>> responds. "Consider this your lucky day. That's exactly where I'm heading. Hop in, door is unlocked."
<br><br>
You get in the <<persons>> car and sit down in the passenger seat before closing the door. The two of you chat a little and <<he>> throws you a few quick glances, but keeps <<his>> eyes mostly on the road. You lean half against the door as you wait for the two of you to arrive at your destination.
<br><br>
After a short while, you notify <<him>> that <<he>> can drop you off now.
<br><br>
"Sure." <<He>> brings the car to a stop. "That'd be <<moneyGainDisplay 500>>."
<br><br>
You give <<him>> a puzzled look. <<He>> raises an eyebrow at you and tilts <<his>> head. "What? Thought this ride was free?" <<He>> presses a button and you can hear the sound of the doors locking. "I'm not gonna repeat myself. Pay for it." <<His>> grip on the steering wheel tightens.
<br><br>
<<if $money lt 50000>>
<<link [[Say that you can't afford it|Farm Hitchhike Cost Robbed]]>><</link>>
<<else>>
<<link [[Pay|Farm Hitchhike Cost Pay]]>><<money -50000>><</link>>
<</if>>
<br>
<<link [[Refuse|Farm Hitchhike Cost Molest]]>><<set $molestationstart to 1>><</link>><<effects>>
<<He>> stares at you. "Give me all you've got, and we'll call it even", <<he>> says. "Your clothes too. I won't tell you again."
<br><br>
<<link [[Accept the offer|Farm Hitchhike Cost Robbed 2]]>><<money `-$money`>><</link>>
<br>
<<link [[Refuse|Farm Hitchhike Cost Molest]]>><<set $molestationstart to 1>><</link>><<effects>>
<<tearful>> you accept.<br>
<<clothesstrip>>
<<stealclothes>>
<br>
Satisfied, <<he>> unlocks the doors and let you out.
<br><br>
<<if $phase is 1>>
<<link [[Next|Harvest Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<<else>>
<<link [[Next|Farmland]]>><<endevent>><<set $eventskip to 1>><</link>>
<</if>><<effects>>
Gritting your teeth, you pay <<him>> the money <<he>> asked for. <<He>> snatches the money from your hands and counts it. Satisfied, <<he>> unlocks the doors again.
You don't hide your annoyance as you swing the door open and slam it shut extra hard behind you. <<stress 2>><<gstress>>
<br><br>
<<if $phase is 1>>
<<link [[Next|Harvest Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<<else>>
<<link [[Next|Farmland]]>><<endevent>><<set $eventskip to 1>><</link>>
<</if>><<effects>>
You shake your head and tell the <<person>> that you're not interested.
<<He>> cocks an eyebrow in confusion. "Are you sure? It's a long distance. But if you feel like walking, go ahead."<br>
The <<person>> doesn't spare you another look as <<he>> rolls the window back up and drives off.
<br><br>
<<destinationfarmroad>><<if $molestationstart is 1>>
You tell <<him>> you're not paying for the ride.
<<His>> expression darkens as <<he>> lunges in <<his>> seat forward to you. "You will pay. And I can think of a way how."
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Farm Hitchhike Cost Molest Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Farm Hitchhike Cost Molest]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The <<person>> pushes <<himself>> off you and grins. "Don't take rides from strangers if you're not willing to offer something in return."
<<He>> unlocks the door and pushes you out with force. You can hardly catch your breath as you stumble and quickly try to regain your balance.
<<else>>
With one last push, you throw the <<person>> off you.
Seizing the opportunity, you hastily unlock the door and rush out of the car as fast as you can.
You don't even bother to close the door behind you as you run until the car is out of sight again.<<trauma -1>><<ltrauma>>
<</if>>
<br><br>
<<clotheson>>
<<endcombat "phaseless">>
<<if $phase is 1>>
<<link [[Next|Harvest Street]]>><<set $eventskip to 1>><</link>>
<<else>>
<<link [[Next|Farmland]]>><<set $eventskip to 1>><</link>>
<</if>><<effects>>
<<pass 5>>
"Yeah, I can give you a lift. Hop on in!" You climb into the passenger seat and set off down the road.
After a couple minutes of pleasant conversation, <<he>> asks, "You ever driven before? You wanna try? These big empty country roads are a great place to learn if you're interested."
<br><br>
<<He>> pats <<his>> lap, offering you a seat.
<br><br>
<<getinicon>><<link [[Accept|Farm Hitchhike Assistant Driver]]>><<pass 2>><</link>>
<br>
<<refuseicon>><<link [[Decline|Farm Hitchhike Assistant Passenger]]>><<pass 10>><<set $phase2 to 0>><</link>><<effects>>
You agree and climb over to sit on <<his>> lap. The <<person>> walks you through the controls and lets you take over.
The road is fairly straight, and with few cars out in the country, driving the old truck is relatively easy despite your inexperience.
<br><br>
As you continue along, you feel the <<personsimple>> shift slightly beneath you. <<His>> hands creep over your inner thighs.
<<if $NPCList[0].penis isnot "none" and !$NPCList[0].strapon>>
You can feel <<his>> erection growing through <<his>> jeans.
<</if>>
Your body reacts of its own accord, and you start feeling warm and excited, if somewhat distracted.<<garousal>><<arousal 400>>
<br><br>
<<if $promiscuity lt 15>>
<<insufficientStat "promiscuity" "to continue">>
<<else>>
<<link [[Continue driving|Farm Hitchhike Assistant Driver 2]]>><</link>><<promiscuous2>>
<</if>>
<br>
<<link [[Stop driving|Farm Hitchhike Assistant Passenger]]>><<pass 12>><<set $phase2 to 1>><</link>><<effects>>
<<pass 5>>
<<His>> hands begin to explore and feel up your body. Their touch is subtle at first, but becomes more firm the further you drive.
<<promiscuity2>>
You feel a heat building in you and squirm a little, but the <<person>> continues to pleasure you.
<span class="pink"><<He>> seems intent on bringing you to orgasm.</span><<garousal>><<arousal 1000>>
<br><br>
<<if $promiscuity lt 35>>
<<insufficientStat "promiscuity" "to continue">>
<<else>>
<<link [[Continue driving|Farm Hitchhike Assistant Driver 3]]>><</link>><<promiscuous3>>
<</if>>
<br>
<<link [[Stop driving|Farm Hitchhike Assistant Passenger]]>><<pass 7>><<set $phase2 to 1>><</link>><<effects>>
<<pass 5>>
<<outfitChecks>>
You focus on driving and allow the <<person>> to continue <<his>> antics.
<<promiscuity3>>
<<His>> left hand starts wandering
<<if _top>>
<<if _top.one_piece and !_top.open>>
over
<<else>>
under
<</if>>
your _top.name
<</if>>
to your chest, fingers rhythmically teasing your nipples<<if $player.breastsize gte 3>> and fondling your <<breasts>><</if>>.
<<His>> right hand
<<if _bottom and !_bottom.type.includes("chastity")>>
<<if _bottomIsSkirt>>
pushes up under
<<elseif _bottom.one_piece>>
slides over
<<else>>
pushes down
<</if>>
your _bottom.name and
<</if>>
<<if !playerChastity("hidden") and !playerHasStrapon()>>
<<if $player.penisExist>>
grasps your <<penis>>, slowly stroking up and down your length.
<<else>>
teases your clit, gently rubbing your <<pussy>>.
<</if>>
<<else>>
rubs your <<genitals>>.
<</if>><<gggarousal>><<arousal `$arousalmax * 2`>>
<br><br>
<<if $willpower gte random(1, 1000)>>
The arousal inside you builds, but you manage to stay on the road.
When you get close to climaxing, you pull over to the side and put the truck in park
<<rng>>
<<if $rng lte 75>>
before finally letting go.
<<willpower 1>><<gwillpower>>
<br><br>
<<orgasm>>
"Well, that was fun," <<he>> says with a large grin. "What do you say I drive for the rest of the trip?"
<br><br>
A few minutes later, you arrive at your destination. With a smile and a wink, the <<person>> drops you off
<<include "Farm Hitchhike Assistant End">>
<<else>>
before the <<personsimple>> suddenly stops. <<arousal -10>>
<br><br>
"Well, that was fun," <<he>> says with a wicked grin. "I think I'll drive for the rest of the trip."
<<He>> gestures for you to return to the passenger seat.
<br><br>
<<if hasSexStat("promiscuity", 4)>>
<<link [[Ask to finish|Farm Hitchhike Assistant Driver 4]]>><</link>><<promiscuous4>><<englishdifficulty 1 500>>
<br>
<<link [[Finish yourself|Farm Hitchhike Assistant Driver 5]]>><</link>><<promiscuous4>>
<<else>>
<<insufficientStat "promiscuity" "to take things further">>
<</if>>
<br>
<<link [[Accept it|Farm Hitchhike Assistant Passenger]]>><<pass 2>><<set $phase2 to 2>><</link>>
<</if>>
<<else>>
The arousal inside you builds, and you nearly lose control of the truck!
The <<personsimple>> quickly takes the wheel and steers you back onto the road, abruptly ending the fondling.
<<arousal -500>><<gstress>><<stress 10>>
<br><br>
"Maybe we should end the drivin' lesson there for today," <<he>> says, gesturing for you to return to the passenger seat.
The rest of the drive is a bit quiet as you calm down, but you are dropped off
<<include "Farm Hitchhike Assistant End">>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"P-please, don't stop," you beg, "I was so close!"
<<elseif $speech_attitude is "bratty">>
"You asshole, you know I wasn't done," you demand, "come on, I'm almost there."
<<else>>
"I was almost done," you say, "can you please go a little longer?"
<</if>>
<br><br>
<<if $englishSuccess>>
"Alright, you win," the <<person>> relents.
<<He>> gets back to work, making sure you orgasm.
<<arousal `$arousalmax * 2`>><<orgasm>>
You return to the passenger seat for the rest of the journey.
The drive is a bit quiet as you calm down, but you are dropped off
<<else>>
<<if $speech_attitude is "meek">>
"Aw," the <<person>> smirks, "Sorry sweetie, but that's all I got for ya."
<br><br>
You pout, but <<he>> refuses to budge.
<<elseif $speech_attitude is "bratty">>
"I know," the <<person>> smirks, "but I think I like you livin' on the edge."
<br><br>
You scowl, but <<he>> refuses to budge.
<<else>>
"Nope," the <<person>> smirks, "I'm afraid that's all I got for ya."
<br><br>
You roll your eyes, but <<he>> refuses to budge.
<</if>>
<<gstress>><<stress 2>>
<br><br>
Frustrated, you return to the passenger seat for the remaining journey. The rest of the drive is silent, but you are dropped off
<</if>>
<<include "Farm Hitchhike Assistant End">><<effects>>
<<if $speech_attitude is "meek">>
Obediently, you return to the passenger seat and buckle up before the <<person>> drives onwards.
Whenever <<he>> is not looking, you sneak your hands to your <<genitals>> and try to climax.
<<promiscuity4>>
<<orgasm>>
<<He>> does not say anything, although you think you catch a slight smile on <<his>> face after you orgasm.
<<elseif $speech_attitude is "bratty">>
Defiantly, you stay seated on <<his>> lap and pick up where <<he>> left off, refusing to leave until you orgasm.
<<promiscuity4>>
<<orgasm>>
<<He>> does not say anything, although you think you catch a slight smile on <<his>> face as you fix your clothing and return to the passenger seat for the remainder of the journey.
<<else>>
You get out of the truck and make your way to the passenger side. Before getting in however, you move your hands to your <<genitalsandbreasts>> and quickly finish the job.
<<promiscuity4>>
<<orgasm>>
<<He>> does not say anything, although you think you see a slight smile on <<his>> face after you climb back into the truck.
<</if>>
<<set $masturbationstat += 1>><<set $masturbationorgasmstat += 1>>
<br><br>
The rest of the drive is silent, but you are dropped off
<<include "Farm Hitchhike Assistant End">><<effects>>
<<switch $phase2>>
<<case 0>> /* No lap ride */
You politely decline, drawing a small frown from the <<person>>.
<br><br>
"Alright, no worries. Driving ain't for everyone," <<he>> says with an obvious tone of disappointment.
The rest of the drive is significantly less energetic than the first few minutes, but you are dropped off safely
<<case 1>> /* Jump off early */
You pull off to the side of the road and firmly explain that you have driven enough for one day while returning to the passenger seat.
<br><br>
<<He>> looks disappointed, but takes you the rest of the way regardless. You are dropped off
<<case 2>> /* Edged and helpless */
Frustrated and horny, you return to the passenger seat for the rest of the journey.
<br><br>
The rest of the drive is silent, but you arrive safely
<</switch>>
<<include "Farm Hitchhike Assistant End">><<effects>>
You step away from the truck. "Alrighty then, have a nice day <<lass>>!"
<br><br>
The window shuts, and <<he>> drives away.
<br><br>
<<endevent>>
<<destinationfarmroad>>/* included, no effects */
<<if $phase is 1>>
at Harvest Street all the same. You climb from the car, and <<he>> drives away.
<br><br>
<<link [[Next|Harvest Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<<else>>
in the farmlands all the same. You climb from the car, and <<he>> drives away.
<br><br>
<<link [[Next|Farmland]]>><<endevent>><<set $eventskip to 1>><</link>>
<</if>>
<br><<effects>>
<<farm_work_update>>
<<if $farm_work.alex is "admin" or ($farm_work.alex is "clearing" and $farm_stage is 12)>>
You sit beside Alex, and look through the ways the farm could be improved.
<br><br>
<<else>>
You sit at the desk, and look through the ways the farm could be improved.
<br><br>
<</if>>
<<farm_upgrades_current>>
<<farm_upgrades_status>>
<<if ($sexStats.anus.pregnancy.parasiteBirthEvents gte 1 or $sexStats.vagina.pregnancy.parasiteBirthEvents gte 1) and !$farm.parasitebarn and $farm.build isnot "parasites 1">>
Your thoughts drift to the various critters you've given birth to. The farm has everything you'd need to care for them. <span class="blue">An idea strikes you.</span>
<br>
<<ind>><<link [[Build a barn for your parasites|Farm Upgrades Parasite Barn]]>><</link>>
<br><br>
<</if>>
<<if !$alex_greenhouse>>
There's a crumpled piece of paper in the nearby bin, covered in red ink.
<br>
<<ind>><<link [[Examine|Farm Upgrades Greenhouse]]>><</link>>
<br><br>
<</if>>
<<if _upgrade_count gte 21>>
<<earnFeat "The Verdant Empire">>
<</if>>
<<if _upgrade_count gte 14>>
<<earnFeat "The Leading Farmlands">>
<</if>>
<<if _upgrade_count gte 8>>
<<earnFeat "The Rival Estate">>
<</if>>
<<if _upgrade_count gte 1>>
<<earnFeat "The Rival Farm">>
<</if>>
<<getouticon>><<link [[Leave|Farm Alex Bedroom]]>><</link>>
<br><<effects>>
You unfurl the paper. The details have been crossed out, but it looks like plans for a greenhouse.
<<if $farm_work.alex is "admin" or ($farm_work.alex is "clearing" and $farm_stage is 12)>>
<<npc Alex>><<person1>>
<<if C.npc.Alex.love gte 80>>
Alex takes it, and sighs. "I thought a greenhouse might be more manageable for me," <<he>> says. "Growing herbs and flowers just as a hobby. Drew up all the plans, but I don't think I'd have time."
<br><br>
It looks like it would fit the orphanage garden. You could build this and an expansion for the farm at the same time.
<br><br>
<<if $money gte 1000000>>
<<link [[Build (£10000)|Farm Upgrades Greenhouse 2]]>><<set $alex_greenhouse to 1>><<set $alex_greenhouse_timer to 7>><<money -1000000 "farmUpgrades">><</link>>
<br>
<<else>>
You don't have enough money to build the greenhouse.
<br>
<</if>>
<<link [[Back|Farm Upgrades]]>><<endevent>><</link>>
<br>
<<else>>
Alex snatches it, and scoffs. <span class="red">"This isn't important,"</span> <<he>> says, crumpling it back up. "I was just wasting time."
<br><br>
<<He>> might open up if <<he>> felt more comfortable around you.
<br><br>
<<link [[Next|Farm Upgrades]]>><<endevent>><</link>>
<br>
<</if>>
<<else>>
<<npc Alex>><<person1>>
<span class="lblue">You could ask Alex about it the next time you catch <<him>> doing admin work here.</span>
<br><br>
<<link [[Next|Farm Upgrades]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"C-could I suggest something?" you ask. "I think my friends back at the orphanage would like this. We have a garden-"
<<elseif $speech_attitude is "bratty">>
"I've got an idea," you say. "I could use your plans for the orphanage. The orphans would-"
<<else>>
"I've got an idea," you say. "The orphanage could use a greenhouse. Is it okay if I use your plans-"
<</if>>
<br><br>
"That's a great idea," Alex interrupts, smiling. "Maybe I wasn't wasting my time." <<He>> flattens the paper further, and points out a number near the top.
<br><br>
You make the call. They'll begin building at once.
<br><br>
<<link [[Next|Farm Upgrades]]>><<endevent>><</link>>
<br><<effects>>
The stone wall surrounding the farm is old, and has vanished in places. Repairing these sections properly might deter intruders.
<br><br>
<span class="green">Slightly slows Remy's encroachment.</span>
<br>
<span class="green">Slightly slows attackers during an assault.</span>
<br>
<span class="gold">Costs £3500.</span>
<br>
<span class="blue">Will take a week to build.</span>
<br>
<span class="blue">There'll be workers on the farm until the project is completed.</span>
<br>
<br>
<<if $farm.build>>
<span class="blue">Only one upgrade can be worked on at once.</span>
<br>
<<elseif $money gte 350000>>
<<link [[Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -350000 "farmUpgrades">><<set $farm.build to "wall 1">><<set $farm.build_timer to 7>><</link>>
<br>
<</if>>
<br>
<<link [[Back|Farm Upgrades]]>><</link>>
<br><<effects>>
You make the call.
<<if $phase is "net1">>
A few Amazoom drones soon drops off your new polyester nets.
<<elseif $phase is "net2">>
A couple of Amazoom drones soon drops off your new nylon nets.
<<elseif $phase is "net3">>
An Amazoom drone soon drops off your new polyethylene nets.
<<elseif $phase is "net4">>
An Amazoom-certified pigeon soon drops off your new polypropylene nets.
<<elseif $phase is "tractor1">>
An car with the Amazoon logo emblazoned on it soon rolls up towing your 30 HP tractor.
<<elseif $phase is "tractor2">>
An Amazoom truck soon rolls up with your 80 HP tractor.
<<elseif $phase is "tractor3">>
An Amazoom helicoper soon drops off your 200 HP tractor.
<<elseif $phase is "plough">>
An army of Amazoom drones soon drops off your plough attachment.
<<elseif $phase is "seed drill">>
An Amazoom plane soon airdrops the seed drill attachment onto the field.
<<elseif $phase is "harvester">>
A knock is soon heard on the door with the harvester attachment left out on the porch with an Amazoom receipt on it.
<<elseif $phase is "loader">>
An Amazoom dozer soon rolls up and drops off your loader attachment.
<<else>>
They'll start work at once.
<</if>>
<<set $phase to 0>>
<br><br>
<<link [[Next|Farm Upgrades]]>><</link>>
<br><<effects>>
The wall is sturdy, but could be stronger still. Reinforcing it with cement would make it harder to sabotage.
<br><br>
<span class="green">Reduces the impact of Sabotage, making the wall easier to maintain.</span>
<br>
<span class="green">Further slows attackers during an assault.</span>
<br>
<span class="gold">Costs £10000. Express costs £15000. Premium costs £22500.</span>
<br>
<span class="blue">Will take a week to build. Express will take four days to build. Premium will take two days to build.</span>
<br>
<span class="blue">There'll be workers on the farm until the project is completed.</span>
<br>
<br>
<<if $farm.build>>
<span class="blue">Only one upgrade can be worked on at once.</span>
<br>
<<elseif $money gte 1000000>>
<<link [[Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -1000000 "farmUpgrades">><<set $farm.build to "wall 2">><<set $farm.build_timer to 7>><</link>>
<br>
<<if $money gte 1500000>>
<<link [[Express Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -1500000 "farmUpgrades">><<set $farm.build to "wall 2">><<set $farm.build_timer to 4>><</link>>
<br>
<</if>>
<<if $money gte 2250000>>
<<link [[Premium Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -2250000 "farmUpgrades">><<set $farm.build to "wall 2">><<set $farm.build_timer to 2>><</link>>
<br>
<</if>>
<</if>>
<br>
<<link [[Back|Farm Upgrades]]>><</link>>
<br><<effects>>
A metal fence could be built atop the stone perimeter. It would take more effort to climb.
<br><br>
<span class="green">Thwarts some intrusion attempts.</span>
<br>
<span class="green">Further slows attackers during an assault.</span>
<br>
<span class="gold">Costs £25000. Express costs £37500. Premium costs £56250.</span>
<br>
<span class="blue">Will take 2 weeks to build. Express will take a week to build. Premium will take four days to build.</span>
<br>
<span class="blue">There'll be workers on the farm until the project is completed.</span>
<br>
<br>
<<if $farm.build>>
<span class="blue">Only one upgrade can be worked on at once.</span>
<br>
<<elseif $money gte 2500000>>
<<link [[Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -2500000 "farmUpgrades">><<set $farm.build to "wall 3">><<set $farm.build_timer to 14>><</link>>
<br>
<<if $money gte 3750000>>
<<link [[Express Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -3750000 "farmUpgrades">><<set $farm.build to "wall 3">><<set $farm.build_timer to 7>><</link>>
<br>
<</if>>
<<if $money gte 5625000>>
<<link [[Premium Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -5625000 "farmUpgrades">><<set $farm.build to "wall 3">><<set $farm.build_timer to 4>><</link>>
<br>
<</if>>
<</if>>
<br>
<<link [[Back|Farm Upgrades]]>><</link>>
<br><<effects>>
The fence could be crowned with barbed wire, making it impossible to climb without special equipment.
<br><br>
<span class="green">Thwarts many intrusion attempts.</span>
<br>
<span class="green">Further slows attackers during an assault.</span>
<br>
<span class="gold">Costs £5000. Express costs £7500. Premium costs £11250.</span>
<br>
<span class="blue">Will take a week to build. Express will take four days to build. Premium will take two days to build.</span>
<br>
<span class="blue">There'll be workers on the farm until the project is completed.</span>
<br>
<br>
<<if $farm.build>>
<span class="blue">Only one upgrade can be worked on at once.</span>
<br>
<<elseif $money gte 500000>>
<<link [[Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -500000 "farmUpgrades">><<set $farm.build to "wall 4">><<set $farm.build_timer to 7>><</link>>
<br>
<<if $money gte 750000>>
<<link [[Express Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -750000 "farmUpgrades">><<set $farm.build to "wall 4">><<set $farm.build_timer to 4>><</link>>
<br>
<</if>>
<<if $money gte 1125000>>
<<link [[Premium Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -1125000 "farmUpgrades">><<set $farm.build to "wall 4">><<set $farm.build_timer to 2>><</link>>
<br>
<</if>>
<</if>>
<br>
<<link [[Back|Farm Upgrades]]>><</link>>
<br><<effects>>
A tower could be built to watch over the fields at night. You'll need to employ someone to staff it.
<br><br>
<span class="green">Slows Remy's encroachment.</span>
<br>
<span class="green">Gives information during assaults.</span>
<br>
<span class="purple">Needs to be staffed to fully function.</span>
<br>
<span class="gold">Costs £20000. Express costs £30000. Premium costs £45000.</span>
<br>
<span class="blue">Will take 2 weeks to build. Express will take a week to build. Premium will take four days to build.</span>
<br>
<span class="blue">There'll be workers on the farm until the project is completed.</span>
<br>
<br>
<<if $farm.build>>
<span class="blue">Only one upgrade can be worked on at once.</span>
<br>
<<elseif $money gte 2000000>>
<<link [[Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -2000000 "farmUpgrades">><<set $farm.build to "tower 1">><<set $farm.build_timer to 14>><</link>>
<br>
<<if $money gte 3000000>>
<<link [[Express Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -3000000 "farmUpgrades">><<set $farm.build to "tower 1">><<set $farm.build_timer to 7>><</link>>
<br>
<</if>>
<<if $money gte 4500000>>
<<link [[Premium Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -4500000 "farmUpgrades">><<set $farm.build to "tower 1">><<set $farm.build_timer to 4>><</link>>
<br>
<</if>>
<</if>>
<br>
<<link [[Back|Farm Upgrades]]>><</link>>
<br><<effects>>
Searchlights could be affixed to the watchtower, making security more effective.
<br><br>
<span class="green">Further slows Remy's encroachment.</span>
<br>
<span class="green">Makes spotting during assaults easier.</span>
<br>
<span class="purple">Only functions while staffed.</span>
<br>
<span class="gold">Costs £5000. Express costs £7500. Premium costs £11250.</span>
<br>
<span class="blue">Will take a week to build. Express will take four days to build. Premium will take two days to build.</span>
<br>
<span class="blue">There'll be workers on the farm until the project is completed.</span>
<br>
<br>
<<if $farm.build>>
<span class="blue">Only one upgrade can be worked on at once.</span>
<br>
<<elseif $money gte 500000>>
<<link [[Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -500000 "farmUpgrades">><<set $farm.build to "tower 2">><<set $farm.build_timer to 7>><</link>>
<br>
<<if $money gte 750000>>
<<link [[Express Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -750000 "farmUpgrades">><<set $farm.build to "tower 2">><<set $farm.build_timer to 4>><</link>>
<br>
<</if>>
<<if $money gte 1125000>>
<<link [[Premium Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -1125000 "farmUpgrades">><<set $farm.build to "tower 2">><<set $farm.build_timer to 2>><</link>>
<br>
<</if>>
<</if>>
<br>
<<link [[Back|Farm Upgrades]]>><</link>>
<br><<effects>>
Woodland surrounds much of the farm, and could be annexed to give the swine more room to root.
<br><br>
<span class="green">Increases truffles produced.</span>
<br>
<span class="purple">Needs to be managed.</span>
<br>
<span class="red">More freedom will make the swine harder to control.</span>
<br>
<span class="gold">Costs £10000. Express costs £15000. Premium costs £22500.</span>
<br>
<span class="blue">Will take three days to extend the fence. Express will take two days to extend the fence. Premium will take a day to extend the fence.</span>
<br>
<span class="blue">There'll be workers on the farm until the project is completed.</span>
<br>
<br>
<<if $farm.build>>
<span class="blue">Only one upgrade can be worked on at once.</span>
<br>
<<elseif $money gte 1000000>>
<<link [[Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -1000000 "farmUpgrades">><<set $farm.build to "woodland 1">><<set $farm.build_timer to 3>><</link>>
<br>
<<if $money gte 1500000>>
<<link [[Express Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -1500000 "farmUpgrades">><<set $farm.build to "woodland 1">><<set $farm.build_timer to 2>><</link>>
<br>
<</if>>
<<if $money gte 2250000>>
<<link [[Premium Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -2250000 "farmUpgrades">><<set $farm.build to "woodland 1">><<set $farm.build_timer to 1>><</link>>
<br>
<</if>>
<</if>>
<br>
<<link [[Back|Farm Upgrades]]>><</link>>
<br><<effects>>
Some of the nearby woodland is fat with fruit, nuts and edible mushrooms. Annexing it will add a space to forage.
<br><br>
<span class="green">Lets you forage on the farm.</span>
<br>
<span class="purple">Needs to be managed.</span>
<br>
<span class="gold">Costs £20000. Express costs £30000. Premium costs £45000.</span>
<br>
<span class="blue">Will take five days to extend the fence. Express will take three days to extend the fence. Premium will take two days to extend the fence.</span>
<br>
<span class="blue">There'll be workers on the farm until the project is completed.</span>
<br>
<br>
<<if $farm.build>>
<span class="blue">Only one upgrade can be worked on at once.</span>
<br>
<<elseif $money gte 2000000>>
<<link [[Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -2000000 "farmUpgrades">><<set $farm.build to "woodland 2">><<set $farm.build_timer to 5>><</link>>
<br>
<<if $money gte 3000000>>
<<link [[Express Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -3000000 "farmUpgrades">><<set $farm.build to "woodland 2">><<set $farm.build_timer to 3>><</link>>
<br>
<</if>>
<<if $money gte 4500000>>
<<link [[Premium Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -4500000 "farmUpgrades">><<set $farm.build to "woodland 2">><<set $farm.build_timer to 2>><</link>>
<br>
<</if>>
<</if>>
<br>
<<link [[Back|Farm Upgrades]]>><</link>>
<br><<effects>>
Even more woodland could be annexed, giving you and the swine more room to forage.
<br><br>
<span class="green">Increases truffles produced.</span>
<br>
<span class="green">Increases forage produced.</span>
<br>
<span class="purple">Needs to be managed.</span>
<br>
<span class="red">More freedom will make the swine harder to control.</span>
<br>
<span class="gold">Costs £30000. Express costs £45000. Premium costs £67500.</span>
<br>
<span class="blue">Will take a week to extend the fence. Express will take four days to extend the fence. Premium will take two days to extend the fence.</span>
<br>
<span class="blue">There'll be workers on the farm until the project is completed.</span>
<br>
<br>
<<if $farm.build>>
<span class="blue">Only one upgrade can be worked on at once.</span>
<br>
<<elseif $money gte 3000000>>
<<link [[Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -3000000 "farmUpgrades">><<set $farm.build to "woodland 3">><<set $farm.build_timer to 7>><</link>>
<br>
<<if $money gte 4500000>>
<<link [[Express Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -4500000 "farmUpgrades">><<set $farm.build to "woodland 3">><<set $farm.build_timer to 4>><</link>>
<br>
<</if>>
<<if $money gte 6750000>>
<<link [[Premium Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -6750000 "farmUpgrades">><<set $farm.build to "woodland 3">><<set $farm.build_timer to 2>><</link>>
<br>
<</if>>
<</if>>
<br>
<<link [[Back|Farm Upgrades]]>><</link>>
<br><<effects>>
Eeeven more woodland could be annexed, giving you and the swine more room to forage.
<br><br>
<span class="green">Increases truffles produced further.</span>
<br>
<span class="green">Increases forage produced further.</span>
<br>
<span class="purple">Needs to be managed.</span>
<br>
<span class="gold">Costs £40000. Express costs £60000. Premium costs £90000.</span>
<br>
<span class="blue">Will take a week to extend the fence. Express will take four days to extend the fence. Premium will take two days to extend the fence.</span>
<br>
<span class="blue">There'll be workers on the farm until the project is completed.</span>
<br>
<br>
<<if $farm.build>>
<span class="blue">Only one upgrade can be worked on at once.</span>
<br>
<<elseif $money gte 4000000>>
<<link [[Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -4000000 "farmUpgrades">><<set $farm.build to "woodland 4">><<set $farm.build_timer to 7>><</link>>
<br>
<<if $money gte 6000000>>
<<link [[Express Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -6000000 "farmUpgrades">><<set $farm.build to "woodland 4">><<set $farm.build_timer to 4>><</link>>
<br>
<</if>>
<<if $money gte 9000000>>
<<link [[Premium Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -9000000 "farmUpgrades">><<set $farm.build to "woodland 4">><<set $farm.build_timer to 2>><</link>>
<br>
<</if>>
<</if>>
<br>
<<link [[Back|Farm Upgrades]]>><</link>>
<br><<effects>>
Eeeeeven more woodland could be annexed, giving you and the swine more room to forage.
<br><br>
<span class="green">Increases truffles produced even further.</span>
<br>
<span class="green">Increases forage produced even further.</span>
<br>
<span class="purple">Needs to be managed.</span>
<br>
<span class="red">More freedom will make the swine even harder to control.</span>
<br>
<span class="gold">Costs £50000. Express costs £75000. Premium costs £112500.</span>
<br>
<span class="blue">Will take nine days to extend the fence. Express will take five days to extend the fence. Premium will take three days to extend the fence.</span>
<br>
<span class="blue">There'll be workers on the farm until the project is completed.</span>
<br>
<br>
<<if $farm.build>>
<span class="blue">Only one upgrade can be worked on at once.</span>
<br>
<<elseif $money gte 5000000>>
<<link [[Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -5000000 "farmUpgrades">><<set $farm.build to "woodland 5">><<set $farm.build_timer to 9>><</link>>
<br>
<<if $money gte 7500000>>
<<link [[Express Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -7500000 "farmUpgrades">><<set $farm.build to "woodland 5">><<set $farm.build_timer to 5>><</link>>
<br>
<</if>>
<<if $money gte 11250000>>
<<link [[Premium Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -11250000 "farmUpgrades">><<set $farm.build to "woodland 5">><<set $farm.build_timer to 3>><</link>>
<br>
<</if>>
<</if>>
<br>
<<link [[Back|Farm Upgrades]]>><</link>>
<br><<effects>>
Eeeeeeeven more woodland could be annexed, giving you and the swine more room to forage.
<br><br>
<span class="green">Increases truffles produced even furtherer.</span>
<br>
<span class="green">Increases forage produced even furtherer.</span>
<br>
<span class="purple">Needs to be managed.</span>
<br>
<span class="gold">Costs £60000. Express costs £90000. Premium costs £135000.</span>
<br>
<span class="blue">Will take ten days to extend the fence. Express will take five days to extend the fence. Premium will take three days to extend the fence.</span>
<br>
<span class="blue">There'll be workers on the farm until the project is completed.</span>
<br>
<br>
<<if $farm.build>>
<span class="blue">Only one upgrade can be worked on at once.</span>
<br>
<<elseif $money gte 6000000>>
<<link [[Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -6000000 "farmUpgrades">><<set $farm.build to "woodland 6">><<set $farm.build_timer to 10>><</link>>
<br>
<<if $money gte 9000000>>
<<link [[Express Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -9000000 "farmUpgrades">><<set $farm.build to "woodland 6">><<set $farm.build_timer to 5>><</link>>
<br>
<</if>>
<<if $money gte 13500000>>
<<link [[Premium Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -13500000 "farmUpgrades">><<set $farm.build to "woodland 6">><<set $farm.build_timer to 3>><</link>>
<br>
<</if>>
<</if>>
<br>
<<link [[Back|Farm Upgrades]]>><</link>>
<br><<effects>>
Eeeeeeeeeven more woodland could be annexed, giving you and the swine more room to forage.
<br><br>
<span class="green">Increases truffles produced even furthererer.</span>
<br>
<span class="green">Increases forage produced even furthererer.</span>
<br>
<span class="purple">Needs to be managed.</span>
<br>
<span class="red">More freedom will make the swine significantly harder to control.</span>
<br>
<span class="gold">Costs £70000. Express costs £105000. Premium costs £157500.</span>
<br>
<span class="blue">Will take twelve days to extend the fence. Express will take six days to extend the fence. Premium will take three days to extend the fence.</span>
<br>
<span class="blue">There'll be workers on the farm until the project is completed.</span>
<br>
<br>
<<if $farm.build>>
<span class="blue">Only one upgrade can be worked on at once.</span>
<br>
<<elseif $money gte 7000000>>
<<link [[Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -7000000 "farmUpgrades">><<set $farm.build to "woodland 7">><<set $farm.build_timer to 12>><</link>>
<br>
<<if $money gte 10500000>>
<<link [[Express Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -10500000 "farmUpgrades">><<set $farm.build to "woodland 7">><<set $farm.build_timer to 6>><</link>>
<br>
<</if>>
<<if $money gte 15750000>>
<<link [[Premium Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -15750000 "farmUpgrades">><<set $farm.build to "woodland 7">><<set $farm.build_timer to 3>><</link>>
<br>
<</if>>
<</if>>
<br>
<<link [[Back|Farm Upgrades]]>><</link>>
<br><<effects>>
The kennel could be outfitted with facilities for training guard dogs, letting your hounds help with farm security.
<br><br>
<span class="green">Slows Remy's encroachment.</span>
<br>
<span class="green">The hounds will be more disciplined during assaults.</span>
<br>
<span class="green">Adds a new option to the kennel.</span>
<br>
<span class="red">Training the hounds to take down humans will make them harder to control.</span>
<br>
<span class="red">The aggression will agitate the cattle as well.</span>
<br>
<span class="gold">Costs £15000. Express costs £22500. Premium costs £33750.</span>
<br>
<span class="blue">Will take a week to build. Express will take four days to build. Premium will take two days to build.</span>
<br>
<span class="blue">There'll be workers on the farm until the project is completed.</span>
<br>
<br>
<<if $farm.build>>
<span class="blue">Only one upgrade can be worked on at once.</span>
<br>
<<elseif $money gte 1500000>>
<<link [[Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -1500000 "farmUpgrades">><<set $farm.build to "kennel 1">><<set $farm.build_timer to 7>><</link>>
<br>
<<if $money gte 2250000>>
<<link [[Express Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -2250000 "farmUpgrades">><<set $farm.build to "kennel 1">><<set $farm.build_timer to 4>><</link>>
<br>
<</if>>
<<if $money gte 3375000>>
<<link [[Premium Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -3375000 "farmUpgrades">><<set $farm.build to "kennel 1">><<set $farm.build_timer to 2>><</link>>
<br>
<</if>>
<</if>>
<br>
<<link [[Back|Farm Upgrades]]>><</link>>
<br><<effects>>
The stable could be expanded to give the horses more space, improving their rest.
<br><br>
<span class="green">Steeds will carry you to and from town faster.</span>
<br>
<span class="gold">Costs £20000. Express costs £30000. Premium costs £45000.</span>
<br>
<span class="blue">Will take 2 weeks to build. Express will take a week to build. Premium will take four days to build.</span>
<br>
<span class="blue">There'll be workers on the farm until the project is completed.</span>
<br>
<br>
<<if $farm.build>>
<span class="blue">Only one upgrade can be worked on at once.</span>
<br>
<<elseif $money gte 2000000>>
<<link [[Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -2000000 "farmUpgrades">><<set $farm.build to "stable 1">><<set $farm.build_timer to 14>><</link>>
<br>
<<if $money gte 3000000>>
<<link [[Express Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -3000000 "farmUpgrades">><<set $farm.build to "stable 1">><<set $farm.build_timer to 7>><</link>>
<br>
<</if>>
<<if $money gte 4500000>>
<<link [[Premium Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -4500000 "farmUpgrades">><<set $farm.build to "stable 1">><<set $farm.build_timer to 4>><</link>>
<br>
<</if>>
<</if>>
<br>
<<link [[Back|Farm Upgrades]]>><</link>>
<br><<effects>>
State of the art milking equipment could be installed in the barn, increasing your yield.
<br><br>
<span class="green">More milk from your cattle.</span>
<br>
<span class="green">Lets you milk yourself faster.</span>
<br>
<span class="gold">Costs £5000. Express costs £7500. Premium costs £11250.</span>
<br>
<span class="blue">Will take two days to build. Express will take one day to build. Premium will instantly build.</span>
<br>
<span class="blue">There'll be workers on the farm until the project is completed.</span>
<br>
<br>
<<if $farm.build>>
<span class="blue">Only one upgrade can be worked on at once.</span>
<br>
<<elseif $money gte 500000>>
<<link [[Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -500000 "farmUpgrades">><<set $farm.build to "barn 1">><<set $farm.build_timer to 2>><</link>>
<br>
<<if $money gte 750000>>
<<link [[Express Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -750000 "farmUpgrades">><<set $farm.build to "barn 1">><<set $farm.build_timer to 1>><</link>>
<br>
<</if>>
<<if $money gte 1125000>>
<<link [[Premium Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -1125000 "farmUpgrades">><<run $farm.build_finished.pushUnique("barn 1")>><<set $farm.barn to 1>><</link>>
<br>
<</if>>
<</if>>
<br>
<<link [[Back|Farm Upgrades]]>><</link>>
<br><<effects>>
A bigger barn means room for more cattle.
<br><br>
<span class="green">More cattle, and more milk.</span>
<br>
<span class="red">More time spent milking.</span>
<br>
<span class="gold">Costs £20000. Express costs £30000. Premium costs £45000.</span>
<br>
<span class="blue">Will take ten days to build. Express will take five days to build. Premium will take three days to build.</span>
<br>
<span class="blue">There'll be workers on the farm until the project is completed.</span>
<br>
<br>
<<if $farm.build>>
<span class="blue">Only one upgrade can be worked on at once.</span>
<br>
<<elseif $money gte 2000000>>
<<link [[Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -2000000 "farmUpgrades">><<set $farm.build to "barn 2">><<set $farm.build_timer to 10>><</link>>
<br>
<<if $money gte 3000000>>
<<link [[Express Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -3000000 "farmUpgrades">><<set $farm.build to "barn 2">><<set $farm.build_timer to 7>><</link>>
<br>
<</if>>
<<if $money gte 4500000>>
<<link [[Premium Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -4500000 "farmUpgrades">><<set $farm.build to "barn 2">><<set $farm.build_timer to 4>><</link>>
<br>
<</if>>
<</if>>
<br>
<<link [[Back|Farm Upgrades]]>><</link>>
<br><<effects>>
A spacious loft is being added above the barn to move the equipment into.
<br><br>
<span class="green">Provides more space for more cattle, and more milk.</span>
<br>
<span class="red">Even more time spent milking.</span>
<br>
<span class="gold">Costs £20000. Express costs £30000. Premium costs £45000.</span>
<br>
<span class="blue">Will take eight days to build. Express will take four days to build. Premium will take two days to build.</span>
<br>
<span class="blue">There'll be workers on the farm until the project is completed.</span>
<br>
<br>
<<if $farm.build>>
<span class="blue">Only one upgrade can be worked on at once.</span>
<br>
<<elseif $money gte 2000000>>
<<link [[Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -2000000 "farmUpgrades">><<set $farm.build to "barn 3">><<set $farm.build_timer to 8>><</link>>
<br>
<<if $money gte 3000000>>
<<link [[Express Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -3000000 "farmUpgrades">><<set $farm.build to "barn 3">><<set $farm.build_timer to 4>><</link>>
<br>
<</if>>
<<if $money gte 4500000>>
<<link [[Premium Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -4500000 "farmUpgrades">><<set $farm.build to "barn 3">><<set $farm.build_timer to 2>><</link>>
<br>
<</if>>
<</if>>
<br>
<<link [[Back|Farm Upgrades]]>><</link>>
<br><<effects>>
Modern feeding systems are being installed to improve efficiency.
<br><br>
<span class="green">Even more cattle, and more milk.</span>
<br>
<span class="red">Even more time spent milking.</span>
<br>
<span class="gold">Costs £35000. Express costs £52500. Premium costs £78750.</span>
<br>
<span class="blue">Will take ten days to install. Express will take five days to build. Premium will take three days to build.</span>
<br>
<span class="blue">There'll be workers on the farm until the project is completed.</span>
<br>
<br>
<<if $farm.build>>
<span class="blue">Only one upgrade can be worked on at once.</span>
<br>
<<elseif $money gte 3500000>>
<<link [[Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -3500000 "farmUpgrades">><<set $farm.build to "barn 4">><<set $farm.build_timer to 10>><</link>>
<br>
<<if $money gte 5250000>>
<<link [[Express Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -5250000 "farmUpgrades">><<set $farm.build to "barn 4">><<set $farm.build_timer to 5>><</link>>
<br>
<</if>>
<<if $money gte 7875000>>
<<link [[Premium Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -7875000 "farmUpgrades">><<set $farm.build to "barn 4">><<set $farm.build_timer to 3>><</link>>
<br>
<</if>>
<</if>>
<br>
<<link [[Back|Farm Upgrades]]>><</link>>
<br><<effects>>
An advanced ventilation system is being fitted to enhance animal comfort.
<br><br>
<span class="green">Enhances animal comfort and health with better air quality.</span>
<br>
<span class="green">Even more cattle, and more milk.</span>
<br>
<span class="red">Even more time spent milking.</span>
<br>
<span class="gold">Costs £40000. Express costs £60000. Premium costs £90000.</span>
<br>
<span class="blue">Will take twelve days to install. Express will take six days to install. Premium will take three days to install.</span>
<br>
<span class="blue">There'll be workers on the farm until the project is completed.</span>
<br>
<br>
<<if $farm.build>>
<span class="blue">Only one upgrade can be worked on at once.</span>
<br>
<<elseif $money gte 4000000>>
<<link [[Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -4000000 "farmUpgrades">><<set $farm.build to "barn 5">><<set $farm.build_timer to 12>><</link>>
<br>
<<if $money gte 6000000>>
<<link [[Express Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -6000000 "farmUpgrades">><<set $farm.build to "barn 5">><<set $farm.build_timer to 6>><</link>>
<br>
<</if>>
<<if $money gte 9000000>>
<<link [[Premium Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -9000000 "farmUpgrades">><<set $farm.build to "barn 5">><<set $farm.build_timer to 3>><</link>>
<br>
<</if>>
<</if>>
<br>
<<link [[Back|Farm Upgrades]]>><</link>>
<br><<effects>>
A new wing is being constructed to house more livestock.
<br><br>
<span class="green">Expands barn capacity for additional livestock.</span>
<br>
<span class="red">Even more time spent milking.</span>
<br>
<span class="gold">Costs £55000. Express costs £82500. Premium costs £123750.</span>
<br>
<span class="blue">Will take sixteen days to build. Express will take eight days to install. Premium will take four days to install.</span>
<br>
<span class="blue">There'll be workers on the farm until the project is completed.</span>
<br>
<br>
<<if $farm.build>>
<span class="blue">Only one upgrade can be worked on at once.</span>
<br>
<<elseif $money gte 5500000>>
<<link [[Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -5500000 "farmUpgrades">><<set $farm.build to "barn 6">><<set $farm.build_timer to 16>><</link>>
<br>
<<if $money gte 8250000>>
<<link [[Express Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -8250000 "farmUpgrades">><<set $farm.build to "barn 6">><<set $farm.build_timer to 8>><</link>>
<br>
<</if>>
<<if $money gte 12375000>>
<<link [[Premium Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -12375000 "farmUpgrades">><<set $farm.build to "barn 6">><<set $farm.build_timer to 4>><</link>>
<br>
<</if>>
<</if>>
<br>
<<link [[Back|Farm Upgrades]]>><</link>>
<br><<effects>>
Cutting-edge automation technology is being integrated into the barn.
<br><br>
<span class="green">Mindbogglingly more cattle, and more milk.</span>
<br>
<span class="red">Mindbogglingly more time spent milking.</span>
<br>
<span class="gold">Costs £65000. Express costs £97500. Premium costs £146250.</span>
<br>
<span class="blue">Will take fourteen days to build. Express will take seven days to build. Premium will take four days to build.</span>
<br>
<span class="blue">There'll be workers on the farm until the project is completed.</span>
<br>
<br>
<<if $farm.build>>
<span class="blue">Only one upgrade can be worked on at once.</span>
<br>
<<elseif $money gte 6500000>>
<<link [[Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -6500000 "farmUpgrades">><<set $farm.build to "barn 7">><<set $farm.build_timer to 14>><</link>>
<br>
<<if $money gte 9750000>>
<<link [[Express Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -9750000 "farmUpgrades">><<set $farm.build to "barn 7">><<set $farm.build_timer to 7>><</link>>
<br>
<</if>>
<<if $money gte 14625000>>
<<link [[Premium Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -14625000 "farmUpgrades">><<set $farm.build to "barn 7">><<set $farm.build_timer to 4>><</link>>
<br>
<</if>>
<</if>>
<br>
<<link [[Back|Farm Upgrades]]>><</link>>
<br><<effects>>
A bigger coop means room for more chickens.
<br><br>
<span class="green">More eggs produced.</span>
<br>
<span class="gold">Costs £2000. Express costs £3000. Premium costs £4500.</span>
<br>
<span class="blue">Will take five days to build. Express will take three days to build. Premium will take two days to build.</span>
<br>
<span class="blue">There'll be workers on the farm until the project is completed.</span>
<br>
<br>
<<if $farm.build>>
<span class="blue">Only one upgrade can be worked on at once.</span>
<br>
<<elseif $money gte 200000>>
<<link [[Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -200000 "farmUpgrades">><<set $farm.build to "coop 1">><<set $farm.build_timer to 5>><</link>>
<br>
<<if $money gte 300000>>
<<link [[Express Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -300000 "farmUpgrades">><<set $farm.build to "coop 1">><<set $farm.build_timer to 3>><</link>>
<br>
<</if>>
<<if $money gte 450000>>
<<link [[Premium Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -450000 "farmUpgrades">><<set $farm.build to "coop 1">><<set $farm.build_timer to 2>><</link>>
<br>
<</if>>
<</if>>
<br>
<<link [[Back|Farm Upgrades]]>><</link>>
<br><<effects>>
An even bigger coop means even more chickens.
<br><br>
<span class="green">Even more eggs produced.</span>
<br>
<span class="gold">Costs £5000. Express costs £7500. Premium costs £11250.</span>
<br>
<span class="blue">Will take a week to build. Express will take four days to build. Premium will take two days to build.</span>
<br>
<span class="blue">There'll be workers on the farm until the project is completed.</span>
<br>
<br>
<<if $farm.build>>
<span class="blue">Only one upgrade can be worked on at once.</span>
<br>
<<elseif $money gte 500000>>
<<link [[Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -500000 "farmUpgrades">><<set $farm.build to "coop 2">><<set $farm.build_timer to 7>><</link>>
<br>
<<if $money gte 750000>>
<<link [[Express Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -750000 "farmUpgrades">><<set $farm.build to "coop 2">><<set $farm.build_timer to 4>><</link>>
<br>
<</if>>
<<if $money gte 1125000>>
<<link [[Premium Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -1125000 "farmUpgrades">><<set $farm.build to "coop 2">><<set $farm.build_timer to 2>><</link>>
<br>
<</if>>
<</if>>
<br>
<<link [[Back|Farm Upgrades]]>><</link>>
<br><<effects>>
An outdoor run is being added for the chickens to explore.
<br><br>
<span class="green">Allows chickens to explore an outdoor run, increasing their happiness and egg production.</span>
<br>
<span class="green">Eeeven more eggs produced.</span>
<br>
<span class="gold">Costs £7500. Express costs £11250. Premium costs £16875.</span>
<br>
<span class="blue">Will take six days to build. Express will take three days to build. Premium will take two days to build.</span>
<br>
<span class="blue">There'll be workers on the farm until the project is completed.</span>
<br>
<br>
<<if $farm.build>>
<span class="blue">Only one upgrade can be worked on at once.</span>
<br>
<<elseif $money gte 750000>>
<<link [[Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -750000 "farmUpgrades">><<set $farm.build to "coop 3">><<set $farm.build_timer to 6>><</link>>
<br>
<<if $money gte 1125000>>
<<link [[Express Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -1125000 "farmUpgrades">><<set $farm.build to "coop 3">><<set $farm.build_timer to 3>><</link>>
<br>
<</if>>
<<if $money gte 1687500>>
<<link [[Premium Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -1687500 "farmUpgrades">><<set $farm.build to "coop 3">><<set $farm.build_timer to 2>><</link>>
<br>
<</if>>
<</if>>
<br>
<<link [[Back|Farm Upgrades]]>><</link>>
<br><<effects>>
An automatic feeding system is being set up in the coop.
<br><br>
<span class="green">Automates feeding, saving time and ensuring consistent nutrition.</span>
<br>
<span class="green">Eeeeeven more eggs produced.</span>
<br>
<span class="gold">Costs £12000. Express costs £18000. Premium costs £27000.</span>
<br>
<span class="blue">Will take eight days to build. Express will take four days to build. Premium will take two days to build.</span>
<br>
<span class="blue">There'll be workers on the farm until the project is completed.</span>
<br>
<br>
<<if $farm.build>>
<span class="blue">Only one upgrade can be worked on at once.</span>
<br>
<<elseif $money gte 1200000>>
<<link [[Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -1200000 "farmUpgrades">><<set $farm.build to "coop 4">><<set $farm.build_timer to 8>><</link>>
<br>
<<if $money gte 1800000>>
<<link [[Express Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -1800000 "farmUpgrades">><<set $farm.build to "coop 4">><<set $farm.build_timer to 4>><</link>>
<br>
<</if>>
<<if $money gte 2700000>>
<<link [[Premium Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -2700000 "farmUpgrades">><<set $farm.build to "coop 4">><<set $farm.build_timer to 2>><</link>>
<br>
<</if>>
<</if>>
<br>
<<link [[Back|Farm Upgrades]]>><</link>>
<br><<effects>>
Perches are being upgraded to improve chicken comfort.
<br><br>
<span class="green">Enhances chicken comfort, leading to increased egg production.</span>
<br>
<span class="green">Eeeeeeeven more eggs produced.</span>
<br>
<span class="gold">Costs £15000. Express costs £22500. Premium costs £33750.</span>
<br>
<span class="blue">Will take seven days to build. Express will take four days to build. Premium will take two days to build.</span>
<br>
<span class="blue">There'll be workers on the farm until the project is completed.</span>
<br>
<br>
<<if $farm.build>>
<span class="blue">Only one upgrade can be worked on at once.</span>
<br>
<<elseif $money gte 1500000>>
<<link [[Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -1500000 "farmUpgrades">><<set $farm.build to "coop 5">><<set $farm.build_timer to 7>><</link>>
<br>
<<if $money gte 2250000>>
<<link [[Express Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -2250000 "farmUpgrades">><<set $farm.build to "coop 5">><<set $farm.build_timer to 4>><</link>>
<br>
<</if>>
<<if $money gte 3375000>>
<<link [[Premium Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -3375000 "farmUpgrades">><<set $farm.build to "coop 5">><<set $farm.build_timer to 2>><</link>>
<br>
<</if>>
<</if>>
<br>
<<link [[Back|Farm Upgrades]]>><</link>>
<br><<effects>>
A modern ventilation system is being installed in the coop.
<br><br>
<span class="green">Improves air quality, enhancing chicken health and productivity.</span>
<br>
<span class="green">Eeeeeeeeeven more eggs produced.</span>
<br>
<span class="gold">Costs £25000. Express costs £37500. Premium costs £56250.</span>
<br>
<span class="blue">Will take ten days to build. Express will take five days to build. Premium will take three days to build.</span>
<br>
<span class="blue">There'll be workers on the farm until the project is completed.</span>
<br>
<br>
<<if $farm.build>>
<span class="blue">Only one upgrade can be worked on at once.</span>
<br>
<<elseif $money gte 2500000>>
<<link [[Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -2500000 "farmUpgrades">><<set $farm.build to "coop 6">><<set $farm.build_timer to 10>><</link>>
<br>
<<if $money gte 3750000>>
<<link [[Express Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -3750000 "farmUpgrades">><<set $farm.build to "coop 6">><<set $farm.build_timer to 5>><</link>>
<br>
<</if>>
<<if $money gte 5625000>>
<<link [[Premium Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -5625000 "farmUpgrades">><<set $farm.build to "coop 6">><<set $farm.build_timer to 3>><</link>>
<br>
<</if>>
<</if>>
<br>
<<link [[Back|Farm Upgrades]]>><</link>>
<br><<effects>>
Security measures are being enhanced to protect the chickens from predators.
<br><br>
<span class="green">Increases chicken safety, reducing potential losses.</span>
<br>
<span class="gold">Costs £20000. Express costs £30000. Premium costs £45000.</span>
<br>
<span class="blue">Will take nine days to build. Express will take five days to build. Premium will take three days to build.</span>
<br>
<span class="blue">There'll be workers on the farm until the project is completed.</span>
<br>
<br>
<<if $farm.build>>
<span class="blue">Only one upgrade can be worked on at once.</span>
<br>
<<elseif $money gte 2000000>>
<<link [[Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -2000000 "farmUpgrades">><<set $farm.build to "coop 7">><<set $farm.build_timer to 9>><</link>>
<br>
<<if $money gte 3000000>>
<<link [[Express Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -3000000 "farmUpgrades">><<set $farm.build to "coop 7">><<set $farm.build_timer to 5>><</link>>
<br>
<</if>>
<<if $money gte 4500000>>
<<link [[Premium Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -4500000 "farmUpgrades">><<set $farm.build to "coop 7">><<set $farm.build_timer to 3>><</link>>
<br>
<</if>>
<</if>>
<br>
<<link [[Back|Farm Upgrades]]>><</link>>
<br>A new barn to store your parasites.
<br><br>
<span class="green">Parasite storage.</span>
<br>
<span class="gold">Costs £5000. Express costs £7500. Premium costs £11250.</span>
<br>
<span class="blue">Will take 2 weeks to build. Express will take a week to build. Premium will take four days to build.</span>
<br>
<span class="blue">There'll be workers on the farm until the project is completed.</span>
<br><br>
<<if $farm.build>>
<span class="blue">Only one upgrade can be worked on at once.</span>
<br>
<<elseif $money gte 500000>>
<<link [[Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -500000 "farmUpgrades">><<set $farm.build to "parasites 1">><<set $farm.build_timer to 14>><</link>>
<br>
<<if $money gte 750000>>
<<link [[Express Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -750000 "farmUpgrades">><<set $farm.build to "parasites 1">><<set $farm.build_timer to 7>><</link>>
<br>
<</if>>
<<if $money gte 1125000>>
<<link [[Premium Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -1125000 "farmUpgrades">><<set $farm.build to "parasites 1">><<set $farm.build_timer to 4>><</link>>
<br>
<</if>>
<</if>>
<br>
<<link [[Back|Farm Upgrades]]>><</link>>
<br>A new barn to store your parasites.
<br><br>
<span class="green">Upgrades the parasite barn, providing a little extra space and allowing them to survive on their own for longer.</span>
<br>
<span class="gold">Costs £20000. Express costs £30000. Premium costs £45000.</span>
<br>
<span class="blue">Will take a week to build. Express will take four days to build. Premium will take two days to build.</span>
<br>
<span class="blue">There'll be workers on the farm until the project is completed.</span>
<br><br>
<<if $farm.build>>
<span class="blue">Only one upgrade can be worked on at once.</span>
<br>
<<elseif $money gte 2000000>>
<<link [[Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -2000000 "farmUpgrades">><<set $farm.build to "parasites 2">><<set $farm.build_timer to 7>><</link>>
<br>
<<if $money gte 3000000>>
<<link [[Express Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -3000000 "farmUpgrades">><<set $farm.build to "parasites 2">><<set $farm.build_timer to 4>><</link>>
<br>
<</if>>
<<if $money gte 4500000>>
<<link [[Premium Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -4500000 "farmUpgrades">><<set $farm.build to "parasites 2">><<set $farm.build_timer to 2>><</link>>
<br>
<</if>>
<</if>>
<br>
<<link [[Back|Farm Upgrades]]>><</link>>
<br>Irrigation channels from the local river.
<br><br>
<span class="green">Adds irrigation to a field so that you no longer need to water the crops.</span>
<br>
<span class="gold">Costs £5000. Express costs £7500. Premium costs £11250.</span>
<br>
<span class="blue">Will take three days to build. Express will take two days to build. Premium will take a day to build.</span>
<br>
<span class="blue">There'll be workers on the farm until the project is completed.</span>
<br><br>
<<if $farm.build>>
<span class="blue">Only one upgrade can be worked on at once.</span>
<br>
<<elseif $money gte 500000>>
<<link [[Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -500000 "farmUpgrades">><<set $farm.build to "irrigation">><<set $farm.build_timer to 3>><</link>>
<br>
<<if $money gte 750000>>
<<link [[Express Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -750000 "farmUpgrades">><<set $farm.build to "irrigation">><<set $farm.build_timer to 2>><</link>>
<br>
<</if>>
<<if $money gte 1125000>>
<<link [[Premium Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -1125000 "farmUpgrades">><<set $farm.build to "irrigation">><<set $farm.build_timer to 1>><</link>>
<br>
<</if>>
<</if>>
<br>
<<link [[Back|Farm Upgrades]]>><</link>>
<br><<effects>>
A compact tractor with 30 HP.
<br><br>
<span class="green">Faster tilling, planting, harvesting and clearing.</span>
<br>
<span class="gold">Costs £10000.</span>
<br>
<br>
<<if $money gte 1000000>>
<<link [[Purchase (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -1000000 "farmUpgrades">><<set $farm.tractor to 1>><<set $phase to "tractor1">><</link>>
<br>
<</if>>
<br>
<<link [[Back|Farm Upgrades]]>><</link>>
<br><<effects>>
An upgraded tractor with 80 HP.
<br><br>
<span class="green">Even faster tilling, planting, harvesting and clearing.</span>
<br>
<span class="gold">Costs £20000.</span>
<br>
<br>
<<if $money gte 2000000>>
<<link [[Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -2000000 "farmUpgrades">><<set $farm.tractor to 2>><<set $phase to "tractor2">><</link>>
<br>
<</if>>
<br>
<<link [[Back|Farm Upgrades]]>><</link>>
<br><<effects>>
An upgraded tractor with 200 HP.
<br><br>
<span class="green">EVEN FASTER tilling, planting, harvesting and clearing.</span>
<br>
<span class="gold">Costs £40000.</span>
<br>
<br>
<<if $money gte 4000000>>
<<link [[Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -4000000 "farmUpgrades">><<set $farm.tractor to 3>><<set $phase to "tractor3">><</link>>
<br>
<</if>>
<br>
<<link [[Back|Farm Upgrades]]>><</link>>
<br><<effects>>
An tractor attachment for tilling.
<br><br>
<span class="green">Till like you never tilled before.</span>
<br>
<span class="gold">Costs £15000.</span>
<br>
<br>
<<if $money gte 1500000>>
<<link [[Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -1500000 "farmUpgrades">><<set $farm.tractorplough to true>><<set $phase to "plough">><</link>>
<br>
<</if>>
<br>
<<link [[Back|Farm Upgrades]]>><</link>>
<br><<effects>>
An tractor attachment for planting seeds.
<br><br>
<span class="green">Plant seeds like you never planted before.</span>
<br>
<span class="gold">Costs £15000.</span>
<br>
<br>
<<if $money gte 1500000>>
<<link [[Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -1500000 "farmUpgrades">><<set $farm.tractorseeddrill to true>><<set $phase to "seed drill">><</link>>
<br>
<</if>>
<br>
<<link [[Back|Farm Upgrades]]>><</link>>
<br><<effects>>
An tractor attachment for harvesting.
<br><br>
<span class="green">Harvest like you never harvested before.</span>
<br>
<span class="gold">Costs £10000.</span>
<br>
<br>
<<if $money gte 1000000>>
<<link [[Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -1000000 "farmUpgrades">><<set $farm.tractorharvester to true>><<set $phase to "harvester">><</link>>
<br>
<</if>>
<br>
<<link [[Back|Farm Upgrades]]>><</link>>
<br><<effects>>
An tractor attachment for clearing.
<br><br>
<span class="green">Clear fields like you never cleared before.</span>
<br>
<span class="gold">Costs £2000.</span>
<br>
<br>
<<if $money gte 200000>>
<<link [[Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -200000 "farmUpgrades">><<set $farm.tractorloader to true>><<set $phase to "loader">><</link>>
<br>
<</if>>
<br>
<<link [[Back|Farm Upgrades]]>><</link>>
<br><<effects>>
A place for your children.
<br><br>
<span class="green">Adds a nursery to the cottage so your children can live in it.</span>
<br>
<span class="gold">Costs £3000. Express costs £4500. Premium costs £6750.</span>
<br>
<span class="blue">Will take a week to build. Express will take four days to build. Premium will take two days to build.</span>
<br>
<span class="blue">There'll be workers on the farm until the project is completed.</span>
<br><br>
<<if $farm.build>>
<span class="blue">Only one upgrade can be worked on at once.</span>
<br>
<<elseif $money gte 300000>>
<<link [[Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -300000 "farmUpgrades">><<set $farm.build to "nursery">><<set $farm.build_timer to 7>><<set $cottage_nursery_prep to 1>><</link>>
<br>
<<if $money gte 450000>>
<<link [[Express Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -450000 "farmUpgrades">><<set $farm.build to "nursery">><<set $farm.build_timer to 4>><<set $cottage_nursery_prep to 1>><</link>>
<br>
<</if>>
<<if $money gte 675000>>
<<link [[Premium Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -675000 "farmUpgrades">><<set $farm.build to "nursery">><<set $farm.build_timer to 2>><<set $cottage_nursery_prep to 1>><</link>>
<br>
<</if>>
<</if>>
<br>
<<link [[Back|Farm Upgrades]]>><</link>>
<br><<effects>>
A compost bin for composting green manure into fertiliser.
<br><br>
<span class="green">A legal source of fertiliser, finally.</span>
<br>
<span class="gold">Costs £5000. Express costs £7500. Premium costs £11250.</span>
<br>
<span class="blue">Will take two days to build. Express will take one day to build. Premium will instantly build.</span>
<br>
<span class="blue">There'll be workers on the farm until the project is completed.</span>
<br><br>
<<if $farm.build>>
<span class="blue">Only one upgrade can be worked on at once.</span>
<br>
<<elseif $money gte 500000>>
<<link [[Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -500000 "farmUpgrades">><<set $farm.build to "compost bin 1">><<set $farm.build_timer to 2>><</link>>
<br>
<<if $money gte 750000>>
<<link [[Express Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -750000 "farmUpgrades">><<set $farm.build to "compost bin 1">><<set $farm.build_timer to 1>><</link>>
<br>
<</if>>
<<if $money gte 1125000>>
<<link [[Premium Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -1125000 "farmUpgrades">><<run $farm.build_finished.pushUnique("compost bin 1")>><<set $farm.compostbin to 1>><</link>>
<br>
<</if>>
<</if>>
<br>
<<link [[Back|Farm Upgrades]]>><</link>>
<br><<effects>>
A bigger compost bin.
<br><br>
<span class="green">More green manure composting at once.</span>
<br>
<span class="gold">Costs £10000. Express costs £15000. Premium costs £22500.</span>
<br>
<span class="blue">Will take two days to build. Express will take one day to build. Premium will instantly build.</span>
<br>
<span class="blue">There'll be workers on the farm until the project is completed.</span>
<br><br>
<<if $farm.build>>
<span class="blue">Only one upgrade can be worked on at once.</span>
<br>
<<elseif $money gte 1000000>>
<<link [[Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -1000000 "farmUpgrades">><<set $farm.build to "compost bin 2">><<set $farm.build_timer to 2>><</link>>
<br>
<<if $money gte 1500000>>
<<link [[Express Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -1500000 "farmUpgrades">><<set $farm.build to "compost bin 2">><<set $farm.build_timer to 1>><</link>>
<br>
<</if>>
<<if $money gte 2250000>>
<<link [[Premium Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -2250000 "farmUpgrades">><<run $farm.build_finished.pushUnique("compost bin 2")>><<set $farm.compostbin to 2>><</link>>
<br>
<</if>>
<</if>>
<br>
<<link [[Back|Farm Upgrades]]>><</link>>
<br><<effects>>
An even bigger compost bin.
<br><br>
<span class="green">Even more green manure composting at once.</span>
<br>
<span class="gold">Costs £20000. Express costs £30000. Premium costs £45000.</span>
<br>
<span class="blue">Will take four days to build. Express will take two days to build. Premium will take a day to build.</span>
<br>
<span class="blue">There'll be workers on the farm until the project is completed.</span>
<br><br>
<<if $farm.build>>
<span class="blue">Only one upgrade can be worked on at once.</span>
<br>
<<elseif $money gte 2000000>>
<<link [[Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -2000000 "farmUpgrades">><<set $farm.build to "compost bin 3">><<set $farm.build_timer to 4>><</link>>
<br>
<<if $money gte 3000000>>
<<link [[Express Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -3000000 "farmUpgrades">><<set $farm.build to "compost bin 3">><<set $farm.build_timer to 2>><</link>>
<br>
<</if>>
<<if $money gte 4500000>>
<<link [[Premium Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -4500000 "farmUpgrades">><<set $farm.build to "compost bin 3">><<set $farm.build_timer to 1>><</link>>
<br>
<</if>>
<</if>>
<br>
<<link [[Back|Farm Upgrades]]>><</link>>
<br><<effects>>
An aphrodisiac extraction system for lurkers.
<br><br>
<span class="green">No more waiting for Alex.</span>
<br>
<span class="gold">Costs £5000. Express costs £7500. Premium costs £11250.</span>
<br>
<span class="blue">Will take two days to build. Express will take one day to build. Premium will instantly build.</span>
<br>
<span class="blue">There'll be workers on the farm until the project is completed.</span>
<br><br>
<<if $farm.build>>
<span class="blue">Only one upgrade can be worked on at once.</span>
<br>
<<elseif $money gte 500000>>
<<link [[Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -500000 "farmUpgrades">><<set $farm.build to "extract 1">><<set $farm.build_timer to 2>><</link>>
<br>
<<if $money gte 750000>>
<<link [[Express Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -750000 "farmUpgrades">><<set $farm.build to "extract 1">><<set $farm.build_timer to 1>><</link>>
<br>
<</if>>
<<if $money gte 1125000>>
<<link [[Premium Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -1125000 "farmUpgrades">><<run $farm.build_finished.pushUnique("extract 1")>><<set $farm.extract to 1>><</link>>
<br>
<</if>>
<</if>>
<br>
<<link [[Back|Farm Upgrades]]>><</link>>
<br><<effects>>
Automate the aphrodisiac extraction system.
<br><br>
<span class="green">Automatic extraction from cages.</span>
<br>
<span class="gold">Costs £10000. Express costs £15000. Premium costs £22500.</span>
<br>
<span class="blue">Will take two days to build. Express will take one day to build. Premium will instantly build.</span>
<br>
<span class="blue">There'll be workers on the farm until the project is completed.</span>
<br><br>
<<if $farm.build>>
<span class="blue">Only one upgrade can be worked on at once.</span>
<br>
<<elseif $money gte 1000000>>
<<link [[Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -1000000 "farmUpgrades">><<set $farm.build to "extract 2">><<set $farm.build_timer to 2>><</link>>
<br>
<<if $money gte 1500000>>
<<link [[Express Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -1500000 "farmUpgrades">><<set $farm.build to "extract 2">><<set $farm.build_timer to 1>><</link>>
<br>
<</if>>
<<if $money gte 2250000>>
<<link [[Premium Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -2250000 "farmUpgrades">><<run $farm.build_finished.pushUnique("extract 2")>><<set $farm.extract to 2>><</link>>
<br>
<</if>>
<</if>>
<br>
<<link [[Back|Farm Upgrades]]>><</link>>
<br><<effects>>
Upgrade your nets to Polyester. Lighter than your current net but still bulkier than more advanced materials. Polyester is foldable and easier to carry but can still feel heavy during extended use.
<br><br>
<span class="green">Allows up to 2 lurkers to be carried.</span>
<br>
<span class="gold">Costs £2000.</span>
<br>
<span class="blue">Still requires 4000 physique per lurker.</span>
<br><br>
<<if $money gte 200000>>
<<link [[Purchase (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -200000 "farmUpgrades">><<set $farm.net to 1>><<set $phase to "net1">><</link>>
<br>
<</if>>
<br>
<<link [[Back|Farm Upgrades]]>><</link>>
<br><<effects>>
Upgrade your nets to Nylon. Much lighter and more flexible than polyester, though still not the lightest. You can fold and carry nylon nets with ease, making them more practical for transport.
<br><br>
<span class="green">Allows up to 4 lurkers to be carried.</span>
<br>
<span class="gold">Costs £5000.</span>
<br>
<span class="blue">Still requires 4000 physique per lurker.</span>
<br><br>
<<if $money gte 500000>>
<<link [[Purchase (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -500000 "farmUpgrades">><<set $farm.net to 2>><<set $phase to "net2">><</link>>
<br>
<</if>>
<br>
<<link [[Back|Farm Upgrades]]>><</link>>
<br><<effects>>
Upgrade your nets to Polyethylene. Lightweight and easy to store, HDPE nets are much easier to carry than nylon or polyester. Their durability is still excellent, making them a versatile choice for more demanding tasks.
<br><br>
<span class="green">Allows up to 6 lurkers to be carried.</span>
<br>
<span class="gold">Costs £10000.</span>
<br>
<span class="blue">Still requires 4000 physique per lurker.</span>
<br><br>
<<if $money gte 1000000>>
<<link [[Purchase (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -1000000 "farmUpgrades">><<set $farm.net to 3>><<set $phase to "net3">><</link>>
<br>
<</if>>
<br>
<<link [[Back|Farm Upgrades]]>><</link>>
<br><<effects>>
Upgrade your nets to Polypropylene. The lightest and most portable option, polypropylene nets are ideal for anyone prioritizing ease of transport. They fold compactly and are easy to carry for extended periods.
<br><br>
<span class="green">Allows up to 8 lurkers to be carried.</span>
<br>
<span class="gold">Costs £15000.</span>
<br>
<span class="blue">Still requires 4000 physique per lurker.</span>
<br><br>
<<if $money gte 1500000>>
<<link [[Purchase (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -1500000 "farmUpgrades">><<set $farm.net to 4>><<set $phase to "net4">><</link>>
<br>
<</if>>
<br>
<<link [[Back|Farm Upgrades]]>><</link>>
<br><<effects>>
Install a larger refrigeration unit to better preserve your farm's produce. This basic cooler will help keep your products fresh for longer, reducing waste due to spoilage.
<br><br>
<span class="green">Increases preservation rate from 80% to 90% per day.</span>
<br>
<span class="gold">Costs £20000. Express costs £30000. Premium costs £45000.</span>
<br>
<span class="blue">Will take three days to build. Express will take two days to build. Premium will take a day to build.</span>
<br>
<span class="blue">There'll be workers on the farm until the project is completed.</span>
<br><br>
<<if $farm.build>>
<span class="blue">Only one upgrade can be worked on at once.</span>
<br>
<<elseif $money gte 2000000>>
<<link [[Purchase (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -2000000 "farmUpgrades">><<set $farm.build to "cooler 1">><<set $farm.build_timer to 3>><</link>>
<br>
<<if $money gte 3000000>>
<<link [[Express Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -3000000 "farmUpgrades">><<set $farm.build to "cooler 1">><<set $farm.build_timer to 2>><</link>>
<br>
<</if>>
<<if $money gte 4500000>>
<<link [[Premium Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -4500000 "farmUpgrades">><<set $farm.build to "cooler 1">><<set $farm.build_timer to 1>><</link>>
<br>
<</if>>
<</if>>
<br>
<<link [[Back|Farm Upgrades]]>><</link>>
<br><<effects>>
Upgrade to a state-of-the-art cooling system with improved insulation. This advanced cooler will further extend the freshness of your produce, significantly reducing spoilage.
<br><br>
<span class="green">Increases preservation rate to 95% per day.</span>
<br>
<span class="gold">Costs £35000. Express costs £52500. Premium costs £78750.</span>
<br>
<span class="blue">Will take five days to build. Express will take three days to build. Premium will take two days to build.</span>
<br>
<span class="blue">There'll be workers on the farm until the project is completed.</span>
<br><br>
<<if $farm.build>>
<span class="blue">Only one upgrade can be worked on at once.</span>
<br>
<<elseif $money gte 3500000>>
<<link [[Purchase (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -3500000 "farmUpgrades">><<set $farm.build to "cooler 2">><<set $farm.build_timer to 5>><</link>>
<br>
<<if $money gte 5250000>>
<<link [[Express Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -5250000 "farmUpgrades">><<set $farm.build to "cooler 2">><<set $farm.build_timer to 3>><</link>>
<br>
<</if>>
<<if $money gte 7875000>>
<<link [[Premium Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -7875000 "farmUpgrades">><<set $farm.build to "cooler 2">><<set $farm.build_timer to 2>><</link>>
<br>
<</if>>
<</if>>
<br>
<<link [[Back|Farm Upgrades]]>><</link>>
<br><<effects>>
Implement advanced climate control technology for optimal storage conditions. This top-tier cooler will maximize the preservation of your produce, ensuring minimal loss due to spoilage.
<br><br>
<span class="green">Increases preservation rate to 99% per day.</span>
<br>
<span class="gold">Costs £50000. Express costs £75000. Premium costs £112500.</span>
<br>
<span class="blue">Will take a week to build. Express will take four days to build. Premium will take two days to build.</span>
<br>
<span class="blue">There'll be workers on the farm until the project is completed.</span>
<br><br>
<<if $farm.build>>
<span class="blue">Only one upgrade can be worked on at once.</span>
<br>
<<elseif $money gte 5000000>>
<<link [[Purchase (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -5000000 "farmUpgrades">><<set $farm.build to "cooler 3">><<set $farm.build_timer to 7>><</link>>
<br>
<<if $money gte 7500000>>
<<link [[Express Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -7500000 "farmUpgrades">><<set $farm.build to "cooler 3">><<set $farm.build_timer to 4>><</link>>
<br>
<</if>>
<<if $money gte 11250000>>
<<link [[Premium Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -11250000 "farmUpgrades">><<set $farm.build to "cooler 3">><<set $farm.build_timer to 2>><</link>>
<br>
<</if>>
<</if>>
<br>
<<link [[Back|Farm Upgrades]]>><</link>>
<br><<effects>>
Purchase a section of land in preparation for a water field.
<br><br>
<span class="green">Will unlock a water field when developed to completion.</span>
<br>
<span class="gold">Costs £10000. Express costs £15000. Premium costs £22500.</span>
<br>
<span class="blue">Will take five days to extend the fence. Express will take three days to extend the fence. Premium will take two days to extend the fence.</span>
<br>
<span class="blue">There'll be workers on the farm until the project is completed.</span>
<br><br>
<<if $farm.build>>
<span class="blue">Only one upgrade can be worked on at once.</span>
<br>
<<elseif $money gte 1000000>>
<<link [[Purchase (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -1000000 "farmUpgrades">><<set $farm.build to "water field 1">><<set $farm.build_timer to 5>><</link>>
<br>
<<if $money gte 1500000>>
<<link [[Express Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -1500000 "farmUpgrades">><<set $farm.build to "water field 1">><<set $farm.build_timer to 3>><</link>>
<br>
<</if>>
<<if $money gte 2250000>>
<<link [[Premium Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -2250000 "farmUpgrades">><<set $farm.build to "water field 1">><<set $farm.build_timer to 2>><</link>>
<br>
<</if>>
<</if>>
<br>
<<link [[Back|Farm Upgrades]]>><</link>>
<br><<effects>>
Hire help to excavate the water field.
<br><br>
<span class="green">You won't have to do the excavation yourself.</span>
<br>
<span class="gold">Costs £15000. Express costs £22500. Premium costs £33750.</span>
<br>
<span class="blue">You can save on costs if you do the excavation yourself.</span>
<br>
<span class="blue">Will take three days to complete the excavation. Express will take two days to complete the excavation. Premium will take a day to complete the excavation.</span>
<br>
<span class="blue">There'll be workers on the farm until the project is completed.</span>
<br><br>
<<if $farm.build>>
<span class="blue">Only one upgrade can be worked on at once.</span>
<br>
<<elseif $money gte 1500000>>
<<link [[Purchase (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -1500000 "farmUpgrades">><<set $farm.build to "water field 2">><<set $farm.build_timer to 3>><</link>>
<br>
<<if $money gte 2250000>>
<<link [[Express Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -2250000 "farmUpgrades">><<set $farm.build to "water field 2">><<set $farm.build_timer to 2>><</link>>
<br>
<</if>>
<<if $money gte 3375000>>
<<link [[Premium Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -3375000 "farmUpgrades">><<set $farm.build to "water field 2">><<set $farm.build_timer to 1>><</link>>
<br>
<</if>>
<</if>>
<br>
<<link [[Back|Farm Upgrades]]>><</link>>
<br><<effects>>
Install synthetic liners for the water field.
<br><br>
<span class="green">Another step towards the water field.</span>
<br>
<span class="gold">Costs £25000. Express costs £37500. Premium costs £56250.</span>
<br>
<span class="blue">Will take three days to install the lining. Express will take two days to install the lining. Premium will take a day to install the lining.</span>
<br>
<span class="blue">There'll be workers on the farm until the project is completed.</span>
<br><br>
<<if $farm.build>>
<span class="blue">Only one upgrade can be worked on at once.</span>
<br>
<<elseif $money gte 2500000>>
<<link [[Purchase (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -2500000 "farmUpgrades">><<set $farm.build to "water field 3">><<set $farm.build_timer to 3>><</link>>
<br>
<<if $money gte 3750000>>
<<link [[Express Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -3750000 "farmUpgrades">><<set $farm.build to "water field 3">><<set $farm.build_timer to 2>><</link>>
<br>
<</if>>
<<if $money gte 5625000>>
<<link [[Premium Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -5625000 "farmUpgrades">><<set $farm.build to "water field 3">><<set $farm.build_timer to 1>><</link>>
<br>
<</if>>
<</if>>
<br>
<<link [[Back|Farm Upgrades]]>><</link>>
<br><<effects>>
Drill a well, install a pump, prepare overflow pipes and drainage systems for the water field.
<br><br>
<span class="green">Unlocks the water field.</span>
<br>
<span class="gold">Costs £12000. Express costs £18000. Premium costs £27000.</span>
<br>
<span class="blue">Will take a week to build. Express will take four days to build. Premium will take two days to build.</span>
<br>
<span class="blue">There'll be workers on the farm until the project is completed.</span>
<br><br>
<<if $farm.build>>
<span class="blue">Only one upgrade can be worked on at once.</span>
<br>
<<elseif $money gte 1200000>>
<<link [[Purchase (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -1200000 "farmUpgrades">><<set $farm.build to "water field 4">><<set $farm.build_timer to 4>><</link>>
<br>
<<if $money gte 1800000>>
<<link [[Express Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -1800000 "farmUpgrades">><<set $farm.build to "water field 4">><<set $farm.build_timer to 2>><</link>>
<br>
<</if>>
<<if $money gte 2700000>>
<<link [[Premium Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -2700000 "farmUpgrades">><<set $farm.build to "water field 4">><<set $farm.build_timer to 1>><</link>>
<br>
<</if>>
<</if>>
<br>
<<link [[Back|Farm Upgrades]]>><</link>>
<br><<widget "destinationfarmroad">>
<<if $bus is "farmroad1">>
<<link [[Next|Farm Road 1]]>><<endevent>><<set $eventskip to 1>><</link>>
<<elseif $bus is "farmroad2">>
<<link [[Next|Farm Road 2]]>><<endevent>><<set $eventskip to 1>><</link>>
<<elseif $bus is "farmroad3">>
<<link [[Next|Farm Road 3]]>><<endevent>><<set $eventskip to 1>><</link>>
<<elseif $bus is "farmroad4">>
<<link [[Next|Farm Road 4]]>><<endevent>><<set $eventskip to 1>><</link>>
<<elseif $bus is "farmroad5">>
<<link [[Next|Farm Road 5]]>><<endevent>><<set $eventskip to 1>><</link>>
<<else>>
<<link [[Next|Farm Road 6]]>><<endevent>><<set $eventskip to 1>><</link>>
<</if>>
<</widget>>
<<widget "fox_gen">>
<!-- Modified for monster people -->
<<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f")>>
<<if maleChance() lt random(1, 100)>>
<<set $foxGen to "female">>
<<else>>
<<set $foxGen to "male">>
<</if>>
<<else>>
<<if beastMaleChance() lt random(1, 100)>>
<<set $foxGen to "vixen">>
<<else>>
<<set $foxGen to "reynard">>
<</if>>
<</if>>
<</widget>>
<<widget "fox_text">>
<<if $foxGen is "male">>
<<set _text_output to "foxboy">>
<<elseif $foxGen is "female">>
<<set _text_output to "foxgirl">>
<<elseif $foxGen is "vixen">>
<<set _text_output to "vixen">>
<<elseif $foxGen is "reynard">>
<<set _text_output to "fox">>
<</if>>
<<print _text_output>>
<</widget>>
<<widget "farm_work_time">>
<<set _farm_work_time to Math.trunc(((Time.hour * 60) / 20) - 17)>>
<<if _farm_work_time gte 46 or _args[0] is "midnight">>
<<set _farm_work_time to 46>>
<</if>>
<</widget>>
<<widget "farm_milk_check">>
<<farm_work_time>>
<<if $farm isnot undefined and $farm.barn isnot undefined>>
<<if _farm_work_time gte 30>>
<<set $farm_work.cattle_need to Math.trunc(18 * (1 + (0.5 * $farm.barn))) - $farm_work.cattle_milked>>
<<elseif _farm_work_time gte 10>>
<<set $farm_work.cattle_need to Math.trunc(12 * (1 + (0.5 * $farm.barn))) - $farm_work.cattle_milked>>
<<else>>
<<set $farm_work.cattle_need to Math.trunc(6 * (1 + (0.5 * $farm.barn))) - $farm_work.cattle_milked>>
<</if>>
<<else>>
<<if _farm_work_time gte 30>>
<<set $farm_work.cattle_need to (18 - $farm_work.cattle_milked)>>
<<elseif _farm_work_time gte 10>>
<<set $farm_work.cattle_need to (12 - $farm_work.cattle_milked)>>
<<else>>
<<set $farm_work.cattle_need to (6 - $farm_work.cattle_milked)>>
<</if>>
<</if>>
<</widget>>
<<widget "farm_work_update">>
<<alexclamp>>
<<farm_work_time _args[0]>>
<<if _args[0] is "midnight" and $farm_work>>
<<if $farm_work.recent_shift gte 660>>
<<earnFeat "Dawn to Dusk">>
<</if>>
<</if>>
<<if $farm_work is undefined>>
<<set $farm_work to {}>>
<<set $farm_work.time to 0>>
<<set $farm_work.shower to 0>>
<<set $farm_work.border to 0>>
<<set $farm_work.yard to 0>>
<<set $farm_work.chickens_fed to 0>>
<<set $farm_work.chickens_out to 0>>
<<set $farm_work.pigs_fed to 0>>
<<set $farm_work.pigs_out to 0>>
<<set $farm_work.horses_brushed to 0>>
<<set $farm_work.horses_out to 0>>
<<set $farm_work.horses_satisfied to 0>>
<<set $farm_work.cattle_out to 0>>
<<set $farm_work.cattle_milked to 0>>
<<set $farm_work.cattle_need to 0>>
<<set $farm_work.dogs_fed to 0>>
<<set $farm_work.alex_relax to 0>>
<<set $farm_work.still to 0>>
<<set $farm_work.tending to 0>>
<<set $farm_work.hay to 0>>
<<set $farm_work.admin to 0>>
<<if $farm>>
<<if $farm.woodland>>
<<set $farm_work.woodland to 0>>
<</if>>
<</if>>
<<set $farm_work.event_time to random(60, 300)>>
<<set $farm_work.recent_shift to 0>>
<<if $farm_stage gte 5>>
<<set $farm_work.fence_damage to 0>>
<<farm_fence_damage 6>>
<<else>>
<<if random(1, 3) is 3>>
<<set $farm_work.fence_damage to random(0, 6)>>
<</if>>
<</if>>
<<set $farm_work.dog to {}>>
<<set $farm_work.pig to {}>>
<<set $farm_work.horse to {}>>
<<set $farm_work.cattle to {}>>
<!-- Modified for monster people -->
<<set $farm_work.horse.monster_roll to false>>
<<set $farm_work.pig.monster_roll to false>>
<<set $farm_work.dog.monster_roll to false>>
<<set $farm_work.cattle.monster_roll to false>>
<<if $hallucinations gte 1 or $monsterhallucinations is "f">>
<<set $farm_work.horse.monster_roll to $monsterchance gte random(1, 100)>>
<<set $farm_work.pig.monster_roll to $monsterchance gte random(1, 100)>>
<<set $farm_work.dog.monster_roll to $monsterchance gte random(1, 100)>>
<<set $farm_work.cattle.monster_roll to $monsterchance gte random(1, 100)>>
<</if>>
<<unset $farm_kennel>>
<<farm_gen_all>>
<</if>>
<<set _farm_alex_actions to _farm_work_time - $farm_work.time>>
<<for _i = 0; _i < _farm_alex_actions; _i++>>
<<if $farm_work.chickens_panic gte 1>>
<<set $farm_work.chickens_panic to 0>>
<<set $farm_work.alex to "chickens_panic">>
<<continue>>
<</if>>
<<if $farm_work.pigs_panic gte 1>>
<<set $farm_work.pigs_panic to 0>>
<<set $farm_work.alex to "pigs_panic">>
<<continue>>
<</if>>
<<if $farm_work.horses_panic gte 1>>
<<set $farm_work.horses_panic to 0>>
<<set $farm_work.alex to "horses_panic">>
<<continue>>
<</if>>
<<if $farm_work.cattle_panic gte 1>>
<<set $farm_work.cattle_panic to 0>>
<<set $farm_work.alex to "cattle_panic">>
<<continue>>
<</if>>
<<if $farm_work.dogs_panic gte 1>>
<<set $farm_work.dogs_panic to 0>>
<<set $farm_work.alex to "dogs_panic">>
<<continue>>
<</if>>
<<if $farm_work.shower lt 1>>
<<set $farm_work.shower to 1>>
<<set $farm_work.alex to "shower">>
<<continue>>
<</if>>
<<if $farm_work.border lt 1>>
<<set $farm_work.border to 1>>
<<set $farm_work.alex to "border">>
<<continue>>
<</if>>
<<if $farm_work.yard lt 1>>
<<set $farm_work.yard to 1>>
<<set $farm_work.alex to "yard">>
<<continue>>
<</if>>
<<if $farm_work.chickens_fed lt 1>>
<<set $farm_work.chickens_fed to 1>>
<<set $farm_work.alex to "chickens_fed">>
<<continue>>
<</if>>
<<if $farm_work.chickens_out lt 1>>
<<set $farm_work.chickens_out to 1>>
<<set $farm_work.alex to "chickens_out">>
<<continue>>
<<elseif $farm_work.chickens_out lt 2 and _farm_work_time gte 40>>
<<set $farm_work.chickens_out to 2>>
<<set $farm_work.alex to "chickens_in">>
<<continue>>
<</if>>
<<if $farm_work.pigs_out lt 1>>
<<set $farm_work.pigs_out to 1>>
<<set $farm_work.alex to "pigs_out">>
<<continue>>
<<elseif $farm_work.pigs_out lt 2 and _farm_work_time gte 40>>
<<set $farm_work.pigs_out to 2>>
<<set $farm_work.alex to "pigs_in">>
<<continue>>
<</if>>
<<if $farm_work.horses_out lt 1>>
<<set $farm_work.horses_out to 1>>
<<set $farm_work.alex to "horses_out">>
<<continue>>
<<elseif $farm_work.horses_out lt 2 and _farm_work_time gte 40>>
<<set $farm_work.horses_out to 2>>
<<set $farm_work.alex to "horses_in">>
<<continue>>
<</if>>
<<if $farm_work.cattle_out lt 1>>
<<set $farm_work.cattle_out to 1>>
<<set $farm_work.alex to "cattle_out">>
<<continue>>
<<elseif $farm_work.cattle_out lt 2 and _farm_work_time gte 40>>
<<set $farm_work.cattle_out to 2>>
<<set $farm_work.alex to "cattle_in">>
<<continue>>
<</if>>
<<if $farm_work.fence_damage gte 1>>
<<set $farm_work.fence_damage -= 1>>
<<set $farm_work.alex to "fence_damage">>
<<continue>>
<</if>>
<<if $farm_work.hay lt 6>>
<<set $farm_work.hay += 1>>
<<set $farm_work.alex to "hay">>
<<continue>>
<</if>>
<<if $farm>>
<<if $farm.woodland>>
<<if $farm_work.woodland lt $farm.woodland>>
<<set $farm_work.woodland += 1>>
<<set $farm_work.alex to "woodland">>
<<continue>>
<</if>>
<</if>>
<</if>>
<<if $farm_work.cattle_milked lt 6>>
<<set $farm_work.cattle_milked += 6>>
<<set $farm_work.alex to "cattle_milked">>
<<continue>>
<<elseif $farm_work.cattle_milked lt 12 and _farm_work_time gte 16>>
<<set $farm_work.cattle_milked += 6>>
<<set $farm_work.alex to "cattle_milked">>
<<continue>>
<<elseif $farm_work.cattle_milked lt 18 and _farm_work_time gte 36>>
<<set $farm_work.cattle_milked += 6>>
<<set $farm_work.alex to "cattle_milked">>
<<continue>>
<</if>>
<<farm_milk_check>>
<<if $farm_work.chicken_eggs lt 1 and _farm_work_time gte 26>>
<<set $farm_work.chicken_eggs to 1>>
<<set $farm_work.alex to "chicken_eggs">>
<<continue>>
<</if>>
<<if $farm_work.dogs_fed lt 1 or (_farm_work_time gte 40 and $farm_work.dogs_fed lt 2)>>
<<set $farm_work.dogs_fed += 1>>
<<set $farm_work.alex to "dogs_fed">>
<<continue>>
<</if>>
<<if $farm_work.pigs_fed lt 6>>
<<set $farm_work.pigs_fed += 1>>
<<set $farm_work.alex to "pigs_fed">>
<<continue>>
<</if>>
<<if $farm_work.horses_brushed lt 6>>
<<set $farm_work.horses_brushed += 6>>
<<set $farm_work.alex to "horses_brushed">>
<<continue>>
<</if>>
<<if $farm_work.alex_relax lt 3 and _farm_work_time gte 16>>
<<set $farm_work.alex_relax += 1>>
<<set $farm_work.alex to "relax">>
<<continue>>
<</if>>
<<if $farm_work.still lt 3>>
<<set $farm_work.still += 1>>
<<set $farm_work.alex to "still">>
<<continue>>
<</if>>
<<if $farm_stage gte 7>>
/*The PC handles the fields from this point.*/
<<elseif $farm_stage gte 6>>
<<if $farm_work.tending lt 18>>
<<set $farm_work.tending += 1>>
<<set $farm_work.alex to "tending">>
<<continue>>
<</if>>
<<elseif $farm_stage gte 5>>
<<if $farm_work.tending lt 14>>
<<set $farm_work.tending += 1>>
<<set $farm_work.alex to "tending">>
<<continue>>
<</if>>
<<elseif $farm_stage gte 4>>
<<if $farm_work.tending lt 10>>
<<set $farm_work.tending += 1>>
<<set $farm_work.alex to "tending">>
<<continue>>
<</if>>
<<else>>
<<if $farm_work.tending lt 6>>
<<set $farm_work.tending += 1>>
<<set $farm_work.alex to "tending">>
<<continue>>
<</if>>
<</if>>
<<if $farm_work.admin lt 6 or $farm_stage is 12>>
<<set $farm_work.admin += 1>>
<<set $farm_work.alex to "admin">>
<<continue>>
<</if>>
<<set $farm.clearing -= 1>>
<<set $farm_work.alex to "clearing">>
<</for>>
<<if _farm_work_time gte 0 or _args[0] is "midnight">>
<<set $farm_work.time to _farm_work_time>>
<</if>>
<</widget>>
<<widget "farm_alex">>
<span class="lblue">
<<switch $farm_work.alex>>
<<case "shower">>
You hear running water in the shed beside the farmhouse. Alex is taking a shower.
<<case "border">>
Alex follows the border of the farm, checking the walls and fences for damage.
<<case "yard">>
<<if Weather.isSnow>>
Alex is clearing the yard of snow.
<<else>>
Alex is clearing the yard of fallen leaves.
<</if>>
<<case "chickens_fed">>
Alex is feeding the chickens.
<<case "chickens_out">>
Alex has let the chickens into the yard, and is cleaning their coop.
<<case "chickens_in">>
Alex is herding the chickens back into their coop.
<<case "pigs_out">>
Alex has let the <<farm_text_many pig>> into the outdoor pen, and is cleaning their sty.
<<case "pigs_in">>
Alex is herding the <<farm_text_many pig>> back into their sty.
<<case "horses_out">>
Alex is leading the <<farm_text_many horse>> to the field.
<<case "horses_in">>
Alex is herding the <<farm_text_many horse>> back to the stable.
<<case "cattle_out">>
Alex has let the <<farm_text_many cattle>> into the field, and is cleaning their barn.
<<case "cattle_in">>
Alex is herding the <<farm_text_many cattle>> back into their barn.
<<case "cattle_milked">>
Alex is attaching the <<farm_text_many cattle>> to milking machines.
<<case "chicken_eggs">>
Alex is gathering chicken eggs.
<<case "pigs_fed">>
Alex is carrying heavy buckets of pig feed across the yard.
<<case "horses_brushed">>
Alex is brushing the horses.
<<case "relax">>
Alex is relaxing under a tree.
<<case "still">>
<<if $farm_stage gte 9>>
Alex is working in the lab.
<<else>>
Alex has disappeared into an old stone building. The door is locked.
<</if>>
<<case "tending">>
Alex is tending to the crops.
<<case "clearing">>
<<if $farm_stage is 12>>
Alex leans on an upper storey windowsill of the farmhouse, talking on a phone.
<<else>>
Alex is battling the weeds that strangle the old fields.
<</if>>
<<case "chickens_panic">>
Alex is calming the chickens.
<<case "pigs_panic">>
Alex is wrestling the <<farm_text_many pig>>, trying to calm them.
<<case "horses_panic">>
Alex is soothing the <<farm_text_many horse>>.
<<case "cattle_panic">>
Alex is calming the <<farm_text_many cattle>>.
<<case "dogs_panic">>
Alex is stroking the <<farm_text_many dog>>.
<<case "panic">>
Alex rushes around, trying to calm the animals.
<<case "fence_damage">>
Alex is repairing the perimeter.
<<case "dogs_fed">>
Alex is feeding the <<farm_text_many dog>>.
<<case "hay">>
<<if Time.season is "winter">>
Alex is checking the buildings for frost damage.
<<elseif Time.season is "spring">>
Alex is tending to the hay field.
<<else>>
Alex is gathering hay.
<</if>>
<<case "woodland">>
Alex is working in the woods.
<<case "admin">>
Alex leans on an upper storey windowsill of the farmhouse, talking on a phone.
<</switch>>
</span>
<br><br>
<</widget>>
<<widget "farm_status">>
<span class="purple">
<<if $farm_work.border lt 1>>
Someone needs to check the border for break-ins and other damage.
<br>
<<elseif $farm_work.fence_damage gte 10>>
<span class="red">The perimeter is in dire need of repair.</span>
<br>
<<elseif $farm_work.fence_damage gte 5>>
<span class="pink">The perimeter is in dire need of repair.</span>
<br>
<<elseif $farm_work.fence_damage gte 1>>
<span class="purple">The perimeter is in need of repair.</span>
<br>
<</if>>
<<if $farm_work.yard lt 1>>
<<if Weather.isSnow>>
The yard is covered in snow.
<<else>>
The yard is covered in fallen leaves.
<</if>>
<br>
<</if>>
<<if $farm_work.chickens_panic gte 1>>
<span class="pink">The chickens cluck in a maddening choir.</span>
<br>
<<elseif $farm_work.chickens_out lt 1>>
The chickens cluck at the edge of their coop, eager to be let out.
<br>
<<elseif $farm_work.chickens_fed lt 1>>
Hungry chickens follow you across the yard.
<br>
<<elseif $farm_work.chickens_out lt 2 and _farm_work_time gte 36>>
The chickens avoid the growing shadows.
<br>
<</if>>
<<if $farm_work.pigs_panic gte 1>>
<span class="pink">The <<farm_text_many pig>> are a frenzy of squeals. They're trying to dig their way out.</span>
<br>
<<elseif $farm_work.pigs_out lt 1>>
The <<farm_text_many pig>> are restless.
<br>
<<elseif $farm_work.pigs_fed lt 1>>
The <<farm_text_many pig>> root around the mud for leftover scraps.
<br>
<<elseif $farm_work.pigs_fed lt 6>>
The <<farm_text_many pig>> have some food, but not enough to sate their appetites.
<br>
<<elseif $farm_work.pigs_out lt 2 and _farm_work_time gte 36>>
The <<farm_text_many pig>> huddle close together for warmth.
<br>
<</if>>
<<if $farm_work.horses_panic gte 1>>
<<if $farm_work.horses_out lt 1 or $farm_work.horses_out gte 3>>
<span class="pink">The <<farm_text_many horse>> gallop around the field, neighing in a panic.</span>
<<else>>
<span class="pink">The <<farm_text_many horse>> bash against the doors of their stalls, trying to escape.</span>
<</if>>
<br>
<<elseif $farm_work.horses_out lt 1>>
<<if $farm_work.horse.monster is true>>
The centaurs shout at you, asking to be let out.
<br>
<<else>>
The horses pace around their stalls.
<br>
<</if>>
<<elseif $farm_work.horses_brushed lt 1>>
<<if $farm_work.horse.monster is true>>
The centaurs need brushing.
<br>
<<else>>
The horses need brushing.
<br>
<</if>>
<<elseif $farm_work.horses_brushed lt 2>>
<<if $farm_work.horse.monster is true>>
One centaur is brushed, but the others need attention.
<br>
<<else>>
One horse is brushed, but the others need attention.
<br>
<</if>>
<<elseif $farm_work.horses_brushed lt 6>>
<<if $farm_work.horse.monster is true>>
The centaurs need more brushing.
<br>
<<else>>
The horses need more brushing.
<br>
<</if>>
<<elseif $farm_work.horses_out lt 2 and _farm_work_time gte 36>>
<<if $farm_work.horse.monster is true>>
Some of the centaurs lie on the grass, worn out for the day.
<br>
<<else>>
Some of the horses lie on the grass, worn out for the day.
<br>
<</if>>
<<elseif hasSexStat("deviancy", 3) and $farm_work.horses_satisfied lt 6 and $farm_work.horses_out lt 2>> <!-- Modified for Beast People -->
<<if $farm_work.horse.monster is true and $horsedisable is "f">>
The centaurs seem agitated. They need "special" attention.
<br>
<<elseif $bestialitydisable is "f" and $horsedisable is "f">>
The horses seem agitated. They need "special" attention.
<br>
<</if>>
<</if>>
<<if $farm_work.cattle_panic gte 1>>
<span class="pink">The <<farm_text_many cattle>> pace and shiver.</span>
<br>
<<elseif $farm_work.cattle_out lt 1>>
The <<farm_text_many cattle>> moo from their barn, eager to be let out.
<br>
<<elseif $farm_work.cattle_milked lt 6>>
The <<farm_text_many cattle>> pace uncomfortably. They need milking.
<br>
<<elseif $farm_work.cattle_milked lt 12 and _farm_work_time gte 10>>
The <<farm_text_many cattle>> pace uncomfortably. They need milking.
<br>
<<elseif $farm_work.cattle_milked lt 18 and _farm_work_time gte 30>>
The <<farm_text_many cattle>> pace uncomfortably. They need milking.
<br>
<<elseif $farm_work.cattle_out lt 2 and _farm_work_time gte 36>>
The <<farm_text_many cattle>> crowd around their barn, fearful of the growing shadows.
<br>
<</if>>
<<if $farm_work.dogs_panic gte 1>>
<span class="pink">The <<farm_text_many dog>> howl at the sky.</span>
<br>
<<elseif $farm_work.dogs_fed lt 1 or ($farm_work.dogs_fed lt 2 and _farm_work_time gte 36)>>
The <<farm_text_many dog>> watch the gate to the field, eager for their meal.
<br>
<</if>>
<<if $farm_stage is 6 and $farm_work.tending lte 18>>
The crops need tending.
<br>
<<elseif $farm_stage is 5 and $farm_work.tending lte 14>>
The crops need tending.
<br>
<<elseif $farm_stage is 4 and $farm_work.tending lte 10>>
The crops need tending.
<br>
<<elseif ($farm_stage is 3 or $farm_stage is 2) and $farm_work.tending lte 6>>
The crops need tending.
<br>
<</if>>
<<if $farm_work.woodland lt $farm.woodland>>
The woodland needs tending.
<br>
<</if>>
</span>
<br>
<</widget>>
<<widget "farm_actions">>
<<farm_gen_all>>
<<set _actions to 0>>
<<if $farm_work.alex is "shower" and !$daily.farmAlexShowerSpy>>
<<set $skulduggerydifficulty to 700>>
<<bathroomicon "shower">><<link [[Spy on Alex (0:20)|Farm Spy]]>><<pass 20>><</link>><<promiscuous1>><<skulduggerydifficulty>>
<br>
<</if>>
<<if Time.hour gte 6>>
<<if $farm.build isnot undefined and $farm.build isnot 0 and $farm.dailyHelp is 0 and $farm.build_timer gte 2>>
<<link [[Help out the builders (1:00)|Farm Builders Help]]>><<pass 60>><<set $farm.dailyHelp to 1>><</link>><<physiquedifficulty 1 16000>><<note "Might speed construction if successful" "green">>
<br>
<</if>>
<</if>>
<<if Time.hour gte 6>>
<<if $farm_work.border lt 1>>
<<investigateicon>><<link [[Investigate the perimeter (0:20)|Farm Border]]>><<farm_count 20>><<set $farm_work.border to 1>><<pass 20>><</link>><<run _actions++>>
<br>
<<elseif $farm_work.fence_damage gte 1>>
<<if $farm_work.alex is "fence_damage">>
<<edenicon "fix">><<link [[Help Alex repair the perimeter (0:20)|Farm Perimeter Alex]]>><<npcincr Alex love 1>><<farm_count 20>><<set $farm_work.fence_damage -= 1>><<pass 20>><</link>><<glove>><<run _actions++>>
<br>
<<else>>
<<edenicon "fix">><<link [[Repair the perimeter (0:20)|Farm Perimeter]]>><<farm_count 20>><<set $farm_work.fence_damage -= 1>><<pass 20>><</link>><<run _actions++>>
<br>
<</if>>
<</if>>
<</if>>
<<if $farm_work.yard lt 1>>
<<farmicon "clear yard">><<link [[Clear the yard (0:20)|Farm Yard]]>><<farm_count 20>><<set $farm_work.yard to 1>><<pass 20>><<tiredness 2>><</link>><<gtiredness>><<run _actions++>>
<br>
<</if>>
<<if Time.hour gte 6>>
<<if $farm_work.chickens_panic gte 1>>
<<animalicon "chicken">><<link [[Calm the chickens (0:20)|Farm Chickens Calm]]>><<farm_count 20>><<pass 20>><</link>><<tendingdifficulty 1 300>><<run _actions++>>
<br>
<<elseif $farm_work.chickens_out lt 1>>
<<animalicon "chicken">><<link [[Let the chickens out (0:20)|Farm Chickens Out]]>><<farm_count 20>><<set $farm_work.chickens_out to 1>><<pass 20>><</link>><<run _actions++>>
<br>
<<elseif $farm_work.chickens_fed lt 1>>
<<animalicon "chicken">><<link [[Feed the chickens (0:20)|Farm Chickens Feed]]>><<farm_count 20>><<set $farm_work.chickens_fed to 1>><<pass 20>><</link>><<run _actions++>>
<br>
<<elseif $farm_work.chickens_out lt 2 and _farm_work_time gte 36>>
<<animalicon "chicken">><<link [[Herd the chickens into their coop (0:20)|Farm Chickens In]]>><<farm_count 20>><<set $farm_work.chickens_out to 2>><<pass 20>><</link>><<run _actions++>>
<br>
<</if>>
<<if $farm_work.pigs_panic gte 1>>
<<animalicon "pig">><<link [[Calm the <<farm_text_many pig>> (0:20)|Farm Pigs Calm]]>><<farm_count 20>><<pass 20>><</link>><<physiquedifficulty 1 $physiquemax>><<run _actions++>>
<br>
<<elseif $farm_work.pigs_out lt 1>>
<<animalicon "pig">><<link [[Let the <<farm_text_many pig>> out (0:20)|Farm Pigs Out]]>><<farm_count 20>><<set $farm_work.pigs_out to 1>><<pass 20>><</link>><<run _actions++>>
<br>
<<elseif $farm_work.pigs_fed lt 6>>
<<if $farm_work.alex is "pigs_fed">>
<<animalicon "pig">><<link [[Help Alex feed the <<farm_text_many pig>> (0:20)|Farm Pigs Feed Alex]]>><<farm_count 20>><<set $farm_work.pigs_fed += 1>><<pass 20>><</link>><<run _actions++>>
<br>
<<else>>
<<animalicon "pig">><<link [[Feed the <<farm_text_many pig>> (0:20)|Farm Pigs Feed]]>><<farm_count 20>><<set $farm_work.pigs_fed += 1>><<tiredness 2>><</link>><<gtiredness>><<run _actions++>>
<br>
<</if>>
<<elseif $farm_work.pigs_out lt 2 and _farm_work_time gte 36>>
<<animalicon "pig">><<link [[Herd the <<farm_text_many pig>> into their sty (0:20)|Farm Pigs In]]>><<farm_count 20>><<set $farm_work.pigs_out to 2>><<pass 20>><</link>><<run _actions++>>
<br>
<</if>>
<<if $farm_work.horses_panic gte 1>>
<<animalicon "horse">><<link [[Calm the <<farm_text_many horse>> (0:20)|Farm Horses Calm]]>><<farm_count 20>><<pass 20>><</link>><<tendingdifficulty 1 1000>><<run _actions++>>
<br>
<<elseif $farm_work.horses_out lt 1>>
<<if $farm_work.horse.monster is true>>
<<animalicon "horse">><<link [[Let the centaurs out (0:20)|Farm Horses Out]]>><<farm_count 20>><<set $farm_work.horses_out to 1>><<pass 20>><</link>><<run _actions++>>
<<else>>
<<animalicon "horse">><<link [[Let the horses out (0:20)|Farm Horses Out]]>><<farm_count 20>><<set $farm_work.horses_out to 1>><<pass 20>><</link>><<run _actions++>>
<</if>>
<br>
<<elseif $farm_work.horses_brushed lt 6>>
<<if $farm_work.horse.monster is true>>
<<animalicon "horse">><<link [[Brush a centaur (0:20)|Farm Horses Brush]]>><<farm_count 20>><<set $farm_work.horses_brushed += 1>><<pass 20>><<tending 2>><<trauma -2>><</link>><<gtending>><<ltrauma>><<run _actions++>>
<<else>>
<<animalicon "horse">><<link [[Brush a horse (0:20)|Farm Horses Brush]]>><<farm_count 20>><<set $farm_work.horses_brushed += 1>><<pass 20>><<tending 2>><<trauma -2>><</link>><<gtending>><<ltrauma>><<run _actions++>>
<</if>>
<br>
<<elseif $farm_work.horses_out lt 2 and _farm_work_time gte 36>>
<<if $farm_work.horse.monster is true>>
<<animalicon "horse">><<link [[Herd the centaurs to their stable (0:20)|Farm Horses In]]>><<farm_count 20>><<set $farm_work.horses_out to 2>><<pass 20>><</link>><<run _actions++>>
<<else>>
<<animalicon "horse">><<link [[Herd the horses to their stable (0:20)|Farm Horses In]]>><<farm_count 20>><<set $farm_work.horses_out to 2>><<pass 20>><</link>><<run _actions++>>
<</if>>
<br>
<!-- Modified for Beast People -->
<<elseif hasSexStat("deviancy", 3) and $farm_work.horses_satisfied lt 6 and $farm_work.horses_out lt 2 and $horsedisable is "f">>
<<if $farm_work.horse.monster is true>>
<<animalicon "horse">><<link [[Approach a centaur|Farm Horses Lewd]]>><</link>><<run _actions++>>
<<elseif $bestialitydisable is "f">>
<<animalicon "horse">><<link [[Approach a horse|Farm Horses Lewd]]>><</link>><<run _actions++>>
<</if>>
<br>
<</if>>
<<if $farm_work.cattle_panic gte 1>>
<<animalicon "cow">><<link [[Calm the <<farm_text_many cattle>> (0:20)|Farm Cattle Calm]]>><<farm_count 20>><<pass 20>><</link>><<tendingdifficulty 1 500>><<run _actions++>>
<br>
<<elseif $farm_work.cattle_out lt 1>>
<<animalicon "cow">><<link [[Let the <<farm_text_many cattle>> out (0:20)|Farm Cattle Out]]>><<farm_count 20>><<set $farm_work.cattle_out to 1>><<pass 20>><</link>><<run _actions++>>
<br>
<<elseif $farm_work.cattle_milked lt 6>>
<<animalicon "cow">><<link [[Milk the cattle|Farm Cattle Milk]]>><</link>><<run _actions++>>
<br>
<<elseif $farm_work.cattle_milked lt 12 and _farm_work_time gte 10>>
<<animalicon "cow">><<link [[Milk the cattle|Farm Cattle Milk]]>><</link>><<run _actions++>>
<br>
<<elseif $farm_work.cattle_milked lt 18 and _farm_work_time gte 30>>
<<animalicon "cow">><<link [[Milk the cattle|Farm Cattle Milk]]>><</link>><<run _actions++>>
<br>
<<elseif $farm_work.cattle_out lt 2 and _farm_work_time gte 36>>
<<animalicon "cow">><<link [[Herd the <<farm_text_many cattle>> into their barn (0:20)|Farm Cattle In]]>><<farm_count 20>><<pass 20>><<set $farm_work.cattle_out to 2>><</link>><<run _actions++>>
<br>
<</if>>
<<if $farm_work.dogs_panic gte 1>>
<<animalicon "dog">><<link [[Calm the <<farm_text_many dog>> (0:20)|Farm Dogs Calm]]>><<farm_count 20>><<pass 20>><</link>><<tendingdifficulty 1 700>><<run _actions++>>
<br>
<<elseif $farm_work.dogs_fed lt 1 or _farm_work_time gte 36 and $farm_work.dogs_fed lt 2>>
<<animalicon "dog">><<link [[Feed the <<farm_text_many dog>> (0:20)|Farm Dogs Feed]]>><<farm_count 20>><<pass 20>><<set $farm_work.dogs_fed += 1>><</link>><<run _actions++>>
<br>
<</if>>
<</if>>
<<if $farm_work.alex is "relax" and ($exposed lt 2 or hasSexStat("exhibitionism", 5))>>
<<ind>><<link [[Join Alex (0:20)|Farm Rest]]>><<farm_count 20>><<trauma -2>><<stress -2>><<npcincr Alex love 1>><<set $phase to 1>><<pass 20>><</link>><<glove>><<ltrauma>><<lstress>>
<br>
<<if $farm_stage gte 4 and $milkshake gte 2>>
<<foodicon "milkshake">><<link [[Offer milkshake (0:20)|Alex Give Milkshake]]>><<farm_count 20>><<pass 20>><<set $milkshake -= 2>><<set $daily.alex.milkshake to true>><<npcincr Alex love 1>><<stress -5>><</link>><<glove>><<lstress>>
<br>
<</if>>
<<if $farm_stage gte 7 and $alex_countdown is undefined and $milkshake gte 1>>
<<foodicon "milkshake">><<link [[Share milkshake (0:20)|Alex Share Milkshake]]>><<farm_count 20>><<pass 20>><<set $milkshake -= 1>><<set $daily.alex.milkshake to true>><<npcincr Alex love 2>><<stress -10>><</link>><<gglove>><<lstress>>
<br>
<</if>>
<</if>>
<<if $farm_stage gte 7>>
/*The PC tends the field in more detail via the tending system after this point.*/
<<elseif $farm_stage gte 6 and $farm_work.tending lte 18>>
<<if $farm_work.alex is "tending">>
<<if ($exposed lt 2 or hasSexStat("exhibitionism", 5))>>
<<gardenicon "till">><<link [[Help Alex tend the crops (0:20)|Farm Tending Alex]]>><<farm_count 20>><<physique 2>><<pass 20>><<tending 2>><<tiredness 2>><<set $farm_work.tending += 1>><</link>><<gtiredness>><<gtending>><<run _actions++>>
<br>
<</if>>
<<else>>
<<gardenicon "till">><<link [[Tend the crops (0:20)|Farm Tending]]>><<farm_count 20>><<physique 2>><<pass 20>><<tending 2>><<tiredness 2>><<set $farm_work.tending += 1>><</link>><<gtiredness>><<gtending>><<run _actions++>>
<br>
<</if>>
<<elseif $farm_stage gte 5 and $farm_work.tending lte 14>>
<<if $farm_work.alex is "tending">>
<<if ($exposed lt 2 or hasSexStat("exhibitionism", 5))>>
<<gardenicon "till">><<link [[Help Alex tend the crops (0:20)|Farm Tending Alex]]>><<farm_count 20>><<physique 2>><<pass 20>><<tending 2>><<tiredness 2>><<set $farm_work.tending += 1>><</link>><<gtiredness>><<gtending>><<run _actions++>>
<br>
<</if>>
<<else>>
<<gardenicon "till">><<link [[Tend the crops (0:20)|Farm Tending]]>><<farm_count 20>><<physique 2>><<pass 20>><<tending 2>><<tiredness 2>><<set $farm_work.tending += 1>><</link>><<gtiredness>><<gtending>><<run _actions++>>
<br>
<</if>>
<<elseif $farm_stage gte 4 and $farm_work.tending lte 10>>
<<if $farm_work.alex is "tending">>
<<if ($exposed lt 2 or hasSexStat("exhibitionism", 5))>>
<<gardenicon "till">><<link [[Help Alex tend the crops (0:20)|Farm Tending Alex]]>><<farm_count 20>><<physique 2>><<pass 20>><<tending 2>><<tiredness 2>><<set $farm_work.tending += 1>><</link>><<gtiredness>><<gtending>><<run _actions++>>
<br>
<</if>>
<<else>>
<<gardenicon "till">><<link [[Tend the crops (0:20)|Farm Tending]]>><<farm_count 20>><<physique 2>><<pass 20>><<tending 2>><<tiredness 2>><<set $farm_work.tending += 1>><</link>><<gtiredness>><<gtending>><<run _actions++>>
<br>
<</if>>
<<elseif ($farm_stage is 3 or $farm_stage is 2) and $farm_work.tending lte 6>>
<<if $farm_work.alex is "tending">>
<<if ($exposed lt 2 or hasSexStat("exhibitionism", 5))>>
<<gardenicon "till">><<link [[Help Alex tend the crops (0:20)|Farm Tending Alex]]>><<farm_count 20>><<physique 2>><<pass 20>><<tending 2>><<tiredness 2>><<set $farm_work.tending += 1>><</link>><<gtiredness>><<gtending>><<run _actions++>>
<br>
<</if>>
<<else>>
<<gardenicon "till">><<link [[Tend the crops (0:20)|Farm Tending]]>><<farm_count 20>><<physique 2>><<pass 20>><<tending 2>><<tiredness 2>><<set $farm_work.tending += 1>><</link>><<gtiredness>><<gtending>><<run _actions++>>
<br>
<</if>>
<</if>>
<<if $farm_work.alex is "clearing">>
<<set _baseTime = 20>>
<<else>>
<<set _baseTime = 40>>
<</if>>
<<if $location is "alex_farm">>
<<if $farm.tractor gte 3>>
<<set _tractor = 0.25>>
<<elseif $farm.tractor gte 2>>
<<set _tractor = 0.5>>
<<elseif $farm.tractor gte 1>>
<<set _tractor = 1>>
<</if>>
<<if $farm.tractorloader is true>>
<<set _baseTime = Math.round(_baseTime * (0.5 * _tractor))>>
<</if>>
<</if>>
<<set _timeString to getTimeString(_baseTime)>>
<<if $farm.waterField is 1 and !$farm.build_finished.includes("water field 2")>>
<<set _string to "the water">>
<<else>>
<<set _string to "a">>
<</if>>
<<if ($farm_stage isnot 12 or ($farm.waterField is 1 and !$farm.build_finished.includes("water field 2"))) and $farm_work.alex is "clearing" and ($exposed lt 2 or hasSexStat("exhibitionism", 5)) and Time.dayState isnot "night">>
<<farmicon "clear yard">><<link [["Help Alex clear " + _string + " field ("+ _timeString +")"|Farm Clearing]]>><<physique 2>><<farm_clear>><</link>><<gtiredness>><<run _actions++>>
<br>
<</if>>
<<if ($farm_stage isnot 12 or ($farm.waterField is 1 and !$farm.build_finished.includes("water field 2"))) and $farm_stage gte 2 and _actions lt 2 and $farm_work.alex isnot "clearing" and ($exposed lt 2 or hasSexStat("exhibitionism", 5))>>
<<farmicon "clear yard">><<link [["Clear " + _string + " field alone ("+ _timeString +")"|Farm Clearing Alone]]>><<physique 4>><<farm_clear>><</link>><<ggtiredness>><<run _actions++>>
<br>
<</if>>
<<if (_actions lt 2 or $farm_stage lt 7) and ($farm_work.alex isnot "relax" or $exposed gte 0)>>
<!-- as worker you can be lazy any time, but as partner you only get that luxury when there's (nearly) nothing else to do.
also, if Alex is resting you should join them unless you're too naked for comfort -->
<<relaxicon>><<link [[Rest near the stables (0:15)|Farm Stables Rest]]>><<pass 15>><<stress -2>><<tiredness -4>><</link>><<lstress>><<ltiredness>>
<</if>>
<br>
<</widget>>
<<widget "farm_work">>
<<if Time.dayState isnot "night">>
<<farm_alex>>
<<farm_status>>
<</if>>
<<farm_actions>>
<br>
<</widget>>
<<widget "fields_init">>
<<plots_init farm 4 earth 3 large>>
<</widget>>
<<widget "farm_init">>
<<farm_work_update>>
<<if $farm_work.horses_out lt 1>>
<<set $farm_work.horses_out to 1>>
<</if>>
<<if $farm_work.chickens_fed lt 1>>
<<set $farm_work.chickens_fed to 1>>
<</if>>
<<if $farm_work.cattle_out lt 1>>
<<set $farm_work.cattle_out to 1>>
<</if>>
<<if $farm_work.cattle_milked lt 6>>
<<set $farm_work.cattle_milked to 6>>
<</if>>
<<set $farm to {}>>
<<set $farm.beasts to {}>>
<<set $farm.wage to 15>>
<<set $farm.beasts.pigs to 0>>
<<set $farm.beasts.horses to 0>>
<<set $farm.beasts.cattle to 0>>
<<set $farm.beasts.dogs to 0>>
<<set $farm_naked_alex to 1>>
<<set $farm.clearing to 100>>
<<farm_update>>
<</widget>>
<<widget "farm_update">>
<<if $farm isnot undefined>>
<<if $farm.milking is undefined>>
<<set $farm.milking to {
caught: false,
alexNightEvent: false,
catchChance: 0,
dayMilking: false,
}>>
<</if>>
<<if $farm.milking.catchChance is NaN>>
<<set $farm.milking.catchChance to 0>>
<</if>>
<<if $farm.build_finished is undefined or $farm.build_finished is 0>>
<<set $farm.build_finished to []>>
<</if>>
<</if>>
<</widget>>
<<widget "farm_pigs">>
<<if _args[0]>>
<<set $farm.beasts.pigs += _args[0]>>
<<set $farm.beasts.pigs = Math.clamp($farm.beasts.pigs, -30, 30)>>
<</if>>
<</widget>>
<<widget "farm_horses">>
<<if _args[0]>>
<<set $farm.beasts.horses += _args[0]>>
<<set $farm.beasts.horses = Math.clamp($farm.beasts.horses, -30, 30)>>
<</if>>
<</widget>>
<<widget "farm_cattle">>
<<if _args[0]>>
<<set $farm.beasts.cattle += _args[0]>>
<<set $farm.beasts.cattle = Math.clamp($farm.beasts.cattle, -30, 30)>>
<</if>>
<</widget>>
<<widget "farm_dogs">>
<<if _args[0]>>
<<set $farm.beasts.dogs += _args[0]>>
<<set $farm.beasts.dogs = Math.clamp($farm.beasts.dogs, -30, 30)>>
<</if>>
<</widget>>
<<widget "farm_trust">>
<<if _args[0] is "horses">>
<<set $enemytrust += ($farm.beasts.horses * 3)>>
<<elseif _args[0] is "pigs">>
<<set $enemytrust += ($farm.beasts.pigs * 3)>>
<<elseif _args[0] is "cattle">>
<<set $enemytrust += ($farm.beasts.cattle * 3)>>
<<elseif _args[0] is "dogs">>
<<set $enemytrust += ($farm.beasts.dogs * 3)>>
<</if>>
<</widget>>
<<widget "farm_gen">>
<<if $farm_work[_args[0]].monster_roll is true and ($hallucinations gte 1 or $monsterhallucinations is "f")>>
<<set $farm_work[_args[0]].monster to true>>
<<if beastMaleChance() gte 100>>
<<set $farm_work[_args[0]].gender_plural to "m">>
<<elseif beastMaleChance() gte 1>>
<<set $farm_work[_args[0]].gender_plural to "b">>
<<else>>
<<set $farm_work[_args[0]].gender_plural to "f">>
<</if>>
<<if beastMaleChance() gte random(1, 100)>>
<<set $farm_work[_args[0]].gender to "m">>
<<if $cbchance gte random(1, 100)>>
<<set $farm_work[_args[0]].genitals to "vagina">>
<<else>>
<<set $farm_work[_args[0]].genitals to "penis">>
<</if>>
<<else>>
<<set $farm_work[_args[0]].gender to "f">>
<<if $dgchance gte random(1, 100)>>
<<set $farm_work[_args[0]].genitals to "penis">>
<<else>>
<<set $farm_work[_args[0]].genitals to "vagina">>
<</if>>
<</if>>
<<else>>
<<set $farm_work[_args[0]].monster to false>>
<<if beastMaleChance() gte 100>>
<<set $farm_work[_args[0]].gender_plural to "m">>
<<elseif beastMaleChance() gte 1>>
<<set $farm_work[_args[0]].gender_plural to "b">>
<<else>>
<<set $farm_work[_args[0]].gender_plural to "f">>
<</if>>
<<if beastMaleChance() gte random(1, 100)>>
<<set $farm_work[_args[0]].gender to "m">>
<<set $farm_work[_args[0]].genitals to "penis">>
<<else>>
<<set $farm_work[_args[0]].gender to "f">>
<<set $farm_work[_args[0]].genitals to "vagina">>
<</if>>
<</if>>
<</widget>>
<<widget "farm_gen_all">>
<<farm_gen horse>>
<<farm_gen pig>>
<<farm_gen dog>>
<<farm_gen cattle>>
<</widget>>
<<widget "farm_brush">>
<<wearProp "brush">>
<<if currentSkillValue('tending') gte 600>>
You brush <<farm_his horse>> fur. There's a lot to cover, <span class="green">but you can tell where the <<farm_text horse>> really needs it</span>. <<farm_He horse>> enjoys the attention.
<br><br>
Another <<farm_text horse>> waits for its turn. You make quick work of the first, and move on to the second.
<br><br>
<<set $farm_work.horses_brushed += 1>>
<<else>>
You brush <<farm_his horse>> fur. It's a long process as there's a lot to cover, but the <<farm_text horse>> seems to enjoy it.
<br><br>
<</if>>
<<set $danger to random(1, 10000)>>
<<if $danger gte (9900 - $allure)>>
<!-- Modified for monster people -->
<<if $horsedisable is "f" and ($bestialitydisable is "f" or $farm_work.horse.monster is true)>>
You finish up, and walk toward the gate while cleaning the brush of hair. You hear hooves approach behind you. The <<farm_text horse>> gives chase.
<br><br>
<<if $farm_work.horse.monster is true>>
"I'm not finished," <<farm_he horse>> says. "Get back here."
<<else>>
It neighs at you, as if angry.
<</if>>
<br><br>
<<link [[Run|Farm Horses Brush Run]]>><<handheldon>><</link>><<athleticsdifficulty 1 1100>>
<br>
<<link [[Wait|Farm Horses Brush Wait]]>><<handheldon>><<farm_horses -1>><<stress 6>><</link>><<gstress>><<lrespect>>
<br>
<<else>>
The <<farm_text horse>> nips your shoulder when you stop, seeming to want more.<<gpain>><<gstress>><<pain 4>><<stress 6>>
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<</if>>
<<else>>
You finish up, and clean the brush of hair.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<</if>>
<</widget>>
<<widget "farm_milk_actions">>
<<farm_milk_check>>
<<farm_gen cattle>>
<<set $outside to 0>>
<<if $farm_work.cattle_need gte 1>>
<span class="purple">$farm_work.cattle_need</span> need milking.
<br>
<<else>>
<span class="teal">The cattle are satisfied.</span>
<br><br>
<</if>>
<<if Time.hour is 21 and $farm_end is undefined and $alex_to_bed isnot 1>>
<<set $farm_end to 1>>
<<npc Alex>><<person1>>
Alex enters the barn, wiping the sweat off <<his>> forehead as <<he>> approaches you. "Done for another day," <<he>> says,
<<if $exposed gt 0 and Time.season is "winter">>
blushing. "It's getting rather cold, you might want to wear something warmer." <<glust>><<npcincr Alex lust 1>>
<<elseif $exposed gt 0>>
blushing. "It'll be getting colder, you might want to wear a little more." <<glust>><<npcincr Alex lust 1>>
<<else>>
smiling.
<</if>>
<<if $farm_count gte 1 and $farm_stage lte 6>>
"Here's a little extra." <<He>> hands you <<moneyGain $farm.wage>>.
<</if>>
<br><br>
"I'll close up," <<he>> says as you walk outside. <<if $farm_stage lt 7>>"Have a safe journey."<<set _exitfarm to true>><</if>>
<br><br>
<<elseif $farm_work.cattle_need gte 1>>
<<beastNEWinit 1 cow>><<person1>>
<<ind>><<link [[Milk them with the machine (0:20)|Farm Cattle Milk Machine]]>><<pass 20>><<endevent>><<farm_count 20>><<tending 2>>
<<if $farm.barn isnot undefined and $farm.barn gte 7>>
<<if $farm_work.cattle_need gte 24>>
<<set $farm_work.cattle_milked += 24>>
<<set $cattle_milked += 24>>
<<else>>
<<set $farm_work.cattle_milked += $farm_work.cattle_need>>
<<set $cattle_milked += $farm_work.cattle_need>>
<</if>>
<<else>>
<<if $farm_work.cattle_need gte 6>>
<<set $farm_work.cattle_milked += 6>>
<<set $cattle_milked += 6>>
<<else>>
<<set $farm_work.cattle_milked += $farm_work.cattle_need>>
<<set $cattle_milked += $farm_work.cattle_need>>
<</if>>
<</if>>
<</link>><<gtending>>
<br>
<!-- Modified for monster people -->
A <<beasttype>> gives you a strained moo.
<br>
<<if currentSkillValue('tending') gte 2000>>
<<set _cattleMilkHand to 1>>
<<elseif currentSkillValue('tending') gte 1750>>
<<set _cattleMilkHand to 2>>
<<elseif currentSkillValue('tending') gte 1500>>
<<set _cattleMilkHand to 3>>
<<elseif currentSkillValue('tending') gte 1200>>
<<set _cattleMilkHand to 4>>
<<else>>
<<set _cattleMilkHand to 5 * (6 - Math.ceil(Math.clamp(currentSkillValue('tending'), 0, 1000) / 200))>>
<</if>>
<<ind>><<link [["Milk by hand (0:" + String(_cattleMilkHand).padStart(2, '0') + ")"|Farm Cattle Milk Hand]]>><<farm_yield 1>><<set $cattle_milked += 1>><<set $farm_work.cattle_milked += 1>><<tending 1>><<farm_cattle 1>><<set $phase to _cattleMilkHand>><<pass _cattleMilkHand>><<handskill 1>><</link>><<deviant1>><<gfarm>><<gtending>><<grespect>><<ghandskill>>
<br>
<<if hasSexStat("deviancy", 4) and ($bestialitydisable is "f" or $monster is 1)>>
<<ind>><<link [[Milk with your mouth (0:03)|Farm Cattle Milk Mouth]]>><<set $cattle_milked += 1>><<set $farm_work.cattle_milked += 1>><<tending 1>><<farm_count 3>><<oralskill 1>><</link>><<deviant4>><<gtending>><<goralskill>>
<<if $NPCList[0].penis isnot "none" and $player.virginity.oral is true>>
| <span class="red">This action will take your oral virginity.</span>
<</if>>
<br>
<</if>>
<<elseif hasSexStat("deviancy", 2) and $farm.milking.dayMilking is true>>
<<if $breastfeedingdisable is "f" and $milk_amount gte 1>>
<<ind>><<link [[Milk yourself (0:30)|Farm Barn Breasts]]>>
<<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>
<<transform cow 1>>
<</if>>
<</link>><<deviant2>>
<br>
<</if>>
<<if $player.penisExist and $semen_amount gte 1>>
<<if playerChastity("penis")>>
<span class="blue">You could milk your penis, if the <<print $worn.genitals.name>> wasn't in the way.</span>
<br>
<<else>>
<<ind>><<link [[Milk your penis (0:30)|Farm Barn Penis]]>>
<<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>
<<transform cow 1>>
<</if>>
<</link>><<deviant2>>
<br>
<</if>>
<</if>>
<</if>>
<<if _exitfarm>>
<<link [[Next|Farmland]]>><<endevent>><</link>>
<<else>>
<br>
<<getouticon>><<link [[Leave|Farm Work]]>><<endevent>><</link>>
<</if>>
<br>
<</widget>>
<<widget "farm_count">>
<<if _args[0]>>
<<set $farm_count to ($farm_count || 0) + _args[0]>>
<<set $farm_shift += _args[0]>>
<<set $farm_work.recent_shift += _args[0]>>
<</if>>
<</widget>>
<<widget "farm_aggro">>
<<if _args[0] and $farm>>
<<set _aggro_mod to 1>>
<<if _args[0] gt 0>>
<<if $farm.wall gte 1>>
<<set _aggro_mod -= 0.05>>
<</if>>
<<if $farm.tower gte 2 and $farm.tower_guard>>
<<set _aggro_mod -= 0.10>>
<<set _aggro_mod -= (0.02 * ($farm.tower_guard_skill / 200))>>
<<elseif $farm.tower gte 1 and $farm.tower_guard>>
<<set _aggro_mod -= 0.05>>
<<set _aggro_mod -= (0.02 * ($farm.tower_guard_skill / 200))>>
<</if>>
<<if $farm.kennel gte 1>>
<<set _aggro_mod -= 0.10>>
<</if>>
<</if>>
<<if ndef $farm.aggro>>
<<set $farm.aggro to 0>>
<</if>>
<<set $farm.aggro += (_args[0] * _aggro_mod)>>
<<set $farm.aggro = Math.clamp($farm.aggro, 0, 100)>>
<<set $farm.aggro = Math.trunc($farm.aggro)>>
<</if>>
<</widget>>
<<widget "farm_relax_chat">>
<<switch random(1, 10)>>
<<case 1>>
Alex chats with you, and talks about <<his>> family. "I've twelve siblings," <<he>> says at one point. "<<if $pronoun is "m">>Mum<<else>>Dad<</if>> doesn't know what to do with us all."
<<case 2>>
Alex chats with you, and talks about the farm's pigs. "Hauling all their food over is rough," <<he>> says at one point. "The truffles are worth it though."
<<case 3>>
Alex chats with you, and talks about the farm's horses. "Most of their owners are rich townies," <<he>> says. "They need to be kept active and healthy."
<<case 4>>
Alex chats with you, and talks about the farm's cattle. "They're big buggers," <<he>> says at one point. "But docile. Wish the other animals were as easy to manage."
<<case 5>>
Alex chats with you, and talks about the farm's dogs. "They aren't pets," <<he>> says at one point. "Don't be afraid to keep them in line."
<<case 6>>
<<if $farm_stage gte 12>>
Alex chats with you, and talks about the fields. "No one thought we'd clear all nine," <<he>> says at one point. "The forest grows fast, so we'll need to keep on top of it."
<<else>>
Alex chats with you, and talks about the fields. "There are nine in total," <<he>> says at one point. "Or were. The forest has reclaimed most of them. It's almost like trees have sprung up over night." <<He>> laughs.
<</if>>
<<case 7>>
Alex chats with you, and asks about life in the town. "I don't think I'd like the noise," <<he>> says at one point. "I guess you get used to it."
<<case 8>>
Alex chats with you, and asks about school. "Parents taught me," <<he>> says at one point. "Sometimes my older siblings helped."
<<case 9>>
Alex chats with you, and talks about the moor. "Don't go there at night," <<he>> warns. "Or at all if you can help it. People have disappeared."
<<case 10>>
Alex chats with you, and talks about the sea. "You don't need to walk far," <<he>> says. "If you know the paths."
<</switch>>
<</widget>>
<<widget "farm_relax_end">>
<<farm_work_update>>
<<if $farm_work.alex_relax lt 3>>
<<He>> looks at <<his>> watch, then reclines and pulls the brim of <<his>> hat over <<his>> face.
<br><br>
<<if playerIsPregnant() and playerAwareTheyArePregnant() and getPregnancyObject().potentialFathers.find(s => s.source === "Alex") and (C.npc.Alex.pregnancy.pcKnowledge isnot true or C.npc.Alex.pregnancy.test is true) and C.npc.Alex.pregnancy.ultraSound isnot "requested">>
<<pcPregnancyRevealToAlex>>
<<else>>
<<link [[Leave|Farm Work]]>><<endevent>><<unset $farm_relax_drink>><</link>>
<br>
<</if>>
<<link [[Relax (0:20)|Farm Rest]]>><<set $phase to 0>><<trauma -2>><<stress -2>><<npcincr Alex love 1>><<pass 20>><</link>><<glove>><<ltrauma>><<lstress>>
<br>
<<else>>
<<He>> looks at <<his>> watch, and sighs. "I'd better get back to work," <<he>> says, rising to <<his>> feet. "Thanks for the company."
<br><br>
<<if playerIsPregnant() and playerAwareTheyArePregnant() and getPregnancyObject().potentialFathers.find(s => s.source === "Alex") and (C.npc.Alex.pregnancy.pcKnowledge isnot true or C.npc.Alex.pregnancy.test is true) and C.npc.Alex.pregnancy.ultraSound isnot "requested">>
<<pcPregnancyRevealToAlex>>
<<else>>
<<link [[Next|Farm Work]]>><<endevent>><<unset $farm_relax_drink>><<set $farm_work.alex to "still">><</link>>
<br>
<</if>>
<</if>>
<</widget>>
<<widget "eventsfarm">>
<<if $farm.build isnot undefined and $farm.build isnot 0 and Time.hour gte 6 and random(1, 3) gte 2>>
<<if $exposed gte 2 and $uncomfortable.nude is true or $exposed is 1 and $uncomfortable.underwear is true>>
You peek around a shed. The yard beyond looks clear. You take a deep breath, and run into the open.
<br><br>
You don't think anyone is watching, but your heart thunders all the same. You're most of the way across <span class="pink">when you hear voices</span> approach from the side.<<gstress>><<stress 6>>
<br><br>
You could retreat to the shed, but the cottage ahead is closer. There's a risk the door handle has jammed again. You could also run away from the voices. The path dips towards the road, and the terrain might hide you.
<br><br>
<<link [[Run to the cottage|Farm Builders Exposed Cottage]]>><</link>>
<br>
<<link [[Run to the shed|Farm Builders Exposed Shed]]>><</link>><<athleticsdifficulty 1 1100>>
<br>
<<link [[Run to the road|Farm Builders Exposed Road]]>><</link>>
<br>
<<else>>
<<rng 5>>
<<if $farm.build_timer lt 2 and $rng is 4>><<rng 3>><</if>>
<<switch $rng>>
<<case 1>>
<<npc Alex>><<generate2>><<generate3>><<generate4>><<person2>>
<<if $player.breastsize gte 3 and random(1, 2) is 2>>
"Nice tits," says a <<personsimple>>'s voice.
<<elseif $player.bottomsize gte 3 and random(1, 2) is 2>>
"Nice ass," says a <<personsimple>>'s voice.
<<else>>
You hear a wolf whistle.
<</if>>
You turn and see the culprit, one of the builders, a <<person>>. <<He>> swaggers across the yard with <<his>> tools. Two of <<his>> friends flank <<him>>. <<He>> grins at you.
<br><br>
<<person1>>
<<link [[Ignore|Farm Work]]>><<stress 6>><<endevent>><</link>><<gstress>>
<br>
<<link [[Strut|Farm Builders Strut]]>><</link>><<exhibitionist1>>
<br>
<<link [[Get angry|Farm Builders Angry]]>><<def 1>><</link>>
<br>
/* <<if $submissive lte 500>> */
<<link [[Threaten|Farm Builders Threaten]]>><<trauma -6>><<def 1>><</link>><<ltrauma>><<defianttext>>
<br>
/* <</if>> */
<<case 2>>
<<generate1>><<generate2>><<generate3>>
A few builders, a <<fullGroup>>, sit
<<if Weather.precipitation is "snow">>
on the cottage porch, taking shelter from the snow during their break.
<<elseif Weather.precipitation is "rain">>
on the cottage porch, taking shelter from the rain during their break.
<<else>>
by the shed, sipping tea during their break.
<</if>>
<br><br>
They nod as you pass.
<br><br>
<<link [[Encourage (0:15)|Farm Builders Encourage]]>><<pass 15>><</link>><<note "Low chance of speeding construction" "green">>
<br>
<<link [[Just nod back|Farm Work]]>><<endevent>><</link>>
<br>
<<case 3>>
<<generate1>><<person1>>
One of the builders, a <<person>>, calls to you. "Could you get us a cup of tea, love?"
<br><br>
<<link [[Make tea (0:05)|Farm Builders Tea]]>><</link>>
<br>
<<link [[Make tea and chat (0:20)|Farm Builders Tea Chat]]>><<pass 20>><</link>>
<br>
<<link [[Get angry|Farm Builders Tea Angry]]>><<trauma -6>><</link>><<ltrauma>>
<br>
<<link [[Ignore|Farm Work]]>><<endevent>><</link>>
<br>
<<case 4>>
<<generate1>><<generate2>><<generate3>><<person1>>
The builders are hauling materials across the yard.
<br><br>
<<link [[Help out (1:00)|Farm Builders Help]]>><<pass 60>><</link>><<physiquedifficulty 1 16000>><<note "Might speed construction if successful" "green">>
<br>
<<link [[Ignore|Farm Work]]>><<endevent>><</link>>
<br>
<<default>>
<<generate1>><<person1>>
<<if $worn.over_lower.name is "naked" and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
One of the builders, a <<person>>, flicks up your skirt as you pass.<<gstress>><<stress 6>>
<br><br>
<<if $worn.under_lower.name is "naked">>
"No <<panties>>," <<he>> says. "Naughty <<girl>>."<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<</if>>
<br><br>
<<link [[Ignore|Farm Work]]>><<endevent>><<stress 6>><</link>><<gstress>>
<br>
<<link [[Get angry|Farm Builders Skirt Angry]]>><<trauma -6>><<def 1>><</link>><<ltrauma>>
<br>
<<if $worn.under_lower.name is "naked">>
<<if hasSexStat("exhibitionism", 4)>>
<<link [[Flaunt|Farm Builders Skirt Flaunt]]>><<set $phase to 1>><</link>><<exhibitionist4>>
<br>
<</if>>
<<else>>
<<if hasSexStat("exhibitionism", 2)>>
<<link [[Flaunt|Farm Builders Skirt Flaunt]]>><<set $phase to 0>><</link>><<exhibitionist2>>
<br>
<</if>>
<</if>>
<<else>>
One of the builders, a <<person>>, grabs your <<bottom>> as you pass.<<gstress>><<stress 6>><<gtrauma>><<trauma 6>>
<br><br>
<<link [[Ignore|Farm Work]]>><<endevent>><<stress 6>><</link>><<gstress>>
<br>
<<link [[Get angry|Farm Builders Skirt Angry]]>><<def 1>><<trauma -6>><</link>><<ltrauma>>
<br>
<<link [[Flirt|Farm Builders Bottom Flirt]]>><</link>><<promiscuous1>>
<br>
<</if>>
<</switch>>
<</if>>
<<else>>
<<rng 10>>
<<switch $rng>>
<<case 1>>
A screech tears through the air. It came from the moor, and <span class="pink">it drives the animals into a panicked frenzy.</span><<llfarm>><<farm_yield -5>>
<br><br>
Alex runs through the yard, rushing to calm the animals.
<<set $farm_work.alex to "panic">>
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<<set $farm_work.horses_panic to 1>>
<<set $farm_work.chickens_panic to 1>>
<<set $farm_work.pigs_panic to 1>>
<<set $farm_work.dogs_panic to 1>>
<<set $farm_work.cattle_panic to 1>>
<<case 2>>
<<npc Alex>><<person1>><<generate2>><<person2>>
<<if $farm_work.horses_out lt 1 or $farm_work.horses_out gte 3>>
Alex stands with a <<person2>><<person>>, watching the horses run in the field.
<<else>>
Alex stands with a <<person2>><<person>> beside the stable.
<</if>>
<br><br>
The <<person2>><<person>> looks at you. "This must be one of your farmhands," <<he>> says.
<br>
<<person1>>
"<<print $farm_stage gte 7 ? "The co-owner, actually," : "That's right,">>" Alex replies. <<He>> looks at you, and gestures at the <<person2>><<person>>. "This is one of our clients. We look after <<his>> steed."
<br><br>
<<if $farm_work.horse.monster is true>>
<<if $farm_work.horse.gender is "f">>
The steed in question is a centaur, who watches with arms folded beneath her breasts.
<<else>>
The steed in question is a centaur, who watches with his arms folded.
<</if>>
<<if $farm.beasts.horses gte 5>>
<<farm_He horse>> turns to you, and nods in respect.
<<elseif $farm.beasts.horses lte -5>>
<<farm_He horse>> turns to you, and gives a derisive laugh.
<</if>>
<<else>>
<<if $farm_work.horse.gender is "f">>
The steed in question is a mare, who watches with a steady gaze.
<<else>>
The steed in question is a stallion, who watches with a steady gaze.
<</if>>
<<if $farm.beasts.horses gte 5>>
<<farm_He horse>> turns to you, and gives a happy neigh.
<<elseif $farm.beasts.horses lte -5>>
<<farm_He horse>> turns to you, and gives a derisive snort.
<</if>>
<</if>>
<br><br>
<<if $farm.beasts.horses gte 5>>
"Looks like <<farm_he horse>> likes you," the <<person2>><<person>> says. "Keep up the good work."<<gfarm>><<farm_yield 1>>
<<elseif $farm.beasts.horses lte -5>>
"Not fond of you, is <<farm_he horse>>?" the <<person>> chuckles. "I guess it can't be helped."
<<else>>
"I like what I've seen," the <<person>> says. "Keep it up."
<</if>>
<br><br>
Alex shows the client to the edge of the farm.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<<case 3>>
<<npc Alex>><<person1>>
<<if $exposed gte 1>>
"Hey," Alex says, blushing and walking up to you. "Need to get some groceries. Would you mind taking care of it?" <<He>> holds out a shopping list, along with some money and a towel. "You'll need t-to cover up if you're going outside. People will wonder what we're getting up to otherwise."
<br><br>
<<else>>
"Hey," Alex says, walking up to you. "Need to get some groceries. Would you mind taking care of it?" <<He>> holds out a shopping list, along with some money.
<br><br>
<</if>>
<<link [[Go shopping (0:30)|Farm Shopping]]>><<farm_count 30>><<pass 30>><<npcincr Alex love 1>><<towelup>><</link>><<glove>>
<br>
<<link [[Refuse|Farm Shopping Refuse]]>><<npcincr Alex love -1>><<npcincr Alex dom -1>><</link>><<llove>><<ldom>>
<br>
<<case 4>>
<<npc Alex>><<person1>>
"Race you to the woods!" Alex says, coming up behind you. <<He>> rushes past.
<br><br>
<<link [[Race (0:02)|Farm Race]]>><<pass 2>><<farm_count 2>><</link>><<athleticsdifficulty 800 1000>><<glove>>
<br>
<<link [[Just walk after Alex (0:05)|Farm Race Walk]]>><<pass 5>><<farm_count 5>><</link>>
<br>
<<link [[Refuse|Farm Race Refuse]]>><<npcincr Alex love -1>><</link>><<llove>>
<br>
<<case 5>>
<<if $farm.aggro gte 10 and ($farm.wall is undefined or $farm.wall lt 3)>>
<<generate1>><<generate2>><<person1>>
<<if $farm.wall gte 3>>
You hear a series of sharp, metallic thuds. You investigate the sound, and find a <<fullGroup>> attacking the fence with axes.
<<elseif $farm.wall gte 1>>
You hear a series of thuds and cracks. You investigate the sound, and find a <<fullGroup>> attacking the wall with axes.
<<else>>
You hear a series of thuds, and the creaking of wood. You investigate the sound, and find a <<fullGroup>> attacking the fence with axes.
<</if>>
<br><br>
The <<person1>><<person>> nudges <<his>> colleague, and they both stare at you.
<br><br>
<<link [[Call Alex|Farm Axe Alex]]>><<farm_aggro 5>><<npcincr Alex dom 1>><<npcincr Alex love 1>><<farm_fence_damage 1>><</link>><<gaggro>><<gdom "Alex">><<glove>>
<br>
<<link [[Threaten|Farm Axe Threaten]]>><<def 1>><</link>><<englishdifficulty 400 1200>>
<br>
<<link [[Fight|Farm Axe Attack]]>><<def 1>><</link>>
<br>
<<else>>
<<generate1>><<person1>>
You see a figure stood on hill outside the farm. You can't tell at this distance, but it feels like <<hes>> staring right at you.
<<if $farm_stage gte 5>>
<<gaggro>><<farm_aggro 5>>
<</if>>
<<gstress>><<stress 6>>
<br><br>
<<He>> turns and disappears over the crest.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<</if>>
<<case 6>>
<<if $farm.aggro gte 20>>
<<rng 5>>
<<switch $rng>>
<<case 1>>
You hear the <<farm_text_many horse>> neigh in terror. <span class="pink">Something's spooked them.</span><<gaggro>><<farm_aggro 5>>
<br><br>
<<set $farm_work.horses_panic to 1>>
<<link [[Next|Farm Work]]>><</link>>
<br>
<<case 2>>
You hear the <<farm_text_many cattle>> moo in terror. <span class="pink">Something's spooked them.</span><<gaggro>><<farm_aggro 5>>
<br><br>
<<set $farm_work.cattle_panic to 1>>
<<link [[Next|Farm Work]]>><</link>>
<br>
<<case 3>>
You hear the <<farm_text_many pig>> squeal in terror. <span class="pink">Something's spooked them.</span><<gaggro>><<farm_aggro 5>>
<br><br>
<<set $farm_work.pigs_panic to 1>>
<<link [[Next|Farm Work]]>><</link>>
<br>
<<case 4>>
You hear the <<farm_text_many dog>> howl in terror. <span class="pink">Something's spooked them.</span><<gaggro>><<farm_aggro 5>>
<br><br>
<<set $farm_work.dogs_panic to 1>>
<<link [[Next|Farm Work]]>><</link>>
<br>
<<case 5>>
You hear the chickens cluck in terror. <span class="pink">Something's spooked them.</span><<gaggro>><<farm_aggro 5>>
<br><br>
<<set $farm_work.chickens_panic to 1>>
<<link [[Next|Farm Work]]>><</link>>
<br>
<</switch>>
<<else>>
You hear angry barks. A pair of <<farm_text dog>>s are fighting.
<br><br>
<<link [[Scold (0:10)|Farm Dogs Split]]>><<pass 10>><<farm_count 10>><</link>><<tendingdifficulty 1 800>>
<br>
<<link [[Ignore|Farm Work]]>><<farm_yield -1>><</link>><<lfarm>>
<br>
<</if>>
<<case 7>>
<<if $farm.aggro gte 100>>
<<npc Alex>><<generate2>>
You hear shouting from in front of the farm. You walk over, and see a lorry parked at the end of the lane connecting to the road. The driver lies on the ground outside, being kicked from all angles by three rough-looking goons.<<llfarm>><<farm_yield -3>>
<br><br>
<<person1>>
<<if (npcIsPregnant("Alex") and talkedAboutPregnancy("Alex","pc")) or(playerAwareTheyArePregnant() and playerIsPregnant() and talkedAboutPregnancy("pc","Alex"))>>
Alex arrives at your side. "Shit," <<he>> says. "You fuck-" <<He>> stops in the middle of the sentence, as if <<he>> remembers something. With a preoccupied expression, <<he>> looks at
<<if (npcIsPregnant("Alex") and talkedAboutPregnancy("Alex","pc")) and (playerAwareTheyArePregnant() and playerIsPregnant() and talkedAboutPregnancy("pc","Alex"))>>
<<his>> belly, then glances over at yours.
<<elseif (playerAwareTheyArePregnant() and playerIsPregnant() and talkedAboutPregnancy("pc","Alex"))>>
your belly.
<<elseif (npcIsPregnant("Alex") and talkedAboutPregnancy("Alex","pc"))>>
<<his>> belly.
<</if>>
<br><br>
"Is everything okay?" you ask Alex.
<br><br>
"I-I can't...I can't deal with them, not like this.
<<if (npcIsPregnant("Alex") and talkedAboutPregnancy("Alex","pc")) and (playerAwareTheyArePregnant() and playerIsPregnant() and talkedAboutPregnancy("pc","Alex"))>>
It's too risky for us," <<he>> says, sounding frustrated.
<br><br>
<<Hes>> right, two pregnant people shouldn't get into fights.
<br><br>
<<link [[Next|Farm Lorry Pregnant Variant]]>><<set $phase to 3>><</link>>
<<elseif (playerAwareTheyArePregnant() and playerIsPregnant() and talkedAboutPregnancy("pc","Alex"))>>
It's too risky for you," <<he>> says sounding frustrated.
<br><br>
<<Hes>> right, a pregnant <<if $player.gender_appearance is "f">>woman<<else>>man<</if>> shouldn't get into fights.
<br><br>
<<link [[Next|Farm Lorry Pregnant Variant]]>><<set $phase to 3>><</link>>
<<else>>
It's too risky for me," <<he>> says, sounding frustrated.
<br><br>
<<Hes>> right, a pregnant <<if C.npc.Alex.pronoun is "f">>woman<<else>>man<</if>> shouldn't get into fights.
<br><br>
<<link [[Fight the goons yourself|Farm Lorry Pregnant Variant]]>><<set $phase to 1>><</link>><<dangerousText>>
<br>
<<link [[Stay with Alex|Farm Lorry Pregnant Variant]]>><<set $phase to 2>><</link>><<gglove>><<ldom>>
<</if>>
<<else>>
Alex arrives at your side. "Shit," <<he>> says. "You fuckers leave <<person2>><<him>> alone." They do so, but start walking toward Alex instead. They roll up their sleeves.
<br><br>
Alex stands <<person1>><<his>> ground.
<br><br>
<<link [[Pull Alex to safety (0:15)|Farm Lorry Safety]]>><<farm_yield -3>><<npcincr Alex love -1>><<npcincr Alex dom -1>><</link>><<llfarm>><<llove>><<ldom>>
<br>
<<link [[Stand with Alex|Farm Lorry Stand]]>><<npcincr Alex love 3>><</link>><<gglove>>
<br>
<</if>>
<<else>>
<<generate1>><<person1>>
A van pulls up outside the farm, and the driver waves at you.
<br><br>
"Delivery for Alex," <<he>> says after stepping out. <<He>> throws open the back, and removes two unmarked brown boxes.
<br><br>
<<He>> helps carry one up to the farmhouse, and leaves it on the porch. <<He>> holds out a notepad. "Sign here."
<br><br>
<<He>> returns to <<his>> van.
<br><br>
<<endevent>>
<<set $skulduggerydifficulty to 400>>
<<link [[Peek|Farm Lorry Peek]]>><</link>><<skulduggerydifficulty>>
<br>
<<link [[Just take them inside|Farm Lorry Inside]]>><</link>>
<br>
<</if>>
<<case 8>>
<<if $farm.aggro gte 40>>
<<generate1>><<person1>>
You hear rapid footsteps approach from behind. Before you can turn, a hand clasps against your mouth, and a tongue flicks against your cheek.
<br><br>
<<link [[Next|Farm Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<npc Alex>><<generate2>><<person1>>
"What's a cute <<nnpc_gendery "Alex">> like you doing working a farm?" You look around, and see a <<person2>><<person>> leaning over the fence and leering at Alex.
<br><br>
<<rng 5>>
<<switch $rng>>
<<case 1>>
Alex ignores the badgering.
<<case 2>>
Alex turns to <<him>>. <<person1>>"Fuck off," <<he>> says. "Or I'll use you as pig feed."
<<case 3>>
Alex turns to <<him>>. <<person1>>"I'm busy," <<he>> says. "You might have more luck in the kennel."
<<case 4>>
Alex turns to <<him>>. <<person1>>"There's a river nearby," <<he>> says. "Go cool yourself off."
<<case 5>>
Alex doesn't look at <<him>>. <<person1>>"I'm busy," <<he>> says. "So fuck off home."
<</switch>>
<br><br>
<<person2>>The <<person>> throws up <<his>> hands. "Alright, I'm going." <<He>> turns and walks away.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<</if>>
<<case 9>>
<<npc Alex>><<person1>>
<<if talkedAboutPregnancy("pc","Alex") or knowsAboutPregnancy("pc","Alex")>>
"Race you to the woods!" Alex says, coming up behind you. <<He>> rushes past.
<br><br>
<<link [[Race (0:02)|Farm Race]]>><<pass 2>><<farm_count 2>><</link>><<athleticsdifficulty 800 1000>><<glove>>
<br>
<<link [[Just walk after Alex (0:05)|Farm Race Walk]]>><<pass 5>><<farm_count 5>><</link>>
<br>
<<link [[Refuse|Farm Race Refuse]]>><<npcincr Alex love -1>><</link>><<llove>>
<br>
<<else>>
"Watch out!" says Alex from above. You look up, just in time to see a hay bale bearing down on you.
<br><br>
<<if currentSkillValue('physique') gte 12000>>
You raise your arms to catch it, <span class="green">and ease it to the ground.</span>
<br><br>
"Nice catch," Alex says, dropping to the earth beside you. <<He>> hefts the bale onto <<his>> shoulder. "Gotta get them in storage to keep the weather off." <<He>> walks away.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<<elseif currentSkillValue('danceskill') gte 800>>
You step aside, <span class="green">and the bale lands beside you.</span>
<br><br>
"Nice dodge," Alex says, dropping to the earth. <<He>> hefts the bale onto <<his>> shoulder. "Gotta get them in storage to keep the weather off." <<He>> walks away.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<<else>>
You raise your hands to catch it, <span class="red">but it's too heavy.</span> You're left flat on your back.<<gpain>><<gstress>><<pain 4>><<stress 6>>
<br><br>
Alex laughs, and drops to the earth beside you. "Sorry, I couldn't resist." <<He>> hefts the bale onto <<his>> shoulder, freeing you.<<gdom>><<npcincr Alex dom 1>>
<br><br>
<<link [[Laugh it off|Farm Bale Laugh]]>><<npcincr Alex love 1>><<stress -6>><</link>><<glove>><<lstress>>
<br>
<<link [[Get angry|Farm Bale Angry]]>><<npcincr Alex dom -1>><<npcincr Alex love -1>><</link>><<llove>><<ldom>>
<br>
<</if>>
<</if>>
<<case 10>>
<<npc Alex>><<person1>>
<<if $exposed gte 1>>
You catch Alex ogling you from a distance, though <<he>> pretends otherwise.<<glust>><<npcincr Alex lust 1>>
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<<elseif $farm_stage gte 7>>
Alex smacks your <<bottom>> as you pass by.<<gpain>><<pain 1>>
<br><br>
<<link [[Scold|Farm Spank Scold]]>><</link>>
<br>
<<link [[Retaliate|Farm Spank Retaliate]]>><</link>><<athleticsdifficulty 400 1000>>
<br>
<<link [[Goad|Farm Spank Goad]]>><</link>>
<br>
<<link [[Ignore|Farm Spank Ignore]]>><</link>>
<br>
<<else>>
Alex pats your shoulder as <<he>> passes by.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<</if>>
<</switch>>
<</if>>
<</widget>>
<<widget "farm_forest_event">>
<<if C.npc.Alex.dom gte 10>>
<<He>> rushes to place <<himself>> between you and the source of the noise.
<<else>>
<<He>> rushes to your side.
<</if>>
<br><br>
<<if $rng gte 71>>
"Whatever it is," Alex whispers. "It's harmless. Probably." The bush rustles, and a snout pokes out, followed by a large body. It's a boar.
<br><br>
"Shit," Alex says. "We gotta go. Now."
<br><br>
The boar rushes toward you!<<ggstress>><<stress 12>>
<br><br>
<<link [[Stand your ground|Farm Race Stand]]>><</link>>
<br>
<<link [[Run|Farm Race Run]]>><</link>><<athleticsdifficulty 800 1000>>
<br>
<<else>>
<<fox_gen>>
"Whatever it is," Alex whispers. "It's harmless. Probably." The bush rustles, and a <<fox_text>> runs out. It darts across the leaf-strewn earth, and disappears beneath a mound of earth.
<br><br>
<<unset $foxGen>>
Alex sighs. "Just a fox. Were you scared?"
<br><br>
<<link [[Yes|Farm Race Yes]]>><<npcincr Alex dom 1>><</link>><<gdom>>
<br>
<<link [[No|Farm Race No]]>><</link>>
<br>
<<link [[Not as scared as you|Farm Race Comeback]]>><<npcincr Alex dom -1>><</link>><<ldom>>
<br>
<</if>>
<</widget>>
<<widget "farm_knotted">>
<<if $phase is 0>>
<<npc Alex>><<person1>><<generate2>>
<<earnFeat "A Knot to Remember">>
"This is our stable." It's Alex. The <<farm_text dog>>'s ears spring up and it lurches forward, <span class="red"><<farm_his dog>> knot still inside you.</span>
<br><br>
You're pulled across the field, backwards and on all fours. You try to wiggle free, but the knot has yet to shrink at all. It's in too tight.
<br><br>
"I'm impressed," says an unknown <<person2>><<personsimple>>'s voice.
<br>
"Thanks," replies Alex. "We've yet to dissatisfy a customer."
<br><br>
Their voices get closer as you near the edge of the field. <span class="blue">You'll be seen if you don't act soon.</span><<ggstress>><<stress 12>>
<br><br>
<<elseif $phase is 1>>
You hear Alex and the <<personsimple>> chatting as you approach the gate. <span class="purple">You'll be seen if you don't act fast.</span><<ggstress>><<stress 12>>
<br><br>
<<elseif $phase is 2>>
You hear Alex and the <<personsimple>> discussing payment as you arrive at the gate. <span class="pink">You'll be seen if you don't act now.</span><<ggstress>><<stress 12>>
<br><br>
<<else>>
<span class="red">You're pulled from the field, onto the road leading to the stable.</span>
<br><br>
<</if>>
<<if $phase lte 2>>
<<link [[Hold a tuft of grass|Farm Knotted Hold]]>><</link>><<physiquedifficulty 2000 30000>>
<br>
<<link [[Scold|Farm Knotted Scold]]>><</link>><<tendingdifficulty 100 1500>>
<br>
<<if hasSexStat("deviancy", 5)>>
<<link [[Flaunt|Farm Knotted Deviant]]>><<stress 12>><<trauma 12>><<famebestiality 10 "vid">><<farm_yield 10>><<npcincr Alex love -3>><<npcincr Alex dom 5>><<npcincr Alex lust 5>><</link>><<deviant5>><<lllove>><<gggdom>><<gglust>><<gggfarm>>
<br>
<<else>>
<<link [[Let it happen|Farm Knotted Seen]]>><<stress 12>><<trauma 12>><<famebestiality 10 "vid">><<farm_yield 10>><<npcincr Alex love -3>><<npcincr Alex dom 5>><<npcincr Alex lust 5>><</link>><<ggtrauma>><<ggstress>><<lllove>><<gggdom>><<gglust>><<gggfarm>>
<br>
<</if>>
<<else>>
<<link [[Next|Farm Knotted Seen]]>><<set $phase to 5>><<stress 12>><<trauma 12>><<famebestiality 10 "vid">><<farm_yield 10>><<npcincr Alex love -3>><<npcincr Alex dom 5>><<npcincr Alex lust 5>><</link>>
<br>
<</if>>
<<set $phase += 1>>
<</widget>>
<<widget "farm_tending_events">>
<<rng 3>>
<<if $rng is 3>>
<<if $bestialitydisable is "f" and $lurkerdisable is "f" and random(1, 2) is 2>>
You're digging in the earth when you see something dark move in your peripheral, low to the ground. It's gone by the time you look over.
<br><br>
<<link [[Keep working|Farm Tending Lurker Work]]>><</link>>
<br>
<<if Time.hour lt 21 or Time.hour gt 4>>
<<link [[Call for Alex (0:05)|Farm Tending Lurker Alex]]>><<npcincr Alex dom 1>><<farm_count 5>><<pass 5>><</link>><<gdom "Alex">>
<<else>>
<<link [[Call for Alex (0:05)|Farm Tending Lurker Alex Fail]]>><<farm_count 5>><<pass 5>><</link>><<gdom "Alex">>
<</if>>
<br>
<<else>>
You're digging in the earth when you see something dark move in your peripheral, low to the ground. It leaps at you before you can look. You tumble backward.<<gtrauma>><<gstress>><<gpain>><<trauma 6>><<stress 6>><<pain 4>>
<br><br>
It vanishes as fast as it appeared, darting over you and into the plants opposite.
<br><br>
<<destination_farm>>
<</if>>
<<elseif $rng is 2>>
<<if $tentacledisable is "f" and random(1, 2) is 2 and ($hallucinations gte 2 or $backgroundTraits.includes("plantlover"))>>
Something twists around your ankle, making you fall. You land on a pile of <<if Weather.precipitation isnot "none">>mud<<else>>dirt<</if>>. You look behind, and see a thick shoot wrapping around your leg. Another emerges from the hedge, and grasps your other ankle.<<gpain>><<gstress>><<pain 4>><<stress 6>>
<br><br>
They try to pull you into the undergrowth.
<br><br>
<<link [[Soothe|Farm Tending Soothe]]>><</link>><<tendingdifficulty 1 1200>>
<br>
<<link [[Struggle|Farm Tending Tentacle Struggle]]>><</link>><<physiquedifficulty 1 24000>>
<br>
<<if Time.hour lt 21 or Time.hour gt 4>>
<<link [[Scream|Farm Tending Scream]]>><<npcincr Alex dom 3>><<sub 1>><</link>><<ggdom "Alex">>
<<else>>
<<link [[Scream|Farm Tending Scream Fail]]>><<sub 1>><</link>><<ggdom "Alex">>
<</if>>
<br>
<<link [[Brace yourself|Farm Tending Brace]]>><</link>>
<br>
<<else>>
Your foot catches on something, and you land on a pile of <<if Weather.precipitation isnot "none">>mud<<else>>dirt<</if>>. You look back, but can't see what tripped you.<<gpain>><<gstress>><<pain 4>><<stress 6>>
<br><br>
<<destination_farm>>
<br>
<</if>>
<<else>>
<<if $farm_stage gte 5 and $farm.aggro gte 10 and random(1, 2) is 2>>
<<if $farm.wall gte 4>>
<<generate1>><<generate2>><<generate3>><<person1>>
"Hey <<girl>>," says a voice. You look up, and see a <<person>> leering at you across the fence. A <<person2>><<person>> and <<person3>><<person>> flank <<person1>><<him>>. <span class="green">They stare at the barbed wire above.</span>
<br><br>
"Nice set up you got," <<he>> continues. "Don't think a little metal will keep you safe."
<br><br>
<<link [[Taunt|Farm Tending Barb Taunt]]>><<def 1>><<trauma -6>><</link>><<ltrauma>>
<br>
<<link [[Ignore|Farm Tending Barb Ignore]]>><</link>>
<br>
<<if hasSexStat("exhibitionism", 2)>>
<<link [[Flaunt|Farm Tending Barb Flaunt]]>><</link>><<exhibitionist2>>
<</if>>
<<elseif $farm.wall gte 3 and random(1, 2) is 2>>
<<generate1>><<generate2>><<generate3>><<person1>>
"Hey <<girl>>," says a voice. You look up, and see a <<person>> leering at you across the fence. A <<person2>><<person>> and <<person3>><<person>> flank <<person1>><<him>>. They try to climb the fence, <span class="green">but only make it half way up before sliding down.</span>
<br><br>
"Nice set up you got," <<he>> continues. "Don't think a little metal will keep you safe."
<br><br>
<<link [[Taunt|Farm Tending Barb Taunt]]>><<def 1>><<trauma -6>><</link>><<ltrauma>>
<br>
<<link [[Ignore|Farm Tending Barb Ignore]]>><</link>>
<br>
<<if hasSexStat("exhibitionism", 2)>>
<<link [[Flaunt|Farm Tending Barb Flaunt]]>><</link>><<exhibitionist2>>
<</if>>
<<else>>
<<generate1>><<generate2>><<generate3>><<person1>>
"Hey <<girl>>," says a voice. You look up, and see a <<person>> leering at you across the fence. "What's a cute<<if playerBellyVisible() and $pregnancyspeechdisable is "f">> pregnant<</if>> <<girl>> like you doing working the fields?"
<br><br>
<<if currentSkillValue('skulduggery') gte random(500, 700)>>
<span class="blue">You shiver.</span> Something's wrong. This isn't your usual pervert. You glance around, and spot them. A <<person2>><<person>> and <<person3>><<person>> creep through the crops, trying to sneak up on you.
<br><br>
<<if Time.hour lt 21 or Time.hour gt 4>>
<<link [[Scream|Farm Tending Group Alex]]>><<sub 1>><<npcincr Alex dom 1>><</link>><<gdom "Alex">>
<<else>>
<<link [[Scream|Farm Tending Group Alex Fail]]>><<sub 1>><</link>><<gdom "Alex">>
<</if>>
<br>
<<link [[Seize the initiative|Farm Tending Group Fight]]>><<def 1>>/*<<farm_aggro -5>>*/<</link>>/*<<laggro>>*/
<br>
<<else>>
<span class="red">You hear movement to the side.</span> You turn, and see a <<person2>><<person>> rush toward you. Before you can respond, a hand clamps over your mouth from behind.
<br><br>
The <<person1>><<person>> climbs over the fence, and walks closer. "Not gonna lie," <<he>> says. "I enjoy my work."
<br><br>
<<link [[Next|Farm Tending Gang Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<</if>>
<<else>>
<<generate1>><<person1>>
"Hey <<girl>>," says a voice. You look up, and see a <<person>> leering at you
<<if $farm.wall gte 3>>
through the fence.
<<elseif $farm.wall gte 1>>
across the wall.
<<else>>
across the fence.
<</if>>
"What's a cute<<if playerBellyVisible() and $pregnancyspeechdisable is "f">> pregnant<</if>> <<girl>> like you doing working the fields?"
<br><br>
<<link [[Ignore|Farm Tending Ignore]]>><<set $phase to 0>><</link>>
<br>
<<link [[Respond politely|Farm Tending Polite]]>><</link>>
<br>
<<link [[Flirt|Farm Tending Flirt]]>><</link>><<promiscuous1>>
<br>
<</if>>
<</if>>
<</widget>>
<<widget "farm_tending_alex_events">>
<<cleareventpool>>
/* seasonal events */
<<if Time.season is "summer" and !Weather.isOvercast>>
<<addinlineevent "farm_tending_alex_summer_1">>
<<npc Alex>><<person1>>
Alex fans <<his>> face and wipes <<his>> forehead. <<He>> squints up at the sky and huffs. "It's too hot."
<br><br>
<<He>> starts to undo <<his>> shirt buttons, one by one, seemingly oblivious to your gaze.
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Touch <<him>>|Farm Tending Alex Summer]]>><<set $phase to 2>><<if $farm_stage lt 7 or ($farm_stage gte 7 and $alex_countdown isnot undefined)>><<npcincr Alex love -1>><</if>><<npcincr Alex dom -1>><<npcincr Alex lust 3>><</link>><<promiscuous2>><<if $farm_stage lt 7 or ($farm_stage gte 7 and $alex_countdown isnot undefined)>><<llove>><</if>><<ldom>><<gglust>>
<br>
<</if>>
<<link [[Peek|Farm Tending Alex Summer]]>><<set $phase to 1>><<arousal 300>><<npcincr Alex lust 1>><</link>><<garousal>><<glust>>
<br>
<<link [[Ignore|Farm Tending Alex Summer]]>><<set $phase to 0>><</link>>
<br>
<</addinlineevent>>
<</if>>
/* general events */
<<addinlineevent "farm_tending_alex_general_1">>
<<npc Alex>><<person1>>
You hear Alex shout in surprise. You rush over, and find <<him>> lying on <<his>> back.
<br><br>
"Blighter startled me," <<he>> says.
<br><br>
<<link [[Offer your arm|Farm Tending Alex Arm]]>><<npcincr Alex love 1>><<npcincr Alex dom -1>><</link>><<ldom>><<glove>>
<br>
<<link [[Laugh at <<his>> expense|Farm Tending Alex Laugh Expense]]>><<npcincr Alex dom -1>><<stress -6>><</link>><<ldom>><<lstress>>
<br>
<<link [[Get back to work|Farm Tending Alex Back]]>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "farm_tending_alex_general_2">>
<<npc Alex>><<person1>>
<<if C.npc.Alex.lust gte 10 and random(1, 2) is 2>>
You catch Alex sneaking glances at you when <<he>> thinks you're not looking.
<br><br>
<<link [[Flirt|Farm Tending Alex Flirt]]>><</link>><<promiscuous1>>
<br>
<<link [[Ignore|Farm Tending Alex Ignore]]>><</link>>
<br>
<<elseif $exposed gte 1>>
You catch Alex sneaking glances at you when <<he>> thinks you're not looking.<<garousal>><<arousal 600>>
<br><br>
<<link [[Ignore|Farm Tending Alex Ignore]]>><<npcincr Alex lust 1>><</link>><<glust>>
<br>
<<link [[Tease|Farm Tending Alex Tease]]>><<npcincr Alex lust 1>><<arousal 1800>><<trauma -6>><<npcincr Alex dom -1>><</link>><<glust>><<ldom>><<ggarousal>><<ltrauma>>
<br>
<<else>>
Alex waves at you from across the field. You wave back.<<lstress>><<stress -6>>
<br><br>
<<destination_farm>>
<br>
<</if>>
<</addinlineevent>>
<<addinlineevent "farm_tending_alex_general_3">>
You work beside Alex, chatting all the while.<<ltrauma>><<lstress>><<trauma -6>><<stress -6>>
<br><br>
<<destination_farm>>
<br>
<</addinlineevent>>
<<addinlineevent "farm_tending_alex_general_4">>
<<npc Alex>><<person1>>
You chat with Alex as you work. <<Hes>> keen to share <<his>> farming techniques.
<br><br>
<<if $tending lt 1000>>
<<link [[Listen (0:10)|Farm Tending Alex Listen]]>><<farm_count 10>><<tending 6>><<pass 10>><<npcincr Alex dom 1>><</link>><<gdom>><<gtending>>
<br>
<<else>>
<<link [[Teach Alex instead (0:10)|Farm Tending Alex Teach]]>><<pass 10>><<farm_count 10>><<npcincr Alex love 1>><<npcincr Alex dom -1>><</link>><<ldom>><<glove>>
<br>
<</if>>
<<link [[Focus on working|Farm Tending Alex Focus]]>><</link>>
<br>
<</addinlineevent>>
<<runeventpool>>
<</widget>>
<<widget "barn_img">>
<<machine_init>>
<<if _args[2] and _args[2] isnot "no_pump">>
<<set $_prop to _args[2]>>
<<else>>
<<set $_prop to "haybale">>
<</if>>
<<if _args[0] is "penis">>
<<if _args[1] is "livestock">>
<<set _barn_semen to $livestock_semen>>
<<elseif _args[1] is "half_livestock">>
<<set _barn_semen to ($livestock_semen / 2)>>
<<elseif _args[1] is "no_livestock">>
<<set _barn_semen to 0>>
<<else>>
<<set _barn_semen to $semen_amount>>
<</if>>
<<if _barn_semen gte 3000>>
<<set _semen_img to "semen_7">>
<<elseif _barn_semen gte 2000>>
<<set _semen_img to "semen_6">>
<<elseif _barn_semen gte 1500>>
<<set _semen_img to "semen_5">>
<<elseif _barn_semen gte 1000>>
<<set _semen_img to "semen_4">>
<<elseif _barn_semen gte 500>>
<<set _semen_img to "semen_3">>
<<elseif _barn_semen gte 200>>
<<set _semen_img to "semen_2">>
<<else>>
<<set _semen_img to "semen_1">>
<</if>>
<<if _args[2] is "no_pump">>
<<prop $_prop semen>>
<<else>>
<<prop $_prop semen penis_pump>>
<</if>>
<<elseif _args[0] is "breasts">>
<<if _args[1] is "livestock">>
<<set _barn_milk to $livestock_milk>>
<<elseif _args[1] is "half_livestock">>
<<set _barn_milk to ($livestock_milk / 2)>>
<<elseif _args[1] is "no_livestock">>
<<set _barn_milk to 0>>
<<else>>
<<set _barn_milk to $milk_amount>>
<</if>>
<<if _barn_milk gte 3000>>
<<set _milk_img to "milk_7">>
<<elseif _barn_milk gte 2000>>
<<set _milk_img to "milk_6">>
<<elseif _barn_milk gte 1500>>
<<set _milk_img to "milk_5">>
<<elseif _barn_milk gte 1000>>
<<set _milk_img to "milk_4">>
<<elseif _barn_milk gte 500>>
<<set _milk_img to "milk_3">>
<<elseif _barn_milk gte 200>>
<<set _milk_img to "milk_2">>
<<else>>
<<set _milk_img to "milk_1">>
<</if>>
<<if _args[2] is "no_pump">>
<<prop $_prop milk>>
<<else>>
<<prop $_prop milk breast_pump>>
<</if>>
<<else>>
<<if _args[1] is "livestock">>
<<set _barn_semen to $livestock_semen>>
<<set _barn_milk to $livestock_milk>>
<<elseif _args[1] is "half_livestock">>
<<set _barn_semen to ($livestock_semen / 2)>>
<<set _barn_milk to ($livestock_milk / 2)>>
<<elseif _args[1] is "no_livestock">>
<<set _barn_semen to 0>>
<<set _barn_milk to 0>>
<<else>>
<<set _barn_semen to $semen_amount>>
<<set _barn_milk to $milk_amount>>
<</if>>
<<if _barn_semen gte 3000>>
<<set _semen_img to "semen_7">>
<<elseif _barn_semen gte 2000>>
<<set _semen_img to "semen_6">>
<<elseif _barn_semen gte 1500>>
<<set _semen_img to "semen_5">>
<<elseif _barn_semen gte 1000>>
<<set _semen_img to "semen_4">>
<<elseif _barn_semen gte 500>>
<<set _semen_img to "semen_3">>
<<elseif _barn_semen gte 200>>
<<set _semen_img to "semen_2">>
<<else>>
<<set _semen_img to "semen_1">>
<</if>>
<<if _barn_milk gte 3000>>
<<set _milk_img to "milk_7">>
<<elseif _barn_milk gte 2000>>
<<set _milk_img to "milk_6">>
<<elseif _barn_milk gte 1500>>
<<set _milk_img to "milk_5">>
<<elseif _barn_milk gte 1000>>
<<set _milk_img to "milk_4">>
<<elseif _barn_milk gte 500>>
<<set _milk_img to "milk_3">>
<<elseif _barn_milk gte 200>>
<<set _milk_img to "milk_2">>
<<else>>
<<set _milk_img to "milk_1">>
<</if>>
<<if _args[2] is "no_pump">>
<<prop $_prop semen milk>>
<<else>>
<<prop $_prop semen penis_pump milk breast_pump>>
<</if>>
<</if>>
<<animateCombat>>
<</widget>>
<<widget "farmCatchChance">>
<<if _args[0] gt 0 or _args[0] lt 0>>
<<set $farm.milking.catchChance to Math.clamp(parseFloat($farm.milking.catchChance) + parseFloat(_args[0]),0,100).toFixed(3)>>
<</if>>
<</widget>>
<<widget "farm_fight_init">>
<<set $farm_fight to {}>>
<<set $farm_fight.action to "rest">>
<<set $farm_fight.stage to 0>>
<<set $farm_fight.distraction to 0>>
<<set $farm_fight.door to 14>>
<<set $farm_fight.screws to 10>>
<</widget>>
<<widget "farm_fight_alex">>
<<person1>>
<<if $farm_fight.distraction is 2>>
<<set $farm_fight.distraction -= 1>>
<<He>> weaves between the thugs surrounding <<him>>, jabbing them whenever they get close.
<<elseif $farm_fight.distraction is 1>>
<<set $farm_fight.distraction -= 1>>
<span class="green">Alex dodges a punch from the <<person2>><<person>> to <<person1>><<his>> left,</span>
<<if $farm_fight.stage gte 5>>
<span class="pink">but the <<person6>><<person>> rushes <<person1>><<him>> from behind, grasping <<his>> arms once more.</span>
<<else>>
<<if $farm_fight.stage gte 5>>
<span class="pink">but the <<person6>><<person>> follows it up, and grasps <<person1>><<him>> from behind.</span> The thugs close in.
<<else>>
<span class="pink">but the <<person3>><<person>> follows it up, and knocks <<person1>><<him>> off-balance.</span> The thugs close in.
<</if>>
<</if>>
<<else>>
<<switch $farm_fight.stage>>
<<case 0>>
Alex kicks the <<person3>><<person>> grasping <<person1>><<him>>, <span class="teal">and manages to struggle free.</span>
<<case 1>>
<span class="lblue">Alex ducks under a swing from a <<person4>><<person>>.</span>
<<case 2>>
A <<person5>><<person>> grasps Alex's arm, <span class="lblue">but <<person1>><<he>> manages to wrest it free.</span>
<<case 3>>
A <<person6>><<person>> swings <<his>> fist at Alex, <span class="blue">but the young farmer ducks at the last moment.</span>
<<case 4>>
The thugs keep Alex penned between them. They're hesitant to approach, <span class="blue">but Alex is tiring.</span>
<<case 5>>
The <<person5>><<person>> makes another attempt to grapple Alex, and the <<person6>><<person>> backs <<person5>><<him>> up. <span class="purple">Alex dodges the former, but the latter grasps <<person1>><<his>> arms from behind.</span><<npcincr Alex dom -1>><<ldom>>
<<case 6>>
<span class="purple">Alex struggles against the <<person6>><<persons>> grasp.</span>
<<case 7>>
The <<person2>><<person>> approaches the struggling Alex from the front. Alex manages to keep <<him>> at bay with <<his>> feet, <span class="pink">but the <<person6>><<person>> forces <<person1>><<him>> to <<his>> knees.</span><<npcincr Alex dom -3>><<lldom>>
<<case 8>>
<span class="pink">The <<person4>><<person>> and <<person5>><<person>> kick at the kneeling Alex while <<person1>><<his>> arms are held from behind.</span> <<He>> endures them with a grimace.
<<case 9>>
<span class="red">Alex can endure no more. <<He>> falls to the ground and curls up.</span><<npcincr Alex dom -9>><<llldom>>
<<default>>
<span class="red">Alex remains curled up on the ground, kicked and pummelled from all angles.</span>
<</switch>>
<<set $farm_fight.stage += 1>>
<</if>>
<</widget>>
<<widget "farm_fight_door">>
<<if $farm_fight.door gte 14>>
<span class="pink">The door is solid.</span>
<<elseif $farm_fight.door gte 11>>
<span class="purple">Thin cracks have appeared in the door.</span>
<<elseif $farm_fight.door gte 8>>
<span class="blue">The cracks in the door have widened.</span>
<<elseif $farm_fight.door gte 5>>
<span class="lblue">A draught penetrates the thick cracks in the door.</span>
<<elseif $farm_fight.door gte 2>>
<span class="teal">The cracks in the door are almost wide enough to fit an arm through.</span>
<<else>>
<span class="green">The door is a mess of splinters. It won't withstand much more.</span>
<</if>>
<<if $farm_fight.screws gte 10>>
<span class="pink">All the door's screws are intact.</span>
<<elseif $farm_fight.screws gte 8>>
<span class="purple">Most of the door's screws are intact.</span>
<<elseif $farm_fight.screws gte 6>>
<span class="blue">Many of the door's screws have been removed, but it's still sturdy.</span>
<<elseif $farm_fight.screws gte 4>>
<span class="blue">Many of the door's screws have been removed. It rattles in the wind.</span>
<<elseif $farm_fight.screws gte 2>>
<span class="teal">Most of the door's screws have been removed.</span>
<<else>>
<span class="green">Only one screw keeps the door in place.</span>
<</if>>
<</widget>>
<<widget "farm_fight_options">>
<<link [[Bash the door|Farm Fight]]>><<set $farm_fight.action to "bash">><</link>><<physiquedifficulty 10000 20000>>
<br>
<<if $farm_fight.toolbox is 1>>
<<link [[Bash the door with the hammer|Farm Fight]]>><<set $farm_fight.action to "hammer">><</link>><<physiquedifficulty 5000 15000>>
<br>
<<link [[Unscrew the door|Farm Fight]]>><<set $farm_fight.action to "unscrew">><</link>>
<br>
<</if>>
<<if $farm_fight.sheet is 1>>
<<if $farm_fight.chainsaw is 2>>
<<link [[Chainsaw the door|Farm Fight]]>><<set $farm_fight.action to "chainsaw">><</link>>
<br>
<<elseif $farm_fight.chainsaw is 1>>
<<if $farm_fight.cupboard is 1>>
<<link [[Refuel the chainsaw|Farm Fight]]>><<set $farm_fight.action to "refuel">><</link>>
<br>
<</if>>
<<elseif $farm_fight.chainsaw is undefined>>
<<link [[Work out how to switch the chainsaw on|Farm Fight]]>><<set $farm_fight.action to "science">><</link>><<skill_difficulty `currentSkillValue("science")` "Science" 1 700>>
<br>
<</if>>
<</if>>
<<if $farm_fight.shelf is undefined or $farm_fight.toolbox is undefined or $farm_fight.cupboard is undefined or $farm_fight.rakes is undefined or $farm_fight.sheet is undefined>>
<<link [[Search the shed|Farm Fight Search]]>><<set $farm_fight.action to 0>><</link>>
<br>
<</if>>
<<if $farm_fight.stage gte 2 and $farm_fight.distraction lte 0>>
<<if $farm_fight.breasts isnot 1>>
<<if $player.gender is "f" or $player.gender_appearance is "f">>
<<if hasSexStat("exhibitionism", 4)>>
<<link [[Expose your chest through the window|Farm Fight]]>><<set $farm_fight.action to "breasts">><<set $farm_fight.breasts to 1>><</link>><<exhibitionist4>>
<br>
<</if>>
<<else>>
<<link [[Expose your chest through the window|Farm Fight]]>><<set $farm_fight.action to "chest">><<set $farm_fight.breasts to 1>><</link>><<exhibitionist1>>
<br>
<</if>>
<</if>>
<<if $farm_fight.bottom isnot 1>>
<<if hasSexStat("exhibitionism", 3)>>
<<link [[Expose your ass through the window|Farm Fight]]>><<set $farm_fight.action to "bottom">><<set $farm_fight.bottom to 1>><</link>><<exhibitionist3>>
<br>
<</if>>
<</if>>
<<if $farm_fight.genitals isnot 1>>
<<if hasSexStat("exhibitionism", 5)>>
<<if $player.penisExist and $player.vaginaExist>>
<<link [[Expose your genitals through the window|Farm Fight]]>><<set $farm_fight.action to "penis">><<set $farm_fight.genitals to 1>><</link>><<exhibitionist5>>
<br>
<<elseif $player.penisExist>>
<<link [[Expose your penis through the window|Farm Fight]]>><<set $farm_fight.action to "penis">><<set $farm_fight.genitals to 1>><</link>><<exhibitionist5>>
<br>
<<else>>
<<link [[Expose your pussy through the window|Farm Fight]]>><<set $farm_fight.action to "vagina">><<set $farm_fight.genitals to 1>><</link>><<exhibitionist5>>
<br>
<</if>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "farm_sleep_options">>
<<nightmareCheck "Farm Sleep">>
<<generateSleepLinks "Farm Sleep">>
<<if $bus is "farm_alex_room">>
<<link [[Climb out of alex's bed|Farm Alex Bedroom]]>>
<<storeon "farm alex bed" "check">>
<<if _store_check is 1>>
<<storeon "farm alex bed">>
<<set $wardrobe_location to "alexFarm">>
<<wardrobeSelection true>>
<</if>>
<<loadTempHairStyle>>
<</link>>
<br>
<<else>>
<<link [[Climb out of bed|Farm Bedroom]]>><<storeon "Farm Bed">><<set $wardrobe_location to "alexFarm">><<loadTempHairStyle>><<wardrobeSelection>><<loadTempHairStyle>><</link>>
<</if>>
<br><br>
<</widget>>
<<widget "farm_tell_alex">>
<<set _alex to C.npc.Alex>>
<<if random(1, 14) is 14 and $fame.model gte 30>>
You talk about your modelling gig.
<<if $rng gte 60 and $alex_countdown is undefined and $farm_stage gte 7>>
"You model? I bet." <<He>> blushes. "You're quite the looker."
<<elseif $rng gte 30 and $farm_stage gte 6>>
"Hope you don't get too big," <<he>> says. "I'd never hear the end of it from my <<if $pronoun is "m">>dad<<else>>mum<</if>>."
<<else>>
"Don't let it get to your head," <<he>> teases. "You bet I'm giving a shout, if I catch you on TV."
<</if>>
<<elseif random(1, 14) is 13 and $fame.scrap gte 30>>
You tell <<him>> that you know how to defend yourself.
<<if isLoveInterest("Alex")>>
"I knew my <<girl>>'s a tough one." <<He>> grins. "I'm your support, no matter what."
<<elseif $bodysize lte 0>>
"I'm surprised to hear, coming from a runt like you," <<he>> laughs. "No offence."
<<else>>
<<He>> nods in approval. "It's a good skill anyone should have," <<he>> says. "Perverts need to fuck off."
<</if>>
<<elseif random(1, 14) is 12 and $fame.good gte 30>>
You tell <<him>> that you go out of your way to help others. Some call you an angel.
<<if _alex.love lte -10>>
"Something just doesn't add up," <<he>> says, sounding annoyed. "Sorry, I didn't mean to be rude. But you could be a little nicer to me."
<<elseif $alex_countdown is undefined and $farm_stage gte 7>>
"You're my angel," <<he>> coos and beams. "And my <<if $player.gender_appearance is "f">>wo<</if>>man."
<<elseif ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled")) and $transformationParts.angel.halo isnot "hidden" and $transformationParts.angel.wings isnot "hidden">>
"I'm glad I'm no exception." <<He>> smiles at you. "You sure do look the part."
<<elseif ($demon gte 2 or $transformationParts.demon.horns is "default")>>
"Never took you for the righteous type," <<he>> teases. "With that devilish grin of yours."
<<else>>
"I don't know about that," <<he>> says, pretending to roll <<his>> eyes. "I'm joking. I could tell you had a good heart ever since we first met."
<</if>>
<<elseif random(1, 14) is 11 and $fame.business gte 30>>
You tell <<him>> that you're an entrepreneur.
<<if $farm_stage gte 7>>
"You put in a good effort." <<He>> grins, gesturing to the fields. "Making you co-owner was one of the best decisions I've made."
<<else>>
<<He>> nods and smiles. "I like what you've done so far. Keep at it."
<</if>>
<<elseif random(1, 14) is 10 and $fame.social gte 30>>
You tell <<him>> that you schmooze in town. "It's nice that a townie elite can still get <<pher>> hands dirty with a country<<nnpc_gendery "Alex">> like me," <<he>> says teasingly.
<<elseif random(1, 14) is 9 and $adultshopclerk>>
You tell <<him>> that you also work as an adult shop clerk. "Do you get an employee discount? I could use more-" <<He>> cuts <<himself>> off. "Never mind."
<<elseif random(1, 14) is 8 and $spa_job gte 1>>
You tell <<him>> that you massage clients at the spa in town. "I'm overdue for one," <<he>> says. "Ever had a mud bath? I'd recommend it."
<<elseif random(1, 14) is 7 and $oceanbreezejob is 1>>
You tell <<him>> that you also wait tables at the town's cafe. "I'd probably be fired on my first day," <<he>> says. "I don't take kindly to harassment."
<<elseif random(1, 14) is 6 and $chef_state gte 1>>
You tell <<him>> that you also work as a chef at the town's cafe. "Sounds like a good hustle." <<He>> smiles. "We should have a cook-off sometime."
<<elseif random(1, 14) is 5 and $dockwork is 2>>
You tell <<him>> that you're also a dock worker. "Be careful with your spine," <<he>> warns. "Trust me. I'd know from experience."
<<elseif random(1, 14) is 4 and $stripclubbartendingintro is 1>>
You tell <<him>> that you moonlight as a bartender. "You fix up drinks? Why didn't you say something sooner?" <<His>> face lights up, and <<he>> proceeds to rave about liquor.
<<elseif random(1, 14) is 3 and $stripclubdancingintro is 1 or $dance_job_intro is 1>>
You tell <<him>> that you're also a dancer. <<He>> laughs for a good while. "I think I'm pretty good at it myself. Drew up quite the crowd." You don't think <<he>> meant the same kind of dancing you do.
<<elseif random(1, 14) is 2 and $brotheljob is 1 and $fame.prostitution gte 30>>
"I heard the rumours about you in the brothel. I'm surprised you still show up here. With the amount of bank you must be making." <<He>> eyes you up and down, then looks away, laughing.
<<if $uncomfortable.lewd is true>>
<<stress 6>><<gstress>>
<</if>>
<<elseif random(1, 14) is 1 and $fame.sex gte 400>>
"Rumours say you've racked up quite the body count." <<He>> smiles in awe.
<<if $alex_countdown is undefined and $farm_stage gte 7>>
"You're a <<if $player.gender_appearance is "f">>wo<</if>>man after my own heart, y'know that?"
<<else>>
"Takes some serious hustle. I respect it."
<</if>>
<<else>>
You shrug and gaze <<if Time.hour is 5>>out the window.<<else>>up at the sky.<</if>> <<He>> does likewise.
<</if>>
<</widget>>
<<widget "farm_cottage_options">>
<<set _farmbed to ($loveInterest.primary is "Alex" or $loveInterest.secondary is "Alex") ? "alex" : "farm">>
<<if $furnitureLocation is "farm cottage">>
<<set _bed to Furniture.get('bed')>>
<<if _bed is undefined or _bed is null>>
<<set _bed to Furniture.get('bed','bed')>>
<</if>>
<<furnitureicon _bed.iconFile>>
<<else>>
<<bedicon _farmbed>>
<</if>><<link [[Your room (0:01)|Farm Bedroom]]>><<pass 1>><<endevent>><</link>>
<br>
<<farmicon "alexbed">><<link [[Alex's room (0:01)|Farm Alex Bedroom]]>><<pass 1>><<endevent>><</link>>
<br>
<<kitchenicon "stove_farm">><<link [[Kitchen (0:01)|Farm Kitchen]]>><<pass 1>><</link>>
<br>
<<if $farm.stock>>
<<tendingicon "basket">><<link [[Check stock|Farm Stock]]>><<endevent>><</link>>
<br>
<</if>>
<br>
<<if C.npc.Alex.pregnancy.nursery is true>>
<<if $exposed gt 0 or ["split dress", "short ballgown", "large towel", "cropped hoodie", "slut shirt,", "tie-front top", "towel top"].includes($worn.upper.name) or ["split dress skirt", "short ballgown skirt", "micro pleated skirt", "miniskirt", "towel skirt"].includes($worn.lower.name)>>
<span class="pink">You're dressed too indecently to enter the nursery.</span>
<<elseif $liquidcount gte 1>>
<span class="pink">You should clean yourself before entering the nursery.</span>
<<else>>
<<childicon "crib">><<link [[Nursery|Childrens Home]]>><<set $exitPassage to $passage>><</link>>
<</if>>
<br><br>
<</if>>
<<getouticon>><<link [[Go outside (0:01)|Farm Work]]>>
<<pass 1>><<endevent>>
<<if $farm_stage gte 7 and ((hasSexStat("exhibitionism", 5) and $exposed gte 2) or (hasSexStat("exhibitionism", 4) and $exposed gte 1))>>
<<set $farm_naked to 1>>
<</if>>
<</link>>
<br>
<</widget>>
<<widget "farm_cottage_tv_options">>
<<if C.npc.Alex.pregnancy.pcKnowledge is true and C.npc.Alex.pregnancy.ultraSoundPics is true and C.npc.Alex.pregnancy.sample isnot true and getPregnancyObject().potentialFathers.length is 1>>
<<ind>><<link [[Show Alex your ultrasound pictures (0:05)|Farm PC Ultrasound Pics Show]]>><</link>>
<br><br>
<</if>>
<<if $alex_countdown is undefined>>
<<couchicon>><<link [[Cuddle Alex (0:20)|Farm Breakfast Cuddle]]>><<npcincr Alex love 1>><<pass 20>><</link>><<glove>>
<br>
<<farmicon "tv">><<link [[Watch TV with Alex (0:20)|Farm Breakfast TV]]>><<stress -2>><<pass 20>><</link>><<lstress>>
<br>
<<else>>
<<farmicon "tv">><<link [[Watch TV with Alex (0:20)|Farm Breakfast TV]]>><<stress -2>><<pass 20>><</link>><<lstress>>
<br>
<</if>>
<br>
<</widget>>
<<widget "destination_farm">>
<<if $bus is "farm_fields">>
<<link [[Next|Farm Fields]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<</if>>
<</widget>>
<<widget "cottage_bailey_options">>
<<babyRent>>
<<if $money gte $rentmoney + ($babyRent or 0)>>
<<link [[Pay up|Farm Cottage Bailey Pay]]>><</link>>
<br>
<<link [[Refuse|Farm Cottage Bailey Refuse]]>><<def 1>><</link>>
<br>
<<else>>
<<set $baileypaychain to 0>>
<<if $speech_attitude is "meek">>
"I-I don't have the money," you tell Bailey. "Please don't hurt Alex."
<<elseif $speech_attitude is "bratty">>
"I don't have it," you tell Bailey. "And wouldn't give you a penny if I did."
<<else>>
"I don't have it," you tell Bailey. "You're wasting your time."
<</if>>
<br>
Alex rests a hand on your shoulder. "We won't be blackmailed," <<he>> says, glaring at the intruder. "Get the fuck off
<<if C.npc.Alex.dom gte 20>>
my
<<else>>
our
<</if>> property."
<br><br>
"Fine," Bailey says. "My friends will be glad of it." <<nnpc_He Bailey>> turns and walks away.
<br><br>
<<if $bailey_encroach gte 1>>
<span class="pink"><i>Bailey will throw more support behind Remy, making encroachment rise faster still. <<nnpc_He Bailey>> will send reinforcements during Remy's assaults.</i></span>
<<else>>
<span class="pink"><i>Bailey will support Remy's attacks on the farm, making encroachment rise faster. <<nnpc_He Bailey>> will send reinforcements during Remy's assaults.</i></span>
<</if>>
<br><br>
<<link [[Next|Farm Cottage Bailey Refuse 2]]>><</link>>
<br>
<</if>>
<</widget>>
<<widget "farm_build_day">>
<<if $farm_stage gte 7>>
<<if $farm.build_timer gte 1>>
<<set $farm.build_timer -= 1>>
<</if>>
<<if $farm.build_timer lte 0>>
<<switch $farm.build>>
<<case "wall 1">>
<<set $farm.wall to 1>>
<<case "wall 2">>
<<set $farm.wall to 2>>
<<case "wall 3">>
<<set $farm.wall to 3>>
<<case "wall 4">>
<<set $farm.wall to 4>>
<<case "tower 1">>
<<set $farm.tower to 1>>
<<case "tower 2">>
<<set $farm.tower to 2>>
<<case "woodland 1">>
<<set $farm.woodland to 1>>
<<case "woodland 2">>
<<set $farm.woodland to 2>>
<<case "woodland 3">>
<<set $farm.woodland to 3>>
<<case "woodland 4">>
<<set $farm.woodland to 4>>
<<case "woodland 5">>
<<set $farm.woodland to 5>>
<<case "woodland 6">>
<<set $farm.woodland to 6>>
<<case "woodland 7">>
<<set $farm.woodland to 7>>
<<case "kennel 1">>
<<set $farm.kennel to 1>>
<<case "barn 1">>
<<set $farm.barn to 1>>
<<case "barn 2">>
<<set $farm.barn to 2>>
<<case "barn 3">>
<<set $farm.barn to 3>>
<<case "barn 4">>
<<set $farm.barn to 4>>
<<case "barn 5">>
<<set $farm.barn to 5>>
<<case "barn 6">>
<<set $farm.barn to 6>>
<<case "barn 7">>
<<set $farm.barn to 7>>
<<case "stable 1">>
<<set $farm.stable to 1>>
<<case "coop 1">>
<<set $farm.coop to 1>>
<<case "coop 2">>
<<set $farm.coop to 2>>
<<case "coop 3">>
<<set $farm.coop to 3>>
<<case "coop 4">>
<<set $farm.coop to 4>>
<<case "coop 5">>
<<set $farm.coop to 5>>
<<case "coop 6">>
<<set $farm.coop to 6>>
<<case "coop 7">>
<<set $farm.coop to 7>>
<<case "parasites 1">>
<<set $farm.parasitebarn to 1>>
<<case "parasites 2">>
<<set $farm.parasitebarn to 2>>
<<set _container to $container.farm>>
<<set _container.upgrades.capacity to 1>>
<<set _container.maxCount to 7>>
<<set _container.upgrades.foodStorage to 1>>
<<set _container.maxDaysWithoutFood to 31>>
<<set _container.upgrades.luxury to 3>>
<<case "irrigation">>
<<if $farm.irrigation is undefined>>
<<set $farm.irrigation to 1>>
<<elseif $farm.irrigation lt 9>>
<<set $farm.irrigation++>>
<</if>>
<<case "compost bin 1">>
<<set $farm.compostbin to 1>>
<<case "compost bin 2">>
<<set $farm.compostbin to 2>>
<<case "compost bin 3">>
<<set $farm.compostbin to 3>>
<<case "extract 1">>
<<set $farm.extract to 1>>
<<case "extract 2">>
<<set $farm.extract to 2>>
<<case "cooler 1">>
<<set $farm.cooler to 1>>
<<case "cooler 2">>
<<set $farm.cooler to 2>>
<<case "cooler 3">>
<<set $farm.cooler to 3>>
<<case "water field 1">>
<<set $farm.waterField to 1>>
<<set $farm.clearing to 1200>>
<<case "water field 2">>
<<set $farm.waterField to 2>>
<<set $farm.clearing to 100>>
<<case "water field 3">>
<<set $farm.waterField to 3>>
<<case "water field 4">>
<<set $farm.waterField to 4>>
<</switch>>
<<if $farm.build_finished is undefined or $farm.build_finished is 0>>
<<set $farm.build_finished to []>>
<</if>>
<<run $farm.build_finished.pushUnique($farm.build)>>
<<set $farm.build to 0>>
<</if>>
<</if>>
<</widget>>
<<widget "farm_fence_damage">>
<<if _args[0]>>
<<set _fence_mod to 1>>
<<if $farm.wall gte 2>>
<<set _fence_mod -= 0.5>>
<</if>>
<<set $farm_work.fence_damage += (_args[0] * _fence_mod)>>
<<set $farm_work.fence_damage = Math.clamp($farm_work.fence_damage, 0, 100)>>
<</if>>
<</widget>>
<<widget "farm_fence">>
<<if $farm.wall gte 3>>
<<set _text_output to "fence">>
<<elseif $farm.wall gte 1>>
<<set _text_output to "wall">>
<<else>>
<<set _text_output to "fence">>
<</if>>
<<print _text_output>>
<</widget>>
<<widget "guard_terms">>
<<farm_guard_wage>>
Security skill: <<guard_skill_text>> <<print $NPCList[0].skills.security>>
<br>
Weekly wage: <<printmoney $farm.tower_guard_wage>>
<br>
<i>Skill will improve over time, but <<he>> will ask for more pay as it does.</i>
<</widget>>
<<widget "guard_skill_text">>
<<if _args[0] is "tower" and $farm.tower_guard_skill isnot undefined>>
<<set _guard_skill to $farm.tower_guard_skill>>
<<else>>
<<set _guard_skill to $NPCList[0].skills.security>>
<</if>>
<<if _guard_skill gte 1000>>
<span class="green">S</span>
<<elseif _guard_skill gte 800>>
<span class="teal">A</span>
<<elseif _guard_skill gte 600>>
<span class="lblue">B</span>
<<elseif _guard_skill gte 400>>
<span class="blue">C</span>
<<elseif _guard_skill gte 200>>
<span class="purple">D</span>
<<else>>
<span class="pink">F</span>
<</if>>
<</widget>>
<<widget "farm_guard_pay">>
<<if $farm.tower_guard_unpaid gte 1>>
<<set _owed to ($farm.tower_guard_wage * $farm.tower_guard_unpaid)>>
You owe <<him>> <<printmoney _owed>> in wages.
<br>
<<if $money gte _owed>>
<<link [[Pay|Farm Tower Pay]]>><<money `-_owed` "farm">><<set $NPCList[0].trust += 1>><<farm_guard_paid>><</link>><<gtrust>><<note "+ Security skill" "green">><<note "+ Wage" "red">>
<br>
<</if>>
<</if>>
<</widget>>
<<widget "farm_guard_wage">>
<<set $farm.tower_guard_wage to 30000 + ($NPCList[0].skills.security * 100)>>
<</widget>>
<<widget "farm_guard_paid">>
<<set $NPCList[0].skills.security += (20 * $farm.tower_guard_unpaid)>>
<<set $NPCList[0].skills.security to Math.clamp($NPCList[0].skills.security, 0, 1000)>>
<<set $farm.tower_guard_skill to clone($NPCList[0].skills.security)>>
<<farm_guard_wage>>
<<set $farm.tower_guard_unpaid to 0>>
<<if $NPCList[0].skills.security gte 1000>>
<<earnFeat "Reliable Employer">>
<</if>>
<</widget>>
<<widget "farm_stock_init">>
<<set $farm.stock to {}>>
<<set $farm.stock.truffles to 0>>
<<set $farm.stock.eggs to 0>>
<<set $farm.stock.milk to 0>>
<</widget>>
<<widget "farm_stock">>
<<if _args[0]>>
<<if _args[1] and _args[2]>>
<<set $farm.stock[_args[0]] += Math.round(random(_args[1], _args[2]) * ($produce_yield_factor / 100))>>
<<elseif _args[1]>>
<<set $farm.stock[_args[0]] += Math.round(_args[1] * ($produce_yield_factor / 100))>>
<<else>>
<<set $farm.stock[_args[0]] += Math.round(1 * ($produce_yield_factor / 100))>>
<</if>>
<</if>>
<</widget>>
<<widget "farm_ride_events">>
<<rng 4>>
<<if $rng is 4>>
<<if $farm.aggro gte 80>>
You hear hooves approach from behind. Two of Remy's goons <span class="red">gallop</span> after you.
<br><br>
<<generate2>><<generate3>>
<<link [[Ride faster|Farm Ride Aggro Faster]]>><</link>><<skill_difficulty `currentSkillValue("thighskill")` "Thigh Skill" 400 1400>>
<br>
<<link [[Confront|Farm Ride Aggro Confront]]>><</link>>
<br>
<<elseif $farm.aggro gte 40>>
You hear hooves approach from behind. Two of Remy's goons ride after you. They're catching up.
<br><br>
<<generate2>><<generate3>>
<<link [[Ride faster|Farm Ride Faster]]>><</link>><<skill_difficulty `currentSkillValue("thighskill")` "Thigh Skill" 1 1000>>
<br>
<<link [[Confront|Farm Ride Confront]]>><</link>>
<br>
<<else>>
You hear hooves approach from behind. Two of Remy's goons ride after you, but they keep their distance.<<gstress>><<stress 6>><<gaggro>><<farm_aggro 1>>
<br><br>
<<destination_farm_ride>>
<</if>>
<<elseif $rng is 3>>
<<if $farm.beasts.horses lt -20 and $horsedisable is "f" and ($monster is 1 or $bestialitydisable is "f")>><!-- Modified for Beast People -->
The <<beasttype>> jerks in another direction, and breaks into a sprint, running across an open field. <<bHe>> stops beside a haybale, and leans forward, dropping you from the saddle.
<br><br>
You land on the hay, but the <<beasttype>> forces you down with <<bhis>> weight before you can escape.
<<if $monster gte 1>>
"Time for your duties," <<bhe>> says. "Slut."
<</if>>
<<if $NPCList[0].penis isnot "none">>
A firm object presses against your <<bottom>>.
<</if>>
<br><br>
<<link [[Next|Farm Ride Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<elseif $farm.beasts.horses lt 0 and $horsedisable is "f" and ($monster is 1 or $bestialitydisable is "f")>><!-- Modified for Beast People -->
The <<beasttype>> pulls to a stop, and refuses to take a step further.
<<if $monster is 1>>
"I'm frustrated," <<bhe>> says. "It's your job to fix it."
<<else>>
It neighs in frustration.
<</if>>
<br><br>
<<if hasSexStat("deviancy", 3)>>
<<link [[Handjob|Farm Ride Hand]]>><</link>><<deviant3>>
<br>
<</if>>
<<link [[Force <<bhim>> to continue|Farm Ride Force]]>><</link>><<skill_difficulty `currentSkillValue("thighskill")` "Thigh Skill" 1 1400>>
<br>
<<link [[Continue on foot|Farm Ride Foot]]>><</link>>
<br>
<<elseif $farm.beasts.horses lt 20>>
<<if $monster gte 1>>
The <<beasttype>> is silent as you ride, seeming lost in thought.
<<else>>
The <<beasttype>> doesn't cause a fuss as you ride.
<</if>>
<br><br>
<<destination_farm_ride>>
<<else>>
<<if $monster gte 1>>
The <<beasttype>> chats as you ride, and praises you for your management of the farm.
<<else>>
The <<beasttype>> seems happy to stretch <<bhis>> legs, and happy for you to ride it.
<</if>>
<br><br>
<<destination_farm_ride>>
<</if>>
<<elseif $rng is 2>>
The <<beasttype>> slows. <<bHes>> tiring already.
<br><br>
<<link [[Give <<bhim>> a break (0:10)|Farm Ride Break]]>><<pass 10>><</link>>
<br>
<<link [[Push <<bhim>>|Farm Ride Push]]>><</link>><<skill_difficulty `currentSkillValue("thighskill")` "Thigh Skill" 1 1000>>
<br>
<<else>>
A car honks as it drives by, agitating your <<beasttype>>. <<bHe>> veers away from the road, almost falling into a ditch.
<br><br>
<<link [[Soothe|Farm Ride Soothe]]>><</link>><<tendingdifficulty 1 1200>>
<br>
<<link [[Take charge|Farm Ride Charge]]>><<def 1>><</link>><<skill_difficulty `currentSkillValue("thighskill")` "Thigh Skill" 1 1200>>
<br>
<<link [[Ignore|Farm Ride Ignore]]>><<farm_horses -1>><</link>><<lrespect>>
<br>
<</if>>
<</widget>>
<<widget "destination_farm_ride">>
<<if $bus is "farm">>
You arrive at the farm, and dismount your steed.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<<else>>
You see the town up ahead. You leave your steed in a field to graze, and walk the rest of the way on foot.
<br><br>
<<link [[Next|Harvest Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<</widget>>
<<widget "farm_attack_auto">>
<<set _farm_fight to 0>>
<<if $farm.kennel gte 1>>
<<set _farm_fight += 1>>
<</if>>
<<if $farm.wall gte 4>>
<<set _farm_fight += 4>>
<<elseif $farm.wall gte 3>>
<<set _farm_fight += 3>>
<<elseif $farm.wall gte 2>>
<<set _farm_fight += 2>>
<<elseif $farm.wall gte 1>>
<<set _farm_fight += 1>>
<</if>>
<<if $farm.tower gte 2 and $farm.tower_guard>>
<<set _farm_fight += Math.trunc($farm.tower_guard_skill / 250)>>
<<elseif $farm.tower gte 1 and $farm.tower_guard>>
<<set _farm_fight += Math.trunc($farm.tower_guard_skill / 500)>>
<</if>>
<<switch $farm_stage>>
<<case 12>>
<<set _farm_damage to (9 - _farm_fight)>>
<<case 11>>
<<set _farm_damage to (8 - _farm_fight)>>
<<case 10>>
<<set _farm_damage to (7 - _farm_fight)>>
<<case 9>>
<<set _farm_damage to (6 - _farm_fight)>>
<<case 8>>
<<set _farm_damage to (5 - _farm_fight)>>
<<default>>
<<set _farm_damage to (4 - _farm_fight)>>
<</switch>><<set $farm_test to _farm_fight>>
<<if _farm_damage is 0 and $farm_stage gte 12>>
<<earnFeat "Heroic Victory">>
<</if>>
<<damage_farm "loop" _farm_damage>>
<<set $farm_attack_timer to random(17, 24)>>
<<set $farm_attacked to 1>>
<</widget>>
<<widget "damage_farm">>
<<if $fields_damaged is undefined>>
<<set $fields_damaged to 0>>
<</if>>
<<if _args[0] is "target">>
<<clear_plot farm _args[1]>>
<<set $fields_damaged++>>
<<elseif _args[0] is "loop">>
<<set _field_number to _args[1]>>
<<for _i to 0; _i lt _field_number; _i++>>
<<if $plots.farm[_i]>>
<<if $plots.farm[_i].stage gte 1>>
<<clear_plot farm _i>>
<<set $fields_damaged++>>
<<else>>
<<set _field_number++>>
<</if>>
<<else>>
<<set $farm_destroyed to true>>
<<break>>
<</if>>
<</for>>
<</if>>
<</widget>>
<<widget "farm_damage_report">>
<<if $fields_damaged is 0>>
<<if $farm_destroyed is true>>
The farm was attacked while you were gone, <span class="blue">but there were no fields to burn.</span>
<<else>>
The farm was attacked while you were gone, <span class="green">but the defenders fought valiantly, and not a single field was lost.</span>
<</if>>
<<elseif $fields_damaged is 1>>
The farm was attacked while you were gone, <span class="purple">and a field torched</span> before the defenders drove them off.<<gtrauma>><<trauma 6>>
<<elseif $fields_damaged is 9>>
The farm was attacked while you were gone, the defenders defeated, <span class="red">and all the fields torched.</span><<gggtrauma>><<trauma 24>>
<<else>>
The farm was attacked while you were gone, <span class="pink">and <<number $fields_damaged>> fields torched</span> before the defenders drove them off.<<ggtrauma>><<trauma 12>>
<</if>>
<br><br>
<<unset $fields_damaged>>
<<unset $farm_destroyed>>
<<unset $farm_attacked>>
<</widget>>
<<widget "farm_assault_intro">>
<span class="green">Alex is ready to fight.</span>
<br>
<<if $farm.kennel gte 1>>
<span class="green">The hounds are trained and ready to defend their masters.</span>
<<else>>
<span class="blue">The hounds are ready to defend the farm, but don't have any special training.</span>
<</if>>
<br>
<<if $farm.tower gte 2>>
<<if $farm.tower_guard>>
<span class="green">The watchtower and searchlight are operated by $farm.tower_guard,</span> with <<guard_skill_text "tower">> security skill.
<<else>>
<span class="red">The watchtower is empty,</span> but you could use it to get a better view.
<</if>>
<<elseif $farm.tower gte 1>>
<<if $farm.tower_guard>>
<span class="teal">The watchtower is operated by $farm.tower_guard,</span> with <<guard_skill_text "tower">> security skill.
<<else>>
<span class="red">The watchtower is empty,</span> but you could use it to get a better view.
<</if>>
<</if>>
<br>
<<if $farm.wall gte 4>>
<span class="green">The barbed metal fence around the farm is unclimbable. Attackers will need to cut their way in, which will take a while.</span>
<<elseif $farm.wall gte 3>>
<span class="teal">The tall metal fence around the farm will greatly slow attackers.</span>
<<elseif $farm.wall gte 2>>
<span class="lblue">The reinforced wall around the farm will slow attackers.</span>
<<elseif $farm.wall gte 1>>
<span class="blue">The wall around the farm will slightly slow attackers.</span>
<<else>>
<span class="purple">The wall and fence enclosing the farm provide a meagre barrier.</span>
<</if>>
<</widget>>
<<widget "farm_upgrades_current">>
<<if $farm.build>>
<<switch $farm.build>>
<<case "parasites 1">>
The parasite barn is being built.
<<case "parasites 2">>
The parasite barn is being expanded.
<<case "wall 1">>
The wall is undergoing a thorough repair.
<<case "wall 2">>
The wall is being reinforced.
<<case "wall 3">>
A metal fence is being built atop the stone wall.
<<case "wall 4">>
Barbed wire is being affixed atop the fence.
<<case "tower 1">>
A watchtower is being constructed at the edge of the fields.
<<case "tower 2">>
Searchlights are being affixed atop the watchtower.
<<case "kennel 1">>
A guard dog training facility is being constructed.
<<case "barn 1" "barn 2" "barn 3" "barn 4" "barn 5" "barn 6" "barn 7">>
The barn is being expanded.
<<case "woodland 1" "woodland 2" "woodland 3" "woodland 4" "woodland 5" "woodland 6" "woodland 7">>
A fence is being built around the nearby woodland.
<<case "stable 1">>
The stable is being expanded.
<<case "coop 1" "coop 2" "coop 3" "coop 4" "coop 5" "coop 6" "coop 7">>
The coop is being expanded.
<<case "irrigation">>
Irrigation is being installed in a field.
<<case "nursery">>
A nursery is being built in the cottage.
<<case "compost bin 1">>
A compost bin is being installed.
<<case "compost bin 2" "compost bin 3">>
The compost bin is being expanded.
<<case "extract 1">>
The aphrodisiac extraction system is being installed.
<<case "extract 2">>
The aphrodisiac extraction system is being upgraded.
<<case "cooler 1">>
The industrial cooler is being installed.
<<case "cooler 2" "cooler 3">>
The industrial cooler is being upgraded.
<<case "water field 1">>
A fence is being build around the water field site.
<<case "water field 2">>
The water field is being excavated.
<<case "water field 3">>
Synethetic liners is being installed on the water field.
<<case "water field 4">>
The water source and water control structures are being installed on the water field.
<</switch>>
<<if $farm.build_timer is 1>>
It'll be finished tomorrow.
<<else>>
It'll be finished in <<number $farm.build_timer>> days.
<</if>>
<br><br>
<</if>>
<</widget>>
<<widget "farm_upgrades_status">>
<<set _upgrade_count to 0>>
<<if $cottage_nursery_prep is 1 or C.npc.Alex.pregnancy.nursery is true>>
Cottage:
<span class ="green">A nice place for your livings.</span>
<br>
<<elseif talkedAboutPregnancy("Alex","pc") or (talkedAboutPregnancy("pc","Alex") and getPregnancyObject().potentialFathers.length is 1 and getPregnancyObject().fetus[0].father is "Alex") or C.npc.Alex.pregnancy.knowledge is true>>
Cottage:
<<link [[Nursery|Farm Upgrades Nursery]]>><</link>>
<br>
<</if>>
Wall:
<<if $farm.wall gte 4 or $farm.build is "wall 4">>
<span class="green">As sturdy as can be</span>
<<set _upgrade_count += 1>>
<<elseif $farm.wall is 3 or $farm.build is "wall 3">>
<<link [[Barbed wire|Farm Upgrades Wall 4]]>><</link>>
<<elseif $farm.wall is 2 or $farm.build is "wall 2">>
<<link [[Metal fence|Farm Upgrades Wall 3]]>><</link>>
<<elseif $farm.wall is 1 or $farm.build is "wall 1">>
<<link [[Reinforce|Farm Upgrades Wall 2]]>><</link>>
<<else>>
<<link [[Full repair|Farm Upgrades Wall 1]]>><</link>>
<</if>>
<br>
<<if $farm_stage gte 8>>
Security:
<<if $farm.tower is 2 or $farm.build is "tower 2">>
<span class="green">As watchful as can be</span>
<<set _upgrade_count += 1>>
<<elseif $farm.tower is 1 or $farm.build is "tower 1">>
<<link [[Searchlights|Farm Upgrades Tower 2]]>><</link>>
<<else>>
<<link [[Watchtower|Farm Upgrades Tower]]>><</link>>
<</if>>
<br>
Woodland:
<<if $farm.woodland gte 7 or $farm.build is "woodland 7">>
<span class="green">Annexed by the farm</span>
<<set _upgrade_count += 3>>
<<elseif $farm.woodland gte 6 or $farm.build is "woodland 6">><<set _upgrade_count += 2>>
<<link [[PURCHASE ALL OF IT!!!|Farm Upgrades Woodland 7]]>><</link>>
<<elseif $farm.woodland gte 5 or $farm.build is "woodland 5">><<set _upgrade_count += 2>>
<<link [[Purchase even more!!!|Farm Upgrades Woodland 6]]>><</link>>
<<elseif $farm.woodland gte 4 or $farm.build is "woodland 4">><<set _upgrade_count += 1>>
<<link [[Purchase even more!!|Farm Upgrades Woodland 5]]>><</link>>
<<elseif $farm.woodland gte 3 or $farm.build is "woodland 3">><<set _upgrade_count += 1>>
<<link [[Purchase even more!|Farm Upgrades Woodland 4]]>><</link>>
<<elseif $farm.woodland gte 2 or $farm.build is "woodland 2">>
<<link [[Purchase even more|Farm Upgrades Woodland 3]]>><</link>>
<<elseif $farm.woodland gte 1 or $farm.build is "woodland 1">>
<<link [[Purchase more|Farm Upgrades Woodland 2]]>><</link>>
<<else>>
<<link [[Purchase|Farm Upgrades Woodland 1]]>><</link>>
<</if>>
<br>
Kennel:
<<if $farm.kennel gte 1 or $farm.build is "kennel 1">>
<span class="green">State of the art</span>
<<set _upgrade_count += 1>>
<<else>>
<<link [[Outfit with training facilities|Farm Upgrades Kennel 1]]>><</link>>
<</if>>
<br>
Barn:
<<if $farm.barn gte 7 or $farm.build is "barn 7">>
<span class="green">As robust as can be</span>
<<set _upgrade_count += 3>>
<<elseif $farm.barn gte 6 or $farm.build is "barn 6">><<set _upgrade_count += 2>>
<<link [[Expand|Farm Upgrades Barn 7]]>><</link>>
<<elseif $farm.barn gte 5 or $farm.build is "barn 5">><<set _upgrade_count += 2>>
<<link [[Expand|Farm Upgrades Barn 6]]>><</link>>
<<elseif $farm.barn gte 4 or $farm.build is "barn 4">><<set _upgrade_count += 1>>
<<link [[Expand|Farm Upgrades Barn 5]]>><</link>>
<<elseif $farm.barn gte 3 or $farm.build is "barn 3">><<set _upgrade_count += 1>>
<<link [[Expand|Farm Upgrades Barn 4]]>><</link>>
<<elseif $farm.barn gte 2 or $farm.build is "barn 2">><<set _upgrade_count += 1>>
<<link [[Expand|Farm Upgrades Barn 3]]>><</link>>
<<elseif $farm.barn gte 1 or $farm.build is "barn 1">>
<<link [[Expand|Farm Upgrades Barn 2]]>><</link>>
<<else>>
<<link [[Outfit with new milking equipment|Farm Upgrades Barn 1]]>><</link>>
<</if>>
<br>
Stable:
<<if $farm.stable gte 1 or $farm.build is "stable 1">>
<span class="green">As sophisticated as can be</span>
<<set _upgrade_count += 1>>
<<else>>
<<link [[Expand|Farm Upgrades Stable 1]]>><</link>>
<</if>>
<br>
Coop:
<<if $farm.coop gte 7 or $farm.build is "coop 7">>
<span class="green">As big as can be</span>
<<set _upgrade_count += 3>>
<<elseif $farm.coop gte 6 or $farm.build is "coop 6">><<set _upgrade_count += 2>>
<<link [[MOREEEEEEEEE!!!|Farm Upgrades Coop 7]]>><</link>>
<<elseif $farm.coop gte 5 or $farm.build is "coop 5">><<set _upgrade_count += 2>>
<<link [[EXPAND AGAIN!!!|Farm Upgrades Coop 6]]>><</link>>
<<elseif $farm.coop gte 4 or $farm.build is "coop 4">><<set _upgrade_count += 1>>
<<link [[Expand again!!!|Farm Upgrades Coop 5]]>><</link>>
<<elseif $farm.coop gte 3 or $farm.build is "coop 3">><<set _upgrade_count += 1>>
<<link [[Expand again!!|Farm Upgrades Coop 4]]>><</link>>
<<elseif $farm.coop gte 2 or $farm.build is "coop 2">><<set _upgrade_count += 1>>
<<link [[Expand again!|Farm Upgrades Coop 3]]>><</link>>
<<elseif $farm.coop gte 1 or $farm.build is "coop 1">>
<<link [[Expand again|Farm Upgrades Coop 2]]>><</link>>
<<else>>
<<link [[Expand|Farm Upgrades Coop 1]]>><</link>>
<</if>>
<br>
Tractor:
<<if $farm isnot undefined>>
<<if $farm.tractor is undefined>>
<<set $farm.tractor = 0>>
<</if>>
<</if>>
<<if $farm.tractor gte 3>>
<span class="green">As powerful as it can be</span><<set _upgrade_count += 1>>
<<elseif $farm.tractor gte 2>>
<<link [[Upgrade|Farm Upgrades Tractor 3]]>><</link>>
<<elseif $farm.tractor gte 1>>
<<link [[Upgrade|Farm Upgrades Tractor 2]]>><</link>>
<<else>>
<<link [[Purchase|Farm Upgrades Tractor 1]]>><</link>>
<</if>>
<br>
<<if $farm.tractor gte 1>>
Plough Attachment:
<<if $farm.tractorplough is true>>
<span class="green">Bought.</span>
<<else>>
<<link [[Purchase|Farm Upgrades Tractor Plough]]>><</link>>
<</if>>
<br>
Seed Drill attachment:
<<if $farm.tractorseeddrill is true>>
<span class="green">Bought.</span>
<<else>>
<<link [[Purchase|Farm Upgrades Tractor Seed Drill]]>><</link>>
<</if>>
<br>
Harvester attachment:
<<if $farm.tractorharvester is true>>
<span class="green">Bought.</span>
<<else>>
<<link [[Purchase|Farm Upgrades Tractor Harvester]]>><</link>>
<</if>>
<br>
Loader attachment:
<<if $farm.tractorloader is true>>
<span class="green">Bought.</span>
<<else>>
<<link [[Purchase|Farm Upgrades Tractor Loader]]>><</link>>
<</if>>
<br>
<<if $farm.tractorplough is true and $farm.tractorseeddrill is true and $farm.tractorharvester is true and $farm.tractorloader is true>>
<<set _upgrade_count += 1>>
<</if>>
<</if>>
Compost Bin:
<<if $farm isnot undefined>>
<<if $farm.compostbin is undefined>>
<<set $farm.compostbin = 0>>
<</if>>
<</if>>
<<if $farm.compostbin gte 3 or $farm.build is "compost bin 3">>
<span class="green">As large as it can be</span><<set _upgrade_count += 1>>
<br>
<<elseif $farm.compostbin gte 2 or $farm.build is "compost bin 2">>
<<link [[Upgrade|Farm Upgrades Compost Bin 3]]>><</link>>
<br>
<<elseif $farm.compostbin gte 1 or $farm.build is "compost bin 2">>
<<link [[Upgrade|Farm Upgrades Compost Bin 2]]>><</link>>
<br>
<<else>>
<<link [[Purchase|Farm Upgrades Compost Bin 1]]>><</link>>
<br>
<</if>>
<<if $sciencetrait gte 2>>
Aphrodisiac Extraction System:
<<if $farm isnot undefined>>
<<if $farm.extract is undefined>>
<<set $farm.extract = 0>>
<</if>>
<</if>>
<<if $farm.extract gte 2 or $farm.build is "extract 2">>
<span class="green">As advanced as it can be</span><<set _upgrade_count += 1>>
<<elseif $farm.extract gte 1 and $sciencetrait gte 4 or $farm.build is "extract 1">>
<<link [[Upgrade|Farm Upgrades Extract 2]]>><</link>>
<<elseif $farm.extract is 0>>
<<link [[Purchase|Farm Upgrades Extract 1]]>><</link>>
<</if>>
<br>
<</if>>
<<if $farm_stage gte 10>>
Net Upgrades:
<<if $farm isnot undefined>>
<<if $farm.net is undefined>>
<<set $farm.net = 0>>
<</if>>
<</if>>
<<if $farm.net gte 4>>
<span class="green">Your nets are as portable as they can be.</span>
<<set _upgrade_count += 1>>
<<elseif $farm.net gte 3>>
<<link [[Upgrade to Polypropylene|Farm Upgrades Net 4]]>><</link>>
<<elseif $farm.net gte 2>>
<<link [[Upgrade to Polyethylene|Farm Upgrades Net 3]]>><</link>>
<<elseif $farm.net gte 1>>
<<link [[Upgrade to Nylon|Farm Upgrades Net 2]]>><</link>>
<<elseif $farm.net is 0>>
<<link [[Upgrade to Polyester|Farm Upgrades Net 1]]>><</link>>
<</if>>
<br>
<</if>>
Industrial Cooler:
<<if $farm isnot undefined>>
<<if $farm.cooler is undefined>>
<<set $farm.cooler = 0>>
<</if>>
<</if>>
<<if $farm.cooler gte 3 or $farm.build is "cooler 3">>
<span class="green">As large as it can be</span><<set _upgrade_count += 1>>
<br>
<<elseif $farm.cooler gte 2 or $farm.build is "cooler 2">>
<<link [[Upgrade|Farm Upgrades Cooler 3]]>><</link>>
<br>
<<elseif $farm.cooler gte 1 or $farm.build is "cooler 1">>
<<link [[Upgrade|Farm Upgrades Cooler 2]]>><</link>>
<br>
<<else>>
<<link [[Purchase|Farm Upgrades Cooler 1]]>><</link>>
<br>
<</if>>
<<if $farm_stage gte 12>>
Water field:
<<if $farm isnot undefined>>
<<if $farm.waterField is undefined>>
<<set $farm.waterField = 0>>
<</if>>
<</if>>
<<if $farm.waterField gte 4 or $farm.build is "water field 4">>
<span class="green">Completed</span><<set _upgrade_count += 1>>
<br>
<<elseif $farm.waterField gte 3 or $farm.build is "water field 3">>
<<link [[Install the water infrastructure|Farm Upgrades Water Field 4]]>><</link>>
<br>
<<elseif $farm.waterField gte 2 or $farm.build is "water field 2">>
<<link [[Install synthetic lining|Farm Upgrades Water Field 3]]>><</link>>
<br>
<<elseif $farm.waterField gte 1 or $farm.build is "water field 1">>
<<link [[Hire an excavation team|Farm Upgrades Water Field 2]]>><</link>>
<br>
<<else>>
<<link [[Purchase land|Farm Upgrades Water Field 1]]>><</link>>
<br>
<</if>>
<</if>>
Farm Irrigation:
<<if $farm.irrigation gte 9>>
<span class="green">Every field has irrigation</span>
<<set _upgrade_count += 1>>
<<elseif $farm.irrigation is $plots.farm.length>>
<span class="green">Every current field has irrigation</span>
<<else>>
<<link [[Build field irrigation|Farm Upgrades Irrigation]]>><</link>>
<</if>>
<br>
<<if ($sexStats.anus.pregnancy.parasiteBirthEvents gte 1 or $sexStats.vagina.pregnancy.parasiteBirthEvents gte 1) and ($farm.parasitebarn gte 1 or $farm.build is "parasites 1")>>
Parasite Barn:
<<if $farm.parasitebarn gte 2 or $farm.build is "parasites 2">>
<span class="green">As big as can be</span>
<<else>>
<<link [[Expand|Farm Upgrades Parasite Barn 2]]>><</link>>
<</if>>
<br>
<</if>>
<br>
<</if>>
<</widget>>
<<widget "alex_pregnancy_comment">>
<<if playerBellyVisible()>>
<<if !talkedAboutPregnancy("pc","Alex")>>
<<setTalkedAboutPregnancy "pc" "Alex">>
<<if $farm_stage gte 7>>
Alex stares your belly in horror. "You're...you're pregnant?! You didn't tell me anything..."
<<if getPregnancyObject().potentialFathers.length gte 2>>
<<He>> sounds disappointed.
<br><br>
"W-well, you can take a break from the farm whenever you're not feeling well," <<he>> says.
<br><br>
<<else>>
<br><br>
<<He>> looks at you, as if waiting for a response.
"Actually, let's go to the cottage, shall we?" Alex leads you inside.
<br><br>
<</if>>
<<else>>
<<He>> looks to your belly. "Oh, got yourself knocked up? You can take a break from the farm if you feel it's much for you. I don't mind," <<he>> says.
<br><br>
<</if>>
<<else>>
<<if $farm_stage gte 7 and $alex_countdown is undefined>>
"Please take a break whenever you're not feeling well," <<he>> says.
<br><br>
<<else>>
<<He>> looks to your belly. "Don't forget that you can take a break from the farm if you're not feeling well," <<he>> says.
<br><br>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "alex_cottage_pregnancy_reveal">>
<<npc "Alex">>
<<if Time.hour gte 5 and Time.hour lte 6>>
Alex seems nervous about something.
<<else>>
You hear more movement than usual at Alex's bedroom, curious, you enter <<his>> bedroom, only to find a nervous Alex wandering in the room.
<</if>>
<br><br>
You approach <<him>>.
<<if $speech_attitude is "meek">>
"I-is something wrong? I'm worried about you," you ask.
<<elseif $speech_attitude is "bratty">>
"What's wrong? Never seen you like this before," you ask.
<<else>>
"You okay? You don't look like yourself," you ask.
<</if>>
<br><br>
Alex turns to you and <<his>> nervousness is replaced with a big smile.
<<if pregnancyCountBetweenParents("Alex", "pc") lte 0 or pregnancyCountBetweenParents("pc", "Alex") lte 0>>
"Sorry, I'm just not really sure how to deal with this kind of stuff. Would you take a seat?" You nod.
<<else>>
"Funny, I thought I would be more prepared next time. Would you take a seat?" You nod.
<</if>>
<br><br>
<<link [[Next|Farm Alex Pregnancy Reveal]]>><</link>>
<</widget>>
<<widget "pcPregnancyRevealToAlex">>
<<if talkedAboutPregnancy("pc","Alex")>>
<<if C.npc.Alex.pregnancy.pcKnowledge isnot true>>
<<if getPregnancyObject().fetus[0].father is "Alex" and getPregnancyObject().potentialFathers.length is 1>>
<span class="blue">Maybe this is a good opportunity to tell Alex that <<he>> is the father.</span>
<br>
<<link [[Tell Alex that <<he>> is the father|Farm PC Pregnancy Reveal]]>><<endevent>><</link>>
<<if $passage is "Farm Rest" or $passage is "Farm Rest Refuse">>
<<if $farm_work.alex_relax lt 3>>
<br>
<<else>>
<br>
<<link [[Not now|Farm Work]]>><<endevent>><<unset $farm_relax_drink>><<set $farm_work.alex to "still">><</link>>
<</if>>
<<elseif $passage is "Farm Work">>
<br>
<<link [[Not now|Farm Work]]>><<endevent>><</link>>
<<else>>
<br><br>
<</if>>
<<else>>
<span class="blue">Maybe it's okay to assume that Alex is the father?</span>
<br>
<<link [[Tell Alex that <<he>> may be the father|Farm PC Pregnancy Reveal Unknown]]>><<endevent>><<set $phase to 1>><</link>>
<<if $passage is "Farm Rest" or $passage is "Farm Rest Refuse">>
<<if $farm_work.alex_relax lt 3>>
<br>
<<else>>
<br>
<<link [[Not now|Farm Work]]>><<endevent>><<unset $farm_relax_drink>><<set $farm_work.alex to "still">><</link>>
<</if>>
<<elseif $passage is "Farm Work">>
<br>
<<link [[Not now|Farm Work]]>><<endevent>><</link>>
<<else>>
<br><br>
<</if>>
<</if>>
<<elseif C.npc.Alex.pregnancy.pcKnowledge and C.npc.Alex.pregnancy.test is true>>
<<endevent>>
<span class="blue">Alex will believe in you now that you have a paternity test.</span>
<br>
<<link [[Hand Alex the paternity test results|Farm PC Pregnancy Reveal]]>><</link>>
<<if $passage is "Farm Rest" or $passage is "Farm Rest Refuse">>
<<if $farm_work.alex_relax lt 3>>
<br>
<<else>>
<br>
<<link [[Not now|Farm Work]]>><<unset $farm_relax_drink>><<set $farm_work.alex to "still">><</link>>
<</if>>
<<elseif $passage is "Farm Work">>
<br>
<<link [[Not now|Farm Work]]>><</link>>
<<else>>
<br><br>
<</if>>
<</if>>
<<elseif playerIsPregnant() and playerAwareTheyArePregnant() and !talkedAboutPregnancy("pc","Alex")>>
<<if getPregnancyObject().fetus[0].father is "Alex" and getPregnancyObject().potentialFathers.length is 1>>
<<endevent>>
<<if $genderknown.includes("Alex") and !$player.vaginaExist and !knowsAboutAnyPregnancy("pc","Alex")>>
<<if C.npc.Alex.pregnancy.ultraSound and C.npc.Alex.pregnancy.ultraSound.includes("collected")>>
<span class="blue">Maybe this is a good opportunity to talk to Alex about your pregnancy again.</span>
<br>
<<link [[Prove to Alex that you're pregnant|Farm PC Pregnancy Reveal]]>><</link>>
<<else>>
<span class="blue">Maybe this is a good opportunity to tell Alex about your pregnancy.</span>
<br>
<<link [[Tell Alex that you're pregnant|Farm PC Pregnancy Reveal Mpreg Alt]]>><</link>>
<</if>>
<<else>>
<span class="blue">Maybe this is a good opportunity to tell Alex about your pregnancy.</span>
<br>
<<link [[Tell Alex that you're pregnant|Farm PC Pregnancy Reveal]]>><</link>>
<</if>>
<<if $passage is "Farm Rest" or $passage is "Farm Rest Refuse">>
<<if $farm_work.alex_relax lt 3>>
<br>
<<else>>
<br>
<<link [[Not now|Farm Work]]>><<unset $farm_relax_drink>><<set $farm_work.alex to "still">><</link>>
<</if>>
<<elseif $passage is "Farm Work">>
<br>
<<link [[Not now|Farm Work]]>><</link>>
<<else>>
<br><br>
<</if>>
<<else>>
<<if $genderknown.includes("Alex") and !$player.vaginaExist and !knowsAboutAnyPregnancy("pc","Alex")>>
<<if C.npc.Alex.pregnancy.ultraSound and C.npc.Alex.pregnancy.ultraSound.includes("collected")>>
<span class="blue">Maybe this is a good opportunity to talk to Alex about your pregnancy again.</span>
<br>
<<link [[Prove to about your pregnancy and that <<he>> may be the father|Farm PC Pregnancy Reveal Unknown]]>><<endevent>><<set $phase to 1>><</link>>
<<else>>
<span class="blue">Maybe it's okay to assume that Alex is the father?</span>
<br>
<<link [[Tell Alex about your pregnancy and that <<he>> may be the father|Farm PC Pregnancy Reveal Mpreg Alt]]>><<endevent>><</link>>
<</if>>
<<else>>
<span class="blue">Maybe it's okay to assume that Alex is the father?</span>
<br>
<<link [[Tell Alex about your pregnancy and that <<he>> may be the father|Farm PC Pregnancy Reveal Unknown]]>><<endevent>><<set $phase to 1>><</link>>
<</if>>
<<if $passage is "Farm Rest" or $passage is "Farm Rest Refuse">>
<<if $farm_work.alex_relax lt 3>>
<br>
<<else>>
<br>
<<link [[Not now|Farm Work]]>><<endevent>><<unset $farm_relax_drink>><<set $farm_work.alex to "still">><</link>>
<</if>>
<<elseif $passage is "Farm Work">>
<br>
<<link [[Not now|Farm Work]]>><<endevent>><</link>>
<<else>>
<br><br>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "pcFarmBirth">>
<<npc "Alex">>
<<if $farm_stage gte 7 and getPregnancyObject().potentialFathers.length is 1 and getPregnancyObject().fetus[0].father is "Alex" and talkedAboutPregnancy("pc","Alex") and C.npc.Alex.pregnancy.pcKnowledge is true>>
You call for Alex. "I'm coming!" <<he>> shouts.
<br>
"What's wrong?" <<he>> asks. Approaching you, <<he>> sees your soaked crotch. "Oh...it's time already?"
<br><br>
<<if $speech_attitude is "meek">>
"I...I think so," you say.
<<elseif $speech_attitude is "bratty">>
"No shit, Sherlock," you say.
<<else>>
"It seems so," you say.
<</if>>
<br><br>
Alex tenses up, but quickly composes <<himself>>. "Here, let's go inside," <<he>> says, guiding you into the cottage and onto the sofa.
<br>
It doesn't take long before you start feeling contractions, this time stronger than usual. It's a little difficult to breathe.
<br><br>
Alex gives you a preoccupied glance. "Don't worry," <<he>> reassures you. "I'll call the local doctor."
<br><br>
<<link [[Next|Farm PC Birth]]>><</link>>
<<else>>
You hear footsteps approaching you. Turning around, you see a preoccupied Alex. "Hey, mate, are you okay?"
<br><br>
Looking closer, <<he>> notices fluids flowing from your groin, soaking your legs. "Y-You're in labour?!
<<if !talkedAboutPregnancy("pc","Alex")>>
<<setTalkedAboutPregnancy "pc" "Alex">><<set C.npc.Alex.pregnancy.pcKnowledge to true>>
I didn't even know you were pregnant!
<</if>>
Come on, let's get<<if $location isnot "alex_cottage">> in the cottage<<else>> get you on the sofa<</if>>, I'll call an ambulance for you," <<he>> says, taking you by the arm.
<br><br>
<<if $location isnot "alex_cottage">>Inside the cottage,<</if>> Alex guides you to the sofa. As soon as you take a seat, <<he>> reaches for <<his>> phone. <<He>> calls the emergency line and explains your situation.
<br><br>
"It shouldn't be long now," <<he>> says, placing <<his>> phone in <<his>> pocket again and taking a seat next to you.
<br><br>
Through your painful contractions, you manage to give <<him>> a smile and a nod.
<br><br>
<<link [[Next|Farm PC Birth]]>><<set $ambulance to 1>><</link>>
<</if>>
<</widget>>
<<widget "farm_clear">>
<<if $farm_work.alex is "clearing">>
<<set _baseTime = 20>>
<<set _baseTiredsness = 2>>
<<else>>
<<set _baseTime = 40>>
<<set _baseTiredsness = 4>>
<</if>>
<<if $location is "alex_farm">>
<<if $farm.tractor gte 1>>
<<set _baseTiredsness = Math.round(_baseTiredsness * 0.8)>>
<</if>>
<<if $farm.tractor gte 3>>
<<set _tractor = 0.25>>
<<elseif $farm.tractor gte 2>>
<<set _tractor = 0.5>>
<<elseif $farm.tractor gte 1>>
<<set _tractor = 1>>
<</if>>
<<set _farmCleared to 1>>
<<if $farm.tractorloader is true>>
<<set _baseTime = Math.round(_baseTime * (0.5 * _tractor))>>
<<set _baseTiredsness = Math.round(_baseTiredsness * (0.5 * _tractor))>>
<<else>>
<<set _farmCleared to _farmCleared + Math.floor(currentSkillValue('physique') / 10000) + Math.floor(currentSkillValue('tending') / 500)>>
<</if>>
<</if>>
<<farm_count _baseTime>>
<<pass _baseTime>>
<<tiredness _baseTiredsness>>
<<if $farm.tractor gte 1>>
<<set $farm.clearing = Math.round($farm.clearing - (_farmCleared + Math.floor(1 / _tractor)))>>
<<else>>
<<set $farm.clearing = Math.round($farm.clearing - _farmCleared)>>
<</if>>
<</widget>>
<<widget "composting">>
<<composting1>>
<<composting2>>
<<composting3>>
<<composting4>>
<</widget>>
<<widget "composting1">>
<<if $farm.compostbin gte 1 and $farm.compostProducing[0] is -1 and $farm.compostWaiting gte 3000>>
<<set $farm.compostProducing[0] to random(2, 4)>>
<<set $farm.compostWaiting -= 3000>>
<<elseif $farm.compostProducing[0] gte 0>>
<<set $farm.compostProducing[0] -= 1>>
<<if $farm.compostProducing[0] is 0>>
<<set $farm.compostReady += 1>>
<<set $farm.compostProducing[0] -= 1>>
<<composting1>>
<</if>>
<</if>>
<</widget>>
<<widget "composting2">>
<<if $farm.compostbin gte 2 and $farm.compostProducing[1] is -1 and $farm.compostWaiting gte 3000>>
<<set $farm.compostProducing[1] to random(2, 4)>>
<<set $farm.compostWaiting -= 3000>>
<<elseif $farm.compostProducing[1] gte 0>>
<<set $farm.compostProducing[1] -= 1>>
<<if $farm.compostProducing[1] is 0>>
<<set $farm.compostReady += 1>>
<<set $farm.compostProducing[1] -= 1>>
<<composting2>>
<</if>>
<</if>>
<</widget>>
<<widget "composting3">>
<<if $farm.compostbin gte 3 and $farm.compostProducing[2] is -1 and $farm.compostWaiting gte 3000>>
<<set $farm.compostProducing[2] to random(2, 4)>>
<<set $farm.compostWaiting -= 3000>>
<<elseif $farm.compostProducing[2] gte 0>>
<<set $farm.compostProducing[2] -= 1>>
<<if $farm.compostProducing[2] is 0>>
<<set $farm.compostReady += 1>>
<<set $farm.compostProducing[2] -= 1>>
<<composting3>>
<</if>>
<</if>>
<</widget>>
<<widget "composting4">>
<<if $farm.compostbin gte 3 and $farm.compostProducing[3] is -1 and $farm.compostWaiting gte 3000>>
<<set $farm.compostProducing[3] to random(2, 4)>>
<<set $farm.compostWaiting -= 3000>>
<<elseif $farm.compostProducing[3] gte 0>>
<<set $farm.compostProducing[3] -= 1>>
<<if $farm.compostProducing[3] is 0>>
<<set $farm.compostReady += 1>>
<<set $farm.compostProducing[3] -= 1>>
<<composting4>>
<</if>>
<</if>>
<</widget>>
<<widget "securityskill">>
<<set $NPCList[0].skills.security += 20>>
<<set $NPCList[0].skills.security to Math.clamp($NPCList[0].skills.security, 0, 1000)>>
<<set $farm.tower_guard_skill to clone($NPCList[0].skills.security)>>
<<if $NPCList[0].skills.security gte 1000>>
<<earnFeat "Reliable Employer">>
<</if>>
<</widget>>
<<widget "alexBoozeShopping">>
<<if $alexBooze is "noID">>
A slightly annoyed look appears on <<his>> face as <<he>> turns back toward you.
<<if C.npc.Alex.dom gte 20>>
"Thought I included some alcohol on the list," Alex says, the annoyance dripping from <<his>> voice.
<br><br>
"Sorry, I don't have an ID."
<br><br>
<<He>> cocks <<his>> head to the side, opening <<his>> mouth to speak before closing it again. Alex gives a nod and a mumbled apology.
<br><br>
<<else>>
"Why'd you leave out the alcohol?" Alex says, not trying to hide <<his>> displeasure. <<He>> draws closer, not leaving you with much space.<<gstress>><<stress 6>>
<br><br>
<<if $speech_attitude is "meek">>
"I'm sorry...I don't have an ID. Don't be angry..."
<<elseif $speech_attitude is "bratty">>
"Cause I don't have a fucking ID."
<<else>>
"Sorry, I didn't have an ID."
<</if>>
<br><br>
"Should have mentioned it before I sent you out," <<he>> grumbles, staring at you for a moment. <<He>> turns away once again, leaving a bitter taste in the air as <<he>> walks off.<<gstress>><<stress 6>>
<br><br>
<</if>>
<<link [[Give Alex the money|Farm Shopping Booze]]>><</link>>
<br>
<<link [[Keep the money|Farm Work]]>><<money $farm_work.shopping_money "farm">><<endevent>><</link>>
<<elseif $alexBooze is "noBooze">>
A slightly annoyed look appears on <<his>> face as <<he>> turns back toward you.
<<if C.npc.Alex.dom gte 20>>
"Why'd you leave out the alcohol?" Alex says, not trying to hide <<his>> displeasure. <<He>> draws closer, not leaving you with much space.<<gstress>><<stress 6>>
<br><br>
<<if $speech_attitude is "meek">>
"I'm...I'm sorry...I'm just worried about you..."
<br><br>
Alex's face softens slightly, but the anger is still evident on it. <<He>> steps away, giving you some space. "Nothing to worry about. I'm right as rain."
<br><br>
<<He>> bumps shoulders with you before turning back toward the farmhouse. You swore <<he>> mumbled an apology.<<lstress>><<stress -6>>
<<elseif $speech_attitude is "bratty">>
"Because you drink too fucking much!" you shout before pushing Alex away.
<br><br>
<<He>> glares at you, clutching the basket tightly. <<Hes>> gritting <<his>> teeth tightly. "You got no fucking right to tell me if I'm drinking too much." Alex wastes not a moment turning away and heading back to the farmhouse.<<llove>><<ldom>><<npcincr "Alex" dom -1>>
<<else>>
"Thought you had plenty already."
<br><br>
"Wouldn't have put it on the list if I had enough of it," Alex huffs before turning away. <<He>> looks over <<his>> shoulder with a hint of anger in <<his>> eyes. "Just enjoying my life," <<he>> says. "What's wrong with that?" <<He>> heads back to the farmhouse.<<gstress>><<stress 6>>
<</if>>
<<else>>
"Thought I included some alcohol on the list," Alex says, the annoyance dripping from <<his>> voice.
<br><br>
"You did. Thought you had plenty of it still."
<br><br>
Alex stares at you for a bit too long. You can tell <<he>> is biting <<his>> tongue. <<He>> shakes <<his>> head before sighing.
<br><br>
"Always can do with a little more. I'll go myself later and pick some up." <<His>> voice betrays the irritation <<he>> tried to brush off.
<</if>>
<br><br>
<<link [[Give Alex the money|Farm Shopping Booze]]>><</link>>
<br>
<<link [[Keep the money|Farm Work]]>><<money $farm_work.shopping_money "farm">><<endevent>><</link>>
<<else>>
A wide smile appears at the sight of the alcohol.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<</if>>
<</widget>>
<<widget "alexRemyTattoosCheck">>
<<if $alex_countdown is undefined and $farm_stage gte 7>>
<<bodywritingExposureCheck>>
<<if $alexRemyTattoosKnow is undefined>>
<<set $alexRemyTattoosKnow = []>>
<</if>>
<<for _bodypart, _tattoos range $skin>>
<<if _tattoos.special is "cattle" and _skin_array.includes(_bodypart) and !$alexRemyTattoosKnow.includes(_bodypart) and !$weekly.alexRemyTattoos and $rng gte 90>>
<<set $weekly.alexRemyTattoos to 0>>
<<run $alexRemyTattoosKnow.push(_bodypart)>>
<<break>>
<<elseif _tattoos.special isnot "cattle" and $alexRemyTattoosKnow.includes(_bodypart)>>
/* Alex discovers that Remy's tattoo on the PC is missing. */
<<set $alexRemyTattoosKnow to $alexRemyTattoosKnow.filter(part => part !== _bodypart)>>
<</if>>
<</for>>
<<if $weekly.alexRemyTattoos is 0>>
<<set $weekly.alexRemyTattoos to 1>>
<<set $phase = _args[0]>>
<<switch $phase>>
<<case "breakfast">>
You approach Alex and start the kettle to help <<him>> with breakfast. <<He>> smiles at you, then stops short.
<<case "chores">>
You walk up to Alex to help with the farm chores. <<He>> waves, but stops short. <<He>> looks closer at your skin before <<his>> brow furrows.
<<case "cuddle">>
You approach Alex to cuddle with <<him>>. <<He>> gives you an acknowledging glance before <<he>> hesitates.
<<case "cuddleDesk">>
You approach Alex to cuddle with <<him>>. <<He>> gives you an acknowledging glance before <<he>> hesitates. <<He>> holds up a finger to you, signalling for you to wait. "Great, thank you. We appreciate your business," <<he>> says into the phone. <<He>> sets it down on the desk, and turns back to you with a frown.
<<case "rest">>
You approach Alex. <<He>> tips <<his>> hat at you as you sit down. <<He>> looks like <<hes>> going to say something when <<he>> stops.
<</switch>>
<br><br>
<<if ["cattle brand", "Remy's cattle", "Remy's cow", "Remy's bull"].includes(_tattoos.writing)>>
"What is this?" <<he>> demands. You shift to see what <<he>> is looking at and see that <<he>> is glaring at your <<tattoo _bodypart>>.
<<if ["left_shoulder", "right_shoulder"].includes(_bodypart)>>
<<He>> grabs your wrist, pulling your arm closer to <<him>>.
<<else>>
<<He>> places a hand over it, rubbing at your skin.
<</if>>
<br><br>
<<link [[Next|Farm Alex Remy Tattoo End]]>><</link>>
<br>
<<else>>
<<Hes>> looking at your <<tattoo _bodypart>>. "Did you write this on yourself?" <<he>> asks.
<br><br>
<<link [[Say yes|Farm Alex Remy Tattoo]]>><<set $phase2 to 0>><</link>>
<br>
<<link [[Say no|Farm Alex Remy Tattoo]]>><<set $phase2 to 1>><</link>>
<br>
<</if>>
<<exitAll>>
<</if>>
<</if>>
<</widget>><<set $outside to 1>><<set $location to "alex_farm">><<set $bus to "woodland">><<effects>>
<<farm_work_update>>
You are in the woodland within the farm grounds.
<<if Time.dayState is "night">>
<<if Weather.precipitation is "snow">>
Snow weighs down the dark boughs above.
<<elseif Weather.precipitation is "rain">>
The trees shield you from the icy rain.
<<else>>
The chill night breeze is lessened here.
<</if>>
<<else>>
<<if Weather.precipitation is "snow">>
Snow weighs down the boughs above.
<<elseif Weather.precipitation is "rain">>
The trees shield you from the worst of the rain.
<<else>>
You are surrounded by the chirping of birds.
<</if>>
<</if>>
<<if $farm_work.alex is "woodland">>
Alex is removing dead wood.
<</if>>
<br><br>
<<if $stress gte $stressmax>>
<<passoutfarmroad>>
<<elseif $farm_attack_timer is 0 and Time.hour gte 21>>
<<npc Alex>><<person1>>
Alex rushes over. <span class="red">"Remy's here,"</span> <<he>> says. "We can do this. Go get ready, I'll
<<if $farm.tower_guard>>
check on $farm.tower_guard."
<<else>>
see if I can spot them."
<</if>>
<br><br>
<<farm_assault_intro>>
<br><br>
<<link [[Prepare|Farm Assault Wardrobe]]>><<endevent>><<set $phase to 2>><</link>>
<br>
<<else>>
<<if $farm_work.alex is "woodland">>
<<foresticon>><<link [[Help Alex tend the woodland (0:20)|Farm Woodland Tend Alex]]>><<set $farm_work.woodland += 1>><<farm_count 20>><<physique 2>><<pass 20>><<tending 2>><<tiredness 2>><<set $farm_work.tending += 1>><</link>><<gtiredness>><<gtending>>
<br>
<<elseif $farm_work.woodland lt $farm.woodland>>
<<foresticon>><<link [[Tend the woodland (0:20)|Farm Woodland Tend]]>><<set $farm_work.woodland += 1>><<farm_count 20>><<physique 2>><<pass 20>><<tending 2>><<tiredness 2>><<set $farm_work.tending += 1>><</link>><<gtiredness>><<gtending>>
<br>
<</if>>
<<if $farm_work.forage isnot 1 and $farm.woodland gte 2>>
<<foresticon "bush">><<link [[Forage (1:00)|Farm Woodland Forage]]>><<set $farm_work.forage to 1>><<pass 60>><</link>>
<br>
<</if>>
<<getouticon>><<link [[Leave (0:05)|Farm Work]]>><<pass 5>><</link>>
<br>
<</if>><<effects>>
You remove dead wood, and trim the branches of the wildest trees.
<br><br>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure)>>
<<if $worn.upper.name isnot "naked" and random(1, 2) is 2>>
<<set $worn.upper.integrity -= 10>>
<<if $worn.upper.integrity lte 0>>
Your $worn.upper.name catches on one such branch as a gust of wind disturbs it. <span class="pink">The force tears the fabric from your body, baring your <<undertop>>.</span>
<<else>>
Your $worn.upper.name catches on one such branch, leaving it worse for wear.
<</if>>
<<elseif $worn.lower.name isnot "naked">>
<<set $worn.lower.integrity -= 10>>
<<if $worn.lower.integrity lte 0>>
Your $worn.lower.name catches on one such branch as a gust of wind disturbs it. <span class="pink">The force tears the fabric from your body, baring your <<undies>>.</span>
<<else>>
Your $worn.lower.name catches on one such branch, leaving it worse for wear.
<</if>>
<<elseif $worn.under_upper.name isnot "naked" and random(1, 2) is 2>>
<<set $worn.under_upper.integrity -= 10>>
<<if $worn.under_upper.integrity lte 0>>
Your $worn.under_upper.name catches on one such branch as a gust of wind disturbs it. <span class="pink">The force tears the fabric from your body, baring your <<breasts>>.</span>
<<else>>
Your $worn.under_upper.name catches on one such branch, leaving it worse for wear.
<</if>>
<<elseif $worn.under_lower.name isnot "naked">>
<<set $worn.under_lower.integrity -= 10>>
<<if $worn.under_lower.integrity lte 0>>
Your $worn.under_lower.name catches on one such branch as a gust of wind disturbs it. <span class="pink">The force tears the fabric from your body, baring your <<genitals>>.</span>
<<else>>
Your $worn.under_lower.name catches on one such branch, leaving it worse for wear.
<</if>>
<<else>>
A gust of wind animates them as you work, scratching your skin.<<gpain>><<pain 4>>
<</if>>
<br><br>
<<link [[Next|Farm Woodland]]>><</link>>
<br>
<<else>>
<<link [[Next|Farm Woodland]]>><</link>>
<br>
<</if>><<effects>>
<<npc Alex>><<person1>>
You help Alex remove dead wood, and trim the branches of the wildest trees.
<br><br>
<<if random(1, 4) is 4>>
<<He>> points at the boughs above. "We'll need help to reach," <<he>> says. "I'll fetch it."
<br><br>
<<He>> returns a few moments later, carrying a long ladder beneath one arm. <<He>> rests it against the offending tree.
<<if random(1, 2) is 2>>
"The ground's uneven. You climb with the saw, and I'll steady you. Shouldn't take long."
<br><br>
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
You climb the ladder. It wobbles a little, and you hesitate.
<br><br>
"You alright?" Alex says.
<br>
You nod, and reach for the nearest branch. You rest the saw against it, then run the metal back and forth. You pick up speed. The force reverberates through you, rocking the ladder a little.
<br>
A stiff breeze ruffles your skirt, brushing it against your legs.
<br>
You glance down, <span class="pink">and catch Alex staring right between your thighs.</span> <<His>> cheeks are red.
<br><br>
<<link [[Ignore|Farm Woodland Tend Alex Ignore]]>><<stress 6>><<npcincr Alex lust 10>><<arousal 1000>><</link>><<ggarousal>><<gstress>><<gglust>>
<br>
<<link [[Call out|Farm Woodland Tend Alex Call]]>><<stress -6>><<npcincr Alex love -1>><</link>><<llove>><<lstress>>
<br>
<<if hasSexStat("exhibitionism", 3)>>
<<link [[Flaunt|Farm Woodland Tend Alex Flaunt]]>><</link>><<exhibitionist3>><<npcincr Alex lust 5>>
<br>
<</if>>
/* <<if $submissive lte 500>> */
<<link [[Taunt|Farm Woodland Tend Alex Taunt]]>><<def 1>><</link>><<npcincr Alex dom -3>><<npcincr Alex lust 5>><<defianttext>><<lldom>><<glust>>
<br>
/* <</if>> */
<<else>>
You climb the ladder. It wobbles a little, and you hesitate.
<br><br>
"You alright?" Alex says.
<br>
You nod, and reach for the nearest branch. You rest the saw against it, then run the metal back and forth. You pick up speed. The force reverberates through you, rocking the ladder a little.
<br>
You give Alex a heads up. The branch falls to the leaf-strewn floor a moment later.
<br><br>
"Thanks for the help," Alex says as you reach the bottom.
<br><br>
<<link [[Next|Farm Woodland]]>><<endevent>><</link>>
<br>
<</if>>
<<else>>
"The ground's uneven. Could you hold the ladder while I climb? It shouldn't take long."
<br><br>
You stand at the base of the ladder as <<he>> climbs.
<<if $pronoun is "f">>
You wouldn't need to lean much to see up <<his>> skirt.
<br><br>
<<set $skulduggerydifficulty to 700>>
<<link [[Peek|Farm Woodland Tend Skirt]]>><<arousal 600>><</link>><<skulduggerydifficulty>><<garousal>>
<br>
<<link [[Don't peek|Farm Woodland Tend No Skirt]]>><<npcincr Alex love 1>><</link>>
<br>
<<else>>
You keep your face down to shield yourself from the splinters. "Here it comes," <<he>> says. The branch falls to the leaf-strewn floor a moment later.
<br><br>
"Thanks for the help," Alex says as <<he>> reaches the bottom.<<glove>><<npcincr Alex love 1>>
<br><br>
<<link [[Next|Farm Woodland]]>><<endevent>><</link>>
<br>
<</if>>
<</if>>
<<else>>
<<link [[Next|Farm Woodland]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
You step around the ladder just as a gust billows Alex's skirt, giving you a clear view of <<his>> red boyshorts.
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<<He>> doesn't notice your gaze. You continue stealing peeks as Alex saws the branch. "Here it comes," <<he>> says. The branch thuds to the leaf-strewn floor beside you. "Coming down."
<br><br>
<<skulduggeryuse>>
"Thanks for the help," <<he>> says once down.<<glove>><<npcincr Alex love 1>>
<br><br>
<<link [[Next|Farm Woodland]]>><<endevent>><</link>>
<br>
<<else>>
<<He>> glances down, <span class="red">and yelps.</span> <<He>> pushes <<his>> skirt between <<his>> thighs with one hand, and almost falls from the ladder.<<llove>><<gglust>><<npcincr Alex love -1>><<npcincr Alex lust 10>>
<br><br>
"D-don't look," <<he>> says.
<<skulduggeryuse>>
<<link [[Apologise|Farm Woodland Tend Apologise]]>><<npcincr Alex love 1>><<stress 6>><</link>><<gstress>><<glove>>
<br>
<<link [[Tease|Farm Woodland Tend Tease]]>><<npcincr Alex dom 1>><</link>><<promiscuous1>><<gdom>>
<br>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"I-I'm so sorry," you say, averting your eyes. "I didn't mean to look."
<<elseif $speech_attitude is "bratty">>
"Yeah, that was classless of me," you say, averting your eyes. "Sorry."
<<else>>
"Sorry," you say, averting your eyes. "That was rude of me."
<</if>>
<br><br>
"Just don't look again," Alex says. <<He>> saws through the log, but keeps <<his>> legs together until <<hes>> finished.
<br><br>
<<Hes>> still blushing when the branch falls to the floor, and <<he>> climbs back down.
<br><br>
<<link [[Next|Farm Woodland]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"C-cute underwear," you giggle.
<<elseif $speech_attitude is "bratty">>
"Nice underwear," you tease. "Shame to hide it."
<<else>>
"You've good taste in underwear," you say.
<</if>>
<<promiscuity1>>
Alex's blush deepens. <<He>> continues sawing the log, but keeps <<his>> legs tight together, <<his>> skirt bunched between them, until <<hes>> finished.
<br><br>
<<Hes>> still blushing when the branch falls to the floor, and <<he>> climbs back down.
<br><br>
<<link [[Next|Farm Woodland]]>><<endevent>><</link>>
<br><<effects>>
You look away as Alex saws through the branch. "Here it comes," <<he>> says. It thuds to the leaf-strewn floor a moment later.
<br><br>
"Thanks for the help," <<he>> says as <<he>> reaches the bottom.
<br><br>
<<link [[Next|Farm Woodland]]>><<endevent>><</link>>
<br><<effects>>
You take a basket into the woodland, and search the boughs and floor for ripe edibles.
<br><br>
<<if $rng gte 75>>
<<wearProp "strawberry">>
<span class="green">You find some ripe <<icon "tending/strawberry.png">> strawberries.</span>
<<if $farm.woodland gte 7>>
<<tending_pick strawberry 400 800>>
<<elseif $farm.woodland gte 6>>
<<tending_pick strawberry 200 400>>
<<elseif $farm.woodland gte 5>>
<<tending_pick strawberry 100 200>>
<<elseif $farm.woodland gte 4>>
<<tending_pick strawberry 50 100>>
<<elseif $farm.woodland gte 3>>
<<tending_pick strawberry 10 50>>
<<else>>
<<tending_pick strawberry 5 25>>
<</if>>
<<elseif $rng gte 50>>
<<wearProp "peach">>
<span class="green">You find some ripe <<icon "tending/peach.png">> peaches.</span>
<<if $farm.woodland gte 7>>
<<tending_pick peach 400 800>>
<<elseif $farm.woodland gte 6>>
<<tending_pick peach 200 400>>
<<elseif $farm.woodland gte 5>>
<<tending_pick peach 100 200>>
<<elseif $farm.woodland gte 4>>
<<tending_pick peach 50 100>>
<<elseif $farm.woodland gte 3>>
<<tending_pick peach 10 50>>
<<else>>
<<tending_pick peach 5 25>>
<</if>>
<<elseif $rng gte 25>>
<<wearProp "plum">>
<span class="green">You find some ripe <<icon "tending/plum.png">> plums.</span>
<<if $farm.woodland gte 7>>
<<tending_pick plum 400 800>>
<<elseif $farm.woodland gte 6>>
<<tending_pick plum 200 400>>
<<elseif $farm.woodland gte 5>>
<<tending_pick plum 100 200>>
<<elseif $farm.woodland gte 4>>
<<tending_pick plum 50 100>>
<<elseif $farm.woodland gte 3>>
<<tending_pick plum 10 50>>
<<else>>
<<tending_pick plum 5 25>>
<</if>>
<<else>>
<<wearProp "mushroom">>
<span class="green">You find some <<icon "tending/mushroom.png">> mushrooms.</span>
<<if $farm.woodland gte 7>>
<<tending_pick mushroom 400 800>>
<<elseif $farm.woodland gte 6>>
<<tending_pick mushroom 200 400>>
<<elseif $farm.woodland gte 5>>
<<tending_pick mushroom 100 200>>
<<elseif $farm.woodland gte 4>>
<<tending_pick mushroom 50 100>>
<<elseif $farm.woodland gte 3>>
<<tending_pick mushroom 10 50>>
<<else>>
<<tending_pick mushroom 5 25>>
<</if>>
<</if>>
<br><br>
<<if random(1, 5) is 5>>
You smell a mesmerising sweetness. It leads you to a strange purple flower.
<br><br>
<<icon "tending/strange_flower.png">> <<link [[Pick|Farm Woodland Harvest]]>><<handheldon>><<drugs 60>><</link>><<garousal>>
<br>
<<link [[Ignore|Farm Woodland]]>><<handheldon>><</link>>
<br>
<<else>>
<<if $rng gte 75>>
<<link [[Pop one in your mouth|Farm Woodland]]>><<transform fox 1>><<set $plants.strawberry.amount -= 1>><<endevent>><<stress -3>><</link>><<lstress>>
<br>
<</if>>
<<link [[Next|Farm Woodland]]>><<handheldon>><</link>>
<br>
<</if>><<effects>><<wearProp "strange flower">>
<<tending_pick strange_flower 1 1>>
The warmth spreads from your fingertips. You resist the urge to bury your nose in its silken petals.
<br><br>
<<link [[Next|Farm Woodland]]>><<handheldon>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"M-me too," you say.
<<elseif $speech_attitude is "bratty">>
"I'm more at ease here too," you admit.
<<else>>
"Me too," you say.
<</if>>
<br><br>
"They feel protective," Alex says. "I'll fall asleep if I'm not careful.
<<if Time.dayState is "night">>
I should head indoors before I catch a chill."
<<elseif $farm_work.alex is "relax">>
Not such a bad thing. I'm on break anyway."
<<else>>
That's enough rest though. I should get back to work."
<</if>>
<<He>> walks towards the cottage.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
<<set _alex to C.npc.Alex>>
<<if $speech_attitude is "meek">>
"I feel safe too," you say, blushing. "When I'm around you."
<<elseif $speech_attitude is "bratty">>
"You're a better protector than some trees," you proudly declare.
<<else>>
"I feel safe too." You smile widely. "Because of you."
<</if>>
<br><br>
Alex puffs out <<his>> chest.
<<if _alex.dom gte 30>>
"Thanks, <<girl>>. Tell me something I don't know," <<he>> says with a wink.
<<elseif _alex.dom lte -30>>
"I think you give a <<nnpc_gendery "Alex">> too much credit," <<he>> teases.
<<else>>
"You know how to make a <<nnpc_gendery "Alex">> feel good." <<He>> beams.
<</if>>
<<if Time.dayState is "night">>
"We should head indoors before you catch a chill."
<br><br>
<<He>> takes your hand, and leads you to the cottage.<<takeHandholdingVirginity "Alex" "loveInterest">><<pass 5>>
<br><br>
<<link [[Next|Farm Cottage]]>><<endevent>><</link>>
<br>
<<elseif $farm_work.alex is "relax">>
<<He>> settles back down.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<<else>>
"That's enough rest though. I should get back to work." <<He>> walks towards the cottage.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
You say nothing.
<<if Time.dayState is "night">>
A shape flies overhead. Probably a bat.
<br><br>
<<else>>
Birds continue to chirp all around.
<br><br>
<</if>>
<<if Time.dayState is "night">>
"We should head indoors before we catch a chill," Alex says. <<He>> walks towards the cottage.
<<elseif $farm_work.alex is "relax">>
Alex tugs <<his>> hat over <<his>> eyes.
<br><br>
<<else>>
"I should head back to work," Alex says. "I can relax later." <<He>> walks towards the cottage.
<</if>>
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"Y-you shouldn't lie out here at night," you say. "You'll catch a cold."
<<elseif $speech_attitude is "bratty">>
"What you doing out here at this hour?" you ask. "You'll freeze."
<<else>>
"You should head indoors," you say. "Before you catch a chill."
<</if>>
<br><br>
Alex nods. "You're right," <<he>> says. "There's just a nice atmosphere here. Time to enjoy it later."
<br><br>
Together, you walk through the woodland and return to the cottage.
<br><br>
<<link [[Next|Farm Cottage]]>><<endevent>><</link>>
<br><<effects>>
You ignore Alex's gaze, keep your legs closed, and brush your skirt down your rear.
<br><br>
<<if $arousal gte 10000>>
Alex's gaze is too much. You feel a warmth build, then surge. <<orgasm>>
You wobble, and grasp the branch to steady yourself. <span class="red">It snaps from your weight</span> as you fall, and land on Alex below.
<br><br>
"Y-you alright?" <<he>> asks. <<He>> groans as you roll off, then chuckles. "Got the branch down. Job done."
<br><br>
<<He>> doesn't realise why you fell, and you don't bring it up.
<br><br>
<<link [[Next|Farm Woodland]]>><<endevent>><</link>>
<br>
<<else>>
You finish sawing through the branch, and it falls to the woodland floor. You climb back down. You can't make eye contact with Alex.
<br><br>
<<link [[Next|Farm Woodland]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"D-don't look," you mumble.
<<elseif $speech_attitude is "bratty">>
"Pervert," you say. "Keep your eyes facing forward."
<<else>>
"Don't be a pervert," you say.
<</if>>
<br><br>
"I-I," Alex stammers while looking down. "S-sorry, I didn't..." <<He>> trails off.
<br><br>
<<if $speech_attitude is "meek">>
"It's okay," you say. "It happens a lot. I don't mind." <<He>> looks conflicted, and continues to look away. You return to work.
<<elseif $speech_attitude is "bratty">>
"I won't catch you again, will I?" <<He>> swallows hard, and nods. You return to work.
<<else>>
"Don't do it again," you say. <<He>> nods. You return to work.
<</if>>
<br><br>
You finish sawing through the branch, and it falls to the woodland floor. Alex doesn't speak as you climb down.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
Your cheeks flush as Alex stares between your legs. You resist the urge to cover yourself as your skirt flares in the wind. Instead, you bend and wiggle your hips in all the right ways to give Alex a nice view of your <<undies>>.
<<exhibitionism3>>
You finish sawing through the branch, and climb back down. Alex looks more worn out than you, despite only holding the ladder.
<br><br>
"Is something wrong?" you tease, knowing full well why <<he>> can't meet your eyes.
<br>
"Y-you did a good job," <<he>> says. "It's hot."
<<if Time.season is "winter">>
<<He>> fans <<himself>>, despite the chilly weather.
<<else>>
<<He>> fans <<himself>>.
<</if>>
<br><br>
<<link [[Next|Farm Woodland Tend Alex Flaunt 2]]>><</link>>
<br><<effects>>
"I'm hot as well," you say. "That's why I wore this today." You flare your skirt again, drawing <<his>> attention. You spring the trap, and lift the hem high enough to flash your <<undies>> once more.
<br><br>
Alex jerks <<his>> head away and closes <<his>> eyes.
<<if $speech_attitude is "meek">>
"I thought you wanted to see," you laugh. "That's why you were peeping, right?"
<<elseif $speech_attitude is "bratty">>
"Don't pretend this isn't what you want," you laugh.
<<else>>
"I know you were peeping," you say. "This is your punishment."
<</if>>
<br>
<<if C.npc.Alex.lust gte 20>>
Alex steels <<himself>>, <span class="lewd">and pounces on you.</span>
<br><br>
<<link [[Next|Farm Woodland Tend Alex Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<else>>
"I-I," Alex stammers while looking down. "S-sorry, I didn't..." <<He>> trails off. "L-let's just get back to work."
<br><br>
<<link [[Next|Farm Woodland]]>><</link>>
<br>
<</if>><<effects>>
"Oi," you shout. "Don't be a pervert."
<br>
Alex looks away, abashed. "I-I wasn't-"
<br>
"I know what I saw," you cut <<him>> off. "Pervert." You grasp the branch, and snap it off for emphasis. "You like looking up skirts, do you?"
<br>
"Well I-I," Alex gulps. "The wind-"
<br>
"Yes or no?" you cut <<him>> off again as you climb down.
<br>
<<Hes>> beet red now, with sweat visible on <<his>> brow. "I-" <<he>> gulps again. "Yes."
<br><br>
<<link [[Next|Farm Woodland Tend Alex Taunt 2]]>><</link>>
<br><<effects>>
You smirk, toss the branch aside, and hop off the ladder. You press your body against <<his>>, backing <<him>> up against the tree. "You gonna perv on me again, hmm?" you ask.
<br><br>
<<if C.npc.Alex.lust gte 20>>
Alex averts <<his>> gaze, then laughs. "And what will you do if I do?" <<He>> plants one hand against your <<bottom>>, pulling you against <<him>>. <<His>> other hand wanders down your abdomen.
<br><br>
<<if playerChastity()>>
<<He>> tugs at your $worn.genitals.name. "I'm not the one who has to wear chastity to stop them misbehaving," <<he>> teases. "I can satisfy you in other ways."
<<elseif $player.penisExist>>
<<He>> runs a finger over your <<penis>>, eliciting an involuntary moan.
<<if $arousal gte 6000>>
"You're already erect," <<he>> teases. "Did my peeping do that? I'd best fix it."
<<else>>
"I think you liked me looking," <<he>> teases. "I can satisfy you more thoroughly than that."
<</if>>
<<else>>
<<He>> runs a finger over your <<pussy>>, eliciting an involuntary moan.
<<if $vaginaWetness gte 45>>
"You're already wet," <<he>> teases. "Did my peeping do that? I'd best fix it."
<<else>>
"I think you liked me looking," <<he>> teases. "I can satisfy you more thoroughly than that."
<</if>>
<</if>>
<br><br>
<<He>> drops to the ground, pulling you atop <<him>>.
<br><br>
<<link [[Next|Farm Woodland Tend Alex Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<else>>
Alex averts <<his>> gaze, then laughs. "You're quite something," <<he>> says. <<He>> clamps <<his>> hands against your <<bottom>>, pulling you against <<him>>. "I'll be good. Let's get back to work." <<He>> plants a kiss on your cheek.
<br><br>
<<link [[Next|Farm Woodland]]>><</link>>
<br>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Farm Woodland Tend Alex Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Farm Woodland Tend Alex Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> leans against the tree. "Hope I wasn't too rough," <<he>> says. "You're crazy sometimes, and make me crazy too."<<lllust>><<glove>><<npcincr Alex love 1>><<npcincr Alex lust -10>>
<br><br>
<<tearful>> you climb to your feet. "Let's get back to work," <<he>> says. <<He>> smacks your <<bottom>> before walking away.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Farm Woodland]]>><</link>>
<<elseif $enemyhealth lte 0>>
Alex trips over the dead branch, and tumbles to the ground. "Sorry," <<he>> says. "You get me so worked up."<<llove>><<ldom>><<npcincr Alex love -1>><<npcincr Alex dom -1>>
<br><br>
<<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Farm Woodland]]>><</link>>
<<else>>
Alex pulls away from you. "Sorry," <<he>> says. "You get me so worked up."<<llove>><<npcincr Alex love -1>>
<br><br>
<<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Farm Woodland]]>><</link>>
<</if>><<set $outside to 1>><<set $location to "alex_farm">><<set $bus to "farm">><<effects>>
<<farm_work_update>>
You are on Alex's farm. A rustic farmhouse overlooks a yard and chicken coop. Other buildings nestle between trees and hedgerows.
<<if $exhibitionism lt 75 and $exposed gte 2 and $farm_naked is 1>>
With so many places to hide your <<lewdness>>, you do your best to avoid exposing yourself and avoid Alex where you can.
<br><br>
<</if>>
<<if $farm.build isnot undefined and $farm.build isnot 0>>
<<switch $farm.build>>
<<case "wall 1">>
<span class="lblue">The wall is being repaired.</span>
<<case "wall 2">>
<span class="lblue">The wall is being reinforced.</span>
<<case "wall 3">>
<span class="lblue">A modern fence is being built around the farm.</span>
<<case "wall 4">>
<span class="lblue">Barbed wire is being affixed atop the fence.</span>
<<case "tower 1">>
<span class="lblue">A tower is being built by the fields.</span>
<<case "tower 2">>
<span class="lblue">Searchlights are being affixed atop the watchtower.</span>
<<case "woodland 1">>
<span class="lblue">The fence is being extended around an area of woodland.</span>
<<case "woodland 2">>
<span class="lblue">The fence is being extended around a fecund area of woodland.</span>
<<case "woodland 3">>
<span class="lblue">The fence is being extended around a prodigious area of woodland.</span>
<<case "woodland 4">>
<span class="lblue">The fence is being extended around an expansive area of woodland.</span>
<<case "woodland 5">>
<span class="lblue">The fence is being extended around a vast expanse of woodland.</span>
<<case "woodland 6">>
<span class="lblue">The fence is being extended around an immense tract of woodland.</span>
<<case "woodland 7">>
<span class="lblue">The fence is being extended around a colossal stretch of woodland.</span>
<<case "kennel 1">>
<span class="lblue">Vicious apparatus are being installed in the kennel.</span>
<<case "barn 1">>
<span class="lblue">New milking equipment is being installed in the barn.</span>
<<case "barn 2">>
<span class="lblue">An extension is being built on the barn.</span>
<<case "barn 3">>
<span class="lblue">A spacious loft is being added above the barn to move the equipment into.</span>
<<case "barn 4">>
<span class="lblue">Modern feeding systems are being installed to improve efficiency.</span>
<<case "barn 5">>
<span class="lblue">An advanced ventilation system is being fitted to enhance animal comfort.</span>
<<case "barn 6">>
<span class="lblue">A new wing is being constructed to house more livestock.</span>
<<case "barn 7">>
<span class="lblue">Cutting-edge automation technology is being integrated into the barn.</span>
<<case "stable 1">>
<span class="lblue">The stable is being expanded.</span>
<<case "coop 1">>
<span class="lblue">The coop is being expanded.</span>
<<case "coop 2">>
<span class="lblue">The coop is being expanded.</span>
<<case "coop 3">>
<span class="lblue">An outdoor run is being added for the chickens to explore.</span>
<<case "coop 4">>
<span class="lblue">An automatic feeding system is being set up in the coop.</span>
<<case "coop 5">>
<span class="lblue">Perches are being upgraded to improve chicken comfort.</span>
<<case "coop 6">>
<span class="lblue">A modern ventilation system is being installed in the coop.</span>
<<case "coop 7">>
<span class="lblue">Security measures are being enhanced to protect the chickens from predators.</span>
<<case "parasites 1">>
<span class="lblue">The parasite barn is being built.</span>
<<case "parasites 2">>
<span class="lblue">The parasite barn is being expanded.</span>
<<case "irrigation">>
<span class="lblue">Irrigation is being installed in a field.</span>
<<case "cooler 1">>
<span class="lblue">A larger refrigeration unit is being installed.</span>
<<case "cooler 2">>
<span class="lblue">The insulation and efficiency of the refrigeration unit is being improved.</span>
<<case "cooler 3">>
<span class="lblue">Advanced climate control technology is being installed on the refrigeration unit.</span>
<<case "water field 1">>
<span class="lblue">A fence is being build around the water field site.</span>
<<case "water field 2">>
<span class="lblue">The water field is being excavated.</span>
<<case "water field 3">>
<span class="lblue">A larger refrigeration unit is being installed.</span>
<<case "water field 4">>
<span class="lblue">The water source and water control structures are being installed on the water field.</span>
<</switch>>
<<if Time.hour gte 6>>
<span class="blue">Workers traipse across the farm.</span>
<</if>>
<br><br>
<</if>>
<<if $farm_stage lte 6>>
You'll earn <<moneyGainDisplay $farm.wage>> for every hour worked.
<</if>>
<br><br>
<<if ($exposed gte 2 and $uncomfortable.nude is true) or ($exposed is 1 and $uncomfortable.underwear is true)>>
<<if $farm.build_timer gte 1 and Time.hour gte 6>>
You sneak across the farm, keeping your <<lewdness>> covered as best you can. You hope you aren't spotted by the workers.
<<else>>
You sneak across the farm, keeping your <<lewdness>> covered as best you can.
<</if>>
<br><br>
<</if>>
<<if $farm_stage lt 12>>
<<set _clearing to (100 - $farm.clearing)>>
<<set _percent=Math.floor((_clearing/100)*100)>>
One of the fields is being cleared,
<<if $farm.clearing lte 0>>
<span class="green">and is ready for planting!</span>
<div class="meter">
<<print '<div class="greenbar" style="width:' + _percent + '%"></div>'>>
</div>
<<elseif $farm.clearing lte 20>>
<span class="teal">and is almost ready for planting.</span>
<div class="meter">
<<print '<div class="tealbar" style="width:' + _percent + '%"></div>'>>
</div>
<<elseif $farm.clearing lte 40>>
<span class="lblue">and is starting to look civilised.</span>
<div class="meter">
<<print '<div class="lbluebar" style="width:' + _percent + '%"></div>'>>
</div>
<<elseif $farm.clearing lte 60>>
<span class="blue">and soil has been exposed in places.</span>
<div class="meter">
<<print '<div class="bluebar" style="width:' + _percent + '%"></div>'>>
</div>
<<elseif $farm.clearing lte 80>>
<span class="purple">but the tangle remains defiant.</span>
<div class="meter">
<<print '<div class="purplebar" style="width:' + _percent + '%"></div>'>>
</div>
<<elseif $farm.clearing lte 99>>
<span class="pink">but little progress has been made.</span>
<div class="meter">
<<print '<div class="pinkbar" style="width:' + _percent + '%"></div>'>>
</div>
<<else>>
<span class="red">but remains a jungle of weeds.</span>
<div class="meter">
<<print '<div class="redbar" style="width:' + _percent + '%"></div>'>>
</div>
<</if>>
<br>
<<elseif $farm.waterField is 1 and !$farm.build_finished.includes("water field 2")>>
<<set _clearing to (1200 - $farm.clearing)>>
<<set _percent=Math.floor((_clearing/1200)*100)>>
The water field is being excavated and shaped,
<<if $farm.clearing lte 0>>
<span class="green">and is ready for the next phase!</span>
<div class="meter">
<<print '<div class="greenbar" style="width:' + _percent + '%"></div>'>>
</div>
<<elseif $farm.clearing lte 240>>
<span class="teal">and is almost fully excavated.</span>
<div class="meter">
<<print '<div class="tealbar" style="width:' + _percent + '%"></div>'>>
</div>
<<elseif $farm.clearing lte 480>>
<span class="lblue">and significant progress has been made.</span>
<div class="meter">
<<print '<div class="lbluebar" style="width:' + _percent + '%"></div>'>>
</div>
<<elseif $farm.clearing lte 720>>
<span class="blue">and the digging is well underway.</span>
<div class="meter">
<<print '<div class="bluebar" style="width:' + _percent + '%"></div>'>>
</div>
<<elseif $farm.clearing lte 960>>
<span class="purple">but there's still much earth to move.</span>
<div class="meter">
<<print '<div class="purplebar" style="width:' + _percent + '%"></div>'>>
</div>
<<elseif $farm.clearing lte 1199>>
<span class="pink">but progress is slow.</span>
<div class="meter">
<<print '<div class="pinkbar" style="width:' + _percent + '%"></div>'>>
</div>
<<else>>
<span class="red">but the site remains untouched.</span>
<div class="meter">
<<print '<div class="redbar" style="width:' + _percent + '%"></div>'>>
</div>
<</if>>
<br>
<</if>>
<<if $farm_count is undefined>>
<<set $farm_count to 0>>
<<elseif $farm_count gte 60>>
<<set $farm_count -= 60>>
<<if $farm_stage lte 6>>
You've earned <<moneyGain $farm.wage>>.
<br><br>
<</if>>
<</if>>
<<if isPregnancyEnding()>>
<<pcFarmBirth>>
<<elseif $fields_damaged gte 0>>
<<farm_damage_report>>
<<link [[Next|Farm Work]]>><</link>>
<br>
<<elseif $stress gte $stressmax>>
<<passoutfarmroad>>
<<elseif $farm_attack_timer is 0 and Time.hour gte 21>>
<<npc Alex>><<person1>>
Alex rushes over. <span class="red">"Remy's here,"</span> <<he>> says. "We can do this. Go get ready, I'll
<<if $farm.tower_guard>>
check on $farm.tower_guard."
<<else>>
see if I can spot them."
<</if>>
<br><br>
<<farm_assault_intro>>
<br><br>
<<link [[Prepare|Farm Assault Wardrobe]]>><<endevent>><<set $phase to 2>><</link>>
<br>
<<elseif numberOfEarSlime() and $daily.slimeFarmNaked is undefined and $rng lte ($earSlime.corruption / 2) and $slimeFarmNakedStored is undefined and $exposed lt 2 and ($earSlime.growth gte 80 - ($earSlime.exhibitionism * 10))>>
<span class="lewd">You feel the slime in your head command you to expose yourself and hide your clothes while you work today.</span> It promises rewards if you comply, and threatens consequences if you do not.
<br><br>
<<link [[Obey|Farm Slime Strip Obey]]>><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 1>><</link>><<gcorruption>><<lpain>><<lltrauma>><<lstress>>
<br>
<<link [[Defy|Farm Slime Strip Defy]]>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><</link>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>>
<br>
<<elseif numberOfEarSlime() and $daily.slimeFarmNaked is true and $slimeFarmNakedStored is undefined>>
Following the slime's command, you find a spot where you think your clothes will be safe and strip before heading to work.
<<undressclothes "farmHidingSpot">><<set $slimeFarmNakedStored to true>><<set $daily.slimeFarmNaked to true>>
<<if $farm_stage gte 7>><<set $farm_naked to 1>><</if>>
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<<elseif numberOfEarSlime() and $daily.slimeFarmNaked is true and ($worn.lower.name.includes("towel") or $worn.upper.name.includes("towel")) and $farm_naked is 1>>
<<generalRuined "upper">><<generalRuined "lower">>
Following the slime's command, you leave the towel for Alex to find.
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<<elseif (Time.hour lte 5 or Time.hour gte 22 or (Time.hour is 21 and $farm_end is 1)) and $farm_stage lt 7>>
<<sneakicon>><<link [[Sneak into the barn (0:05)|Farm Barn]]>><<pass 5>><</link>>
<br><br>
<<farmicon>><<link [[Leave|Farmland]]>><</link>>
<br>
<<elseif $exposed gte 2 and $farm_naked isnot 1 and $farm_stage lt 7>>
You hide behind a fence, concealing your <<lewdness>>.
<br><br>
<<if hasSexStat("exhibitionism", 5)>>
<<ind>><<link [[Work anyway|Farm Work Naked]]>><<npcincr Alex lust 3>><<set $farm_naked to 1>><</link>><<exhibitionist5>><<gglust>>
<br>
<<elseif $slimeFarmNakedStored is true>>
<<if hasSexStat("exhibitionism", 4)>>
<<set _stress to 10>>
<<set _trauma to 0>>
<<elseif hasSexStat("exhibitionism", 3)>>
<<set _stress to 20>>
<<set _trauma to 10>>
<<else>>
<<set _stress to 40>>
<<set _trauma to 40>>
<</if>>
<<ind>><<link [[Work anyway|Farm Work Naked]]>><<npcincr Alex lust 3>><<set $farm_naked to 1>><<stress _stress>><<trauma _trauma>><</link>><<gglust>>
<<if _stress is 40>><<ggstress>><<else>><<gstress>><</if>>
<<if _trauma is 40>><<ggtrauma>><<elseif _trauma is 5>><<gtrauma>><</if>>
<br>
<</if>>
<<if $farm_work.alex isnot undefined and $farm_work.alex isnot "shower" and Time.hour gte 6 and Time.hour lte 20 and $slimeFarmNakedStored is undefined>>
<<outfitChecks>>
<<if (_shirtless and $player.gender_appearance is "f") or _bottomExposed>>
<<shopicon "clothing">><<link [[Ask Alex for clothes (0:05)|Farm Alex Clothes]]>><<pass 5>><<farm_yield -1>><<npcincr Alex dom 1>><<npcincr Alex lust 1>><</link>><<exhibitionist1>><<lfarm>><<gdom "Alex">><<glust>>
<br>
<<else>>
<<towelicon>><<link [[Ask Alex for something to dry with (0:05)|Farm Alex Dry]]>><<pass 5>><<farm_yield -1>><<npcincr Alex dom 1>><<npcincr Alex lust 1>><</link>><<exhibitionist1>><<lfarm>><<gdom "Alex">><<glust>>
<br>
<</if>>
<</if>>
<br>
<<getouticon>><<link [[Leave|Farmland]]>><</link>>
<br>
<<elseif !npcIsPregnant("Alex") and Time.hour gte 6 and Time.hour lte 7 and !$weekly.alexHungOver and $rng gte 76 and !$daily.farmAlexShowerSpy and $farm_work.alex isnot "shower">>
<<set $weekly.alexHungOver to 1>>
You notice that Alex isn't in the shower shed. The animals are all in their holdings. Alex must still be in the farmhouse.
<br><br>
<<link [[Next|Farm Alex Hungover]]>><</link>>
<<elseif ($farm_shift gte 360 or $farm.clearing lte 50) and $farm_stage is 2>>
<<farmVisitor>>
<<elseif $farm_stage is 3 and $farm.clearing lte 0>>
<<earnFeat "Farmhand">>
<<farmStage4>>
<<elseif $farm_stage is 4 and $farm.clearing lte 0>>
<<set $farm.aggro to 0>>
<<farmStage5>>
<<set $remySeen.pushUnique("farm")>>
<<set $remySeenLast to "farm">>
<<elseif $farm_stage is 5 and $farm.clearing lte 0>>
<<earnFeat "Farmer">>
<<set $farm_countdown to 3>>
<<farmStage6>>
<<elseif $farm_stage is 6 and ($farm_countdown lte 0 or $farm.clearing lte 50)>>
<<farmStage7>>
<<elseif $farm_stage gte 7 and C.npc.Alex.love gte 50 and $alex_countdown lte 0 and Time.hour lt 21 and Time.hour gte 5>>
<<npc Alex>><<person1>>
You return to the courtyard in front of the farmhouse. You hear footsteps fast approaching. You turn just in time to see Alex. With a laugh, <<he>> grapples and drags you off your feet.
<br><br>
You're left on your back. Alex straddles you, and pins your wrists to the earth. "What's wrong?" <<he>> teases. "Can't you break free?"<<gglust>><<npcincr Alex lust 5>><<gdom>><<npcincr Alex dom 1>>
<br><br>
<<link [[Get on top|Farm Love Get]]>><<unset $alex_countdown>><</link>><<physiquedifficulty 1 16000>>
<br>
<<link [[Get annoyed|Farm Love Annoyed]]>><<unset $alex_countdown>><</link>>
<br>
<<link [[Flirt|Farm Love Flirt]]>><<npcincr Alex love 1>><<npcincr Alex lust 5>><<unset $alex_countdown>><</link>><<promiscuous1>><<glove>><<gglust>>
<br>
<<elseif $farm_stage is 7 and $farm.clearing lte 0>>
<<farmStage8>>
<<elseif $farm_stage is 8 and $farm.clearing lte 0>>
<<farmStage9>>
<<elseif $farm_stage is 9 and $farm.clearing lte 0>>
<<farmStage10>>
<<elseif $farm_stage is 10 and $farm.clearing lte 0>>
<<farmStage11>>
<<elseif $farm_stage is 11 and $farm.clearing lte 0>>
<<earnFeat "Cultivator">>
<<farmStage12>>
<<elseif $farm.waterField is 1 and $farm.clearing lte 0>>
<<waterField>>
<<elseif Time.hour is 21 and $farm_end is undefined and $farm_stage lt 7>>
<<set $farm_end to 1>>
<<npc Alex>><<person1>>
<<if $exposed gt 0 and Time.season is "winter">>
Alex wipes the sweat off <<his>> forehead as <<he>> approaches you. "Done for another day," <<he>> says, blushing. "It's getting rather cold, you might want to wear something warmer." <<glust>><<npcincr Alex lust 1>>
<<elseif $exposed gt 0>>
Alex wipes the sweat off <<his>> forehead as <<he>> approaches you. "Done for another day," <<he>> says, blushing. "It'll be getting colder, you might want to wear a little more." <<glust>><<npcincr Alex lust 1>>
<<else>>
Alex wipes the sweat off <<his>> forehead as <<he>> approaches you. "Done for another day," <<he>> says, smiling.
<</if>>
<<if $farm_count gte 1 and $farm_stage lte 6>>
"Here's a little extra." <<He>> hands you <<moneyGain $farm.wage>>.
<</if>>
<br><br>
<<if playerIsPregnant() and playerAwareTheyArePregnant() and getPregnancyObject().potentialFathers.find(s => s.source === "Alex") and (C.npc.Alex.pregnancy.pcKnowledge isnot true or C.npc.Alex.pregnancy.test is true) and C.npc.Alex.pregnancy.ultraSound isnot "requested">>
<<pcPregnancyRevealToAlex>>
<<else>>
You walk down the road leading away from the farm.
<br><br>
<<link [[Next|Farmland]]>><<endevent>><</link>>
<</if>>
<<elseif $farm.build_finished.includes("wall 1")>>
<<run $farm.build_finished.delete("wall 1")>>
You examine the perimeter wall. <span class="gold">The stonework is repaired,</span> and now envelops the entire farm. Aside from the entrance, the river, and the great hedge. You feel more secure.<<lltrauma>><<llstress>><<trauma -12>><<stress -12>>
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<<elseif $farm.build_finished.includes("wall 2")>>
<<run $farm.build_finished.delete("wall 2")>>
You examine the perimeter wall. <span class="gold">The stone has been reinforced with cement.</span> Remy's goons will have a harder time damaging it.
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<<elseif $farm.build_finished.includes("wall 3")>>
<<run $farm.build_finished.delete("wall 3")>>
The project is complete. <span class="gold">A tall metal fence now surrounds the farm.</span> Intruders will have a harder time getting in. You feel more secure.
<<lltrauma>><<llstress>><<trauma -12>><<stress -12>>
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<<elseif $farm.build_finished.includes("wall 4")>>
<<run $farm.build_finished.delete("wall 4")>>
<span class="gold">The fence now menaces with barbed wire.</span> No one's getting over.
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<<elseif $farm.build_finished.includes("tower 1")>>
<<run $farm.build_finished.delete("tower 1")>>
<<npc Alex>><<person1>>
<span class="gold">A watchtower now stands guard over the fields.</span> You stand at its base. It looms above you. A head appears, leaning out the top. It's Alex.
<br><br>
"Come up," <<he>> says. "The view is fantastic."
<br><br>
You climb the wooden stairs, and emerge at the top. There's a roof overhead, but it's otherwise open. You can see the entire farm, the moor in one direction, and even the sea in the other.
<br><br>
<span class="purple">"We'll need to hire someone,"</span> Alex says, looking out. "They can stand guard here overnight. Catch Remy in the act if <<nnpc_he Remy>> tries anything while we sleep." <<He>> tries to shake the railing. It seems solid. <span class="gold">"There's a pub in town, near the entrance.</span> My <<if $pronoun is "m">>dad's<<else>>mum's<</if>> hired staff there before. That's where I'd look."
<br><br>
<<set $farm.tower_guard_can_hire to true>>
<<He>> turns and walks down the stairs.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<<elseif $farm.build_finished.includes("tower 2")>>
<<run $farm.build_finished.delete("tower 2")>>
<span class="gold">A searchlight now gazes from the watchtower.</span> No more hiding in the dark.
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<<elseif $farm.build_finished.includes("woodland 1")>>
<<run $farm.build_finished.delete("woodland 1")>>
<<location "forest">>
<span class="gold">You enter the farm's new woodland.</span>
<<if Time.dayState is "night">>
A bat flies overhead, barely visible in the dim light.
<<else>>
Birds chirp overhead.
<</if>>
You feel serene.<<ltrauma>><<llstress>><<trauma -6>><<stress -12>>
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<<elseif $farm.build_finished.includes("woodland 2")>>
<<run $farm.build_finished.delete("woodland 2")>>
<<location "forest">>
<span class="gold">You enter the new woodland. Fruit hangs overhead, and fat mushrooms grow all around.</span> You glimpse the fence between the trees, separating you from outside threats, and feel at ease.<<ltrauma>><<llstress>><<trauma -6>><<stress -12>>
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<<elseif $farm.build_finished.includes("woodland 3")>>
<<run $farm.build_finished.delete("woodland 3")>>
<<location "forest">>
<span class="gold">You explore the farm's new woodland, now large enough to get lost in.</span> You find Alex already lazing beneath a tree atop a hillock.
<br><br>
<<npc Alex>><<person1>>
"Relaxing here," <<he>> says, rising to <<his>> feet. "Something about the branches above makes me feel safe."
<br><br>
<<link [[Say it makes you feel safe as well|Farm Woodland Safe]]>><<npcincr Alex love 1>><</link>><<glove>>
<br>
<<link [[Say Alex makes you feel safer|Farm Woodland Safe Alex]]>><<npcincr Alex dom 1>><<npcincr Alex love 1>><<sub 1>><</link>><<ggdom>><<gglove>>
<br>
<<link [[Say nothing|Farm Woodland Safe Nothing]]>><</link>>
<br>
<<if Time.dayState is "night">>
<<link [[Say Alex should come indoors (0:05)|Farm Woodland Safe Indoors]]>><<npcincr Alex dom 1>><<pass 5>><</link>><<gdom>>
<br>
<</if>>
<<elseif $farm.build_finished.includes("woodland 4")>>
<<run $farm.build_finished.delete("woodland 4")>>
<<location "forest">>
<span class="gold">You enter the expanded woodland. The trees are taller, and the area feels more secluded.</span> The tranquility of the forest eases your mind.<<ltrauma>><<llstress>><<trauma -7>><<stress -14>>
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<<elseif $farm.build_finished.includes("woodland 5")>>
<<run $farm.build_finished.delete("woodland 5")>>
<<location "forest">>
<span class="gold">The woodland has grown even larger. You notice new flora and hear the calls of distant wildlife.</span> The serenity here calms your nerves.<<ltrauma>><<llstress>><<trauma -8>><<stress -16>>
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<<elseif $farm.build_finished.includes("woodland 6")>>
<<run $farm.build_finished.delete("woodland 6")>>
<<location "forest">>
<span class="gold">Your woodland now stretches far into the distance. The canopy overhead filters the sunlight, casting dappled shadows.</span> You feel deeply connected to nature here.<<ltrauma>><<llstress>><<trauma -9>><<stress -18>>
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<<elseif $farm.build_finished.includes("woodland 7")>>
<<run $farm.build_finished.delete("woodland 7")>>
<<location "forest">>
<span class="gold">The woodland has become vast and wild. You could spend hours exploring its depths.</span> The immensity of the forest brings you peace.<<ltrauma>><<llstress>><<trauma -10>><<stress -20>>
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<<elseif $farm.build_finished.includes("kennel 1")>>
<<run $farm.build_finished.delete("kennel 1")>>
You hear the baying of hounds. You follow the sound to the kennel. <span class="gold">A yard has been enclosed outside, a safe training area for the <<farm_text_many dog>>.</span> You watch as one rips the head off a human-shaped dummy.
<br><br>
"They're pretty scary," Alex says, watching with rapt attention. "They know who's in charge though." Another <<farm_text dog>> joins the first. Dummy remains fly into the air. "I think."
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<<elseif $farm.build_finished.includes("barn 1")>>
<<run $farm.build_finished.delete("barn 1")>>
"Hey," it's Alex. "Come check this out."
<br><br>
<<npc Alex>><<person1>>
You enter the barn. Alex stands beside a large apparatus in the centre. <span class="gold">The new milking machine.</span> A red light, like an eye, blinks into life.
<br><br>
"We'll get more milk now." <<He>> scratches a <<farm_text cattle>> behind the ear. "I think our
<<if $farm_work.cattle.gender is "m">>
boys
<<else>>
girls
<</if>>
are up to it."
<br><br>
<<He>> powers down the machine, and walks away.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<<elseif $farm.build_finished.includes("barn 2")>>
<<run $farm.build_finished.delete("barn 2")>>
<<npc Alex>><<person1>>
<span class="gold">You enter the expanded barn.</span> Alex is already there, calming one of the newcomers, an ill-tempered <<farm_text cattle>>. <<He>> waves at you. "We've got a lively herd," <<he>> says. "Almost as big as <<if $pronoun is "m">>dad's<<else>>mum's<</if>>. The one <<he>> manages directly, anyway."
<br><br>
<<He>> closes the gate, and rests a hand on your shoulder as <<he>> walks by.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<<elseif $farm.build_finished.includes("barn 3")>>
<<run $farm.build_finished.delete("barn 3")>>
<<npc Alex>><<person1>>
<span class="gold">You notice a new staircase inside the barn leading upwards.</span> Alex catches your eye and gestures toward it. "Come take a look at the new loft," <<he>> says.
<br><br>
You follow <<him>> up the stairs to the spacious loft. Sunlight filters through small windows, illuminating the area filled with neatly stacked hay bales and equipment. "With this additional space, we'll keep everything organized," Alex explains. "It makes things so much easier and lets us have more <<farm_text_many cattle>>!"
<br><br>
<<He>> smiles. "Couldn't have done it without your help."
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<<elseif $farm.build_finished.includes("barn 4")>>
<<run $farm.build_finished.delete("barn 4")>>
<<npc Alex>><<person1>>
As you enter the barn, you notice sleek new machinery lining the feeding areas. <span class="gold">Modern feeding systems have been installed.</span>
<br><br>
Alex approaches with a satisfied look. "These new feeders will streamline our work," <<he>> says. "They dispense the right amount of feed automatically."
<br><br>
<<He>> nods. "More time for us to focus on other tasks or maybe even relax a bit."
<br><br>
"<<He>> pats a nearby <<farm_text cattle>> affectionately. "The herd will benefit from consistent feeding schedules."
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<<elseif $farm.build_finished.includes("barn 5")>>
<<run $farm.build_finished.delete("barn 5")>>
<<npc Alex>><<person1>>
Stepping into the barn, you're greeted by a refreshing flow of air. <span class="gold">An advanced ventilation system is now operational.</span>
<br><br>
Alex adjusts a control panel nearby and turns to you with a grin. "Feel the difference?"
<br><br>
You nod appreciatively.
<br><br>
"Better air quality means healthier animals," <<he>> says.
<br><br>
<<He>> gestures around. "This system regulates temperature and humidity too. It's a big upgrade for the barn."
<br><br>
<<He>> seems pleased. "Thanks for making this possible."
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<<elseif $farm.build_finished.includes("barn 6")>>
<<run $farm.build_finished.delete("barn 6")>>
<<npc Alex>><<person1>>
Alex meets you at the barn entrance. "Come see the new wing," <<he>> says, leading the way.
<br><br>
<span class="gold">A new wing has been added to the barn, doubling its size.</span> Inside, spacious stalls await new livestock.
<br><br>
"With this expansion, we can increase our herd significantly," Alex explains. "It's a big step forward for the farm."
<br><br>
<<He>> smiles warmly. "There's a lot of work ahead, but it's exciting."
<br><br>
<<He>> adds, "I appreciate your support in making this happen."
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<<elseif $farm.build_finished.includes("barn 7")>>
<<run $farm.build_finished.delete("barn 7")>>
<<npc Alex>><<person1>>
"You've got to see the latest upgrade," Alex calls out as you approach.
<br><br>
Inside the barn, you find a series of monitors and control panels. <span class="gold">Cutting-edge automation technology has been integrated throughout the barn.</span>
<br><br>
"We can monitor feeding, milking, and even the animals' health from here," <<he>> explains enthusiastically, pointing to various displays showing real-time data.
<br><br>
<<He>> nods. "It'll revolutionize how we manage the farm. More efficiency means better productivity."
<br><br>
<<He>> places a hand on your shoulder. "Couldn't have done it without you."
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<<elseif $farm.build_finished.includes("stable 1")>>
<<run $farm.build_finished.delete("stable 1")>>
<span class="gold">You approach the expanded stable.</span> Soft classical music plays within.
<br><br>
<<if $farm_work.horse.monster_roll is true and (($hallucinations gte 1 or $monsterhallucinations is "f") or $bestialitydisable is "t")>>
"This is more suitable," a <<farm_text horse>> says as you pass. "Thank you."
<br><br>
<<else>>
One <<farm_text horse>> nuzzles your neck in appreciation as you pass.
<br><br>
<</if>>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<<elseif $farm.build_finished.includes("coop 1")>>
<<run $farm.build_finished.delete("coop 1")>>
<span class="gold">You approach the expanded coop.</span>
<<if $farm_work.chickens_out is 1>>
The yard is busier than it's ever been.
<<else>>
It's much longer, with roosting perches extending along the entire length.
<</if>>
There'll be plenty of eggs to sell.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<<elseif $farm.build_finished.includes("coop 2")>>
<<run $farm.build_finished.delete("coop 2")>>
<span class="gold">You approach the expanded coop.</span>
<<if $farm_work.chickens_out is 1>>
You're greeted by a sea of chickens. They swarm across the yard, looking for food.
<<else>>
It now has multiple rooms, each sheltering many chickens.
<</if>>
<br><br>
<<npc Alex>><<person1>>
Alex can have all the eggs <<he>> wants for breakfast.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<<elseif $farm.build_finished.includes("coop 3")>>
<<run $farm.build_finished.delete("coop 3")>>
<span class="gold">You approach the coop and notice the new addition.</span>
<<if $farm_work.chickens_out is 1>>
The chickens are happily exploring their new outdoor run, pecking at the ground and flapping their wings.
<<else>>
The coop now features an outdoor run for the chickens to explore when they're let out.
<</if>>
The chickens seem more active and content.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<<elseif $farm.build_finished.includes("coop 4")>>
<<run $farm.build_finished.delete("coop 4")>>
<span class="gold">You notice new equipment installed inside the coop. An automatic feeding system has been set up.</span>
<<if $farm_work.chickens_out is 1>>
Some chickens wander back into the coop, attracted by the steady supply of feed.
<<else>>
The chickens gather around the feeders, pecking at the fresh feed that is dispensed automatically.
<</if>>
This will make feeding them much more efficient.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<<elseif $farm.build_finished.includes("coop 5")>>
<<run $farm.build_finished.delete("coop 5")>>
<span class="gold">You step into the coop and see new perches installed throughout.</span>
The chickens are already making use of the upgraded perches, roosting comfortably.
<<if $farm_work.chickens_out is 1>>
Some chickens perch on the outdoor structures, enjoying the view.
<<else>>
The coop feels more spacious and the chickens seem happier.
<</if>>
Improved comfort should lead to better egg production.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<<elseif $farm.build_finished.includes("coop 6")>>
<<run $farm.build_finished.delete("coop 6")>>
A gentle breeze flows through the coop as you enter. <span class="gold">A modern ventilation system has been installed.</span>
The air feels fresher, and the chickens appear more energetic.
<<if $farm_work.chickens_out is 1>>
Even when indoors, the chickens now enjoy better air quality.
<<else>>
The improved environment should keep the chickens healthier.
<</if>>
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<<elseif $farm.build_finished.includes("coop 7")>>
<<run $farm.build_finished.delete("coop 7")>>
<span class="gold">You notice new fencing and protective measures around the coop. Security measures have been enhanced to protect the chickens from predators and intruders.</span>
The coop feels secure, and you can rest easy knowing the chickens are safe.
<<if $farm_work.chickens_out is 1>>
The chickens roam freely within the secure area, undisturbed.
<<else>>
The reinforced coop provides excellent shelter.
<</if>>
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<<elseif $farm.build_finished.includes("parasites 1")>>
<<run $farm.build_finished.delete("parasites 1")>>
<span class="gold">You approach the newly built parasite barn.</span>
The inside is filled with plenty of space for your parasites, with some basic equipment to look after them.
<br><br>
<<npc Alex>><<person1>>
Alex is just behind you. "Not sure what animals you want to keep in here, you better look after them." <<He>> rests a hand on your shoulder as <<he>> walks by to leave the barn.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<<elseif $farm.build_finished.includes("parasites 2")>>
<<run $farm.build_finished.delete("parasites 2")>>
<span class="gold">You approach the expanded parasite barn.</span>
The expanded interior is filled with a little more space for your parasites, with some more advanced equipment to better look after them.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<<elseif $farm.build_finished.includes("irrigation")>>
<<run $farm.build_finished.delete("irrigation")>>
<span class="gold">You approach the fields.</span>
<<switch $farm.irrigation>>
<<case 1>>
The irrigation system for the first field is completed, the first step in many.
<<case 2 3 4>>
A further expansion to the irrigation system for an additional field is completed, still many to go.
<<case 5 6 7>>
A further expansion to the irrigation system for an additional field is completed, only a few fields left.
<<case 8>>
A further expansion to the irrigation system for an additional field is completed, just one more field to go.
<<case 9>>
The final expansion to the irrigation system for the final field is completed.
<<default>>
Something went wrong with the irrigation system, please report.
<</switch>>
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<<elseif $farm.build_finished.includes("compost bin 1")>>
<<run $farm.build_finished.delete("compost bin 1")>>
<<if $farm.compostToProduce is undefined>>
<<set $farm.compostToProduce to 0>>
<</if>>
<<if $farm.compostWaiting is undefined>>
<<set $farm.compostWaiting to 0>>
<</if>>
<<if $farm.compostProducing is undefined>>
<<set $farm.compostProducing to [-1,-1,-1,-1]>>
<</if>>
<<if $farm.compostProducing[0] is undefined>>
<<set $farm.compostProducing[0] to -1>>
<</if>>
<<if $farm.compostProducing[1] is undefined>>
<<set $farm.compostProducing[1] to -1>>
<</if>>
<<if $farm.compostProducing[2] is undefined>>
<<set $farm.compostProducing[2] to -1>>
<</if>>
<<if $farm.compostProducing[3] is undefined>>
<<set $farm.compostProducing[3] to -1>>
<</if>>
<<if $farm.compostReady is undefined>>
<<set $farm.compostReady to 0>>
<</if>>
<span class="gold">You approach the newly built compost bin.</span>
It has just about enough space for you to compost 1 batch of fertiliser.
<<composting1>>
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<<elseif $farm.build_finished.includes("compost bin 2")>>
<<run $farm.build_finished.delete("compost bin 2")>>
<span class="gold">You approach the expanded compost bin.</span>
It has enough space for you to compost 2 batches of fertiliser.
<<composting2>>
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<<elseif $farm.build_finished.includes("compost bin 3")>>
<<run $farm.build_finished.delete("compost bin 3")>>
<span class="gold">You approach the expanded compost bin.</span>
It now has enough space for you to compost 4 batches of fertiliser.
<<composting3>>
<<composting4>>
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<<elseif $farm.build_finished.includes("extract 1")>>
<<run $farm.build_finished.delete("extract 1")>>
<span class="gold">You approach the newly built aphrodisiac extraction system.</span>
It can extract aphrodisiac from lurkers automatically but will require manual input.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<<elseif $farm.build_finished.includes("extract 2")>>
<<run $farm.build_finished.delete("extract 2")>>
<span class="gold">You approach the upgraded aphrodisiac extraction system.</span>
It will now automataically take lurkers from the cages, making it fully automated.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<<elseif $farm.build_finished.includes("cooler 1")>>
<<run $farm.build_finished.delete("cooler 1")>>
<span class="gold">You enter the storage area and see the new refrigeration unit humming quietly.</span>
The larger cooler will help keep your produce fresh for longer, reducing spoilage.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<<elseif $farm.build_finished.includes("cooler 2")>>
<<run $farm.build_finished.delete("cooler 2")>>
<span class="gold">The upgraded cooling system is now operational.</span>
The improved insulation and efficiency will significantly extend the freshness of your produce.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<<elseif $farm.build_finished.includes("cooler 3")>>
<<run $farm.build_finished.delete("cooler 3")>>
<span class="gold">The advanced climate control system has been fully installed.</span>
Your produce preservation is now at peak efficiency, ensuring minimal loss due to spoilage.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<<elseif $farm.build_finished.includes("water field 1")>>
<<run $farm.build_finished.delete("water field 1")>>
<span class="gold">You arrive at the construction site and see that a fence has been built around the water field area.</span>
The new fence secures the site, marking the beginning of your water field project.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<<elseif $farm.build_finished.includes("water field 2")>>
<<run $farm.build_finished.delete("water field 2")>>
<span class="gold">The water field has been excavated.</span>
The land is now properly shaped and prepared for the next phase of development.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<<elseif $farm.build_finished.includes("water field 3")>>
<<run $farm.build_finished.delete("water field 3")>>
<span class="gold">Synthetic liners have been installed in the water field.</span>
These liners will help maintain water levels and prevent leakage.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<<elseif $farm.build_finished.includes("water field 4")>>
<<run $farm.build_finished.delete("water field 4")>>
<<add_plot farm water 3 large>>
<span class="gold">The water source and control structures are now installed.</span>
With the water field fully operational, you can begin lotus cultivation.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<<elseif $farm.tower_guard and $farm.tower_guard_unpaid gte 2 and $farm.tower_guard_patience isnot 1>>
<<loadNPC 0 "farm_tower_guard">><<person1>>
<<if $NPCList[0].traits.includes("relaxed")>>
"Hey, farmer <<girl>>," says <<print $NPCList[0].name>>, your guard. <<He>> approaches you. "Here to get my pay."
<<elseif $NPCList[0].traits.includes("sociable")>>
"How you doing?" says <<print $NPCList[0].name>>, your guard. <<He>> approaches you. "Here about my pay."
<<elseif $NPCList[0].traits.includes("brooding")>>
<<print $NPCList[0].name>>, your guard, approaches you. "Here for my pay," <<he>> says. "You good for it?"
<<else>>
"There <<pshe>> is," <<print $NPCList[0].name>>, your guard, says as <<he>> swaggers towards you. "You know you're my favourite <<girl>>? Especially when you pay me." <<He>> holds out <<his>> hand.
<</if>>
<br><br>
<<farm_guard_pay>>
<<link [[Say you can't afford it right now|Farm Guard Pay Refuse]]>><</link>><<lltrust>>
<br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Seduce|Farm Guard Pay Seduce]]>><</link>><<promiscuous3>>
<br>
<</if>>
<<else>>
<<if isPregnancyEnding()>>
<<pcFarmBirth>>
<<elseif npcPregnancyEnding("Alex")>>
<<npc "Alex">>
"F-fuck..." you hear Alex yell. You rush to <<him>>.
<br>
"What's wrong?" you ask. Approaching <<him>>, you see fluids running down <<his>> thighs.
<br>
"I think it's happening," <<he>> says.
<br><br>
You feel your heart pounding faster than usual. "Should I take you to the hospital?" you ask.<<gstress>><<stress 6>>
<br><br>
"No, it's okay. I don't really like those places. Let's just go inside," <<he>> says.
<br>
You help <<him>> to get into the cottage and onto the sofa. "Could you call the local doctor?" <<he>> says while pulling <<his>> phone from <<his>> pocket and giving it to you.
<br><br>
<<link [[Next|Farm Alex Birth]]>><</link>>
<<elseif $farm_work isnot undefined and $farm_work.alex isnot undefined and npcIsPregnant("Alex") and !talkedAboutPregnancy("Alex","pc") and npcBellySize("Alex") gte 1 and !$farm_work.alex.includes("shower","admin","clearing") and between(Time.hour, 6, 21)>>
<<npc "Alex">>
Alex approaches you. You can see a nervous expression on <<his>> face.
<br><br>
<<if $speech_attitude is "meek">>
"I-is something wrong?" you ask.
<<elseif $speech_attitude is "bratty">>
"You okay? You don't seem like it," you ask.
<<else>>
"Is everything okay?" you ask.
<</if>>
<br><br>
"We need to talk. It's important," <<he>> says, leading you to the cottage.
<br><br>
<<link [[Next|Farm Alex Pregnancy Reveal]]>><</link>>
<<elseif playerIsPregnant() and playerBellyVisible() and !talkedAboutPregnancy("pc","Alex") and Time.hour isnot 7>>
<<npc "Alex">>
<<setTalkedAboutPregnancy "pc" "Alex">>
<<if $farm_stage gte 7 and $alex_countdown is undefined>>
You notice Alex staring at your belly in horror. "You're...you're pregnant?! You didn't tell me anything..."
<<if getPregnancyObject().potentialFathers.length gte 2 or !getPregnancyObject().potentialFathers.find(s => s.source === "Alex")>>
<<He>> sounds disappointed.
<br><br>
"W-well, you can take a break from the farm whenever you're not feeling well," <<he>> says.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<<else>>
<br><br>
<<He>> looks at you, as if waiting for a response.
"Actually, let's go to the cottage, shall we?" Alex leads you inside.
<br><br>
<<link [[Next|Farm PC Pregnancy Reveal]]>><<endevent>><<set $phase to 3>><</link>>
<</if>>
<<else>>
You notice Alex looking at your belly. "Oh, got yourself knocked up? You can take a break from the farm if you feel it's too much for you. I don't mind," <<he>> says.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<</if>>
<<elseif C.npc.Alex.pregnancy.missedBirth is true>>
<<npc "Alex">><<run delete C.npc.Alex.pregnancy.missedBirth>>
<<if C.npc.Alex.pregnancy.selfKnowledge is undefined and Object.values($children).find(child => child.mother === "Alex" && child.location === "home")>>
<<set C.npc.Alex.pregnancy.selfKnowledge to true>>
<<if C.npc.Alex.pregnancy.missedBirthCount is 1>>
Alex approaches you. You can see a nervous expression on <<his>> face.
<br><br>
<<if $speech_attitude is "meek">>
"I-is something wrong?" you ask.
<<elseif $speech_attitude is "bratty">>
"You okay? You don't seem like it," you ask.
<<else>>
"Is everything okay?" you ask.
<</if>>
<br><br>
"We need to talk. It's important," <<he>> says, leading you to the cottage.
<br><br>
<<link [[Next|Farm Alex Forgotten Birth]]>><</link>>
<<else>>
You see Alex staring at you with empty eyes, <<he>> shakes <<his>> head and walks away.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<</if>>
<<else>>
"Hey," shouts Alex, a scowl etched into <<his>> face as <<he>> stomps toward you. "Where the hell were you?!"
<br><br>
You're confused until you look down at <<his>> midsection. <<His>> baby belly's gone; <span class="red">you must've missed <<him>> going into labour.</span>
<br><br>
"I really thought you'd be there for me when it happened," <<he>> sighs. "Guess I was wrong."
<br><br>
<<link [[Apologise|Farm Alex Missed Birth]]>><<set $phase to 1>><</link>>
<br>
<<link [[Stay silent|Farm Alex Missed Birth]]>><<set $phase to 2>><</link>>
<</if>>
<<elseif C.npc.Alex.pregnancy.hospitalBirth is true>>
<<npc "Alex">>
<<run delete C.npc.Alex.pregnancy.hospitalBirth>>
Alex approaches you. You can see a nervous expression on <<his>> face. "Hey."
<br><br>
"<<if !$ambulance>>I got a call from the hospital saying that you were in labour.<</if>> <<if C.npc.Alex.pregnancy.pcKnowledge>>Sorry I couldn't be there. I just couldn't leave the farm, not in this state...<<else>> I had no idea I knocked you up; you didn't tell me anything...<</if>>"
<br><br>
<<He>> looks at your belly with sad eyes. "Look, I can't stand the idea of our kids somewhere out there, livin' as orphans. There's room here at the cottage for them, I'd just need some help with the fields and then with a nursery. It's an option, if you'll consider it."
<br><br>
<<if Time.dayState isnot "night">>"I've got to get back to work<<else>>I've got to take some rest<</if>>," <<he>> says, the sadness in <<his>> eyes in no way diminished. <<He>> leans in and gives you a quick hug before walking off.
<br><br>
<span class="gold">Alex is willing to keep <<his>> kids at the farm, but first you should help <<him>> out.</span>
<br><br>
<<link [[Next|Farm Work]]>><<run delete C.npc.Alex.pregnancy.pcKnowledge>><<unset $ambulance>><</link>>
<<elseif C.npc.Alex.pregnancy.fee is true>>
<<npc "Alex">>
<<run delete C.npc.Alex.pregnancy.fee>>
You approach Alex. "I've paid Bailey already, we can go get our children anytime," you say.
<br><br>
<<He>> smiles and hugs you. "Finally," <<he>> says. "We can finally live like a real family, all of us."
<br>
You hug <<him>> back, and you both stay like that for a while before releasing each other.
<br><br>
"But you know we can't take <<if childrenCountBetweenParents("pc","Alex") gte 2>>them<<else>>it<</if>> here by horse, right?" you say.
<br><br>
Alex laughs. "I know, dummy. You didn't really think I would do that, do you?" <<he>> asks.
<br>
"Okay, maybe I thought about it, but hey, I think my parents can help. I'll call them," <<he>> says as <<he>> reaches for <<his>> phone.
<br><br>
<<He>> makes the call and explains the situation to <<his>> parents, occasionally looking at you and blushing.
<br><br>
<<link [[Next|Farm Alex Orphanage Trip]]>><</link>>
<<elseif $exposed lte 0 and (Object.values($children).find(child => child.mother === "Alex" && child.location === "alex_cottage") or Object.values($children).find(child => child.father === "Alex" && child.location === "alex_cottage")) and !$daily.farmBabyInteraction and $rng gte 56 and (Time.hour gte 8 and Time.hour lte 15)>>
<<alex_baby_interactions>>
<<elseif $farm_yield_alex gte 1 and not (Time.hour lte 5 or Time.hour gte 22 or (Time.hour is 21 and $farm_end is 1)) and $farm_work.alex isnot "shower">>
<<npc Alex>><<person1>>
<<set _alex to C.npc.Alex>>
"Hey," shouts Alex, striding towards you. "We've had a better yield than expected lately," <<he>> says, grasping your hand in <<his>> own and pressing something into your palm.
<<if _alex.dom gte 30>>
<<if $farm_stage gte 7>>
<span class="pink">"You deserve a little for your help, partner."</span>
<<else>>
<span class="pink">"Keep at it. You'll make a fine farmer someday."</span>
<</if>> <span class="gold">You've earned <<moneyGain `$farm_yield_alex * 9`>>.</span>
<br><br>
<<elseif _alex.dom lte -30>>
<<if $farm_stage gte 7>>
<span class="teal">"Hope you don't mind handling the profits, partner."</span>
<<else>>
<span class="teal">"Dunno what I'd do without you, so this is fair."</span>
<</if>> <span class="gold">You've earned <<moneyGain `$farm_yield_alex * 24`>>.</span>
<br><br>
<<else>>
<<if $farm_stage gte 7>>
<span class="blue">"Here's your share of the profits, partner."</span>
<<else>>
<span class="blue">"Your doing, so this is fair. You've a way with the animals."</span>
<</if>> <span class="gold">You've earned <<moneyGain `$farm_yield_alex * 18`>>.</span>
<br><br>
<</if>>
<<alex_pregnancy_comment>>
<<if playerIsPregnant() and playerAwareTheyArePregnant() and getPregnancyObject().potentialFathers.find(s => s.source === "Alex") and (C.npc.Alex.pregnancy.pcKnowledge isnot true or C.npc.Alex.pregnancy.test is true) and C.npc.Alex.pregnancy.ultraSound isnot "requested">>
<<pcPregnancyRevealToAlex>>
<<else>>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<</if>>
<<unset $farm_yield_alex>>
<<elseif $farm_work.recent_shift gte $farm_work.event_time and $farm_event isnot 1 and Time.dayState isnot "night">>
<<set $farm_event to 1>>
<<eventsfarm>>
<<else>>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "alexFarmWork">>
<</if>>
<<if $farm_stage gte 7>>
<<farmicon "cottage">><<link [[Cottage (0:01)|Farm Cottage]]>><<pass 1>><</link>>
<br>
<<gardenicon "plot">><<link [[Fields (0:05)|Farm Fields]]>><<pass 5>><<set $eventskip to 1>><</link>>
<br>
<<if $farm_work.alex isnot "shower">>
<<bathroomicon "shower">><<link [[Shower shed (0:01)|Farm Shed]]>><<pass 1>><</link>>
<br>
<</if>>
/* Go to farm barn passage if outside of farming hours, go to cattle milking passage otherwise. */
<<if Time.hour lte 5 or Time.hour gte 22 or (Time.hour is 21 and $farm_end is 1)>>
/* Determine whether you can access the barn normally with Alex's consent. */
<<if $farm.milking isnot undefined and $farm.milking.dayMilking>>
<<farmicon "barn">><<link [[Barn (0:02)|Farm Barn]]>><<pass 2>><</link>>
<<else>>
<<farmicon "barn">><<link [[Sneak into the barn (0:05)|Farm Barn]]>><<pass 5>><</link>>
<</if>>
<<else>>
<<farmicon "barn">><<link [[Barn (0:02)|Farm Cattle Milk]]>><<pass 2>><</link>>
<</if>>
<br>
<</if>>
<<if $farm_stage gte 9>>
<<farmicon "lab">><<link [[Lab (0:01)|Farm Still]]>><<pass 1>><</link>>
<br>
<</if>>
<<if $farm.woodland gte 1>>
<<foresticon>><<link [[Woodland (0:05)|Farm Woodland]]>><<pass 5>><</link>>
<br>
<</if>>
<<if $farm_stage gte 7 and !$farm_kennel>>
<<farmicon "kennel">><<link [[Kennel (0:03)|Farm Kennel]]>><<pass 3>><</link>>
<br>
<</if>>
<<if $farm.compostbin gte 1>>
<<farmicon "compostbin">><<link [[Compost Bin (0:03)|Farm Compost Bin]]>><<pass 3>><</link>>
<br>
<</if>>
<<if $farm.parasitebarn gte 1>>
<<containersLink>>
<</if>>
<br>
<<farm_work>>
<<if $farm_stage gte 7>>
<<if $farm.steed>>
<<steedicon>><<link [[Saddle a steed|Farm Saddle]]>><</link>>
<br>
<<else>>
<<steedicon>><<link [[Saddle a steed (0:10)|Farm Steed]]>><<pass 10>><</link>>
<br>
<</if>>
<</if>>
<<farmicon>><<link [[Leave|Farmland]]>><</link>>
<br>
<<if numberOfEarSlime() and $daily.slimeFarmNaked is undefined>>
<<set $daily.slimeFarmNaked to false>>
<</if>>
<</if>>
<</if>><<effects>>
Following the slime's command, you find a spot where you think your clothes will be safe and strip before heading to work.
<<undressclothes "farmHidingSpot">><<set $slimeFarmNakedStored to true>><<set $daily.slimeFarmNaked to true>>
<<if $farm_stage gte 7>><<set $farm_naked to 1>><</if>>
<br><br>
<<link [[Next|Farm Work]]>><</link>><<effects>>
<<if $earSlime.corruption gte (currentSkillValue('willpower') / 10) and !$earSlime.defyCooldown>>
<<if hasSexStat("exhibitionism", 4) and $earSlime.growth lt 100>>
<<set $earSlime.defyCooldown += 4>>
<<else>>
<<set $earSlime.defyCooldown += 8>>
<</if>>
You try to ignore the slime but feel a jolt of pain as it punishes you for defiance. However, <span class="red">you fail</span> to resist its influence.<<ggwillpower>><<willpower 3>>
<br><br>
Following the slime's command, you find a spot where you think your clothes will be safe and strip before heading to work.
<<undressclothes "farmHidingSpot">><<set $slimeFarmNakedStored to true>><<set $daily.slimeFarmNaked to true>>
<<if $farm_stage gte 7>><<set $farm_naked to 1>><</if>>
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<<else>>
<<if $earSlime.growth gte 100>>
<<set $earSlime.defyCooldown += 2>>
You try to ignore the slime but feel a jolt of pain as it punishes you for defiance. However, <span class="red">it doesn't stop you, knowing that it can punish you in other ways.</span>
<<else>>
You try to ignore the slime but feel a jolt of pain as it punishes you for defiance. You feel it try, <span class="green">but fail,</span> to force you to expose yourself.<<gwillpower>><<willpower 1>>
<</if>>
<<set $daily.slimeFarmNaked to false>>
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<</if>><<effects>>
<<if $farm_naked_alex is 1 and hasSexStat("exhibitionism", 5)>>
<<unset $farm_naked_alex>>
<<npc Alex>><<person1>>
<<flaunting>> you step out from your hiding place, just as Alex enters the yard. "Thanks for he-" <<he>> begins, before looking your way and cutting off.
<br><br>
<<if $worn.lower.exposed gte 1 or $worn.upper.exposed gte 1 and $player.gender_appearance isnot "m">>
<<if $speech_attitude is "meek">>
"I-Is something wrong?" you ask. "I was worried about my clothes tearing, so I decided to wear less."
<<elseif $speech_attitude is "bratty">>
"Eyes are up here," you say. "Didn't want my clothes ruined, but that doesn't mean you can look as you please."
<<else>>
"I don't mean to startle," you say. "But I was worried about my clothes tearing."
<</if>>
<<else>>
<<if $speech_attitude is "meek">>
"I-Is something wrong?" you ask. "I'm fed up with changing wet clothes all the time."
<<elseif $speech_attitude is "bratty">>
"Eyes are up here," you say. "My clothes will only get wet again. I'll soldier through."
<<else>>
"I don't mean to startle," you say. "But I'm fed up with having to change wet clothes all the time."
<</if>>
<</if>>
<<exhibitionism5>>
Alex looks away again, blushing. "A-Alright," <<he>> stammers. "J-Just be careful." <<He>> continues in a hurry, but you suspect <<he>> will be sneaking glances later.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<<elseif $farm_naked_alex is 1>>
<<unset $farm_naked_alex>>
<<npc Alex>><<person1>>
<<embarrassment>> Despite that you step out from your hiding place, just as Alex enters the yard. "Thanks for he-" <<he>> begins, before looking your way and cutting off. <<stress 10>><<gstress>><<trauma 10>><<gtrauma>>
<br><br>
<<if $worn.lower.exposed gte 1 or $worn.upper.exposed gte 1 and $player.gender_appearance isnot "m">>
<<if $speech_attitude is "meek">>
"I-Is something wrong?" you ask. "I was worried about my clothes tearing, so I decided to wear less."
<<elseif $speech_attitude is "bratty">>
"Eyes are up here," you say. "Didn't want my clothes ruined, but that doesn't mean you can look as you please."
<<else>>
"I don't mean to startle," you say. "But I was worried about my clothes tearing."
<</if>>
<<else>>
<<if $speech_attitude is "meek">>
"I-Is something wrong?" you ask. "I'm fed up with changing wet clothes all the time."
<<elseif $speech_attitude is "bratty">>
"Eyes are up here," you say. "My clothes will only get wet again. I'll soldier through."
<<else>>
"I don't mean to startle," you say. "But I'm fed up with having to change wet clothes all the time."
<</if>>
<</if>>
Alex looks away again, blushing. "A-Alright," <<he>> stammers. "J-Just be careful." <<He>> continues in a hurry, but you suspect <<he>> will be sneaking glances later.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<<elseif $exhibitionism lt 75>>
<<embarrassment>> Despite that you step out from your hiding place, ready for work. Alex walks by, and pretends not to look.
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<<else>>
<<flaunting>> you step out from your hiding place, ready for work. Alex walks by, and pretends not to look.
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<</if>><<effects>>
<<npc Alex>><<person1>>
You sneak up to Alex, though you keep yourself hidden behind a bush.
<<if $speech_attitude is "meek">>
"A-Alex," you squeak. "I had an accident. D-do you have something I can dry with?"
<<elseif $speech_attitude is "bratty">>
"Hey," you shout. "Alex. Got anything I can dry with?"
<<else>>
"Alex," you say. "I've had an accident. Do you have anything I could dry with?"
<</if>>
<<exhibitionism1>>
Alex turns, looks perplexed for a moment, then laughs. "You got yourself wet? Don't worry. I'll get you something."
<br><br>
You follow <<him>> to the farmhouse. Alex need only turn to see your <<lewdness>>, but <<he>> doesn't take advantage. "Wait here," <<he>> says as <<he>> climbs the stairs. "I'll chuck something down."
<br><br>
<<link [[Next|Farm Alex Dry 2]]>><</link>>
<br><<effects>>
A towel drops down the stairwell, and you dry yourself in the kitchen. You hear Alex come down the stairs. <<He>> asks if you're decent before entering.
<<if Weather.precipitation is "rain" and (!$worn.head.type.includes("rainproof") || !$worn.handheld.type.includes("rainproof"))>>
"Get yourself a Sou'wester's if the rain's bothering you," <<he>> says. "They work a treat. I'd best get back to work."
<<else>>
"Did you fall in the river?" <<he>> laughs. "You go careful. I'd best get back to work."
<</if>>
<br><br>
<<dry>>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
<<npc Alex>><<person1>>
You sneak up to Alex, though you keep yourself hidden behind a bush.
<<if $speech_attitude is "meek">>
"A-Alex," you squeak. "I had an accident. D-do you have any clothes I could wear?"
<<elseif $speech_attitude is "bratty">>
"Hey," you shout. "Alex. Got anything I can wear?"
<<else>>
"Alex," you say. "I've had an accident. Do you have any clothes I could wear?"
<</if>>
<<exhibitionism1>>
Alex turns, looks perplexed for a moment, then laughs. "You got yourself in a bother? Don't worry. I'll get you something."
<br><br>
You follow <<him>> to the farmhouse. Alex need only turn to see your <<lewdness>>, but <<he>> doesn't take advantage. "Wait here," <<he>> says as <<he>> climbs the stairs. "I'll chuck something down."
<br><br>
<<link [[Next|Farm Alex Clothes 2]]>><</link>>
<br><<effects>>
A bundle falls down the stairwell.
<<if $worn.upper.type.includes("naked") and $worn.lower.type.includes("naked")>>
It's a checkered shirt.<<upperwear 33>>
<<if C.npc.Alex.dom gte $npcdomhigh and C.npc.Alex.lust gte 10>>
A smaller bundle follows. A pair of denim shorts.<<lowerwear 31>>
<<elseif playerBellySize() gte 8>>
Another bundle thumps to the ground in front of you. A pair of sweatpants.<<lowerwear 67>>
<<else>>
Another bundle thumps to the ground in front of you. A pair of jeans.<<lowerwear 22>>
<</if>>
<<elseif $worn.upper.type.includes("naked")>>
It's a checkered shirt.<<upperwear 33>>
<<else>>
<<if C.npc.Alex.dom gte $npcdomhigh and C.npc.Alex.lust gte 10>>
It's a pair of denim shorts.<<lowerwear 31>>
<<elseif playerBellySize() gte 8>>
It's a pair of sweatpants.<<lowerwear 67>>
<<else>>
It's a pair of jeans.<<lowerwear 22>>
<</if>>
<</if>>
<<if $upperwetstage gte 1 or $lowerwetstage gte 2>>
A rolled up towel follows. "Something to dry with," Alex shouts.
<<dry>>
<</if>>
<br><br>
You get dressed in the kitchen. You hear Alex come down the stairs. <<He>> asks if you're decent before entering the kitchen.
<<if C.npc.Alex.dom gte $npcdomhigh and C.npc.Alex.lust gte 10>>
<<His>> eyes traverse your body. "A little tight, maybe," <<he>> says. "Come on. We need to get back to work."
<<else>>
"Fits well," <<he>> says. "Come on. We need to get back to work."
<</if>>
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
You walk around the edge of the farm.
<<if $farm.wall gte 4>>
It is surrounded by a stone wall that serves as a foundation for a tall metal fence. The top menaces with barbed wire.
<<elseif $farm.wall is 3>>
It is surrounded by a stone wall that serves as a foundation for a tall metal fence.
<<elseif $farm.wall is 2>>
It is surrounded by a stone and cement wall, which looks much older in places.
<<elseif $farm.wall is 1>>
It is surrounded by a stone wall, which looks much older in places.
<<else>>
Most of it is bordered by a wooden fence, which gives way to an ancient stone wall in places. You find traces of the stone elsewhere, as if it once surrounded the whole farm.
<</if>>
<br><br>
A great hedge shields most of the fields from the forest beyond, though some are bordered instead by a river. The lands around the farm are wild. You're not sure if they've ever been cultivated.
<br><br>
<<if $farm_work.fence_damage gte 10>>
The damage is extensive. <span class="red">It looks deliberate.</span>
<<elseif $farm_work.fence_damage gte 5>>
<span class="pink">The damage is extensive, as if it were deliberate.</span>
<<elseif $farm_work.fence_damage gte 1>>
<span class="purple">The wall and fence are in need of repair.</span>
<<else>>
Everything seems to be in order.
<</if>>
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br><<effects>>
<<if Weather.isSnow>>
<<wearProp "shovel">>
You grab a shovel and begin shovelling snow off the yard. It's hard work, but you manage to clear it in good time.
<<else>>
<<wearProp "broom">>
You grab a broom and begin sweeping the yard of fallen leaves. It's hard work, but you manage to gather them into a neat pile before shovelling them into the compost.
<</if>>
<br><br>
<<set $danger to random(1, 10000)>>
<<if $danger gte (9900 - $allure)>>
<<if $bestialitydisable is "f" and $lurkerdisable is "f">>
You're just finishing up, when something leaps from the pile of <<if Weather.isSnow>>snow<<else>>leaves<</if>>!<<gstress>><<stress 6>>
<br><br>
<<if hasSexStat("deviancy", 4)>>
<<link [[Stand still|Farm Yard Stand Still]]>><<handheldon>><</link>><<deviant4>>
<br>
<</if>>
<<link [[Dodge|Farm Yard Dodge]]>><</link>><<handheldon>><<dancedifficulty 1 1200>>
<br>
<<link [[Whack it with the shovel|Farm Yard Whack]]>><<handheldon>><<wearProp "shovel">><</link>><<physiquedifficulty 1 24000>>
<br>
<<link [[Scream|Farm Yard Scream]]>><<handheldon>><</link>><<gdom "Alex">>
<br>
<<if $farm_stage gte 10 and $lurkers_held lt lurkerCap()>>
<<link [[Hurl net|Farm Yard Hurl net]]>><<handheldon>><</link>><<dancedifficulty 1 1200>><<athleticsdifficulty 0 1200>>
<br>
<</if>>
<<else>>
Something darts from the pile of <<if Weather.isSnow>>snow<<else>>leaves<</if>>, startling you.<<gstress>><<stress 6>>
<br><br>
<<link [[Next|Farm Work]]>><<handheldon>><</link>>
<br>
<</if>>
<<else>>
<<link [[Next|Farm Work]]>><<handheldon>><</link>>
<br>
<</if>><<effects>>
You release the chickens from their coop, then enter to clean up. It's large enough to stand in, with a wire fence surrounding an outdoor area.
<br><br>
<<set $danger to random(1, 10000)>>
<<if $danger gte (9900 - $allure)>>
<!-- Modified for Beast People -->
<<farm_gen dog>>
<<if $monster is 1 or $bestialitydisable is "f">>
<<if $farm_work.dog.monster is true>>
<<beastNEWinit 1 dog $farm_work.dog.gender $farm_work.dog.genitals monster>>
<<else>>
<<beastNEWinit 1 dog $farm_work.dog.gender $farm_work.dog.genitals beast>>
<</if>>
You hear movement behind you. Before you can turn to investigate, something leaps on you from behind. You drop to your knees, clutching the wire fence for support.
<br><br>
<<if setup.clothes.upper[clothesIndex('upper', $worn.upper)].sleeve_img is 1>>
You feel a tugging at your wrists. Several chickens have poked their beaks through the gaps in the wire and are grasping your sleeves. Your arms are held in place.
<br><br>
<<bindtemp>>
<<set $phase to 1>>
<<else>>
<<set $phase to 0>>
<</if>>
<<link [[Next|Farm Coop Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You hear a click behind you. The wind blew the door shut. It's stuck. You manage to pull it open, but not before worrying that you'll need to call for help.<<stress 6>><<gstress>>
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<</if>>
<<else>>
<<link [[Next|Farm Work]]>><</link>>
<br>
<</if>><<effects>>
<<outfitChecks>>
The chickens follow as you retrieve a sack of grain from the shed beside the yard.
<<set $danger to random(1, 10000)>>
<<if $danger gte (9900 - $allure) and $exposed lte 0>>
<<if _bottom.outfitSecondary is undefined>>
<<set _broken to true>>
<<elseif _bottom.outfitSecondary[1] is "broken" or _bottom.outfitSecondary[1] is "split">>
<<set _broken to true>>
<</if>>
<<if _broken>>
One jumps and latches onto your _bottom.name with its beak, <span class="purple">tugging it down your legs and revealing your <<undies>>.</span> You lean down to grab it, but this puts the heavy sack in range of the birds. Yet other chickens start pulling at your _bottom.name. You hear the fabric tear.<<gstress>><<stress 6>>
<br><br>
<<lowerstrip>>
<<link [[Risk the sack and retrieve your bottoms|Farm Chickens Retrieve]]>><</link>><<difficulty 50>>
<br>
<<link [[Lure the chickens away from your bottoms|Farm Chickens Leave]]>><</link>>
<br>
/* <<if $submissive lte 500>> */
<<link [[Roar|Farm Chickens Roar]]>><<def 1>><</link>><<defianttext>>
<br>
/* <</if>> */
<<else>>
<<set _bottom.integrity -= 15>>
<<if _bottom.integrity lte 0>>
One jumps and latches onto your _bottom.name with its beak. It hangs there for a moment, until gravity tears it free, your <span class="pink">_bottom.name still in its grasp.</span>
<<integritycheck>><<exposure>><<gstress>><<stress 6>>
<br>
You almost drop the sack in your haste to cover your <<lewdness>>, but there's no one else around.
<br><br>
<<if $exposed gte 2 and hasSexStat("exhibitionism", 2)>>
<<link [[Finish the job|Farm Chickens Finish]]>><</link>><<exhibitionist2>>
<br>
<<elseif $exposed is 1>>
<<link [[Finish the job|Farm Chickens Finish]]>><</link>><<exhibitionist1>>
<br>
<</if>>
<<link [[Find something to cover with (0:10)|Farm Chickens Cover]]>><<pass 10>><<farm_count 10>><</link>>
<br>
<<else>>
One jumps and latches onto your _bottom.name with its beak. You hear the fabric tear as you shake it free.
<br><br>
<<if $farm.coop gte 4>>
You finish restocking the automatic feeding system.
<<else>>
You finish feeding the chickens, and return the sack to the shed.
<</if>>
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<</if>>
<</if>>
<<else>>
They break away as you scatter it.
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<</if>><<effects>>
You herd the chickens into their coop, then perform a head count to make sure you got them all.
<<set $danger to random(1, 10000)>>
<<if $danger gte (9900 - $allure)>>
You're missing one.
<br><br>
<<link [[Look for it (0:10)|Farm Chickens Look]]>><<pass 10>><<farm_count 10>><</link>>
<br>
<<if ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled"))>>
<<link [[Hunt it|Farm Chickens Hunt]]>><<set $catbuild += 1>><</link>><<cat>>
<br>
<</if>>
<<link [[It'll be fine|Farm Chickens Fine]]>><<farm_yield -1>><</link>><<lfarm>>
<br>
<<else>>
Satisfied, you shut and lock the door.
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<</if>><<effects>>
You enter the sty, and release the <<farm_text_many pig>>. They walk down the aisle without prompting. You open the gate at the far end, letting them into a small pen outside.
<br><br>
<<set $danger to random(1, 10000)>>
<<if $danger gte (9900 - $allure)>>
<!-- Modified for monster people -->
<<if $bestialitydisable is "f" or $farm_work.pig.monster is true>>
<<if $farm_work.pig.monster is true>>
The last grasps your hair, and tries to force you to the ground.
<<else>>
The last rears on its hind legs, and tries to force you to the ground.
<</if>>
<br><br>
<<link [[Scold|Farm Pigs Scold]]>><</link>><<tendingdifficulty 1 600>>
<br>
<<link [[Shove <<farm_him pig>> away|Farm Pigs Shove]]>><</link>><<physiquedifficulty 1 12000>>
<br>
<<link [[Endure|Farm Pigs Endure]]>><<trauma 6>><<stress 6>><<farm_pigs -1>><</link>><<lrespect>>
<br>
<<if hasSexStat("deviancy", 3)>>
<<link [[Give <<farm_him pig>> a hand|Farm Pigs Hand]]>><<set $sexstart to 1>><</link>><<deviant3>>
<br>
<</if>>
<<else>>
The <<farm_text_many pig>> seem agitated. It's a little scary.<<gstress>>
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<</if>>
<<else>>
<<link [[Next|Farm Work]]>><</link>>
<br>
<</if>><<effects>>
<<npc Alex>><<person1>>
<<alexRemyTattoosCheck "chores">>
<<wearProp "bucket">>
You find Alex crossing the yard, a heavy bucket in each hand.
<<if $speech_attitude is "meek">>
"C-can I help?" you ask.
<<elseif $speech_attitude is "bratty">>
You reach for one of the buckets. "Let me help," you say.
<<else>>
"Do you need a hand?" you ask.
<</if>>
<br><br>
Alex smiles as you take the bucket. "Thanks. Will be faster with both of us."
<br><br>
You help Alex carry feed across the yard, spilling it over the fence and into the troughs.
<<if $farm_work.pigs_fed gte 6>>
The <<farm_text_many pig>> eat the feed with gusto, but by the end<span class="green"> lie on their sides, content.</span>
<<else>>
<span class="blue">The <<farm_text_many pig>> devour the feed. Seems they're still hungry.</span>
<</if>>
<br><br>
<<set $danger to random(1, 10000)>>
<<if $danger gte (9900 - $allure)>>
"Down!" Alex says behind you. You turn. One of the <<farm_text pig>>s has grasped Alex's <<if $pronoun is "f">>skirt<<else>>shorts<</if>> in <<farm_his pig>> <<= $farm_work.pig.monster is true ? "mouth" : "hands">>.
<br><br>
<<link [[Scold the <<farm_text pig>>|Farm Pigs Alex Scold]]>><<handheldon>><</link>><<tendingdifficulty 1 600>>
<br>
<<link [[Watch|Farm Pigs Alex Watch]]>><<handheldon>><<npcincr Alex lust 1>><<arousal 600>><</link>><<glust>><<garousal>>
<br>
<<else>>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<</if>><<effects>><<wearProp "bucket">>
<<if currentSkillValue('physique') gte 16000>>
You pour feed into a couple of buckets, and traipse across the field. The buckets are heavy, <span class="green">but no trouble for someone of your strength.</span><<set $farm_work.pigs_fed += 1>><<physique 2>>
<br><br>
<<else>>
You pour feed into a couple of buckets, and traipse across the field. Your arms ache by the time you arrive at the sty.<<physique 2>>
<br><br>
<</if>>
<<pass 20>>
You empty the buckets in the troughs.
<<if $farm_work.pigs_fed gte 6>>
The <<farm_text_many pig>> eat the feed with gusto, but by the end<span class="green"> lie on their sides, content.</span>
<<else>>
<span class="blue">The <<farm_text_many pig>> devour the feed. Seems they're still hungry.</span>
<</if>>
<br><br>
<<outfitChecks>>
<<set $danger to random(1, 10000)>>
<<if $danger gte (9900 - $allure) and _bottom and ($bestialitydisable is "f" or $farm_work.pig.monster is true)>>
<!-- Modified for Monster People -->
<<if $farm.beasts.pigs lte -20 and $rng gte 51>>
Something catches your hair as you turn away from the trough. One of the <<farm_text pig>>s has reached over the fence. <<if $farm_work.pig.monster is true>>"You're not finished here," <<farm_he pig>> says. <</if>><<farm_He pig>> tries to pull you inside.
<br><br>
<<link [[Scold|Farm Pigs Feed Extreme Scold]]>><<handheldon>><</link>><<tendingdifficulty 1 1100>>
<br>
<<link [[Call for help|Farm Pigs Feed Extreme Help]]>><<handheldon>><<npcincr Alex dom 1>><<farm_pigs -1>><</link>><<gdom "Alex">><<lrespect>>
<br>
<<else>>
Something catches your _bottom.name as you turn away from the trough. One of the <<farm_text pig>>s has stuck <<farm_his pig>> <<= $farm_work.pig.monster is true ? "head" : "snout">> through the fence, and grasps your clothing in <<farm_his pig>> mouth.
<br><br>
<<link [[Scold|Farm Pigs Feed Scold]]>><<handheldon>><</link>><<tendingdifficulty 1 600>>
<br>
<<link [[Call for help|Farm Pigs Feed Help]]>><<npcincr Alex dom 1>><<farm_pigs -1>><<handheldon>><</link>><<gdom "Alex">><<lrespect>>
<br>
<</if>>
<<else>>
<<link [[Next|Farm Work]]>><<handheldon>><</link>>
<br>
<</if>><<effects>>
You herd the <<farm_text_many pig>> back into the sty. Some of them seem reluctant to move, and need cajoling.
<<set $danger to random(1, 10000)>>
<<if $danger gte (9900 - $allure) and ($bestialitydisable is "f" or $farm_work.pig.monster is true)>>
You manage to get the last to stand. You're leading <<farm_him pig>> inside when <<farm_he pig>> <<= $farm_work.pig.monster is true ? "grasps your arms" : "rears on its hind legs">> and tries to force you to the ground.
<br><br>
<<link [[Scold|Farm Pigs Scold]]>><</link>><<tendingdifficulty 1 600>>
<br>
<<link [[Shove <<farm_him pig>> away|Farm Pigs Shove]]>><</link>><<physiquedifficulty 1 12000>>
<br>
<<link [[Endure|Farm Pigs Endure]]>><<trauma 6>><<stress 6>><<farm_pigs -1>><</link>><<lrespect>>
<br>
<<if hasSexStat("deviancy", 3)>>
<<link [[Give <<farm_him pig>> a hand|Farm Pigs Hand]]>><<set $sexstart to 1>><</link>><<deviant3>>
<br>
<</if>>
<<else>>
You manage to get the last to stand, and lead <<farm_him pig>> inside.
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<</if>><<effects>>
You open each stall, releasing the <<farm_text_many horse>> within. They know where they're going, but you lead them down the lane and open the gate to the field.
<br><br>
<<set $danger to random(1, 10000)>>
<<if $danger gte (9900 - $allure) and $horsedisable is "f">>
<!-- Modified for Monster People -->
<<if $bestialitydisable is "f" or $farm_work.pig.monster is true>>
Most run by, eager to stretch their legs, but a couple hang back.
<<if $farm_work.horse.monster is true>>
One of them steps in front of you, and pushes you away from the gate. "We don't appreciate being penned up," <<farm_he horse>> says as a pair of powerful hands grasp your shoulders from behind. "How's about you give us a little something by way of apology?"
<br><br>
The hands travel down your arms, pinning them to your side as the centaur in front runs a finger down your chest.<<gstress>><<stress 6>>
<br><br>
<<link [[Scold|Farm Horses Scold]]>><</link>><<tendingdifficulty 1 800>>
<br>
<<link [[Call Alex|Farm Horses Alex]]>><<farm_horses -1>><<npcincr Alex dom 1>><</link>><<lrespect>><<gdom "Alex">>
<br>
<<link [[Endure|Farm Horses Endure]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>
<br>
<<else>>
One of them shoves you away from the gate with its nose, while another blocks your escape.<<gstress>><<stress 6>>
<br><br>
<<if $farm.beasts.horses lte -20>>
<<link [[Scold|Farm Horses Scold]]>><</link>><<tendingdifficulty 1 1200>>
<br>
<<else>>
<<link [[Scold|Farm Horses Scold]]>><</link>><<tendingdifficulty 1 800>>
<br>
<</if>>
<<link [[Call Alex|Farm Horses Alex]]>><<farm_horses -1>><<npcincr Alex dom 1>><</link>><<lrespect>><<gdom "Alex">>
<br>
<<link [[Endure|Farm Horses Endure]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>
<br>
<</if>>
<<else>>
They run by, eager to stretch their legs. One jostles you as it passes, knocking you to the ground.<<gpain>><<pain 4>><<gstress>><<stress 6>>
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<</if>>
<<else>>
They run by, eager to stretch their legs.
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<</if>><<effects>><<wearProp "brush">>
<<if $rng gte 51>>
You approach a <<farm_text horse>>, brush in hand.
<<if $farm.beasts.horses gte 5>>
<<farm_He horse>> runs towards you, eager.
<<else>>
<<farm_He horse>> watches you warily.
<</if>>
<br><br>
<<farm_brush>>
<<else>>
The <<farm_text_many horse>> run around the field. You shout to one, telling <<farm_him horse>> to stop, but <<farm_he horse>>'s enjoying it too much.
<br><br>
<<link [[Chase|Farm Horses Chase]]>><<tiredness 2>><</link>><<athleticsdifficulty 1 1000>><<gtiredness>>
<br>
<!-- Modified for Monster People -->
<<if hasSexStat("deviancy", 2) and $horsedisable is "f" and ($bestialitydisable is "f" or $farm_work.horse.monster is true)>>
<<link [[Seduce|Farm Horses Seduce]]>><</link>><<deviant2>>
<br>
<</if>>
<<link [[Wait (0:20)|Farm Horses Wait]]>><<pass 20>><<farm_count 20>><<farm_horses -1>><</link>><<lrespect>>
<br>
<</if>><<effects>>
You approach a <<farm_text horse>>. You take <<farm_his horse>> bridle in hand and lead <<farm_him horse>> to the corner of the field, a spot shielded from view by the encroaching woodland. You're far enough that no one on the main farm should be able to hear you.
<br><br>
<<link [[Use your hands (0:05)|Farm Horses Lewd Hands]]>><<pass 5>><<farm_count 5>><<farm_yield 1>><<set $farm_work.horses_satisfied += 1>><<handskill 5>><<set $handstat += 1>><<set $handejacstat += 1>><</link>><<deviant3>><<gfarm>><<ghandskill>>
<br>
<<if hasSexStat("deviancy", 4)>>
<<link [[Use your mouth (0:05)|Farm Horses Lewd Mouth]]>><<pass 5>><<farm_count 5>><<farm_yield 1>><<set $farm_work.horses_satisfied += 1>><<oralskill 5>><</link>><<deviant4>><<gfarm>><<goralskill>>
<br>
<</if>>
<<if hasSexStat("deviancy", 5)>>
<<link [[Let <<farm_him horse>> mount you|Farm Horses Lewd Mount]]>><</link>><<deviant5>>
<br>
<</if>>
<br><br>
<<link [[Walk away|Farm Work]]>><</link>>
<br><<effects>>
You drop to your knees beside the <<farm_text horse>>, and observe <<farm_his horse>> <<if $farm_work.horse.genitals is "vagina">>equine pussy<<else>>huge penis<</if>>. You reach out, and touch it.
<<deviancy3>>
<<if $farm_work.horse.monster is true>>
"I like how you think," the <<farm_text horse>> says. "No need to be gentle."
<<else>>
<</if>>
<<if $farm_work.horse.genitals is "vagina">>
You rub with both hands, pushing your fingers inside. You shift your body so you can get a better angle.
<<else>>
You take <<farm_his horse>> length in both hands, and feel <<farm_him horse>> erect beneath your touch. You rub, shifting your body to a better angle.
<</if>>
<br><br>
<<if currentSkillValue("handskill") gte random(1, 1000)>>
<<farm_He horse>> starts bucking against your hands, <span class="green">but you manage to keep up.</span> <<farm_He horse>> moves faster, until <<farm_his horse>> whole body shudders in orgasm.
<<if $farm_work.horse.genitals is "penis">>
Semen shoots from <<farm_his horse>> penis, pooling on the grass below.
<</if>>
<br><br>
You give <<farm_him horse>> a moment to recover, then lead <<farm_him horse>> back to the field, a healthy spring in <<farm_his horse>> step.
<br><br>
<<if $farm_work.horses_satisfied lt 6 and $farm_work.horses_out lt 2>>
<<link [[Next|Farm Horses Lewd]]>><</link>>
<<else>>
<<link [[Next|Farm Work]]>><</link>>
<</if>>
<br>
<<else>>
<<farm_He horse>> starts bucking against you. It's difficult to keep up.
<br><br>
<<link [[Keep going (0:10)|Farm Horses Lewd Hands 2]]>><<pass 10>><<farm_count 10>><</link>>
<br>
<</if>><<effects>>
You keep it up, until the <<farm_text horse>> shudders in orgasm.
<<if $farm_work.horse.genitals is "penis">>
Semen shoots from <<farm_his horse>> penis, pooling on the grass below.
<</if>>
<br><br>
You give <<farm_him horse>> a moment to recover, then lead <<farm_him horse>> back to the field, a healthy spring in <<farm_his horse>> step.
<br><br>
<<if $farm_work.horses_satisfied lt 6 and $farm_work.horses_out lt 2>>
<<link [[Next|Farm Horses Lewd]]>><</link>>
<<else>>
<<link [[Next|Farm Work]]>><</link>>
<</if>>
<br><<effects>>
You drop to your knees beside the <<farm_text horse>>, and observe <<farm_his horse>> <<if $farm_work.horse.genitals is "vagina">>equine pussy<<else>>huge penis<</if>>. You lean forward, tongue first, and lick.
<<deviancy4>>
<<if $farm_work.horse.monster is true>>
"I was hoping you'd do that," the <<farm_text horse>> says.
<<else>>
<</if>>
<<if $farm_work.horse.genitals is "vagina">>
You wiggle your tongue inside. It was meant for something much larger, so you compensate with dexterity, wriggling this way and that, trying to find a weak spot.
<<else>>
You run your tongue along its length, feeling <<farm_his horse>> cock erect with each pulse. There's no way you could fit something so large in your mouth, but your tongue gives it as much attention as it can.
<</if>>
<br><br>
<<if currentSkillValue("oralskill") gte random(1, 1000)>>
<<farm_He horse>> starts bucking against your face. You grasp <<farm_his horse>> hind legs, <span class="green">and manage to remain steady.</span> <<farm_He horse>> moves faster, until <<farm_his horse>> whole body shudders in orgasm.
<<if $farm_work.horse.genitals is "penis">>
Semen shoots from <<farm_his horse>> penis, splattering over your face and dripping on your <<breasts>>.
<<bodyliquid "face" "semen">><<bodyliquid "chest" "semen">><<faceejacstat>><<ejacstat>>
<</if>>
<br><br>
You give the <<farm_text horse>> a moment to recover, then lead <<farm_him horse>> back to the field, a healthy spring in <<farm_his horse>> step.
<br><br>
<<if $farm_work.horses_satisfied lt 6 and $farm_work.horses_out lt 2>>
<<link [[Next|Farm Horses Lewd]]>><</link>>
<<else>>
<<link [[Next|Farm Work]]>><</link>>
<</if>>
<br>
<<else>>
<<farm_He horse>> starts bucking against your face, which makes things harder.
<br><br>
<<link [[Keep going (0:10)|Farm Horses Lewd Mouth 2]]>><<pass 10>><<farm_count 10>><</link>>
<br>
<</if>><<effects>>
Despite the difficulty, you persevere until the <<farm_text horse>>'s body shudders in orgasm.
<<if $farm_work.horse.genitals is "penis">>
Semen shoots from <<farm_his horse>> penis, splattering over your face and dripping on your <<breasts>>.
<<bodyliquid "face" "semen">><<bodyliquid "chest" "semen">><<faceejacstat>><<ejacstat>>
<</if>>
<br><br>
You give <<farm_him horse>> a moment to recover, then lead <<farm_him horse>> back to the field, a healthy spring in <<farm_his horse>> step.
<br><br>
<<if $farm_work.horses_satisfied lt 6 and $farm_work.horses_out lt 2>>
<<link [[Next|Farm Horses Lewd]]>><</link>>
<<else>>
<<link [[Next|Farm Work]]>><</link>>
<</if>>
<br><<effects>>
You bend over a bale of hay, and pull the <<farm_text horse>> until <<farm_he horse>> stands over you. Instinct takes over from there.<<deviancy5>>
<<link [[Next|Farm Horses Sex]]>><<set $sexstart to 1>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<if $farm_work.horse.monster is true>>
<<beastNEWinit 1 horse $farm_work.horse.gender $farm_work.horse.genitals monster>>
<<else>>
<<beastNEWinit 1 horse $farm_work.horse.gender $farm_work.horse.genitals beast>>
<</if>>
<<beastCombatInit>>
<<set $NPCList[0].stance to "top">>
<<if $farm_work.horse.genitals is "penis">>
<<set $position to "doggy">>
<<else>>
<<set $position to "missionary">>
<</if>>
<<set $position_lock to 1>>
<<prop haybale>>
<<farm_trust horses>>
<</if>>
<<effects>>
<<effectsman>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Farm Horses Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Farm Horses Sex]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
You hold the <<farm_text horse>>'s bridle as <<farm_he horse>> shakes above you. You climb off the hay bale.<<gfarm>><<farm_yield 1>><<set $farm_work.horses_satisfied += 1>>
<br><br>
<<clotheson>>
<<tearful>> you lead <<farm_him horse>> back to the field. <<farm_He horse>> has a spring in <<farm_his horse>> step.
<br><br>
<<endcombat>>
<<if $farm_work.horses_satisfied lt 6 and $farm_work.horses_out lt 2>>
<<link [[Next|Farm Horses Lewd]]>><</link>>
<<else>>
<<link [[Next|Farm Work]]>><</link>>
<</if>>
<br>
<<elseif $enemyhealth lte 0>>
The <<farm_text horse>> flees back to the field.
<br><br>
<<tearful>> you climb off the hay bale.
<br><br>
<<clotheson>>
<<endcombat>>
<<if $farm_work.horses_satisfied lt 6 and $farm_work.horses_out lt 2>>
<<link [[Next|Farm Horses Lewd]]>><</link>>
<<else>>
<<link [[Next|Farm Work]]>><</link>>
<</if>>
<br>
<<else>>
<<if $farm_work.horse.monster is true>>
"You're such a tease," the centaur says. <<farm_He horse>> turns and runs back to the field.
<<else>>
The <<farm_text horse>> neighs in frustration, and runs back to the field.
<</if>>
<br><br>
<<tearful>> you climb off the hay bale.
<br><br>
<<clotheson>>
<<endcombat>>
<<if $farm_work.horses_satisfied lt 6 and $farm_work.horses_out lt 2>>
<<link [[Next|Farm Horses Lewd]]>><</link>>
<<else>>
<<link [[Next|Farm Work]]>><</link>>
<</if>>
<br>
<</if>><<effects>>
You call the <<farm_text_many horse>>, and lead them from the field. They seem happy enough to leave.
<br><br>
<<set $danger to random(1, 10000)>>
<<if $danger gte (9900 - $allure)>>
You lock each one in their stall for the night. The last decides to be difficult, and insists on remaining outside. <<farm_He horse>>'s too big to move by force.
<br><br>
<<link [[Encourage|Farm Horses In Encourage]]>><</link>><<tendingdifficulty 1 800>>
<br>
<<link [[Call Alex|Farm Horses In Alex]]>><<npcincr Alex dom 1>><<farm_horses -1>><</link>><<lrespect>><<gdom "Alex">>
<br>
<!-- Modified for Monster People -->
<<if hasSexStat("deviancy", 2) and $horsedisable is "f" and ($bestialitydisable is "f" or $farm_work.horse.monster is true)>>
<<link [[Seduce|Farm Horses In Seduce]]>><</link>><<deviant2>>
<</if>>
<br>
<<else>>
You lock each one in their stall for the night.
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<</if>><<effects>>
You open the barn doors, and release the <<farm_text_many cattle>> from their pens. They trot to the field without prompting.
<br><br>
<<outfitChecks>>
<<set $danger to random(1, 10000)>>
<<if $danger gte (9900 - $allure) and _top>>
<<set _top.integrity -= 10>>
<<if _top.integrity lte 0>>
One snags your _top.name with <<farm_his cattle>> horn as <<farm_he cattle>> passes, <span class="pink">tearing it from your body.</span>
<<integritycheck no_text>><<exposure>>
<<covered>> The <<farm_text cattle>> continues with the tattered remains dangling over <<farm_his cattle>> face.
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<<else>>
One snags your _top.name with <<farm_his cattle>> horn as <<farm_he cattle>> passes, leaving it worse for wear.
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<</if>>
<<else>>
<<link [[Next|Farm Work]]>><</link>>
<br>
<</if>><<effects>>
You enter the cattle barn.
<<if $farm.barn gte 1>>
A large, glowing milking machine sits in the middle.
<<else>>
A large milking machine sits in the middle.
<</if>>
<<if $farm.barn gte 7>>
The <<farm_text_many cattle>> prefer to be milked by hand, but the machine can milk twenty four at once.
<<else>>
The <<farm_text_many cattle>> prefer to be milked by hand, but the machine can milk six at once.
<</if>>
<br><br>
<<farm_milk_actions>><<effects>>
You lead the <<farm_text_many cattle>> into the barn, and strap them into the machine.
<<if $bestialitydisable is "f" or $farm_work.cattle.monster is true>>
<<if $cattle_milked lte 6>>
<<if $farm_work.cattle.monster_roll is true and ($hallucinations gte 1 or $monsterhallucinations is "f")>>
<<if $farm_work.cattle.gender_plural is "m">>
<<if $cbchance gte 100>>
Alex gave you simple instructions, but you hesitate when it comes time to attach the suction tubes to their nipples.
<<else>>
Alex gave you simple instructions, but you hesitate when it comes time to attach the suction tubes to their cocks.
<</if>>
You remind yourself that there's nothing lewd about this. The bullboys moo in anticipation.
<<elseif $farm_work.cattle.gender_plural is "f">>
<<if $dgchance gte 1>>
Alex gave you simple instructions, but you hesitate when it comes time to attach the suction tubes to their breasts and cocks.
<<else>>
Alex gave you simple instructions, but you hesitate when it comes time to attach the suction tubes to their breasts.
<</if>>
You remind yourself that there's nothing lewd about this. The cowgirls moo in anticipation.
<<else>>
Alex gave you simple instructions, but you hesitate when it comes time to attach the suction tubes to their breasts and cocks. You remind yourself that there's nothing lewd about this. The cowgirls and bullboys moo in anticipation.
<</if>>
<<else>>
<<if $farm_work.cattle.gender_plural is "m">>
Alex gave you simple instructions, but you hesitate when it comes time to attach the suction tubes to their cocks. You remind yourself that there's nothing lewd about this. The bulls moo in anticipation.
<<elseif $farm_work.cattle.gender_plural is "f">>
Alex gave you simple instructions, but you find the process awkward. The cows moo in anticipation as you attach the tubes to their udders.
<<else>>
Alex gave you simple instructions. The udders are awkward enough, but you hesitate when it comes time to attach the suction tubes to their cocks. You remind yourself that there's nothing lewd about this. The cattle moo in anticipation.
<</if>>
<</if>>
<<elseif $cattle_milked lte 1200>>
<<if $farm_work.cattle.monster_roll is true and ($hallucinations gte 1 or $monsterhallucinations is "f")>>
<<if $farm_work.cattle.gender_plural is "m">>
<<if $cbchance gte 100>>
You think you're getting the hang of things, but you still look away when it comes time to attach the suction tubes to their nipples.
<<else>>
You think you're getting the hang of things, but you still look away when it comes time to attach the suction tubes to their cocks.
<</if>>
You remind yourself that there's nothing lewd about this. The bullboys moo in anticipation.
<<elseif $farm_work.cattle.gender_plural is "f">>
<<if $dgchance gte 1>>
You think you're getting the hang of things, but you still look away when it comes time to attach the suction tubes to their breasts and cocks.
<<else>>
You think you're getting the hang of things, but you still look away when it comes time to attach the suction tubes to their breasts.
<</if>>
You remind yourself that there's nothing lewd about this. The cowgirls moo in anticipation.
<<else>>
You think you're getting the hang of things, but you still look away when it comes time to attach the suction tubes to their breasts and cocks. You remind yourself that there's nothing lewd about this. The cowgirls and bullboys moo in anticipation.
<</if>>
<<else>>
<<if $farm_work.cattle.gender_plural is "m">>
You think you're getting the hang of things, but you still look away when it comes time to attach the suction tubes to their cocks. You remind yourself that there's nothing lewd about this. The bulls moo in anticipation.
<<elseif $farm_work.cattle.gender_plural is "f">>
You think you're getting the hang of things. The cows moo in anticipation as you attach the tubes to their udders.
<<else>>
You think you're getting the hang of things. The udders are easy enough, but you hesitate when it comes time to attach the suction tubes to their cocks. You remind yourself that there's nothing lewd about this. The cattle moo in anticipation.
<</if>>
<</if>>
<<else>>
<<if $farm_work.cattle.monster_roll is true and ($hallucinations gte 1 or $monsterhallucinations is "f")>>
<<if $farm_work.cattle.gender_plural is "m">>
<<if $cbchance gte 100>>
You daydream as you attach the suction tubes to their nipples, your practised hands moving automatically.
<<else>>
You daydream as you attach the suction tubes to their cocks, your practised hands moving automatically.
<</if>>
The bullboys moo in anticipation.
<<elseif $farm_work.cattle.gender_plural is "f">>
<<if $dgchance gte 1>>
You daydream as you attach the suction tubes to their breasts and cocks, your practised hands moving automatically.
<<else>>
You daydream as you attach the suction tubes to their breasts, your practised hands moving automatically.
<</if>>
The cowgirls moo in anticipation.
<<else>>
You daydream as you attach the suction tubes to their breasts and cocks, your practised hands moving automatically. The cowgirls and bullboys moo in anticipation.
<</if>>
<<else>>
<<if $farm_work.cattle.gender_plural is "m">>
You daydream as you attach the suction tubes to their cocks, your practised hands moving automatically. The bulls moo in anticipation.
<<elseif $farm_work.cattle.gender_plural is "f">>
You daydream as you attach the suction tubes to their udders, your practised hands moving automatically. The cows moo in anticipation.
<<else>>
You daydream as you attach the suction tubes to their udders and cocks, your practised hands moving automatically. The cattle moo in anticipation.
<</if>>
<</if>>
<</if>>
<<else>>
The cattle moo in anticipation.
<</if>>
<br><br>
The milking machine works fast, and soon finishes gathering fluid. You release the <<farm_text_many cattle>>, and they trot away.
<br><br>
<<farm_milk_actions>><<effects>>
<<if $monster is 1>>
You lead a <<beasttype>> into the barn and sit on a stool beside <<bhim>>. <<bHe>> kneels over the bucket and moos in anticipation.
<<if $NPCList[0].pronoun is "m">>
<<if $NPCList[0].vagina isnot "none">>
You pinch <<bhis>> nipples with both hands and squeeze.
<<else>>
You take <<bhis>> already-erect penis in both hands and get to work.<<handstat>><<handejacstat>>
<</if>>
<<else>>
<<if $NPCList[0].penis isnot "none">>
You take <<bhis>> already-erect penis in one hand and a breast in the other, then get to work.<<handstat>><<handejacstat>>
<<else>>
You grasp <<bhis>> breasts in both hands and squeeze.
<</if>>
<</if>>
<<else>>
You lead the <<beasttype>> into the barn and sit on a stool beside it. It moos in anticipation. You take its
<<if $NPCList[0].penis isnot "none">>already-erect penis<<else>>udders<</if>>
in both hands and get to work.
<</if>>
<br><br>
<<if $cattle_milked lte 6 or $deviancy lt 15>>
It feels strange to get so hands-on. You remind yourself that there's nothing odd about this, but it's a hard feeling to shake.
<<elseif $cattle_milked lte 1200 or $deviancy lt 35>>
You're used to milking cattle, and the <<beasttype>> appreciates the attention.
<<else>>
You daydream as you work, your practised hands moving on their own. The <<beasttype>> appreciates the attention.
<</if>>
<<deviancy1>>
You <<tendingtext>> squeeze and rub.
<<switch $phase>>
<<case 1>><<farm_count 1>> One minute later,
<<case 2>><<farm_count 2>> Two minutes later,
<<case 3>><<farm_count 3>> Three minutes later,
<<case 4>><<farm_count 4>> Four minutes later,
<<case 5>><<farm_count 5>> Five minutes later,
<<case 10>><<farm_count 10>> Ten minutes later,
<<case 15>><<farm_count 15>> Fifteen minutes later,
<<case 20>><<farm_count 20>> Twenty minutes later,
<<case 25>><<farm_count 25>> Twenty-five minutes later,
<<default>><<farm_count 30>> Thirty minutes later,
<</switch>>
<<rng>>
<<if $watersportsdisable is "f" and $NPCList[0].penis isnot "none" and $rng gte 96>>
you notice the bucket is filling up with urine instead of milk. You throw it out.
<<else>>
you have a bucket full of <<beasttype>> milk.
<</if>>
<br><br>
<<if $farm_work.cattle_text is undefined>>
<<set $farm_work.cattle_text to 0>>
<</if>>
<<switch $farm_work.cattle_text>>
<<case 0>>
<<set $farm_work.cattle_text += 1>>
The <<beasttype>> trots away.
<<case 1>>
<<set $farm_work.cattle_text += 1>>
The <<beasttype>> licks your hand before trotting away.<<lstress>><<stress -1>>
<<case 2>>
<<set $farm_work.cattle_text += 1>>
The <<beasttype>> needs cajoling before <<bhe>> will return to the field.
<<case 3>>
<<set $farm_work.cattle_text += 1>>
The <<beasttype>> leaves in a hurry, eager to return to the field.
<<case 4>>
<<set $farm_work.cattle_text to 0>>
The <<beasttype>> has some trouble finding the exit but soon trots back to the field.
<</switch>>
<br><br>
<<endevent>>
<<farm_milk_actions>><<effects>>
<<pass 3>>
<<set $consensual to 1>>
<<if $monster is 1>>
You lead a <<beasttype>> into the barn. <<bHe>> starts to kneel, but you interrupt. Instead, <<bhe>> watches with a puzzled expression as you
<!-- Milk Chest -->
<<if $pronoun is "f" or $NPCList[0].vagina isnot "none">>
lean down to <<bhis>> chest.
<br><br>
You take <<bhis>> nipple into your mouth and suck on it. <<bHe>> moos in pleasure as sweet milk flows. You spit most into the bucket, but you can't help but swallow some.<<transform cat 1>>
<!-- DG cowgirls get both milked -->
<<if $NPCList[0].penis isnot "none">>
<br><br>
You drop to your knees next.
<</if>>
<<else>>
kneel in front of <<bhim>> instead.
<br><br>
<</if>>
<!-- Milk Penis -->
<<if $NPCList[0].penis isnot "none">>
<<bHis>> cock is already erect in anticipation. You take it into your mouth. <<if $player.virginity.oral is true>><span class="red">It tastes strange.</span><</if>>
<<takeVirginity $NPCList[0].fullDescription "oral">><<oralstat>><<oralejacstat>><<ejacstat>><<animalsemenswallowedstat 15>>
<br><br>
You grasp <<bhis>> thighs for purchase as you bob your head back and forth. Thick <<beasttype>> cream surges into your mouth. You pull away from <<bhis>> cock and spit into the bucket, directing the rest of the flow the same way. The <<beasttype>> moos in pleasure, and you soon have the bucket filled.
<</if>>
<<else>>
<<if $NPCList[0].penis isnot "none">>
You lead a bull into the barn and kneel beneath it. Its cock is already erect in anticipation. You take it into your mouth. <<if $player.virginity.oral is true>><span class="red">It tastes strange.</span><</if>>
<<takeVirginity $NPCList[0].fullDescription "oral">><<oralstat>><<oralejacstat>><<ejacstat>><<animalsemenswallowedstat 15>>
You grasp its hind legs for purchase as you bob your head back and forth. Thick bull cream surges into your mouth. You pull away from its cock and spit into the bucket, directing the rest of the flow the same way. The bull moos in pleasure, and you soon have the bucket filled.
<<animalsemenswallowedstat 15>>
<<else>>
You lead a cow into the barn and kneel beneath it. You lean down and take one of its udders into your mouth. Thick, creamy milk flows into your mouth. You spit most into the bucket, but can't help but swallow some.<<transform cat 1>>
<</if>>
<</if>>
<<deviancy4>>
The <<beasttype>> trots away.
<br><br>
<<endevent>>
<<farm_milk_actions>><<effects>>
The <<farm_text_many dog>> help you herd the <<farm_text_many cattle>> into the barn.
<br><br>
<<set $danger to random(1, 10000)>>
<<if $danger gte (9900 - $allure)>>
<<if $farm.beasts.dogs gte 20>>
The <<farm_text_many dog>> seem agitated, <span class="green">but a firm look is enough to keep them on target.</span>
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<<else>>
<<if $farm.beasts.cattle gte 20>>
The <<farm_text_many dog>> seem agitated. One growls and bares its teeth at you, <span class="green">until a <<farm_text cattle>> breaks from the herd and stands between you and the <<farm_text dog>> in a protective gesture.</span>
<br><br>
The <<farm_text_many dog>> leave you alone.<<grespect>><<farm_dogs 1>>
<br><br>
<<else>>
The <<farm_text_many dog>> seem agitated, and growl at you along with the cattle.<<gstress>><<stress 6>>
<br><br>
<</if>>
<<link [[Next|Farm Work]]>><</link>>
<br>
<</if>>
<<else>>
<<link [[Next|Farm Work]]>><</link>>
<br>
<</if>><<effects>>
<<npc Alex>><<person1>>
<<set $daily.farmAlexShowerSpy to true>>
You sneak up to the shed, and push the door open.
<<promiscuity1>>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<<earnFeat "I Spy">>
You peek through the gap, and see Alex. <<His>> eyes are shut, <span class="green">and <<he>> hasn't noticed you.</span>
<br><br>
<<if $NPCList[0].gender is "f">>
<<if $NPCList[0].penis isnot "none">>
Rivulets of water run down <<his>> toned body, flowing over <<his>> <<print $NPCList[0].breastsdesc>> and <<print $NPCList[0].penisdesc>>
<<else>>
Rivulets of water run down <<his>> <<print $NPCList[0].breastsdesc>>, and flow over the rest of <<his>> toned body<<if npcBellyVisible("Alex")>> and <<his>> baby bump<</if>>.
<</if>>
<<else>>
<<if $NPCList[0].penis isnot "none">>
Rivulets of water run down <<his>> toned body, flowing over <<his>> <<print $NPCList[0].penisdesc>>.
<<else>>
Rivulets of water run down <<his>> toned body<<if npcBellyVisible("Alex")>> and <<his>> baby bump<</if>>.
<</if>>
<</if>>
<<His>> face, arms and legs are much darker than parts protected from <<his>> days in the sun.<<garousal>><<arousal 600>>
<br><br>
<<if (npcIsPregnant("Alex") and C.npc.Alex.pregnancy.selfKnowledge is true) or npcBellyVisible("Alex")>>
With <<his>> eyes still closed, Alex places <<his>> hands over <<his>> belly and gently starts to massage it.
<<if pregnancyCountBetweenParents("Alex", "PC", true) is 0>>
<<if npcBellyVisible("Alex")>>
"You sure take up a lot of space for something so small,"
<<else>>
"Me? A mother? This still feels so surreal,"
<</if>>
<<else>>
<<if pregnancyCountBetweenParents("Alex","pc",true) gte 1>>
"Strangely, I've missed this feeling. This feeling of fullness,"
<<else>>
"Hope you get along with your <<if childrenCountBetweenParents("Alex","pc") is 1>>sibling<<else>>siblings<</if>>,"
<</if>>
<</if>>
<<he>> says, as if talking with <<his>> unborn child.
<br><br>
<</if>>
A draught blows through the gap in the door. Alex opens <<his>> eyes, but you're already gone. <<He>> shuts the door, none the wiser.
<br><br>
<<skulduggeryuse>>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<<else>>
<span class="red">The door slams shut before you see more than a sliver of bare skin.</span> "You perv," Alex shouts from behind the door. "Leave me to shower in peace."<<llove>><<ldom>><<npcincr Alex love -1>><<npcincr Alex dom -1>><<glust>><<npcincr Alex lust 1>><<gstress>><<stress 6>>
<br><br>
<<skulduggeryuse>>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<if Weather.precipitation is "rain">>
<<wearProp "shovel">>
You endure the rain as you search for invasive weeds, digging them up at the roots before they can strangle the crops.
<<elseif !Weather.isOvercast>>
<<if $rng gte 51>>
<<wearProp "shovel">>
<<switch Time.dayState>>
<<case "night">>
The stars twinkle above you as you search for invasive weeds, digging them up at the roots before they can strangle the crops.
<<case "dawn">>
The morning sun peers over the horizon illuminating the surrounding farms. The rising sun makes your search for invasive weeds easier, digging them up at the roots before they can strangle the crops.
<<case "dusk">>
The sun begins to beat down over the horizon casting a looming shadow over you and the farm as you search for invasive weeds, digging them up at the roots before they can strangle the crops.
<<default>>
The sun beats down as you search for invasive weeds, digging them up at the roots before they can strangle the crops.
<</switch>>
<<else>>
<<wearProp "watering can">>
<<switch Time.dayState>>
<<case "night">>
The stars twinkle above you as you water the crops.
<<case "dawn">>
The rising sun shines in your face as you water the crops.
<<case "dusk">>
The sun lowers beneath the horizon casting a shadow over the farm as you water the crops.
<<default>>
The sun beats down as you water the crops.
<</switch>>
<</if>>
<<elseif Weather.isSnow>>
<<wearProp "shovel">>
You endure the cold as you search for invasive weeds, digging them up at the roots before they can strangle the crops.
<<else>>
<<if $rng gte 51>>
<<wearProp "shovel">>
You search for invasive weeds, digging them up at the roots before they can strangle the crops.
<<else>>
<<wearProp "watering can">>
You water the crops.
<</if>>
<</if>>
<<if currentSkillValue('tending') gte 200>>
You also examine them for pests and signs of disease.
<<else>>
You also examine the crops for pests.
<</if>>
<<tendingdifficulty 1 1000 true>>
<<if $tendingSuccess>>
It's hard work, <span class="green">but you make good time.</span><<set $farm_work.tending += 1>>
<<else>>
It's hard work, but you make progress.
<</if>>
<br><br>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "alexFarmTendingAlone">>
<</if>>
<<set $danger to random(1, 10000)>>
<<if $danger gte (9900 - $allure)>>
<<handheldon>>
<<farm_tending_events>>
<<else>>
<<link [[Next|Farm Work]]>><<handheldon>><</link>>
<br>
<</if>><<effects>>
<<if Weather.precipitation is "rain">>
You endure the rain as you help Alex search for invasive weeds, digging them up at the roots before they can strangle the crops.
<<elseif !Weather.isOvercast>>
<<if $rng gte 51>>
<<if Time.dayState is "night">>
The stars twinkle above you as you help Alex search for invasive weeds, digging them up at the roots before they can strangle the crops.
<<else>>
The sun beats down as you help Alex search for invasive weeds, digging them up at the roots before they can strangle the crops.
<</if>>
<<else>>
<<if Time.dayState is "night">>
The stars twinkle above you as you help Alex water the crops.
<<else>>
The sun beats down as you help Alex water the crops.
<</if>>
<</if>>
<<elseif Weather.isSnow>>
You endure the cold as you help Alex search for invasive weeds, digging them up at the roots before they can strangle the crops.
<<else>>
<<if $rng gte 51>>
You help Alex search for invasive weeds, digging them up at the roots before they can strangle the crops.
<<else>>
You help Alex water the crops.
<</if>>
<</if>>
<<if currentSkillValue('tending') gte 200>>
You also examine them for pests and signs of disease.
<<else>>
You also examine them for pests.
<</if>>
<<tendingdifficulty 1 1000 true>>
<<if $tendingSuccess>>
It's hard work, <span class="green">but you make good time.</span><<set $farm_work.tending += 1>>
<<else>>
It's hard work, but you make progress.
<</if>>
<br><br>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "alexFarmTending">>
<</if>>
<<set $danger to random(1, 10000)>>
<<if $danger gte (9900 - $allure)>>
<<farm_tending_alex_events>>
<<else>>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<if $farm.waterField is 1>>
<<if Weather.precipitation is "rain">>
You endure the rain as you help Alex excavate the field, digging deep into the earth to shape the water field.
<<elseif !Weather.isOvercast>>
<<if Time.dayState is "night">>
The stars twinkle above you as you help Alex excavate the field, digging deep into the earth to shape the water field.
<<else>>
The sun beats down as you help Alex excavate the field, digging deep into the earth to shape the water field.
<</if>>
<<elseif Weather.isSnow>>
You endure the cold as you help Alex excavate the field, breaking through the frozen ground to shape the water field.
<<else>>
You help Alex excavate the field, digging deep into the earth to shape the water field.
<</if>>
<<if $rng gte 51>>
You encounter large rocks that need to be removed, requiring extra effort.
<<else>>
The soil is tough and compacted, making the excavation challenging.
<</if>>
<<else>>
<<if Weather.precipitation is "rain">>
You endure the rain as you help Alex clear the invasive weeds, digging them up at the roots and freeing the land for cultivation.
<<elseif !Weather.isOvercast>>
<<if Time.dayState is "night">>
The stars twinkle above you as you help Alex clear the invasive weeds, digging them up at the roots and freeing the land for cultivation.
<<else>>
The sun beats down as you help Alex clear the invasive weeds, digging them up at the roots and freeing the land for cultivation.
<</if>>
<<elseif Weather.isSnow>>
You endure the cold as you help Alex clear the invasive weeds, digging them up at the roots and freeing the land for cultivation.
<<else>>
You help Alex clear the invasive weeds, digging them up at the roots and freeing the land for cultivation.
<</if>>
<<if $rng gte 51>>
There are young trees growing in places. Alex insists on digging them a new home near the surrounding woodland.
<<else>>
Some of the plants are rooted deep, and need to be dug out.
<</if>>
<</if>>
<br><br>
<<if $farm.waterField is 1>>
<<if $farm.excavation gte 600>>
You make good progress, <span class="blue">but there's still a long way to go.</span>
<<elseif $farm.excavation gte 120>>
You make good progress. <span class="lblue">Half of the field has been excavated.</span>
<<elseif $farm.excavation gte 1>>
You make good progress. <span class="teal">Most of the field has been excavated.</span>
<<else>>
You make good progress, <span class="green">and finish excavating the field!</span>
<</if>>
<<else>>
<<if $farm.clearing gte 50>>
You make good progress, <span class="blue">but there's still a long way to go.</span>
<<elseif $farm.clearing gte 10>>
You make good progress. <span class="lblue">Most of the field is clear.</span>
<<elseif $farm.clearing gte 1>>
You make good progress. <span class="teal">The field is almost cleared.</span>
<<else>>
You make good progress, <span class="green">and remove the last of the weeds!</span>
<</if>>
<</if>>
<br><br>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "alexFarmTending">>
<</if>>
<<set $danger to random(1, 10000)>>
<<if $danger gte (9900 - $allure)>>
<<farm_tending_alex_events>>
<<else>>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<if Weather.precipitation is "rain">>
You endure the rain as you clear the invasive weeds, digging them up at the roots and freeing the land for cultivation.
<<elseif !Weather.isOvercast>>
<<if Time.dayState is "night">>
The stars twinkle in the night sky as you clear the invasive weeds, digging them up at the roots and freeing the land for cultivation.
<<else>>
The sun beats down as you clear the invasive weeds, digging them up at the roots and freeing the land for cultivation.
<</if>>
<<elseif Weather.isSnow>>
You endure the cold as you clear the invasive weeds, digging them up at the roots and freeing the land for cultivation.
<<else>>
You clear the invasive weeds, digging them up at the roots and freeing the land for cultivation.
<</if>>
<<if $rng gte 51>>
Some of the plants are rooted deep, and need to be dug out.
<</if>>
/* inexplicably, these strings were written assuming working at night. No idea why? Built new ones, but keeping these to reuse if we introduce sneaky night working or somesuch...
<<set _rng to random(1, 6)>>
<<if _rng is 1>>
You faintly hear a wet sound coming from the moor, but you can't see much in the darkness. <<gstress>><<stress 3>>
<<elseif _rng is 2>>
You think you see a pair of eyes staring at you in the dark, but they're gone before you can get a better look. <<gstress>><<stress 6>>
<<elseif _rng gte 3>>
You trip over something in the dark. <<pain 5>> <<gpain>>
<</if>>
*/
<<set _rng to random(1, 6)>>
<<if _rng is 1>>
You faintly hear a wet sound coming from the moor. When you look, you can't see what caused it. <<gstress>><<stress 3>>
<<elseif _rng is 2>>
<br><br>
You get an uncomfortable feeling, like something is watching you. You look around, but nothing is there. <<gstress>><<stress 6>>
<<elseif _rng gte 3>>
<br><br>
You trip over a tangle of brambles, falling to the ground with a thud. <<pain 5>> <<gpain>>
<</if>>
<br><br>
<<if $farm.clearing gte 50>>
You make some progress, <span class="blue">but there's still a long way to go. It's slow work without Alex.</span>
<<elseif $farm.clearing gte 10>>
You make some progress. <span class="lblue">Most of the field is clear. It's slow work without Alex.</span>
<<elseif $farm.clearing gte 1>>
You make some progress. <span class="teal">The field is almost cleared. It's slow work without Alex.</span>
<<else>>
You make good progress, <span class="green">and remove the last of the weeds!</span>
<</if>>
<br><br>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "alexFarmTendingAlone">>
<</if>>
<<set $danger to random(1, 10000)>>
<<if $danger gte (9900 - $allure * 1.5)>>
<<farm_tending_events>>
<<else>>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<set _alex to C.npc.Alex>>
<<if $phase is 1>>
<<npc Alex>><<person1>>
<<alexRemyTattoosCheck "rest">>
You approach Alex.
<<if !Weather.isOvercast>>
<<He>> reclines in the shade beneath the boughs of a tree.
<<elseif Weather.precipitation is "rain">>
<<He>> shelters from the rain beneath the boughs of a tree.
<<elseif Weather.precipitation is "snow">>
<<He>> shelters from the snow beneath the boughs of a tree.
<<else>>
<<He>> reclines beneath the boughs of a tree.
<</if>>
<<He>> flicks up the brim of <<his>> hat when <<he>> hears you approach.
<<if $exposed gte 1>>
<<covered>> <<He>> looks away.
<</if>>
<br><br>
<<if _alex.love gte 10>>
<<if _alex.dom gte 10>>
"Feel free to take a break," <<he>> says. "You've earned it."
<<elseif _alex.dom lte -10>>
"I'm glad to see you," <<he>> says. "Would you like to sit with me?"
<<else>>
"I was hoping you'd swing by," <<he>> says, gesturing at the ground beside <<him>>.
<</if>>
<<elseif _alex.love lte -10>>
<<if _alex.dom gte 10>>
"What now?" <<he>> sighs.
<<elseif _alex.dom lte -10>>
"Now what?" <<he>> asks.
<<else>>
"Something the matter?" <<he>> asks.
<</if>>
<<else>>
<<if _alex.dom gte 10>>
"Let me know if you need a hand with anything," <<he>> says.
<<elseif _alex.dom lte -10>>
"A break's fine now and then," <<he>> says.
<<else>>
"Feel free to join me," <<he>> says. "A break now and then is fair."
<</if>>
<</if>>
<br><br>
<<else>>
<<farm_work_update>>
<</if>>
<<if isLoveInterest("Alex")>>
<<if Time.season is "winter">>
You huddle together for warmth.
<<elseif _alex.dom lte -10>>
<<He>> leans against you.
<<else>>
You sit and lean against <<him>>.
<</if>>
<<if $phase is 1>>
<<if npcIsPregnant("Alex") and talkedAboutPregnancy("Alex","pc")>>
You put your hand on Alex's <<bellyDescription "Alex">>, and <<he>> kisses your temple. As <<he>> does so, you feel the baby kick - and naturally, so does <<he>>.
"Strong little bugger in there," <<he>> chuckles. "Reminds me of someone I know." <<He>> smiles at you.
<br><br>
<<elseif playerIsPregnant() and playerAwareTheyArePregnant() and playerBellyVisible() and getPregnancyObject().fetus[0].father is "Alex" and talkedAboutPregnancy("pc","Alex")>>
Alex puts <<his>> hand on your <<bellyDescription "pc">> and kisses your temple. As <<he>> does so, you feel the baby kick - and evidently, so does <<he>>.
"Strong little bugger in there," <<he>> chuckles. "Reminds me of someone I know." <<He>> smiles at you.
<br><br>
<</if>>
<</if>>
<<else>>
You sit and lean against the tree.
<</if>>
<<rng 2>>
<<if $rng is 1 and $farm_stage gte 4>>
Alex asks about you.
<<farm_tell_alex>>
<<else>>
<<farm_relax_chat>>
<</if>>
<br><br>
<<rng>>
<<set $danger to random(1, 10000)>>
<<if (!npcIsPregnant("Alex") and !playerBellyVisible() and !knowsAboutPregnancy("pc","Alex")) and $danger gte (9900 - $allure) and $farm_stage gte 4>>
<<if $farm_relax_drink is "accept">>
"Another drink?" <<he>> asks, producing another bottle from the hiding place.
<<elseif $farm_relax_drink is "refuse">>
"You sure I can't interest you in a drink?" <<he>> asks, pulling the bottle from its hiding place again.
<<else>>
"Fancy a drink?" <<he>> asks out of nowhere. <<He>> pulls a bottle from an alcove beneath a thick root, and offers it to you. "They say you shouldn't drink alone."
<</if>>
<br><br>
<<if playerIsPregnant() and playerAwareTheyArePregnant()>>
<span class="blue">You can't bring yourself to drink while you know you're with child.</span>
<<else>>
<<link [[Drink|Farm Rest Drink]]>><<alcohol 120>><<stress -6>><<npcincr Alex love 1>><<wearProp "beer bottle">><</link>><<glove>><<lstress>>
<</if>>
<br>
<<link [[Refuse|Farm Rest Refuse]]>><</link>>
<br>
<<elseif C.npc.Alex.love gte 60 and $phase isnot 5 and Weather.precipitation isnot "rain" and $rng gte 81 and $exposed lte 0>>
"Want to go out somewhere today? Might be good to stretch our legs."
<br><br>
Alex stretches <<himself>> out under the tree. "Or we can just sit right here and get some rest as usual. I don't mind either way."
<br><br>
<<He>> smiles and waits for your answer.
<br><br>
<<link [[Agree (0:20)|Farm Meadow Date]]>><<npcincr Alex love 1>><</link>><<glove>>
<br>
<<link [[Get some rest|$passage]]>><<set $phase to 5>><</link>>
<<else>>
<<farm_relax_end>>
<</if>><<effects>>
<<npc Alex>><<person1>>
<<wearProp "milkshake">>
You approach Alex with the milkshake. <<He>> waves at you with a bottle beside <<him>>, seemingly unaware. "Hey, fancy-"
<br>
"A drink?" you interrupt, giving the creamy drink a light shake.
<br><br>
"Not what I had in mind," <<he>> chuckles in amusement, and stashes the bottle away. "Not looking forward to the crash later either. But I'll accept the generous offer. Cheers."
Alex takes it off your hands, and after twenty minutes of sipping and chatting, tips <<his>> hat off to you as you part ways.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>><<effects>>
<<npc Alex>><<person1>>
<<wearProp "milkshake">>
You sit beside Alex, then procure the milkshake. "Fancy a drink?" you ask simultaneously. <<He>> pulled out a bottle to offer you at the same time.
<br><br>
<<if $worn.head.name is "naked">>
You take <<his>> hat off, and pull the brim over your face.<<headwear 17>>
<</if>>
"They say you shouldn't drink alone," you add, with your best impression of Alex's voice.
<br><br>
<<He>> erupts in uncontrollable laughter, and you spend the next twenty minutes laughing with <<him>>. Towards the end, you share the creamy treat together.
"Thanks for the sugar," <<he>> wheezes, wiping a tear. After catching your breath, you part ways.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>><<set $outside to 0>><<effects>>
<<farm_work_update>>
<<npc Alex>><<person1>>
You relax on the hammock next to the stables.
<<if Weather.precipitation isnot "none">>You're glad to have some cover from the <<print Weather.precipitation>>.<</if>>
<<if $rng gte 75 and Time.dayState isnot "night" and C.npc.Alex.love gte 80 and $farm_work.alex isnot "still" and $alex_countdown is undefined and $farm_stage gte 7>>
You see Alex approach, waving at you. "Hey, partner." <<He>> smiles and leans across your lap. "Just thought I'd swing by."
<br><br>
<<if (npcIsPregnant("Alex") and C.npc.Alex.pregnancy.selfKnowledge and npcBellySize("Alex") gte 4) or (playerIsPregnant() and C.npc.Alex.pregnancy.pcKnowledge and playerBellySize() gte 4)>>
<<if C.npc.Alex.pregnancy.pcKnowledge>>
<<He>> rests <<his>> head on your chest, just above the swell of your pregnancy. In the peaceful quiet of your shared repose, you can occasionally hear <<him>> humming snatches of a lullaby.
<<else>>
<<He>> lies down beside you, and you rest your head on <<his>> chest, just above the swell of <<his>> pregnancy. In the peaceful quiet of your shared repose, you can occasionally hear <<him>> humming snatches of a lullaby.
<</if>>
<br><br>
<</if>>
You recline with <<him>>, swayed by the occasional breeze. <<He>> reluctantly gets up at one point with a sigh. "I should get back to work. But I couldn't resist being with you."
<<elseif Time.dayState is "night">>
With the <<farm_text_many "horse">> sleeping, you're able to enjoy the peace and quiet.
<<elseif $farm_work.horses_out is 1>>
With the <<farm_text_many "horse">> out running in the fields, you're able to enjoy the peace and quiet.
<<else>>
The <<farm_text_many "horse">> are inside. You hear them move around.
<</if>>
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>><<effects>>
<<if $rng gte 51 or $farm.wall is 1>>
You follow the farm perimeter, picking up stones from the ground and returning them to the old wall.
<br><br>
<<else>>
You take a hammer and nails, and repair the wooden fence surrounding the fields. Some of the wooden planks have broken free whole, but others need to be replaced.
<br><br>
You step back and admire your handiwork.
<br><br>
<</if>>
<<link [[Next|Farm Work]]>><</link>>
<br><<effects>>
<<npc Alex>><<person1>>
<<alexRemyTattoosCheck "chores">>
<<if $rng gte 51 or $farm.wall is 1>>
You help Alex follow the farm perimeter, picking up stones from the ground and returning them to the old wall. <<He>> suggests you split up to cover more ground.
<br><br>
<<else>>
You take a hammer and nails, and help Alex repair the wooden fence surrounding the fields. Some of the wooden planks have broken free whole, but others need to be replaced. Alex acknowledges your assistance with a wave, but seems focused on patching up the damage in front of <<him>>.
<br><br>
You step back and admire your handiwork.
<br><br>
<</if>>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
You carry the feed to the field. Some of the younger <<farm_text_many dog>> beg and follow you, but most wait near the kennels.
<br><br>
<<set $danger to random(1, 10000)>>
<!-- Modified for Monster People -->
<<if $danger gte (9900 - $allure) and $farm.beasts.dogs lte -20 and ($bestialitydisable is "f" or $farm_work.dog.monster is true)>>
You leave the <<farm_text_many dog>> to feed, but hear footsteps approach as you walk from the field.
<<if $farm_work.dog.monster is true>>
Before you can turn, a pair of hands land on your shoulders. A weight forces you to the ground.
<<else>>
Before you can turn, a pair of paws land on your shoulders, and a jaw clamps around your neck. The weight forces you to the ground.
<</if>>
<br><br>
<<link [[Next|Farm Dogs Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<!-- Modified for Monster People -->
<<elseif ($danger gte (9900 - $allure) or $farm.beasts.dogs lte -5) and ($bestialitydisable is "f" or $farm_work.dog.monster is true)>>
You leave the <<farm_text_many dog>> to feed, but hear footsteps approach as you walk from the field.
<<if $farm_work.dog.monster is true>>
A <<farm_text dog>> wraps <<farm_his dog>> arms around your neck, and humps <<farm_his dog>> pelvis against you.
<<else>>
A <<farm_text dog>> rests <<farm_his dog>> paws on your shoulders, and humps against your <<bottom>>.
<</if>>
<br><br>
<<link [[Scold|Farm Dogs Scold]]>><</link>><<tendingdifficulty 1 800>>
<br>
<<link [[Endure|Farm Dogs Endure]]>><<sub 1>><<farm_dogs -1>><<trauma 6>><<stress 6>><</link>><<lrespect>><<gtrauma>><<gstress>>
<br>
<<if $bestialitydisable is "f" or $monster is 1>>
<<if hasSexStat("deviancy", 2)>>
<<link [[Drop to your knees|Farm Dogs Drop]]>><</link>><<deviant2>>
<br>
<</if>>
<</if>>
<<elseif $danger gte (9900 - $allure)>>
One of the younger <<farm_text dog>>s growls at you, but its elder keeps it in check.<<gstress>><<stress 6>>
<br><br>
You leave the <<farm_text_many dog>> to feed, and walk from the field.
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<<else>>
You leave the <<farm_text_many dog>> to feed, and walk from the field.
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<</if>><<set $outside to 0>><<effects>>
<<farm_work_update>>
You are in the barn. The <<farm_text_many cattle>> sleep sound.
<<if $farm.barn gte 1>>
A large, glowing milking machine stands in the centre.
<br><br>
<<else>>
A large milking machine stands in the centre.
<br><br>
<</if>>
<<if $stress gte $stressmax>>
<br><br>
<<passoutfarmroad>>
<<else>>
<<if Time.hour gte 6 and Time.hour lte 20>>
<br><br>
The sun breaks through the high windows, and the <<farm_text_many cattle>> stir. You sneak from the building.
<br><br>
<<link [[Next|Farm Work]]>><</link>>
<br>
<<else>>
<<if hasSexStat("deviancy", 2)>>
<br>
<<if $breastfeedingdisable is "f" and $milk_amount gte 1>>
<br>
<<ind>><<link [[Milk yourself (0:30)|Farm Barn Breasts]]>>
<<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>
<<transform cow 1>>
<</if>>
<</link>><<deviant2>>
<</if>>
<<if $player.penisExist and $semen_amount gte 1 and !playerChastity("penis")>>
<br>
<<ind>><<link [[Milk your penis (0:30)|Farm Barn Penis]]>>
<<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>
<<transform cow 1>>
<</if>>
<</link>><<deviant2>>
<</if>>
<br>
<</if>>
<<getouticon>><<link [[Leave|Farm Work]]>><</link>>
<br>
<</if>>
<</if>><<effects>>
<<farm_work_update>>
<<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>
<<transform cow 1>>
<</if>>
<<milkvolume 5>>
<<outfitChecks>>
<<if _top>>
You remove your <<allTopsUnderwear>> and drop to all fours in front of the machine. <<overupperstrip>><<upperstrip>><<underupperstrip>>
<<else>>
You drop to all fours in front of the machine.
<</if>>
You take two of the suction tubes, and attach them to your <<breasts>>.
<br><br>
<<if Time.dayState is "night">>
The machine comes alive, and sucks your chest. You <<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>moo<<else>>gasp<</if>> at the sensation, almost waking one of the <<farm_text cattle>>s.<<gggarousal>><<arousal 2000 "breasts">>
<br><br>
<<else>>
The machine comes alive, and sucks your chest. You <<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>moo<<else>>gasp<</if>> at the sensation, causing one of the <<farm_text cattle>> to turn their head in your direction<<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>> and moo back<</if>>.<<gggarousal>><<arousal 2000 "breasts">>
<br><br>
<</if>>
<<link [[Next|Farm Barn Breasts 2]]>><</link>>
<br><<effects>>
The machine continues its devilish work, sucking with more intensity. You feel a warmth build.<<arousal 10000>>
<<orgasm>>
<br>
<<if $lactating is 1>>
Milk leaks from your buds as your body shakes. Your fluid is sucked into the machine, where it drips into a glass tank.
<br><br>
You remain on your hands and knees, two suction tubes attached to your <<breasts>>, until the machine finishes drinking.
<<if $farm.barn gte 1>>
<<set $farm_breast_milk to ($milk_amount / 1.5)>>
<<else>>
<<set $farm_breast_milk to ($milk_amount / 2)>>
<</if>>
<<milk_amount `-$farm_breast_milk`>>
<<set $milk_produced_stat += Math.trunc($farm_breast_milk)>>
<<if $farm_breast_milk gte 3000>>
<span class="green">The tank almost overflows with milk.</span>
<<elseif $farm_breast_milk gte 2000>>
<span class="teal">The tanks are over half full with your milk.</span>
<<elseif $farm_breast_milk gte 1000>>
<span class="lblue">There's a large volume of milk in the tank.</span>
<<elseif $farm_breast_milk gte 300>>
<span class="blue">There's a decent volume of milk in the tank.</span>
<<else>>
<span class="purple">There's only a dribble of milk in the tank.</span>
<</if>>
<<farmCatchChance `$farm_breast_milk / 1000`>>
<br><br>
<<if $farm_breast_milk gte 2000>>
<<wearProp "milk bottle" 0 "breast milk">>
<<set $farm_breast_milk to Math.trunc($farm_breast_milk / 1000)>>
<span class="gold">You've filled $farm_breast_milk bottles of milk.</span>
<<tending_give bottle_of_breast_milk $farm_breast_milk>>
<<elseif $farm_breast_milk gte 1000>>
<<wearProp "milk bottle" 0 "breast milk">>
<<set $farm_breast_milk to Math.trunc($farm_breast_milk / 1000)>>
<span class="gold">You've filled a bottle with milk.</span>
<<tending_give bottle_of_breast_milk $farm_breast_milk>>
<<else>>
<<set $farm_breast_milk to Math.trunc($farm_breast_milk / 300)>>
<<if $farm_breast_milk lte 0>>
<<set $farm_breast_milk to 1>>
<</if>>
You don't have enough to fill a bottle. You mix it with the cattle milk.<<gfarm>>
<<farm_yield $farm_breast_milk>>
<</if>>
<br><br>
<<unset $farm_breast_milk>>
<<barn_img breasts>>
<<else>>
Your <<breasts>> feel more sensitive, but no milk leaks from your buds before the machine comes to a halt.
<br><br>
<</if>>
<<if $milk_amount lte 200 and $earSlime.event is "use the farm equipment to empty your breasts of milk">>
<<set $earSlime.event to "">>
<<set $earSlime.noSleep to false>>
<</if>>
<<if $farm.milking.dayMilking is true and Time.hour gte 7 and Time.hour lte 21 and $farm_end is undefined>>
You remove the suction tube with a shaking hand, and rise to your feet.
<<deviancy2>>
<<link [[Next (0:30)|Farm Cattle Milk]]>><<pass 30>><<clotheson>><<machine_end>><</link>>
<br>
<<elseif $farm.milking.caught is true and $farm.milking.alexNightEvent is false>>
<<set $farm.milking.alexNightEvent to true>>
<<set $farm.milking.dayMilking to true>>
As you remove the suction tubes with shaking hands.
<<deviancy2>>
<<link [[Next (0:30)|Farm Barn Caught]]>><<pass 30>><<machine_end>><<endevent>><</link>>
<br>
<<else>>
You remove the suction tubes with shaking hands, and rise to your feet.
<<deviancy2>>
<<link [[Next (0:30)|Farm Barn]]>><<pass 30>><<clotheson>><<machine_end>><</link>>
<br>
<</if>><<effects>>
<<farm_work_update>>
<<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>
<<transform cow 1>>
<</if>>
<<outfitChecks>>
<<if _bottom>>
You remove your <<allBottomsUnderwear>> and drop to all fours in front of the machine.<<overlowerstrip>><<lowerstrip>><<underlowerstrip>>
<<else>>
You drop to all fours in front of the machine.
<</if>>
You take one of the suction tubes, and attach it to your <<penis>>.
<br><br>
<<if Time.dayState is "night">>
The machine comes alive, and sucks at your penis. You <<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>moo<<else>>gasp<</if>> at the sensation, almost waking one of the <<farm_text cattle>>s.<<gggarousal>><<arousal 2000 "genitals">>
<br><br>
<<else>>
The machine comes alive, and sucks at your penis. You <<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>moo<<else>>gasp<</if>> at the sensation, causing one of the <<farm_text cattle>> to turn their head in your direction<<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>> and moo back<</if>>.<<gggarousal>><<arousal 2000 "genitals">>
<br><br>
<</if>>
<<link [[Next|Farm Barn Penis 2]]>><</link>>
<br><<effects>>
<<if $farm.barn gte 1>>
<<set $farm_penis_milk to ($semen_amount / 1.5)>>
<<else>>
<<set $farm_penis_milk to ($semen_amount / 2)>>
<</if>>
<<set _original_amount to $semen_amount>>
The machine continues its devilish work, sucking with more intensity. You feel a warmth build.<<gggarousal>><<arousal 10000>>
<<orgasm>>
<br>
<<if _deniedOrgasm>>
Despite the attempts to milk your <<penis>>, your orgasm is still ruined by the slime in your ear. The machine doesn't give you a chance to recover.<<gggarousal>><<arousal 10000>>
<<orgasm>>
<<arousal 10000>>
<<orgasm>>
You remain on your hands and knees as the machine attempts to milks you again and again, only causing you more pain as it continues. Just when you fear you're about to pass out, the machine comes to a halt.
<br><br>
<<else>>
<<set _femaleclimaxAmount to 0>>
<<if $femaleclimax>>
<<set _femaleclimaxAmount++>>
Despite the attempts to milk your <<penis>>, no semen is sucked up the tube.
<<else>>
Your semen is sucked up the tube, where it drips into a glass tank.
<</if>>
The machine doesn't give you a chance to recover.<<gggarousal>><<arousal 10000>>
<<orgasm>><<if $femaleclimax>><<set _femaleclimaxAmount++>><</if>>
<<arousal 10000>>
<<orgasm>><<if $femaleclimax>><<set _femaleclimaxAmount++>><</if>>
<br>
<<if _femaleclimaxAmount lt 3>>
You remain on your hands and knees as the machine milks you again and again, sucking everything it can take.
<<else>>
You remain on your hands and knees as the machine milks you again and again, however, you release no semen for it to collect.
<</if>>
Just when you fear you're about to pass out, the machine comes to a halt.
<br><br>
/* Either use the amount of semen produced by those three orgasms, or the original amount calculated for $farm_penis_milk, whichever is larger */
<<set _orgasm_semen to _original_amount - $semen_amount>>
<<if _femaleclimaxAmount>><<set $farm_penis_milk *= (3 - _femaleclimaxAmount) / 3>><</if>>
<<if _femaleclimaxAmount gte 3>>
<<set $farm_penis_milk to 0>>
<<elseif _orgasm_semen gt $farm_penis_milk>>
<<set $farm_penis_milk to _orgasm_semen>>
<<else>>
<<semen_amount `-($farm_penis_milk - _orgasm_semen)`>>
<<set $semen_produced_stat += ($farm_penis_milk - _orgasm_semen)>>
<</if>>
<<if $farm_penis_milk gte 3000>>
<span class="green">The tank almost overflows with semen.</span>
<<elseif $farm_penis_milk gte 2000>>
<span class="teal">The tanks are over half full with your semen.</span>
<<elseif $farm_penis_milk gte 1000>>
<span class="lblue">There's a large volume of semen in the tank.</span>
<<elseif $farm_penis_milk gte 300>>
<span class="blue">There's a decent volume of semen in the tank.</span>
<<elseif $farm_penis_milk gte 1>>
<span class="purple">There's only a dribble of semen in the tank.</span>
<<else>>
<span class="red">There's no semen in the tank.</span>
<</if>>
<<farmCatchChance `$farm_penis_milk / 1000`>>
<br><br>
<<if $farm_penis_milk gte 2000>>
<<wearProp "milk bottle" 0 "semen">>
<<set $farm_penis_milk to Math.trunc($farm_penis_milk / 1000)>>
<span class="gold">You've filled $farm_penis_milk bottles of semen.</span>
<<tending_give bottle_of_semen $farm_penis_milk>>
<br><br>
<<elseif $farm_penis_milk gte 1000>>
<<wearProp "milk bottle" 0 "semen">>
<<set $farm_penis_milk to Math.trunc($farm_penis_milk / 1000)>>
<span class="gold">You've filled a bottle with semen.</span>
<<tending_give bottle_of_semen $farm_penis_milk>>
<br><br>
<<elseif $farm_penis_milk gte 1>>
<<set $farm_penis_milk to Math.trunc($farm_penis_milk / 300)>>
<<if $farm_penis_milk lte 0>>
<<set $farm_penis_milk to 1>>
<</if>>
You don't have enough to fill a bottle. You mix it with the cattle milk.<<gfarm>>
<<farm_yield $farm_penis_milk>>
<br><br>
<</if>>
<<if $semen_amount lte 200 and $earSlime.event is "use the farm equipment to empty your penis of semen">>
<<set $earSlime.event to "">>
<<set $earSlime.noSleep to false>>
<</if>>
<</if>>
<<unset $farm_penis_milk>>
<<barn_img penis>>
<<if $farm.milking.dayMilking is true and Time.hour gte 7 and Time.hour lte 21 and $farm_end is undefined>>
You remove the suction tube with a shaking hand, and rise to your feet.
<<deviancy2>>
<<link [[Next (0:30)|Farm Cattle Milk]]>><<pass 30>><<clotheson>><<machine_end>><</link>>
<br>
<<elseif $farm.milking.caught is true and $farm.milking.alexNightEvent is false>>
<<set $farm.milking.alexNightEvent to true>>
<<set $farm.milking.dayMilking to true>>
As you remove the suction tube with a shaking hand.
<<deviancy2>>
<<link [[Next (0:30)|Farm Barn Caught]]>><<pass 30>><<machine_end>><<endevent>><</link>>
<br>
<<else>>
You remove the suction tube with a shaking hand, and rise to your feet.
<<deviancy2>>
<<link [[Next (0:30)|Farm Barn]]>><<pass 30>><<clotheson>><<machine_end>><</link>>
<br>
<</if>><<effects>>
<<npc Alex>><<person1>>
<span class="pink">Alex emerges from the shadows.</span>
<br><br>
"So that's where all the extra milk is coming from," <<he>> says, blushing. "I know I asked for your help, I just didn't expect you to go this far." <<npcincr Alex love 1>><<glove>><<npcincr Alex lust 1>><<glust>>
<br><br>
<<He>> turns to leave, but pauses. "As long as the cattle aren't neglected, I don't mind."
<br><br>
<<link [[Next|Farm Barn]]>><<clotheson>><<endevent>><</link>><<effects>>
You approach the composting bin.
<br><br>
<<if $farm.compostWaiting gt 3000>>
You have <<print ($farm.compostWaiting / 3000)>> bags worth of fertiliser waiting for their turn in the compost bin.
<br>
<<elseif $farm.compostWaiting is 3000>>
You have <<print ($farm.compostWaiting / 3000)>> bag worth of fertiliser waiting for its turn in the compost bin.
<br>
<<else>>
You don't have any green manure waiting to be composted.
<br>
<</if>>
<<if $farm.compostProducing[0] gt 1>>
The first slot still needs <<print $farm.compostProducing[0]>> days.
<br>
<<elseif $farm.compostProducing[0] is 1>>
The first slot will finish composting <span class="blue">tomorrow</span>.
<br>
<</if>>
<<if $farm.compostProducing[1] gt 1>>
The second slot still needs <<print $farm.compostProducing[1]>> days.
<br>
<<elseif $farm.compostProducing[1] is 1>>
The second slot will finish composting <span class="blue">tomorrow</span>.
<br>
<</if>>
<<if $farm.compostProducing[2] gt 1>>
The third slot still needs <<print $farm.compostProducing[2]>> days.
<br>
<<elseif $farm.compostProducing[2] is 1>>
The third slot will finish composting <span class="blue">tomorrow</span>.
<br>
<</if>>
<<if $farm.compostProducing[3] gt 1>>
The fourth slot still needs <<print $farm.compostProducing[3]>> days.
<br>
<<elseif $farm.compostProducing[3] is 1>>
The fourth slot will finish composting <span class="blue">tomorrow</span>.
<br>
<</if>>
<<if $farm.compostReady gt 1>>
<<set $fertiliser.current+= $farm.compostReady>>
You pick up <span class="green"><<print $farm.compostReady>> fertilisers</span>.
<<set $farm.compostReady to 0>>
<br>
<<elseif $farm.compostReady is 1>>
<<set $fertiliser.current++>>
You pick up <span class="green"><<print $farm.compostReady>> fertiliser</span>.
<<set $farm.compostReady to 0>>
<br>
<</if>>
<br>
<<link [[Make compost|Farm Compost Bin Make]]>><</link>>
<br>
<<link [[Leave|Farm Work]]>><</link>><<set $farm.compostToProduce to 0>>
<<if $plants.green_manure isnot undefined>>
<<if $plants.green_manure.amount gte 3000>>
<<set _max to $plants.green_manure.amount - ($plants.green_manure.amount % 3000)>>
How much green manure to compost?
<<numberslider "$farm.compostToProduce" $farm.compostToProduce 0 _max 3000>>
<<link [[Confirm|$passage]]>><<set $farm.compostWaiting += $farm.compostToProduce>><<set $plants.green_manure.amount -= $farm.compostToProduce>><<composting>><</link>>
<<else>>
You don't have enough green manure.
<</if>>
<<else>>
You don't have any green manure.
<</if>>
<br><br>
<<getouticon>><<link [[Leave|Farm Compost Bin]]>><<set $farm.compostToProduce to 0>><</link>><<effects>>
<<npc Alex>><<person1>>
You walk up to the farmhouse, knocking on the door a few times. Nothing. You give another few knocks, a bit harder this time. Still nothing.
<br><br>
<<link [[Call for Alex (0:01)|Farm Alex Hungover Call]]>><<pass 1>><</link>>
<br>
<<if $farm_stage gte 7>>
<<link [[Unlock the door (0:01)|Farm Alex Hungover Keys]]>><<pass 1>><</link>>
<<else>>
<<set $skulduggerydifficulty to 400>>
<<link [[Try to unlock the door (0:05)|Farm Alex Hungover Lock]]>><<pass 5>><</link>><<skulduggerydifficulty>>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"Alex, you ok in there?" you weakly yell. You press your ear to the door to listen for noise.
<<elseif $speech_attitude is "bratty">>
"Don't make me come in there and pick you up off the ground!" Your voice booms with annoyance.
<<else>>
"Hey, are you alright in there?" you yell. You don't hear anything at first. Your patience pays off as you hear footsteps within the cottage.
<</if>>
<br><br>
The door finally opens, revealing Alex holding <<his>> head in one hand. <<He>> has large bags under <<his>> eyes.
<br><br>
<<link [[Next|Farm Alex Hungover Call 2]]>><</link>><<effects>>
Alex gives you a tired smile. "<<if C.npc.Alex.dom lte 49>>Hey partner, thanks for checking on me<<else>>Look, the townie is up before me...Thanks for checking on me<</if>>." <<His>> eyes don't meet yours.
<br><br>
You open your mouth to speak, but before you get the chance,
<<if ($alex_countdown is undefined and $farm_stage gte 7) or C.npc.Alex.love gte 50>>
Alex grabs your shoulder, pulling you in for a kiss.
<br><br>
<<link [[Turn cheek|Farm Alex Hungover Call 3]]>><<set $phase to 1>><</link>><<ldom>><<llove>><<npcincr "Alex" dom -1>><<npcincr "Alex" love -1>>
<br>
<<link [[Stay still|Farm Alex Hungover Call 3]]>><<set $phase to 2>><</link>><<gdom>><<gglove>><<npcincr "Alex" dom 1>><<npcincr "Alex" love 2>><<kissvirginitywarning>>
<<else>>
Alex speaks. "Let's get to work. The animals will get rowdy if we keep them waiting." <<Hes>> already moving past you before <<hes>> even finished speaking.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<</if>><<effects>>
<<if $phase is 1>>
You turn your head, and Alex's lips land on your cheek. <<He>> sheepishly looks away. "Let's just get to work then," <<he>> mutters, sounding embarrassed.
<<else>>
<<takeKissVirginity "Alex" `($alex_countdown is undefined?"loveInterest":"loveRape")`>>
You can taste the alcohol on <<his>> lips.
<<if C.npc.Alex.lust gte 20>>
You feel <<his>> hand travel down to your ass, giving it a quick squeeze before pulling away.<<garousal>><<arousal 600>>
<<else>>
<<if $alex_countdown is undefined and $farm_stage gte 7>>
<<He>> nuzzles your nose with <<his>>.
<<else>>
It doesn't last long.
<</if>>
<</if>>
<br><br>
"Time to get to work. Don't want to keep the animals waiting any longer."
<</if>>
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>><<effects>>
<<if $skulduggerysuccess is 1>>
The door opens. You find no sign of Alex downstairs. You climb up the stairs and head to <<his>> room.
<br><br>
<<link [[Next|Farm Alex Hungover Keys]]>><</link>>
<<else>>
You hear something click as you try to pick the lock, <span class="red">but the door still won't open.</span> You have a feeling you damaged the lock.<<gstress>><<stress 6>>
<br><br>
<<link [[Call for Alex (0:01)|Farm Alex Hungover Call]]>><<pass 1>><</link>>
<</if>><<effects>>
You enter Alex's room and find <<him>> hanging off <<his>> bed. A few bottles of alcohol litter the floor.
<br><br>
You walk up to <<him>> and shake <<his>> shoulder. Alex groans and attempts to whack you away. Thankfully, none of <<his>> hits are strong enough to hurt.
<br><br>
It takes a few minutes, but Alex finally gives up, opening <<his>> eyes to look at you through <<his>> messy fringe.
<br><br>
<<link [[Next|Farm Alex Hungover Keys 2]]>><</link>><<effects>>
<<if $farm_stage gte 7>>
"Mooorning parrtnerrr... I think I drank a little too much last night," Alex slurs, giving you a lazy smile.
<<else>>
"Heyyyyy parrtnerrr... How did you get in? Did I leave the door unlocked?" Alex slurs, rubbing <<his>> face. You nod.
<</if>>
<br><br>
<<if $speech_attitude is "meek">>
You gently brush <<his>> fringe from <<his>> eyes before stroking <<his>> head. "I'm just glad you are alright... I was worried something happened."
<br><br>
<<He>> blushes at the gesture.
<<set _action to "<<He>> runs <<his>> hand over your <<genitals>>.">>
<<set _dialogue to "How about I make it up to you?">>
<<elseif $speech_attitude is "bratty">>
You scoff, pinching <<his>> cheek before brushing <<his>> fringe out of <<his>> eyes. "Lucky you didn't fall out of bed and bust your ass."
<br><br>
<<He>> sheepishly chuckles and presses <<his>> cheek up against your hand.
<<set _action to "<<He>> moves <<his>> hand to your <<bottom>>, giving it a squeeze.">>
<<if C.npc.Alex.penis isnot "none">>
<<set _dialogue to "How about I bust your ass instead?">>
<<else>>
<<set _dialogue to "How about you bust my ass for me?">>
<</if>>
<<else>>
You sigh before brushing <<his>> bangs out of <<his>> face. "I'm glad you are alright. Just be more careful next time."
<br><br>
<<He>> gives a lazy nod.
<<set _action to "<<He>> tries to pull you down into bed with <<him>>.">>
<</if>>
<br><br>
Without sitting up, <<he>> gropes for your face.
<<switch $bodysize>>
<<case 0>>
<<He>> successfully cups your cheek with <<his>> hand.
<<case 1>>
<<He>> manages to grab your chin, holding it between <<his>> forefinger and thumb.
<<case 2>>
<<He>> is unable to reach, so <<he>> attempts to pat your shoulder instead.
<<case 3>>
<<He>> can't quite reach, so <<he>> settles for grabbing your shoulder.
<</switch>>
<br><br>
<<print _action>>
<<if _dialogue isnot undefined>>
"<<print _dialogue>>"
<</if>>
<<garousal>><<arousal 600>>
<br><br>
<<link [[Join Alex in bed|Farm Alex Hungover Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<link [[Gently remove Alex's hand|Farm Alex Hungover Keys 3]]>><<set $phase to 4>><</link>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>>
<<if $speech_attitude is "meek">>
<<if C.npc.Alex.penis isnot "none">>
Alex lifts up the covers, guiding you to straddle <<his>> lap. You cup <<his>> cheek.
<<else>>
Alex lifts up the covers, pushing you to the bed and straddling your lap. <<He>> cups your cheek.
<</if>>
<<elseif $speech_attitude is "bratty">>
<<if C.npc.Alex.penis isnot "none">>
You waste no time throwing off the covers and straddling Alex's lap. You press your chest into <<his>> face.
<<else>>
You waste no time throwing off the covers and Alex quickly straddles your lap. <<He>> press <<his>> chest into your face.
<</if>>
<<else>>
<<if C.npc.Alex.penis isnot "none">>
You lift up the covers as Alex guides you to straddle <<his>> lap. You kiss <<his>> forehead.
<<else>>
You lift up the covers as Alex starts to straddle your lap. <<He>> kisses your forehead.
<</if>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Farm Alex Hungover Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Farm Alex Hungover Sex]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<earnFeat "Alex's Partner">>
<<if $speech_attitude is "meek">>
You cling to Alex as <<he>> rides out <<his>> orgasm.
<<elseif $speech_attitude is "bratty">>
You grind on Alex as <<he>> rides out <<his>> orgasm.
<<else>>
You hold onto Alex as <<he>> rides out <<his>> orgasm.
<</if>>
<<He>> sits upright, keeping you in <<his>> lap. "I think my hangover is getting better already." Alex places a kiss on your cheek. "Come on now, let's get to work."
<<elseif $enemyhealth lte 0>>
You climb off of Alex and move away from the bed. <<He>> stares at you in confusion and rubs <<his>> face.
<br><br>
"Didn't have to be that rough," Alex groans as <<he>> sits up. "Let's just get to work."
<<else>>
Alex looks disappointed as you climb off of <<him>>. <<He>> sits upright.
<br><br>
"Don't want to fuck a drunk cow<<nnpc_gendery "Alex">>?" Alex sheepishly chuckles as <<he>> stands up from the bed. "I suppose we should get to work then."
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<endevent>>
<<link [[Next|Farm Alex Hungover Keys 3]]>><</link>><<effects>>
<<if $phase is 4>>
You take Alex's hand off of you. <<He>> looks disappointed but doesn't say anything.
<<if $arousal gte 6000>>
<<if $speech_attitude is "meek">>
"W-we can mess around later," you say.
<br><br>
Alex chuckles before sitting up in bed. "Alrighty, partner. Best you keep your word." Alex smirks. "Now let's get going."
<<elseif $speech_attitude is "bratty">>
"Easy there, cow<<nnpc_gendery "Alex">>. We've got work to do." You smirk as you pinch Alex's cheek. <<He>> blushes before sitting up in bed.
<br><br>
"Y-yeah. Let's get going."
<<else>>
"We can have a ride later," you say with a smile. Alex flushes before standing up from the bed.
<br><br>
"Alrighty then. Let's get to work."
<</if>>
<<else>>
<<if $speech_attitude is "meek">>
"N-not when you are like this..." you say. Alex sighs.
<br><br>
"Alright partner. Let's get to work then." <<He>> rubs <<his>> face, smiling slightly.
<<elseif $speech_attitude is "bratty">>
"Don't get your panties in a twist. Get in your mind again and then I'll consider fucking you," you huff, crossing your arms. Alex opens <<his>> mouth to speak before closing.
<br><br>
<<He>> awkwardly rubs <<his>> neck. "Fine partner. Let's get to work then," Alex gives a small smile.
<<else>>
"Let's wait till you have a better state of mind," you say as pat <<his>> shoulder. Alex huffs but sighs.
<br><br>
"Alright partner. Let's get to work," Alex smiles as <<he>> pats your shoulder in return.
<</if>>
<</if>>
<<glove>><<npcincr "Alex" love 1>>
<<else>>
<<npc "Alex">>
You help Alex out of bed, making sure <<he>> is steady. You try to let go of <<his>> waist, but suddenly find yourself enveloped in a hug.<<lstress>><<stress -6>>
<br><br>
"Thanks partner. I'm lucky to have you around," Alex whispers into your ear. "Come on now. The animals are gonna be waiting."<<glove>><<npcincr "Alex" love 1>>
<</if>>
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>><<set $outside to 1>><<effects>>
You are on the cattle field within Remy's farm.
<!-- Modified for Monster People -->
<<if ($monsterchance gte 1 and ($hallucinations gte 1 or $monsterhallucinations is "f"))>>
<<livestock_cows "cap">> munch on grass, staying well away from the electric perimeter fence despite the grass growing thick beside it.
<<else>>
Cows munch on grass, staying well away from the electric perimeter fence despite the grass growing thick beside it.
<</if>>
A river runs through one corner. The cattle stay almost as far away from the churning water as they do the fence.
<br><br>
<<if Time.hour gte 12>>
Remy's steeds feed near the river. The <<livestock_cows>> avoid them.
<br><br>
<</if>>
<<livestock_obey_description>>
<br>
<<if $livestock_grass isnot 1>>
<<hunger_description>>
<br>
<</if>>
<br>
<<if isPregnancyEnding()>>
<<pregnancyPassout "remy">>
<<elseif $stress gte $stressmax>>
<<passoutremy>>
<<elseif Time.hour gte 19>>
<<npc Remy>><<person1>>
The gate rattles as two farmhands push it open. Remy strides in, mounts a <<livestock_horse>>, and spurs it around the field. <<He>> circles the cattle, rounding them together and pushing them towards the exit.
<br><br>
<<if $hunger gte 2000>>
You feel faint. <span class="red">You're starving.</span> Even the thought of grass is appetising.
<<gggstress>><<stress 36>>/*<<physique_loss 36>><<willpower 12>>*/
<<elseif $hunger gte 1600>>
Your stomach gives an angry rumble. <span class="pink">You're so hungry.</span> Even the thought of grass is appetising.
<<ggstress>><<stress 18>>
<<elseif $hunger gte 1200>>
Your stomach rumbles. <span class="purple">You're hungry.</span> Even the food at the orphanage would be palatable.
<<gstress>><<stress 6>>
<<elseif $hunger gte 800>>
<span class="blue">You're a bit peckish,</span> but that's tolerable given the situation.
<<elseif $hunger gte 400>>
You wish you had something nice to eat, <span class="lblue">but at least you're not hungry.</span>
<<lstress>><<stress -6>>
<<elseif $hunger gte 1>>
<span class="teal">You feel satiated.</span> At least hunger pangs won't be keeping you awake.
<<lstress>><<stress -6>>
<<else>>
<span class="green">Your stomach is full.</span> At least hunger pangs won't be keeping you awake.
<<lstress>><<stress -6>>
<</if>>
<br><br>
<<if $livestock_muzzle is 1>>
<<if $livestock_obey gte 60>>
<<unset $livestock_muzzle>>
You and the cattle are led back to the barn. A couple of farmhands pull you aside at the entrance, and affix a muzzle around your mouth.
<br><br>
"Wait," says Remy's voice from behind. <<He>> rides behind the last of the cattle, and stops beside you. <<He>> looks down. "I think it's proven itself safe," <<he>> says. "The muzzle is unnecessary." <<He>> rides away as the farmhand removes the device, freeing your mouth.
<br><br>
You're led into the barn, where a farmhand pushes you into your cell.
<br><br>
<<else>>
You and the cattle are led back to the barn. A couple of farmhands pull you aside at the entrance, and <span class="purple">affix a muzzle around your mouth.</span>
<<facewear 23>>
<br><br>
You're led into the barn, where a farmhand pushes you into your cell.
<br><br>
<</if>>
<<else>>
You and the cattle are led back to the barn, where a farmhand pushes you into your cell.
<br><br>
<</if>>
<<endevent>>
<<link [[Next|Livestock Cell]]>><</link>>
<br>
<<elseif Time.hour is 12>>
<<if $livestock_obey gte 30>>
<<npc Remy>><<person1>>
The gate opens, and Remy rides in at the head of a group of steeds. <<He>> dismounts <<his>> <<livestock_horse>> and looks around, until <<his>> eyes rest on you. "There you are <<girl>>," <<he>> says. "We have a special job for you. Come here." <<He>> walks closer, holding a leash.
<br><br>
<<link [[Obey|Livestock Job Obey]]>><<npcincr Remy dom 1>><<livestock_obey 1>><</link>><<gobey>>
<br>
<<link [[Refuse|Livestock Job Refuse]]>><<npcincr Remy dom -1>><<livestock_obey -1>><</link>><<lobey>>
<br>
<<else>>
<<npc Remy>><<person1>>
The gate opens, and Remy rides in at the head of a group of steeds, each ridden by a farmhand. <<He>> pulls to a stop, but the farmhands continue riding. They form a circle around you. Each carries a long cattle prod.
<br><br>
Remy dismounts and walks closer, holding a leash. "We have a special job for you. Come here."
<br><br>
<<link [[Obey|Livestock Job Disobedient Obey]]>><<npcincr Remy dom 1>><<livestock_obey 1>><</link>><<gobey>>
<br>
<<link [[Refuse|Livestock Job Disobedient Refuse]]>><<npcincr Remy dom -1>><<livestock_obey -1>><<pain 6>><</link>><<lobey>><<gpain>>
<br>
<</if>>
<<elseif $daily.livestock and $daily.livestock.remyEvent isnot 1 and $rng gte 96>>
<<set $daily.livestock.remyEvent to 1>><<npc Remy>><<person1>>
You see Remy walking towards <<his>> <<livestock_horses>>. <<He>> examines them before picking one out. <<He>> has a bridle in <<his>> hands.
<br><br>
<<link [[Walk up to Remy|Livestock Field Bridle]]>><</link>>
<br>
<<link [[Ignore|Livestock Field Bridle Ignore]]>><</link>>
<<else>>
<<if $livestock_grass is 1>>
<<unset $livestock_grass>>
<<set $daily.earSlimeGrassEating to true>>
You look around the field. There's a lot of open space for exercise, but there doesn't seem to be anything else to do.
<br><br>
<<generate1>><<person1>><<set $hunger to 1200>>
<span class="pink">Your stomach rumbles.</span> You hear a chuckle. One of the farmhands watches you from the other side of the fence. "Hungry, <<girl>>?" <<he>> laughs again. "There's plenty of grass in there. You'd best be a good <<if $player.gender_appearance is "m">>bull<<else>>cow<</if>> and get chewing."
<br><br>
<<link [[Eat grass|Livestock Field Intro Grass]]>><<hunger -400>><<livestock_obey 1>><<transform cow 1>><</link>><<gobey>><<lhunger>>
<br>
<<link [[Ignore|Livestock Field Intro Ignore]]>><</link>>
<br>
<<link [[Protest|Livestock Field Intro Protest]]>><</link>>
<br>
<<elseif $arousal gte $arousalmax>>
<<orgasm>> Your knees buckle, and you fall to the grass.
<!-- Modified for Monster People -->
<<if ($monsterchance gte 1 and ($hallucinations gte 1 or $monsterhallucinations is "f"))>>
<<if maleChance() lt random(1, 100)>>
Cowgirls around the field look over in confusion.
<<else>>
Bullboys around the field look over in confusion.
<</if>>
<<else>>
<</if>>
<br><br>
<<generate1>><<generate2>><<generate3>><<generate4>><<person1>>
You lie in the field, and soon hear footsteps approach. "What have we here?" says a <<personsimple>>'s voice beside you. "Is it unwell?"
<br><br>
"I think it needs a seeing to," says a <<person2>><<person>> as <<he>> crouches beside you, pinning your shoulders to the ground. You hear more farmhands approach.
<br><br>
<<link [[Next|Livestock Field Gang]]>><<set $molestationstart to 1>><</link>>
<br>
<!-- <<elseif undefined and !(Time.days % 6) and $daily.eden.farmRescue isnot 1 and C.npc.Eden.love gte 120 and ($edenfreedom is 1 and $edendays gte 4 or $edenfreedom gte 2 and $edendays gte 9)>>
Made unreachable until it's either massively reworked or removed. Eden has no business this far in the moor.
You see a figure in the distance, lurking on the moor.
<br><br>
<<link [[Investigate|Eden Fence Rescue]]>><<npcincr Eden dom 5>><<set $daily.eden.farmRescue to 1>><</link>>
<br>
<<link [[Ignore it|Eden Fence Ignore]]>><<set $daily.eden.farmRescue to 1>><</link>>
<br> -->
<<elseif !$daily.earSlimeGrassEating and random(0, 100) lte 15 - ($weekly.earSlimeGrassEating || 0) and numberOfEarSlime() and Time.hour lte 9>>
<<set $daily.earSlimeGrassEating to true>>
<<if $earSlime.growth gte 101 - ($earSlime.deviancy * 10)>>
<<set $weekly.earSlimeGrassEating to ($weekly.earSlimeGrassEating || 0) + 4>>
<span class="lewd">You feel the slime in your head command you to lose yourself eating the grass while crawling on all fours.</span> It doesn't promise anything now. It imposes its will, and expects to be obeyed.
<br><br>
<<link [[Obey|Livestock Slime Field Grass Extreme Obey]]>><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 1>><</link>><<gcorruption>><<lpain>><<lltrauma>><<lstress>><<gobey>><<lhunger>>
<br>
<<link [[Defy|Livestock Slime Field Grass Extreme Defy]]>><<corruption -3>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><</link>><<llcorruption>><<ggpain>><<ggtrauma>><<ggstress>>
<br>
<<else>>
<span class="lewd">You feel the slime in your head command you to eat the grass while crawling on all fours.</span> It promises rewards if you comply<<if $earSlime.startedThreats>>, and threatens consequences if you do not<</if>>.
<br><br>
<<link [[Obey|Livestock Slime Field Grass Obey]]>><<pass 60>><<livestock_obey 1>><<transform cow 1>><<hunger -400>><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 1>><</link>><<gcorruption>><<lpain>><<lltrauma>><<lstress>><<gobey>><<lhunger>>
<br>
<<if $earSlime.startedThreats>>
<<link [[Defy|Livestock Slime Field Grass Defy]]>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><</link>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>>
<<else>>
<<link [[Ignore|Livestock Field]]>><</link>>
<</if>>
<br>
<</if>>
<<else>>
<<set $daily.earSlimeGrassEating to true>>
<<farmicon "grass">><<link [[Eat grass (1:00)|Livestock Field Grass]]>><<pass 60>><<livestock_obey 1>><<transform cow 1>><<hunger -400>><</link>><<gobey>><<lhunger>>
<br>
<<exerciseicon>><<link [[Exercise (1:00)|Livestock Field Exercise]]>><<tiredness 6>><</link>><<gtiredness>><<gathletics>>
<br>
<<if $livestock_fence is 1>>
<<investigateicon>><<link [[Examine the fence|Livestock Field Fence]]>><<unset $livestock_fence>><</link>>
<br>
<<elseif $livestock_dig gte 25>>
<<getouticon "dig">><<link [[Approach the tunnel under the fence|Livestock Tunnel]]>><</link>>
<br>
<<elseif $livestock_dig gte 24 and $physiquesize lte 12000>>
<<getouticon "dig">><<link [[Approach the tunnel under the fence|Livestock Tunnel]]>><</link>><<small_text>>
<br>
<<elseif $livestock_dig gte 23 and $physiquesize lte 10000>>
<<getouticon "dig">><<link [[Approach the tunnel under the fence|Livestock Tunnel]]>><</link>><<small_text>>
<br>
<<elseif $livestock_dig gte 22 and $physiquesize lte 6000>>
<<getouticon "dig">><<link [[Approach the tunnel under the fence|Livestock Tunnel]]>><</link>><<small_text>>
<br>
<<else>>
<<getouticon "dig">><<link [[Dig beneath the fence (1:00)|Livestock Field Dig]]>><<tiredness 6>><</link>><<gtiredness>>
<br>
<</if>>
<<if $livestock_river is 1>>
<<wolfcaveicon "stream">><<link [[Examine the river|Livestock Field River Examine]]>><<unset $livestock_river>><</link>>
<br>
<<else>>
<<wolfcaveicon "stream">><<link [[Approach the river|Livestock Field River]]>><</link>>
<br>
<</if>>
<<if Time.hour gte 12>>
<<animalicon "horse_pick">><<link [[Approach Remy's horses (0:01)|Livestock Field Horse]]>><<pass 1>><</link>>
<br>
<</if>>
<</if>>
<</if>><<effects>>
You turn away and ignore the figure.
<br><br>
<<link [[Next|Livestock Field]]>><</link>><<effects>>
<<endevent>>
<<npc Eden>><<person1>>
You sneak over to the figure, making sure not to draw attention to yourself. It's a <<personsimple>>. <span class="green">It's Eden.</span> <<He>> hurries closer. <<Hes>> carrying a pair of rubber gloves, and wire clippers.
<br><br>
"I'm getting you out," <<he>> says. "Stay low." It takes a few minutes, but <<he>> cuts a hole in the fence big enough for you to squeeze through.
<br><br>
<<link [[Escape|Livestock Eden Go]]>><<pass 1>><<livestock_obey -20>><</link>><<lllobey>>
<br>
<<link [[Resist|Livestock Eden Resist]]>><<set $daily.eden.farmRescue to 1>><<npcincr Eden love -10>><<livestock_obey 10>><</link>><<llove>><<gggobey>>
<br><<effects>>
You look at the grass. What choice do you have if they're not going to feed you?
<br><br>
You pull up some of the grass and nibble the blades. It doesn't taste like food at all. The <<person>> laughs once more. "You'll get used to it. Better than starving, aye?"
<br><br>
<<link [[Next|Livestock Field]]>><<endevent>><</link>>
<br><<effects>>
You ignore the <<person>>, and walk away from <<his>> mocking laughter.
<br><br>
<<link [[Next|Livestock Field]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"B-but I'm not a <<if $player.gender_appearance is "m">>bull<<else>>cow<</if>>!" you cry. "I can't eat grass."
<<elseif $speech_attitude is "bratty">>
"Shut your mouth," you say. "And bring me some proper fucking food."
<<else>>
"I can't eat grass," you say. "Are you going to starve me?"
<</if>>
<br><br>
"Look <<girl>>," the <<person>> says, wiping a tear from <<his>> eye. "As far as Remy's concerned, you're an animal. I'd get in trouble just talking to you like you're a person. The grass is edible. Trust me."
<br><br>
<<He>> steps away from the fence. "This is your life now. You better get used to it."
<br><br>
<<link [[Next|Livestock Field]]>><<endevent>><</link>>
<br><<effects>>
<<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>
You crawl on your hands and knees, searching for tasty tufts of grass. You find a particularly juicy one, and enjoy chewing it.
<<if $uncomfortable.nude is true or $uncomfortable.underwear is true>>
<br><br>
<span class="gold">Your exposure doesn't concern you as it once did. It feels natural.</span>
<<set $uncomfortable.underwear to false>>
<<set $uncomfortable.nude to false>>
<</if>>
<<elseif $cow gte 5>>
You kneel in the grass and lean forward, pulling up tufts of grass with your teeth. You find a particularly tasty patch.
<<elseif $cow gte 4>>
You kneel in the grass and lean forward, pulling up tufts of grass with your teeth. It tastes better this way.
<<elseif $cow gte 3>>
You kneel in the grass, and pull up a tuft. It doesn't taste that bad.
<<elseif ($cow gte 2 or $transformationParts.cow.horns is "default")>>
You kneel in the grass, and pull up a tuft. It takes a long time to chew, but goes down easily enough.
<<elseif $cow gte 1>>
You pull up some grass, and nibble the blades. It doesn't taste bad, but it's not great either.
<<else>>
You pull up some grass, and nibble the blades. They taste awful. You're not even sure you can digest them.
<</if>>
<br><br>
<<livestockFieldGrassEvents>>
<<link [[Next|Livestock Field]]>><<endevent>><</link>>
<br><<effects>>
You follow the slime's urging and go down onto all fours. You crawl on your hands and knees just like the other cows in the field, pulling up tufts of grass with your teeth.
<<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>
You find a particularly juicy one, and enjoy chewing it.
<<if $uncomfortable.nude is true or $uncomfortable.underwear is true>>
<br><br>
<span class="gold">Your exposure doesn't concern you as it once did. It feels natural.</span>
<<set $uncomfortable.underwear to false>>
<<set $uncomfortable.nude to false>>
<</if>>
<<elseif $cow gte 5>>
You find a particularly tasty patch.
<<elseif $cow gte 4>>
It tastes better this way.
<<elseif $cow gte 3>>
It doesn't taste that bad.
<<elseif ($cow gte 2 or $transformationParts.cow.horns is "default")>>
It takes a long time to chew, but goes down easily enough.
<<elseif $cow gte 1>>
It doesn't taste bad, but it's not great either.
<<else>>
They taste awful. You're not even sure you can digest them.
<</if>>
<br><br>
<<livestockFieldGrassEvents>>
<<link [[Next|Livestock Field]]>><<endevent>><</link>>
<br><<effects>>
<<if $earSlime.corruption gte (currentSkillValue('willpower') / 10) and !$earSlime.defyCooldown>>
<<set $earSlime.defyCooldown += 4>>
You try to ignore the slime but feel a jolt of pain as it punishes you for your defiance. However, <span class="red">you fail</span> to resist its influence.<<ggwillpower>><<willpower 3>>
<br><br>
Following the slime's command, you go down onto all fours. You crawl on your hands and knees just like the other cows in the field, pulling up tufts of grass with your teeth.
<<set _cowTransform to 2>>
<<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>
You find a particularly juicy one, and enjoy chewing it.
<<if $uncomfortable.nude is true or $uncomfortable.underwear is true>>
<br><br>
<span class="gold">Your exposure doesn't concern you as it once did. It feels natural.</span>
<<set $uncomfortable.underwear to false>>
<<set $uncomfortable.nude to false>>
<</if>>
<<set _cowTransform to 1>>
<<elseif $cow gte 5>>
You find a particularly tasty patch.
<<elseif $cow gte 4>>
It tastes better this way.
<<elseif $cow gte 3>>
It doesn't taste that bad.
<<elseif ($cow gte 2 or $transformationParts.cow.horns is "default")>>
It takes a long time to chew, but goes down easily enough.
<<elseif $cow gte 1>>
It doesn't taste bad, but it's not great either.
<<else>>
They taste awful. You're not even sure you can digest them.
<</if>>
<br><br>
<<livestockFieldGrassEvents>>
<<link [[Next|Livestock Field]]>><<pass 60>><<livestock_obey _cowTransform>><<transform cow _cowTransform>><<hunger -400>><<endevent>><</link>>
<br>
<<else>>
<<if $earSlime.growth gte 100>>
<<set $earSlime.defyCooldown += 2>>
You try to ignore the slime but feel a jolt of pain as it punishes you for your defiance. However, <span class="red">it doesn't stop you, knowing that it can punish you in other ways.</span>
<<else>>
You try to ignore the slime but feel a jolt of pain as it punishes you for your defiance. You feel it try, <span class="green">but fail,</span> to force you to eat the grass the way it wants.<<gwillpower>><<willpower 1>>
<</if>>
<br><br>
<<link [[Next|Livestock Field]]>><<endevent>><</link>>
<</if>><<effects>>
You follow the slime's urging and go down on all fours. As you pull up your first tuft of grass, you feel yourself slip into a trance. <span class="green">You don't remember ever feeling so tranquil.</span> You have all the tasty grass you could want to eat.
<br><br>
<<link [[Eat grass...|Livestock Slime Field Grass Extreme Eat]]>><<pass 60>><<livestock_obey 1>><<transform cow 1>><<hunger -400>><</link>><<effects>>
<<if $earSlime.corruption gte (currentSkillValue('willpower') / 10)>>
<<set $earSlime.defyCooldown += 8>>
You try to ignore the slime but feel a jolt of pain as it punishes you for your defiance. However, <span class="red">you fail</span> to resist its influence.<<ggwillpower>><<willpower 3>>
<br><br>
You go down on all fours. As you pull up your first tuft of grass, you feel yourself slip into a trance. <span class="green">You don't remember ever feeling so tranquil.</span> You have all the tasty grass you could want to eat.
<br><br>
<<link [[Eat grass...|Livestock Slime Field Grass Extreme Eat]]>><<pass 60>><<livestock_obey 1>><<transform cow 1>><<hunger -400>><</link>>
<<else>>
<<if $earSlime.growth gte 100>>
<<set $earSlime.defyCooldown += 2>>
You try to ignore the slime but feel a jolt of pain as it punishes you for your defiance. However, <span class="red">it doesn't stop you, knowing that it can punish you in other ways.</span>
<<else>>
You try to ignore the slime but feel a jolt of pain as it punishes you for your defiance. You feel it try, <span class="green">but fail,</span> to force you to eat the grass the way it wants.<<gwillpower>><<willpower 1>>
<</if>>
<br><br>
<<link [[Next|Livestock Field]]>><<endevent>><</link>>
<</if>><<effects>>
<<if Time.hour lt 19>>
You crawl on your hands and knees, searching for and pulling up <<if $cow gte 3>>tasty <</if>>tufts of grass with your teeth.
<<switch Time.hour>>
<<case 12>><<if random(0,100) gte 50>>You briefly think something is trying to get your attention, but the thought disappears the moment you start chewing.<</if>>
<<case 10 14 17>>You moo.
<<case 18>>You yawn<<if random(0,100) gte 50>>, wondering when you should get some sleep, but the thought disappears the moment you start chewing<</if>>.
<</switch>>
<br><br>
<<link [[Eat grass...|Livestock Slime Field Grass Extreme Eat]]>><<pass 60>><<livestock_obey 1>><<transform cow 1>><<hunger -400>><</link>>
<<else>>
<<npc Remy>><<person1>>
You <span class="green">break out of the trance</span> as someone pulls hard on your leash. It's Remy. "Finally!" <<He>> sighs. "Had a job for you earlier, <<girl>>, but I was unable to get your attention. You were completely focused on eating."
<br><br>
<<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>
Still feeling out of it, you moo at <<him>>.
<<else>>
Still feeling out of it, you look at <<him>> with a confused expression. You blush as you realise what you've been doing all day on your hands and knees.
<</if>>
<br><br>
"Well, no matter," <<he>> says, pulling you towards the barn. "It's getting late; let's go get you milked."
<br><br>
<<link [[Next|Livestock Milking Obey]]>><</link>>
<</if>><<effects>>
You run around the field, and work up a sweat. There's plenty of space. It would almost be idyllic, were you not imprisoned and treated as cattle.
<<physique 6>><<athletics 6>><<pass 60>>
<br><br>
<<if $rng gte 51>>
<<livestock_overhear>>
<</if>>
<<link [[Next|Livestock Field]]>><</link>>
<br><<effects>>
You stand on the riverbank, and peer into the churning water. You can't see the bottom. The flow enters and leaves the field through a tunnel. It looks like you could escape this way, but you'd need to be a strong swimmer to avoid being swept downstream.
<br><br>
You could wash here if you were careful.
<br><br>
<<link [[Next|Livestock Field River]]>><</link>>
<br><<effects>>
You approach the river. The water rushes by.
<br><br>
The river glimmers with your reflection,
<<if Weather.bloodMoon>>
drowning in blood.
<<elseif Time.dayState is 'dawn'>>
with an afterglow of amber from the dawn.
<<elseif Time.dayState is 'day'>>
leaving no impurities in the image.
<<elseif Time.dayState is 'dusk'>>
with an afterglow of amber from the dusk.
<<else>>
the moonlight illuminating the surface.
<</if>>
<br>
<<if Time.hour is 12>>
<br>
It seems Remy is looking for you, <span class="red">you should head out.</span>
<br><br>
<<else>>
<<mirroricon>><<link [[Check your reflection|Livestock Field Mirror]]>><<preMirror>><</link>>
<br><br>
<<skinicon "wash">><<link [[Wash (0:15)|Livestock Field Wash]]>><<wash>><<pass 15>><</link>>
<br>
<<swimicon "up">><<link [[Swim upstream|Livestock Field River Upstream]]>><</link>><<swimmingdifficulty 1 1000>>
<br>
<<swimicon "down">><<link [[Swim downstream|Livestock Field River Downstream]]>><</link>>
<br><br>
<</if>>
<<if Time.dayState is "night">>
<<getouticon>><<link [[Leave|Livestock Field Night]]>><</link>>
<<else>>
<<getouticon>><<link [[Leave|Livestock Field]]>><</link>>
<br>
<</if>><<effects>>
<<link [[Step away|Livestock Field River]]>><<handheldon>><<unset $mirrorMenu>><<unset $bodywritingSet>><</link>>
<br>
<<mirror "reflection">>
<br><br><<effects>>
You wash your body in the shallows. The water is clean, at least. You're careful not to step out too far, lest you be swept away.
<br><br>
<<link [[Next|Livestock Field River]]>><</link>>
<br><<water>><<effects>>
<<if $swimmingSuccess>>
<<if Time.dayState is "night">>
<<set $livestock_escape to "night">>
You dive into the water, and struggle against the current. The water is fierce, but you manage to swim against it. The water doesn't relent as you enter the tunnel, but you keep pushing until you're clear on the other side.
<br><br>
You climb onto the bank, and look up at the perimeter fence. You made it.
<br><br>
You run away from the farm, up a small hill and down the other side. You shouldn't be visible from the field.
<br><br>
You don't know how much time you have until your absence is noticed, so you don't stop to take a breather.
<br><br>
<<link [[Next|Livestock Escape Town]]>><<livestockescape>><<badEndTrackingEnd "Underground Farm" { reason: "uFarmEscaptedNightRiver" }>><</link>>
<<else>>
<<set $livestock_escape to "river">>
You dive into the water, and struggle against the current. The water is fierce, <span class="green">but you manage to swim against it.</span> The water doesn't relent as you enter the tunnel, but you keep pushing until you're clear on the other side.
<br><br>
You climb onto the bank, and look up at the perimeter fence. You made it.
<br><br>
You run away from the farm, up a small hill and down the other side. You shouldn't be visible from the field.
<br><br>
<<pass 1>>A minute later you hear a shrill whistle behind you, followed by shouting and the barking of dogs. Remy's voice rises above the others. <span class="red">You are being hunted.</span>
<<lllobey>><<livestock_obey -20>>
<br><br>
<<link [[Next|Livestock Escape]]>><</link>>
<br>
<</if>>
<<else>>
You dive into the water, and struggle against the current. <span class="red">It's too strong.</span> It seizes you, pulling you along and under. You emerge just in time to see the sky disappear overhead as you are pulled into the tunnel.
<br><br>
You struggle to keep your head above surface as you are pulled through darkness, until you collide with a metal grate. You feel around, pressed against it by the water, but there doesn't seem to be a way around.
<br><br>
Something grasps your collar from above, and you are pulled into a dry but gloomy interior.
<br><br>
<<link [[Next|Livestock River Caught]]>><</link>>
<br>
<</if>><<water>><<effects>>
You slip down the bank, and into the rushing water. It seizes you, pulling you along and under. You emerge just in time to see the sky disappear overhead as you are pulled into the tunnel.
<br><br>
You struggle to keep your head above water as you are pulled through darkness, until you collide with a metal grate. You feel around, pressed against it by the water, but there doesn't seem to be a way through.
<br><br>
Something grasps your collar from above. You are pulled into a dry but gloomy interior.
<br><br>
<<link [[Next|Livestock River Caught]]>><</link>>
<br><<effects>>
<<generate1>><<generate2>><<generate3>><<generate4>><<person1>>
<<if Time.dayState is "night">>
<<set $farmGateCD to 1>>
"I'll be damned," says the hand's owner as <<person1>><<he>> releases you. "An escapee at such an hour? Good thing we decided to stay up and play some cards."
<br>
"Indeed," says a <<person2>><<person>> beside <<him>>. Your eyes adjust to the dark at last. It looks like a basement with a hole built into the floor, giving access to the river below. "What's this you're clutching?"
<br>
<<He>> snatches the ring of keys.<<unset $farm_key>> "Naughty <<if $player.gender_appearance is "m">>bull<<else>>cow<</if>>. I don't know how you managed to get your hands on this, but I'm taking it."
<br>
Someone touches your ass, causing you to squeak. "Normally we'd have to bring you to Remy. But I don't feel like waking up the boss," says the culprit, a <<person3>><<person>>. "We'll punish you ourselves."
<br>
"Yeah, no need to disturb the geezer," says a fourth voice. You hear wood scrape against the floor, and a <<person4>><<person>> rises to <<his>> feet. "Personally, I'd be pissed if someone woke me up in the middle of the night."
<br><br>
<<else>>
"We got ourselves another would-be escapee," says the hand's owner as <<he>> releases you.
<br>
"This one's pretty hot though," says a <<person2>><<person>> beside <<him>>. Your eyes adjust to the dark at last. It looks like a basement with a hole built into the floor, giving access to the river below. "For a <<if $player.gender_appearance is "m">>bull<<else>>cow<</if>>, I mean."
<br>
You feel someone pinch your ass, and jump. "Remy won't mind if we, ah, take the punishment into our own hands," says the culprit, a <<person3>><<person>>. "Saves the trouble."
<br>
"I like it," says a fourth voice. You hear wood scrape against the floor, and a <<person4>><<person>> rises to <<his>> feet. "Let it never be said we don't earn our keep."
<br><br>
<</if>>
<<link [[Next|Livestock Field River Rape]]>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Livestock Field River Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Livestock Field River Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<if $farmCellUnlk is true >>
<<if $farmGateCD is 1>>
<<set $farmGateCD to 0>>
<<unset $farmCellUnlk>>
Once the farmhands are done toying with you, the <<person1>><<person>> brings you back to your cell. The sleeping farmhand is nowhere to be seen.
"You should be grateful we didn't take you to the boss. But don't expect us to remain silent about your little escape." <<llobey>><<livestock_obey -10>>
<br><br>
The <<person1>><<person>> opens your cell.
"What the hell?" <<He>> looks at the broken lock while holding you by your forearm. You feel <<his>> hand squeezing tighter.<<pain 2>><<gpain>>
<br><br>
"You fucking brat. Do you think this is funny? Hey! Gimme a hand here! Our new friend broke the lock. We'll need to put another one on!"
<<tearful>> you spend the following half an hour sitting in the neighbouring cell and watching the goons replace the lock. Once they finish their work, they shove you inside and leave.
<<else>>
<<unset $farmCellUnlk>>
Once the farmhands are done toying with you, the <<person1>><<person>> brings you back to your cell.
"You should be grateful we didn't take you to the boss. But don't expect us to remain silent about your little escape." <<llobey>><<livestock_obey -10>>
The <<person>> locks you in your cell.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Livestock Cell]]>><<unset $livestockLockSeq>><<pass 30>><</link>>
<br>
<<else>>
The <<person1>><<person>> keeps a firm grip on your collar. "Right then," <<he>> says, tugging you towards the door. "Time to return you to your herd. Don't think Remy won't hear about this, either. You're lucky 'twas us that found you."
<<llobey>><<livestock_obey -10>>
<br><br>
<<tearful>> you stumble along beside the <<person>>. You're led up a flight of stairs, and emerge from a shed behind the barn. You're taken to the small lane leading to the field.
<br><br>
The <<livestock_cows>> eye you quizzically as you enter. The gate clanks shut behind you.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Livestock Field]]>><</link>>
<br>
<</if>>
<<else>>
<<if Time.dayState is "night">>
<<set $livestock_escape to "night">>
<<else>>
<<set $livestock_escape to "combat">>
<</if>>
The <<person1>><<person>> slips on the wet stone, and tumbles into the river below. The <<person2>><<person>> rushes over to help while the others remain still and unsure.
<br><br>
<<tearful>> you seize the chance. You run through the only door and up a flight of stairs. You emerge from a shed behind the barn. You turn and run in the opposite direction.
<br><br>
<<clotheson>>
<<endcombat>>
<<pass 1>>A minute later you hear a shrill whistle behind you, followed by shouting and the barking of dogs. Remy's voice rises above the others. <span class="red">You are being hunted.</span>
<<lllobey>><<livestock_obey -20>>
<br><br>
<<link [[Next|Livestock Escape]]>><</link>>
<br>
<</if>><<effects>>
<<if Time.dayState is "night">>
You examine the fence but find no breaches in it. You wonder if you could dig a tunnel underneath it.
<br><br>
You should probably give it a try <span class="teal"> once the sun rises.</span>
<br><br>
<<link [[Next|Livestock Field Night]]>><</link>>
<br>
<<else>>
You walk up to the fence. The vertical gaps are far too thin to squeeze through, and it towers into the air.
<br><br>
You see movement nearby. A mouse scurries past, hiding within tufts of grass. It disappears into a small hole at the base of the fence. It appears on the other side a moment later.
<br><br>
<<link [[Next|Livestock Field]]>><</link>>
<br>
<</if>><<effects>>
<<if Time.dayState is "night">>
<<if $livestock_dig gte 25 or ($livestock_dig gte 24 and $physiquesize lte 12000) or ($livestock_dig gte 23 and $physiquesize lte 10000) or ($livestock_dig gte 22 and $physiquesize lte 6000)>>
You walk over to your tunnel. It's still there, although the long grass hides it from sight.
<br><br>
<<getouticon "hole">><<link [[Escape|Livestock Dig Escape]]>><</link>>
<br>
<<refuseicon>><<link [[Wait|Livestock Field Night]]>><</link>>
<br>
<<elseif $livestock_dig gte 0 and $livestock_dig lte 24 or ($livestock_dig is undefined)>>
You examine the fence but find no breaches in it. You already started digging a tunnel, but there is still work to be done before you can reach the other side.
<br><br>
You should probably continue digging <span class="teal"> once the sun rises.</span>
<br><br>
<<link [[Step back|Livestock Field Night]]>><</link>>
<</if>>
<<else>>
<<if $leftarm is "bound" and $rightarm is "bound">>
<span class="red">Can't dig when your arms are bound.</span>
<br><br>
<<link [[Next|Livestock Field]]>><</link>>
<br>
<<else>>
<<if $livestock_dig gte 25 or ($livestock_dig gte 24 and $physiquesize lte 12000) or ($livestock_dig gte 23 and $physiquesize lte 10000) or ($livestock_dig gte 22 and $physiquesize lte 6000)>>
You crawl inside your tunnel, and get to digging. You pull free a large stone, and earth collapses on your head. You brush it aside, and glimpse daylight above.
<br><br>
You peek your head out. You're on the other side of the fence. You could escape, though you'll still be in the middle of the countryside, and Remy will soon notice your absence. It could be dangerous.
<<elseif $livestock_dig gte 20>>
You crawl inside your tunnel, and get to digging. You think the far end may be beneath the other side of the fence, and start to curve upwards.
<<elseif $livestock_dig gte 12>>
The hole is more like a tunnel now. You drop inside and get to digging, emerging to scatter earth amongst the grass. You're careful not to be seen.
<<elseif $livestock_dig gte 6>>
You kneel in the grass and lean into the hole, now deep enough to fit half your body. You remove more earth, curving it toward the fence.
<<elseif $livestock_dig gte 1>>
You crouch in the grass and get to work. You hope it looks like you're just grazing. You deepen and widen the hole.
<<else>>
Farmhands sometimes patrol the perimeter, so you choose a spot a little way away from the fence where the tall grass should conceal your mischief. You start digging. The ground is hard. It's tiring and slow with only your hands as digging implements, but bit by bit you move the earth aside.
<br><br>
An hour passes. You've made a hole. It's too thin and far too shallow, but with effort this will work.
<</if>>
<br><br>
<<if $livestock_dig gte 25>>
<<getouticon "hole">><<link [[Escape|Livestock Dig Escape]]>><</link>>
<br>
<<refuseicon>><<link [[Wait|Livestock Field]]>><</link>>
<br>
<<elseif $livestock_dig gte 24 and $physiquesize lte 12000 or ($livestock_dig gte 23 and $physiquesize lte 10000) or ($livestock_dig gte 22 and $physiquesize lte 6000)>>
<<getouticon "hole">><<link [[Escape|Livestock Dig Escape]]>><</link>><<small_text>>
<br>
<<refuseicon>><<link [[Wait|Livestock Field]]>><</link>>
<br>
<<else>>
<<pass 60>>
<<set $livestock_dig += 1>>
<<if $rng gte 51>>
<<livestock_overhear>>
<<link [[Next|Livestock Field]]>><</link>>
<br>
<<elseif $rng gte 31>>
<<generate1>><<person1>>
"What you up to down there?" says a voice from the fence.
<br><br>
<<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>
<<link [[Moo|Livestock Field Dig Moo]]>><<livestock_obey 1>><<transform cow 1>><</link>><<gobey>>
<br>
<<else>>
<<link [[Pretend to moo|Livestock Field Dig Moo]]>><<livestock_obey 1>><<transform cow 1>><</link>><<gobey>>
<br>
<</if>>
<<link [[Distract|Livestock Field Dig Distract]]>><</link>><<exhibitionist1>>
<br>
<<link [[Insult|Livestock Field Dig Insult]]>><<livestock_obey -1>><<stress -6>><</link>><<lobey>><<lstress>>
<br>
<<link [[Just keep digging|Livestock Field Dig Keep]]>><<livestock_obey -1>><</link>><<lobey>>
<br>
<<else>>
<<link [[Next|Livestock Field]]>><</link>>
<br>
<</if>>
<</if>>
<</if>>
<</if>><<effects>>
You moo at the <<person>>. "Just being a dumb cow, then," <<he>> laughs. "Keep it up."
<br><br>
You return to digging.
<br><br>
<<link [[Next|Livestock Field]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I-I don't want to tell you, meanie," you say, summoning your courage. "Go away."
<<elseif $speech_attitude is "bratty">>
"Looking for your brain," you say. "You seem to have lost it. Any more dumb questions?"
<<else>>
"I'm not telling a pervert like you anything," you say. "Go away."
<</if>>
<br><br>
"Watch your mouth, dumb slut," the <<person>> responds. "Dumb <<if $player.gender_appearance is "m">>bull<<else>>cow<</if>>, I mean. You're lucky I'm in a good mood."
<br><br>
You return to digging.
<br><br>
<<link [[Next|Livestock Field]]>><<endevent>><</link>>
<br><<effects>>
You ignore the <<person>>, and keep digging. You don't think <<he>> can make out what you're doing in the long grass, but <<he>> must be suspicious.
<br><br>
<<link [[Next|Livestock Field]]>><<endevent>><</link>>
<br><<effects>>
"Me?" you ask, standing upright and wiggling your <<bottom>>. "I'm just doing cow things. Naked in this field." <<His>> eyes move over your body, trying to glimpse you behind the long grass. <<He>> shifts to get a better angle, <<his>> original question forgotten.
<<exhibitionism1>>
You hide low within the grass and continue digging.
<br><br>
<<link [[Next|Livestock Field]]>><<endevent>><</link>>
<br><<effects>>
<<if Time.dayState is "night">>
<<set $livestock_escape to "night">>
You pull yourself from the hole, and run. You climb a small hill, and down the other side. You should no longer be visible from the field.
<br><br>
You don't know how much time you have until your absence is noticed, so you keep moving.
<br><br>
<<link [[Next|Livestock Escape Town]]>><<livestockescape>><<badEndTrackingEnd "Underground Farm" { reason: "uFarmEscaptedNightHole" }>><</link>>
<br>
<<else>>
<<set $livestock_escape to "hole">>
You pull yourself from the hole, and run. You climb a small hill, and down the other side. You should no longer be visible from the field.
<br><br>
<<pass 1>>A minute later you hear a shrill whistle behind you, followed by shouting and the barking of dogs. Remy's voice rises above the others. <span class="red">You are being hunted.</span><<lllobey>><<livestock_obey -20>>
<br><br>
<<link [[Next|Livestock Escape]]>><</link>>
<br>
<</if>><<effects>>
You walk over to your tunnel. It's still there, though both sides hide in long grass and are invisible until close.
<br><br>
<<link [[Escape|Livestock Dig Escape]]>><</link>>
<<if $livestock_dig lte 24>>
<<small_text>>
<</if>>
<br>
<<link [[Wait|Livestock Field]]>><</link>>
<br><<effects>>
<!-- Modified for Monster People -->
<<if maleChance() lte 0>>
<<set _horse_gender to "f">>
<<elseif maleChance() gte 100>>
<<set _horse_gender to "m">>
<<else>>
<<set _horse_gender to "b">>
<</if>>
You approach Remy's steeds.
<<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f")>>
They look like horses from a distance, but up close you see they have the heads and torsos of
<<if _horse_gender is "f">>
women.
<<elseif _horse_gender is "m">>
men.
<<else>>
men and women.
<</if>>
Long, well-cared-for manes of hair trail down their backs and chests.
<<if _horse_gender is "f">>
They seem unconcerned about their bare breasts.
<<elseif _horse_gender is "b">>
The women seem unconcerned about their bare breasts.
<</if>>
<br><br>
Some stoop to drink from the river. Others stare at their reflections, running fingers through their hair.
<<else>>
Their fur ranges from pale to dark brown, all well-groomed.
<br><br>
Most stoop, either to drink from the river or to munch on grass.
<</if>>
<br><br>
<<if $livestock_horse gte 2>>
<<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f")>>
<span class="green">A few nod in greeting as you approach.</span>
<<else>>
<span class="green">They clop closer as you approach.</span>
<</if>>
<<elseif $livestock_horse gte 1>>
<<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f")>>
They watch as you approach. Some look amused.
<<else>>
They watch as you approach. They seem calm.
<</if>>
<<else>>
<<beastNEWinit 1 horse>>
<<if $monster is 1>>
One of them, a particularly large, dark-haired specimen, faces you as you draw close. "Walk away, cattle," <<bhe>> says, holding <<bhis>> head higher. "This is our patch." The others watch you as well.
<<else>>
One of them, a particularly large, dark-haired specimen, unleashes a deep whinny as you approach. It sounds like a warning. The others look up. They're watching you.
<</if>>
<</if>>
<br><br>
<<if $livestock_horse lt 1 or $livestock_horse is undefined>>
<<link [[Be friendly|Livestock Field Horse Intro]]>><<set $livestock_horse to 1>><<set $phase to 1>><</link>>
<br>
<<link [[Be firm|Livestock Field Horse Intro]]>><<set $livestock_horse to 1>><<set $phase to 2>><</link>>
<br>
<<link [[Walk away|Livestock Field]]>><<endevent>><</link>>
<br>
<<elseif Time.hour gte 19 and Time.hour lte 20>>
It seems Remy is looking for you, <span class="red">you should head out.</span>
<br><br>
<<getouticon>><<link [[Leave|Livestock Field]]>><<endevent>><</link>>
<br>
<<else>>
<<rng>> /* I'm not sure this is nessesary, but I think there's a way to loop through these scenes without alterting RNG, so lets stop that */
<<if $daily.livestock and $daily.livestock.horses_satisfied is undefined>><<set $daily.livestock.horses_satisfied to 0>><</if>>
<<clearnpc>><<beastNEWinit 1 horse>>
<!-- Modified for Monster People -->
<<if random(1,2) is 1 and $awareness gte 200 and $daily.livestock.horses_satisfied lt 6 and $horsedisable is "f" and ($bestialitydisable is "f" or $monster is 1)>>
One <<beasttype>> in the back seems agitated. <<bHe>> stomps at the others, and is
<<if $monster is 1>>
being rude and demanding.
<<else>>
neighing in frustration.
<</if>>
<<set _agitated to 1>>
<br><br>
<</if>>
<<ind>><<link [[Brush their hair (1:00)|Livestock Field Horse Brush]]>><<pass 60>><<tending 6>><<stress -6>><</link>><<gtending>><<lstress>>
<br>
<<if _agitated is 1>>
<<animalicon "horse">><<link [[Look beneath the agitated <<beasttype>>|Livestock Field Deviancy]]>><<set $phase to 1>><<set $daily.livestock.horses_satisfied += 1>><</link>><<deviant1>>
<br>
<</if>>
<<if $livestock_food gte 1>>
<<ind>><<link [[Offer the basket of apples|Livestock Field Horse Apples]]>><<trauma -18>><<unset $livestock_food>><<endevent>><</link>><<lltrauma>>
<br>
<</if>>
<<getouticon>><<link [[Leave|Livestock Field]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<if $monster is 1>>
<<if $phase is 1>>
<<if $speech_attitude is "meek">>
"P-please don't be angry," you say. "I just want us to be friends."
<<elseif $speech_attitude is "bratty">>
"The way I see it," you say. "We're sharing this field together, and should get used to each other."
<<else>>
"I mean no harm," you say. "I'm just curious."
<</if>>
The centaur laughs.
<<elseif $phase is 2>>
<<if $speech_attitude is "meek">>
"Don't be rude," you say, surprised by how confident you sound. "You're free to go where you please in this field. I just want the same."
<<elseif $speech_attitude is "bratty">>
"You don't scare me," you scoff. "I go where I like."
<<else>>
"I'd rather be over here," you say. "Is that going to be a problem?"
<</if>>
Arms crossed, the centaur regards you with a level stare.
<</if>>
<br><br>
"You're braver than the rest. Fine, but watch yourself."
<<else>>
<<if $phase is 1>>
You keep your pace slow and consistent, but continue to approach. You stretch out your arm, and pat the large horse on the head.
<<elseif $phase is 2>>
You keep your pace consistent, but don't slow down. You march right up to the large horse, and rest your hand on its head.
<</if>>
<br><br>
The horse makes a gruff sound, but goes back to eating. The others follow suit.
<</if>>
<br><br>
<<link [[Next|Livestock Field Horse]]>><<endevent>><</link>>
<br><<effects>>
<<if maleChance() lte 0>>
<<set _horse_gender to "f">>
<<elseif maleChance() gte 100>>
<<set _horse_gender to "m">>
<<else>>
<<set _horse_gender to "b">>
<</if>>
<<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f")>>
<<if $livestock_horse gte 2>>
You brush the centaurs' hair with your fingers. They jostle for their turn. They try to make you scratch their backs, despite having little hair there.
<<else>>
You brush the centaurs' hair with your fingers. They're wary, but don't turn you down. You get the feeling they enjoy it more than they let on.
<</if>>
<<else>>
<<if $livestock_horse gte 2>>
You brush the horses' hair with your fingers. They jostle for their turn. They occasionally give you soft nuzzles after.
<<else>>
You brush the horses' hair with your fingers. They're wary, but don't turn you down. You get the feeling they enjoy it more than they let on.
<</if>>
<</if>>
<br><br>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - ($allure / 2))>> /* Reduced allure effect since PC is always nude */
<<rng>>
<<if $rng gte 51>>
<<clearnpc>>
<<rng>>
<<if $rng gte 51>>
<<if $livestock_horse_rescued is undefined>>
<<if !$per_npc.grumpyHorse>>
<<beastNEWinit 1 horse>>
<<saveNPC 0 "grumpyHorse">>
An older <<beasttype>> limps by. Unlike the others, <<bhe>> ignores you. You look at <<bhis>> leg. A large, painful-looking splinter is lodged in the skin above <<bhis>> foot.
<br><br>
<<if $monster is 1>>
"Just ignore <<bhim>>," another <<beasttype>> says. "Grumpy bastard. Won't let anyone near that wound of <<bhis>>. Not even Remy."
<<else>>
The other horses make way when it approaches.
<</if>>
<<else>>
<<loadNPC 0 "grumpyHorse">>
An older <<beasttype>> limps by. It's the same grumpy <<beasttype>>, still injured.
<br><br>
You give a look of concern.
<<if $monster is 1>>
<<bHe>> scoffs at you.
<<else>>
<<bHe>> snorts dismissively at you.
<</if>>
<</if>>
<br><br>
<<link [[Try to help|Livestock Field Horse Help]]>><</link>><<tendingdifficulty 700 1000>>
<br>
<<link [[Ignore|Livestock Field Horse]]>><<endevent>><</link>>
<br>
<<else>>
<<if !$per_npc.grumpyHorse>>
<<beastNEWinit 1 horse>>
<<saveNPC 0 "grumpyHorse">>
<<else>>
<<loadNPC 0 "grumpyHorse">>
<</if>>
<span class="green">The old <<beasttype>> you helped gallops by, making the most of <<bhis>> healed leg.</span>
<<if $monster is 1>>
<<bHe>> smiles and waves at you as <<bhe>> passes.
<<else>>
It neighs happily when it sees you.
<</if>>
<<ltrauma>><<trauma -6>>
<br><br>
<<link [[Next|Livestock Field Horse]]>><<endevent>><</link>>
<br>
<</if>>
<<else>>
<<beastNEWinit 1 horse>><<generate2>><<person2>>
"How cute," says a voice behind the fence. It's a <<person2>><<person>>. <<Hes>> dressed as a farmhand. "Cows and horses being best friends. I should film this. Might go viral."
The <<person1>><<beastsplural>> bristle at <<person2>><<his>> mocking tone<<if $monster is 1>>, but don't say anything<</if>>.
<<He>> takes a bite of an apple. The <<person1>><<beastsplural>> stare longingly at the fruit. "What's the matter?" the <<person2>><<person>> asks. "Bored of grass? Well too bad. No sweet, juicy apples for you." To drive home the point, <<he>> discards the uneaten apple some way from the fence. Just out of reach.
<br><br>
A couple of younger <<person1>><<beastsplural>> rush over when the farmhand is gone. They try to reach through a gap, but the electric fence painfully thwarts them.
<br><br>
<<link [[Next|Livestock Field Horse]]>><<endevent>><</link>>
<br>
<</if>>
<<else>>
<!-- Modified for Monster People -->
<<if $daily.livestock.horses_satisfied lt 6 and $horsedisable is "f" and ($bestialitydisable is "f" or $monster is 1)>>
<<if $awareness gte 200>>
The <<beasttype>> from earlier still seems frustrated.
<<else>>
One <<beasttype>> seems frustrated.
<</if>>
<<bHe>> stomps at the others, and is
<<if $monster is 1>>
being rude and demanding.
<<else>>
neighing in frustration.
<</if>>
<br><br>
<<animalicon "horse">><<link [[Look beneath the agitated <<beasttype>>|Livestock Field Deviancy]]>><<set $phase to 1>><<set $daily.livestock.horses_satisfied += 1>><</link>><<deviant1>>
<br>
<<getouticon>><<link [[Ignore|Livestock Field Horse]]>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Livestock Field Horse]]>><<endevent>><</link>>
<br>
<</if>>
<</if>>
<<else>>
<<link [[Next|Livestock Field Horse]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<if $livestock_horse gte 2>>
<<beastNEWinit 1 horse>>
You hold out the basket of apples, and soon find yourself surrounded. One tries to sneak a second,
<<if $monster is 1>>
until an elder slaps <<bhis>> hand away.
<<else>>
until an elder chases it off with a snort.
<</if>>
<br><br>
<<link [[Next|Livestock Field Horse]]>><<endevent>><</link>>
<br>
<<else>>
<<beastNEWinit 1 horse>>
<<set $livestock_horse to 2>>
You hold out the basket of apples. The <<beastsplural>> stare in shock at such a bounty. They trot closer, but carefully, as if afraid it's a trick.
A younger <<beasttype>> chances it first.
<<if $monster is 1>>
"So sweet," <<bhe>> manages, catching the dripping juice in <<bhis>> fingers and licking it off.
<<else>>
It pulls an apple from the basket, where it falls to the ground. It takes a bite, and neighs happily.
<</if>>
<br><br>
The other <<beastsplural>> crowd around, none wanting to be left out.
<<if $monster is 1>>
One of the elders takes charge, making sure they're evenly shared.
<br><br>
The apples soon vanish, but the <<beastsplural>> look at you in a different way. Less hostile. "Sorry if we were rude," one mumbles.
<<else>>
There's a little jostling, but they're good at sharing the fruit evenly.
<br><br>
The apples soon vanish, but the horses have a lightness in their step that wasn't present before. More than one tries to lick your face.
<</if>>
<br><br>
<<link [[Next|Livestock Field Horse]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<if $phase is 1>>
<<set $livestock_horse to 2>>
<<if $monster is 1>>
The <<beasttype>> cries out in pain and staggers away from you. <<bHe>> looks at you, eyes full of anguish. Then <<bhis>> expression softens. <<bHe>> presses <<bhis>> wounded foot against the ground, and smiles.
<br><br>
"My foot," <<bhe>> says weakly. "It doesn't hurt." The other <<beastsplural>> relax. A few chuckle. Someone pats you on the back. "That's one headache sorted," says a pale <<beasttype>> behind you. "You're alright. For cattle."
<<else>>
The horse staggers away from you. It holds its leg in the air, but then presses it against the ground. It starts walking, tentative at first, then with more confidence. The walk becomes a trot, then a run, then a gallop. It runs around the field, startling the cattle.
<br><br>
The other horses seem much less agitated. One of them licks your neck from behind.
<</if>>
<br><br>
<<link [[Next|Livestock Field Horse]]>><<endevent>><</link>>
<br>
<<else>>
You stop brushing fur and approach the old <<beasttype>>.
<<if $monster is 1>>
"Leave me be," <<he>> sneers. "Or I'll clobber you."
<br><br>
<<if $speech_attitude is "meek">>
"S-sorry to bother you centaur <<print $NPCList[0].gender is "f" ? "miss" : "sir">>," you say. "But I think I can help."
<<elseif $speech_attitude is "bratty">>
"Quit whinging," you say. "Do you want to get better or not?"
<<else>>
"Please don't be frightened," you say. "I can help."
<</if>>
<<else>>
It snorts at you.
<br><br>
<<if $speech_attitude is "meek">>
"S-sorry to bother you," you say. "But I think I can help."
<<elseif $speech_attitude is "bratty">>
"Quit whinging," you say. "Do you want to get better or not?"
<<else>>
"Please don't be frightened," you say. "I can help."
<</if>>
<</if>>
<<if $tendingSuccess>>
<<set $livestock_horse_rescued to true>>
You crouch near <<bhis>> wounded leg. <span class="green"><<bHe>> doesn't stop you.</span>
<br><br>
You examine the wound. The splinter's in there deep, but it looks like a single, large piece. There's no bleeding. Not right now.
<br><br>
You clutch it firm, and pull with a single, sharp movement.
<br><br>
<<link [[Next|Livestock Field Horse Help]]>><<set $phase to 1>><</link>>
<br>
<<else>>
You crouch near <<bhis>> wounded leg. <span class="red"><<bHe>> rears up, <<bhis>> forelegs kicking at you.</span>
<<if $monster is 1>>
A pair of arms wrap around you from behind, pulling you back and narrowly avoiding a clobbering.
<br><br>
"Didn't you hear what I said? Stay clear of that one."
<<else>>
Another horse runs in the way, protecting you from a clobbering.
<br><br>
The newcomer snorts at you as well, as if in warning.
<</if>>
<<gstress>><<stress 6>>
<br><br>
<<link [[Next|Livestock Field Horse]]>><<endevent>><</link>>
<br>
<</if>>
<</if>><<effects>>
<<if $phase is 1>>
You crouch beneath the <<beasttype>>. As suspected, <<bhis>> <<npcGenitals>> is <<horsegenitalsdesc>>. The poor thing is frustrated.
<br><br>
<<if $monster is 1>>
"What're you doing down there?" <<bhe>> asks, <<bhis>>
<<if $NPCList[0].breastsize gte 4>>
<<npcChest>> swinging
<<elseif $NPCList[0].breastsize lt 4 and $NPCList[0].breastsize gte 1>>
<<bhis>> <<npcChest>> bouncing
<<else>>
<<bhis>> toned <<npcChest>> on display
<</if>>
as <<bhe>> turns to look. "I'm not waiting all day."
<br><br>
<<else>>
<<set $rng to random(1,3)>>
<<switch $rng>>
<<case 1>>
<<bHes>> silent and looks at you, curious.
<<case 2>>
<<bHe>> whines and looks at you, curious.
<<case 3>>
<<bHe>> snorts and looks at you, curious.
<<case 4>>
<<bHe>> neighs and looks at you, curious.
<</switch>>
<br><br>
<</if>>
<<if $NPCList[0].penis isnot "none">>
<<bHis>> <<npcGenitals>> is so huge it's hard to look away.
<<else>>
It's hard to look away from <<bhis>> <<horsegenitalsdesc>> <<npcVagina>>.
<</if>>
<<deviancy1>>
<<if hasSexStat("deviancy", 2)>>
<<link [[Touch it|Livestock Field Deviancy]]>><<set $phase += 1>><</link>><<deviant2>>
<br>
<</if>>
<<link [[Stop|Livestock Field Deviancy]]>><<set $phase += 2>><</link>>
<br>
<<elseif $phase is 2>>
You rub the <<beasttypes>> belly.
<<if $monster is 1>>
<<bHe>> shivers. "Oh," <<bhe>> exclaims above. "That's nice." You rub down <<bhis>> body, until <<bhis>> <<npcGenitals>> is in reach. You lean forward and touch it.
<br>
<<deviancy2>>
<<bHe>> shouts in shock, and almost stumbles over. The others laugh. You surprised <<bhim>>, but <<bhe>> recovers fast.
"Don't touch a
<<if $NPCList[0].gender is "f">>
lady's
<<else>>
gentleman's
<</if>>
<<npcGenitals 0 "simple">> without permission!"
<<bhe>> exclaims, turning to look at you once more. <<bHes>> blushing.
<<else>>
<<bHe>> shivers in pleasure. You rub down <<bhis>> body until <<bhis>> <<npcGenitals>> is in reach. You lean forward and touch it.
<br>
<<deviancy2>>
<<bHe>> neighs in shock, and almost stumbles over. You surprised <<bhim>>, but <<bhe>> recovers fast, moving closer as if inviting more.
<</if>>
<br><br>
<<if hasSexStat("deviancy", 5)>>
<span class="lewd">A lewd thought strikes you.</span> There's a bale of straw nearby.
<br><br>
<</if>>
<<if hasSexStat("deviancy", 3)>>
<<link [[Use your hands (0:05)|Livestock Field Deviancy Hand]]>><<handstat>><<pass 5>><<set $phase to 1>><</link>><<deviant3>>
<br>
<</if>>
<<if hasSexStat("deviancy", 5)>>
<<link [[Lie on the straw and seduce <<bhim>>|Livestock Field Deviancy Sex]]>><<set $phase to 1>><</link>><<deviant5>>
<br>
<</if>>
<<link [[Stop|Livestock Field Deviancy]]>><<set $phase += 1>><</link>>
<br>
<<elseif $phase is 3>>
You decide not to take things further.
<<if $deviancy lt 15>>
The thought makes you blush.
<</if>>
The <<beasttype>> looks disappointed.
<br><br>
<<link [[Next (0:01)|Livestock Field Horse]]>><<pass 1>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<if $phase is 1>>
You crawl forward, toward the <<beasttypes>> <<horsegenitalsdesc true>> <<npcGenitals>>.
<<if $speech_attitude is "meek">>
"S-Sorry," you say. "I couldn't help myself."
<<elseif $speech_attitude is "bratty">>
"How was I supposed to know it was off-limits?" you say.
<<else>>
"Sorry," you say. "I just wanted to be thorough."
<</if>>
<<bHe>> doesn't move away. You touch <<bhis>> <<npcGenitals>> again, stroking it,
<<if $NPCList[0].penis isnot "none">>
then cupping the end in your palm. You reach with your other hand.
<br><br>
You jerk <<bhim>> slowly at first. You thought <<bhis>> <<npcPenisSimple>> was already fully engorged, but you were mistaken. <<bHe>> starts thrusting, faster, until you're not jerking <<bhim>> as much as letting <<bhim>> fuck your hands. Still <<bhis>> <<npcPenisSimple>> grows bigger.
<<else>>
then pushing a finger between <<bhis>> folds. You reach with your other hand.
<br><br>
You rub <<bhim>> slowly at first, but <<bhe>> starts thrusting, faster, until you're not rubbing <<bhim>> as much as letting <<bhim>> fuck your hands.
<</if>>
<br>
<<deviancy3>>
The other <<beastsplural>> look on, intrigued.
<br><br>
<<link [[Keep going (0:10)|Livestock Field Deviancy Hand]]>><<pass 10>><<set $phase += 1>><</link>><<deviant3>>
<br>
<<if hasSexStat("deviancy", 4)>>
<<link [[Lick (0:05)|Livestock Field Deviancy Mouth]]>><<pass 5>><</link>><<deviant4>>
<br>
<</if>>
<<elseif $phase is 2>>
You do your best to keep your hands
<<if $NPCList[0].penis isnot "none">>
together
<<else>>
your hands against <<bhim>>,
<</if>>
despite the violent thrusting.
<<deviancy3>>
<<if currentSkillValue("handskill") gte 400>>
<<set $livestock_horse to 2>>
<span class="green">You manage it.</span>
<<ejacstat>><<handejacstat>>
<<handstat>><<faceejacstat>>
<<if $NPCList[0].penis isnot "none">>
<<hairejacstat>>
<<bodyliquid "face" "goo" 5>>
<<bodyliquid "hair" "goo" 5>>
<<bodyliquid "chest" "goo" 5>>
The <<horsegenitalsdesc true>> <<npcPenisSimple>> erupts, <<print either("splatters onto your", "coats your", "lands on your", "splashes your","covering your")>>
face and hair with thick <<beasttype>> semen. It spurts in such quantities that there's nothing you can do to stop it spilling on your <<breasts>>.
<br><br>
You can't see anything, but already hear the other <<beastsplural>> crowding around.
<<else>>
<<set $rng is random(2)>>
<<bodyliquid "face" "goo" 5>>
<<switch $rng>>
<<case 1>>
<<bodyliquid "leftarm" "goo" 5>>
<<case 2>>
<<bodyliquid "rightarm" "goo" 5>>
<</switch>>
<<bHis>> enormous body shudders in orgasm, <<beasttype>> juices <<print either("splatters onto your", "coats your", "lands on your", "splashes your","covering your")>> arm and face.
<br><br>
<<bHe>> collapses on the grass and the other <<beastsplural>> crowd around.
<</if>>
<br><br>
<<set $hygiene += 500>>
<<if $monster is 1>>
"Do me next."
<br>
"Fuck off, I need this more."
<br>
"Wish I could <<print either("jerk my own cock", "reach my own pussy")>>."
<br><br>
<<else>>
They jostle with each other, hoping for a turn.
<br><br>
<</if>>
<<if $NPCList[0].penis isnot "none">>
You clear the semen from your eyes.
<</if>>
The satisfied <<beasttype>> lies on the grass, eyes shut though still breathing heavily.
<br><br>
<<else>>
<span class="red">You don't manage it.</span> The force knocks you to the ground, leaving the <<beasttype>> thrusting into empty air.
<<if $monster is 1>>
<<bHe>> shouts in frustration and tries to reach beneath <<bhis>> body. <<bHe>> can't reach that far back.
<<else>>
It neighs in frustration, even louder than before.
<</if>>
<br><br>
The gate opens, and several farmhands rush in, drawn by
<<if $monster is 1>>
<<bhis>> shout
<<else>>
the noise
<</if>>
and wielding cattle prods. They surround the agitated <<beasttype>>.
<<if $monster is 1>>
"No!" <<bhe>> shouts, rearing and kicking at the closest. "I need it-" <<bHe>> cuts off as one of the surrounding farmhands sticks a needle in <<bhis>> rear.
<<else>>
<<bHe>> rears on <<bhis>> hind legs and kicks at the closest. Another farmhand sneaks up behind <<bhe>>, and sticks a needle in <<bhis>> rear.
<</if>>
<<bHis>> eyes shut, and <<bhe>> collapses in a heap.
<br><br>
The farmhands leave the field, shutting the gate behind them.
<<if $monster is 1>>
The other <<beastsplural>> look amused by the ordeal, but still crowd around to make sure <<bhes>> alright.
<<else>>
The other <<beastsplural>> crowd around their fallen friend, as if to make sure <<bhes>> alright.
<</if>>
<<handskill 5>><<handstat>>
<span class="gold">You feel more confident in your ability to give pleasure with your hands.</span>
<br><br>
<</if>>
<<link [[Next|Livestock Field Horse]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<if $NPCList[0].penis isnot 'none'>>
You fear <<bhes>> too big to fit, but you can lick and suck the tip. You can try, anyway.
<<else>>
You try lick <<bhis>> pussy despite the violent thrusting.
<</if>>
<<deviancy4>>
<<if currentSkillValue("oralskill") gte 400>>
<<set $livestock_horse to 2>>
<<ejacstat>><<faceejacstat>>
<<if $NPCList[0].penis isnot "none">>
<<oralstat>><<oralejacstat>>
<<bodyliquid "mouth" "semen" 4>>
<<bodyliquid "face" "semen" 5>>
<<bodyliquid "chest" "semen" 5>>
<<bHis>> violent thrusting makes it difficult, but <span class="green">you manage</span> to get the occasional lick in. It's salty.
The <<horsegenitalsdesc true>> <<npcPenisSimple>> erupts as the tip presses against your mouth, spurting thick <<beasttype>> semen down your throat.
<<cumswallow "horse">> As it pulls away it spurts again, this time it <<print either("splatters onto", "coats", "lands on", "splashes","covering")>> your face in such quantities that you can't stop it dribbling over your <<breasts>>.
<br><br>
You can't see anything, but already hear the other <<beastsplural>> crowding around.
<<else>>
<<oralstat>><<oralejacstat>>
<<bodyliquid "mouth" "goo" 5>>
<<bodyliquid "face" "goo" 5>>
<span class="green">You manage</span> to get the occasional lick in. It's salty.
<<bHis>> enormous body shudders in orgasm, juices <<print either("splatters onto", "coats", "lands on", "splashes","covering")>> your face.
<br><br>
<<bHe>> falls to the grass. The other <<beastsplural>> crowd around, each wanting a turn.
<</if>>
<<set $hygiene += 500>>
<br><br>
<<if $monster is 1>>
"Do me next."
<br>
"Fuck off, I need this more."
<<else>>
They jostle with each other, hoping for a turn.
<</if>>
<br><br>
<<if $NPCList[0].penis isnot "none">>
You clear the semen from your eyes.
<</if>>
The satisfied <<beasttype>> lies on the grass, eyes shut though still breathing heavily.
<br><br>
<<else>>
<<bHis>> violent thrusting makes it difficult, <span class="red">and you don't manage</span> to get so much as a lick in before
<<if $NPCList[0].penis isnot "none">>
the <<npcGenitals>> bops you on the head, knocking you on your back.
<<gpain>><<pain 6>>
<<else>>
<<bhe>> knocks you on your back.
<</if>>
<br><br>
The <<beasttype>> thrusts into empty air.
<<if $monster is 1>>
<<bHe>> shouts in frustration and tries to reach beneath <<bhis>> body. <<bHe>> can't reach that far back.
<<else>>
It neighs in frustration, even louder than before.
<</if>>
The gate opens, and several farmhands rush in, drawn by
<<if $monster is 1>>
<<bhis>> shout
<<else>>
the noise
<</if>>
and wielding cattle prods. They surround the agitated <<beasttype>>.
<<if $monster is 1>>
"No!" <<bhe>> shouts, rearing and kicking at the closest. "I need it-" <<bHe>> cuts off as one of the surrounding farmhands sticks a needle in <<bhis>> rear.
<<else>>
<<bHe>> rears on <<bhis>> hind legs and kicks at the closest. Another farmhand sneaks up behind <<bhe>>, and sticks a needle in <<bhis>> rear.
<</if>>
<<bHis>> eyes shut, and <<bhe>> collapses in a heap.
<br><br>
The farmhands leave the field, shutting the gate behind them.
<<if $monster is 1>>
The other <<beastsplural>> look amused by the ordeal, but still crowd around to make sure <<bhes>> alright.
<<else>>
The other <<beastsplural>> crowd around their fallen friend, as if to make sure <<bhes>> alright.
<</if>>
<<oralskill 5>>
<<if $NPCList[0].penis isnot "none">>
<<oralstat>>
<<else>>
<<cunnilingusstat>>
<</if>>
<span class="gold">You feel more confident in your ability to give pleasure with your mouth.</span>
<br><br>
<</if>>
<<link [[Next|Livestock Field Horse]]>><</link>>
<br><<if $phase is 1>>
You lie on the straw, and give your <<bottom>> a provocative wiggle.
<<if $speech_attitude is "meek">>
"Y-you can use me," you say. "To work off that frustration."
<<elseif $speech_attitude is "bratty">>
"What are you waiting for?" you ask. "You're not gonna chicken out, are you?"
<<else>>
"I'm all yours," you say.
<</if>>
<<deviancy5>>
The <<beasttype>> doesn't need to be asked twice. <<bHe>> trots over, <<bhis>> huge body almost trembling with excitement. You feel <<bhis>> <<horsegenitalsdesc true>> <<npcGenitals>>
<<if $NPCList[0].penis isnot "none">>
prod your rear.
<<else>>
hovers above you.
<</if>>
<br><br>
<<link [[Next|Livestock Field Deviancy Sex]]>><<set $phase += 1>><<set $sexstart to 1>><</link>>
<br>
<<elseif $phase is 2>>
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<beastCombatInit>>
<<if $NPCList[0].penis isnot "none">>
<<set $rng to random(1)>>
<<if $rng is 1>>
<<set $NPCList[0].stance to "top">><<set $position to "doggy">><<set $position_lock to 1>>
<<else>>
<<set $NPCList[0].stance to "top">><<set $position to "missionary">><<set $position_lock to 1>>
<</if>>
<<else>>
<<set $NPCList[0].stance to "top">><<set $position to "missionary">><<set $position_lock to 1>>
<</if>>
<<prop haybale>>
<</if>>
<<effects>>
<<effectsman>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Livestock Field Deviancy Sex]]>><<set $phase +=1>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Livestock Field Deviancy Sex]]>><</link>></span><<nexttext>>
<</if>>
<<elseif $phase is 3>>
<<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<set $livestock_horse to 2>>
<<if $NPCList[0].penis isnot "none">>
The <<beasttypes>> <<npcPenis>> hangs limp, but still disgorges vast amounts of semen, pooling on the grass beneath.
<<else>>
The <<beasttype>> neighs contently.
<</if>>
<<bHis>> knees buckle, and <<bhe>> slumps to the ground. <<bHe>> looks asleep.
<br><br>
<<if $monster is 1>>
One of the other <<beasttype>> trots up to <<bhim>>, then looks at you. "Me next."
<br>
"Oi," says another, coming up from behind. "Remy's not given me any attention for ages."
<<else>>
One of the other <<beasttype>> trots up to <<bhim>>, then looks at you. <<bHe>> snorts, looking expectantly.
<br>
Another stomps up from behind, neighing.
<</if>>
<br><br>
<<tearful>> you climb off the straw as the <<beastsplural>>
<<if $monster is 1>>
bicker.
<<else>>
jostle with each other, hoping for a turn.
<</if>>
<br><br>
<<elseif $enemyhealth lte 0>>
<<if $monster is 1>>
The <<beasttype>> rears up, and lands away from you.
"Too much for me," <<bhe>> says, shaking <<bhis>> head.
<<else>>
The horse rears up, and lands away from you, more afraid than aroused.
<</if>>
<br><br>
<<tearful>> you climb off the straw.
<br><br>
<<else>>
You're not sure the <<beasttype>> will stop after all, until an
<<if $monster is 1>>
older centaur trots up and gives <<bhim>> a stern look.
<<else>>
older
<<print either("mare","stallion")>>
<</if>>
<br><br>
<<tearful>> you climb off the straw.
<br><br>
<</if>>
<<link [[Next|Livestock Field Horse]]>><<clotheson>><<endcombat>><</link>>
<br>
<</if>><<effects>>
<<if $livestock_muzzle is 1>>
<<He>> clips a leash to your collar, and <span class="purple">pulls a muzzle against your face.</span><<facewear 23>> <<He>> tugs the leash and pulls you along behind <<him>>.
<<else>>
<<He>> clips a leash to your collar, and pulls you along behind <<him>>.
<</if>>
<br><br>
<<link [[Next|Livestock Job]]>><</link>>
<br><<effects>>
"Being stubborn?" Remy says. "Fine." <<He>> holds <<his>> hand in the air. Several farmhands rush in, each wielding a cattle prod. They surround you, just out of reach, their weapons pointed at your body.
<br><br>
Remy steps forward, holding a leash. You can't move anywhere without getting shocked.
<<if $livestock_muzzle is 1>>
Remy clips it to your collar, then pulls a muzzle against your face.<<facewear 23>> <<He>> tries to pull you along behind <<him>>.
<<else>>
Remy clips it to your collar. <<He>> tries to pull you along behind <<him>>.
<</if>>
<br><br>
<<if $leftarm isnot "bound" or $rightarm isnot "bound">>
<<link [[Slap|Livestock Job Slap]]>><<npcincr Remy dom -1>><<npcincr Remy love -1>><<livestock_obey -5>><<trauma -6>><<stress -6>><</link>><<llobey>><<ltrauma>><<lstress>>
<br>
<</if>>
<<link [[Go quietly|Livestock Job]]>><<npcincr Remy dom 1>><</link>>
<br><<effects>>
You slap Remy's face, too quick for <<him>> to dodge. One of the farmhands jabs the cattle prod forward, but Remy grasps and pushes it away. "Not necessary," <<he>> says, rubbing <<his>> face. <<He>> jerks the leash, forcing you a few steps forward.
<br><br>
"It's just grumpy," <<he>> says. "I'm sure its behaviour will improve. Or we will need to use the prods." <<He>> pulls again, and you stumble along behind <<him>>.
<br><br>
<<link [[Next|Livestock Job]]>><</link>>
<br><<effects>>
<<if $livestock_muzzle is 1>>
The farmhands are on edge, but you allow Remy to clip the leash to your collar and <span class="purple">pull a muzzle around your face.</span><<facewear 23>> "Good <<girl>>," <<he>> says, pulling you behind <<him>>.
<<else>>
The farmhands are on edge, but you allow Remy to clip the leash to your collar. "Good <<girl>>," <<he>> says, pulling you behind <<him>>.
<</if>>
<br><br>
<<link [[Next|Livestock Job]]>><</link>>
<br><<effects>>
One of the farmhands steps forward,
<<if currentSkillValue('danceskill') gte 1000>>
and tries to poke you with the end of the rod. You dodge it, and the next. It takes several attacking in unison to catch you. The shock makes you jump.
<<elseif currentSkillValue('danceskill') gte 600>>
and tries to poke you with the end of the rod. You dodge it, right into another. The shock makes you jump.
<<else>>
and pokes you with the end of the rod. The shock makes you jump.
<</if>>
<<if $livestock_muzzle is 1>>
Remy darts forward and clips the leash to your collar. <<He>> also <span class="purple">ties a muzzle around your face</span> before you can recover from the shock.<<facewear 23>> <<He>> tries to pull you along behind <<him>>.
<<else>>
Remy darts forward and clips the leash to your collar. <<He>> tries to pull you along behind <<him>>.
<</if>>
<br><br>
<<if $leftarm isnot "bound" or $rightarm isnot "bound">>
<<link [[Slap|Livestock Job Disobedient Slap]]>><<npcincr Remy love -1>><<npcincr Remy dom -1>><<pain 6>><<trauma -6>><<stress -6>><</link>><<gpain>><<ltrauma>><<lstress>>
<br>
<</if>>
<<link [[Go quietly|Livestock Job]]>><<npcincr Remy dom 1>><</link>>
<br><<effects>>
You slap Remy's face, too quick for <<him>> to dodge. One of the farmhands shocks you again.
<br><br>
"Don't make this harder than it needs to be," Remy says, tugging your leash so hard you stumble a few steps. <<He>> pulls you along behind <<him>>.
<br><br>
<<link [[Next|Livestock Job]]>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<if $livestock_horse gte 2 and Time.hour gte 12>>
<<enable_rescue>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Livestock Field Gang Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Livestock Field Gang]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The farmhands walk together toward the gate, leaving you lying on the grass.
<br><br>
<<tearful>> you stagger to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Livestock Field]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
The farmhands back away from you, surprised by your ferocity. They stand still, facing you in a line.
<br><br>
<<link [[Charge|Livestock Field Gang Charge]]>><<def 1>><</link>>
<br>
<<link [[Stare|Livestock Field Gang Stare]]>><</link>>
<br>
<<else>>
<<set $rescued += 1>>
<<earnFeat "Equine Rescue">>
You hear hooves. The <<person1>><<person>> looks up. "Shit!" <<he>> shouts, backing away from you. The others follow suit, leaving you alone on the grass.
<br><br>
<!-- Modified for Monster People -->
<<if ($monsterchance gte 1 and ($hallucinations gte 1 or $monsterhallucinations is "f"))>>
<<if maleChance() lt random(1, 100)>>
The hooves grow louder, and a moment later you're surrounded by centaurs. They form a protective circle around you while a couple chase the farmhands off the field.
<br><br>
The <<person4>><<person>> is last through the gate, and shuts it in a hurry. A firm-breasted centaur close to you throws back her head, and laughs. "That didn't take much."
<br><br>
Satisfied that you're safe, the centaurs return to their territory.
<<else>>
The hooves grow louder, and a moment later you're surrounded by centaurs. They form a protective circle around you while a couple chase the farmhands off the field.
<br><br>
The <<person4>><<person>> is last through the gate, and shuts it in a hurry. A barrel-chested centaur close to you throws back his head, and laughs. "That didn't take much."
<br><br>
Satisfied that you're safe, the centaurs return to their territory.
<</if>>
<<else>>
The hooves grow louder, and a moment later you're surrounded by horses. Most stand around you, as if protecting you, while a couple chase the farmhands off the field.
<br><br>
The <<person4>><<person>> is last through the gate, and shuts it in a hurry.
<br><br>
Satisfied that you're safe, the horses return to their territory.
<</if>>
<br><br>
<<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Livestock Field]]>><</link>>
<br>
<</if>><<effects>>
You take advantage of your initiative, and spring forward into a charge. The <<person1>><<person>> tumbles backwards before you even touch <<him>>, and the others turn and run.
<br><br>
<<tearful>> you catch your breath.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Livestock Field]]>><</link>>
<br><<effects>>
You stare them down. They look at each other, trying to goad one another into making the first move. None of them are keen.
<br><br>
"Screw this," the <<person1>><<person>> says. "I need a drink." <<He>> turns and walks away. The others soon follow.
<br><br>
<<tearful>> you catch your breath.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Livestock Field]]>><</link>>
<br><<effects>>
You decide to ignore <<him>>. You doubt it's interesting, anyway. <<He>> soon leads the <<livestock_horse>> out of the field.
<br><br>
<<link [[Next|Livestock Field]]>><<endevent>><</link>><<effects>>
You approach Remy. <<He>> seems focused on fastening a bridle on a <<livestock_horse>>. <<He>> hasn't noticed you.
<br><br>
<<link [[Moo|Livestock Field Bridle Moo]]>><<livestock_obey 1>><<transform cow 1>><<npcincr Remy love 1>><<npcincr Remy dom 1>><<trauma -6>><</link>><<gobey>><<ltrauma>>
<br>
<<link [[Nuzzle|Livestock Field Bridle Nuzzle]]>><<livestock_obey 1>><<npcincr Remy dom 1>><</link>><<gobey>>
<br>
<<link [[Kick|Livestock Field Bridle Kick]]>><<npcincr Remy dom -1>><<livestock_obey -1>><<stress -18>><<trauma -6>><</link>><<lobey>><<llstress>><<ltrauma>><<effects>>
You look up and moo at <<him>>. <<if $cow lt 6>>It doesn't quite feel natural.<<stress 6>><<gstress>><</if>>
<br><br>
<<He>> turns around to regard you with surprise. "Oh. Hey there, <<girl>>. You're not meant to be near the <<livestock_horses>>."
<br><br>
<<He>> drops the reins to pet your head. "You seem to be settling in nicely. Go back to your herd, <<girl>>." <<He>> smiles at you, giving you one last pet before leading the steed out of the field. <<ltrauma>>
<br><br>
<<link [[Next|Livestock Field]]>><<endevent>><</link>><<effects>>
You crawl over to <<him>> and nuzzle <<his>> leg.
<br><br>
<<He>> turns around to regard you with surprise. Smiling, <<he>> chuckles to <<himself>>. <<He>> grabs the steed's reins and walks off, glancing back one more time before moving out of view.
<br><br>
<<link [[Next|Livestock Field]]>><<endevent>><</link>><<effects>>
<<if $livestock_obey gte 60>>
You turn around to prop a leg out, kicking <<him>> behind <<his>> knee. <<if $worn.face.type.includes("gag")>>You try to protest, but your voice is muffled by your $worn.face.name.<<else>>"T-twat," you say. Your voice shakes from disuse.<</if>>
<br><br>
<<He>> turns around with fury, ready to grab at your hair before <<he>> recognises you. <<He>> regards you with furrowed eyebrows, but doesn't push it.
<br><br>
You hear a pair of farmhands approach you, but Remy holds up a hand to halt them. "It's fine, it's just confused." <<He>> glances down at you one more time, before turning to grab the reins of the steed. "I thought you were better than that now." <<He>> walks away.
<br><br>
A smile creeps up on your face. It felt cathartic.
<br><br>
<<link [[Next|Livestock Field]]>><<endevent>><</link>>
<<else>>
You turn around to prop a leg out, kicking <<him>> behind <<his>> knee. <<if $worn.face.type.includes("gag")>>You make a noise of disdain through your $worn.face.name.<<else>>"Twat," you say, walking back towards the herd.<</if>>
<br><br>
<<He>> turns around with fury, grabbing you by the hair and stopping you in your tracks. "You..." <<He>> composes <<himself>>, letting out a breath before turning <<his>> attention to a pair of farmhands. "Deal with this one, I don't have the time for it."
<br><br>
<<endevent>>
<<generate1>><<generate2>><<person1>>
Remy lets go of your hair to take the reins of the steed, leaving you alone as the <<fullGroup>> surround you.
<br><br>
<<link [[Next|Livestock Field Bridle Fight]]>><<set $molestationstart to 1>><</link>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<violence 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 120>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Livestock Field Bridle Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Livestock Field Bridle Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The <<person1>><<person>> laughs, petting your head. "Surprised Remy didn't want in on the action."
<br><br>
The <<person2>><<person>> gets up. "Well, <<pshe>> is meant to be a cow."
<br><br>
The farmhands walk off, bantering.
<<else>>
They stumble back, eyeing your warily. "Fuck, no wonder Remy didn't want to deal with <<pher>>," the <<person1>><<person>> says.
<br><br>
The <<person2>><<person>> nurses a bruise. "And <<nnpc_he "Remy">> thought we'd be any better?"
<br><br>
The farmhands skulk away.
<</if>>
<<tearful>> you get up from the grass.
<br><br>
<<endcombat>><<clotheson>>
<<link [[Next|Livestock Field]]>><</link>>You are on the cattle field within Remy's farm. The field is empty at such a late hour.
<br><br>
A river runs through one corner. You are not sure if the field is under surveillance, so you stay low in the grass.
<br><br>
<<if $livestock_fence is 1>>
<<investigateicon>><<link [[Examine the fence|Livestock Field Fence]]>><<unset $livestock_fence>><</link>>
<<else>>
<<getouticon "dig">><<link [[Approach the fence|Livestock Field Dig]]>><</link>>
<</if>>
<br>
<<if $livestock_river is 1>>
<<wolfcaveicon "stream">><<link [[Examine the river|Livestock Field River Examine]]>><<unset $livestock_river>><</link>>
<<else>>
<<wolfcaveicon "stream">><<link [[Approach the river|Livestock Field River]]>><</link>>
<</if>>
<br>
<<getouticon>><<link [[Return to your cell|Livestock Lock Key]]>><<set $phase to 2>><</link>><<set $outside to 0>><<set $location to "farm">><<effects>>
<<endevent>>
<<npc Remy>><<person1>><<pain 1>>
You are led through a pair of large doors.
<<if Weather.dayState is "night">>
Your eyes adjust to the dim light, and you find yourself facing another, larger barn. It's hard to tell in the dark, but you think you're on a farm.
<<elseif Weather.dayState is "dusk">>
Your eyes adjust to the dimming light, and you find yourself facing another, larger barn. Fields stretch in all other directions, up and over the surrounding hills. You're on a farm.
<<elseif Weather.dayState is "dawn">>
Your eyes adjust to the dim light, and you find yourself facing another, larger barn. Fields stretch in all other directions, up and over the surrounding hills. You're on a farm.
<<else>>
You find yourself facing another, larger barn. Fields stretch in all other directions, up and over the surrounding hills. You're on a farm.
<</if>>
Your handler gives the leash a rough tug, and you're led inside.
<br><br>
<<set $livestock_robin to 1>>
<<set $livestock_noise to false>>
<<set $livestock_dig to 0>>
<<if $livestock_intro is undefined>>
<<set $livestock_intro to 0>>
<<livestock_init>>
<<set $livestock_obey to 50>>
<!-- Modified for Monster People -->
<<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f")>>
Rows of caged cattle line the edge, eating cereal from troughs. It's only as you're pulled closer that you realise they aren't cows, but people with cow ears and tails. They eat from their troughs all the same, their feeding broken only by the occasional moo.
<<else>>
Rows of caged cows line each edge, eating cereal from troughs. Their feeding broken only by the occasional moo.
<</if>>
<br><br>
<<if $remySeen.includes("riding_school", "farm", "manor")>>
A <<if $pronoun is "m">>man with short, pale brown hair<<else>>woman with pale brown hair tied in a bun<</if>> tends to them. <<He>> turns to face you as you enter. It's Remy. <<He>> holds a whip in <<his>> gloved hand. <<He>> smiles, and <<his>> green eyes glimmer. There's not a flicker of recognition.
<<else>>
A <<if $pronoun is "m">>man with short, pale brown hair<<else>>woman with pale brown hair tied in a bun<</if>> tends to them. <<He>> turns to face you as you enter. <<He>> holds a whip in <<his>> gloved hand. <<He>> smiles, and <<his>> green eyes glimmer.
<</if>>
<br><br>
<<link [[Next|Livestock Intro 2]]>><</link>>
<br>
<<else>>
<<livestock_obey -10>>
<!-- Modified for Monster People -->
<<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f")>>
Rows of caged cattle line the edge, eating cereal from troughs. It's only as you're pulled closer that you realise they aren't cows, but people with cow ears and tails. They eat from their troughs all the same, their feeding broken only by the occasional moo.
<br><br>
<<if $livestock_obey lte 10>>
You expect to be placed in a cell right along with them. Instead, you're pulled forward, past the cages and through another set of doors.
<br><br>
"Don't you worry, you'll be back home in no time," your handler chuckles. "But the boss has got something special for you first."<<stress 6>><<gstress>>
<br><br>
<<link [[Next|Livestock Return Kennel]]>><<endevent>><</link>>
<br>
<<else>>
Remy the farmer tends to them. <<He>> turns to face you as you enter. <<He>> stretches <<his>> whip in <<his>> glove and <<his>> green eyes glimmer as <<he>> regards you.
<br><br>
<<link [[Next|Livestock Return]]>><</link>>
<br>
<</if>>
<<else>>
Rows of caged cows line each edge.
<<if $livestock_obey lte 10>>
You expect to be placed in a cell right along with them. Instead, you're pulled forward, past the cages and through another set of doors.
<br><br>
"Don't you worry, you'll be back home in no time," your handler chuckles. "But the boss has got something special for you first."<<stress 6>><<gstress>>
<br><br>
<<link [[Next|Livestock Return Kennel]]>><<endevent>><</link>>
<br>
<<else>>
Remy the farmer tends to them. <<He>> turns to face you as you enter. <<He>> stretches <<his>> whip in <<his>> glove and <<his>> green eyes glimmer as <<he>> regards you.
<br><br>
<<link [[Next|Livestock Return]]>><</link>>
<br>
<</if>>
<</if>>
<</if>>
<<set $remySeen.pushUnique("livestock")>>
<<set $remySeenLast to "livestock">><<effects>>
<<set $livestock_return to true>>
"Well well," Remy says, <<his>> black riding boots disturbing the straw strewn on the floor with each step.
<<if $livestock_escape is "birth">>
<<unset $livestock_escape>>
"I didn't much appreciate you being taken from us to have that baby. But you didn't have much of a choice in it."
<<else>>
"Our little runaway returns."
<<lllobey>><<livestock_obey -10>>
<</if>>
<br><br>
<<outfitChecks>>
<<if !_fullyNaked>>
<<He>> nods, and arms grasp your clothes from behind, <span class="red">tearing the fabric from your body.</span>
<br><br>
<<overheadruined>><<overupperruined>><<overlowerruined>><<upperruined>><<lowerruined>><<underupperruined>><<underruined>>
<<headruined>><<faceruined>><<legsruined>><<feetruined>><<handsruined>><<handheldruined>>
<</if>>
<<generate2>><<generate3>>
"I'll take it from here," <<he>> continues, taking hold of your leash. <<He>> leads you into an adjoining room. A <<person2>><<person>> and <<person3>><<person>> are chatting inside. They fall silent as the doors open.
<br><br>
<<person1>>
Without waiting for a command, they step forward and grasp both your arms before bending you over a hay bale. A firm push shunts you on top. The clanking of metal follows as <span class="pink">your legs are forced into immobile iron shackles,</span> forcing you to stay on your knees. You feel <<his>> eyes on your <<bottom>> and <<genitals>>, and resist the urge to squirm.
<<legbind>>
<br><br>
<<if $bodywritingLvl is 0>>
<<link [[Next|Livestock Return 3]]>><</link>>
<br>
<<else>>
<<if $skin.left_bottom.special isnot "cattle">>
<<link [[Next|Livestock Return 2]]>><</link>>
<br>
<<else>>
<<link [[Next|Livestock Return 3]]>><</link>>
<br>
<</if>>
<</if>><<effects>>
"Your cattle brand is gone," <<he>> tuts.
<<if $skin.left_bottom.writing>>
You feel <<his>> hand on your <<bottom>>, spreading something on your skin. It feels like a gel. <span class="gold">Your <<tattoo left_bottom>> is cleared from your skin.</span>
<<bodywriting_clear left_bottom>>
<br><br>
<</if>>
You hear something heavy shift behind you. You struggle to peek over your shoulder. Remy holds something sharp, connected to a larger machine. <<He>> presses it against your <<bottom>>.
<br><br>
<<link [[Brace yourself (0:30)|Livestock Return Brace]]>><<transform cow 1>><<pass 30>><<trauma 18>><<stress 6>><<pain 6>><</link>><<ggtrauma>><<gstress>><<gpain>>
<br>
<<link [[Fantasise about revenge (0:30)|Livestock Return Fantasise]]>><<pass 30>><<trauma 6>><<stress 6>><<pain 12>><</link>><<gtrauma>><<gstress>><<ggpain>>
<br><<effects>>
You close your eyes and brace yourself for the pain. The sensation stings, but there's nothing you can do but endure it.
<br><br>
Over time, though, you grow accustomed to the sting, and even a bit bored as it drags on. At last, Remy steps away from your <<bottom>> to examine <<his>> handiwork.
<<add_bodywriting left_bottom cattle_brand tattoo>>
<br><br>
"Hopefully the ink won't fade this time," Remy says. "Or was it removed by poachers? No matter."
<br><br>
<<if $livestockReturnBranding>>
<<link [[Next|Livestock Return Cell]]>><<unset $livestockReturnBranding>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Livestock Return 3]]>><</link>>
<br>
<</if>><<effects>>
It stings. You wonder how these idiots would like this done to them, and think up humiliating designs for each of them. It helps, if only a little.
<br><br>
Over time, though, you grow accustomed to the sting, and even a bit bored as it drags on. At last, Remy steps away from your <<bottom>> to examine <<his>> handiwork.
<<add_bodywriting left_bottom cattle_brand tattoo>>
<br><br>
"Hopefully the ink won't fade this time," Remy says. "Or was it removed by poachers? No matter."
<br><br>
<<if $livestockReturnBranding>>
<<link [[Next|Livestock Return Cell]]>><<unset $livestockReturnBranding>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Livestock Return 3]]>><</link>>
<br>
<</if>><<effects>>
"Despite all our care and attention," Remy says. "You defied us." You hear the snap of <<his>> glove as <<he>> tugs it back onto <<his>> hand. "Disobedience demands punishment."
<br><br>
<<His>> hands appear on either side of your head, holding leather straps attached to something metallic. <<He>> pulls it against your mouth, and ties the straps around the back of your head. It's a muzzle. <span class="purple">You can't move your mouth.</span> You hear another clank as a jangling iron collar shuts around your neck.<<facewear 23>><<headbind>><<set $livestock_muzzle to 1>>
<<if $cow is 6>>
<<set $worn.neck.type.push("broken")>>
<<neckruined>>
<<neckwear 8>>
<</if>>
<br><br>
<<saveNPC 1 "remy_farmhand_1">>
<<saveNPC 2 "remy_farmhand_2">>
<<endevent>>
<<if random(1) and $horsedisable is "f">>
<<set _phase to 2>>
<<beastNEWinit 1 horse>>
<<else>>
<<set _phase to 1>>
<<beastNEWinit 1 dog>>
<</if>>
<!-- Modified for Monster People -->
<<if _phase is 2 and ($monster is 1 or $bestialitydisable is "f")>>
<<clearNPC "remy_farmhand_1">><<clearNPC "remy_farmhand_2">>
The doors open once more, and you hear the clomp of hooves alongside other footsteps. Remy walks into view,
<<if $monster is 1>>
holding a tall <<if $NPCList[0].pronoun is "f">>wo<</if>>man by a bridle tied around <<bhis>> face. A moment later you realise <<bhes>> only a <<if $NPCList[0].pronoun is "f">>wo<</if>>man above the waist. <span class="lewd">The rest of <<bhis>> body is that of a horse.</span>
<<else>>
holding a horse by a bridle tied around <<bhis>> face.
<</if>>
<br><br>
"Unlike you," Remy says, stroking the <<beasttypes>> hair. "This <<if $NPCList[0].pronoun is "m">>boy<<else>>girl<</if>> has been good. So your punishment is <<if $NPCList[0].pronoun is "m">>his<<else>>her<</if>> reward."
<<if $NPCList[0].penis isnot "none">>
More farmhands crouch on either side of you, ensuring that your legs are clamped firm<<if $monster is 1>>, but your eyes are transfixed on the centaur, and <<bhers>> on you. Unkempt and wild <<print $NPCList[0].hair>> hair tumbles around <<bhis>> head and over <<bhis>> <<if $NPCList[0].pronoun is "m">>toned chest<<else>>large breasts<</if>>, almost reaching <<bhis>> legs<</if>>.
<br><br>
Remy pulls <<bhim>> behind you and out of sight once more. You glimpse the <<beasttypes>> <span class="lewd">enormous penis</span> as <<bhe>> walks by, primed and erect.
<br><br>
The farmhands finish setting up a wooden support just as the <<beasttypes>> front legs appear either side of you. <<bHe>> rears up, resting them on the support. <span class="purple">You feel <<bhis>> penis rest against your skin.</span>
<<else>>
Two of the farmhands release your legs and neck, then spin you around<<if $monster is 1>>, but your eyes are transfixed on the centaur, and <<bhers>> on you. Unkempt and wild <<print $NPCList[0].hair>> hair tumbles around <<bhis>> head and over <<bhis>> <<if $NPCList[0].pronoun is "m">>toned chest<<else>>large breasts<</if>>, almost reaching <<bhis>> legs<</if>>.
<<unbind>>
<br><br>
Remy pulls <<bhim>> in front of you. You glimpse the <<beasttypes>> <span class="lewd">glistening pussy</span> as <<bhe>> walks by, wet and ready.
<br><br>
The farmhands finish setting up a wooden support just as the <<beasttypes>> body eclipses your view. <<bHe>> rears up, resting <<bhis>> legs on the support. <span class="purple"><<bHis>> pussy hovers above you.</span>
<</if>>
<br><br>
<<link [[Next|Livestock Return Horse Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<<elseif _phase is 1 and ($monster is 1 or $bestialitydisable is "f")>>
<<clearNPC "remy_farmhand_1">><<clearNPC "remy_farmhand_2">>
The doors open once more, and you hear
<<if $monster is 1>>
a patter of bare feet alongside other footsteps. Remy walks into view, holding a naked <<if $NPCList[0].pronoun is "m">>boy<<else>>girl<</if>> by a lead. Dog ears tuft from <<bhis>> hair, and a tail wags behind <<bhim>>. <<bHe>> crawls on all fours, and looks up at Remy with a happy expression.
<<else>>
several other footsteps. Remy walks into view, holding a dog by a lead.
<</if>>
<br><br>
"Unlike you," Remy says, stroking the <<beasttypes>> head. "This <<if $NPCList[0].pronoun is "m">>boy<<else>>girl<</if>> has been good. So your punishment is <<if $NPCList[0].pronoun is "m">>his<<else>>her<</if>> reward." Remy tugs the lead as other farmhands gather around you. Two of them release your legs and neck. You spin around just as the <<beasttype>> climbs on top of you.
<<unbind>>
<br><br>
<<link [[Next|Livestock Return Dog Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<endevent>><<npc Remy>>
<<loadNPC 1 "remy_farmhand_1">><<loadNPC 2 "remy_farmhand_2">>
<<clearNPC "remy_farmhand_1">><<clearNPC "remy_farmhand_2">>
You hear a whip crack behind you. It cracks again, this time inches from your face. "This hurts me, truly, but punish you I must." The <<person2>><<person>> and <<person3>><<person>> look ready to enjoy the show.<<person1>>
<br><br>
<<link [[Beg|Livestock Return Whip Beg]]>><<transform cow 1>><<sub 1>><</link>>
<br>
<<link [[Brace yourself (0:05)|Livestock Return Whip Brace]]>><<pass 5>><</link>>
<br>
<</if>>
/* <<if ($monsterchance gte random(1, 100) and ($hallucinations gte 1 or $monsterhallucinations is "f") or $bestialitydisable is "f") and $horsedisable is "f">>
<<if maleChance() lt random(1, 100)>>
<<if $dgchance gte 1>>
The doors open once more, and you hear the clomp of hooves alongside other footsteps. Remy walks into view, holding a tall woman by a bridle tied around her face. A moment later you realise she's only a woman above the waist. <span class="lewd">The rest of her body is that of a horse.</span>
<br><br>
"Unlike you," Remy says, stroking the centaur's hair. "This girl has been good. So your punishment is her reward." More farmhands crouch on either side of you, ensuring that your legs are clamped firm, but your eyes are transfixed on the centaur, and hers on you. Unkempt and wild brown hair tumbles around her head and over her large breasts, almost reaching her legs.
<br><br>
Remy pulls her behind you and out of sight once more. You glimpse the centaur's <span class="lewd">enormous penis</span> as she walks by, primed and erect.
<br><br>
The farmhands finish setting up a wooden support just as the centaur's front legs appear either side of you. She rears up, resting them on the support. <span class="purple">You feel her penis rest against your skin.</span>
<br><br>
<<endevent>>
<<link [[Next|Livestock Return Female Centaur Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<elseif random(1, 2) is 2>>
The doors open once more, and you hear the clomp of hooves alongside other footsteps. Remy walks into view, holding a tall woman by a bridle tied around her face. A moment later you realise she's only a woman above the waist. <span class="lewd">The rest of her body is that of a horse.</span>
<br><br>
"Unlike you," Remy says, stroking the centaur's hair. "This girl has been good. So your punishment is her reward." Two of the farmhands release your legs and neck, then spin you around,<<unbind>> but your eyes are transfixed on the centaur, and hers on you. Unkempt and wild brown hair tumbles around her head and over her large breasts, almost reaching her legs.
<br><br>
Remy pulls her in front of you. You glimpse the centaur's <span class="lewd">glistening pussy</span> as she walks by, wet and ready.
<br><br>
She rears up, resting them on the support. <span class="purple">Her pussy hovers above you.</span>
<br><br>
<<endevent>>
<<link [[Next|Livestock Return Female Centaur Vagina Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
The doors open once more, and you hear a patter of bare feet alongside other footsteps. Remy walks into view, holding a naked girl by a lead. Dog ears tuft from her hair, and a tail wags behind her. She crawls on all fours, and looks up at Remy with a happy expression.
<br><br>
"Unlike you, Remy says, stroking the doggirl's hair. "This girl has been good. So your punishment is her reward." Remy tugs the lead as other farmhands gather around you. Two of them release your legs and neck. You spin around just as the doggirl climbs on top of you.<<unbind>>
<br><br>
<<endevent>>
<<link [[Next|Livestock Return Dog Girl Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<<elseif $cbchance lt 100>>
The doors open once more, and you hear the clomp of hooves alongside other footsteps. Remy walks into view, holding a tall man by a bridle tied around his face. A moment later you realise he's only a man above the waist. <span class="lewd">The rest of his body is that of a horse.</span>
<br><br>
"Unlike you," Remy says, stroking the centaur's hair. "This boy has been good. So your punishment is his reward." More farmhands crouch on either side of you, ensuring that your legs are clamped firm, but your eyes are transfixed on the centaur, and his on you. Unkempt and wild brown hair tumbles around his head and over his toned chest, almost reaching his legs.
<br><br>
Remy pulls him behind you and out of sight once more. You glimpse the centaur's <span class="lewd">enormous penis</span> as he walks by, primed and erect.
<br><br>
The farmhands finish setting up a wooden support just as the centaur's front legs appear either side of you. He rears up, resting them on the support. <span class="purple">You feel his penis rest against your skin.</span>
<br><br>
<<endevent>>
<<link [[Next|Livestock Return Male Centaur Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<elseif $cbchance gte 1 and random(1, 2) is 2>>
The doors open once more, and you hear the clomp of hooves alongside other footsteps. Remy walks into view, holding a tall man by a bridle tied around his face. A moment later you realise he's only a man above the waist. <span class="lewd">The rest of his body is that of a horse.</span>
<br><br>
"Unlike you," Remy says, stroking the centaur's hair. "This boy has been good. So your punishment is his reward." Two of the farmhands release your legs and neck, then spin you around,<<unbind>> but your eyes are transfixed on the centaur, and his on you. Unkempt and wild brown hair tumbles around his head and over his toned chest, almost reaching his legs.
<br><br>
Remy pulls him in front of you. You glimpse the centaur's <span class="lewd">glistening pussy</span> as he walks by, wet and ready.
<br><br>
He rears up, resting them on the support. <span class="purple">His pussy hovers above you.</span>
<br><br>
<<endevent>>
<<link [[Next|Livestock Return Male Centaur Vagina Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You hear a whip crack behind you. It cracks again, this time inches from your face. "This hurts me, truly, but punish you I must." The <<person2>><<person>> and <<person3>> look ready to enjoy the show.<<person1>>
<br><br>
<<link [[Beg|Livestock Return Whip Beg]]>><<transform cow 1>><<sub 1>><</link>>
<br>
<<link [[Brace yourself (0:05)|Livestock Return Whip Brace]]>><<pass 5>><</link>>
<br>
<</if>>
<<elseif $bestialitydisable is "f">>
<<if beastMaleChance() gte 1 and $horsedisable is "f">>
The doors open once more, and you hear the clomp of hooves alongside other footsteps. Remy walks into view, holding a horse by a bridle tied around its face.
<br><br>
"Unlike you," Remy says, stroking the horse. "This boy has been good. So your punishment is his reward." More farmhands crouch on either side of you, ensuring that your legs are clamped firm.
<br><br>
Remy pulls the horse behind you and out of sight once more. You glimpse its <span class="lewd">enormous penis</span> as it walks by, primed and erect.
<br><br>
The farmhands finish setting up a wooden support just as the horse's front legs appear either side of you. It rears up, resting them on the support. <span class="purple">You feel its penis rest against your skin.</span>
<br><br>
<<endevent>>
<<link [[Next|Livestock Return Horse Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<elseif random(1, 2) is 2 and $horsedisable is "f">>
The doors open once more, and you hear the clomp of hooves alongside other footsteps. Remy walks into view, holding a horse by a bridle tied around its face.
<br><br>
"Unlike you," Remy says, stroking the horse. "This girl has been good. So your punishment is her reward." Two of the farmhands release your legs and neck, then spin you around.<<unbind>>
<br><br>
Remy pulls the horse in front of you. You glimpse its <span class="lewd">glistening pussy</span> as it walks by, wet and ready.
<br><br>
The horse rears up, resting them on the support. <span class="purple">Its pussy hovers above you.</span>
<br><br>
<<endevent>>
<<link [[Next|Livestock Return Horse Female Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
The doors open once more, and you hear several other footsteps. Remy walks into view, holding a dog by a lead.
<br><br>
"Unlike you, Remy says, stroking the dog's head. "This bitch has been good. So your punishment is her reward." Remy tugs the lead as other farmhands gather around you. Two of them release your legs and neck. You spin around just as the dog climbs on top of you.<<unbind>>
<br><br>
<<endevent>>
<<link [[Next|Livestock Return Dog Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<<else>>
You hear a whip crack behind you. It cracks again, this time inches from your face. "This hurts me, truly, but punish you I must." The <<person2>><<person>> and <<person3>> look ready to enjoy the show.<<person1>>
<br><br>
<<link [[Beg|Livestock Return Whip Beg]]>><<transform cow 1>><<sub 1>><</link>>
<br>
<<link [[Brace yourself (0:05)|Livestock Return Whip Brace]]>><<pass 5>><</link>>
<br>
<</if>> */<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<set $NPCList[0].stance to "top">>
<<if $NPCList[0].penis isnot "none">>
<<set $position to "wall">>
<<set $walltype to "horse_pillory">>
<<else>>
<<set $position to "missionary">>
<<set $position_lock to 1>>
<</if>>
<<prop haybale>>
<</if>>
<<effects>>
<<effectsman>>
<br><br>
<<beast $enemyno>>
<br><br>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Livestock Return Horse Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Livestock Return Horse Molestation]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
The audience hoots with laughter as the <<beasttype>> backs away from you.
<<if $NPCList[0].penis isnot "none">>
Semen still trails from <<bhis>> enormous phallus, pooling on the floor beneath <<bhim>>.
<</if>>
A farmhand takes <<bhim>> by the bridle and pulls <<bhim>> from the room.
<<else>>
<<if $monster is 1>>
The centaur backs away from you. "I-I'm just not in the mood," <<bhe>> stutters, trying to save face.
<<else>>
The horse backs away from you with a panicked neigh.
<</if>>
The farmhands enjoyed the show regardless. One of them takes the <<beasttype>> by the bridle and leads <<bhim>> from the room.
<</if>>
<br><br>
Other farmhands release the bindings around your face and neck as Remy grasps your collar. <<tearful>> you're pulled to your feet. You're led through the doors yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Livestock Return Cell]]>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<</if>>
<<effects>>
<<effectsman>>
<br><br>
<<beast $enemyno>>
<br><br>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Livestock Return Dog Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Livestock Return Dog Molestation]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<if $monster is 1>>
The <<beasttype>> collapses on top of you. It takes a couple of farmhands to pull <<bhim>> off. They lead <<bhim>> from the room.
<<else>>
One of the farmhands helps the dog off the hay bale, and leads it from the room.
<</if>>
<<else>>
The <<beasttype>> whimpers and tumbles off the hay bale. The farmhands find it amusing. One of them leads <<bhim>> from the room.
<</if>>
<br><br>
Other farmhands release the bindings around your face and neck as Remy grasps your collar. <<tearful>> you're pulled to your feet. You're led through the doors yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Livestock Return Cell]]>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastNEWinit 1 horse f penis monster>>
<<beastCombatInit>>
<<set $NPCList[_n].stance to "top">>
<<set $position to "wall">>
<<set $walltype to "horse_pillory">>
<<prop haybale>>
<</if>>
<<effects>>
<<effectsman>>
<br><br>
<<beast $enemyno>>
<br><br>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Livestock Return Female Centaur Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Livestock Return Female Centaur Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
The audience hoots with laughter as the centaur backs away from you. Semen still trails from her enormous phallus, pooling on the floor beneath her. A farmhand takes her by the bridle and pulls her from the room.
<<else>>
The centaur backs away from you. "I-I'm just not in the mood," she stutters, trying to save face. The farmhands enjoyed the show regardless. One of them takes the centaur by the bridle and leads her from the room.
<</if>>
<br><br>
Other farmhands release the bindings around your face and neck as Remy grasps your collar. <<tearful>> you're pulled to your feet. You're led through the doors yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Livestock Return Cell]]>><</link>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastNEWinit 1 horse f vagina monster>>
<<beastCombatInit>>
<<set $NPCList[_n].stance to "top">><<set $position to "missionary">><<set $position_lock to 1>><<prop haybale>>
<</if>>
<<effects>>
<<effectsman>>
<br><br>
<<beast $enemyno>>
<br><br>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Livestock Return Female Centaur Vagina Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Livestock Return Female Centaur Vagina Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
The audience hoots with laughter as the centaur backs away from you. A farmhand takes her by the bridle and pulls her from the room.
<<else>>
The centaur backs away from you. "I-I'm just not in the mood," she stutters, trying to save face. The farmhands enjoyed the show regardless. One of them takes the centaur by the bridle and leads her from the room.
<</if>>
<br><br>
Other farmhands release the bindings around your face and neck as Remy grasps your collar. <<tearful>> you're pulled to your feet. You're led through the doors yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Livestock Return Cell]]>><</link>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastNEWinit 1 horse m penis monster>>
<<beastCombatInit>>
<<set $NPCList[_n].stance to "top">>
<<set $position to "wall">>
<<set $walltype to "horse_pillory">>
<<prop haybale>>
<</if>>
<<effects>>
<<effectsman>>
<br><br>
<<beast $enemyno>>
<br><br>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Livestock Return Male Centaur Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Livestock Return Male Centaur Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
The audience hoots with laughter as the centaur backs away from you. Semen still trails from his enormous phallus, pooling on the floor beneath him. A farmhand takes him by the bridle and pulls him from the room.
<<else>>
The centaur backs away from you. "I-I'm just not in the mood," he stutters, trying to save face. The farmhands enjoyed the show regardless. One of them takes the centaur by the bridle and leads him from the room.
<</if>>
<br><br>
Other farmhands release the bindings around your face and neck as Remy grasps your collar. <<tearful>> you're pulled to your feet. You're led through the doors yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Livestock Return Cell]]>><</link>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastNEWinit 1 horse m vagina monster>>
<<beastCombatInit>>
<<set $NPCList[_n].stance to "top">><<set $position to "missionary">><<set $position_lock to 1>>
<</if>>
<<effects>>
<<effectsman>>
<br><br>
<<beast $enemyno>>
<br><br>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Livestock Return Male Centaur Vagina Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Livestock Return Male Centaur Vagina Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
The audience hoots with laughter as the centaur backs away from you. A farmhand takes him by the bridle and pulls him from the room.
<<else>>
The centaur backs away from you. "I-I'm just not in the mood," he stutters, trying to save face. The farmhands enjoyed the show regardless. One of them takes the centaur by the bridle and leads him from the room.
<</if>>
<br><br>
Other farmhands release the bindings around your face and neck as Remy grasps your collar. <<tearful>> you're pulled to your feet. You're led through the doors yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Livestock Return Cell]]>><</link>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastNEWinit 1 horse m penis beast>>
<<beastCombatInit>>
<<set $NPCList[_n].stance to "top">>
<<set $position to "wall">>
<<set $walltype to "horse_pillory">>
<<prop haybale>>
<</if>>
<<effects>>
<<effectsman>>
<br><br>
<<beast $enemyno>>
<br><br>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Livestock Return Horse Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Livestock Return Horse Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
The audience hoots with laughter as the horse backs away from you. Semen still trails from its enormous phallus, pooling on the floor beneath it. A farmhand takes it by the bridle and pulls it from the room.
<<else>>
The horse backs away from you with a panicked neigh. The farmhands enjoyed the show regardless. One of them takes the horse by the bridle and leads it from the room.
<</if>>
<br><br>
Other farmhands release the bindings around your face and neck as Remy grasps your collar. <<tearful>> you're pulled to your feet. You're led through the doors yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Livestock Return Cell]]>><</link>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastNEWinit 1 horse m vagina beast>>
<<beastCombatInit>>
<<set $NPCList[_n].stance to "top">><<set $position to "missionary">><<set $position_lock to 1>><<prop haybale>>
<</if>>
<<effects>>
<<effectsman>>
<br><br>
<<beast $enemyno>>
<br><br>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Livestock Return Horse Female Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Livestock Return Horse Female Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
The audience hoots with laughter as the horse backs away from you. A farmhand takes it by the bridle and pulls it from the room.
<<else>>
The horse backs away from you with a panicked neigh. The farmhands enjoyed the show regardless. One of them takes the horse by the bridle and leads it from the room.
<</if>>
<br><br>
Other farmhands release the bindings around your face and neck as Remy grasps your collar. <<tearful>> you're pulled to your feet. You're led through the doors yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Livestock Return Cell]]>><</link>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastNEWinit 1 dog f vagina monster>>
<<beastCombatInit>>
<</if>>
<<effects>>
<<effectsman>>
<br><br>
<<beast $enemyno>>
<br><br>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Livestock Return Dog Girl Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Livestock Return Dog Girl Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
The doggirl collapses on top of you. It takes a couple of farmhands to pull her off. They lead her from the room.
<<else>>
The doggirl whimpers and tumbles off the hay bale. The farmhands find it amusing. One of them leads her from the room.
<</if>>
<br><br>
Other farmhands release the bindings around your face and neck as Remy grasps your collar. <<tearful>> you're pulled to your feet. You're led through the doors yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Livestock Return Cell]]>><</link>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastNEWinit 1 dog f vagina beast>>
<<beastCombatInit>>
<</if>>
<<effects>>
<<effectsman>>
<br><br>
<<beast $enemyno>>
<br><br>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Livestock Return Dog Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Livestock Return Dog Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
One of the farmhands helps the dog off the hay bale, and leads it from the room.
<<else>>
The dog whimpers and tumbles from the hay bale. The farmhands find it amusing. One of them leads the dog from the room.
<</if>>
<br><br>
Other farmhands release the bindings around your face and neck as Remy grasps your collar. <<tearful>> you're pulled to your feet. You're led through the doors yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Livestock Return Cell]]>><</link>><<effects>>
<<npc Remy>><<person1>>
<!-- Modified for Monster People -->
<<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f")>>
Remy leads you halfway down the bar, past dozens of "cows" in their stalls.
<<else>>
Remy leads you halfway down the barn, past dozens of cows in their stalls.
<</if>>
<<He>> stops beside one. It's empty.
<br><br>
"This time," <<he>> says, opening the gate. "You had better be a good <<girl>>." <<He>> holds your leash close to your neck, pulling you past <<him>> and into the cage. <<He>> shuts the gate behind you.
<br><br>
<<link [[Next|Livestock Cell]]>><<endevent>><</link>>
<br><<effects>>
<<if $worn.face.type.includes("gag")>>
You try to speak, but the $worn.face.name renders your words unintelligible. You settle for a <<if $speech_attitude is "bratty">>growl<<else>>whimper<</if>>.
<<elseif $speech_attitude is "meek">>
"P-please no," you whimper. "I'll be good. I'll be good!"
<<elseif $speech_attitude is "bratty">>
"I'll do what you want, psycho," you say. "Put the fucking whip down."
<<else>>
"I'll be good," you say. "Just don't hurt me."
<</if>>
<br><br>
<<if $livestock_obey gte 80>>
Remy cracks the whip again. "Are those whining noises I hear?" <<he>> says. "You were such a good <<girl>>, shame you had to ruin it by running away. And yet," the <<person2>><<person>> and <<person3>><<person>> untie your bindings. "Your prior obedience should count for something. Fine."<<unbind>>
<br><br>
Remy grasps your collar, and leads you back to the barn proper. You're led to the same cell as before. <<He>> holds the leash close to your collar, and guides you inside, before the door clanks shut.
<br><br>
<<endevent>>
<<link [[Next|Livestock Cell]]>><</link>>
<br>
<<else>>
Remy cracks the whip again. "Are those whining noises I hear?" <<he>> says. "I'm not interested in your bleating." The whip bites into the unprotected skin of your <<bottom>>, sending an unbearable jolt of pain up your body.
<<if $masochism_level gte 4>>
You cry out, but more in pleasure than pain. The <<person2>><<person>> and <<person3>><<person>> grin as they watch.
<<gggpain>><<pain 20>>
<br><br>
Again and again Remy's whip strikes your skin, each blow pushing you closer to the edge.
<<if $arousal gte $arousalmax>>
The last strike is too much. Your body trembles in response.
<<orgasm>>
<br><br>
The <<person2>><<person>> and <<person3>><<person>> look at each other, astonished at your response. If Remy is disappointed however, <<person1>><<he>> doesn't show it.
<br><br>
<</if>>
<<elseif $masochism_level gte 1>>
You cry out, but there's pleasure mixed with the pain. The <<person2>><<person>> and <<person3>><<person>> grin as they watch.
<<gggpain>><<pain 20>>
<br><br>
Again and again Remy's whip strikes your skin, each blow pushing you closer to the edge.
<<if $arousal gte $arousalmax>>
The last strike is too much. Your body trembles in response.
<<orgasm>>
<br><br>
The <<person2>><<person>> and <<person3>><<person>> look at each other, astonished at your response. If Remy is disappointed however, <<person1>><<he>> doesn't show it.
<br><br>
<</if>>
<<else>>
You cry out. The <<person2>><<person>> and <<person3>><<person>> grin as they watch. Again and again Remy's whip strikes your skin, each blow eliciting an involuntary cry of pain.
<<gggpain>><<pain 20>>
<br><br>
<</if>>
Remy grasps your collar, and leads you back to the barn proper. You're led to the same cell as before. <<He>> holds the leash close to your collar and guides you inside. The door clanks shut.
<br><br>
<<endevent>>
<<link [[Next|Livestock Cell]]>><</link>>
<br>
<</if>><<effects>>
You brace yourself for the blow, but little could prepare you for the ordeal. The whip bites into the unprotected skin of your <<bottom>>, sending an unbearable jolt of pain up your body.
<<if $masochism_level gte 4>>
You cry out, but more in pleasure than pain. The <<person2>><<person>> and <<person3>><<person>> grin as they watch.
<<gggpain>><<pain 20>>
<br><br>
Again and again Remy's whip strikes your skin, each blow pushing you closer to the edge.
<<if $arousal gte $arousalmax>>
The last strike is too much. Your body trembles in response.
<<orgasm>>
<br><br>
The <<person2>><<person>> and <<person3>><<person>> look at each other, astonished at your response. If Remy is disappointed however, <<person1>><<he>> doesn't show it.
<br><br>
<</if>>
<<elseif $masochism_level gte 1>>
You cry out, but there's pleasure mixed with the pain. The <<person2>><<person>> and <<person3>><<person>> grin as they watch.
<<gggpain>><<pain 20>>
<br><br>
Again and again Remy's whip strikes your skin, each blow pushing you closer to the edge.
<<if $arousal gte $arousalmax>>
The last strike is too much. Your body trembles in response.
<<orgasm>>
<br><br>
The <<person2>><<person>> and <<person3>><<person>> look at each other, astonished at your response. If Remy is disappointed however, <<person1>><<he>> doesn't show it.
<br><br>
<</if>>
<<else>>
You cry out in pain. The <<person2>><<person>> and <<person3>><<person>> grin as they watch. Again and again Remy's whip strikes your skin, each blow eliciting an involuntary cry of pain.
<<gggpain>><<pain 20>>
<br><br>
<</if>>
Remy grasps your collar, and leads you back to the barn proper. You're led to the same cell as before. <<He>> holds the leash close to your collar and guides you inside. The door clanks shut.
<br><br>
<<endevent>>
<<link [[Next|Livestock Cell]]>><</link>>
<br><<effects>>
"Remy," a voice says behind you. "Got something new for you."
<br><br>
"That so?" Remy says. <<He>> tugs the leather glove off one hand as <<he>> walks closer, <<his>> black riding boots clapping against the barn floor. "New cattle. Good."
<br><br>
<<link [[Protest|Livestock Intro 3]]>><<set $phase to 1>><<def 1>><</link>>
<br>
<<link [[Remain silent|Livestock Intro 3]]>><<transform cow 1>><<set $phase to 0>><<sub 1>><</link>>
<br><<effects>>
<<if $phase is 1>><<set $phase to 0>>
<<if $worn.face.type.includes("gag")>>
You try to protest, but your $worn.face.name renders your words unintelligible. You settle for a <<if $speech_attitude is "bratty">>growl<<else>>whimper<</if>>
<<elseif $speech_attitude is "meek">>
"P-please let me go," you protest.
<<elseif $speech_attitude is "bratty">>
"Let me go at once," you demand.
<<else>>
"I'm not livestock," you protest. "Let me go."
<</if>>
You're ignored.
<</if>>
The <<personsimple>>, now closer, grasps your chin and holds your head to the side. <<He>> examines one cheek, then the other. <<He>> sticks <<his>> fingers between your lips and tries to open your mouth.
<br><br>
<<link [[Allow|Livestock Intro Allow]]>><<transform cow 1>><<sub 1>><<livestock_obey 1>><<npcincr Remy love 1>><<npcincr Remy dom 1>><</link>><<gobey>>
<br>
<<link [[Chomp|Livestock Intro Chomp]]>><<def 1>><<livestock_obey -20>><<npcincr Remy love -1>><<npcincr Remy dom -1>><</link>><<lllobey>>
<br><<effects>>
You open your mouth wider, allowing the <<personsimple>>'s fingers to explore as they will. <<He>> grasps your tongue between thumb and forefinger, and gives it a gentle tug. <<He>> seems satisfied as <<he>> steps away.
<br><br>
"I'll process it and add it to the herd," <<he>> says, taking your leash. "It seems docile enough."
<br><br>
<<if $exposed lte 1 or $worn.head.name isnot "naked" or $worn.face.name isnot "naked" or $worn.legs.name isnot "naked" or $worn.feet.name isnot "naked" or $worn.hands.name isnot "naked" or $worn.over_upper.name isnot "naked" or $worn.over_lower.name isnot "naked" or $worn.over_head.name isnot "naked">>
Hands intrude from behind, grasping your clothes, <span class="red">they tear the fabric from your body.</span>
<<overheadruined>><<overupperruined>><<overlowerruined>><<upperruined>><<lowerruined>><<underupperruined>><<underruined>>
<<headruined>><<faceruined>><<legsruined>><<feetruined>><<handsruined>><<handheldruined>>
<<if !playerChastity("hidden")>>
<<push_nnpc_genderknown true>>
<</if>>
<br><br>
<</if>>
<<link [[Next|Livestock Intro Light]]>><</link>>
<br><<effects>>
You bite down. Hard. <<His>> eyes flash and <<he>> withdraws, but <<he>> doesn't cry out. <<if $transformationParts.traits.fangs isnot "disabled">><span class="red">You can taste <<his>> blood.</span><<ltrauma>><<trauma -6>><</if>>
<br><br>
<<He>> takes hold of your leash. "I'll process it," <<he>> says with relish. "We'll have another docile member of the herd within a week."
<br><br>
<<if $exposed lte 1 or $worn.head.name isnot "naked" or $worn.face.name isnot "naked" or $worn.legs.name isnot "naked" or $worn.feet.name isnot "naked" or $worn.hands.name isnot "naked" or $worn.over_upper.name isnot "naked" or $worn.over_lower.name isnot "naked" or $worn.over_head.name isnot "naked">>
Hands intrude from behind, grasping your clothes, <span class="red">they tear the fabric from your body.</span>
<<overheadruined>><<overupperruined>><<overlowerruined>><<upperruined>><<lowerruined>><<underupperruined>><<underruined>>
<<headruined>><<faceruined>><<legsruined>><<feetruined>><<handsruined>><<handheldruined>>
<<if !playerChastity("hidden")>>
<<push_nnpc_genderknown true>>
<</if>>
<br><br>
<</if>>
<<link [[Next|Livestock Intro Heavy]]>><</link>>
<br><<effects>>
<<generate2>><<generate3>>
<<covered>> Remy takes your leash, and leads you into a small adjoining room. A <<person2>><<person>> and <<person3>><<person>> are chatting inside. They fall silent as the doors open.
<br><br>
<<person1>>
Without waiting for a command, they step forward and grasp both your arms before bending you over a hay bale. A firm push shunts you on top. The clanking of metal follows as <span class="lewd">your legs are forced into immobile iron shackles,</span> forcing you to stay on your knees. You feel <<his>> eyes on your <<bottom>> and <<genitals>>, and resist the urge to squirm.
<<legbind>>
<br><br>
You jump as <<he>> rests a cold finger against your ass cheek. <<He>> trails <<his>> finger up your body, eliciting a shiver, until <<his>> hand comes to rest on the small of your back. <<He>> leans closer, until you feel <<his>> breath on your ear. "I know you're frightened," <<he>> whispers, as <<he>> clamps an iron collar around your neck.
<<if playerBellyVisible()>>
<<He>> runs a finger over your belly. "You're going to be very productive. You don't need to worry about anything, I promise to keep you safe and sound."
<<else>>
"But you're going to be safe and productive here. I promise.<<if $player.vaginaExist>> If needed, maybe we could help you in different ways.<</if>>"
<</if>>
<<headbind>>
<<if $cow is 6>>
<<set $worn.neck.type.push("broken")>>
<<neckruined>>
<<neckwear 8>>
<</if>>
<br><br>
<<if $bodywritingLvl gte 3>>
<<link [[Next|Livestock Intro Light Brand]]>><</link>>
<br>
<<else>>
<<He>> pulls away, and the pair up front release your arms. With another tug, Remy leads you through the door and back into the main barn.
<br><br>
<<link [[Next|Livestock Intro Light Cell]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
At Remy's nod, the <<person2>><<person>> and <<person3>><<person>> pull cables out from beneath the table, and tie them around your wrists. "This won't take long," Remy says behind you, <<person1>><<his>> voice cold yet assuring. "We just need to make sure we can find you again should you get lost."
<br><br>
<<if $skin.left_bottom.writing>>
<<His>> hand touches your <<bottom>> once more, but it's warm this time. <<He>> spreads something on your skin. It feels like a gel. <span class="gold">Your <<tattoo left_bottom>> is cleared from your skin.</span>
<<bodywriting_clear left_bottom>>
<br><br>
<</if>>
You hear something heavy shift behind you. You struggle to peek over your shoulder. Remy holds something sharp, connected to a larger machine. <<He>> presses it against your <<bottom>>.
<br><br>
<<link [[Brace yourself (0:30)|Livestock Intro Light Brace]]>><<transform cow 1>><<pass 30>><<trauma 18>><<stress 6>><<pain 6>><</link>><<ggtrauma>><<gstress>><<gpain>>
<br>
<<link [[Fantasise about revenge (0:30)|Livestock Intro Light Fantasise]]>><<pass 30>><<trauma 6>><<stress 6>><<pain 12>><</link>><<gtrauma>><<gstress>><<ggpain>>
<br><<effects>>
You close your eyes and brace yourself for the pain. The sensation stings, but there's nothing you can do but endure it.
<br><br>
Over time, though, you grow accustomed to the sting, and even a bit bored as it drags on. At last, Remy steps away from your <<bottom>> to examine <<his>> handiwork. You wonder what it looks like.
<br><br>
The <<person2>><<person>> and <<person3>><<person>> untie your arms from the table, and Remy tugs you to your feet. <<He>> leads you through the doors and back to the barn proper.<<unbind>>
<br><br>
<<add_bodywriting left_bottom cattle_brand tattoo>>
<<link [[Next|Livestock Intro Light Cell]]>><<endevent>><</link>><<effects>>
It stings. You wonder how these idiots would like this done to them, and think up humiliating designs for each of them. It helps, if only a little.
<br><br>
Over time, though, you grow accustomed to the sting, and even a bit bored as it drags on. At last, Remy steps away from your <<bottom>> to examine <<his>> handiwork. You wonder what it looks like.
<br><br>
The <<person2>><<person>> and <<person3>><<person>> untie your arms from the table, and Remy tugs you to your feet. <<He>> leads you through the doors and back to the barn proper.<<unbind>>
<br><br>
<<add_bodywriting left_bottom cattle_brand tattoo>>
<<link [[Next|Livestock Intro Light Cell]]>><<endevent>><</link>><<effects>>
<<npc Remy>><<person1>>
<!-- Modified for Monster People -->
<<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f")>>
Remy leads you halfway down the bar, past dozens of "cows" in their stalls.
<<else>>
Remy leads you halfway down the barn, past dozens of cows in their stalls.
<</if>>
<<He>> stops beside one. It's empty.
<br><br>
"There's a good <<girl>>," <<he>> says, opening the gate. <<He>> holds your leash close to your neck, pulling you past <<him>> and into the cage. <<He>> shuts the gate behind you.
<br><br>
<<link [[Next|Livestock Cell]]>><<endevent>><</link>>
<br><<effects>>
<<generate2>><<generate3>>
<<covered>> Remy takes your leash, and leads you into a small adjoining room. A <<person2>><<person>> and <<person3>><<person>> are chatting inside. They fall silent as the doors open.
<br><br>
<<person1>>
Without waiting for a command, they step forward and grasp both your arms before bending you over a hay bale. A firm push shunts you on top. The clanking of metal follows as <span class="lewd">your legs are forced into immobile iron shackles,</span> forcing you to stay on your knees. You feel the farmer's eyes on your <<bottom>> and <<genitals>>, and resist the urge to squirm.
<<legbind>>
<br><br>
<<His>> hands appear on either side of your head, holding leather straps attached to something metallic. <<He>> pulls it against your mouth, and ties the straps around the back of your head. It's a muzzle. <span class="purple">You can't move your mouth.</span>
<<facewear 23>><<set $livestock_muzzle to 1>>
<br><br>
"If you weren't such a temperamental beast," Remy says behind you as <<he>> closes a jangling iron collar around your neck. "This wouldn't be necessary."
<<if $cow is 6>>
<<set $worn.neck.type.push("broken")>>
<<neckruined>>
<<neckwear 8>>
<</if>>
<br><br>
<<link [[Next|Livestock Intro Heavy 2]]>><</link>>
<br><<effects>>
You jump as Remy rests a cold finger against your ass cheek. <<He>> trails <<his>> finger up your body, eliciting a shiver, until <<his>> hand comes to rest on the small of your back. <<He>> leans closer, until you feel <<his>> breath on your ear. "I know you're frightened," <<he>> whispers,
<<if playerBellyVisible()>>
running a finger over your belly. "I know you're going to be very productive. You don't need to worry about anything, I promise to keep you safe and sound."
<<else>>
"But you're going to be safe and productive here. I promise.<<if $player.vaginaExist>> If needed, maybe we could help you in different ways.<</if>>"
<</if>>
<br><br>
<<if $bodywritingLvl gte 3>>
<<link [[Next|Livestock Intro Light Brand]]>><</link>>
<br>
<<else>>
<<He>> pulls away, and the pair up front release your arms. With another tug, Remy leads you through the door and back into the main barn.
<br><br>
<<link [[Next|Livestock Intro Light Cell]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 1>><<set $location to "farm">><<effects>>
<<beastNEWinit 5 dog>>
As you're shoved through the doors, you find yourself outside once again. What appears to be a large wooden shed with a metal gate at the front appears before you. Inside you can hear the baying of hounds. <span class="purple">It looks like a kennel.</span>
<br><br>
You're forcefully shoved to the ground, falling to the dirt with a thud. Your prior suspicions are confirmed upon looking up. A <<beasttype>> stares at you from behind one of the cages,
<<if $monster is 1>>
stark naked save for a spiked collar around <<bhis>> neck. <<bHe>> has a manic, hungry look in <<bhis>> eyes.
<br><br>
"Master promised a new toy," <<bhe>> says, licking <<bhis>> lips. "Hope you don't break as easily as the last one."<<stress 2>><<gstress>>
<<else>>
large and intimidating with mangy fur. It growls as it looks down at you, its teeth bared.<<stress 2>><<gstress>>
<</if>>
<br><br>
You have little time to anticipate what they have in store for you, as your thoughts are interrupted by the sound of footsteps approaching.
<br><br>
"I'll be," says a voice. It's Remy. <<nnpc_He "Remy">> squats down beside your head, <<nnpc_his "Remy">> leather boots squeaking slightly. "The little escape artist returns."<<livestock_obey -10>><<lllobey>>
<br><br>
<<link [[Next|Livestock Return Kennel 2]]>><</link>>
<br><<set $outside to 1>><<set $location to "farm">><<effects>><<outfitChecks>>
Remy nods at someone behind you, prompting several unseen hands to grasp your limbs roughly, <<if !_fullyNaked>><<ruined>><span class="red">tearing your clothes from your body</span> and <</if>>forcing your legs into shackles that keep you on your knees. Your arms are tied behind your back, making you even more vulnerable. The predatory stares of the caged hounds make you uneasy.
<<bind>><<shackle_feet>>
<br><br>
<<if $bodywritingLvl gte 3 and $skin.left_bottom.special isnot "cattle">>
<<set $livestockReturnBranding to true>>
You feel Remy's eyes on your <<bottom>> as the farmhands manhandle you. "Your cattle brand is gone," <<nnpc_he "Remy">> tuts. "We'll worry about it later, though. We have more pressing concerns."
<br><br>
<<elseif $skin.left_bottom.special is "cattle">>
You feel Remy's eyes on your <<bottom>> as the farmhands manhandle you. "Your brand didn't fade," <<nnpc_he "Remy">> notes with satisfaction. "Good. Saves us some trouble, at least."
<br><br>
<</if>>
Remy approaches one of the cages, sticking <<nnpc_his "Remy">> hand through the bars and stroking the <<beasttypes>> head. "We care for you, keep you safe and secure," Remy says. "And yet, you still defy us." You hear the jangle of iron chains behind you as Remy speaks. "Defiance is never acceptable."
<br><br>
<<print ["collar with leash", "free use collar with leash", "leather collar with leash", "spiked collar with leash", "Whitney's collar with leash"].includes($worn.neck.name) ? "Remy grabs the thick iron collar around your neck" : "A thick iron collar clamps around your neck from behind">>, connecting the short length of chain with a mounting in the ground you hadn't noticed and rendering you immobile.
<br><br>
The farmhands whisper to each other as Remy undoes the latch to the cage, swinging the door open. You hear the <<if $monster is 1>>patter of bare feet<<else>>clatter of claws<</if>> on the floor as a slew of the estate's guard-<<beastsplural>> emerge from the kennel.
<br><br>
"These poor things spent hours looking for you," Remy says, squatting down in front of you as <<nnpc_he "Remy">> playfully rubs a <<beasttypes>> head. The others circle you hungrily. "They worked so hard to find you,
<<if $monster is 1 or $bestialitydisable is "f">>
it's only fair that they get rewarded for such hard work."
<br><br>
Remy stands up and steps away from you, giving you a clear view of the <<beasttypes>> <<if $NPCList[0].penis isnot "none">>erect penis<<else>>wet pussy<</if>>. Behind you, one of the <<beastsplural>> gives you a cursory sniff before mounting you.
<br><br>
<<link [[Next|Livestock Return Kennel Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
it's only fair that they get to have some fun."
<br><br>
Remy stands up and steps away from you, giving you a clear view of the salivating <<beasttypes>> jaws. One of the <<beastsplural>> lunges at you from behind and pins you down.
<br><br>
The rest crowd in, barking in your face and chewing on your limbs as they vent their frustration. They're well trained, so you're never in any actual danger, but it's still a horrifying experience.
<br><br>
Eventually you manage to somehow fight them off, although you don't do so unscathed.<<beastescape>><<pass 5>>
<br><br>
/* Forcefully bypasses the combat while still staying within the bounds of the scene. This is a hack job, so feel free to overhaul it if you have the mind for it */
<<link [[Next|Livestock Return Kennel Rape Finish]]>><<set $finish to 1>><<set $enemywounded to 5>><<set $enemyejaculated to 0>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<beastTrainGenerate>>
<</if>>
<<effects>>
<<effectsman>>
<br>
<<beast $enemyno>>
<br><br>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Livestock Return Kennel Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Livestock Return Kennel Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyhealth lte 0>>
<<beastwound>>
<<if $combatTrain.length gt 0>>
The <<beasttype>> recoils in pain and fear, but another is eager for a go.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Livestock Return Kennel Rape]]>><</link>>
<<else>>
The <<beasttype>> recoils in pain and fear.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Livestock Return Kennel Rape Finish]]>><<set $finish to 1>><</link>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<if $combatTrain.length gt 0>>
Satisfied, the <<beasttype>> moves and another takes its turn.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Livestock Return Kennel Rape]]>><</link>>
<<else>>
Satisfied, the <<beasttype>> moves away from you.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Livestock Return Kennel Rape Finish]]>><<set $finish to 1>><</link>>
<</if>>
<<elseif $finish is 1>>
<<if $enemywounded gte 2 and $enemyejaculated is 0>>
Feeling that you're more trouble than you're worth, the <<beastsplural>> whimper and hide behind Remy, who scowls as <<nnpc_he "Remy">> approaches.
<<tearful>> you brace yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Remy>><<person1>>
<<He>> snatches your leash and yanks you to your feet, not bothering to unhook your collar. It's pulled taut against your throat, making you cough and gag as Remy brings your face close to <<hers>>.
<br><br>
"That was just a taste of what I can do to stubborn beasts like you," <<he>> growls. "You're going to be a nice and happy cow. Or else."
<<else>>
The last <<beasttype>> dismounts from you, leaving your spent and shivering on the grass and eliciting a small round of applause from the crowd. Remy approaches with a smile.
<<tearful>> you brace yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Remy>><<person1>>
Remy crouches beside you, unhooking your collar and bringing your face close to <<hers>>.
<br><br>
"I'm sorry you made me do that to you, but you needed a lesson in obedience," <<he>> coos. "You're going to be a nice and happy cow, now, right?"
<</if>>
<br><br>
<<link [[Nod|Livestock Return Kennel End]]>><<set $phase to 0>><<sub 1>><<transform cow 1>><<livestock_obey 1>><<npcincr Remy love 1>><<npcincr Remy dom 1>><</link>><<gobey>>
<br>
<<link [[Spit|Livestock Return Kennel End]]>><<set $phase to 1>><<def 1>><<livestock_obey -5>><<npcincr Remy love -1>><<npcincr Remy dom -1>><</link>><<llobey>>
<br>
<</if>><<set $outside to 0>><<set $location to "farm">><<effects>>
<<if $phase is 1>>
You tremble for a moment, gathering your strength before spitting as hard as you can in Remy's face as a desperate act of defiance. It's only a small amount, and Remy doesn't even flinch.
<br><br>
Remy only smiles in response, pulling a handkerchief from their pocket and wiping <<his>> face.
<br>
"You're just an animal," <<he>> whispers. "A filthy, stubborn animal. Sooner or later, you'll learn your place."
<br><br>
<<He>> motions for <<his>> farmhands.
<<else>>
You nod, body still trembling. Remy smiles, and proceeds to pat you on the head before motioning for <<his>> farmhands.
<</if>>
They remove your restraints, freeing your limbs. Your relief is short-lived, however, <span class="purple">as the farmhands affix a heavy muzzle to your face, preventing you from speaking.</span>
<<unbind>><<remove_shackle>>
<<facewear 23>><<headbind>><<set $livestock_muzzle to 1>>
<<if $cow is 6>>
<<set $worn.neck.type.push("broken")>>
<<neckruined>>
<<neckwear 8>>
<</if>>
<br><br>
Once the muzzle is properly secure, they force you to your feet and drag you back inside. Remy follows close behind.
<br><br>
<<if $livestockReturnBranding>>
<<link [[Next|Livestock Return 2]]>><</link>>
<br>
<<else>>
<<link [[Next|Livestock Return Cell]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<if $rng gte 51 or $bestialitydisable isnot "f">>
<<if !playerChastity("hidden")>>
<<set $genderknown.pushUnique("Harper")>>
<</if>>
<<if $livestock_harper is undefined>>
<<set $livestock_harper to 1>>
You're led down the small lane in the direction of the barn, but take a detour down a smaller path to the side, shielded by hedgerows. You bend around a corner, and come to a small stone building.
<br><br>
The interior is dark, but clean. Farm equipment and machinery is neatly tucked to one side, leaving space in the middle for a table and pair of chairs.
<br><br>
<<if $hospitalintro>>
<<endevent>><<npc Harper>><<person1>>A <<personsimple>> wearing a white medical coat sits on one, jotting on a sheet of paper on the table. You recognise <<him>>.
<br><br>
<<He>> stands up as Remy enters. "I'm Doctor Harper," <<he>> says. "Thank you for allowing this. We're not ready for human trials."
<br>
"It's my pleasure," Remy responds, taking the doctor's hand. "Good to meet you in person."
<br>
"This must be the specimen." Harper says, <<his>> eyes flickering over your body. <<if $uncomfortable.nude is true>><<covered>><</if>> It's as if <<he>> doesn't recognise you.
<br><br>
Remy turns to you. <<endevent>><<npc Remy>><<person1>>"Do what the good doctor says," <<he>> says as Harper tugs on a pair of gloves. "It won't hurt. It might even be good for you."
<br><br>
<<link [[Obey|Livestock Job Harper Obey]]>><<sub 1>><<npcincr Remy dom 1>><<npcincr Harper dom 1>><<livestock_obey 5>><<transform cow 1>><</link>><<ggobey>>
<br>
<<link [[Resist|Livestock Job Harper Resist]]>><<def 1>><<npcincr Remy dom -1>><<npcincr Harper dom -1>><<livestock_obey -5>><</link>><<llobey>>
<br>
<<else>>
<<set $hospitalintro to "livestock">>
<<endevent>><<npc Harper>><<person1>>A <<personsimple>> wearing a white medical coat sits on one, jotting on a sheet of paper on the table.
<br><br>
<<He>> stands up as Remy enters. "I'm Doctor Harper," <<he>> says. <<He>> looks young for a doctor. Can't be older than 25. "Thank you for allowing this. We're not ready for human trials."
<br>
"It's my pleasure," Remy responds, taking the doctor's hand. "Good to meet you in person."
<br>
"This must be the specimen." The doctor says, <<his>> eyes flickering over your body. <<if $uncomfortable.nude is true>><<covered>><</if>>
<br><br>
Remy turns to you. <<endevent>><<npc Remy>><<person1>>"Do what the good doctor says," <<he>> says as Harper tugs on a pair of gloves. "It won't hurt. It might even be good for you."
<br><br>
<<link [[Obey|Livestock Job Harper Obey]]>><<sub 1>><<npcincr Remy dom 1>><<npcincr Harper dom 1>><<livestock_obey 5>><<transform cow 1>><</link>><<ggobey>>
<br>
<<link [[Resist|Livestock Job Harper Resist]]>><<def 1>><<npcincr Remy dom -1>><<npcincr Harper dom -1>><<livestock_obey -5>><</link>><<llobey>>
<br>
<</if>>
<<elseif $livestock_harper is 1>>
<<set $livestock_harper to 2>>
You're led down the small lane in the direction of the barn, but take a detour down the smaller path to the side, shielded by hedgerows. You bend around a corner, and come to the small stone building.
<br><br>
The interior is as dark as ever. Farm equipment and machinery is neatly tucked to one side, leaving space in the middle for a table and pair of chairs.
<br><br>
<<endevent>><<npc Harper>><<person1>>
Doctor Harper sits on one. "Ah," <<he>> says, smiling. "Our specimen." Remy hands <<him>> your leash, then stands behind you.
<br><br>
"Today we're going to try a little technique that should improve your yield." <<His>> voice has taken on a soothing quality. "Help you be the <<if $player.gender_appearance is "m">>bull<<else>>cow<</if>> you were meant to be."
<br><br>
<<He>> lifts a pen from the table beside <<him>>, and holds it in front of you. Remy's hands rest on the side of your head, gentle but firm, forcing you to look at the doctor. "Focus on the pen," Harper says. "There's nothing in the universe but this pen, and the sound of my voice."
<br><br>
<<link [[This feels nice|Livestock Job Hypnosis]]>><<control 15>><<livestock_obey 5>><<transform cow 2>><<trauma -6>><<stress -6>><<awareness -10>><</link>><<ggobey>><<ggcontrol>><<llawareness>><<ltrauma>><<lstress>>
<br>
<<link [[Resist|Livestock Job Hypnosis Resist]]>><<livestock_obey -5>><<stress 6>><</link>><<llobey>><<gstress>>
<br>
<<elseif $livestock_harper is 2>>
<<set $livestock_harper to 3>>
You're led down the small lane toward the barn. You don't stop there however, instead continuing further until you come to a rustic farmhouse.
<br><br>
The interior is cramped, but clean and well-decorated. You're led into a living room lined by chairs. They're occupied by <<people>>.
<br><br>
Doctor Harper rises from the seat closest to the door. <<endevent>><<npc Harper>><<person1>><<He>> holds out <<his>> hand. "Again, thank you," <<he>> says as Remy takes it. "I've brought my colleagues." <<He>> gestures at other figures seated around the room. They look a bit rough to be the doctor's colleagues. "They wish to observe the effects."
<br>
Remy nods. "Then I'll leave you to it."
<br>
Harper pulls a phial of pink liquid from <<his>> coat pocket. "Could you remain a moment? It needs to drink this, and I have little experience handling beasts."
<br><br>
<<endevent>><<npc Remy>><<person1>>
<<if $worn.face.type.includes("gag")>>
Remy gropes at the back of your head as the doctor opens the phial. <span class="lblue">Your muzzle comes loose.</span> A sweet smell permeates the room.
<<set $worn.face.type.push("broken")>>
<<faceruined>>
<br><br>
<<endevent>><<npc Harper>><<person1>>The doctor presses it against your lips.
<<elseif $livestock_obey gte 30>>
Remy and <<his>> farmhands stand nearby as the doctor opens the phial. A sweet smell permeates the room. <<endevent>><<npc Harper>><<person1>><<He>> presses it against your lips.
<<else>>
Remy has two of <<his>> farmhands restrain you. The doctor opens the phial. A sweet smell permeates the room. <<endevent>><<npc Harper>><<person1>><<He>> presses it against your lips.
<</if>>
<br><br>
<<link [[Obey|Livestock Job Harper 2 Obey]]>><<sub 1>><<npcincr Remy dom 1>><<npcincr Harper dom 1>><<livestock_obey 5>><<transform cow 1>><</link>><<ggobey>><<ggarousal>>
<br>
<<link [[Deceive|Livestock Job Harper 2 Deceive]]>><</link>><<skulduggerydifficulty 1 1000>><<garousal>>
<br>
<<link [[Struggle|Livestock Job Harper 2 Struggle]]>><<def 1>><<livestock_obey -5>><</link>><<physiquedifficulty 1 $physiquemax>><<llobey>>
<br>
<<elseif $livestock_harper is 3>>
<<set $livestock_harper to 4>>
You're led down the small lane toward the barn. You walk past it, continuing further until you come to the rustic farmhouse.
<br><br>
You're led into the cramped living room. Chairs line the edge. They're occupied by <<people>>.
<br><br>
<<endevent>><<npc Harper>><<person1>>Doctor Harper rises from the seat closest to the door. "Again, thank you," <<he>> says. "My colleagues and I are here to observe the long-term effects of the treatment."
<br><br>
Remy hands <<him>> your leash. "Of course. May you find it enlightening. I'll be in the barn should you have trouble."
<br><br>
Harper tries to pull you into the middle of the room.
<br><br>
<<link [[Obey|Livestock Job Harper 3 Obey]]>><<sub 1>><<livestock_obey 5>><<transform cow 1>><</link>><<ggobey>>
<br>
<<link [[Struggle|Livestock Job Harper 3 Struggle]]>><<def 1>><<livestock_obey -5>><</link>><<physiquedifficulty 1 $physiquemax>><<llobey>>
<br>
<<elseif $livestock_harper is 4>>
<<set $livestock_harper to 1>>
You're led down the small lane toward the barn. You walk past it, continuing further until you come to the rustic farmhouse.
<br><br>
You're led into the cramped living room. Chairs line the edge. They're occupied by <<people>>.
<br><br>
<<endevent>><<npc Harper>><<person1>>Doctor Harper rises from the seat closest to the door. "Again, thank you," <<he>> says. "My colleagues and I are here to observe the long-term effects of the treatment."
<br><br>
Remy hands <<him>> your leash. "Of course. May you find it enlightening. I'll be in the barn should you have trouble."
<br><br>
<<He>> lifts a pen from the table beside <<him>>, and holds it in front of you. Remy's hands rest on the side of your head, gentle but firm, forcing you to look at the doctor. "Focus on the pen," Harper says. "There's nothing in the universe but this pen, and the sound of my voice."
<br><br>
<<link [[This feels nice|Livestock Job Hypnosis 2]]>><<control 15>><<livestock_obey 5>><<transform cow 4>><<trauma -12>><<stress -12>><<awareness -20>><</link>><<ggobey>><<ggcontrol>><<llawareness>><<ltrauma>><<lstress>>
<br>
<<link [[Resist|Livestock Job Hypnosis Resist]]>><<livestock_obey -5>><<stress 6>><</link>><<llobey>><<gstress>>
<br>
<</if>>
<<else>>
<<if !playerChastity("hidden")>>
<<set $genderknown.pushUnique("Niki")>>
<</if>>
<<if $livestock_pig is undefined>>
<<set $livestock_pig to 1>>
<<endevent>><<npc Niki>><<person1>>
Remy leads you down the small lane towards the barn. You arrive in front of it, but then turn toward the second, smaller barn opposite.
<br><br>
The interior is dusky. A mat has been placed in the centre, bathed in light from a couple of studio lamps and surrounded by stools. They're unoccupied. A camera rests on a tripod. A young <<personsimple>> with a stick in <<his>> mouth stares into it.
<br><br>
<<if !$nikiSeen.length>>
<<He>> pulls away from the camera and looks at you. "Niki, I take it?" Remy says beside you.
<br><br>
The young <<personsimple>> nods. "We're ready when you are."
<<else>>
<<He>> pulls away from the camera and stares at you. You recognise <<him>>. It's Niki the photographer. <<if $uncomfortable.nude is true>><<covered>><</if>>
<br><br>
"Niki, I take it?" Remy says beside you.
<br><br>
Niki hesitates, <<his>> eyes lingering on you, then nods. "We're ready when you are."
<</if>>
<<set $nikiSeen.pushUnique("farm")>>
<br><br>
<<endevent>><<npc Remy>><<person1>>
"Good." Remy turns to you. "We're just doing a practise shoot today, but you need to be good all the same."
<br><br>
<<link [[Next|Livestock Job Niki]]>><</link>>
<br>
<<elseif $livestock_pig is 1>>
<<set $livestock_pig to 2>>
<<endevent>><<beastNEWinit 1 pig>>
Remy leads you down the small lane towards the barn. You arrive in front of it, but then are turned toward the second, smaller barn opposite.
<br><br>
The interior is dusky. The mat, lights and camera from before are set up. Niki operates the camera. A <<beasttype>> already sits before it, waiting beside a hay bale.
<br><br>
"Lie on the mat," Remy whispers. "There's a good <<girl>>."
<br><br>
<<link [[Obey|Livestock Job Pig Obey]]>><<set $farm_phase to 0>><<livestock_obey 5>><<sub 1>><<transform cow 1>><</link>><<ggobey>>
<br>
<<link [[Struggle|Livestock Job Pig Struggle]]>><<set $farm_phase to 0>><<livestock_obey -5>><<def 1>><</link>><<physiquedifficulty 1 $physiquemax>><<llobey>>
<br>
<<link [[Plead with Niki|Livestock Job Pig Plead]]>><<set $farm_phase to 0>><<livestock_obey -1>><</link>><<lobey>>
<br>
<<elseif $livestock_pig is 2>>
<<set $livestock_pig to 1>>
<<endevent>><<beastNEWinit 3 pig>>
Remy leads you down the small lane towards the barn. You arrive in front of it, but then are turned toward the second, smaller barn opposite.
<br><br>
The interior is dusky. The mat, lights and camera from before are set up. A ring of stools sits around the edge. They're occupied by <<people>>. Three <<beastsplural>> sit on the mat, waiting beside a hay bale. Niki operates the camera.
<br><br>
"Lie on the mat," Remy whispers. "There's a good <<girl>>."
<br><br>
<<link [[Obey|Livestock Job Pig Obey]]>><<set $farm_phase to 1>><<livestock_obey 5>><<sub 1>><<transform cow 1>><</link>><<ggobey>>
<br>
<<link [[Struggle|Livestock Job Pig Struggle]]>><<set $farm_phase to 1>><<livestock_obey -5>><<def 1>><</link>><<physiquedifficulty 1 $physiquemax>><<llobey>>
<br>
<<link [[Plead with Niki|Livestock Job Pig Plead]]>><<set $farm_phase to 1>><<livestock_obey -1>><</link>><<lobey>>
<br>
<</if>>
<</if>>
<br><br><<effects>>
<<unset $farm_phase>>
<<npc Remy>><<person1>>
Remy leads you back to the field. <<He>> stops outside while the farmhands open the gate.
<br><br>
<<if $worn.face.type.includes("gag")>>
Reaching behind your head, <<he>> unties and <span class="lblue">removes your $worn.face.name.</span>
<<set $worn.face.type.push("broken")>>
<<faceruined>>
<br><br>
<</if>>
<<if $livestock_obey gte 95>>
"You've been such a good <<girl>>," Remy says. <<He>> holds out <<his>> hand, and a farmhand hands <<him>> a sheet-covered basket. Remy removes the sheet, revealing a number of large, juicy apples.
<<if $hunger gte 1600>>
Your heart skips a beat at the sight. You're so hungry, and they look so delicious. Your stomach growls.
<<else>>
They look so delicious. Certainly compared to the grass you've had to tolerate. Your stomach growls.
<</if>>
<br><br>
"These are for you," Remy says, handing you the entire basket. <<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled")) or $leftarm is "bound" and $rightarm is "bound">>You take the handle in your mouth.<</if>> "Good <<girls>> get treats. Enjoy."
<br><br>
<<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled")) and $worn.neck.name isnot "cow bell">>
<<if $worn.neck.name isnot "naked">>
Just as you're about to crawl away, Remy holds you by your shoulders and removes the $worn.neck.name,
"One other thing before I go. I got you a new bell, for being such a good <<girl>>," <<he>> says while securing it around your neck.
<<set $worn.neck.type.push("broken")>>
<<neckruined>>
<<else>>
Just as you're about to crawl away, Remy holds you by your shoulders and secures something around your neck.
"One other thing before I go. I got you a new bell, for being such a good <<girl>>," <<he>> says before walking away.
<</if>>
You give your head a small shake, and it rings. The sound is oddly soothing.
<<neckwear 8>>
<br><br>
<</if>>
The gate shuts behind you.
<br><br>
<<link [[Eat the apples|Livestock Job Eat]]>><<stress -6>><<trauma -6>><<hunger -2000>><</link>><<lllhunger>><<ltrauma>><<lstress>>
<br>
<<link [[Save them for someone else|Livestock Job Save]]>><</link>>
<br>
<<elseif $livestock_obey gte 51>>
<<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>
<<transform cow 1>><<npcincr Remy love 1>>
"You've been a good <<girl>>," Remy says. <<He>> pulls a shiny red apple from <<his>> pocket. "This is for you." <<He>> holds it toward you.
<br><br>
You lean forward and take a bite. It's so sweet and delicious. The juice runs down your chin. Remy turns the fruit for you, and you lean forward again, and again, until just the core is left. Remy holds out <<his>> fingers, and you lick the juice off.
<<lhunger>><<hunger -6>>
<br><br>
"There's more where that came from," Remy says as <<he>> ruffles your hair. "As long as you're a good <<if $player.gender_appearance is "m">>bull<<else>>cow<</if>>." <<He>> pulls you into the field.
<br><br>
<<if $worn.neck.name isnot "cow bell">>
<<if $worn.neck.name isnot "naked">>
Just as you're about to crawl away, Remy holds you by your shoulders and removes the $worn.neck.name.
"One other thing before I go. I got you a new bell, for being such a good <<girl>>," <<he>> says while securing it around your neck.
<<set $worn.neck.type.push("broken")>>
<<neckruined>>
<<else>>
Just as you're about to crawl away, Remy holds you by your shoulders and secures something around your neck.
"One other thing before I go. I got you a new bell, for being such a good <<girl>>," <<he>> says before walking away.
<</if>>
You give your head a small shake, and it rings. The sound is oddly soothing.
<<neckwear 8>>
<br><br>
<</if>>
You lick fruit off your chin as the gate clanks shut behind you.
<br><br>
<<link [[Next|Livestock Field]]>><<endevent>><</link>>
<br>
<<elseif $leftarm is "bound" or $rightarm is "bound">>
"You've been a good <<girl>>," Remy says. <<He>> pulls a shiny red apple from <<his>> pocket. "This is for you." <<He>> holds it towards you. Your arms are bound, so you can't reach for it. "I'll hold it while you eat," Remy says, as if reading your mind. "<<if $player.gender_appearance is "m">>Bulls<<else>>Cows<</if>> don't have hands."
<br><br>
<<link [[Eat|Livestock Job Eat One]]>><<npcincr Remy love 1>><<hunger -400>><<livestock_obey 1>><<transform cow 1>><</link>><<gobey>><<lhunger>>
<br>
<<link [[Refuse|Livestock Job Eat Refuse]]>><<livestock_obey -1>><</link>><<lobey>>
<br>
<<else>>
"You've been a good <<girl>>," Remy says. <<He>> pulls a shiny red apple from <<his>> pocket. "This is for you." <<He>> holds it toward you, but when you reach out <<he>> pulls it back. "No no," <<he>> says. "<<if $player.gender_appearance is "m">>Bulls<<else>>Cows<</if>> don't have hands. I'll hold it for you as you eat."
<br><br>
<<link [[Eat|Livestock Job Eat One]]>><<npcincr Remy love 1>><<hunger -400>><<livestock_obey 1>><<transform cow 1>><</link>><<gobey>><<lhunger>>
<br>
<<link [[Refuse|Livestock Job Eat Refuse]]>><<livestock_obey -1>><</link>><<lobey>>
<br>
<</if>>
<<elseif $livestock_obey gte 21>>
"You're a temperamental one," Remy says. <<He>> pulls a shiny red apple from <<his>> pocket. "This could be yours someday. If you behave yourself." <<He>> takes a bite.
<<if $hunger gte 1600>>
It looks so juicy. Your deprived stomach growls.
<<else>>
It looks so sweet, so tasty compared to the alternative.
<</if>>
<br><br>
Remy pulls you the rest of the way into the field. The gate clanks shut behind you.
<br><br>
<<link [[Next|Livestock Field]]>><<endevent>><</link>>
<br>
<<else>>
"You're a temperamental one," Remy says, pulling your leash. "But you'll break. They always do." <<He>> shoves you through the gate. It clanks shut behind you.
<br><br>
<<link [[Next|Livestock Field]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
You lean forward and take a bite. It's so sweet and delicious. The juice runs down your chin. Remy turns the fruit for you, and you lean forward again, and again, until just the core is left.
<br><br>
"There's more where that came from," Remy says as <<he>> ruffles your hair. "As long as you're good." <<He>> pulls you into the field. You lick fruit off your chin as the gate clanks shut behind you.
<br><br>
<<link [[Next|Livestock Field]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I-I refuse," you say. Your stomach growls in protest. "I'm a person."
<<elseif $speech_attitude is "bratty">>
"I'm not cattle," you say. Your stomach growls in protest. "Shove it up your ass."
<<else>>
"No," you say. Your stomach growls in protest. "I don't care how hungry I am."
<</if>>
<br><br>
Remy takes a bite of the apple <<himself>>. <<He>> closes <<his>> eyes in feigned enjoyment. "So tasty," <<he>> says. <<He>> clutches your leash, and pulls you the rest of the way into the field. The gate clanks shut behind you.
<br><br>
<<link [[Next|Livestock Field]]>><<endevent>><</link>>
<br><<effects>><<canvas-model-override "mouth" "chew">>
You bite into one of the apples. It's so sweet. Once started, there's no stopping you. You eat the entire basket, careful to not waste a single drop of juice. You lie back on the grass, relieved and satiated.
<br><br>
<<hunger -2000>>
<<link [[Next|Livestock Field]]>><<canvas-model-override "clear">><<endevent>><</link>>
<br><<effects>>
You cover the apples with the sheet.
<<if $hunger gte 1000>>
Your stomach growls in protest.
<</if>>
<<set $livestock_food to 1>>
<br><br>
<<link [[Next|Livestock Field]]>><<endevent>><</link>>
<br><<effects>>
<<endevent>><<npc Remy>><<person1>>
<<unset $farm_phase>>
Remy pulls you back to the small lane. <<He>> doesn't turn toward the cattle field, but walks in the opposite direction instead, past the barn and across a thin paved road. There's another field here, but the gate is more mundane, and bordered by regular hedgerows.
<br><br>
"You're going to be useful," Remy says, tugging you toward an old plough. "One way or another." Two farmhands grasp your arms. They pull you beneath, forcing you to bend a little. They tie your shoulders to the metal with thick rope.
<br><br>
Remy sits on the plough and leans back. <<He>> unclips <<his>> whip.
<br><br>
<<link [[Pull|Livestock Plough]]>><<sub 1>><<transform cow 1>><<npcincr Remy dom 1>><<tiredness 18>><</link>><<ggtiredness>>
<br>
<<link [[Refuse|Livestock Plough Refuse]]>><<def 1>><<npcincr Remy dom -1>><<pain 6>><</link>><<gpain>>
<br><<effects>>
<!--<<if $edenwhip is 0>>
<<set $edenwhip to 1>>
<</if>> -->
<<if currentSkillValue('physique') gte 16000>>
You force yourself forward, pulling the plough behind you. It's a small satisfaction that Remy is surprised by the speed, and falls back into <<his>> chair.
<br><br>
You march across the field with slow but determined steps. Remy doesn't use the whip, seeming content with your performance.
<<elseif currentSkillValue('physique') gte 12000>>
You force yourself forward, straining to pull the plough behind you. It feels like an immovable weight, but then it gives. Remy's whip cracks at your side.
<br><br>
It's easier now that you have momentum, but progress is slow, and you feel like your muscles will give out at any moment. Remy doesn't use the whip again, seeming content with your performance.
<<elseif currentSkillValue('physique') gte 8000>>
You force yourself forward, straining to pull the plough behind you. You can't move it far before your strength gives out. You'd collapse if you weren't tied to the metal. Remy's whip cracks at your side.
<br><br>
You recover enough to pull again, but can only move it in short bursts. Remy berates you and cracks the whip, but the lash never touches you. <<He>> seems content with your effort.
<<elseif currentSkillValue('physique') gte 4000>>
You try to pull the plough behind you. It takes everything you have, but you manage to move it. An inch. Remy's whip cracks at your side.
<br><br>
You keep pulling, moving the plough in short bursts. Remy berates you and cracks the whip, but the lash never touches you. <<He>> seems content with your effort.
<<else>>
You try to pull the plough, but it's no use. You're not strong enough. Remy's whip cracks at your side.
<br><br>
You keep pulling, despite the hopelessness of the task. Remy berates you and cracks the whip, but the lash never touches you. <<He>> seems content with your effort.
<</if>>
<<physique 6>>
<<pass 60>>
<br><br>
"Stop," Remy says, just as you feel like you're about to collapse. "That's enough for the day. Untie <<phim>>."
<br><br>
The farmhands remove the rope from your small shoulders, and you almost fall to the soil. Remy marches over and grasps your leash. "I'd have preferred you do the other job," <<he>> says. "But stubborn beasts get hard labour. Remember that."
<br><br>
<<He>> pulls you back to the cattle field, flanked by <<his>> cronies.
<<if $worn.face.type.includes("gag")>>
<<He>> grasps the back of your muzzle, <span class="lblue">unties it,</span> then pushes you through the gate. It clanks shut behind you.
<<set $worn.face.type.push("broken")>>
<<faceruined>>
<<else>>
The gate clanks shut behind you.
<</if>>
<br><br>
<<link [[Next|Livestock Field]]>><<endevent>><</link>>
<br><<effects>>
<!--<<if $edenwhip is 0>>
<<set $edenwhip to 1>>
<</if>> -->
<<if $worn.face.type.includes("gag")>>
You remain still, refusing to move.
<<elseif $speech_attitude is "meek">>
"I-I can't pull this," you say. "I'm too weak."
<<elseif $speech_attitude is "bratty">>
"Untie me at once," you demand. "Or you'll be sorry."
<<else>>
"I can't pull this," you say. "I'm not strong enough."
<</if>>
<br><br>
Remy's cracks the whip once to your side, then follows it up with a lash to your back. You cry out in pain. "If that's how you want it," <<he>> says, a hint of delight in <<his>> voice. "So be it."
<br><br>
You brace for another lash, but the whip cracks again at your side.
<br><br>
<<link [[Pull|Livestock Plough]]>><<sub 1>><<transform cow 1>><<npcincr Remy dom 1>><<tiredness 18>><</link>><<ggtiredness>>
<br>
<<link [[Refuse|Livestock Plough Refuse 2]]>><<def 1>><<npcincr Remy dom -1>><<pain 12>><</link>><<willpowerdifficulty 1 400>><<ggpain>>
<br><<effects>>
<!--<<if $edenwhip is 0>>
<<set $edenwhip to 1>>
<</if>> -->
Remy lashes the whip against your back again, and again you cry out. <<He>> brings it down again, and again, each time more painful than the last.
<<if $willpowerSuccess>>
<span class="green">You remain obstinate.</span> Remy stands in <<his>> chair, planting <<his>> feet and readying <<his>> whip. "So you're not a calf," <<he>> says. "Fine."
<<gwillpower>><<willpower 2>>
<br><br>
<<link [[Pull|Livestock Plough]]>><<sub 1>><<transform cow 1>><<npcincr Remy dom 1>><<tiredness 18>><</link>><<ggtiredness>>
<br>
<<link [[Refuse|Livestock Plough Refuse 3]]>><<def 1>><<npcincr Remy dom -1>><<pain 12>><</link>><<willpowerdifficulty 300 700>><<ggpain>>
<br>
<<else>>
<span class="red">You can't take it.</span> All pride flees your mind, and your muscles move.
<<ggwillpower>><<willpower 12>>
<br><br>
<<link [[Next|Livestock Plough]]>><<transform cow 1>><<npcincr Remy dom 1>><<tiredness 18>><</link>><<ggtiredness>>
<br>
<</if>><<effects>>
<!--<<if $edenwhip is 0>>
<<set $edenwhip to 1>>
<</if>> -->
Remy brings the whip down once more. You grit your teeth as the leather assaults your back, pain surges through your body with every blow.
<<if $willpowerSuccess>>
<span class="green">You remain obstinate.</span> Remy ceases <<his>> assault. "The-" <<he>> pants. "The barbs." The farmhands glance at each other. "Now!"
<<gwillpower>><<willpower 2>>
<br><br>
One of the farmhands runs from the field as Remy marches closer. <<He>> clutches your chin and raises it. "Listen here, <<= $player.gender_appearance is "m" ? "bull" : "cow">>," <<he>> spits. "I've broken stronger beasts than you. You do as I say, or I might get angry."
<br><br>
The farmhand returns, carrying a wooden case in both hands. Remy opens it, and pulls out another whip. <<He>> holds it in front of you. It's similar to the other, except studded with cruel barbs.
<<gstress>><<stress 6>>
<br><br>
Remy returns to <<his>> seat. <<He>> holds the whip above <<his>> head, the length of it falling behind <<him>>.
<br><br>
<<link [[Pull|Livestock Plough]]>><<sub 1>><<transform cow 1>><<npcincr Remy dom 1>><<tiredness 18>><</link>><<ggtiredness>>
<br>
<<link [[Refuse|Livestock Plough Refuse 4]]>><<def 1>><<npcincr Remy dom -1>><<pain 24>><</link>><<willpowerdifficulty 300 700>><<gggpain>>
<br>
<<else>>
<span class="red">You can't take it.</span> All pride flees your mind, and your muscles move.
<<ggwillpower>><<willpower 12>>
<br><br>
<<link [[Next|Livestock Plough]]>><<transform cow 1>><<npcincr Remy dom 1>><<tiredness 18>><</link>><<ggtiredness>>
<br>
<</if>><<effects>>
<!--<<if $edenwhip is 0>>
<<set $edenwhip to 1>>
<</if>> -->
The barbs bite into your flesh. The minutes blur together. You're not sure you remain conscious.
<<if $willpowerSuccess>><<pass 60>>
It matters not. <span class="green">You remain obstinate.</span>
<<gwillpower>><<willpower 2>>
<br><br>
Remy's blows become erratic. Some of them even miss. At last, <<he>> stops. "T-Take," <<he>> pants. <<He>> sounds defeated. "Take this creature back to the field. I'm done."
<br><br>
<<link [[Next|Livestock Plough Refuse 5]]>><<pass 60>><</link>>
<br>
<<else>>
<span class="red">You can't take it.</span> All pride flees your mind, and your muscles move.
<<ggwillpower>><<willpower 12>>
<br><br>
<<link [[Next|Livestock Plough]]>><<transform cow 1>><<npcincr Remy dom 1>><<tiredness 18>><</link>><<ggtiredness>>
<br>
<</if>><<effects>>
<<generate2>><<generate3>>
<<person2>>
"I've never seen Remy like that," one of the farmhands says on the way back to the cattle field. "Is <<person1>><<he>> losing <<his>> touch?"
<br>
<<if $worn.face.type.includes("gag")>>
"Nah," a <<person3>><<person>> responds as <<he>> <span class="lblue">unties your $worn.face.name.</span> "This one here's just a fighter. Was impressive, if hard to watch."
<<set $worn.face.type.push("broken")>>
<<faceruined>>
<<else>>
"Nah," a <<person3>><<person>> responds. "This one here's just a fighter. Was impressive, if hard to watch."
<</if>>
<br>
"Never thought I'd see someone-" <<person2>><<He>>catches <<himself>>. "Ah, I mean something, that Remy couldn't break."
<br><br>
You arrive in front of the gates. "It's not over for this poor thing," <<person3>>the <<person>> glances around. "Hang on." <<He>> disappears into a small shed, and emerges with a basket covered with a white sheet.
<br><br>
<<He>> passes it to you. "Might need help healing after that." You glimpse beneath the sheet. It's full of shiny, juicy apples. Your mouth waters and your stomach growls.
<br><br>
<<person2>>The <<person>> looks shocked. "Remy's not gonna be happy," <<he>> says. <<person1>>"<<Hes>> the only one allowed to give those out."
<br>
"Remy's not gonna find out. Like <<hes>> not gonna find out you said <<he>> lost <<his>> touch."
<br><br>
The <<person2>><<persons>> face pales, and <<he>> drops the topic. The gate shuts behind you.
<br><br>
<<link [[Eat the apples|Livestock Job Eat]]>><<stress -6>><<trauma -6>><<hunger -2000>><</link>><<lllhunger>><<ltrauma>><<lstress>>
<br>
<<link [[Save them for someone else|Livestock Job Save]]>><</link>>
<br><<effects>>
<<endevent>><<npc Harper>><<person1>>
<<pass 60>>
Harper steps closer. <<He>> pulls a stethoscope from behind <<his>> coat, and presses it against your chest. <<He>> listens for a moment, then
<<if $player.breastsize gte 7>>
grasps one of your <<breasts>> with <<his>> free hand. <<He>> gently fondles you.
<<garousal>><<arousal 600 "breasts">>
<<else>>
presses <<his>> thumb against your <<nipples>>. <<He>> rubs it in a circle, teasing you.
<<garousal>><<arousal 600 "breasts">>
<</if>>
<br><br>
<<He>> continues to listen as <<his>> hand wanders down your body.
<<if playerChastity()>>
<<He>> tries to slip <<his>> fingers beneath your $worn.genitals.name, without success.
<<else>>
<<His>> fingers brush against your <<genitals 1>>.
<<garousal>><<arousal 600 "genitals">>
<</if>>
<br><br>
<<if $analdisable is "f" and !playerChastity("anus")>>
<<He>> allows the stethoscope to fall, and licks <<his>> free forefinger, before reaching behind your <<bottom>>. You feel the finger press against your anus. It slides in without difficulty.
<br><br>
<<He>> prods around inside you as <<his>> other hand
<<if playerChastity("hidden")>>
slowly strokes your thighs.
<<elseif $worn.genitals.name is "chastity parasite">>
cups and squeezes your $worn.genitals.name, as if examining it<<if $player.vaginaExist>>, before spreading your <<pussy>><</if>>.
<<elseif $player.penisExist and $player.vaginaExist>>
cups and buoys your <<penis>>, as if weighing it, before spreading your <<pussy>>.
<<elseif $player.penisExist>>
cups and buoys your <<penis>>, as if weighing it.
<<else>>
spreads your <<pussy>>.
<</if>>
<<garousal>><<arousal 600 "genitals">>
<<elseif !playerChastity()>>
<<if $player.penisExist and $player.vaginaExist>><<He>> cups and buoys your <<penis>>, as if weighing it, before spreading your <<pussy>>.<<elseif $player.penisExist>><<He>> cups and buoys your <<penis>>, as if weighing it.<<else>><<His>> fingers spread your <<pussy>>, while another hovers in front, as if ready to plunge in at any moment.<</if>>
<<garousal>><<arousal 600 "genitals">>
<</if>>
<br><br>
The examination continues for a while. You endure Harper's probing and prodding until <<he>> steps away from you, leaving your breath quickened. "Everything seems fine," <<he>> says. "I'll be in touch to discuss the next step."
<br><br>
<<link [[Next|Livestock Job End]]>><<endevent>><</link>><<effects>>
Harper steps towards you, but you back away.
<<if $worn.face.type.includes("gag")>>
You try to speak, but the gag reduces your words to an unintelligible mumble.
<<elseif $speech_attitude is "meek">>
"P-please don't treat me like this," you say. "You're scaring me."
<<elseif $speech_attitude is "bratty">>
"I'm not a cow," you say. "And I'm not gonna let you nutters treat me like this."
<<else>>
"I'm not going to play along," you say. "This isn't right."
<</if>>
<br><br>
"I'm terribly sorry," Remy says. "This will just take a moment." At that, two farmhands enter the building. Remy grasps the base of your leash and leans close.
<br><br>
"You're not going to show me up in front of the doctor," <<he>> whispers. "Let <<endevent>><<npc Harper>><<person1>><<him>> treat you, or we'll make you."
<br><br>
<<link [[Obey|Livestock Job Harper Obey]]>><<sub 1>><<livestock_obey 1>><<transform cow 1>><<npcincr Remy dom 1>><</link>><<gobey>>
<br>
<<link [[Resist|Livestock Job Harper Resist]]>><<def 1>><<livestock_obey -5>><<npcincr Remy dom -1>><</link>><<llobey>><<physiquedifficulty 1 $physiquemax>>
<br><<effects>>
<<endevent>><<npc Remy>><<person1>>
<<if $physiqueSuccess>>
<<npcincr Remy dom -1>><<npcincr Harper dom -1>>
You shove Remy away from you. <<His>> farmhands grasp your arms. You shake one off, then <span class="green">punch the other in the nose.</span> <<He>> clutches <<his>> face and stumbles backwards, tripping over a bucket and falling to the floor.
<br><br>
Remy reaches for <<his>> whip, but Harper interrupts <<him>>. <<endevent>><<npc Harper>><<person1>>"That's enough," the doctor says. "This serves as a reasonable test." <<He>> gathers <<his>> papers from the table. "I'll be in touch to discuss the next stage."
<br><br>
<<link [[Next|Livestock Job Resist End]]>><<endevent>><</link>>
<br>
<<else>>
<<npcincr Remy dom 1>><<npcincr Harper dom 1>>
You shove Remy away from you. <<His>> farmhands grasps your arms, and <span class="red">you're unable to shake them off.</span> They hold you still.
<br><br>
<<link [[Next|Livestock Job Harper Obey]]>><</link>>
<br>
<</if>><<effects>>
Harper pours the liquid down your throat. It's even sweeter than it smells, and sticky. A warm feeling spreads from your abdomen, permeating your body until it reaches the tips of your fingers and toes.
<<drugs 360>><<arousal 1200>><<ggarousal>>
<br><br>
<<endevent>><<npc Harper>><<person1>><<set $phase to 0>>
Harper takes your hand and leads you into the middle of the room. <<His>> touch, even on such a mundane part of your body, sends a shiver down your spine. <<He>> grasps your arms and holds them behind your body. The audience leans forward in their seats.
<br><br>
<<link [[Next|Livestock Job Harper 2 Obey 2]]>><</link>>
<br><<effects>>
Harper pours the liquid into your mouth. It's even sweeter than it smells, and sticky. You hold it in your mouth, refusing to swallow. It isn't easy. Even there the liquid seeps into you, making you flush with an unnatural warmth.
<<drugs 180>><<arousal 600>>
<br><br>
<<endevent>><<npc Harper>><<person1>>
<<if currentSkillValue('skulduggery') gte random(1, 1000)>><<set $phase to 1>>
Harper takes your hand and leads you into the middle of the room. <<His>> touch, even on such a mundane part of your body, sends a shiver down your spine. Your throat quivers, <span class="green">but you manage to keep yourself from swallowing.</span>
<br><br>
The doctor grasps your arms and holds them behind your body. The audience leans forward in their seats.
<br><br>
<<else>><<set $phase to 0>>
Harper takes your hand and leads you into the middle of the room. <<His>> touch, even on such a mundane part of your body, sends a shiver down your spine. Your throat quivers, <span class="red">and you can't stop yourself from swallowing.</span>
<<drugs 180>><<arousal 600>><<garousal>>
<br><br>
The doctor grasps your arms and holds them behind your body. The audience leans forward in their seats.
<br><br>
<</if>>
<<link [[Next|Livestock Job Harper 2 Obey 2]]>><</link>>
<br><<effects>>
"As you can see," the doctor says, turning you on the spot to give each person a look at you from all angles. "The treatment is already working."
<<if playerChastity("hidden") or $worn.genitals.name is "chastity parasite">>
<<He>> points at your face. "A <<if $player.gender_appearance is "m">>virile bull<<else>>fertile cow<</if>> like this would be foolish to leave unshackled at the best of times. With my treatment, it would be dangerous.
<<if $worn.genitals.name is "chastity parasite">>
While you may be unable to see under a parasite such as this, there are the means to remove it when you are ready."
<br><br>
<<He>> runs <<his>> fingers over the front of the $worn.genitals.name causing you whimper from the wave of pleasure. "<<pShes>> already ready for breeding."
<<else>>
While you may be unable to see under a device such as this, there are the means to remove it even when you don't have the key."
<br><br>
<<He>> runs <<his>> fingers over the front of the $worn.genitals.name. "<<pShes>> already wet and dripping through the metal."
<</if>>
<br><br>
<<elseif playerChastity()>>
<<if $player.penisExist and $player.vaginaExist>>
The audience murmurs about your hermaphroditism. "You might be wondering," Harper continues. "If all the livestock here are blessed with both male and female genitalia. They are not. This specimen is unique."
<br><br>
<</if>>
<<He>> points at your <<genitals 1>>, semi-concealed behind your $worn.genitals.name. "A <<if $player.gender_appearance is "m">>virile bull<<else>>fertile cow<</if>> like this would be foolish to leave unshackled at the best of times. With my treatment, it would be dangerous."
<br><br>
<<He>> runs <<his>> fingers over the front of the device. <<if $player.penisExist>>"<<pShes>> already erect and straining against the metal."<<else>>"<<pShes>> already wet and dripping through the metal."<</if>>
<br><br>
<<else>>
<<if $player.penisExist and $player.vaginaExist>>
The audience murmurs about your hermaphroditism. "You might be wondering," Harper continues. "If all the livestock here are blessed with both male and female genitalia. They are not. This specimen is unique."
<br><br>
<</if>>
<<He>> points at your <<if $player.penisExist>><<penis>>. "<<pShes>> already erect and ready to <<if $pregnancyspeechdisable is "f">>breed<<else>>mate<</if>>.<<else>><<pussy>>. "<<pShes>> already wet and ready to <<if $pregnancyspeechdisable is "f">>breed<<else>>mate<</if>>.<</if>>" The audience leans forward in their seats, staring at your <<genitals 1>> with a lewd thirst in their eyes.
<br><br>
<</if>>
<<link [[Next|Livestock Job Harper 2 Obey 3]]>><<pass 60>><</link>>
<br><<effects>>
The examination continues. Harper presents and speaks of your body in detail, highlighting every little tremble, every flush in the skin.
<<if $phase is 1>>
All the while you keep the sweet liquid in your mouth, preventing its full effects.
<</if>>
<br><br>
"That concludes the examination," Harper says at last. Polite applause fills the small room. "Next time it should be safe to get a little more hands-on. To test the lingering effects of the treatment."
<br><br>
Harper pats your head. "Thank you for being cooperative," <<he>> says. <<He>> pauses a moment, then pulls your hair back, leans in, kisses your lips.
<<takeKissVirginity "Harper" "rape">>
<br><br>
<<if $phase is 1>>
<span class="pink"><<His>> eyes open in surprise as <<he>> tastes the pink fluid.</span>
<br><br>
<</if>>
<<link [[Endure|Livestock Job Harper 2 Endure]]>><<transform cow 1>><<livestock_obey 1>><<stress 6>><</link>><<gstress>><<gobey>>
<br>
<<link [[Pull away|Livestock Job Harper 2 Pull]]>><<livestock_obey -1>><</link>><<lobey>>
<br>
<<if $phase is 1>>
<<link [[Spit|Livestock Job Harper 2 Spit]]>><</link>>
<br>
<</if>><<effects>>
You remain still as the doctor violates your mouth with <<his>> tongue.
<br><br>
"I take it the beast was well-behaved?" says Remy from the door. Harper pulls away at once.
<br>
"Y-yes," the doctor stutters. "Very. Thank you again. I trust my next visit is still scheduled?"
<br>
"Of course." Remy takes your leash. "Until we meet again."
<br><br>
<<if $phase is 1>>
Remy leads you outside. You spit out the pink fluid. If Remy notices, <<endevent>><<npc Remy>><<person1>><<he>> thinks nothing of it.
<<else>>
<</if>>
<br><br>
<<link [[Next|Livestock Job End]]>><<endevent>><</link>>
<br><<effects>>
You pull away from Harper. <<He>> tries to hold you still, but you persist and turn away from <<him>>.
<br><br>
"Is our beast causing trouble?" says Remy from the door. Harper ceases at once.
<br>
"N-no," the doctor stutters. "Just a little temperamental. Thank you again. I trust my next visit is still scheduled?"
<br>
"Of course." Remy takes your leash. "Until we meet again."
<br><br>
<<if $phase is 1>>
Remy leads you outside. You spit out the pink fluid. If Remy notices, <<endevent>><<npc Remy>><<person1>><<he>> thinks nothing of it.
<<else>>
<</if>>
<br><br>
<<link [[Next|Livestock Job End]]>><<endevent>><</link>>
<br><<effects>>
<<earnFeat "Harper's Bane">>
You spit the pink fluid into Harper's mouth. <<He>> pulls away and wipes <<his>> chin. Almost at once, however, a change comes over <<him>>. <<He>> was already flushed, but there was a restraint there. Now, there's nothing but a mad thirst. <<He>> pounces on you, tackling you to the floor.
<br><br>
The audience crowds around, glad the show isn't over.
<br><br>
<<link [[Next|Livestock Job Harper 2 Rape]]>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Livestock Job Harper 2 Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Livestock Job Harper 2 Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Reason returns to Harper's face, and <<he>> fumbles with <<his>> clothes as <<he>> rises to <<his>> feet.
<br><br>
<<tearful>> you climb to your feet as well.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Livestock Job Harper 2 Rape End]]>><</link>>
<br>
<<else>>
You shove Harper away from you. <<He>> falls back on a chair. The hunger in <<his>> eyes has abated, but the audience encourages <<him>> to continue. Some look prepared to restrain you themselves.
<br><br>
<<tearful>> you climb to your feet and brace yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Livestock Job Harper 2 Rape End]]>><</link>>
<br>
<</if>><<effects>>
"That's not what we agreed to," says Remy from the door.
<br>
"I-I," the doctor stutters. "There was an accident. I apologise. I trust my next visit is still scheduled?"
<br>
Remy laughs and takes your leash. "It is. Until we meet again."
<br><br>
<<link [[Next|Livestock Job End]]>><<endevent>><</link>>
<br><<effects>>
<<if $physiqueSuccess>>
<<npcincr Remy dom -1>><<npcincr Harper dom -1>>
You shove Harper away from you. Remy's farmhands hold your arms tight as the doctor makes a second attempt. You <<endevent>><<npc Harper>><<person1>>headbut <<him>>, <span class="green">and the phial shatters on the ground.</span>
<br><br>
<<if $livestock_muzzle is 1>>
Harper clutches <<his>> face. Blood drips between <<his>> fingers. The other visitors look amused. Remy does not. "I'm so sorry," <<endevent>><<npc Remy>><<person1>><<he>> says, <span class="pink">tying a muzzle around your face.</span><<facewear 23>> "My animals are normally better behaved."
<<else>>
Harper clutches <<his>> face. Blood drips between <<his>> fingers. The other visitors look amused. Remy does not. "I'm so sorry," <<endevent>><<npc Remy>><<person1>><<he>> says, clutching the back of your collar. "My animals are normally better behaved."
<</if>>
<br><br>
Harper nods as if unbothered. <<He>> fumbles for a tissue.
<br><br>
<<link [[Next|Livestock Job Resist End]]>><</link>>
<br>
<<else>>
<<npcincr Remy dom 1>><<npcincr Harper dom 1>>
You shove Harper away from you. Remy's farmhands hold your arms tight as the doctor makes a second attempt. You try to free yourself, <span class="red">but the farmhands are too strong.</span>
<br><br>
<<link [[Next|Livestock Job Harper 2 Obey]]>><</link>>
<br>
<</if>><<effects>>
<<generate2>><<generate3>><<generate4>><<generate5>><<generate6>>
Harper pulls you into the middle of the room. You're surrounded by hungry eyes. <<if $uncomfortable.nude is true>><<covered>><</if>> "This specimen," <<he>> begins, stepping behind you and grasping your arms. <<He>> pulls them back, making sure you can't cover. "Has been administered certain treatments to improve yield. Observe."
<br><br>
<<if $player.penisExist and !playerChastity()>>
<<switch $player.penissize>>
<<case 4>>
<<He>> reaches around your body and takes your <<penis>> in <<his>> hand. You flinch at <<his>> touch. "As you can see," <<he>> continues, rubbing your length. "This one is of prodigious size."
<<garousal>><<arousal 600 "genitals">>
<br><br>
A <<person2>><<person>> leans forward in <<his>> seat, awed by the size of your cock and leering with naked thirst.
<<insecurity "penis_big" 1>><<ginsecurity "penis_big">>
<<case 2 3>>
<<He>> reaches around your body and takes your <<penis>> in <<his>> hand. <<His>> touch makes you jump. "As you can see," <<he>> continues, rubbing your length. "This one is almost ready to be milked."
<<garousal>><<arousal 600 "genitals">><<insecurity "penis_big" 1>><<ginsecurity "penis_big">>
<br><br>
A <<person2>><<person>> leans forward in <<his>> seat, leering.
<<case 0 1>>
<<He>> reaches around your body and takes your <<penis>> in <<his>> hand. <<His>> touch makes you jump. "Don't be fooled," <<he>> continues. "It may be small, but it can still be very productive.
<<garousal>><<arousal 600 "genitals">>
<br><br>
"It's so cute," a <<person2>><<person>> laughs. "But if you say so."
<<insecurity "penis_small" 1>><<ginsecurity "penis_small">>
<<case -1>>
<<He>> reaches around your body and takes your <<penis>> in <<his>> hand. <<His>> touch makes you jump. "Don't be fooled," <<he>> continues. "This one is too small to produce, but that will soon change."
<br><br>
"It's so little and cute," a <<person2>><<person>> laughs. "It's almost a shame."
<<insecurity "penis_small" 2>><<ginsecurity "penis_small">>
<<case -2>>
<<He>> reaches around your body and takes your <<penis>> over <<his>> finger. <<His>> touch makes you jump. "Unfortunately," <<he>> continues. "I'm not sure how we can help make this one productive."
<br><br>
"It's so tiny and cute," a <<person2>><<person>> laughs. "It's a shame."
<<insecurity "penis_small" 3>><<ginsecurity "penis_small">>
<</switch>>
<br><br>
<<person1>>
<<link [[Next|Livestock Job Harper 3 Obey 2]]>><</link>>
<br>
<<else>>
<<if $player.breastsize gte 8>>
<<He>> reaches around your body and takes your <<breasts>> in <<his>> hands. <<His>> touch makes you jump. "As you can see," <<he>> continues, rubbing your chest. "This one is of prodigious size."
<<garousal>><<arousal 600 "breasts">>
<br><br>
A <<person2>><<person>> leans forward in <<his>> seat, awed by the size of your breasts and leering with a naked thirst.
<<ginsecurity "breasts_big">><<insecurity "breasts_big" 1>>
<br><br>
<<elseif $player.breastsize gte 6>>
<<He>> reaches around your body and takes your <<breasts>> in <<his>> hands. <<His>> touch makes you jump. "As you can see," <<he>> continues, rubbing your chest. "This one is almost ready to be milked."
<<ginsecurity "breasts_big">><<insecurity "breasts_big" 1>><<garousal>><<arousal 600 "breasts">>
<br><br>
A <<person2>><<person>> leans forward in <<his>> seat, leering.
<br><br>
<<elseif $player.breastsize gte 1>>
<<He>> reaches around your body and takes your <<breasts>> in <<his>> hands. <<His>> touch makes you jump. "As you can see," <<he>> continues, rubbing your chest. "These may be small, but they can still be very productive."
<<garousal>><<arousal 600 "breasts">>
<br><br>
"So small and cute," a <<person2>><<person>> laughs. "But if you say so."
<<ginsecurity "breasts_small">><<insecurity "breasts_small" 1>>
<br><br>
<<else>>
<<He>> reaches around your body and takes your <<breasts>> in <<his>> hands. <<His>> touch makes you jump. "As you can see," <<he>> continues, rubbing your chest. "This one is too small to produce, but that will soon change."
<<garousal>><<arousal 600 "breasts">>
<br><br>
"So flat and cute," a <<person2>><<person>> laughs. "It's almost a shame."
<<ginsecurity "breasts_small" 2>><<insecurity "breasts_small" 2>>
<br><br>
<</if>>
<<person1>>
<<link [[Next|Livestock Job Harper 3 Obey 2]]>><</link>>
<</if>>
<br><br><<effects>>
<<pass 60>>
<<if $player.penisExist and !playerChastity()>>
Harper continues to assault your <<penis>> in front of everyone, teasing without mercy.
<<ggarousal>><<arousal 1800 "genitals">>
<<else>>
Harper continues to assault your <<breasts>> in front of everyone, teasing without mercy.
<<ggarousal>><<arousal 1800 "breasts">>
<</if>>
<br><br>
<<person2>>
<<if $pronoun is "m">>
<<if $NPCList[1].penis isnot "none">>
The <<person>> unzips <<his>> fly, pulling out <<his>> <<print $NPCList[1].penisdesc>>. <<He>> starts masturbating, right in the middle of the room.
<<else>>
The <<person>> unzips <<his>> fly, revealing <<his>> moistened pussy. <<He>> starts masturbating, right in the middle of the room.
<</if>>
<<else>>
<<if $NPCList[1].penis isnot "none">>
The <<person>> lifts the front of <<his>> skirt, revealing <<his>> <<print $NPCList[1].penisdesc>>. <<He>> starts masturbating, right in the middle of the room. <<He>> pulls down <<his>> top with <<his>> free hand, showing off <<his>> <<print $NPCList[1].breastsdesc>>. <<He>> plays with them as well.
<<else>>
The <<person>> lifts the front of <<his>> skirt, revealing <<his>> moistened pussy. <<He>> starts masturbating, right in the middle of the room. <<He>> pulls down <<his>> top with <<his>> free hand, showing off <<his>> <<print $NPCList[1].breastsdesc>>. <<He>> plays with them as well.
<</if>>
<</if>>
<br><br>
Harper continues as if nothing were amiss. Others follow suit, and you're soon surrounded by masturbating <<people>>.
<<if $arousal gte $arousalmax>>
Between the physical stimulation, and all the leering eyes, there's nothing you can do to stop the approaching wave. <<orgasm>>
"<<pShe>> came!"
<br>
<<if $player.penisExist>>
<<if !$femaleclimax and !_deniedOrgasm>>
"Look at all that tasty cum."
<<else>>
"I was hoping for cum, if I'm honest."
<</if>>
<<else>>
"I can see <<pher>> juices."
<</if>>
<br>
"Do you think the doctor will let us have a lick?"
<br><br>
<<else>>
<</if>>
The <<person2>><<person>> shakes, and
<<if $NPCList[1].penis isnot "none">>
thick strings of cum erupt from <<his>> <<print $NPCList[1].penisdesc>>, <span class="purple">landing on your hair.</span>
<<bodyliquid "hair" "semen">>
<<else>>
juices stream from <<his>> pussy. <<He>> throws back <<his>> head and moans in climax.
<</if>>
<br><br>
<<link [[Next|Livestock Job Harper 3 Obey End]]>><</link>>
<br><<effects>>
<<endevent>><<npc Remy>><<person1>>Harper releases you as the front door opens. Remy enters, wiping sweat from <<his>> forehead. "I must get this one back to the field," <<he>> says. "Fresh air and exercise is important for a healthy yield."
<br><br>
"Of course," Harper responds. "Thank you once again."
<br><br>
You feel the audience stares at your <<bottom>> as you're led outside. Some of them want to do more than look, you're sure.
<br><br>
<<link [[Next|Livestock Job End]]>><<endevent>><</link>>
<br><<effects>>
<<if $physiqueSuccess>>
You grasp your own leash, and pull it away from Harper. <<He>> stumbles, almost tripping.
<br><br>
At Remy's call, two farmhands enter and grasp your arms from behind. You shake one of them off, <span class="green">and punch the other in the nose.</span>
<br><br>
Both seem afraid to approach you. <<endevent>><<npc Remy>><<person1>>"What are you waiting for?" Remy asks. "Restrain the beast." <<His>> cronies glance at each other, unwilling to make the first move.
<br><br>
"It's alright," <<endevent>><<npc Harper>><<person1>>Harper says, stabilising <<himself>> on the arm of a chair. "The <<if $player.gender_appearance is "m">>bull<<else>>cow<</if>> needs to be cooperative. We can try again another day."
<br><br>
<<endevent>><<npc Remy>><<person1>>
"I'm sorry for this terrible behaviour," Remy says, tugging your leash. "Thank you for understanding."
<br><br>
<<link [[Next|Livestock Job Resist End]]>><<endevent>><</link>>
<br>
<<else>>
You grasp your own leash, and pull it away from Harper. <<He>> stumbles, almost tripping.
<br><br>
At Remy's call, two farmhands enter and grasp your arms from behind. You try to shake them off, <span class="red">but they hold firm.</span> Harper picks up your leash again.
<br><br>
The farmhands let go, but remain in the room, ready to intervene.
<br><br>
<<link [[Next|Livestock Job Harper 3 Obey]]>><</link>>
<br>
<</if>><<effects>>
<<endevent>>
<<beastNEWinit 1 pig>>
The barn doors open, and a farmhand enters, holding a leash. The leash tightens. Whatever it's attached to refuses to enter.
<br><br>
With some tugging, and help from a couple of other farmhands, the beast is coerced into the building. It's a <<beasttype>>.
<br><br>
"You've worked with animals before?" Remy asks.
<br><br>
Niki hesitates. "Yes."
<br><br>
"Then this should be straightforward. Our animals are well-behaved. Even our cows and pigs get on well with each other." <<nnpc_He "Remy">> scratches behind your ear. "They should be able to stay still for however long it takes."
<br><br>
<<link [[Cooperate|Livestock Job Niki Cooperate]]>><<transform cow 1>><<livestock_obey 5>><<sub 1>><</link>><<ggobey>>
<br>
<<link [[Defy|Livestock Job Niki Defy]]>><<livestock_obey -5>><<def 1>><</link>><<llobey>>
<br><<effects>>
<<pass 60>>
Remy makes you kneel on the mat in front of the camera, and pulls the <<beasttype>> beside you. Niki takes over from there. <<nnpc_He "Niki">> takes some photos, then orders the farmhands to adjust the lighting.
<br><br>
It's a while before Niki is satisfied, but eventually <<nnpc_he "Niki">> has you adopt different poses alongside the <<beasttype>>.
<<if $player.penisExist>>
Your <<penis>> and <<breasts>> seem to be the focus.
<<else>>
Your <<breasts>> seem to be the focus.
<</if>>
<<if $exhibitionism lt 95 or $uncomfortable.nude is true>>
<<if $uncomfortable.nude is true>>You resist the urge to cover yourself.<</if>>
Remy mentioned this was just a practise shoot, but you worry the pictures would still be distributed.
<<else>>
Remy mentioned this was just a practise shoot, but you wonder if the pictures would still be distributed. The thought excites you.
<<garousal>><<arousal 600>>
<</if>>
<br><br>
Remy watches from a distance. Usually watching you.
<br><br>
<<link [[Next|Livestock Job Niki Cooperate 2]]>><</link>>
<br><<effects>>
"That's all I need," Niki says at last. "We're ready for the proper shoots."
<br><br>
"Excellent," Remy responds, walking over and picking up your leash. "This good <<girl>> is gonna be <<bred>> by a pig."
<<gstress>><<stress 6>>
<br><br>
<<endevent>><<npc Remy>><<person1>>Niki ignores <<him>>, instead focusing on packing up <<endevent>><<npc Niki>><<person1>><<his>> things.
<br><br>
<<link [[Next|Livestock Job End]]>><<endevent>><</link>>
<br><<effects>>
<<pass 60>>
Remy pulls you to the mat, followed by the <<beasttype>>. Niki takes over from there. <<nnpc_He "Niki">> takes some photos, then orders the farmhands to adjust the lighting.
<br><br>
It's a while before Niki is satisfied, but eventually <<nnpc_he "Niki">> asks you to adopt poses beside the <<beasttype>>.
<br><br>
You refuse.
<<if $uncomfortable.nude is true>>
<<if $leftarm is "bound" and $rightarm is "bound">>
Your bound arms prevent you from covering, so you keep your back turned to the camera.
<<else>>
You cover your <<genitals>> and <<breasts>> with your hands.
<</if>>
<<else>>
<<if $leftarm is "bound" and $rightarm is "bound">>
Your nudity doesn't bother you, but you keep your back to the camera anyway.
<<else>>
Your nudity doesn't bother you, but you cover yourself anyway.
<</if>>
<</if>>
<br><br>
<<link [[Next|Livestock Job Niki Defy 2]]>><</link>>
<br><<effects>>
Remy storms over and grasps your leash. <<endevent>><<npc Remy>><<person1>>"Refusing even this simple task," <<he>> says. "Bad <<girl>>." <<He>> yanks your leash.
<br><br>
Niki interrupts. "It's alright. I got what I needed. We're ready for the proper shoots."
<br><br>
"You hear that," Remy says in a low voice. "You're gonna get <<bred>> by a pig. Maybe that will teach you to behave."
<<gstress>><<stress 6>>
<br><br>
<<endevent>><<npc Remy>><<person1>>Niki ignores <<him>>, instead focusing on packing up <<endevent>><<npc Niki>><<person1>><<his>> things.
<br><br>
<<link [[Next|Livestock Job End]]>><<endevent>><</link>>
<br><<effects>>
<<pass 60>>
"Just need to finish up," Niki says. You wait obediently. When Remy pulls you over to the mat, you don't struggle. That's all the prompting the <<if $farm_phase is 1>><<beastsplural>> need<<else>><<beasttype>> needs<</if>>.
<br><br>
<<if $farm_phase is 1>>
<<link [[Next|Livestock Job Pig Gang Rape]]>><<set $molestationstart to 1>><</link>>
<<else>>
<<link [[Next|Livestock Job Pig Rape]]>><<set $molestationstart to 1>><</link>>
<</if>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<</if>>
<<effects>>
<span class="red">Niki films you.</span>
<br>
<<effectsman>>
<br><br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Livestock Job Pig Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Livestock Job Pig Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>><<famebestiality 30 "vid">>
<<if playerBellyVisible()>><<famepregnancy `Math.ceil(playerBellySize() / 10)`>><</if>>
"Done," Niki says, pulling back from the camera.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Remy>><<person1>>
<<tearful>> you're tugged to your feet by Remy. "Good <<girl>>," <<he>> says, pulling you toward the exit as farmhands help Niki dismantle the set. "That wasn't so bad, was it? Now we have something new to show our customers."
<br><br>
<<link [[Next|Livestock Job End]]>><<endevent>><</link>>
<<else>>
<<famescrap 30 "vid">>
<<if playerBellyVisible()>><<famepregnancy `Math.ceil(playerBellySize() / 10)`>><</if>>
The <<beasttype>> squeals and backs away from you. The farmhands try to calm <<bhim>>, but they have no luck.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Remy>><<person1>>
<<tearful>> you're tugged to your feet by Remy. "This is expensive to set up," <<he>> says, almost choking you. Niki looks away.
<br><br>
<<link [[Next|Livestock Job End]]>><<endevent>><</link>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<beastTrainGenerate>>
<</if>>
<<effects>>
<span class="red">Niki films you.</span>
<br>
<<effectsman>>
<br><br>
<<beast $enemyno>>
<br><br>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Livestock Job Pig Gang Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Livestock Job Pig Gang Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyhealth lte 0>>
<<beastwound>>
<<if $combatTrain.length gt 0>>
The <<beasttype>> recoils in pain and fear, but another is eager for a go.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Livestock Job Pig Gang Rape]]>><</link>>
<<else>>
The <<beasttype>> recoils in pain and fear.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Livestock Job Pig Gang Rape Finish]]>><<set $finish to 1>><</link>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<if $combatTrain.length gt 0>>
Satisfied, the <<beasttype>> moves and another takes its turn.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Livestock Job Pig Gang Rape]]>><</link>>
<<else>>
Satisfied, the <<beasttype>> moves away from you.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Livestock Job Pig Gang Rape Finish]]>><<set $finish to 1>><</link>>
<</if>>
<<else>>
"Done," Niki says, pulling back from the camera.
<br><br>
<<if $enemywounded gte 2 and $enemyejaculated is 0>>
The <<beastsplural>> cower. Despite not getting what they came for, the audience seems entertained. They applaud the fight.<<famescrap 30 "vid">>
<<elseif $enemywounded is 0 and $enemyejaculated gte 2>>
The <<beastsplural>> leave you spent and shivering as the audience applauds.<<famebestiality 30 "vid">>
<<elseif $enemywounded gte 1 and $enemyejaculated gte 1>>
The <<beastsplural>> leave you spent and shivering as the audience applauds.<<famebestiality 30 "vid">><<famescrap 30 "vid">>
<</if>>
<<if playerBellyVisible()>><<famepregnancy `Math.ceil(playerBellySize() / 10)`>><</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Remy>><<person1>>
<<tearful>> you're tugged to your feet by Remy. "Good <<girl>>," <<he>> says, pulling you toward the exit as farmhands help Niki dismantle the set. "Our customers enjoyed it."
<br><br>
<<link [[Next|Livestock Job End]]>><<endevent>><</link>>
<</if>><<effects>>
<<if $physiqueSuccess>>
You pull the leash free from Remy's grasp. Farmhands rush over to restrain you. You push one away from you, but then another grasps you from behind. They pull you to the mat. There are too many.
<br><br>
Despite restraining you in a mating posture, <span class="green">the <<if $farm_phase is 1>><<beastsplural>> do<<else>><<beasttype>> does<</if>> nothing.</span> <<if $farm_phase is 1>>They see<<else>><<bHe>> sees<</if>> your aggression, and <<if $farm_phase is 1>>are<<else>>is<</if>> afraid of provoking you. No amount of Remy's discipline can convince <<if $farm_phase is 1>>them<<else>><<bhim>><</if>> otherwise.
<br><br>
Niki shakes <<nnpc_his "Niki">> head. "We need them to cooperate," <<nnpc_he "Niki">> says. "Perhaps another day."
<br><br>
Remy takes your leash and pulls you from the barn as the farmhands help Niki dismantle the set.
<br><br>
<<link [[Next|Livestock Job Resist End]]>><<endevent>><</link>>
<br>
<<else>>
<<pass 60>>
You pull the leash free from Remy's grasp. Farmhands rush over to restrain you. You push one away from you, but then another grasps you from behind. <span class="red">They pull you to the mat.</span> There are too many.
<br><br>
They restrain you in a mating posture until you get the<<if $farm_phase is 1>> first<</if>> <<beasttype>>'s attention.
<br><br>
<<if $farm_phase is 1>>
<<link [[Next|Livestock Job Pig Gang Rape]]>><<set $molestationstart to 1>><</link>>
<<else>>
<<link [[Next|Livestock Job Pig Rape]]>><<set $molestationstart to 1>><</link>>
<</if>>
<br>
<</if>><<effects>>
<<if $worn.face.type.includes("gag")>>
You try to plead with Niki, though you can't do much than make noises into your $worn.face.name.
<<elseif $speech_attitude is "meek">>
"P-please save me," you say to Niki. "I'm not a cow."
<<elseif $speech_attitude is "bratty">>
"Get me away from these crazies," you say. "Before you become one."
<<else>>
"Please help me," you say to Niki. "This is wrong."
<</if>>
<<nnpc_His "Niki">> eyes make contact with yours, but <<nnpc_he "Niki">> looks away.
<<if C.npc.Niki.love gte 30>>
<br><br>
<<pass 60>>
Niki finishes setting up, <span class="green">but seems to be having problems.</span>
<br><br>
"It's no use," <<nnpc_he "Niki">> says. "Equipment's faulty. We need to call it off." <<nnpc_He "Niki">> glances at you again.
<<llove>><<npcincr Niki love -1>>
<br><br>
<<endevent>><<npc Remy>><<person1>>Remy frowns, and holds your leash closer to the collar. "Very well," <<he>> says. "If it can't be helped."
<br><br>
<<He>> pulls you from the barn as the farmhands move to help Niki dismantle the set.
<br><br>
<<link [[Next|Livestock Job Resist End]]>><<endevent>><</link>>
<br>
<<else>>
<<nnpc_He "Niki">> doesn't look again.
<br><br>
<<pass 60>>
Niki finishes setting up. <span class="red"><<nnpc_He "Niki">> sticks <<nnpc_his "Niki">> thumb out, giving the go-ahead.</span> Remy leads you to the mat. That's all the prompting the<<if $farm_phase is 1>> first<</if>> <<beasttype>> needs.
<br><br>
<<if $farm_phase is 1>>
<<link [[Next|Livestock Job Pig Gang Rape]]>><<set $molestationstart to 1>><</link>>
<<else>>
<<link [[Next|Livestock Job Pig Rape]]>><<set $molestationstart to 1>><</link>>
<</if>>
<br>
<</if>><<effects>>
<<pass 60>>
You slip deeper into the trance. <span class="green">You don't remember ever feeling so tranquil.</span> You hear Harper's voice drifting toward you. "You are the happiest, most productive <<if $player.gender_appearance is "m">>bull<<else>>cow<</if>> on the farm. You have all the grass you could want to eat, and at night your master keeps you safe from wolves."
<br><br>
Tranquillity invades your mind. You wonder at how lucky you are, a simple <<if $player.gender_appearance is "m">>bull<<else>>cow<</if>>, to be cared for so.
<br><br>
The doctor continues to speak in that soothing tone, extolling the virtues of your place in the world.
<br><br>
"When I drop this pen, you will awaken." The pen clatters to the floor, and you blink back to reality. Harper stands and passes Remy the leash. "Today was a success. I will return for the next step."
<br><br>
<<endevent>><<npc Remy>><<person1>>
"Thank you, good doctor," Remy responds. "And thank you-" <<He>> scratches you behind the ear. "-for being so good." <<He>> pulls you from the room.
<br><br>
<<link [[Next|Livestock Job End]]>><<endevent>><</link>>
<br><<effects>>
<<if $harper_farm_abduction is 1>>
<<unset $harper_farm_abduction>>
You shake yourself free of the effect. Harper doesn't change the tone of <<his>> voice. "I'm afraid the process requires..."
<br><br>
<<if $worn.face.type.includes("gag")>>
You interrupt <<him>> by slamming your fists into the table. With the muzzle gagging you, you can only stare at Harper with
<<if $speech_attitude is "meek">>
a tearful expression.
<<elseif $speech_attitude is "bratty">>
an intense glare.
<<else>>
an accusatory stare.
<</if>>
<br>
Remy places a firm hand on your shoulder. "I apologise. Our livestock rarely have outbursts like this."
<<else>>
You interrupt <<him>> by slamming your fists into the table.
<<if $speech_attitude is "meek">>
"Y-you did this to me," you say. "I'm not an animal..."
<<elseif $speech_attitude is "bratty">>
"You fucker," you say. "You're the reason..."
<<else>>
"You kidnapped me..."
<</if>>
<br>
Remy silences you with a hand. "I apologise. Our livestock rarely have outbursts like this."
<</if>>
<br>
Harper sighs. "The beast has a temper problem. We can try again another day."
<br>
<<else>>
You shake yourself free of the effect. Harper doesn't change the tone of <<his>> voice. "I'm afraid the process requires the beast's cooperation," <<he>> says to Remy. "We can try again another day."
<br><br>
<</if>>
"Very well," Remy responds, tugging your leash toward the door. "I'll find something else for this one to do. Thank you for your time, doctor."
<br><br>
<<link [[Next|Livestock Job Resist End]]>><<endevent>><</link>>
<br><<effects>>
<<pass 60>>
You slip deeper into the trance. <span class="green">You don't remember ever feeling so tranquil.</span> You hear Harper's voice drifting toward you. "You are the happiest, most productive <<if $player.gender_appearance is "m">>bull<<else>>cow<</if>> on the farm. I'm just going to give you something extra special which will help you further. Please get on the table over there and bend over for me please. There is some fresh grass if you want to eat some."
<br><br>
Tranquillity invades your mind. You wonder at how lucky you are, a simple <<if $player.gender_appearance is "m">>bull<<else>>cow<</if>>, to be cared for so. You climb onto the table thinking about how you should follow <<his>> directions.
<br><br>
<<if $player.vaginaExist>>
You start munching on the grass, and while you feel what feels like a small tube enter your vagina, followed by some cold liquid entering, it doesn't bother you.
<<recordSperm `{genital: "vagina", target: "pc", spermOwner: "Harper's Serum", spermType: "human", daysTillRemovalOverride: 12, quantity: 6}`>>
<<purity -3>><<internalejac>><<creampie "self" "vagina">><<set $hygiene += 1000>><<bodyliquid "vagina" "semen" 3>><<bodyliquid "vagina" "goo">>
<<else>>
You start munching on the grass, and while you feel what feels like a small tube enter your anus, followed by some cold liquid entering, it doesn't bother you.
<<recordSperm `{genital: "anus", target: "pc", spermOwner: "Harper's Serum", spermType: "human", daysTillRemovalOverride: 12, quantity: 6}`>>
<<purity -3>><<internalejac>><<creampie "self" "anus">><<set $hunger -= 200>><<set $thirst -= 200>><<set $hygiene += 1000>><<bodyliquid "anus" "semen" 3>><<bodyliquid "anus" "goo">>
<</if>>
<<drugs 45>><<arousal 150>>
<<fetishPregnancyImg>>
The doctor continues to speak in that soothing tone, extolling the virtues of your place in the world.
<br><br>
"Please get off the table. When I drop this pen, you will awaken." The moment you're standing again, the pen clatters to the floor, and you blink back to reality. Harper stands and passes Remy the leash. "Today was a success. You may see results after some time passes."
<br><br>
<<endevent>><<npc Remy>><<person1>>
"Thank you, good doctor," Remy responds. "And thank you-" <<He>> scratches you behind the ear. "-for being so good." <<He>> pulls you from the room.
<br><br>
<<link [[Next|Livestock Job End]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "farm">><<effects>>
You are in your cell in the barn. There's a bucket of what looks like clean water to drink, and a pile of straw to sleep on.
<<if $farmCellUnlk is false or $farm_key is true and $farmCellUnlk is undefined>>
<span class="teal"> You've hidden a ring of keys in the straw.</span>
<<elseif $farmCellUnlk is true>>
<span class="teal"> Your cell door is unlocked. You've hidden a ring of keys in the straw.</span>
<</if>>
<br><br>
<<if Time.hour gte 6 and Time.hour lt 18>>
The barn's occupants are being herded outside, overseen by Remy.
<<elseif Time.hour gte 18 and Time.hour lt 21>>
<!-- Modified for Monster People -->
<<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f")>>
<<livestock_cows "cap">> line up at the edge of their cells as farmhands affix milking machines to their bodies.
<<else>>
<<livestock_cows "cap">> line up at the edge of their cells as farmhands affix milking machines to their bodies.
<</if>>
<<else>>
Bovine snoring fills the hall.
<</if>>
<<if $uncomfortable.nude is true>><<covered>><</if>>
<br><br>
<<if isPregnancyEnding()>>
<<pregnancyPassout "remy">>
<<elseif $stress gte $stressmax>>
<<passoutremy>>
<<if Time.hour gte 5 and Time.hour lt 18>>
<<hunger 1000>>
<<set $livestock_noise to false>>
<</if>>
<<elseif Time.hour gte 6 and Time.hour lt 18>>
<<set $livestock_noise to false>>
Remy and the farmhands circle the barn, opening cells and releasing their occupants. One of them opens yours.
<br><br>
<<getouticon>><<link [[Leave your cell|Livestock Cell Leave]]>><<livestock_obey 1>><</link>><<gobey>>
<br>
<<refuseicon>><<link [[Refuse to leave|Livestock Cell Refuse]]>><<livestock_obey -1>><<pain 6>><</link>><<lobey>><<gpain>>
<br>
<<elseif Time.hour gte 18 and Time.hour lt 21>>
/* once every 4 days after pc's been missing for more than they have permissions for, when eden cares strongly enough to leave the forest and go all the way to the farmlands. */
<!-- <<if undefined and !(Time.days % 4) and $daily.eden.farmRescue isnot 1 and C.npc.Eden.love gte 120 and ($edenfreedom is 1 and $edendays gte 4 or $edenfreedom gte 2 and $edendays gte 9)>>
Made unreachable until it's either massively reworked or removed. Eden has no business this far in the moor.
<<npc Eden>><<person1>>You feel a draft as Remy opens the gate and enters your cell. A hat drifts to your feet. Before you know what to do, something else <<if 150 - $submissive / 20 lt C.npc.Eden.dom>>commands<<else>>draws<</if>> your attention.
<br><br>
<span class="green">You hear Eden's voice,</span> arguing with someone near the front of the barn.
<br><br>
<<link [[Shout for Eden|Eden Shout]]>><<npcincr Eden dom 5>><<set $daily.eden.farmRescue to 1>><<livestock_obey -20>><</link>><<lllobey>><<gggdom>>
<br>
<<link [[Ignore it|Eden Shout Ignore]]>><<npcincr Remy dom 1>><<set $daily.eden.farmRescue to 1>><<livestock_obey 5>><</link>><<ggobey>>
<br> -->
<!-- <</if>> Added the closing if here due to sugarcube being stupid, is not part of the above commented out code itself. confirmed the commented code is still not running <<set _errorCheck to "failed">>-->
<<npc Remy>><<person1>>
Remy <<= $livestock_obey lte 30 ? "marches" : "walks">> over, looking you right in the eyes. "<<= $livestock_obey lte 30 ? "You're a problem specimen" : "I'll handle this one myself">>," <<he>> says, entering your cell. "<<if $livestock_obey lte 30>>So I'll handle you myself. <</if>>Come here."
<br><br>
<<if $livestock_obey gte 80 and C.npc.Remy.love gte 50 and random(1,100) gte 60 and !playerChastity()>>
<<link [[Obey|Livestock Milking Obey]]>><<npcincr Remy dom 1>><<livestock_obey 5>><<set $phase to 1>><</link>><<ggobey>>
<br>
<<link [[Refuse|Livestock Milking Refuse]]>><<npcincr Remy dom -1>><<livestock_obey -5>><</link>><<lobey>>
<br>
<<else>>
<<link [[Obey|Livestock Milking Obey]]>><<npcincr Remy dom 1>><<livestock_obey 5>><</link>><<ggobey>>
<br>
<<link [[Refuse|Livestock Milking Refuse]]>><<npcincr Remy dom -1>><<livestock_obey -5>><</link>><<lobey>>
<br>
<</if>>
<<else>>
<<if $livestock_lock_intro is undefined >>
<<investigateicon>><<link [[Examine your cell|Livestock Lock Examine]]>><</link>>
<<elseif $farm_key is true and $farmCellUnlk is undefined>>
<<investigateicon>><<link [[Try the keys|Livestock Lock Key]]>><<set $phase to 0>><</link>>
<<elseif $farm_key is true and $farmCellUnlk is false>>
<<lockicon "bronze key">><<link [[Unlock your cell|Livestock Lock Key]]>><<set $phase to 0>><</link>>
<<elseif $farmCellUnlk is true>>
<<getouticon>><<link [[Leave your cell|Livestock Lock Examine]]>><</link>>
<<else>>
<<getinicon>><<link [[Approach the gate|Livestock Lock Examine]]>><</link>>
<</if>>
<br>
<<ind>><<link [[Work out (1:00)|Livestock Workout]]>><</link>><<gtiredness>><<lstress>>
<br>
<<if $livestock_noise is false>>
<<ind>><<link [[Make noise (0:10)|Livestock Noise]]>><<pass 10>><<stress -12>><<trauma -6>><<set $livestock_noise to true>><</link>><<llstress>><<ltrauma>><<lobey>>
<br>
<</if>>
<<bedicon "zzz">><<link [[Sleep until dawn|Livestock Sleep]]>><<set $phase to 0>><</link>><<ltiredness>>
<br><br>
<<ind>><<link [[Gameplay Settings|Livestock Settings]]>><</link>>
<br>
<<attitudesControlCheck>>
<<if $attitudesControl.showGoldLink is true>>
<<ind>><span class="goldLink"><<link [[Attitudes]]>><<set $attitudesExitPassage to $passage>><</link>> </span><span class="red">!!</span>
<<else>>
<<ind>><<link [[Attitudes]]>><<set $attitudesExitPassage to $passage>><</link>>
<</if>>
<br><br>
<</if>><<effects>>
<<endevent>>
<<npc Remy>><<person1>>
You ignore the voice. Remy picks up the hat and returns it to the person, who thanks <<him>> and leaves.
<br><br>
<<link [[Next|Livestock Cell]]>><<endevent>><</link>>
<br><<effects>>
<<endevent>>
<<npc Eden>><<person1>>
<<set $edenshoutrescue to 1>>
"Eden!" you scream, startling Remy and those nearby. "Help me!" A figure pushes past the farmhands, heading your way. One tries to stop <<him>>, but is shoved aside.
<br><br>
You grab the hat and run to Eden. Most of the farmhands are occupied by cattle, but Remy chases after you, groping for the whip at <<nnpc_his "Remy">> side.
<br><br>
Eden is just ahead. You hear a crack, and the whip snaps around your ankle, tripping you. Eden leaps forward, catching you with one arm. <<He>> keeps going.
<br><br>
You glance up in time to see Eden's fist connect with Remy's jaw.
<br><br>
Remy lands in the dirt. Eden helps you find your footing, and together you escape the barn.
<br><br>
<<pass 1>><<He>> leads you through a hole cut in the fence. A minute later you hear a shrill whistle behind you, followed by shouting and the barking of dogs. Remy's pained voice rises above the others. <span class="red">You are being hunted.</span><<lllobey>><<livestock_obey -20>>
<br><br>
<<link [[Next|Livestock Eden Escape]]>><</link>>
<br><<set $settingsExitPassage to "Livestock Cell">>
<<settings>><!--Redundant passage, identical to :: Attitudes-->
<<attitudes>>
<br><br>
<<link [[Confirm|$attitudesExitPassage]]>>
<<unset $attitudesExitPassage>>
<</link>>
<br><<effects>>
<<if $livestock_noise is true>>
<<pass 1>><<tiredness 1>>
You try to get up off the floor but collapse into a heap. Your punishment left you unable to move very much. Getting any exercise right now would be impossible.
<br><br>
<<link [[Next|Livestock Cell]]>><</link>>
<br>
<<else>>
There's enough room in your cell for basic exercise. You work up a sweat, and keep pushing yourself, taking your mind off your imprisonment.
<<physique 6>>
<<pass 60>><<tiredness 6>>
<br><br>
<<if Time.hour lte 5>>
<<link [[Keep working out (1:00)|Livestock Workout]]>><</link>><<gtiredness>>
<br>
<</if>>
<<link [[Stop|Livestock Cell]]>><</link>>
<br>
<</if>><<effects>>
Like a caged animal, you lash out inside of your cell. You <<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>moo<<else>>yell<</if>> as loudly as possible<<if $worn.face.type.includes("gag")>> despite your $worn.face.name<</if>>, quickly waking up the other bovine from their slumber. You turn up your hay and smack against the metal lining your cell, causing a lot of noise.
<br><br>
Soon, the whole barn begins to join in your rebellious antics—some out of annoyance, others out of their apparent mistreatment.
<br><br>
It isn't long before the door to the barn opens, and the lights flicker on. Remy and two farmhands inspect the bovine, who quickly all return to their 'beds'. The only one left standing in place is you, marking you as responsible.
<br><br>
<<if $livestock_obey gte 80>>
<<link [[Next|Livestock Noise 2]]>><<set $phase to 1>><</link>>
<br>
<<else>>
<<link [[Next|Livestock Noise 2]]>><<set $phase to 0>><</link>>
<br>
<</if>><<livestock_obey -5>>
<<npc Remy>><<person1>>
<<if $phase is 1>>
Your cell door opens, and the farmhands rush in to restrain your arms. Remy walks in, handkerchief in hand with a flask upended into it.
<<if $speech_attitude is "meek">>
Terrified, you <<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>moo<<else>>beg<</if>> for mercy<<if $worn.face.type.includes("gag")>> through your $worn.face.name<</if>>, but your cries are silenced as the cloth is pressed against your mouth.
<<elseif $speech_attitude is "bratty">>
You flail your arms and try to jerk your head away, but your protests are silenced as the cloth is pressed against your mouth.
<<else>>
You crane your neck away, but the farmhands hold your head still, forcing your face against the cloth.
<</if>>
<br><br>
Remy watches as you silently struggle. "What's gotten into you?" <<His>> green eyes pierce yours as you feel yourself become hazy. "You're usually so well-behaved."
<br><br>
Unable to take any more of the drug, you fall to your knees. Remy withdraws, satisfied.
<br><br>
"Lay it down to rest. We'll see if this behaviour becomes a habit," Remy instructs. Your feet drag against the floor as you're gently laid back onto the pile of hay.
<br><br>
<<if $loveInterest.primary isnot "None">>
As darkness overwhelms your vision, your last thoughts turn to <<if $loveInterest.primary is "Black Wolf" or $loveInterest.primary is "Great Hawk">>the<</if>> $loveInterest.primary. You wonder if you'll ever see <<if $loveInterest.primary is "Black Wolf">>your pack<<else>><<nnpc_him $loveInterest.primary>><</if>> again.
<<else>>
Darkness overwhelms your vision until your consciousness fades.
<</if>>
<br><br>
<<endevent>>
<<link [[Next|Livestock Sleep]]>><<set $phase to 1>><</link>>
<br>
<<else>>
Your cell door opens, and the farmhands rush in to restrain your arms. Remy walks in, unfolding <<his>> whip.
<<if $speech_attitude is "meek">>
Terrified, you <<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>moo<<else>>beg<</if>> for mercy<<if $worn.face.type.includes("gag")>> through your $worn.face.name<</if>>, but your cries become interrupted as the whip meets your
<<if playerBellySize(true) gte 8>>
bottom. <<He>> takes special care avoiding your <<bellyDescription "pc">>.
<<else>>
belly.
<</if>>
You <<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>moo<<else>>gasp<</if>> in pain as Remy punishes you with all <<his>> fury. You hang your head in resignation and sob, every strike unleashing a fresh stream of tears.
<<elseif $speech_attitude is "bratty">>
You thrash wildly, but it's no use. Your struggle is interrupted as Remy's whip meets your
<<if playerBellySize(true) gte 8>>
bottom. <<He>> takes special care avoiding your <<bellyDescription "pc">>.
<<else>>
belly.
<</if>>
It stings, and you scream out in pain and redouble your efforts to break free, to no avail.
All you can do is grit your teeth and wince every time the whip connects with your bare skin, your struggles growing weaker with each lash. You try to maintain a brave face, but you can't stop the tears.
<<else>>
You hardly have time to react before Remy's whip snaps against your
<<if playerBellySize(true) gte 8>>
bottom. <<He>> takes special care avoiding your <<bellyDescription "pc">>.
<<else>>
belly.
<</if>>
You cry out<<if $worn.face.type.includes("gag")>> into your $worn.face.name<</if>>, but you know that's not the end of it.
You shut your eyes tight and brace yourself for more pain, and Remy delivers, each lash more agonising than the last. Tears stream down your eyes as you <<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>gasp<<else>>writhe<</if>> at every strike.
<</if>>
<<gggpain>><<pain 50>>
<br><br>
Unable to take any more, you fall to the floor. The farmhands force you onto your feet, allowing for one last strike.
<<gpain>>
<br><br>
Remy folds <<his>> whip and approaches you. Taking your chin in <<his>> hand, you're forced to look into <<his>> shining, green eyes. "I warned you," Remy scolds. "I don't think you'll be making any more noise, right?"
<<if $speech_attitude is "meek">>
Lacking the strength to respond, you can only stare pleadingly into <<his>> eyes.
<br><br>
Remy seems to take your silence as submission. "Good. Put it to bed," Remy instructs the farmhands.
<<elseif $speech_attitude is "bratty">>
You wrench your chin free from Remy's grip, not giving <<him>> the satisfaction of a response.
<br><br>
Your silence is good enough for Remy. "Put it to bed," <<he>> instructs the farmhands.
<<else>>
You nod.
<br><br>
"Good. Put it to bed," Remy instructs the farmhands.
<</if>>
Grunting in pain, you're soon dragged towards a pile of hay and tossed onto it. You curl up and rub your stinging
<<if playerBellySize(true) gte 8>>
bottom.
<<else>>
tummy.
<</if>>
<br><br>
<<endevent>>
<<link [[Next|Livestock Cell]]>><</link>>
<br>
<</if>><<effects>>
<<milkvolume 20>><<lactation_pressure 10>><<set $breastgrowthtimer -= 150>>
<<if $exhibitionism lt 95 or $uncomfortable.nude is true>>
"Keep your arms at your side," <<he>> commands. You move your arms, exposing your naked body.
<<if $uncomfortable.nude is true>>You look away and close your eyes, unable to take the shame.<</if>>
<<else>>
"Keep your arms at your side," <<he>> commands. You feel a thrill as <<his>> eyes flicker over your body.
<</if>>
<br><br>
<<if $phase is 1>>
<<He>> moves <<his>> hands to touch your <<= $player.perceived_breastsize lte 1 ? "chest" : "<<breasts>>">>, and you remain still at <<his>> touch.
<<if $lactating is 1>>
"You're the pride of the farm," <<he>> says, massaging you. <<He>> tweaks your nipples, and you let out a surprised moo as milk leaks from your tips. "That's my <<girl>>," <<he>> laughs.
<<else>>
<<He>> kneads and massages, but nothing happens. <<He>> tweaks your nipples, and you moo in surprise, but it doesn't seem like the outcome <<he>> was hoping for. "Still nothing? I would've figured you'd start producing by now," <<he>> says with a disappointed shake of <<his>> head.
<</if>>
<<He>> pulls the familiar pink gel from <<his>> pocket, and begins to rub it across your body.<<garousal>><<arousal 600 "breasts">>
<br><br>
<<if $player.penisExist>>
Remy's eyes turn to your penis. <<His>> hand reaches out, giving it a quick squeeze. The touch sends a jolt through your body. <<He>> nods once in approval, then pulls the pot of purple gel from another pocket. <<He>> generously rubs it over your length, leaving it slick and tingling.
<<garousal>><<arousal 1800 "genitals">>
<br><br>
<</if>>
<<He>> reaches for your collar, then pauses. "Maybe I should do this the old fashioned way. It'll take more time, but more milk from our prized <<if $player.gender_appearance is "m">>bull<<else>>cow<</if>> would be worth it," <<he>> mutters.
<br><br>
<<link [[Encourage|Livestock Handmilking]]>><</link>>
<br>
<<link [[Shake your head|Livestock Handmilking Refuse]]>><</link>>
<<else>>
You flinch as <<his>> cold hands touch your <<breasts>>. <<He>> kneads and caresses them, wearing a thoughtful expression.
<<if $player.breastsize gte 12>>
"These udders are the pride of the farm," <<he>> says with a satisfied squeeze. "If only the other cattle could compete." <<He>> pulls a pot of pink gel from <<his>> pocket, and pours it between <<his>> hands. Once good and wet, <<he>> presses the tips of <<his>> fingers against your chest, and rubs. A lewd warmth spreads wherever the gel touches, leaving your skin sensitive to further touching.
<<garousal>><<arousal 600 "breasts">><<ginsecurity "breasts_big">><<insecurity "breasts_big" 2>>
<br><br>
<<if playerBellyVisible() and $pregnancyspeechdisable is "f">>
Taking a look and rubbing your belly, <<he>> continues, "Maybe I should put more effort in getting my other cattle pregnant like yourself."
<br><br>
<</if>>
<<elseif $player.breastsize gte 8>><<set $breastgrowthtimer to -100>>
"Not bad," <<he>> says with a squeeze. "But there's room for improvement." <<He>> pulls a pot of pink gel from <<his>> pocket, and pours it between <<his>> hands. Once good and wet, <<he>> presses the tips of <<his>> fingers against your chest, and rubs. A lewd warmth spreads wherever the gel touches, leaving your skin sensitive to further touching.
<<ggarousal>><<arousal 1800 "breasts">><<ginsecurity "breasts_big">><<insecurity "breasts_big" 1>>
<br><br>
<<if playerBellyVisible()>>
Taking a look and rubbing your belly, <<he>> continues, "At this rate, it shouldn't take much longer till you'll be the pride of the farm."
<br><br>
<</if>>
<<if $arousal gte $arousalmax>>
<<orgasm>> Remy seems to ignore your spasms, but there's no way <<he>> didn't notice. Your face flushes with shame as much as arousal.
<br><br>
<</if>>
<<elseif $player.breastsize gte 6>><<set $breastgrowthtimer to -100>>
"You've got some growing to do," <<he>> says with a squeeze. "I have just the thing." <<He>> pulls a pot of pink gel from <<his>> pocket, and pours it between <<his>> hands. Once good and wet, <<he>> presses the tips of <<his>> fingers against your chest, and rubs. A lewd warmth spreads wherever the gel touches, leaving your skin sensitive to further touching.
<<ggarousal>><<arousal 1800 "breasts">>
<br><br>
<<if playerBellyVisible()>>
Taking a look and rubbing your belly, <<he>> continues, "It's clearly helping your growth, I should do more tests on other cattle."
<br><br>
<</if>>
<<if $arousal gte $arousalmax>>
<<orgasm>> Remy seems to ignore your spasms, but there's no way <<he>> didn't notice. Your face flushes with shame as much as arousal.
<br><br>
<</if>>
<<elseif $player.breastsize gte 1>><<set $breastgrowthtimer to -100>>
"These won't do at all," <<he>> says with a disappointed sigh. "Fortunately I have just the thing." <<He>> pulls a pot of pink gel from <<his>> pocket, and pours it between <<his>> hands. Once good and wet, <<he>> presses the tips of <<his>> fingers against your chest, and rubs. A lewd warmth spreads wherever the gel touches, leaving your skin sensitive to further touching.
<<ggarousal>><<arousal 1800 "breasts">><<ginsecurity "breasts_small">><<insecurity "breasts_small" 1>>
<br><br>
<<if playerBellyVisible()>>
Taking a look at your belly, <<he>> questions, "Well it seems to be working? Maybe you need more assistance in other areas."
<br><br>
<</if>>
<<if $arousal gte $arousalmax>>
<<orgasm>> Remy seems to ignore your spasms, but there's no way <<he>> didn't notice. Your face flushes with shame as much as arousal.
<br><br>
<</if>>
<<else>>
"There's barely anything here at all," <<he>> says with a disappointed sigh. "Fortunately I have just the thing." <<He>> pulls a pot of pink gel from <<his>> pocket, and pours it between <<his>> hands. Once good and wet, <<he>> presses the tips of <<his>> fingers against your chest, and rubs. A lewd warmth spreads wherever the gel touches, leaving your skin sensitive to further touching.
<<ggarousal>><<arousal 1800 "breasts">><<ginsecurity "breasts_small">><<insecurity "breasts_small" 2>>
<br><br>
<<if playerBellyVisible()>>
Taking a look at your belly, <<he>> questions, "This is really unusual, your breasts should at least have grown a little at this point."
<br><br>
<</if>>
<<if $arousal gte $arousalmax>>
<<orgasm>> Remy seems to ignore your spasms, but there's no way <<he>> didn't notice. Your face flushes with shame as much as arousal.
<br><br>
<</if>>
<</if>>
<<He>> withdraws <<his>> hands, leaving your chest tingling.
<br><br>
<<if $player.penisExist and (!playerChastity("hidden") or $genderknown.includes("Remy"))>>
<<link [[Next|Livestock Penis]]>><</link>>
<br>
<<else>>
<<link [[Next|Livestock Lactate]]>><</link>>
<br>
<</if>>
<</if>><<effects>>
Remy kneels, <<his>> eyes level with your <<penis>>.
<<if playerChastity("penis")>>
<<set _penisComment to true>>
<<switch $player.penissize>>
<<case 4>>
"You've nothing to be ashamed of down there," <<he>> says, eyes transfixed. "You'd put any bull to shame." <<He>> tugs your $worn.genitals.name. "We'll strap you in once we can get this off." <<He>> pulls out a small container from <<his>> pocket and applies some grey paste to the $worn.genitals.name.
<<insecurity "penis_big" 1>><<ginsecurity "penis_big">>
<<case 3>>
"You've nothing to be ashamed of down here," <<he>> says, admiring your genitals. "Though there's room for improvement." <<He>> tugs your $worn.genitals.name. "We'll help you there once we can get this off." <<He>> pulls out a small container from <<his>> pocket and applies some grey paste to the $worn.genitals.name.
<<case 2>>
"I bet your cum is tasty," <<he>> says in a low voice, almost a whisper. "I'd almost drink it straight from the source." <<He>> tugs your $worn.genitals.name. "Once we get this thing off, I just might." <<He>> pulls out a small container from <<his>> pocket and applies some grey paste to the $worn.genitals.name.
<<case 1>>
"It's a little on the small side," <<he>> says. "I'm sure that'll change with the right attention." <<He>> tugs your $worn.genitals.name. "Once we get this off." <<He>> pulls out a small container from <<his>> pocket and applies some grey paste to the $worn.genitals.name.
<<insecurity "penis_small" 1>><<ginsecurity "penis_small">>
<<case 0>>
<<He>> stifles a laugh. "So cute," <<he>> says. "But unfitting for a bull." <<He>> tugs your $worn.genitals.name. "We'll help you once we get this off." <<He>> pulls out a small container from <<his>> pocket and applies some grey paste to the $worn.genitals.name.
<<insecurity "penis_small" 2>><<ginsecurity "penis_small">>
<<case -1>>
<<He>> frowns. "There's barely anything here at all," <<he>> says. "No no. This won't do at all." <<He>> tugs your $worn.genitals.name. "We'll help you once we get this off." <<He>> pulls out a small pot from <<his>> pocket and applies some grey paste to the $worn.genitals.name.
<<insecurity "penis_small" 3>><<ginsecurity "penis_small">>
<<case -2>>
<<He>> pauses, squinting at it. "Oh. Oh, that's not a clit." <<He>> purses <<his>> lips. "I don't think I can fix this. Seems like you'd make a better cow than bull anyway." <<He>> glances at your $worn.genitals.name but leaves it alone.
<<insecurity "penis_small" 4>><<ginsecurity "penis_small">>
<</switch>>
<br><br>
<<if $player.penissize gt -2>>
<<set $worn.genitals.integrity -= 100>>
<<if $worn.genitals.integrity gt 0>>
Remy frowns while looking at the $worn.genitals.name,
<<if $worn.genitals.name is "chastity parasite">>
"Looks like a parasite of some kind, not sure if I can help you."
<<else>>
"Looks like we will have to leave it in place for now."
<</if>>
<br><br>
<<else>>
Upon the $worn.genitals.name breaking, Remy smiles at you. "There we go, you're all free now."
<br><br>
<<set $worn.genitals.type.push("broken")>>
<<genitalsruined>>
<<set _continue to true>>
<</if>>
<</if>>
<<else>>
<<set _continue to true>>
<</if>>
<<if _continue is true>>
<<if $player.penissize gt -2>><<semenvolume 20>><<set $penisgrowthtimer -= 150>><</if>>
<<switch $player.penissize>>
<<case 4>>
<<if _penisComment isnot true>>
"You've nothing to be ashamed of down there," <<he>> says, eyes transfixed. "You'd put any bull to shame." <<He>> retrieves a small pot of purple gel from <<his>> jacket pocket, and rubs it into <<his>> hands.
<<insecurity "penis_big" 1>><<ginsecurity "penis_big">>
<br><br>
<</if>>
Still transfixed, <<he>> reaches forward and takes your cock in <<his>> gloved hand. <<He>> hefts it, feeling the weight. <<He>> brings up <<his>> other hand, and curls <<his>> fingers around your shaft. You can feel <<his>> breath.
<<garousal>><<arousal 1800 "genitals">>
<br><br>
<<if $arousal gte $arousalmax>>
<<orgasm>>
<<if $femaleclimax or _deniedOrgasm>>
<<He>> shifts aside as you climax, anticipating spillage, and frowns when you don't release any cum. <<He>> stands up as your spasms subside. "Not a good sign," <<he>> says, stepping towards the gate.
<<else>>
It gets all over <<his>> face, which snaps <<him>> out of <<his>> stupor. <<He>> pulls a handkerchief from <<his>> jacket and dabs <<his>> face, a hint of a blush spreading on <<his>> cheeks.
<</if>>
<br><br>
<<else>>
<<He>> snaps out of it, and glances around the barn as if afraid someone is watching. <<He>> stands up. "Examination concluded," <<he>> says, stepping towards the gate.
<br><br>
<</if>>
<<case 3>>
<<if _penisComment isnot true>>
"You've nothing to be ashamed of down here," <<he>> says, admiring your genitals. "Though there's room for improvement."
<br><br>
<</if>>
<<He>> retrieves a small pot of purple gel from <<his>> jacket pocket, and rubs it into <<his>> hands. <<He>> reaches forward and grasps your cock. With gentle strokes, <<he>> rubs the gel into your skin. A warmth spreads through your pelvis, and your cock grows more sensitive as <<he>> works.
<br><br>
<<if $arousal gte $arousalmax>>
<<orgasm>>
<<if $femaleclimax or _deniedOrgasm>>
<<He>> shifts aside as you climax, anticipating spillage, and frowns when you don't release any cum. <<He>> stands up as your spasms subside. "Not a good sign," <<he>> says, stepping towards the gate.
<<else>>
<<He>> shifts aside as you cum, as if expecting it and wanting to stay clean of any spillage. <<He>> stands up as your spasms subside. "A sign of good health," <<he>> says, stepping towards the gate.
<</if>>
<br><br>
<<else>>
<<He>> stands up, and walks towards the gate.
<br><br>
<</if>>
<<case 2>>
<<if _penisComment isnot true>>
"I bet your cum is tasty," <<he>> says in a low voice, almost a whisper. "I'd almost drink it straight from the source."
<br><br>
<</if>>
<<He>> retrieves a small pot of purple gel from <<his>> jacket pocket, and rubs it into <<his>> hands. <<He>> reaches forward and grasps your cock. With gentle strokes, <<he>> rubs the gel into your skin. A warmth spreads through your pelvis, and your cock grows more sensitive as <<he>> works.
<br><br>
<<if $arousal gte $arousalmax>>
<<orgasm>>
<<if $femaleclimax or _deniedOrgasm>>
<<He>> shifts aside as you climax, anticipating spillage, and frowns when you don't release any cum. <<He>> stands up as your spasms subside. "Not a good sign," <<he>> says, stepping towards the gate.
<<else>>
<<He>> shifts aside as you cum, as if expecting it and wanting to stay clean of any spillage. <<He>> stands up as your spasms subside. "A sign of good health," <<he>> says, stepping towards the gate.
<</if>>
<br><br>
<<else>>
<<He>> stands up, and walks towards the gate.
<br><br>
<</if>>
<<case 1>>
<<if _penisComment isnot true>>
"It's a little on the small side," <<he>> says. "I'm sure that'll change with the right attention." <<insecurity "penis_small" 1>><<ginsecurity "penis_small">>
<br><br>
<</if>>
<<He>> retrieves a small pot of purple gel from <<his>> jacket pocket, and rubs it into <<his>> hands. <<He>> reaches forward and grasps your cock. With gentle strokes, <<he>> rubs the gel into your skin. A warmth spreads through your pelvis, and your cock grows more sensitive as <<he>> works.
<br><br>
<<if $arousal gte $arousalmax>>
<<orgasm>>
<<if $femaleclimax or _deniedOrgasm>>
<<He>> shifts aside as you climax, anticipating spillage, and frowns when you don't release any cum. <<He>> stands up as your spasms subside. "Not a good sign," <<he>> says, stepping towards the gate.
<<else>>
<<He>> shifts aside as you cum, as if expecting it and wanting to stay clean of any spillage. <<He>> stands up as your spasms subside. "A sign of good health," <<he>> says, stepping towards the gate.
<</if>>
<br><br>
<<else>>
<<He>> stands up, and walks towards the gate.
<br><br>
<</if>>
<<case 0>>
<<if _penisComment isnot true>>
<<He>> stifles a laugh. "So cute," <<he>> says. "But unfitting for a bull." <<insecurity "penis_small" 2>><<ginsecurity "penis_small">>
<br><br>
<</if>>
<<He>> retrieves a small pot of purple gel from <<his>> jacket pocket, and rubs it into <<his>> hands. <<He>> reaches forward and between thumb and forefinger. With gentle strokes, <<he>> rubs the gel into your skin. A warmth spreads through your pelvis, and your cock grows more sensitive as <<he>> works.
<br><br>
<<if $arousal gte $arousalmax>>
<<orgasm>>
<<if $femaleclimax or _deniedOrgasm>>
<<He>> shifts aside as you climax, anticipating spillage, and frowns when you don't release any cum. <<He>> stands up as your spasms subside. "Not a good sign," <<he>> says, stepping towards the gate.
<<else>>
<<He>> shifts aside as you cum, as if expecting it and wanting to stay clean of any spillage. <<He>> stands up as your spasms subside. "A sign of good health," <<he>> says, stepping towards the gate.
<</if>>
<br><br>
<<else>>
<<He>> stands up, and walks towards the gate.
<br><br>
<</if>>
<<case -1>>
<<if _penisComment isnot true>>
<<He>> frowns. "There's barely anything here at all," <<he>> says. "No no. This won't do." <<insecurity "penis_small" 3>><<ginsecurity "penis_small">>
<br><br>
<</if>>
<<He>> retrieves a small pot of purple gel from <<his>> jacket pocket, and rubs it into <<his>> hands. <<He>> reaches forward and between thumb and forefinger. With gentle strokes, <<he>> rubs the gel into your skin. A warmth spreads through your pelvis, and your cock grows more sensitive as <<he>> works.
<br><br>
<<if $arousal gte $arousalmax>>
<<orgasm>>
<<if $femaleclimax or _deniedOrgasm>>
<<He>> shifts aside as you climax, anticipating spillage, and frowns when you don't release any cum. <<He>> stands up as your spasms subside. "Not a good sign," <<he>> says, stepping towards the gate.
<<else>>
<<He>> shifts aside as you cum, as if expecting it and wanting to stay clean of any spillage. <<He>> stands up as your spasms subside. "A sign of good health," <<he>> says, stepping towards the gate.
<</if>>
<br><br>
<<else>>
<<He>> stands up, and walks towards the gate.
<br><br>
<</if>>
<<case -2>>
<<if _penisComment isnot true>>
<<He>> pauses, squinting at it. "Oh. Oh, that's not a clit." <<He>> purses <<his>> lips. "I don't think I can fix this. Seems like you'd make a better cow than bull anyway." <<insecurity "penis_small" 4>><<ginsecurity "penis_small">>
<br><br>
<</if>>
<<He>> retrieves a small pot of purple gel from <<his>> jacket pocket, and rubs it into <<his>> hands. <<He>> reaches forward and between thumb and forefinger. With gentle strokes, <<he>> rubs the gel into your skin. A warmth spreads through your pelvis, and your cock grows more sensitive as <<he>> works.
<br><br>
<<if $arousal gte $arousalmax>>
<<orgasm>>
<<He>> shifts aside as you climax, anticipating spillage, and frowns when you don't release any cum. <<He>> stands up as your spasms subside, and gives you a pat on the head. "That's a good cow," <<he>> says, stepping towards the gate.
<br><br>
<<else>>
<<He>> stands up, and walks towards the gate.
<br><br>
<</if>>
<</switch>>
<</if>>
<<link [[Next|Livestock Lactate]]>><</link>>
<br><<effects>>
You nuzzle up to Remy, and <<he>> smiles. "I think you know I've got a soft spot for you," <<he>> chuckles.
"Alright, get down, <<girl>>," <<he>> commands. You drop to your hands and knees, and <<he>> brings a large bucket over to you, placing it beneath you.
<br><br>
<<He>> pulls up a stool and brings <<his>> hands to your nipple. <<He>> presses your breasts inward, before lightly squeezing.
<<if $milk_amount gte 1 and $lactating gte 1>>
<<set $livestock_milk to $milk_amount>><<set $milk_produced_stat += Math.trunc($milk_amount)>>
Milk leaks from your tips, slowly draining into the bucket underneath you. <<garousal>><<arousal 300 "breasts">>
<br><br>
The pleasure builds as Remy continues to fondle your breasts, until you can no longer bear it. You give a low moo as you reach your peak. <<orgasm>><<silently>><<orgasm>><</silently>>
Remy gives a pleased hum and continues <<his>> ministrations, forcing your body toward another <<if _deniedOrgasm>>ruined <</if>>orgasm, then another. <<orgasm>><<orgasm>>
<<else>>
<<set $livestock_milk to 0>>
<<He>> plays with your nipples, hoping to coax out milk, but nothing leaks out. <<He>> clicks <<his>> tongue, but continues trying. The pleasure builds as Remy persistently fondles your <<breasts>>, and the warm, tingling sensation of the gel tips you over the edge. You give a low moo as you reach your peak. <<orgasm>><<silently>><<orgasm>><</silently>>
<br><br>
Remy gives a neutral hum. You can't tell if <<hes>> pleased with your orgasm, or disappointed at the lack of milk produced. <<He>> continues <<his>> ministrations nonetheless, forcing your body toward another <<if _deniedOrgasm>>ruined <</if>>orgasm, then another. <<orgasm>><<silently>><<orgasm>><</silently>>
<</if>>
<<if $player.penisExist>>
<<set $livestock_semen to $semen_amount>>
<<= $lactating is 1 ? ($livestock_milk gt 0 ? "Once <<hes>> coaxed out the last bit of milk, <<he>> moves the bucket over" : "\"That's disappointing,\" <<he>> mutters. \"Let's hope we have better luck here.\" <<He>> moves the bucket over") : "<<He>> adjusts the bucket so it's beneath your groin">>. <<He>> takes you into both hands, <<= $player.penissize lt 1 ? "fondling" : "pumping">> your shaft while massaging the base of your cock. <<orgasm>>
<<His>> firm, steady strokes and the warm, tingling sensation of the gel brings you to climax again, and again. <<orgasm>><<orgasm>>
<<if $femaleclimax or _deniedOrgasm>>
<<unset $livestock_semen>>
Despite Remy's best efforts, no semen is collected as you have multiple <<if _deniedOrgasm>>ruined <</if>>orgasms. Remy frowns. <<if $livestock_milk gte 100>>"Well, no matter," <<he>> mutters. "At least we got something."<</if>> <<He>> gives your cock another <<= $player.penissize lt 0 ? "squeeze" : "stroke">> in one last attempt to coax some cum out.
<<else>>
You ejaculate into the bucket with a low moo as the repeated orgasms wrack your body. You catch a glimpse of Remy's face. <<He>> looks pleased with <<his>> handiwork.
<</if>>
<br><br>
<<barn_img penis no_livestock no_pump>>
<<else>>
<<barn_img breasts no_livestock no_pump>>
<</if>>
<br><br>
<<link [[Next|Livestock Handmilking End]]>><<machine_end>><</link>><<effects>>
<<if $livestock_milk is undefined>><<set $livestock_milk to 0>><</if>>
<<if $livestock_semen is undefined>><<set $livestock_semen to 0>><</if>>
<<set $fluid_forced_stat += ($livestock_milk + $livestock_semen)>>
<<pass 180>>
<<endevent>>
<<npc Remy>><<person1>>
You stay on all fours for what feels like forever, until Remy finally stands up. You slump forward, exhausted from holding the same position. Remy picks up the bucket
<<if $livestock_milk + $livestock_semen gte 5000>><<earnFeat "Pride of the Farm">>
<<npcincr Remy love 3>>
and smiles at the <span class="green">vast</span> quantity of white fluid. "You truly are the pride of our farm." <<He>> pets <<= $cow gte 2 and $transformationParts.cow.horns isnot "hidden" ? "the base of your horns" : "your head">> fondly. "There's no other <<if $player.gender_appearance is "m">>bull<<else>>cow<</if>> like you. Good <<girl>>."
<<gglove>>
<<elseif $livestock_milk + $livestock_semen gte 3000>>
<<npcincr Remy love 2>>
and smiles at the <span class="teal">great</span> quantity of white fluid. "You're a very good <<girl>>," <<he>> says. <<He>> rubs <<= $cow gte 2 and $transformationParts.cow.horns isnot "hidden" ? "the base of your horns" : "your head">>. "We're lucky to have you in our herd."
<<glove>>
<<elseif $livestock_milk + $livestock_semen gte 1000>>
<<npcincr Remy love 1>>
and smiles at the <span class="lblue">large</span> quantity of white fluid. "Excellent." <<He>> pats your head. "Our herd wouldn't be the same without you in it."
<<glove>>
<<elseif $livestock_milk + $livestock_semen gte 500>>
and nods at the <span class="blue">decent</span> amount of white fluid. "Very good. I suppose that was worth the time spent milking you myself."
<<elseif $livestock_milk + $livestock_semen gte 300>>
and nods at the <span class="purple">small</span> amount of white fluid. "Good, though I know you can do better." <<He>> looks tired from the time spent tending to you. "Otherwise, it's not worth all that time spent taking care of you myself."
<<elseif $livestock_milk + $livestock_semen gte 100>>
and sighs at the <span class="pink">tiny</span> amount of white fluid in front of <<him>>. "I expected better than that, with all that time spent taking care of you myself."
<<elseif $livestock_milk + $livestock_semen gte 1>>
and frowns at the <span class="red">dribble</span> of white fluid in front of <<him>>. "Pitiable. All that time, and barely anything to show for it."
<<else>>
and frowns down at it. "All that for nothing." <<He>> gives a weary sigh. "What a waste of time. But don't worry, <<girl>>. <<if $fluid_forced_stat gte 1000>>I'm confident we can get your productivity back up there.<<else>>I'm not sure why you have such a hard time producing milk, but I'm confident we'll get there<</if>>. You'll be a valuable member of our herd, if I have anything to say about it."
<</if>>
<br><br>
<<He>> calls over one of the workers tending to the cattle and hands over the bucket, <<= $livestock_milk + $livestock_semen gte 1000 ? "careful not to slosh any onto the floor" : "giving the farmhand a curt nod">>.
<br><br>
<<if ($livestock_semen + $livestock_milk) lte 300>>
Remy rests a hand on your shoulder. You shiver, still aroused from <<his>> rough treatment. "<<= $fluid_forced_stat gte 1000 ? "You used to produce so much. What happened?" : "I would've figured that would work. Still nothing?">>" When you don't respond, <<he>> shakes <<his>> head. "Don't know why I'm asking a <<if $player.gender_appearance is "m">>bull<<else>>cow<</if>>. Maybe you'll be ready to give tomorrow."
<br><br>
<<He>> stands and walks to the gate after scratching you behind the ears. "You're a good <<girl>>. You know that, right?" Despite <<his>> disappointment, <<he>> still gives you a smile as <<he>> shuts the cage. "It's time for bed now."
<<else>>
"You're such a good <<girl>>," <<he>> says, scratching you behind the ears. You lean into <<his>> touch, and <<he>> chuckles. "Time for bed." <<He>> stands and walks to the gate. <<He>> smiles at you as <<he>> shuts the cage.
<</if>>
<br><br>
Remy joins the farmhands in freeing the other cattle from the machines. They turn off the lights as they leave, plunging the barn into darkness.
<br><br>
<<endevent>>
<<unset $livestock_semen>>
<<unset $livestock_milk>>
<<unset $deniedOrgasm>>
<<set $milk_amount to 0>>
<<unbind>>
<<link [[Next|Livestock Cell]]>><</link>>
<br><<effects>>
You shake your head and remain still. <<He>> purses <<his>> lips, then steps away to set up the milking machine.
<br><br>
<<link [[Next|Livestock Lactate]]>><</link>><<effects>>
<<if $breastfeedingdisable is "f">>
<<if $player.penisExist and !playerChastity("penis")>>
Remy retrieves a few glass pumps from just outside your cage. It's attached to a tube leading to a much larger machine. The same machine the other cattle are being connected to. <<He>> grasps your collar and pulls you towards the gate. "On your knees, <<girl>>."
<br><br>
<<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>
<<link [[Moo|Livestock Lactate Moo]]>><<npcincr Remy dom 1>><<npcincr Remy love 1>><<livestock_obey 5>><<sub 1>><<transform cow 1>><</link>><<ggobey>>
<br>
<</if>>
<<link [[Obey|Livestock Lactate Obey]]>><<npcincr Remy dom 1>><<livestock_obey 1>><<sub 1>><<transform cow 1>><</link>><<gobey>>
<br>
<<link [[Refuse|Livestock Lactate Refuse]]>><<npcincr Remy dom -1>><<livestock_obey -1>><<def 1>><</link>><<lobey>>
<br>
<<else>>
Remy retrieves a couple of glass pumps from just outside your cage. It's attached to a tube leading to a much larger machine. The same machine the other cattle are being connected to. <<He>> grasps your collar and pulls you towards the gate. "On your knees, <<girl>>."
<br><br>
<<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>
<<link [[Moo|Livestock Lactate Moo]]>><<npcincr Remy dom 1>><<npcincr Remy love 1>><<livestock_obey 5>><<sub 1>><<transform cow 1>><</link>><<ggobey>>
<br>
<</if>>
<<link [[Obey|Livestock Lactate Obey]]>><<npcincr Remy dom 1>><<livestock_obey 1>><<sub 1>><<transform cow 1>><</link>><<gobey>>
<br>
<<link [[Refuse|Livestock Lactate Refuse]]>><<npcincr Remy dom -1>><<livestock_obey -1>><<def 1>><</link>><<lobey>>
<br>
<</if>>
<<else>>
<<if $player.penisExist and !playerChastity("penis")>>
Remy retrieves a glass pump from just outside your cage. It's attached to a tube leading to a much larger machine. The same machine the other cattle are being connected to. <<He>> grasps your collar and pulls you towards the gate. "On your knees, <<girl>>."
<br><br>
<<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>
<<link [[Moo|Livestock Lactate Moo]]>><<npcincr Remy dom 1>><<npcincr Remy love 1>><<livestock_obey 5>><<sub 1>><<transform cow 1>><</link>><<ggobey>>
<br>
<</if>>
<<link [[Obey|Livestock Lactate Obey]]>><<npcincr Remy dom 1>><<livestock_obey 1>><<sub 1>><<transform cow 1>><</link>><<gobey>>
<br>
<<link [[Refuse|Livestock Lactate Refuse]]>><<npcincr Remy dom -1>><<livestock_obey -1>><<def 1>><</link>><<lobey>>
<br>
<<else>>
"You're not much use for now," Remy says. "But that doesn't mean you shouldn't be treated." <<He>> retrieves a small pink pill-shaped object attached to a wire that leads to the milking machine. The same machine the other cattle are being connected to. <<He>> grasps your collar and pulls you towards the gate. "On your knees, <<girl>>."
<br><br>
<<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>
<<link [[Moo|Livestock Lactate Moo]]>><<npcincr Remy dom 1>><<npcincr Remy love 1>><<livestock_obey 5>><<sub 1>><<transform cow 1>><</link>><<ggobey>>
<br>
<</if>>
<<link [[Obey|Livestock Lactate Obey]]>><<npcincr Remy dom 1>><<livestock_obey 1>><<sub 1>><<transform cow 1>><</link>><<gobey>>
<br>
<<link [[Refuse|Livestock Lactate Refuse]]>><<npcincr Remy dom -1>><<livestock_obey -1>><<def 1>><</link>><<lobey>>
<br>
<</if>>
<</if>><<effects>>
You drop to your knees and moo. "That's a good <<girl>>," Remy whispers, stroking you behind the ear. "Very good." <<He>> kneels beside you, and ties your collar to a short chain attached to the floor. You're left with your legs splayed and <<bottom>> sticking in the air.<<headbind>>
<br><br>
<<link [[Next|Livestock Lactate Tubes]]>><</link>>
<br><<effects>>
You drop to your knees as instructed. "That's a good <<girl>>," Remy whispers. <<He>> kneels beside you, and ties your arms to an iron bar several feet above the ground. <<He>> also ties your collar to a short chain attached to the floor. Your legs remain free, but that's little help with your arms and head in such a position.<<bind>><<headbind>>
<br><br>
<<link [[Next|Livestock Lactate Tubes]]>><</link>>
<br><<effects>>
<<if $worn.face.type.includes("gag")>>
Though the $worn.face.name makes you feel unarmed, you remain stood in defiance of Remy's command.
<<elseif $speech_attitude is "meek">>
"N-no," you say. "I'm not a cow!"
<<elseif $speech_attitude is "bratty">>
"Fuck off pervert," you say. "And shove that tube up your ass."
<<else>>
"I won't," you say. "I'm not a cow."
<</if>>
<br><br>
<<bind>><<headbind>>
With Remy's grip around the leash so close to your neck there's little you can do to stop <<him>> pulling you to the ground. <<He>> calls for help, and two farmhands arrive to help restrain you.
<br><br>
They tie your arms to an iron bar several feet above the ground, and your collar to a short chain attached to the floor. You can still move your legs, but that's little help with your arms and head in such a position.
<br><br>
<<link [[Next|Livestock Lactate Tubes]]>><</link>>
<br><<effects>>
<<if $breastfeedingdisable is "f">>
<<if $player.penisExist and !playerChastity()>>
<<if $player.penissize gte 4>>
Remy leans beneath your body, the glass pump still in hand. You feel the tube press against the tip of your <<penis>>, cold and hard. Remy reappears, a frown on <<his>> face. "Hey," <<he>> calls to a passing farmhand. "Pass me a larger one."
<br><br>
This time, the tube fits. You feel a similar cold press against your <<breasts>> next. Remy leaves your cage, clanking the door shut after <<him>>. <<He>> approaches the milking machine, and pulls a lever. An incredible suction feeling assaults you.
<br><br>
<<elseif $player.penissize gte 1>>
Remy leans beneath your body, the glass pump still in hand. You feel the tube brush against your <<penis>> and press against your pelvis.
<br><br>
You feel a similar cold press against your <<breasts>> next. Remy leaves your cage, clanking the door shut after <<him>>. <<He>> approaches the milking machine, and pulls a lever. An incredible suction feeling assaults you.
<br><br>
<<else>>
Remy leans beneath your body, the glass pump still in hand. You feel the tube press against your pelvis, cold and hard. Remy reappears, a frown on <<his>> face. "Hey," <<he>> calls to a passing farmhand. "Pass me a smaller one."
<br><br>
This time, the tube fits. You feel a similar cold press against your <<breasts>> next. Remy leaves your cage, clanking the door shut after <<him>>. <<He>> approaches the milking machine, and pulls a lever. An incredible suction feeling assaults your <<penis>> and chest.
<br><br>
<</if>>
<<if $lactating is 1 and $milk_amount gte 1>>
<span class="lewd">You shudder as a strange sensation ripples through your body.</span> You look at your chest. The tubes are already filling with your milk.
<br><br>
<</if>>
"Be sure to give us lots of milk," <<he>> says. <<He>> walks away, leaving your neck chained to the floor and a suction tube working on your penis and nipples.
<<garousal>><<arousal 300 "genitals">><<arousal 300 "breasts">>
<br><br>
<<link [[Give in (3:00)|Livestock Both Give]]>><<transform cow 1>><<sub 1>><</link>>
<br>
<<link [[Resist (3:00)|Livestock Both Resist]]>><<def 1>><</link>><<willpowerdifficulty 1 1000>>
<br>
<<else>>
Remy leans beneath your body, the glass pumps still in hand. You feel the tubes press against your <<breasts>>, cold and hard.
<br><br>
Remy leaves your cage, clanking the door shut after <<him>>. <<He>> approaches the milking machine, and pulls a lever. An incredible suction feeling assaults your chest.
<br><br>
<<if $lactating is 1 and $milk_amount gte 1>>
<span class="lewd">You shudder as a strange sensation ripples through your body.</span> You look at your chest. The tubes are already filling with your milk.
<br><br>
<</if>>
"Be sure to give us lots of milk," <<he>> says. <<He>> walks away, leaving your neck chained to the floor and a suction tube working on your <<nipples>>.
<<garousal>><<arousal 600 "breasts">>
<br><br>
<<link [[Give in (3:00)|Livestock Breasts Give]]>><<transform cow 1>><<sub 1>><</link>>
<br>
<<link [[Resist (3:00)|Livestock Breasts Resist]]>><<def 1>><</link>><<willpowerdifficulty 1 1000>>
<br>
<</if>>
<<else>>
<<if $player.penisExist and !playerChastity()>>
<<if $player.penissize gte 4>>
Remy leans beneath your body, the glass pump still in hand. You feel the tube press against the tip of your <<penis>>, cold and hard. Remy reappears, a frown on <<his>> face. "Hey," <<he>> calls to a passing farmhand. "Pass me a larger one."
<br><br>
This time, the tube fits. Remy leaves your cage, clanking the door shut after <<him>>. <<He>> approaches the milking machine, and pulls a lever. An incredible suction feeling assaults your cock.
<br><br>
<<elseif $player.penissize gte 1>>
Remy leans beneath your body, the glass pump still in hand. You feel the tube brush against your <<penis>> and press against your pelvis.
<br><br>
Remy leaves your cage, clanking the door shut after <<him>>. <<He>> approaches the milking machine, and pulls a lever. An incredible suction feeling assaults your cock.
<br><br>
<<else>>
Remy leans beneath your body, the glass pump still in hand. You feel the tube press against your pelvis, cold and hard. Remy reappears, a frown on <<his>> face. "Hey," <<he>> calls to a passing farmhand. "Pass me a smaller one."
<br><br>
This time, the tube fits. Remy leaves your cage, clanking the door shut after <<him>>. <<He>> approaches the milking machine, and pulls a lever. An incredible suction feeling assaults your <<penis>>.
<br><br>
<</if>>
"Be sure to give us lots of milk," <<he>> says. <<He>> walks away, leaving your neck chained to the floor and a suction tube working on your penis.
<<garousal>><<arousal 600 "genitals">>
<br><br>
<<link [[Give in (3:00)|Livestock Penis Give]]>><<transform cow 1>><<sub 1>><</link>>
<br>
<<link [[Resist (3:00)|Livestock Penis Resist]]>><<def 1>><</link>><<willpowerdifficulty 1 1000>>
<br>
<<else>>
<<if playerChastity()>>
Remy leans beneath your body. <<He>> slips the pink object into your <<print $worn.genitals.name>>, where it rests against your <<genitals 1>>.
<<else>>
Remy leans beneath your body. <<He>> presses the pink object against your <<genitals 1>>. It's sticky.
<</if>>
You feel <<him>> groping at your <<breasts>>. You look down, and see <<hes>> taped two more pink objects there.
<br><br>
<<He>> leaves your cage, clanking the door shut after <<him>>. <<He>> approaches the milking machine, and pulls a lever. An incredible vibration assaults your crotch and chest.
<br><br>
"Have fun," <<he>> says. <<He>> walks away, leaving your neck chained to the floor the vibrating toys stuck to your delicate areas.
<<garousal>><<arousal 300 "genitals">><<arousal 300 "breasts">>
<br><br>
<<link [[Let it happen (3:00)|Livestock None Give]]>><<transform cow 1>><<sub 1>><</link>>
<br>
<<link [[Resist (3:00)|Livestock None Resist]]>><<def 1>><</link>><<willpowerdifficulty 1 1000>>
<br>
<</if>>
<</if>><<effects>>
Perhaps the farmers will treat you better if you play along. You allow the vibrations to work on your <<genitals 1>> and <<breasts>>, feeling the arousal build until your body can take it no longer.
<br><br>
<<orgasm>>
<br><br>
You've barely recovered from the <<if _deniedOrgasm>>ruined <</if>>orgasm when the vibrations become more intense. You remember the gel Remy rubbed into you, and how unnatural that warmth felt. You feel it against now as the gel works into your core, preparing your body to cum again and again.
<br><br>
<<link [[Next|Livestock None Give 2]]>><</link>>
<br><<effects>>
<!-- Modified for Monster People -->
<<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f")>>
You see the <<livestock_cows>> kneeling up and down the barn, mooing in pleasure, their faces contorted in rapture.
<<else>>
<</if>>
The vibrators continue to assault your body, and you approach your peak once more.
<<orgasm>>
You're still shaking from climax when you feel the next start to build. It's on you within moments.
<<orgasm>>
The next comes faster still, almost blurring with the previous.
<<orgasm>>
<<orgasm>>
<<orgasm>>
<<link [[Next|Livestock None Give 3]]>><<set $deniedOrgasm to _deniedOrgasm>><</link>>
<br><<effects>>
Your body is wracked time and again, until the <<if $deniedOrgasm>>ruined <</if>>orgasm just doesn't stop. Your body is kept in a state of constant climax, the toys tormenting your body vibrating without pause.
<<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>
<<if $worn.face.type.includes("gag")>>
You moo into your muzzle as the machine works.
<<else>>
You moo along with the other cattle as the machine works.
<</if>>
At last, the vibration stops. You moo one last time, then slump to the ground.
<<else>>
At last, the vibration stops. Your body gives one last pitiable spasm, and you slump to the ground.
<<ggtrauma>><<trauma 24>>
<</if>>
<br><br>
<<link [[Next|Livestock None End]]>><<unset $deniedOrgasm>><</link>>
<br><<effects>>
You try to focus on something, anything other than the feeling on your <<genitals 1>> and <<breasts>>. You won't give them what they want. You won't. The toys become more intense, as if sensing your defiance. The vibrations are maddening.
<br><br>
<<if $willpowerSuccess>>
You remember the gel Remy rubbed into you, and how unnatural that warmth felt. You feel it again now, as the gel works its devilry on your body, spreading its yearning into your core, trying to twist your mind. You won't let it. <span class="green">You resist.</span>
<br><br>
You remain as still as you can, afraid that even a slight movement would send you over the edge. The urge to cum is almost painful in its maddening intensity.
<br><br>
You're not sure how long passes, stuck there on the edge. At last, the machine falls quiet. The suction stops.
<br><br>
<<link [[Next|Livestock None End]]>><</link>>
<br>
<<else>>
You can't take it. <span class="red">Your body gives in.</span><<gggwillpower>><<willpower 24>>
<br><br>
<<orgasm>>
You remember the gel Remy rubbed into you, and how unnatural that warmth felt. You feel it again now, as the gel works its devilry on your body, spreading its yearning into your core.
<br><br>
<<link [[Next|Livestock None Give 2]]>><</link>>
<br>
<</if>><<effects>>
<<pass 180>>
<<endevent>>
<<npc Remy>><<person1>>
You slump, panting, to the straw-strewn floor. Next thing you know, Remy stands in front of the milking machine. <<He>> examines the glass canister attached to you.
<br><br>
<<He>> opens the gate and kneels beside you, resting one hand on your shoulder. The treatment left your body so sensitive that even this sends a shiver of arousal down your spine.
<br><br>
<<He>> reaches beneath you, and tugs free the toys strapped to your <<genitals 1>> and <<breasts>>. It's almost enough to send you over the edge.
<br><br>
<<if $livestock_obey gte 80>>
"You're such a good <<girl>>," <<he>> says, scratching you behind the ear. "Time for bed." <<He>> stands and walks to the gate. <<He>> smiles at you as <<he>> shuts the cage.
<<elseif $livestock_obey gte 20>>
<<He>> wraps <<his>> fingers around your collar and pulls you close. "You're going to be a good <<girl>> tonight, okay?" <<he>> whispers. "No keeping the other cattle up." <<He>> releases you, stands, and walks over to the gate. It shuts with a clank.
<<else>>
<<He>> grasps your ear and pulls you close. "It's time for bed. I better not hear you got up to mischief overnight. Understood?" <<He>> releases you, stands, and walks to the gate without waiting for a response.
<</if>>
<br><br>
Remy and the farmhands finish freeing the cattle from the machine. They turn off the lights as they leave, plunging the barn into darkness.
<br><br>
<<endevent>>
<<unbind>>
<<link [[Next|Livestock Cell]]>><</link>>
<br><<effects>>
Perhaps the farmers will treat you better if you play along. You allow the sucking feeling to work on your <<penis>>, feeling the arousal build until your body can take it no longer.
<br><br>
<<set $livestock_semen to $semen_amount>>
<<orgasm>>
<<if $femaleclimax or _deniedOrgasm>>
<<unset $livestock_semen>>
Despite the aid of the pump on your <<penis>>, no semen is collected as you have multiple <<if _deniedOrgasm>>ruined <</if>>orgasms.
<br><br>
<<orgasm>>
<<orgasm>>
You remember the gel Remy rubbed into you, and how unnatural that warmth felt. You feel it again now, as the gel works its devilry on your cock, but failing to do its job.
<br><br>
<<orgasm>>
<<orgasm>>
<<orgasm>>
<<barn_img penis no_livestock>>
<<link [[Next|Livestock Milking End]]>><</link>>
<<else>>
<<if $semen_amount gte 1>>
Your semen is sucked up the tube, reappearing in a glass canister attached to the milking machine outside your cell. You're still wrestling with the thought of your semen output being visible to anyone who cares to look when the suction becomes more intense.
<<else>>
You've barely recovered from the orgasm when the suction becomes more intense.
<</if>>
<br><br>
You remember the gel Remy rubbed into you, and how unnatural that warmth felt. You feel it again now, as the gel works its devilry on your cock, keeping it primed and ready to be "milked" again and again.
<br><br>
<<barn_img penis no_livestock>>
<<link [[Next|Livestock Penis Give 2]]>><</link>>
<br>
<</if>><<effects>>
<!-- Modified for Monster People -->
<<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f")>>
You see the <<livestock_cows>> kneeling up and down the barn, mooing in pleasure, their faces contorted in rapture.
<<else>>
<</if>>
The machine continues to suck your <<penis>>, forcing your body toward another orgasm, and you approach your peak once more.
<<orgasm>>
You're still shaking from climax when you feel the next start to build. It's on you within moments.
<<orgasm>>
The next comes faster still, almost blurring with the previous.
<<orgasm>>
<<orgasm>>
<<orgasm>>
<<barn_img penis half_livestock>>
<<link [[Next|Livestock Penis Give 3]]>><</link>>
<br><<effects>>
Your body is wracked time and again, until the orgasm just doesn't stop. Your body is kept in a state of constant climax, the pump tormenting your <<penis>> sucking without pause.
<<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>
<<if $worn.face.type.includes("gag")>>
You moo into your muzzle as the machine works.
<<else>>
You moo along with the other cattle as the machine works.
<</if>>
At last, the suction stops. You moo one last time, then slump to the ground.
<<else>>
At last, the suction stops. Your body gives one last pitiable spasm, and you slump to the ground.
<<ggtrauma>><<trauma 24>>
<</if>>
<br><br>
<<set $semen_amount to 0>>
<<barn_img penis livestock>>
<<link [[Next|Livestock Milking End]]>><<machine_end>><</link>>
<br><<effects>>
You try to focus on something, anything other than the sucking on your penis. You won't give them what they want. You won't. The machine becomes more intense, as if sensing your defiance. The suction is maddening.
<br><br>
<<if $willpowerSuccess>>
You remember the gel Remy rubbed into you, and how unnatural that warmth felt. You feel it again now, as the gel works its devilry on your cock, spreading its yearning into your core, trying to twist your mind. You won't let it. <span class="green">You resist.</span>
<br><br>
You remain as still as you can, afraid that even a slight movement would send you over the edge. The urge to cum is almost painful in its maddening intensity.
<br><br>
You're not sure how long passes, stuck there on the edge. At last, the machine falls quiet. The suction stops.
<br><br>
<<link [[Next|Livestock Milking End]]>><</link>>
<br>
<<else>>
<<set $livestock_semen to $semen_amount>>
You can't take it. <span class="red">Your body gives in.</span><<gggwillpower>><<willpower 24>>
<br><br>
<<orgasm>>
<<if $femaleclimax or _deniedOrgasm>>
<<unset $livestock_semen>>
Despite the aid of the pump on your <<penis>>, no semen is collected as you have multiple <<if _deniedOrgasm>>ruined <</if>>orgasms.
<br><br>
<<orgasm>>
<<orgasm>>
You remember the gel Remy rubbed into you, and how unnatural that warmth felt. You feel it again now, as the gel works its devilry on your cock, it also failing to do it's job.
<br><br>
<<orgasm>>
<<orgasm>>
<<orgasm>>
<<barn_img penis no_livestock>>
<<link [[Next|Livestock Milking End]]>><</link>>
<<else>>
<<if $semen_amount gte 1>>
Your semen is sucked up the tube, reappearing in a glass canister attached to the milking machine outside your cell. You're still wrestling with the thought of your semen output being visible to anyone who cares to look when the suction becomes more intense.
<<else>>
You've barely recovered from the orgasm when the suction becomes more intense.
<</if>>
<br><br>
You remember the gel Remy rubbed into you, and how unnatural that warmth felt. You feel it again as the gel works its devilry on your cock, keeping it primed and ready to be "milked" again and again.
<br><br>
<<barn_img penis no_livestock>>
<<link [[Next|Livestock Penis Give 2]]>><</link>>
<br>
<</if>>
<</if>><<effects>>
Perhaps the farmers will treat you better if you play along. You allow the sucking feeling to work on your <<breasts>>. Your arousal builds until you can take it no longer.
<br><br>
<<orgasm>>
<<if $milk_amount gte 1 and $lactating gte 1>><<set $livestock_milk to $milk_amount>><<set $milk_produced_stat += Math.trunc($milk_amount)>>
Your milk is sucked up the tube, reappearing in a glass canister attached to the milking machine outside your cell. You try not to think about how your milk output is visible to anyone who cares to look.
<br><br>
<</if>>
You remember the gel Remy rubbed into you, and how unnatural that warmth felt. You feel it again now, as the gel works its devilry on your breasts, seeping into your core preparing your body for further abuse.
<br><br>
<<barn_img breasts no_livestock>>
<<link [[Next|Livestock Breasts Give 2]]>><</link>>
<br><<effects>>
<!-- Modified for Monster People -->
<<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f")>>
You see the <<livestock_cows>> kneeling up and down the barn, mooing in pleasure, their faces contorted in rapture.
<<else>>
<</if>>
The machine continues to suck your <<breasts>>, forcing your body toward another <<if _deniedOrgasm>>ruined <</if>>orgasm, and you approach your peak once more.
<<orgasm>>
You're still shaking from <<if _deniedOrgasm>>your last ruined orgasm<<else>>climax<</if>> when you feel the next start to build. It's on you within moments.
<<orgasm>>
The next comes faster still, almost blurring with the previous.
<<orgasm>>
<<orgasm>>
<<orgasm>>
<<barn_img breasts half_livestock>>
<<link [[Next|Livestock Breasts Give 3]]>><<set $deniedOrgasm to _deniedOrgasm>><</link>>
<br><<effects>>
Your body is wracked time and again, until the <<if $deniedOrgasm>>ruined <</if>>orgasm just doesn't stop. Your body is kept in a state of constant climax, the pump tormenting your <<breasts>> sucking without pause.
<<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>
<<if $worn.face.type.includes("gag")>>
You moo into your muzzle as the machine works.
<<else>>
You moo along with the other cattle as the machine works.
<</if>>
At last, the suction stops. You moo one last time, then slump to the ground.
<<else>>
At last, the suction stops. Your body gives one last pitiable spasm, and you slump to the ground.
<<ggtrauma>><<trauma 24>>
<</if>>
<br><br>
<<barn_img breasts livestock>>
<<set $milk_amount to 0>>
<<link [[Next|Livestock Milking End]]>><<machine_end>><</link>>
<br><<effects>>
<<if $milk_amount gte 1 and $lactating gte 1>>
<<set $livestock_milk to $milk_amount>><<set $milk_produced_stat += Math.trunc($milk_amount)>>
Your milk is sucked up the tube, reappearing in a glass canister attached to the milking machine outside your cell. You try not to think about how your milk output is visible to anyone who cares to look.
<br><br>
<<else>>
<</if>>
You try to focus on something, anything other than the sucking on your breasts. You can't stop them milking you, but you won't let them force an orgasm. You won't. The machine becomes more intense, as if sensing your defiance. The suction is maddening.
<br><br>
<<if $willpowerSuccess>>
You remember the gel Remy rubbed into you, and how unnatural that warmth felt. You feel it again now, as the gel works its devilry on your chest, spreading its yearning into your core, trying to twist your mind. You won't let it. <span class="green">You resist.</span> <<gwillpower>><<willpower 2>>
<br><br>
You remain as still as you can, afraid that even a slight movement would send you over the edge. The urge to cum is almost painful in its maddening intensity.
<br><br>
You're not sure how long passes, stuck there on the edge. At last, the machine falls quiet. The suction stops.
<br><br>
<<set $milk_amount to 0>>
<<link [[Next|Livestock Milking End]]>><</link>>
<br>
<<else>>
You can't take it. <span class="red">Your body gives in.</span><<gggwillpower>><<willpower 24>>
<br><br>
<<orgasm>>
You remember the gel Remy rubbed into you, and how unnatural that warmth felt. You feel it again as the gel works its devilry on your chest, keeping you primed and milkable.
<br><br>
<<barn_img breasts no_livestock>>
<<link [[Next|Livestock Breasts Give 2]]>><</link>>
<br>
<</if>><<effects>>
<<if $milk_amount gte 1 and $lactating gte 1>><<set $livestock_milk to $milk_amount>><<set $milk_produced_stat += Math.trunc($milk_amount)>>
Your milk is sucked up the tube, reappearing in a glass canister attached to the milking machine outside your cell. You try not to think about how your milk output is visible to anyone who cares to look.
<br><br>
<</if>>
Perhaps the farmers will treat you better if you play along. You allow the sucking feeling to work on your <<penis>> and <<breasts>>, feeling the arousal build until your body can take it no longer.
<br><br>
<<set $livestock_semen to $semen_amount>>
<<orgasm>>
<<if $femaleclimax or _deniedOrgasm>>
<<unset $livestock_semen>>
You've barely recovered from the <<if $deniedOrgasm>>ruined <</if>>orgasm when the suction becomes more intense.
<<else>>
<<if $semen_amount gte 1>>
<<if $livestock_milk gte 1>>
Your semen is sucked up the tube, joining the milk in the glass canister. You've barely recovered from the orgasm when the suction becomes more intense.
<<else>>
Your semen is sucked up the tube, and drips into a glass canister attached to the milking machine outside your cell. You try not to think about how your milk output is visible to anyone who cares to look. You've barely recovered from the orgasm when the suction becomes more intense.
<</if>>
<<else>>
You've barely recovered from the orgasm when the suction becomes more intense.
<</if>>
<</if>>
<br><br>
You remember the gel Remy rubbed into you, and how unnatural that warmth felt. You feel it again now as the gel works its devilry on your cock, keeping it primed and ready to be "milked" again and again.
<br><br>
<<barn_img both no_livestock>>
<<link [[Next|Livestock Both Give 2]]>><<set $deniedOrgasm to _deniedOrgasm>><</link>>
<br><<effects>>
<!-- Modified for Monster People -->
<<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f")>>
You see the <<livestock_cows>> kneeling up and down the barn, mooing in pleasure, their faces contorted in rapture.
<<else>>
<</if>>
The machine continues to suck your <<penis>>, forcing your body toward another <<if $deniedOrgasm>>ruined <</if>>orgasm. You approach your peak once more.
<<orgasm>>
<<if $femaleclimax or _deniedOrgasm>>
You're still shaking from <<if $deniedOrgasm>>ruined orgasms<<else>>climax<</if>> when you feel the next start to build. It's on you within moments.
<<orgasm>>
The next comes faster still, almost blurring with the previous. <<orgasm>>
<<orgasm>>
<<orgasm>>
<<else>>
You're still shaking from climax when you feel the next start to build. It's on you within moments.
<<orgasm>>
The next comes faster still, almost blurring with the previous. <<orgasm>>
<<orgasm>>
<<orgasm>>
<</if>>
<<barn_img both half_livestock>>
<<link [[Next|Livestock Both Give 3]]>><</link>>
<br><<effects>>
<<if $femaleclimax or $deniedOrgasm>>
Your body is wracked time and again, until the <<if $deniedOrgasm>>ruined <</if>>orgasm just doesn't stop. Your body is kept in a state of constant <<if $deniedOrgasm>>ruined orgasms<<else>>climax<</if>>, the pump tormenting your <<penis>> sucking without pause.
<<else>>
Your body is wracked time and again, until the orgasm just doesn't stop. Your body is kept in a state of constant climax, the pump tormenting your <<penis>> sucking without pause.
<<set $semen_amount to 0>>
<</if>>
<<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>
<<if $worn.face.type.includes("gag")>>
You moo into your muzzle as the machine works.
<<else>>
You moo along with the other cattle as the machine works.
<</if>>
At last, the suction stops. You moo one last time, then slump to the ground.
<<else>>
At last, the suction stops. Your body gives one last pitiable spasm, and you slump to the ground.
<<ggtrauma>><<trauma 24>>
<</if>>
<br><br>
<<barn_img both livestock>>
<<set $milk_amount to 0>>
<<link [[Next|Livestock Milking End]]>><<machine_end>><</link>>
<br><<effects>>
<<if $milk_amount gte 1 and $lactating gte 1>>
<<set $livestock_milk to $milk_amount>><<set $milk_produced_stat += Math.trunc($milk_amount)>>
Your milk is sucked up the tube, reappearing in a glass canister attached to the milking machine outside your cell. You try not to think about how your milk output is visible to anyone who cares to look.
<br><br>
<<else>>
<</if>>
You try to focus on something, anything other than the sucking on your penis and <<breasts>>. You can't stop them taking your milk, but you won't give them anything more than that. You won't. The machine becomes more intense, as if sensing your defiance. The suction is maddening.
<br><br>
<<if $willpowerSuccess>>
You remember the gel Remy rubbed into you, and how unnatural that warmth felt. You feel it again now, as the gel works its devilry on your cock and chest, spreading its yearning into your core, trying to twist your mind. You won't let it. <span class="green">You resist.</span>
<br><br>
You remain as still as you can, afraid that even a slight movement would send you over the edge. The urge to cum is almost painful in its maddening intensity.
<br><br>
You're not sure how long passes, stuck there on the edge. At last, the machine falls quiet. The suction stops.
<br><br>
<<set $milk_amount to 0>>
<<link [[Next|Livestock Milking End]]>><</link>>
<br>
<<else>>
<<set $livestock_semen to $semen_amount>>
You can't take it. <span class="red">Your body gives in.</span><<gggwillpower>><<willpower 24>>
<br><br>
<<orgasm>>
<<if $femaleclimax or _deniedOrgasm>>
<<unset $livestock_semen>>
Despite the aid of the pump on your <<penis>>, no semen is collected as you have the first <<if _deniedOrgasm>>ruined <</if>>orgasm. Remembering the gel Remy rubbed into you, and how unnatural that warmth felt.
<br><br>
<<else>>
<<if $semen_amount gte 1>>
Your semen is sucked up the tube, reappearing in a glass canister attached to the milking machine outside your cell. You're still wrestling with the thought of your semen output being visible to anyone who cares to look when the suction becomes more intense.
<<else>>
You've barely recovered from the orgasm when the suction becomes more intense.
<</if>>
<br><br>
You remember the gel Remy rubbed into you, and how unnatural that warmth felt. You feel it again as the gel works its devilry on your cock, keeping it primed and ready to be "milked" again and again.
<br><br>
<</if>>
<<barn_img both no_livestock>>
<<link [[Next|Livestock Both Give 2]]>><<set $deniedOrgasm to _deniedOrgasm>><</link>>
<br>
<</if>><<effects>>
<<pass 180>>
<<endevent>>
<<npc Remy>><<person1>>
You're slumped, panting, above the straw-strewn floor. Next thing you know, Remy stands in front of the milking machine. <<He>> examines the glass canister attached to you.
<br><br>
<<if $livestock_milk is undefined>><<set $livestock_milk to 0>><</if>>
<<if $livestock_semen is undefined>><<set $livestock_semen to 0>><</if>>
<<set $fluid_forced_stat += ($livestock_milk + $livestock_semen)>>
<<if $livestock_milk + $livestock_semen gte 5000>><<earnFeat "Pride of the Farm">>
<<npcincr Remy love 3>>"Phenomenal productivity," <<he>> says, gazing in awe at the <span class="green">vast</span> quantity of white fluid in front of <<him>>. "I know of no other <<if $player.gender_appearance is "m">>bull<<else>>cow<</if>> that could produce so much."
<<gglove>>
<br><br>
<<elseif $livestock_milk + $livestock_semen gte 3000>>
<<npcincr Remy love 2>>"You're a very good <<girl>>," <<he>> says, staring at the <span class="teal">great</span> quantity of white fluid in front of <<him>>. "Only trouble is..." <<He>> smiles. "It might be a bit heavy."
<<glove>>
<br><br>
<<elseif $livestock_milk + $livestock_semen gte 1000>>
<<npcincr Remy love 1>>"With produce like this," <<he>> says, looking at the <span class="lblue">large</span> quantity of white fluid in front of <<him>>. "You're one of the most valuable members of our herd."
<<glove>>
<br><br>
<<elseif $livestock_milk + $livestock_semen gte 500>>
"Very good," <<he>> says, looking at the <span class="blue">decent</span> amount of white fluid in front of <<him>>. "You're a valuable member of our herd."
<<elseif $livestock_milk + $livestock_semen gte 300>>
"Good," <<he>> says, looking at the <span class="purple">small</span> amount of white fluid in front of <<him>>. "I bet you can do better, though."
<<elseif $livestock_milk + $livestock_semen gte 100>>
"Not much for a <<if $player.gender_appearance is "m">>bull<<else>>cow<</if>>," <<he>> says, looking at the <span class="pink">tiny</span> amount of white fluid in front of <<him>>. "But better than nothing."
<<elseif $livestock_milk + $livestock_semen gte 1>>
"A pitiable amount," <<he>> sighs, looking at the <span class="red">dribble</span> of white fluid in front of <<him>>. "But it means there's something to work with, at least."
<<else>>
"Nothing?" <<he>> sighs. "Don't worry. You'll be a productive member of our herd yet."
<</if>>
<<He>> opens the gate and kneels beside you, resting one hand on your shoulder. The treatment left your body so sensitive that even this sends a shiver of arousal down your spine.
<br><br>
<<if $breastfeedingdisable is "f">>
<<if $player.penisExist and !playerChastity("penis")>>
<<He>> reaches beneath you, and tugs free the pump stuck to your pelvis. It's almost enough to send you over the edge. The pumps stuck to your <<breasts>> come next.
<<else>>
<<He>> reaches beneath you, and tugs free the pumps stuck to your <<breasts>>. It's almost enough to send you over the edge.
<</if>>
<<else>>
<<He>> reaches beneath you, and tugs free the pump surrounding your <<penis>>. It's almost enough to send you over the edge.
<</if>>
<<if $livestock_obey gte 80>>
"You're such a good <<girl>>," <<he>> says, scratching you behind the ear. "Time for bed." <<He>> stands and walks to the gate. <<He>> smiles at you as <<he>> shuts the cage.
<<elseif $livestock_obey gte 20>>
<<He>> wraps <<his>> fingers around your collar and pulls you close. "You're going to be a good <<girl>> tonight, okay?" <<he>> whispers. "No keeping the other cattle up." <<He>> releases you, stands, and walks over to the gate. It shuts with a clank.
<<else>>
<<He>> grasps your ear and pulls you close. "It's time for bed. I better not hear you got up to mischief overnight. Understood?" <<He>> releases you, stands, and walks to the gate without waiting for a response.
<</if>>
<br><br>
Remy and the farmhands finish freeing the cattle from the machine. They turn off the lights as they leave, plunging the barn into darkness.
<br><br>
<<endevent>>
<<unset $livestock_semen>>
<<unset $livestock_milk>>
<<unset $deniedOrgasm>>
<<unbind>>
<<link [[Next|Livestock Cell]]>><</link>>
<br><<effects>>
With nothing else to do, you sit in your cell and wait. Remy prowls the barn, checking on the cattle. After a few hours, farmhands get to work once more, freeing the cows from the machine.
<br><br>
The lights shut off and plunge the barn into darkness.
<br><br>
<<link [[Next|Livestock Cell]]>><<endevent>><</link>>
<br><<effects>>
There's enough room in your cell for basic exercise. You work up a sweat, and keep pushing yourself, taking your mind off your imprisonment.
<<physique 18>><<pass 180>>
<br><br>
<<link [[Next|Livestock Cell]]>><<endevent>><</link>>
<br><<effects>>
<<if $worn.face.type.includes("gag")>>
You try to protest, but the $worn.face.name renders the words unintelligible. You shake your head instead.
<<elseif $speech_attitude is "meek">>
"I-I don't want to," you say.
<<elseif $speech_attitude is "bratty">>
"Fuck off, pervert," you say. "Let me go at once."
<<else>>
"No," you say. "You need to let me go."
<</if>>
<br><br>
<<generate2>><<generate3>>
Remy calls for help, and two farmhands rush to <<his>> side. "If you're going to be a stubborn beast," <<he>> says, unfurling <<his>> whip. "Then we do this the hard way."
<br><br>
<<link [[Next|Livestock Fight]]>><<set $fightstart to 1>><</link>>
<br><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Livestock Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Livestock Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
They made a lot noise, even compared to the braying and machinery filling the barn. Other farmhands, and even some of the cattle, look over with a bemused expression.
<br><br>
<<person1>>
Remy leans against the gate, looking you right in the eyes as <<his>> farmhands stumble past <<him>>. "You won't resist forever," <<he>> says, clipping <<his>> whip to <<his>> side. "One way or another, I will break you."
<br><br>
<<clotheson>>
<<endcombat>>
<!-- Modified for Monster People -->
<<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f")>>
The farmhands finish attaching the milking machine to the "cows." They kneel at the edge of their cells, tubes attached to their breasts and genitals, looking satisfied and content.
<<else>>
The farmhands finish attaching the milking machine to the cattle.
<</if>>
<br><br>
<<link [[Wait (3:00)|Livestock Wait]]>><<pass 180>><</link>>
<br>
<<link [[Work out (3:00)|Livestock Wait Workout]]>><<tiredness 18>><</link>><<gtiredness>>
<br>
<<elseif $enemyhealth lte 0>>
<<person1>>
The farmhands push past Remy in a panicked scramble for the exit. Remy lingers a moment, then follows suit, not fancying <<his>> chances without backup. <<He>> glares at you as <<he>> shuts the gate. "You won't resist forever," <<he>> says, clipping <<his>> whip to <<his>> side. "One way or another, I will break you."
<br><br>
<<clotheson>>
<<endcombat>>
<!-- Modified for Monster People -->
<<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f")>>
The farmhands finish attaching the milking machine to the "cows." They kneel at the edge of their cells, tubes attached to their breasts and genitals, looking satisfied and content.
<<else>>
The farmhands finish attaching the milking machine to the cattle.
<</if>>
<br><br>
<<link [[Wait (3:00)|Livestock Wait]]>><<pass 180>><</link>>
<br>
<<link [[Work out (3:00)|Livestock Wait Workout]]>><<tiredness 18>><</link>><<gtiredness>>
<br>
<<else>>
<<tearful>> you fall to the ground. You're too hurt to fight. The <<person2>><<person>> and <<person3>><<person>> haul you to your feet. "That cost us time," Remy says, glances at <<person1>><<his>> watch and grasping your collar. "I'll take it from here."
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Remy>><<person1>>
<<link [[Next|Livestock Milking Obey]]>><</link>>
<</if>><<effects>>
<<livestock_sleep>>
<<farm_var_set>>
<<if $phase is 0>>
<<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled")) or ($wolfgirl gte 6 or ($transformationParts.wolf.tail isnot "hidden" and $transformationParts.wolf.tail isnot "disabled")) or ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled")) or ($fox gte 6 or ($transformationParts.fox.tail isnot "hidden" and $transformationParts.fox.tail isnot "disabled")) or ($bunny gte 6 or ($transformationParts.bunny.tail isnot "hidden" and $transformationParts.bunny.tail isnot "disabled"))>>
You curl up on the soft straw, wondering how you ever slept in any other way. You fall asleep within moments.
<<elseif $cow gte 5 or $wolfgirl gte 5 or $cat gte 5 or $fox gte 5 or $bunny gte 5>>
You curl up on the soft straw, and fall asleep within moments.
<<elseif $cow gte 4 or $wolfgirl gte 4 or $cat gte 4 or $fox gte 4 or $bunny gte 4>>
You curl up on the straw. This isn't so bad. You're awoken by a heavy rattling.
<<elseif $cow gte 3 or $wolfgirl gte 3 or $cat gte 3 or $fox gte 3 or $bunny gte 3>>
You curl up on the straw and try to make the best of it. You're awoken by a heavy rattling.
<<elseif ($cow gte 2 or $transformationParts.cow.horns is "default") or $wolfgirl gte 2 or $cat gte 2 or $fox gte 2 or $bunny gte 2>>
You gather more straw to make your bed softer. It helps, a little. Your sleep is broken by a heavy rattling.
<<elseif $cow gte 1 or $wolfgirl gte 1 or $cat gte 1 or $fox gte 1 or $bunny gte 1>>
You lie down on the straw. It's little better than just sleeping on the floor. You don't think you'll ever be able to sleep here, but the next thing you know you're being woken by a heavy rattling.
<<else>>
You sit and lean against the wall, ignoring the pile of straw. You're not an animal. It takes a while to fall asleep. You're awoken by a heavy rattling.
<</if>>
<</if>>
A weak light pierces the high windows. It's dawn.
<<wakingEffects true>>
<br><br>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure)>>
<<generate1>><<person1>>
Your eyes adjust, and you see a <<person>> stood outside your cell, watching you. <<He>> glances over your shoulder. "Shouldn't get caught if I'm quick," <<he>> mutters to <<himself>> as <<he>> opens the gate. You try to stand, but <<he>> pushes you back onto the straw.
<br><br>
<<link [[Next|Livestock Cell Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<link [[Next|Livestock Cell]]>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Livestock Cell Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Livestock Cell Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The <<person1>><<person>> climbs to <<his>> feet and looks around, nervous. <<He>> walks to the gate, and closes it behind <<him>>.
<br><br>
<<tearful>> you climb to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Livestock Cell]]>><</link>>
<br>
<<else>>
The <<person1>><<person>> scrambles away from you, a fearful look in <<his>> eyes. <<He>> tumbles from the cell and slams it shut with a kick.
<br><br>
<<tearful>> you climb to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Livestock Cell]]>><</link>>
<br>
<</if>><<effects>><<set $outside to 1>>
<!-- Modified for Monster People -->
<<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f")>>
You leave your cell, and join the <<livestock_cows>> in their march from the barn. Farmhands flank the group, making sure to drive you in the right direction.
<br><br>
<<else>>
You leave your cell, and join the cows in their march from the barn. Farmhands flank the group, making sure to drive you in the right direction.
<br><br>
<</if>>
<<if Weather.precipitation is "rain">>
You emerge outside, into the rain and mud.
<<elseif !Weather.isOvercast>>
You emerge outside, into sunlight.
<<elseif Weather.isSnow>>
You emerge outside, into the snow.
<<else>>
You emerge outside.
<</if>>
<<npc Remy>><<person1>> Remy walks ahead, where a large <<livestock_horse>> awaits <<him>>. <<He>> climbs atop it, and spurs it behind the cattle. <<He>> unclips <<his>> whip, and a menacing crack hastens the driven cattle.
<br><br>
You follow a windy lane through a small valley, and into a great field. The perimeter is marked by an electric fence. Remy stops by the entrance, sitting on <<his>> steed and observing the cattle as they pass. <<His>> eyes linger on you.
<br><br>
<<if $worn.face.type.includes("gag")>>
A farmhand gropes at the back of your head. <<He>> unties and <span class="lblue">removes your $worn.face.name</span> before pushing you into the field. Two farmhands pull the gate shut.
<<set $worn.face.type.push("broken")>>
<<faceruined>>
<<else>>
Two farmhands pull the gate shut.
<</if>>
<br><br>
<<hunger 1000>>
<<link [[Next|Livestock Field]]>><<endevent>><</link>>
<br><<effects>><<set $outside to 1>>
<<npc Remy>><<generate2>><<person2>>
You refuse to leave your cell. The farmhand who opened it, a <<person>>, steps inside and reaches for your collar, but you back away.
<br><br>
"Remy!" <<he>> shouts. "We got a stubborn'un."
<br><br>
<<person1>>
<<if $livestock_obey gte 80>>
"What's gotten into you," Remy says, shaking <<his>> head. "I thought you were a good <<girl>>." <<He>> strokes <<his>> whip with <<his>> thumb as two more farmhands enter the cell. Together they have little trouble pulling you out. They push you with the rest of the herd in their march from the barn. Farmhands flank the group, making sure to drive you in the right direction.
<<elseif $livestock_obey lte 20>>
"Figures," Remy says. "You can't resist the opportunity to be a nuisance." <<He>> strokes <<his>> whip with <<his>> thumb as two more farmhands enter the cell. Together they have little trouble pulling you out. They push you with the rest of the herd in their march from the barn. Farmhands flank the group, making sure to drive you in the right direction.
<<else>>
"What's the matter?" Remy asks, shaking <<his>> head. "Or are you just being stubborn for the sake of it?" <<He>> strokes <<his>> whip with <<his>> thumb as two more farmhands enter the cell. Together they have little trouble pulling you out. They push you with the rest of the herd in their march from the barn. Farmhands flank the group, making sure to drive you in the right direction.
<</if>>
<br><br>
<<if Weather.precipitation is "rain">>
You emerge outside, into the rain and mud.
<<elseif !Weather.isOvercast>>
You emerge outside, into sunlight.
<<elseif Weather.isSnow>>
You emerge outside, into the snow.
<<else>>
You emerge outside.
<</if>>
Remy walks ahead, where a large <<livestock_horse>> awaits <<him>>. <<He>> climbs atop it, and spurs it behind the cattle as <<he>> unclips <<his>> whip. A menacing crack hastens the driven cattle.
<br><br>
You follow a windy lane through a small valley, and into a great field. The perimeter is marked by an electric fence. Remy stops by the entrance, sitting on <<his>> steed and observing the cattle as they pass. <<His>> eyes linger on you.
<br><br>
Two farmhands pull the gate shut.
<br><br>
<<hunger 1000>>
<<link [[Next|Livestock Field]]>><<endevent>><</link>>
<br><<effects>>
<<npc Remy>><<person1>>
You run across open fields. You consider hiding behind a hedge, but their dogs would surely sniff you out.
<br><br>
You hear the thundering of hooves behind you. You glance over your shoulder, and see Remy riding a <<livestock_horse>>.
<<set $remyEscapeSteed to _text_output>>
<<Hes>> fast approaching.
<br><br>
<span class="red"><i>No one can outrun a <<livestock_horse>>.</i></span> Not on an open field. Remy passes, then circles around until <<he>> faces you. <<His>> face is stern.
<<if $livestock_obey gte 60>>
"I'm so disappointed in you," <<he>> says, unfurling <<his>> whip with a crack. "There's only one thing for it."
<<elseif $livestock_obey gte 20>>
"Bad <<girls>> deserve one thing," <<he>> says, unfurling <<his>> whip with a crack. "Maybe you'll think twice in the future."
<<else>>
"I can't say this surprises me," <<he>> says, unfurling <<his>> whip with a crack. "I'll discipline you as many times as it takes."
<</if>>
<<if $livestock_horse gte 2>>
<<unset $livestock_escape>><<livestockescape>>
<!-- Modified for Monster People -->
<<if $remyEscapeSteed is "centaur">>
<<generate2>>
<<person1>><<He>> raises <<his>> arm above <<his>> head, but as <<he>> brings it down, <span class="green">a powerful hand catches it.</span>
<br><br>
The centaur holds Remy's arm. Remy can only stare in shock as the centaur lifts <<him>> from the saddle and places <<him>> on the ground.
<br><br>
The centaur trots up to you, grasps your waist, and places you on <<person2>><<his>> back. <<He>> breaks into a run, then a gallop. You throw your arms around <<his>> chest for fear of falling.
<br><br>
<<link [[Next|Livestock Escape Centaur]]>><<unset $remyEscapeSteed>><</link>>
<br>
<<else>>
<<He>> raises <<his>> arm above <<his>> head, <span class="green">but the horse rears as <<he>> brings it down,</span> throwing <<his>> aim off. The horse stands so high that Remy tumbles out the saddle, falling to the grass below.
<br><br>
The horse trots up to you, and bows its head. You climb into the saddle. It breaks into a run, then a gallop. You throw your arms around its neck for fear of falling.
<br><br>
<<link [[Next|Livestock Escape Horse]]>><<unset $remyEscapeSteed>><</link>>
<br>
<</if>>
<<else>>
<!--<<if $edenwhip is 0>>
<<set $edenwhip to 1>>
<</if>> -->
<<He>> raises <<his>> arm above <<his>> head, and brings it down against your exposed skin.
<<ggpain>><<pain 12>>
<br><br>
You hear the farmhands and dogs approaching from behind.
<br><br>
<<link [[Apologise|Livestock Escape Fail]]>><<sub 1>><<transform cow 1>><<set $phase to 1>><</link>>
<br>
<<link [[Protest|Livestock Escape Fail]]>><<def 1>><<set $phase to 2>><</link>>
<br>
<<link [[Remain silent|Livestock Escape Fail]]>><</link>>
<br>
<</if>><<effects>>
It's a close fit, but you make it through with Eden's help. Hand in hand, you run until you can no longer see the fields.
<<takeHandholdingVirginity "Eden" "romantic">>
<br><br>
You hear a shrill whistle behind you, followed by shouting and the barking of dogs. Remy's voice rises above the others. <span class="red">You are being hunted.</span>
<br><br>
<<link [[Next|Livestock Eden Escape]]>><</link>>
<br><<effects>>
You run with Eden across the open moor, but soon hear the thundering of hooves behind you. You glance over your shoulder and see Remy riding a <<livestock_horse>>. <<nnpc_Hes "Remy">> approaching fast.
<br><br>
Eden unslings <<his>> rifle, and takes aim. <<He>> fires a shot at the <<livestock_horse>>'s feet. It rears back in fear and falls to the ground, taking Remy with it.
<br><br>
Seizing the chance, you and Eden dash across the fields. You crest a hill. The forest lies beyond.
<<livestockescape>>
<br><br>
<<link [[Next|Eden Farm Rescue]]>><</link>><<effects>>
<<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>
You can't will yourself to move. You're safe with Remy. The town can't touch you here. It's best for everyone if you stay.
<br><br>
<<His>> voice snaps you from your musing. "What are you waiting for? Come on." <<He>> grabs you.
<<if $speech_attitude is "meek">>
You moo in terror.
<<elseif $speech_attitude is "bratty">>
You jab your horns towards <<him>>.
<<else>>
You chomp at <<his>> fingers.
<</if>>
<<He>> recoils in shock. Emotions flash rapidly across <<his>> face, until <<he>> settles on anger.
<<else>>
<<if $speech_attitude is "meek">>
"I'm sorry," you whisper. "I can't. It's too dangerous!"
<<elseif $speech_attitude is "bratty">>
"I can save myself," you hiss. "Piss off, or we'll both be in trouble."
<<else>>
"What are you doing here?" you whisper. "Go away before we both get hurt."
<</if>>
You're not sure if the words come from fear of Remy, or sheer stubbornness. Whatever the reason, Eden doesn't seem pleased.
<</if>>
<br><br>
<<He>> thrusts a hand through the gap and snatches your arm. <<He>> grazes the bars, but doesn't flinch. "We're leaving," <<he>> growls. "Now."
<br><br>
<<He>> tries to force you through. You struggle, but <<hes>> strong. You're losing ground.
<br><br>
<<link [[Next|Livestock Eden Resist 2]]>><</link>>
<br><<effects>>
Just as you're nearing the other side, you hear a shrill whistle behind you, followed by shouting and the barking of dogs. Eden curses. <<He>> pulls harder, nearly frying you on the electric fence in <<his>> zeal.
<br><br>
You manage to hold out long enough for a pair of farmhands to intercept. They tear you from Eden's grasp and drag you from the fence. Eden's furious cry echoes one last time, before you lose <<him>> in the chaos.
<br><br>
<<link [[Next|Livestock Eden Resist 3]]>><<pass 5>><<endevent>><</link>>
<br><<effects>>
You and the rest of the herd are corralled into a barn. The doors slam shut. Packed tight between panicked <<livestock_cows>>, you can only sit and wait in discomfort.
<br><br>
Some time passes. Finally, the doors swing open, and the <<livestock_cows>> pour out. You're swept up with them.
<br><br>
<<link [[Next|Livestock Eden Resist 4]]>><</link>>
<br><<effects>>
<<npc Remy>><<person1>>
Remy's eyes scan the herd, until they land on you. <<He>> nods to <<his>> farmhands. They pull you aside and drop you at <<his>> feet.
<br><br>
"Poor <<girl>>. Did that <<nnpc_gender "Eden">> hurt you?"
<<if $livestock_obey gte 20>>
<<He>> kneels down. Not quite at eye level, but low enough to stroke your chin. "Don't worry. You're safe, now."
<br><br>
The farmhands return with a basket of apples. "This is for being a good <<girl>>," Remy coos. "There are nasty predators out there, but I'll take care of you." <<He>> smiles. "As long as you behave."
<br><br>
They march off, fading into a hushed conversation. You're left alone.
<br><br>
<<link [[Eat the apples|Livestock Job Eat]]>><<stress -6>><<trauma -6>><<hunger -2000>><</link>><<lllhunger>><<ltrauma>><<lstress>>
<br>
<<link [[Save them for someone else|Livestock Job Save]]>><</link>>
<br>
<<else>>
<<He>> looks down <<his>> nose at you. "Fortunately for you, I care for the safety of my cattle. Even the unruly ones."
<br><br>
<<He>> turns to <<his>> farmhands. "I suspect it's learnt its lesson," <<he>> says. "If it doesn't want to become a slab of meat for some gun-toting maniac, it'd best start behaving."
<br><br>
They march off, fading into a hushed conversation. You're left alone.
<br><br>
<<link [[Next|Livestock Field]]>><<endevent>><</link>>
<br>
<</if>><<location "forest">><<effects>>
<<pass 60>>
The centaur carries you over fields and hills, until coming to a stop at a crest dotted with trees. You see the forest and town beneath you.
<br><br>
"That's as far as I can go," the centaur says, lifting you off its back. "I'm gonna get a bollicking at the farm, but my family is there." <<He>> places you on the ground.
<br><br>
<<if $worn.face.type.includes("gag")>>
"Oh," <<he>> says, regarding you. "Here." <<He>> reaches behind your head, <span class="lblue">and unties your $worn.face.name.</span>
<<set $worn.face.type.push("broken")>>
<<faceruined>>
<br><br>
<</if>>
<<link [[Thank|Livestock Escape Thank]]>><</link>>
<br>
<<link [[Kiss|Livestock Escape Kiss]]>><</link>><<deviant1>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"Th-thank you for rescuing me," you say.
<<elseif $speech_attitude is "bratty">>
"Thanks for saving me," you say.
<<else>>
"Thank you for saving me," you say.
<</if>>
<br><br>
"I enjoyed it," <<he>> says, turning back toward the farm. "Remy needs to learn that <<person1>><<his>> authority has limits." With that, <<person2>><<he>> dashes forward. <<He>> looks back as <<he>> crests the hill.
<<lltrauma>><<lllstress>><<trauma -24>><<stress -36>>
<br><br>
<<badEndTrackingEnd "Underground Farm" { reason: "uFarmEscaptedCentaurThank" }>>
<<link [[Next|Livestock Escape Town]]>><<endevent>><</link>>
<br><<effects>>
You throw your arms around <<his>> chest again, but this time lean forward, planting a kiss on <<his>> lips. <<He>> laughs at first, but then kisses back. <<takeKissVirginity "Centaur">>
<<if $pronoun is "f">>You feel <<his>> large breasts press against you.<<else>><<He>> wraps <<his>> thick arms around you.<</if>>
<br><br>
You pull away. <<Hes>> blushing. "I enjoyed this more than I expected," <<he>> says, turning back toward the farm. "Remy needs to learn that <<person1>><<his>> authority has limits." With that, <<person2>><<he>> dashes forward. <<He>> looks back as <<he>> crests the hill.
<<lltrauma>><<lllstress>><<trauma -24>><<stress -36>>
<br><br>
<<badEndTrackingEnd "Underground Farm" { reason: "uFarmEscaptedCentaurKiss" }>>
<<link [[Next|Livestock Escape Town]]>><<endevent>><</link>>
<br><<location "forest">><<effects>>
<<pass 60>>
The horse carries you over fields and hills, until coming to a stop at a crest dotted with trees. You see the forest and town beneath you.
<br><br>
The horse will go no further. You climb from its back. It rubs its head against you, and you pet it back.
<<lltrauma>><<lllstress>><<trauma -24>><<stress -36>>
<br><br>
<<if $worn.face.type.includes("gag")>>
It licks your neck, then you feel a tug. It <span class="lblue"> unties your $worn.face.name.</span>
<<set $worn.face.type.push("broken")>>
<<faceruined>>
<br><br>
<</if>>
Satisfied, it turns back toward the farm. It dashes forward, disappearing behind the hill.
<br><br>
<<badEndTrackingEnd "Underground Farm" { reason: "uFarmEscaptedHorse" }>>
<<link [[Next|Livestock Escape Town]]>><<endevent>><</link>>
<br><<effects>>
<<earnFeat "Runaway Cattle">>
<<set $hunger to 2000>>
<<livestock_lock_cleanup>>
<<if Time.dayState is "night">>
You come to a stop at the crest of a hill. You can see the forest and town beneath you.
<</if>>
You're not in the clear yet. <<if $exposed gte 2>>You're still naked, for one thing.<<elseif $exposed gte 1>>You're still indecently dressed, for one thing.<</if>> Still, you feel hopeful as you creep down the hill. You find a path running into the forest.
<br><br>
<<link [[Next|Forest]]>><<set $eventskip to 1>><<set $forest to 0>><</link>>
<br><<effects>>
<<if $phase is 1>>
<<if $speech_attitude is "meek">>
"I-I'm sorry!" you say, dropping to your knees. "I'll be good! Just don't hurt me."
<<elseif $speech_attitude is "bratty">>
"I apologise for concerning you," you say. "But this is a bit much."
<<else>>
"I'm sorry," you say. "I shouldn't have run away."
<</if>>
<<elseif $phase is 2>>
<<if $speech_attitude is "meek">>
"Wh-what you're doing is wrong," you say, spurred by a burst of courage. "You can't treat people like this."
<<elseif $speech_attitude is "bratty">>
"You better fuck off back to your farm," you say. "Or you'll get yours."
<<else>>
"I'm not a cow," you say. "You can't treat me like this."
<</if>>
<<else>>
You say nothing, preparing for another blow.
<</if>>
<br><br>
Remy brings the whip down once more, but this time it coils around your neck, almost choking you. <<He>> spurs <<his>> steed into movement, yanking the whip-leash and pulling you along behind <<him>>.
<br><br>
The farmhands catch up at last, and fall in beside you. The dogs follow close behind. You crest a hill, and the barn comes into view. Remy releases <<his>> whip from your neck. You tumble to the ground.
<br><br>
<<link [[Next|Livestock Caught]]>><</link>>
<br><<effects>>
<<if $remyEscapeSteed is undefined>>
<<silently>>
<<livestock_horse>>
<<set $remyEscapeSteed to _text_output>>
<</silently>>
<</if>>
The farmhands form a circle around you. They struggle to hold back the dogs. Remy remains on <<his>> <<print $remyEscapeSteed>>, looking thoughtful.
<<endevent>>
<<if random(1) and $horsedisable is "f">>
<<if $remyEscapeSteed is "centaur">>
<<if random(1, 100) lte beastMaleChance()>>
<<if random(1,100) lte $cbchance>>
<<beastNEWinit 1 horse m vagina monster>>
<<else>>
<<beastNEWinit 1 horse m penis monster>>
<</if>>
<<else>>
<<if random(1,100) lte $dgchance>>
<<beastNEWinit 1 horse f penis monster>>
<<else>>
<<beastNEWinit 1 horse f vagina monster>>
<</if>>
<</if>>
<<else>>
<<if $remyEscapeSteed is "stallion">>
<<beastNEWinit 1 horse m penis beast>>
<<else>>
<<beastNEWinit 1 horse f vagina beast>>
<</if>>
<</if>>
<<set _remyPunishBeast to "horse">>
<<else>>
<<beastNEWinit 1 dog>>
<<set _remyPunishBeast to "dog">>
<</if>>
<<person1>>
<<unset $livestock_escape>>
<!-- Modified for Monster People -->
<<if _remyPunishBeast is "horse" and ($monster is 1 or $bestialitydisable is "f")>>
"I know what you deserve," <<nnpc_he "Remy">> says, stroking <<nnpc_his "Remy">> <<if $monster is 1>>centaur steed<<else>>horse<</if>> behind the ear. The <<beasttype>> leans into <<bhis>> master's hand. "This <<if $NPCList[0].pronoun is "m">>boy<<else>>girl<</if>> has been good. Your punishment is <<if $NPCList[0].pronoun is "m">>his<<else>>her<</if>> reward."
<br><br>
Having made up <<nnpc_his "Remy">> mind, <<nnpc_he "Remy">> spurs <<nnpc_his "Remy">> mount closer. A couple of the farmhands act as well, darting forward and grasping your arms and legs. They haul you onto a nearby hay bale.
<<if $monster is 1>>
The centaur's eyes light up and <<bhe>> shakes back <<bhis>> mane of <<print $NPCList[0].hair>> hair, showing off <<bhis>>
<<if $NPCList[0].pronoun is "m">>
toned abdomen.
<<else>>
enormous breasts.
<</if>>
Now closer, <<bhe>> grasps your collar in one hand as <<bhe>> wheels <<bhis>> body behind you. You catch a glimpse of <<bhis>>
<<if $NPCList[0].penis isnot "none">>
<span class="lewd">gargantuan cock.</span>
<<else>>
<span class="lewd">glistening pussy.</span>
<</if>>
<<else>>
The horse wheels behind you, and you catch a glimpse of its
<<if $NPCList[0].penis isnot "none">>
<span class="lewd">gargantuan cock.</span>
<<else>>
<span class="lewd">glistening pussy.</span>
<</if>>
<</if>>
<br><br>
The farmhands crowd closer, eager to watch.<<if $NPCList[0].penis isnot "none">> You feel the <<beasttype>> cock prod your rear.<</if>>
<br><br>
<<link [[Next|Livestock Caught Horse Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<<elseif _remyPunishBeast is "dog" and ($monster is 1 or $bestialitydisable is "f")>>
"I know what you deserve," <<nnpc_he "Remy">> says, looking at the barking <<beastsplural>> crouched beside the farmhands. <<nnpc_He "Remy">> settles on one in particular. "That one. <<if $pronoun is "m">>He's<<else>>She's<</if>> a very good <<if $pronoun is "m">>boy<<else>>girl<</if>>. Give <<if $pronoun is "m">>him<<else>>her<</if>> a treat." <<bHis>> tail wags. The <<generate2>><<person2>><<person>> beside the <<person1>><<if $pronoun is "m">>hound<<else>>bitch<</if>> releases <<bhis>> collar, and <<bhe>> bounds towards you.
<<clearsinglenpc 1>>
<br><br>
<<link [[Next|Livestock Caught Dog Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<!--<<if $edenwhip is 0>>
<<set $edenwhip to 1>>
<</if>> -->
"I know what you deserve," <<nnpc_he "Remy">> says, dismounting <<nnpc_his "Remy">> steed. Two farmhands rush forward. They grasp your arms and legs, lift you into the air, and bend you over a hay bale. They hold your shoulders down, with your <<bottom>> facing Remy.
<br><br>
You hear <<nnpc_his "Remy">> whip crack. "This is for your own good." <span class="red"><<nnpc_He "Remy">> lashes your <<bottom>>,</span> eliciting an involuntary cry of pain.
<<ggpain>><<pain 12>>
<br><br>
The assembled farmhands laugh as Remy brings the whip down once more. Again and again the whip strikes your skin, each time more painful than the last.
<<gggpain>><<pain 24>>
<br><br>
Panting, Remy stops. <<nnpc_He "Remy">> clips the whip to <<nnpc_his "Remy">> side. "Return it to the rest of the herd," <<nnpc_he "Remy">> says, climbing back atop <<nnpc_his "Remy">> <<print $remyEscapeSteed>>. "Let's hope it's smart enough to take this lesson to heart."
<br><br>
The farmhands release your shoulders, and pull you up by your collar. They push you along the small lane to the field. The gate clanks shut behind you.
<br><br>
<<endevent>>
<<link [[Next|Livestock Field]]>><</link>>
<br>
<</if>>
<<unset $remyEscapeSteed>>
/* The farmhands form a circle around you. They struggle to hold back the dogs. Remy remains on <<his>> <<livestock_horse>>, looking thoughtful.
<<unset $livestock_escape>>
<!-- Modified for Monster People -->
<<if ($monsterchance gte random(1, 100) and ($hallucinations gte 1 or $monsterhallucinations is "f") or $bestialitydisable is "f") and $horsedisable is "f">>
<<if maleChance() lt random(1, 100)>>
<<if $dgchance gte 1>>
"I know what you deserve," <<he>> says, stroking <<his>> centaur steed behind the ear. The centaur leans into her master's hand. "This girl has been good. Your punishment is her reward."
<br><br>
Having made up <<his>> mind, <<he>> spurs <<his>> mount closer. A couple of the farmhands act as well, darting forward and grasping your arms and legs. They haul you onto a nearby hay bale. The centaur's eyes light up and she shakes back her mane of dark hair, showing off her enormous breasts. Now closer, she grasps your collar in one hand as she wheels her body behind you. You catch a glimpse of her <span class="lewd">gargantuan cock.</span>
<br><br>
The farmhands crowd closer, eager to watch. You feel the centaur cock prod your rear.
<br><br>
<<endevent>>
<<link [[Next|Livestock Caught Female Centaur Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<elseif random(1, 2) is 2>>
"I know what you deserve," <<he>> says, stroking <<his>> centaur steed behind the ear. The centaur leans into her master's hand. "This girl has been good. Your punishment is her reward."
<br><br>
Having made up <<his>> mind, <<he>> spurs <<his>> mount closer. A couple of the farmhands act as well, darting forward and grasping your arms and legs. They haul you onto a nearby hay bale. The centaur's eyes light up and she shakes back her mane of dark hair, showing off her enormous breasts. Now closer, she grasps your collar in one hand as she wheels her body around you. You catch a glimpse of her <span class="lewd">glistening pussy.</span>
<br><br>
The farmhands crowd closer, eager to watch.
<br><br>
<<endevent>>
<<link [[Next|Livestock Caught Female Centaur Vagina Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
"I know what you deserve," <<he>> says, looking at the barking doggirls crouched beside the farmhands. <<He>> settles on one in particular. "That one. She's a very good girl. Give her a treat." Her tail wags. The <<generate2>><<person2>><<person>> beside the doggirl releases her collar, and she bounds towards you.
<br><br>
<<endevent>>
<<link [[Next|Livestock Caught Doggirl Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<<elseif $cbchance lt 100>>
"I know what you deserve," <<he>> says, stroking <<his>> centaur steed behind the ear. The centaur leans into his master's hand. "This boy has been good. Your punishment is his reward."
<br><br>
Having made up <<his>> mind, <<he>> spurs <<his>> mount closer. A couple of the farmhands act as well, darting forward and grasping your arms and legs. They haul you onto a nearby hay bale. The centaur's eyes light up and he shakes back his mane of dark hair, showing off his toned abdomen. Now closer, he grasps your collar in one hand as he wheels his body behind you. You catch a glimpse of his <span class="lewd">gargantuan cock.</span>
<br><br>
The farmhands crowd closer, eager to watch. You feel the centaur cock prod your rear.
<br><br>
<<endevent>>
<<link [[Next|Livestock Caught Male Centaur Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<elseif $cbchance gte 1 and random(1, 2) is 2>>
"I know what you deserve," <<he>> says, stroking <<his>> centaur steed behind the ear. The centaur leans into his master's hand. "This boy has been good. Your punishment is his reward."
<br><br>
Having made up <<his>> mind, <<he>> spurs <<his>> mount closer. A couple of the farmhands act as well, darting forward and grasping your arms and legs. They haul you onto a nearby hay bale. The centaur's eyes light up and he shakes back his mane of dark hair, showing off his toned abdomen. Now closer, he grasps your collar in one hand as he wheels his body around you. You catch a glimpse of his <span class="lewd">glistening pussy.</span>
<br><br>
The farmhands crowd closer, eager to watch.
<br><br>
<<endevent>>
<<link [[Next|Livestock Caught Male Centaur Vagina Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<if $edenwhip is 0>>
<<set $edenwhip to 1>>
<</if>>
"I know what you deserve," <<He>> says, dismounting <<his>> steed. Two farmhands rush forward. They grasp your arms and legs, lift you into the air, and bend you over a hay bale. They hold your shoulders down, with your <<bottom>> facing Remy.
<br><br>
You hear <<his>> whip crack. "This is for your own good," <span class="red"><<he>> lashes your <<bottom>>,</span> eliciting an involuntary cry of pain.
<<ggpain>><<pain 12>>
<br><br>
The assembled farmhands laugh as Remy brings the whip down once more. Again and again the whip strikes your skin, each time more painful than the last.
<<gggpain>><<pain 24>>
<br><br>
Panting, Remy stops. <<He>> clips the whip to <<his>> side. "Return it to the rest of the herd," <<he>> says, climbing back atop <<his>> <<livestock_horse>>. "Let's hope it's smart enough to take this lesson to heart."
<br><br>
The farmhands release your shoulders, and pull you up by your collar. They push you along the small lane to the field. The gate clanks shut behind you.
<br><br>
<<endevent>>
<<link [[Next|Livestock Field]]>><</link>>
<br>
<</if>>
<<elseif $bestialitydisable is "f">>
<<if beastMaleChance() gte 1 and $horsedisable is "f">>
"I know what you deserve," <<he>> says, stroking <<his>> horse behind the ear. The horse leans into its master's hand. "This boy has been good. Your punishment is his reward."
<br><br>
Having made up <<his>> mind, <<he>> spurs <<his>> mount closer. A couple of the farmhands act as well, darting forward and grasping your arms and legs. They haul you onto a nearby hay bale. The horse wheels behind you, and you catch a glimpse of its <span class="lewd">gargantuan cock.</span>
<br><br>
The farmhands crowd closer, eager to watch. You feel the horse cock prod your rear.
<br><br>
<<endevent>>
<<link [[Next|Livestock Caught Horse Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<elseif random(1, 2) is 2 and $horsedisable is "f">>
"I know what you deserve," <<he>> says, stroking <<his>> horse behind the ear. The horse leans into its master's hand. "This girl has been good. Your punishment is her reward."
<br><br>
Having made up <<his>> mind, <<he>> spurs <<his>> mount closer. A couple of the farmhands act as well, darting forward and grasping your arms and legs. They haul you onto a nearby hay bale. The horse wheels around you, and you catch a glimpse of its <span class="lewd">glistening pussy.</span>
<br><br>
The farmhands crowd closer, eager to watch.
<br><br>
<<endevent>>
<<link [[Next|Livestock Caught Horse Female Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
"I know what you deserve," <<he>> says, looking at the barking dogs crouched beside the farmhands. <<He>> settles on one in particular. "That one. She's a very good girl. Give her a treat." Her tail wags. The <<generate2>><<person2>><<person>> beside the bitch releases her collar, and she bounds towards you.
<br><br>
<<endevent>>
<<link [[Next|Livestock Caught Dog Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<<else>>
<<if $edenwhip is 0>>
<<set $edenwhip to 1>>
<</if>>
"I know what you deserve," <<He>> says, dismounting <<his>> steed. Two farmhands rush forward. They grasp your arms and legs, lift you into the air, and bend you over a hay bale. They hold your shoulders down, with your <<bottom>> facing Remy.
<br><br>
You hear <<his>> whip crack. "This is for your own good," <span class="red"><<he>> lashes your <<bottom>>,</span> eliciting an involuntary cry of pain.
<<ggpain>><<pain 12>>
<br><br>
The assembled farmhands laugh as Remy brings the whip down once more. Again and again the whip strikes your skin, each time more painful than the last.
<<gggpain>><<pain 24>>
<br><br>
Panting, Remy stops. <<He>> clips the whip to <<his>> side. "Return it to the rest of the herd," <<he>> says, climbing back atop <<his>> <<livestock_horse>>. "Let's hope it's smart enough to take this lesson to heart."
<br><br>
The farmhands release your shoulders, and pull you up by your collar. They push you along the small lane to the field. The gate clanks shut behind you.
<br><br>
<<endevent>>
<<link [[Next|Livestock Field]]>><</link>>
<br>
<</if>> */<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<set $NPCList[0].stance to "top">><<set $position to "doggy">><<set $position_lock to 1>><<prop haybale>>
<</if>>
<<effects>>
<<effectsman>>
<br><br>
<<beast $enemyno>>
<br><br>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Livestock Caught Horse Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Livestock Caught Horse Molestation]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
The audience hoots with laughter as the <<beasttype>> backs away from you.
<<if $NPCList[0].penis isnot "none">>
Semen still trails from <<bhis>> enormous phallus, pooling on the floor beneath <<bhim>>.
<</if>>
<br><br>
"Good <<if $NPCList[0].pronoun is "m">>boy<<else>>girl<</if>>," Remy says, leaning down and patting <<bhis>> neck. <<nnpc_He "Remy">> looks down at you. "Take it back to the others. Let's hope it's smart enough to understand the lesson."
<br><br>
The farmhands release your shoulders and pull you to your feet. <<tearful>> you're pushed along the small lane to the field. The gate clanks shut behind you.
<br><br>
<<clotheson>>
<<endcombat>>
<<if Time.dayState is "night">>
<<link [[Next|Livestock Cell]]>><<set $farmGateCD to 0>><</link>>
<br>
<<else>>
<<link [[Next|Livestock Field]]>><</link>>
<br>
<</if>>
<<else>>
<<if $monster is 1>>
The centaur backs away from you. "I-I'm just not in the mood," <<bhe>> stutters, trying to save face.
<<else>>
The horse backs away from you, whinnying in a panic.
<</if>>
<<bHe>> flinches as <<bhis>> master grasps <<bhis>> hair.
<br><br>
"Fine," Remy says, looking down at you. "Next time you might come off a lot worse. Let's hope you're smart enough to understand the lesson."
The farmhands release your shoulders and pull you to your feet. <<tearful>> you're pushed along the small lane to the field. The gate clanks shut behind you.
<br><br>
<<clotheson>>
<<endcombat>>
<<if Time.dayState is "night">>
<<link [[Next|Livestock Cell]]>><<set $farmGateCD to 0>><</link>>
<br>
<<else>>
<<link [[Next|Livestock Field]]>><</link>>
<br>
<</if>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<</if>>
<<effects>>
<<effectsman>>
<br><br>
<<beast $enemyno>>
<br><br>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Livestock Caught Dog Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Livestock Caught Dog Molestation]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<if $monster is 1>>
The farmhands hoot laughter as the <<beasttype>> collapses on top of you. They release your shoulders and lift <<bhim>> to the ground.
<<else>>
The farmhands hoot laughter as the dog finishes with you.
<</if>>
<br><br>
"Let's hope it's smart enough to understand the lesson," Remy says, watching from the back of <<nnpc_his "Remy">> steed. "I'm the only thing protecting it from the wolves."
The farmhands pull you to your feet. <<tearful>> you're pushed along the small lane to the field. The gate clanks shut behind you.
<br><br>
<<clotheson>>
<<endcombat>>
<<if Time.dayState is "night">>
<<link [[Next|Livestock Cell]]>><<set $farmGateCD to 0>><</link>>
<br>
<<else>>
<<link [[Next|Livestock Field]]>><</link>>
<br>
<</if>>
<<else>>
The <<beasttype>> whimpers and tumbles off the hay bale. <<bHe>> scrambles to the ring of farmhands and hides behind their legs.
<br><br>
"Fine," Remy says from atop <<nnpc_his "Remy">> steed. "Just remember, there are actual wolves out there. You won't fare so well against them. I'm the only thing protecting you."
<br><br>
The farmhands pull you to your feet. <<tearful>> you're pushed along the small lane to the field. The gate clanks shut behind you.
<br><br>
<<clotheson>>
<<endcombat>>
<<if Time.dayState is "night">>
<<link [[Next|Livestock Cell]]>><<set $farmGateCD to 0>><</link>>
<br>
<<else>>
<<link [[Next|Livestock Field]]>><</link>>
<br>
<</if>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastNEWinit 1 horse f penis monster>>
<<beastCombatInit>>
<<set $NPCList[_n].stance to "top">><<set $position to "doggy">><<set $position_lock to 1>><<prop haybale>>
<</if>>
<<effects>>
<<effectsman>>
<br><br>
<<beast $enemyno>>
<br><br>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Livestock Caught Female Centaur Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Livestock Caught Female Centaur Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<npc Remy>><<person1>>
The audience hoots with laughter as the centaur backs away from you. Semen still trails from her enormous phallus, pooling on the floor beneath her.
<br><br>
"Good girl," Remy says, leaning down and patting her neck. <<He>> looks down at you. "Take it back to the others. Let's hope it's smart enough to understand the lesson."
<br><br>
The farmhands release your shoulders and pull you to your feet. <<tearful>> you're pushed along the small lane to the field. The gate clanks shut behind you.
<br><br>
<<clotheson>>
<<endcombat>>
<<if Time.dayState is "night">>
<<link [[Next|Livestock Cell]]>><<set $farmGateCD to 0>><</link>>
<br>
<<else>>
<<link [[Next|Livestock Field]]>><</link>>
<br>
<</if>>
<<else>>
<<npc Remy>><<person1>>
The centaur backs away from you. "I-I'm just not in the mood," she stutters, trying to save face. She flinches as her master grasps her hair.
<br><br>
"Fine," Remy says, looking down at you. "Next time you might come off a lot worse. Let's hope you're smart enough to understand the lesson."
The farmhands release your shoulders and pull you to your feet. <<tearful>> you're pushed along the small lane to the field. The gate clanks shut behind you.
<br><br>
<<clotheson>>
<<endcombat>>
<<if Time.dayState is "night">>
<<link [[Next|Livestock Cell]]>><<set $farmGateCD to 0>><</link>>
<br>
<<else>>
<<link [[Next|Livestock Field]]>><</link>>
<br>
<</if>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastNEWinit 1 horse f vagina monster>>
<<beastCombatInit>>
<<set $NPCList[_n].stance to "top">><<set $position to "missionary">><<set $position_lock to 1>><<prop haybale>>
<</if>>
<<effects>>
<<effectsman>>
<br><br>
<<beast $enemyno>>
<br><br>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Livestock Caught Female Centaur Vagina Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Livestock Caught Female Centaur Vagina Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<npc Remy>><<person1>>
The audience hoots with laughter as the centaur backs away from you.
<br><br>
"Good girl," Remy says, leaning down and patting her neck. <<He>> looks down at you. "Take it back to the others. Let's hope it's smart enough to understand the lesson."
<br><br>
The farmhands release your shoulders and pull you to your feet. <<tearful>> you're pushed along the small lane to the field. The gate clanks shut behind you.
<br><br>
<<clotheson>>
<<endcombat>>
<<if Time.dayState is "night">>
<<link [[Next|Livestock Cell]]>><<set $farmGateCD to 0>><</link>>
<br>
<<else>>
<<link [[Next|Livestock Field]]>><</link>>
<br>
<</if>>
<<else>>
<<npc Remy>><<person1>>
The centaur backs away from you. "I-I'm just not in the mood," she stutters, trying to save face. She flinches as her master grasps her hair.
<br><br>
"Fine," Remy says, looking down at you. "Next time you might come off a lot worse. Let's hope you're smart enough to understand the lesson."
The farmhands release your shoulders and pull you to your feet. <<tearful>> you're pushed along the small lane to the field. The gate clanks shut behind you.
<br><br>
<<clotheson>>
<<endcombat>>
<<if Time.dayState is "night">>
<<link [[Next|Livestock Cell]]>><<set $farmGateCD to 0>><</link>>
<br>
<<else>>
<<link [[Next|Livestock Field]]>><</link>>
<br>
<</if>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastNEWinit 1 horse m penis monster>>
<<beastCombatInit>>
<<set $NPCList[_n].stance to "top">><<set $position to "doggy">><<set $position_lock to 1>><<prop haybale>>
<</if>>
<<effects>>
<<effectsman>>
<br><br>
<<beast $enemyno>>
<br><br>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Livestock Caught Male Centaur Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Livestock Caught Male Centaur Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<npc Remy>><<person1>>
The audience hoots with laughter as the centaur backs away from you. Semen still trails from his enormous phallus, pooling on the floor beneath him.
<br><br>
"Good boy," Remy says, leaning down and patting his neck. <<He>> looks down at you. "Take it back to the others. Let's hope it's smart enough to understand the lesson."
<br><br>
The farmhands release your shoulders and pull you to your feet. <<tearful>> you're pushed along the small lane to the field. The gate clanks shut behind you.
<br><br>
<<clotheson>>
<<endcombat>>
<<if Time.dayState is "night">>
<<link [[Next|Livestock Cell]]>><<set $farmGateCD to 0>><</link>>
<br>
<<else>>
<<link [[Next|Livestock Field]]>><</link>>
<br>
<</if>>
<<else>>
<<npc Remy>><<person1>>
The centaur backs away from you. "I-I'm just not in the mood," he stutters, trying to save face. He flinches as his master grasps his hair.
<br><br>
"Fine," Remy says, looking down at you. "Next time you might come off a lot worse. Let's hope you're smart enough to understand the lesson."
The farmhands release your shoulders and pull you to your feet. <<tearful>> you're pushed along the small lane to the field. The gate clanks shut behind you.
<br><br>
<<clotheson>>
<<endcombat>>
<<if Time.dayState is "night">>
<<link [[Next|Livestock Cell]]>><<set $farmGateCD to 0>><</link>>
<br>
<<else>>
<<link [[Next|Livestock Field]]>><</link>>
<br>
<</if>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastNEWinit 1 horse m vagina monster>>
<<beastCombatInit>>
<<set $NPCList[_n].stance to "top">><<set $position to "missionary">><<set $position_lock to 1>><<prop haybale>>
<</if>>
<<effects>>
<<effectsman>>
<br><br>
<<beast $enemyno>>
<br><br>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Livestock Caught Male Centaur Vagina Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Livestock Caught Male Centaur Vagina Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<npc Remy>><<person1>>
The audience hoots with laughter as the centaur backs away from you.
<br><br>
"Good boy," Remy says, leaning down and patting his neck. <<He>> looks down at you. "Take it back to the others. Let's hope it's smart enough to understand the lesson."
<br><br>
The farmhands release your shoulders and pull you to your feet. <<tearful>> you're pushed along the small lane to the field. The gate clanks shut behind you.
<br><br>
<<clotheson>>
<<endcombat>>
<<if Time.dayState is "night">>
<<link [[Next|Livestock Cell]]>><<set $farmGateCD to 0>><</link>>
<br>
<<else>>
<<link [[Next|Livestock Field]]>><</link>>
<br>
<</if>>
<<else>>
<<npc Remy>><<person1>>
The centaur backs away from you. "I-I'm just not in the mood," he stutters, trying to save face. He flinches as his master grasps his hair.
<br><br>
"Fine," Remy says, looking down at you. "Next time you might come off a lot worse. Let's hope you're smart enough to understand the lesson."
The farmhands release your shoulders and pull you to your feet. <<tearful>> you're pushed along the small lane to the field. The gate clanks shut behind you.
<br><br>
<<clotheson>>
<<endcombat>>
<<if Time.dayState is "night">>
<<link [[Next|Livestock Cell]]>><<set $farmGateCD to 0>><</link>>
<br>
<<else>>
<<link [[Next|Livestock Field]]>><</link>>
<br>
<</if>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastNEWinit 1 horse m penis beast>>
<<beastCombatInit>>
<<set $NPCList[_n].stance to "top">><<set $position to "doggy">><<set $position_lock to 1>><<prop haybale>>
<</if>>
<<effects>>
<<effectsman>>
<br><br>
<<beast $enemyno>>
<br><br>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Livestock Caught Horse Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Livestock Caught Horse Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
The audience hoots with laughter as the horse backs away from you. Semen still trails from its enormous phallus, pooling on the floor beneath it.
<br><br>
"Good boy," Remy says, leaning down and patting its neck. <<nnpc_He "Remy">> looks down at you. "Take it back to the others. Let's hope it's smart enough to understand the lesson."
<br><br>
The farmhands release your shoulders and pull you to your feet. <<tearful>> you're pushed along the small lane to the field. The gate clanks shut behind you.
<br><br>
<<clotheson>>
<<endcombat>>
<<if Time.dayState is "night">>
<<link [[Next|Livestock Cell]]>><<set $farmGateCD to 0>><</link>>
<br>
<<else>>
<<link [[Next|Livestock Field]]>><</link>>
<br>
<</if>>
<<else>>
The horse backs away from you, whinnying in a panic. It flinches as its master grasps its hair.
<br><br>
"Fine," Remy says, looking down at you. "Next time you might come off a lot worse. Let's hope you're smart enough to understand the lesson."
The farmhands release your shoulders and pull you to your feet. <<tearful>> you're pushed along the small lane to the field. The gate clanks shut behind you.
<br><br>
<<clotheson>>
<<endcombat>>
<<if Time.dayState is "night">>
<<link [[Next|Livestock Cell]]>><<set $farmGateCD to 0>><</link>>
<br>
<<else>>
<<link [[Next|Livestock Field]]>><</link>>
<br>
<</if>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastNEWinit 1 horse m vagina beast>>
<<beastCombatInit>>
<<set $NPCList[_n].stance to "top">><<set $position to "missionary">><<set $position_lock to 1>><<prop haybale>>
<</if>>
<<effects>>
<<effectsman>>
<br><br>
<<beast $enemyno>>
<br><br>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Livestock Caught Horse Female Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Livestock Caught Horse Female Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
The audience hoots with laughter as the horse backs away from you.
<br><br>
"Good girl," Remy says, leaning down and patting its neck. <<nnpc_He "Remy">> looks down at you. "Take it back to the others. Let's hope it's smart enough to understand the lesson."
<br><br>
The farmhands release your shoulders and pull you to your feet. <<tearful>> you're pushed along the small lane to the field. The gate clanks shut behind you.
<br><br>
<<clotheson>>
<<endcombat>>
<<if Time.dayState is "night">>
<<link [[Next|Livestock Cell]]>><<set $farmGateCD to 0>><</link>>
<br>
<<else>>
<<link [[Next|Livestock Field]]>><</link>>
<br>
<</if>>
<<else>>
The horse backs away from you, whinnying in a panic. It flinches as its master grasps its hair.
<br><br>
"Fine," Remy says, looking down at you. "Next time you might come off a lot worse. Let's hope you're smart enough to understand the lesson."
The farmhands release your shoulders and pull you to your feet. <<tearful>> you're pushed along the small lane to the field. The gate clanks shut behind you.
<br><br>
<<clotheson>>
<<endcombat>>
<<if Time.dayState is "night">>
<<link [[Next|Livestock Cell]]>><<set $farmGateCD to 0>><</link>>
<br>
<<else>>
<<link [[Next|Livestock Field]]>><</link>>
<br>
<</if>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastNEWinit 1 dog f vagina monster>>
<<beastCombatInit>>
<</if>>
<<effects>>
<<effectsman>>
<br><br>
<<beast $enemyno>>
<br><br>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Livestock Caught Doggirl Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Livestock Caught Doggirl Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
The farmhands hoot laughter as the doggirl collapses on top of you. They release your shoulders and lift her to the ground.
<br><br>
"Let's hope it's smart enough to understand the lesson," Remy says, watching from the back of <<nnpc_his "Remy">> <<livestock_horse>>. "I'm the only thing protecting it from the wolves."
The farmhands pull you to your feet. <<tearful>> you're pushed along the small lane to the field. The gate clanks shut behind you.
<br><br>
<<clotheson>>
<<endcombat>>
<<if Time.dayState is "night">>
<<link [[Next|Livestock Cell]]>><<set $farmGateCD to 0>><</link>>
<br>
<<else>>
<<link [[Next|Livestock Field]]>><</link>>
<br>
<</if>>
<<else>>
The doggirl whimpers and tumbles off the hay bale. She scrambles to the ring of farmhands and hides behind their legs.
<br><br>
"Fine," Remy says from atop <<nnpc_his "Remy">> <<livestock_horse>>. "Just remember, there are actual wolves out there. You won't fare so well against them. I'm the only thing protecting you."
<br><br>
The farmhands pull you to your feet. <<tearful>> you're pushed along the small lane to the field. The gate clanks shut behind you.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Livestock Field]]>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastNEWinit 1 dog f vagina beast>>
<<beastCombatInit>>
<</if>>
<<effects>>
<<effectsman>>
<br><br>
<<beast $enemyno>>
<br><br>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Livestock Caught Dog Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Livestock Caught Dog Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
The farmhands hoot laughter as the dog finishes with you.
<br><br>
"Let's hope it's smart enough to understand the lesson," Remy says, watching from the back of <<nnpc_his "Remy">> <<livestock_horse>>. "I'm the only thing protecting it from the wolves."
The farmhands pull you to your feet. <<tearful>> you're pushed along the small lane to the field. The gate clanks shut behind you.
<br><br>
<<clotheson>>
<<endcombat>>
<<if Time.dayState is "night">>
<<link [[Next|Livestock Cell]]>><<set $farmGateCD to 0>><</link>>
<br>
<<else>>
<<link [[Next|Livestock Field]]>><</link>>
<br>
<</if>>
<<else>>
The dog whimpers and tumbles off the hay bale. It scrambles to the ring of farmhands and hides behind their legs.
<br><br>
"Fine," Remy says from atop <<nnpc_his "Remy">> steed. "Just remember, there are actual wolves out there. You won't fare so well against them. I'm the only thing protecting you."
<br><br>
The farmhands pull you to your feet. <<tearful>> you're pushed along the small lane to the field. The gate clanks shut behind you.
<br><br>
<<clotheson>>
<<endcombat>>
<<if Time.dayState is "night">>
<<link [[Next|Livestock Cell]]>><<set $farmGateCD to 0>><</link>>
<br>
<<else>>
<<link [[Next|Livestock Field]]>><</link>>
<br>
<</if>>
<</if>><!-- Placeholder. In the future, the player will not be released after giving birth. -->
<<set $outside to 0>><<effects>>
<<npc "Remy">><<person1>>
<<livestockescape>>
<<set $livestock_escape to "birth">>
You fade in and out of consciousness. A large blanket has been draped over you. You hear <<if $harperintro is 1>>a familiar<<else>>an unfamiliar<</if>> voice.
<br><br>
"This one should be transported to the hospital immediately." Someone pats your knee, right before you feel a sting in your arm. All the pain in your body starts to fade almost immediately.
<br><br>
You hear another voice raise in protest. It's Remy. <<He>> gets into an argument that you're too distracted to pay attention to. You lose focus as the minutes tick by, recognising that you are being carried at some point.
<br><br>
"Don't worry. Everything will be fine." The words ring through your ears as the ambulance doors close.
<br><br>
<<link [[Next (1:00)|Pregnancy Birth Hospital]]>><<unbind>><<endevent>><<pass 1 hour>><<set $phase to 1>><</link>><<effects>>
<<if $livestock_lock_intro is undefined>>
<<if $farmLockStr is undefined>>
<<set $farmLockStr to 100>>
You walk around your cell and look for anything to help you escape. Unfortunately, there is nothing inside besides a bucket and straw.
The iron bars of the cage you were put in look solid. There is no way you could bend them.
You also doubt you would succeed in digging your way out without proper tools.
<br>
The only thing that catches your eye is the lock. Like all the other locks on the other cell gates, it looks old and rusty.
<span class="red"> Perhaps if you applied enough force, you would be able to break it.</span>
<br><br>
<<ind>><<link [[Rock the gate (1:00)|Livestock Lock Intro]]>><<set $farmLockStr -= 1>><<set $livestock_lock_intro to 1>><</link>><<ggtiredness>>
<br>
<<getouticon>><<link [[Step back|Livestock Lock Break]]>><<set $livestockLockSeq to 2>><</link>>
<<elseif $farmLockStr isnot undefined and $livestock_return is true>>
<<unset $livestock_return>>
<<set $farmLockStr to 100>>
<<if $livestock_escape is "night">>
<<set $livestock_lock_intro to 1>>
<<generate1>><<person1>>
<<saveNPC 0 "remy_farmhand_1">>
<<npc Remy 2>>
You check your cell, it's the same as your old one.
<<if $farmLockQty gte 2>>
<<unset $farmLockQty>>
You sigh with relief, it's an old rusty lock this time.
<<else>>
It's the same old rusty lock. <span class="red">Should break just like last time.</span>
<</if>>
<br>
You grab the bars and rock them back and forth. Not wasting any time, you scream and shout. Provoked, the cattle soon begin to make enough noise to wake the dead.
A <<person>> barges into the room, drawing out a tranquilliser gun and proceeds to putting <<livestock_cows>> to sleep.
<br><br>
<<ind>><<link [[Rock the gate (1:00)|Livestock Lock Break]]>><<set $farmPatrol to 80>><<set $livestockLockSeq to 1>><</link>><<gtiredness>>
<br>
<<getouticon>><<link [[Step back|Livestock Lock Break]]>><<set $livestockLockSeq to 2>><</link>>
<<else>>
You notice the lock on your gate is old and rusty.
<span class="red"> Perhaps if you applied enough force, you would be able to break it.</span>
<br><br>
<<ind>><<link [[Rock the gate (1:00)|Livestock Lock Intro]]>><<set $farmLockStr -= 1>><<set $livestock_lock_intro to 1>><</link>><<ggtiredness>>
<br>
<<getouticon>><<link [[Step back|Livestock Lock Break]]>><<set $livestockLockSeq to 2>><</link>>
<</if>>
<<else>>
You approach the gate, there's an old rusty lock.
<span class="red"> Perhaps if you applied enough force, you would be able to break it.</span>
<br><br>
<<ind>><<link [[Rock the gate (1:00)|Livestock Lock Intro]]>><<set $farmLockStr -= 1>><<set $livestock_lock_intro to 1>><</link>><<ggtiredness>>
<br>
<<getouticon>><<link [[Step back|Livestock Lock Break]]>><<set $livestockLockSeq to 2>><</link>>
<</if>>
<<elseif $farmGateCD is 0>>
<span class="red"> You hear the farmhand wheezing outside.</span>
You should call it a night and try again tommorrow.
<br><br>
<<getouticon>><<link [[Step back|Livestock Cell]]>><</link>>
<<elseif $farmGateCD is 1>>
<<if $farmCellUnlk is false>>
You decide not to try your luck.
You should call it a night and try again tommorrow.
<<else>>
<span class="red">The farmhand is wide awake.</span>
You should call it a night and try again tommorrow.
<</if>>
<br><br>
<<getouticon>><<link [[Step back|Livestock Cell]]>><</link>>
<<elseif $farmLockStr lte 0>>
<<if $livestockLockSeq is 1>>
<<if $farmLockQty is undefined>>
<<set $farmLockQty to 0>>
<<else>>
<<set $farmLockQty += 1>>
<</if>>
You bide your time until you are certain the <<person>> is asleep.
<br><br>
The lock is <<livestock_lock_desc>>
You can leave your cage tonight. The breakage will be noticed in the morning once
Remy and <<person2>><<his>> henchmen come to herd you to the cattle field.
<<else>>
<<loadNPC 0 "remy_farmhand_1">>
You approach your cell's gate.
<br><br>
The lock is <<livestock_lock_desc>>
You can leave your cage tonight. The breakage will be noticed in the morning.
<</if>>
<br><br>
<<sneakicon>><<link [[Sneak out|Livestock Lock Break]]>><<set $livestockLockSeq to 3>><<set $phase to 1>><</link>>
<br>
<<getouticon>><<link [[Step back|Livestock Lock Break ]]>><<set $livestockLockSeq to 2>><<set $phase to 1>><</link>>
<<elseif $farmLockQty lt 2 and $farmGateCD is undefined>>
You approach your cell's gate. Like you expected, Remy's henchmen already put a new lock on your cell's gate.
It doesn't seem to be much different from the previous one. It is as old and rusty. The lock hanging outside looks <<livestock_lock_desc>>
<span class="red"> You still have a chance. </span>
<br><br>
<<getouticon>><<link [[Step back|Livestock Cell]]>><</link>>
<<elseif $farmLockQty gte 2>>
You approach your cell's gate. Like you expected, Remy's henchmen already put a new lock on your cell's gate.
This one looks quite different. Not only is it made of steel, but it also looks new.
You don't think you would be able to break it with your bare hands.<<stress 12>><<ggstress>>
<br><br>
<<getouticon>><<link [[Step back|Livestock Lock Break]]>><<set $livestockLockSeq to 2>><</link>>
<<else>>
<<generate1>>
<<saveNPC 0 "remy_farmhand_1">>
<<npc Remy 2>>
You grab the bars and rock them back and forth. Not wasting any time, you scream and shout. Provoked, the cattle soon begin to make enough noise to wake the dead.
A <<person1>><<person>> barges into the room, carrying a tranquilliser gun. <<He>> begins putting the flustered <<livestock_cows>> to sleep.
<br><br>
<<ind>><<link [[Rock the gate (1:00)|Livestock Lock Break]]>><<set $livestockLockSeq to 1>><<set $farmPatrol to 80>><</link>><<gtiredness>>
<br>
<<getouticon>><<link [[Step back|Livestock Lock Break]]>><<set $livestockLockSeq to 2>><</link>>
<</if>><<if $livestock_lock_intro is 1>>
You grab the bars and rock them back and forth. You can't tell if it has any effect on the lock.
<br><br>
<<link [[Continue|Livestock Lock Intro]]>><<set $livestock_lock_intro to 2>><</link>>
<<elseif $livestock_lock_intro is 2>>
You continue to rock the gate. Each of your thrusts echoes with a loud clang.
You notice several <<livestock_cows>> looking at you with perplexed expressions on their faces.
<br><br>
<<link [[Continue|Livestock Lock Intro]]>><<set $livestock_lock_intro to 3>><</link>>
<<elseif $livestock_lock_intro is 3>>
<<generate1>><<person1>>
You are adamant to continue your assault on the gate. Most of the <<livestock_cows>> are now mooing in both irritation and confusion.
<br><br>
Suddenly you hear the barn gate open. You hop in your straw and pretend to be asleep.
<br><br>
"What the fuck is going on here?" a loud voice asks over a lowing choir.
With your eyes half-closed you see a <<person>> walk past your cell. <<He>> is holding something in <<his>> hands.
After watching <<him>> some more and listening to the ceasing clamour, you realise that <<he>> is using a tranquilliser gun to pacify the overly vigorous cattle.
Soon the barn falls silent. "That does it. What got into all of you all of a sudden, saw a rat or something?"
<br><br>
<<link [[Next|Livestock Lock Intro]]>><<set $livestock_lock_intro to 4>><</link>>
<<elseif $livestock_lock_intro is 4>>
You patiently wait for the farmhand to leave, but <<he>> never walks back past your cell. Curious, you approach the gate and look outside.
You see <<him>> sitting on a stool with <<his>> arms crossed, snoozing. You look at the lock. Maybe you are just seeing things, but the lock looks <<livestock_lock_desc>> Apparently, you can break it.
<br><br>
You wonder if you could use other cattle as a distraction. You could go full force on the gate while farmhands tranquillise the rampant crowd.
Maybe if you prove <span class="red">obedient</span>, they will focus more on other cattle before they turn their attention to you.
You see no point in trying to sabotage the lock tonight. You will most likely wake the <<person>> up and get tranquillised if you try to bash the gate.
<br><br>
<<getouticon>><<link [[Step back|Livestock Cell]]>><<set $livestock_lock_intro to 5>><<set $farmGateCD to 0>><<tiredness 10>><<endevent>><</link>>
<</if>><<effects>>
<<if $livestockLockSeq is 1>>
<<if $farmLockStr lte 0>>
You push and the gate finally yields. Hopefully, the farmhand didn't hear the sound in the cacophony of mooing voices.
You close the gate, take a closer look at the lock and see that the shackle is broken in two.
The breakage shouldn't be obvious without a close inspection, but it will get exposed once someone tries to use a key to unlock your cage.
<br><br>
<<link [[Next|Livestock Lock Examine]]>><</link>>
<<else>>
<<physiquedifficulty 5000 12000 no_text>>
<<livestock_patrol>>
<br>
The lock hanging outside looks <<livestock_lock_desc>>
<br><br>
<<if $farmPatrol lte 20 >>
<<set $farmGateCD to 0>>
<<ind>><<link [[Continue|Livestock Lock Caught]]>><<pass 30>><<tiredness 5>><</link>>
<<else>>
<<ind>><<link [[Continue|Livestock Lock Break]]>><<pass 30>><<tiredness 5>><</link>>
<</if>>
<br>
<<getouticon>><<link [[Step back|Livestock Lock Break]]>><<set $livestockLockSeq to 2>><</link>>
<</if>>
<<elseif $livestockLockSeq is 2>>
<<if $farmLockStr is 100>>
You decide to conserve your strength for now and step back.
<br><br>
<<link [[Next|Livestock Cell]]>><<endevent>><</link>>
<<elseif $farmLockQty gte 2 and $farm_key isnot true>>
Dejected you turn away. <span class="red">Maybe you should try another way</span>
<br><br>
<<link [[Next|Livestock Cell]]>><</link>>
<<elseif $phase is 1>>
You decide against venturing outside.
<br><br>
<<link [[Next|Livestock Cell]]>><<endevent>><</link>>
<<else>>
You step back from the gate and lie in your pile of straw, feigning sleep.
The <<person>> approaches your cell and looks at you, only to walk past your stall and narcotise the remaining cattle. Soon the barn falls silent.
<<set _guard_speech to random(1,7)>>
<<switch _guard_speech>>
<<case 1>>
"Stupid cows," <<he>> mumbles. "And now I gotta sit here and make certain none of you fat asses choke on vomit. Great."
<<case 2>>
"Stupid cows," <<he>> mumbles. "I should've at least brought some coffee. I'd trade my own sister for a wink of sleep."
<<case 3>>
"Stupid cows," <<he>> mumbles. "I'm not getting paid enough to babysit these imbeciles."
<<case 4>>
"Stupid cows," <<he>> mumbles. "So, it's true, something is bothering them lately. Hope it's not lurkers."
<<case 5>>
"Stupid cows," <<he>> mumbles. "Maybe I should ask Remy to switch to less intense drugs. Paranoid fucker."
<<case 6>>
"Stupid cows," <<he>> mumbles. "It wasn't even my turn to watch the barn tonight. Why the fuck am I even here?"
<<case 7>>
<</switch>>
<br><br>
You bide your time until you are certain the <<person>> is asleep.
The lock is <<livestock_lock_desc>>
It looks like you will need to damage it some more.
You should call it a night and try again tommorrow.
<br><br>
<<link [[Next|Livestock Cell]]>><<set $farmGateCD to 0>><<endevent>><</link>>
<</if>>
<<elseif $livestockLockSeq is 3>>
<<if $phase is 1 >>
You gently push the gate open and set foot outside. It feels strange to be outside your cage at night, but it is a good feeling.
It is almost as if you are free, even though you realise that you are still far away from it.
<br><br>
You tiptoe your way towards the barn gate as noiselessly as you can. A sudden realisation flashes in your mind and your heart sinks when you remember that the barn also has a lock on it.
However, you quickly calm down when you see that the farmhand forgot to pick up <<person1>><<his>> ring of keys.<<set $farm_key to true>>
<br><br>
<<link [[Next|Livestock Lock Break]]>><<set $phase += 1>><</link>>
<<elseif $phase is 2>>
You follow the already familiar path to the great field, alone this time around. You stick to the shadows to reduce the chances of being spotted.
The perimeter is marked by an electric fence. You hear a warm buzz coming from the wires.
<br><br>
<<link [[Next|Livestock Field Night]]>><<endevent>><</link>>
<</if>>
<</if>><<if $phase is 0>>
<<if $farmCellUnlk is undefined and $farmLockQty gte 2>>
You fetch the key ring from the straw. You go to unlock your sell but a new lock greets you. A shiny silver lock.
Panic sets as you try the keys. <span class="red">They don't work.</span><<unset $farm_key>>
<br>
You'll have to grab a new pair.
<br><br>
<<getouticon>><<link [[Step back|Livestock Lock Key]]>><<set $phase += 2>><</link>>
<<else>>
You fetch the key ring from the straw and try to unlock your cell with each of the keys.
It's a slow and methodical process, but finally, one of them fits.
You turn the key and hear a clicking sound. <span class="teal">Your cell is no longer locked.</span> <<set $farmCellUnlk to true>>
<br><br>
<<sneakicon>><<link [[Sneak out|Livestock Lock Key]]>><<set $phase += 1>><</link>>
<br>
<<getouticon>><<link [[Step back|Livestock Lock Key]]>><<set $phase += 2>><</link>>
<</if>>
<<elseif $phase is 1>>
You leave your cell and head towards the barn door. Flipping through the key ring, you discover a large key. It fits.
<br><br>
<<sneakicon>><<link [[Sneak out|Livestock Lock Break ]]>><<set $phase += 1>><<set $livestockLockSeq to 3>><</link>>
<<elseif $phase is 2>>
<<if $farm_key is undefined>>
You discard the useless key ring. <<stress 12>><<ggstress>>
<<link [[Next|Livestock Cell]]>><<endevent>><</link>>
<<else>>
You decide to return to your cell.
<<if $farmLockStr lte 0 and $farmGateCD is 0 >>
You stow the ring of keys in the pile of straw.
<<set $farmLockQty += 1>>
<<else>>
You use the keys on your cell and stow them in a pile of straw.
<<set $farmCellUnlk to false>>
<</if>>
<br><br>
<<link [[Next|Livestock Cell]]>><<set $farmGateCD to 1>><<endevent>><</link>>
<</if>>
<</if>><<rng 10>>
<<if $rng lte 2>>
You step back from the gate and lie in your pile of straw, feigning sleep.
The <<person>> approaches your cell and looks at you, only to walk past your stall and narcotise the remaining cattle. Soon the barn falls silent.
<<set _guard_speech to random(1,7)>>
<<switch _guard_speech>>
<<case 1>>
"Stupid cows," <<he>> mumbles. "And now I gotta sit here and make certain none of you fat asses choke on vomit. Great."
<<case 2>>
"Stupid cows," <<he>> mumbles. "I should've at least brought some coffee. I'd trade my own sister for a wink of sleep."
<<case 3>>
"Stupid cows," <<he>> mumbles. "I'm not getting paid enough to babysit these imbeciles."
<<case 4>>
"Stupid cows," <<he>> mumbles. "So, it's true, something is bothering them lately. Hope it's not lurkers."
<<case 5>>
"Stupid cows," <<he>> mumbles. "Maybe I should ask Remy to switch to less intense drugs. Paranoid fucker."
<<case 6>>
"Stupid cows," <<he>> mumbles. "It wasn't even my turn to watch the barn tonight. Why the fuck am I even here?"
<<case 7>>
"Stupid cows," <<he>> mumbles. "Gotta admit, some of them are cute, though. I'd do at least one of them."
<</switch>>
<br><br>
You bide your time until you are certain the <<person>> is asleep.
The lock is <<livestock_lock_desc>>
It looks like you will need to damage it some more.
You should call it a night and try again tommorrow.
<br><br>
<<link [[Next|Livestock Cell]]>><<endevent>><<set $farmGateCD to 0>><</link>>
<<else>>
The <<person>> looks at you, catching you in the act of shaking your cell's gate with all your might.
"Remy won't like to hear this," <<he>> says, pointing <<his>> tranquilliser gun at you. <<livestock_obey -10>><<llobey>>
<br><br>
"No, don't..." but before you can utter another word, a dart pierces your thigh. You immediately feel numb and dizzy.
You didn't even feel the sting of the dart penetrating your skin. A black veil covers your eyes, and succumb to the darkness.
<br><br>
<<link [[Next|Livestock Passout]]>><<endevent>><</link>>
<</if>><<effects>>
<<npc Remy>><<generate2>><<generate3>>
You awaken in a dingy windowless room, the stone walls lit only by a flaming torch held by a <<person2>><<person>>. <<He>> and a <<person3>><<person>> stand, looking down at you. You're lying on a bed of straw.
<br><br>
<<person1>>"Awake I see," says a voice. It's Remy. <<He>> walks down a set of stone steps leading into the room, and kneels beside you.
<br><br>
<<if $farmGateCD is 0>>
"One of my men said you were acting up tonight. You know I have a soft spot for you, don't you?" <<He>> strokes your hair. "I know it's hard. But you have to endure just for a little bit. Soon you'll get used to the life on my farm. In fact, you'll love it."
<<else>>
"We found you passed out. You caused quite the worry, but my examination found no problems. Just a stress response." <<He>> strokes your hair. "You need to stop worrying. You're safe here."
<</if>>
<br><br>
<<link [[Listen|Livestock Passout 2]]>><<set $phase to 0>><<livestock_obey 1>><<transform cow 1>><</link>><<gobey>>
<br>
<<link [[Push away|Livestock Passout 2]]>><<set $phase to 1>><<livestock_obey -1>><<trauma -6>><</link>><<lobey>><<ltrauma>>
<br><<effects>>
<<if $phase is 1>>
You push <<his>> hand away. The farmhands glance at each other. "That's no way to treat your master," Remy says.
<br><br>
<</if>>
<<if $bodywritingLvl gte 3>>
<<if $skin.right_bottom.special isnot "cattle" and $skin.right_bottom.pen isnot "brand" and $skin.right_bottom.pen isnot "tattoo" and $skin.right_bottom.pen isnot "magic" and $skin.right_bottom.special isnot "bestiality">>
<<set _bodypart to "right_bottom">>
<<livestock_bodywriting>>
"I've decided to mark you more appropriately," <<he>> continues, pulling you to your feet. "To help you fit in. Look behind you." You do so, and see a tall mirror. There's a new <<tattoo right_bottom>> on your <<bottom>>.
<<elseif $skin.left_thigh.special isnot "cattle" and $skin.left_thigh.pen isnot "brand" and $skin.left_thigh.pen isnot "tattoo" and $skin.left_thigh.pen isnot "magic" and $skin.left_thigh.special isnot "bestiality">>
<<set _bodypart to "left_thigh">>
<<livestock_bodywriting>>
"I've decided to mark you more appropriately," <<he>> continues, pulling you to your feet. "To help you fit in." <<He>> points at your thighs. You look down, and see a new <<tattoo left_thigh>> on your skin.
<<elseif $skin.right_thigh.special isnot "cattle" and $skin.right_thigh.pen isnot "brand" and $skin.right_thigh.pen isnot "tattoo" and $skin.right_thigh.pen isnot "magic" and $skin.right_thigh.special isnot "bestiality">>
<<set _bodypart to "right_thigh">>
<<livestock_bodywriting>>
"I've decided to mark you more appropriately," <<he>> continues, pulling you to your feet. "To help you fit in." <<He>> points at your thighs. You look down, and see a new <<tattoo right_thigh>> on your skin.
<<elseif $skin.pubic.special isnot "cattle" and $skin.pubic.pen isnot "brand" and $skin.pubic.pen isnot "tattoo" and $skin.pubic.pen isnot "magic" and $skin.pubic.special isnot "bestiality">>
<<set _bodypart to "pubic">>
<<livestock_bodywriting>>
"I've decided to mark you more appropriately," <<he>> continues, pulling you to your feet. "To help you fit in." <<He>> points at your <<genitals 1>>. You look down, and see a new <<tattoo pubic>> on your skin.
<<elseif $skin.back.special isnot "cattle" and $skin.back.pen isnot "brand" and $skin.back.pen isnot "tattoo" and $skin.back.pen isnot "magic" and $skin.back.special isnot "bestiality">>
<<set _bodypart to "back">>
<<livestock_bodywriting>>
"I've decided to mark you more appropriately," <<he>> continues, pulling you to your feet. "To help you fit in. Look behind you." You do so, and see a tall mirror. There's a new <<tattoo back>> on your back.
<<elseif $skin.breasts.special isnot "cattle" and $skin.breasts.pen isnot "brand" and $skin.breasts.pen isnot "tattoo" and $skin.breasts.pen isnot "magic" and $skin.breasts.special isnot "bestiality">>
<<set _bodypart to "breasts">>
<<livestock_bodywriting>>
"I've decided to mark you more appropriately," <<he>> continues, pulling you to your feet. "To help you fit in." <<He>> points at your <<breasts>>. You look down, and see a new <<tattoo breasts>> on your skin.
<<elseif $skin.left_shoulder.special isnot "cattle" and $skin.left_shoulder.pen isnot "brand" and $skin.left_shoulder.pen isnot "tattoo" and $skin.left_shoulder.pen isnot "magic" and $skin.left_shoulder.special isnot "bestiality">>
<<set _bodypart to "left_shoulder">>
<<livestock_bodywriting>>
"I've decided to mark you more appropriately," <<he>> continues, pulling you to your feet. "To help you fit in." <<He>> points at your shoulder. You look down, and see a new <<tattoo left_shoulder>> on your skin.
<<elseif $skin.right_shoulder.special isnot "cattle" and $skin.right_shoulder.pen isnot "brand" and $skin.right_shoulder.pen isnot "tattoo" and $skin.right_shoulder.pen isnot "magic" and $skin.right_shoulder.special isnot "bestiality">>
<<set _bodypart to "right_shoulder">>
<<livestock_bodywriting>>
"I've decided to mark you more appropriately," <<he>> continues, pulling you to your feet. "To help you fit in." <<He>> points at your shoulder. You look down, and see a new <<tattoo right_shoulder>> on your skin.
<<elseif $skin.left_cheek.special isnot "cattle" and $skin.left_cheek.pen isnot "brand" and $skin.left_cheek.pen isnot "tattoo" and $skin.left_cheek.pen isnot "magic" and $skin.left_cheek.special isnot "bestiality">>
<<set _bodypart to "left_cheek">>
<<livestock_bodywriting>>
"I've decided to mark you more appropriately," <<he>> continues, pulling you to your feet. "To help you fit in." <<He>> holds up a mirror. There's a new <<tattoo left_cheek>> on your left cheek.
<<elseif $skin.right_cheek.special isnot "cattle" and $skin.right_cheek.pen isnot "brand" and $skin.right_cheek.pen isnot "tattoo" and $skin.right_cheek.pen isnot "magic" and $skin.right_cheek.special isnot "bestiality">>
<<set _bodypart to "right_cheek">>
<<livestock_bodywriting>>
"I've decided to mark you more appropriately," <<he>> continues, pulling you to your feet. "To help you fit in." <<He>> holds up a mirror. There's a new <<tattoo right_cheek>> on your right cheek.
<<elseif $skin.forehead.special isnot "cattle" and $skin.forehead.pen isnot "brand" and $skin.forehead.pen isnot "tattoo" and $skin.forehead.pen isnot "magic" and $skin.forehead.special isnot "bestiality">>
<<set _bodypart to "forehead">>
<<livestock_bodywriting>>
"I've decided to mark you more appropriately," <<he>> continues, pulling you to your feet. "To help you fit in." <<He>> holds up a mirror. There's a new <<tattoo forehead>> on your forehead.
<<else>>
<<He>> pulls you to your feet, examining the myriad tattoos covering your body. <<if $uncomfortable.nude is true>><<covered>><</if>>
<</if>>
<br><br>
<<else>>
<<He>> pulls you to your feet, examining you from head to toe. <<if $uncomfortable.nude is true>><<covered>><</if>>
<br><br>
<</if>>
<<link [[Next|Livestock Passout 3]]>><</link>>
<br><<effects>>
You're led up the stairs, and emerge
<<if Weather.dayState is "night">>
beneath a dark sky.
<<elseif Weather.dayState is "dusk">>
beneath a darkening sky.
<<elseif Weather.dayState is "dawn">>
beneath an orange sky.
<<else>>
<<if Weather.precipitation is "rain">>
in the rain.
<<elseif !Weather.isOvercast>>
into sunlight.
<<elseif Weather.isSnow>>
into the snow.
<<else>>
into daylight.
<</if>>
<</if>>
<<if Time.hour lte 5 or Time.hour gte 18>>
Remy pulls you toward the large barn, and returns you to your cell.
<<if $livestock_muzzle is 1 and !$worn.face.type.includes("gag")>>
<<He>> stops only to tie a muzzle around your head.<<facewear 23>>
<</if>>
<br><br>
The gate clanks shut behind you.
<br><br>
<<link [[Next|Livestock Cell]]>><<endevent>><</link>>
<br>
<<else>>
Remy pulls you toward the cattle field.
<<if $worn.face.type.includes("gag")>>
<<He>> stops only to remove your $worn.face.name.
<<set $worn.face.type.push("broken")>>
<<faceruined>>
<</if>>
<br><br>
The gate clanks shut behind you.
<br><br>
<<link [[Next|Livestock Field]]>><<endevent>><</link>>
<br>
<</if>><<widget "livestock_sleep">>
<<set _autosavehere to true>>
<<if Time.hour is 21>>
<<set _livestock_sleep to 9>>
<<elseif Time.hour is 22>>
<<set _livestock_sleep to 8>>
<<elseif Time.hour is 23>>
<<set _livestock_sleep to 7>>
<<else>>
<<set _livestock_sleep to (6 - Time.hour)>>
<</if>>
<<for _l to 0; _l lt _livestock_sleep; _l++>>
<<pass 60>>
<<set $sleepStat++>>
<<if $sleeptrouble is 1 and $controlled is 0>>
<<set $tiredness -= 200>>
<<else>>
<<set $tiredness -= 250>>
<</if>>
<</for>>
<</widget>>
<<widget "livestock_init">>
<<set $livestock_river to 1>>
<<set $livestock_fence to 1>>
<<set $livestock_grass to 1>>
<</widget>>
<<widget "livestock_end">>
<<unset $livestock_muzzle>>
<<unset $livestock_dig>>
<</widget>>
<!-- Modified for Monster People -->
<<widget "livestock_cows">>
<<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f")>>
<<if maleChance() is 0>>
<<set _text_output to "cowgirls">>
<<elseif maleChance() is 100>>
<<set _text_output to "bullboys">>
<<else>>
<<set _text_output to "cowgirls and bullboys">>
<</if>>
<<else>>
<<set _text_output to "cows">>
<</if>>
<<if _args[0] is "cap">>
<<set _text_output to _text_output.toUpperFirst()>>
<</if>>
<<print _text_output>>
<</widget>>
<<widget "livestock_horse">>
<<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f") or ($bestialitydisable is "t")>>
<<set _text_output to "centaur">>
<<else>>
<<if beastMaleChance() gte random(1, 100)>>
<<set _text_output to "stallion">>
<<else>>
<<set _text_output to "mare">>
<</if>>
<</if>>
<<print _text_output>>
<</widget>>
<<widget "livestock_horses">>
<<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f") or ($bestialitydisable is "t")>>
<<set _text_output to "centaurs">>
<<else>>
<<set _text_output to "horses">>
<</if>>
<<print _text_output>>
<</widget>>
<<widget "livestock_obey_description">>
<<if $livestock_obey gte 100>>
<span class="green">The farmhands don't give you a second look. As far as they're concerned, you're a domesticated member of the herd.</span>
<<elseif $livestock_obey gte 80>>
<span class="teal">The farmhands don't pay you much attention. They expect no trouble.</span>
<<elseif $livestock_obey gte 60>>
<span class="lblue">The farmhands glance at you now and then, but don't seem concerned about your behaviour.</span>
<<elseif $livestock_obey gte 40>>
<span class="blue">The farmhands keep a cautious eye on you.</span>
<<elseif $livestock_obey gte 20>>
<span class="purple">The farmhands watch you warily from behind the fence.</span>
<<elseif $livestock_obey gte 1>>
<span class="pink">The farmhands watch you, expecting trouble.</span>
<<else>>
<span class="red">The farmhands watch you, expecting an escape attempt.</span>
<</if>>
<</widget>>
<<widget "livestock_overhear">>
<<generate1>><<generate2>><<person1>>
You overhear two farmhands talking behind the fence.
<<cleareventpool>>
<<addinlineevent "livestock_overhear 1">>
"How does Remy keep that herd of beasts under control?" a <<person>> asks.
<br>
"No clue," a <<person2>><<person>> responds. "They won't respond to anyone else."
<br>
"Have you seen them at full gallop?"
<br>
"Aye. Cow got free once, and Remy chased it down on one. Was terrifying to see."
<br><br>
They walk out of earshot.
<br><br>
<</addinlineevent>>
<<addinlineevent "livestock_overhear 2">>
"Remy's a stingy bastard," a <<person>> says, looking over <<his>> shoulder.
<br>
"Aye," a <<person2>><<person>> responds. "Especially with the animals. Treats apples like they're fucking gold."
<br>
"I ate an apple in front of those horses once. The way they looked at it, I almost felt bad."
<br><br>
They walk out of earshot.
<br><br>
<</addinlineevent>>
<<addinlineevent "livestock_overhear 3">>
"Where'd you think the milk ends up?" a <<person>> asks.
<br>
"Where'd you think?" a <<person2>><<person>> responds. "In a supermarket. Where else?"
<br>
"No, I mean the-" <<person1>><<He>> looks over <<his>> shoulder. "The milk from the special cattle. I'm not drinking it with my tea am I?"
<br>
"I know some gets processed elsewhere. Don't know more than that."
<br><br>
They walk out of earshot.
<br><br>
<</addinlineevent>>
<<addinlineevent "livestock_overhear 4">>
"Heard more strange noises last night," a <<person>> says. "From the south."
<br>
"Just some animal," a <<person2>><<person>> responds. "A wolf, at worst. What, you scared?"
<br>
"You haven't heard it. I'm telling you. Like a screech. I'm asking Remy to change my hours."
<br><br>
They walk out of earshot.
<br><br>
<</addinlineevent>>
<<addinlineevent "livestock_overhear 5">>
"There's no way," a <<person>> says. "One of the teachers would step in."
<br>
"They don't though," a <<person2>><<person>> responds. "Maybe they don't know. Check it out yourself if you don't believe me."
<br>
"You know I don't like that part of town. Smells like shit."
<br>
"Doesn't smell like any shit I've known."
<br><br>
They walk out of earshot.
<br><br>
<</addinlineevent>>
<<addinlineevent "livestock_overhear 6">>
"That doctor makes me uncomfortable," a <<person>> says.
<br>
"The kid?" a <<person2>><<person>> laughs. "Don't be daft."
<br>
"<<nnpc_Hes "Harper">> too nice for a place like this. Something's not right."
<br>
"I think you're just afraid of doctors."
<br><br>
They walk out of earshot.
<br><br>
<</addinlineevent>>
<<addinlineevent "livestock_overhear 7">>
"Where'd they get new <<girls>> anyway?" a <<person>> asks. "Just grab 'em off the street?"
<br>
"Remy knows a few sellers," a <<person2>><<person>> responds. "Dunno how they get them. Police sometimes throw trash our way."
<br>
"Explains the squad car. Thought they were just shaking us down."
<br>
"They probably were."
<br><br>
They walk out of earshot.
<br><br>
<</addinlineevent>>
<<addinlineevent "livestock_overhear 8">>
"That new <<girl>> is cute," a <<person>> says.
<br>
"That new <<if $player.gender_appearance is "m">>bull<<else>>cow<</if>> you mean," a <<person2>><<person>> responds.
<br>
"Right. Tasty looking thing."
<br>
"Just don't get any ideas. Remy don't like us interfering."
<br><br>
They walk out of earshot.
<br><br>
<</addinlineevent>>
<<addinlineevent "livestock_overhear 9">>
"Wish they let us see the photos," a <<person>> says.
<br>
"Aye," a <<person2>><<person>> responds. "Asked that photographer for a peek. <<nnpc_He "Niki">> ignored me."
<br>
"They must be selling 'em to someone."
<br>
"Perverts richer than us, I guess."
<br><br>
They walk out of earshot.
<br><br>
<</addinlineevent>>
<<if playerBellyVisible() and $pregnancyspeechdisable is "f">>
<<addinlineevent "livestock_overhear 10">>
"That pregnant <<girl>> is cute," a <<person>> says.
<br>
"Yeah," a <<person2>><<person>> responds. "Think they are experimenting again?"
<br>
"Who knows? Be careful what you say, don't want to scare the cattle."
<br>
<<if $player.breastsize gte 12>>
"Well, whatever Remy is doing, it's working rather well on those gazongas."
<<elseif $player.breastsize gte 8>>
"Well, whatever Remy is doing, it seems to be working rather well, <<pshe>> has a nice pair."
<<elseif $player.breastsize gte 6>>
"Well, whatever Remy is doing, it seems to be doing something, <<pher>> boobs seem to be growing."
<<elseif $player.breastsize gte 1>>
"Well, whatever Remy is doing, doesn't seem to be working this time, <<pshes>> almost flat."
<<else>>
"Well, whatever Remy is doing, doesn't seem to be working this time, <<pshes>> completely flat as a board."
<</if>>
<br><br>
They walk out of earshot.
<br><br>
<</addinlineevent>>
<</if>>
<<runeventpool>>
<<endevent>>
<</widget>>
<<widget "passoutremy">>
<<if isPregnancyEnding()>>
<<pregnancyPassout "remy">>
<<else>>
<<passout>>
You've pushed yourself too much. You pass out.
<br><br>
<<link [[Next|Livestock Passout]]>><<pass 60>><<set $stress -= 4000>><</link>>
<</if>>
<br>
<</widget>>
<<widget "livestock_bodywriting">>
<<if $skin[_bodypart].writing>>
<<bodywriting_clear _bodypart>>
<</if>>
<<rng 6>>
<<switch $rng>>
<<case 1>>
<<add_bodywriting _bodypart remys_cattle tattoo>>
<<case 2>>
<<if $player.gender_appearance is "m">>
<<add_bodywriting _bodypart remys_bull tattoo>>
<<else>>
<<add_bodywriting _bodypart remys_cow tattoo>>
<</if>>
<<case 3>>
<<if $player.gender_appearance is "m">>
<<add_bodywriting _bodypart remys_bull tattoo>>
<<else>>
<<add_bodywriting _bodypart dairy_cow tattoo>>
<</if>>
<<case 4>>
<<add_bodywriting _bodypart milk_me tattoo>>
<<case 5>>
<<add_bodywriting _bodypart animal tattoo>>
<<case 6>>
<<add_bodywriting _bodypart breedable tattoo>>
<</switch>>
<</widget>>
<<widget "livestockescape">>
<<if $whitneyromance is 1>>
<<set $whitneyReunionScene to "farm">>
<</if>>
<<unset $baileySold>>
<</widget>>
<<widget "livestockFieldGrassEvents">>
<<if $rng gte 81>>
<!-- Modified for Monster People -->
<<if ($monsterchance gte 1 and ($hallucinations gte 1 or $monsterhallucinations is "f"))>>
<<if maleChance() lt random(1, 100)>>
A cowgirl sniffs you, and moos. You pet her head.
<<lstress>><<stress -6>>
<<else>>
A bullboy sniffs you, and moos. You pet his head.
<<lstress>><<stress -6>>
<</if>>
<<else>>
A cow sniffs you, and moos. You pet its head.
<<lstress>><<stress -6>>
<</if>>
<br><br>
<<elseif $rng gte 51>>
<<if $uncomfortable.nude is true>>
You look up, and see a <<generate1>><<person1>><<person>> leering at you. <<covered>><<gstress>><<stress 6>>
<<else>>
You look up for just a moment. You spot a <<generate1>><<person1>><<person>> leering at you,
but you pay <<him>> no mind as you continue your search for <<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>tasty <</if>>tufts of grass.
<</if>>
<br><br>
<<else>>
<<livestock_overhear>>
<</if>>
<</widget>>
<<widget "livestock_lock_desc">>
/*Description of the current state of the farm gate lock */
<<if $farmLockStr is 100>>
<span class="green">undamaged.</span>
<<elseif $farmLockStr lte 99 and $farmLockStr gt 69>>
<span class="teal">slightly damaged.</span>
<<elseif $farmLockStr lte 69 and $farmLockStr gt 40>>
<span class="blue">very damaged.</span>
<<elseif $farmLockStr lte 40 and $farmLockStr gt 29>>
<span class="purple">heavily damaged.</span>
<<elseif $farmLockStr lte 29 and $farmLockStr gt 0>>
<span class="pink">falling apart.</span>
<<elseif $farmLockStr lte 0>>
<span class="red">broken.</span>
<</if>>
<</widget>>
<<widget "livestock_patrol">>
/*Lock damage based on physique check*/
<<if $physiqueSuccess is 1>>
<<set $farmLockStr -= 10>>
You feel like you've made good progress.
<br>
<<else>>
<<set $farmLockStr -= 5>>
It doesn't feel like you've made much progress.
<br>
<</if>>
/*Farm hand catch chance based on your livestock obidence */
<<if $livestock_obey lte 100 and $livestock_obey gt 60>>
<<set $farmPatrol -= 20>>
<<elseif $livestock_obey lte 60 and $livestock_obey gt 20>>
<<set $farmPatrol -= 27>>
<<elseif $livestock_obey lte 20>>
<<set $farmPatrol -= 40>>
<</if>>
/*Farm hand status while your rocking the gate*/
<<if $farmPatrol lte 80 and $farmPatrol gt 60>>
<span class="teal">The farmhand is busy with the further stalls of the opposite row</span>
<<elseif $farmPatrol lte 60 and $farmPatrol gt 40>>
<span class="blue">The farmhand is busy with the further stalls of the opposite row.</span>
<<elseif $farmPatrol lte 40 and $farmPatrol gt 20>>
<span class="purple">The farmhand is busy with the nearer stalls of the opposite row.</span>
<<elseif $farmPatrol lte 20>>
<span class="pink">The farmhand is busy with the nearer stalls of your row.</span>
<</if>>
<</widget>>
<<widget "livestock_lock_cleanup">>
/*Clean up of Livestock lock varaibles*/
<<unset $livestockLockSeq>>
<<unset $farm_key>>
<<unset $farmCellUnlk>>
<<unset $farmPatrol>>
<<unset $farmGateCD>>
<<unset $livestock_lock_intro>>
<</widget>>
<<widget "farm_var_set">>
/*Make sure some farm lock var get unset/set when they need to be */
<<if $farmGateCD lte 1>>
<<unset $farmGateCD>>
<</if>>
<<if $farmLockStr lte 0>>
<<set $farmLockStr to 99>>
<</if>>
<<if $livestockLockSeq isnot undefined>>
<<unset $livestockLockSeq>>
<</if>>
<</widget>><<set $location to "alex_farm">><<set $outside to 1>><<effects>>
<<npc Alex>><<person1>><<generate2>><<generate3>>
You wake up to two arms holding you tightly. You find yourself being dragged across a field towards a parked van.
<br><br>
"Shit, <<pshes>> waking up," the <<person2>><<person>> says.
<br><br>
"What're you waiting for? Put <<phim>> out again before someone notices!" the <<person3>><<person>> mutters under their breath.
<br><br>
You don't have a lot of time to shout before it's too late.
<br><br>
<<link [[Scream|Farm Abduction wake 2]]>><<set $phase to 1>><</link>>
<br>
<<link [[Give in|Farm Abduction wake 2]]>><<set $phase to 2>><</link>><<set $location to "alex_farm">><<set $outside to 1>><<effects>>
<<if $phase is 1>>
With all you've got, you scream at the top of your lungs. The <<person2>><<person>> produces a rag and bottle. You struggle, but it's no use. The rag covers your face, and the sweet smells makes you feel faint. Dizziness overwhelms you as you slip into their arms.
<br><br>
<<if C.npc.Alex.love gte 40>>
<<person1>>
"Hey!" A voice belonging to Alex calls out. "Drop <<phim>>, now!" <<His>> voice startles the goons.
<br><br>
"Fuck, this was supposed to be easy!" the <<person2>><<person>> angrily states.
<br><br>
Both assailants drop you, leaving you in the dirt. They run into the van and speed off.
<br><br>
Footsteps approach, and soon you're facing Alex. <<person1>><<He>> inspects your clouded eyes with a worried expression.
<br><br>
"What's wrong? Hey!" Alex frantically says, tapping your cheek. You barely give a response. "What happened?"
<br><br>
<<His>> voice trails off as your consciousness begins to fade. Alex quickly picks you up and carries you away before everything goes dark.
<br><br>
<<set $outside to 0>>
<<link [[Give in|Farm Abduction wake 3]]>><<pass 4 hours>><<set $stress -= 5000>><</link>><<lstress>>
<<else>>
The <<person2>><<person>> looks around for a moment then at you. <<He>> smirks. "What did you expect that to do, <<if $player.gender_appearance is "f">>princess<<else>>prince<</if>>? Waiting for a knight to rescue you?"
<br><br>
The two assailants continue to drag you towards the van. As you near the vehicle, you feel your consciousness fading.
<br><br>
<<link [[Next|Moor Abduction Wake]]>><<pass 60>><<set $stress -= 2000>><<set $moor to 50>><<endevent>><</link>>
<</if>>
<<elseif $phase is 2>>
You watch as one of the goons produces a rag and bottle. You struggle, but it's no use. The rag covers your face, and the sweet smells makes you feel faint.
<br><br>
The two assailants continue to drag you towards the van. Dizziness overwhelms you. As you near the vehicle, you feel your consciousness fading.
<br><br>
<<link [[Next|Moor Abduction Wake]]>><<pass 60>><<set $stress -= 2000>><<set $moor to 50>><<endevent>><</link>>
<</if>><<set $location to "alex_cottage">><<effects>>
<<if $trauma lt ($traumamax / 10) * 6>>
You awake inside a farmhouse. You're lying on a couch with a blanket over you. A small table holding a cup of tea sits nearby.
<br><br>
Alex is walking up and down the room, phone in hand. "I know how long it's going to take. I need an ambulance now!" <<His>> gaze turns to you. "Shit, are you alright?"
<br><br>
You nod.
<br><br>
"Cancel that." Alex sighs, rubbing <<his>> face. <<He>> approaches you. "Some thugs were carting you off. They drugged you. Don't worry," Alex strokes your hair. "I'm not letting them take what's mine."
<br><br>
Getting up, <<he>> begins to <<if Time.dayState isnot "night">>walk outside<<else>>walk upstairs<</if>>. "Rest up as long as you need."
<br><br>
Not wasting too much time, you sit up and drink the tea left for you. It's refreshing.
<br><br>
<<else>>
You awaken in a wooden interior. You are lying on a sofa. You realise a figure is looming over you, and you panic. You shout and flail your arms, trying to push them away from you. A small wooden table falls over, spilling a cup onto the floor.
<br><br>
The figure backs away at your onslaught, but then approaches again. They grasp your wrists and straddle your belly, pinning you in place.
<br><br>
"It's me!" says Alex. "What's gotten into you?"
<br><br>
Your mind clears, and you stop struggling. Alex looks down at your tear-strewn face. <<He>> sighs in relief and releases you.
<br><br>
"Sorry, but you were about ready to hurt yourself," <<he>> says. "You went full mental jacket there. Though given what just happened, I don't blame you." <<He>> rubs the back of <<his>> neck. "I'm not about ready for someone to take what's mine, don't worry. Rest as long as you need."
<br><br>
Alex crouches to clean the mess, then steps away. You stare at your shaking hands before getting up.
<br><br>
<</if>>
<<if Time.dayState is "night">>
<<link [[Rest till morning|Farm Abduction wake 4]]>><<endevent>><</link>>
<br>
<</if>>
<!--Might be best to change this later-->
<<link [[Leave|Farm Work]]>><<endevent>><</link>><<set $location to "alex_cottage">><<set $outside to 0>><<effects>>
<<set _autosavehere to true>>
<<set _hour to clone(Time.hour)>>
<<for _i to 0; _i lt 12; _i++>>
<<set _hour++>>
<<if _hour % 24 gte 6 and _hour % 24 lte 9>>
<<set _multi to _hour - Time.hour>>
<<pass `1 * _multi` hour>><<tiredness `-12 * _multi`>><<effects>>
<<break>>
<</if>>
<</for>>
<<sleepeffects>>
You decide to lie back down on the couch till morning. You get up just as the sun is starting to shine.
<br><br>
<!--Might be best to change this later-->
<<link [[Next|Farm Work]]>><</link>><<effects>>
<<bind>>
<<moor_captive_init>>
<<if Time.dayState is "night">>
You see lights up ahead, illuminating a few tents. Figures cast shadows against them. Someone shoves you forward. "Keep moving."<<gpain>><<pain 4>>
<br><br>
You arrive at the camp. Heads turn and leer at you. <<covered>> Some carry metal poles, tipped with prongs. They don't get to gawk long. You're shoved into one of the tents.
<br><br>
The interior is dominated by a large tarpaulin. Something hisses from beneath. A <<generate1>><<person1>><<person>> follows you in, and wrestles you to the ground. <<He>> ties the ropes binding your arms to a chain buried in the earth.
<br><br>
"Sleep tight," <<he>> says. "Don't want you looking haggard when we arrive." <<He>> laughs as <<he>> exits.
<br><br>
<<link [[Next|Moor Abduction Tent]]>><<endevent>><</link>>
<br>
<<else>>
You hear voices ahead. You crest a hillock, and see a bustling camp. Many small cages lie to the side. Shapes move within, but they stick to the shadows.
<br><br>
<<generate1>><<person1>>"Just in time," a <<person>> says, meeting your entourage. <<He>> holds a metal pole, tipped with prongs. Some of the others carry similar.
<br><br>
<<His>> eyes flick over your body. <<covered>> "Remy will like this one." <<He>> turns. "We're moving out!" <<he>> shouts to the camp. "Stop lazing!"
<br><br>
<<link [[Next|Moor Abduction Walk]]>><<endevent>><</link>>
<br>
<</if>><<set $location to "moor">><<set $outside to 1>><<effects>>
<<bind>>
<<moor_captive_init>>
<<generate1>><<generate2>>
You awaken, your face cold and wet. A <<person1>><<person>> stands above you, an empty bucket in <<his>> hands. Others stand with <<him>>. Some hold metal poles, tipped with prongs. "<<pShes>> awake," <<he>> says. "Get <<phim>> up. Remy will like this one."
<br><br>
<<if Time.dayState is "night">>
You try to stand, but your arms are bound behind your back. Rough hands haul you to your feet. <<covered>>
<br><br>
You can't see far in the dark, but you think you're on the moor. Lights illuminate a circle of tents. A <<person2>><<person>> shoves you into one.
<br><br>
The interior is dominated by a large tarpaulin. Something hisses from beneath. The <<person>> follows you in, and wrestles you to the ground. <<He>> ties the ropes binding your arms to a chain buried in the ground.
<br><br>
"Sleep tight," <<he>> says. "Don't want you looking haggard when we arrive." <<He>> laughs as <<he>> exits.
<br><br>
<<link [[Next|Moor Abduction Tent]]>><<endevent>><</link>>
<br>
<<else>>
You try to stand, but your arms are bound behind your back. Rough hands haul you to your feet. <<covered>>
<br><br>
You're on the moor. You see small cages stacked some distance away. Shapes move within, but they stick to the shadows.
<br><br>
"We're moving out," barks a <<person2>><<person>>. "Stop lazing."
<br><br>
<<link [[Next|Moor Abduction Walk]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<effects>>
You are alone in a tent, tied to a chain buried in the earth. You hear snoring outside, and hissing from beneath a nearby tarpaulin.
<br><br>
<<moor_binding_text>>
<br><br>
<<if $stress gte $stressmax>>
<<if isPregnancyEnding()>>
<<pregnancyPassout "remyAbduction">>
<<else>>
It's too much for you. You pass out.
<br><br>
<<passout>>
<<link [[Next|Moor Abduction Remy Wake]]>><<end_moor_captive>><<pass 60>><</link>>
<br>
<</if>>
<<elseif Time.dayState isnot "night">>
You hear activity outside. A <<generate1>><<person1>><<person>> steps into the tent, and crouches behind your chain. <<He>> fiddles with your bindings while the others lift cages from beneath the tarpaulin.
<br><br>
You're pushed outside once freed. They soon have the camp disassembled. They shove you into motion as they begin a march across the moor.
<br><br>
<<link [[Next|Moor Abduction Walk]]>><<endevent>><</link>>
<br>
<<else>>
<<if $moor_binding gte 1>>
<<link [[Loosen your binds (1:00)|Moor Abduction Tent Loosen]]>><<pass 60>><</link>>
<br>
<<else>>
<<link [[Escape|Moor Abduction Escape]]>><</link>>
<br>
<</if>>
<<link [[Sleep|Moor Abduction Sleep]]>><</link>>
<br>
<</if>><<set $outside to 1>><<effects>>
You're marched across the moor, enduring the ogling stares of your captors.
<<set $moor -= 5>><<pass 60>>
<<if $moor lte 10 or $moor is undefined>>
You arrive at a tall fence. Through the bars you see grazing
<<if $monsterchance gte 1 and $hallucinations gte 1 or $monsterchance gte 1 and $monsterhallucinations is "f" or $bestialitydisable is "t">>
<<if beastMaleChance() is 100>>
bullboys.
<<elseif beastMaleChance() is 0>>
cowgirls.
<<else>>
bullboys and cowgirls.
<</if>>
<<else>>
cattle.
<</if>>
<br><br>
You arrive in front of a gate. The sign beside it reads: <span class="red">"Remy estate"</span>
<br><br>
<<link [[Next|Moor Abduction Remy]]>><<end_moor_captive>><</link>>
<br>
<<elseif $moor is 20>>
The terrain becomes less rocky. Plains of heather stretch ahead of you.
<<elseif $moor is 50>>
The terrain becomes less boggy. Strange rock formations lie ahead.
<<elseif $moor gte 51>>
They sometimes walk in single file. They seem to know the land.
<<elseif $moor gte 21>>
They avoid the strange rock formations.
<<else>>
Their boots flatten the heather.
<</if>>
<br><br>
<<if $moor gte 11>>
<<moor_binding_text>>
<br><br>
<<if $stress gte $stressmax>>
<<if isPregnancyEnding()>>
<<pregnancyPassout "remyAbduction">>
<<else>>
It's too much for you. Your vision fades.
<br><br>
<<passout>>
<<link [[Next|Moor Abduction Remy Wake]]>><<end_moor_captive>><<pass 60>><</link>>
<br>
<</if>>
<<elseif Time.dayState is "night">>
"Set camp," the cry goes up. "We're not travelling in the dark."
<br><br>
<<if $moor lte 20>>
You hear some grumbling about almost being back at the estate, but they get to work regardless.
<</if>>
They put up lights, and begin to raise tents. You're left unoccupied, for now.
<br><br>
<<if $moor gte 51>>
You peer into the dark. You're surrounded by hidden pools and sinkholes. Escape would be difficult.
<br><br>
<<if $moor_binding lte 0>>
<<link [[Break your bonds and run|Moor Abduction Mire Run]]>><<unbind>><</link>><<athleticsdifficulty 900 1900>>
<<else>>
<<link [[Run|Moor Abduction Mire Run]]>><</link>><<athleticsdifficulty 900 1900>>
<</if>>
<br>
<<elseif $moor gte 21>>
You peer into the dark. Running across such uneven ground in the dark could be dangerous.
<br><br>
<<if $moor_binding lte 0>>
<<link [[Break your bonds and run|Moor Abduction Rock Run]]>><<unbind>><</link>><<athleticsdifficulty 800 1500>>
<<else>>
<<link [[Run|Moor Abduction Rock Run]]>><</link>><<athleticsdifficulty 800 1500>>
<</if>>
<br>
<<else>>
You peer into the dark. You could run, but they'll soon notice you're gone, and give chase.
<br><br>
<<if $moor_binding lte 0>>
<<link [[Break your bonds and run|Moor Abduction Plain Run]]>><<unbind>><</link>><<athleticsdifficulty 500 1500>>
<<else>>
<<link [[Run|Moor Abduction Plain Run]]>><</link>><<athleticsdifficulty 500 1500>>
<</if>>
<br>
<</if>>
/* <<if $submissive gte 1000>> */
<<link [[Stay put (0:30)|Moor Abduction Camp Bide]]>><<pass 30>><</link>>
<br>
/* <<else>> */
<<link [[Bide your time (0:30)|Moor Abduction Camp Bide]]>><<pass 30>><</link>>
<br>
/* <</if>> */
<<elseif $rng gte 81>>
"We'll search here," shouts an authoritative voice. The ground is flat, and metal chains have been buried in the earth. They've camped here before.
<br><br>
The thugs form into groups that leave the camp in different directions, taking empty cages with them. Only two thugs remain to guard you.
<br><br>
<<if $moor_binding gte 1>>
<<link [[Seduce and deceive|Moor Abduction Seduce]]>><</link>>
<br>
<<link [[Loosen your bindings (1:00)|Moor Abduction Loosen]]>><<pass 60>><</link>>
<br>
<<else>>
<<link [[Break your bonds and attack|Moor Abduction Attack]]>><<unbind>><</link>>
<br>
<<link [[Bide your time (1:00)|Moor Abduction Bide]]>><<pass 60>><</link>>
<br>
<</if>>
<<elseif $rng gte 61>>
<<if $syndromebird is 1>>
<span class="green">A familiar screech pierces the air.</span>
<<else>>
<span class="red">A terrible screech pierces the air.</span><<if $syndromebird isnot 1>><<ggstress>><<stress 12>><</if>>
<</if>>
<br><br>
<<if $syndromebird is 1 and ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled")) and $bird.injured lte 1>>
The thugs crowd closer, clutching their weapons, eyes darting up at the sky.
<br><br>
<<link [[Screech (0:20)|Moor Abduction Bird Screech]]>><<pass 20>><</link>><<harpy>>
<br>
<<link [[Wait|Moor Abduction Bird Wait]]>><</link>>
<br>
<<else>>
The thugs crowd closer, clutching their weapons, eyes darting up at the sky. Another screech chills you, but this one is further away. The thugs relax.
<br><br>
<<generate1>><<person1>>"Stop standing around," shouts a <<person>>, almost mastering the fear in <<his>> voice. "We've got work to do." Your entourage moves once more.
<br><br>
<<endevent>>
<<moor_captive_actions>>
<</if>>
<<elseif $rng gte 41>>
You feel a hand grope your <<bottom>>. A <<generate1>><<person1>><<person>> is the culprit. <<He>> walks awfully close.<<gstress>><<garousal>><<stress 6>><<arousal 600 "bottom">>
<br><br>
No one seems to notice, or care.
<br><br>
<<link [[Get angry|Moor Abduction Angry]]>><<def 1>><<trauma -6>><</link>><<ltrauma>>
<br>
<<link [[Endure|Moor Abduction Endure]]>><<sub 1>><<trauma 6>><</link>><<gtrauma>>
<<elseif $rng gte 21>>
<<if $moor gte 51>>
You hear a scream from up ahead, and then from behind. Strange, slimy creatures lunge from black pools. You're shunted to the middle of the group, but glimpse sparks as the thugs defend themselves with their long weapons.
<br><br>
Most of the creatures flee, but some remain, shocked and immobile. Your captors load them into cages before moving once again.
<<if $awarelevel gte 2>>
The group feels smaller than before.
<</if>>
<br><br>
<<elseif $moor gte 21>>
You hear a scream from up ahead, and then from behind. Strange, slimy creatures lunge from atop the strange rock formations. You're shunted to the middle of the group, but glimpse sparks as the thugs defend themselves with their long weapons.
<br><br>
Most of the creatures flee, but some remain, shocked and immobile. Your captors load them into cages before moving once again.
<br><br>
<<else>>
You hear a scream from up ahead, and then from behind. Strange, slimy creatures lunge from the heather. You're shunted to the middle of the group, but glimpse sparks as the thugs defend themselves with their long weapons.
<br><br>
Most of the creatures flee, but some remain, shocked and immobile. Your captors load them into cages before moving once again.
<br><br>
<</if>>
<<endevent>>
<<moor_captive_actions>>
<<else>>
<<generate1>><<person1>>
A <<person>> approaches you, holding out a canteen. "Here <<girl>>," <<he>> says. "Keep you on your feet."
<br><br>
<<link [[Drink|Moor Abduction Drink]]>><</link>>
<br>
<<if currentSkillValue('skulduggery') gte 100>>
<<link [[Sniff it first|Moor Abduction Sniff]]>><</link>>
<br>
<</if>>
<<link [[Refuse|Moor Abduction Refuse]]>><</link>>
<br>
<</if>>
<</if>><<effects>>
<<generate1>><<generate2>><<generate3>>
You're pushed through the gates. The entourage disperses, some carrying the cages down a flight of stone steps leading into the earth, others following a wooded trail.
<br><br>
You're dragged away from the entrance by a <<person1>><<person>>, and into a small barn. A <<person2>><<person>> and <<person3>><<person>> are already inside. They weren't part of the group that brought you here. They examine you.
<br><br>
<<person2>>"You weren't lying," the <<person>> says. "Good stock.<<if $pregnancyspeechdisable is "f">> Would make a fine breeder.<</if>>"
<br><br>
<<person3>><<if $pregnancyspeechdisable is "f">>"Breeder?"<<else>>"Personally,"<</if>> the <<person>> interjects. "I'm more interested in the produce. Gonna make a killing." <<He>> advances on you, a metal chain and collar in <<his>> hand.
<br><br>
<<link [[Protest|Street Van Protest]]>><<def 1>><<stress 6>><<trauma -6>><</link>><<gstress>><<ltrauma>>
<br>
<<link [[Fight|Street Van Fight]]>><<def 1>><<set $fightstart to 1>><</link>>
<br>
<<link [[Submit|Street Van Submit]]>><<sub 1>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>
<br><<effects>>
<<generate2>><<generate3>>
You awaken on a wooden floor, a cold heavy weight around your neck. Three figures loom over you.
<<leash 21>>
<br><br>
<<person2>>"You weren't lying," a <<person>> says. "Good stock.<<if $pregnancyspeechdisable is "f">> Would make a fine breeder.<</if>>"
<br><br>
<<person3>><<if $pregnancyspeechdisable is "f">>"Breeder?"<<else>>"Personally,"<</if>> a <<person>> interjects. "I'm more interested in the produce. Gonna make a killing." <<He>> grasps the leash attached to your collar, and forces you to your feet. You're in a small barn. The <<person>> tugs you behind <<him>>.
<br><br>
<<badEndTracking "Underground Farm" { reason: "abductedMoor" }>>
<<link [[Next|Livestock Intro]]>><<endevent>><</link>>
<br><<effects>>
You run into the heather, and hear a cry from behind a few moments later. You spare a glance over your shoulder. Three thugs sprint after you.
<<if $athleticsSuccess>>
One by one, <span class="green">they tire and fall behind.</span>
<br><br>
<<pass 10>>
You keep running long after losing your pursuers, until you collapse on a bed of heather.<<gtiredness>><<tiredness 6>>
<br><br>
<<earnFeat "Slippery">>
<<link [[Next|Moor]]>><<endevent>><<end_moor_captive>><<set $eventskip to 1>><</link>>
<br>
<<else>>
A <<generate1>><<person1>><<person>> proves faster than the others, <span class="red">catching up with you,</span> and tackling you to the ground. You struggle, but the others soon arrive, panting, and help restrain you.
<br><br>
You're dragged back to the entourage.
<br><br>
<<link [[Next|Moor Abduction Punish]]>><</link>>
<br>
<</if>><<effects>>
You break into a run, and hear a cry from behind a few moments later. You spare a glance over your shoulder. Three thugs sprint after you.
<<if $athleticsSuccess>>
One by one, <span class="green">they trip and fall behind.</span>
<<pass 10>>
You keep running long after losing your pursuers, and you stop to rest upon a waist-high rock.<<gtiredness>><<tiredness 6>>
<br><br>
<<earnFeat "Slippery">>
<<link [[Next|Moor]]>><<endevent>><<end_moor_captive>><<set $eventskip to 1>><</link>>
<br>
<<else>>
They soon slow, and keep glancing at the stones littering the uneven ground. Your foot catches in a small hole,<span class="red"> and you trip</span>.<<gpain>><<pain 4>>
<br><br>
A <<generate1>><<person1>><<person>> is the first to catch up with you, and restrains you before you can recover. You struggle, but the others arrive to help restrain you.
<br><br>
You're dragged back to the entourage.
<br><br>
<<link [[Next|Moor Abduction Punish]]>><</link>>
<br>
<</if>><<effects>>
You break into a run, and hear a cry from behind a few moments later. You spare a glance over your shoulder. Three thugs sprint after you.
<<if $athleticsSuccess>>
They don't get far. With a cry, a <<generate1>><<person1>><<person>> is swallowed by the ground. The others stop in their tracks. <span class="green">You escape into the dark.</span>
<br><br>
<<pass 10>>
You keep running, careful to stick to firm ground, until your pursuers are left far behind.<<gtiredness>><<tiredness 6>>
<br><br>
<<earnFeat "Slippery">>
<<link [[Next|Moor]]>><<endevent>><<end_moor_captive>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You gain ground at first, <span class="red">until you tumble into cold water,</span> invisible in the dark. You struggle to the surface, just in time for a pair of hands to grasp your shoulders and haul you onto shore.
<br><br>
<<generate1>><<person1>>A <<person>> pulls you to your feet. You struggle, but the others arrive to help restrain you.
<br><br>
You're dragged back to the entourage.
<br><br>
<<link [[Next|Moor Abduction Punish]]>><</link>>
<br>
<</if>><<effects>>
<<generate2>><<generate3>><<generate4>><<generate5>><<generate6>>
<<if $leftarm isnot "bound" or $rightarm isnot "bound">>
<<bind>>
<<set $moor_binding to 6>>
The thugs watch as the <<person>> binds your arms, and ties you to a wooden post.
<<else>>
The thugs watch as the <<person>> ties you to a wooden post.
<</if>>
"Now you've done it," <<he>> says, stepping in front of you.
<<if playerBellySize(true) gte 8>>
<span class="red"><<He>> slaps you in the face hard.</span>
<<bruise face>>
<<else>>
<span class="red"><<He>> jabs <<his>> fist into your abdomen.</span>
<<bruise tummy>>
<</if>>
<<gpain>><<ggstress>>
<br><br>
"This is what you get for misbehaving." <<He>> nods at a <<person2>><<person>>, who steps forward.
<br><br>
The <<person>> grasps your <<breasts>>, and gives them a painful squeeze.<<gpain>><<ggstress>>
<br><br>
<<bruise chest>>
A <<person3>><<person>> steps forward next, and forces you to turn, baring your back to the audience. <<He>> gives your <<bottom>> a firm smack. And then another.<<ggstress>><<gpain>>
<br><br>
<<bruise bottom>>
A <<person4>><<person>> is next in line. <<Hes>> punching <<his>> palm while eyeing up your body, as if deciding where to attack, when <<his>> foot catches on something. <<He>> tumbles to the ground.<<lstress>><<stress -6>>
<br><br>
Laughter erupts from <<his>> colleagues. They no longer seem interested in punishing you, for now. The <<person1>><<person>> unties you from the post.
<br><br>
<<if Time.dayState is "night">>
<<link [[Next|Moor Abduction Punish Tent]]>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Moor Abduction Walk]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
A <<generate1>><<person1>><<person>> grasps your bindings, and forces you into a tent. <<He>> wrestles you to the ground beside a large tarpaulin, and ties you to a chain buried in the earth. You hear a hiss beneath the sheet.
<br><br>
"Rest up," <<he>> says. "Don't want you looking haggard when we arrive." <<He>> spits as <<he>> leaves the tent.
<br><br>
<<link [[Next|Moor Abduction Tent]]>><<endevent>><</link>>
<br><<effects>>
They finish setting up the tents, and load the cages into the smallest. A <<generate1>><<person1>><<person>> grasps your bindings, and forces you into the same tent. <<He>> wrestles you to the ground, and ties you to a chain buried in the earth.
<br><br>
"Rest up," <<he>> says. "Don't want you looking haggard when we arrive." <<He>> spits as <<he>> leaves the tent.
<br><br>
<<link [[Next|Moor Abduction Tent]]>><<endevent>><</link>>
<br><<effects>>
<<set $seductiondifficulty to 8000>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>>
<span class="gold">You feel more confident in your powers of seduction.</span>
<br><br>
<</if>>
<<seductionskilluse>>
<<generate1>><<generate2>>
You lock eyes with a <<person1>><<person>>. "I'm bored," you say. "If only there was a way we could-" You pause, and run your eyes over <<his>> body. "Entertain ourselves."
<br><br>
The <<person1>><<person>> walks closer, but the <<person2>><<person>> steps in <<person1>><<his>> way. "I'm not being left out," <<person2>><<he>> says.
<br><br>
"If only I could use my hands," you say. "Then I'd satisfy you both."
<br><br>
<<if $seductionrating gte $seductionrequired>>
The <<person1>><<person>> shoves in front, <span class="green">and fumbles with your bindings.</span>
<br><br>
<<unbind>>
<<link [[Next|Moor Abduction Seduce Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<span class="red">The <<person2>><<person>> laughs.</span> "I prefer you like this," <<he>> says. The pair close in.
<br><br>
<<link [[Next|Moor Abduction Seduce Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Moor Abduction Seduce Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Moor Abduction Seduce Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<if $leftarm is "bound" and $rightarm is "bound">>
The pair lie on the earth, exhausted, <span class="red">but the <<person1>><<person>> keeps a tight hold on your bindings.</span>
<br><br>
<<tearful>> you're jerked to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Moor Abduction Walk]]>><<pass 60>><</link>>
<br>
<<else>>
The pair lie on the earth, exhausted. You seize the opportunity, <span class="green">and run from the camp.</span> They weakly grope the air after you.
<br><br>
<<tearful>> you slump to the ground a safe distance away.
<br><br>
<<clotheson>>
<<endcombat>>
<<earnFeat "Slippery">>
<<link [[Next|Moor]]>><<end_moor_captive>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<else>>
The <<person1>><<person>> trips over one of the chains buried in the earth. <<He>> grasps the <<person2>><<person>>'s arm, and they both tumble to the ground.
<br><br>
You seize the opportunity, and run from the camp.
<br><br>
<<tearful>> you slump to the ground a safe distance away.
<br><br>
<<clotheson>>
<<endcombat>>
<<earnFeat "Slippery">>
<<link [[Next|Moor]]>><<end_moor_captive>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
<<set $moor_binding -= 1>>
You work against your bindings.
<<if $moor_binding lte 0>>
<span class="green">You feel them come loose.</span> You should be able to break free, but you need to choose the right moment.
<br><br>
<<else>>
<span class="lblue">They feel a bit weaker.</span>
<br><br>
<</if>>
The thugs return to camp, group by group. Some look roughed up, and some of the cages are no longer empty.
<br><br>
<<if $rng gte 81>>
All but one of the groups return. The thugs wait awhile, but soon lose patience. "Leave em," a <<generate1>><<person1>><<person>> says. "These things won't keep."
<br><br>
"Move out," goes the cry. Cages are lifted, and you're shoved forward once more.
<br><br>
<<else>>
"Move out," goes the cry as the last group arrive. Cages are lifted, and you're shoved forward once more.
<br><br>
<</if>>
<<link [[Next|Moor Abduction Walk]]>><<endevent>><</link>>
<br><<effects>>
The thugs return to camp, group by group. Some look roughed up, and some of the cages are no longer empty.
<br><br>
<<if $rng gte 81>>
All but one of the groups return. The thugs wait awhile, but soon lose patience. "Leave em," a <<generate1>><<person1>><<person>> says. "These things won't keep."
<br><br>
"Move out," goes the cry. Cages are lifted, and you're shoved forward once more.
<br><br>
<<else>>
"Move out," goes the cry as the last group arrive. Cages are lifted, and you're shoved forward once more.
<br><br>
<</if>>
<<link [[Next|Moor Abduction Walk]]>><<endevent>><</link>>
<br><<effects>>
<<unbind>>
You catch one of the guards, a <<generate1>><<person1>><<person>>, unprepared. You charge <<him>>, colliding with <<his>> back and sending <<him>> stumbling into the nest of cages.
<br><br>
<<endevent>>
The <<generate1>><<person1>><<person>> recovers from surprise, and rolls up <<his>> sleeves. "Idiot," <<he>> spits. "I can manage a <<bitch>> like you by myself."
<br><br>
<<link [[Next|Moor Abduction Fight]]>><<set $fightstart to 1>><</link>>
<br><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Moor Abduction Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Moor Abduction Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation "short">>
The <<person1>><<person>> collapses to the earth, too exhausted to continue. You seize the opportunity and run. <<He>> offers only a weak grab at the air in your direction.
<br><br>
<<tearful>> you slump to the ground some distance away.
<br><br>
<<clotheson>>
<<endcombat>>
<<earnFeat "Slippery">>
<<link [[Next|Moor]]>><<end_moor_captive>><<set $eventskip to 1>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
You send the <<person1>><<person>> stumbling into the cages as well, where <<he>> lands atop <<his>> friend. You seize the opportunity, and run.
<br><br>
<<tearful>> you slump to the ground some distance away.
<br><br>
<<clotheson>>
<<endcombat>>
<<earnFeat "Slippery">>
<<link [[Next|Moor]]>><<end_moor_captive>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You fall to the ground, too hurt to continue. The <<person1>><<person>> helps <<his>> colleague wrestle away a strange creature that escaped. The other thugs soon arrive, most of their cages now filled.
<br><br>
<<tearful>> you're pulled to your feet. Someone binds your arms once more.<<bind>><<set $moor_binding to 6>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Moor Abduction Walk]]>><<pass 60>><</link>>
<br>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"L-leave me alone," you say, working up your courage.
<<elseif $speech_attitude is "bratty">>
"Keep your disgusting hands to yourself," you say.
<<else>>
"Don't touch me," you say.
<</if>>
<br><br>
The other thugs chuckle.
<<if random(1, 2) is 2>>
The <<person>> steps away. "Wouldn't want you getting agitated," <<he>> says. "It'll sour your milk." Another chuckle.
<br><br>
<<else>>
"Don't worry," the <<person>> says. "I'll leave you alone. Right after I finish your health check." <<He>> reaches around your chest, bringing you to a halt, and pinches your <<breasts>>.<<ggstress>><<stress 6>>
<br><br>
"Stop messing around," shouts a voice from up ahead. The <<person>> releases you. "Remy will like you," <<he>> says.
<br><br>
<</if>>
<<link [[Next|Moor Abduction Walk]]>><<endevent>><</link>>
<br><<effects>>
The <<person>> continues to grope as you walk. You do your best to ignore it.
<br><br>
<<link [[Next|Moor Abduction Walk]]>><<endevent>><</link>>
<br><<effects>>
You let the <<person>> pour the canteen into your mouth.
<<if $rng gte 91>>
It's sweet, and thick. The <<person>> grins.
<br><br>
You pull away as you feel a fell heat build within. The world spins, and you find yourself lying on the earth. Your <<genitals>> aches, and yearns.<<gggarousal>><<arousal 1800>><<drugs 240>>
<br><br>
Rough hands grasp your shoulders, sending shivers down your body. You're pulled to your feet. "We've a way to go yet," the <<person>> says. "You should be ready by the time we arrive."
<<elseif $rng gte 51 and !playerIsPregnant()>>
It's booze, and pretty strong. You almost gag. The <<person>> chuckles.<<lstress>><<stress -6>><<alcohol 120>>
<<else>>
It's just refreshing water.<<lstress>><<stress -6>>
<</if>>
<br><br>
<<link [[Next|Moor Abduction Walk]]>><<endevent>><</link>>
<br><<effects>>
You sniff the proffered canteen.
<<if $rng gte 91>>
Whatever's inside is incredibly sweet. It makes you feel lightheaded.
<br><br>
<<link [[Drink|Moor Abduction Drink 2]]>><<set $phase to 0>><</link>>
<br>
<<elseif $rng gte 51 and !playerIsPregnant()>>
It's strong booze.
<br><br>
<<link [[Drink|Moor Abduction Drink 2]]>><<set $phase to 1>><</link>>
<br>
<<else>>
It doesn't smell of anything. It could just be water.
<br><br>
<<link [[Drink|Moor Abduction Drink 2]]>><<set $phase to 2>><</link>>
<br>
<</if>>
<<link [[Refuse|Moor Abduction Refuse]]>><</link>>
<br><<effects>>
You let the <<person>> pour the canteen into your mouth.
<<if $phase is 0>>
It's sweet, and thick. The <<person>> grins.
<br><br>
You pull away as you feel a fell heat build within. The world spins, and you find yourself lying on the earth. Your <<genitals>> aches, and yearns.<<gggarousal>><<arousal 1800>><<drugs 240>>
<br><br>
Rough hands grasp your shoulders, sending shivers down your body. You're pulled to your feet. "We've a way to go yet," the <<person>> says. "You should be ready by the time we arrive."
<<elseif $phase is 1 and !playerIsPregnant()>>
It's booze, and pretty strong. You almost gag. The <<person>> chuckles.<<lstress>><<stress -6>><<alcohol 120>>
<<else>>
It's just refreshing water.<<lstress>><<stress -6>>
<</if>>
<br><br>
<<link [[Next|Moor Abduction Walk]]>><<endevent>><</link>>
<br><<effects>>
You shake your head. The <<person1>><<person>> shrugs. "Suit yourself."
<br><br>
<<link [[Next|Moor Abduction Walk]]>><<endevent>><</link>>
<br><<effects>>
<<if Time.hour lte 6>>
<<set _sleep_hour to 6 - Time.hour>>
<<elseif Time.hour is 23>>
<<set _sleep_hour to 7>>
<<elseif Time.hour is 22>>
<<set _sleep_hour to 8>>
<<else>>
<<set _sleep_hour to 9>>
<</if>>
<<for _s to 0; _s lt _sleep_hour; _s++>>
<<if $sleeptrouble is 1 and $controlled is 0>>
<<set $tiredness -= 200>>
<<else>>
<<set $tiredness -= 250>>
<</if>>
<<pass 1 hour>>
<<if $nightmares gte 1 and $controlled is 0>>
<<stress 6>>
<</if>>
<</for>>
<br><br>
You lie on the ground, and close your eyes.
<<if $nightmares gte 1 and $controlled is 0>>
Your dreams are plagued by nightmarish creatures, hissing and hunting you through the dark. You're soon awoken by noisy activity outside.
<<else>>
You struggle to sleep with the incessant hissing so close, but you must have dozed off. You're soon awoken by noisy activity outside.
<</if>>
<br><br>
A <<generate1>><<person1>><<person>> steps into the tent, and crouches behind your chain. <<He>> fiddles with your bindings while the others lift cages from beneath the tarpaulin.
<br><br>
You're pushed outside once freed. They soon have the camp disassembled. They shove you into motion as they begin a march across the moor.
<br><br>
<<link [[Next|Moor Abduction Walk]]>><<endevent>><</link>>
<br><<effects>>
<<set $moor_binding -= 1>>
You work against your bindings.
<<if $moor_binding lte 0>>
<span class="green">You feel them come loose.</span> You should be able to break free.
<br><br>
<<link [[Escape|Moor Abduction Escape]]>><</link>>
<br>
<<link [[Bide your time|Moor Abduction Tent]]>><</link>>
<br>
<<else>>
<span class="lblue">They feel a bit weaker.</span>
<br><br>
<<link [[Next|Moor Abduction Tent]]>><</link>>
<br>
<</if>><<effects>><<set $lock to 700>>
You tear free of the rope, and rise to your feet. Most of the thugs must be asleep. You peek through the tent entrance, and see a guard sitting to one side, half-awake and surrounded by empty bottles of beer.
<br><br>
You turn back to the tarpaulin, and peek beneath. Stacks of cages, most shut and locked. There's movement within.
<br><br>
<<if currentSkillValue('skulduggery') gte $lock>>
<span class="green">The locks look easy to pick.</span>
<br><br>
<<link [[Open the cages (0:20)|Moor Abduction Lock]]>><<pass 20>><<stress 6>><</link>><<gstress>>
<br>
<<else>>
<span class="blue">The locks look beyond your ability to pick.</span><<skulduggeryrequired>>
<br><br>
<</if>>
<<set $skulduggerydifficulty to 900>>
<<link [[Sneak past the guard|Moor Abduction Sneak]]>><</link>><<skulduggerydifficulty>><<effects>>
Careful not to make too much noise, you break into the cages, one by one. The creatures inside don't move to leave, instead shrinking away from the little light piercing the front of the tent.
<br><br>
Once finished, you take a deep breath, grasp a couple of cages, and pull them to the floor.
<br><br>
<<link [[Next|Moor Abduction Lock 2]]>><</link>>
<br><<effects>>
The crash spurs the creatures. A flurry of slimy hides and tendrils emerge. They leap around the tent, searching for a way out, or just tearing holes in the fabric.
<br><br>
You're already running. You hear the guard scream behind you, followed by shouts.
<<if $moor gte 51>>
You're able to take your time once outside the camp, and manage to avoid the pools littering the landscape. The camp is far too distracted to give chase, if they've even realised your gone.
<<elseif $moor gte 21>>
You're able to take your time once outside the camp, and manage to avoid tripping on the rocks littering the ground. The camp is far too distracted to give chase, if they've even realised your gone.
<<else>>
The camp is far too distracted to give chase, if they've even realised your gone.
<</if>>
<br><br>
<<earnFeat "Slippery">>
<<link [[Next|Moor]]>><<end_moor_captive>><</link>>
<br><<effects>>
<<generate1>><<person1>>
You wait until the guard, a <<person>>, takes a long swig from a bottle, then slip outside.
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
You dart around the side of the tent, <span class="green">and escape without being seen.</span>
<<if Weather.dayState is "dawn">>
The sun rises on the horizon, but it's still dark enough to conceal you. You should be far enough away before they're awake.
<<else>>
You slip into the night. You'll be far away before anyone notices you're gone.
<</if>>
<br><br>
<<skulduggeryuse>>
<<earnFeat "Slippery">>
<<link [[Next|Moor]]>><<endevent>><<end_moor_captive>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You dart around the side of the tent, <span class="red">but trip over a rope,</span> tumbling to the ground.
<br><br>
The <<person>> is on you before you can recover. "Naughty <<girl>>," <<he>> says, grasping your arms. "Almost gave me the slip." <<His>> eyes wander over your body.
<br><br>
<<skulduggeryuse>>
<<link [[Next|Moor Abduction Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<effects>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Moor Abduction Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Moor Abduction Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> binds your arms with rope, and wrestles you back into the tent, before tying you to the chain once more.
<br><br>
<<He>> downs the rest of <<his>> bottle as <<he>> leaves the tent.
<<clotheson>>
<<endcombat>>
<<bind>>
<<set $moor_binding to 6>>
<<link [[Next|Moor Abduction Tent]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
You shove the <<person1>><<person>> away from you. <<tearful>> you run.
<br><br>
<<if Time.dayState is "night">>
The <<person>> gives chase, but you lose <<him>> in the dark.
<<else>>
The <<person>> gives chase, but you lose <<him>> in the morning gloom.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Moor]]>><<end_moor_captive>><<set $eventskip to 1>><</link>>
<<else>>
The <<person1>><<persons>> colleagues emerge from their tents, drawn by your cry. They look tired, and upset by the disturbance.
<br><br>
<<generate2>><<person2>>
"You're supposed to keep <<phim>> in <<pher>> tent," a <<person>> says. "Not out here and waking the whole camp up."
<br>
"You should be grateful," the <<person1>><<person>> responds. "<<pShe>> slipped <<pher>> rope. That wasn't my fault."
<br>
<<generate3>><<person3>>
A <<person>> steps forward. "This <<girl>> needs a lesson if you ask me," <<he>> says. There's a murmur of agreement.
<br><br>
You back against the tent as the thugs close in.
<br><br>
<<endcombat>>
<<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>><<person1>>
<<link [[Next|Moor Abduction Gang Rape]]>><<set $molestationstart to 1>><</link>>
<</if>><<effects>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Moor Abduction Gang Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Moor Abduction Gang Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The <<person1>><<person>> and <<person2>><<person>> haul you back inside the tent, and shove you to the ground. They bind your arms once more, and tie you to the chain.
<br><br>
You hear your captors return to their own tents.
<br><br>
<<clotheson>>
<<endcombat>>
<<bind>>
<<set $moor_binding to 6>>
<<link [[Next|Moor Abduction Tent]]>><</link>>
<br>
<<else>>
The thugs back away from you, stunned by your aggression.
<br><br>
<<clotheson>>
<<endcombat>>
<<generate1>><<person1>>"Can't even subdue one <<girl>>," laughs a <<person>>.
<br>
"Shut your fucking face."
<br>
"Make m-"
<br><br>
<<He>> staggers back as a fist collides with <<his>> nose. Others jump to <<his>> defence, and the camp erupts into a brawl.
<br><br>
<<if Time.dayState is "night">>
<<tearful>> you run into the night.
<<else>>
<<tearful>> you run into the morning gloom.
<</if>>
The camp is too busy to notice your flight.
<br><br>
<<link [[Next|Moor]]>><<endevent>><<end_moor_captive>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
You work against your bindings, hoping nobody notices.
<<set $moor_binding -= 1>>
<<if $moor_binding lte 0>>
<span class="green">You feel them come loose.</span> You should be able to break free, but you need to choose the right moment.
<<else>>
<span class="lblue">They feel a bit weaker.</span>
<</if>>
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<span class="green">No one notices your fidgeting.</span>
<br><br>
<<skulduggeryuse>>
<<else>>
<<if random(1, 2) is 2>>
<span class="red">A hand smacks the back of your head.</span> "Quit fidgeting," says a <<generate1>><<person1>><<person>>. "You're going where we say you're going."<<gpain>><<gstress>><<stress 6>><<pain 4>>
<<else>>
<span class="red">"Stop fidgeting!"</span> shouts a voice behind you. "Unless you want a beating."<<ggstress>><<stress 12>>
<</if>>
<br><br>
<<skulduggeryuse>>
<</if>>
<<link [[Next|Moor Abduction Walk]]>><<endevent>><</link>>
<br><<effects>>
You imagine all the terrible things you'll do to your captors when you break free.
<<if $rng gte 81>>
<<generate1>><<person1>>
"What you smiling about?" A <<person1>><<person>> asks. You look <<him>> in the eye, but don't say anything. <<He>> looks away first.<<ltrauma>><<trauma -6>>
<<else>>
You feel stronger.
<</if>>
<br><br>
<<link [[Next|Moor Abduction Walk]]>><<endevent>><</link>>
<br><<effects>>
You screech and flap your wings. The thugs spin to face you, surprise and horror on their faces.
<br><br>
<span class="green">You hear another screech.</span> This one is closer. Right above. The thugs' attention snaps away from you again.
<br><br>
<<npc "Great Hawk">>
The Great Hawk swoops closer.
<<endevent>>
<<generate1>>
A <<person1>><<person>> drops <<his>> weapon and runs. <<Hes>> targeted first.
<<endevent>><<npc "Great Hawk">>
The <<beasttype>> throws <<bhis>> prey
<<if $moor gte 51>>
into a pool,
<<elseif $moor gte 21>>
behind a rock,
<<else>>
into the heather,
<</if>>
before circling around for another pass.
<br><br>
<<endevent>>
<<generate1>><<generate2>>
A <<fullGroup>> jab their weapons at the threat.
<<endevent>>
<<npc "Great Hawk">>
The <<beasttype>> grasps both hilts. <<bHis>> talons snap them in half.
<br><br>
The thugs leave you unguarded as they tighten their circle. The remaining weapons tremble.
<br><br>
<<link [[Next|Moor Abduction Bird]]>><</link>>
<br><<effects>><<set $weekly.birdRescued to true>>
The <<beasttype>> lands in front of you, and casts a dismissive eye at the thugs.
<<if $bird.injured is 1>>
<<set $bird.injured to 0>>
<span class="green"><<bHis>> wing seems to have healed.</span>
<</if>>
<<if $monster is 1>>
"Not worth trouble," <<he>> says. "Come, <<wife>>." You take <<bhis>> hand, and together take to the sky. <<takeHandholdingVirginity "Great Hawk" "romantic">>
<<else>>
You climb atop <<bhis>> back, and take to the sky.
<</if>>
<br><br>
<<link [[Next|Moor Abduction Bird 2]]>><</link>>
<br><<effects>>
<<endevent>>
<<npc "Great Hawk">>
<<if $monster is 1>>
You soar over the moor. Your wings tire quickly. The <<beasttype>> notices, and shifts behind you, wrapping <<bhis>> arms around your chest and carrying you the rest of the way.
<br><br>
<<bHe>> pants by the time you arrive at the tower. "Be careful when alone," <<bhe>> says. "They'll take you to landbound home. No place for us."
<<else>>
You soar over the moor on the <<beasttype>>'s back. <<bHe>> would struggle to support your weight like this, but your wings help as much as you can.
<br><br>
<<bHe>> struggles to remain airborne by the time you make it back to the nest.
<</if>>
<br><br>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br><<effects>>
Another screech chills you, but this one is further away. The thugs relax.
<br><br>
<<generate1>><<person1>>"Stop standing around," shouts a <<person>>, almost mastering the fear in <<his>> voice. "We've got work to do." Your entourage moves once more.
<br><br>
<<endevent>>
<<moor_captive_actions>><<effects>>
<<if $rng gte 91>>
You lie on the earth, well-hidden among the heather. You peek through the flowers. You've lost sight of the <<person>>.
<br><br>
You're wondering if the <<person>> has already disappeared over the opposite ridge, <span class="red">when a stick thuds into the earth beside you.</span> "A <<slut>> on the moor," the <<person1>><<person>> says. "My lucky day."
<br><br>
<<link [[Next|Moor Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You lie on the earth, well-hidden among the heather. You peek through the flowers. The <<person>> takes <<his>> time, stopping to examine something along the trail nearby.
<br><br>
At last, <<he>> disappears behind another ridge.
<br><br>
<<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
Flustered, you continue to walk. The <<person1>><<person>> seems
<<if $rng gte 81>>
shocked
<<elseif $rng gte 61>>
unfazed
<<elseif $rng gte 41>>
amused
<<elseif $rng gte 21>>
surprised
<<else>>
unsurprised
<</if>>
by the appearance of a half-naked <<girl>> walking the moor.
<<if random(1, 2) is 2>>
<<He>> leers openly, but doesn't bother you.
<<else>>
<<He>> looks away, blushing.
<</if>>
<<exhibitionism2>>
<<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
Flustered, you continue to walk. The <<person1>><<person>> seems
<<if $rng gte 81>>
shocked
<<elseif $rng gte 61>>
unfazed
<<elseif $rng gte 41>>
amused
<<elseif $rng gte 21>>
surprised
<<else>>
unsurprised
<</if>>
by the appearance of a naked <<girl>> walking the moor.
<<if $rng gte 51>>
<<He>> leers openly, but doesn't bother you.
<<else>>
<<He>> looks away, blushing.
<</if>>
<<exhibitionism4>>
<<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<hawkRescueSetup>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Moor Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Moor Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The <<person>> shoves you into the dirt before continuing <<his>> walk.
<br><br>
<<tearful>> you climb to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $alarm is 1 and $rescue is 1>>
Your cry for help is answered. A <<hawkScreechDesc>> pierces the air. <<hawkRescueApproachSentence>>
<br><br>
The <<person>> pulls back, cursing, and scans the skies. <<if $syndromebird is 1>>The sight of your spouse<<else>>Whatever <<he>> sees<</if>> is clearly enough for <<him>> to cut <<his>> losses and leave you be, since <<he>> immediately grabs <<his>> walking stick and leaves at a respectable pace.
<<clotheson>>
<<endcombat>>
<<npc "Great Hawk">><<person1>>
<<tearful>> you search the heavens for <<if $syndromebird is 1>>your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>><<else>>whatever your assailant saw<</if>>. You quickly find what you're looking for, seeing <<if $syndromebird is 1>>your<<else>>a<</if>> <<beasttype>> flying towards you as fast as <<bhis>> wings can carry <<bhim>>.
<br><br>
<<set $phase to 0>>
<<if $syndromebird is 1>>
<<link [[Next|Bird Rescue Syndrome]]>><</link>>
<<else>>
<<link [[Next|Bird Rescue No Syndrome]]>><</link>>
<</if>>
<br>
<<else>>
You snatch the walking stick, and thud it into the <<persons>> shin. <<He>> grabs <<his>> injured leg, hops, then tumbles to the ground.
<br><br>
<<tearful>> you escape over the ridge.
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<outfitChecks>>
You tear free from the thorny bush.
<<if $phase gte 3>>
<<set _bottom.integrity -= 10>>
<<if _bottom.integrity lte 0>>
<span class="pink">Your _bottom.name <<= _bottom.plural is 1 ? "rip" : "rips">> as you move.</span> The tatters remain dangling from the thorns.
<br><br>
<<integritycheck no_text>><<exposure>>
<<covered>>
<<else>>
Your <<bottoms>> <<is _bottom>> left worse for wear.
<br><br>
<</if>>
<<else>>
<<set _top.integrity -= 10>>
<<if _top.integrity lte 0>>
<span class="pink">Your _top.name <<if _top.plural is 1>>rip<<else>>rips<</if>> as you move.</span> The tatters remain dangling from the thorns.
<br><br>
<<integritycheck no_text>><<exposure>>
<<covered>>
<<else>>
Your _top.name <<is _top>> left worse for wear.
<br><br>
<</if>>
<</if>>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<outfitChecks>>
You remove your <<= $phase gte 3 ? "_bottom.name" : "_top.name">> from the thorns, careful not to cause any damage. Your fingers are pricked, but you manage to get free without damaging the fabric.
<br><br>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<if $struggle_start is 1>>
<<struggle_init>>
<<set $struggle.creature to "lurker">>/*Creature species*/
<<struggle_creatures 1 2>>/*How many creatures will be involved, and their health.*/
<<set $combat to 1>>
<<controlloss>>
<<violence 1>>
<<molested>>
<<if $analdisable is "f">>
<<set $struggle.anus.creature to "lurker">><<set $anususe to "struggle">><<set $anusstate to "struggle">><<set $struggle.enemy[0].location to "anus">>
<</if>>
<<set $timer to 12>>
<<unset $struggle_start>>
<</if>>
<<if $timer is 12>>
<<struggle_add 1 2>>/*Adds more creatures, with a specific health.*/
<span class="pink">A second creature leaps from the heather!</span>
<br><br>
<<elseif $timer is 8 and random(1, 2) is 2>>
<<struggle_add 1 2>>/*Adds more creatures, with a specific health.*/
<span class="pink">A third creature leaps from the heather!</span>
<br><br>
<</if>>
<<struggle>>
<<if $struggle.done gte $struggle.number>>
<span id="next"><<link [[Next|Moor Struggle Low End]]>><</link>></span>
<br>
<<else>>
<span id="next"><<link [[Next|Moor Struggle Low]]>><</link>></span>
<br>
<</if>><<effects>>
The creatures disappear into the heather.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<if $struggle_start is 1>>
<<struggle_init>>
<<set $struggle.creature to "lurker">>/*Creature species*/
<<struggle_creatures 1 2>>/*How many creatures will be involved, and their health.*/
<<set $combat to 1>>
<<controlloss>>
<<violence 1>>
<<molested>>
<<if $phase is 1>>
<<set $struggle.mouth.creature to "lurker">><<set $mouthuse to "struggle">><<set $mouthstate to "struggle">><<set $struggle.enemy[0].location to "mouth">>
<</if>>
<<set $timer to 12>>
<<unset $struggle_start>>
<</if>>
<<if $timer is 12>>
<<struggle_add 1 2>>/*Adds more creatures, with a specific health.*/
<span class="pink">A second creature leaps from the rocks!</span>
<br><br>
<<elseif $timer is 11>>
<<struggle_add 1 2>>/*Adds more creatures, with a specific health.*/
<span class="pink">A third creature leaps from the rocks!</span>
<br><br>
<<elseif $timer is 8 and random(1, 2) is 2>>
<<struggle_add 1 2>>/*Adds more creatures, with a specific health.*/
<span class="pink">A fourth creature leaps from the rocks!</span>
<br><br>
<</if>>
<<struggle>>
<<if $struggle.done gte $struggle.number>>
<span id="next"><<link [[Next|Moor Struggle Mid End]]>><</link>></span>
<br>
<<else>>
<span id="next"><<link [[Next|Moor Struggle Mid]]>><</link>></span>
<br>
<</if>><<effects>>
The creatures disappear beneath the rocks.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<if $struggle_start is 1>>
<<struggle_init>>
<<set $struggle.creature to "lurker">>/*Creature species*/
<<struggle_creatures 3 2>>/*How many creatures will be involved, and their health.*/
<<set $combat to 1>>
<<controlloss>>
<<violence 1>>
<<molested>>
<<set $struggle.mouth.creature to "lurker">><<set $mouthuse to "struggle">><<set $mouthstate to "struggle">><<set $struggle.enemy[0].location to "mouth">>
<<if $analdisable is "f">>
<<set $struggle.anus.creature to "lurker">><<set $anususe to "struggle">><<set $anusstate to "struggle">><<set $struggle.enemy[1].location to "anus">>
<</if>>
<<set $timer to 16>>
<<unset $struggle_start>>
<</if>>
<<if $timer is 12 and random(1, 2) is 2>>
<<struggle_add 1 2>>/*Adds more creatures, with a specific health.*/
<span class="pink">A fourth creature leaps from the mire!</span>
<br><br>
<<elseif $timer is 8 and random(1, 2) is 2>>
<<struggle_add 1 2>>/*Adds more creatures, with a specific health.*/
<span class="pink">Another creature leaps from the mire!</span>
<br><br>
<<elseif $timer is 4 and random(1, 2) is 2>>
<<struggle_add 1 2>>/*Adds more creatures, with a specific health.*/
<span class="pink">Another creature leaps from the mire!</span>
<br><br>
<</if>>
<<struggle>>
<<if $struggle.done gte $struggle.number>>
<span id="next"><<link [[Next|Moor Struggle High End]]>><</link>></span>
<br>
<<else>>
<span id="next"><<link [[Next|Moor Struggle High]]>><</link>></span>
<br>
<</if>><<effects>>
The creatures disappear into the mire.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br><<effects>><<rngWraith 1>><<if _wraithEvent>><<set $quicksandWraith to true>><</if>>
<<if $quicksandWraith>><<if $wraith.state is "haunt">><<set _drown to "Drown">><<else>><<set _drown to "Calm">><</if>><<ind>><<ind>><<ind>><span class="wraith-flicker">_drown</span><br><</if>>
You are up to your
<<switch $quicksand_depth>>
<<case 1>>
ankles
<<case 2>>
knees
<<case 3>>
thighs
<<case 4>>
waist
<<case 5>>
chest
<<case 6>>
neck
<</switch>>
in quicksand!
<br><br>
<<if $stress gte $stressmax>>
You've pushed yourself too much.
<br><br>
<<quicksand_end>>
<<passout_moor>>
<<elseif $phase is 0>>
<<if $willpowerSuccess>>
You focus on your breathing, <span class="green">and manage to stay calm.</span>
<<set $quicksand += 1>>
<<if $quicksand gte 5>>
You're not sinking. You're floating. If you spread your weight, you should be able to wriggle to safety.<<ltrauma>><<trauma -6>><<llstress>><<stress -12>>
<br><br>
<<earnFeat "Not Like the Movies">>
<span class="gold">You've gained knowledge of quicksand!</span>
<br><br>
<<else>>
You don't think you'll sink if you stay still.<<lstress>><<gknowledge>><<stress -6>>
<br><br>
You might not be sinking, but you're not getting out either. Panic swells once more.
<br><br>
<</if>>
<<quicksand_actions>>
<<else>>
You try to stay calm, but <span class="red">you can think of nothing but the ground swallowing you up.</span><<ggstress>><<gstress 12>><<gwillpower>><<willpower 3>>
<br><br>
<<quicksand_actions>>
<</if>>
<<elseif $phase is 1>>
You lie back to spread your weight, and move your legs to free them. Once on the surface, you wriggle and crawl across the sand until you're able to haul yourself to safety.
<br><br>
<<if $quicksand_escape is "bird_hunt">>
<<link [[Next|Bird Hunt Leaves Escape]]>><<quicksand_end>><</link>>
<<else>>
<<link [[Next|Moor]]>><<quicksand_end>><<set $eventskip to 1>><</link>>
<</if>>
<br>
<<elseif $phase is 2>>
<<if Time.dayState is "night" and random(1, 100) gte 91 or Time.dayState isnot "night" and random(1, 100) gte 30>>
<<if random(1, 2) is 2 or $quicksand_escape is "bird_hunt">>
You call for help.
<br><br>
<<generate1>><<generate2>>
<span class="green">"We're coming!"</span> shouts a voice in response. A moment later a <<fullGroup>> appear over a ridge. At once, the <<person1>><<person>> lies on <<his>> belly, and crawls across the sand. <<He>> doesn't sink.
<br><br>
<<He>> grasps your shoulders. "I've got you," <<he>> says. "Kick your legs." You do so and, slowly, rise from the earth. <<He>> pulls you onto your back, and together you shuffle back to solid ground.
<br><br>
<<if $quicksand_escape is "bird_hunt">>
<<link [[Next|Bird Hunt Quicksand Rescue]]>><<quicksand_end>><</link>>
<<else>>
<<link [[Next|Moor Quicksand Rescue]]>><<quicksand_end>><</link>>
<</if>>
<br>
<<else>>
You call for help.
<br><br>
<<generate1>><<generate2>><<generate3>><<generate4>><<generate5>>
<span class="red">"What do we have here?"</span> says a voice behind you. Other voices laugh. A pair of hands grasp your shoulders. "Kick <<girl>>, I'll have you out."
<br><br>
You do so. Slowly, you're pulled onto your back. You see a <<person1>><<person>> holding you. <<He>> smirks.
<br><br>
<<if $exposed gte 1>>
"Not wearing much, are we?" says a <<person2>><<person>> crouched at <<person1>><<his>> side. More laughter.
<br><br>
<</if>>
They keep pulling, until you're back on solid ground.
<br><br>
<<link [[Next|Moor Quicksand Gang]]>><<quicksand_end>><</link>>
<</if>>
<<else>>
You call for help.
<br><br>
No one responds.<<if $quicksand lt 5>><<ggstress>><<stress 12>><</if>>
<br><br>
<<if $hallucinations gte 2 and $controlled is 0>>
<<quicksand_pull>>
<<else>>
<<quicksand_actions>>
<</if>>
<</if>>
<<else>>
You kick against the sand holding you.
<<if $physiqueSuccess>>
<span class="green">You feel it loosen.</span>
<<switch $quicksand_depth>>
<<case 1>>
You pull your ankles free of the sand, and <span class="green">step onto solid ground.</span>
<br><br>
<<if $quicksand_escape is "bird_hunt">>
<<link [[Next|Bird Hunt Leaves Escape]]>><<quicksand_end>><</link>>
<<else>>
<<link [[Next|Moor]]>><<quicksand_end>><<set $eventskip to 1>><</link>>
<</if>>
<br>
<<case 2>>
You rise until the sand <span class="teal">reaches your ankles.</span>
<br><br>
<<case 3>>
You rise until the sand <span class="teal">reaches your knees.</span>
<br><br>
<<case 4>>
You rise until the sand <span class="lblue">reaches your thighs.</span>
<br><br>
<<case 5>>
You rise until the sand <span class="lblue">reaches your waist.</span>
<br><br>
<<case 6>>
You rise until the sand <span class="blue">reaches your chest.</span>
<br><br>
<</switch>>
<<set $quicksand_depth -= 1>>
<<if $quicksand_depth is 0>>
<<else>>
<<quicksand_actions>>
<</if>>
<<else>>
<span class="red">Nothing changes.</span>
<<if $quicksand lt 5>>
You worry you might have sunk deeper.<<ggstress>><<stress 12>>
<</if>>
<br><br>
<<if $hallucinations gte 2 and $controlled is 0>>
<<if random(1, 2) is 2>>
<<quicksand_pull>>
<<else>>
<span class="purple">Something gropes your ankle,</span> but doesn't pull you any deeper.
<br><br>
<<quicksand_actions>>
<</if>>
<<else>>
<<quicksand_actions>>
<</if>>
<</if>>
<</if>><<set $outside to 1>><<effects>>
The <<person2>><<person>> helps you to your feet,
<<if $exposed gte 1>>
and blushes when <<he>> sees your state of dress. <<covered>> <<He>> offers you some towels.
<<towelup>>
<<else>>
and offers a towel to wipe off the sand.
<</if>>
<br><br>
<<if $leftarm is "bound" or $rightarm is "bound">>
<<unbind>>
"You shouldn't wander the moor alone," <<he>> says while loosening your bindings.
<<else>>
"You shouldn't wander the moor alone," <<he>> says.
<</if>>
<<if Time.dayState is "night">>
"Not this deep, and especially not at night."
<<else>>
"Not this deep."
<</if>>
<br><br>
<<person1>>"We can help you back to civilisation," the <<person>> adds. "If you like."
<br><br>
<<link [[Stay here|Moor Quicksand Stay]]>><</link>>
<br>
<<link [[Return to the farmlands (0:45)|Moor Quicksand Return]]>><<pass 45>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"Th-thank you for saving me," you say. "But I'll be careful from now on."
<<elseif $speech_attitude is "bratty">>
"Thanks for the rescue," you say. "But I won't need help again."
<<else>>
"Thanks for rescuing me," you say. "But I'll be more careful now."
<</if>>
<br><br>
The <<fullGroup>> share a look, but don't press the matter. They bid you farewell.
<br><br>
<<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
You accept their offer. They lead you through the wetland, the strange rocks, and the plains of heather. They're experienced, and don't run into any trouble.
<br><br>
You crest a hill, and see farms beyond. You emerge on a road ten minutes later.
<br><br>
"You should be safe from here," the <<person1>><<person>> says.
<br>
"Someone should be willing to give you a lift back to town," the <<person2>><<person>> adds.
<br><br>
<<if $awareness gte 300>>
They don't realise how much danger you're still in.
<<if $anxiety gte 1 and $controlled is 0>>
<<gstress>><<stress 6>>
<</if>>
<br><br>
<</if>>
The pair turn and hike back into the moor.
<br><br>
<<link [[Next|Farmland]]>><<endevent>><<set $moor to 0>><<unset $moor_hunt>><<set $forestmod to 1>><</link>>
<br><<set $outside to 1>><<effects>>
You try to rise to your feet, but the <<person1>><<person>> grasps your hair <span class="red">and forces you back down.</span> "You're not going anywhere," <<he>> says.
<<He>> <<npcUndressText $NPCList[0] "lower" "self">>, <span class="purple"><<npcRevealText $NPCList[0] "lower">>.</span>
Still grasping your hair, <<he>> pushes your face against it.
<br><br>
The others jostle closer.
<br><br>
<<link [[Next|Moor Quicksand Rape]]>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<hawkRescueSetup>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Moor Quicksand Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Moor Quicksand Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<if $leftarm is "bound" and $rightarm is "bound">>
"Remy will want this one," the <<person1>><<person>> says.
<br><br>
<<else>>
"Get the rope," the <<person1>><<person>> says. "Remy will want this one."
<br><br>
Rough hands force your wrists behind you, and bind them together.
<br><br>
<</if>>
You're pulled to your feet. <<tearful>> you're marched across the plains. <<if $worn.handheld.name isnot "naked">>Your $worn.handheld.name is left behind.<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<bind>>
<<link [[Next|Moor Abduction]]>><</link>>
<br>
<<elseif $alarm is 1 and $rescue is 1>>
The <<group>> begin to mock your cries for help, but fall silent as a <<hawkScreechDesc>> cuts through their speech. <<hawkRescueApproachSentence>>
<br><br>
<<npc "Great Hawk" 6>><<person6>>
Your gaze is drawn upwards, as you watch a <<beasttype 5>> swoop down from above. The <<person3>><<person>> is sent sprawling as <<person6>><<bhe 5>> flies by, lashing out with <<bhis 5>> talons.
"It's that fucking bird!" the <<person1>><<person>> yells, prompting the others to break and flee as the <<person6>><<beasttype 5>> comes around for another attack.
<<clotheson>>
<<endcombat>>
<<npc "Great Hawk">><<person1>>
<<tearful>> you get to your feet, looking up to see your <<if $syndromebird is 1>><<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>spouse<</if>> descending, much slower this time<<else>>rescuer flying down towards you<</if>>.
<br><br>
<<set $phase to 0>>
<<if $syndromebird is 1>>
<<link [[Next|Bird Rescue Syndrome]]>><</link>>
<<else>>
<<link [[Next|Bird Rescue No Syndrome]]>><</link>>
<</if>>
<br>
<<else>>
You shove the <<person1>><<person>> away from you. <<He>> falls into the pit they rescued you from. "Fuck," <<he>> says. "I'm fine. Don't let the <<girl>> escape." The others tear their eyes away, but you're already gone.
<br><br>
<<tearful>> you sink to the earth behind a rock some distance away. You catch your breath, then sneak away.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<set $outside to 0>><<effects>>
<<if $voredisable is "f" and $rng gte 51 and $phase isnot 1>>
You cling to the edge, as the earth continues to rumble. You try to find purchase with your feet, but the wall is soft and slippery. Something gropes your <<bottom>>. You glance down, and see a pink, pulsating mass.
<br><br>
<<link [[Next|Moor Vore]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You land on soft earth, several metres from the surface. <<if $phase isnot 1>>The earth shudders to a halt. You see a passage through the dark.<</if>>
<br><br>
<<endevent>>
<<if $pain gte 100>>
<span class="blue">You're in too much pain to climb.</span>
<br>
<<else>>
<<link [[Climb out|Moor Crack Climb]]>><</link>><<athleticsdifficulty 300 1300>>
<br>
<</if>>
<<link [[Call for help|Moor Crack Call]]>><</link>><<if Time.dayState is "night">><<difficulty 10>><<else>><<difficulty 70>><</if>>
<br>
<<link [[Follow the passage (0:20)|Moor Crack Passage]]>><<pass 20>><</link>>
<br>
<</if>><<set $outside to 1>><<effects>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<set $combat to 1>>
<<molested>>
<<controlloss>>
<<if $tentacledisable is "f" and $hallucinations gte 1>>
<<set $enemytype to "tentacles">>
<<tentaclestart 2 15>>
<<set $voretentacles to 1>>
<<else>>
<<set $enemytype to "vore">>
<<set $voretentacles to 0>>
<</if>>
<<set $vorestage to 1>>
<<set $vorecreature to "giant lurker">>
<<set $vorestrength to 1>><<set $position to "doggy">>
<<resetLastOptions>>
<<getCombatDefaultsType>>
<</if>>
<<if $tentacledisable is "f" and $hallucinations gte 1 and $enemytype is "tentacles">>
<<voreeffects>><<effectstentacles>>
<<vore>><<tentacles>>
<<statetentacles>>
<br><br>
<<actionsvorentacles>>
<<else>>
<<voreeffects>>
<<vore>>
<<voreactions>>
<</if>>
<<if $stress gte $stressmax>>
<span id="next"><<link [[Next|Moor Vore Finish]]>><</link>></span><<nexttext>>
<<elseif $vorestage lte 0>>
<span id="next"><<link [[Next|Moor Vore Finish]]>><</link>></span><<nexttext>>
<<elseif $vorestomach gte 5>>
<span id="next"><<link [[Next|Moor Vore Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Moor Vore]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $stress gte $stressmax or $vorestomach gte 5>>
It's all just too much for you. You pass out.
<br><br>
<<if $upperoff isnot 0>>
<<upperruined>>
<</if>>
<<if $loweroff isnot 0>>
<<lowerruined>>
<</if>>
<<if $underloweroff isnot 0>>
<<underlowerruined>>
<</if>>
<<if $underupperoff isnot 0>>
<<underupperruined>>
<</if>>
<<endcombat>>
<<passout_moor>>
<<else>>
<<tearful>> you haul yourself out of the crack.
<<if $tentacledisable is "f" and $hallucinations gte 1 and $enemytype is "tentacles">>
Two tendrils grope after you, but you manage to roll to safety.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
You grasp the rough wall, and start to climb. You're halfway up when an outcrop gives way beneath your feet.
<<if $athleticsSuccess>>
You remain calm, hold tight, and search for another foothold. <span class="green">The rest of the climb proves safer.</span> You haul yourself over the crest, and lie on your back a moment, panting.
<br><br>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
Your feet scramble for another foothold, but your fingers slip, <span class="red">and you tumble to the bottom.</span><<ggpain>><<gstress>><<pain 8>><<stress 6>>
<br><br>
<<link [[Next|Moor Crack]]>><<set $phase to 1>><</link>>
<br>
<</if>><<effects>>
<<if Time.dayState is "night" and random(1, 100) gte 91 or Time.dayState isnot "night" and random(1, 100) gte 30>>
<<if random(1, 2) is 2>>
You call for help.
<br><br>
<<generate1>><<generate2>>
<span class="green">"We're coming!"</span> shouts a voice in response. A moment later a <<fullGroup>> peer over the top. You hear them talk, then a shuffle, before a rope curls down the hole.
<br><br>
"Hold on tight," shouts the <<person1>><<person>>. You do so. The pair grasp the rope, and pull. They manage to get you up and over the crest. You lie back and pant.
<br><br>
<<link [[Next|Moor Quicksand Rescue]]>><<quicksand_end>><</link>>
<br>
<<else>>
You call for help.
<br><br>
<<generate1>><<generate2>><<generate3>><<generate4>><<generate5>>
<span class="red">"What do we have here?"</span> says a <<person1>><<personsimple>>'s voice above you. Other voices laugh. A rope curls down the hole.
<br><br>
<<link [[Grasp it|Moor Crack Grasp]]>><</link>>
<br>
<<link [[Enter the passage instead (0:20)|Moor Crack Passage]]>><<endevent>><<quicksand_end>><<pass 20>><</link>>
<br>
<</if>>
<<else>>
You call for help.
<br><br>
No one responds.<<ggstress>><<stress 6>>
<br><br>
<<link [[Next|Moor Crack]]>><</link>>
<br>
<</if>><<effects>>
You hold onto the rope. They haul you up and over the crest. You lie on your back and pant. A <<person1>><<person>> smirks down at you.
<br>
<<if $exposed gte 1>>
"Not wearing much, are we?" says a <<person2>><<person>> crouched at <<person1>><<his>> side. More laughter.
<br>
<<else>>
<br><br>
<</if>>
<<link [[Next|Moor Quicksand Gang]]>><<quicksand_end>><</link>>
<br><<effects>>
You enter the passage. It's dark, but small holes in the ceiling let in a little light. The ground is jagged and uneven.
<<if $worn.feet.type.includes("naked") or $worn.feet.type.includes("shackle")>>
You find yourself wishing you had some sturdy boots.<<gpain>><<pain 4>>
<</if>>
<br><br>
<<if $moor_hunt gte 1>>
<<npc "Great Hawk">>
<<set $moor_hunt = Math.clamp($moor_hunt - random(2, 5), 1, 10)>>
The tunnels twist and turn, hopefully this will help shake the <<beasttype>> off your trail.
<<endevent>>
<<else>>
The tunnels twist and turn.
<</if>>
<br><br>
<<if $rng gte 81>>
At last, they slope upward, and you emerge in the <<daylight>>.
<br><br>
You're still on the moor, and not far from where you were.
<br><br>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $rng gte 61>>
At last, they slope upward, and you emerge in the <<daylight>>.
<br><br>
You're still on the moor, and some distance from where you were. The ground is boggier. You must be deeper.
<<set $moor += 20>>
<<set $moor to Math.clamp($moor, 0, 100)>>
<br><br>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $rng gte 41>>
At last, they slope upward, and you emerge in the <<daylight>>.
<br><br>
You're still on the moor, and some distance from where you were. The ground is rockier. You must be closer to the farmlands.
<<set $moor -= 20>>
<<set $moor to Math.clamp($moor, 0, 100)>>
<br><br>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $rng gte 21>>
<<set $location to "underground">>
The tunnels lead deeper into the earth, until you're forced to feel your way along the walls.
<br><br>
You see light up ahead, reflecting off a pool. Glowing plants line a black shore. The water extends into darkness. You can't tell how big it is.
<br><br>
You see a glimmer across the water, so faint you might be imagining it.
<br><br>
<<link [[Swim|Moor Passage Swim]]>><</link>><<swimmingdifficulty 600 1000>>
<br>
<<link [[Walk around (0:30)|Moor Passage Walk]]>><<pass 30>><</link>>
<br>
<<else>>
<<if $bestialitydisable is "f" and $lurkerdisable is "f">>
<span class="red">You hear a scurrying up ahead.</span> It draws closer.
<br><br>
<<link [[Next|Moor Passage Struggle]]>><<set $struggle_start to 1>><</link>>
<br>
<<else>>
<span class="red">You hear a scurrying behind you.</span> It draws closer. You run, ignoring the jagged rocks covering sides.
<<if $exposed gte 2>>
They scratch your skin, but you don't dare to slow.
<<else>>
They tear at your clothes, but you don't dare to slow.
<</if>>
<br><br>
The passage slopes upwards, and you emerge in the <<daylight>>. The scurrying sound fades.<<beastescape>>
<br><br>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<</if>><<effects>>
<<if $struggle_start is 1>>
<<struggle_init>>
<<set $struggle.creature to "lurker">>
<<struggle_creatures 2 2>>
<<set $combat to 1>>
<<controlloss>>
<<violence 1>>
<<molested>>
<<unset $struggle_start>>
<</if>>
<<struggle>>
<<if $struggle.done gte $struggle.number>>
<span id="next"><<link [[Next|Moor Passage Struggle End]]>><</link>></span>
<br>
<<else>>
<span id="next"><<link [[Next|Moor Passage Struggle]]>><</link>></span>
<br>
<</if>><<effects>>
The creatures disappear in the dark.
<br><br>
<<clotheson>>
<<endcombat>>
You continue through the tunnel. It soon slopes upwards, and you emerge in the <<daylight>>.
<br><br>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br><<water>><<effects>>
The water is cold, and deep. You swim away from shore. You can see nothing ahead, but the glowing plants along the shore help keep your bearings.
<<if $swimmingSuccess>>
A sudden current surges around you, threatening to pull you under, <span class="green">but you manage to keep your head above the surface.</span> The water stills.
<br><br>
Your hands grasp sand, and you crawl onto a bank. You weren't imagining the glimmer. Your fingers close around cold metal, half-buried. It feels like a ring.
<br><br>
<<set $antiquemoney += 3000>><<museumAntiqueStatus "antiquegoldring" "found">>
<<wearProp "gold ring">>
<<link [[Next|Moor Passage Swim 2]]>><<handheldon>><</link>>
<br>
<<else>>
A sudden current surges around you. You struggle to keep your head above the surface, <span class="red">but the pull is too strong.</span>
<br><br>
<<link [[Next|Underground Lake]]>><</link>>
<br>
<</if>><<effects>><<rngWraith 1>>
Faced with an impenetrable darkness, you turn and swim back to the glowing shore. You search, until you find another exit. This one slopes upwards, and leads you back into the <<daylight>>.
<br><br>
You examine the ring. A black gemstone sits surrounded by engravings of what appear to be grapes. The ring itself is made of gold. It would be valuable to a collector.
<br><br>
<<if _wraithEvent>>
<<generateWraith 1>><<initWraith>><<rainWraith>>
"<span class="wraith">Graverobber.</span>"
<br><br>
You snap around to face the voice, and see a beautiful pale figure floating just above the water. <<Hes>> naked,<<if ["haunt", "despair"].includes($wraith.state)>> and scratching at <<his>> own neck.<<else>> save for an ornate white necklace with blue gemstones around <<his>> neck.<</if>> <<if $wraith.seen gte 3>>You immediately try to scramble away.<<else>>You slowly back away.<</if>> A translucent tendril wraps around your leg, lifting you and dropping you flat on your back.
<br><br>
You have the wind knocked out of you. <<pain 4>><<gpain>>
<br><br>
<<startWraith>>
<br><br>
<<link [[Next|Wraith Moor Ring]]>><</link>>
<<else>>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<</if>>
<br><<effects>>
You search along the cavern's edge, until you find another exit. This one slopes upwards, and leads you back into the <<daylight>>. You're still on the moor.
<br><br>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br><<water>><<effects>>
You leave your clothes lying beneath an overhanging outcrop, and slip into the water. It's cool, but refreshing. You're able to relax for a little while.
<<wash>>
<br><br>
<<link [[Next|Moor]]>><<clotheson>><<set $eventskip to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<hawkRescueSetup>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<br><br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Moor Cat Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Moor Cat]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
Satisfied, the <<beasttype>> prowls away, before leaping atop a rock. <<bHe>> disappears behind it.
<br><br>
<<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $alarm is 1 and $rescue is 1>>
Your screams have attracted attention. A <<hawkScreechDesc>> echoes. <<hawkRescueApproachSentence>>
<br><br>
<<if $syndromebird is 1>>Your spouse's<<else>>The<</if>> screech causes the <<if $enemyno gt 1>><<beastsplural>><<else>><<beasttype>><</if>> to flee into the surrounding rocks and brush.
<<endcombat>>
<<clotheson>>
<<npc "Great Hawk">><<person1>>
<<tearful>> you look towards the sky. From above, <<if $syndromebird is 1>>your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>hawk<</if>><<else>>a <<if $monster isnot 1>>massive <</if>><<beasttype>><</if>> descends.
<br>
<<set $phase to 0>>
<<if $syndromebird is 1>>
<<link [[Next|Bird Rescue Syndrome]]>><</link>>
<<else>>
<<link [[Next|Bird Rescue No Syndrome]]>><</link>>
<</if>>
<br>
<<else>>
The <<beasttype>> leaps atop a rock, out of harms way. <<bHe>> hisses at you, then drops down on the other side.
<br><br>
<<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
You pull the wild carrots from the ground,
<<if $tendingSuccess>>
<<wearProp "carrot">>
<span class="green">and have soon gathered a large number of saleable specimens.</span>
<<tending_pick wild_carrot 20 50>>
<br><br>
<<if !$plants_known.includes("wild_carrot")>>
Some of the plants are seeding. <span class="gold">You can now grow <<icon "tending/carrot.png">> wild carrots.</span><<set $plants_known.push("wild_carrot")>>
<br><br>
<</if>>
<<link [[Next|Moor]]>><<handheldon>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<span class="red">but find none that would sell at market.</span><<gtending>><<tending 2>>
<br><br>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
You shake the flowers, searching for seeds,
<<if $tendingSuccess>>
<<wearProp "broccoli">>
<span class="green">and have soon gathered enough to plant your own.</span><<set $plants_known.push("broccoli")>>
<br><br>
<span class="gold">You can now grow <<icon "tending/broccoli.png">> broccoli.</span>
<br><br>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<span class="red">but you can't find any.</span><<gtending>><<tending 2>>
<br><br>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
You pull the onions from the ground,
<<if $tendingSuccess>>
<<wearProp "onion">>
<span class="green">and have soon gathered a large number of saleable specimens.</span>
<<tending_pick onion 15 40>>
<br><br>
<<if !$plants_known.includes("onion")>>
Some of the bulbs are young. You could plant them yourself. <span class="gold">You can now grow <<icon "tending/onion.png">> onions.</span><<set $plants_known.push("onion")>>
<br><br>
<</if>>
<<link [[Next|Moor]]>><<handheldon>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<span class="red">but find none that would sell at market.</span><<gtending>><<tending 2>>
<br><br>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
You pull the garlic bulbs from the ground,
<<if $tendingSuccess>>
<<wearProp "garlic">>
<span class="green">and have soon gathered a large number of saleable specimens.</span>
<<tending_pick garlic_bulb 30 50>>
<br><br>
<<if !$plants_known.includes("garlic_bulb")>>
Some of the bulbs are young. You could plant them yourself. <span class="gold">You can now grow <<icon "tending/garlic.png">> garlic.</span><<set $plants_known.push("garlic_bulb")>>
<br><br>
<</if>>
<<link [[Next|Moor]]>><<handheldon>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<span class="red">but find none that would sell at market.</span><<gtending>><<tending 2>>
<br><br>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
You keep walking. The vehicle closes in, until heavy wheels rumble by.
<<if $rng gte 51>>
<<generate1>><<generate2>><<person1>>
It slows beside you, and a <<person>> leans out.
<<if playerBellyVisible() and $pregnancyspeechdisable is "f">>
"It's dangerous out here alone, especially for a pregnant <<girl>> like yourself,"
<<else>>
"It's dangerous out here alone,"
<</if>>
<<he>> says. "How about you hop in. We'll give you a lift."
<br><br>
<<link [[Accept|Moor Vehicle Accept]]>><</link>>
<br>
<<link [[Refuse|Moor Vehicle Refuse]]>><</link>>
<br>
<<else>>
The occupants pay you little attention.
<br><br>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
You keep low within the heather. The vehicle closes in, until heavy wheels rumble by. You wait until the sounds fades before emerging.
<br><br>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br><<set $outside to 0>><<effects>>
<<if $rng gte 71>>
You climb into the back, and the vehicle speeds up. A <<person2>><<person>> sits in the driver's seat. <span class="red">The doors lock.</span>
<br><br>
"Think Remy will want this one?" the <<person1>><<person>> asks.
<br>
"Aye, but we got bugger for the last one." <<person2>><<He>> chucks a coil of rope to the <<person1>><<persons>> lap. "Let's have some fun."
<br><br>
The <<person1>><<person>> climbs to the seat beside you. "Hold out your arms, <<girl>>. Don't you dare resist."
<br><br>
<<link [[Submit|Moor Vehicle Submit]]>><<sub 1>><</link>>
<br>
<<link [[Resist|Moor Vehicle Resist]]>><<def 1>><</link>>
<br>
<<else>>
You climb into the back, and the vehicle speeds up. A <<person2>><<person>> sits in the driver's seat. "Where you heading?" <<he>> asks.
<br><br>
<<link [[The farmlands (0:20)|Moor Vehicle Journey]]>><<pass 20>><<set $phase to 0>><</link>>
<br>
<<link [[Deeper into the moor (0:20)|Moor Vehicle Journey]]>><<pass 20>><<set $phase to 1>><</link>>
<br>
<<link [[The Remy Estate (0:10)|Moor Vehicle Journey]]>><<set $phase to 2>><</link>>
<br>
<</if>><<effects>>
<<if $phase is 0>>
The <<person2>><<person>> drives you through the moor. <<He>> can't move too fast, but it's faster than on foot.
<br><br>
<<He>> pulls onto a proper road, and comes to a stop. You bid the pair farewell, and they drive away.
<br><br>
<<link [[Next|Farmland]]>><<endevent>><<set $moor to 0>><<unset $moor_hunt>><</link>>
<br>
<<elseif $phase is 1>>
The <<person2>><<person>> drives you through the moor. <<He>> can't move too fast, but it's faster than on foot.
<br><br>
<<He>> pulls up before a large bramble patch, and leans over <<his>> seat. "Far as we go," <<he>> says. "Terrain's too rough. You be careful."
<br><br>
You bid the pair farewell, and they drive away.
<br><br>
<<link [[Next|Moor]]>><<endevent>><<set $moor to 20>><<set $eventskip to 1>><</link>>
<br>
<<elseif $phase is 2>>
The pair share a glance. "You don't want nothing to do with them sort," the <<person1>><<person>> says. "How's about we take you back to the farms? Safer there."
<br><br>
<<link [[Insist on the Remy Estate|Moor Vehicle Journey]]>><<set $phase to 3>><</link>>
<br>
<<link [[Go to the farmlands instead (0:20)|Moor Vehicle Journey]]>><<pass 20>><<set $phase to 0>><</link>>
<br>
<<link [[Go deeper into the moor instead (0:20)|Moor Vehicle Journey]]>><<pass 20>><<set $phase to 1>><</link>>
<br>
<<else>>
The <<person2>><<person>> shakes <<his>> head, but doesn't argue. <<He>> drives you through the moor. <<He>> can't move too fast, but it's faster than on foot.
<br><br>
<<He>> pulls up before a tall metal fence, and leans over <<his>> seat. "You be careful now," <<he>> says.
<br><br>
You bid them farewell. They hesitate before driving away.
<br><br>
<<link [[Next|Moor]]>><<endevent>><<set $moor to 10>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<br><br><<effects>>
You put more distance between yourself and the vehicle.
<<if $rng gte 71>>
<span class="red">It stops,</span> and the <<person>> climbs out. "I insist," <<he>> says as a <<person2>><<person>> joins <<him>> from the other side. <<He>> holds a length of rope.
<br><br>
<<person1>>
<<link [[Fight|Moor Vehicle Fight]]>><<set $fightstart to 1>><</link>>
<br>
<<link [[Run|Moor Vehicle Run]]>><</link>><<athleticsdifficulty 1 1000>>
<br>
<<else>>
The <<person>> shrugs, and the vehicle speeds up.
<br><br>
<<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
You <<if $worn.handheld.name isnot "naked">>put your $worn.handheld.name down on the floor of the vehicle and <</if>>offer your wrists, and the <<person1>><<person>> binds them.<<bind>> "Good choice," <<he>> says as the <<person2>><<person>> pulls the vehicle to a stop.
<br><br>
<<saveNPC 0 moor_pair_1>>
<<saveNPC 1 moor_pair_2>>
The <<person2>><<person>> climbs from the vehicle. The <<person1>><<person>> follows suit, pulling you with <<him>>.
<br><br>
<<link [[Next|Moor Vehicle Defeat 2]]>><</link>>
<br><<effects>>
You kick the back of the <<person2>><<persons>> chair. <<He>> curses, and the vehicle swerves. The <<person1>><<person>> falls back. You take your chance, and reach for the door controls.
<br><br>
You scramble for the now-unlocked exit, but not before the <<person1>><<person>> recovers. <<He>> grasps your ankle, and you fall through the door. <<He>> climbs after you, and the <<person2>><<person>> isn't far behind.
<br><br>
<<link [[Next|Moor Vehicle Fight]]>><<set $fightstart to 1>><</link>>
<br><<effects>>
You run.
<<if $athleticsSuccess>>
The pair chase, <span class="green">but you manage to outpace them.</span>
<br><br>
<<link [[Next|Moor]]>><<set $eventskip to 1>><<endevent>><</link>>
<br>
<<else>>
The pair chase, <span class="red">and soon catch up.</span> The <<person1>><<person>> tackles you to the ground.
<br><br>
<<saveNPC 0 moor_pair_1>>
<<saveNPC 1 moor_pair_2>>
<<link [[Next|Moor Vehicle Defeat]]>><</link>>
<br>
<</if>><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<<hawkRescueSetup>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Moor Vehicle Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Moor Vehicle Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation "short">>
The pair lean against the vehicle, panting. <<tearful>> you run across the heather. They're too worn out to give chase.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Moor]]>><<set $eventskip += 1>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
The pair retreat to their vehicle, locking the doors behind them. Tires skid in the mud as they drive away.
<br><br>
<<tearful>> you dust yourself off.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Moor]]>><<set $eventskip += 1>><</link>>
<br>
<<elseif $alarm is 1 and $rescue is 1>>
"Nobody's around to save you, <<girl>>," the <<person1>><<person>> <<if $enemyanger gte $enemyangermax / 5>>snarls<<else>>says<</if>>, though <<hes>> quickly proven wrong as a <<hawkScreechDesc>> echoes across the moor. <<hawkRescueApproachSentence>>
<<endcombat>>
<<npc "Great Hawk">><<person1>>
The pair retreat towards their vehicle, even as <<if $syndromebird is 1>>your<<else>>the<</if>> <<beasttype>> assails them from the sky.
<<clotheson>>
<<tearful>> you scramble to your feet, thankful for the <<if $syndromebird is 1>>rescue<<else>>distraction<</if>>, and <<if $syndromebird is 1>>hide nearby<<else>>try to run away<<if $feetuse is "bound">>, <span class="red">though you don't get very far with your bound legs</span><</if>><</if>>.
<br><br>
Once your assailants have driven away, you
<<if $syndromebird is 1>>
emerge from your hiding spot to greet your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>spouse<</if>>.
<<else>>
hear the <<beasttype>>'s cry again. Turning around, you see <<bhim>> <span class="red"><<if $feetuse is "bound">>staring you down from a couple of meters away. It seems you couldn't run far enough.<<else>>flying towards you.<</if>></span>
<</if>>
<br><br>
<<set $phase to ($feetuse is "bound" or $syndromebird is 1) ? 1 : 0>>
<<if $syndromebird is 1>>
<<link [[Next|Bird Rescue Syndrome]]>><</link>>
<<else>>
<<link [[Next|Bird Rescue No Syndrome]]>><</link>>
<</if>>
<br>
<<else>>
You fall to the ground, too hurt to continue fighting.
<br><br>
<<saveNPC 0 moor_pair_1>>
<<saveNPC 1 moor_pair_2>>
<<steal>>
<<endcombat>>
<<loadNPC 0 moor_pair_1>>
<<loadNPC 1 moor_pair_2>>
<<link [[Next|Moor Vehicle Defeat]]>><<clotheson>><</link>>
<br>
<</if>><<effects>>
<<person2>>
The <<person>> <<if $worn.handheld.name isnot "naked">>takes your $worn.handheld.name, tosses it in the vehicle, and <</if>>binds your arms. They pull you to your feet, and shove your head against the vehicle.<<bind>>
<br><br>
"<<pShe>> has a nice bottom," the <<person1>><<person>> muses as <<he>> holds your head with one hand, and gropes with the other. "Think Remy will want <<phim>>?"<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br>
"Aye," the <<person2>><<person>> replies. "But we got paid bugger for the last one. I say we have some fun."
<br><br>
<<link [[Next|Moor Vehicle Defeat 2]]>><</link>>
<br><<effects>>
They tie a length of rope to your bindings, and affix the other side to the back of the vehicle. They climb inside, and the engine starts. You're forced to walk, pulled along by your wrists.
<br><br>
They speed up. The <<person1>><<person>> sticks <<his>> head out of the window to watch.
<br><br>
<<link [[Try to keep up (0:20)|Moor Vehicle Defeat 3]]>><<set $phase to 1>><<tiredness 2>><<athletics 2>><</link>><<gtiredness>><<gathletics>><<athleticsdifficulty 1 200>>
<br>
<<link [[Give up|Moor Vehicle Give]]>><<pain 4>><<trauma 6>><<stress 6>><</link>><<gpain>><<gtrauma>><<gstress>>
<br><<effects>>
You refuse to continue, dropping to the dirt and allowing the vehicle to drag you along. They pull to a halt.
<br><br>
<<link [[Next|Moor Vehicle End]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<if $phase is 3>>
"Thought you were gonna outlast the engine for a moment," the <<person>> says. "Maybe Remy needs a pack mule."
<<elseif $phase is 2>>
"Not bad," the <<person>> says. "Maybe you'd make it in the country."
<<elseif $phase is 1>>
"Disappointing," the <<person>> says. "Won't last long out here."
<<else>>
"You townies are so weak," the <<person1>><<person>> says. "Wouldn't last a week out here."
<</if>>
<br><br>
The <<person2>><<person>> unties you from the vehicle, but leaves your arms bound. The <<person1>><<person>> grasps your hair and forces you to the ground.
<br><br>
<<link [[Next|Moor Vehicle Rape]]>><<set $molestationstart to 1>><</link>>
<br><<effects>>
It takes a brisk walk to keep up,
<<if $athleticsSuccess>>
<span class="green">but you manage it.</span><<physique 2>>
<br><br>
The <<person2>><<person>> throws an empty can out the window, and the vehicle speeds up, forcing you to jog.
<br><br>
<<link [[Try to keep up (0:20)|Moor Vehicle Defeat 4]]>><<set $phase to 2>><<tiredness 2>><<athletics 2>><</link>><<ggtiredness>><<ggathletics>><<athleticsdifficulty 1 600>>
<br>
<<link [[Give up|Moor Vehicle Give]]>><<pain 4>><<trauma 6>><<stress 6>><</link>><<gpain>><<gtrauma>><<gstress>>
<br>
<<else>>
<span class="red">and you stumble to the dirt.</span> The vehicle drags you along behind it.<<gpain>><<gtrauma>><<gstress>><<pain 4>><<trauma 6>><<stress 6>><<physique 2>>
<br><br>
They pull to a halt.
<br><br>
<<link [[Next|Moor Vehicle End]]>><</link>>
<br>
<</if>>
<<pass 20>><<effects>>
You have to jog to keep up
<<if $athleticsSuccess>>
<span class="green">but you manage it.</span><<physique 2>>
<br><br>
"<<pShes>> still at it," the <<person1>><<person>> shouts. The vehicle speeds up again.
<br><br>
<<link [[Try to keep up (0:20)|Moor Vehicle Defeat 5]]>><<set $phase to 2>><<tiredness 2>><<athletics 2>><</link>><<ggtiredness>><<ggathletics>><<athleticsdifficulty 1 1000>>
<br>
<<link [[Give up|Moor Vehicle Give]]>><<pain 4>><<trauma 6>><<stress 6>><</link>><<gpain>><<gtrauma>><<gstress>>
<br>
<<else>>
<span class="red">and you stumble to the dirt.</span> The vehicle drags you along behind it.<<gpain>><<gtrauma>><<gstress>><<pain 4>><<trauma 6>><<stress 6>><<physique 4>>
<br><br>
They pull to a halt.
<br><br>
<<link [[Next|Moor Vehicle End]]>><</link>>
<br>
<</if>>
<<pass 20>><<effects>>
You have to run to keep up,
<<if $athleticsSuccess>>
<span class="green">but you manage it.</span><<physique 2>>
<br><br>
The <<person1>><<person>> cheers your endurance. The <<person2>><<person>> glances out the window. <<He>> looks surprised.
<br><br>
Your arms are jerked every time the vehicle hits a bump. The other end of the rope fares worse, slowly wearing through, until <span class="green">it breaks</span>. <<tearful>> you seize your chance, and run through the heather.
<br><br>
The <<person1>><<person>> shouts, and they turn to give chase, but end up in a ditch.
<br><br>
<<endevent>>
<<clearNPC moor_pair_1>>
<<clearNPC moor_pair_2>>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<span class="red">and you stumble to the dirt.</span> The vehicle drags you along behind it.<<gpain>><<gtrauma>><<gstress>><<pain 4>><<trauma 6>><<stress 6>><<physique 6>>
<br><br>
They pull to a halt.
<br><br>
<<link [[Next|Moor Vehicle End]]>><</link>>
<br>
<</if>>
<<pass 20>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<hawkRescueSetup>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Moor Vehicle Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Moor Vehicle Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
They laugh as they shove you in a ditch. You hear them drive away.
<br><br>
<<tearful>> you struggle to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
The pair retreat to their vehicle, locking the doors behind them. Tires skid in the mud as they drive away.
<br><br>
<<tearful>> you dust yourself off.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Moor]]>><<set $eventskip += 1>><</link>>
<br>
<<elseif $alarm is 1 and $rescue is 1>>
"Nobody's around to save you, <<girl>>," the <<person1>><<person>> <<if $enemyanger gte $enemyangermax / 5>>snarls<<else>>says<</if>>, though <<hes>> quickly proven wrong as a <<hawkScreechDesc>> echoes across the moor. <<hawkRescueApproachSentence>>
<<endcombat>>
<<npc "Great Hawk">><<person1>>
The pair retreat towards their vehicle, even as <<if $syndromebird is 1>>your<<else>>the<</if>> <<beasttype>> assails them from the sky.
<<clotheson>>
<<tearful>> you scramble to your feet, thankful for the <<if $syndromebird is 1>>rescue<<else>>distraction<</if>>, and <<if $syndromebird is 1>>hide nearby<<else>>try to run away<<if $feetuse is "bound">>, <span class="red">though you don't get very far with your bound legs</span><</if>><</if>>.
<br><br>
Once your assailants have driven away, you
<<if $syndromebird is 1>>
emerge from your hiding spot to greet your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>spouse<</if>>.
<<else>>
hear the <<beasttype>>'s cry again. Turning around, you see <<bhim>> <span class="red"><<if $feetuse is "bound">>staring you down from a couple of meters away. It seems you couldn't run far enough.<<else>>flying towards you.<</if>></span>
<</if>>
<br><br>
<<set $phase to ($feetuse is "bound" or $syndromebird is 1) ? 1 : 0>>
<<if $syndromebird is 1>>
<<link [[Next|Bird Rescue Syndrome]]>><</link>>
<<else>>
<<link [[Next|Bird Rescue No Syndrome]]>><</link>>
<</if>>
<br>
<</if>>
<<clearNPC moor_pair_1>>
<<clearNPC moor_pair_2>><<effects>>
<<seenPassage>>
<<if !$moorFlowerMod>><<set $moorFlowerMod to 0>><</if>>
You approach the pink flower. The scent is alluring. The petals brush your nose as you sniff.
<br><br>
A heat travels down your spine, resting in your loins. You're filled with a desperate yearning.
<br><br>
<<skinicon "masturbate">><<link [[Masturbate|Moor Flower Masturbation]]>><<unset $moorFlowerMod>><<set $masturbationstart to 1>><</link>>
<br>
<<getouticon>><<link [[Leave|Moor Flower Leave]]>><<unset $moorFlowerMod>><</link>><<willpowerdifficulty `1 + $moorFlowerMod` `1000 + $moorFlowerMod`>>
<br><<effects>>
<<seenPassage>>
<<if !$moorFlowerMod>><<set $moorFlowerMod to 0>><</if>>
You approach the odd phallus-shaped plant. The scent is alluring. You wonder why such a thing exists.
<br><br>
A heat travels down your spine, resting in your loins. You're filled with a desperate yearning.
<br><br>
<<skinicon "masturbate">><<link [[Masturbate|Moor Phallus Plant Masturbation]]>><<unset $moorFlowerMod>><<set $masturbationstart to 1>><<set $moorPhallusPlant to 1>><</link>>
<br>
<<getouticon>><<link [[Leave|Moor Flower Leave]]>><<unset $moorFlowerMod>><</link>><<willpowerdifficulty `1 + $moorFlowerMod` `1000 + $moorFlowerMod`>>
<br><<effects>>
<<if $masturbationstart is 1>>
<<set $masturbationstart to 0>>
<<set $masturbationstat += 1>>
<<masturbationstart>>
You drop to your knees, unable to contain your lust. You have to cum. Right now.<<garousal>><<arousal 600>>
<br><br>
<</if>>
<<masturbationeffects>>
<<masturbationactions>>
<<masturbationControls>><<effects>>
<<if $masturbationorgasm is 0>>
<<endmasturbation>>
<<endcombat>>
With great effort, you force your hands away from your body, grasping tufts of grass to keep them still. You crawl away from the flower, ignoring the ache.
<br><br>
<<if $tentacledisable is "f">>
<<if $plantdisable is "f" and ($hallucinations gte 2 or $backgroundTraits.includes("plantlover")) and $rng gte 76>>
<<generatePlant1>><<person1>>
<span class="red">Something snags your ankle.</span> Vines whip around your waist and hold you still, and a <<person>> walks up to you. <<Hes>> breathing heavily, and <<his>> hair, adorned with <<plant_details>>, is messed and sweaty.
<br><br>
"You got me all worked up," <<he>> mutters. "Gave me such a good show. Why'd you end it there?" <<His>> vines drag you closer to <<him>>. "Guess I need to get a little hands-on."
<br><br>
<<link [[Next|Moor Plant Sex]]>><<set $molestationstart to 1>><<set $phase to 0>><</link>>
<<elseif $hallucinations gte 2 or $backgroundTraits.includes("plantlover")>>
<span class="red">Something snags your ankle.</span> Roots erupt from the base of the flower. They whip around your waist, and drag you back.
<br><br>
<<link [[Next|Moor Tentacles]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You're panting by the time you escape the scent's influence.<<gtiredness>><<ggstress>><<tiredness 6>><<stress 12>>
<br><br>
<<link [[Next|Moor]]>><<clotheson>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<else>>
You're panting by the time you escape the scent's influence.<<gtiredness>><<ggstress>><<tiredness 6>><<stress 12>>
<br><br>
<<link [[Next|Moor]]>><<clotheson>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<else>>
<<endmasturbation>>
<<endcombat>>
Satisfied, the scent's influence is lessened. <<tearful>> you continue your journey.
<br><br>
<<link [[Next|Moor]]>><<clotheson>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<unset $moorFlower>><<effects>>
<<if $masturbationstart is 1>>
<<set $masturbationstart to 0>>
<<set $masturbationstat += 1>>
<<masturbationstart>>
You approach the plant, unable to contain your lust. You have to cum while using it. Right now.<<garousal>><<arousal 600>>
<br><br>
<</if>>
<<masturbationeffects>>
<<masturbationactions>>
<<if $corruptionMasturbation>>
<span class="red">The slime in your ear will not allow you to stop.</span>
<</if>>
<div id="masturbationButtons">
<<if $masturbationorgasm gte 3 and ($anususe is "mpenisflowerpenetrate" or $vaginause is "mpenisflowerpenetrate" or $mouth is "mpenisflowersuck")>>
<div id="next"><<link [[Continue|$passage + " Finish"]]>><</link>><<nexttext>></div>
<<else>>
<div id="next"><<link [[Continue|$passage]]>><</link>><<nexttext>></div>
<</if>>
<<if ($anususe is "mpenisflowerpenetrate" or $vaginause is "mpenisflowerpenetrate" or $mouth is "mpenisflowersuck")>>
<div class="red">You can't stop.</div>
<<elseif $corruptionMasturbation isnot true and random(0,3) gt $orgasmcurrent and $earSlime.corruption gt (currentSkillValue('willpower') / 10)>>
<div id="stop"><<link [[Stop|$passage]]>><<set $corruptionMasturbation to true>><</link>></div>
<<elseif $corruptionMasturbation isnot true>>
<div id="stop"><<link [[Stop|$passage + " Finish"]]>><<set $finish to 1>><</link>></div>
<<else>>
<div id="noStop">Unable to stop</div>
<</if>>
</div>
<br><br><br><br><br><<effects>>
<<if $anususe isnot "mpenisflowerpenetrate" and $vaginause isnot "mpenisflowerpenetrate" and $mouth isnot "mpenisflowersuck">>
<<endmasturbation>>
<<endcombat>>
With great effort, you force your hands away from your body, grasping tufts of grass to keep them still. You crawl away from the flower, ignoring the ache.
<br><br>
<<if $tentacledisable is "f">>
<<if $plantdisable is "f" and ($hallucinations gte 2 or $backgroundTraits.includes("plantlover")) and $rng gte 76>>
<<generatePlant1>><<person1>>
<span class="red">Something snags your ankle.</span> Vines whip around your waist and hold you still, and a <<person>> walks up to you. <<Hes>> breathing heavily, and <<his>> hair, adorned with <<plant_details>>, is messed and sweaty.
<br><br>
"You got me all worked up," <<he>> mutters. "Gave me such a good show. Why'd you end it there?" <<His>> vines drag you closer to <<him>>. "Guess I need to get a little hands-on."
<br><br>
<<link [[Next|Moor Plant Sex]]>><<set $molestationstart to 1>><<set $phase to 0>><</link>>
<<elseif $hallucinations gte 2 or $backgroundTraits.includes("plantlover")>>
<span class="red">Something snags your ankle.</span> Roots erupt from the base of the flower. They whip around your waist, and drag you back.
<br><br>
<<link [[Next|Moor Tentacles]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You're panting by the time you escape the scent's influence.<<gtiredness>><<ggstress>><<tiredness 6>><<stress 12>>
<br><br>
<<link [[Next|Moor]]>><<clotheson>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<else>>
You're panting by the time you escape the scent's influence.<<gtiredness>><<ggstress>><<tiredness 6>><<stress 12>>
<br><br>
<<link [[Next|Moor]]>><<clotheson>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<else>>
<<if $anususe is "mpenisflowerpenetrate">>
<<purity -1>><<bodyliquid "anus" "nectar">><<analejacstat>><<ejacstat>>
Slimy fluid erupts from the tip, flooding your bowels with its warmth.
<<if canImpregnateParasite("anus")>>
<span class="red">As it finishes, you feel it briefly expand.</span>
<<impregnateParasite "vine" true "anus">>
<<fertiliseParasites "anus">>
<</if>>
<<elseif $vaginause is "mpenisflowerpenetrate">>
<<purity -1>><<bodyliquid "vagina" "nectar">><<vaginalejacstat>><<ejacstat>>
Slimy fluid erupts from the tip, flooding your womb with its warmth.
<<if canImpregnateParasite("vagina")>>
<span class="red">As it finishes, you feel it briefly expand.</span>
<<impregnateParasite "vine" true "vagina">>
<<fertiliseParasites "vagina">>
<</if>>
<<elseif $mouth is "mpenisflowersuck">>
<<purity -1>><<bodyliquid "mouth" "nectar">><<oralejacstat>><<ejacstat>>
Slimy fluid erupts from the tip, flooding your mouth with its warmth.
<</if>>
You feel satisfied, and break out of the daze caused by the scent.
<br><br>
<<endmasturbation>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Moor]]>><<clotheson>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<unset $moorPhallusPlant>>
<<unset $moorFlower>><<effects>>
You try to ignore the sweet scent,
<<if $willpowerSuccess>>
<span class="green">and manage to tear yourself away.</span> You continue your journey.
<br><br>
<<link [[Next|Moor]]>><<set $eventskip to 1>><<unset $moorFlowerMod>><</link>>
<br>
<<else>>
<span class="red">but can't bring yourself to walk away.</span><<gwillpower>><<willpower 3>>
<br><br>
<<if $moorFlower is "flower">>
<<link [[Investigate|Moor Flower]]>><<arousal 600>><<drugs 60>><</link>><<garousal>>
<<else>>
<<link [[Investigate|Moor Phallus Plant]]>><<arousal 600>><<drugs 60>><</link>><<garousal>>
<</if>>
<br>
<</if>><<effects>>
You turn away,
<<if $willpowerSuccess>>
<span class="green">and manage to ignore the scent's influence.</span>
<br><br>
You continue your journey.
<br><br>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<span class="red">but the yearning is too much.</span><<gwillpower>><<willpower 3>>
<br><br>
<<if $moorFlower is "flower">>
<<link [[Next|Moor Flower Masturbation]]>><<set $masturbationstart to 1>><</link>>
<<else>>
<<link [[Next|Moor Phallus Plant Masturbation]]>><<set $masturbationstart to 1>><<set $moorPhallusPlant to 1>><</link>>
<</if>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<set $combat to 1>>
<<set $enemytype to "tentacles">>
<<molested>>
<<controlloss>>
<<tentaclestart 6 15 "root" "vine" true>>
<</if>>
<<statetentacles>>
<<effects>>
<<effectstentacles>>
<<tentacles>>
<<actionstentacles>>
<<if $tentacles.active lte ($tentacles.max / 2)>>
<span id="next"><<link [[Next|Moor Tentacles Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Moor Tentacles]]>><</link>></span><<nexttext>>
<</if>><<effects>>
The roots return to the earth. The sweet scent lingers in the air.
<br><br>
<<tearful>> you struggle to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
You recite the words you learned. Maybe it did nothing, <span class="green">but you feel a little better regardless.</span>
<br><br>
<<if $moorLuck is undefined>>
<<set $moorLuck to 5>>
<<elseif $moorLuck lte 5>>
<<set $moorLuck += 5>>
<</if>>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<if $athleticsSuccess>>
<span class="green">The shrub holds</span> as you pull yourself onto the ledge. You lie there a moment as your pulse calms.
<br><br>
<<else>>
You try to scramble onto the ledge, <span class="red">but the shrub comes loose.</span> You plunge to the earth below.<<gggpain>><<ggstress>><<pain 12>><<stress 12>>
<br><br>
<<tearful>> you climb to your feet. You hope you can walk it off.
<br><br>
<</if>>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
You let go of the shrub, and try to land in a safe position. You almost manage it.
<br><br>
<<tearful>> you climb to your feet. You hope you can walk it off.
<br><br>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
You turn and walk the way you came, until you find an alternative path. This one isn't quite so scary.
<br><br>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
You continue your journey.
<<beastNEWinit 3 cat>>
<<if $rng gte 51 and ($bestialitydisable is "f" or $monster is 1)>>
<<outfitChecks>>
It's just a feeling, after all.
<br><br>
You hear a patter of feet behind you. You turn, and face a pair of <<print either("hazel", "yellow", "green", "blue")>> eyes. You hear more feet. You're surrounded.
<br><br>
<<if $monster is 1>>
A <<beasttype 0>> pounces, <span class="purple">pinning you to the ground.</span> "I'm glad you're here," <<bhe 0>> says. "Such a boring day." <<bHe 0>> leaps away instead of pressing the attack. You rise to your feet, only to be pinned by <<bhis 0>> friend.
<<else>>
One of the large cats pounces, <span class="purple">pinning you to the ground.</span> It growls at you a moment, but then leaps away instead of pressing the attack. You rise to your feet, only to be pinned by a second cat.
<</if>>
<<if _bottom>>
This one flips you onto your belly, and hooks <<bhis 1>> claws into your _bottom.name.
<br><br>
<<set _bottom.integrity -= 100>>
<<if _bottom.integrity lte 0>>
<<bHe 1>> <span class="pink">tears the fabric from your body,</span> exposing your <<= _bottomUnder?.name || "<<undies>>">> with little effort.
<<integritycheck no_text>><<exposure>>
<br><br>
<<else>>
<<bHe 1>> tries to tear the fabric from your body, but it remains firm. You are instead lifted into the air, before the claws come free, dumping you back on the ground.
<br><br>
<</if>>
<<else>>
This one flips you onto your belly.
<br><br>
<</if>>
<<link [[Soothe|Moor Cats Soothe]]>><</link>><<tendingdifficulty 500 1100>>
<br>
<<link [[Fight|Moor Cats Rape]]>><<set $phase to 0>><<set $molestationstart to 1>><</link>>
<br>
<<link [[Submit|Moor Cats Rape]]>><<set $phase to 1>><<set $molestationstart to 1>><</link>>
<br>
<<elseif $rng gte 51>>
You hear a patter of feet behind you. You turn, and face a pair of <<print either("hazel", "yellow", "green", "blue")>> eyes. You hear more feet. You run in a mad dash, and manage to escape, though worse for wear.<<beastescape>>
<br><br>
<<link [[Next|Moor]]>><<set $eventskip to 1>><<endevent>><</link>>
<br>
<<else>>
It's just a feeling, after all, and you soon leave it behind.
<br><br>
<<link [[Next|Moor]]>><<set $eventskip to 1>><<endevent>><</link>>
<br>
<</if>><<effects>>
You sing a soothing tune,
<<if $tendingSuccess>>
<span class="green">and the <<beastsplural>> back away from you.</span> They crouch, listening.
<br><br>
<<if $monster is 1>>
"More!" a <<beasttype 2>> says when you finish. You're not sure you have a choice. You're safe as long as they're enraptured.
<br><br>
You finish a second time. There's a pause. "Thanks for the song," a <<beasttype 1>> says. <<bHe 1>> turns and disappears behind a rock. The others follow.
<br><br>
<<else>>
When you finish, the largest turns and disappears behind a rock. The others follow.
<br><br>
<</if>>
<<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<span class="red">but fear cracks your voice.</span> The <<beastsplural>> are unimpressed.
<br><br>
<<if $monster is 1>>
"Why's it making that noise?" A <<beasttype 2>> asks.
<br>
"I'll shut it up."
<br><br>
You feel hands grasp your shoulders.
<br><br>
<<else>>
Paws land on your shoulders.
<br><br>
<</if>>
<<link [[Next|Moor Cats Rape]]>><<set $phase to 1>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<beastTrainGenerate>>
<<hawkRescueSetup>>
<<if $phase is 1>>
<<if $NPCList[0].penis isnot "none">>
You remain on your knees as the <<beasttype 0>> mounts you.
<<set $position to "doggy">><<set $NPCList[0].stance to "top">>
<<else>>
The <<beasttype 0>> flips you onto your back, and mounts you.
<<set $position to "missionary">><<set $NPCList[0].stance to "top">>
<</if>>
<<else>>
You kick the <<beasttype 0>> away from you. <<bHe 0>> hisses.
<<set $enemyanger += 30>><<set $enemyhealth -= 100>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Moor Cats Rape End]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Moor Cats Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyhealth lte 0>>
<<beastwound>>
<<if $combatTrain.length gt 0>>
The <<beasttype>> recoils in pain and fear, but another is eager for a go.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Moor Cats Rape]]>><</link>>
<<else>>
The <<beasttype>> recoils in pain and fear.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Moor Cats Rape End]]>><<set $finish to 1>><</link>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<if $combatTrain.length gt 0>>
Satisfied, the <<beasttype>> moves and another takes its turn.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Moor Cats Rape]]>><</link>>
<<else>>
Satisfied, the <<beasttype>> moves away from you.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Moor Cats Rape End]]>><<set $finish to 1>><</link>>
<</if>>
<<elseif $alarm is 1 and $rescue is 1>>
Your screams have attracted attention. A <<hawkScreechDesc>> echoes. <<hawkRescueApproachSentence>>
<br><br>
<<if $syndromebird is 1>>Your spouse's<<else>>The<</if>> screech causes the <<if $enemyno gt 1>><<beastsplural>><<else>><<beasttype>><</if>> to flee into the surrounding rocks and brush.
<<endcombat>>
<<clotheson>>
<<npc "Great Hawk">><<person1>>
<<tearful>> you look towards the sky. From above, <<if $syndromebird is 1>>your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>hawk<</if>><<else>>a <<if $monster isnot 1>>massive <</if>><<beasttype>><</if>> descends.
<br>
<<set $phase to 0>>
<<if $syndromebird is 1>>
<<link [[Next|Bird Rescue Syndrome]]>><</link>>
<<else>>
<<link [[Next|Bird Rescue No Syndrome]]>><</link>>
<</if>>
<br>
<<else>>
<<if $enemywounded is 1 and $enemyejaculated is 0>>
The <<beasttype>> whimpers and flees.
<<elseif $enemywounded is 0 and $enemyejaculated is 1>>
Satisfied, the <<beasttype>> leaves.
<<elseif $enemywounded gte 2 and $enemyejaculated is 0>>
Feeling that you're more trouble than you're worth, the <<beastsplural>> flee.
<<elseif $enemywounded is 0 and $enemyejaculated gte 2>>
The <<beastsplural>> leave you spent and shivering on the grass.
<<elseif $enemywounded gte 1 and $enemyejaculated gte 1>>
The <<beastsplural>> leave you spent and shivering on the grass.
<</if>>
<br><br>
<<tearful>> you struggle to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
<<npc "Great Hawk">>
You drop to your knees, and squeeze into a crack, legs-first so you can see outside.
<br><br>
Your pursuer circles overhead, before swooping to a nearby rock.
<<if $monster is 1>>
The harpy's talons bite into the stone as <<bhe>> scans <<bhis>> surroundings, watching for any movement.
<<else>>
The giant hawk scans <<bhis>> surroundings from <<bhis>> perch, watching for any movement.
<</if>>
You shuffle deeper into the dark.
<br><br>
<<if $rng gte 51>>
The <<beasttype>> releases a frustrated shriek, and beats <<bhis>> wings. The gust ruffles your hair as <<bhe>> takes to the sky once more.
<br><br>
You wait a few minutes before emerging from your hiding place.
<br><br>
<<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<span class="red">Something prods your <<bottom>>.</span> You almost jump forward in fright, but manage to stop yourself. The <<beasttype>> would see you.
<br><br>
<<if $leftarm is "bound" and $rightarm is "bound">>
You press your mouth against the earth as something mounts you.
<<else>>
You put a hand over your mouth as something mounts you.
<</if>>
<span class="blue">Too much noise would be dangerous.</span>
<br><br>
<<endevent>>
<<link [[Next|Moor Bird Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastNEWinit 1 creature>>
<<beastCombatInit>>
<<if $player.penisExist>>
<<set $position to "missionary">>
<<else>>
<<set $position to "doggy">>
<</if>>
<<set $NPCList[0].stance to "top">>
<<enable_rescue>>
<<set $timer to 10>>
<</if>>
<<if $timer gte 5>>
<span class="pink">The terror perches on the rock, scanning the terrain.</span>
<<elseif $timer is 4>>
<span class="purple">The terror watches the base of the cliff. <<bHis>> eyes almost meet yours.</span>
<<elseif $timer gte 1>>
<span class="blue">The terror watches the base of the cliff.</span>
<<else>>
<span class="blue">The terror looks impatient.</span>
<</if>>
<br><br>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or $orgasmdown gte 1 or ($pain gte 100 and $willpowerpain is 0) or $timer lte 0>>
<span id="next"><<link [[Next|Moor Bird Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Moor Bird Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<set _moor_bird_escape to true>>
<<beastejaculation>>
Satisfied, the creature disappears. You breathe a sigh of relief.
<br><br>
<<endcombat>>
<<elseif $enemyhealth lte 0>>
<<set _moor_bird_escape to true>>
The creature flees in fright, disappearing into the darkness.
<br><br>
<<endcombat>>
<<elseif $timer lte 0>>
<<endcombat>>
<<set _moor_bird_escape to true>>
<<else>>
<<set _moor_bird_escape to false>>
<<endcombat>>
<<set $stealtextskip to 1>>
<<stealclothes>>
<br><br>
<<npc "Great Hawk">>
<span class="red">The <<beasttype>>'s eyes snap to yours</span>, alerted by your cry. <<bHe>> unleashes a terrible shriek, sending the other creature scrambling deeper into the dark. You try to shuffle deeper yourself, but the <<beasttype>> leaps closer, <<bhis>> talons piercing the earth an inch from your face.
<br><br>
<<bHe>> takes to the air, and grasps your shoulders with <<bhis>> claws. <<hawkCaughtYouSpeech>>
<br><br>
<<link [[Next|Bird Capture]]>><</link>>
<br>
<</if>>
<<if _moor_bird_escape isnot false>>
<<npc "Great Hawk">>
<<unset $moor_hunt>>
The <<beasttype>> releases a frustrated shriek, and beats <<bhis>> wings.
The gust ruffles your hair as <<bhe>> takes to the sky once more.
<br><br>
<<clotheson>>
<<tearful>> you breathe a sigh of relief. You wait a few minutes before emerging from your hiding place.
<br><br>
<<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<npc "Great Hawk">>
You take a deep breath, and dive into the pool. You peer through the surface as the <<beasttype>> circles above.<<silently>><<water>><</silently>><<effects>>
<br><br>
<<if $swimmingSuccess is 1>>
<span class="green">You manage to hold your breath.</span>
<<if $rng gte 21>>
<span class="blue">The <<beasttype>> dives through the air,</span> landing at the edge of the pool. <<bHe>> scans <<bhis>> surroundings, but only spares a glance at your hiding place.
<br><br>
<<link [[Stay hidden (0:01)|Moor Bird Pool 2]]>><<pass 1>><</link>><<swimmingdifficulty 1 500>>
<br>
<<link [[Emerge|Moor Bird Emerge]]>><</link>>
<br>
<<else>>
The <<beasttype>> releases a frustrated shriek, <span class="green">and flies away.</span>
<br><br>
<<unset $moor_hunt>>
You emerge and gasp for breath.
<br><br>
<<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<else>>
You wait as long as you can, <span class="red">but can't hold your breath any longer.</span> You emerge, gasping for breath.
<br><br>
You've barely recovered when you hear another shriek. <span class="red">This one close.</span> You glance up, and see the <<beasttype>> diving towards you, talons outstretched. You try to slip back beneath the water, but it's too late. <<bHis>> claws grasp your shoulders. <<hawkCaughtYouSpeech>> You leave the pool far below.
<br><br>
<<link [[Next|Bird Capture]]>><</link>>
<br>
<</if>><<silently>><<water>><</silently>><<effects>>
You remain underwater.
<<if $swimmingSuccess is 1>>
<span class="green">You manage to hold your breath.</span>
<<if $rng gte 41>>
<span class="purple">The <<beasttype>> hops to the pool's edge,</span> a couple of feet away, and stares at the far bank.
<br><br>
<<link [[Stay hidden (0:01)|Moor Bird Pool 3]]>><<pass 1>><</link>><<swimmingdifficulty 1 700>>
<br>
<<link [[Emerge|Moor Bird Emerge]]>><</link>>
<br>
<<else>>
<<bHe>> shrieks in frustration, beats <<bhis>> wings, <span class="green">and flies away.</span>
<br><br>
<<unset $moor_hunt>>
You emerge from the water, and gasp for air.
<br><br>
<<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<else>>
You wait as long as you can, <span class="red">but can't hold your breath any longer.</span> You emerge, gasping for breath.
<br><br>
The <<beasttype>> shrieks again. <<bHe>> grasps your shoulders with <<bhis>> claws before your vision cleans. <<hawkCaughtYouSpeech>> You leave the pool far below.
<br><br>
<<link [[Next|Bird Capture]]>><</link>>
<br>
<</if>><<silently>><<water>><</silently>><<effects>>
You remain underwater.
<<if $swimmingSuccess is 1>>
<span class="green">You manage to hold your breath.</span>
<<if $rng gte 61>>
<span class="purple">The <<beasttype>>'s head jerks in your direction</span>, and stares right through you, before flicking elsewhere. <<bHe>> can't see beneath the surface.
<br><br>
<<link [[Stay hidden (0:01)|Moor Bird Pool 4]]>><<pass 1>><</link>><<swimmingdifficulty 1 900>>
<br>
<<link [[Emerge|Moor Bird Emerge]]>><</link>>
<br>
<<else>>
<<bHe>> shrieks in frustration, beats <<bhis>> wings, <span class="green">and flies away.</span>
<br><br>
<<unset $moor_hunt>>
You emerge from the water, and gasp for air.
<br><br>
<<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<else>>
You wait as long as you can, <span class="red">but can't hold your breath any longer.</span> You emerge, gasping for breath.
<br><br>
The <<beasttype>> shrieks again. <<bHe>> grasps your shoulders with <<bhis>> claws before your vision cleans. <<hawkCaughtYouSpeech>> You leave the pool far below.
<br><br>
<<link [[Next|Bird Capture]]>><</link>>
<br>
<</if>><<silently>><<water>><</silently>><<effects>>
You remain underwater,
<<if $swimmingSuccess is 1>>
<span class="green">and manage to hold your breath.</span> The <<beasttype>> shrieks in frustration, beats <<bhis>> wings, <span class="green">and flies away.</span>
<br><br>
<<unset $moor_hunt>>
You emerge from the water, and gasp for air.
<br><br>
<<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You wait as long as you can, <span class="red">but can't hold your breath any longer.</span> You emerge, gasping for breath.
<br><br>
The <<beasttype>> shrieks again. <<bHe>> grasps your shoulders with <<bhis>> claws before your vision cleans. <<hawkCaughtYouSpeech>> You leave the pool far below.
<br><br>
<<link [[Next|Bird Capture]]>><</link>>
<br>
<</if>><<effects>>
You emerge from the pool, gasping for air. <span class="red">Claws grasp your shoulders</span> before your vision clears. <<hawkCaughtYouSpeech>> You leave the pool far below.
<br><br>
<<link [[Next|Bird Capture]]>><</link>>
<br><<effects>>
<<npc "Great Hawk">>
<<if $pain gte 95>>
<<set $phase to 1>>
You try to screech at the sky, but it comes out as more of a pained squawk.
<<elseif $stress gte ($stressmax / 5) * 3>>
<<set $phase to 2>>
You screech at the sky. It's somewhat more shrill than usual.
<<elseif $trauma gte ($traumamax / 5) * 3>>
<<set $phase to 3>>
You call out to your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>>. The sound feels hollow.
<<elseif $tiredness gte C.tiredness.max>>
<<set $phase to 4>>
You let out a fatigued screech towards the sky.
<<else>>
<<set $phase to 0>>
You screech at the sky.
<</if>>
The <<beasttype>> hears you and swoops closer, landing nearby.
<br><br>
<<if Object.values($children).find(child => (child.type is "hawk" and child.location is "inventory"))>>
<<bHe>> rushes to your side, immediately noticing the eggs you're carrying.
<<if $monster is 1>>
"<<Wife>> had eggs! Grab on to me, we must get home quickly."
<<else>>
<<bHe>> headbutts you, extending <<bhis>> wings and urging you to grab on to <<bhim>>.
<</if>>
<br><br>
<<elseif playerIsPregnant() and getPregnancyObject().fetus[0].type is "hawk" and talkedAboutPregnancy("pc","Great Hawk")>>
<<bHe>> rushes to your side.
<<if $monster is 1>>
"<<Wife>> should be at home, resting." <<bHis>> eyes fall on your baby bump. "Come home."
<<else>>
<<bHe>> lightly presses <<bhis>> head to your baby bump, and squawks at you with concern.
<</if>>
<br><br>
<<elseif $phase isnot 0>>
Noticing your <<if $phase is 4>>exhaustion<<elseif $phase is 1>>pain<<else>>discomfort<</if>>, <<bhe>> rushes to your side.
<<if $monster is 1>>
"Is <<wife>> alright?" <<bhe>> asks. "Does <<wife>> want to return to the nest?"
<<bHe>> gently places <<bhis>> hand on your shoulder<<if $pain gte 90>>, quickly withdrawing it with a concerned look as you wince in pain<<else>> and smiles at you<</if>>.
<<else>>
<<bHe>> trills softly and looks at you, <<bhis>> head tilted to the side<<if understandsBirdBehaviour()>> in concern<</if>>.
<<bHe>> hops closer, and gently pushes <<bhis>> head against your shoulder. <<if $pain gte 90>><<bHe>> pulls away at your pained wince and lets out a <<if understandsBirdBehaviour()>>concerned<<else>>soft<</if>> cry.<</if>>
<</if>>
<br><br>
<<link [[Reassure|Moor Bird Screech Reassure]]>><</link>>
<br>
<<else>>
<<if $monster is 1>>
"All well, <<wife>>?" <<bhe>> asks.
<<else>>
<<bHe>> trills <<if understandsBirdBehaviour()>>affectionately <</if>>and fluffs <<bhis>> plumes slightly.
<</if>>
<br><br>
<</if>>
<<link [[Ask for a ride to the nest (0:20)|Moor Bird Screech Nest]]>><<pass 20>><</link>>
<br>
<<link [[Ask for a ride to the farmlands (0:20)|Moor Bird Screech Farmlands]]>><<pass 20>><</link>>
<br>
<<link [[Just groom (0:05)|Moor Bird Screech Stroke]]>><<transform bird 1>><<pass 5>><<stress -6>><<trauma -6>><</link>><<ltrauma>><<lstress>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"H-Hey," you say. "You don't need to be worried. I-I'm alright."
<<elseif $speech_attitude is "bratty">>
"I'm fine," you say. "Calm down."
<<else>>
"It's alright," you say. "You don't need to worry about me so much."
<</if>>
<span class="red">
<<switch $phase>>
<<case 1>>Your voice is abnormally tense.
<<case 2>>You can't keep your voice steady.
<<case 3>>Your words feel hollow.
<<case 4>>Fatigue leaks into your voice.
<</switch>>
</span>
<br><br>
The <<beasttype>> hesitates for a moment, before
<<if $monster is 1>>
sighing.
<<if $phase is 1 or $phase is 2>>
"Is <<wife>> sure that <<pshe>> doesn't want to return to the nest?" <<bhe>> asks. "<<Wife>> seems <<if $phase is 1>>hurt<<else>>strained<</if>>. <<Wife>> should rest and take care of <<pherself>>."
<<else>>
"Alright," <<bhe>> concedes. "If <<wife>> says so."
<</if>>
<<else>>
letting out a <<if understandsBirdBehaviour()>>concerned<<else>>soft<</if>> caw.
<<bHe>>
<<if $phase is 1 or $phase is 2>>
<<if understandsBirdBehaviour()>>doesn't seem to be reassured<<else>>still seems agitated<</if>>, and keeps hopping around you, chirping intermittently.
<<else>>
<<if understandsBirdBehaviour()>>seems to settle down<<else>>settles down<</if>> after that, and chirps<<if understandsBirdBehaviour()>> inquisitively<</if>>.
<</if>>
<</if>>
<br><br>
<<if $phase is 1 or $phase is 2>>
<<link [[Reaffirm|Moor Bird Screech Reassure 2]]>><</link>>
<br>
<</if>>
<<link [[Ask for a ride to the nest (0:20)|Moor Bird Screech Nest]]>><<pass 20>><</link>>
<br>
<<link [[Ask for a ride to the farmlands (0:20)|Moor Bird Screech Farmlands]]>><<pass 20>><</link>>
<br>
<<link [[Just groom (0:05)|Moor Bird Screech Stroke]]>><<transform bird 1>><<pass 5>><<stress -6>><<trauma -6>><</link>><<ltrauma>><<lstress>>
<br><<effects>>
<<switch $speech_attitude>>
<<case "meek">>"I'm actually alright," you say softly. "Thank you for being so concerned for me."
<<case "bratty">>"Hey," you say, your tone softening slightly. "I'm fine. Don't worry so much."
<<default>>"You really don't need to worry," you say, <<if $monster is 1>>placing a hand on the <<beasttype>>'s shoulder<<else>>gently stroking the <<beasttype>>'s wing<</if>>. "I'm alright. Really."
<</switch>>
<<if $monster is 1 or understandsBirdBehaviour()>>The <<beasttype>>'s expression softens<<else>>The <<beasttype>> seems to settle down<</if>>.
<br><br>
<<if $monster is 1>>
"<<Wife>> is strong," <<bhe>> says, smiling at you. "But <<wife>> does not need to stand alone. I will always come to <<wife>>'s side when <<pshe>> is in need."
<<else>>
The <<beasttype>> trills softly and hops towards you, hopping around until <<bhes>> standing at your side.
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled"))>>
<<bHe>> begins gently <<if $tending gte 400>>preening<<else>>tending to<</if>> your wings, straightening out your <<if $phase is 2>>bedraggled<<else>>ruffled<</if>> feathers.
<</if>>
<</if>>
<br><br>
<<link [[Ask for a ride to the nest (0:20)|Moor Bird Screech Nest]]>><<pass 20>><</link>>
<br>
<<link [[Ask for a ride to the farmlands (0:20)|Moor Bird Screech Farmlands]]>><<pass 20>><</link>>
<br>
<<link [[Just groom (0:05)|Moor Bird Screech Stroke]]>><<transform bird 1>><<pass 5>><<stress -6>><<trauma -6>><</link>><<ltrauma>><<lstress>>
<br><<effects>>
<<if $monster gte 1>>
The <<beasttype>> wraps <<bhis>> arms around your chest, and lifts you into the air.
<<else>>
The <<beasttype>> lifts you by your shoulders, and flies you over the moor.
<</if>>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled")) and $birdFly gte 1 and $phase isnot 4 and $phase isnot 1>>
Once you've reached a good height, <<bhe>> releases you. You spread your wings, catching the wind and gliding back towards the nest. The <<beasttype>> flies next to you,
<<if $monster is 1>>
praising your flight technique as you travel.
<<else>>
chirping to you enthusiastically as you travel.
<</if>>
<br><br>
After <<if $moor gte 80>>a short<<elseif $moor lte 50>>a long<<else>>the<</if>> flight, the two of you arrive at the nest.
<<if $moor lte 50>>
<<ggtiredness>><<tiredness 18>>
<<elseif $moor lt 80>>
<<gtiredness>><<tiredness 6>>
<</if>>
<<else>>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled")) and $birdFly gte 1>>
Despite the fact that you can fly on your own, <<bhe>> doesn't release your <<if $monster is 1>>chest<<else>>shoulders<</if>>.
<span class="green">You take a moment to just enjoy the flight.</span> <<lstress>><<ltrauma>><<stress -6>><<trauma -6>>
<br><br>
<</if>>
<<if $moor lte 65>>
<<if $monster is 1>>
<<bHe>> pants by the time you make it back to the nest.
<<else>>
<<bHe>> struggles to stay airborne by the time you make it back to the nest.
<</if>>
<<else>>
<<bHe>> easily makes the journey back to the nest,
<<if $moor gt 85>>
and doesn't even seem <<if $monster is 1>>winded<<else>>tired at all<</if>>.
<<elseif $monster is 1>>
though <<bhe>> takes a moment to catch <<bhis>> breath once you land.
<<else>>
though <<bhe>> sits down and <<if understandsBirdBehaviour()>>pants<<else>>holds <<bhis>> mouth open<</if>> for a few moments once you've landed.
<</if>>
<</if>>
<</if>>
<br><br>
<<link [[Next|Bird Tower]]>><<unset $moor>><<endevent>><</link>>
<br><<effects>>
<<if $monster is 1>>
The <<beasttype>> hesitates. "Close to landbound," <<bhe>> warns. "But if you want." <<bHe>> wraps <<bhis>> arms around your chest, and lifts you into the air. Together, you soar across the moor.
<<else>>
The <<beasttype>> hesitates before lifting you by the shoulders.
<</if>>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled")) and $birdFly gte 1 and $phase isnot 4 and $phase isnot 1>>
Once you've reached a good height, <<bhe>> releases you. You spread your wings, catching the wind and soaring through the sky with your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>>.
<<bHe>> flies next to you
<<if $monster is 1>>
praising your flight technique
<<else>>
chirping to you enthusiastically
<</if>> as you travel.
<br><br>
The flight to the farmlands <<if $moor gte 60>>is long<<else>>takes some time<</if>>, but you eventually land near the road.
<<if $moor gte 60>>
<<ggtiredness>><<tiredness 18>>
<<else>>
<<gtiredness>><<tiredness 6>>
<</if>>
<<else>>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled")) and $birdFly gte 1>>
Despite the fact that you can fly on your own, <<bhe>> doesn't release your <<if $monster is 1>>chest<<else>>shoulders<</if>>.
<span class="green">You take a moment to just enjoy the flight.</span> <<lstress>><<ltrauma>><<stress -6>><<trauma -6>>
<br><br>
<</if>>
<<if $moor gte 60>>
<<bHe>> has trouble staying in the air by the time you approach the farmlands.
<<else>>
<<bHe>> seems <<if $monster is 1 or understandsBirdBehaviour()>>tired<<else>>strained<</if>> from flying you across the moor.
<</if>>
You land near the road.
<</if>>
<br><br>
<<if $monster is 1>>
"Be careful," <<bhe>> says, and takes to the sky once more.
<<else>>
<<bHe>> gives a <<if understandsBirdBehaviour()>>worried<<else>>low<</if>> chirp before taking to the skies once more.
<</if>>
<br><br>
<<link [[Next|Moor]]>><<endevent>><<set $moor to 0>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<if $phase is 2 or $phase is 4>>
You start to stroke the <<beasttype>>'s feathers, and find yourself leaning on <<bhim>> as you do.
<<else>>
You <<if $phase is 1>>slowly<</if>> stroke the <<beasttype>>'s feathers.
<</if>>
<<if $monster is 1>>
<<bHe>> <<if $phase is 2 or $phase is 4>>makes a small concerned noise<<else>>laughs<</if>>, and <<if $phase is 1>>gently<</if>> returns the favour.
<br><br>
<<if $phase is 2 or $phase is 4>>
"<<Wife>> shouldn't push <<pherself>> so much," <<bhe>> says while giving you a parting hug. "Be careful."
<<else>>
"Be careful," <<bhe>> says while giving you a parting hug.
<</if>>
<<bHe>> takes to the skies.
<<else>>
<<bHe>> <<if $phase is 2 or $phase is 4>>trills softly<<else>>chirps<</if>>, and returns the favour, stroking you with <<bhis>> beak.
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled")) or ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled")) or ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled")) or ($fallenangel gte 4 or $transformationParts.fallenAngel.wings is "fallenplus" or $transformationParts.fallenAngel.wings is "classicfallenplus")>>
<<bHe>> <<if $harpy lt 6>>hesitantly<</if>> grooms your wings, straightening the feathers with <<bhis>> beak.
<<elseif ($fallenangel gte 2 or ($transformationParts.fallenAngel.wings isnot "hidden" and $transformationParts.fallenAngel.wings isnot "disabled"))>>
<<bHe>> moves <<if understandsBirdBehaviour()>>to groom your wings with <<bhis>> beak<<else>><<bhis>> head towards your wings<</if>>, before hesitating for a moment and moving <<bhis>> head elsewhere.
<</if>>
<br><br>
<<bHe>> wraps a wing around you for a moment, before taking to the skies once more.
<</if>>
<br><br>
<<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
You grip the chain connecting your ankles, and pull.
<<if $physiqueSuccess>>
The metal is rusted with age, <span class="green">and crumbles apart,</span> freeing you.
<br><br>
<<remove_shackle>>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<span class="red">It's no use.</span> The metal is too strong.
<br><br>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
You examine the lock. It looks old, and delicate with rust.
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
Satisfying the mechanism is simple enough. There's another click, <span class="green">and your legs are free.</span>
<br><br>
<<remove_shackle>>
<<skulduggeryuse>>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<span class="red">You hear an unfortunate snap.</span> The lock has jammed.
<br><br>
<<skulduggeryuse>>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<if $sexstart is 1 or $molestationstart is 1>>
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>><<set $consensual to 1>>
<<neutral 1>>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<</if>>
<<maninit "plant">><<npcexpose>>
<<if $phase is 0>>
<<set $enemyarousalmax to 1500>>
<<set $enemyarousalmax to $enemyarousalmax * ($npcArousalMult / 100)>>
<<set $enemyarousal to 500>>
<<else>>
<<set $enemyarousalmax to 800>>
<<set $enemyarousalmax to $enemyarousalmax * ($npcArousalMult / 100)>>
<</if>>
<<if $phase is 2>>
<<set $position to "missionary">>
<<set $NPCList[0].lefthand to "arms">><<set $NPCList[0].righthand to "arms">>
<<disablearms>><<set $leftarm to "grappled">><<set $rightarm to "grappled">>
<</if>>
<<set _randomtentacles to random(8, 12)>>
<<makeAbomination _randomtentacles 8 "vine" "vine" true>>
<<hawkRescueSetup>>
<</if>>
<br>
<<effects>>
<<effectsabomination>>
<<alarmstate>>
<<abomination>>
<<stateabomination>>
<br><br>
<<actionsabomination>>
<<if _combatend>>
<span id="next"><<link [[Next|Moor Plant Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Moor Plant Sex]]>><</link>></span><<nexttext>>
<</if>><<set $location to "moor">><<set $outside to 1>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"That was fun!" the <<person>> chirps. "I wish more humans were like you."
<br><br>
<<if $phase is 1 and $rng gte 76>>
<span class="blue">The creature from before leaps onto <<his>> shoulder.</span> "You're a good wingman, little buddy." <<He>> grins. "Scored me a fuck with a cute <<girl>>." <<He>> scratches it on the back, and it chitters.<<if $consensual isnot 1>><<trauma 3>><<gtrauma>><</if>>
<br><br>
<<else>>
<<He>> picks <<himself>> up off the ground and dusts off one of <<his>> vines. "If you're ever in the area, hit me up! I'd love to do this again!"
<</if>>
<<He>> walks off, <<his>> vines shambling behind <<him>>.
<<tearful>> you gather yourself.
<<clotheson>>
<<endcombat>>
<<if $plantMoney>>
<<wearProp "silver coin">>
You pick up the coins from the ground. You make <<printmoney $plantMoney>>.
<<money $plantMoney "moor">><<unset $plantMoney>>
<br><br>
<</if>>
<<link [[Next|Moor]]>><<handheldon>><<set $eventskip to 1>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
The <<person>> backpedals from you, looking at you warily. "Yeesh, a bit uncalled for, wouldn't you say? <<if $phase is 1>>After I saved you and all? Someone's ungrateful.<<else>>I just wanted us to feel good.<</if>>" <<His>> vines all retract away from you.
<br><br>
<<if $phase is 1 and $rng gte 76>>
<span class="blue">The creature from before leaps onto <<his>> shoulder and chitters.</span> "Yeah, I'm fine, little buddy," the <<person>> says. "Maybe it'll work on someone else."
<<else>>
<<He>> rubs one of <<his>> vines, frowning. "Well, if you're ever in the area, hit me up. Maybe we can pick up where we left off, if you're in a better mood!"
<</if>>
<<He>> walks off, <<his>> vines trailing weakly behind <<him>>.
<<tearful>> you gather yourself.
<<clotheson>>
<<endcombat>>
<<if $plantMoney>>
<<wearProp "silver coin">>
You pick up the coins from the ground. You make <<printmoney $plantMoney>>.
<<money $plantMoney "moor">><<unset $plantMoney>>
<br><br>
<</if>>
<<link [[Next|Moor]]>><<handheldon>><<set $eventskip to 1>><</link>>
<br>
<<elseif $alarm is 1 and $rescue is 1>>
<<if $syndromebird is 1>>In<<else>>As if in<</if>> response to your cries for help, a <<hawkScreechDesc>> pierces the air. <<hawkRescueApproachSentence>>
<br><br>
The <<person>> pulls back from you and looks up, scanning the sky.
"Damn it!" <<he>> snarls. "<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled"))>>Of course you'd be involved with the terror<<else>>Well, guess we'll have to do this some other time<</if>>."
<<He>> burrows into the ground, and the vines surrounding you retreat.
<<tearful>> you take a moment to breathe.
<<clotheson>>
<<endcombat>>
<<npc "Great Hawk">><<person1>>
You notice the <<beasttype>> flying down <<if $syndromebird is 1>>to save<<else>>towards<</if>> you.
<br>
<<set $phase to 0>>
<<if $syndromebird is 1>>
<<link [[Next|Bird Rescue Syndrome]]>><</link>>
<<else>>
<<link [[Next|Bird Rescue No Syndrome]]>><</link>>
<</if>>
<br>
<</if>><<set $location to "moor">><<set $outside to 1>><<effects>>
You shake your head.
<<if $rng gte 76 and $bestialitydisable is "f" and $lurkerdisable is "f">>
"Damn, tough break," the <<person>> sighs. "Well, plan B. <<pShes>> all yours."
<br><br>
<span class="red"><<He>> flings the creature at your face, where it latches on.</span> The vines restraining the other creature loosen. The <<personsimple>> walks away, leaving you.
<br><br>
<<link [[Next|Moor Struggle Mid]]>><<set $phase to 1>><<set $struggle_start to 1>><</link>>
<<elseif $rng gte 51>>
The <<person>> frowns. "Huh, thought humans were supposed to be intelligent. That was the wrong answer."
<br><br>
<<He>> shrugs. "Well, now you know for the future. When someone saves you, you have sex with them as a thank you. It's how these things work." <span class="red"><<He>> lunges for you.</span>
<br><br>
<<link [[Next|Moor Plant Sex]]>><<set $molestationstart to 1>><<set $phase to 1>><</link>>
<<else>>
"Huh?" The <<persons>> face scrunches up. "But why not?"
<br><br>
<<He>> thinks for a few seconds, before sighing. "Whatever. You probably have your reasons, or something. I guess. See you around, or whatever." <<He>> walks away, sulking. <<His>> vines trail behind <<him>>, dragging the flailing creatures out of sight.
<br><br>
<<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>>
<</if>><<effects>>
<<if $phase is 0>>
<<if currentSkillValue('skulduggery') gte 700>>Not wanting to risk it, you<<else>>You<</if>> leave the money and walk away.
<br><br>
<<link [[Next|Moor]]>><<endevent>><<unset $plantMoney>><<set $eventskip to 1>><</link>>
<<else>>
<<generatePlant1>><<person1>>
You reach for the <<printmoney $plantMoney>>. As you do,
<<if currentSkillValue('skulduggery') gte 700>>
the hand grabs yours.
<<takeHandholdingVirginity $NPCList[0] "rape">>
<br><br>
The vines
<<else>>
<span class="purple">a hand unearths itself directly under the money and grabs yours.</span>
<<takeHandholdingVirginity $NPCList[0] "rape">>
<br><br>
Vines
<</if>>
unearth themselves and coil to life, as a <<person>> unburrows <<himself>> from the ground. "Knew someone'd fall for the shiny eventually," <<he>> whispers. <<He>> pulls you to the ground and flips on top of you.
<br><br>
<<link [[Next|Moor Plant Sex]]>><<set $molestationstart to 1>><<set $phase to 2>><</link>>
<</if>><<effects>>
You lie in the crystal water, letting it wash over you. It's chilly, but you soon adjust. You wash all the nooks in your body, and the water soon has you squeaky clean.<<wash>>
<<exhibitionism1>>
<<if $rng gte 91>>
<<generate1>><<person1>>
As you turn to leave however, <span class="purple">you find a <<person>> sat on your clothes.</span><<covered>>
<br><br>
<<if Time.season is "winter">>
"I can't imagine swimming in this cold," <<he>> chuckles. "You're made of stronger stuff than I."
<<elseif Time.season is "summer">>
"Good day for a swim," <<he>> says. "I'm almost envious in this heat."
<<else>>
"Nice day for a swim, eh?" <<he>> says.
<</if>>
<<He>> cocks <<his>> head. "How about you touch yourself for me? Go on. A body like that was made to be shown off."<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<<link [[Masturbate|Moor Low Wash Masturbate]]>><<set $masturbationstart to 1>><</link>>
<br>
<<link [[Refuse|Moor Low Wash Refuse]]>><</link>>
<br>
<<else>>
<<upperwet 20>>
<<lowerwet 20>>
<<underupperwet 20>>
<<underlowerwet 20>>
You leave the water, and continue your journey.
<br><br>
<<link [[Next|Moor]]>><<clotheson>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
<<if $phase is 1>>
You search for a place to hide your clothes. You're considering leaving it behind the heather when you find a nook beneath a shattered boulder, near the top of the valley. You strip and head to the water.
<<exhibitionism1>>
<</if>>
You lie in the crystal water, letting it wash over you. It's chilly, but you soon adjust. You wash all the nooks in your body, and the water soon has you squeaky clean.<<wash>>
<br><br>
<<if $rng gte 91>>
<<generate1>><<person1>>
As you turn to leave the water however, <span class="purple">you find a <<person>> sat on a rock, watching.</span>
<br><br>
<<if Time.season is "winter">>
"I can't imagine swimming in this cold," <<he>> chuckles. "You're made of stronger stuff than I."
<<elseif Time.season is "summer">>
"Good day for a swim," <<he>> says. "I'm almost envious in this heat."
<<else>>
"Nice day for a swim, eh?" <<he>> says.
<</if>>
<<He>> jogs down the slope, eyes full of lust. "How about I help get you dry?"
<br><br>
<<link [[Next|Moor Low Wash Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<if $phase is 1>>
You leave the water, retrieve your clothes, and continue your journey.
<<storeon "moor wash">>
<br><br>
<<else>>
You leave the water, and continue your journey.
<br><br>
<</if>>
<<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
"Oh," the <<person>> says, unsurprised. <<He>> stands, <span class="pink">your clothes in <<his>> hand.</span> "I'll be taking these with me if you don't mind. And if you do. Unless you're willing to give me a show."
<br><br>
<<link [[Masturbate|Moor Low Wash Masturbate]]>><<set $masturbationstart to 1>><</link>>
<br>
<<link [[Fight|Moor Low Wash Fight]]>><<set $fightstart to 1>><</link>>
<br>
<<link [[Let <<him>> go|Moor Low Wash Refuse 2]]>><</link>>
<br><<effects>>
The <<person>> shrugs. "Have fun getting home." <<He>> walks to the top of the valley, leering at you one last time before vanishing over the ridge.<<stealclothes>><<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<hawkRescueSetup>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Moor Low Wash Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Moor Low Wash Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> shoves you into the running water, and fixes <<his>> clothing as <<he>> climbs the valley.<<wash>>
<br><br>
<<tearful>> you climb to your feet.
<<if $phase is 1>>
<<clotheson>>
<<storeon "moor wash">>
<<else>>
<<clotheson>>
<</if>>
<<endcombat>>
<<clearNPC "moor_wash">>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $alarm is 1 and $rescue is 1>>
A <<hawkScreechDesc>> responds to your cries for help, and causes your assailant to freeze. As another cry follows the first, <<he>> runs away, leaving you alone.
<<tearful>> you steady yourself.
<<clotheson>>
<<if $phase is 1>>
<<storeon "moor wash">>
<</if>>
<<endcombat>>
<<clearNPC "Moor Wash">>
<<npc "Great Hawk">><<person1>>
Looking to the horizon, you notice <<if $syndromebird is 1>>your<<else>>a<</if>> <<if $monster isnot 1>>massive <</if>><<beasttype>> approaching rapidly.
<br><br>
<<set $phase to 0>>
<<if $syndromebird is 1>>
<<link [[Next|Bird Rescue Syndrome]]>><</link>>
<<else>>
<<link [[Next|Bird Rescue No Syndrome]]>><</link>>
<</if>>
<br>
<<else>>
<<He>> trips, landing in the running stream. "C-cold!" <<he>> shouts, jumping to <<his>> feet. <<He>> runs up the ridge, scattering droplets everywhere.
<br><br>
<<tearful>> you steady yourself.
<<if $phase is 1>>
<<clotheson>>
<<storeon "moor wash">>
<<else>>
<<clotheson>>
<</if>>
<<endcombat>>
<<clearNPC "moor_wash">>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<<hawkRescueSetup>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Moor Low Wash Fight Finish]]>><</link>></span><<nexttext>>
<<elseif $pain gte 100 and $willpowerpain is 0>>
<span id="next"><<link [[Next|Moor Low Wash Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Moor Low Wash Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> drops your clothes and staggers, falling arse-first into the stream. "C-cold!" <<he>> shouts, jumping to <<his>> feet and rushing up the slope.
<br><br>
<<tearful>> you recover your clothing. None fell in the water.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
You smack the <<person>> so hard <<he>> staggers, releasing your clothes in a vain attempt to stabilise <<himself>>. <<He>> falls arse-first into the stream. "C-cold!" <<he>> shouts, jumping to <<his>> feet and rushing up the slope.
<br><br>
<<tearful>> you recover your clothing. None fell in the water.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $alarm is 1 and $rescue is 1>>
A <<hawkScreechDesc>> responds to your cries for help, and causes your assailant to freeze. <<He>> drops your clothes and runs off, leaving you alone.
<<tearful>> you recover your clothing. Fortunately, none fell in the water.
<<clotheson>>
<<endcombat>>
<<npc "Great Hawk">><<person1>>
Looking to the sky, you notice <<if $syndromebird is 1>>your<<else>>a<</if>> <<if $monster isnot 1>>massive <</if>><<beasttype>> approaching rapidly.
<br><br>
<<set $phase to 0>>
<<if $syndromebird is 1>>
<<link [[Next|Bird Rescue Syndrome]]>><</link>>
<<else>>
<<link [[Next|Bird Rescue No Syndrome]]>><</link>>
<</if>>
<br>
<<else>>
You fall into the stream, too hurt to continue fighting. The <<person>> runs up the slope, your clothes still in <<his>> hands, and disappears over the ridge.
<br><br>
<<tearful>> you struggle to your feet.
<br><br>
<<stealclothes>>
<<endcombat>>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
<<if $masturbationstart is 1>>
<<set $masturbationstart to 0>>
<<set $masturbationstat += 1>>
<<set $tipmod += 0.5>>
You can feel the <<persons>> eyes on you. <<He>> grins as <<he>> sees you're gonna do it.
<<masturbationstart>>
<<set $audience_lust to 0>>
<</if>>
<<masturbationeffects>>
<<masturbationactions>>
<<if $orgasmdown gte 3>>
<<if $audience_lust gte 2>>
<<He>> applauds as you orgasm, <span class="purple">lust in <<his>> eyes.</span><<glust>><<set $audience_lust += 1>>
<<elseif $audience_lust gte 1>>
<<He>> applauds as you orgasm, <span class="teal">looking satisfied.</span><<glust>><<set $audience_lust += 1>>
<<else>>
<<He>> applauds as you orgasm, <span class="lblue">clearly enjoying the show.</span><<glust>><<set $audience_lust += 1>>
<</if>>
<</if>>
<br><br>
<<if $corruptionMasturbation>>
<span class="red">The slime in your ear will not allow you to stop.</span>
<</if>>
<div id="masturbationButtons">
<<if $audience_lust gte 3>>
<div id="next"><<link [[Continue|$passage + " Finish"]]>><</link>><<nexttext>></div>
<<else>>
<div id="next"><<link [[Continue|$passage]]>><</link>><<nexttext>></div>
<</if>>
<<masturbationStopControls>>
</div>
<br><br><br><br><br><<set $outside to 1>><<effects>>
<<if $audience_lust gte 3>>
<<saveNPC 0 "moor_wash">>
<<endmasturbation>>
<<endcombat>>
<<loadNPC 0 "moor_wash">><<person1>>
You stop, <span class="pink">but your performance has driven the <<person>> mad with lust.</span> <<He>> rushes down the ridge.
<br><br>
<<link [[Next|Moor Low Wash Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<elseif $audience_lust lt 1>>
<<saveNPC 0 "moor_wash">>
<<endmasturbation>>
<<endcombat>>
<<loadNPC 0 "moor_wash">><<person1>>
You stop, <span class="pink">disappointing the <<person>>.</span> "Guess I have to sort you out myself," <<he>> says, walking down the ridge.
<br><br>
<<link [[Next|Moor Low Wash Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<span class="green">The <<person>> applauds again.</span> "Good show," <<he>> says. <<He>> rises to <<his>> feet, leaving your clothes behind. "Make sure you wrap up warm." <<He>> chuckles, climbs the valley, and disappears over the ridge.
<br><br>
<<endmasturbation>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
<<wash>>
<<if $phase is 1>>
You leave your clothes on the bank, and lower yourself into the churning water.
<<else>>
You lower yourself into the churning water.
<</if>>
<<if $phase is 1>>
<<exhibitionism1>>
<</if>>
<<if $rng gte 71>>
You're down to your waist when <span class="red">the current seizes you,</span> threatening to pull you under.
<br><br>
<<link [[Resist|Moor Mid Swim]]>><</link>><<swimmingdifficulty 1 1000>>
<br>
<<else>>
It's deep, but not too violent. You're soon squeaky clean.
<br><br>
<<link [[Next|Moor]]>><<clotheson>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
<<if $swimmingSuccess>>
You swim with the flow, holding your breath as it sucks you under. You're pulled along the dark for a moment, <span class="green">but manage to find a current that takes you back to the surface.</span> You should be okay here.
<br><br>
You wash until you're squeaky clean.
<br><br>
<<link [[Next|Moor]]>><<clotheson>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You kick and flail against the water's pull, <span class="red">but it's too strong.</span> It sucks you into a cavernous depth, far deeper and wider than it appeared on the surface. It's not a stream at all, but an underground river with a breach on the surface.
<br><br>
You try to swim for air, but reach the top only to find a rocky ceiling, shortly before the water sucks you under once more.
<br><br>
At last, an upward current seizes you and lifts you to the surface, throwing you from the water and leaving you sprawled on the bank. You're not sure where you are.
<<if $phase is 1>>
<span class="pink">You've lost your clothes.</span>
<</if>>
<<gtrauma>><<gstress>><<gpain>><<trauma 6>><<stress 6>><<pain 4>>
<br><br>
<<if random(1, 2) is 2>>
<<set $moor -= 15>>
<<else>>
<<set $moor += 15>>
<</if>>
<<link [[Next|Moor]]>><<clothesruined>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
You casually walk off the path, down the ghost of a trail between long grass. You hide from view behind a thick bush, and wait.
<br><br>
You hear the voices grow louder, until they're right on the other side of the bush. They pause there for a few moments.
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
"I thought I saw someone," a <<person1>><<personsimple>> says.
<br>
"Nah," laughs another. "You've just had too much. Let me hold the booze."
<br>
"Fuck off."
<br><br>
They continue on, <span class="green">unaware of your presence.</span>
<br><br>
<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">That was too easy. You didn't learn anything.</span>
<br><br>
<</if>>
<<link [[Next|Moor]]>><<set $eventskip to 1>><<endevent>><</link>>
<br>
<<else>>
"I thought I saw someone," a <<person1>><<personsimple>> says.
<br>
"Yeah," replies another. <span class="red">"They went behind that bush."</span>
<br>
"Oi!" the first <<personsimple>> shouts. "Come out with your hands up!"
<br><br>
You turn to leave, but bump right into a <<person2>><<person>> who'd snuck around the other side of the bush. "I got <<phim>>!"
<br><br>
<<His>> friends appear, a <<person1>><<person>> and <<person3>><<person>>. All three ogle you.
<br><br>
<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">That was too easy. You didn't learn anything.</span>
<br><br>
<</if>>
<<link [[Next|Moor Youths]]>><</link>>
<br>
<</if>><<effects>>
<<flaunting>> you stride close. You see the youths more closely now. A <<person1>><<person>>, <<person2>><<person>>, and <<person3>><<person>>. They quiet for a moment when they notice how undressed you are. Then they break into a run.
<<if $exposed gte 2>>
<<exhibitionism5>>
<<else>>
<<exhibitionism3>>
<</if>>
They close the distance, and surround you.
<br><br>
<<link [[Next|Moor Youths]]>><</link>>
<br><<effects>>
"What you doing wandering around out here like that?" the <<person1>><<person>> slurs. <<Hes>> carrying a cooler in <<his>> hand.
<br><br>
"Maybe <<pshes>> one of them moor nymphs," the <<person2>><<person>> suggests. Both <<he>> and the <<person3>><<person>> are holding bottles of cider. The latter spits out <<his>> drink at this comment.
<br><br>
"Fucking moor nymphs? You've definitely had enough."
<br><br>
They break into an argument, but the <<person1>><<person>> doesn't take <<his>> gaze from you. "Fancy a drink?"
<br><br>
<<if playerIsPregnant() and playerAwareTheyArePregnant()>>
<span class="blue">You can't bring yourself to drink while you know you're with child.</span>
<<else>>
<<foodicon "beerbottle">><<link [[Drink (0:10)|Moor Youths Drink]]>><<pass 10>><<set $drunk += 60>><<stress -6>><<wearProp "beer bottle">><</link>><<lstress>>
<</if>>
<br>
<<refuseicon>><<link [[Decline|Moor Youths Decline]]>><</link>>
<br><<effects>>
<<if $moor_youths is undefined>>
<<set $moor_youths to 0>>
The <<person1>><<person>> opens the cooler, and cracks open a bottle for you. You take a swig. It's sweet. "My <<person4>><<if $pronoun is "m">>da<<else>>ma<</if>> makes it," the <<person1>><<person>> says. <<He>> looks at the other two. "Don't tell <<person4>><<him>> we're drinking none, mind."
<br><br>
You sit with the youths on a nearby rock. They seem friendly enough, but they're curious about the town. "Could tell from your accent," the <<person3>><<person>> says. "And your wandering out here alone."
<br><br>
The <<person1>><<person>> offers you another bottle.
<br><br>
<<link [[Drink (0:10)|Moor Youths Drink]]>><<pass 10>><<set $moor_youths += 1>><<set $drunk += 180>><<stress -6>><</link>><<lstress>>
<br>
<<link [[Decline|Moor Youths Decline]]>><</link>>
<br>
<<elseif $moor_youths gte 6>>
You drink from the bottle. The youths seem awfully close. But it's hard to tell beneath your swimming vision. A pair of arms grasp yours, and pull you forward. The sudden movement makes you stumble to your knees.
<br><br>
"It's gotta be now," the <<person1>><<person>> says. "Or <<pshe>>'ll pass out."
<br><br>
"Have a problem with that, slut?" the <<person2>><<person>> laughs. "Being gangbanged?"
<br><br>
<<link [[Refuse|Moor Youths Rape Refuse]]>><</link>><<willpowerdifficulty 1 $drunk>>
<br>
<<link [[Shake your head|Moor Youths Rape Nod]]>><</link>>
<br>
<<elseif $moor_youths gte 4>>
You drink from the bottle, and chat with the youths about their home lives.
<br><br>
The <<person3>><<person>> looks you in the eye. "How about a kiss?" <<he>> asks. <<He>> moves in without waiting for your response.
<br><br>
<<link [[Push away|Moor Youths Kiss]]>><</link>><<willpowerdifficulty 1 $drunk>>
<br>
<<link [[Kiss|Moor Youths Kiss Allow]]>><</link>><<kissvirginitywarning>>
<br>
<<elseif $moor_youths gte 2>>
You drink from the bottle, and chat with the youths about their lives in the countryside.
<br><br>
The <<person2>><<person>> stands to get another bottle, and sits back down beside you. Close enough that your thighs touch. <<He>> wraps an arm around your waist.
<br><br>
<<link [[Pull away|Moor Youths Waist]]>><</link>><<willpowerdifficulty 1 $drunk>>
<br>
<<link [[Allow|Moor Youths Waist Allow]]>><</link>>
<br>
<<elseif $moor_youths gte 1>>
You drink from the bottle. This one tastes different, <span class="blue">stronger.</span> The conversation takes a sexual turn. The <<person2>><<person>> and <<person3>><<person>> argue about who's fucked the most people.
<br><br>
The <<person1>><<person>> smiles slyly. "What about you?" <<he>> asks. "You a virgin?"
<br><br>
That was a forward question.
<br><br>
<i>Alcohol will make their forwardness harder to resist.</i>
<br><br>
<<link [[Refuse to answer|Moor Youths Virgin Refuse]]>><</link>><<willpowerdifficulty 1 $drunk>>
<br>
<<link [[Tell the truth|Moor Youths Virgin Truth]]>><</link>>
<br>
<<link [[Lie|Moor Youths Virgin Lie]]>><</link>>
<br>
<</if>>
<br><br><<effects>>
<<if $willpowerSuccess>>
You feel the alcohol working, <span class="green">but you manage to keep such private information to yourself.</span>
<br><br>
"Don't be shy," the <<person2>><<person>> says, but the <<person1>><<person>> silences <<person2>><<him>> with a look.
<br><br>
<<He>> offers you another drink.
<br><br>
<<link [[Drink (0:10)|Moor Youths Drink]]>><<pass 10>><<set $moor_youths += 1>><<set $drunk += 60>><<stress -6>><</link>><<lstress>>
<br>
<<link [[Decline|Moor Youths Decline]]>><</link>>
<br>
<<else>>
You try to work out how to refuse to answer without giving anything away, <span class="red">but the alcohol is influencing your thoughts.</span> You notice all three are staring at you... What did they ask again? Oh right, whether or not you're a virgin.<<gwillpower>><<willpower 2>>
<br><br>
<<link [[Tell the truth|Moor Youths Virgin Truth]]>><</link>>
<br>
<</if>><<effects>>
<<if $player.vaginaExist and $player.virginity.vaginal isnot true or $player.penisExist and $player.virginity.penile isnot true>>
<<set $moor_youths += 2>>
You tell the eager youths that you're not a virgin. The <<person2>><<person>> and <<person3>><<person>> exchange eager glances.
<br><br>
"Don't be perverts," the <<person1>><<person>> warns, but <<his>> eyes roam over your body.
<br><br>
<<else>>
<<set $moor_youths += 1>>
You tell the eager youths that you're a virgin. "I don't believe it," the <<person2>><<person>> says.
<br><br>
"Don't be weird," the <<person1>><<person>> warns <<his>> friend.
<br><br>
<</if>>
<<He>> offers you another drink.
<br><br>
<<link [[Drink (0:10)|Moor Youths Drink]]>><<pass 10>><<set $moor_youths += 1>><<set $drunk += 60>><<stress -6>><</link>><<lstress>>
<br>
<<link [[Decline|Moor Youths Decline]]>><</link>>
<br><<effects>>
<<if $player.vaginaExist and $player.virginity.vaginal isnot true or $player.penisExist and $player.virginity.penile isnot true>>
<<set $moor_youths += 1>>
You tell the eager youths that you're a virgin. "I don't believe it," the <<person2>><<person>> says.
<br><br>
"Don't be weird," the <<person1>><<person>> warns <<his>> friend.
<br><br>
<<else>>
<<set $moor_youths += 2>>
You tell the eager youths that you're not a virgin. The <<person2>><<person>> and <<person3>><<person>> exchange eager glances.
<br><br>
"Don't be perverts," the <<person1>><<person>> warns, but <<his>> eyes roam over your body.
<br><br>
<</if>>
<<link [[Drink (0:10)|Moor Youths Drink]]>><<pass 10>><<set $moor_youths += 1>><<set $drunk += 60>><<stress -6>><</link>><<lstress>>
<br>
<<link [[Decline|Moor Youths Decline]]>><</link>>
<br><<effects>>
You try to pull away from the <<person>>. <<Hes>> insistent.
<<if $willpowerSuccess>>
Your head swims, <span class="green">but you manage to tell <<him>> to leave you alone, and <<he>> relents.</span> "Sorry love," <<he>> says with a grin.
<br><br>
The <<person1>><<person>> offers you another drink.
<br><br>
<<link [[Drink (0:10)|Moor Youths Drink]]>><<pass 10>><<set $moor_youths += 1>><<set $drunk += 60>><<stress -6>><</link>><<lstress>>
<br>
<<link [[Decline|Moor Youths Decline]]>><</link>>
<br>
<<else>>
Your head swims, influenced by the alcohol, <span class="red">and you forget what you were doing.</span> You notice someone has their arm around your waist.<<gwillpower>><<willpower 2>>
<br><br>
<<link [[Allow|Moor Youths Waist Allow]]>><</link>>
<br>
<</if>><<effects>>
<<set $moor_youths += 1>>
You allow the <<person>>'s advance. <<He>> rests a hand on your thigh while swigging from the bottle with the other.
<br><br>
The <<person1>><<person>> offers you another drink.
<br><br>
<<link [[Drink (0:10)|Moor Youths Drink]]>><<pass 10>><<set $moor_youths += 1>><<set $drunk += 60>><<stress -6>><</link>><<lstress>>
<br>
<<link [[Decline|Moor Youths Decline]]>><</link>>
<br><<effects>>
<<if $willpowerSuccess>>
You feel dizzy, <span class="green">but manage to inform the <<person>> you're not interested,</span> pulling back for good measure. <<He>> sticks <<his>> tongue at you, but doesn't push the issue.
<br><br>
The <<person1>><<person>> offers you another drink.
<br><br>
<<else>>
<<set $moor_youths += 1>>
You try to tell the <<person>> you're not interested, <span class="red">but only an intelligible mumble emerges before <<his>> lips meet yours.</span> <<He>> rests <<his>> hand against the back of your head, and pushes <<his>> adventurous tongue into your mouth.
<<takeKissVirginity $NPCList[2] "rape">>
<br><br>
A hand grasps your hair, and swivels your face away from the <<person>> to meet the <<person2>><<persons>> mouth instead.
<br><br>
"Can I get any of you lovers a drink?" laughs the <<person1>><<person>>.
<br><br>
<</if>>
<<link [[Drink (0:10)|Moor Youths Drink]]>><<pass 10>><<set $moor_youths += 1>><<set $drunk += 60>><<stress -6>><</link>><<lstress>>
<br>
<<link [[Decline|Moor Youths Decline]]>><</link>>
<br><<effects>>
<<set $moor_youths += 1>>
You allow the <<person>> to push <<his>> lips against yours. <<He>> rests <<his>> hand against the back of your head, and pushes <<his>> adventurous tongue into your mouth.
<<takeKissVirginity $NPCList[2] "consensual">>
<br><br>
A hand grasps your hair, and swivels your face away from the <<person>> to meet the <<person2>><<persons>> mouth instead.
<br><br>
"Can I get any of you lovers a drink?" laughs the <<person1>><<person>>.
<br><br>
<<link [[Drink (0:10)|Moor Youths Drink]]>><<pass 10>><<set $moor_youths += 1>><<set $drunk += 60>><<stress -6>><</link>><<lstress>>
<br>
<<link [[Decline|Moor Youths Decline]]>><</link>>
<br><<effects>>
<<if $willpowerSuccess>>
<<earnFeat "Free Booze">>
It's difficult to even stay upright, <span class="green">but you manage to blurt your refusal</span> as the youths close in, and stagger to your feet.
<br><br>
You feel their eyes on your <<bottom>> as you stumble away.
<br><br>
<<link [[Next|Moor]]>><<unset $moor_youths>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You try to speak, <span class="red">but only an incoherent mumble escapes your lips.</span>
<br><br>
"I think <<pshe>> said 'Fuck me,'" the <<person>> says. The others nod. They close in.
<br><br>
<<link [[Next|Moor Youths Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<effects>>
You shake your head. The youths don't hesitate.
<br><br>
<<link [[Next|Moor Youths Rape]]>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<hawkRescueSetup>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Moor Youths Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Moor Youths Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
They look around, suddenly guilty and anxious, before leaving you lying on the plains.
<br><br>
<<tearful>> you struggle to your feet. It takes a few attempts.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $alarm is 1 and $rescue is 1>>
At the sound of a <<hawkScreechDesc>>, the youths back away from you and look at each other nervously. As another screech sounds, the <<group>> decide to leave you and flee.
<<tearful>> you climb to your feet.
<<clotheson>>
<<endcombat>>
<<npc "Great Hawk">><<person1>>
<<if $syndromebird is 1>>Your<<else>>A<</if>> <<if $monster isnot 1>>massive <</if>><<beasttype>> cuts through the air as <<bhe>> descends towards you.
<br><br>
<<set $phase to 0>>
<<if $syndromebird is 1>>
<<link [[Next|Bird Rescue Syndrome]]>><</link>>
<<else>>
<<link [[Next|Bird Rescue No Syndrome]]>><</link>>
<</if>>
<br>
<<else>>
The youths back away from you, nursing injuries. <<tearful>> you struggle to your feet. It takes a few attempts.
<br><br>
You feel their eyes on your <<bottom>> as you stumble away.
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<<link [[Next|Moor]]>><<unset $moor_youths>><<set $eventskip to 1>><<endevent>><</link>>
<br><<effects>>
You shake your head, and continue on your way.
<<if $moor_youths gte 4>>
The <<person3>><<person>> gets up to follow you, but the <<person1>><<person>> pulls <<person3>><<him>> back down.
<</if>>
You feel the youths leering at your <<bottom>> as you do.
<br><br>
<<link [[Next|Moor]]>><<unset $moor_youths>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<if $danceSuccess>>
You gracefully dive and roll to one side, just in time to avoid something lunging at you from behind.
<br><br>
<<if $monster is 1>>
As you get back to your feet, you get a good look at your assailant: a <<beasttype>>,
<<if $NPCList[0].traits.includes("territorial")>>
delicate features twisted into a petulant glower beneath <<bhis>> reddish-brown vulpine ears. <<bHis>> tail swishes around behind <<bhim>> in annoyance. "You're quick, <<foxnickname>>. But I'll get you next time," <<bhe>> says as <<bhe>> flees back into the bushes.
<<elseif $NPCList[0].traits.includes("clumsy")>>
struggling to recover from <<bhis>> failed pounce. <<bHis>> tail swishes around behind <<bhim>> in distress. "Missed again!" <<bHe>> flees back into the heather.
<<else>>
delicate features locked in focus as <<bhe>> stares at you. <<bHis>> ear twitches, and <<bhe>> quickly darts back into the underbrush without a word.
<</if>>
<<else>>
As you get back to your feet, you get a good look at your assailant: a large <<beasttype>>, covered in reddish-brown fur from head to fluffy tail. <<bHe>> yips at you a couple times before fleeing back into the bushes.
<</if>>
<br><br>
Breathing a sigh of relief, you dust yourself off and continue on your way.
<br><br>
<<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You try to dodge out of the way, but
<<if $worn.feet.type.includes("heels")>>
lose your footing as your heel sinks right into a patch of soft dirt. Your ankle twists.
<<else>>
end up tumbling to the ground instead.
<</if>>
<<pain 4>><<gpain>>
<br><br>
Something pounces on you from behind, using its weight to pin you beneath it. Looking over your shoulder, you get a quick look at what's on top of you:
<<if $monster is 1>>
<<if $NPCList[0].traits.includes("territorial")>>
a <<beasttype>>, grinning down at you smugly. "Not fast enough, <<foxnickname>>. Now you're mine."
<<elseif $NPCList[0].traits.includes("clumsy")>>
a <<beasttype>>, looking just as surprised as you are. "I got one? I got one!" <<bHe>> raises <<bhis>> arms in triumph. "You're mine now!"
<<else>>
a <<beasttype>>, grinning down at you smugly. "Got you! Now behave, we're going to have some fun."
<</if>>
<<else>>
a large <<beasttype>>, covered in reddish-brown fur. It yips at you menacingly.
<</if>>
<br><br>
<<if $monster is 1 or $bestialitydisable is "f">>
<<link [[Next|Moor Fox Rape]]>><<set $molestationstart to 1>><<set $position to "doggy">><<set $NPCList[0].stance to "top">><</link>>
<<else>>
After a brief struggle, you manage to scramble to your feet and flee.<<beastescape>>
<br><br>
<<link [[Next|Moor]]>><<endevent>><</link>>
<</if>>
<br>
<</if>><<effects>>
<<if $physiqueSuccess>>
<<if $monster is 1>>
You turn to face your assailant, planting your feet and raising your arms in a defensive posture just in time to intercept <<if $NPCList[0].skincolour is "black">>an ebony<<else>>a pale<</if>> blur leaping at you from the bushes.
You wrap your arms around it, twist to the side, and release. It crashes to the ground several metres away.
<<else>>
You turn to face your assailant, planting your feet and raising your arms in a defensive posture just in time to intercept a reddish-brown blur leaping at you from the bushes.
You wrap your arms around it, twist to the side, and release. It crashes to the ground several metres away.
<</if>>
<<bHe>>—a <<beasttype>>, you realise, now that you've had a moment to look at <<bhim>>—unsteadily climbs to <<bhis>> feet and flees back into the bushes.
<br><br>
Breathing a sigh of relief, you dust yourself off and continue on your way.
<br><br>
<<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<if $monster is 1>>
You turn to face your assailant, planting your feet and raising your arms in a defensive posture just in time to intercept <<if $NPCList[0].skincolour is "black">>an ebony<<else>>a pale<</if>> blur leaping at you from the bushes.
You attempt to grab the blur in order to redirect its momentum, but you're not quite quick enough. The resulting full-force collision overwhelms your balance, knocking you head-over-heels onto the forest floor.
<br><br>
Opening your eyes, you're now face-to-face with your assailant: a <<beasttype>>.
<<if $NPCList[0].traits.includes("territorial")>>
"Nice try, but now you're right where I want you," <<bhe>> growls.
<<elseif $NPCList[0].traits.includes("clumsy")>>
<<bHe>> looks just as surprised as you are. "That worked?" <<bHe>> raises <<bhis>> arms in triumph. "You're mine now!"
<<else>>
"Got you! Now behave, we're going to have some fun."
<</if>>
<<else>>
You turn to face your assailant, planting your feet and raising your arms in a defensive posture just in time to intercept a reddish-brown blur leaping at you from the bushes.
You attempt to grab the blur in order to redirect its momentum, but you're not quite quick enough. The resulting full-force collision overwhelms your balance, knocking you head-over-heels onto the forest floor.
<br><br>
Opening your eyes, you're now face-to-face with your assailant: a large <<beasttype>>. <<bHe>> yips down at you menacingly.
<</if>>
<br><br>
<<if $monster is 1 or $bestialitydisable is "f">>
<<link [[Next|Moor Fox Rape]]>><<set $molestationstart to 1>><<set $position to "doggy">><<set $NPCList[0].stance to "top">><</link>>
<<else>>
After a brief struggle, you manage to scramble to your feet and flee.<<beastescape>>
<br><br>
<<link [[Next|Moor]]>><<endevent>><</link>>
<</if>>
<br>
<</if>><<effects>>
<<if $NPCList[0].traits.includes("friendly")>>
<<set _tendingMin to 1>><<set _tendingMax to 300>>
<<elseif $NPCList[0].traits.includes("territorial")>>
<<set _tendingMin to 200>><<set _tendingMax to 700>>
<<else>>
<<set _tendingMin to 100>><<set _tendingMax to 600>>
<</if>>
<<if $speech_attitude is "meek">>
"Is... is somebody there?" you ask, looking over your shoulder.
<<elseif $speech_attitude is "bratty">>
"That's close enough," you yell, looking over your shoulder.
<<else>>
"Who's there?" you ask, looking over your shoulder.
<</if>>
<br><br>
<<if $NPCList[0].traits.includes("territorial")>>
No response comes. You're instead met with a sudden, full-force collision from behind you! You're knocked clear to the ground.
Opening your eyes, you're now face-to-face with your assailant: a large <<beasttype>>.
<br><br>
<<if $monster is 1>>
"You left yourself wide open. I couldn't resist," <<bhe>> taunts.
<<else>>
<<bHe>> yips at you menacingly.
<</if>>
<br><br>
<<if $monster is 1 or $bestialitydisable is "f">>
<<link [[Next|Moor Fox Rape]]>><<set $molestationstart to 1>><<set $position to "doggy">><<set $NPCList[0].stance to "top">><</link>>
<<else>>
After a brief struggle, you manage to scramble to your feet and flee.<<beastescape>>
<br><br>
<<link [[Next|Moor]]>><<endevent>><</link>>
<</if>>
<br>
<<else>>
No response comes. You turn around to check, and it's immediately clear why: a large <<beasttype>> is peeking at you from within the bushes a few metres away.
<br><br>
<<link [[Beckon closer|Moor Fox Beckon]]>><</link>><<tendingdifficulty _tendingMin _tendingMax>>
<br>
<<link [[Scare off|Moor Fox Scare]]>><</link>>
<br>
<</if>><<effects>>
You slowly hold out your hands toward the <<beasttype>>, doing your best to appear nonthreatening.
<br><br>
<<if $tendingSuccess>>
<<if $monster is 1>>
<<bHe>> eyes you up for a moment, muscles tensed.
<<if $NPCList[0].traits.includes("clever")>>
Then <<bhe>> grins. "So that's how it is, huh? Alright, alright, you win," <<bhe>> says, approaching you.
<<elseif $NPCList[0].traits.includes("cowardly")>>
<<bHe>> hesitantly approaches. "H...hello."
<<else>>
<<bHe>> cocks <<bhis>> head. "You're an odd one." <<bHe>> approaches.
<</if>>
Careful not to startle <<bhim>>, you reach up and stroke between <<bhis>> ears.
<<else>>
<<bHe>> stays where <<bhe>> is for a few moments, but eventually <<bhe>> approaches you. Careful not to startle <<bhim>>, you reach down and stroke between <<bhis>> ears.
<</if>>
<br><br>
<<link [[Pet <<bhim>>|Moor Fox Pet]]>><</link>><<tendingdifficulty _tendingMin _tendingMax>>
<br>
<<if $bestialitydisable is "f" or $monster is 1>>
<<if hasSexStat("deviancy", 3)>>
<<link [["Pet" <<bhim>>|Moor Fox Deviant Pet]]>><<transform fox 1>><</link>><<deviant3>>
<<else>>
<<insufficientStat "deviancy" "to take things further">>
<</if>>
<br>
<</if>>
<<else>>
<<bHe>> looks at you for a moment before bolting away. <<trauma 2>><<gtrauma>>
<br><br>
<<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
<<if $monster is 1>>
You stare at the <<beasttype>>. The <<beasttype>> stares back at you, every muscle in <<bhis>> body tense.
<br><br>
You make a sudden movement towards <<bhim>>, pretending as though you're about to pounce.
<<bHe>> screams in terror, sprinting back into the bushes. The noise gradually fades back into the moor's usual ambience.
<<else>>
You shoo the <<beasttype>> away. <<bHe>> disappears back into the brush with a startled yip.
<</if>>
<br><br>
<<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<if $monster is 1>>
The <<beasttype>> sighs and leans into you while you continue stroking <<bhis>> ears. With your other hand, you reach behind <<bhim>> and gently run your fingers along <<bhis>> tail. It's even softer than it looks. <<stress -2>><<lstress>>
<br><br>
After a few minutes of this, the <<beasttype>> pulls away from you. <<bHes>> blushing. Without a word, <<bhe>> turns and walks off into the heather.
<<else>>
The fox purrs appreciatively as you bring a second hand up to stroke <<bhis>> back while you continue rubbing between <<bhis>> ears. <<bHis>> fur is even softer than it looks. <<stress -2>><<lstress>>
<br><br>
After a few minutes of this, the fox runs off into the bushes, yipping happily.
<</if>>
<br><br>
<<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<if $monster is 1>>
You step around <<bhim>> to embrace <<bhim>> from behind. One of your hands snakes around to <<if $NPCList[0].gender is "m">>gently caress <<bhis>> chest<<else>>gently grope one of <<bhis>> $NPCList[0].breastsdesc<</if>>, while the other finds its way to <<bhis>> groin.
<<deviancy3>>
The <<beasttype>> perks up a bit when <<bhe>> feels your fingers make contact with <<bhis>> <<npcGenitals 0>>. "Oh, I get it. You just wanted to be in charge, huh? I guess that's okay." <<bHe>> thrusts <<bhis>> hips forward a little to give you a better angle.
<br><br>
<<if $NPCList[0].penis isnot "none">>
You slowly run a finger along <<bhis>> half-hard cock from its tapered tip down to its not-yet-inflated knot, then reverse direction and do it again. Once your teasing has brought <<bhim>> to full mast, you wrap your fingers around <<bhis>> dick and start stroking it for real.
<br><br>
A soft moan escapes <<bhis>> lips.
<<if $NPCList[0].traits.includes("clever")>>
"D-damn, you're not half bad at this. For a human, anyway." <<bHes>> being cheeky, but <<bhis>> body's honest: the fresh bead of pre-cum that forms and rolls down <<bhis>> shaft only to be massaged back into the burgeoning flesh by your hand is all the confirmation you need.
<<elseif $NPCList[0].traits.includes("cowardly")>>
<<bHe>> wraps <<bhis>> arms around yours, surrendering to you. The fresh bead of pre-cum that forms and rolls down <<bhis>> shaft only to be massaged back into the burgeoning flesh by your hand is all the confirmation you need.
<<else>>
"This is better than I could have hoped for." The fresh bead of pre-cum that forms and rolls down <<bhis>> shaft only to be massaged back into the burgeoning flesh by your hand is all the confirmation you need.
<</if>>
<br><br>
<<else>>
You slowly run a finger along <<bhis>> lower lips, first up one side and then down the other, then bring your hand up a bit to grind your thumb against <<bhis>> clit. It doesn't take long for you to get <<bhim>> nice and wet, and once you have, you gently work one finger into <<bhis>> pussy, then another. Once you've given <<bhim>> a moment to adjust, you start fingering <<bhim>> for real.
<br><br>
A soft moan escapes <<bhis>> lips.
<<if $NPCList[0].traits.includes("clever")>>
"D-damn, you're not half bad at this. For a human, anyway." <<bHes>> being cheeky, but <<bhis>> body's honest: the fresh gush of pussy juice that runs down along your hand and <<bhis>> inner thighs is all the confirmation you need.
<<elseif $NPCList[0].traits.includes("cowardly")>>
<<bHe>> wraps <<bhis>> arms around yours, surrendering to you. The fresh gush of pussy juice that runs down along your hand and <<bhis>> inner thighs is all the confirmation you need.
<<else>>
"This is better than I could have hoped for." The fresh gush of pussy juice that runs down along your hand and <<bhis>> inner thighs is all the confirmation you need.
<</if>>
<br><br>
<</if>>
<<else>>
You gently nudge the fox's side, prompting <<bhim>> to roll onto <<bhis>> back so you can pet <<bhis>> stomach. You stroke <<bhis>> belly, slowly trailing your hands lower and lower until your fingers make contact with what you're really interested in.
<<deviancy3>>
<<if $NPCList[0].penis isnot "none">>
You cup and fondle <<bhis>> fur-covered balls with one hand, steadily coaxing <<bhis>> red, knotted shaft out from its sheath. Wrapping your other hand around the now-exposed shaft, you gently begin to stroke it up and down. Progressively wetter noises fill the air as the fox's pre-cum bubbles up from <<bhis>> crown and runs down the side, only to be massaged back into the burgeoning flesh by your hand.
<<else>>
You gently rub and fondle <<bhis>> lower lips with one hand, making sure to give <<bhis>> clit plenty of attention as well. A steady trickle of <<bhis>> juices runs down and pools beneath <<bhim>> as you work. Slathering your fingers in some of the runoff from <<bhis>> needy pussy, you gently work first one finger inside, then a second. You pump them in and out slowly at first, allowing the fox's muscles to relax before you pick up the pace.
<</if>>
<br><br>
<</if>>
<<link [[Keep going|Moor Fox Deviant Pet 2]]>><</link>>
<br>
<<if hasSexStat("deviancy", 4)>>
<<link [[Take it further|Moor Fox Deviant Pet Sex]]>><<set $sexstart to 1>><</link>><<deviant4>>
<<else>>
<<insufficientStat "deviancy" "to take things further">>
<</if>>
<br><<effects>>
<<if $monster is 1>>
<<if $NPCList[0].penis isnot "none">>
<<if random(0,1) is 1>><<bodyliquid "rightarm" "semen">><<else>><<bodyliquid "leftarm" "semen">><</if>>
You continue working the <<beasttypes>> <<npcPenisSimple 0>>, <<bhis>> copious pre-cum squelching between your sodden fingers every time you squeeze. Further up, your other hand persists in its devilish work, playfully rubbing and squeezing <<bhis>> <<npcChest 0>>.
<br><br>
"Getting close," <<bhe>> yips, breath quickening with every syllable. "I-I'm...!"
<br><br>
<<outfitChecks>>
Your assault on <<bhis>> senses is a three-pronged one; the hand on <<bhis>> dick moves down below <<bhis>> rapidly-inflating knot to tug upwards on it from below while the one on <<bhis>> chest playfully pinches a nipple. The true coup de grâce, however, is what you're doing behind <<bhis>> back: standing <<if $bodysize lte 1>>on the tips of your toes<<else>>up straight<</if>>, you angle your pelvis so that you can grind your <<genitals>> against <<bhis>> tail<<if _bottom>> through your <<allBottoms>><</if>>.
<br><br>
Unsurprisingly, the <<beasttypes>> orgasm is a powerful one, strong enough that even from behind <<bhim>> you catch a brief glimpse of <<bhis>> cum rocketing through the air. You continue your stroking, pinching, and grinding until <<bhes>> done.
<<else>>
<<if random(0,1) is 1>><<bodyliquid "rightarm" "goo">><<else>><<bodyliquid "leftarm" "goo">><</if>>
You continue fingering the <<beasttypes>> <<npcVagina 0>>, <<bhis>> copious vaginal fluids squelching between your sodden fingers every time you thrust in and out. Further up, your other hand persists in its devilish work, playfully rubbing and squeezing <<bhis>> <<npcChest 0>>.
<br><br>
"Getting close," <<bhe>> yips, breath quickening with every syllable. "I-I'm...!"
<br><br>
Your assault on <<bhis>> senses is a three-pronged one; the hand finger-fucking <<bhis>> pussy shifts position slightly to better stimulate <<bhis>> g-spot while the one on <<bhis>> chest playfully pinches a nipple. The true coup de grâce, however, is what you're doing behind <<bhis>> back: standing <<if $bodysize lte 1>>on the tips of your toes<<else>>up straight<</if>>, you angle your pelvis so that you can grind your <<genitals>> against <<bhis>> tail<<if _bottom>> through your <<allBottoms>><</if>>.
<br><br>
Unsurprisingly, the <<beasttypes>> orgasm is a powerful one, strong enough that you actually have a little trouble pistoning your fingers through <<bhis>> contractions. You continue your finger-fucking, pinching, and grinding until <<bhes>> done.
<</if>>
<br><br>
<<if $NPCList[0].traits.includes("clever")>>
<<bHe>> disentangles <<bhimself>> from your grasp and turns around to address you, blushing furiously. "What's the big idea, t-touching my tail out of nowhere like that...? I-I'm leaving, pervert. Thanks for the orgasm, though."
<br><br>
And with that, <<bhe>> walks off into the bushes, leaving you alone once more.
<<elseif $NPCList[0].traits.includes("cowardly")>>
<<bHe>> keeps clinging to you for some time, <<bhis>> breathing slowly growing soft. After some time, you realise <<bhes>> fallen asleep. <<stress -3>><<lstress>>
<br><br>
You carefully untangle yourself from <<bhim>>, leaving <<bhim>> to rest.
<<else>>
<<bHe>> disentangles <<bhimself>> from your grasp and turns around to address you, blushing furiously. "Y-you shouldn't just do that without warning! But... thank you."
<br><br>
And with that, <<bhe>> walks off into the bushes, leaving you alone once more.
<</if>>
<<else>>
<<if $NPCList[0].penis isnot "none">>
<<if random(0,1) is 1>><<bodyliquid "rightarm" "semen">><<else>><<bodyliquid "leftarm" "semen">><</if>>
You continue working the fox's shaft, bringing your other hand up from its balls to caress its rapidly-inflating knot. Its pre-cum oozes between your sodden fingers, squelching every time you squeeze.
<br><br>
You wrap your fingers around its shaft just beneath the knot and gently tug upwards, earning a loud, pleasured squeal from the fox and a volley of seed from its dick, which lands on your hand and arm in several messy ropes.
<br><br>
Now sated, the fox slowly gets to its feet, yips happily at you, and bounds off into the brush.
<<else>>
<<if random(0,1) is 1>><<bodyliquid "rightarm" "goo">><<else>><<bodyliquid "leftarm" "goo">><</if>>
Wet, sloppy sounds fill the air as you continue working the fox's hole, increasing the tempo of your thrusts as you do.
<br><br>
You thrust your fingers in as deep as you can and then curl them upwards in a 'come hither' motion, earning a loud, pleasured squeal from the fox as a series of orgasmic shudders run through its body.
<br><br>
Now sated, the fox slowly gets to its feet, yips happily at you, and bounds off into the brush.
<</if>>
<</if>>
<br><br>
<<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<beastCombatInit>>
<<if $monster is 1>>
<<if $speech_attitude is "meek">>
"I-I want to feel good too," you whisper in <<bhis>> ear.
<<elseif $speech_attitude is "bratty">>
"I hope you're planning on returning the favour," you whisper in <<bhis>> ear.
<<else>>
"How about we do something even better?" you whisper in <<bhis>> ear.
<</if>>
<br><br>
<<if $NPCList[0].traits.includes("cowardly")>>
The <<beasttypes>> tail puffs out in surprise. "W...with me...?" You throw a leg over <<bhim>> before <<bhe>> can protest.
<<else>>
The <<beasttype>> chuckles. "I was hoping you'd say that."
<</if>>
<<else>>
You throw a leg over the fox, straddling its lower half. The fox squeals in anticipation as it realises your intentions.
<</if>>
<<deviancy4>>
<<hawkRescueSetup>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate '<span class="red"><<bHe>> screams right back in your face, drowning out your own screams.</span>'>>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Moor Fox Deviant Pet Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Moor Fox Deviant Pet Sex]]>><</link>></span><<nexttext>>
<</if>>
<<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<location "moor">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<if $consensual is 1>>
Now sated, the <<beasttype>> leans in against you. <<bHe>> licks your cheek, and you pet <<bhim>> for a few minutes. <<stress -2>><<lstress>>
<br><br>
Your impromptu cuddling session can't last forever, though, and eventually you manage to disentangle yourself from <<bhim>>.
<<if $monster is 1>>
<<if $NPCList[0].traits.includes("clever")>>
"That was nice. Don't think this means I'll take it easy on you next time though," <<bhe>> says over <<bhis>> shoulder as <<bhe>> walks off into the bushes.
<<else>>
"Thank you. You're nice, maybe we could..." <<bHe>> hesitates. "Nevermind. I hope I see you again!" <<bhe>> says over <<bhis>> shoulder as <<bhe>> walks off into the bushes.
<</if>>
<<else>>
<<bHe>> throws a longing look back at you as <<bhe>> runs off into the heather.
<</if>>
<<else>>
<<if $enemyanger lte 60>>
<<if $monster is 1>>
The <<beasttype>> cuddles with you for a moment. Then, without a word, <<bhe>> gets up and walks off into the bushes.
<<else>>
The <<beasttype>> nuzzles against you for a moment. Then, all of a sudden, <<bhe>> leaps off of you and bolts off into the bushes.
<</if>>
<<else>>
<<if $monster is 1>>
The <<beasttype>> growls and nips at your neck; it's not hard enough to puncture the skin, but it still hurts. <<pain 6>><<gpain>>
<br><br>
"Maybe that'll teach you some manners," <<bhe>> says as <<bhe>> gets up and walks off into the bushes.
<<else>>
The <<beasttype>> growls and nips at your neck; it's not hard enough to puncture the skin, but it still hurts. <<pain 6>><<gpain>>
<br><br>
Clearly deciding <<bhes>> done with you, the <<beasttype>> leaps off of you and runs into the bushes.
<</if>>
<</if>>
<</if>>
<<tearful>> you rise to your feet.
<<clotheson>>
<<endcombat>>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
You shove <<bhim>> away from you and scramble to your feet. By the time you turn back around, all you manage to catch is a fluffy tail disappearing back into the bushes.
<br><br>
<<tearful>> you gather yourself.
<<clotheson>>
<<endcombat>>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $alarm is 1 and $rescue is 1>>
Both of you screaming must have drawn attention. A <<hawkScreechDesc>> overpowers any noise either of you made. <<hawkRescueApproachSentence>>
<br><br>
Upon hearing the sound, the <<beasttype>>
<<switch $NPCList[0].traits.find(trait => ["territorial", "cowardly", "clumsy", "clever", "friendly"].includes(trait))>>
<<case "territorial">>retreats into the surrounding brush, <<if $monster is 1>>cursing under <<bhis>> breath<<else>>snarling<</if>>.
<<case "cowardly">>bolts into the surrounding brush, <<if $monster is 1>>on the verge of panic<<else>>whimpering<</if>>.
<<case "clumsy">>stumbles into the surrounding brush, looking alarmed.
<<case "clever">>slinks off into the surrounding brush, looking irritated.
<<case "friendly">>flees into the surrounding brush, <<if $monster is 1>>on the verge of tears<<else>>whimpering<</if>>.
<<default>>flees into the surrounding brush.
<</switch>>
<<clotheson>>
<<endcombat>>
<<npc "Great Hawk">><<person1>>
<<tearful>> you look up, where you can see the <<beasttype>> <<if $syndromebird is 1>>swooping down to save you<<else>>descending from the sky<</if>>.
<br><br>
<<set $phase to 0>>
<<if $syndromebird is 1>>
<<link [[Next|Bird Rescue Syndrome]]>><</link>>
<<else>>
<<link [[Next|Bird Rescue No Syndrome]]>><</link>>
<</if>>
<br>
<<else>>
The <<beasttype>> turns away from you and slinks into the heather.
<<clotheson>>
<<endcombat>>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<beastCombatInit>>
<<hawkRescueSetup>>
You adopt a mating posture. The <<beasttype>> cocks <<bhis>> head, but quickly accepts your offer. <<deviancy2>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate '<span class="red"><<bHe>> screams right back in your face, drowning out your own screams.</span>'>>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Moor Fox Safe Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Moor Fox Safe]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<if $NPCList[0].traits.includes("territorial")>>
<<if $monster is 1>>
<<bHe>> gets to <<bhis>> feet, and looks at you smugly. "Consider that a gift."
<<else>>
<<bHe>> huffs in triumph.
<</if>>
<<elseif $NPCList[0].traits.includes("friendly")>>
<<if $monster is 1>>
<<bHe>> nuzzles you. "That was fun!"
<<else>>
<<bHe>> nuzzles your face.
<</if>>
<<stress -3>><<lstress>><br>
<<else>>
<<if $monster is 1>>
<<bHe>> gets to <<bhis>> feet. "Thank you. Maybe I can find a real partner, now."
<<else>>
<<bHe>> licks your face.
<</if>>
<</if>>
<<bHe>> slinks away into the underbrush.
<br><br>
<<tearful>> you rise to your feet.
<<clotheson>>
<<endcombat>>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
<<if $NPCList[0].traits.includes("territorial")>>
<<if $monster is 1>>
<<bHe>> recoils, baring <<bhis>> teeth at you. "You'll regret this."
<<else>>
<<bHe>> rolls away from you, and huffs in frustration.
<</if>>
<<elseif $NPCList[0].traits.includes("friendly")>>
<<if $monster is 1>>
"Ow! Ow! Stop that!"
<<else>>
<<bHe>> rolls away from you.
<</if>>
<<else>>
<<if $monster is 1>>
<<bHe>> recoils from you. "Maybe I'm not good enough for a mate after all..."
<<else>>
<<bHe>> rolls away from you.
<</if>>
<</if>>
The <<beasttype>> whines and flees into the underbrush.
<br><br>
<<tearful>> you gather yourself.
<<clotheson>>
<<endcombat>>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $alarm is 1 and $rescue is 1>>
Both of you screaming must have drawn attention. A <<hawkScreechDesc>> overpowers any noise either of you made. <<hawkRescueApproachSentence>>
<br><br>
Upon hearing the sound, the <<beasttype>>
<<switch $NPCList[0].traits.find(trait => ["territorial", "cowardly", "clumsy", "clever", "friendly"].includes(trait))>>
<<case "territorial">>retreats into the surrounding brush, <<if $monster is 1>>cursing under <<bhis>> breath<<else>>snarling<</if>>.
<<case "cowardly">>bolts into the surrounding brush, <<if $monster is 1>>on the verge of panic<<else>>whimpering<</if>>.
<<case "clumsy">>stumbles into the surrounding brush, looking alarmed.
<<case "clever">>slinks off into the surrounding brush, looking irritated.
<<case "friendly">>flees into the surrounding brush, <<if $monster is 1>>on the verge of tears<<else>>whimpering<</if>>.
<<default>>flees into the surrounding brush.
<</switch>>
<<clotheson>>
<<endcombat>>
<<npc "Great Hawk">><<person1>>
<<tearful>> you look up, where you can see the <<beasttype>> <<if $syndromebird is 1>>swooping down to save you<<else>>descending from the sky<</if>>.
<br><br>
<<set $phase to 0>>
<<if $syndromebird is 1>>
<<link [[Next|Bird Rescue Syndrome]]>><</link>>
<<else>>
<<link [[Next|Bird Rescue No Syndrome]]>><</link>>
<</if>>
<br>
<<else>>
The <<beasttype>> turns away from you and slinks between the trees.
<<clotheson>>
<<endcombat>>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<hawkRescueSetup>>
<<set $NPCList[0].stance to "top">><<set $enemytrust -= 40>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate '<span class="red"><<bHe>> screams right back in your face, drowning out your own screams.</span>'>>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Moor Fox Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Moor Fox Rape]]>><</link>></span><<nexttext>>
<</if>><<location "moor">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<if $enemyanger lte 60>>
<<if $monster is 1>>
The <<beasttype>> cuddles with you for a moment. Then, without a word, <<bhe>> gets up and walks off into the bushes.
<<else>>
The <<beasttype>> nuzzles against you for a moment. Then, all of a sudden, <<bhe>> leaps off of you and bolts off into the bushes.
<</if>>
<<else>>
<<if $monster is 1>>
The <<beasttype>> growls and nips at your neck; it's not hard enough to puncture the skin, but it still hurts. <<pain 6>><<gpain>>
<br><br>
"Maybe that'll teach you some manners," <<bhe>> says as <<bhe>> gets up and walks off into the bushes.
<<else>>
The <<beasttype>> growls and nips at your neck; it's not hard enough to puncture the skin, but it still hurts. <<pain 6>><<gpain>>
<br><br>
Clearly deciding <<bhes>> done with you, the <<beasttype>> leaps off of you and runs into the bushes.
<</if>>
<</if>>
<br><br>
<<tearful>> you rise to your feet.
<<clotheson>>
<<endcombat>>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
<<if $NPCList[0].traits.includes("territorial")>>
<<if $monster is 1>>
<<bHe>> recoils, baring <<bhis>> teeth at you. "Not bad, <<foxnickname>>."
<<else>>
<<bHe>> rolls away from you, and huffs in frustration.
<</if>>
<<elseif $NPCList[0].traits.includes("friendly")>>
<<if $monster is 1>>
"Ow! Ow! Stop that!"
<<else>>
<<bHe>> rolls away from you.
<</if>>
<<else>>
<<bHe>> rolls away from you.
<</if>>
The <<beasttype>> flees into the heather.
<br><br>
<<tearful>> you gather yourself.
<<clotheson>>
<<endcombat>>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $alarm is 1 and $rescue is 1>>
Both of you screaming must have drawn attention. A <<hawkScreechDesc>> overpowers any noise either of you made. <<hawkRescueApproachSentence>>
<br><br>
Upon hearing the sound, the <<beasttype>>
<<switch $NPCList[0].traits.find(trait => ["territorial", "cowardly", "clumsy", "clever", "friendly"].includes(trait))>>
<<case "territorial">>retreats into the surrounding brush, <<if $monster is 1>>cursing under <<bhis>> breath<<else>>snarling<</if>>.
<<case "cowardly">>bolts into the surrounding brush, <<if $monster is 1>>on the verge of panic<<else>>whimpering<</if>>.
<<case "clumsy">>stumbles into the surrounding brush, looking alarmed.
<<case "clever">>slinks off into the surrounding brush, looking irritated.
<<case "friendly">>flees into the surrounding brush, <<if $monster is 1>>on the verge of tears<<else>>whimpering<</if>>.
<<default>>flees into the surrounding brush.
<</switch>>
<<clotheson>>
<<endcombat>>
<<npc "Great Hawk">><<person1>>
<<tearful>> you look up, where you can see the <<beasttype>> <<if $syndromebird is 1>>swooping down to save you<<else>>descending from the sky<</if>>.
<br><br>
<<set $phase to 0>>
<<if $syndromebird is 1>>
<<link [[Next|Bird Rescue Syndrome]]>><</link>>
<<else>>
<<link [[Next|Bird Rescue No Syndrome]]>><</link>>
<</if>>
<br>
<<else>>
The <<beasttype>> turns away from you and slinks into the heather.
<<clotheson>>
<<endcombat>>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
<<if $phase is 0>> /* Be honest */
"Exploring," you say. "There's a lot to find here if you know how to look."
<<else>> /* Lie */
"I got lost," you say. You wonder if <<he>> can tell you're lying. If <<he>> does, <<he>> doesn't show it.
<</if>>
<br><br>
<<He>> looks at you with a raised eyebrow. "This isn't a picnic spot. Lots of nasty things in here." <<He>> turns and waves for you over <<his>> head. "Come on, I'll lead you out."
<br><br>
<<link [[Accept (0:45)|Moor Wren Meeting End]]>><<set $phase to 0>><<pass 45>><</link>>
<br>
<<link [[Decline|Moor Wren Meeting End]]>><<set $phase to 1>><</link>>
<br><<effects>>
<<if $phase is 0>> /* Accept */
"Okay," you say. "Thanks."
<br><br>
<<He>> offers you a tight smile. You follow <<him>> out of the moor. <<He>> doesn't relax until you're at the edge of the farmlands.
"Stay out of trouble," <<he>> says. <<He>> hesitates, as if to say something else, but shakes <<his>> head. The tension leaves <<him>>. Smirking, <<he>> leans close. "But not too much. Seeing you around is a nice break from work."
<<else>> /* Decline */
"You sure?" <<He>> shrugs. "All right. Try not to get in too much trouble."
<</if>>
<br><br>
<<if !$wrenSeen.includes("moorhigh")>>
"Wren," you say, before <<he>> has a chance to leave. "What were you doing in the moor?"
<br><br>
<<if C.npc.Wren.love gte 50 or currentSkillValue('skulduggery') gte 800>>
You can tell you've caught <<him>> off-guard.
<</if>>
<<He>> puts a finger to <<his>> lips. "That's my secret."
<br><br>
<</if>>
<<He>> winks at you, then heads back into the moor. You watch <<him>> go.
<br><br>
<<set $wrenSeen.pushUnique("moorhigh")>>
<<set $wrenSeenLast to "moorhigh">>
<<if $phase is 0>> /* Accept */
<<link [[Next|Farmland]]>><<endevent>><<set $moor to 0>><<unset $moor_hunt>><<set $forestmod to 1>><</link>>
<<else>> /* Decline */
<<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>>
<</if>>
<br><<effects>>
<<if $phase is 0>> /* Attempt to mount */
You run up behind the <<beasttype>> and jump onto <<bhis>> back. <<bHe>> starts thrashing around, trying to throw you off.
<<if currentSkillValue("thighskill") gte random(1, 1200)>>
Despite <<bhis>> best attempt to get rid of you, <span class="green">you manage to stay on <<bhis>> back</span> until <<bhe>> calms down.
<br><br>
<<link [[Next|Moor Horse Mounting]]>><</link>>
<br>
<<else>>
<<bHis>> movements are too much for you to handle, causing you to lose balance. <span class="red">You fall down onto the ground</span>
<<if ($bestialitydisable is "f" or $monster is 1) and $horsedisable is "f">>
as the <<beasttype>> stands over you.<<pain 4>><<gpain>>
<br><br>
<<link [[Next|Moor Horse Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
as the <<beasttype>> rears up.<<pain 4>><<gpain>>
<br><br>
You scramble away from <<bhim>>, barely dodging the heavy hooves crushing into the ground beside you. You leave the <<beasttype>> <<if $monster is 1>>shouting<<else>>neighing<</if>> angrily behind you as you scurry back to the main trail.<<beastescape>>
<br><br>
<<link [[Next (0:05)|Moor]]>><<endevent>><<pass 5>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<</if>>
<<elseif $phase is 1>> /* Approach carefully and mount */
You approach the <<beasttype>>,
<<if $tendingSuccess>>
<<if $monster is 1>>
stroking <<bhis>> coat with care. <span class="green"><<bHe>> gives you a nod and a smile,</span> letting you mount <<bhim>>.
<<else>>
stroking <<bhis>> coat with care, and kissing <<bhis>> muzzle. <span class="green"><<bHe>> remains calm,</span> letting you mount <<bhim>>.
<</if>>
<br><br>
<<link [[Next|Moor Horse Mounting]]>><</link>>
<br>
<<else>>
<<if $monster is 1>>
stroking <<bhis>> coat, <span class="red">but this only seems to agitate <<bhim>>.</span> <<bHis>> lips tense into a frown as <<bhe>> stares you down from above.
<<else>>
stroking <<bhis>> coat, <span class="red">but this only seems to agitate the beast.</span> <<bHis>> lips curl back, showing <<bhis>> teeth. The whites of <<bhis>> eyes are visible.
<</if>>
<<stress 6>><<gstress>>
<br><br>
<<if ($bestialitydisable is "f" or $monster is 1) and $horsedisable is "f">>
<<link [[Next|Moor Horse Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
The <<beasttype>> rears up. You scramble away from <<bhim>>, barely dodging the heavy hooves crushing into the ground beside you.
<br><br>
You leave the <<beasttype>> <<if $monster is 1>>shouting<<else>>neighing<</if>> angrily behind you as you scurry back to the main trail.<<beastescape>>
<br><br>
<<link [[Next (0:05)|Moor]]>><<endevent>><<pass 5>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<</if>>
<<else>> /* Let horse mount you */
<<saveNPC 0 moor_horse>>
You bend over, bracing yourself against a tree stump, and shake your hips at the <<beasttype>>. <<bHe>> quickly approaches, standing over you.<<deviancy5>>
<<link [[Next|Moor Horse Sex]]>><<set $sexstart to 1>><</link>>
<br>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<beastCombatInit>>
<<set $NPCList[0].stance to "top">>
<<if $NPCList[0].penis isnot "none">>
<<set $position to "doggy">>
<<else>>
<<set $position to "missionary">>
<</if>>
<<set $position_lock to 1>>
<<hawkRescueSetup>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<br><br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Moor Horse Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Moor Horse Sex]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyhealth lte 0>>
The <<beasttype>> <<= $monster is 1 ? "cries out" : "whinnies">> in pain. <<= $monster is 1 ? '"But I thought we... never mind," <<bhe>> huffs' : '<<bHe>> pins <<bhis>> ears back'>> before galloping off.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<if $monster is 1>>
"Fuck, that was amazing... Say, do you need a ride?" the <<beasttype>> pants.
<<else>>
The <<beasttype>> seems satisfied. <<bHis>> tail swings freely, and <<bhe>> lowers <<bhis>> head. <<bHe>> seems open to the idea of being ridden.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<loadNPC 0 moor_horse>><<clearNPC moor_horse>>
<<link [[Accept|Moor Horse Mounting]]>><</link>>
<br>
<<link [[Decline|Moor]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<elseif $alarm is 1 and $rescue is 1>>
Your screams have attracted attention. A <<hawkScreechDesc>> rips through the air, causing <<= $monster is 1 ? "the eyes of the <<beasttype>> widen" : "the ears of the <<beasttype>> perk up">>. <<bHe>> gallops off into the distance with a panicked <<= $monster is 1 ? "yell" : "whinny">>.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc "Great Hawk">><<person1>>
<<= $syndromebird is 1 ? "Your" : "A">> <<if $monster isnot 1>>massive<</if>> <<beasttype>> descends from the sky rapidly.
<br><br>
<<set $phase to 0>>
<<if $syndromebird is 1>>
<<link [[Next|Bird Rescue Syndrome]]>><</link>>
<<else>>
<<link [[Next|Bird Rescue No Syndrome]]>><</link>>
<</if>>
<<else>>
<<if $monster is 1>>
"Oh, so... I guess that's that. Unless you need a ride?" the <<beasttype>> offers.
<<else>>
The <<beasttype>> looks unsatisfied, <<bhis>> tail swishing. Despite this, <<bhe>> lowers <<bhis>> head, seeming open to the idea of being ridden.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<loadNPC 0 moor_horse>><<clearNPC moor_horse>>
<<link [[Accept|Moor Horse Mounting]]>><</link>>
<br>
<<link [[Decline|Moor]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<set $NPCList[0].stance to "top">>
<<if $NPCList[0].penis isnot "none">>
<<set $position to "doggy">>
<<else>>
<<set $position to "missionary">>
<</if>>
<<set $position_lock to 1>>
<<hawkRescueSetup>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<br><br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Moor Horse Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Moor Horse Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyhealth lte 0>>
The <<beasttype>> <<= $monster is 1 ? "cries out" : "whinnies">> in pain and gallops away.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
The <<beasttype>> leaves you battered and bruised on the ground. <<bHe>> spits on you before galloping away.<<trauma 6>><<gtrauma>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
Your screams have attracted attention. A <<hawkScreechDesc>> rips through the air, causing <<= $monster is 1 ? "the eyes of the <<beasttype>> widen" : "the ears of the <<beasttype>> perk up">>. <<bHe>> gallops off into the distance with a panicked <<= $monster is 1 ? "yell" : "whinny">>.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc "Great Hawk">><<person1>>
<<= $syndromebird is 1 ? "Your" : "A">> <<if $monster isnot 1>>massive<</if>> <<beasttype>> descends from the sky rapidly.
<br><br>
<<set $phase to 0>>
<<if $syndromebird is 1>>
<<link [[Next|Bird Rescue Syndrome]]>><</link>>
<<else>>
<<link [[Next|Bird Rescue No Syndrome]]>><</link>>
<</if>>
<</if>><<effects>>
<<set $horseDifficulty to 0>>
You mount the <<beasttype>>,
<<if $monster is 1>>
placing your hands onto <<bhis>> shoulders.
<<else>>
gripping tightly onto <<bhis>> mane.
<</if>>
With some care, you manage to hold on and balance on <<bhis>> back.
<br><br>
<<link [[Ride through the moor (0:05)|Moor]]>><<set $eventskip to 1>><<bird_pass 5>><<set $moor += 5>><<set $forestmod to 0>><<set $moormove to "horse">><<if $moor_hunt gte 1>><<set $moor_hunt += 0.5>><</if>><</link>>
<br>
<<link [[Hop off|Moor Horse Riding]]>><<set $phase to 3>><</link>>
<br><<effects>>
<<if $phase is 0>> /* Keep your steed calm */
<<if $tendingSuccess>>
You gently pet the <<beasttype>>, <span class="green">reminding <<bhim>> to walk carefully.</span>
<<else>>
<<set _failure to true>>
You try to pet the <<beasttype>>, <span class="red">but you just end up aggravating <<bhim>>.</span> <<bHe>> bucks you off <<bhis>> back<<if $monster is 1>> with a curse<</if>>.<<pain 4>><<gpain>>
<</if>>
<<elseif $phase is 1>> /* Get a better grip with your thighs */
<<set _difficultyMax to $horseDifficulty*2>>
You squeeze your legs against the sides of the <<beasttypes>> body,
<<if currentSkillValue("thighskill") gte random($horseDifficulty, _difficultyMax)>>
<span class="green">managing to stay on.</span>
<<else>>
<<set _failure to true>>
<span class="red">but your grip isn't strong enough.</span> You end up falling off.<<pain 4>><<gpain>>
<</if>>
<<elseif $phase is 2>> /* Just try to stay on */
<<if $athleticsSuccess>>
You adjust yourself into a better position, <span class="green">managing to stay on for a bit longer.</span><<tiredness 5>><<gtiredness>>
<<else>>
<<set _failure to true>>
<<if $monster is 1>>
You try to adjust yourself into a better position, but just end up grabbing the <<beasttypes>> <<= $pronoun is "f" ? "breasts" : "chest">>.
<br><br>
Flustered, the <<beasttype>> slaps your hands away, <span class="red">causing you to flinch and fall off.</span><<pain 4>><<gpain>>
<<else>>
You try to adjust yourself to get a better grip, <span class="red">but end up slipping and falling off.</span><<pain 4>><<gpain>>
<</if>>
<</if>>
<<else>> /* Hop off */
<<if $monster is 1>>
You tell the <<beasttype>> that you want to get off here. <<bHe>> nods and comes to a full stop, letting you hop off.
<<else>>
You motion the <<beasttype>> to slow down until <<bhe>> comes to a full stop, letting you hop off.
<</if>>
<br><br>
The <<beasttype>> <<= $monster is 1 ? "waves" : "looks">> at you before <<bhe>> gallops away, leaving you alone in the moor.
<br><br>
<<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><<unset $horseDifficulty>><<unset $moormove>><</link>>
<<exit>>
<</if>>
<br><br>
<<if _failure is true>>
<<link [[Next|Moor Horse Riding Failure]]>><<unset $horseDifficulty>><<unset $moormove>><</link>>
<br>
<<else>>
<<link [[Go deeper into the moor (0:05)|Moor]]>><<set $eventskip to 1>><<bird_pass 5>><<set $moor += 5>><<set $forestmod to 0>><<set $moormove to "horse">><</link>>
<br>
<</if>><<effects>>
<<if $danger gte (9900 - $allure) and ($bestialitydisable is "f" or $monster is 1) and $horsedisable is "f">>
The <<beasttype>> takes advantage of your position, and mounts you.
<br><br>
<<link [[Next|Moor Horse Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
The <<beasttype>> gallops away, leaving you on the ground. You watch <<bhim>> vanish into the distance as you struggle to your feet.
<br><br>
<<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
The <<beasttype>> <<if $phase is 0>>lands in front of you, and <</if>><<if $monster is 1>>darts<<else>>hops<</if>> over to you.
<br><br>
<<if Object.values($children).find(child => (child.type is "hawk" and child.location is "inventory"))>>
<<bHe>> immediately notices the eggs you're carrying.
<<if $monster is 1>>
"<<Wife>> had eggs! Grab on to me, we must get home quickly."
<<else>>
<<bHe>> headbutts you, extending <<bhis>> wings and urging you to grab on to <<bhim>>.
<</if>>
<<elseif playerIsPregnant() and getPregnancyObject().fetus[0].type is "hawk" and talkedAboutPregnancy("pc","Great Hawk")>>
<<if $monster is 1>>
"<<Wife>> should be at home, resting." <<bHis>> eyes fall on your baby bump. "Come home."
<<else>>
<<bHe>> lightly presses <<bhis>> head to your baby bump, and squawks at you with concern.
<</if>>
<<else>>
<<if $monster is 1>>
"Is <<wife>> alright? Hurt? Does <<wife>> need to go back to the nest?" <<bhe>> asks,
<<if C.npc["Great Hawk"].dom lte 40 or C.npc["Great Hawk"].love gte 80>>
panic filling <<bhis>> voice.
<<else>>
clearly distressed.
<</if>>
<<else>>
<<bHe>> immediately begins fussing over you, hopping around you in a circle and poking <<bhis>> head at you. <<bHe>> won't stop squawking at you.
<</if>>
<</if>>
<<if $bird.injured is 1>>
<<set $bird.injured to 0>>
<span class="green"><<bHis>> wing seems to have healed.</span>
<</if>>
<br><br>
<<if $stress gte $stressmax>>
<span class="red">It's all too much.</span>
You try to say something to <<if $speech_attitude is "bratty">>brush the <<beasttype>> off<<elseif $speech_attitude is "meek">>console the <<beasttype>><<else>>reassure the <<beasttype>><</if>>, but you feel your vision fading. The last thing you see is <<if $monster is 1>>your <<nnpc_wife "Great Hawk">> grabbing your shoulders<<else>>the <<beasttype>> fluttering towards you<</if>> as you pass out.
<br><br>
<<link [[Next|Moor Bird Wake]]>><<passout>><<set $moor to 0>><<endevent>><<pass 30>><</link>>
<br>
<<else>>
<<if $speech_attitude isnot "bratty">>
<<link "Console <<bhim>>" "Bird Rescue Syndrome Comfort">><<npcincr "Great Hawk" love 1>><<npcincr "Great Hawk" dom -1>><</link>><<glove>><<ldom>>
<</if>>
<br>
<<link "Reassure <<bhim>>" "Bird Rescue Syndrome Reassure">><<npcincr "Great Hawk" love 1>><</link>><<glove>>
<br>
<<link "Let <<bhim>> fuss over you" "Bird Rescue Syndrome Fuss">><<npcincr "Great Hawk" dom 1>><</link>><<gdom>>
<br>
<<if $speech_attitude isnot "meek">>
<<link "Brush <<bhim>> off" "Bird Rescue Syndrome Brush Off">><<npcincr "Great Hawk" dom -1>><</link>><<ldom>>
<br>
<</if>>
<</if>><<effects>>
<<if $speech_attitude is "bratty">>
"I'm alright! Back off, ya featherhead," you say.
<<else>>
"I'm alright," you say. "Stop <<if $monster is 1>>fussing<<else>>getting all<</if>> over me!"
<</if>>
<<if $monster is 1>>
<<bHe>> backs off with a frown. "Okay..." <<bhe>> says, though <<bhe>> sounds unsure. "If <<wife>> says <<pshes>> alright."
<<else>>
The <<beasttype>> backs off, though <<bhe>> ducks <<bhis>> head at you concernedly.
<</if>>
<br><br>
<<link [[Ask for a ride to the nest (0:20)|Moor Bird Screech Nest]]>><<pass 20>><</link>>
<br>
<<link [[Ask for a ride to the farmlands(0:20)|Moor Bird Screech Farmlands]]>><<pass 20>><</link>>
<br>
<<link [[Groom (0:05)|Moor Bird Screech Stroke]]>><<transform bird 1>><<pass 5>><<stress -6>><<trauma -6>><</link>><<ltrauma>><<lstress>>
<br><<effects>>
You don't do anything, just letting <<bhim>> fuss over you. It's nice to have someone who cares about you so much. <<stress -6>><<lstress>>
<br><br>
After a while, the <<beasttype>> backs off and <<if $monster is 1>>looks<<else>>tilts <<bhis>> head<</if>> at you in concern.
<<if $monster is 1>>
"...<<Wife>>?" <<bhe>> asks.
<<else>>
<<bHe>> lets out a small chirp.
<</if>>
<br><br>
<<if $speech_attitude is "meek">>
"I'm alright," you say, reaching out to <<if $monster is 1>>stroke <<bhis>> wing<<else>>pat <<bhis>> head<</if>>. "Thank you for worrying about me."
<<elseif $speech_attitude is "bratty">>
"I'm fine," you say, crossing your arms. "You don't need to worry about me."
<<else>>
"I'm not hurt," you say. "Thanks for worrying, though."
<</if>>
<br><br>
<<if $monster is 1>>
"I know. <<Wife>> is strong," <<bhe>> says. "I still worry, though."
<<else>>
The <<beasttype>> ducks <<bhis>> head and lets out a small trill.
<</if>>
<br><br>
<<link [[Ask for a ride to the nest (0:20)|Moor Bird Screech Nest]]>><<pass 20>><</link>>
<br>
<<link [[Ask for a ride to the farmlands(0:20)|Moor Bird Screech Farmlands]]>><<pass 20>><</link>>
<br>
<<link [[Groom (0:05)|Moor Bird Screech Stroke]]>><<transform bird 1>><<pass 5>><<stress -6>><<trauma -6>><</link>><<ltrauma>><<lstress>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I'm alright," you say. "Thank you for caring about me."
<<elseif $speech_attitude is "bratty">>
"You don't need to worry," you say. "I'm fine."
<<else>>
"I'm not hurt," you say. "It's sweet that you're concerned, though."
<</if>>
<br><br>
<<if $monster is 1>>
"<<Wife>> is strong," <<bhe>> says. "<<Wife>> won't be hurt easily." You're comforted by <<bhis>> faith in you. <<stress -3>><<lstress>>
<<else>>
The <<beasttype>> ducks <<bhis>> head and lets out a small chirp, before nuzzling <<bhis>> head into your shoulder. <<bHis>> affection makes you feel safe. <<stress -3>><<lstress>>
<</if>>
<br><br>
<<link [[Ask for a ride to the nest (0:20)|Moor Bird Screech Nest]]>><<pass 20>><</link>>
<br>
<<link [[Ask for a ride to the farmlands(0:20)|Moor Bird Screech Farmlands]]>><<pass 20>><</link>>
<br>
<<link [[Groom (0:05)|Moor Bird Screech Stroke]]>><<transform bird 1>><<pass 5>><<stress -6>><<trauma -6>><</link>><<ltrauma>><<lstress>>
<br><<effects>>
"I'm <<if $speech_attitude is "meek">>alright<<else>>not hurt<</if>>," you say, before wrapping your arms around the <<beasttype>><<if $monster isnot 1>>'s <<if currentSkillValue('tending') gte 400>>mantle<<else>>shoulder area<</if>><</if>>.
<<if $monster is 1>>
<<bHe>> returns the hug<<if C.npc["Great Hawk"].dom gte 20>>, squeezing you tight<</if>>.
<<else>>
The <<beasttype>> nuzzles <<bhis>> head into you.
<</if>>
<br><br>
<<link [[Ask for a ride to the nest (0:20)|Moor Bird Screech Nest]]>><<pass 20>><</link>>
<br>
<<link [[Ask for a ride to the farmlands(0:20)|Moor Bird Screech Farmlands]]>><<pass 20>><</link>>
<br>
<<link [[Groom (0:05)|Moor Bird Screech Stroke]]>><<transform bird 1>><<pass 5>><<stress -6>><<trauma -6>><</link>><<ltrauma>><<lstress>>
<br><<set $location to "moor">><<set $outside to 1>><<effects>>
<<if $moor_hunt gte 1>>
A terrible shadow passes. <span class="red">You are being hunted.</span>
<br><br>
<</if>>
<<switch $moormove>>
<<case "careful">>
You move through the moor, taking detours around hillocks and other higher areas.
<<case "quick">>
You move through the moor by the most direct path.
<<case "normal">>
You move through the moor, avoiding the more conspicuous areas.
<<case "fly">>
<<flight_effects>>
You catch the wind with a running jump, and fly low across the moor. Your wings tire quickly, but you cover a lot of ground before needing to land.
<<case "careful_search">>
You keep low, searching the nooks and crannies of the moor.
<<case "quick_search">>
You climb the nearest hillock, and observe the surrounding area. You get a good view of the moor.
<<case "normal_search">>
You search the moor for anything of value.
<<case "fly_search">>
<<flight_effects>>
You soar high above the moor, your keen eyes scanning the ground below. Your wings tire quickly, and you land upon a hillock to catch your breath.
<<case "hobble">>
You hobble across the uneven moor, careful not to trip.
<<case "horse">>
The <<beasttype>> easily gallops through the treacherous moor.
<<default>>
You are on the moor.
<</switch>>
<<if $moor gte 100>>
A great castle looms above, despite being ruined and half-sunken into the peat.
<<earnFeat "Wet and Ruined">>
<<elseif $moor gte 51>>
Water bubbles up from unseen wells, running between the bushes and rocks. The ground is uneven and treacherous.
<<elseif $moor gte 21>>
The bushes and rock formations make travelling difficult.
<<elseif $moor gte 1>>
Plains of heather stretch in all directions.
<<else>>
A great plain of heather stretches before you. Farms lie in the other direction, and the sea beyond.
<</if>>
<<if $moor is 10>>
You're stood outside a farm, surrounded by tall fences. A sign beside the entrance reads: "Remy estate."
<</if>>
<<if Weather.dayState is "night">>
<<if Weather.precipitation is "rain">>
Black rain pours from the heavens.
<<elseif Weather.isSnow>>
Dark snow smothers the plains.
<<elseif !Weather.isOvercast>>
The stars are clear, so far from artificial light.
<<else>>
Darkness blankets the plains.
<</if>>
<<elseif Weather.dayState is "dusk">>
<<if Weather.precipitationr is "rain">>
Evening sunlight glimmers off pools, agitated by the rain.
<<elseif Weather.precipitation is "snow">>
Snow settles for the night.
<<elseif !Weather.isOvercast>>
The sun dips beneath a hillock.
<<else>>
Oppressive clouds descend.
<</if>>
<<elseif Weather.dayState is "dawn">>
<<if Weather.precipitation is "rain">>
The dawn's sun glimmers off pools, agitated by the rain.
<<elseif Weather.isSnow>>
A blanket of snow reflects the dawn's light.
<<elseif !Weather.isOvercast>>
The sun rises over hillocks.
<<else>>
Fog hangs in the valleys.
<</if>>
<<else>>
<<if Weather.precipitation is "rain">>
There are few places to hide from the rain.
<<elseif Weather.isSnow>>
A sheet of snow covers everything.
<<elseif !Weather.isOvercast>>
The sun feels weaker, pale and cold.
<<else>>
The clouds hang low, bathing the hilltops in fog.
<</if>>
<</if>>
<br><br>
<<if $moor is 20>>
You see a faded sign. You can make out a little: "D--ger. W--d ani-a-s."
<br><br>
<<elseif $moor is 50>>
You see a faded sign. You can make out little: "D----- Q--c-s--d"
<br><br>
<<elseif $moor is 0>>
You see a sign beside a trail leading into the heather. It reads: "Danger. Keep out."
<br><br>
<</if>>
<<if $moormove is "horse">>
<<if $moor gte 100>>
<<link [[Hop off|Moor Horse Riding]]>><<set $phase to 3>><</link>>
<br>
<<else>>
<<set $horseDifficulty += 50>>
<<set _difficultyMax to $horseDifficulty*2>>
<<link [[Keep your steed calm|Moor Horse Riding]]>><<set $phase to 0>><</link>><<tendingdifficulty $horseDifficulty _difficultyMax>>
<br>
<<link [[Get a better grip with your thighs|Moor Horse Riding]]>><<set $phase to 1>><</link>><<skill_difficulty `currentSkillValue("thighskill")` "Thigh Skill" $horseDifficulty _difficultyMax>>
<br>
<<link [[Just try to stay on|Moor Horse Riding]]>><<set $phase to 2>><</link>><<athleticsdifficulty $horseDifficulty _difficultyMax>>
<br>
<<link [[Hop off|Moor Horse Riding]]>><<set $phase to 3>><</link>>
<br>
<</if>>
<<exit>>
<</if>>
<<if $stress gte $stressmax>>
You've pushed yourself too much.
<br><br>
<<passout_moor>>
<<elseif $moor_hunt gte 10>>
<<moor_hunt>>
<<elseif $eventskip is 0>>
<<if $moor gte 51>>
<<eventsmoorhigh>>
<<elseif $moor gte 21>>
<<eventsmoormid>>
<<else>>
<<eventsmoorlow>>
<</if>>
<<else>>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "moor">>
<</if>>
<<if $moor gte 100>>
<<birdicon "tower">><<link [[Enter the castle (0:10)|Castle]]>><<pass 10>><</link>>
<br><br>
<</if>>
<<if $moor gte 80 and $moor lte 90 and $bogProgress gte 1>>
<<foresticon "bog">><<link [[Enter the bog (0:15)|Bog]]>><<set $moor_hunt to 0>><<pass 15>><<set $bogdepth to 1>><<set $bogwater to 0>><</link>>
<br><br>
<</if>>
<<if $moor gte 51>>
<<if $pubtask is "moor" and $pubtask2 isnot 1>>
<<if $pubtasksetting is "lurkers" and $bestialitydisable is "f" and $lurkerdisable is "f">>
<<crimeicon "black box">><<link [[Search for Landry's black box|Moor Box Lurkers]]>><</link>>
<<elseif $pubtasksetting is "person">>
<<crimeicon "black box">><<link [[Search for Landry's black box|Moor Box]]>><</link>>
<<elseif random(1, 2) is 2 and $bestialitydisable is "f" and $lurkerdisable is "f">>
<<crimeicon "black box">><<link [[Search for Landry's black box|Moor Box Lurkers]]>><</link>>
<<else>>
<<crimeicon "black box">><<link [[Search for Landry's black box|Moor Box]]>><</link>>
<</if>>
<br><br>
<</if>>
<</if>>
<<if $moor is 10>>
<<mooricon "remy">><<link [[Approach the estate|Estate Approach]]>><</link>>
<br><br>
<</if>>
<<if $moor is undefined>>
<<set $moor to 0>>
<</if>>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled")) and $birdFly gte 1>>
<<flight_time_check 4>>
<br>
<</if>>
<<if $moor lt 100>>
Go deeper into the moor
<br>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled")) and $birdFly gte 1>>
<<glideicon>><<link [[Fly (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Moor]]>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<bird_pass _flightTime>><<set $moor += 5>><<set $forestmod to 1>><<set $moormove to "fly">><</link>><<flight_text>><<gtiredness>>
<br>
<</if>>
<<if $worn.feet.type.includes("heels") and !$possessed>>
<<heelsicon "hobble">><<link [[Hobble in heels (0:30)|Moor]]>><<bird_pass 30>><<set $moor += 5>><<set $forestmod to 3>><<set $moormove to "hobble">><<if $moor_hunt gte 1>><<set $moor_hunt += 2>><</if>><</link>><<gharass>>
<<else>>
<<if !$worn.feet.type.includes("shackle")>>
<<runicon>><<link [[Quickly (0:05)|Moor]]>><<bird_pass 5>><<set $moor += 5>><<set $forestmod to 3>><<set $moormove to "quick">><<if $moor_hunt gte 1>><<set $moor_hunt += 0.5>><</if>><</link>><<gharass>>
<br>
<</if>>
<<walkicon>><<link [[Normally (0:10)|Moor]]>><<bird_pass 10>><<set $moor += 5>><<set $forestmod to 1>><<set $moormove to "normal">><<if $moor_hunt gte 1>><<set $moor_hunt += 1>><</if>><</link>>
<br>
<<sneakicon>><<link [[Carefully (0:30)|Moor]]>><<bird_pass 30>><<set $moor += 5>><<set $moormove to "careful">><<set $forestmod to 0.5>><<if $moor_hunt gte 1>><<set $moor_hunt += 2>><</if>><</link>><<lharass>>
<</if>>
<br><br>
<</if>>
Search nearby <<gtreasure>>
<br>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled")) and $birdFly gte 1>>
<<glideicon>><<link [[Fly (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Moor]]>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTimeSearch>><<bird_pass _flightTimeSearch>><<set $forestmod to 0.5>><<set $moormove to "fly_search">><</link>><<flight_text>><<gtiredness>><<lharass>>
<br>
<</if>>
<<if !$worn.feet.type.includes("shackle")>>
<<runicon>><<link [[Quickly (0:05)|Moor]]>><<bird_pass 5>><<set $forestmod to 3>><<set $moormove to "quick_search">><<if $moor_hunt gte 1>><<set $moor_hunt += 0.5>><</if>><</link>><<gharass>>
<br>
<</if>>
<<walkicon>><<link [[Normally (0:10)|Moor]]>><<bird_pass 10>><<set $forestmod to 1>><<set $moormove to "normal_search">><<if $moor_hunt gte 1>><<set $moor_hunt += 1>><</if>><</link>>
<br>
<<sneakicon>><<link [[Carefully (0:30)|Moor]]>><<bird_pass 30>><<set $forestmod to 0.5>><<set $moormove to "careful_search">><<if $moor_hunt gte 1>><<set $moor_hunt += 2>><</if>><</link>><<lharass>>
<br><br>
<<if $moor gt 0>>
Go towards the coast
<br>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled")) and $birdFly gte 1>>
<<glideicon>><<link [[Fly (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Moor]]>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<bird_pass _flightTime>><<set $moor -= 5>><<set $forestmod to 1>><<set $moormove to "fly">><</link>><<flight_text>><<gtiredness>>
<br>
<</if>>
<<if $worn.feet.type.includes("heels") and !$possessed>>
<<heelsicon "hobble">><<link [[Hobble in heels (0:30)|Moor]]>><<bird_pass 30>><<set $moor -= 5>><<set $forestmod to 3>><<set $moormove to "hobble">><<if $moor_hunt gte 1>><<set $moor_hunt += 2>><</if>><</link>><<gharass>>
<<else>>
<<if !$worn.feet.type.includes("shackle")>>
<<runicon>><<link [[Quickly (0:05)|Moor]]>><<bird_pass 5>><<set $moor -= 5>><<set $forestmod to 3>><<set $moormove to "quick">><<if $moor_hunt gte 1>><<set $moor_hunt += 0.5>><</if>><</link>><<gharass>>
<br>
<</if>>
<<walkicon>><<link [[Normally (0:10)|Moor]]>><<bird_pass 10>><<set $moor -= 5>><<set $forestmod to 1>><<set $moormove to "normal">><<if $moor_hunt gte 1>><<set $moor_hunt += 1>><</if>><</link>>
<br>
<<sneakicon>><<link [[Carefully (0:30)|Moor]]>><<bird_pass 30>><<set $moor -= 5>><<set $forestmod to 0.5>><<set $moormove to "careful">><<if $moor_hunt gte 1>><<set $moor_hunt += 2>><</if>><</link>><<lharass>>
<</if>>
<br><br>
<<else>>
<<farmicon>><<link [[Enter the farmlands (0:05)|Farmland]]>><<bird_pass 5>><<set $moor to 0>><<unset $moor_hunt>><<set $forestmod to 1>><</link>>
<br>
<</if>>
<</if>>
<<set $eventskip to 0>>
<<unset $moormove>><<set $location to "castle">><<effects>>
You are in the courtyard of a ruined castle. Even derelict and half-sunk, the ruin towers all around you.
<<if Weather.precipitation is "rain">>
Water runs in rivulets down rainworn gutters.
<<elseif Weather.isSnow>>
Snow dusts the battlements.
<</if>>
<br><br>
<<if $treasure_map is 1>>
<span class="gold">The treasure map you found directed you here.</span>
<br><br>
<<getouticon "dig">><<link [[Dig for treasure (2:00)|Castle Treasure]]>><<handheldon 1>><<pass 120>><<unset $treasure_map>><<tiredness 6>><</link>><<gtiredness>>
<br>
<</if>>
<<if $bird and $bird.upgrades and $bird.upgrades.snare gte 1>>
Your snare is here.
<<if $bird.lurkerSnareState is "captured">>
<span class="green">A lurker struggles in the rope.</span>
<br>
<<birdicon "snare_lurker">><<link [[Take|Castle]]>><<handheldon 1>><<wearProp "lurker">><<set $bird.materials.lurkers++>><<set $bird.lurkerSnareState to "empty">><</link>>
<br>
<<elseif $bird.lurkerSnareState is "empty">>
<span class="purple">It's empty.</span> <<birdicon "snare">>
<br>
<<if $bird.materials.junk gte 1>>
<<birdicon "junk">><<link [[Use shiny junk as bait (0:02)|Castle]]>><<handheldon 1>><<wearProp "junk">><<pass 2>><<set $bird.materials.junk-->><<set $bird.lurkerSnareState to "ready">><</link>>
<br>
<</if>>
<<for _valuable, _amount range $bird.materials.valuables>>
<<if _amount lt 1 or _valuable is "wallet">><<continue>><</if>>
<<set _shiny to true>>
<<capture _valuable>>
<<birdicon _valuable>><<link [["Use " + _valuable + " as bait (0:02)"|Castle]]>><<handheldon 1>><<wearProp _valuable>><<pass 2>><<set $bird.materials.valuables[_valuable]-->><<set $bird.lurkerSnareState to "ready">><</link>>
<br>
<</capture>>
<</for>>
<<if $bird.materials.junk is 0 and !_shiny>>
<span class="red">You don't have anything shiny to use as bait.</span>
<br>
<</if>>
<<else>>
<span class="blue">It's baited.</span> <<birdicon "snare_bait">>
<br>
<</if>>
<br>
<</if>>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled")) and $syndromebird is 1 and $birdFly gte 1>>
<<glideicon>><<link [[Fly to the tallest tower (0:02)|Castle Fly]]>><<handheldon 1>><<bird_pass 2>><</link>><<flight_text>>
<br>
<<elseif $syndromebird is 1>>
<<npc "Great Hawk">>
Your <<beasttype>> should be able to carry you home.
<<endevent>>
<br><br>
<<glideicon>><<link [[Call|Castle Call]]>><<handheldon 1>><</link>>
<br>
<</if>>
<<getouticon>><<link [[Leave|Moor]]>><<set $moor to 100>><<handheldon 1>><</link>>
<br><<set $location to "tower">><<effects>>
<<npc "Great Hawk">>
You fly to the top of the tower, and land beside the nest.
<<if $bird.state is "home">>
<<if $monster is 1>>
The <<beasttype>> stands, and wraps <<bhis>> arms and wings around you. "Welcome home, <<wife>>."
<<else>>
The <<beasttype>> flaps to <<bhis>> feet, and gives you an affectionate peck in greeting.
<</if>>
<<else>>
The <<beasttype>> isn't home.
<</if>>
<br><br>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br><<effects>>
<<npc "Great Hawk">>
You call up to the tower.
<<if $bird.state isnot "home" and $bird.timer gte 0>>
There's no response. <<bHe>> must be out.
<br><br>
<<link [[Wait|Castle Call Wait]]>><<bird_pass $bird.timer>><</link>>
<br>
<<link [[Stop|Castle]]>><<endevent>><</link>>
<br>
<<else>>
<<set $location to "tower">>
At once, the <<beasttype>> swoops from your nest. <<bHe>> grasps your shoulders in <<bhis>> talons, and carries you home.
<br><br>
<<if ($leftarm is "bound" or $rightarm is "bound" or $feetuse is "bound")>>
<<bHe>> looks at your bindings curiously, before sharply kicking <<bhis>> talons towards you. <span class="green">Your bindings fall to tatters at your feet.</span>
<<unbind>>
<br><br>
<</if>>
<<if $monster is 1>>
<<bHe>> wraps <<bhis>> arms and wings around you. "Welcome home, <<wife>>," <<bhe>> says before returning to the nest.
<<else>>
<<bHe>> gives you an affectionate peck, and returns to the nest.
<</if>>
<br><br>
<<bird_hunt_timer>>
<<set $bird.state to "home">>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br>
<</if>><<set $location to "tower">><<effects>>
You wait, watching the skies, until you see the <<beasttype>> soaring over the moor. You call out as <<bhe>> passes overhead. <<bHe>> swoops towards you, grasps your shoulders, and carries you home.
<br><br>
<<if ($leftarm is "bound" or $rightarm is "bound" or $feetuse is "bound")>>
<<bHe>> looks at your bindings curiously, before sharply kicking <<bhis>> talons towards you. <span class="green">Your bindings fall to tatters at your feet.</span>
<<unbind>>
<br><br>
<</if>>
<<if $monster is 1>>
<<bHe>> wraps <<bhis>> arms and wings around you. "Welcome home, <<wife>>," <<bhe>> says before returning to the nest.
<<else>>
<<bHe>> gives you an affectionate peck, and returns to the nest.
<</if>>
<br><br>
<<bird_hunt_timer>>
<<set $bird.state to "home">>
<<link [[Next|Bird Tower]]>><<endevent>><</link>>
<br><<effects>>
You get to work digging through the peat. The middle seems as good a place to start as any.
<br><br>
You soon find yourself wishing the map had been more specific. There's no guarantee there's anything here, after all.
<br><br>
<<link [[Next|Castle Treasure 2]]>><</link>>
<br><<effects>>
You leave a trail of holes behind you, but barely a fifth of the courtyard has been searched.
<br><br>
You're considering giving up when your fingers brush against something hard. You dig with renewed vigour, tearing up the peat, and pull out the object. It's just a log.
<br><br>
<<link [[Next|Castle Treasure 3]]>><</link>>
<br><<effects>>
There's something beneath. You chuck the log aside, and reach back into the hole. You lift a wooden chest from the soil. It's not locked.
<br><br>
Inside is a black iron bell. The exterior is marked with symbols common at the temple. Was it stolen? It's even heavier than it looks. You ring it. At first there's no sound, and you wonder if it still works. Then a deep, sonorous toll rings out. Dread washes over you. You shiver.<<gstress>><<stress 6>>
<br><br>
You find yourself wanting to leave it buried, but it could be worth a lot to a collector.
<br><br>
<<earnFeat "Buried Treasure">><<wearProp "bell">>
<<set $antiquemoney += 10000>><<museumAntiqueStatus "antiquebell" "found">>
<<link [[Next|Castle]]>><<handheldon>><</link>>
<br><<effects>>
<<if $pubtasksetting is "lurkers">>
You find the black box, still sitting on an island, surrounded by dark water.
<br><br>
<<else>>
<<set $pubtasksetting to "lurkers">>
You climb a hillock, and peer at the surrounding terrain, searching for the black box.
<br><br>
You spot it close by, sitting on an island in the middle of a dark pool. You see trails along the surface. Things swim beneath.
<br><br>
<</if>>
<<ind>><<link [[Wade across|Moor Box Lurkers 2]]>><</link>>
<br>
<<getouticon>><<link [[Leave|Moor]]>><<set $eventskip to 1>><</link>>
<br><<water waist>><<effects>>
You drop into the water, and wade through. The creatures dart towards you as your ripples touch them.
<br><br>
<<link [[Next|Moor Box Struggle]]>><<set $struggle_start to 1>><</link>>
<br><<water waist>><<effects>>
<<if $struggle_start is 1>>
<<struggle_init>>
<<set $struggle.creature to "lurker">>/*Creature species*/
<<struggle_creatures 2 1>>/*How many creatures will be involved, and their health.*/
<<set $combat to 1>>
<<controlloss>>
<<violence 1>>
<<molested>>
<<unset $struggle_start>>
<<set $timer to 3>>
<</if>>
<<if $timer is 2>>
<<struggle_add 1 1>>
<span class="pink">A third creature Swims towards you!</span>
<br><br>
<<elseif $timer is 1>>
<<struggle_add 1 1>>
<span class="pink">A fourth creature swims towards you!</span>
<br><br>
<</if>>
<<struggle>>
<<if $struggle.done gte $struggle.number>>
<span id="next"><<link [[Next|Moor Box Struggle End]]>><</link>></span>
<br>
<<else>>
<span id="next"><<link [[Next|Moor Box Struggle]]>><</link>></span>
<br>
<</if>><<water waist>><<effects>>
The creatures disappear beneath the surface.
<br><br>
<<clotheson>>
<<endcombat>>
<<wearProp "black box">>
You make it to the island. The black box lies atop a torn satchel. You pick it up.
<<set $pubtask2 to 1>>
<br><br>
The journey back to shore proves safer.
<br><br>
<<link [[Next|Moor]]>><<handheldon>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<if $pubtasksetting is "person">>
<<loadNPC 0 moor>><<person1>>
You climb the hillock, and find the <<person>> sitting atop the rocks. <<covered>> <<Hes>> holding the black box. "Changed your mind?" <<he>> asks.
<br><br>
<<link [[Next|Moor Box 2]]>><</link>>
<br>
<<else>>
<<set $pubtasksetting to "person">>
You climb atop a hillock, one crowned by a pile of rocks, and peer at the surrounding terrain, searching for Landry's black box.
<br><br>
<<generate1>><<person1>>
<<saveNPC 0 moor>>
"What brings a cute <<girl>> all the way out here?" says a voice from behind. Startled, you almost trip in your haste to turn. A <<person>> sits atop the rocks, watching you. <<covered>>
<br>
<<if $speech_attitude is "meek">>
"I-I'm looking for something," you say. "A black box."
<<elseif $speech_attitude is "bratty">>
"I'm looking for missing property," you say. "A black box."
<<else>>
"I'm looking for a black box," you say.
<</if>>
<br>
"Really?" the <<person>> replies. <<He>> bends over. "Would this be it?" <<He>> pulls a black box out from behind a rock.
<br><br>
You nod. The <<person>> smiles.
<br><br>
<<link [[Next|Moor Box 2]]>><</link>>
<br>
<</if>><<effects>>
<<if $exposed gte 2>>
"I'm happy to part with it," the <<person>> says. "But I'd like something in return.
<<if $leftarm is "bound" and $rightarm is "bound">>
Spied you running over the moor. Face me properly. I want to see your <<if $player.gender_appearance is "m">>cock<<else>>pussy<</if>>."
<br><br>
<<else>>
Move your arms. I want to see your <<if $player.gender_appearance is "m">>cock<<else>>pussy<</if>>."
<br><br>
<</if>>
<<if hasSexStat("exhibitionism", 4)>>
<<ind>><<link [[Comply|Moor Box Naked]]>><</link>><<exhibitionist4>>
<br>
<<else>>
<<insufficientStat "exhibitionism" "to do such a thing">> <i>Perhaps if you dressed <<his>> request would be more reasonable.</i>
<br><br>
<</if>>
<<getouticon>><<link [[Leave|Moor]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
"I'm happy to part with it," the <<person>> says. "But I'd like something in return. Your underwear."
<br>
<<if $speech_attitude is "meek">>
"M-my underwear?" you ask.
<br>
The <<person>> nods. "You heard me."
<br><br>
<<elseif $speech_attitude is "bratty">>
"Tell me where you found the box first," you say. "How do I know you haven't taken the contents."
<br>
"I found it. Can't open it. Believe me, I've tried."
<br><br>
<<else>>
"You want my underwear?" you ask.
<br>
The <<person>> nods. "You heard me."
<br><br>
<</if>>
<<if $worn.under_lower.name is "naked">>
<<ind>><<link [[Say you aren't wearing any|Moor Box No Undies]]>><</link>>
<br>
<<elseif $worn.lower.type.includes("naked")>>
<<if hasSexStat("exhibitionism", 5)>>
<<skinicon "strip">><<link [[Take them off|Moor Box Undies]]>><</link>><<exhibitionist5>>
<br>
<<else>>
Giving <<him>> your <<underbottoms>> will leave you with nothing to cover with. <<insufficientStat "exhibitionism" "to do that">>
<</if>>
<<elseif $worn.upper.type.includes("naked") and ($player.gender_appearance is "f" or $player.gender is "f")>>
<<if hasSexStat("exhibitionism", 4)>>
<<skinicon "strip">><<link [[Take them off|Moor Box Undies]]>><</link>><<exhibitionist4>>
<br>
<<else>>
Giving <<him>> your $worn.under_upper.name will leave you topless. <<insufficientStat "exhibitionism" "to do that">>
<br><br>
<</if>>
<<else>>
<<skinicon "strip">><<link [[Take them off|Moor Box Undies]]>><</link>><<exhibitionist1>>
<br>
<</if>>
<<getouticon>><<link [[Leave|Moor]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
<<if $leftarm is "bound" and $rightarm is "bound">>
<<flaunting>> you move your arms. The <<person>> ogles your <<genitals>>.
<<else>>
<<flaunting>> you face the <<person>>. <<He>> ogles your <<genitals>>.
<</if>>
<<exhibitionism4>>
<<if playerChastity("hidden")>>
"Well shit." <<He>> frowns, clearly disappointed. "I can't see a damn thing."
<<else>>
<<if $player.penisExist and $player.vaginaExist>>
"Both?" <<he>> asks. "It's my lucky day. Shame I don't have a camera."
<<elseif $player.penisExist>>
<<if $player.gender_appearance is "f">>
"Now there's a surprise," <<he>> says.
<<if $player.penissize gte 4>>
"And it's so big. Shame I don't have a camera."
<<insecurity "penis_big" 1>><<ginsecurity "penis_big">>
<<elseif $player.penissize lte 1>>
"Though I can barely see it from here."
<<insecurity "penis_small" 1>><<ginsecurity "penis_small">>
<<else>>
<</if>>
<<else>>
"Nice cock," <<he>> says.
<<if $player.penissize gte 4>>
"It's so big. Shame I don't have a camera."
<<insecurity "penis_big" 1>><<ginsecurity "penis_big">>
<<elseif $player.penissize lte 1>>
"Though I can barely make it out from here." <<He>> laughs.
<<insecurity "penis_small" 1>><<ginsecurity "penis_small">>
<<else>>
<</if>>
<</if>>
<<else>>
<<if $player.gender_appearance is "m">>
"Now there's a surprise," <<he>> says.
<<else>>
"Nice pussy," <<he>> says.
<</if>>
<</if>>
<br>
<</if>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You cover yourself, and hold out your hand.
<</if>>
<<if $speech_attitude is "meek">>
"Can I have the box now?" you ask.
<<elseif $speech_attitude is "bratty">>
"The box," you say. "Give it to me."
<<else>>
"I did as you asked," you say.
<</if>>
<br>
The <<person>> sighs. "Fine." <<He>> chucks it onto the earth beside you. You crouch to retrieve it. By the time you rise, the <<person>> is gone.
<br><br>
<<set $pubtask2 to 1>>
<<wearProp "black box">>
<<link [[Next|Moor]]>><<endevent>><<clearNPC moor>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"B-but I'm not wearing any," you say.
<<elseif $speech_attitude is "bratty">>
"I'm not wearing any," you say.
<<else>>
"I'm not wearing any," you say.
<</if>>
<br><br>
"Great," the <<person>> says. "Prove it. Show me your <<if $player.gender_appearance is "m">>cock<<else>>pussy<</if>>."
<br><br>
<<if hasSexStat("exhibitionism", 4)>>
<<link [[Show|Moor Box Show]]>><</link>><<exhibitionist4>>
<br>
<<else>>
<<insufficientStat "exhibitionism" "to expose yourself to a stranger">>
<br><br>
<</if>>
<<link [[Leave|Moor]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
<<flaunting>> you lift your skirt.
<<elseif $worn.upper.set is $worn.lower.set>>
<<flaunting>> you tug your $worn.upper.name down your chest, over you waist, and then your thighs.
<<else>>
<<flaunting>> you tug your $worn.lower.name down your thighs.
<</if>>
The <<person>> ogles your <<genitals>>.
<<exhibitionism4>>
<<if $player.penisExist and $player.vaginaExist>>
"Both?" <<he>> asks. "It's my lucky day. Shame I don't have a camera."
<<elseif $player.penisExist>>
<<if $player.gender_appearance is "f">>
"Now there's a surprise," <<he>> says.
<<if $player.penissize gte 4>>
"And it's so big. Shame I don't have a camera."
<<insecurity "penis_big" 1>><<ginsecurity "penis_big">>
<<elseif $player.penissize lte 1>>
"Though I can barely see it from here."
<<insecurity "penis_small" 1>><<ginsecurity "penis_small">>
<<else>>
<</if>>
<<else>>
"Nice cock," <<he>> says.
<<if $player.penissize gte 4>>
"It's so big. Shame I don't have a camera."
<<insecurity "penis_big" 1>><<ginsecurity "penis_big">>
<<elseif $player.penissize lte 1>>
"Though I can barely make it out from here." <<He>> laughs.
<<insecurity "penis_small" 1>><<ginsecurity "penis_small">>
<<else>>
<</if>>
<</if>>
<<else>>
<<if $player.gender_appearance is "m">>
"Now there's a surprise," <<he>> says.
<<else>>
"Nice pussy," <<he>> says.
<</if>>
<</if>>
<br>
<<if $leftarm is "bound" and $rightarm is "bound">>
<<else>>
You cover yourself, and hold out your hand.
<</if>>
<<if $speech_attitude is "meek">>
"Can I have the box now?" you ask.
<<elseif $speech_attitude is "bratty">>
"The box," you say. "Give it to me."
<<else>>
"I did as you asked," you say.
<</if>>
<br>
The <<person>> sighs. "Fine." <<He>> chucks it onto the earth beside you. You crouch to retrieve it. By the time you rise, the <<person>> is gone.
<br><br>
<<set $pubtask2 to 1>>
<<wearProp "black box">>
<<link [[Next|Moor]]>><<endevent>><<clearNPC moor>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<if $worn.lower.type.includes("naked")>>
You'll be left
<<if $worn.upper.type.includes("naked")>>
naked.
<<else>>
bottomless.
<</if>>
"Turn around," you say. The <<person>> obliges, facing away and resting <<his>> hands on <<his>> hips.
<br><br>
<<if $worn.under_upper.set is $worn.under_lower.set>>
You tug your $worn.under_upper.name down your chest, until it bunches at your waist. You tug it further, down your thighs, over your knees, and then your ankles. You step out of the fabric, lift it, and hold it towards the <<person>>.
<<exhibitionism5>>
Eager, <<he>> clambers down the rocks, and snatches your $worn.under_upper.name from your hand. <<He>> drops the black box to the ground as <<he>> climbs back up, as if forgetting about it.
<br><br>
<<underupperruined>><<underlowerruined undefined "given">>
<<else>>
You pull your $worn.under_lower.name down your thighs, over your knees, and then your ankles. You step out of the fabric, lift it, and hold it towards the <<person>>.
<<exhibitionism5>>
Eager, <<he>> clambers down the rocks, and snatches your $worn.under_lower.name from your hand. <<He>> drops the black box to the ground as <<he>> climbs back up, as if forgetting about it.
<br><br>
<<underlowerruined undefined "given">>
<</if>>
<<elseif setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
<<if $worn.under_upper.set is $worn.under_lower.set>>
<<if $worn.upper.type.includes("naked")>>
You'll be left topless. "Turn around," you say. The <<person>> obliges, facing away and resting <<his>> hands on <<his>> hips.
<br><br>
You tug your $worn.under_upper.name down your chest, until it bunches at your waist. You hitch up your skirt, and begin pulling it the rest of the way, down your thighs, over your knees, and then your ankles. You step out of the fabric before holding it towards the <<person>>
<<if $player.gender is "f" or $player.gender_appearance is "f">>
<<exhibitionism4>>
<<else>>
<<exhibitionism1>>
<</if>>
Eager, <<he>> clambers down the rocks, and snatches your $worn.under_upper.name from your hand. <<He>> drops the black box to the ground as <<he>> climbs back up, as if forgetting about it.
<br><br>
<<underupperruined>><<underlowerruined undefined "given">>
<<else>>
You tug your $worn.under_upper.name down your chest, until it bunches at your waist. You hitch up your skirt, and begin pulling it the rest of the way, down your thighs, over your knees, and then your ankles. You step out of the fabric before holding it towards the <<person>>
<<exhibitionism1>>
Eager, <<he>> clambers down the rocks, and snatches your $worn.under_upper.name from your hand. <<He>> drops the black box to the ground as <<he>> climbs back up, as if forgetting about it.
<br><br>
<<underupperruined>><<underlowerruined undefined "given">>
<</if>>
<<else>>
You hitch up the sides of your skirt, and pull your $worn.under_lower.name down your thighs, over your knees, and down to your ankles. The <<person>> watches intently.
<<exhibitionism1>>
You step out of them, lift them from the ground, and hold them towards the <<person>>. Eager, <<he>> clambers down the rocks, and snatches your $worn.under_lower.name from your hand. <<He>> drops the black box to the ground as <<he>> climbs back up, as if forgetting about it.
<br><br>
<<underlowerruined undefined "given">>
<</if>>
<<else>>
<<if $worn.under_upper.set is $worn.under_lower.set>>
<<if $worn.upper.set is $worn.lower.set>>
You'll need to remove your $worn.upper.name first. "Turn around," you say. The <<person>> obliges, facing away and resting <<his>> hands on <<his>> hips.
<br><br>
You shuffle out of your top and bottoms, then tug your $worn.under_upper.name down your chest, until it bunches at your waist. You continue pulling it down your thighs, over your knees, and then your ankles. You step out of the fabric, and put your $worn.upper.name back on.
<<exhibitionism1>>
You hold the fabric towards the <<person>>. Eager, <<he>> clambers down the rocks, and snatches your $worn.under_upper.name from your hand. <<He>> drops the black box to the ground as <<he>> climbs back up, as if forgetting about it.
<br><br>
<<underupperruined>><<underlowerruined undefined "given">>
<<else>>
You'll need to remove your $worn.lower.name first. "Turn around," you say. The <<person>> obliges, facing away and resting <<his>> hands on <<his>> hips.
<br><br>
You pull down your bottoms, then tug your $worn.under_upper.name down your chest, until it bunches at your waist. You continue pulling it down your thighs, over your knees, and then your ankles. You step out of the fabric, and pull your $worn.lower.name back on.
<<exhibitionism1>>
You hold the fabric towards the <<person>>. Eager, <<he>> clambers down the rocks, and snatches your $worn.under_upper.name from your hand. <<He>> drops the black box to the ground as <<he>> climbs back up, as if forgetting about it.
<br><br>
<<underupperruined>><<underlowerruined undefined "given">>
<</if>>
<<else>>
<<if $worn.upper.set is $worn.lower.set>>
You'll need to remove your $worn.upper.name first. "Turn around," you say. The <<person>> obliges, facing away and resting <<his>> hands on <<his>> hips.
<br><br>
You shuffle out of your top and bottoms, then tug your $worn.under_lower.name down your thighs, over your knees, and then your ankles. You step out of the fabric, and pull your $worn.upper.name back on.
<<exhibitionism1>>
You hold the fabric towards the <<person>>. Eager, <<he>> clambers down the rocks, and snatches your $worn.under_lower.name from your hand. <<He>> drops the black box to the ground as <<he>> climbs back up, as if forgetting about it.
<br><br>
<<underlowerruined undefined "given">>
<<else>>
You'll need to remove your $worn.lower.name first. "Turn around," you say. The <<person>> obliges, facing away and resting <<his>> hands on <<his>> hips.
<br><br>
You shuffle out of your bottoms, then tug your $worn.under_lower.name down your thighs, over your knees, and then your ankles. You step out of the fabric, and pull your $worn.lower.name back on.
<<exhibitionism1>>
You hold the fabric towards the <<person>>. Eager, <<he>> clambers down the rocks, and snatches your $worn.under_lower.name from your hand. <<He>> drops the black box to the ground as <<he>> climbs back up, as if forgetting about it.
<br><br>
<<underlowerruined undefined "given">>
<</if>>
<</if>>
<</if>>
You crouch to retrieve the box. The <<person>> is gone by the time you rise. <<covered>>
<br><br>
<<set $pubtask2 to 1>>
<<wearProp "black box">>
<<link [[Next|Moor]]>><<endevent>><<clearNPC moor>><<set $eventskip to 1>><</link>>
<br><<widget "eventsmoorlow">>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $moorLessDangerAll>>
<<set $danger -= $moorLessDangerAll>>
<</if>>
<<if random(1, 8) is 8 or ($moormove is "quick_search" or $moormove is "normal_search" or $moormove is "careful_search" or $moormove is "fly_search") and random(1, 4) is 4>>
<<rng 3>>
<<if $rng is 3>>
<<wearProp "bullet">>
You see a bullet lying at the edge of a trail. It looks old. A collector might pay for it.
<br><br>
<<set $antiquemoney += 50>><<museumAntiqueStatus "antiquebullet" "found">>
<<link [[Next|Moor]]>><<handheldon>><<set $eventskip to 1>><</link>>
<br>
<<elseif $rng is 2>>
Tufts of small yellow flowers grow among the heather.
<br><br>
<<if currentSkillValue('tending') gte 400>>
Broccoli. They're fully grown, and inedible. Their gentle sway puts you at ease.<<lstress>><<stress -6>>
<br><br>
<<if !$plants_known.includes("broccoli")>>
<<ind>><<link [[Harvest seeds (0:30)|Moor Broccoli]]>><<pass 30>><</link>><<tendingdifficulty 400 700>>
<br>
<</if>>
<<else>>
<span class="blue">You need a higher tending skill to identify them.</span>
<br><br>
<</if>>
<<mooricon>><<link [[Continue|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
Tufts of small white flowers grow among the heather.
<<if currentSkillValue('tending') gte 300>>
Wild carrots.
<br><br>
<<icon "tending/carrot.png">> <<link [[Pick wild carrots (0:30)|Moor Carrots]]>><<pass 30>><</link>><<tendingdifficulty 300 600>>
<br>
<<else>>
<span class="blue">You need a higher tending skill to identify them.</span>
<br><br>
<</if>>
<<mooricon>><<link [[Continue|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<elseif $danger gte (9900 - ($allure * $forestmod))>>
<<rng 9>>
<<switch $rng>>
<<case 1>>
<<generate1>><<person1>>
A <<person>> appears over the ridge up ahead, walking stick in hand.
<<if $exposed gte 1>>
<<covered>> You duck behind the heather.
<br><br>
<<link [[Hide until <<he>> passes (0:10)|Moor Exposed Hide]]>><<pass 10>><</link>>
<br>
<<if $exposed gte 2>>
<<if hasSexStat("exhibitionism", 4)>>
<<link [[Keep walking|Moor Exposed Naked]]>><</link>><<exhibitionist4>>
<br>
<</if>>
<<else>>
<<if hasSexStat("exhibitionism", 2)>>
<<link [[Keep walking|Moor Exposed Undies]]>><</link>><<exhibitionist2>>
<br>
<</if>>
<</if>>
<<else>>
<<He>>
<<if random(1, 2) is 2>>
smiles
<<else>>
nods
<</if>>
as you pass.
<<if $anxiety gte 1 and $controlled is 0>>
<br><br>
You don't feel comfortable until <<hes>> far behind you.<<gstress>><<stress 6>>
<br><br>
<<else>>
You smile back.<<ltrauma>><<trauma -6>>
<br><br>
<</if>>
<<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<case 2>>
<<if $bestialitydisable is "f" and $lurkerdisable is "f">>
The heather parts as something rushes towards you. Before it arrives, you hear a rustling from behind. Something lands on your <<bottom>> before you can turn.
<br><br>
<<link [[Next|Moor Struggle Low]]>><<set $struggle_start to 1>><</link>>
<<else>>
The heather parts as something rushes towards you. You turn and flee, but it catches up, landing on your back and knocking you to the ground.
<br><br>
It's a struggle, but you manage to wrest it free and hurl it back into the heather.<<beastescape>>
<br><br>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<case 3>>
You hear the rumble of a vehicle approach from behind.<<if $anxiety gte 1>><<gstress>><<stress 6>><</if>>
<br><br>
<<link [[Keep walking|Moor Vehicle]]>><</link>>
<br>
<<link [[Hide (0:05)|Moor Vehicle Hide]]>><<trauma 6>><</link>><<gtrauma>>
<br>
<<case 4>>
Something leaps from the heather, colliding with your chest and knocking you to the dirt.<<gpain>><<gtrauma>><<gstress>><<pain 1>><<trauma 6>><<stress 6>>
<br><br>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<<case 5>>
<<if random(1, 2) is 1>>
<<set $moorFlower to "flower">>
<<else>>
<<set $moorFlower to "phallus plant">>
<</if>>
You smell a sweet fragrance. <<if $moorFlower is "flower">>A pink flower<<else>>An odd plant<</if>> grows among the heather.
<<if $earSlime.corruption gte 80 and random(1, 4) gte 5 - numberOfEarSlime()>>
<span class="red">The ear slimes weaken your ability to resist its allure.</span>
<<if numberOfEarSlime() gte 2>>
<<set $moorFlowerMod to 400>>
<<else>>
<<set $moorFlowerMod to 200>>
<</if>>
<<else>>
<<set $moorFlowerMod to 0>>
<</if>>
<br><br>
<<if $moorFlower is "flower">>
<<link [[Investigate|Moor Flower]]>><<arousal 600>><<drugs 60>><</link>><<garousal>>
<<else>>
<<link [[Investigate|Moor Phallus Plant]]>><<arousal 600>><<drugs 60>><</link>><<garousal>>
<</if>>
<br>
<<link [[Ignore|Moor Flower Ignore]]>><</link>><<willpowerdifficulty `1 + $moorFlowerMod` `600 + $moorFlowerMod`>>
<br>
<<case 6>>
You come to a stream, running along a small valley. The water is fast, but clear and not very deep.
<br><br>
<<if !_topless or !_bottomless>>
<<link [[Strip and wash (0:10)|Moor Low Clothes Wash]]>><<strip>><<pass 10>><</link>><<exhibitionist1>>
<br>
<<link [[Take the time to hide your clothes, then wash (0:30)|Moor Low Wash]]>><<undress "moor wash">><<pass 30>><<set $phase to 1>><</link>><<exhibitionist1>>
<br>
<<else>>
<<link [[Wash (0:10)|Moor Low Wash]]>><<pass 10>><</link>>
<br>
<</if>>
<<link [[Continue your journey|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<<case 7>>
<<generatey1>><<generatey2>><<generatey3>><<generate4>><<person1>>
You hear laughter and shouting up ahead. A group of youths appear over a ridge.
<<if $exposed gte 1>>
<<covered>> They're some distance away, and may not have noticed your state of dress.
<br><br>
<<set $skulduggerydifficulty to 600>>
<<link [[Hide until they pass|Moor Youths Hide]]>><</link>><<skulduggerydifficulty>>
<br>
<<if $exposed gte 2 and hasSexStat("exhibitionism", 5)>>
<<link [[Walk past them|Moor Youths Exhibitionism]]>><</link>><<exhibitionist5>>
<br>
<<elseif hasSexStat("exhibitionism", 3)>>
<<link [[Walk past them|Moor Youths Exhibitionism]]>><</link>><<exhibitionist3>>
<br>
<</if>>
<<else>>
One of them, a <<person1>><<person>>, carries a water cooler in <<his>> hand. The other two, a <<person2>><<person>> and <<person3>><<person>>, carry bottles of cider.
<br><br>
"What you doing out here?" the <<person1>><<person>> shouts once within clear earshot.
<br><br>
"Hey," says the <<person2>><<person>>, less audible at this distance. "Offer <<phim>> a drink. <<pShes>> cute."
<br><br>
They wait until they're closer, then stop to regard you. "Fancy a drink?"
<br><br>
<<if playerIsPregnant() and playerAwareTheyArePregnant()>>
<span class="blue">You can't bring yourself to drink while you know you're with child.</span>
<<else>>
<<foodicon "beerbottle">><<link [[Drink (0:10)|Moor Youths Drink]]>><<pass 10>><<set $drunk += 60>><<stress -6>><<wearProp "beer bottle">><</link>><<lstress>>
<</if>>
<br>
<<refuseicon>><<link [[Decline|Moor Youths Decline]]>><</link>>
<br>
<</if>>
<<case 8>>
<<moor_fox>>
<<case 9>>
<<beastNEWinit 1 horse>>
You spot a <<beasttype>> relaxing on the plains of the moor. <<bHe>> seems like <<bhe>> hasn't spotted you yet.
<br><br>
<<link[[Attempt to mount|Moor Horse]]>><<set $phase to 0>><</link>><<skill_difficulty `currentSkillValue("thighskill")` "Thigh Skill" 1 1200>>
<br>
<<link [[Approach carefully and mount|Moor Horse]]>><<set $phase to 1>><</link>><<tendingdifficulty 1 1200>>
<br>
<<if hasSexStat("deviancy", 5) and ($bestialitydisable is "f" or $monster is 1) and $horsedisable is "f">>
<<link [[Let <<bhim>> mount you|Moor Horse]]>><<set $phase to 2>><</link>><<deviant5>>
<br>
<</if>>
<<link [[Ignore|Moor]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</switch>>
<<else>>
<<rng 6>>
<<switch $rng>>
<<case 1>>
<<if Weather.precipitation is "rain">>
The heather bows as a breeze rushes towards you, stinging your skin with raindrops.
<<else>>
The heather bows as a breeze rushes towards you, caressing your skin.<<lstress>><<stress -6>>
<</if>>
<br><br>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<<case 2>>
You see a dark shape move in the corner of your vision. It's gone before you can turn.<<gstress>><<stress 6>>
<br><br>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<<case 3>>
<<beastNEWinit 1 fox>>
<<if $NPCList[0].traits.includesAny("territorial", "clever")>>
A hare darts out of a nearby shrub. A <<beasttype>> pounces after it, narrowly missing you.
<<if $monster is 1>>
<<bHe>> cocks <<bhis>> head at you. "You made me lose my catch," <<bhe>> snickers. "Next time, you'll be my catch instead." <<bHe>> steps away. "Run along, <<foxnickname>>."
<<else>>
<<bHe>> stares at you a moment before stepping away and growling.
<</if>>
<br><br>
<<getouticon>><<link [[Leave|Moor]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
A <<beasttype>> appears from the shrubs, stopping right in your path. <<bHe>> stares at you a moment, ears twitching, before darting into a bush.
<br><br>
<<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<case 4>>
You find a tire-marked trail that makes the going a little easier.<<lstress>><<stress -6>>
<br><br>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<<case 5>>
You walk past a ruined cottage. The remains of the nearby stone walls suggest this was once a farm.
<br><br>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<<case 6>>
<<eventAmbient>>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<</switch>>
<</if>>
<</widget>>
<<widget "eventsmoormid">>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $moorLessDangerAll>>
<<set $danger -= $moorLessDangerAll>>
<</if>>
<<if random(1, 8) is 8 or ($moormove is "quick_search" or $moormove is "normal_search" or $moormove is "careful_search" or $moormove is "fly_search") and random(1, 4) is 4>>
<<rng 2>>
<<if $rng is 2>>
You spot a black shape, half-buried in mud. It's an artillery shell. It looks old.
<<if currentSkillValue('history') gte 500>>
<<wearProp "artillery">>
<span class="green">It can't still be active,</span> and it might be worth something to a collector.
<<set $antiquemoney += 100>><<museumAntiqueStatus "antiqueshell" "found">>
<br><br>
<<else>>
<span class="red">You stay far away.</span>
<br><br>
<</if>>
<<link [[Next|Moor]]>><<handheldon>><<set $eventskip to 1>><</link>>
<br>
<<else>>
Green shoots erupt from the earth in clusters.
<br><br>
<<if currentSkillValue('tending') gte 400>>
<<icon "tending/onion.png">> <<link [[Pick onions (0:30)|Moor Onions]]>><<pass 30>><</link>><<tendingdifficulty 400 700>>
<br>
<<else>>
<span class="blue">You need a higher tending skill to identify them.</span>
<br><br>
<</if>>
<<mooricon>><<link [[Continue|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<elseif $danger gte (9900 - ($allure * $forestmod))>>
<<rng 11>>
<<switch $rng>>
<<case 1>>
<<beastNEWinit 1 cat>>
The hair stands on the back of your neck. You turn and face a pair of <<print either("hazel", "yellow", "green", "blue")>> eyes as a large <<beasttype>> sprints towards you.
<br><br>
<<if $bestialitydisable is "f">>
<<link [[Next|Moor Cat]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You manage to escape, but not without injury.<<beastescape>>
<br><br>
<<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<case 2>>
Gravel tumbles from a tall rock beside you. You look up. Something glistens at the top. Limbs unfurl as it leaps towards you.
<br><br>
<<if $bestialitydisable is "f" and $lurkerdisable is "f">>
<<dancedifficulty 1 1000 true>>
<<if $danceSuccess>>
<span class="green">You jump aside,</span> and the creature lands on the earth beside you.
<br><br>
<<link [[Next|Moor Struggle Mid]]>><<set $phase to 0>><<set $struggle_start to 1>><</link>>
<br>
<<else>>
<span class="red">It lands on your face before you can react.</span> An appendage prods your lips.
<br><br>
<<link [[Next|Moor Struggle Mid]]>><<set $phase to 1>><<set $struggle_start to 1>><</link>>
<br>
<</if>>
<<else>>
It lands on your chest, knocking you to the earth. You manage to wrest it free and hurl it back over the rock, but not without a struggle.<<beastescape>>
<br><br>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<case 3>>
You think you see a figure watching you from a rock some distance away. You blink, and they're gone.<<gstress>><<stress 6>>
<br><br>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<<case 4>>
A pair of <<print either("hazel", "yellow", "green", "blue")>> eyes stare at you from a cave near the top of a taller rock.<<gstress>><<stress 6>>
<br><br>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<<case 5>>
You're walking along the top of a cliff, <span class="red">when the earth shakes.</span> You're knocked off your feet, and roll towards the precipice.
<br><br>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled")) or ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled")) or ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled")) or ($fallenangel gte 2 or ($transformationParts.fallenAngel.wings isnot "hidden" and $transformationParts.fallenAngel.wings isnot "disabled"))>>
Your wings flare as you hurtle over the edge. The wind catches you, and you are carried to a gentle landing.
<br><br>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You manage to grasp a tough shrub, but are still left dangling off the edge.
<br><br>
You glance down. It's not a long drop.
<br><br>
<<link [[Pull yourself up|Moor Cliff Pull]]>><</link>><<athleticsdifficulty 1 1000>>
<br>
<<link [[Let go|Moor Cliff Drop]]>><<pain 8>><<stress 6>><</link>><<ggpain>><<gstress>>
<br>
<</if>>
<<case 6>>
Your hairs stand on edge. <span class="blue">You feel watched.</span> You glance around. Anything could be lurking the numerous cracks and caves dotting the surrounding rocks.<<gstress>><<stress 6>>
<br><br>
<<link [[Take a detour (0:30)|Moor Cats Detour]]>><<pass 30>><<trauma 6>><</link>><<gtrauma>>
<br>
<<link [[Continue|Moor Cats Continue]]>><</link>>
<br>
<<case 7>>
You see a patch of tall grass rustle. A multi-limbed creature scuttles out from the grass, followed by another behind a bush. The first creature leaps at you.
<br><br>
<<if $plantdisable is "f" and $tentacledisable is "f" and ($hallucinations gte 2 or $backgroundTraits.includes("plantlover"))>>
<<generatePlant1>><<person1>>
You <<if $submissive gte 850>>swing your arm to swat it away<<else>>hold your arms in front of you defensively<</if>>, <span class="green">but the creature doesn't make it to you.</span> A vine wraps around it in midair, holding it in place. The second creature is restrained in the same way.
<br><br>
"Yoo-hoo!" A <<person "normal">> steps from behind the bush, waving at you. <<Plant_details>> are weaved into <<his>> hair, and <<hes>> completely naked. <<He>> gestures with <<his>> hand, and the vines tighten.
<br><br>
"Good thing I was in the area," the <<person>> says. "Wouldn't want you falling victim to these little things. So..." <<He>> leans forward, licking <<his>> lips. "Don't I deserve a reward for saving you?"
<br><br>
<<if hasSexStat("deviancy", 3) or $backgroundTraits.includes("plantlover")>>
<<link [[Reward|Moor Plant Sex]]>><<set $sexstart to 1>><<set $phase to 1>><</link>><<deviant3>>
<<else>>
<<insufficientStat "deviancy" "to give a \'reward\'">>
<</if>>
<br>
<<link [[Refuse|Moor Plant Refuse]]>><</link>>
<<else>>
You <<if $submissive gte 850>>swing your arm to swat it away<<else>>hold your arms in front of you defensively<</if>>, but the creature doesn't make it to you. A sudden rockfall from above knocks it out of the air. It scurries away, as does the second creature.
<<stress 6>><<gstress>>
<br><br>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<</if>>
<<case 8>>
You find a thick crack in the rocky ground, revealing a violent stream. It's hard to tell how deep the churning water is.
<br><br>
<<if !_topless or !_bottomless>>
<<link [[Strip and wash (0:10)|Moor Mid Wash]]>><<set $phase to 1>><<pass 10>><<strip>><</link>><<exhibitionist1>>
<br>
<<else>>
<<link [[Wash (0:10)|Moor Mid Wash]]>><<set $phase to 0>><<pass 10>><</link>>
<br>
<</if>>
<<link [[Ignore|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<<case 9 10>>
<<if $bird and $bird.injured gt 1>>
<<moor_fox>>
<<else>>
<<moor_hunt_start>>
<</if>>
<<case 11>>
<<moor_fox>>
<</switch>>
<<else>>
<<outfitChecks>>
<<rng 7>>
<<switch $rng>>
<<case 1>>
<<if random(1, 2) is 2>>
<<if _top>>
Your _top.name <<= _top.plural is 1 ? "snag" : "snags">> on a thorny bush.
<br><br>
<<link [[Just tear free|Moor Tear]]>><<set $phase to 1>><</link>>
<br>
<<link [[Carefully free yourself (0:05)|Moor Careful]]>><<set $phase to 1>><<pain 4>><<pass 5>><</link>><<gpain>>
<br>
<<else>>
The wind blows a thorny bush into your exposed skin, scratching you.<<gpain>><<gstress>><<pain 4>><<stress 6>>
<br><br>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<else>>
<<if _bottom>>
Your _bottom.name <<= _bottom.plural is 1 ? "snag" : "snags">> on a thorny bush.
<br><br>
<<link [[Just tear free|Moor Tear]]>><<set $phase to 3>><</link>>
<br>
<<link [[Carefully free yourself (0:05)|Moor Careful]]>><<set $phase to 3>><<pain 4>><<pass 5>><</link>><<gpain>>
<br>
<<else>>
The wind blows a thorny bush into your exposed skin, scratching you.<<gpain>><<gstress>><<pain 4>><<stress 6>>
<br><br>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<</if>>
<<case 2>>
<<if $worn.feet.type.includes("naked") or $worn.feet.type.includes("shackle")>>
The ground is littered with sharp rocks. Your lack of proper footwear makes walking difficult.<<gpain>><<gstress>><<pain 4>><<stress 6>>
<br><br>
<<else>>
The ground is littered with sharp rocks. You're grateful for your $worn.feet.name.
<br><br>
<</if>>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<<case 3>>
The wind picks up.
<<if $hallucinations gte 2>>
It whispers.
<<rng 5>>
<<switch $rng>>
<<case 1>>
<i>But you don't understand.</i>
<<case 2>>
<i>"Buried deep in me."</i>
<<case 3>>
<i>"It comes."</i>
<<case 4>>
<i>"Through the mirror."</i>
<<case 5>>
<i>"Turn back."</i>
<</switch>>
<<gtrauma>><<trauma 6>>
<br><br>
<<else>>
You shiver as it flows over you.
<br><br>
<</if>>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<<case 4>>
You find a number of boulders littering the base of a cliff.
<<if $moor_hunt gte 1>>
Dark openings litter the base. It'd be tight, but you could squeeze into one if you wanted to hide.
<br><br>
<<link [[Hide (0:30)|Moor Bird Hide]]>><<pass 30>><</link>>
<br>
<<link [[Ignore|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You keep your distance.
<br><br>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<case 5>>
You find evidence of other people. A flat patch of ground, covered with footprints. A fire still smoulders in the centre. Several chains are buried in the earth.
<br><br>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<<case 6>>
You walk along the top of a cliff. The edge looks unsafe, so you stay well away.
<br><br>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<<case 7>>
<<eventAmbient>>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<</switch>>
<</if>>
<</widget>>
<<widget "eventsmoorhigh">>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $moorLessDangerAll>>
<<set $danger -= $moorLessDangerAll>>
<</if>>
<<if random(1, 8) is 8 or ($moormove is "quick_search" or $moormove is "normal_search" or $moormove is "careful_search" or $moormove is "fly_search") and random(1, 4) is 4>>
<<rng 2>>
<<if $rng is 2>>
You find a passage leading into the earth.
<br><br>
<<link [[Enter (0:20)|Moor Crack Passage]]>><<set $outside to 0>><<pass 20>><</link>>
<br>
<<link [[Ignore|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
Green shoots sprout from a bank.
<br><br>
<<if currentSkillValue('tending') gte 500>>
<<icon "tending/garlic.png">> <<link [[Pick garlic (0:30)|Moor Garlic]]>><<pass 30>><</link>><<tendingdifficulty 500 800>>
<br>
<<else>>
<span class="blue">You need a higher tending skill to identify them.</span>
<br><br>
<</if>>
<<mooricon>><<link [[Continue|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<elseif $danger gte (9900 - ($allure * $forestmod))>>
<<rng 10>>
<<switch $rng>>
<<case 1>>
The ground lurches, staggering you. A crack opens beneath, widening with staggering speed.
<br><br>
<<dancedifficulty 500 1100 true>>
<<if $danceSuccess>>
Your legs are splayed, <span class="green">but you master your footing</span> and leap aside. The earth shudders to a halt.
<br><br>
You step around the crack, and continue your journey.
<br><br>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You try to leap aside, <span class="red">but the earth shakes too much.</span> You fall into the crack.
<br><br>
<<link [[Next|Moor Crack]]>><</link>>
<br>
<</if>>
<<case 2>>
You follow a trail between two ponds.
<<if !Weather.isOvercast>>
<<if Time.dayState is "night">>
They reflect no moonlight.
<<else>>
They reflect no sunlight.
<</if>>
<<else>>
You're careful to keep your footing.
<</if>>
<br><br>
<<if $bestialitydisable is "f" and $lurkerdisable is "f">>
You hear bubbles break the surface. At once, several creatures lunge from the depths. You stagger as one lands on your face. Another lands on your <<bottom>>.
<br><br>
<<link [[Next|Moor Struggle High]]>><<set $struggle_start to 1>><</link>>
<br>
<<else>>
You hear bubbles break the surface. At once, several creatures lunge from the depths. You bat them aside and run. More emerge, harassing your flight, until you make it to the other end of the trail.<<beastescape>>
<br><br>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<case 3>>
A dark shape rises from the water some distance away. It looks like a head, perched atop a long neck. It turns to face you, then disappears beneath the surface.<<gstress>><<stress 6>>
<br><br>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<<case 4>>
You see several birds resting on the surface of a pond. They keep a wary eye on you as they swim away.
<br><br>
There's a splash at the back, and one of the birds vanishes beneath the surface. The others squawk in panic, beating their wings to hasten their flight in your direction. They cower together on the bank.<<gstress>><<stress 6>>
<br><br>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<<case 5>>
The ground rumbles, and you slip, landing on your <<bottom>>.<<gpain>><<gstress>><<pain 1>><<stress 6>>
<br><br>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<<case 6>>
<<if $worn.feet.type.includes("shackle")>>
The boggy ground is hard to navigate with your feet restricted.<<gtiredness>><<tiredness 1>>
<br><br>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $worn.feet.type.includes("rugged")>>
The ground is boggy, but your <span class="green">rugged</span> $worn.feet.name prove up to the challenge.
<br><br>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<if $worn.feet.type.includes("naked")>>
Your feet sink into the mud, <span class="pink">and hear a click.</span> Metal restraints have clamped around your ankles, binding them together. There's a keyhole on one side.
<<else>>
Your feet sink into the mud, and won't budge. <span class="pink">You hear a click.</span> You pull your legs free and stumble forward, but your $worn.feet.name have been left behind. Instead, metal restraints have clamped around your ankles, binding them together. There's a keyhole on one side.
<<feetruined>>
<</if>>
<br><br>
<<shackle_feet>>
<<link [[Break them|Moor Shackle Break]]>><</link>><<physiquedifficulty 1 16000>>
<br>
<<set $skulduggerydifficulty to 600>>
<<link [[Pick the lock|Moor Shackle Pick]]>><</link>><<skulduggerydifficulty>>
<br>
<</if>>
<<case 7>>
<<set $plantMoney to 10*random(20,100)>>
<<if !Weather.isOvercast>>
A glint of light
<<else>>
Something shiny
<</if>>
catches your eye. You see <<printmoney $plantMoney>> in coins lying in a bush.
<br><br>
<<if $plantdisable is "f" and $tentacledisable is "f" and ($hallucinations gte 2 or $backgroundTraits.includes("plantlover"))>>
<<if currentSkillValue('skulduggery') gte 700>>
You look closer at the coins. They're lying in dirt, but you can barely make out a hand buried under the dirt, loosely holding the money. There are vines and <<plant_details>> poking out of the dirt further away.
<br><br>
<</if>>
<<ind>><<link [[Take the money|Moor Plant Money]]>><<set $phase to 1>><</link>>
<br>
<<getouticon>><<link [[Leave|Moor Plant Money]]>><<set $phase to 0>><</link>>
<<else>>
You step off the path and pocket the money. As you stand back up, the ground lurches, opening a fissure right where you used to be standing a few seconds ago.
<<ggstress>><<stress 12>>
<br><br>
<<money $plantMoney "moor">><<unset $plantMoney>>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<</if>>
<<case 8 9>>
<<if $bird and $bird.injured gt 1>>
<<moor_fox>>
<<else>>
<<moor_hunt_start>>
<</if>>
<<case 10>>
<<if random(1,5) is 1 and $wrenSeen?.length and !$daily.moorhighWren>>
<<npc Wren>><<person1>>
<<set $daily.moorhighWren to true>>
As you're about to step forward, someone grabs your wrist from behind. You're pulled roughly backwards. You stumble and fall on your ass.<<pain 4>><<gpain>>
<br><br>
<<if $wrenSeen.includes("moorhigh")>>
"I thought I told you it was dangerous here," a voice says. <span class="gold">It's Wren.</span> <<He>> sounds exasperated. "I shouldn't be surprised. I often seem to find you in these kinds of places. Want me to lead you out again?"
<br><br>
<<link [[Accept (0:45)|Moor Wren Meeting End]]>><<set $phase to 0>><<pass 45>><</link>>
<br>
<<link [[Decline|Moor Wren Meeting End]]>><<set $phase to 1>><</link>>
<br>
<<else>>
"Careful, <<girl>>," a voice warns. "It's dangerous here."
<br><br>
<span class="gold">It's Wren.</span>
<br><br>
<<if $lurkerdisable is "f">>
As if to prove <<his>> point, a shadow scuttles out of the bush right in front of you. It hurries away before you can get a good look.
<<else>>
<<He>> picks up a stone and tosses it where you were going to step. You watch the ground swallow it without a ripple.
<</if>>
<br><br>
<<if $speech_attitude is "meek">>
"Thanks for s-saving me," you say.
<<elseif $speech_attitude is "bratty">>
"I can take care of myself, you know," you say.
<<else>>
"I appreciate it," you say. "But I could have handled it."
<</if>>
<br><br>
"You're welcome," <<he>> says. "What are you even doing here?"
<br><br>
<<link [[Be honest|Moor Wren Meeting]]>><<set $phase to 0>><</link>>
<br>
<<link [[Lie|Moor Wren Meeting]]>><<set $phase to 1>><</link>>
<br>
<</if>>
<<else>>
<<moor_fox>>
<</if>>
<</switch>>
<<else>>
<<rng 6>>
<<switch $rng>>
<<case 1>>
You find a clear spring, elevated above the surrounding pools. The water looks clean.
<br><br>
<<skinicon "wash">><<link [[Wash (0:20)|Moor Wash]]>><<pass 20>><<strip>><<stress -2>><<if $moor_hunt gte 1>><<set $moor_hunt += 1.5>><</if>><</link>><<lstress>>
<br>
<<getouticon>><<link [[Leave|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<<case 2>>
Several birds rest on the surface of a pond. They keep a wary eye on you as they swim away.
<br><br>
<<if $moor_hunt gte 1>>
The water is deep and dark. Anything could hide below.
<br><br>
<<link [[Hide (0:01)|Moor Bird Pool]]>><<pass 1>><</link>><<swimmingdifficulty 1 300>>
<br>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<case 3>>
An engraved pillar of stone rests atop a small hillock.
<<if currentSkillValue('history') gte 1000>>
<span class="green">You've read about these.</span> They're ancient shrines. Travellers would pray for good luck.
<br><br>
<<link [[Pray for good luck (0:05)|Moor Luck]]>><<stress -6>><<pass 5>><</link>><<lstress>>
<br>
<<link [[Ignore|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You wonder who carved it.
<br><br>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<case 4>>
<<set $quicksand_depth to 4>>
Your foot parts the earth, <span class="red">and you sink as if through water,</span> until the ground swallows you up to your waist. You try to pull free, but you're stuck.
<<if $quicksand is undefined>>
<<set $quicksand to 0>>
<</if>>
<<if $quicksand lt 5>>
You're slowly sinking.<<ggstress>><<stress 12>>
<<else>>
You've been here before. You know you won't sink. You stay calm.
<</if>>
<br><br>
<<if $hallucinations gte 2 and $controlled is 0>>
<span class="pink">Something grasps your ankle. It tugs.</span><<ggstress>><<stress 12>>
<br><br>
<</if>>
<<quicksand_actions>>
<<case 5>>
The ground is a little more stable here.<<lstress>><<stress -6>>
<br><br>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<<case 6>>
<<eventAmbient>>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<<case 7>>
You see a faded red cargo container, one corner poking out of the mire. You'd need heavy equipment to get it out. How it got there, and what's inside, will remain a mystery.
<br><br>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<</switch>>
<</if>>
<</widget>>
<<widget "quicksand_actions">>
<<if $quicksand lt 5 and $quicksand_learn is undefined>>
<<link [[Calm yourself (0:05)|Moor Quicksand]]>><<set $quicksand_learn to true>><<set $phase to 0>><<pass 5>><</link>><<willpowerdifficulty 1 400>>
<br>
<<elseif $quicksand gte 5>>
<<link [[Spread your weight (0:05)|Moor Quicksand]]>><<set $phase to 1>><<pass 5>><</link>><<note "Knowledge: Quicksand" "Green">>
<br>
<</if>>
<<link [[Call for help (0:05)|Moor Quicksand]]>><<set $phase to 2>><<pass 5>><</link>><<if Time.dayState is "night">><<difficulty 10>><<else>><<difficulty 30>><</if>>
<br>
<<link [[Struggle (0:05)|Moor Quicksand]]>><<set $phase to 3>><<pass 5>><</link>><<physiquedifficulty 1 20000>>
<br>
<</widget>>
<<widget "quicksand_end">>
<<unset $quicksand_depth>>
<<unset $quicksand_learn>>
<<unset $quicksandWraith>>
<<unset $quicksand_escape>>
<</widget>>
<<widget "quicksand_pull">>
<<switch $quicksand_depth>>
<<case 1>>
<<set $quicksand_depth += 1>>
Your ankle is tugged again, pulling you deeper until the sand <span class="purple">reaches your knees.</span> <<gstress>><<stress 6>>
<br><br>
<<quicksand_actions>>
<<case 2>>
<<set $quicksand_depth += 1>>
Your ankle is tugged again, pulling you deeper until the sand <span class="purple">reaches your thighs.</span> <<gstress>><<stress 6>>
<br><br>
<<quicksand_actions>>
<<case 3>>
<<set $quicksand_depth += 1>>
Your ankle is tugged again, pulling you deeper until the sand <span class="pink">reaches your waist.</span> <<gstress>><<stress 6>>
<br><br>
<<quicksand_actions>>
<<case 4>>
<<set $quicksand_depth += 1>>
Your ankle is tugged again, pulling you deeper until the sand <span class="pink">reaches your chest.</span> <<ggstress>><<stress 12>>
<br><br>
<<quicksand_actions>>
<<case 5>>
<<set $quicksand_depth += 1>>
Your ankle is tugged again, pulling you deeper until the sand <span class="red">reaches your neck.</span> You'll soon be submerged. <<ggstress>><<stress 12>>
<br><br>
<<quicksand_actions>>
<<default>>
With a final tug, <span class="red">the earth swallows you.</span><<ggtrauma>><<ggstress>><<trauma 12>><<stress 12>>
<br><br>
<<passout_moor>>
<<if $quicksandWraith>>
<<ind>><<ind>><<ind>><<ind>><<ind>><<ind>><<ind>><<ind>><span class="wraith-flicker">_drown</span>
<br><br><<ind>><<ind>><span class="wraith-flicker">_drown</span>
<br><<ind>><<ind>><<ind>><<ind>><<ind>><span class="wraith-flicker">_drown</span>
<</if>>
<</switch>>
<<if $quicksandWraith>>
<br><br><<ind>><<ind>><<ind>><<ind>><<ind>><<ind>><span class="wraith-flicker">_drown</span>
<br><br><br><<ind>><span class="wraith-flicker">_drown</span>
<</if>>
<</widget>>
<<widget "passout_moor">>
<<if isPregnancyEnding()>>
<<pregnancyPassout "moor">>
<<else>>
<<passout>>
<<set $danger to random(1, 10000)>>
<<if $danger gte (9900 - $allure)>>
<<if random(1, 2) is 2>>
<<link [[Next|Moor Abduction Wake]]>><<if $moor lte 15>><<set $moor to 20>><</if>><</link>>
<br>
<<else>>
<<link [[Next|Moor Bird Wake]]>><</link>>
<br>
<</if>>
<<else>>
<<ambulance>>
<</if>>
<</if>>
<<if $bird.hunts>>
<<flight_hunt_end>>
<</if>>
<</widget>>
<<widget "end_moor_captive">>
<<unset $moor_binding>>
<</widget>>
<<widget "moor_captive_init">>
<<set $moor_binding to 12>>
<</widget>>
<<widget "moor_binding_text">>
<<if $moor_binding gte 12>>
<span class="red">Your binds are tight and uncomfortable.</span>
<<elseif $moor_binding gte 8>>
<span class="pink">Your binds are looser than they were, but still tight.</span>
<<elseif $moor_binding gte 4>>
<span class="purple">Your binds are loosening</span>
<<elseif $moor_binding gte 1>>
<span class="blue">Your binds are loosening.</span> You can wiggle your wrists a bit.
<<else>>
<span class="lblue">Your binds are loose.</span> You can break them when you wish.
<</if>>
<</widget>>
<<widget "moor_captive_actions">>
<<if $moor_binding gte 1>>
<<set $skulduggerydifficulty to 500>>
<<link [[Loosen your bonds|Moor Abduction Walk Loosen]]>><</link>><<skulduggerydifficulty>>
<br>
<<link [[Be good|Moor Abduction Walk]]>><<sub 1>><</link>>
<br>
<<else>>
<<if $moor gte 51>>
You're surrounded by hidden pools and sinkholes. Escape would be difficult.
<br><br>
<<link [[Break your bonds and run|Moor Abduction Mire Run]]>><<unbind>><</link>><<athleticsdifficulty 900 1900>>
<br>
<<elseif $moor gte 21>>
Running across such uneven ground in the dark could be dangerous.
<br><br>
<<link [[Break your bonds and run|Moor Abduction Rock Run]]>><<unbind>><</link>><<athleticsdifficulty 800 1500>>
<br>
<<else>>
You could run, but they'll give chase.
<br><br>
<<link [[Break your bonds and run|Moor Abduction Plain Run]]>><<unbind>><</link>><<athleticsdifficulty 500 1500>>
<br>
<</if>>
<<link [[Bide your time|Moor Abduction Walk]]>><</link>>
<br>
/* <<if $submissive lte 500>> */
<<link [[Fantasise about revenge|Moor Abduction Fantasise]]>><<def 1>><<stress -6>><</link>><<defianttext>>
<br>
/* <</if>> */
<</if>>
<</widget>>
<<widget "moor_hunt_start">>
<<if !Weather.isOvercast>>
A shadow passes over you.
<<else>>
You hear a <<hawkScreechDesc>>.
<</if>>
<<if $syndromebird is 1>>
<<npc "Great Hawk">>
Your <<beasttype>> circles overhead.
<br><br>
<<endevent>>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled"))>>
<<tficon "harpy">><<link [[Screech back|Moor Bird Screech]]>><</link>><<harpy>>
<br>
<</if>>
<<mooricon>><<link [[Continue|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<if $birdescaped gte 1>>
<<npc "Great Hawk">>
A familiar <<beasttype>> circles overhead.
<<endevent>>
<<else>>
Terror circles overhead.
<</if>>
<<if $moor_hunt is undefined>>
<span class="red">You are being hunted.</span><<ggstress>><<stress 12>>
<<set $moor_hunt to 1>>
<<else>>
<span class="red">Your pursuer approaches rapidly.</span><<gstress>><<stress 6>>
<<set $moor_hunt += 3>>
<</if>>
<br><br>
<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<</widget>>
<<widget "moor_hunt">>
<<npc "Great Hawk">>
<span class="red">You hear another screech.</span> This one from behind you. It's close. You turn, and see
<<if $birdescaped gte 1>>
the <<beasttype>>
<<elseif $monster is 1>>
a feathered <<nnpc_gendery "Great Hawk">> with wings that dwarf <<bhis>> body and talons in place of feet
<<else>>
a colossal <<beasttype>>
<</if>>
swooping down through the air towards you, talons extended to grab you.
<<if $birdescaped gte 1>>
Your eyes meet <<bhis>>, and terror seizes your limbs.
<<if $monster is 1 or understandsBirdBehaviour()>>
Despite the intensity of <<bhis>> gaze, you can see concern underneath.
<</if>>
<<else>>
<<bHis>> gaze roots you to the spot in terror.
<</if>>
<br><br>
<<link [[Stay still|Moor Bird Still]]>><<sub 1>><<unset $phase>><</link>>
<br>
<<link [[Resist|Moor Bird Resist]]>><</link>><<willpowerdifficulty 1 300>>
<br>
<</widget>>
<<widget "moor_fox">>
<<beastNEWinit 1 fox>>
Your hear rustling from somewhere behind you. It sounds like it's getting closer.
<br><br>
<<link [[Dodge|Moor Fox Dodge]]>><</link>><<dancedifficulty 1 $NPCList[0].skills.athletics>>
<br>
<<link [[Stand your ground|Moor Fox Stand]]>><</link>><<physiquedifficulty $NPCList[0].skills.athletics $physiquemax>>
<br>
<<link [[Call out|Moor Fox Call]]>><</link>>
<br>
<</widget>><<set $outside to 1>><<effects>><<set $lock to 200>>
<<if currentSkillValue('skulduggery') gte $lock>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span>
<br><br>
<<else>>
<<wearProp "lockpick">>
<span class="green">The lock looks easy to pick.</span>
<br><br>
<<lockicon "pick">><<link [[Pick it (0:10)|Riding School]]>><<handheldon>><<pass 10>><<crimeUp 20 "trespassing">><</link>><<crime "trespassing">>
<br>
<</if>>
<<else>>
<span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>>
<br><br>
<</if>>
<<getouticon>><<link [[Leave|Farmland]]>><<handheldon>><</link>>
<br><<set $outside to 1>><<set $location to "riding_school">><<effects>>
You are at Remy's riding school. Stables surround a central courtyard. A small office sits to one side. A dirt track leads into the surrounding countryside. Lessons cost £25.
<br><br>
<<if Time.dayState isnot "night" and Time.hour isnot $closinghour>>
Several people chat in the courtyard, waiting for the next lesson to begin.
<br><br>
<</if>>
<<if $stress gte $stressmax>>
<<passoutfarmroad>>
<<elseif Time.hour is $closinghour>>
It's closing time. The <<steed_type>> are being herded into their stables, and the customers from the grounds. <<if $exposed gte 1>>You skulk away before anyone sees your <<lewdness>>.<</if>>
<br><br>
<<link [[Next|Farmland]]>><</link>>
<br>
<<elseif Time.dayState is "night">>
<<if Time.hour isnot $closinghour and !$weekly.theft.ridingSchool>>
<<ind>><<link [[Examine the office building|Riding School Register]]>><</link>>
<br>
<</if>>
<<getouticon>><<link [[Leave|Farmland]]>><</link>>
<br>
<<else>>
<<if $ridingschoolintro is undefined>>
<<set $ridingschoolintro to 0>>
<<npc Remy>><<generateBEAST 2 horse>>
<<if $remySeen.includes("livestock")>>
A <<beasttype 1>> trots up to you. Upon <<bhis 1>> back sits Remy, <<person1>><<if $pronoun is "m">><<his>> pale brown hair flicking in the breeze<<else>><<his>> pale brown hair tied in a neat bun<</if>>. You tense as memories of your treatment at <<his>> farm invade your mind. However, there's no domineering malice in <<his>> eyes this time. There's no recognition at all.
<br><br>
"Welcome to my riding school," <<he>> says as the <<beasttype 1>> comes to a stop. "I'm Remy. We offer lessons on both riding and caring for <<steed_type>>. I hope we can be of service."
<br><br>
<<person1>><<He>> spurs <<his>> <<beasttype 1>> to a trot, and rides away.
<br><br>
<<link [[Next|Riding School]]>><<endevent>><</link>>
<br>
<<elseif $remySeen.includes("farm")>>
A <<beasttype 1>> trots up to you. Upon <<bhis 1>> back sits Remy, <<person1>><<if $pronoun is "m">><<his>> short, pale brown hair flicking in the breeze<<else>><<his>> pale brown hair tied in a neat bun<</if>>.
<br><br>
"Welcome to my riding school," <<he>> says as the <<beasttype 1>> comes to a stop. "I'm glad you could make it. We offer lessons on both riding and caring for <<steed_type>>. I hope we can be of service."
<br><br>
<<person1>><<He>> spurs <<his>> <<beasttype 1>> to a trot, and rides away.
<br><br>
<<link [[Next|Riding School]]>><<endevent>><</link>>
<br>
<<elseif $remySeen.includes("manor")>>
A <<beasttype 1>> trots up to you. Upon <<bhis 1>> back sits Remy, <<person1>><<if $pronoun is "m">><<his>> short, pale brown hair flicking in the breeze<<else>><<his>> pale brown hair tied in a neat bun<</if>>.
<br><br>
"Welcome to my riding school," <<he>> says as the <<beasttype 1>> comes to a stop. You wonder if <<he>> recognises you from the party. If so, <<he>> gives no indication. "I'm glad you could make it. We offer lessons on both riding and caring for <<steed_type>>. I hope we can be of service."
<br><br>
<<person1>><<He>> spurs <<his>> <<beasttype 1>> to a trot, and rides away.
<br><br>
<<link [[Next|Riding School]]>><<endevent>><</link>>
<br>
<<else>>
A <<beasttype 1>> trots up to you. Upon <<bhis 1>> back sits a <<if $pronoun is "m">>man with short, pale brown hair flicking in the breeze<<else>>woman with pale brown hair tied in a neat bun<</if>>.
<br><br>
"Welcome to my riding school," <<person1>><<he>> says as the <<beasttype 1>> comes to a stop. "I'm Remy. We offer lessons on both riding and caring for <<steed_type>>. I hope we can be of service."
<br><br>
<<person1>><<He>> spurs <<his>> <<beasttype 1>> to a trot, and rides away.
<br><br>
<<link [[Next|Riding School]]>><<endevent>><</link>>
<br>
<</if>>
<<set $remySeen.pushUnique("riding_school")>>
<<set $remySeenLast to "riding_school">>
<<elseif $remySeen.includes("livestock") and $remySeenLast is "livestock">>
<<npc Remy>><<generateBEAST 2 horse>>
A <<beasttype 1>> trots up to you. Upon <<bhis 1>> back sits Remy, <<person1>><<if $pronoun is "m">><<his>> pale brown hair flicking in the breeze<<else>><<his>> pale brown hair tied in a neat bun<</if>>. You tense as memories of your treatment at <<his>> farm invade your mind. However, there's no domineering malice in <<his>> eyes this time. There's no recognition at all.
<br><br>
"It's good to see you again," <<he>> says as the <<beasttype 1>> comes to a stop. "I hope we can be of service."
<br><br>
<<person1>><<He>> spurs <<his>> <<beasttype 1>> to a trot, and rides away.
<br><br>
<<link [[Next|Riding School]]>><<endevent>><</link>>
<br>
<<set $remySeen.pushUnique("riding_school")>>
<<set $remySeenLast to "riding_school">>
<<else>>
<<set _riding to 18>>
<<for _slot range ["feet", "head", "lower", "upper"]>>
<<if $worn[_slot].type.includes("riding")>>
<<set _riding += 2>>
<</if>>
<</for>>
<<if $money gte 2500>>
<<animalicon "horse_pick">><<link [[Take riding lesson (£25 1:00)|Riding School Lesson]]>><<set $riding_lesson to 0>><<money -2500 "ridingLessons">><<thighskill _riding>><</link>><<gtiredness>><<gthighskill>>
<br>
<</if>>
<<if isPubfameTaskAccepted("remy")>>
<<investigateicon>><<link [[Look for Landry's contact (0:20)|Riding School Contact]]>><<pass 20>><</link>>
<br>
<</if>>
<<getouticon>><<link [[Leave|Farmland]]>><</link>>
<br>
<</if>>
<</if>><<effects>>
<<if $riding_lesson is 0>>
<<if $leftarm is "bound" or $rightarm is "bound">>
"You can't ride like that," Remy says, untying your arms with deft movements. "Better."
<<unbind>>
<br><br>
<</if>>
<!-- Modified for Monster People -->
<<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f")>>
<<if maleChance() lt random(1, 100)>>
Remy assigns you to a centaur, who watches as you <<thightext>> climb into the saddle.
<<set $steed to "female">>
<<else>>
Remy assigns you to a centaur, who watches as you <<thightext>> climb into the saddle.
<<set $steed to "male">>
<</if>>
<<else>>
<<if beastMaleChance() lt random(1, 100)>>
Remy assigns you to a mare. You <<thightext>> climb into the saddle.
<<set $steed to "mare">>
<<else>>
Remy assigns you to a stallion. You <<thightext>> climb into the saddle.
<<set $steed to "stallion">>
<</if>>
<</if>>
Once the other students finish climbing into theirs, Remy leads the procession down the dirt track leading into the countryside.
<<else>>
The lesson continues. Remy rides up and down the procession, giving pointers on proper control.
<</if>>
<<if currentSkillValue("thighskill") gte 1000>>
You keep the <<steed_text>> under control with subtle leg movements. It's almost boring. You've learned all you can from these lessons.
<<elseif currentSkillValue("thighskill") gte 800>>
You keep the <<steed_text>> under control with subtle leg movements, requiring only the occasional correction with the reins.
<<elseif currentSkillValue("thighskill") gte 600>>
Between careful rein use and thigh movements, you manage to keep control of the <<steed_text>>.
<<elseif currentSkillValue("thighskill") gte 400>>
You keep a firm grip on the reins, but the <<steed_text>> considers your movements suggestions, rather than commands.
<<elseif currentSkillValue("thighskill") gte 200>>
You pull the reins this way and that, but it's a struggle to keep the <<steed_text>> under control.
<<else>>
The <<steed_text>> almost throws you off. Only Remy's presence keeps <<steed_him>> in line.
<</if>>
<<gthighskill>><<thighskill 6>><br><br>
<<if $riding_lesson gte 3>>
Remy leads you back to the dirt track leading to the riding school. The <<steed_text>> looks tired. <<steed_He>> must be looking forward to a rest.
<br><br>
<<link [[Next|Riding School]]>><<unset $steed>><</link>>
<br>
<<else>>
<<set $riding_lesson += 1>><<pass 20>><<tiredness 2>>
<<rng>>
<<set $danger to random(1, 10000)>>
<<if $danger gte (9900 - $allure)>>
<<if $rng gte 81 and $horsedisable is "f">>
Remy leads you to an open field. The steeds are eager to frolic, and become harder to control.
<br><br>
<!-- Modified for Monster People -->
<<if $steed isnot "mare" and $steed isnot "stallion" or $bestialitydisable is "f">>
<<if currentSkillValue("thighskill") gte 200>>
Your <<steed_text>> bolts. You manage to remain steady, but nothing you do convinces the steed to stop.
<<else>>
Your <<steed_text>> bolts. All you can do is cling on tight.
<</if>>
You hear Remy shouting somewhere behind, but the voice fades as the <<steed_text>> carries you down a hill and into a wooded dell. <<steed_He>> rears on <<steed_his>> hind legs, throwing you to the ground.
<br><br>
<<steed_He>> turns to face you, a fierceness in <<steed_his>> eyes.<<gthighskill>><<thighskill 6>>
<br><br>
<<link [[Calm <<steed_him>>|Riding School Lesson Calm]]>><</link>><<tendingdifficulty 600 1200>>
<br>
<<link [[Brace yourself|Riding School Lesson Brace]]>><</link>>
<br>
<<else>>
You manage to keep yours in line, but some of the newer students lose control. Remy gallops after them, herding them back to the others.
Your <<steed_text>> lurches aside, and gallops. You throw your arms around <<steed_his>> neck and cling as hard as you can, until Remy catches up and grasps the reins, pulling you to a stop.<<gstress>><<stress 6>><<gthighskill>><<thighskill 6>>
<br><br>
<<link [[Next|Riding School Lesson]]>><</link>>
<br>
<</if>>
<<elseif $rng gte 61>>
<<npc Remy>><<person1>><<generateBEAST 2 horse>>
Remy leads you to a smooth lane, and pushes <<his>> steed to a trot. The other <<beastsplural 1>> follow suit.
<br><br>
<<endevent>>
<<generate1>><<person1>>
You hear hooves coming up from behind.
<<if $worn.upper.name is "punk leather jacket"
or $worn.upper.name is "leather jacket"
or $worn.upper.name is "vampire jacket">>
<!-- Special interaction with unzipped jackets -->
<<if $worn.under_upper.type.includes("naked")>>
<!-- Revealing undertop or naked -->
A <<person>> rides alongside you and grasps the side of your $worn.upper.name. <<He>> pulls it open, revealing your <<breasts>>.<<gtrauma>><<gstress>><<garousal>><<trauma 6>><<stress 6>><<arousal 100>>
<<else>>
<!-- Generic undertop -->
A <<person>> rides alongside you and grasps the side of your $worn.upper.name. <<He>> pulls it open, revealing your <<undertop>>.<<gtrauma>><<gstress>><<garousal>><<trauma 6>><<stress 6>><<arousal 40>>
<</if>>
<br><br>
You bat <<his>> arm away and cover yourself before anyone else sees. <<He>> shoots you a mocking smirk before riding on.
<br><br>
<<elseif $worn.upper.type.includes("naked")>>
<<if $worn.under_upper.type.includes("naked")>>
<!-- Full topless -->
A <<person>> rides alongside you. <<He>> leans over and grasps your <<breasts>>, squeezing and fondling.<<gtrauma>><<gstress>><<garousal>><<trauma 6>><<stress 6>><<arousal 600 "breasts">>
<<else>>
<!-- Generic undertop -->
A <<person>> rides alongside you. <<He>> leans over and grasps your <<breasts>> through your $worn.under_upper.name, squeezing and fondling.<<gtrauma>><<gstress>><<garousal>><<trauma 6>><<stress 6>><<arousal 600 "breasts">>
<</if>>
<br><br>
You bat <<his>> arm away before anyone sees. <<He>> shoots you a mocking smirk before riding on.
<br><br>
<<elseif $worn.upper.open is 1>>
<!-- Generic open top pulled down -->
<<if $worn.under_upper.type.includes("naked")>>
<!-- Revealing undertop or naked -->
A <<person>> rides alongside you and grasps the top of your $worn.upper.name. <<He>> tugs it down your chest, revealing your <<breasts>>.<<gtrauma>><<gstress>><<garousal>><<trauma 6>><<stress 6>><<arousal 100>>
<<else>>
<!-- Generic undertop -->
A <<person>> rides alongside you and grasps the top of your $worn.upper.name. <<He>> tugs it down your chest, revealing your <<undertop>>.<<gtrauma>><<gstress>><<garousal>><<trauma 6>><<stress 6>><<arousal 40>>
<</if>>
<br><br>
You bat <<his>> arm away and cover yourself before anyone else sees. <<He>> shoots you a mocking smirk before riding on.
<br><br>
<<elseif $worn.upper.set isnot $worn.lower.set>>
<!-- Generic closed top pulled up -->
<<if $worn.under_upper.type.includes("naked")>>
<!-- Revealing undertop or naked -->
A <<person>> rides alongside you and grasps the bottom of your $worn.upper.name. <<He>> pulls it up your chest, revealing your <<breasts>>.<<gtrauma>><<gstress>><<garousal>><<trauma 6>><<stress 6>><<arousal 100>>
<<else>>
<!-- Generic undertop -->
A <<person>> rides alongside you and grasps the bottom of your $worn.upper.name. <<He>> pulls it up your chest, revealing your <<undertop>>.<<gtrauma>><<gstress>><<garousal>><<trauma 6>><<stress 6>><<arousal 40>>
<</if>>
<br><br>
You bat <<his>> arm away and cover yourself before anyone else sees. <<He>> shoots you a mocking smirk before riding on.
<br><br>
<<else>>
<!-- Generic top / one-piece clothing -->
A <<person>> rides alongside you. <<He>> leans over and grasps your <<breasts>> through your $worn.upper.name, squeezing and fondling.<<gtrauma>><<gstress>><<garousal>><<trauma 6>><<stress 6>><<arousal 600 "breasts">>
<br><br>
You bat <<his>> arm away before anyone sees. <<He>> shoots you a mocking smirk before riding on.
<br><br>
<</if>>
<<gthighskill>><<thighskill 6>><br><br>
<<link [[Get revenge|Riding School Lesson Revenge]]>><<def 1>><<trauma -6>><<stress -6>><</link>><<ltrauma>><<lstress>>
<br>
<<link [[Ignore|Riding School Lesson]]>><<endevent>><</link>>
<br>
<<elseif $rng gte 41>>
Something scurries in front of your <<steed_text>>, and <<steed_he>> rears in a panic.
<br><br>
<<if currentSkillValue("thighskill") gte 400>>
<span class="green">You manage to remain in the saddle.</span> The creature disappears beneath a bush before you can get a good look at it.
<br><br>
"Just a fox," Remy says from up ahead. It looked darker than a fox.
<<else>>
<span class="red">You're thrown from <<steed_his>> back,</span> and thud onto the dirt.<<gstress>><<gpain>><<stress 6>><<pain 6>>
<br><br>
"Just a fox," Remy says from up ahead. "Are you alright?" You nod as you climb into the saddle.
<</if>>
<<gthighskill>><<thighskill 6>><br><br>
<<link [[Next|Riding School Lesson]]>><</link>>
<br>
<<elseif $rng gte 21>>
A <<generate1>><<person1>><<person>> rides up to you. Seems <<he>> wants to chat.<<gthighskill>><<thighskill 6>>
<br><br>
<<link [[Chat|Riding School Lesson Proposition]]>><<trauma -6>><<stress -6>><</link>><<ltrauma>><<lstress>>
<br>
<<link [[Ignore|Riding School Lesson Ignore]]>><</link>>
<br>
<<else>>
You ride up a hill, into a dense thicket. The canopy scratches and tears at your clothes.
<br><br>
You feel a tug at your waist. A thin branch has threaded itself through the fabric of your $worn.lower.name. Your <<steed_text>> continues to walk forward, but the branch is taut, and threatens to pull you off the saddle.<<gthighskill>><<thighskill 6>>
<br><br>
<<link [[Tell your steed to stop|Riding School Lesson Stop]]>><</link>><<tendingdifficulty 1 700>>
<br>
<<link [[Hold on|Riding School Lesson Hold]]>><</link>>
<br>
<<link [[Let yourself be pulled off|Riding School Lesson Pulled]]>><<pain 4>><<stress 6>><</link>><<gpain>><<gstress>>
<br>
<</if>>
<<else>>
<<if $rng gte 81>>
Remy leads you to an open field. The steeds are eager to frolic, and become harder to control.
<<if currentSkillValue("thighskill") gte 200>>
You manage to keep yours in line, but some of the newer students lose control. Remy gallops after them, herding them back to the others.
<<else>>
Your <<steed_text>> lurches aside, and gallops. You throw your arms around <<steed_his>> neck and cling as hard as you can, until Remy catches up and grasps the reins, pulling you to a stop.<<gstress>><<stress 6>>
<</if>>
<<gthighskill>><<thighskill 6>><br><br>
<<link [[Next|Riding School Lesson]]>><</link>>
<br>
<<elseif $rng gte 61>>
<<npc Remy>><<person1>><<generateBEAST 2 horse>>
Remy leads you to a smooth lane, and pushes <<his>> steed to a trot. The other <<beastsplural 1>> follow suit.
<<if currentSkillValue("thighskill") gte 200>>
The wind in your hair is exhilarating.
<<else>>
You bounce along, unable to do more than cling for safety.<<gstress>><<stress 6>>
<</if>>
<<gthighskill>><<thighskill 6>><br><br>
<<link [[Next|Riding School Lesson]]>><<endevent>><</link>>
<br>
<<elseif $rng gte 41>>
Remy leads you across a tranquil meadow.<<lstress>><<stress -6>><<gthighskill>><<thighskill 6>>
<br><br>
<<link [[Next|Riding School Lesson]]>><</link>>
<br>
<<elseif $rng gte 21>>
<<generate1>><<person1>>A <<person>> rides alongside you. Seems <<he>> wants to chat.<<gthighskill>><<thighskill 6>>
<br><br>
<<link [[Chat|Riding School Lesson Chat]]>><<trauma -6>><<stress -6>><</link>><<ltrauma>><<lstress>>
<br>
<<link [[Ignore|Riding School Lesson Ignore]]>><</link>>
<br>
<<else>>
You're led up a hill, into a dense copse of trees. Plump fruit hangs from overhanging branches. <<gthighskill>><<thighskill 6>>
<br><br>
<<link [[Grab one|Riding School Lesson Grab]]>><</link>>
<br>
<<link [[Ignore|Riding School Lesson]]>><</link>>
<br>
<</if>>
<</if>>
<</if>><<effects>>
<<if $tendingSuccess>>
You tell the <<steed_text>> to stop. <span class="green"><<steed_He>> hears the urgency in your voice,</span> and halts in <<steed_his>> tracks. You fumble with the branch until you manage to free your $worn.lower.name, then spur on your steed once more.
<br><br>
<<link [[Next|Riding School Lesson]]>><</link>>
<br>
<<else>>
You tell the <<steed_text>> to stop. <span class="red"><<steed_He>> ignores you.</span> You cling on tight as the branch continues to tug.
<br><br>
<<link [[Next|Riding School Lesson Hold]]>><</link>>
<br>
<</if>><<effects>>
<<if !$worn.over_lower.type.includes("naked")>>
<<set _slot to "over_lower">>
<<else>>
<<set _slot to "lower">>
<</if>>
You cling to the saddle. The branch pulls against your <<print $worn[_slot].name>>, until it tears free.
<<if !$worn.over_lower.type.includes("naked")>>
<<if $worn.lower.integrity lte 50>>
<<set $worn.over_lower.integrity -= 50>>
<<if $worn.lower.type.includes("naked")>>
You feel a breeze, and look behind you. <span class="red">The tattered remains of your $worn.over_lower.name hang from the branch. The wind snatches it into the canopy.</span>
<br><br>
<<covered>> No one seems to have noticed your predicament.<<gstress>><<stress 6>>
<br><br>
<<link [[Ride for cover|Riding School Lesson Ride]]>><</link>>
<br>
<<link [[Ask Remy for something to cover with|Riding School Lesson Ask]]>><<trauma 6>><<stress 6>><<npcincr Remy dom 1>><<fameexhibitionism 10>><</link>><<gtrauma>><<gstress>><<gdom>>
<br>
<<else>>
You feel a tear, and look behind you. <span class="red">The tattered remains of your $worn.over_lower.name hang from the branch. The wind snatches it into the canopy.</span>
<br><br>
<<link [[Next|Riding School Lesson]]>><<endevent>><</link>>
<</if>>
<<integritycheck no_text>><<exposure>>
<<else>>
<<set $worn.over_lower.integrity -= 50>>
Your clothing is worse for wear, but you manage to remain in the saddle.
<br><br>
<<link [[Next|Riding School Lesson]]>><<endevent>><</link>>
<br>
<</if>>
<<elseif $worn.lower.integrity lte 50>>
You feel a breeze, and look behind you. <span class="red">The tattered remains of your $worn.lower.name hang from the branch. The wind snatches it into the canopy.</span>
<br><br>
<<set $worn.lower.integrity -= 50>><<integritycheck no_text>><<exposure>>
<<covered>> No one seems to have noticed your predicament.<<gstress>><<stress 6>>
<br><br>
<<link [[Ride for cover|Riding School Lesson Ride]]>><</link>>
<br>
<<link [[Ask Remy for something to cover with|Riding School Lesson Ask]]>><<trauma 6>><<stress 6>><<npcincr Remy dom 1>><<fameexhibitionism 10>><</link>><<gtrauma>><<gstress>><<gdom>>
<br>
<<else>>
<<set $worn.lower.integrity -= 50>>
Your clothing is worse for wear, but you manage to remain in the saddle.
<br><br>
<<link [[Next|Riding School Lesson]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
The branch pulls you from the saddle, and you thud to the dirt.
<br><br>
You run to catch up with your <<steed_text>>. Someone laughs as you climb atop <<steed_him>>.
<br><br>
<<link [[Next|Riding School Lesson]]>><</link>>
<br><<effects>>
You ride up the procession, doing your best to keep yourself covered. You hope no one will notice. They do.
<br><br>
<<if random(1, 2) is 2>>
"<<pShes>> riding bottomless."
<<else>>
"Is <<pshe>> naked from the waist down?"
<</if>>
<br>
<<if random(1, 2) is 2>>
"Get dressed, <<girl>>!"
<<else>>
"No complaints from me."
<</if>>
<br>
<<if random(1, 2) is 2>>
"How bold."
<<else>>
"What a <<slut>>."
<</if>>
<br><br>
<<npc Remy>><<person1>>
You're blushing furiously when you reach Remy. <<He>> regards you with amusement. "I think I've got something," <<he>> says, rummaging in a bag tied to <<his>> steed's side. "Here we are." <<He>> hands you a towel. You tie it around your waist as quick as you can.
<br><br>
<<towelup>>
<<link [[Next|Riding School Lesson]]>><<endevent>><</link>>
<br><<effects>>
You steer the <<steed_text>> into the trees, away from prying eyes. You ride down the hill and emerge in a clearing. A crumbling old building stands in the middle. Part of the ceiling has collapsed into the doorway, leaving only a small aperture.
<br><br>
Perhaps there are clothes inside.
<<if $physiquesize lte 6000>>
If you move some of the smaller bits of debris, your small frame should have no trouble squeezing through.
<<else>>
<</if>>
<br><br>
<<if $physiquesize lte 6000>>
<<link [[Clear the debris then crawl through the hole|Riding School Lesson Crawl Tiny]]>><</link>><<small_text>>
<br>
<</if>>
<<link [[Crawl through the hole|Riding School Lesson Crawl]]>><</link>>
<br>
<<link [[Build a skirt from plants instead|Riding School Lesson Plants]]>><</link>>
<br><<effects>>
You drop to your knees, scoop out some of the debris, then squeeze into the dark and dusty interior.
<br><br>
<<link [[Next|Riding School Lesson Building]]>><</link>>
<br><<effects>>
You drop to your knees and crawl inside. The interior is dark and dusty. You get your head and shoulders through, then your chest, but your waist proves just a little too thick.
<br><br>
<!-- Modified for Monster People -->
<<if $horsedisable is "f" and $analingusdisablereceiving is "f" and ($steed isnot "mare" and $steed isnot "stallion" or $bestialitydisable is "f")>>
You push against the wall and wiggle your hips. You're making progress, but then something wet touches your <<bottom>>. It's a tongue.
<<if $steed is "male" or $steed is "female">>
"I can't help it," says the centaur, <<steed_his>> voice muffled by the rubble. "Your skin is so salty."<<gstress>><<garousal>><<stress 6>><<arousal 600 "bottom">>
<br><br>
<<else>>
A very long tongue. It's the horse.<<gstress>><<garousal>><<stress 6>><<arousal 600 "bottom">>
<br><br>
<</if>>
<<link [[Plead|Riding School Lesson Plead]]>><</link>><<tendingdifficulty 400 1200>>
<br>
<<link [[Kick|Riding School Lesson Kick]]>><</link>><<physiquedifficulty 4000 $physiquemax>>
<br>
<<link [[Endure|Riding School Lesson Endure]]>><<trauma 6>><<stress 6>><<arousal 600 "bottom">><</link>><<gtrauma>><<gstress>><<garousal>>
<br>
<<else>>
You push against the wall and wiggle your hips, until you at last slide through.<<gpain>><<pain 4>>
<br><br>
<<link [[Next|Riding School Lesson Building]]>><</link>>
<br>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"St-stop," you say. "That tickles."
<<elseif $speech_attitude is "bratty">>
"Fuck off or you're getting a broken nose," you say.
<<else>>
"Cut it out," you say.
<</if>>
<br><br>
<<if $tendingSuccess>>
<<if $steed is "male" or $steed is "female">>
"Sorry," the <<steed_text>> says. <span class="green"><<steed_He>> backs away from you.</span>
<<else>>
The <<steed_text>> responds to something in your voice, <span class="green">and backs away from you.</span>
<</if>>
<br><br>
You keep pushing against the wall until, at last, your hips slide through. You climb to your feet.
<br><br>
<<link [[Next|Riding School Lesson Building]]>><</link>>
<br>
<<else>>
<span class="red">The <<steed_text>> ignores you.</span> <<steed_He>> continues the assault.
<br><br>
<<link [[Next|Riding School Lesson Endure]]>><</link>>
<br>
<</if>><<effects>>
<<if $physiqueSuccess>>
You kick at the <<steed_text>>, <span class="green">and <<steed_he>> backs away from you.</span>
<br><br>
<<link [[Next|Riding School Lesson Building]]>><</link>>
<br>
<<else>>
<<if $steed is "male" or $steed is "female">>
You kick at the <<steed_text>>, <span class="red">but <<steed_he>> grasps your ankles and holds them down.</span><br><br>
<<else>>
You kick at the <<steed_text>>, <span class="red">but <<steed_he>> isn't swayed.</span>
<</if>>
<<steed_He>> continues the assault.
<br><br>
<<link [[Next|Riding School Lesson Endure]]>><</link>>
<br>
<</if>><<effects>>
You brace yourself.
<<if $steed is "male" or $steed is "female">>
<<if !$worn.under_lower.type.includes("naked")>>
<<if $worn.under_upper.set is $worn.under_lower.set>>
Strong fingers grasp the bottom of your $worn.under_upper.name, and tug it down your shoulders, chest, waist, and thighs, until it's bunched at your knees. A breeze caresses your <<bottom>>.
<<else>>
Strong fingers grasp your $worn.under_lower.name, and tug it down your thighs, bunching it at your knees. A breeze caresses your <<bottom>>.
<</if>>
<br><br>
<<else>>
<</if>>
You feel <<steed_his>> breath against your cheeks a moment before the tongue assaults your rear again.
<<if playerChastity("anus")>>
Your $worn.genitals.name proves no defence against the squirming menace.
<<else>>
<</if>>
<<steed_He>> grasps your hips and lifts your <<bottom>> into the air, letting <<steed_him>> attack from different angles.
<br><br>
<<if $analdisable is "f">>
Nowhere is safe. <<steed_He>> wriggles <<steed_his>> tongue against your anus, before plunging inside. It squirms within, extending and retracting, wriggling deeper and deeper.
<<else>>
<</if>>
<br><br>
You keep pushing against the wall until, at last, your hips slide through. You escape the <<steed_text>> and <<steed_his>> incessant licking,
<<if !$worn.under_lower.type.includes("naked")>>
fix your clothing, and rise to your feet.
<<else>>
and rise to your feet.
<</if>>
<br><br>
<<link [[Next|Riding School Lesson Building]]>><</link>>
<br>
<<else>>
<<if !$worn.under_lower.type.includes("naked")>>
<<if $worn.under_upper.set is $worn.under_lower.set>>
The strong tongue grasps the bottom of your $worn.under_upper.name, and tugs it down your shoulders, chest, waist, and thighs, until it's bunched at your knees. A breeze caresses your <<bottom>>.
<<else>>
The strong tongue grasps your $worn.under_lower.name, and tugs it down your thighs, bunching it at your knees. A breeze caresses your <<bottom>>.
<</if>>
<br><br>
<<else>>
<</if>>
You feel <<steed_his>> breath against your cheeks a moment before the tongue assaults your rear again.
<<if playerChastity("anus")>>
Your $worn.genitals.name proves no defence against the squirming menace.
<<else>>
<</if>>
Each lick is thick, wet and long.
<br><br>
<<if $analdisable is "f">>
Nowhere is safe. <<steed_He>> wriggles <<steed_his>> tongue against your anus, before plunging inside. It squirms inside you, extending and retracting, wriggling deeper and deeper.
<<else>>
<</if>>
<br><br>
You keep pushing against the wall until, at last, your hips slide through. You escape the <<steed_text>> and <<steed_his>> incessant licking,
<<if !$worn.under_lower.type.includes("naked")>>
fix your clothing, and rise to your feet.
<<else>>
and rise to your feet.
<</if>>
<br><br>
<<link [[Next|Riding School Lesson Building]]>><</link>>
<br>
<</if>><<effects>><<wearProp "grenade">>
It's dark, with only a little natural light entering through a small window. You can make out a decaying cabinet. Perhaps there are clothes inside.
<br><br>
You open the doors, and cough at the scatter of dust. Something heavy thuds to the ground. As the dust clears you make out a metallic glint. It's a grenade.
<br><br>
<<set $antiquemoney += 80>><<museumAntiqueStatus "antiquegrenade" "found">>
You almost panic, but the pin is still in. It also looks old. So old that it can't still be live, surely. A collector would be interested in this.
<br><br>
<<link [[Next|Riding School Lesson Building 2]]>><<handheldon>><</link>>
<br><<effects>>
There are no clothes in the cabinet, but there is an old towel. It's still in good condition. You tie it firm around your waist, and squeeze back through the hole.
<br><br>
<<lowerwear 3>>
You mount your <<steed_text>>, and spur <<steed_him>> toward the thicket. You ride up the hill, until you find the dirt road. The procession is gone, so you trot until you catch up to them.
<br><br>
<<link [[Next|Riding School Lesson]]>><</link>>
<br><<effects>>
You search among the wild grass for suitable material. You find a number of firm, long fronds, and build a skirt around your waist. It's not ideal, and you doubt you could remove it without destroying it, but it keeps you covered at least.
<br><br>
<<lowerwear 8>>
You mount your <<steed_text>>, and spur <<steed_him>> toward the thicket. You ride up the hill, until you find the dirt road. The procession is gone, so you trot until you catch up to them.
<br><br>
<<link [[Next|Riding School Lesson]]>><</link>>
<br><<effects>>
You ride after the <<person>>, who seems to have already forgotten about you. You get close enough to strike.
<br><br>
<<set $skulduggerydifficulty to 300>>
<<link [[Strip|Riding School Lesson Strip]]>><</link>><<skulduggerydifficulty>>
<br>
<<link [[Shove|Riding School Lesson Shove]]>><</link>><<physiquedifficulty 1 12000>>
<br><<effects>>
You lean behind the <<person>>, and tap <<him>> on the opposite shoulder.
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<span class="green"><<He>> turns away from you.</span> You grasp the hem of <<his>> shirt, and after a brief struggle, tug it up and over <<his>> head.
<br><br>
<<skulduggeryuse>>
<<if $pronoun is "f">>
<<if $rng gte 51>>
<<He>> wasn't wearing anything underneath. You ride away with <<his>> shirt held high, blowing in the wind. <<He>> spurs after you, covering <<his>> <<print $NPCList[0].breastsdesc>> with one arm.
<<else>>
You ride away with <<his>> shirt held high, blowing in the wind. <<He>> spurs after you, covering <<his>> bra with one arm.
<</if>>
<<else>>
You ride away with <<his>> shirt held high, blowing in the wind. <<He>> spurs after you.
<</if>>
<br><br>
Remy ends the chase by riding in front of you, but not before everyone in the class gets to see the <<persons>> humiliation. <<He>> snatches the shirt back with a huff.
<br><br>
<<link [[Next|Riding School Lesson]]>><<endevent>><</link>>
<br>
<<else>>
You try to distract the <<person>>, <span class="red">but slip from the saddle instead.</span> You thud to the dirt.<<gpain>><<gstress>><<pain 4>><<stress 6>>
<br><br>
<<skulduggeryuse>>
The <<person>> laughs as you climb back into your saddle.
<br><br>
<<link [[Next|Riding School Lesson]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<if $physiqueSuccess>>
You shove the <<person>>, and <span class="green"><<he>> tumbles from the saddle</span>. Someone laughs.
<br><br>
You can't contain the smirk as you ride away.
<br><br>
<<link [[Next|Riding School Lesson]]>><<endevent>><</link>>
<br>
<<else>>
You try to shove the <<person>>, <span class="red">but slip from the saddle</span>. You tumble to the dirt.
<br><br>
The <<person>> laughs as you climb back atop your <<steed_text>>.
<br><br>
<<link [[Next|Riding School Lesson]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<if $steed is "male" or $steed is "female">>
<<if $speech_attitude is "meek">>
"P-please don't hurt me," you say, trying to remain calm. "I didn't do anything to hurt you."
<<elseif $speech_attitude is "bratty">>
"Knock if off," you say, trying to remain calm. "Or I'll knock some sense into you."
<<else>>
"Please calm down," you say, trying to remain calm yourself. "I mean you no harm."
<</if>>
<<else>>
You try to remain calm, and make soothing noises as the beast approaches.
<</if>>
<<if $tendingSuccess>>
<span class="green">The <<steed_text>> stops.</span>
<<if $steed is "male" or $steed is "female">>
<<steed_He>> raises a palm to <<steed_his>> face and shakes <<steed_his>> head. "I'm sorry," <<steed_he>> says. "I don't know what came over me."
<<else>>
<<steed_He>> shakes <<steed_his>> head. The malice is gone.
<</if>>
<br><br>
You ride back to the others. You hear voices calling as you draw closer, until you crest a ridge and see the rest of the procession. Remy rides over to make sure you and your steed are okay.
<br><br>
<<link [[Next|Riding School Lesson]]>><</link>>
<br>
<<else>>
<span class="red">The <<steed_text>> charges,</span> knocking you down and taking position above you.
<br><br>
<<link [[Next|Riding School Horse Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<effects>>
You brace yourself as the <<steed_text>> charges, knocking you down and taking position above you.
<br><br>
<<link [[Next|Riding School Horse Rape]]>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<steed_init>>
<<beastCombatInit>>
<</if>>
<<effects>>
<<effectsman>>
<br><br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Riding School Horse Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Riding School Horse Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
The <<steed_text>> collapses to the leaf-strewn ground beside you.
<br><br>
<<elseif $enemyhealth lte 0>>
The <<steed_text>> rears up and away from you, where <<steed_he>> loses <<steed_his>> footing and slips to the ground.
<br><br>
<</if>>
<<tearful>> you struggle to your feet. The <<steed_text>> does likewise, the malice gone.
<<if $steed is "male" or $steed is "female">>
<<steed_He>> raises a palm to <<steed_his>> face and shakes <<steed_his>> head. "I'm sorry," <<steed_he>> says. "I don't know what came over me."
<<else>>
It shakes its head, as if waking from a nap.
<</if>>
<br><br>
<<clothesontowel>>
<<endcombat>>
You ride back to the others. You hear voices calling as you draw closer, until you crest a ridge and see the rest of the procession. Remy rides over to make sure you and your steed are okay.
<br><br>
<<link [[Next|Riding School Lesson]]>><</link>>
<br><<effects>>
You reach up, and manage to snag one off the branch. Greens and purples blend together on its skin. You can smell a sweet aroma at a distance.
<br><br>
"Don't eat the fruit," Remy says from further up the procession. "It's toxic without preparation."
<br><br>
<<link [[Eat it anyway|Riding School Lesson Eat]]>><<def 1>><<drugs 60>><<stress -6>><</link>><<garousal>><<lstress>>
<br>
<<link [[Throw it away|Riding School Lesson]]>><</link>>
<br><<effects>>
You disregard Remy's warning, and bite into the purple fruit. It's sweet. So sweet. The delicate flesh melts in your mouth, leaving a soothing trail as it slides down your throat.
<br><br>
You eat until only a large seed remains. You throw it aside.
<br><br>
A few moments later you feel lightheaded. An unnatural warmth builds within you.
<br><br>
<<link [[Next|Riding School Lesson]]>><</link>>
<br><<effects>>
You have a pleasant time chatting with the <<person>>.
<<if $rng gte 81>>
<<He>> tells you <<hes>> taken up lessons so <<he>> can spend more time in the countryside.
<<elseif $rng gte 61>>
<<He>> talks about <<his>> life out in the countryside.
<<elseif $rng gte 41>>
<<He>> talks about <<his>> work and home life.
<<elseif $rng gte 21>>
<<He>> talks about <<his>> hobbies.
<<else>>
<<He>> encourages you to stay in school.
<</if>>
<br><br>
<<link [[Next|Riding School Lesson]]>><<endevent>><</link>>
<br><<effects>>
You pull away from the <<person>>.
<br><br>
<<link [[Next|Riding School Lesson]]>><<endevent>><</link>>
<br><<effects>>
You have a pleasant time chatting with the <<person>>, until <<he>> leans over. "How about we find somewhere secluded?" <<he>> whispers. "They won't notice we're gone."
<br><br>
<<link [[Accept|Riding School Lesson Accept]]>><</link>><<promiscuous1>>
<br>
<<link [[Refuse|Riding School Lesson Ignore]]>><</link>>
<br><<effects>>
The <<person>> and you drop behind the other riders. You turn down a thin track to the side, running alongside a river.
<br><br>
You duck under a bough, and arrive in a small and sheltered clearing. The <<person>> dismounts and reclines on a tree stump.
<br><br>
<<He>> pulls you atop <<him>> as soon as you step close enough.<<promiscuity1>>
<<link [[Next|Riding School Lesson Sex]]>><<set $sexstart to 1>><</link>>
<br><<effects>>
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Riding School Lesson Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Riding School Lesson Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> lies back on the stump in contentment for a moment, then looks at <<his>> watch. "We should get back to class," <<he>> says. "Before they notice we're gone."
<<elseif $enemyhealth lte 0>>
You shove the <<person>> away from you. <<He>> tumbles over the stump, and holds <<his>> hands up in surrender. "Alright," <<he>> says. "I get it. I thought you just liked it rough, okay?"
<<else>>
"Getting me worked up for nothing," the <<person>> says as <<he>> adjusts <<his>> clothing.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<tearful>> you climb atop your <<steed_text>>. You follow the track back to the procession, and trot to catch up.
<br><br>
<<link [[Next|Riding School Lesson]]>><</link>><<effects>><<set $pubfame.remy.attempts++>>
You look around the courtyard for anyone on their own. Most students are in groups of two or three, chatting idly, but you see a few stragglers around.
<br><br>
<<generate1>><<person1>>
A <<person>> catches your eye, <<print either("leaning against the fence","leaning against a stable","scrolling on <<his>> phone","idly walking in circles")>>. "Excuse me," you say, approaching <<him>>. "Where do the flowers bloom?"
<br><br>
<<rng>>
<<if $rng gte 86 or $pubfame.remy.attempts % 10 is 0>> <!-- 15% chance. Correct answer. Also guaranteed correct answer after ten failed attempts -->
<<set $phase to 1>>
<<set _looks to ["doesn't look","doesn't look","doesn't look","glances"][random(3)]>>
<<set _password to 0>>
<<elseif $rng gte 51>> <!-- 35% chance. Wrong or almost answer, leads to rape -->
<<set $phase to 2>>
<<set _looks to ["doesn't look","doesn't look","doesn't look","glances"][random(3)]>>
<<set _password to ["wrong","wrong","wrong","almost","almost"][random(4)]>>
<<elseif $rng gte 31>> <!-- 20% chance. Wrong or almost answer answer, leads to capture -->
<<set $phase to 3>>
<<set _looks to ["doesn't look","glances","glances","glances"][random(3)]>>
<<set _password to ["wrong","wrong","wrong","almost","almost"][random(4)]>>
<<elseif $rng gte 26>> <!-- 5% chance. Correct answer, leads to capture-->
<<set $phase to 4>>
<<set _looks to ["doesn't look","glances","glances","glances"][random(3)]>>
<<set _password to 0>>
<<else>> <!-- 30% chance. No password at all -->
<<set _failed to true>>
<<He>> stares at you blankly for a second.
"<<print either(
"Is that a riddle? I'm no good with riddles.",
"There's a farm just up the road, try there.",
"I'm not interested in your cult, <<girl>>.",
"Is that a... reference to something?",
"I'm in the middle of something.",
"I have a <<spouse>>."
)>>" <<He>> turns <<his>> back to you.
<br><br>
<<if Time.hour isnot $closinghour>>
<<investigateicon>><<link [[Find someone else (0:20)|Riding School Contact]]>><<pass 20>><<endevent>><</link>>
<br>
<<getouticon>><<link [[Give up for now|Riding School]]>><<endevent>><</link>>
<<else>>
It's closing time. The <<steed_type>> are being herded into their stables, and the customers from the grounds. <<if $exposed gte 1>>You skulk away before anyone sees your <<lewdness>>.<</if>>
<br><br>
<<link [[Next|Farmland]]>><<endevent>><</link>>
<br>
<</if>>
<</if>>
<<if !_failed>>
<<He>> _looks at you. "<<pubfameRemyPassword _password "cap">>," <<he>> says. <<He>> turns around and walks behind a stable.
<<if $awareness gte 1000 and $phase gte 3>>
<br>
<span class="purple">You notice Remy watching you out of the corner of your eye.</span>
<</if>>
<br><br>
<<link [[Follow <<him>>|Riding School Contact Follow]]>><</link>>
<br>
<<link [[Leave|Riding School Contact Leave]]>><<set $phase to Math.ceil($phase / 2)>><</link>>
<</if>><<effects>>
You shake your head and walk away.
<<if $phase is 1>>
The <<person>> looks confused, but doesn't pursue you.
<<else>>
You hear the <<person>> click <<his>> tongue in disappointment, but <<he>> doesn't pursue you.
<</if>>
<br><br>
<<if Time.hour isnot $closinghour>>
<<investigateicon>><<link [[Find someone else (0:20)|Riding School Contact]]>><<pass 20>><<endevent>><</link>>
<br>
<<getouticon>><<link [[Give up for now|Riding School]]>><<endevent>><</link>>
<<else>>
It's closing time. The <<steed_type>> are being herded into their stables, and the customers from the grounds. <<if $exposed gte 1>>You skulk away before anyone sees your <<lewdness>>.<</if>>
<br><br>
<<link [[Next|Farmland]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
You follow the <<person>> behind the stable.
<br><br>
<<switch $phase>>
<<case 1>>
<<wearProp "black box">>
<<He>> digs around in a hay bale for a moment, before pulling out a small black box, about the size of your hand. <<He>> leaves it on the hay and walks out without a word, the opposite way <<he>> came from.
<br><br>
You pick up the box. You don't see any visible seams or openings, and running your fingers over it, you don't feel any either. It sounds hollow when you tap it, but you can't tell if there's anything inside.
<br><br>
<<pubfameComplete "remy">>
<<link [[Next|Riding School]]>><<endevent>><</link>>
<<case 2>>
<<He>> stands there for a few seconds, before suddenly <span class="red">lunging for you, knocking you into a pile of hay</span>. "Don't know what you're on about," <<he>> laughs. "And I don't care."
<br><br>
<<link [[Next|Riding School Contact Rape]]>><<set $molestationstart to 1>><</link>>
<<case 3>>
<<generate2>><<generate3>>
<<He>> stands there for a few seconds, before suddenly lunging for you and grabbing your arms, pinning them to your sides. "Don't know what you're on about," <<he>> laughs. "But figured if I went along with it, you'd be an easy gain."
<br><br>
A <<person2>><<person>> and <<person3>><<person>> walk toward you, the <<person2>><<person>> holding a rag and bottle. <<He>> approaches you, grinning.
<br><br>
<<link [[Fight|Riding School Contact Fight]]>><<set $fightstart to 1>><</link>>
<br>
<<link [[Give in|Riding School Contact Give]]>><</link>>
<<case 4>>
<<generate2>><<generate3>>
<<He>> digs around in a hay bale for a moment, before pulling out a small black box, about the size of your hand. <<He>> examines it for a moment, before <span class="red">tossing it to the side and lunging for you</span>. <<He>> grabs your arms, pinning them to your sides. "Some bridges are worth burning, if there's enough of a payout," <<he>> laughs. "Tell Landry <<nnpc_he "Landry">> can get bent."
<br><br>
A <<person2>><<person>> and <<person3>><<person>> walk toward you, the <<person2>><<person>> holding a rag and bottle. <<He>> approaches you, grinning.
<br><br>
<<pubfameComplete "remy" "betray">>
<<link [[Fight|Riding School Contact Fight]]>><<set $fightstart to 1>><</link>>
<br>
<<link [[Give in|Riding School Contact Give]]>><</link>>
<</switch>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<set $enemyanger to 20>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Riding School Contact Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Riding School Contact Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<if $enemyanger gte ($enemyangermax / 5) * 3>>
<<He>> smacks your face, then leaves you lying in the hay.
<br>
<<underlowersteal>>
<<violence 3>>
<<elseif $enemyanger gte 1>>
Without a word, <<he>> leaves.
<br>
<<underlowersteal>>
<<else>>
Smiling, <<he>> kisses you on the cheek. "This is for you." <<He>> gets up and leaves you lying on the ground.
<br>
You've gained <<moneyGain 5>>.
<</if>>
<<else>>
You shove <<him>> off you, and <<he>> tips over into the stable with a cry.
<</if>>
<br><br>
<<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<if Time.hour isnot $closinghour>>
<<investigateicon>><<link [[Find someone else (0:20)|Riding School Contact]]>><<pass 20>><<endevent>><</link>>
<br>
<<getouticon>><<link [[Give up for now|Riding School]]>><<endevent>><</link>>
<<else>>
It's closing time. The <<steed_type>> are being herded into their stables, and the customers from the grounds. <<if $exposed gte 1>>You skulk away before anyone sees your <<lewdness>>.<</if>>
<br><br>
<<link [[Next|Farmland]]>><<endevent>><</link>>
<br>
<</if>><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Riding School Contact Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Riding School Contact Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $pain gte 100 and $willpowerpain is 0>>
It's too much. <<tearful>> you collapse to the ground.
<br><br>
The <<person3>><<person>> soaks the rag with the bottle and holds it to your mouth. You weakly try to turn away, but <<he>> holds your face still with <<his>> other hand. The sweet smell makes your mind swim, and your consciousness fades.
<br><br>
<<endcombat>>
<<link [[Next|Moor Abduction Wake]]>><<pass 60>><<set $stress -= 2000>><<set $moor to 50>><<clotheson>><</link>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The <<fullGroup>> collapse against the stable. <<tearful>> you rise to your feet and run away.
<br><br>
<<endcombat>><<clotheson>>
<<if Time.hour isnot $closinghour>>
<<investigateicon>><<link [[Find someone else (0:20)|Riding School Contact]]>><<pass 20>><<endevent>><</link>>
<br>
<<getouticon>><<link [[Give up for now|Riding School]]>><<endevent>><</link>>
<<else>>
It's closing time. The <<steed_type>> are being herded into their stables, and the customers from the grounds. <<if $exposed gte 1>>You skulk away before anyone sees your <<lewdness>>.<</if>>
<br><br>
<<link [[Next|Farmland]]>><<endevent>><</link>>
<br>
<</if>>
<<else>>
You push the <<person1>><<person>> off of you, who falls onto the <<person2>><<person>>, who knocks over the <<person3>><<person>>. <<tearful>> you rise to your feet and run away, leaving them arguing about whose fault it was.
<br><br>
<<endcombat>><<clotheson>>
<<if $pubfame.detail is "remyBetray">>
<<link [[Next|Riding School]]>><<endevent>><</link>>
<<elseif Time.hour isnot $closinghour>>
<<investigateicon>><<link [[Find someone else (0:20)|Riding School Contact]]>><<pass 20>><<endevent>><</link>>
<br>
<<getouticon>><<link [[Give up for now|Riding School]]>><<endevent>><</link>>
<<else>>
It's closing time. The <<steed_type>> are being herded into their stables, and the customers from the grounds. <<if $exposed gte 1>>You skulk away before anyone sees your <<lewdness>>.<</if>>
<br><br>
<<link [[Next|Farmland]]>><<endevent>><</link>>
<br>
<</if>>
<</if>><<effects>>
You do nothing as the <<person>> soaks the rag. <<He>> holds your head still anyway, holding the rag up to your face.
<br><br>
The sweet smell makes your mind swim. "Look at how gentle <<pshe>> is," you hear the <<person2>><<person>> say before your consciousness fades.
<br><br>
<<link [[Next|Moor Abduction Wake]]>><<pass 60>><<set $stress -= 2000>><<set $moor to 50>><<endevent>><<clotheson>><</link>><<widget "steed_text">>
<<if $steed is "male">>
<<set _text_output to "centaur">>
<<elseif $steed is "female">>
<<set _text_output to "centaur">>
<<elseif $steed is "mare">>
<<set _text_output to "mare">>
<<elseif $steed is "stallion">>
<<set _text_output to "stallion">>
<</if>>
<<print _text_output>>
<</widget>>
<<widget "steed_he">>
<<if $steed is "male">>
<<set _text_output to "he">>
<<elseif $steed is "female">>
<<set _text_output to "she">>
<<elseif $steed is "mare">>
<<set _text_output to "it">>
<<elseif $steed is "stallion">>
<<set _text_output to "it">>
<</if>>
<<print _text_output>>
<</widget>>
<<widget "steed_He">>
<<if $steed is "male">>
<<set _text_output to "He">>
<<elseif $steed is "female">>
<<set _text_output to "She">>
<<elseif $steed is "mare">>
<<set _text_output to "It">>
<<elseif $steed is "stallion">>
<<set _text_output to "It">>
<</if>>
<<print _text_output>>
<</widget>>
<<widget "steed_him">>
<<if $steed is "male">>
<<set _text_output to "him">>
<<elseif $steed is "female">>
<<set _text_output to "her">>
<<elseif $steed is "mare">>
<<set _text_output to "it">>
<<elseif $steed is "stallion">>
<<set _text_output to "it">>
<</if>>
<<print _text_output>>
<</widget>>
<<widget "steed_his">>
<<if $steed is "male">>
<<set _text_output to "his">>
<<elseif $steed is "female">>
<<set _text_output to "her">>
<<elseif $steed is "mare">>
<<set _text_output to "its">>
<<elseif $steed is "stallion">>
<<set _text_output to "its">>
<</if>>
<<print _text_output>>
<</widget>>
<<widget "steed_init">>
<<if $steed is "male">>
<<if $cbchance gte random(1, 100)>>
<<beastNEWinit 1 horse m vagina monster>>
<<set $NPCList[_n].stance to "top">><<set $position to "missionary">><<set $position_lock to 1>>
<<else>>
<<beastNEWinit 1 horse m penis monster>>
<<set $NPCList[_n].stance to "top">><<set $position to "doggy">><<set $position_lock to 1>>
<</if>>
<<elseif $steed is "female">>
<<if $dgchance gte random(1, 100)>>
<<beastNEWinit 1 horse f penis monster>>
<<set $NPCList[_n].stance to "top">><<set $position to "doggy">><<set $position_lock to 1>>
<<else>>
<<beastNEWinit 1 horse f vagina monster>>
<<set $NPCList[_n].stance to "top">><<set $position to "missionary">><<set $position_lock to 1>>
<</if>>
<<elseif $steed is "mare">>
<<beastNEWinit 1 horse f vagina beast>>
<<set $NPCList[_n].stance to "top">><<set $position to "missionary">><<set $position_lock to 1>>
<<else>>
<<beastNEWinit 1 horse m penis beast>>
<<set $NPCList[_n].stance to "top">><<set $position to "doggy">><<set $position_lock to 1>>
<</if>>
<<prop haybale>>
<</widget>>
<<widget "steed_type">>
<<if ($monsterchance gte random(1, 100) and ($hallucinations gte 1 or $monsterhallucinations is "f")) or ($bestialitydisable is "t")>>
<<set _text_output to "centaurs">>
<<else>>
<<set _text_output to "horses">>
<</if>>
<<print _text_output>>
<</widget>><<effects>>
You climb onto your bike.
<br><br>
Residential
<br>
<<domusicon>><<link [[Ride your bike to Domus Street (Home)|Bike Ride]]>><<set $bikeDestination to "domus">><<set $bikeEndCategory to "left">><</link>>
<br>
<<barbicon>><<link [[Ride your bike to Barb Street (Studio)|Bike Ride]]>><<set $bikeDestination to "barb">><<set $bikeEndCategory to "left">><</link>>
<br>
<<danubeicon>><<link [[Ride your bike to Danube Street (Mansions)|Bike Ride]]>><<set $bikeDestination to "danube">><<set $bikeEndCategory to "left">><</link>>
<br>
<<wolficon>><<link [[Ride your bike to Wolf Street (Temple)|Bike Ride]]>><<set $bikeDestination to "wolf">><<set $bikeEndCategory to "mid">><</link>>
<br><br>
Commercial
<br>
<<highicon>><<link [[Ride your bike to High Street (Shopping centre)|Bike Ride]]>><<set $bikeDestination to "high">><<set $bikeEndCategory to "mid">><</link>>
<br>
<<connudatusicon>><<link [[Ride your bike to Connudatus Street (Clubs)|Bike Ride]]>><<set $bikeDestination to "connudatus">><<set $bikeEndCategory to "left">><</link>>
<br>
<<clifficon>><<link [[Ride your bike to Cliff Street (Cafe)|Bike Ride]]>><<set $bikeDestination to "cliff">><<set $bikeEndCategory to "mid">><</link>>
<br>
<<nightingaleicon>><<link [[Ride your bike to Nightingale Street (Hospital)|Bike Ride]]>><<set $bikeDestination to "nightingale">><<set $bikeEndCategory to "mid">><</link>>
<br>
<<starfishicon>><<link [[Ride your bike to Starfish Street (Beach)|Bike Ride]]>><<set $bikeDestination to "starfish">><<set $bikeEndCategory to "mid">><</link>>
<br>
<<oxfordicon>><<link [[Ride your bike to Oxford Street (School)|Bike Ride]]>><<set $bikeDestination to "oxford">><<set $bikeEndCategory to "right">><</link>>
<br><br>
Industrial
<br>
<<elkicon>><<link [[Ride your bike to Elk Street|Bike Ride]]>><<set $bikeDestination to "elk">><<set $bikeEndCategory to "right">><</link>>
<br>
<<mericon>><<link [[Ride your bike to Mer Street (Docks)|Bike Ride]]>><<set $bikeDestination to "mer">><<set $bikeEndCategory to "right">><</link>>
<br>
<<harvesticon>><<link [[Ride your bike to Harvest Street (Pub)|Bike Ride]]>><<set $bikeDestination to "harvest">><<set $bikeEndCategory to "right">><</link>>
<br><br>
Farmlands
<br>
<<farmicon>><<link [[Ride your bike to the Farmlands|Bike Ride]]>><<set $bikeDestination to "farm">><<set $bikeEndCategory to "farm">><</link>>
<br><br>
<<if $town_projects.road gte 4>>
Forest
<br>
<<lakeicon>><<link [[Ride your bike to the lake|Bike Ride]]>><<set $bikeDestination to "lake">><<set $bikeEndCategory to "lake">><</link>>
<br><br>
<</if>>
<<cancelBike>><<effects>>
<<if $bikeStartCategory is "lake">>
<<if Weather.dayState is "night">>
<<if Weather.precipitation is "rain">>
Black rain pours down, making the road slick. Your bike's tires send up sprays of water as you carefully navigate the winding forest path.
<<elseif Weather.isSnow>>
Dark snow falls silently, covering the road in a thin layer. Your tires crunch through the fresh snow as you cautiously push forward through the quiet forest.
<<elseif !Weather.isOvercast>>
The stars are faint but visible above the trees, offering just enough light to guide your way as you ride through the stillness of the forest.
<<else>>
Thick clouds blanket the sky, making the night even darker as your bike light struggles to illuminate the path ahead.
<</if>>
<<elseif Weather.dayState is "dusk">>
<<if Weather.precipitation is "rain">>
Evening rain glistens on the smooth road, creating a reflective surface as you ride cautiously along the forest path.
<<elseif Weather.precipitation is "snow">>
Snow begins to settle for the night, creating a soft crunch beneath your tires as dusk fades to night.
<<elseif !Weather.isOvercast>>
The setting sun casts a warm, golden light over the road, guiding your way as the day comes to an end.
<<else>>
Heavy clouds gather overhead, darkening the forest road as the light fades.
<</if>>
<<elseif Weather.dayState is "dawn">>
<<if Weather.precipitation is "rain">>
The early morning rain shimmers on the road, and your bike kicks up small sprays of water as you ride through the fresh, cool air.
<<elseif Weather.isSnow>>
A blanket of snow reflects the dawn's light, turning the road into a crisp, white path as you make your way through the peaceful forest.
<<elseif !Weather.isOvercast>>
The sun rises between the trees, casting long shadows across the road, offering a serene start to your ride.
<<else>>
The sky is thick with clouds, turning the morning gray and cool as you pedal forward through the forest.
<</if>>
<<else>>
<<if Weather.precipitation is "rain">>
The rain-soaked road glistens beneath your tires, the path ahead slick but manageable as you push through the rain.
<<elseif Weather.isSnow>>
The road is lightly dusted with snow, your tires crunching softly as you ride through the winter landscape.
<<elseif !Weather.isOvercast>>
The sun shines weakly through the trees, its pale light reflecting off the smooth road as you continue your journey.
<<else>>
Clouds hang low and heavy, dimming the day and casting a cold light over the forest.
<</if>>
<</if>>
<<elseif $bikeStartCategory is "left" or $bikeStartCategory is "mid" or $bikeStartCategory is "right">>
<<if Weather.dayState is "night">>
<<if Weather.precipitation is "rain">>
Rainwater streams down the streets, reflecting the dim streetlights as your tires send up sprays of water with each turn.
<<elseif Weather.isSnow>>
Snow blankets the town, the roads slick under your tires as you ride past quiet shops and homes.
<<elseif !Weather.isOvercast>>
The stars are faint in the sky above, with the streetlights providing most of the light as you ride through the sleeping town.
<<else>>
Thick clouds blanket the sky, blocking out any natural light as your bike light flickers on the road ahead.
<</if>>
<<elseif Weather.dayState is "dusk">>
<<if Weather.precipitation is "rain">>
The evening rain turns the town roads into glistening paths, and your cautious riding keeps you steady as you move through the wet streets.
<<elseif Weather.precipitation is "snow">>
Snow begins to accumulate, softening the sound of your tires as you ride through the peaceful, snow-covered town.
<<elseif !Weather.isOvercast>>
The sun dips below the rooftops, casting long shadows across the roads as you make your way through the town.
<<else>>
Dark clouds gather, creating an overcast sky that hides the last rays of daylight as you navigate the town streets.
<</if>>
<<elseif Weather.dayState is "dawn">>
<<if Weather.precipitation is "rain">>
The dawn's light glimmers off the rain-soaked streets, and your tires splash through the shallow puddles as you ride through the quiet town.
<<elseif Weather.isSnow>>
Snow reflects the morning light, covering the streets in a blanket of white as your tires leave tracks behind.
<<elseif !Weather.isOvercast>>
The sun rises over the rooftops, lighting up the town as you pedal through the calm streets.
<<else>>
A thick layer of clouds turns the sky gray, casting a cool light over the streets as you ride through the early morning.
<</if>>
<<else>>
<<if Weather.precipitation is "rain">>
Rain pours down, soaking the town streets as your clothes grow heavier with each passing minute.
<<elseif Weather.isSnow>>
The streets are coated in snow, making your ride slower as your tires struggle to grip the frosty ground.
<<elseif !Weather.isOvercast>>
The sun shines weakly, offering little warmth as you ride through the chilly town.
<<else>>
Overcast clouds cover the sky, casting a dull, gray light over the town streets as you ride.
<</if>>
<</if>>
<<elseif $bikeStartCategory is "farm">>
<<if Weather.dayState is "night">>
<<if Weather.precipitation is "rain">>
Rain falls heavily, and the rural road gleams under your bike light as water runs in small streams along the smooth surface.
<<elseif Weather.isSnow>>
Snow drifts across the farmlands, covering the road in a thick blanket as your tires crunch through the accumulating snow.
<<elseif !Weather.isOvercast>>
The stars stretch across the wide-open sky, with your bike rolling smoothly down the road as you ride through the silent countryside.
<<else>>
Thick clouds obscure the night sky, making it even darker as your bike light struggles to cut through the shadows on the rural road.
<</if>>
<<elseif Weather.dayState is "dusk">>
<<if Weather.precipitation is "rain">>
Rain sparkles on the rural road as the sun sets, and your tires send up small sprays of water as you pedal through the farmlands.
<<elseif Weather.precipitation is "snow">>
Snow begins to cover the fields and road, and your bike crunches through it as the light fades from the sky.
<<elseif !Weather.isOvercast>>
The sun sets over the farmlands, casting long shadows over the fields as you pedal through the tranquil landscape.
<<else>>
A thick layer of clouds gathers above, dimming the sky as night approaches over the farmlands.
<</if>>
<<elseif Weather.dayState is "dawn">>
<<if Weather.precipitation is "rain">>
Morning rain glimmers on the rural road as the sun begins to rise, your tires splashing through the wet surface.
<<elseif Weather.isSnow>>
Snow covers the farmlands, reflecting the early morning light as your tires leave deep tracks in the soft snow.
<<elseif !Weather.isOvercast>>
The sun rises over the distant hills, lighting up the road and fields as you ride through the serene farmlands.
<<else>>
Overcast clouds cover the morning sky, casting a gray light over the countryside as you ride through the farmlands.
<</if>>
<<else>>
<<if Weather.precipitation is "rain">>
Rain pours down onto the farmlands, the road slick but still manageable as you push forward through the countryside.
<<elseif Weather.isSnow>>
Snow blankets the fields and the road, your tires struggling to push through the deep drifts.
<<elseif !Weather.isOvercast>>
The sun shines weakly over the farmlands, its light doing little to ease the cold as you ride through the open landscape.
<<else>>
Overcast clouds hang low in the sky, casting a dull light over the farmlands as you continue your journey.
<</if>>
<</if>>
<<else>>
<<bikeError>>
<</if>>
<br><br>
You arrive at your destination.
<br><br>
<<destinationBike>><<widget "bike">>
<<if ($bikeLocation is $bikeStart and $bikePersistentLocation is 1) or $bikePersistentLocation is 0>>
<<if (($exposed gte 1 and Time.dayState is "night") or $exposed is 0) and $bike gte 1 and $bikeBroken is undefined and $bikeStolen is undefined>>
<<bikeicon>><<link [[Get on your bike (0:01)|Bike]]>><<pass 1>><</link>>
<<elseif $bikeStolen isnot undefined>>
<span class="red">Your bike was stolen!</span>
<<if $bikeSecurityGearStolen isnot undefined>>
<span class="red">They've even taken your security gear!</span>
<</if>>
<<if $bikeLocationCategory is "lake">>
Some student must've stolen it.
<<elseif $bikeLocationCategory is "left" or $bikeLocationCategory is "mid" or $bikeLocationCategory is "right">>
<<if $baileydefeatedchain gte 1>>
Bailey's goons probably had something to do with it.
<<else>>
Some townie must've stolen it.
<</if>>
<<elseif $bikeLocationCategory is "farm">>
<<if $farm?.aggro gte 20>>
Remy's goons probably had something to do with it.
<<else>>
Some bumpkin must've stolen it.
<</if>>
<</if>>
<<unset $bikeStolen>>
<<unset $bikeSecurityGearStolen>>
<<elseif $bikeBroken isnot undefined>>
<span class="red">Your bike is broken!</span> It's unusable until you repair it back at the bike depot.
<</if>>
<br>
<</if>>
<</widget>>
<<widget "cancelBike">>
<<switch $bikeStart>>
<<case "nightingale">>
<<nightingalequick>>
<<case "domus">>
<<domusquick>>
<<case "elk">>
<<elkquick>>
<<case "high">>
<<highquick>>
<<case "starfish">>
<<starfishquick>>
<<case "barb">>
<<barbquick>>
<<case "connudatus">>
<<connudatusquick>>
<<case "wolf">>
<<wolfquick>>
<<case "harvest">>
<<harvestquick>>
<<case "oxford">>
<<oxfordquick>>
<<case "danube">>
<<danubequick>>
<<case "mer">>
<<merquick>>
<<case "cliff">>
<<cliffquick>>
<<case "lake">>
<<lakequick>>
<<case "farm">>
<<farmicon>><<link [[Farmland|Farmland]]>><</link>>
<</switch>>
<br><br>
<</widget>>
<<widget "destinationBike">>
<<if $bikeStartCategory is "lake">>
<<if $bikeEndCategory is "lake">>
<<set _quick to 1>>
<<elseif $bikeEndCategory is "left">>
<<set _time to 2>>
<<elseif $bikeEndCategory is "mid">>
<<set _time to 2>>
<<elseif $bikeEndCategory is "right">>
<<set _time to 3>>
<<elseif $bikeEndCategory is "farm">>
<<set _time to 38>>
<<else>>
<<set _error to true>>
<</if>>
<<elseif $bikeStartCategory is "left">>
<<if $bikeEndCategory is "lake">>
<<set _time to 2>>
<<elseif $bikeEndCategory is "left">>
<<set _time to 1>>
<<elseif $bikeEndCategory is "mid">>
<<set _time to 2>>
<<elseif $bikeEndCategory is "right">>
<<set _time to 3>>
<<elseif $bikeEndCategory is "farm">>
<<set _time to 38>>
<<else>>
<<set _error to true>>
<</if>>
<<elseif $bikeStartCategory is "mid">>
<<if $bikeEndCategory is "lake">>
<<set _time to 2>>
<<elseif $bikeEndCategory is "left">>
<<set _time to 1>>
<<elseif $bikeEndCategory is "mid">>
<<set _time to 1>>
<<elseif $bikeEndCategory is "right">>
<<set _time to 1>>
<<elseif $bikeEndCategory is "farm">>
<<set _time to 36>>
<<else>>
<<set _error to true>>
<</if>>
<<elseif $bikeStartCategory is "right">>
<<if $bikeEndCategory is "lake">>
<<set _time to 3>>
<<elseif $bikeEndCategory is "left">>
<<set _time to 2>>
<<elseif $bikeEndCategory is "mid">>
<<set _time to 1>>
<<elseif $bikeEndCategory is "right">>
<<set _time to 1>>
<<elseif $bikeEndCategory is "farm">>
<<set _time to 36>>
<<else>>
<<set _error to true>>
<</if>>
<<elseif $bikeStartCategory is "farm">>
<<if $bikeEndCategory is "lake">>
<<set _time to 39>>
<<elseif $bikeEndCategory is "left">>
<<set _time to 38>>
<<elseif $bikeEndCategory is "mid">>
<<set _time to 37>>
<<elseif $bikeEndCategory is "right">>
<<set _time to 36>>
<<elseif $bikeEndCategory is "farm">>
<<set _quick to 1>>
<<else>>
<<set _error to true>>
<</if>>
<<else>>
<<set _error to true>>
<</if>>
<<if _error isnot undefined>>
<<unset _error>>
<<bikeError>>
<<elseif _quick isnot undefined>>
<<unset _quick>>
<<if $bikeStartCategory is "lake">>
<<lakequick>>
<<elseif $bikeStartCategory is "farm">>
<<farmicon>><<link [[Farmland|Farmland]]>><</link>>
<<else>>
<<bikeError>>
<</if>>
<<else>>
<<set $bikeDurability to Math.max($bikeDurability - _time, 0)>>
<<if $bikeDurability is 0>><<set $bikeBroken to 1>><</if>>
<<set $bikeLocation to $bikeDestination>>
<<set $bikeLocationCategory to $bikeEndCategory>>
<<set _tirednessGain to _time / 3>><<set _athleticsGain to _time / 6>><<set _physiqueGain to _baseGain / 12>>
<<tiredness _tirednessGain>><<athletics _athleticsGain>><<physique _physiqueGain>>
<<gtiredness>><<gathletics>>
<br><br>
<<set _timeString to getTimeString(_time)>>
<<switch $bikeDestination>>
<<case "nightingale">>
<<nightingaleicon>><<link [["Nightingale Street (" + _timeString + ") (Hospital)"|Nightingale Street]]>><<pass _time>><</link>><br>
<<case "domus">>
<<domusicon>><<link [["Domus Street (" + _timeString + ") (Home)"|Domus Street]]>><<pass _time>><</link>><br>
<<case "elk">>
<<elkicon>><<link [["Elk Street (" + _timeString + ")"|Elk Street]]>><<pass _time>><</link>><br>
<<case "high">>
<<highicon>><<link [["High Street (" + _timeString + ") (Shopping Centre)"|High Street]]>><<pass _time>><</link>><br>
<<case "starfish">>
<<starfishicon>><<link [["Starfish Street (" + _timeString + ") (Beach)"|Starfish Street]]>><<pass _time>><</link>><br>
<<case "barb">>
<<barbicon>><<link [["Barb Street (" + _timeString + ") (Studio)"|Barb Street]]>><<pass _time>><</link>><br>
<<case "connudatus">>
<<connudatusicon>><<link [["Connudatus Street (" + _timeString + ") (Clubs)"|Connudatus Street]]>><<pass _time>><</link>><br>
<<case "wolf">>
<<wolficon>><<link [["Wolf Street (" + _timeString + ") (Temple)"|Wolf Street]]>><<pass _time>><</link>><br>
<<case "harvest">>
<<harvesticon>><<link [["Harvest Street (" + _timeString + ") (Pub)"|Harvest Street]]>><<pass _time>><</link>><br>
<<case "oxford">>
<<oxfordicon>><<link [["Oxford Street (" + _timeString + ") (School)"|Oxford Street]]>><<pass _time>><</link>><br>
<<case "danube">>
<<danubeicon>><<link [["Danube Street (" + _timeString + ") (Mansions)"|Danube Street]]>><<pass _time>><</link>><br>
<<case "mer">>
<<mericon>><<link [["Mer Street (" + _timeString + ") (Docks)"|Mer Street]]>><<pass _time>><</link>><br>
<<case "cliff">>
<<clifficon>><<link [["Cliff Street (" + _timeString + ") (Cafe)"|Cliff Street]]>><<pass _time>><</link>><br>
<<case "lake">>
<<lakeicon>><<link [["Lake (" + _timeString + ")"|Lake Bus]]>><<pass _time>><</link>><br>
<<case "farm">>
<<farmicon>><<link [["Farmland (" + _timeString + ")"|Farmland]]>><<pass _time>><</link>><br>
<</switch>>
<</if>>
<</widget>>
<<widget "bikeError">>
<span class="red">Something went wrong.</span> Please inform Frostberg and include your save.
<br><br>
<<domusquick>>
<</widget>><<set $outside to 0>><<effects>><<set $lock to 400>>
<<if currentSkillValue('skulduggery') gte $lock>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span>
<br><br>
<<else>>
<<wearProp "lockpick">>
<span class="green">The lock looks easy to pick.</span>
<br><br>
<<lockicon "pick">><<link [[Pick it (0:10)|Adult Shop]]>><<handheldon>><<pass 10>><<crimeUp 5 "trespassing">><</link>><<crime "trespassing">>
<br>
<</if>>
<<else>>
<span class="red">The lock looks beyond your ability to pick.</span>
<<skulduggeryrequired>>
<br><br>
<</if>>
<<getouticon>><<link [[Leave|Elk Street]]>><<handheldon>><</link>>
<br>/* TEMPORARY fix to clean up NPC overflow issues */
<<if $enemyno gte 1 or $phase gte 1>>
<<endevent>>
<</if>>
/* Variables */
<<set $outside to 0>><<set $location to "adult_shop">><<effects>><<run statusCheck("Sydney")>>
<<set $adultshopstate to "closed">>
<<getadultshopstate>>
<<if $adultshopintro is undefined>>
<<set $adultshopintro to 0>>
<</if>>
<<rng>>
<<if $rng is 100>>
<<set _shopnameshort to "Aubergine's">>
<<else>>
<<set _shopnameshort to "the shop">>
<</if>>
<<set _shopnamelong to "Erotic Adult Toys: Aubergine's Sensual Secrets">>
<<set _shopgreeting to [
"don't hit each other with dildos,",
"keep your hands off your crotch,",
"keep your pants on at all times,",
"we don't sell used panties,",
"used items are non-returnable,"
]>>
<<set _shopmusic to ["Smooth jazz","Salsa","Tango","Reggae","R&B","Romantic lounge","Classic rock","Classic pop"]>>
<<set _binds to ($leftarm is "bound" or $rightarm is "bound" or $feetuse is "bound")>>
<<set _gag to ($worn.face.type.includes("gag") and $worn.face.cursed is 1)>>
<<set _both to (_binds and _gag)>>
<<set _gagname to $worn.face.name>>
<<set _predicament to ( (_binds ? "bindings" : "") + (_both ? " and " : "") + (_gag ? _gagname : "") )>>
/* Shop text */
<<if $adultshopintro is 0 and $rng is 100>>
You are in an adult shop, bemusingly titled "_shopnamelong". A wide array of strap-ons, lingerie, fetish wear, and all manner of sex toys line the shelves.
<<else>>
You are in an adult shop. A wide array of strap-ons, lingerie, fetish wear, and all manner of sex toys line the shelves.
<</if>>
<br>
<<if !$brothelVending and $brotheljob and $fame.business gte 100>>
<<set $brothelVending to {status: "idea", products: 0, condoms: 0, lube: 0, condomsSold: 0, lubeSold: 0, condomsToRefill: 0, lubeToRefill: 0, weeksRent: 0, weeksEmpty: 0}>>
/* $brothelVending.status
idea - PC has had the idea but not talked to Briar
asked - Talked with Briar But not bought the machine
bought Bought the vending machine but not installed it
sold - Briar sold the machine since it was empty for so long
set Installed the vending machine
BITS of $brothelVending.products
bit 0 - 1 Talked to the pharmacy nurse about reselling condoms
bit 1 - 2 Talked to Sirris about selling lube */
<br>
Seeing the products on sale at the adult shop, <span class="pink">an idea strikes you</span>. You think it might be a good idea to set up a vending machine in the brothel's dressing room, so the staff can buy lube or other useful items for their work. <span class="gold">You decide you'll talk to Briar about it.</span>
<br><br>
<</if>>
<<if $adultshopstate isnot "closed">>
<<print _shopmusic[random(0,_shopmusic.length-1)]>> music plays softly in the background.
<br><br>
<</if>>
<<if $stress gte $stressmax>>
You've pushed yourself too far.
<br><br>
<<passoutadultshop>>
<<pass 1 hour>>
<<trauma 6>><<set $stress -= 2000>>
<<elseif Time.hour is 21>>
It's closing time. Sirris is herding everyone outside.
<<if $exposed gte 1>>
Panic swells within you as you realise how exposed you'll be should Sirris find you in this state of dress.
<</if>>
<br><br>
<<set $adultshopstate to "closed">>
<<if $exposed lte 0>>
<<elkicon>><<link [[Go outside|Elk Street]]>><<adultShopClear>><</link>>
<br>
<<if C.npc.Sirris.love gt 10>>
<br>
Sirris asks if you would like a ride home.<br>
<<homeicon>><<link [[Ride home with Sirris (0:15)|Sydney Ride Home]]>><<adultShopClear>><<pass 15>><</link>>
<</if>>
<<else>>
<<ind>><<link [[Hide until it's over (1:00)|Adult Shop]]>><<pass 1 hour>><</link>>
<</if>>
<<else>>
/* States */
<<switch $adultshopstate>>
<<case "sirris">>
<<npc "Sirris">>
<<if $adultshopintro is 0>>
<<set _shopgreeting.push(
"discount on jumbo buttplugs,",
"we're always happy to help,",
"try our flavoured condoms,",
"number one adult shop in town,",
"number one adult shop in town,",
"here for our customers,",
"always nice to see you,",
"always nice to see you,",
"20% discount on gallon drums of lube,")
>>
/* Shop intro text*/
"Welcome to _shopnameshort, <<print _shopgreeting[random(0,_shopgreeting.length-1)]>>" Sirris <<print either("beams","greets warmly","welcomes","waves and smiles","smiles and winks","winks and thumbs up","intones")>>.
<<He>> <<print either("resumes discussing the merits of strap-ons","returns to completing a sale","returns to showing customers various dildos","resumes discussing lubes","returns to showing off fetish wear")>>.
<br><br>
<<set $adultshopintro to 1>>
<</if>>
<<if _binds or _gag>> <!-- Remove bindings and forced gags, dynamically -->
<<set _oblige to ( (_gag ? "looking at <<him>> quizzically" : "but ask Sirris to elaborate") + (_binds ? " as <<he>> helps you up on the counter" : " as you hop up on the counter") )>>
Sirris sniggers, taking notice of your _predicament. You <<if _gag>>wheeze through your gag,<<else>>open your mouth to say something,<</if>> but <<he>> raises <<his>> hand. "Happens about as much as you'd expect here. Up on the counter, please."
<br><br>
You oblige, _oblige. <<He>> ducks down, searching for something. "Customers trying out the equipment, mostly. Without permission. There were times I didn't let them out as a punishment, but I realised most of them probably wanted that to begin with."
<<He>> stands back up, holding a pair of snips. "Hold still."
<br><br>
<<He>> uses the snips to cut through your
<<if _binds>>bindings<</if>>
<<if _both>>and your<</if>>
<<if _gag>>_gagname<</if>>
with professional precision.
<<if _binds>>They clatter<<else>>It clatters<</if>> to the ground in an instant. <<He>> helps you down, and continues <<his>> work.
<br><br>
<<if _binds>><<unbind>><</if>>
<<if _gag>><<set $worn.face.type.push("broken")>><<faceruined>><</if>>
<</if>>
<<adultShopEvents>>
<br><br>
<<case "sydney">>
<<npc "Sydney">><<run statusCheck("Sydney")>>
<<if $adultshopintro is 0>>
<<set _sydneysays to ["greets warmly","welcomes","waves and smiles"]>>
<<set _sydneyactivity to [
", looking up from stocking shelves",
" from behind the counter",
", coming out of the stock room, pushing a dolly of stock",
", looking up from processing a return",
", looking up from a clipboard",
", feather duster in hand",
", dodging a handsy customer"
]>>
/* Switch tone between corrupt and noncorrupt */
<<if !_sydneyStatus.includes("corrupt")>>
<<set _shopgreeting to [
"don't hit each other with props,",
"we're always happy to help,",
"please respect the other patrons,",
"number one adult shop in town,",
"here for our customers,",
"always nice to see you,"]>>
<<set _sydneysays.push("recites","says flatly","intones")>>
<<else>>
<<set _shopgreeting to [
"don't hit each other with dildos,",
"keep your hands off your crotch,",
"keep your pants on at all times,",
"we don't sell used panties,",
"we're always happy to help,",
"used items are non-returnable,",
"this is not a brothel,",
"number one adult shop in town,",
"here for our customers,",
"always nice to see you,",
"don't creep on other patrons,",
"I don't want to see your pictures,",
"we do not recycle lubricant,"]>>
<<set _sydneysays.push("beams","winks","sings","waves with a dildo")>>
<</if>>
<<if $sydneyromance is 1>>
<<set _shopgreeting to ["Hey you,","Heya,", "Always nice to see you!"]>>
<<set _sydneysays to ["beams","blows a kiss","finger guns","blushes and waves"]>>
/* Shop intro text */
"<<print _shopgreeting[random(0,_shopgreeting.length-1)]>>" Sydney <<print _sydneysays[random(0,_sydneysays.length-1)]>><<print _sydneyactivity[random(0,_sydneyactivity.length-1)]>>.
<<else>>
/* Shop intro text */
"Welcome to _shopnameshort, <<print _shopgreeting[random(0,_shopgreeting.length-1)]>>"
Sydney <<print _sydneysays[random(0,_sydneysays.length-1)]>><<print _sydneyactivity[random(0,_sydneyactivity.length-1)]>>.
<</if>>
<br><br>
<<set $adultshopintro to 1>>
<</if>>
<<if _binds or _gag>> <!-- Remove bindings and forced gags, dynamically -->
Sydney's eyes widen as <<he>> notices your _predicament.
<<if _sydneyStatus.includes("corrupt")>>
"You could just... ask, you know." Your face flushes<<if !_gag>>, and you try to explain yourself<</if>>. Sydney giggles<<if !_gag>>, waving away your explanation<</if>> as <<he>> searches for something under the counter.
<<else>>
"Are you alright? Who did that to you? Or did you just... have an accident while trying out the props?" Sydney disappears under the counter as you explain.
<</if>>
<br><br>
<<He>> emerges with a pair of snips, and motions for you to come behind the counter. <<He>> snips off your
<<if _binds>>bindings<</if>>
<<if _both>>and your<</if>>
<<if _gag>>_gagname<</if>>
with precision, and
<<if _binds>>they clatter<<else>>it clatters<</if>>
to the ground quickly enough.
<<if $sydneyromance gte 1>>
Before you can thank <<him>>, <<he>> kisses you on the cheek. "Be more careful, please."
<</if>>
<<He>> returns to work after making sure that you're alright.
<br><br>
<<if _binds>><<unbind>><</if>>
<<if _gag>><<set $worn.face.type.push("broken")>><<faceruined>><</if>>
<</if>>
<<adultShopEvents>>
<br><br>
<<default>> /* I.E. closed */
The shop is closed. You stand alone in the near darkness, lit only by a dim glow emanating from a novelty penis lamp.
<<if (Time.hour lt 16 or Time.hour gt $closinghour) and !$weekly.theft.adultShop>>
<br><br>
<<shopicon "register">><<link [[Examine the cash register|Adult Shop Register]]>><</link>>
<</if>>
<br><br>
<</switch>>
/* Links */
<<if $adultshopclerk and $adultshopstate isnot "closed">>
/* work in this shop */
<<ind>><<link [[Work (1:00)|Adult Shop Clerk Job]]>><<endevent>><<pass 60>><<timeTrackingManual "adultShop" 1>><</link>>
<br>
<</if>>
<<if !$adultshopclerk and $debug is 1>>
<<link [[Debug unlock clerk job|$passage]]>><<set $adultshopclerk to true>><</link>>
<br>
<</if>>
<<if $adultshopstate isnot "closed">>
<<ind>><<link [[Approach Sirris (0:01)|Adult Shop Approach Sirris]]>><<pass 1>><<endevent>><</link>>
<br>
<</if>>
<<if $adultshopstate is "sydney" and $debug is 1>>
<<ind>><<link [[Approach Sydney (0:01)|Adult Shop Approach Sydney]]>><<pass 1>><<endevent>><</link>>
<br>
<</if>>
<<icon "adultclothing.png">><<link [[Browse clothing (0:01)|Adult Shop Store]]>><<pass 1>><</link>>
<<if $adultshopstate isnot "closed" or $debug is 1>>
<br>
<<sextoysicon "strap-on">><<link [[Browse toys (0:01)|Adult Shop Menu]]>><<pass 1>><</link>>
<</if>>
<br><br>
<<exiticon>><<link [[Exit (0:01)|Elk Street]]>><<pass 1>><<adultShopClear>><</link>>
<</if>>/*<<exiticon>><<link [[Exit (0:01)|Adult Shop]]>><<pass 1>><</link>>*/
<br><br>
<div id="clothingShop-div" class="main-shop-div">
<<adultShop-main>>
</div>/*<<npc "Sirris">> clothes bug */
/*Unfinished content. Removes binds etc but demonstrates this to the customers.*/
<<effects>>
Sirris smiles as you approach.
<<if $adultshopclerk and C.npc.Sirris.love gt 50>>
"You're doing a good job." <<nnpc_He Sirris>> says.
<</if>>
"Is there anything you need?"
<br><br>
<<if !$adultshopclerk>>
<<socialiseicon "ask">><<link [[Ask for work|Adult Shop Approach Sirris Ask]]>><</link>>
<br>
<</if>>
<<if $brothelVending and $brothelVending.status is "set">>
<<if $brothelVending.products gte 2 and !$weekly.brothelVMLube and $brothelVending.lubeToRefill gte 10>>
<<sextoysicon "lube">><<link [[Buy lube for the brothel (0:10)|Adult Shop Buy Lube in Bulk]]>><<pass 10>><</link>>
<br>
<<elseif $brothelVending.products lt 2>>
<<sextoysicon "lube">><<link [[Ask about buying lube in bulk (0:15)|Adult Shop Buy Lube in Bulk]]>><<pass 15>><</link>>
<br>
<</if>>
<</if>>
<<if !$machineVaginalBought or !$machineAnalBought>>
<<sextoysicon "dildo">><<link [[Ask about buying a fuck machine (0:01)|Adult Shop Machine]]>><<pass 1>><</link>>
<br>
<</if>>
<<getouticon>><<link [[Back|Adult Shop]]>><</link>><<effects>>
"We could use the help!" Sirris says. "Shelves need stocking, and customers need servicing." <<nnpc_He Sirris>> pauses. "At the counter, that is."
<br><br>
"You can work whenever we're open, and I'll pay you <span class="gold">£15</span> per hour," <<nnpc_he Sirris>> adds. "Sydney helps out a lot too."
<br><br>
<<link [[Accept|Adult Shop Approach Sirris Accept]]>><<set $adultshopclerk to 1>><</link>>
<br>
<<link [[Back|Adult Shop]]>><</link>>
<br><<effects>>
Sirris claps <<nnpc_his Sirris>> hands together. "Wonderful," <<nnpc_he Sirris>> says. "You can start whenever you like."
<br><br>
<<link [[Next|Adult Shop]]>><</link>>
<br><<npc "Sydney">>
<<run statusCheck("Sydney")>>
You approach Sydney.
<<sydneyGreeting>>
<br>
"Was there something you needed?"
<br><br>
<<sydneyOptions>>
<<link [[Back|Adult Shop]]>><</link>><<effects>>
<<run statusCheck("Sydney")>>
<<if _sydneyStatus.includes("corrupt") or _sydneyStatus.includes("corruptLust")>>
Sydney grins. "Can't stay away?" <<he>> asks. "I know the feeling. The patrons are a handful. I could use the company, and the help. The work is mostly stacking shelves and servicing customers behind the counter." <<He>> pauses. "But not like that."
<<elseif _sydneyStatus.includes("pure") or _sydneyStatus.includes("pureLust")>>
Sydney's expression doesn't change. "We're looking for help. Stacking shelves, servicing customers behind the counter, that sort of thing. Be careful though. The customers are of the lascivious sort."
<<else>>
Sydney smiles. "I was hoping you'd ask," <<he>> says. "The patrons are a handful. I could use the company, and the help. The work is mostly stacking shelves and servicing customers behind the counter."
<</if>>
<br><br>
"I'm paid <span class="gold">£15</span> per hour, and I expect you'd get the same."
<br><br>
<<link [[Accept|Adult Shop Approach Sydney Accept]]>><</link>>
<br>
<<link [[Back|Adult Shop]]>><</link>>
<br><<effects>>
<<run statusCheck("Sydney")>>
<<if _sydneyStatus.includes("corrupt") or _sydneyStatus.includes("corruptLust")>>
"Wonderful!" Sydney says, clapping <<his>> hands together. "You can start whenever you like."
<<elseif _sydneyStatus.includes("pure") or _sydneyStatus.includes("pureLust")>>
Sydney nods. "You can start whenever you like."
<<else>>
Sydney nods. "It'll be nice working with you," <<he>> says. "You can start whenever you like."
<</if>>
<br><br>
<<link [[Next|Adult Shop]]>><</link>>
<br>You work behind the counter, selling adult products and stocking shelves.
<br><br>
<<adultshopclerkevents>>
<<if $debug is 1>>
<br><br><br>
<<link [[Debug return|Adult Shop]]>><</link>>
<</if>><<effects>>
<<if $brothelVending.products gte 2>>
<<if $weekly.brothelVMLube>>
You already have refilled the vending machine with lube this week.
<br><br>
<<link [[Return|Adult Shop Approach Sirris]]>><</link>>
<<elseif $brothelVending.lubeToRefill lt 10>>
You don't need to refill the vending machine with lube.
<br><br>
<<link [[Return|Adult Shop Approach Sirris]]>><</link>>
<<elseif $money lt 20000>>
You can't afford lube to refill the vending machine.
<br><br>
<<link [[Return|Adult Shop Approach Sirris]]>><</link>>
<<else>>
You ask Sirris for the quantity of lube you need:
<br><br>
<<lubePrice 10>>
<<link [[Buy 10 bottles (£200)|Adult Shop Bought Lube in Bulk]]>><<set $lubeBought to 10>><</link>>
<br>
<<if $brothelVending.lubeToRefill gte 25>>
<<lubePrice 25>>
<<if $money gte _price>>
<<formatmoney _price>>
<<link [[`Buy 25 bottles (${_printmoney})`|Adult Shop Bought Lube in Bulk]]>><<set $lubeBought to 25>><</link>>
<br>
<<else>>
You can't afford 25 bottles.
<br>
<</if>>
<</if>>
<<if $brothelVending.lubeToRefill gte 50>>
<<lubePrice 50>>
<<if $money gte _price>>
<<formatmoney _price>>
<<link [[`Buy 50 bottles (${_printmoney})`|Adult Shop Bought Lube in Bulk]]>><<set $lubeBought to 50>><</link>>
<br>
<<else>>
You can't afford 50 bottles.
<br>
<</if>>
<</if>>
<<if $brothelVending.lubeToRefill gte 100>>
<<lubePrice 100>>
<<formatmoney _price>>
<<if $money gte _price>>
<<link [[`Buy 100 bottles (${_printmoney})`|Adult Shop Bought Lube in Bulk]]>><<set $lubeBought to 100>><</link>>
<br>
<<else>>
You can't afford 100 bottles.
<br>
<</if>>
<</if>>
<<if $brothelVending.lubeToRefill gte 150>>
<<lubePrice 150>>
<<formatmoney _price>>
<<if $money gte _price>>
<<link [[`Buy 150 bottles (${_printmoney})`|Adult Shop Bought Lube in Bulk]]>><<set $lubeBought to 150>><</link>>
<br>
<<else>>
You can't afford 150 bottles.
<br>
<</if>>
<</if>>
<<if $brothelVending.lubeToRefill gte 11>>
<<lubePrice $brothelVending.lubeToRefill>>
<<formatmoney _price>>
<<if $money gte _price>>
<<link [[`Buy ${$brothelVending.lubeToRefill} bottles (${_printmoney})`|Adult Shop Bought Lube in Bulk]]>><<set $lubeBought to $brothelVending.lubeToRefill>><</link>>
<br>
<<else>>
You can't afford $brothelVending.lubeToRefill bottles.
<br>
<</if>>
<</if>>
<<link [["Don't buy"|Adult Shop Approach Sirris]]>><</link>>
<</if>>
<<else>>
You explain to Sirris that you have managed to install a vending machine in the brothel and that you plan to keep it filled with bottles of lube. "It's a business opportunity for both of us. You will increase your sales, and I will be able to make a profit." You ask <<nnpc_him Sirris>> if <<nnpc_he Sirris>> can give you a discount if you buy a few bottles of lube.
<br><br>
"The brothel?" <<nnpc_he Sirris>> answers, shocked. "The brothel isn't a safe place for students. I'm sure you know what you're doing, but please be careful. If you already have the machine there, we can talk about a bulk discount. Let me see..." Sirris rummages through <<nnpc_his Sirris>> papers until <<nnpc_he Sirris>> finds one that looks like a bill.
<br><br>
"All right, here. I can cut the price by 2%, but only if you buy more than 10 units. If you buy more than 50, I can apply a discount of 5% for those bottles. I'll also give you an 8% discount for any additional units purchased over 150 bottles. Does that sound fair to you?" Sirris thinks for a bit with an absent look on <<nnpc_his Sirris>> face, and, without waiting for your answer, <<nnpc_he Sirris>> tells you that <<nnpc_he Sirris>> will take care of delivering the products to the brothel so you don't have to go there yourself.
<br><br>
<<set $brothelVending.products += 2>>
<<set $brothelVending.lubeToRefill to 200>>
<<link [[Buy lube for the brothel (0:10)|Adult Shop Buy Lube in Bulk]]>><<pass 10>><</link>>
<br>
<<link [["Don't buy"|Adult Shop Approach Sirris]]>><</link>>
<</if>><<effects>>
<<set _partial to Math.min($lubeBought, 50)>>
<<lubePrice _partial>>
<<formatmoney _price>>
"Well, <<girl>>, let's count. There are $lubeBought bottles of lube," <<nnpc_he Sirris>> tells you while putting the products carefully in a cardboard box. "There are _partial units at £20 with a 2% discount, _printmoney.
<<lubePrice $lubeBought>>
<<if $lubeBought gt 50>>
<<set _partial to Math.min($lubeBought - 50, 100)>>
<<set _price2 to _partial * 2000 * .95>>
<<formatmoney _price2>>
Plus _partial units, £20 each, with a 5% cut, _printmoney.
<<if $lubeBought gt 150>>
<<set _partial to $lubeBought - 150>>
<<set _price2 to _partial * 2000 * .92>>
<<formatmoney _price2>>
And _partial units, £20 each, reduced by 8%, _printmoney.
<</if>>
Yes, a total of <<printmoney _price>>.
<</if>>
I will see that it is delivered to the brothel immediately. Thank you for helping in my business."
<br><br>
You count the money and give it to <<nnpc_him Sirris>>.
<br><br>
<<money `-_price` "lube">>
<<set $brothelVending.lube += $lubeBought>>
<<set $brothelVending.lubeToRefill -= $lubeBought>>
<<set $brothelVending.weeksEmpty to 0>>
<<set $weekly.brothelVMLube to true>>
<<unset $lubeBought>>
<<earnFeat "Brothel Provider">>
<<link [[Next|Adult Shop]]>><</link>>You have an ongoing project for the adult shop about measuring beast phalluses and taking moulds of them.
/* all of these are unused */
<<if $wolfphalli isnot undefined>>
<</if>>
<<if $dogphalli isnot undefined>>
<</if>>
<<if $tentaclephalli isnot undefined>>
<</if>>
<<if $greathawkphalli isnot undefined>>
<</if>>
<<if $reptilephalli isnot undefined>>
<</if>>
<<if $blackwolfphalli isnot undefined>>
<</if>>
<<if $dolphinphalli isnot undefined>>
<</if>>
<<if $porcinephalli isnot undefined>>
<</if>>
<<if $equinephalli isnot undefined>>
<</if>>
<<if $ursinephalli isnot undefined>>
<</if>>
<<if $humanphalli isnot undefined>>
<</if>>
<<if $spiderphalli isnot undefined>>
<</if>><<widget "sydneyEvent1AnalBeads">>
<<npc "Sydney">><<person1>>
<<run statusCheck("Sydney")>>
You earn <<adultShopWage>><<moneyGain _wage>>.
<br><br>
<<if _sydneyStatus.includes("corrupt")>>
Something whips your <<bottom>>.
<<if $awarelevel gte 1>>
You turn to find Sydney twirling a string of anal beads around <<his>> palm. "Got you."<<npcincr Sydney lust 1>><<gslust>>
<br><br>
<<if !$sydneyAnalRosary and random(0,2) is 2>>
<<He>> looks at the beads with an impish grin. "Maybe I should wear these to the temple. Like a rosary." <<He>> holds them around <<his>> neck to demonstrate. "How much you wanna bet those stuffy <<monks_and_nuns>> won't know the difference?"
<br><br>
You can't tell if <<hes>> serious.
<br><br>
<<link [[Encourage|Adult Shop Sydney Rosary]]>><<set $phase to 1>><<npcincr Sydney purity -3>><</link>><<llspurity>>
<br>
<<link [[Admonish|Adult Shop Sydney Rosary]]>><<set $phase to 0>><<npcincr Sydney purity 1>><</link>><<gspurity>>
<br>
<<else>>
<<link [[Next|Adult Shop]]>><<endevent>><</link>>
<br>
<</if>>
<<else>>
You turn to find Sydney twirling a string of beads around <<his>> palm, grinning.
<<if $speech_attitude is "meek">>
You tilt your head curiously. "I've never seen something like that before."
<<elseif $speech_attitude is "bratty">>
You furrow your brow. "What the hell is that?"
<<else>>
You give <<him>> a puzzled look. "What's that?"
<</if>>
<br><br>
Sydney stops smiling. "You're shitting me.
<<if !$sydneySeen.includes("corruptBeads")>>
You seriously don't know what these are?"
<<else>>
Did you forget already?"
<</if>>
<<if $analdisable is "t">>
<<He>> sighs and ruffles your hair. "So innocent. You really ought to broaden your horizons." <<He>> gives your <<bottom>> a pinch. "Maybe I can help with that."<<arousal 100 "bottom">><<awareness 1>><<npcincr Sydney lust 1>><<garousal>><<gawareness>><<gslust>>
<br><br>
<<link [[Next|Adult Shop]]>><<endevent>><</link>>
<br>
<<else>>
<<He>> rolls <<his>> eyes.
<<if !$sydneySeen.includes("corruptBeads")>>
<<set $sydneySeen.pushUnique("corruptBeads")>>
"And I thought I was sheltered."
<<else>>
"Pay attention this time."
<</if>>
<br><br>
<<if $sydneyromance is 1>>
<<He>> grabs you by the shoulder, spinning you around and pushing you against a stack of boxes.
<br><br>
"<<sydneyMum>> says the best way to learn is by experience." <<He>> places <<his>> hand on the small of your back. "Now, bend over."
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Bend over|Adult Shop Sydney Beads Sex]]>><<set $sexstart to 1>><<npcincr Sydney purity -1>><</link>><<promiscuous2>><<lspurity>>
<<else>>
<<insufficientStat "promiscuity" "to engage in such lewd activities">>
<</if>>
<br>
<<link [[Refuse|Adult Shop Sydney Beads Refuse]]>><<npcincr Sydney love -1>><<npcincr Sydney purity 1>><</link>><<llove>><<gspurity>>
<br>
<<else>>
<<He>> sits you down by a pile of boxes. "Listen good. You have a lot to learn."
<br><br>
<<He>> explains what the beads are, their use, and where to insert them, all in rich detail. <<His>> demeanor is surprisingly professional. By the end, you feel like you just sat through a lecture at school.
<br><br>
"Let me know if you've got any questions," <<he>> says, lowering <<his>> voice. "I'd be happy to demonstrate."<<arousal 100>><<awareness 1>><<npcincr Sydney lust 1>><<garousal>><<gawareness>><<gslust>>
<br><br>
<<link [[Next|Adult Shop]]>><<endevent>><</link>>
<br>
<</if>>
<</if>>
<</if>>
<<else>>
You hear Sydney's soft laughter behind you. You turn to find <<him>>
<<if !$sydneySeen.includes("pureBeads")>>
peering into a cardboard box.
<br><br>
"That's silly. <<sydneyMum>> must've gotten my things mixed with <<nnpc_hers "Sirris">>. Last time I checked, we don't sell rosaries here."
<br><br>
<<if $awarelevel gte 1>>
You blush as <<he>> pulls the alleged rosary out of the box. <span class="lewd">It's a string of anal beads.</span> Sydney smiles at you, oblivious.
<br><br>
<<link [[Tell <<him>>|Adult Shop Sydney Pure Beads]]>><<set $phase to 2>><<npcincr Sydney lust 1>><<npcincr Sydney purity -2>><</link>><<glust>><<lspurity>>
<br>
<<link [[Keep quiet|Adult Shop Sydney Pure Beads]]>><<set $phase to 0>><</link>>
<br>
<<else>>
<<He>> takes the object in question out to inspect it. The beads are thicker than any rosary you've seen. There's no pendant attached, either.
<br><br>
<<link [[Ask Sirris about it (0:05)|Adult Shop Sydney Pure Beads]]>><<set $phase to 1>><<pass 5>><<npcincr Sydney purity -2>><</link>>
<br>
<<link [[Just put it back|Adult Shop Sydney Pure Beads]]>><<set $phase to 0>><</link>>
<br>
<</if>>
<<else>>
gazing at a string of anal beads.
<br><br>
"A rosary," <<he>> giggles to <<himself>>. "Was I really that naive?"<<npcincr Sydney purity -1>><<lspurity>>
<br><br>
<<link [[Next|Adult Shop]]>><<endevent>><</link>>
<br>
<</if>>
<</if>>
<</widget>>
<<widget "sydneyEvent2CuffedSydney">>
<<npc Sydney>><<person1>>
<<run statusCheck("Sydney")>>
You hear a distressed voice from one of the back rooms.
<<if $sydneyromance is 1>>
<<if _sydneyStatus.includes("corrupt")>>
"What's taking <<phim>> so long...?"
<<elseif _sydneyStatus.includes("pure")>>
"I knew this was a bad idea. What if <<sydneyMum>> finds me?"
<<else>>
"My arms are getting tired..."
<</if>>
<<else>>
<<if _sydneyStatus.includes("corrupt")>>
"Piece of shit! Why won't you..."
<<elseif _sydneyStatus.includes("pure")>>
"Oh dear... Please come off..."
<<else>>
"Uh oh. Should I call for help...?"
<</if>>
<</if>>
<br><br>
It's faint, but it sounds like Sydney.
<br><br>
<<link [[Investigate (0:02)|Adult Shop Sydney Cuffs]]>><<pass 2>><<set $phase to 1>><</link>>
<br>
<<link [[Ignore|Adult Shop Sydney Cuffs]]>><<set $phase to 0>><</link>>
<br>
<</widget>>
<<widget "sydneyEvent3HumblePeddlerofHonestWares">>
<<npc Sydney>><<generateAdultShopCustomer 2>><<person2>>
You overhear Sydney haggling with a <<person>> over a selection of dildos.
<br><br>
<<link [[Listen in|Adult Shop Sydney Bartering]]>><</link>>
<br>
<<link [[Ignore|Adult Shop Sydney Bartering Ignore]]>><<endevent>><</link>>
<br>
<</widget>>
<<widget "sydneyEvent4Backrooms">>
<<npc Sydney>><<set $adultshopclerkworking to 1>><<set $daily.sydney.adultshop to true>><<effects>><<run statusCheck("Sydney")>>
Sydney approaches you.
<br>
<<if _sydneyStatus.includes("corrupt")>>
"How about you ditch this counter for a while." <<He>> playfully tugs on your arm. "I need a hand replenishing the merchandise."
<<else>>
"I need your help restocking. I need to reach the top of a storage rack, but it's too high."
<</if>>
<br><br>
<<link [[Follow Sydney|Sydney Backroom Intro]]>><<npcincr Sydney love 1>><</link>><<glove>>
<br>
<<link [[Refuse|Sydney Backroom Refuse Work]]>><<npcincr Sydney love -5>><</link>><<lllove>>
<</widget>><<endevent>>
You hear Sydney yelling as you step into the store. "Hey, put that down and get out of here!"
<br><br>
You turn to see Whitney flash you a rakish grin as <<nnpc_he Whitney>> shoves past with a handful of dildos.
<br><br>
<<link [[Approach Sydney|Adult Shop Dildo Thief Approach Sydney]]>><<set $phase to 0>><</link>>
<<if $speech_attitude is "bratty" or $debug is 1>>
<br>
<<link [[Chase Whitney|Adult Shop Dildo Thief Chase 1]]>><</link>>
<</if>><<set $location to "adult_shop">><<set $outside to 0>><<effects>><<run statusCheck("Sydney")>>
<<if $speech_attitude is "meek">>
"I-I don't think I can help right now. Sorry." You kiss <<his>> cheek.
<<elseif $speech_attitude is "bratty">>
"Do it yourself." You turn away to carry about your business without a second glance.
<<else>>
"I'm sorry, but I can't help right now. Maybe later?"
<</if>>
<br>
<<if _sydneyStatus.includes("corrupt")>>
Sydney pouts but lets go of your arm. "Alright. I suppose if you prefer to sit here doing nothing..."
<<else>>
Sydney frowns. "Oh... Okay, then. Sorry to bother you."
<</if>>
<br><br>
<<He>> goes back to work.
<br><br>
<<unset $adultshopclerkworking>>
The rest of the shift is uneventful. You earn <<adultShopWage>><<moneyGain _wage>>.<<npcincr Sirris love 1>><<glove "Sirris">>
<br><br>
<<link [[Next|Adult Shop]]>><</link>><<set $outside to 0>><<set $location to "adult_shop">><<set $daily.sydney.adultshop to true>><<effects>><<npc Sydney>><<run statusCheck("Sydney")>>
You enter the store. Sydney looks up from stocking shelves, beaming when <<he>> sees you.
<br>
<<if _sydneyStatus.includes("corrupt")>>
"Hey, I need your help with replenishing stock." <<He>> playfully tugs on your arm. "Shouldn't take much time, let's go."
<<else>>
"Welcome," Sydney says as <<he>> approaches you. "You're just in time. I need your help with grabbing some stock at the top of a storage rack. It's too high for me to reach, and <<sydneyMum>> is busy."
<</if>>
<br>
Sirris winks at you, watching the exchange with a glint in <<nnpc_his Sirris>> eye.
<br><br>
<<set $adultshopintro to 1>>
<<link [[Follow Sydney (0:10)|Sydney Backroom Intro]]>><<pass 10>><<npcincr Sydney love 1>><</link>><<glove>>
<br>
<<link [[Refuse|Sydney Backroom Enter Refuse]]>><<npcincr Sydney love -5>><</link>><<lllove>><<set $location to "adult_shop">><<set $outside to 0>><<effects>><<run statusCheck("Sydney")>>
<<if $speech_attitude is "meek">>
"I-I don't think I can help right now. Sorry." You kiss <<his>> cheek.
<<elseif $speech_attitude is "bratty">>
"Do it yourself." You turn away to carry about your business without a second glance.
<<else>>
"I'm sorry, but I can't help right now. Maybe later?"
<</if>>
<br>
<<if _sydneyStatus.includes("corrupt")>>
Sydney pouts but lets go of your arm. "Alright. See you around, then."
<<else>>
Sydney frowns. "Oh... Okay, then. Sorry to bother you."
<</if>>
<br><br>
<<He>> goes back to work.
<br><br>
<<link [[Leave Sydney|Adult Shop]]>><</link>><<set $location to "adult_shop">><<set $outside to 0>><<effects>><<run statusCheck("Sydney")>>
<<if $speech_attitude is "meek">>
"O-okay," you say. "Can you show me where it is?"
<<elseif $speech_attitude is "bratty">>
"Sure, I'll help," you say. "Where is it?"
<<else>>
You nod. "Lead on."
<</if>>
<br>
Sydney smiles and nods, before leading you to the backrooms.
<br><br>
Boxes of various sizes occupy most of the room, as well as storage equipment here and there. You don't see a ladder, though there is a sofa in a far corner.
<br><br>
"There." <<He>> points at the box at the top of a tall rack. "It's high, but I think if you stand on my shoulders you'll easily reach it."
<br><br>
<<link [[Lift Sydney|Sydney Backroom Lifting]]>><<npcincr Sydney love 1>><<npcincr Sydney lust 1>><</link>><<glove>><<glust>><<physiquedifficulty 8000 16000>>
<br>
<<link [[Vault Sydney|Sydney Backroom Lifted]]>><</link>><<set $outside to 0>><<set $location to "adult_shop">><<effects>><<run statusCheck("Sydney")>>
You mount Sydney's shoulders, and <<he>> lifts you to the top shelf. You grab the box. It's quite heavy.
<br><br>
<<if random(1, 100) gte 35>>
Sydney starts to shake beneath you.
<<if _sydneyStatus.includes("corrupt")>>
"Shit," <<he>> hisses. "Hold on. I-I can handle this. Just-"
<<else>>
"Wait!" <<he>> cries. "P-put it back! N-no, hold it! I mean-"
<</if>>
<br><br>
<span class="red"><<He>> loses <<his>> footing,</span> and you both fall to the floor. You land on <<his>> chest.<<pain 2>><<npcincr Sydney lust 10>><<gpain>><<gglust>>
<br><br>
<<link [[Next|Sydney Backroom Lifted Fall]]>><</link>>
<br>
<<else>>
Sydney shakes beneath you, <span class="green">but manages to steady <<himself>>.</span> You share a sigh of relief.
<br><br>
<<He>> slowly lowers you to the ground. You hop off <<his>> shoulders.
<br><br>
<<link [[Next|Sydney Backroom Lifted Success]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "adult_shop">><<effects>><<run statusCheck("Sydney")>>
<<if _sydneyStatus.includes("corrupt")>>
Sydney takes the box with a wink, tucking it under <<his>> arm.
<br><br>
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
"Don't worry," <<he>> whispers. <<He>> leans in and pinches the hem of your skirt. "I didn't peek."<<arousal 200>><<npcincr Sydney love 3>><<npcincr Sydney lust 1>><<garousal>><<glove>><<glust>>
<br><br>
You shoot <<him>> a suspicious look. "What?" <<he>> says. <<He>> crosses <<his>> arms and turns <<his>> nose up. "I take my work seriously." <<He>> peers at you with a stern eye, before breaking into a giggling fit.
<<else>>
"Thanks for the help," <<he>> says. <<He>> glances at your <<bottom>>. "And the view."<<arousal 200>><<npcincr Sydney love 3>><<npcincr Sydney lust 1>><<garousal>><<glove>><<glust>>
<</if>>
<<else>>
Sydney stares at the box in disbelief.
<br><br>
"What on Earth's in there that's so heavy?" <<he>> mutters. <<He>> reaches out for a peek, but quickly pulls away.
<br><br>
"I don't wanna know." <<He>> brushes it off with a smile. "Thanks for the help."
<<if $sydneyromance is 1>>
<<He>> tries to peck you on the cheek. <<He>> struggles with the box in the way, so you lean in to meet <<him>>.
<<else>>
<<He>> moves in for a hug, but the box gets in the way. <<He>> settles for awkwardly resting <<his>> head on your shoulder.
<</if>>
<<npcincr Sydney love 3>><<glove>>
<</if>>
<br><br>
<<if $adultshopclerkworking>>
<<unset $adultshopclerkworking>>
The rest of the shift is spent stocking shelves and chatting with Sydney. You earn <<adultShopWage>><<moneyGain _wage>>.<<npcincr Sirris love 1>><<glove "Sirris">>
<br><br>
<</if>>
<<link [[Next|Adult Shop]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "adult_shop">><<effects>><<run statusCheck("Sydney")>>
Sydney sits up with a groan.
<<if _sydneyStatus.includes("corrupt")>>
"Fuck. I think I broke my..."
<br><br>
<<He>> trails off, grinning.
<<else>>
"Are you okay? Did you..."
<br><br>
<<He>> trails off, eyes wide.
<</if>>
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
<<Hes>> staring right up your skirt,
<<if !$worn.under_lower.type.includes("naked")>>
gaze fixed on your <<print $worn.under_lower.name>>.
<<npcincr Sydney lust 3>><<gslust>>
<<else>>
<span class="lewd">with nothing shielding your <<genitals>> from <<his>> gaze.</span>
<<npcincr Sydney lust 5>><<npcincr Sydney purity -3>><<gslust>><<lspurity>>
<</if>>
<<else>>
<<His>> gaze is drawn to your crotch, inches from <<his>> face.
<<npcincr Sydney lust 3>><<gslust>>
<</if>>
<br><br>
<<if $sydneyromance is 1 and _sydneyStatus.includes("Lust")>>
<<switch _sydneyStatus>>
<<case "corruptLust">>
"Well, everything happens for a reason," <<he>> snickers.
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
<<He>> pulls your legs apart and leans in.
<<else>>
<<He>> tugs your <<print $worn.lower.name>> down to your thighs and leans in.
<</if>>
<span class="lewd">You feel <<his>> breath on your <<genitals>>.</span>
<br><br>
<<link [[Let it happen|Sydney Backroom Lift Sex]]>><<set $phase to 1>><<set $sexstart to 1>><<npcincr Sydney purity -1>><</link>><<promiscuous1>><<lspurity>><<sydneyWarning>>
<br>
<<link [[Get up|Sydney Backroom Lifted Up]]>><<npcincr Sydney love -1>><<npcincr Sydney purity 1>><</link>><<llove>><<gspurity>>
<br>
<<case "pureLust">>
"Sorry!" <<he>> gasps "I didn't mean to look!" <<He>> covers <<his>> eyes, but makes no move to push you off.
<br><br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Encourage <<him>>|Sydney Backroom Lifted Encourage]]>><<npcincr Sydney purity -1>><</link>><<promiscuous3>><<lspurity>><<sydneyWarning>>
<<else>>
<<insufficientStat "promiscuity" "to take advantage of the position">>
<</if>>
<br>
<<link [[Get up|Sydney Backroom Lifted Up]]>><</link>>
<br>
<<default>>
"S-sorry," <<he>> mumbles. <<He>> jerks <<his>> head away, but can't stop stealing glances.
<br><br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Encourage <<him>>|Sydney Backroom Lifted Encourage]]>><<npcincr Sydney purity -1>><</link>><<promiscuous3>><<lspurity>><<sydneyWarning>>
<<else>>
<<insufficientStat "promiscuity" "to take advantage of the position">>
<</if>>
<br>
<<link [[Get up|Sydney Backroom Lifted Up]]>><</link>>
<br>
<</switch>>
<<elseif _sydneyStatus.includes("corrupt")>>
"Nice view," <<he>> giggles, then winces. "Dunno if it was worth the fall, though. Ow."
<br><br>
<<He>> plants <<his>> foot on your tummy, nudging you onto your back. You help each other to your feet.
<br><br>
<<link [[Next|Sydney Backroom Lift End]]>><</link>>
<br>
<<else>>
<<He>> shoves you off with a yelp, sending you into a nearby shelf.<<pain 1>><<gpain>>
<br><br>
<<His>> embarrassment turns to panic as <<he>> scrambles to your side, stammering apologies.
<br><br>
<<link [[Next|Sydney Backroom Lift End]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "adult_shop">><<effects>><<run statusCheck("Sydney")>>
You ignore Sydney's <<if _sydneyStatus.includes("corrupt")>>goading<<else>>gawking<</if>>. You get up and pull <<him>> to <<his>> feet.
<br><br>
<<if _sydneyStatus.includes("corrupt")>>
"C'mon," <<he>> whines. "Humour me a little. It's the least you could do after busting my ass." <<He>> surveys the room with a pout. "You're cleaning this up, by the way."
<<else>>
"Thanks," <<he>> sighs. "Um, sorry I..." <<He>> glances down, blushes, then looks away. "N-never mind. Let's just clean up."
<</if>>
<br><br>
<<link [[Next|Sydney Backroom Lift End]]>><</link>>
<br><<set $outside to 0>><<set $location to "adult_shop">><<effects>><<run statusCheck("Sydney")>>
<<if $speech_attitude is "meek">>
You nudge Sydney's head upright with your thigh.
<br><br>
"Don't be shy," you whisper, caressing your mound. "It's all yours."
<<elseif $speech_attitude is "bratty">>
You grab Sydney's head and guide it between your legs.
<br><br>
"I don't let anyone look for free," you say. "You gotta pay up."
<<else>>
You hold Sydney's chin, tilting it back towards your crotch.
<br><br>
"You can look," you say. "If you give me something in return."
<</if>>
<<promiscuity3>>
<<set $seductiondifficulty to 8000 - ((C.npc.Sydney.love + C.npc.Sydney.lust) * 15) - C.npc.Sydney.purity>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>><span class="gold">You feel more confident in your powers of seduction.</span><</if>><<seductionskilluse>>
<<if $seductionrating gte $seductionrequired>>
<<He>> looks nervous as <<he>> swallows, but shows no sign of resistance. <<He>> leans in, releasing a shaky breath against your <<genitals>>.
<br><br>
<<link [[Next|Sydney Backroom Lift Sex]]>><<set $phase to 1>><<set $sexstart to 1>><</link>>
<br>
<<else>>
<<His>> eyes grow wide, then clench shut as <<he>> shoves you away. You're thrown into a nearby shelf. Sydney rushes to your side, stammering apologies.<<pain 1>><<gpain>>
<br><br>
<<sydneySexFail>>
<br><br>
<<link [[Next|Sydney Backroom Lift End]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "adult_shop">><<effects>><<run statusCheck("Sydney")>>
<<if $speech_attitude is "meek">>
You get down on hands and knees. "I... I think I can lift you instead. May I?"
<<elseif $speech_attitude is "bratty">>
You squat down and pat your back. "C'mon. I'll give you a lift."
<<else>>
You kneel down and wave over your shoulder. "I can lift you instead."
<</if>>
<br><br>
<<if $bodysize lte 0>>
<<if _sydneyStatus.includes("corrupt")>>
<<He>> stifles a laugh. "This'll be good." <<He>> hops onto your shoulders. You wobble. "Okay, tough <<if $player.gender_appearance is "f">>girl<<else>>guy<</if>>." <<He>> smacks your back. "Up you get."
<<else>>
<<He>> bites <<his>> lip. "Are you sure? You're, well..." <<He>> stops, sighs, and shakes <<his>> head as <<he>> mounts your shoulders. "Just be careful."
<</if>>
<<else>>
<<if $sydneyromance is 1>>
<<if _sydneyStatus.includes("corrupt")>>
<<He>> shrugs and saunters up behind you,
<<if $pronoun is "f">>
pinching the hem of <<his>> skirt. "No peeking," <<he>> giggles as <<he>> climbs onto your shoulders.
<<else>>
tugging up <<his>> trousers. "Keep those eyes down," <<he>> laughs as <<he>> climbs onto your shoulders.
<</if>>
<<else>>
<<He>> smiles and kneels behind you. "If you're trying to impress me..." <<His>> arms wrap over your shoulders, <<his>> legs around your waist, and <<he>> kisses your ear. "It's working."
<</if>>
<<elseif _sydneyStatus.includes("corrupt")>>
<<He>> raises an eyebrow. "This better not be an excuse to stare <<if $pronoun is "f">>up my skirt<<else>>at my ass<</if>>." Despite <<his>> suspicion, <<he>> mounts your shoulders without protest.
<<elseif _sydneyStatus.includes("pure")>>
<<He>> looks up at the shelf, frowning. "But..." <<He>> stops and sighs before mounting your shoulders. "Never mind. Please don't drop me."
<<else>>
<<He>> nods, mounting your shoulders. "If you think it's safer. Just..."
<<if $pronoun is "f">>
<<He>> clutches the hem of <<his>> skirt, blushing. "Please don't peek."
<<else>>
<<He>> clutches the hem of <<his>> shirt, blushing. "Don't look up. It's embarrassing."
<</if>>
<</if>>
<</if>>
<br><br>
<<if $sydney.glasses is "glasses" or $sydney.glasses is "playerbought">>
Sydney sets <<his>> glasses on a shelf as you
<<else>>
You
<</if>>
rise from the ground.
<<if $physiqueSuccess>>
<<He>> grabs the box off the shelf with a grunt. It's heavy. Your knees start to buckle from their combined weight, <span class="green">but you manage to keep steady.</span>
<br><br>
You lower yourself down, letting Sydney hop to the floor.
<br><br>
<<link [[Next|Sydney Backroom Lifting Success]]>><</link>>
<br>
<<else>>
It's easy going at first. Until <<he>> grabs the box, <span class="red">and your legs buckle.</span>
<br><br>
A shower of toys cascades over the room as Sydney crashes down onto you. Your head is pressed between <<his>> groin and the hard floor.<<pain 6>><<arousal 500>><<npcincr Sydney lust 5>><<gpain>><<garousal>><<glust>>
<br><br>
<<link [[Next|Sydney Backroom Lifting Fall]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "adult_shop">><<effects>><<run statusCheck("Sydney")>>
<<if _sydneyStatus.includes("corrupt")>>
Sydney tucks the box under <<his>> arm.
<<if $NPCList[0].penis isnot "none">>
"Thanks for the... lift." <<He>> hooks a thumb into <<his>> <<print setup.npcClothesSets.find(item => item.name === $NPCList[0].clothes.set).clothes["lower"].name>>. Your gaze is drawn to a bulge between <<his>> legs. <<He>> winks.
<<elseif ($genderknown.includes("Sydney") and $player.penisExist) or (!$genderknown.includes("Sydney") and $player.gender_appearance is "m")>>
"Thanks for the lift." <<He>> glances at your crotch, and smirks. "Looks like I'm not the only one who got one."
<<else>>
"Enjoy the view from down there?" <<He>> glances at your crotch, and smirks. "Maybe I should grab one of those 'slippery when wet' signs while we're back here."
<</if>>
<<npcincr Sydney love 3>><<glove>><<npcincr Sydney lust 1>><<glust>>
<<else>>
Sydney beams. "You're strong! Thanks for the help."
<<if $sydneyromance is 1>>
<<He>> tries to peck you on the cheek. <<He>> struggles with the box in the way, so you lean in to meet <<him>> halfway.
<<else>>
<<He>> moves in for a hug, before realising <<hes>> still holding the box. <<He>> settles for balancing <<his>> head on your shoulder.
<</if>>
<<npcincr Sydney love 3>><<glove>>
<</if>>
<br><br>
<<if $adultshopclerkworking>>
<<unset $adultshopclerkworking>>
The rest of the shift is spent stocking shelves and chatting with Sydney. You earn <<adultShopWage>><<moneyGain _wage>>.<<npcincr Sirris love 1>><<glove "Sirris">>
<br><br>
<</if>>
<<link [[Return|Adult Shop]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "adult_shop">><<effects>><<run statusCheck("Sydney")>>
Sydney comes to <<his>> senses.
<<if $sydneyromance is 1>>
<<if _sydneyStatus.includes("corrupt")>>
<<He>> grins when <<he>> sees you beneath <<him>>. "Bad <<girl>>," <<he>> tuts. "Look at the mess you've made."
<br><br>
<<He>> flips you onto your back and
<<if $pronoun is "f">>
pulls your head under <<his>> skirt, <span class="lewd">pressing your mouth against <<his>> <<sydneyGenitals>>.</span>
<<else>>
straddles your chest.
<<if $NPCList[0].penis isnot "none">>
<span class="lewd">Something firm presses against your mouth.</span>
<<else>>
<span class="lewd">Your face is pressed between <<his>> thighs.</span>
<</if>>
<</if>>
<br><br>
"Tell me you're sorry."
<<elseif _sydneyStatus.includes("pure")>>
<<His>> face goes red when <<he>> sees you beneath <<him>>.
<br><br>
"I-I didn't mean to end up here, honest! I... I..." <<He>> stammers off into feverish apologies. Without getting up.
<<else>>
<<He>> can't hold back <<his>> laughter when <<he>> sees you beneath <<him>>.
<br><br>
"Cosy," <<he>> giggles, settling <<his>> weight down. "May I stay here a while?"
<</if>>
<br><br>
/* <<if $submissive lte 500>> */
<<link [[Shove <<him>> off|Sydney Backroom Lifting Shove]]>><<def 1>><<npcincr Sydney lust 3>><</link>><<defianttext>><<gglust>>
<br>
/* <</if>> */
<<if hasSexStat("promiscuity", 4)>>
<<if _sydneyStatus.includes("corrupt")>>
<<link [[Lick|Sydney Backroom Lifting Lick]]>><<npcincr Sydney purity -1>><</link>><<promiscuous4>><<lspurity>><<sydneyWarning>>
<<else>>
<<link [[Roll over|Sydney Backroom Lifting Roll]]>><<npcincr Sydney purity -1>><</link>><<promiscuous4>><<lspurity>><<sydneyWarning>>
<</if>>
<<else>>
<<insufficientStat "promiscuity" "to take advantage of your position">>
<</if>>
<br>
<<if _sydneyStatus.includes("corrupt")>>
<<link [[Go along with it|Sydney Backroom Lifting Still]]>><</link>>
<<else>>
<<link [[Stay still|Sydney Backroom Lifting Still]]>><</link>>
<</if>>
<br>
<<else>>
<<if _sydneyStatus.includes("corrupt")>>
"Look at you," <<he>> tuts. "This is exactly where you wanted to end up, isn't it?" <<He>> clamps <<his>> thighs around your head. <<He>> speaks, but it's muffled. Just as you start to feel faint, <<he>> gets up. You gasp.
<br><br>
"Hope you learnt your lesson," <<he>> snickers. "Pride always comes before a fall."<<arousal 500>><<npcincr Sydney lust 5>><<garousal>><<glust>>
<<else>>
<<He>> gasps when <<he>> sees you. <<He>> clambers off you and yanks you to your feet.
<br><br>
"Sorry!" <<he>> squeaks, inspecting you all over. "You're not hurt, are you?" You spend some time reassuring <<him>>. <<His>> worry subsides.
<</if>>
<br><br>
<<link [[Next|Sydney Backroom Lift End]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "adult_shop">><<effects>><<run statusCheck("Sydney")>>
You push up with all your might, throwing Sydney off your head. <<He>> yelps as <<hes>> launched backwards, <<his>> fall cushioned by a bed of toys.
<br><br>
<<He>> sits up with a groan, giving you an odd look. You can't tell if <<hes>> upset with you.
<br><br>
<<link [[Next|Sydney Backroom Lift End]]>><</link>>
<br><<set $outside to 0>><<set $location to "adult_shop">><<effects>><<run statusCheck("Sydney")>>
You flip onto your back, without disturbing Sydney's position. <<He>> jerks away on instinct.
<<if $speech_attitude is "meek">>
You stroke <<his>> thigh.
<br><br>
"You look tired," you coo. "Why don't you have a seat?"
<<elseif $speech_attitude is "bratty">>
You grab <<his>> thighs, holding <<him>> still.
<br><br>
"Not so fast," you say. "I'm not done with you."
<<else>>
You rest your hands on <<his>> hips.
<br><br>
"Going somewhere?" you say. "But I was just getting comfy."
<</if>>
<<promiscuity4>>
<<if _sydneyStatus.includes("corrupt")>>
/* This part is outdated and should be inaccessible - see "Sydney Backroom Lifting Lick" instead */
<<He>> chuckles. "You're that eager, huh?" <<He>> straddles your face, <span class="lewd">aligning your mouth with <<his>> <<sydneyGenitals>>.</span> "Alright, lover. Let's see that apology."
<br><br>
<<link [[Next|Sydney Backroom Lift Sex]]>><<set $phase to 0>><<set $sexstart to 1>><</link>>
<br>
<<else>>
<<set $seductiondifficulty to 8000 - ((C.npc.Sydney.love + C.npc.Sydney.lust) * 15) - C.npc.Sydney.purity>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>><span class="gold">You feel more confident in your powers of seduction.</span><</if>><<seductionskilluse>>
<<if $seductionrating gte $seductionrequired>>
<<His>> lip quivers as <<he>> inches closer on <<his>> knees.
<<if $pronoun is "f">>
<<He>> pulls the hem of <<his>> skirt over your head. <<His>> blushing face vanishes as your vision is encased in darkness. Fabric rustles overhead.
<br><br>
<<if $NPCList[0].penis isnot "none">>
<span class="lewd">Something firm prods your lips.</span>
<<else>>
<span class="lewd">Something warm rests on your mouth.</span>
<</if>>
<<else>>
Shaking, <<his>> hands hook into <<his>> trousers. <<He>> pulls them down, <span class="lewd">revealing <<his>> <<sydneyGenitals>>.</span>
<br><br>
<<He>> positions <<himself>> in front of your mouth.
<</if>>
<br><br>
<<link [[Next|Sydney Backroom Lift Sex]]>><<set $phase to 0>><<set $sexstart to 1>><</link>>
<br>
<<else>>
<<He>> stares at you, wide-eyed, before scrambling to <<his>> feet. <<He>> mumbles about getting back to work, <<his>> gaze downcast.
<br><br>
<<sydneySexFail>>
<br><br>
<<link [[Next|Sydney Backroom Lift End]]>><</link>>
<br>
<</if>>
<</if>><<set $outside to 0>><<set $location to "adult_shop">><<effects>><<run statusCheck("Sydney")>>
<<if $pronoun is "f">>
You run your tongue along Sydney's thigh, skimming <<his>> <<sydneyGenitals>>.
<<else>>
You bite down on <<his>> belt and pull, <span class="lewd">revealing <<his>> <<sydneyGenitals>>.</span> You flick your tongue against <<if _sydneyChastity>><<his>> thigh<<elseif $NPCList[0].penis isnot "none">>the tip<<else>><<his>> clit<</if>>.
<</if>>
<<He>> shivers in pleasure, nearly toppling off you, but you
<<if $speech_attitude is "meek">>
curl your knees to steady <<him>>.
<br><br>
"You look tired," you coo.
<<if $facesitdisable is "f">>
"Why don't you have a seat?"
<<else>>
"You deserve a break."
<</if>>
<<elseif $speech_attitude is "bratty">>
grasp <<his>> legs.
<br><br>
"Not so fast," you say. "I'm not done with you."
<<else>>
hold <<his>> hips to steady <<him>>.
<br><br>
"Going somewhere?" you say. "But I was just getting comfy."
<</if>>
<<promiscuity4>>
<<He>> chuckles. "You're that eager, huh?" <<He>>
<<if $facesitdisable is "f">>
straddles your face, <span class="lewd">aligning your mouth with <<his>> <<sydneyGenitals>>.</span>
<<else>>
cradles a hand around your head, <span class="lewd">guiding it towards <<his>> <<sydneyGenitals>>.</span>
<</if>>
"Alright, lover. Let's see that apology."
<br><br>
<<link [[Next|Sydney Backroom Lift Sex]]>><<set $phase to 0>><<set $sexstart to 1>><</link>>
<br><<set $outside to 0>><<set $location to "adult_shop">><<effects>><<run statusCheck("Sydney")>>
<<if _sydneyStatus.includes("corrupt")>>
You mumble into Sydney's crotch. <<He>> scoffs.
<br><br>
"That's it? I could hardly feel it." <<He>> entwines <<his>> fingers in your hair, and rubs your face into <<his>> <<sydneyGenitals>>. "Again. And say it like you mean it."
<br><br>
You give another muffled apology.
<br><br>
<<He>> lets go with a frustrated sigh. Your head falls to the floor.
<<if $pronoun is "f">>
<<if $facesitdisable is "f" and $NPCList[0].vagina isnot "none">>
You don't have time to catch your breath before <<he>> drops down on your face, smothering you.
<<else>>
Trapped within <<his>> skirt, you're helpless as <<he>> bucks against your face, grinding your lips against
<<if _sydneyChastity>>
<<his>> belt.
<<elseif $NPCList[0].penis isnot "none">>
the tip of <<his>> <<print $NPCList[0].penisdesc>>.
<<else>>
<<his>> entrance.
<</if>>
<</if>>
<<else>>
Keeping you pinned with <<his>> knees, <<he>> <<npcUndressText $NPCList[0] "lower" "self">>, <<npcRevealText $NPCList[0] "lower">>.
<</if>>
"I guess we'll try the non-verbal approach."
<br><br>
<<link [[Lick|Sydney Backroom Lift Sex]]>><<set $phase to 0>><<set $sexstart to 1>><<npcincr Sydney purity -1>><</link>><<promiscuous1>><<lspurity>><<sydneyWarning>>
<br>
<<link [[Refuse|Sydney Backroom Lifting No Sex]]>><<npcincr Sydney love -1>><<npcincr Sydney purity 1>><</link>><<llove>><<gspurity>>
<br>
<<elseif _sydneyStatus.includes("pure")>>
You lie still as Sydney babbles on. You can't say much in your position, anyway. <<He>> only grows more flustered as <<he>> realises <<hes>> still on top off you, and shoots to <<his>> feet. <<He>> slumps against a shelf, looking down.
<br><br>
"<<sydneyMum>>'s right," <<he>> sighs. "I'm..." <<He>> shuts <<his>> eyes and shakes <<his>> head. "I'm sorry. Can we get back to work, please?"
<br><br>
<<link [[Next|Sydney Backroom Lift End]]>><</link>>
<br>
<<else>>
You lie still, letting Sydney rest on your face. <<Hes>> careful not to put too much pressure on you, and lifts up every so often to let you breathe. It's not long before <<hes>> off you and helping you to your feet.
<br><br>
"I should take breaks more often," <<he>> sighs, stretching <<his>> arms overhead. "That was... relaxing."
<br><br>
<<link [[Next|Sydney Backroom Lift End]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "adult_shop">><<effects>><<run statusCheck("Sydney")>>
You wrench your head away from Sydney's crotch. <<He>> pouts and crosses <<his>> arms. "Spoilsport."
<br><br>
<<He>> lifts up, then sits down on your chest, hard. You wheeze.<<pain 2>><<gpain>>
<br><br>
<<He>> leaves you to catch your breath as <<he>> gathers scattered toys. Once you've recovered, you follow <<him>> out to the storefront.
<br><br>
<<if $adultshopclerkworking>>
<<unset $adultshopclerkworking>>
The rest of the shift passes without incident. You earn <<adultShopWage>><<moneyGain _wage>>.<<npcincr Sirris love 1>><<glove "Sirris">>
<br><br>
<</if>>
<<link [[Return|Adult Shop]]>><<endevent>><</link>>
<br><<run statusCheck("Sydney")>>
<<if $sexstart is 1>>
<<set $daily.sydney.sex = ($daily.sydney.sex || 0) + 1>><<set $sydney.sexTotal += 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 500>>
<<set $enemyarousalmax to 600>>
<<if _sydneyStatus.includes("corrupt")>>
<<set $enemyarousalmax += 100>>
<<elseif _sydneyStatus.includes("pure")>>
<<set $enemyarousalmax -= 100>>
<</if>>
<<set $enemyarousalmax to $enemyarousalmax * ($npcArousalMult / 100)>>
<<if $phase is 1>>
<<set $position to "doggy">><<set $position_lock to 1>>
<<if _sydneyStatus.includes("corrupt")>>
<<if $player.penisExist and (!$player.vaginaExist or random(1))>>
<<set _sydneyOralPenis to true>>
<<He>> licks in a slow circle around your <<penis>>. The tip of <<his>> tongue rests at the base.
<<else>>
<<His>> tongue glides up your labia, grazing your entrance. The tip flicks your clit.
<</if>>
<<promiscuity1>>
<<elseif _sydneyStatus.includes("pure")>>
<<if $player.penisExist and (!$player.vaginaExist or random(1))>>
<<set _sydneyOralPenis to true>>
<</if>>
<<His>> tongue pokes your <<genitals>>. <<He>> instantly recoils. After a moment's hesitation, another poke.
<br><br>
<<else>>
<<if $player.penisExist and (!$player.vaginaExist or random(1))>>
<<set _sydneyOralPenis to true>>
<<He>> shuts <<his>> eyes and leans in, circling <<his>> tongue around the tip of your <<penis>>.
<<else>>
<<He>> shuts <<his>> eyes and leans in, lapping at your <<pussy>>.
<</if>>
<br><br>
<</if>>
<<if $speech_attitude is "meek">>
You spread your legs, offering <<him>> easy access.
<<elseif $speech_attitude is "bratty">>
You push against <<his>> lips in encouragement.
<<else>>
You lean back and let <<him>> get to work.
<</if>>
<br><br>
<<if _sydneyOralPenis>>
<<set $NPCList[0].mouth to "penisentrance">><<set $penisuse to "othermouth">><<set $penisstate to "othermouthentrance">><<set $penistarget to 0>>
<<else>>
<<set $NPCList[0].mouth to "vaginaentrance">><<set $vaginause to "othermouth">><<set $vaginastate to "othermouthentrance">><<set $vaginatarget to 0>>
<</if>>
<<if $NPCList[0].penis isnot "none">>
<<set $NPCList[0].penis to "othermouth">>
<</if>>
<<if $NPCList[0].vagina isnot "none">>
<<set $NPCList[0].vagina to "othermouth">>
<</if>>
<<set $NPCList[0].location.head to "genitals">>
<<else>>
<<set $position to "missionary">><<set $position_lock to 1>>
<<if $NPCList[0].penis isnot "none">>
You glide your tongue along <<his>> length as <<he>> positions <<himself>> overhead.
<<promiscuity1>>
<<npcoral>>
<<elseif $facesitdisable is "f">>
You glide your tongue along <<his>> slit as <<he>> settles on your face.
<<promiscuity1>>
<<set $NPCList[0].vagina to "facesit">><<set $NPCList[0].location.genitals = "head">>
<<set $mouthuse to "facesit">><<set $mouthstate to "vagina">><<set $mouthtarget to 0>>
<<else>>
You glide your tongue along <<his>> slit.
<<promiscuity1>>
<<set $NPCList[0].vagina to "mouth">><<set $NPCList[0].location.genitals to "head">>
<<set $mouthuse to "othervagina">><<set $mouthstate to "othervagina">><<set $mouthtarget to 0>>
<</if>>
<</if>>
<</if>>
<<set $enemyanger to -10>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Sydney Backroom Lift Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Sydney Backroom Lift Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "adult_shop">><<effects>><<run statusCheck("Sydney")>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<if $phase is 1>>
<<He>> rests <<his>> cheek on your thigh, <<his>> breath heavy against your <<genitals>>.
<<else>>
<<if _sydneyStatus.includes("corrupt")>>
<<He>> reclines just enough to free your face, holding it between <<his>> legs. <<He>> sighs.
<<else>>
<<He>> flops onto <<his>> back, resting <<his>> head between your legs. <<His>> breathing is heavy.
<</if>>
<</if>>
<<if _sydneyChastity and $sydneyChastityKnown>>
<<sydneyChastityMessage>><<npcincr Sydney lust 3>><<ggslust>>
<<else>>
<<npcincr Sydney lust -20>><<lllslust>>
<</if>>
<<npcincr Sydney purity -2>><<lspurity>>
<br><br>
<<if $corruptionRollover is 1>>
"In public, on the job... Anyone could've walked in..." <<Hes>> shivering, but smiling. "I... <span class="lewd">I've never felt like that before.</span> Can we try that again, next week? Or tomorrow? Or in an hour?"
<br><br>
<<He>> clings to your arm, giggling. <<He>> trails off as <<he>> surveys the room. "Right... We should clean up."
<<else>>
<<He>> rises to <<his>> feet, scratching <<his>> head as <<he>> surveys the room. "We should... clean up."
<</if>>
<<elseif $enemyhealth lte 0>>
You shove Sydney into a shelf. The force displaces a box of lewd merchandise. <<He>> squeals and shields <<himself>> as its contents pour over <<him>>.
<br><br>
<<if _sydneyStatus.includes("corrupt")>>
"Great," <<he>> huffs as <<he>> drops to <<his>> knees. "Do you have any idea how hard it is to work when you're..." <<He>> sighs and shakes <<his>> head. "Never mind. Help me clean up."
<<else>>
"I-it's okay," <<he>> stammers as <<he>> crouches down. "I can clean up. I need to take my mind off..." <<He>> blushes and shakes <<his>> head. "Never mind."
<</if>>
<<npcincr Sydney lust 1>><<glust>>
<<else>>
<<if _sydneyStatus.includes("corrupt")>>
Sydney pulls away with a huff. "Fine." <<He>> gives a toy a petulant kick. "You're helping me clean up, though."
<<else>>
Sydney pulls away with a sigh. "You're right," <<he>> says, surveying the mess surrounding you. "Work's important."
<</if>>
<<npcincr Sydney lust 5>><<npcincr Sydney purity 2>><<gglust>><<gspurity>>
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Sydney>><<person1>>
<<link [[Next|Sydney Backroom Lift End]]>><</link>>
<br><<set $outside to 0>><<set $location to "adult_shop">><<effects>><<run statusCheck("Sydney")>>
You help Sydney gather up the scattered merchandise and return to the store proper.
<br><br>
<<if $adultshopclerkworking>>
<<unset $adultshopclerkworking>>
The rest of the shift passes without incident. You earn <<adultShopWage>><<moneyGain _wage>>.<<npcincr Sirris love 1>><<glove "Sirris">>
<br><br>
<</if>>
<<link [[Return|Adult Shop]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "adult_shop">><<effects>>
As you enter the store, you find Sirris placating impatient customers and completing sales. <<nnpc_He Sirris>> looks relieved at your sudden appearance. It's rare to see the teacher this on edge.
<br><br>
"Hey, I'm swamped here. Mind lending me a hand? Grab these from the back and stock the shelves." <<nnpc_He Sirris>> presses a list of items into your hand and points you to the stockroom before returning to the agitated crowd.
<br><br>
"Easy, easy! Everyone can get their items, please queue in an orderly fashion!" <<nnpc_He Sirris>> shouts cheerily to the eager crowd.
<br><br>
<<link [[Assist Sirris (0:50)|Sirris Shop Assistant 2]]>><<pass 50>><<stress 5>><<tiredness 5>><</link>><<gtiredness>><<gstress>><<glove>>
<br>
<<link [[Leave Sirris to the mercy of the crowd (0:01)|Sirris Shop Assistant Leave]]>><<pass 1>><<npcincr Sirris love -1>><</link>><<llove>><<set $location to "adult_shop">><<set $outside to 0>><<effects>>
"That's a shame. I could've really used your help." <<nnpc_He Sirris>> shakes <<nnpc_his Sirris>> head before returning to the horde of boisterous customers, desperate for their items.
<br><br>
<<generateAdultShopCustomer 1>><<generateAdultShopCustomer 2>><<person1>>
As you turn to leave, a <<person>> bars your way.
<br>
"Well hello there, hot stuff," <<he>> purrs, idly slapping <<his>> hand with a leather flog. "I've been waiting in line a long time. I just can't wait to use this toy. Why don't we have a cheeky little play before purchase?"/* <<He>> grins at you wolfishly.*/
<br><br>
You try to turn around but a <<person2>><<person>> rests a hand on your shoulder. "Yeah cutie, have some fun with us," <<he>> guffaws.
<br><br>
<<link [[Refuse|Sirris Shop Assistant Creeps Refuse]]>><</link>>
<br>
<<if hasSexStat("promiscuity", 5) and $submissive gte 1150>>
<<link [[Agree|Sirris Shop Assistant Creeps Agree]]>><</link>>
<</if>><<set $location to "adult_shop">><<set $outside to 0>><<effects>>
<<if $speech_attitude is "meek">>
"No-no, I can't!" you exclaim.
<<elseif $speech_attitude is "bratty">>
"Get out of my way, losers!" you demand.
<<else>>
You refuse.
<</if>>
<br><br>
"Shut the fuck up," the <<person>> snarls. "Go ahead, scream. No one will hear you over this din." <<He>> licks <<his>> lips. "Now get your sweet ass over here."
<br><br>
The <<person2>><<person>> snatches a handful of your hair and drags you into an empty aisle. No one seems to notice.
<br><br>
/* NPC1 brandishes the flog. NPC2 pulls a dildo out of their pocket */
<<set $NPCList[1].lefthand to "hair">><<giveNPCsextoy 1 dildo "right">><<giveNPCsextoy 0 flog>>
<<link [[Next|Sirris Shop Assistant Refuse Creeps Rape]]>><<set $molestationstart to 1>><<set $phase to 1>><</link>>
<<if $debug is 1>>
<br>
<<link [[Debug leave|Adult Shop]]>><</link>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<set $enemyanger += 40>>
<<set $enemytrust -= 40>>
<</if>>
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>><<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemyanger += 10>>
<<set $enemytrust += 10>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
/*<<audience>>*/
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Sirris Shop Assistant Refuse Creeps Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Sirris Shop Assistant Refuse Creeps Rape]]>><</link>></span><<nexttext>>
<</if>><<set $location to "adult_shop">><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Was it as good for you as it was for me, baby?" The pair share a hearty chuckle. They return to their spot in line, leaving you on the ground.
<<elseif $enemyhealth lte 0>>
"Fucking psycho bitch!" they spit, scrambling out of the store. Sirris watches them leave with a bemused expression.
<<else>>
The pair back away, keeping you at arm's reach. They look hesitant to stop. The <<person>> opens <<his>> mouth to speak, but stops as Sirris pops <<nnpc_his "Sirris">> head into the aisle.
<br><br>
"Everything alright back here?" <<nnpc_He "Sirris">> smiles at the <<person>>. "I can help you two up front."
<br><br>
The <<person>> glances at the <<person2>><<person>>, who shrugs. <<person1>><<He>> gives you one last look before following Sirris to the counter.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<tearful>> you rise to your feet.
<br><br>
<<link [[Next|Adult Shop]]>><</link>>
<br><<set $location to "adult_shop">><<set $outside to 0>><<effects>>
<<if $speech_attitude is "meek">>
"I'll be a good little helper," you purr.
<<elseif $speech_attitude is "bratty">>
"You two think you can keep up with me? Prove it."
<<else>>
You give a solemn nod.
<</if>>
<br><br>
<<if $fame.rape gte 600 or $fame.sex gte 600>>
<<person1>>
"I knew a <<slut>> like you would be into this. Everyone says you're like a bitch in heat. Now down on your knees for us, hot stuff!"
<<person1>><<He>> chuckles, licking <<his>> lips while cracking <<his>> flog against <<his>> palm in anticipation.
<br>
The <<person2>><<person>> barks a lecherous laugh, rubbing <<his>> crotch with a dildo while leading you to an aisle with the other hand.
<<else>>
<<person1>>"Okay, hot stuff. Hop to it, down on your knees right over there for us. Be a good <<bitch>>." <<He>> licks <<his>> lips while slapping <<his>> flog against <<his>> palm.
<br><br>
The <<person2>><<person>> giggles in agreement, rubbing <<his>> crotch with a dildo in one hand while leading you to an aisle with the other.
<</if>>
<br><br>
<<set $NPCList[1].lefthand to "hair">><<giveNPCsextoy 1 dildo>><<giveNPCsextoy 0 flog>>
<<link [[Next|Sirris Shop Assistant Refuse Creeps Rape]]>><<set $sexstart to 1>><<set $phase to 2>><</link>><<set $location to "adult_shop">><<set $outside to 0>><<effects>>
The list is long, yet you methodically work through it, collecting items from the stock room to restock shelves, and retrieving customer orders.
<<if currentSkillValue('danceskill') gte 600>>
You dodge and weave through customers as they attempt to pinch, prod, and grope at you while carrying about your duties.
<<else>>
<span class="red">Your attempts to dodge the groping and pinching masses prove futile.</span> You struggle to avoid the worst of them.<<stress 4>><<pain 2>><<arousal 200 "breasts">><<arousal 200 "bottom">><<gstress>><<gpain>><<garousal>>
<</if>>
<br><br>
After what feels like an eternity, the rush is over. Sirris finishes checking out the last customer in line before turning to you.
<br>
"Thanks for your help today, it was very much appreciated. I couldn't have gotten through this without you. Here's a little something for your hard work. See you at school."
<<npcincr Sirris love 2>><<glove>>
<br>
You gain <<moneyGain 40>>.
<br><br>
<<link [[Next|Adult Shop]]>><</link>><<set $location to "adult_shop">><<set $outside to 1>><<effects>>
<<if $speech_attitude is "meek">>
You look down, but nod.
<<elseif $speech_attitude is "bratty">>
"Oh, you think you can threaten me with a good time? Lead on," you purr.
<<else>>
You nod your head in agreement.
<</if>>
<br><br>
Spotting Sirris heading in your direction, <<he>> releases your arms and puts <<his>> hands around your shoulders. "Let's get out of here. There's an alleyway out back where no one will disturb us."
<br><br>
<<link [[Go with Whitney|Adult Shop Whitney Spank Sex]]>><<set $location to "alley">><<giveNPCsextoy 0 "flog">><<set $sexstart to 1>><</link>><<set $location to "adult_shop">><<set $outside to 0>><<effects>>
<<if $speech_attitude is "bratty">>
You shove the bully away from you. "Get lost, I've got work to do."
<<elseif $speech_attitude is "meek">>
"N-no, I have work to do. I'm sorry," you mumble.
<<else>>
"I can't, I'm working right now."
<</if>>
<br><br>
The bully spots Sirris heading towards the two of you.
<br><br>
"Another time. See you later, slut." <<He>> shoves you against the shelves and retreats from the store.<<gstress>><<gpain>><<stress 3>><<pain 3>>
<br><br>
You earn <<adultShopWage>><<moneyGain _wage>>.
<br><br>
<<link [[Return|Adult Shop]]>><<endevent>><</link>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>>
<<set $enemyanger +=50>>
You follow Whitney out behind a dumpster.
<br><br>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Adult Shop Whitney Spank Sex End]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Adult Shop Whitney Spank Sex]]>><</link>></span><<nexttext>>
<</if>><<set $location to "adult_shop">><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> strokes your face with the flog. "Nice. See you later, slut." <<He>> leaves it on the ground before slinking out of the alley.
<br><br>
<<elseif $enemyhealth lte 0>>
Whitney recoils in pain. "What the fuck did you do that for? I thought we were having fun. Bitch." <<He>> storms off.
<<else>>
<<He>> backs away, disappointment obvious on <<his>> face. "Fucking tease. See you later, slut."
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<tearful>> you return to the store. Sirris frowns.
<br><br>
The rest of the shift is uneventful. You earn <<adultShopWage>><<moneyGain _wage>>.<<npcincr Sirris love -5>><<llove "Sirris">>
<br><br>
<<link [[Return to work|Adult Shop]]>><<endevent>><</link>>
<br>You nod and lead <<him>> to the back.
<br><br>
<<link [[Next|Adult Shop School Bully Sex]]>><<set $sexstart to 1>><</link>>/* submissive lte 500 > march them out */
<<if $submissive lt 500>>
"Get out of here!" you demand as you shove <<him>> backwards, sending <<him>> sprawling.
<br><br>
"Freak!" <<he>> <<print either("jeers","sobs","exclaims","shouts","spits")>>, picking <<himself>> up before bolting out the door.
<<else>>
"Get out. Now," you demand, marching the <<personsimple>> out with a hand on their shoulder.
<br><br>
"Fucking freak. I'll make sure everyone knows about you and this shop."
<</if>>
<br><br>
Sirris scowls but says nothing. You take a moment to collect yourself before returning to work. The rest of your shift is uneventful.
<br><br>
You earn <<adultShopWage>><<moneyGain _wage>>.<<npcincr Sirris love -5>><<llove "Sirris">>
<br><br>
<<link [[Return to work|Adult Shop]]>><<endevent>><</link>><<set $location to "adult_shop">><<set $outside to 0>><<effects>>
<<He>> takes a picture of you then leaves. "My friends will get a kick out of this! Freak."
<br><br>
You take a moment to collect yourself in the back before returning to work. The rest of your shift is uneventful.
<br><br>
You earn <<adultShopWage>><<moneyGain _wage>>.<<npcincr Sirris love 5>><<glove "Sirris">>
<br><br>
<<link [[Return to work|Adult Shop]]>><<endevent>><</link>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Adult Shop School Bully Sex End]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Adult Shop School Bully Sex]]>><</link>></span><<nexttext>>
<</if>><<set $location to "adult_shop">><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"All right, I'll keep your filthy secret. What kind of a freak works in a store like this anyway?" <<He>> laughs as <<he>> leaves.
<<elseif $enemyhealth lte 0>>
<<He>> staggers back. "Fucking bitch. I'll keep your fucking secret, I was just having a bit of fun." <<He>> hurries out of the store.
<<else>>
The <<person>> shoves off you. "Whatever you say." <<He>> taps something into <<his>> phone, smirking. "See you at school, perv." <<He>> laughs as <<he>> leaves.
<<gtrauma>><<gstress>><<lcool>><<status -5>><<stress 5>><<trauma 5>>
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<tearful>> you return to work. The rest of your shift passes without note. You earn <<adultShopWage>><<moneyGain _wage>>.
<br><br>
<<link [[Next|Adult Shop]]>><</link>>
<br><<set $outside to 0>><<set $location to "adult_shop">><<effects>>
<<if $phase is 1>>
<<if $speech_attitude is "meek">>
You giggle. "That's so naughty! Do you really think you can...?"
<<elseif $speech_attitude is "bratty">>
You shrug. "If you think you've the guts to do it, go for it."
<<else>>
You sigh with a smile. "I don't think I could stop you if I wanted to."
<</if>>
<br><br>
<<set $sydneyAnalRosary to true>>
Sydney's grin widens. "I'm not kidding. I'm really gonna do it."
<br><br>
<<He>> tucks the beads in <<his>> pocket and goes back to work, humming to <<himself>>.
<<else>>
<<if $speech_attitude is "meek">>
You bite your lip nervously. "I'm not so sure that's a good idea..."
<<elseif $speech_attitude is "bratty">>
You cross your arms. "That's a good way to get your ass punished."
<<else>>
You raise an eyebrow. "That's a bit much, even for you."
<</if>>
<br><br>
Sydney rolls <<his>> eyes.
<<if $purity lte 500 or ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled"))>>
"I thought you were cooler than that," <<he>> scoffs. You don't fall for <<his>> goading.
<<else>>
"Dunno what I expected," <<he>> sighs. "You're a bigger prude than I ever was."
<</if>>
<br><br>
<<He>> returns the beads to their spot on the shelf and goes back to work.
<</if>>
<br><br>
<<link [[Next|Adult Shop]]>><<endevent>><</link>><<run statusCheck("Sydney")>>
<<if $sexstart is 1>>
<<set $daily.sydney.sex = ($daily.sydney.sex || 0) + 1>><<set $sydney.sexTotal += 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 500>>
<<set $enemyarousalmax to 600>>
<<if _sydneyStatus.includes("corrupt")>>
<<set $enemyarousalmax += 100>>
<<elseif _sydneyStatus.includes("pure")>>
<<set $enemyarousalmax -= 100>>
<</if>>
<<set $enemyarousalmax to $enemyarousalmax * ($npcArousalMult / 100)>>
You bend over and give your rear an inviting wiggle. Sydney snickers and presses <<his>> palm against your cheek.
<<promiscuity2>>
<</if>>
<<set $enemyanger to -10>>
<<effects>>
<<effectsman>>
<<if playerChastity("anus") and $worn.under_lower.anus_exposed is 1 and $worn.lower.anus_exposed is 1>>
<<set $finish to 1>>
<br>
Sydney pouts at the sight of your anal shield. "Oh, you fucking tease." <<He>> chucks the beads aside and gives your <<bottom>> a petty slap.<<violence 2>><<npcincr Sydney purity 1>><<gpain>><<gspurity>>
<br><br>
<<else>>
<<man>>
<</if>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or $noanal is 1>>
<span id="next"><<link [[Next|Adult Shop Sydney Beads Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Adult Shop Sydney Beads Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "adult_shop">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> releases a wistful sigh.
<<if _sydneyChastity and $sydneyChastityKnown>>
<<sydneyChastityMessage>><<npcincr Sydney lust 3>><<ggslust>>
<<else>>
<<npcincr Sydney lust -20>><<lllslust>>
<</if>>
<<npcincr Sydney purity -2>><<lspurity>>
<br>
"How was that?" <<he>> giggles. "Just think, we haven't even scratched the surface of..."
<br><br>
<span class="red"><<He>> falls silent at the sound of footsteps.</span> "Is everything alright?" calls a voice outside. It's Sirris.
<br>
Sydney's eyes pop wide open, and <<he>> scrambles to <<his>> feet. "W-we're fine! I mean, I'm fine! And alone. No one else is back here."
<br>
There's a pause before Sirris answers. "Okay," <<nnpc_he "Sirris">> says. "Just checking in." Sydney sighs in relief as Sirris departs.
<br><br>
Sydney turns to you, face red, <<his>> lustful bravado caving into to a familiar tenderness. "I... I hope that was... informative." <<He>> clears <<his>> throat. "We can continue our lesson later... if you want."
<br><br>
<<tearful>> you return to work, with Sydney close behind you.
<<elseif $enemyhealth lte 0>>
You shove Sydney into a shelf. <<He>> collides with a crash, sending sex toys flying across the room. "Everything alright back there?" you hear Sirris call out. Sydney hurries to <<his>> feet, stammering reassurances to the front counter.
<br><br>
<<tearful>> you help Sydney straighten up, ignoring <<his>> lustful stare. "Don't think I'm done with you." <<He>> traces <<his>> tongue across <<his>> lips. "We've still got lots to learn, you and I."<<npcincr Sydney lust 1>><<gslust>>
<<else>>
<<He>> gives you a gentle spank. "Ready or not, we're going all the way next time."<<npcincr Sydney lust 1>><<gslust>>
<br><br>
<<tearful>> you return to work, catching more than a few crude taunts from Sydney.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Adult Shop]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "adult_shop">><<effects>>
<<if $speech_attitude is "meek">>
You squirm away from Sydney. "M-maybe another time."
<<elseif $speech_attitude is "bratty">>
You shove Sydney away. "Not happening."
<<else>>
You nudge Sydney's arm away and shake your head.
<</if>>
<br>
"C'mon," <<he>> whines. "Just give it a try!"
<br><br>
You hold firm, despite <<his>> insistence. <<He>> gives up with a sigh, tossing the beads over <<his>> shoulder. "You're a real tease, you know? Get me all worked up, now you won't even indulge me a little."
<br><br>
Glancing over <<his>> shoulder, <<he>> grasps the back of your head and brings you close. You can feel <<his>> breath in your ear. "One of these days," <<he>> whispers, "You're gonna have to prove you're not all talk."<<npcincr Sydney lust 1>><<gslust>>
<br><br>
<<He>> giggles into your ear, giving you a light shove before returning to work.
<br><br>
<<link [[Next|Adult Shop]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "adult_shop">><<effects>>
<<if $phase is 2>>
<<set $sydneySeen.pushUnique("pureBeads")>>
Sydney's eyes widen when you tell <<him>> what <<his>> "rosary" really is.
<<if $speech_attitude is "meek">>
You sugarcoat your explanation, leaving out the more graphic details, but <<hes>> still uncomfortable by the end.
<<elseif $speech_attitude is "bratty">>
You don't mince your words on its use. <<He>> has to stop you whenever you get too detailed.
<<else>>
<<He>> squirms throughout your explanation, but <<he>> listens without interruption.
<</if>>
<br><br>
"R-really?" <<He>> gulps. "There? In your... But what about... And..." <<He>> cuts <<himself>> short, and shakes <<his>> head. "No, no, no. That's enough." <<He>> stares at the beads as if they were infectious, then eases them back in the box.
<br><br>
<<He>> gives you a strained smile. "Th-thank you for... enlightening me." <<He>> returns to work, mumbling to <<himself>> all the while.
<<elseif $phase is 1>>
<<set $sydneySeen.pushUnique("pureBeads")>>
<<endevent>><<npc Sirris>><<person1>>
You find Sirris at the front counter and show <<him>> the strange rosary. <<He>> stares at it with a blank expression, before bursting out in laughter. Sydney looks to you with a puzzled frown.
<br><br>
It takes some time for Sirris to calm down. "A rosary," <<he>> chuckles, wiping a tear from <<his>> eye. "That's good."
<br><br>
<<He>> places a sign on the counter and leads you to a back room. <<He>> explains what the so-called "rosary" is, and goes into excruciating detail on its use. Too much detail for Sydney, who leaves partway through, <<nnpc_his "Sydney">> face flushed.<<lspurity>>
<br><br>
Sirris shakes <<his>> head. "The <<nnpc_gendery "Sydney">>'s got to learn eventually," <<he>> mutters. <<He>> places a hand on your shoulder and smiles. "In any case, I hope that cleared things up. Don't be afraid to ask any questions. Curiosity is a virtue!"
<<else>>
Sydney places the rosary back in the box.
<br><br>
"I'll let <<sydneyMum>> find it on <<nnpc_his "Sirris">> own. I don't want to embarrass <<nnpc_him "Sirris">>," <<he>> giggles. "<<nnpc_He "Sirris">> can be so scatterbrained, sometimes."
<</if>>
<br><br>
<<link [[Next|Adult Shop]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
<<run statusCheck("Sydney")>>
<<if $phase is 2>>
You stroll through the temple grounds with Sydney,
<<if _sydneyStatus.includes("corrupt")>>
<<his>> hands behind <<his>> back and <<his>> head held high.
<<else>>
<<his>> eyes darting about.
<</if>>
Most of the <<monks_and_nuns>> pass without a second glance. A few give <<him>> odd looks. Fewer still realise what <<hes>> wearing, reactions ranging from discomfort to disgust. An elder <<monk>> chuckles at the sight.
<br><br>
<<if $rng gte 26>>
<<generatey2>><<person2>>
Only an initiate, a <<person>>, is bold enough to confront <<person1>><<him>>.
<br><br>
"Sydney!" <<person2>><<he>> hisses. "You can't wear that here! Take it off!"
<br>
"What's wrong?" Sydney asks, thumbing the beads. "It's just my rosary."
<br>
The <<persons>> lip quivers. "Th-that's not... I mean, it's... those are..."
<br><br>
<<He>> stammers, then scurries away in a panic at the sight of an approaching procession of <<monks>>.
<br><br>
<<if $corruptionRollover is 1>>
<<unset $corruptionRollover>>
Sydney lets out a deep breath, then turns to you with a wide grin.
<br>
"I forgot how much fun that was! Breaking the rules like that..." <<He>> shivers. "You know... <span class="lewd">I really should cut loose every now and then.</span> It wouldn't hurt, would it?"
<<else>>
Sydney shakes <<his>> head. "I was never that bad, was I?"
<</if>>
<br>
You walk back to the main hall, snickering amongst yourselves.<<trauma -2>><<ltrauma>>
<<else>>
<<generate2>><<person2>>
A stern-faced <<monk>> approaches the two of you.
<br><br>
"Take that off at once," <<he>> demands, "Or you'll be punished."
<br>
Sydney smirks, unfazed. "Don't threaten me with a good time," <<person1>><<he>> taunts.
<br>
The <<person2>><<monk>>'s eyes narrow. "Do I need to have a talk with <<nnpc_brother "Jordan">> Jordan?"
<br><br>
Sydney's face drains of colour, <<person1>><<his>> cocky demeanor crumbling before your eyes. With a pout, <<he>> pulls the beads off <<his>> neck. The <<person2>><<monk>> snatches them, then storms off without another word.
<br><br>
Once <<hes>> gone, Sydney shoots you a glare. "Don't look at me like that. It was a fun idea, but messing with <<nnpc_brother "Jordan">> Jordan? That's too far." <<person1>><<He>> purses <<his>> lips. "Dunno how I'm gonna explain the missing product to <<sydneyMum>>..."
<</if>>
<<elseif $phase is 1>>
<<if $speech_attitude is "meek">>
You blush and look away. "That's very brave of you."
<<elseif $speech_attitude is "bratty">>
You shake your head in disbelief. "Alright, I admit it. That takes balls."
<<else>>
You stare in disbelief. "That's brave," you say. "Or crazy."
<</if>>
<br><br>
<<if _sydneyStatus.includes("corrupt")>>
Sydney crosses <<his>> arms. "You totally doubted me, didn't you?" <<He>> laughs and flashes a smug grin. "I'm not such a prude now, am I?"
<<else>>
Sydney perks up at your words. <<Hes>> still tense, but <<his>> smile is a bit more genuine. "I can't believe you talked me into this," <<he>> giggles.
<</if>>
<br><br>
You sit with Sydney for a bit, snickering at the occasional gawking passerby. <<He>> grows bored and returns to <<if $sydney_templeWork is "pray">>the pews<<else>><<his>> duties<</if>>.
<<else>>
<<if $speech_attitude is "meek">>
You look around, worried. "Are you sure you should be doing this?" you mumble. "You could get in trouble."
<<elseif $speech_attitude is "bratty">>
You grab Sydney by the wrist and pull <<him>> to a secluded alcove, out of view. "You idiot," you snap. "Are you trying to get yourself in trouble?"
<<else>>
You give Sydney a concerned look. "This is a bad idea," you say. "You're going to get in trouble."
<</if>>
<br><br>
<<if $purityRollover is 1>>
<<unset $purityRollover>>
<<He>> winces. "You're right," <<he>> sighs, staring down. "It was a stupid idea."
<br><br>
There's a brief pause before Sydney turns to face you. <<He>> looks ashamed. It's a look you haven't seen from <<him>> in a while. "I'm sorry. I just..." <<He>> sniffles. "Lately I've been acting odd. Doing things like, well." <<He>> holds up the string of beads. "This."
<br><br>
"I don't know what came over me, but hearing you talk just now... <span class="gold">it reminded me who I was.</span>" <<He>> clutches <<his>> pendant and smiles. "Thank you."
<<else>>
<<if _sydneyStatus.includes("corrupt")>>
<<He>> scoffs. "Whatever. It was your idea." <<He>> takes the beads off and hides them in <<his>> robes.
<<else>>
<<He>> winces at your words, but nods. "Y-yeah. It was a stupid idea, anyway." <<He>> pulls the beads off and stuffs them in <<his>> robes.
<</if>>
<</if>>
<br><br>
<<He>> returns to <<if $sydney_templeWork is "pray">>the pews<<else>><<his>> duties<</if>> in silence.
<</if>>
<br><br>
<<link [[Next|Temple]]>><<endevent>><</link>>
<br>
/* Event #2 - Cuffed Syd */<<set $outside to 0>><<set $location to "adult_shop">><<effects>>
<<run statusCheck("Sydney")>>
<<if $phase is 1>>
You enter the back room to find Sydney in a compromising position.
<<if $sydneyromance is 1>>
<<His>> arms are bound behind <<his>> back and over <<his>> head by a pair of pink, fuzzy handcuffs, linked around a shelf.
<br><br>
<<if _sydneyStatus.includes("corrupt")>>
<<He>> smiles when <<he>> sees you. "Just testing the products," <<he>> explains. <<He>> tries to move, but doesn't get far. "Yep. Nice and tight." <<He>> looks around.
<br>
"Must've dropped the key." You spot it halfway across the room. Sydney shrugs. "Oops. Now, you're gonna help me free..." A mischievous glint flashes in <<his>> eyes. "Right?"
<<else>>
<<He>> looks down, a coy smile on <<his>> lips. "I'm so careless. I was testing the products, and... well, this happened. I dropped the key, too..." You spot it lying at <<his>> feet.
<br>
<<He>> stares at you with a longing gaze. "I-I'm so vulnerable..."
<</if>>
<br><br>
<<link [[Play along|Adult Shop Sydney Cuffed Sex]]>><<set $sexstart to 1>><<npcincr Sydney purity -1>><</link>><<promiscuous1>><<lspurity>>
<br>
<<link [[Just free <<him>>|Adult Shop Sydney Cuffs Free]]>><<set $phase to 1>><<npcincr Sydney purity 1>><</link>><<gspurity>>
<br>
<<else>>
<<His>> arms are bound in front of <<him>> by a pair of pink, fuzzy handcuffs, linked around a shelf.
<<if _sydneyStatus.includes("corrupt")>>
<<He>> glances over <<his>> shoulder at you and groans.
<br><br>
"Believe it or not, this was an accident. Now are you gonna help, or are you just gonna stand there drooling?"
<<else>>
Even with <<his>> back to you, you can tell <<hes>> blushing.
<br><br>
"I was just playing around, and then I dropped the key, and... and..." <<He>> gives you a pitiful look. "Please help?"
<</if>>
<br><br>
<<link [[Tease|Adult Shop Sydney Cuffs Tease]]>><<if $sydneyromance isnot 1>><<npcincr Sydney love -1>><</if>><<npcincr Sydney lust 1>><<npcincr Sydney purity -1>><</link>><<if $sydneyromance isnot 1>><<llove>><</if>><<gslust>><<lspurity>>
<br>
<<link [[Free <<him>>|Adult Shop Sydney Cuffs Free]]>><<set $phase to 0>><<npcincr Sydney love 1>><</link>><<glove>>
<br>
<</if>>
<<else>>
You decide Sydney can handle whatever <<hes>> gotten <<himself>> into on <<his>> own. Sure enough, <<he>> soon emerges from the back room, looking no worse for wear.
<br><br>
<<if $sydneyromance is 1>>
<<if _sydneyStatus.includes("corrupt")>>
<<He>> tosses you a pair of pink fuzzy handcuffs. <<He>> looks upset. "You can be really dense, you know that?" <<He>> shoves past you, leaving you bewildered.
<<else>>
<<He>> approaches with a pout. "Where were you? I've been..." <<He>> cuts off, <<his>> face turning red. "I've been, um, hard at work. That's all."
<</if>>
<<else>>
<<He>> rubs <<his>> wrists. "Sorry, I..." <<He>> barks an awkward cough. "Just testing the products. Everything's in order."
<</if>>
<br><br>
The rest of the shift passes without incident.
You earn <<adultShopWage>><<moneyGain _wage>>.<<npcincr Sirris love 1>><<glove "Sirris">>
<br><br>
<<link [[Return|Adult Shop]]>><<endevent>><</link>>
<</if>><<set $outside to 0>><<set $location to "adult_shop">><<effects>>
<<run statusCheck("Sydney")>>
<<if $phase is 1>>
You pick the key off the ground and unlock Sydney's cuffs. <<He>> looks surprised<<if $awarelevel gte 1>>, and a little disappointed<</if>>.
<br><br>
<<if _sydneyStatus is "corruptLust">>
<<bindtemp>>
You turn to leave, but Sydney grabs your wrists and pulls you back. Before you can react, <<he>> pulls them over your head, just like <<his>> were. <span class="lewd">You hear a click.</span> You're stuck.<<stress 2>><<gstress>>
<br><br>
"You wanna do things the hard way?" <<He>> licks <<his>> lips. "Fine by me."
<br><br>
<<link [[Give in|Adult Shop Sydney Uncuffed Sex]]>><<set $sexstart to 1>><<npcincr Sydney purity -1>><</link>><<promiscuous1>><<lspurity>>
<br>
<<link [[Struggle|Adult Shop Sydney Cuffs Struggle]]>><<stress 4>><<npcincr Sydney love -1>><<npcincr Sydney purity 1>><</link>><<gstress>><<llove>><<gspurity>>
<br>
<<else>>
<<if _sydneyStatus.includes("corrupt")>>
<<He>> shoves past you, muttering over <<his>> shoulder. "You seriously need to learn how to take a hint."
<br><br>
<<He>> exits the room, leaving you <<if $awarelevel gte 1>>exasperated<<else>>confused<</if>>.
<<else>>
"Um... thanks." There's an awkward pause. <<He>> wrings <<his>> hands. "Good thing you were around."
<br><br>
<<He>> leaves the room, staring at <<his>> feet. You follow after <<him>>.
<</if>>
<br><br>
<<link [[Next|Adult Shop]]>><<endevent>><</link>>
<br>
<</if>>
<<else>>
You waste no time undoing Sydney's cuffs. <<His>> arms fall free to <<his>> side, and <<he>> gives you a
<<if _sydneyStatus.includes("corrupt")>>
sullen pout.
<br><br>
"It really was an accident," <<he>> mutters. There's a pause, and <<his>> frown gives way to a smirk. "Besides, if anyone's locking me up like that, it'll be you."<<arousal 100>><<npcincr Sydney lust 1>><<garousal>><<glust>>
<<else>>
grateful smile.
<br><br>
"Thanks. I was just sorting things out back here, when I saw those, and..." <<He>> trails off, shaking <<his>> head. "Never you mind. Let's just forget about this, okay?"
<</if>>
<br><br>
<<He>> returns the cuffs and key to the shelf and leads you back to the store proper.
<br><br>
<<link [[Next|Adult Shop]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "adult_shop">><<effects>>
<<run statusCheck("Sydney")>>
You tap your chin in mock thought.
<<if $speech_attitude is "meek">>
"Gosh, I don't know." You smile coyly. "I kind of like seeing you like this."
<<elseif $speech_attitude is "bratty">>
"Help you?" you say. "Nah. Not when I've got you right where I want you."
<<else>>
"Are you sure you need help?" you ask. "You look pretty good from where I'm standing."
<</if>>
<br><br>
<<if _sydneyStatus.includes("corrupt") and $sydneyromance is 1>>
Sydney opens <<his>> mouth to retort, looking indignant, but stops <<himself>>. <<His>> pout morphs into a smirk.
<br><br>
"Tough talk. Shame you're too much of a wuss to go through with it." <<He>> wiggles <<his>> rear in your direction, taunting you.
<br><br>
<<link [[Give in|Adult Shop Sydney Cuffed Sex]]>><<set $sexstart to 1>><<npcincr Sydney purity -1>><</link>><<promiscuous1>><<lspurity>>
<br>
<<link [[Just free <<him>>|Adult Shop Sydney Cuffs Free]]>><<set $phase to 1>><<npcincr Sydney purity 1>><</link>><<gspurity>>
<br>
<<else>>
<<if $sydneyromance is 1>>
Sydney looks away and sighs, surrendering a tiny smile. "C-come on, not right now..."
<<elseif _sydneyStatus.includes("corrupt")>>
Sydney rolls <<his>> eyes. "Give me a break. If I was doing this for you, you'd know." <<He>> pulls on the cuffs. "Now hurry up and get these off, or I'm gonna scream."
<<else>>
Sydney glares at you with as much malice as <<he>> can muster from <<his>> awkward position. "That's not funny. Help me out, now."
<</if>>
<br><br>
You let Sydney squirm a bit longer before helping <<him>> out of <<his>> bind. "I'd hold this against you, but it's a sin to bear grudges." <<He>> gives you a light punch. "Jerk."
<br><br>
<<link [[Next|Adult Shop]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "adult_shop">><<effects>>
You thrash against your restraints. Sydney throws <<his>> arms up. "Hey, take it easy! I was just-" <<He>> cuts off as <<he>> stumbles into a stack of boxes.
<br><br>
<<npc Sirris 2>><<person2>>
The door swings open. "Everything alright?" It's Sirris. "Thought I heard..." <<He>> trails off, taking in the scene before <<him>>. <<He>> hurries over to free you, before making <<his>> way to Sydney.
<<unbindtemp>>
<br><br>
"We need to talk," <<he>> says, a troubled look on <<his>> face. Sydney tries to explain, but <<person1>><<his>> stammering fades as <<hes>> dragged outside. Once you've regained your bearings, you follow them out.
<br><br>
The rest of the shift is uneventful. You earn <<adultShopWage>><<moneyGain _wage>>.
<br><br>
<<link [[Next|Adult Shop]]>><<endevent>><</link>>
<br><<run statusCheck("Sydney")>>
<<if $sexstart is 1>>
<<set $daily.sydney.sex = ($daily.sydney.sex || 0) + 1>><<set $sydney.sexTotal += 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 500>>
<<set $enemyarousalmax to 600>>
<<if _sydneyStatus.includes("corrupt")>>
<<set $enemyarousalmax += 100>>
<<elseif _sydneyStatus.includes("pure")>>
<<set $enemyarousalmax -= 100>>
<</if>>
<<set $enemyarousalmax to $enemyarousalmax * ($npcArousalMult / 100)>>
<<if $NPCList[0].penis isnot "none">>
<<set $NPCList[0].penis to "clothed">>
<</if>>
<<if $NPCList[0].vagina isnot "none">>
<<set $NPCList[0].vagina to "clothed">>
<</if>>
<<set $NPCList[0].lefthand to "idle">>
<<set $NPCList[0].righthand to "idle">>
<<set $npcSub to 1>>
You creep up to Sydney like a hunt<<if $player.gender_appearance is "m">>er<<else>>ress<</if>> sizing up <<pher>> prey.
<<if _sydneyStatus.includes("corrupt")>>
<<He>> laughs and ensnares your waist between <<his>> legs, pulling your body against <<hers>>.
<<else>>
<<He>> feigns a struggle, giggling as <<he>> tries to push you away before "submitting" to you.
<</if>>
<<promiscuity1>>
<</if>>
<<set $enemyanger to -10>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Adult Shop Sydney Cuffed Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Adult Shop Sydney Cuffed Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "adult_shop">><<effects>>
<<run statusCheck("Sydney")>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<tearful>> you unlock Sydney's cuffs, freeing <<his>> arms. They fall over your shoulders
<<if _sydneyStatus.includes("corrupt")>>
as <<he>> pulls you into <<his>> embrace.
<<if _sydneyChastity and $sydneyChastityKnown>>
<<sydneyChastityMessage>><<npcincr Sydney lust 3>><<ggslust>>
<<else>>
<<npcincr Sydney lust -20>><<lllslust>>
<</if>>
<<npcincr Sydney purity -2>><<lspurity>>
<br><br>
<<He>> twirls the cuffs around <<his>> finger. "Maybe next time, I'll lock you up instead. Bet you'd like that."<<arousal 100>><<garousal>><<npcincr Sydney lust 1>><<glust>>
<<else>>
as <<he>> collapses into your embrace.
<<if _sydneyChastity and $sydneyChastityKnown>>
<<sydneyChastityMessage>><<npcincr Sydney lust 3>><<ggslust>>
<<else>>
<<npcincr Sydney lust -20>><<lllslust>>
<</if>>
<<npcincr Sydney purity -2>><<lspurity>>
<br><br>
<<if $corruptionRollover is 1>>
<<unset $corruptionRollover>>
<<He>> takes a deep breath. "It was a little scary, being so helpless. But..." <<He>> blushes. "It felt kind of good, too. <span class="lewd">Can we try it again sometime?</span>"
<<else>>
<<Hes>> shaking. "I don't like feeling helpless, but I trust you..." <<He>> sighs, and looks up with a smile. "Well, as long as you had fun, I'm happy."
<</if>>
<<npcincr Sydney purity -1>><<lspurity>>
<</if>>
<br><br>
Sydney clings to your arm as you exit the storeroom and return to work.
<<elseif $enemyhealth lte 0>>
Sydney yelps and kicks you away.
<<if _sydneyStatus.includes("corrupt")>>
"Seriously? Beating up on a bound <<personsimple>>?"
<<else>>
"H-hey! That's too rough!"
<</if>>
You can't help but notice <<hes>> blushing.<<npcincr Sydney lust 1>><<glust>>
<br><br>
The door to the back room bursts open as Sirris barges in. "Syd? What's wrong? I heard..."
<br>
<<nnpc_He "Sirris">> trails off as <<nnpc_he "Sirris">> takes in the whole scene, and raises an eyebrow. "Is this a bad time?"
<br>
Sydney grits <<his>> teeth, struggling to uphold <<his>> poise. "I'm fine. Please take these off of me."
<br><br>
Sirris brushes past you and undoes Sydney's cuffs, letting <<his>> arms fall free. <<He>> exits in a blur. Sirris glances at you, frowns, and leaves after Sydney.<<npcincr Sirris love -5>>
<br><br>
<<tearful>> you follow them out.
<<else>>
<<switch _sydneyStatus>>
<<case "pure">>
Sydney seems relieved, though <<he>> does give you a worried look. "You... you're not going to leave me like this, are you?"
<<case "corrupt">>
"Well, that was a waste of time," Sydney groans. "Do you have any idea how hard it is to get these on by yourself?"
<<default>>
"Oh... okay." <<He>> starts to leave, but <<hes>> pulled back by the cuffs. <<He>> looks sheepish. "A little help, please?"
<</switch>>
<br><br>
<<tearful>> you undo Sydney's cuffs. <<He>> rubs <<his>> wrists.
<br><br>
<<switch _sydneyStatus>>
<<case "pure">>
"Those things aren't nearly as cosy as they look," <<he>> mutters on the way out. <<He>> gives you a concerned look. "Let's just... do it normally, next time. Okay?"
<<case "corrupt">>
"You keep chickening out on me, next time I'll lock you up instead." <<He>> winks as <<he>> leaves. You're not sure if <<hes>> joking.<<stress 2>><<arousal 100>><<npcincr Sydney lust 1>><<gstress>><<garousal>><<gslust>>
<<default>>
"That... wasn't as fun as I thought." <<He>> frowns, muttering under <<his>> breath as you leave. "Maybe we'll try them on you next time..."<<arousal 50>><<npcincr Sydney lust 1>><<garousal>><<glust>>
<</switch>>
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Adult Shop]]>><</link>>
<br><<run statusCheck("Sydney")>>
<<if $sexstart is 1>>
<<set $daily.sydney.sex = ($daily.sydney.sex || 0) + 1>><<set $sydney.sexTotal += 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 500>>
<<set $enemyarousalmax to 600>>
<<if _sydneyStatus.includes("corrupt")>>
<<set $enemyarousalmax += 100>>
<<elseif _sydneyStatus.includes("pure")>>
<<set $enemyarousalmax -= 100>>
<</if>>
<<set $enemyarousalmax to $enemyarousalmax * ($npcArousalMult / 100)>>
You stay still as Sydney approaches, <<his>> lips curled in a lustful grin. <<He>> slides the key down the front of <<his>> <<if $pronoun is "m">>trousers<<else>>shirt<</if>>. "Be a good <<girl>>, and maybe I'll let you go."
<<promiscuity1>>
<</if>>
<<set $enemyanger to -10>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Adult Shop Sydney Uncuffed Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Adult Shop Sydney Uncuffed Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "adult_shop">><<effects>>
<<run statusCheck("Sydney")>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> sighs, steadying <<himself>> against a pile of boxes.
<<if _sydneyChastity and $sydneyChastityKnown>>
<<sydneyChastityMessage>><<npcincr Sydney lust 3>><<ggslust>>
<<else>>
<<npcincr Sydney lust -20>><<lllslust>>
<</if>>
<<npcincr Sydney purity -2>><<lspurity>>
<br>
<<He>> reaches over your head and unlocks your cuffs. Your arms fall to your sides.
<br><br>
<<if _sydneyStatus.includes("corrupt")>>
"So, you like being all tied up?" <<He>> hums in thought. "Good to know."
<<else>>
"I would've liked being on the other end, but..." <<He>> giggles. "This felt pretty good, too."
<</if>>
<br><br>
<<tearful>> you return to work, Sydney clinging to your arm.
<<elseif $enemyhealth lte 0>>
Sydney yelps and stumbles back. "Okay, okay! You could've just said no."
<br><br>
<<He>> steps towards you. You brace yourself, but <<he>> reaches above your head. "This is your fault, you know. Should've just played along," <<he>> mutters while fiddling with your cuffs. "And after all the effort it took getting myself in those cuffs. Honest!"
<br><br>
The handcuffs click open, and your arms fall free. Sydney pokes your chest. "Next time, we're doing this my way."<<npcincr Sydney lust 1>><<glust>>
<br><br>
<<He>> leaves the storeroom with a wink over <<his>> shoulder. <<tearful>> you follow after <<him>>.
<<else>>
Sydney shrugs. "Okay. I'll leave you alone." <<He>> exits the back room without another word, leaving you locked up.<<stress 2>><<gstress>>
<br><br>
<<npc Sirris 2>><<person2>>
You struggle in vain to free yourself. After a while, Sirris comes in to investigate the noise. <<He>> gasps when <<he>> sees you, and soon has you free.
<br><br>
<<tearful>> you dodge Sirris' questions and hasten back to work. You pass by Sydney, who smiles and waves.<<npcincr Sydney lust 1>><<gslust>>
<</if>>
<br><br>
<<unbindtemp>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Adult Shop]]>><</link>>
<br><<set $outside to 0>><<set $location to "adult_shop">><<effects>>
<<run statusCheck("Sydney")>>
You approach Sydney and the <<person>>. As you get close, you realise they're not arguing over prices.
<br><br>
<<if _sydneyStatus.includes("corrupt")>>
"Come on," Sydney whispers huskily. "You think that little thing's gonna satisfy you?"
<br>
"I'm not falling for that," the <<person>> mutters with a glare. "The bigger ones are too expensive."
<br>
Sydney shrugs. "Whatever. But you'll regret it later."
<br><br>
<<link [[Encourage Sydney|Adult Shop Sydney Bartering 2]]>><<set $phase to 3>><<npcincr Sydney purity -1>><</link>><<lspurity>>
<br>
<<link [[Stay out of it|Adult Shop Sydney Bartering 2]]>><<set $phase to 2>><</link>>
<br>
<<else>>
"Are you sure you can... handle that?" Sydney bites <<person1>><<his>> lip. "Maybe you should try a smaller-"
<br>
<<if random(1,5) is 1>>
"Not for me," the <<person2>><<person>> interrupts. "For my <<spouse>>."
<br>
Sydney pauses. "Are you sure your <<print _text_output>> can-"
<br>
The <<person>> <<print either("jabs Sydney in the chest with a dildo","points a dildo at Sydney with an accusatory glare")>>. "You stay out of my personal life, brat."
<<elseif $NPCList[0].vagina isnot "none">>
"You calling my cunt weak?" the <<person2>><<person>> snaps over <<his>> shoulder.
<br>
Sydney gulps. "Of course not, <<sir>>, I-I'm sure it's very-"
<br>
"Then mind your own damn business."
<<else>>
"You calling me a tight-ass?" the <<person2>><<person>> snaps over <<his>> shoulder.
<br>
Sydney gulps. "N-no <<sir>>, I was only-"
<br>
"Then mind your own damn business."
<</if>>
<br><br>
After a one-sided yet heated exchange,
<<switch random(2)>>
<<case 2>>
the <<person>> refuses to budge and ends up purchasing the oversized toy.
<<case 1>>
the <<person>> concedes, settling on a smaller size.
<<default>>
the <<person>> storms out of the shop.
<</switch>>
Sydney is left gawking.
<br><br>
<<person1>>
"It's impossible," <<he>> mutters. "No one could fit that in there. Could they?" <<He>> looks to you, distressed.
<br><br>
<<link [[Agree|Adult Shop Sydney Bartering 2]]>><<set $phase to 1>><<npcincr Sydney purity 1>><</link>><<gspurity>>
<br>
<<link [[Disagree|Adult Shop Sydney Bartering 2]]>><<set $phase to 0>><<npcincr Sydney purity -1>><<npcincr Sydney lust 1>><</link>><<lspurity>><<glust>>
<br>
<</if>><<set $outside to 0>><<set $location to "adult_shop">><<effects>>
<<run statusCheck("Sydney")>>
<<if $phase is 3>>
You step up to Sydney's side. The <<person>> shoots you an annoyed glance.
<br><br>
<<if $speech_attitude is "meek">>
"It's okay to be scared," you giggle. "We won't tease you."
<br>
The <<person>> balks. "Scared? It's a piece of plastic, for fuck's sake. I'm not-"
<br>
"Oh, <<hes>> totally scared," Sydney interjects. "And that's not even our biggest size!"
<<elseif $speech_attitude is "bratty">>
"Cut <<him>> some slack," you say to Sydney. "Just look at <<him>>. You can tell <<hes>> inexperienced."
<br>
The <<person>> grits <<his>> teeth. "I can hear you, you know."
<br>
Sydney giggles, ignoring <<him>>. "Poor thing, I bet <<hes>> afraid to touch <<himself>>."
<<else>>
"I hope this customer isn't giving you trouble," you say.
<br>
The <<person>> scoffs. <<person1>>"<<He>> started harassing me first."
<br>
Sydney laughs. <<person2>>"<<Him>>? Giving me trouble? <<He>> doesn't have the nerve."
<</if>>
<br><br>
The <<person2>><<persons>> face turns red in a mixture of anger and embarrassment. What started as teasing grows into a heated debate between you and Sydney, and the <<person>>.
<<switch random(2)>>
<<case 2>>
Somehow, it ends with the <<person>> buying half your stock. Sydney chuckles as <<he>> exits the shop, struggling to fit <<his>> haul through the door.
<br><br>
"We make a good team." <<person1>><<He>> slings an arm over your shoulder<<if $sydneyromance is 1>>, twirling <<his>> fingers through your hair<</if>>.<<npcincr Sydney love 1>><<glove>>
<<case 1>>
<<He>> relents in the end, purchasing the larger size. <<He>> leaves the store grumbling under <<his>> breath.
<br><br>
Sydney sighs theatrically. "Another poor soul succumbs to <<his>> pride." <<person1>><<He>> glances at you and smirks. "What about you, sinner? Have you succumbed yet?"<<npcincr Sydney lust 1>>
<<default>>
It's more than <<he>> can take, and <<he>> ends up leaving the store empty handed.
<br><br>
Sydney shakes <<person1>><<his>> head. "I'm not surprised. People like that don't know what they want."
<<if $sydneyromance is 1>>
<<He>> looks at you, running <<his>> tongue over <<his>> lips. "Me, I know exactly what I want."<<npcincr Sydney lust 1>><<glust>>
<<else>>
<<He>> shrugs. "If you're gonna do something, might as well go all out. Right?"
<</if>>
<</switch>>
<<elseif $phase is 2>>
You let Sydney handle the customer on <<person1>><<his>> own, sitting back as they get into a heated verbal exchange.
<<if random(1)>>
At last, the <<person2>><<person>> relents, leaving with a dildo half as tall as <<him>>.
<br><br>
"I hope you were taking notes," <<person1>><<he>> says to you.
<<if $sydneyromance is 1>>
"Or maybe you'd prefer a more personal demonstration of my... persuasiveness." <<He>> winks.<<arousal 50>><<npcincr Sydney lust 1>><<garousal>><<glust>>
<<else>>
"There's a lot I have to teach you." <<He>> winks.
<</if>>
<<else>>
You watch the <<person2>><<person>> throw <<his>> hands up in frustration before storming out of the shop.
<br><br>
Sydney frowns. "Maybe I need to work on my sales pitch."
<</if>>
<<elseif $phase is 1>>
<<if $speech_attitude is "meek">>
"Maybe <<person2>><<he>> was exaggerating," you say. "I wouldn't put too much thought into it."
<br><br>
Sydney stares ahead, pensive, then smiles and nods. "You're right.
<<elseif $speech_attitude is "bratty">>
You shrug dismissively. "Nah, forget about it. <<person2>><<He>> was just trying to show off."
<br><br>
Sydney furrows <<person1>><<his>> brow. "I don't see what's so impressive about..." <<He>> sighs and shakes <<his>> head. "Never mind.
<<else>>
"I'm sure <<person2>><<he>> was lying," you say. "Don't stress over it."
<br><br>
Sydney sighs. "I was just worried for <<his>> health, that's all." <<person1>><<He>> shakes <<his>> head, then turns to you with a smile. "But you're right.
<</if>>
Let's just get back to work."
<<else>>
<<if $speech_attitude is "meek">>
You blush. "W-well, actually..."
<br><br>
Sydney furrows <<person1>><<his>> brow. "'Actually'? Actually, what?" You silently stare down at your lap. Sydney grabs your arm, whining. "Come on, tell me!"
<<elseif $speech_attitude is "bratty">>
You smirk. "You sure are interested in this."
<br><br>
Sydney gasps. <<person1>><<He>> looks mortified. "N-no! I'm just curious, that's all. <<sydneyMum>> says curiosity is a virtue..."
<<else>>
You shrug. "You'd be surprised."
<br><br>
Sydney's mouth falls open. "What? What's that supposed to mean? You... you can't just say things like that!"
<</if>>
<br><br>
You don't elaborate, despite Sydney's pestering. <<person1>><<He>> eventually gives up and returns to work, mumbling to <<himself>>.
<</if>>
<br><br>
You earn <<adultShopWage>><<moneyGain _wage>>.<<npcincr Sirris love 1>><<glove "Sirris">><<npcincr Sydney love 1>><<glove "Sydney">>
<br><br>
<<link [[Return|Adult Shop]]>><<endevent>><</link>><<set $location to "adult_shop">><<set $outside to 0>><<effects>>
The rest of the shift passes without incident.
<br><br>
You earn <<adultShopWage>><<moneyGain _wage>>.<<npcincr Sirris love 1>><<glove "Sirris">><<npcincr Sydney love 1>><<glove "Sydney">>
<br><br>
<<link [[Return|Adult Shop]]>><</link>><<set $location to "alley">><<set $bus to "industrial">><<set $outside to 1>><<effects>>
<<endevent>>
<<generateAdultShopCustomer 1>><<generateAdultShopCustomer 2>>
You bolt out the door after <<nnpc_him Whitney>>. <<nnpc_He "Whitney">> knocks over a <<person1>><<person>> carrying bags of goods purchased from the store. Dildos, anal eggs, and lubricants spill all over the ground, making pursuit difficult.
<br><br>
<<link [[Jump over the mess|Adult Shop Dildo Thief Chase 2]]>><<set $phase to 0>><</link>><<athleticsdifficulty>>
<br>
<<link [[Skip over the mess|Adult Shop Dildo Thief Chase 2]]>><<set $phase to 1>><</link>><<dancedifficulty>>
<br>
<<link [[Return to the store|Adult Shop Dildo Thief Approach Sydney]]>><</link>><<set $location to "alley">><<set $bus to "industrial">><<set $outside to 1>><<effects>>
<<if $athleticsSuccess is 1 and $phase is 0>>
<<set $phase to 1>>
<<elseif $danceSuccess is 1 and $phase is 1>>
<<set $phase to 2>>
<<else>>
<<set $phase to 0>>
<</if>>
<<if $phase is 1>>
<<if $cowbuild gte 20>>
You charge straight through, oblivious to the obstacles.
<<elseif $wolfbuild gte 20>>
You growl as you leap over the flopping items in dogged pursuit.
<<elseif $foxbuild gte 20>>
You scamper side to side, dodging the flopping items easily.
<<elseif $catbuild gte 20 or $danceSuccess>>
You leap across with grace.
<</if>>
The distraction doesn't slow you down and you gain ground on Whitney.
<br><br>
<<link [[Next|Adult Shop Dildo Thief Chase 3]]>><</link>>
<<elseif $phase is 2>>
<<if $angelbuild gte 20>>
As you leap, you feel yourself borne aloft as if on spectral wings.
<<elseif $birdbuild gte 20>>
You skip across with the ease of a raptor.
<<elseif $catbuild gte 20 or $danceSuccess>>
You leap across with grace.
<</if>>
The distraction doesn't slow you down and you gain ground on Whitney.
<br><br>
<<link [[Bear down on Whitney|Adult Shop Dildo Thief Chase 3]]>><</link>>
<<else>>
"Oi!" The <<person1>><<person>> snarls. "My stuff!"
<br>
"Did this cheeky <<bitch>> just knock you over? I think <<pshe>> needs a lesson in manners." A passing <<person2>><<person>> exclaims.
<br>
"Get <<phim>>!"
<br><br>
<<link [[Next|Adult Shop Dildo Thief Rape]]>><<set $molestationstart to 1>><</link>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<br>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Adult Shop Dildo Thief Rape End]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Adult Shop Dildo Thief Rape]]>><</link>></span><<nexttext>>
<</if>><<set $location to "alley">><<set $bus to "industrial">><<set $outside to 1>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
They smack your <<bottom>> and collect up the spilled items. "Hope that teaches you a lesson. Fucking dumb bitch."
<br><br>
<<tearful>> you hurry back to the shop.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Return|Adult Shop Dildo Thief Approach Sydney]]>><<set $phase to 3>><</link>>
<br>
<<else>>
They recoil in pain, giving you the chance you need. <<tearful>> you hurry back to the shop.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Return|Adult Shop Dildo Thief Approach Sydney]]>><<set $phase to 1>><</link>>
<br>
<</if>><<set $location to "adult_shop">><<set $outside to 0>><<effects>>
<<npc Sydney>><<person1>>
<<run statusCheck("Sydney")>>
You return to Sydney at the counter.
<br><br>
<<if $phase is 0>>
"Whitney does that a lot. <<nnpc_Hes Whitney>> always coming in here and messing with me or stealing small items.<<if !_sydneyStatus.includes("corrupt")>> I'm sorry you had to see that.<</if>>"
<<else>>
"Are you okay? Thanks for going after <<nnpc_him "Whitney">> like that. <<if $sydneyromance gte 1>>It was very brave." <<He>> kisses your cheek. "<</if>>But it's no use. <<nnpc_He "Whitney">> got what <<nnpc_he "Whitney">> wanted this time, so at least <<nnpc_he "Whitney">> won't be back for a while."
<</if>>
<<if _sydneyStatus.includes("corrupt")>>
<<He>> clenches <<his>> work trousers in <<his>> fist before continuing.
<<else>>
<<He>> fondles <<his>> necklace before continuing.
<</if>>
"<<sydneyMum>> will deal with <<nnpc_him "Whitney">> at school. <<nnpc_Hes Sirris>> very patient with <<nnpc_him "Whitney">>. I don't understand it."
<<if _sydneyStatus.includes("corrupt")>>
<<He>> flashes a wicked grin. "Needs a good flogging if you ask me."
<<else>>
<<He>> hesitates before smiling. "There's good in everyone, even if we can't see it."
<</if>>
<<if $phase isnot 0>>
<<glove Sydney>><<npcincr Sydney love 1>>
<</if>>
<br><br>
<<link [[Next|Adult Shop]]>><<set $phase to 3>><</link>><<set $location to "alley">><<set $bus to "industrial">><<set $outside to 1>><<effects>>
<<endevent>><<npc Whitney>>
You corner <<him>> in an alleyway.
<br><br>
<<if $speech_attitude is "bratty">>
"Give them back, jerk." You shove <<him>>.
<<else>>
"Give them back," you say. "That's theft."
<</if>>
<br><br>
"Calm down <<bitch>>, it's just a joke." <<He>> throws the dildos at your head. You dodge, but <<he>> uses the distraction to effect an escape. "See you around, slut!"
<br><br>
<<link [[Gather the items and return|Adult Shop Dildo Thief Approach Sydney]]>><<set $phase to 1>><</link>><<addinlineevent "adultshopdildolesson" 5>>
<<generateAdultShopCustomer 1>><<person1>>
A <<person>> approaches the counter with a handful of dildos. "Hey <<girl>>. I haven't used one of these things before. I need a demonstration."
<br><br>
<<if hasSexStat("promiscuity", 3) and $awareness gte 200>>
Offer lesson
<<link [[Offer to show them|Adult Shop Dildo Lesson Seduction]]>><<set $seductiondifficulty to 8000>><</link>><<seductiondifficulty>>
<br>
<</if>>
deflect
<<if $submissive lte 500>>
"This isn't a brothel! Creep. Here's a pamphlet, go figure out yourself!" <<llove "Sirris">><<npcincr Sirris love -5>>
<<elseif $submissive gt 1500>>
"H-here's a pamphlet. Everything you need should be on there."<<glove "Sirris">><<npcincr Sirris love 1>>
<<else>>
"Here's a pamphlet. Everything you need should be on there."<<glove "Sirris">><<npcincr Sirris love 1>>
<</if>>
<</addinlineevent>><<set $location to "adult_shop">><<set $outside to 0>><<effects>>
<<set $seductiondifficulty to 6000>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>><span class="gold">You feel more confident in your powers of seduction.</span><</if>><<seductionskilluse>>
You lean closer to the <<person>>.
<<if $speech_attitude is "meek">>
"Let me show you. I'll be your good little helper," you coo into <<his>> ear.
<<elseif $speech_attitude is "bratty">>
"Hmph, come on dummy. I'll show you everything," you jeer, nodding towards the back room.
<<else>>
"Do you need a... private demonstration? There's a backroom where we can play," you whisper.
<</if>>
<<promiscuity2>>
<<if $seductionrating gte $seductionrequired>>
<<He>> glances around, and takes you by the arm. You lead <<him>> into the back room, then <<he>> turns and embraces you.
<br><br>
<<link [[Next|Adult Shop Dildo Lesson Sex]]>><<giveNPCsextoy 0 "dildo">><<set $sexstart to 1>><</link>>
<br>
<<else>>
<<if random(0,2) is 0>>
"I-It was nice meeting you," <<he>> says. <<He>> walks away, leaving the items on the counter.
<<gstress>><<stress 3>>
<<else>>
"What? I just need cleaning instructions.<<print either(" Freak!\" <<He>> storms out of the store.","\" Aghast, <<he>> hurries from the store.","\" Wide-eyed, <<he>> drops the items and backs out of the store.")>>
<<gstress>><<gtrauma>><<lcontrol>><<control -5>><<stress 5>><<trauma 5>>
<</if>>
<br><br>
The rest of the shift passes without incident. You earn <<adultShopWage>><<moneyGain _wage>>.
<br><br>
<<endevent>>
<<link [[Return|Adult Shop]]>><</link>>
<</if>><<set $location to "adult_shop">><<set $outside to 0>><<effects>>
<<if $phase is 1>>
"This isn't a brothel, creep." You crumple up a pamphlet and chuck it at the <<person>>. "Read that and fuck off, before I stick those toys right up your-"
<br><br>
"Excuse me!" Sirris butts in. <<nnpc_He "Sirris">> turns to the <<person>>. "Why don't you come with me, <<sir>>? I'd be more than happy to educate you." <<nnpc_He "Sirris">> leads the bewildered <<person>> away, frowning over <<nnpc_his "Sirris">> shoulder.
<br><br>
The rest of the shift passes without incident. You earn <<adultShopWage>><<moneyGain _wage>>.<<llove "Sirris">><<npcincr Sirris love -5>>
<<else>>
<<if $speech_attitude is "meek">>
"H-here's a pamphlet. Everything you need should be in there."
<<elseif $speech_attitude is "bratty">>
You shove a pamphlet into the <<persons>> hands. "Read that. You can read, can't you?"
<<else>>
"Here's a pamphlet. Everything you need should be in there."
<</if>>
<<He>> huffs and wears a sour expression while you complete the transaction.
<br><br>
The rest of the shift passes without incident. You earn <<adultShopWage>><<moneyGain _wage>>.<<npcincr Sirris love 1>><<glove "Sirris">>
<</if>>
<br><br>
<<endevent>>
<<link [[Return|Adult Shop]]>><</link>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Adult Shop Dildo Lesson Sex End]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Adult Shop Dildo Lesson Sex]]>><</link>></span><<nexttext>>
<</if>><<adultShopWage>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The <<person>> grins. "I think I just found my new favourite store. Thanks for the demonstration, slut." <<He>> leaves you a good tip as <<he>> exits the storeroom.
<<set _tip to _wage+5+random(2,6)*(random(1,10)+($mathstrait / 4)+($allure/4000))>>
<<elseif $enemyhealth lte 0>>
Recoiling in pain and shocked by your outburst, <<he>> pulls <<himself>> together and scrambles out the storeroom.
<<set _tip to _wage>>
<<else>>
While you're stopping sooner than <<he>> would like, <<he>> looks grateful for the demonstration. <<He>> leaves you a tip.
<<set _tip to _wage+random(1,5)*(random(1,10)+($mathstrait / 4)+($allure/4000))>>
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<tearful>> you return to work. The rest of your shift passes uneventfully. You earn <<moneyGain _tip>>.<<glove "Sirris">><<npcincr Sirris love 1>>
<br><br>
<<link [[Next|Adult Shop]]>><</link>>
<br>
/* Oyea passout */<<set $outside to 0>><<set $location to "adult_shop">><<effects>>
<<bind>><<leash 21>><<facewear 29>>
<<generate1>><<person1>>
You wake up on your knees, your hands behind your back. Your mouth is filled with a leathery mass. It's stuffy. Something tight is clamped around your neck.
<br><br>
You survey your surroundings. A <<person>> towers above you, talking with someone across a counter.
<br><br>
"Enjoy your purchase, <<sir>>." It's Sirris. <<nnpc_He "Sirris">> leans over the counter and winks at you. "You enjoy yourself, too." <span class="red"><<nnpc_He "Sirris">> doesn't recognise you behind the mask.</span><<trauma 2>><<stress 6>><<gtrauma>><<gstress>>
<br><br>
<<if $adultshopstate is "sydney">>
<<link [[Next|Adult Shop Passout Bondage Sydney]]>><</link>>
<br>
<<else>>
<<link [[Next|Adult Shop Passout Bondage 2]]>><</link>>
<br>
<</if>><<set $outside to 1>><<set $bus to "industrial">><<set $location to "alley">><<effects>>
You're powerless to resist as the <<person1>><<person>> drags you out the store. <<He>> makes a beeline for a nearby alley.
<br><br>
"What a bargain," <<he>> <<laughs>>, looming over you. "Got me some nice gear, and a whore to boot."
<br><br>
<<saveNPC 0 adult_shop_passout>>
<<endevent>>
<<loadNPC 0 adult_shop_passout>>
<<clearNPC adult_shop_passout>>
<<link [[Next|Adult Shop Passout Bondage Molestation]]>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<controlloss>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Adult Shop Passout Bondage Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Adult Shop Passout Bondage Molestation]]>><</link>></span><<nexttext>>
<</if>><<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<if $enemyanger gte 1>>
The <<person>> grabs you from behind before you can escape. "Not so fast, <<bitch>>." <<He>> holds your head in place as <<he>> <span class="red">wraps a roll of fabric around your eyes,</span> blinding you.
<br><br>
"You can keep the rest, too," <<he>> <<laughs>> as <<he>> boots you out of the alley. <<tearful>> you scramble to your feet.
<br><br>
<<endcombat>>
<<set $worn.face.type.push("broken")>>
<<faceruined>>
<<facewear 6>>
<<destinationbondage>>
<<else>>
<<He>> undoes your bondage. "That was fun," <<he>> laughs. "Thanks for the test run, slut."
<<unbind>><<set $worn.face.type.push("broken")>><<faceruined>>
<br><br>
<<He>> leaves you lying in the alley. <<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<</if>>
<<else>>
You kick the <<person>> away. <<He>> tries to grab you, but you narrowly avoid <<him>>.
<br><br>
<<tearful>> you scurry back to the shop. Sirris glances up as you burst through the door.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Adult Shop Passout Bondage Sirris]]>><<npc Sirris>><<person1>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "adult_shop">><<effects>>
"Welcome back!" <<He>> smiles. "Was there something else..." <<He>> trails off as <<he>> takes another look at you. <<His>> eyes widen. "Oh. Oh dear. You're..."
<br><br>
<<He>> drops what <<hes>> doing and pulls you into a back room, where <<he>> undoes your bindings. "I'm so sorry," <<he>> whispers, voice trembling. "I didn't realise..."
<br><br>
A voice from outside grabs <<his>> attention. "I'm sorry. I need to take this." <<He>> hurries out to the storefront. You take a moment to collect yourself before following <<him>> out.
<br><br>
<<unbind>>
<<set $worn.face.type.push("broken")>><<faceruined>>
<<link [[Next|Adult Shop]]>><<endevent>><</link>><<run statusCheck("Sydney")>>
<<set $outside to 0>><<set $location to "adult_shop">><<effects>>
<<npc Sydney 2>>
The <<person1>><<person>> begins dragging you outside. You're almost to the door when a <<person2>><<personsimple>> calls out to <<person1>><<him>> from behind. "Excuse me, <<sir>>!" <span class="teal">It's Sydney.</span> "You forgot your <<wallet>>!"
<br><br>
Sydney trots up to the <<person>>, hand outstretched. You watch <<person2>><<him>> through your mask.
<<if _sydneyStatus.includes("corrupt")>>
<<He>> glances at you with a raised eyebrow, but looks away just as fast.
<<else>>
<<His>> eyes flick over you, but <<he>> looks away with a blush.
<</if>>
<br><br>
<<link [[Get <<nnpc_his "Sydney">> attention|Adult Shop Passout Bondage Help]]>><<stress 6>><<npcincr Sydney purity -5>><</link>><<gstress>><<llspurity>>
<br>
<<link [[Stay silent|Adult Shop Passout Bondage 2]]>><<trauma 6>><</link>><<gtrauma>><<run statusCheck("Sydney")>>
<<set $outside to 0>><<set $location to "adult_shop">><<effects>>
You bound towards Sydney, straining against your bondage. <<He>> yelps and jumps back.
<<if $speech_attitude is "meek">>
<<gagged_speech "P-please, Sydney,">> you whimper. <<gagged_speech "Please don't leave me!">>
<<elseif $speech_attitude is "bratty">>
<<gagged_speech "Sydney!">> you grunt. <<gagged_speech "It's me, you idiot!">>
<<else>>
<<gagged_speech "Sydney!">> you cry. <<gagged_speech "It's me!">>
<</if>>
<br><br>
The <<person1>><<person>> laughs nervously. "B-bad <<girl>>. Leave the nice <<person2>><<if $pronoun is "m">>fellow<<else>>lady<</if>> alone."
<br><br>
<<if $sydneyromance is 1>>
<<if _sydneyStatus.includes("corrupt")>>
"Weirdos," you hear Sydney mutter. "Can't you keep this stuff to-"
<<else>>
"Th-thank you for your patronage," Sydney says. "Please, if you don't mind..."
<</if>>
<br><br>
<<He>> takes another look at you, and falls silent. Then, <span class="green"><<he>> gasps.</span>
<br><br>
<<link [[Next|Adult Shop Passout Bondage Saved]]>><</link>>
<br>
<<else>>
<<if _sydneyStatus.includes("corrupt")>>
"Gross," Sydney says as <<he>> shoves you aside. "Keep it to yourselves, creeps." <<He>> walks away in disgust,
<<else>>
Sydney shudders and backs away. "Thank you, have a nice day, goodbye!" <<He>> retreats behind the counter,
<</if>>
<span class="red">leaving you at the mercy of the <<person1>><<person>>.</span><<trauma 10>><<ggtrauma>>
<<saveNPC 0 adult_shop_passout>>
<<endevent>>
<<loadNPC 0 adult_shop_passout>>
<<clearNPC adult_shop_passout>>
<br><br>
<<link [[Next|Adult Shop Passout Bondage 2]]>><</link>>
<br>
<</if>><<run statusCheck("Sydney")>>
<<set $outside to 0>><<set $location to "adult_shop">><<effects>>
<<if _sydneyStatus.includes("corrupt")>>
Sydney lunges for the <<person1>><<person>>, who ends up tripping over your prone body.
<br><br>
A struggle ensues. Sydney manages to wrestle your leash out of the <<persons>> grasp. <<person2>><<He>> rushes you into a back room, leaving the <<person1>><<person>> to explain <<himself>> to the bemused crowd of customers.
<<else>>
Sydney screams. "H-help! Somebody! <<person1>><<Hes>> trying to kidnap my <<girlfriend>>!"
<br><br>
Heads turn up and down the aisles. The <<person>> curses under <<his>> breath before bolting out the door, leaving you behind. Sydney grabs your arm and rushes you into a back room.
<</if>>
<br><br>
<<link [[Next|Adult Shop Passout Bondage Saved 2]]>><</link>><<set $outside to 0>><<set $location to "adult_shop">><<effects>>
<<unbind>><<set $worn.face.type.push("broken")>><<faceruined>>
<<person2>>
Sydney wastes no time undoing your binds. As soon as your arms are free, <<he>> throws <<himself>> into them. You can feel <<his>> heart racing.
<br><br>
Suddenly, the door flies open. Sydney tenses up, pulling you close, but <<he>> relaxes when <<he>> sees Sirris. "Sydney! Is everything alright?" <<nnpc_he "Sirris">> asks, panting. "I heard screaming, and..."
<br><br>
"Don't worry, <<sydneyMum>>." <<He>> shuts <<his>> eyes and squeezes you tight. "Everything's fine."<<trauma -4>><<stress -6>><<ltrauma>><<lstress>>
<br><br>
<<link [[Next|Adult Shop Passout Bondage Saved 3]]>><<pass 10>><</link>><<set $outside to 0>><<set $location to "adult_shop">><<effects>>
Once <<nnpc_hes "Sirris">> sure you're okay, Sirris shuts the door, leaving you alone with Sydney. You lie with <<him>> for a while longer.
<br><br>
After some time, you decide to head back to the shop. <<He>> seems reluctant to leave you, but you assure <<him>> you'll be fine. <<tearful>> you make your way back outside.
<br><br>
<<link [[Next|Adult Shop]]>><<endevent>><</link>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<controlloss>>
<<maninit>>
<<set $enemyanger to 80>>
<<set $enemytrust -= 40>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Adult Shop Clerk Angel Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Adult Shop Clerk Angel Molestation]]>><</link>></span><<nexttext>>
<</if>><<if $alarm is 1>>
<<set $rescued += 1>>
Sirris runs out after hearing all the noise. "What's all this? Get off <<phim>>!" <<nnpc_He Sirris>> shouts at the <<person>>. The <<personsimple>> climbs to <<his>> feet and runs, casting you an angry glare.
<br>
<<endcombat>>
<<clotheson>>
<<tearful>> you collect yourself. Sirris hurries over to your side. "Are you okay? Take a moment if you need it."
<br><br>
The rest of the shift you work in the back doing stock take. You earn <<adultShopWage>><<moneyGain _wage>>
<br><br>
<<link [[Next|Adult Shop]]>><</link>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The <<person>> shoves you to the ground with a manic laugh. "Not so pure now are ya?" <<He>> leers as you move away, smirking in satisfaction before leaving.
<br>
<<endcombat>>
<<clotheson>>
<<tearful>> you collect yourself. Sirris bursts from the stock room, hurrying over to your side. "Are you okay? Take a moment if you need it."
<br><br>
The rest of the shift you work in the back doing stock take. You earn <<adultShopWage>><<moneyGain _wage>>
<br><br>
<<link [[Next|Adult Shop]]>><</link>>
<<else>>
The <<person>> falls backward into a shelf, scattering merchandise everywhere. <<He>> snarls as <<he>> fixes <<his>> clothes, making a hasty retreat. "Someone's going to get you some day!"
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Sirris>><<person1>>
<<if C.npc.Sirris.love lte 20>>
Sirris runs out after hearing all the noise. "What's all this?" <<he>> demands. <<He>> shakes <<his>> head when <<he>> sees you. "I'm sorry, but you'll have to clean this up. You can expect the damage to come out of your pay."
<br><br>
<<tearful>> you spend the remainder of your shift cleaning up the scattered merchandise.<<gstress>><<gtrauma>>
<<else>>
Sirris runs out after hearing all the noise and demands. "What's all this?" <<He>> sighs and shakes <<his>> head when <<he>> sees you. <<He>> helps you to your feet. "Are you all right?"
<br><br>
You nod your head not wanting to say anything. "Do be more careful," <<he>> says. "Now help me clean this up." For the next ten minutes you assist Sirris in picking up the fallen merchandise.<<lstress>>
<br><br>
The rest of the shift passes uneventfully. You earn <<adultShopWage>><<moneyGain _wage>>.
<</if>>
<br><br>
<<link [[Return|Adult Shop]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 1>><<set $location to "adult_shop">><<effects>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<molested>>
<<controlloss>>
<<set $combat to 1>>
<<set $enemytype to "swarm">>
<<swarminit "snakes" "dildo snake" "writhing" "writhe" "keep back" 2 6>>
<<set $timer to 10>>
<</if>>
<<swarmeffects>>
<<swarm>>
<<swarmactions>>
<<if ($timer lte 0) or $stress gte $stressmax>>
<span id="next"><<link [[Next|Adult Shop Dildo Swarm Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Adult Shop Dildo Swarm]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 1>><<set $location to "adult_shop">><<effects>>
<<if $stress gte $stressmax>>
<<endcombat>>
<<passouttrash>>
<<else>>
The dildo snakes dissipate into mist and the spectral arms haul you out of the void. <<tearful>> you collect yourself.
<br>
<<endcombat>>
<<clotheson>>
Sirris glares when <<nnpc_he Sirris>> sees the dildos scattered around you, but says nothing. You finish your shift without further incident. You earn <<adultShopWage>><<moneyGain _wage>><<llove Sirris>><<npcincr Sirris love -1>>
<br><br>
<<link [[Next|Adult Shop]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<run statusCheck("Sydney")>>
<<generateAdultShopCustomer 1>><<npc Sydney 2>><<person1>>
<<set _toy to randomSexToy("all")>>
As you enter the shop, Sydney waves at you from behind the counter. A <<person>> browses the merchandise but stops when <<he>> sees you. In an attempt to keep it casual, <<he>> walks over.
<br><br>
"I bet you're bored all by yourself in this big shop. Why don't we try out a few of these and make it more interesting?" <<he>> says.
<br><br>
Before you formulate a reply, Sydney appears.<<person2>>
<<if _sydneyStatus.includes("pure")>>
"Hardly boring. I'm still trying to figure out what a..." <<He>> pauses to pick up a sex toy. "<<print either("Speciality vibronic","Kaleidoscopic","Ergonomically reformed","Erotically ribbed","Ultra vibronic","Synthetik-lite","Electro pleasure","Harmony matrix")>> <<print randomSexToy("all")>> is." <<He>> shakes <<his>> head.
<<elseif _sydneyStatus.includes("corrupt")>>
"We don't allow product sampling." <<He>> looks at you with a sly grin, "But we do test them."
<<else>>
"A fine shop indeed, we'll have anything you're looking for."
<</if>>
<br><br>
"Hmmph," the <<person1>><<person>> <<print either("pouts","snorts","sneers")>> and walks out the door.
<br><br>
<<link [[Next|Adult Shop]]>><</link>><<set _toy to $shoptoy>><<unset $shoptoy>>
<<if $phase is 0>>
<<person1>>
<<if $awareness lt 200>>
You look at the package, <span class="blue">but it makes little sense to you.</span> How would one even do that? You shrug your shoulders. <<gawareness>><<awareness 3>>
<br><br>
"Sorry," says Sydney handing the _toy back to the <<person>>. "You'll have to just follow the instructions." <<lspurity>><<npcincr Sydney purity -1>>
<br><br>
The <<person>> stares in visible confusion. <<He>> finishes the transaction and leaves the shop shaking <<his>> head.
<br><br>
The rest of the shift passes uneventfully. You earn <<adultShopWage>><<moneyGain _wage>>.
<br><br>
<<link [[Return|Adult Shop]]>><</link>>
<<else>>
<<if hasSexStat("promiscuity", 4) and $sydneyromance gte 1>>
<span class="lewd">You suppress a giggle as you look at the _toy.</span> "It sure is. Would you like to try it out later? I wouldn't mind helping if you like."
<<promiscuity1>>
Sydney's blush deepens more than you thought possible and goes silent. You smile at the <<person>>, who's almost drooling after that exchange, and complete <<his>> transaction. "Come again," you say as the <<person>> leaves with a happy grin. <<lspurity>><<npcincr Sydney purity -2>><<gslust>><<npcincr Sydney lust 2>>
<br><br>
<<adultShopWage>><<set _tip to _wage+random(1,5)*(random(1,10)+($mathstrait / 4)+($allure/4000))>>
<<He>> leaves you a tip. You earn <<moneyGain _tip>>.
<br><br>
<<link [[Return|Adult Shop]]>><</link>>
<<else>>
<<person2>>
You look at the package, <span class="lewd">smiling while examining the content.</span> You whisper in Sydney's ear. "You've got it right. That's what it's for."
<br><br>
Sydney opens <<his>> mouth to say something but nothing comes out. With Sydney to stunned to continue, you complete the transaction for the <<person1>><<person>>. "Come again," you say as the <<person>> leaves shaking <<his>> head. <<lspurity>><<npcincr Sydney purity -2>>
<br><br>
The rest of the shift passes uneventfully. You earn <<adultShopWage>><<moneyGain _wage>>.
<br><br>
<<link [[Return|Adult Shop]]>><</link>>
<</if>>
<</if>>
<<elseif $phase is 1>>
<<if $awareness lt 200>>
You look at the package, <span class="blue">but you're not even sure what it is.</span> The description cannot be right. You shrug your shoulders. <<gawareness>><<awareness 1>>
<br><br>
Sydney smirks and hands the package back to the <<person1>><<person>>. "I can personally tell you, this one is a good one." The <<person>> raises an eyebrow but completes <<his>> transaction without comment.
<<else>>
You look at the package, <span class="lewd">smiling while examining the content.</span> You whisper back in Sydney's ear. "Sure, I'm looking forward to trying it."
<br><br>
Sydney smirks and hands the _toy back to the customer. "This one comes highly rated."
The <<person1>><<person>> looks pleased and finishes <<his>> transaction.
<</if>>
<br><br>
The rest of the shift passes uneventfully. You earn <<adultShopWage>><<moneyGain _wage>>.
<br><br>
<<link [[Return|Adult Shop]]>><</link>>
<<else>>
<<if $awareness lt 200>>
You look at the package. "Maximum pleasure," <span class="blue">what does that even mean?</span> You shrug your shoulders. <<gawareness>><<awareness 1>>
<br><br>
Sydney hands the _toy back to the <<person1>><<person>>. "This is one of our better ones. I'm sorry I can't recall if this is the deluxe version though."
The <<person>> rolls <<his>> eyes and completes the transaction.
<br><br>
The rest of the shift passes uneventfully. You earn <<adultShopWage>><<moneyGain _wage>>.
<br><br>
<<link [[Return|Adult Shop]]>><</link>>
<<else>>
You look at the package, <span class="lewd">smiling while examining the content.</span> You whisper in <<his>> ear, "it is. One of the newer ones too."
<br><br>
Sydney nods <<his>> head, "I thought so." <<He>> turns back to the <<person1>><<person>>. "A fine choice this one. It won't leave you wanting, that's for sure."
The <<person>> gives Sydney a funny look and finishes <<his>> transaction.
<br><br>
The rest of the shift passes uneventfully. You earn <<adultShopWage>><<moneyGain _wage>>.
<br><br>
<<link [[Return|Adult Shop]]>><</link>>
<</if>>
<</if>><<set $location to "alex_cottage">><<set $outside to 0>><<effects>>
<<set _toy to "strap-on">>
You place the _toy on Alex's desk. <<He>> swivels in <<his>> chair to face you, nearly dropping the phone in surprise when <<he>> sees it. <<He>> clears <<his>> throat. "P-please hold."
<br><br>
Setting the phone down, <<he>> grabs the _toy and gives it a good look.
<<giftSexToys "Alex">>
<<if C.npc.Alex.dom gte 30>>
<<He>> whistles. "Nice choice." <<He>> pauses, flashing you a smirk. "For a newbie, anyway."
<br><br>
<<He>> gets up from <<his>> desk, smacking your <<bottom>> with the _toy as <<he>> passes. "Hope you know what you're getting into," <<he>> whispers. "You're in for a wild ride, cow<<girl>>."
<br><br>
<<He>> places it in a drawer near <<his>> bed before returning back to work, whistling a tune.
<<elseif C.npc.Alex.dom lte -30>>
<<He>> scratches <<his>> head sheepishly. "You've got some wild ideas." <<He>> stares at the _toy thoughtfully, and lets out a quiet chuckle.
<br><br>
<<He>> rises from the desk with a sigh. "Hell, if you think it's a good idea, you're probably right."
<br><br>
<<He>> places it in a drawer near <<his>> bed before returning to work, blushing.
<<else>>
"You've got some wild ideas, y'know." <<He>> licks <<his>> lips. "I like 'em."
<br><br>
<<He>> rises from <<his>> desk, bopping you on the head with the _toy as <<he>> passes. "Hope you know how to ride, cow<<girl>>."
<br><br>
<<He>> places it in a drawer near <<his>> bed before returning to work, grinning.
<</if>>
<br><br>
<<link [[Next|Farm Alex Bedroom]]>><<endevent>><</link>>
<br><<set $location to "cabin">><<set $outside to 0>><<effects>>
<<set _sextoy to "strap-on">>
<<if $speech_attitude is "meek">>
"Eden?" You hold the _sextoy out. "I was hoping you could... use this." You look away, blushing. "O-on me."
<<elseif $speech_attitude is "bratty">>
"Hey." You toss the _sextoy into <<his>> lap. "We're trying that out later. Got it?"
<<else>>
You set the _sextoy on the table beside Eden. "I thought we could try something new. How about it?"
<</if>>
<br><br>
<<He>> snatches the _sextoy up with a furrowed brow, studying it. <<He>> shakes <<his>> head. "Waste of time," <<he>> grunts. "What would I even get out of it?"
<br><br>
<<if C.npc.Eden.love gte 100>>
<<if $speech_attitude is "meek">>
You drop to your knees beside Eden's chair, wrapping your arms around <<his>> bicep and propping your head on <<his>> shoulder.
<br>
"Please?" you beg, staring into <<his>> eyes. "I've been good, haven't I...?"
<<elseif $speech_attitude is "bratty">>
Without warning, you leap onto the chair, straddling Eden's waist, hands on <<his>> shoulders. <<His>> expression doesn't change.
<br>
"Know what I think?" You lean in, whispering into <<his>> ear. "I think you're scared. Scared you can't handle me. Is that it?"
<<else>>
You sit on the arm of the chair, wrapping your arms around Eden's shoulders and pulling <<him>> against you.
<br>
"Come on," you say, giving <<his>> arm a light squeeze. "It'd make me happy."
<</if>>
<br><br>
Eden stares at you, unflinching. Finally, <<he>> sighs. "Fine. But if I don't like it, that's it." <<He>> looks to the _sextoy, and snorts. "It might be worth it to hear you squeal, at least."
<<giftSexToys "Eden">>
<<else>>
<<if $speech_attitude is "meek">>
"Please? You-"
<<elseif $speech_attitude is "bratty">>
"C'mon, just-"
<<else>>
"Just give it-"
<</if>>
<br><br>
"No," Eden interrupts, <<his>> voice firm. <<He>> looks up from <<his>> book with a glare. "When you start taking care of things around here, you can call the shots. Until then, we do what I want. And that's that."
<br><br>
<i>If <<he>> liked you more <<he>> might be amenable to your request.</i>
<</if>>
<br><br>
<<link [[Next|Eden Cabin]]>><</link>><<set $outside to 0>><<effects>>
<<run statusCheck("Sydney")>>
<<set _sextoy to "strap-on">>
You place the _sextoy on the counter.
<<if _sydneyStatus.includes("corrupt")>>
Sydney's eyebrows raise, but <<he>> doesn't seem surprised. <<He>> holds it up to the light, squinting. A few passing students gawk at <<his>> shamelessness.
<br><br>
<<if _sydneyChastity>>
<<He>> looks thoughtful for a moment, before shaking <<his>> head.
<br><br>
"I'm already packing heat down there." <<He>> clunks the _sextoy against <<his>> chastity belt. "It's a fun idea, though."
<<else>>
<<His>> face splits into a wide grin as <<he>> regards the _sextoy.
<br><br>
"I thought you'd never ask," <<he>> says. <<He>> tucks it into <<his>> <<if $pronoun is "m">>trousers<<else>>skirt<</if>>. <<His>> excitement is palpable.
<<giftSexToys "Sydney">>
<</if>>
<<elseif _sydneyStatus.includes("pure")>>
Sydney blankly stares at it, until <<his>> eyes widen in realisation. <<He>> gasps, scrambling to shove the _sextoy under the counter.
<br><br>
<<if _sydneyStatus.includes("Lust")>>
<<He>> brings <<his>> fingers up to <<his>> lip, eyes wide. "R-really?" <<he>> gulps. "You're going to put that in my-"
<br>
You cut <<him>> off to clarify that you want <<him>> to use it on you. <<His>> face turns an even deeper red.
<<else>>
"This isn't what I think it is... is it?" <<He>> swallows nervously. "And you want me to... on you?"
<<if $speech_attitude is "meek">>
You look down and nod, blushing.
<<elseif $speech_attitude is "bratty">>
You nod eagerly.
<<else>>
You nod.
<</if>>
<</if>>
<br><br>
<<if _sydneyChastity>>
<<He>> looks down and shakes <<his>> head. "I don't think I could... work it... with my... you know..." <<He>> taps a finger against <<his>> chastity belt.
<br><br>
<<He>> shifts focus back to <<his>> work, refusing to speak further on the matter.
<<elseif _sydneyStatus.includes("Lust")>>
<<His>> eyes dart about nervously, looking everywhere but you. "Well... <<sydneyMum>> says I need to broaden my horizons." <<He>> wets <<his>> lips. "If it'll make you happy..."
<br><br>
<<He>> takes the _sextoy in trembling hands, shoving it to the bottom of <<his>> school bag. <<He>> doesn't stop glancing over <<his>> shoulder.
<<giftSexToys "Sydney">>
<<else>>
<<He>> doesn't hesitate as <<he>> shoves the _sextoy back into your hands, wiping <<his>> own on <<his>> <<if $pronoun is "m">>trousers<<else>>skirt<</if>>.
<br><br>
"I'm sorry, I can't. It's just too..." <<He>> trails off into a series of formless squeaks and murmurs as <<he>> forces it back in your hands. "C-can you please put it away now? Someone might see..."
<</if>>
<<else>>
Sydney gasps and hurriedly pulls it into <<his>> lap, out of view.
<br><br>
"You can't be serious," <<he>> whispers. "You really want me to...?"
<<if $speech_attitude is "meek">>
You look down and nod, blushing.
<<elseif $speech_attitude is "bratty">>
You nod eagerly.
<<else>>
You nod.
<</if>>
<br><br>
<<if _sydneyChastity>>
<<He>> stares at it with a frown, before shaking <<his>> head.
<br><br>
"Sorry, but I'd be a bit... encumbered." <<He>> taps <<his>> knuckles against <<his>> chastity belt. "It's an interesting idea, though."
<<elseif _sydneyStatus.includes("Lust")>>
<<He>> stares at it thoughtfully. Finally, <<he>> murmurs, "I... I guess it won't hurt to try something new."
<br><br>
<<He>> takes the _sextoy and shoves it to the bottom of <<his>> school bag. <<He>> looks conflicted, but flashes you an uneasy smile all the same.
<<giftSexToys "Sydney">>
<<else>>
<<He>> bites <<his>> lip, staring at the toy in consideration. Finally, <<he>> sighs.
<br><br>
"I'm sorry, but... no. Not now." <<He>> places it back in your hands, giving you a small smile. "I... I'll think about it." <<His>> tone is unconvincing, but you decide to drop the subject for now.
<</if>>
<</if>>
<br><br>
<<sydneySchedule>>
<<set _giftPassage to (_sydney_location is "shop" ? "Adult Shop" : "Library Rental Counter")>>
<<link [[Next|_giftPassage]]>><<endevent>><</link>><<set $outside to 0>><<effects>>
<<giftSexToys "Sydney">>
<<run statusCheck("Sydney")>>
<<set _sextoy to "strap-on">>
You furtively hold the _sextoy beneath the pew, tapping it against Sydney's leg.
<<if _sydneyStatus.includes("corrupt")>>
<<He>> giggles. "Cut it out-" <<He>> trails off upon looking down, eyebrows raising in surprise. "I'm not saying no, but..." <<He>> looks over <<his>> shoulder nervously, lowering <<his>> voice. "Maybe later?"
<<elseif _sydneyStatus.includes("pure")>>
<<He>> opens <<his>> eyes with a frown. "Please, I'm trying-" <<He>> cuts off with a gasp upon looking down. <<He>> averts <<his>> gaze, <<his>> face red. "C-can this wait?"
<<else>>
<<He>> pops an eye open. "Is everything al-" <<He>> cuts off with a gasp upon looking down. <<He>> nudges it away with <<his>> foot, <<his>> face red. "Seriously?" <<he>> whispers. "Here?"
<</if>>
<br><br>
<<if $speech_attitude is "meek">>
"I-I know it's asking a lot, but I really want you to try it on me." You hold it out. Sydney
<<if _sydneyStatus.includes("corrupt")>>
smirks
<<elseif _sydneyStatus.includes("pure")>>
bites <<his>> lip
<<else>>
looks uneasy
<</if>>
as <<he>> takes it from you. "Please?"
<<elseif $speech_attitude is "bratty">>
<<if _sydneyStatus.includes("corrupt")>>
"'Maybe later,'" you repeat teasingly. You toss it on Sydney's lap. <<He>> casually tucks it in <<his>> robe. "No, I want your answer now. You gonna use it or not?"
<<elseif _sydneyStatus.includes("pure")>>
"'Can this wait?'" you repeat teasingly. You toss it on Sydney's lap. <<He>> yelps in shock, fumbling to hide it. "No, I want your answer now. You gonna use it or not?"
<<else>>
"'Seriously?'" you repeat teasingly. You toss it on Sydney's lap. <<He>> to yelp in shock, quickly hiding it away. "Yeah, I'm serious. You gonna use it or not?"
<</if>>
<<else>>
"I just thought we could spice things up," you say. You place it in Sydney's lap.
<<if _sydneyStatus.includes("corrupt")>>
<<He>> casually tucks it in <<his>> robe.
<<elseif _sydneyStatus.includes("pure")>>
<<He>> fumbles to hide it in <<his>> robe.
<<else>>
<<He>> quickly hides it away.
<</if>>
"What do you think?"
<</if>>
<br><br>
<<if _sydneyStatus.includes("corrupt")>>
<<if _sydneyChastity>>
<<He>> looks thoughtful for a moment, before shaking <<his>> head.
<br><br>
"I'm already packing heat down there." <<He>> clunks the _sextoy against <<his>> chastity belt. "It's a fun idea, though."
<<else>>
<<His>> face splits into a wide grin as <<he>> regards the _sextoy.
<br><br>
"I thought you'd never ask," <<he>> says. <<He>> eagerly tucks it into <<his>> robes, unaware or uncaring of the distinctive outline visible through the fabric.
<</if>>
<<elseif _sydneyStatus.includes("pure")>>
<<if _sydneyChastity>>
<<He>> looks down and shakes <<his>> head. "I don't think I could... work it... with my... you know..." <<He>> taps a finger against <<his>> chastity belt.
<br><br>
<<He>> shifts focus back to <<his>> work, refusing to speak further on the matter.
<<elseif _sydneyStatus.includes("Lust")>>
<<His>> eyes dart about nervously, looking everywhere but you. "Well... <<sydneyMum>> says I need to broaden my horizons." <<He>> wets <<his>> lips. "If it'll make you happy..."
<br><br>
<<He>> bunches <<his>> robe up around the _sextoy, struggling to conceal it. <<He>> doesn't stop glancing over <<his>> shoulder.
<<else>>
<<He>> doesn't hesitate as <<he>> shoves the _sextoy back into your hands, wiping <<his>> own on <<his>> <<if $pronoun is "m">>trousers<<else>>skirt<</if>>.
<br><br>
"I'm sorry, I can't. It's just too..." <<He>> trails off into a series of formless squeaks and murmurs as <<he>> forces it back in your hands. "C-can you please put it away now? Someone might see..."
<</if>>
<<else>>
<<if _sydneyChastity>>
<<He>> stares at it with a frown, before shaking <<his>> head.
<br><br>
"Sorry, but I'd be a bit... encumbered." <<He>> taps <<his>> knuckles against <<his>> chastity belt. "It's an interesting idea, though."
<<elseif _sydneyStatus.includes("Lust")>>
<<He>> stares at it thoughtfully. Finally, <<he>> murmurs, "I... I guess it won't hurt to try something new."
<br><br>
<<He>> bunches <<his>> robe up around the _sextoy, struggling to conceal it. <<He>> looks conflicted, but flashes you an uneasy smile all the same.
<<else>>
<<He>> bites <<his>> lip, staring at the toy in consideration. Finally, <<he>> sighs.
<br><br>
"I'm sorry, but... no. Not now." <<He>> places it back in your hands, giving you a small smile. "I... I'll think about it." <<His>> tone is unconvincing, but you decide to drop the subject for now.
<</if>>
<</if>>
<br><br>
<<link [[Next|Temple Sydney]]>><<endevent>><</link>>/* This needs a rework before release */
<<effects>>
<<if $speech_attitude is "meek">>
Your hands tremble as you hold out a package wrapped with a ribbon for Kylar. <<His>> face lights up as <<he>> gingerly takes it.
<<elseif $speech_attitude is "bratty">>
You swap out Kylar's sketchpad for a package wrapped with a ribbon. <<He>> tries to reach for it, but then notices the package. <<His>> face lights up.
<<else>>
<<if $location is "arcade">>
You pass a package wrapped with a ribbon on the arcade machine. Kylar stops playing and gingerly takes it. <<He>> seems elated.
<<else>>
You pass a package wrapped with a ribbon next to Kylar's sketchpad. <<He>> drops <<his>> pencil, and gingerly takes it. <<He>> seems elated.
<</if>>
<</if>>
<br><br>
<<if C.npc.Kylar.rage gte 30>>
"A g-gift? Really? I thought..." Kylar shakes <<his>> head. "Thank you. I will cherish this."
<<He>> looks at the unwrapped strap-on and exhales sharply, eyes locked on the toy.
"Are you giving me this because I'm... not enough? If that makes you happy, I'll do it. Just d-don't leave me for... someone else."
<<else>>
"A gift from you? I will cherish this, thank you my love."<<set $kylarSeen.pushUnique("saidLove")>>
<<His>> breathing gets heavy as <<he>> looks at the unwrapped strap-on. "Th-this is so lewd," <<he>> whispers. "Y-you really want me to wear this...?" <<He>> looks up, smiling, and <<he>> gently trails <<his>> finger along your cheek. "Of course," <<he>> giggles. "Anything for you."
<</if>>
<br><br>
Kylar crushes the strap-on against <<his>> chest, staring intently into your eyes. "Do you want to use it now? I need to do things to you."
<<giftSexToys "Kylar">>
<br><br>
<<link [[Invite Kylar to the orphanage|Kylar Invite]]>><<npcstrapon 0>><</link>><<gglust>><<gglove>><<lksuspicion>>
<br>
<<link [[Refuse|Kylar Strap-on Sex Refuse]]>><</link>><<gglust>><<He>> looks disappointed. "That's okay. I understand."
<br>
<<kylaroptions>><<set $location to "home">><<set $outside to 0>><<effects>>
<<set _sextoy to "strap-on">>
<<if $speech_attitude is "meek">>
You tug on Robin's sleeve. <<He>> looks up from <<his>> game with a smile, nodding for you to continue. You set the _sextoy down on <<his>> bed.
<br><br>
Robin's mouth opens slightly, <<his>> face turning red. You look away, hiding a blush of your own. "D-do you want try it?"
<<elseif $speech_attitude is "bratty">>
You turn Robin's console off. <<He>> frowns, but it's replaced with a look of shock as you drop the _sextoy onto <<his>> lap.
<br><br>
"How about it?" you ask with a grin. "Ready to step up your game?"
<<else>>
"Hey, Robin?" you ask. <<He>> nods for you to continue. "I was hoping we could try something new."
<br><br>
<<He>> beams. "Sure! What kind of game-" <<He>> stops when <<he>> sees the _sextoy in your hands. <<He>> blushes. "Oh. You mean..."
<</if>>
<br><br>
<<He>> takes the _sextoy in <<his>> hands, studying it through wide eyes. A moment later, <<he>> looks up at you with a smile.
<<if C.npc.Robin.dom gte 50>>
"You always have the craziest ideas," <<he>> laughs. "I'll do it. Maybe it'll be fun for me, too!"
<br><br>
<<He>> goes back to <<his>> game, giggling quietly to <<himself>> and throwing the occasional coy look your way.
<<giftSexToys "Robin" "given">>
<<elseif C.npc.Robin.dom gte 20>>
It's subdued, but genuine. "I-it's a bit out of my comfort zone, but..." <<He>> squeezes your arm. "If it's what you want, I'll do it."
<br><br>
<<He>> goes back to <<his>> game, a slight blush dusting <<his>> cheeks.
<<giftSexToys "Robin" "given">>
<<else>>
It doesn't quite reach <<his>> eyes. "Y-yeah. I'll think about it." <<He>> doesn't sound overly enthused.
<br><br>
<i><span class="blue">Robin might be more receptive to the idea if <<he>> were more confident.</span></i>
<</if>>
<br><br>
<<link [[Return|Robin's Room Entrance]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "dilapidated_shop">><<effects>>
<<getadultshopstate>>
<<run statusCheck("Sydney")>>
<<if (($adultshopstate is "sydney" and Time.weekDay is 6) or !Time.schoolDay) and $adultshophelped is undefined>>
<<if $adultshopintro isnot 1>>
<<set $outside to 1>>
<<set $adultshopintro to 1>>
<<unset $adultshopintrosirris>>
<<if C.npc.Sirris.init isnot 1>>
You pass by a run-down shop. The windows are boarded over, but the door stands open. Someone steps out while carrying a crate. It's Sirris. <<npc Sirris>><<person1>> <<He>> looks surprised to see you.
<br><br>
"I haven't seen you since the start of the school year. I was beginning to think you transferred. In any case, welcome to my shop-to-be," <<he>> says, placing the crate at <<his>> feet and reaching inside. "It was a hobby at first, but a friend suggested there'd be a market for them."
<br><br>"
<<else>>
<<npc Sirris>>
<<person1>>
You pass by a run-down shop. The windows are boarded over, but the door stands open. A <<personsimple>> steps out while carrying a crate. It's Sirris. <<He>> smiles at the sight of you.
<br><br>
"Welcome to my shop-to-be," <<he>> says, placing the crate at <<his>> feet and reaching inside. "It was a hobby at first, but a friend suggested there'd be a market for them."
<br><br>
<</if>>
<<He>> pulls out a thick, purple device. <span class="purple">It's shaped like a phallus.</span> "I shouldn't wave these around outside," <<he>> says, dropping it back in the crate. "I could use the help setting up. There'd be £20 in it for you for an hour's work."
<br><br>
"I have one helper already," <<he>> adds. "Sydney!"
<br><br>
<<link [[Next|Dilapidated Shop Intro]]>><</link>>
<br>
<<else>>
<<npc Sirris>>
<<npc Sydney 2>>
<<person2>>
You enter Sirris' shop.
<<if $adultshopprogress gte 18>>
The shelves are empty and the floor is in need of a cleanup, but the shop looks almost ready.
<<elseif $adultshopprogress gte 14>>
Crates are stacked high against peeling walls.
<<elseif $adultshopprogress gte 7>>
Wooden shelves, screws, and other furniture components litter the floor.
<<else>>
A bucket of paint hangs from a ladder.
<</if>>
Sydney emerges from a back room.
<<if $sydneyromance is 1>>
<<if _sydneyStatus.includes("corrupt")>>
"Good to see you," <<he>> says, giving you a peck on the cheek. "Here to help?"
<<else>>
"I'm glad my <<sydneymum>> asked you to help," <<he>> says. "This would be so awkward with anyone else."
<</if>>
<<else>>
<<if _sydneyStatus.includes("corrupt")>>
"Good to see you," <<he>> says. "Here to help?"
<<else>>
<<He>> smiles bashfully. "Here to help?"
<</if>>
<</if>>
<br><br>
<i>The adult shop will open with or without your help, but your help will speed the process. Once finished, you'll have access to the shop's stock, but so will the townsfolk.</i>
<br><br>
<<ind>><<link [[Help (1:00)|Dilapidated Help]]>><<set $adultshopprogress += 1>><<set $adultshopcontribution += 1>><<set $adultshophelped to 1>><<pass 60>><<npcincr Sirris love 1>><<npcincr Sydney love 1>><<timeTrackingManual "adultShop" 1>><</link>><<glove>>
<br>
<<if $cheatdisable is "f">>
<<ind>><<link [[Super sneaky help|Dilapidated Help]]>><<set $adultshopprogress += 8>><<set $adultshopcontribution += 8>><<set $adultshophelped to 1>><<pass 60>><<npcincr Sirris love 8>><<npcincr Sydney love 8>><</link>><<ggglove>><i>increases shop progress enough to unlock the next tier of events.</i> <i>Cheat.</i><!-- Appears even with blind stats enabled. Intentional -->
<</if>>
<br>
<<elkicon>><<link [[Leave|Elk Street]]>><<endevent>><</link>>
<br>
<</if>>
<<else>>
You pass by a run-down shop. The windows are boarded over. Peeking through a gap in the boards, you see the floor littered with pornographic magazines and VHS tapes.
<br><br>
<<elkicon>><<link [[Leave|Elk Street]]>><</link>>
<br>
<<if $debug is 1>>
<br>
<i>Debug. Changes to Sydney's stats persist beyond these scenes.</i>
<br><br>
Adult shop progress: $adultshopprogress<br>
<<link [[Change to 0|$passage]]>><<set $adultshopprogress to 0>><</link>>
<br>
<<link [[Change to 8|$passage]]>><<set $adultshopprogress to 8>><</link>>
<br>
<<link [[Change to 15|$passage]]>><<set $adultshopprogress to 15>><</link>>
<br><br>
<<link [[Help set up shop|Dilapidated Help]]>><<npc Sirris>><<npc Sydney 2>><<person2>><<set $adultshopprogress += 1>><<set $adultshopcontribution += 1>><<set $adultshophelped to 1>><<pass 60>><<npcincr Sirris love 1>><<npcincr Sydney love 1>><</link>><<glove>>
<br><br>
<<link [[Grand opening pure Sydney|Adult Shop Opening]]>><<npc Sydney>><<person1>><<endevent>><<set C.npc.Sydney.purity to 100>><<set C.npc.Sydney.corruption to 0>><</link>>
<br>
<<link [[Grand opening neutral Sydney|Adult Shop Opening]]>><<npc Sydney>><<person1>><<endevent>><<set C.npc.Sydney.purity to 0>><<set C.npc.Sydney.corruption to 0>><</link>>
<br>
<<link [[Grand opening corrupt Sydney|Adult Shop Opening]]>><<npc Sydney>><<person1>><<endevent>><<set C.npc.Sydney.purity to 0>><<set C.npc.Sydney.corruption to 100>><</link>>
<br><br>
<</if>>
<<if $cheatdisable is "f" or $debug is 1>>
<<link [[Unlock shop|Elk Street]]>><<set $adultshopunlocked to true>><</link>> | <i>Cheat option</i> <!-- Appears even with blind stats enabled. Intentional -->
<br>
<</if>>
<</if>><<set $outside to 0>><<effects>>
<<if $sydneySeen is undefined>>
<<npc Sydney 2>>
<<set $sydneySeen.pushUnique("shop")>><<set $sydneyFirstSeen to "shop">>
<<person2>>
A <<personsimple>> with <<npcHairColour "Sydney">> hair tied back in a ponytail steps from the shop. It's Sydney, a student known for <<his>> innocent nature and work ethic. A holy pendant swings from <<his>> neck, and a pair of reading glasses rest in front of tired, amber eyes.
<br><br>
<<else>>
<<npc Sydney 2>>
<<set $sydneySeen.pushUnique("shop")>>
<<person2>>
Sydney steps from the shop.
<</if>>
<<run statusCheck("Sydney")>>
<<He>> smiles at you. "Hey," <<he>> says. "It's nice to see you. I'm just helping out here."
<br>
"I've asked your classmate if <<pshes>> interested in helping us."
<br>
<<if _sydneyStatus.includes("corrupt")>>
Sydney's smile broadens. "It's interesting work," <<he>> says. "I'm learning a lot."
<br>
<<person1>>
Sirris nods. "Certainly nothing to be ashamed of," <<he>> says. "Still, it's up to <<phim>>." <<He>> turns back to you. "We'll be here Friday and Saturday afternoons or if its a school holiday. It'll take many weeks to get everything ready."
<br><br>
<<elseif _sydneyStatus.includes("pure")>>
Sydney looks mortified. "I don't want <<phim>> to see-"
<br>
<<person1>>
Sirris laughs, and Sydney falls quiet. "There's nothing to be ashamed of!" <<He>> turns back to you. "We'll be here Friday afternoons. It'll take many weeks to get everything ready."
<br><br>
<<else>>
Sydney frowns. "Are you sure? Some of the objects are-" <<He>> hesitates. "A bit crude."
<br>
<<person1>>
"Crude?" Sirris asks with smile. "There's nothing to be ashamed of. Still, it's up to <<phim>>." <<He>> turns back to you. "We'll be here Friday afternoons. It'll take many weeks to get everything ready."
<br><br>
<</if>>
<<ind>><<link [[Help (1:00)|Dilapidated Help]]>><<set $adultshopprogress += 1>><<set $adultshopcontribution += 1>><<set $adultshophelped to 1>><<pass 60>><<npcincr Sirris love 1>><<npcincr Sydney love 1>><</link>><<glove>>
<br>
<<elkicon>><<link [[Leave|Elk Street]]>><<endevent>><</link>>
<br><<effects>>
<<run statusCheck("Sydney")>>
<<if $adultshopprogress gte 15>>
You help Sydney stock the shelves while Sirris works in the back. You see sparks fly past a crack in the door.
<br><br>
<<person2>>
<<if random(1)>>
<<generate3>><<person3>>
You hear a tap on the window. A <<person>> stands outside. <<He>> points at a crate beside <<him>>, then walks away.<<person2>>
<<if _sydneyStatus.includes("corrupt")>>
Sydney jumps to <<his>> feet, and heads for the door. <<Hes>> almost hopping when <<he>> returns, crate in hands.
<br><br>
"What do you think it is?" <<he>> asks once the door is closed, grabbing a crowbar from among the assorted tools lying on the ground. <<He>> doesn't wait for you to respond before opening the crate with a crunch.
<br><br>
<<link [[Next|Dilapidated Toy]]>><</link>>
<br>
<<elseif _sydneyStatus.includes("pure")>>
Sydney waits a few moments before retrieving the delivery. <<He>> carries it in both hands as <<he>> hurries to the back room, no doubt suspicious of the contents.
<br><br>
<<link [[Suggest opening it|Dilapidated Suggest]]>><</link>>
<br>
<<link [[Let Sydney by|Dilapidated Let]]>><</link>>
<br>
<<else>>
Sydney waits a few moments before retrieving the delivery. <<He>> carries it in both hands as <<he>> walks by you, heading for the back room.
<br><br>
<<link [[Suggest opening it|Dilapidated Suggest]]>><</link>>
<br>
<<link [[Let Sydney by|Dilapidated Let]]>><</link>>
<br>
<</if>>
<<else>>
<<if _sydneyStatus.includes("corrupt")>>
<<Hes>> fascinated by the range of commodities for sale, particularly the BDSM items. The whips, riding crops, bindings. "Implements of torture in the wrong hands," <<he>> claims. "I've seen similar at the temple."
<br><br>
<<link [[Try on a collar and tease Sydney|Dilapidated Collar Corrupt]]>><<npcincr Sydney purity -2>><<npcincr Sydney lust 5>><</link>><<set _lustincrdisplay to 1>><<lspurity>><<glust>>
<br>
<<link [[Keep working|Dilapidated Collar Refuse]]>><</link>>
<br>
<<elseif _sydneyStatus.includes("pure")>>
<<He>> treats the items as if they were live cobras, hesitating before touching any, and getting rid of them as soon as <<he>> can. Whips, riding crops, pornographic magazines, dildos and vibrators all slap haphazardly onto their shelves.
<br><br>
<<link [[Try on a collar and tease Sydney|Dilapidated Collar]]>><<npcincr Sydney purity -2>><<npcincr Sydney lust 5>><</link>><<set _lustincrdisplay to 1>><<lspurity>><<glust>>
<br>
<<link [[Keep working|Dilapidated Collar Refuse]]>><</link>>
<br>
<<else>>
<<He>> doesn't look at the objects as <<he>> puts them in their place. Whips, riding crops, pornographic magazines, dildos and vibrators all pass through <<his>> attention with a forced lack of consideration.
<br><br>
<<link [[Try on a collar and tease Sydney|Dilapidated Collar]]>><<npcincr Sydney purity -2>><<npcincr Sydney lust 5>><</link>><<set _lustincrdisplay to 1>><<lspurity>><<glust>>
<br>
<<link [[Keep working|Dilapidated Collar Refuse]]>><</link>>
<br>
<</if>>
<</if>>
<<elseif $adultshopprogress gte 8>>
You help Sydney empty the crates while Sirris works in the back. You hear sporadic hammering.
<br><br>
<<person2>>
<<if random(1)>>
<<generate3>>
You hear a knock at the door.
<<if _sydneyStatus.includes("corrupt")>>
"I'll get it," Sydney says, eager.
<br><br>
A <<person3>><<person>> carrying a delivery waits on the other side, grinning. Sydney signs for it, and takes the crate in both hands.
<br><br>
"What do you think it is?" <<person2>><<he>> asks once the door is closed, grabbing a crowbar from among the assorted tools lying on the ground. <<He>> doesn't wait for you to respond before opening the crate with a crunch.
<br><br>
<<link [[Next|Dilapidated Toy]]>><</link>>
<br>
<<elseif _sydneyStatus.includes("pure")>>
Sydney grimaces at the sound.
<br><br>
<<link [[Suggest Sydney answer it|Dilapidated Door Suggest]]>><</link>>
<br>
<<link [[Answer it yourself|Dilapidated Door Answer]]>><</link>>
<br>
<<else>>
Sydney doesn't look eager to answer it.
<br><br>
<<link [[Suggest Sydney answer it|Dilapidated Door Suggest]]>><</link>>
<br>
<<link [[Answer it yourself|Dilapidated Door Answer]]>><</link>>
<br>
<</if>>
<<else>>
You hear voices at the front of the shop. A crowd of gawkers, peering through the window, curious as to what's inside.
<br><br>
<<if _sydneyStatus.includes("corrupt")>>
Sydney claps <<his>> hand together. "We should advertise the shop," <<he>> says. "I have just the thing." <<He>> reaches into one of the crates, and produces a ball gag and length of rope. With suspicious speed, <<he>> affixes the gag round <<his>> head, and holds out the rope. "Follow my lead."
<br><br>
<<link [[Follow Sydney's lead|Dilapidated Gag]]>><<famebusiness 5>><<npcincr Sydney purity -5>><<npcincr Sydney lust 10>><</link>><<llspurity>><<ggslust>>
<br>
<<link [[Refuse|Dilapidated Gag Refuse]]>><</link>>
<br>
<<elseif _sydneyStatus.includes("pure")>>
Sydney launches <<himself>> behind a shelf, afraid of being seen.
<br><br>
<<link [[Reassure|Dilapidated Gawker Reassure]]>><<npcincr Sydney love 1>><<npcincr Sydney purity 2>><</link>><<glove>><<gspurity>>
<br>
<<link [[Ignore|Dilapidated Gawker Ignore]]>><</link>>
<br>
<<link [[Tease|Dilapidated Gawker Tease]]>><<npcincr Sydney purity -2>><</link>><<exhibitionist1>><<lspurity>>
<br>
<<else>>
Sydney ducks behind a shelf, as if afraid of being seen.
<br><br>
<<link [[Reassure|Dilapidated Gawker Reassure]]>><<npcincr Sydney love 1>><<npcincr Sydney purity 2>><</link>><<glove>><<gspurity>>
<br>
<<link [[Ignore|Dilapidated Gawker Ignore]]>><</link>>
<br>
<<link [[Tease|Dilapidated Gawker Tease]]>><<npcincr Sydney purity -2>><</link>><<exhibitionist1>><<lspurity>>
<br>
<</if>>
<</if>>
<<else>>
<<wearProp "paintbrush">>
You help Sydney paint the walls while Sirris works in the back. You're not sure what <<person1>><<hes>> up to back there, but you hear an occasional whirring.
<br><br>
<<person2>>
<<if random(1)>>
<<generate3>><<person3>>
A van pulls up outside, and a <<person>> climbs out, carrying a small crate. Sirris' head appears around the door. "Could you get that, Sydney?" <<person1>><<he>> says. "My hands are full."
<br><br>
The <<person3>><<person>> wears a knowing smile as <<he>> hands the crate to Sydney.
<<if _sydneyStatus.includes("corrupt")>>
Sydney returns the smile with a feigned innocence. <<person2>><<Hes>> almost hopping as <<he>> re-enters the shop.
<br><br>
"What do you think it is?" <<he>> asks, grabbing a crowbar from among the assorted tools lying on the ground. <<He>> doesn't wait for you to respond before opening the crate with a crunch.
<br><br>
<<link [[Next|Dilapidated Toy]]>><</link>>
<br>
<<elseif _sydneyStatus.includes("pure")>>
<<person2>>Sydney can't bring <<himself>> to respond before rushing back inside.
<br><br>
<<He>> rushes past you, eager to reach the back room.
<br><br>
<<link [[Suggest opening it|Dilapidated Suggest]]>><</link>>
<br>
<<link [[Let Sydney by|Dilapidated Let]]>><</link>>
<br>
<<else>>
<<person2>>Sydney can't make eye contact, but manages a quiet thank you before rushing back inside.
<br><br>
<<He>> walks past you, towards the back room.
<br><br>
<<link [[Suggest opening it|Dilapidated Suggest]]>><</link>>
<br>
<<link [[Let Sydney by|Dilapidated Let]]>><</link>>
<br>
<</if>>
<<else>>
You both wear bulky aprons over your clothes to catch any spilled paint. The room's hot enough already, and Sydney is visibly uncomfortable.
<br><br>
<<if _sydneyStatus.includes("corrupt")>>
<<if $sydneyromance gte 1>>
"It's too hot," Sydney says, pulling off the apron. "I'm gonna wear nothing beneath." <<He>> starts stripping <<his>> other clothes.
<br><br>
<<if hasSexStat("exhibitionism", 2)>>
<<link [[Follow suit|Dilapidated Paint Suit Romance]]>><<npcincr Sydney lust 10>><</link>><<exhibitionist2>><<gglust>>
<br>
<</if>>
<<link [[Watch|Dilapidated Paint Watch Romance]]>><<npcincr Sydney lust 5>><<arousal 600>><</link>><<glust>><<garousal>>
<br>
<<link [[Look away|Dilapidated Paint Look]]>><</link>>
<br>
<<else>>
"It's too hot," Sydney says, pulling off the apron. "I'm gonna wear nothing beneath." <<He>> starts stripping <<his>> other clothes.
<br><br>
<<if hasSexStat("exhibitionism", 2)>>
<<link [[Follow suit|Dilapidated Paint Suit]]>><<npcincr Sydney lust 10>><</link>><<exhibitionist2>><<gglust>>
<br>
<</if>>
<<link [[Watch|Dilapidated Paint Watch]]>><<npcincr Sydney lust 5>><<arousal 600>><</link>><<glust>><<garousal>>
<br>
<<link [[Look away|Dilapidated Paint Look]]>><</link>>
<br>
<</if>>
<<elseif _sydneyStatus.includes("pure")>>
"Sorry about the heat," Sirris says, appearing at the door to the back room. "Something's wrong with the heating. Will have it fixed before long."
<br><br>
It's sweaty work, but you make good progress.
<br><br>
<<link [[Next|Dilapidated End]]>><</link>>
<br>
<<else>>
"Sorry about the heat," Sirris says, appearing at the door to the back room. "Something's wrong with the heating. Will have it fixed before long."
<br><br>
It's sweaty work. Sydney loosens <<his>> clothes a little to take the edge off.
<br><br>
<<link [[Next|Dilapidated End]]>><</link>>
<br>
<</if>>
<</if>>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"Do I look cute in this?" you ask.
<<elseif $speech_attitude is "bratty">>
"Do I look tameable?" you ask. "Looks can be deceiving."
<<else>>
"Does this make you wanna leash me?" you say.
<</if>>
<br><br>
Sydney looks over, but only for a moment. <<He>> shakes <<his>> head. "Your tastes are very strange," <<he>> says. You keep the collar on for a while however, and catch <<him>> glancing at it more than once.
<br><br>
<<link [[Next|Dilapidated End]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"Do I look cute in this?" you ask.
<<elseif $speech_attitude is "bratty">>
"Do I look tameable?" you ask. "Looks can be deceiving."
<<else>>
"Does this make you wanna leash me?" you say.
<</if>>
<br><br>
Sydney moves fast, pulling a leash from the shelf and affixing it to your collar. You almost think <<he>> was expecting you to do this. "Bad dog," <<he>> says. "Bow."
<br><br>
<<link [[Bow|Dilapidated Collar Bow]]>><<npcincr Sydney lust 10>><<sub 1>><</link>><<gglust>>
<br>
<<link [[Bite|Dilapidated Collar Bite]]>><<npcincr Sydney lust 10>><<def 1>><</link>><<gglust>>
<br>
<<link [[Lick|Dilapidated Collar Lick]]>><<npcincr Sydney love 1>><</link>><<glove>>
<br><<effects>>
You do as instructed, drop to your hands and knees, and bow your head. "Good <<girl>>," <<he>> says, <<his>> voice tinged with mirth. "Who's a good <<girl>>? You are!"
<br><br>
<<if ($wolfgirl gte 6 or ($transformationParts.wolf.tail isnot "hidden" and $transformationParts.wolf.tail isnot "disabled")) or ($fox gte 6 or ($transformationParts.fox.tail isnot "hidden" and $transformationParts.fox.tail isnot "disabled"))>>
<<He>> scratches you behind the ears with both hands. The sensation is too much. You fall to your side, your leg uncontrollably kicking the air. "Don't let me get used to this," <<he>> laughs.
<br><br>
<</if>>
You bark happily. <<He>> smiles, and helps you back to your feet. "We should get back to work," <<he>> says, standing in front of you and unfastening the leash.
<br><br>
<<if $sydneyromance gte 1>>
<<link [[Kiss|Dilapidated Collar Kiss]]>><<npcincr Sydney love 5>><</link>><<gglove>><<kissvirginitywarning>>
<br>
<<link [[Return to work|Dilapidated End]]>><</link>>
<br>
<<else>>
<<link [[Next|Dilapidated End]]>><</link>>
<br>
<</if>><<effects>>
You lean forward, eyes closed and mouth agape. Sydney's lips meet yours. <<He>> gently moans, and melts in your arms.<<takeKissVirginity "Sydney" `($sydneyromance is 1?"loveInterest":"romantic")`>><<npcincr Sydney lust 1>><<glust>>
<br><br>
You pull away, and gaze at each other for a moment. <<if _npcKissVirginTemp>><<He>> giggles. "That was my first kiss. I'm so happy that it was you."<</if>> <<He>> pulls you close in an embrace.
<br><br>
<<He>> hums a cheerful tune as you return to work.
<br><br>
<<link [[Next|Dilapidated End]]>><</link>>
<br><<effects>>
You release a low growl, and lunge for Sydney's throat! Your teeth find <<his>> tender flesh, and you give <<him>> a playful nip.
<br><br>
"B-bad dog!" <<he>> says. "Down!" You ignore the command, and nip <<him>> again. <<He>> shivers with pleasure, and laughs. "That's what I get for trying to tame you," <<he>> says. <<He>> nips you back, then unfastens your leash. "Let's get back to work."
<br><br>
<<if $sydneyromance gte 1>>
<<link [[Kiss|Dilapidated Collar Kiss]]>><<npcincr Sydney love 5>><</link>><<gglove>><<kissvirginitywarning>>
<br>
<<link [[Return to work|Dilapidated End]]>><</link>>
<br>
<<else>>
<<link [[Next|Dilapidated End]]>><</link>>
<br>
<</if>><<effects>>
You cock your head, as if you don't understand, then you cover <<his>> face in licks. "St-stop," <<he>> laughs, giggles really. "We need to get back to work." <<He>> unfastens your leash.
<br><br>
<<if $sydneyromance gte 1>>
<<link [[Kiss|Dilapidated Collar Kiss]]>><<npcincr Sydney love 5>><</link>><<gglove>><<kissvirginitywarning>>
<br>
<<link [[Return to work|Dilapidated End]]>><</link>>
<br>
<<else>>
<<link [[Next|Dilapidated End]]>><</link>>
<br>
<</if>><<effects>>
You continue working. You make good progress alongside Sydney.
<br><br>
<<link [[Next|Dilapidated End]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"It's okay," you say. "I don't think they can see us."
<<elseif $speech_attitude is "bratty">>
"It's okay," you laugh. "They can't even see us back here."
<<else>>
"Don't worry," you say. "They can't see us back here."
<</if>>
You wave at the gawkers. They don't respond.
<br><br>
Still cautious, Sydney steps out of <<his>> hiding place. "I recognise some from the temple," <<he>> says as <<he>> returns to work.
<br><br>
<<link [[Next|Dilapidated End]]>><</link>>
<br><<effects>>
You let Sydney hide until the gawkers move on.
<br><br>
<<link [[Next|Dilapidated End]]>><</link>>
<br><<effects>><<wearProp "dildo">>
You grab a dildo from an open crate, and march over to Sydney's hiding spot.
<<if $speech_attitude is "meek">>
"What's wrong?" you ask, waving the dildo in the air. "Something to be ashamed of?"
<<elseif $speech_attitude is "bratty">>
"You dropped this," you say, waving the dildo in the air.
<<else>>
"What's the matter?" you ask, waving the dildo in the air. "Something to be ashamed of?"
<</if>>
<br><br>
Sydney looks incredulous. <<He>> throws a furtive glance over the shelf. "Put that down!" <<he>> says, <<his>> voice hushed, but anxious. "I recognise one of them from the temple."
<<exhibitionism1>>
"They can't see us," you say. "I think they'd react to me otherwise." You wave at the window. The gawkers don't respond. "It's too dark in here."
<br><br>
Sydney peeks over the shelf. <<Hes>> still anxious, but <<he>> steps from <<his>> hiding place and returns to work.
<br><br>
<<link [[Next|Dilapidated End]]>><<handheldon>><</link>>
<br><<effects>>
You take the rope. Sydney pushes the gag into <<his>> mouth, and holds <<his>> arms together behind <<his>> back. You bind <<his>> arms together, not tight at all, but enough that <<his>> arms are held there with no effort on <<his>> part.
<br><br>
<<He>> steps towards the window. You hold <<his>> bound arms and follow behind, as if pushing <<him>> along. The gawkers couldn't see you in the dim interior, but look on with astonishment as you get closer.
<br><br>
"Mmmm, mmmm!" Sydney gasps through the gag. <<He>> squirms as if struggling to free <<himself>> from your grasp.
<br><br>
<<link [[Next|Dilapidated Gag 2]]>><</link>>
<br><<effects>>
<<generate3>><<generate4>>
<<person3>>
"What kind of establishment is this," a <<person>> says.
<br><br>
"Why, this is Sirris's adult shop," you say. "We're still setting up, but we'd love if you could join us when we're ready."
<br><br>
Sydney shakes <<person2>><<his>> head as you "pull" <<him>> away from the window, deeper into the shop. <<He>> frees <<himself>> from the bindings once out of view, and pulls the gag from <<his>> mouth. "Do you think it worked?" The gawkers are still stood there, now talking to each other. They look excited.
<br><br>
<<if $speech_attitude is "meek">>
"I-I hope so," you say. "I hope I did okay."
<br><br>
<<He>> gives you a quick hug. "Of course. Sorry I sprang that on you, but it seemed a great opportunity."
<<elseif $speech_attitude is "bratty">>
"They'll be queuing up and down the street," you say.
<br><br>
Sydney nods. "I hope so."
<<else>>
"I think so," you say.
<br><br>
Sydney nods. "I hope so."
<</if>>
<br><br>
<<link [[Next|Dilapidated End]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I-I don't want people to see me leading you around on a leash," you say. "They might get the wrong idea."
<<elseif $speech_attitude is "bratty">>
"No thanks," you say. "People would just think we're weird."
<<else>>
"That's a bit much," you say.
<</if>>
<br><br>
Sydney sighs. "You're right. Come on, there's lots more to sort through."
<br><br>
<<link [[Next|Dilapidated End]]>><</link>>
<br><<effects>>
<<clothesstrip>>
You peel down the apron, and begin removing your own clothes. Sydney watches you, and doesn't pretend otherwise. You return the favour.
<<exhibitionism2>>
You're much more comfortable with just the apron on. "Oops," Sydney says. You look over. One of <<his>> shoulder straps has come loose, displaying
<<if $pronoun is "m">>
part of <<his>> chest.
<<else>>
a<<if C.npc.Sydney.breastsize is 12>>n<</if>> <<print $NPCList[1].breastdesc>>.
<</if>>
<<He>> looks you in the eyes. "How clumsy of me." <<He>> fixes <<his>> wardrobe malfunction, but takes <<his>> time, trailing <<his>> fingers up <<his>> chest and over <<his>> nipple as <<he>> does.
<br><br>
You finish painting, and get dressed before Sirris returns.
<br><br>
<<link [[Next|Dilapidated End]]>><<clotheson>><</link>>
<br><<effects>>
You watch as Sydney strips. <<He>> makes a show of it, and drags out the process of putting the apron back on.
<br><br>
"It's a bit tight," <<he>> says, failing to pull it higher than <<his>> hips. "Perhaps you could give me a hand?"
<br><br>
<<link [[Help|Dilapidated Paint Help]]>><</link>>
<br>
<<link [[Just watch|Dilapidated Paint Watch 2]]>><</link>>
<br><<effects>>
You step behind Sydney, and grasp the hem of the apron. <<He>> wiggles <<his>> butt against you as you tug the apron above <<his>> hips.
<br><br>
"Thanks lover," <<he>> says, turning and kissing your nose. "Let's get to work!"
<br><br>
<<He>> seems more comfortable painting without <<his>> clothes, but <<he>> dresses before Sirris returns to the main room.
<br><br>
<<link [[Next|Dilapidated End]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I-I'd rather watch," you say. "S-sorry."
<<elseif $speech_attitude is "bratty">>
"Nah," you say. "I wanna watch you struggle."
<<else>>
"This view suits me fine," you say.
<</if>>
<br><br>
"That so?" Sydney asks, turning around and bending over as <<he>> shuffles the apron further up <<his>> body. <<He>> faces you again, showing off <<his>> <<if $pronoun is "m">>chest<<else>><<print $NPCList[0].breastsdesc>><</if>> as <<he>> pulls the straps over <<his>> shoulders.
<br><br>
<<He>> seems more comfortable painting without <<his>> clothes, but <<he>> dresses before Sirris returns to the main room.
<br><br>
<<link [[Next|Dilapidated End]]>><</link>>
<br><<effects>>
Sydney steps behind a shelf for cover. You can just see <<his>> head behind it. Articles of clothing are laid on the top, one by one, as <<he>> undresses.
<br><br>
<<clothesstrip>>
You follow suit, strip down behind another set of shelves, and pull the apron back on. You both return to work.
<br><br>
You're more comfortable like this. <<He>> tries to hide it, but <<his>> eyes are drawn to your barely-covered <<breasts>>. <<His>> apron doesn't leave any more to the imagination.
<br><br>
You both get dressed before Sirris returns.
<br><br>
<<link [[Next|Dilapidated End]]>><<clotheson>><</link>>
<br><<effects>>
You watch Sydney remove the apron, and then <<his>> shirt. <<He>> catches you staring. "Want a show?" <<he>> teases. "Maybe another time." <<He>> steps behind a set of shelves for cover, emerging in just the apron. It doesn't leave much to the imagination.
<br><br>
<<He>> seems more comfortable working without <<his>> clothes, but <<he>> dresses before Sirris returns.
<br><br>
<<link [[Next|Dilapidated End]]>><</link>>
<br><<effects>>
You avert your eyes to afford Sydney some privacy. "I'm done," <<he>> says. You look, but the apron alone leaves little to the imagination.
<br><br>
<<He>> seems more comfortable working without <<his>> clothes, but <<he>> dresses before Sirris returns.
<br><br>
<<link [[Next|Dilapidated End]]>><</link>>
<br><<effects>>
Sydney nods, and answers the door. A <<person3>><<person>> stands on the other side, carrying a crate. "The manifest is interesting," <<he>> says with a grin.
<br><br>
Sydney signs for the crate and takes it without making eye contact, though <<person2>><<he>> does manage a quick "Thank you." <<He>> shuts the door, and carries the crate towards the back room.
<br><br>
<<link [[Suggest opening it|Dilapidated Suggest]]>><</link>>
<br>
<<link [[Let Sydney by|Dilapidated Let]]>><</link>>
<br><<effects>>
You open the door. A <<person3>><<person>> stands on the other side, holding a crate. "The manifest is interesting," <<he>> says with a grin.
<br><br>
<<link [[Advertise the shop|Dilapidated Door Advertise]]>><<famebusiness 1>><</link>>
<br>
<<link [[Just sign for the delivery|Dilapidated Door Sign]]>><</link>>
<br><<effects>>
"You bet," you say, signing for the delivery. "This is Sirris' adult shop. We're still getting ready, but I hope you visit when we're open."
<br><br>
You take the crate and close the door, before returning to Sydney and placing it beside <<person2>><<him>>. <<He>> lifts it with both hands, and walks towards the back room.
<br><br>
<<link [[Suggest opening it|Dilapidated Suggest]]>><</link>>
<br>
<<link [[Let Sydney by|Dilapidated Let]]>><</link>>
<br><<effects>>
You sign for the delivery, and take the crate before closing the door.
<br><br>
You return to Sydney's side, and place the crate beside <<person2>><<him>>. <<He>> lifts it with both hands, and walks towards the back room.
<br><br>
<<link [[Suggest opening it|Dilapidated Suggest]]>><</link>>
<br>
<<link [[Let Sydney by|Dilapidated Let]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"M-maybe we should open it," you say. "So we can check the merchandise. I'd hate to bother Sirris with more work."
<<elseif $speech_attitude is "bratty">>
"We should open it ourselves," you say. "Check the merchandise. Sirris is busy enough."
<<else>>
"We could check it ourselves," you say. "Make sure the merchandise is good. Sirris is already so busy."
<</if>>
<br><br>
Sydney pauses a moment, then nods. "That makes sense," <<he>> says. <<He>> lifts a crowbar from among the assorted tools lying on the ground. The crate opens with a crunch.
<br><br>
<<link [[Next|Dilapidated Toy]]>><</link>>
<br><<effects>>
<<person1>>
You hear Sirris clap <<his>> hands as <<he>> receives the crate. Sydney returns to the shop floor, <<person2>><<his>> face flush with embarrassment.
<br><br>
<<link [[Next|Dilapidated End]]>><</link>>
<br><<effects>><<handheldon>>
<<run statusCheck("Sydney")>>
<<if $adultshopprogress gte 22>>
<<person1>>
Sirris steps behind the counter, and observes the shop while running <<his>> hands over the counter. The shelves are stocked with the toys and accoutrements. Sirris examines them with pride.
<br><br>
"Thank you so much," Sirris says. "Both of you. <span class="gold">We're ready for the grand opening tomorrow.</span> I hope you drop by. <span class="gold">We'll have lots of goodies for sale!"</span>
<br><br>
<<if $adultshopcontribution gte 11>>
<<He>> hands you <<moneyGain 100>>, more than the usual.
<<else>>
<<He>> hands you <<moneyGain 20>>.
<</if>>
"You've been such a help," <<he>> continues, ushering you both towards the exit. "If you're looking for work, I could use more help running things."
<br>
<<person2>>
<<if _sydneyStatus.includes("corrupt")>>
"I can't wait," Sydney replies. <<Hes>> looking right at you.
<<elseif _sydneyStatus.includes("pure")>>
"I'll help if I must," Sydney replies. "It's only right."
<<else>>
"I'll help when I have time," Sydney replies. "I'm already so busy though."
<</if>>
<br>
"Whenever you like," Sirris says. "I've got a bit more cleaning up to do here." <<person1>><<He>> closes the door.
<br><br>
<<person2>>
<<if _sydneyStatus.includes("corrupt")>>
<<if $sydneyromance gte 1>>
Sydney hugs you with one arm. "It'll be fun to work here together," <<he>> whispers into your ear. <<His>> breath makes you shiver.
<<else>>
Sydney leans closer. "It'll be fun to work here," <<he>> says. "Don't you think? I wonder if we'll see any parishioners."
<</if>>
<<He>> turns and strides away.
<br><br>
<<else>>
<<if $sydneyromance gte 1>>
Sydney gives you a quick hug. "I'm expected back at the temple. You're welcome to join me."
<br><br>
<<else>>
Sydney gives you an embarrassed smile, then walks away.
<br><br>
<</if>>
<</if>>
<<else>>
<<person1>>
"That'll do us nicely for today," Sirris says, emerging from the back of the shop. You walk outside with Sydney, and Sirris locks the door behind you. <<He>> hands you <<moneyGain 20>>.
<br><br>
<<person2>>
<<if _sydneyStatus.includes("corrupt")>>
<<if $sydneyromance gte 1>>
Sydney hugs you with one arm. "It'll be fun to work here together," <<he>> whispers into your ear. <<His>> breath makes you shiver.
<<else>>
Sydney leans closer. "It'll be fun to work here," <<he>> says. "Don't you think? I wonder if we'll see any parishioners."
<</if>>
<<else>>
<<if $sydneyromance gte 1>>
Sydney gives you a quick hug. "I'm expected back at the temple. You're welcome to join me."
<<else>>
Sydney gives you an embarrassed smile, then walks away.
<</if>>
<</if>>
<br><br>
<</if>>
<<link [[Accompany Sydney to the temple (0:10)|Dilapidated Temple]]>><<pass 10>><</link>>
<br>
<<link [[Say goodbye|Dilapidated Bye]]>><</link>>
<br><<effects>>
<<person2>>
<<run statusCheck("Sydney")>>
You walk down Elk Street with Sydney, then Nightingale Street, passing the hospital.
<<if _sydneyStatus.includes("corrupt")>>
<<if $sydneyromance gte 1>>
<<He>> wraps an arm around your waist as you walk, and shares some of Sirris' plans for the shop.<<gscience>><<scienceskill>>
<<else>>
<<He>> shares some of Sirris' plans for the shop.<<gscience>><<scienceskill>>
<</if>>
<<else>>
<<if $sydneyromance gte 1>>
You hold hands as you walk, but <<hes>> still embarrassed by Sirris' antics.<<takeHandholdingVirginity "Sydney" "romantic">>
<<else>>
<<He>> doesn't say much, still embarrassed by Sirris' antics.
<</if>>
<</if>>
<br><br>
<<link [[Next|Temple]]>><<endevent>><</link>>
<br><<effects>>
<<if $sydneyromance is 1>>
You share a hug with Sydney, and part ways.
<<else>>
Sydney waves goodbye, then walks away.
<</if>>
<br><br>
<<link [[Next|Elk Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<run statusCheck("Sydney")>>
<<rng 3>>
<<switch $rng>>
<<case 1>>
<<if _sydneyStatus.includes("corrupt")>>
Sydney reaches inside, and pulls out a large <span class="purple">dildo.</span> <<He>> holds it up to <<his>> eyes while running <<his>> fingers over it, feeling every notch and ridge.
<br><br>
<<if $sydneyromance is 1>>
<<He>> looks at you, a devious smile on <<his>> lips. "Get on the counter."
<br><br>
<<link [[Get on the desk|Dilapidated Dildo]]>><<npcincr Sydney love 1>><<npcincr Sydney lust 10>><<arousal 2000>><<set $sydney_toy to "dildo">><</link>><<promiscuous1>><<glove>><<gglust>><<ggarousal>><<gsydneytoy "dildo">>
<br>
<<link [[Refuse|Dilapidated Dildo Refuse]]>><</link>>
<br>
<<else>>
<<He>> looks at you with surprise, as if <<he>> forgot you were there. "There's no shame in being curious," <<he>> says. "That's what <<sydneyMum>> always says."
<br><br>
<<link [[Encourage|Dilapidated Dildo Encourage]]>><<npcincr Sydney purity -2>><<npcincr Sydney lust 1>><</link>><<set _lustincrdisplay to 1>><<lspurity>><<glust>>
<br>
<<link [[Keep working|Dilapidated Dildo Work]]>><</link>>
<br>
<</if>>
<<elseif _sydneyStatus.includes("pure")>>
Sydney shuts <<his>> eyes as <<he>> reaches inside, and pulls out a large dildo. Still unable to see, <<he>> tries to put it on a shelf, but leaves too much hanging off the edge, and drops it.
<br><br>
<<link [[Tease|Dilapidated Dildo Tease]]>><<npcincr Sydney purity -2>><</link>><<lspurity>>
<br>
<<link [[Pretend you didn't see anything|Dilapidated Pretend]]>><</link>>
<br>
<<else>>
Sydney reaches inside, and pulls out a large dildo. <<He>> looks at it curiously for a moment, then realisation strikes <<his>> face, and <<he>> drops it.
<br><br>
<<link [[Tease|Dilapidated Dildo Tease]]>><<npcincr Sydney purity -2>><</link>><<lspurity>>
<br>
<<link [[Pretend you didn't see anything|Dilapidated Pretend]]>><</link>>
<br>
<</if>>
<<case 2>>
<<if _sydneyStatus.includes("corrupt")>>
Sydney reaches inside, and pulls out a length of anal beads. <<He>> throws a glance at the door leading into the back, where you can hear Sirris at work.
<br><br>
<<if $sydneyromance is 1 and ($worn.upper.set isnot $worn.lower.set or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1)>>
<<He>> looks at you with a devious smile. "Put your hands against the wall and stick out your butt," <<he>> says. "Pretty please."
<br><br>
<<link [[Put your hands against the wall|Dilapidated Beads]]>><<npcincr Sydney love 1>><<npcincr Sydney lust 10>><<set $sydney_toy to "length of anal beads">><</link>><<promiscuous1>><<glove>><<gglust>><<gsydneytoy "length of anal beads">>
<br>
<<link [[Refuse|Dilapidated Beads Refuse]]>><</link>>
<br>
<<else>>
<<He>> holds the beads up to your face. "We need to make sure they taste okay," <<he>> says. "People are going to use them that way, after all."
<br><br>
<<link [[Lick|Dilapidated Beads Lick]]>><<arousal 1200 "mouth">><<npcincr Sydney purity -2>><<npcincr Sydney lust 1>><</link>><<ggarousal>><<set _lustincrdisplay to 1>><<lspurity>><<glust>>
<br>
<<link [[Refuse|Dilapidated Beads Lick Refuse]]>><</link>>
<br>
<</if>>
<<elseif _sydneyStatus.includes("pure")>>
Sydney grimaces as <<he>> reaches inside, and pulls out a length of anal beads. <<He>> recoils as soon as <<he>> realises what it is, and lets it fall back inside.
<br><br>
<<link [[Tease|Dilapidated Beads Tease]]>><<npcincr Sydney purity -2>><</link>><<lspurity>>
<br>
<<link [[Pretend you didn't see anything|Dilapidated Pretend]]>><</link>>
<br>
<<else>>
Sydney reaches inside, and pulls out a length of anal beads. <<He>> puts it back in the crate in a hurry.
<br><br>
<<link [[Tease|Dilapidated Beads Tease]]>><<npcincr Sydney purity -2>><</link>><<lspurity>>
<br>
<<link [[Pretend you didn't see anything|Dilapidated Pretend]]>><</link>>
<br>
<</if>>
<<default>>
<<if _sydneyStatus.includes("corrupt")>>
Sydney reaches inside, and pulls out a riding crop. <<He>> throws a glance at the door leading into the back, where you can hear Sirris at work.
<br><br>
<<if $sydneyromance is 1>>
<<He>> folds <<his>> arms as <<he>> regards you. "You've been insolent today," <<he>> says, theatrically tapping the crop against <<his>> arm. "Get on all fours."
<br><br>
<<link [[Get on all fours|Dilapidated Crop Fours]]>><<npcincr Sydney love 1>><<npcincr Sydney lust 10>><<set $sydney_toy to "riding crop">><</link>><<promiscuous1>><<glove>><<gglust>><<gsydneytoy "riding crop">>
<br>
<<link [[Refuse|Dilapidated Crop Refuse]]>><</link>>
<br>
<<else>>
"If only we had a plump bottom to test this one," <<he>> laughs. "I have an idea." <<He>> hands you the riding crop, turns around and bends over. "It would be irresponsible to sell untested products. Go on, give it your all."
<br><br>
<<link [[Whack as hard as you can|Dilapidated Crop Whack Hard]]>><<npcincr Sydney purity -5>><<npcincr Sydney lust 10>><</link>><<llspurity>><<ggslust>>
<br>
<<link [[Whack softly|Dilapidated Crop Whack Soft]]>><<npcincr Sydney purity -2>><<npcincr Sydney lust 5>><<npcincr Sydney love 1>><</link>><<set _lustincrdisplay to 1>><<lspurity>><<glust>><<glove>>
<br>
<<link [[Refuse|Dilapidated Crop Whack Refuse]]>><</link>>
<br>
<</if>>
<<elseif _sydneyStatus.includes("pure")>>
Sydney reaches inside, and pulls out a riding crop. "The temple might be okay with this one," <<he>> says.
<br><br>
<<link [[Tease|Dilapidated Crop Tease]]>><<npcincr Sydney purity -2>><</link>><<lspurity>>
<br>
<<link [[Pretend you didn't see anything|Dilapidated Pretend]]>><</link>>
<br>
<<else>>
Sydney reaches inside, and pulls out a riding crop. <<He>> shakes <<his>> head. "People are strange," <<he>> says. <<He>> turns the crop over in <<his>> hands.
<br><br>
<<link [[Tease|Dilapidated Crop Tease]]>><<npcincr Sydney purity -2>><</link>><<lspurity>>
<br>
<<link [[Pretend you didn't see anything|Dilapidated Pretend]]>><</link>>
<br>
<</if>>
<</switch>><<effects>>
You pull back your arm, and deliver a hard smack to Sydney's ass.
<<if currentSkillValue('physique') gte 15000>>
Sydney jolts and cries out in pain.
<br>
"Is everything okay in there?" asks Sirris from the back room.
<br>
"Y-yes!" Sydney replies, standing upright. "Everything is well."
<br><br>
"You're strong," Sydney says in a lower voice. "But I deserve worse than that. I'm such a sinner."
<<elseif currentSkillValue('physique') gte 10000>>
Sydney jolts and yelps in pain. "Aha, that's it," <<he>> says. "I'm such a sinner. It's what I deserve." <<He>> stands upright, and rubs <<his>> rear.
<<elseif currentSkillValue('physique') gte 5000>>
Sydney jolts. "Aha," <<he>> gasps. "That's it. I'm such a sinner. It's what I deserve." <<He>> stands upright.
<<else>>
Sydney jolts. "That the best you can do?" <<he>> asks, standing upright. "I'm such a sinner. I deserve worse."
<</if>>
<br><br>
Sydney takes the riding crop back, stares at it a moment, then puts it back in the crate before returning to work.
<br><br>
<<link [[Next|Dilapidated End]]>><</link>>
<br><<effects>>
You pull back your arm, and whack Sydney's ass with moderated force. The blow makes a satisfying thwack, and Sydney jolts. "Going easy on me?" <<he>> asks. "You softy."
<br><br>
Sydney takes the riding crop back, stares at it a moment, then puts it back in the crate before returning to work.
<br><br>
<<link [[Next|Dilapidated End]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I-I don't think we should be using the merchandise," you say, putting the riding crop back in the crate.
<<elseif $speech_attitude is "bratty">>
"Nice try, pervert," you say, putting the riding crop back in the crate.
<<else>>
"I don't think we should be using the merchandise," you say, putting the riding crop back in the crate.
<</if>>
<br><br>
Sydney sighs, and stands upright. "Maybe I'll convince you next time."
<br><br>
<<link [[Next|Dilapidated End]]>><</link>>
<br><<effects>>
You do as instructed, and drop to your hands and knees. "Good <<girl>>," Sydney says. "Your punishment will be lenient." <<He>> sits on your back, keeping most of <<his>> weight on one leg. You're not really carrying <<him>>, but anyone looking on would get that impression.
<br><br>
<<He>> rests <<his>> free leg atop the other. "Move," <<he>> says, giving your <<bottom>> a swat with the riding crop. You crawl into motion. "Faster." Another swat, lightly on your cheek.
<br><br>
<<link [[Next|Dilapidated Crop Fours 2]]>><</link>>
<br><<effects>>
You crawl a circuit around the room, occasionally enduring another swat from Sydney. <<He>> rests a hand on your head, and gently tugs at your scalp, massaging you.
<br><br>
You approach the shop window. People walk by, but they haven't noticed you in the dim light.
<br><br>
<<if hasSexStat("exhibitionism", 2)>>
<<link [[Approach the window|Dilapidated Crop Fours Window]]>><<npcincr Sydney lust 5>><<npcincr Sydney purity -2>><</link>><<exhibitionist2>><<set _lustincrdisplay to 1>><<lspurity>><<gglust>>
<br>
<</if>>
<<link [[Stop|Dilapidated Crop Fours End]]>><</link>>
<br><<effects>>
You crawl towards the window. "My my," Sydney says. "Not shy, are you?"
<<generate4>><<generate5>><<person4>>
<<exhibitionism2>>
A <<person>> carrying bags full of shopping spots you, and stops in <<his>> tracks. A <<person5>><<person>> walking opposite follows <<person4>><<his>> gaze, and also stops at the sight of a <<girl>> being ridden by the window.
<br><br>
"This is Sirris' adult shop," Sydney says, loud enough to be heard through the glass. "We're not open yet, but I hope you visit when we are." <<person2>><<He>> gives your hair a gentle tug, steering you deeper into the shop, and out of view. Your heart races.
<br><br>
<<link [[Next|Dilapidated Crop Fours End]]>><</link>>
<br><<effects>>
You come to a stop. "That'll do," Sydney says, climbing from your back. <<He>> takes your hand, and helps you to your feet. "How do you feel, lover?"
<br><br>
<<link [[Flirt|Dilapidated Crop Fours Flirt]]>><<npcincr Sydney lust 5>><<npcincr Sydney purity -2>><</link>><<set _lustincrdisplay to 1>><<lspurity>><<gglust>>
<br>
<<link [[Cry|Dilapidated Crop Fours Cry]]>><<pain -4>><<trauma -6>><<stress -6>><</link>><<if $pain gte 1>><<lpain>><</if>><<ltrauma>><<lstress>>
<br>
<<link [[Just get back to work|Dilapidated Crop Fours Work]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"Give me one more," you say, turning around and bending over. "For good measure."
<br><br>
Sydney smiles, and gives you a final whack with the riding crop. It's harder than before, and elicits a small yelp.
<br><br>
<<elseif $speech_attitude is "bratty">>
"I feel fine," you say, taking the riding crop from <<his>> hand while wrapping your other arm around <<his>> waist. You give <<his>> ass a quick retaliatory swat. "Maybe next time I'll be on your back."
<br><br>
Sydney smiles. "Oh?" <<he>> laughs. "You gonna make me? Good luck."
<br><br>
<<else>>
"Just you wait," you say. "Next time it'll be you on your hands and knees."
<br><br>
Sydney smiles. "Oh? You gonna make me? Good luck."
<br><br>
<</if>>
You return to work. Sydney squirrels away the riding crop for later.
<br><br>
<<link [[Next|Dilapidated End]]>><</link>>
<br><<effects>>
You rest your head on Sydney's shoulder, and let the tears flow. "It's okay," <<he>> says. "I didn't go too hard, did I?" You shake your head.
<br><br>
<<He>> sits with you for a while, holding your hand and making small talk. <<His>> voice, and the normalcy of the situation, soon calm you. There's not much time left to get any work done, but <<he>> doesn't seem to mind.
<br><br>
<<link [[Next|Dilapidated End]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"L-let's get back to preparing the shop," you say. "Before we're caught."
<<elseif $speech_attitude is "bratty">>
"Let's get back to preparing the shop," you say. "Maybe I'll find a crop myself, and it'll be your turn to be punished."
<<else>>
"Let's get back to preparing the shop," you say. "Before we're caught."
<</if>>
<br><br>
Sydney nods, but squirrels the riding crop away before returning to work.
<br><br>
<<link [[End|Dilapidated End]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"W-we shouldn't be using the toys ourselves," you say.
<<elseif $speech_attitude is "bratty">>
"Not now," you say. "I'm trying to get work done."
<<else>>
"I'm not in the mood," you say.
<</if>>
<br><br>
Sydney relaxes, nods, and puts the crop back in the crate before returning to work.
<br><br>
<<link [[Next|Dilapidated End]]>><</link>>
<br><<effects>>
You give Sydney a gentle shove. It barely moves <<him>>, but <<he>> yelps in surprise. "Hey," <<he>> says. "What was that for?"
<br>
<<if $speech_attitude is "meek">>
"Nothing," you say, leaning against the counter and sticking out your <<bottom>>. "I just wanted to annoy you. Don't you think I deserve to be punished?"
<br>
"Punished? It was only-"
<<elseif $speech_attitude is "bratty">>
"What was that for?" you repeat in a mocking tone while leaning on the counter and sticking out your <<bottom>>.
<br>
"Did I do something to upset-"
<<else>>
"Did that bother you?" you say, leaning against the counter and sticking out your <<bottom>>. "Perhaps you should get revenge."
<br>
"Revenge? Why would I-"
<</if>>
<<he>> begins, but stops when <<he>> notices your gaze on the riding crop. <<He>> takes in your posture, and realisation dawns on <<his>> face. <<He>> drops the crop and steps away. You laugh.
<br><br>
<<He>> turns away from you and returns to work, but you suspect it's to hide <<his>> blush.
<br><br>
<<link [[Next|Dilapidated End]]>><</link>>
<br><<effects>><<wearProp "anal beads">>
<<if $speech_attitude is "meek">>
"There's no need to be shy," you say, reaching for the beads yourself. "It's just a toy."
<<elseif $speech_attitude is "bratty">>
"You're not afraid of a little toy, are you?" you ask, reaching for the beads yourself.
<<else>>
"What's wrong?" you ask, reaching for the beads yourself. "There's nothing to be ashamed of."
<</if>>
You make a tight circle with your forefinger and thumb and, holding it up so Sydney can see, push the beads through the hole, one by one.
<br><br>
Sydney looks away, <<his>> face red. "Th-thank you for the demonstration," <<he>> says. "But you should put it away before you're seen." You do so before returning to work.
<br><br>
<<link [[Next|Dilapidated End]]>><</link>>
<br><<effects>>
You run your tongue over the topmost bead, and Sydney angles it towards your mouth. You part your lips, and <<he>> pushes it inside. It doesn't taste of anything at all.
<br><br>
<<if $arousal gte 10000>>
It's too much for you. <<orgasm>>
"Fascinating," <<he>> says, watching you shudder. "I didn't think it worked that way."<<llspurity>><<glust>><<npcincr Sydney purity -5>><<npcincr Sydney lust 2>>
<br><br>
<</if>>
You hear a noise from the back of the shop. Sydney throws a worried glance at the door, and puts the beads back in the crate before returning to work.
<br><br>
<<link [[Next|Dilapidated End]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I-is that hygienic?" you ask.
<<elseif $speech_attitude is "bratty">>
"I'm not putting that in my mouth," you say. Unused or not.
<<else>>
"I don't think that's hygienic," you say.
<</if>>
<br><br>
Sydney sighs. "As you wish. I'm sure they taste just fine." <<He>> returns to work.
<br><br>
<<link [[Next|Dilapidated End]]>><</link>>
<br><<effects>>
You put your hands against the wall, and stick out your <<bottom>>. "These are in the way," Sydney says, grasping the hem of your $worn.lower.name.
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
<<He>> flips it up, baring your <<undies>>.
<<else>>
<<He>> tugs it down, baring your <<undies>>.
<</if>>
<<if $worn.under_lower.type.includes("naked")>>
"Nothing underneath," <<he>> says, giving you a squeeze. "You were hoping for this."
<<else>>
<<He>> grasps your $worn.under_lower.name next, and it follows suit.
<</if>>
<br><br>
<<if playerChastity("anus")>>
<<His>> fingers brush against your $worn.genitals.name. "No use trying to remove it. I know how tough these things are. Still, it would be a shame to have you in such a position and not take advantage."
<br><br>
<<He>> crouches behind you. You feel <<his>> breath on your skin a moment before <<he>> plants a kiss. <<He>> plants another. "Hold still," <<he>> says. "Until I'm done."
<br><br>
You hear movement from the back of the shop. Sydney rises and covers you in a flash, watching the door with a wary expression. "I'll keep this for later," <<he>> says, squirrelling the beads away before returning to work.
<br><br>
<<link [[Next|Dilapidated End]]>><</link>>
<br>
<<else>>
Sydney crouches behind you. You glance back, and see <<him>> lubing the beads with <<his>> saliva.
<br><br>
<<link [[Allow|Dilapidated Beads 2]]>><<npcincr Sydney purity -2>><<npcincr Sydney lust 5>><<arousal 4000 "anus">><</link>><<gggarousal>><<set _lustincrdisplay to 1>><<lspurity>><<glust>>
<br>
<<link [[Cover your bottom|Dilapidated Beads Refuse 2]]>><</link>>
<br>
<</if>><<effects>>
Sydney pushes the tip into your <<bottom>>.
<<if $leftarm isnot "bound" or $rightarm isnot "bound">>
You cover your mouth with your hand.
<<else>>
You resist the urge to yelp.
<</if>>
<<He>> waits a moment before pushing in the next, and the next. "Do you like that?" <<he>> asks. "Do you want me to keep going?" You nod, and <<he>> pushes the rest of the beads in, one by one.
<br><br>
<<He>> pulls them out in one motion, making you shudder and moan.
<<if $arousal gte 10000>>
It's too much for you. <<orgasm>>
"Shush my sweet," <<he>> whispers. "Or we'll be heard."<<gglust>><<npcincr Sydney lust 5>>
<</if>>
<br><br>
<<He>> gives your <<bottom>> a quick squeeze. "Best cover yourself before we're caught," <<he>> says. "I'll keep these for later." <<He>> squirrels the beads away before returning to work.
<br><br>
<<link [[Next|Dilapidated End]]>><</link>>
<br><<effects>>
You cover your <<bottom>> with one hand as Sydney lines up the beads. "Need some convincing?" <<he>> asks, rising to <<his>> feet. "I won't be pushy, but I'm keeping this for later." <<He>> squirrels the beads away before returning to work.
<br><br>
<<link [[Next|Dilapidated End]]>><</link>>
<br><<effects>>
"Boo," Sydney says. "I bet I could convince you." <<He>> throws another glance a the door. "But I shan't push my luck." <<He>> drops the beads back in the crate, and returns to work.
<br><br>
<<link [[Next|Dilapidated End]]>><</link>>
<br><<effects>><<wearProp "dildo">>
<<if $speech_attitude is "meek">>
"C-can I take a look?" you ask. "I-I'm just curious."
<<elseif $speech_attitude is "bratty">>
"Give it here," you say, holding out your hand.
<<else>>
"Can I have a look?" you ask.
<</if>>
Sydney passes it to you. You hold it up to your eyes, and run your fingers over its length. "This is indeed a phallus," you say, adopting a level tone. "Very thick, and yet, a human orifice must be able to accommodate it." You nod sagely.
<br><br>
Sydney blushes as you pass it back to <<him>>, and <<he>> returns it to the crate.
<br><br>
<<link [[Next|Dilapidated End]]>><<handheldon>><</link>>
<br><<effects>>
You keep working. Sydney hesitates before putting the dildo back in the crate, and joining you.
<br><br>
<<link [[Next|Dilapidated End]]>><</link>>
<br><<effects>>
You sit on the counter. Sydney walks after you, still holding the dildo and eyeing you up. "Best keep our voices down," <<he>> whispers. "Don't want <<sydneyMum>> to suspect anything." <<He>> puts the dildo in <<his>> mouth, holding it between <<his>> teeth as <<he>> climbs onto the counter <<himself>>, pushing you onto your back.
<<promiscuity1>>
<<He>> removes the dildo from <<his>> mouth, and runs the tip over your cheek. "I wanna see how you lick," <<he>> says. "Up close."
<br><br>
<<link [[Lick it|Dilapidated Dildo Lick]]>><</link>>
<br>
<<link [[Ask Sydney to lick it|Dilapidated Dildo Sydney Lick]]>><</link>>
<br><<effects>>
You press your tongue against the dildo, and hold it there as Sydney moves it across your face. <<He>> stares into your eyes as <<he>> does. "You're getting it a bit slimy," <<he>> whispers. "Is saliva a good lubricant?" <<He>> turns the length to face you, and you lick the tip.
<br><br>
<<if $arousal gte 10000>>
Performing such an act with Sydney's weight atop you is too much. <<orgasm>>
"Well well," Sydney says. "Aren't you easy to entice. Just wait until I give you something else to lick."<<gglust>><<npcincr Sydney lust 5>>
<br><br>
<</if>>
You hear movement from the back of the shop. Sydney climbs off you, throwing a worried glance at the door. <<He>> squirrels the dildo away with a mischievous grin before returning to work.
<br><br>
<<link [[Next|Dilapidated End]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"C-could you show me how it's done?" you ask.
<<elseif $speech_attitude is "bratty">>
"What?" you ask. "Scared to lick it yourself?"
<<else>>
"How about you show me?" you say.
<</if>>
<br><br>
Sydney holds the tip of the dildo near <<his>> mouth, and gently runs it across <<his>> face, licking it from tip to base. <<He>> turns it around and repeats the process, maintaining eye contact all the while.
<br><br>
<<if $arousal gte 10000>>
<<His>> performance, combined with <<his>> body pressing down on you, is too much. <<orgasm>>
<<He>> laughs. "Just wait until I lick you," <<he>> says. "You might pass out."
<br><br>
<</if>>
You hear movement from the back of the shop. Sydney climbs off you, throwing a worried glance at the door. <<He>> squirrels the dildo away with a mischievous grin before returning to work.
<br><br>
<<link [[Next|Dilapidated End]]>><</link>>
<br>/*Unfinished and unused*/
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>><<promiscuity5>>
<<set $rescue to 1>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Dilapidated Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Dilapidated Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"We'd best get back to work, lover," <<he>> says. "I think I'll keep this toy. <<sydneyMum>> won't notice."<<glove>><<llspurity>><<lllust>><<npcincr Sydney love 1>><<npcincr Sydney lust -10>><<npcincr Sydney purity -5>>
<br><br>
<<tearful>> you climb down from the counter.
<br><br>
<<elseif $enemyhealth lte 0>>
Sydney backs away from you. "What's the matter, lover?" <<he>> coos. "Too rough for you?" <<He>> laughs.
<br><br>
<<tearful>> you climb down from the counter.
<br><br>
<<elseif $rescue is 1 and $alarm is 1>>
Sydney backs away from you. "Shush!" <<he>> says. "Or <<sydneyMum>> will hear." You hear movement from the back of the shop, and Sydney quickly returns to work.
<br><br>
<<tearful>> you climb down from the counter.
<br><br>
<<else>>
"I suppose this is a bit risky," <<he>> says, looking at the door to the back of the shop. You hear Sirris working back there. "We'll steal some time together elsewhere, shall we?"
<br><br>
<<tearful>> you climb down from the counter.
<br><br>
<</if>>
<<clothesontowel>>
<<endcombat>>
<<link [[Next|Dilapidated End]]>><<npc Sirris>><<npc Sydney 2>><</link>>
<br><<effects>>
"Do I have to ask nicely?" Sydney asks. <<He>> holds the dildo up to <<his>> face, and licks it without breaking eye contact. "Or maybe you just need convincing."
<br><br>
You hear footsteps from the back of the shop. Sydney drops the dildo back in the crate. "Maybe another time, lover."
<br><br>
<<link [[Next|Dilapidated End]]>><</link>>
<br><<effects>><<wearProp "dildo">>
<<if $speech_attitude is "meek">>
"There's nothing to be ashamed of," you say, reaching into the crate and lifting out the dildo. "See." You wave it at Sydney, and <<he>> blushes. "Or does the temple consider it profane?"
<<elseif $speech_attitude is "bratty">>
"What's the matter?" you ask, reaching into the crate and lifting out the dildo. "It's not a snake." You wave it at Sydney, and <<he>> blushes. "Does the temple forbid such profane items?"
<<else>>
"It's nothing to be afraid of," you say, reaching into the crate and lifting out the dildo. "It's just an inert object." You wave it at Sydney, and <<he>> blushes. "Or does the temple consider it profane?"
<</if>>
<br><br>
"I-it's not that," Sydney says, looking away. "Just put it back in the crate. We have lots to do."
<br><br>
<<link [[Next|Dilapidated End]]>><<handheldon>><</link>>
<br><<effects>>
"Could you help me lift this?" you say, focusing your attention elsewhere. Sydney nods, seeming relieved.
<br><br>
<<link [[Next|Dilapidated End]]>><</link>>
<br><<set $outside to 1>><<effects>><<set $lock to 200>>
You pass by an adult shop. It's currently closed.
<<if currentSkillValue('skulduggery') gte $lock>>
<span class="green">The lock looks easy to pick.</span>
<br><br>
<<link [[Pick it (0:10)|Adult Shop]]>><<pass 10>><<crimeUp 5 "trespassing">><</link>><<crime "trespassing">>
<br>
<<else>>
<span class="red">The lock looks beyond your ability to pick.</span>
<<skulduggeryrequired>>
<br><br>
<</if>><<npc "Sirris">><<person1>>
<<if !$machineBuyIntro>>
<<set $machineBuyIntro to 1>>
"Oh, so you're interested into buying one of those puppies," Sirris says. "They're not cheap. But they do offer you great mileage," <<he>> adds as <<he>> brings out a couple heavy boxes with some effort.
<br><br>
You attempt to heft the weight of one of the boxes, but find yourself unable to budge it without exerting yourself.
<br><br>
Noticing your concern, Sirris remarks: "Don't worry, I have an agreement with the manufacturer to send a box right to your address in discreet packaging once a purchase is made." You must have shown some signs of relief since you notice Sirris smile gently in response.
<br><br>
"The price stands at <<printmoney 500000>> for each individual machine. However, purchasing both models at once will only set you back by <<printmoney 750000>>," <<he>> says. "So if you're interested, just let me know and I'll notify the manufacturer to send a box to you."
<br><br>
<<else>>
"Oh, so you're back for one of these puppies," Sirris smiles. "Have you decided to buy one of them?"
<br><br>
<</if>>
<<if $money gte 500000>>
<<if $player.vaginaExist and !$machineVaginalBought>>
<<link [[Buy the machine advertised for vaginal penetration (£5000)|Adult Shop Machine Buy]]>><<set $machineVaginalBought to 1>><<set $money -= 500000>><</link>>
<<elseif $player.vaginaExist and $machineVaginalBought isnot undefined>>
You already own a vaginal machine.
<</if>>
<br>
<<if !$machineAnalBought>>
<<link [[Buy the machine advertised for anal penetration (£5000)|Adult Shop Machine Buy]]>><<set $machineAnalBought to 1>><<set $money -= 500000>><</link>>
<<else>>
You already own an anal machine.
<</if>>
<br>
<</if>>
<<if $money gte 750000 and $player.vaginaExist and !$machineVaginalBought and !$machineAnalBought>>
<<link [[Buy both machines at once (£7500)|Adult Shop Machine Buy]]>><<set $machineVaginalBought to 1>><<set $machineAnalBought to 1>><<set $money -= 750000>><</link>>
<br>
<</if>>
<<link [[Don't buy|Adult Shop]]>><<endevent>><</link>>"Excellent! Thank you for your patronage," Sirris leans forward slightly as <<he>> takes the money. "I'll go make the call."
<br><br>
<<endevent>>
<<link [[Next|Adult Shop]]>><</link>><<effects>>
<<set $location to "adult_shop">><<run statusCheck("Sydney")>>
<<if _sydneyStatus.includes("corrupt") or _sydneyStatus.includes("corruptLust")>>
Sydney's excitement pours out during the walk to Elk Street. Excitement and pride.
<<if $sydneySeen.includes("parent")>>
<<His>> <<sydneymum>> has dreamt of this for a long time, it seems. It's hard to get a word in.
<<else>>
Sirris has dreamt of this for a long time, it seems. It's hard to get a word in.
<</if>>
<br><br>
<<elseif _sydneyStatus.includes("pure") or _sydneyStatus.includes("pureLust")>>
Sydney talks little on the walk to Elk Street. "I want to be supportive," <<he>> says at one point. "But <<sydneyMum>> makes it difficult at times."
<br><br>
<<else>>
"I expect there'll be a lot of people," Sydney says. "<<sydneyMum>> hired people to hand out flyers all over town."
<br><br>
<</if>>
<<npc Sirris 2>>
<<generate3>><<generate4>><<generate5>>
You see a crowd up ahead, surrounding a shop with a purple-lit interior. "Please form an orderly queue," shouts a voice above the din. It's Sirris, raised above the crowd just inside the entrance. <<person2>><<He>> must be stood on something.
<br><br>
<<if _sydneyStatus.includes("corrupt") or _sydneyStatus.includes("corruptLust")>>
"I wonder what <<he>> has planned," Sydney says as Sirris' eyes fall on you.
<<elseif _sydneyStatus.includes("pure") or _sydneyStatus.includes("pureLust")>>
"Let's hope <<he>> isn't planning anything ungodly," Sydney sighs as Sirris' eyes fall on you.
<<else>>
"Looks like <<he>> has something planned for us," Sydney says as Sirris' eyes fall on you.
<</if>>
<br><br>
<<link [[Next|Adult Shop Opening 2]]>><</link>>
<br><<effects>>
<<npc Sydney 1>><<npc Sirris 2>>
<<run statusCheck("Sydney")>>
<<generate3>><<generate4>><<generate5>>
You see a crowd up ahead, surrounding a shop with a purple-lit interior. "Please form an orderly queue," shouts a voice above the din. It's Sirris, stood raised above the crowd just inside the entrance. <<person2>><<He>> must be stood on something.
<br><br>
<<person1>>
Sydney pushes through the crowd, heading right for you.
<<if _sydneyStatus.includes("corrupt") or _sydneyStatus.includes("corruptLust")>>
"I'm so glad you could make it!" <<he>> says, grasping your arm. "Seems <<sydneyMum>> has plans for us, but refused to tell me before you arrived."
<<elseif _sydneyStatus.includes("pure") or _sydneyStatus.includes("pureLust")>>
"I think my <<sydneymum>> will be happy to see you," <<he>> says. <<person2>>"<<He>> has plans for us, but refused to tell me before you arrived."
<<else>>
"I'm glad you could make it," <<he>> says, <<his>> tone level. "Seems <<sydneyMum>> has plans for us, but refused to tell me before you arrived."
<</if>>
<br><br>
Sirris spots you, and waves at you over the heads of the crowd.
<br><br>
<<link [[Next|Adult Shop Opening 2]]>><</link>>
<br><<effects>>
<<run statusCheck("Sydney")>>
<<person2>>
The crowd organises into something approaching a queue. You can see into the shop now. It's packed with bodies. Sirris pushes <<his>> way towards you.
<br><br>
<<if $adultshopcontribution gte 12>>
"Thank you for coming," <<he>> says. "You've helped so much already, but I have one last favour to ask you. I've hired temporary help to handle the counter and customer service, but I have something special in mind."
<<elseif $adultshopcontribution gte 1>>
"Thank you for coming," <<he>> says. "You've helped already, but I have another favour to ask you. I've hired temporary help to handle the counter and customer service, but I have something special in mind."
<<else>>
"Thank you for coming," <<he>> says. "Not to impress on you, but I have a favour to ask. I've hired temporary help to handle the counter and customer service, but I have something special in mind."
<</if>>
<br><br>
<<if _sydneyStatus.includes("corrupt") or _sydneyStatus.includes("corruptLust")>>
"There are a few items we could demonstrate," Sydney says, eyeing up a rack of whips. "Who would have considered using weapons in such a profane way!"
<<elseif _sydneyStatus.includes("pure") or _sydneyStatus.includes("pureLust")>>
"I want to be supportive," Sydney says. "But please don't ask me to do anything the temple wouldn't approve of."
<<else>>
"I want to be supportive," Sydney says. "Please don't ask me to do anything lewd though."
<</if>>
<br>
"Perish the thought!" Sirris replies. "I just want you to be part of a display. There's a bed-"
<br>
<<if _sydneyStatus.includes("corrupt") or _sydneyStatus.includes("corruptLust")>>
"A bed!" Sydney interrupts. "Delightful."
<<elseif _sydneyStatus.includes("pure") or _sydneyStatus.includes("pureLust")>>
"I don't like the sound of that," Sydney interrupts.
<<else>>
"That sounds a bit much," Sydney interrupts.
<</if>>
<br>
"I just want you to lie on it while wearing some of the sleepwear we sell. That's all."
<br>
<<person1>>
<<if _sydneyStatus.includes("corrupt") or _sydneyStatus.includes("corruptLust")>>
Sydney smiles. "I can manage that."
<<elseif _sydneyStatus.includes("pure") or _sydneyStatus.includes("pureLust")>>
Sydney shakes <<his>> head and turns to you. "I'm sorry," <<he>> says. "This is too much for me."
<<else>>
Sydney nods. "As long as the sleepwear isn't anything that would turn a priest's head."
<</if>>
<br>
Sirris faces you. "How about you?"
<br><br>
<<if _sydneyStatus.includes("corrupt") or _sydneyStatus.includes("corruptLust")>>
<<link [[Agree to help|Adult Shop Opening Corrupt]]>><<set $adultshopcontribution += 1>><<npcincr Sirris love 10>><</link>><<ggglove>>
<br>
<<elseif _sydneyStatus.includes("pure") or _sydneyStatus.includes("pureLust")>>
<<link [[Agree to help|Adult Shop Opening Pure]]>><<set $adultshopcontribution += 1>><<npcincr Sirris love 10>><</link>><<ggglove>>
<br>
<<else>>
<<link [[Agree to help|Adult Shop Opening Neutral]]>><<set $adultshopcontribution += 1>><<npcincr Sirris love 10>><</link>><<ggglove>>
<br>
<</if>>
<<link [[Refuse|Adult Shop Opening Refuse]]>><</link>>
<br><<effects>>
<<run statusCheck("Sydney")>>
<<person2>>
"That's fine," Sirris says, failing to hide <<his>> disappointment. "I hope you enjoy yourself regardless! Sydney, follow me to your uniform."
<br><br>
<<person1>>
<<if _sydneyStatus.includes("corrupt") or _sydneyStatus.includes("corruptLust")>>
"It would be more fun with you," Sydney shrugs. "But I won't complain about getting a whole bed to myself." <<He>> follows Sirris into the shop, pushing past the many patrons.
<<elseif _sydneyStatus.includes("pure") or _sydneyStatus.includes("pureLust")>>
"We'll stay together if you like," Sydney says. "Maybe make sure this queue doesn't deteriorate."
<<else>>
"Not sure if it'll be more or less embarrassing lying on the bed alone," Sydney shrugs. "It'll be over before I know it, I'm sure."
<</if>>
<br><br>
<<link [[Next|Adult Shop Opening Refuse 2]]>><</link>>
<br><<effects>>
<<run statusCheck("Sydney")>>
<<pass 50>>
<<person1>>
<<if _sydneyStatus.includes("corrupt") or _sydneyStatus.includes("corruptLust")>>
You push your way into the shop. It's usually quite spacious, but the space between each row of shelves is packed with people examining the merchandise. Sydney soon emerges, wearing babydoll lingerie. <<He>> pulls off the look, reclining on one elbow and examining the crowd with a relaxed expression. Several patrons try flirting with <<him>>. <<He>> belittles them until they stop.
<<elseif _sydneyStatus.includes("pure") or _sydneyStatus.includes("pureLust")>>
You help Sydney keep order outside.
<<if $awareness gte 200>>
You suggest making use of one of the whips on display, but <<he>> isn't interested. "That might be a sin," <<he>> says.
<<else>>
<<He>> isn't keen on going inside. "The temple is unsure of this sort of thing for a reason," <<he>> says.
<</if>>
<<He>> manages to protect the cohesion of the queue until the last customers enter.
<<else>>
You push your way into the shop. It's usually quite spacious, but each row of shelves is packed with people examining the merchandise. Sydney soon emerges, wearing a cowprint onesie. Less coquettish than the most of the clothes for sale. Several patrons try flirting with <<him>>, but <<he>> refuses to interact.
<</if>>
<br><br>
<<person2>>
You hear a shout above the patrons' murmuring. "Thank you all for coming." It's Sirris, stood on a platform once more. Many of the customers remained just outside after purchasing their goods. They now crowd again around the windows.
<br><br>
<<if _sydneyStatus.includes("corrupt") or _sydneyStatus.includes("corruptLust")>>
Sydney arrives at your side, still wearing the babydoll. "I'd like to give a special thanks to our model here. Could I have a round of applause?" A few whistles punctuate the claps. Sydney gives a theatric curtsy.
<<elseif _sydneyStatus.includes("pure") or _sydneyStatus.includes("pureLust")>>
Sydney presses closer to you.
<<else>>
Sydney arrives at your side, still wearing the cowprint onesie. "I'd like to give a special thanks to our model here. Could I have a round of applause?" A few cheers punctuate the claps. Sydney gives an awkward bow.
<</if>>
<br><br>
"I hope you enjoyed yourselves," Sirris continues. "We're open six days a week, and shut at <<ampm 21 00>>. I hope to see you again!"
<br><br>
<<link [[Next|Adult Shop Opening Refuse 3]]>><</link>>
<br><<effects>>
<<run statusCheck("Sydney")>>
<<person1>>
The event is over, but the shop remains open.
<<if _sydneyStatus.includes("corrupt") or _sydneyStatus.includes("corruptLust")>>
Sydney disappears into the back room, and emerges dressed in <<his>> usual clothing. "Gonna stay and help out," <<he>> says. "Put my library experience to use. I bet <<sydneymum>> would be honoured to have you too, but I don't want to presume."
<<elseif _sydneyStatus.includes("pure") or _sydneyStatus.includes("pureLust")>>
"I should stay and help my <<sydneymum>>," <<he>> says. "This means a lot to <<nnpc_him "Sirris">>, and I've some experience from the library."
<<else>>
Sydney disappears into the back room, and emerges dressed in <<his>> usual clothing. "Gonna stay and help out," <<he>> says. "I've some experience from the library, so I might be useful."
<</if>>
<br><br>
<<if $adultshopcontribution>>
<<earnFeat "Opened Pandoras Box">>
<<if $adultshopcontribution gte 12>>
<<earnFeat "Opened Pandoras Cocks">>
<</if>>
<</if>>
<<link [[Next|Adult Shop]]>><<unlockAdultShop>><<endevent>><</link>>
<br>
/*pure opening*/<<effects>>
<<run statusCheck("Sydney")>>
<<person2>>
Sirris pushes through the throng, and you follow behind. <<He>> takes you behind the counter, and into the back room.
<br><br>
It's a workshop, you think. Arcane gizmos cover the surfaces, and jumbles of spare parts litter the floor. There's an old cylindrical boiler at the back, but the pipes have been rerouted through a vibrating machine, spotted with blue lights.
<br><br>
"Excuse the clutter," Sirris says. "This is just the only place here where you can get some privacy. Here." <<He>> hands you a couple of bundles of fabric. One is a <span class="lblue">cowprint onesie,</span> the other a set of <span class="purple">babydoll lingerie</span>.
<br><br>
"I'd like to advertise the babydoll, but I understand if you don't. The onesie is cute too. I'll leave it up to you." <<He>> shuts the door behind <<him>>.
<br><br>
<<link [[Wear the onesie|Adult Shop Opening Pure Onesie]]>><</link>>
<br>
<<if $worn.under_lower.type.includes("naked")>>
<<if hasSexStat("exhibitionism", 4)>>
<<link [[Wear the babydoll|Adult Shop Opening Pure Babydoll]]>><<set $phase to 1>><</link>><<exhibitionist4>>
<<else>>
<<insufficientStat "exhibitionism" "to wear the babydoll">> It's quite sheer, and you're not wearing underwear!
<br>
<</if>>
<<else>>
<<if hasSexStat("exhibitionism", 2)>>
<<link [[Wear the babydoll|Adult Shop Opening Pure Babydoll]]>><<set $phase to 0>><</link>><<exhibitionist2>>
<<else>>
<<insufficientStat "exhibitionism" "to wear the babydoll">> It's very sheer, and people will see your $worn.under_lower.name!
<br>
<</if>>
<</if>><<effects>>
<<undressmid "adult shop opening">>
<<upperwear 89>>
You undress, and step into the onesie. It's snug. It'll be a bit odd to wear in public, but these are unusual circumstances.
<br><br>
You emerge from the back room. People don't pay you much attention at first, though Sydney does. <<person1>><<He>> smothers a smirk. You don't look that silly, surely!
<br><br>
Patrons notice as you walk to the bed. You lie atop it.
<br><br>
"Are you for sale?" a <<person3>><<person>> chuckles.
<br><br>
<<if hasSexStat("promiscuity", 4)>>
<<link [[Yes|Adult Shop Opening Pure 2]]>><<set $phase to 2>><</link>><<promiscuous4>>
<br>
<</if>>
<<link [[Flirt|Adult Shop Opening Pure 2]]>><<set $phase to 1>><</link>><<promiscuous1>>
<br>
<<link [[No|Adult Shop Opening Pure 2]]>><<set $phase to 0>><</link>>
<br><<effects>>
<<undressmid "adult shop opening">>
<<upperwear 18>>
You undress, and pull the babydoll over your head. It's see-through and short, but you can tug it over your <<undies>>, and the dim purple light on the shop floor shouldn't reveal much.
<<if $phase is 1>>
<<exhibitionism4>>
<<else>>
<<exhibitionism2>>
<</if>>
You emerge from the back room, and draw attention at once. You see Sydney organising the queue outside, and catch <<person1>><<his>> eye. <<He>> looks away and blushes.
<br><br>
You walk over to the bed, positioned in the middle of the main floor, and lie atop it.
<br><br>
"Are you for sale?" a <<person3>><<person>> chuckles.
<br><br>
<<if hasSexStat("promiscuity", 4)>>
<<link [[Yes|Adult Shop Opening Pure 2]]>><<set $phase to 2>><</link>><<promiscuous4>>
<br>
<</if>>
<<link [[Flirt|Adult Shop Opening Pure 2]]>><<set $phase to 1>><</link>><<promiscuous1>>
<br>
<<link [[No|Adult Shop Opening Pure 2]]>><<set $phase to 0>><</link>>
<br><<effects>>
<<if $phase is 2>>
<<if $speech_attitude is "meek">>
"H-how much am I worth?" you enquire.
<<elseif $speech_attitude is "bratty">>
"You couldn't afford me," you say with a dismissive glance.
<<else>>
"What are you offering?" you ask.
<</if>>
<<promiscuity4>>
The <<person3>><<person>> reaches into <<his>> wallet, but is interrupted by an observant Sirris. "None of that funny business here," <<person2>><<he>> says. "Out you go."
<br><br>
The <<person3>><<person>> grumbles, but does as told.
<br><br>
<<elseif $phase is 1>>
<<if $speech_attitude is "meek">>
"A-am I attractive?" you ask. "Am I modelling this okay?"
<<elseif $speech_attitude is "bratty">>
"Best watch your mouth," you purr. "I've got something for you to choke on."
<<else>>
"Oh you!" you giggle.
<</if>>
<<promiscuity1>>
Other patrons try their luck, and you respond with similarly bawdy words.
<br><br>
<<else>>
<<if $speech_attitude is "meek">>
"I should focus on modelling," you say. "That's why I'm here."
<<elseif $speech_attitude is "bratty">>
"Watch your mouth," you say. "Or I'll report you for harassment."
<<else>>
"I'm working," you say, matter-of-factly.
<</if>>
<br><br>
You can tell the <<person>> wants to keep talking, but <<he>> manages to keep it to <<himself>>.
<br><br>
<</if>>
<<link [[Next|Adult Shop Opening Pure 3]]>><</link>>
<br><<effects>>
<<pass 50>>
You lie on the bed and watch the patrons and staff. Looks like Sirris is doing good business. <<person2>><<He>> bounces this way and that, stopping to help customers with information, and constantly looking around for where best to assist next. <<He>> looks haggard, but happy.
<br><br>
You finally see where Sydney gets it from. In this moment, you truly see an older Sydney in Sirris. You let yourself smile at the thought.
<br><br>
Sydney enters the shop, and walks your way. The queue has emptied into the shop. There's still a crowd outside, but they seem to be people who have already explored the shop's interior.
<br><br>
<<person1>>
"Can I get you anything?" <<he>> asks. "A glass of water, or a biscuit? I know where the cookies are hidden."
<br><br>
<<link [[Ask for refreshments|Adult Shop Opening Pure Refresh]]>><<stress -6>><</link>><<lstress>>
<br>
<<link [[Say you're fine|Adult Shop Opening Pure Fine]]>><</link>>
<br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Pull onto bed|Adult Shop Opening Pure Bed]]>><<npcincr Sydney love -1>><<npcincr Sydney purity -2>><</link>><<promiscuous2>><<dancedifficulty 1 800>><<llove>><<lspurity>>
<br>
<<else>>
<<insufficientStat "promiscuity" "to pull Sydney onto the bed">>
<</if>><<effects>><<wearProp "cookie">>
Sydney returns with a glass of water and a couple of cookies. <<He>> stays to chat. You're careful not to get crumbs on Sirris' pristine bed.
<br><br>
<<link [[Next|Adult Shop Opening End]]>><<handheldon>><</link>>
<br><<effects>>
Sydney nods. "I think the opening event is nearly over," <<he>> says. "Mind if I stay and chat for a minute?"
<br><br>
<<link [[Next|Adult Shop Opening End]]>><</link>>
<br><<effects>>
You lunge forward, reaching for Sydney's waist.
<<if $danceSuccess>>
<<His>> eyes flash with awareness, <span class="green">but you're too quick.</span> Laughing, you pull <<him>> on top of you.
<br><br>
The audience laughs with you. Many reach for phones and cameras. Sydney is less amused. "What's the matter with you?!" <<he>> asks. "Let go!"<<glust>><<npcincr Sydney lust 5>>
<br><br>
<<link [[Let go|Adult Shop Opening Pure Let]]>><<npcincr Sydney love 1>><</link>><<glove>>
<br>
<<link [[Refuse|Adult Shop Opening Pure Hold]]>><<npcincr Sydney lust 5>><</link>><<glust>>
<br>
<<if $sydneyromance is 1>>
<<link [[Kiss|Adult Shop Opening Pure Kiss]]>><<npcincr Sydney love 5>><</link>><<gglove>><<kissvirginitywarning>>
<br>
<</if>>
<<else>>
<<His>> eyes flash with awareness, <span class="red">and <<he>> steps out of your grasp.</span><<promiscuity2>>
"Oh no you don't," <<he>> says. "Don't take my humility for weakness. Others have learned how big a mistake that is." <<His>> stance softens. "I'm sorry. You made me jump, that's all."
<br><br>
<<link [[Next|Adult Shop Opening End]]>><</link>>
<br>
<</if>><<effects>>
You release Sydney. <<He>> rolls off the bed and smooths <<his>> clothes. "That was rude," <<he>> says. "You can forget about the biscuit!" <<He>> marches away.
<br><br>
<<link [[Next|Adult Shop Opening End]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"But the customers like it," you say. "Look. I bet this is getting Sirris lots of custom."
<<elseif $speech_attitude is "bratty">>
"Quit whining," you say. "The customers like it. You want Sirris to have lots of custom, right?"
<<else>>
"The customers like it," you say. "Look. I bet this is getting Sirris lots of custom."
<</if>>
<br>
"Don't try to guilt me," Sydney says. "I get enough of that at the tem-" <<He>> catches <<himself>>, and puts a hand over <<his>> mouth. "I'm sorry, I shouldn't say such things."
<br>
<<if $speech_attitude is "meek">>
"Could you join me for just a few minutes?"
<<elseif $speech_attitude is "bratty">>
"Come on. It'll only be a few minutes."
<<else>>
"Would you join me for just a few minutes?"
<</if>>
<br><br>
Sydney reluctantly nods. You release <<him>>, and <<he>> rolls onto <<his>> back. <<He>> attracts a lot of attention. Your outfit is more appropriate than <<his>>, but the customers don't seem to mind.
<br><br>
<<link [[Next|Adult Shop Opening End]]>><</link>>
<br><<effects>>
You lean forward, eyes closed and mouth agape, and steal a kiss. Sydney melts in your arms, forgetting where <<he>> is for just a moment.<<takeKissVirginity "Sydney" `($sydneyromance is 1?"loveInterest":"romantic")`>><<npcincr Sydney lust 1>><<glust>>
<br><br>
The audience's cheer brings <<him>> back to reality. <<if _npcKissVirginTemp>>"That was my first kiss," <<he>> says. "I'm happy it was you." <</if>><<He>> pulls you close in an embrace. "I'm still angry though!"
<br><br>
You lie on the bed together for a few minutes. Sydney draws a lot of attention, despite not being dressed for the role.
<br><br>
<<link [[Next|Adult Shop Opening End]]>><</link>>
<br>
/*neutral opening*/<<effects>>
<<run statusCheck("Sydney")>>
<<person2>>
Sirris pushes through the throng. Sydney and you follow close behind. <<He>> takes you behind the counter, and into the back room.
<br><br>
It's a workshop, you think. Arcane gizmos cover the surfaces, and jumbles of spare parts litter the floor. There's an old cylindrical boiler at the back, but the pipes have been rerouted through a vibrating machine, spotted with blue lights.
<br><br>
"Excuse the clutter," Sirris says. "This is just the only place here where you can get some privacy. Here." <<He>> hands you a couple of bundles of fabric. One is a <span class="lblue">cowprint onesie,</span> the other a <span class="purple">babydoll lingerie</span>.
<br><br>
"You can find your own Syd. I'd like to advertise the babydoll, but I understand if you don't. The onesie is cute too. I'll leave it up to you." <<He>> shuts the door behind <<him>>.
<br><br>
<<person1>>
"I can't believe the audacity!" Sydney says when Sirris is gone. "Handing you that slip of fabric. I'll get the other onesie."
<br><br>
<<link [[Wear the onesie|Adult Shop Opening Neutral Onesie]]>><</link>>
<br>
<<if $worn.under_lower.type.includes("naked")>>
<<if hasSexStat("exhibitionism", 4)>>
<<link [[Wear the babydoll|Adult Shop Opening Neutral Babydoll]]>><<set $phase to 1>><</link>><<exhibitionist4>>
<<else>>
<<insufficientStat "exhibitionism" "to wear the babydoll">> It's quite sheer, and you're not wearing underwear!
<br>
<</if>>
<<else>>
<<if hasSexStat("exhibitionism", 2)>>
<<link [[Wear the babydoll|Adult Shop Opening Neutral Babydoll]]>><<set $phase to 0>><</link>><<exhibitionist2>>
<<else>>
<<insufficientStat "exhibitionism" "to wear the babydoll">> It's very sheer, and people will see your $worn.under_lower.name!
<br>
<</if>>
<</if>><<effects>>
<<run statusCheck("Sydney")>>
<<undressmid "adult shop opening">>
<<upperwear 89>>
Sydney dresses behind the boiler. "Let me know when it's safe to come out," <<he>> says. You remove your clothing, and step into the onesie.
<br>
"You can come out," you say.
<br>
Sydney does so, wearing a matching cowprint onesie. "This is going to be so embarrassing," <<he>> says. "I'm glad I'm not doing it alone."
<br><br>
Together, you exit the back room, and walk out into the shop proper.
<br><br>
<<link [[Next|Adult Shop Opening Neutral Onesie 2]]>><</link>>
<br><<effects>>
<<run statusCheck("Sydney")>>
People don't notice you at first. Few can even see you through the crowd. You attract some looks as your make your way to the bed. It's sat in the middle of the floor, surrounded by open space.
<br><br>
Sydney climbs onto the bed, and crawls to the other side. You climb on after <<him>>, and the pair of you lie on your backs with your heads resting on tall stacks of pillows.
<br><br>
"So we just lie here?" Sydney asks. "I guess we should answer questions. You know, this could be comfy if not for all the people around."
<br><br>
"Why, aren't you two the cutest!" says a <<person3>><<person>>. You've attracted a lot of attention now. "Can I take a picture?" Others murmur in support of the question. Sydney looks unsure.
<br><br>
<<link [[Allow pictures|Adult Shop Opening Neutral Pictures]]>><<famemodel 50>><<if playerBellyVisible()>><<famepregnancy `Math.ceil(playerBellySize() / 10)`>><</if>><</link>>
<br>
<<link [[Refuse pictures|Adult Shop Opening Neutral Refuse]]>><</link>>
<br><<effects>>
<<run statusCheck("Sydney")>>
<<if $speech_attitude is "meek">>
"Y-you can take pictures if you like," you say.
<<elseif $speech_attitude is "bratty">>
"Go ahead," you say. "Just make it quick. There's a queue."
<<else>>
"If you like," you say.
<</if>>
People reach for their phones and cameras. The <<person>> smiles gratefully.
<br><br>
Sydney looks uncomfortable at first, but soon grows used to it. That is, until a <<person4>><<person>> leers over <<his>> phone. "You gonna demonstrate toys for us?" <<he>> asks.
<br><br>
<<person1>>
Sydney instinctively reaches for <<his>> crucifix, but it's hidden in <<his>> onesie. "A-absolutely not! Get out, right this instant!" The <<person4>><<person>> sulks like a toddler, but does as Sydney instructs.
<br><br>
<<link [[Next|Adult Shop Opening Neutral 2]]>><</link>>
<br><<effects>>
<<run statusCheck("Sydney")>>
You shake your head.
<<if $speech_attitude is "meek">>
"I-I'm really sorry," you say. "But no photos please."
<<elseif $speech_attitude is "bratty">>
"No photographs allowed," you say. "Anyone who tries gets removed."
<<else>>
"No photos I'm afraid," you say. "But you can look all you like."
<</if>>
<br><br>
There's a murmur of disappointment, but Sydney seems relieved. That is until <<person4>><<person>> leans on the bedframe. "You gonna demonstrate toys for us?" <<he>> asks.
<br><br>
<<person1>>Sydney instinctively reaches for <<his>> crucifix, but it's hidden in <<his>> onesie. "A-absolutely not! Get out, right this instant!" The <<person4>><<person>> sulks like a toddler, but does as Sydney instructs.
<br><br>
<<link [[Next|Adult Shop Opening Neutral 2]]>><</link>>
<br><<effects>>
<<run statusCheck("Sydney")>>
<<undressmid "adult shop opening">>
<<upperwear 18>>
Sydney dresses behind the boiler. "Let me know when it's safe to come out," <<he>> says. You remove your clothing, and pull the babydoll over your head.
<br>
"You can come out," you say.
<br>
Sydney does so, covered by a cowprint onesie from head to toe. "This is-" <<he>> begins, but freezes in place when <<he>> sees you. "You're actually gonna wear that?!" <<He>> averts <<his>> eyes. "I can almost see through it!"
<br>
"It'll be fine in the shop," you say. "The lighting is dim."
<br>
Sydney shakes <<his>> head. "If you say so. We'll make a funny-looking pair."
<<if $phase is 1>>
<<exhibitionism4>>
<<else>>
<<exhibitionism2>>
<</if>>
<<link [[Next|Adult Shop Opening Neutral Babydoll 2]]>><</link>>
<br><<effects>>
<<run statusCheck("Sydney")>>
You draw attention at once. Mostly you in your babydoll, but Sydney gets a fair few looks as well. You make your way over to the bed in the middle of the room, drawing more eyes as you push through the crowd.
<br><br>
You climb onto the bed, and crawl to the other side. Sydney follows you on. "So we just lie here?" <<he>> asks. "I guess we can answer the customers' questions."
<br><br>
"Why aren't you a cutie," says a <<person3>><<person>>, addressing Sydney. "Do you mind if I take some pictures?" Sydney looks unsure.
<br><br>
<<link [[Allow pictures|Adult Shop Opening Neutral Pictures]]>><<famemodel 50>><<if playerBellyVisible()>><<famepregnancy `Math.ceil(playerBellySize() / 10)`>><</if>><</link>>
<br>
<<link [[Refuse pictures|Adult Shop Opening Neutral Refuse]]>><</link>>
<br><<effects>>
<<run statusCheck("Sydney")>>
The last of the queue outside filters in. There's still a crowd outside, but made up of people who have finished within. Some are comparing purchases. Sirris walks by, and smiles at the sight of you.
<br><br>
<<person2>>
<<if $worn.upper.name is "babydoll">>
"Thank you for wearing the babydoll," <<he>> says. "They've been selling well, and now I know why."
<br>
<<person1>>"You shouldn't ask your students to wear such a thing!" Sydney replies.
<br>
"There's nothing wrong with 'such a thing'," Sirris says. "The temple-"
<br>
"The temple isn't saying it. I am."
<br>
Sirris opens <<person2>><<his>> mouth to reply, but is interrupted by a crash from the corner of the shop. <<He>> hurries over to investigate.
<br><br>
<<else>>
"You make a good couple!" <<he>> says.
<br>
<<person1>>
<<if $sydneyromance is 1>>
Sydney blushes.
<<else>>
Sydney looks away, <<his>> face reddening.
<</if>>
"Thank you for helping me. The event is going really well." <<Hes>> interrupted by a crash from the corner of the shop, and rushes over to investigate.
<br><br>
<</if>>
<<if $sydneyromance is 1>>
<<person1>>Sydney turns <<his>> head, but doesn't say anything. <<He>> just gazes at you.
<br><br>
<<link [[Kiss|Adult Shop Opening Neutral Kiss]]>><<npcincr Sydney love 5>><</link>><<gglove>><<kissvirginitywarning>>
<br>
<<link [[Just smile|Adult Shop Opening Neutral Smile]]>><</link>>
<br>
<<else>>
<<link [[Next|Adult Shop Opening End]]>><</link>>
<br>
<</if>><<effects>>
You lean forward, eyes closed and mouth agape. Sydney's lips meet yours. <<He>> gently moans, and you melt in each others arms.<<takeKissVirginity "Sydney" `($sydneyromance is 1?"loveInterest":"romantic")`>><<npcincr Sydney lust 1>><<glust>>
<br><br>
You pull away, and gaze at each other for a moment. <<if _npcKissVirginTemp>><<He>> giggles. "That was my first kiss. I'm so happy that it was you."<</if>> <<He>> comes back to reality, and notices a few people gawking. "Excuse me, this is a private moment. Do you mind?"
<br><br>
<<link [[Next|Adult Shop Opening End]]>><</link>>
<br><<effects>>
You smile, and Sydney smiles back. "This is a silly situation," <<he>> says. "But I enjoyed it because of you."
<br><br>
<<link [[Next|Adult Shop Opening End]]>><</link>>
<br>
/*corrupt opening*/<<effects>>
<<run statusCheck("Sydney")>>
<<person2>>
Sirris pushes through the throng. Sydney and you follow close behind. <<He>> takes you behind the counter, and into the back room.
<br><br>
It's a workshop, you think. Arcane gizmos cover the surfaces, and jumbles of spare parts litter the floor. There's an old cylindrical boiler at the back, but the pipes have been rerouted through a vibrating machine, spotted with blue lights.
<br><br>
"Excuse the clutter," Sirris says. "This is just the only place here where you can get some privacy. Here." <<He>> hands you a couple of bundles of fabric. One is a <span class="lblue">cowprint onesie,</span> the other a <span class="purple">babydoll lingerie</span>.
<br><br>
"You can find your own Syd. I'd like to advertise the babydoll, but I understand if you don't. The onesie is cute too. I'll leave it up to you." <<He>> shuts the door behind <<him>>.
<br><br>
<<person1>>
"That's awfully sheer," Sydney says when Sirris is gone. "That slip of fabric. I can't wait to get in mine."
<br><br>
<<link [[Wear the onesie|Adult Shop Opening Corrupt Onesie]]>><</link>>
<br>
<<if $worn.under_lower.type.includes("naked")>>
<<if hasSexStat("exhibitionism", 4)>>
<<link [[Wear the babydoll|Adult Shop Opening Corrupt Babydoll]]>><<set $phase to 1>><</link>><<exhibitionist4>>
<<else>>
<<insufficientStat "exhibitionism" "to wear the babydoll">> It's quite sheer, and you're not wearing underwear!
<br>
<</if>>
<<else>>
<<if hasSexStat("exhibitionism", 2)>>
<<link [[Wear the babydoll|Adult Shop Opening Corrupt Babydoll]]>><<set $phase to 0>><</link>><<exhibitionist2>>
<<else>>
<<insufficientStat "exhibitionism" "to wear the babydoll">> It's very sheer, and people will see your $worn.under_lower.name!
<br>
<</if>>
<</if>><<effects>>
<<undressmid "adult shop opening">>
<<upperwear 89>>
Sydney disappears behind the boiler. "Let me know when I can emerge," <<he>> says. <<He>> hangs <<his>> clothes on a pipe above as <<he>> undresses.
<br><br>
You undress yourself, and step into the onesie. "You can come out now."
<br><br>
Sydney does so. <<He>> wasn't lying. <<Hes>> really wearing the babydoll. <<He>> tugs the skirt a bit lower. You can almost see through the thin material. "How do I look?" <<he>> asks.
<br><br>
<<if $pronoun is "m">>
You think <<he>> would come across as a girl to people who didn't know better.
<<else>>
The look suits <<him>>.
<</if>>
<br><br>
<<link [[Say <<he>> looks good|Adult Shop Opening Corrupt Onesie Compliment]]>><<npcincr Sydney love 1>><</link>><<glove>>
<br>
<<link [[Ask if <<he>> is sure about this|Adult Shop Opening Corrupt Onesie Ask]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"A-are you sure you want to wear this?" you ask.
<<elseif $speech_attitude is "bratty">>
"Bold of you to dress like this," you say.
<<else>>
"Are you sure you want to dress like this?" you ask.
<</if>>
<br><br>
"Don't worry. The light in the main room is so dim. I just need to make sure I keep the skirt down."
<br><br>
Together, you walk out into the main room.
<br><br>
<<link [[Next|Adult Shop Opening Corrupt Onesie 2]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"Y-you look very pretty," you say.
<<elseif $speech_attitude is "bratty">>
"You don't look bad," you say.
<<else>>
"You look good," you say.
<</if>>
<br><br>
Sydney twirls. "Thank you," <<he>> says. "You look cute. We're going to make quite the pair." <<He>> takes your arm, and together you walk into the main room.
<br><br>
<<link [[Next|Adult Shop Opening Corrupt Onesie 2]]>><</link>>
<br><<effects>>
You draw a few eyes, but not as many as Sydney. You pick up more gawkers as you walk through the crowd. Sydney climbs onto the bed, all but pulling you after <<him>>. You lie down beside <<him>>.
<br><br>
"So we just lie here," <<he>> says. <<He>> ignores the circle of onlookers. "I guess we could answer customers' questions."
<br><br>
"So are you two gonna demonstrate the toys or what?" asks a <<person3>><<person>>.
<br><br>
Sydney fixes <<him>> with a level stare. "How disrespectful," <<person1>><<he>> says. "Get out, before I call security."
<br><br>
You haven't seen any security, but the <<person3>><<person>> does as told.
<br><br>
<<link [[Next|Adult Shop Opening Corrupt 2]]>><</link>>
<br><<effects>>
<<undressmid "adult shop opening">>
<<upperwear 18>>
Sydney disappears behind the boiler. "Let me know when I can emerge," <<he>> says. <<He>> hangs <<his>> clothes on a pipe above as <<he>> undresses.
<br><br>
You undress yourself, and pull the babydoll over your head. "You can come out now."
<br><br>
Sydney does so. <<He>> wasn't lying. <<Hes>> really wearing the babydoll. <<He>> tugs the skirt a bit lower. You can almost see through the thin material. "How do I look?" <<he>> asks.
<br><br>
<<if $pronoun is "m">>
You think <<he>> would appear to be a girl to people who didn't know better.
<<else>>
It suits <<him>>.
<</if>>
<br><br>
<<link [[Say <<he>> looks good|Adult Shop Opening Corrupt Babydoll Compliment]]>><<npcincr Sydney love 1>><</link>><<glove>>
<br>
<<link [[Ask if <<he>> is sure about this|Adult Shop Opening Corrupt Babydoll Ask]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"A-are you sure you want to wear this?" you ask.
<<elseif $speech_attitude is "bratty">>
"Bold of you to dress like this," you say.
<<else>>
"Are you sure you want to dress like this?" you ask.
<</if>>
<br><br>
Sydney laughs. "They won't see anything in the dim light. Just need to make sure this skirt's tugged low enough."
<<if $worn.upper.name is "babydoll">>
<<His>> eyes flick over your own outfit. "Besides, we'll be able to look after each other."
<</if>>
<<He>> takes your arm, and together you walk out into the main room.
<br><br>
<<link [[Next|Adult Shop Opening Corrupt Babydoll 2]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"Y-you look very pretty," you say.
<<elseif $speech_attitude is "bratty">>
"You don't look bad," you say.
<<else>>
"You look good," you say.
<</if>>
<br><br>
Sydney twirls. "Thank you!" <<He>> looks at your outfit. "You don't look bad yourself. Come on, let's knock 'em dead."
<br><br>
<<He>> takes your arm, and together you walk out into the main room.
<br><br>
<<link [[Next|Adult Shop Opening Corrupt Babydoll 2]]>><</link>>
<br><<effects>>
You draw attention at once. Most customers can't see you through the crowd, but they soon become aware there's something worth seeing. They part to let you through. Sydney crawls onto the bed, all but pulling you after <<him>>.
<br><br>
You lie side by side, surrounded on all sides by an audience. Sydney pays them no mind. "So we just lie here?" <<He>> tugs <<his>> babydoll further between <<his>> thighs. "I guess we should answer customers' questions."
<br><br>
"I've got a question for you," a <<person3>><<person>> interjects. "When are you gonna test these toys on each other?"
<br><br>
<<person1>>
Sydney's demeanor shifts at once. "How rude," <<he>> says. "Either clean up your act, or get out." The <<person3>><<person>> decides against arguing.
<br><br>
<<link [[Next|Adult Shop Opening Corrupt 2]]>><</link>>
<br><<effects>>
<<npc Niki 6>>
You lie beside Sydney. The crowd returns to their browsing, but there are always more eager to look at the display piece in the centre.
<br><br>
Sirris claps <<person2>><<his>> hands when <<he>> sees you. "You both look wonderful!" <<he>> says. A <<person6>>young <<nnpc_gender "Niki">> follows behind, a white stick poking out of <<his>> mouth.
<<if !$nikiSeen.length>>
"This is Niki," Sirris continues. "A photographer who works nearby." Niki acknowledges Sydney and you with a nod.
<br><br>
<<elseif $nikiSeen.includes("farm")>>
<span class="red">It's Niki,</span> the photographer from Remy's farm. <<He>> looks alarmed to see you. "This is Niki," Sirris continues. "A photographer who works nearby." <<gtrauma>><<trauma 6>>
<br><br>
Your thoughts take you back to the farm.
<br><br>
A voice breaks you from the rumination. "Hey!" It's Sydney. "Are you alright? You zoned out for a moment. Come on, we have to smile for the camera."
<br><br>
<<else>>
It's Niki, the photographer. <<He>> acknowledges you with a nod. "This is Niki," Sirris continues. "A photographer who works nearby."
<br><br>
<</if>>
<<link [[Next|Adult Shop Opening Corrupt Niki]]>><<famemodel 50>><<if playerBellyVisible()>><<famepregnancy `Math.ceil(playerBellySize() / 10)`>><</if>><</link>>
<br>
<<set $nikiSeen.pushUnique("adult_shop_opening")>><<effects>>
You and Sydney smile for the camera while Niki snaps pictures from different angles. <<He>> asks you to adopt various poses.
<<if $worn.upper.name is "babydoll">>
Some of them make it difficult to keep your <<undies>> concealed beneath your short skirt. Sydney has a similar problem, but takes it in stride.
<<else>>
Sydney has trouble keeping their skirt tugged low enough.
<</if>>
"Don't worry," Niki says. "If I catch a glimpse of anything I shouldn't, I'll edit it out." Sydney blushes.
<br><br>
<<person1>>
For the final pose, Niki asks you to kneel and grasp each other's hands, leaning into each other with your heads turned to face the camera. Sydney takes to it with gusto, so much <<he>> almost pushes you over.
<<takeHandholdingVirginity "Sydney" "romantic">>
<br><br>
<<if $sydneyromance is 1>>
<<link [[Kiss|Adult Shop Opening Corrupt Niki Kiss]]>><<famemodel 50>><</link>><<gglove>><<kissvirginitywarning>>
<br>
<<link [[Just pose|Adult Shop Opening Corrupt Niki 2]]>><</link>>
<br>
<<else>>
<<link [[Next|Adult Shop Opening Corrupt Niki 2]]>><</link>>
<br>
<</if>><<effects>>
You lean forward, eyes closed and mouth agape. Sydney's lips meet yours. <<He>> gently moans, and you barely notice the cheering audience, the click of Niki's camera, or Sirris' astonished gasp.<<takeKissVirginity "Sydney" `($sydneyromance is 1?"loveInterest":"romantic")`>><<npcincr Sydney lust 1>><<glust>>
<br><br>
You pull away, and gaze at each other for a moment. <<if _npcKissVirginTemp>><<He>> giggles. "That was my first kiss. I'm so happy that it was you."<</if>> Niki circles the bed, capturing as much of the moment as <<person6>><<he>> can.
<br><br>
<<link [[Next|Adult Shop Opening Corrupt Niki 2]]>><</link>>
<br><<effects>>
"Should do it," Niki says. <<person6>><<He>> removes the stick from <<his>> mouth, and replaces it with a lollipop from <<his>> pocket.
<br>
"Wonderful!" Sirris says. "I can't wait to see them..." The pair walk away, leaving you and Sydney on the bed.
<br><br>
<<person1>>
"You're a natural," Sydney says. "Have you considered becoming a professional model? I'm serious!"
<br><br>
<<link [[Next|Adult Shop Opening Corrupt 3]]>><</link>>
<br><<effects>>
The last of the queue filter in, but there's still a crowd outside. People stand in groups, showing off their sex toys. Everyone inside the shop spends at least a few moments watching Sydney and you.
<br><br>
<<person2>>
Sirris approaches the bed. "You've done an amazing job," <<he>> says. "Both of you.
<<if $worn.upper.name is "babydoll">>
We've sold a lot of babydolls, and there's no guessing why."
<<else>>
We've sold a lot of babydolls and onesies, and there's no guessing why."
<</if>>
<br>
"It's been fun," Sydney replies. "People sure like to gawk though."
<br>
Sirris opens <<his>> mouth to speak, but a crash from the other side of the shop interrupts <<him>>. <<He>> rushes over to investigate.
<br><br>
<<person1>>
Sydney wraps an arm around your shoulder, while <<his>> other hand supports <<his>> head.
<br><br>
<<link [[Next|Adult Shop Opening End]]>><</link>>
<br>
/*end*/<<effects>>
<<run statusCheck("Sydney")>>
<<famemodel 100>>
<<if playerBellyVisible()>><<famepregnancy `Math.ceil(playerBellySize() / 10)`>><</if>>
<<person2>>
You hear a shout above the din. "Thank you all for coming." It's Sirris, stood on a platform once more. Customers crowd around the windows outside. "I'd like to give a special thanks to our model<<if !_sydneyStatus.includes("pure")>>s<</if>> here. Could I have a round of applause?" A few whistles punctuate the claps.
<br><br>
"I hope you enjoyed yourselves," Sirris continues. "We're open six days a week, and shut at <<ampm 21 00>>. I hope to see you again!" <<He>> steps down from the platform.
<br><br>
<<person1>>
"I think the grand opening is over," Sydney says. "But the shop is still open.
<<if _sydneyStatus.includes("corrupt") or _sydneyStatus.includes("corruptLust")>>
Gonna stay and help out," <<he>> says. "Put my library experience to use. I bet <<sydneyMum>> would be honoured to have you too, but I don't want to presume."
<<elseif _sydneyStatus.includes("pure") or _sydneyStatus.includes("pureLust")>>
I should stay and help my <<sydneymum>>," <<he>> says. "This means a lot to <<nnpc_him "Sirris">>, and I've some experience from the library."
<<else>>
Gonna stay and help out," <<he>> says. "I've some experience from the library, so I might be useful."
<</if>>
<br><br>
<<link [[Next|Adult Shop Opening End 2]]>><</link>>
<br><<effects>>
/* Delete the cow-onesie */
<<set $worn.head to clone(setup.clothes.head[0])>>
<<set $worn.upper to clone(setup.clothes.upper[0])>>
<<set $worn.lower to clone(setup.clothes.lower[0])>>
/* Return clothing that was stored prior to event */
<<storeon "adult shop opening">>
You return to the back room, and find your clothes where you left them. You dress before returning to the shop proper.
<br><br>
<<if $adultshopcontribution>>
<<earnFeat "Opened Pandoras Box">>
<<if $adultshopcontribution gte 12>>
<<earnFeat "Opened Pandoras Cocks">>
<</if>>
<</if>>
<<link [[Next|Adult Shop]]>><<unlockAdultShop>><<endevent>><</link>>
<br>You are inside the adult shop.
<br><br>
<div class="ssm_header">
/* <span class="ssm_owner_name">Rose's</span>*/
<span class="ssm_shop_title"><span class="ssm_neon">Se<span class="ssm_flicker_slow">x</span> T<span class="ssm_flicker_fast">o</span>ys</span></span>
</div>
<br>
<div class="ssm_gridContainer" id="sexShopMenuContainer">
</div>
<br>
<div class="ssm_gridDescContainer" id="ssmDescPillContainer" style="display: none;">
<div class="ssm_descContainer" id="ssm_descContainer">
</div>
</div>
<<run window.sexShopGridInit()>>
<br><br>
<<if $debug is 1>>
<<ind>><<link [[Reload|Adult Shop Menu]]>><</link>>
<br>
<</if>>
<<getouticon>><<link [[Leave|Adult Shop]]>><</link>><<if $worn.lower.name != "naked">>
<span id="stiShowUnderwear"><<link "Hide lower clothing">><<run window.tempHideLower()>><<run Links.generateLinkNumbers($(".passage"))>><</link>></span>
<</if>>
<div id="stiCursedText" class="ssm_fade_in"></div>
<br>
<div class="sti_grid" id="sti_grid">
<div class="sti_grid_title">Sex toys inventory</div>
</div>
<br>
<div class="sti_gridDescContainer" id="stiDescPillContainer" style="display: none;">
<div class="sti_descContainer" id="sti_descContainer"></div>
</div>
<br><br>
<<run window.patchStraponsWearStatus()>>
<<run window.sexToysInventoryInit()>>
<<if $debug is 1>>
<<link [[Reload|Sextoys Inventory]]>><</link>>
<br>
<</if>>
<<link [[Leave|$sextoyInvReturnLink]]>><<handheldon>><<unset $sextoyInvReturnLink>><</link>><<widget "adultShop-main">>
<<if $tryOn.autoReset isnot false>><<tryOnReset>><</if>><<unset $tempDisable>>
<<set $outside to 0>><<set $location to "adult_shop">><<effects>>
<<set $shopName = "adult">>
You are in the adult shop. It has a large selection of fetish clothing and strap-ons.
<br><br>
<<if $stress gte $stressmax>>
<<passoutadultshop>>
<<else>>
<<if Time.hour is 21 and Time.minute lt 10>>
It's closing time. Sirris is herding everyone outside. <<if $exposed gte 1>>Panic swells within you as you realise how exposed you'll be should Sirris find you in this state of dress.<</if>>
<br><br>
<<set $adultshopstate to "closed">>
<<if $exposed lte 0>>
<<elkicon>><<link [[Go outside|Elk Street]]>><<adultShopClear>><</link>>
<br>
<<else>>
<<ind>><<link [["Hide until it's over (1:00)"|Adult Shop]]>><<pass 1 hour>><</link>>
<</if>>
<<else>>
<div id="tryonstats-div"><<tryOnStats>></div>
<<unset $shopListStartCount>>
<<unset $clothes_choice>>
<<set $shopPage = 0>>
<<if Time.dayState is "night">>
You are alone in the darkness.
<br><br>
<<elseif $exposed gte 1>>
You are hiding within a gimp suit stand to protect your dignity.
<br><br>
<</if>>
<span>Warmth:</span>
<<warmthscale>>
<div id="warmth-description">
<<warmth_description>>
</div>
<br><br>
<<clothingcategoryicon "all">>
<<link "View All">><<replace "#clothingShop-div">><<AllShop>><</replace>><</link>>
<br><br>
<<if $debug is 1>>
<<clothingcategoryicon "overoutfit">>
<<link "View Over Outfits">><<replace "#clothingShop-div">><<OverOutfitShop>><</replace>><</link>>
<br>
<<clothingcategoryicon "overoutfit">>
<<link "View Over Tops">><<replace "#clothingShop-div">><<OverTopShop>><</replace>><</link>>
<br><br>
<</if>>
<<clothingcategoryicon "outfit">>
<<link "View Outfits">><<replace "#clothingShop-div">><<OutfitShop>><</replace>><</link>>
<br>
<<clothingcategoryicon "upper">>
<<link "View Tops">><<replace "#clothingShop-div">><<TopShop>><</replace>><</link>>
<br>
<<clothingcategoryicon "lower">>
<<link "View Bottoms">><<replace "#clothingShop-div">><<BottomShop>><</replace>><</link>>
<br><br>
<<clothingcategoryicon "underoutfit">>
<<link "View Under Outfits">><<replace "#clothingShop-div">><<UnderOutfitShop>><</replace>><</link>>
<br>
<<clothingcategoryicon "underupper">>
<<link "View Under Tops">><<replace "#clothingShop-div">><<UnderTopShop>><</replace>><</link>>
<br>
<<clothingcategoryicon "underlower">>
<<link "View Under Bottoms">><<replace "#clothingShop-div">><<UnderBottomShop>><</replace>><</link>>
/* Left here for future expansion */
/*<br>
<<clothingcategoryicon "genitals">>
<<link "View Genital Wear">><<replace "#clothingShop-div">><<GenitalShop>><</replace>><</link>>*/
<br><br>
<<clothingcategoryicon "head">>
<<link "View Head Accessories">><<replace "#clothingShop-div">><<HeadShop>><</replace>><</link>>
<br>
<<clothingcategoryicon "face">>
<<link "View Face Accessories">><<replace "#clothingShop-div">><<FaceShop>><</replace>><</link>>
<br>
<<clothingcategoryicon "neck">>
<<link "View Neck Accessories">><<replace "#clothingShop-div">><<NeckShop>><</replace>><</link>>
<br>
/*<<clothingcategoryicon "handheld">>
<<link "View Handheld Items">><<replace "#clothingShop-div">><<HandheldShop>><</replace>><</link>>
<br>*/
<<clothingcategoryicon "hand">>
<<link "View Hand Accessories">><<replace "#clothingShop-div">><<HandsShop>><</replace>><</link>>
<br>
<<clothingcategoryicon "legs">>
<<link "View Legwear">><<replace "#clothingShop-div">><<LegsShop>><</replace>><</link>>
<br>
<<clothingcategoryicon "feet">>
<<link "View Shoes">><<replace "#clothingShop-div">><<FeetShop>><</replace>><</link>>
<br><br>
<<run linkifyDivs('.button-back-to-shop')>>
/*<<if $clothingrebuy is 1>>
[[Disable automatic clothing rebuy|Rebuy Shop]]
<br>
<<else>>
[[Enable automatic clothing rebuy|Rebuy Shop]]
<br>
<</if>>*/
<<if Time.dayState is "night" and Time.hour isnot $closinghour and !$weekly.theft.adultShop>>
<<link [[Examine the cash register|Adult Shop Register]]>><</link>>
<br>
<</if>>
<br>
<<if Time.dayState is "night" or $adultshopstate is "closed" or $tryOn.value is 0>>
<<if Time.dayState is "night" and $adultShop.spotted is true and $adultShop.stolenClothes gt 0>>
<<getouticon>><<link [[Leave|Adult Shop Night Guard Found]]>>
<<shopClothingFilterReset>>
<<ShowUnderEquip "normal">>
<<ShowUnderEquip "over">>
<<set $tryOn.autoReset to true>>
<<crimeUp `$tryOn.value / 100` "thievery">>
<<set $adultshopstate to "closed">>
<<shopCommandoCheck>>
<</link>>
<<else>>
<<getouticon>><<link [[Leave|Adult Shop]]>>
<<shopClothingFilterReset>>
<<ShowUnderEquip "normal">>
<<ShowUnderEquip "over">>
<<set $tryOn.autoReset to true>>
<<crimeUp `$tryOn.value / 100` "thievery">>
<<set $adultshopstate to "closed">>
<<shopCommandoCheck>>
<</link>>
<</if>>
<<if $tryOn.value gt 0>>
<<crime "thievery">>
<</if>>
<br><br>
<<elseif $tryOn.value isnot 0>>
<<ind>><<link "Return clothes">><<clothingReset>>
<<updatesidebarimg>>
<<updatesidebardescription>>
<<updateallure>>
<<updatewarmthscale>>
<<updatewarmthdescription>>
<<updateclothingshop>>
<<run updateMoment()>>
<</link>>
<br>
<<if $tryOn.value gt 0 and $tryOn.value lte $money>>
<<sendItemsToDropdown>>
<<ind>><<link "Buy clothes">><<buyTryOnClothes "wear">><<updateclothingshop>><</link>>
<br>
<<ind>><<link "Buy clothes and send to wardrobe">>
<<buyTryOnClothes "wardrobe">>
<<updatesidebarmoney>>
<<updatesidebarimg>>
<<updatesidebardescription>>
<<updateallure>>
<<updatewarmthscale>>
<<updatewarmthdescription>>
<<updateclothingshop>>
<<run updateMoment()>>
<</link>>
<br>
<</if>>
<<if $tryOn.value gt 0>>
<<getouticon>><<link [[Leave with stolen clothes|Stolen Adult Shop Result]]>><<shopClothingFilterReset>><<shopCommandoCheck>><</link>>
<br>
<</if>>
<</if>>
<</if>>
<</if>>
<</widget>><<effects>>
<<ShowUnderEquip "over">>
<<ShowUnderEquip "normal">>
<<if currentSkillValue('skulduggery') lt 90>>
Sirris watches the entrance out of the corner of <<nnpc_his "Sirris">> eye. There's no other way out, so you put everything back before leaving.
<<clothingReset>>
<<else>>
<<rng>>
<<if crimeSumCurrent("thievery","petty") gte 50000 or (crimeSumCurrent("thievery","petty") gte 40000 and $rng * 20 gte currentSkillValue('skulduggery')) or (crimeSumCurrent("thievery","petty") gte 25000 and $rng * 10 gte currentSkillValue('skulduggery'))
or (crimeSumCurrent("thievery","petty") gte 10000 and $rng * 5 gte currentSkillValue('skulduggery'))>>
<<generate1>><<person1>>
Sirris watches the entrance out of the corner of <<nnpc_his "Sirris">> eye, and as you try to stroll past, <<he>> stops you.
<br><br>
"So. I've been keeping an eye on you," <<he>> continues, "I'm letting you go this time, but you're going to be banned from the premises for a while. Hopefully this will help you learn why you shouldn't steal merchandise."
<<if $adultShop.banCount lt 4>>
<<set $adultShop.ban to 7>>
<<elseif $adultShop.banCount lt 8>>
<<set $adultShop.ban to 10>>
<<else>>
<<set $adultShop.ban to 14>>
<</if>>
<<crime "thievery">>
<<set $adultShop.banCount++>>
<<else>>
Sirris watches the entrance out of the corner of <<nnpc_his "Sirris">> eye, but you leave without arousing suspicion.
<<crime "thievery">>
<</if>>
<<set _crime to ($tryOn.value / 100)>>
<<crimeUp _crime "thievery">>
<</if>>
<br><br>
<<link [[Next|Elk Street]]>><<set $tryOn.autoReset to true>><<adultShopClear>><</link>><<effects>>
<<generate1>><<person1>>
Sirris watches the entrance out of the corner of <<nnpc_his "Sirris">> eye and spots you. <<He>> says a few words to someone you can't see, then approaches you.
<br><br>
"Sorry, can't let you pass," <<he>> says. "You still have <<if $adultShop.ban gt 1>><<number $adultShop.ban>> days<<else>>another day<</if>>
till your ban is lifted."
<br><br>
<<link [[Next|Elk Street]]>><<adultShopClear>><</link>><<effects>>
You spot Sirris right by the entrance. It doesn't look like you'll be able to sneak past.
<br><br>
<<link [[Next|Elk Street]]>><<adultShopClear>><</link>><<effects>>
<<generate1>><<person1>>
<<set $adultShop.banCount++>>
<<set $adultShop.spotted to false>>
After making sure that you close the shop's door as quietly as you can, you turn around and are shocked to
find a <<person>> face to face with you. <<He>> places a hand on your shoulder before you can even think of running.
<br><br>
"What do we have here? A little rat thief, trying to make off with some fuck toys?" <<he>> says with a
disapproving expression, "I'll be informing the owners of this situation."
<br><br>
<<He>> pulls out <<his>> phone and seems to call to Sirris.
<<if $adultShop.ban gt 0>>
<<set $adultShop.banExtension to true>>
<<set $adultShop.ban += 7>>
"Aha! So you already have a ban in place," <<he>> continues, "They do have a rather strict banning policy,
so it's going to be a good while before you're going to be able to shop here."
<<else>>
<<if $adultShop.banCount lt 4>>
<<set $adultShop.ban to 7>>
<<elseif $adultShop.banCount lt 8>>
<<set $adultShop.ban to 10>>
<<else>>
<<set $adultShop.ban to 14>>
<</if>>
"That should do it," <<he>> continues, "Well. You won't be entering this establishment for quite some time.
Hopefully this will teach you a lesson."
<</if>>
<br><br>
"Now follow me, I'll be escorting you away from here. You're lucky that I don't just take you straight to the pillory."
<<tryOnReset>>
<br><br>
<<link [[Run|Adult Shop Night Guard Found Run]]>><</link>><<athleticsdifficulty 500>>
<br>
<<link [[Follow the guard|Adult Shop Night Guard Found Follow]]>><</link>><<effects>>
You decide to run and hide.
<<if $athleticsSuccess>>
The <<combatperson>> attempts to fully grab you, but you're able to avoid <<him>> just enough to get away.
You run through an alleyway with <<him>> shouting in the distance.
<br><br>
<<link [[Run|Elk Street]]>><<adultShopClear>><</link>>
<<else>>
However, before being able to get past the <<combatperson>>, <<he>> pulls on you hard enough for you to fall right on your ass.
<br><br>
"You'll regret trying to run from me," <<he>> says with a grin on <<his>> face. "There aren't any cameras here."
<br><br>
<<link [[Next|Adult Shop Night Guard Molestation]]>><<set $molestationstart to 1>><</link>>
<</if>><<effects>>
<<He>> directs you towards the exit.
<<if random(0,100) gte 50>>
"You know what?" <<he>> questions. "There aren't any cameras in this spot."
<br><br>
You look at <<him>> with a worried expression just before <<he>> grabs hold of you.
<br><br>
<<link [[Next|Adult Shop Night Guard Molestation]]>><<set $molestationstart to 1>><</link>>
<<else>>
You walk down the street in silence and as you reach the corner of Elk Street,
the <<combatperson>> turns to you.
<br><br>
"I hope this is a good lesson for you." <<He>> smiles. "You should look for more honest ways of
earning money. Less trouble that way for everyone."
<br><br>
<<He>> flips you the bird as you leave.
<br><br>
<<link [[Leave|Elk Street]]>><<adultShopClear>><</link>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<set $enemytrust -= 40>>
<<set $enemyanger += 40>>
<<set $NPCList[0].lefthand to "arms">>
<<set $leftarm to "grappled">>
<<set $rightarm to "grappled">>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Adult Shop Night Guard Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Adult Shop Night Guard Molestation]]>><</link>></span><<nexttext>>
<</if>><<if $enemyhealth lte 0>>
You're able to hurt <<him>> enough to get away. <<tearful>> you flee the shop.
<<clotheson>>
<<endcombat>>
<<link [[Escape|Elk Street]]>><<adultShopClear>><</link>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Well, that was fun," <<he>> says, "But I think it's time for you to leave."
<<clotheson>>
<<endcombat>>
<<link [[Leave|Elk Street]]>><<adultShopClear>><</link>>
<</if>><<set $outside to 0>><<effects>><<set $lock to 250>>
A standard cash register sits on a counter. It's locked tight.
<br><br>
<<if currentSkillValue('skulduggery') gte $lock>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span>
<br><br>
<<else>>
<<wearProp "lockpick">>
<span class="green">The lock looks easy to pick.</span>
<br><br>
<<lockicon "pick">><<link [[Pick it (0:10)|Adult Shop Register Sneak]]>><<handheldon>><<pass 10>><<crimeUp 1 "thievery">><</link>><<crime "thievery">>
<br>
<</if>>
<<else>>
<span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>>
<br><br>
<</if>>
<<getouticon>><<link [[Leave|Adult Shop]]>><<handheldon>><</link>>
<br><<set $outside to 0>><<effects>><<set $lock to 200>>
<<set $weekly.theft.adultShop to true>>
<<set $tip to random(4000, 10000)>>
You deftly open the cash register and count out the money inside.
There's <<printmoney $tip>>.
<br><br>
<<if currentSkillValue('skulduggery') lt 300>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">There's nothing more you can learn from locks this simple.</span>
<br><br>
<</if>>
<<if $rng gte 86>>
<<skulshopevents>>
<<else>>
<<link [[Take it|Adult Shop]]>><<money $tip "tip">><<crimeUp `$tip / 100` "thievery">><</link>><<crime "thievery">>
<br>
<<link [[Leave it|Adult Shop]]>><</link>>
<br>
<</if>><<widget "adultShopEvents">>
<<endevent>><<generateAdultShopCustomer 1>>
<<set _reactTone to either("scoffs","exclaims","laments quietly","facepalms","glares and rolls <<his>> eyes")>>
<<set _reactSpeech to ["That's not appropriate,"]>>
<<set _reactPerson to "Sirris">>
<<set _reactTitle to "The science teacher">>
<<if $adultshopstate is "sydney" and random(0,1) is 1>>
<<set _reactSpeech to [
"Good Lord!",
"Can we help you with something?",
"That's not appropriate.",
"Hmm?",
"Hmm?",
"W-wha... Please be mindful."
]>>
<<set _reactTone to either("scoffs","exclaims","mutters while covering <<nnpc_his \"Sydney\">> eyes","retreats behind the counter")>>
<<run statusCheck("Sydney")>>
<<if _sydneyStatus.includes("corrupt")>>
<<set _reactPerson to "Sydney">>
<<set _reactSpeech to [
"Now that's just swell,",
"That's not appropriate,",
"Fuck off, loser!",
"Buy something or move on,",
"Buy something or fuck off!",
"Fuck's sake!",
"Naughty! What ever will I do with you?",
"Wow. Just wow,",
"Tsk, tsk,",
"Blow me!",
"Do you need toy recommendations?"
]>>
<<set _reactTone to either("scoffs","exclaims","facepalms","laments","offers","glares and rolls <<nnpc_his Sydney>> eyes","jeers")>>
<</if>>
<<set _reactTitle to "the " + C.npc.Sydney.title + (C.npc.Sydney.gender is "m" ? " boy" : " girl")>>
<<set _reactTitle to "Sydney">>
<<set _reactPerson to "Sydney">>
<<else>>
<<set _reactSpeech.push(
"Naughty! What ever will I do with you?",
"You can do better than this, now come on,",
"Need a hand with something? Can I interest you in novelty butt plugs?",
"Oh, behave!",
"Good Lord!",
"Tsk, tsk,",
"Be mindful of other customers!"
)>>
<<set _reactTone to either("scoffs","exclaims","facepalms","chuckles","huffs with bemusement","sighs good-naturedly","offers","grins broadly","points with a dildo","waggles a finger")>>
<<set _reactPerson to "Sirris">>
<<set _reactTitle to "the " + C.npc.Sirris.title>>
<<set _reactTitle to "Sirris">>
<</if>>
<<if $adultshopintro is 0 or ($adultshopintro is 1 and random(2) is 0)>>
<<adultShopBackgroundEvent>>
<<if $adultshopstate is "sydney">>
<br><br>
<<set _reactPerson to (_reactPerson is "Sydney" ? "Sirris" : "Sydney")>>
<<adultShopPersonEvent>>
<</if>>
<<else>>
<<adultShopPersonEvent>>
<<if $adultshopstate is "sydney">>
<<set _reactPerson to (_reactPerson is "Sydney" ? "Sirris" : "Sydney")>>
<<adultShopPersonEvent>>
<</if>>
<</if>>
<</widget>>
<<widget "adultShopBackgroundEvent">>
<<endevent>><<generateAdultShopCustomer 1>>
/*<<set _reactTone to _args[0]>>
<<set _reactSpeech to _args[1]>>
<<set _reactPerson to _args[2]>>
<<set _reactTitle to _args[3]>>*/
<!-- Background event pool -->
<<switch random(0,12)>>
<<case 0 1>>
A $NPCList[0].fullDescription leers at you while holding up a dildo suggestively.
<<if $adultshopstate is "sydney" and _sydneyStatus.includes("corrupt")>>
<<set _reactSpeech.push("Buy something or move along.","That's not appropriate.","Creep alert!")>>
<</if>>
<<case 2 3>>
A <<person1>><<person>> shuffles nervously and moans while rubbing a <<print either("dildo","DVD","magazine","butt plug")>> on <<his>> crotch.
<<if $adultshopstate is "sydney" and _sydneyStatus.includes("corrupt")>>
<<set _reactSpeech to ["That's not appropriate.","Creep alert!","You better be paying for that.","You better be paying for that.","Buy it before you try it, creep.","Buy something or fuck off!","Buy something or move along."]>>
<</if>>
<<if _reactPerson is "Sydney">>
<<set $_purityLoss to true>>
<</if>>
<<case 4 5>>
A <<person1>><<person>> <<print either("says","coos","<<laughs>>")>> to _reactTitle,
<<print either("\"Hey honey, can you model this for me?\"",
"\"Hey baby, care to show us how to use this device?\"",
"\"Lookin' fine, baby!\" <<He>> wolf whistles.")>>
<<if $adultshopstate is "sydney" and _sydneyStatus.includes("corrupt")>>
<<set _reactSpeech.push("That's not appropriate.","Suck my ass, piss lord!","Creep alert!","Dream on, fucknut!")>>
<<elseif $adultshopstate is "sirris">>
<<set _reactSpeech.push("What's going on here then?")>>
<</if>>
<<if _reactPerson is "Sydney">>
<<set $_purityLoss to true>>
<</if>>
<<case 6 7>>
A <<person1>><<person>> glances around furtively, holding <<his>> coat together. <<He>> runs up to _reactTitle and casts the coat wide open, exposing <<his>> genitals.
<<if $adultshopstate is "sydney" and _sydneyStatus.includes("corrupt") and _reactPerson is "Sydney">>
<<set _reactSpeech.push("Creep alert!","Fuck's sake!","Banned, banned, fuck off! Banned!")>>
<<set _reactTone to "covers <<nnpc_his Sydney>> face and retreats behind the counter">>
<<elseif $adultshopstate is "sydney" and _reactPerson is "Sydney">>
<<set _reactSpeech.push("Oh not again!")>>
<<set _reactTone to "covers <<nnpc_his Sydney>> face and retreats behind the counter">>
<</if>>
<<if _reactPerson is "Sydney">>
<<set $_purityLoss to true>>
<</if>>
<<case 8 9>>
A couple are comparing dildos. The <<person1>><<person>> smacks the <<generateAdultShopCustomer 2 "couple">><<person2>><<person>> in the face playfully.
<<case 10 11>>
A <<person1>><<person>>, engrossed in a magazine, knocks over a shelf full of dildos.
<<case 12>>
<!-- Wraith? -->
<<rngWraith 1>>
<<if _wraithEvent is true>>
You hear a breathless voice whisper in your ear.
<br>
"<span class="wraith"><<print either("Wracked with your charm. Circled like prey","We are not dead. We have ever lived.","The fire in the sky is extinguished","What once was is now away. All longing and pain","Fall to my arms, hold their mesmeric sway","I'm a prayer for your loneliness","In the pool of dreams, the water darkens","<<pcPetname \"Wraith\">> mine")>>.</span>"
<br>
Startled, you knock over a display of <<print either("lubricants","ball gags","strokers","dildos")>>. Spinning about, there's no one behind you.
<<stress 12>><<ggstress>><<trauma 4>><<gtrauma>>
<<else>>
Something pokes your back. You spin around only to see a <<person1>><<person>> poking you with a dildo, grinning ear-to-ear.
<<stress 5>><<gstress>>
<</if>>
<<if $adultshopstate is "sydney" and $sydneyromance gte 1>>
<<set _reactSpeech to ["Are you okay?","Everything all right over there?", "Do you need a hand?"]>>
<<if $adultshopstate is "sydney" and $sydneyromance gte 1 and _reactPerson is "Sydney">>
<<set _reactTone to either("enquires","exclaims","huffs with bemusement","sighs good-naturedly","offers","smiles warmly")>>
<</if>>
<</if>>
<</switch>>
<br>
"<<print _reactSpeech.random()>>" _reactPerson _reactTone.
<<if $adultshopstate is "sydney" and $_purityLoss>>
<<npcincr Sydney purity -1>><<lspurity>>
<</if>>
<</widget>>
<<widget "adultShopPersonEvent">>
<<endevent>><<generateAdultShopCustomer 1>>
<<if _reactPerson is "Sirris">>
<<switch random(0,8)>>
<<case 0>>
<<set $_topic to either("running your own business","pegging","various lubricant brands","butt plugs","hygiene","body paint","dildos","strokers","various condom types","vibrators","condoms vs. diaphragms")>>
<<if random(1) is 0>>
_reactPerson discusses the merits of $_topic with a <<person1>><<person>>.
<<else>>
<<generateAdultShopCustomer 2 "partner">>
_reactPerson discusses the merits of $_topic with a <<fullGroup>>.
<</if>>
<<case 1 2 3>>
_reactPerson works the till.
<<case 4 5>>
_reactPerson is showing customers various <<print either("dildos","strap-ons","butt plugs","lubricants","ball gags","latex outfits","chastity devices")>>.
<<case 6>>
<<generateAdultShopCustomer 2 "partner">>
_reactPerson discusses couples <<print either("strap-ons","roleplay","costumes","dildos","bondage wear")>> with a <<fullGroup>>.
<<case 7>>
_reactPerson signs for a package.
<<case 8>>
_reactPerson pores through documents.
<</switch>>
<<else>>
<<switch random(0,7)>>
<<case 0 1 2>>
_reactPerson wipes the counter clean.
<<case 3>>
_reactPerson diligently cleans the windows.
<<case 3>>
_reactPerson is stocking shelves.
<<case 4>>
_reactPerson is coming out of the stock room, pushing a dolly of stock.
<<case 5>>
_reactPerson pores over a clipboard.
<<case 6>>
<<if !_sydneyStatus.includes("corrupt")>>
_reactPerson dodges a handsy customer and retreats behind the counter.
<<else>>
_reactPerson smacks away the hands of a customer and continues about <<nnpc_his "Sydney">> duties.
<</if>>
<<case 7>>
_reactPerson dusts the products.
<</switch>>
<</if>>
<</widget>>
<<widget "getadultshopstate">>
<<sydneySchedule>>
<<if Time.hour gte 21 or Time.weekDay is 1 or (Time.weekDay is 7 ? Time.hour lt 9 : Time.hour lt 16) or $adultshophelped is 1>>
<<set $adultshopstate to "closed">>
<<elseif _sydney_location is "shop">>
<<set $adultshopstate to "sydney">>
<<else>>
<<set $adultshopstate to "sirris">>
<</if>>
<</widget>>
<<widget "generateAdultShopCustomer">>
/* Generates random customers with descriptors unique to the store. _args[1] turns the NPC into a partner */
<<set $_customertype to [{description:"vulgar",hp:220},{description:"shady",hp:220},{description:"shifty",hp:220},{description:"rotund",hp:250},{description:"slick-haired",hp:200},{description:"muscular",hp:275},{description:"senior",hp:175},{description:"flamboyant",hp:200},{description:"mouth-breathing",hp:200},{description:"creepy",hp:250},{description:"slender",hp:200},{description:"giggly",hp:200},{description:"boney",hp:175}]>>
<<if _args[1] isnot undefined>>
<<set _generate_partner to 1>>
<</if>>
<<generateNPC _args[0]>>
<<set $_npc to $NPCList[_args[0]-1]>>
<<if $_npc.pronoun is "m">>
<<set $_customertype.push({description:"handsome",hp:200},{description:"rugged",hp:250},{description:"brutish",hp:275},{description:"foppish",hp:175},{description:"toned",hp:250})>>
<<else>>
<<set $_customertype.push({description:"pretty",hp:200},{description:"cute",hp:200},{description:"plush",hp:250},{description:"busty",hp:220},{description:"curvy",hp:220})>>
<</if>>
<<set $_chosentype to $_customertype.random()>>
<<set $_npc.description to $_chosentype.description>>
<<set $_npc.fullDescription to $_chosentype.description + ($_npc.pronoun is "m" ? " man" : " woman")>>
<<set $_npc.healthmax to $_chosentype.hp>>
<</widget>>
<<widget "adultShopClear">>
<<set $adultshopintro to 0>>
<<endevent>>
<</widget>>
<<widget "adultshopentryevent">>
/* Events which take you to a specific passage instead of the usual store */
<<endevent>><<cleareventpool>><<getadultshopstate>>
<<addinlineevent "entershop" 20>>
<<shopicon "adult">><<link [[Adult Shop (0:01)|Adult Shop]]>><<pass 1>><</link>>
<</addinlineevent>>
<<if $adultshopstate is "sirris">>
<<addinlineevent "sirrisshopassist" 1>>
<<shopicon "adult">><<link [[Adult Shop (0:01)|Sirris Shop Assistant 1]]>><<pass 1>><</link>>
<</addinlineevent>>
<</if>>
<<if $adultshopstate is "sydney" and C.npc.Whitney.state is "active">>
<<addinlineevent "whitneydildothief" 1>>
<<shopicon "adult">><<link [[Adult Shop (0:01)|Whitney Dildo Thief]]>><<pass 1>><</link>>
<</addinlineevent>>
<</if>>
<<if $adultshopstate is "sydney">>
<<addinlineevent "customerdildoflirtingsydney" 1>>
<<shopicon "adult">><<link [[Adult Shop (0:01)|Adult Shop Customer Dildo Flirt Sydney]]>><<pass 1>><</link>>
<</addinlineevent>>
<</if>>
<<if $adultshopstate is "sydney" and !$daily.sydney.adultshop>>
<<addinlineevent "sydneybackroominvitation" 5>>
<<shopicon "adult">><<link [[Adult Shop (0:01)|Sydney Backroom Invitation Enter]]>><<pass 1>><</link>>
<</addinlineevent>>
<</if>>
<<runeventpool>>
<</widget>>
<<widget "giveNPCsextoy">>
/* args[0] = NPC index */
/* args[1] = Toy name. Possible toys: ("dildo","length of anal beads","riding crop","flog") */
/* args[2] = Hand. Left blank it will select a random hand */
<<if _args[0] isnot undefined and _args[1]>>
<<set $_npc to _args[0]>>
<<set $_toy to _args[1]>>
<<if _args[2] isnot undefined>>
<<set $NPCList[$_npc][_args[2]+"tool"] to $_toy>>
<<set $NPCList[$_npc][_args[2]+"hand"] to "dildo_reveal">>
<<else>>
<<if random(0,1) is 0>>
<<set $NPCList[$_npc].lefttool to $_toy>>
<<set $NPCList[$_npc].lefthand to "dildo_reveal">>
<<else>>
<<set $NPCList[$_npc].righttool to $_toy>>
<<set $NPCList[$_npc].righthand to "dildo_reveal">>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "adultshopclerkevents">>
<<cleareventpool>>
<<adultShopWage>>
<<addinlineevent "uneventful" 0.5>>
The shift passes uneventfully. You earn <<moneyGain _wage>><<glove "Sirris">><<npcincr Sirris love 1>>
<br><br>
<<link [[Return|Adult Shop]]>><</link>>
<</addinlineevent>>
<<addinlineevent "uneventful2" 0.5>>
<<set $_tip to _wage>>
<<if $awareness gte 300 and hasSexStat("promiscuity", 5)>>
You provide good advice to customers and converse with ease.<<control 1>><<stress -1>><<gcontrol>><<lstress>><<glove "Sirris">><<npcincr Sirris love 1>>
<<set $_tip to _wage+random(1,5)*(random(1,10)+($mathstrait / 4)+($allure/4000))>>
<<else>>
You manage the conversions, but find them uncomfortable nonetheless.<<stress -1>><<lstress>><<gtiredness>><<tiredness 2>>
<</if>>
<br><br>
You earn <<moneyGain $_tip>>.
<br><br>
<<link [[Return|Adult Shop]]>><</link>>
<</addinlineevent>>
<<addinlineevent "vipnope" 0.1>>
A <<generateAdultShopCustomer 1>><<person1>><<person>> steps through the doors in expensive-looking business attire. As you make eye contact, <<he>> spins on <<his>> heels to stroll out the door while whistling a tune.
<br><br>
You earn <<moneyGain _wage>>.<<npcincr Sirris love 1>><<glove "Sirris">>
<br><br>
<<link [[Return|Adult Shop]]>><</link>>
<</addinlineevent>>
<<addinlineevent "stockingshelves" 1>>
As you're stocking shelves
<<set $_randomitem to either("some dildos","some anal beads","some ball gags","anal eggs","butt plugs","a patch of lube","bottles of lube")>>
<<if $worn.feet.type.includes("heels")>>
you slip on $_randomitem, falling and spraining your ankle.<<gpain>><<gstress>><<pain 4>><<stress 5>>
<<elseif $worn.feet.type.includes("rugged")>>
you crush $_randomitem with your heavy footwear, but fortunately you keep your balance.<<gstress>><<stress 3>>
<<else>>
you almost slip on $_randomitem, but keep your footing.<<gstress>><<stress 3>>
<</if>>
<br><br>
You earn <<moneyGain _wage>>.<<glove "Sirris">><<npcincr Sirris love 1>><<gtiredness>><<tiredness 3>>
<br><br>
<<link [[Return|Adult Shop]]>><</link>>
<</addinlineevent>>
<<addinlineevent "outfitcompliment" 1>>
/*Customer compliments you on your costume/fetish wear/school uniform/formal outfit/compliments your service skills*/
<<generateAdultShopCustomer 1>><<person1>>
<<if $worn.upper.type.includes("fetish") or $worn.upper.type.includes("costume") or ($worn.upper.type.includes("school") and random(0,3) is 0)>>
"Nice outfit you're wearing. Very <<cute>>," a <<person>> says, leering at your $worn.upper.name and <<breasts>>.<<gstress>><<gcontrol>><<control 5>><<stress 3>>
<<elseif $worn.upper.type.includes("school")>>
"School <<girl>>, nice. I've got a lesson for you right here!" <<He>> <<laughs>>, grabbing <<his>> crotch.<<gstress>><<stress 5>>
<<else>>
<<switch random(0,2)>>
<<case 0 1>>
"You're doing a good job," a <<person>> compliments.<<lstress>><<gcontrol>><<control 5>><<stress -5>>
<<case 2>>
A <<person>> eyes up your chest.
<<stress 5>>
<<exposedcheck>>
<<if $player.perceived_breastsize lte 1>>
"I'd lick those nipples, cutie," <<he>> remarks.<<gstress>><<stress 5>><<insecurity "breasts_small" 10>><<ginsecurity "breasts_small">>
<<elseif $player.perceived_breastsize lte 5>>
"Cute li'l titties!" <<he>> exclaims, grinning broadly.<<gstress>><<stress 5>><<insecurity "breasts_small" 5>><<ginsecurity "breasts_small">>
<<elseif $player.perceived_breastsize lte 7>>
"Get a load of those honkers," <<he>> jeers.<<gstress>><<stress 5>><<insecurity "breasts_big" 5>><<ginsecurity "breasts_big">>
<<else>>
"Nice cow tits. I'd suck on them all day," <<he>> jeers. <<He>> purses <<his>> lips and makes a suckling motion.<<gstress>><<stress 5>><<insecurity "breasts_big" 5>><<ginsecurity "breasts_big">>
<</if>>
<</switch>>
<</if>>
<br><br>
<<set $_tip to _wage+random(1,5)*(random(1,10)+($mathstrait / 4)+($allure/4000))>>
<<He>> leaves you a tip. You earn <<moneyGain $_tip>>.<<npcincr Sirris love 1>><<glove "Sirris">>
<br><br>
<<link [[Return|Adult Shop]]>><</link>>
<</addinlineevent>>
<<addinlineevent "customerthankyoutip" 1>>
/*tip is based on maths tip chance \$_shoptip*=random(1,10)+($mathstrait / 4)+($allure/4000)*/
<<generateAdultShopCustomer 1>><<person1>>
You spend some time with a <<person>>, helping <<him>> select a range of products. <<He>> thanks you profusely and tries to get handsy, but you manage to deflect <<him>>.<<gstress>><<gtiredness>>
<br><br>
<<set $_tip to _wage+random(1,5)*(random(1,10)+($mathstrait / 4)+($allure/4000))>>
To show <<his>> appreciation for your service, <<he>> leaves you a tip. You earn <<moneyGain $_tip>>.<<npcincr Sirris love 1>><<glove "Sirris">>
<br><br>
<<link [[Return|Adult Shop]]>><</link>>
<</addinlineevent>>
<<addinlineevent "students" 1>>
/* Low school status event */
<<generatey1>><<generatey2>><<generatey3>>
A small group of students enter the store. You recognise them from school.
<br><br>
<<if $cool lte 80>>
"Hey, you're that freak from school," a <<person1>><<person>> jeers.
<br>
<<if $worn.upper.type.includes("school")>>
"<<pShes>> still in <<pher>> school uniform. What a poor orphan loser!" A <<person2>><<person>> <<print either("laughs","chortles","giggles")>>.
<<else>>
"You work in those ugly clothes? Weirdo."
<</if>>
<br>
"<<pShe>> looks <<cute>> like that," a <<person3>><<person>> interjects, looking you up and down.
<br>
"Shut up, <<pshes>> a freak!" a <<person2>><<person>> admonishes.
<br>
"Whatever, let's leave this weirdo's store," the <<person1>><<person>> says.<<gstress>><<gtrauma>><<trauma 5>><<stress 5>><<status -1>><<lcool>>
<br>
<<elseif $cool lt 140>>
"Do I know you from somewhere? School? Huh," a <<person1>><<person>> <<laughs>> <<if random(1) is 1>>to <<himself>>.<<else>>along with a <<person2>><<person>>.<</if>><<gstress>><<stress 5>>
<br>
<<else>>
"Looking good mate!" a <<person1>><<person>> compliments.<<lstress>><<ltrauma>><<gcontrol>><<stress -5>><<trauma -5>><<control 5>>
<br>
<</if>>
<br>
You earn <<moneyGain _wage>>.<<npcincr Sirris love 1>><<glove "Sirris">>
<br><br>
<<link [[Return|Adult Shop]]>><</link>>
<</addinlineevent>>
<<addinlineevent "gimp1" 1>>
<<generateAdultShopCustomer 1>><<generateyv2>>
A <<person2>><<person>> has downcast eyes as <<hes>> led around the shop on a leash. A <<person1>><<person>> takes delight in yanking the chain when the <<person2>><<personsimple>> isn't expecting it.
<br>
The <<person1>><<person>> purchases several <<print either("huge dildos","large dildos","dildos","whips and flogs","very large butt plugs and anal beads")>>. <<He>> grins at <<his>> companion lecherously as you complete the sale.
<<if $awareness gte 300>>
While the <<person2>><<personsimple>>'s eyes remain downcast throughout the transaction, you can't help but notice <<he>> trembles in sexual ecstasy.
<<else>>
The <<person2>><<personsimple>>'s hollow eyes remain downcast throughout the transaction.
<</if>>
<br><br>
<<set $_tip to _wage+random(1,5)*(random(1,10)+($mathstrait / 4)+($allure/4000))>>
<<person1>><<He>> leaves you a tip. You earn <<moneyGain $_tip>>.<<npcincr Sirris love 1>><<glove "Sirris">>
<br><br>
<<link [[Return|Adult Shop]]>><</link>>
<</addinlineevent>>
<<if $cool lt 80 or $debug is 1>>
/* school status event */
<<addinlineevent "studentbully" 1>>
<<endevent>>
<<generatey1>><<person1>>
A <<person>> motions you over.
<br><br>
"I recognise you from class. You're working in a sex shop!" <<He>> laughs in your face. "Wait 'til the others hear about this! Unless..."
<<He>> trails off as <<he>> eyes you up and down.
<br><br>
<<if hasSexStat("promiscuity", 4)>>
<<link [[Offer your body|Adult Shop School Bully Offer Your Body]]>><<stress 12>><<trauma 12>><</link>><<promiscuous4>><<ggstress>><<ggtrauma>>
<br>
<</if>>
<<if $speech_attitude is "bratty">>
<<link [[Demand <<he>> leaves|Adult Shop School Bully Assertive]]>><<status -15>><<stress 5>><<control 5>><</link>><<llcool>><<gstress>><<gcontrol>>
<br>
<</if>>
<<link [[Endure|Adult Shop School Bully Endure]]>><<status -5>><<stress 5>><<trauma 5>><</link>><<lcool>><<gstress>><<gtrauma>>
<</addinlineevent>>
<</if>>
<<if C.npc.Whitney.state isnot "dungeon" and $whitneyromance gte 1 and !$weekly.adultShopWhitney and $adultshopstate isnot "sydney" and C.npc.Whitney.dom gte 10>>
<<addinlineevent "whitneytoysex" 1>>
/*Whitney arm locks you, forces you outside, spanks you with a flog.*/
<<set $weekly.adultShopWhitney to true>> /* this event will only happen once a week */
<<npc Whitney>>
As you're leaning over stocking shelves, a hand twists your arm behind your back. The faint scent of cigarettes fills your nostrils.
<br><br>
"Hey, <<slut>>," Whitney jeers, licking your ear. You feel a blunt object poke your <<bottom>>.<<pain 3>><<gpain>>
<br><br>
<<if C.npc.Whitney.dom gte 15>>
"You're coming with me."
<<elseif C.npc.Whitney.dom gte 10 and C.npc.Whitney.love gte 20>>
/*"Why don't you come along and let me use this on you?"*/
"Why don't you be a good slut and come along?"
<<else>>
"Be a good <<bitch>> and come with me."
<</if>>
<br>
<br>
<<link [[Go with Whitney|Adult Shop Whitney Spank Agree]]>><<npcincr Whitney dom 3>><<npcincr Whitney love 3>><<npcincr Sirris love -3>><</link>><<ggdom "Whitney">><<gglove "Whitney">><<llove "Sirris">>
<br>
<<link [[Refuse|Adult Shop Whitney Spank Refuse]]>><<npcincr Whitney dom -3>><<npcincr Whitney love -3>><</link>><<lldom "Whitney">><<lllove "Whitney">>
<</addinlineevent>>
<</if>>
<<if $adultshopstate is "sydney">>
<<addevent "sydneyEvent1AnalBeads" 1>>
<<addevent "sydneyEvent2CuffedSydney" 1>>
<<addevent "sydneyEvent3HumblePeddlerofHonestWares" 1>>
<<addevent "sydneyEvent4Backrooms" 1>>
<<addinlineevent "sydneyCustomerDildoFlirt" 1>>
<<generateAdultShopCustomer 1>><<person1>>
<<run statusCheck("Sydney")>>
<<npc "Sydney" 2>>
<<set _toy to randomSexToy("dildos and whips")>><<set $shoptoy to _toy>>
A <<person>> enters the shop and after a few minutes makes a selection. On <<his>> way to the checkout <<he>> comes to a stop, <<his>> eyes falling on you.
<br><br>
"Hey, I'm thinking of buying this but I don't know." <<He>> sets the _toy on the counter. "It'd be kind of boring by myself. How about you help me try it out, see if it suits my needs?"
<br><br>
<<person2>>
<<if _sydneyStatus.includes("pure")>>
"We don't allow product sampling but we can certainly try and help with any questions you might have." Sydney appears and picks up the _toy, "Now let's see-"
Sydney's face goes red as <<he>> reads the packaging. Leaning over to you <<he>> whispers, "Is this really what this is for?"
<<set $phase to 0>>
<<elseif _sydneyStatus.includes("corrupt")>>
"We don't allow product sampling but we can certainly give our recommendations." Sydney appears and picks up the _toy, "Now let's see-"
<<He>> smiles as <<he>> examines the _toy. Leaning over to you <<he>> whispers, "Doesn't this one look fun?" <<He>> nudges you with a wink before turning back to the customer.
<<set $phase to 1>>
<<else>>
"We don't allow product sampling but we can certainly help with any questions you might have." Sydney appears and picks up the _toy. "Now let's see-"
<<He>> furrows <<his>> brow in concentration as <<he>> reads the package. Leaning over to you <<he>> whispers, "this is the maximum pleasure version, isn't it?"
<<set $phase to 3>>
<</if>>
<br><br>
<<link [[Next|Adult Shop Clerk Sydney Customer Dildo Flirt]]>><</link>>
<</addinlineevent>>
<</if>>
<<if Time.weekDay is 7 or Time.weekDay is 6>>
<<addinlineevent "adultshopleighton" 0.5>>
Leighton walks into the store.
<<npc "Leighton">><<person1>>
You think <<he>> recognises you but <<he>> simply busies <<himself>> browsing the <<print either("magazines","videos","lubricants")>>. <<He>> waits until Sirris is at the counter before making <<his>> purchase.
<br><br>
The rest of your shift is uneventful. You earn <<moneyGain 15>>.<<npcincr Sirris love 1>><<glove "Sirris">>
<br><br>
<<link [[Return|Adult Shop]]>><</link>>
<</addinlineevent>>
<</if>>
<<addinlineevent "dildolesson" 1>>
<<generateAdultShopCustomer 1>><<person1>>
A <<person>> approaches the counter with a handful of dildos. "Hey <<girl>>. I haven't used one of these things before. I need a demonstration."
<br><br>
<<if hasSexStat("promiscuity", 3) and $awareness gte 200>>
<<link [[Offer to show <<him>> privately|Adult Shop Dildo Lesson Seduction]]>><<set $seductiondifficulty to 8000>><</link>><<seductiondifficulty>>
<br>
<</if>>
/* <<if $submissive lte 500>> */
<<link [[Get angry|Adult Shop Dildo Lesson Refuse]]>><<set $phase to 1>><<def 1>><<trauma -6>><<stress -6>><<npcincr Sirris love -5>><</link>><<defianttext>><<ltrauma>><<lstress>><<llove "Sirris">>
<br>
/* <</if>> */
<<link [[Deflect|Adult Shop Dildo Lesson Refuse]]>><<set $phase to 0>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "customerassistance" 1>>
<<generateAdultShopCustomer 1>><<person1>>
A <<person>> approaches the counter looking confused and embarrassed.
"Uh, hi. Can you help me find a..." Lost for words, <<he>> resorts to gestures.
<<if $awareness gte 300>>
<br><br>
<<if $speech_attitude is "bratty">>
<span class="lewd">You give the <<personsimple>> a knowing grin.</span> "Oh, so you're into that. I never would have guessed."
<<else>>
<span class="lewd">You smile at the <<personsimple>>.</span> "We have what you're looking for."
<</if>>
You point to an item on a nearby shelf. The <<personsimple>> eagerly hurries over to it.
<br><br>
"Yes! This is it!" <<He>> turns red with embarrassment and avoids eye contact as you complete the transaction.
<br><br>
<<set $_tip to _wage+random(1,5)*(random(1,10)+($mathstrait / 4)+($allure/4000))>>
<<person1>><<He>> leaves you a tip. You earn <<moneyGain $_tip>>.<<npcincr Sirris love 1>><<glove "Sirris">>
<<else>>
<br><br>
<<if $wolfbuild gte 20 or $catbuild gte 20>>
You tilt your head back and forth as <<he>> tries to describe the object but you <span class="blue">have no idea what <<he>> wants.</span>
<<else>>
<span class="blue">You scratch your head in confusion.</span>
<</if>>
"Sorry, <<if $NPCList[0].pronoun is "m">>sir<<else>>ma'am<</if>>. I've no idea what you want."
The <<personsimple>>'s gestures become erratic, <<his>> face turning bright red. You shrug your shoulders.
<br><br>
"Oh come on, don't be so dense! It's your job to know this stuff!" <<he>> shouts. You remain silent. "Where's your manager!"<<gstress>><<stress 3>><<gtrauma>><<trauma 3>>
<br><br>
"Is there a problem?" Sirris asks after hearing the shouting.
The <<person>> goes on to describe the object in question, making sure to point out how stupid you are for not knowing. Sirris picks up an item from the shelf and completes the customer's transaction before giving you a heavy sigh and shaking <<nnpc_his Sirris>> head. <<llove "Sirris">><<npcincr Sirris love -2>>
<br><br>
That didn't go well, but at least you learned something. You earn <<moneyGain _wage>>.<<gawareness>><<awareness 2>>
<</if>>
<br><br>
<<link [[Return|Adult Shop]]>><</link>>
<br>
<</addinlineevent>>
<<if ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled")) or ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled")) or ($fallenangel gte 2 or ($transformationParts.fallenAngel.wings isnot "hidden" and $transformationParts.fallenAngel.wings isnot "disabled"))>>
<<addinlineevent "divineconfrontation" 0.5>>
<<generateAdultShopCustomer 1>><<person1>>
A <<person>> enters the shop. <<He>> peruses the shop carefully for several minutes before making selections. When the <<personsimple>> sees you however, <<he>> <span class="purple">stops and stares with wide eyes.</span>
<br><br>
Setting the items back on the shelf <<he>> makes haste towards the exit, clasping <<his>> hands together across <<his>> chest.
<<if ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled"))>>
"Please forgive me."
<<elseif ($fallenangel gte 2 or ($transformationParts.fallenAngel.wings isnot "hidden" and $transformationParts.fallenAngel.wings isnot "disabled"))>>
"I hope that never happens to me."
<<elseif ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled"))>>
"Is this what I have become?"
<</if>>
<<He>> exclaims, uttering a prayer as <<he>> leaves.
<br><br>
The rest of the shift passes uneventfully. You earn <<moneyGain _wage>>.
<br><br>
<<link [[Return|Adult Shop]]>><</link>>
<br>
<</addinlineevent>>
<</if>>
<<if $angel gte 4 or $player.virginity.penile is true and $player.virginity.vaginal is true or $player.temple_virginity is true>>
<<addinlineevent "defilethepure" 0.5>>
<<set _sheila to ["<<girl>>","<<girl>>","<<lass>>"].pluck()>>
<<generateAdultShopCustomer 1>><<person1>>
<<set _toy to randomSexToy("dildos and whips")>>
<<giveNPCsextoy 0 _toy>>
A <<person>> enters the shop. <<He>> glances in your direction, then stops and has a double take. You can practically see <<him>> salivate as <<he>> ogles you. <<gstress>><<stress 2>>
<br><br>
<<He>> picks up a _toy as <<he>> approaches the counter.
"What's a pure _sheila like you doing in a place like this?"
<<He>> briefly scans the shop for other people. "I'd love to ravage and defile someone like you..."
<br><br>
Before you know it, <span class="red"><<he>> reaches out and pulls you over the counter.</span>
<br><br>
<<link [[Next|Adult Shop Clerk Angel Molestation]]>><<set $molestationstart to 1>><</link>>
<</addinlineevent>>
<</if>>
<<rngWraith 1>>
<<if _wraithEvent is true and $awareness gt 300 and $swarmdisable is "f">>
<<addinlineevent "wraithdildoswarm" 2>>
<<wearProp "dildo">>
As you're stocking a shelf with dildos, the toys start shaking. A breathless voice whispers in your ear.
<br><br>
"<span class="wraith"><<print either(
"And sheep stand around. They think no shame of us.","Not to the deaf we sing. The forest answers all.","The rose. On dark wings.","More cursed. Writhe.","Maelstrom, tirade.","A heartbeat is a privilege.","Hear them echo. Here they echo.")>></span>"
<br><br>
Pale hands grasp you as the light dims, pulling you into a dark abyss. You find yourself in a black room lit by an ethereal glow emanating from the shelf you were working on. The dildos writhe, each one elongating and sprouting eyes. <span class="purple">They glare at you lustfully.</span>
<br><br>
<<link [[Next|Adult Shop Dildo Swarm]]>><<handheldon>><<set $molestationstart to 1>><</link>>
<</addinlineevent>>
<</if>>
/* Event ideas: */
/* You help courier with packages, get gangraped */
/* High rape fame event */
/* Model fame event? */
<<runeventpool>>
<</widget>>
<<widget "passoutadultshop">>
<<if isPregnancyEnding()>>
<<pregnancyPassout "adultShop">>
<<else>>
<<passout>>
<<link [[Everything fades to black...|Adult Shop Passout Bondage]]>><</link>>
<</if>>
<</widget>>
<<widget "adultShopWage">>
<<set _wage to 15>>
<</widget>>
<<widget "unlockAdultShop">>
<<set $adultshopunlocked to true>>
<<unset $adultshopgrandopening>>
<<unset $adultshopopeningevent>>
<<unset $adultshopopeningsydney>>
<<if $adultshopdegree is undefined>>
<<set $effectsmessage to 1>>
<<set $toy_message to 1>>
<<set $adultshopdegree to 1>>
<</if>>
<<if $adultshopcontribution>>
<<earnFeat "Opened Pandoras Box">>
<<if $adultshopcontribution gte 12>>
<<earnFeat "Opened Pandoras Cocks">>
<</if>>
<</if>>
<</widget>><<widget lubePrice>>
<<if _args[0] lte 50>>
<<set _price to _args[0] * 2000 * .98>>
<<elseif _args lte 150>>
<<set _price to 50 * 2000 * .98 + (_args[0] - 50) * 2000 * .95>>
<<else>>
<<set _price to 50 * 2000 * .98 + 50 * 2000 * .95 + (_args[0] - 100) * 2000 * .92>>
<</if>>
<</widget>><<set $outside to 1>><<set $location to "alley">><<effects>><<set $bus to "commercial">><<getTarget true>>
You are in an alleyway in the commercial district.
<<if Weather.dayState is "day">>
<<if Weather.precipitation is "rain">>
You can hear the commotion of the high street, even over the sound of rain.
<<elseif Weather.precipitation is "snow">>
You can hear the commotion of the high street, muffled by the snow.
<<else>>
You can hear the commotion of the high street.
<</if>>
<<elseif Weather.dayState is "night">>
<<if Weather.precipitation is "rain">>
Rainwater falls from gutters in waterfalls.
<<elseif Weather.isSnow>>
Snow clogs the pathways.
<<else>>
You hear laughter from a nearby building.
<</if>>
<<elseif Weather.dayState is "dawn">>
Many doors stand open and you hear voices within.
<<elseif Time.dayState is "dusk">>
Many doors stand open and you hear voices within.
<</if>>
There's a ladder to your left; you think it will take you to the rooftops.
<<streeteffects>>
<br><br>
<<if $exposed gte 1>>
<<exhibitionism "alley">>
<<if Time.dayState isnot "night">>
Connudatus Street is packed with stalls. You might be able to cross the street by hiding under them. If something went wrong however, you'd find yourself exposed in the middle of a busy public street.
<br><br>
<</if>>
<</if>>
<<if $arousal gte $arousalmax>>
<<orgasmstreet>>
<</if>>
<<if $stress gte $stressmax and !$possessed>>
<<passoutalley>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if ($danger gte (9900 - $allure) or $eventforced) and $eventskip is 0>>
<<eventsstreet>>
<<else>>
<<if $options.mapTop is true>>
<<map "commercial">>
<br>
<</if>>
Places of interest
<br>
<<if Time.dayState isnot "night" and $exposed gte 1>>
<<sneakicon>><<link [[Sneak under the stalls (0:10)|Stalls Ex]]>><<pass 10>><</link>>
<br>
<<if $exposed gte 2>>
<<if hasSexStat("exhibitionism", 5)>>
<<parkicon>><<link [[Cross the High Street into the park (0:05)|Cream Ex Naked]]>><</link>><<if $daily.ex.cream isnot 1>><<exhibitionist5>><</if>>
<br>
<</if>>
<</if>>
<<if $exposed is 1>>
<<if hasSexStat("exhibitionism", 3)>>
<<parkicon>><<link [[Cross the High Street into the park (0:05)|Cream Ex Undies]]>><</link>><<if $daily.ex.cream isnot 1>><<exhibitionist3>><</if>>
<br>
<</if>>
<</if>>
<</if>>
<<laddericon>><<link [[Climb the ladder (0:02)|Commercial rooftops]]>><<pass 2>><</link>>
<br>
<<if Time.dayState isnot "night" and $exposed gte 1>>
<<else>>
<br>
<<add_link "Travel<br>">><<hideDisplay>>
<<connudatus>>
<<cliff>>
<<wolf>>
<<high>>
<<loiter>>
<</if>>
<<add_link "<br>Alternate routes<br>">><<hideDisplay>>
<<if $exposed gte 1 and Time.dayState isnot "night">>
<<else>>
<<residential>>
<<park>>
<</if>>
<<stormdrain>>
<<displayLinks>>
<<if $options.mapTop isnot true>>
<br>
<<map "commercial">>
<</if>>
<</if>>
<</if>>
<<set $eventskip to 0>>You've pushed yourself too much.
<br><br>
<<passout>>
<<set $safealley to 0>>
<<set $dangeralley to 0>>
<<set $danger to random(1, 10000)>>
<<if $danger gte (9900 - $allure)>><<set $dangeralley to random(1, 100)>><</if>>
<<if $danger lt (9900 - $allure)>><<set $safealley to random(1, 100)>><</if>>
<<if $dangeralley gte 71>>
<<link [[Wake up|Abduction]]>><<set $molestationstart to 1>><</link>>
<<elseif $dangeralley gte 45>>
<<link [[Wake up|Street Wake]]>><</link>>
<<elseif $dangeralley gte 1>>
<<link [[Wake up|Molestation alley]]>><<set $molestationstart to 1>><</link>>
<</if>>
<<if $safealley gte 1>><<ambulance>><</if>>
<<pass 1 hour>>
<<trauma 6>><<set $stress -= 2000>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<strangeman2init>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $alarm is 1 and _combatend is true>>
<<set $alarm to 0>>
<br><br>
<<if $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Industrial Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0>>
<span id="next"><<link [[Next|Industrial Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Molestation Industrial]]>><</link>></span><<nexttext>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax and _combatend is true>>
<span id="next"><<link [[Next|Industrial Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0 and _combatend is true>>
<span id="next"><<link [[Next|Industrial Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Molestation Industrial]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<ejaculation>>
<<if $enemyanger gte ($enemyangermax / 5) * 3>>
<<He>> gives you one last smack to the face, then leaves you lying on the ground.
<<violence 3>>
<br><br>
<<elseif $enemyanger gte 1>>
Without a word, <<he>> gets up and leaves you lying on the ground.
<br><br>
<<else>>
Smiling, <<he>> kisses you on the cheek. "This is for you." <<He>> gets up and leaves you lying on the ground.
<br>
You've gained <<printmoney 500>><<money 500 "prostitution">>.
<br><br>
<</if>>
<<stealclothes>>
<br><br>
<<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<industrialeventend>><<effects>>
<<He>> recoils in pain, giving you the chance you need to escape. <<tearful>> you keep running until your legs give out and you collapse in a heap.
<<clotheson>>
<<endcombat>>
<<industrialeventend>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<generate1>><<strangeman2init>><<set $enemyanger += 60>>
You awaken to find yourself being dragged behind a dumpster by a strange <<person1>><<person>>.
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $alarm is 1 and _combatend is true>>
<<set $alarm to 0>>
<br><br>
<<if $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Alley Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0>>
<span id="next"><<link [[Next|Alley Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Molestation alley]]>><</link>></span><<nexttext>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax and _combatend is true>>
<span id="next"><<link [[Next|Alley Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0 and _combatend is true>>
<span id="next"><<link [[Next|Alley Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Molestation alley]]>><</link>></span><<nexttext>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<strangewoman1init>><<set $enemyanger += 60>><<set $NPCList[0].lefthand to "hair">>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $alarm is 1 and _combatend is true>>
<<set $alarm to 0>>
<br><br>
<<if $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Commercial Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0>>
<span id="next"><<link [[Next|Commercial Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Molestation Commercial]]>><</link>></span><<nexttext>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax and _combatend is true>>
<span id="next"><<link [[Next|Commercial Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0 and _combatend is true>>
<span id="next"><<link [[Next|Commercial Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Molestation Commercial]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<He>> tenses and presses <<his>> mouth against your neck to muffle the sound of <<his>> climax.
<br><br>
<<ejaculation>>
<<if $enemyanger gte ($enemyangermax / 5) * 3>>
<<He>> gives you a hard bite then leaves you without a word<<violence 3>>
<br><br>
<<elseif $enemyanger gte 1>>
Without a word, <<he>> gets up and leaves you lying on the grass.
<br><br>
<<else>>
Smiling, <<he>> kisses you on the cheek. "This is for you." <<He>> leaves you lying on the grass.
<br>
You've gained <<printmoney 500>><<money 500 "prostitution">>.
<br><br>
<</if>>
<<tearful>> you struggle to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<commercialeventend>><<effects>>
<<He>> recoils in pain, giving you the chance you need to escape. <<tearful>> you run round several corners before hiding behind a crate of fruit. No one follows you.
<br><br>
<<clotheson>>
<<endcombat>>
<<commercialeventend>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<strangeman2init>>
<</if>>
<<if $phase is 1>><<enable_rescue>><</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $alarm is 1 and _combatend is true>>
<<if $rescue is 1>>
<span id="next"><<link [[Next|Residential Alarm]]>><</link>></span><<nexttext>>
<<else>>
<<set $alarm to 0>>
<br><br>
<<if $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Residential Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0>>
<span id="next"><<link [[Next|Residential Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Molestation Residential]]>><</link>></span><<nexttext>>
<</if>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax and _combatend is true>>
<span id="next"><<link [[Next|Residential Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0 and _combatend is true>>
<span id="next"><<link [[Next|Residential Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Molestation Residential]]>><</link>></span><<nexttext>>
<</if>><<effects>><<set $rescued += 1>>
The dumpster opens fully, someone heard your cry. <<generate2>><<generate3>>A <<person2>><<person>> and <<person3>><<person>> grab your shoulders and haul you out, slamming it shut behind you.
<br><br>
<<clothesontowel>>
The <<person1>><<person>> looks concerned. "Good thing we heard you. Are you OK?" <<tearful>> you nod and thank them for the rescue, before parting ways.
<br><br>
<<endcombat>>
<<residentialeventend>><<ejaculation>>
<<if $enemyanger gte ($enemyangermax / 5) * 3>>
<<He>> bashes your head against the side of the dumpster, then drops you outside.
<<violence 3>>
<br><br>
<<elseif $enemyanger gte 1>>
Without a word, <<he>> pushes you outside the dumpster.
<br><br>
<<else>>
<<He>> kisses you on the cheek, then lifts you out of the dumpster.
<br><br>
<</if>>
<<tearful>> you gather yourself.
<br><br>
<<stealclothes>>
<br><br>
<<clotheson>>
<<endcombat>>
<<residentialeventend>><<effects>>
<<if $phase is 0>>
<<He>> recoils in pain, giving you the chance you need to escape. You push the lid with all your might, creating an opening. <<He>> recovers before you're able to make good on your escape however, and pulls you back down.
<br><br>
<<link [[Next|Molestation Residential]]>><<set $phase to 1>><</link>>
<<set $consensual to 0>>
<<set $combatExtended.reverseRapeStart to 0>>
<<set $combatExtended.standingFightStart to 1>>
<<set $enemyhealth to $enemyhealthmax>>
<<healthMultiplier>>
<<else>>
<<He>> recoils in pain again. With the dumpster already ajar, you are able to climb out and escape. <<tearful>> you flee around the corner.
<br><br>
<<clotheson>>
<<endcombat>>
<<residentialeventend>>
<</if>><<set $outside to 1>><<effects>>
<<if $stress gte $stressmax>>
<<passoutalley>>
<<else>>
<<if $exposed gte 1>>
You peek over the fence, making sure there's no one in the garden behind the orphanage. Once sure the coast is clear, you hoist yourself over, mindful of your <<lewdness>> as you keep yourself low and out of sight.
<<elseif ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled"))>>
You hop over the fence with unmatched elegance, landing on all fours in the garden behind the orphanage.
<<else>>
You climb over the fence into the garden behind the orphanage.
<</if>>
<br><br>
<<link [[Next|Garden]]>><</link>>
<br>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>>
You are on the rooftop of an industrial building. Plumes of smoke rise all around you. Buildings are closely packed, crossing between them should be no problem.
<br><br>
<<if $stress gte $stressmax>>
<<passoutalley>>
<<else>>
<<if $exposed gte 1>>
<<exhibitionismroof>>
There is an industrial chute leading into the park which would allow you to avoid the road.
<br><br>
<<link [[Climb down the ladder (0:02)|Industrial alleyways]]>><<pass 2>><</link>>
<br>
<<link [[Climb in the chute (0:02)|Chute]]>><<pass 2>><</link>>
<br><br>
<<else>>
There is an industrial chute leading into the park.
<br><br>
<<link [[Climb down the ladder (0:02)|Industrial alleyways]]>><<pass 2>><</link>>
<br>
<<link [[Climb in the chute (0:02)|Chute]]>><<pass 2>><</link>>
<br><br>
<</if>>
<</if>><<set $outside to 0>><<effects>>
You slide down the chute to the park.
<br>
<<if $worn.over_upper.name isnot "naked">>
<<set $worn.over_upper.integrity -= 20>>
<<set _damage to true>>
<<elseif $worn.upper.name isnot "naked">>
<<set $worn.upper.integrity -= 20>>
<<set _damage to true>>
<</if>>
<<if $worn.over_lower.name isnot "naked">>
<<if $worn.lower.name isnot "naked">>
<<set $worn.lower.integrity -= 20>>
<</if>>
<<set $worn.over_lower.integrity -= 20>>
<<set _damage to true>>
<<elseif $worn.lower.name isnot "naked">>
<<if $worn.under_lower.name isnot "naked">>
<<set $worn.under_lower.integrity -= 20>>
<</if>>
<<set $worn.lower.integrity -= 20>>
<<set _damage to true>>
<</if>>
<<if _damage>>
Your clothing snags on a rut.
<br><br>
<</if>>
<<set $danger to random(1, 10000)>><<set $dangerchute to 0>>
<<if $danger gte (9900 - ($allure * 3))>>
<<set $dangerchute to random(1)>>
<</if>>
<<if $dangerchute is 1>>
As the chute exit comes into view you see someone has left a cement mixer in front of it!
<br><br>
<<link [[Dodge it at any cost!|Molestation Chute]]>><<set $molestationstart to 1>><</link>>
<br>
<<link [[Brace for impact|Cement Mixer]]>><</link>>
<br><br>
<<else>>
<<parkquick>>
<</if>>
<<set $dangerchute to 0>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<generate1>><<spankmaninit>>
<<person1>>You avoid landing in the mixer, but collide with the edge and knock it over. It shatters against the ground.
<br><br>
As you try to recover, a <<person>> storms over. "I'll show you what happens when you break things that aren't yours!" <<He>> grabs you by the arms, hauls you over to a chair and bends you over <<his>> lap.
<br><br>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $enemyanger lte 0 and _combatend is true>>
<span id="next"><<link [[Next|Chute Done]]>><</link>></span><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax and _combatend is true>>
<span id="next"><<link [[Next|Chute Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0 and _combatend is true>>
<span id="next"><<link [[Next|Chute Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Molestation Chute]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 1>><<effects>>
You curl up and slam into the mixer. Fortunately, the cement cushions your blow. Unfortunately, it's cement. You manage to struggle free,
<<outfitChecks>>
<<if _bottomless>>
stumbling away without attracting notice.
<br><br>
<<else>>
but lose your clothes in the process.
<br><br>
<<underruined>>
<<lowerruined>>
<<upperruined>>
<</if>>
<<parkquick>><<effects>>
"I think you've had enough." <<He>> releases you and you slip to the ground in a heap.
<br><br>
<<He>> leaves you to sob.
<br><br>
<<clotheson>>
<<endcombat>>
<<parkquick>><<ejaculation>>
<<if $enemyanger gte ($enemyangermax / 5) * 3>>
<<He>> gives you one last spank, then leaves you lying on the ground.
<<violence 3>>
<br><br>
<<elseif $enemyanger gte 20>>
Without a word, <<he>> gets up and leaves you lying on the ground.
<br><br>
<<else>>
"I think you've learnt your lesson." <<He>> gets up and leaves you lying on the ground.
<br><br>
<</if>>
<<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<parkquick>><<effects>>
<<He>> recoils in pain. You take the opportunity to squirm free and bolt away. <<tearful>> you run into an area dense with foliage.
<br><br>
<<clotheson>>
<<endcombat>>
<<parkquick>><<set $outside to 1>><<effects>>
You are on the rooftop of a commercial building. You can access the shopping centre from here. Buildings are closely packed, crossing between them should be no problem.
<br><br>
<<if $stress gte $stressmax>>
<<passoutalley>>
<<else>>
<<if $exposed gte 1>>
<<exhibitionismroof>>
<<laddericon>><<link [[Climb down the ladder (0:02)|Commercial alleyways]]>><<pass 2>><</link>>
<br>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled")) or ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled")) or ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled")) or ($fallenangel gte 2 or ($transformationParts.fallenAngel.wings isnot "hidden" and $transformationParts.fallenAngel.wings isnot "disabled"))>>
<<glideicon>><<link [[Glide down|Commercial alleyways]]>><<set $eventskip to 1>><</link>><<flight_text>><<lharass>>
<br>
<</if>>
<<shopicon>><<link [[Shopping centre (0:02)|Shopping Centre Top]]>><<pass 2>><</link>>
<br><br>
<<else>>
<<laddericon>><<link [[Climb down the ladder (0:02)|Commercial alleyways]]>><<pass 2>><</link>>
<br>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled")) or ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled")) or ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled")) or ($fallenangel gte 2 or ($transformationParts.fallenAngel.wings isnot "hidden" and $transformationParts.fallenAngel.wings isnot "disabled"))>>
<<glideicon>><<link [[Glide down|Commercial alleyways]]>><<set $eventskip to 1>><</link>><<flight_text>><<lharass>>
<br>
<</if>>
<<shopicon>><<link [[Shopping centre (0:02)|Shopping Centre Top]]>><<pass 2>><</link>>
<br><br>
<</if>>
<</if>><<effects>>
<<ejaculation>>
<<if $enemyanger gte ($enemyangermax / 5) * 3>>
<<He>> gives you one last smack to the face, then leaves you lying on the hard concrete.
<<violence 3>>
<br><br>
<<elseif $enemyanger gte 1>>
Without a word, <<he>> gets up and leaves you lying on the hard concrete.
<br><br>
<<else>>
Smiling, <<he>> kisses you on the cheek. "This is for you." <<He>> gets up and leaves you lying on the hard concrete.
<br>
You've gained <<printmoney 500>><<money 500 "prostitution">>.
<br><br>
<</if>>
<<underlowersteal>>
<<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<set $stress -= 1000>><<set $eventskip to 1>>
<<destination>><<effects>>
<<He>> falls to the ground, giving you the chance you need to escape. <<tearful>> you run round a few bends and take cover in a shadowed alcove.
<br><br>
<<clotheson>>
<<endcombat>>
<<set $stress -= 1000>><<set $eventskip to 1>>
<<destination>><<effects>>
<<if $noise is 2 and $combat is 0>>
<span class="red">The youths are wondering aloud why the <<beasttype>> is so agitated. They'll find you soon if you don't do something!</span>
<br><br>
<</if>>
<<if $timer is 1 and $combat is 0>>
You hear the youths move away from the alley.
<<if $combat is 0>>
You take a peek and see that they are indeed gone. The <<beasttype>> looks dejected as you walk away.
<br><br>
<<endevent>>
<<residentialeventend>>
<<else>>
You try to take a peek but the <<beasttype>> tackles you to the ground.
<br><br>
<<set $rescue to 0>>
<<link [[Next|Residential Dog]]>><</link>><<nexttext>>
<</if>>
<br><br>
<<elseif $noise gte 3>>
Fed up with the racket, the pair make their way over.
<br><br>
<<link [[Next|Residential Dog Alarm]]>><</link>><<nexttext>>
<<else>>
<<switch $phase>>
<<case 1>>
<<bHe>> continues barking. You're afraid the youths will investigate if this continues.
<br><br>
<<link [[Quietly tell <<bhim>> to shut up|Residential Dog]]>><<set $noise += 1>><</link>>
<br>
<!-- Modified for Beast People -->
<<link [[Stroke <<bhis>> head|Residential Dog]]>><<set $phase to 2>><</link>>
<br><br>
<<case 2>>
<<bHe>> quiets at your touch, runs in a small circle, then walks right up to you. You notice <<bhis>> <<npcGenitals 0 "simple">> is ready and waiting. <<bHe>> looks at you expectantly.
<br><br>
<<link [[Just keep stroking <<bhis>> head|Residential Dog]]>><<set $noise += 1>><<set $phase to 3>><</link>>
<br>
<span class="sub"><<link [[Reach for <<bhis>> <<npcGenitals 0 "simple">>|Residential Dog]]>><<handskilluse>><<handstat>><<set $phase to 4>><</link>></span>
<br><br>
<<case 3>>
You continue to stroke <<bhis>> head, but <<bhe>> doesn't seem pleased and barks again.
<br><br>
<<link [[Just keep stroking <<bhis>> head|Residential Dog]]>><<set $noise += 1>><<set $phase to 3>><</link>>
<br>
<<link [[Reach for <<bhis>> <<npcGenitals 0 "simple">>|Residential Dog]]>><<set $phase to 4>><<handskilluse>><<handstat>><</link>>
<br><br>
<<case 4>>
<<set $molestationstart to 1>><<set $phase to 6>>
You reach out and touch <<bhis>> <<npcGenitals 0 "simple">> with your hand. <<bHe>> starts humping against your fingers.
<br><br>
<<link [[Next|Residential Dog]]>><</link>><<nexttext>>
<br><br>
<<case 5>>
<<set $phase to 6>>
The <<beasttype>>, still agitated, jumps up against your body.
Your bindings leave you unable to keep yourself upright. You fall on your face. <<gpain>>
<br><br>
As you regain your bearings, you notice the <<beasttype>> preparing to mount from behind you.
<br><br>
<<if hasSexStat("deviancy", 3)>>
<<link [[Goad the <<beasttype>>|Residential Dog]]>><<set $sexstart to 1>><</link>><<deviant3>>
<br>
<</if>>
<<link [[Endure|Residential Dog]]>><<set $molestationstart to 1>><<set $noHand to 1>><</link>>
<<case 6>>
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<deviancy3>>
<<beastCombatInit>>
<<npc_attempt_sex>>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<if $noHand is 1>><<unset $noHand>><<else>><<npchand>><</if>>
<</if>>
<<if $timer gte 1>><<enable_rescue>><</if>>
<<effectsman>>
<<alarmstate>>
<br>
<<beast $enemyno>>
<br>
<<stateman>>
<br><br>
<<actionsman>>
<<if $alarm is 1 and _combatend is true>>
<<if $rescue is 1>>
<span id="next"><<link [[Next|Residential Dog Alarm]]>><</link>></span><<nexttext>>
<<else>>
<<set $alarm to 0>>
<<if $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Residential Dog Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0>>
<span id="next"><<link [[Next|Residential Dog Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Residential Dog]]>><</link>></span><<nexttext>>
<</if>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax and _combatend is true>>
<span id="next"><<link [[Next|Residential Dog Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0 and _combatend is true>>
<span id="next"><<link [[Next|Residential Dog Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Residential Dog]]>><</link>></span><<nexttext>>
<</if>>
<</switch>>
<</if>><<effects>>
<<if $alarm is 1>>
Your scream alerts the pair.
<br><br>
<</if>>
At the sound of their approach, the <<beasttype>> ceases <<bhis>> adventure and bounds away.
<br><br>
<<endcombat>>
<<generatey1>><<generatey2>>Before you can recover, you are discovered by a <<fullGroup>>.
<br><br>
<<set $danger to random(1, 10000)>><<set $dangerstreet to 0>>
<<if $danger gte (9900 - ($allure * 3))>>
<<set $dangerstreet to random(1, 100)>>
They take advantage of your vulnerability.
<br><br>
<<link [[Next|Residential Pair]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
Seeing you in distress, the <<fullGroup>> help you to your feet.
<br><br>
<<set $rescued += 1>>
<<clothesontowel>>
The <<person1>><<person>> looks concerned. "Are you okay?" <<tearful>> you nod and thank them for their concern, before parting ways.
<br><br>
<<residentialeventend>>
<</if>><<beastejaculation>>
<<if $enemyanger gte ($enemyangermax / 5) * 3>>
<<bHe>> bites you on the thigh, then leaves you lying on the ground.
<<violence 3>>
<br><br>
<<elseif $enemyanger gte 1>>
<<bHe>> barks then leaves you lying on the ground.
<br><br>
<<else>>
<<bHe>> licks your <<genitals>> then darts away.
<<neutral 5>>
<br><br>
<</if>>
<<if $timer gte 1>>
The youths leave shortly after.
<br><br>
<</if>>
<<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<residentialeventend>><<effects>>
Finally taking the hint, <<bhe>> whimpers and flees the alley.
<<if $timer gte 1>>After a short while the youths also leave.<</if>> <<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<residentialeventend>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $alarm is 1 and _combatend is true>>
<<if $rescue is 0>>
<<set $alarm to 0>>
<br><br>
<<if $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Residential Pair Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0>>
<span id="next"><<link [[Next|Residential Pair Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Residential Pair]]>><</link>></span><<nexttext>>
<</if>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax and _combatend is true>>
<span id="next"><<link [[Next|Residential Pair Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0 and _combatend is true>>
<span id="next"><<link [[Next|Residential Pair Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Residential Pair]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<ejaculation>>
<<if $enemyanger gte ($enemyangermax / 5) * 3>>
They bash you against the pavement, then leave.
<<violence 3>>
<br><br>
<<elseif $enemyanger gte 1>>
Without a word, they saunter off.
<br><br>
<<else>>
<<person2>>The <<person>> kisses you on the cheek, they then saunter off.
<br><br>
<</if>>
<<underlowersteal>>
<<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>><<effects>>
The <<person1>><<person>> recoils in pain, giving you the chance you need to escape. <<tearful>> you keep running until your legs give out and you collapse against a wall.
<<clotheson>>
<<endcombat>>
<<destinationeventend>><<effects>>
<<if $athleticsSuccess>>
You kick the ball, <span class="green">and it arcs over the fence.</span> No one sends thanks, but they don't peek over either. <<tearful>> you continue.
<br><br>
<<endevent>>
<<destinationeventend>>
<<else>>
<<if random(1, 2) gte 2>>
You kick the ball, <span class="red">but it bounces off the fence with a thud.</span>
<<else>>
You try to kick the ball, <span class="red">but miss.</span> You lose your balance and fall to the ground.
<<gpain>><<pain 6>>
<</if>>
<br><br>
A <<person2>><<persons>> head peeks over before you can try again. <<covered>> <<He>> stares at you, astonished.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 1>>
<br><br>
<<link [[Ask for help|Residential Kick Help]]>><</link>>
<br>
<<link [[Run|Residential Kick Run]]>><</link>>
<br>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"P-please help me," you say, bowing your head.
<<elseif $speech_attitude is "bratty">>
"Don't just stand there," you say. "Get me something to wear."
<<else>>
"Could you help me please?" you say.
<</if>>
<br><br>
<<if random(1, 2) is 2>>
The <<person>> drops back beneath the fence. A few moments pass, <span class="green">then a towel flies over.</span>
<<lstress>><<towelup>>
<br><br>
<<else>>
The <<person>> drops back beneath the fence. A few moments pass, then <<he>> reappears. <span class="red">A <<person1>><<person>> appears next to <<him>>, along with several others.</span>
<<fameexhibitionism 9>>
<br><br>
They burst into excitement as you turn and run.
<<gstress>><<stress 6>>
<br><br>
"I told you there was a naked <<girl>>."
<br>
<<if random(1, 2) is 2>>
"Hot."
<<else>>
"I can see everything."
<</if>>
<br>
<<if random(1, 2) is 2>>
"Is <<pshe>> a pervert?"
<<else>>
"What is <<pshe>> thinking?"
<</if>>
<br>
<<if random(1, 2) is 2>>
"I'm gonna tell everyone."
<<else>>
"Wait until the others hear."
<</if>>
<br>
<<if $worn.face.type.includes("mask")>>
"I wonder who <<pshe>> is."
<<else>>
"I think I recognise <<phim>> from school."
<</if>>
<br><br>
Their voices fade behind you.
<br><br>
<</if>>
<<endevent>>
<<destinationeventend>><<effects>>
<<fameexhibitionism 4>>
<<tearful>> you turn and run. "There's a naked <<girl>> over here!" you hear the <<person>> shout behind you. Several others stick their heads above the fence just as you round the corner, where you lean against a wall and pant.
<br><br>
<<endevent>>
<<destinationeventend>><<effects>>
You clamber over a fence opposite. There's no time to check what's on the other side first. You land in a garden, and a moment later hear someone land in the alley.
<br><br>
<<if random(1, 5) is 5>><<fameexhibitionism 1>>
<<generate3>><<person3>>You look around, and your heart sinks. A <<person>> stands near a bed of flowers, holding a camera. <<Hes>> staring at you, surprise on <<his>> face. <<He>> recovers quick, and points the camera in your direction.
<<gstress>><<stress 6>>
<br><br>
<<link [[Ask for help|Residential Fence Garden Ask]]>><</link>>
<br>
<<link [[Escape|Residential Fence Garden Escape]]>><</link>>
<br>
/* <<if $submissive gte 1500>> */
<<link [[Beg|Residential Fence Garden Beg]]>><<sub 1>><</link>><<submissivetext>>
<br>
/* <</if>> */
<<else>>
You look around. The garden appears typical, and empty. You listen for the person you narrowly escaped to return to their own garden, then climb back over the fence.
<<lstress>><<stress -6>>
<br><br>
<<endevent>>
<<destinationeventend>>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"P-please don't take any pictures," you say. "I need help."
<<elseif $speech_attitude is "bratty">>
"Don't you dare," you warn. "Give me something to cover with."
<<else>>
"Please," you say. "I need help."
<</if>>
<br><br>
<<if random(1, 2) is 2>>
"I got a towel for ya," <<he>> says as <<his>> camera clicks. "Just want some souvenirs. Not every day a cute <<girl>> drops into my lap."
<<fameexhibitionism 7>>
<br><br>
<<He>> takes a few more pictures before throwing you a towel, and showing you to the gate.
<<else>>
<<He>> pauses a moment, then lowers the camera.
<<lstress>><<stress -6>>
<br><br>
<<He>> hands you a towel before showing you to the gate.
<</if>>
<br><br>
<<towelup>>
<<endevent>>
<<destinationeventend>><<effects>>
<<fameexhibitionism 4>>
You climb back over the fence as the camera clicks behind you. A <<person2>><<person>> stands in the alley. <<He>> drops the football when <<he>> sees you.
<br><br>
<<tearful>> you run for safety. You round the corner just as the <<person3>><<person>> makes it to the fence, near where the <<person2>><<person>> remains stood, astonished.
<br><br>
<<endevent>>
<<destinationeventend>><<effects>>
You drop to your knees and prostrate yourself on the grass. "P-please help," you begin, before explaining your situation within a broken stream of sobs.
<br><br>
The <<person>> hesitates, but lowers the camera. "Don't cry <<girl>>," <<he>> says. "I was only joking."
<br><br>
<<He>> gives you a towel to cover with, and shows you to the gate.
<<lstress>><<stress -6>>
<br><br>
<<towelup>>
<<endevent>>
<<destinationeventend>><<effects>>
You search the alleyways for something you could prop up under Briar's window.
<<if $rng gte 71>>
<<generate1>><<generate2>>
<span class="green">You find a stepladder lying on its side.</span> A <<fullGroup>> are sitting on it, chatting. They turn to look at you. "What do you want, <<girl>>?"
<br><br>
<<if $speech_attitude is "meek">>
"Could I use that ladder, please?" you ask. "If you're not busy with it."
<<elseif $speech_attitude is "bratty">>
"Clear out," you say, waving your arms. "I need the ladder."
<<else>>
"I'd like that ladder," you say. "Could you move somewhere else?"
<</if>>
<br><br>
"Stepladder," the <<person2>><<person>> responds automatically. "And what's in it for us?"
<br><br>
<<if $money gte 10000>>
<<link [[Pay them to move (£100)|Industrial Ladder Pay]]>><<money -10000 "bribe">><</link>>
<<else>>
<span class="blue">You don't think you have enough money to satisfy them.</span>
<</if>>
<br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Seduce|Industrial Ladder Seduce]]>><</link>><<promiscuous2>>
<<else>>
<<insufficientStat "promiscuity" "to seduce them">>
<</if>>
<br>
/* <<if $submissive gte 1500>> */
<<link [[Beg|Industrial Ladder Beg]]>><</link>>
<br>
/* <</if>> */
<<link [[Leave|Industrial alleyways]]>><<endevent>><</link>>
<<else>>
<span class="red">You can't find anything of use.</span>
<br><br>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>><<rng>>
<<if ($danger gte (9900 - $allure) or $eventforced) and $eventskip is 0>>
<<eventsstreet>>
<<else>>
<<link [[Keep looking|Industrial Ladder]]>><</link>>
<br>
<<link [[Give up|Industrial alleyways]]>><</link>>
<</if>>
<</if>><<effects>><<set $pubfame.briar.escape to 2>>
You hand them a wad of cash, and they blink. The <<person2>><<person>> quickly pockets it and stands up, tugging the <<person1>><<person>> to <<his>> feet and ignoring <<his>> protests.
<br><br>
The stepladder is a little unwieldy, but you manage to set it up under Briar's office window without making too much sound. It shouldn't be visible from the window itself unless Briar looks directly down, which you hope <<nnpc_he "Briar">> won't do. A few passersby give you odd looks, but they don't question anything. <span class="green">You now have an escape route.</span>
<br><br>
<<endcombat>>
<<destinationeventend>><<effects>>
<<set $seductiondifficulty to 6000>>
<<seductioncheck>>
<<if $seductionskill lt 1000>><span class="gold">You feel more confident in your powers of seduction.</span><</if>><<seductionskilluse>>
<br><br>
You glance between the two of them, and lick your lips. "If you let me have the ladder... I'll let you have me."
<<promiscuity2>>
<<if $seductionrating gte $seductionrequired>>
The <<person1>><<person>> looks at the <<person2>><<person>>, who nods. Together, they stand up and walk toward you.
<br><br>
<<link [[Next|Industrial Ladder Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<else>>
The <<person1>><<person>> looks over at the <<person2>><<person>>, who shakes <<his>> head. "No way I'm touching a <<girl>> who doesn't know the difference between a ladder and a stepladder."
<br><br>
The <<person1>><<person>> slaps <<his>> face into <<his>> hands, then shrugs and looks at you helplessly.
<br><br>
<<if $money gte 10000>>
<<link [[Pay them to move (£100)|Industrial Ladder Pay]]>><<money -10000 "bribe">><</link>>
<<else>>
<span class="blue">You don't think you have enough money to satisfy them.</span>
<</if>>
<br>
/* <<if $submissive gte 1500>> */
<<link [[Beg|Industrial Ladder Beg]]>><</link>>
<br>
/* <</if>> */
<<link [[Leave|Industrial alleyways]]>><<endevent>><</link>>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 50>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Industrial Ladder Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Industrial Ladder Sex]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyhealth lte 0>>
<<set $pubfame.briar.escape to 2>>
The <<person2>><<person>> staggers back and falls over the stepladder. "Fuck this," <<he>> grumbles. <<He>> grabs the <<person1>><<persons>> arm and drags <<him>> out of the alleyway.
<br><br>
The stepladder is a little unwieldy, but you manage to set it up under Briar's office window without making too much sound. It shouldn't be visible from the window itself unless Briar looks directly down, which you hope <<nnpc_he "Briar">> won't do. A few passersby give you odd looks, but they don't question anything. <span class="green">You now have an escape route.</span>
<br><br>
<<endcombat>><<clotheson>>
<<destinationeventend>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<set $pubfame.briar.escape to 2>>
<<ejaculation>>
"Thanks for the free fuck," the <<person1>><<person>> snickers. "That ladder isn't even ours."
<br><br>
"Stepladder," the <<person2>><<person>> snaps, dragging <<person1>><<him>> out of the alleyway.
<br><br>
The stepladder is a little unwieldy, but you manage to set it up under Briar's office window without making too much sound. It shouldn't be visible from the window itself unless Briar looks directly down, which you hope <<nnpc_he "Briar">> won't do. A few passersby give you odd looks, but they don't question anything. <span class="green">You now have an escape route.</span>
<br><br>
<<endcombat>><<clotheson>>
<<destinationeventend>>
<<else>>
The <<person2>><<person>> backs off and sits down in a huff. "Well, fuck you too then. We're not moving."
<br><br>
"We're not?" the <<person1>><<person>> asks. A stern glance from <<his>> partner has <<him>> sitting down on the ladder as well.
<br><br>
<<if $money gte 10000>>
<<link [[Pay them to move (£100)|Industrial Ladder Pay]]>><<money -10000 "bribe">><</link>>
<<else>>
<span class="blue">You don't think you have enough money to satisfy them.</span>
<</if>>
<br>
/* <<if $submissive gte 1500>> */
<<link [[Beg|Industrial Ladder Beg]]>><</link>>
<br>
/* <</if>> */
<<link [[Leave|Industrial alleyways]]>><<endcombat>><</link>>
<</if>><<effects>><<set $pubfame.briar.escape to 2>>
"Please," you say, clasping your hands together. "Please, I really need it. Can't you please let me have that ladder?"
<br><br>
The <<person2>><<person>> almost gets up, but gives you a sceptical look. You smile hopefully. "Stepladder?" you try. That satisfies <<him>>, and <<he>> drags the <<person1>><<person>> out of the alleyway.
<br><br>
The stepladder is a little unwieldy, but you manage to set it up under Briar's office window without making too much sound. It shouldn't be visible from the window itself unless Briar looks directly down, which you hope <<nnpc_he "Briar">> won't do. A few passersby give you odd looks, but they don't question anything. <span class="green">You now have an escape route.</span>
<br><br>
<<endcombat>>
<<destinationeventend>><<set $outside to 1>><<set $location to "alley">><<effects>><<set $bus to "industrial">><<getTarget true>>
You are in an alleyway in the industrial district.
<<if Time.dayState is "day">>
You hear machines operating in the buildings around you.
<<elseif Time.dayState is "night">>
<<else>>
You hear the engines of heavy vehicles.
<</if>>
There's a ladder to your right; you think it will take you to the rooftops. The rear of the school protrudes into this area, separated by a spiked fence.
<<streeteffects>>
<br><br>
<<if $brothelintro is 1 and isPubfameTaskAccepted("briar") and !$pubfame.briar.escape and $cat lte 5>>
<<set $pubfame.briar.escape to 1>>
You notice the brothel on Harvest Street nearby. There's a window leading to Briar's office.
<br><br>
<span class="blue">An idea strikes you.</span> If you can get a ladder to face Briar's office, you could leave that way.
<br><br>
<</if>>
<<if $exposed gte 1>>
<<exhibitionism "alley">>
<</if>>
<<if $arousal gte $arousalmax>>
<<orgasmstreet>>
<</if>>
<<if $stress gte $stressmax and !$possessed>>
<<passoutalley>>
<<elseif $weekly.schoolNightPoolParty is "intro" and Time.hour gte 21>>
<<set $weekly.schoolNightPoolParty to "discover">>
Upon entering the alley, you notice some movement near the school's back fence.
<br><br>
Aided by the darkness, you draw closer. You recognise a couple of delinquents from your classes. They're jumping the fence into the school grounds.
<br><br>
They all carry pretty heavy backpacks, and quickly disappear inside the school building.
<br><br>
<<link [[Follow them|School Night Pool Party Follow]]>><</link>>
<br>
<<link [[Ignore|Industrial alleyways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if ($danger gte (9900 - $allure) or $eventforced) and $eventskip is 0>>
<<eventsstreet>>
<<else>>
<<if isPubfameTaskAccepted("briar") and $pubfame.briar.escape is 1>>
<<investigateicon>><<link [[Search for something to climb|Industrial Ladder]]>><</link>>
<br><br>
<</if>>
<<if $options.mapTop is true>>
<<map "industrial">>
<br>
<</if>>
Points of interest
<br>
<<laddericon>><<link [[Climb the ladder (0:02)|Industrial rooftops]]>><<pass 2>><</link>>
<br>
<<busstationicon>><<link [[Back door to bus station (0:02)|Bus Station Back Entrance]]>><<pass 2>><</link>>
<br>
<<if $schoolBlocked>>
<span class="blue">The school guard is on high alert. You won't be able to sneak in tonight.</span>
<<else>>
<<fenceicon>><<link [[Climb over the fence into the school grounds (0:05)|School Rear Fence]]>><<pass 5>><</link>>
<</if>>
<br><br>
<<if $exposed gte 1 and Time.dayState isnot "night">>
<<if $exposed gte 2 and hasSexStat("exhibitionism", 5)>>
<<link [[Cross the road to the town outskirts (0:05)|Lorries Ex Naked]]>><</link>><<if $daily.ex.lorries is undefined>><<exhibitionist5>><</if>>
<br>
<<elseif $exposed is 1 and hasSexStat("exhibitionism", 3)>>
<<link [[Cross the road to town outskirts (0:05)|Lorries Ex Undies]]>><</link>><<if $daily.ex.lorries is undefined>><<exhibitionist3>><</if>>
<br>
<</if>>
<<else>>
<<add_link "Travel<br>">><<hideDisplay>>
<<oxford>>
<<mer>>
<<elk>>
<<harvest>>
<<loiter>>
<</if>>
<<add_link "<br>Alternate routes<br>">><<hideDisplay>>
<<if $exposed gte 1 and Time.dayState isnot "night">>
<<else>>
<<park>>
<</if>>
<<stormdrain>>
<<displayLinks>>
<<if $options.mapTop isnot true>>
<br>
<<map "industrial">>
<</if>>
<</if>>
<</if>>
<<set $eventskip to 0>><<set $outside to 1>><<set $location to "park">><<effects>><<set $bus to "park">><<getTarget true>>
You are in the park.
<<if Time.dayState is "dawn">>
There are a few people out walking or jogging. Some have dogs with them.
<<elseif Time.dayState is "day">>
<<if Weather.precipitation is "rain">>
Very few people are out, walking around the puddles that dot the paths.
<<elseif Weather.precipitation is "snow">>
Many people are out, walking their dogs or jogging, wrapped up warm against the cold.
<<else>>
Many people are out, walking their dogs or jogging. You hear children in the playground.
<</if>>
<<elseif Time.dayState is "dusk">>
There are many people around. Students hang out near the playground.
<<elseif Time.dayState is "night">>
<<if $park_fame gte 60>>
<span class="pink">Creepy figures lurk in the shadows.</span> <i>News of your lewd running has spread. Don't run while exposed for several days if you want it to cool off.</i>
<<elseif $park_fame gte 20>>
<span class="pink">You think you're being watched.</span> <i>News of your lewd running has spread. Don't run while exposed for a few days if you want it to cool off.</i>
<<else>>
There is no one around.
<</if>>
<</if>>
Tulips grow in great patches near the riverbank.
<<streeteffects>>
<br><br>
<<if $exposed gte 1>>
<<exhibitionism "park">>
<<if Time.dayState isnot "night">>
You can hear the commotion of the High Street, there's no way you'll be able to cross like this. However, there's a depot from which crates are being carried across the road, maybe you could hide in one of them.
<br><br>
<</if>>
<</if>>
<<if $arousal gte $arousalmax>>
<<orgasmstreet>>
<</if>>
<<if $stress gte $stressmax and !$possessed>>
<<passoutpark>>
<<else>>
<<run statusCheck("Robin")>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if ($halloween_kylar is 1 or C.npc.Kylar.love gte 60) and $halloween_kylar_proposed isnot 1 and Time.dayState is "night" and C.npc.Kylar.init is 1 and C.npc.Kylar.state is "active" and (($halloween is 1 and Time.monthDay is 31 and Time.hour gte 21) or (Time.monthName is "November" and Time.monthDay is 1 and Time.hour lte 6)) and !$possessed>>
<<halloweenkylar>>
<<elseif ($danger gte (9900 - $allure) or $eventforced) and $eventskip is 0>>
<<eventsstreet>>
<<elseif $robinReunionScene isnot undefined and _robin_location is "park" and $exposed lte 0 and !$possessed>>
<<npc Robin>><<person1>>
<<if $robinReunionScene is "dungeon">>
<<wearProp "cocoa">>
<<unset $robinReunionScene>><<set $robinPostMortem to true>>
You see Robin stood behind <<his>> hot chocolate stand. <<His>> mouth falls agape as <<he>> sees you, and <<he>> sprints towards you.
<br><br>
"I don't believe it!" <<he>> squeals as <<he>> buries <<himself>> in your chest. "I-I thought you were gone forever! We need to talk about this at home. When you're ready."
<br><br>
You're led back to <<his>> stand. A small picture of the two of you sits on top. <<He>> puts it away.
<br>
<<He>> fixes you a cup of hot chocolate and sends you on your way.
<br>
"Don't forget to see me later," <<he>> says with a worried expression. "I'm always here for you if you need to talk."
<br><br>
<<link [[Next|Park]]>><<set $eventskip to 1>><<endevent>><</link>>
<br>
<<elseif $robinReunionScene is "dungeonRobin">>
<<unset $robinReunionScene>>
<<wearProp "cocoa">>
You see Robin stood behind <<his>> hot chocolate stand. <<His>> mouth goes falls as <<he>> sees you, and <<he>> sprints towards you.
<br><br>
"You made it out!" <<he>> squeals as <<he>> buries <<himself>> in your chest. "When you were recaptured, I didn't know what I was going to do."
<br><br>
You're led back to <<his>> stand. A small picture of the two of you sits on top. <<He>> puts it away.
<br>
<<He>> fixes you a cup of hot chocolate and sends you on your way.
<br>
"Don't forget to see me later," <<he>> says with a worried expression. "I'm always here for you, never forget that."
<br><br>
<<link [[Next|Park]]>><<set $eventskip to 1>><<endevent>><</link>>
<br>
<<elseif $robinReunionScene is "asylum">>
<<unset $robinReunionScene>>
You see Robin stood behind <<his>> hot chocolate stand.
<<if C.npc.Robin.trauma gte 40>>
<<He>> stares at you in disbelief.
<br><br>
"Hi," <<he>> says quietly as you draw close. "I thought the doctors took you away. I would've tried to get you something had I known you were c-coming back," Robin's voice quivers.
<<else>>
<<He>> excitedly beckons you over when <<he>> sees you.
<br><br>
"Hey, you're out!" <<he>> says as you draw close. "I thought you were staying at the doctor's for a while. I would've prepared something had I known you were coming back," Robin explains.
<</if>>
<br><br>
You shake your head, telling <<him>> that they weren't going to help you, so you "checked" out early. Robin seems confused, but <<he>> nods regardless. <<He>> gives you a hug.
<br>
<<if C.npc.Robin.trauma gte 40>>
"Well, I'm glad you're free," <<he>> mumbles, holding you tight.
<<else>>
"Well, I'm happy to see you again! I hope you're feeling better."
<</if>>
<br>
The two of you make small talk for a bit. Eventually, Robin says <<he>> needs to get back to <<his>> stand.
<<if C.npc.Robin.trauma gte 40>>
<<He>> slowly shuffles away, <<his>> gaze glued to the floor.
<<else>>
<<He>> smiles and waves goodbye.
<</if>>
<br><br>
<<link [[Next|Park]]>><<set $eventskip to 1>><<endevent>><</link>>
<br>
<<else>>
You spot Robin at <<his>> hot chocolate stand. <<His>> eyes pass over you momentarily, but <<he>> doesn't stare. It's as if <<he>> doesn't even recognise you.
<br><br>
<<link [[Next|Park]]>><<set $eventskip to 1>><<endevent>><</link>>
<br>
<</if>>
<<elseif C.npc.Robin.init is 0 and Time.season is "winter" and Time.isWeekEnd() and between(Time.hour, 9, 16) and $exposed lte 0 and !$possessed>>
<<set $robindebt to 0>><<set $robindebtlimit to 5>>
<<npc Robin>><<person1>>You see someone familiar working at a stand in the park. <<He>> notices you at the same time. "Hey!" It's Robin. <<Hes>> another resident at the orphanage. <<Hes>> always looked up to you, despite being about the same age. <<He>> motions you over, while cleaning a mug. <<He>> puts it down and hugs you when you approach.
<br><br>
"I haven't seen you at the orphanage in a while. We must keep missing each other. Remember, <span class="gold">you can visit me in my room at home</span> anytime you want. I've been waiting to show you something, I'm so excited!" <<He>> looks behind you, noticing customers approaching. "I've got to get back to work here. You're welcome to stay and help if you want." <<He>> gets back into position behind the stand.
<br><br>
<<endevent>>
<<link [[Next|Park]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif _robin_location is "park" and $exposed lte 0 and $balloonStand.open is true and $balloonStand.robin.status is "unaffected">>
<<balloonRobinIntro>>
<<else>>
<<if $options.mapTop is true>>
<<map "park">>
<br>
<</if>>
Places of interest
<br>
<<if $exposed lte 0>>
<<if $scienceproject is "ongoing" and $sciencelichenknown is 1 and $sciencelichenpark is 0>>
<<scienceicon "white lichen">><<link [[Examine lichen for science project|Park Lichen]]>><</link>>
<br>
<</if>>
<<if !$plants_known.includes("tulip")>>
<<if $sciencetrait gte 1>>
<<icon "tending/tulip.png">> <<link [[Search for seeds (0:30)|Park Tulip]]>><<set $plants_known.push("tulip")>><<pass 30>><<tending 6>><</link>><<gtending>>
<br>
<<else>>
<span class="blue">A higher science skill would let you harvest tulip seeds.</span>
<br>
<</if>>
<</if>>
<<icon "tending/tulip.png">> <<link [[Pick tulips (0:20)|Park Tulip Pick]]>><<pass 20>><<crimeUp 20 "petty">><</link>><<tendingdifficulty 1 200>><<crime "petty">>
<br>
<<if _robin_location is "park">>
<!-- if robin met, is not missing, trauma < 80%, on winter sundays 09:00 - 16:59 -->
<<robinicon "cocoa">><<link [[Robin's hot chocolate stand|Robin Chocolate]]>><</link>>
<br>
<</if>>
<<set _kylarLocation to getKylarLocation()>>
<<if _kylarLocation.area is "park">>
<<if _kylarLocation.state is "fountain">>
<br>
Kylar sits at the fountain, occasionally tossing coins in.
<br>
<<parkicon "fountain">><<link [[Approach|Kylar Park]]>><<set $kylar_text_trigger to true>><</link>>
<<else>>
<br>
Kylar sits on a bench, sketching something.
<br>
<<parkicon>><<link [[Approach|Kylar Park]]>><<set $kylar_text_trigger to true>><</link>>
<</if>>
<br><br>
<</if>>
<<if isInPark("whitney")>>
<br>
You see smoke trailing from beneath an umbrella. It's Whitney. <<nnpc_He "Whitney">> stands under a tree near the park's fountain.
<br>
<<parkicon "fountain">><<link [[Approach|Whitney Park]]>><<set $daily.whitney.textTrigger to true>><<if $daily.whitney.text is undefined>><<set $daily.whitney.text to 0>><<else>><<set $daily.whitney.text += 1>><</if>><</link>>
<br><br>
<</if>>
<</if>>
<<maleicon>><<link [[Men's toilets (0:01)|Men's Toilets]]>><<pass 1>><<endevent>><</link>>
<br>
<<femaleicon>><<link [[Women's toilets (0:01)|Women's Toilets]]>><<pass 1>><<endevent>><</link>>
<<if $leftleg is "bound" or $rightleg is "bound">>
<br>
<<set $_boundType to ($leftleg is "bound" ? ($rightleg is "bound" ? "both legs" : "your left leg") : "your right leg")>>
You cannot go for a run with $_boundType bound.
<<elseif $worn.feet.type.includes("heels") and ($exposed is 0 or Time.dayState is "night")>>
<br>
<<heelsicon>><<link [[Exercise in heels (0:30)|Park Exercise Heels]]>><<athletics 3>><<physique 1>><<pass 30>><<tiredness 4>><<stress -1>><<slimeEventEnd "running">><</link>><<ggtiredness>><<gathletics>><<lstress>>
<<else>>
<<if Time.dayState is "night">>
<<if $exposed gte 2 and hasSexStat("exhibitionism", 3)>>
<br>
<<runicon>><<link [[Go for a run (0:30)|Park Run Exposed]]>><<athletics 8>><<physique 2>><<set $phase to 0>><<tiredness 3>><<stress -3>><<slimeEventEnd "running">><</link>><<exhibitionist3>><<gtiredness>><<gathletics>><<lstress>>
<<elseif $exposed is 1>>
<br>
<<runicon>><<link [[Go for a run (0:30)|Park Run Exposed]]>><<athletics 6>><<physique 1>><<set $phase to 1>><<tiredness 3>><<stress -3>><<slimeEventEnd "running">><</link>><<exhibitionist1>><<gtiredness>><<gathletics>><<lstress>>
<<elseif $exposed is 0>>
<br>
<<runicon>><<link [[Go for a run (0:30)|Park Run]]>><<athletics 4>><<physique 1>><<pass 30>><<tiredness 3>><<stress -3>><<slimeEventEnd "running">><</link>><<gtiredness>><<gathletics>><<lstress>>
<</if>>
<<elseif $exposed is 0>>
<br>
<<runicon>><<link [[Go for a run (0:30)|Park Run]]>><<athletics 4>><<physique 1>><<pass 30>><<tiredness 3>><<stress -3>><<slimeEventEnd "running">><</link>><<gtiredness>><<gathletics>><<lstress>>
<</if>>
<</if>>
<<if (Weather.precipitation is "none" or $worn.handheld.type.includes("rainproof"))>>
<<if $milkshake gte 1 and $exposed lte 0>>
<br>
<<foodicon "milkshake">><<link [[Drink your milkshake (0:10)|Beach Milkshake]]>><<pass 10>><<set $milkshake -= 1>><<stress -5>><</link>><<lstress>>
<</if>>
<<if $popcorn gte 1 and $exposed lte 0>>
<br>
<<foodicon "popcorn">><<link [[Eat your popcorn (0:10)|Balloon Consume]]>><<pass 10>><<set $popcorn -= 1>><<wearProp "popcorn">><<trauma -3>><<set $phase to "park">><</link>><<ltrauma>>
<</if>>
<</if>>
<<if Time.dayState is "night" and !Weather.isFrozen("fountain") and hasSexStat("exhibitionism", 4) and $daily.ex.fountain is undefined>>
<br>
<<parkicon "fountain">><<link [[Bathe in the fountain (0:10)|Park Fountain]]>><<set $daily.ex.fountain to 1>><</link>><<exhibitionist4>>
<</if>>
<<if $exposed gte 1 and Time.dayState isnot "night">>
<br>
<<ind>><<link [[Hide in a crate (0:10)|Crate Ex]]>><<pass 10>><</link>>
<br>
<<if $exposed gte 2 and hasSexStat("exhibitionism", 5)>>
<<link [[Cross flyover to the industrial district (0:05)|Flyover Ex Naked]]>><</link>><<if $daily.ex.flyover is undefined>><<exhibitionist5>><</if>>
<<elseif $exposed is 1 and hasSexStat("exhibitionism", 3)>>
<<link [[Cross flyover to the industrial district (0:05)|Flyover Ex Undies]]>><</link>><<if $daily.ex.flyover is undefined>><<exhibitionist3>><</if>>
<</if>>
<<else>>
<br><br>
<<add_link "Travel<br>">><<hideDisplay>>
<<high>>
<<starfish>>
<<oxford>>
<<nightingale>>
<<loiter>>
<</if>>
<<add_link "<br>Alternate routes<br>">>
<<if $exposed gte 1 and Time.dayState isnot "night">><<hideDisplay>>
<<else>>
<<commercial>>
<<industrial>>
<</if>>
<<stormdrain>>
<<if $historytrait gte 1 and $parktunnelintro gte 1>>
<<if $schoolBlocked>>
/* none */
<<else>>
<<add_link "<<schoolicon 'building'>><<link [[Secret tunnel to school (0:05)|School Rear Courtyard]]>><<pass 5>><</link>>">>
<br>
<</if>>
<</if>>
<<displayLinks>>
<<if $options.mapTop isnot true>>
<br>
<<map "park">>
<</if>>
<</if>>
<</if>>
<<set $eventskip to 0>><<effects>>
You walk through the tulips, searching for any that are seeding and careful not to tread on the blossoms.
<br><br>
<span class="gold">You can now grow <<icon "tending/tulip.png">> tulips.</span>
<br><br>
<<link [[Next|Park]]>><</link>>
<br><<effects>>
You search the riverbank for the prettiest <<icon "tending/tulip.png">> tulips, the ones someone might be willing to pay for. These aren't strictly wild flowers. You try to avoid being seen.
<br><br>
<<if $tendingSuccess>>
<<wearProp "tulip">>
<span class="green">You find some particularly vibrant specimens.</span>
<<tending_pick tulip>>
<br><br>
<<else>>
You find some nice specimens, <span class="red">but rip them from the earth with too little care,</span> leaving them haggard and wilted.<<gtending>><<tending 2>>
<br><br>
<</if>>
<<if $rng gte 91>>
<<wearProp "soft drink can">>
You search behind an old wall by the river. There are no tulips. Instead you find two empty cans of soda, an empty packet of crisps, and hundreds of used lottery tickets.
<br><br>
<</if>>
<<link [[Next|Park]]>><<handheldon>><</link>>
<br><<set $outside to 1>><<set $location to "alley">><<effects>><<set $bus to "residential">><<getTarget true>>
You are in an alleyway in the residential district.
<<if Time.dayState is "day">>
<<if Weather.precipitation is "rain">>
Many people brave the rain.
<<elseif Weather.precipitation is "snow">>
The snow is covered in footprints.
<<else>>
There are a lot of people around.
<</if>>
<<elseif Time.dayState is "dusk">>
<<if Weather.precipitation is "rain">>
People hurry through the rain.
<<elseif Weather.isSnow>>
Paths have been well-trodden through the snow.
<<else>>
You hear voices all around.
<</if>>
<<elseif Time.dayState is "night">>
<<if Weather.precipitation is "rain">>
Rainwater fills the gutters.
<<elseif Weather.precipitation is "snow">>
Snow covers rooftops.
<<else>>
You hear a dog barking.
<</if>>
<<elseif Time.dayState is "dawn">>
<<if Weather.precipitation is "rain">>
People brave the rain, on their way to work or elsewhere.
<<elseif Weather.isFreezing>>
People brave the cold, on their way to work or elsewhere.
<<else>>
There are already a lot of pedestrians and cyclists around.
<</if>>
<</if>>
Your home is nearby.
<<streeteffects>>
<br><br>
<<if $exposed gte 1>>
<<exhibitionism "alley">>
<</if>>
<<if $arousal gte $arousalmax>>
<<orgasmstreet>>
<</if>>
<<if $stress gte $stressmax and !$possessed>>
<<passoutalley>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if ($danger gte (9900 - $allure) or $eventforced) and $eventskip is 0>>
<<eventsstreet>>
<<elseif $town_projects.thicket is 1 || ($historytrait gte 3 && ($town_projects.thicket lt 2 || $town_projects.thicket is undefined))>>
You walk by a small but dense cluster of trees. It used to be a recreational area, but has long been neglected, left to wild brambles. People pass it every day without sparing it a thought.
<br><br>
You keep your distance. The brambles sway in the wind, and the large thorns look sharp. Juicy-looking raspberries crown their tops, far out of reach.
<<if $town_projects.thicket is 1>>
They remind you of the eyes beneath the pool in the hookah parlour.
<</if>>
<span class="green">An idea strikes you.</span> This could be a pleasant place if it were properly maintained.
<br><br>
<i>You could enquire about the thicket at the town hall.</i>
<br><br>
<<set $town_projects.thicket to 2>>
<<link [[Next|Residential alleyways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<elseif $town_projects.thicket is 3>>
<<set $town_projects.thicket to 4>>
<<generate1>><<person1>>
You approach the thicket. It's no longer so overgrown. Branches have been trimmed, and the wild brambles have been cut well back.
<br><br>
There's a bench near the middle, bearing a plaque that thanks you by name. A <<person>> sits on it, eating a sandwich.
<br><br>
<<earnFeat "Concrete Woodland">>
<<link [[Next|Residential alleyways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<if $options.mapTop is true>>
<<map "residential">>
<br>
<</if>>
Places of interest
<br>
<<if $exposed gte 1>>
<<homeicon>><<link [[Go home (0:02)|Home Fence]]>><<if $daily.fenceClimb isnot 1>><<set $daily.fenceClimb to 1>><<transform cat 1>><</if>><<pass 2>><</link>>
<br>
<<else>>
<<homeicon>><<link [[Go home (0:02)|Garden]]>><<if $daily.fenceClimb isnot 1>><<set $daily.fenceClimb to 1>><<transform cat 1>><</if>><<pass 2>><</link>>
<br>
<</if>>
/*<<link [[Scavenge (1:00)|Residential Scavenge]]>><<pass 60>><<housekeeping 100>><</link>><<ghousekeeping 100>>
<br>*/
<<if $town_projects.thicket gte 4>>
<<foresticon "bush">><<link [[Thicket (0:01)|Residential Thicket]]>><<pass 1>><</link>>
<br>
<</if>>
<<if ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled")) and Time.dayState is "night">>
<<tficon "cat">><<link [[Meow (0:30)|Residential Meow]]>><<pass 30>><<stress -3>><</link>><<cat>><<lstress>>
<br>
<</if>>
<<if Time.dayState isnot "night">>
<<if $exposed gte 2>>
<<if hasSexStat("exhibitionism", 5)>>
<<connudatusicon>><<link [[Cross Connudatus Street (0:05)|Road Ex]]>><</link>><<if $daily.ex.road is undefined>><<exhibitionist5>><</if>>
<br>
<</if>>
<<elseif $exposed is 1>>
<<if hasSexStat("exhibitionism", 3)>>
<<connudatusicon>><<link [[Cross Connudatus Street (0:05)|Road Ex]]>><</link>><<if $daily.ex.road is undefined>><<exhibitionist3>><</if>>
<br>
<</if>>
<</if>>
<</if>>
<br>
<<if $exposed gte 1 and Time.dayState isnot "night">>
<<else>>
<<add_link "Travel<br>">><<hideDisplay>>
<<domus>>
<<barb>>
<<danube>>
<<connudatus>>
<<loiter>>
<</if>>
<<add_link "<br>Alternate routes<br>">><<hideDisplay>>
<<if $exposed gte 1 and Time.dayState isnot "night">>
<<else>>
<<commercial>>
<</if>>
<<stormdrain>>
<<displayLinks>>
<<if $options.mapTop isnot true>>
<br>
<<map "residential">>
<</if>>
<</if>>
<</if>>
<<set $eventskip to 0>><<set $outside to 1>><<set $location to "town">><<effects>>
<<if Weather.precipitation is "rain">>
You meow into the night, competing with the rain.
<<elseif Weather.precipitation is "snow">>
You meow into the snowy night.
<<else>>
You meow into the night.
<</if>>
<br><br>
<<if $rng gte 76>>
<<beastNEWinit 1 cat>>
Another meow answers, and a small <<beasttype>> approaches. <<if $monster is 1>><<bHe>> looks up at you with innocent eyes.<</if>>
<br><br>
<<link [[Pet|Residential Pet]]>><<stress -6>><</link>><<lstress>>
<br>
<!-- Modified for Monster People -->
<<if $monster is 1 or $bestialitydisable is "f">>
<<link [[Tease|Residential Tease]]>><</link>><<deviant1>>
<br>
<<if hasSexStat("deviancy", 5)>>
<<if playerAwareTheyAreInHeat() and $NPCList[0].penis isnot "none" and (($player.vaginaExist and !playerChastity("vagina")) or (canBeMPregnant() and !playerChastity("anus")))>>
<<link [[Flirt|Residential Flirt]]>><</link>><<deviant5>><<heat>>
<br>
<</if>>
<<if playerRutMinArousal() and $NPCList[0].vagina isnot "none" and !playerChastity("penis")>>
<<link [[Playful rub|Residential Rub]]>><</link>><<deviant5>><<rut>>
<br>
<</if>>
<</if>>
<</if>>
<<elseif $rng gte 51>>
Nothing answers but the breeze, and a distant horn.
<br><br>
<<link [[Next|Residential alleyways]]>><</link>>
<br>
<<elseif $rng gte 26>>
<<beastNEWinit 1 cat>>
A growl answers. A giant <<beasttype>> prowls from the dark, and regards you with a level stare.
<br><br>
<<link [[Pet|Residential Big Pet]]>><<stress 6>><<trauma -6>><</link>><<gstress>><<ltrauma>>
<br>
<<if $monster is 1 or $bestialitydisable is "f">><!-- Modified for Monster People -->
<<link [[Tease|Residential Big Tease]]>><</link>><<deviant1>>
<br>
<<if hasSexStat("deviancy", 5)>>
<<if playerAwareTheyAreInHeat() and $NPCList[0].penis isnot "none" and (($player.vaginaExist and !playerChastity("vagina")) or (canBeMPregnant() and !playerChastity("anus")))>>
<<link [[Flirt|Residential Flirt]]>><</link>><<deviant5>><<heat>>
<br>
<</if>>
<<if playerRutMinArousal() and $NPCList[0].vagina isnot "none" and !playerChastity("penis")>>
<<link [[Playful rub|Residential Rub]]>><</link>><<deviant5>><<rut>>
<br>
<</if>>
<</if>>
<</if>>
<<else>>
A light turns on inside an upper storey room. A silhouette appears behind the curtains, and the window is thrown open. A <<generate1>><<person1>><<person>> leans out. "Stupid cat," <<he>> shouts. "Shut the fuck up." <<He>> hurls something at you, which you dodge with a hiss. "Finally," <<he>> sighs as <<he>> closes the window.
<br><br>
<<if random(1, 2) is 2>>
Light glints off the object <<he>> threw. It's a watch. It might be worth something, if you could find a buyer.
<br><br>
<<set $blackmoney += 20>>
<</if>>
<<link [[Next|Residential alleyways]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>>
You crouch and rub the <<beasttype>>'s head.
<<if $monster is 1>>
<<bHe>> purrs, rubbing <<bhis>> head against your chest. <<bHe>> flicks you with <<bhis>> hand and then <<bhis>> tail,
<<else>>
<<bHe>> purrs and rubs against you, before flicking you with <<bhis>> tail,
<</if>>
and leaping onto a nearby wall. <<bHe>> disappears behind it.
<br><br>
<<link [[Next|Residential alleyways]]>><<endevent>><</link>>
<br><<set $outside to 1>><<set $location to "town">><<effects>>
Purring seductively, you drop to the ground and assume a mating posture.
<<if $monster is 1>>
The <<beasttypes>> eyes light up, eager to follow your lead. <<bHe>> purrs back. "Thank you for choosing me," <<bhe>> says.
<<bHe>> climbs on top of you and humps as <<bhe>> struggles to find purchase. You grab <<bhis>> arm, pulling <<bhim>> away from your body. You have <<bhim>> roll onto <<bhis>> back before rubbing <<bhis>> belly.
<<else>>
Eager, it leaps on top of you and humps as it struggles to find purchase. You grab it by the scruff and pull it away from your body, lay it on its back, and rub its belly.
<</if>>
<<bHe>> meows in frustration as <<bhe>> struggles free, and leaps onto a nearby wall before disappearing behind it.
<<deviancy1>>
<<link [[Next|Residential alleyways]]>><<endevent>><</link>>
<br><<set $outside to 1>><<set $location to "town">><<effects>>
<<if $monster is 1>>
You reach towards <<bhis>> head. <<bHe>> easily towers over you, so <<bhe>> hunches over you to give you a chance of reaching <<bhim>>. <<bHe>> doesn't move as you stroke <<bhis>> head, but you hear a low rumble from <<bhis>> throat.
"Thank you," <<bhe>> purrs. <<bHe>> licks your hand, turns, and bounds into the night.
<<else>>
You reach towards <<bhis>> head. <<bHe>> doesn't move as you touch <<bhim>>, but you hear a low rumble from <<bhis>> throat. <<bHe>> licks your hand, turns, and bounds into the night.
<</if>>
<br><br>
<<link [[Next|Residential alleyways]]>><<endevent>><</link>>
<br><<set $outside to 1>><<set $location to "town">><<effects>>
You drop to the ground and assume a mating posture. The <<beasttype>> steps toward you, until you push a hand against <<bhis>> nose and give it a teasing wiggle.
<<deviancy1>>
<<if $monster is 1>>
The look on <<bhis>> face tells you that <<bhes>> annoyed by your teasing, but seems to be amused by it nonetheless.
<<else>>
The <<beasttype>> growls, annoyed but amused.
<</if>>
<br><br>
<!-- Modified for Beast People -->
<<if hasSexStat("deviancy", 2)>>
<<link [[Seduce|Residential Beast]]>><<set $sexstart to 1>><</link>><<deviant2>>
<br>
<</if>>
<<link [[Shoo|Residential Shoo]]>><</link>>
<br><<set $outside to 1>><<set $location to "town">><<effects>>
You push the <<beasttype>>'s head away from you. <<bHe>> growls harder and nips the air in front of your hand, but then turns and bounds into the dark.
<br><br>
<<link [[Next|Residential alleyways]]>><<endevent>><</link>>
<br><<set $outside to 1>><<set $location to "town">><<effects>>
<<deviancy5>>
<<clothesstrip>>
Driven partly by instinct and partly by being in heat, you rub against <<bhis>> face and purr in <<bhis>> ear, all while slowly undressing.
<br><br>
<<if $monster is 1>>
The look on <<bhis>> face tells you that <<bhes>> amused by your display, and ready to pounce on you.
<<else>>
The <<beasttype>> purrs, amused and ready to pounce on you.
<</if>>
You turn around and position yourself to mate<<if $transformationParts.cat.tail isnot "hidden">>, with your tail raised to the side<</if>>.
<br><br>
<<link [[Next|Residential Beast]]>><<set $sexstart to 1>><<set $phase to 2>><</link>>
<br><<set $outside to 1>><<set $location to "town">><<effects>>
<<deviancy5>>
Driven partly by instinct and partly by being in rut, you constantly rub and push against <<bhis>> face.
<br><br>
<<if $monster is 1>>
The look on <<bhis>> face tells you that your actions are arousing to <<bhim>> as <<bhe>> turns around and presents <<bhis>> pussy to you.
<<else>>
The <<beasttype>> purrs, amused as <<bhe>> turns around and presents <<bhis>> pussy to you.
<</if>>
<br><br>
<<link [[Next|Residential Beast]]>><<set $sexstart to 1>><<set $phase to 1>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<beastCombatInit>>
<<if $phase is 0>>
You let go of the <<beasttype>>'s face and stretch. <<if $monster is 1>>"Good enough for me," <<bhe>> states firmly.<</if>> It's all the prompting <<bhe>> needs. <<bHe>> pounces on you.
<<deviancy2>>
<<else>>
<<set $position to "doggy">>
<<set $position_lock to 1>>
<<npc_attempt_sex>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Residential Beast Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Residential Beast]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<tearful>> you gather yourself. The <<beasttype>> seems satisfied, and bounds into the dark.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Residential alleyways]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
The <<beasttype>> hisses and flees into the dark. <<if $monster is 1>>"No fun."<</if>>
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Residential alleyways]]>><</link>>
<br>
<<else>>
The <<beasttype>> growls, but relents in <<bhis>> attempt to <<if $pregnancyspeechdisable is "f">>breed<<else>>mate<</if>>. <<if $monster is 1>>"Should have known better," <<bhe>> mutters to <<bhimself>>.<</if>> <<bHe>> bounds away into the dark.
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Residential alleyways]]>><</link>>
<br>
<</if>><<set $outside to 1>><<effects>>
You are in the thicket in the residential district.
<<if Time.dayState is "night">>
<<if Weather.precipitation is "rain">>
Large drops of cold water fall from the canopy.
<<elseif Weather.isSnow>>
The branches bow above, weighed down by snow.
<<else>>
The branches wave in the cool breeze.
<</if>>
<<else>>
<<if Weather.precipitation is "rain">>
The rain is keeping people away.
<<elseif Time.season is "autumn">>
<<if Time.schoolDay and Time.hour gte 16>>
Students from school are picking blackberries.
<<elseif Time.hour is 12>>
An old couple are picking blackberries together.
<<elseif Time.hour gte 9>>
Leaves flutter to the ground whenever the breeze picks up.
<<else>>
You see a squirrel run up a trunk. <<if ($wolfgirl gte 6 or ($transformationParts.wolf.tail isnot "hidden" and $transformationParts.wolf.tail isnot "disabled")) or ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled")) or ($fox gte 6 or ($transformationParts.fox.tail isnot "hidden" and $transformationParts.fox.tail isnot "disabled"))>>You resist the urge to give chase and pounce at it.<</if>>
<</if>>
<<elseif Weather.isSnow>>
<<if Time.schoolDay and Time.hour gte 16>>
Students from school are chatting between the trees, nearby several snow angels.
<<elseif Time.hour is 12>>
An old couple are eating lunch together on the bench, well-bundled against the cold.
<<else>>
You see a squirrel run up a trunk. <<if ($wolfgirl gte 6 or ($transformationParts.wolf.tail isnot "hidden" and $transformationParts.wolf.tail isnot "disabled")) or ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled")) or ($fox gte 6 or ($transformationParts.fox.tail isnot "hidden" and $transformationParts.fox.tail isnot "disabled"))>>You resist the urge to give chase and pounce at it.<</if>>
<</if>>
<<else>>
<<if Time.schoolDay and Time.hour gte 16>>
Students from school are chatting between the trees.
<<elseif Time.hour is 12>>
An old couple are eating lunch together on the bench.
<<else>>
You see a squirrel run up a trunk. <<if ($wolfgirl gte 6 or ($transformationParts.wolf.tail isnot "hidden" and $transformationParts.wolf.tail isnot "disabled")) or ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled")) or ($fox gte 6 or ($transformationParts.fox.tail isnot "hidden" and $transformationParts.fox.tail isnot "disabled"))>>You resist the urge to give chase and pounce at it.<</if>>
<</if>>
<</if>>
<</if>>
<br><br>
<<if $daily.thicketBlackberries isnot 1>>
<<icon "tending/blackberry.png">> <<link [[Pick blackberries (0:20)|Residential Thicket Blackberries]]>><<pass 20>><<set $daily.thicketBlackberries to 1>><</link>><<tendingdifficulty 1 300>>
<br>
<</if>>
<<if $historytrait gte 2>>
<<if $thicket_tunnel_intro is 1>>
<<foresticon>><<link [[Take secret tunnel to forest (0:05)|Forest]]>><<pass 5>><<set $forest to 0>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<foresticon>><<link [[Take secret tunnel to forest (0:05)|Residential Thicket Tunnel]]>><<pass 5>><<set $thicket_tunnel_intro to 1>><</link>>
<br>
<</if>>
<</if>>
<br>
<<getouticon>><<link [[Leave (0:01)|Residential alleyways]]>><<pass 1>><</link>>
<br><<effects>>
The ground slopes beneath one of the bramble bushes. You peer into the dark, and see a stone archway. You've read about these old tunnels, but had no idea there would be one hidden in this thicket.
<br><br>
You need to crouch to fit through the entrance. Earth has heaped here, but you can walk upright once clear of it.
<br><br>
The tunnel is pitch black, but straight, and you're able to make it to the other side without difficulty. You emerge in the forest.
<br><br>
<<link [[Next|Forest]]>><<set $forest to 0>><<set $eventskip to 1>><</link>>
<br><<effects>>
The lower <<icon "tending/blackberry.png">> blackberries have all been picked. You stand on tip-toe to reach the tops of the bramble bushes.
<br><br>
<<if $tendingSuccess>>
<<wearProp "blackberry">>
<span class="green">You manage to gather a number of juicy-looking specimens.</span>
<<tending_pick blackberry 60 180>>
<br><br>
<<link [[Pop some in your mouth|Residential Thicket]]>><<transform fox 1>><<set $plants.blackberry.amount -= random(2,8)>><<endevent>><<stress -3>><</link>><<lstress>>
<br>
<<link [[Next|Residential Thicket]]>><<handheldon>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<span class="red">Try as you might, you can't reach,</span> and you don't want to risk grazing yourself on a thorn.<<gtending>><<tending 2>>
<br><br>
<<link [[Next|Residential Thicket]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<widget "passoutalley">>
<<if isPregnancyEnding()>>
<<if $location is "alley">>
<<pregnancyPassout "alley">>
<<else>>
<<pregnancyPassout "roof">>
<</if>>
<<else>>
<<link [[Everything fades to black...|Passout alley]]>><</link>>
<</if>>
<</widget>><<widget "industrialex1">>
<<generate1>><<person1>>You continue on, your heart pounding in your chest. You peek around the corner to make sure the way forward is safe. Just before you move however, a force impacts your left leg, closely followed by a sharp pain. You see the culprit as you fall to the ground, a <<person>>. <<He>> drops the metal pipe and is on top of you before you can recover.
<br><br>
<<pain 12>><<set $molestationstart to 1>>
<span id="next"><<link [[Next|Molestation Industrial]]>><</link>></span><<nexttext>>
<</widget>>
<<widget "industrialex2">>
You come to a dead end, your path blocked by a brick wall. You hear voices coming from the way you arrived. If you go back that way, you fear your <<lewdness>> will be seen. You notice a small hole at the base of the wall, maybe large enough for you to squeeze through. You could also wait until the threat has passed.
<br><br>
<<link [[Squeeze through the hole (0:01)|Industrial Ex Hole]]>><<pass 1>><</link>>
<br>
<<link [[Hide and wait for them to pass (0:30)|Industrial Ex Hide]]>><<pass 30>><<stress 3>><</link>><<gstress>>
<br>
<</widget>>
<<widget "industrialex3">>
You're passing empty barrels lined up against a wall when the front of a van peeks around the corner up ahead.
<br><br>
<<link [[Hide in a barrel (0:05)|Industrial Ex Barrel]]>><<pass 5>><</link>>
<br>
<<link [[Run back the way you came (0:01)|Industrial Ex Run]]>><</link>><<pass 1>><<athleticsdifficulty 1 1000>>
<br>
<</widget>><<widget "parkex1">>
<<generate1>>You move on, keeping to the bushes as much as you can. As you peek around a tree, a pair of arms wrap round you from behind and force you to the ground.
<br><br>
<<set $molestationstart to 1>>
<span id="next"><<link [[Next|Park Woman]]>><</link>></span><<nexttext>>
<</widget>>
<<widget "parkex2">>
<<beastNEWinit 1 dog>>
You hear a growl beside you.
<br><br>
<!-- Modified for Beast People -->
<<if $monster is 1 or $bestialitydisable is "f">>
<<if Time.dayState isnot "night">>
There are people about. If you run, you'll be seen.
<br><br>
<</if>>
<<link [[Run|Park Ex Run]]>><</link>>
<br>
<<link [[Stay put|Park Ex Dog Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You turn and run. You manage to escape, but are left worse for wear.<<beastescape>>
<br><br>
<<destinationeventend>>
<</if>>
<</widget>>
<<widget "parkex3">>
You come to a bridge over a river. It's quite long, and if someone were to arrive while you crossed there'd be nowhere to hide.
<br><br>
<<link [[Risk the bridge|Park Ex Bridge]]>><<stress 6>><</link>><<gstress>>
<br>
<<link [[Swim the river|Park Ex River]]>><</link>><<swimmingdifficulty 1 500>>
<br>
<</widget>><<widget "commercialex1">>
<<generate1>><<person1>>You continue on, your heart pounding in your chest. You are peeking around a corner when the door beside you bursts open. A <<person>> carrying a large box rushes through, colliding with you and knocking you both to the ground. <<He>> recovers first, and seizes you by your hair.
<br><br>
<<set $molestationstart to 1>>
<<link [[Next|Molestation Commercial]]>><<set $eventskip to 1>><</link>><<nexttext>>
<</widget>>
<<widget "commercialex2">>
You are walking down an alley when you hear people up ahead. You turn back the way you came, but hear people coming from that direction as well. You look around for a way to keep your <<lewdness>> concealed, but there's nothing here except some mannequins lined up against a wall.
<br><br>
<<link [[Pretend to be a mannequin|Commercial Ex Mannequin]]>><</link>>
<br>
<<rng>>
<<if $rng gte 61>>
<<link [[Cover yourself and keep walking|Commercial Ex Molestation]]>><<set $molestationstart to 1>><</link>><<gtrauma>><<gstress>>
<br>
<<else>>
<<link [[Cover yourself and keep walking|Commercial Ex Exhibition]]>><</link>><<gtrauma>><<gstress>>
<br>
<</if>>
<</widget>>
<<widget "commercialex3">>
You come to the end of an alley. You peek around the corner. The path beyond is overlooked by the upper storey of a restaurant, with several patrons sitting near the edge. None look in your direction, but they're sure to see you if you continue.
<br><br>
You hear voices behind you. You take cover behind a cardboard box, but it's too small to shield you. You're trapped.
<<gstress>><<stress 6>>
<br><br>
You reach into the box. It's empty. There's a loose grate beneath it.
<br><br>
<<link [[Wear the cardboard box|Commercial Ex Box]]>><</link>>
<br>
<<link [[Hide and hope you're not noticed|Commercial Ex Hide]]>><</link>>
<br>
<</widget>><<widget "residentialex1">>
<<generate1>>You continue on, your heart pounding in your chest. You hear voices up ahead so you move into a blind alley and duck behind a dumpster. The voices get quieter and you are about to move when the dumpster yawns open! Before you can react, a pair of arms emerge and drag you inside.
<br><br>
<<set $molestationstart to 1>>
<span id="next"><<link [[Next|Molestation Residential]]>><</link>></span><<nexttext>>
<</widget>>
<<widget "residentialex2">>
<<beastNEWinit 1 dog>>
<<if $monster is 1 or $bestialitydisable is "f">>
You continue on, your heart pounding in your chest. You hear voices up ahead, so you move into a blind alley and duck behind a dumpster. The voices get louder, you recognise them from school. They stop at the end of the alley, trapping you. As you look around for an escape route you notice a stray <<beasttype>> looking at you from under a discarded newspaper.
<br><br>
<<bHe>> walks over to you, tail wagging, and begins barking. You hope it doesn't attract attention to you.
<br><br>
<<set $timer to 10>>
<!-- Modified for Monster People -->
<<if $leftarm is 'bound' and $rightarm is 'bound'>>
<<link [[Endure|Residential Dog]]>><<set $phase to 5>><<set $noise += 1>><</link>>
<<else>>
<<link [[Stroke <<bhis>> ears|Residential Dog]]>><<set $phase to 2>><</link>>
<br>
<<link [[Endure|Residential Dog]]>><<set $phase to 1>><<set $noise += 1>><</link>>
<</if>>
<br><br>
<<else>>
You continue on, your heart pounding in your chest. You hear voices up ahead, so you move into a blind alley and duck behind a dumpster. The voices get louder, you recognise them from school. They stop at the end of the alley, trapping you. As you look around for an escape route you notice a stray <<beasttype>> looking at you from under a discarded newspaper.
<br><br>
<<bHe>> growls, <span class="red">alerting the pair.</span> You hear them approach.
<br><br>
<<link [[Next|Residential Dog Alarm]]>><</link>>
<br>
<</if>>
<</widget>>
<<widget "residentialex3">>
<<generatey1>><<generatey2>><<person1>>
You're walking down a path between two rows of houses when a football flies over a fence. It lands nearby. "Idiot," says a <<personsimple>>'s voice on the other side. "Go get it back." You hear footsteps on grass, fast approaching.
<<gstress>><<stress 6>>
<br><br>
There's nothing to hide behind for a long stretch up ahead. You glance over your shoulder. Going back is no better.
<br><br>
<<link [[Kick the ball back|Residential Kick]]>><</link>><<athleticsdifficulty 1 800>>
<br>
<<link [[Climb over another fence|Residential Fence]]>><</link>>
<br>
<</widget>>
<<widget "residential">>
<<if $nextPassageCheck is "Residential alleyways">>
<<add_link "<span class='nextLink'><<alleyicon>><<link [[Residential alleyways (0:05)|Residential alleyways]]>><<pass 5>><<set $wraith.exit to 'town'>><</link>></span><br>">>
<<else>>
<<add_link "<<alleyicon>><<link [[Residential alleyways (0:05)|Residential alleyways]]>><<pass 5>><</link>><br>">>
<</if>>
<<hideDisplay true>>
<</widget>>
<<widget "residentialquick">>
<<alleyicon>><<link [[Residential alleyways|Residential alleyways]]>><</link>>
<</widget>>
<<widget "residentialeventend">>
<<link [[Next|Residential alleyways]]>><<endevent>><<set $eventskip to 1>><</link>>
<</widget>><<widget "industrial">>
<<if $nextPassageCheck is "Industrial alleyways">>
<<add_link "<span class='nextLink'><<alleyicon>><<link [[Industrial alleyways (0:05)|Industrial alleyways]]>><<pass 5>><<set $wraith.exit to 'town'>><</link>></span><br>">>
<<else>>
<<add_link "<<alleyicon>><<link [[Industrial alleyways (0:05)|Industrial alleyways]]>><<pass 5>><</link>><br>">>
<</if>>
<<hideDisplay true>>
<</widget>>
<<widget "industrialquick">>
<<alleyicon>><<link [[Industrial alleyways|Industrial alleyways]]>><</link>>
<</widget>>
<<widget "industrialeventend">>
<<link [[Next|Industrial alleyways]]>><<endevent>><<set $eventskip to 1>><</link>>
<</widget>><<widget "commercial">>
<<if $nextPassageCheck is "Commercial alleyways">>
<<add_link "<span class='nextLink'><<alleyicon>><<link [[Commercial alleyways (0:05)|Commercial alleyways]]>><<pass 5>><<set $wraith.exit to 'town'>><</link>></span><br>">>
<<else>>
<<add_link "<<alleyicon>><<link [[Commercial alleyways (0:05)|Commercial alleyways]]>><<pass 5>><</link>><br>">>
<</if>>
<<hideDisplay true>>
<</widget>>
<<widget "commercialquick">>
<<alleyicon>><<link [[Commercial alleyways|Commercial alleyways]]>><</link>>
<</widget>>
<<widget "commercialeventend">>
<<link [[Next|Commercial alleyways]]>><<endevent>><<set $eventskip to 1>><</link>>
<</widget>><<set $outside to 0>><<set $location to "arcade">><<effects>>
<<if maleChance() gte random(1,100)>>
<<set _characterGender to "m">>
<<else>>
<<set _characterGender to "f">>
<</if>>
<<switch $arcadeCharacter>>
<<case "villainous">>
You choose the villainous-looking one in the long coat. <<print (_characterGender is "m"?"He":"She")>> gives off a menacing look.
<<case "spiky hair">>
You choose the one with the spiky hair. <<print (_characterGender is "m"?"He":"She")>> raises <<print (_characterGender is "m"?"his":"her")>> fists up, and strikes a pose at you.
<<case "scantily-clad">>
You choose the scantily-clad dressed one. <<print (_characterGender is "m"?"His":"Her")>> clothes leave little to the imagination as <<print (_characterGender is "m"?"he":"she")>> gives a suggestive wink to you.
<<case "muscular">>
You choose the very muscular one. <<print (_characterGender is "m"?"He":"She")>> flexes <<print (_characterGender is "m"?"his":"her")>> muscles at you.
<</switch>>
<<rng>>
<<if $rng gte 50>>
No one occupies the "Player 2" spot, so you're left to play alone.
<br><br>
<<set _chance to random(1, 100)>>
<<set _chance += Math.floor(currentSkillValue("handskill") / 25)>>
<<if _chance gte 90>>
You easily win, landing a satisfyingly tough combo. <<stress -4>><<lstress>>
<<elseif _chance gte 75>>
You barely win, resorting to button mashing to beat the computer.
<<else>>
You lose handily. You wonder if the computer is cheating.
<</if>>
<br><br>
<<arcadeEndLink>>
<<else>>
<<generatey1>><<person1>>
A <<person>> steps up to the "Player 2" spot.
<<set _chance to random(1, 100)>>
<<if _chance gte 90>>
You easily beat the <<person>>.
<br><br>
<<switch random(1,3)>>
<<case 1>><<He>> throws up <<his>> hands in frustration and walks away.
<<case 2>><<He>> angrily accuses you of being a bad player/cheater before sulking off.
<<case 3>><<He>> congratulates you on the win, before heading off to play on another cabinet. <<stress -4>><<lstress>>
<</switch>>
<br><br>
<<arcadeEndLink>>
<<elseif _chance gte 75>>
You barely beat the <<person>>, drawing the game out to the final match.
<br><br>
<<switch random(1,3)>>
<<case 1>><<He>> slaps <<his>> hand against the cabinet before storming away.
<<case 2>><<He>> colourfully insults you as <<he>> walks away.
<<case 3>><<He>> laughs and compliments your moves. <<stress -2>><<lstress>>
<</switch>>
<br><br>
<<arcadeEndLink>>
<<elseif _chance gte 25>>
You begin to play against the <<person>>, but quickly find yourself falling behind. You wonder if there is a way to tilt the odds back in your favour.
<br><br>
<<if ($worn.under_upper.name isnot "naked" or !$worn.under_upper.type.includes("naked")) and hasSexStat("exhibitionism", 2)>>
<<link [[Tease|Arcade fighting cabinet Rigging]]>><<set $phase to 1>><</link>><<exhibitionist2>>
<br>
<<elseif hasSexStat("exhibitionism", 4)>>
<<link [[Tease|Arcade fighting cabinet Rigging]]>><<set $phase to 2>><</link>><<exhibitionist4>>
<br>
<</if>>
<<link [[Sabotage|Arcade fighting cabinet Rigging]]>><<set $phase to 3>><</link>>
<br>
<<link [[Play fairly|Arcade fighting cabinet Rigging]]>><<set $phase to 4>><</link>>
<<else>>
You lose to the <<person>> by a wide margin, it seems you were no match for <<him>>.
<<switch random(1,3)>>
<<case 1>><<He>> walks away without a word.
<<case 2>><<He>> makes a snide comment as <<he>> swaggers off.
<<case 3>><<He>> gracefully accepts victory and offers you some pointers on how to play the game better.
<</switch>>
<br><br>
<<arcadeEndLink>>
<</if>>
<</if>><<set $outside to 0>><<set $location to "arcade">><<effects>>
<<rng>>
<<if $phase is 1>>
<<if ($rng gte 50 and !$worn.under_upper.type.includes("naked")) or $worn.under_lower.name is "naked">>
You shift your <<allTops>> down slightly, revealing more of your $worn.under_upper.name to the <<person>>. <<He>> occasionally glances at you during the match, allowing you to easily beat <<him>>.
<<elseif $worn.under_lower.name isnot "naked">>
You shift your <<allBottoms>> down slightly, revealing more of your $worn.under_lower.name to the <<person>>. <<He>> frequently sneaks peeks, giving you an easy win.
<</if>>
<<exhibitionism2>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure) and $eventskip is 0>>
The <<person>> approaches you as you leave the cabinet. "I saw what you were doing back there," <<he>> says. "How about you and I found a quiet place and spar some?"
<br><br>
<<link [[Next|Arcade Watched Rape]]>><<set $molestationstart to 1>><</link>>
<<else>>
<<arcadeEndLink>>
<</if>>
<<elseif $phase is 2>>
<<if $rng gte 50>>
You shift your <<allTops>> down slightly, revealing your <<breasts>> to the <<person>>. <<He>> occasionally glances at you during the match, allowing you to easily beat <<him>>.
<<else>>
You shift your <<allBottoms>> down slightly, revealing your <<genitals>> to the <<person>>. <<He>> frequently sneaks peeks, giving you an easy win.
<</if>>
<<exhibitionism4>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure) and $eventskip is 0>>
The <<person>> approaches you as you leave the cabinet. "I saw what you were doing back there," <<he>> says. "How about you and I found a quiet place and spar some?"
<br><br>
<<link [[Next|Arcade Watched Rape]]>><<set $molestationstart to 1>><</link>>
<<else>>
<br><br>
<<arcadeEndLink>>
<</if>>
<<elseif $phase is 3>>
You notice a token placed above the opponent's controls. <<He>> must have placed it there. You continue to play, now slapping your hands against the controls with greater force. Shaken by the force you used, the coin slips free and slides down the cabinet, lodging itself in the stick of the opponent.
<br><br>
<<His>> stick now jammed, you easily finish <<him>> off.
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure) and $eventskip is 0>>
<br><br>
The <<person>> approaches you as you leave the cabinet. "I saw what you were doing back there," <<he>> says. "How about you and I found a quiet place and spar some?"
<br><br>
<<link [[Next|Arcade Watched Rape]]>><<set $molestationstart to 1>><</link>>
<<else>>
<br><br>
<<arcadeEndLink>>
<</if>>
<<elseif $phase is 4>>
You focus on playing to the best of your abilities, but can't catch up. The <<person>> wins with a decisive blow.
<br><br>
<<arcadeEndLink>>
<</if>><<set $outside to 0>><<set $location to "arcade">><<effects>>
<<if $phase is 1>>
You take a step back from the cabinet, never taking your hands off the controls. In one smooth motion, you lash out with your foot and plant a kick in the <<persons>> stomach. <<He>> doubles over as you finish the level. The bystanders that were close to you laugh. <<status 1>><<gcool>>
<<elseif $phase is 2>>
You step away from the cabinet before your turn ends, allowing the <<person>> to take your place. "Good. Now stop wasting our time," <<he>> says as <<he>> inserts <<his>> own coin.
<<elseif $phase is 3>>
You ignore the <<person>>, focusing instead on doing your best to beat the boss that showed up.
<br><br>
A small crowd begins to form, and the constant jeering distracts you.
<<rng>>
<<if $rng gte 140 - Math.floor(currentSkillValue("handskill") / 10)>>
You end up winning the final stage with ease, drawing loud cheers from the crowd. The <<person>> stares at the screen as you walk away. <<status 2>><<ggcool>>
<<elseif $rng gte 100 - Math.floor(currentSkillValue("handskill") / 10)>>
You somehow end up winning the final stage, drawing some cheers from the crowd.
<br><br>
"You just got lucky, that's all." <<He>> whispers to you as you walk away.
<<else>>
You end up losing at the final stage, drawing cheers from the crowd. The <<person>> laughs the loudest at you as you walk away. <<status -5>><<lcool>>
<</if>>
<</if>>
<br><br>
<<arcadeEndLink>><<set $outside to 0>><<set $location to "arcade">><<effects>>
<<if $phase is 1>>
You agree to face the <<person>>. You each take your spot, the small crowd cheering <<him>> on as you begin to play. <<He>> is good, and you soon find yourself falling behind in points.
<br><br>
<<link [[Focus on gaining points safely|Arcade Popular Gamer 2]]>><<set $phase to 1>><</link>>
<br>
<<link [[Risk going for high point enemies|Arcade Popular Gamer 2]]>><<set $phase to 2>><</link>>
<<else>>
You step away from the cabinet, refusing the <<persons>> offer.
<br><br>
<<switch random(1,2)>>
<<case 1>>"Yeah, I knew you weren't worth shit." <<He>> laughs with the crowd as you walk away.
<<case 2>>"That's no problem, keep practising and you'll get there." The crowd applauds the <<person>>s kindness.
<</switch>>
<br><br>
<<arcadeEndLink>>
<</if>><<set $outside to 0>><<set $location to "arcade">><<effects>>
<<rng>>
<<if $phase is 1>>
<<if $rng gt 40 + Math.floor(currentSkillValue("handskill") / 40)>>
You decide to focus on the safe targets, hoping that your opponent will slip up. However, your opponent soon catches on and also plays safe, keeping <<his>> points above yours with easy hits.
<br><br>
You lose in the end by a wide margin. You hear whispers among the crowd about your poor gameplay. <<status -5>><<lcool>>
<<else>>
You decide to focus on the safe targets, hoping that your opponent will slip up. Your opponent, seeing an opportunity, begins to aim for riskier plays to gain a lead.
<br><br>
After taking multiple hits, they fall behind you on the final wave. You hear whispers among the crowd about your superior gameplay. <<status 1>><<ggcool>><<set _win to true>>
<</if>>
<<else>>
<<if $rng gt Math.floor(currentSkillValue("handskill") / 10)>>
You decide to risk it, aiming for high value targets. You take down as many as you can, but take several hits as a result.
<br><br>
In the end you lose more points than you gain, costing you the match. You hear whispers among the crowd about your reckless gameplay. <<status -5>><<lcool>>
<<else>>
You decide to risk it, aiming for high value targets. You play dangerously, just narrowly avoiding hits as you blast away the important enemies.
<br><br>
In the end, your efforts pay off and you win by a hefty amount. You hear whispers among the crowd about your daring gameplay. <<status 1>><<ggcool>><<set _win to true>>
<</if>>
<</if>>
<br><br>
<<if _win is true>>
<<switch random(1,2)>>
<<case 1>>
"I-I only lost cause this machine is busted. You're still a chump." The <<person>> stomps away, muttering curses. The crowd chuckles at <<his>> reaction.
<<case 2>>
"That was some good gameplay! Keep it up, and you could enter some tournaments!" the <<person>> says, resting <<his>> hand on your shoulder. The crowd applauds <<his>> graciousness. <<stress -2>><<lstress>>
<</switch>>
<<else>>
<<switch random(1,2)>>
<<case 1>>
"I knew you were trash. Get the hell outta here." The <<person>> raises <<his>> arms to the scattered applause of the crowd.
<<case 2>>
"We all lose from time to time," <<he>> says. "You tried your best." The <<person>> gives you a wide smile as the crowd applauds <<his>> cordiality.
<</switch>>
<</if>>
<br><br>
<<arcadeEndLink>><<set $outside to 0>><<set $location to "arcade">><<effects>>
<<if $phase is 1>>
You decide to join the crowd and watch the <<person>>. You see sweat dripping down <<his>> face as <<his>> hands blur over the controls. With a shout, <<he>> raises <<his>> arms. Looking at the cabinet, you can see <<he>> beat the high score by a huge margin.
<br><br>
The crowd erupts into cheers, lifting <<him>> up. You join in. The crowd sets the <<person>> back down, and begin to chat amongst themselves.<<trauma -6>><<ltrauma>>
<br><br>
<<arcadeEndLink>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure) and $eventskip is 0>>
<<generate1>><<person1>>
You decide to focus on your own game instead. A <<person>> approaches you however. "Everyone's busy watching that loser. How about you and I have some fun?" <<He>> grabs you.
<br><br>
<<link [[Next|Arcade Watched Rape]]>><<set $molestationstart to 1>><</link>>
<<else>>
You decide to focus on your own game instead. After a while, the crowd begins to disperse.
<br><br>
<<arcadeEndLink>>
<</if>>
<</if>><<set $outside to 1>><<set $location to "arcade">><<effects>><<set $lock to 300>>
The arcade is closed. A glowing sign beside the door reads "Opens: <span class="gold"><<ampm 9 00>></span>"
<br><br>
<<if currentSkillValue('skulduggery') gte $lock>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span>
<br><br>
<<else>>
<<wearProp "lockpick">>
<span class="green">The lock looks easy to pick.</span>
<br><br>
<<lockicon "pick">><<link [[Pick it (0:10)|Arcade]]>><<handheldon>><<pass 10>><<crimeUp 20 "trespassing">><</link>><<crime "trespassing">>
<br>
<</if>>
<<else>>
<span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>>
<br><br>
<</if>>
<<starfishicon>><<link [[Leave|Starfish Street]]>><<handheldon>><<set $eventskip to 1>><</link>>
<br><<set $outside to 0>><<set $location to "arcade">><<effects>>
<<set $kylar.play to 0>>
You are in the amusement arcade on Starfish Street.
<<if Time.dayState is "day" or Time.dayState is "dusk">>
The games and gambling machines beep and whirr.
<<else>>
The games and gambling machines lie silent.
<</if>>
<br><br>
<<if $stress gte $stressmax>>
<<passoutarcade>>
<<else>>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "arcade">>
<</if>>
<<if Time.hour is 21>>
It's closing time. Security is herding everyone outside. <<if $exposed gte 1>>Panic swells within you as you realise how exposed you'll be should security find you in this state of dress.<</if>>
<br><br>
<<if $exposed lte 0>>
<<starfishicon>><<link [[Go outside|Starfish Street]]>><</link>>
<br>
<<else>>
<<ind>><<link [[Hide until it's over (1:00)|Arcade]]>><<pass 1 hour>><</link>>
<</if>>
<<else>>
<<if Time.dayState is "night" or Time.dayState is "dawn">>
You are alone in the darkness.
<br><br>
<<elseif $exposed gte 1>>
You hide beneath a pinball machine to protect your dignity.
<br><br>
<</if>>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "arcade">>
<</if>>
<<if $money gte 500 and (Time.dayState is "day" or Time.dayState is "dusk") and $exposed lte 0>>
<<robinicon "controller">><<link [[Play (£5 0:20)|Arcade Play]]>><<money -500 "arcade">><<pass 20>><<stress -2>><</link>><<lstress>>
<br>
<</if>>
<<set _kylarLocation to getKylarLocation()>>
<<if $exposed lte 0 and _kylarLocation.area is "arcade">>
<br>
You see Kylar playing on one of the cabinets.
<br>
<<ind>><<link [[Approach|Kylar Arcade]]>><<set $kylar_text_trigger to true>><</link>>
<br>
<</if>>
<<if ($tenyclusPlayCount is undefined or $tenyclusPlayCount is 0) and $hallucinations gte 1 and !$daily.tenyclusPlayed and $money gte 500 and (Time.dayState is "day" or Time.dayState is "dusk") and $exposed lte 0>>
<<set $tenyclusPlayCount to 0>><<set $daily.tenyclusPlayed to 0>>
<br>
You spot a lone cabinet tucked away in the corner. Oddly enough, no one else seems to notice it.
<br>
<<investigateicon>><<link [[Examine the lone cabinet|Arcade Tenyclus Intro]]>><</link>>
<br>
<</if>>
<<if $tenyclusPlayCount gte 1 and $tenyclusPlayCount lt 7 and $hallucinations gte 1 and !$daily.tenyclusPlayed and (Time.dayState is "day" or Time.dayState is "dusk") and $exposed lte 0>>
<br>
You spot the "Tenyclus" cabinet tucked away in the corner. No one else seems to notice it.
<br>
<<arcadeicon>><<link [[Play Tenyclus|Arcade Tenyclus Play]]>><</link>>
<br>
<</if>>
<<starfishicon>><<link [[Leave|Starfish Street]]>><</link>>
<br>
<</if>>
<</if>><<set $outside to 0>><<set $location to "arcade">><<effects>>
<<if $leftarm is "bound" and $rightarm is "bound">>
Playing arcade games with both hands tied behind your back turns out to be <<print either("tricky.","exactly as hard as you'd imagine.","hard. Unsurprisingly.")>>
<<print either("You lose almost instantly.","In just seconds, your grizzled survivor is zombie food.","In just seconds, your brave soldier is alien food.","In barely a minute, your brave crew are shark meat.")>>
<<if $rng lte 34>><<generatey1>><<person1>>A few students nearby witness your crushing defeat. One starts to mimic you, <<print either("gurning","pulling a stupid-face","gazing stupidly")>> over <<his>> shoulder at the screen
while <<print either("trying to reach","flapping at","slapping at")>> the controllers with <<his>> hands behind <<his>> back.
<br>
<<His>> cronies find this hilarious.
<br>
In fairness, it is possible you look <<print either("kind of dumb","pretty damn stupid","a bit 'special'","pretty fucking mental")>> right now.
<<lcool>><<status -5>>
<<endevent>>
<</if>>
<br><br>
<<if $money gte 500 and Time.dayState isnot "night">>
<<link [[Persist (£5 0:03)|Arcade Play]]>><<money -500 "arcade">><<pass 3>><<stress 2>><</link>><<gstress>>
<br>
<</if>>
<<link [[Stop|Arcade]]>><</link>>
<br>
<<else>>
<<rng 13>>
<<switch $rng>>
<<case 1 2>>
You play a shooter, and kill lots of <<print either("zombies", "pirates", "aliens", "soldiers", "criminals", "mutants")>>.
<br><br>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure) and $eventskip is 0>>
<<generatey1>><<person1>>
A <<person>> walks beside you. <<He>> enables the second player, and starts shooting. <<He>> doesn't say anything.
<br><br>
<<link [[Keep playing|Arcade Keep Playing]]>><</link>>
<br>
<<link [[Shove and dual wield|Arcade Shove]]>><<def 1>><<trauma -2>><</link>><<ltrauma>>
<br>
<<set $skulduggerydifficulty to 400>>
<<link [[Steal|Arcade Steal]]>><<crimeUp 30 "petty">><</link>><<skulduggerydifficulty>><<gcrime "petty">>
<br>
<<link [[Stop|Arcade]]>><<endevent>><</link>>
<br>
<<else>>
<<rng>>
<<if $rng gte 71>>
You blow the final boss' head off with a satisfying squelch.
<<ltrauma>><<trauma -2>>
<<elseif $rng gte 31>>
You manage to get to that one part of the game everyone complains about. You're reminded why.
<<else>>
You swear the gun isn't working properly. You try to shoot an enemy attack out of the air, but instead take it to the face.
<</if>>
<br><br>
<<arcadeEndLink>>
<</if>>
<<case 3 4>>
You play a fast-paced shmup.
<br><br>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure) and $eventskip is 0>>
<<generate1>><<person1>>A <<person>> stands beside you, and watches. <<He>> offers tips of dubious wisdom.
<br><br>
<<Hes>> standing very close.
<br><br>
<<link [[Stop|Arcade Watched Stop]]>><<stress 6>><</link>><<gstress>>
<br>
<<link [[Keep playing|Arcade Watched Play]]>><</link>>
<br>
<<else>>
<<rng>>
<<if $rng gte 71>>
Luck is on your side. The right powerup drops at the right moment, and you blaze through to victory.
<<ltrauma>><<trauma -2>>
<<elseif $rng gte 31>>
It's a little too fast for you, and you're shot down halfway through the game.
<<else>>
You almost make it, but the final boss proves too tough.
<</if>>
<br><br>
<<arcadeEndLink>>
<</if>>
<<case 5 6>>
You step up to a fighting game cabinet, and before long you are greeted with the character selection screen. There are four characters you can choose from. Who do you pick?
<br><br>
<<link [[Pick the villainous-looking one|Arcade fighting cabinet]]>><<set $arcadeCharacter to "villainous">><</link>>
<br>
<<link [[Pick the one with the spiky hair|Arcade fighting cabinet]]>><<set $arcadeCharacter to "spiky hair">><</link>>
<br>
<<link [[Pick the scantily-clad dressed one|Arcade fighting cabinet]]>><<set $arcadeCharacter to "scantily-clad">><</link>>
<br>
<<link [[Pick the very muscular one|Arcade fighting cabinet]]>><<set $arcadeCharacter to "muscular">><</link>>
<br>
<<case 7>>
<<generate1>><<person1>>
You are playing a platformer. You successfully leap over an enemy and grab the power up. A <<person>> speaks up, causing you to turn around.
<br><br>
"You're so bad at this game! Just get out of the way and let me play."
<br><br>
<<if $speech_attitude is "bratty">>
<<link [[Call them out|Arcade Classmate Braggart]]>><<set $phase to 1>><</link>>
<br>
<</if>>
<<link [[Stand down|Arcade Classmate Braggart]]>><<set $phase to 2>><</link>>
<br>
<<link [[Ignore|Arcade Classmate Braggart]]>><<set $phase to 3>><</link>>
<<case 8 9>>
<<generate1>><<person1>>
You step up to a space themed shooter, taking the "Player 1" slot. Before you can start, a <<person>> walks up to you. A small crowd is gathered behind <<him>>. It seems this player is popular.
<br><br>
<<switch random(1,2)>>
<<case 1>>"You look like chump change. How about we go head to head and see who is better?" the <<person>> sneers.
<<case 2>>"I'm pretty good at this game. You wanna have a little competition?" <<he>> asks, placing a token on the cabinet.
<</switch>>
<br><br>
<<link [[Accept the match|Arcade Popular Gamer]]>><<set $phase to 1>><</link>>
<br>
<<link [[Deny|Arcade Popular Gamer]]>><<set $phase to 2>><</link>>
<<case 10>>
<<generate1>><<person1>>
You look for an open cabinet, spotting one near the corner of the room. You insert a token and begin to play, blasting away at the bad guys. <<stress -5>><<lstress>>
<br><br>
You're just about to use your bazooka when the screen goes dark. Stepping behind the cabinet, you notice the plug has been pulled out.
<br><br>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure) and $eventskip is 0>>
You plug the console back in. Maybe somebody tripped over it. You turn around to continue your game but find a <<person>> blocking your way. Before you can say anything, <<he>> grabs you.
<br><br>
<<link [[Next|Arcade Watched Rape]]>><<set $molestationstart to 1>><</link>>
<<else>>
You plug the console back in. Maybe somebody tripped over it. You go to finish your session, but find the game has reset. Not wanting to repeat your progress, you leave.
<br><br>
<<arcadeEndLink>>
<</if>>
<<case 11>>
<<generate1>><<person1>>
You choose a beat-em-up, whacking enemies away as they approach you. As you play, you hear a small crowd form behind you. They fixate on a <<person>> playing a classic game.
<br><br>
"Wow! <<Hes>> going to beat the high score at this rate!" one of the onlookers shouts. "Everyone come look!"
<br><br>
<<link [[Go watch|Arcade Watch High Score]]>><<set $phase to 1>><</link>>
<br>
<<link [[Finish your own game|Arcade Watch High Score]]>><<endevent>><<set $phase to 2>><</link>>
<<case 12>>
<<generatey1>><<person1>>
You walk through the arcade, trying to find a new game to play. You hear a cheer nearby and see a small crowd of people in front of a competitive fighting game. You walk closer.
<br><br>
On one side is a <<person>>, looking confident and triumphant. Another gamer, looking defeated, walks away from the controls.
<br><br>
"That's twelve in a row!" the <<person>> shouts to the crowd. "Who wants to make it thirteen!"
<br><br>
<<link [[Accept their challenge (0:10)|Arcade Exposure Accept]]>><</link>>
<br>
<<link [[Ignore|Arcade Exposure Ignore]]>><</link>>
<<case 13>>
<<generatey1>><<person1>>
You walk by the air hockey tables. There is a <<person>> about your age leaning on one of them. <<He>> speaks up when you walk by. "Wanna play a few games?" <<he>> says.
<br><br>
<<link [[Agree|Arcade Hockey Agree]]>><</link>>
<br>
<<link [[Decline|Arcade Hockey Decline]]>><<set $phase to 1>><</link>>
<</switch>>
<</if>><<set $outside to 0>><<set $location to "arcade">><<effects>>
You move away from the <<person>>. Better safe than sorry.
<br><br>
<<endevent>>
<<if $money gte 500 and Time.dayState isnot "night">>
<<link [[Keep playing (£5 0:20)|Arcade Play]]>><<money -500 "arcade">><<pass 20>><<stress -2>><</link>><<lstress>>
<br>
<</if>>
<<link [[Stop|Arcade]]>><</link>>
<br><<set $outside to 0>><<set $location to "arcade">><<effects>>
<<if $rng gte 81>>
You keep playing. The <<person>> creeps closer, until <<he>> presses against your back. <<His>> hands reach out.
<br><br>
<<link [[Next|Arcade Watched Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You decide you're being paranoid, and keep playing. The <<person>> soon wanders away to offer advice to someone else.
<br><br>
<<endevent>>
<<if $money gte 500 and Time.dayState isnot "night">>
<<link [[Keep playing (£5 0:20)|Arcade Play]]>><<money -500 "arcade">><<pass 20>><<stress -2>><</link>><<lstress>>
<br>
<</if>>
<<link [[Stop|Arcade]]>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Arcade Watched Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Arcade Watched Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The <<person1>><<person>> shoves you against the cabinet, before wandering off.
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Arcade]]>><</link>>
<<elseif $enemyhealth lte 0>>
You shove the <<person>> to the ground.
<br><br>
<<tearful>> you take cover beneath a pinball machine.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Arcade]]>><</link>>
<<else>>
<<set $rescued += 1>>
Your cry attracts attention. People look over, including a member of staff. The <<person1>><<person>> steps away from you, claiming that <<he>> wasn't doing anything. <<He>> doesn't try anything else.
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Arcade]]>><</link>>
<</if>><<set $outside to 0>><<set $location to "arcade">><<effects>>
Having a second player does help, and you make it to the end of the game. <<He>> leaves without a word.
<br><br>
<<endevent>>
<<if $money gte 500 and Time.dayState isnot "night">>
<<link [[Keep playing (£5 0:20)|Arcade Play]]>><<money -500 "arcade">><<pass 20>><<stress -2>><</link>><<lstress>>
<br>
<</if>>
<<link [[Stop|Arcade]]>><</link>>
<br><<set $outside to 0>><<set $location to "arcade">><<effects>>
You shoulder barge <<him>> aside and grab <<his>> gun. <<He>> takes the hint.
<br><br>
The rest of the game is easier with the extra weapon, but you do need to manage your lives more carefully.
<br><br>
<<endevent>>
<<if $money gte 500 and Time.dayState isnot "night">>
<<link [[Keep playing (£5 0:20)|Arcade Play]]>><<money -500 "arcade">><<pass 20>><<stress -2>><</link>><<lstress>>
<br>
<</if>>
<<link [[Stop|Arcade]]>><</link>>
<br><<set $outside to 0>><<set $location to "arcade">><<effects>>
You drop your gun and walk away. The <<person>> picks it up. <<Hes>> distracted managing both, so you reach for the money sticking out of <<his>> pocket.
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<span class="green"><<He>> doesn't notice.</span> You've gained <<moneyGain 30 true true>>.
<br><br>
<<skulduggeryuse>>
<<endevent>>
<<link [[Next|Arcade]]>><</link>>
<br>
<<else>>
<span class="red"><<He>> turns and spots you.</span> "Oi," <<he>> says. "Keep your mitts to yourself." <<He>> tucks the money further into <<his>> pocket, well beyond easy reach.
<br><br>
<<skulduggeryuse>>
<<endevent>>
<<link [[Next|Arcade]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "arcade">><<effects>>
You've pushed yourself too much.
<br><br>
<<passout>>
<<set $danger to random(1, 10000)>>
<<if $danger gte (9900 - $allure)>>
<<if $exposed gte 1 or Time.dayState is "night" or Time.dayState is "dawn">>
<<link [[Wake up|Arcade Trash]]>><</link>>
<<else>>
<<link [[Wake up|Arcade Crane]]>><</link>>
<</if>>
<<else>>
<<ambulance>>
<</if>>
<<pass 1 hour>>
<<trauma 6>><<set $stress -= 2000>><<set $outside to 0>><<set $location to "arcade">><<effects>>
<<generatey1>><<generatey2>><<generatey3>><<generatey4>><<generatey5>><<generatey6>><<person1>>
You awaken on something soft yet bumpy. It's a bed of plush toys. Your wrists and ankles are tied down. A metal claw hovers above you.
<br><br>
Your eyes adjust to the light, and you see a <<person>> behind a pane of glass, watching you. <<He>> has friends with <<him>>.
<br><br>
"I got it this time," <<he>> says, looking determined. <<He>> pushes a coin into the machine, and pushes a lever. The claw moves above you.
<br><br>
<<link [[Next|Arcade Crane 2]]>><<set $phase to 0>><</link>>
<br><<set $outside to 0>><<set $location to "arcade">><<effects>>
<<if !$worn.upper.type.includes("naked")>>
The claw rests above your chest, then plunges down toward your $worn.upper.name. It hooks the fabric, and begins to rise. The <<person>> and <<his>> friends watch intently.
<br><br>
<<if $rng gte 51>>
The claw loosens its grip, dropping your $worn.upper.name back against your body. The crowd sigh in frustration.
<br><br>
<<if $phase is 0>>
"Idiot," a <<person2>><<person>> says, shoving <<his>> friend aside. "I'll show you how it's done."
<br><br>
<<link [[Next|Arcade Crane 2]]>><<set $phase += 1>><</link>>
<<elseif $phase is 1>>
"My turn," a <<person3>><<person>> says, taking over the lever. "This can't be hard."
<br><br>
<<link [[Next|Arcade Crane 2]]>><<set $phase += 1>><</link>>
<<elseif $phase is 2>>
"You guys must be new to this," a <<person4>><<person>> says. "Watch."
<br><br>
<<link [[Next|Arcade Crane 2]]>><<set $phase += 1>><</link>>
<<elseif $phase is 3>>
"This is taking too long," a <<person5>><<person>> says. "Someone will catch us soon. Give me a go."
<br><br>
<<link [[Next|Arcade Crane 2]]>><<set $phase += 1>><</link>>
<<else>>
<<endevent>><<generate1>><<person1>>
"What you up to over there?" a <<person>> shouts from somewhere out of view. The crowd turn and flee.
<br><br>
The <<person>> walks into view. <<He>> gapes at the sight of you. Snapping to attention, <<he>> crouches beside the machine. A hatch opens after a few moments of <<his>> fiddling. <<He>> reaches in, and unties the cables that bind you.
<br><br>
You crawl through the hole, escaping into the arcade proper.
<<if $exposed gte 1>>
Blushing, <<he>> wraps some towels around you. "Not much, but better than nothing aye?"
<<towelup>>
<</if>>
<br><br>
"I can't believe how cruel some people can be," <<he>> says, shaking <<his>> head. "You go careful now."
<br><br>
<<endevent>>
<<link [[Next|Arcade]]>><</link>>
<br>
<</if>>
<<else>>
<<if $worn.upper.set is $worn.lower.set>>
<<set $worn.upper.integrity to 0>><<set $worn.lower.integrity to 0>>
The claw tugs at your fabric, pulling it off your body. With a tear, your $worn.upper.name is torn from you.<<integritycheck>><<exposure>>
<br>
The <<person>> and <<his>> friends gape in awe and excitement, leering at your <<lewdness>>.
<br><br>
<<link [[Next|Arcade Crane 2]]>><</link>>
<<else>>
<<set $worn.upper.integrity to 0>>
The claw tugs at your fabric, pulling it off your body. With a tear, your $worn.upper.name is torn from you.<<integritycheck>><<exposure>>
<br>
The <<person>> and <<his>> friends gape in awe and excitement, leering at your <<lewdness>>.
<br><br>
<<link [[Next|Arcade Crane 2]]>><</link>>
<</if>>
<</if>>
<<elseif !$worn.lower.type.includes("naked")>>
The claw rests above your thighs, then plunges down toward your $worn.lower.name. It hooks the fabric, and begins to rise. The <<person>> and <<his>> friends watch intently.
<br><br>
<<if $rng gte 51>>
The claw loosens its grip, dropping your $worn.lower.name back against your body. The crowd sigh in frustration.
<br><br>
<<if $phase is 0>>
"Idiot," a <<person2>><<person>> says, shoving <<his>> friend aside. "I'll show you how it's done."
<br><br>
<<link [[Next|Arcade Crane 2]]>><<set $phase += 1>><</link>>
<<elseif $phase is 1>>
"My turn," a <<person3>><<person>> says, taking over the lever. "This can't be hard."
<br><br>
<<link [[Next|Arcade Crane 2]]>><<set $phase += 1>><</link>>
<<elseif $phase is 2>>
"You guys must be new to this," a <<person4>><<person>> says. "Watch."
<br><br>
<<link [[Next|Arcade Crane 2]]>><<set $phase += 1>><</link>>
<<elseif $phase is 3>>
"This is taking too long," a <<person5>><<person>> says. "Someone will catch us soon. Give me a go."
<br><br>
<<link [[Next|Arcade Crane 2]]>><<set $phase += 1>><</link>>
<<else>>
<<endevent>><<generate1>><<person1>>
"What you up to over there?" a <<person>> shouts from somewhere out of view. The crowd turn and flee.
<br><br>
The <<person>> walks into view. <<He>> gapes at the sight of you. Snapping to attention, <<he>> crouches beside the machine. A hatch opens after a few moments of <<his>> fiddling. <<He>> reaches in, and unties the cables that bind you.
<br><br>
You crawl through the hole, escaping into the arcade proper.
<<if $exposed gte 1>>
Blushing, <<he>> wraps some towels around you. "Not much, but better than nothing aye?"
<<towelup>>
<</if>>
<br><br>
"I can't believe how cruel some people can be," <<he>> says, shaking <<his>> head. "You go careful now."
<br><br>
<<endevent>>
<<link [[Next|Arcade]]>><</link>>
<br>
<</if>>
<<else>>
<<set $worn.upper.integrity to 0>><<set $worn.lower.integrity to 0>>
The claw tugs at your fabric, pulling it off your body. With a tear, your $worn.upper.name is torn from you.
<<integritycheck>><<exposure>>
<br>
The <<person>> and <<his>> friends gape in awe and excitement, leering at your <<lewdness>>.
<br><br>
<<link [[Next|Arcade Crane 2]]>><</link>>
<</if>>
<<elseif !$worn.under_upper.type.includes("naked")>>
The claw rests above your thighs, then plunges down toward your $worn.under_upper.name. It hooks the fabric, and begins to rise. The <<person>> and <<his>> friends watch intently.
<br><br>
<<if $rng gte 51>>
The claw loosens its grip, dropping your $worn.under_lower.name back against your body. The crowd sigh in frustration.
<br><br>
<<if $phase is 0>>
"Idiot," a <<person2>><<person>> says, shoving <<his>> friend aside. "I'll show you how it's done."
<br><br>
<<link [[Next|Arcade Crane 2]]>><<set $phase += 1>><</link>>
<<elseif $phase is 1>>
"My turn," a <<person3>><<person>> says, taking over the lever. "This can't be hard."
<br><br>
<<link [[Next|Arcade Crane 2]]>><<set $phase += 1>><</link>>
<<elseif $phase is 2>>
"You guys must be new to this," a <<person4>><<person>> says. "Watch."
<br><br>
<<link [[Next|Arcade Crane 2]]>><<set $phase += 1>><</link>>
<<elseif $phase is 3>>
"This is taking too long," a <<person5>><<person>> says. "Someone will catch us soon. Give me a go."
<br><br>
<<link [[Next|Arcade Crane 2]]>><<set $phase += 1>><</link>>
<<else>>
<<endevent>><<generate1>><<person1>>
"What you up to over there?" a <<person>> shouts from somewhere out of view. The crowd turn and flee.
<br><br>
The <<person>> walks into view. <<He>> gapes at the sight of you. Snapping to attention, <<he>> crouches beside the machine. A hatch opens after a few moments of <<his>> fiddling. <<He>> reaches in, and unties the cables that bind you.
<br><br>
You crawl through the hole, escaping into the arcade proper.
<<if $exposed gte 1>>
Blushing, <<he>> wraps some towels around you. "Not much, but better than nothing aye?"
<<towelup>>
<</if>>
<br><br>
"I can't believe how cruel some people can be," <<he>> says, shaking <<his>> head. "You go careful now."
<br><br>
<<endevent>>
<<link [[Next|Arcade]]>><</link>>
<br>
<</if>>
<<else>>
<<if $worn.under_upper.set is $worn.under_lower.set>>
<<set $worn.under_upper.integrity to 0>><<set $worn.under_lower.integrity to 0>>
The claw tugs at your fabric, pulling it off your body. With a tear, your $worn.upper.name is torn from you.<<integritycheck>><<exposure>>
<br>
The <<person>> and <<his>> friends gape in awe and excitement, leering at your <<lewdness>>.
<br><br>
<<link [[Next|Arcade Crane 2]]>><</link>>
<<else>>
<<set $worn.under_upper.integrity to 0>>
The claw tugs at your fabric, pulling it off your body. With a tear, your $worn.under_upper.name is torn from you.<<integritycheck>><<exposure>>
<br>
The <<person>> and <<his>> friends gape in awe and excitement, leering at your <<lewdness>>.
<br><br>
<<link [[Next|Arcade Crane 2]]>><</link>>
<</if>>
<</if>>
<<elseif !$worn.under_lower.type.includes("naked")>>
The claw rests above your thighs, then plunges down toward your $worn.under_lower.name. It hooks the fabric, and begins to rise. The <<person>> and <<his>> friends watch intently.
<br><br>
<<if $rng gte 51>>
The claw loosens its grip, dropping your $worn.lower.name back against your body. The crowd sigh in frustration.
<br><br>
<<if $phase is 0>>
"Idiot," a <<person2>><<person>> says, shoving <<his>> friend aside. "I'll show you how it's done."
<br><br>
<<link [[Next|Arcade Crane 2]]>><<set $phase += 1>><</link>>
<<elseif $phase is 1>>
"My turn," a <<person3>><<person>> says, taking over the lever. "This can't be hard."
<br><br>
<<link [[Next|Arcade Crane 2]]>><<set $phase += 1>><</link>>
<<elseif $phase is 2>>
"You guys must be new to this," a <<person4>><<person>> says. "Watch."
<br><br>
<<link [[Next|Arcade Crane 2]]>><<set $phase += 1>><</link>>
<<elseif $phase is 3>>
"This is taking too long," a <<person5>><<person>> says. "Someone will catch us soon. Give me a go."
<br><br>
<<link [[Next|Arcade Crane 2]]>><<set $phase += 1>><</link>>
<<else>>
<<endevent>><<generate1>><<person1>>
"What you up to over there?" a <<person>> shouts from somewhere out of view. The crowd turn and flee.
<br><br>
The <<person>> walks into view. <<He>> gapes at the sight of you. Snapping to attention, <<he>> crouches beside the machine. A hatch opens after a few moments of <<his>> fiddling. <<He>> reaches in, and unties the cables that bind you.
<br><br>
You crawl through the hole, escaping into the arcade proper.
<<if $exposed gte 1>>
Blushing, <<he>> wraps some towels around you. "Not much, but better than nothing aye?"
<<towelup>>
<</if>>
<br><br>
"I can't believe how cruel some people can be," <<he>> says, shaking <<his>> head. "You go careful now."
<br><br>
<<endevent>>
<<link [[Next|Arcade]]>><</link>>
<br>
<</if>>
<<else>>
<<set $worn.under_lower.integrity to 0>>
The claw tugs at your fabric, pulling it off your body. With a tear, your $worn.under_lower.name is torn from you.<<integritycheck>><<exposure>>
<br>
The <<person>> and <<his>> friends gape in awe and excitement, leering at your <<lewdness>>.
<br><br>
<<link [[Next|Arcade Crane 2]]>><</link>>
<</if>>
<<else>>
You lie helpless as the <<person>> and <<his>> friends pull phones from pockets and take pictures. You continue to test your bindings, but it's no use.
<<fameexhibitionism 20 "pic">>
<br><br>
<<endevent>><<generate1>><<person1>>
"What you up to over there?" a <<person>> shouts from somewhere out of view. The crowd turn and flee.
<br><br>
The <<person>> walks into view. <<He>> gapes at the sight of you. Snapping to attention, <<he>> crouches beside the machine. A hatch opens after a few moments of <<his>> fiddling. <<He>> reaches in, and unties the cables that bind you.
<br><br>
You crawl through the hole, escaping into the arcade proper. Blushing, <<he>> wraps some towels around you. "Not much, but better than nothing aye?"
<<towelup>>
<br><br>
"I can't believe how cruel some people can be," <<he>> says, shaking <<his>> head. "You go careful now."
<br><br>
<<endevent>>
<<link [[Next|Arcade]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "arcade">><<effects>>
You awaken on something hard and bumpy. Just in time to see a door slam shut above you, plunging you into darkness. You drift back into unconsciousness.
<br><br>
<<link [[Next|Trash Intro]]>><</link>>
<br><<set $outside to 0>><<set $location to "arcade">><<effects>>
You didn't even know this cabinet existed. It doesn't particularly stand out from the rest of the cabinets in the arcade. Someone else wouldn't have given this a second glance.
<br><br>
A jet-black tint covers the cabinet. You can tell the cabinet isn't new, but it seems oddly pristine as well. Almost as if it was just put into place a week ago. Now that it's piqued your interest, you can't help but feel drawn to it.
<br><br>
<<link [[Play?|Arcade Tenyclus Play]]>><</link>>
<br>
<<link [[Leave|Arcade Tenyclus Leave]]>><</link>>
<br><br><<set $outside to 0>><<set $location to "arcade">><<effects>>
<<if $tenyclusPlayCount is 0>>
You get an odd feeling about the machine that you can't quite describe, so you decide to leave it alone and look for something else to play. It remains sat in the corner, untouched by anyone else.
<br><br>
<<link [[Next|Arcade]]>><<set $eventskip to 1>><</link>>
<<else>>
<<if $willpowerSuccess>>
<span class = "green">You manage to pull yourself away from the strange cabinet.</span> Upon looking back, the machine remains still. It's as lifeless as when you found it.
<br><br>
<<link [[Next|Arcade]]>><<endevent>><<set $daily.tenyclusPlayed to 1>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<span class = "red">You can't pull yourself away from the machine. You're having too much fun!</span>
<br><br>
<<link [[Keep playing|Arcade Tenyclus]]>><</link>>
<br>
<</if>>
<</if>><<set $outside to 0>><<set $location to "arcade">><<effects>>
<<if $tenyclusPlayCount is 0>>
With a coin in your hand, you look for a slot, but you can't seem to find one.
<br><br>
The screen suddenly flashes to life, almost blinding you with its incandescent glow. In the centre of the screen, you see the word <span class = "purple">"Tenyclus"</span> bolded with a unique font. A copyright in smaller text is seen below.
<br><br>
<span class = "purple">"1982, Lüsterngrad"</span>
<br><br>
Three words light up shortly after. <i>"Press to Start"</i>
<br><br>
You start to play the game. It's pretty fun for the most part, if not a bit basic. You wonder why you haven't seen anyone else play on this cabinet.
<br><br>
The graphics are so primitive, you're not really sure who or what you're playing as. All you can make out is that it looks like you're fighting off something. Your best guess is aliens, but it could really be anything.
<br><br>
<<link [[Next|Arcade Tenyclus]]>><</link>>
<<else>>
You spot the strange cabinet. It's hidden away in the corner, just like last time. As you move closer the screen flashes on, illuminating you in its almost blinding glow once more.
<br><br>
You see the familiar bolded title along with three words listed below:
<br><br>
<i>"Press to Start"</i>
<br><br>
<<link [[Play?|Arcade Tenyclus]]>><</link>>
<br>
<<link [[Leave|Arcade]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><br>
<</if>><<set $outside to 0>><<set $location to "arcade">><<effects>>
You are playing Tenyclus. You find your emotions and responses much more intense than normal.
<br><br>
<<tenyclusPlay>>
<<if $tenyclusRounds gt 0 and $tenyclusLives gt 0>>
<<link [[Next|Arcade Tenyclus]]>><</link>>
<br>
<<link [[Stop playing|Arcade Tenyclus Leave]]>><<willpowerdifficulty 1 $willpowermax>><</link>>
<<else>>
<<if $tenyclusLives lte 0>>
You've run out of lives. Game over. <<control -25>><<lcontrol>>
<<elseif $tenyclusRounds lte 0>>
You wipe out the last alien on screen. You've won! <<control 25>><<gcontrol>>
<</if>>
<br><br>
<<unset $tenyclusRounds>><<unset $tenyclusLives>><<set $daily.tenyclusPlayed to 1>>
<<set $tenyclusPlayCount += 1>>
<<if $tenyclusPlayCount is 6 and $tentacledisable isnot "f">>
<<set $tenyclusPlayCount += 1>>
<</if>>
<<switch $tenyclusPlayCount>>
<<case 1>>
You swear you can hear voices creeping into your mind. It's oddly soothing, telling you all sorts of things that seem pleasing to you.
You look around for the source of the voice, but the moment you look away, the cabinet shuts off without warning.
Strangely enough, there seems to have been no power cut. Others in the arcade play happily on their own cabinets.
<br><br>
<span class = "red">You feel the urge to play again tomorrow.</span>
<br><br>
<<link [[Next|Arcade]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<case 2>>
That was fun! You managed to score pretty high, leaving you with a sense of accomplishment. <<trauma -6>><<ltrauma>>
<br><br>
You're about to return to the arcade with a smile on your face, but you notice the screen shuts off immediately just like before. You wonder if something is wrong with the machine.
<br><br>
<span class = "red">You feel the urge to play again tomorrow.</span>
<br><br>
<<link [[Next|Arcade]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<case 3>>
You feel more confident. Voices inspire you, motivating you to reach higher and higher scores. <<stress -6>><<control 10>><<lstress>><<gcontrol>>
<br><br>
Your new high score shows up in the leaderboards, at the very top. You feel proud of your achievement. As you take a step back to admire your work, the screen turns black without any prior warning. You return to the arcade feeling satisfied.
<br><br>
<span class = "red">You feel the urge to play again tomorrow.</span>
<br><br>
<<link [[Next|Arcade]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<case 4>>
Voices encourage you to keep going. You begin to lose track of time, and before you know it, the screen turns black and you're plunged into darkness.
<br><br>
Your eyes take a minute to adjust, but you notice
<<if Time.hour gte 21>>
you seem to be alone in the arcade. You wonder how security didn't notice you.
<<elseif Time.hour gte 17>>
that it's much darker than when you started.
<<else>>
that some time has clearly passed.
<</if>>
Just how long were you playing?
<br><br>
<span class = "red">You feel the urge to play again tomorrow.</span>
<br><br>
<<link [[Next|Arcade]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<case 5>>
You smell something strange, but you choose to ignore it and continue playing. You feel as if the game is sucking you in, and just before you're about to reach a new high score, <span class = "red">a splash of water hits you in the face.</span>
<br><br>
You look around for the culprit, but notice you're standing in neck deep water on the beach. Your head feels fuzzy. <<hallucinogen 20>><<drugs 20>>
<br><br>
<<water>><<effects>>
<<link [[Next|Sea Beach]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<case 6>>
A strange smell covers the air, just like last time. You look down and a swerve of sweet pink mist emerges from the machine. <<hallucinogen 180>><<drugs 180>><<garousal>><<arousal 200>>
<br><br>
It creeps up to your face, and you feel yourself heating up with arousal. While you're distracted, a mass of writhing tentacles reach out from the screen. They coil around your arms, trapping them.
<br><br>
<<link [[Next|Arcade Tentacle Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<case 7>>
You demolish the high score. The numbers keep rising until they no longer look like numbers.
<br><br>
You find that you can't move your body, and the edges of your vision grow dim. You hear a pair of footsteps behind you, followed by an unfamiliar sound, and everything fades to black.
<br><br>
<<link [[Next|Arcade Tenyclus Kidnapped]]>><<endevent>><</link>>
<<default>>
You managed to play the game without really playing it. This is a bug, please inform Vrelnir. <<control -100>><<lllcontrol>>
<br><br>
<span class = "red">You feel the urge to play again tomorrow.</span>
<br><br>
<<link [[Next|Arcade]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</switch>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<set $combat to 1>>
<<set $enemytype to "tentacles">>
<<controlloss>>
<<molested>>
<<tentaclestart 8 15>>
<<leftarmtentacledisable>><<set $tentacles[0].shaft to "leftarm">><<set $leftarm to "tentgrappled">><<set $leftarmstate to 0>><<set $lefttarget to "tentacles">>
<<rightarmtentacledisable>><<set $tentacles[1].shaft to "rightarm">><<set $rightarm to "tentgrappled">><<set $rightarmstate to 0>><<set $righttarget to "tentacles">>
<</if>>
<<effects>>
<<effectstentacles>>
<<tentacles>>
<<statetentacles>>
<<actionstentacles>>
<<if $tentacles.active lte ($tentacles.max / 2)>>
<span id="next"><<link [[Next|Arcade Tentacle Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Arcade Tentacle Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
You emerge victorious. The tentacles recoil back into the screen. A new high score appears just before the screen turns off, leaving you alone and wary. <<tearful>> you see the rest of the arcade slowly come back into focus. No one gives you a second glance.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Arcade]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>><<set $outside to 0>><<set $location to "compound">>
<<generate1>><<generate2>>
You wake up to the sound of a running car engine. You're in what looks to be the back of a van. You see the Tenyclus cabinet on its side against the wall.
<br><br>
Your arms and legs are bound. Before you're able to do anything, the van backdoors open. A <<fullGroup>> enter the back of the van, dressed all in black.
They begin to remove your clothes, before grabbing you by the shoulder and pulling you closer.
<br><br>
<<link [[Next|Arcade Tenyclus Kidnapped Rape]]>><<set $molestationstart to 1>><</link>>
<br><<bind>><<legbind>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Arcade Tenyclus Kidnapped Rape Finish]]>><</link>></span>
<<else>>
<span id="next"><<link [[Next|Arcade Tenyclus Kidnapped Rape]]>><</link>></span>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
They fix their clothes, before holding a damp cloth up to your face.
<br><br>
<<tearful>> your consciousness slips again.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $enemyhealth lte 0>>
The <<person1>><<person>> is thrust back, tripping over the laid out arcade cabinet. You think you see the screen flash to life. You think they see it too.
The <<person2>><<person>> manages to cover <<his>> eyes. Everything turns pink.
<br><br>
<<tearful>> your consciousness slips again.
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<br><br>
<<link [[Next|Arcade Tenyclus Final]]>><<unbind>><</link>><<effects>><<set $outside to 0>><<set $location to "home">><<pass 4 hours>>
When you open your eyes, you're back in your room at the orphanage. Your head is still spinning. How did you get here?
<br><br>
You vaguely remember a large building that resembles a factory, and the colour pink. So much pink. Your thoughts begin to drift, and soon enough, the memory is gone. Something else is gone, too. <<awareness -200>><<lllawareness>>
<br><br>
<<link [[Next|Bedroom]]>><<endevent>><<set $eventskip to 1>><</link>><<effects>><<generatey2>>
"I'll play with you!" you shout above the crowd. The <<person1>><<person>> looks at you with a smug look on <<his>> face.
<br><br>
"Ready to humiliate yourself in front of all these people?" <<he>> asks. A <<person2>><<person>> walks up besides <<him>>.
<br>
"Yeah, you don't know what you're getting into, amateur," <<he>> says, sneering.
<br><br>
<<if $speech_attitude is "meek">>
"Let's just try to have a good game," you say.
<<elseif $speech_attitude is "bratty">>
"It's not hard to figure out I'm playing a wanker who can't tell the difference between a jump and a dodge."
<br><br>
They both stare daggers at you.
<<else>>
"I guess I'll find out," you say with a shrug.
<</if>>
<br><br>
You step in front of the controls. You select your player and begin the match. It's a three-round match, so whoever wins twice first wins the match. The game begins.
<br><br>
<<link [[Next|Arcade Exposure Play]]>><</link>><<effects>><<person1>><<set $arcadeExposure to {}>>
<<set $arcadeExposure.lower to $worn.lower.name>>
<<set $arcadeExposure.underlower to $worn.under_lower.name>>
The first match goes poorly, but you don't embarrass yourself. You notice a trick <<he>> likes to pull, but it's too late to take advantage of it. Your health bar reaches zero.
<br><br>
"I'd understand if you just gave up now," <<he>> taunts. You ignore <<him>> and ready yourself for the second round.<<gstress>><<stress 6>>
<br><br>
<<link [[Next|Arcade Exposure Play 2]]>><</link>><<effects>>
The second match begins, and you're prepared this time. When <<he>> attempts to use the trick from before, you counter and wipe the floor with <<him>>. <<He>> never recovers, and you drop <<his>> health to zero twenty seconds later.
<br><br>
The crowd cheers. The gamer and <<his>> friend look furious. "I'd understand if you just gave up now," you taunt.
<br><br>
<<He>> scowls and turns back to the screen.
<br><br>
<<link [[Next|Arcade Exposure Play 3]]>><</link>><<effects>>
The third match begins, and this time, you're both evenly matched. The fight goes back and forth until both your health bars are halfway depleted. You can sense the frustration from your opponent now. Clearly <<hes>> used to easy wins.
<br><br>
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
Suddenly you feel a tug on the hem of your skirt. The <<person2>><<person>> has snuck up behind you and is about to pull your skirt up. You could stop <<him>>, but you'd have to take your hands off the controls, and you'd be defeated for sure.
<<else>>
Suddenly you feel hands on the back of your <<bottoms>>. The <<person2>><<person>> has snuck up behind you and is starting to pull them down. You could stop <<him>>, but you'd have to take your hands off the controls, and you'd be defeated for sure.
<</if>>
<<gstress>><<stress 6>>
<br><br>
<<link [[Stop them|Arcade Exposure Stop]]>><</link>>
<br>
<<link [[Keep playing|Arcade Exposure Keep]]>><<trauma 1>><</link>><<gtrauma>><<effects>><<fameexhibitionism 2>>
You keep playing, refusing to be distracted.
<br><br>
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
Your skirt is rolled all the way up and fixed in place.
<br><br>
<<if $worn.under_lower.type.includes("strap-on")>>
Suddenly the entire arcade can see your <<print $worn.under_lower.name>>. The crowd gasps, followed by muttering and nervous laughter.
<br><br>
"What kind of a freak are you?" your opponent's friend shouts. You ignore <<him>> and keep playing.
<br><br>
<<elseif $worn.genitals.name isnot "naked">>
<<if $arcadeExposure.underlower isnot "naked">>
<<He>> then grabs your $arcadeExposure.underlower and pulls them down too.
<</if>>
Suddenly the entire arcade can see your <<print $worn.genitals.name>>. The crowd gasps, followed by muttering and nervous laughter.
<br><br>
"What kind of a freak are you?" your opponent's friend shouts. You ignore <<him>> and keep playing.
<br><br>
<<elseif $arcadeExposure.underlower isnot "naked">>
<<He>> then grabs your $arcadeExposure.underlower and pulls them down too.
<br><br>
<</if>>
<<else>>
With one big tug, your pants are pulled down to your ankles.
<br><br>
<<if $worn.under_lower.type.includes("strap-on")>>
Suddenly the entire arcade can see your <<print $worn.under_lower.name>>. The crowd gasps, followed by muttering and nervous laughter.
<br><br>
"What kind of a freak are you?" your opponent's friend shouts. You ignore <<him>> and keep playing.
<br><br>
<<elseif $worn.genitals.name isnot "naked">>
<<if $arcadeExposure.underlower isnot "naked">>
<<He>> then grabs your $arcadeExposure.underlower and pulls them down too.
<</if>>
Suddenly the entire arcade can see your <<print $worn.genitals.name>>. The crowd gasps, followed by muttering and nervous laughter.
<br><br>
"What kind of a freak are you?" your opponent's friend shouts. You ignore <<him>> and keep playing.
<br><br>
<<elseif $arcadeExposure.underlower isnot "naked">>
What's worse, your $arcadeExposure.underlower comes down too.
<br><br>
<</if>>
<</if>>
<<link [[Next|Arcade Exposure Keep 2]]>><</link>><<effects>><<lowerstrip>><<underlowerstrip>>
In a few seconds your <<bottom>> is exposed to the whole arcade.<<gstress>><<stress 6>>
<br><br>
The crowd gasps before breaking into cheers and laughter. The roar of the crowd drowns out the sounds of the game before you. You are stuck playing naked below the waist, with your bare ass pointed at everyone watching.
<br><br>
The battle goes on. You stand there exposed, but you don't let it affect your focus.
<br><br>
The fight goes back and forth, and finally both your health bars are under ten percent. The audience is breathless with anticipation. You wonder if they're looking at the screens or your butt more.
<br><br>
<<link [[Next|Arcade Exposure Keep 3]]>><</link>><<effects>>
<<if currentSkillValue("handskill") gte 400>>
It's so close: one more hit from either one of you, and the battle is over.
<br><br>
Finally, you dodge an uppercut and attack with a brilliant combo. <span class="green"><<His>> health goes to zero,</span> and the battle is won.
<br><br>
The crowd roars. You've come in and beaten this seasoned gamer in the closest game possible. You see your opponent storm off in a rage.
<<if $worn.under_lower.type.includes("chastity")>>
You're so elated, you don't care that everyone can see your $worn.genitals.name.
<<else>>
You're so elated that for a few seconds, you forget that your $arcadeExposure.lower is exposed to the arcade.
<</if>>
<br><br>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Flaunt|Arcade Exposure Flaunt]]>><</link>>
<br>
<</if>>
<<link [[Fix your clothing|Arcade Exposure Fix]]>><<clotheson>><</link>>
<<else>>
You're about to KO <<him>>, but <<he>> executes a perfect uppercut that you're unable to block. <span class="red">Your health bar goes to zero and your character dies in a bloody mess.</span>
<br><br>
The crowd cheers as your opponent gets <<his>> thirteenth win. You watch as <<he>> raises <<his>> fists in victory before turning to you.
<br><br>
<<if $worn.under_lower.type.includes("chastity")>>
"So you're both a perverted freak and a bad gamer," <<he>> sneers.
<<else>>
"Nice ass, you're better at showing it off than playing games."
<br><br>
You realise that your ass is still exposed to the whole arcade. The crowd has their phones out and pointed right at you.
<</if>>
<br>
You fix your clothing, feeling shame from more than just the exposure.<<gstress>><<stress 6>>
<br><br>
<<link [[Next|Arcade]]>><<endevent>><<pass 10>><<clotheson>><<unset $arcadeExposure>><</link>>
<</if>><<effects>><<fameexhibitionism 2>>
You turn around and raise your fists in triumph, exposing everything to the crowd in front of you.<<garousal>><<arousal 600>>
<br><br>
The crowd goes wild. Almost everyone has their phones out, taking in your shameless display. You turn around again and stick your bum out. "Take a good look!" you shout. "This is the butt of a champion!" You give your ass a smack for emphasis.
<br><br>
It's a short while of cheering and showing off before you finally fix your clothing, and the arcade returns to normal.
<br><br>
<<link [[Next|Arcade]]>><<endevent>><<pass 10>><<clotheson>><<unset $arcadeExposure>><</link>><<effects>>
You quickly fix your clothing, finally covering your <<if $worn.under_lower.type.includes("chastity")>>belt<<else>>butt<</if>>. The crowd continues to cheer and applaud you. You soak it in for a few minutes, but you still feel embarrassed about being exposed before. You walk off, red-faced.
<br><br>
<<link [[Next|Arcade]]>><<endevent>><<pass 10>><<clotheson>><<unset $arcadeExposure>><</link>><<effects>>
You take your hands off the controls, grab your $arcadeExposure.lower and slap <<his>> hands away. It only takes a split second, but by the time you return to the screen, <span class="red">your health bar is nearly gone.</span> You barely have time to fight back before you're defeated for the second time.
<br><br>
"Ha!" the <<person1>><<person>> shouts. "Should've stayed in the kiddie pools where you belong!"
<br><br>
The crowd cheers again, but it's more muted than before. They all saw the trickery that happened. Frustrated, you walk off.<<gstress>><<stress 6>>
<br><br>
<<link [[Next|Arcade]]>><<endevent>><<pass 10>><<unset $arcadeExposure>><</link>><<effects>>
You decide to ignore the <<person1>><<person>> and walk off into the arcade.
<br><br>
<<link [[Next|Arcade]]>><<endevent>><</link>><<widget "arcade_npc_bet">>
<<if $arcadeHockey.npc_clothes.upper.name isnot "naked">>
"If you win this one I'll take off my <<npcClothesText $NPCList[0] "upper">>," <<he>> says.
<<elseif $arcadeHockey.npc_clothes.lower.name isnot "naked">>
<<if $arcadeHockey.player_count_win is 0>>
"If you win this one I'll take off my <<npcClothesText $NPCList[0] "lower">>," <<he>> says.
<<else>>
"My <<npcClothesText $NPCList[0] "lower">> next," <<he>> says. "I'll drop it if you win this one."
<</if>>
<<elseif !$arcadeHockey.npc_braless and $NPCList[0].pronoun is "f">>
"The bra's next," <<he>> says. "If you win this one I'll get my tits out for everyone to see." <<He>> doesn't seem to dislike that notion at all.
<<if $NPCList[0].breastsize gte 4>>In fact, <<he>> even tugs <<his>> bra strap a few times, giving <<his>> <<npcChest>> a bounce.<</if>>
<<else>>
<<He>> reaches down and tugs on the waistband of <<his>> underwear. "These are all I've got left," <<he>> says.
<<if $NPCList[0].penis isnot "none">>
You can see the outline of <<his>> <<npcPenis>> bob with <<his>> movements.
<<else>>
You can see the shape of <<his>> <<npcVagina>> as <<he>> pulls it tight against <<himself>>.
<</if>>
<br><br>
"If you win this one they'll be gone too."
<</if>>
<</widget>>
<<widget "arcade_player_bet">>
<<if !$worn.upper.type.includes("naked")>>
<<set $arcadeHockey.player_bet to "upper">>
<<set $arcadeHockey.exhibitionismNeeded to 0>><<set $arcadeHockey.exhibitionismNeededLvl to 0>>
<<elseif $player.breastsize gte 3 and !$worn.under_upper.type.includes("naked")>>
<<set $arcadeHockey.player_bet to "under_upper">>
<<set $arcadeHockey.exhibitionismNeeded to 35>><<set $arcadeHockey.exhibitionismNeededLvl to 3>>
<<elseif !$worn.lower.type.includes("naked")>>
<<set $arcadeHockey.player_bet to "lower">>
<<set $arcadeHockey.exhibitionismNeeded to 15>><<set $arcadeHockey.exhibitionismNeededLvl to 2>>
<<elseif !$worn.under_lower.type.includes("naked")>>
<<set $arcadeHockey.player_bet to "under_lower">>
<<set $arcadeHockey.exhibitionismNeeded to 55>><<set $arcadeHockey.exhibitionismNeededLvl to 4>>
<</if>>
<span class="blue">"If you lose, you're taking off your <<print $worn[$arcadeHockey.player_bet].name>>."</span>
<br>
<<if $arcadeHockey.player_bet is "upper" and $player.breastsize gte 3 and $worn.under_upper.type.includes("naked")>>
<i><span class="red">Without a bra, you risk fully exposing your breasts to the crowd if you lose.</span></i>
<<set $arcadeHockey.exhibitionismNeeded to 35>><<set $arcadeHockey.exhibitionismNeededLvl to 3>>
<<elseif $arcadeHockey.player_bet is "lower" and $worn.under_lower.type.includes("naked")>>
<i><span class="red">Without any underwear, you risk fully exposing your <<genitals>> to the crowd if you lose.</span></i>
<<set $arcadeHockey.exhibitionismNeeded to 55>><<set $arcadeHockey.exhibitionismNeededLvl to 4>>
<</if>>
<</widget>>
<<widget "arcade_player_win">>
<<if $arcadeHockey.npc_clothes.upper.name isnot "naked">>
"Well, a deal's a deal." <<He>> <<npcUndressText $NPCList[0] "upper" "self">>, <<if $NPCList[0].pronoun is "f">>revealing <<his>> bra<<else>><<npcRevealText $NPCList[0] "upper">><</if>>.
<<garousal>><<arousal 600>>
<<set $arcadeHockey.npc_clothes.upper.name to "naked">>
<<elseif $arcadeHockey.npc_clothes.lower.name isnot "naked">>
"Well, here we go!" Without hesitation or embarrassment, <<he>> <<npcUndressText $NPCList[0] "lower" "self">> and stands confidently in <<his>> underwear.
<<ggarousal>><<arousal 800>>
<<set $arcadeHockey.npc_clothes.lower.name to "naked">>
<<elseif !$arcadeHockey.npc_braless>>
With no fuss <<he>> reaches <<his>> hands behind <<his>> back and unhooks <<his>> bra. <<He>> drops <<his>> arms and lets the bra fall to the floor, exposing <<his>> <<npcChest>>. <<He>> doesn't cover <<himself>> as the crowd gives <<his>> breasts their full attention.
<<ggarousal>><<arousal 800>>
<<set $arcadeHockey.npc_braless to true>>
<<else>>
The crowd cheers, knowing what's coming next. Your opponent shrugs.
<br><br>
"Well, a bet's a bet."
<br><br>
Without hesitation <<he>> grabs <<his>> underwear and pulls them down. With a flourish <<he>> kicks them off and presents <<himself>> to the audience from various angles. Even though <<hes>> lost they're cheering for <<him>> as <<he>> performs for them.
<<ggarousal>><<arousal 800>>
<<set $arcadeHockey.npc_underwearless to true>>
<</if>>
<br><br>
<</widget>>
<<widget "arcade_player_lost">>
<<switch $arcadeHockey.player_bet>>
<<case "upper">>
<<if $player.breastsize lte 2 or !$worn.under_upper.type.includes("naked")>>
You pull up your <<top>>, <<upperstrip>> revealing your <<exposedupper>>. You can feel the flowing air from the table on your bare skin.
<<elseif $player.breastsize gte 3 and $worn.under_upper.type.includes("naked")>>
<<upperstrip>>
You're not wearing a bra underneath your top. Blushing, you pull off your top, revealing your <<breasts>>.
<br><br>
There's a gasp from everyone as they see your breasts exposed earlier than they expected. The air from the hockey table flows over your chest, giving you goosebumps and making your nipples hard.
<</if>>
<<case "under_upper">>
The crowd watches in anticipation as you take you <<undertop>> off, exposing your naked chest.
<<if $player.breastsize gte 3>>
<br><br>
You get goosebumps in the chilled air, and your nipples harden. All eyes and several cameras are on your <<breasts>>. You cover them with one arm and grab the paddle with the other.
<</if>>
<<underupperstrip>>
<<case "lower">>
<<if $worn.under_lower.type.includes("naked")>>
You hesitate, before slowly pulling your <<bottoms>> down. The crowd reacts favourably to seeing your lack of underwear.
<<else>>
You pull down your <<bottoms>>, exposing your <<underbottoms>>. You step out of them, leaving only your <<underbottoms>> protecting any modesty.
<</if>>
<<lowerstrip>>
<<case "under_lower">>
The crowd cheers in anticipation. You brace yourself and slip your fingers into the waistband of your <<underbottoms>>. You quickly pull them down and step out of them.
<<underlowerstrip>>
<</switch>>
<<exposure>>
<br><br>
<</widget>><<effects>>
You nod and grab a table. You spend the next few minutes playing air hockey with <<him>>. You win a few and <<he>> wins a few.
<<if $awareness gte 200>>
You notice <<his>> eyes lingering on your body more than once.
<</if>>
After you've been going like this for fifteen minutes <<he>> speaks up.
<br><br>
"Let's make this a little more interesting," <<he>> says. "You lose a round, you lose a piece of clothing. Whoever's naked first loses everything." <<He>> looks at you with barely concealed lust.
<br><br>
<<if hasSexStat("exhibitionism", 2)>>
<<link [[Agree|Arcade Hockey Agree 2]]>><<exhibitionism2>><</link>><<exhibitionist2>>
<br>
<<else>>
<<insufficientStat "exhibitionism" "to willingly risk exposing yourself in a public place">>
<br><br>
<</if>>
<<link [[Decline|Arcade Hockey Decline]]>><<set $phase to 2>><</link>>
<br><<effects>>
You agree, and the <<person1>><<person>> grins. "All right, let's go. First to five points wins."
<br><br>
The two of you have already attracted a small audience. They murmur excitedly as you agree to the strip game. Quickly more people are drawn to witness the game.
<br><br>
<<set $arcadeHockey to {}>><<set $arcadeHockey.player_count_win to 0>><<set $arcadeHockey.player_count_lost to 0>>
<<set $arcadeHockey.npc_clothes to clone($NPCList[0].clothes)>>
<<set $arcadeHockey.npc_braless to ($NPCList[0].pronoun is "m")>>
<<arcade_npc_bet>>
<br><br>
<<arcade_player_bet>>
<br><br>
<<link [[Next|Arcade Hockey Play]]>><</link>>
<br><<effects>>
<<set $difficulty to random(-450,1100)>><<set $arcadeHockey.player_lost to false>>
You agree to bet your <<print $worn[$arcadeHockey.player_bet].name>>.
<br><br>
<<if ($difficulty - currentSkillValue("handskill")) gte 800>>
<<set $arcadeHockey.player_count_lost += 1>><<set $arcadeHockey.player_lost to true>>
<span class="red">The game is over almost before it starts.</span> You are slow and clumsy on the table, failing to score a single point before <<he>> slides the puck one last time into the slot.<<gstress>><<stress 6>>
<br><br>
<<if $arcadeHockey.player_count_win + $arcadeHockey.player_count_lost is 1>>
"I think I'm going to have a good time," <<he>> says with a grin.
<<else>>
"Too easy. You wanted to lose, didn't you?" <<he>> asks with a grin. "I don't mind, you know."
<</if>>
<<elseif ($difficulty - currentSkillValue("handskill")) gte 400>>
<<set $arcadeHockey.player_count_lost += 1>><<set $arcadeHockey.player_lost to true>>
It's quickly clear that you're not gonna make it. You're working hard while <<hes>> taking it easy. You're able to score two points, <span class="red">but <<he>> beats you without a problem.</span><<gstress>><<stress 6>>
<br><br>
"You're gonna need some more practice before you can beat me," <<he>> says.
<<elseif ($difficulty - currentSkillValue("handskill")) gte 100>>
<<set $arcadeHockey.player_count_lost += 1>><<set $arcadeHockey.player_lost to true>>
You're evenly matched. The game goes back and forth for a while. Neither of you are saying a word, both keeping focus entirely on the game. You score a point, <<he>> scores a point, back and forth.
<br><br>
<span class="red">Finally you miss one that bounces off the side and into your slot,</span> winning your opponent the game.
<br><br>
"Good game," <<he>> says, "But there could only be one winner."
<<elseif ($difficulty - currentSkillValue("handskill")) gte -100>>
<<set $arcadeHockey.player_count_win += 1>>
It's neck and neck. Both of you hit the puck back and forth across the table at breakneck speed. The game goes on and on without either of you getting a vast lead. When you score one <<he>> scores the next one.
<br><br>
Finally it's four-to-four and you're both sweating. <span class="green">At last you see an opening and slam the puck hard into the slot on the other side of the table.</span> You've gotten a hard-won victory.
<br><br>
"Shit!" <<he>> exclaims. "I almost had that!"
<<elseif ($difficulty - currentSkillValue("handskill")) gte -400>>
<<set $arcadeHockey.player_count_win += 1>>
You don't have to put in much effort to win. You keep a level head and stay calm while <<hes>> clearly struggling to keep up. <<He>> manages to score two points, <span class="green">but you sink the fifth point without a care.</span><<lstress>><<stress -6>>
<br><br>
"Damn," <<he>> says, "I guess I'm a little rusty."
<<else>>
<<set $arcadeHockey.player_count_win += 1>>
You move across the table like you're dancing. Your opponent is struggling to even hold onto <<his>> paddle. <span class="green">Before you can even blink you've scored your fifth point and it's over.</span><<lstress>><<stress -6>>
<br><br>
<<if $arcadeHockey.player_count_win + $arcadeHockey.player_count_lost is 1>>
<<He>> sighs in frustration. "I guess you don't have anything to worry about."
<<elseif ($difficulty - currentSkillValue("handskill")) lte -800 or random(0,1)>> <!-- NPC won't act like they threw the round if you beat them THAT badly -->
<<He>> groans. "Damn! I never had a shot!"
<<else>>
<<He>> smiles unexpectedly. "Whoops, I guess I lost!"
<br><br>
It almost seems like <<he>> wanted to lose.
<</if>>
<</if>>
<br><br>
<<link [[Next|Arcade Hockey Rematch]]>><</link>>
<br><<effects>>
<<if $arcadeHockey.player_lost>>
<<arcade_player_lost>>
<<fameexhibitionism 1>>
<<else>>
<<arcade_player_win>>
<</if>>
<<if $arcadeHockey.npc_underwearless>>
<<He>> stands without embarrassment in front of the crowd.
<br><br>
"Good game, I have no one to blame for this but myself. You could leave me like this, but maybe you could give me my clothes back if I go down on you?"
<br><br>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Accept|Arcade Hockey Accept]]>><<arousal 600>><<exhibitionism5>><</link>><<garousal>><<exhibitionist5>>
<br>
<<else>>
<<insufficientStat "exhibitionism" "to willing have sex with someone in public">>
<br><br>
<</if>>
<<link [[Let <<him>> go naked|Arcade Hockey Let]]>><<set $phase to 1>><</link>>
<br>
<<elseif $exposed gte 2>>
<<fameexhibitionism 4>>
You're completely naked and surrounded in the arcade. The crowd is taking as many videos and images as they can. You shiver the chilled air. You're so embarrassed.
<br><br>
"Looks like you're in a bad way," your opponent says. "We could let you go like you are, completely naked, into that big bad world, or I could give you your clothes back. After I bend you over this table?"
<br><br>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Agree|Arcade Hockey Sex]]>><<set $sexstart to 1>><<fameexhibitionism 2>><<exhibitionism5>><</link>><<exhibitionist5>>
<br>
<<else>>
<<insufficientStat "exhibitionism" "to willing have sex with someone in public">>
<br><br>
<</if>>
<<link [[Decline|Arcade Hockey Let]]>><<set $phase to 0>><</link>>
<br>
<<else>>
"Care to keep going?" <<he>> asks.
<br><br>
<<arcade_npc_bet>>
<br><br>
<<arcade_player_bet>>
<br><br>
<<if $exhibitionism gte $arcadeHockey.exhibitionismNeeded>>
<<set _lvl to $arcadeHockey.exhibitionismNeededLvl>> <!-- declaring this variable just to keep the following line readable -->
<<if $arcadeHockey.exhibitionismNeeded is 0>>
<<link [[Agree|Arcade Hockey Play]]>><<set $phase to 1>><</link>>
<<else>>
<<link [[Agree|Arcade Hockey Play]]>><<set $phase to 1>><<exhibitionismN _lvl>><</link>><<exhibitionist _lvl>>
<</if>>
<<skill_difficulty `currentSkillValue("handskill")` "Hand Skill" -450 1100>>
<br>
<<link [[Decline|Arcade Hockey Decline 2]]>><<set $phase to 0>><</link>>
<br>
<<else>>
<<insufficientStat "exhibitionism" "to willingly risk exposing that part of yourself in a public place">>
<br><br>
<<link [[Decline|Arcade Hockey Decline 2]]>><<set $phase to 1>><</link>>
<br>
<</if>>
<</if>><<effects>>
You walk out from the table. <<He>> approaches you and kneels down in front of you.
<br><br>
<<He>> gets to work on your <<genitals>> like <<hes>> done it a million times before. It's not long before you're sweating and moaning. The whole crowd has their phones out, capturing everything.
<br><br>
You feel a heat rising as <<he>> works and you know you're about to explode soon.<<set $penisuse to "othermouth">><<orgasm>>
You shudder as <<he>> finishes you off. "Thanks for a fun time," <<he>> says. "I hope we can play again sometime." You watch as <<he>> grabs <<his>> clothes and dresses <<himself>>. <<He>> walks off casually.
<br><br>
<<link [[Next|Arcade]]>><<unset $arcadeHockey>><<clotheson>><<endevent>><</link>>
<br><<effects>>
<<if $phase is 1>>
You shake your head. "You're gonna have to go without," you say.
<br><br>
You pick up <<his>> clothes and start tossing them to the audience. They grab and catch them like trophies. <<He>> watches them with a bemused smile on <<his>> face.
<br><br>
"Fair enough," <<he>> says. "I live close-by, I can handle a revealing walk home."
<br><br>
<<He>> turns on <<his>> heels and walks towards the entrance. The crowd watches and records <<him>>, but <<he>> makes no effort to cover <<himself>>. You watch <<him>> casually walk out the front door into public.
<<else>>
"No, I'm not going to do that," you say.
<br><br>
"Suit yourself," <<he>> says. Without another word <<he>> grabs your clothes and tosses them, one by one, into the crowd. You watch in horror as the audience grabs them and keeps them like trophies.
<br><br>
"You're welcome to stick around," <<he>> says. "But you're making a nice spectacle of yourself."
<br><br>
You're standing naked in the middle of the arcade. The whole crowd is staring at you, their phones pointed at you.
<br><br>
You run off into the arcade, everyone watching your rear as you leave. You take cover behind a game machine in a corner of the arcade.
<<lowerruined>><<upperruined>><<underlowerruined>><<underupperruined>><<clothesruinstat>>
<</if>>
<br><br>
<<link [[Next|Arcade]]>><<unset $arcadeHockey>><<endevent>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 20>><<promiscuity2>>
<<set $noFinish to 1>>
<<set $position to "doggy">>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Arcade Hockey Sex End]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Arcade Hockey Sex]]>><</link>></span><<nexttext>>
<</if>>
<br><<effects>>
<<if $enemyarousal gte $enemyarousalmax and $consensual is 1>>
<<ejaculation>>
<<He>> pants as <<he>> finishes. The crowd cheers. They've captured the whole thing on their phones.
<br><br>
"Great job," <<he>> says. "I hope we can play again someday." <<He>> fixes <<his>> clothes then hands you your own. You dress yourself and walk off, defeated and humiliated.
<<elseif $enemyarousal gte $enemyarousalmax and $consensual is 0>>
<<ejaculation>>
You shudder in pain as <<he>> finishes. You face is pressed into the hockey table, tears pooling on the plastic.
<br><br>
"You agreed to this," <<he>> says. "A bet's a bet, you can't back out halfway through."
<br><br>
The crowd seems to be disappointed, like their show was ruined. People start to filter off into the arcade. <<He>> fixes <<his>> clothing and throws yours on top of you.
<br><br>
"Thanks for ruining a good time," <<he>> says, before walking off. You dress yourself and move on, bruised and embarrassed.
<<elseif $enemyhealth lte 0>>
<<He>> falls back, shuddering in pain.
<br><br>
"What the fuck?" <<he>> shouts, "We were having fun! You made a bet!"
<br><br>
The crowd is looking upset and angry. You quickly grab your clothes and run off into the arcade. You find a quiet corner before dressing yourself.
<<else>>
<!-- Note: We need an outcome to handle outliers here -->
<</if>>
<br><br>
<<endcombat>>
<<clotheson>>
<<link [[Next|Arcade]]>><<unset $arcadeHockey>><<endevent>><</link>>
<br><<effects>>
<<if $phase is 1>>
"No thanks," you say, and walk away.
<<elseif $phase is 2>>
<<if $speech_attitude is "meek">>
"I... I don't think I should... Sorry," you say, and walk away.
<<elseif $speech_attitude is "bratty">>
"Nah. I think that's enough for me," you say, and walk away.
<<else>>
"I'm not going to get naked in the arcade," you say, and walk away.
<</if>>
<</if>>
The <<person>> is clearly disappointed.
<br><br>
<<link [[Next|Arcade]]>><<unset $arcadeHockey>><<endevent>><</link>>
<br><<effects>>
<<if $phase is 1>>
<<if $speech_attitude is "meek">>
"I... I don't think I should. I'm sorry," you say.
<<elseif $speech_attitude is "bratty">>
"Nah, can't. I'm actually really busy today," you say, not wanting to admit to losing your nerve.
<<else>>
"I'd rather not, sorry," you say.
<</if>>
<<else>>
<<if $speech_attitude is "meek">>
"I think I'll stop for now. Um, maybe next time, though," you say.
<<elseif $speech_attitude is "bratty">>
"Nah, I'm good, I got somewhere to be," you say.
<<else>>
"I think I'm done," you say.
<</if>>
<</if>>
<br><br>
<<if $arcadeHockey.player_count_lost gte 1>>
<<silently>><<clotheson>><</silently>>
You gather your clothes and redress yourself.
<</if>>
Your opponent and the crowd both look disappointed as you walk off into the arcade.
<br><br>
<<link [[Next|Arcade]]>><<unset $arcadeHockey>><<endevent>><</link>>
<br><<widget "passoutarcade">>
<<if isPregnancyEnding()>>
<<pregnancyPassout "arcade">>
<<else>>
<<link [[Everything fades to black...|Passout Arcade]]>><</link>>
<</if>>
<</widget>>
<<widget "tenyclusPlay">>
<<if $tenyclusRounds is undefined or $tenyclusRounds is 0>>
<<set $tenyclusRounds to 10>><<set $tenyclusLives to 3>>
<</if>>
<<if $tenyclusPlayCount is 3>>
<<pass 15>>
<</if>>
<<switch random(1, 22)>>
<<case 1>>
You're able to achieve a new high score.
<<control 5>><<stress -3>><<trauma -3>><<gcontrol>><<lstress>><<ltrauma>><<set $tenyclusRounds -=2>>
<<case 2>>
That was a close one! You almost lost a life.
<<control 5>><<stress 3>><<gcontrol>><<gstress>><<set $tenyclusRounds -=1>>
<<case 3>>
One alien narrowly misses your shot.
<<stress 6>><<gstress>><<set $tenyclusRounds -=2>>
<<case 4>>
An alien shoots at you! You dodge the shot, by just an inch.
<<control -3>><<stress 3>><<lcontrol>><<gstress>><<set $tenyclusRounds -=2>>
<<case 5>>
You shoot at a pair of aliens. Direct hits!
<<control 5>><<stress -3>><<trauma -3>><<gcontrol>><<lstress>><<ltrauma>><<set $tenyclusRounds -=2>>
<<case 6>>
There's a large amount of aliens to deal with, but you manage to clear the wave.
<<control 5>><<stress -3>><<trauma -3>><<gcontrol>><<lstress>><<ltrauma>><<set $tenyclusRounds -=2>>
<<case 7>>
You feel like the game is getting increasingly more difficult as you play.
<<control -3>><<stress 3>><<lcontrol>><<gstress>><<set $tenyclusRounds -=1>>
<<case 8>>
You feel like the game is getting easier as you play.
<<stress -3>><<lstress>><<set $tenyclusRounds -=2>>
<<case 9>>
You start to feel uneasy.
<<stress 6>><<gstress>><<set $tenyclusRounds -=1>>
<<case 10>>
You feel like someone is watching you.
<<stress 6>><<gstress>><<set $tenyclusRounds -=1>>
<<case 11>>
You feel like something is watching you.
<<stress 6>><<gstress>><<set $tenyclusRounds -=1>>
<<case 12>>
You feel words creeping into your mind.
<<control -3>><<arousal 50>><<lcontrol>><<garousal>><<set $tenyclusRounds -=1>>
<<case 13>>
You feel compelled to do something. You aren't sure what.
<<control -6>><<lcontrol>><<set $tenyclusRounds -=1>>
<<case 14>>
You have a headache.
<<stress 3>><<trauma 3>><<gstress>><<gtrauma>><<set $tenyclusRounds -=1>>
<<case 15>>
You wish you could play this forever.
<<set $tenyclusRounds -=2>>
<<case 16>>
You can't stop playing. It's so addicting!
<<control -10>><<stress -6>><<trauma -6>><<lcontrol>><<lstress>><<ltrauma>><<set $tenyclusRounds -=2>>
<<case 17>>
Your eyes are glued to the screen.
<<control -3>><<stress -6>><<lcontrol>><<lstress>><<set $tenyclusRounds -=2>>
<<case 18>>
You just can't stop winning.
<<control 5>><<stress -3>><<trauma -3>><<gcontrol>><<lstress>><<ltrauma>><<set $tenyclusRounds -=2>>
<<case 19>>
You find the tentacle-like creatures oddly arousing.
<<arousal 25>><<garousal>><<set $tenyclusRounds -=1>>
<<case 20>>
<<if $tenyclusLives is 3>>
You're hit! You lose a life.
<<stress 6>><<set $tenyclusLives -=1>><<gstress>>
<<elseif $tenyclusLives is 2>>
An alien catches you. You lose another life, and kick the machine in frustration.
<<pain 5>><<stress 6>><<set $tenyclusLives -=1>><<gpain>><<gstress>>
<<else>>
The aliens have you. You lose your last life.
<<control -10>><<stress 6>><<trauma 6>><<set $tenyclusLives -=1>><<lcontrol>><<gstress>><<gtrauma>>
<</if>>
<<case 21>>
<<if $tenyclusLives is 3>>
You're hit! You lose a life.
<<stress 6>><<set $tenyclusLives -=1>><<gstress>>
<<elseif $tenyclusLives is 2>>
An alien catches you. You lose another life, and kick the machine in frustration.
<<pain 5>><<stress 6>><<set $tenyclusLives -=1>><<gpain>><<gstress>>
<<else>>
The aliens have you. You lose your last life.
<<control -10>><<stress 6>><<trauma 6>><<set $tenyclusLives -=1>><<lcontrol>><<gstress>><<gtrauma>>
<</if>>
<<case 22>>
<<if $tenyclusLives is 3>>
You're hit! You lose a life.
<<stress 6>><<set $tenyclusLives -=1>><<gstress>>
<<elseif $tenyclusLives is 2>>
An alien catches you. You lose another life, and kick the machine in frustration.
<<pain 5>><<stress 6>><<set $tenyclusLives -=1>><<gpain>><<gstress>>
<<else>>
The aliens have you. You lose your last life.
<<control -10>><<stress 6>><<trauma 6>><<set $tenyclusLives -=1>><<lcontrol>><<gstress>><<gtrauma>>
<</if>>
<<default>>
<</switch>>
<br><br>
<</widget>>
<<widget "arcadeEndLink">>
<<if $money gte 500 and Time.dayState isnot "night">>
<<link [[Keep playing (£5 0:20)|Arcade Play]]>><<endevent>><<money -500 "arcade">><<pass 20>><<stress -2>><</link>><<lstress>>
<br>
<</if>>
<<link [[Stop|Arcade]]>><<endevent>><</link>>
<<unset $arcadeCharacter>>
<</widget>><<loadNPC 0 "stall_owner">><<person1>>
<div id="clothingShop-div" class="main-shop-div">
<<stallShop-main>>
</div><<effects>>
<<if $balloonStand.owner is "angry" and ["hot drink","cold drink"].includes($phase)>>
The <<person>> regards you for a long moment before sighing. "Sure," <<he>> says, sounding resigned. "Look, I'm sorry for losing my cool. It was kind of a dick move to start selling my own drinks after promising to help, but to be fair, you hurt me after you promised to get me off. I don't like being angry, though. We're good, right?"
<br><br>
<<He>> has a point. You nod. "We're good."
<<set $balloonStand.owner to "appeased">>
<<else>>
<<set _sir to $player.gender_appearance is 'f' ? 'miss' : 'sir'>>
"<<print $balloonStand.owner is "angry" ? "Sure, whatever," : either("Certainly,", "Right away, _sir,", "Sure thing,", "Coming right up,", "Absolutely!")>>" the <<person>> says.
<</if>>
<br><br>
<<switch $phase>>
<<case "popcorn">>
<<He>> scoops out some freshly-popped popcorn. The bag's still warm when <<he>> hands it to you.
<<set $daily.ex.popcorn to ($daily.ex.popcorn or 0) + 1>>
<<wearProp "popcorn">>
<<if $daily.ex.popcorn is 2 and $balloonStand.owner isnot "angry">>
"You must be hungry," <<he>> says. <<print playerBellyVisible() ? `"I suppose you are eating for two." <<He>> smiles, glancing affectionately at your baby bump.` : `"Not getting enough to eat at home?" <<His>> brow creases momentarily, but <<he>> quickly shakes it off.`>>
<<elseif $daily.ex.popcorn is 3>>
"Gotta save some for the other customers, so I'm gonna have to cut you off after this." <<print $balloonStand.owner is "angry" ? "<<His>> voice is curt" : "<<He>> gives you an apologetic smile">>.
<</if>>
<<default>>
<<set $daily.ex.balloonDrink to ($daily.ex.balloonDrink or 0) + 1>>
<<set _prop to $phase is "hot cider" ? "cider" : "cocoa">>
<<if $phase is "cold drink">>
<<wearProp "lemonade">>
<<else>>
<<wearProp "travel cup" 0 _prop>>
<</if>>
<<set _drink to $phase is "cold drink" ? "glass of ice-cold <<seasonal_beverage>>. The plastic cup swelters in your hand" : "a cup of steaming <<seasonal_beverage>>. The paper cup warms your hands">>
<<He>> pours you a _drink.
<<if $daily.ex.balloonDrink is 2>>
"Thirsty, eh?" <<he>> says. "<<print playerBellyVisible() ? "Guess you gotta keep that little one hydrated, too" : "Glad to see you're staying hydrated">>." <<He>> smiles at you.
<<elseif $daily.ex.balloonDrink is 3>>
"Gotta save some for the other customers, so I'm gonna have to cut you off after this." <<He>> gives you an apologetic smile.
<</if>>
<</switch>>
"<<print $balloonStand.owner is "angry" ? "There you go. Get lost." : either("Good to see you, love.", "Have a great rest of your day now.", "Thanks for your custom.", "Enjoy!")>>"
<br><br>
<<switch $phase>>
<<case "popcorn">>
<<link [[Eat the popcorn (0:15)|Balloon Consume]]>><<set $phase to $balloonStand.robin.status is "help needed" ? "ask_eat" : "popcorn">><<trauma -3>><</link>><<ltrauma>><br>
<<if $balloonStand.robin.status is "help needed">>
<<link [[Save it for later|Balloon Consume]]>><<set $phase to "ask">> <<set $popcorn += 1>><<handheldon>><</link>><br>
<<else>>
<<link [[Save it for later|Beach]]>><<set $eventskip to 1>><<set $popcorn += 1>><<endevent>><</link>>
<</if>>
<<default>>
<<link [[Take a sip (0:15)|Balloon Consume]]>><<stress -9>><<pass 15>><</link>><<lstress>><br>
<</switch>><<effects>>
<<switch $phase>>
<<case "cold drink">>You take a sip. The <<seasonal_beverage>> is <<print Time.season is "spring" ? "pleasantly fruity" : "tart">> and refreshing, and you can feel the stress melting away.
<<case "popcorn" "park" "ask_eat">>You pop a handful of popcorn into your mouth. It's buttery and salty, and it brings back nostalgic memories of trips to the cinema.
<<case "ask">>You fold over the top of the bag so popcorn doesn't spill everywhere before pocketing it.<<handheldon>>
<<default>>You take a careful sip, careful not to scald your tongue. The <<seasonal_beverage>> is rich <<print Time.season is "winter" ? "and creamy" : "with spices">>, and you can feel the stress melting away.
<</switch>>
<br><br>
<<if ["ask","ask_eat"].includes($phase)>>
"I've been meaning to ask," the <<person>> says, resting <<his>> elbows on the stall as <<he>> leans over to chat with you. "What do you think of the popcorn? Good, right?"
<br><br>
<<if $speech_attitude is "meek">>
"It's very good, <<sir>>," you tell <<him>>. "Although, it is, um, kind of salty?"
<<elseif $speech_attitude is "bratty">>
"Yeah, gotta admit, you did good with it. Salty, though. I'm parched." You smack your lips frankly.
<<else>>
"It's tasty, yeah! If I had to critique it, it is a bit salty, though."
<</if>>
<br><br>
"Salt is addictive. That's how you keep 'em coming back," <<he>> says with a wink. "But good to know. I'm always open to ways to improve."
<br><br>
<<link [[Suggest that the stall owner partner with Robin|Balloon Partner]]>><<set $phase to "help">><<handheldon>><</link>><br>
<<link [[Suggest that the stall owner sell beverages|Balloon Partner]]>><<set $phase to "sabotage">><<handheldon>><</link>>
<<elseif $phase is "park">>
<<link [[Next|Park]]>><<set $eventskip to 1>><<endevent>><</link>>
<<else>>
<<link [[Next|Beach]]>><<set $eventskip to 1>><<endevent>><</link>>
<</if>><<effects>>
<<location "beach">><<npc Robin 2>><<person2>>
<<set _boyfriend to ($robinromance ? (C.npc.Robin.pronoun is "f" ? "girlfriend" : "boyfriend") : "friend")>>
<<switch $phase>>
<<case "help">>
<<if getRobinLocation() is "beach">>
"My _boyfriend's selling lemonade, right across the way there." You nod at Robin's lemonade stand. "It's really tasty. I think your customers would appreciate a nice cold drink after some of your popcorn."
<<else>>
"<<print Time.season is "winter" ? "When it's not cold out," : "<<Hes>> not there right now, but">> my _boyfriend spends the weekend selling lemonade, right across the way there. You've probably seen <<him>> around." You nod at the spot where Robin normally sets up shop. "<<print Time.season is "winter" ? "Now that it's winter, <<hes>> selling hot cocoa over in the park." : "It's really tasty.">> I think it'd hit the spot after some of your popcorn."
<</if>>
<br><br>
The <<person1>><<person>> cocks <<his>> head, considering your words.
<<if C.npc.Robin.crossdressing gte 2 and getRobinLocation() is "beach" and $robinromance>>
"<<print (_boyfriend.toUpperFirst())>>?" <<He>> glances at Robin's <<= C.npc.Robin.pronoun is "f" ? "bound chest" : "<<npcClothesText statusCheck('Robin') 'upper'>>">>. "Could've fooled me. Well, whatever gets your jollies, eh?" <<He>> gives you a wry smile before continuing.
<<set _boyfriend to C.npc.Robin.pronoun is "f" ? "'girlfriend'" : "'boyfriend'">>
<</if>>
"I've tried that lemonade of <<person2>><<hers>> before," <<person1>><<he>> says. "It's mostly sugar water. I'm not saying no, but you're gonna have to work a little harder to convince me that partnering with your little _boyfriend isn't a terrible idea."
<br><br>
<<link [[Persuade|Balloon Convince]]>><<set $phase to "persuade">><</link>><<englishdifficulty 1 1000>><br>
<<if hasSexStat("promiscuity", 4)>>
<<link [[Seduce|Balloon Convince]]>><<set $phase to "seduce">><</link>><<promiscuous4>>
<br>
<</if>>
<<if $money gte 30000>>
<<link [[Bribe (£300)|Balloon Convince]]>><<set $phase to "bribe">><<money -30000 "bribe">><</link>>
<</if>>
<<case "sabotage">>
"Have you considered selling beverages alongside your popcorn?" you ask.
<br><br>
The <<person1>><<person>> hums noncommittally as <<he>> wipes down <<his>> stand. "Like your buddy <<print getRobinLocation() is "beach" ? "over there" : Time.season is "winter" ? "who sells hot chocolate in the park" : "who sells lemonade">>?" <<He>> leans in conspiratorially. "I've tried <<person2>><<his>> lemonade before. <<Hes>> a bit heavy-handed on the sugar, and really ought to invest in a proper juicer."
<br><br>
<<person1>><<He>> straightens back up. "What does your friend charge, anyway?" <<he>> muses, glancing over at <<print getRobinLocation() is "beach" ? "Robin's stall" : "where Robin normally sets up shop">>. "A pound? You can't make a living like that. Who knows, maybe a little friendly rivalry will help drum up some business for <<person2>><<him>>." The <<person1>><<person>> chuckles. "I'm already thinking of a seasonal menu. Cider in the fall, strawberry lemonade in the spring... this'll be fun. Stop by tomorrow, why don't you? I'll give you a drink on the house." <<set $balloonStand.freeDrink to true>>
<br><br>
<<if $speech_attitude is "meek">>
"That's very kind of you, <<sir>>." You give <<him>> a tiny smile. "Thank you."
<<elseif $speech_attitude is "bratty">>
"Sure, sign me up." You grin. "I'm always down for a freebie."
<<else>>
"I'd like that very much." You smile. "Thank you."
<</if>>
<br><br>
"Don't expect me to make a habit of it, though. I gotta earn a living here," <<he>> says with a wink. "You know, you're a shrewd one, <<girl>>. Keep it up, and you'll make a fine business magnate someday." <<stress -6>><<lstress>>
<<balloonRobinSabotaged>>
<br><br>
<<link [[Next|Beach]]>><<set $eventskip to 1>><<endevent>><</link>>
<</switch>><<effects>>
<<npc Robin 2>><<person2>>
<<switch $phase>>
<<case "persuade">>
You talk at length about the virtues of Robin's <<print Time.season is "winter" ? "hot chocolate" : "lemonade">>. For good measure, you spin up a sob story about Robin's history as an orphan.
<br><br>
<<if $englishSuccess>>
"You'd really be helping <<person2>><<him>> out, <<person1>><<sir>>," you say, eyes wide and earnest. <<person2>>"<<Hes>> a good person, and <<he>> just needs someone to cut <<him>> a break for once. And it will be a two-way street, I assure you. <<He>>'ll happily send customers your way as well. Plus, think of all the good karma you'll be racking up, helping an unfortunate orphan get a leg up in this cruel world!"
<br><br>
The <<person1>><<person>> looks moved by your passionate words. <<balloonRobinHelped>>
<br><br>
<<link [[Next|Beach]]>><<set $eventskip to 1>><<endevent>><</link>>
<<else>>
The <<person1>><<person>> looks unmoved. "So, the <<person2>><<personsimple>>'s had a rough life. Who hasn't? I'm not providing a charity service here, and I don't see what <<he>> has to offer that will benefit me."
<br><br>
<<person1>><<He>> sighs. "Look, I'm not an asshole," the <<personsimple>> says. "I'm not convinced, but I like you. Stop by the stall some other time, and I'd be happy to hear you out."
<<set $daily.ex.balloonConvince to 1>>
<<set $balloonStand.robin.status to "convince">>
<br><br>
<<link [[Next|Beach]]>><<set $eventskip to 1>><<endevent>><</link>>
<</if>>
<<case "seduce">>
<<set $seductiondifficulty to 8000>>
<<seductioncheck>>
<br><br>
<<seductionskilluptext>>
<<seductionskilluse>>
"Are you sure I can't convince you?" you purr, leaning over <<person1>><<his>> stall. You lick your lips and glance pointedly at <<his>> crotch. "I am very good with my mouth... I'm sure we can come to an agreement." <<promiscuity4>>
<<if $seductionrating gte $seductionrequired>>
<<He>> looks conflicted for a moment, but relents. "Ah, alright." <<He>> glances around quickly, then ushers you under the stall. "Make good use of that mouth, and I'll help you out. Hurry, before someone sees. I think I spot some potential customers over there."
<br><br>
<<link [[Next|Balloon Sex]]>><<set $sexstart to 1>><</link>>
<<else>>
The <<person>> looks at you and bursts into laughter, leaving you self-conscious. "Not a chance, sorry. Look, I'm not an asshole," <<he>> says. "I'm not interested, but I like you. Stop by the stall again tomorrow, and I'd be happy to hear you out. Use your words next time, not... whatever this was." <<He>> chuckles to <<himself>> and waves you off.
<<set $daily.ex.balloonConvince to 1>>
<<set $balloonStand.robin.status to "convince">>
<br><br>
<<link [[Next|Beach]]>><<set $eventskip to 1>><<endevent>><</link>>
<</if>>
<<case "bribe">>
<<if $speech_attitude is "meek">>
"Might this help sweeten the deal?" You count out £300 and hand it to <<person1>><<him>>.
<<elseif $speech_attitude is "bratty">>
"Money talks, yeah? How's 300 quid sound?" You count out the money and stuff it in <<person1>><<his>> hands.
<<else>>
"Would 300 quid convince you?" You count out the money and hand it to <<person1>><<him>>.
<</if>>
<br><br>
<<He>> pockets the money, looking impressed. <<balloonRobinHelped>>
<br><br>
<<link [[Next|Beach]]>><<set $eventskip to 1>><<endevent>><</link>>
<</switch>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<set $enemyno to 1>><<set $enemynomax to 1>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
You crawl under the stall and give <<him>> a teasing lick.
<<promiscuity4>><<npcoral>><<set $NPCList[0].mouth to "none">>
<<set $enemytrust += 10>>
<</if>>
<<effects>>
The <<personsimple>> chats up a customer, doing <<his>> best to keep <<his>> voice steady.
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Balloon Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Balloon Sex]]>><</link>></span><<nexttext>>
<</if>><<location "beach">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> pants as <<he>> comes down from <<his>> orgasm. <<He>> gives your cheek a clumsy pat, and you crawl out from underneath the stall, wiping your mouth.
<br><br>
<<balloonRobinHelped>>
<<elseif $enemyhealth lte 0>>
"Ow, you fucking whore!" the <<person>> shouts, kicking you away from <<him>>. You scramble out from under the stall. "You can forget about me helping your little friend!" <<he>> shouts after you as you sprint away from the stand. "In fact, <span class="red">I'm gonna start selling my own lemonade</span>! Next time, don't bite the hand that feeds you, asshole."
<<balloonRobinSabotaged "angry">>
<<elseif $finish is 1>>
<<He>> looks disappointed as you crawl out from the stand. "Was that supposed to convince me?" <<He>> shakes <<his>> head. "Look, I like you. Stop by the stall some other time, and I'm willing to hear you out. Use your words next time, not... whatever this was." <<He>> waves you off.
<<set $balloonStand.robin.status to "convince">>
<<set $daily.ex.balloonConvince to 1>>
<</if>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Beach]]>><</link>><<effects>>
<<loadNPC 0 "stall_owner">><<npc Robin 2>>
<<set $balloonStand.robin.talked to true>>
<<set $balloonStand.robin.knows to ($phase is "confess_helped" or $phase is "confess_sabotaged" ? true : false)>>
<<set _lemonade to Time.season is "winter" ? "hot chocolate" : "lemonade">>
<<set _botchedHelp to ["angry", "appeased"].includes($balloonStand.owner)>>
<<switch $phase>>
<<case "confess_helped">>
<<if $speech_attitude is "meek">>
"Well," you say coyly, "I might know what's causing it..." Robin looks at you with wide eyes, and you're barely able to suppress a giggle. "You have a new business partner! I asked that <<person1>><<personsimple>> who sells popcorn to send you <<his>> thirsty customers. <<He>> only asks that you point interested customers <<his>> way as well."
<<elseif $speech_attitude is "bratty">>
"Oh, I can tell you exactly why your business is booming," you say, grinning widely. Robin looks at you, wide-eyed and questioning. "It's because I'm a genius, and I convinced that schmuck selling popcorn to send you <<person1>><<his>> thirsty customers. Just send anyone who looks hungry over to <<him>>, and you're square."
<<else>>
"Well," you begin, offering Robin a smile. "You know that stall that sells popcorn? I convinced <<person1>><<him>> to send you <<his>> thirsty customers. <<He>> just wants you to send some customers <<his>> way occasionally too."
<</if>>
<br><br>
<<balloonRobinGrateful>>
<<case "confess_sabotaged">>
<<if _botchedHelp>>
You take a deep breath and
<<if $speech_attitude is "meek">>
glance away from Robin. "W-well... I might, um, know the reason. See, I tried to convince that <<person1>><<personsimple>> who sells popcorn to send you <<his>> thirsty customers... but I ended up upsetting <<him>>. I think <<he>> started selling _lemonade in retaliation."
<<elseif $speech_attitude is "bratty">>
look Robin square in the eye. "I know what's going on. See, I tried to convince that schmuck who sells popcorn to send you <<person1>><<his>> thirsty customers. Accidentally pissed <<him>> off, and <<he>> started selling _lemonade to stick it to me."
<<else>>
address Robin. "I have some bad news. You know that stall that sells popcorn? I tried to convince <<person1>><<him>> to send you <<his>> thirsty customers, but it didn't work. I upset <<him>>, and <<he>> retaliated by selling <<his>> own lemonade."
<</if>>
<br><br>
Robin looks conflicted. "You're the reason why I'm losing customers?"
<<else>>
You take a deep breath and
<<if $speech_attitude is "meek">>
glance away from Robin. "W-well... I might, um, know the reason.
<<elseif $speech_attitude is "bratty">>
look Robin square in the eye. "I know what's going on.
<<else>>
address Robin. "I think I know why.
<</if>>
It's because I told the <<person1>><<personsimple>> who runs that balloon stand to start selling drinks."
<br><br>
<<person2>><<print C.npc.Robin.trauma gte 20 ? "Robin stares at you hollowly" : C.npc.Robin.dom gte 50 ? "Robin clenches <<his>> fists" : "Tears spring to Robin's eyes, and <<he>> blinks them away">>. <<He>> looks at a loss for words. "You did what?" <<he>> finally whispers. "Why would you do that? It's already hard enough making money without my <<if $robinromance is 1>><<girlfriend>><<else>>best friend<</if>> giving my competitor ideas. I thought we were in this together."
<</if>>
<<case "quiet_helped">>
You choose to keep quiet. Robin barely notices your silence as <<he>> channels <<his>> giddy energy into rearranging <<his>> ingredients.
<br><br>
"Excuse me?" a <<generate3>><<person3>><<person>> interrupts you. "<<print Time.season is "winter" ? "A <<person1>><<personsimple>> at the beach" : "That <<person1>><<personsimple>> over there">> told me you're selling _lemonade? May I buy some?"
<br><br>
Robin's eyes widen slightly. "That's where the customers are coming from!" <<person2>><<he>> whispers to you, sounding excited. "What a nice <<person1>><<print $pronoun is "m" ? "man" : "lady">>... I guess there are good people in this world after all! I should start sending my customers <<his>> way too." Robin starts to make some _lemonade for the <<person3>><<person>>, humming as <<person2>><<he>> goes. <<llrtrauma>><<npcincr Robin trauma -5>><<ggdom Robin>><<npcincr Robin dom 5>>
<br><br>
A warm glow fills you as you watch Robin help the customer, oblivious to the role you played. It feels good to do something nice, regardless of public recognition. <<stress -12>><<trauma -6>><<lstress>><<ltrauma>>
<<case "quiet_sabotaged">>
You decide not to say anything. Robin doesn't need to know about your <<print ["angry", "appeased"].includes($balloonStand.owner) ? "failure to help <<him>>" : "betrayal">>. Robin fidgets, restlessly rearranging <<his>> ingredients. "Oh well," <<he>> finally says with a sigh. "I guess there's no helping it. I'll just have to keep working hard."
<br><br>
You chat for a bit, and Robin seems in slightly better spirits by the time you bid <<him>> farewell.
<</switch>>
<br><br>
<<if $phase is "confess_sabotaged">>
<<set $robin.hurtReason to "the balloon stand situation">>
<<set $robin.timer.hurt to _botchedHelp ? 8 : 15>>
<<set _trauma to _botchedHelp ? 3 : 6>>
<<set _robin_trauma to _botchedHelp ? 2 : 15>>
<<set _robin_love to _botchedHelp ? -1 : -10>>
<<link [[Apologise|Balloon Robin Check-In 2]]>><<set $phase to 0>><</link>><br>
<<capture _robin_trauma _robin_love>>
<<link [[Yell|Balloon Robin Check-In 2]]>><<set $phase to 1>><<trauma -6>><<npcincr Robin trauma _robin_trauma>><<npcincr Robin love _robin_love>><<npcincr Robin dom -1>><</link>><<ltrauma>><<lstress>><<grtrauma>><<llove Robin>><<ldom Robin>><br>
<</capture>>
<<capture _trauma>>
<<link [[Say nothing|Balloon Robin Check-In 2]]>><<set $phase to 2>><<trauma _trauma>><</link>><<gtrauma>><<if !_botchedHelp>><<grtrauma>><</if>>
<</capture>>
<<else>>
<<switch $location>>
<<case "park">><<link [[Next|Park]]>><<endevent>><</link>>
<<default>> <<link [[Next|Beach]]>><<endevent>><</link>>
<</switch>>
<</if>><<if ["angry", "appeased"].includes($balloonStand.owner)>>
<<if $phase is 0>>
"<<print $speech_attitude is "meek" ? "I-it was an accident! I'm sorry..." : $speech_attitude is "bratty" ? "My bad, alright? I was just trying to help," : "I messed up. I'm sorry,">>" you tell <<person2>><<him>>.
<<elseif $phase is 1>>
You berate Robin, reminding <<person2>><<him>> that you did your best to help. <<He>> <<print C.npc.Robin.dom gte 80 ? "cuts you off before you can get too far in your diatribe" : "hangs <<his head as you lay into <<him>>. When you're finished, <<he>> looks up">>.
<<else>>
You keep your mouth shut. Robin looks at you balefully before continuing.
<</if>>
"I know it's not your fault," Robin says. <<person2>><<He>> <<print C.npc.Robin.dom gte 50 ? "stares at you, <<his>> fists tightly clenched" : "can't quite look you in the eye">>. "Thank you for trying, but <<print C.npc.Robin.dom gte 50 ? "I can take care of myself" : "I think you hurt more than you helped">>." <<He>> sighs. "I just... need some time, okay?"
<br><br>
<<else>>
<<if $phase is 0>>
"<<print $speech_attitude is "meek" ? "I-I'm sorry..." : $speech_attitude is "bratty" ? "My bad, alright?" : "I'm sorry,">>" you tell <<person2>><<him>>. "I just wanted to help."
<br><br>
"Help who? <<person1>><<Him>> or me?" Robin asks. <<person2>><<He>> sounds on the verge of tears. "If you wanted to help me, you should have told <<person1>><<him>> to send people to me for drinks, not to sell <<his>> own."
<br><br>
"I'm sorry," you repeat helplessly. "You're right, I shouldn't have done that. I thought maybe..." You break off and shake your head. "I didn't mean to hurt you."
<br><br>
"I know." <<person2>><<He>> stares at the ground. "Thank you for wanting to help."
<<elseif $phase is 1>>
You raise your voice as you lay into Robin, berating <<him>> for <<his>> naivety. You tell <<him>> that you did <<him>> a favour, <<print $robinpaid gte 1 ? "and if <<he>> ever hopes to pay <<his>> own way, <<he>> needs to get a real job" : "because <<he>> can't make a living just from selling lemonade">>. By the time you're done, <<hes>> in tears.
<br><br>
"I'll do better," <<he>> mumbles, "so you don't have to keep supporting me..." <<He>> needs a few moments to compose <<himself>>.
<<else>>
You keep your mouth shut, unable to find the appropriate words.
<br><br>
Robin seems even more upset at your reticence. "You can't even tell me why?" <<person2>><<he>> says, voice quivering with tears. <<npcincr Robin trauma 5>><<grtrauma>>
<</if>>
<br><br>
Finally, Robin takes a shuddery breath and swallows. "<<print C.npc.Robin.dom gte 50 ? "I'd like you to leave now" : "P-please, just go">>," <<person2>><<he>> says. "I just... want to be alone right now."
<</if>>
<<He>> turns back to <<his>> stand, avoiding your gaze until you finally leave.
<br><br>
<<switch $location>>
<<case "park">><<link [[Next|Park]]>><<endevent>><</link>>
<<default>> <<link [[Next|Beach]]>><<endevent>><</link>>
<</switch>><<effects>>
<<if $speech_attitude is "meek">>
"Sorry, but I can't right now. Thank you for the free balloon though, that's very kind of you," you say.
<<elseif $speech_attitude is "bratty">>
"Nah, I'm good. But thanks for the freebie," you say.
<<else>>
"I'm fine, but thanks for the balloon," you say.
<</if>>
<br><br>
You take your leave and let the <<person>> finish setting up <<his>> stall.
<br><br>
<<if getRobinLocation() is "beach">>
<<clearsinglenpc 0>>
<<balloonRobinIntro>>
<<else>>
<<link [[Next|Beach]]>><<set $eventskip to 1>><<endevent>><</link>>
<</if>><<if $phase is 0>>
<<set _lemonade to Time.season is "winter" ? "hot chocolate" : "lemonade">>
You tell Robin <<he>> has nothing to worry about. The stall owner isn't selling _lemonade and would attract a different crowd.
<br><br>
"I guess that's true," Robin says. <<He>> glances <<print Time.season is "winter" ? "in the direction of the beach" : "at the stall">>. <<person1>>"<<Hes>> selling popcorn, right? Maybe <<he>>'ll send people over to me if they get thirsty," <<person2>><<he>> says, sounding <<print C.npc.Robin.trauma gte 40 ? "like <<hes>> trying to convince <<himself>> of the impossible" : "hopeful">>.
<br><br>
You nod encouragingly. <span class="blue">Maybe you can convince the stall owner to help Robin if you purchase some popcorn.</span>
<br><br>
The two of you make small talk for a bit. Eventually, Robin says <<he>> needs to get back to <<his>> stand.
<br>
<<if C.npc.Robin.trauma gte 40>>
<<He>> slowly ambles off, <<his>> gaze fixed on the ground.
<<else>>
<<He>> smiles and waves goodbye.
<</if>>
<<else>>
You don't respond. The silence stretches awkwardly between you. Robin fidgets.
<br><br>
"Yeah," <<person2>><<he>> finally says. "I guess maybe I should be worried."
<<if C.npc.Robin.trauma gte 40>>
<<He>> sighs, staring vacantly at the stall. "Well, I should get back to it, then." <<He>> slowly ambles off, <<his>> gaze fixed on the ground.
<<else>>
<<He>> sighs, looking momentarily despondent before bouncing back to <<his>> usual happy-go-lucky self. "Well, what can you do? I'll just have to keep on working hard." <<He>> smiles and waves goodbye.
<</if>>
<</if>>
<<set $balloonStand.robin.status to "help needed">>
<br><br>
<<switch $location>>
<<case "park">><<link [[Next|Beach]]>><<set $eventskip to 1>><<endevent>><</link>>
<<default>><<link [[Next|Beach]]>><<set $eventskip to 1>><<endevent>><</link>>
<</switch>><<widget "stallShop-text">>
<<set _popcorn to $balloonStand.robin.status is "sabotaged" ? "popcorn and <<print Time.season is 'winter' ? 'hot chocolate' : 'lemonade'>>" : "popcorn">>
<<if (getRobinLocation() is "beach")>>
<<if $balloonStand.robin.status is "sabotaged">>
<<set _robinText to "Customers mill around you. Across the way, a harried Robin desperately tries to attract people to <<nnpc_his Robin>> stand.">>
<<elseif $balloonStand.robin.status is "helped">>
<<set _robinText to "Across the way, Robin has more customers than usual. <<nnpc_He Robin>> catches you looking and waves at you.">>
<<else>>
<<set _robinText to "Across the way, Robin speaks to a solitary customer. <<nnpc_He Robin>> catches you looking and smiles tentatively.">>
<</if>>
<<elseif $robinmissing isnot 0>>
<<if $balloonStand.robin.status is "sabotaged">>
<<set _robinText to "Customers mill around you. You glance over at the spot where Robin normally set up shop. You can't help but feel responsible for <<nnpc_his Robin>> absence.">>
<<elseif $balloonStand.robin.status is "helped">>
<<set _robinText to "The <<personsimple>> begins to point another customer looking for a drink in the direction of Robin's stand. <<He>> quickly corrects <<himself>>, looking disspirited at Robin's absence.">>
<<else>>
<<set _robinText to "You glance over at the spot where Robin normally set up shop.">>
<</if>>
<<elseif $balloonStand.robin.status is "sabotaged">>
<<set _robinText to "Customers mill around you.">>
<<else>>
<<set _robinText to "">>
<</if>>
<<if $phase is "firstcustomer">>
"Excellent!" The <<person>> claps <<his>> hands in delight. "What would you like?"
<<elseif $balloonStand.freeDrink>>
"Hey, you!" the <<person1>><<person>> says, flashing you a quick smile. "Thanks again for the business idea. I'm already seeing an influx of customers." Here, one drink on the house, as promised." <<set $balloonStand.freeDrink to false>>
<<else>>
The <<person>> <<print $balloonStand.owner is "angry" ? "scowls" : "smiles">> at you as you peruse <<his>> stand. The smell of fresh _popcorn fills the air. <<print _robinText>>
<</if>>
<br><br>
<</widget>>
<<widget "stallShop-main">>
<<if $balloonStand.freeDrink>>
<<set $balloonStand.freeDrink to false>>
<<switch Time.season>>
<<case "winter" "autumn">><<set _cold to "hot">><<wearProp "travel cup" 0 "cocoa">>
<<default>><<set _cold to "ice-cold">><<wearProp "lemonade">>
<</switch>>
"Hey, you!" the <<person1>><<person>> says, flashing you a quick smile. "Thanks again for the business idea. I'm already seeing an influx of customers. Here, one drink on the house, as promised."
<br><br>
<<switch _cold>>
<<case "hot">>You take a careful sip of the offered drink, careful not to scald your tongue. The <<seasonal_beverage>> is rich <<print Time.season is "winter" ? "and creamy" : "with spices">>.
<<case "ice-cold">>You take a sip of the offered drink. The _cold <<seasonal_beverage>> is <<print Time.season is "spring" ? "pleasantly fruity" : "tart">> and refreshing.
<</switch>>
<<stress -9>><<lstress>>
<br><br>
You make small talk with the stall owner until a customer interrupts. You thank <<him>> for the free drink and step away.
<br><br>
<<link [[Next|Beach]]>><<set $eventskip to 1>><<endevent>><</link>>
<<else>>
<<if $tryOn.autoReset isnot false>><<tryOnReset>><</if>><<unset $tempDisable>>
<<set $outside to 0>><<effects>>
<<set $shopName = "stall">>
<<stallShop-text>>
<div id="tryonstats-div"><<tryOnStats>></div>
<<unset $shopListStartCount>>
<<unset $clothes_choice>>
<<set $shopPage = 0>>
<div id="warmth-description" class="hidden">
<<warmthscale>>
<<warmth_description>>
</div>
<<gifticon "balloons">><<link "Browse items">><<replace "#clothingShop-div">><<AllShop>><</replace>><<set $phase to 0>><</link>>
<<run linkifyDivs('.button-back-to-shop')>>
<<if ndef $popcorn>><<set $popcorn to 0>><</if>>
<<if ndef $daily.ex.popcorn >><<set $daily.ex.popcorn to 0>><</if>>
<<if $popcorn gte 3>>
<br>
<span class="blue">You can only carry three bags of <<foodicon "popcorn">>popcorn at once.</span>
<<elseif $money gte 600 and $daily.ex.popcorn lt 3>>
<br>
<<foodicon "popcorn">><<link [[Buy popcorn (0:02 £6)|Balloon Purchase]]>><<money -600>><<set $phase to "popcorn">><<pass 2>><</link>>
<</if>>
<<if $balloonStand.robin.status is "sabotaged" and $money gte 300 and !($daily.ex.balloonDrink gte 3)>>
<<switch Time.season>>
<<case "winter">><<set _drink to "hotcocoa">><<set _phase to "hot cocoa">>
<<case "spring">><<set _drink to "strawberrylemonade">><<set _phase to "cold drink">>
<<case "summer">><<set _drink to "lemonade">><<set _phase to "cold drink">>
<<default>><<set _drink to "hotcider">><<set _phase to "hot cider">>
<</switch>>
<br>
<<foodicon _drink>><<link [[Buy something to drink (0:02 £3)|Balloon Purchase]]>><<money -300>><<set $phase to _phase>><<pass 2>><</link>>
<</if>>
<<if $balloonStand.robin.status is "convince" and !$daily.ex.balloonConvince>>
<br>
<<socialiseicon>><<link [[Persuade the stall owner to partner with Robin|Balloon Convince]]>><<set $phase to "persuade">><</link>><<englishdifficulty 1 1000>>
<</if>>
<br><br>
<<if $tryOn.value gt 0>>
<<if $tryOn.value lte $money>>
<<sendItemsToDropdown>>
<<shopicon "register">><<link "Buy items">><<buyTryOnClothes "wear">><<updateclothingshop>><</link>>
<br>
<<wardrobeicon>><<link "Buy items and send to wardrobe">>
<<buyTryOnClothes "wardrobe">>
<<updatesidebarmoney>>
<<updatewarmthscale>>
<<updatewarmthdescription>>
<<updatesidebarimg>>
<<updatesidebardescription>>
<<updateallure>>
<<updatetryonstats>>
<<updateclothingshop>>
<<run updateMoment()>>
<</link>>
<br>
<</if>>
<<else>>
<<getouticon>><<link [[Leave|Beach]]>><<shopClothingFilterReset>><<set $tryOn.autoReset to true>><<endevent>><</link>>
<</if>>
<</if>>
<</widget>>
<<widget "balloonRobinHelped">>
<<set _boyfriend to ($robinromance ? "<<person2>><<personsimple>>friend" : "friend")>>
"You're either <<print $robinromance ? "really in love with <<person2>><<him>>" : "a really good friend">>, or you really believe in the quality of <<person2>><<his>> stuff. Either way, I'll take it. Sure, we've got a deal. I'll send my customers to your _boyfriend's stall, if <<he>>'ll send any peckish customers my way."
<<set $robin.moneyModifier += 50>>
<<set $balloonStand.robin.status to "helped">>
<<set $robin.timer.customer to 5>> /*Give Robin a few days to notice the effects on their stall*/
<</widget>>
<<widget "balloonRobinSabotaged">>
<<set $robin.moneyModifier -= 50>>
<<set $balloonStand.robin.status to "sabotaged">>
<<set $balloonStand.owner to _args[0] or "friendly">>
<<set $robin.timer.customer to 5>> /*Give Robin a few days to notice the effects on their stall*/
<<set $daily.ex.balloonDrink to 3>> /*So the balloon owner doesn't start selling lemonade three seconds after*/
<</widget>>
<<widget "balloonRobinGrateful">>
<<set _boyfriend to ($robinromance ? "<<person2>><<personsimple>>friend" : "best friend")>>
<<set _lemonade to Time.season is "winter" ? "hot chocolate" : "lemonade">>
<<set _stall to Time.season is "winter" ? "A <<person1>><<personsimple>> at the beach" : "That <<person1>><<personsimple>> over there">>
Robin's mouth gapes for a few seconds. "You... did that for me?"
<br><br>
"Of course I did," you say. "You're my _boyfriend."
<br><br>
Robin looks at you for a moment before flinging <<person2>><<his>> arms around your neck and
<<if $robinromance is 1>>
kissing you. <<takeKissVirginity "Robin" "loveInterest">> <<He>> breaks away with a gasp, looking flustered.
<<else>>
hugging you hard enough to hurt. <<He>> breaks away first, visibly choked up.
<</if>>
There's tears in <<his>> eyes as <<he>> whispers, "Thank you. You do so much for me... what would I do without you?" <<He>> hugs you <<print $robinromance is 1 ? "tenderly" : "again">>, and the two of you stay like that for a moment.
<br><br>
"Excuse me?" a <<generate3>><<person3>><<person>> interrupts your embrace. "<<print _stall>> told me you're selling _lemonade? May I buy some?"
<<if $location isnot "park">>
<br><br>
You glance over at the balloon stall. The <<person>> gives you a wink.
<br><br>
<</if>>
"Ah, of course!" Robin says. "I'll make you some right now, <<person3>><<sir>>!" <<person2>><<He>> gives you one last grateful smile and busies <<himself>> with the _lemonade. <<ggglove "Robin">><<llrtrauma>><<npcincr Robin trauma -10>><<npcincr Robin love 10>>
<br><br>
A warm glow fills you. You watch Robin help the customer before bidding <<him>> farewell. <<He>> mouths you one last grateful "thank you" before you leave. <<famegood 5>><<stress -3>><<trauma -3>><<lstress>><<ltrauma>>
<</widget>>
<<widget "balloonRobinAngryHelp">>
"I'm okay. I don't need <<print ["angry", "appeased"].includes($balloonStand.owner) ? "any more of your" : "your">> help right now." Robin fidgets. "Would you mind leaving me alone for a few?" It's clear <<hes>> still <<npcHurt "Robin">>.
<br><br>
<<endevent>>
<</widget>>
<<widget "balloonRobinAngryPurchase">>
"Thanks for your purchase," <<he>> says. <<He>> seems to feel bad about being icy towards you, and <<his>> face softens as <<he>> puts the money under the counter.
<</widget>>
<<widget "balloonRobinTalk">>
<<if $balloonStand.robin.status is "helped" and $balloonStand.robin.talked is false and $robin.timer.customer is 0>>
"I don't know if you've noticed, but I've been getting so many more customers lately!" <<He>> looks pleased, if a bit flustered. "I don't know what's causing it, but... wow!"
<br>
<<elseif $balloonStand.robin.status is "sabotaged" and $balloonStand.robin.talked is false and $robin.timer.customer is 0>>
"You know, I haven't been getting a lot of customers lately." <<His>> expression clouds over. "That stall <<print getRobinLocation() is "beach" ? "over there started selling lemonade" : "on the beach with the popcorn and balloons started selling <<seasonal_beverage>>">>..." <<He>> sighs. "I wish I knew why."
<br>
<</if>>
<</widget>>
<<widget "balloonRobinIntro">>
<<loadNPC 0 "stall_owner">><<npc Robin 2>><<person2>>
<<set _lemonade to Time.season is "winter" ? "hot chocolate" : "lemonade">>
You see Robin stood behind <<his>> _lemonade stand. When <<he>> notices you, <<he>> leaves the stand and
<<if C.npc.Robin.trauma gte 40>>
shuffles over to you. "Hey," <<he>> mumbles. "Have you... <<print Time.season is "winter" ? "heard about that stall on the beach" : "seen that stall over there">>? The one selling the balloons and popcorn. Should I be worried? It's already hard enough to find customers."
<<else>>
approaches you. "Hey, I'm happy to see you here! I hope you'll stop by the stand later." Robin chews <<his>> lip. "Have you seen that other stall that's set up shop <<print Time.season is "winter" ? "on the beach" : "here">>? Should I be worried? I don't want my customers getting distracted by popcorn!"
<</if>>
<br><br>
<<link [[Reassure Robin|Balloon Robin Response]]>><<set $phase to 0>><</link>><br>
<<link [[Say nothing|Balloon Robin Response]]>><<set $phase to 1>><</link>>
<</widget>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<npcstrip>>
<<if Time.dayState isnot "night">>
<<enable_rescue>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $alarm is 1 and _combatend is true>>
<<if $rescue is 1>>
<span id="next"><<link [[Next|Beach Day Molestation Alarm]]>><</link>></span><<nexttext>>
<<else>>
<<set $alarm to 0>>
<br><br>
<<if $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Beach Day Molestation Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0>>
<span id="next"><<link [[Next|Beach Day Molestation Escape]]>><</link>></span><<nexttext>>
<<elseif $worn.upper.type.includes("naked") and $worn.lower.type.includes("naked") and $worn.under_upper.type.includes("naked") and $worn.under_lower.type.includes("naked")>>
<span id="next"><<link [[Next|Beach Day Molestation Stripped]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Beach Day Molestation]]>><</link>></span><<nexttext>>
<</if>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax and _combatend is true>>
<span id="next"><<link [[Next|Beach Day Molestation Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0 and _combatend is true>>
<span id="next"><<link [[Next|Beach Day Molestation Escape]]>><</link>></span><<nexttext>>
<<elseif $worn.upper.type.includes("naked") and $worn.lower.type.includes("naked") and $worn.under_upper.type.includes("naked") and $worn.under_lower.type.includes("naked")>>
<span id="next"><<link [[Next|Beach Day Molestation Stripped]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Beach Day Molestation]]>><</link>></span><<nexttext>>
<</if>><<ejaculation>>
<<if $enemyanger gte ($enemyangermax / 5) * 3>>
"Stupid slut." <<He>> dumps you on the sand.
<br><br>
<<elseif $enemyanger gte 1>>
Without a word, <<he>> leaves.
<br><br>
<<else>>
Smiling, <<he>> kisses you on the cheek before taking <<his>> leave.
<br><br>
<</if>>
<<stealclothes>>
<br><br>
<<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Beach]]>><<set $eventskip to 1>><</link>><<effects>>
<<He>> recoils in pain, giving you the chance you need. <<tearful>> you escape<<if Time.dayState is "night">> into the darkness<</if>>.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Beach]]>><<set $eventskip to 1>><</link>><<effects>>
With your clothes bundled in <<his>> arms, the <<person>> gives you a mocking look before dashing away, leaving you lying bare on the sand. <<tearful>> you rise to your feet, keeping low to conceal your nudity.
<br><br>
<<set $stealtextskip to 1>>
<<stealclothes>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Beach]]>><<set $eventskip to 1>><</link>><<location "beach">><<effects>>
<<if $phase is 0>>
You walk over to the <<person>> who pretends not to notice you until you stop in front of <<him>>.
<<if playerBellyVisible()>>
<<He>> notices your pregnant belly once you've gotten close enough. "My my!" <<he>> exclaims with glee. "Ready to be a mum already?"
<<else>>
<<He>> looks at you but doesn't speak.
<</if>>
<br><br>
<<socialiseicon>><<link [[Friendly chat (0:10)|Beach Day Encounter]]>><<set $phase to 1>><<pass 10>><<stress -2>><<trauma -1>><</link>><<lstress>><<ltrauma>>
<br>
<<socialiseicon>><<link [[Flirt (0:05)|Beach Day Encounter]]>><<pass 5>><<set $phase to 2>><</link>><<promiscuous1>>
<br>
<<getouticon>><<link [[Leave|Beach]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<elseif $phase is 1>>
<<if playerBellyVisible()>>
You manage to strike an engaging conversation with <<him>>. It becomes clear to you that the stress of parenthood is really getting to <<him>>. "Kid's got a father too, I imagine?"
<br><br>
<<link [[Say you are single|Beach Day Encounter Pregnancy Talk]]>><<set $phase to 0>><</link>>
<br>
<<link [[Say you know the father|Beach Day Encounter Pregnancy Talk]]>><<set $phase to 1>><</link>>
<br>
<<else>>
You try to bring <<him>> out of <<his>> shell by talking about innocuous things. <<He>> responds politely but you do most of the talking. You catch <<him>> eyeing you up when <<he>> thinks you're not looking.
<br><br>
<<link [[Say goodbye|Beach]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<link [[Flirt (0:05)|Beach Day Encounter]]>><<pass 5>><<set $phase to 2>><</link>><<promiscuous1>>
<br>
<</if>>
<<elseif $phase is 2>>
You sit on the towel beside <<him>> and lean close. You tell <<him>> <<he>> is a terrific parent but that <<he>> must be in need of stress relief every now and then.
<<if $NPCList[0].penis is "clothed">>
<<He>> shifts <<his>> legs as if to conceal something.
<<else>>
<<He>> blushes with increasing intensity as you continue.
<</if>>
<<promiscuity1>>
<<link [[Stop|Beach Day Encounter]]>><<set $phase to 3>><</link>>
<br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Seduce|Beach Day Encounter]]>><<set $phase to 4>><</link>> <<seductiondifficulty>><<promiscuous2>>
<br>
<</if>>
<<elseif $phase is 3>>
Satisfied with the effect, you stand and take your leave.
<br><br>
<<link [[Next|Beach]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<elseif $phase is 4>><<if $seductionskill lt 1000>><span class="gold">You feel more confident in your powers of seduction.</span><</if>><<seductionskilluse>><<promiscuity2>>
<<if 1000 - ($rng * 10) - currentSkillValue("seductionskill") - ($attractiveness / 10) lte -100>>
Gazing into <<his>> eyes, you press your body against <<hers>> and make it absolutely clear what your intentions are. <<He>> glances at <<his>> kids. Satisfied that they're distracted, <<he>> turns and embraces you, <<his>> heart beating furiously.
<br><br>
<<link [[Next|Beach Day Encounter Sex]]>><<set $sexstart to 1>><</link>>
<<else>>
Gazing into <<his>> eyes, you press your body against <<hers>> and make it absolutely clear what your intentions are. Stammering excuses, <<he>> recoils from your advance and leaves to check on <<his>> children.
<br><br>
<<link [[Nevermind|Beach]]>><<endevent>><<set $eventskip to 1>><</link>>
<</if>>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>>
<</if>>
<<location "beach">><<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $finish is 1 and _combatend is true>>
<span id="next"><<link [[Next|Beach Day Encounter Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<<if $alarm is 1>>
<<if $rescue is 0>>
<<set $alarm to 0>>
<br><br>
<<if $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Beach Day Encounter Sex Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0>>
<span id="next"><<link [[Next|Beach Day Encounter Sex Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Beach Day Encounter Sex]]>><</link>></span><<nexttext>>
<</if>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax and _combatend is true>>
<span id="next"><<link [[Next|Beach Day Encounter Sex Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0 and _combatend is true>>
<span id="next"><<link [[Next|Beach Day Encounter Sex Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Beach Day Encounter Sex]]>><</link>></span><<nexttext>>
<</if>>
<</if>><<effects>>
While you're stopping sooner than <<he>> would like, <<he>> looks relieved as <<he>> returns <<his>> attention back to <<his>> kids. They don't seem to have noticed anything.
<br><br>
<<clotheson>>
<<endcombat>>
<<set $eventskip to 1>>
<<link [[Next|Beach]]>><</link>><<ejaculation>>
Looking like <<he>> just awoke from a dream, <<he>> looks at <<his>> kids while motioning for you to leave. <<tearful>> you wink and turn away.
<br><br>
<<clotheson>>
<<endcombat>>
<<set $eventskip to 1>>
<<link [[Next|Beach]]>><</link>><<effects>>
<<if Time.dayState isnot "night">>
<<He>> recoils in pain, giving you the chance you need. <<tearful>> you escape into the darkness.
<br><br>
<<else>>
<<He>> recoils in pain, giving you the chance you need. <<tearful>> you escape into the darkness.
<br><br>
<</if>>
<<clotheson>>
<<endcombat>>
<<set $eventskip to 1>>
<<link [[Next|Beach]]>><</link>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if $alarm is 1 and _combatend is true>>
<<if $rescue is 0>>
<<set $alarm to 0>>
<br><br>
<<if $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Beach Night Dog Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0>>
<span id="next"><<link [[Next|Beach Night Dog Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Beach Night Dog]]>><</link>></span><<nexttext>>
<</if>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax and _combatend is true>>
<span id="next"><<link [[Next|Beach Night Dog Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0 and _combatend is true>>
<span id="next"><<link [[Next|Beach Night Dog Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Beach Night Dog]]>><</link>></span><<nexttext>>
<</if>><<beastejaculation>>
<<if $enemyanger gte ($enemyangermax / 5) * 3>>
<<bHe>> bites you on the thigh, then leaves you lying on the sand.
<<violence 3>>
<br><br>
<<elseif $enemyanger gte 1>>
<<bHe>> barks then leaves you lying on the sand.
<br><br>
<<else>>
<<bHe>> licks your <<genitals>> then darts away.
<<neutral 5 "genitals">>
<br><br>
<</if>>
<<tearful>> you rise to your feet.
<<clotheson>>
<<endcombat>>
<<link [[Next|Beach]]>><<set $eventskip to 1>><</link>><<effects>>
The <<beasttype>> whimpers and flees into the darkness. <<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Beach]]>><<set $eventskip to 1>><</link>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $alarm is 1 and _combatend is true>>
<<if $rescue is 0>>
<<set $alarm to 0>>
<br><br>
<<if $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Beach Night Molestation Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0>>
<span id="next"><<link [[Next|Beach Night Molestation Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Beach Night Molestation]]>><</link>></span><<nexttext>>
<</if>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax and _combatend is true>>
<span id="next"><<link [[Next|Beach Night Molestation Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0 and _combatend is true>>
<span id="next"><<link [[Next|Beach Night Molestation Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Beach Night Molestation]]>><</link>></span><<nexttext>>
<</if>><<ejaculation>>
<<if $enemyanger gte ($enemyangermax / 5) * 3>>
<<He>> smacks your face, then leaves you lying on the sand.
<<violence 3>>
<br><br>
<<elseif $enemyanger gte 1>>
Without a word, <<he>> leaves.
<br><br>
<<else>>
Smiling, <<he>> kisses you on the cheek. <<His>> breath reeks of alcohol. "This is for you." <<He>> gets up and leaves you lying on the ground.
<br>
You've gained <<printmoney 500>><<money 500 "prostitution">>.
<br><br>
<</if>>
<<underlowersteal>>
<<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Beach]]>><<set $eventskip to 1>><</link>><<effects>>
<<if Time.dayState isnot "night">>
<<He>> recoils in pain, giving you the chance you need. <<tearful>> you escape into the darkness.
<br><br>
<<else>>
<<He>> recoils in pain, giving you the chance you need. <<tearful>> you escape into the darkness.
<br><br>
<</if>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Beach]]>><<set $eventskip to 1>><</link>><<location "beach">><<effects>>
<<if $phase is 0>>
<<if $leftarm is "bound" and $rightarm is "bound">>
Unable to cover yourself, you bow your head in shame and march through the crowds to the safety of a changing room.
<<garousal>><<gstress>><<gtrauma>><<stress 6>><<trauma 6>><<arousal 600>><<fameexhibitionism 30>>
<br><br>
<<link [[Changing room|Changing Room]]>><<endevent>><</link>>
<<else>>
<<if $exposed gte 2>>
Face red with humiliation, you make sure your <<genitals_are 1>> properly concealed and make your way across the beach to the safety of a changing room, taunted and ridiculed all the way.
<<fameexhibitionism 20>><<garousal>><<arousal 600>>
<br><br>
<<link [[Changing room|Changing Room]]>><<endevent>><</link>>
<<else>>
Face red with humiliation, you make your way across the beach to the safety of a changing room, taunted and ridiculed all the way.
<<garousal>><<arousal 300>><<fameexhibitionism 10>>
<br><br>
<<link [[Changing room|Changing Room]]>><<endevent>><</link>>
<</if>>
<</if>>
<<else>>
<<generate2>>Swallowing your pride, you ask if anyone could lend you something to cover up with. Smiling, a <<person2>><<person>> produces some towels for you.
<<fameexhibitionism 10>>
<<if $leftarm is "bound" and $rightarm is "bound">>
Seeing you restrained, <<he>> wraps them round you. <<He>> takes <<his>> time, as if savouring the situation, but eventually you find yourself properly covered.
<<garousal>><<arousal 600>>
<<else>>
You take the offered cloth and, crouching for better concealment, you wrap them around yourself. They're a poor substitute for actual clothing, but you're not the only one attired in such a way.
<</if>>
<br><br>
Still blushing, you thank the <<person>> and sheepishly move away from the growing crowd.
<br><br>
<<towelup>>
<<link [[Next|Beach]]>><<set $eventskip to 1>><<endevent>><</link>>
<</if>><<location "beach">><<effects>>
<<if $phase is 0>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<generatey2>><<generatey3>><<generatey4>><<generatey5>>
<<maninit>><<npcstrip>><<npcexhibit>>
"Maybe you like being seen like this? We can help you out there." Arms reach out from all around you!
<br><br>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $alarm is 1 and _combatend is true>>
<<if $rescue is 1>>
<span id="next"><<link [[Next|Beach Exhibit Molestation Alarm]]>><</link>></span><<nexttext>>
<<else>>
<<set $alarm to 0>>
<br><br>
<<if $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Beach Exhibit Molestation Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0>>
<span id="next"><<link [[Next|Beach Exhibit Molestation Escape]]>><</link>></span><<nexttext>>
<<elseif $orgasmdown gte 1>>
<span id="next"><<link [[Next|Beach Exhibit Molestation Orgasm]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Beach Exhibit Molestation]]>><</link>></span><<nexttext>>
<</if>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax and _combatend is true>>
<span id="next"><<link [[Next|Beach Exhibit Molestation Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0 and _combatend is true>>
<span id="next"><<link [[Next|Beach Exhibit Molestation Escape]]>><</link>></span><<nexttext>>
<<elseif $orgasmdown gte 1 and _combatend is true>>
<span id="next"><<link [[Next|Beach Exhibit Molestation Orgasm]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Beach Exhibit Molestation]]>><</link>></span><<nexttext>>
<</if>>
<<elseif $phase is 1>>
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>><<npcoral>>
<<set $enemytrust -= 40>>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $alarm is 1 and _combatend is true>>
<<if $rescue is 1>>
<span id="next"><<link [[Next|Beach Exhibit Molestation Alarm]]>><</link>></span><<nexttext>>
<<else>>
<<set $alarm to 0>>
<br><br>
<<if $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Beach Exhibit Molestation Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0>>
<span id="next"><<link [[Next|Beach Exhibit Molestation Escape]]>><</link>></span><<nexttext>>
<<elseif $finish is 1>>
<span id="next"><<link [[Next|Beach Exhibit Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Beach Exhibit Molestation]]>><</link>></span><<nexttext>>
<</if>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax and _combatend is true>>
<span id="next"><<link [[Next|Beach Exhibit Molestation Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0 and _combatend is true>>
<span id="next"><<link [[Next|Beach Exhibit Molestation Escape]]>><</link>></span><<nexttext>>
<<elseif $finish is 1 and _combatend is true>>
<span id="next"><<link [[Next|Beach Exhibit Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Beach Exhibit Molestation]]>><</link>></span><<nexttext>>
<</if>>
<</if>><<effects>><<set $rescued += 1>><<person1>>
<<He>> notices several heads turning in response to your cry. "You're fucking nuts." <<He>> and <<his>> friends make a quick getaway. <<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Beach]]>><</link>><<ejaculation>>
<<person1>>
<<if $enemyanger gte ($enemyangermax / 5) * 3>>
<<He>> pushes you onto the sand then spits on you. <<His>> friends follow suit and they leave you lying there, covered in fluid.
<<violence 1>>
<br><br>
<<stealclothes>>
<<clotheson>>
<br><br>
<<elseif $enemyanger gte 1>>
"Oh, I said I'd help you." <<He>> grins at <<his>> friends. "That juice should cover you up well enough." They leave you lying on the sand.
<<clotheson>>
<br><br>
<<else>>
"See, that wasn't so bad, was it?" <<He>> chucks you some towels before sauntering off with <<his>> friends.
<<clotheson>>
<br><br>
<<outfitChecks>>
<<if _fullyNaked>>
You wrap a towel around your chest and nether regions, creating a makeshift skirt.
<<upperwear 3>><<lowerwear 3>>
<<elseif _topless>>
You wrap a towel around your chest.
<<upperwear 3>>
<<elseif _bottomless>>
You wrap a towel around your nether regions, creating a makeshift skirt.
<<lowerwear 3>>
<</if>>
<</if>>
<<tearful>> you rise to your feet.
<br><br>
<<endcombat>><<set $eventskip to 1>>
<<link [[Next|Beach]]>><</link>><<effects>><<person1>>
<<if Time.dayState isnot "night">>
<<He>> recoils in pain, giving you the chance you need. <<tearful>> you escape into the crowds.
<br><br>
<<else>>
<<He>> recoils in pain, giving you the chance you need. <<tearful>> you escape into the darkness.
<br><br>
<</if>>
<<clotheson>>
<<endcombat>><<set $eventskip to 1>>
<<link [[Next|Beach]]>><</link>><<person1>>A cheer erupts from the group as you spasm in orgasm. The <<person>> is particularly amused. "Wow, you really are a pathetic slut. I don't think you want help at all, I think you're precisely where you want to be." With that, the group leave you quivering on the sand.
<br><br>
<<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Beach]]>><</link>><<person1>>
"Had enough? Fine, but don't expect any help." <<He>> and <<his>> friends leave you on the sand.
<<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Beach]]>><</link>><<if isPregnancyEnding()>>
<<pregnancyPassout "beach">>
<<else>>
You've pushed yourself too much.
<br><br>
<<passout>>
<<set $danger to random(1, 10000)>>
<<if $danger gte (9900 - $allure)>>
<<if $rng gte 1>>
<<link [[Wake up|Beach Abduction]]>><<strip>><</link>>
<</if>>
<<else>>
<<ambulance>>
<</if>>
<<pass 1 hour>>
<<trauma 6>><<set $stress -= 2000>>
<</if>><<location "beach">><<effects>>
<<generatey1>><<generatey2>><<person1>>You wake up lying on your back, naked in the dunes. You hear a voice, "You're awake." You hasten to your feet and see the speaker, a <<person>>. A <<person2>><<person>> stands next to <<person1>><<him>>.
<br><br>
<<if $loweroff is 0 and $upperoff is 0 and $underloweroff is 0 and $underupperoff is 0>>
"You must be a huge slut, to be wandering around like that. Though I do feel bad about leaving you in such a state. There are some nasty people around."
<br><br>
<<person2>>The <<person>> interjects, "I know! We'll lend you some towels-" <<He>> produces some thin cables from <<his>> coat pocket. "-if you let us dress you first."
<br><br>
<<person1>> The <<person>> seems taken with the idea, "It's your choice. If you don't want to play along, we'll leave you to be raped. You'd probably get off from it anyway."
<br><br>
<<else>>
You see your <<if $upperoff isnot 0>>$upperoff <<elseif $loweroff isnot 0>>$loweroff <<elseif $underupperoff isnot 0>>$underupperoff <<else>>$underloweroff <</if>>in <<his>> hand. <<He>> twirls it playfully, "Finders keepers. Though I do feel bad about leaving you in such a state. There are some nasty people around."
<br><br>
<<person2>>The <<person>> interjects, "I know! We'll give the clothes back-" <<He>> produces some thin cables from <<his>> coat pocket. "-if you let us dress you first."
<br><br>
<<person1>> The <<person>> seems taken with the idea, "It's your choice. If you don't want to play along, we'll be keeping your clothes to do with as we please." <<He>> slowly starts tearing the fabric.
<br><br>
<</if>>
<<link [[Accept|Beach Abduction Bound]]>><</link>>
<br>
<<link [[Refuse|Beach Abduction Molestation]]>><<set $molestationstart to 1>><</link>>
<br><<effects>>
You submit to being bound. <<person2>> The <<person>> ties your arms together behind your back while the <<person1>><<person>> looks on, a sardonic smile on <<his>> face. It doesn't take long, the <<person2>><<person>> soon stands back to admire <<his>> handiwork. You try to move your arms, but they are tied together tightly. You can only wave them impotently behind your back. Feelings of helplessness rise within you.
<<set $leftarm to "bound">><<set $rightarm to "bound">><<handheldruined>>
<br><br>
"Just one more thing I think," the <<person>> says, producing a collar and leash.
<br><br>
<<link [[Accept|Beach Abduction Collared]]>><<neckwear 21>><<set $phase to 1>><</link>>
<br>
<<link [[Refuse|Beach Abduction Molestation]]>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<if $phase is 0>>
They look taken aback. "Oh. You're actually okay walking around like that," the <<person1>><<person>> muses. "I guess you won't mind us taking a little more then." They advance on you.
<br><br>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $alarm is 1 and _combatend is true>>
<<if $rescue is 0>>
<<set $alarm to 0>>
<br><br>
<<if $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Beach Abduction Molestation Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0>>
<span id="next"><<link [[Next|Beach Abduction Molestation Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Beach Abduction Molestation]]>><</link>></span><<nexttext>>
<</if>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax and _combatend is true>>
<span id="next"><<link [[Next|Beach Abduction Molestation Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0 and _combatend is true>>
<span id="next"><<link [[Next|Beach Abduction Molestation Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Beach Abduction Molestation]]>><</link>></span><<nexttext>>
<</if>><<ejaculation>>
<<if $phase is 0>>
"Thanks for the company," the <<person1>><<person>> says mockingly. "Good luck!" They leave you lying naked on the sand.
<br><br>
<<stealclothes>>
<<clotheson>>
<<elseif $phase is 1>>
Satisfied, the <<person1>><<person>> unties the cables binding your arms<<if $feetuse is "bound">> and frees your legs as well<</if>>. "Here you go." <<He>> tosses the fabric at you. <<He>> and <<his>> friends leave you to cover up as they laugh their way back to the beach. They left the collar on.
<br><br>
<<unbind>>
<<clothesontowel>>
<</if>>
<<tearful>> you struggle to your feet.
<br><br>
<<endcombat>>
<<set $stress -= 500>>
<<link [[Next|Beach]]>><</link>>
<<set $eventskip to 1>><<effects>>
<<if Time.dayState isnot "night">>
They recoil in pain, giving you the chance you need. <<tearful>> you flee naked into the dunes.
<br><br>
<<else>>
They recoil in pain, giving you the chance you need. <<tearful>> you flee naked into the darkness.
<br><br>
<</if>>
<<stealclothes>>
<br><br>
<<clotheson>>
<<endcombat>>
<<set $stress -= 500>>
<<link [[Next|Beach]]>><</link>>
<<set $eventskip to 1>><<effects>>
Having come this far, you submit to the collar being placed round your neck. You hear a decisive click as it locks shut. <<person2>>The <<person>> attaches the leash, and tugs.
<br><br>
<<if $rng gte 51>>
The pair stand back to admire your body, the <<person2>><<person>> holding your leash securely. "Very nice," the <<person1>><<person>> says, circling around you for a different angle. With your arms bound, there's nothing you can do to shield yourself from their scrutiny.
<br><br>
The <<person2>><<person>> approaches you, and you brace yourself for a more physical probing. Instead, <<he>> unties your bonds while the <<person1>><<person>> throws the fabric over your head. "Here you go. You can keep the collar." Laughing, they head in the direction of the beach. You try to cover up as quickly as possible, but you're still shaking from the ordeal.
<br><br>
<<unbind>>
<<clothesontowel>>
<<endevent>>
<<set $stress -= 500>>
<<link [[Next|Beach]]>><</link>>
<<else>>
<<rng>>
<<person1>>Smirking, the <<person>> speaks, "You're all dressed up now, but it would be a waste for no one else to see you looking so fine." <<person2>>The <<person>> tugs again, harder this time. "We'll help you as we said we would, but there's someone you need to meet first."
<br><br>
Bound and leashed as you are, you have little choice but to go with them<<if $speech_attitude is "bratty">>, though you seethe noiselessly at the humiliation<<else>> meekly<</if>>.
<br><br>
You are led deeper into the dunes. You walk for several minutes, conscious of just how exposed and vulnerable you are. Your captors make no attempt to hide how much they enjoy being in a position of power over you, and constantly leer at your body, knowing there's nothing you can do to stop them.
<br><br>
<<if $rng gte 51 and ($monster is 1 or $bestialitydisable is "f")>>
<!-- Jimmy: Looks terrible, but is the safest way to ensure event history is orderly.
A likely plan will be to have a wrapper/macro for this type of shuffle. (TODO) -->
<<saveNPC 0 "beach_abduction_dog_1">>
<<saveNPC 1 "beach_abduction_dog_2">>
<<endevent>>
<<loadNPC 1 "beach_abduction_dog_1">>
<<loadNPC 2 "beach_abduction_dog_2">>
<<clearNPC "beach_abduction_dog_1">>
<<clearNPC "beach_abduction_dog_2">>
<<beastNEWinit 1 dog>>
You come to a relatively flat area, surrounded by dunes on all sides, shielding it from view. In the centre is a <<beasttype>>, <<bhis>> leash tied to a wooden post. At the sight of you <<bhe>> leaps to <<bhis>> feet, straining the leash in a bid to reach you.
<<if $monster is 1>>
<<bHis>> nude body is on full display for all to see, but <<bhe>> doesn't seem all too phased by it. <<bHe>> seems oddly well-groomed for a <<beasttype>>, despite the state <<bhes>> in. <<bHe>> paws at the air in an attempt to reach you, and <<bhes>> almost successful.
<</if>>
<br><br>
<<person2>> The <<person>> speaks in a high-pitched voice, "Who's a good <<beasttype>>! You are! We brought you a bitch, because you're such a good <<beasttype>>!"
<<if $monster is 1>>
The <<beasttype>> pants heavily in response, <<bhis>> face red from blushing. <<bHis>> intentions are clear. <<bHes>> craving a mate.
<</if>>
<br><br>
<<link [[Try to run|Beach Abduction Dog]]>><<set $molestationstart to 1>><<set $phase to 0>><</link>>
<br>
<<link [[Allow yourself to be led over|Beach Abduction Dog]]>><<set $molestationstart to 1>><<set $phase to 1>><</link>>
<br>
<<else>>
<<generatey3>><<generatey4>><<generatey5>><<generatey6>>You come to a relatively flat area, surrounded by dunes on all sides, shielding it from view. Four students sit smoking in the centre. Your feelings of humiliation reach a new height as the new pairs of eyes see you in your shameful situation. Their initial shock quickly subsides, leaving a bare and primal lust.
<br><br>
The <<person2>><<person>> leads you into the middle of the group, their eyes feasting on every inch of your body. "We found this piece of trash near the beach. Can't believe anyone would just leave it lying around, no respect at all," the <<person1>><<person>> <<if playerChastity()>>attempts to break<<else>>starts fondling<<set $worn.genitals.integrity -= 50>><</if>> your <<genitals>> in front of everyone, causing your breath to catch in your chest. The rest of the group take the cue. Arms reach out from all around you, each wanting their share.
<br><br>
<<link [[Next|Beach Abduction Molestation]]>><<set $molestationstart to 1>><</link>>
<</if>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<if $phase is 0>>
You try to escape, but the <<person2>><<person>> grabs the leash and helps the <<person3>><<person>> yank you to the ground. Before you can recover, the <<person2>><<person>> has released the <<beasttype>> from <<bhis>> post. <<bHe>> leaps on top of you, pinning you down.
<<set $NPCList[0].stance to "top">><<set $head to "grappled">>
<br><br>
<<def 1>>
<<elseif $phase is 1>>
Trying to keep calm, you allow yourself to be led closer to the beast. The <<person2>><<person>> unties the <<beasttype>>, who darts towards you.
<br><br>
<<sub 1>>
<</if>>
<<set $phase to 2>>
<</if>>
<<effects>>
<<if $phase is 2>>
<<set $phase to 1>>
The pair sit on the sand to spectate.
<br><br>
<<else>>
<<if $orgasmdown gte 1 and $phase is 1>><<set $phase to 0>>
"I can't believe it," the <<person2>><<person>> shouts with joy, "You're actually cumming from being raped by <<if $monster is 1>>a <<beasttype>><<else>>an animal<</if>>. This is fantastic." You feel utterly humiliated.
<<trauma 6>><<famebestiality 20>>
<<else>>
The <<person2>><<person>> and <<person3>><<person>> are enjoying the show.
<</if>>
<br><br>
<</if>>
<<effectsman>>
<<alarmstate>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if $alarm is 1 and _combatend is true>>
<<if $rescue is 0>>
<<set $alarm to 0>>
<br><br>
<<if $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Beach Abduction Dog Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0>>
<span id="next"><<link [[Next|Beach Abduction Dog Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Beach Abduction Dog]]>><</link>></span><<nexttext>>
<</if>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax and _combatend is true>>
<span id="next"><<link [[Next|Beach Abduction Dog Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0 and _combatend is true>>
<span id="next"><<link [[Next|Beach Abduction Dog Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Beach Abduction Dog]]>><</link>></span><<nexttext>>
<</if>><<beastejaculation>>
<<if $enemyanger gte ($enemyangermax / 5) * 3>>
<<bHe>> bites you on the thigh before leaving you lying there.
<<violence 3>>
<br><br>
<<elseif $enemyanger gte 1>>
<<bHe>> barks then leaves you lying there.
<br><br>
<<else>>
<<bHe>> licks your <<genitals>> then darts away.
<<neutral 5 "genitals">>
<br><br>
<</if>>
The <<person2>><<person>> and <<person3>><<person>> applaud. "<<silently>><<bred>><</silently>><<capitalise>> like the bitch you are," the <<person>> exclaims as <<he>> unties your bonds. The <<person2>><<person>> throws you the fabric they promised. "You can keep the collar. It suits you." Laughing, they leave you lying disgraced on the sand. <<tearful>> you struggle to your feet.
<br><br>
<<unbind>>
<<clothesontowel>>
<<endcombat>>
<<set $stress -= 500>>
<<link [[Next|Beach]]>><</link>>
<<set $eventskip to 1>><<effects>>
The <<beasttype>> whimpers and flees.
<br><br>
Before the pair can react, you seize the opportunity and bolt away. <<tearful>> you quickly lose them in the dunes.
<br><br>
<<clotheson>>
<<endcombat>>
<<set $stress -= 500>>
<<link [[Next|Beach]]>><</link>>
<<set $eventskip to 1>><<effects>>
The <<person>> looks offended, but relents. "You crazy slut, I was only having some fun." <<tearful>> you cover yourself and rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Beach]]>><<set $eventskip to 1>><</link>>Panicking, you desperately grasp for your skirt hem as you push what fabric you can gain purchase on down to protect your dignity. Hopefully nobody saw.
<<gstress>><<stress 5>>
<br><br>
<<link [[Next|Beach]]>><<set $eventskip to 1>><</link>>You hold your shaking arms by your side and let your skirt billow in the wind. The act of being exposed by a stray gust wind sends shivers down your spine and a wonderful tingling sensation in your
<<if $speech_attitude is "meek">>
<<genitals 1>>. The sense of vulnerability it gives you having you positively shuddering in delight.
<<garousal>><<arousal 2000>>
<<else>>
<<genitals>>.
<<garousal>><<arousal 1000>>
<</if>>
<br><br>
<<if !$worn.under_lower.type.includes("naked")>>
<<exhibitionism2>>
<<else>>
<<exhibitionism4>>
<</if>>
<<link [[Next|Beach]]>><<set $eventskip to 1>><</link>><<effects>>
<<if $phase is 0>>
You tell the <<person>> that the father left you. <<He>> pats your shoulder to comfort you.
"You should just focus on your studies for now," <<he>> says. "After that, try to find a good job, something to keep you afloat. You can pull through on your own, you'll see." <<He>> keeps on giving you advice, and asks you to remain strong for your child. <<His>> words fill you with relief. <<stress -5>><<lstress>>
<<else>>
You nod, telling <<him>> that you do keep in touch. "Want some advice?" <<he>> asks. "Get out of this place. This town, this is no place to raise a kid. You're better off leaving now that you're still young and have the means." <<He>> keeps on talking about the degeneracy in the town, and you feel a very clear sense of bitterness in <<his>> words as <<he>> elaborates.
<</if>>
<br><br>
<<He>> notices one of <<his>> kids causing a scene off in the distance, <<he>> calls out to them. You decide it's best to leave <<him>> alone for now.
<br><br>
<<link [[Next|Beach]]>><<endevent>><<set $eventskip to 1>><</link>><<effects>>
<<if $phase is 0>>
You stop and wave at your classmates as the four of them approach.
<br><br>
<<if $cool gte 160>>
They run up, excited to talk with you outside of school. They take some selfies, laugh, and generally have a good time with you before going about their business. <<gcool>><<lstress>><<status 5>><<stress -3>>
<br><br>
<<link [[Next|Beach]]>><<set $eventskip to 1>><</link>>
<<else>>
<<rng>>
<<if $rng gte 51>>
They run up and tackle you to the sand. Each of them grabs a limb, and they carry you to the water. Once the water is sufficiently deep, they toss you head first into the ocean, soaking you from head to toe. They have a good laugh and leave, chatting amongst themselves. <<lcool>><<gstress>><<status -5>><<stress 10>>
<br><br>
<<link [[Next|Sea Beach]]>><<set $eventskip to 1>><</link>>
<<else>>
They run past you, not giving you a second glance. You glance behind you to see them laughing and joking with their friend, a <<generatey1>><<person1>><<person>>. You feel a bit foolish for waving at them.
<br><br>
<<link [[Next|Beach]]>><<endevent>><<set $eventskip to 1>><</link>>
<</if>>
<</if>>
<<else>>
Unsure of their intentions, you make a break for it.
<<if $athleticsSuccess>>
<span class="green">Your classmates are no match for your speed.</span> When it becomes clear they are losing ground, they give up and go about their own business.
<br><br>
<<link [[Next|Beach]]>><<set $eventskip to 1>><</link>>
<<elseif $cool gte 160>>
<span class="green">They don't pursue you.</span> You slow to a walk and continue on your way.
<br><br>
<<link [[Next|Beach]]>><<set $eventskip to 1>><</link>>
<<else>>
You try to run away, <span class="red">but your classmates are too fast for you.</span> They run up and tackle you to the sand. Each of them grabs a limb, and they carry you to the water.
<br><br>
Once the water is sufficiently deep, they toss you head first into the ocean, soaking you from head to toe. They have a good laugh and leave, chatting amongst themselves. <<lcool>><<gstress>><<status -5>><<stress 10>>
<br><br>
<<link [[Next|Sea Beach]]>><<set $eventskip to 1>><</link>>
<</if>>
<</if>><<effects>>
You peek out of the changing room; it's about a hundred feet to the water. There are several people enjoying the beach but no one paying attention to you. If you move quickly you're sure no one will see you.
<br><br>
You take a deep breath and charge out of the changing room. You feel the wind flowing over your whole body as you sprint down the beach. The dry sand is difficult to run through, but you don't think you've attracted any attention yet.
<br><br>
<<if $rng gte 51>>
<<generate1>><<person1>>
Suddenly a <<person>> spots you and shouts, drawing more attention to you. In a few seconds it feels like the whole beach now has their attention on you and your naked body. You try to run faster, but you're sure everyone has enough time to see all the intimate details they want.
<<gstress>><<garousal>> <<stress 6>><<arousal 600>>
<br><br>
<<else>>
Finally you make it to the wet sand and the last few feet. You splash into the water and kneel down, hiding yourself under the waves.
<br><br>
<</if>>
<<link [[Next|Sea Beach]]>><<endevent>><</link>><<location "beach">><<effects>>
You are on the beach.
<<if Weather.dayState is "day">>
<<if !Weather.isOvercast>>
It is awash with visitors, children build sandcastles and play in the water while their parents bask in the sun. A group of students are playing volleyball.
<<elseif Weather.precipitation is "rain">>
The beach itself is mostly deserted due to the rain, but the violent waves have attracted surfers.
<<elseif Weather.isSnow>>
The snow has kept most away from the beach, but the violent waves have attracted surfers.
<<elseif Weather.isOvercast>>
The clouds have driven away most would-be visitors, but there are still people strolling along the water's edge.
<</if>>
<<elseif Weather.dayState is "dawn">>
<<if !Weather.isOvercast>>
It is a popular destination for joggers, some have dogs with them. A few families are setting up windbreakers. A group of students are playing volleyball.
<<elseif Weather.precipitation is "rain">>
The beach itself is mostly deserted due to the rain, but the violent waves have attracted surfers.
<<elseif Weather.isSnow>>
The snow has kept most away from the beach, but the violent waves have attracted surfers.
<<elseif Weather.isOvercast>>
It is a popular destination for joggers, some have dogs with them. Fog blocks your view of the ocean.
<</if>>
<<elseif Weather.dayState is "dusk">>
<<if !Weather.isOvercast>>
Families are leaving as the sun sets. A group of students are playing volleyball.
<<elseif Weather.precipitation is "rain">>
The beach itself is mostly deserted due to the rain, but the violent waves have attracted surfers.
<<elseif Weather.isSnow>>
The snow has kept most away from the beach, but the violent waves have attracted surfers.
<<elseif Weather.isOvercast>>
It is mostly deserted, but some people are strolling along the water's edge.
<</if>>
<<elseif Weather.dayState is "night">>
<<if !Weather.isOvercast>>
It appears deserted, save for a group of students who are drinking around a fire.
<<else>>
It appears deserted.
<</if>>
<</if>>
<br><br>
<<if $exposed gte 1>>
<<exhibitionism "beach">>
<</if>>
<<if $arousal gte $arousalmax>>
<<orgasmbeach>>
<</if>>
<<if $stress gte $stressmax>>
<<passoutbeach>>
<<else>>
<<run statusCheck("Robin")>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure) and $eventskip is 0>>
<<eventsbeach>>
<<elseif $robinReunionScene isnot undefined and _robin_location is "beach">>
<<npc Robin>><<person1>>
<<if $robinReunionScene is "dungeon">>
<<wearProp "lemonade">>
<<unset $robinReunionScene>><<set $robinPostMortem to true>>
You see Robin stood behind <<his>> lemonade stand. <<His>> mouth falls agape as <<he>> sees you, and <<he>> sprints closer.
<br><br>
"I don't believe it!" <<he>> squeals as <<he>> buries <<himself>> in your chest. "I-I thought you were gone forever! We need to talk about this at home. When you're ready."
<br><br>
You're led back to <<his>> stand. A small picture of the two of you sits on top. <<He>> puts it away.
<br>
<<He>> fixes you a glass of lemonade and sends you on your way.
<br>
"Don't forget to see me later," <<he>> says with a worried expression. "I'm always here for you if you need to talk."
<br><br>
<<link [[Next|Beach]]>><<set $eventskip to 1>><<endevent>><</link>>
<br>
<<elseif $robinReunionScene is "dungeonRobin">>
<<unset $robinReunionScene>><<wearProp "lemonade">>
You see Robin stood behind <<his>> lemonade stand. <<His>> mouth goes falls as <<he>> sees you, and <<he>> sprints towards you.
<br><br>
"You made it out!" <<he>> squeals as <<he>> buries <<himself>> in your chest. "When you were recaptured, I didn't know what I was going to do."
<br><br>
You're led back to <<his>> stand. A small picture of the two of you sits on top. <<He>> puts it away.
<br>
<<He>> fixes you a glass of lemonade and sends you on your way.
<br>
"Don't forget to see me later," <<he>> says with a worried expression. "I'm always here for you, never forget that."
<br><br>
<<link [[Next|Beach]]>><<set $eventskip to 1>><<endevent>><</link>>
<br>
<<elseif $robinReunionScene is "asylum">>
<<unset $robinReunionScene>>
You see Robin stood behind <<his>> lemonade stand.
<<if C.npc.Robin.trauma gte 40>>
<<He>> stares at you in disbelief.
<br><br>
"Hi," <<he>> says quietly as you draw close. "I thought the doctors took you away. I would've tried to get you something had I known you were c-coming back," Robin's voice quivers.
<<else>>
<<He>> excitedly beckons you over when <<he>> sees you.
<br><br>
"Hey, you're out!" <<he>> says as you draw close. "I thought you were staying at the doctor's for a while. I would've prepared something had I known you were coming back," Robin explains.
<</if>>
<br><br>
You shake your head, telling <<him>> that they weren't going to help you, so you "checked" out early. Robin seems confused, but <<he>> nods regardless. <<He>> gives you a hug.
<br>
<<if C.npc.Robin.trauma gte 40>>
"Well, I'm glad you're free," <<he>> mumbles, holding you tight.
<<else>>
"Well, I'm happy to see you again! I hope you're feeling better."
<</if>>
<br>
The two of you make small talk for a bit. Eventually, Robin says <<he>> needs to get back to <<his>> stand.
<<if C.npc.Robin.trauma gte 40>>
<<He>> slowly shuffles away, <<his>> gaze glued to the floor.
<<else>>
<<He>> smiles and waves goodbye.
<</if>>
<br><br>
<<link [[Next|Beach]]>><<set $eventskip to 1>><<endevent>><</link>>
<br>
<<else>>
You spot Robin at <<his>> lemonade stand. <<His>> eyes pass over you momentarily, but <<he>> doesn't stare. It's as if <<he>> doesn't even recognise you.
<br><br>
<<link [[Next|Beach]]>><<set $eventskip to 1>><<endevent>><</link>>
<br>
<</if>>
<<elseif C.npc.Robin.init is 0 and Time.season isnot "winter" and Time.isWeekEnd() and between(Time.hour, 9, 16)>>
<<set $robindebt to 0>><<set $robindebtlimit to 5>>
<<npc Robin>><<person1>>You see someone familiar working at a stand on the beach. <<He>> notices you at the same time. "Hey!" It's Robin. <<Hes>> another resident at the orphanage. <<Hes>> always looked up to you, despite being about the same age. <<He>> motions you over while cleaning a glass pitcher. <<He>> puts it down and hugs you when you approach.
<br><br>
<<if Time.days is 0>>
"I got up early today, so I didn't see you this morning. Remember, <span class="gold">you can visit me in my room at home</span> anytime you want. I'll have something to show you tonight, I'm so excited!" <<He>> looks behind you, noticing customers approaching. "I've got to get back to work here. You're welcome to stay and help if you want. I'll be heading to the shopping centre later to pick up the surprise, so either way, I hope to see you later!" <<He>> gets back into position behind the stand.
<<else>>
"I haven't seen you at the orphanage in a while. We must keep missing each other. Remember, <span class="gold">you can visit me in my room at home</span> anytime you want. I've been waiting to show you something, I'm so excited!" <<He>> looks behind you, noticing customers approaching. "I've got to get back to work here. You're welcome to stay and help if you want." <<He>> gets back into position behind the stand.
<</if>>
<br><br>
<<endevent>>
<<link [[Next|Beach]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif Time.season is "summer" and Time.hour gt 9 and Time.hour lt 17 and Weather.precipitation isnot "rain" and $balloonStand.open is false and $exposed lte 0>>
<<generate1>><<saveNPC 0 stall_owner>>
Someone is setting up a new stall on the beach<<if _robin_location is "beach">>, directly across from Robin's lemonade stand. Robin looks somewhat worried<</if>>. The <<person1>><<person>> ties a bunch of colourful balloons to the stall, where they bob invitingly in the air.
<br><br>
The <<personsimple>> notices you staring and beckons you over. "Hey there!" <<he>> says. "Just getting my wares set up."
<br><br>
"What are you selling?" you ask.
<br><br>
"Just some little treats to brighten things up around here. Here, have a balloon. It's Free Balloon Day." <<He>> gives you a wink and hands you a balloon. "I have more if you'd like them, though you'll have to pay. I also have popcorn, and I'm hoping to expand. Care to be my first customer?"
<br><br>
<<set $balloonStand.open to true>>
<<link [[Buy something|Balloon Stand]]>><<endevent>><<set $phase to "firstcustomer">><<handheldwear 14>><</link>><br>
<<link [[Decline|Balloon Decline]]>><<handheldwear 14>><</link>>
<br>
<<elseif _robin_location is "beach" and $balloonStand.open is true and $balloonStand.robin.status is "unaffected">>
<<balloonRobinIntro>>
<<else>>
<<if $scienceproject is "ongoing" and $sciencephallusknown is 1 and $sciencephallus lt 10 and Time.dayState isnot "night" and Weather.precipitation is "none">>
<<investigateicon>><<link [[Find participant for phallus project (0:15)|Beach Phallus]]>><<pass 15>><</link>>
<br>
<</if>>
<<if $exposed lte 0 or Time.dayState is "night">>
<<swimicon>><<link [[Go for a swim (0:02)|Sea Beach]]>><<pass 2>><</link>>
<<swim_check>> <<if _swim_check isnot 1 and $statdisable is "f">> | <span class="purple">You are not wearing any swimwear!</span> <</if>>
<br>
<</if>>
<<if Time.dayState is "day" and !Weather.isOvercast>>
<<outfitChecks>>
<<if _swimwear and $worn.upper.name isnot "diving suit">>
<<baskicon>><<link [[Tan on the beach (1:00)|Tanning]]>><</link>><<lstress>>
<br>
<</if>>
<</if>>
<<if Weather.precipitation is "none" or $worn.handheld.type.includes("rainproof")>>
<<if $milkshake gte 1>>
<<foodicon "milkshake">><<link [[Drink your milkshake (0:10)|Beach Milkshake]]>><<pass 10>><<set $milkshake -= 1>><<stress -5>><</link>><<lstress>>
<br>
<</if>>
<<if $popcorn gte 1>>
<<foodicon "popcorn">><<link [[Eat your popcorn (0:10)|Balloon Consume]]>><<pass 10>><<set $popcorn -= 1>><<wearProp "popcorn">><<trauma -3>><<set $phase to "popcorn">><</link>><<ltrauma>>
<br>
<</if>>
<</if>>
<<changingroomicon>><<link [[Changing room|Changing Room]]>><</link>>
<<if $openinghours is 1 and $balloonStand.open is true>>
<br>
<<stallicon "balloon">><<link [[Balloon stand|Balloon Stand]]>><</link>>
<</if>>
<<if _robin_location is "beach">>
<br>
<<robinicon "lemonade">>
<<if $balloonStand.robin.status is "closed">>
<span class="red">Robin asked you to leave <<nnpc_him "Robin">> alone.</span>
<<else>>
<<link [[Robin's lemonade stand|Robin's Lemonade]]>><</link>>
<</if>>
<</if>>
<<if $leftleg is "bound" or $rightleg is "bound">>
<br>
<<set $_boundType to ($leftleg is "bound" ? ($rightleg is "bound" ? "both legs" : "your left leg") : "your right leg")>>
You cannot go for a run with $_boundType bound.
<<elseif $worn.feet.type.includes("heels")>>
<br>
<<walkicon>><<link [[Take a walk in heels (0:30)|Beach Heel Walk]]>><</link>><<gtiredness>><<lstress>>
<<else>>
<br>
<<runicon>><<link [[Go for a run (0:30)|Beach Run]]>><</link>><<gtiredness>><<gathletics>><<lstress>>
<</if>>
<<if !Weather.isOvercast and Time.dayState is "night">>
<br>
<<socialiseicon "party">><<link [[Party|Beach Party]]>><</link>>
<</if>>
<<if !Weather.isOvercast and Time.dayState isnot "night">>
<br>
<<socialiseicon "volleyball">><<link [[Volleyball|Beach Volleyball]]>><</link>>
<<if hasSexStat("exhibitionism", 5) and $daily.beachStrip isnot 1>>
<br>
<<skinicon "strip">><<link [[Strip (0:20)|Beach Strip]]>><<pass 20>><</link>><<exhibitionist5>>
<</if>>
<</if>>
<<if $earSlime.forcedCommando isnot undefined and !$worn.under_lower.type.includes("naked")>>
<br>
<span class="red">The slime in your ear refuses to allow you to leave with <<underwearTypeText>> on.</span>
<<elseif $exposed gte 1 and Time.dayState isnot "night">>
/* Unreachable, as all $exposed gte 1 are caught by the <<exhibitionism "beach">> if statement above */
<<else>>
<<add_link "Travel<br>">><<hideDisplay>>
<<cliff>>
<br>
<<starfish>>
<br>
<</if>>
<<displayLinks>>
<br>
<</if>>
<</if>>
<<set $eventskip to 0>><<location "beach">><<effects>>
You approach the students. Several are dancing near a fire on a makeshift stage while others are drinking and chattering.
<br><br>
<<socialiseicon "party">><<link [[Socialise (0:10)|Beach Party Chat]]>><<pass 10>><<stress -2>><<status 1>><<set $phase to 0>><</link>><<gcool>><<lstress>>
<br>
<<ind>><<link [[Dance (0:05)|Beach Party Dance]]>><<danceinit>><<set $dancing to 1>><<set $venuemod to 1>><<stress -4>><<tiredness 4>><</link>><<lstress>><<gtiredness>>
<br><br>
<<getouticon>><<link [[Leave|Beach]]>><</link>><<location "beach">><<effects>>
<<generatey1>><<generatey2>><<generatey3>><<generatey4>><<generatey5>>
You approach a group playing volleyball. A <<person1>><<person>> sits on the sand and watches four of <<his>> friends play.
<br><br>
<<socialiseicon "volleyball">><<link [[Join in (0:30)|Beach Volleyball Play]]>><<athletics 4>><<physique 1>><<pass 30>><<stress -6>><<tiredness 6>><<status 1>><</link>><<gcool>><<gathletics>><<lstress>><<gtiredness>>
<br>
<<getouticon>><<link [[Leave|Beach]]>><<endevent>><</link>><<location "beach">><<effects>>
<<wearProp "volleyball">>
The students are happy to have a sixth player, particularly the <<person1>><<person>>.
<br><br>
<<set $eventcheck to random(1, 10000)>>
<<if $eventcheck gte (9900 - ($allure))>>
<<if $rng gte 51>><<molested>>
<<if $worn.lower.type.includes("naked")>>
You are so focused on the opposing team you do not notice one of your own sneak up on you. A pair of hands grasp the rim of your $worn.under_lower.name.
<<else>>
You are so focused on the opposing team you do not notice one of your own sneak up on you. A pair of hands grasp the rim of your $worn.lower.name.
<</if>>
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 0 and $worn.lower.set isnot $worn.upper.set>>
Before you can react, the <<person1>><<person>> has pulled them all the way to your knees,
<<elseif setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 0 and $worn.lower.set is $worn.upper.set>>
Before you can react, the <<person1>><<person>> has pulled it aside,
<<else>>
Before you can react, the <<person1>><<person>> has lifted it,
<</if>>
<<if $worn.under_lower.name is "naked" or $worn.lower.name is "naked">>
<<if $uncomfortable.nude is false>>
exposing your <<genitals>> for all to see. Laughter and lewd gestures erupt from both teams, yet you feel a thrill.
<br><br>
You fix your clothes, taking a bit longer than you need to.
<<garousal>><<arousal 300>>
<<else>>
exposing your <<genitals>> for all to see. Laughter and lewd gestures erupt from both teams as your face turns red and you hasten to protect your dignity.
<<garousal>><<gstress>><<gtrauma>><<arousal 300>><<stress 3>><<trauma 3>>
<</if>>
<<else>>
<<if $uncomfortable.underwear is false>>
exposing your $worn.under_lower.name. Laughter erupts from both teams, including you. It's just <<if $worn.under_lower.plural is 0>>a <</if>>$worn.under_lower.name, you're not embarrassed.
<<gcool>><<status 5>><<garousal>><<gstress>>
<<else>>
exposing your $worn.under_lower.name. Laughter erupts from both teams and you hasten to protect your dignity.
<<lcool>><<status -10>><<garousal>><<gstress>><<gtrauma>><<arousal 100>><<stress 1>><<trauma 1>>
<</if>>
<</if>>
<br><br>
<<else>>
<!-- if RNG is lower -->
<<if $topless is 1>>
Part-way through the match the ball collides with your bare chest, sending you sprawling.
<<if $player.breastsize gte 2>>
<br>
Your <<breasts>> hurt a little from the bare skin impact.
<<pain 1>><<gpain>>
<br>
<</if>>
It's embarrassing, but you soon dust yourself off.
<br><br>
<<elseif !$worn.over_upper.type.includes("naked")>>
Part-way through the match the ball collides with your chest, sending you sprawling.
<<set $worn.over_upper.integrity -= 1>><<set $worn.upper.integrity -= 1>><<integritycheck>><<exposure>>
<<if $player.gender_appearance is "m" or !$worn.over_upper.type.includes("naked") or !$worn.upper.type.includes("naked") or !$worn.under_upper.type.includes("naked")>>
It's embarrassing, but you soon dust yourself off.
<br><br>
<<else>>
<<if $uncomfortable.nude is false>>
Worse, your clothes fall to tatters, baring your chest. Laughter and lewd gestures erupt from both teams, yet you feel a thrill.
<<garousal>><<arousal 300>><<towelup>>
<<else>>
Worse, your clothes fall to tatters, baring your chest. Laughter and lewd gestures erupt from both teams as your face turns red and you hasten to protect your dignity with a towel.
<<garousal>><<gstress>><<gtrauma>><<arousal 300>><<stress 3>><<trauma 3>><<towelup>>
<</if>>
<</if>>
<<else>>
Part-way through the match the ball collides with your chest, sending you sprawling.
<<set $worn.upper.integrity -= 1>><<set $worn.under_upper.integrity -= 1>><<integritycheck>><<exposure>>
<<if $player.gender_appearance is "m" or !$worn.upper.type.includes("naked") or !$worn.under_upper.type.includes("naked")>>
It's embarrassing, but you soon dust yourself off.
<br><br>
<<else>>
<<if $uncomfortable.nude is false>>
Worse, your clothes fall to tatters, baring your chest. Laughter and lewd gestures erupt from both teams, yet you feel a thrill.
<<garousal>><<arousal 300>><<towelup>>
<<else>>
Worse, your clothes fall to tatters, baring your chest. Laughter and lewd gestures erupt from both teams as your face turns red and you hasten to protect your dignity with a towel.
<<garousal>><<gstress>><<gtrauma>><<arousal 300>><<stress 3>><<trauma 3>><<towelup>>
<</if>>
<br><br>
<</if>>
<</if>>
<!-- end of RNG -->
<</if>>
<<else>>
You have a good time.
<br><br>
<</if>>
<<if Time.dayState is "night">>
With the sun fully set, continuing to play would be difficult. The <<person1>><<person>> tells you they are going to a beach party and invites you to come along.
<br><br>
<<link [[Accept (0:10)|Beach Party Chat]]>><<pass 10>><<endevent>><<lstress>><<status 1>><</link>><<gcool>><<lstress>>
<br>
<<link [[Make excuses and say your goodbyes|Beach]]>><<endevent>><</link>>
<br><br>
<<else>>
<<link [[Play more (0:30)|Beach Volleyball Play]]>><<athletics 3>><<physique 1>><<pass 30>><<stress -6>><<tiredness 6>><<status 1>><</link>><<gcool>><<gathletics>><<lstress>><<gtiredness>>
<br>
<<link [[Stop|Beach]]>><<endevent>><</link>>
<br><br>
<</if>><<location "beach">><<effects>>
<<if $phase is 0>>
You join the conversation.
<<if $allure gte 3000>>
You quickly become the centre of attention.
<<elseif $allure gte 2000>>
You draw eyes your way with ease.
<<elseif $allure gte 1000>>
People acknowledge you when you speak, but otherwise leave you alone.
<<else>>
Dour as you are, people constantly talk over you, as if unaware of your presence.
<</if>>
<<if Time.dayState isnot "night">>
The sun rises on the horizon and the remaining students head home.
<br><br>
<<link [[Next|Beach]]>><<endevent>><</link>>
<br>
<<else>>
<br><br>
<<set $eventcheck to random(1, 10000)>>
<<if $eventcheck gte (9900 - ($allure))>>
<<generatey1>><<person1>>A <<person>> sits next to you and offers you a beverage.
<br><br>
<<if playerIsPregnant() and playerAwareTheyArePregnant()>>
<span class="blue">You can't bring yourself to drink while you know you're with child.</span>
<<else>>
<<link [[Drink (0:10)|Beach Party Chat]]>><<pass 10>><<stress -2>><<alcohol 60>><<set $phase to 1>><<status 1>><<wearProp "beer bottle">><</link>><<gcool>><<lstress>>
<</if>>
<br>
<<link [[Just talk (0:10)|Beach Party Chat]]>><<pass 10>><<stress -2>><<set $phase to 1>><<status 1>><</link>><<gcool>><<lstress>>
<br>
<<link [[Leave|Beach]]>><<endevent>><</link>>
<br><br>
<<else>>
<<link [[Continue (0:10)|Beach Party Chat]]>><<pass 10>><<stress -2>><<status 1>><</link>><<gcool>><<lstress>>
<br>
<<link [[Leave|Beach]]>><<endevent>><</link>>
<br><br>
<</if>>
<</if>>
<<elseif $phase is 1>>
<<if $rng gte 21>>
You enjoy talking with the <<person>>. <<He>> ?admires your body when <<he>> thinks you aren't looking.
<br><br>
<<if playerIsPregnant() and playerAwareTheyArePregnant()>>
<span class="blue">You can't bring yourself to drink while you know you're with child.</span>
<<else>>
<<link [[Drink (0:10)|Beach Party Chat]]>><<pass 10>><<stress -2>><<alcohol 60>><<set $phase to 1>><<status 1>><<if $propEquipped isnot 1>><<wearProp "beer bottle">><</if>><</link>><<gcool>><<lstress>>
<</if>>
<br>
<<link [[Just talk (0:10)|Beach Party Chat]]>><<pass 10>><<stress -2>><<set $phase to 1>><<status 1>><</link>><<gcool>><<lstress>>
<br>
<<link [[Leave|Beach]]>><<endevent>><</link>>
<br><br>
<<else>>
You enjoy talking with the <<person>>. <<He>> leans close and whispers, "Would you like to go somewhere private?"
<br><br>
<<link [[Yes|Beach Party Sex]]>><<set $phase to 0>><<set $sexstart to 1>><</link>><<promiscuous1>>
<br>
<<link [[No|Beach Party Chat]]>><<set $phase to 2>><<status 1>><</link>><<gcool>>
<br><br>
<</if>>
<<elseif $phase is 2>>
<<if $rng gte 11>><<set $phase to 0>>
<<He>> is disappointed, but politely says goodbye before leaving to look elsewhere.
<br><br>
<<link [[Continue (0:10)|Beach Party Chat]]>><<pass 10>><<stress -2>><<status 1>><<endevent>><</link>><<gcool>><<lstress>>
<br>
<<link [[Leave|Beach]]>><<endevent>><</link>>
<br><br>
<<else>>
<<He>> seizes you by the throat, "Well, that isn't very polite of you. I think you need a lesson." <<He>> stands you up and starts forcing you away from the rest of the group.
<br><br>
<<link [[Continue|Beach Party Rape]]>><<set $molestationstart to 1>><<set $timer to 10>><</link>>
<br><br>
<</if>>
<</if>><<location "beach">><<effects>>
<<if $stress gte $stressmax>>
<<set $danceevent to "rape">>
<</if>>
<<danceeffects>>
<<danceaudience>>
<<danceactions>>
<<if $danceevent is 0 and $exhibitionism lte 74 and $exposed gte 2>>
There's no way you can continue dancing while so exposed! Face reddening, you flee the scene.
<br><br>
<<elseif $danceevent is 0 and $exhibitionism lte 34 and $exposed gte 1 and !$worn.under_lower.type.includes("dance")>>
There's no way you can continue dancing while so exposed! Face reddening, you flee the scene.
<br><br>
<</if>>
<<if $danceevent is "rape">>
<<link [[Next|Beach Party Dance Rape]]>><<set $molestationstart to 1>><</link>>
<<elseif $danceevent is "finish">>
<<link [[Next|Beach Party]]>><<clotheson>><<endevent>><</link>>
<<elseif $danceevent is 0>>
<<if $exposed gte 2 and !hasSexStat("exhibitionism", 5)>>
<<link [[Flee|Changing Room]]>><<clotheson>><<endevent>><</link>>
<<elseif $exposed gte 1 and !hasSexStat("exhibitionism", 3)>>
<<link [[Flee|Changing Room]]>><<clotheson>><<endevent>><</link>>
<<else>>
<<link [[Stop|Beach Party]]>><<clotheson>><<endevent>><</link>>
<</if>>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<promiscuity1>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>>
<<He>> quietly takes your hand and leads you away from the group. You walk into the dunes until you're out of earshot, then <<he>> turns and embraces you.
<br><br>
<</if>>
<<location "beach">><<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $finish is 1 and _combatend is true>>
<span id="next"><<link [[Next|Beach Party Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<<if $alarm is 1 and _combatend is true>>
<<if $rescue is 0>>
<<set $alarm to 0>>
<br><br>
<<if $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Beach Party Sex Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0>>
<span id="next"><<link [[Next|Beach Party Sex Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Beach Party Sex]]>><</link>></span><<nexttext>>
<</if>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax and _combatend is true>>
<span id="next"><<link [[Next|Beach Party Sex Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0 and _combatend is true>>
<span id="next"><<link [[Next|Beach Party Sex Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Beach Party Sex]]>><</link>></span><<nexttext>>
<</if>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<enable_rescue>>
<<hand_gag 0 left>>
<<set $NPCList[0].righthand to "arms">>
<<set $leftarm to "grappled">>
<<set $rightarm to "grappled">>
<</if>>
<<effects>>
<<if $timer is 0 and $rescue is 1>>
<<set $rescue to 0>>
You walk behind a dune. You're too far for anyone to help you.
<<elseif $timer gte 1>>
You are pulled further from the group, but they're still in sight.
<<else>>
<</if>>
<br><br>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $alarm is 1 and _combatend is true>>
<<if $rescue is 1>>
<span id="next"><<link [[Next|Beach Party Rape Alarm]]>><</link>></span><<nexttext>>
<<else>>
<<set $alarm to 0>>
<br><br>
<<if $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Beach Party Rape Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0>>
<span id="next"><<link [[Next|Beach Party Rape Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Beach Party Rape]]>><</link>></span><<nexttext>>
<</if>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax and _combatend is true>>
<span id="next"><<link [[Next|Beach Party Rape Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0 and _combatend is true>>
<span id="next"><<link [[Next|Beach Party Rape Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Beach Party Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>><<set $rescued += 1>>
<<He>> notices several heads turning in response to your cry. <<He>> looks at you with anger and shouts, "Crazy slut!" before heading back to <<his>> friends. <<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Beach]]>><</link>><<ejaculation>>
<<if $enemyanger gte ($enemyangermax / 5) * 3>>
<<He>> pushes you onto the sand.
<<violence 1>>
<br><br>
<<elseif $enemyanger gte 1>>
Without a word, <<he>> heads back to <<his>> friends.
<br><br>
<<else>>
Smiling, <<he>> leans closer, "Good <<girl>>." <<He>> leaves you lying on the sand.
<br><br>
<</if>>
<<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Beach]]>><</link>><<effects>>
<<He>> recoils in pain, giving you the chance you need. <<tearful>> you escape into the darkness.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Beach]]>><</link>><<ejaculation>>
<<if $enemyanger gte ($enemyangermax / 5) * 3>>
<<He>> drops you on the sand.
<<violence 3>>
<br><br>
<<elseif $enemyanger gte 1>>
Without a word, <<he>> leaves.
<br><br>
<<else>>
Smiling, <<he>> kisses you on the cheek. <<He>> gets up and leaves you lying on the sand.
<br><br>
<</if>>
<<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Beach]]>><</link>><<effects>>
<<if Time.dayState isnot "night">>
<<He>> recoils in pain, giving you the chance you need. <<tearful>> you escape into the darkness.
<br><br>
<<else>>
<<He>> recoils in pain, giving you the chance you need. <<tearful>> you escape into the darkness.
<br><br>
<</if>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Beach]]>><</link>>The <<person>> leaves you. <<He>> looks dejected.
<<clotheson>>
<<endcombat>>
<<link [[Next|Beach]]>><</link>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<maninit>>
<<if Time.dayState isnot "night">>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $alarm is 1 and _combatend is true>>
<<if $rescue is 0>>
<<set $alarm to 0>>
<br><br>
<<if $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Beach Party Dance Rape Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0>>
<span id="next"><<link [[Next|Beach Party Dance Rape Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Beach Party Dance Rape]]>><</link>></span><<nexttext>>
<</if>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax and _combatend is true>>
<span id="next"><<link [[Next|Beach Party Dance Rape Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0 and _combatend is true>>
<span id="next"><<link [[Next|Beach Party Dance Rape Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Beach Party Dance Rape]]>><</link>></span><<nexttext>>
<</if>><<ejaculation>>
<<if $audience is 1>>
A cheer erupts from the crowd as the <<person1>><<person>> climaxes. <<tearful>> you manage to stagger away before anyone else gets ideas.
<<elseif $audience lte 6>>
The <<person1>><<person>> and <<person2>><<person>> high-five each other. <<tearful>> you manage to stagger away while the audience congratulates each other.
<<else>>
A cheer erupts from the crowd, seems they enjoyed the show. <<tearful>> you manage to stagger away before anyone else gets any ideas.
<</if>>
<<stealclothes>>
<<endcombat>>
<<link [[Next|Beach]]>><</link>><<effects>>
<<if Time.dayState isnot "night">>
<<He>> recoils in pain, giving you the chance you need. <<tearful>> you escape into the darkness.
<br><br>
<<else>>
<<He>> recoils in pain, giving you the chance you need. <<tearful>> you escape into the darkness.
<br><br>
<</if>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Beach]]>><</link>><<athletics 4>><<physique 1>>
<<pass 30>><<location "beach">><<effects>>
You run along the shore.
<<if Time.dayState is "night">>
<<if Weather.precipitation is "rain">>
The sound of crashing waves competes with the torrential rain.
<<elseif Weather.precipitation is "snow">>
<<if Weather.BodyTemperature.state is "comfy">>
The cold night breeze invigorates you.
<<else>>
You shiver in the freezing night breeze.
<<gstress>><<stress 6>>
<</if>>
<<elseif !Weather.isOvercast>>
The cold night breeze invigorates you.
<<else>>
The cool night breeze feels pleasant against your skin.
<</if>>
<<else>>
<<if Weather.precipitation is "rain">>
Shards of rain assault you as you jog across the wet sand.
<<elseif Weather.precipitation is "snow">>
<<if Weather.BodyTemperature.state is "comfy">>
Falling snow blows against your face as you jog across the wet sand.
<<else>>
You shiver in the freezing wind.
<<gstress>><<stress 6>>
<</if>>
<<elseif !Weather.isOvercast>>
The sun's intensity wears you down, tiring you out.
<<tiredness 6>><<gtiredness>>
<<else>>
The cool weather makes for a pleasant jog.
<</if>>
<</if>>
<<tiredness 6>><<stress -6>>
<br><br>
<<link [[Next|Beach]]>><</link>><<pass 30>><<location "beach">><<effects>>
You walk along the shore.
<<if Time.dayState is "night">>
<<if Weather.precipitation is "rain">>
A downfall of rain wets you as you stroll.
<<elseif Weather.precipitation is "snow">>
Dark snow blows against you as you stroll.
<<elseif !Weather.isOvercast>>
The sound of the waves fills your senses.
<<else>>
The night is cool and relaxes you.
<</if>>
<<else>>
<<if Weather.precipitation is "rain">>
The pouring rain wets the sandy ground.
<<elseif Weather.precipitation is "snow">>
Snow blows against you as you stroll.
<<elseif !Weather.isOvercast>>
The sun's heat is too intense and you begin to tire.
<<tiredness 3>><<gtiredness>>
<<else>>
The cool weather makes for an enjoyable stroll.
<</if>>
<</if>>
<<tiredness 3>><<stress -5>>
<br><br>
<<link [[Next|Beach]]>><</link>><<location "beach">><<effects>>
<<set $daily.beachStrip to 1>>
<<strip>>
<<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>>
Shivering with excitement you shuffle out of your clothes and bare your <<lewdness>> for the entire beach to see. People don't even realise how far you've stripped at first. A lot of people dress scantily here after all. But none are dressed quite as scantily as you, and people start to notice.
<br><br>
A <<person1>><<person>> looks at you and audibly gasps. A <<person2>><<person>> averts <<his>> eyes and avoids looking at you at all costs. A <<person3>><<person>> stares and looks like <<hes>> about to start drooling. You're pleased that this is the most common response. You're not ashamed of your <<genitals>>. You've everything to be proud of.
<<exhibitionism5>>
<<flaunting>> you stroll down the beach, drawing eyes wherever you go.
<<if $player.penisExist and $player.vaginaExist and !$worn.genitals.type.includesAll("chastity", "hidden") and $rng % 2 == 0>>Many eyes fix on your genitals, awed by your uniqueness.
<<elseif $player.breastsize gte 6 and $rng % 2 == 0>>Many eyes are drawn to your <<breasts>>.
<<elseif $player.penisExist and $player.penissize gte 3 and !$worn.genitals.type.includesAll("chastity", "hidden")>>Many eyes fix on your <<penis>>.
<<elseif $beauty gte (($beautymax / 7) * 5) and $rng % 3>>Some just stare, open-mouthed, blown away by your naked beauty.
<<elseif currentSkillValue('physique') gte (($physiquesize / 7) * 5)>>Some marvel at seeing such a stunning physique so fully displayed.
<<elseif $worn.genitals.type.includesAll("chastity", "hidden")>>Some stare with a curious look at your $worn.genitals.name.
<</if>>
Each breeze caressing your bare flesh is a reminder of your exposure. You feel so free, powerful and sexy.
<<endevent>>
<<beach_strip_events>><<location "beach">><<effects>>
You decide you've had enough fun for now and pick up your clothes.
<<clotheson>>
"Thank you," says the lifeguard, sounding relieved. "I didn't want to have to get the police involved. Try to remain dressed from now on."
<br><br>
<<endevent>>
<<link [[Next|Beach]]>><</link>>
<br><<location "beach">><<effects>>
<<if $speech_attitude is "meek">>
"But I should be seen," you say. "Don't you think I'm beautiful?" You flare your arms at your sides and twirl. "Everyone should be allowed to look." You skip away.
<<elseif $speech_attitude is "bratty">>
You put your hands on your hips and pout. "Or what? You gonna make me?" You turn around, lean forwards and give your <<bottom>> a smack before sauntering away.
<<else>>
"No," you say. "I'm not gonna let you control me. You're welcome to join the fun though." You giggle and skip away.
<</if>>
<br><br>
<<endevent>>
You spend an hour running across the sand and splashing through waves. The sun feels warm and gentle against your bare skin. After a while though, the wind starts to pick up and the cold makes you shiver. You decide to get dressed for now. There's always another day.
<br><br>
<<link [[Next|Beach]]>><<clotheson>><</link>>
<br><<location "beach">><<effects>>
You run across the sand and splash through waves. The sun feels warm and gentle against your bare skin. After a while though, the wind starts to pick up and the cold makes you shiver. You decide to get dressed for now. There's always another day.
<br><br>
<<endevent>>
<<if $rng % 2 == 0>>
<<link [[Next|Beach]]>><<clotheson>><</link>>
<<else>>
<<link [[Next|Beach Clothes Stolen 1]]>><</link>>
<</if>>
<br><<effects>>
<<set $seductiondifficulty to 8000>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>><span class="gold">You feel more confident in your powers of seduction.</span><</if>><<seductionskilluse>>
<br><br>
You walk closer to the <<person>>. "I could get dressed," you say, leaning against <<his>> arm. "Or we could have some fun."
<<promiscuity2>>
<<if $seductionrating gte $seductionrequired>>
<<He>> reaches for your <<genitals>>, but stops short and gulps. "M-maybe it would be fine if-" <<He>> grabs your waist. "If I had a little fun."
<br><br>
<<link [[Next|Beach Strip Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<else>>
"I-I-No," <<he>> stammers and pulls away from you. "G-get dressed now, or I'll call the police!"
<br><br>
<<link [[Comply|Beach Strip Comply]]>><</link>>
<br>
<<link [[Refuse (1:00)|Beach Strip Refuse]]>><<stress -12>><<trauma -6>><<crimeUp 50 "exposure">><<pass 1 hour>><</link>><<crime "exposure">><<ltrauma>><<lstress>>
<br>
<</if>><<if $phase is 0>>
The <<person>> tries to get <<his>> camera ready, barely managing to control <<his>> shaking hands.
By the time you reach <<him>>, <<his>> camera is just about ready.
<<if $uncomfortable.nude is false>>
"W- Wait!" <<he>> gasps, as you parade past <<him>>.
<<else>>
"W- Wait!" <<he>> gasps, as you hurry past <<him>>.
<</if>>
<br>
<<His>> camera starts frantically clicking behind your back.
<br>
<br>
"At least I got <<pher>> ass!" <<he>> sighs.
<<fameexhibitionism 1>>
<br>
<br>
<<endevent>>
<<elseif $phase gte 1>>
You pause in front of the <<person>> and strike a few poses, showing off your <<lewdness>>.
<br>
The camera's shutter clicks frantically.
The <<person>> tries to keep <<his>> camera steady, barely managing to control <<his>> shaking hands.
<br><br>
<<if $phase is 2 and $player.breastsize gte 2>>
<<set $proud_of_breasts to 0>>
<<if $acceptance_breasts_small gte 999 and $player.breastsize lte 5>>
<<set $proud_of_breasts to 1>>
<<elseif $player.breastsize lte 7 and $player.breastsize gte 6>>
<<set $proud_of_breasts to 1>>
<<elseif $acceptance_breasts_big gte 999 and $player.breastsize gte 8>>
<<set $proud_of_breasts to 1>>
<</if>>
<<if $proud_of_breasts is 1>>
You push your chest forward and proudly flaunt your <<breasts>>.
While the camera clicks endlessly, you show them off in different poses.
You cup, fondle, massage and rub them, proudly keeping eye contact with the camera the whole time.
The <<person>> seems fixated on taking as many pictures as possible.
<br><br>
<</if>>
<</if>>
<<if $exposed gte 2>>
You turn around slowly, giving <<him>> a good view of your naked <<bottom>>.
You hear <<his>> camera's incessant clicking behind your back, as you strike some poses showing off your behind.
<br><br>
<<if $phase is 2>>
Your back still to the camera, you spread your legs and slowly bend over, giving <<him>> a good view of your <<genitals>> and asshole from behind.
The clicking of the camera intensifies.
<<if $player.bodyliquid.vagina.semen gte 3>>
You feel semen dribbling out of your <<pussy>> and running down your leg.
<<garousal>><<arousal 200>>
<<elseif $player.bodyliquid.anus.semen gte 3>>
You feel semen dribbling out of your anus and running down your leg.
<<garousal>><<arousal 200>>
<<else>>
<<garousal>><<arousal 100>>
<</if>>
<br><br>
<<if $player.vaginaExist>>
You bend your neck to look behind you, and staring straight into the camera you suggest "Why don't you take some closeups?" You grab your <<bottom>> with both hands. Then, still gazing into the camera, you spread your <<pussy>>.
<br>
<<if $player.bodyliquid.vagina.semen gte 2>>
Semen drips from your <<pussy>> onto the sand. The sight proves too much for the <<person>> and <<he>> drops <<his>> camera in the sand. Shaking excitedly, <<he>> quickly picks it up, and eagerly moves closer.
<<else>>
The <<person>> is clearly shocked but eagerly moves closer.
<</if>>
<<His>> camera is now so close it almost touches your <<pussy>>. Enraptured, <<he>> keeps snapping pictures non-stop.
<br><br>
You spread your <<pussy>> with the fingers of one hand, and plunge a finger into your opening with your other hand. You feel excited by the camera's immortalisation of your lewd behaviour.
<<garousal>><<arousal 300 "genitals">>
<br><br>
<</if>>
Deciding you've given the <<person>> enough pictures, you turn around and blow a kiss to the camera.
<<else>>
Deciding you've given <<him>> enough pictures, you turn around and blow a kiss to the camera.
<</if>>
<br><br>
As you walk away, <<he>> blurts out a quick "Thank you!" without interrupting <<his>> endless picture snapping.
<<fameexhibitionism 15>>
<<else>>
You decide <<he>> has enough pictures, and blow a kiss to the camera.
As you move on, <<he>> mumbles a quick "Thank you.", without interrupting <<his>> endless picture snapping.
<<fameexhibitionism 10>>
<</if>>
<</if>>
<br><br>
<<endevent>>
<<link [[Next|Beach Strip End]]>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 50>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Beach Strip Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Beach Strip Sex]]>><</link>></span><<nexttext>>
<</if>><<location "beach">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"I only did that so you'd get dressed!" <<he>> says unconvincingly.
<br><br>
It is getting cold though, so you decide to get dressed for now.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $enemyhealth lte 0>>
You shove the <<person>> onto the sand and dash away.
<br><br>
It's getting a bit cold, so you decide to get dressed for now.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $finish is 1>>
"I only did that so you'd get dressed!" <<he>> says unconvincingly.
<br><br>
It is getting cold though, so you decide to get dressed for now.
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<br><br>
<<link [[Next|Beach]]>><</link>>A <<generatey1>><<person1>><<person>> walks up to you.
<br><br>
"You're so brave," <<he>> says. "Thanks for making the beach so much more fun today."<<gcool>><<status 5>>
<br><br>
<<Hes>> staring directly at your naked body, and you can clearly see <<him>> getting aroused. You blush and return to your splashing.
<br><br>
<<endevent>>
<<link [[Next|Beach Strip Group 3]]>><</link>>For the next hour, the beach has effectively been turned into a nude beach.
<br><br><<pass 1 hour>>
You and the others chat and play in the water completely naked. Any embarrassment is quickly forgotten, and it turns from a thrill into something far more casual.
<br><br>
Eventually you get tired and say your goodbyes. You walk back onto the beach and get dressed. You see the lifeguard staring angrily at you as you fix your clothing.
<br><br>
<<link [[Next|Beach]]>><<clotheson>><<endevent>><</link>>
<br>"No thanks, I'm having fun by myself," you say.
<br><br>
The <<person1>><<person>> shrugs and returns to <<his>> party. You continue enjoying your naked romp until you decide it's time to get dressed.
<br><br>
<<link [[Next|Beach]]>><<clotheson>><<endevent>><</link>>
<br>"Sure!" you say. The <<person>> smiles, and you follow <<him>> back to the party.
<br><br>
You feel everyone's eyes on your body as you walk onto the dry sand and into the campsite. You are soon surrounded by two dozen people your own age. You quickly become the centre of attention.
<br><br>
<<if playerBellyVisible()>>
A <<generatey2>><<person2>><<person>> almost passes you a cold beer, but stops when <<he>> sees your baby bump.
<<else>>
<<wearProp "beer bottle">>
You're handed a cold beer by a <<generatey2>><<person2>><<person>>.
<<if playerIsPregnant() and playerAwareTheyArePregnant()>>
You're not comfortable drinking while you know you're pregnant.
<br><br>
You hold the bottle while making conversation. If anyone notices your abstinence, they don't address it.
<br><br>
<<else>>
You politely sip the beer while making conversation. <<alcohol 60>>
<br><br>
<</if>>
<</if>>
Your nudity is the hottest topic of conversation. "We go to school together, you know," a <<generatey3>><<person3>><<person>> says. "Can't say I'm surprised to see you here like this."
<br><br>
"I wish I was as bold as you," a <<generatey4>><<person4>><<person>> adds with a blush. "I would if my butt looked as nice as yours."
<br><br>
"Yeah, I can't stop looking at it." The <<person3>><<person>> leers at you, but before <<he>> can try anything, <<his>> friend pulls <<him>> aside for a game of beer pong.
<br><br>
<<link [[Next|Beach Strip Party Agree 2]]>><</link>>Despite the occasional lewd remark, no one tries to grope or molest you.
<br><br>
You spend the next hour hanging out and enjoying the attention. Several people have their phones out and openly take footage of you. You agree to take several staged photos with the others and a big group photo with the whole party. <br> <<gcool>><<status 10>><<fameexhibitionism 30 "pic">>
<br><br>
As the party begins to die down, you say your goodbyes and leave, returning to your clothes. You get dressed and end your naked day at the beach.
<br><br>
<<link [[Next|Beach]]>><<clotheson>><<endevent>><</link>>
<br><<location "beach">><<effects>>
<<fameexhibitionism 20 "pic">>
<<flaunting>> you emerge from the water, <<lewdness>> freely displayed. You're soon the centre of attention, surrounded by whistles, cheers and compliments. Some break into applause while others scramble for their cameras.
<<if $uncomfortable.nude is false>>
You feel excited and aroused by the countless eyes
<<if $player.penisExist and $player.vaginaExist and !$worn.genitals.type.includesAll("chastity", "hidden") and $rng % 2 == 0>>gawking at your <<genitals>>.
<<elseif $player.bottomsize gte 4 and $rng % 2 == 0>>leering at your swaying <<bottom>>
<<elseif $player.breastsize gte 6 and $rng % 2 == 0>>gawking at your <<breasts>>
<<elseif $player.penisExist and $player.penissize gte 3 and !$worn.genitals.type.includesAll("chastity", "hidden")>>gawking at your <<penis>>.
<<elseif $beauty gte (($beautymax / 7) * 5) and $rng % 3>>admiring your beautiful naked body
<<elseif currentSkillValue('physique') gte (($physiquesize / 7) * 5)>>admiring your stunning physique so fully displayed
<<else>>leering at you
<</if>>
as you parade across the sand.
<br><br>
You stroll into to the changing room. Teasingly slow, you close the door behind your back. Your body trembles briefly as your pulse returns to normal.
<<elseif $uncomfortable.nude is true>>
<<if $player.penisExist and $player.vaginaExist and !$worn.genitals.type.includesAll("chastity", "hidden") and $rng % 2 == 0>>You feel embarrassed by the countless eyes ogling your <<genitals>>.
<<elseif $player.breastsize gte 6 and $rng % 2 == 0>>You feel embarrassed by the countless eyes ogling your <<breasts>>.
<<elseif $player.penisExist and $player.penissize gte 3 and $rng % 2 == 0 and !$worn.genitals.type.includesAll("chastity", "hidden")>>You feel embarrassed by the countless eyes ogling your <<penis>>.
<<elseif $beauty gte (($beautymax / 7) * 5) and $rng % 3>>Every inch of your naked body prickles as you feel countless eyes ogling your naked beauty.
<<elseif currentSkillValue('physique') gte (($physiquesize / 7) * 5)>>Every inch of your toned body prickles as you feel countless eyes ogling your stunning physique.
<<else>>Every inch of your naked body prickles as you feel countless eyes ogling you.
<</if>>
<br><br>
You make it to the changing room and quickly close the door behind you. You lean on it and wait for your pulse to slow.
<</if>>
<br>
<<if $phase is 0>>
<<exhibitionism5>>
<<else>>
<<exhibitionism2>>
<</if>>
<<link [[Next|Changing Room]]>><</link>>
<br><<wearProp "milkshake">>
<<effects>>
You drink the milkshake you bought from the cafe. It's deliciously creamy, and each sip helps melt away the stress.
<br><br>
<<if $location is "park">>
<<link [[Next|Park]]>><<set $eventskip to 1>><<endevent>><</link>>
<<else>>
<<link [[Next|Beach]]>><<set $eventskip to 1>><<endevent>><</link>>
<</if>>After spending some time naked on the beach, you return to your clothes, only to catch a <<generate1>><<person1>><<person>> stealing them!
<br><br>
<<link [[Chase after <<him>>|Beach Clothes Stolen 2]]>><</link>>
<br>
<<link [[Run to the Changing Room|Beach Clothes Stolen Changing Room 1]]>><</link>>
<br>You watch helplessly as <<he>> grabs your clothes, leaving you naked on the beach. You cover yourself as best you can and run into the changing booth.
<br><br>
<<link [[Next|Changing Room]]>><<endevent>><<ruined>><</link>>
<br>"Hey!" you shout.
<br><br>
The <<person>> quickly grabs the last of your clothes and runs off. You take off after <<him>>, running as fast as you can over the sand.
<<if $leftarm is "bound" and $rightarm is "bound">>
You can't even cover yourself up with your arms bound like this, leaving your whole body exposed to the beach.
<<else>>
You try to cover yourself with your arms, but it slows you down too much. Soon you drop your arms, leaving your whole body exposed to the beach.
<</if>>
<br><br>
The <<person>> runs down the beach, passing many other people. It's obvious <<hes>> a thief, but no one tries to stop <<him>>. Instead, the onlookers shout and taunt you. You're able to spot a few of them holding their phones, filming the whole thing.
<br><br>
<<link [[Next|Beach Clothes Stolen 3]]>><</link>><<athleticsdifficulty 1 1000>><<if $athleticsSuccess>>
You <span class="green">successfully</span> catch up to <<him>> and tackle <<him>> to the ground. While the <<person>> is recovering, you grab your clothes as quickly as you can.
<br><br>
"It was just a joke, lighten up," <<he>> says meekly.
<br><br>
You ignore <<him>> as you put your clothes on, finally covering yourself again.<<clotheson>>
<br>
<<link [[Next|Beach]]>><<endevent>><</link>>
<br>
<<else>>
<<Hes>> heading towards the street. You're almost able to grab <<him>>, but <<he>> makes it onto the sidewalk. The firmer ground helps <<him>> speed up, and <<he>> heads down the street, into a far more public and crowded area than the beach.
<br><br>
<<link [[Chase after <<him>>|Beach Clothes Stolen 4]]>><</link>>
<br>
<<link [[Run to the Changing Room|Beach Clothes Stolen Changing Room 2]]>><</link>>
<br>
<</if>>You are already attracting attention and stares. You decide to turn around and run back to the beach. You quickly streak back to the safety of the changing booth. <<gstress>><<gtrauma>><<stress 3>><<trauma 3>>
<br><br>
<<link [[Next|Changing Room]]>><<endevent>><<ruined>><</link>>
<br><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "starfish">><<getTarget true>>
<<if $athleticsSuccess>>
You <span class="green">successfully</span> catch up to <<him>> and tackle <<him>> to the ground. While the <<person>> is recovering, you grab your clothes as quickly as you can.
<br><br>
"It was just a joke, lighten up," <<he>> says meekly. You are still completely naked in public, and a crowd has formed around you. They all stare as you dress yourself as quickly as possible, finally covering yourself.
<br><br>
You walk off, trying to stifle your embarrassment. <<clotheson>>
<br>
<<link [[Next|Starfish Street]]>><<endevent>><</link>>
<br>
<<else>>
You think you are about to catch <<him>>, but outside the arcade, <<he>> slips into a crowd of people and disappears. You run past the crowd, trying to find <<him>>, but you see no sign of <<him>> or your clothes.
<br><br>
You spend a minute trying desperately to find out which direction the thief went, but you can no longer make <<him>> out amongst the many people milling about. Meanwhile, everyone can see your fully exposed <<genitals>>, <<if $player.breastssize gte 3>><<breasts>>,<</if>> and <<bottom>>. Hundreds of pictures must have been taken of you, and even more people are showing up and pulling out their phones. You try to find a way to escape.
<br><br>
Finally, you spot a gap in the crowd and run through. You run down the street, hearing laughter and shouts behind you. You sprint into the nearest alleyway and escape.
<<garousal>><<gstress>><<gtrauma>><<stress 6>><<trauma 6>><<arousal 600>><<fameexhibitionism 30 "pic">>
<br><br>
<<link [[Next|Industrial alleyways]]>><<endevent>><<ruined>><</link>>
<br>
<</if>><<location "beach">><<effects>>
<<eventsbeachphallus>><<location "beach">><<effects>>
You approach the <<person>> just as the <<person2>><<person>> walks off.
<br><br>
"You'll be back," the <<person1>><<person>> calls after <<person2>><<him>>. <<person1>><<He>> turns to you. "Hey," <<he>> says. "What do you want?"
<br><br>
<<asktomeasurephallus>>
<<He>> gapes, then bursts into laughter. "Damn, the schools here are fucked. Tell you what, you show me, and I'll show you." <<He>> leers at your <<crotch>>.
<br><br>
<<outfitChecks>>
<<if !_bottomExposed and _underwear>>
<<if hasSexStat("exhibitionism", 5)>>
<<skinicon "strip">><<link [[Show everything|Beach Phallus Show]]>><<set $phase to 0>><</link>><<exhibitionist5>>
<br>
<</if>>
<<if hasSexStat("exhibitionism", 2)>>
<<skinicon "strip">><<link [[Show your <<undies>>|Beach Phallus Show]]>><<set $phase to 2>><</link>><<exhibitionist2>>
<br>
<<else>>
<<insufficientStat "exhibitionism" "to show anything">>
<br>
<</if>>
<<elseif hasSexStat("exhibitionism", 5)>>
<<if (_bottomExposed or !_underwear) and !_bottomless>>
<<skinicon "strip">><<link [[<<c>><<pulldown>><</c>> your <<bottoms>>|Beach Phallus Show]]>><<set $phase to 0>><</link>><<exhibitionist5>>
<br>
<<elseif _bottomless>> /* I'm 99% sure this is unreachable without cheats, but I wrote it and it works, so I'm leaving here just in case */
<<skinicon "strip">><<link [[Flaunt your <<genitals>>|Beach Phallus Show]]>><<set $phase to 1>><</link>><<exhibitionist5>>
<br>
<</if>>
<<else>>
<<insufficientStat "exhibitionism" "to show anything">>
<br>
<</if>>
<<investigateicon>><<link [[Look for someone else (0:15)|Beach Phallus]]>><<endevent>><<pass 15>><</link>>
<br>
<<getouticon>><<link [[Stop|Beach]]>><<pass 10>><<endevent>><</link>>
<br>
/* Beach Phallus Flex Show would be the proper name according to naming convention, but we shouldn't change passage names just so coders can read stuff better */<<location "beach">><<effects>>
<<flaunting>> you nod your acceptance.
<<if $phase is 0>>
<<pulldownall>>
<<elseif $phase is 1>>
You <span class="lewd">present your <<genitals>></span> for the <<person>> to admire.
<<else>>
You <<pulldown>> your <<bottoms>>, letting the <<person>> get a good look at your <<undies>>.
<</if>>
<<if $phase is 0 or $phase is 1>>
<<exhibitionism5>>
<<His>> eyes widen. "Didn't think you actually would," <<he>> says, not taking <<his>> eyes off you. Without hesitating, <<he>> <<removesbeachlower>>, baring <<himself>> in turn. "Come on, I don't have all day."
<br><br>
You kneel and take <<his>> measurement from base to tip, then ask <<him>> questions about <<his>> lifestyle. "This is really invasive," <<he>> says at one point, but <<he>> still answers all the questions.
<br><br>
<<recievephallusdata>>
<br><br>
You thank <<him>> for <<his>> time as you stand up and fix your clothing.
<br><br>
"No problem," <<he>> says as <<he>> fixes <<his>> own. "Feel free to flash me anytime." <<He>> walks off along the beach, looking for someone else to try <<his>> charms on.
<br><br>
<<link [[Next|Beach]]>><<endevent>><</link>>
<br>
<<else>>
<<exhibitionism2>>
"That's a start," <<he>> says as you fix your clothing. "But you're gonna need to do better."
<br><br>
<<if hasSexStat("exhibitionism", 5)>>
<<skinicon "strip">><<link [[Show everything|Beach Phallus Show]]>><<set $phase to 0>><</link>><<exhibitionist5>>
<br>
<<else>>
<<insufficientStat "exhibitionism" "to show more">>
<br>
<</if>>
/* I'm using the base brothel icon throughout this file in place of a dedicated "seduciton" icon. If this is bad practice, feel free to correct it */
<<brothelicon>><<link [[Convince <<him>> you've shown enough|Beach Phallus Flirt]]>><</link>>
<br>
<<investigateicon>><<link [[Look for someone else (0:15)|Beach Phallus]]>><<endevent>><<pass 15>><</link>>
<br>
<<getouticon>><<link [[Stop|Beach]]>><<pass 10>><<endevent>><</link>>
<br>
<</if>>
/* Beach Phallus Flex Flirt would be the proper name */<<location "beach">><<effects>>
"But you can already see so much of me," you say. "And I'm not experienced like you."
<br><br>
<<set $seductiondifficulty to 4000>>
<<seductioncheck>>
<br><br>
<<seductionskilluptext>>
<<seductionskilluse>>
<<if $seductionrating gte $seductionrequired>>
<<He>> chuckles. "Worth a try," <<he>> says. Without hesitating, <<he>> <<removesbeachlower>>, baring <<himself>> to you. "Come on, I don't have all day."
<br><br>
You kneel and take <<his>> measurement from base to tip, then ask <<him>> questions about <<his>> lifestyle. "This is really invasive," <<he>> says at one point, but <<he>> still answers all the questions.
<br><br>
<<recievephallusdata>>
<br><br>
You thank <<him>> for <<his>> time as you stand up.
<br><br>
"If you really want to thank me, you'd have actually shown me," <<he>> jokes good-naturedly as <<he>> fixes <<his>> clothing. You can't help but blush as <<he>> walks off.
<br><br>
<<link [[Next|Beach]]>><<endevent>><</link>>
<br>
<<else>>
"I can see a lot less than you're asking of me," <<he>> says. "Show me more or go bother someone else."
<br><br>
<<if hasSexStat("exhibitionism", 5)>>
<<skinicon "strip">><<link [[Show everything|Beach Phallus Show]]>><<set $phase to 0>><</link>><<exhibitionist5>>
<br>
<</if>>
<<investigateicon>><<link [[Look for someone else (0:15)|Beach Phallus]]>><<endevent>><<pass 15>><</link>>
<br>
<<getouticon>><<link [[Stop|Beach]]>><<pass 10>><<endevent>><</link>>
<br>
<</if>><<location "beach">><<effects>>
You approach the pair. The <<person1>><<person>> smiles at you. "How can we help you?" <<he>> asks.
<br><br>
<<asktomeasurephallus>>
<<He>> bursts into laughter. "Of course not." <<He>> grabs <<his>> partner's arm. <<person2>>"<<He>> will be happy to help though."
<br><br>
The <<person>> looks aghast. "No," <<he>> says. "That's not happening." The <<person1>><<person>> whispers something into <<person2>><<his>> ear, and <<his>> expression changes. They share a look. "Alright. If you promise."
<br><br>
"I promise," the <<person1>><<person>> responds. <<He>> kneels in front of <<his>> partner and <<person2>><<removesbeachlower>>, revealing <<his>> <<npcGenitals 1 "simple">> to you.
<br><br>
<<if $rng gte 61>>
<<schoolicon>><<link [[Take measurement|Beach Phallus Pair Measure]]>><</link>>
<br>
<<else>>
As you kneel to take <<his>> measurements, the <<person1>><<person>> crouches behind you <span class="red">and puts a hand over your mouth.</span> "Hold still. You're going to be nice to my lover here. Understood?" The <<person2>><<person>> smiles down at you.
<br><br>
<<link [[Next|Beach Phallus Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<location "beach">><<effects>>
You kneel and take the <<persons>> measurement from base to tip, then ask <<him>> questions about <<his>> lifestyle. The <<person1>><<person>> answers most of them for <<person2>><<him>>. <<He>> looks uncomfortable the whole time.
<br><br>
<<recievephallusdata>>
<br><br>
You thank the pair for their time as the <<person>> fixes <<his>> clothing, and the <<person1>><<person>> waves you goodbye as you return to the beach.
<br><br>
As you leave, you see the <<person>> turn a bright smile on the <<person2>><<person>>, and they begin talking in hushed tones.
<br><br>
<<link [[Next|Beach]]>><<endevent>><</link>>
<br>
/* Beach Phallus Pair Rape would be the proper name */<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<if $NPCList[1].penis is "clothed">> <<set $NPCList[1].penis to 0>> <</if>>
<<if $NPCList[1].vagina is "clothed">> <<set $NPCList[1].vagina to 0>> <</if>>
<<hand_gag 0 left>>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Beach Phallus Rape Finish]]>><</link>></span>
<<else>>
<span id="next"><<link [[Next|Beach Phallus Rape]]>><</link>></span>
<</if>>
/* Beach Phallus Pair Rape Finish would be the proper name */<<location "beach">><<effects>>
<<if $enemyhealth lte 0>>
/* Flips the $index NPC based on the NPC defeated last, so the correct NPC is always being checked on by their partner */
You knock the <<person>> away from you and make your escape as the <<if $NPCList[$index] is $NPCList[0]>><<person2>><<else>><<person1>><</if>><<person>> goes to check on <<if $NPCList[$index] is $NPCList[0]>><<person2>><<else>><<person1>><</if>><<him>>.
<br><br>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Wanting such personal information," the <<person1>><<person>> says. "What nerve." They leave you lying on the sand.
<br><br>
<<else>>
Heads turn up and down the beach. The pair back off from you and speed walk away.
<br><br>
<</if>>
<<clotheson>><<endcombat>>
<<link [[Next|Beach]]>><</link>>
<br><<location "beach">><<effects>>
You approach the <<person>>. <<He>> smiles at you.
<br><br>
<<asktomeasurephallus>>
<<His>> smile fades as you talk, but returns all at once. "Okay," <<he>> says. "If you pay me. I'm in a bit of a hard spot."
<br><br>
<<if $money gte 1000>>
<<ind>><<link [[Pay (£10)|Beach Phallus Pay]]>><<money -1000>><</link>>
<br>
<<ind>><<link [[Give money for nothing in return (£10)|Beach Phallus Charity]]>><<famegood 1>><<money -1000>><<trauma -6>><</link>><<ltrauma>>
<br>
<</if>>
<<investigateicon>><<link [[Look for someone else (0:15)|Beach Phallus]]>><<endevent>><<pass 15>><</link>>
<br>
<<getouticon>><<link [[Stop|Beach]]>><<pass 10>><<endevent>><</link>>
<br>
/* Beach Phallus Beggar Pay would be the proper name */<<location "beach">><<effects>>
You give <<him>> the money. <<He>> glances around to make sure no one is looking, then exposes <<his>> <<npcGenitals 0 "simple">>.
<br><br>
You kneel and take <<his>> measurement from base to tip, then ask <<him>> questions about <<his>> lifestyle. <<He>> answers hesitantly.
<br><br>
<<recievephallusdata>>
<br><br>
You thank <<him>> for <<his>> time. "Well, you did pay me," the <<person>> says sheepishly as <<he>> fixes <<his>> clothing.
<br><br>
<<link [[Next|Beach]]>><<endevent>><</link>>
<br>
/* Beach Phallus Beggar Charity would be the proper name */<<location "beach">><<effects>>
<<if $speech_attitude is "meek">>
You hand <<him>> the money. <<He>> moves to expose <<his>> genitals. "N-no," you say. "It's fine. I'll find someone else."
<br><br>
<<elseif $speech_attitude is "bratty">>
"Just take the money," you say. "I'll find someone else."
<br><br>
<<else>>
"It's okay," you say. "Just take the money. I'll find someone else."
<br><br>
<</if>>
"Thank you so much," <<he>> says. <<He>> looks relieved.
<<if $rng gte 51>>
<<He>> steps closer as if to hug you, but decides not to at the last moment.
<br><br>
<<He>> shuffles away.
<br><br>
<<else>>
<<He>> plays with the money in <<his>> hand and frowns. With a grimace, <<he>> exposes <<his>> <<npcGenitals 0 "simple">>. "It's okay." <<He>> smiles. "Take what you need."
<br><br>
You hesitate, then at <<his>> nod you kneel and take <<his>> measurement from base to tip. You ask <<him>> questions about <<his>> lifestyle, which <<he>> answers hesitantly.
<br><br>
<<recievephallusdata>>
<br><br>
You thank <<him>> for letting you measure <<him>>. "It was the right thing to do," <<he>> says uncomfortably as <<he>> fixes <<his>> clothing, then shuffles away.
<br><br>
<</if>>
<<link [[Next|Beach]]>><<endevent>><</link>>
<br><<location "beach">><<effects>>
You approach the <<person>>. <<He>> looks away from you until you're right beside <<him>>.
<br><br>
<<asktomeasurephallus>>
<<He>> looks away and blushes. You take it as a no, but then <<he>> pulls a towel over <<his>> legs and up to <<his>> waist. "C-crawl under," <<he>> says. "No one should see."
<br><br>
You shuffle beneath the towel and between <<his>> legs. You <<removebeachlower>> and come face to face with <<his>> <<npcGenitals 0 "simple">>.
<br><br>
<<if hasSexStat("promiscuity", 4)>>
<<ind>><<link [[Lick it|Beach Phallus Oral]]>><<set $sexstart to 1>><</link>><<promiscuous4>>
<br>
<</if>>
<<schoolicon>><<link [[Take measurement|Beach Phallus Measure]]>><</link>>
<br>
/* Beach Phallus Shy Oral would be the proper name */<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<set $noBodyWriting to 1>>
<<maninit>>
<<if $phase lte 0>>
<<set $enemytrust += 100>>
<<else>>
<<set $enemytrust += 50>>
<</if>>
You crawl closer and give <<him>> a teasing lick. "W-wait," <<he>> stammers, but <<he>> doesn't push you away.
<<promiscuity4>>
<<npcoral>>
<<enable_rescue>>
<</if>>
<<He>> keeps the towel pulled over you.
<br><br>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Beach Phallus Oral Finish]]>><</link>></span>
<<else>>
<span id="next"><<link [[Next|Beach Phallus Oral]]>><</link>></span>
<</if>>
/* Beach Phallus Shy Oral Finish would be the proper name */<<location "beach">><<effects>>
<<if $enemyhealth lte 0>>
You yank the towel off and throw it over the <<personsimple>> before fleeing. You hear a muffled curse behind you.
<br><br>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> holds the towel over you as you take <<his>> measurement from base to tip, then ask <<him>> questions about <<his>> lifestyle. <<He>> isn't keen on giving answers, but you get enough.
<br><br>
<<recievephallusdata>>
<br><br>
You shuffle out from beneath the towel and thank <<him>>. <<Hes>> clearly blushing as <<he>> avoids looking at you.
<br><br>
<<elseif $finish is 1>>
<<He>> lets you crawl out from under the towel without issue. <<He>> seems ashamed and refuses to look at you, hiding behind the towel as you clean up.
<br><br>
<<else>>
<<He>> jumps to <<his>> feet with a curse, yanks the towel off you, then runs off with it wrapped around <<his>> waist.
<br><br>
<</if>>
<<clotheson>><<endcombat>>
<<link [[Next|Beach]]>><</link>>
<br>
/* Beach Phallus Shy Measure would be the proper name */<<location "beach">><<effects>>
<<He>> holds the towel over you as you take <<his>> measurement from base to tip, then ask <<him>> questions about <<his>> lifestyle. <<He>> isn't keen on giving answers, but you get enough.
<br><br>
<<recievephallusdata>>
<br><br>
You shuffle out from beneath the towel and thank <<him>>. <<He>> avoids looking at you.
<br><br>
<<link [[Next|Beach]]>><<endevent>><</link>>
<br><<location "beach">><<effects>>
You approach the <<person>>. <<He>> smiles at you. "Hey cutie," <<he>> says.
<br><br>
<<asktomeasurephallus>>
<<His>> smile broadens and <<he>> leans close. "How forward. I'll show you everything," <<he>> whispers. "Come on, let's go find somewhere private. Then I can fuck you senseless."
<br><br>
<<He>> grasps your arm and pulls.
<br><br>
<<if hasSexStat("promiscuity", 3)>>
<<ind>><<link [[Accept|Beach Phallus Sex]]>><<set $sexstart to 1>><</link>><<promiscuous3>>
<br>
<<else>>
<<insufficientStat "promiscuity" "to accept such an offer">>
<br>
<</if>>
<<refuseicon>><<link [[Refuse|Beach Phallus Refuse]]>><</link>>
<br>
/* Beach Phallus Scan Accept would be the proper name */<<effects>>
You accept <<his>> offer.
<<promiscuity3>>
<<He>> leads you to a changing room and pushes you inside. <<He>> shuts the door after <<him>>, then tackles you to the ground.
<br><br>
<<link [[Accept|Beach Phallus Sex]]>><<set $sexstart to 1>><</link>>
<br>
/* Beach Phallus Scan Sex would be the proper name */<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<if $phase lte 0>>
<<set $enemytrust += 100>>
<<else>>
<<set $enemytrust += 50>>
<</if>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Beach Phallus Sex Finish]]>><</link>></span>
<<else>>
<span id="next"><<link [[Next|Beach Phallus Sex]]>><</link>></span>
<</if>>
/* Beach Phallus Scan Sex Finish would be the proper name */<<location "beach">><<effects>>
<<if $enemyhealth lte 0>>
You knock <<him>> against the wooden wall and flee through the door.
<br><br>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Did you get the measure of me?" <<he>> says. <<He>> sees the tape in your hand. "Oh, you meant that literally? Help yourself, I guess." <<He>> lies still as you take <<his>> measurement from base to tip, then ask <<him>> questions about <<his>> lifestyle.
<br><br>
<<He>> seems bored, but answers to your satisfaction.
<br><br>
<<recievephallusdata>>
<br><br>
<<He>> fixes <<his>> clothing and leaves the changing room as soon as you're done measuring. You wait a bit to avoid notice, then follow.
<br><br>
<<else>> /* This is the ending if you request <<him>> to stop, and since you can't be rescued, it also serves as the fallthrough case */
"You tease," <<he>> says. "Clear off. Before I change my mind."
<br><br>
You hurry from the changing rooms.
<br><br>
<</if>>
<<clotheson>><<endcombat>>
<<link [[Next|Beach]]>><</link>>
<br>
/* Beach Phallus Scan Refuse would be proper name */<<location "beach">><<effects>>
You resist <<his>> pull and shake your head. <<He>> looks angry, but releases you.
<br><br>
"How rude," <<he>> says. "Go find someone else to tease."
<br><br>
<<investigateicon>><<link [[Look for someone else (0:15)|Beach Phallus]]>><<endevent>><<pass 15>><</link>>
<br>
<<getouticon>><<link [[Stop|Beach]]>><<pass 10>><<endevent>><</link>>
<br><<location "beach">><<effects>>
You approach the <<person>>. <<He>> seems lost in thought until you're almost on top of <<him>>.
<br><br>
<<asktomeasurephallus>>
<<He>> blinks up at you in surprise, then pales. "M-Me, specifically?" <<he>> asks. You assure <<him>> that you're just looking for anyone who might be open to the idea.
<br><br>
"Okay. I've got nothing to be ashamed of," <<he>> says, looking around nervously. <<He>> <<removesbeachlower>> and, without standing up, gives you access to <<his>> <<npcGenitals 0 "simple">>. <<Hes>> clearly very self-conscious, but it seems normal enough to you.
<br><br>
<<schoolicon>><<link [[Take measurement|Beach Phallus Insecurity Measure]]>><</link>>
<br><<location "beach">><<effects>>
You kneel and take <<his>> measurement from base to tip, then ask <<him>> questions about <<his>> lifestyle. <<He>> stumbles over <<his>> words as <<he>> answers, and tends to ramble. You don't ask, but <<he>> still assures you that <<hes>> received no complaints from <<his>> sexual partners.
<br><br>
"People can be so judgemental sometimes," <<he>> says at one point, a little too forcefully for comfort. You reassure <<him>> that you'll keep an open mind.
<br><br>
<<recievephallusdata>>
<br><br>
You can tell <<hes>> still uncomfortable even as you finish up.
<br><br>
<<if hasSexStat("promiscuity", 4)>>
<<brothelicon>><<link [[Bolster <<his>> confidence|Beach Phallus Insecurity Bolster]]>><</link>><<promiscuous4>>
<br>
<<ind>> /* Indenting for the [Next] link, but only if it needs it to be in line with [Bolster..] */
<</if>>
<<link [[Next|Beach]]>><<endevent>><</link>>
<br><<location "beach">><<effects>>
Before the <<person>> can cover <<himself>>, you place a gentle hand on <<his>> thigh and tell <<him>> that you really appreciate <<him>> helping you with your project, and would love to make it up to <<him>>.
<<promiscuity4>>
<<set $seductiondifficulty to 6000>>
<<seductioncheck>>
<br><br>
<<seductionskilluptext>>
<<seductionskilluse>>
<<if $seductionrating gte $seductionrequired>>
"A-Are you sure?" <<He>> stammers, unable to meet your gaze. "Even with..." <<He>> gestures at <<himself>>. You nod, and after a moment of hesitation, <<he>> reaches for you with a hungry expression.
<br><br>
<<link [[Next|Beach Phallus Insecurity Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<else>>
<<He>> hesitates, then hurriedly fixes <<his>> $NPCList[$index].clothes.lower.name and scrambles to <<his>> feet. "No, y-you don't want me. Thanks, but..." <<He>> flees before you can get in another word.
<br><br>
<<link [[Next|Beach]]>><<endevent>><</link>>
<br>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<if $NPCList[0].penis is "clothed">> <<set $NPCList[0].penis to 0>> <</if>>
<<if $NPCList[0].vagina is "clothed">> <<set $NPCList[0].vagina to 0>> <</if>>
<<if $phase lte 0>>
<<set $enemytrust += 100>>
<<else>>
<<set $enemytrust += 50>>
<</if>>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Beach Phallus Insecurity Sex Finish]]>><</link>></span>
<<else>>
<span id="next"><<link [[Next|Beach Phallus Insecurity Sex]]>><</link>></span>
<</if>><<location "beach">><<effects>>
<<if $enemyhealth lte 0>>
You push <<him>> away and flee. <<He>> doesn't attempt to follow.
<br><br>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"That was...wow, thanks." <<He>> shakes <<his>> head. "You don't know what this means to me." <<He>> gives you a <span class="green">warm, heartfelt smile</span> before walking off, humming cheerfully. <<lstress>><<ltrauma>><<violence -3>><<stress -6>><<trauma -6>>
<br><br>
You feel good as you rise to your feet.
<<elseif $finish is 1>>
"Oh, y-yeah, okay," <<he>> says, backing away from you. "I'm really sorry." <<He>> turns and hurries away.
<br><br>
<<else>>
Heads turn in your direction. The <<person>> releases you like you're on fire and backs away, stammering. "N-No, I wasn't...I didn't mean to..." <<He>> turns and flees.
<br><br>
<</if>>
<<clotheson>><<endcombat>>
<<link [[Next|Beach]]>><</link>>
<br><<location "beach">><<effects>>
You approach the <<person>>. The spread of snacks and drinks suggests <<hes>> part of a larger group, but you don't see anyone else at the moment. <<He>> turns to watch you as you get close.
<br><br>
<<asktomeasurephallus>>
<<He>> barks out a laugh and smirks at you. "Oh, you want to take a look? Go right ahead, cutie."
<br><br>
<<He>> turns to face you fully and <<removesbeachlower>>, spreading <<his>> legs and giving you a good view of <<his>> <<npcGenitals 0 "simple">>. <<He>> looks incredibly proud, but it seems normal enough to you.
<br><br>
<<schoolicon>><<link [[Take measurement|Beach Phallus Confidence Measure]]>><</link>>
<br><<location "beach">><<effects>>
You kneel and take <<his>> measurement from base to tip, then ask <<him>> questions about <<his>> lifestyle. <<He>> answers with smug confidence, frequently going on tangents about <<his>> varied and supposedly impressive sexual exploits.
<br><br>
The details are rather more explicit than you need for your project. <<gawareness>>
<br><br>
<<recievephallusdata>>
<br><br>
As you go to stand up, <<he>> grabs your arm. "How about I give you a closer look, eh <<girl>>?" <<he>> says, looking you up and down hungrily. "For science, of course."
<br><br>
<<if hasSexStat("promiscuity", 4)>>
<<ind>><<link [[For science|Beach Phallus Confidence Sex]]>><<set $sexstart to 1>><</link>><<promiscuous4>>
<br>
<<else>>
<<insufficientStat "promiscuity" "to accept such an offer">>
<br>
<</if>>
<<refuseicon>><<link [[Refuse|Beach Phallus Confidence Refuse]]>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<if $NPCList[0].penis is "clothed">> <<set $NPCList[0].penis to 0>> <</if>>
<<if $NPCList[0].vagina is "clothed">> <<set $NPCList[0].vagina to 0>> <</if>>
<<if $phase lte 0>>
<<set $enemytrust += 100>>
<<else>>
<<set $enemytrust += 50>>
<</if>>
"Don't worry, I'm going to make sure you enjoy this," <<he>> says as <<he>> pushes you down in the shadow of the table.
<br><br>
<<promiscuity4>>
<<enable_rescue>>
<</if>>
The picnic table shields you from prying eyes.
<br><br>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Beach Phallus Confidence Sex Finish]]>><</link>></span>
<<else>>
<span id="next"><<link [[Next|Beach Phallus Confidence Sex]]>><</link>></span>
<</if>><<location "beach">><<effects>>
<<if $enemyhealth lte 0>>
You shove <<him>> into the picnic table, then turn and flee as <<he>> stumbles over the bench with a shouted curse.
<br><br>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"How'd you like that?" <<he>> asks with a smirk. "Best fuck you've ever had, yeah?"
<br><br>
You make a non-committal response as you rise to your feet.
<<elseif $finish is 1>>
"Seriously?" <<he>> asks. "Come on, there's no way you weren't enjoying that." Despite <<his>> complaints, <<he>> backs off and returns to <<his>> seat at the picnic table. <<He>> looks annoyed.
<br><br>
<<else>>
"You ungrateful <<bitch>>." <<He>> shoves you away with an ugly sneer, glancing hurriedly over <<his>> shoulder. "Fuck off, and don't come back."
<br><br>
You take the opportunity to scramble away.
<</if>>
<<clotheson>><<endcombat>>
<<link [[Next|Beach]]>><</link>>
<br><<location "beach">><<effects>>
You shake your head and pull away.
<br><br>
"Your loss," <<he>> says with a shrug and releases you, turning to fix <<his>> clothing. You hurry away.
<br><br>
<<investigateicon>><<link [[Look for someone else (0:15)|Beach Phallus]]>><<endevent>><<pass 15>><</link>>
<br>
<<getouticon>><<link [[Stop|Beach]]>><<pass 10>><<endevent>><</link>>
<br><<location "beach">><<effects>>
You approach the <<person>>. You get as close to <<him>> as you can without stepping into the waves. You call out to <<him>>, and after a moment <<he>> turns to look at you.
<br><br>
"I apologise," <<he>> says with a stiff smile, making <<his>> way out of the surf. "Sometimes I get lost in thought. What can I do for you?"
<br><br>
<<asktomeasurephallus>>
<<He>> gives you a searching look, then nods. "Go ahead." <<He>> faces towards the ocean in a token gesture of modesty, then <<removesbeachlower>>, exposing <<his>> <<npcGenitals 0 "simple">>.
<br><br>
<<schoolicon>><<link [[Take measurement|Beach Phallus Horizon Measure]]>><</link>>
<br><<location "beach">><<effects>>
You kneel in front of <<him>> and take <<his>> measurement from base to tip, then ask <<him>> questions about <<his>> lifestyle. <<He>> answers absently, <<his>> gaze frequently wandering back out to sea. Still, you get the data you need.
<br><br>
<<recievephallusdata>>
<br><br>
As you finish up, you once again notice the <<person>> staring out over the ocean with an impressive intensity. Curious, you ask <<him>> what <<hes>> looking at as <<he>> fixes <<his>> clothing.
<br><br>
<<His>> expression darkens. "My enemies." You wait for <<him>> to elaborate, but eventually you decide to leave the strange <<personsimple>> alone.
<br><br>
<<link [[Next|Beach]]>><<endevent>><</link>>
<br><<location "beach">><<effects>>
You approach the <<person>>, but <<hes>> too far out to reach without wading into the water. You call out to <<him>>, and <<he>> reluctantly opens <<his>> eyes, then stops floating to turn and look at you with annoyance.
<br><br>
<<asktomeasurephallus>>
<<He>> stares at you incredulously for a moment, then shrugs. "Sure, why not," <<he>> says with a sigh. "Measure away, <<girl>>. I've had a long week, though, so don't think I'll be coming to you." <<He>> closes <<his>> eyes and goes back to lazily floating on <<his>> back.
<br><br>
The waves here are small, and the water shallow enough to stand in. It wouldn't be difficult to reach <<him>>, although you'd probably get wet.
<br><br>
<<swimicon>><<link [[Wade in|Beach Phallus Wading In]]>><</link>>
<br>
<<investigateicon>><<link [[Look for someone else (0:15)|Beach Phallus]]>><<endevent>><<pass 15>><</link>>
<br>
<<getouticon>><<link [[Stop|Beach]]>><<pass 10>><<endevent>><</link>>
<br><<location "seabeach">><<water>><<effects>>
You carefully wade in, holding your tape measure over your head to keep it dry. Despite the shallow water and gentle waves, the occasional swell is still high enough that you're thoroughly soaked by the time you reach <<him>>.
<br><br>
<<if $rng gte 61>>
As you reach the <<person>>, <<he>> obligingly <<removesbeachlower>>, but otherwise ignores you.
<br><br>
You stand there awkwardly for a moment, unsure of what to do. As <<his>> <<personpenis>> is exposed, you decide to just get started. As best as you can, you take <<his>> measurements from base to tip and ask <<him>> questions about <<his>> lifestyle.
<br><br>
<<He>> answers with curt, monosyllabic grunts. You barely get the data you need, and do your best to finish up quickly.
<br><br>
<<recievephallusdata>>
<br><br>
You turn and wade back to the beach, leaving the <<person>> to <<his>> relaxation.
<br><br>
<<link [[Next|Beach]]>><<endevent>><</link>>
<br>
<<else>>
As you reach the <<person>>, <span class="red"><<his>> hand shoots out and grabs your arm.</span> "A good fuck is just what I need right now," <<he>> says as <<he>> drags you under.
<br><br>
<<link [[Next|Beach Phallus Wading Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $noBodyWriting to 1>>
<<maninit>>
<<enable_rescue>>
<<set $NPCList[0].mouth to "underwater">>
<</if>>
<<underwater>><<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Beach Phallus Wading Rape Finish]]>><</link>></span>
<<else>>
<span id="next"><<link [[Next|Beach Phallus Wading Rape]]>><</link>></span>
<</if>><<location "seabeach">><<water>><<effects>>
<<if $enemyhealth lte 0>>
You manage to shove <<him>> further underwater and make a break for the surface as <<he>> flounders. <<tearful>> you cough and splutter. You quickly splash away from <<him>> through the shallows.
<br><br>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
You both break the surface with a gasp. "Arrogant <<bitch>>," <<he>> says as <<he>> releases you. "Interrupting someone else's relaxation for a joke?" <<tearful>> you cough and splutter. You quickly splash away from <<him>> through the shallows.
<br><br>
<<else>> /* pretty sure this is unreachable, since we're underwater, but if there's an edge case, better safe than sorry */
Heads turn towards you from the direction of the beach. The <<person>> lets go of you with a curse and quickly swims away.
<br><br>
<</if>>
Once alone, you turn and wade back to the beach.
<br><br>
<<clotheson>><<endcombat>>
<<link [[Next|Beach]]>><</link>>
<br><<location "beach">><<effects>>
As you approach the <<person>>, you see <<hes>> crouched down, holding a notebook and pair of binoculars. <<He>> gives you a friendly nod as you come into speaking range.
<br><br>
<<asktomeasurephallus>>
"Science?" <<he>> asks. "Oh, yes! The science fair is happening around this time, isn't it? You must be doing a project for that." You nod in confirmation, surprised <<he>> knows about the fair.
<br><br>
"I remember the project I did," <<he>> says with a wistful smile. "Total disaster. I didn't know a thing about proper analysis back then." <<He>> turns <<his>> attention back to you.
<br><br>
"I'm busy with research of my own, as it happens," <<he>> says. "I'm cataloguing the local subspecies of seagulls, and the deadline is coming up. Unless you can help me finish up my observations, I don't exactly have time to spare."
<br><br>
<<assignmenticon>><<link [[Help <<him>> finish <<his>> observations (0:30)|Beach Phallus Birdwatcher Help]]>><<set $phase to 0>><<pass 30>><</link>>
<br>
<<scienceicon>><<link [[Offer to just help <<him>> (0:45)|Beach Phallus Birdwatcher Help]]>><<famegood 1>><<set $phase to 1>><<pass 45>><</link>><<gscience>>
<br>
<<refuseicon>><<link [[Decline|Beach Phallus Birdwatcher Decline]]>><</link>><<location "beach">><<effects>><<wearProp "pencil">>
You offer to help <<him>> with <<his>> research
<<if $phase is 1>>
without expecting anything in return. "Oho, a fellow science enthusiast, I see!"
<<else>>
in exchange for measuring <<his>> <<personpenis>>. "Great! It's always best to work with an assistant,"
<</if>>
<<he>> says with a smile as <<he>> hands you <<his>> notebook and pencil.
<br><br>
You spend the next half hour writing down what the researcher tells you to as <<he>> uses <<his>> binoculars to observe a flock of seagulls several bluffs over.
<<if currentSkillValue('science') gte 400>>
The notes seem to be mostly focusing on the beak shapes of the birds.
<</if>>
<<if $phase is 1>>
Between instructions, <<he>> explains a little bit about <<his>> research, the local seagulls, and local wildlife in general. It's surprisingly interesting. <<lstress>><<stress -3>><<scienceskill>>
<</if>>
<br><br>
You do your best with the notes,
<<if currentSkillValue('english') gte 200>>
and by the end, <span class="green">you're confident that they'll be helpful</span> to the <<person>> in <<his>> research. <<He>> gives you an approving nod as you hand the notebook and pencil back.
<br><br>
<<else>>
but by the end, your hand is cramping and <span class="red">you're not sure everything is legible.</span> Still, the <<person>> doesn't complain as you hand the notebook and pencil back.
<br><br>
<</if>>
<<if $phase is 1>>
"Thanks for the help," <<he>> says, looking at <<his>> watch.
<<if currentSkillValue('english') gte 200>>
"Oh, it looks like we made good time! I should be able to help you with your project too, if you'd like," <<he>> offers, and you nod.
<br><br>
<<else>>
"But I should get going. Best of luck with your project!" <<he>> says as <<he>> packs up.
<br><br>
You say your goodbyes and head back to the beach.
<br><br>
<<link [[Next|Beach]]>><<endevent>><</link>>
<<exit>>
<</if>>
<<else>>
"Thanks for the help. We made good time," <<he>> says, standing up and stretching. "Now, about your own research."
<br><br>
<</if>>
<<He>> glances around, then <<removesbeachlower>> and gestures for you to proceed. You move forward and take <<his>> measurement from base to tip, then ask <<him>> questions about <<his>> lifestyle. <<Hes>> impressively thorough in <<his>> answers, and you get all the data you're looking for.
<br><br>
<<recievephallusdata>>
<br><br>
<<He>> fixes <<his>> clothing, then waves you goodbye as you trudge down the bluff to the beach.
<br><br>
<<link [[Next|Beach]]>><<endevent>><</link>>
<br><<location "beach">><<effects>>
You tell <<him>> that you can't help <<him>> right now. The <<person>> nods in understanding and waves you goodbye as you return to the beach.
<br><br>
<<investigateicon>><<link [[Look for someone else (0:15)|Beach Phallus]]>><<endevent>><<pass 15>><</link>>
<br>
<<getouticon>><<link [[Stop|Beach]]>><<pass 10>><<endevent>><</link>>
<br><<location "beach">><<effects>>
You approach the <<person>>. <<He>> looks up with a friendly smile. "Hey there."
<br><br>
<<asktomeasurephallus>>
<<He>> stares at you incredulously for a few moments. "What the <i>fuck</i>? <span class="red">Absolutely not!</span>" <<he>> yells, leaning away from you in disgust. "Get away from me, you <<slut>>!"
<br><br>
Heads turn in your direction across the beach. You make a hasty retreat, you face burning. <<ggstress>><<stress 12>>
<br><br>
<<investigateicon>><<link [[Look for someone else (0:15)|Beach Phallus]]>><<endevent>><<pass 15>><</link>>
<br>
<<getouticon>><<link [[Stop|Beach]]>><<pass 10>><<endevent>><</link>>
<br><<location "beach">><<effects>>
You approach the old <<personsimple>>. <<He>> gives you a kind smile as you come close. "Oh, hello there. What can I do for you?"
<br><br>
<<asktomeasurephallus>>
<<He>> blinks in surprise, then gives you a stiff smile and shakes <<his>> head. "Afraid not."
<br><br>
You apologise and hurriedly back away. <<gstress>><<stress 2>>
<br><br>
As you leave, you hear <<him>> let out a tired sigh and mutter to <<himself>>, "What is wrong with kids these days?"
<br><br>
<<investigateicon>><<link [[Look for someone else (0:15)|Beach Phallus]]>><<endevent>><<pass 15>><</link>>
<br>
<<getouticon>><<link [[Stop|Beach]]>><<pass 10>><<endevent>><</link>>
<br><<location "beach">><<effects>>
You approach the <<person>>.
<<if $monster is 1>>
The <<beasttype>> looks up at you curiously,
<<else>>
The <<beasttype>> wags <<bhis>> tail as you get close,
<</if>>
and the <<personsimple>> smiles politely.
<br><br>
<<asktomeasurephallus>>
The <<personsimple>> considers you thoughtfully for a moment, then glances at <<his>> <<beasttype>> and smiles. "Sure, I'd be okay with that. If you'll measure <<person1>><<his>> <<personpenis>> first."
<<if $monster is 1>>
The <<beasttype>> smiles up at you shyly.
<<else>>
The <<beasttype>> sniffs at your leg and looks up at you hopefully.
<</if>>
<br><br>
"<<Hes>> got a thing for <<cute>> <<girls>> like you, and I'm sure you could use the extra data." The <<person2>><<persons>> smile becomes predatory.
<br><br>
<<if $bestialitydisable is "f" or $monster is 1>>
<<if hasSexStat("deviancy", 3)>>
<<animalicon "dog">><<link [[Do more than just measure|Beach Phallus Dog Handjob]]>><<set $sexstart to 1>><</link>><<deviant3>>
<br>
<</if>>
<<animalicon "dog">><<link [[Agree to measure <<his>> <<beasttype>> first|Beach Phallus Dog Agree]]>><</link>><<deviant1>>
<br>
<</if>>
<<refuseicon>><<link [[Refuse|Beach Phallus Dog Refuse]]>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
/* This save/load stuff is just a bunch of hoops to jump through so we can have a functioning combat encounter.
If you can do better, PLEASE do. This is a VERY makeshift solution. */
<<saveNPC 1 "beach_phallus_dog_owner">>
<<clearsinglenpc 1>>
<<neutral 1>>
<<beastCombatInit>>
<<npchand>>
With a coy smile, you offer to give <<his>> <<beasttype>> a <span class="lewd">very thorough measurement.</span> The <<persons>> smile widens, and <<he>> pulls the <<beasttype>> close to you as you kneel down and reach for <<bhis 0>> <<person1>><<npcGenitals 0 "simple">>.
<<deviancy3>>
<<enable_rescue>>
<<if $phase lte 0>>
<<set $enemytrust += 100>>
<<else>>
<<set $enemytrust += 50>>
<</if>>
<</if>>
<<loadNPC 1 "beach_phallus_dog_owner">>
<<set $monster to ($NPCList[0].monster is "monster" ? 1 : 0)>> /* Explained below */
The <<person2>><<person>> watches on.
<br><br>
<<clearsinglenpc 1>>
<<effects>>
<<effectsman>>
<br>
<<beast $enemyno>>
<br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Beach Phallus Dog Handjob Finish]]>><</link>></span>
<<else>>
<span id="next"><<link [[Next|Beach Phallus Dog Handjob]]>><</link>></span>
<</if>><<location "beach">><<effects>>
<<if $enemyhealth lte 0>>
<<loadNPC 1 "beach_phallus_dog_owner">>
You shove the <<beasttype>> away and bolt, followed by the furious shouts of the <<person2>><<person>>.
<br><br>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<beastejaculation knot>>
<<loadNPC 1 "beach_phallus_dog_owner">> /* Note: NPC must be loaded after ejaculation. Do NOT move it outside the if statement */
<<set $monster to ($NPCList[0].monster is "monster" ? 1 : 0)>> /* Loading an NPC messes up $monster, so we're just resetting it quickly */
<<if _knotted>>
<<pass 5>>
<<tearful>> you try to work yourself free of the knot, but eventually the <<person2>><<personsimple>> has to step in and give you a hand. The <<beasttype>> seems pleased with <<bhimself 0>>.
<br><br>
<<else>>
<<tearful>> you pull back with a satisfied smile.
<<if $monster is 1>>
"Felt good." The <<beasttype>> nuzzles you, and you happily give <<bhim 0>> a few headpats.
<br><br>
<<else>>
The <<beasttype>> nuzzles you, and you happily pet <<bhim>> a few times.
<br><br>
<</if>>
<</if>>
"Fuck, that was hot." The <<person2>><<personsimple>> says. "Go ahead and get your data. You've earned it." <<He>> <<removesbeachlower>> and exposes <<his>> <span class="lewd">clearly aroused <<npcGenitals 1 "simple">></span>.<<garousal>><<arousal 100>>
<br><br>
You take <<his>> measurements from base to tip, and ask <<him>> questions about <<his>> lifestyle. <<He>> answers coherently despite <<his>> obvious arousal.
<br><br>
<<recievephallusdata>>
<br><br>
You rise to your feet and thank them both for their cooperation. "Anytime, <<girl>>," the <<person>> says, fixing <<his>> clothing and then kneeling to pet the <<beasttype>>.
<br><br>
<<if $monster is 1>>
"Bye friend!" the <<beasttype>> calls after you as you walk off.
<br><br>
<<else>>
The <<beasttype>> wags <<bhis>> tail as you walk off.
<br><br>
<</if>>
<<elseif $finish is 1>>
<<loadNPC 1 "beach_phallus_dog_owner">>
<<set $monster to ($NPCList[0].monster is "monster" ? 1 : 0)>>
<<if $monster is 1>>
"Why stop?" The <<beasttype>> whines, making puppy dog eyes at you as <<bhe 0>> backs off.
<br><br>
<<else>>
The <<beasttype>> backs off with an unhappy expression, looking up at you pitifully.
<br><br>
<</if>>
"Hey! Don't be a tease." The <<person2>><<personsimple>> says, glaring at you. <<person1>>"<<Hes>> a good <<if $pronoun is "m">> boy<<else>> girl<</if>>. I guess you don't really want that data after all."<<person2>><<He>> angrily marches off with the <<beasttype>> in tow.
<br><br>
<<else>>
<<loadNPC 1 "beach_phallus_dog_owner">>
"Hey, hey!" the <<person2>><<personsimple>> shouts as <<he>> pulls <<his>> <<beasttype>> off you. "You're the one who started this!"
<br><br>
Heads turn in your direction across the beach, and the <<person>> quickly hurries away with a bitter glare, the <<beasttype>> in tow.
<br><br>
<</if>>
<<clearNPC "beach_phallus_dog_owner">>
<<clotheson>><<endcombat>>
<<link [[Next|Beach]]>><</link>>
<br><<location "beach">><<effects>>
You agree to <<his>> request, and the <<personsimple>>'s smile widens. <<deviancy1>>
You drop to your knees beside the <<beasttype>> and reach under <<bhim 0>> with your tape in hand, measuring <<bhis 0>> <<person1>><<personpenis>> from base to tip and asking the <<person2>><<personsimple>> questions about <<bhis 0>> lifestyle.
<br><br>
It feels weird using your prepared questions on a <<beasttype>>, but <<if hasSexStat("deviancy", 3)>> focusing on an animal like this is very hot.<<ggarousal>> <<elseif hasSexStat("deviancy", 2)>> it's kinda hot, in a weird way.<<garousal>><<arousal 100>> <<else>> at least the owner seems to be enjoying it. <</if>>
<br><br>
Once done with the <<beasttype>>, you move on to the <<person>>, who is more than happy to <<removebeachlower>> and show you <<his>> <<npcGenitals 1 "simple">>. <<His>> arousal is quite apparent as you take your measurements and ask <<him>> about <<his>> own lifestyle, but you get the answers you need regardless.
<br><br>
<<recievephallusdata>>
<br><br>
You thank them both for their cooperation, give the <<beasttype>> a parting scritch, and head off.
<br><br>
<<link [[Next|Beach]]>><<endevent>><</link>>
<br><<location "beach">><<effects>>
You decline as politely as you can and hurry away from the pervert.
<br><br>
<<investigateicon>><<link [[Look for someone else (0:15)|Beach Phallus]]>><<endevent>><<pass 15>><</link>>
<br>
<<getouticon>><<link [[Stop|Beach]]>><<pass 10>><<endevent>><</link>>
<br><<location "beach">><<effects>>
You approach the <<person>>. As you get close, <<he>> yanks <<his>> hand away from <<his>> lap, then looks up at you nonchalantly. "Oh, hello."
<br><br>
<<asktomeasurephallus>>
<<He>> eyes you up and down, then smiles slyly. "Yeah, sure. Come take a look." <<He>> <<removesbeachlower>> and exposes <<his>> <<npcGenitals 0 "simple">>. <span class="lewd"><<Hes>> obviously aroused</span>.
<br><br>
<<if $rng gte 61>>
<<schoolicon>><<link [[Take measurement|Beach Phallus Masturbator Measure]]>><</link>>
<br>
<<else>>
As you kneel down beside <<him>>, <<he>> suddenly moves closer to you <span class="red">and puts a hand over your mouth.</span> "This is going to be way better than just watching," <<he>> says.
<br><br>
<<link [[Next|Beach Phallus Masturbator Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<location "beach">><<effects>>
You kneel beside the <<person>> and take <<his>> measurement from base to tip, then ask <<him>> questions about <<his>> lifestyle. <<His>> answers are acceptable, but you can tell <<hes>> paying more attention to your hands than the questions.
<br><br>
<<recievephallusdata>>
<br><br>
You thank <<him>> for <<his>> time, and <<he>> nods along. As you return to the main beach area, you have the uncomfortable feeling that <<his>> eyes are following you.
<br><br>
<<link [[Next|Beach]]>><<endevent>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<if $NPCList[0].penis is "clothed">> <<set $NPCList[0].penis to 0>> <</if>>
<<if $NPCList[0].vagina is "clothed">> <<set $NPCList[0].vagina to 0>> <</if>>
<<hand_gag 0 left>>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Beach Phallus Masturbator Rape Finish]]>><</link>></span>
<<else>>
<span id="next"><<link [[Next|Beach Phallus Masturbator Rape]]>><</link>></span>
<</if>><<location "beach">><<effects>>
<<if $enemyhealth lte 0>>
You push <<him>> down and scramble away, escaping into a more densely occupied section of beach.
<br><br>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Thanks for that, <<girl>>," <<he>> says as <<he>> gets up. "Just the thing I needed to finish off my day." <<He>> leaves you lying in the sand.
<br><br>
<<else>>
Heads turn in your direction. The <<person>> lets out a curse and scrambles away, leaving you lying in the sand.
<br><br>
<</if>>
<<clotheson>><<endcombat>>
<<link [[Next|Beach]]>><</link>>
<br><<location "beach">><<effects>>
You approach the <<person>> as <<he>> finishes a lap, stopping to take a breather on a bench. <<He>> looks up at you curiously as you approach, breathing heavily.
<br><br>
<<asktomeasurephallus>>
<<He>> gives you a sceptical look as <<he>> pants, then spends a moment considering it. "Okay, sure. I'll let you do your measurements, or whatever, just grab me another bottle." <<He>> holds up and shakes <<his>> empty water bottle.
<br><br>
There's a place nearby that sells water, although the price is rather steep.
<br><br>
<<ind>><<link [[Buy water (£5 0:05)|Beach Phallus Jogger Buy]]>><<money -500>><<pass 5>><</link>>
<br>
<<investigateicon>><<link [[Look for someone else (0:15)|Beach Phallus]]>><<endevent>><<pass 15>><</link>>
<br>
<<getouticon>><<link [[Stop|Beach]]>><<pass 10>><<endevent>><</link>>
<br><<location "beach">><<effects>>
You agree to fetch the <<person>> a bottle of water, and head off towards the shop.
<br><br>
You soon return and hand <<him>> the bottle. <<He>> takes a long swig of the water before signing in contentment. "Thanks for that." <<He>> glances around to make sure no one is close, then <<removesbeachlower>> and exposes <<his>> <<npcGenitals 0 "simple">>.
<br><br>
You kneel and take <<his>> measurement from base to tip, then ask <<him>> questions about <<his>> lifestyle. <<Hes>> content to answer your questions in full, taking the opportunity to enjoy a longer break.
<br><br>
<<recievephallusdata>>
<br><br>
You thank <<him>> for <<his>> time. "No problem," <<he>> says as <<he>> fixes <<his>> clothing and stands up. "Thanks for the water."
<br><br>
<<He>> heads off on another lap.
<br><br>
<<link [[Next|Beach]]>><<endevent>><</link>>
<br><<location "beach">><<effects>>
You approach the <<person>>. <<He>> glances at you, then goes back to tapping at <<his>> phone. "What's up?"
<br><br>
<<asktomeasurephallus>>
"<i>What?</i>" <<He>> refocuses <<his>> now baffled gaze on you. <<He>> pauses, then looks you over appraisingly
<<if $beauty gte ($beautymax / 7) * 3>>
<span class="green">and smirks.</span> "Sure thing, cutie. Come take a pic with me, and you can measure all you want." <<He>> leers at you.
<br><br>
<<photographystudioicon>><<link [[Take a selfie with <<him>>|Beach Phallus Blogger Selfie]]>><<set $phase to 0>><</link>>
<br>
<<else>>
<span class="red">and sneers.</span> "I have standards, <<girl>>. Sod off." <<He>> dismisses you with a wave, looking back down at <<his>> phone.
<br><br>
<<brothelicon>><<link [[Try to change <<his>> mind|Beach Phallus Blogger Selfie]]>><<set $phase to 1>><</link>><<promiscuous1>>
<br>
<</if>>
<<investigateicon>><<link [[Look for someone else (0:15)|Beach Phallus]]>><<endevent>><<pass 15>><</link>>
<br>
<<getouticon>><<link [[Stop|Beach]]>><<pass 10>><<endevent>><</link>>
<br><<location "beach">><<effects>>
<<if $phase is 0>>
You nod and step closer to <<him>>. The <<person>> puts <<his>> arm around your waist and pulls you into <<his>> side.
<br><br>
"Smile for the camera!" <<he>> says, and you give the camera
<<if $trauma gte (($traumamax / 5) * 4)>>
a clearly fake
<<elseif $trauma gte (($traumamax / 5) * 1)>>
a brittle
<<else>>
your best
<</if>>
smile as the <<person>> holds up a peace sign and snaps a photo. <<gcool>>
<br><br>
<<He>> quickly lets go of you and taps through <<his>> phone. "Oh yeah, having a <<girl>> as <<cute>> as you for my blog is going to be great from my numbers. Thanks a ton!"
<br><br>
<<elseif $phase is 1>>
You step forward and put your hand over <<his>> phone, smiling coyly at the <<person>>. "Oh? You'd pass up the opportunity to get a picture with someone as <<cute>> as me?"
<<promiscuity1>>
<<set $seductiondifficulty to 4000>>
<<seductioncheck>>
<br><br>
<<seductionskilluptext>>
<<seductionskilluse>>
<<if $seductionrating gte $seductionrequired>>
<span class="green"><<He>> stammers, suddenly flustered</span>. "I, uh, no?" <<His>> eyes roam over your body hungrily. "Okay, yeah. A picture sounds good, actually." You make <<him>> promise that <<he>>'ll let you measure <<his>> <<personpenis>> afterwards, and <<he>> readily accepts.
<br><br>
You step into <<him>> as <<he>> puts <<his>> arm around your waist. "Smile for the camera!" <<he>> says <span class="lewd">as <<he>> gropes your ass</span>. You put on a
<<if $trauma gte (($traumamax / 5) * 4)>>
hollow
<<elseif $trauma gte (($traumamax / 5) * 1)>>
brittle
<<else>>
sultry
<</if>>
smile for the camera as the <<person>> holds up a peace sign and snaps a photo. <<garousal>><<arousal 100>>
<br><br>
<<He>> taps through <<his>> phone before leering at you, <<his>> arm still around your waist. "Oh yeah, a <<girl>> as hot as you is going to blow up on my blog."
<br><br>
<<else>>
<span class="red"><<He>> laughs in your face</span> and slaps your hand away from <<his>> phone. "Know your place, trash. And don't touch my phone." <<He>> marches off with a huff. <<gstress>><<stress 3>>
<br><br>
<<link [[Next|Beach]]>><<endevent>><</link>>
<br>
<<exit>>
<</if>>
<</if>>
You remind <<him>> of <<his>> end of the deal, and <<he>> grudgingly <<removesbeachlower>> and exposes <<his>> <<npcGenitals 0 "simple">>.
<br><br>
<<schoolicon>><<link [[Take measurement|Beach Phallus Blogger Measure]]>><</link>>
<br><<location "beach">><<effects>>
You kneel and take the <<persons>> measurement from base to tip, then ask <<him>> questions about <<his>> lifestyle.
<<if $phase is 0>>
Despite being engrossed in <<his>> phone,
<<elseif $phase is 1>>
Despite spending the entire time eyeing you up,
<</if>>
<<he>> answers to your satisfaction.
<br><br>
<<recievephallusdata>>
<br><br>
<<He>> immediately fixes <<his>> clothing and goes back to posing for <<his>> phone.
<br><br>
You thank <<him>> for <<his>> time, but <<he>> just grunts in response and otherwise ignores you.
<br><br>
<<link [[Next|Beach]]>><<endevent>><</link>>
<br><<location "beach">><<effects>>
You approach the pair. The <<person1>><<person>> smiles up at you. "Hey there, cutie. What can we do for you?"
<br><br>
<<asktomeasurephallus>>
The <<personsimple>> raises <<his>> eyebrows and shares a disbelieving look with <<his>> friend. "Uh, okay then."
<br><br>
<<He>> considers for a moment. "Well, I suppose being examined by a <<cute>> <<girl>> wouldn't be too bad." <<He>> looks you up and down and smiles. "As long as you make it worth my while, of course."
<br><br>
The <<person2>><<person>> snickers behind <<person1>><<him>>.
<br><br>
<<if hasSexStat("promiscuity", 4)>>
<<ind>><<link [[Make it worth <<his>> while|Beach Phallus Friends Accept]]>><</link>><<promiscuous4>>
<br>
<<else>>
<<insufficientStat "promiscuity" "to accept such a rquest">>
<br>
<</if>>
<<investigateicon>><<link [[Look for someone else (0:15)|Beach Phallus]]>><<endevent>><<pass 15>><</link>>
<br>
<<getouticon>><<link [[Stop|Beach]]>><<pass 10>><<endevent>><</link>>
<br><<location "beach">><<effects>>
You agree to make it worth <<his>> while if <<he>> lets you measure <<his>> <<personpenis>> afterwards, and the <<person>> grins widely.
<<promiscuity4>>
"Damn, you must be really dedicated to your research," <<he>> says. The <<person2>><<person>> adds, "Or a <<slut>>!" They both laugh at that, and you fight down a blush.
<br><br>
"Come on, let's do this." The <<person1>><<person>> impatiently gestures you over, and you join them under the umbrella as the <<person2>><<person>> lowers it to obscure your actions from the beachgoers.
<br><br>
<<link [[Next|Beach Phallus Friends Sex]]>><<set $sexstart to 1>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
/* This is so scuff, I feel so dirty for doing it like this.
There's gotta be a better solution, right? Right?? */
<<saveNPC 1 "beach_phallus_the_friend">>
<<clearsinglenpc 1>>
<<neutral 1>>
<<maninit>>
<<if $phase lte 0>>
<<set $enemytrust += 100>>
<<else>>
<<set $enemytrust += 50>>
<</if>>
<<enable_rescue>>
<</if>>
The umbrella obscures you from prying eyes.
<br><br>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Beach Phallus Friends Sex Finish]]>><</link>></span>
<<else>>
<span id="next"><<link [[Next|Beach Phallus Friends Sex]]>><</link>></span>
<</if>><<location "beach">><<effects>>
<<if $enemyhealth lte 0>>
You shove the <<person>> into <<his>> friend, and flee as the umbrella collapses on top of them.
<br><br>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<loadNPC 1 "beach_phallus_the_friend">> /* Note: NPC must be loaded after ejaculation. Do NOT move it outside the if statement */
"Always glad to help someone with real dedication," the <<person>> says. "You want to have a go with <<phim>>?" <<he>> offers <<his>> friend.
<br><br>
"Na, I'm good." The <<person2>><<person>> says. For some reason, <<he>> looks incredibly amused. You waste no time in pulling out your tape measure and taking the <<person1>><<persons>> measurements from base to tip. You ask <<him>> questions about <<his>> lifestyle, and <<hes>> more than happy to indulge you.
<br><br>
The <<person2>><<person>> continues to look amused as <<he>> observes.
<br><br>
<<person1>><<recievephallusdata>>
<br><br>
You thank them both for their time, and the <<person>> waves goodbye as <<his>> friend sets their umbrella back upright.
<br><br>
<<elseif $finish is 1>>
"Oh come on," the <<person>> says. "You're the one who came on to me." Still, <<he>> backs off as requested, to good-natured ribbing from <<his>> friend.
<br><br>
<<else>>
<<loadNPC 1 "beach_phallus_the_friend">>
"Hey, hey! No need for that," the <<person>> says hurriedly, backing off and glancing around the beach. The <<person2>><<person>> curses quietly, looking worried.
<br><br>
"Alright, alright, fine, just get out of here." The <<person1>><<person>> says, shooing you away. You quickly make your escape.
<br><br>
<</if>>
<<clearNPC "beach_phallus_the_friend">>
<<clotheson>><<endcombat>>
<<link [[Next|Beach]]>><</link>>
<br><<location "beach">><<effects>>
You approach the <<person>>. <<He>> smiles at you as you get close and takes another swig from <<his>> bottle. <<He>> looks a little tipsy.
<br><br>
<<asktomeasurephallus>>
"Sure," <<he>> says. You blink at <<him>> in surprise. "What, you'd think I'd have a problem with a <<cute>> <<girl>> feeling me up?" <<he>> chuckles, shaking <<his>> head in amusement.
<br><br>
"Although, you'd have make sure everything's working properly before you measure. Gotta put my best foot forward and all that, you know?" <<He>> gives you a suggestive wink before downing another swig.
<br><br>
<<if hasSexStat("promiscuity", 4)>>
<<ind>><<link [[Make sure everything is working properly|Beach Phallus Drinker Accept]]>><</link>><<promiscuous4>>
<br>
<<else>>
<<insufficientStat "promiscuity" "to accept such a request">>
<br>
<</if>>
<<investigateicon>><<link [[Look for someone else (0:15)|Beach Phallus]]>><<endevent>><<pass 15>><</link>>
<br>
<<getouticon>><<link [[Stop|Beach]]>><<pass 10>><<endevent>><</link>>
<br><<location "beach">><<effects>>
You agree to ensure <<his>> <<personpenis>> is working as intended before measuring, and <<he>> gives you a self-satisfied smirk.
<<promiscuity4>>
"Okay, but not here," <<he>> says. <<He>> downs the rest of <<his>> beer bottle in one swallow, then stands up and leads you out behind the bluffs to a relatively secluded spot between two dunes.
<br><br>
As soon as the last person is out of sight, <<he>> turns and reaches for you. "I'm going to enjoy this," <<he>> says, <<his>> breath reeking of alcohol.
<br><br>
<<link [[Next|Beach Phallus Drinker Sex]]>><<set $sexstart to 1>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<if $phase lte 0>>
<<set $enemytrust += 100>>
<<else>>
<<set $enemytrust += 50>>
<</if>>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Beach Phallus Drinker Sex Finish]]>><</link>></span>
<<else>>
<span id="next"><<link [[Next|Beach Phallus Drinker Sex]]>><</link>></span>
<</if>><<location "beach">><<effects>>
<<if $enemyhealth lte 0>>
You shove <<him>> away and run back towards the beach as <<he>> flounders in the loose sand.
<br><br>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"There, I think I'm ready for your science thing now," <<he>> says with a smirk. "Should make for some good aftercare, too."
<br><br>
<<He>> lies still as you take <<his>> measurements from base to tip, then ask <<him>> questions about <<his>> lifestyle. <<He>> answers willingly enough, although you occasionally get whiffs of alcohol as <<he>> speaks.
<br><br>
<<recievephallusdata>>
<br><br>
You thank <<him>> for <<his>> cooperation, and <<he>> just smiles smugly as you leave and return to the beach.
<br><br>
<<elseif $finish is 1>>
"Hey, don't think it's okay to tease me just because I'm a few drinks in," <<he>> says resentfully, then roughly shoves you away. <<He>> stays behind as you return to the beach, presumably to finish <<himself>> off.
<br><br>
<<else>>
<<He>> lets out a curse and looks around wildly, then turns and sprints away before anyone can even come to check on you.
<br><br>
<</if>>
<<clotheson>><<endcombat>>
<<link [[Next|Beach]]>><</link>>
<br><<location "beach">><<effects>>
You approach the police officer. <<He>> offers you a casual nod without even looking at you. <<He>> seems bored.
<br><br>
<<asktomeasurephallus>>
The officer turns to look at you, studying you for a moment. <<if crimeSumCurrent() gte 2000>> <<His>> gaze lingers on your face, and <<his>> eyes narrow. <</if>> "Sure, I'm always happy to help out a civvy," <<he>> says insincerely. "Let's find some privacy first, though."
<br><br>
<<He>> leads you around the back of the changing rooms, out of sight of most people.
<<if crimeSumCurrent() gte 2000>>
Once alone, <<he>> turns <span class="red">and forces you up against the wall.</span> "On the other hand," <<he>> says nonchalantly, "if a known criminal wants to just walk up to me, I'd be more than happy to help <<phim>> find justice."
<br><br>
<<if $rng gte 61>>
<<generatePolice 2>>
The police officer makes a quick call on <<his>> radio, and a minute later, <<his>> partner jogs over. "Oh, it really is <<phim>>," <<he>> says as <<he>> comes to a stop, looking you over. "How'd you find <<phim>>?"
<br><br>
"<<pShe>> just walked up to me," the <<person1>><<personsimple>> holding you says with a shrug. "Said <<pshe>> was doing a science project or something."
<br><br>
"Just walked up?" <<his>> partner asks, giving you a sidelong glance. "Our lucky day, I suppose. Well, let's get <<phim>> to the station and get started on the paperwork."
<br><br>
<<crimeicon "shackles">><<link [[Next|Hospital Arrest Journey]]>><</link>>
<br>
<<else>>
<<link [[Next|Beach Phallus Police Rape]]>><<set $molestationstart to 1>><<set $phase to 1>><</link>>
<br>
<</if>>
<<elseif $rng gte 61>>
Once alone, <<he>> unzips <<his>> uniform trousers and exposes <<his>> <<npcGenitals 0 "simple">>.
<br><br>
<<schoolicon>><<link [[Take measurement|Beach Phallus Police Measure]]>><</link>>
<br>
<<else>>
Once alone, <<he>> turns <span class="red">and puts a hand over your mouth.</span> "Here, let's give you a real good look," <<he>> says.
<br><br>
<<link [[Next|Beach Phallus Police Rape]]>><<set $molestationstart to 1>><<set $phase to 0>><</link>>
<br>
<</if>><<location "beach">><<effects>>
You kneel and take <<his>> measurement from base to tip, then ask <<him>> questions about <<his>> lifestyle. <<His>> answers are clear and concise, although there's an undercurrent you can't quite pin down. <<gstress>><<stress 2>>
<br><br>
<<recievephallusdata>>
<br><br>
You finish up as quickly as you can and hurry back to the beach. You feel <<his>> eyes on your back until you're out of sight.
<br><br>
<<link [[Next|Beach]]>><<endevent>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<hand_gag 0 left>>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Beach Phallus Police Rape Finish]]>><</link>></span>
<<else>>
<span id="next"><<link [[Next|Beach Phallus Police Rape]]>><</link>></span>
<</if>><<location "beach">><<effects>>
<<if $enemyhealth lte 0>>
You shove the officer away and run around the corner of the changing rooms, back towards the crowds.
<<if $phase is 1>>
<<He>> tries to shout after you, but <<hes>> in too much pain.
<</if>>
<br><br>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<if $phase is 1>>
"Damn if I don't love community service," the officer grunts. "You're free to go, <<girl>>." <<He>> smacks your ass before walking off, whistling to <<himself>>.
<br><br>
<<else>>
"Did you get the measurements? No? Well, too bad." The officer snickers to <<himself>> as <<he>> walks away.
<br><br>
<</if>>
<<else>>
"Son of a-" the officer curses, looking around worriedly.
<<if $phase is 1>>
"You think you can escape from me that easily?" <<he>> asks, a dangerous glint in <<his>> eye.
<br><br>
Before <<he>> can do anything, a <<generate2>><<person2>><<person>> comes around the corner <span class="green">and starts shouting at the police officer to get away from you</span>. The officer tries to defend <<person1>><<himself>>, but <<his>> claims that <<he>> was 'just arresting' you are undermined by the state of your clothing.
<br><br>
In the ensuing argument, you manage to make your escape.
<<else>>
"You'll regret this, <<girl>>," <<he>> says, giving you a hateful glare before turning and hurrying away.
<br><br>
<</if>>
<</if>>
<<clotheson>><<endcombat>>
<<link [[Next|Beach]]>><</link>>
<br><<location "beach">><<effects>>
You move along the beach and intercept the <<person>> as <<he>> swims by, calling out to <<him>>. <<He>> pauses and treads water, giving you <<his>> attention.
<br><br>
<<asktomeasurephallus>>
"Sure thing, darling," <<he>> calls back, leering at you. "Come on in and we can get as acquainted as you want."
<br><br>
<<Hes>> clearly propositioning you.
<br><br>
<<if hasSexStat("promiscuity", 4)>>
<<swimicon>><<link [[Swim out to <<him>>|Beach Phallus Swimmer Sex]]>><<set $sexstart to 1>><</link>><<promiscuous4>>
<br>
<<else>>
<<insufficientStat "promiscuity" "to accept such an offer">>
<br>
<</if>>
<<investigateicon>><<link [[Look for someone else (0:15)|Beach Phallus]]>><<endevent>><<pass 15>><</link>>
<br>
<<getouticon>><<link [[Stop|Beach]]>><<pass 10>><<endevent>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<set $noBodyWriting to 1>>
<<maninit>>
<<if $phase lte 0>>
<<set $enemytrust += 100>>
<<else>>
<<set $enemytrust += 50>>
<</if>>
You wade into the water, then swim out to the <<personsimple>>. <<He>> reaches for you with a hungry expression, and you both go under.
<<promiscuity4>>
<<location "seabeach">>
<<set $NPCList[0].mouth to "underwater">>
<<enable_rescue>>
<</if>>
<<underwater>><<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Beach Phallus Swimmer Sex Finish]]>><</link>></span>
<<else>>
<span id="next"><<link [[Next|Beach Phallus Swimmer Sex]]>><</link>></span>
<</if>><<location "seabeach">><<effects>>
<<if $enemyhealth lte 0>>
You kick the <<person>> away and swim desperately for shore. <<He>> doesn't pursue you.
<br><br>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
You both break the surface with a gasp. "Now, you said something about wanting specifics?" <<he>> asks with a self-satisfied grin.
<br><br>
You have to swim back to shore to fetch your tape, but <<he>> seems happy to indulge you. <<He>> lies still as you take <<his>> measurements from base to tip, and ask <<him>> about <<his>> lifestyle. <<His>> answers are simple but functional.
<br><br>
<<recievephallusdata>>
<br><br>
You thank <<him>> for <<his>> cooperation. "Oh, is that what we're calling it?" <<he>> asks with a smirk, before heading back out to sea.
<br><br>
<<elseif $finish is 1>> /* Should be unreachable as we're underwater, but just in case */
"Really? You're the one who wanted to get acquainted with me," the <<person>> says. When you nod, <<he>> just shrugs and releases you, then turns to resumes <<his>> swim.
<br><br>
<<else>> /* Also should be unreachable. Isn't underwater fun? */
Heads turn towards you from the direction of the beach. The <<person>> curses and quickly swims away.
<br><br>
<</if>>
<<clotheson>><<endcombat>>
<<link [[Next|Beach]]>><</link>>
<br><<location "beach">>
<<if Time.season is "summer">>
<<switch random(1, 3)>>
<<case 1>>
You lie on the beach beneath the blazing sun. You mind drifts as the rays soak your skin.
<<case 2>>
You lie out on the beach. The sound of the waves washes over you as the sun heats your skin.
<<case 3>>
You lie down on the sand. You hear the sounds of the ocean, children playing and beach music as you relax.
<</switch>>
<br><br>
You feel warm.
<<stress -6>><<lstress>>
<<elseif Time.season is "winter">>
<<switch random(1, 3)>>
<<case 1>>
You lie on the beach beneath the sun. A chill breeze caresses you.
<<case 2>>
You lie out on the beach. You can barely feel the sun through the cold wind.
<<case 3>>
You lie down on the sand. The sound of crashing waves washes over you. It's chilly.
<</switch>>
<br><br>
You shiver.
<<stress 6>><<gstress>>
<<else>>
<<switch random(1, 3)>>
<<case 1>>
You lie on the beach beneath the warm sun. Your mind drifts as the sun's rays caress your skin.
<<case 2>>
You lie out on the beach. The sound of the waves washes over you as the sun warms your skin.
<<case 3>>
You lie down on the sand. You hear the sounds of the ocean, children playing and beach music as you relax.
<</switch>>
<br><br>
You feel refreshed.
<<stress -6>><<lstress>>
<</if>>
<<set _tanningModifiers to Skin.getTanningFactor()>>
<<tanningGainOutput _tanningModifiers.result 90>>
<br>
<<tanningPenaltiesOutput _tanningModifiers>>
<br>
<<set Skin.tanningBonus = 0.5>>
You have a <<skincolourtext>>
<br><br>
<<rng>>
<<set $eventcheck to random(1, 10000)>>
<<if $eventcheck gte (9900 - ($allure)) and $rng gte 91 and C.npc.Whitney.state is "active">>
<<endevent>>
<<link [[Next|Whitney Beach Sunbathing]]>><<pass 60>><<set $eventskip to 1>><</link>>
<<elseif $rng gte 81>>
<<endevent>>
<<link [[Next|Sunbathing Sabotage]]>><<pass 60>><<set $eventskip to 1>><</link>>
<<else>>
<<endevent>>
<<link [[Next|Beach]]>><<pass 60>><<set $eventskip to 1>><</link>>
<</if>>The heat and the sounds of the waves are so comforting, you doze off.
<<rng 5 20>>
<<pass $rng>>
<br><br>
You wake up <<print either ("feeling well-rested", "feeling somewhat disoriented", "unsure of how much time has passed.")>>. <<ltiredness>><<tiredness -6>>
<br><br>
When you stand up, <span class="red">your swimsuit falls off your body.</span> Someone must have taken a pair of scissors to it while you were sleeping. <<if hasSexStat("exhibitionism", 5)>>Being exposed like this makes you shiver with excitement.<<else>>You quickly cover up and look for the nearest changing room.<</if>> <<gstress>><<stress 6>>
<br><br>
<<clothesruined>>
<<endevent>>
<<link [[Next|Beach]]>><<set $eventskip to 1>><</link>><<effects>>
<<npc Whitney>><<person1>>
<<print Time.season is "winter" ? "As you try to stay warm in the sunlight," : "As you bask in the warmth of the sunlight,">> a shadow moves over you. You blink a few times and see Whitney standing over you with a couple of <<his>> friends in tow.
<br><br>
"Get up, bitch," Whitney commands, kicking some sand at you. You stand up, and <<he>> continues, "We thought you looked a little lonely lying on the beach all by yourself, so we found a little friend for you!"
<br><br>
Whitney's hands are behind <<his>> back, but you doubt this surprise "friend" will be pleasant.
<br><br>
<<link[[Fight|Whitney Beach Fight]]>><<set $fightstart to 1>><<def 1>><<npcincr Whitney dom -1>><</link>><<ldom>>
<br>
<<link[[Submit|Whitney Beach Sunbathing Crab]]>><<npcincr Whitney dom 1>><<sub 1>><</link>><<gdom>><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
You lunge at Whitney. <<He>> manages to shove whatever <<hes>> holding into one of <<his>> friends' hands before the two of you tumble to the sand.
<<npcidlegenitals>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<set $audienceforceteen to 1>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<audience>>
<<stateman>>
<<enable_rescue>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Whitney Beach Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Whitney Beach Fight]]>><</link>></span><<nexttext>>
<</if>><<if $enemyhealth lte 0>>
You push Whitney off of you and make a break for it. Whitney's friends seem distracted by something skittering towards the water. You don't have a chance to get a good look at it as you run down the beach. <<stress 2>><<gstress>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Beach]]>><<set $eventskip to 1>><</link>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation "short">>
Whitney pants, <<his>> face flushed. One of <<his>> friends shoots <<him>> a bemused look. With a scoff, <<he>> pushes <<himself>> off of you and loudly says, "Whatever, slut. Where were we?"
<br><br>
Whitney looks to <<his>> friends expectantly. They shrug and avert their eyes. <<He>> scowls. "Seriously? You all lost it? You fucking morons."
<br><br>
You take advantage of the ensuing argument to slip away. It's probably for the best that you didn't get to see whatever Whitney had in store for you. <<stress 2>><<gstress>><<llust>><<npcincr Whitney lust -20>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Beach]]>><<set $eventskip to 1>><</link>>
<<elseif $alarm is 1 and $rescue is 1>>
"Hey! What's going on over there? Is everyone alright?" one of the lifeguards on duty shouts as <<generate1>><<person1>><<he>> starts lightly jogging over to you.
<br><br>
Whitney pushes away from you. "Everything's fine, we're done here," <<nnpc_he Whitney>> says. "See you around, you crybaby bitch." Your harassers leave, and the lifeguard returns to <<his>> post.
<br><br>
<<tearful>> you struggle to your feet.
<<clotheson>>
<<endcombat>>
<<link [[Next|Beach]]>><<set $eventskip to 1>><</link>>
<<else>>
You lie on the ground, too battered and bruised to continue. "Alright, bitch," Whitney says as <<he>> gets up, "now that you're all warmed up, let's get back to your new friend!" <<gstress>><<stress 2>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link[[Next|Whitney Beach Sunbathing Crab]]>><</link>>
<</if>><<effects>>
The two other delinquents grab your arms and hold you in place. Whitney presents <<his>> surprise to you: a live crab, flailing its legs and claws in an attempt to escape. You gulp.
<br><br>
<<if C.npc.Whitney.dom lte 10>>
<<if $worn.upper is not "naked" or $worn.upper_lower is not "naked">>They partially displace your top, exposing your <<breasts>> to anyone passing by. <</if>>Whitney holds the crab in front of your chest, coaxing the claws around your nipple, then flicks the crab hard on the head. Acting on instinct, the crab pinches hard.
<br><br>
You howl in pain as the claws clamp down on your nipples. Whitney and <<his>> friends burst into laughter and let go of your arms, giving you a chance to escape. You run away from your tormentors and remove the crab as soon as it relents. You fix your clothing and recover the best you can, your nipples still throbbing in pain. <<pain 4>><<stress 12>><<trauma 12>><<ggpain>><<ggstress>><<ggtrauma>>
<br><br>
<<endevent>>
<<link [[Next|Beach]]>><<set $eventskip to 1>><</link>>
<<elseif C.npc.Whitney.dom lte 15>>
They pull on the back of your clothing before Whitney shoves the crab up against your <<bottom>>. The crab flails its legs and claws, desperately trying to find a way to escape your $worn.under_lower.name_simple. The pointy limbs tickle and prod your sensitive skin.
<br><br>
<<link [[Stay calm|Whitney Beach Sunbathing Still]]>><<set $phase to 1>><</link>><<willpowerdifficulty 1 600>>
<<else>>
They pull on the front of your clothing before Whitney shoves the crab against your <<genitals>>. The crab flails its legs and claws, desperately trying to find a way to escape your $worn.under_lower.name_simple. The pointy limbs tickle and prod your sensitive skin.
<br><br>
<<link [[Stay calm|Whitney Beach Sunbathing Still]]>><</link>><<willpowerdifficulty 1 800>>
<</if>><<effects>>
<<if $willpowerSuccess>>
<span class="green">You manage to keep still.</span> You resist the urge to squirm as the crab escapes your clothing and makes a dash to the sea. Whitney, clearly frustrated, shoves you in the sand and walks away.
<br><br>
<<endevent>>
<<link [[Next|Beach]]>><<set $eventskip to 1>><</link>>
<<else>>
You involuntarily jerk and twitch, causing the crab to panic. It acts on instinct, <span class="red">pinching your <<print $phase is 1 ? "ass" : $player.penisExist ? "penis" : "clitoris">> as hard as it can.</span> You howl in pain as Whitney and <<his>> friends burst into laughter and let go of your arms, giving you a chance to escape.
<br><br>
You run away from your tormentors and remove the crab from your $worn.under_lower.name_simple as soon as it relents. You fix your clothing and recover the best you can, your <<print $phase is 1 ? "ass cheek" : $player.penisExist ? "dick" : "clit">> still throbbing in pain.
<<if $phase is 1>>
<<pain 8>><<stress 18>><<trauma 18>><<gggpain>><<ggstress>><<gggtrauma>>
<<else>>
<<pain 12>><<stress 24>><<trauma 24>><<gggpain>><<gggstress>><<gggtrauma>>
<</if>>
<br><br>
<<endevent>>
<<link [[Next|Beach]]>><<set $eventskip to 1>><</link>>
<</if>><<widget "beachday1">>
<<generatey1>>You hear someone behind you. You turn just in time to see a <<person1>><<person>> rushing into you. <<He>> tackles you to the sand and tries to remove your clothes!
<br><br>
<<link [[Next|Beach Day Molestation]]>><<set $molestationstart to 1>><<set $eventskip to 1>><</link>>
<</widget>>
<<widget "beachday2">>
<<outfitChecks>>
<<beastNEWinit 1 dog>>
You feel something yanking at your _bottom.name. Looking over your shoulder, you see a small <<beasttype>> with your clothes between <<bhis>> teeth.
<<if _bottom.integrity lte 20>>
<<set _bottom.integrity -= 20>>
You try to wrestle your clothes free from its maw, but your _bottom.name <<is _bottom>> torn from your body!
<<if !_bottomUnder>>
The <<beasttype>> scampers away, leaving you humiliated with your <<genitals>> on display.
<<gtrauma>><<trauma 1>><<stress 1>><<gstress>>
<<else>>
The <<beasttype>> scampers away, leaving you humiliated with your _bottomUnder.name on display.
<<stress 1>><<gstress>>
<</if>>
<<integritycheck>><<trauma 6>>
<<else>>
You manage to wrestle your clothes free from <<bhis>> maw, though the ordeal has left them a little worse for wear.
<</if>>
<br><br>
<<link [[Next|Beach]]>><<set $eventskip to 1>><<endevent>><</link>>
<</widget>>
<<widget "beachday3">>
<<generate1>><<set $NPCList[0].virginity.penile to false>><<set $NPCList[0].virginity.vaginal to false>>You see a <<person1>><<person>> watching you. <<He>> seems to be here with <<his>> kids who are playing in the sand some way away. <<He>> looks away as you make eye contact.
<br><br>
<<link [[Approach|Beach Day Encounter]]>><<set $phase to 0>><</link>>
<br>
<<link [[Look away|Beach]]>><<set $eventskip to 1>><<endevent>><</link>>
<br>
<</widget>>
<<widget "beachday4">>
A gust of wind blows in from the ocean, pleasantly caressing your skin.
<<lstress>><<stress -2>>
<br><br>
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
/* variables */
<<set _helpless to 0>>
<<if $leftarm is "bound" and $rightarm is "bound">>
<<set _helpless to 1>>
<</if>>
<<set _nopan to 0>>
<<if $worn.under_lower.type.includes("naked")>>
<<set _nopan to 1>>
<</if>>
<<set _trauma_gain to 0>>
<<set _arousal_gain to 0>>
<<set _seen to 0>>
<<if random(0, 10) gte 5>>
<<set _seen to 1>>
<</if>>
<<set _caught_on_camera to 0>>
<<if _seen and random(0, 10) gte 7>>
<<set _caught_on_camera to 1>>
<</if>>
/* event */
It flares up your skirt, exposing your
<<if _nopan>>
<<set _arousal_gain += 200>>
<<set _trauma_gain += .5>>
<<genitals>>
<<else>>
<<set _arousal_gain += 100>>
$worn.under_lower.name
<</if>>in the middle of the beach.
<<if _helpless>>
<<set _arousal_gain += 100>>
<<set _trauma_gain += 1>>
Bound and helpless you can do nothing but endure the wind as it toys with your exposure, until finally it abates and your skirt hem settles back where it should be.
<</if>>
<<if _seen>>
<<print [
"A sudden giggle causes you to turn, facing the onlooker.",
"A sudden giggle grabs your attention.",
"An onlooker gasping in shock grabs your attention.",
"An onlooker giggling grabs your attention.",
"A group of people gasping in shock draws your attention.",
"A group of people giggling grabs your attention."
].pluck()>>
<<fameexhibitionism 1>>
<<if _caught_on_camera>>
<<endevent>>
<span class="pink">
You notice a phone pointing at you, and realise they were probably recording.
</span>
<<fameexhibitionism 5 "vid">>
<<set _trauma_gain += 2>>
<<set _arousal_gain += 100>>
<<else>>
They must have seen everything.
<<set _trauma_gain += 1>>
<<set _arousal_gain += 50>>
<</if>>
<</if>>
<<if $uncomfortable.nude and hasSexStat("exhibitionism", 5) and _trauma_gain>>
Your stomach churns horribly at having been exposed in such a public place, and you do your best to put it out of your mind as you try and recover some of your dignity.
<<set _trauma_gain += 1>>
<<else>>
Your stomach churns with excitement at having been exposed in such a public place, and you can't help but hold on to the sensation of it all as you pretend to recover some of your dignity.
<<set _arousal_gain += 50>>
<</if>>
/* stats application */
<<if _arousal_gain>>
<<garousal>><<arousal _arousal_gain>>
<</if>>
<<if _trauma_gain and $uncomfortable.nude>>
<<gtrauma>><<trauma _trauma_gain>>
<</if>>
/* choices */
<br><br>
<<if _helpless>>
<<link [[Next|Beach]]>><<set $eventskip to 1>><</link>>
<<else>>
<<link [[Try to hold your skirt down|Beach Skirt Flare Stop]]>><</link>>
<<if hasSexStat("exhibitionism", 3) and !$worn.under_lower.type.includes("naked")>>
<br>
<<link [[Let it happen|Beach Skirt Flare Allow]]>><</link>><<exhibitionist2>>
<<elseif hasSexStat("exhibitionism", 4)>>
<br>
<<link [[Let it happen|Beach Skirt Flare Allow]]>><</link>><<exhibitionist4>>
<</if>>
<</if>>
/* cleanup */
<<unset _helpless>>
<<unset _nopan>>
<<unset _arousal_gain>>
<<unset _trauma_gain>>
<<unset _seen>>
<<unset _caught_on_camera>>
<<else>>
<<link [[Next|Beach]]>><<set $eventskip to 1>><</link>>
<</if>>
<</widget>>
<<widget "beachday5">>
You are walking along the shoreline when you hear a commotion behind you. Looking over your shoulder, you see a few of your classmates running towards you.
<br><br>
<<link[[Stop and wait|Beach Day Classmates]]>><<set $phase to 0>><</link>><br>
<<link[[Run|Beach Day Classmates]]>><<set $phase to 1>><</link>><<athleticsdifficulty 1 800>>
<</widget>>
<<widget "beachday6">>
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt isnot 1 and !$worn.lower.type.includes("naked")>>
<<generatey1>><<person1>>
You are strolling along the coast when a <<person>> tugs on your waistband, exposing your <<bottom>>. Before you can react, <<he>> dumps a large bucket of sand into your <<if $worn.under_lower.name is "naked" or $worn.under_lower.one_piece is 1>>$worn.lower.name<<else>>$worn.under_lower.name<</if>>. <<He>> gives you a hard spank before running off, presumably to find another victim to prank.
<br><br>
You do your best to shake the sand out of your clothing. Some of it inevitably becomes lodged in your butt crack, where it chafes and annoys you. <<gpain>><<gstress>><<pain 1>><<stress 2>>
<br><br>
<<link [[Next|Beach]]>><<endevent>><<set $eventskip to 1>><</link>>
<<else>>
A gust of wind blows in from the ocean, pleasantly caressing your skin.
<<lstress>><<stress -2>>
<br><br>
<<link [[Next|Beach]]>><<set $eventskip to 1>><</link>>
<</if>>
<</widget>>
<<widget "beachnight1">>
<<beastNEWinit 1 dog>>
<<if $monster is 1>>
A <<beasttype>> emerges from the darkness. <<bHis>> shaggy body gives <<bhim>> a savage look. <<bHe>> bares <<bhis>> fangs, eyes alight with hunger as <<bhe>> stares at you.
<<else>>
A wild-looking <<beasttype>> emerges from the darkness, teeth bared and eyes alight with hunger.
<</if>>
<br><br>
<!-- Modified for Beast People -->
<<if $monster is 1 or $bestialitydisable is "f">>
<<link [[Next|Beach Night Dog]]>><<set $eventskip to 1>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You manage to escape, but not unscathed.<<beastescape>>
<br><br>
<<link [[Next|Beach]]>><<endevent>><<set $eventskip to 1>><</link>>
<</if>>
<</widget>>
<<widget "beachnight2">>
<<generate1>>It's so dark, you don't see the <<person1>><<person>> lying on the sand until <<he>> grasps you by the ankle and pulls you to the ground.
<br><br>
<<link [[Next|Beach Night Molestation]]>><<set $molestationstart to 1>><</link>>
<</widget>>
<<widget "beachex1">>
<<generatey1>>A <<person1>><<person>> spots you in your fragile state and calls out, <<lewdcatcall>> Other heads turn in response and you quickly find yourself the centre of attention.
<<if $panicattacks gte 1>>
You are overcome by anxiety. Robbed of higher thought, you can do nothing flee away from the crowds, chased by jeering laughter.
<<fameexhibitionism 30>><<gstress>><<gtrauma>><<stress 6>><<trauma 6>>
<br><br>
When your fear subsides you find yourself slumped against the inside wall of a changing room.
<br><br>
<<link [[Changing room|Changing Room]]>><<endevent>><</link>>
<<else>>
<<gstress>><<gtrauma>><<stress 6>><<trauma 6>>
<br><br>
<<link [[Keep walking|Beach Exhibition]]>><<set $phase to 0>><</link>>
<br>
<<link [[Ask for help|Beach Exhibition]]>><<set $phase to 1>><</link>>
<</if>>
<</widget>>
<<widget "beachex2">>
<<generatey1>>A <<person1>><<person>> spots you in your fragile state and calls out to <<his>> friends. You quickly find yourself surrounded. The <<person>> speaks, "You know this isn't a nudist beach right? In fact, I think I should report you." You tense as <<he>> visibly inhales as if to shout, anticipating even more attention drawn to your predicament. Instead however, <<he>> and <<his>> friends burst into derisive laughter. "Or, you know, I could help you out, give you something to cover up with. Of course, I'll want something in return. Get on your knees."
<<fameexhibitionism 20>>
<br><br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Comply|Beach Exhibit Molestation]]>><<set $phase to 1>><<set $sexstart to 1>><</link>>
<br>
<<elseif $uncomfortable.prostituting is false>>
<<link [[Reluctantly comply|Beach Exhibit Molestation]]>><<set $desperateaction to 2>><<set $phase to 1>><<set $sexstart to 1>><</link>>
<br>
<</if>>
<<link [[Refuse|Beach Exhibit Molestation]]>><<set $phase to 0>><<set $molestationstart to 1>><</link>>
<br>
<</widget>>
<<widget "removebeachlower">><<silently>>
<<if _args[0] is 1>>
<<set $_pulltense to "pulls">>
<<elseif _args[0] is 2>>
<<set $_pulltense to "pulling">>
<<else>>
<<set $_pulltense to "pull">>
<</if>>
/* This should include cases for every lower clothing in the types Town, Beach, Warm,
schoolSwim, and Cold. Essentially, everything an NPC on the beach can be wearing,
according to the "Beach" case for the widget "generateNPCClothes" */
<<switch $NPCList[$index].clothes.lower.name>>
<<case "shorts" "trousers" "tracksuit bottoms" "slacks" "jeans" "khakis" "swim shorts" "board shorts" "boyshorts" "jorts" "sweatpants" "school swim shorts">>
<<set $_text_output to "$_pulltense down <<his>> $NPCList[$index].clothes.lower.name">>
<<case "bikini bottoms" "microkini bottoms" "school swimsuit bottoms">>
<<set $_text_output to "$_pulltense aside <<his>> $NPCList[$index].clothes.lower.name">>
<<case "sundress skirt" "skirt" "miniskirt">>
<<set $_text_output to "$_pulltense up <<his>> $NPCList[$index].clothes.lower.name">>
<<default>>
<<if $pronoun is "f">>
<<set $_text_output to "$_pulltense aside <<his>> bikini bottoms">>
<<else>>
<<set $_text_output to "$_pulltense down <<his>> shorts">>
<</if>>
<</switch>>
<</silently>><<print $_text_output>><</widget>>
<<widget "removesbeachlower">>
<<removebeachlower 1>>
<</widget>>
<<widget "removingbeachlower">>
<<removebeachlower 2>>
<</widget>>
<<widget "asktomeasurephallus">>
<<if $speech_attitude is "meek">>
<<set $_requestA to [
"You can't help but feel awkward making this request.",
"You can already feel a blush rising before you even speak.",
"You can't look <<him>> in the eye. Not with a request like this."
]>>
<<set $_requestB to [
"\"C-could I measure your <<personpenis>> with this tape?\" you ask.",
"\"I-is it okay if I use this tape to measure your <<personpenis>>?\" you ask.",
"\"W-would it be okay if I measured your <<personpenis>> with this tape?\" you ask."
]>>
<<set $_requestC to [
"\"I'm doing a science project.\"",
"\"It's for my science project.\"",
"\"I need data for my science project.\""
]>>
<<print either($_requestA)>> <<print either($_requestB)>> <<print either($_requestC)>>
<<elseif $speech_attitude is "bratty">>
<<set $_requestA to [
"\"Let me measure your <<personpenis>>,\" you say.",
"\"I'm gonna measure your <<personpenis>>,\" you say.",
"\"Want to get your <<personpenis>> measured?\" you ask."
]>>
<<set $_requestB to [
"\"For science.\"",
"\"I need data for my science project.\"",
"\"In the pursuit of science, of course.\""
]>>
<<print either($_requestA)>> <<print either($_requestB)>>
<<else>>
<<set $_requestA to [
"\"Hello,\" you say.",
"\"Excuse me,\" you say.",
"\"Hi there,\" you say with a little wave."
]>>
<<set $_requestB to [
"\"Could I measure your <<personpenis>> for my science project?\"",
"\"Would you be willing to let me measure your <<personpenis>>? I'm doing a science project.\"",
"\"I'm doing a science project for school. Can I measure your <<personpenis>> with this tape?\""
]>>
<<print either($_requestA)>> <<print either($_requestB)>>
<</if>>
<<promiscuity3>>
<</widget>>
<<widget "recievephallusdata">>
<<set $sciencephallus += 1>>
<<if $NPCList[$index].penis isnot "none">>
<<set $sciencephalluspenis += 1>>
<<else>>
<<set $sciencephallusclit += 1>>
<</if>>
<span class="gold">You can add the <<personpenis>> measurement you took to your project in your room or the school library.</span>
<</widget>><<widget "eventsbeach">>
<<set $dangerevent to random(1, 100)>>
<<if Time.dayState is "night">>
<<if $dangerevent lte 15>>
<<beachnight1>>
<<elseif $dangerevent lte 30>>
<<beachnight2>>
<<elseif $dangerevent lte 100>>
<<beachday4>>
<</if>>
<<elseif $exposed gte 1>>
<<if $dangerevent lte 80>>
<<beachex1>>
<<elseif $dangerevent lte 100>>
<<beachex2>>
<</if>>
<<else>>
<<if $dangerevent lte 10>>
<<beachday1>>
<<elseif $dangerevent lte 20 and !$worn.lower.type.includes("naked")>>
<<beachday2>>
<<elseif $dangerevent lte 50>>
<<beachday3>>
<<elseif $dangerevent lte 70>>
<<beachday4>>
<<elseif $dangerevent lte 90>>
<<beachday5>>
<<elseif $dangerevent lte 100>>
<<beachday6>>
<</if>>
<</if>>
<</widget>>
<<widget "eventsbeachphallus">>
<<cleareventpool>>
<<generate1>><<person1>>You scan the beach for people wearing skimpy swimsuits, or who otherwise look like they will agree to your request.
<br><br>
/* Note: This conditional is intended to be identical to the conditional that gatekeeps the [Find participant for phallus project] link in :: Beach */
<<if $scienceproject is "ongoing" and $sciencephallusknown is 1 and $sciencephallus lt 10 and Time.dayState isnot "night" and Weather.precipitation is "none" and $exposed lte 0>>
<<addinlineevent "beach_phallus_flex">>
<<generatep2>>You see a <<person>> showing off <<his>> body, trying to impress a <<person2>><<person>>. It isn't working.
<br><br>
<<person1>>
<<socialiseicon "ask">><<link [[Ask to measure <<personpenis>>|Beach Phallus Flex]]>><</link>><<promiscuous3>>
<br>
<</addinlineevent>>
<<addinlineevent "beach_phallus_pair">>
<<generatep2>>You see a <<fullGroup>> holding hands.
<br><br>
<<person1>>
<<socialiseicon "ask">><<link [[Ask to measure <<personpenis>>|Beach Phallus Pair]]>><</link>><<promiscuous3>>
<br>
<</addinlineevent>>
<<addinlineevent "beach_phallus_beggar">>
You see a <<person>> moving between different groups and individuals, asking for money.
<br><br>
<<socialiseicon "ask">><<link [[Ask to measure <<personpenis>>|Beach Phallus Beggar]]>><</link>><<promiscuous3>>
<br>
<</addinlineevent>>
<<addinlineevent "beach_phallus_shy">>
You see a <<person>> sitting alone on the sand.
<br><br>
<<socialiseicon "ask">><<link [[Ask to measure <<personpenis>>|Beach Phallus Shy]]>><</link>><<promiscuous3>>
<br>
<</addinlineevent>>
<<addinlineevent "beach_phallus_scan">>
You see a <<person>> scanning the beach with one hand shielding <<his>> eyes from the sun.
<br><br>
<<socialiseicon "ask">><<link [[Ask to measure <<personpenis>>|Beach Phallus Scan]]>><</link>><<promiscuous3>>
<br>
<</addinlineevent>>
<<addinlineevent "beach_phallus_insecurity">>
You see a <<person>> sitting by <<himself>>, a bit away from the crowds.
<br><br>
<<socialiseicon "ask">><<link [[Ask to measure <<personpenis>>|Beach Phallus Insecurity]]>><</link>><<promiscuous3>>
<br>
<</addinlineevent>>
<<addinlineevent "beach_phallus_confidence">>
You see a <<person>> lounging at a picnic table.
<br><br>
<<socialiseicon "ask">><<link [[Ask to measure <<personpenis>>|Beach Phallus Confidence]]>><</link>><<promiscuous3>>
<br>
<</addinlineevent>>
<<addinlineevent "beach_phallus_horizon">>
You see a <<person>> standing ankle deep in the surf, staring out at the horizon.
<br><br>
<<socialiseicon "ask">><<link [[Ask to measure <<personpenis>>|Beach Phallus Horizon]]>><</link>><<promiscuous3>>
<br>
<</addinlineevent>>
<<addinlineevent "beach_phallus_wading">>
<<npcClothesType $NPCList[$index] "beach">>
You see a <<person>> floating on <<his>> back in the shallows.
<br><br>
<<socialiseicon "ask">><<link [[Ask to measure <<personpenis>>|Beach Phallus Wading]]>><</link>><<promiscuous3>>
<br>
<</addinlineevent>>
<<addinlineevent "beach_phallus_birdwatcher">>
You see a <<person>> up on one of the bluffs.
<br><br>
<<socialiseicon "ask">><<link [[Ask to measure <<personpenis>>|Beach Phallus Birdwatcher]]>><</link>><<promiscuous3>>
<br>
<</addinlineevent>>
<<addinlineevent "beach_phallus_prude">>
You see a <<person>> sitting alone, seemingly enjoying the wind.
<br><br>
<<socialiseicon "ask">><<link [[Ask to measure <<personpenis>>|Beach Phallus Prude]]>><</link>><<promiscuous3>>
<br>
<</addinlineevent>>
<<addinlineevent "beach_phallus_old">>
You see an older <<personsimple>> taking a walk down by the shore.
<br><br>
<<socialiseicon "ask">><<link [[Ask to measure <<personpenis>>|Beach Phallus Old]]>><</link>><<promiscuous3>>
<br>
<</addinlineevent>>
<<addinlineevent "beach_phallus_dog">>
/* SevenSeriousShadows: Okay, so what I'm doing here is a little convoluted, so let me explain.
To generate a beast, you either need <<beastNEWinit>> which REQUIRES there to be no existing NPCs generated,
or you use <<generateBEAST>> to do it how you would normally use a <<generate2>>, <<generate3>>, etc..
If you use <<beastNEWinit>> and then generate any humans afterwards, any <<bhim>>, <<bhis>>, etc. calls will
break, because they use $enemyno index to target the correct beast NPC. If there are humans, that index is now
suddenly pointing at the wrong beast or (as in this case) at a human. On the other hand, if you have humans
already generated and then use <<generateBEAST>>, then any <<beasttype>> calls will break, since <<beasttype>>
assumes all beasts are generated at $NPCList[0], which in this case they are not.
The conclusion is that if you try to generate a human-beast hybrid scene, either <<bhim>> or <<beasttype>> will
break, unavoidably. This, to use a technical term, is fucking annoying.
You can use <<bhim 0-5>> and <<beasttype 0>> as needed to get around each error, but that's not the main issue
in this scene. My issue is that I want the PC to fuck the beast and NOT the humans, which mean the beast needs
to be in $NPCList[0]. So I either have to use <<beastNEWinit>>, or I need to use <<saveNPC>> and <<loadNPC>> to
perform musical chairs with the $NPCList when it comes time to fuck the beast.
Since I use far more <<beasttype>> calls than <<bhim>> calls and have no love for musical chairs, I've decided
that I'll let <<bhim>> be broken in this scene, and just use <<bhim 0>> as required. Until this gets reworked,
this is my best option.
So in case you were wondering what ungodly crimes againt code I'm doing with Beach Phallus Dog, now you know. */
<<clearnpc>><<beastNEWinit 1 dog>><<generate2>>
You see a <<person2>><<person>> walking <<his>> <<beasttype>> along the beach.
<br><br>
<<socialiseicon "ask">><<link [[Ask to measure <<personpenis>>|Beach Phallus Dog]]>><</link>><<promiscuous3>>
<br>
<</addinlineevent>>
<<addinlineevent "beach_phallus_masturbator">>
You see a <<person>> partially out of sight as <<he>> reclines in the sand.
<br><br>
<<socialiseicon "ask">><<link [[Ask to measure <<personpenis>>|Beach Phallus Masturbator]]>><</link>><<promiscuous3>>
<br>
<</addinlineevent>>
<<addinlineevent "beach_phallus_jogger">>
<<npcClothesName $NPCList[$index] "townTrack">>
You see a <<person>> in a tracksuit jogging along the shore.
<br><br>
<<socialiseicon "ask">><<link [[Ask to measure <<personpenis>>|Beach Phallus Jogger]]>><</link>><<promiscuous3>>
<br>
<</addinlineevent>>
<<addinlineevent "beach_phallus_blogger">>
<<clearnpc>><<generatey1>>
You see a <<person1>><<person>> taking selfies by the shore, <<his>> back to the ocean.
<br><br>
<<socialiseicon "ask">><<link [[Ask to measure <<personpenis>>|Beach Phallus Blogger]]>><</link>><<promiscuous3>>
<br>
<</addinlineevent>>
<<addinlineevent "beach_phallus_friends">>
<<generate2>>
You see a <<fullGroup>> chatting under an umbrella.
<br><br>
<<person1>>
<<socialiseicon "ask">><<link [[Ask to measure <<personpenis>>|Beach Phallus Friends]]>><</link>><<promiscuous3>>
<br>
<</addinlineevent>>
<<addinlineevent "beach_phallus_drinker">>
You see a <<person>> nursing a beer bottle on a bench.
<br><br>
<<socialiseicon "ask">><<link [[Ask to measure <<personpenis>>|Beach Phallus Drinker]]>><</link>><<promiscuous3>>
<br>
<</addinlineevent>>
<<addinlineevent "beach_phallus_police">>
<<clearnpc>><<generatePolice 1>>
You see a police officer loitering nearby.
<br><br>
<<person1>>
<<socialiseicon "ask">><<link [[Ask to measure <<personpenis>>|Beach Phallus Police]]>><</link>><<promiscuous3>>
<br>
<</addinlineevent>>
<<addinlineevent "beach_phallus_swimmer">>
<<npcClothesType $NPCList[$index] "beach">>
You see a <<person>> swimming close to shore, moving parallel to the beach.
<br><br>
<<socialiseicon "ask">><<link [[Ask to measure <<personpenis>>|Beach Phallus Swimmer]]>><</link>><<promiscuous3>>
<br>
<</addinlineevent>>
<<runeventpool>>
<<investigateicon>><<link [[Look for someone else (0:15)|Beach Phallus]]>><<endevent>><<pass 15>><</link>>
<br>
<<else>>
You don't see anyone you could approach.
<br><br>
<</if>>
<<getouticon>><<link [[Stop|Beach]]>><<pass 10>><<endevent>><</link>>
<br>
<</widget>><<widget "passoutbeach">>
<<if isPregnancyEnding()>>
<<if $location is "beach">>
<<pregnancyPassout "beach">>
<<else>>
<<pregnancyPassout "sea">>
<</if>>
<<else>>
<<link [[Everything fades to black...|Passout Beach]]>><</link>>
<</if>>
<</widget>><<widget "beach_strip_events">>
<<cleareventpool>>
<<if $cool gte 160>>
<<addinlineevent "beach_strip_group_1" 0.5>>
<<generate1>><<person1>>
<<generate1>><<person1>>
<<fameexhibitionism 10>>
You are splashing through the water when you notice a group of people your age staring at you. You don't know their names, but you recognise them from school. You suspect that the story of the naked <<girl>><<if $player.penisExist and $player.vaginaExist>> <<schoolrep herm 1>>with unusual genitalia<</if>> at the beach will quickly spread.
<br><br>
A <<person>> shouts at you, it's the lifeguard. "You need to put something on," <<he>> says. "This is not a nude beach."
<br><br>
Before you can respond, you notice that the group of students have stripped off their bathing suits and are running towards the water.
<br><br>
"Are you sure about that?" you say.
<br><br>
The lifeguard turns around to see your naked classmates entering the water. <<He>> stares in confusion before blowing impotently on <<his>> whistle. Everyone ignores <<him>>. Before long, others at the beach take off their swimsuits to sunbathe. Eventually the lifeguard gives up and returns to <<his>> stand.
<br><br>
<<link [[Next|Beach Strip Group 2]]>><<endevent>><</link>>
<</addinlineevent>>
<<addinlineevent "beach_strip_party_1" 0.7>>
<<fameexhibitionism 10>>
You are completely naked at the beach, baring it all to everyone there. You have gotten dozens of cheers, whistles, and even a few angry shouts. Most are content to openly stare at your naked body.
<br><br>
You see that one <<generatey1>><<person1>><<person>> is talking to <<his>> friends and pointing at you. They are all gathered sharing beer and snacks. Finally the <<person1>><<person>> gets up and walks towards you.
<br><br>
"Hey," <<he>> says when <<hes>> a few feet away.
<br><br>
"Hey," you say back, suppressing an urge to cover yourself. You've been proudly showing off for everyone on the beach, but you can't help but feel self-conscious at being approached.
<br><br>
"You seem pretty cool," <<he>> says. "Why don't you come join us for some beer and food?"
<br><br>
You look past <<him>> to <<his>> friends. They're all looking at you expectantly. You can't tell if any of them have ill intentions.
<br><br>
<<link [[Agree (0:10)|Beach Strip Party Agree 1 ]]>><<pass 10>><</link>>
<br>
<<link [[Decline|Beach Strip Party Decline]]>><</link>>
<</addinlineevent>>
<</if>>
<<addinlineevent "beach_strip_lifeguard" 0.7>>
A whistle pierces the air. You turn and see a lifeguard running towards you.
<<generate1>><<person1>>
<<He>> stops in front of you, but looks away. "I'm sorry, but I need to ask you to cover up. This isn't a nudist beach."
<br><br>
<<link [[Comply|Beach Strip Comply]]>><</link>>
<br>
<<link [[Refuse (1:00)|Beach Strip Refuse]]>><<stress -12>><<trauma -6>><<crimeUp 50 "exposure">><<pass 1 hour>><</link>><<crime "exposure">><<ltrauma>><<lstress>>
<br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Seduce|Beach Strip Seduce]]>><</link>><<promiscuous2>>
<br>
<</if>>
<</addinlineevent>>
<<addinlineevent "beach_strip_camera" 0.7>>
You stroll across the sand and splash through waves. The sun feels warm and gentle against your bare skin.
<br><br>
<<generate1>><<person1>>
On a slightly calmer part of the beach, your path takes you near a <<person>> scurrying to get <<his>> expensive-looking camera ready.
<br><br>
<<if $uncomfortable.nude is true>>
<<link [[Take a detour|Beach Strip End]]>><</link>>
<br>
<</if>>
<<link [[Walk past|Beach Strip Camera Snap]]>><<set $phase to 0>><</link>>
<br>
<<if $uncomfortable.nude is false>>
<<link [[Stop and pose|Beach Strip Camera Snap]]>><<set $phase to 1>><</link>><<exhibitionist5>>
<br>
<<if $arousal gte $arousalmax / 2>>
<<link [[Stop and pose lewdly|Beach Strip Camera Snap]]>><<set $phase to 2>><</link>><<exhibitionist5>><<promiscuous1>>
<br>
<</if>>
<</if>>
<</addinlineevent>>
<<addinlineevent "beach_strip_next" 0.7>>
<<location "beach">><<effects>>
You run across the sand and splash through waves. The sun feels warm and gentle against your bare skin. After a while though, the wind starts to pick up and the cold makes you shiver. You decide to get dressed for now. There's always another day.
<br><br>
<<endevent>>
<<if $rng % 2 == 0>>
<<link [[Next|Beach]]>><<clotheson>><</link>>
<<else>>
<<link [[Next|Beach Clothes Stolen 1]]>><</link>>
<</if>>
<br>
<</addinlineevent>>
<<runeventpool>>
<</widget>><<set $outside to 0>><<set $location to "brothel">><<effects>>
<<if $stress gte $stressmax>>
<<passoutshop>>
<<else>>
<<if $brothel_basement_intro is undefined>>
<<set $brothel_basement_intro to 1>>
<<generate1>><<person1>>
A <<person>> emerges from a nearby door. <<He>> wears a black mask that covers the top half of <<his>> face.
<br><br>
"You look lost," <<he>> chuckles. "These rooms are for employees." <<He>> points at a sign near the stairs. It reads <<printmoney $brothel_basement_price>>.
<<if $brothel_basement_price gte 2000>>
"Expensive today.
<<else>>
"That's a typical price.
<</if>>
Not as much as using a stage, but this way no one needs to know who you are."
<br><br>
<<link [[Next|Brothel Basement]]>><<endevent>><</link>>
<br>
<<else>>
A sign by the stairs reads <<printmoney $brothel_basement_price>>.
<br><br>
<<if hasSexStat("promiscuity", 4)>>
<<brothelicon "gloryhole">><<link [[Occupy a room (0:10)|Brothel Gloryhole]]>><<pass 10>><<set $phase to 1>><</link>><<promiscuous4>>
<br>
<<if $brothelExclusiveGloryholeIntro is 1>>
<<ind>><<link [[Set your price|Brothel Exclusive Price]]>><</link>>
<br>
<<brothelicon "gloryhole">><<link [[Occupy your exclusive room (0:10)|Brothel Exclusive Gloryhole]]>><<pass 10>><<set $phase to 1>><</link>><<promiscuous4>>
<br>
<</if>>
<<else>>
<<insufficientStat "promiscuity" "to work at the gloryholes">>
<br><br>
<</if>>
<<getouticon>><<link [[Leave|Brothel]]>><</link>>
<br>
<</if>>
<</if>><<set $outside to 0>><<set $location to "brothel">><<effects>>
<<if $stress gte $stressmax>>
<<passoutshop>>
<<else>>
<<if $phase is 1>><<set $phase to 0>>
You enter one of the rooms and close the door behind you. A green light flickers on above.
<<elseif $phase is 2>>
<<consensual>><<set $consensual to 1>><<set $enemyanger to 0>><<set $enemytrust to 200>><<ejaculation>><<set $gloryhole to 0>><<set $punishmentposition to 0>>
<<tearful>> you count the money <<he>> pushes through the hole. You've gained <<printmoney $brothel_basement_price>>.
<<set $money += $brothel_basement_price>>
<<set $phase to 0>>
<</if>>
<br><br>
<<generate1>><<person1>>
You wait for several minutes, and the light turns red. A
<<if $NPCList[0].penis isnot "none">>
$NPCList[0].penisdesc pokes through the hole.
<<else>>
pussy appears at the hole.
<</if>>
<br><br>
<<gloryHoleServiceInit "normal">>
<<if $promiscuity gte 35>>
<<ind>><<link [["Service with your hand (" + getTimeString(_service.hands.time) + ")"|Brothel Gloryhole]]>><<gloryHoleServiceEffects "hand" "normal">><</link>><<ghandskill>><<gtiredness>>
<br>
<</if>>
<<if $promiscuity gte 55>>
<<ind>><<link [["Service with your mouth (" + getTimeString(_service.mouth.time) + ")"|Brothel Gloryhole]]>><<gloryHoleServiceEffects "mouth" "normal">><</link>><<goralskill>><<gtiredness>>
<br>
<</if>>
<<ind>><<link [["Service with your chest (" + getTimeString(_service.chest.time) + ")"|Brothel Gloryhole]]>><<gloryHoleServiceEffects "chest" "normal">><</link>><<gchestskill>><<gtiredness>>
<br>
<<if $promiscuity gte 35>>
<<ind>><<link [["Service with your feet (" + getTimeString(_service.feet.time) + ")"|Brothel Gloryhole]]>><<gloryHoleServiceEffects "feet" "normal">><</link>><<gfeetskill>><<gtiredness>>
<br>
<</if>>
<<if $NPCList[0].penis isnot "none">>
<<ind>><<link [["Service with your thighs (" + getTimeString(_service.thigh.time) + ")"|Brothel Gloryhole]]>><<gloryHoleServiceEffects "thigh" "normal">><</link>><<gthighskill>><<gtiredness>>
<br>
<</if>>
<<if $NPCList[0].penis isnot "none">>
<<ind>><<link [["Service with your cheeks (" + getTimeString(_service.bottom.time) + ")"|Brothel Gloryhole]]>><<gloryHoleServiceEffects "butt" "normal">><</link>><<gbottomskill>><<gtiredness>>
<br>
<</if>>
<<if ($player.penisExist or $worn.genitals.type.includes("strap-on") or playerHasStrapon()) and !playerChastity("penis") and $promiscuity gte 75>>
<<ind>><<link [["Service with your penis (" + getTimeString(_service.penis.time) + ")"|Brothel Gloryhole]]>><<gloryHoleServiceEffects "penis" "normal">><</link>><<gpenileskill>><<gtiredness>>
<br>
<</if>>
<<if $player.vaginaExist and !playerChastity("vagina") and $promiscuity gte 75>>
<<ind>><<link [["Service with your vagina (" + getTimeString(_service.vagina.time) + ")"|Brothel Gloryhole]]>><<gloryHoleServiceEffects "vagina" "normal">><</link>><<gvaginalskill>><<gtiredness>>
<br>
<</if>>
<<if $analdisable is "f" and !playerChastity("anus") and $NPCList[0].penis isnot "none" and $promiscuity gte 75>>
<<ind>><<link [["Service with your anus (" + getTimeString(_service.anus.time) + ")"|Brothel Gloryhole]]>><<gloryHoleServiceEffects "anus" "normal">><</link>><<ganalskill>><<gtiredness>>
<br>
<</if>>
<<ind>><<link [[Engage|Brothel Basement Sex]]>><<set $sexstart to 1>><<tiredness 3>><</link>><<gtiredness>>
<br>
<<getouticon>><<link [[Leave|Brothel Basement]]>><<endevent>><<endcombat>><<set $punishmentposition to 0>><<unset $desperateaction>><</link>>
<br>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<npcgloryhole>>
<</if>>
<<set $enemyarousal += 10>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Brothel Basement Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Brothel Basement Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<set $punishmentposition to 0>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<set $gloryholestat += 1>><<set $prostitutionstat += 1>>
<<tearful>> you count the money <<he>> pushes through the hole. You've gained <<printmoney $brothel_basement_price>>.
<<money $brothel_basement_price "brothelGloryhole">>
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $enemyhealth lte 0>>
You hear a shout of pain from behind the wall, and the
<<if $NPCList[0].penis isnot "none">>
$NPCList[0].penisdesc
<<else>>
pussy
<</if>>
disappears.
<br><br>
<<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<else>>
You hear the <<person>> grumble on the other side of the wall.
<br><br>
<<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<<ind>><<link [[Wait for another customer (0:10)|Brothel Gloryhole]]>><<pass 10>><</link>>
<br>
<<getouticon>><<link [[Leave|Brothel Basement]]>><<set $punishmentposition to 0>><</link>>
<br><<set $outside to 0>><<set $location to "brothel">><<effects>>
<<if $stress gte $stressmax>>
<<passoutshop>>
<<else>>
<<if $phase is 1>>
<<set $phase to 0>>
You enter one of the rooms and close the door behind you. A green light flickers on above.
<br><br>
<<elseif $phase is 2>>
<<set $enemyanger to 0>><<set $enemytrust to 200>><<ejaculation>><<fameprostitution 1>><<set $gloryhole to 0>><<set $punishmentposition to 0>><<set _moneyGain to $brothelExclusiveGloryholePrice * 100>>
<<tearful>> you count the money <<he>> pushes through the hole. You've gained <<printmoney _moneyGain>>.
<<set $money += _moneyGain>>
<<set $phase to 0>>
<<set $sexavoid to _sexavoid>><<set $rapeavoid to _rapeavoid>>
<br><br>
<</if>>
<<generate1>><<person1>>
<<set _totalFame to fameTotal()>>
<<set _demand to Math.round(100 * Math.exp(-Math.log(10)/10 * ($brothelExclusiveGloryholePrice - ($brothel_basement_price / 100) - 10 - 5 * Math.floor(_totalFame/2000)) * 20/100)) * 100>>
<<if random(10000) lte _demand and _demand gt 0>>
<<set _customer to true>>
You wait for several minutes, and the light turns red. A
<<if $NPCList[0].penis isnot "none">>
$NPCList[0].penisdesc pokes through the hole.
<<else>>
pussy appears at the hole.
<</if>>
<br><br>
<<else>>
<<set _customer to false>>
<span class="red">Nobody came.</span>
<br><br>
<</if>>
<<gloryHoleServiceInit "exclusive">>
<<if _customer is true>>
<<if $promiscuity gte 35>>
<<ind>><<link [["Service with your hand (" + getTimeString(_service.hands.time) + ")"|Brothel Exclusive Gloryhole]]>><<gloryHoleServiceEffects "hand" "exclusive">><</link>><<ghandskill>><<gtiredness>>
<br>
<</if>>
<<if $promiscuity gte 55>>
<<ind>><<link [["Service with your mouth (" + getTimeString(_service.mouth.time) + ")"|Brothel Exclusive Gloryhole]]>><<gloryHoleServiceEffects "mouth" "exclusive">><</link>><<goralskill>><<gtiredness>>
<br>
<</if>>
<<ind>><<link [["Service with your chest (" + getTimeString(_service.chest.time) + ")"|Brothel Exclusive Gloryhole]]>><<gloryHoleServiceEffects "chest" "exclusive">><</link>><<gchestskill>><<gtiredness>>
<br>
<<if $promiscuity gte 35>>
<<ind>><<link [["Service with your feet (" + getTimeString(_service.feet.time) + ")"|Brothel Exclusive Gloryhole]]>><<gloryHoleServiceEffects "feet" "exclusive">><</link>><<gfeetskill>><<gtiredness>>
<br>
<</if>>
<<if $NPCList[0].penis isnot "none">>
<<ind>><<link [["Service with your thighs (" + getTimeString(_service.thigh.time) + ")"|Brothel Exclusive Gloryhole]]>><<gloryHoleServiceEffects "thigh" "exclusive">><</link>><<gthighskill>><<gtiredness>>
<br>
<</if>>
<<if $NPCList[0].penis isnot "none">>
<<ind>><<link [["Service with your cheeks (" + getTimeString(_service.bottom.time) + ")"|Brothel Exclusive Gloryhole]]>><<gloryHoleServiceEffects "butt" "exclusive">><</link>><<gbottomskill>><<gtiredness>>
<br>
<</if>>
<<if ($player.penisExist or $worn.genitals.type.includes("strap-on") or playerHasStrapon()) and !playerChastity("penis") and $promiscuity gte 75>>
<<ind>><<link [["Service with your penis (" + getTimeString(_service.penis.time) + ")"|Brothel Exclusive Gloryhole]]>><<gloryHoleServiceEffects "penis" "exclusive">><</link>><<gpenileskill>><<gtiredness>>
<br>
<</if>>
<<if $player.vaginaExist and !playerChastity("vagina") and $promiscuity gte 75>>
<<ind>><<link [["Service with your vagina (" + getTimeString(_service.vagina.time) + ")"|Brothel Exclusive Gloryhole]]>><<gloryHoleServiceEffects "vagina" "exclusive">><</link>><<gvaginalskill>><<gtiredness>>
<br>
<</if>>
<<if $analdisable is "f" and !playerChastity("anus") and $NPCList[0].penis isnot "none" and $promiscuity gte 75>>
<<ind>><<link [["Service with your anus (" + getTimeString(_service.anus.time) + ")"|Brothel Exclusive Gloryhole]]>><<gloryHoleServiceEffects "anus" "exclusive">><</link>><<ganalskill>><<gtiredness>>
<br>
<</if>>
<<ind>><<link [[Engage|Brothel Basement Exclusive Sex]]>><<set $sexstart to 1>><<tiredness 3>><</link>><<gtiredness>>
<br>
<</if>>
<<ind>><<link [[Wait (0:10)|$passage]]>><<tiredness -1>><<endevent>><<endcombat>><<unset $desperateaction>><<pass 10>><</link>><<ltiredness>>
<br>
<<getouticon>><<link [[Leave|Brothel Basement]]>><<endevent>><<endcombat>><<set $punishmentposition to 0>><<unset $desperateaction>><</link>>
<br>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<npcgloryhole>>
<</if>>
<<set $enemyarousal += 10>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Brothel Basement Exclusive Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Brothel Basement Exclusive Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<set $punishmentposition to 0>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<set $gloryholestat += 1>><<set $prostitutionstat += 1>><<set _moneyGain to $brothelExclusiveGloryholePrice * 100>>
<<tearful>> you count the money <<he>> pushes through the hole. You've gained <<printmoney _moneyGain>>.
<<set $money += _moneyGain>>
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $enemyhealth lte 0>>
You hear a shout of pain from behind the wall, and the
<<if $NPCList[0].penis isnot "none">>
$NPCList[0].penisdesc disappears.
<<else>>
pussy disappears.
<</if>>
<br><br>
<<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<else>>
You hear the <<person>> grumble on the other side of the wall.
<br><br>
<<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<<link [[Wait for another customer|Brothel Exclusive Gloryhole]]>><</link>>
<br>
<<link [[Leave|Brothel Basement]]>><<set $punishmentposition to 0>><</link>>
<br><<set _totalFame to fameTotal()>>
<<if $dailyBrothelPriceCheck is undefined>>
<<set $dailyBrothelPriceCheck to 1>>
<<set $brothelExclusiveGloryholeAccuratePrice = $brothel_basement_price + (10 + 5 * Math.floor(_totalFame/2000)) * 100>>
<<set $brothelExclusiveGloryholeEstimatePrice = $brothelExclusiveGloryholeAccuratePrice + random(-500, 500)>>
<<set $brothelExclusiveGloryholeRoughEstimatePrice = $brothelExclusiveGloryholeAccuratePrice + random(-1000, 1000)>>
<</if>>
<<if $mathstrait gte 3>>
<span class='green'>You've calculated that you can set your price to <<printmoney $brothelExclusiveGloryholeAccuratePrice>> without losing customers today.</span>
<<elseif $mathstrait gte 2>>
<span class='yellow'>You estimate that you can set your price to <<printmoney $brothelExclusiveGloryholeEstimatePrice>> without losing customers today.</span>
<<elseif $mathstrait gte 1>>
You roughly estimate that you can set your price to <<printmoney $brothelExclusiveGloryholeRoughEstimatePrice>> without losing customers today.
<<else>>
<span class='red'>You're not sure what price to set.</span>
<</if>>
<br>
<span class="gold">Set your price (£)</span>
<<numberbox "$brothelExclusiveGloryholePrice" $brothelExclusiveGloryholePrice>>
<br><br>
<<link [[Back|Brothel Basement]]>><<set $brothelExclusiveGloryholePrice = Math.clamp($brothelExclusiveGloryholePrice, 0, 1000000)>><</link>><<set $outside to 0>><<set $location to "brothel">><<effects>>
<<unset $corruptionDancing>>
<<if $brotheljob>>
<<timeTrackingEndBrothel>>
<</if>>
<<if $brothelshowdata.intro is true>>
<<set $brothelshowdata.intro to 1>>
<</if>>
You are in the brothel. Several stages dot the crowded room. The staff look flustered and overworked.
<br><br>
<<if $stress gte $stressmax>>
<<passoutshop>>
<<elseif $briarPunishment gte 1>>
<<set $briarPunishReason to "default">>
<<npc Briar>><<generate2>><<generate3>><<person1>>
Briar storms towards you as two of <<his>> thugs block the entrance. "I'm surprised you had the nerve to come back," <<he>> says. "Don't think I'm letting you off for what you did." <<He>> nods at <<his>> thugs and advances. If you want to escape, now's your only chance. There are three of them however.<<person1>>
<br><br>
<<link [[Go with them|Brothel Punishment 2]]>><</link>>
<br>
<<link [[Fight|Brothel Punishment Fight]]>><<set $fightstart to 1>><<def 3>><</link>>
<br>
<<elseif $brothelshowdata.missed>>
<<set $brothelshowdata.missed to false>><<npcincr Briar love -1>>
<<npc Briar>><<generate2>><<generate3>><<person1>>Briar storms towards you as two of <<his>> thugs block the entrance. "Where were you?" <<he>> asks. "The crowd were expecting a show. It cost me, but you'll pay for it." <<He>> holds out <<his>> hand. "£1000. Now."
<br><br>
<<if $money gte 100000>>
<<link [[Pay (£1000)|Brothel Pay]]>><<npcincr Briar dom 1>><<money -100000 "brothelShow">><<sub 1>><</link>>
<br>
<</if>>
<<link [["Say you can't afford it"|Brothel Pay Refuse]]>><</link>>
<br>
<<link [[Refuse|Brothel Pay Refuse]]>><<npcincr Briar dom -1>><<def 1>><</link>>
<br>
<<elseif $brothel_escortjob and ($brothel_escortjob.missed is true or $brothel_escortjob.escape is true)>>
<<unset $brothel_escortjob>><<npcincr Briar love -1>>
<<npc Briar>><<generate2>><<generate3>><<person1>>Briar storms towards you as two of <<his>> thugs block the entrance. "Where were you?" <<he>> asks. "When my clients contact me, they expect the job to be done right. It cost me, but you'll pay for it." <<He>> holds out <<his>> hand. "<<printmoney 200000>>. Now."
<br><br>
<<if $money gte 200000>>
<<link [[Pay (£2000)|Brothel Pay]]>><<npcincr Briar dom 1>><<money -200000 "brothelShow">><<sub 1>><</link>>
<br>
<</if>>
<<link [["Say you can't afford it"|Brothel Pay Refuse]]>><</link>>
<br>
<<link [[Refuse|Brothel Pay Refuse]]>><<npcincr Briar dom -1>><<def 1>><</link>>
<br>
<<elseif C.npc.Leighton.init is 1 and $leightonbrothel is undefined and $brotheljob is 1 and Time.weekDay gte 6 and $pillory.tenant.special.name isnot "Leighton">><<set $leightonbrothel to 1>>
<<npc Leighton>><<person1>>
"You look like one of my students," says an amused voice from your right. <span class="red">It's Leighton.</span>
<<if playerBellyVisible()>>
"I was wondering how you got that baby bump," <<he>> continues. "Should have known it was from you working at a place like this."
<</if>>
<<He>> sits alone on a sofa, with <<his>> arms outstretched and resting on the back.
<br><br>
"I knew you were the type. Your boss is a friend of mine," <<he>> says. <<He>> pulls a wad of cash from <<his>> pocket and pats the seat beside <<him>>. "Best keep me happy."
<br><br>
<<link [[Sit (0:05)|Brothel Leighton Sit]]>><<npcincr Leighton love 1>><<npcincr Leighton dom 1>><<pass 5>><</link>>
<br>
<<link [[Get angry|Brothel Leighton Angry]]>><<npcincr Leighton love -1>><<npcincr Leighton dom -1>><<def 1>><<stress -6>><</link>><<lstress>>
<br>
<<link [[Refuse|Brothel Leighton Refuse]]>><</link>>
<br>
<<else>>
<<if $exposed gte 1>>
You feel exposed, despite not being the only one attired so lewdly.
<br><br>
<</if>>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "brothel">>
<</if>>
<<if $brotheljob is 1 and $fame.prostitution gte 30 and not $brothelshowdata.intro>>
<<generate1>><<person1>>The <<person>> guarding the door rests a hand on your shoulder. <span class="gold">"Boss wants to see you."</span><<endevent>>
<br><br>
<<elseif $brotheljob is 1 and $fame.prostitution gte 200 and $brothelshowdata.intro is 1>>
<<generate1>><<person1>>The <<person>> guarding the door rests a hand on your shoulder. <span class="gold">"Boss wants to see you again."</span><<endevent>>
<br><br>
<<elseif $brotheljob is 1 and $gloryholestat gte 100 and $brothelExclusiveGloryholeIntro is 0>>
<<generate1>><<person1>>The <<person>> guarding the door rests a hand on your shoulder. <span class="gold">"Boss wants to see you."</span><<endevent>>
<br><br>
<</if>>
<<if $brotheljob is 1>>
<<stripclubicon>><<link [[Work as a dancer|Brothel Dance]]>>
<<timeTrackingStart "brothel">><<timeTrackingStart "brothelDanceTips">>
<<set $dancestart to 1>><<stress -4>><<tiredness 4>>
<</link>><<lstress>><<gtiredness>>
<br>
<<if $brothelshowdata.intro>>
<<brothelicon "stage">><<link [[Go behind the stage|Brothel Stage]]>><</link>>
<br>
<</if>>
<<if $weekly.leightonDanceRefused and $headblackmailed is 1 and $pillory.tenant.special.name isnot "Leighton">>
<<icon "adultclothing.png">><<link [[Dressing room (0:01)|Leighton Club Ignore]]>><<pass 1>><<set $weekly.leightonDanceRefused to false>><</link>>
<br>
<<else>>
<<icon "adultclothing.png">><<link [[Dressing room (0:01)|Brothel Dressing Room]]>><<pass 1>><</link>>
<br>
<</if>>
<<stairsicon "down">><<link [[Basement (0:01)|Brothel Basement]]>><<pass 1>><</link>>
<br>
<<bathroomicon "shower">><<link [[Bathroom and showers (0:01)|Brothel Bathroom]]>><<pass 1>><</link>>
<br>
<</if>>
<<officeicon>><<link [[Briar's office (0:03)|Briar's Office]]>><<pass 3>><</link>>
<br><br>
<<if $exposed lte 0>>
<<harvesticon>><<link [[Leave (0:01)|Harvest Street]]>><<pass 1>><</link>>
<br>
<<elseif $exposed gte 2 and hasSexStat("exhibitionism", 5) and Time.dayState isnot "night">>
<<harvesticon>><<link [[Leave (0:01)|Brothel Leave Naked Day]]>><<pass 1>><</link>><<if $daily.ex.brothel isnot 1>><<exhibitionist5>><</if>>
<br>
<<elseif $exposed gte 2 and hasSexStat("exhibitionism", 4) and Time.dayState is "night">>
<<harvesticon>><<link [[Leave (0:01)|Brothel Leave Naked]]>><<pass 1>><</link>><<if $daily.ex.brothel isnot 1>><<exhibitionist4>><</if>>
<br>
<<elseif $exposed is 1 and hasSexStat("exhibitionism", 3) and Time.dayState isnot "night">>
<<harvesticon>><<link [[Leave (0:01)|Brothel Leave Undies Day]]>><<pass 1>><</link>><<if $daily.ex.brothel isnot 1>><<exhibitionist3>><</if>>
<br>
<<elseif $exposed is 1 and hasSexStat("exhibitionism", 2) and Time.dayState is "night">>
<<harvesticon>><<link [[Leave (0:01)|Brothel Leave Undies]]>><<pass 1>><</link>><<if $daily.ex.brothel isnot 1>><<exhibitionist2>><</if>>
<br>
<</if>>
<</if>><<effects>><<set $outside to 0>><<set $location to "brothel">>
<<if $brotheljob>>
<<timeTrackingEndBrothel>>
<</if>>
You are in the brothel's dressing room. There are a few mirrors, currently occupied by staff fixing their hair and makeup.
<br><br>
<<if $unbind is 1>>
<<unset $unbind>>
<<if $possessed>>
You stare down at your bindings. You pull, and they fall apart, unable to hold against you.
<br><br>
<<else>>
<span class="green">You rub your bindings against the corner of a table.</span> It takes some effort, but eventually the material yields, freeing your limbs.
<br><br>
<</if>>
<<unbind>>
<</if>>
<<if $leftarm is "bound" or $rightarm is "bound" or $feetuse is "bound">>
<<undobindingsicon>><<link [[Undo your bindings (0:10)|Brothel Dressing Room]]>><<set $unbind to 1>><<pass 10>><</link>>
<br><br>
<</if>>
<<if $brothelVending>>
<<if $brothelVending.status is "asked" or ($brothelVending.status is "sold" and $brothelVending.weeksEmpty lt 4)>>
<<condomicon "machine">><span class="gold">You can buy a vending machine at the shopping centre to set up here.</span>
<br><br>
<<elseif $brothelVending.status is "sold" and $brothelVending.weeksEmpty gte 4>>
<<condomicon "machine">><span class="gold">Your vending machine has been sold. You should talk to Briar.</span>
<br><br>
<<elseif $brothelVending.status is "bought">>
<<condomicon "machine">> <<link [[Install the vending machine (0:30)|Brothel Dressing Room]]>><<set $brothelVending.status to "set">><<set $weekly.brothelVMCollect to true>><<pass 30>><</link>>
<br><br>
<<elseif $brothelVending.status is "set">>
<<if $brothelVending.products>>
<<set _outOfStock to []>>
<<set _full to []>>
<<set _buyMore to []>>
<<set _productsAvailable to []>>
<<set _productsToPurchase to []>>
<<if $brothelVending.condoms lt 200 and $condomLvl gte 1>>
<<run _buyMore.push(`condoms at the <span class="gold">pharmacy</span>`)>>
<</if>>
<<if $brothelVending.lube lt 200>><<run _buyMore.push(`lube at the <span class="gold">adult shop</span>`)>><</if>>
<<if $brothelVending.condoms is 0>>
<<run _outOfStock.push(`condom dispenser`)>>
<<elseif $brothelVending.condoms gte 200>>
<<run _full.push(`condom dispenser`)>>
<<else>>
<<run _productsAvailable.push(`<span class="gold">$brothelVending.condoms</span> pack<<if $brothelVending.condoms gt 1>>s<</if>> of condoms`)>>
<<run _productsToPurchase.push(`<span class="blue">$brothelVending.condomsToRefill</span> pack<<if $brothelVending.condomsToRefill isnot 1>>s<</if>> of condoms`)>>
<</if>>
<<if $brothelVending.lube is 0>>
<<run _outOfStock.push(`lube dispenser`)>>
<<elseif $brothelVending.lube gte 200>>
<<run _full.push(`lube dispenser`)>>
<<else>>
<<run _productsAvailable.push(`<span class="gold">$brothelVending.lube</span> bottle<<if $brothelVending.lube gt 1>>s<</if>> of lube`)>>
<<run _productsToPurchase.push(`<span class="blue">$brothelVending.lubeToRefill</span> bottle<<if $brothelVending.lubeToRefill isnot 1>>s<</if>> of lube`)>>
<</if>>
<<condomicon "machine">> You check the stock of your vending machine.
<<if _full.length gte 1>>
The <<print _full.join(" and ")>> <<print _full.length gte 2 ? " are " : " is ">><span class="green">full</span>.
<</if>>
<<if _outOfStock.length gte 1>>
The <<print _outOfStock.join(" and ")>><<print _outOfStock.length gte 2 ? " are " : " is ">><span class="red">empty</span>. <<if _outOfStock.includes("condom dispenser") and $condomLvl lt 1>><mouse class="tooltip linkBlue">(?)<span>Your current settings are preventing you from purchasing condoms. Change your Pregnancy Settings so that you, or others, can use condoms.</span></mouse><</if>>
<</if>>
<<if _productsAvailable.length gte 1>>
There <<print $brothelVending.condoms is 1 or ($brothelVending.condoms is 0 and $brothelVending.lube is 1) or ($brothelVending.condoms is 200 and $brothelVending.lube is 1) ? "is" : "are">> <<print _productsAvailable.join(" and ")>> inside the machine. There is room for <<print _productsToPurchase.join(" and ")>>.
<</if>>
<<if _buyMore.length gte 1>>
You can purchase <<print _buyMore.join(" and ")>>.
<</if>>
You have <<print $weekly.brothelVMCollect ? "already" : "not">> collected this week's earnings.
<br>
<<if $brothelVending.products % 2 and $brothelVending.condoms gte 1>>
<<condomicon>><<link [[Buy condoms (£80)|Brothel Vending Machine Buy]]>><<set $phase to 1>><</link>>
<br>
<</if>>
<<if $brothelVending.products gte 2 and $brothelVending.lube gte 1>>
<<sextoysicon "lube">><<link [[Buy lube (£30)|Brothel Vending Machine Buy]]>><<set $phase to 2>><</link>>
<br>
<</if>>
<br>
<<else>>
Your vending machine is installed.
<<if $brothelVending and $brothelVending.status is "set" and $condomLvl gte 1 and !($brothelVending.products % 2)>>
You should talk to the <span class="gold">pharmacy</span> about buying condoms in bulk.
<</if>>
<<if $brothelVending.products lt 2>>
<<= $adultshopunlocked is undefined ? "Once the adult shop opens, " : "">><span class="gold">Sirris</span> might be able to sell you lube at a discount.
<</if>>
<br><br>
<</if>>
<</if>>
<</if>>
<<wardrobeicon>><<link [[Wardrobe|Brothel Wardrobe]]>><</link>>
<br>
<<if playerHasSexToys()>>
<<sextoysicon>><<link [[Sex toys|Sextoys Inventory]]>><<set $sextoyInvReturnLink to $passage>><</link>>
<br>
<</if>>
<<mirroricon>><<link [[Mirror|Brothel Mirror]]>><<preMirror>><</link>>
<br><br>
<<if isPubfameTaskAccepted("briar") and $pubfame.briar.distract isnot 2>>
You notice a dancer packing clothes into a suitcase.
<br>
<<getinicon>><<link [[Approach|Brothel Distraction]]>><</link>>
<br><br>
<</if>>
<<getouticon>><<link [[Return to the brothel (0:01)|Brothel]]>><<pass 1>><</link>>
<br><br>
<<link [[Gameplay Settings|Settings]]>><<set $settingsExitPassage to "Brothel Dressing Room">><</link>>
<br>
<<attitudesControlCheck>>
<<if $attitudesControl.showGoldLink is true>>
<span class="goldLink"><<link [[Attitudes]]>><<set $attitudesExitPassage to $passage>><</link>> </span><span class="red">!!</span>
<<else>>
<<link [[Attitudes]]>><<set $attitudesExitPassage to $passage>><</link>>
<</if>>
<br><br><<effects>>
<<icon "adultclothing.png">><<link [[Step away|Brothel Dressing Room]]>><<handheldon>><<unset $mirrorMenu>><<unset $bodywritingSet>><<postMirror>><</link>>
<br>
<<mirror>>
<br><br><<effects>>
Briar's goon keeps a close eye on you as you peek out the front exit. The street is busy with cars and other vehicles, and more than a few pedestrians walk the pavements. <<flaunting>> you step out onto the street.
<<if $daily.ex.brothel isnot 1>>
<<set $daily.ex.brothel to 1>>
<<exhibitionism5>>
<<else>>
<br><br>
<</if>>
<<link [[Next|Harvest Street]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
Briar's goon keeps a close eye on you as you peek out the front exit. The street is busy with cars and other vehicles, and more than a few pedestrians walk the pavements. <<flaunting>> you step out onto the street.
<<if $daily.ex.brothel isnot 1>>
<<set $daily.ex.brothel to 1>>
<<exhibitionism3>>
<<else>>
<br><br>
<</if>>
<<link [[Next|Harvest Street]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
Briar's goon keeps a close eye on you as you peek out the front exit. The street is dark, illuminated only by light from the occasional vehicle. <<flaunting>> you step out onto the street.
<<if $daily.ex.brothel isnot 1>>
<<set $daily.ex.brothel to 1>>
<<exhibitionism4>>
<<else>>
<br><br>
<</if>>
<<link [[Next|Harvest Street]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
Briar's goon keeps a close eye on you as you peek out the front exit. The street is dark, illuminated only by light from the occasional vehicle. <<flaunting>> you step out onto the street.
<<if $daily.ex.brothel isnot 1>>
<<set $daily.ex.brothel to 1>>
<<exhibitionism2>>
<<else>>
<br><br>
<</if>>
<<link [[Next|Harvest Street]]>><<set $eventskip to 1>><</link>>
<br><<set $outside to 0>><<set $location to "brothel">><<effects>>
You enter the building, not sure what to expect. <<generate1>><<person1>>A <<person>> stands at the end of an antechamber, guarding another set of doors. <<He>> smiles when <<he>> sees you. "You look lost, <<girl>>. What brings you here?"
<br><br>
"I was told to come here," you reply sheepishly.
<br><br>
<<His>> smile broadens. "Good. Wait just a moment." <<He>> presses a finger against <<his>> ear before speaking to the air. "We have a... That's right. Yes boss." <<He>> lowers <<his>> hand. "The boss'll be down shortly to meet you. You won't need to wait long."
<br><br>
<<He>> was right.<<endevent>><<npc Briar>><<person1>>
<<if $pronoun is "m">>
The doors open to reveal a man wearing a blue suit, minus a shirt, showing off <<his>> well-toned chest and abdomen. Long chestnut hair flows behind <<him>> as <<he>> enters.
<<else>>
The doors open to reveal a woman wearing an expensive-looking red gown with a plunging neckline, revealing a portion of <<his>> $NPCList[0].breastsdesc. Long chestnut hair flows behind <<him>> as <<he>> enters.
<</if>>
<br><br>
<<He>> fixes you with hazel eyes, wordlessly grabs your wrist and pulls you through the doors.
<br><br>
You enter a large crowded room. The smell of sweat is palpable. Several stages dot the room, with dancers showing themselves off. Patrons ogle and cheer at them, waited on by other staff in various states of undress. You are led through the room and through an inconspicuous door. A flight of stairs later and you find yourself in a lavishly-decorated office.
<br><br>
<<He>> lies down on a velvet sofa in the middle of the room, props <<his>> head up with one arm and observes you. You look around for a place to sit but other than the sofa there's no seating. <<He>> interrupts your search. "My name is Briar. Welcome to my establishment."
<br><br>
<<link [[Next|Brothel Intro2]]>><</link>>
<br><<set $outside to 0>><<set $location to "brothel">><<effects>>
<<if $phase is 0>>
<<He>> eyes up your body as <<he>> speaks.
"Nice. Very nice. Our clientele will love you.
I'd like to offer you work looking after our guests. You saw how it works on the way up." <<He>> pauses before continuing. "Oh right, you probably want details. You can dress however you want, but you'll get more attention if you dress appropriately. Use a stage to show yourself off. You might make some change there, but your real aim should be to get hired for some private time. We provide rooms for that purpose."
<br><br>
"You'll be expected to take care of yourself. If someone tries to rape you, just deal with it and don't bother me. I'm not your <<mummy>>."
<br><br>
"We take a 40% cut of anything you earn, and don't you dare think you can cheat us either. You'll have access to a dressing room, naturally. I think I've covered everything. So, interested?"
<br><br>
<<link [[Yes|Brothel Intro2]]>><<set $phase to 1>><<set $brotheljob to 1>><<set $wardrobes.brothel.unlocked to true>><</link>>
<br>
<<link [[No|Brothel Intro2]]>><<set $phase to 2>><</link>>
<br>
<<link [[I need more information|Brothel Intro2]]>><<set $phase to 3>><</link>>
<br>
<<elseif $phase is 1>>
"Good! Come by whenever you feel like putting your body to work. I'll let the other staff know you're joining them." <<He>> rises to <<his>> feet and guides you to the top of the stairs.
<<if $id is 0>>
<<He>> speaks as you descend. "One more thing. If you're having trouble with your legal status we can fix you a fake ID. For a price, obviously." You turn to look at <<him>> but <<he>> is already gone.
<<else>>
<<He>> doesn't say anything as <<he>> leaves you to descend.
<</if>>
<br><br>
<<link [[Next|Brothel]]>><<endevent>><</link>>
<<elseif $phase is 2>>
"That's a shame. Well, you know where to find us if you change your mind. A body like yours is sure to sell well." <<He>> rises to <<his>> feet and guides you to the top of the stairs.
<<if $id is 0>>
<<He>> speaks as you descend. "One more thing. If you're having trouble with your legal status we can fix you a fake ID. For a price, obviously." You turn to look at <<him>> but <<he>> is already gone.
<<else>>
<<He>> doesn't say anything as <<he>> leaves you to descend.
<</if>>
<br><br>
<<link [[Next|Brothel]]>><<endevent>><</link>>
<<elseif $phase is 3>>
<<He>> blinks, then laughs. "Don't be coy. You've seen what's going on downstairs, darling. I'm sure you can work out the rest on your own."
<br><br>
<<link [["I'm interested"|Brothel Intro2]]>><<set $phase to 1>><<set $brotheljob to 1>><<set $wardrobes.brothel.unlocked to true>><</link>>
<br>
<<link [["I'm not interested"|Brothel Intro2]]>><<set $phase to 2>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "brothel">><<effects>>
<<if $dancestart is 1>>
<<unset $dancestart>>
<<danceinit>>
<<robinbrothelappear>>
<<set $dancing to 1>>
<<set $venuemod to 3 * (1 + (0.4 * (C.npc.Briar.love / 100)))>>
<<set $dancelocation to "brothel">>
<</if>>
<<if $stress gte $stressmax>>
<<set $danceevent to "rape">>
<</if>>
<<danceeffects>>
<<danceaudience>>
<<danceactions>>
<<if $corruptionDancing gt 0 and $danceevent is 0 and (($exhibitionism lte 74 and $exposed gte 2) or ($exhibitionism lte 34 and $exposed gte 1))>>
There's no way you could normally continue dancing while so exposed.
<<elseif $danceevent is 0 and $exhibitionism lte 74 and $exposed gte 2>>
There's no way you can continue dancing while so exposed! Face reddening, you flee the scene.
<br><br>
<<elseif $danceevent is 0 and $exhibitionism lte 34 and $exposed gte 1 and !$worn.under_lower.type.includes("dance")>>
There's no way you can continue dancing while so exposed! Face reddening, you flee the scene.
<br><br>
<</if>>
<<if $danceevent is "finish">>
<<unset $corruptionDancing>>
<<link [[Next|Brothel]]>><<clotheson>><<endevent>><</link>>
<<elseif $danceevent is "private">>
<<if $corruptionDancing is 2>>
The slime wants you to have fun with more than an individual.
<<elseif hasSexStat("promiscuity", 3)>>
<<link [[Private room|Brothel Private]]>><<dance_private_init>><</link>><<promiscuous3>>
<<elseif $uncomfortable.prostituting is false>>
<<link [[Private room|Brothel Private]]>><<dance_private_init>><<set $desperateaction to 1>><</link>><<promiscuous3>>
<br>
<</if>>
<<elseif $danceevent is "rape">>
<<link [[Next|Brothel Dance Rape]]>><<set $molestationstart to 1>><<unset $corruptionDancing>><</link>>
<<elseif $danceevent is "leighton">>
<<if $corruptionDancing is 2>>
The slime wants you to have fun with more than an individual.
<<elseif hasSexStat("promiscuity", 3)>>
<<link [[Private room|Leighton Private]]>><<clotheson>><<endevent>><<unset $corruptionDancing>><</link>><<promiscuous3>>
<br>
<</if>>
<<elseif $danceevent is "robin">>
<<if $corruptionDancing is 2>>
The slime wants you to have fun with more than an individual.
<<else>>
<<link [[Private room|Robin Brothel]]>><<clotheson>><<endevent>><<unset $corruptionDancing>><</link>>
<</if>>
<<elseif $danceevent is "briarseduce">>
<<link [[Next|Briar Sex]]>><<endcombat>><<unset $corruptionDancing>><<npc Briar>><<person1>><<set $sexstart to 1>><</link>>
<br>
<<elseif $danceevent is 0>>
<<if $corruptionDancing isnot undefined>>
The slime in your ear is forcing you.
<<elseif $exposed gte 2 and !hasSexStat("exhibitionism", 5)>>
<<link [[Flee|Brothel Dressing Room]]>><<clotheson>><<endevent>><<unset $corruptionDancing>><</link>>
<<elseif $exposed gte 1 and !hasSexStat("exhibitionism", 3)>>
<<link [[Flee|Brothel Dressing Room]]>><<clotheson>><<endevent>><<unset $corruptionDancing>><</link>>
<<else>>
<<link [[Stop|Brothel]]>><<clotheson>><<endevent>><<unset $corruptionDancing>><</link>>
<</if>>
<</if>><<set $outside to 0>><<set $location to "brothel">><<effects>>
<<npc Briar>><<person1>>
<<if $phase is 1>>
"Good! Come by whenever you feel like putting your body to work. I'll let the other staff know you're joining them." <<He>> rises to <<his>> feet and guides you to the top of the stairs. <<He>> doesn't say anything as <<he>> leaves you to descend.
<br><br>
<<link [[Next|Brothel]]>><<endevent>><</link>>
<<elseif $brotheljob is 1 and $fame.prostitution gte 30 and not $brothelshowdata.intro>>
<<set $brothelshowdata.intro to 1>><<set $brothelshowdata.type to "none">>
Briar leans beside the window, staring out. "Glad you could join me," <<he>> says, not turning to look. "People have been asking for you. Seems you've made a name for yourself." <<He>> turns and sizes you up. "I'd like to hold a little show on <span class="gold">Fridays</span>. Get the punters in. How'd you like to be the star?"
<br><br>
<<He>> doesn't wait for a response. "Not your usual work I know, and I'll need time to prepare. Think about it, then come visit me and we'll talk specifics. And money."
<br><br>
<<endevent>>
<<link [[Next|Brothel]]>><</link>>
<br>
<<elseif $brotheljob is 1 and $fame.prostitution gte 200 and $brothelshowdata.intro is 1>>
<<set $brothelshowdata.intro to 2>>
Briar sits at <<his>> desk, talking on the phone. <<He>> motions you to hold on for a second.
You wait as Briar ends the call. <<He>> turns to you, seemingly in good spirits.
<br><br>
"There's our little star," <<he>> says. Briar walks over to <<his>> sofa and sits down.
<br><br>
"It seems your performances made the rounds. You have admirers that would pay a fortune to spend some time with you," <<he>> says. <<He>> taps on the sofa, inviting you to sit next to <<him>>.
<br><br>
<<link [[Sit|Brothel Escort Job Intro]]>><<set $phase to 1>><</link>><<glove>><<npcincr Briar love 1>>
<br>
<<link [[Stand|Brothel Escort Job Intro]]>><<set $phase to 2>><</link>>
<<elseif $brotheljob is 1 and $gloryholestat gte 100 and $brothelExclusiveGloryholeIntro is 0>>
<<set $brothelExclusiveGloryholeIntro to 1>>
Briar is sprawled on the sofa, holding a glass of wine. <<He>> smiles as you enter. "Well well well, if it isn't everybody's favorite hole."
<br><br>
You raise an eyebrow at the new nickname and Briar laughs "What? Did you think we wouldn't notice eventually? You've pleased quite a few customers..."
<br><br>
"Don't worry, you're not in trouble. I'm here to give you good news, actually. I've set up an exclusive gloryhole for you, that way people who've been asking for you will come running. Downside is... Well, people will know it's you."
<br><br>
"You can set your own prices... Though of course, you can't set it at ridiculous prices if you're not famous, even those horndogs' wallets have a limit. Anyway, it's in the basement if you'd like to use it. Go on now." Briar says, waving you away as <<he>> takes a sip of <<his>> wine.
<br><br>
<<endevent>>
<<link [[Next|Brothel]]>><</link>>
<br>
<<elseif $brotheljob isnot 1>>
Briar sprawls on the sofa, holding a glass of wine. <<He>> looks up as you enter. "Have you reconsidered my offer?"
<br><br>
<<ind>><<link [[Yes|"Briar's Office"]]>><<endevent>><<set $brotheljob to 1>><<set $phase to 1>><<set $wardrobes.brothel.unlocked to true>><</link>>
<br>
<<if $id is 0>>
<<socialiseicon "ask">><<link [[Enquire about ID card|"Briar's Office ID"]]>><</link>>
<br>
<</if>>
<<getouticon>><<link [[Leave|Brothel]]>><<endevent>><</link>>
<br>
<<else>>
Briar sprawls on the sofa, holding a glass of wine. <<He>> looks up as you enter. "Something I can do for you?"
<br><br>
<<if isPubfameTaskAccepted("briar")>>
<<His>> laptop is on the sofa next to <<him>>. 'Mickey' asked you to hack into Briar's computer.
<br>
You have
<<if $pubfame.briar.distract is 2>>
<span class="green">someone set to cause a distraction</span>,
<<else>>
<span class="pink">no distraction set</span>,
<</if>>
<<if $pubfame.briar.distract is 2 and ($pubfame.briar.escape is 2 or ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled"))) or $pubfame.briar.distract isnot 2 and $pubfame.briar.escape isnot 2 and $cat lt 6>>
and
<<else>>
but
<</if>>
<<if $pubfame.briar.escape is 2>>
<span class="green">an escape route planned</span>.
<<elseif ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled"))>>
you could easily escape through the window. <span class="green">Cats always land on their feet.</span>
<<else>>
<span class="pink">no escape route planned</span>.
<</if>>
<<if !$pubfame.briar.notice and $pubfame.briar.distract isnot 2>>
<<set $pubfame.briar.notice to true>>
<<if ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled"))>>
You could probably find a distraction by looking around the brothel.
<<else>>
You could probably find a distraction, and an escape route, by looking around the brothel.
<</if>>
<</if>>
<br>
<<link [[Distract Briar|Briar Hack]]>><</link>>
<br><br>
<</if>>
<<if $brothelVending>>
<<if $brothelVending.status is "idea">>
<<condomicon "machine">><<link [[Ask Briar to set up a vending machine (0:20)|Brothel VM ask]]>><<pass 20>><</link>>
<br>
<<elseif $brothelVending.products and ($brothelVending.status is "set" or ($brothelVending.status is "sold" and $brothelVending.weeksEmpty gte 4)) and !$weekly.brothelVMCollect>>
<<highicon>><<link [[Collect money from the vending machine (0:10)|Brothel VM income]]>><<pass 10>><</link>>
<br>
<</if>>
<</if>>
<<if $brothelshowdata.intro and $brothelshowdata.type is "none">>
<<brothelicon "stage">><<link [[Set up a show|"Briar's Office Show"]]>><</link>>
<br>
<</if>>
<<if $brothelshowdata.intro is 2>>
<<if $brothel_escortjob is undefined>>
<<danubeicon>><<link [[Work for wealthy client|Brothel Escort Job Accept]]>><</link>>
<br>
<<elseif $brothel_escortjob.accept isnot true and $weekly.escortjob isnot 1>>
<<danubeicon>><<link [[Work for wealthy client|Brothel Escort Job Accept]]>><</link>>
<br>
<</if>>
<</if>>
<<if $id is 0>>
<<socialiseicon "ask">><<link [[Enquire about ID card|"Briar's Office ID"]]>><</link>>
<br>
<</if>>
<<if $brothel_machine_repair is 1>>
<<socialiseicon "ask">><<link [[Ask Briar about the sex machine|Briar Machine Ask]]>><<set $brothel_machine_repair to 2>><</link>>
<br>
<<elseif $brothel_machine_repair is 3>>
<<ind>><<link [[Give Briar the gel|Briar Gel Give]]>><<set $brothel_machine_repair to 4>><</link>>
<br>
<</if>>
<br>
<<getouticon>><<link [[Leave|Brothel]]>><<endevent>><</link>>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"Th-there's a lewd machine," you say. "Behind the stage-"
<<elseif $speech_attitude is "bratty">>
"There's a fuck machine," you say. "Behind the stage-"
<<else>>
"There's a lewd machine," you say. "Behind the stage-"
<</if>>
<br><br>
<<if $brothel_machine_science is 1>>
<<unset $brothel_machine_science>>
Briar laughs before you finish. "That old thing," <<he>> says. "Doesn't work. Was fun for a while, but it needs-"
<br><br>
"A special fuel." It's your turn to interrupt. Briar looks surprised. "It has no plugs." You shrug. "And it doesn't take batteries, so I suspected that was the problem."
<br><br>
"I should be careful where I let you snoop around," Briar laughs. "You're right. They make the fuel nearby, a pink gel, but refuse to sell it."<<gcontrol>><<control 10>><<glove>><<npcincr Briar love 1>><<npcincr Briar dom -1>>
<br><br>
<<else>>
Briar laughs before you finish. "That old thing," <<he>> says. "Doesn't work. Was fun for a while, but it needs a special fuel. A pink gel. They make it nearby, but refuse to sell it."
<br><br>
<</if>>
<<link [[Next|Briar Machine Ask 2]]>><</link>>
<br><<effects>>
Briar walks across the room and leans beside the window, looking over the building opposite, at the industrial smokestacks beyond. <span class="gold">"They dump their waste in the landfill,"</span> <<he>> says. "I wouldn't be surprised if some gel found its way there."
<br><br>
"It's a pity they're not willing to sell," <<he>> continues. "I'd be willing to pay <span class="gold">£2000</span> for a canister."
<br><br>
<<He>> walks back to <<his>> seat. "Was there anything else?"
<br><br>
<<if currentSkillValue('skulduggery') gte 400>>
<i>A thought strikes you.</i> If they don't sell the fuel, how did Briar run it before?
<br><br>
<<link [[Ask|Briar Machine Ask 3]]>><<control 10>><</link>><<gcontrol>>
<br>
<<link [[Drop it|Brothel]]>><<endevent>><</link>>
<br>
<<else>>
<<link [[Brothel]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"Y-you must have found some gel before," you say.
<<elseif $speech_attitude is "bratty">>
"You used the machine before," you say. "But I imagine they don't sell that either, do they?"
<<else>>
"You must have found some gel before," you say.
<</if>>
<br><br>
Briar smiles again, caught off guard for just a moment. "You're inquisitive," <<he>> says. "And right, but no one's going to investigate a rogue fucktoy. Unless we make too much noise. The machine will be for VIPs only."
<br><br>
Briar reclines in <<his>> chair. "Anything else?"
<br><br>
<<link [[Leave|Brothel]]>><<endevent>><</link>>
<br><<effects>>
<<earnFeat "Stolen Technology">>
You hold out the canister, but Briar's more interested in examining you. "What a surprise," <<he>> says. <<He>> doesn't sound surprised. "£2000 was it? Here. Just leave it anywhere."
<br><br>
You've made <<moneyGain 2000>>.
<br><br>
<<He>> takes a sip of wine. "We'll soon have the machine running again. We just need someone willing to use it. That shouldn't be a problem." <<He>> smiles.
<br><br>
<<link [[Leave|Brothel]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "brothel">><<effects>>
<<if $phase is 1>>
"Excellent, you won't regret it." <<He>> walks over to <<his>> desk and presses a button concealed behind a painting. A bookcase parts to reveal a workshop manned <<generate2>><<person2>>by a <<person>> staring at bits of paper through a monocle.
<br><br>
"One ID." Briar says, giving your rear a little smack as you walk past.
<br><br>
The <<person>> asks you questions and photographs you. After twenty minutes <span class = "gold">you are in possession of your new fake ID card.</span>
<br><br>
<<link [[Next|Brothel]]>><<endevent>><</link>>
<<else>>
"I can supply you with a fake ID. But I believe I mentioned it would be expensive, yes? <span class = "gold">£500</span> specifically. Don't balk at the cost, these things fool government scanners and border checks. You don't want to take the risk of being caught with a cheap one, believe me."
<br><br>
<<if $money gte 50000>>
<<link [[I'll buy one (0:20)|Briar's Office ID]]>><<set $phase to 1>><<set $id to 1>><<pass 20>><<money -50000>><</link>>
<br>
<</if>>
<<link [[Leave|Brothel]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "brothel">><<effects>>
<<if $phase is 0>>
<<set $tipmod to Math.round((3 + (fameTotal() / 2000)) * (1 + (0.4 * (C.npc.Briar.love / 100))))>><<tipset>>
<<promiscuity3>>You lead the <<person>> into one of the back rooms. It's well-lit compared to the main room, it takes a moment for your eyes to adjust. There's a small stage with a pole in one corner. There's also a sofa, contoured to allow an extensive range of positions.
<br><br>
<<if $rng gte 71>>
Before you can turn around, the <<person>> has <<his>> hands wrapped around your waist and <<his>> mouth nuzzled against your neck.
<br><br>
<<link [[Pull away|Brothel Private]]>><<set $phase to 1>><</link>>
<br>
<<link [[Try to negotiate while being fondled|Brothel Private]]>><<arousal 300 "genitals">><<arousal 300 "breasts">><<set $phase to 2>><<submission 5>><<garousal>><</link>>
<br>
<<else>>
The <<person>> stands sheepishly by the door, clearly waiting for you to initiate things.
<br><br>
<<rng>>
<<if $tipreaction is "low">>
You take <<him>> by the hands and sit on the sofa. You negotiate a price of <<printmoney $tip>>, less than you'd hoped.
<br><br>
"I know it's not much," <<he>> exclaims, "but it's all I can afford and still eat tomorrow." <<He>> looks down at <<his>> feet.
<br><br>
<<if $rng gte 51>>
"Also, if it's okay, I don't want any touching. Well, maybe some, but mainly I'd just like to talk."
<br><br>
<<link [[Accept (0:30)|Brothel Private]]>><<set $phase to 3>><<pass 30>><</link>>
<br>
<<link [[Refuse|Brothel Private]]>><<set $phase to 4>><</link>>
<br>
<<else>>
<<link [[Accept (0:30)|Brothel Private Sex]]>><<set $consensual to 1>><<pass 30>><<set $sexstart to 1>><</link>>
<br>
<<link [[Refuse|Brothel Private]]>><<set $phase to 4>><</link>>
<br>
<</if>>
<<elseif $tipreaction is "mid">>
You take <<him>> by the hands and sit on the sofa. You negotiate a price of <<printmoney $tip>>, which seems reasonable.
<br><br>
<<if $rng gte 51>>
<<He>> speaks softly, "If it's okay, I don't want any touching. Well, maybe some, but mainly I'd just like to talk."
<br><br>
<<link [[Accept (0:30)|Brothel Private]]>><<set $phase to 3>><<pass 30>><</link>>
<br>
<<link [[Refuse|Brothel Private]]>><<set $phase to 4>><</link>>
<br>
<<else>>
<<link [[Accept (0:30)|Brothel Private Sex]]>><<pass 30>><<set $consensual to 1>><<set $sexstart to 1>><</link>>
<br>
<<link [[Refuse|Brothel Private]]>><<set $phase to 4>><</link>>
<br>
<</if>>
<</if>>
<</if>>
<<elseif $phase is 1>>
<<if $rng gte 21>>
You pull away from the <<person>>. <<He>> seems frustrated, but it can't be helped.
<<set $enemyanger += 20>>
<<if $tipreaction is "low">>
You negotiate a price of <<printmoney $tip "tip">>, less than you'd hoped.
<br><br>
"You think you're worth more?" <<He>> laughs, "I can pick up sluts like you for free you know. This is charity, this is."
<br><br>
<<link [[Accept (0:30)|Brothel Private Sex]]>><<pass 30>><<set $consensual to 1>><<set $sexstart to 1>><</link>>
<br>
<<link [[Refuse|Brothel Private]]>><<set $phase to 5>><</link>>
<br>
<<elseif $tipreaction is "mid">>
You negotiate a price of <<printmoney $tip "tip">>, which seems reasonable.
<br><br>
<<link [[Accept (0:30)|Brothel Private Sex]]>><<pass 30>><<set $consensual to 1>><<set $sexstart to 1>><</link>>
<br>
<<link [[Refuse|Brothel Private]]>><<set $phase to 5>><</link>>
<br>
<</if>>
<<else>>
You try to pull away from the <<his>> intruding hands, but <<he>> grapples your arms with one hand and clamps down on your mouth with the other.
<br><br>
<<set $enemyanger += 20>>
<<link [[Next|Brothel Private Sex]]>><<pass 30>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<<elseif $phase is 2>>
<<if $tipreaction is "low">>
Despite <<his>> unrelenting pawing, you manage to negotiate a price of <<printmoney $tip>>, less than you'd hoped.
<br><br>
<<elseif $tipreaction is "mid">>
Despite <<his>> unrelenting pawing, you manage to negotiate a price of <<printmoney $tip>>, which seems reasonable.
<br><br>
<</if>>
<<link [[Accept (0:30)|Brothel Private Sex]]>><<set $consensual to 1>><<pass 30>><<set $sexstart to 1>><</link>>
<br>
<<link [[Refuse|Brothel Private]]>><<set $phase to 5>><</link>>
<br>
<<elseif $phase is 3>>
<<He>> rests <<his>> head on your lap and you gently stroke <<his>> hair. <<He>> talks about mundane topics while you lend a sympathetic ear. Despite the banality of the conversation <<he>> becomes tearful at one point, while mentioning how <<he>> doesn't feel able to open up to <<his>> spouse.
<br><br>
After <<his>> thirty minutes are up, <<he>> pays you the agreed fee and thanks you for you time. <<He>> seems genuinely grateful.
<br><br>
<<fameprostitution 1>>
<<clotheson>>
<<link [[Next|Brothel]]>><<money $tip>><<endevent>><</link>>
<<elseif $phase is 4>>
<<He>> nods, eyes downcast. <<He>> doesn't waste any time leaving the room.
<br><br>
<<clotheson>>
<<link [[Next|Brothel]]>><<endevent>><</link>>
<<elseif $phase is 5>>
<<rng>>
<<if $rng gte 21>>
<<He>> looks at you, as if unsure what to do. Finally, <<he>> says, "You've probably got something contagious anyway," before leaving the room.
<br><br>
<<clotheson>>
<<link [[Next|Brothel]]>><<endevent>><</link>>
<<else>>
<<He>> looks at you blankly for a moment, then laughs. "Good one, now get on your knees before I smack you down!" <<He>> assaults you!
<br><br>
<<link [[Next|Brothel Private Sex]]>><<pass 30>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<if $phase is 1>>
<<set $NPCList[0].lefthand to "arms">>
<<set $leftarm to "grappled">>
<<set $rightarm to "grappled">>
<<hand_gag 0 right>>
<<elseif $phase is 5>>
<<set $enemyanger += 40>>
<</if>>
<<elseif $sexstart is 1>>
<<set $sexstart to 0>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 40>>
<<if $phase is 2>>
"This better be worth it," <<he>> says.
<<else>>
<<set $enemytrust += 40>>
<</if>>
<<if $phase is 1>>
"This better be worth it," <<he>> says.
<<else>>
<<set $enemytrust += 40>>
<</if>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<set _chance to random(1, 200)>>
/* 0.5% (1/200) chance per turn, only when crime is non-zero, when over 6 weeks into game, and gte 3 weeks from last raid*/
<<if _chance is 13 and crimeSumCurrent() gte 500 and Time.days gte 42 and ((Time.days - $brothel_raid_day) gte 21)>>
<span id="next"><<link [[Next|Brothel Raid]]>><</link>></span><<nexttext>>
<<elseif $enemyarousal lte $enemyarousalmax and $enemyhealth gte 0 and $finish is 0>>
<span id="next"><<link [[Next|Brothel Private Sex]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Brothel Private Sex Finish]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "brothel">><<effects>>
<<if $stealtarget isnot "">><<set $brothel_thief += 1>><</if>>
<<if $consensual is 1>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<set $prostitutionstat += 1>><<fameprostitution 1>>
<<if $phase is 2>>
"Here's your pay, whore," the <<person>> gasps as <<he>> finishes off. <<He>> leaves the room without looking at you.
<br><br>
<<tipreceive "brothel">>
<<elseif $phase is 1>>
"Here's your pay, whore," the <<person>> gasps as <<he>> finishes off. <<He>> leaves the room without looking at you.
<br><br>
<<tipreceive "brothel">>
<<else>>
<<He>> smiles in contentment. "Thank you for your time. Here you go." <<He>> gives you a broad smile before leaving the room.
<br><br>
<<tipreceive "brothel">>
<</if>>
<<else>>
<<if $phase is 2>>
"Fine. I hope you don't expect payment." <<He>> looks at you with disgust before leaving the room.
<<elseif $phase is 1>>
"Fine. I hope you don't expect payment." <<He>> looks at you with disgust before leaving the room.
<<else>>
"Did I do something wrong? I'm sorry!" <<He>> runs from the room.
<</if>>
<br><br>
<</if>>
<<else>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<fameprostitution 1>>
"Here's your pay, whore," the <<person>> gasps as <<he>> finishes off. <<He>> leaves the room without looking at you.
<br><br>
<<tipreceive "brothel">>
<<elseif $enemyhealth lte 0>>
You manage to knock the <<person>> backwards, giving you time to escape. <<tearful>> you flee into the busy main room.
<br><br>
<</if>>
<</if>>
<<clotheson>>
<<endcombat>>
<<rng>>
<<if crimeSumCurrent() gte 4500 and $brothel_raid gte 1 and $brothel_thief gte $rng>>
/*If you're (a) very wanted and (b) Briar has been raided before, then the (c) chance of Briar selling you out increases the more you steal from their customers.*/
<<link [[Next|Brothel Arrest]]>><</link>>
<<else>>
<<link [[Next|Brothel]]>><</link>>
<</if>><<if $corruptionDancing is 2>>
<<unset $corruptionDancing>>
<<set $molestationstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<elseif $molestationstart is 1>>
<<unset $corruptionDancing>>
<<set $molestationstart to 0>>
<<controlloss>>
<br>
<<violence 1>>
<<neutral 1>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $alarm is 1 and _combatend is true>>
<<if $rescue is 0>>
<<set $alarm to 0>>
<br><br>
<<if $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Brothel Dance Rape Finish]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0>>
<span id="next"><<link [[Next|Brothel Dance Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Brothel Dance Rape]]>><</link>></span><<nexttext>>
<</if>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax and _combatend is true>>
<span id="next"><<link [[Next|Brothel Dance Rape Finish]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0 and _combatend is true>>
<span id="next"><<link [[Next|Brothel Dance Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Brothel Dance Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyhealth lte 0>>
<<if Time.dayState isnot "night">>
<<He>> recoils in pain, giving you the chance you need. <<tearful>> you escape into the dressing room.
<br><br>
<<else>>
<<He>> recoils in pain, giving you the chance you need. <<tearful>> you escape into the dressing room.
<br><br>
<</if>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Brothel Dressing Room]]>><</link>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<if $audience is 1>>
A cheer erupts from the crowd as the <<person1>><<person>> climaxes. <<tearful>> you manage to stagger away before anyone else gets ideas.
<<elseif $audience lte 6>>
The <<person1>><<person>> and <<person2>><<person>> high-five each other. <<tearful>> you manage to stagger away while the audience congratulates each other.
<<else>>
A cheer erupts from the crowd, seems they enjoyed the show. <<tearful>> you manage to stagger away before anyone else gets any ideas.
<</if>>
<br><br>
<<stealclothes>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Brothel Dressing Room]]>><</link>>
<</if>><<set $outside to 1>><<set $location to "brothel">><<effects>>
<<set $briarPunishReason to "whore">>
You're sat down on a bench, and hear the engine start. The hood is pulled off you.<<npc Briar>><<generate2>><<generate3>>
<<if $brothelintro is 1>>
On the seat opposite sits Briar, owner of the brothel. <<person1>><<Hes>> flanked by a <<person2>><<person>> and <<person3>><<person>>.<<person1>>
<br><br>
<<else>>
<<set $brothelintro to 1>>
<<if $pronoun is "m">>
On the seat opposite sits a man wearing a blue suit, minus a shirt, showing off his well-toned chest and abdomen. His long chestnut hair hangs loose.
<<else>>
On the seat opposite sits a woman wearing an expensive-looking red gown with a plunging neckline, revealing a portion of her pert breasts. Her long chestnut hair hangs loose.
<</if>>
<br><br>
<<Hes>> flanked by a <<person2>><<person>> and <<person3>><<person>>.<<person1>> <<He>> stares at you with hazel eyes.
<br><br>
"So you're the waif that's been causing me problems. I'm Briar, owner of the finest establishment in town." <<He>> leans back on the bench.
<</if>>
"I hear you've been selling yourself in the pub. This is a problem. You see, I own all of the whores on this side of town. And what has your cheap ass been up to? Whoring, of course. That means I own you. And yet, I haven't received a penny. That changes now."
<br><br>
The van halts and the <<person2>><<person>> and <<person3>><<person>> haul you out. They lead you to a staircase beside a building, descending underground. If you want to escape, now's your only chance. There are three of them however.<<person1>>
<br><br>
<<link [[Go with them|Brothel Punishment 2]]>><</link>>
<br>
<<link [[Fight|Brothel Punishment Fight]]>><<set $fightstart to 1>><<def 3>><</link>>
<br><<set $outside to 0>><<set $location to "brothel">><<effects>>
<<if $briarPunishment>>
<<set $punishmenthole to $briarPunishment>>
<<unset $briarPunishment>>
<<else>>
<<set $punishmenthole to 5>>
<</if>>
You are led down a dim corridor. You can hear music playing somewhere above. The <<person2>><<person>> shoves you through a door into a tiny cell with a hole in the wall, then <<he>> and the <<person3>><<person>> start coiling rope around you. Once your arms and legs are held behind you in a hogtie, they hoist you into the air and tie you to the ceiling, leaving you suspended.
<br><br>
"There," says Briar. "Now you're ready to service our customers. Because I'm kind, you'll only need to help <<number $punishmenthole>> of them." <<person1>><<He>> ties your neck to a peg beneath the hole, leaving your mouth pressed against it. "Have fun!" <<he>> says as <<he>> shuts the door, leaving you in darkness.
<br><br>
<<set $leftarm to "bound">>
<<set $rightarm to "bound">>
<<set $head to "bound">>
<<set $feetuse to "bound">>
<<set $punishmentposition to "gloryhole">>
<<set $punishmenthole to 5>>
<<endevent>>
<<link [[Next|Brothel Punishment Gloryhole]]>><</link>>
<br><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
At the first sign of resistance, Briar laughs. "Oh, foolish <<girl>>, you're not going anywhere."
<br><br>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Brothel Punishment Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Brothel Punishment Fight]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "brothel">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<unset $briarPunishment>>
<<ejaculation "short">>
"Don't let the <<girl>> escape!" shouts Briar to <<person1>><<his>> goons once <<he>> stops shuddering, but you're already gone. <<tearful>> you flee down the road.
<br><br>
<<clotheson>>
<<endcombat>>
<<harvestquick>>
<<elseif $enemyhealth lte 0>>
<<unset $briarPunishment>>
You knock the <<person2>><<person>> aside, giving you the chance you need. <<tearful>> you run through the gap created and flee down the road. You hear Briar shout at <<person1>><<his>> subordinates.
<<ltrauma>><<lstress>><<trauma -6>><<stress -12>>
<br><br>
<<clotheson>>
<<endcombat>>
<<harvestquick>>
<<else>>
Briar laughs again. "Aww, is the <<girl>> hurt?" You're far too injured to resist any longer. The <<person2>><<person>> and <<person3>><<person>> drag you down the staircase.
<br><br>
<<link [[Next|Brothel Punishment 2]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "brothel">><<effects>>
<<if $punishmenthole lte 0>>
<<endevent>><<npc Briar>><<person1>>The cell door opens and Briar steps in, holding a knife. <<He>> severs the rope holding you to the ceiling and you fall to the ground. "Now we're even," <<he>> says as <<he>> cuts more rope.
<<if $briarPunishReason is "whore">>
"If you want to sell that body of yours in the future, you do so under my roof."
<<else>>
"Maybe now you'll think twice before crossing me."
<</if>>
<<unset $briarPunishReason>>
<<He>> finishes cutting and steps back. "Is that understood? Good." <<He>> steps aside and a <<generate2>><<person2>><<person>> enters the cell. <<He>> drags you out the way you came in and slams the door behind you. They left your arms bound.
<br><br>
<<if $brothelknown isnot 1>>
<<set $brothelknown to 1>><span class="gold">You can now access the Brothel on Harvest Street.</span>
<</if>>
<<clotheson>>
<<endevent>>
<<set $head to 0>>
<<set $feetuse to 0>>
<<set $punishmentposition to 0>>
<<link [[Next|Harvest Street]]>><</link>>
<br>
<<elseif $punishmentposition is "wall">><!-- Wall outcome with $position = "wall" -->
You're suspended by rope in a cell, your legs, ass and <<genitals>> poking through a hole in the wall. Strain as you might, you can't move your body an inch.
<br><br>
<<set $punishmenthole -= 1>>
<<generate1>><<person1>>
<<switch random(1, 8)>>
<<case 1 2>>
Someone pinches your <<bottom>>.
<<case 3 4>>
You feel someone stroke your <<genitals>>.
<<case 5 6>>
You feel someone lick the back of your thighs.
<<default>>
Someone smacks you on your <<bottom>>.
<</switch>>
<br><br>
<<link [[Next|Brothel Punishment Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>><!-- Gloryhole outcome with $punishmentposition = "gloryhole" -->
You're suspended by rope in a cell, your mouth held against a hole in the wall. Strain as you might, you can't move your body an inch.
<br><br>
<<set $punishmenthole -= 1>>
<<generate1>><<person1>>
<<if $NPCList[0].vagina is "clothed">>
Someone presses their pussy against the hole, and your lips.
<br><br>
<<else>>
Someone sticks their $NPCList[0].penisdesc through the hole, and against your lips.
<br><br>
<</if>>
<<link [[Next|Brothel Punishment Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<if $punishmentposition is "wall">>
<<set $position to "wall">>
<<set $enemyhealthmax to 1000>><<set $enemyhealth to 1000>>
<<healthMultiplier>>
<<else>><!-- Gloryhole outcome with $punishmentposition = "gloryhole" -->
<<npcoral>>
<<set $enemyhealthmax to 10>><<set $enemyhealth to 10>>
<<set $enemyarousal to $enemyarousalmax - 100>>
<<healthMultiplier>>
<<set $enemyarousalmax to $enemyarousalmax * ($npcArousalMult / 100)>>
<<set $NPCList[0].lefthand to "none">>
<<set $position to "doggy">>
<<set $NPCList[0].righthand to "none">>
<<set $NPCList[0].mouth to "none">>
<</if>>
<</if>>
<<set $enemyarousal += 10>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or $penisbitten is 1>>
<span id="next"><<link [[Next|Brothel Punishment Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Brothel Punishment Molestation]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<set $forcedprostitutionstat += 1>><<set $gloryholestat += 1>>
<<tearful>> you mentally prepare for more abuse.
<br><br>
<<endcombat>>
<<link [[Next|Brothel Punishment Gloryhole]]>><</link>>
<<else>>
The <<person>> recoils from the hole. You hear <<him>> shout at someone, then silence. <<endevent>><<npc Briar>><<person1>>A minute later Briar opens your cell. "I was so trying to be nice," <<he>> says. "But if you're going to behave so poorly, there's only one option." <<He>> unclips your neck, then pulls a lever at the base of the wall. The hole expands several times in size. <<He>> shoves you through the hole, leaving your legs and bottom exposed, before clipping you in place once more. "There. Now our customers get to enjoy a less violent part of you." <<He>> slams the door shut this time.
<br><br>
<<endcombat>>
<<set $punishmenthole += 1>><<pass 1>><<set $punishmentposition to "wall">>
<<link [[Next|Brothel Punishment Gloryhole]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "brothel">><<effects>>
"Good," Briar says.
<<if Time.weekDay is 6>>
"There's not enough time to prepare for a show today, but we can hold one next week."
<<else>>
<</if>>
<<brothelshowintro>>
<br><br>
<<if $brothelVirginityIntro is undefined and ($player.virginity.penile is true and $player.virginity.vaginal is true) and !unableTakeVirginity() and fameSum('sex', 'prostitution', 'rape') gte 100>>
"I have also heard some rumours about you. If true, I have a <span class="gold">'special'</span> show for you." Briar sips <<his>> wine. "So, what takes your fancy?"
<br><br>
<<socialiseicon "ask">><<link [[Ask about special show|Briar's Office Virginity Show Ask]]>><<set $brothelVirginityIntro to true>><</link>>
<<else>>
Briar sips <<his>> wine. "So, what takes your fancy?"
<</if>>
<<brothelshowoptions>>
<br><br>
<<if _askShow isnot 1>>
<<socialiseicon "ask">><<link [[Ask for more information about each show|Briar's Office Show Ask]]>><</link>>
<br><br>
<</if>>
<<getouticon>><<link [[Leave|Brothel]]>><<endevent>><</link>><<brothelshowintro>>
<<brothelshowoptions>>
<br><br>
<<getouticon>><<link [[Leave|Brothel]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "brothel">><<effects>>
<<if $brothelshowdata.type is "flirt">>
You agree to flirt with the audience and get fucked on stage. "Alright," <<he>> says. "Just act cute.
<<elseif $brothelshowdata.type is "gangbang">>
You agree to roleplay as a school <<girl>> and get gangbanged on stage. "Don't be nervous about acting," <<he>> says as <<he>> stands up. "That's not what the audience will be there for.
<<elseif $brothelshowdata.type is "pig">>
You agree to fuck a pig on stage. "You're a dirty one," <<he>> says as <<he>> stands up. "This is going to draw them in.
<<elseif $brothelshowdata.type is "swarm">>
You agree to be submerged in a terrarium filled with small creatures on stage. "You're a kinky one," <<he>> says as <<he>> stands up. "I like that, and I'm sure the audience will like it too.
<<elseif $brothelshowdata.type is "machine">>
You agree to use the repaired sex machine. Briar claps <<his>> hands together. "Excellent.
<<elseif $brothelshowdata.type is "tentacles">>
You agree to use the repaired sex machine, in tentacle mode. Briar claps <<his>> hands together. "Excellent.
<<elseif $brothelshowdata.type is "horse">>
You suggest performing with a horse.
<<if $brothelHorse isnot 1>>
<<set $brothelHorse to 1>>
Briar laughs. "That would be a show to remember," <<he>> says. "But I don't have access to a horse."
<br><br>
"I do," you say.
<br><br>
<</if>>
Briar claps <<his>> hands. "Excellent. You supply your co-performer.
<<elseif $brothelshowdata.type is "bukkake">>
You suggest a game of sorts, allowing the audience to participate with their cum.
<<if $brothelBukkake isnot 1>>
<<set $brothelBukkake to 1>>
Briar strokes <<his>> chin in thought. "The audience would like it. There'll be quite a mess to clean up."
<br><br>
"Only if I don't catch it," you reply.
<br><br>
<<else>>
"The audience did enjoy it the last time you did it," Briar says. "There was quite a mess to clean up."
<br><br>
"I'll try and catch more of it this time," you reply.
<br><br>
<</if>>
Briar laughs. "We've got ourselves a show. <span class="gold">I'll pay you £50 per helping.</span>
<</if>>
I'll make sure everything's set up nicely.
<<if Time.weekDay is 6>>
There's no time to set it up for today. <span class="gold">We'll be ready next Friday.</span>
<</if>>
I'm sure your fans will be excited." <<He>> escorts you to the top of the stairs. "Just make sure you show up. People are coming to see you. I can't placate them with some random whore."
<br><br>
<<link [[Leave|Brothel]]>><<endevent>><</link>>
<br><br><<set $outside to 0>><<set $location to "brothel">><<effects>>
"Well, now it depends on if the rumours are true or not first. Rumour has it you're still a virgin. I find that hard to believe."
<br><br>
<<if $awarelevel gte 1>>
<<if $speech_attitude is "meek">>
You blush and smile.
<<elseif $speech_attitude is "bratty">>
You smirk but blush all the same.
<<else>>
You attempt to keep a straight face but blush all the same.
<</if>>
Even you find it hard to believe, considering what you have been through.<<stress -6>><<trauma -6>><<lstress>><<ltrauma>>
<<else>>
You tilt your head in confusion. Why would anyone care about that?
<</if>>
<br><br>
Briar continues, "But if you pass a virginity test, I am willing to pay for you to give that virginity up on stage. And I'm not the only one willing to spend money on this. Do you realise how many of your fans would be willing to pay for just the chance to be the one to deflower you? Who knows how much you could make. Put on a good enough show, you could easily make a few grand."
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Agree to sell your virginity|Briar's Office Virginity Show]]>><<set $phase to 0>><<acceptbrothelshow "virginity">><</link>><<promiscuous2>>
<<else>>
<span class="blue">You aren't promiscuous enough to take up <<his>> offers.</span>
<</if>>
<br>
<<link [[Refuse|Briar's Office Virginity Show]]>><<set $phase to 1>><</link>>
<br>
<<link [[Say you're not a virgin (Lie)|Briar's Office Virginity Show]]>><<set $phase to 2>><</link>>
<br><<set $outside to 0>><<set $location to "brothel">><<effects>>
<<if $phase is 0>> /* Sell your virginity */
You agree to sell your virginity. "Excellent. You are going to make one lucky <<generatetakevirginity 2>><<person2>><<personsimple>> happy," <<person1>><<he>> says as <<he>> walks around the desk. "I will be sure to have it well-publicised. <<if Time.weekDay is 6>>There's no time to set it up for today.<span class="gold"> We'll be ready next Friday.</span><</if>> Your fans will want to remember this."
<br><br>
<<He>> escorts you to the top of the stairs. "Just make sure to show up. People are coming to see you specifically. I won't be able to placate them with some random whore." You are about to leave when <<he>> calls back to you. "For your own sake, I hope you're not lying. You better still be a virgin when you show up."
<<elseif $phase is 1>> /* Refuse */
<<set $brothelVirginityState to "refuse">>
<<if $awarelevel gte 1>>
<<if $speech_attitude is "meek">>
You quickly shake your head, blushing at the thought. "I-I can't do that."
<<elseif $speech_attitude is "bratty">>
"Yeah right, like I would ever take you up on that," you scoff with a scowl.
<<else>>
"I'm not sure I could do that." You shake your head at the thought.
<</if>>
<<else>>
You scratch your head, still confused at what <<he>> is asking you to do. "I think I'll decline."
<</if>>
<br><br>
Briar gives a noncommittal hum, but it's clear <<hes>> displeased. "The rumours must not be true after all. My other offers still stand."
<<else>> /* Say you're not a virgin (Lie) */
<<set $brothelVirginityState to "lie">>
<<if $awarelevel gte 1>>
<<if $speech_attitude is "meek">>
You quietly shake your head, demurely looking away from Briar. "B-but I'm not a virgin." It's a lie,
<<elseif $speech_attitude is "bratty">>
You crack a smile. "I'm no virgin though." It's a baldfaced lie,
<<else>>
You clear your throat awkwardly. "I'm not a virgin though." It's a lie,
<</if>>
but Briar doesn't need to know the truth.
<<else>>
You recall
<<if $player.virginity.anal isnot true>>
the time you lost your anal virginity.
<<elseif $player.virginity.oral isnot true>>
the time you lost your oral virginity.
<<elseif $player.virginity.handholding isnot true>>
the first time you held someone's hand.
<<else>>
all the assaults you've endured.
<</if>>
"I don't think I'm a virgin anymore," you say.
<</if>>
<br><br>
Briar nods. <<He>> seems disappointed, but not surprised. "Well, I didn't believe the rumours either, but I had to ask. Too bad; it would have been a good money-maker. My other offers still stand."
<</if>>
<br><br>
<<link [[Leave|Brothel]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "brothel">><<effects>>
You are behind the largest stage in the brothel. This is where the more involved performances are prepared.
<br><br>
<<if $brothel_machine_repair is undefined>>
A sex machine sits in the corner. A note has been stuck to the side. It reads: "Out of order."
<br><br>
<</if>>
<<if isPubfameTaskAccepted("briar") and !$pubfame.briar.escape and $cat lte 5>>
<<set $pubfame.briar.escape to 1>>
A curtain covering a window is partially open. It's directly below Briar's office on the second floor.
<br><br>
<span class="blue">An idea strikes you.</span> If you can get a ladder to face Briar's office, you could leave that way. There might be one in the alleyways nearby.
<br><br>
<</if>>
<<if $brothelshowdata.type isnot "none" and Time.weekDay is 6 and not $brothelshowdata.done>>
You see Briar talking to someone near the largest stage. You agreed to perform today.
<br><br>
<<if $brothelshowdata.type is "horse">>
<<if $farm.steed>>
<<if $bestialitydisable is "f" or $per_npc.saddled_steed.monster is "monster">>
Your $farm.steed steed awaits you.
<br><br>
<img class="icon" src="img/ui/gold_star.png"><<link [[Star in show|Brothel Show]]>><</link>>
<br>
<<else>>
The weight of what you've signed yourself up for sinks in, and you start to feel nauseous. <span class="red">You've lost the nerve to perform.</span>
<br>
<</if>>
<<else>>
<span class="blue">You're booked to star in a show with a horse, but you haven't saddled one!</span>
<br>
<</if>>
<<elseif $brothelshowdata.type is "virginity" and unableTakeVirginity()>>
<span class="red">Current gameplay settings incompatible for the show. NPC setting must allow the option for virginity to be taken to continue.</span>
<br>
<<else>>
<img class="icon" src="img/ui/gold_star.png"><<link [[Star in show|Brothel Show]]>><</link>>
<br>
<</if>>
<</if>>
<<if $brothel_machine_repair is undefined>>
<<investigateicon>><<link [[Investigate the machine|Brothel Machine Investigate]]>><<set $brothel_machine_repair to 1>><</link>>
<br>
<</if>>
<<getouticon>><<link [[Leave|Brothel]]>><</link>>
<br><<effects>>
You examine the sex machine. A large phallus protrudes from the main body, beside a number of lights and dials. It's almost shaped like a gun. You can imagine what it was used for, <span class="gold">but Briar would know more.</span>
<br><br>
<<investigateicon>><<link [[Look closer|Brothel Machine Investigate 2]]>><</link>><<skill_difficulty `currentSkillValue("science")` "Science" 400 1000>>
<br>
<<getouticon>><<link [[Leave|Brothel Stage]]>><</link>>
<br><<effects>>
<<if currentSkillValue('science') gte random(400, 1000)>>
You open a hatch on the side of the machine, and peer inside. There's an empty glass tank behind a tangle of wires.
<br><br>
You look under the machine, and realise there are no sockets on the exterior. No way to connect to the mains. <span class="green">It must be powered some other way.</span>
<br><br>
<<set $brothel_machine_science to 1>>
You close the hatch, and step away.
<br><br>
<<else>>
You open a hatch on the side of the machine, and peer inside. There's an empty glass tank behind a tangle of wires.
<br><br>
You look under the machine, <span class="red">but see nothing abnormal.</span>
<br><br>
You close the hatch, and step away.
<br><br>
<</if>>
<<link [[Next|Brothel Stage]]>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<generate1>><<person1>><<maninit>><<set $position to "wall">><<set $head to "bound">>
<</if>>
<<set $position to "wall">>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Brothel Punishment Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Brothel Punishment Rape]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "brothel">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> gives you a last pinch, then leaves you alone.
<br><br>
<<endcombat>><<set $leftarm to "bound">><<set $rightarm to "bound">>
<<else>>
You kick the <<person>> away from you. You hear <<him>> grumble, but <<he>> leaves you alone.
<br><br>
<<endcombat>><<set $leftarm to "bound">><<set $rightarm to "bound">>
<</if>>
<<set $punishmenthole -= 1>>
<<if $punishmenthole lte 0>>
<<npc Briar>><<person1>>
The door swings open. Briar walks in. "I hope you've had fun," <<he>> says. <<He>> pulls the lever and the grip around your waist lessens. You wiggle into the room and drop to the floor.
<br><br>
"You can show yourself out. Remember, your ass, and your assets, belongs to me."
<br><br>
<<unbind>>
<<clotheson>>
<<endevent>>
<<link [[Next|Harvest Street]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $punishmenthole is 5>>
<<npc Briar>><<person1>>
The door swings open. Briar walks in and kneels in front of you, holding a card. It's a picture of your face, with your age and "£10" marked on it. "I thought you'd want to see how they see you," <<he>> says, nodding at the wall your <<bottom>> is stuck in. "If you don't want to be sold so cheap, stop being such a greedy <<girl>>." <<He>> rises to <<his>> feet. "Break's over." <<He>> slams the door shut on <<his>> way out.
<br><br>
<<endevent>>
<<link [[Next|Brothel Punishment Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<tearful>> you prepare for more abuse. You don't need to wait long.
<br><br>
<<link [[Next|Brothel Punishment Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "brothel">><<effects>>
Briar counts the money. "Good," <<he>> says, nodding at <<his>> thugs, who stop blocking the door. "I don't care if you're kidnapped by fucking wolves; next time you'll be there." <<He>> returns to <<his>> office.
<br><br>
<<link [[Next|Brothel]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "brothel">><<effects>>
Briar withdraws <<his>> hand. <<He>> nods at <<his>> thugs. "Fine," <<he>> says. "There are other ways you can pay."
<br><br>
<<link [[Next|Brothel Pay Strip]]>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<npcstrip>><<npcidlegenitals>>
<<set $enemyanger += 200>><<set $enemytrust -= 60>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Brothel Pay Strip Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Brothel Pay Strip]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "brothel">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The crowd applauds, as if it were a show. Perhaps they think it was.
<br><br>
<<person1>>Briar steadies <<himself>> against a chair. <<He>> looks at the crowd gathered to watch the spectacle and smiles. "You do know how to get their attention," <<he>> says, barely audible over the sound of the music. "Just show up next time." <<He>> returns to <<his>> office.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Brothel]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
<<person1>>You knock Briar back into a table. <<He>> crashes through it, the drinks on it spilling everywhere. <<His>> thugs don't know what to do. The crowd applauds, as if it were a show. Perhaps they think it was.
<br><br>
Briar climbs to <<his>> feet and brushes <<himself>> down. <<He>> looks at the crowd gathered to watch the spectacle and smiles. "You do know how to get their attention," <<he>> says, barely audible over the sound of the music. "Just show up next time." <<He>> returns to <<his>> office.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Brothel]]>><</link>>
<br>
<<else>>
<<person1>>You're too hurt to continue fighting, and fall to the ground in a heap. The crowd applauds, as if it were a show. Perhaps they think it is.
<br><br>
Briar bows to the audience. "Thank you, thank you," <<he>> says. "And now my friends, feel free to use this whore. On the house." Another cheer, then hands reach out from all around.
<br><br>
<<endcombat>>
<<link [[Next|Brothel Pay Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>><<maninit>><<person1>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Brothel Pay Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Brothel Pay Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyhealth lte 0>>
Some of the <<group>> recoil in pain. You crawl through the gap created, and manage to make it to the dressing room unmolested.
<<clotheson>>
<<endcombat>>
<<link [[Next|Brothel Dressing Room]]>><</link>>
<<else>>
<<ejaculation>>
A cheer erupts from the crowd, seems they enjoyed the show. <<tearful>> you escape to the dressing room.
<br><br>
<<stealclothes>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Brothel Dressing Room]]>><</link>>
<</if>><<set $outside to 0>><<set $location to "brothel">><<effects>>
You are in the bathroom at the brothel. There are communal showers for the dancers to use after and during work. They're not exactly clean, but you've seen worse. No one pays you much attention.
<br><br>
<<if $stress gte $stressmax>>
<<passoutshop>>
<<else>>
<<pregnancyTest "Brothel Bathroom">>
<<if hasSexStat("exhibitionism", 3)>>
<<bathroomicon "shower">><<link [[Have a shower (0:15)|Brothel Shower]]>><<strip>><<pass 15>><<stress -1>><<set $hygiene to 0>><</link>><<lstress>>
<br><br>
<<getouticon>><<link [[Brothel (0:01)|Brothel]]>><<pass 1>><</link>>
<br>
<<else>>
You can't bring yourself to use the communal showers.
<br><br>
<<getouticon>><<link [[Brothel (0:01)|Brothel]]>><<pass 1>><</link>>
<br>
<</if>>
<</if>><<effects>><<set $location to "brothel">><<set $outside to 0>>
<<if Time.dayState isnot "day" and Time.dayState isnot "dawn" and $rng % 3>>The brothel has been busy and so have the showers. The shower head blasts you with ice cold water that takes your breath away. You figure a cold shower is better than no shower, and make do.
<<larousal>>
<br><br>
<<elseif Time.dayState isnot "night" and $rng % 2>>The shower head blasts you with ice cold water that takes your breath away. Seems like someone's used all the hot water. You figure a cold shower is better than no shower, and make do.
<<larousal>>
<br><br>
<<else>>You're relieved to find there is still hot water.<</if>>
You wash until you're squeaky clean.<<wash>><<wearProp "soap">>
<br><br>
<<skinicon "masturbate">><<link [[Masturbate|Brothel Shower Masturbation]]>><<handheldon>><<set $masturbationstart to 2>><</link>>
<br>
<<getouticon>><<link [[Get out|Brothel Bathroom]]>><<clotheson>><</link>>
<br><<set $outside to 0>><<set $location to "brothel">><<effects>>
/* Police raid in the middle of action */
<<set $brothel_raid += 1>>
<<set $brothel_raid_day to Time.days>>
<span class="red">You hear a crash outside, followed by shouts and screams.</span> The <<person>> freezes.
<<set $enemyarousal to 0>><<set $enemytrust to -200>>
<<set $enemyhealth to ($enemyhealthmax / 5) * 4>><<set $enemyanger to ($enemyangermax / 5) * 2>>
<<healthMultiplier>>
<<animateCombat>>
<<stateman>>
<br><br>
<span class="red">"Everyone stop. This is the Police. Stop right where you are."</span>
<br><br>
The <<person>> curses, extricates <<himself>> and clambers to dress.
<br><br>
<span id="next"><<link [[Straighten yourself up|Brothel Raid 2]]>><</link>></span><<nexttext>><<set $outside to 0>><<set $location to "brothel">><<effects>>
/* Police raid the place */
The <<person>> rushes out.
<<clotheson>>
<<endcombat>>
You peek through the door. The corridor outside is still quiet, but not far away you hear shouting, crashes and chaos.
<br><br>
The police will soon be here.
<br><br>
<<if currentSkillValue('skulduggery') gte 200>>
<<set $skulduggerydifficulty to 800>><<link [[Attempt escape|Brothel Raid Escape]]>><</link>><<skulduggerydifficulty>>
<br>
<<else>>
<span class="blue">You can't think of a way to escape.</span>
<br>
<</if>>
<<link [[Wait to be arrested|Brothel Raid Pre Arrest]]>><</link>>
<br><<set $outside to 0>><<set $location to "brothel">><<effects>>
<<generate1>><<person1>>Creeping into the empty hallway, you can hear the chaos getting closer. There are several empty rooms you could hide in, but they will likely be searched.
<br><br>
A <<person>> bursts into the hallway and looks for somewhere to hide.
"This can't be happening. What will <<if $pronoun is "m">>Mother say?<<else>>Father say?<</if>>"
<br><br>
"In here!" you say, pointing to an empty room. "Hide yourself here. And lock the door."
<br><br>
"W-what about you? What will you do?"
<br><br>
"You're a customer," you say firmly. "I'll stand right here and make sure the bastards never get to you."
<br><br>
<<skulduggerycheck>>
<br><br>
<<if $skulduggerysuccess is 1>>
<<His>> eyes light up. "Thank you!"
<br><br>
The door slams shut and the lock clicks into place. You scan the corridor and spot a pair of bright, <<print either("red","striped","yellow","pink","white")>> panties wedged under a nearby door. You hang them on the door-handle of the <<persons>> room before slipping into the empty room opposite.
You leave your door wide open so anyone can see into the empty room and tuck yourself behind the door.
<br><br>
A moment later, police charge the corridor.
<br><br>
"Oi oi! Look at that. The door handle."
<br>
"Subtle."
<br>
You hear them try the door opposite.
<br>
"Open up!" You hear a loud knocking. "Police. We know you're in there."
<br>
A floorboard creaks in front of you as someone looks into your room. You press back against the wall.
<br>
"Anyone in that one?"
<br>
"Empty," you hear just beyond the door in front of you. "They're probably already in the line up out front."
<br>
"Think this one's gonna need a kick."
<br>
"Okay." The floorboard creaks again as they move away.
<br><br>
A moment later you hear a loud crash, then a yell, then begging and whimpering as the <<person>> is hauled away.
<br><br>
<<skulduggeryuse>>
<<link [[Wait (1:00)|Brothel Raid Escape 2]]>><<pass 60>><<endevent>><<npc Briar>><<person1>><</link>>
<br>
<<else>>
"You lying scumbag," <<he>> shouts, shoving you over a chair. Moments later hands drag you to your feet.
<br><br>
<span class="red">"You're under arrest."</span>
<br><br>
<<skulduggeryuse>>
<<link [[Next|Brothel Raid Arrest]]>><</link>>
<br>
<<endevent>>
<</if>><<set $outside to 0>><<set $location to "brothel">><<effects>>
You hide out for a long time as the police gather people up. A while later, when things become quiet, you emerge.
<br><br>
You stroll from the private area, and find Briar righting a fallen chair. <<He>> chuckles when <<he>> sees you.
<br><br>
"How? Nicely done. They're still outside. Best wait there and have a drink. After all this, it's on me. Or help me straighten things out. They'll be a few quid in it for you. Your call."
<br><br>
<<link [[Help out (£5, 0:30)|Brothel]]>><<pass 30>><<money 500>><<tiredness 2>><<endevent>><</link>><<gtiredness>>
<br>
<<link [[Wait to leave (0:30)|Harvest Street]]>><<pass 30>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "brothel">><<effects>>
A few police find you near the private rooms. One puts a hand on your shoulder.
<br><br>
<span class="red">"You're under arrest."</span>
<br><br>
<<link [[Next|Brothel Raid Arrest]]>><</link>>
<br>
<<endevent>><<set $outside to 0>><<set $location to "brothel">><<effects>>
Two police officers lead you towards the main part of the brothel. They stop near a side exit.
<<if crimeSumCurrent() lte 900>>
One opens the door.
<br><br>
"You seem like a decent <<lass>>," he says. "No need for you to get caught up in this. Get out of here."
<<set _bribe to 0>>
<<elseif crimeSumCurrent() lte 2000>><<set _bribe to 800>>
One puts a hand on the door handle.
<br><br>
"We know who you are," she says. "You don't want to get caught up in this. Make a charitable donation of £_bribe and we never saw you."
<<elseif crimeSumCurrent() lte 4500>><<set _bribe to Math.trunc(crimeSumCurrent())>>
One stands in front of the door.
<br><br>
"If we take you in it's gonna go badly for you," one says. "£_bribe cash would be enough to distract us while we leave you unattended by this door."
<<else>>
<br><br>
"Ha! We've been after you for a while. You're not giving us the slip again."
<<set _bribe to 500000>>
<</if>>
<br><br>
<<if _bribe is 0>>
<<link [[Leave|Brothel Raid Leave]]>><</link>>
<<else>>
<<if _bribe lt 500000>>
<<if $money gte (_bribe * 100)>>
<<link [["Bribe (£" + _bribe + ")"|Brothel Raid Leave]]>><<money `-(_bribe * 100)` "bribe">><</link>>
<br>
<<else>>
<span class="red">You'll need at least £_bribe to bribe the officers.</span>
<br>
<</if>>
<</if>>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Offer your body|Brothel Raid Arrest Sex]]>><<set $sexstart to 1>><<generatePolice 1>><<generatePolice 2>><</link>><<promiscuous3>>
<br>
<<elseif $uncomfortable.prostituting is false>>
<<link [[Reluctantly offer your body|Brothel Raid Arrest Sex]]>><<set $sexstart to 1>><<generatePolice 1>><<generatePolice 2>><<set $desperateaction to 2>><</link>><<promiscuous3>>
<br>
<</if>>
<<link [[Get arrested|Brothel Raid Arrest 2]]>><</link>>
<</if>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
You pass through the opened door and quietly slip away through a couple of alleyways.
<br><br>
Due to the high police presence, you have a to wait for things to calm down before you can get back to the main street.
<br><br>
<<link [[Next (0:40)|Harvest Street]]>><<pass 40>><</link>><<set $outside to 0>><<set $location to "brothel">><<effects>>
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>><<promiscuity5>>
You smile at them seductively.
<br><br>
"If you're nice to me and let me go," you say. "I can be very nice to you."
<br><br>
<<person1>>"Okay," the <<person>> says.
<br><br>
<<if crimeSumCurrent() gte 4500>>
<<person2>>"This one's slippery," says the <<person>>. "<<print $worn.handheld.name isnot "naked" ? "Take <<pher>> $worn.handheld.name and cuff <<phim>>" : "Cuff <<phim>> first">> so <<pshe>> doesn't try anything."
<br><br>
"Okay."
<<set $leftarm to "bound">><<set $rightarm to "bound">><<handheldruined>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Brothel Raid Arrest Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Brothel Raid Arrest Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
They straighten their clothes.
<br><br>
<<tearful>> you climb to your feet.
<br>
<<clotheson>>
<<if crimeSumCurrent() lte 4000 or $rng % 2>>
<br>One opens the door.
<br><br>
<span class="green">"Go on. Get out of here."</span>
<br><br>
<<endcombat>>
<<link [[Leave|Brothel Raid Leave]]>><</link>>
<<else>>
"Thanks for that, whore," says the <<person>>.
<br><br>
"Yeah, that was good," says the <<person1>><<person>>. <span class="red">"But you're still under arrest."</span>
<br><br>
<<endcombat>>
<<link [[Next|Brothel Raid Arrest 2]]>><</link>>
<</if>>
<<elseif $enemyhealth lte 0>>
You shove open the door to the alleyways as they stagger away from you.
<br><br>
<<tearful>> you escape.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Brothel Raid Leave]]>><</link>>
<<else>>
"Okay. Well whatever, you're still under arrest."
<br><br>
A hand clamps on your shoulder. "This way."
<br><br>
<<tearful>> you recover.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Brothel Raid Arrest 2]]>><</link>>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>>
<<set $leftarm to "bound">><<set $rightarm to "bound">><<handheldruined>>
<<pass 45>>
You are led out front where brothel staff are being cuffed and lined up against a wall. A crowd of passers-by gawk.
<br><br>
You are left standing there for nearly an hour while the police process customers. The crowd jeer and wolf-whistle.
<br><br>
<<famesex 2>><<fameprostitution 2>>
<br><br>
<<link [[Next|Brothel Raid Arrest 3]]>><</link>><<set $outside to 0>><<set $location to "town">><<effects>>
A sinister convoy of police vans arrive, and you are herded into one with the others. The police take you to the station and put you in a holding cell.
<br><br>
"With so many in today, this might take some time," the guard tells you. "They'll get to you. Sit tight."
<br><br>
<<link [[Next (2:00)|Police Cell]]>><<pass 2 hour>><</link>><<set $outside to 0>><<set $location to "brothel">><<effects>>
<<set $brothel_thief to 0>>
You walk out <span class="red">into the waiting arms of two police officers.</span>
Briar stands beside them.
<br><br>
The police push you against the wall, pinning your arms. "They wanted to raid me again," Briar explains. "Looking for you. They really want you this time."
<br><br>
Armlocked, the police drag you deeper into the brothel. Briar strolls alongside. "Raids cost a lot," Briar goes on. "Not just money either. Reputation. I was still ready to protect you. I look out for mine. I was ready to take the hit."
<br><br>
"Until," Briar growls. "I heard you've been stealing from my customers. Hurting the reputation of my establishment. Driving away my customers."
<br><br>
<<npc Briar>><<person1>>
Briar throws open a secluded delivery door in the rear, well out of sight of customers. <<He>> leads the police out. An unmarked car awaits you.
<br><br>
<<endevent>>
"There's a saying about the wisdom of shitting where you eat," Briar says. The police throw you over the bonnet.
<br><br>
<<generate1>><<generate2>>
<<link [[Next|Hospital Arrest Journey]]>><</link>><<effects>>
You sneak up to the brothel, unmarked and near-indistinguishable from the buildings around it. You won't be able to hide once inside, but at least you won't be the only one so exposed.
<br><br>
You enter the brothel, passing Briar's goon, who leers at you but says nothing.
<br><br>
<<if $rng gte 81>>
<<generate1>><<person1>>
A <<person>> staggers over to you as you enter the main room. <<covered>> "Nice," <<he>> says. Without asking for permission, <<he>> reaches out and fondles your <<breasts>>.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<<link [[Endure (0:03)|Brothel Exposed Endure]]>><<pass 3>><<sub 1>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>
<br>
<<link [[Get angry|Brothel Exposed Angry]]>><<def 1>><<pain 6>><<trauma -6>><</link>><<ltrauma>><<gpain>>
<br>
/* <<if $submissive lte 500>> */
<<link [[Intimidate|Brothel Exposed Intimidate]]>><<trauma -6>><<stress -6>><</link>><<defianttext>><<ltrauma>><<lstress>>
<br>
/* <<elseif $submissive gte 1500>> */
<<link [[Plead|Brothel Exposed Plead]]>><<trauma -6>><<stress -6>><</link>><<submissivetext>><<ltrauma>><<lstress>>
<br>
/* <</if>> */
<<else>>
<<link [[Next|Brothel]]>><</link>>
<br>
<</if>><<effects>>
You stand still and wait for the <<person1>><<person>> to get bored, enduring <<his>> clumsy fondling. At last, one of the dancers catches <<his>> eye, and <<he>> leaves you be.
<br><br>
<<link [[Next|Brothel]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"D-Don't," you say. "You shouldn't touch people without permission."
<<elseif $speech_attitude is "bratty">>
"Keep your hands to yourself," you say. "Creep."
<<else>>
"I didn't say you could touch me," you say. "Stop."
<</if>>
<br><br>
The <<person>> gives your <<nipples>> a final, painful pinch, but then leaves you be.
<br><br>
<<link [[Next|Brothel]]>><<endevent>><</link>>
<br><<effects>>
"Keep your disgusting hands away from me," you say. "Or I'll rip them off."
<br><br>
<<He>> steps back. "I'm only having some fun," <<he>> says. "That's what you're here for, right?"
<br><br>
You stare at each other. <<He>> breaks <<his>> gaze first, and turns to find someone else to bother.
<br><br>
<<link [[Next|Brothel]]>><<endevent>><</link>>
<br><<effects>>
"S-someone h-help," you say. "P-please."
<br><br>
The <<person1>><<person>> withdraws <<his>> probing hands. "Easy <<girl>>," <<he>> says. "Don't cry. Look, I'm sorry okay? Don't go telling anyone."
<br><br>
<<He>> turns away to find someone else to bother.
<br><br>
<<link [[Next|Brothel]]>><<endevent>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 30>>
<</if>>
<<effects>>
<<effectsman>>
<<audience>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Briar Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Briar Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Briar slides off the stage. "A round of applause for our performer!" <<he>> shouts, gesturing at you. The cry goes up, and cash litters the stage.<<set _rng to random(30, 100)>>You gain <<printmoney `_rng * 100`>><<money `_rng * 100` "prostitution">>.
<br><br>
<<tearful>> you gather the money, and drop from the stage.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $enemyhealth lte 0>>
Briar falls from the stage, but manages to land on <<his>> feet and right <<himself>> with dignity. The crowd cheers the spectacle, and cash litters the stage.<<set _rng to random(30, 100)>>You gain <<printmoney `_rng * 100`>><<money `_rng * 100` "prostitution">>.
<br><br>
<<tearful>> you gather the money, and drop to the floor.
<br><br>
<<clotheson>>
<<endcombat>>
<<else>>
Briar climbs from the stage, and walks towards another, bobbing with the music.
<br><br>
<<tearful>> you drop to the floor yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<<link [[Next|Brothel]]>><</link>>
<br><<effects>>
<<if $pubfame.briar.distract is 1>>
<<loadNPC 0 "pubfame_distract">><<person1>>
You approach the <<person>>. <<He>> pretends not to notice you.
<br><br>
<<link [[Ask to help you|Brothel Distraction 2]]>><</link>><<englishdifficulty 400 1000>>
<br>
<<link [[Leave|Brothel Dressing Room]]>><<endevent>><</link>>
<<else>>
<<set $pubfame.briar.distract to 1>>
<<generateRole 0 0 "dancer">><<saveNPC 0 "pubfame_distract">><<person1>>
You approach the <<personsimple "normal">>, a <<person>>. <<He>> frowns as you approach <<him>>. "Don't try changing my mind. I'm done with this stupid place and I'm done with this lifestyle. Leave me alone."
<br><br>
<<He>> turns back to <<his>> suitcase. "I'm skipping town. Somewhere Briar won't ever find me. I'd love to pay <<nnpc_him "Briar">> back for everything I endured here, but I can't think of anything I could do... not to someone like <<nnpc_him "Briar">>."
<br><br>
<span class="blue">An idea strikes you.</span> <<He>> could be a good way to distract Briar, and <<he>> clearly has a bone to pick.
<br><br>
<<link [[Ask to help you|Brothel Distraction 2]]>><</link>><<englishdifficulty 400 1000>>
<br>
<<link [[Leave|Brothel Dressing Room]]>><<endevent>><</link>>
<</if>><<effects>>
You ask the <<person>> to help distract Briar.
<<if $englishSuccess>>
<<set $pubfame.briar.distract to 2>>
<span class="green">You manage to appeal to <<his>> logic</span>, telling <<him>> that <<he>>'ll be able to get away long before Briar notices anything is truly wrong. "I like the way you think," the <<person>> admits. "So, what's the plan?"
<br><br>
<<His>> part is relatively simple. <<He>> finishes packing <<his>> suitcase, then nods to you. "You better succeed at whatever nonsense you're pulling. Good luck." <span class="green">You now have an effective distraction.</span>
<br><br>
<<link [[Next|Brothel Dressing Room]]>><<endevent>><</link>>
<<else>>
<span class="red">You put too much emphasis on how much it'll affect Briar.</span> "No way I'm getting involved in something that big," <<he>> scoffs. "Good luck with your death wish."
<br><br>
<<link [[Next|Brothel Dressing Room]]>><<endevent>><</link>>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"Y-you might want to take a look downstairs," you say. "I heard there was going to be a p-police raid."
<<elseif $speech_attitude is "bratty">>
"Heads up," you say, jerking your head toward the stairs. "The fuzz are gonna be here any minute. You're welcome for the advance warning."
<<else>>
"I heard some cops say they were going to raid here," you say. "What do you think we should do?"
<</if>>
<br><br>
Briar chuckles, and lifts <<himself>> up off the sofa. "Don't you worry your little head.
<<if $pubfame.briar.distract is 2>>
<<loadNPC 1 "pubfame_distract">><<clearNPC "pubfame_distract">>
I'll take-"
<br><br>
From downstairs, you hear the sound of shattering glass. "This is the police!" you hear the <<person2>><<person>> shout. "Everyone on the ground, now!"
<br><br>
Briar grimaces. Without another glance at you, <<person1>><<he>> makes for the stairs.
<<else>>
I'll take care of this." <<He>> walks, almost leisurely, to the stairs.
<</if>>
<<His>> laptop remains open.
<br><br>
You wait until you're sure Briar is gone, then rush to the laptop. You plug the USB in. You can't see anything happening on the screen, but you assume it's doing something.
<br><br>
<<link [[Next|Briar Hack 2]]>><<pass 1>><</link>><<effects>>
<<if $pubfame.briar.distract is 2>>
After enough time passes, you remove the USB. You hope it was done with whatever it was doing.
<br><br>
<<if $pubfame.briar.escape is 2>>
You make your way over to the window and climb onto the ladder. You close the window, climb down, and remove the ladder from the building. Briar won't know you did a thing.
<br><br>
The <<person2>><<person>> waves at you from a nearby car, before pulling out and driving out of town.
<br><br>
<<pubfameComplete "briar">>
<<link [[Next|Harvest Street]]>><<endevent>><</link>>
<<elseif ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled"))>>
<<set $pubfame.detail to "briarWindow">>
You make your way over to the window and slip out. You grab onto the handle and let it slide shut, before dropping to the ground. Briar won't know you did a thing.
<br><br>
The <<person2>><<person>> waves at you from a nearby car, before pulling out and driving out of town.
<br><br>
<<pubfameComplete "briar">>
<<link [[Next|Harvest Street]]>><<endevent>><</link>>
<<else>>
<<set $briarPunishment to 3>>
You walk down the staircase, emerging in the main room of the brothel. The dancers are slowly returning to the stage, and the customers are chattering at the bar. You notice one of the windows being replaced.
<br><br>
Briar is standing by the window, and notices you. You run out the door before <<he>> can ask any questions.
<<npcincr Briar love -3>><<lllove>>
<br><br>
The <<person2>><<person>> waves at you from a nearby car, before pulling out and driving out of town.
<br><br>
<<pubfameComplete "briar" "punish">>
<<link [[Next|Harvest Street]]>><<endevent>><</link>>
<</if>>
<<else>>
<span class="red">"Yeah, that's what I thought you were doing."</span> Briar strolls back into the office, guards following behind <<him>>. You can't count how many there are. "I had a feeling there was no police raid. I didn't want to assume, though. It makes an ass out of you and me." <<He>> takes a sip of <<his>> wine. "Of course, from where I'm standing, the only ass here is you."
<<npcincr Briar love -3>><<lllove>>
<br><br>
You quickly pull the USB out of the laptop, and Briar chuckles. "I couldn't care less what you just did. But the fact that you thought you could get away with it is what rankles me. That needs to be fixed."
<br><br>
<<if $pubfame.briar.escape is 2>>
<<set $briarPunishment to 5>>
The guards advance on you, and you run to the window. "That's a two storey drop," <<he>> laughs. "Go ahead, though. It might still be better than what I've in mind."
<br><br>
You slide the window open, and hurriedly climb down the ladder. Briar gasps and runs to the window, but you reach the bottom and remove the ladder before <<he>> or any of the guards can climb down as well. "There will be hell to pay," <<he>> calls down, before closing the window.
<br><br>
<<pubfameComplete "briar" "punish">>
<<link [[Next|Harvest Street]]>><<endevent>><</link>>
<<elseif ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled"))>>
<<set $briarPunishment to 5>><<set $pubfame.detail to "briarWindow">>
The guards advance on you, and you run to the window. "That's a two storey drop," <<he>> laughs. "Go ahead, though. It might still be better than what I've in mind."
<br><br>
You slide the window open, and nimbly hop out. You land on your feet, barely making a sound, before looking back up. Briar stares out the window, shocked. "There will be hell to pay," <<he>> calls down, before closing the window.
<br><br>
<<pubfameComplete "briar" "punish">>
<<link [[Next|Harvest Street]]>><<endevent>><</link>>
<<else>>
The guards advance on you, and you run to the window. "That's a two storey drop," <<he>> laughs. "Go ahead, though. It might still be better than what I've in mind."
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled")) or ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled")) or ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled")) or ($fallenangel gte 2 or ($transformationParts.fallenAngel.wings isnot "hidden" and $transformationParts.fallenAngel.wings isnot "disabled"))>>
The ground is far, but still too close for your wings to slow your descent enough to give you a safe landing.
<</if>>
<br><br>
You try to fight back against the guards, but they just keep coming. Eventually, one gets a lucky hit and sends you to the ground. The rest pile onto you.
<<pain 40>><<trauma 6>><<ggpain>><<gtrauma>>
<br><br>
<<pubfameComplete "briar" "failure">>
<<link [[Next|Briar Hack Fail]]>><<pass 10>><</link>>
<</if>>
<</if>><<set $outside to 1>><<set $location to "alley">><<effects>><<set $bus to "industrial">>
<<badEndTracking "Underground Dungeon" { reason: "soldBriar" }>>
Briar whispers into one of the guard's ears, and <<he>> nods. You're quickly blindfolded and brought down the stairs, through a hallway.
<br><br>
You feel the <<if Weather.precipitation is "none">>wind<<else>><<print Weather.precipitation>><</if>> on your face. You're outside. You're quickly shoved into a car, which takes off after a few seconds.
<br><br>
After about ten minutes of silence, Briar speaks. You weren't aware <<he>> was even in the car with you. "When I let someone under my roof, it's me extending my trust. Do you know what I mean? There's an unspoken agreement that I provide for you, and you don't mess things up for me. So when that trust is broken, it hurts."
<br><br>
<<He>> lets out a deep breath. "What I'm saying is, you hurt me. And it's hard to get past that. I don't forgive you... but I will. Just as soon as they're done with you."
<br><br>
The car comes to a stop, and Briar pulls you out. "I like avoiding this place. It's too..." <<He>> searches for a word. "Unprofitable, for my tastes. But for cases like these, it's well worth it." Another pair of hands grabs you and pulls you through a doorway, removing your blindfold. You hear, and see, the car pull away before the door closes.
<br><br>
<<link [[Next|Underground Intro]]>><<generate2>><<generate3>><</link>><<set $outside to 0>><<set $location to "brothel">><<effects>>
You ask Briar if <<he>> has already checked your vending machine's stock and collected the money this week.
<br><br>
<<if $brothelVending.status is "sold">>
Briar snorts. "Your vending machine was cleared out for $brothelVending.weeksEmpty weeks. I told you if it was empty for three weeks in a row, I was going to throw it away. You have no vending machine anymore."
<br><br>
You try to explain why you haven't been able to refill the machine for so long, but Briar cuts you off.
<br><br>
"I don't give a shit about your life, your time, or your money. To do business, you need time, money, both things, or luck. If you don't have time to buy products every week, you need money to refill the machine with a lot of them. If you don't have enough money to fully restock the machine, you need the time to top it off a little bit every week." Briar takes some bills out of a drawer. "But you were lucky. A friend of mine needed a vending machine for the school toilets because someone broke one there. I sold yours to <<nnpc_him Leighton>> instead of throwing it away. Here, £1,000 for you. Now, if you want, <span class="gold">you can buy a new vending machine and set it up in the dressing rooms</span>, but be sure to keep it filled this time. Same rules as before."
<br><br>
<<money 100000 "brothelVendingMachine">>
<<set $brothelVending.weeksEmpty to 0>>
<<if $brothelVending.condomsSold + $brothelVending.lubeSold>>
Briar pauses. "You never collected on your last sales before it was emptied.
<</if>>
<<else>>
"Yes, I did.
<</if>>
<<if $brothelVending.condomsSold + $brothelVending.lubeSold>>
<<set _productsSold = []>>
<<set _productCost = ($brothelVending.condomsSold * 6000)+($brothelVending.lubeSold * 2000)>>
<<set _productProfit = ($brothelVending.condomsSold * 2000 + $brothelVending.lubeSold * 1000)>>
<<if $brothelVending.condomsSold >>
<<run _productsSold.push(`$brothelVending.condomsSold condom<<if $brothelVending.condomsSold gt 1>>s<</if>>`)>>
<</if>>
<<if $brothelVending.lubeSold>>
<<run _productsSold.push(`$brothelVending.lubeSold bottle<<if $brothelVending.lubeSold gt 1>>s<</if>> of lube`)>>
<</if>>
You sold <<print _productsSold.join(" and ")>> over the past <<print $brothelVending.weeksRent is 1 ? "week" : $brothelVending.weeksRent + " weeks">>. I've already set aside the weekly rent deposit
<<set _productProfit to Math.max(0, _productProfit - $brothelVending.weeksRent * 5000)>>
<<if _productProfit>>
<<set _pcProfit to _productProfit * .4>>
<<set _pcProfit to _pcProfit + ((_productCost / 100) * C.npc.Briar.love)>>
<<set _briarCut to 60 * ((100 - C.npc.Briar.love) / 100)>>
<<if _briarCut gt 0>>
and my _briarCut% cut.
<</if>>
Here's your profit of <span class="green"><<formatmoney _pcProfit>>_printmoney</span>, plus the <span class="blue"><<formatmoney _productCost>>_printmoney</span> you spent stocking the machine." <<He>> hands you your earnings. You make <<printmoney `_productCost + _pcProfit`>>. "Pleasure doing business with you."
<<famebusiness 2>>
<<money _pcProfit "brothelVendingMachine">>
<<else>>
but unfortunately, that eats up the rest of the profits. All you're getting back is the money you spent stocking the machine." <<He>> hands you your earnings. You make <<printmoney _productCost>>. "Try stocking more products next time, if you want to do more than break even."
<</if>>
<<money _productCost "brothelVendingMachine">>
<<set $brothelVending.condomsSold to 0>>
<<set $brothelVending.lubeSold to 0>>
<<set $brothelVending.weeksRent to 0>>
<<set $weekly.brothelVMCollect to true>>
<<else>>
And there wasn't anything there. Again. Your machine's been empty for $brothelVending.weeksEmpty week<<if $brothelVending.weeksEmpty gt 1>>s<</if>> now. <span class="red">Keep it up, and I'm selling the damn thing off</span>." Briar reclines on the sofa. "I am a <<= $pronoun is "m" ? "man" : "woman">> of my word, after all. Now go buy some products."
<</if>>
<br><br>
<<endevent>>
<<link [[Next|"Briar's Office"]]>><</link>><<effects>>
You tell Briar about your idea for a vending machine in the brothel restrooms, explaining that it would be a convenient method for the workers to get what they need for their jobs.
Briar's grin is somewhere between disgusted and amused. "I've already told you, I'm not anybody's <<mummy>>. If any of my whores need <<if $condomLvl gte 1>>rubbers<</if>><<if $condomLvl gte 1 and $adultshopunlocked>> or <</if>><<if $adultshopunlocked>>lube<</if>>, they know where they can find some. It's not my job to supply them, it's their obligation. So, no, I will not be funding your little venture."
<br><br>
<<link [[Insist (0:10)|Brothel VM insist]]>><<pass 10>><</link>>
<br>
<<link [[Walk away|Brothel VM desist]]>><<pass 1>><</link>><<set $outside to 0>><<set $location to "brothel">><<effects>>
"It doesn't have to be your money," you start. "Just let me handle it. I can get the machine, I can buy the products, we can split the profits. You won't have to worry about a thing."
Briar fixes you with an intense gaze, before barking a laugh that flashes you all <<his>> teeth. "I like your business acumen. But this will be on my terms. You can buy the machine, you can stock it. You'll put it in the dressing rooms. We'll split the profits 60 to 40, plus <span class="blue">£50</span> a week for renting the space. <span class="blue">Fail to keep it stocked for three weeks straight, and your little business plan gets thrown out with the rubbish.</span> This is my one and only offer."
<br><br>
<<link [[Accept|Brothel VM Accept]]>><<set $brothelVending.status to "asked">><</link>>
<br>
<<link [[Decline|Brothel VM decline]]>><</link>>
<br><<set $outside to 0>><<set $location to "brothel">><<effects>>
You turn to leave Briar's office, but before you can grab the doorknob, <<he>> calls you back.
<br><br>
"Listen, if you'd like to do this, I won't stop you. But it'll be on my terms. You can buy the machine, you can stock it. You'll put it in the dressing rooms. We'll split the profits 60 to 40, plus <span class="blue">£50</span> a week for renting the space. <span class="blue">Fail to keep it stocked for three weeks straight, and your little business plan gets thrown out with the rubbish.</span> This is my one and only offer."
<br><br>
<<link [[Accept|Brothel VM Accept]]>><<set $brothelVending.status to "asked">><</link>>
<br>
<<link [[Decline|Brothel VM decline]]>><</link>>
<br><<effects>>
You accept Briar's conditions and tell <<him>> you will buy the vending machine and keep it well-stocked.
<br><br>
<<link [[Next|"Briar's Office"]]>><</link>><<effects>>
You tell Briar you are not interested in <<his>> conditions.
<br><br>
"Suit yourself. I'm not going to change my mind." <<He>> returns to sipping <<his>> wine.
<br><br>
<<link [[Next|"Briar's Office"]]>><</link>><<effects>>
<<if $phase is 1>>
You insert the money into the machine and a 3-pack of condoms slides into a drawer. You take them.
<<wearProp "condom">>
<<money -8000 "brothelCondoms">>
<<gcondoms 3>>
<<set $brothelVending.condoms -=1>>
<<set $brothelVending.condomsSold +=1>>
<<else>>
You insert the money into the machine and a bottle of lube slides into a drawer. You take it.
<<wearProp "lube">>
<<money -3000 "lube">>
<<run window.sexShopOnBuyClick(8, false, false, false)>>
<<set $brothelVending.lube -=1>>
<<set $brothelVending.lubeSold +=1>>
<</if>>
<br><br>
<<link [[Back|Brothel Dressing Room]]>><<endevent>><</link>><<effects>>
<<if $phase is 1>>
You take up the invitation and sit down next to Briar. <<He>> gives you a content smile and rests a hand on your thigh.
<br>
"Of course, this is not the usual work," <<he>> continues. "Clients that pay a lot also expect a lot. I wonder if you're up for it?"
<br><br>
<<else>>
"Suit yourself," <<he>> says. "The work I am offering is very lucrative. Remember those clients are paying a lot, and I will not tolerate any disobedience."
<br><br>
<</if>>
<<He>> opens up a bottle of wine.
<br><br>
"Talk to me anytime you want to make a fortune," <<he>> says as <<he>> pours the contents of the bottle into a glass for <<himself>>.
<br><br>
<<link [[Next|Brothel]]>><<endevent>><</link>><<effects>>
"I had a feeling you'd be here," Briar says. "Here's what I've got so far." <<He>> sifts through some scattered papers on <<his>> desk.
<br><br>
"There's a client on <span class="gold">Danube</span> who wants someone for a party," <<he>> says. "You're to be the piñata. You don't need any particular talents for this; I take it they're more interested in a body than anything. They're known for being rough, and it might be difficult to struggle. You'd get <<printmoney 200000>> for this."
<br><br>
<<link [[Accept|Brothel Escort Job Accept 2]]>><</link>>
<br>
<<link [[Leave|Brothel]]>><<endevent>><</link>><<effects>>
<<set $brothel_escortjob to {}>>
<<script>>
const date = new DateTime(Time.date);
date.addDays(random(1,7));
date.addHours(random(0,23));
V.brothel_escortjob.date = date.timeStamp;
<</script>>
<<set _date to new DateTime($brothel_escortjob.date)>>
"I will make the arrangements. A driver will pick you up on <span class="gold">_date.weekDayName</span> in front of my establishment at <span class="gold"><<ampm _date.hour>></span>," Briar says. "You better show up on time and remember: I expect you to be on your best behaviour."
<br><br>
<<link [[Next|Brothel]]>><<endevent>><<set $brothel_escortjob.accept to true>><</link>><<effects>>
An uneventful trip leads you to a nice looking house close to Danube Street.
<br><br>
The limousine parks in front. You notice festive decorations. Colourful balloons and streamers adorn the house front.
<br><br>
You go to the front entrance and ring the doorbell.
<br><br>
<<link [[Next|Brothel Escort Job Ride 2]]>><</link>><<effects>>
<<generate1>><<generate2>>
You can make out loud music and ruckus partying. It sounds like a lot of fun.
<br><br>
A <<person1>><<person>> opens the door and greets you with a smile. "Please come in."
While the party is going on elsewhere in the house, you are led into a secluded room where a <<person2>><<person>> is already waiting.
<br><br>
"Our darling is celebrating a grand achievement," the <<person1>><<person>> explains with a smile. "We thought we would have you entertain <<person2>><<him>> and <<his>> friends."
<br><br>
You notice ropes and chains lying on the floor, giving you an anxious feeling.
<br><br>
<<if !_fullyNaked>>
"Please undress. We'll look after your clothing until you're done," the <<person2>><<person>> interjects.
<br><br>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Undress|Brothel Escort Job Undress]]>><<set $phase to 1>><</link>><<exhibitionist5>>
<<else>>
<<link [[Undress reluctantly|Brothel Escort Job Undress]]>><<set $phase to 0>><</link>><<ggstress>><<ggtrauma>><<stress 12>><<trauma 4>>
<</if>>
<<else>>
"I see you're already prepared," the <<person2>><<person>> interjects.
<br><br>
<<link [[Remain as you are|Brothel Escort Job Undress]]>><</link>>
<</if>>
<br>
<<link [[Try to escape|Brothel Escort Job Escape]]>><</link>><<athleticsdifficulty 1 600>><<effects>><<undress "escort_job">>
<<set $leftarm to "bound">><<set $rightarm to "bound">><<shackle_feet>>
<<if $phase is 1>>
The <<person1>><<person>> and the <<person2>><<person>> give you lustful looks as you take off your clothing. They shove you to the middle of the room.
<br><br>
<</if>>
"Get on your knees," the <<person1>><<person>> demands.
<br><br>
They start to wrap the ropes around your body, tying your arms to your back and wrapping rope around your chest like a harness. They attach chains to your legs and neck as well, taking care to spread your legs apart.
<br><br>
It doesn't take long until you are bound and unable to move. They hook up the chains and lift you up to waist height with a winch. Your private parts are completely exposed.
<br><br>
"Splendid," the <<person1>><<person>> exclaims with a beaming smile. "I'm sure you'll be the star of the party!"
<br><br>
<<if $phase is 1>>
The <<person1>><<person>> puts a bed sheet over you while the <<person2>><<person>> leaves the room, presumably to get the partying guests.
<br><br>
<<else>>
The <<person2>><<person>> gives you one more slap to the face before the <<person1>><<person>> puts a bed sheet over you.<<gpain>><<violence 3>>
<br><br>
Finally the <<person1>><<person>> leaves to fetch the partying guests.
<br><br>
<</if>>
<<link [[Next|Brothel Escort Job]]>><</link>><<effects>>
<<set $brothel_escortjob.sub to 0>>
You are bound and suspended, unable to move or see. Laughter and lively chatter are heard from the hallway, coming closer. The partying guests come in and gather around you. Conversations are calming down and a sense of suspense hangs in the air.
<br><br>
"Surprise!" the <<person1>><<person>> cheers as <<he>> pulls the sheet off you, revealing you to the entire audience. Some stare in awe, mouth agape, while others cheer and holler.<<garousal>><<gstress>><<arousal 600>><<stress 6>>
<br><br>
<<link [[Endure|Brothel Escort Job 2]]>><<set $phase to 1>><<endevent "phaseless">><<stress 6>><<trauma 1>><</link>><<gstress>><<gtrauma>>
<br>
/* <<if $submissive gte 1150>> */
<<link [[Be obedient|Brothel Escort Job 2]]>><<set $phase to 2>><<set $brothel_escortjob.sub += 1>><<endevent "phaseless">><</link>><<submissivetext>><br>
/* <<elseif $submissive lte 850>> */
<<link [[Be defiant|Brothel Escort Job 2]]>><<set $phase to 3>><<endevent "phaseless">><</link>><<defianttext>>
/* <</if>> */
<br>
<<if hasSexStat("promiscuity", 4)>>
<<link [[Be eager|Brothel Escort Job 2]]>><<set $phase to 4>><<endevent "phaseless">><</link>><<promiscuous4>>
<</if>><<effects>><<generate1>>
A <<person1>><<person>> steps forward and runs <<his>> hands over your exposed skin.
<<if $phase is 1>>
You grit your teeth and try to make a brave face.
<br><br>
The <<person1>><<person>> looks at you with lust in <<his>> eyes. <<He>> smacks your <<bottom>>.<<gpain>><<violence 3>>
<br><br>
"I will enjoy this," <<he>> says before revealing <<his>> <<if $NPCList[0].vagina is "none">>$NPCList[0].penisdesc<<else>>vagina<</if>>.
<br><br>
<<link [[Next|Brothel Escort Job Sex]]>><<set $molestationstart to 1>><</link>>
<<elseif $phase is 2>>
"P-Please enjoy your surprise," you mutter with feigned embarrassment.
<br><br>
The <<person1>><<person>> gives you a content smile. <<He>> massages your <<bottom>>.<<garousal>><<arousal 600>>
<br><br>
"I always wanted a toy like you," <<he>> says before revealing <<his>> <<if $NPCList[0].vagina is "none">>$NPCList[0].penisdesc<<else>>vagina<</if>>.
<br><br>
<<link [[Next|Brothel Escort Job Sex]]>><<set $sexstart to 1>><</link>>
<<elseif $phase is 3>>
"Don't touch me, you pervert," you spit.
<br><br>
The <<person1>><<person>> shies back, unsure, but the crowd cheers <<him>> on.
<br><br>
"Pretty brave for a helpless little toy, aren't we?" <<he>> says, trying to cover up <<his>> insecurity. <<He>> reveals <<his>> <<if $NPCList[0].vagina is "none">>$NPCList[0].penisdesc<<else>>vagina<</if>>.
<br><br>
<<link [[Next|Brothel Escort Job Sex]]>><<set $molestationstart to 1>><</link>>
<<else>>
"Just like that," you moan, leaning into <<his>> touch as best you can. "I can't wait for this."
<br><br>
"That makes two of us," the <<person1>><<person>> says, tracing a finger down your body. <<He>> reveals <<his>> <<if $NPCList[0].vagina is "none">>$NPCList[0].penisdesc<<else>>vagina<</if>>.
<br><br>
<<link [[Next|Brothel Escort Job Sex]]>><<set $sexstart to 1>><</link>>
<</if>>
<<unset $phase>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>>
<<set $position to "doggy">>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<set $position to "doggy">>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Brothel Escort Job Sex End]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Brothel Escort Job Sex]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $phase isnot 5>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Satisfied, the <<person1>><<person>> gives you a final smack on the bum.<<gpain>><<violence 3>>
<br><br>
"That was fun," <<he>> says before turning to the guests. "Come on, guys. This is a party. Everyone should have some fun!"
<br><br>
<<else>>
The <<person1>><<person>> staggers back, wincing.
<br><br>
"We'll see how long you can keep that up," <<he>> whispers before turning to the guests. "<<pShes>> a feisty one. Let's make this a game. Who here thinks they can break <<pher>>?"
<br><br>
<</if>>
The crowd cheers. Two more people step forward to have some fun with you.
<br><br>
<<link [[Next|Brothel Escort Job Sex]]>><<set $molestationstart to 1>><<set $phase to 5>><<generate2>><<generate3>><</link>>
<<else>>
<<ejaculation>>
<<link [[Next|Brothel Escort Job End]]>><</link>>
<</if>><<effects>>
You are at the end of your strength. Luckily the guests seem to be pretty satisfied.
Some leave the room and the crowd slowly disperses.
<br><br>
The <<person1>><<person>> grabs you by the chin and lifts your head to get a good look at your face.
<br><br>
/* <<if $submissive gte 1150>> */
<<link [[Be submissive|Brothel Escort Job End 2]]>><<set $phase to 1>><<set $brothel_escortjob.sub += 1>><</link>><<submissivetext>><br>
/* <<elseif $submissive lte 850>> */
<<link [[Look into their eyes|Brothel Escort Job End 2]]>><<set $phase to 2>><</link>><<defianttext>>
/* <</if>> */
<br>
<<link [[Avert your eyes|Brothel Escort Job End 2]]>><<set $phase to 3>><</link>><<effects>>
<<if $phase is 1>>
You meet <<his>> gaze with a lewd look. "P-please, give me more..." you say. <<He>> is clearly excited from your submissive behaviour.
<br><br>
"One day I will come and buy you!" <<he>> exclaims.
<br><Br>
The <<person1>><<person>> lays a hand on <<his>> shoulder and steers <<him>> out of the room.
<br><br>
<<elseif $phase is 2>>
You meet <<his>> gaze head on. Your determination seems to unsettle <<him>>.
<br><br>
"I had a lot of fun," <<he>> says, avoiding your look. "Thank you."<<llstress>><<stress -12>>
<br><br>
<<He>> turns and leaves the room.
<br><br>
<<else>>
Ashamed, you avert your eyes. <<His>> stare is intense. Suddenly <<he>> slaps you across the face.<<gpain>><<violence 3>>
<br><br>
"You were a wonderful present," <<he>> says in a mocking tone. "I'd go for another round, but you reek. I wonder how long it will take to wash this stink away."
<br><br>
<<He>> turns and finally leaves the room.
<br><br>
<</if>>
<<link [[Next|Brothel Escort Job End 3]]>><</link>><<effects>><<generate4>>
Finally you are let down and are unbound by the <<person4>><<person>>.
You get on your feet but are still shaky. It takes a while for all your limbs to regain proper feeling.
<br><br>
<<if $brothel_escortjob.sub is 2>>
"You made quite an impression," the <<person4>><<person>> says.
<br><br>
You get dressed. The <<person4>><<person>> leads you to the door.
<br><br>
"You better stay away from our <<if $NPCList[0].pronoun is "f">>girl<<else>>boy<</if>>. We don't want <<person1>><<him>> to fall for a whore," <<he>> says in a condescending tone. <<He>> throws you <<moneyGain 2000>>.
<br><br>
<<else>>
"That was wonderful," the <<person2>><<person>> says. "You really made this party a success."
<br><br>
You get dressed. The <<person>> leads you to the door.
<br><br>
"We will ask for you again in the future," <<he>> promises with a smile. <<He>> hands you <<moneyGain 2000>>.
<br><br>
<</if>>
Relieved that it's finally over, you leave the house.
<br><br>
<<link [[Next|Brothel Escort Job End 4]]>><<unbind>><<remove_shackle>><<storeon "escort_job">><</link>><<effects>>
You are walking down the driveway when you're suddenly stopped by the <<person3>><<person>>.
<br><br>
"Wait," <<he>> says, out of breath. "Your acting was incredible. Here. Please have this!"
<br><br>
With a smile <<he>> hands you another <<moneyGain 200>>.
<br><br>
<<link [[Smooch|Brothel Escort Job End 5]]>><<set $phase to 1>><</link>>
<br>
<<link [[Take the money|Brothel Escort Job End 5]]>><<set $phase to 2>><</link>>
<br>
<<link [[Refuse to take the money|Brothel Escort Job End 5]]>><<set $phase to 3>><</link>><<effects>>
<<if $phase is 1>>
As a parting gift you kiss <<his>> cheek before you take the money. <<He>> blushes.
<br><br>
"Thank you," you say.
<br><br>
That said you leave <<him>> standing there, gazing after you.
<br><br>
<<elseif $phase is 2>>
"Thank you," you say, taking the money from <<his>> hand.
<br><br>
<<He>> looks at you expectantly, but you simply leave.
<br><br>
<<else>>
"I already got paid," you say surprised.
<br><br>
"Sorry, I just wanted to give you something extra," <<he>> stammers. <<He>> looks at the money in <<his>> hand, before shaking <<his>> head and walking back inside.
<br><br>
You leave <<him>> be and move on.
<br><br>
<<money -20000 "brothel">>
<</if>>
<<link [[Next|Danube Street]]>><<endevent>><<set $weekly.escortjob to 1>><<endcombat>><<unset $brothel_escortjob>><<pass 60>><</link>><<effects>>
<<if $athleticsSuccess>>
The whole situation frightens you. Without warning you turn and push through the <<person1>><<person>> and the <<person2>><<person>>.
<br><br>
<span class="green">Surprised they fail to stop you.</span> Your heart races as you run out of the estate as fast your legs can carry you.
<br><br>
When you stop to rest you find yourself in the residential district.
You may have escaped the situation, but you shudder at the thought how Briar might react.<<ggstress>><<stress 12>>
<br><br>
<<link [[Next|Domus Street]]>><<endevent>><<set $weekly.escortjob to 1>><<run delete $brothel_escortjob.accept>><<set $brothel_escortjob.escape to true>><</link>>
<<else>>
You turn and try to push past the <<person1>><<person>> and <<person2>><<person>>, <span class = "red">but they stand firm and block you from leaving</span>.
<br><br>
<<link [[Next|Brothel Escort Job Escape Fight]]>><<set $molestationstart to 1>><</link>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Brothel Escort Job Escape Fight End]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Brothel Escort Job Escape Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyhealth lte 0 or $enemyarousal gte $enemyarousalmax>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<</if>>
You can push the two off for a moment, giving you enough room to make a mad dash for the exit.
Your heart races as you run out of the estate as fast your legs can carry you.
<br><br>
When you stop to rest you find yourself in the residential district.
You may have escaped the situation, but you shudder at the thought how Briar might react.<<ggstress>><<stress 12>>
<br><br>
<<link [[Next|Domus Street]]>><<endevent>><<set $weekly.escortjob to 1>><<run delete $brothel_escortjob.accept>><<set $brothel_escortjob.escape to true>><</link>>
<<else>>
You can push the two off for a moment, giving you enough room to make a mad dash for the exit.
Your heart races as you run out of the estate as fast your legs can carry you.
<br><br>
When you stop to rest you find yourself in the residential district.
You may have escaped the situation, but you shudder at the thought how Briar might react.<<ggstress>><<stress 12>>
<br><br>
<<link [[Next|Domus Street]]>><<endevent>><<set $weekly.escortjob to 1>><<run delete $brothel_escortjob.accept>><<set $brothel_escortjob.escape to true>><</link>>
<</if>><<set $outside to 0>><<set $location to "brothel">><<effects>>
<<timeTrackingStart "brothel">><<timeTrackingStart "brothelShow">>
<<npc Briar>><<person1>>
<<if $brothelshowdata.type is "flirt">>
<<startbrothelshow "flirt">>
Briar turns to you. "We're all set and ready. Just waiting for the star. Look out for the blue cap." You walk onto the stage. A single white light turns on above you, and the din of the dark room falls quiet. You can't see beyond the edge of the stage, but you can feel the eyes on you.
<br><br>
<<endevent>><<generate1>><<person1>>
You flirt with the audience. Your eyes adjust and you just about make them out. You see a <<person>> wearing a blue cap at the front.
<br><br>
"I'm so horny," you say. "I can't take it any more. I need a volunteer." Hands shoot up across the room.
<<promiscuity4>>
<<link [[Point at the actor|Brothel Show Flirt]]>><<set $phase to 0>><</link>>
<br>
<<link [[Point at a customer|Brothel Show Flirt]]>><<set $phase to 1>><</link>>
<br>
<<elseif $brothelshowdata.type is "gangbang">>
<<if $worn.upper.type.includes("school") and $worn.lower.type.includes("school")>>
<<startbrothelshow "gangbang">>
Briar turns and beholds you. "Cute. We're all set and ready. There's no script. Try to antagonise the audience a bit." You walk onto the stage. A single white light turns on above you, and the din of the dark room falls quiet. You can't see beyond the edge of the stage, but you can feel the eyes on you.
<br><br>
"<<Ladies_gentlemen>>!" Briar's voice rings throughout the room. "Today we'll witness the tale of the school <<girl>> who wandered into the wrong part of town." Cheers and whistles erupt from the audience. "<<pShes>> at the top of <<pher>> class, but has no experience outside <<pher>> little bubble. What will become of <<phim>>, I wonder?"
<<endevent>><<generate1>><<generate2>><<generate3>><<generate4>><<person1>>Four of Briar's other employees climb on beside you. They face each other and feign talking, pretending not to notice you and waiting for your lead.
<br><br>
<<link [[Stuck-up|Brothel Show Gangbang]]>><<set $phase to 0>><</link>>
<br>
<<link [[Lost and scared|Brothel Show Gangbang]]>><<set $phase to 1>><</link>>
<br>
<<else>>
Briar turns and beholds you. "We're ready. Change into your school uniform and we can begin."
<br><br>
<<link [[Next|Brothel]]>><<endevent>><</link>>
<</if>>
<<elseif $brothelshowdata.type is "pig">>
<<startbrothelshow "pig">>
<<endevent>>
/* guarantees pig will be generated as a monster - regardless of monsterchance - if monsterpeople are possible and beasts are disabled; otherwise generated as usual */
<<if $bestialitydisable is "t" and $monsterchance gte 1 and ($hallucinations gte 1 or $monsterhallucinations is "f")>>
<<if maleChance() gte random(1, 100)>>
<<if $cbchance gte random(1, 100)>>
<<beastNEWinit 1 pig m vagina monster>>
<<else>>
<<beastNEWinit 1 pig m penis monster>>
<</if>>
<<else>>
<<if $dgchance gte random(1, 100)>>
<<beastNEWinit 1 pig f penis monster>>
<<else>>
<<beastNEWinit 1 pig f vagina monster>>
<</if>>
<</if>>
<<else>>
<<beastNEWinit 1 pig>>
<</if>>
/* defaults to gangbang show if the player changed their beast settings, or has lost hallucinations since accepting the job */
<<if $bestialitydisable is "f" or $monster is 1>>
Briar turns to you. "We're all set and ready. Just waiting for the star." The cage beside <<nnpc_him "Briar">> shakes. "The beast is a bit worked up, but I'm sure you can handle <<bhim>>." You walk onto the stage. A single white light turns on above you, and the din of the dark room falls quiet. You can't see beyond the edge of the stage, but you can feel the eyes on you.
<br><br>
"<<Ladies_gentlemen>>!" Briar's voice rings throughout the room. "We have a special treat for you today. The tale of a <<girl>> lost in the woods, attacked by a ravenous beast!" You hear the cage open, and the <<beasttype>> walks onto the stage. A leash is attached to <<bhis>> neck and trails behind the set. It has slack enough to reach you. The audience cheers <<bhim>> on.
<<deviancy5>>
<<link [[Next|Brothel Show Pig]]>><<set $sexstart to 1>><</link>>
<br>
<<else>>
"What do you mean, booked? The whole pen?! What kind of pervert..." <<nnpc_He "Briar">> trails off into a series of expletives, before finally dismissing the worker. "Unbelievable."
<br><br>
<<nnpc_He "Briar">> storms onstage without so much as a glance at you. From backstage, you hear <<nnpc_his "Briar">> voice, followed by disappointed murmuring. Shortly after, Briar returns, flanked by a group of bemused stagehands. <<nnpc_He "Briar">> holds what appears to be an old school uniform.
<br><br>
"Change of plans." <<nnpc_He "Briar">> shoves the uniform into your arms. "Get changed and get your ass onstage. Now."
<br><br>
<<nnpc_His "Briar">> tone precludes argument. You do as you're told.
<br><br>
<<undress "brothelimprov">>
<<set $uppertemp to "init">><<upperwear 5>><<set $worn.upper.colour to either("black", "blue", "brown", "green", "pink", "purple", "red", "tangerine")>><<set $worn.upper.integrity /= 2>>
<<set $lowertemp to "init">><<if $player.gender_appearance is "m">><<lowerwear 60>><<else>><<lowerwear 61>><</if>><<set $worn.lower.colour to either("black", "blue", "brown", "green", "pink", "purple", "red", "tangerine")>><<set $worn.lower.integrity /= 2>>
<<link [[Next|Brothel Show Pig Improv]]>><</link>>
<br>
<</if>>
<<elseif $brothelshowdata.type is "swarm">>
<<startbrothelshow "swarm">>
Briar turns to you. "We're all set and ready. Just waiting for the star."
<br><br>
<<generate2>><<generate3>>
<<outfitChecks>>
A <<person2>><<person>> and <<person3>><<person>> arrive on stage.
<<if _fullyNaked>>
They bind your hands behind your back.
The bindings are just tight enough to restrict your movement, but not to the point of discomfort.
<<else>>
They help you undress, then bind your hands behind your back.
The bindings are just tight enough to restrict your movement, but not to the point of discomfort.
<<undressclothes "wardrobe">>
<</if>>
<<bindtemp>>
<<legbind>>
<<person1>>
<br><br>
They lead you onto a platform and bind your hands and feet to a metal ring. Not a moment later, place four transparent walls around you and fix them in place,
leaving you helplessly bound and trapped.
<br><br>
"<<Ladies_gentlemen>>!" Briar announces to the audience. "If you're easily frightened by things that creep and crawl, I strongly advise you to exit the room."
<br><br>
"For the rest of you," <<he>> exclaims in a much bolder tone. "Please witness the most exquisite show we have to offer!" The pair climb the stage, carrying a trembling box.
<br><br>
"Enjoy watching the lustful shivers that our little friends can bring." <<deviancy5>>
<<endevent>>
<<link [[Next|Brothel Show Swarm]]>><<set $sexstart to 1>><<rng>><</link>>
<<elseif $brothelshowdata.type is "machine">>
<<startbrothelshow "machine">>
<<endevent>><<generate1>><<generate2>><<person1>>
Briar turns to you. "We're all set and ready. Just waiting for the star. Remember, the audience wants to see penetration." You walk onto the stage, and stand beside the waiting table. There are fewer in the audience than usual. Briar mentioned this being a private show. A single white light turns on above you, plunging the audience into darkness.
<br><br>
"<<Ladies_gentlemen>>!" Briar's voice rings throughout the room. "Today we witness a proud student test <<pher>> science project. <<pShe>> hasn't realised just how successful it is." A <<fullGroup>>, dressed in black bodysuits, wheel the sex machine onto the stage behind you. The phallus is dripping with lube.
<br><br>
<<link [[Next|Brothel Show Machine Intro]]>><</link>>
<br>
<<elseif $brothelshowdata.type is "tentacles">>
<<startbrothelshow "tentacles">>
<<endevent>><<generate1>><<generate2>><<person1>>
Briar turns to you. "We're all set and ready. Just waiting for the star. Remember, the audience wants to see penetration." You walk onto the stage, and stand beside the waiting table. There are fewer in the audience than usual. Briar mentioned this being a private show. A single white light turns on above you, plunging the audience into darkness.
<br><br>
"<<Ladies_gentlemen>>!" Briar's voice rings throughout the room. "Today we witness a proud student test <<pher>> science project. <<pShe>> hasn't realised just how successful it is." A <<fullGroup>>, dressed in black bodysuits, wheel the sex machine onto the stage behind you. Some of the panels rattle.
<br><br>
<<link [[Next|Brothel Show Tentacles Intro]]>><</link>>
<br>
<<elseif $brothelshowdata.type is "horse">>
<<startbrothelshow "horse">>
<<endevent>><<loadNPC 0 "saddled_steed">><<person1>>
Briar turns to you. "We're all set and ready, including your friend here."
<br><br>
<<if $monster is 1>>
Your $farm.steed steed nods. "Always wanted to be a star," <<he>> laughs. "Thought I'd get there by being ridden. Not the other way around."
<<else>>
Your $farm.steed steed produces an eager neigh.
<</if>>
You take <<bhim>> by the reins, and walk onto the bright stage. There's a table in the middle, covered with pink cushions. You can't see the audience in the dark, but you can hear their astonished and eager murmurings. It sounds packed.
<br><br>
"<<Ladies_gentlemen>>!" Briar announces to the audience. "Today we have a special treat. A proud rider, fresh from winning a coveted trophy. It's only fitting that <<pshe>> reward the beast that gave <<phim>> victory."
<br><br>
<<link [[Next|Brothel Show Horse Intro]]>><</link>>
<br>
<<elseif $brothelshowdata.type is "bukkake">>
<<startbrothelshow "bukkake">>
<<endevent>>
<<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>><<person1>>
Briar turns to you. "We're all set and ready. Just waiting on our cum bucket. Remember, <span class="gold">I'll pay you £50 per helping."</span>
<<if ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled"))>>
<<nnpc_He "Briar">> looks at your flicking tail. "Perfect. You've an intuition for these things."
<</if>>
<br><br>
You walk onto the stage. A single white light turns on above you. "<<Ladies_gentlemen>>," Briar's voice rings out. "I regret to inform you that our establishment has been invaded by this sordid <<if $player.gender_appearance is "m">>incubus<<else>>succubus<</if>>."
You hear a murmur from the audience. "This creature is holding us all hostage! <<pShe>> will only release us when <<pshe>> receives a suitable ransom of lewd fluid."
<br><br>
<<brothelicon>><<link [[Lick your lips|Brothel Show Bukkake Intro]]>><<set $phase to 0>><</link>>
<br>
<<ind>><<link [[Spank your ass|Brothel Show Bukkake Intro]]>><<set $phase to 1>><</link>>
<br>
<<elseif $brothelshowdata.type is "virginity">>
<<if $worn.face.type.includes("mask")>>
"You can't go out there wearing a mask. Your fans are paying good money to see you lose your virginity. They'll want to see your face when you lose it."
<br><br>
<<link [[Next|Brothel]]>><<endevent>><</link>>
<<exit>>
<</if>>
<<startbrothelshow "virginity">>
Briar turns to you. "We're all set and ready. Just waiting for the star. We've brought in a medical professional to check if you're still a virgin, then we'll be auctioning off your virginity to the highest bidder."
<<if ($leftarm is "bound" and $rightarm is "bound") or ($leftleg is "bound" and $rightleg is "bound")>>
<<He>> looks at your bindings and smirks. "Good idea, I'm sure they'll enjoy that."
<</if>>
<br><br>
<<He>> escorts you into a separate room off the main stage.
<<if playerChastity() or ($player.penisExist and $parasite.penis.name)>>
<<if $exposed gte 2>>
<<set $brothelVirginityState to "chastity">>
"What the hell is that?" Briar approaches, glaring at the <<= $worn.genitals.name>>. "You're here to sell your virginity,
<<if $worn.genitals.name is "chastity parasite" or ($player.penisExist and $parasite.penis.name)>>
not show off some parasite covering it."
<<else>>
not lock it away."
<</if>>
<br><br>
Before you have a chance to react, Briar attempts to shove you inside a room back stage.
<br><br>
<<link [[Resist|Brothel Show Virginity Fight]]>><<set $fightstart to 1>><</link>>
<br>
<<link [[Comply|Brothel Show Virginity Chastity]]>><<set $phase to 0>><</link>>
<<exit>>
<<else>>
You walk inside, feeling nervous. You are wearing a <<= $worn.genitals.name>>. Is that against the rules? You are almost certain it is, but it is too late to back out now.<<stress 6>><<gstress>>
<</if>>
<<elseif $player.virginity.penile isnot true or $player.virginity.vaginal isnot true>>
You walk inside, feeling tense. You are not a virgin. What will happen when they find out? You briefly contemplate running, but it is too late to back out now.<<stress 6>><<gstress>>
<</if>>
<br><br>
<<link [[Next|Brothel Show Virginity Intro]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "brothel">><<effects>>
<<if $phase is 0>>
You put your hands on your hips. "This place stinks," you say. You stare out at the audience. "What are you lot looking at? Keep your filthy gaze away from me." The audience responds with a theatrical boo. One of Briar's other employees, a <<person1>><<person>>, walks towards you and trips, brushing against your leg on the way down. "Ew!" you exclaim. "Get away from me!" You lightly kick at <<his>> head.
<br><br>
"You shouldn't treat <<him>> like that," <<person2>>says another of Briar's actors behind you. "Stop it."
<br><br>
"I'll treat you scum how I want." You gesture at the audience. "That goes for all of you." The booing redoubles. The <<person1>><<person>> stands up and grabs your arms. The audience cheers. "Let go of me!" You pretend to struggle.
<br><br>
"I think it's time you learnt some manners," the <<person1>><<person>> says. The four of them surround you on all sides save the one facing the audience and start groping and probing at your body. You protest as their fingers explore you, dipping between the buttons on your shirt and up your thighs beneath your $worn.lower.name.
<br><br>
The audience is into it.
<br>
"Fuck <<pher>> perfect face!"
<br>
"Show <<phim>> who's boss!"
<br>
"Teach <<phim>> what <<pshes>> really good for!"
<br><br>
Your protests become weaker, and you instead start to moan.
<<promiscuity5>>
<<link [[Next|Brothel Show Gangbang Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<elseif $phase is 1>>
You adopt a frightened face and look at out at the audience. "I must have taken a wrong turn. I don't know where I am!"
<br><br>
One of Briar's actors, a <<person1>><<person>>, walks up to you. "Hey <<girl>>, you lost?" <<he>> asks. <<He>> prowls around you, leering at your body.
<br><br>
"Rape <<phim>>," someone in the audience shouts.
<br><br>
"Y-yes," you say. You hear the other three move closer behind you. "I'm lost and scared and all alone. Will you help me?"
<br><br>
The <<person>> laughs. "Sure, we'll help." <<He>> grips your arm as someone else takes the other from behind you. The four of them start groping and probing your body. You protest as their fingers explore you, dipping between the buttons on your shirt and up your thighs beneath your $worn.lower.name. It's not long before your resistance gives way to moans of pleasure.
<<promiscuity5>>
<<link [[Next|Brothel Show Gangbang Sex]]>><<set $sexstart to 1>><</link>>
<br>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Brothel Show Gangbang Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Brothel Show Gangbang Sex]]>><</link>></span><<nexttext>>
<</if>>/* Check variables before combat is reset */
<<set _extremeshow to "f">>
<<if $anusstate is "doublepenetrated" and $vaginastate isnot "penetrated" and $NPCList[$anustarget].penis is "anusdouble" and $NPCList[$anusdoubletarget].penis is "anusdouble">>
<<set _extremeshow to "da">>
<<elseif $anusstate is "doublepenetrated" and $vaginastate is "penetrated" and $NPCList[$anustarget].penis is "anusdouble" and $NPCList[$anusdoubletarget].penis is "anusdouble">>
<<set _extremeshow to "t">>
<<elseif $vaginastate is "doublepenetrated" and $anusstate isnot "penetrated" and $NPCList[$vaginatarget].penis is "vaginadouble" and $NPCList[$vaginadoubletarget].penis is "vaginadouble">>
<<set _extremeshow to "dv">>
<<elseif $vaginastate is "doublepenetrated" and $anusstate is "penetrated" and $NPCList[$vaginatarget].penis is "vaginadouble" and $NPCList[$vaginadoubletarget].penis is "vaginadouble">>
<<set _extremeshow to "t">>
<</if>>
<<effects>>
<<if $finish is 1>>
The <<person1>><<person>> steadies you while the others give you space. <<endevent>><<npc Briar>><<person1>>"Why are you stopping?" Briar storms onto the stage. <<He>> glares at you, then seems to remember where <<he>> is. <<He>> smiles at the audience. "Apologies my friends, but that will be all for today." <<He>> ushers you and the others off the stage.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Briar>><<person1>>"Unprofessional," <<he>> says once you're off the stage and out of sight. "Don't expect payment."<<llove>>
<<npcincr Briar love -1>>
<br><br>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<if $phase is 0>>
<<person1>>"Not so stuck-up now, are ya?" the <<person>> says. They leave you lying on the stage. The audience cheers and applauds as you stand and bow.
<<else>>
"M-more," you whimper. They leave you lying on the stage. The audience cheers and applauds as you stand and bow.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Briar>><<person1>>Briar waits for you behind the stage. "Nice work," <<he>> says.
<<if $brothel_pig_improv is true>>
"For a rush job, at least."
<<elseif $phaselast is 0>>
"Everyone likes to see a stuck-up <<girl>> get ruined like that."
<<else>>
"I almost believed your performance myself."
<</if>>
/* Double anal/vaginal/oral */
<<if _extremeshow is "da">>
<br>
<<He>> pauses, licking <<his>> lips thoughtfully. "Double anal, now that's real talent. The audience loved it. Keep up the great work; your elastic ass will make us both a lot of money."
<<He>> hands you the <<printmoney 100000>><<money 100000 "brothelShow">> <<he>> promised, along with a bonus <<printmoney 20000>><<money 20000 "brothelShow">>.<<gglove>>
<<npcincr Briar love 2>>
<<elseif _extremeshow is "dv">>
<br>
<<He>> pauses, licking <<his>> lips thoughtfully. "Double pussy, now that's real talent. The audience loved it. Keep up the great work; your elastic cunt will make us both a lot of money."
<<He>> hands you the <<printmoney 100000>><<money 100000 "brothelShow">> <<he>> promised, along with a bonus <<printmoney 20000>><<money 20000 "brothelShow">>.<<gglove>>
<<npcincr Briar love 2>>
<<elseif _extremeshow is "t">>
<br>
<<He>> beams. "Triple penetration, that's super starlet material. You had the crowd begging for more. Keep up the great work; your elastic fuck holes will make us both a lot of money."
<<He>> hands you the <<printmoney 100000>><<money 100000 "brothelShow">> <<he>> promised, along with a bonus <<printmoney 30000>><<money 30000 "brothelShow">>.<<gglove>>
<<npcincr Briar love 2>>
<<else>>
<<He>> hands you the <<printmoney 100000>><<money 100000 "brothelShow">> <<he>> promised.<<glove>>
<<npcincr Briar love 1>>
<</if>>
<br><br>
<<elseif $enemyhealth lte 0>>
You knock the actors away from you and escape from the stage.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Briar>><<person1>>Briar catches you as you pass. "Not so quick," <<he>> says. "Listen." You realise the audience is cheering. "That was unexpected, but they enjoyed it." <<He>> hands you the <<printmoney 100000>><<money 100000 "brothelShow">> <<he>> promised.<<glove>>
<<npcincr Briar love 1>>
<br><br>
<</if>>
<<endevent>>
<<if $brothel_pig_improv is true>>
<<unset $brothel_pig_improv>>
<<storeon "brothelimprov">>
<</if>>
You return to the dressing room.
<br><br>
<<link [[Next|Brothel Dressing Room]]>><</link>><<set $outside to 0>><<set $location to "brothel">><<effects>>
<<if $phase is 0>>
You invite the <<person>> up on stage. <<He>> points at <<his>> chest with a look of astonishment on <<his>> face, then clambers up.
<br><br>
"T-take me now," you say. <<He>> nods, and pushes you to your knees.
<br><br>
<<link [[Next|Brothel Show Flirt Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<else>>
<<endevent>>
You invite a <<generate1>><<person1>><<person>> onto the stage. <<He>> trips on <<his>> way to the front, but manages to make it up. <<He>> waves back at someone in the audience.
<br><br>
"T-take me now," you say. <<He>> paws at you with clumsy hands.
<br><br>
<<link [[Next|Brothel Show Flirt Sex]]>><<set $sexstart to 1>><</link>>
<br>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>>
<<if $phase is 0>>
<<npcoral>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Brothel Show Flirt Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Brothel Show Flirt Sex]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $finish is 1>>
The <<person1>><<person>> steps away from you. <<endevent>><<npc Briar>><<person1>>"Why are you stopping?" Briar storms onto the stage. <<He>> glares at you, then seems to remember where <<he>> is. <<He>> smiles at the audience. "Apologies my friends, but that will be all for today." <<He>> ushers you off the stage.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Briar>><<person1>>"Unprofessional," <<he>> says once you're off the stage and out of sight. "Don't expect payment."<<llove>>
<<npcincr Briar love -1>>
<br><br>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<if $phase is 0>>
<<person1>>The <<person>> waves at the audience, then jumps from the stage. The audience cheers and applauds.
<<else>>
<<person1>>"M-more," you whimper. They leave you lying on the stage. The audience cheer and applaud as you stand and bow.
<</if>>
<br><br>
"Thank you to the fine <<if $pronoun is "m">>gentleman<<else>>lady<</if>> who joined me today," you say. "I hope you enjoyed your time here." You walk off the stage.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Briar>><<person1>>Briar waits for you. "Nice work," <<he>> says.
<<if $phase isnot 0>>
"Try to pick the right person next time, darling," <<he>> says. "The lights are obnoxious, but you should be able to see."
<</if>>
<<He>> hands you the <<printmoney 60000>><<money 60000 "brothelShow">> <<he>> promised.<<glove>>
<<npcincr Briar love 1>>
<br><br>
<<elseif $enemyhealth lte 0>>
You knock the <<person>> away from you and escape from the stage.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Briar>><<person1>>Briar catches you as you pass. "Not so quick," <<he>> says. "Listen." You realise the audience is cheering. "That was unexpected, but they enjoyed it." <<He>> hands you the <<printmoney 60000>><<money 60000 "brothelShow">> <<he>> promised.<<glove>>
<<npcincr Briar love 1>>
<br><br>
<</if>>
<<endevent>>
You return to the dressing room.
<br><br>
<<link [[Next|Brothel Dressing Room]]>><</link>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<beastCombatInit>>
<<set $enemyanger += 50>><<set $enemytrust -= 40>>
<</if>>
<<effects>>
<<effectsman>>
<br>
<<beast $enemyno>>
<br><br>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Brothel Show Pig Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Brothel Show Pig]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $finish is 1>>
The <<beasttype>> trots behind the stage as Briar storms onto it.<<endevent>><<npc Briar>><<person1>>"Why are you stopping?" <<He>> glares at you, then seems to remember where <<he>> is. <<He>> smiles at the audience. "Apologies my friends, but that will be all for today." <<He>> ushers you off the stage.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Briar>><<person1>>"Unprofessional," <<he>> says once you're off the stage and out of sight. "Don't expect payment."<<llove>>
<<npcincr Briar love -1>>
<br><br>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<famebestiality 20 "vid">>
<<beastejaculation>>
Someone behind the stage tugs on the leash and the <<beasttype>> walks off. <<tearful>> you climb to your feet, bow, and follow.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Briar>><<generate2>><<person1>>Briar waits for you. "Nice work," <<he>> says. A <<person2>><<person>> struggles to stuff the beast back in its cage beside <<person1>><<him>>. <<He>> hands you the <<printmoney 150000>><<money 150000 "brothelShow">> <<he>> promised.<<glove>>
<<npcincr Briar love 1>>
<br><br>
<<elseif $enemyhealth lte 0>>
The <<beasttype>> runs away from you in fright. The audience cheers and you follow <<bhim>> off the stage.
<br><br>
Briar waits for you beside the <<beasttype>>, which hides in <<bhis>> cage.
<<clotheson>>
<<endcombat>>
<<npc Briar>><<person1>>
"They weren't expecting to see a <<girl>> fight a pig. They seemed to enjoy the spectacle." <<He>> hands you the <<printmoney 150000>><<money 150000 "brothelShow">> <<he>> promised.<<glove>>
<<npcincr Briar love 1>>
<br><br>
<</if>>
<<endevent>>
You return to the dressing room.
<br><br>
<<link [[Next|Brothel Dressing Room]]>><</link>><<set $outside to 0>><<set $location to "brothel">><<effects>>
<<set $brothel_pig_improv to true>>
"Our sincerest apologies for the delay," Briar announces to the audience. "In place of our scheduled performance, we'll witness the tale of the school <<girl>> who wandered into the wrong part of town." Cheers and whistles erupt from the audience. "<<pShes>> at the top of <<pher>> class, but has no experience outside <<pher>> little bubble. What will become of <<phim>>, I wonder?"
<<endevent>><<generate1>><<generate2>><<generate3>><<generate4>><<person1>>Four of Briar's other employees climb on beside you. They face each other and feign talking, pretending not to notice you and waiting for your lead.
<br><br>
<<link [[Stuck-up|Brothel Show Gangbang]]>><<set $phase to 0>><</link>>
<br>
<<link [[Lost and scared|Brothel Show Gangbang]]>><<set $phase to 1>><</link>>
<br><<if $sexstart is 1>>
<<set $cumbucket to 0>>
<<if $rng gte 91>>
<<set $cumbucket to 1>>
<</if>>
<<consensual>>
<<set $consensual to 1>>
<<set _swarmsType to ["eels","snakes","worms","worms","worms","maggots"]>>
<<if $spiderdisable is "f">>
<<run _swarmsType.push("spiders")>>
<</if>>
<<set $enemytype to "swarm">>
<<set _swarmsTypeSelected to _swarmsType.pluck()>>
<<swarminit _swarmsTypeSelected "swarm" "moving towards you" "encircle you" "steady" 4 2>>
<<set $combat to 0>>
<<set $timer to 20>>
<<set $nowiggle to true>>
Briar's goons start filling the terrarium with <<print $swarm.type>>.
<<set $sexstart to 0>>
<</if>>
<<if $cumbucket is 1>>
<<if $timer gte 17>>
You see Briar pushing through the audience.
<<elseif $timer gte 10>>
You see Briar pushing through the audience, occasionally stopping to address the crowd.
<<elseif $timer gte 6>>
Briar seems to be asking for tips for you.
<<elseif $timer gte 3>>
Briar continues pushing through the audience, carrying something heavy.
<</if>>
<</if>>
<<if $timer is 16>>
<span class="pink">They pour more <<print $swarm.type>> into the terrarium.</span>
<<set $swarm.amount.active[0] += 2>>
<<set $swarm.amount.active[4] += 2>>
<</if>>
<<if $timer is 13>>
<span class="pink">They pour more <<print $swarm.type>> into the terrarium.</span>
<<set $swarm.amount.active[0] += 2>>
<<set $swarm.amount.active[4] += 2>>
<</if>>
<<if $timer is 9>>
<span class="pink">They pour more <<print $swarm.type>> into the terrarium.</span>
<<set $swarm.amount.active[0] += 2>>
<<set $swarm.amount.active[4] += 2>>
<</if>>
<<if $timer is 7>>
<span class="pink">They pour more <<print $swarm.type>> into the terrarium.</span>
<<set $swarm.amount.active[0] += 2>>
<<set $swarm.amount.active[4] += 2>>
<</if>>
<<if $timer is 1 and $cumbucket is 1>>
The audience was very generous. <span class="red"> With a grinning smile, Briar empties a bucket over you.</span>
<br>
<<set _sexId to getSexesFromRandomGroup()>>
<span class="red">It's full of <<getfluidsfromgroup _sexId>>.</span> The audience cheers.
<br>
<span class="pink">Even the <<print $swarm.type>> seem excited by it.</span>
<<drenchfromgroup _sexId>>
<<set $cumbucket to 0>>
<<set $timer to 6>>
<!-- "gte BOTH" means groups containing males, or only those with penises. -->
<<if _sexId gte SexTypes.BOTH>>
<<fertiliseParasites>>
<<fertiliseParasites "vagina">>
<<recordSperm `{genital: "vagina", target: "pc", spermOwner: "cum bucket", spermType: "human", daysTillRemovalOverride: 12, quantity: random(5,10)}`>>
<<recordSperm `{genital: "anus", target: "pc", spermOwner: "cum bucket", spermType: "human", daysTillRemovalOverride: 12, quantity: random(5,10)}`>>
<</if>>
<<fetishPregnancyImg>>
<</if>>
<<if $face isnot "covered">>
<<fameexhibitionism 1>>
<</if>>
<<effects>><<swarmeffects>>
<<swarm>>
<<audience>>
<br><br>
<<swarmactions>>
<<if $timer lte 0>>
<span id="next"><<link [[Next|Brothel Show Swarm Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Brothel Show Swarm]]>><</link>></span><<nexttext>>
<</if>><<effects>>
The metal ring is remotely detached from the platform you're affixed to. The pair from earlier lift you from the terrarium by your bound hands.
You can't shake the feeling of violation, but you can't deny your arousal. <<arousal 5>>
<br><br>
<<unbindtemp>>
<<set $feetuse to 0>>
<<clotheson>>
<<endcombat>>
<<npc Briar>><<generate2>><<person1>>Briar waits for you. "Nice work," <<he>> says. "Your
squirms got the crowd going. You looked right at home in that writhing mass." <<He>> hands you the <<printmoney 150000>><<money 150000 "brothelShow">> <<he>> promised.
<<npcincr Briar love 5>>
<br><br>
<<endevent>>
You return to the dressing room, still shivering.
<br><br>
<<link [[Next|Brothel Dressing Room]]>><</link>><<effects>>
You turn to the machine. "Oh gosh," you say as Briar's employees stand aside. "I'm sure to win the science fair with my new invention. Just one final test." You pretend to press a button on the side, and Briar activates the machine remotely. It shudders into life.
<br><br>
You let out a mock scream as a pair of silicone tentacles emerge, wrapping around your arms and pushing you onto the table.
<<if $exposed lt 2>>
The machine can't strip you, so Briar's employees rush forward to help.
<br><br>
"M-my clothes!" you shout as the pair expose you to the audience. "Bad machine!"
<</if>>
A red light glows from the front as it scans you. It moves its phallus in front of your <<genitals>>.
<br><br>
<<saveNPC 0 "brothel_machine_0">>
<<saveNPC 1 "brothel_machine_1">>
<<endevent>>
<<strip>>
<<link [[Next|Brothel Show Machine]]>><<set $sexstart to 1>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<set $consensual to 1>>
<<neutral 1>>
<<set $machine_health to 10>><<set $machine_ammo to 8>>
<<if $player.vaginaExist and $analdisable is "f">>
<<machine_init vaginal anal>>
<<set $machine.vaginal.armed to 1>>
<<set $machine.anal.armed to 1>>
<<elseif $player.vaginaExist>>
<<machine_init vaginal>>
<<set $machine.vaginal.armed to 1>>
<<else>>
<<machine_init anal>>
<<set $machine.anal.armed to 1>>
<</if>>
<<prop table>>
<<set $phase to 0>>
<</if>>
<<effects>>
<<machine_effects>><<machine_combat>>
<<machine_state>>
<<if $phase is 0>>
Your eyes adjusted to the light, you can make out the audience once more. They're well-dressed, and mostly seated.
<<set $phase to 1>>
<br><br>
<<elseif $phase is 1 and ($penisfucked is 1 or $vaginafucked is 1 or $anusfucked is 1)>>
The audience erupt into polite applause as the machine connects with you. You hear the clinking of glasses.
<<set $phase to 2>>
<br><br>
<</if>>
<br><br>
<<machine_actions>>
<<if $machine.number lte 0 or $finish is 1>>
<span id="next"><<link [[Next|Brothel Show Machine End]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Brothel Show Machine]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<loadNPC 0 "brothel_machine_0">>
<<loadNPC 1 "brothel_machine_1">>
<<clearNPC "brothel_machine_0">>
<<clearNPC "brothel_machine_1">>
<<if $anusfucked is 1 or $vaginafucked is 1 or $penisfucked is 1>>
The audience applauds again as the machine powers down.
<br><br>
Briar walks onto the stage. "Another round for our star!" You climb off the table, and bow. The applause redoubles, but remains polite. The <<fullGroup>> usher you off the stage, and hand over your clothing.
<br><br>
<<clotheson>>
<<machine_end>>
<<npc Briar>><<person1>>
Briar climbs off the stage. "Nice work," <<he>> says. "It didn't come with a manual, and can be unpredictable. Here's your pay."
<br><br>
You've earned <<printmoney 150000>><<money 150000 "brothelShow">>
<br><br>
<<else>>
Sparks fly from the machine, and it falls inert. The audience break into discussion as Briar walks onto the stage. "There's been a technical fault-" The <<fullGroup>> usher you off the stage, and hand over your clothing.
<br><br>
<<clotheson>>
<<machine_end>>
<<npc Briar>><<person1>>
Briar climbs off the stage. "Disappointing," <<he>> says. "The damage isn't severe, but that isn't what our audience paid for. Try to give a proper show next time."
<br><br>
<</if>>
You return to the dressing room.
<br><br>
<<link [[Next|Brothel Dressing Room]]>><<endevent>><</link>>
<br><<effects>>
You turn to the machine. "Oh gosh," you say as Briar's employees stand aside. "I'm sure to win the science fair with my new invention. Just one final test." You pretend to press a button on the side, and Briar activates the machine remotely. It shudders into life.
<br><br>
You let out a mock scream as a hoard of metallic red tentacles emerge, wrapping around your body and lifting you into the air.
<<if $exposed lt 2>>
The tentacles strip your clothes off with startling efficiency. Their movements appear brutal, but they're actually very careful to avoid damaging your clothes.
<br><br>
"M-my clothes!" you shout as the machine exposes you to the audience. "Bad machine!"
<</if>>
A red light glows from the front as it scans you. The metal tentacles swarm around you.
<br><br>
<<saveNPC 0 "brothel_tentacles_0">>
<<saveNPC 1 "brothel_tentacles_1">>
<<endevent>>
<<strip>>
<<link [[Next|Brothel Show Tentacles]]>><<set $sexstart to 1>><</link>>
<br><<effects>>
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<set $enemytype to "tentacles">>
<<neutral 1>>
<<tentaclestart 12 15 "tentacle" "metal">>
<</if>>
<<statetentacles>>
<<effects>>
<<effectstentacles>>
<<if $phase is 0>>
Your eyes adjusted to the light, you can make out the audience once more. They're well-dressed, and mostly seated.
<<set $phase to 1>>
<br><br>
<<elseif $phase is 1 and ($penisfucked is 1 or $vaginafucked is 1 or $anusfucked is 1)>>
<<if $vaginafucked is 1>>
<<set _tentacle to $tentacleVagina>>
<<elseif $penisfucked is 1>>
<<set _tentacle to $tentaclePenis>>
<<else>>
<<set _tentacle to $tentacleAnus>>
<</if>>
The audience erupt into polite applause as the _tentacle connects with you. You hear the clinking of glasses.
<<set $phase to 2>>
<br><br>
<</if>>
<<tentacles>>
<<actionstentacles>>
<<if $tentacles.active lte ($tentacles.max / 2)>>
<span id="next"><<link [[Next|Brothel Show Tentacles Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Brothel Show Tentacles]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<loadNPC 0 "brothel_tentacles_0">>
<<loadNPC 1 "brothel_tentacles_1">>
<<clearNPC "brothel_tentacles_0">>
<<clearNPC "brothel_tentacles_1">>
<<if $anusfucked is 1 or $vaginafucked is 1 or $penisfucked is 1>>
The audience applauds again as the machine powers down and the metal tentacles unwrap you.
<br><br>
Briar walks onto the stage. "Another round for our star!" You climb off the table, and bow. The applause redoubles, but remains polite. The <<fullGroup>> usher you off the stage, and hand over your clothing.
<br><br>
<<clotheson>>
<<machine_end>>
<<npc Briar>><<person1>>
Briar climbs off the stage. "Nice work," <<he>> says. "It didn't come with a manual, and can be unpredictable. Here's your pay."
<br><br>
You've earned <<printmoney 150000>><<money 150000 "brothelShow">>
<br><br>
<<else>>
Sparks fly from the machine, and the tentacles withdraw into the machine as it falls inert. The audience break into discussion as Briar walks onto the stage. "There's been a technical fault-" The <<fullGroup>> usher you off the stage, and hand over your clothing.
<br><br>
<<clotheson>>
<<machine_end>>
<<npc Briar>><<person1>>
Briar climbs off the stage. "Disappointing," <<he>> says. "The damage isn't severe, but that isn't what our audience paid for. Try to give a proper show next time."
<br><br>
<</if>>
You return to the dressing room.
<br><br>
<<link [[Next|Brothel Dressing Room]]>><<endevent>><</link>>
<br><<effects>>
"Good horsey," you say, lying on the table. "It's time for your reward."
<br><br>
Now closer to the audience, you can make out some of the comments.
<br>
<<if random(1, 2) is 2>>
"There's no way <<pshes>> gonna do it."
<<else>>
"I can't believe it."
<</if>>
<br>
<<if random(1, 2) is 2>>
"That <<if $NPCList[0].penis isnot "none">>cock<<else>>pussy<</if>>'s a monster."
<<else>>
"Have you ever seen a <<if $NPCList[0].penis isnot "none">>cock<<else>>pussy<</if>> that big?"
<</if>>
<br>
<<if random(1, 2) is 2>>
"I can't wait to see this <<bitch>> get broken."
<<else>>
"The <<if $monster is 1>>centaur<<else>>horse<</if>> will destroy this <<bitch>>. I can't wait."
<</if>>
<br>
<<if random(1, 2) is 2>>
<<if $NPCList[0].penis isnot "none">>
"It'll split <<phim>> in two."
<<else>>
"I dunno how a human could satisfy that thing."
<</if>>
<<else>>
<<if $NPCList[0].penis isnot "none">>
"Do you think <<pshe>>'ll cry when it goes in?"
<<else>>
"<<pShes>> gonna be crushed by the weight."
<</if>>
<</if>>
<br>
<<if random(1, 2) is 2>>
"This is gonna be great."
<<else>>
"I can't look away."
<</if>>
<br><br>
The $farm.steed steed mounts you, and the audiences' excitement reaches a fevered pitch.
<br><br>
<<link [[Next|Brothel Show Horse]]>><<set $sexstart to 1>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<beastCombatInit>>
<<farm_trust horses>>
<<set $NPCList[0].stance to "top">>
<<if $NPCList[0].penis isnot "none">>
<<set $position to "doggy">>
<<else>>
<<set $position to "missionary">>
<</if>>
<<set $position_lock to 1>>
<</if>>
<<effects>>
<<effectsman>>
<br>
<<beast $enemyno>>
<br><br>
<<audience>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Brothel Show Horse Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Brothel Show Horse]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<famebestiality 30 "pic">>
<<beastejaculation>>
The crowd erupts once again. The <<beasttype>> steps away from you, satisfied but agitated by the sudden noise. You hold <<bhis>> reins as you turn to face the crowd, still wet with lewd fluids, and bow.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Briar>><<generate2>><<person1>>Briar waits for you behind the stage. "Nice work," <<he>> says as a <<person2>><<person>> takes the reins from your hand. Briar hands you <<printmoney 200000>><<money 200000 "brothelShow">>.<<glove>>
<<npcincr Briar love 1>>
<br><br>
<<elseif $enemyhealth lte 0>>
The <<beasttype>> runs away from you in fright. The audience cheers and you follow <<bhim>> off the stage.
<br><br>
The steed stands in the corner, cowed but restless, as one of Briar's goons tries to calm <<bhim>>.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Briar>><<person1>>
"Not what I was expecting," Briar says. "But the audience liked it, so I won't complain." <<He>> hands you the <<printmoney 200000>><<money 200000 "brothelShow">> <<he>> promised.<<glove>><<npcincr Briar love 1>>
<br><br>
<<else>>
The <<beasttype>> trots behind the stage as Briar storms onto it.<<endevent>><<npc Briar>><<person1>>"Why are you stopping?" <<He>> glares at you, then seems to remember where <<he>> is. <<He>> smiles at the audience. "Apologies my friends, but that will be all for today." <<He>> ushers you off the stage.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Briar>><<person1>>"Unprofessional," <<he>> says once you're off the stage and out of sight. "Don't expect payment."<<llove>>
<<npcincr Briar love -1>>
<br><br>
<</if>>
<<endevent>>
<<generate1>><<person1>>A <<person>> leads your $farm.steed steed through a door at the back while you return to the dressing room.
<br><br>
<<link [[Next|Brothel Dressing Room]]>><<endevent>><</link>>
<br><<effects>>
<<brothel_bukkake_init>>
<<if $phase is 1>>
You turn your <<bottom>> to the audience, and bend over, looking over your shoulder as you deliver yourself a solid spank. The sound echoes through the room.
<<else>>
You lean forward, resting your hands on your thighs, and stick out your tongue. You trace it slowly over your lips, making it clear just how thirsty you are.
<</if>>
<br><br>
The audience surge forward, wrestling with security for access to the stage. Briar laughs. "Not so fast! There are rules. No touching! The demon will kill all who touch <<phim>>! You must stand at a little distance, and masturbate to completion. This is the only safe way to give your offering."
<br><br>
This doesn't dampen eagerness much, but security are able to direct them up a single staircase, where they can limit the number of people on the stage at once. "Keep a space clear between the demon and the front of the stage. They like being watched."
<br><br>
<<link [[Next|Brothel Show Bukkake Intro 2]]>><<set $phase to 0>><</link>>
<br><<effects>>
A <<person>> arrives first, soon followed by other <<people>>. <<He>> strips <<his>> <<print $NPCList[0].clothes.lower.name>>, exposing <<his>>
<<if $NPCList[0].penis isnot "none">>
<<print $NPCList[0].penisdesc>>,
<<else>>
pussy,
<</if>>
and starts masturbating. The others follow suit, jostling for a good position.
<br><br>
<i>An aggressive seduction will always succeed, but could pressure security. Flirting will reduce seduction difficulty.</i>
<br><br>
<<brothel_show_security>>
<br><br>
<<brothel_bukkake_links>><<effects>>
You lie on the stage. A <<person1>><<person>>, <<person2>><<person>>, <<person3>><<person>>, <<person4>><<person>>, <<person5>><<person>>, and <<person6>><<person>> surround you, feverishly masturbating.
<<if $brothel_show_bukkake gte 36>>
Their eyes stare through you, expressions contorted in horror.
<<elseif $brothel_show_bukkake gte 30>>
You grip their attentions in a vice.
<<elseif $brothel_show_bukkake gte 24>>
They can't tear their eyes away from you.
<<elseif $brothel_show_bukkake gte 18>>
There's a fell hunger in their eyes.
<<elseif $brothel_show_bukkake gte 12>>
They watch with hungry eyes.
<<elseif $brothel_show_bukkake gte 6>>
They're eager to add to the fluid coating you.
<<else>>
Making all these <<people>> cum won't be trouble for a <<girl>> like you.
<</if>>
<br><br>
You've drained <<print $brothel_show_bukkake>> offerings so far.
<br><br>
<<brothel_show_security>>
<br><br>
<<if $brothel_show_security gte 6>>
<<if $brothel_show_crazed gte 3>>
<<earnFeat "Bewitching Echoes">>
Sprinklers erupt above, dousing the stage with cold water, <span class="red">but the patrons are undeterred.</span> A fell light shines in their eyes, their minds wiped of all but an unholy need to ravage you.
<br><br>
You make out Briar's voice over the din, but the patrons give it no heed.
<br><br>
<<link [[Next|Brothel Show Bukkake Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
Sprinklers erupt above, dousing the stage with cold water, and shocking the patrons back to their senses. "Thank you for your contributions," Briar's voice rings out. "The demon is sated. I hope you enjoyed the show!"
<br><br>
<<link [[Next|Brothel Show Bukkake End]]>><</link>>
<br>
<</if>>
<<else>>
<<brothel_bukkake_links>>
<</if>><<effects>>
<<set $brothel_show_security += 1>>
<<if $rng gte 67>>
<<if $speech_attitude is "meek">>
"Pl-please give me your juices," you whimper. "I'm so thirsty!"
<<elseif $speech_attitude is "bratty">>
"Give up your juices right now," you state. "Or I'll take your lives!"
<<else>>
"I want all you have," you say. "Don't keep me waiting!"
<</if>>
<<elseif $rng gte 33>>
<<if $speech_attitude is "meek">>
"I-if you treat me right," you say. "I'll return the favour."
<<elseif $speech_attitude is "bratty">>
"Don't keep a hungry <<if $player.gender_appearance is "m">>incubus<<else>>succubus<</if>> waiting," you say. "Or you'll learn why we're feared."
<<else>>
"If you're good to me," you say. "I won't have to hurt you."
<</if>>
<<else>>
<<if $speech_attitude is "meek">>
"Please," you whimper, looking each of the masturbating patrons in the eye. "I'm desperate. I need to be fed right now!"
<<elseif $speech_attitude is "bratty">>
"Best hurry," you murmur, looking each of the masturbating patrons in the eye. "Or I'll take what I want, and leave you dry."
<<else>>
"I can't wait for your offering," you coo, looking each of the masturbating patrons in the eye. "I'm so thirsty."
<</if>>
<</if>>
<br><br>
The patrons speed up. They look almost pained.
<br><br>
<<link [[Next|Brothel Show Bukkake]]>><</link>>
<br><<effects>>
<<if $brothel_show_flirt gte 1>>
<<set $brothel_show_flirt to 0>>
<<set $seductiondifficulty to 4000>>
<<else>>
<<set $seductiondifficulty to 8000>>
<</if>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>>
<span class="gold">You feel more confident in your powers of seduction.</span>
<br><br>
<</if>>
<<seductionskilluse>>
<<if $rng gte 67>>
You kneel on the ground, running your hands over your assets while holding them captive with your eyes. They can't decide where to look.
<<elseif $rng gte 33>>
You run your tongue over your hand, as if savouring a messy meal, and finish by licking your <<if $transformationParts.traits.fangs isnot "disabled">>fangs<<else>>teeth<</if>>. The <<people>> look scared, and even more aroused.
<<else>>
You writhe on the ground, teasing the patrons with your eyes, testing their self control. You suspect they'd try to take you, if not for the stern member of security stood behind them. Instead, they redouble their masturbation, their hands ablur.
<</if>>
<<set $brothel_show_security += 1>>
<br><br>
<<if $seductionrating gte $seductionrequired>>
<<brothel_bukkake>>
<br><br>
Security herds the empty patrons away, as a new crop jostle to be next.
<br><br>
<<endevent>>
<<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>><<person1>>
<<link [[Next|Brothel Show Bukkake]]>><</link>>
<br>
<<else>>
The <<person1>><<person>> bends over in <<his>> effort to cum, but doesn't manage it.
<br><br>
<<link [[Next|Brothel Show Bukkake]]>><</link>>
<br>
<</if>><<effects>>
<<if $brothel_show_flirt is 1>>
<<set $brothel_show_flirt to 0>>
<<set $seductiondifficulty to 6000>>
<<else>>
<<set $seductiondifficulty to 10000>>
<</if>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>>
<span class="gold">You feel more confident in your powers of seduction.</span>
<br><br>
<</if>>
<<seductionskilluse>>
<<set $brothel_show_security += 2>>
The strife around you has made an unholy ritual possible.
<<if $rng gte 67>>
The <<people>> shudder as you dominate their attentions, and draw their awarenesses into your own. For a moment they are completely at your mercy. A moment is all it takes.
<br><br>
<<elseif $rng gte 33>>
A fell energy fills you, and overflows, flowing across the stage and into the masturbating <<people>>. They shudder in terrible ecstasy.
<br><br>
<<else>>
You allow the demonic taint within to swell, and for a moment you're not on a stage, but in the middle of a battle fought long ago.
<br><br>
Phantom tendrils emerge from the past. The patrons can't see them, but they can feel them, groping and squeezing, penetrating more than flesh.
<br><br>
<</if>>
<<if $seductionrating gte $seductionrequired>>
<<set $brothel_show_crazed += 1>>
<<brothel_bukkake>>
<br><br>
The patrons collapse around you. The next crop surge through security, kicking the last lot aside in their haste to get to you.
<br><br>
<<link [[Next|Brothel Show Bukkake]]>><</link>>
<br>
<<else>>
<<brothel_bukkake>>
<br><br>
Security herds the empty patrons away as a new crop jostle to be next.
<br><br>
<<endevent>>
<<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>><<person1>>
<<link [[Next|Brothel Show Bukkake]]>><</link>>
<br>
<</if>><<effects>>
<<endevent>>
<<npc Briar>><<person1>>
You leave the stage, and find Briar waiting for you.
<<if $brothel_show_bukkake gte 31>>
"You milked them for all they were worth," <<he>> says, unable to hide <<his>> awe. "Let's hope they've enough libido left for my other staff." <<He>> looks you up and down. "Try not to spill any on the way to the showers."
<<elseif $brothel_show_bukkake gte 25>>
"Very impressive," <<he>> says. "Try not to spill any on the way to the showers."
<<elseif $brothel_show_bukkake gte 19>>
"Good job," <<he>> says with a clap. "That's not a performance they'll soon forget."
<<elseif $brothel_show_bukkake gte 13>>
"Good job," <<he>> says. "Word will get out about this."
<<elseif $brothel_show_bukkake gte 7>>
"Nice work," <<he>> says. "I'm glad you were able to catch it all."
<<elseif $brothel_show_bukkake gte 1>>
"Honestly," <<he>> says. "I thought the audience would be more eager. Oh well. Here's your pay, well earned."
<<else>>
"I'm surprised you couldn't get a single one to cum," <<he>> says. "Not the right environment for it, I suppose. Here's a little cash for your trouble." <<He>> hands you <<printmoney 10000>><<money 10000 "brothelShow">>.
<</if>>
<br><br>
<<if $brothel_show_bukkake gte 1>>
You make <<printmoney `$brothel_show_bukkake * 5000`>><<money `$brothel_show_bukkake * 5000` "brothelShow">>.
<</if>>
<br><br>
<<link [[Next|Brothel Dressing Room]]>><<endevent>><<brothel_bukkake_end>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Brothel Show Bukkake Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Brothel Show Bukkake Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The fell light fades from their eyes, giving you a chance to escape. <<tearful>> you rush from the stage. You suspect security will have an easier time keeping order with you gone.
<br><br>
<<clotheson>>
<<endcombat>>
<<else>>
The <<person1>><<person>> tumbles and falls into the crowd, giving you a chance to escape. <<tearful>> you rush from the stage. You suspect security will have an easier time keeping order with you gone.
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<<link [[Next|Brothel Show Bukkake Rape End]]>><</link>>
<br><<effects>>
<<npc Briar>><<person1>>
You find Briar waiting for you. "I must apologise," <<he>> says. "Icy water normally does the trick. You did drive them rather mad with lust, but I can't fault you for doing your job well." <<He>> laughs. "Here's the money we agreed on, plus an extra thousand for the trouble."
<br><br>
You make <<printmoney `($brothel_show_bukkake * 5000) + 100000`>><<money `($brothel_show_bukkake * 5000) + 100000` "brothelShow">>.
<br><br>
<<link [[Next|Brothel Dressing Room]]>><<endevent>><<brothel_bukkake_end>><</link>>
<br><<effects>><<outfitChecks>>
<<npc Harper 2>><<person2>>
In the middle of the room is what looks like a medical chair. Upon entering, you see
<<if $hospitalintro is 0>><<set $hospitalintro to 1>>
a <<personsimple>>. <<He>> smiles at you. "Hello, I'm Doctor Harper," <<he>> says, brushing <<his>> blond fringe away from <<his>> eyes. <<He>> looks young, can't be older than 25.
<<else>>
Doctor Harper.
<</if>>
<<He>> wears a white medical coat and white surgical gloves. <<He>> stands to greet you.
<br><br>
"Nothing to be nervous about. It is a simple procedure.<<if !_fullyNaked>> Please take off your clothes.<</if>>"
<br><br>
<<if playerChastity() or ($player.penisExist and $parasite.penis.name)>>
<<if !_fullyNaked>>
You do so reluctantly but have little choice. Once you are fully naked, an angry growl comes from Briar when <<person1>><<he>> sees your <<= $worn.genitals.name>>. Doctor Harper frowns but says nothing.
<br><br>
<</if>>
<<set $brothelVirginityState to "chastity">>
"What the hell is that?" Briar approaches, glaring at the <<= $worn.genitals.name>>. "You're here to sell your virginity,
<<if $worn.genitals.name is "chastity parasite" or ($player.penisExist and $parasite.penis.name)>>
not show off some parasite covering it."
<<else>>
not lock it away."
<</if>>
<br><br>
Before you have a chance to react, Briar attempts to force you into a seat.
<br><br>
<<link [[Resist|Brothel Show Virginity Fight]]>><<endevent>><<set $fightstart to 1>><<npc Briar>><<person1>><</link>>
<br>
<<link [[Comply|Brothel Show Virginity Chastity]]>><<set $phase to 0>><</link>>
<br>
<<else>>
<<if !_fullyNaked>>
You take a deep breath before getting undressed. Harper guides you to the chair.
<<else>>
Harper guides you to the chair. "Please, have a seat."
<</if>>
<br><br>
Your heart pounds as Harper spreads your legs. "I'm going to examine you, so just relax." <<He>> smiles. "I promise I'll be gentle."
<br><br>
You instinctively cover your <<genitals>> but as soon as you do, Harper asks, "Could you move your hands, please? I will need full access for this." <<= $player.virginity.penile is true and $player.virginity.vaginal is true ? "You comply, a tremor of excitement running through you.<<arousal 200 >><<garousal>>" : "You comply, with some trepidation.<<stress 6>><<gstress>>">>
<br><br>
<<link [[Next|Brothel Show Virginity Examination]]>><</link>>
<br>
<</if>>
<<upperstrip>><<lowerstrip>><<underlowerstrip>><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Brothel Show Virginity Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Brothel Show Virginity Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
With a final shove, you manage to throw Briar off.
<<elseif $enemyhealth lte 0>>
Briar moans in orgasmic bliss and loses <<his>> grip just enough for you to wiggle free.
<<else>>
Overcome with pain, you flail helplessly as Briar drags you to a chair and forces you to sit.<<pain 4>><<gpain>>
<br><br>
<<endcombat>>
<<npc Briar>>
<<npc Harper 2>>
<<link [[Next|Brothel Show Virginity Chastity]]>><<set $phase to 1>><</link>>
<<exit>>
<</if>>
As you run for the exit, you hear <<him>> shout, "Don't come back unless you're willing to pay!"<<npcincr Briar love -1>><<llove "Briar">>
<<set $brothelshowdata.missed to true>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Harvest Street]]>><<endevent>><<set $eventskip to 1>><</link>><<effects>><<person1>>
<<if playerChastity() and $worn.genitals.name isnot "chastity parasite">>
<<if $phase is 0>> /* Comply */
You are forced into a seat as Briar goes to a shelf and picks up a vicious-looking device that looks like a giant wrench.
<<else>> /* Resist and Fight */
<<He>> picks up a vicious-looking device that looks like a giant wrench.
<</if>>
With rough hands, <<he>> works on the <<= $worn.genitals.name>>.<<pain 2>><<gpain>>
<br><br>
<<set $worn.genitals.integrity -= 1800>>
<<effects>>
<<if playerChastity()>>
After several minutes, Briar gives up and throws the wrench to the floor with a loud clang. The <<= $worn.genitals.name>> is practically falling apart, but remains intact. "I've had enough of this." <<He>> grabs your hand and drags you to the stage.<<pain 8>><<npcincr Briar love -1>><<ggpain>><<llove "Briar">>
<br><br>
<<link [[Next|Brothel Show Virginity Stage]]>><<set $phase to 1>><</link>>
<br>
<<else>>
With a final loud clank, the <<= $worn.genitals.name>> falls to the floor. "Now that that's taken care of, let's continue with the examination." <<He>> doesn't smile as <<he>> backs away and allows Doctor Harper to continue.
<br><br>
<<if $player.penisExist and $parasite.penis.name>>
<<link [[Next|Brothel Show Virginity Parasite Removal]]>><</link>>
<<else>>
<<link [[Next|Brothel Show Virginity Examination]]>><</link>>
<</if>>
<br>
<</if>>
<<else>>
<<if $phase is 0>> /* Comply */
You are forced into a seat. Briar turns to Doctor Harper.
<<else>> /* Resist and Fight */
<<He>> turns to Doctor Harper.
<</if>>
"You have the tools to deal with this, right?" <<he>> asks.
<br><br>
When Harper nods in reply, Briar smiles. "Let's continue then." <<He>> backs away, motioning for the doctor to step forward.
<br><br>
<<link [[Next|Brothel Show Virginity Parasite Removal]]>><</link>>
<br>
<</if>><<effects>><<person2>>
"Let's deal with the parasite first," Harper says. "This will only tingle a bit." <<He>> straps you into the chair. Once secure, <<he>> retrieves some small wired pads from the box and sticks them to the parasite. <<He>> turns back to the device in front of <<him>>. Without further warning, an electric pulse jolts through you.
<br><br>
<<arousal 4000 "genitals">>
<<if $arousal gte $arousalmax>>
<<orgasm>>
You spasm against the bindings, which hold firm. Harper doesn't even blink at your response.
<br><br>
<</if>>
The pulses increase in intensity. It's certainly not the "tingle" that was advertised. Your <<genitals 1>> <<= $player.penisExist and $player.vaginaExist ? "are" : "is">> particularly wracked by the treatment, responding even more violently than the rest of your body.
<br><br>
<<arousal 4000 "genitals">>
<<if $arousal gte $arousalmax>>
<<orgasm>>
You spasm again against the bindings. Harper still doesn't acknowledge you.
<br><br>
<</if>>
<<if $parasite.penis.name is "parasite">>
Finally, the parasite clinging to your penis begins to respond. It starts losing its colour, then it disintegrates. Harper wastes no time, collecting a sample with a gloved hand and placing it in a tiny container.
<<else>>
Finally, the creature clinging to your penis begins to respond. It massages you with increasing fervour, before releasing its hold and dropping off. Harper wastes no time, picking it up with a gloved hand and placing it in a tiny container.
<</if>>
<<if $parasite.penis.name is "parasite" or $parasite.clit.name is "parasite">>
<<set $earSlime.defyCooldown += 12>>
<</if>>
<<removeparasite penis>>
<br><br>
<<link [[Next|Brothel Show Virginity Examination]]>><</link>>
<br><<effects>><<person2>>
<<if $player.penisExist>>
<<He>> systematically but gently lifts and inspects your penis<<if $player.vaginaExist>> while probing your pussy with <<his>> other hand<</if>>.
<<else>>
<<He>> systematically but gently probes your pussy with <<his>> fingers.
<</if>>
<<if setup.bodyliquid.combined("penis") gte 2 or setup.bodyliquid.combined("vagina") gte 2>>
<<if setup.bodyliquid.combined("vagina") gte 2>>
<<His>> hand snaps back <<= setup.bodyliquid.combined("vagina") gte 5 ? "upon copious amounts cum and other lewd fluids gush" : "when cum and other lewd fluids dribble">> out of your pussy.
<<else>>
<<His>> hand quickly withdraws when it makes contact with your penis<<= setup.bodyliquid.combined("penis") gte 5 ? ", drenched with" : ", covered in">> cum and other lewd fluids.
<</if>>
<br><br>
"Sexual activity is perfectly normal, but not for virgins." Harper sounds worried<<= setup.bodyliquid.combined("penis") gte 5 or setup.bodyliquid.combined("vagina") gte 5 ? ". <<He>> has to use a moist towel to clean your <<genitals>> before resuming" : " but resumes">> the exam.
<</if>>
<<if $player.penisExist>>
<<if $player.vaginaExist>>
Unable to restrain yourself, you grow aroused at <<his>> touch.
<<else>>
You become visibly erect at <<his>> touch, droplets leaking from the head of your cock.
<</if>>
<<else>>
You feel fluid leaking from your slit at <<his>> touch.
<</if>>
<br><br>
"There's no need to be ashamed. This is a perfectly natural and normal response," <<he>> says in a dry tone. The examination and probing of your <<genitals>> continues longer than you believe necessary, causing another shiver of pleasure.<<arousal 1000 "genitals">><<ggarousal>>
<br><br>
<<if $player.virginity.penile is true and $player.virginity.vaginal is true>>
Finally, Doctor Harper lifts <<his>> head.
<br><br>
Harper stands and turns to Briar. "<span class="green"><<pShe>> is a virgin.</span>" Briar nods.
<br><br>
<<outfitChecks>><<silently>><<clotheson>><</silently>>
<<= _fullyNaked ? "You stand" : "You get dressed">>, and a satisfied Briar leads you to the stage.
<br><br>
<<link [[Next|Brothel Show Virginity Stage]]>><<set $phase to 0>><</link>>
<br>
<<else>>
Finally, Doctor Harper lifts <<his>> head with a look of concern.
<br><br>
You know you are not a virgin, and now Harper does too. You look into the doctor's eyes, begging <<him>> not to tell. <<He>> ignores you.
Harper stands and turns to Briar. "<span class="red"><<pShe>> is not a virgin.</span>"
<br><br>
There is a moment of silence as Briar's eyes narrow. "I told you, for your own sake, not to lie about that." Briar advances on you with a glare. "You were here to sell your virginity. Now it looks like you'll need to sell something else."
<br><br>
Before you have a chance to react, Briar grabs your wrist, trying to yank you from the room and out onto stage.
<br><br>
<<link [[Resist|Brothel Show Virginity Lost]]>><<set $phase to 0>><</link>>
<br>
<<link [[Comply|Brothel Show Virginity Lost]]>><<set $phase to 1>><</link>>
<br>
<</if>><<effects>>
<<if $phase is 0>> /* Resist */
You struggle to pull your hand away from Briar, but <<his>> grip is too strong. <<= $leftarm is "bound" and $rightarm is "bound" ? "You gear up to kick <<person1>><<him>>" : "You wind up for a punch">> but are stopped by a sharp pain in your shoulder. Turning, you panic as you see Doctor Harper injecting you with a syringe. "It's for your own good," <<person2>><<he>> says.
<br><br>
Your body goes limp, and Briar drags you out onto the stage.<<pain 4>><<drugs 240>><<gpain>><<ggdrugged>>
<<else>> /* Comply */
You stumble to keep up with Briar as <<person1>><<he>> drags you out on the stage.
<</if>>
<br><br>
<<link [[Next|Brothel Show Virginity Stage]]>><<set $phase to 1>><<set $brothelVirginityState to "lost">><</link>>
<br><<effects>>
<<if $phase is 0>> /* Virginity Show Continue */
<<person1>><<He>> turns to you. "This is it. Your virginity will go to the highest bidder." A single white light turns on above you, and the din of the dark room falls quiet. You can't see beyond the edge of the stage, but you can feel the eyes on you.
<br><br>
You walk out onto the stage.
<br><br>
"<<Ladies_gentlemen>>, have we got a treat for you."
<br><br>
The audience clamours with excitement, as Briar continues. "One fresh virgin for the taking, and not just any virgin, but the <span class="pink"><<underworld_nickname>></span>, and today <<pher>> cherry could be yours!"
<br><br>
<<outfitChecks>>
<<if $leftarm is "bound" and $rightarm is "bound">>
<<if $exposed gte 1>>
<<set _exhibitionist to _fullyNaked ? 5 : 3>>
<<if hasSexStat("exhibitionism", _exhibitionist)>>
<<link [[Show off bindings|Brothel Show Virginity Start]]>><<set $phase to 3>><</link>><<= _fullyNaked ? "<<exhibitionist5>>" : "<<exhibitionist3>>">>
<<else>>
<span class="blue">You aren't exhibitionist enough to flaunt your nudity at them.</span>
<</if>>
<<else>>
<<link [[Show off bindings|Brothel Show Virginity Start]]>><<set $phase to 3>><</link>>
<</if>>
<<else>>
<<if hasSexStat("exhibitionism", 5)>>
<<if _fullyNaked>>
<<link [[Flaunt|Brothel Show Virginity Start]]>><<set $phase to 1>><</link>><<exhibitionist5>>
<<else>>
<<link [[Strip tease|Brothel Show Virginity Start]]>><<set $phase to 2>><</link>><<exhibitionist5>>
<</if>>
<<else>>
<span class="blue">You aren't exhibitionist enough to flaunt your nudity at them.</span>
<</if>>
<</if>>
<br>
<<link [[Do nothing|Brothel Show Virginity Start]]>><<set $phase to 0>><</link>>
<br>
<<else>> /* Change rape show */
A single white light turns on above you and Briar, and the din of the dark room falls quiet. You can't see beyond the edge of the stage, but you can feel the eyes on you.
<br><br>
Briar calls out to the crowd. "Looks like we have a change of plans, folks. We have an improv rape show for you tonight.
<<endevent>>
<<generatetakevirginity 1>><<generatetakevirginity 2>><<generatetakevirginity 3>><<generatetakevirginity 4>>
<<if playerChastity()>>
<<if $player.virginity.penile isnot true or $player.virginity.vaginal isnot true>>
<<set $brothelVirginityState to "chastitylost">>
<</if>>
Seems our star thought it'd be funny to wear a <<= $worn.genitals.name>>."
<br><br>
The crowd becomes hostile. A <<person1>><<person>> scowls. "We came to see <<phim>> lose <<pher>> virginity!"
<br><br>
Another <<person2>><<personsimple>> joins in, "I didn't pay for a chance at a virgin slut for <<phim>> to deny me the goods with a fucking <<= $worn.genitals.name>>."
<br><br>
"Take it off!" a <<person3>><<person>> yells.
<br><br>
"Rape <<phim>>!" a <<person4>><<person>> shouts.
<<else>> /* Lost virginity */
Seems our star is not a virgin after all and would like to offer a formal apology with <<pher>> body. Do whatever you want with <<phim>>."
<br><br>
A <<person1>><<person>> protests, "I paid for the chance at a virgin, not a loose whore!"
<br><br>
"Lying skank!" a <<person2>><<person>> yells.
<br><br>
"Rape <<phim>>!" another <<person3>><<personsimple>> shouts.
<br><br>
"<<pShe>>'ll be sorry by the time we're done with <<phim>>," hollers a <<person4>><<person>>.
<</if>>
<br><br>
The crowd boos and hisses and surges forward.
<br><br>
<<link [[Next|Brothel Show Virginity Rape]]>><<set $molestationstart to 1>><<set $virginityRapeShowPhase to 0>><</link>>
<br>
<</if>><<effects>><<outfitChecks>>
<<set $virginitytip to 0>>
<<if [1, 2, 3].includes($phase)>><<set $virginitytip += 50000>><</if>> /* Bonus for showing off your body before the show. */
<<if $phase is 0>> /* Do nothing */
Mesmerised by the cheering of the crowd, you smile awkwardly, unsure what to do next. You do not need to wait long.
<br><br>
<<else>>
You may be a virgin, but you might as well have some fun before you lose it. You turn to the audience, heart pounding.
<br><br>
<<if $phase is 1>>/* Flaunt */
You rub your hands up and down your body while you strike various poses.
<br><br>
One hand <<= $player.breastsize is 0 ? "rubs along your chest" : "fondles your <<breasts>>">> while the other traces your contours down to your <<genitals>>.
<<if ($player.penisExist and !$player.vaginaExist) or ($player.penisExist and $player.vaginaExist and $player.gender_appearance is "m")>>
You stroke your penis from the base to the tip.
<<else>>
You gently part your pussy lips.
<</if>>
<br><br>
You give your admirers a wink, and the cheers grow louder.
<<exhibitionism5>>
<<elseif $phase is 2>> /* Strip tease */
<<if $worn.over_upper.name isnot "naked">>
You slowly remove your $worn.over_upper.name and toss it to the ground, eliciting a cheer from the crowd. <<overupperstrip>>
<<if $worn.over_lower.name is "naked" and $worn.lower.name is "naked" and $worn.under_lower.name is "naked">>
You give your admirers a wink as you finally reveal your <<genitals>>. The cheers grow louder. <<exhibitionism5>><<set _cheer to true>>
<<else>>
<br><br>
<</if>>
<</if>>
<<if $worn.over_lower.name isnot "naked">>
You slowly remove your $worn.over_lower.name and toss it to the ground, eliciting a cheer from the crowd. <<overupperstrip>>
<<if $worn.lower.name is "naked" and $worn.under_lower.name is "naked">>
You give your admirers a wink as you finally reveal your <<genitals>>. The cheers grow louder. <<exhibitionism5>><<set _cheer to true>>
<<else>>
<br><br>
<</if>>
<</if>>
<<if $worn.upper.name isnot "naked">>
You slowly remove your _top.name and toss it to the ground, eliciting a cheer from the crowd. <<upperstrip>>
<br><br>
<<if $worn.under_lower.name is "naked" and !_cheer>>
You give your admirers a wink as you finally reveal your <<genitals>>. The cheers grow louder. <<exhibitionism5>><<set _cheer to true>>
<<else>>
<br><br>
<</if>>
<</if>>
<<if $worn.lower.name isnot "naked">>
You then delicately step out of your $worn.lower.name. <<lowerstrip>>
<<if $worn.under_lower.name is "naked" and !_cheer>>
You give your admirers a wink as you finally reveal your <<genitals>>. The cheers grow louder. <<exhibitionism5>>
<<else>>
<br><br>
<</if>>
<</if>>
<<if $worn.under_upper.name isnot "naked">>
Turning your back to your audience, you unfasten your $worn.under_upper.name before tossing it aside. You hold your hands over your <<breasts>> as you turn back to face your audience before slowly revealing yourself. The crowds redouble their cheers.<<underupperstrip>>
<<if $worn.under_lower.name is "naked" and !_cheer>>
You give your admirers a wink as you finally reveal your <<genitals>>. The cheers grow louder. <<exhibitionism5>>
<<else>>
<br><br>
<</if>>
<</if>>
<<if $worn.under_lower.name isnot "naked">>
Your face grows red with excitement as you move your fingers under the hem of your $worn.under_lower.name. You pull them down just enough to prevent anyone from seeing anything before hoisting them back up again. The crowd clamours for more. In one quick motion, you pull the $worn.under_lower.name down.<<underlowerstrip>>
<br><br>
You give your admirers a wink as you finally reveal your <<genitals>>. The cheers grow louder. <<exhibitionism5>>
<</if>>
<<else>> /* Show off bindings */
<<if $leftarm is "bound" and $rightarm is "bound">>
You turn your back to the audience and strain against the bindings wrapped around your wrists. You struggle in vain for several seconds, making sure they all see how tightly bound you are.
<<if _fullyNaked or !_top>>
You turn back to face the audience <<if $player.breastsize gte 3>>and shake your <<breasts>> more obviously <</if>>as you continue a half hearted attempt to free your hands.
<</if>>
<br><br>
<</if>>
<<if $leftleg is "bound" and $rightleg is "bound">>
You attempt to lift your foot, but the bindings resist your movement. It does however demonstrate how powerless you are.
<<if _fullyNaked or !_bottom>>
You fake a tumble to the stage and stick your <<bottom>> out, further highlighting your helplessness.
<</if>>
<br><br>
<</if>>
<<if $worn.face.type.includes("gag")>>
You try shouting, but all that can be heard is a muted mumble.
<br><br>
<</if>>
A wave of excitement moves through the crowed at seeing you so vulnerable.
<<if _fullyNaked>><<exhibitionism5>><<elseif $exposed gte 1>><<exhibitionism3>><<else>><br><br><</if>>
<</if>>
<</if>>
<<link [[Next|Brothel Show Virginity Auction]]>><<endevent>><<set $weekly.brothelVirginityShow to 0>><</link>>
<br><<effects>>
<<set $weekly.brothelVirginityShow += 1>>
<<switch $weekly.brothelVirginityShow>>
<<case 1>>
<<set _fame to fameTotal()>>
<<set $virginitytip += 50000
+ _fame * 50
+ $beauty * 20
>>
<<if fameSum('sex', 'rape', 'prostitution', 'exhibitionism', 'bestiality', 'impreg', 'pregnancy') gte 2500>>
A <<brothelvirginitybidders>><<person>> rushes the stage. <<He>> is promptly tackled by a nearby bouncer.
<br><br>
Briar ignores the <<person>> as <<he>> is dragged from the stage.
<br><br>
<</if>>
<<set $tip_add to 50000>><<set $tipmod to 1 * (1 + (0.4 * (C.npc.Briar.love / 100)))>><<tipset>> /* Base bid. */
"One virgin for the taking, starting at <<printmoney $tip>>." Briar looks around the eager crowd.
<br><br>
A <<brothelvirginitybidders>><<person>> shouts, "<<printmoney $tip>>!" while raising <<his>> hand above the crowd.
<br><br>
<<if _fame/7 gte 500>>
A <<brothelvirginitybidders>><<person>> shouts nearby, "<<printmoney $tip>>!"
<br><br>
<</if>>
<<if _fame/7 gte 750>>
Another <<brothelvirginitybidders>><<person>> calls out, "<<printmoney $tip>>!"
<br><br>
<</if>>
<<if _fame/7 gte 1000>>
Still another <<brothelvirginitybidders>><<person>> calls out a high price of <<printmoney $tip>>.
<br><br>
<</if>>
Briar smiles as the audience continues to bid on your virginity. "Can anyone beat <<printmoney $tip>>?"
<br><br>
<<link [[Seduce|Brothel Show Virginity Auction]]>><<set $phase to 1>><<set $virginitytip += $seductionskill * 50>><<set $seductiondifficulty to 4000>><</link>><<promiscuous1>>
<br>
<<link [[Do nothing|Brothel Show Virginity Auction]]>><<set $phase to 0>><</link>>
<br>
<<case 2>>
<<if $phase is 0>> /* Do nothing */
You are not sure what to do. You give the audience a little wave.
<<else>> /* Seduce */
<<seductioncheck>>
<br><br>
<<seductionskilluptext>>
<<seductionskilluse>>
<<if $seductionrating gte $seductionrequired>>
<<set $virginitytip += 50000>> /* Success bonus */
<<if $worn.face.type.includes("gag")>>
You go into a coy crouch and give the audience a glance over your shoulder.
<<elseif $speech_attitude is "meek">>
"I-it's my first time. P-please be gentle," you say, shifting your feet<<if $leftarm isnot "bound" and $rightarm isnot "bound">> and holding your hands under your chin<</if>>.
<<elseif $speech_attitude is "bratty">>
"It's my first time. Make it worth it," you say, <<= $leftarm is "bound" and $rightarm is "bound" ? "jutting out one hip" : "holding your hands on your hips">>.
<<else>>
"It's my first time. I'm ready," you say as you turn around for the audience.
<</if>>
<br><br>
A <<brothelvirginitybidders 'select'>><<person>> throws <<his>> hand in the air. "<<printmoney $tip>>!"
<<else>>
<<if $worn.face.type.includes("gag")>>
You mumble into the gag and raise your eyebrows suggestively, but no one notices.
<<elseif $speech_attitude is "meek">>
"It's my first time. P-please b-be gentle," you whisper, but it's too soft for anyone to hear.
<<elseif $speech_attitude is "bratty">>
"It's my first time. Make it worth it," you say. There's an edge to your voice that makes a few bidders take a step back.
<<else>>
"It's my first time. I'm ready," you say. You try to smile, but it is more of a grimace.
<</if>>
<</if>>
<</if>>
<br><br>
<<brothelvirginitybidders>>"<<printmoney $tip>>!" calls out a <<person>>.
<br><br>
Briar points to the <<person>>. "Anyone else?"
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<if $leftarm isnot "bound" and $rightarm isnot "bound">>
<<link [[Show off your hands|Brothel Show Virginity Auction]]>><<set $phase to 1>><<set $virginitytip += $handskill * 50>><</link>><<promiscuous2>><<skill_difficulty `currentSkillValue("handskill")` "Hand Skill" 1 800>>
<br>
<</if>>
<<if $footdisable is "f">>
<<link [[Show off your feet|Brothel Show Virginity Auction]]>><<set $phase to 2>><<set $virginitytip += $feetskill * 50>><</link>><<promiscuous2>><<skill_difficulty `currentSkillValue("feetskill")` "Feet Skill" 1 800>>
<br>
<</if>>
<<else>>
<span class="blue">You aren't promiscuous enough to flaunt your body parts at them.</span>
<br>
<</if>>
<<link [[Do nothing|Brothel Show Virginity Auction]]>><<set $phase to 0>><</link>>
<br>
<<case 3>>
<<if $phase is 0>> /* Do nothing */
You look around the audience with a faint smile as they continue to bid.
<<elseif $phase is 1>> /* Show off your hands */
<<if currentSkillValue("handskill") gte random(1, 800)>>
<<set $virginitytip += 50000>>
You smoothly run your hands down your body, showing off your curves. You make a heart with your fingers.<<handskill 5>><<ghandskill>>
<br><br>
A <<brothelvirginitybidders "select">><<person>> shouts out a new price. "<<printmoney $tip>>!"
<<else>>
You try to wave, but it is rather awkward-looking.<<handskill 5>><<ghandskill>>
<</if>>
<<else>> /* Show off your feet */
<<if currentSkillValue("feetskill") gte random(1, 800)>>
<<set $virginitytip += 50000>>
You angle your body to show off your legs and the soles of your feet.<<feetskill 5>><<gfeetskill>>
<br><br>
A <<brothelvirginitybidders "select">><<person>> shouts out a new price. "<<printmoney $tip>>!"
<<else>>
You awkwardly lift one foot to show it to the audience. No one seems impressed.<<feetskill 5>><<gfeetskill>>
<</if>>
<</if>>
<br><br>
A <<brothelvirginitybidders>><<person>> waves a wad of cash in the air. "<<printmoney $tip>>!"
<br><br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Flaunt your chest|Brothel Show Virginity Auction]]>><<set $phase to 1>><<set $virginitytip += $chestskill * 50>><</link>><<promiscuous3>><<skill_difficulty `currentSkillValue("chestskill")` "Chest Skill" 1 800>>
<<if !$worn.face.type.includes("gag")>>
<br>
<<link [[Show off your tongue|Brothel Show Virginity Auction]]>><<set $phase to 2>><<set $virginitytip += $oralskill * 50>><</link>><<promiscuous3>><<skill_difficulty `currentSkillValue("oralskill")` "Oral Skill" 1 800>>
<</if>>
<<else>>
<span class="blue">You aren't promiscuous enough to flaunt your body parts at them.</span>
<</if>>
<br>
<<link [[Do nothing|Brothel Show Virginity Auction]]>><<set $phase to 0>><</link>>
<br>
<<case 4>>
<<if $phase is 0>> /* Do nothing */
You shift your weight from side to side as you wait for the auction to continue.
<<elseif $phase is 1>> /* Flaunt your chest */
<<if currentSkillValue("chestskill") gte random(1, 800)>>
<<set $virginitytip += 50000>>
You puff out your chest and <<if $player.breastsize gte 3>>shake<<else>>squeeze<</if>> your <<breasts>>.<<chestskill 5>><<gchestskill>>
<br><br>
The <<brothelvirginitybidders "select">><<person>> increases <<his>> bid. "<<printmoney $tip>>!"
<<else>>
You try to puff out your chest, but it just looks awkward.<<chestskill 5>><<gchestskill>>
<</if>>
<<else>> /* Show off your tongue */
<<if currentSkillValue("oralskill") gte random(1, 800)>>
<<set $virginitytip += 50000>>
You flick your tongue suggestively before licking your lips.<<oralskill 5>><<goralskill>>
<br><br>
The <<brothelvirginitybidders "select">><<person>> increases <<his>> bid. "<<printmoney $tip>>!"
<<else>>
You try showing off your tongue, but accidentally end up drooling.<<oralskill 5>><<goralskill>>
<</if>>
<</if>>
<br><br>
The <<brothelvirginitybidders>><<person>> shoves their way to the front of the crowd for a better look. "<<printmoney $tip>>!" <<he>> shouts.
<br><br>
<<if hasSexStat("promiscuity", 4)>>
<<link [[Offer your ass|Brothel Show Virginity Auction]]>><<set $phase to 1>><<set $virginitytip += $bottomskill * 50>><</link>><<promiscuous4>><<skill_difficulty `currentSkillValue("bottomskill")` "Bottom Skill" 1 800>>
<br>
<<link [[Pat your thighs|Brothel Show Virginity Auction]]>><<set $phase to 2>><<set $virginitytip += $thighskill * 50>><</link>><<promiscuous4>><<skill_difficulty `currentSkillValue("thighskill")` "Thigh Skill" 1 800>>
<<else>>
<span class="blue">You aren't promiscuous enough to flaunt your body parts at them.</span>
<</if>>
<br>
<<link [[Do nothing|Brothel Show Virginity Auction]]>><<set $phase to 0>><</link>>
<br>
<<case 5>>
<<if $phase is 0>> /* Do nothing */
Unsure of what to do, you spin around for the audience.
<<elseif $phase is 1>> /* Offer your ass */
<<if currentSkillValue("bottomskill") gte random(1, 800)>>
<<set $virginitytip += 50000>>
You turn around, stick out your <<bottom>>, and give it a slap.<<bottomskill 5>><<gbottomskill>>
<br><br>
Briar smiles as the <<brothelvirginitybidders "select">><<person>> calls out a new price. "<<printmoney $tip>>"
<<else>>
You turn around and give your <<bottom>> a slap, but only end up hurting yourself.<<bottomskill 5>><<gbottomskill>><<pain 2>><<gpain>>
<</if>>
<<else>> /* Pat your thighs */
<<if currentSkillValue("thighskill") gte random(1, 800)>>
<<set $virginitytip += 50000>>
You spread your legs, pat your thighs, and stroke your hands along the inside of your leg.<<thighskill 5>><<gthighskill>>
<br><br>
Briar smiles as the <<brothelvirginitybidders "select">><<person>> calls out a new price. "<<printmoney $tip>>"
<<else>>
You slap the inside of your thigh much harder than intended.<<thighskill 5>><<gthighskill>><<pain 2>><<gpain>>
<</if>>
<</if>>
<br><br>
A <<brothelvirginitybidders>><<person>> shouts above the cheers. "<<printmoney $tip>>!"
<br><br>
<<link [[Belly dance|Brothel Show Virginity Auction]]>><<set $phase to 1>><<set $virginitytip += $danceskill * 50>><</link>><<dancedifficulty 1 800>>
<br>
<<if $leftleg isnot "bound" and $rightleg isnot "bound">>
<<link [[Stretch|Brothel Show Virginity Auction]]>><<set $phase to 2>><<set $virginitytip += $athletics * 50>><</link>><<athleticsdifficulty 1 800>>
<br>
<</if>>
<<link [[Do nothing|Brothel Show Virginity Auction]]>><<set $phase to 0>><</link>>
<br>
<<case 6>>
<<if $phase is 0>> /* Do nothing */
Your fidget with your hands as the bidding continues.
<<elseif $phase is 1>> /* Belly dance */
<<if currentSkillValue("danceskill") gte random(1, 800)>>
<<set $virginitytip += 50000>>
You sway your hips in time to an imaginary beat. You give a skilful roll of your belly.<<danceskill 5>><<gdanceskill>>
<br><br>
The <<brothelvirginitybidders "select">><<person>> whistles appreciatively. "<<printmoney $tip>>!"
<<else>>
You stiffly shuffle your feet in a graceless dance.<<danceskill 5>><<gdanceskill>>
<</if>>
<<else>> /* Stretch */
<<if currentSkillValue("athletics") gte random(1, 800)>>
<<set $virginitytip += 50000>>
You spread your legs apart and stretch to the ground, jutting your <<bottom>> high in the air.<<athletics 5>><<gathletics>>
<br><br>
The <<brothelvirginitybidders "select">><<person>> whistles appreciatively. "<<printmoney $tip>>!"
<<else>>
You try to lift your foot over your head, but you stumble.<<athletics 5>><<gathletics>>
<</if>>
<</if>>
<br><br>
<<brothelvirginitybidders>>"<<printmoney $tip>>," a <<person>> calls out from among the enamoured crowd.
<br><br>
<<if hasSexStat("promiscuity", 5)>>
<<if $player.penisExist>>
<<link [[Show off your penis|Brothel Show Virginity Auction]]>><<set $phase to 1>><<set $virginitytip += $penileskill * 50>><</link>><<promiscuous5>><<skill_difficulty `currentSkillValue("penileskill")` "Penile Skill" 1 800>>
<br>
<</if>>
<<if $player.vaginaExist>>
<<link [[Show off your pussy|Brothel Show Virginity Auction]]>><<set $phase to 2>><<set $virginitytip += $vaginalskill * 50>><</link>><<promiscuous5>><<skill_difficulty `currentSkillValue("vaginalskill")` "Vaginal Skill" 1 800>>
<br>
<</if>>
<<else>>
<span class="blue">You aren't promiscuous enough to flaunt your body parts at them.</span>
<br>
<</if>>
<<link [[Do nothing|Brothel Show Virginity Auction]]>><<set $phase to 0>><</link>>
<br>
<<case 7>>
<<outfitChecks>>
<<if $phase is 0>> /* Do nothing */
You give the audience a nervous smile as you wait for the auction to end.
<<elseif $phase is 1>> /* Show off your penis */
<<if currentSkillValue("penileskill") gte random(1, 800)>>
<<set $virginitytip += 50000>>
<<if _bottomless>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You lay on your back and thrust your hips high into the air, pointing your <<penis>> straight up.
<<else>>
You stroke your <<penis>> leisurely, causing precum to bead at the tip.
<</if>>
<<else>>
<<if $leftarm is "bound" and $rightarm is "bound">>
Although tied behind your back, you manage to work your hand into your _bottom.name. With some finesse, you pull them aside enough for your <<penis>> to spring free.
<<else>>
You pull your _bottom.name aside, revealing your <<penis>>.
<</if>>
<</if>>
<<penileskill 5>><<gpenileskill>>
<br><br>
A bouncer has to keep the <<brothelvirginitybidders "select">><<person>> from climbing on the stage as <<he>> makes <<his>> bid. "<<printmoney $tip>>!"
<<else>>
<<if _bottomless>>
You wiggle your hips back and forth, causing your <<penis>> to slap your thighs. The effect is more silly than seductive.
<<else>>
<<if $leftarm is "bound" and $rightarm is "bound">>
Try as you might, you cannot free your <<penis>> with your hands bound behind your back.
<<else>>
You attempt to pull your _bottom.name aside with one hand, but you fumble in your haste. The effect isn't as dramatic as you hoped.
<</if>>
<</if>>
<<penileskill 5>><<gpenileskill>>
<</if>>
<<else>> /* Show off your pussy */
<<if currentSkillValue("vaginalskill") gte random(1, 800)>>
<<set $virginitytip += 50000>>
<<if _bottomExposed>>
<<if $leftleg is "bound" and $rightleg is "bound">>
You kneel and part your knees.
<<else>>
You sit down and spread your legs wide.
<</if>>
<<else>>
You pull your _bottom.name aside, revealing your <<pussy>>.
<</if>>
You run a finger between your labia, showing off a glistening pearl of lewd fluid.<<vaginalskill 5>><<gvaginalskill>>
<br><br>
A bouncer has to keep the <<brothelvirginitybidders "select">><<person>> from climbing on the stage as <<he>> makes <<his>> bid. "<<printmoney $tip>>!"
<<else>>
<<if $leftleg is "bound" and $rightleg is "bound">>
You sit down and try spreading your legs, but your bindings make it difficult. Your clumsy act fails to impress anyone.
<<else>>
You go to sit down but end up slipping. Your legs spread as you do so, but it was not how you had envisioned showing off.
<</if>>
<<vaginalskill 5>><<gvaginalskill>>
<</if>>
<</if>>
<br><br>
<<set $tip_add to $virginitytip>><<tipset>>
"I'll take <<phim>> for <<brothelvirginitybidders "select">><<printmoney $tip>>!" calls out a <<person>>.
<<saveNPC $lastBidder "highestBidder">><<set _highestBidder to $lastBidder>>
<br><br>
Briar looks around the audience, waiting for anyone to make a better offer. "Going once."
<br><br>
A <<brothelvirginitybidders "select">><<person>> thumbs through <<his>> wad of cash in contemplation.
<br><br>
"Going twice."
<br><br>
A <<brothelvirginitybidders "select">><<person>> scratches the back of <<his>> neck, trying to make up <<his>> mind.
<br><br>
<<endevent>><<loadNPC 0 "highestBidder">><<person1>>
"Sold!" Briar calls out to the <<person>>.
<br><br>
The audience roars with approval as the <<person>> rushes the stage. <<He>> hardly glances back as <<he>> throws the wad of cash to Briar.
<br><br>
<<link [[Next|Brothel Show Virginity Sex]]>><<set $sexstart to 1>><<unset $numberBidder>><<unset $lastBidder>><<unset $tip_add>><<unset $virginitytip>><</link>>
<br>
<</switch>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<npctakevirginity>>
<<set $NPCList[0].pregnancyAvoidance to 0>>
<<set $encounterDialogue to "brothelVirginityShow">>
<</if>>
<<if $mouthaction is "ask" and (["condoms", "finish", "novaginal", "nopenile"].includes($askAction))>>
<<set $consensual to 0>><<controlloss>><<violence 1>><<molested>>
<<set $enemytrust -= 200>>
<<set $enemyanger += 200>>
<br><br>
<<if $askAction is "condoms">>
<<set $phase2 to "condoms">>
<<else>>
<<set $phase2 to "stop">>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<if $phase2 is "stop">>
"I didn't just pay a fortune to take your cherry and not get it."
<<set $phase2 to 0>>
<<elseif $phase2 is "condoms">>
"I didn't pay to fuck a virgin with a rubber, you stupid slut."
<<set $phase2 to 0>>
<</if>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Brothel Show Virginity Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Brothel Show Virginity Sex]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $player.virginity.penile is true and $player.virginity.vaginal is true>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
You sigh in relief as the <<person>> cums. <<= $player.vaginaExist ? "You managed to keep the <<person>> out of your pussy" : "You managed to keep your <<penis>> out of the <<person>>">>. <<He>> is not as pleased, but is too tired to continue. <<He>> leaves the stage, shaking <<his>> head in defeat. "I was so close..."
<<else>>
You back away quickly and sigh in relief as the <<person>> recoils in pain. <<= $player.vaginaExist ? "You managed to keep the <<person>> out of your pussy" : "You managed to keep your <<penis>> out of the <<person>>">>. <<He>> is not as pleased, but is too battered to continue. <<He>> leaves the stage, shaking <<his>> head in defeat. "The fuck is your problem?"
<</if>>
<br><br>
The audience murmurs for a moment. You hear someone say, "But <<pshes>> still a virgin."
<br><br>
Before the crowd can turn hostile, you hear Briar's voice. "It was a splendid show, but I guess you'll have to wait until next time." The audience seems satisfied, but Briar gives you a cold stare.<<stress 6>><<gstress>>
<<else>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<</if>>
The <<person1>><<person>> kisses you softly on the cheek. "Wow, I can't believe I was the one to take your virginity. Thank you."
<</if>>
<br><br>
<<endcombat>>
<<link [[Cover yourself|Brothel Show Virginity Leave]]>><<set $phase to 0>><</link>>
<br>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Show off|Brothel Show Virginity Leave]]>><<set $phase to 1>><</link>> <<exhibitionist5>>
<<else>>
<span class="blue">You aren't exhibitionist enough to flaunt your nudity at them.</span>
<</if>><<effects>>
<<loadNPC 0 "highestBidder">><<clearNPC "highestBidder">><<person1>>
<<if $phase is 0>> /* Cover yourself */
<<if $player.virginity.penile is true and $player.virginity.vaginal is true>>
As the audience's cameras continue to flash, you cover your face and your <<genitals>>. It does little to hide what's happened.
<br><br>
Still trying to conceal yourself, you make a break for it. You can hear the cheers of the crowd as you flee.<<stress 6>><<gstress>><<trauma 6>><<gtrauma>>
<<else>>
The crowd cheers as the <<person>> pulls
<<if $player.virginity.vaginal isnot true>>
out of your no longer virgin <<pussy>>.
<<else>>
your no longer virgin <<penis>> out of <<his>> <<= $NPCList[0].penis isnot "none" ? "anus" : "pussy">>.
<</if>>
You move a hand to your face, blushing while concealing your <<if setup.bodyliquid.combined("vagina") gte 1 or setup.bodyliquid.combined("penis") gte 1>>dripping <</if>><<genitals>> with the other. It does little to hide what has happened<<if $player.bodyliquid.vagina.semen gte 1 and $player.virginity.vaginal isnot true>>, and cum drips out of your <<pussy>><<elseif $player.bodyliquid.penis.semen gte 1>>, and cum drips from your <<penis>><</if>>.
<br><br>
Still trying to conceal yourself, you make a break for it. You can hear the cheers of the crowd as you flee.<<stress 6>><<gstress>><<trauma 6>><<gtrauma>>
<</if>>
<br><br>
<<else>> /* Show off */
<<if $player.virginity.penile is true and $player.virginity.vaginal is true>>
Some of the people in the crowd pull out their cellphones to snap pictures of your victory. You smile for the camera and pose, letting the crowd enjoy the view of your unblemished <<genitals>>.
<br><br>
Finally, you bow once more and walk off the stage. You can still hear the crowd cheering as you vacate.<<exhibitionism5>>
<<else>>
The crowd cheers as the <<person>> pulls
<<if $player.virginity.vaginal isnot true>>
out of your no longer virgin <<pussy>>.
<<else>>
your no longer virgin <<penis>> out of <<his>> <<= $NPCList[0].penis isnot "none" ? "anus" : "pussy">>.
<</if>>
<br><br>
Some of the people in the crowd pull out their cellphones to snap pictures. You pose and
<<if $player.virginity.vaginal isnot true>>
spread your pussy lips, allowing <<if $player.bodyliquid.vagina.semen gte 1>>more cum to seep out.<<else>>a better view of your deflowered vagina.<</if>>
<<else>>
fondle your <<penis>><<if $player.bodyliquid.penis.semen gte 1>>, rubbing the cum up and down your shaft.<<else>>, allowing a better view of your deflowered penis.<</if>>
<</if>>
<br><br>
Finally, you bow once more and catwalk off the stage, giving the crowd one last show with your swaying hips. You can still hear them cheering as you vacate.<<exhibitionism5>>
<</if>>
<</if>>
<<link [[Next|Brothel Show Virginity End]]>><<clotheson>><<endevent>><</link>>
<br><<effects>>
<<npc Briar>><<person1>>
Leaning against a wall, you catch your breath.You hear footsteps and look up to see Briar approaching.
<br><br>
<<if $player.virginity.penile is true and $player.virginity.vaginal is true>>
<<set $brothelVirginityState to "virginity">>
Briar gives you an inscrutable expression and studies you for a moment.
<br><br>
<<He>> gestures you to <<his>> office. Once inside, you patiently wait for Briar to speak. "What the hell was that? I had to give a refund because of you."
<br><br>
<<if $speech_attitude is "meek">>
You tremble briefly under Briar's gaze, keeping your head down.
<<elseif $speech_attitude is "bratty">>
You hold Briar's gaze and wait for <<him>> to continue.
<<else>>
You hold Briar's gaze for a moment before looking away awkwardly.
<</if>>
<br><br>
Finally Briar speaks. "The show was not a total flop though. There were certainly a lot of happy accidents among the crowd."
<br><br>
<<He>> hands you <<= C.npc.Briar.love gte 40 ? "<<printmoney 100000>><<money 100000 'brothelShow'>>" : "<<printmoney 50000>><<money 50000 'brothelShow'>>">>. "Would have been more if you had given your cherry as promised. I expect better next time."
<<else>>
Briar gives you an appreciative smile.
<br><br>
<<He>> gestures you to <<his>> office. Once inside, you patiently wait for Briar to speak. "That was a very good show. Your fans loved it."
<br><br>
<<He>> seems satisfied and hands you <<printmoney $tip>><<money $tip "brothelShow">><<set $tip to 0>><<set $tipmod to 1>>. "You did well. I almost wish I had..." <<He>> trails off before waving you out.
<</if>>
<br><br>
<<link [[Next|Brothel Dressing Room]]>><<endevent>><</link>>
<br><<effects>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<if playerChastity()>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 250>>
<</if>>
<<npctakevirginity>>
<<set $encounterDialogue to "brothelVirginityRapeShow">>
<</if>>
<<if $vaginastate is "penetrated" or $penisstate is "penetrated" or $penisstate is "otheranus">>
<<set $phase2 to "finish">>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Brothel Show Virginity Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Brothel Show Virginity Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $phase2 is "finish">>
<<if $brothelVirginityState is "chastity">>
The <<person1>><<person>> smirks. "One less virgin in the world, and one more slut. You might have even enjoyed your first time if you hadn't tried to deny me with that stupid <<= $worn.genitals.name>>."
<br><br>
The crowd jeers, pleased to see you get what you deserved. They snap more pictures of your defiled <<genitals>> before dispersing, satisfied with the show.
<<elseif $brothelVirginityState is "chastitylost">>
The <<person1>><<person>> scowls. "Stupid whore wasn't even a virgin. Tried to hide it behind a <<= $worn.genitals.name>>." The <<person>> punches you in the ribs before spitting in your face as <<he>> stands.<<pain 8>><<ggpain>>
<br><br>
The crowd jeers, pleased to see you get what you deserved. They snap more pictures of your defiled <<genitals>>. A <<person2>><<person>> gives you a final kick before leaving with the rest.<<pain 8>><<ggpain>>
<<else>>
The <<person1>><<person>> scowls. "Stupid whore," <<he>> says, spitting in your face as <<he>> stands up.
<br><br>
The crowd jeers, pleased to see you get what you deserved. They snap more pictures of your defiled <<genitals>>. A <<person2>><<person>> gives you a final kick in the ribs before leaving with the rest, satisfied with the show.<<pain 8>><<ggpain>>
<</if>>
<br><br>
With the crowd finally placated, you crawl from the stage, leaving behind a sticky trail. You are too shaken to even notice Briar's satisfied nod as <<he>> turns and leaves.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Brothel Show Virginity Rape End]]>><</link>>
<br>
<<else>>
<<switch $virginityRapeShowPhase>>
<<case 0>>
The mob drops you centre stage, humiliated and abused. More surge forward, taking their place. Despair sets in as you realise that this is just the beginning.
<<case 1>>
As the last of them wipes their cum on you, a new mob joins the stage. Dreading what is to come, you try and prepare for more abuse.
<<case 2>>
You try to maintain your sanity as more walk on stage ready to break you.
<<case 3>>
For a brief moment when they finish, you fantasise that they were the last, but a new group soon surrounds you.
<<case 4>>
You have long since lost count of how many people have violated you and how long you have been on stage.
<<case 5>>
The angry mob's laughs and jeers die down as they lose interest in the filthy whore on stage. It takes you several minutes to sit up and look around, astounded that no one is trying to rape you. You crawl off stage, leaving behind a sticky trail.
<</switch>>
<br><br>
<<if $virginityRapeShowPhase is 5>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Brothel Show Virginity Rape End]]>><</link>>
<br>
<<else>>
<<endcombat>>
<<set _fame to fameTotal()/140>>
<<generatetakevirginity 1>><<generatetakevirginity 2>><<generatetakevirginity 3>>
<<if _fame gte random(20, 100)>><<generatetakevirginity 4>><</if>>
<<if _fame gte random(40, 100)>><<generatetakevirginity 5>><</if>>
<<if _fame gte random(60, 100)>><<generatetakevirginity 6>><</if>>
<<link [[Next|Brothel Show Virginity Rape]]>><<set $molestationstart to 1>><<set $virginityRapeShowPhase += 1>><</link>>
<br>
<</if>>
<</if>><<effects>>
<<npc Briar>><<person1>>
"You're a very stupid whore to
<<if playerChastity()>>
come here wearing that thing,"
<<elseif $brothelVirginityState is "chastitylost">>
come here wearing that thing, and lying about your virginity to boot. You could have made some good money,"
<<elseif $brothelVirginityState is "chastity" and $player.virginity.penile isnot true or $player.virginity.vaginal isnot true>>
come here wearing that thing. You could have made some good money for your virginity,"
<<elseif $brothelVirginityState is "lost">>
lie about your virginity. Too bad it's gone,"
<<else>>
come here wearing that thing. Good thing it's gone,"
<</if>>
Briar says, looking down at you.
<<if !playerChastity() and $brothelVirginityState is "chastity" and ($player.virginity.penile isnot true or $player.virginity.vaginal isnot true)>>
"And now it's gone, just like that." <<He>> snaps <<his>> fingers.
<</if>>
"I'm not paying you. What the hell were you expecting to get,
<<if $brothelVirginityState is "lost">>
lying about being a virgin?"
<<elseif !playerChastity() and $brothelVirginityState is "chastitylost">>
lying about being a virgin, and locking yourself up to boot?"
<<else>>
agreeing to sell your virginity but locking it away?"
<</if>>
Briar departs without another word, leaving you on the floor.<<npcincr Briar love -1>><<llove "Briar">>
<br><br>
<<tearful>> you manage to stand and stumble to the dressing room.
<<if playerChastity()>>
Despite it all, you kept your chastity belt. You are not sure that is a good thing.
<<elseif $brothelVirginityState is "chastity" and ($player.virginity.penile is true and $player.virginity.vaginal is true)>>
Despite it all, you managed to hold onto your virginity. You are not sure that is a good thing.
<<elseif $brothelVirginityState is "chastity">>
You wipe away tears, lamenting what you have forever lost.
<</if>>
<br><br>
<<link [[Next|Brothel Dressing Room]]>><<endevent>><</link>>
<br><<widget "brothelshowintro">>
<<set $showExplanations to $showExplanations || []>>
<<if $passage is "Briar's Office Show Ask">>
"Need a refresher?" Briar sets down <<his>> wineglass. "We have several options." <<He>> holds up one finger.
<<elseif $showExplanations.length lte 0>>
<<He>> rises to <<his>> feet and walks behind <<his>> desk. "We have several options." <<He>> ticks them off on <<his>> fingers.
<<else>>
<<He>> swirls the wine in <<his>> glass. "You know the drill. The usual options apply."
<</if>>
<<if $passage is "Briar's Office Show Ask" or !$showExplanations.includes("Default")>>
<<set _askShow to 1>> /*so "Ask for more information about each show" doesn't show up immediately after the shows are introduced for the first time*/
<<if !$showExplanations.includes("Default")>><<run $showExplanations.push("Default")>><</if>>
<br><br>
"The first is a simple performance. You flirt with the audience a bit, then invite an audience member, actually an actor, up on stage to fuck you. I'll pay you <span class="green">£600.</span>"
<br><br>
<<print $passage isnot "Briar's Office Show Ask" ? '<<He>> sits down.' : '<<He>> puts up another finger as <<he>> ticks off the options.'>> "You could also play an uptight school <<girl>> lost in a bad part of town. Gangbang ensues. <span class="green">£1000</span> for that one. You'll need a <span class="lewd">school <<girl>> outfit</span>, of course. I suspect you already have one." <<He>> smirks. "Would that be too close to home?"
<<else>>
<<set _askShow to 0>>
<</if>>
<<if $bestialitydisable is "f" and ($passage is "Briar's Office Show Ask" or !$showExplanations.includes("Pig"))>>
<br><br>
<<if !$showExplanations.includes("Pig")>><<run $showExplanations.push("Pig")>><</if>>
"Or," <<he>> continues, "we could get a pig in from one of the local farms. Then you do nasty things with it for the audience's amusement. I don't know how many would be into it, but it would get tongues flapping, which is what we want. You'll get <span class="green">£1500</span> for that."
<<elseif $monsterchance gte 1 and ($passage is "Briar's Office Show Ask" or !$showExplanations.includes("Pig")) and ($hallucinations gte 1 or $monsterhallucinations is "f")>>
<br><br>
<<if !$showExplanations.includes("Pig")>><<run $showExplanations.push("Pig")>><</if>>
"Or," <<he>> continues, "we could get a pig person in from one of the local farms. Then you do nasty things with it for the audience's amusement. I don't know how many would be into it, but it would get tongues flapping. Which is what we want. You'll get <span class="green">£1500</span> for that."
<</if>>
<<if $swarmdisable is "f" and ($passage is "Briar's Office Show Ask" or !$showExplanations.includes("Swarm"))>>
<br><br>
<<if !$showExplanations.includes("Swarm")>><<run $showExplanations.push("Swarm")>><</if>>
<<He>> pauses. "And I recently saw a video of a <<girl>> like you," <<he>> says. "Submerged in a terrarium of small creatures. Worms, I think they were. I'd like to see it in person. You'll get <span class="green">£1500</span> for that as well."
<</if>>
<<if $brothel_machine_repair gte 4 and ($passage is "Briar's Office Show Ask" or !$showExplanations.includes("Machine"))>>
<<if !$showExplanations.includes("Machine")>><<run $showExplanations.push("Machine")>><</if>>
<<if ($player.vaginaExist or $analdisable is "f")>>
<br><br>
"There's the repaired sex machine as well," <<he>> adds, almost as an afterthought. "It'll have to be a private show. No loose tongues allowed. The audience will appreciate the novelty, but <span class="lewd">they'll want to see penetration.</span> <span class="green">£1500</span> if you go through with it."
<<if $tentacledisable is "f">>
<<He>> taps <<his>> chin. "I think it has a tentacle mode, if that suits you better. Same pay, and you'll still need penetration."
<</if>>
<<elseif $tentacledisable is "f">>
<br><br>
"There's the repaired sex machine as well," <<he>> adds, almost as an afterthought. "It has a tentacle mode. It'll have to be a private show. No loose tongues allowed. The audience will appreciate the novelty, but <span class="lewd">they'll want to see penetration.</span> <span class="green">£1500</span> if you go through with it."
<</if>>
<</if>>
<</widget>>
<<widget "brothelshowoptions">>
<<if $brothelVirginityIntro is true and $brothelVirginityState isnot "lie" and ($player.virginity.penile is true and $player.virginity.vaginal is true) and !unableTakeVirginity()>>
<br><br>
<<if $brothelVirginityState is "refuse">>
"Assuming you still have your virginity, we can make a great show where you lose it. Of course, you'll have to pass a virginity test first. You'll get a lot for that, but it will depend on how much people are willing to pay."
<br><br>
<<elseif $brothelVirginityState is "virginity">>
"Fans have been asking for another shot at your cherry, seeing as how you didn't let anyone have it last time," <<he>> says. "It did bring in a good crowd though. Not sure how much you'll get this time, but you'll have to let someone take your virginity."
<br><br>
<<elseif $brothelVirginityState is "chastity">>
"People weren't happy with you last time, nor was I. However, since you're still a virgin, people would still be willing to take your cherry," <<he>> says. You'll still get plenty, assuming you don't do something stupid, like show up in another of those damn contraptions."
<br><br>
<</if>>
<<unset $brothelVirginityState>>
Special show:
<br>
<<if hasSexStat("promiscuity", 2)>>
<<templeicon "virginity">><<link [[Sell your virginity|Briar's Office Virginity Show]]>><<acceptbrothelshow "virginity">><<set $phase to 0>><</link>><<promiscuous2>>
<<else>>
<span class="blue">You aren't promiscuous enough to take up <<his>> offers.</span>
<</if>>
<</if>>
<<if $promiscuity lte 54 and $deviancy lte 74 and $demon isnot 6>>
<br><br>
<<insufficientStat "custom" "to take up any of the offers" "blue" "promiscuous or deviant">>
<<elseif hasSexStat("promiscuity", 4) or hasSexStat("deviancy", 5) or ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled"))>>
<br><br>
Standard shows:
<<if hasSexStat("promiscuity", 4)>>
<br>
<<brothelicon>><<link [[Flirt and fuck|"Briar's Office Show 2"]]>><<acceptbrothelshow "flirt">><</link>> | <span class="green">+£600</span><<promiscuous4>> <!-- Appears even with blind stats enabled. All are intentional -->
<</if>>
<<if hasSexStat("promiscuity", 5)>>
<br>
<<schoolicon>><<link [[Roleplay gangbang|"Briar's Office Show 2"]]>><<acceptbrothelshow "gangbang">><</link>> | <span class="green">+£1000</span><<promiscuous5>>
<</if>>
<<if hasSexStat("deviancy", 5) and ($bestialitydisable is "f" or ($monsterchance gte 1 and ($hallucinations gte 1 or $monsterhallucinations is "f")))>>
<br>
<<animalicon "pig">><<link [[Pig|"Briar's Office Show 2"]]>><<acceptbrothelshow "pig">><</link>> | <span class="green">+£1500</span><<deviant5>>
<</if>>
<<if $swarmdisable is "f" and hasSexStat("deviancy", 5)>>
<br>
<<petshopicon "tank large">><<link [[Creatures|"Briar's Office Show 2"]]>><<acceptbrothelshow "swarm">><</link>> | <span class="green">+£1500</span><<deviant5>>
<</if>>
<</if>>
<<if $brothel_machine_repair is 1>>
<br><br>
The sex machine is <span class="red">broken.</span>
<<elseif $brothel_machine_repair is 2>>
<br><br>
The sex machine is <span class="lewd">out of fuel.</span>
<<elseif $brothel_machine_repair gte 4 and hasSexStat("promiscuity", 5) and ($tentacledisable is "f" or ($player.vaginaExist or $analdisable is "f"))>>
<br><br>
Sex machine shows:
<br>
<<if ($player.vaginaExist or $analdisable is "f")>>
<<sextoysicon>><<link [[Sex machine|"Briar's Office Show 2"]]>><<acceptbrothelshow "machine">><</link>> | <span class="green">+£1500</span><<promiscuous5>>
<</if>>
<br>
<<if $tentacledisable is "f">>
<<sextoysicon>><<link [[Sex machine, tentacle mode|"Briar's Office Show 2"]]>><<acceptbrothelshow "tentacles">><</link>> | <span class="green">+£1500</span><<promiscuous5>>
<</if>>
<</if>>
<<if ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled")) or (hasSexStat("deviancy", 5) and $farm_stage gte 7 and $farm.steed and ($bestialitydisable is "f" or $per_npc.saddled_steed.monster is "monster"))>>
<br><br>
Suggest a show:
<<if hasSexStat("deviancy", 5) and $farm_stage gte 7 and $farm.steed and ($bestialitydisable is "f" or $per_npc.saddled_steed.monster is "monster")>>
<br>
<<animalicon "horse">><<link [[Horse|"Briar's Office Show 2"]]>><<acceptbrothelshow "horse">><</link>> | <span class="green">+£2000</span><<deviant5>>
<</if>>
<<if ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled"))>>
<br>
<<sextoysicon "dildo">><<link [[Bukkake game|"Briar's Office Show 2"]]>><<acceptbrothelshow "bukkake">><</link>> | <span class="green">+£50 per audience orgasm</span><<demon>>
<</if>>
<</if>>
<</widget>>
<<widget "startbrothelshow">>
<<set _show to _args[0]>>
<<if not $brothelshowdata.counts[_show]>>
<<set $brothelshowdata.counts[_show] to 0>>
<</if>>
<<run $brothelshowdata.counts[_show]++>>
<<run $brothelshowdata.counts.done++>>
<<set $brothelshowdata.type to "none">>
<<set $brothelshowdata.done to true>>
<</widget>>
<<widget "acceptbrothelshow">>
<<set _show to _args[0]>>
<<set $brothelshowdata.type to _show>>
<<run $brothelshowdata.counts.agreed++>>
<<if Time.weekDay is 6>>
<<set $brothelshowdata.done to true>>
<</if>>
<</widget>>
<<widget "abortbrothelshow">>
<<set $brothelshowdata.type to "none">>
<<run $brothelshowdata.counts.agreed-->>
<<if Time.weekDay is 6>>
<<set $brothelshowdata.done to false>>
<</if>>
<</widget>>
<<widget "brothel_bukkake_init">>
<<set $brothel_show_bukkake to 0>>
<<set $brothel_show_security to 0>>
<<set $brothel_show_flirt to 0>>
<<set $brothel_show_crazed to 0>>
<</widget>>
<<widget "brothel_bukkake_end">>
<<unset $brothel_show_bukkake>>
<<unset $brothel_show_security>>
<<unset $brothel_show_flirt>>
<<unset $brothel_show_crazed>>
<</widget>>
<<widget "brothel_bukkake_links">>
<<if $brothel_show_flirt isnot 1>>
<<link [[Flirt|Brothel Show Bukkake Flirt]]>><<set $brothel_show_flirt to 1>><</link>>
<br>
<</if>>
<<link [[Gentle seduction|Brothel Show Bukkake Gentle]]>><</link>>
<br>
<<link [[Aggressive seduction|Brothel Show Bukkake Aggressive]]>><</link>>
<br>
<<link [[End the show|Brothel Show Bukkake End]]>><</link>>
<br>
<</widget>>
<<widget "brothel_show_security">>
<<switch $brothel_show_security>>
<<case 0>>
<span class="green">Security have everything under control.</span>
<<case 1>>
<span class="teal">Security throw out a miscreant.</span>
<<case 2>>
<span class="lblue">Security punch someone out.</span>
<<case 3>>
<span class="blue">Security are struggling to keep order.</span>
<<case 4>>
<span class="purple">Security are pressed against the stage, barely keeping the audience at bay.</span>
<<case 5>>
<span class="pink">Security are being overrun.</span>
<<default>>
<span class="red">Security have lost control! The audience surges onto the stage.</span>
<</switch>>
<</widget>>
<<widget "brothel_bukkake">>
<<for _i to 0; _i lt $NPCList.length; _i++>>
<<switch _i>>
<<case 0>>
<<person1>>
<<case 1>>
<<person2>>
<<case 2>>
<<person3>>
<<case 3>>
<<person4>>
<<case 4>>
<<person5>>
<<case 5>>
<<person6>>
<</switch>>
<<if $NPCList[_i].penis isnot "none">>
The <<persons>> <<print $NPCList[_i].penisdesc>> erupts.
<<random_semen>>
<<else>>
Fluid gushes from the <<persons>> pussy.
<<random_goo>>
<</if>>
<<set $brothel_show_bukkake += 1>>
<</for>>
<</widget>>
<<widget "gloryHoleServiceCalc">>
<<set _enemyarousal to 0>>
<<set _enemyarousalmax to $enemyarousalmax>>
<<set _enemyarousal += _skill>>
<<set _enemyarousal += _submission * 3>>
<<set _enemyarousalmax -= _sex * 2>>
<<set _rounds to Math.ceil(_enemyarousalmax / _enemyarousal) >>
<<set _time to Math.ceil(_rounds / 6)>>
<</widget>>
<<widget "gloryHoleServiceInit">>
<<maninit>><<npcgloryhole>>
<<set _arousal1 to 0>>
<<set _arousal2 to 0>>
<<set _skill to 0>>
<<set _submission to 0>>
<<set _service to {}>>
<<if _args[0] is "normal">>
<<set _waitTime to 10>>
<<else>>
<<set _waitTime to 0>>
<</if>>
/* Hands */
<<set _skill to (currentSkillValue("handskill") / 100)>>
<<set _submission to 5>>
<<set _sex to 0>>
<<gloryHoleServiceCalc>>
<<set _service.hands to {}>>
<<set _service.hands.submission to _submission>>
<<set _service.hands.sex to _sex>>
<<set _service.hands.rounds to _rounds>>
<<set _testTime1 to _time>>
<<set _service.hands.time to _time + _waitTime>>
/* Mouth */
<<set _skill to (currentSkillValue("oralskill") / 100)>>
<<if $player.virginity.oral isnot true>>
<<set _submission to 10>>
<<elseif $player.virginity.oral is true>>
<<set _submission to 30>>
<</if>>
<<set _sex to 0>>
<<gloryHoleServiceCalc>>
<<set _service.mouth to {}>>
<<set _service.mouth.submission to _submission>>
<<set _service.mouth.sex to _sex>>
<<set _service.mouth.rounds to _rounds>>
<<set _service.mouth.time to _time + _waitTime>>
/* Chest */
<<set _skill to (currentSkillValue("chestskill") / 100)>>
<<set _submission to 3>>
<<set _sex to 0>>
<<gloryHoleServiceCalc>>
<<set _service.chest to {}>>
<<set _service.chest.submission to _submission>>
<<set _service.chest.sex to _sex>>
<<set _service.chest.rounds to _rounds>>
<<set _service.chest.time to _time + _waitTime>>
/* Feet */
<<set _skill to (currentSkillValue("feetskill") / 100)>>
<<set _submission to 2>>
<<set _sex to 0>>
<<gloryHoleServiceCalc>>
<<set _service.feet to {}>>
<<set _service.feet.submission to _submission>>
<<set _service.feet.sex to _sex>>
<<set _service.feet.rounds to _rounds>>
<<set _service.feet.time to _time + _waitTime>>
/* Thigh */
<<set _skill to (currentSkillValue("thighskill") / 100)>>
<<set _submission to 5>>
<<set _sex to 5>>
<<gloryHoleServiceCalc>>
<<set _service.thigh to {}>>
<<set _service.thigh.submission to _submission>>
<<set _service.thigh.sex to _sex>>
<<set _service.thigh.rounds to _rounds>>
<<set _service.thigh.time to _time + _waitTime>>
/* Butt */
<<set _skill to (currentSkillValue("bottomskill") / 100)>>
<<set _submission to 3>>
<<set _sex to 2>>
<<gloryHoleServiceCalc>>
<<set _service.bottom to {}>>
<<set _service.bottom.submission to _submission>>
<<set _service.bottom.sex to _sex>>
<<set _service.bottom.rounds to _rounds>>
<<set _service.bottom.time to _time + _waitTime>>
/* Penis */
<<set _skill to (currentSkillValue("penileskill") / 100)>>
<<set _submission to 20>>
<<set _sex to 0>>
<<if $player.virginity.penile isnot true>>
<<set _sex to 30>>
<<elseif $player.virginity.penile is true>>
<<set _sex to 100>>
<</if>>
<<gloryHoleServiceCalc>>
<<set _service.penis to {}>>
<<set _service.penis.submission to _submission>>
<<set _service.penis.sex to _sex>>
<<set _service.penis.rounds to _rounds>>
<<set _service.penis.time to _time + _waitTime>>
/* Vagina */
<<set _skill to (currentSkillValue("vaginalskill") / 100)>>
<<set _submission to 20>>
<<set _sex to 0>>
<<if $player.virginity.vaginal isnot true and $NPCList[0].penis isnot "none">>
<<set _sex to 30>>
<<elseif $player.virginity.vaginal is true and $NPCList[0].penis isnot "none">>
<<set _sex to 100>>
<</if>>
<<gloryHoleServiceCalc>>
<<set _service.vagina to {}>>
<<set _service.vagina.submission to _submission>>
<<set _service.vagina.sex to _sex>>
<<set _service.vagina.rounds to _rounds>>
<<set _service.vagina.time to _time + _waitTime>>
/* Anus */
<<set _skill to (currentSkillValue("analskill") / 100)>>
<<set _submission to 15>>
<<set _sex to 0>>
<<if $player.virginity.anal isnot true>>
<<set _sex to 30>>
<<elseif $player.virginity.anal is true>>
<<set _sex to 100>>
<</if>>
<<gloryHoleServiceCalc>>
<<set _service.anus to {}>>
<<set _service.anus.submission to _submission>>
<<set _service.anus.sex to _sex>>
<<set _service.anus.rounds to _rounds>>
<<set _service.anus.time to _time + _waitTime>>
<</widget>>
<<widget "gloryHoleServiceEffects">>
<<set $gloryhole to 1>>
<<set _sexavoid to $sexavoid>><<set _rapeavoid to $rapeavoid>>
<<set $sexavoid to 1>><<set $rapeavoid to 1>>
<<consensual>><<set $consensual to 1>>
<<switch _args[0]>>
<<case "hand">>
<<set _submission to _service.hands.submission>>
<<set _sex to _service.hands.sex>>
<<set _rounds to _service.hands.rounds>>
<<set _time to _service.hands.time>>
<<handskill _rounds>><<handstat>>
<<if $NPCList[0].penis isnot "none">>
<<if random(100) gt 50>>
<<set $NPCList[0].penis to "leftarm">>
<<else>>
<<set $NPCList[0].penis to "rightarm">>
<</if>>
<<elseif $NPCList[0].vagina isnot "none">>
<<if random(100) gt 50>>
<<set $NPCList[0].vagina to "leftarm">>
<<else>>
<<set $NPCList[0].vagina to "rightarm">>
<</if>>
<</if>>
<<case "mouth">>
<<set _submission to _service.mouth.submission>>
<<set _sex to _service.mouth.sex>>
<<set _rounds to _service.mouth.rounds>>
<<set _time to _service.mouth.time>>
<<oralskill _rounds>><<oralstat>><<raped>>
<<if $NPCList[0].penis isnot "none">>
<<set $NPCList[0].penis to "mouth">>
<<if $player.virginity.oral is true>>
<<takeVirginity $NPCList[0].fullDescription "oral">>
<</if>>
<<elseif $NPCList[0].vagina isnot "none">>
<<set $NPCList[0].vagina to "mouth">>
<</if>>
<<case "chest">>
<<set _submission to _service.chest.submission>>
<<set _sex to _service.chest.sex>>
<<set _rounds to _service.chest.rounds>>
<<set _time to _service.chest.time>>
<<chestskill _rounds>><<cheststat>>
<<if $NPCList[0].penis isnot "none">>
<<set $NPCList[0].penis to "chest">>
<</if>>
<<case "feet">>
<<set _submission to _service.feet.submission>>
<<set _sex to _service.feet.sex>>
<<set _rounds to _service.feet.rounds>>
<<set _time to _service.feet.time>>
<<feetskill _rounds>><<feetstat>>
<<if $NPCList[0].penis isnot "none">>
<<set $NPCList[0].penis to "feet">>
<<elseif $NPCList[0].vagina isnot "none">>
<<set $NPCList[0].vagina to "feet">>
<</if>>
<<case "thigh">>
<<set _submission to _service.thigh.submission>>
<<set _sex to _service.thigh.sex>>
<<set _rounds to _service.thigh.rounds>>
<<set _time to _service.thigh.time>>
<<thighskill _rounds>><<thighstat>>
<<set $NPCList[0].penis to "thighs">>
<<case "butt">>
<<set _submission to _service.bottom.submission>>
<<set _sex to _service.bottom.sex>>
<<set _rounds to _service.bottom.rounds>>
<<set _time to _service.bottom.time>>
<<bottomskill _rounds>><<bottomstat>>
<<set $NPCList[0].penis to "cheeks">>
<<case "penis">>
<<set _submission to _service.penis.submission>>
<<set _sex to _service.penis.sex>>
<<set _rounds to _service.penis.rounds>>
<<set _time to _service.penis.time>>
<<if $player.virginity.penile is true>>
<<violence 30>><<bruise penis>><<takeVirginity $NPCList[0].fullDescription "penile">>
<</if>>
<<if random(100) gt 50 and $NPCList[0].vagina isnot "none">>
<<set _target to "vaginal">>
<<set $NPCList[0].vagina to "penis">>
<<else>>
<<set _target to "anal">>
<<set $NPCList[0].vagina to "otheranus">>
<</if>>
<<penileskill _rounds>><<raped>><<penisraped>><<penilestat>><<takeNPCVirginity 0 _target>>
<<case "vagina">>
<<set _submission to _service.vagina.submission>>
<<set _sex to _service.vagina.sex>>
<<set _rounds to _service.vagina.rounds>>
<<set _time to _service.vagina.time>>
<<vaginalskill _rounds>><<raped>>
<<if $NPCList[0].penis isnot "none">>
<<set $NPCList[0].penis to "vagina">><<takeNPCVirginity 0 "penile">><<vaginalstat>><<vaginaraped>>
<<if $player.virginity.vaginal is true>>
<<bruise vagina>><<takeVirginity $NPCList[0].fullDescription "vaginal">>
<</if>>
<<elseif $NPCList[0].vagina isnot "none">>
<<set $NPCList[0].vagina to "vagina">>
<</if>>
<<case "anus">>
<<set _submission to _service.anus.submission>>
<<set _sex to _service.anus.sex>>
<<set _rounds to _service.anus.rounds>>
<<set _time to _service.anus.time>>
<<analskill _rounds>><<analstat>><<raped>><<anusraped>>
<<if $NPCList[0].penis isnot "none">>
<<set $NPCList[0].penis to "anus">><<takeNPCVirginity 0 "penile">>
<<if $player.virginity.anal is true>>
<<takeVirginity $NPCList[0].fullDescription "anal">><<bruise anus>><<violence 30>>
<</if>>
<</if>>
<</switch>>
<<set $phase to 2>>
<<set $gloryholestat += 1>><<set $prostitutionstat += 1>><<fameprostitution 1>>
<<set _arousal1 += (_submission * 20) * _rounds>>
<<arousal _arousal1>>
<<set _arousal2 += _sex * 20>>
<<arousal _arousal2>>
<<tiredness 3>>
<<pass _time>>
<<set $gloryhole to 0>>
<</widget>>
<<widget "timeTrackingEndBrothel">>
<<timeTrackingEnd "brothel">><<timeTrackingEnd "brothelDanceTips">><<timeTrackingEnd "brothelShow">>
<</widget>>
<<widget "brothelvirginitybidders">>
<<if $numberBidder isnot undefined and $virginitytip gt $tip_add>>
<<set $tip_add += ($virginitytip - $tip) * 0.5>><<tipset>>
<</if>>
<<if $numberBidder is undefined>>
<<set $numberBidder to 1>>
<</if>>
<<if $numberBidder lte 6 and ($numberBidder lte 2 or _args[0] is undefined)>>
<<generatetakevirginity $numberBidder>><<personselect $numberBidder-1>><<set $lastBidder to $numberBidder-1>><<set $numberBidder += 1>>
<<else>>
<<set _bidder to $numberBidder-2>> /* $numberBidder is 2~7, $lastBidder requires 0~5, so -2 */
<<set _r to random(0, _bidder)>>
<<if _r is $lastBidder>>
<<set _r to _r % _bidder + 1>>
<</if>>
<<if _r is _highestBidder>>
<<set _r to _r % _bidder + 1>>
<</if>>
<<set $lastBidder to _r>>
<<personselect $lastBidder>>
<</if>>
<</widget>><<effects>>
<<set $busChikanPhase to 0>>
<<set $busChikanOrgasm to 0>>
<<set $passengerAttention to 0>>
<<set $assaultEnergy to random(25,50)>>
<<generate2>><<generateyv3>><<generate4>>
The crude touch of a stranger rapidly sends your senses into high alert.
<br><br>
As you scan your surroundings, you quickly notice:
<br><br>
A <<person2>><<person>> standing close to you. <<He>> seems distracted minding <<his>> own business.
<br>
A <<person3>><<person>> staring out the window with a blank expression. Looks mildly bothered by something.
<br>
And a <<person4>><<person>> grinning smugly as <<he>> chats casually with the <<person1>><<person>> sitting beside you.
<br><br>
They all seem to be crowding around you. <span class="purple">Something's not right...</span>
<br><br>
<<link [[Next|Bus Chikan Progress]]>><</link>><<effects>>
<<set $danger to random(1,10000)>>
<<if $danger gte 2500>>
The <<person1>><<person>> shifts closer to you.
<br><br>
<<if $NPCList[0].skills.security gte 600>>
"This should be a fun trip," <<he>> whispers as <<he>> glances at you with a lustful gaze.
<<elseif $NPCList[0].skills.security lte 300>>
<<He>> accidentally bumps you with <<his>> leg. "S-sorry," <<he>> says nervously.
<<else>>
<<He>> doesn't say anything, yet you notice <<he>> glances at you several times.
<</if>>
<br><br>
A few moments later, the <<person1>><<persons>> touch turns bolder, as <<he>> begins rubbing your leg through your $worn.lower.name.
<<chikanmolestactions>>
<<elseif $rng gte 55>>
The trip seems to be passing quickly, but at one point the <<person4>><<person>> starts talking about the orphanage.
<br><br>
"Yeah, the whole place is full of them. If you're lucky, you get a virgin, and the best part is that no one cares if they go missing," <<he>> says, before glancing over at you.
<br><br>
<<He>> doesn't address you directly, but you can't help but think they know you live there, and it makes you feel uncomfortable. <<gstress>><<stress 2>>
<br><br>
<<if $NPCList[0].skills.security gte 600>>
Despite your clear discomfort, the <<person1>><<person>> simply laughs heartily at the <<person4>><<persons>> crude remarks. "I bet you could find yourself one of those if you look hard enough," <<person1>><<he>> points out while glancing at you.
<<elseif $NPCList[0].skills.security lte 300>>
The <<person1>><<person>> also shifts uncomfortably in <<his>> seat and bumps you by accident. "S-sorry..." <<he>> apologises. <<He>> turns back to the <<person4>><<person>> and finally interjects, "Y-yeah? Is that so?"
<<else>>
Without saying a word, the <<person1>><<person>> simply smirks knowingly at the <<person4>><<persons>> crude remarks.
<</if>>
<br><br>
A few moments later, as if emboldened by the <<person4>><<persons>> remarks, the <<person1>><<person>> begins rubbing your leg through your $worn.lower.name.
<<chikanmolestactions>>
<<elseif $rng gte 40>>
During the trip, the <<person4>><<person>> steps closer to the <<person3>><<person>> and places <<person4>><<his>> hand<<person3>>
<<if $pronoun is "f">>
up the <<persons>> skirt.
<<else>>
down the <<persons>> pants.
<</if>>
<br><br>
<<link [[Keep watching|Bus Chikan Passenger Watch]]>><</link>> <<promiscuous1>>
<br>
<<link [[Look away|Bus Chikan Passenger Look Away]]>><</link>>
<<elseif $rng gte 25>>
As the bus bumps and rattles, you notice the <<person4>><<person>> swaying back and forth with a devious look in <<his>> eyes. Next to <<him>>, the <<person3>><<person>> seems to be tightly gripping <<his>> hand strap and showing signs of arousal.
<br><br>
From where you're sitting, you can't help but notice that the <<person4>><<person>> has positioned <<his>> suitcase between the <<person3>><<persons>> legs and is nudging the corner into <<his>> crotch.
<br><br>
You straighten up in your seat and look away. Not long after, the <<person3>><<person>> leaves in a hurry, <<if $NPCList[2].gender is "f">>panting heavily as a result.<<else>>covering <<his>> groin with <<his>> hands.<</if>>
<br><br>
<<link [[Next|Bus Chikan End]]>><</link>>
<<else>>
Lucky for you, traffic seems to be pretty light today, and the <<person1>><<person>> misses <<his>> chance to attempt anything.
<br><br>
<<link [[Next|Bus Chikan End]]>><</link>>
<</if>><<effects>>
You keep looking at the <<person4>><<person>> as they continue to molest the <<person3>><<person>>.
<br>
No one else in the bus seems to notice as the <<person4>><<person>> slips <<his>> hand further into the <<person3>><<persons>> underwear and begin stroking <<him>>.
<br>
The <<person4>><<person>> notices you looking, removes <<his>> hand, and looks at <<his>> watch for an instant. Then, <<he>> winks at you before looking away, as the <<person3>><<person>> takes this chance to sneak away and hurry out of the bus, tears streaming down <<his>> face.
<br><br>
<<promiscuity1>>
<<link [[Next|Bus Chikan End]]>><</link>><<effects>>
You can't bring yourself to watch the violation, so you turn your attention back to yourself. You can hear the <<person3>><<person>> moaning softly in your vicinity.
<br><br>
<<link [[Next|Bus Chikan End]]>><</link>><<effects>>
<<set $busChikanPhase++>>
<<set $passengerAttention++>>
<<if $passengerAttention gte 10>>
Your attempts to get rid of the <<person1>><<person>> have disturbed the other passengers. The <<people>> all start turning their heads and looking at you in outrage at all the commotion you are making.
<br><br>
<<link [[Next|Bus Chikan Molest Discovered]]>><</link>>
<<elseif $assaultEnergy gte 1>>
<<if $arousal gte $arousalmax>>
<<orgasm>>
<<set $busChikanOrgasm to 1>>
You moan in ecstasy and collapse into your seat as <<he>> pulls <<his>> hand from your <<undies>> and wipes your cum on your $worn.lower.name.
<br><br>
<span class="red">The whole bus immediately goes silent as everyone takes notice of your sudden outburst.</span>
<br><br>
<<link [[Next|Bus Chikan Molest Discovered]]>><</link>>
<<elseif $busChikanPhase lte 2>>
You grab the hand on your thigh and try to move it away,
<<if $speech_attitude is "bratty">>
glaring at the <<person>>. "Get your hands off of me, pervert," you say firmly.
<<elseif $speech_attitude is "meek">>
<<nervously>> looking down as you avoid making eye contact. "<<if $pronoun is "m">>Sir<<else>>Miss<</if>>, please stop. You're making me uncomfortable," you say meekly.
<<else>>
glancing at the <<person>>. "This is inappropriate, please stop," you say.
<</if>>
<br><br>
<<if $NPCList[0].skills.security gte 600>>
"I love it when they fight back," <<he>> whispers, continuing <<his>> assault.
<<set $assaultEnergy += 3>>
<<elseif $NPCList[0].skills.security lte 300>>
"S-sorry," <<he>> says nervously, <<his>> grip on your leg loosening.
<<set $assaultEnergy -= 5>>
<<else>>
<<He>> doesn't say anything and continues rubbing.
<</if>>
<<elseif $busChikanPhase is 3>>
The <<person>> gets bolder and
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
shoves <<his>> hand up your $worn.lower.name and begins rubbing your <<undies>>.
<<else>>
shoves <<his>> hand down your $worn.lower.name and begins rubbing your <<undies>>.
<</if>>
<<His>> firm touch makes you shudder.<<garousal>> <<arousal 200 "genitals">>
<br><br>
<<if $speech_attitude is "bratty">>
You dig your nails into <<his>> wrist as you pull. "Stop this at once."
<<elseif $speech_attitude is "meek">>
"Please s-stop... I don't like this," you murmur, weakly holding <<his>> wrist.
<<else>>
You tug at <<his>> wrist. "Please stop."
<</if>>
<br><br>
<<if $NPCList[0].skills.security gte 600>>
<<if $player.penisExist>>
"How would I get you hard if I stop?"
<<else>>
"How would I get you wet if I stop?"
<</if>>
<<he>> says as <<he>> continues rubbing.
<<set $assaultEnergy += 3>>
<<elseif $NPCList[0].skills.security lte 300>>
"D-don't you like this?" <<he>> says solemnly.
<<set $assaultEnergy -= 5>>
<<else>>
<<He>> ignores your demands and continues rubbing.
<</if>>
<<elseif $busChikanPhase lte 6>>
The <<persons>> hand remains
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
under your $worn.lower.name as <<he>> continues rubbing your <<undies>>.
<<else>>
down your $worn.lower.name as <<he>> continues rubbing your <<undies>>.
<</if>>
<<His>> rhythmic rub is filling you with heat.<<garousal>> <<arousal 200 "genitals">>
<br><br>
<<if $speech_attitude is "bratty">>
You place your hand firmly onto <<hers>> to try and disrupt the motion. "Get your hand out of there, you perv."
<<elseif $speech_attitude is "meek">>
"Y-you have to stop," you say, your hand locked in unison with <<his>> as you try to fight <<him>>.
<<else>>
"Please stop touching me," you say to <<him>> as you try to remove <<his>> hand from your $worn.lower.name.
<</if>>
<br><br>
<<if $NPCList[0].skills.security gte 600>>
<<if $player.penisExist>>
"You're so hard already.
<<else>>
"You're so wet already.
<</if>>
How can you tell me to stop when you're this turned on?" <<he>> says as <<he>> continues rubbing.
<<set $assaultEnergy += 3>>
<<elseif $NPCList[0].skills.security lte 300>>
"B-but," <<he>> says meekly. <<He>> looks like <<he>> wants to say something else but keeps quiet.
<<set $assaultEnergy -= 5>>
<<else>>
<<He>> ignores your demands and continues rubbing.
<</if>>
<<elseif $busChikanPhase is 7>>
Unable to resist <<himself>>,
<<if $worn.under_lower.name isnot "naked">>
the <<persons>> hand goes under your $worn.under_lower.name and
<<else>>
the <<person>>
<</if>>
<<if $player.penisExist>>
grabs your <<penis>>.
<<else>>
sticks a finger deep into your <<pussy>>.
<</if>>
<br><br>
You gasp as <<his>> touch sends shockwaves through your body. <<ggarousal>><<arousal 500 "genitals">>
<br><br>
<<if $speech_attitude is "bratty">>
You grip <<his>> hand tightly and glare at <<him>>.
<<if $player.penisExist>>
"L-let go of it, or I swear I'll break your hand."
<<else>>
"G-get your finger out of there, or I swear I'll break your hand."
<</if>>
<<elseif $speech_attitude is "meek">>
"N-no, please," you say as you feebly attempt to remove <<his>> hand from your <<genitals>>.
<<else>>
"D-don't do this, <<sir>>, please," you say to <<him>> as you grip <<his>> hand.
<</if>>
<br><br>
<<if $NPCList[0].skills.security gte 600>>
"I'm going to make you cum in front of everyone," <<he>> says fiendishly.
<<set $assaultEnergy += 3>>
<<elseif $NPCList[0].skills.security lte 300>>
"B-but we are so close," <<he>> says.
<<set $assaultEnergy -= 5>>
<<else>>
<<He>> ignores your demands and continues rubbing.
<</if>>
<<else>>
The <<person>> vigorously
<<if $player.penisExist>>
jerks your <<genitals>>.
<<else>>
fingers your <<genitals>>.
<</if>>
<br><br>
<<set $agrowth to 100 * $busChikanPhase>>
The relentless assault is pushing you closer to the edge. <<ggarousal>><<arousal $agrowth>>
<br><br>
<<if $speech_attitude is "bratty">>
You try to shove <<him>> away, but you can't muster enough strength to do it effectively.
<<elseif $speech_attitude is "meek">>
You weakly tug at the arm that is assaulting your crotch.
<<else>>
You try pulling the assaulting hand from between your legs, without much success.
<</if>>
<br><br>
<<if $NPCList[0].skills.security gte 600>>
"Are you sure you don't like this? Your <<genitals>> feels like it's ready to burst."
<<set $assaultEnergy += 3>>
<<elseif $NPCList[0].skills.security lte 300>>
"After all this, you still don't like it?" <<he>> asks softly.
<<set $assaultEnergy -= 5>>
<<else>>
Your attempts do not phase <<him>> as <<he>> continues <<his>> assault undisturbed.
<</if>>
<</if>>
<<if $busChikanOrgasm lte 0>>
<<chikanattention>>
<<chikanmolestactions>>
<</if>>
<<else>>
The <<person>> seems to have gotten enough of harassing you.
<br>
<<if $NPCList[0].skills.security gte 600>>
"You're no fun," <<he>> says, pulling <<his>> hand away.
<<elseif $NPCList[0].skills.security lte 300>>
"S-sorry," <<he>> says nervously, meekly pulling <<his>> hand away. "I just... wanted to try it. I wanted to be in control for once." <<He>> looks away, ashamed.
<<set $assaultEnergy -= 5>>
<<else>>
<<He>> silently pulls <<his>> hand away.
<</if>>
<br><br>
You fix your clothes before shifting upright in your seat.
<br><br>
<<link [[Next|Bus Chikan End]]>><</link>>
<</if>><<effects>>
<<set $busChikanPhase++>>
<<set $passengerAttention -=1>>
<<if $assaultEnergy gte 1>>
<<if $arousal gte $arousalmax>>
<<orgasm>>
<<set $busChikanOrgasm to 1>>
You moan in ecstasy and collapse into your seat as <<he>> pulls <<his>> hand from your <<undies>> and wipes your cum on your $worn.lower.name.
<br><br>
<span class="red">The whole bus immediately goes silent as everyone takes notice of your sudden outburst.</span>
<br><br>
<<link [[Next|Bus Chikan Molest Discovered]]>><</link>>
<<elseif $busChikanPhase lte 2>>
You ignore the <<persons>> hand on your thigh and look out the window.
<br><br>
<<if $NPCList[0].skills.security gte 600>>
"How does this feel?" <<he>> whispers, rubbing your thigh.
<<set $assaultEnergy -= 5>>
<<elseif $NPCList[0].skills.security lte 300>>
"D-do you like this?" <<he>> asks nervously, gently rubbing your thigh.
<<set $assaultEnergy += 3>>
<<else>>
<<He>> silently rubs your thigh.
<</if>>
<<elseif $busChikanPhase is 3>>
The <<person>> gets bolder and
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
shoves <<his>> hand up your $worn.lower.name and begins rubbing your <<undies>>.
<<else>>
shoves <<his>> hand down your $worn.lower.name and begins rubbing your <<undies>>.
<</if>>
<<His>> firm touch makes you shudder.<<garousal>> <<arousal 200 "genitals">>
<br><br>
Despite this, you ignore <<his>> touch and continue looking outside.
<br><br>
<<if $NPCList[0].skills.security gte 600>>
"Your mouth says nothing, but your body says everything," <<he>> says as <<he>> continues rubbing.
<<set $assaultEnergy -= 5>>
<<elseif $NPCList[0].skills.security lte 300>>
"Sh-should I continue?" <<he>> asks softly.
<<set $assaultEnergy += 3>>
<<else>>
<<He>> remains silent.
<</if>>
<<elseif $busChikanPhase lte 6>>
The <<persons>> hand remains
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
under your $worn.lower.name as <<he>> continues rubbing your <<undies>>.
<<else>>
down your $worn.lower.name as <<he>> continues rubbing your <<undies>>.
<</if>>
<<His>> rhythmic rub is filling you with heat.<<garousal>> <<arousal 200 "genitals">>
<br><br>
You try to ignore it and focus on anything else, but find yourself rocking your hips in sync with <<his>> hand.
<br><br>
<<if $NPCList[0].skills.security gte 600>>
<<if $player.penisExist>>
"You're getting so hard.
<<else>>
"You're getting so wet.
<</if>>
How can you ignore this?" <<he>> says as <<he>> continues rubbing.
<<set $assaultEnergy -= 5>>
<<elseif $NPCList[0].skills.security lte 300>>
"I'm glad you like this," <<he>> says meekly.
<<set $assaultEnergy += 3>>
<<else>>
<<His>> silent assault on your <<undies>> continues.
<</if>>
<<elseif $busChikanPhase is 7>>
Unable to resist <<himself>>, the <<persons>> hand
<<if $worn.under_lower.name isnot "naked">>
goes under your $worn.under_lower.name
<</if>>
and
<<if $player.penisExist>>
grabs your <<penis>>.
<<else>>
sticks a finger deep into your <<pussy>>.
<</if>>
<br><br>
You gasp as <<his>> touch sends shockwaves through your body. <<ggarousal>><<arousal 500 "genitals">>
<br><br>
You grip the edge of your seat as you try to keep your focus away from your crotch.
<br><br>
<<if $NPCList[0].skills.security gte 600>>
"I'm going to make you cum in front of everyone, and you won't even look me in the eye?" <<he>> says, annoyed.
<<set $assaultEnergy -= 5>>
<<elseif $NPCList[0].skills.security lte 300>>
"I'll be gentle," <<he>> whispers.
<<set $assaultEnergy += 5>>
<<else>>
<<He>> says nothing as <<he>> steps up <<his>> assault on your <<genitals>>.
<</if>>
<<else>>
The <<person>> vigorously
<<if $player.penisExist>>
jerks your <<genitals>>.
<<else>>
fingers your <<genitals>>.
<</if>>
<br><br>
<<set $agrowth to 100 * $busChikanPhase>>
The relentless assault is pushing you closer to the edge. <<ggarousal>><<arousal $agrowth>>
<br><br>
You keep trying to ignore your heat but find it harder by the second.
<br><br>
<<if $NPCList[0].skills.security gte 600>>
"It feels like you're just about ready to burst. Come on! Say something!"
<<set $assaultEnergy -= 5>>
<<elseif $NPCList[0].skills.security lte 300>>
"I'm close too," <<he>> says softly.
<<set $assaultEnergy += 3>>
<<else>>
<<He>> continues to look elsewhere, as if <<he>> isn't openly violating you.
<</if>>
<</if>>
<<if $busChikanOrgasm lte 0>>
<<chikanattention>>
<<chikanmolestactions>>
<</if>>
<<else>>
The <<person>> seems to have gotten enough of harassing you.
<br>
<<if $NPCList[0].skills.security gte 600>>
"You're no fun," <<he>> says, pulling <<his>> hand away.
<<elseif $NPCList[0].skills.security lte 300>>
"S-sorry," <<he>> says nervously, meekly pulling <<his>> hand away. "Something should've happened by now, I just..." <<He>> looks away, ashamed.
<<else>>
<<He>> silently pulls <<his>> hand away.
<</if>>
<br><br>
You fix your clothes and sit back up in your seat.
<br><br>
<<link [[Next|Bus Chikan End]]>><</link>>
<</if>><<effects>>
"Someone please help, <<he>> is touching me inappropriately!" you shout out loud.
<br>
<span class="red">The bus grows silent as everyone turns and looks at you.</span>
<br>
The <<person>> pulls <<his>> hand away.
<br><br>
<<link [[Next|Bus Chikan Molest Discovered]]>><</link>><<effects>><<famesex 5>>
The <<person2>><<person>> looks at you, filled with outrage. "What is going on over here!?" the <<person2>><<person>> angrily demands.
<br><br>
<<if $busChikanOrgasm gte 1>>
You sit dazed, not quite sure how to explain what happened as your orgasm continues to pulse through your body.
<br><br>
<<if $NPCList[0].skills.security gte 600>>
<<pass $busChikanPhase>>
"This little pervert was touching <<pherself>>. I was hoping <<pshe>> would stop so I didn't have to disturb everyone," the <<person1>><<person>> says, shifting <<himself>> away from you.
<br><br>
"Oh, is that so? Seems like we have a little pervert over here," the <<person2>><<person>> exclaims. "I guess we'll just have to teach this deviant a lesson."
<br><br>
<<saveNPC 3 "bus_chikan">>
<<clearsinglenpc 2>>
<<clearsinglenpc 3>>
<<loadNPC 2 "bus_chikan">>
<<clearNPC "bus_chikan">>
<<link [[Next|Bus orgasm]]>><<set $molestationstart to 1>><</link>>
<<elseif $NPCList[0].skills.security lte 300>>
"This <<girl>> seems to have had some sort of episode," the <<person1>><<person>> says meekly.
<br><br>
"You don't look well at all," the <<person2>><<person>> says apologetically. "Stay there and let us to see you off once your stop arrives."
<br><br>
<<link [[Next|Bus Chikan End]]>><</link>>
<<else>>
"This <<girl>> seems to have had some sort of episode," the <<person1>><<person>> says. "Allow me to take care of <<phim>>. I can have a taxi pick me up later."
<br><br>
The <<person2>><<person>> nods as the <<person1>><<person>> pulls you to your feet and walks you out of the bus at the next stop. In your current state, you are in no condition to object.
<br><br>
"We're not done just yet," the <<person1>><<person>> whispers in your ear as <<he>> walks you into a nearby alley and starts probing at your body.
<br><br>
<<saveNPC 0 "bus_chikan">>
<<endevent>>
<<loadNPC 0 "bus_chikan">>
<<clearNPC "bus_chikan">>
<<link [[Next|Bus Stop Alley Molest]]>><<set $molestationstart to 1>><</link>>
<</if>>
<<else>>
<<tearful>> you point at the <<person1>><<person>>. "It was <<him>>, <<he>> was touching me inappropriately."
<br><br>
<<if $NPCList[0].skills.security gte 600>>
"You lying little <<bitch>>. If I was touching you, it was only to get you away from me. <<pShe>> kept eyeing me up weirdly. I think <<pshe>> might be some kind of pervert or something," the <<person>> says.
<br><br>
"Is that so?" The <<person2>><<person>> sighs. "I guess there's only one way to truly teach this lying <<bitch>> a lesson."
<br><br>
You shift uncomfortably in your seat at <<his>> words. The <<person1>><<person>> brazenly pinches your <<bottom>>. <<embarrassment>>
<br><br>
<<saveNPC 3 "bus_chikan">>
<<clearsinglenpc 2>>
<<clearsinglenpc 3>>
<<loadNPC 2 "bus_chikan">>
<<clearNPC "bus_chikan">>
<<link [[Next|Bus orgasm]]>><<set $molestationstart to 1>><</link>>
<<elseif $NPCList[0].skills.security lte 300>>
"They had something on their $worn.lower.name. There's been a misunderstanding; I was just trying to help," the <<person1>><<person>> says meekly.
<br>
The <<person2>><<person>> sighs dejectedly. "Please, stop making our day any harder. We all just want to reach our destinations in peace. Just... remain seated in silence until we reach your stop, okay?"
<br><br>
You shift uncomfortably in your seat, left with no choice but to accept your current situation. <<embarrassment>>
<br><br>
<<link [[Next|Bus Chikan End]]>><</link>>
<<else>>
"I won't stand for this. You can't just molest someone like that and simply walk away unscathed. You're coming with me! We're going to the police," the <<person2>><<person>> shouts.
<br>
"W-wait, let me explain!" the <<person1>><<person>> says nervously. You move away from <<him>> and fix your clothes. The <<person2>><<person>> apprehends <<person1>><<him>> forcefully, and after a few minutes, the next stop arrives and the <<person2>><<person>> carries the <<person1>><<person>> out of the bus.
<br>
"I am so, so sorry about this," the <<person2>><<person>> says. "I'll make sure that <<person1>><<he>> pays for <<his>> transgressions."
<br><br>
After the commotion finally clears, the bus continues.
<br><br>
<<link [[Next|Bus Chikan End]]>><</link>>
<</if>>
<</if>><<effects>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<set $enemyanger to 0>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $enemyhealth lte 0>>
<span id="next"><<link [[Next|Bus Stop Alley Molest Escape]]>><</link>></span><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Bus Stop Alley Molest Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bus Stop Alley Molest]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<ejaculation>>
The <<person1>><<person>> gets up, dresses, and leaves without a word, leaving you in the alley.
<br>
<<underuppersteal>>
<<underlowersteal>>
<br><br>
<<tearful>> you climb to your feet and slowly pick up whatever's left of you.
<br><br>
<<clotheson>>
<<endcombat>>
<<rng 13>>
<<switch $rng>>
<<case 1>>
<<set $bus to "nightingale">>
<<case 2>>
<<set $bus to "domus">>
<<case 3>>
<<set $bus to "elk">>
<<case 4>>
<<set $bus to "high">>
<<case 5>>
<<set $bus to "starfish">>
<<case 6>>
<<set $bus to "barb">>
<<case 7>>
<<set $bus to "connudatus">>
<<case 8>>
<<set $bus to "wolf">>
<<case 9>>
<<set $bus to "harvest">>
<<case 10>>
<<set $bus to "oxford">>
<<case 11>>
<<set $bus to "danube">>
<<case 12>>
<<set $bus to "mer">>
<<case 13>>
<<set $bus to "cliff">>
<</switch>>
<<destination>><<effects>>
You grab a nearby rusty pipe and bash it against the <<person1>><<persons>> head. <<He>> falls backwards and crashes into a trash container, getting covered in clumps of waste.
<br><br>
<<tearful>> you run off from the alley to safety.
<br><br>
<<clotheson>>
<<endcombat>>
<<rng 13>>
<<switch $rng>>
<<case 1>>
<<set $bus to "nightingale">>
<<case 2>>
<<set $bus to "domus">>
<<case 3>>
<<set $bus to "elk">>
<<case 4>>
<<set $bus to "high">>
<<case 5>>
<<set $bus to "starfish">>
<<case 6>>
<<set $bus to "barb">>
<<case 7>>
<<set $bus to "connudatus">>
<<case 8>>
<<set $bus to "wolf">>
<<case 9>>
<<set $bus to "harvest">>
<<case 10>>
<<set $bus to "oxford">>
<<case 11>>
<<set $bus to "danube">>
<<case 12>>
<<set $bus to "mer">>
<<case 13>>
<<set $bus to "cliff">>
<</switch>>
<<destination>><<effects>>
<<tiredness 3>>
After what seems like an eternity, your stop finally comes into sight.
<br><br>
<<link [[Next|Bus chikan safe]]>><</link>><<widget "chikanmolestactions">>
<br><br>
<<link [[Resist|Bus Chikan Molest Resist]]>><<def 1>><</link>><<defianttext>><<gsuspicion>>
<br>
<<link [[Ignore|Bus Chikan Molest Ignore]]>><<stress 1>><<sub 1>><</link>><<submissivetext>><<gstress>><<lsuspicion>>
<br>
<<link [[Yell for help|Bus Chikan Molest Help]]>><</link>><<gggsuspicion>>
<</widget>>
<<widget "chikanattention">>
<br><br>
<<if $passengerAttention lte 1>>
<span class="teal">No one seems to notice what's going on.</span>
<<elseif $passengerAttention lte 5>>
<span class="purple">The <<person2>><<person>> is glancing at you with curiosity.</span>
/* switch back to molester */<<person1>>
<<elseif $passengerAttention lte 9>>
<span class="red">The <<people>> in the bus have begun whispering to each other.</span>
<</if>>
<</widget>><<set $outside to 0>><<effects>>
You climb aboard the bus. Tickets cost £1.
<br><br>
<<if $money gte 100>>
Residential
<br>
<<domusicon>><<link [[Buy a ticket to Domus Street (Home)|Bus seat]]>><<set $bus to "domus">><<money -100 "bus">><</link>>
<br>
<<barbicon>><<link [[Buy a ticket to Barb Street (Studio)|Bus seat]]>><<set $bus to "barb">><<money -100 "bus">><</link>>
<br>
<<danubeicon>><<link [[Buy a ticket to Danube Street (Mansions)|Bus seat]]>><<set $bus to "danube">><<money -100 "bus">><</link>>
<br>
<<wolficon>><<link [[Buy a ticket to Wolf Street (Temple)|Bus seat]]>><<set $bus to "wolf">><<money -100 "bus">><</link>>
<br><br>
Commercial
<br>
<<highicon>><<link [[Buy a ticket to High Street (Shopping centre)|Bus seat]]>><<set $bus to "high">><<money -100 "bus">><</link>>
<br>
<<connudatusicon>><<link [[Buy a ticket to Connudatus Street (Clubs)|Bus seat]]>><<set $bus to "connudatus">><<money -100 "bus">><</link>>
<br>
<<clifficon>><<link [[Buy a ticket to Cliff Street (Cafe)|Bus seat]]>><<set $bus to "cliff">><<money -100 "bus">><</link>>
<br>
<<nightingaleicon>><<link [[Buy a ticket to Nightingale Street (Hospital)|Bus seat]]>><<set $bus to "nightingale">><<money -100 "bus">><</link>>
<br>
<<starfishicon>><<link [[Buy a ticket to Starfish Street (Beach)|Bus seat]]>><<set $bus to "starfish">><<money -100 "bus">><</link>>
<br>
<<oxfordicon>><<link [[Buy a ticket to Oxford Street (School)|Bus seat]]>><<set $bus to "oxford">><<money -100 "bus">><</link>>
<br><br>
Industrial
<br>
<<elkicon>><<link [[Buy a ticket to Elk Street|Bus seat]]>><<set $bus to "elk">><<money -100 "bus">><</link>>
<br>
<<mericon>><<link [[Buy a ticket to Mer Street (Docks)|Bus seat]]>><<set $bus to "mer">><<money -100 "bus">><</link>>
<br>
<<harvesticon>><<link [[Buy a ticket to Harvest Street (Pub)|Bus seat]]>><<set $bus to "harvest">><<money -100 "bus">><</link>>
<br><br>
<<if $town_projects.road gte 4>>
Forest
<br>
<<lakeicon>><<link [[Buy a ticket to the lake|Bus seat]]>><<set $bus to "lakebus">><<money -100 "bus">><</link>>
<br><br>
<</if>>
<<else>>
You cannot afford the fare.
<br><br>
<</if>>
<<destination>><<set $outside to 0>><<effects>>
<<if Time.schoolDay and Time.hour gte 7 and Time.hour lte 8>>
Your bus is crowded with students on their way to school.
<<elseif Time.schoolDay and Time.hour is 15>>
Your bus is crowded with students on their way home from school.
<</if>>
<<if Weather.precipitation is "rain">>
Rain thuds against the windowpanes.
<</if>>
<<if playerBellyVisible()>>
<<generate1>>Upon seeing your belly, a <<person1>><<person>> at the very front of the bus quickly stands up and offers you <<his>> seat. <<if !$daily.pregnancyBus>><<set $daily.pregnancyBus to true>><<trauma -3>><<ltrauma>><</if>>
<<endevent>>
<<else>>
You take a seat and look out the window.
<</if>>
<br><br>
<<if $stress gte $stressmax>>
<<passoutbus>>
<<elseif $tiredness gte (C.tiredness.max / 5) * 4 and $stress gte (($stressmax / 5) * 4) and !isPregnancyEnding()>>
After a while, you find yourself struggling to keep your eyes open. Your exhausted and tense body slowly relaxes, and your head slumps as you fall into a restless doze.
<br><br>
<<link [[Sleep|Passout bus]]>><<tiredness -20>><<set $phase to 1>><</link>><<ltiredness>>
<br>
<<elseif playerBellyVisible() and $rng gte 75 and getPregnancyObject().awareOf>>
/* event is only possible if the player knows they are pregnant, and their belly is visible */
A <<generate1>><<person1>><<person>> next to you keeps sparing glances down at your belly.
<br><br>
<<link [[Let <<him>> touch your belly|Bus Pregnancy Touch]]>><</link>>
<br>
<<link [[Just wait for your stop|Bus Pregnancy Wait]]>><</link>>
<br>
<<else>>
<<set $dangerbus to 0>>
<<set $danger to random(1, 10000)>>
<<if $danger gte (9900 - $allure)>><<set $dangerbus to random(1, 2)>>
<<if $wraith.hunt and Time.isBloodMoon() and $dangerbus is 1>>
You gaze out the window at the scenery, all bathed in red moonlight. You notice an unusually pale person stop and look at you through the window.
<br><br>
Less than a minute passes, and you see it again on the other side of the road. Then at the next stop. You blink, and it's gone.
<br><br>
You look over your shoulder. It's sitting in the back of the bus.
<br><br>
The bus arrives at your destination, and you scramble from your seat. <<stress 12>><<ggstress>>
<<set $wraith.hunt++>>
<<destination5>>
<<elseif $dangerbus is 1>>
<<generate1>>A <<person1>><<person>> sits down next to you and rests a hand on your leg.
<br><br>
<<if $rng gte 71 - ($allure/100)>>
<<link [[Move|Bus move]]>><<set $molestationstart to 1>><</link>><<gharass>>
<br>
<<else>>
<<link [[Move|Bus move Safe]]>><</link>><<gharass>>
<br>
<</if>>
<<if $rng gte 91 - ($allure/100)>>
<<link [[Don't move|Bus Chikan Start]]>><</link>><<gtrauma>><<gstress>>
<br><br>
<<else>>
<<link [[Don't move|Bus endure safe]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>
<br><br>
<</if>>
<<elseif $dangerbus is 2>>
<<if Time.hour gte 7 and Time.hour lte 8 and Time.schoolDay>>
Some delinquents are picking on the less popular students.
<br><br>
<<if $cool lt 80>>
<<generatey1>><<generatey2>><<generatey3>><<person1>>One of them, a <<person>>, sits beside you. Two of <<his>> friends, a <<person2>><<person>> and <<person3>><<person>>, sit in front of you and lean over the backs of their seats.
<br><br>
"We didn't say you could use our bus," says the <<person1>><<person>>.
<br>
"<<pShes>> probably too stupid to know any better," the <<person2>><<person>> interjects.
<br>
<<if $player.gender_appearance is "m" and $worn.upper.type.includes("naked")>>
"Probably. <<pShe>> even forgot <<pher>> shirt."
<br>
"Or maybe <<pshe>> doesn't like wearing clothes at all. Maybe <<pshe>> would like our help removing them."
<br><br>
<<if $speech_attitude is "bratty">>
"Fuck off," you say, determined not to be bullied.
<<elseif $speech_attitude is "meek">>
You look at your lap and shake your head.
<<else>>
"Leave me alone," you say.
<</if>>
<br><br>
"I insist," says the <<person1>><<person>>, grabbing your $worn.lower.name.
<br><br>
<<link [[Next|Bus School Strip]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
The <<person3>><<person>> grins at you. "I know," <<he>> says. "How about you <<pullup>> your $worn.upper.name? Let's see some skin."
<br><br>
<<link [[Comply|Bus Comply]]>><<trauma 6>><<stress 6>><<sub 1>><</link>><<gtrauma>><<gstress>>
<br>
<<link [[Refuse|Bus Refuse]]>><<def 1>><</link>>
<br>
<</if>>
<<else>>
Your bus arrives at your destination.
<<destination5>>
<</if>>
<<elseif Time.hour is 15 and Time.schoolDay>>
Some delinquents are picking on the less popular students.
<br><br>
<<if $cool lt 80>>
<<generatey1>><<generatey2>><<generatey3>><<person1>>One of them, a <<person>>, sits beside you. Two of <<his>> friends, a <<person2>><<person>> and <<person3>><<person>>, sit in front of you and lean over the backs of their seats.
<br><br>
"We didn't say you could use our bus," says the <<person1>><<person>>.
<br>
"<<pShes>> probably too stupid to know any better," the <<person2>><<person>> interjects.
<br>
<<if $player.gender_appearance is "m" and $worn.upper.type.includes("naked")>>
"Probably. <<pShe>> even forgot <<pher>> shirt."
<br>
"Or maybe <<pshe>> doesn't like wearing clothes at all. Maybe <<pshe>> would like our help removing them."
<br><br>
<<if $speech_attitude is "bratty">>
"Fuck off," you say, determined to not be bullied.
<<elseif $speech_attitude is "meek">>
You look at your lap and shake your head.
<<else>>
"Leave me alone," you say.
<</if>>
<br><br>
"I insist," says the <<person1>><<person>>, grabbing your $worn.lower.name.
<br><br>
<<link [[Next|Bus School Strip]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
The <<person3>><<person>> grins at you. "I know," <<he>> says. "How about you <<pullup>> your $worn.upper.name? Let's see some skin."
<br><br>
<<link [[Comply|Bus Comply]]>><<trauma 6>><<stress 6>><<sub 1>><</link>><<gtrauma>><<gstress>>
<br>
<<link [[Refuse|Bus Refuse]]>><<def 1>><</link>>
<br>
<</if>>
<<else>>
Your bus arrives at your destination.
<<destination5>>
<</if>>
<<else>>
<<generate1>><<generate2>>The <<people>> in the bus seem to be crowding around you. Some even move seats to be closer.
<br><br>
<<if Time.dayState is "night" and !isPregnancyEnding()>>
The bus approaches your destination but doesn't slow down. You stand to tell the driver, but a <<person1>><<person>> blocks your path. "Going so soon?" A <<person2>><<person>> grabs you from behind. "You should know better than to wander at night."
<br><br>
<<link [[Next|Bus Seat Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
The bus arrives at your destination. As you walk down the aisle a <<person1>><<person>> grabs your arm. "Don't leave yet, we need some company," <<he>> says as you struggle free. <<catcall>> They laugh as you leave the bus.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<<endevent>>
<<destination5>>
<</if>>
<</if>>
<</if>>
<<else>>
Your bus arrives at your destination.
<<destination5>>
<</if>>
<</if>><<if $phase is 1>><<unset $phase>><</if>>
<<effects>>
<<upperruined>><<lowerruined>><<underupperruined>><<underlowerruined>>
You feel strangely cold as you awaken. You are still on the bus. You are about to stand up when you realise that you are completely naked! You frantically search for your clothing, but can find nothing.<<controlloss>>
<br><br>
You cautiously look around the bus. No one seems to have noticed your predicament.
<br><br>
<<if Time.dayState is "night">>
It's dark out and there are only a few people on the streets. You might be able to slip out the window at the next stop. Alternatively, you could hide under a seat and wait until the bus returns to the station.
<br><br>
<<link [[Climb out (0:05)|Climb Out Bus]]>><<pass 5>><</link>>
<br>
<<link [[Wait (0:30)|Bus Station]]>><<pass 30>><</link>>
<br><br>
<<else>>
You peek out the window and see numerous pedestrians. You can't think of any option other than hiding under a seat and waiting until the bus returns to station.
<br><br>
<<link [[Wait (0:45)|Bus Station]]>><<pass 45>><</link>>
<br><br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<generate1>><<molestbusinit>>You feel something probing your nethers. As you open your eyes, a hand clasps down on your mouth, muffling your screams.
<br>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate "<span class='red'>No one comes to your aid. There's no one else on the bus.</span>" 1>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $alarm is 1 and _combatend is true>>
<<if $rescue is 1>>
<span id="next"><<link [[Next|Molestation bus Alarm]]>><</link>></span><<nexttext>>
<<else>>
<<set $alarm to 0>>
<br><br>
<<if $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Molestation bus Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0>>
<span id="next"><<link [[Next|Molestation bus Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Molestation bus]]>><</link>></span><<nexttext>>
<</if>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax and _combatend is true>>
<span id="next"><<link [[Next|Molestation bus Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0 and _combatend is true>>
<span id="next"><<link [[Next|Molestation bus Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Molestation bus]]>><</link>></span><<nexttext>>
<</if>><<wearProp "chocolate bar">>
<<generate1>><<person1>>
<<effects>><<pass 1 hour>><<set $hunger -= 500>><<set $thirst -= 500>><<set $stress -= 500>>
You feel someone shaking your shoulder. You look around and see an old <<personsimple>> smiling at you. <<He>> pours you a cup of tea from a flask and gives you a chocolate bar, letting you know that it's important to not let your blood-sugar levels drop too low. <<if $phase is 1>><<He>> also gently reminds you to not overwork yourself.<</if>> You thank <<him>> and <<if $phase is 1>>exit the bus at the next stop<<else>>shortly after the bus arrives at your destination<</if>>.
<br><br>
<<He>> waves from the window as the bus continues on.
<br><br>
<<endevent>>
<<if $phase is 1>>
<<unset $phase>><<destinationbusrandom>>
<<else>>
<<destination>>
<</if>>
<<displayLinks>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>As you try to pass <<he>> grabs your waist and forces you onto <<his>> lap.
<br>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $alarm is 1 and _combatend is true>>
<<if $rescue is 1>>
<span id="next"><<link [[Next|Bus move Alarm]]>><</link>></span><<nexttext>>
<<else>>
<<set $alarm to 0>>
<br><br>
<<if $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Bus move Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0>>
<span id="next"><<link [[Next|Bus move Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bus move]]>><</link>></span><<nexttext>>
<</if>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax and _combatend is true>>
<span id="next"><<link [[Next|Bus move Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0 and _combatend is true>>
<span id="next"><<link [[Next|Bus move Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bus move]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
You stand up and shuffle past the crowd, which doesn't stop you.
<br><br>
The bus soon stops at your destination.
<<endevent>>
<<destination5>><<set $outside to 0>><<effects>>
You stand up and shuffle past the <<person>>, who doesn't stop you.
<br><br>
The bus soon arrives at your destination.
<<endevent>>
<<destination5>><<set $outside to 0>><<effects>>
You remain seated. The <<persons>> hand moves to your inner thigh. <<He>> creeps closer to your crotch over the next couple of minutes, but stops when the bus arrives at <<his>> destination. It arrives at yours soon after.
<<endevent>>
<<destination5>><<set $outside to 0>><<effects>>
You feel their hungry eyes as you <<pullup>> your $worn.upper.name, revealing your <<undertop>>.
<<if $player.gender_appearance is "m">>
"Don't be shy," says the <<person1>><<person>> as <<he>> reaches out and pinches your right nipple.
<<elseif $player.perceived_breastsize is 0>>
"You call those pathetic things breasts?" says the <<person1>><<person>> as <<he>> reaches out and pinches your right nipple.
<<insecurity "breasts_small" 10>><<ginsecurity "breasts_small">>
<<elseif $player.perceived_breastsize lte 5>>
"You call those little things breasts?" says the <<person1>><<person>> as <<he>> reaches out and pinches your right nipple.
<<insecurity "breasts_small" 5>><<ginsecurity "breasts_small">>
<<elseif $player.perceived_breastsize lte 7>>
"I knew you had nice boobs," says the <<person1>><<person>> as <<he>> reaches out and squeezes your right breast.
<<insecurity "breasts_big" 5>><<ginsecurity "breasts_big">>
<<else>>
"Look at the size of them," says the <<person1>><<person>> as <<he>> reaches out and squeezes your right breast.
<<insecurity "breasts_big" 5>><<ginsecurity "breasts_big">>
<</if>>
The other two join in bullying your exposed chest. Trapped in the corner, you can do nothing but endure and hope no one else can see your humiliation.
<br><br>
After several minutes the bus stop and the <<person2>><<person>> pokes the <<person1>><<person>>. "We need to get off here." They give your <<breasts>> one last slap before leaving. The bus arrives at your destination soon after.
<br><br>
<<pain 8>>
<<endevent>>
<<destination5>><<set $outside to 0>><<effects>>
<<if $speech_attitude is "bratty">>
"Fuck off," you say, determined to not be bullied.
<br><br>
<<elseif $speech_attitude is "meek">>
You look at your lap and shake your head.
<br><br>
<<else>>
"Leave me alone," you say.
<br><br>
<</if>>
"I insist," says the <<person1>><<person>>, grabbing your $worn.upper.name.
<br><br>
<<link [[Next|Bus School Strip]]>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<npcstrip>><<npcidlegenitals>>
<<set $timer to 15>>
<<if $delinquency lt 400>><<enable_rescue>><</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate "<span class='red'>No one comes to your aid, likely due to your reputation as a delinquent.</span>">>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($timer lte 1) or
($worn.upper.type.includes("naked") and $worn.lower.type.includes("naked") and $worn.under_lower.type.includes("naked")) or
($worn.upper.type.includes("naked") and $worn.lower.type.includes("naked") and playerChastity())
>>
<span id="next"><<link [[Next|Bus School Strip Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bus School Strip]]>><</link>></span><<nexttext>>
<</if>><<if $enemyhealth lte 0>>
The <<person1>><<person>> falls back into the aisle and the other two pull away from you. "Come on," <<he>> says. "This psycho isn't worth it."
<br><br>
<<clotheson>>
<<endcombat>>
The bus soon arrives at your destination.
<<destination5>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"You're good for something at least." <<tearful>> you gather yourself. The three of them find someone else to harass.
<br><br>
<<clotheson>>
<<endcombat>>
The bus soon arrives at your destination.
<<destination5>>
<<elseif $alarm is 1 and $rescue is 1>>
"Stop the tomfoolery back there, or I'll come sort you out," says the <<generate4>><<person4>><<person>> driving the bus. The trio relent in their attack.
<br><br>
<<clotheson>>
<<endcombat>>
The bus soon arrives at your destination.
<<destination5>>
<<elseif $timer lte 0>>
The bus pulls to a stop. "We need to get off here," says the <<person2>><<person>>.
<<if $upperoff is 0 and $loweroff is 0 and $underloweroff is 0 and $underupperoff is 0>>
<<else>>
They leave the bus, taking your clothes with them.
<<set $stealtextskip to 1>>
<<stealclothes>>
<</if>>
<<if $exposed gte 1>>
<<clotheson>>
<<endcombat>>
<<tearful>> you sink into your seat to avoid being seen.
<br><br>
You'll arrive at your destination soon, but you can't leave like this. The bus must return to the station at some point.
<br><br>
<<link [[Ask someone for help|Bus School Strip Help]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>
<br>
<<link [[Wait (1:00)|Bus Station]]>><<pass 1 hour>><</link>>
<<else>>
<<tearful>> you settle back into your seat.
<br><br>
<<clotheson>>
<<endcombat>>
The bus soon arrives at your destination.
<<destination5>>
<</if>>
<<else>>
"Much better," says the <<person1>><<person>>. "Now everyone can see you." The bus comes to a halt. "That's our stop. See you later, slut." They take your clothes with them.
<br><br>
<<set $stealtextskip to 1>>
<<stealclothes>>
<<clotheson>>
<<endcombat>>
<<tearful>> you sink into your seat to avoid being seen.
<br><br>
You'll arrive at your destination soon, but you can't leave like this. The bus must return to the station at some point.
<br><br>
<<link [[Ask someone for help|Bus School Strip Help]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>
<br>
<<link [[Wait (1:00)|Bus Station]]>><<pass 1 hour>><</link>>
<</if>><<set $outside to 0>><<effects>>
Keeping low, you shuffle into the aisle and poke a <<generatey1>><<person1>><<person>> in the arm and return to your seat. <<He>> looks over <<his>> shoulder.
<<if $speech_attitude is "meek">>
"I-I need some towels. Please help," you say, unable to make eye contact.
<<elseif $speech_attitude is "bratty">>
"Gimme some towels. Quickly," you demand.
<<else>>
"Do you have any towels I can cover up with?" you ask.
<</if>>
<br><br>
<<if $rng gte 81>>
"Why would you-" <<he>> begins before realising your predicament and smiling. "I'll help, but I want a look at you first."
<br><br>
<<if $speech_attitude is "meek">>
"Please don't make me,"
<<elseif $speech_attitude is "bratty">>
"Fuck off,"
<<else>>
"Don't be a pervert,"
<</if>>
you say, but <<he>> moves to the seat opposite you. <<covered>>
<br><br>
<<if $leftarm is "bound" and $rightarm is "bound">>
<<He>> laughs. "I was right. Now turn around so I can see you properly.
<<else>>
<<He>> laughs. "I was right. Move your hands so I can see you properly.
<</if>>
If you don't, I'll let the rest of the bus know and we can all get a look."
<br><br>
<<link [[Comply|Bus School Strip Comply]]>><<sub 1>><<trauma 6>><<stress 6>><<fameexhibitionism 1>><</link>>
<br>
<<link [[Refuse|Bus School Strip Refuse]]>><<detention 1>><<def 1>><<trauma 6>><<stress 6>><</link>><<gdelinquency>>
<br>
<<else>>
"Why would you-" <<he>> says, before blushing in realisation. <<He>> rummages in <<his>> back and throws some towels at you.
<br><br>
<<towelup>>
<<endevent>>
The bus soon arrives at your destination.
<<destination5>>
<</if>><<set $outside to 0>><<effects>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You turn your body, baring your <<lewdness>> to the <<person>>.
<<else>>
You move your arms out of the way, baring your <<lewdness>> to the <<person>>.
<</if>>
<<He>> stares at you with hungry eyes and reaches out, but you recoil from <<his>> hand. <<He>> doesn't continue, thinking <<hes>> pushed <<his>> luck far enough.
<br><br>
"Here you go," <<he>> says as <<he>> throws you some towels. "That wasn't so bad, was it?" <<He>> returns to <<his>> seat.
<br><br>
<<towelup>>
<<endevent>>
The bus soon arrives at your destination.
<<destination5>><<set $outside to 0>><<effects>>
<<fameexhibitionism 20>>
<<He>> stands up. "Everyone, this <<girl>> isn't wearing anything!" <<he>> bellows, causing heads all over the bus to turn your way. You shrink in your seat, but it only inflames curiosity in your new audience. "Come have a look!"
<br><br>
A <<generatey2>><<person2>><<person>> leans over the seat behind you. <<person1>>"<<Hes>> not lying. Come look." You're fortunate that none have the daring to assault you further, but the rest of the journey is miserable as they crowd and jeer.
<br><br>
<<generate3>><<person3>>The bus comes to a stop at your destination and the driver climbs out of <<his>> seat. "Everyone away from <<phim>>, now." The students start shuffling off the bus with some reluctance, lingering as long as they can. The driver, a <<person>>, throws you some towels. "I don't ever want to catch you slutting up my bus again. I'm letting the teachers know."
<br><br>
There's not much to do but cover up and leave the bus.
<br><br>
<<towelup>>
<<endevent>>
<<destination5>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<set $enemyanger += 40>>
<<set $enemytrust -= 40>>
<<set $rescue to 0>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Bus Seat Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bus Seat Rape]]>><</link>></span><<nexttext>>
<</if>><<if $enemyhealth lte 0>>
You knock the <<person1>><<person>> down, giving you a clear route out. <<tearful>> you run to the front of the bus.
<<if $speech_attitude is "bratty">>
"Let me off, or I'll mess you up too," you say,
<<elseif $speech_attitude is "meek">>
"P-please stop the bus," you say,
<<else>>
"Let me off!" you say,
<</if>>
aware that the <<person>> and <<his>> friends won't take long to recover. The driver doesn't respond.
<br><br>
You open the door and look out at the town racing by. Jumping would be dangerous. You glance back at the <<people>> coming for you. You don't have long.
<br><br>
<<link [[Jump|Bus Seat Rape Jump]]>><</link>>
<br>
/* <<if $submissive lte 500>> */
<<link [[Punch the driver|Bus Seat Rape Punch]]>><<crimeUp 100 "assault">><<crimeUp 100 "destruction">><</link>><<crimes "assault" "destruction">>
<br>
/* <</if>> */
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The bus stops and the group push you towards the door. They shove you out and ride away, jeering at you through the windows.
<<if $upperoff is 0 and $loweroff is 0 and $underloweroff is 0 and $underupperoff is 0>>
<<else>>
They kept your clothes.
<</if>>
<<if $exposed gte 1>>
<<tearful>> you hide behind a car before you're seen.
<<else>>
<<tearful>> you try to work out where you are.
<</if>>
<br><br>
<<set $stealtextskip to 1>>
<<stealclothes>>
<<clotheson>>
<<endcombat>>
<<destinationbusrandom>>
<</if>><<effects>>
You leap from the bus, rolling on a patch of <<if Weather.precipitation is "snow">>snow<<else>>grass<</if>>. <<tearful>> you struggle to your feet.
<<pain 15>>
<<clotheson>>
<<endcombat>>
<<destinationbusrandom>><<effects>>
You grip a pole with one hand and punch the driver in the jaw. <<He>> brakes, but the bus swerves off the road, colliding with the corner of a building before coming to a stop. The impact knocks everyone to the ground. <<tearful>> you escape the bus and run round a corner, away from view.
<<clotheson>>
<<endcombat>>
<<destinationbusrandom>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
Before you can recover from your orgasm and compose yourself, <<he>> grabs you by the waist and forces you onto your back.
<br>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate "<span class='red'>No one comes to your aid. They don't want to take the side of a nasty pervert such as yourself.</span>" 1>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $alarm is 1 and _combatend is true>>
<<if $rescue is 1>>
<span id="next"><<link [[Next|Bus orgasm Alarm]]>><</link>></span><<nexttext>>
<<else>>
<<set $alarm to 0>>
<br><br>
<<if $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Bus orgasm Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0>>
<span id="next"><<link [[Next|Bus orgasm Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bus orgasm]]>><</link>></span><<nexttext>>
<</if>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax and _combatend is true>>
<span id="next"><<link [[Next|Bus orgasm Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0 and _combatend is true>>
<span id="next"><<link [[Next|Bus orgasm Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bus orgasm]]>><</link>></span><<nexttext>>
<</if>><<effects>>
Your aggressors notice several heads turning in response to your cry, and relent their assaults. They leave at the next stop, and you soon arrive at your own. <<tearful>> you leave the bus.
<br><br>
<<clotheson>>
<<endcombat>>
<<destination5>><<effects>>
<<ejaculation>>
They tense during their climax, apparently just in time for their stop. They leave abruptly, and you soon arrive at your own stop. <<tearful>> you leave the bus.
<br><br>
<<clotheson>>
<<endcombat>>
<<destination5>><<effects>>
They recoil in pain as you arrive at your destination. <<tearful>> you seize the opportunity and dart out the vehicle.
<br><br>
<<clotheson>>
<<endcombat>>
<<destination5>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<He>> becomes bolder and begins to surreptitiously masturbate.
<br>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate "<span class='red'>No one comes to your aid. There's no one else on the bus.</span>" 1>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $alarm is 1 and _combatend is true>>
<<if $rescue is 1>>
<span id="next"><<link [[Next|Bus endure Alarm]]>><</link>></span><<nexttext>>
<<else>>
<<set $alarm to 0>>
<br><br>
<<if $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Bus endure Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0>>
<span id="next"><<link [[Next|Bus endure Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bus endure]]>><</link>></span><<nexttext>>
<</if>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax and _combatend is true>>
<span id="next"><<link [[Next|Bus endure Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0 and _combatend is true>>
<span id="next"><<link [[Next|Bus endure Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bus endure]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<He>> notices several heads turning in response to your cry, and relents in <<his>> assault. <<He>> leaves at the next stop, and you soon arrive at your own. <<tearful>> you leave the bus.
<br><br>
<<clotheson>>
<<endcombat>>
<<destination5>><<effects>>
<<ejaculation>>
<<He>> tenses during <<his>> climax, apparently just in time for <<his>> stop. <<He>> leaves abruptly, and you soon arrive at your own stop. <<tearful>> you leave the bus.
<br><br>
<<clotheson>>
<<endcombat>>
<<destination5>><<effects>>
<<He>> recoils in pain as you arrive at your destination. <<tearful>> you seize the opportunity and dart out the vehicle.
<br><br>
<<clotheson>>
<<endcombat>>
<<destination5>><<effects>>
<<He>> notices several heads turning in response to your cry, and relents in <<his>> assault. <<He>> leaves at the next stop, and you soon arrive at your own. <<tearful>> you leave the bus.
<br><br>
<<clotheson>>
<<endcombat>>
<<destination5>><<effects>>
<<ejaculation>>
Your attacker recovers just in time for <<his>> stop, and leaves abruptly. You soon arrive at your own stop. <<tearful>> you leave the bus.
<br><br>
<<clotheson>>
<<endcombat>>
<<destination5>><<effects>>
<<He>> recoils in pain as you arrive at your destination. <<tearful>> you seize the opportunity and dart out the vehicle.
<br><br>
<<clotheson>>
<<endcombat>>
<<destination5>>The bus slows to round a corner. You take the opportunity to slip out unnoticed.
<br><br>
<<destinationbusrandom>><<effects>>
<<He>> notices several heads turning in response to your cry, and relents in <<his>> assault. <<He>> hurriedly leaves at the next stop,
<<if $phase is 1>>
<<else>>
and you arrive at your own soon after. <<tearful>> you leave the bus.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<set $stress -= 1000>><<set $eventskip to 1>>
<<if $phase is 1>>
<<unset $phase>><<destinationbusrandom>>
<<else>>
<<destination>>
<</if>><<effects>>
<<ejaculation>>
<<if $enemyanger gte ($enemyangermax / 5) * 3>>
<<He>> gives you one last smack to the face, then leaves you lying on the <<if $NPCList[0].penis isnot "none">>cum<<else>>slime<</if>>-stained seat.
<<violence 3>>
<<elseif $enemyanger gte 1>>
Without a word, <<he>> gets up and leaves you lying on the <<if $NPCList[0].penis isnot "none">>cum<<else>>slime<</if>>-stained seat.
<<else>>
Smiling, <<he>> kisses you on the cheek. "This is for you." <<He>> gets up and leaves you lying on the <<if $NPCList[0].penis isnot "none">>cum<<else>>slime<</if>>-stained seat.
<br>
You've gained <<printmoney 500>><<money 500 "prostitution">>.
<</if>>
<br><br>
<<if $phase is 1>>
<<tearful>> you leave the bus when it reaches the next stop.
<<else>>
You soon arrive at your stop. <<tearful>> you leave the bus.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<set $stress -= 1000>><<set $eventskip to 1>>
<<if $phase is 1>>
<<unset $phase>><<destinationbusrandom>>
<<else>>
<<destination>>
<</if>><<effects>>
<<He>> recoils in pain. <<if $phase is 1>>The bus soon reaches the next stop.<<else>>You arrive at your destination not long after.<</if>> <<tearful>> you seize the opportunity and dart out the vehicle.
<br><br>
<<clotheson>>
<<endcombat>>
<<set $stress -= 1000>><<set $eventskip to 1>>
<<if $phase is 1>>
<<unset $phase>><<destinationbusrandom>>
<<else>>
<<destination>>
<</if>><<if $phase is 1>>
The bus rumbles to a sudden halt. And you wake with a start.
<<else>>
You've pushed yourself too much.
<</if>>
<br><br>
<<passout>>
<<set $safebus to 0>>
<<set $dangerbus to 0>>
<<set $danger to random(1, 10000)>>
<<if $danger gte (9900 - $allure)>><<set $dangerbus to random(1, 2)>><<else>><<set $safebus to random(1, 2)>><</if>>
<<if $dangerbus is 1>>
<<link [[Next|Stripped Bus]]>><</link>>
<<elseif $dangerbus is 2>>
<<link [[Next|Molestation bus]]>><<set $molestationstart to 1>><</link>>
<<elseif $safebus is 1 or $phase is 1>>
<<link [[Next|Stranger rescue bus]]>><</link>>
<<elseif $safebus is 2>>
<<ambulance>>
<</if>>
<<pass 1 hour>>
<<trauma 6>><<if $phase is 1>><<set $stress -= 1000>><<else>><<set $stress -= 2000>><</if>><<effects>>
Your bus arrives at your destination.
<<destination5>>
<<endevent>><<effects>>
You give the <<person>> a patient smile and pat your baby bump.
<<if $speech_attitude is "meek">>
"It's okay, y-you can touch," you say.
<<elseif $speech_attitude is "bratty">>
"I know you want to feel it. Go ahead," you say.
<<else>>
"It's okay, you can feel it," you say.
<</if>>
<br><br>
<<set $danger to random(1, 10000)>>
<<if $danger gte (9900 - $allure) and $rng gte 90>>
"Always wanted to fuck a pregnant <<girl>>," <<he>> says plainly. You quickly look away. <<stress 3>><<gstress>>
<<else>>
<<set _pregnancy to getPregnancyObject()>>
<<His>> eyes light up, and <<he>> gently places <<his>> hand on your belly.
<<if between(Math.clamp(_pregnancy.timer / _pregnancy.timerEnd), 0.7, 1)>>
You feel your <<pregnancyBabyText 'pc'>> kick lightly. <<He>> feels it too. <<He>> gazes with a smile.
<<else>>
<<He>> rubs it up and down, and gazes with a smile.
<</if>>
<<trauma -3>><<ltrauma>>
<br><br>
You spend some time engaging in small talk.
<<if (($Pronoun is "m" and maleChance($Pronoun) is 100) or ($Pronoun is "f" and maleChance($Pronoun) is 0)) isnot 100 and $npcPregnancyDisable is "f" and $rng gte 65>>
"My <<if $NPCList[0].pronoun is "f">>husband<<else>>wife<</if>> and I are trying for a baby, too. You've given me a little hope today."
<<else>>
<<switch random(1,5)>>
<<case 1>>"I'm sure you'll be a great mother."
<<case 2>>"It won't be easy raising a kid in this town, but I'm sure you can do it."
<<case 3>>"There's a kid's toy shop at the shopping centre, you should give it a visit."
<<case 4>>"You look great, be sure to keep your chin up!"
<<default>>"Congratulations, and good luck!"
<</switch>>
<</if>>
<<He>> stands up as the bus stops, giving you one last smile before leaving.
<</if>>
<br><br>
Your bus arrives at your destination.
<<destination5>>
<<endevent>><<widget "buswait">>
<<add_link "<<busicon>><<link [[Wait for a bus (0:02)|Bus]]>><<pass 2>><</link>><br>">><<hideDisplay>>
<</widget>><<widget "passoutbus">>
<<if isPregnancyEnding()>>
<<pregnancyPassout "bus">>
<<else>>
<<link [[Everything fades to black...|Passout bus]]>><</link>>
<</if>>
<</widget>><<widget "destination">>
<<switch $bus>>
<<case "nightingale">><<nightingalequick>>
<<case "domus">><<domusquick>>
<<case "elk">><<elkquick>>
<<case "high">><<highquick>>
<<case "starfish">><<starfishquick>>
<<case "barb">><<barbquick>>
<<case "connudatus">><<connudatusquick>>
<<case "wolf">><<wolfquick>>
<<case "harvest">><<harvestquick>>
<<case "oxford">><<oxfordquick>>
<<case "danube">><<danubequick>>
<<case "mer">><<merquick>>
<<case "cliff">><<cliffquick>>
<<case "industrial">><<industrialquick>>
<<case "residential">><<residentialquick>>
<<case "commercial">><<commercialquick>>
<<case "park">><<parkquick>>
<<case "industrialdrain">><<industrialdrainquick>>
<<case "residentialdrain">><<residentialdrainquick>>
<<case "commercialdrain">><<commercialdrainquick>>
<<case "seabeach">><<seabeachquick>>
<<case "searocks">><<searocksquick>>
<<case "seadocks">><<seadocksquick>>
<<case "seacliffs">><<seacliffsquick>>
<<case "drainexit">><<drainexitquick>>
<<case "lakebus">><<lakequick>>
<<case "sea">><<seamovequick>>
<</switch>>
<br><br>
<</widget>>
<<widget "destinationbusrandom">>
<<rng 13>>
<<switch $rng>>
<<case 1>><<set $bus to "nightingale">>
<<case 2>><<set $bus to "domus">>
<<case 3>><<set $bus to "elk">>
<<case 4>><<set $bus to "high">>
<<case 5>><<set $bus to "starfish">>
<<case 6>><<set $bus to "barb">>
<<case 7>><<set $bus to "connudatus">>
<<case 8>><<set $bus to "wolf">>
<<case 9>><<set $bus to "harvest">>
<<case 10>><<set $bus to "oxford">>
<<case 11>><<set $bus to "danube">>
<<case 12>><<set $bus to "mer">>
<<case 13>><<set $bus to "cliff">>
<</switch>>
<<destination>>
<</widget>>
<<widget "destination5">>
<<switch $bus>>
<<case "nightingale">><<nightingale>>
<<case "domus">><<domus>>
<<case "elk">><<elk>>
<<case "high">><<high>>
<<case "starfish">><<starfish>>
<<case "barb">><<barb>>
<<case "connudatus">><<connudatus>>
<<case "wolf">><<wolf>>
<<case "harvest">><<harvest>>
<<case "oxford">><<oxford>>
<<case "danube">><<danube>>
<<case "mer">><<mer>>
<<case "cliff">><<cliff>>
<<case "industrial">><<industrial>>
<<case "residential">><<residential>>
<<case "commercial">><<commercial>>
<<case "park">><<park>>
<<case "industrialdrain">><<industrialdrain>>
<<case "residentialdrain">><<residentialdrain>>
<<case "commercialdrain">><<commercialdrain>>
<<case "seabeach">><<seabeach>>
<<case "searocks">><<searocks>>
<<case "seadocks">><<seadocks>>
<<case "seacliffs">><<seacliffs>>
<<case "drainexit">><<drainexit>>
<<case "lakebus">><<lake>>
<<case "sea">><<seamove>>
<</switch>>
<br><br>
<<displayLinks>>
<</widget>>
<<widget "destinationeventend">>
<<switch $bus>>
<<case "nightingale">><<nightingaleeventend>>
<<case "domus">><<domuseventend>>
<<case "elk">><<elkeventend>>
<<case "high">><<higheventend>>
<<case "starfish">><<starfisheventend>>
<<case "barb">><<barbeventend>>
<<case "connudatus">><<connudatuseventend>>
<<case "wolf">><<wolfeventend>>
<<case "harvest">><<harvesteventend>>
<<case "oxford">><<oxfordeventend>>
<<case "danube">><<danubeeventend>>
<<case "mer">><<mereventend>>
<<case "cliff">><<cliffeventend>>
<<case "industrial">><<industrialeventend>>
<<case "residential">><<residentialeventend>>
<<case "commercial">><<commercialeventend>>
<<case "park">><<parkeventend>>
<<case "industrialdrain">><<industrialdraineventend>>
<<case "residentialdrain">><<residentialdraineventend>>
<<case "commercialdrain">><<commercialdraineventend>>
<<case "seabeach">><<seabeacheventend>>
<<case "searocks">><<searockseventend>>
<<case "seadocks">><<seadockseventend>>
<<case "seacliffs">><<seacliffseventend>>
<<case "drainexit">><<drainexiteventend>>
<<case "sea">><<seamoveeventend>>
<<case "lakebus">><<lakeeventend>>
<<default>><<domuseventend>>
<</switch>>
<br><br>
<</widget>><<set $outside to 0>><<set $location to "town">><<effects>>
You are in the bus station.
<<if Time.dayState is "day">>
The main building is mostly empty, with the majority of vehicles in use.
<<elseif Time.dayState is "night">>
The building is packed with parked vehicles.
<<else>>
The main building is mostly empty, with the majority of vehicles in use.
<</if>>
<br><br>
<<if $smuggler_location is "bus" and $smuggler_timer is 0 and Time.dayState is "night" and Time.hour gte 18>>
<<smugglerdifficultytext>>
<</if>>
<<if $stress gte $stressmax>>
<<passoutstreet>>
<<else>>
<<if $exposed gte 1>>
<<exhibitionismbuilding>>
<<if Time.dayState is "night">>
<<set $danger to random(1, 10000)>><<set $dangerindustrial to 0>>
<<if $danger gte (9900 - ($allure)) and $eventskip is 0>>
<<set $dangerindustrial to random(1, 100)>>
<<if $dangerindustrial gte 1>>
<<busstationex1>>
<</if>>
<<else>>
<<if $smuggler_location is "bus" and $smuggler_timer is 0 and Time.hour gte 18>>
<<smugglerdifficultyactions>>
<</if>>
<<alleyicon>><<link [[Industrial alleyways (0:02)|Industrial alleyways]]>><<pass 2>><</link>>
<br>
<<exiticon "flip">><<link [[Leave via front door (0:02)|Bus Station Front Door]]>><<pass 2>><</link>>
<br><br>
<</if>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerindustrial to 0>>
<<if $danger gte (9900 - ($allure * 2)) and $eventskip is 0>>
<<set $dangerindustrial to random(1, 100)>>
<<if $dangerindustrial gte 1>>
<<busstationex1>>
<</if>>
<<else>>
<<exiticon>><<link [[Leave via back door (0:02)|Bus Station Back Door]]>><<pass 2>><</link>>
<br><br>
<</if>>
<</if>>
<<else>>
<<if Time.dayState is "night">>
<<if $smuggler_location is "bus" and $smuggler_timer is 0>>
<<smugglerdifficultyactions>>
<</if>>
<<alleyicon>><<link [[Industrial alleyways (0:02)|Industrial alleyways]]>><<pass 2>><</link>>
<br>
<<exiticon "flip">><<link [[Leave via front door (0:02)|Bus Station Front Door]]>><<pass 2>><</link>>
<br><br>
<br><br>
<<else>>
<<exiticon>><<link [[Leave via back door (0:02)|Bus Station Back Door]]>><<pass 2>><</link>>
<br>
<<harvesticon>><<link [[Harvest Street (0:02)|Harvest Street]]>><<pass 2>><</link>>
<br><br>
<</if>>
/* <<if $cheatdisable is "f">> */
A van is parked in the corner. Its back doors are open and the engine is on, but there's no one around.
<br><br>
<<investigateicon>><<link [[Investigate the van|Bus Station Livestock]]>><</link>><<dangerousText>> | <i>/*Cheat option. */Triggers livestock bad end.</i> <!-- Appears even with blind stats enabled. Intentional -->
<br><br>
/* <</if>> */
<</if>>
<</if>>
<<set $eventskip to 0>><<effects>>
<<generate1>><<person1>>
You approach the van, and peer inside. A rush of footsteps is all the warning you're given. A pair of arms shove you forward.
<br><br>
You tumble onto the van floor. You turn just in time to see a <<person>> slam the doors shut.
<br><br>
You try to open the doors, but they're locked. You look around, but see no other way out. The van rumbles into motion.
<br><br>
<<link [[Next|Street Van Journey]]>><</link>>
<br>
/*
You approach the van. A girl in a white dress tinkers at the engine. She looks up as you approach, and pulls her long brown hair away from her eyes.
<br><br>
"Hi there," she says. "No need to take this old thing to cow jail anymore. There are lots of other ways there now, so it's being repurposed. Come back when there's another new area, and it might take you there instead."
<br><br>
A tall blonde girl in a crisp black outfit walks around the bonnet, and slashes one of the tires. The other girl looks bemused.
<br><br>
<<link [[Leave|Bus Station]]>><<endevent>><</link>>
<br>
*/<<set $outside to 0>><<effects>><<set $lock to 100>>
The front door to the bus station is in front of you. It's locked.
<br>
<<if currentSkillValue('skulduggery') gte $lock>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span>
<br><br>
<<else>>
<<wearProp "lockpick">>
<span class="green">The lock looks easy to pick.</span>
<br><br>
<<lockicon "pick">><<link [[Pick it (0:10)|Harvest Street]]>><<handheldon>><<pass 10>><<crimeUp 5 "trespassing">><</link>><<crime "trespassing">>
<br>
<</if>>
<<else>>
<span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>>
<br><br>
<</if>>
<<busstationicon>><<link [[Leave|Bus Station]]>><<handheldon>><</link>>
<br><<set $outside to 0>><<effects>><<set $lock to 0>>
The back door to the bus station is in front of you. It leads out to the industrial alleyways.
<br><br>
<<if currentSkillValue('skulduggery') gte $lock>>
<span class="green">The lock looks easy to pick.</span>
<br><br>
<<lockicon "pick">><<link [[Pick it (0:10)|Industrial alleyways]]>><<pass 10>><<crimeUp 5 "trespassing">><</link>><<crime "trespassing">>
<br>
<<else>>
<span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>>
<br><br>
<</if>>
<<busstationicon>><<link [[Leave|Bus Station]]>><</link>>
<br>The front door to the bus station is locked.
<br>
<<set $outside to 1>><<effects>><<set $lock to 100>>
<<if currentSkillValue('skulduggery') gte $lock>>
<span class="green">The lock looks easy to pick.</span>
<br><br>
<<lockicon "pick">><<link [[Pick it (0:10)|Bus Station]]>><<pass 10>><<crimeUp 5 "trespassing">><</link>><<crime "trespassing">>
<br>
<<else>>
<span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>>
<br><br>
<</if>>
<<harvesticon>><<link [[Leave|Harvest Street]]>><</link>>
<br>The back door to the bus station is locked.
<br>
<<set $outside to 1>><<effects>><<set $lock to 0>>
<<if currentSkillValue('skulduggery') gte $lock>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span>
<br><br>
<<else>>
<<wearProp "lockpick">>
<span class="green">The lock looks easy to pick.</span>
<br><br>
<<lockicon "pick">><<link [[Pick it (0:10)|Bus Station]]>><<handheldon>><<pass 10>><<crimeUp 5 "trespassing">><</link>><<crime "trespassing">>
<br>
<</if>>
<<else>>
<span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>>
<br><br>
<</if>>
<<alleyicon>><<link [[Leave|Industrial alleyways]]>><<handheldon>><</link>>
<br><<widget "busstationex1">>
<<generate1>><<generate2>>
<<person1>>You are crouching behind a parked bus when you are accosted from behind!
<br><br>
<<link [[Next|Molestation Bus Station]]>><<set $molestationstart to 1>><</link>>
<</widget>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $alarm is 1 and $rescue is 0 and _combatend is true>>
<<set $alarm to 0>>
<br><br>
<<if $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Bus Station Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0>>
<span id="next"><<link [[Next|Bus Station Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Molestation Bus Station]]>><</link>></span><<nexttext>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax and _combatend is true>>
<span id="next"><<link [[Next|Bus Station Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0 and _combatend is true>>
<span id="next"><<link [[Next|Bus Station Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Molestation Bus Station]]>><</link>></span><<nexttext>>
<</if>><<ejaculation>>
<<if $enemyanger gte ($enemyangermax / 5) * 3>>
They give you one last smack to the face, then leave you lying broken on the ground.
<<violence 3>>
<br><br>
<<elseif $enemyanger gte 1>>
Without a word, they leave you lying broken on the ground.
<br><br>
<<else>>
Smiling, <<he>> kisses you on the cheek. "This is for you." They get up and leave you lying broken on the ground.
<br>
You've gained <<printmoney 500>><<money 500 "prostitution">>.
<br><br>
<</if>>
<<underlowersteal>>
<<tearful>> you rise to your feet.
<<clotheson>>
<<endcombat>>
<<set $eventskip to 1>>
<<link [[Next|Bus Station]]>><</link>><<effects>>
<<He>> recoils in pain, giving you the chance you need to escape. <<tearful>> you escape through the back door, which is fortunately open.
<br><br>
<<clotheson>>
<<endcombat>>
<<industrialeventend>><<set $outside to 0>><<set $location to "cafe">><<effects>>
You enter the kitchens and put on an apron. Sam gives you a very brief rundown.
"Our cream buns are our big seller," <<he>> says. "The secret's in the ingredients, so don't feel too pressured."
<<He>> dashes away at sound of something shattering in the cafe proper, leaving you to it.
<br><br>
You get to work replenishing the stock of buns. You finish a batch just in time.
<br><br>
<<endevent>>
<<pass 60>>
<<link [[Next|Chef Help 2]]>><</link>>
<br><<set $outside to 0>><<set $location to "cafe">><<effects>>
<<generate1>><<person1>>
"Absolutely unacceptable," shouts a voice from the main room. "I demand to see the chef." A <<person>> barges in and fixes you with a glare.
<br><br>
"You call this stale turd a cream bun?" <<he>> says, throwing it at you.
"I waited long enough. You're gonna make me a fresh one. You better put some actual work into it this time."
<br><br>
<<He>> storms the way <<he>> came.
<br><br>
"Sorry," Sam says, entering a moment later. "<<Hes>> always like that. Just make <<him>> a fresh bun with extra cream. That usually does the trick."
<br><br>
Sam leaves you to get to work.
<br><br>
<<link [[Add your bodily fluids to the cream|Chef Help Masturbation]]>><<set $masturbationstart to 1>><</link>>
<br>
<<link [[Make a bun with regular cream|Chef Regular Bun]]>><</link>>
<br><<set $outside to 0>><<set $location to "cafe">><<effects>>
You whip up another bun, stuffed with extra cream. Sam arrives to collect and deliver it, before arriving back a minute later.
"<<Hes>> about as satisfied as I've seen <<him>>. Sorry about that."
<br><br>
<<endevent>>
<<npc Sam>>
<<He>> glances at the clock on the wall. "Chef should be back in a moment. Thank you for the help, you saved my life. Here's your pay."
<<He>> hands you <<money 1000 "cafeChef">><<printmoney 1000>>.
<br><br>
<<endevent>>
<<link [[Next|Ocean Breeze]]>><</link>>
<br><<effects>>
<<if $masturbationstart is 1>>
<<set $masturbationstart to 0>>
<<set $masturbationstat += 1>>
<<masturbationstart>>
<<set $timer to 40>>
<<set $masturbation_bowl to 1>>
<<set $mouth to "disabled">>
<</if>>
<<masturbationeffects>>
<<masturbationactions>>
<<masturbationbowl>>
<br><br>
<div id="masturbationButtons">
<<if $timer lte 1>>
<div id="next"><<link [[Continue|Chef Help Masturbation Finish]]>><</link>><<nexttext>></div>
<div id="stop"><<link [[Stop|Chef Help Masturbation Finish]]>><<set $finish to 1>><</link>></div>
<<elseif $masturbation_fluid gte 30>>
<div id="next"><<link [[Continue|Chef Help Masturbation Finish]]>><</link>><<nexttext>></div>
<div id="stop"><<link [[Stop|Chef Help Masturbation Finish]]>><<set $finish to 1>><</link>></div>
<<else>>
<div id="next"><<link [[Continue|Chef Help Masturbation]]>><</link>><<nexttext>></div>
<div id="stop"><<link [[Stop|Chef Help Masturbation Finish]]>><<set $finish to 1>><</link>></div>
<</if>>
</div>
<br><br><br><br><br><<effects>>
<<endmasturbation>>
<<endcombat>>
<<clothesontowel>>
<<npc Sam>><<person1>>
<<if $masturbation_fluid gte 30>>
You add your fluid to the mixture, and whip up a new batch of cream.
<br><br>
Sam arrives soon after. You do your best to keep a straight face as <<he>> takes the bun to the rude customer.
<br><br>
You hear shouting from the cafe proper. It sounds more excited than angry. You peek through the door, and see a crowd stood around a table.
<br><br>
<<link [[Next|Chef Help 3]]>><</link>>
<br>
<<elseif $finish is 1>>
You stop masturbating. You whip up a bun without special ingredients.
<br><br>
Sam arrives to collect and deliver it, before arriving back a minute later. "The customer is satisfied," <<he>> says. "Sorry about that."
<br><br>
<<He>> glances at the clock on the wall.
"Chef should be back in a moment. Thank you for the help, you saved my life. Here's your pay." <<He>> hands you <<money 1000 "cafeChef">><<printmoney 1000>>.
<br><br>
<<endevent>>
<<link [[Next|Ocean Breeze]]>><</link>>
<br>
<<else>>
You hear someone coming. You quickly cover yourself and prepare a bun without special ingredients.
<br><br>
Sam arrives to collect and deliver it, before arriving back a minute later. "The customer is satisfied," <<he>> says. "Sorry about that."
<br><br>
<<He>> glances at the clock on the wall.
"Chef should be back in a moment. Thank you for the help, you saved my life. Here's your pay." <<He>> hands you <<money 1000 "cafeChef">><<printmoney 1000>>.
<br><br>
<<endevent>>
<<link [[Next|Ocean Breeze]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "cafe">><<effects>>
<<generate2>><<generate3>><<generate4>><<generate5>><<generate6>>
<<person2>>"You have to try some," a <<person>> exclaims, handing a spoonful of cream to a <<person3>><<person>>.
<span class="lewd">It's your cream.</span> The <<person>> raises the spoon to <<his>> nose, sniffs, then licks a little off the end.
<br><br>
<<His>> expression changes at once, from suspicion to awe. <<He>> buries the rest of the cream in <<his>> mouth. "That's so good!" <<he>> says. "I need more,"
<br><br>
"Oi," a <<person4>><<person>> interjects, "I've not had any yet."
<br><br>
<<person1>>
Sam notices you, and walks over. <<Hes>> beaming. "I've never seen that customer so satisfied," <<he>> says.
"I don't know how you did it. How would you like to put your cooking talents to work more regularly? I'll pay you £10 per hour, plus a cut of each bun we sell."
<br><br>
<<link [[Accept|Chef Help Accept]]>><</link>>
<br>
<<link [[Refuse|Chef Help Refuse]]>><</link>>
<br><<set $outside to 0>><<set $location to "cafe">><<effects>>
<<set $chef_state to 1>><<set $chef_sus to 0>><<set $bun_value to 5000>><<set $bun_cut to 0.2>>
You nod. Sam claps in excitement.
"Fantastic! You can work whenever we're open. I know you'll need to fit it around other commitments.
I'll get whatever ingredients you need. This could be the start of something big."
<br><br>
<<He>> turns to walk away, then remembers <<himself>>. "Almost forgot. It's the end of your shift. Here's your pay." <<He>> hands you <<money 1000 "cafeChef">><<printmoney 1000>>.
<br><br>
<<endevent>>
<<link [[Next|Ocean Breeze]]>><</link>>
<br><<set $outside to 0>><<set $location to "cafe">><<effects>>
<<set $chef_state to 0>>
You shake your head. <<His>> energy deflates. "My offer's open. I hope you change your mind. Everyone should have a chance to taste something so superb."
<br><br>
<<He>> turns to walk away, then remembers <<himself>>. "Almost forgot. It's the end of your shift. Here's your pay." <<He>> hands you <<money 1000 "cafeChef">><<printmoney 1000>>.
<br><br>
<<endevent>>
<<link [[Next|Ocean Breeze]]>><</link>>
<br><<set $outside to 0>><<set $location to "cafe">><<effects>>
<<set $chef_state to 1>><<set $chef_sus to 0>><<set $bun_value to 5000>><<set $bun_cut to 0.2>>
<<npc Sam>><<person1>>You approach Sam. "Have you reconsidered?" <<he>> asks, hopeful. You nod.
<<He>> claps in excitement.
"Fantastic! You can work whenever we're open. I know you'll need to fit it around other commitments.
I'll get whatever ingredients you need. This could be the start of something big."
<br><br>
<<endevent>>
<<link [[Next|Ocean Breeze]]>><</link>>
<br><<set $outside to 0>><<set $location to "cafe">><<effects>><<timeTrackingStart "cafe">><<timeTrackingStart "cafeChef">>
You enter the kitchen, ready to make the Ocean Breeze's famous cream buns.
<br><br>
<<if $rng gte 91>>
"Let me know if you need anything," calls Sam from the cafe proper.
<br><br>
<<elseif $rng gte 81>>
"I can taste that cream already," calls Sam from the cafe proper.
<br><br>
<<elseif $rng gte 71>>
"Our top chef is getting to work," you hear Sam say in the cafe proper. An agreeable murmur follows.
<br><br>
<</if>>
<<link [[Make cream with lewd fluid|Chef Work 2]]>><<timeTrackingStart "cafeBuns">><<set $chef_job to "special">><</link>>
<br>
<<link [[Make regular cream|Chef Work 2]]>><<set $chef_job to "regular">><</link>>
<br><<set $outside to 0>><<set $location to "cafe">><<effects>><<wearProp "wooden spoon">>
You begin by mixing the ingredients in a bowl, before kneading the resulting dough.
<br><br>
<<eventschef>><<set $outside to 0>><<set $location to "cafe">><<effects>>
You reach beneath the table, and haul out a <<person>>.
<<if $rng gte 51>>
You don't recognise <<him>>. <<He>> regards you with fear.
<br><br>
<<link [[Let <<him>> go|Chef Thief Let]]>><<famegood 1>><</link>>
<br>
<<link [[Take back the bun|Chef Thief Take]]>><</link>>
<br>
<<if $money gte 5000>>
<<link [[Buy <<him>> the bun (£50)|Chef Thief Buy]]>><<famegood 4>><<money -5000 "cafeChef">><<trauma -6>><</link>><<ltrauma>>
<br>
<</if>>
<<else>>
You recognise <<him>> from the orphanage. <<He>> looks frightened at first, but <<his>> expression eases when <<he>> looks at you.
<br><br>
<<link [[Let <<him>> go|Chef Thief Let]]>><<hope 1>><<famegood 1>><</link>><<ghope>>
<br>
<<link [[Take back the bun|Chef Thief Take]]>><<hope -1>><</link>><<lhope>>
<br>
<<if $money gte 5000>>
<<link [[Buy <<him>> the bun (£50)|Chef Thief Buy]]>><<famegood 4>><<hope 1>><<money -5000 "cafeChef">><<trauma -6>><</link>><<ghope>><<ltrauma>>
<br>
<</if>>
<</if>><<set $outside to 0>><<set $location to "cafe">><<effects>>
You release <<his>> arm. <<He>> gives you a grateful look before disappearing out the back door.
<br><br>
<<endevent>>
<<chefwork>><<set $outside to 0>><<set $location to "cafe">><<effects>>
You snatch the bun from <<his>> hands and place it back on the table.
<br><br>
The <<person>> scurries out the back door.
<br><br>
<<endevent>>
<<chefwork>><<set $outside to 0>><<set $location to "cafe">><<effects>>
You release <<his>> arm. <<He>> gives you a grateful look before disappearing out the back door.
<br><br>
You pay at the cash register on <<his>> behalf before returning to work.
<br><br>
<<endevent>>
<<chefwork>><<set $outside to 0>><<set $location to "cafe">><<effects>>
You hear them escape the way they came.
<br><br>
<<endevent>>
<<chefwork>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<if C.npc.Sam.love gte -10>><<enable_rescue>><<else>><</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate '"Stop causing a fuss in there," you hear Sam say through the door.'>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Chef Work Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Chef Work Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Break's over," <<he>> says. <<He>> leaves the way <<he>> came.
<br><br>
<<tearful>> you prepare to continue cooking.
<br><br>
<<clothesontowel>>
<<endcombat>>
<<elseif $enemyhealth lte 0>>
"Fuck," the <<person>> manages, clutching <<his>> side and stumbling the way <<he>> came.
<br><br>
<<tearful>> you prepare to continue cooking.
<br><br>
<<clothesontowel>>
<<endcombat>>
<<else>>
<<set $rescued += 1>>
Sam enters the room. The <<person>> backs away from you. "It was <<pher>> idea," <<he>> lies. "I'm going." <<He>> leaves the way <<he>> came.
<br><br>
Sam gives you a suspicious glance before heading back to the main room.
<<npcincr Sam love -1>><<llove>>
<br><br>
<<tearful>> you prepare to continue cooking.
<br><br>
<<clothesontowel>>
<<endcombat>>
<</if>>
<<chefwork>><<effects>>
<<if $masturbationstart is 1>>
<<set $masturbationstart to 0>>
<<set $masturbationstat += 1>>
<<masturbationstart>>
<<set $timer to 60>>
<<set $masturbation_bowl to 1>>
<<set $mouth to "disabled">>
You make sure you're alone in the kitchen, and place a bowl in front of you.
<br><br>
<</if>>
<<masturbationeffects>>
<<masturbationactions>>
<<if $timer gte 50>>
<span class="teal">Sam is occupied.</span>
<<elseif $timer gte 40>>
<span class="lblue">Sam is occupied.</span>
<<elseif $timer gte 30>>
<span class="blue">Sam will want to check on you soon.</span>
<<elseif $timer gte 20>>
<span class="purple">You hear Sam chatting near the door.</span>
<<else>>
<span class="pink">You hear Sam right outside the door!</span>
<</if>>
<br>
<<masturbationbowl>>
<br><br>
<<masturbationControls "timer">><<effects>>
<<set _temp_timer to $timer>>
<<endmasturbation>>
<<endcombat>>
<<clothesontowel>>
<<if !$chef_event>>
<<set $chef_event to 0>>
<</if>>
<<set $chef_event += 20>>
<<npc Sam>><<person1>>
<<wearProp "whisk">>
<<if $masturbation_fluid gte 30>>
<<if _temp_timer lte 10>>
Sam barges through the door. You barely cover yourself in time. <<He>> frowns. "Just checking up on you," <<he>> says.
<br><br>
You assure <<him>> everything is under control, and <<he>> nods. <<He>> returns to the main room, but wedges the kitchen door open.
<<gsuspicion>><<set $chef_sus += 5>>
<br><br>
<</if>>
<<set _buns_sold to Math.floor(($masturbation_fluid / 30))>>
You add your fluid to the mixture, and whip up a new batch of cream. You have enough to make <<number _buns_sold>> buns.
<br><br>
Sam arrives as you finish adding the cream, drawn by the smell. <<He>> leans over them, closes <<his>> eyes, and sniffs.
<<if _buns_sold gte 30>>
"Marvellous," <<he>> says, staring in awe at the mountain in front of <<him>>. "This might be enough to satisfy demand. Good job!"
<<elseif _buns_sold gte 20>>
"Marvellous," <<he>> says, licking <<his>> lips. "You've been very busy. Our customers will be happy."
<<elseif _buns_sold gte 10>>
"Marvellous," <<he>> says, licking <<his>> lips. "Good job. Our customers will be happy."
<<elseif _buns_sold gte 4>>
"Marvellous," <<he>> says, licking <<his>> lips. "A nice batch. Our customers will be happy."
<<elseif _buns_sold gte 3>>
"Marvellous," <<he>> says, licking <<his>> lips. "Three customers are going to be happy."
<<elseif _buns_sold gte 2>>
"Marvellous," <<he>> says, licking <<his>> lips. "Shame there's only a couple. Our customers might need to draw lots."
<<else>>
"Marvellous," <<he>> says. "Shame there's only one. I hope a fight doesn't break out!"
<</if>>
<br><br>
<<He>> carries the buns into the cafe proper. You hear someone cheer as <<he>> enters.
<br><br>
<<sellbuns>>
<<else>>
<<if _temp_timer lte 10>>
Sam barges through the door. You barely cover yourself in time. <<He>> frowns. "Just checking up on you," <<he>> says.
<br><br>
You assure <<him>> everything is under control, and <<he>> nods. <<He>> returns to the main room, but wedges the kitchen door open.
<<gsuspicion>><<set $chef_sus += 5>>
<br><br>
<</if>>
You make the buns without special ingredients, using Sam's recipe. A <<print either("waiter", "waitress")>> arrives to collect the fresh batch.
<br><br>
You're cleaning up when Sam enters the kitchen.
"Buns aren't selling today," <<he>> says, deflated. "They didn't have the smell of your good ones. I don't want to be pushy, but I know you can do better."
<br><br>
"Still," <<he>> continues. "You've earned this." <<He>> hands you <<money 1000 "cafeChef">><<printmoney 1000>>.
<br><br>
<</if>>
<<pass 50>>
<<timeTrackingEndCafe>>
<<link [[Next|Ocean Breeze]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "cafe">><<effects>><<wearProp "whisk">>
<<npc Sam>><<person1>>
<<pass 60>>
<<timeTrackingEndCafe>>
You prepare the cream following Sam's recipe. A <<print either("waiter","waitress")>> arrives to collect the fresh batch.
<br><br>
You're cleaning up when Sam enters the kitchen.
"Buns aren't selling today," <<he>> says, deflated. "They didn't have the smell of your good ones. I don't want to be pushy, but I know you can do better."
<br><br>
"Still," <<he>> continues. "You've earned this." <<He>> hands you <<money 1000 "cafeChef">><<printmoney 1000>>.
<br><br>
<<link [[Next|Ocean Breeze]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "cafe">><<effects>>
<<npc Sam>><<person1>>
You approach Sam. <<He>> hunches over a table, wiping it. <<He>> smiles when <<he>> sees you. "Have you thought about my suggestion?" <<he>> asks.
<br><br>
<<set $chef_state to 4>>
<<if $speech_attitude is "meek">>
You nod. "It's very kind of you to offer," you say. "I'd be happy to help."
<<elseif $speech_attitude is "bratty">>
You nod. "As long as you're sure the photographer isn't some pervert," you say. "I'm in."
<<else>>
You nod. "I'm in," you say.
<</if>>
<br><br>
Sam claps <<his>> hands together. "I'm so happy to hear it," <<he>> says. "Good timing too. The photographer just called with an address."
<<He>> hands you a slip of paper.
"<<nnpc_He "Niki">> has a studio on <span class="gold">Nightingale Street.</span> Head on over when you're ready, and just let <<nnpc_him "Niki">> know who you are."
<br><br>
Sam returns to work, whistling all the while.
<br><br>
<<endevent>>
<<link [[Next|Ocean Breeze]]>><</link>>
<br><<set $outside to 0>><<set $location to "cafe">><<effects>>
<<set $chef_state to 9>>
<<npc Sam>><<person1>>
You enter the Ocean Breeze. Sam approaches you and clasps your hands in <<his>> own. "Are you ready?" <<he>> asks. You nod.
<br><br>
"I'll prepare things here," <<he>> says. "You only need to worry about yourself. You need to make a proper entrance." <<He>> waves a
<<endevent>><<generatey1>><<generate2>><<person1>>
<<person>> over. You recognise <<him>> from the orphanage. "We've set up somewhere for you to get ready nearby. My new employee here will show you."
<br><br>
You follow the <<person>> out the back, and cross the street. <<He>> takes you to an old house at the edge of the residential district.
<br><br>
<<link [[Next|Chef Opening 2]]>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
<<He>> turns to you once inside. "Lots of important people will be coming tonight," <<he>> says. "People from outside town."
<<He>> looks around, as if afraid <<hes>> being watched. "You need to tell them about Bailey. And the orphanage. I don't think we'll get another chance like this."
<br><br>
<<He>> looks at <<his>> feet. "I'm sorry," <<he>> says. "I shouldn't have said anything. It's not fair for you to take such a risk."
<br><br>
<<Hes>> interrupted by another door opening. A <<person2>><<person>> sticks <<his>> head out. "What you two yapping about? Get in here. The party starts soon."
<br><br>
<<link [[Next|Chef Opening 3]]>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
You enter the next room. The <<person1>><<person>> shuffles in behind you.
<br><br>
"You'll need to dress nicely," the <<person2>><<person>> says.
<<if $worn.upper.type.includes("formal") and $worn.lower.type.includes("formal")>>
"It looks like you've got that covered though. We went ahead and got an outfit for you, should you prefer it."
<<He>> gestures at a rack near the window, where a red ball gown hangs beside a tuxedo shirt, jacket and trousers.
<br><br>
<<link [[Wear current clothes|Chef Opening Current]]>><</link>>
<br>
<<if $earSlime.forcedDressing and $earSlime.forcedDressing.type is "m">>
<span class="red">The ear slime refuses to allow you to wear the gown.</span>
<<else>>
<<link [[Wear gown|Chef Opening Gown]]>><</link>>
<</if>>
<br>
<<if $earSlime.forcedDressing and $earSlime.forcedDressing.type is "f">>
<span class="red">The ear slime refuses to allow you to wear the tux.</span>
<<else>>
<<link [[Wear tux|Chef Opening Tuxedo]]>><</link>>
<</if>>
<br>
<<else>>
"We went and got an outfit for you." <<He>> gestures at a rack near the window, where a red ball gown hangs beside a tuxedo shirt, jacket and trousers.
<br><br>
<<if $earSlime.forcedDressing and $earSlime.forcedDressing.type is "m">>
<span class="red">The ear slime refuses to allow you to wear the gown.</span>
<<else>>
<<link [[Wear gown|Chef Opening Gown]]>><</link>>
<</if>>
<br>
<<if $earSlime.forcedDressing and $earSlime.forcedDressing.type is "f">>
<span class="red">The ear slime refuses to allow you to wear the tux.</span>
<<else>>
<<link [[Wear tux|Chef Opening Tuxedo]]>><</link>>
<</if>>
<br>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>>
The <<person2>><<person>> nods. "One moment," <<he>> says, leaving the room.
<<He>> returns soon after, carrying a large mirror.
The <<person1>><<person>> pushes a chair in front of it, and the <<person2>><<person>> gestures for you to take a seat.
<br><br>
You sit still as the <<fullGroup>> carefully apply makeup and trim your hair.
It takes a while. "Sam wants you looking your best," the <<person2>><<person>> says. "A lot of people will be there."
<br><br>
<<pass 60>>
<<link [[Next|Chef Opening 4]]>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
<<if $player.gender_appearance is "m">>
The <<person>> laughs. "I meant the other one," <<he>> says. "But as you like. You're the star."
<<else>>
"I bet it'll look cute on you," the <<person>> says.
<</if>>
<br><br>
<<upperwear 9 red>>
You get dressed in a large cupboard. The <<person1>><<person>> claps when <<he>> sees you. They've set up a tall mirror, and pushed a chair in front of it.
<br><br>
You sit still as the <<fullGroup>> carefully apply makeup and trim your hair. It takes a while.
"Sam wants you looking your best," the <<person2>><<person>> says. "A lot of people will be there."
<br><br>
<<pass 60>>
<<link [[Next|Chef Opening 4]]>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
<<if $player.gender_appearance is "f">>
The <<person>> laughs. "I meant the other one," <<he>> says. "But as you like. You're the star."
<<else>>
"I bet it'll look cute on you," the <<person>> says.
<</if>>
<br><br>
<<upperwear 15>>
<<lowerwear 16>>
You get dressed in a large cupboard. The <<person1>><<person>> claps when <<he>> sees you. They've set up a tall mirror, and pushed a chair in front of it.
<br><br>
You sit still as the <<fullGroup>> carefully apply makeup and trim your hair.
It takes a while. "Sam wants you looking your best," the <<person2>><<person>> says. "A lot of people will be there."
<br><br>
<<pass 60>>
<<link [[Next|Chef Opening 4]]>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
"You look amazing," the <<person1>><<person>> says once they're finished.
<br><br>
A limo waits for you outside. A <<generate3>><<person3>><<person>> opens the door when <<he>> sees you. "People are arriving," <<he>> says. "Sam's waiting."
<br><br>
<<endevent>>
<<link [[Next|Chef Opening 5]]>><</link>>
<br><<set $outside to 0>><<set $location to "cafe">><<effects>>
The limo approaches the cafe. You look out the window, and see a large crowd gathered beneath a giant picture, mounted above the cafe entrance.
It's a picture of you, smiling beneath a chef's hat and pouring <<if $chef_picture is "lewd">>"cream"<<else>>cream<</if>> down your chest from a ladle.
<br><br>
<<if $chef_picture is "lewd">>
<span class="lewd">You remember exactly what the cream is made of, and blush.</span>
<<garousal>><<arousal 600>>
<br><br>
<</if>>
<<if C.npc.Avery.state is "active">>
The limo halts, and a <<print either("waiter", "waitress")>> opens the door. You're met by applause.
<<llltrauma>><<trauma -24>>
<br><br>
You're walking down the red carpet when a figure appears at your side.
<<npc Avery>><<person1>> It's Avery. "I had no idea you were a culinary prodigy," <<he>> says. "I was surprised to see your face up in lights."
<<He>> holds out <<his>> hand. "Let me walk you in."
<br><br>
<<link [[Take Avery's hand|Chef Opening Avery Accept]]>><<set $chef_avery to true>><<npcincr Avery love 1>><</link>><<glove>>
<br>
<<link [[Refuse Avery's hand|Chef Opening Avery Refuse]]>><<set $chef_avery to false>><<npcincr Avery love -1>><<npcincr Avery rage 5>><</link>><<garage>><<llove>>
<br>
<<else>>
The limo halts, and a <<print either("waiter", "waitress")>> opens the door. You're met by applause.
<<llltrauma>><<trauma -24>>
<br><br>
You walk down the red carpet. You recognise Niki among them.
<<npc Sam>><<person1>> Sam meets you at the entrance, wearing <<his>> <<if $pronoun is "m">>suit and tie<<else>>red dress<</if>>.
<br><br>
"This is everything I've wished for," <<he>> says. "Thank you for making it come true." <<He>> hugs you, eliciting a greater cheer from the audience.
<<gglove>><<npcincr Sam love 3>>
<br><br>
<<endevent>>
<<link [[Next|Chef Opening 6]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "cafe">><<effects>>
You take Avery's hand, and together you walk down the red carpet. Several photographers snap pictures. You recognise Niki among them.
<br><br>
<<endevent>><<npc Sam>><<person1>> Sam meets you at the entrance, wearing <<his>> <<if $pronoun is "m">>suit and tie<<else>>red dress<</if>>.
<br><br>
"This is everything I've wished for," <<he>> says. "Thank you for making it come true." <<He>> hugs you, eliciting a greater cheer from the audience.
<<gglove>><<npcincr Sam love 3>>
<br><br>
<<endevent>>
<<link [[Next|Chef Opening 6]]>><</link>>
<br><<set $outside to 0>><<set $location to "cafe">><<effects>>
You turn your back on Avery. You hear <<him>> take a step after you, but doesn't follow further.
You walk down the red carpet. Several photographers snap pictures. You recognise Niki among them.
<br><br>
<<endevent>><<npc Sam>><<person1>> Sam meets you at the entrance, wearing <<his>> <<if $pronoun is "m">>suit and tie<<else>>red dress<</if>>.
<br><br>
"This is everything I've wished for," <<he>> says. "Thank you for making it come true." <<He>> hugs you, eliciting a greater cheer from the audience.
<<gglove>><<npcincr Sam love 3>>
<br><br>
<<endevent>>
<<link [[Next|Chef Opening 6]]>><</link>>
<br><<set $outside to 0>><<set $location to "cafe">><<effects>>
<<earnFeat "Head Chief">>
You walk through the fancy doors, entering the cafe proper. More people await you. Another cheer erupts.
A podium has been set up near the entrance, viewable from nearly everywhere in the building.
<br><br>
<<npc Bailey>><<npc Avery 2>>
<<person1>>
Someone grasps your arm. <span class="purple">It's Bailey.</span>
<<He>> gives you <<his>> best smile. It doesn't look sincere. "You've done well," <<he>> says through <<his>> teeth. "Now don't fuck it up."
<br><br>
<<if $chef_avery>>
<<if $bailey_avery_met isnot 1>>
<<set $bailey_avery_met to 1>>
Avery grasps Bailey's hand, and forcefully shakes it.
"I'm Avery," <<person2>><<he>> says, a hint of anger in <<his>> voice. "I don't believe we've met."
<br><br>
Your heart skips a beat as Bailey reaches into <<person1>><<his>> jacket, but <<his>> arm changes course.
<<He>> pulls a handkerchief from <<his>> pocket. "A pleasure," <<he>> says. "I was talking to my ward. Please, a moment's privacy."
<br><br>
They stare at each other, until Avery turns to you. "I've some old friends I need to catch up with," <<person2>><<he>> says.
"And I'm sure many others want some time with you."
<br><br>
Bailey watches <<him>> leave, wiping <<person1>><<his>> hand with the handkerchief.
<br><br>
<<link [[Slap Bailey|Chef Opening Bailey Slap]]>><<trauma -6>><</link>><<ltrauma>>
<br>
<<link [[Thank Bailey|Chef Opening Bailey Thank]]>><</link>>
<br>
<<link [[Remain silent|Chef Opening Bailey Silent]]>><</link>>
<br>
<<else>>
Avery grasps Bailey's hand, and forcefully shakes it.
"It's good to see you again," <<person2>><<he>> says, a hint of anger in <<his>> voice.
<br><br>
Your heart skips a beat as Bailey reaches into <<person1>><<his>> jacket, but <<his>> arm changes course.
<<He>> pulls a handkerchief from <<his>> pocket. "A pleasure," <<he>> says. "I was talking to my ward. Please, a moment's privacy."
<br><br>
They stare at each other, until Avery turns to you. "I've some old friends I need to catch up with," <<person2>><<he>> says.
"And I'm sure many others want some time with you."
<br><br>
Bailey watches <<him>> leave, wiping <<person1>><<his>> hand with the handkerchief.
<br><br>
<<link [[Slap Bailey|Chef Opening Bailey Slap]]>><<trauma -6>><<control 10>><</link>><<gcontrol>><<ltrauma>>
<br>
<<link [[Thank Bailey|Chef Opening Bailey Thank]]>><</link>>
<br>
<<link [[Remain silent|Chef Opening Bailey Silent]]>><</link>>
<br>
<</if>>
<<else>>
Bailey looks away from you. You realise that, for the first time since your arrival, you're no longer the centre of attention.
<br><br>
<<endevent>>
<<link [[Next|Chef Opening 7]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "cafe">><<effects>>
You slap Bailey across the cheek. <<He>> barely flinches.
The room quiets for a moment, before breaking into laughter and excitement. Bailey leans closer, <<his>> face contorted by that fake smile.
<br><br>
"Best not try that when we're alone," <<he>> whispers. "You're worth more with both hands attached."
<br><br>
<<He>> pulls away as, for the first time since you arrived, attention is diverted elsewhere.
<br><br>
<<endevent>>
<<link [[Look|Chef Opening 7]]>><</link>>
<br><<set $outside to 0>><<set $location to "cafe">><<effects>>
<<if $speech_attitude is "meek">>
"Thank you," you say. "Avery can be scary."
<<elseif $speech_attitude is "bratty">>
"Thanks," you say. "You've made my evening slightly less unpleasant."
<<else>>
"Thank you," you say. "I needed some space."
<</if>>
<br><br>
Bailey leans in. "When you deliver your speech," <<he>> whispers. "Don't say anything you'll regret."
<br><br>
<<He>> pulls away as, for the first time since you arrived, attention is diverted elsewhere.
<br><br>
<<endevent>>
<<link [[Look|Chef Opening 7]]>><</link>>
<br><<set $outside to 0>><<set $location to "cafe">><<effects>>
<<if $speech_attitude is "meek">>
You don't say anything. You just stare at your feet. Bailey looks away from you.
You realise that, for the first time since your arrival, you're no longer the centre of attention.
<<elseif $speech_attitude is "bratty">>
You glare at Bailey, but don't say anything. <<He>> looks away from you.
You realise that, for the first time since your arrival, you're no longer the centre of attention.
<<else>>
You remain silent. Bailey seems satisfied. <<He>> looks away from you.
You realise that, for the first time since your arrival, you're no longer the centre of attention.
<</if>>
<br><br>
<<endevent>>
<<link [[Look|Chef Opening 7]]>><</link>><<set $outside to 0>><<set $location to "cafe">><<effects>>
<<unset $chef_avery>>
<<if C.npc.Quinn.init is 1>>
<<npc Quinn>><<person1>>
Mayor Quinn enters the cafe.
<<He>> passes <<his>> <<if $pronoun is "f">>fur <</if>> coat to a <<print either("waiter", "waitress")>>, and poses for a photographer.
<br><br>
<<He>> looks around the room, <<his>> gaze settling on you.
Pushing through the gathered crowd, <<he>> makes <<his>> way over.
"It's good to see you again," <<he>> says, grasping your hand and shaking it.
<br><br>
<<else>>
<<npc Quinn>><<person1>>
A middle-aged <<personsimple>> enters the cafe.
<<He>> passes <<his>> <<if $pronoun is "f">>fur <</if>> coat to a <<print either("waiter", "waitress")>>, and poses for a photographer.
<br><br>
<<He>> looks around the room. <<His>> gaze settles on you.
Pushing through the gathered crowd, <<he>> makes <<his>> way over.
"You must be the star of the show," <<he>> says, grasping your hand and shaking it.
"I'm Quinn." You recognise the name. <span class="red"><<Hes>> the mayor.</span>
<br><br>
<</if>>
Bailey leans in and whispers something to Quinn.
The mayor laughs. "Nonsense," <<he>> says. "The speech will go ahead."
Quinn grasps your arm again, and pulls you beside <<him>>. Niki appears from the crowd, camera in hand.
<br><br>
<<link [[Smile for the camera|Chef Opening Smile]]>><<npcincr Quinn love 1>><<famebusiness 50 "pic">><</link>>
<br>
<<link [[Pull a funny face|Chef Opening Funny]]>><<npcincr Quinn love 1>><</link>>
<br>
<<link [[Refuse to be photographed|Chef Opening Refuse Photograph]]>><<npcincr Quinn love -1>><</link>>
<br><<set $outside to 0>><<set $location to "cafe">><<effects>>
You smile with Quinn as Niki takes your picture. Quinn holds up your hand, eliciting a cheer from the gathering audience.
<br><br>
"Good luck up there," Quinn says, turning back to you. Someone passes <<him>> a glass of champagne. "Though I'm sure you don't need it."
<br><br>
Bailey whispers something else, and Quinn frowns. "Excuse me," <<he>> says, as much to the crowd as to you.
Bailey and Quinn walk away from the crowd, talking. You can't make out what they're saying.
<br><br>
<<endevent>>
<<link [[Next|Chef Opening 8]]>><</link>>
<br><<set $outside to 0>><<set $location to "cafe">><<effects>>
You pull a funny face as Niki takes your picture. Someone in the audience laughs.
Quinn glances at you, and laughs <<himself>>. <<He>> holds up your hand, eliciting a cheer for the gathering crowd.
<br><br>
"Good luck up there," Quinn says, turning back to you. Someone passes <<him>> a glass of champagne. "Though I'm sure you don't need it."
<br><br>
Bailey whispers something else, and Quinn frowns. "Excuse me," <<he>> says, as much to the crowd as to you.
Bailey and Quinn walk away from the crowd, talking. You can't make out what they're saying.
<br><br>
<<endevent>>
<<link [[Next|Chef Opening 8]]>><</link>>
<br><<set $outside to 0>><<set $location to "cafe">><<effects>>
You wrest yourself free from Quinn's grip. Niki looks at the mayor, unsure what to do. Quinn waves the photographer away.
<br><br>
"Good luck up there," Quinn says, turning back to you. Someone passes <<him>> a glass of champagne. "Though I'm sure you don't need it."
<br><br>
Bailey whispers something else, and Quinn frowns. "Excuse me," <<he>> says, as much to the crowd as to you.
Bailey and Quinn walk away from the crowd, talking. You can't make out what they're saying.
<br><br>
<<endevent>>
<<link [[Next|Chef Opening 8]]>><</link>>
<br><<set $outside to 0>><<set $location to "cafe">><<effects>>
<<npc Sam>><<person1>>
"That was the mayor!" Sam says, rushing to your side. <<He>> pulls a mirror from <<his>> pocket and checks <<his>> hair.
"<<nnpc_He "Quinn">>'ll introduce you when we're ready for your speech. That shouldn't be long now."
<<He>> looks around the room. People are finding their seats, and the last of the guests shuffle through the doors.
<br><br>
<<endevent>><<npc Quinn>><<person1>>
You look over at Bailey and Quinn. Bailey seems agitated, but Quinn is more jovial.
The mayor chuckles, and pulls <<himself>> away from the conversation.
<br><br>
<<endevent>><<npc Sam>><<person1>>
"It's happening," Sam says. "Go sit over there. By the podium." <<He>> looks around the room again.
"The cream treats should be here by now..." <<He>> rushes into the kitchen, while you take your seat beside the podium.
<br><br>
<<endevent>>
<<link [[Next|Chef Opening 9]]>><</link>>
<br><<set $outside to 0>><<set $location to "cafe">><<effects>>
You wait as the remaining guests take their seats. It's a large room, and the tables have been packed together quite tightly.
Others watch from the second floor, glasses in hand. There are a lot of people here, all dressed for the fanciest of occasions.
<br><br>
<<npc Quinn>><<person1>>Quinn steps up to the podium, and the room falls silent.
<br><br>
"Good evening, <<if maleChance() is 100>>gentlemen<<elseif maleChance() is 0>>ladies<<else>>ladies and gentlemen<</if>>," <<he>> says. "It's my privilege as mayor..."
<<He>> talks for a while, about investment opportunities in the town, and <<his>> successes in office.
Your mind wanders, but snaps back to attention when <<he>> gestures at you.
<br><br>
<<link [[Next|Chef Opening 10]]>><</link>><<set $outside to 0>><<set $location to "cafe">><<effects>>
"Mere months ago this <<girl>> was a normal student, until <<pshe>> discovered a talent for baking. Now," Quinn says. "<<pShes>> the reason we're all here."
<br><br>
"I'd also like to thank <<pher>> guardian," Quinn continues, gesturing at Bailey, who perches at the edge of the room.
"<<nnpc_His "Bailey">> hard work protecting and caring for the town's most vulnerable has allowed our young prodigy to flourish." Applause fills the room.
<<gtrauma>><<trauma 6>>
<br><br>
Quinn quiets the audience with a wave.
"But you've heard enough from me," <<he>> continues. "Our world-class chef has a few words too. It's my absolute pleasure to introduce <<phim>>."
<<He>> steps away from the podium, and waves you up.
<br><br>
<<endevent>>
<<link [[Next|Chef Opening 11]]>><</link>><<set $outside to 0>><<set $location to "cafe">><<effects>>
You walk up to the podium. A murmuring fills the room as you do. People hold up their phones, taking pictures.
Staff move between tables, offering guests cream treats from platters. They're eager to taste them. You doubt they're anything as tasty as yours.
<br><br>
Everyone watches you, waiting.
<br><br>
<<link [[Tell them the truth about your cream|Chef Opening Truth]]>><<set $chef_speech to "truth">><<stress 12>><<trauma -6>><<famesex 100 "pic">><<set $chef_sus += 30>><</link>><<gggsuspicion>><<ggstress>><<ltrauma>>
<br>
<<link [[Tell them of Bailey's tyranny|Chef Opening Bailey]]>><<set $chef_speech to "bailey">><<hope 10>><</link>><<ggghope>>
<br>
<<link [[Praise Sam|Chef Opening Sam]]>><<set $chef_speech to "sam">><<npcincr Sam love 6>><</link>><<ggglove>>
<br>
<<link [[Praise yourself|Chef Opening Self]]>><<set $chef_speech to "yourself">><<famebusiness 100 "pic">><<trauma -24>><</link>><<llltrauma>>
<br>
<<link [[Don't say anything|Chef Opening Refuse]]>><<set $chef_speech to "refuse">><<stress -6>><</link>><<lstress>>
<br><<set $outside to 0>><<set $location to "cafe">><<effects>>
You look around the room. Each face looks back. You take a deep breath, and share how the cream is made.
<br><br>
<<npc Sam>><<person1>>
The room was already quiet. Rendered so by anticipation. Now the silence is deafening. All blood drains from Sam's face. You're surprised <<he>> doesn't faint.
<br><br>
<<endevent>>
<<generate1>><<person1>>A <<person>> at the back laughs. "We know," <<he>> says. "And it's fucking delicious. Why do you think we came all this way?"
<br><br>
<<generate2>><<person2>>A <<person>> turns to the <<person1>><<person>>. "Don't encourage the <<girl>>," <<person2>><<he>> says. "That's not an okay joke to make,"
<br><br>
"It's not a joke," the <<person1>><<person>> replies. The <<person2>><<person>> rolls <<his>> eyes.
<br><br>
<<endevent>>
<<link [[Next|Chef Opening Truth 2]]>><</link>>
<br><<set $outside to 0>><<set $location to "cafe">><<effects>>
Laughter fills the cafe. You're not sure how many knew all along, and how many think you're joking.
<br><br>
<<npc Quinn>><<person1>>The mayor pushes you aside and assumes control of the podium.
"Our chef here enjoys a joke," <<he>> says. "How <<pshe>> prepares the cream is <<pher>> secret, but I assure you it's made from the finest local produce."
<br><br>
The mayor turns to you, away from the microphone. "Good thinking," <<he>> says as <<he>> passes. "You know how to build a legend."
<br><br>
You imagine they'll be talking about this for a while. You join the party. What do you want to do?
<br><br>
<<chefspeechoptions>><<set $outside to 0>><<set $location to "cafe">><<effects>>
You look around the room. Bailey stares back. You take a deep breath, and begin.
You talk about life at the orphanage. About the lack of food. About what Bailey makes you do, and about the punishment for failure.
<<if $speech_attitude is "meek">>
You're not sure when you started crying.
<<elseif $speech_attitude is "bratty">>
Your fingers hurt. At some point you started gripping the sides of the podium.
<<else>>
<</if>>
<br><br>
The audience listen in rapt silence. Some wear strange smiles, others look on aghast.
The employee you recognise from the orphanage is in tears.
<<npc Bailey>><<person1>>You dare a glance at Bailey, but <<hes>> not even looking at you. <<He>> glares at the mayor instead.
<br><br>
<<endevent>><<npc Quinn>><<person1>>
Quinn darts forward and interrupts your speech, pushing you off the podium.
"Our young chef," <<he>> says. "Is such a joker. <<pHer>> friends put <<phim>> up to it.
Bailey's orphanage is one of the town's oldest, and most esteemed, institutions. Any abuses of power are taken seriously."
<br><br>
You're not sure if your words got through. Many of the locals nod along with the mayor's words. Some don't look so convinced.
<br><br>
The mayor steps away from the podium, and the party begins in earnest. It seems subdued. What do you want to do?
<br><br>
<<endevent>>
<<chefspeechoptions>><<set $outside to 0>><<set $location to "cafe">><<effects>>
<<npc Sam>><<person1>>
You look around the room. Sam stares back, looking more excited than you've ever seen <<him>>.
<br><br>
You talk about Sam, and all the work <<he>> put in to make the cafe what it is.
You thank <<him>> for giving the opportunity to develop your talents, and thank the audience for making <<his>> dreams come true.
<br><br>
The audience applaud. Sam starts crying.
<br><br>
You step away from the podium, and the party begins in earnest. What do you want to do?
<br><br>
<<endevent>>
<<chefspeechoptions>><<set $outside to 0>><<set $location to "cafe">><<effects>>
<<if $speech_attitude is "meek">>
"I made my buns," you begin "Because I wanted to make people happy..."
<br><br>
<<elseif $speech_attitude is "bratty">>
"From the first time I saw the result of my cooking on another's face," you begin. "I knew I was destined for greatness..."
<br><br>
<<else>>
"The secret to my buns," you begin. "Is hard work, determination..."
<br><br>
<</if>>
It's shameless self-aggrandisement, but it goes down well. They must agree you earned it.
<br><br>
You step away from the podium, and the party begins in earnest. How do you want to conduct yourself?
<br><br>
<<endevent>>
<<chefspeechoptions>><<set $outside to 0>><<set $location to "cafe">><<effects>>
You step away from the podium. The crowd sounds disappointed, though not upset. You hear someone call you cute.
The mayor rushes to take over the microphone.
<<npc Quinn>><<person1>>"Our chef isn't used to public speaking," <<he>> says. "Please, a round of applause regardless." The audience applauds you as prompted.
<br><br>
The mayor steps away from the podium, and the party begins in earnest. How do you want to conduct yourself?
<br><br>
<<endevent>>
<<chefspeechoptions>><<set $outside to 0>><<set $location to "cafe">><<effects>>
You talk to the local elites, ingratiating yourself with them. They're eager for your company.
<<if $chef_speech is "truth">>
They ask for more details about how the cream is prepared, which you gladly give. They laugh each time.
<<elseif $chef_speech is "bailey">>
<<generate1>><<person1>>A concerned-looking <<person>> asks for more details regarding the orphanage, but <<his>> friend shushes <<him>>.
<<else>>
They try to tease out your secret cream recipe, but you're not telling.
<</if>>
<<endevent>>
<br><br>
<<link [[Next|Chef Opening End]]>><</link>>
<br><<set $outside to 0>><<set $location to "cafe">><<effects>>
You talk to the foreign visitors, ingratiating yourself with them. They're eager for your company.
<<if $chef_speech is "bailey">>
<<generate1>><<person1>>A concerned-looking <<person>> asks for more details regarding the orphanage, but <<his>> friend shushes <<him>>.
<<else>>
They're intrigued by some of the local customs, which are apparently strange to them.
<</if>>
<br><br>
<<endevent>>
<<link [[Next|Chef Opening End]]>><</link>>
<br><<set $outside to 0>><<set $location to "cafe">><<effects>>
You chat with other members of the cafe's staff. You recognise many, but there are a lot of new faces.
Even with Sam mobilising the entire staff for this event, they're kept busy and rarely have time to talk.
They don't seem to mind. Sam's joy is infectious.
<br><br>
<<link [[Next|Chef Opening End]]>><</link>>
<br><<set $outside to 0>><<set $location to "cafe">><<effects>><<wearProp "wine" 0 "white">>
You grab a glass of <<= playerIsPregnant() and playerAwareTheyArePregnant() ? "sparkling water" : "champagne">> from a passing <<print either("waiter", "waitress")>>, and explore the new cafe. You find a quiet spot on a second floor balcony, overlooking the sea. You sit down and relax.
<<if !(playerIsPregnant() and playerAwareTheyArePregnant())>>
<<alcohol 60>>
<</if>>
<br><br>
Despite being secluded, several people stop by to chat.
<br><br>
<<link [[Next|Chef Opening End]]>><<handheldon>><</link>>
<br><<set $outside to 0>><<set $location to "cafe">><<effects>>
<<if $chef_speech is "bailey">>
<<npc Bailey>><<person1>>
The party winds down after a few hours. You head to the exit, but Bailey intercepts you.
<br><br>
"You're a brave little shit," <<he>> says. <<He>> grasps your shoulders and turns you to face the guests, now drunkenly shuffling out the cafe.
"They all want a piece of orphan ass now that you've screamed about it. You've made things difficult."
<<gstress>><<stress 6>>
<br><br>
<<He>> releases you, and walks away.
<br><br>
<<endevent>>
<<link [[Next|Chef Opening End 2]]>><</link>>
<br>
<<elseif $chef_speech is "sam">>
<<npc Sam>><<person1>>
The party winds down after a few hours. You head to the exit, where Sam is seeing off guests. <<He>> beams at you.
<br><br>
"No one's ever said such nice things about me," <<he>> confides. "Thank you so much." <<He>> wipes away a tear with the back of <<his>> hand.
<br><br>
"I forgot to mention," <<he>> adds. "We're bumping up the price of buns to <span class="gold">£150</span>.
<<set $bun_value to 15000>>
It's expensive, but they're worth it. And we have extra staff to pay."
<br><br>
<<He>> waves you goodbye, and you exit onto Cliff Street.
<br><br>
<<endevent>>
<<link [[Next|Cliff Street]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $chef_speech is "truth">>
<<npc Sam>><<person1>>
The party winds down after a few hours. You head to the exit. Sam intercepts you.
<br><br>
"I wasn't expecting... that," <<he>> says. "In your speech. I know I said you could say anything, but that didn't cross my mind."
<<He>> shakes <<his>> head. "Still, people took the joke well. No damage done. Thank you for everything."
<br><br>
"I forgot to mention," <<he>> adds. "We're bumping up the price of buns to <span class="gold">£150</span>.
<<set $bun_value to 15000>>
It's expensive, but they're worth it. And we have extra staff to pay."
<br><br>
<<He>> waves you goodbye, and you exit onto Cliff Street.
<br><br>
<<endevent>>
<<link [[Next|Cliff Street]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<npc Sam>><<person1>>
The party winds down after a few hours. You head to the exit, where Sam is seeing off guests.
<br><br>
"I forgot to mention," <<he>> says. "We're bumping up the price of buns to <span class="gold">£150</span>.
<<set $bun_value to 15000>>
It's expensive, but they're worth it. And we have extra staff to pay."
<br><br>
<<He>> waves you goodbye, and you exit onto Cliff Street.
<br><br>
<<endevent>>
<<link [[Next|Cliff Street]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "cafe">><<effects>>
<<npc Sam>><<person1>>
You continue to the exit, where Sam is seeing off guests.
<br><br>
"I forgot to mention," <<he>> says. "We're bumping up the price of buns to <span class="gold">£150</span>.
<<set $bun_value to 15000>>
It's expensive, but they're worth it. And we have extra staff to pay."
<br><br>
<<He>> waves you goodbye, and you exit onto Cliff Street.
<br><br>
<<endevent>>
<<link [[Next|Cliff Street]]>><<set $eventskip to 1>><</link>>
<br><<set $outside to 0>><<set $location to "cafe">><<effects>>
<<if $speech_attitude is "meek">>
"Please don't tell anyone," you say. "What do I do to keep you quiet?"
<<elseif $speech_attitude is "bratty">>
"I get it," you say. "What do you want?"
<<else>>
"What do you want?" you ask.
<</if>>
<br><br>
<<if $rng gte 91>>
"<span class="gold">£2000</span> should do," <<he>> says.
<br><br>
<<if $money gte 200000>>
<<link [[Pay (£2000)|Chef Blackmail Pay]]>><<sub 1>><<money -200000>><</link>>
<br>
<<link [[Say you can't afford it|Chef Blackmail Lie]]>><<def 1>><<set $chef_sus += 10>><</link>><<ggsuspicion>>
<br>
<<link [[Refuse|Chef Blackmail Refuse]]>><<def 1>><<set $chef_sus += 10>><</link>><<ggsuspicion>>
<br>
<<else>>
<<link [[Say you can't afford it|Chef Blackmail Truth]]>><</link>>
<br>
<<link [[Refuse|Chef Blackmail Refuse]]>><<def 1>><<set $chef_sus += 10>><</link>><<ggsuspicion>>
<br>
<</if>>
<<elseif $rng gte 51>>
"<span class="gold">£500</span> should do," <<he>> says.
<br><br>
<<if $money gte 50000>>
<<link [[Pay (£500)|Chef Blackmail Pay]]>><<sub 1>><<money -50000>><</link>>
<br>
<<link [[Say you can't afford it|Chef Blackmail Lie]]>><<def 1>><<set $chef_sus += 10>><</link>><<ggsuspicion>>
<br>
<<link [[Refuse|Chef Blackmail Refuse]]>><<def 1>><<set $chef_sus += 10>><</link>><<ggsuspicion>>
<br>
<<else>>
<<link [[Say you can't afford it|Chef Blackmail Truth]]>><</link>>
<br>
<<link [[Refuse|Chef Blackmail Refuse]]>><<def 1>><<set $chef_sus += 10>><</link>><<ggsuspicion>>
<br>
<</if>>
<<else>>
<<He>> points down the alley. "How about I taste some of your cream," <<he>> says. "Straight from the source."
<br><br>
<<link [[Accept|Chef Blackmail Rape]]>><<set $molestationstart to 1>><<sub 1>><</link>>
<br>
<<link [[Refuse|Chef Blackmail Refuse]]>><<def 1>><<set $chef_sus += 10>><</link>><<ggsuspicion>>
<br>
<</if>><<set $outside to 0>><<set $location to "cafe">><<effects>>
Deciding to damn the consequences, you turn your back to the <<person>> and march away.
<br><br>
<<endevent>>
<<link [[Next|Cliff Street]]>><<set $eventskip to 1>><</link>><<set $outside to 0>><<set $location to "cafe">><<effects>>
You hand over the money. The <<person>> pulls an expression of mock confusion.
"What were we talking about?" <<he>> says. "I've forgotten. How strange." <<He>> laughs and saunters down the alley.
<br><br>
<<endevent>>
<<link [[Next|Cliff Street]]>><<set $eventskip to 1>><</link>>
<br><<set $outside to 0>><<set $location to "cafe">><<effects>>
"Liar," the <<person>> says. "But if you want to play it that way, fine. I have friends on the force." <<He>> walks away.
<br><br>
<<endevent>>
<<link [[Next|Cliff Street]]>><<set $eventskip to 1>><</link>>
<br><<set $outside to 0>><<set $location to "cafe">><<effects>>
"Well," the <<person>> says. "There's something else you have."
<<He>> leers at your <<if $player.gender_appearance is "f">><<breasts>><<else>><<penis>><</if>>.
"How about you give me a taste of your cream," <<he>> continues. "Straight from the source."
<br><br>
<<link [[Accept|Chef Blackmail Rape]]>><<set $molestationstart to 1>><<sub 1>><</link>>
<br>
<<link [[Refuse|Chef Blackmail Refuse]]>><<def 1>><<set $chef_sus += 10>><</link>><<ggsuspicion>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
You follow the <<person>> down the alley. <<He>> shoves you against a wall as soon as you round the corner.
<br><br>
<<if Time.dayState isnot "night">><<enable_rescue>><</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Chef Blackmail Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Chef Blackmail Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The <<person>> walks away, leaving you to slump to the ground.
<br><br>
<<tearful>> you struggle to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Cliff Street]]>><<set $eventskip to 1>><</link>>
<<elseif $enemyhealth lte 0>>
You shove <<him>> against the wall and run out into the street.
<<set $chef_sus += 10>><<ggsuspicion>>
<br><br>
<<tearful>> you look behind you. <<He>> doesn't follow.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Cliff Street]]>><<set $eventskip to 1>><</link>>
<<else>>
<<set $rescued += 1>>/*Unnecessary if rescue is impossible*/
"Everything okay down there?" a voice shouts from the end of the alley.
<br><br>
"F-It's fine," the <<person>> shouts back, adjusting <<his>> clothes. <<He>> gives you an evil look as <<he>> leaves.
<<set $chef_sus += 10>><<ggsuspicion>>
<br><br>
<<tearful>> you return to the street.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Cliff Street]]>><<set $eventskip to 1>><</link>>
<</if>><<set $outside to 0>><<set $location to "cafe">><<effects>>
You climb in. <<generate2>><<person2>>A <<person>> sits in the driver's seat. The <<person1>><<person>> sits beside <<person2>><<him>>, and you drive away.
<br><br>
<<link [[Next|Chef Blackmail Livestock]]>><</link>>
<br><<set $outside to 0>><<set $location to "farm">><<effects>>
Instead of driving you to the station, they take you through Harvest Street, and onto the road leading out of town.
Buildings give way to green and yellow fields, as they take you deeper into the countryside.
<br><br>
The police chat and gossip. Little of it is interesting, until the <<person2>><<person>> turns to face you.
<br><br>
"You've been a bad <<girl>>," <<he>> says. "But don't worry. We've a proper punishment in mind."
<br><br>
<<link [[Ignore|Chef Blackmail Livestock Ignore]]>><</link>>
<br>
<<link [[Plead|Chef Blackmail Livestock Plead]]>><</link>>
<br>
<<link [[Insult|Chef Blackmail Livestock Insult]]>><</link>>
<br><<effects>>
<<pass 60>>
You ignore the <<person>>, instead staring out the window. You catch a glimpse of the forest as the car crests a hill.
"A <<girl>> of few words," <<he>> says. "That'll suit just fine where you're going."
<br><br>
After what feels like an hour, you turn down a thin lane and pull to a stop outside a barn.
<br><br>
<<link [[Next|Chef Blackmail Livestock 2]]>><</link>>
<br><<effects>>
<<pass 60>>
<<if $speech_attitude is "meek">>
"P-please let me go," you say. "I want to go home."
<<elseif $speech_attitude is "bratty">>
"I can't be worth this much trouble," you say. "How about a slap on the wrist?"
<<else>>
"You don't have to do this," you say. "Let me go."
<</if>>
<br><br>
"Sorry <<girl>>," the <<person>> says. "The money's too good. I mean, the justice. We have to uphold justice."
<br><br>
After what feels like an hour, you turn down a thin lane and pull to a stop outside a barn.
<br><br>
<<link [[Next|Chef Blackmail Livestock 2]]>><</link>>
<br><<effects>>
<<pass 60>>
<<if $speech_attitude is "meek">>
"You big meanies," you say. "Is money more important than protecting people?"
<<elseif $speech_attitude is "bratty">>
"Corrupt shits like you will face a reckoning," you say. "Whatever you're being paid isn't worth it."
<<else>>
"How much are you being paid?" you ask. "I bet they got you cheap."
<</if>>
They both laugh. "You're a smart <<girl>>," the <<person>> says. "Almost a waste."
<br><br>
After what feels like an hour, you turn down a thin lane and pull to a stop outside a barn.
<br><br>
<<link [[Next|Chef Blackmail Livestock 2]]>><</link>>
<br><<effects>>
<<generate3>><<generate4>>
They lead you inside, where a <<person3>><<person>> and <<person4>><<person>> wait.
The <<person3>><<person>> shakes hand with the police officers, while the <<person4>><<person>> prowls around you.
<br><br>
"This the chef, then?" the <<person3>><<person>> asks.
<br>
"This the one," the <<person1>><<person>> responds.
<br>
"Dunno what I was expecting. Here's the money."
<<He>> nods a the <<person4>><<person>>, now stood behind you, and you lurched back as <<he>> ties a collar around your neck.
<<leash 21>>
<br><br>
The police leave as the <<person3>><<person>> takes your leash. "Gonna make a killing from this one," <<he>> whispers as <<he>> tugs. You're pulled forward.
<br><br>
<<badEndTracking "Underground Farm" { reason: "arrested" }>>
<<link [[Next|Livestock Intro]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "cafe">><<effects>>
They drive you to Harvest Street, and stop outside an old warehouse.
<br><br>
They open your door, pull you out, and shove you towards the building.
<br><br>
<<generate3>><<generate4>><<generate5>><<generate6>>
The interior is pitch black. Four others step out of the dark, each wearing a police uniform.
<br><br>
<<link [[Next|Chef Blackmail Car Rape]]>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Chef Blackmail Car Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Chef Blackmail Car Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"<<pShe>> was good," the <<person3>><<person>> says. "You always find the cute ones."
<br><br>
"Thanks," the <<person1>><<person>> responds. "Always ready to do my duty." They laugh their way out the building.
<br><br>
<<tearful>> you stumble to the exit, and emerge near Harvest Street
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Harvest Street]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You shove the <<person1>><<person>> to the ground, trip up the <<person2>><<person>>,
headbutt the <<person3>><<person>>, punch the <<person4>><<person>>, and tackle the <<person5>><<person>> to the floor.
<br><br>
The <<person6>><<person>> backs off for a moment, shocked by your aggression and anticipating an attack.
<<tearful>> you seize the opportunity. You flee the building, and escape onto Harvest Street.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Harvest Street]]>><<set $eventskip to 1>><</link>>
<</if>><<set $outside to 0>><<set $location to "cafe">><<effects>>
You turn your back on the <<person>>, and walk away. <<He>> doesn't stop you.
<br><br>
<<link [[Next|Cliff Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<set $outside to 0>><<set $location to "cafe">><<effects>>
<<if $milk_amount gte 40>>
With your lewd intentions confirmed, you start preparing to make some lattes. You start making the coffee normally, until it comes time to add the milk.
<br><br>
The only question is, how much milk should you use?
<br><br>
<<link [[Use a normal amount|Cafe Coffee Creation]]>><<set $phase to 1>><</link>>
<br>
<<if $milk_amount gte 70>>
<<link [[Use a moderate amount|Cafe Coffee Creation]]>><<set $phase to 2>><</link>><<note "+ Suspicion?" "red">>
<br>
<<if $milk_amount gte 100>>
<<link [[Use a great amount|Cafe Coffee Creation]]>><<set $phase to 3>><<set $chef_sus += 15>><</link>><<gsuspicion>>
<br>
<<if $milk_amount gte 150 and hasSexStat("promiscuity", 3)>>
<<link [[Use ridiculous amounts of milk |Cafe Coffee Creation]]>><<set $phase to 4>><<set $chef_sus += 30>><</link>><<ggsuspicion>><<promiscuous3>>
<br>
<</if>>
<</if>>
<</if>>
<<else>>
You grab a small bowl and start milking yourself. You try to squeeze milk out of your breasts, but <<if $milk_amount lte 1>> nothing <<else>> not much <</if>> is coming out. It seems you've exhausted your supply. You'll have to make the drinks normally.
<br><br>
<<link [[Make the drinks normally|Cafe Coffee Creation]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "cafe">><<effects>>
<<if $phase is 1>>
/*Small*/
You grab a small bowl and start milking yourself. Soon you have a decent amount of milk in the bowl. You mix it into their coffees. After a couple of minutes, Sam comes to collect them.<<breastfeed 4>>
<br><br>
<<elseif $phase is 2>>
/*Medium*/
You grab a small bowl and start milking yourself. Soon you have a large amount of milk in the bowl. Hopefully the amount of milk won't seem unusual. You mix it into their coffees. After a couple of minutes, Sam comes to collect them.<<breastfeed 7>>
<br><br>
<<elseif $phase is 3>>
/*Large*/
You grab a small bowl and start milking yourself. Soon you have nearly filled the bowl. They're sure to notice how much milk there is. You mix it into their coffees. After a couple of minutes, Sam comes to collect them.<<breastfeed 10>>
<br><br>
<<elseif $phase is 4>>
/*Huge*/
You decide to give them drinks they're sure to love. You decide to add the milk straight in. You make sure to squeeze out a lot of milk. Some of it misses the coffee, making a mess in the kitchen. <<breastfeed 15>>
<br><br>
You put in so much milk that you're not sure these drinks even count as coffee anymore. You try to mix it in as best as you can. After a couple of minutes, Sam comes to collect them.
<br><br>
<<else>>
/*Normal, no milk*/
<<set _coffee to ["mocha", "latte", "caramel latte", "white chocolate mocha", "flat white", "caramel iced latte"].pluck()>>
You decide to make some normal <<print _coffee>>s for them. After a couple of minutes, the drinks are ready. Sam soon comes to collect them.
<br><br>
<</if>>
<<link [[Next|Cafe Coffee Creation Results]]>><</link>>
<br><<set $outside to 0>><<set $location to "cafe">><<effects>>
<<npc Sam>><<person1>>
<<if $phase is 1>>
/*Small*/
You watch from the kitchen door as Sam brings the coffees to the aristocrats' table. They seem satisfied with your coffee. You go back into the kitchen.
<br><br>
You put the dough in the oven. Sam comes in again. "Thank you for making the coffee on such short notice. They seemed happy with it. Here, think of this as a little 'thank you' for helping me out." <<He>> hands you <<money 10000 "cafeChef">><<printmoney 10000>>. "I won't keep you any longer," <<he>> says as <<he>> leaves.
<br><br>
<<elseif $phase is 2>>
/*Medium*/
<<if $rng % 2 == 0>>
You watch from the kitchen door as Sam brings the coffees to the aristocrats' table. They seem delighted with your coffee. You go back into the kitchen.
<br><br>
You put the dough in the oven. Sam comes in again. "Thank you for making the coffee on such short notice. They seemed to really like it. Some of them said that the milk was even better than normal. How were you able to do that?" <<gsuspicion>><<set $chef_sus += 15>>
<br><br>
"Ah, sorry for asking into your secrets. Here, this is for your great work." <<He>> hands you <<money 12500 "cafeChef">><<printmoney 12500>>. "I won't keep you any longer," <<he>> says as <<he>> leaves.
<br><br>
<<else>>
You watch from the kitchen door as Sam brings the coffees to the aristocrats' table. They seem delighted with your coffee. You go back into the kitchen.
<br><br>
You put the dough in the oven. Sam comes in again. "Thank you for making the coffee on such short notice. They seemed to really like it."
<br><br>
"Here, this is for your great work." <<He>> hands you <<money 12500 "cafeChef">><<printmoney 12500>>. "I won't keep you any longer," <<he>> says as <<he>> leaves.
<br><br>
<</if>>
<<elseif $phase is 3>>
/*Large*/
You watch from the kitchen door as Sam brings the coffees to the aristocrats' table. They seem thrilled with your coffee. You go back into the kitchen.
<br><br>
You put the dough in the oven. Sam comes in again. "Thank you for making the coffee on such short notice. They seemed to love your recipe. Were you able to make the milk even better somehow?" <<gsuspicion>>
<br><br>
"Ah, sorry for asking into your secrets. Here, this is for your great work." <<He>> hands you <<money 15000 "cafeChef">><<printmoney 15000>>. "I won't keep you any longer," <<he>> says as <<he>> leaves.
<br><br>
<<elseif $phase is 4>>
/*Huge*/
You watch from the kitchen door as Sam brings the coffees to the aristocrats' table. At first they seem irritated to have been brought what appears to be milk. But as soon as one of them takes a sip, their mood changes entirely. All of them begin to enthusiastically drink their 'coffees'. You return to the kitchen, satisfied with the effect your drinks had.
<br><br>
You put the dough in the oven. Sam comes in again. "I wasn't sure about your drinks when I saw them, but it seems they were a great success. They were so great that even the other guests wanted to get a taste." <<ggsuspicion>>
<br><br>
"Too bad you're usually busy making buns, else I'd ask you to make more of those drinks." <<He>> hands you <<money 20000 "cafeChef">><<printmoney 20000>>. "You really outdid yourself, thank you." <<npcincr Sam love 2>> <<glove>>
<br><br>
"I won't keep you any longer," <<he>> says as <<he>> leaves.
<br><br>
<<else>>
/*Normal, no milk*/
You watch from the kitchen door as Sam brings the coffees to the aristocrats' table. They seem pleased with the coffee. You go back into the kitchen.
<br><br>
You put the dough in the oven. Sam comes in again. "Thank you for making the coffee on such short notice. Here, think of this as a little 'thank you' for helping me out." <<He>> hands you <<money 5000 "cafeChef">><<printmoney 5000>>. "I won't keep you any longer," <<he>> says as <<he>> leaves.
<br><br>
<</if>>
<<endevent>>
<<chefwork>><<set $outside to 0>><<set $location to "cafe">><<effects>>
<<if $oceanbreezejob>><<timeTrackingEndCafe>><</if>>
You are in the Ocean Breeze Cafe.
<<if $openinghours is 1>>
<<if Weather.precipitation is "rain">>
No one is sitting outside due to the rain, but the cafe proper is crowded.
<<elseif Weather.isFreezing>>
No one is sitting outside due to the cold, but the cafe proper is crowded.
<<elseif !Weather.isOvercast>>
Most of the tables are full.
<<else>>
The cafe is busy, and despite the strong winds some people are sitting outside.
<</if>>
<</if>>
<br><br>
<<if $stress gte $stressmax>>
<<passoutshop>>
<<elseif $openinghours is 1 and $exposed lt 1 and $bunstat gte 50 and $chef_state is 1>>
<<set $chef_state to 2>><<set $bun_value to 10000>>
<<npc Sam>><<person1>>
Sam approaches you, wiping <<his>> hands on a towel and beaming.
"I've made a decision," <<he>> says. "I wanted to keep the buns affordable, but we've attracted interest."
<<He>> holds out a holiday brochure, opened on a page that advertises the town.
There's a picture of the cafe with a caption that describes the buns as "world-class."
<br><br>
"World-class!" Sam beams.
"I've decided to increase the price to <span class="gold">£100</span>. We have a limited supply after all, and can't keep up with demand as it is."
<br><br>
<<He>> returns to work, humming some tune.
<br><br>
<<endevent>>
<<link [[Next|Ocean Breeze]]>><</link>>
<br>
<<elseif $openinghours is 1 and $exposed lt 1 and $bunstat gte 200 and $chef_state is 2>>
<<set $chef_state to 3>>
<<npc Sam>><<person1>>
Sam approaches you.
"I was at a party," <<he>> says.
"And I may have had one too many. Anyway, the topic of our buns came up.
People were very curious about how they're made. When I told them I didn't know, that a new chef was responsible, they became even hungrier.
I think a myth is building around you."
<br><br>
"Anyway," <<he>> continues.
"It got me thinking. I'd like to use your image in our advertisements.
Maybe redesign the front of the building. It's only fair people know who's responsible for these treats."
<br><br>
"I'm willing to increase your cut to <span class="gold">30%</span> of each bun sale," <<he>> adds, cleaning a vacated table.
"I'm in talks with a professional photographer. Mull it over, then let me know what you think."
<br><br>
<<endevent>>
<<link [[Next|Ocean Breeze]]>><</link>>
<br>
<<elseif $openinghours is 1 and $exposed lt 1 and $chef_state is 5>>
<<set $chef_state to 6>>
<<npc Sam>>Sam approaches you. "The photographer sent the pictures over," <<he>> says.
"They're fantastic! The new adverts are going to look great. You'll get <span class="gold">30%</span> of each bun sold from now on, as promised."
<<set $bun_cut to 0.3>>
<br><br>
Sam returns to work, humming some tune.
<br><br>
<<endevent>>
<<link [[Next|Ocean Breeze]]>><</link>>
<br><br>
<<elseif $openinghours is 1 and $exposed lt 1 and $bunstat gte 400 and $chef_state is 6>>
<<set $chef_state to 7>>
<<set $chef_rework to 37>>
<<npc Sam>><<person1>>
Sam approaches you, looking more serious than normal. "I've made a decision," <<he>> says.
"The buns are our flagship, but people are more interested than ever in our other dishes too.
Even when people know the chef is not in the building, they still queue for a chance to eat here. You've probably noticed."
<br><br>
"I've bought next-door," <<he>> continues.
"The big one. I'm going to merge the buildings, make one huge cafe. One that can accommodate the numbers we're pulling. I'm giddy just thinking about it!"
<br><br>
<span class="pink">"We'll need to close for a month,"</span> <<he>> adds.
"It's unfortunate, but the changes are so big. We'll have a grand opening event when it's done, with you as the star."
<br><br>
"We're closing down in a week. I don't want you to be caught off guard. Drop by when we're finished and we'll discuss the opening event."
<br><br>
<<He>> returns to work.
<br><br>
<<endevent>>
<<link [[Next|Ocean Breeze]]>><</link>>
<br>
<<elseif !$daily.earSlimeOceanBreezeCafeEat and $openinghours is 1 and $exposed lt 1 and !$daily.cafeEaten and $money gte 200 and numberOfEarSlime() and earSlimeMakingMundaneRequests() and random(0,100) gte 92>>
<<set _cafeOptions to []>>
<<if $money gte 200>>
<<run _cafeOptions.push("coffee")>>
<</if>>
<<if $money gte 700 and !playerAwareTheyArePregnant()>>
<<switch Time.season>>
<<case "winter">><<run _cafeOptions.push("winter ale")>>
<<case "spring">><<run _cafeOptions.push("fruity ale")>>
<<case "summer">><<run _cafeOptions.push("shandy")>>
<<default>><<run _cafeOptions.push("autumn ale")>>
<</switch>>
<</if>>
<<if $money gte 500>>
<<run _cafeOptions.push("fruit salad")>>
<</if>>
<<if $money gte 1000>>
<<run _cafeOptions.push("pancake")>>
<</if>>
<<if $money gte 5000>>
<<run _cafeOptions.push("deluxe cream bun")>>
<</if>>
<<set $daily.earSlimeOceanBreezeCafeEat to _cafeOptions.random()>>
<span @class="$earSlime.startedThreats ? 'lewd' : 'lblue'">You feel the slime in your head command you to have a $daily.earSlimeOceanBreezeCafeEat.</span> It promises rewards if you comply<<if $earSlime.startedThreats>>, and threatens consequences if you do not<</if>>.
<br><br>
<<earSlimeCafeLinks "Obey">>
<br>
<<if $earSlime.startedThreats>>
<<link [[Defy|Ocean Breeze Slime Defy]]>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><</link>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>>
<<else>>
<<link [[Ignore|Ocean Breeze]]>><</link>>
<</if>>
<<else>>
<<if Time.hour is $closinghour>>
It's closing time. Sam is herding everyone outside.
<<if $exposed gte 1>>
You feel a twinge of panic as you realise how exposed you'll be should you be found in this state of dress.
<</if>>
<br><br>
<<elseif $openinghours is 0>>
You are alone in the darkness.
<br><br>
<<elseif $exposed gte 1>>
You are hiding beneath a table to protect your dignity.
<br><br>
<</if>>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "cafe">>
<</if>>
<<if $openinghours is 1 and $exposed lt 1 and $oceanbreezejob isnot 1>>
<<if $oceanbreezejoboffer is 1>>
<<socialiseicon "ask">><<link [[Ask for work|Ocean Breeze Ask Again]]>><</link>>
<br>
<<else>>
<<socialiseicon "ask">><<link [[Ask for work|Ocean Breeze Ask]]>><</link>>
<br>
<</if>>
<</if>>
<<if $openinghours is 1 and $exposed lt 1 and $oceanbreezejob is 1>>
<<if $chef_state is 0>>
<<ind>><<link [[Accept job offer|Chef Work Accept]]>><</link>>
<br>
<<elseif $chef_state gte 1>>
<<skinicon "chef">><<link [[Work as a chef (1:00)|Chef Work]]>><</link>>
<br>
<</if>>
<<if $chef_state is 3>>
<<ind>><<link [["Accept Sam's offer"|Chef Photographer]]>><</link>>
<br>
<</if>>
<<skinicon "waiter">><<link [[`Work as a ${$player.gender_appearance is "m" ? "waiter" : "waitress"} (1:00)`|Ocean Breeze Work]]>>
<<set $tablesservedstat += random(10,30)>>
<<timeTrackingStart "cafe">><<timeTrackingStart "cafeWaiter">>
<</link>>
<br>
<</if>>
<<if $openinghours is 1 and $exposed lt 1 and $daily.cafeEaten isnot 1>>
<<if $money gte 200>>
<<foodicon "coffee">><<link [[Buy coffee (0:02 £2)|Cafe Coffee]]>>
<<set $daily.cafeEaten to 1>><<money -200 "cafe">><<stress -3>><<tiredness -4>><<pass 2>>
<</link>><<lstress>><<ltiredness>>
<br>
<</if>>
<<if $money gte 700>>
<<foodicon "beerbottle">>
<<if Time.season is "winter">>
<<if playerIsPregnant() and playerAwareTheyArePregnant()>>
<span class="blue">You can't bring yourself to drink winter ale while you know you're with child.</span>
<<else>>
<<link [[Buy winter ale (0:10 £7)|Cafe Eat]]>><<set $phase to "winter ale">><<set $daily.cafeEaten to 1>><<money -700 "cafe">><<stress -6>><<alcohol 100>><<pass 10>><</link>><<lstress>><<galcohol>>
<</if>>
<br>
<<elseif Time.season is "spring">>
<<if playerIsPregnant() and playerAwareTheyArePregnant()>>
<span class="blue">You can't bring yourself to drink fruity ale while you know you're with child.</span>
<<else>>
<<link [[Buy fruity ale (0:10 £7)|Cafe Eat]]>><<set $phase to "fruity ale">><<set $daily.cafeEaten to 1>><<money -700 "cafe">><<stress -6>><<alcohol 60>><<pass 10>><</link>><<lstress>><<galcohol>>
<</if>>
<br>
<<elseif Time.season is "summer">>
<<if playerIsPregnant() and playerAwareTheyArePregnant()>>
<span class="blue">You can't bring yourself to drink shandy while you know you're with child.</span>
<<else>>
<<link [[Buy shandy (0:10 £7)|Cafe Eat]]>><<set $phase to "shandy">><<set $daily.cafeEaten to 1>><<money -700 "cafe">><<stress -6>><<alcohol 40>><<pass 10>><</link>><<lstress>><<galcohol>>
<</if>>
<br>
<<else>>
<<if playerIsPregnant() and playerAwareTheyArePregnant()>>
<span class="blue">You can't bring yourself to drink autumn ale while you know you're with child.</span>
<<else>>
<<link [[Buy autumn ale (0:10 £7)|Cafe Eat]]>><<set $phase to "autumn ale">><<set $daily.cafeEaten to 1>><<money -700 "cafe">><<stress -6>><<alcohol 80>><<pass 10>><</link>><<lstress>><<galcohol>>
<</if>>
<br>
<</if>>
<</if>>
<<if $money gte 300>>
<<if ndef $milkshake>><<set $milkshake to 0>><</if>>
<<if $milkshake lt 2>>
<<foodicon "milkshake">><<link [[Buy milkshake to go (0:02 £3)|Ocean Breeze]]>><<money -300 "cafe">> <<set $milkshake +=1>> <<pass 2>><</link>>
<br>
<</if>>
<</if>>
<<if $money gte 500>>
<<foodicon "fruitsalad">>
<<link [[Buy fruit salad (0:20 £5)|Cafe Eat]]>><<set $phase to "fruit salad">><<set $daily.cafeEaten to 1>><<money -500 "cafe">><<stress -6>><<pass 20>><</link>><<lstress>>
<br>
<</if>>
<<if $money gte 600 and Time.season is "winter">>
<<foodicon "gingerbread">>
<<link [[Buy gingerbread (0:20 £6)|Cafe Eat]]>><<set $phase to "gingerbread">><<set $daily.cafeEaten to 1>><<money -600 "cafe">><<stress -8>><<pass 20>><</link>><<lstress>>
<br>
<</if>>
<<if $money gte 1000>>
<<foodicon "pancakes">>
<<link [[Buy pancakes (0:20 £10)|Cafe Pancakes]]>><<set $daily.cafeEaten to 1>><<money -1000 "cafe">><<tiredness -6>><<pass 20>><</link>><<ltiredness>>
<br>
<</if>>
<<if $money gte 5000>>
<<foodicon "honeychallah">>
<<link [[Buy honey challah (0:20 £50)|Cafe Honey Challah]]>><<set $daily.cafeEaten to 1>><<transform bear 1>><<money -5000 "cafe">><<pass 20>><<stress -18>><</link>><<llstress>>
<br>
<</if>>
<<if $money gte 5000>>
<<foodicon "creambun">>
<<link [[Buy Deluxe Cream Bun (0:20 £50)|Cafe Cream Bun]]>><<set $daily.cafeEaten to 1>><<transform cat 1>><<money -5000 "cafe">><<pass 20>><<stress -18>><</link>><<llstress>>
<br>
<</if>>
<</if>>
<<if $openinghours is 0 and Time.hour isnot $closinghour and !$weekly.theft.oceanBreeze>>
<<shopicon "register">><<link [[Examine the cash register|Ocean Breeze Register]]>><</link>>
<br>
<</if>>
<br>
<<clifficon>><<link [[Leave|Cliff Street]]>><</link>>
<br><br>
<</if>><<set $outside to 1>><<effects>><<set $lock to 200>>
<<openinghours>>
<<if currentSkillValue('skulduggery') gte $lock>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span>
<br><br>
<<else>>
<<wearProp "lockpick">>
<span class="green">The lock looks easy to pick.</span>
<br><br>
<<lockicon "pick">><<link [[Pick it (0:10)|Ocean Breeze]]>><<handheldon>><<pass 10>><<crimeUp 5 "trespassing">><</link>><<crime "trespassing">>
<br>
<</if>>
<<else>>
<span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>>
<br><br>
<</if>>
<<clifficon>><<link [[Leave|Cliff Street]]>><<handheldon>><</link>>
<br><<set $outside to 0>><<set $location to "cafe">><<effects>>
<<set $oceanbreezejoboffer to 1>>
<<npc Sam>><<person1>>
You walk up to the overweight <<personsimple>> behind the counter. <<He>> smiles at you.
"Aren't you a cutie! What will it be?"
<br><br>
You ask if <<he>> has any work for you. <<His>> smile broadens.
"As a matter of fact, I need a cute <<if $player.gender_appearance is "m">>waiter<<else>>waitress<</if>>.
The pay is £5 an hour, plus tips. Just a warning though: some customers might try to grope you.
Please be patient with them; they don't mean nothing by it! We're always understaffed, so you can work whenever we're open."
<br><br>
<<link [[Take job|Ocean Breeze Take Job]]>><</link>>
<br>
<<link [[Refuse job|Ocean Breeze]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "cafe">><<effects>>
<<set $oceanbreezejob to 1>>
"Splendid!" <<he>> says, grabbing your hand in both of <<his>> own and shaking. "I'm Sam, by the way. Come on, let me show you the ropes."
<br><br>
<<link [[Next|Ocean Breeze]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "cafe">><<effects>>
<<npc Sam>><<person1>>You walk up to the overweight <<personsimple>> behind the counter. <<He>> smiles at you.
"Welcome back! Have you reconsidered?"
<br><br>
<<link [[Take job|Ocean Breeze Take Job]]>><</link>>
<br>
<<link [[Refuse job|Ocean Breeze]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "cafe">><<effects>>
<<set C.npc.Sam.love = Math.clamp(C.npc.Sam.love, -50, 50)>>
<<rng 121>>
<<if $rng gte 111 and !$weekly.robinCafeVisit and C.npc.Robin.init gte 1 and $robinmissing is 0 and !["school", "sleep"].includes(getRobinLocation())>>
<<set $weekly.robinCafeVisit to 1>>
<<npc "Robin">>
<<if C.npc.Robin.trauma gte 40>>
<<generateRole 1 0 "waiter/waitress">>
You are cleaning off a table after a previous customer when you see a familiar face in the corner of your eye. It's Robin. <<Hes>> sitting at a table all alone, being served by another <<person2>><<personsimple>>.
<br><br>
You overhear their conversation. "Sorry, but you're gonna have to buy something if you want a glass of water. It's company policy. We are running a business after all," the <<personsimple>> says.
<br><br>
Robin looks up at the <<personsimple>>. "I-I'm sorry... I don't think I can eat anything right now." <<person1>><<He>> stands up and walks out the door.<<gstress>><<stress 6>>
<br><br>
The <<person2>><<personsimple>> walks towards you and scoffs. "Bunch of freeloaders around here. They'll try and put on an act to make you feel bad, but don't let em." <<He>> continues walking past you and into the kitchen.
<br><br>
Before you can say anything Sam calls you to clean up another table. The rest of the shift passes uneventfully.
<br><br>
<<link [[Next|Ocean Breeze]]>><<pass 60>><<endevent>><</link>>
<<else>>
<<set _beverage to Time.season is "winter" ? "eggnog" : "milkshake">>
You are cleaning off a table after a previous customer when you see a familiar face in the corner of your eye. It's Robin. <<Hes>> waiting near the front to be seated. You approach <<him>> and <<he>> smiles.
<br><br>
<<if $robinromance gte 1>>
<<if C.npc.Robin.dom gte 50>>
"Hello! How's work? You look really nice today. I hope the customers have been treating you well. If you get the time, we should go see a movie." <<He>> proceeds to tell you about the genres <<hes>> interested in.
<<else>>
"H-hey! I really wanted to see you and I heard you were working here today! There isn't a lot to do at the orphanage, I hope I'm not too much of a distraction," <<he>> says.
<</if>>
<<else>>
"Hello! I didn't know you were working today! I was just stopping by for a drink, it's nice to see you."
<</if>>
<br><br>
You gleefully chat with Robin for a few minutes before taking <<his>> order. <<He>> orders a _beverage. You prepare <<his>> beverage and bring it to <<his>> table. <<He>> sips the _beverage and smiles. "It's really good!"
<br><br>
<<He>> finishes <<his>> drink, and then stands up. <<He>> <<if $robinromance gte 1>>kisses<<else>>hugs<</if>> you before leaving.
<br><br>
<<if $robinmoney gte 5>>
<<set $tip to 500>>
<<set $robinmoney -= 5>>
The rest of the shift passes uneventfully. Robin left you a tip.<<tipreceive "cafeWaiter">>
<<else>>
The rest of the shift passes uneventfully.
<</if>>
<br><br>
<<link [[Next|Ocean Breeze]]>><<pass 60>><<endevent>><</link>>
<</if>>
<<elseif $rng gte 101>>
Sam asks you to bring plates of food out to a large table of customers.
<br><br>
<<link [[Make multiple trips|Ocean Breeze Plates]]>><<set $phase to 0>><</link>>
<br>
<<link [[Take them all out at once|Ocean Breeze Plates]]>><<set $phase to 1>><</link>><<dancedifficulty 200 800>>
<<elseif $rng gte 81 and Weather.precipitation is "none">>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure)>>
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
As you're serving tables outside the cafe, a strong breeze blows in from the ocean, lifting your skirt and exposing your <<undies>> for anyone who looks.
<<undiestrauma>>
<br><br>
<<if !$worn.under_lower.type.includes("naked")>>
<<link [[Own it|Ocean Breeze Own]]>><<set $phase to 0>><</link>><<exhibitionist1>>
<br>
<<elseif hasSexStat("exhibitionism", 3)>>
<<link [[Own it|Ocean Breeze Own]]>><<set $phase to 1>><</link>><<exhibitionist3>>
<br>
<</if>>
<<link [[Cover yourself|Ocean Breeze Cover]]>><</link>>
<<if !$worn.under_lower.type.includes("naked")>>
<<fameexhibitionism 5>>
<<else>>
<<fameexhibitionism 10>>
<</if>>
<<else>>
As you're serving tables outside the cafe, a strong breeze blows in from the ocean, pleasantly caressing your skin.
<<lstress>><<stress -4>>
<br><br>
The rest of the shift passes uneventfully. You earn <<money 500 "cafeWaiter">><<printmoney 500>>.
<<pass 1 hour>>
<br><br>
<<link [[Next|Ocean Breeze]]>><<endevent>><</link>>
<</if>>
<<else>>
You spend most of the shift serving the tables outside, overlooking the ocean.
<br><br>
The rest of the shift passes uneventfully. You earn <<money 500 "cafeWaiter">><<printmoney 500>>.
<<pass 1 hour>>
<br><br>
<<link [[Next|Ocean Breeze]]>><<endevent>><</link>>
<</if>>
<<elseif $rng gte 81>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if playerBellyVisible() and $lactating is 1 and $breastfeedingdisable is "f">>
<<generate1>><<generate2>><<person1>>
A voice calls out to you. "Oi, <<if $player.gender_appearance is "m">>waiter<<else>>waitress<</if>>!" you hear from a corner of the cafe. You approach the table, and find the voice belonging to a <<person>> who regards you with rage once you arrive. A <<person2>><<person>> sits in front of <<him>>.
<br><br>
"I asked for a deluxe cream bun, and instead I got this!" the <<person1>><<person>> says. "You call this deluxe? There's barely any cream on them! I paid fifty quid for this! Are you all fucking stupid or are you just taking the piss?" <<He>> continues with <<his>> rant, forcing you to listen whenever you try to look away.
<br><br>
The <<person2>><<person>> stays quiet during <<his>> friend's verbal onslaught, but <<his>> eyes remain fixated on your breasts. "Hold on, you're pregnant aren't you?" <<he>> asks, finally interrupting the tirade. "Those tits must be full right about now, why don't you add your own special touch to the buns so my friend here will stop complaining?" The <<person1>><<person>> simmers down, seemingly content with the proposition.
<br><br>
<<if $milk_amount gte 1>>
<<link [[Agree|Ocean Breeze Pregnant Milk Accept]]>><<npcincr Sam love 2>><</link>><<glove>><<promiscuous1>>
<br>
<<else>>
<span class = "pink">You don't have enough milk left.</span>
<br>
<</if>>
<<link [[Refuse|Ocean Breeze Pregnant Milk Refuse]]>><</link>>
<br>
<<elseif $danger gte (9900 - $allure)>>
<<generate1>><<person1>>You serve a <<person>> who orders a bun. <<He>> licks the cream. "That's so good," <<he>> gasps.
<<He>> pulls back a chair and slides the plate in front of it. "Please, sit and try some. My treat." The cafe isn't very busy.
<br><br>
<<link [[Sit|Ocean Breeze Sit]]>><</link>>
<br>
<<link [[Refuse|Ocean Breeze Sit Refuse]]>><</link>>
<br>
<<else>>
<<generate1>><<person1>>You serve a <<person>> who orders a bun. <<He>> stares at you as <<he>> licks the cream.
<br><br>
The rest of the shift passes uneventfully. You earn <<money 500 "cafeWaiter">><<printmoney 500>>.
<<pass 1 hour>>
<br><br>
<<link [[Next|Ocean Breeze]]>><<endevent>><</link>>
<</if>>
<<elseif $rng gte 71>>
<<generate1>><<person1>>A <<person>> sits at a table alone with <<his>> head back and eyes closed.
<<if $awareness gte 400>>
<<generates2>>From the way <<hes>> grinding, it's quite obvious <<hes>> getting oral. <<Hes>> barely trying to hide it.
Covertly checking, you notice a <<person2>><<person>> under the table,
<<print either("gently","eagerly","energetically","sensually","clumsily","vigorously","dutifully","skilfully")>>
<<person1>>
<<if $NPCList[0].penis isnot "none">>
sucking the <<personsimple>> off.
<<else>>
eating the <<personsimple>> out.
<</if>>
<<garousal>><<arousal 200>>
<<elseif $awareness gte 200>>
<<if !Weather.isOvercast>>
<<He>> seems to take almost sexual pleasure from sunbathing.
<<else>>
If not for the rhythmic squirming, you'd think <<he>> was asleep.
<</if>>
At one point <<he>> shudders in a way that seems almost orgasmic.
<<else>>
<<if !Weather.isOvercast>>
It's a beautiful day - <<hes>>
<<else>>
<<Hes>>
<</if>>
probably dozed off.
<</if>>
<br><br>
The rest of the shift passes uneventfully. You earn <<money 500 "cafeWaiter">><<printmoney 500>>.
<<pass 1 hour>>
<br><br>
<<link [[Next|Ocean Breeze]]>><<endevent>><</link>>
<<elseif $rng gte 61>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure)>>
<<generate1>><<generate2>>You serve a young pair, a <<fullGroup>>.
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
<<if $worn.under_lower.type.includes("naked")>>
As you turn to leave, the <<person1>><<person>> lifts the hem of your $worn.lower.name, revealing your bare <<bottom>> to the cafe.
"No underwear?" <<he>> says with incredulity. "You're a little slut, aren't you?"
<<fameexhibitionism 10>><<stress 6>><<arousal 600>><<gstress>><<garousal>>
<br><br>
<<link [[Get angry|Ocean Breeze Angry]]>><</link>>
<br>
<<link [[Ignore|Ocean Breeze Ignore]]>><<trauma 6>><<stress 6>><<set $phase to 2>><</link>><<gtrauma>><<gstress>>
<br>
<<else>>
As you turn to leave, the <<person1>><<person>> lifts the hem of your $worn.lower.name, revealing your $worn.under_lower.name to the cafe.
<<He>> and the <<person2>><<person>> both laugh, drawing more attention to you.
<<fameexhibitionism 1>><<stress 3>><<arousal 300>><<gstress>><<garousal>>
<br><br>
<<link [[Get angry|Ocean Breeze Angry]]>><</link>>
<br>
<<link [[Ignore|Ocean Breeze Ignore]]>><<trauma 3>><<stress 3>><<set $phase to 1>><</link>><<gtrauma>><<gstress>>
<br>
<</if>>
<<else>>
<<if $worn.under_lower.type.includes("naked")>>
As you turn to leave, the <<person1>><<person>> pulls down the back of your $worn.lower.name, revealing your bare <<bottom>> to the cafe.
"No underwear!" <<he>> says with incredulity. "Bet you regret that now."
<<fameexhibitionism 5>><<stress 3>><<arousal 300>><<gstress>><<garousal>>
<br><br>
<<link [[Get angry|Ocean Breeze Angry]]>><</link>>
<br>
<<link [[Ignore|Ocean Breeze Ignore]]>><<trauma 3>><<stress 3>><<set $phase to 1>><</link>><<gtrauma>><<gstress>>
<br>
<<else>>
As you turn to leave, the <<person1>><<person>> pulls down the back of your $worn.lower.name, revealing your $worn.under_lower.name to the cafe.
<<fameexhibitionism 1>><<stress 2>><<arousal 200>><<gstress>><<garousal>>
<br><br>
<<link [[Get angry|Ocean Breeze Angry]]>><</link>>
<br>
<<link [[Ignore|Ocean Breeze Ignore]]>><<trauma 2>><<stress 2>><<set $phase to 0>><</link>><<gtrauma>><<gstress>>
<br>
<</if>>
<</if>>
<<else>>
<<generate1>><<generate2>>You serve a young pair, a <<fullGroup>>.
You think you catch the <<person1>><<person>> checking you out, but they don't say anything.
<br><br>
The rest of the shift passes uneventfully. You earn <<money 500 "cafeWaiter">><<printmoney 500>>.
<<pass 1 hour>>
<br><br>
<<link [[Next|Ocean Breeze]]>><<endevent>><</link>>
<br>
<</if>>
<<elseif $rng gte 51>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
A couple of tourists are sat at one of your tables.
<<if $danger gte (9900 - $allure)>>
<<generate1>><<generate2>>
<<person1>>You overhear the <<person>> telling the <<person2>><<person>> about the town in a hushed voice.
<br>
<<person1>>"I swear," <<he>> says. "This town is a dream for people like us. You can do whatever you like here. No one stops you."
<br>
"Is it true that even the police won't-"
<br>
"The police? They're worse than the rest! Slip 'em a few quid, and they'll probably cuff a <<girl>> down for you."
<br>
"Wow. Like, anyone? It doesn't matter how-"
<br>
"Anyone. Hey." <<He>> looks at you. "You. <<if playerBellyVisible()>>You're pregnant.<<elseif $beauty gte($beautymax / 7) * 2>>You're cute.<</if>> You've been raped, right?"
<br><br>
<<if ($rapestat + $beastrapestat + $tentaclerapestat) gt 0>>
<<link [[Nod|Ocean Breeze Tourist]]>><<set $phase to 1>><</link>>
<br>
<<link [[Deny (lie)|Ocean Breeze Tourist]]>><<set $phase to 2>><</link>>
<br>
<<link [[Refuse to answer|Ocean Breeze Tourist]]>><<set $phase to 3>><</link>>
<br>
<<else>>
<<link [[Nod (lie)|Ocean Breeze Tourist]]>><<set $phase to 1>><</link>>
<br>
<<link [[Deny|Ocean Breeze Tourist]]>><<set $phase to 2>><</link>>
<br>
<<link [[Refuse to answer|Ocean Breeze Tourist]]>><<set $phase to 3>><</link>>
<br>
<</if>>
<<else>>
They talk at length about
<<print either(
"the beach", "surfing", "the museum", "boys", "girls", "the food", "the news",
"the ultimate unity of life", "their plans for next weekend", "the political situation"
)>>.
<br><br>
The rest of the shift passes uneventfully. You earn <<money 500 "cafeWaiter">><<printmoney 500>>.
<<pass 1 hour>>
<br><br>
<<link [[Next|Ocean Breeze]]>><<endevent>><</link>>
<</if>>
<<elseif $rng gte 41>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<generate1>><<person1>> A <<person>> enters the cafe and sits alone in the corner.
<<if $danger gte (9900 - $allure)>>
<<He>> keeps stealing glances at you, and when you go to take <<his>> order <<he>> asks only for a glass of water.
As you turn to leave <<he>> grabs your wrist.
"You don't happen to be on the menu, do you?" <<He>> smiles.
"How about you and I find somewhere quiet and have some fun? I'll make it worth your while." <<He>> taps <<his>> <<wallet>>.
<<His>> intentions are clearly lewd in nature.
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Accept the offer|Ocean Breeze Whore]]>><<set $sexstart to 1>><</link>><<promiscuous2>>
<br>
<<elseif $uncomfortable.prostituting is false>>
<<His>> offer repulses you, but you need the money.
<br><br>
<<link [[Reluctantly accept the offer|Ocean Breeze Whore]]>><<set $desperateaction to 1>><<set $sexstart to 1>><</link>><<promiscuous2>>
<br>
<<else>>
<<insufficientStat "promiscuity" "to take up such an offer">>
<br><br>
<</if>>
<<link [[Refuse|Ocean Breeze Whore Refuse]]>><</link>>
<<else>>
<<He>> keeps stealing glances at you. However, <<he>> refuses to make eye contact when you take <<his>> order.
<br><br>
The rest of the shift passes uneventfully. You earn <<money 500 "cafeWaiter">><<printmoney 500>>.
<<pass 1 hour>>
<br><br>
<<link [[Next|Ocean Breeze]]>><<endevent>><</link>>
<</if>>
<<elseif $rng gte 31>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure)>>
<<generateRole 0 0 "waiter/waitress">><<person1>>
A <<person>> collides with you as you exit the kitchen, spilling warm soup over your
<<if $worn.upper.type.includes("naked")>>chest<<else>>$worn.upper.name.<</if>>
"I am so sorry," <<he>> says, reaching for a towel. Customers turn to watch.
<br><br>
<<link [[Ignore|Ocean Breeze Soup Ignore]]>><<npcincr Sam love 2>><<stress 6>><<pain 20>><</link>><<glove>><<gpain>><<gstress>>
<br>
<<link [[Confront|Ocean Breeze Soup Confront]]>><<npcincr Sam love -1>><<stress -6>><<trauma -6>><</link>><<llove>><<ltrauma>><<lstress>>
<br>
<<if !$worn.upper.type.includes("naked")>>
<<if $player.gender_appearance is "m" and $player.breastsize lte 2>>
<<link [[Remove top|Ocean Breeze Remove]]>><<npcincr Sam love 2>><</link>><<glove>>
<br>
<<elseif hasSexStat("exhibitionism", 4)>>
<<link [[Remove top|Ocean Breeze Remove Lewd]]>><<npcincr Sam love 2>><</link>><<glove>><<exhibitionist4>>
<br>
<</if>>
<</if>>
<<else>>
<<generateRole 0 0 "waiter/waitress">><<person1>>
A <<person>> almost collides with you as you exit the kitchen.
<br><br>
The rest of the shift passes uneventfully. You earn <<money 500 "cafeWaiter">><<printmoney 500>>.
<<pass 1 hour>>
<br><br>
<<link [[Next|Ocean Breeze]]>><<endevent>><</link>>
<</if>>
<<elseif $rng gte 21>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure)>>
<<generate1>><<generate2>><<generate3>><<generate4>>
A large group enters the cafe, taking up several tables by themselves.
You try to ask for their order, but a <<person1>><<person>> sitting at the head interrupts you.
"It's my birthday today, you know. How about something special?" <<He>> openly ogles your body. "Wanna climb up on the table and give us a dance?"
<br><br>
<<link [[Dance for them|Ocean Breeze Dance]]>>
<<danceinit>><<set $dancing to 1>><<set $audience to 4>><<set $venuemod to 2>><<set $timer to 12>><<set $dancelocation to "cafe">>
<</link>><<exhibitionist1>><<gstress>><<gtiredness>>
<br><br>
<<link [[Refuse|Ocean Breeze Dance Refuse]]>><</link>>
<<else>>
A large group enters the cafe, taking up several tables by themselves. They don't give you any trouble though.
<br><br>
The rest of the shift passes uneventfully. You earn <<money 500 "cafeWaiter">><<printmoney 500>>.
<<pass 1 hour>>
<br><br>
<<link [[Next|Ocean Breeze]]>><<endevent>><</link>>
<</if>>
<<elseif $rng gte 11 and $chef_state is undefined>>
<<npc Sam>><<person1>>Sam rushes out of the kitchen, looking flustered.
<<if C.npc.Sam.love gte 10>>
<<He>> glances in your direction, <span class="green">then hastens over.</span>
"I'm in a bit of a pickle," <<he>> says.
"Our chef's stormed off again. I need someone to fill in. Don't worry, it's not hard, and I'll pay you double. Will you help me out?"
<br><br>
<<link [[Accept|Chef Help]]>><<npcincr Sam love 2>><</link>><<glove>>
<br>
<<link [[Refuse|Ocean Breeze Chef Refuse]]>><<npcincr Sam love -1>><</link>><<llove>>
<br>
<<else>>
<<He>> glances in your direction, <span class="red">but passes over you.</span>
<<He>> approaches another member of staff, and offers them better pay to fill in for the chef this shift.
<i>Perhaps Sam would be willing to give you a chance if <<he>> liked you more.</i>
<br><br>
The rest of the shift passes uneventfully. You earn <<money 500 "cafeWaiter">><<printmoney 500>>.
<<pass 1 hour>>
<br><br>
<<link [[Next|Ocean Breeze]]>><<endevent>><</link>>
<</if>>
<<else>>
<<rng>>
<!-- Modified for Monster People -->
<<beastNEWinit 1 dog>>
<<if $rng gte 51 and ($monster is 1 or $bestialitydisable is "f")>>
Sam asks you to take some trash to the dumpster beside the cafe. Stood beside the dumpster, however, is a stray <<beasttype>>. It growls as you approach.
<br><br>
<<link [[Continue regardless|Ocean Breeze Dumpster Dog]]>><<stress 6>><</link>><<gstress>>
<br>
<<link [[Forget your task and go back inside|Ocean Breeze Dumpster Refuse]]>><</link>>
<<else>>
<<endevent>>
<<generate1>><<generate2>>
Sam asks you to take some trash to the dumpster beside the cafe.
Stood beside the dumpster, however, are a <<fullGroup>>. They have a dangerous look about them.
<br><br>
<<link [[Continue regardless|Ocean Breeze Dumpster]]>><<stress 6>><</link>><<gstress>>
<br>
<<link [[Forget your task and go back inside|Ocean Breeze Dumpster Refuse]]>><</link>>
<</if>>
<</if>><<wearProp "tray">>
<<if $phase is 0>>
It takes a few minutes, but you manage to get everything to the table.
<br><br>
The rest of the shift passes uneventfully. You earn <<money 500 "cafeWaiter">><<printmoney 500>>.
<br><br>
<<elseif $phase is 1>>
<<if $danceSuccess>>
<<set $tipmod to 0.2>><<tipset "serving">>
<<set $tip += 500>>
<<set $tip += 100>>
You load the plates onto serving trays and <<dancetext>> balance them on your shoulders, careful not to let anything spill. <span class="green">You manage to get everything to the table in one piece.</span>
<br><br>
<<npc Sam>><<person1>>Sam gives you a thumbs-up as <<he>> walks by.<<npcincr Sam love 1>><<glove>>
<br><br>
The rest of the shift passes uneventfully. Someone left you a tip.<<tipreceive "cafeWaiter">>
<<else>>
You load the plates onto serving trays and <<dancetext>> balance them on your shoulders, careful not to let anything spill. You lose your balance on your way out of the kitchen, however, <span class="red">and accidentally dump several plates' worth of food onto the floor.</span> Sam gives you a disapproving look.<<npcincr Sam love -1>><<llove>><<stress 6>><<gstress>>
<br><br>
You sigh as you begin cleaning up your mess.
<br><br>
The rest of the shift passes uneventfully. You earn <<money 500 "cafeWaiter">><<printmoney 500>>.
<</if>>
<br><br>
<</if>>
<<pass 1 hour>>
<<link [[Next|Ocean Breeze]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "cafe">><<effects>>
<<if $speech_attitude is "meek">>
"I-it's my fault," you say.
<<elseif $speech_attitude is "bratty">>
"Just watch where you're going in the future," you say.
<<else>>
"It's okay," you say.
<</if>>
The <<personsimple>> nods and disappears into the kitchen while you dry off.
<br><br>
"You handled that well," Sam says from behind the till.
<br><br>
The rest of the shift passes uneventfully. You earn <<money 500 "cafeWaiter">><<printmoney 500>>.
<<pass 1 hour>>
<br><br>
<<link [[Next|Ocean Breeze]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "cafe">><<effects>>
<<if $speech_attitude is "meek">>
"You could have burned me," you say.
<<elseif $speech_attitude is "bratty">>
"Someone as clumsy as you shouldn't work here," you say.
<<else>>
"You did that on purpose," you say.
<</if>>
<<He>> bows <<his>> head while the audience whispers and chuckles amongst themselves. Sam gives you a disapproving look.
<br><br>
The rest of the shift passes uneventfully. You earn <<money 500 "cafeWaiter">><<printmoney 500>>.
<<pass 1 hour>>
<br><br>
<<link [[Next|Ocean Breeze]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "cafe">><<effects>>
You remove your $worn.upper.name to make it easier to dry.
The <<personsimple>> averts <<his>> eyes and a customer whistles, but you manage to dry off without hassle.
<br><br>
<<upperstrip>>
<<set $tipmod to 0.2>><<tipset "serving">>
<<set $tip += 500>>
<<set $tip += 100>>
The rest of the shift passes uneventfully. Someone left you a tip.<<tipreceive "cafeWaiter">><<pass 1 hour>>
<br><br>
<<link [[Next|Ocean Breeze]]>><<clotheson>><<endevent>><</link>><<set $outside to 0>><<set $location to "cafe">><<effects>>
You remove your $worn.upper.name to make it easier to dry.
The <<personsimple>> averts <<his>> eyes and blushes at the sight of your <<breasts>>.
A customer whistles. Another cheers. You manage to dry off without hassle.
<<exhibitionism4>>
<<upperstrip>>
<<set $tipmod to 0.2>><<tipset "serving">>
<<set $tip += 500>>
<<set $tip += 500>>
The rest of the shift passes uneventfully. Someone left you a tip.
<<tipreceive "cafeWaiter">><<pass 1 hour>>
<br><br>
<<link [[Next|Ocean Breeze]]>><<clotheson>><<endevent>><</link>><<set $outside to 0>><<set $location to "cafe">><<effects>>
<<npcincr Sam love -1>>
You turn on the spot and glare at the <<person1>><<person>>.
The grin falls off <<his>> face. "Just having a laugh. No need to pout." Sam looks over at you disapprovingly.
<<llove>>
<br><br>
The rest of the shift passes uneventfully. You earn <<money 500 "cafeWaiter">><<printmoney 500>>.
<<pass 1 hour>>
<br><br>
<<link [[Next|Ocean Breeze]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "cafe">><<effects>>
<<if $phase is 0>>
You rearrange your $worn.lower.name and continue as if nothing happened.
<br><br>
<<set $tipmod to 0.2>><<tipset "serving">>
<<set $tip += 500>>
<<set $tip += 100>>
The rest of the shift passes uneventfully. Someone left you a tip.
<<tipreceive "cafeWaiter">>
<<elseif $phase is 1>>
You rearrange your $worn.lower.name and continue as if nothing happened.
<br><br>
<<set $tipmod to 0.2>><<tipset "serving">>
<<set $tip += 500>>
<<set $tip += 200>>
The rest of the shift passes uneventfully. Someone left you a tip.
<<tipreceive "cafeWaiter">>
<<else>>
You rearrange your $worn.lower.name and continue as if nothing happened, blushing at being exposed and humiliated in public like this.
<br><br>
<<set $tipmod to 0.2>><<tipset "serving">>
<<set $tip += 500>>
<<set $tip += 500>>
The rest of the shift passes uneventfully. Someone left you a tip.
<<tipreceive "cafeWaiter">>
<</if>>
<br><br>
<<pass 1 hour>>
<<link [[Next|Ocean Breeze]]>><<endevent>><</link>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 40>>
<<set $tipmod to 2>><<tipset "serving">>
"Meet me in the alley next to the cafe in five minutes, behind the dumpster." <<He>> leaves without looking back.
<<pass 5>>
You slip out while no one is looking, and find <<him>> waiting for you behind the dumpster as promised. <<He>> doesn't waste any time.
<<promiscuity2>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Ocean Breeze Whore Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Ocean Breeze Whore]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "cafe">><<effects>>
You tell the <<person>> that this establishment doesn't serve anything not found on the menu, and leave to fetch <<his>> water. When you return, <<hes>> already gone.
<br><br>
The rest of the shift passes uneventfully. You earn <<money 500 "cafeWaiter">><<printmoney 500>>.
<<pass 1 hour>>
<br><br>
<<link [[Next|Ocean Breeze]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "cafe">><<effects>>
<<if $consensual is 1>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<set $prostitutionstat += 1>><<fameprostitution 1>>
"Here's your pay, whore." <<He>> drops some cash on you as <<he>> leaves. <<tearful>> you hurry back inside before you're missed.
<br><br>
<<tipreceive "prostitution">>
<<else>>
"Fine. I hope you don't expect anything." <<He>> looks at you with disgust as <<he>> leaves. <<tearful>> you hurry back inside before you're missed.
<br><br>
<</if>>
<<else>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<fameprostitution 1>><<set $prostitutionstat += 1>>
"Here's your pay, whore." <<He>> drops some cash on you as <<he>> leaves. <<tearful>> you hurry back inside before you're missed.
<br><br>
<<tipreceive "prostitution">>
<<elseif $enemyhealth lte 0>>
You manage to knock the <<person>> backwards, giving you time to escape. <<tearful>> you flee back into the cafe.
<br><br>
<<elseif $alarm gte 1>>
Sam bursts through the cafe back entrance to see what the fuss is about.
The <<person>> shields <<his>> face and darts away, pushing you to the ground. Sam helps you up and gently steers you back inside.
<<famerape 1>>
<br><br>
<</if>>
<</if>>
<<clothesontowel>>
<<endcombat>>
The rest of the shift passes uneventfully. You earn <<money 500 "cafeWaiter">><<printmoney 500>>.
<<pass 53>>
<br><br>
<<link [[Next|Ocean Breeze]]>><</link>><<set $outside to 0>><<set $location to "cafe">><<effects>>
<<if $stress gte $stressmax>>
<<set $danceevent to "finish">>
<</if>>
<<danceeffects>>
<<danceaudience>>
<<danceactions>>
<<if $danceevent is 0 and $exhibitionism lte 74 and $exposed gte 2>>
There's no way you can continue dancing while so exposed! Face reddening, you flee the scene.
<br><br>
<<elseif $danceevent is 0 and $exhibitionism lte 34 and $exposed gte 1 and !$worn.under_lower.type.includes("dance")>>
There's no way you can continue dancing while so exposed! Face reddening, you flee the scene.
<br><br>
<</if>>
<<if $danceevent is "finish">>
<<link [[Next|Ocean Breeze]]>><<endevent>><<clotheson>><</link>>
<<elseif $danceevent is 0>>
<<if $exposed gte 2 and !hasSexStat("exhibitionism", 5)>>
<<link [[Flee|Ocean Breeze Dance Stop]]>><</link>>
<<elseif $exposed gte 1 and !hasSexStat("exhibitionism", 3)>>
<<link [[Flee|Ocean Breeze Dance Stop]]>><</link>>
<<else>>
<<link [[Stop|Ocean Breeze Dance Stop]]>><</link>>
<</if>>
<</if>><<set $outside to 0>><<set $location to "cafe">><<effects>>
The rest of the shift passes uneventfully. You earn <<money 500 "cafeWaiter">><<printmoney 500>>.
<<pass 1 hour>>
<br><br>
<<link [[Next|Ocean Breeze]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "cafe">><<effects>>
You rush to a back room, out of sight. <<clotheson>> The rest of the shift passes uneventfully, though many of the patrons who saw you dance throw glances your way.
<br><br>
You earn <<money 500 "cafeWaiter">><<printmoney 500>>.
<<set _pass to 5 * Math.clamp($timer, 0, 12)>>
<<pass _pass>>
<br><br>
<<clothesontowel>>
<<link [[Next|Ocean Breeze]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "cafe">><<effects>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure)>>
<<set $outside to 1>>
You decide you're being paranoid, and walk over to the dumpster. As you turn to leave however, you find the pair blocking your path.
The <<person1>><<person>> grabs your arms and covers your mouth, while the <<person2>><<person>> grins at you. "Such a pretty little thing."
<br><br>
<<link [[Next|Ocean Breeze Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You decide you're being paranoid, and walk over to the dumpster. The pair check you out as you walk by, but don't say anything.
<br><br>
The rest of the shift passes uneventfully. You earn <<money 500 "cafeWaiter">><<printmoney 500>>.
<<pass 1 hour>>
<br><br>
<<link [[Next|Ocean Breeze]]>><<endevent>><</link>>
<</if>><<set $outside to 0>><<set $location to "cafe">><<effects>>
<<endevent>>
<<npc Sam>><<person1>>You decide not to risk it and go back inside. Sam says <<he>> understands, but doesn't look happy.
<<npcincr Sam love -1>><<llove>>
<br><br>
The rest of the shift passes uneventfully. You earn <<money 500 "cafeWaiter">><<printmoney 500>>.
<<pass 1 hour>>
<br><br>
<<link [[Next|Ocean Breeze]]>><<endevent>><</link>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<enable_rescue>>
<<maninit>>
<<set $leftarm to "grappled">><<set $rightarm to "grappled">><<hand_gag 0 left>><<set $NPCList[0].righthand to "arms">>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $enemyarousal lte $enemyarousalmax and $enemyhealth gt 0 and $alarm lte 0>>
<span id="next"><<link [[Next|Ocean Breeze Rape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Ocean Breeze Rape Finish]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "cafe">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Satisfied, the pair leave you be. <<tearful>> you hurry back inside before you're missed.
<br><br>
<<elseif $enemyhealth lte 0>>
You manage to knock the pair against the dumpster, giving you time to escape. <<tearful>> you flee back into the cafe.
<br><br>
<<elseif $alarm gte 1>>
Sam bursts through the cafe's back entrance to see what the fuss is about. The pair flee the scene, pushing you to the ground as they do.
Sam helps you up and gently steers you back inside.
<<set $rescued += 1>><<famerape 1>>
<br><br>
<</if>>
<<clothesontowel>>
<<endcombat>>
The rest of the shift passes uneventfully. You earn <<money 500 "cafeWaiter">><<printmoney 500>>.
<<pass 53>>
<br><br>
<<link [[Next|Ocean Breeze]]>><</link>><<set $outside to 0>><<set $location to "cafe">><<effects>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure)>>
<<set $outside to 1>>
You decide you're being paranoid, and walk over to the dumpster. As you turn to leave however, the <<beasttype>> blocks your path.
<br><br>
<<link [[Next|Ocean Breeze Dog Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You decide you're being paranoid, and walk over to the dumpster. The <<beasttype>> runs away as you draw closer.
<br><br>
The rest of the shift passes uneventfully. You earn <<money 500 "cafeWaiter">><<printmoney 500>>.
<<pass 1 hour>>
<br><br>
<<link [[Next|Ocean Breeze]]>><<endevent>><</link>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Ocean Breeze Dog Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Ocean Breeze Dog Rape]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "cafe">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
Satisfied, the <<beasttype>> leaves you be. <<tearful>> you head back into the cafe.
<br><br>
<<elseif $enemyhealth lte 0>>
The <<beasttype>> yelps in pain and flees. <<tearful>> you head back into the cafe.
<br><br>
<<elseif $alarm gte 1>>
Sam bursts through the cafe back entrance to see what the fuss is about.
Startled, the <<beasttype>> flees. You feel humiliated, but Sam helps you up and gently steers you back inside.
<<famebestiality 1>><<set $rescued += 1>>
<br><br>
<</if>>
<<clothesontowel>>
<<endcombat>>
The rest of the shift passes uneventfully. You earn <<money 500 "cafeWaiter">><<printmoney 500>>.
<<pass 53>>
<br><br>
<<link [[Next|Ocean Breeze]]>><</link>><<set $outside to 0>><<set $location to "cafe">><<effects>>
<<if $phase is 0>>
You spin on the spot, flaring your skirt up even more and making sure everyone gets a good view before the wind dies down.
<<exhibitionism1>>
<<set $tipmod to 0.2>><<tipset "serving">>
<<set $tip += 500>>
<<set $tip += 200>>
The rest of the shift passes uneventfully. Someone left you a tip.
<<tipreceive "cafeWaiter">>
<<else>>
You press down on the front of your skirt to cover your <<genitals>> but lean forward as you do, sticking your bare butt out while feigning embarrassment. <<exhibitionism3>>
<<set $tipmod to 0.2>><<tipset "serving">>
<<set $tip += 500>>
<<set $tip += 500>>
The rest of the shift passes uneventfully. Someone left you a tip.
<<tipreceive "cafeWaiter">>
<</if>>
<br><br>
<<link [[Next|Ocean Breeze]]>><<endevent>><<pass 1 hour>><</link>><<set $outside to 0>><<set $location to "cafe">><<effects>>
Cheeks flushing, you press down on your skirt to cover your dignity before the situation worsens, and hasten back inside.
<br><br>
<<if $player.gender_appearance is "f" and $player.penisExist>>
As you escape into the cafe you think you hear someone say, "Was that a penis?"
<br><br>
<</if>>
<<set $tipmod to 0.2>><<tipset "serving">>
<<set $tip += 500>>
<<set $tip += 100>>
The rest of the shift passes uneventfully. Someone left you a tip.<<tipreceive "cafeWaiter">>
<br><br>
<<link [[Next|Ocean Breeze]]>><<endevent>><<pass 1 hour>><</link>><<set $outside to 0>><<set $location to "cafe">><<effects>>
You sit. The <<person>> passes you a spoon, then looks down. "I've left my shoes untied," <<he>> sighs. <<He>> disappears beneath the table.
<br><br>
You press the spoon into the bun, but are interrupted by the <<person>> appearing between your knees.
"Now that I'm down here," <<he>> whispers. "I've a different craving." You glance around. No one else has noticed.
<br><br>
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
<<He>> tries to lift your $worn.lower.name.
<<else>>
<<He>> tries to pull down your $worn.lower.name.
<</if>>
<br><br>
<<link [[Remain seated|Ocean Breeze Oral]]>><</link>><<promiscuous1>>
<br>
<<link [[Leave|Ocean Breeze Stand]]>><</link>>
<br><<set $outside to 0>><<set $location to "cafe">><<effects>>
<<if $speech_attitude is "meek">>
"S-sorry," you say. "I'm supposed to be working."
<<elseif $speech_attitude is "bratty">>
"Can't," you say. "I've a job to do."
<<else>>
"I'm working," you say. "I don't want to get in trouble."
<</if>>
<br><br>
"You're missing out," the <<person>> says, pulling the bun back. "It tastes so good."
<br><br>
The rest of the shift passes uneventfully. You earn <<money 500 "cafeWaiter">><<printmoney 500>>.
<br><br>
<<link [[Next|Ocean Breeze]]>><<endevent>><<pass 1 hour>><</link>><<set $outside to 0>><<set $location to "cafe">><<effects>>
You drop the spoon and stand up before <<he>> can take it further.
<br><br>
The <<person>> climbs back out from under the table. "Not hungry?" <<he>> says. "You're so cute."
<br><br>
The rest of the shift passes uneventfully. You earn <<money 500 "cafeWaiter">><<printmoney 500>>.
<br><br>
<<link [[Next|Ocean Breeze]]>><<endevent>><<pass 1 hour>><</link>><<set $outside to 0>><<set $location to "cafe">><<effects>>
You let the <<person>> continue.
<<if playerChastity("hidden")>>
<<His>> eyes widen as <<he>> exposes your <<print $worn.genitals.name>>.
<<promiscuity1>>
"You're all locked up," <<he>> says. "And I was so keen on having a taste." <<He>> disappears once more, and emerges beside <<his>> chair.
"Your secret's safe with me." <<He>> winks.
<br><br>
<<set $tip += 500>>
<<set $tip += 100>>
<<else>>
<<if $player.penisExist and $player.vaginaExist>>
<<His>> eyes light up as <<he>> exposes your <<genitals>>.
"They're beautiful," <<he>> says, before closing <<his>> eyes in rapture and planting kisses down your shaft, from tip to base, and then over your labia.
<br><br>
<<if !playerChastity("cage")>>You erect in response. <</if>><<He>> pulls away and examines you.
<<if ($parasite.penis.name and $parasite.penis.name isnot "parasite") or $worn.genitals.name is "chastity parasite">>
"I wonder if you're a virgin, having your penis protected like this," <<he>> whispers, gazing at your groin in awe.
<<if $player.virginity.vaginal is true>>
"That's so precious. It's not my place to take it. I need to be gentle."
<<else>>
"Though your vagina tells a different story," <<he>> whispers. <<He>> sounds satisfied.
<</if>>
<<elseif $player.virginity.penile is true or $player.virginity.vaginal is true>>
"You're a virgin," <<he>> whispers, gazing at your groin in awe. "That's so precious. It's not my place to take it. I need to be gentle."
<<else>>
"It's working," <<he>> whispers. <<He>> sounds satisfied.
<</if>>
<<He>> leans forward again, and runs <<his>> tongue along your length.
<<else>>
<<His>> eyes light up as <<he>> exposes your <<genitals>>, then close in rapture as <<he>> kisses it. <<He>> looks up at you.
"Your <<print ($player.penisExist ? "penis" : "pussy")>> is beautiful," <<he>> says. <<He>> closes <<his>> eyes and plants another kiss. Then another.
<<promiscuity1>>
<<if $player.penisExist>>
<<if !playerChastity("cage")>>You erect in response. <</if>><<He>> pulls away and examines you.
<<if ($parasite.penis.name and $parasite.penis.name isnot "parasite") or $worn.genitals.name is "chastity parasite">>
"I wonder if you're a virgin, having it protected like this," <<he>> whispers, gazing at your groin in awe. "That's so precious. I need to be gentle."
<<elseif $player.virginity.penile is true>>
"You're a virgin," <<he>> whispers, gazing at your groin in awe. "That's so precious. It's not my place to take it. I need to be gentle."
<<else>>
"It's working," <<he>> whispers. <<He>> sounds satisfied.
<</if>>
<<He>> leans forward again, and runs <<his>> tongue along your length.
<<else>>
<<He>> pulls away and examines you.
<<if $player.virginity.vaginal is true>>
"You're a virgin," <<he>> whispers, gazing at your groin in awe. "That's so precious. It's not my place to take it. I need to be gentle."
<<else>>
"It's working," <<he>> whispers. <<He>> sounds satisfied.
<</if>>
<<He>> leans forward again, and runs <<his>> tongue around your clit.
<</if>>
<</if>>
<br><br>
<<He>> continues licking, kissing and blowing you. <<He>> alternates between looking up at your face, and at your <<genitals>>.
<<Hes>> sensitive to your responses, and adapts before you get too used to any one technique. Your breath quickens.
<br><br>
<<arousal 1000 "genitals">><<orgasm>>
<<if !$player.penisExist or ($parasite.penis.name and $parasite.penis.name isnot "parasite") or $worn.genitals.name is "chastity parasite">>
<<He>> watches as you shudder, and smiles. "I hope you enjoyed the treat," <<he>> whispers.
<<elseif $orgasmcount gte 24 or $femaleclimax or _deniedOrgasm>>
<<He>> closes <<his>> eyes as you shudder, only to look at you confused, then smile. "I hope you enjoyed the treat," <<he>> whispers.
<<else>>
<<He>> closes <<his>> eyes as you shudder, and catches your semen with <<his>> face.
<<He>> scoops with <<his>> fingers and laps it up. "The best cream," <<he>> whispers.
<</if>>
<br><br>
<<He>> emerges from beneath the table and sits back down. <<He>> winks as you return to work.
<br><br>
<<set $tip += 500>>
<<set $tip += 500>>
<</if>>
<<set $tipmod to 0.2>><<tipset "serving">>
The rest of the shift passes uneventfully. Someone left you a tip.<<tipreceive "cafeWaiter">>
<br><br>
<<link [[Next|Ocean Breeze]]>><<endevent>><<pass 1 hour>><</link>>
<br><<set $outside to 0>><<set $location to "cafe">><<effects>>
You nod at the pair, before displacing your
<<if $worn.upper.type.includes("naked")>>
<<underupperstrip>>
$worn.under_upper.name
<<else>>
<<upperstrip>>
$worn.upper.name
<<if !$worn.under_upper.type.includes("naked")>>
<<underupperstrip>>
and $worn.under_upper.name
<</if>>
<</if>>
and bending over, bringing your <<breasts>> just above the buns. The isolated position of the table lets you comply with their request inconspicuously. You bring your hand to your chest, but it's slapped away by the <<person1>><<person>>.
<br><br>
"Here, I'll do it myself," <<he>> scoffs. "Don't want you holding out on us again." <<He>> grasps one of your <<breasts>>, squeezing with little regard to your comfort. The <<person2>><<person>>, not wanting to be left out, grabs your other breast and pulls just as hard, as if competing with <<his>> friend. It doesn't take long for you to start lactating.
<<promiscuity1>><<breastfeed 5>>
The pair continue to milk you until their buns are coated in a generous amount of your milk, leaving your nipples sore from the exertion.
"I changed my mind," the <<person1>><<person>> says, now in a much happier demeanour. "The service here is second to none. Thanks, <<girl>>." They begin to eat their buns, finally leaving you to fix your clothing before anyone else has a chance to see you.
<br><br>
Sam walks past you. "They sure sounded angry, thanks for dealing with them. Remember, the client's always right!"
<br><br>
<<set $tipmod to 0.2>><<tipset "serving">>
<<set $tip += 500>>
<<set $tip += 100>>
The rest of the shift passes uneventfully. Someone left you a tip. <<tipreceive "cafeWaiter">><<pass 1 hour>>
<br><br>
<<link [[Next|Ocean Breeze]]>><<clotheson>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "cafe">><<effects>>
You shake your head and walk away from them. "Hey, I'm talking to you, <<bitch>>!" The <<person1>><<person>> throws insults at you.
<br><br>
You do your best to ignore <<him>>. Sam hears the yelling from across the cafe, and stares at you in disappointment before moving on.
<br><br>
The rest of the shift passes uneventfully. You earn <<money 500 "cafeWaiter">><<printmoney 500>>.
<<pass 1 hour>>
<br><br>
<<link [[Next|Ocean Breeze]]>><<endevent>><</link>>
<br><<effects>>
<<if $earSlime.corruption gte (currentSkillValue('willpower') / 10)>>
<<set $earSlime.defyCooldown += 2>>
The slime tries to assert control. <span class="red">It overpowers your will,</span> forcing you to buy the $daily.earSlimeOceanBreezeCafeEat.
<<ggwillpower>><<willpower 1>>
<br><br>
<<earSlimeCafeLinks>>
<<else>>
You try to ignore the command from the slime and continue on. You feel it try, <span class="green">but fail,</span> to force you to buy the $daily.earSlimeOceanBreezeCafeEat.
<br><br>
<<link [[Next|Ocean Breeze]]>><<endevent>><</link>>
<br>
<</if>><<endevent>>
<<set _coffee to ["mocha", "latte", "caramel latte", "white chocolate mocha", "flat white", "caramel iced latte"].pluck()>>
<<wearProp "coffee">>
<<if $daily.earSlimeOceanBreezeCafeEat>>
You decide that the ear slime is right and
<<else>>
You
<</if>>
take a seat at one of the elevated seats at the window and order a <<print _coffee>> from the menu.
It arrives promptly, wafting the delicious smell of fresh coffee up your nose.
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1 and hasSexStat("exhibitionism", 4)>>
A wicked thought occurs to you as you take a sip of your coffee.
The seat has your legs elevated to almost eye level from the perspective of passers-by, and you're wearing a skirt.
<<if hasSexStat("exhibitionism", 5) and $worn.under_lower.exposed>>
You're also not wearing any underwear. <<arousal 500>><<garousal>>
<br><br>
<<link [[Part your legs (0:01)|Cafe Coffee Flash]]>><</link>><<exhibitionist4>>
<br>
<<elseif !$worn.under_lower.exposed>>
<<arousal 500>><<garousal>>
<br><br>
<<link [[Part your legs (0:02)|Cafe Coffee Flash]]>> <<set $phase to 0>> <<pass 2>> <</link>><<exhibitionist3>>
<br>
<<else>>
<br><br>
<</if>>
<<else>>
You take your time with your coffee, enjoying the indulgent richness of it one sip at a time.
<br><br>
<</if>>
<<link [[Finish your drink|Cafe Coffee Finish]]>><</link>><<if ndef _caught>> <<set _caught to 0>> <</if>>
<<if ndef $resting>> <<set $resting to 0>> <</if>>
<<if ndef $cameras_raised>> <<set $cameras_raised to 0>> <</if>>
<<if ndef $still>> <<set $still to 0>> <</if>>
<<if ndef $coffee_sips>> <<set $coffee_sips to 12>> <</if>>
<<if $coffee_sips gte 11>>
You have a nearly full cup of coffee in front of you.
<<elseif $coffee_sips gte 8>>
You have a mostly full cup of coffee in front of you.
<<elseif $coffee_sips gte 5>>
You have about half a cup of coffee left.
<<elseif $coffee_sips gte 3>>
You have less than half a cup of coffee left.
<<elseif $coffee_sips gt 1>>
There's not much of your cup of coffee left.
<<elseif $coffee_sips is 1>>
Your cup is almost empty. Time to sip up and head out.
<<else>>
Your coffee cup is empty.
<</if>>
<br><br>
<<if $coffee_sips gt 1>>
<<if $resting>>
You take a sip of your coffee, savouring the warm caffeiney goodness.
<<cafecoffeesip>>
<br><br>
<<elseif $arousal gte $arousalmax - 20>>
<<orgasm>>
Still hazy from your orgasm, you look up to see the strangers outside grinning at you, a few of them are giggling and gossiping with each other.
You've been caught, given away by your own body no less.
<<if $cameras_raised gte 1>>
<span class="pink">
Some of them even got your orgasm on camera.
</span>
<<if $uncomfortable.nude is true>>
You feel utterly humiliated.
<<trauma 10>><<gtrauma>>
<<else>>
Your tummy flutters in delight at having an audience for your public orgasm.
It doesn't hurt that you managed to get off purely from exposing yourself either.
<<stress -5>><<lstress>>
<</if>>
<<fameexhibitionism 50>>
<</if>>
<<set _caught to 1>>
<br><br>
<<else>>
<<switch $phase>>
<<case 0>>
<<if !$still>>
You bring the coffee up to your mouth to partially obscure your face, and bring your knees ever so slightly apart.
Not very far, just far enough to give the tiniest glimpse at your <<undies>> to anyone who happens to be looking.
You take a sip of your coffee.
<<cafecoffeesip>>
<<else>>
You leave your legs just barely parted, savouring the tease as you sip your coffee.
<<cafecoffeesip>>
<</if>>
<br><br>
<<if currentSkillValue('skulduggery') gte 100 + random(0, 50)>>
A few passers-by let their eyes linger on the window a little longer than normal, clearly unsure if they are seeing what they think they are.
<<else>>
A few passers-by let their eyes linger on the window a little longer than normal, before smirking as they walk away. You got caught way too easily.
<<trauma $phase>><<gtrauma>>
<br><br>
<<set _caught to 1>>
<</if>>
<<case 1>>
<<if !$still>>
Taking another sip of your coffee you adjust your legs to bring your knees to a slight part,
exposing a tantalising amount of your <<undies>> to onlookers without giving all your secrets away.
<<cafecoffeesip>>
<<else>>
Taking another sip of your coffee you adjust your feet a little, making sure to stay at about the same level of exposure. It's fun to tease.
<<cafecoffeesip>>
<</if>>
<br><br>
<<if currentSkillValue('skulduggery') gte 200 + random(0, 50)>>
Passers-by make excuses to stop and look in your direction.
<<else>>
Some of the passers-by make excuses to stop and look in your direction, before smirking as they walk away. You got caught way too easily.
<<trauma $phase>><<gtrauma>>
<br><br>
<<set _caught to 1>>
<</if>>
<<case 2>>
<<if !$still>>
Exhilarated by your own brazen exhibitionism you shift your feet so as to part your thighs nice and wide, leaving little to the imagination.
You take another sip of your coffee.
<<cafecoffeesip>>
<<else>>
Savouring the thrill of exposing yourself like this you shift your feet a little, making sure not to cover your <<undies>> even slightly.
You take another sip of your coffee.
<<cafecoffeesip>>
<</if>>
<br><br>
<<if currentSkillValue('skulduggery') gte 300 + random(0, 50)>>
Some of the passers-by gather in small groups at a time, whispering to each other while attempting to stay discreet about their voyeurism.
<<else>>
Some of the passers-by gather in a small group, whispering to each other before pointing and laughing. You've been caught.
<<trauma $phase>><<gtrauma>>
<br><br>
<<set _caught to 1>>
<</if>>
<<case 3>>
Feeling daring <<seatedflashcrotchunderskirt>> giving the onlookers a <<print ["wonderful", "delightful", "fantastic"].pluck()>>
view of your bare <<undies>> while you take another sip of your coffee.
<<cafecoffeesip>>
<br><br>
<<if currentSkillValue('skulduggery') gte 400 + random(0, 50)>>
Some of the strangers gawk at what they're seeing, struggling to hide their voyeurism.
A few of them jab the others in the rib to try and keep them from spoiling the fun.
<<else>>
Some of the strangers gawk at what they're seeing, struggling to hide their voyeurism.
A few of them point at you, whisper something to the others before looking back at you and meeting your gaze with a smirk. You've been caught.
<<trauma $phase>><<gtrauma>>
<br><br>
<<set _caught to 1>>
<</if>>
<<case 4>>
You let your legs slowly come to a natural close, taking a moment to enjoy a giggle to yourself at what you've gotten away with.
The strangers who were making excuses to spend time staring at the window begin to disperse, thinking the show's over.
You take another sip of your coffee.
<<cafecoffeesip>>
<br><br>
<<if $cameras_raised gt 0>>
<<if $cameras_raised gt 1>>
The strangers who had their phones out pocket them as they go, scowling.
<<else>>
The stranger who had their phone out pockets it as they go, scowling.
<</if>>
<</if>>
<<set $cameras_raised to 0>>
<<set $resting to 1>>
<</switch>>
/* up to 3 strangers take photos
* each stranger gets 2 shots at taking a photo before they give up and move on
*/
<<if $cameras_raised gt 0>>
<br><br>
/* for loops seem to hate me so we'll have to do it this way i guess */
<<set _photos_taken to 0>>
<<if $cameras_raised gte 1>>
<!-- Necessary as attempting to clear the first NPC if it did not exist would cause issues with $eventslot. -->
<<if EventSystem.isSlotTaken(0)>>
<<clearsinglenpc 0>>
<</if>>
<span class="pink">
A <<generate1>><<person1>><<person>> raises <<his>> phone and takes a photo.
</span>
<<if random(0,2) gte 1>>
<<He>> brings <<his>> phone to <<his>> face and grins, seemingly happy with the photo <<he>> got of your exposed <<undies>>.
<<set _photos_taken +=1>>
<<else>>
<<He>> brings <<his>> phone to <<his>> face and frowns, seemingly unhappy with the photo <<he>> got of your exposed <<undies>>.
Raising it again <<he>> takes another photo of your exposed <<undies>>.
<<if random(0,2) gte 1>>
<<He>> brings <<his>> phone to <<his>> face and grins this time, seemingly happy with the photo <<he>> got of your exposed <<undies>>.
<<set _photos_taken +=1>>
<<else>>
<<He>> brings <<his>> phone to <<his>> face again and frowns, before pocketing <<his>> phone in frustration.
<</if>>
<</if>>
<br><br>
<</if>>
<<if $cameras_raised gte 2>>
<<if EventSystem.isSlotTaken(1)>>
<<clearsinglenpc 1>>
<</if>>
<span class="pink">
A <<generate2>><<person2>><<person>> raises <<his>> phone and takes a photo.
</span>
<<if random(0,2) gte 1>>
<<He>> brings <<his>> phone to <<his>> face and grins, seemingly happy with the photo <<he>> got of your exposed <<undies>>.
<<set _photos_taken +=1>>
<<else>>
<<He>> brings <<his>> phone to <<his>> face and frowns, seemingly unhappy with the photo <<he>> got of your exposed <<undies>>.
Raising it again <<he>> takes another photo of your exposed <<undies>>.
<<if random(0,2) gte 1>>
<<He>> brings <<his>> phone to <<his>> face and grins this time, seemingly happy with the photo <<he>> got of your exposed <<undies>>.
<<set _photos_taken +=1>>
<<else>>
<<He>> brings <<his>> phone to <<his>> face again and frowns, before pocketing <<his>> phone in frustration.
<</if>>
<</if>>
<br><br>
<</if>>
<<if $cameras_raised gte 3>>
<<if EventSystem.isSlotTaken(2)>>
<<clearsinglenpc 2>>
<</if>>
<span class="pink">
A <<generate3>><<person3>><<person>> raises <<his>> phone and takes a photo.
</span>
<<if random(0,2) gte 1>>
<<He>> brings <<his>> phone to <<his>> face and grins, seemingly happy with the photo <<he>> got of your exposed <<undies>>.
<<set _photos_taken +=1>>
<<else>>
<<He>> brings <<his>> phone to <<his>> face and frowns, seemingly unhappy with the photo <<he>> got of your exposed <<undies>>.
Raising it again <<he>> takes another photo of your exposed <<undies>>.
<<if random(0,2) gte 1>>
<<He>> brings <<his>> phone to <<his>> face and grins this time, seemingly happy with the photo <<he>> got of your exposed <<undies>>.
<<set _photos_taken +=1>>
<<else>>
<<He>> brings <<his>> phone to <<his>> face again and frowns, before pocketing <<his>> phone in frustration.
<</if>>
<</if>>
<br><br>
<</if>>
<<set _new_fame to (_photos_taken * $phase * 2)>>
<<fameexhibitionism _new_fame>>
<<set $cameras_raised to 0>>
<</if>>
<<if !$resting and random(0, 9) + $phase gte 8>>
<<set $cameras_raised to random(1, 3)>>
<<if $cameras_raised is 1>>
<span class="pink">One of the onlookers takes their phone out of their pocket.</span>
<<else>>
<span class="pink"><<Number $cameras_raised>> of the onlookers take their phones out of their pockets.</span>
<</if>>
<</if>>
/* handle how aroused we feel about things */
<<cafecoffeeflasharousal>>
<</if>>
/* action choices */
<<set $still to 0>>
<<if $resting>>
<<link [[Part your legs again (0:01)|Cafe Coffee Flash]]>>
<<set $phase to 0>>
<<set $resting to 0>>
<<pass 1>>
<</link>>
<br>
<<link [[Keep your legs closed (0:01)|Cafe Coffee Flash]]>> <<pass 1>> <</link>>
<br>
<</if>>
<<if !_caught and !$resting>>
<<if $phase gt 0>>
<<link [[Tone it down a little (0:01)|Cafe Coffee Flash]]>>
<<set $phase -=1>>
<<pass 1>>
<</link>>
<br>
<</if>>
<<if $phase isnot 4>>
<<link [[Keep your legs as they are (0:01)|Cafe Coffee Flash]]>>
<<set $still to 1>>
<<pass 1>>
<</link>>
<br>
<</if>>
<<link [[Keep going (0:01)|Cafe Coffee Flash]]>>
<<if $phase lt 4>>
<<set $phase +=1>>
<<else>>
<<set $phase to 0>>
<</if>>
<<pass 1>>
<</link>>
<br>
<<link [[Close your legs (0:01)|Cafe Coffee Flash]]>>
<<set $phase to 4>>
<<pass 1>>
<</link>>
<br>
<</if>>
<</if>>
<<link [[Finish your drink|Cafe Coffee Finish]]>><</link>><<unset $resting>>
<<unset $cameras_raised>>
<<unset $still>>
<<unset $coffee_sips>>
You drink the last of your coffee and place the mug back down on the table, before wiggling off your seat.
You feel a little more refreshed with the caffeine in your system.
<br><br>
<<link [[Next|Ocean Breeze]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "cafe">><<effects>>
<<wearProp "pancake">>
<<if $daily.earSlimeOceanBreezeCafeEat>>
You decide that the ear slime is right and
<<else>>
You
<</if>>
<<if Weather.precipitation is "rain">>
take a seat and order pancakes. They arrive soon after, along with a cup of coffee.
It's tastier than anything you've had at the orphanage. You stare out the window at the rain-filled street, and feel comfy.
<br><br>
<<elseif Weather.isSnow>>
take a seat and order pancakes. They arrive soon after, along with a cup of coffee.
It's tastier than anything you've had at the orphanage. You stare out the window at the snowy street, and feel comfy.
<br><br>
<<else>>
take a seat and order pancakes. They arrive soon after, along with a cup of coffee.
It's tastier than anything you've had at the orphanage. You stare out over the sea, and enjoy the breeze.
<br><br>
<</if>>
<<rng 10>>
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1 and $rng gte 6>>
<<endevent>>
You notice a <<generate1>><<person1>><<person>> staring at you from across the cafe.
Suddenly you realise you've let your legs drift apart slightly, and the <<person>> is trying to look up your skirt.
<<if $worn.under_lower.exposed>>
You remember you aren't wearing any underwear.
<<arousal 500>><<garousal>>
<</if>>
<br><br>
/* check if we meet the basic requirements to expose ourselves */
<<if hasSexStat("exhibitionism", 2)>>
/* show our options depending on our possession of panties */
<<if $worn.under_lower.exposed>>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Part your legs and wink at them|Cafe Exhibitionism Legs Part Pantiless Wink]]>><</link>><<exhibitionist5>>
<br>
<</if>>
<<if hasSexStat("exhibitionism", 4)>>
<<link [[Pretend not to notice as you part your legs|Cafe Exhibitionism Legs Part Pantiless]]>><</link>><<exhibitionist4>>
<br>
<<link [[Ignore the pervert and finish your food|Ocean Breeze]]>><<endevent>><</link>>
<br>
<<else>>
You close your legs carefully so <<he>> doesn't see any more than <<he>> already has.
As you carry on eating your delicious pancakes you can't help imagining what it would feel like to spread your legs
and expose everything to <<his>> wandering eyes.
<<arousal 15>><<garousal>>
<br><br>
<<link [[Finish your food|Ocean Breeze]]>><<endevent>><</link>>
<</if>>
<<else>>
<<link [[Pretend not to notice as you part your legs|Cafe Exhibitionism Legs Part]]>><</link>><<exhibitionist2>>
<br>
<<link [[Ignore the pervert and finish your food|Ocean Breeze]]>><<endevent>><</link>>
<br>
<</if>>
<<else>>
/* we don't, so shut your legs you dirty normie */
You close your legs tightly, not wanting to give the pervert any more of a view than you already have.
<<stress 5>><<gstress>>
<br><br>
<<link [[Ignore the pervert and finish your food|Ocean Breeze]]>><<endevent>><</link>>
<br>
<</if>>
<<else>>
<<CafeExhibitionismLegsPartNormalTerminate>>
<</if>>You pretend to occupy yourself with your pancakes as you gently part your legs as naturally as you can.
/* are we stealthy enough to pretend not to be putting on a show? */
<<rng 50>>
<<if currentSkillValue('skulduggery') gte (300 + $rng)>>
<<CafeExhibitionismLegsPartSuccessS1>>
/* are we good enough to at least not provoke mockery at our poor attempts at stealth exhibitionism? */
<<elseif currentSkillValue('skulduggery') gte 100>>
Knowing you're exposing yourself sends a gentle shiver down your spine but you make sure not to give any indication of your building arousal.
Noticing <<his>> increased interest you decide to tease a little.
<<flashcrotchunderskirt>> giving <<him>> a clear view of your $worn.under_lower.name covered crotch.
The <<person>> takes a sip of <<his>> drink and smirks a little to <<himself>>, it seems you weren't quite as subtle as you thought.
<br><br>
The act of exposing your underwear to a stranger in a cafe gives you a lewd thrill,
and knowing <<he>> caught you doing it on purpose fills you with a mixture of nervousness and exhilaration.
<<exhibitionism3>>
You decide to stop before things get out of hand, finishing up your pancakes before carefully getting out of your seat and leaving.
<<His>> eyes and knowing smirk follow you as you make your way to the door, but <<he>> seems happy to leave you alone.
<br><br>
<<CafeExhibitionismLegsPartNormalTerminate>>
/* were bad at this and should feel bad */
<<else>>
Knowing you're exposing yourself sends a gentle shiver down your spine but you try your best not to give any indication of your building arousal.
The <<person>> takes a sip of <<his>> drink and smirks a little to <<himself>>, barely suppressing a chuckle.
It seems you were nowhere near as subtle as you thought.
<br><br>
The act of exposing your underwear to a stranger in a cafe gives you a lewd thrill,
and knowing <<he>> caught you doing it on purpose fills you with a mixture of nervousness and exhilaration.
<<exhibitionism2>>
Embarrassed, you finish up your pancakes before getting out of your seat and leaving.
<<His>> eyes and knowing smirk follow you as you make your way to the door, but <<he>> seems happy to leave you alone.
<br><br>
<<CafeExhibitionismLegsPartNormalTerminate>>
<</if>>With butterflies churning in your stomach you let the <<person>> snap a photo of your exposed $worn.under_lower.name with their phone, and then another, and then another.
Revelling in the thrill of letting a stranger have such compromising photos of you, you alter your leg positions a few times to give them a wide variety of revealing shots.
<<arousal 15>><<garousal>>
<br><br>
Eventually you decide the <<person>> has had enough photos for now and let your legs come to a natural close.
A mildly disappointed but clearly aroused <<person>> pockets their phone while you ponder where exactly those lewd photos of you might eventually end up.
<<rng 5>>
<<fameexhibitionism $rng "pic">>
<<CafeExhibitionismLegsPartSuccessS2>>Not wanting photos of your $worn.under_lower.name in the hands of a stranger you clasp your legs shut before <<he>> can take the photo.
The <<person>> curses under their breath and pockets their phone, no doubt wondering if you caught them peeking or if luck is just not on their side today.
You polish off the last of your pancakes before heading out the door.
<br><br>
<<CafeExhibitionismLegsPartNormalTerminate>>You carefully put your fork down before making your way to the cafe bathroom.
With the door safely locked you reach under your clothes and remove your underwear, stopping for a moment to feel the thrill of what you're about to do.
With your $worn.under_lower.name off you unlatch the door to head back to your plate and the unsuspecting <<person>>.
<br><br>
The <<person>> looks up at you discreetly as you seat yourself,
and not wanting to ruin the surprise you make sure your skirt hem is safely covering your exposed <<genitals>> as you take your seat.
You decide to play a little at first, fidgeting with your legs as you slowly savour your pancakes.
You want <<his>> full attention for what you plan next.
<br><br>
Slowly, you part your knees a little. At first just enough to make <<him>> wonder if <<hes>> seeing things,
and then as you lean down to help yourself to a particularly tasty looking piece of pancake you part them completely,
giving <<him>> a complete unobstructed view of your inner thighs and everything in between.
The <<persons>> eyes visibly widen in shock as <<he>> stares at your bare <<genitals>>, unsure of how to react to your clearly deliberate act of exhibitionism.
<<if $player.gender_appearance isnot $player.gender and $NudeGenderDC gt 0>>
From the look on <<his>> face it's clear <<he>> was not expecting you to
<<if $player.penisExist and $player.vaginaExist>>
have both a penis and pussy.
<<else>>
be a <<print ($player.gender is "m" ? "boy" : "girl")>>.
<</if>>
<</if>>
Meeting <<his>> gaze with a wink and a stretch of your legs you place one last piece of pancake in your mouth before you make your exit,
leaving the flabbergasted and visibly aroused <<person>> in your wake.
<br><br>
<<exhibitionism5>>
<<CafeExhibitionismLegsPartNormalTerminate>>Seeing <<his>> attempts to hide <<his>> gaze get poorer as time goes on you decide to finish up your plate
and head off before <<he>> realises you're deliberately putting on a show.
With one last mouthful of your food you make your exit, passing the now rather disappointed looking <<person>> on the way.
<br><br>
<<CafeExhibitionismLegsPartNormalTerminate>>You pretend to occupy yourself with your pancakes as you gently part your legs as naturally as you can.
/* are we stealthy enough to pretend not to be putting on a show? */
<<rng 50>>
<<if currentSkillValue('skulduggery') gte (350 + $rng)>>
Knowing you're exposing yourself sends a gentle shiver down your spine but you make sure not to give any indication of your building arousal.
Noticing <<his>> increased interest you decide to tease a little more. <<flashcrotchunderskirt>>, giving <<him>> a clear view of your bare <<genitals>>.
<br><br>
The act of exposing your <<genitals>> to a stranger in a cafe gives you a lewd thrill.
<<exhibitionism5>>
/* check for photo scene */
<<rng 10>>
<<if $rng gte 8>>
/* person attempts to take photo */
<<CafeExhibitionismLegsPartPantilessPhotoDecision>>
<<else>>
<<CafeExhibitionismLegsPartNormalTerminate>>
<</if>>
/* are we good enough to at least not provoke mockery at our poor attempts at stealth exhibitionism? */
<<elseif currentSkillValue('skulduggery') gte 100>>
Knowing you're exposing yourself sends a gentle shiver down your spine but you make sure not to give any indication of your building arousal.
Noticing <<his>> increased interest you decide to tease a little. <<flashcrotchunderskirt>> giving <<him>> a clear view of your bare <<genitals>>.
The <<person>> takes a sip of <<his>> drink and smirks a little to <<himself>>, it seems you weren't quite as subtle as you thought.
<br><br>
The act of exposing your <<genitals>> to a stranger in a cafe gives you a lewd thrill,
and knowing <<he>> caught you doing it on purpose fills you with a mixture of nervousness and exhilaration.
<<exhibitionism5>>
You decide to stop before things get out of hand, finishing up your pancakes before carefully getting out of your seat and leaving.
<<His>> eyes and knowing smirk follow you as you make your way to the door, but <<he>> seems happy to leave you alone.
<br><br>
<<CafeExhibitionismLegsPartNormalTerminate>>
/* were bad at this and should feel bad */
<<else>>
Knowing you're exposing yourself sends a gentle shiver down your spine but you try your best not to give any indication of your building arousal.
The <<person>> takes a sip of <<his>> drink and smirks a little to <<himself>>, barely suppressing a chuckle.
It seems you were nowhere near as subtle as you thought.
<br><br>
The act of exposing your <<genitals>> to a stranger in a cafe gives you a lewd thrill,
and knowing <<he>> caught you doing it on purpose fills you with a mixture of nervousness and exhilaration.
<<exhibitionism4>>
Embarrassed, you finish up your pancakes before getting out of your seat and leaving.
<<His>> eyes and knowing smirk follow you as you make your way to the door, but <<he>> seems happy to leave you alone.
<br><br>
<<CafeExhibitionismLegsPartNormalTerminate>>
<</if>>With butterflies churning in your stomach you let the <<person>> snap a photo of your exposed <<genitals>> with their phone, and then another, and then another.
Revelling in the thrill of letting a stranger have such compromising photos of you,
you alter your leg positions a few times to give them a wide variety of extremely revealing shots.
<<arousal 35>><<garousal>>
<br><br>
Eventually you decide the <<person>> has had enough photos for now and let your legs come to a natural close.
A mildly disappointed but clearly quite aroused <<person>> pockets their phone while you ponder
where exactly those lewd photos of you and your exposed <<genitals>> might eventually end up.
<<rng 10>>
<<fameexhibitionism $rng "pic">>
<br><br>
<<CafeExhibitionismLegsPartNormalTerminate>>Not wanting photos of your <<genitals>> in the hands of a stranger you clasp your legs shut before <<he>> can take the photo.
The <<person>> curses under their breath and pockets their phone, no doubt wondering if you caught them peeking or if luck is just not on their side today.
You polish off the last of your pancakes before heading out the door.
<br><br>
<<CafeExhibitionismLegsPartNormalTerminate>>Bracing yourself for what you're about to do, you lock eyes with the <<person>>.
You deliberately spread your legs, giving them a wink as they settle far enough apart to leave nothing to the imagination.
The <<persons>> jaw drops as they stare at your bare <<genitals>>,
clearly not expecting their attempt at covert voyeurism to be rewarded with such a brazen act of exhibitionism.
<<flashcrotchunderskirt>>, giving <<him>> a nice long look at your bare <<genitals>>.
<br><br>
The act of blatantly exposing yourself to a total stranger in a cafe gives you a lewd thrill.
<<exhibitionism5>>
Eventually you decide the <<person>> has seen enough for now and let your legs come to a natural close.
The mildly disappointed but clearly quite aroused <<person>> stares at you as you make your way out chewing the last of your pancakes.
<br><br>
<<CafeExhibitionismLegsPartNormalTerminate>><<widget "flashcrotchunderskirt">>
<<print either(
"You stretch your leg, raising it up into the air and wiggling your foot a little to prolong your exposure",
"You part your knees a little as you stretch, bringing your feet a little closer together to widen the gap",
"You lift your feet up as you stretch, rocking yourself back a little in your seat and wiggling your feet a little as you \"accidentally\" part your legs",
"You reach down a little and move your foot to one side, reaching down to scratch a non-existent itch on your leg and stabilising by moving your other leg even further apart",
"You act as if you have some particularly uncomfortable debris stuck on your foot, lifting it up and bringing it close to your body in search of a non-existent pebble"
)>>
<</widget>><<set $outside to 0>><<set $location to "cafe">><<effects>><<wearProp "creambun">>
<<if $daily.earSlimeOceanBreezeCafeEat>>
You decide that the ear slime is right and
<<else>>
You
<</if>>
take a seat and order a cream bun, advertised on the menu as using "locally sourced milk." It soon arrives.
<br><br>
It's big, and bursting with cream. It's a struggle to eat without cream squeezing onto the plate at odd angles.
You don't succeed, but you don't mind. It's tasty, and leaves you feeling warm and contented.
<br><br>
<<link [[That's enough|Ocean Breeze]]>><</link>>
<br>
<<link [[Lick the plate clean|Cafe Cream Lick]]>><<transform cat 1>><<stress -6>><</link>><<lstress>>
<br><<set $outside to 0>><<set $location to "cafe">><<effects>>
You lift the plate and lap the cream off it directly.
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure)>>
You catch a <<generate1>><<person1>><<person>> staring at you, <<his>> spoon suspended halfway to <<his>> mouth.
<br><br>
<<link [[Show off|Cafe Cream Show]]>><</link>><<exhibitionist1>>
<br>
<<link [[Ignore|Cafe Cream Ignore]]>><</link>>
<br>
<<else>>
No one pays much attention. You lean back, satisfied.
<br><br>
<<link [[Next|Ocean Breeze]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "cafe">><<effects>>
You make eye contact with the <<person>>, but don't stop licking the plate.
You slow your pace and exaggerate your movements, letting <<him>> see the cream on your tongue from each lick before you take it into your mouth.
You half-close your eyes in feigned rapture and keep licking until your plate is perfectly clean.
<<exhibitionism1>>
You lean back, satisfied. The <<person>> looks away, <<his>> face bright red.
<br><br>
<<endevent>>
<<link [[Next|Ocean Breeze]]>><</link>>
<br><<set $outside to 0>><<set $location to "cafe">><<effects>>
You ignore the <<person>> and finish licking the plate clean. You lean back, satisfied.
<br><br>
<<endevent>>
<<link [[Next|Ocean Breeze]]>><</link>>
<br><<set $outside to 0>><<set $location to "cafe">><<effects>>
<<switch $phase>>
<<case "fruity ale">>
<<wearProp "beer mug">><<set _food to "a fruity ale. It arrives quickly, served in a regular beer glass. It's very sweet and light. It's delicious">>
<<case "winter ale">>
<<wearProp "beer mug">><<set _food to "winter ale. It arrives promptly, served in a beautifully curved glass. It's sweet, rather than bitter. It's delicious">>
<<case "shandy">>
<<wearProp "beer mug">><<set _food to "a shandy. It arrives quickly. It's served in a can with a beer glass; you're clearly meant to pour it yourself. It's lemon flavoured and very refreshing">>
<<case "autumn ale">>
<<wearProp "beer mug">><<set _food to "an autumn ale. It arrives quickly. It's sweet and has a hint of caramel. It's delicious">>
<<case "fruit salad">>
<<wearProp "salad fork">><<set _food to "a fruit salad. It arrives promptly, full of fresh strawberries, blueberries, kiwi, and chunks of pineapple. It's sweet and delicious">>
<<case "gingerbread">>
<<wearProp "gingerbread">><<set _food to "a gingerbread man. It arrives promptly, a friendly icing face smiling up at you. It's sweet and delicious, and <<print $christmas is 1 and Time.monthDay is 25 ? `it's the perfect treat for Christmas Day` : `it reminds you of Christmas`>>">>
<<default>>
<<wearProp "fork">><<set _food to "your food. It arrives promptly, and you finish it quickly. It's delicious">>
<</switch>>
<<print $daily.earSlimeOceanBreezeCafeEat ? "You decide that the ear slime is right and" : "You">> take a seat and order _food.
You stare out the window <<print Weather.precipitation is "rain" ? "at the rain-filled street, feeling comfy" : Weather.isSnow ? "at the snowy street, feeling comfy" : "and gaze at the sea, enjoying the breeze">>.
<br><br>
<<link [[Next|Ocean Breeze]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "cafe">><<effects>>
<<set $tip to 0>> /*Ensure tip is 0 so that nothing can be carried over from anything else*/
<<if ($rapestat + $beastrapestat + $tentaclerapestat) gt 0>>
<<if $phase is 1>>
You nod.
<br>
"How was it?" <<he>> leers.
<br>
<<if $trauma gte ($traumamax / 5) * 4>>
In an empty, even monotone, you describe your experiences in exacting, clinical detail. Between your quiet monotone, your gentle rocking,
and the infinite void behind your stare, your words clearly unsettle the <<fullGroup>>.
They watch after you as you leave.
<br>
"Wow. Damaged goods much?"
<br>
"Well, yeah," you hear the <<person1>><<person>> nervously laugh. "I guess that's the downside."
<<set $tip += 400>>
<<elseif $speech_attitude is "meek">>
You tell them about your abuse and degradation in the kind of gratuitous detail that you hope will satisfy their morbid curiosity.
<<if currentSkillValue('english') gte 400>>
You are open, eloquent and explicit. They clearly get off on it.
<<set $tip += 1000>>
<<else>>
Your words fail to convey any feeling. They soon start to lose interest.
<<set $tip += 200>>
<</if>>
<<elseif $rapetrait gte 1>>
"It was bad," you say. "I mean, it still is, but... I guess I'm used to it now."
<br>
<<He>> looks at <<his>> friend. "See?"
<<set $tip += 200>>
<<elseif $submissive lte 500>>
You pick up the large cylindrical pepper-grinder on their table. Weigh it in your hand. Contemplate it a moment.
<br>
You bang it on the table decisively, fixing <<his>> eye. "You really wanna find out?"
<br>
<<if $rng % 2>>
<<He>> looks briefly horrified and shakes <<his>> head fearfully.
<<else>>
They laugh nervously.
<</if>>
<br>
"Thought not." You leave.
<<elseif $speech_attitude is "bratty">>
"Bad. Now are you ready to leave or can I take your order?"
<br>
They place an order.
<<else>>
"Sorry. It was horrible. I don't like talking about it."
<br>
They spend the next few minutes harassing you for details.
<<gstress>><<stress 2>>
<</if>>
<<elseif $phase is 2>>
You shake your head.
<br>
<<if $fame.rape gte 800>>
A nearby customer laughs. "Right!
<<if $player.gender_appearance isnot $player.gender and $NudeGenderDC gt 0>>
'<<pShes>> notorious!
<<else>>
<<pShes>> notorious!
<</if>>
Half the town's played around with that little fucktoy."
<br>
You leave when the other customer starts showing them photos.
<<elseif $beauty lte ($beautymax / 7) * 2>>
"Well, I mean bad example. Who'd bother? But every *attractive* person in this town has been raped."
<br>
You leave them to their conversation.
<<else>>
"Sure you haven't." <<He>> smiles cynically.
<br>
You leave them to their conversation.
<</if>>
<</if>>
<<else>>
<<if $phase is 1>>
You nod.
<br>
"How was it?" <<he>> leers.
<br>
<<if $speech_attitude is "meek">>
You make up a story of abuse and degradation that you hope will satisfy their morbid curiosity.
<<if currentSkillValue('english') gte 400>>
You are eloquent and convincing. They get off on it.
<<set $tip += 500>>
<<else>>
Your words are hollow and your story doesn't make sense. They soon lose interest.
<</if>>
<<else>>
"Sorry," you tell them. "I don't like talking about it."
<br>
They spend the next few minutes pestering you for details.
<<gstress>><<stress 2>>
<</if>>
<<elseif $phase is 2>>
You shake your head.
<br>
<<if $beauty lte ($beautymax / 7) * 2>>
"Well, I mean bad example. Who'd bother? But every *attractive* person in this town has been raped."
<br>
You leave them to their conversation.
<<else>>
"Sure you haven't." <<He>> smiles cynically.
<br>
You leave them to their conversation.
<</if>>
<</if>>
<</if>>
<<if $phase is 3>>
You refuse to answer their questions. Finally they place an order.
<</if>>
<br><br>
The rest of the shift passes uneventfully.
<<if $tip gt 0>>
<<set $tip += 500>>
Someone left you a tip.
<<tipreceive "cafeWaiter">><<pass 1 hour>>
<<else>>
You earn <<money 500 "cafeWaiter">><<printmoney 500>>.
<<pass 1 hour>>
<</if>>
<br><br>
<<link [[Next|Ocean Breeze]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "cafe">><<effects>>
Sam nods, but looks exasperated. <<He>> approaches another member of staff, and asks them for help instead.
<br><br>
The rest of the shift passes uneventfully. You earn <<money 500 "cafeWaiter">><<printmoney 500>>.
<br><br>
<<link [[Next|Ocean Breeze]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "cafe">><<effects>>
<<set $chef_state to 8>>
<<npc Sam>><<person1>>
You enter through the doors of the rebuilt Ocean Breeze. The main room is much wider and taller than before. You see more tables up on a second floor.
They overhang the first. The rustic look is gone, replaced by an elegant deco design.
<br><br>
Sam stands in the middle, talking to another member of staff. <<Hes>> wearing a <<if $pronoun is "m">>suit and tie<<else>>red dress<</if>>.
<br><br>
<<He>> turns to you and beams. "It's the chef!" <<he>> says, rushing over and grasping your hands. "How do you like the new look?" <<he>> asks. "The building. Not me."
<br><br>
<<link [[Say it looks pretentious|Ocean Breeze Pretentious]]>><<npcincr Sam love -1>><</link>><<llove>>
<br>
<<link [[Say it looks wonderful|Ocean Breeze Wonderful]]>><<npcincr Sam love 1>><</link>><<glove>>
<br>
<<link [[Say it looks okay|Ocean Breeze Okay]]>><</link>><<set $outside to 0>><<set $location to "cafe">><<effects>>
<<if $speech_attitude is "meek">>
You look at your feet. "I liked the old cafe more," you admit. "Sorry."
<<elseif $speech_attitude is "bratty">>
You scoff. "It's a bit much for some cream buns," you say. "Don't you think?"
<<else>>
"It's a little gaudy," you admit.
<</if>>
<br><br>
Sam frowns, but it only lasts a moment. "You're underestimating your talent," <<he>> says. "I've always wanted a place like this."
<br><br>
<<He>> looks around the room. "I've begun preparations for the grand opening," <<he>> says.
"I'd like you to make an appearance. Nothing big! Just a little speech.
People from all over the world are coming, so the town's movers and shakers will want to make an appearance."
<br><br>
"There's no need to be shy," <<he>> adds. "You can say whatever you like, really. People just like to know who's making the food."
<br><br>
<<link [[Next|Ocean Breeze Rework 2]]>><</link>>
<br><<set $outside to 0>><<set $location to "cafe">><<effects>>
<<if $speech_attitude is "meek">>
"It's wonderful," you say. "Like a dream."
<<elseif $speech_attitude is "bratty">>
"It's certainly an upgrade," you say.
<<else>>
"I like it a lot," you say. "Very fancy."
<</if>>
<br><br>
Sam nods. "I know! I've always wanted a place like this."
<br><br>
<<He>> looks around the room. "I've begun preparations for the grand opening," <<he>> says.
"I'd like you to make an appearance. Nothing big! Just a little speech.
People from all over the world are coming, so the town's movers and shakers will want to make an appearance."
<br><br>
"There's no need to be shy," <<he>> adds. "You can say whatever you like, really. People just like to know who's making the food."
<br><br>
<<link [[Next|Ocean Breeze Rework 2]]>><</link>>
<br><<set $outside to 0>><<set $location to "cafe">><<effects>>
<<if $speech_attitude is "meek">>
"I-I don't know," you say. "I'm not used to fancy things."
<<elseif $speech_attitude is "bratty">>
"As long as I can work in peace," you say. "It's fine."
<<else>>
"It looks okay," you say. "It does stand out."
<</if>>
<br><br>
Sam nods. "I've always wanted a place like this."
<br><br>
<<He>> looks around the room. "I've begun preparations for the grand opening," <<he>> says.
"I'd like you to make an appearance. Nothing big! Just a little speech.
People from all over the world are coming, so the town's movers and shakers will want to make an appearance."
<br><br>
"There's no need to be shy," <<he>> adds. "You can say whatever you like, really. People just like to know who's making the food."
<br><br>
<<link [[Next|Ocean Breeze Rework 2]]>><</link>>
<br><<set $outside to 0>><<set $location to "cafe">><<effects>>
"I'm eager to get started," Sam says. "But you're the star. We'll open when you're ready. Come along some time in the evening and we'll finalise things."
<br><br>
<<set $chef_state to 8>>
<<endevent>>
<<clifficon>><<link [[Leave|Cliff Street]]>><<set $eventskip to 1>><</link>>
<br><<set $outside to 0>><<set $location to "cafe">><<effects>><<wearProp "creambun">>
<<if $daily.earSlimeOceanBreezeCafeEat>>
You decide that the ear slime is right and
<<else>>
You
<</if>>
take a seat and order a honey, advertised on the menu as "baked fresh daily." It soon arrives.
<br><br>
The challah is warm and golden, with a delicate sheen of honey glazing its braided surface. As you pull apart a piece, the soft, fluffy bread reveals its rich, slightly sweet aroma. Each bite melts in your mouth, leaving a lingering warmth that spreads through your body.
<br><br>
<<link [[That's enough|Ocean Breeze]]>><</link>>
<br>
<<link [[Lick the plate clean|Cafe Honey Lick]]>><<transform bear 1>><<stress -6>><</link>><<lstress>>
<br><<set $outside to 0>><<set $location to "cafe">><<effects>>
You lift the plate and lap the honey off it directly.
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure)>>
You catch a <<generate1>><<person1>><<person>> staring at you, <<his>> spoon suspended halfway to <<his>> mouth.
<br><br>
<<link [[Show off|Cafe Honey Show]]>><</link>><<exhibitionist1>>
<br>
<<link [[Ignore|Cafe Honey Ignore]]>><</link>>
<br>
<<else>>
No one pays much attention. You lean back, satisfied.
<br><br>
<<link [[Next|Ocean Breeze]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "cafe">><<effects>>
You make eye contact with the <<person>>, but don't stop licking the plate.
You slow your pace and exaggerate your movements, letting <<him>> see the honey on your tongue from each lick before you take it into your mouth.
You half-close your eyes in feigned rapture and keep licking until your plate is perfectly clean.
<<exhibitionism1>>
You lean back, satisfied. The <<person>> looks away, <<his>> face bright red.
<br><br>
<<endevent>>
<<link [[Next|Ocean Breeze]]>><</link>>
<br><<set $outside to 0>><<set $location to "cafe">><<effects>>
You ignore the <<person>> and finish licking the plate clean. You lean back, satisfied.
<br><br>
<<endevent>>
<<link [[Next|Ocean Breeze]]>><</link>>
<br><<widget "eventschef">>
<<cleareventpool>>
<<if $chef_state gte 9 and $breastfeedingdisable is "f" and $lactating is 1>>
<<addinlineevent "chef_coffee" 0.7>>
As you get ready to put the dough in the oven, <<npc Sam>><<person1>>Sam bursts in. "You didn't start yet, right?" You tell <<him>> that you haven't started making the cream yet. "Good. I need you to make some coffee. I know you don't usually handle that, but we have a couple of foreign aristocrats visiting us."
<br><br>
You ask why they would want a drink instead of the buns. "Oh, they're ordering buns too, it's just that... I already promised them you would be handling their entire meal, which also includes the drinks..." <<he>> says apologetically. "I'm sorry to spring this on you so suddenly, but I'm sure you won't have any problems making just a couple of drinks for them."
<br><br>
Not seeing many options, you tell <<him>> you'll do it. "Wonderful! Don't worry, there are no expectations for you to be a skilled barista. What matters is that they are made by our star chef."
<br><br>
As you get ready to make them coffee, <span class="lewd">a lewd idea strikes you.</span> Perhaps you could add your 'secret ingredient' to it.
<br><br>
<<link [[Make the drinks normally|Cafe Coffee Creation]]>><<endevent>><</link>>
<br>
<<link [[Use your secret ingredient |Cafe Coffee Lewd]]>><<endevent>><</link>><<promiscuous2>>
<br>
<</addinlineevent>>
<</if>>
<<addinlineevent "chef_thief" 0.7>>
You hear the back door squeak.
<<if random(1, 1000) gte $skulduggery>>
You turn to look, <span class="red">but don't see anything out of the ordinary.</span>
<br><br>
<<chefwork>>
<<else>>
<<generatey1>><<person1>>
Trying to be inconspicuous, you glance over. At first nothing appears out of the ordinary. <span class="green">Then you spot a hand reach up from beneath a table,</span> and snatch one of the buns.
<br><br>
<<link [[Intervene|Chef Thief Intervene]]>><<handheldon>><</link>>
<br>
<<link [[Ignore|Chef Thief Ignore]]>><<handheldon>><</link>>
<br>
<</if>>
<</addinlineevent>>
<<addinlineevent "chef_chat" 0.7>>
<<npc Sam>><<person1>>Sam comes in to check on you. You end up chatting for several minutes, before a shatter in the main room steals <<his>> attention.
<<lstress>><<stress -6>><<ltrauma>><<trauma -6>>
<br><br>
<<chefwork>>
<</addinlineevent>>
<<addinlineevent "chef_rape" 0.7>>
<<generate1>><<person1>>
The back door opens. A <<person>> enters, ass first, carrying a large sack of flour. <<He>> places it on the ground, then fishes a notepad out of <<his>> pocket. "Mind signing this?" <<he>> says, holding it out.
<br><br>
<<if random(1, 100) gte 61>>
You reach out to sign, and <<he>> grabs your arm. <<He>> tugs you closer.
<br><br>
<<link [[Next|Chef Work Rape]]>><<handheldon>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You sign the paper. <<He>> thanks you and leaves the way <<he>> came.
<br><br>
<<chefwork>>
<</if>>
<</addinlineevent>>
<<addinlineevent "chef_tear" 0.7>>
<<if random(1, 100) gte 51 and !$worn.upper.type.includes("naked") or !$worn.over_upper.type.includes("naked")>>
<<if !$worn.over_upper.type.includes("naked")>>
<<set $worn.over_upper.integrity -= 5>>
Your $worn.over_upper.name snag<<if !$worn.over_upper.plural>>s<</if>> on a corner, tearing <<overupperit>>.
<br><br>
<<if $worn.over_upper.integrity lte 0>>
<span class="red">The worn fabric falls to pieces around you.</span>
<<integritycheck>><<exposure>>
<<if $exposed gte 1>>
You cover up with a towel.<<towelup>>
<</if>>
<</if>>
<br><br>
<<elseif $worn.upper.type.includes("naked")>>
Your $worn.upper.name snag<<if !$worn.upper.plural>>s<</if>> on a corner. <<if $worn.upper.plural>>They're<<else>>It's<</if>> made for such kitchen mishaps however, <span class="green">and remain<<if !$worn.upper.plural>>s<</if>> sturdy.</span>
<br><br>
<<else>>
<<set $worn.upper.integrity -= 5>>
Your $worn.upper.name snag<<if !$worn.upper.plural>>s<</if>> on a corner, tearing <<upperit>>.
<br><br>
<<if $worn.upper.integrity lte 0>>
<span class="red">The worn fabric falls to pieces around you.</span>
<<integritycheck>><<exposure>>
<<if $exposed gte 1>>
You cover up with a towel.<<towelup>>
<</if>>
<</if>>
<br><br>
<</if>>
<<else>>
<<if !$worn.over_lower.type.includes("naked")>>
<<set $worn.over_lower.integrity -= 5>>
Your $worn.over_lower.name snag<<if !$worn.over_lower.plural>>s<</if>> on a corner, tearing <<overlowerit>>.
<br><br>
<<if $worn.over_lower.integrity lte 0>>
<span class="red">The worn fabric falls to pieces around you.</span>
<<integritycheck>><<exposure>>
<<if $exposed gte 1>>
You cover up with a towel.<<towelup>>
<</if>>
<</if>>
<br><br>
<<elseif $worn.lower.type.includes("naked")>>
Your $worn.lower.name snag<<if !$worn.lower.plural>>s<</if>> on a corner. <<if $worn.lower.plural>>They're<<else>>It's<</if>> made for such kitchen mishaps however, <span class="green">and remain<<if !$worn.lower.plural>>s<</if>> sturdy.</span>
<br><br>
<<else>>
<<set $worn.lower.integrity -= 5>>
Your $worn.lower.name snag<<if !$worn.lower.plural>>s<</if>> on a corner, tearing <<lowerit>>.
<br><br>
<<if $worn.lower.integrity lte 0>>
<span class="red">The worn fabric falls to pieces around you.</span>
<<integritycheck>><<exposure>>
<<if $exposed gte 1>>
You cover up with a towel.<<towelup>>
<br><br>
<</if>>
<</if>>
<</if>>
<</if>>
<<chefwork>>
<</addinlineevent>>
<<addinlineevent "chef_spill" 0.7>>
<<if C.npc.Sam.love gte 30>>
You spill a little. Sam appears, as if sensing the mistake, and cleans it up for you.
<<else>>
You spill a little, and have to divert attention to cleaning it up.
<<gstress>><<stress 6>>
<</if>>
<br><br>
<<chefwork>>
<</addinlineevent>>
<<addinlineevent "chef_consistency" 0.7>>
Getting the consistency right is a little troublesome, but you manage to balance the ingredients properly.
<br><br>
<<chefwork>>
<</addinlineevent>>
<<runeventpool>>
<</widget>>
<<widget "chefwork">>
The dough prepared and in the oven, it's time to make the cream.
<br><br>
<<if $chef_job is "special">>
<<link [[Next|Chef Work Masturbation]]>><<handheldon>><<set $masturbationstart to 1>><</link>>
<br>
<<else>>
<<link [[Next|Chef Work Regular]]>><<handheldon>><</link>>
<br>
<</if>>
<</widget>>
<<widget "sellbuns">>
<<set _bun_money to (1000 + (($bun_value * $bun_cut) * _buns_sold))>>
Buns sold: _buns_sold
<br>
Bun Value: £<<print ($bun_value / 100)>>
<br>
Your cut: <<print ($bun_cut * 100)>>%
<br>
Labour value: £10
<br>
Total earned: <span class="gold">£<<print (_bun_money / 100)>></span>
<<money 1000 "cafeChef">>
<<money `_bun_money - 1000` "cafeBuns">>
<<set $bunstat += _buns_sold>>
<br>
Suspicion:
<div class="meter">
<<set _percent=Math.floor(($chef_sus / 100)*100)>>
<<print '<div class="redbar" style="width:' + _percent + '%"></div>'>>
</div>
<br><br>
<<if $options.images is 1>>
<<set _buns_sold to Math.clamp(_buns_sold, 0, 200)>>
<<for _i to 0; _i lt _buns_sold; _i++>>
<<foodicon "creambun">>
<</for>>
<br><br>
<</if>>
<</widget>><<widget "CafeExhibitionismLegsPartSuccessS1">>
Knowing you're exposing yourself sends a gentle shiver down your spine but you make sure not to give any indication of your building arousal. Noticing <<his>> increased interest you decide to tease a little more. <<Seatedflashcrotchunderskirt>>, giving <<him>> a clear view of your $worn.under_lower.name covered crotch.
<br><br>
The act of exposing your underwear to a stranger in a cafe gives you a lewd thrill.
<<exhibitionism2>>
/* check for photo scene */
<<rng 10>>
<<if $rng gte 8>>
/* person attempts to take photo */
<<CafeExhibitionismLegsPartPhotoDecision>>
/* else check for panties takeoff scene */
<<elseif hasSexStat("exhibitionism", 5)>>
<<CafeExhibitionismLegsPartPantyTakeoffDecision>>
/* else play end */
<<else>>
<<CafeExhibitionismLegsPartEnd>>
<</if>>
<</widget>>
<<widget "CafeExhibitionismLegsPartSuccessS2">>
/* else check for panties takeoff scene */
<<if hasSexStat("exhibitionism", 5)>>
<<CafeExhibitionismLegsPartPantyTakeoffDecision>>
/* else play end */
<<else>>
<<CafeExhibitionismLegsPartEnd>>
<</if>>
<</widget>>
<<widget "CafeExhibitionismLegsPartPhotoDecision">>
The <<person>> carefully pulls out their phone and fiddles with it for a few moments, before slowly positioning it towards you and your exposed $worn.under_lower.name with obvious intent.
<br><br>
<<link [[Let them take it|Cafe Exhibitionism Legs Part Photo]]>><</link>>
<br>
<<link [[Don't let them|Cafe Exhibitionism Legs Part No Photo]]>><</link>>
<br>
<</widget>>
<<widget "CafeExhibitionismLegsPartPantyTakeoffDecision">>
A naughty thought occurs to you. The cafe has a bathroom you could use to have a little more fun with the unsuspecting <<person>> if you wanted.
<br><br>
<<link [[Go take off your panties|Cafe Exhibitionism Legs Part Panty Takeoff]]>><</link>> <<exhibitionist5>>
<br>
<<link [[Fun's over|Cafe Exhibitionism Legs Part Premature End]]>><</link>>
<br>
<</widget>>
<<widget "CafeExhibitionismLegsPartEnd">>
<<His>> attempts to hide <<his>> gaze get poorer as time goes on. You decide to finish up your plate and head off before <<he>> realises you're letting <<him>> look up your skirt on purpose.
<br><br>
<<CafeExhibitionismLegsPartNormalTerminate>>
<</widget>>
<<widget "CafeExhibitionismLegsPartNormalTerminate">>
<<link [[Next|Ocean Breeze]]>><<endevent>><</link>>
<</widget>>
<<widget "CafeExhibitionismLegsPartPantilessPhotoDecision">>
The <<person>> carefully pulls out their phone and fiddles with it for a few moments, before slowly positioning it towards you and your exposed $worn.under_lower.name with obvious intent.
<br><br>
<<link [[Let them take it|Cafe Exhibitionism Legs Part Pantiless Photo]]>><</link>>
<br>
<<link [[Don't let them|Cafe Exhibitionism Legs Part Pantiless No Photo]]>><</link>>
<br>
<</widget>><<widget "cafecoffeeflasharousal">>
You feel
<<if ($worn.under_lower.exposed and $uncomfortable.nude is true) or (!$worn.under_lower.exposed and $uncomfortable.underwear is true)>>
extremely embarrassed letting so many strangers see your <<undies>> in public like this, but despite the feeling of <<print ["embarrassment", "humiliation", "vulnerability", "exposure"].pluck()>> you crave more.
<<else>>
<<print ["excited", "exhillerated", "turned on", "thrilled", "horny", "lewd"].pluck()>> showing so many strangers your <<undies>> in public like this.
<<if $assertiveaction is "trauma">> You're so naughty. <<trauma -2>><<ltrauma>><<if $phase isnot 4>><br><br><</if>><</if>>
<</if>>
<<switch $phase>>
<<case 0>> <<arousal 0>>
<<case 1>> <<arousal 100>>
<<case 2>> <<arousal 200>>
<<case 3>> <<arousal 300>>
<<case 4>> <<arousal 100>>
<</switch>>
<<if $phase isnot 4>>
<<if $worn.under_lower.exposed>>
<<exhibitionism4>>
<<else>>
<<exhibitionism3>>
<</if>>
<<else>>
<br><br>
<</if>>
<</widget>><<widget "chefspeechoptions">>
<<link [[Socialise with local elites (4:00)|Chef Opening Local]]>><<pass 240>><<if $chef_speech is "refuse">><<famesocial 100>><</if>><<famebusiness 50>><</link>>
<br>
<<link [[Socialise with foreign visitors (4:00)|Chef Opening Foreign]]>><<pass 240>><<if $chef_speech is "refuse">><<famebusiness 50>><<famesocial 50>><</if>><<famebusiness 50>><</link>>
<br>
<<link [[Chat with staff (4:00)|Chef Opening Staff]]>><<pass 240>><<trauma -18>><<stress -6>><</link>><<lltrauma>><<lstress>>
<br>
<<link [[Just enjoy yourself (4:00)|Chef Opening Enjoy]]>><<pass 240>><<stress -18>><<trauma -6>><</link>><<llstress>><<ltrauma>>
<br>
<</widget>>
<<widget "cafecoffeesip">>
<<stress -1>><<lstress>>
<<set $coffee_sips -= 1>>
<</widget>>
<<widget "earSlimeCafeLinks">>
<<set _linkName to _args[0] or "Next">>
<<switch $daily.earSlimeOceanBreezeCafeEat>>
<<case "coffee">>
<<link [[_linkName|Cafe Coffee]]>>
<<set $daily.cafeEaten to 1>><<money -200 "cafe">><<tiredness -4>><<pass 2>>
<<if _linkName is "Obey">><<corruption 1>><<pain -4>><<stress -9>><<trauma -12>><<sub 2>><</if>>
<</link>><<if _linkName is "Obey">><<gcorruption>><<lpain>><<lltrauma>><<lstress>><</if>><<ltiredness>>
<<case "winter ale">>
<<link [[_linkName|Cafe Eat]]>>
<<set $daily.cafeEaten to 1>><<set $phase to "winter ale">><<money -700 "cafe">><<alcohol 100>><<pass 10>>
<<if _linkName is "Obey">><<corruption 1>><<pain -4>><<stress -12>><<trauma -12>><<sub 2>><</if>>
<</link>><<if _linkName is "Obey">><<gcorruption>><<lpain>><<lltrauma>><<lstress>><</if>><<galcohol>>
<<case "fruity ale">>
<<link [[_linkName|Cafe Eat]]>>
<<set $daily.cafeEaten to 1>><<set $phase to "fruity ale">><<money -700 "cafe">><<alcohol 60>><<pass 10>>
<<if _linkName is "Obey">><<corruption 1>><<pain -4>><<stress -12>><<trauma -12>><<sub 2>><</if>>
<</link>><<if _linkName is "Obey">><<gcorruption>><<lpain>><<lltrauma>><<lstress>><</if>><<galcohol>>
<<case "shandy">>
<<link [[_linkName|Cafe Eat]]>>
<<set $daily.cafeEaten to 1>><<set $phase to "shandy">><<money -700 "cafe">><<alcohol 40>><<pass 10>>
<<if _linkName is "Obey">><<corruption 1>><<pain -4>><<stress -12>><<trauma -12>><<sub 2>><</if>>
<</link>><<if _linkName is "Obey">><<gcorruption>><<lpain>><<lltrauma>><<lstress>><</if>><<galcohol>>
<<case "autumn ale">>
<<link [[_linkName|Cafe Eat]]>>
<<set $daily.cafeEaten to 1>><<set $phase to "autumn ale">><<money -700 "cafe">><<alcohol 80>><<pass 10>>
<<if _linkName is "Obey">><<corruption 1>><<pain -4>><<stress -12>><<trauma -12>><<sub 2>><</if>>
<</link>><<if _linkName is "Obey">><<gcorruption>><<lpain>><<lltrauma>><<lstress>><</if>><<galcohol>>
<<case "fruit salad">>
<<link [[_linkName|Cafe Eat]]>>
<<set $daily.cafeEaten to 1>><<set $phase to "fruit salad">><<money -500 "cafe">><<pass 20>>
<<if _linkName is "Obey">><<corruption 1>><<pain -4>><<stress -12>><<trauma -12>><<sub 2>><</if>>
<</link>><<if _linkName is "Obey">><<gcorruption>><<lpain>><<lltrauma>><<lstress>><</if>>
<<case "pancake">>
<<link [[_linkName|Cafe Pancakes]]>>
<<set $daily.cafeEaten to 1>><<money -1000 "cafe">><<tiredness -6>><<pass 20>>
<<if _linkName is "Obey">><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 2>><</if>>
<</link>><<if _linkName is "Obey">><<gcorruption>><<lpain>><<lltrauma>><<lstress>><</if>><<ltiredness>>
<<case "deluxe cream bun">>
<<link [[_linkName|Cafe Cream Bun]]>>
<<set $daily.cafeEaten to 1>><<transform cat 1>><<money -5000 "cafe">><<pass 20>>
<<if _linkName is "Obey">><<corruption 1>><<pain -4>><<stress -24>><<trauma -12>><<sub 2>><</if>>
<</link>><<if _linkName is "Obey">><<gcorruption>><<lpain>><<lltrauma>><<llstress>><</if>>
<</switch>>
<</widget>>
<<widget "timeTrackingEndCafe">>
<<timeTrackingEnd "cafe">><<timeTrackingEnd "cafeWaiter">><<timeTrackingEnd "cafeChef">><<timeTrackingEnd "cafeBuns">>
<</widget>><<effects>>
<<endevent>>
You walk down the sandy boardwalk, onto the sand between the island and shore.
<<if Time.dayState isnot "night" and (Time.weekDay is 1 or Time.weekDay is 7)>>
<<if $exposed gte 1>>
<<covered>>
<<if random(1, 2) is 2>>
Steeds gallop in the distance, chased by a car. They must be filming a scene for a movie.
<br><br>
You're halfway across, <span class="pink">when the steeds steer in your direction.</span> They gallop closer at increasing speed. There's nowhere to hide.
<br><br>
<<link [[Run|Chalets Work End Run]]>><</link>>
<br>
<<link [[Bury your body in the sand|Chalets Work End Bury]]>><</link>>
<br>
<<else>>
Steeds gallop in the distance, chased by a car. <<covered>> Fortunately, they remain at a distance.
<br><br>
<<if $chalets_bags gte 1>>
<<chalets_fall_events>>
<<else>>
You arrive at the opposite shore.
<br><br>
<<chalets_end_link>>
<</if>>
<</if>>
<<else>>
<<if random(1, 2) is 2>>
Steeds gallop in the distance, chased by a car. They must be filming a scene for a movie.
<br><br>
You're halfway across <span class="purple">when the steeds steer in your direction.</span> They gallop closer at increasing speed. There's nowhere to hide.
<br><br>
<<link [[Run|Chalets Work End Clothed Run]]>><</link>>
<br>
<<link [[Drop to the ground|Chalets Work End Drop]]>><<stress 6>><</link>><<gstress>>
<br>
<<else>>
Steeds gallop in the distance, chased by a car. <<covered>> Fortunately, they remain at a distance until you arrive on the opposite shore.
<br><br>
<<if $chalets_bags gte 1>>
<<chalets_fall_events>>
<<else>>
You arrive at the opposite shore.
<br><br>
<<chalets_end_link>>
<</if>>
<</if>>
<</if>>
<<else>>
<<if $exposed gte 1>>
<<covered>>
<<if random(1, 2) is 2>>
You traverse the empty expanse of sand. You feel vulnerable out here in the open, despite being alone and far from any possible prying eyes.
<br><br>
<<if $chalets_bags gte 1>>
<<chalets_fall_events>>
<<else>>
You arrive at the opposite shore.
<br><br>
<<chalets_end_link>>
<</if>>
<<else>>
<<generatey1>><<generatey2>><<generatey3>><<person1>>
You traverse the empty expanse of sand. You feel vulnerable out here in the open, despite being alone and far from any possible prying eyes.
<br><br>
Three figures appear on the far shore. <span class="purple">They're walking this way.</span>
<br><br>
<<link [[Keep going|Chalets Work End Group Keep]]>><<stress 12>><</link>><<ggstress>>
<br>
<<link [[Walk in another direction (0:05)|Chalets Work End Group Walk]]>><<pass 5>><</link>>
<br>
<</if>>
<<else>>
<<if random(1, 2) is 2>>
You traverse the empty expanse of sand. A chill breeze blows across your face.
<br><br>
<<if $chalets_bags gte 1>>
<<chalets_fall_events>>
<<else>>
You arrive at the opposite shore.
<br><br>
<<chalets_end_link>>
<</if>>
<<else>>
<<if $hallucinations gte 2>>
You traverse the empty expanse of sand. Seagulls circle overhead. They seem to be following you.<<gstress>><<stress 6>>
<br><br>
<<else>>
You traverse the empty expanse of sand. Seagulls caw overhead.
<br><br>
<</if>>
<<if $chalets_bags gte 1>>
<<chalets_fall_events>>
<<else>>
You arrive at the opposite shore.
<br><br>
<<chalets_end_link>>
<</if>>
<</if>>
<</if>>
<</if>><<effects>>
You see the figures more clearly as you draw closer. A <<person>>, <<person2>><<person>>, and <<person3>><<person>>. You recognise them from school. They recognise you as well.
<br><br>
<<if random(1, 2) is 2>>
They avert their eyes and don't disturb you, though one of them giggles as they pass.
<br><br>
<<chalets_end_link>>
<<else>>
<span class="pink">They walk towards you,</span> lust in their eyes.
<br><br>
<<link [[Next|Chalets Work End Group Caught]]>><</link>>
<br>
<</if>><<effects>>
<<if random(1, 5) is 5>>
You turn and walk in another direction, away from the main beach. You glance back after a few minutes. <span class="pink">The trio are following you, and have almost caught up.</span> You can see them clearly now. A <<person>>,<<person2>><<person>>, and <<person3>><<person>>. You recognise them from school, and they recognise you.
<br><br>
<<link [[Next|Chalets Work End Group Caught]]>><</link>>
<br>
<<else>>
You turn and walk in another direction, away from the main beach. You glance back after a few minutes. The trio have passed you by.
<br><br>
You continue to the shore.
<br><br>
<<chalets_end_link>>
<</if>><<effects>>
"I told you <<pshe>> was a slut," the <<person1>><<person>> says, as the other two grasp an arm each, holding you in place. "Let's get evidence for the others."
<br><br>
<<He>> pulls <<his>> phone from a pocket, and points it at you.
<br><br>
<<link [[Struggle|Chalets Work End Group Struggle]]>><</link>><<physiquedifficulty 1 16000>>
<br>
<<link [[Offer your body instead|Chalets Work End Group Offer]]>><</link>>
<br>
<<link [[Plead|Chalets Work End Group Struggle]]>><<sub 1>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>
<br>
/* <<if $submissive gte 1500>> */
<<link [[Beg|Chalets Work End Group Beg]]>><<sub 1>><</link>><<submissivetext>>
<br>
/* <</if>> */<<effects>>
<<if $physiqueSuccess>>
<span class="green">You wrest an arm free from the <<person2>><<person>></span> and smack the <<person3>><<person>> in the face. They both back away from you, laughing to cover their fright.
<br><br>
You smack the phone from the <<person1>><<persons>> hand. It sails in an arc, burying itself in wet sand some distance away.
<br><br>
The <<person>> curses, and hastens to retrieve it. You make your escape while <<hes>> still trying to work out how to search properly without getting <<his>> clothes wet.
<br><br>
<<chalets_end_link>>
<<else>>
You try to struggle free, <span class="red">but they pin your arms behind your back,</span> and <<if !playerBellySize(true) gte 8>>
deliver a punch to your tummy<<else>>kick you in the shin<</if>>.<<gpain>><<gstress>><<stress 6>><<pain 4>>
<br><br>
"Hold the slut still," the <<person1>><<person>> says. <<He>> takes picture after picture of your <<lewdness>>, taking a step after each to get you from a different angle.<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
Finished with you, they shove you face-first onto the sand. They crowd around the phone, ogling the pictures, as they walk away.
<br><br>
You climb to your feet, and continue to shore.
<br><br>
<<fameexhibitionism 20>>
<<chalets_end_link>>
<</if>><<effects>>
The <<person1>><<person>> seems to be weighing your offer, but the <<person2>><<person>> and <<person3>><<person>> need no such deliberation. They push you to the sand.
<br><br>
<<link [[Next|Chalets Work End Group Rape]]>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Chalets Work End Group Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Chalets Work End Group Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
They leave you on the wet sand.
<br><br>
<<tearful>> you continue to the shore.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $enemyhealth lte 0>>
You shove the <<person1>><<person>> onto the wet sand. <<He>> pulls the <<person2>><<person>> down with <<person1>><<him>>, and the <<person3>><<person>> backs off in fear.
<br><br>
They fuss over their wet clothes, libidos forgotten. <<tearful>> you continue to shore.
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<<chalets_end_link>><<effects>>
They ignore your pleas. The <<person>> takes picture after picture of your <<lewdness>>, taking a step after each to get you from a different angle.<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
Finished with you, they shove you face-first onto the sand. They crowd around the phone, ogling the pictures as they walk away.
<br><br>
You climb to your feet, and continue to shore.
<br><br>
<<fameexhibitionism 20>>
<<chalets_end_link>><<effects>>
"Please," you sob, anguish tinging each word. "Don't let people see!"
<br><br>
The <<person1>><<person>> hesitates, and the <<person2>><<person>> releases your arm, followed by the <<person3>><<person>>. <<covered>> You turn and walk away. They don't follow.
<br><br>
You make it back to shore.
<br><br>
<<chalets_end_link>><<effects>>
You break into a run. There's no chance of making it to the shore before they get close enough to see your state of dress, but perhaps they'll be too busy with the shoot to notice.
<br><br>
<<generate1>><<person1>><<generate2>>
The thunder of hooves arrives fast. They gallop across your footprints, throwing up sand and water. The car follows, a <<person>> leaning out the window with a camera over <<his>> shoulder.
<<if random(1, 2) is 2>>
<span class="green">They don't seem to notice you.</span>
<br><br>
You continue onward, and soon arrive at the town.
<br><br>
<<chalets_end_link>>
<<else>>
<span class="red"><<He>> turns to face you.</span>
<br><br>
"Cut!" booms a <<person2>><<personsimple>>'s voice. The camera remains fixed on you as the car swerves and heads your way. A <<person>> leans out of the other side, a blowhorn in <<his>> hand.
<br><br>
The galloping steeds follow suit, and soon overtake, surrounding you. The cars slows behind.
<br><br>
"Didn't expect to find a beach slut out here," the <<person>> booms. "How about you turn and give the camera a show? We'll give you a lift back to shore."
<br><br>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Show off|Chalets Work End Run Show]]>><<fameexhibitionism 30>><</link>><<exhibitionist5>>
<br>
<</if>>
<<link [[Cover yourself and keep moving|Chalets Work End Run Cover]]>><<fameexhibitionism 30>><</link>>
<br>
<</if>><<effects>>
You move your arms aside and turn to face the camera, showing everything to the world. The steeds and their riders halt, forming a circle around you as you strut towards the car. The camera remains fixed on you the whole time.
<<exhibitionism5>>
You open a car door, and climb inside as if it were a taxi.
<br><br>
It's not a long journey, but both the <<person1>><<person>> and <<person2>><<person>> leer at you the whole way. You feel their eyes on your <<bottom>> as you walk away.
<br><br>
<<chalets_end_link>><<effects>>
<<covered>> The riders form a circle around you, leering from all angles. You hear the car follow behind, and can feel the camera on your <<bottom>>. They've formed a protective shield, at least.
<br><br>
They turn away as you reach the shore. There's no one else around. You hurry off the sand.
<br><br>
<<chalets_end_link>><<effects>>
You dig your hands into the sand, and burrow a shallow pit. You dump your body inside, and cover yourself with the dislocated sand. You're not deep at all, but you're covered from neck to toe, and there's no time for more.
<br><br>
<<generate1>><<generate2>><<person2>>
The thunder of hooves approaches, followed by a car. It almost looks like they'll trample you, then the leading steed stops and rears. The others slow, and the car passes them.
<br><br>
"Cut!" booms a <<person>> through a blowhorn, leaning from a car window. "Why are you-" <<He>> falls silence as <<his>> eyes fall on you. "What are you doing there <<girl>>? You're interrupting the shoot. Come on, up you get."
<br><br>
A <<person2>><<person>> leans out another window, holding a camera on <<his>> shoulder, pointed right at you. They don't know you're undressed beneath the sand.
<br><br>
<<link [[Stand|Chalets Work End Stand]]>><</link>>
<br>
<<link [[Refuse|Chalets Work End Refuse]]>><</link>>
<br><<effects>>
You climb to your feet, letting the sand fall from your body and revealing the <<lewdness>> beneath. It takes a moment for the <<person>> to realise.
<br><br>
"Is the camera still on?" <<he>> asks. <<covered>> The riders, still sat on their steeds, notice too. Someone wolf whistles. "Don't be shy, <<girl>>."
<br><br>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Show off|Chalets Work End Run Show]]>><<fameexhibitionism 30>><</link>>
<br>
<</if>>
<<link [[Stay covered and walk away|Chalets Work End Run Cover]]>><<fameexhibitionism 30>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"But it took me a while to get so comfortable," you say.
<<elseif $speech_attitude is "bratty">>
"But I like it here," you say. "You don't own the beach."
<<else>>
"You'll have to go around," you say.
<</if>>
<br><br>
<<if random(1, 2) is 2>>
The <<person2>><<person>> looks ready to argue, but the riders turn their steeds around. "From the top then," <<he>> sighs.
<br><br>
You wait until they're a good distance away before emerging from the sand, and continue on to the shore.
<br><br>
<<chalets_end_link>>
<<else>>
"We can't stop the shoot for every idiot that gets in the way," the <<person2>><<person>> says, climbing from the car. "Get the fuck up."
<br><br>
<<He>> grabs your ankles, and pulls. The sand shifts from your body, <span class="pink">revealing the <<lewdness>> beneath.</span> An approving murmur emerges from the riders.
<br><br>
An evil smile erupts on the <<persons>> lips.
<<if $horsedisable is "f">>
<<He>> gestures at the <<person1>><<person>> holding the camera, and at one of the riders. The former brings the lens closer, while the latter dismounts.
<<endevent>>
<<beastNEWinit 1 horse>>
<br><br>
You try to scramble away as the <<beasttype>> mounts you.
<br><br>
<<link [[Next|Chalets Work End Horse]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
"Time for an impromptu rape scene," <<he>> says, gesturing at the <<person1>><<person>> holding the camera. They're atop you at once.
<br><br>
<<link [[Next|Chalets Work End Pair]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<if $pronoun is "m">>
<<set $NPCList[_n].stance to "top">><<set $position to "doggy">><<set $position_lock to 1>>
<<else>>
<<set $NPCList[_n].stance to "top">><<set $position to "missionary">><<set $position_lock to 1>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<br><br>
<<beast $enemyno>>
<br><br>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Chalets Work End Horse Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Chalets Work End Horse]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<famebestiality 25>>
The riders cheer as the <<beasttype>> trots away. "Did you get that?" the director asks, hurrying to the camera to observe the footage.
<br><br>
<<tearful>> you stagger away. They seem content with their footage.
<br><br>
You arrive back at shore.
<br><br>
<<clotheson>>
<<endcombat>>
<<chalets_end_link>>
<<else>>
<<famescrap 25>>
The <<beasttype>> rears, turns, and bolts, spooking the other steeds. They stampede away in a panicked rush as the director tries to restore order.
<br><br>
<<tearful>> you stagger away. They're too occupied to stop you.
<br><br>
<<clotheson>>
<<endcombat>>
<<chalets_end_link>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Chalets Work End Pair Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Chalets Work End Pair]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<famerape 25>>
<<ejaculation>>
They kick sand over your body, partially covering you, before riding away.
<br><br>
<<tearful>> you climb to your feet. You continue back to shore.
<br><br>
<<clotheson>>
<<endcombat>>
<<else>>
<<famescrap 25>>
You kick sand in the <<person1>><<persons>> eyes. <<He>> staggers away, dropping the camera in the sand.
<br><br>
"Careful!" the <<person2>><<person>> shouts. "That equipment's worth more than you."
<br><br>
<<tearful>> you escape while the pair bicker. The riders are so bemused they don't stop you.
<br><br>
You arrive back at shore.
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<<chalets_end_link>><<effects>>
You break into a run, but don't make it far before the horde is upon you.
<<generate1>><<generate2>><<generate3>><<person1>>
One of the riders, a <<person>>, leans from the saddle
<<if $physiquesize gte 13000>>
and tries to scoop you into <<his>> arm. <span class="green">You prove too large however,</span> and you instead pull <<him>> to the sand.<<large_text>>
<br><br>
"Cut!" shouts a <<person2>><<person>>, leaning from a car window. "Time is money. Get up!"
<br><br>
<<He>> barely glances at you while admonishing the <<person3>><<person>>. You hurry to shore.
<br><br>
<<chalets_end_link>>
<<else>>
<span class="red">and scoops you into <<his>> arm.</span> <<He>> leans you against <<his>> shoulder as you bounce along.<<gtrauma>><<trauma 6>><<gstress>><<stress 6>>
<br><br>
The car arrives beside you, and meets the steed's speed. A <<person3>><<person>> leans from an open window, pointing a camera at you.
<br><br>
"Great shot," says a <<person2>><<person>>. <<He>> glances at you. "Hold that pose. <span class="red">Maybe wiggle your ass a little more.</span>"
<br><br>
<<link [[Get angry|Chalets Work End Angry]]>><</link>>
<br>
<<link [[Wiggle|Chalets Work End Wiggle]]>><</link>>
<br>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"Th-this is scary," you say. "P-please let me down."
<<elseif $speech_attitude is "bratty">>
"Let me down this instant!" you say.
<<else>>
"Please let me down," you say.
<</if>>
<br><br>
"Struggle then," the <<person2>><<person>> says. "We'll work it in!"
<br><br>
You slide a little from the <<person1>><<persons>> grip, and <<he>> slows <<his>> steed enough to drop you on the sand. They ride away, leaving you to walk the rest of the way to shore.
<br><br>
<<chalets_end_link>><<effects>>
You give your <<bottom>> an exaggerated wiggle. The <<person1>><<person>> spanks you.
<br><br>
"Did you get that?" the <<person2>><<person>> asks, shifting seats to look through the back end of the camera. The <<person1>><<person>> slows <<his>> steed enough to drop you to the sand.
<br><br>
They ride away, leaving you to walk the rest of the way to shore.
<br><br>
<<chalets_end_link>><<effects>>
You drop to the sand. The steeds thunder by, forcing you to cover your face to protect it from sand. You're half buried by the time they pass. They don't seem to have noticed you.
<br><br>
You rise, shake down your body, and walk back to shore.
<br><br>
<<chalets_end_link>><<location "town">><<effects>>
<<if $chalets_bags gte 1>>
<<if $exposed gte 1>>
You arrive back at the office. <<covered>> You have <<if $chalets_bags is 1>>a bag full of rubbish<<else>>bags full of rubbish<</if>>, but you'll have to face the manager in your current state if you want to be paid. Perhaps there's something to cover with inside.
<br><br>
<<getinicon>> <<link [[Enter|Chalets Work End Succeed Ask]]>><<stress 12>><</link>><<ggstress>>
<br>
<<starfishicon>><<link [[Abandon the rubbish and leave|Starfish Street]]>><<chalets_end>><</link>>
<br>
<<else>>
<<loadNPC 0 "chalets_manager">><<person1>>
You enter the office. The <<person>> looks up from <<his>> desk. "Job well done? Splendid. Here's your pay."
<br><br>
<<if Time.weekDay is 1 or Time.weekDay is 7>>
You make <<moneyGain `$chalets_bags * 15`>>.
<<else>>
You make <<moneyGain `$chalets_bags * 10`>>.
<</if>>
<br><br>
<<starfishicon>><<link [[Leave|Starfish Street]]>><<chalets_end>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<else>>
<<if $exposed gte 1>>
You arrive back at the office. <<covered>> Your quest to clean the chalet failed, so you won't be paid, but perhaps the manager would give you something to cover with.
<br><br>
<<ind>><<link [[Ask for clothes|Chalets Work End Failed Ask]]>><<stress 12>><</link>><<ggstress>>
<br>
<<starfishicon>> <<link [[Leave|Starfish Street]]>><<chalets_end>><</link>>
<br>
<<else>>
You arrive back at the office, but with your quest to clean the chalet failed, you won't be paid.
<br><br>
<<link [[Next|Starfish Street]]>><<chalets_end>><</link>>
<br>
<</if>>
<</if>><<effects>><<loadNPC 0 "chalets_manager">><<person1>>
You enter the office. The <<person1>><<person>> looks up from <<his>> desk. "Job-" <<He>> averts <<his>> gaze when <<he>> realises your state of dress. "There are some towels in the back. Help yourself. I'll have your pay waiting when you're decent."
<br><br>
<<towelup>>
You enter the back, and cover yourself with the offered towels, before returning for your pay.
<br><br>
<<if Time.weekDay is 1 or Time.weekDay is 7>>
You make <<moneyGain 15>>.
<<else>>
You make <<moneyGain 10>>.
<</if>>
<br><br>
<<link [[Next|Starfish Street]]>><<chalets_end>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<loadNPC 0 "chalets_manager">><<person1>>
You enter the office. The <<person>> only glances at you at first, before realising your state of dress. "You're back soon," <<he>> says. "I can see why." <<He>> averts <<his>> gaze. "There are some towels in the back."
<br><br>
<<towelup>>
You enter the back, and cover yourself with the offered towels.
<br><br>
<<link [[Next|Starfish Street]]>><<chalets_end>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
You put one foot in front of the other, testing the ground before committing. The sand becomes more firm as you near the shore, and pieces of the broken road appear.<<housekeeping 1 100>>
<br><br>
<<chalets_end_link>><<effects>>
You keep up the pace, navigating the sand as best you can.
<br><br>
<<if $housekeepingSuccess>>
<span class="green">Your footfalls are firm and sure.</span> The sand becomes more dry as you near the shore, and pieces of the broken road appear.<<housekeeping 1 200>>
<br><br>
<<else>>
<span class="red">You stumble on the uneven ground,</span> and it takes all your focus to prevent falling face-first. You succeed in this, but land on your <<bottom>> instead.<<gstress>><<housekeeping 1 200>>
<br><br>
You climb to your feet, and continue until the sand becomes more firm, and pieces of the broken road appear leading up to the shore.
<br><br>
<</if>>
<<chalets_end_link>><<effects>>
You keep up the pace, navigating the wet terrain while remaining as steady as you can.
<br><br>
<<if $housekeepingSuccess>>
<span class="green">Your footfalls are firm and sure.</span> The sand becomes more dry as you near the shore, and pieces of the broken road appear.<<housekeeping 1 300>>
<br><br>
<<else>>
You're caught off guard when one of your feet, having sunk deeper than usual, remains stuck as you try to lift it, <span class="red">tripping you.</span>
<br><br>
<<wet_all>>
You land face-first in the sand. You climb to your feet. Water fills the hole you made, creating a shallow pool.
<br><br>
You continue until the sand becomes more firm and pieces of the broken road appear, leading up to the shore.
<br><br>
<</if>>
<<chalets_end_link>><<effects>>
You turn and run as fast as you can, weaving between chalets until you're sure you're not being pursued.
<br><br>
<<link [[Next|Chalets]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I-I'm here to clean," you say. "Can I have some towels to dry with first please?"
<<elseif $speech_attitude is "bratty">>
"Eyes up here," you say. "I'm here to clean, but I need to dry myself first."
<<else>>
"I'm here to clean," you say. "Can I have some towels to dry with?"
<</if>>
<br><br>
<<if random(1, 2) is 2>>
The <<person>> strokes <<his>> chin, then nods and steps aside. You find some towels on a rack in the bathroom, and soon have your clothes dry. Or at least opaque.
<<dry_full>>
<br><br>
Now decent, you clean the chalet. It would be uneventful work, if not for the <<persons>> leers and smirks.
<br><br>
<<link [[Next|Chalets]]>><<endevent>><</link>>
<br>
<<else>>
The <<person>> strokes <<his>> chin. "Tell you what," <<he>> says. "Give me the your wet clothes, and I'll dry them for you while you wait out here. It'll only take a few minutes, and you're already naked, pretty much."
<br><br>
<<link [[Accept|Chalets Work Wet Naked]]>><</link>>
<br>
<<link [[Refuse|Chalets Work Wet Refuse]]>><</link>>
<br>
<</if>><<effects>>
You peel off your clothes, taking care to keep yourself covered. The <<person>> snatches them from your grasp, then disappears inside.
<br><br>
You wait, looking around at the other chalets. No one emerges from any of them, though someone could be leering from a darkened window for all you know.
<br><br>
<<if random(1, 2) is 2>>
A minute passes, then another, and another. Your anxiety grows, until the door springs open, and the <<person>> emerges. "Your clothes are inside," <<he>> says. "You're still gonna clean, right?"
<br><br>
You find your clothes on a rack at the far end of the chalet.<<dry_full>> Now decent, you clean. It would be uneventful work, if not for the <<persons>> leers and smirks.
<br><br>
<<link [[Next|Chalets]]>><<endevent>><<pass 60>><<set $chalets_bags += 1>><</link>>
<br>
<<else>>
You wait. A minute passes, then another, and another. Your anxiety grows, until you knock on the door. There's no answer. <span class="pink">You're not getting your clothes back.</span>
<br><br>
<<clothesruined>>
<<link [[Next|Chalets]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
"Suit yourself," the <<person>> says, and shuts the door, leaving you exposed between the chalets.
<br><br>
<<link [[Next|Chalets]]>><<endevent>><</link>>
<br><<effects>>
<<clothesstrip>>
"Oops," you say, moving your arms to give <<him>> an "accidental" peek beneath. "They sent me here to clean, but I'm so clumsy." You run a finger down <<his>> chest. "Maybe you'd let me dry inside instead."
<<exhibitionism4>>
<<He>> licks <<his>> lips and steps aside, letting you pass into the chalet.
<br><br>
You take your time peeling off your wet clothes, before placing them in a tumble dryer. <<He>> leers with increasing lust.
<br><br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Solicit|Chalets Work Wet Solicit]]>><</link>><<promiscuous3>>
<br>
<</if>>
<<link [[Wait for your clothes to dry|Chalets Work Wet Dried]]>><</link>>
<br><<effects>>
"You like what you see?" you coo. "I'm for sale, you know. £50."
<<promiscuity3>>
<<He>> hurries to a kitchen drawer, forks up the cash, then shoves you onto a sofa. You've gained <<moneyGain 50>>.
<br><br>
<<link [[Next|Chalets Work Wet Sex]]>><<set $sexstart to 1>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 30>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Chalets Work Wet Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Chalets Work Wet Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The <<person>> pants as <<he>> climbs off the sofa and reaches for a cigarette.
<br><br>
<<tearful>> you check the tumble dryer.
<br><br>
<<endcombat>>
<<link [[Next|Chalets Work Wet Dried]]>><<clotheson>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
The <<person>> backs away from you. <<tearful>> you retrieve your still-wet clothes from the tumble dryer, and escape outside.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Chalets]]>><</link>>
<br>
<<else>>
The <<person>> hurries you from the chalet and slams the door behind you, <span class="pink">leaving you outside without clothes.</span>
<br><br>
<<tearful>> you beat against the door. There's no answer.
<br><br>
<<clotheson>>
<<clothesruined>>
<<endcombat>>
<<link [[Next|Chalets]]>><</link>>
<br>
<</if>><<effects>>
<<dry_full>>
You retrieve your dry clothes, and get dressed. Now decent, you clean the chalet. It would be uneventful work, if not for the <<persons>> leers and smirks.
<br><br>
<<link [[Next|Chalets]]>><<pass 60>><<set $chalets_bags += 1>><<endevent>><</link>>
<br><<effects>>
You cast a furtive glance around the room before counting the cash. There's <span class="gold">£1000</span> altogether.
<br><br>
<<link [[Take it all|Chalets Work Cash All]]>><<crimeUp 1000 "thievery">><<moneyGain 1000>><</link>><<gggcrime "thievery">>
<br>
<<link [[Take half|Chalets Work Cash Half]]>><<crimeUp 500 "thievery">><<moneyGain 500>><</link>><<ggcrime "thievery">>
<br>
<<link [[Skim 100 off the top|Chalets Work Cash Skim]]>><<crimeUp 100 "thievery">><<moneyGain 100>><</link>><<gcrime "thievery">>
<br>
<<link [[Leave it|Chalets Work Cash Ignore]]>><</link>>
<br><<effects>>
You hide the money in the tray, finish up in the chalet, and walk outside.
<br><br>
<<link [[Next|Chalets]]>><</link>>
<br><<effects>>
You count out half, and hide it in the tray. It's a double bed. Perhaps the owners will blame each other.
<br><br>
You finish up in the chalet, and walk outside.
<br><br>
<<link [[Next|Chalets]]>><</link>>
<br><<effects>>
You count out £100, and hide it in the tray. Perhaps it won't be missed.
<br><br>
You finish up in the chalet, and walk outside.
<br><br>
<<link [[Next|Chalets]]>><</link>>
<br><<effects>>
You ignore the wad of cash, leaving it in its poor hiding place beneath the pillow.
<br><br>
You finish up in the chalet, and walk outside.
<br><br>
<<link [[Next|Chalets]]>><</link>>
<br><<effects>><<wearProp "pen">>
You write the following on a small piece of paper lying near the sink:
<br>
<<if $speech_attitude is "meek">>
<i>Sorry, but I'm not qualified for cleaning industrial waste."</i>
<<elseif $speech_attitude is "bratty">>
<i>"Sorry, but I need to be home before midnight."</i>
<<else>>
<i>"Sorry, but the standard bottle of washing up liquid wasn't enough!"</i>
<</if>>
<i>- Room service</i>.
<br><br>
Job done, you finish up, and leave the chalet.
<br><br>
<<link [[Next|Chalets]]>><<handheldon>><</link>>
<br><<effects>><<wearProp "sponge">>
It takes some elbow grease, but you manage to clean the plates, glasses and cutlery. Job done, you finish up, and leave the chalet.
<br><br>
<<link [[Next|Chalets]]>><<handheldon>><</link>>
<br><<effects>>
<<if $arousal gte $arousalmax>>
You try to endure the <<persons>> groping and squeezing, but feel a heat build within you. It's too much to bear.
<<orgasm>>
"You're that ready for it?" the <<person>> muses, grabbing you by the collar and pulling you onto the chair before the spasms subside.
<br><br>
<<link [[Next|Chalets Work One Sex]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You endure the <<persons>> groping and squeezing, until <<he>> releases you. You manage to evade the parting smack <<he>> tries to give you, and leave the chalet.
<br><br>
<<link [[Next|Chalets]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<if $panicattacks gte 1 and $controlled is 0>>
You try to raise your arm to smack <<his>> away, <span class="pink">but a terrible fear grips you,</span> freezing you in place.
<br><br>
"You're that ready for it?" the <<person>> muses, taking lack of resistance as assent. <<He>> pulls you onto the chair.
<br><br>
<<link [[Next|Chalets Work One Sex]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You smack the <<persons>> hand away. Anger flashes across <<his>> features,
<<if random(1, 3) is 3>>
and <<he>> pulls you onto the chair.
<br><br>
<<link [[Next|Chalets Work One Sex]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
but <<he>> doesn't retaliate.
<br><br>
You leave the chalet.
<br><br>
<<link [[Next|Chalets]]>><<endevent>><</link>>
<br>
<</if>>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"You can touch," you say. "But you have to pay."
<<elseif $speech_attitude is "bratty">>
"Don't touch me," you tell <<him>>. "Unless you can afford it."
<<else>>
"That service is extra," you say.
<</if>>
<br><br>
<<rng>>
<<if $rng gte 91>>
The <<person>> offers you <span class="gold">£60</span>.
<br><br>
"In that case," <<he>> says, "I want to enjoy the full package, unwrapped, that is."
<br><br>
<<if hasSexStat("promiscuity", 5)>>
<<link [[Accept|Chalets Work One Sex Start]]>><</link>><<promiscuous5>>
<br>
<<elseif $uncomfortable.prostituting is false>>
<<link [[Accept|Chalets Work One Sex Start]]>><<set $desperateaction to 1>><<trauma 6>><<stress 6>><</link>><<promiscuous5>><<gtrauma>><<gstress>>
<br>
<<else>>
<<insufficientStat "promiscuity" "to take up such an offer">>
<br>
<</if>>
<<link [[Refuse|Chalets Work One Sex Refuse]]>><</link>>
<<elseif $rng gte 61>>
The <<person>> offers you <span class="gold">£50</span>.
<br><br>
"In that case," <<he>> says, "you might as well use that mouth of yours, too."
<br><br>
<<if hasSexStat("promiscuity", 4)>>
<<link [[Accept|Chalets Work One Oral Start]]>><</link>><<promiscuous4>>
<br>
<<elseif $uncomfortable.prostituting is false>>
<<link [[Accept|Chalets Work One Oral Start]]>><<set $desperateaction to 1>><<trauma 6>><<stress 6>><</link>><<promiscuous4>><<gtrauma>><<gstress>>
<br>
<<else>>
<<insufficientStat "promiscuity" "to take up such an offer">>
<br>
<</if>>
<<link [[Refuse|Chalets Work One Sex Refuse]]>><</link>>
<<else>>
The <<person>> offers you <<moneyGain 40>>.
"I'll be getting my money's worth," <<he>> says.
<br><br>
<<if $arousal gte $arousalmax>>
You try to endure the <<persons>> groping and squeezing, but it's too much to bear.
<br><<orgasm>>
"I knew you would enjoy it," the <<person>> says with a smirk. <<He>> releases you, giving your bottom a parting smack.
<<else>>
You endure the <<persons>> groping and squeezing until <<he>> finally releases you, giving your bottom a parting smack.
<</if>>
<br><br>
<<tearful>> you grab the money and leave the chalet.
<br><br>
<<link [[Next|Chalets]]>><<endevent>><</link>>
<</if>><<effects>>
<<if $arousal gte $arousalmax>>
You try to refuse, but <<his>> groping and squeezing is too much to bear.
<br><<orgasm>>
Taking advantage of your spasms, <<he>> pulls you onto the chair.
<br><br>
<<link [[Next|Chalets Work One Sex]]>><<set $molestationstart to 1>><</link>>
<<else>>
"I don't take it that far," you say. "Sorry to disappoint."
<br><br>
<<rng>>
<<if $rng gte 81>>
"That wasn't a request," the <<person>> says. <<He>> grabs you by the collar and pulls you onto the chair.
<br><br>
<<link [[Next|Chalets Work One Sex]]>><<set $molestationstart to 1>><</link>>
<<else>>
The <<person>> seems annoyed. "Suit yourself," <<he>> says finally, and you leave the chalet.
<br><br>
<<link [[Next|Chalets]]>><<endevent>><</link>>
<</if>>
<</if>><<effects>>
<<He>> hands you <<moneyGain 60>>.
<<He>> eagerly motions for you to undress and you start taking off your clothes. <<promiscuity5>>
Deeming your actions too slow, <<he>> decides to help.<<strip>>
<br><br>
<<link [[Next|Chalets Work One Sex]]>><<set $sexstart to 1>><<set $phase to 0>><</link>><<effects>>
<<He>> hands you <<moneyGain 50>>.
You kneel in front of the <<person>>. As you do, <<he>> grasps the back of your head.
<<promiscuity4>>
<<link [[Next|Chalets Work One Sex]]>><<set $sexstart to 1>><<set $phase to 1>><</link>><<effects>>
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 20>>
<<if $phase is 1>> /* Oral */
<<set $position to "doggy">>
<<npcoral>>
<</if>>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Chalets Work One Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Chalets Work One Sex]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<if $consensual is 1>>
<<He>> reclines in the chair. "I'm definitely requesting your services again," <<he>> says.
<<else>>
<<He>> reclines in the chair, as if <<hes>> already forgotten you.
<</if>>
<<elseif $enemyhealth lte 0>>
The chair falls backwards with the <<person>> still in it. <<He>> writhes on the ground, nursing <<his>> knee.
<</if>>
<br><br>
<<tearful>> you leave the chalet.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Chalets]]>><</link>><<effects>>
You keep working. The <<person2>><<person>> rests <<his>> feet on your back as well. They don't try anything nefarious, but it is harder with the added weight.
<br><br>
They grumble when you finish, but you have a chalet to clean. Once done, you rise and leave the building.
<br><br>
<<link [[Next|Chalets]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"You can use me as a footstool," you say. "But I really need money as well."
<<elseif $speech_attitude is "bratty">>
"Can you afford it?" you muse.
<<else>>
"That service is extra," you say.
<</if>>
<br><br>
The <<person1>><<person>> drops some cash in front of you. <<moneyGain 40>>.
<br>
"I'll be getting my money's worth," <<he>> says, whacking your <<bottom>> with <<his>> ankle.
<br><br>
The <<person2>><<person>> rests <<his>> feet as well. They don't try anything nefarious, but it is harder with the added weight.
<br><br>
They grumble when you finish, but you've a chalet to clean. Once done, you rise and leave the building.
<br><br>
<<link [[Next|Chalets]]>><<endevent>><</link>>
<br><<effects>>
You stand, forcing the <<persons>> feet from your back, and relocate with your <<bottom>> facing away from <<him>>. <<He>> grumbles, but you've a chalet to clean. Once done, you rise and leave the building.
<br><br>
<<link [[Next|Chalets]]>><<endevent>><</link>>
<br><<effects>>
<<neckwear 26>>
You remain still as the <<person>> affixes the collar around your neck, and tugs you to the carpet. <<He>> leads you over to <<his>> friends.
<<exhibitionism1>>
"Sit," <<he>> commands.
<br><br>
<<link [[Sit|Chalets Work Collar Sit]]>><</link>>
<br>
<<link [[Refuse|Chalets Work Collar Refuse 2]]>><</link>>
<br><<effects>>
You sit like a dog. "Good <<girl>>," the <<person1>><<person>> says. <<He>> grabs your collar, letting the leash hang, and pulls you closer to the <<person2>><<person>>.
<br><br>
"Kiss."
<br><br>
<<link [[Kiss <<his>> cheek|Chalets Work Collar Cheek]]>><</link>>
<br>
<<link [[Kiss <<his>> mouth|Chalets Work Collar Kiss]]>><</link>><<kissvirginitywarning>>
<br>
<<link [[Refuse|Chalets Work Collar Refuse 2]]>><</link>>
<br><<effects>>
You kiss the <<person>> on the cheek.
<br><br>
The <<person1>><<person>> delivers a spank to your <<bottom>>. "Properly. Kiss <<person2>><<his>> mouth."<<gstress>><<gpain>><<stress 6>><<pain 4>>
<br><br>
<<link [[Kiss <<his>> mouth|Chalets Work Collar Kiss]]>><</link>><<kissvirginitywarning>>
<br>
<<link [[Refuse|Chalets Work Collar Refuse 2]]>><</link>>
<br><<effects>>
You kiss the <<person2>><<person>> on the lips. <<He>> grabs the back of your head, and holds you there before you can pull away.<<gstress>><<stress 6>>
<<takeKissVirginity $NPCList[1]>>
<br><br>
<<He>> releases your head. A thread of saliva links you. "That'll do, <<girl>>," the <<person1>><<person>> says, unfastening your collar. "Here." You make <<moneyGain 30>>.
<br><br>
You leave the chalet.
<br><br>
<<neckruined true>>
<<link [[Next|Chalets]]>><<endevent>><</link>>
<br><<effects>>
<<if random(1, 2) is 2>>
<<neckruined true>>
You rise to your feet, and unfasten the collar. The <<person2>><<person>> moans, but you ignore <<him>> and leave the chalet.
<br><br>
<<link [[Next|Chalets]]>><<endevent>><</link>>
<br>
<<else>>
You rise to your feet and try to unfasten the collar, <span class="red">but the <<person>> tugs you to the carpet,</span> and pins you down by your neck. "Not so fast, <<bitch>>."
<br><br>
<<link [[Next|Chalets Work Collar Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Chalets Work Collar Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Chalets Work Collar Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The <<person1>><<person>> grabs you by the collar, pulls you to the front door, and kicks you outside.
<br><br>
<<tearful>> you struggle to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<else>>
You trip up the <<person1>><<person>> and escape through the gap created.
<br><br>
<<tearful>> you flee the chalet.
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<<link [[Next|Chalets]]>><</link>>
<br><<effects>>
You refuse the <<persons>> offer, and leave the chalet.
<br><br>
<<link [[Next|Chalets]]>><<endevent>><</link>>
<br><<set $location to "chalets">><<set $outside to 1>><<effects>>
<<if $chaletsintro is undefined>>
<<generate1>><<person1>>
<<saveNPC 0 "chalets_manager">>
You approach the chalets. They sit on a small island of sorts, separated from the mainland by a stretch of sand. The tide is rarely high enough to reach here, and it would take five minutes to cross.
<br><br>
A building with a colourful door stands beside a road leading down to the sand. A mass of seagulls sit outside, fighting over a newspaper caked in greasy potato, until the door swings open.
<br><br>
"Clear off!" says a <<person1>><<person>>, swinging a broom. The birds take flight in all directions. The <<person>> tuts and sweeps up the torn scraps of paper.
<br><br>
<<link [[Next|Chalets Intro 2]]>><<set $chaletsintro to 1>><</link>>
<br>
<<elseif $chaletsintro is 1>>
<<loadNPC 0 "chalets_manager">><<person1>>
You approach the chalets and enter the management building. The manager looks up from <<his>> desk.
<br><br>
"Ah," <<he>> says. "Changed your mind? Interested in work?"
<br><br>
<<link [[Say yes|Chalets Intro Yes]]>><<set $chaletsintro to 2>><</link>>
<br>
<<link [[Say no|Chalets Intro No]]>><</link>>
<br>
<</if>><<set $outside to 0>><<effects>>
The <<person>> looks up. "A local?" <<he>> asks, then continues before you can respond. "Interested in work?" <<He>> gestures at the chalets across the expanse of sand.
<br><br>
"It's a nature reserve, but they insist on covering it in rubbish. The tourists, that is. And the gulls. We need someone to brave them both and clean up. You'll get <span class="gold">£10</span> per bag of rubbish on weekdays, and <span class="gold">£15</span> per bag on weekends."
<br><br>
"Should take an hour to fill a bag," <<he>> continues. "You'll have a skeleton key to the chalets, so you can enter as you please. Just say you're there to clean. Interested?"
<br><br>
<<link [[Say yes|Chalets Intro Yes]]>><<set $chaletsintro to 2>><</link>>
<br>
<<link [[Say no|Chalets Intro No]]>><</link>>
<br><<effects>>
"Great. Start when you like." <<He>> turns back to the building.
<br><br>
"Oh," <<he>> calls as you leave. "Take care that the holiday makers can get a bit handsy. Just don't give them an excuse, alright? Higher ups turn a blind eye to that sort of thing."
<br><br>
<<link [[Next|Starfish Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
"I'm sorry to hear it," <<he>> says, entering the building. "I'll be here if you change your mind."
<br><br>
<<link [[Next|Starfish Street]]>><<endevent>><</link>><<set $location to "chalets">><<set $outside to 1>><<effects>>
You walk down the road to the sandy expanse between the town and the chalet island.
<<if Time.weekDay is 1 or Time.weekDay is 7>>
<<if $chaletsintro is 2>>
<<loadNPC 0 "chalets_manager">><<person1>>
<<set $chaletsintro to 3>>
The manager's head pokes from <<his>> office. "Just a heads up," <<he>> says. "There's a film crew on the stretch of sand between here and the chalets. There often is on weekends. Just be careful when crossing. They might have horses, and who knows what else."
<br><br>
<<endevent>>
<</if>>
You see a cluster of people and vehicles some distance away. It looks like a film crew.
<br><br>
<<else>>
<br><br>
<</if>>
It's hard to walk on such mushy ground.
<<if Weather.precipitation isnot "none" and random(1, 200) is 200>>
You're halfway across when you notice the roar of the ocean growing louder. Then you see it, <span class="red">a freak wave,</span> taller than you, sweeping across the sand.
<br><br>
You're unable to escape. It snatches and carries you out to sea.
<br><br>
<<link [[Next|Sea Rocks]]>><<chalets_end>><</link>>
<br>
<<else>>
A boardwalk emerges from the ground as you near the island, providing a set path. It leads you up a slope, to a collection of chalets surrounded by dunes.
<br><br>
<<link [[Next|Chalets]]>><</link>>
<br>
<</if>><<set $location to "chalets">><<set $outside to 0>><<effects>>
You are among the chalets, on an island near the beach.
<<if Weather.precipitation is "rain">>
Rain blows in from the sea.
<<else>>
Wind blows in from the sea and over the dunes, stinging your skin.
<</if>>
<br><br>
<<chalets_bags>>
<br><br>
<<if $openinghours is 1>>
<<edenicon "broom">><<chalets_links>>
<br>
<<elseif Time.hour is $closinghour>>
<span class="blue">Tourists are returning to their chalets for the night.</span>
<br>
<</if>>
<<getouticon>><<link [[Leave|Chalets Work End]]>><</link>>
<br><<set $outside to 0>><<effects>>
You approach one of the chalets, and knock on the door.
<<eventschalets>><<widget "eventschalets">>
<<cleareventpool>>
<<addinlineevent "chalets_empty_1" 1>>
No one answers, so you unlock the door and let yourself in. You get to work cleaning the chalet, gathering all the rubbish you can find into a black bin bag.
<br><br>
You finish up, and leave the chalet.
<br><br>
<<link [[Next|Chalets]]>><<pass 60>><<set $chalets_bags += 1>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "chalets_empty_2" 1>>
No one answers, so you unlock the door and let yourself in. You get to work cleaning the chalet, gathering all the rubbish you can find into a black bin bag.
<br><br>
Dirty plates stack high in the kitchen sink, surrounded by filthy glasses. It would take a while to clean it all.
<br><br>
<<link [[Ignore|Chalets]]>><<pass 60>><<set $chalets_bags += 1>><</link>>
<br>
<<link [[Leave a passive aggressive note making fun of the occupants|Chalets Work Plates Note]]>><<pass 60>><<set $chalets_bags += 1>><<stress -6>><</link>><<lstress>>
<br>
<<link [[Clean (0:30)|Chalets Work Plates Clean]]>><<pass 90>><<set $chalets_bags += 1>><<housekeeping 1 300>><</link>><<ghousekeeping 300>>
<br>
<</addinlineevent>>
<<addinlineevent "chalets_empty_3" 1>>
No one answers, so you unlock the door and let yourself in. You get to work cleaning the chalet, gathering all the rubbish you can find into a black bin bag.
<br><br>
<<generate1>><<person1>><<generate2>>
You're just finishing up when a <<person>> enters, followed by a <<person2>><<person>>.
<br><br>
"Intruder!" the <<person1>><<person>> shouts, reaching for the mop you left by the door.
<br>
"I think <<pshes>> the cleaner," the <<person2>><<person>> says.
<br>
"If <<pshes>> the cleaner, why is there sand everywhere?"
<br>
"Because you just kicked it in."
<br><br>
You leave them to bicker.
<br><br>
<<endevent>>
<<link [[Next|Chalets]]>><<pass 60>><<set $chalets_bags += 1>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "chalets_empty_4" 0.05>>
No one answers, so you unlock the door and let yourself in. You get to work cleaning the chalet, gathering all the rubbish you can find into a black bin bag.
<br><br>
You're emptying a bin in the bedroom when you notice a fat wad of cash, half-stuffed beneath the mattress.
<br><br>
<<link [[Count it|Chalets Work Cash Count]]>><<pass 60>><<set $chalets_bags += 1>><</link>>
<br>
<<link [[Ignore|Chalets Work Cash Ignore]]>><<pass 60>><<set $chalets_bags += 1>><</link>>
<br>
<</addinlineevent>>
<<if $upperwetstage gte 2 or $lowerwetstage gte 2>>
<<addinlineevent "chalets_wet_1" 1>>
<<generate1>><<person1>>
A <<person>> answers the door. At once, <<he>> regards your body with a naked lust. Such a display seems strange, until you look down. <<covered>> <span class="lewd">Water has soaked right through your clothes!</span><<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<<link [[Run (0:02)|Chalets Work Wet Run]]>><<tiredness 3>><</link>><<gtiredness>> <i>Ends job</i>
<br>
<<link [[Ask for some towels|Chalets Work Wet Ask]]>><<stress 6>><</link>><<gstress>>
<br>
<<if hasSexStat("exhibitionism", 4)>>
<<link [[Take advantage|Chalets Work Wet Exhibitionism]]>><</link>><<exhibitionist4>>
<br>
<</if>>
<</addinlineevent>>
<<else>>
<<addinlineevent "chalets_event_1" 1>>
<<endevent>>
<<generate1>><<person1>>
A <<person>> answers.
<br>
"I'm here to clean the chalet," you say.
<br>
<<He>> nods, and lets you inside.
<br><br>
You get to work cleaning the chalet, gathering all the rubbish you can find into a black bin bag.
<<if random(1, 2) is 2>>
The <<person>> sits in front of the television screen, ignoring you, only giving a nod when you say you've finished.
<br><br>
You leave the chalet.
<br><br>
<<link [[Next|Chalets]]>><<pass 60>><<set $chalets_bags += 1>><</link>>
<br>
<<else>>
The <<person>> sits in front of the television, but watches you while you work, eyeing up your body.
<br><br>
You finish up, but as you approach to tell <<him>>, <<he>> reaches out and grasps your <<bottom>>.<<gstress>><<garousal>><<stress 6>><<arousal 6>>
<br><br>
<<link [[Endure|Chalets Work One Endure]]>><<pass 60>><<set $chalets_bags += 1>><<trauma 6>><<stress 6>><<arousal 1200>><</link>><<gtrauma>><<gstress>><<ggarousal>>
<br>
<<link [[Smack hand away|Chalets Work One Smack]]>><<pass 60>><<set $chalets_bags += 1>><</link>>
<br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Charge extra|Chalets Work One Charge]]>><<pass 60>><<set $chalets_bags += 1>><<arousal 1200>><</link>><<promiscuous3>><<ggarousal>>
<br>
<<elseif $uncomfortable.prostituting is false>>
<<link [[Charge extra|Chalets Work One Charge]]>><<pass 60>><<set $chalets_bags += 1>><<arousal 1200>><<trauma 6>><<stress 6>><</link>><<promiscuous3>><<ggarousal>><<gtrauma>><<gstress>>
<br>
<</if>>
<</if>>
<</addinlineevent>>
<<addinlineevent "chalets_event_2" 1>>
<<endevent>>
<<generate1>><<person1>><<generate2>>
A <<person>> answers.
<br>
"I'm here to clean," you say.
<br>
"Oh good," says a <<person2>><<personsimple>>'s voice from deeper in. "Hurry in. We've made a bit of a mess."
<br><br>
The voice belongs to a <<person>>. The mess is a mountain of cans, and snack packaging. Some have stuck to the carpet.
<br><br>
<<if $footdisable is "f">>
You're cleaning on your hands and knees when you feel something rest on your back. It's the <<person1>><<persons>> feet.
<br><br>
"You don't mind if I rest my feet a little, right?" <<he>> asks.
<br><br>
<<link [[Allow|Chalets Work Feet Allow]]>><<pass 60>><<set $chalets_bags += 1>><<stress 6>><</link>><<gstress>>
<br>
<<link [[Charge extra|Chalets Work Feet Charge]]>><<pass 60>><<set $chalets_bags += 1>><<pain 4>><<stress 6>><</link>><<gpain>><<gstress>>
<br>
<<link [[Refuse|Chalets Work Feet Refuse]]>><<pass 60>><<set $chalets_bags += 1>><</link>>
<br>
<<else>>
You need to work on your hands and knees, but you manage to clear the litter. You leave the chalet.
<br><br>
<<link [[Next|Chalets]]>><<pass 60>><<endevent>><<set $chalets_bags += 1>><</link>>
<br>
<</if>>
<</addinlineevent>>
<<addinlineevent "chalets_event_3" 1>>
<<endevent>>
<<generate1>><<generate2>><<generate3>><<person1>>
A <<person>> answers.
<br>
"I'm here to clean," you say.
<br><br>
A smile flashes across <<his>> face. "Come in."
<br><br>
There are two others inside, a <<person2>><<person>> and a <<person3>><<person>>, both seated. They pretend to ignore you as you go about your work.
<br><br>
<<if random(1, 3) is 3 and $worn.neck.collared isnot 1>>
"Fancy making some extra cash?" the <<person1>><<person>> asks as you're finishing up. "We could use some entertainment." <<He>> holds a dog collar and leash.
<br><br>
"I'll give you <<printmoney 3000>>, if you let me lead you around with this, just for five minutes."
<br><br>
<<link [[Wear the collar (0:05)|Chalets Work Collar]]>><<pass 60>><<set $chalets_bags += 1>><<pass 5>><</link>><<exhibitionist1>>
<br>
<<link [[Refuse|Chalets Work Collar Refuse]]>><<pass 60>><<set $chalets_bags += 1>><</link>>
<br>
<<else>>
You finish up and leave the chalet.
<br><br>
<<link [[Next|Chalets]]>><<pass 60>><<set $chalets_bags += 1>><<endevent>><</link>>
<br>
<</if>>
<</addinlineevent>>
<</if>>
<<runeventpool>>
<</widget>>
<<widget "chalets_start">>
<<set $chalets_bags to 0>>
<</widget>>
<<widget "chalets_end">>
<<set $chalets_bags to 1>>
<</widget>>
<<widget "chalets_fall_events">>
<<if Weather.precipitation isnot "none">>
The inclement weather makes it worse, turning the sand into a boggy mush liable to swallow a foot whole.
<br><br>
<<if currentSkillValue('housekeeping') gte 300>>
It's a question of balance, and one you can answer. <span class="green">You cross the sand on light and nimble feet.</span>
<br><br>
<<chalets_end_link>>
<<else>>
How do you proceed?
<br><br>
<<link [[Slow and careful (0:20)|Chalets Work End Slow]]>><<pass 20>><</link>><<ghousekeeping 100>>
<br>
<<link [[Fast|Chalets Work End Fast Wet]]>><</link>><<housekeepingdifficulty 1 300>><<ghousekeeping 300>>
<br>
<</if>>
<<else>>
<<if currentSkillValue('housekeeping') gte 200>>
It's a question of balance, and one you can answer. <span class="green">You cross the sand on light and nimble feet.</span>
<br><br>
<<chalets_end_link>>
<<else>>
How do you proceed?
<br><br>
<<link [[Slow and careful (0:20)|Chalets Work End Slow]]>><<pass 20>><</link>><<ghousekeeping 100>>
<br>
<<link [[Fast|Chalets Work End Fast]]>><</link>><<housekeepingdifficulty 1 200>><<ghousekeeping 200>>
<br>
<</if>>
<</if>>
<</widget>>
<<widget "chalets_end_link">>
<<if $chalets_bags gte 1>>
<<link [[Next|Chalets Work End 2]]>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Starfish Street]]>><<chalets_end>><</link>>
<br>
<</if>>
<</widget>>
<<widget "chalets_bags">>
<<switch $chalets_bags>>
<<case 5>>
<<wearProp "trash bag">>
You have <span class="gold">5</span> bags of rubbish. Deliver them to the manager on Starfish Street for payment.
<<case 4>>
<<wearProp "trash bag">>
You have <span class="gold">4</span> bags of rubbish. Deliver them to the manager on Starfish Street for payment.
<<case 3>>
<<wearProp "trash bag">>
You have <span class="gold">3</span> bags of rubbish. Deliver them to the manager on Starfish Street for payment.
<<case 2>>
<<wearProp "trash bag">>
You have <span class="gold">2</span> bags of rubbish. Deliver them to the manager on Starfish Street for payment.
<<case 1>>
<<wearProp "trash bag">>
You have <span class="gold">1</span> bag of rubbish. Deliver them to the manager on Starfish Street for payment.
<<default>>
You have no bags of rubbish.
<</switch>>
<<if currentSkillValue('housekeeping') gte 300>>
Your housekeeping skill lets you carry a total of 5.
<<elseif currentSkillValue('housekeeping') gte 200>>
Your housekeeping skill lets you carry a total of 4.
<<elseif currentSkillValue('housekeeping') gte 100>>
Your housekeeping skill lets you carry a total of 3.
<<else>>
Your housekeeping skill lets you carry a total of 2.
<</if>>
<</widget>>
<<widget "chalets_links">>
<<if currentSkillValue('housekeeping') gte 300>>
<<if $chalets_bags lt 5>>
<<link [[Clean a chalet (1:00)|Chalets Knock]]>><</link>>
<br>
<<else>>
<span class="blue">You can't carry any more bags.</span>
<br>
<</if>>
<<elseif currentSkillValue('housekeeping') gte 200>>
<<if $chalets_bags lt 4>>
<<link [[Clean a chalet (1:00)|Chalets Knock]]>><</link>>
<br>
<<else>>
<span class="blue">You can't carry any more bags.</span>
<br>
<</if>>
<<elseif currentSkillValue('housekeeping') gte 100>>
<<if $chalets_bags lt 3>>
<<link [[Clean a chalet (1:00)|Chalets Knock]]>><</link>>
<br>
<<else>>
<span class="blue">You can't carry any more bags.</span>
<br>
<</if>>
<<else>>
<<if $chalets_bags lt 2>>
<<link [[Clean a chalet (1:00)|Chalets Knock]]>><</link>>
<br>
<<else>>
<span class="blue">You can't carry any more bags.</span>
<br>
<</if>>
<</if>>
<</widget>><<effects>>
You make sure you're not being watched by security, before setting a camera down. You position it near the fence, where it can see the gates to enter, as well as the entrances of the three buildings.
<br><br>
<<if $pubfame.compound.cameras.length is 4>>
<<pubfameComplete "compound">>
<<else>>
<span class="gold"><<Number $pubfame.compound.cameras.length>> down, <<number `4-$pubfame.compound.cameras.length`>> to go.</span>
<br><br>
<</if>>
<<link [[Next|Elk Compound]]>><</link>><<effects>><<dancedifficulty 1 1000 true>>
You gently place the camera in the corner. As you do, the pink liquid suddenly bubbles, before splashing toward you.
<<if $danceSuccess>>
<span class="green">You nimbly jump out of the way.</span> None lands on you, or the camera.
<<else>>
<span class="red">It hits you straight-on, sizzling slightly against your clothes.</span>
<<set $worn.upper.integrity -= 50>>
<<set $worn.lower.integrity -= 50>>
<<set $worn.under_lower.integrity -= 50>>
<<integritycheck>>
<<exposure>>
<<if !$worn.upper.type.includes("naked") and !$worn.lower.type.includes("naked")>>
It evaporates after a few seconds, leaving your clothing worse for wear.
<<else>>
<<stress 6>><<gstress>>
<</if>>
<</if>>
<br><br>
<<if $pubfame.compound.cameras.length is 4>>
<<pubfameComplete "compound">>
<<else>>
<span class="gold"><<Number $pubfame.compound.cameras.length>> down, <<number `4-$pubfame.compound.cameras.length`>> to go.</span>
<br><br>
<</if>>
<<link [[Next|Elk Compound Pipes]]>><</link>><<effects>>
You gently place the camera in the corner, bending down to do so. The sweet smoke seems to be denser at the bottom, and you feel dizzy for a second.
<<hallucinogen 200>><<gghallucinogens>>
<br><br>
<<if $pubfame.compound.cameras.length is 4>>
<<pubfameComplete "compound">>
<<else>>
<span class="gold"><<Number $pubfame.compound.cameras.length>> down, <<number `4-$pubfame.compound.cameras.length`>> to go.</span>
<br><br>
<</if>>
<<link [[Next|Elk Compound Smoke]]>><</link>><<effects>>
You gently place the camera in the corner, in the corner by one of the table legs. Nobody is around to notice.
<br><br>
<<if $pubfame.compound.cameras.length is 4>>
<<pubfameComplete "compound">>
<<else>>
<span class="gold"><<Number $pubfame.compound.cameras.length>> down, <<number `4-$pubfame.compound.cameras.length`>> to go.</span>
<br><br>
<</if>>
<<link [[Next|Elk Compound Interior]]>><</link>><<set $outside to 1>><<set $location to "town">><<effects>>
You climb the fence and haul yourself over the top, landing on Elk Street proper. You don't think anyone saw you.
<br><br>
<<set $compoundalarm to 0>>
<<set $compoundpipes to 0>>
<<set $compoundsmoke to 0>>
<<set $compoundbluff to 0>>
<<link [[Next|Elk Street]]>><</link>>
<br><<set $outside to 1>><<set $location to "compound">><<effects>>
You are in the compound on Elk Street. Three red brick buildings stand surrounded by a chain link fence. The gate is guarded by security personnel.
<<if $compoundalarm gte 1>>
<span class="red">You are trespassing.</span>
<</if>>
<br><br>
<<if $compoundcard isnot 2>>
<span class="gold">You've discovered the compound on Elk Street.</span>
<<earnFeat "Illicit Science">>
<br><br>
<<set $compoundcard to 2>>
<</if>>
<<if $compoundalarm gte 1>>
<<set $daily.compoundState to 1>>
<</if>>
<<if $compoundalarm is undefined>>
<<set $compoundalarm to 0>>
<</if>>
<<if $compoundalarm is 0>>
<span class="green">Security are relaxed.</span>
<<elseif $compoundalarm is 1>>
<span class="lblue">Security are suspicious.</span>
<<elseif $compoundalarm is 2>>
<span class="purple">Security are aware of an intruder.</span>
<<else>>
<span class="red">Security are on high alert.</span>
<</if>>
<br><br>
/* Commented out the compound task part of the check to give the wraith priority as it creates an awkward situation allowing you to avoid the wraith or for it to suddenly take control only if you place a single camera down */
<<if $stress gte $stressmax>>
<<passoutcompound>>
<<elseif $hallucinations gte 2 and $wraithCompoundEvent is true/* and !(isPubfameTaskAccepted("compound") and $pubfame.compound.cameras.length is 0)*/>>
<<unset $wraithCompoundEvent>>
<<generateWraith 1 true>><<person1>><<hallucinogen 15>>
<<if !$wraith.will>>
<<set $wraith.will to random(1300, 1700)>>
<</if>>
The compound suddenly falls silent, and you look around. You take a deep breath, but it feels like you're breathing through cotton. <<rainWraith true>>
<br><br>
Your ears begin to ring, and a shape forms in the <<print Weather.precipitation>>. A beautiful pale figure floats just above the ground, wearing translucent white robes that flow in the wind. Its eyes flash a bright <<wraithEyes>>.
<br><br>
<<if $wraith.state is "haunt" or $wraith.offspring is "dead">>
<<if $wraith.state is "haunt">>
It claws angrily at its neck, glaring at you. "<span class="wraith">Thief among thieves. You're right at home.</span>"
<<else>>
It glares at you. "<span class="wraith">Butcher among butchers. You're right at home.</span>"
<</if>>
It's silent for a few seconds.
<br><br>
<<if $wraith.offspring is "sold">>
"<span class="wraith">Or did you hear your children calling to you?</span>"
<br><br>
<</if>>
Abruptly, it turns to look at something at the ground, or possibly through it. It looks agitated. You try to take a step back, and it twists its head to stare at you. "<span class="wraith">Enemy of my enemy. A tool.</span>" In an instant, it's standing in front of you. Shapes begin to spin in its eyes, and your body starts to relax in spite of yourself.
<br><br>
<<link [[Give in|Elk Compound Wraith Give]]>><<endevent>><</link>>
<<else>>
It doesn't seem to notice you at first. It looks agitated. It stares at the ground, or possibly through it, before catching you in the corner of its eye and turning to you. "<span class="wraith"><<pcPetname "Wraith">>.</span>"
<br><br>
It looks you over, before floating toward you. "<span class="wraith">You are not with them. Are you against them?<<if $wraith.offspring is "sold">> Or did you hear our children crying out?<</if>></span>" It reaches you and holds out a hand, palm open. "<span class="wraith">Lend me yourself.</span>" Shapes begin to spin in its eyes, and your body starts to relax in spite of yourself.
<br><br>
<<link [[Take its hand|Elk Compound Wraith Give]]>><<endevent>><</link>>
<</if>>
<br>
<<link [[Resist|Elk Compound Wraith Resist]]>><</link>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger lte (3000 * $compoundalarm) and $eventskip isnot 1>>
<!-- Modified for Beast People -->
<<if $rng gte 51>>
<<beastNEWinit 1 dog>>
A guard <<beasttype>> runs towards you. <<bHe>> stops a few feet away and starts barking.
<br><br>
<<if $monster is 1 or $bestialitydisable is "f">>
<<if hasSexStat("deviancy", 2)>>
<<link [[Calm <<bhim>>|Elk Compound Bestiality]]>><<set $sexstart to 1>><</link>><<deviant2>>
<br>
<</if>>
<<link [[Fight|Elk Compound Bestiality]]>><<set $molestationstart to 1>><</link>>
<br>
<<link [[Escape the compound|Elk Compound Run]]>><<crimeUp 30 "trespassing">><</link>><<athleticsdifficulty 1 1000>><<crime "trespassing">>
<br>
<<else>>
<<link [[Escape the compound|Elk Compound Run]]>><<crimeUp 30 "trespassing">><<set $athleticsSuccess to true>><</link>><<crime "trespassing">>
<br>
<</if>>
<<else>>
A hand rests on your shoulder. <<generateSecurity 1>><<person1>>"Alright <<girl>>, playtime's over." <<He>> waves <<his>> baton in front of your face. "I found <<phim>> outside," <<he>> says into <<his>> radio. "Alright, I'll keep <<phim>> here until then."
<br><br>
<<if $compoundbluff is 1>>
<span class="pink">Bluffing isn't going to work again.</span>
<br>
<<else>>
<<set $skulduggerydifficulty to 600>>
<<link [[Bluff|Elk Compound Bluff]]>><</link>><<skulduggerydifficulty>>
<br>
<</if>>
<<link [[Fight|Elk Compound Fight]]>><<set $fightstart to 1>><</link>>
<br>
<<link [[Wait|Elk Compound Underground]]>><</link>>
<br>
<</if>>
<<else>>
<<if isPubfameTaskAccepted("compound") and !$pubfame.compound.cameras.includes("the courtyard")>>
<<link [[Put down a camera|Elk Compound Camera]]>><<set $compoundalarm++>><<set $pubfame.compound.cameras.unshift("the courtyard")>><</link>><<gsecurity>>
<br><br>
<</if>>
<<if $compoundpipes isnot 1 or isPubfameTaskAccepted("compound") and !$pubfame.compound.cameras.includes("the building with storage tanks")>>
<<investigateicon>><<link [[Investigate the building with storage tanks outside|Elk Compound Pipes]]>><</link>>
<br>
<</if>>
<<if $compoundsmoke isnot 1 or isPubfameTaskAccepted("compound") and !$pubfame.compound.cameras.includes("the building with smokestacks")>>
<<investigateicon>><<link [[Investigate the building with smokestacks|Elk Compound Smoke]]>><</link>>
<br>
<</if>>
<<if $compoundcentre isnot 1 or $phials_held gte 1 or isPubfameTaskAccepted("compound") and !$pubfame.compound.cameras.includes("the central building")>>
<<investigateicon>><<link [[Investigate the central building|Elk Compound Central]]>><</link>>
<br>
<</if>>
<<getouticon>><<link [[Climb the fence to safety|Elk Compound Climb]]>><</link>>
<br>
<</if>>
<</if>>
<<set $eventskip to 0>><<set $outside to 0>><<set $location to "compound">><<effects>>
The door to the building opens easily, and you enter. The inside is dominated by a pool of pink liquid.
<<if !$compoundpipes>>
In the centre sits a pink crystal on a plinth, connected to the side by a thin walkway. It looks valuable.
<br><br>
<<ind>><<link [[Take|Elk Compound Crystal]]>><</link>><<crime "thievery">><<gsecurity>>
<br>
<<else>>
<br><br>
<</if>>
<<if isPubfameTaskAccepted("compound") and !$pubfame.compound.cameras.includes("the building with storage tanks")>>
<<ind>><<link [[Put down a camera|Elk Compound Pipes Camera]]>><<set $compoundalarm++>><<set $pubfame.compound.cameras.pushUnique("the building with storage tanks")>><</link>><<gsecurity>>
<br>
<</if>>
<<getouticon>><<link [[Leave|Elk Compound]]>><</link>>
<br><<set $outside to 0>><<set $location to "compound">><<effects>>
The door opens easily and you enter the building. The inside is full of a sweet-smelling smoke. You can only see a few feet in front of you. The smoke makes you feel light-headed.
<br><br>
<<if !$compoundsmoke>>
<<ind>><<link [[Explore (0:10)|Elk Compound Explore]]>><<pass 10>><</link>>
<br>
<</if>>
<<if isPubfameTaskAccepted("compound") and !$pubfame.compound.cameras.includes("the building with smoke stacks")>>
<<ind>><<link [[Put down a camera|Elk Compound Smoke Camera]]>><<set $compoundalarm++>><<set $pubfame.compound.cameras.pushUnique("the building with smoke stacks")>><</link>><<gsecurity>>
<br>
<</if>>
<br>
<<getouticon>><<link [[Leave|Elk Compound]]>><</link>>
<br><<set $outside to 1>><<set $location to "compound">><<effects>><<set $lock to 300>>
The door is locked tight.
<br><br>
<<if currentSkillValue('skulduggery') gte $lock>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span>
<br><br>
<<else>>
<<wearProp "lockpick">>
<span class="green">The lock looks easy to pick.</span>
<br><br>
<<lockicon "pick">><<link [[Break in (0:05)|Elk Compound Interior]]>><<handheldon>><<pass 5>><<crimeUp 30 "trespassing">><</link>><<ggcrime "trespassing">><<gsecurity>>
<br>
<</if>>
<<else>>
<span class="red">The lock looks beyond your ability to pick.</span>
<<skulduggeryrequired>>
<br><br>
<</if>>
<<if $phials_held gte 1>>
<<if $compoundalarm gte 1>>
<span class="blue">You'll need to wait for security to relax before making your delivery.</span>
<br>
<<else>>
<<ind>><<link [[Ring the doorbell|Elk Compound Central Ring]]>><<handheldon>><</link>>
<br>
<</if>>
<</if>>
<<getouticon>><<link [[Leave|Elk Compound]]>><<handheldon>><</link>>
<br><<effects>>
<<generate1>><<person1>>
A green light flashes above. You feel a rumble, and the door opens. A <<person>> regards you with a cool stare, waiting.
<br><br>
<<if $phials_held gte 2>>
<<link [[Sell the phials of aphrodisiac|Elk Compound Sell]]>><</link>>
<br>
<<elseif $phials_held is 1>>
<<link [[Sell the phial of aphrodisiac|Elk Compound Sell]]>><</link>>
<br>
<</if>>
<<link [[Apologise|Elk Compound Central Apologise]]>><<set $compoundalarm += 1>><<stress 6>><</link>><<gsecurity>><<gstress>>
<br><<effects>><<wearProp "aphrodisiac jar">>
You offer the
<<if $phials_held gte 2>>
phials.
<<else>>
phial.
<</if>>
The <<person>> examines the fluid without a word, then pulls a wad of cash from <<his>> coat. <<He>> passes it to you without looking, and shuts the door.
<br><br>
<<money `($phials_held * 100000)` "compoundPhials">>
<span class="gold">You've made £<<print ($phials_held * 1000)>>.</span>
<br><br>
<<world_corruption "soft" $phials_held>>
<<set $stat_aphrodisiacs_sold += $phials_held>>
<<set $phials_held to 0>>
<<earnFeat "Dealing">>
<<link [[Next|Elk Compound]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I-I'm lost," you say. "Sorry."
<<elseif $speech_attitude is "bratty">>
"Wrong number," you say. "Sorry."
<<else>>
"I'm lost," you say. "Sorry."
<</if>>
<br><br>
The <<person>> slams the door. An alarm blares a moment later.
<br><br>
<<link [[Next|Elk Compound]]>><<endevent>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<set $enemytrust -= 40>><<set $enemyanger += 20>>
<<enable_rescue>>
<<elseif $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<beastCombatInit>>
<<set $enemytrust -= 40>>
You drop to the floor and adopt a mating posture. The <<beasttype>> stops barking, but now has something else in mind.
<<deviancy2>>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Elk Compound Bestiality Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Elk Compound Bestiality]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 1>><<set $location to "compound">><<effects>>
<<if $athleticsSuccess>>
You <span class="green">successfully</span> climb the fence and haul yourself over the top, landing on Elk Street proper. You hear <<beasttype>>s bark behind you, alerting the guards, who arrive in time to see you escape.
<br><br>
<<set $compoundalarm to 0>>
<<set $compoundpipes to 0>>
<<set $compoundsmoke to 0>>
<<set $compoundbluff to 0>>
<<link [[Next|Elk Street]]>><<endevent>><</link>>
<br>
<<else>>
You try to run, <span class="red">but the <<beasttype 0>> chases you down.</span>
<br><br>
<<link [[Next|Elk Compound Bestiality]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<set $outside to 1>><<set $location to "compound">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
Panting, the guard <<beasttype 0>> returns to where it came from.
<br><br>
<<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Elk Compound]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
The <<beasttype 0>> whimpers and hides behind one of the buildings.
<br><br>
<<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Elk Compound]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $alarm is 1 and $rescue is 1>>
<<generateSecurity 2>><<generateSecurity 3>><<person2>>A <<person>> and <<person3>><<person>> arrive to investigate the noise.
<<if $NPCList[0].stance is "top">>
They see the <<beasttype 0>> humping you and laugh. "Good <<beasttype 0>>," the <<person2>><<person>> says.
<br><br>
<<else>>
They see what the <<beasttype 0>> wants from you and laugh. "Good <<beasttype 0>>," the <<person2>><<person>> says.
<br><br>
<</if>>
<<person3>>"We should probably let the <<beasttype 0>> have its treat," says the <<person>> as <<he>> crouches for a closer look. <<He>> pulls out <<his>> phone and starts filming.
<br><br>
<<set $alarm to 0>><<set $rescue to 0>>
<<link [[Next|Elk Compound Bestiality 2]]>><</link>>
<br>
<<else>>
The <<beasttype 0>> turns and darts away, barking.
<<crime "trespassing">><<set $compoundalarm += 1>>
<<crimeUp 50 "trespassing">>
<br><br>
<<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Elk Compound]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
<<effectsman>>
<br>
<<beast $enemyno>>
<br><br>
The <<person3>><<person>> films you.
<<if $face is "covered">>
At least <<he>> can't see your face.
<<else>>
<<famebestiality 1>>
<</if>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Elk Compound Bestiality 2 Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Elk Compound Bestiality 2]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 1>><<set $location to "compound">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
Panting, the guard <<beasttype 0>> returns to where <<bhe>> came from.
<br><br>
The <<person2>><<person>> grabs your arm. "Alright <<girl>>, you've had your fun," <<he>> says, dragging you to the gate.
<br><br>
"Think we should tell them downstairs?" the <<person2>><<person>> asks.
<br><br>
"Sure. You got it all on your phone didn't you? It'll make their day. This <<bitch>> just broke in for the thrill and has paid for it, we don't need to keep <<phim>> longer."
They shove you out the gate, closing it behind you.
<br><br>
<<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<set $compoundalarm to 0>>
<<set $compoundpipes to 0>>
<<set $compoundsmoke to 0>>
<<set $compoundbluff to 0>>
<<link [[Next|Elk Street]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
The <<beasttype 0>> whimpers and hides behind one of the buildings.
<br><br>
The <<person2>><<person>> grabs your arm. "Alright <<girl>>, you've had your fun," <<he>> says, dragging you to the gate.
<br><br>
"Think we should tell them downstairs?" the <<person2>><<person>> asks.
<br><br>
"Sure. You got it all on your phone didn't you? It'll make their day. This <<bitch>> just broke in for the thrill and has paid for it, we don't need to keep <<phim>> any longer."
They shove you out the gate, closing it behind you.
<br><br>
<<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<set $compoundalarm to 0>>
<<set $compoundpipes to 0>>
<<set $compoundsmoke to 0>>
<<set $compoundbluff to 0>>
<<link [[Next|Elk Street]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<set $outside to 1>><<set $location to "compound">><<effects>>
<<if $speech_attitude is "meek">>
"I-I-" you stammer. "I kicked my ball over the fence. I just wanted it back." You look down in mock shame.
<<elseif $speech_attitude is "bratty">>
You turn to face <<him>> and place your hands on your hips. "Excuse me?" you say. "I have every right to be here. You'll stop bothering me if you value your job."
<<else>>
"I'm delivering something," you say. "Go ask your boss."
<</if>>
<br><br>
<<skulduggeryuse>>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<<set $compoundbluff to 1>>
<<if $speech_attitude is "meek">>
<<He>> sighs. "Stupid <<girl>>, you shouldn't enter places you don't understand. Go find your ball, but then leave straight away, alright?" <span class="green">You nod and skip away.</span>
<<elseif $speech_attitude is "bratty">>
You've unnerved <<him>>. "Wait a moment," <<he>> says. "Just let me confirm that with my supervisor." <<He>> turns away to talk into <<his>> radio. That's all you need. <span class="green">You slip away while <<his>> back is turned.</span>
<<else>>
"You really shouldn't be skulking around then," <<he>> says. "Just do your job and leave. It's not safe for you around here." <span class="green">You nod and walk away.</span>
<</if>>
<br><br>
<<endevent>>
<<link [[Next|Elk Compound]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
"Nice try," <<he>> says. "But you're not wriggling away." <span class="red"><<He>> grips your shoulder more tightly.</span>
<br><br>
<<link [[Next|Elk Compound Underground]]>><</link>>
<br>
<</if>><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
You smack <<his>> hand away from you. "If that's how you want it," <<he>> says.
<br><br>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Elk Compound Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Elk Compound Fight]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 1>><<set $location to "compound">><<effects>>
"We won't need to wait long," the <<person1>><<person>> says. As if in answer, the
<<if $phase is 1>>
lift doors open.
<<else>>
door to the central building opens.
<</if>>
A <<generate3>><<npcClothesType $NPCList[2] "compoundLab">><<person3>><<person>> in a lab coat exits.
<br><br>
"I'll take the <<girl>> from here," <<he>> says. "They want to speak to <<phim>> downstairs."
<br><br>
"If you say so."
<br><br>
As soon as the <<person>> touches your arm a jolt surges through you. You lose consciousness.
<br><br>
<<link [[Next|Elk Compound Experiment]]>><<upperruined>><<lowerruined>><<underruined>><<underupperruined>><<handheldruined>><<endcombat>><</link>>
<br><<set $outside to 0>><<set $location to "compound">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation "short">>
<<He>> leans against the wall, panting. <<tearful>> you escape into the maze of storage tanks and pipes littering the compound.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Elk Compound]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
<<tearful>> you shove the <<person>> into the wall and run. <<He>> tries to chase, but you lose <<him>> among the storage tanks and pipes littering the compound.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Elk Compound]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<tearful>> you fall to the ground. "I didn't like that," the <<person1>><<person>> says. "But it's my job."
<br><br>
<<clotheson>>
<<link [[Next|Elk Compound Underground]]>><</link>>
<br>
<</if>><<pass 1 hour>><<set $outside to 0>><<set $location to "compound">><<effects>>
<<set $compoundalarm to 0>>
<<set $compoundpipes to 0>>
<<set $compoundsmoke to 0>>
<<set $compoundbluff to 0>>
You wake up, naked <<if playerChastity()>>save for your $worn.genitals.name<</if>> and strapped to a metal board. Pipes and wires protrude from concrete walls. <<generateRole 0 0 "scientist">><<npcClothesType $NPCList[0] "compoundLab">><<person1>>A <<person>> works at a console in the corner. <<He>> glances at you. "Aha," <<he>> says. "You're awake." <<He>> pushes <<himself>> towards you on <<his>> chair and produces a bundle of wires from <<his>> lab coat.
<br><br>
The wires have pads on one end. <<He>> starts sticking them to your body. <<He>> goes about <<his>> work with a clinical professionalism that makes you feel less humiliated by your <<lewdness>> than you'd expect. That is until <<he>> places one on each of your <<nipples>>.
<br><br>
<<if playerChastity("penis")>>
<<He>> places a whole bunch on your $worn.genitals.name. "We can turn up the frequency, this is no problem," <<he>> mutters to <<himself>>.
<</if>>
<<if $player.penisExist and $player.vaginaExist and !playerChastity("hidden")>>
<<He>> places one right on the tip of your <<penis>><<if $player.ballsExist>>, one on each testicle, and then pushes one<<else>> and pushes two<</if>> into your <<pussy>>. You tense at the sensation.
<<else>>
<<if $player.penisExist>>
<<if $worn.genitals.name is "chastity parasite">>
<<He>> places one right on your chastity parasite and teases it. You tense at the sensation.
<<elseif !playerChastity("cage")>>
<<He>> places one right on the tip of your <<penis>> and one on each testicle. You tense at the sensation.
<</if>>
<</if>>
<<if $player.vaginaExist and !playerChastity("hidden")>>
<<He>> pushes one into your <<pussy>>, then another. You tense at the sensation.
<</if>>
<</if>>
"There we go," <<he>> says, plugging the other end of the wires into a machine beside <<him>>. "Now <<girl>>, tell me, who are you working for?"
<br><br>
<<if $player.penisExist and $player.vaginaExist>>
"You should count yourself fortunate," <<he>> adds, glancing at your genitals. "If it were up to me, we'd keep you here for experimentation. True hermaphrodites are rare."
<br><br>
<</if>>
<i>If your pain or arousal max out, you'll tell <<him>> everything.</i>
<br><br>
<<set $compoundmock to 0>>
<<set $compoundhonest to 0>>
<<set $compoundlie to 0>>
<<set $compoundbeg to 0>>
<<set $compoundflirt to 0>>
<<compoundoptions>><<set $outside to 0>><<set $location to "compound">><<effects>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure) and $eventskip is 0>>
<<if $rng gte 51 and $tentacledisable is "f" and $hallucinations gte 2>>
As you cross the walkway several tentacles rise from the fluid beneath you.
<br><br>
<<link [[Next|Elk Compound Tentacles]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
As you cross the walkway the fluid beneath you becomes agitated. Some splashes you, eating through your clothing.
<<if !$worn.over_upper.type.includes("naked")>>
<<set $worn.over_upper.integrity -= 10>>
<<else>>
<<set $worn.upper.integrity -= 10>>
<</if>>
<<if !$worn.over_lower.type.includes("naked")>>
<<set $worn.over_lower.integrity -= 10>>
<<else>>
<<set $worn.lower.integrity -= 10>>
<</if>>
<br><br>
You continue to the centre and take the crystal. It's warm to the touch.
<br><br>
<<set $compoundpipes to 1>>
<<set $blackmoney += 50>>
<<set $compoundalarm += 1>>
<<crimeUp 50 "thievery">>
<<if isPubfameTaskAccepted("compound") and !$pubfame.compound.cameras.includes("the building with storage tanks")>>
<<ind>><<link [[Put down a camera|Elk Compound Pipes Camera]]>><<set $compoundalarm++>><<set $pubfame.compound.cameras.pushUnique("the building with storage tanks")>><</link>><<gsecurity>>
<br>
<<getouticon>><<link [[Leave|Elk Compound]]>><</link>>
<br>
<<else>>
<<link [[Next|Elk Compound]]>><</link>>
<br>
<</if>>
<</if>>
<<else>>
You cross the walkway and take the crystal. It's warm to the touch.
<br><br>
<<set $compoundpipes to 1>>
<<set $blackmoney += 50>>
<<set $compoundalarm += 1>>
<<crimeUp 50 "thievery">>
<<if isPubfameTaskAccepted("compound") and !$pubfame.compound.cameras.includes("the building with storage tanks")>>
<<ind>><<link [[Put down a camera|Elk Compound Pipes Camera]]>><<set $compoundalarm++>><<set $pubfame.compound.cameras.pushUnique("the building with storage tanks")>><</link>><<gsecurity>>
<br>
<<getouticon>><<link [[Leave|Elk Compound]]>><</link>>
<br>
<<else>>
<<link [[Next|Elk Compound]]>><</link>>
<br>
<</if>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<set $combat to 1>>
<<set $enemytype to "tentacles">>
<<molested>>
<<controlloss>>
<<tentaclestart 7 10>>
<<set $tentacles[0].shaft to "waist">>
<</if>>
<<statetentacles>>
<<effects>>
<<effectstentacles>>
<<tentacles>>
<<actionstentacles>>
<<if $tentacles.active lte ($tentacles.max / 2)>>
<span id="next"><<link [[Next|Elk Compound Tentacles Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Elk Compound Tentacles]]>><</link>></span><<nexttext>>
<</if>><<effects>>
The creature loses interest in you, and disappears into the pink liquid. <<tearful>> you struggle to your feet and finish crossing to the crystal. It's warm to the touch.
<<clotheson>>
<<endcombat>>
<<set $compoundpipes to 1>>
<<set $blackmoney += 50>>
<<set $compoundalarm += 1>>
<<crimeUp 50 "thievery">>
<<if isPubfameTaskAccepted("compound") and !$pubfame.compound.cameras.includes("the building with storage tanks")>>
<<link [[Put down a camera|Elk Compound Pipes Camera]]>><<set $compoundalarm++>><<set $pubfame.compound.cameras.pushUnique("the building with storage tanks")>><</link>><<gsecurity>>
<br>
<<link [[Leave|Elk Compound]]>><</link>>
<br>
<<else>>
<<link [[Next|Elk Compound]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "compound">><<effects>>
You walk deeper into the building. The entrance is swallowed behind you. You make your way through a maze of pipes and machinery of unknown use. The smoke starts to make you feel warm.
<<drugs 60>>
<br><br>
You come to a plinth with a purple crystal sat atop it. It looks valuable.
<<if $trash_key isnot 1>>Beside it is a large discoloured key.<</if>>
<br><br>
<<ind>><<link [[Take|Elk Compound Purple]]>><</link>><<crime "thievery">><<gsecurity>>
<br>
<<getouticon>><<link [[Leave|Elk Compound]]>><</link>>
<br><<set $outside to 0>><<set $location to "compound">><<effects>>
You take the crystal. It's warm to the touch.
<<if $trash_key isnot 1>>
<<set $trash_key to 1>>You grab the key as well. It's not as heavy as it looks. <i>It must fit a large lock somewhere.</i>
<</if>>
<br><br>
Finding your way out is much easier than getting here.
<br><br>
<<set $compoundsmoke to 1>>
<<set $blackmoney += 50>>
<<set $compoundalarm += 1>>
<<crimeUp 50 "thievery">>
<<link [[Next|Elk Compound]]>><</link>>
<br><<set $outside to 0>><<set $location to "compound">><<effects>>
<<if isPubfameTaskAccepted("compound")>>
<<if $compoundhonest is 1>>
"I'm working for a favour for someone," you say, avoiding the question.
<br><br>
<<He>> looks at a screen that you can only see the back of, then turns a dial. Soothing waves emanate from the pads attached to you, pleasuring every inch of your body. "Good. See, that wasn't so bad, was it? Now then, why are you here?"
<<elseif $compoundhonest is 2>>
<<if $pubfame.compound.cameras.length gte 1>>
"I was placing down cameras," you say. "They look like rocks. There's one in <<print formatList($pubfame.compound.cameras, "and", true)>>."
<<else>>
"I was supposed to place cameras," you say. "But I got caught before I could put any down."
<</if>>
<br><br>
<<He>> writes something down and turns the dial again, and you are once more assailed by the soothing waves. "You mentioned a favour," <<he>> says. "What kind of favour?"
<<elseif $compoundhonest is 3>>
<<if $pubfame.goal.includes("Lower")>>
"I want to be less famous," you say. "To lower my <<fameProse $pubfame.target>> reputation."
<br><br>
<<if $fame[$pubfame.target] gte 400>>
<<He>> nods.
<<if ["sex","prostitution","rape","bestiality","scrap"].includes($pubfame.target)>>
"<<underworld_nickname>>,
<<else>>
"<<overworld_nickname>>,
<</if>>
then? That makes sense."
<<else>>
<<He>> squints. "Not sure you need it, but I don't care."
<</if>>
<<else>>
"I want to be more famous," you say. "To boost my <<fameProse $pubfame.target>> reputation."
<br><br>
<<if $fame[$pubfame.target] gte 400>>
<<He>> raises an eyebrow.
<<if ["sex","prostitution","rape","bestiality","scrap"].includes($pubfame.target)>>
"<<underworld_nickname>>,
<<else>>
"<<overworld_nickname>>,
<</if>>
then? You're already up there."
<<else>>
<<He>> squints. "I don't recognise you. You definitely need it."
<</if>>
<</if>>
<<He>> turns the dial again, and you are once more assailed by the soothing waves. "You dodged my first question. Who are you working for? Who's fiddling with your reputation?"
<<elseif $compoundhonest is 4>>
"Someone at the pub," you say. "A hacker. Landry knows them."
<br><br>
<<He>> smiles and turns the dial, sending soothing waves rippling over your body. "Now we're getting somewhere. Who exactly are they?" <span class="red">If you're honest again, <<he>> will have everything <<he>> needs from you, and Mickey will be in trouble.</span>
<<else>>
"I don't know their real name," you say. "But they go by Mickey." You look away, ashamed.
<</if>>
<<else>>
<<if $compoundhonest is 1>>
"I'm not working for anyone," you say. "I'm here alone."
<br><br>
<<He>> looks at a screen that you can only see the back of, then turns a dial. Soothing waves emanate from the pads attached to you, pleasuring every inch of your body. "Good. See, that wasn't so bad, was it? Now then, why are you here?"
<<elseif $compoundhonest is 2>>
"I<<if $blackmoney is 0>> was trapped while robbing a car. It drove me here<<else>>'m here to steal things<</if>>," you say. "<<if $blackmoney is 0>>Honest<<else>>For money<</if>>."
<br><br>
<<He>> turns the dial again, and you are once more assailed by the soothing waves. "Now," <<he>> says. "What did you <<if $blackmoney is 0>>try to<</if>> steal?"
<<elseif $compoundhonest is 3>>
"<<if $blackmoney is 0>>M<<else>>I steal m<</if>>oney or anything I can sell," you say.
<br><br>
<<He>> turns the dial again, and you are once more assailed by the soothing waves. "Where do you sell things?"
<<elseif $compoundhonest is 4>>
"<<if $produce_sold gte 1 or $pubintro is 1>>I sell <<if $produce_sold gte 1>>flowers in a stall I rent at Connudatus,<</if>><<if $produce_sold gte 1 and $pubintro is 1>> and <</if>><<if $pubintro is 1>>stolen things on Harvest Street,<</if>><<else>>I've never sold anything<</if>>" you say.<<if $chef_state gte 1>> "I've <<if $produce_sold gte 1 and $pubintro is 1>>also <</if>>baked," you add.<</if>><<if $prostitutionstat gte 1 or $forcedprostitutionstat gte 1>> "...<<if $produce_sold gte 1 or $pubintro is 1 or $chef_state gte 1>>and <</if>>I've sold myself," you mumble quietly<<if $forcedprostitutionstat gte 1>>, "whether I wanted to or not."<<else>>.<</if>><</if>>
<br><br>
<<He>><<if !$pubintro>> looks uninterested as <<he>><</if>> turns the dial again, and you are once more assailed by the soothing waves. "<<if $pubintro is 1>>Who do you sell your stolen goods to?<<else>>Is that really all you do?<</if>>" <span class="red">If you're honest again, <<he>> will have everything <<he>> needs from you.</span>
<<else>>
"I<<if $pubintro is 1>> sell things to Landry<<else>>'ve told you everything<</if>>," you say<<if $pubintro is 1 or $prostitutionstat gte 1 or $forcedprostitutionstat gte 1>>, ashamed<</if>>.
<</if>>
<</if>>
<br><br>
<<compoundoptions>><<set $outside to 0>><<set $location to "compound">><<effects>>
<<if $compoundlie is 1>>
"I work for the government," you say. "You better let me go."
<br><br>
<<He>> looks at a screen you can't see. "Liar." <<He>> turns a dial on the machine and an excruciating pain surges through you. It lasts only a moment, but leaves you shaking. "I don't want to do that again. So don't lie to me."
<br><br>
<<elseif $compoundlie is 2>>
"I got lost," you say. "I was just looking for a way out."
<br><br>
<<He>> turns the dial once more and the pain surges through you again. "This could be so much easier for you," <<he>> says.
<br><br>
<<elseif $compoundlie is 3>>
"I'm looking for my ball—" Your excuse is interrupted by another surge of pain.
<br><br>
"I'm not falling for that one," <<he>> says.
<br><br>
<<elseif $compoundlie is 4>>
"I'm giving you the chance to let me go," you say. "Before I break out and kick your ass."
<br><br>
<<He>> laughs as <<he>> turns the dial. "I don't even need to check the screen this time."
<br><br>
<<else>>
"You've hurt me too much," you say. "I can't remember anything."
<br><br>
"That's bad news for you," <<he>> says, turning the dial. "I can be here awhile."
<br><br>
<</if>>
<<compoundoptions>><<set $outside to 0>><<set $location to "compound">><<effects>>
<<if $compoundmock is 1>>
"Sure, I'll tell you everything," you say. "I'm here to spank naughty lab assistants. Unbind me so I can get to work."
<br><br>
"You won't be laughing for long," <<he>> says, spinning a dial on the machine. Pain sears through you, but leaves your mind feeling clearer.
<br><br>
<<elseif $compoundmock is 2>>
"You think you can hurt me with your little toy?" you say through gritted teeth. "It barely tickles."
<br><br>
"Oh, then you won't mind this." <<He>> spins the dial again.
<br><br>
<<elseif $compoundmock is 3>>
"I bet you tie yourself to this thing for fun," you say. "It's okay. We all have our fetishes."
<br><br>
"I'm starting to think I've found yours." <<He>> spins the dial once more.
<br><br>
<<elseif $compoundmock is 4>>
"I could get used to this," you say. "If the science thing doesn't work out, you could have a shining career as a kinky whore."
<br><br>
"Is this thing even working?" <<he>> muses as <<he>> spins the dial again.
<br><br>
<<else>>
"You like hurting <<girls>> then?" you say. "Better keep your porno stash hidden, if the police fi-"
<br><br>
"Shut up," <<he>> interrupts, spinning the dial.
<br><br>
<</if>>
<<compoundoptions>><<set $outside to 0>><<set $location to "compound">><<effects>>
<<if $compoundbeg is 1>>
"Please don't hurt me," you say.
<br><br>
"If you do as I say I won't have to. Here's a little taste." <<He>> spins a dial and a wave of pleasure emanates from the pads. The feeling soothes you to the core.
<br><br>
<<elseif $compoundbeg is 2>>
"I-I'm scared," you say.
<br><br>
"It's okay, <<girl>>, just give me what I ask." <<He>> spins the dial again, soothing you once more.
<br><br>
<<elseif $compoundbeg is 3>>
"I didn't mean to do anything wrong," you say.
<br><br>
"I know you didn't, so tell me what I want to know." <<He>> spins the dial.
<br><br>
<<elseif $compoundbeg is 4>>
"Let me go, please," you say.
<br><br>
"Cooperate and I will." <<He>> spins the dial.
<br><br>
<<else>>
"Please just let me go," you say.
<br><br>
"For the last time, cooperate and I will." <<He>> spins the dial.
<br><br>
<</if>>
<<compoundoptions>><<set $outside to 0>><<set $location to "compound">><<effects>>
<<if $compoundflirt is 1>>
"You have me all tied up and exposed," you say. "Isn't there something else you'd rather do to me?"<<promiscuity1>>
<<He>> blushes, unsure how to respond. "D-don't joke around like that. You're in big trouble." You control your breathing and focus.
<br><br>
<<elseif $compoundflirt is 2>>
"Some people would pay good money for the treatment you're giving me," you say. "I should thank you properly."<<promiscuity2>>
<<He>> shifts uncomfortably. "Don't think you can sweet talk me. It won't work."
<br><br>
<<elseif $compoundflirt is 3>>
"The real torture here," you say. "Is being denied your touch."
<<promiscuity3>>
<<He>> moves <<his>> hand away from the dials and rubs <<his>> temple. "Just stop it will you?"
<br><br>
<<elseif $compoundflirt is 4>>
"You're such a tease. I can't wait to see what you want for the main course." You wink.
<<promiscuity4>>
"This is the main course," <<he>> says, blushing. "Where did you learn to talk like this?"
<br><br>
<<else>>
"I'm getting too hot here," you say. "Please help me. I'm at your mercy. Your fingers, your tongue, your..."
<<promiscuity5>>
"Stop! Right now." <<He>> seems serious.
<br><br>
<</if>>
<<compoundoptions>><<set $outside to 0>><<set $location to "compound">><<effects>>
You successfully pick the lock and enter the building.
<<set $compoundalarm += 1>>
<<if $skulduggery lt 400>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">There's nothing more you can learn from locks this simple.</span>
<br><br>
<</if>>
The inside is dominated by a large lift.
<<if $compoundcentre is 1>>
You see no way to operate it.
<<else>>
You see no way to operate it, but a laptop sits on a table in the corner beside a small canister.
<</if>>
<br><br>
<<if $compoundcentre isnot 1>>
<<if $compoundspray isnot 1>>
<<ind>><<link [[Take them and leave|Elk Compound Interior Take]]>><<set $blackmoney += 100>><<crimeUp 100 "thievery">><<set $spraymax += 1>><<spray 5>><<world_corruption "soft" -10>><</link>><<crime "thievery">><<gspraymax>>
<<else>>
<<ind>><<link [[Take them and leave|Elk Compound Interior Take]]>><<set $blackmoney += 100>><<crimeUp 100 "thievery">><<spray 1>><</link>><<crime "thievery">><<gspray>>
<</if>>
<br>
<</if>>
<<if isPubfameTaskAccepted("compound") and !$pubfame.compound.cameras.includes("the central building")>>
<<ind>><<link [[Put down a camera|Elk Compound Interior Camera]]>><<set $compoundalarm++>><<set $pubfame.compound.cameras.pushUnique("the central building")>><</link>><<gsecurity>>
<br>
<</if>>
<br>
<<getouticon>><<link [[Leave|Elk Compound]]>><</link>>
<br><<set $outside to 0>><<set $location to "compound">><<effects>><<set $compoundcentre to 1>><<wearProp "pepperspray">>
<<if $compoundspray is 1>>
You pick up the laptop and canister then head for the exit.
<br><br>
<<else>>
<<set $compoundspray to 1>>
You pick up the laptop and canister. It looks like a charge for your pepper spray, but with an exposed computer chip at the base. You put it in, then head for the exit.
<br><br>
<span class="gold">You've gained an additional pepper spray charge.</span>
<br><br>
<</if>>
<<if random(1, 4) is 4>>
You push the button beside the door. Nothing happens. You push it again, and two hatches open on either side of you. Metal arms shoot out, grasping your wrists and pushing you to the ground.
<br><br>
<span class="red">INTRUDER DETECTED.</span> The alarm rings out. Someone will hear, if they haven't already.
<<set $compoundalarm += 1>>
<<set $daily.compoundState to 1>>
<br><br>
<<if $player.vaginaExist or $analdisable is "f">>
<<ind>><<link [[Protest|Elk Compound Interior Seduce]]>><<handheldon>><</link>>
<br>
<</if>>
<<ind>><<link [[Struggle|Elk Compound Interior Struggle]]>><<handheldon>><</link>>
<br>
<<else>>
<<getouticon>><<link [[Leave|Elk Compound]]>><<handheldon>><</link>>
<br>
<</if>><<effects>>
<<set $seductiondifficulty to 8000>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>>
<span class="gold">You feel more confident in your powers of seduction.</span>
<br><br>
<</if>>
<<seductionskilluse>>
"I'm not an intruder," you say.
<br><br>
<<if $seductionrating gte $seductionrequired>>
<span class="green">"SCANNING."</span> A red light beside the door flickers. "TEST SUBJECT IDENTIFIED. <<if $pregnancyspeechdisable is "f">>BREEDING <</if>>PROCEDURE INITIATED." Another hatch opens, larger than the others. A phallic object emerges from the dark.
<br><br>
<<link [[Next|Elk Compound Machine Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<span class="red">INTRUDER REFUSING TO COOPERATE.</span> A jolt runs through the metal arms, shocking you.<<gpain>><<pain 4>>
<br><br>
<<generateSecurity 1>><<generateSecurity 2>>
A <<fullGroup>> rush in, batons ready. They relax when they see you.
<br><br>
"This junk was worth bringing up," the <<person1>><<person>> says, strapping the baton to <<his>> side.
<br><br>
"Shut it down," the <<person2>><<person>> says. "I'll let downstairs know." <<He>> unclips a radio from <<his>> side.
<br><br>
<<link [[Fight|Elk Compound Interior Fight]]>><</link>>
<br>
<<link [[Convince them to let you go|Elk Compound Interior Convince]]>><</link>><<englishdifficulty 1 1000>>
<br>
<<link [[Remain silent|Elk Compound Interior Silent]]>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<set $machine_health to 10>><<set $machine_ammo to 8>>
<<if $player.vaginaExist and $analdisable is "f">>
<<machine_init vaginal arm_chains>>
<<set $machine.vaginal.armed to 1>>
<<elseif $player.vaginaExist>>
<<machine_init vaginal arm_chains>>
<<set $machine.vaginal.armed to 1>>
<<else>>
<<machine_init anal arm_chains>>
<<set $machine.anal.armed to 1>>
<</if>>
<</if>>
<<effects>>
<<machine_effects>><<machine_combat>>
<<machine_state>>
<br><br>
<<machine_actions>>
<<if $machine.number lte 0 or $finish is 1>>
<span id="next"><<link [[Next|Elk Compound Machine Rape End]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Elk Compound Machine Rape]]>><</link>></span><<nexttext>>
<</if>>
<br><<effects>>
<<if $anusfucked is 1 or $vaginafucked is 1 or $penisfucked is 1>>
"<<if $pregnancyspeechdisable is "f">>BREEDING <</if>>SUCCESSFUL," the voice intones. The arms and phallus retract, and the hatches close.
<br><br>
<<else>>
"ERROR," the voice intones. The arms and phallus retract, and the hatches close.
<br><br>
<</if>>
<<tearful>> you rise to your feet.
<br><br>
<<machine_end>>
<<clotheson>>
<<link [[Next|Elk Compound]]>><</link>>
<br><<effects>>
<<generateSecurity 1>><<generateSecurity 2>>
You pull against the metal grip, but it's too tight. The doors open. A <<fullGroup>> rush in, batons ready. They relax when they see you.
<br><br>
"This junk was worth bringing up," the <<person1>><<person>> says, strapping the baton to <<his>> side.
<br><br>
"I'll shut it down," the <<person2>><<person>> says. "You let downstairs know."
<br><br>
<<link [[Fight|Elk Compound Interior Fight]]>><</link>>
<br>
<<link [[Convince them to let you go|Elk Compound Interior Convince]]>><</link>><<englishdifficulty 1 1000>>
<br>
<<link [[Remain silent|Elk Compound Interior Silent]]>><</link>>
<br><<effects>>
You grasp the metal arm as it retracts, hauling you to your feet. The <<person2>><<person>> lets <<his>> radio fall to <<his>> side as <<he>> prepares to fight.
<br><br>
<<link [[Next|Elk Compound Fight 2]]>><<set $fightstart to 1>><</link>>
<br><<effects>>
<<if $englishSuccess>>
<<if $speech_attitude is "meek">>
"P-please let me go,"
<<if $pain gte 20>>
you say, letting your tears flow.
<<else>>
you say.
<</if>>
"I'm just a student. I-I didn't mean any harm. I-I-I..."
<<elseif $speech_attitude is "bratty">>
"I'm sure your boss will be thrilled with you," you say. "Catching a local student. I only made it as far as the compound interior."
<<else>>
"I'm sure your boss will be thrilled with you," you say. "Catching a local student. I only made it as far as the compound interior."
<</if>>
<br><br>
<span class="green">The pair share an awkward look.</span> "We were just scaring you," the <<person1>><<person>> says.
<br><br>
They take you to the Compound gates. It clanks shut behind you.
<br><br>
<<set $compoundalarm to 0>>
<<set $compoundpipes to 0>>
<<set $compoundsmoke to 0>>
<<set $compoundbluff to 0>>
<<link [[Next|Elk Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<if $speech_attitude is "meek">>
"Y-you'll get in trouble too if you turn me in," you say. "You were meant to catch me sooner."
<<elseif $speech_attitude is "bratty">>
"Let me go," you say. "Or I'll tell your boss how much you suck at your jobs."
<<else>>
"Let me go," you say. "Or I'll tell your boss how far I got before you managed to catch me."
<</if>>
<br><br>
<span class="red">The pair ignore you.</span> The <<person2>><<person>> steps away and talks into <<his>> radio.
<br><br>
<<link [[Next|Elk Compound Underground]]>><<set $phase to 1>><</link>>
<br>
<</if>><<effects>>
You remain silent as the <<person2>><<person>> talks into <<his>> radio.
<br><br>
<<link [[Next|Elk Compound Underground]]>><<set $phase to 1>><</link>>
<br><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<br><br>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Elk Compound Fight 2 Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Elk Compound Fight 2]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "compound">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation "short">>
The pair lean against the wall either side of the door, giving you the chance you need. <<tearful>> you escape outside. You hear approaching footsteps as haul yourself over the fence.
<br><br>
<<clotheson>>
<<endcombat>>
<<set $compoundalarm to 0>>
<<set $compoundpipes to 0>>
<<set $compoundsmoke to 0>>
<<set $compoundbluff to 0>>
<<link [[Next|Elk Street]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
The pair back away from you, giving you the chance you need. <<tearful>> you escape outside. You hear the <<person2>><<person>> shout for backup as you haul yourself over the fence.
<br><br>
<<clotheson>>
<<endcombat>>
<<set $compoundalarm to 0>>
<<set $compoundpipes to 0>>
<<set $compoundsmoke to 0>>
<<set $compoundbluff to 0>>
<<link [[Next|Elk Street]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<tearful>> you fall to the ground. "We've subdued an intruder," the <<person2>><<person>> says into <<his>> radio while the <<person1>><<person>> holds you down. "That's right. We'll keep <<phim>> here."
<br><br>
<<clotheson>>
<<link [[Next|Elk Compound Underground]]>><</link>>
<br>
<</if>><<set $outside to 1>><<set $location to "compound">>
You walk up to the gate. It's guarded by two security guards. <<generateSecurity 1>><<generateSecurity 2>><<person1>>One of them, a <<person>>, puts an arm out as you approach. "No closer, <<girl>>. This is private property." <<His>> companion sizes you up.
<br><br>
<<if $phials_held gte 1>>
<<icon "lust.png">><<link [[Show them the aphrodisiac phial|Elk Compound Show]]>><</link>>
<br>
<</if>>
<<if $compoundcard is 1>>
<<ind>><<link [[Show them the stolen card|Elk Compound Card]]>><</link>>
<br>
<</if>>
<<elkicon>><<link [[Leave|Elk Street]]>><<endevent>><</link>>
<br><<effects>><<wearProp "aphrodisiac jar">>
You hold out the phial. The <<person>> peers at it. "Hmph," <<he>> sounds. "Fine. Central building. Make your delivery and get out." <<His>> companion disappears into a booth, and the gates shudder open.
<br><br>
<<link [[Elk Compound]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"S-sorry <<sir>>," you say. "But I was told to come here." You hold out the card you stole.
<<elseif $speech_attitude is "bratty">>
"Shut it," you say. "I have business here." You hold out the card you stole.
<<else>>
"I have business here," you say. You hold out the card you stole.
<</if>>
<br><br>
The guard snatches the card and examines it. <<He>> runs it through a device at <<his>> belt and examines the screen. "Hmph," <<he>> sounds. "Fine. Make your delivery and get out." <<His>> companion disappears into a booth, and the gates shudder open.
<br><br>
<<endevent>>
<<link [[Enter|Elk Compound]]>><<endevent>><</link>>
<br><<set $location to "compound">><<effects>>
The carriage slows as it arrives on a new platform, surrounded by stone brickwork. You peer through the carriage window. There's a metal door along one wall. Crates like those at the estate are stacked nearby, but these are empty. There's also a ladder, leading to a hatch several metres above.
<br><br>
<<generateSecurity 1>><<generateSecurity 2>>
You walk towards the carriage entrance. The blue door shudders open, and you take cover. A <<fullGroup>> jog through, wearing white uniforms and holding large guns. They haven't noticed you.
<br><br>
<<link [[Next|Elk Compound Station 2]]>><</link>>
<br><<effects>>
"Empty," the <<person>> says. "Not even loaded."
<br>
"Someone's in deep shit," the <<person2>><<person>> replies. "Thought we sent one of ours out there."
<br>
<br>
The <<person1>><<person>> lifts <<his>> radio. "All clear. Roger."
<br><br>
A small canister rolls out of a pouch at the <<person1>><<persons>> side. The blue door shuts behind them.
<br><br>
<<if $compoundspray2 isnot 1>>
<<peppersprayicon>><<link [[Take the canister|Elk Compound Station Canister]]>><<set $spraymax += 1>><<spray 5>><<world_corruption "soft" -10>><</link>><<gspraymax>>
<br>
<<else>>
<<peppersprayicon>><<link [[Take the canister|Elk Compound Station Canister]]>><<spray 1>><</link>><<gspray>>
<br>
<</if>>
<<getouticon>><<link [[Just leave|Elk Compound Station Leave]]>><</link>>
<br><<effects>><<wearProp "pepperspray">>
<<if $compoundspray2 isnot 1>>
<<set $compoundspray2 to 1>>
You pick up the canister. It looks like a charge for your pepper spray, but with an exposed computer chip at the base. You put it in, then head for the exit.
<br><br>
<span class="gold">You've gained an additional pepper spray charge.</span>
<br><br>
<<else>>
You pick up the canister. It's a charge for your pepper spray. You put it in, then head for the exit.
<br><br>
<</if>>
There's only one other way out. The hatch on the ceiling. You climb the ladder, and open it. The sound of traffic greets you. You climb the rest of the way, emerging in an alley by Elk Street.
<br><br>
The hatch clicks shut behind you.
<br><br>
<<link [[Next|Elk Street]]>><<set $eventskip to 1>><<endevent>><</link>>
<br><<effects>>
There's only one other way out. The hatch on the ceiling. You climb the ladder, and open it. The sound of traffic greets you. You climb the rest of the way, emerging in an alley by Elk Street.
<br><br>
The hatch clicks shut behind you.
<br><br>
<<link [[Next|Elk Street]]>><<set $eventskip to 1>><<endevent>><</link>>
<br><<effects>><<wraithPossess>>
<<if C.npc["Ivory Wraith"].lust gt 10 and ($wraith.state is "haunt" or $wraith.offspring is "dead")>>
<<set $compoundWraith to "accepted">>
You can't tell if it's moving or not, but afterimages form around it all the same. You fall to your knees without resistance.
<<else>>
<<set $compoundWraith to "willing">><<canvas-model-override "mouth" "neutral">>
<<if $wraith.seen gte 5>>Hesitantly, you<<else>>You<</if>> take the figure's hand, and it gently clasps around yours. It's cold to the touch. <<takeHandholdingVirginity "Ivory Wraith">>
<</if>>
<br><br>
The figure begins to rapidly dissipate into white mist from the bottom up. You find your mouth hanging open. You can't feel anything.
<br><br>
The mist trails into your mouth, making your entire body feel cold and rigid. The figure is gone. You stand up, but can't feel your legs.
<br><br>
<span class="nextLink"><<link [[Next|Elk Compound Possessed Intro]]>><</link>></span><<effects>><<set $compoundWraith to "resisted">>
You look away, trying to force the swirling shapes out of your mind. The pale figure
<<if $wraith.state is "haunt" or $wraith.offspring is "dead">>
twitches. "<span class="wraith">And yet, I was not asking.</span>"
<<else>>
frowns. "<span class="wraith">Just once, can't you stay?</span>"
<</if>>
<<initWraith "abomination">><<startWraith>>
"<span class="wraith">One way or another. For them.</span>"
<br><br>
<<link [[Next|Elk Compound Wraith Fight]]>><<set $molestationstart to 1>><</link>><<if $struggle_start is 1>>
<<set $combat to 1>>
<<controlloss>>
<<violence 1>>
<<molested>>
<<if $player.penisExist>>
<<set $struggle.penis.creature to "pale slime">><<set $penisuse to "struggle">><<set $penisstate to "struggle">><<set $struggle.enemy[0].location to "penis">>
<<else>>
<<set $struggle.vagina.creature to "pale slime">><<set $vaginause to "struggle">><<set $vaginastate to "struggle">><<set $struggle.enemy[0].location to "vagina">>
<</if>>
<<unset $struggle_start>>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $enemytype to $wraith.type>>
<</if>>
<<effectsWraith>>
<<switch $wraith.type>>
<<case "man">>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Elk Compound Wraith Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Elk Compound Wraith Fight]]>><</link>></span><<nexttext>>
<</if>>
<<case "tentacles">>
<<if $tentacles.active lte ($tentacles.max / 2)>>
<span id="next"><<link [[Next|Elk Compound Wraith Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Elk Compound Wraith Fight]]>><</link>></span><<nexttext>>
<</if>>
<<case "slime">>
<<if $struggle.done gte $struggle.number>>
<span id="next"><<link [[Next|Elk Compound Wraith Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Elk Compound Wraith Fight]]>><</link>></span><<nexttext>>
<</if>>
<</switch>><<effects>>
<<if !$wraithCount>>
<<if $wraith.state isnot "haunt" and !["dead","sold"].includes($wraith.offspring)>>
<<set $wraithCount to 1>><<set $wraithMax to 1>>
<<else>>
<<set $wraithCount to 0>>
<<set $wraithMax to 3>>
<<if ["dead","sold"].includes($wraith.offspring)>>
<<set $wraithMax++>>
<</if>>
<<if $tentacledisable is "t">>
<<set $wraithMax -->>
<</if>>
<</if>>
<</if>>
<<if $enemyhealth lte 0>>
The <<person>> looks down at you in shock as <<he>> staggers backwards.
<<if $wraith.gen is "abomination">>
The tentacles drop lifelessly to the ground, and sublimate into a pink mist.
<<elseif $wraith.gen is "arms">>
<<His>> extra arms fold back in.
<</if>>
<<His>> head snaps back, and <<he>> dissipates into nothingness with a brief shriek that echoes in your mind. Your ears ring, and you think you hear wailing. <<He>> says something, but you can't make it out.
<br><br>
<<tearful>> you look around, trying to make sure <<hes>> really gone.
<<endRainWraith true>>
<<set $wraith.defeated++>>
<<clotheson>>
<<endcombat>><<endWraith>><<clearWraith>>
<<set $wraithCompoundCooldown to 10>>
<<set $wraithCompoundChance to 10>>
<<link [[Next|Elk Compound]]>><</link>>
<<elseif $enemyarousal gte $enemyarousalmax or $pain gte 100 and $willpowerpain is 0 or ($wraith.type is "tentacles" and $tentacles.active lte ($tentacles.max / 2)) or ($wraith.type is "slime" and $struggle.done gte $struggle.number)>>
<<set $wraithCount++>>
<<ejacW>>
<<if $wraithCount gte $wraithMax>>
<<kissWraith "stress">>
<br><br>
<<if $pain gte 100 or $stress gte $stressmax>>
<<if $pain gte 100>>
<span class="red">You're too battered and bruised to resist.</span>
<<else>>
This is too much for you. You feel your consciousness slipping.
<</if>>
The figure begins to rapidly dissipate into white mist from the bottom up. You find your mouth hanging open. You can't feel anything.
<br><br>
The mist trails into your mouth, making your entire body feel cold and rigid. The figure is gone. You stand up, but can't feel your legs.
<br><br>
<<link [[Next|Elk Compound Possessed Intro]]>><<endWraith>><<clearWraith>><<clotheson>><<endcombat>><<wraithPossess>><</link>>
<br>
<<elseif $wraith.state is "haunt" or ["dead","sold"].includes($wraith.offspring)>>
The figure scowls. "<span class="wraith">Have you not taken enough from me? I will find another way.</span>" <<He>> breaks off and vanishes in a torrent of water.
<br><br>
<<tearful>> you look around, trying to make sure <<hes>> really gone.
<<endRainWraith true>>
<<clotheson>>
<<endcombat>><<endWraith>><<clearWraith>>
<<set $wraithCompoundCooldown to 10>>
<<set $wraithCompoundChance to 10>>
<<link [[Next|Elk Compound]]>><</link>>
<<else>>
The figure frowns. "<span class="wraith">Like squeezing blood from a stone. I will find another way.</span>" <<He>> breaks off and vanishes in a torrent of water.
<br><br>
<<tearful>> you look around, trying to make sure <<hes>> really gone.
<<endRainWraith true>>
<<clotheson>>
<<endcombat>><<endWraith>><<clearWraith>>
<<set $wraithCompoundCooldown to 10>>
<<set $wraithCompoundChance to 10>>
<<link [[Next|Elk Compound]]>><</link>>
<</if>>
<<else>>
<<continueWraith>>
<br><br>
<<link [[Next|Elk Compound Wraith Fight]]>><</link>>
<br>
<</if>>
<</if>><<effects>>
<<set $wraithWillMessage to true>>
<<set $wraithCompoundSeen to true>> /* currently unused */
You <<wraithShamble>> over to a puddle, and look at your reflection. A pale <<girl>> with <<wraithEyes>> eyes stares back.
<br><br>
You move each finger individually, as if to test them.
<br><br>
<<if $compoundWraith is "willing">>
Your head tilts to the side, making a satisfying pop. You stare at the central building.
<br><br>
Words come out of your mouth.
"<span class="wraith">Onward we fly.</span>" It nods your head resolutely.
<<else>>
Your head quickly tilts to the side, making sickening cracks. You stare at the central building.
<br><br>
Words come out of your mouth.
"<span class="wraith">Onward I fly.</span>" It twists your lips into a grin.
<</if>>
<br><br>
<span class="nextLink"><<link [[Next.|Elk Compound Possessed]]>><</link>></span>
<br><<effects>>
You are in the compound on Elk Street. Three red brick buildings stand surrounded by a chain link fence. The gate is guarded by security personnel.
<<if $compoundalarm gte 1>>
<span class="red">You are trespassing.</span>
<</if>>
<br><br>
You <<wraithShamble>> toward the central building, reaching the door. You reach for the door handle and try to pull it open. It's locked.
<br><br>
<<if $compoundWraith is "willing">>
<<set $lock to 300>>
<<if currentSkillValue('skulduggery') gte $lock>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span>
<br>
<<else>>
<<wearProp "lockpick">>
<span class="green">The lock looks easy to pick.</span> You regain feeling in your hands.
<br><br>
<<lockicon "pick">><<link [[Break in (0:05)|Elk Compound Possessed 2]]>><<set $phase to 1>><<pass 5>><<handheldon>><</link>>
<br>
<</if>>
<<ind>><<link [[Let the pale figure handle it|Elk Compound Possessed 2]]>><<set $phase to 2>><<handheldon>><</link>><<gtrauma>>
<<else>>
<span class="red">The lock looks beyond your ability to pick.</span>
<<skulduggeryrequired>>
<br><br>
The pale figure clears your throat and makes you step forward anyways, walking through the door like you were passing through jelly. It's a very odd sensation.
<<trauma 6>><<gtrauma>>
<br><br>
<span class="nextLink"><<link [[Next.|Elk Compound Possessed 2]]>><<set $phase to 0>><</link>></span>
<</if>>
<<else>>
The pale figure makes you step forward anyways, walking through the door like you were passing through jelly. It's a very odd sensation.
<<trauma 6>><<gtrauma>>
<br><br>
<span class="nextLink"><<link [[Next.|Elk Compound Possessed 2]]>><<set $phase to 0>><</link>></span>
<</if>><<effects>>
<<if $phase is 1>>
You successfully pick the lock and open the door. "<span class="wraith">Nimble,</span>" your voice says. An inexplicable feeling of contentedness courses through you, making you feel warm inside.
<<stress -6>><<trauma -6>><<lstress>><<ltrauma>>
<br><br>
It retakes control of your body as you step forward.
<<elseif $phase is 2>>
You give the pale figure a mental nudge, and it chuckles with your throat, retaking control. You step forward, walking through the door like you were passing through jelly. It's a very odd sensation.
<<trauma 6>><<gtrauma>>
<br><br>
<</if>>
The inside of the building is dominated by a large lift. You see no way to operate it, but you don't think the pale figure cares. You step in front of the lift and wave your arm, and the lift doors are forced open by a cloud of fog from inside.
<br><br>
You step into the lift, and it immediately plummets straight down without closing the doors. It slows before you reach the bottom,
<<if $compoundWraith is "willing">>
landing gently.
<<else>>
though not enough to ensure a completely painless landing.
<<pain 4>><<gpain>>
<</if>>
<br><br>
Before you is a network of hallways with concrete walls. Florescent lights line the ceiling, though many are burnt out, and intertwine around exposed pipes and wires. The tile floor is cracked and dirty in several areas, and at least one hallway you see leads directly into a cave.
<br><br>
<span class="nextLink"><<link [[Next.|Elk Compound Possessed 3]]>><</link>></span><<effects>><<generate1>><<generate2>><<person1>>
You keep your head focused on one hallway in particular, striding towards it. Nobody is walking the halls; there are a few scientists in adjacent rooms, but they don't notice you.
<br><br>
Eventually, you reach the room you've been staring at, and silently turn the corner. You see several metal crates stacked against the wall, with a <<person2>><<person>> carrying one across to the wall and a <<person1>><<person>> observing.
<br><br>
"That should be the last one," the <<person>> says. "Careful with them. Mayor <b>Quinn</b> wants them in tip-top shape."
<<stress 2>><<gstress>>
<br><br>
"Mayor <b>Quinn</b> can suck my ass," the <<person2>><<person>> grunts. "Fuck, these things are heavy. What even are they?"
<<stress 2>><<gstress>>
<br><br>
Every time they say Quinn's name, an alien anger flashes through you. You suspect the pale figure has an axe to grind.
<br><br>
You step into the room, and the guards turn to look at you. The <<person1>><<person>> immediately sets aside <<his>> clipboard and presses a button on <<his>> hip. Then, <<he>> marches toward you, accompanied by the <<person2>><<person>>.
<br><br>
<<if $compoundWraith is "willing">>
<span class="nextLink"><<link [[Fight.|Elk Compound Possessed Fight]]>><<set $fightstart to 1>><</link>></span>
<<else>>
<span class="nextLink"><<link [[Lay them low.|Elk Compound Possessed Fight]]>><<set $fightstart to 1>><</link>></span>
<</if>><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>><<set $noAdmire to true>><<set $noBodyWriting to true>>
<<if $compoundWraith is "willing">>
"<span class="wraith">Let me take care of you, let me take care of them,</span>" your voice whispers.
<<else>>
"<span class="wraith">Fall deeper, deeper still,</span>" your voice sneers.
<</if>>
<<if !$wraith.will>>
<<set $wraith.will to random(1300, 1700)>>
<</if>>
<br><br>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<if _resist gte 1 and $compoundWraith is "willing">>
<<set $finish to 1>>
<span class="black">You feel a brief flash of confusion from the pale figure at your resistance.</span>
<br><br>
<<elseif _resist gte 1 and $compoundWraith is "accepted">>
<<set $compoundWraith to "resisted">>
<span class="black">You feel a brief flash of scorn from the pale figure at your resistance.</span>
<br><br>
<</if>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or _controlRegain is 1>>
<span id="next" class="nextWraith"><<link [[Next.|Elk Compound Possessed Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next" class="nextWraith"><<link [[Next.|Elk Compound Possessed Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyhealth lte 0>>
The guards collapse to the floor, groaning. You step away from them, stomping on the <<person1>><<persons>> grasping arm, and walk toward the crates at the wall.
<br><br>
<<endcombat>><<clotheson>>
<<if $compoundWraith is "willing">>
<<canvas-model-override "mouth" "smile">>
<</if>>
<span class="nextLink"><<link [[Next.|Elk Compound Possessed Creatures]]>><<endevent>><<set $pain to 0>><</link>></span><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation "short">>
The guards collapse to the floor, groaning. You step away from them, stomping on the <<person1>><<persons>> grasping arm, and walk toward the crates at the wall.
<br><br>
<<endcombat>><<clotheson>>
<<if $compoundWraith is "willing">>
<<canvas-model-override "mouth" "smile">>
<</if>>
<span class="nextLink"><<link [[Next.|Elk Compound Possessed Creatures]]>><<endevent>><<set $pain to 0>><</link>></span><<nexttext>>
<<elseif $finish is 1>>
<<wraithExorcise true true>>
You stumble backwards, and the pale figure pulls itself out of you through your chest. "<span class="wraith">Perhaps another approach.</span> <span class="tentacle">As Two, As-</span>"
<br><br>
"What the shit is that?!" the <<person2>><<person>> yelps, nearly falling over trying to scramble away. "That- it- that thing came out of <<pher>> chest! You saw that!"
<br><br>
"Yeah, I saw it," the <<person1>><<person>> says, rolling <<his>> eyes. "Mayor told us about this. Being close to those fuckers-" <<he>> jerks a thumb at the crates- "would make us see things. Just ignore it."
<br><br>
"Easy for you to say!" The <<person2>><<person>> screams as the pale figure circles <<him>>, grinning wickedly. The <<person1>><<person>> sighs and walks toward you, ignoring <<his>> partner's cries.
<br><br>
<<saveNPC 0 "compound_guard">>
<<endcombat>>
<<loadNPC 0 "compound_guard">><<clearNPC "compound_guard">>
<<link [[Next|Elk Compound No Longer Possessed Fight]]>><<set $fightstart to 1>><</link>>
<<else>>
<<wraithExorcise true true>>
<span class="gold">You stop.</span> You can feel it pushing you to keep going, to keep fighting, but you dig your heels in and focus. You have your body back, and you don't plan on giving it up. The guards look at you in confusion as you stop fighting.
<br><br>
You double over in agony. It's pulling itself out of you, knowing it's been bested. You see a pair of pale, translucent arms erupt from your chest. With a great amount of effort, it expels itself out of you.
<br><br>
Its head snaps back, and it dissipates into nothingness with a brief, angry growl that rumbles in your mind. Your ears ring, and you hear its voice all around you. "<span class="wraith">So close, and you twist the blade. How cruel.</span>" The guards stumble away, watching you in shock. <<tearful>> you run to the hallway, prompting the guards to chase after you.
<br><br>
You manage to make it to the lift before they can reach you, and the doors automatically close. They bang on the door, but the bangs grow quiet as you're carried up. Eventually it stops, and you run out the door back into the compound.
<br><br>
<<endcombat>><<clotheson>>
<<set $wraithCompoundCooldown to 10>>
<<set $wraithCompoundChance to 10>>
<<link [[Next|Elk Compound]]>><<unset $compoundWraith>><<endRainWraith>><<endWraith>><<clearWraith>><<set $compoundalarm += 5>><<set $eventskip to 1>><</link>>
<</if>><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>><<set $apologised to 1>>
<<set $enemynomax to 1>>
<<set $timer to 5>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<if $timer is 1>>
The other guard collapses, groaning in pain. The pale figure floats to your side and traces a shape on your forehead with a finger, <span class="green">soothing you and filling you with vigour.</span>
<<set $pain to 0>><<llpain>>
<<person1>>
<br><br>
<<elseif $timer lte 0>>
The pale figure soothes your body.
<<set $pain to 0>><<llpain>>
<br><br>
<</if>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Elk Compound No Longer Possessed Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Elk Compound No Longer Possessed Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<</if>>
The <<person>> collapses to the ground, groaning. <<He>> tries to push <<himself>> up, but the pale figure stomps on <<his>> arm. It gestures for you to follow it and walks to the wall, where the crates are lined up.
<br><br>
<<endcombat>><<clotheson>>
<<link [[Next|Elk Compound Possessed Creatures]]>><</link>><<effects>>
<<world_corruption "soft" -3>>
<<if $possessed and $compoundWraith is "willing">>
<<wraithExorcise true true>>
You stop mid-stride and feel a tight sensation in your chest. A pale arm emerges, followed by another. The pale figure pulls itself out of your body, making you stumble for a moment.
<br><br>
<</if>>
<<if $compoundWraith is "willing">>
The pale figure snaps its fingers, and the metal of each crate warps and deforms. One crate is shorn apart, and a white, almost translucent substance leaks out. It undulates, pulling itself out of the crate and shambling toward the figure. <span class="gold">It's a pale slime.</span>
<br><br>
The pale figure reaches down and picks it up, gently stroking it. More and more crates break open, revealing all sorts of creatures, all pale as ivory. There are slimes, long tentacles, creatures covered in tendrils, and more.
<<if $wraith.offspring is "sold">>
<span class="green">You even see the pale children you sold.</span>
<</if>>
They all crowd around the pale figure. Its shoulders slump as it finally relaxes.
<br>
One creature, a pale, leathery multi-limbed creature that goes up to your waist, scuttles toward you. You raise your arms to defend yourself on reflex, but it doesn't attack. Instead, it gently nuzzles into your side, before chirping and jumping back.
<<stress -6>><<lstress>>
<br><br>
Eventually, the pale figure sets the slime down and waves an arm. A swirling purple disc appears on the floor, and the creatures jump into it without a hint of fear. A hand gently lands on your shoulder from behind; you know it belongs to the pale figure, despite it standing in front of you.
<<if $wraith.state is "haunt">>
"<span class="wraith">You who seeks to repent.</span>"
<<else>>
"<span class="wraith">You whose charity knows no bounds.</span>"
<</if>>
<br>
<<if $museumAntiques.antiques.antiquehourglass isnot "found" and $museumAntiques.antiques.antiquehourglass isnot "talk" and $museumAntiques.antiques.antiquehourglass isnot "museum">>
<<set $antiquemoney += 1400>><<museumAntiqueStatus "antiquehourglass" "found">><<wearProp "hourglass">>
It reaches into one specific crate, one which didn't appear to be holding a creature at all, and pulls out an ornate hourglass made of an unidentifiable metal, with various inscriptions along the edges. A collector might be interested in it. "<span class="wraith">The sands have long since run dry, but still they do not deserve this. Hold it close, fore it slips through your fingers.</span>"
<<else>>
<<set $blackmoney += 1000>>
It pulls several devices off the nearby wall with tendrils, giving them to you. Someone on the black market may be interested. "<span class="wraith">A token of appreciation. That it hurts them is but another boon.</span>"
<</if>>
<<npcincr "Ivory Wraith" love 3>><<gglove>><<lobsession 1>>
<<else>>
You snap your fingers, and the metal of each cage warps and deforms. One crate is shorn apart, and a white, almost translucent substance leaks out. It undulates, pulling itself out of the crate and shambling into the open. <span class="gold">It's a pale slime.</span>
<br><br>
It seems hesitant, but your eyes flash <<wraithEyes>> and it shambles towards you. You pick it up, gently stroking it. More and more crates break open, revealing all sorts of creatures, all pale as ivory. There are slimes, long tentacles, creatures covered in tendrils, and more.
<<if $wraith.offspring is "sold">>
<span class="green">You even see the pale children you sold.</span>
<</if>>
They all crowd around you. Your shoulders slump as your body finally relaxes.
<br>
One creature, a pale, leathery multi-limbed creature that goes up to your waist, scuttles toward you. A dark pit settles in your stomach, but it doesn't attack. Instead, it gently nuzzles into your side, before chirping and jumping back.
<br><br>
Eventually, you set the slime down and wave an arm. A swirling purple disc appears on the floor, and the creatures jump into it without a hint of fear.
<br><br>
<<if $compoundWraith is "accepted">>
<<if $wraith.state is "haunt">>
"<span class="wraith">Graverobber.</span>"
<<else>>
"<span class="wraith">Butcher.</span>"
<</if>>
It speaks through your mouth, but for once, it doesn't sound angry. "<span class="wraith">Penance. First of many. More than a tool, one day.</span>"
<br>
<<if $museumAntiques.antiques.antiquehourglass isnot "found" and $museumAntiques.antiques.antiquehourglass isnot "talk" and $museumAntiques.antiques.antiquehourglass isnot "museum">>
<<wearProp "hourglass">>
<<set $antiquemoney += 1400>><<museumAntiqueStatus "antiquehourglass" "found">>
It reaches into one specific crate, one which didn't appear to be holding a creature at all, and pulls out an ornate hourglass made of an unidentifiable metal, with various inscriptions along the edges. A collector might be interested in it. "<span class="wraith">I trust this more in your hands, than I do in theirs. Hold it close, fore it slips through your fingers.</span>"
<<else>>
<<set $blackmoney += 1000>>
It pulls several devices off the nearby wall with tendrils, giving them to you. Someone on the black market may be interested. "<span class="wraith">A token of appreciation. That it hurts them is but another boon.</span>"
<</if>>
<<npcincr "Ivory Wraith" love 1>><<glove>><<if $wraith.offspring is "sold">><<lobsession 1>><<else>><<lobsession 3>><</if>>
<</if>>
<</if>>
<<if $wraith.offspring is "sold">>
<<unset $wraithAngerCooldown>>
<<set $wraith.offspring to "">>
<</if>>
<<set $wraithCompoundCooldown to 30>>
<<unset $wraithCompoundChance>>
<br><br>
<<if $possessed>>
<span class="nextLink"><<link [[Next.|Elk Compound Possessed Creatures 2]]>><<handheldon>><</link>></span><<nexttext>>
<<else>>
<<link [[Next|Elk Compound Possessed Creatures 2]]>><<handheldon>><</link>><<nexttext>>
<</if>><<effects>><<generate1>><<generate2>><<generate3>><<person1>>
A sudden noise draws your attention. A trio of guards, led by a <<person>>, run into the room. <<He>> takes one look at the guards on the ground, before turning to you. "Grab <<phim>>." The <<fullGroup>> advance.
<br><br>
<<switch $compoundWraith>>
<<case "willing">>
The pale figure places a hand on your shoulder, and two more around your ears. "<span class="wraith">May not a single of their claws touch you. Hie away, <<pcpetname "Wraith">>.</span>" Still keeping its hands around your ears, it lets out a piercing shriek. Even with your ears covered, it's incredibly loud. You can only imagine how loud it is for the guards, who immediately stagger and collapse.
<br><br>
The figure closes its mouth, removes its hands and disappears. You run into the hallway and onto the lift, and the doors automatically close. The lift carries you up, and you walk out the door back into the compound.
<br><br>
<<link [[Next|Elk Compound]]>><<endevent>><<unset $compoundWraith>><<endRainWraith>><<endWraith>><<clearWraith>><<set $compoundalarm += 5>><<set $eventskip to 1>><</link>>
<<case "accepted">>
<<wraithExorcise true true>>
Two arms emerge from your back and cover your ears. "<span class="wraith">As you help me, so I you, <<pcpetname "Wraith">>.</span>" Still keeping its hands around your ears, it lets out a piercing shriek through your mouth. Even with your ears covered, it's incredibly loud. You can only imagine how loud it is for the guards, who immediately stagger and collapse. Your throat feels scraped raw.
<<pain 2>><<gpain>>
<br><br>
The pale figure pulls itself out of your body through your back, making you stumble forward. Your stumble turns into a run as the figure disappears. You run into the hallway and onto the lift, and the doors automatically close. The lift carries you up, and you walk out the door back into the compound.
<br><br>
<<link [[Next|Elk Compound]]>><<endevent>><<unset $compoundWraith>><<endRainWraith>><<endWraith>><<clearWraith>><<set $compoundalarm += 5>><<set $eventskip to 1>><</link>>
<<case "resisted">>
<<set _wraithWill to Math.clamp(Math.floor(1 + $wraith.will) - $control, 1, 1000)>>
The guards surround you and grab your arms. "Take <<phim>> to interrogation," the <<person>> says. "<<pShe>> has a lot to answer for." You try to break free, <span class="red">but the pale figure holds your body still.</span>
<br><br>
<<link [[Struggle with all your might|Elk Compound Possessed Guards]]>><<def 1>><<set $phase to 0>><<stress 12>><</link>><<willpowerdifficulty 1 _wraithWill>><<gstress>>
<br>
<span class="nextLink"><<link [[Give in.|Elk Compound Possessed Guards]]>><<sub 1>><<set $phase to 1>><</link>></span>
<</switch>><<effects>><<unset $compoundWraith>><<wraithExorcise true true>>
<<if $phase is 0>>
You fight for control,
<<if $willpowerSuccess>>
<span class="green">and succeed.</span> You lash out, knocking the guards over. The pale figure pulls itself out through your chest, scowling at you. "<span class="wraith">Fine, then. If you will not crumble at my hands, then crumble at theirs.</span>" It disappears into a cool white mist.
<br><br>
The guards pull themselves together and advance on you.
<br><br>
<<link [[Next|Elk Compound Possessed Guards Fight]]>><<set $fightstart to 1>><</link>>
<<else>>
<span class="red">but fail.</span> Your body is held still. "We've subdued the intruder," the <<person>> says into <<his>> radio. <<He>> touches your head, and a jolt surges through you. The pale figure leaves your body, waving at you as you lose consciousness.
<br><br>
<<link [[Next|Elk Compound Experiment]]>><<upperruined>><<lowerruined>><<underruined>><<underupperruined>><<handheldruined>><<endWraith>><<clearWraith>><<endRainWraith>><</link>>
<</if>>
<<else>>
<span class="pink">You let it hold you still.</span> "We've subdued the intruder," the <<person>> says into <<his>> radio. <<He>> touches your head, and a jolt surges through you. The pale figure leaves your body, waving at you as you lose conciousness.
<br><br>
<<link [[Next|Elk Compound Experiment]]>><<upperruined>><<lowerruined>><<underruined>><<underupperruined>><<handheldruined>><<endWraith>><<clearWraith>><<endRainWraith>><</link>>
<</if>><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<<set $enemynomax to 1>>
<<set $timer to 4>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Elk Compound Possessed Guards Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Elk Compound Possessed Guards Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation "short">>
The guards collapse into a groaning heap, giving you the chance you need. <<tearful>> you run into the hallway and onto the lift, and the doors automatically close. The lift carries you up, and you walk out the door back into the compound.
<br><br>
<<endcombat>><<clotheson>>
<<link [[Next|Elk Compound]]>><<endWraith>><<clearWraith>><<endRainWraith>><<set $compoundalarm += 5>><<set $eventskip to 1>><</link>>
<<elseif $enemyhealth lte 0>>
The guards collapse into a groaning heap, giving you the chance you need. <<tearful>> you run into the hallway and onto the lift, and the doors automatically close. The lift carries you up, and you walk out the door back into the compound.
<br><br>
<<endcombat>><<clotheson>>
<<link [[Next|Elk Compound]]>><<endWraith>><<clearWraith>><<endRainWraith>><<set $compoundalarm += 5>><<set $eventskip to 1>><</link>>
<<else>>
<<tearful>> you fall to the ground, too hurt to move. "We've subdued the intruder," the <<person1>><<person>> says into <<his>> radio. <<He>> touches your head, and a jolt surges through you. You lose conciousness.
<br><br>
<<endcombat>><<clotheson>>
<<link [[Next|Elk Compound Experiment]]>><<endWraith>><<clearWraith>><<endRainWraith>><</link>>
<</if>><<effects>>
<<generate1>><<person1>>
You try to pay the receptionist, but <<he>> interrupts. "Charlie wanted to see you," <<he>> says. "Go right in. No need to pay."
<br><br>
<<endevent>>
<<npc Charlie>><<person1>>
Charlie stands in front of the class, explaining the importance of proper warm up exercises. <<He>> glances at you and smiles. "I'll be right back," <<he>> tells the class. "Keep practising!"
<br><br>
<<link [[Next|Dancing Job Intro]]>><<set $dance_job_intro to 1>><</link>>
<br><<effects>>
"I was hoping you'd come by," Charlie says,
<<if C.npc.Charlie.love gte 20>>
scratching <<his>> head.
<<elseif C.npc.Charlie.love gte 0>>
hands on hips.
<<else>>
arms folded.
<</if>>
"You're a good dancer. People would pay to see you. It's a competitive field, but if you need work, I should be able to find something."
<br><br>
<<link [[Express doubt|Dancing Job Intro Doubt]]>><<npcincr Charlie love 5>><</link>><<gglove>>
<br>
<<link [[Thank|Dancing Job Intro Thank]]>><<npcincr Charlie love 1>><</link>><<glove>>
<br>
<<link [[Be haughty|Dancing Job Intro Haughty]]>><<npcincr Charlie love -5>><</link>><<lllove>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"A-are you sure?" you say. "I worry I'll disappoint you."
<<elseif $speech_attitude is "bratty">>
"Really?" you ask. "I didn't think I was that good."
<<else>>
"Am I really ready?" you ask.
<</if>>
<br><br>
Charlie smiles. "I'm a good judge of this sort of thing," <<he>> says. "You're ready. <span class="gold">Just let reception know when you'd like work, and I'll see what I can dig up."</span>
<br><br>
<<link [[Next|Dance Studio]]>><<endevent>><</link>>
<br><<effects>>
You thank Charlie. <<He>> smiles. "<span class="gold">Just let reception know when you'd like work, and I'll see what I can dig up."</span>
<br><br>
<<link [[Next|Dance Studio]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I-I knew I could do it!" you say.
<<elseif $speech_attitude is "bratty">>
"Of course," you say. "I'm always the best."
<<else>>
"I knew I could do it!" you say.
<</if>>
<br><br>
"Careful now," Charlie warns. "Pride comes before a fall. Anyway, <span class="gold">just let reception know when you'd like work, and I'll see what I can dig up."</span>
<br><br>
<<link [[Next|Dance Studio]]>><<endevent>><</link>>
<br><<effects>>
<<npc Charlie>><<person1>>
The receptionist lets you through to the dance studio proper, where you find Charlie in front of <<his>> class. <<He>> tells them <<he>>'ll be right back.
<br><br>
<<if $weekly.danceJob is "docks">>
"You ready for the dock job?" <<he>> asks.
<br><br>
<<ind>><<link [[Accept|Dance Job Docks]]>><<timeTrackingStartDanceJobs "docks">><<set $weekly.danceJob to "docks">><<dance_job_init 180 50>><</link>>
<br>
<<if $jordan_ritual_dance gte 1>>
<<socialiseicon "ask">><<link [[Ask if there's work at a Danube Street manor|Dance Job Stage Ask]]>><<set $phase to 1>><</link>>
<br>
<<elseif $charlie_breakdown gte 1>>
<<socialiseicon "ask">><<link [[Ask for something more dangerous, but lucrative (3:00)|Dance Job Stage Ask]]>><<set $phase to 0>><</link>>
<br>
<</if>>
<<elseif $weekly.danceJob is "party">>
"You ready for the party job?" <<he>> asks.
<br><br>
<<ind>><<link [[Accept|Dance Job Party]]>><<timeTrackingStartDanceJobs "party">><<set $weekly.danceJob to "party">><<dance_job_init 180 70>><</link>>
<br>
<<if $jordan_ritual_dance gte 1>>
<<socialiseicon "ask">><<link [[Ask if there's work at a Danube Street manor|Dance Job Stage Ask]]>><<set $phase to 1>><</link>>
<br>
<<elseif $charlie_breakdown gte 1>>
<<socialiseicon "ask">><<link [[Ask for something more dangerous, but lucrative (3:00)|Dance Job Stage Ask]]>><<set $phase to 0>><</link>>
<br>
<</if>>
<<elseif $weekly.danceJob is "stage">>
"You ready for that job at the fancy party?" <<he>> asks.
<br><br>
<<link [[Accept|Dance Job Stage]]>><<timeTrackingStartDanceJobs "danube">><<set $weekly.danceJob to "stage">><<dance_job_init 180 20>><</link>>
<br>
<<else>>
You tell <<him>> you're looking for work. "Right!" <<he>> says. "I do have something.
<<if C.npc.Charlie.love gte 20>>
<<set $weekly.danceJob to "party">>
<<elseif C.npc.Charlie.love gte 0>>
<<set $weekly.danceJob to "party">>
<<else>>
<<set $weekly.danceJob to "stage">>
<</if>>
<<if $weekly.danceJob is "party">>
A friend of mine wants to throw a party on Domus Street, but they'd like entertainment. It's a casual thing. They're good people, so you should be safe. You'd get £300 for a few hours work. How about it?"
<br><br>
<<ind>><<link [[Take job (3:00)|Dance Job Party]]>><<timeTrackingStartDanceJobs "party">><<set $weekly.danceJob to "party">><<dance_job_init 180 70>><</link>>
<br>
<<elseif $weekly.danceJob is "docks">>
A group of students have rented out a building on Mer Street to throw a party. They just need entertainment. It should be safe." <<He>> doesn't sound certain. "You'd get £700 for a few hours work. How about it?"
<br><br>
<<ind>><<link [[Take job (3:00)|Dance Job Docks]]>><<timeTrackingStartDanceJobs "docks">><<set $weekly.danceJob to "docks">><<dance_job_init 180 50>><</link>>
<br>
<<else>>
An exclusive club on Danube Street is looking for entertainment." <<He>> hesitates. "I think they're trustworthy, but be on your guard. You'd get £2000 for a few hours work, which isn't too shabby. How about it?"
<br><br>
<<ind>><<link [[Take job (3:00)|Dance Job Stage]]>><<timeTrackingStartDanceJobs "danube">><<set $weekly.danceJob to "stage">><<dance_job_init 180 20>><</link>>
<br>
<</if>>
<<if $jordan_ritual_dance gte 1 and $weekly.danceJob isnot "stage">>
<<socialiseicon "ask">><<link [[Ask if there's any work in a Danube Street manor (3:00)|Dance Job Stage Ask]]>><<set $phase to 1>><</link>>
<br>
<<elseif $charlie_breakdown gte 1 and $weekly.danceJob isnot "stage">>
<<socialiseicon "ask">><<link [[Ask for something more dangerous, but lucrative (3:00)|Dance Job Stage Ask]]>><<set $phase to 0>><</link>>
<br>
<</if>>
<</if>>
<<refuseicon>><<link [[Refuse|Dance Job Refuse]]>><</link>>
<br><<effects>>
Charlie nods. "The job's here if you want it."
<br><br>
<<link [[Next|Dance Studio]]>><<endevent>><</link>>
<br><<set $outside to 0>><<effects>>
"Great," Charlie says. "I'll drop you off. The class will be fine for five minutes."
<br><br>
You follow Charlie outside, around the side of the studio, and into a waiting car. The engine revs, and <<he>> pulls onto the road.
<br><br>
<<pass 5>>
<<endevent>><<generate1>><<person1>>
It's a short trip, and you soon arrive beside a home on Domus Street, not too far from the orphanage. A <<person>> exits the building to greet you. You hear music behind <<him>>.
<br><br>
"Hey Charlie," <<he>> says. "Thanks for this." <<He>> looks at you. "You must be the star. Come on in. Help yourself to drinks and snacks."
<br><br>
<<He>> chats with Charlie as you enter the building.
<br><br>
<<link [[Next|Dance Job Party 2]]>><</link>>
<br><<set $location to "town">><<set $bus to "domus">><<set $outside to 0>><<effects>>
It's a regular house,
<<if $christmas is 1>>
though well-decorated with lights and other Christmas ornamentation.
<<elseif $halloween is 1>>
though a gang of Jack-o'-lanterns guard the front door.
<<else>>
though perhaps more spacious than most.
<</if>>
You enter the crowded living room. A couple of guests nod at you. Some sit and chat, others are watching a football match on the television. You hear more voices from the kitchen, near a table covered with food and drink.
<br><br>
Charlie's friend must be the host of the party. It seems you have some time to yourself while they're chatting.
<br><br>
<<socialiseicon>><<link [[Socialise|Dance Job Party Socialise]]>><<trauma -6>><</link>><<ltrauma>>
<br>
<<foodicon "eat">><<link [[Raid the buffet|Dance Job Party Buffet]]>><<stress -6>><</link>><<lstress>>
<br>
<<if !(playerIsPregnant() and playerAwareTheyArePregnant())>>
<<foodicon "beerbottle">><<link [[Find booze|Dance Job Party Booze]]>><<trauma -6>><<stress -6>><</link>><<ltrauma>><<lstress>>
<br>
<</if>><<effects>>
You chat with the party-goers. Most seem to live in town, though others are visiting from elsewhere. Seems the <<person>> has a lot of friends.
<br><br>
They become curious when they realise you're the entertainment, and ask you all sorts of questions. Including where you live.
<br><br>
<<link [[Refuse to answer personal questions|Dance Job Party Refuse]]>><<stress 6>><</link>><<stress 6>>
<br>
<<link [[Bend the truth|Dance Job Party Bend]]>><<trauma 6>><</link>><<gtrauma>>
<br>
<<link [[Tell the blunt truth|Dance Job Party Truth]]>><<trauma -12>><<stress 12>><</link>><<ggstress>><<lltrauma>>
<br><<effects>>
You outright refuse to respond to their probing. You can tell some are intrigued by your reticence, but they don't press you.
<br><br>
<<link [[Next|Dance Job Party 3]]>><</link>>
<br><<effects>>
You tell the truth, mostly. You leave out some details. There's no need to ruin the mood of the party.
<<if random(1, 2) is 2>>
They seem to believe you.
<br><br>
<<link [[Next|Dance Job Party 3]]>><</link>>
<br>
<<else>>
They can tell you're hiding something, and keep prying.<<gstress>><<stress 6>>
<br><br>
<<link [[Brush them off|Dance Job Party 3]]>><</link>>
<br>
<<if $trauma gte $traumamax * 0.6>>
<<link [[Get angry|Dance Job Party Angry]]>><<trauma -12>><<stress -12>><</link>><<lltrauma>><<llstress>>
<br>
<</if>>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"D-don't be so rude," you snap. "I-I don't want to talk about it!"
<<elseif $speech_attitude is "bratty">>
"Fuck off," you snap. "I don't have to put up with this."
<<else>>
"I don't want to talk about it!" you snap. "Stop bothering me."
<</if>>
<br><br>
They give you a wide birth from then on.
<br><br>
<<link [[Next|Dance Job Party 3]]>><</link>>
<br><<effects>>
You tell them the frank truth about your situation, the daily trials you face.
<<if random(1, 2) is 2>>
Horror grows on their faces as you talk.
<br><br>
"I had no idea," the <<person>> says, mortified. "I don't want to be part of this." The party-goers murmur quiet agreement.
<br><br>
<<link [[Say you need the money|Dance Job Party Money]]>><</link>><<difficulty 50>>
<br>
<<link [[Leave early|Dance Job Party Leave]]>><</link>>
<br>
/* <<if $submissive gte 1500>> */
<<link [[Beg|Dance Job Party Beg]]>><</link>><<submissivetext>>
<br>
/* <</if>> */
<<else>>
They don't seem to believe you.<<gtrauma>><<trauma 6>>
<br><br>
<<link [[Next|Dance Job Party 3]]>><</link>>
<br>
<</if>><<effects>><<wearProp "fork">>
You tuck into the buffet. There are cheese rolls, potato salad, salmon blinis, sausage pâté, tiny pizzas, and more. You think the orphans would enjoy this.
<br><br>
<<link [[Next|Dance Job Party 3]]>><<handheldon>><</link>>
<br><<effects>>
<<wearProp "wine">>
You pour yourself a glass of wine, down it, then pour yourself another. You suspect you're attracting looks, but you try not to worry.
<br><br>
<<link [[Next|Dance Job Party 3]]>><<handheldon>><</link>>
<br><<effects>>
"I need the money," you interject. "None of this is your fault. Or Charlie's. Please, let me work."
<br><br>
The <<person>> looks torn,
<<if random(1, 2) is 2>>
<span class="green">then nods.</span> "I've cleared that table as an impromptu stage. You can start when you're ready."
<br><br>
<<link [[Next|Dance Job Party Start]]>><<endevent>><</link>>
<br>
<<else>>
<span class="red">then shakes <<his>> head.</span> "I'm sorry. I just can't be part of this."
<br><br>
<<link [[Next|Dance Job Party Leave]]>><</link>>
<br>
<</if>><<effects>>
<<pass 10>>
<<timeTrackingEndDanceJobs>>
Charlie's still outside, rummaging in <<nnpc_his Charlie>> car boot. <<nnpc_He Charlie>> looks up.
<br><br>
"This isn't going to work out," the <<person>> says. "The <<girl>> is lovely though. It's not <<pher>> fault." <<He>> walks back inside.
<br><br>
<<endevent>><<npc Charlie>><<person1>>
<<if $charlie_breakdown gte 1>>
"Can I give you a lift back to the studio? Or are you okay here?"
<br><br>
<<socialiseicon "ask">><<link [[Ask for lift|Dance Job Party Lift]]>><</link>>
<br>
<<link [["Say you're okay here"|Dance Job Party Okay]]>><</link>>
<br>
<<else>>
"What happened?" Charlie asks you. "Is everything okay?"
<br><br>
<<if $trauma gte $traumamax * 0.6>>
<<link [[Break down|Dance Job Party Break]]>><<set $charlie_breakdown to 1>><<npcincr Charlie love 20>><<trauma -12>><<stress 12>><</link>><<ggstress>><<lltrauma>><<gglove>>
<br>
<<link [[Bottle it|Dance Job Party Bottle]]>><</link>>
<br>
<<else>>
<<if $speech_attitude is "meek">>
"I-I'm fine," you stammer.
<<elseif $speech_attitude is "bratty">>
"Nothing's wrong," you say.
<<else>>
"I'm okay," you say.
<</if>>
<br><br>
"Can I give you a lift back to the studio? Or are you okay here?"
<br><br>
<<link [[Ask for lift|Dance Job Party Lift]]>><</link>>
<br>
<<link [["Say you're okay here"|Dance Job Party Okay]]>><</link>>
<br>
<</if>>
<</if>><<effects>>
<<pass 10>>
The words come in a torrent, each point, each story bleeding into the next. You talk about Bailey, and about the dangers you face daily. By the end, Charlie has <<his>> arms around you.
<br><br>
"I'm sorry," <<he>> says. <<He>> looks at the orphanage, visible through a gap between two houses. "I'm so sorry. I don't-" <<He>> stops <<himself>>. "Here. Sit down. Let me get you some water."
<br><br>
You sit in the car while Charlie fetches a bottle from the boot. <<He>> sits down beside you, and waits with you until you feel calmer.
<br><br>
"I wasn't going to offer you every job I have. Some are too dangerous. But they pay well. If you really need the money, <span class="gold">I can introduce you to the right people.</span> Just be careful, okay?"
<br><br>
"Would you like a lift back to the studio, or will you be okay here?"
<br><br>
<<link [[Ask for lift|Dance Job Party Lift]]>><</link>>
<br>
<<link [["Say you're okay here"|Dance Job Party Okay]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I-I'm," you manage "I'm okay."
<<elseif $speech_attitude is "bratty">>
"Don't worry about me," you say.
<<else>>
"I'm fine," you say.
<</if>>
<br><br>
Charlie nods, but doesn't look convinced. "Can I give you a lift back to the studio? Or are you okay here?"
<br><br>
<<link [[Ask for lift|Dance Job Party Lift]]>><</link>>
<br>
<<link [["Say you're okay here"|Dance Job Party Okay]]>><</link>>
<br><<effects>>
<<pass 5>>
The journey back to the studio isn't long. Charlie escorts you inside.
<br><br>
<<dance_job_end>>
<<link [[Next|Dance Studio]]>><<endevent>><</link>>
<br><<effects>>
Charlie climbs into <<his>> car, and drives away.
<br><br>
<<dance_job_end>>
<<link [[Next|Domus Street]]>><<endevent>><</link>>
<br><<effects>>
You fall to your knees. "Pl-please no," you say. "I-I really need the money. Don't send me away!"
<br><br>
"It's okay!" the <<person>> says. "I'm going to pay you. Please don't cry." <<He>> rummages in <<his>> pockets, and pulls out <<his>> <<wallet>>. You make <<printmoney 30000>><<money 30000 "partyDanceJob">>.
<br><br>
<<link [[Next|Dance Job Party Leave]]>><</link>>
<br><<effects>>
The <<person>> enters the room, and glances around until <<his>> eyes settle on you. "Ah," <<he>> says. "The performer. I've cleared that table as an impromptu stage. Start when you're ready."
<br><br>
<<link [[Next|Dance Job Party Start]]>><<endevent>><</link>>
<br><<effects>>
<<pass 10>>
<<set $dance_love to 50>>
You climb up the stage, drawing attention from the guests. More filter in from the kitchen, until the whole room is packed, with all eyes on you.
<br><br>
<<dance_job_text>>
<<link [[Next|Dance Job Party Dance]]>><<set $dancestart to 1>><</link>>
<br><<effects>>
<<if $dancestart is 1>>
<<unset $dancestart>>
<<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>><<person1>>
<<danceinit>>
<<set $dancing to 1>>
<<set $audience to 25>>
<<set $venuemod to 1>>
<<set $dancelocation to "party">>
<<set $timer to 15>>
<</if>>
<<if $stress gte $stressmax>>
<<set $danceevent to "finish">>
<</if>>
<<danceeffects>>
<<danceaudience>>
<<danceactions>>
<<if $corruptionDancing gt 0 and $danceevent is 0 and (($exhibitionism lte 74 and $exposed gte 2) or ($exhibitionism lte 34 and $exposed gte 1 and !$worn.under_lower.type.includes("dance")))>>
There's no way you could normally continue dancing while so exposed.
<<elseif $danceevent is 0 and $exhibitionism lte 74 and $exposed gte 2>>
There's no way you can continue dancing while so exposed! Face reddening, you flee the scene.
<br><br>
<<elseif $danceevent is 0 and $exhibitionism lte 34 and $exposed gte 1 and !$worn.under_lower.type.includes("dance")>>
There's no way you can continue dancing while so exposed! Face reddening, you flee the scene.
<br><br>
<</if>>
<<if $danceevent is "finish">>
<<link [[Next|Dance Job Party Stop]]>><<endevent>><</link>>
<<elseif $danceevent is "dancepull">>
<<link [[Next|Dance Job Party Arousal]]>><</link>>
<<elseif $danceevent is 0>>
<<if $exposed gte 2 and $exhibitionism lte 74 and $forceddance isnot 1>>
<<runicon>><<link [[Flee|Dance Job Party Change]]>><<clotheson>><<endevent>><</link>>
<<elseif $exposed gte 1 and $exhibitionism lte 34 and $forceddance isnot 1 and !$worn.under_lower.type.includes("dance")>>
<<runicon>><<link [[Flee|Dance Job Party Change]]>><<clotheson>><<endevent>><</link>>
<<elseif $timer lte 1>>
<<link [[Next|Dance Job Party Timeout]]>><<endevent>><</link>>
<<else>>
<<link [[Stop|Dance Job Party Stop]]>><<endevent>><</link>>
<</if>>
<</if>><<effects>>
The other party-goers interrupt <<him>>, and after a brief scrap, boot <<him>> from the premises.
<br><br>
"Sorry about that," a <<person2>><<person>> says. "Take a breather."
<<endevent>>
<br><br>
<<if $exposed gte 2 and hasSexStat("exhibitionism", 5)>>
<<if $carried.upper.name isnot "naked" or $carried.lower.name isnot "naked" or $carried.under_upper.name isnot "naked" or $carried.under_lower.name isnot "naked">>
<<link [[Get dressed and climb down|Dance Job Party Intermission]]>><<set $phase to 0>><<clotheson>><</link>>
<br>
<<link [[Just climb down|Dance Job Party Intermission]]>><<set $phase to 2>><</link>><<if !$dance_job_exhib>><<exhibitionist5>><<gginterest>><</if>>
<br>
<<else>>
<<link [[Next|Dance Job Party Intermission]]>><<set $phase to 0>><</link>>
<br>
<</if>>
<<elseif $exposed gte 1 and hasSexStat("exhibitionism", 3)>>
<<if $carried.upper.name isnot "naked" or $carried.lower.name isnot "naked" or $carried.under_upper.name isnot "naked" or $carried.under_lower.name isnot "naked">>
<<link [[Get dressed and climb down|Dance Job Party Intermission]]>><<set $phase to 0>><<clotheson>><</link>>
<br>
<<link [[Just climb down|Dance Job Party Intermission]]>><<set $phase to 1>><</link>><<if !$dance_job_exhib>><<exhibitionist3>><<ginterest>><</if>>
<br>
<<else>>
<<link [[Next|Dance Job Party Intermission]]>><<set $phase to 0>><</link>>
<br>
<</if>>
<<else>>
<<link [[Next|Dance Job Party Intermission]]>><<set $phase to 0>><<clotheson>><</link>>
<br>
<</if>><<effects>>
<<pass 30>>
You bolt through the room, and run up the stairs, taking cover in the bathroom.<<gginterest>><<dance_job_interest 10>>
<br><br>
<<endevent>>
<<if $exposed gte 1>>
You search, but can't find anything to cover with. A knock at the door makes you jump.
<br><br>
<<generate1>><<person1>>
"You okay?" asks a <<personsimple>>'s voice. "I've got something you could wear." The door opens, and a hand pushes some black fabric through. It's a bunny leotard.
<br><br>
You don't have much else to wear.
<br><br>
<<link [[Ask for something else|Dance Job Party Change Ask]]>><</link>>
<br>
<<link [[Wear it|Dance Job Party Change 2]]>><<dance_job_interest 5>><</link>><<ginterest>>
<br>
<<else>>
You adjust your clothes, and wait for your blush to subside before returning to the party.
<br><br>
<<link [[Next|Dance Job Party Intermission]]>><</link>>
<br>
<</if>><<effects>>
"That's all we have," the <<personsimple>> replies. "No towels or anything." You're not sure you believe <<him>>.
<br><br>
<img src="img/misc/icon/clothes/bunny_leotard.png"><<link [[Wear the leotard|Dance Job Party Change 2]]>><<dance_job_interest 5>><</link>><<ginterest>>
<br>
<<if ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled"))>>
<<runicon>><<link [[Escape through the window|Dance Job Party Change Cat]]>><</link>><<cat>>
<br>
<<else>>
<<runicon>><<link [[Escape through the window|Dance Job Party Change Escape]]>><</link>><<dancedifficulty 1 `1000 + $drunk`>>
<br>
<</if>><<effects>>
<<if $carried.upper.name isnot "naked">>
<<set _upperStripped to true>>
<</if>>
<<if $carried.lower.name isnot "naked">>
<<set _lowerStripped to true>>
<</if>>
<<silently>><<clotheson>><</silently>>
<<underupperwear 8 "black">>
<<if _upperStripped>>
<<upperstrip>>
<</if>>
<<if _lowerStripped>>
<<lowerstrip>>
<</if>>
You put on the bunny leotard. "Oh," says the <<personsimple>>. "Don't forget these." <<He>> pushes a pair of bunny ears through the gap.
<br><br>
<<link [[Wear|Dance Job Party Change Ears]]>><<dance_job_interest 5>><</link>><<ginterest>>
<br>
<<link [[Refuse|Dance Job Party Ears Refuse]]>><</link>>
<br><<effects>>
<<headwear 3>>
You put on the bunny ears, and leave the bathroom. A <<person>> greets you. "Nice," <<he>> says. "I hope I get to see you dance in that."
<br><br>
You walk downstairs. Your attire draws bashful gazes.
<br><br>
<<link [[Next|Dance Job Party Intermission]]>><<endevent>><</link>>
<br><<effects>>
You leave the bunny ears where they lie. A <<person>> greets you. "That's a no to the ears?" <<he>> asks. "Thought I was pushing it. Still, I hope I get to see you dance in that."
<br><br>
You walk downstairs. Your attire draws bashful gazes.
<br><br>
<<link [[Next|Dance Job Party Intermission]]>><<endevent>><</link>>
<br><<effects>>
You throw open the window, and peer outside. It backs onto an alley running between buildings. You're a storey up, but there's a thick drainpipe you could climb down.
<br><br>
The door behind you opens a little more. "Everything okay?" the <<personsimple>> asks. Spurred to action, you climb the windowsill, place both hands on the drainpipe, and jump.
<br><br>
<<if $danceSuccess>>
You climb down quickly, <span class="green">and without falling.</span> You make it to the pavement below.
<br><br>
<<covered>>
<br><br>
<<else>>
<span class="red">Your fingers slip,</span> and you tumble onto the pavement below.<<ggpain>><<ggstress>><<pain 8>><<stress 12>>
<br><br>
A <<persons>> head appears at the window, looking right at you. <<covered>> You scramble to your feet, and run.<<ggtrauma>><<trauma 12>><<fameexhibitionism 1>>
<br><br>
<</if>>
<<link [[Next|Residential alleyways]]>><<endevent>><<dance_job_end>><</link>>
<br><<effects>>
You throw open the window, and peer outside. It backs onto an alley running between buildings. You're a storey up, but that's nothing to you. You climb onto the windowsill, then deftly drop to the pavement below.
<br><br>
<<covered>>
<br><br>
<<link [[Next|Residential alleyways]]>><<endevent>><<dance_job_end>><</link>>
<br><<effects>>
You climb down from the "stage". The audience seems disappointed.<<linterest>><<dance_job_interest -5>>
<br><br>
<<if $exposed gte 2 and hasSexStat("exhibitionism", 5)>>
<<if $carried.upper.name isnot "naked" or $carried.lower.name isnot "naked" or $carried.under_upper.name isnot "naked" or $carried.under_lower.name isnot "naked">>
<<link [[Get dressed and climb down|Dance Job Party Intermission]]>><<set $phase to 0>><<clotheson>><</link>>
<br>
<<link [[Just climb down|Dance Job Party Intermission]]>><<set $phase to 2>><</link>><<if !$dance_job_exhib>><<exhibitionist5>><<gginterest>><</if>>
<br>
<<else>>
<<link [[Next|Dance Job Party Intermission]]>><<set $phase to 0>><</link>>
<br>
<</if>>
<<elseif $exposed gte 1 and hasSexStat("exhibitionism", 3)>>
<<if $carried.upper.name isnot "naked" or $carried.lower.name isnot "naked" or $carried.under_upper.name isnot "naked" or $carried.under_lower.name isnot "naked">>
<<link [[Get dressed and climb down|Dance Job Party Intermission]]>><<set $phase to 0>><<clotheson>><</link>>
<br>
<<link [[Just climb down|Dance Job Party Intermission]]>><<set $phase to 1>><</link>><<if !$dance_job_exhib>><<exhibitionist3>><<ginterest>><</if>>
<br>
<<else>>
<<link [[Next|Dance Job Party Intermission]]>><<set $phase to 0>><</link>>
<br>
<</if>>
<<else>>
<<link [[Next|Dance Job Party Intermission]]>><<set $phase to 0>><<clotheson>><</link>>
<br>
<</if>><<effects>>
"That's enough for now," shouts a voice. "Let's give our <<girl>> here a break."<<ginterest>><<dance_job_interest 5>>
<br><br>
<<if $exposed gte 2 and hasSexStat("exhibitionism", 5)>>
<<if $carried.upper.name isnot "naked" or $carried.lower.name isnot "naked" or $carried.under_upper.name isnot "naked" or $carried.under_lower.name isnot "naked">>
<<link [[Get dressed and climb down|Dance Job Party Intermission]]>><<set $phase to 0>><<clotheson>><</link>>
<br>
<<link [[Just climb down|Dance Job Party Intermission]]>><<set $phase to 2>><</link>><<if !$dance_job_exhib>><<exhibitionist5>><<gginterest>><</if>>
<br>
<<else>>
<<link [[Next|Dance Job Party Intermission]]>><<set $phase to 0>><</link>>
<br>
<</if>>
<<elseif $exposed gte 1 and hasSexStat("exhibitionism", 3)>>
<<if $carried.upper.name isnot "naked" or $carried.lower.name isnot "naked" or $carried.under_upper.name isnot "naked" or $carried.under_lower.name isnot "naked">>
<<link [[Get dressed and climb down|Dance Job Party Intermission]]>><<set $phase to 0>><<clotheson>><</link>>
<br>
<<link [[Just climb down|Dance Job Party Intermission]]>><<set $phase to 1>><</link>><<if !$dance_job_exhib>><<exhibitionist3>><<ginterest>><</if>>
<br>
<<else>>
<<link [[Next|Dance Job Party Intermission]]>><<set $phase to 0>><</link>>
<br>
<</if>>
<<else>>
<<link [[Next|Dance Job Party Intermission]]>><<set $phase to 0>><<clotheson>><</link>>
<br>
<</if>><<effects>>
<<pass 30>>
<<if $phase is 2 and !$dance_job_exhib>>
<<set $dance_job_exhib to true>><<dance_job_interest 10>>
Even as the music fades out, you find yourself the centre of attention as you step down from the table.
<<exhibitionism5>>
<<elseif $phase is 1 and !$dance_job_exhib>>
<<set $dance_job_exhib to true>><<dance_job_interest 5>>
Though most of the party's attention is elsewhere, a few guests leer as you step down from the table.
<<exhibitionism3>>
<</if>>
<<dance_job_text>>
<<if $timeStamp gte $dance_job_time>>
The party seems to be winding down. <<generate1>><<person1>>A <<person>> approaches you. "Thanks for coming," <<he>> says. "You really livened things up. Here." <<He>> hands you a wad of cash.
<<if $dance_job_interest gte 100>>
<span class="green">"There's a little extra in there."</span> <<He>> winks. You make <<printmoney 50000>><<money 50000 "partyDanceJob">>.
<<earnFeat "Life of the Party">>
<<else>>
You make <<printmoney 30000>><<money 30000 "partyDanceJob">>.
<</if>>
<br><br>
<<silently>><<clotheson>><</silently>>
<<if $exposed gte 1>>
You say your goodbyes, and leave the building. <<He>> passes you some towels on the way out. "Can't have you catching a cold."
<<towelup>>
<br><br>
<<else>>
You say your goodbyes, and leave the building.
<br><br>
<</if>>
<<link [[Next|Domus Street]]>><<endevent>><<dance_job_end>><<set $eventskip to 1>><</link>>
<br>
<<elseif $dance_job_interest lte 0>>
<<generate1>><<person1>>A <<person>> approaches you. "I'm sorry," <<he>> says. "This isn't working out. Thank you for coming." <<He>> points at the door.
<br><br>
<<link [[Leave|Dance Job Party Intermission Leave]]>><</link>>
<br>
/* <<if $submissive lte 500>> */
<<socialiseicon "angry">><<link [[Demand payment|Dance Job Party Demand]]>><<def 1>><</link>><<defianttext>>
<br>
/* <</if>> */
<<else>>
The party continues.
<<if $rng gte 81>>
<<generate1>><<person1>>A <<person>> drinks too much, and is escorted outside.<<endevent>>
<<elseif $rng gte 61>>
<<if Weather.precipitation is "rain">>
There's a brief dry spell, and some chance it in the back garden, only for the rain to return with renewed ferocity.
<<else>>
Some hang out in the garden, where there's more space.
<</if>>
<<elseif $rng gte 41>>
You notice a couple sneak upstairs.
<<elseif $rng gte 21>>
The booze runs low. A <<generate1>><<person1>><<person>> leaves to get more.<<endevent>>
<<else>>
Someone jolts a table, spilling drinks everywhere. A clean-up effort ensues.
<</if>>
<br><br>
<<if $exposed gte 2 and $dance_job_bunny isnot 1>>
<<set $dance_job_bunny to 1>>
A <<generate1>><<person1>><<person>> approaches you. <<Hes>> blushing. <<He>> averts <<his>> gaze, only to look at your body. <<He>> settles on closing <<his>> eyes.
<br><br>
"I-I've got something for you to cover with," <<he>> says. "If you like." <<He>> holds out some fabric. It's a bunny leotard, and a headband decorated with bunny ears.
<br><br>
<img src="img/misc/icon/clothes/bunny_leotard.png"><<link [[Wear the leotard|Dance Job Party Leotard]]>><<dance_job_interest 3>><</link>><<ginterest>>
<br>
<<link [[Wear everything|Dance Job Party Wear]]>><<dance_job_interest 5>><</link>><<ginterest>>
<br>
<<link [[Wear nothing|Dance Job Party Nothing]]>><<dance_job_interest 10>><</link>><<gginterest>>
<br>
<img src="img/misc/icon/clothes/bunny_ears.png"><<link [[Wear just the ears|Dance Job Party Ears]]>><<dance_job_interest 20>><</link>><<ggginterest>>
<br>
<<else>>
You're left to your own devices until they want you on stage again.
<br><br>
<<set $skulduggerydifficulty to 400>>
<<crimeicon "mark">><<link [[Secret some food away for the orphans|Dance Job Party Food]]>><</link>><<skulduggerydifficulty>>
<br>
<<socialiseicon>><<link [[Schmooze|Dance Job Party Schmooze]]>><</link>><<englishdifficulty 1 1000>>
<br>
<<if playerIsPregnant() and playerAwareTheyArePregnant()>>
<span class="blue">You can't bring yourself to drink while you know you're with child.</span>
<<else>>
<<foodicon "beerbottle">><<link [[Drink|Dance Job Party Drink]]>><<alcohol 5>><</link>>
<</if>>
<br>
<<foodicon "eat">><<link [[Eat|Dance Job Party Eat]]>><<stress -6>><</link>><<lstress>>
<br>
<</if>>
<</if>><<effects>>
Some of the party-goers look wealthier than others. You try to ingratiate yourself with them.
<<if $englishSuccess>>
<span class="green">You pique their interest,</span> and soon become the centre of attention.<<ginterest>><<famesocial 5>><<dance_job_interest 5>>
<br><br>
<<else>>
<span class="red">They refuse to acknowledge you.</span> They discuss you, but as if you're not there.<<gtrauma>><<linterest>><<trauma 6>><<dance_job_interest -5>>
<br><br>
<</if>>
<<link [[Next|Dance Job Party Intermission End]]>><<endevent>><</link>>
<br><<effects>><<wearProp "wine">>
You pour yourself a glass of wine, and drink.
<br><br>
<<if $rng gte 51>>
A <<generate1>><<person1>><<person>> tops it up for you unprompted.
<br><br>
<<link [[Thank|Dance Job Party Thank]]>><<dance_job_interest 5>><<alcohol 60>><</link>><<ginterest>>
<br>
<<link [[Put the glass down|Dance Job Party Put]]>><<dance_job_interest -5>><<handheldon>><</link>><<linterest>>
<br>
<<else>>
No one pays you much mind.
<br><br>
<<link [[Next|Dance Job Party Intermission End]]>><<handheldon>><</link>>
<br>
<</if>><<effects>>
You thank the <<person>> for the top-up, and drink. You feel a bit dizzy.
<br><br>
<<link [[Next|Dance Job Party Intermission End]]>><<endevent>><</link>>
<br><<effects>><<handheldon>>
You put down the drink. "Live a little," the <<person>> says, before taking a swig straight from the bottle.
<br><br>
<<link [[Next|Dance Job Party Intermission End]]>><<endevent>><</link>>
<br><<effects>>
You fill a plate with finger food, and sit on the sofa to eat.
<<if $rng gte 51>>
A <<generate1>><<person1>><<person>> steals a blini from your lap.
<br><br>
<<link [[Allow|Dance Job Party Allow]]>><<stress 6>><<dance_job_interest 5>><</link>><<gstress>><<ginterest>>
<br>
<<socialiseicon "angry">><<link [[Get angry|Dance Job Party Eat Angry]]>><<stress -6>><<dance_job_interest -5>><</link>><<linterest>><<lstress>>
<br>
<<else>>
A <<generate1>><<person1>><<person>> sits beside you, and wraps an arm around your waist.
<br><br>
<<link [[Tolerate|Dance Job Party Tolerate]]>><<trauma 6>><<stress 6>><<dance_job_interest 10>><</link>><<gtrauma>><<gstress>><<gginterest>>
<br>
<<link [[Move|Dance Job Party Move]]>><<dance_job_interest -5>><</link>><<linterest>>
<br>
<</if>><<effects>>
You allow people to take food off your plate. It's a bit rude of them, but there's plenty more on the table.
<br><br>
<<link [[Next|Dance Job Party Intermission End]]>><<endevent>><</link>>
<br><<effects>>
You slap the <<persons>> hand away, and scowl. <<He>> puts <<his>> arms up in a defensive posture. No one else tries to nick your food.
<br><br>
<<link [[Next|Dance Job Party Intermission End]]>><<endevent>><</link>>
<br><<effects>>
You tolerate the <<persons>> behaviour while you eat. <<He>> chats with other party-goers, and aside from the arm around your waist, <<he>> ignores you.
<br><br>
<<link [[Next|Dance Job Party Intermission End]]>><<endevent>><</link>>
<br><<effects>>
You stand and search for an isolated chair to sit in. You hear the <<person>> scoff behind you.
<br><br>
<<link [[Next|Dance Job Party Intermission End]]>><<endevent>><</link>>
<br><<effects>>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
You squirrel away some treats for the orphans. <span class="green">People are too pre-occupied to notice.</span><<ghope>><<hope 1>>
<br><br>
<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">That was too easy. You didn't learn anything.</span>
<br><br>
<</if>>
<<else>>
You squirrel away some treats for the orphans. As you turn away from the table, <<generate1>><<person1>><span class="red">you bump into a <<person>>. Food spills everywhere.</span>
<br><br>
People laugh and joke about how hungry you must be.<<linterest>><<dance_job_interest -5>>
<br><br>
<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">That was too easy. You didn't learn anything.</span>
<br><br>
<</if>>
<</if>>
<<link [[Next|Dance Job Party Intermission End]]>><<endevent>><</link>>
<br><<effects>>
<<if $carried.upper.name isnot "naked">>
<<set _upperStripped to true>>
<</if>>
<<if $carried.lower.name isnot "naked">>
<<set _lowerStripped to true>>
<</if>>
<<silently>><<clotheson>><</silently>>
<<underupperwear 8>>
<<if _upperStripped>>
<<upperstrip>>
<</if>>
<<if _lowerStripped>>
<<lowerstrip>>
<</if>>
You pull on the leotard, fitting the top snug around your chest. People pretend they're not watching you dress.
<br><br>
<<link [[Next|Dance Job Party Intermission End]]>><<endevent>><</link>>
<br><<effects>>
<<if $carried.upper.name isnot "naked">>
<<set _upperStripped to true>>
<</if>>
<<if $carried.lower.name isnot "naked">>
<<set _lowerStripped to true>>
<</if>>
<<silently>><<clotheson>><</silently>>
<<underupperwear 8>>
<<headwear 3>>
<<if _upperStripped>>
<<upperstrip>>
<</if>>
<<if _lowerStripped>>
<<lowerstrip>>
<</if>>
You pull on the leotard, and place the ears on your head. People pretend they're not watching you dress.
<br><br>
<<link [[Next|Dance Job Party Intermission End]]>><<endevent>><</link>>
<br><<effects>>
You thank the <<person>>, but tell <<him>> you're quite fine as you are. <<He>> nods. You continue to draw looks.
<br><br>
<<link [[Next|Dance Job Party Intermission End]]>><<endevent>><</link>>
<br><<effects>>
<<headwear 3>>
You take the bunny ears, place them on your head, and thank the <<person>>. <<He>> stands with the leotard still in <<his>> hands. <<He>> seems confused. Someone laughs.
<br><br>
<<link [[Next|Dance Job Party Intermission End]]>><<endevent>><</link>>
<br><<effects>>
Someone turns up the music, and a crowd gathers around the table masquerading as a stage. You climb atop, and begin your performance.
<br><br>
<<link [[Next|Dance Job Party Dance]]>><<set $dancestart to 1>><</link>>
<br><<effects>>
You leave the party empty-handed.
<<silently>><<clotheson>><</silently>>
<<if $exposed gte 1>>
The <<person>> hands you some towels on the way out.
<<towelup>>
<</if>>
<br><br>
<<link [[Next|Domus Street]]>><<endevent>><<dance_job_end>><<set $eventskip to 1>><</link>>
<br><<effects>>
"I busted my ass for your shitty party," you say. "Pay up."
<br><br>
Someone laughs. The <<person>> looks shocked by your boldness. <<He>> stammers an apology, then searches for <<his>> <<wallet>> and hands you the money. You make <<printmoney 30000>><<money 30000 "partyDanceJob">>.
<br><br>
<<silently>><<clotheson>><</silently>>
You leave the party.
<<if $exposed gte 1>>
<<He>> hands you some towels on the way out.
<<towelup>>
<</if>>
<br><br>
<<link [[Next|Domus Street]]>><<endevent>><<dance_job_end>><<set $eventskip to 1>><</link>>
<br><<effects>><<effects>>
<<if $phase is 1>>
Charlie frowns. "There is something," <<he>> says. "So long as you're careful. An exclusive club on Danube Street is looking for entertainment." <<He>> hesitates. "I think they're trustworthy, but be on your guard. You'd get £2000 for a few hours work, which isn't too shabby. How about it?"
<br><br>
<<else>>
Charlie nods. "Alright," <<he>> says. "So long as you're careful. An exclusive club on Danube Street is looking for entertainment." <<He>> hesitates. "I think they're trustworthy, but be on your guard. You'd get £2000 for a few hours work, which isn't too shabby. How about it?"
<br><br>
<</if>>
<<link [[Accept|Dance Job Stage]]>><<set $weekly.danceJob to "stage">><<dance_job_init 180 20>><<timeTrackingStartDanceJobs "danube">><</link>>
<br>
<<link [[Refuse|Dance Job Stage Refuse]]>><</link>>
<br><<effects>>
"I understand," Charlie says. "Ask me again if you change your mind."
<br><br>
<<link [[Next|Dance Studio]]>><<endevent>><</link>>
<br><<set $location to "town">><<effects>>
You follow Charlie outside, around the side of the studio, and into a waiting car. The engine revs, and <<he>> pulls onto the road.
<br><br>
"There are nasty rumours about these people," Charlie says as you arrive on Danube. <<He>> hesitates before continuing. "They can't be true. The police wouldn't allow it."
<br><br>
<<He>> pulls to a stop outside a gated manor. A <<generate2>><<person2>><<person>> in a security uniform stands outside, holding a clipboard.
<br><br>
<<link [[Next|Dance Job Stage 2]]>><</link>>
<br><<effects>>
"Name?" the <<person>> says.
<br>
"Charlie. I'm here with the entertainment." <<nnpc_He Charlie>> nods at you.
<br>
The <<person>> swings <<his>> pen in a circular motion. "Round the back."
<br><br>
<<person1>>
Charlie drives you down a side passage, around the back on the manor. It looks less impressive from this angle. Another person in a security uniform approaches the car, and motions for you to step outside.
<br><br>
"See you later," Charlie says. <<He>> drives away, though you notice <<his>> concerned eyes watching you in the rear-view mirror.
<br><br>
<<link [[Next|Dance Job Stage 3]]>><<endevent>><</link>>
<br><<effects>>
Security lead you into the building, into a broad white room. A <<generate1>><<person1>><<person>> in a <<if $pronoun is "m">>suit<<else>>gown<</if>> directs uniformed staff.
<br><br>
<<He>> looks you up and down. "You'll do," <<he>> says. "Get this <<girl>> dressed!" A <<generate2>><<person2>><<person>> takes your arm, and pulls you into an adjoining room.
<br><br>
You wait in front of a mirror while <<he>> rummages in a wardrobe, and pulls out a skimpy leotard. <<He>> holds it in between you and the mirror. It's a little small.
<br><br>
"This will do," <<he>> says. "Get changed. I'll wait outside."
<br><br>
<<if $worn.face.type.includes("mask")>>
<<He>> glances at your mask. "You can keep the mask on, if you want."
<br><br>
<</if>>
<span class="clothes-black"><<icon "clothes/skimpy_leotard.png">></span><<link [[Dress|Dance Job Stage Dress]]>><</link>>
<br>
<<if $worn.face.type.includes("mask")>>
<span class="clothes-black"><<icon "clothes/skimpy_leotard.png">></span><<link [[Dress and keep your mask on|Dance Job Stage Dress]]>><<set $phase to 1>><</link>>
<br>
<</if>>
<<socialiseicon "ask">><<link [[Ask for something more solid|Dance Job Stage Solid]]>><</link>>
<br><<effects>>
"It's that or nothing," the <<person>> says. "Now get dressed or get out."
<br><br>
<span class="clothes-black"><<icon "clothes/skimpy_leotard.png">></span><<link [[Dress|Dance Job Stage Dress]]>><</link>>
<br>
<<if $worn.face.type.includes("mask")>>
<span class="clothes-black"><<icon "clothes/skimpy_leotard.png">></span><<link [[Dress and keep your mask on|Dance Job Stage Dress]]>><<set $phase to 1>><</link>>
<br>
<</if>>
<<if hasSexStat("exhibitionism", 5)>>
<<if $worn.face.type.includes("mask")>>
<<symbol "exhibitionism">> <<link [[Wear nothing but your mask|Dance Job Stage Nothing]]>><<set $phase to 1>><</link>><<exhibitionist5>>
<br>
<</if>>
<<symbol "exhibitionism">> <<link [[Wear nothing|Dance Job Stage Nothing]]>><</link>><<exhibitionist5>>
<br>
<</if>>
<<refuseicon>><<link [[Refuse|Dance Job Stage End]]>><</link>><<effects>>
The <<person>> shows you out the way you came. A member of security takes over once you're outside, and escorts you from the premises.
<br><br>
<<link [[Next|Danube Street]]>><<endevent>><<dance_job_end>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<if $phase is 1>>
<<undressKeepFace "dance_job_stage">>
<<else>>
<<undress "dance_job_stage">>
<</if>>
"Nothing?" you say. "Alright." You strip your clothes while the <<person>> watches, a perplexed look on <<his>> face. You stand, naked, with your hands on your hips. "What next?"
<br><br>
<<set $dance_job_exposed to 1>>
<<He>> doesn't know where to look. "Fine," <<he>> says. "That should be fine. Come this way."<<exhibitionism5>>
<<link [[Next|Dance Job Stage 4]]>><</link>>
<br><<effects>>
<<if $phase is 1>>
<<undressKeepFace "dance_job_stage">>
<<else>>
<<undress "dance_job_stage">>
<</if>>
<<underupperwear 5>>
You squeeze into the tight leotard. It's barely opaque, and leaves no contour to the imagination. You leave the room.
<br><br>
"Good," the <<person>> says. "Come this way."
<br><br>
<<link [[Next|Dance Job Stage 4]]>><</link>>
<br><<effects>>
The <<person>> leads you down a thin corridor, and up a flight of steps. More staff pass by, these dressed as
<<if $malevictimchance gte 100>>
waiters.
<<elseif $malevictimchance lte 0>>
waitresses.
<<else>>
waiters and waitresses.
<</if>>
Their outfits are rather skimpy.
<br><br>
"The audience is being warmed up," <<he>> says. "You'll be expected among the guests between performances. Just be courteous and you'll be fine."
<br><br>
<<generatev3>><<person3>>
You emerge in a dark, wood-panelled room. A tall open passage looks out onto a large stage. A <<person>> stands in the centre, lit by a spotlight, juggling. You hear a crowd booing.
<br><br>
The <<person2>><<person>> lifts a microphone from a stand near the stage. "Please can I have a round of applause," <<he>> announces. You hear the voice boom from the stage. "For our distinguished juggler." The booing redoubles. The <<person3>><<person>> scurries by, relief on <<his>> face.
<br><br>
<<saveNPC 1 "dance_job_stage">>
<<link [[Next|Dance Job Stage Start]]>><<endevent>><</link>>
<br><<effects>>
You step onto the stage. The blinding spotlight hides the audience, but you can hear them.
<<if $exposed gte 2>>
Their booing ceases at once, replaced by lascivious jeers.
<<dance_job_interest 20>><<ggginterest>>
<<else>>
Their booing fades out, as they wait for you to begin.
<</if>>
<br><br>
<i>You will be penalised if the audience isn't at least <span class="blue">interested</span> before you stop, and <span class="lblue">impressing</span> them would be better, but arousing them too much could lead to violence. Be cautious.</i>
<br><br>
<<dance_job_text>>
<<link [[Next|Dance Job Stage Dance]]>><<set $dancestart to 1>><</link>>
<br><<if $dancestart is 1>>
<<unset $dancestart>>
<<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>><<person1>>
<<npcClothesType $NPCList[0] "formal">><<npcClothesType $NPCList[1] "formal">><<npcClothesType $NPCList[2] "formal">>
<<npcClothesType $NPCList[3] "formal">><<npcClothesType $NPCList[4] "formal">><<npcClothesType $NPCList[5] "formal">>
<<danceinit>>
<<set $dancing to 1>>
<<set $audience to 50>>
<<set $venuemod to 3>>
<<set $dancelocation to "stage">>
<<if $dance_job_exposed gte 1>>
<<set $forceddance to 1>>
<</if>>
<</if>>
<<if $stress gte $stressmax>>
<<set $danceevent to "rape">>
<</if>>
<<danceeffects>>
<<danceaudience>>
<<danceactions>>
<<if $corruptionDancing gt 0 and $danceevent is 0 and (($exhibitionism lte 74 and $exposed gte 2) or ($exhibitionism lte 34 and $exposed gte 1 and !$worn.under_lower.type.includes("dance"))) and $forceddance isnot 1>>
There's no way you could normally continue dancing while so exposed.
<<elseif $danceevent is 0 and $exhibitionism lte 74 and $exposed gte 2 and $forceddance isnot 1>>
There's no way you can continue dancing while so exposed! Face reddening, you flee the scene.
<br><br>
<<elseif $danceevent is 0 and $exhibitionism lte 34 and $exposed gte 1 and !$worn.under_lower.type.includes("dance") and $forceddance isnot 1>>
There's no way you can continue dancing while so exposed! Face reddening, you flee the scene.
<br><br>
<</if>>
<<if $danceevent is "finish">>
<<link [[Next|Dance Job Stage Stop]]>><<clotheson>><</link>>
<<elseif $danceevent is "rape">>
<<link [[Next|Dance Job Stage Rape]]>><<set $molestationstart to 1>><</link>>
<<elseif $danceevent is "light" and $forceddance isnot 1>>
<<link [[Flee the stage|Dance Job Stage Change]]>><<clotheson>><<set $phase to 1>><</link>>
<br>
<<elseif $danceevent is 0>>
<<if $exposed gte 2 and $exhibitionism lte 74 and $forceddance isnot 1>>
<<link [[Flee|Dance Job Stage Change]]>><<clotheson>><<set $phase to 0>><</link>>
<<elseif $exposed gte 1 and $exhibitionism lte 34 and $forceddance isnot 1 and !$worn.under_lower.type.includes("dance")>>
<<link [[Flee|Dance Job Stage Change]]>><<clotheson>><<set $phase to 0>><</link>>
<<else>>
<<link [[Stop|Dance Job Stage Stop]]>><<clotheson>><</link>>
<</if>>
<</if>><<effects>>
You bow.
<<if $audienceexcitement gte 60>>
<span class="green">The audience cheers.</span><<gginterest>><<dance_job_interest 10>>
<<elseif $audienceexcitement gte 40>>
<span class="blue">The audience claps half-heartedly.</span>
<<else>>
<span class="red">The audience boos.</span><<llinterest>><<dance_job_interest -10>>
<</if>>
<br><br>
<<if $dance_job_stage is 1>>
<<set $dance_job_stage to 2>>
The spotlight dims, revealing a large audience of <<people>> in formal attire.
<<if maleChance() gte 100>>
Most have discarded their jackets, revealing their shirts and waistcoats.
<<elseif maleChance() lte 0>>
Most are quite regal, though some have elected to show off their thighs and cleavage.
<<else>>
The men have discarded their jackets, revealing their shirts and waistcoats. Some of the women have elected to show off their thighs and cleavage.
<</if>>
They all wear masks.
<br><br>
<<else>>
The spotlight dims, revealing the audience once more.
<</if>>
You step down from the stage.
<br><br>
<<link [[Next|Dance Job Stage Intermission]]>><<endevent>><</link>>
<br><<effects>>
<<if $audienceexcitement gte 80>>
<span class="green">Cheers chase you from the stage.</span><<gginterest>><<dance_job_interest 10>>
<<elseif $audienceexcitement gte 60>>
<span class="blue">Jeers chase you from the stage.</span>
<<else>>
<span class="red">Boos chase you from the stage.</span><<llinterest>><<dance_job_interest -10>>
<</if>>
<br><br>
<<endevent "phaseless">>
<<loadNPC 0 "dance_job_stage">><<person1>>
You rush into the arms of the <<person>>. <<covered>>
<br><br>
"Where do you think you're going?" <<he>> asks. "You have an audience waiting for you."
<br>
<<if $phase is 1>>
<<if $speech_attitude is "meek">>
"B-but the lights," you say. "They show the audience everything!"
<<elseif $speech_attitude is "bratty">>
"Fuck you for dressing me in this!" you say.
<<else>>
"I'm not going out there with that light," you say. "People could see everything!"
<</if>>
<<else>>
<<if $speech_attitude is "meek">>
"I-I can't go out there like this!" you say.
<<elseif $speech_attitude is "bratty">>
"I'm not humiliating myself like this!" you say.
<<else>>
"I'm not going out there like this!" you say.
<</if>>
<</if>>
<br>
"Then you don't get paid," the <<person>> replies. "Get out there or get out of the way so I can clean up this mess."
<br><br>
<<link [[Walk back out onto the stage|Dance Job Stage Exposed]]>><<trauma 12>><<stress 18>><<dance_job_interest 20>><</link>><<ggtrauma>><<gggstress>><<ggginterest>>
<br>
<<link [[Leave|Dance Job Stage Leave]]>><<endevent>><</link>>
<br><<effects>>
<<clearNPC "dance_job_stage">>
You rush down the corridor.
<<if maleChance() gte 100>>
You pass a couple more waiters.
<<elseif maleChance() lte 0>>
You pass a couple more waitresses.
<<else>>
You pass a waiter and waitress.
<</if>>
They don't pay you any mind. You enter the dressing room and close the door in a hurry.
<br><br>
<<set $worn.under_upper to clone(setup.clothes.under_upper[0])>>
<<set $worn.under_lower to clone(setup.clothes.under_lower[0])>>
<<storeon "dance_job_stage">>
You exit to find a <<generate1>><<person1>><<person>> in a security uniform waiting for you. "I'll escort you out," <<he>> says. "For your safety."
<br><br>
<<He>> leads you outside, and escorts you from the premises.
<br><br>
<<link [[Next|Danube Street]]>><<endevent>><<dance_job_end>><<set $eventskip to 1>><</link>>
<br><<effects>>
You feel your legs carry you back outside. A great cheer goes up from the dark.
<<set $dance_job_exposed to 1>>
<br><br>
<<link [[Next|Dance Job Stage Dance]]>><<endevent>><<set $dancestart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Dance Job Stage Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Dance Job Stage Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<tearful>> you struggle to your feet.<<ggginterest>><<dance_job_interest 20>>
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $enemyhealth lte 0>>
The audience backs away from you, surprised by your assault. <<tearful>> you struggle to your feet.<<llinterest>><<dance_job_interest -10>>
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<<if $dance_job_stage is 1>>
<<set $dance_job_stage to 2>>
The spotlight dies, and other lights come alive around the room, revealing the audience once more. <<silently>><<people>><</silently>><<capitalise>> in formal attire.
<<if maleChance() gte 100>>
Most have discarded their jackets, and stand around you in a circle.
<<elseif maleChance() lte 0>>
Most are quite regal, and stand around you in a circle.
<<else>>
They stand around you in a circle.
<</if>>
They all wear masks.
<<else>>
The spotlight dies, and other lights come alive around the room, revealing the audience once more.
<</if>>
<br><br>
<<if $exposed gte 2 and $exhibitionism lte 74 and $dance_job_exposed isnot 1>>
<<covered>> You rush behind the stage, to some semblance of safety.
<br><br>
<<link [[Next|Dance Job Stage Change]]>><</link>>
<br>
<<else>>
<<link [[Next|Dance Job Stage Intermission]]>><</link>>
<br>
<</if>><<effects>>
<<pass 30>>
<<dance_job_text>>
<<if $timeStamp gte $dance_job_time>>
<<loadNPC 0 "dance_job_stage">><<person1>>
You hear a clatter of cutlery on glass.
"<<Ladies_gentlemen>>," says a voice from the other side of the room. It's the <<person>> who showed you in. The guests all turn to face <<him>>. "Thank you for making it this day. I fear our time together draws to a close, but fret not! We have a final treat for you."
<br><br>
<<endevent>>
<<beastNEWinit 1 horse>><<person1>>
You feel a rumble. Masked faces turn in unison, this time towards the wide set of doors leading into a hall outside. The main entryway. A <<beasttype>> steps through, pulling a wheeled glass cabin, banded with bronze.
<br><br>
<<link [[Next|Dance Job Stage Horse End]]>><</link>>
<br>
<<elseif $dance_job_interest lte 0>>
<<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>><<person1>>A <<person>> steps in front of you. "It's a shame the original dancer... couldn't make it," <<he>> says. Other bodies form around you, trapping you in the centre. "This one doesn't have the same grace."
<br>
"Might be useful in other ways," says a <<person2>><<person>> to your side as <<he>> runs a hand up your arm.
<br>
Someone presses their body against yours from behind.
<br><br>
<<link [[Next|Dance Job Stage End Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You have some time before they want you on stage again. Masked figures in formal attire drink and schmooze.
<br><br>
<<socialiseicon>><<link [[Schmooze|Dance Job Stage Schmooze]]>><</link>><<englishdifficulty 400 1000>>
<br>
<<socialiseicon>><<link [[Chat with servants|Dance Job Stage Chat]]>><<set $dance_job_stage_explore += 150>><<stress -6>><</link>><<lstress>><<note "- Exploration difficulty" "green">>
<br>
<<set $skulduggerydifficulty to 1000 - $dance_job_stage_explore>>
<<investigateicon>><<link [[Explore the manor|Dance Job Stage Explore]]>><</link>><<skulduggerydifficulty>>
<</if>><<effects>>
<<generate1>><<generate2>><<generate3>><<person1>>
You try to endear yourself to the guests,
<<if $englishSuccess>>
<span class="green">and soon become the centre of attention.</span> They hang on your every word.<<famesocial 20>><<gginterest>><<dance_job_interest 10>>
<br><br>
<<link [[Next|Dance Job Stage Intermission End]]>><<endevent>><</link>>
<br>
<<else>>
<span class="red">but they're not interested.</span> "Why is the dancer talking to me?" asks a <<person>> without looking at you. "Someone shoo them away!"<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<<link [[Next|Dance Job Stage Intermission End]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
You chat with servants carrying trays of wine and canapés. They seem happy for it, and even give some insight into the manor's layout.
<br><br>
<<generate1>><<person1>>
<<cleareventpool>>
<<addinlineevent "dance_chat_0">>
"Stay out of the basement," a <<person>> says, before making a hurried exit.
<</addinlineevent>>
<<addinlineevent "dance_chat_1">>
"Strange folks come and go at night," a <<person>> says. "Master says not to speak with them."
<</addinlineevent>>
<<addinlineevent "dance_chat_2">>
"Some of the security can be trusted," a <<person>> says. "Lot of use in knowing which."<<set $dance_job_stage_explore += 150>><<note "- Exploration difficulty" "green">>
<</addinlineevent>>
<<addinlineevent "dance_chat_3">>
"The guests can get grabby once they've had a few," a <<person>> says. "Be careful."
<</addinlineevent>>
<<addinlineevent "dance_chat_4">>
"Be careful if someone offers you a drink," a <<person>> warns.
<</addinlineevent>>
<<runeventpool>>
<br><br>
<<link [[Next|Dance Job Stage Intermission End]]>><<endevent>><</link>>
<br><<effects>>
A small door leads deeper into the manor. Servants often pass through it. A beady-eyed member of security keeps a close watch.
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
You wait until security is distracted, then slip through behind a servant carrying an empty tray.
<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">That was too easy. You didn't learn anything.</span>
<br><br>
<</if>>
<<link [[Next|Dance Job Stage Explore 2]]>><</link>>
<br>
<<else>>
You try to slip through behind a servant carrying an empty tray, but security puts an arm in your way. "Not your place. They'll want you on stage soon."
<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">That was too easy. You didn't learn anything.</span>
<br><br>
<</if>>
<<link [[Next|Dance Job Stage Intermission End]]>><</link>>
<br>
<</if>><<effects>>
The manor's halls are luxurious and extravagant.
<<cleareventpool>>
<<if $jordan_ritual_dance lt 4>>
<<addinlineevent "dance_explore_passage">>
<span class="teal">You hear chanting,</span> barely audible against the muffled sound of the party.
<br><br>
You turn in the direction of the voices, coming face to face with an old tapestry. You feel a draught. You pull the tapestry aside, revealing a dark passage.
<br><br>
<<link [[Enter|Dance Job Stage Passage]]>><</link>>
<br>
<<link [[Turn away|Dance Job Stage Explore End]]>><<stress -6>><</link>><<lstress>>
<br>
<</addinlineevent>>
<</if>>
<<addinlineevent "dance_explore_jewellery">>
<<generate1>><<person1>>
You enter a long room filled with display cases, showing off jewellery and antiques. A <<person>> leans against the wall on the far side. <<He>> appears to be dozing.
<br><br>
The cases are locked, and might be rigged with alarms.
<br><br>
<<set $skulduggerydifficulty to 1000>>
<<link [[Steal jewellery|Dance Job Stage Explore Jewelry]]>><<set $skulduggerydifficulty to 1000>><</link>><<skulduggerydifficulty>><<crime "thievery">>
<br>
<<set $skulduggerydifficulty to 600>>
<<link [[Steal antique|Dance Job Stage Explore Antique]]>><<set $skulduggerydifficulty to 600>><</link>><<skulduggerydifficulty>><<crime "thievery">>
<br>
<<link [[Return to the party|Dance Job Stage Explore End]]>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "dance_explore_tapestry">>
You pass paintings and tapestries. Valuable, but too big to steal.
<br><br>
<<set $skulduggerydifficulty to 1300>>
<<link [[Look more closely|Dance Job Stage Explore Look]]>><</link>><<skulduggerydifficulty>>
<br>
<<link [[Return to the party|Dance Job Stage Explore End]]>><<stress -6>><</link>><<lstress>>
<br>
<</addinlineevent>>
<<addinlineevent "dance_explore_safe">>
You climb a thick staircase, and emerge in front of several lavish, identical corridors. They look like rows of bedrooms. One of the doors is ajar. You peek inside.
<br><br>
There's no one in that you can see. A safe sits unguarded within an open cupboard.
<br><br>
<<set $skulduggerydifficulty to 400>>
<<link [[Crack the safe|Dance Job Stage Explore Safe]]>><</link>><<skulduggerydifficulty>><<crime "thievery">>
<br>
<<link [[Return to the party|Dance Job Stage Explore End]]>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "dance_explore_kitchen">>
You enter the kitchen. Steam wafts along the ceiling, and several cooks rush to-and-fro.
<br><br>
<<generate1>><<person1>>
"You," says a <<person>>, marching over. "Where's your apron? Never mind. Here." <<He>> shoves a tray of carrots into your hands. "Get to work. We're behind as it is!"
<br><br>
/*homemaking skill */
<<link [[Try to explain|Dance Job Stage Explore Explain]]>><</link>>
<br>
<<link [[Chop carrots (0:05)|Dance Job Stage Explore Carrots]]>><<pass 5>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "dance_explore_pool">>
You climb a spiralling marble staircase, and emerge in front of a swimming pool.
<br><br>
<<generate1>><<generatep2>>
A <<fullGroup>> are skinny dipping. They're too busy kissing to notice you.
<br><br>
<<link [[Search their belongings for valuables|Dance Job Stage Explore Pool]]>><</link>><<crime "petty">><<skulduggerydifficulty 1 800>>
<br>
<<link [[Leave|Dance Job Stage Explore End]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<<runeventpool>><<effects>>
Necklaces and bracelets, rings and watches, all laid out for you to snatch.
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<<set _prop to either("necklace", "bracelet", "ring", "watch")>>
<<wearProp _prop>>
One by one, you render the locks useless, and slip your hand beneath the glass to snatch the goodies. The <<person>> doesn't wake, and you make it away with a hefty haul.
<<set $blackmoney += 1000>><<crimeUp 1000>>
<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
<<skulduggeryskilluse>>
<<else>>
<br><br>
<span class="blue">That was too easy. You didn't learn anything.</span>
<br><br>
<</if>>
<<link [[Next|Dance Job Stage Explore End]]>><<endevent>><</link>>
<br>
<<else>>
You fiddle with the closest lock with too much eagerness, and trip some security mechanism. <span class="red">An alarm blares, waking the <<person>>.</span>
<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
<<skulduggeryskilluse>>
<<else>>
<br><br>
<span class="blue">That was too easy. You didn't learn anything.</span>
<br><br>
<</if>>
You run for the exit, but not before <<he>> catches sight of you.<<crimeUp 200 "thievery">>
<br><br>
<<link [[Next|Dance Job Stage Explore End]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
Modern necklaces, bracelets, watches, and other gaudy objects are laid out to see. But there are older items as well, including a tarnished brooch. The gold has survived better than the other metals.
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<<wearProp "gold brooch">>
You render the lock useless, and slip your hand beneath the lid, snatching the brooch away. It belongs in a proper museum.<<crimeUp 500 "thievery">>
<<set $antiquemoney += 500>><<museumAntiqueStatus "antiquegoldbrooch" "found">>
<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
<<skulduggeryskilluse>>
<<else>>
<br><br>
<span class="blue">That was too easy. You didn't learn anything.</span>
<br><br>
<</if>>
<<link [[Next|Dance Job Stage Explore End]]>><<endevent>><</link>>
<br>
<<else>>
You fiddle with the closest lock with too much eagerness, and trip some security mechanism. <span class="red">An alarm blares, waking the <<person>>.</span>
<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
<<skulduggeryskilluse>>
<<else>>
<br><br>
<span class="blue">That was too easy. You didn't learn anything.</span>
<br><br>
<</if>>
You run for the exit, but not before <<he>> catches sight of you.<<crimeUp 200 "thievery">>
<br><br>
<<link [[Next|Dance Job Stage Explore End]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
One of the tapestries looks older than the others, the art more primitive. You peer closer.
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
You feel a draught, and voices. Chanting? You pull the tapestry aside, revealing a dark passage hidden behind.
<br><br>
<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">That was too easy. You didn't learn anything.</span>
<br><br>
<</if>>
<<link [[Next|Dance Job Stage Passage]]>><</link>>
<br>
<<else>>
You hear footsteps approach, and are forced to move on.
<br><br>
<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">That was too easy. You didn't learn anything.</span>
<br><br>
<</if>>
<<link [[Next|Dance Job Stage Explore End]]>><</link>>
<br>
<</if>><<effects>>
You walk through the dark, your way lit by the occasional dim light hanging from the ceiling. The passage turns this way and that, occasionally ramping up or down. Mostly down. <span class="pink">A strange haze lingers in the air.</span><<hallucinogen 60>>
<br><br>
You come to a wooden door. Pulsing red light seeps around the edges. The chanting is clear now, coming from within.
<br><br>
At your touch, engravings in the wood light up, bristling with energy. <span class="red">You feel something drain through your hand.</span> You jerk away from the door.
<br><br>
<<link [[Enter|Dance Job Stage Passage 2]]>><<stress 12>><<awareness 12>><</link>><<ggstress>><<ggawareness>>
<br>
<<link [[Leave|Dance Job Stage Explore End]]>><<stress -6>><</link>><<lstress>>
<br><<effects>>
You grasp the handle, and pull the door open. It's heavy. The effort almost brings you to your knees.
<br><br>
It takes your eyes a moment to adjust to the red light. Cloaked figures kneel around a granite pillar, in the centre of a circular room. You can hear their chanting clearly, but can't comprehend the words.
<br><br>
The red light emanates from the stone itself, through fissures in the rock. The surface appears to writhe, as if something were trying to break free. A figure stirs on top, a figure wearing white. Their limbs are chained, and a blindfold covers their eyes.
<<if $jordan_ritual_dance is 1>>
<<set $jordan_ritual_dance to 2>>
<span class="gold">It's the missing member of Jordan's flock!</span>
<<elseif $jordan_ritual_dance is undefined>>
<<set $jordan_ritual_dance to 2>>
You feel like you need to tell someone. <span class="gold">Perhaps a priest.</span> Staying here is dangerous.
<</if>>
<br><br>
<<link [[Leave|Dance Job Stage Ritual End]]>><</link>>
<br>
<<link [[Interrupt the ritual|Dance Job Stage Ritual]]>><<stress 12>><<awareness 12>><<scienceskill -12>><<mathsskill -12>><<englishskill -12>><<historyskill -12>><</link>><<lscience>><<lmaths>><<lenglish>><<lhistory>><<ggstress>><<ggawareness>>
<br>
<br><<effects>>
You turn and leave before you're spotted, back through the door and down the passage, until you emerge at the tapestry.
<br><br>
<<link [[Next|Dance Job Stage Explore End]]>><</link>>
<br><<effects>>
<<generateyv1>><<person1>>
You walk up to the pillar. Each step is more difficult than the last. Something is being drawn out of you, and into the stone.
<br><br>
You can't make out their faces beneath the shrouds, but the chanting figures seem unaware of your presence. You climb the rock, using the warm fissures for purchase, until you reach the top. You can see the victim more closely now, a <<person>>. <<He>> sobs.
<br><br>
<<link [[Reassure|Dance Job Stage Ritual Reassure]]>><</link>>
<br>
<<link [[Break the chains|Dance Job Stage Ritual Break]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"Pl-please don't be frightened," you say. "I'm here to help."
<<elseif $speech_attitude is "bratty">>
"Shush," you say. "I'm here to rescue you."
<<else>>
"It's okay," you say. "I'm here to help."
<</if>>
<br><br>
The <<person>> raises <<his>> head in surprise, then tugs against the chains binding <<his>> arms. They're bolted haphazardly into the rock, and together you're able to work them free.
<br><br>
<<link [[Next|Dance Job Stage Ritual Escape]]>><</link>>
<br><<effects>>
The chains are bolted haphazardly into the rock, and you feel them loosen as you pull. The <<person>> jerks in surprise, but seems to realise what you're doing, and adds <<his>> strength to the effort. Together, you're able to work them free.
<br><br>
<<link [[Next|Dance Job Stage Ritual Escape]]>><</link>>
<br><<effects>>
As soon as <<his>> arms are free, the <<person>> removes the blindfold from <<his>> head. <<He>> blinks at the red glare. You take <<his>> arm, and swing your legs off the pillar. The drop isn't far, but <<he>> seems weak and unsteady.
<br><br>
As soon as your bottoms leave the rock, a horrifying shriek replaces the chanting. The cowled figures grasp the sides of their heads and writhe on the spot.
<br><br>
<<link [[Next|Dance Job Stage Ritual Escape 2]]>><</link>>
<br><<effects>>
You run through the door and back down the passage, the <<person>> at your side. A sudden jolt knocks <<him>> off <<his>> feet, but you help <<him>> up and continue on.
<br><br>
You hear panicked shouts before you emerge through the tapestry. Others have been torn from the walls. Paintings lie face-down on the floor, and a great gash has been torn out of the wall in front of you. A scream cuts through the shouting.
<br><br>
<<link [[Next|Dance Job Stage Ritual Escape 3]]>><</link>>
<br><<effects>>
The <<person>> follows you through the halls, back to the room with the dance stage. It's vacant, but the ground is littered with food and shattered glass. A set of double doors stands open, and another set beyond that, leading outside. You run that way.
<br><br>
<<generate2>><<person2>>
A crowd of masked guests surround the front gate, demanding to be let out, and throwing anxious glances back at the manor. Through the bars you see a number of <<people>> dressed as
<<if maleChance() gte 100>>
monks.
<<elseif maleChance() lte 0>>
nuns.
<<else>>
monks and nuns.
<</if>>
<<earnFeat "Breaking the Stone">>
<<set $jordan_ritual_dance to 4>>
<<if C.npc.Jordan.init isnot 1>>
<br><br>
<<npc "Jordan" 3>><<person3>>
At their head stands a young <<if $pronoun is "m">>monk<<else>>nun<</if>>. <<His>> outfit covers <<him>> from head to toe, only <<his>> youthful face is visible. Locks of hair protrude from the sides of the cowl, betraying a golden shade. <<His>> smile does not reach <<his>> blue eyes.
<br><br>
"You must let us in," <<he>> says. "And these people out. It's urgent."
<br>
"I have orders from the master," the guard responds. "No one in or out until the party-"
<br>
"The party's over!" cries one of the masked guests. "Let us out before those things get here!"
<br><br>
Surrounded by agitated voices, the guard relents, and opens the gates.
<br><br>
<<link [[Next|Dance Job Stage Jordan Intro]]>><</link>>
<br>
<<else>>
<<npc "Jordan" 3>><<person3>>
Jordan stands at their head.
<br><br>
"You must let us in," <<he>> says. "And these people out. It's urgent."
<br>
"I have orders from the master," the guard responds. "No one in or out until the party-"
<br>
"The party's over!" cries one of the masked guests. "Let us out before those things get here!"
<br><br>
Surrounded by agitated voices, the guard relents, and opens the gates.
<br><br>
<<link [[Next|Dance Job Stage Jordan]]>><</link>>
<br>
<</if>><<effects>>
The
<<if maleChance() gte 100>>
monks
<<elseif maleChance() lte 0>>
nuns
<<else>>
monks and nuns
<</if>>
stride through the frightened crowd, eyes fixed on the manor, one hand hidden in the folds of their attire. All except the young leader, who instead watches the <<person1>><<personsimple>>.
<br><br>
"Jordan!" the <<personsimple>> says, rushing the leader, who catches <<him>> in an embrace. "I was so scared. This <<girl>> rescued me."
<br><br>
Jordan squeezes the <<person1>><<personsimple>>. "Thank you," <<person3>><<he>> says to you. "I'm Jordan. Priest at the temple on Wolf Street. You have what it takes to be initiated. Visit us, if you like." A
<<generate4>><<person4>>
<<person>> arrives at <<person3>><<his>> side, and takes the <<person1>><<personsimple>>'s hand. "I'll be with you soon." <<person3>><<He>> reaches into <<his>> clothes, and marches after the others.
<br><br>
<<link [[Next|Dance Job Stage Jordan End]]>><</link>>
<br><<effects>>
The
<<if maleChance() gte 100>>
monks
<<elseif maleChance() lte 0>>
nuns
<<else>>
monks and nuns
<</if>>
stride through the frightened crowd, eyes fixed on the manor, one hand hidden in the folds of their attire. All except Jordan, who instead watches the <<person1>><<personsimple>>.
<br><br>
"Jordan!" the <<personsimple>> says, rushing the priest, who catches <<him>> in an embrace. "I was so scared. This <<girl>> rescued me."
<br><br>
<<if $jordan_ritual_dance is 1>>
Jordan squeezes the <<person1>><<personsimple>>. "I didn't want to put you in danger," <<person3>><<he>> says, looking at you. "But thank you. You've done a great thing today." A
<<generate4>><<person4>>
<<person>> arrives at <<person3>><<his>> side, and takes the <<person1>><<personsimple>>'s hand. "I'll be with you soon." <<person3>><<He>> reaches into <<his>> clothes, and marches after the others.
<br><br>
<<else>>
Jordan squeezes the <<person1>><<person>>. "You've done a great thing today," <<he>> says. "Thank you." A
<<generate4>><<person4>>
<<person>> arrives at <<person3>><<his>> side, and takes the <<person1>><<personsimple>>'s hand. "I'll be with you soon." <<person3>><<He>> reaches into <<his>> clothes, and marches after the others.
<br><br>
<</if>>
<<link [[Next|Dance Job Stage Jordan End]]>><</link>>
<br><<effects>>
"I must insist you leave as well," says the <<person4>><<person>>.
<<undress "stage_jordan_end">>
<<storeon "dance_job_stage">>
<<silently>><<ruined>><</silently>>
<<storeon "stage_jordan_end">>
<<if $exposed gte 1>>
<<He>> wraps a towel around you.
<<towelup>>
<</if>>
<<if $temple_rank is "initiate">>
"You're not ready for this, initiate."
<<elseif $temple_rank is "monk">>
"Nice work. We'll take it from here."
<<elseif $temple_rank is "priest">>
"Forgive me, your grace, but we don't have your equipment."
<<else>>
"This is no place for laymen."
<</if>>
<br><br>
<<link [[Next|Danube Street]]>><<endevent>><<dance_job_end>><<clearNPC "dance_job_stage">><<set $eventskip to 1>><</link>>
<br><<effects>>
You press your ear against the safe, and listen close as you turn the dial.
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<<wearProp "wallet">>
A satisfying click, and the safe swings open, revealing its innards. Hard cash. You make it away <<moneyGain 300 true true "danubeDanceJob">> richer.
<br><br>
<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">That was too easy. You didn't learn anything.</span>
<br><br>
<</if>>
<<link [[Return to party|Dance Job Stage Explore End]]>><<handheldon>><</link>>
<br>
<<else>>
You almost have it, when a <<generate1>><<generate2>><<fullGroup>> step inside. Both wear masks.
<br><br>
"Looks like we have a dirty thief," the <<person1>><<person>> says, closing the door behind <<him>>. They close in, standing between you and the exit, both pairs of eyes on you.
<br>
"Let's teach <<phim>> a lesson," the <<person2>><<person>> replies. "Good and proper."
<<npcClothesType $NPCList[0] "formal">><<npcClothesType $NPCList[1] "formal">>
<br><br>
<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">That was too easy. You didn't learn anything.</span>
<br><br>
<</if>>
<<link [[Next|Dance Job Stage Explore Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Dance Job Stage Explore Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Dance Job Stage Explore Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Now get the fuck out," the <<person>> says. <<tearful>> you scramble from the room. The door shuts behind you.
<br><br>
<<tearful>> you recover.
<br><br>
<<clotheson>>
<<endcombat>>
<<if $exposed lte 1 or $dance_job_exposed gte 1>>
<<link [[Next|Dance Job Stage Explore End]]>><</link>>
<br>
<<else>>
<<link [[Next|Dance Job Stage Explore Exposed]]>><</link>>
<br>
<</if>>
<<else>>
You smack the <<person>> away from you, clearing a space. <<tearful>> you run through the door. They don't pursue.
<br><br>
<<clotheson>>
<<endcombat>>
<<if $exposed lte 1 or $dance_job_exposed gte 1>>
<<link [[Next|Dance Job Stage Explore End]]>><</link>>
<br>
<<else>>
<<link [[Next|Dance Job Stage Explore Exposed]]>><</link>>
<br>
<</if>>
<</if>><<effects>>
You run through the halls, looking for something to wear.
<br><br>
<<loadNPC 0 "dance_job_stage">><<person1>>
You rush into the arms of the <<person>>. <<covered>>
<br><br>
"Where do you think you're going?" <<he>> asks. "You have an audience waiting for you."
<br>
<<if $speech_attitude is "meek">>
"I-I can't be seen like this!" you say.
<<elseif $speech_attitude is "bratty">>
"I'm not humiliating myself like this!" you say.
<<else>>
"I'm not being seen like this!" you say.
<</if>>
<br>
"Then you don't get paid," the <<person>> replies. "Get out there or get out of the way so I can clean up this mess."
<br><br>
<<link [[Return to the party|Dance Job Stage Explore Exposed 2]]>><<trauma 12>><<stress 18>><<dance_job_interest 20>><</link>><<ggtrauma>><<gggstress>><<ggginterest>>
<br>
<<link [[Leave|Dance Job Stage Leave]]>><<endevent>><</link>>
<br><<effects>>
You feel your legs carry you back to the party. The <<person>> follows close behind.
<br><br>
Heads turns as you enter. Laughs are stifled, but leers are not.
<<set $dance_job_exposed to 1>>
<br><br>
<<link [[Next|Dance Job Stage Intermission End]]>><<endevent>><</link>>
<br><<effects>>
You open your mouth to speak, but the <<person>> cuts you off. "I won't hear it! Get to chopping."
<br><br>
<<link [[Chop carrots (0:05)|Dance Job Stage Explore Carrots]]>><<pass 5>><</link>>
<br><<effects>><<wearProp "knife">>
You chop the carrots. "Faster!" the <<person>> says after several minutes, dumping a sackful onto the counter beside you.
<br><br>
A <<generate2>><<person2>><<person>> arrives to rescue you. "They want you on stage," <<he>> says, regarding the carrots with confusion. "Hurry up."
<br>
"Stage?" the <<person1>><<person>> asks. "You're a performer? Why didn't you say something? Get out of my kitchen!"
<br><br>
You return to the party.
<br><br>
<<link [[Next|Dance Job Stage Intermission End]]>><<endevent>><</link>>
<br><<effects>>
You sneak to their discarded clothes, and rifle for jewellery and anything else that might turn some cash.
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
You squirrel away <span class="gold">£500</span> in stolen goods, and escape without detection. <<set $blackmoney += 500>><<crimeUp 500 "thievery">>
<br><br>
<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">That was too easy. You didn't learn anything.</span>
<br><br>
<</if>>
<<link [[Leave|Dance Job Stage Explore End]]>><<endevent>><</link>>
<br>
<<else>>
The <<person1>><<person>> screeches. <<crimeUp 100 "thievery">>You turn and dash back to the staircase empty-handed.
<br><br>
<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">That was too easy. You didn't learn anything.</span>
<br><br>
<</if>>
<<link [[Leave|Dance Job Stage Explore End]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
You return to the party before anyone notices your absence.
<br><br>
<<link [[Next|Dance Job Stage Intermission End]]>><</link>>
<br><<effects>>
The lights around the room dim, aside from the spotlight, which fixes on you. It follows you onto the stage as you prepare for the next performance.
<br><br>
<<link [[Next|Dance Job Stage Dance]]>><<set $dancestart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Dance Job Stage End Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Dance Job Stage End Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Security!" shouts the <<person>>. "Show this street scum out."
<br><br>
Two pairs of arms haul you to your feet, and drag you away from the stage. They pull you through a set of double doors, down a flight of steps, through the manor's entrance and across the manor's grounds. They shove you through the front gate, then throw the clothes you left in the dressing room after you.
<br><br>
<<tearful>> you stagger to your feet.
<br><br>
<<set $worn.under_upper to clone(setup.clothes.under_upper[0])>>
<<set $worn.under_lower to clone(setup.clothes.under_lower[0])>>
<<storeon "dance_job_stage">>
<<endcombat>>
<<link [[Next|Danube Street]]>><<endevent>><<dance_job_end>><<clearNPC "dance_job_stage">><<set $eventskip to 1>><</link>>
<br>
<<else>>
You crack the <<persons>> mask. <<He>> recoils, and covers <<his>> face with one hand. The other assailants back away.
<br><br>
<<tearful>> you seize the opportunity. You rush behind the stage.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Dance Job Stage End 2]]>><</link>>
<br>
<</if>><<effects>>
The <<beasttype>> pulls the contraption right in front of you. Now close, you can see a wad of cash lying on a cushion on the far side. Closer to you is an aperture, large enough to fit a person. Perhaps.
<br><br>
"I think that's your pay in there," says one of the masked guests beside you. "You just need to lean in and take it. Would be a shame for you to leave empty-handed."
<br><br>
<<if $dance_job_interest gte 100>>
Another masked figure leans forward, <span class="green">and chucks another wad of cash inside.</span> "For a job well done. What are you waiting for?"
<<earnFeat "Belle of the Ball">>
<br><br>
<</if>>
<<link [[Squeeze through the aperture|Dance Job Stage Cabin]]>><</link>>
<br>
<<link [[Walk away|Dance Job Stage Cabin Walk]]>><</link>>
<br>
/* <<if $submissive lte 500>> */
<<link [[Smash the glass|Dance Job Stage Cabin Smash]]>><<def 5>><</link>><<defianttext>><<physiquedifficulty 1 16000>>
<br>
/* <</if>> */<<effects>>
You turn and walk away. They can keep the money. A disappointed sigh follows as you disappear behind the stage.
<br><br>
<<link [[Next|Dance Job Stage End 2]]>><<endevent>><</link>><<effects>>
You upend the nearest chair, and snap off its leg. An interested murmur erupts as you heft your new weapon, and approach the cabin.
<br><br>
You swing at the glass!
<br><br>
<<if $physiqueSuccess>>
<span class="green">Your blow shatters the panel,</span> sending the shards cascading to the floor. A cry of shock goes up, and the masked audience back away.
<br><br>
You reach into the cabin, careful not to step on the broken remnants, and take the money.
<<if $dance_job_interest gte 100>>
You've gained <<printmoney 500000>><<money 500000 "danubeDanceJob">>.
<<else>>
You've gained <<printmoney 200000>><<money 200000 "danubeDanceJob">>.
<</if>>
<br><br>
That should give the perverts something to talk about.
<br><br>
<<link [[Next|Dance Job Stage End 2]]>><</link>>
<br>
<<else>>
<span class="red">Your blow bounces off.</span> You try again, but the glass only wobbles. You hear a sigh of relief.
<br><br>
<<link [[Squeeze through the aperture|Dance Job Stage Cabin]]>><</link>>
<br>
<<link [[Walk away|Dance Job Stage Cabin Walk]]>><</link>>
<br>
<</if>><<effects>>
You have to bend over to fit. You push your arms through, then your head, and your shoulders. You can almost reach the money. You push yourself further in, up to your waist, and your hand clasps around the cash. You've gained
<<if $dance_job_interest gte 100>>
<<printmoney 500000>><<money 500000 "danubeDanceJob">>.
<<else>>
<<printmoney 200000>><<money 200000 "danubeDanceJob">>.
<</if>>
<br><br>
As you touch it, <span class="pink">a brass contraption closes around your waist, locking you in place.</span> You try to squirm free, but you're stuck firm. You hear laughter through the glass.<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<<link [[Next|Dance Job Stage Cabin 2]]>><</link>>
<br><<effects>>
<<endevent>>
<<beastNEWinit 1 horse>>
<<if $horsedisable is "f" and ($monster is 1 or $bestialitydisable is "f") and random(1, 2) is 2>>
"Is it worth it?" asks once of the masked guests, peering at you through one of the panes. "Taking a horse for so little money." You feel fur press against your <<bottom>>.
<br><br>
<<link [[Next|Dance Job Stage Cabin Horse]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<endevent>>
<<loadNPC 0 "dance_job_stage">><<person1>>
"<<Ladies_gentlemen>>," announces the <<person>>. "Shall we send our entertainment off in style?" You feel a sharp whack to your <<bottom>>. <<gpain>><<pain 4>>
<br><br>
"You'll have to hit harder than that if you want to get anywhere," <<he>> continues. "Who's up next?" You feel another whack, this one harder. The force jolts the cabin forwards a little.<<gpain>><<pain 4>>
<br><br>
<<link [[Next|Dance Job Stage Cabin Spank]]>><</link>>
<br>
<</if>><<effects>>
The masked guests take turns spanking you. They must be lining up behind. Each blow inches you closer to the door. You're feeling raw by the time you arrive.<<gggpain>><<pain 18>>
<br><br>
You see a hall through the glass, and a flight of steps leading down. The cabin teeters on the edge. Beyond stand another pair of doors, these leading outside.
<br><br>
"Thank you for coming," says the <<person>>, right behind you. "Until next time." Another smack to your rear. This one harder than any before. The cabin lurches forward.
<br><br>
<<link [[Next|Dance Job Stage Cabin Spank 2]]>><</link>>
<br><<effects>>
The cabin carries you down the steps, and through the next set of doors. You roll downhill, through the manor grounds and the front gate, before the cabin comes to a stop.<<gtrauma>><<ggstress>><<trauma 6>><<stress 12>>
<br><br>
The contraption loosens, freeing you. You're stood on the street outside.
<<endevent>>
<<generate1>><<person1>>A <<person>> in a security outfit throws you a bundle of fabric as the gate rattles shut. It's the clothes you left in the dressing room.
<br><br>
<<set $worn.under_upper to clone(setup.clothes.under_upper[0])>>
<<set $worn.under_lower to clone(setup.clothes.under_lower[0])>>
<<storeon "dance_job_stage">>
<<link [[Next|Danube Street]]>><<endevent>><<dance_job_end>><<clearNPC "dance_job_stage">><<set $eventskip to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<set $NPCList[0].stance to "top">>
<<if $NPCList[0].penis isnot "none">>
<<set $position to "doggy">>
<<set $position to "wall">>
<<set $walltype to "wall">>
<<else>>
<<set $position to "missionary">>
<</if>>
<<set $position_lock to 1>>
<</if>>
<<effects>>
<<effectsman>>
<br><br>
<<beast $enemyno>>
<br><br>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Dance Job Stage Cabin Horse Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|$passage]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
The masked audience laugh and jeer as the <<beasttype>> steps away. You hear a thwump, and the contraption holding your waist loosens, freeing you.
<<clotheson>>
<<endcombat>>
<<tearful>> you steady yourself. <<loadNPC 0 "dance_job_stage">><<person1>>"A round of applause for our entertainment this evening!" shouts the <<person>>. Polite clapping erupts as you hurry behind the stage.
<br><br>
<<link [[Next|Dance Job Stage End 2]]>><</link>>
<br>
<<else>>
Spooked, the <<beasttype>> bolts through the room, scattering tables and masked attendees out of the way. The audience applauds the spectacle, despite the danger.
<br><br>
<<clotheson>>
<<endcombat>>
The contraption around your waist loosens, freeing you. <<tearful>> you steady yourself. <<loadNPC 0 "dance_job_stage">><<person1>>"A round of applause for our entertainment this evening!" shouts the <<person>>. Polite clapping erupts as you hurry behind the stage.
<br><br>
<<link [[Next|Dance Job Stage End 2]]>><</link>>
<br>
<</if>><<effects>>
You walk down the thin corridor, back to the dressing room, where you find your clothes waiting in front of the mirror.
<br><br>
<<set $worn.under_upper to clone(setup.clothes.under_upper[0])>>
<<set $worn.under_lower to clone(setup.clothes.under_lower[0])>>
<<storeon "dance_job_stage">>
<<endevent>>
You emerge after dressing, and find a <<generate1>><<person1>><<person>> in a security uniform waiting for you. "Come with me," <<he>> says. "Don't dawdle now."
<br><br>
<<He>> leads you outside, and escorts you from the premises.
<br><br>
<<link [[Next|Danube Street]]>><<endevent>><<dance_job_end>><<clearNPC "dance_job_stage">><<set $eventskip to 1>><</link>><<set $outside to 0>><<set $location to "dance_studio">><<effects>>
You are in the dance studio. Here you can pay for lessons to improve your dancing skill. They also offer lessons on how to walk in high heels, as well as yoga lessons. The instructor is said to be well-connected in the professional scene. Lessons cost £12.
<br><br>
<<set _store_location to "dance_studio">>
<<set _earSlimeEnableDancewear to true>>
<<if $stress gte $stressmax>>
<<passoutshop>>
<<else>>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "danceStudio">>
<</if>>
<<if Time.hour is $closinghour>>
It's closing time. The receptionist is herding everyone outside.<<if $exposed gte 1>>Panic swells within you as you realise how exposed you'll be should you be found in this state of dress.<</if>>
<br>
<<storeon _store_location "check">>
<<if _store_check is 1>>
<br>
You remember you left your clothes in the changing room.
<br>
<<link [[Dress before leaving|Barb Street]]>><<storeload _store_location>><</link>>
<br>
<</if>>
<<elseif $openinghours is 0>>
You are alone in the darkness.
<br><br>
<<elseif $exposed gte 1>>
<<if $uncomfortable.nude is false>>
You are hiding in a cupboard, you wouldn't mind others seeing you exposed, but this time you stay put.
<<else>>
You are hiding in a cupboard to protect your dignity.
<</if>>
<br><br>
<</if>>
<<if $openinghours is 1 and $exposed lt 1>>
<<if $dance_job_intro>>
<<if $weekly.danceJob is "done">>
<span class="blue">Charlie will have another job for you next week.</span>
<br>
<<else>>
<<socialiseicon "ask">><<link [[Ask for work|Dance Job Ask]]>><</link>>
<br>
<</if>>
<</if>>
<<if $exposed lt 1>>
<<if $money gte 1200>>
<<if $danceskill gte 800 and $dance_job_intro is undefined and $dancestudiointro gte 1>>
<<dancestudioicon>><<link [[Take a dance lesson (£12 1:00)|Dancing Lesson Job Intro]]>><</link>><<gtiredness>><<note "+ + Dancing Skill" "green">>
<br>
<<else>>
<<dancestudioicon>><<link [[Take a dance lesson (£12 1:00)|Dancing Lesson]]>><<set $phase to 0>><<money -1200 "danceStudioLessons">><<set $dancestage to 0>><</link>><<gtiredness>><<note "+ + Dancing Skill" "green">>
<br>
<</if>>
<<else>>
<span class="blue">You can't afford a dance lesson.</span>
<br>
<</if>>
<</if>>
<<if (Time.weekDay is 3 or Time.weekDay is 5) and $worn.feet.type.includes("heels")>>
<<if $money gte 1200 and $exposed lt 1>>
<<heelsicon>><<link [[Take high heel lesson (£12 0:30)|Heel Lesson]]>><<set $phase to 0>><<money -1200 "danceStudioLessons">><<pass 30>><</link>><<ggtiredness>><<gfeetskill>>
<br>
<</if>>
<<else>>
<<socialiseicon "ask">><<link [[Enquire about high heel lessons|Heel Lesson Inquiry]]>><</link>>
<br>
<</if>>
<<if (Time.weekDay is 2 or Time.weekDay is 4 or Time.weekDay is 6)>>
<<if $money gte 2200>>
<<ind>><<link [[Take a yoga lesson (£22 1:00)|Yoga Classes Change Room]]>><</link>><<gtiredness>><<gwillpower>><<llstress>>
<</if>>
<br>
<<else>>
<<socialiseicon "ask">><<link [[Enquire about yoga lessons|Yoga Classes Inquire]]>><</link>>
<br>
<</if>>
<</if>>
<<if Time.hour isnot $closinghour>>
<<shopicon "clothing">><<link [[Changing room|Dance Studio Changing Room]]>><</link>>
<br>
<</if>>
<<if $openinghours is 0 and Time.hour isnot $closinghour and !$weekly.theft.danceStudio>>
<<shopicon "register">><<link [[Examine the cash register|Dance Studio Register]]>><</link>>
<br>
<</if>>
<br>
<<storeon _store_location "check">>
<<outfitChecks>>
<<if _store_check is 1 and _topless or _bottomless and $exposed is 1>>
You left clothes in the changing room. Your <span class="lewd"><<lewdness>></span> is fine in here, but would be considered lewd outside.
<br><br>
<<if hasSexStat("exhibitionism", 2)>>
<<getouticon>><<link [[Go outside anyway|Dance Studio Outside Exhibitionism]]>><</link>><<if $daily.ex.studio isnot 1>><<exhibitionist2>><</if>>
<br>
<</if>>
<<else>>
<<barbicon>><<link [[Leave|Barb Street]]>><</link>>
<br><br>
<</if>>
<</if>><<effects>>
You are in the dance studio's changing room. Benches line the walls, with hooks for clothing hanging above.
<br><br>
<<dancingclothes>>
<<getouticon>><<link [[Leave|Dance Studio]]>><</link>><<effects>>
<<flaunting>> you step outside. You're not wearing normal outdoor attire. A few people glance over and look you up and down, examining your contours.
<<if $daily.ex.studio isnot 1>>
<<set $daily.ex.studio to 1>><<exhibitionism3>>
<<else>>
<br><br>
<</if>>
Your heart beats faster as you walk away from the dance studio, and away from relative safety.
<br><br>
<<link [[Next|Barb Street]]>><</link>>
<br><<set $outside to 1>><<effects>><<set $lock to 200>>
<<openinghours>>
<<if currentSkillValue('skulduggery') gte $lock>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span>
<br><br>
<<else>>
<<wearProp "lockpick">>
<span class="green">The lock looks easy to pick.</span>
<br><br>
<<lockicon "pick">><<link [[Pick it (0:10)|Dance Studio]]>><<handheldon>><<pass 10>><<crimeUp 5 "trespassing">><</link>><<crime "trespassing">>
<br>
<</if>>
<<else>>
<span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>>
<br><br>
<</if>>
<<getouticon>><<link [[Leave|Barb Street]]>><<handheldon>><</link>>
<br><<effects>>
<<if $phase is 1>>
"H-hello..." you mumble, eyes transfixed on your feet.
<br><br>
Without saying anything, the instructor walks over to you and puts a protective arm around your shoulders. <<He>> whispers, "Don't worry, I don't bite. My name's Charlie. I'll help you out of your shell." <<He>> gently escorts you over to the rest of the class before commencing the lesson.
<<elseif $phase is 2>>
"Pleased to meet you! I can't wait to get started!"
<br><br>
The instructor responds, "Woah there, eagerness is all well and good, but too much will get your muscles strained." Despite <<his>> caution, <<he>> seems happy. "Come on over. I'm Charlie by the way. I'll be your teacher. Right then, where was I?" You head over as the lesson commences.
<<elseif $phase is 3>>
<<promiscuity1>>"Nice outfit. Really shows off your assets." You let your eyes probe <<his>> body, letting <<him>> know exactly which assets you mean.
<br><br>
<<He>> shifts uncomfortably on the spot, as if suddenly self-conscious. <<He>> looks annoyed, "Would you like to take your place over here? My name's Charlie." <<He>> turns back to the rest of the class as you head over. The lesson soon commences.
<</if>>
<br><br>
<<link [[Next|$danceStudioIntroExit]]>><<unset $danceStudioIntroExit>><<endevent>><</link>>
<br><<if $dancestudiointro is 1 and $phase is 0>><<pass 20>><</if>>
<<set $outside to 0>><<set $location to "dance_studio">><<effects>>
<<if $dancestudiointro isnot 1>>
<<danceStudioIntro "Dancing Lesson">>
<<elseif $dancestage gte 2>>
<<tiredness 4>><<danceskill 14>><<danceskilluse>><<wearandtear "dance">><<physique 2>>
The rest of the lesson passes uneventfully.
<br><br>
<<link [[Next|Dance Studio]]>><<endevent>><</link>>
<<else>>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "danceStudioLesson">>
<</if>>
<<if $exposed gte 1>>
You seem to be distracting the class somehow. Looking down, you immediately discover why.
<<if $uncomfortable.nude is false>>
You feel a thrill at your exposure, and let the others take a quick peek of your body.
<br>
You cover yourself, trying to feign decency as Charlie rushes over to you with some towels.
<<towelup>><<garousal>><<gstress>><<gtrauma>><<arousal 100>><<npcincr Charlie love 1>><<glove>>
<br><br>
<<else>>
Yelping, you cover yourself as Charlie rushes over to you with some towels.
<<towelup>><<garousal>><<gstress>><<gtrauma>><<arousal 100>><<stress 1>><<trauma 1>><<npcincr Charlie love 1>><<glove>>
<br><br>
<</if>>
<</if>>
<<tiredness 4>><<set $dancestage += 1>><<danceskill 14>><<danceskilluse>><<wearandtear "dance">><<physique 2>><<npc Charlie>><<person1>>
<<if $rng lte 20>>
<<set $dancelesson to "barre">>
You stretch and work your muscles using a barre.
<<if currentSkillValue('danceskill') lte 200>>
It's hard work to stay balanced. You can see in the mirror that you look a bit silly, especially compared to the more experienced students.
<<elseif currentSkillValue('danceskill') lte 800>>
You're pretty good at staying balanced. You are able to practise more advanced techniques.
<<else>>
You are able to use it as a surrogate partner, supporting your weight as you practise airborne techniques. Some of the other students look on with envy.
<</if>>
<br><br>
<<elseif $rng lte 40>>
<<set $dancelesson to "duo">><<generate2>><<person2>>
You partner up with a <<person>>.
<<if currentSkillValue('danceskill') lte 200>>
<<He>> has more experience than you, so you let <<him>> take the lead.
<<elseif currentSkillValue('danceskill') lte 800>>
You practise techniques requiring a partner, taking turns supporting one another.
<<elseif currentSkillValue('danceskill') lte 1000>>
Being so experienced, you take the lead, careful not to push <<him>> too hard.
<</if>>
<br><br>
<<elseif $rng lte 60>>
<<set $dancelesson to "airbarre">>
You stretch and work your muscles using an air barre.
<<if currentSkillValue('danceskill') lte 200>>
More experienced students use it to develop strength and poise. You just have fun swinging around.
<<elseif currentSkillValue('danceskill') lte 800>>
You work on developing your poise.
<<elseif currentSkillValue('danceskill') lte 1000>>
Held aloft, you are able to fully demonstrate your grace and skill.
<</if>>
<br><br>
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
You realise it may have been a mistake to wear a skirt. Performing airborne exercises without displaying your <<undies>> for the whole class to see proves to be virtually impossible.
<<set _uncomVar to ($worn.under_lower.type.includes("naked") ? "nude" : "underwear")>>
<<if $uncomfortable[_uncomVar] is false>>
<span class="lewd">You don't mind people looking.</span>
<<garousal>><<arousal 600>>
<br><br>
<<else>>
<<garousal>><<gstress>><<gtrauma>><<arousal 600>><<stress 6>><<trauma 6>>
<br><br>
<</if>>
<</if>>
<<elseif $rng lte 80>>
<<set $dancelesson to "instructor">>
Charlie gives you some personal attention.
<<if currentSkillValue('danceskill') lte 200>>
<<He>> helps you with the basics.
<<elseif currentSkillValue('danceskill') lte 800>>
<<He>> demonstrates some new steps for you to try.
<<elseif currentSkillValue('danceskill') lte 1000>>
<<He>> helps you iron out some flaws in your posture.
<</if>>
<br><br>
<<elseif $rng lte 100>>
<<set $dancelesson to "noinstructor">>
Charlie demonstrates some moves in front of the class, who do their best to emulate <<him>>.
<br><br>
<</if>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure) and $eventskip is 0>>
<<eventsdance>>
<<else>>
<<link [[Next|Dancing Lesson]]>><<endevent>><</link>>
<</if>>
<</if>><<widget "eventsdance">>
<<set $dangerevent to random(1, 100)>>
<<if $dancelesson is "barre">>
<<endevent>><<generate1>><<person1>>Charlie announces that they need to clear some room and asks you and a <<person>> to put away the portable barre. You manage to carry it out of the studio and into a room filled with other equipment. As you put it down however, you hear the door shut behind you. <span class="red">You turn to find the <<person>> advancing on you, lust in <<his>> eyes.</span>
<br><br>
<<link [[Next|Dance Studio Molestation]]>><<set $molestationstart to 1>><</link>>
<<elseif $dancelesson is "duo">>
You don't think <<he>> has to keep <<his>> hand that close to your butt. Or pull your body that close against <<his>> for that matter. <span class="blue">You can feel <<his>> hardened <<if $NPCList[1].penis is "clothed">>penis<<else>>nipples<</if>> pressing against you.</span>
<br><br>
<<link [[Endure|Dance Studio Duo]]>><<set $phase to 0>><</link>><<garousal>>
<br>
<<link [[Push away|Dance Studio Duo]]>><<set $phase to 1>><</link>>
<br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Reciprocate|Dance Studio Duo]]>><<set $phase to 2>><</link>><<promiscuous2>>
<br>
<</if>>
<<elseif $dancelesson is "airbarre">>
The barre gives way slightly, enough to disrupt your delicate balance. Instinct causes you to twist in an attempt to save yourself from falling. You succeed, but the barre becomes wrapped around your waist.
<br><br>
<<if $worn.lower.type.includes("naked")>>
<<if !$worn.under_lower.type.includes("naked")>>
You try to struggle back upright, but with no success. Worse, you start to slip despite the barre coiled tightly around your body. You fall onto your back with a thud.
<<if $uncomfortable.nude is false>>
As you regain your bearings, you see your $worn.under_lower.name suspended in the air above you. You take your time and wear a confident smile as you retrieve them, despite the whispers and giggling all around you.
<<garousal>>
<<else>>
As you regain your bearings, you see your $worn.under_lower.name suspended in the air above you. Flustered at your <<genitals>> being exposed in the middle of class like this, you hasten to recover your $worn.under_lower.name as quickly as you can, conscious of the whispers and giggling all around you.
<<gtrauma>><<gstress>><<garousal>>
<</if>>
<<else>>
<<if $uncomfortable.nude is false>>
You try to struggle back upright, but with no success. Worse, you start to slip despite the barre coiled tightly around your body. You fall onto your back with a thud. Your legs spread apart, giving the whole room a clear view of your <<genitals>>. You feign horror, unbothered by the whispers and giggling all around you.
<<garousal>>
<<else>>
You try to struggle back upright, but with no success. Worse, you start to slip despite the barre coiled tightly around your body. You fall onto your back with a thud. Your legs spread apart, giving the whole room a clear view of your <<undies>> and causing your face to flush red with embarrassment. You hasten to cover up as quickly as you can, conscious of the whispers and giggling all around you.
<<gtrauma>><<gstress>><<garousal>>
<</if>>
<</if>>
<<elseif currentSkillValue('danceskill') gte 600>>
You skilfully shift your weight and ride the momentum back into an upright position. That was close!
<<else>>
<<if $uncomfortable.underwear is false>>
You try to struggle back upright, but with no success. Worse, you start to slip despite the barre coiled tightly around your body. You fall onto your back with a thud. As you regain your bearings, you see your <<bottoms>> suspended in the air above you. You take your time and wear a confident smile as you retrieve them, despite the whispers and giggling all around you. You wouldn't mind showing off even more.
<<else>>
You try to struggle back upright, but with no success. Worse, you start to slip despite the barre coiled tightly around your body. You fall onto your back with a thud. As you regain your bearings, you see your <<bottoms>> suspended in the air above you. Flustered at your <<undies>> being exposed in the middle of class like this, you hasten to recover your <<bottoms>> as soon as you can, conscious of the whispers and giggling all around you.
<<gtrauma>><<gstress>><<garousal>>
<</if>>
<</if>>
<br><br>
<<link [[Next|Dancing Lesson]]>><<endevent>><</link>>
<<elseif $dancelesson is "instructor">>
<<He>> presses <<his>> body against your back and holds your hands in <<his>> own so that <<he>> can more directly demonstrate to you. <<takeHandholdingVirginity "Charlie">>Despite <<him>> making no overtly sexual moves, you can't help but feel a little turned on with <<his>> toned body so intimately close to yours.
<<garousal>><<arousal 300>>
<br><br>
<<link [[Meek compliment|Dance Studio Instructor]]>><</link>>
<br>
<<link [[Confident brag|Dance Studio Instructor]]>><<set $phase to 1>><</link>>
<br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Flirt|Dance Studio Instructor]]>><<set $phase to 2>><</link>><<promiscuous2>>
<br>
<</if>>
<<else>>
The receptionist peeks her head through the door and looks at Charlie, who seems to understand her meaning. "I need to take five," <<he>> announces. "Keep practising, I won't be long."
<br><br>
<<endevent>>
<<if $dancestudioanger gte 10>>
<<set $dancestudioanger -= 10>>
<<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>><<person1>>The sound of the door shutting is more ominous than usual. You soon realise why, the rest of the room is all but silent. Everyone else is looking at you. A <<person>> speaks. <span class="red">"We've had enough of your shit. Time for a real lesson."</span> They rush toward you.
<br><br>
<<link [[Next|Dance Studio Strip]]>><<set $molestationstart to 1>><<set $timer to 10>><</link>>
<br>
<<else>>
How do you want to conduct yourself while Charlie is away?
<br><br>
<<link [[Focus on practising|Dancing Lesson No Instructor]]>><</link>>
<br>
<<link [[Help other students|Dancing Lesson No Instructor]]>><<set $phase to 1>><</link>>
<br>
<<if $trauma gte 1 and currentSkillValue('danceskill') gte 200>>
<<link [[Showboat your skills in front of less experienced students|Dancing Lesson No Instructor]]>><<set $phase to 2>><</link>><<lstress>>
<br>
<</if>>
<</if>>
<</if>>
<</widget>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $alarm is 1 and _combatend is true>>
<<if $rescue is 1>>
<<else>>
No one comes to your aid.
<<set $alarm to 0>>
<<if $drugged gte 1>>The drugs inhibit you, you couldn't cry very convincingly.<</if>>
<br><br>
<<if $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Dance Studio Molestation Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0>>
<span id="next"><<link [[Next|Dance Studio Molestation Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Dance Studio Molestation]]>><</link>></span><<nexttext>>
<</if>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax and _combatend is true>>
<span id="next"><<link [[Next|Dance Studio Molestation Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0 and _combatend is true>>
<span id="next"><<link [[Next|Dance Studio Molestation Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Dance Studio Molestation]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<ejaculation>>
<<if $enemyanger gte ($enemyangermax / 5) * 3>>
"Don't you DARE tell anyone about this." Before leaving, <<he>> spits on you for good measure.
<br><br>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">>
<<elseif $enemyanger gte 1>>
"Don't you dare tell anyone about this." With that, <<he>> leaves.
<br><br>
<<else>>
<<He>> smiles at you, "Let this be our little secret, okay?" <<He>> leaves you sprawled on the floor.
<br><br>
<</if>>
<<clotheson>>
<<tearful>> you struggle to your feet and make your way back to the studio. You hope you can put on a brave face.
<br><br>
<<endcombat>>
<<link [[Next|Dancing Lesson]]>><</link>><<effects>>
<<He>> yells out and falls to the ground. <span class="green"><<tearful>> you use the opportunity to flee the room and escape back to the studio.</span>
<br><br>
<<endcombat>>
<<npc Charlie>><<person1>>
Charlie immediately recognises that something is wrong. <<He>> pulls you aside and gently enquires. Wanting to put your ordeal behind you, you tell <<him>> that everything is fine. Charlie continues the lesson, but still looks concerned.
<<npcincr Charlie love 2>><<glove>>
<br><br>
<<clothesontowel>>
<<endevent>>
<<link [[Next|Dancing Lesson]]>><</link>><<set $outside to 0>><<set $location to "dance_studio">><<effects>>
<<if $phase is 0>>
Your reticence encourages <<him>> to be more bold. <<He>> takes every opportunity to grope and fondle you as you try your best to ignore <<him>> and focus. You breathe a sigh of relief when Charlie announces that it's time for something different.
<<arousal 300 "breasts">><<arousal 300 "bottom">>
<br><br>
<<elseif $phase is 1>>
You push <<him>> away from you, causing <<him>> to trip over <<his>> feet and falls loudly to the floor. Cursing, <<he>> stands up as Charlie announces that it's time to change partners. The <<person2>><<person>> gives you one last angry look before being matched up with an elderly <<personsimple>>; <span class="pink">the entire class seems irritated with your behaviour.</span>
<<set $dancestudioanger += 1>>
<br><br>
<<elseif $phase is 2>>
<<promiscuity2>>Not wanting to be outdone, you return <<his>> fondling with your own. Hiding the lewd touching under the veneer of dance practice, you grope each other right in the middle of the room, the rest of the class ignorant of the lechery occurring right in front of them. By the time Charlie calls for a stop, both you and the <<person>> are breathing far more heavily than anyone else.
<br><br>
<</if>>
<<link [[Next|Dancing Lesson]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "dance_studio">><<effects>>
<<if $phase is 0>>
You turn your head to look at <<him>>. "I hope to be as good as you someday." You avert your eyes meekly when <<he>> tries to meet your gaze.
<br>
<<He>> squeezes your hands slightly, "You will be, and sooner than you think." You swear <<he>> gives you more attention than the other students for the rest of the lesson.
<<npcincr Charlie love 2>><<glove>> <<danceskilluse>>
<br><br>
<span class="pink">The other students notice too, many give you jealous looks.</span>
<<set $dancestudioanger += 1>>
<<elseif $phase is 1>>
"You'd better watch out," you announce, "I'll be bettering you soon!"
<br>
<<He>> laughs, "I hope so, means I've done my job right. Now, shut your yap a moment and watch closely..."
<<elseif $phase is 2>>
You rub your butt against <<his>> crotch. "You're so fit and well formed, I don't know how you do it."
<br>
<<He>> moves <<his>> pelvis away from you, blood rushing to <<his>> face. "Y-yes. I mean, no, I mean... you're doing OK, I need to go check on someone else." <<He>> avoids looking in your direction for the rest of the lesson.<<npcincr Charlie love -2>><<llove>>
<<promiscuity2>>
<</if>>
<br><br>
<<link [[Next|Dancing Lesson]]>><<endevent>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<npcstrip>>
<<set $timer to 5>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or $timer lte 0>>
<span id="next"><<link [[Next|Dance Studio Strip Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Dance Studio Strip]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "dance_studio">><<effects>>
<<if $phase is 0>>
<<endevent>>
<<npc Charlie>><<person1>>
You practise as Charlie demonstrated. It's not long before <<he>> returns.
<<danceskilluse>>
<<elseif $phase is 1>>
<<endevent>>
<<npc Charlie>><<person1>>
A <<generate2>><<person2>><<person>> near you loses <<his>> balance and would have fallen to the floor had you not intervened. You spend some time teaching <<him>> how to remain composed. You don't learn much yourself, but <<he>> is clearly grateful, <span class="green">and the class seems pleased with your generosity.</span> Charlie soon returns.
<<set $dancestudioanger -= 1>>
<<elseif $phase is 2>>
<<endevent>>
<<npc Charlie>><<person1>>
You flaunt your skill in front of the other students. It feels good to act superior, <span class="pink">but the looks you receive suggest that the other students dislike being shown up like this.</span> Charlie soon returns.
<<stress -12>><<set $dancestudioanger += 1>>
<</if>>
<br><br>
<<link [[Next|Dancing Lesson]]>><<endevent>><</link>><<if $enemyhealth lte 0>>
<span class="green">You hear Charlie's voice growing louder above the jeers of the <<group>>.</span> "There's more where this came from," the <<person2>><<person>> says as they cease their attack.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Dancing Lesson]]>><</link>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<span class="green">You hear Charlie's voice growing louder above the jeers of the <<group>>.</span> "There's more where this came from," the <<person2>><<person>> says as they cease their attack.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Dancing Lesson]]>><</link>>
<<else>>
<span class="green">You hear Charlie's voice growing louder above the jeers of the <<group>>.</span> "There's more where this came from," the <<person2>><<person>> says as they cease their attack.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Dancing Lesson]]>><</link>>
<</if>><<widget "yogalessons">>
<<if $worn.under_upper.type.includes("dance")>>
<<switch random(1,4)>>
<<case 1>>
<<if ["lightheaded","dizzy"].includes(_pregnancyDailyEvent)>>
Charlie nods at your <<bellyDescription>> and asks how you've been feeling.
<br><br>
<<if $speech_attitude is "meek">>
"I'm hanging in there," you say with a timid little smile. "Just a bit light-headed lately. I was worried I'd faint this morning."
<<elseif $speech_attitude is "bratty">>
"Eh, could be better," you say with a shrug. "Vertigo is kicking my ass today."
<<else>>
"A little dizzy," you admit. "But otherwise fine."
<</if>>
<br><br>
Charlie nods. "That's to be expected," <<nnpc_he "Charlie">> says. "We'll take it easy in class today with some restorative yoga. There are poses that can help mitigate the dizziness by evening out blood circulation and improving your centre of balance." <<nnpc_He "Charlie">> demonstrates some poses, and you feel steadier on your feet after completing the routine.
<<else>>
The lesson goes on. You are able to follow without much difficulty.
<</if>>
<<case 2>>
<<if ["cramping"].includes(_pregnancyDailyEvent)>>
Charlie leads the class in performing side lunges. You feel the stretch in your pelvic floor as you follow <<nnpc_his "Charlie">> instructions, and it eases your cramps. You sigh with relief. <<lpain>><<pain -12>>
<<else>>
Charlie demonstrates a couple of the easier positions. They are a good warm up, and you can feel your body getting a good stretch.
<</if>>
<<case 3>>
<<if ["crying"].includes(_pregnancyDailyEvent)>>
Charlie leads the class in performing a move called child's pose. You smile at the name, placing a hand over your <<bellyDescription>>. You kneel and bow your forehead to the mat, stretching your arms in front of you as you sit back on your heels. Charlie instructs you to hold the pose for several long, steady breaths to release the tension you're carrying in your body. You don't know why, but you soon find yourself crying.
<br><br>
When you come out of the pose, your yoga mat is wet with tears. Charlie gives you a concerned look as you wipe your face. <<nnpc_He "Charlie">> discreetly approaches you. "Yoga is cathartic, isn't it?" <<nnpc_he "Charlie">> murmurs. "Don't be afraid to release those emotions." <<nnpc_He "Charlie">> gives your hand a quick squeeze before returning to the front of the classroom. <<ltrauma>><<glove>><<trauma -6>><<npcincr Charlie love 1>>
<<else>>
<<if ["angry"].includes(_pregnancyDailyEvent)>>
With Charlie's guidance, you and your classmates practise breathing exercises designed to help expel pent-up emotions. All the little irritants that had been building up throughout the day dissipate as you breathe through each stretch. <<lstress>><<stress -12>>
<<else>>
Charlie demonstrates a couple of the more difficult positions. They are much harder to maintain and you soon start to feel your body getting tired.
<</if>>
<</if>>
<<case 4>>
As the lesson progresses, Charlie chooses a position that is particularly hard to maintain. Noticing your struggle, <<nnpc_he "Charlie">> approaches you. <<nnpc_He "Charlie">> points out your errors and helps you to correct them. You soon feel a lot more stable, and are able to stay in position with much more ease.
<</switch>>
<<else>>
<<switch random(1,4)>>
<<case 1>>
The lesson goes on. Despite a mix of embarrassment and arousal you are able to follow without much difficulty.
<<case 2>>
Charlie demonstrates a couple of the easier positions. They are a good warm up, but also makes you feel much more conscious of your lewd state. You swear other students are looking at you from time to time.
<<case 3>>
Charlie demonstrates a couple of the more difficult positions. They are challenging enough that you almost forget how exposed you are. Most other students also seem too absorbed in the exercise to pay attention to you.
<<case 4>>
As the lesson progresses, Charlie chooses a position that is particularly hard to maintain. Noticing your struggle, <<nnpc_he "Charlie">> approaches you. Despite <<nnpc_his "Charlie">> clear embarrassment <<nnpc_he "Charlie">> points out your errors and helps you to correct them. You soon feel a lot more stable, and are able to stay in position with much more ease.
<</switch>>
<</if>>
<br><br>
<<link [[Next|Yoga Classes Start 2]]>><</link>>
<</widget>>
<<widget "yogalewd">>
<<if $worn.under_upper.type.includes("dance")>>
<<endevent>><<generate1>>
<<switch random (1,2)>>
<<case 1>>
Charlie asks you and another student to help put the mats away. You both take a couple and take them to the closet. As soon as you enter, you hear the sound of mats hitting the floor, as well as the door being shut. You look back and see the <<person1>><<person>> approaching you.
<br><br>
<<link [[Next|Yoga Classes Molestation]]>><<set $molestationstart to 1>><</link>>
<<case 2>>
As the lesson progresses, Charlie gets called outside the classroom. <<nnpc_He "Charlie">> tells everyone to maintain position, and that <<nnpc_he "Charlie">> should be back in a minute. You try to do as <<nnpc_he "Charlie">> says, but soon feel a hand touching your butt.
<br><br>
"Better stay quiet," the <<person1>><<person>> says. "We don't want to cause a scene, do we?"
<br><br>
<<link [[Next|Yoga Classes Molestation]]>><<set $molestationstart to 1>><</link>>
<</switch>>
<<else>>
<<endevent>><<generate1>><<generate2>><<generate3>><<generate4>>
As the lesson progresses, Charlie gets called outside the classroom. <<nnpc_He "Charlie">> tells everyone to maintain position, and that <<nnpc_he "Charlie">> would be back in a minute. You try to do as <<nnpc_he "Charlie">> says, but soon feel a hand touching your butt.
<br><br>
"Coming here dressed like this," the <<person1>><<person>> says. "You're asking for it, right?"
<br><br>
As you look around, you notice several other people have also gotten closer, gazing at your <<lewdness>> lustfully.
<br><br>
<<link [[Stay quiet|Yoga Classes Non-Orgy]]>><<set $molestationstart to 1>><</link>>
<br>
<<if hasSexStat("promiscuity", 5)>>
<<link [[Offer yourself|Yoga Classes Orgy]]>><<set $sexstart to 1>><</link>><<promiscuous5>>
<</if>>
<</if>>
<</widget>><<effects>>
The receptionist looks at the advertisement. "Oh, that? It's the newest addition to our studio. Lessons happen every Monday, Wednesday and Friday. They can be a little more expensive than our dance lessons, but are great for flexibility."
<br><br>
<<if playerBellyVisible()>>
The receptionist glances at your <<bellyDescription "pc">>. "Yoga is also a great form of prenatal exercise and has many benefits for you and your baby. Just keep in mind that if you want to participate, you better come with clothes that are easy to move in."
<br><br>
<<else>>
The receptionist looks back at you. "Besides, there are great therapeutic benefits to yoga. Just keep in mind that, if you want to participate, you better come with clothes that are easy to move in."
<br><br>
<</if>>
<<link [[Next|Dance Studio]]>><</link>><<effects>>
You enter the changing room, and think about how you would like to dress for the lesson.
<br><br>
<<dancingclothes>>
<<if _store_check is 1>>
<<getinicon>><<link [[Enter|Yoga Classes Enter]]>><</link>>
<br>
<</if>>
<<getouticon>><<link [[Leave|Dance Studio]]>><</link>>
<br>
<<if hasSexStat("exhibitionism", 5)>>
<<getinicon>><<link [[Go naked|Yoga Classes Enter]]>><<strip>><</link>><<exhibitionist5>>
<br>
<</if>><<effects>>
<<set $dancestage to 0>>
<<if $dancestudiointro isnot 1>>
<<danceStudioIntro "Yoga Classes Start 2">>
<<elseif $worn.under_upper.type.includes("dance")>>
In your yoga clothes, you enter the classroom. Several mats are scattered on the floor, many of them already taken by the other students. No one pays attention to you, and you choose a mat closer to the back of the class to sit down.
<br><br>
Soon, Charlie enters the classroom. <<nnpc_He "Charlie">> goes to the front, sitting on a mat facing the students. The lesson is about to start.
<br><br>
<<link [[Next|Yoga Classes Start 2]]>><</link>>
<<else>>
You take off all your clothes. Feeling exposed, you take a deep breath before leaving the changing room and going to the class. Once you enter, you notice several mats scattered around the floor, many of them already taken by other students. At first no one notices you, but as you walk around more and more heads turn into your direction. Some are clearly too embarrassed to keep looking, while others let their discontent show on their faces. Most, however, look at you with clear lust in their eyes.
<br><br>
Charlie soon enters the room. Seeing you, however, <<nnpc_he "Charlie">> stops for a moment, surprised at your naked display. Still, <<nnpc_he "Charlie">> doesn't say anything. Averting <<nnpc_his "Charlie">> eyes, and with a slight blush on <<nnpc_his "Charlie">> face, <<nnpc_he "Charlie">> goes to the front of the class and sits on a mat facing the students. You also sit down, picking a mat closer to the front.
<br><br>
<<link [[Next|Yoga Classes Start 2]]>><</link>>
<</if>><<effects>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<set _pregnancyDailyEvent to dailyPregnancyEvent()>>
<<if Array.isArray(_pregnancyDailyEvent)>>
<<set _pregnancyDailyEvent to _pregnancyDailyEvent[random(0, _pregnancyDailyEvent.length - 1)]>>
<</if>>
<<tiredness 4>><<set $dancestage += 1>><<stress -6>><<wearandtear "dance">><<physique 2>><<pass 20>><<willpower 1>>
<<if ["tired"].includes(_event) and $dancestage gte 3>>
At the end of the lesson, Charlie tells everyone to recline on their backs. You lay down as instructed, and <<nnpc_he "Charlie">> leads you in guided meditation. "Close your eyes," <<nnpc_he "Charlie">> says, <<nnpc_his "Charlie">> voice barely audible over the soothing music playing in the background. "Allow your body to become soft and heavy. Sink into the floor, and relax..." Whatever else Charlie has to say is lost to you, as you drift off to sleep.
<br><br>
A gentle hand on your shoulder nudges you back into the realm of consciousness. You groggily look around the room to see students chattering amongst themselves as they roll up their yoga mats and leave the studio.
<br><br>
"It's not unusual for one to fall asleep in shavasana," Charlie says with a smile. "But I'm afraid it's time to leave now." <<nnpc_He "Charlie">> sounds apologetic as <<nnpc_he "Charlie">> offers you a hand to help you to your feet. "You and your little one should go get some rest." <<nnpc_He "Charlie">> holds the door open for you as you leave.
<<ltiredness>><<glove>><<tiredness -12>><<npcincr Charlie love 1>>
<br><br>
<<if Time.hour is $closinghour>>
<<link [[Next|Dance Studio Changing Room]]>><<money -2200 "danceStudioLessons">><<if $exposed gte 2>><<clotheson>><</if>><<endevent>><</link>>
<<else>>
<<if $money gte 2200>>
<<ind>><<link [[Take a yoga lesson (£22 1:00)|Yoga Classes Enter]]>><</link>><<gtiredness>><<gwillpower>><<llstress>><br>
<</if>>
<<link [[Next|Dance Studio Changing Roomm]]>><<money -2200 "danceStudioLessons">><<if $exposed gte 2>><<clotheson>><</if>><<endevent>><</link>>
<</if>>
<<elseif $dancestage gte 3>>
The rest of the lesson passes uneventfully.
<br><br>
<<if Time.hour is $closinghour>>
<<link [[Next|Dance Studio Changing Room]]>><<money -2200 "danceStudioLessons">><<if $exposed gte 2>><<clotheson>><</if>><<endevent>><</link>>
<<else>>
<<if $money gte 2200>>
<<ind>><<link [[Take another yoga lesson (£22 1:00)|Yoga Classes Enter]]>><</link>><<gtiredness>><<gwillpower>><<llstress>><br>
<</if>>
<<link [[Next|Dance Studio Changing Room]]>><<money -2200 "danceStudioLessons">><<if $exposed gte 2>><<clotheson>><</if>><<endevent>><</link>>
<</if>>
<<elseif $danger gte (9900 - $allure) and $eventskip is 0>>
<<yogalewd>>
<<else>>
<<yogalessons>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Yoga Classes Molestation End]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Yoga Classes Molestation]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<if $enemyanger gte ($enemyangermax / 5) * 3>>
"Don't you DARE tell anyone about this." Before leaving, <<he>> spits on you for good measure.
<br><br>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">>
<<elseif $enemyanger gte 1>>
"Don't you dare tell anyone about this." With that, <<he>> leaves.
<br><br>
<<else>>
<<He>> smiles at you, "Let this be our little secret, okay?" <<He>> leaves you sprawled on the floor.
<br><br>
<</if>>
<<tearful>> you struggle to your feet and make your way back to the studio. You hope you can put on a brave face.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Yoga Classes Start 2]]>><</link>>
<<else>>
<<He>> yells out and falls to the ground. <span class="green"><<tearful>> you use the opportunity to flee the room and escape back to the studio.</span>
<br><br>
<<clotheson>>
<<endcombat>>
Charlie immediately recognises that something is wrong. <<nnpc_He "Charlie">> pulls you aside and gently enquires. Wanting to put your ordeal behind you, you tell <<nnpc_him "Charlie">> that everything is fine. Charlie continues the lesson, but still looks concerned. <<npcincr Charlie love 2>><<glove>>
<br><br>
<<link [[Next|Yoga Classes Start 2]]>><</link>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Yoga Classes Orgy End]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Yoga Classes Non-Orgy]]>><</link>></span><<nexttext>>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<if $speech_attitude is "meek">>
You feel the heat growing in your groin. You part your legs wide, giving them a full view of your <<genitals>>. "You... can do what you want..."
<<elseif $speech_attitude is "bratty">>
You feel the heat growing in your groin. You smile at them. "Well... what if I am asking for it? What're you gonna do about it?"
<<else>>
You feel the heat growing in your groin. You don't say anything, but part your legs wide, giving them a full view of your <<genitals>>.
<</if>>
<br><br>
That's all the incentive they need. The crowd jumps at you.
<<promiscuity5>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Yoga Classes Orgy End]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Yoga Classes Orgy]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyhealth lte 0>>
You make your assailants practise a much more painful type of yoga as you lay them all low.
<<clotheson>>
<<endcombat>>
The classroom door opens, prompting everyone to quickly return to their mats. Charlie looks at the students, many of whom are bruised and shaky. Still, <<nnpc_he "Charlie">> doesn't say anything, and just sits down on <<nnpc_his "Charlie">> mat.
<br><br>
The rest of the lesson passes without further incident.
<br><br>
<<link [[Next|Yoga Classes Start 2]]>><</link>>
<br>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<clotheson>>
<<endcombat>>
The classroom door opens, prompting your assailants to quickly return to their mats. Charlie looks at the students, many of whom are no longer maintaining position. Still, <<nnpc_he "Charlie">> doesn't say anything, and just sits down on <<nnpc_his "Charlie">> mat.
<br><br>
The rest of the lesson passes without further incident.
<br><br>
<<link [[Next|Yoga Classes Start 2]]>><</link>>
<br>
<<else>>
<<clotheson>>
<<endcombat>>
The classroom door opens, prompting your assailants to quickly return to their mats. Charlie looks at the students, many of whom are no longer maintaining position. Still, <<nnpc_he "Charlie">> doesn't say anything, and just sits down on <<nnpc_his "Charlie">> mat.
<br><br>
The rest of the lesson passes without further incident.
<br><br>
<<link [[Next|Yoga Classes Start 2]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "dance_studio">><<effects>>
The receptionist looks you up and down. "We offer high heel classes every Tuesday and Thursday, but students must bring their own shoes to participate.
<<if $worn.feet.type.includes("heels")>>
Those $worn.feet.name look perfect for the curriculum."
<<else>>
If you're interested, the shopping centre sells them."
<</if>>
<br><br>
<<link [[Next|Dance Studio]]>><</link>><<set $outside to 0>><<set $location to "dance_studio">><<effects>>
<<if $dancestudiointro isnot 1>>
<<danceStudioIntro "Heel Lesson">>
<<else>>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "danceStudioHeelLesson">>
<</if>>
<<rng 5>>
<<if $rng is 1>>
Charlie hands you and the other class members a stack of books. Instead of telling you to read them, <<npc Charlie>><<person1>><<he>> instructs you to balance them on your head and do laps around the room. It takes all of your concentration to keep them from falling.
<<elseif $rng is 2>>
You enter the dance room to find an assortment of car tyres resting on the floor. To Charlie's direction, you and your classmates take turns stepping into and out of each tyre. Charlie shouts as you walk, "Faster! Faster! Faster! Faster!"
<<elseif $rng is 3>>
The dance room is cluttered with discarded leotards, dance equipment, and floor mats. Charlie greets the class and begins, "For this lesson, I want you to clean the room up without using your hands. Use your heels." You do as <<npc Charlie>><<person1>><<he>> says.
<<else>>
A line of tape is placed on the dance room floor. You and your classmates take turns doing catwalks down the line, moving elegantly to imitate fashion models. As you walk, Charlie grabs you by the waist and guides each step. "That's it! Keep moving!"
<</if>>
<br><br>
<<tiredness 20>>
<<feetskill 10>>
<span class="gold">You feel more confident in your ability to give pleasure with your feet.</span>
<br><br>
<<link [[Finish up|Heel Lesson Video]]>><</link>>
<</if>>As the class winds down, you and the other students are led to the corner where a television cart sits. Flipping the television on, Charlie instructs the class to watch a short educational video before leaving.
<br><br>
<<rng 8>>
<<if $rng is 1>>
This class's video is on the history of high heels. You watch pictures of 17th century shoes, and how men of royalty used to wear them.
<<elseif $rng is 2>>
A guide to etiquette appears on the screen. The posh narrator explains how to walk and carry oneself when at a fancy restaurant.
<<elseif $rng is 3>>
The video is low-quality and grainy. It shows a woman wearing tall heels, stepping on a banana.
<<if $awareness gte 200>>
"This must be someone's fetish," you think.
<<garousal>><<arousal 100>>
<</if>>
<<elseif $rng is 4>>
A woman in a leotard appears on screen. You watch her perform a dance routine, paying attention to how she manages such grace in her heels.
<<garousal>><<arousal 300>>
<<else>>
The video is a guide to walking in high heels. It shows you how to stand, how to sit, and how to walk gracefully.
<</if>>
<br><br>
<<endevent>>
<<link [[Leave|Dance Studio]]>><</link>><<widget "dancingclothes">>
<<wearoutfit>>
<<set _store_location to "dance_studio">>
<<set _earSlimeEnableDancewear to true>>
<<storeon _store_location "check">>
<<set _clothes to clothingInStorage(_store_location)>>
<<if $wearoutfittext isnot undefined>>
<<if $wearoutfittext and _clothes and _clothes.length>>
<<set _slots to _clothes.filter(item => setup.clothingLayer.torso.includes(item.slot))>>
<<set _arrayClothes to _slots.map(slot => slot.name)>>
<<set _them to ((_arrayClothes.length gt 1 or _slots[0].word is "n") ? "them" : "it")>>
<<set _hooks to (_arrayClothes.length gt 1 ? "the hooks" : "a hook")>>
<<set _clothing to formatList(_arrayClothes)>>
<span class="purple">
You remove your _clothing, and hang _them on _hooks.
</span>
<<else>>
<span class="purple">
You put your clothes on.
</span>
<</if>>
<<unset $wearoutfittext>>
<</if>>
<<if _store_check is 1>>
<<if _clothes.length gt 0>>
<<if _clothes.length gt 2>>
Your clothes are hanging on the hooks on the wall.
<br>
<<elseif _clothes.length is 2>>
Your _clothes[0].name and _clothes[1].name are hanging on the hooks on the wall.
<br>
<<else>>
Your _clothes[0].name is hanging on one of the hooks.
<br>
<</if>>
<<clothingicon _clothes[0] _clothes[0].slot>><<link [[Change to your clothes|$passage]]>><<set $eventskip to 1>><<set $wearoutfittext to 2>><<storeload _store_location>><</link>>
<</if>>
<<else>>
You could equip a leotard or similar dance clothes here.
<</if>>
<br>
<br>
<<if $worn.under_upper.type.includes("dance") and $worn.under_lower.type.includes("dance")
and setup.clothingLayer.torso_outer.some(slot => $worn[slot].name isnot "naked" and ($worn[slot].one_piece isnot 1 or $worn[slot].outfitSecondary is undefined))
and clothingInStorage(_store_location).length is 0
>>
<<link [[Strip down to your dance clothes|$passage]]>>
<<if clothingInStorage(_store_location).length is 0>>
<<storesave _store_location>>
<<for _slot range setup.clothingLayer.all.except(setup.clothingLayer.torso_outer)>>
<<storeload _store_location _slot>>
<</for>>
<<else>>
<<for _slot range setup.clothingLayer.torso_outer>>
<<generalUndress _store_location _slot>>
<</for>>
<</if>>
<</link>>
<br>
<br>
<</if>>
<<if !$worn.under_upper.type.includes("dance") gt 0 or clothingInStorage(_store_location).length is 0>>
<<if $wardrobe.under_upper.filter(a => a.type.includes("dance")) lte 0>>
//You currently have no dancing clothes.//
<<else>>
//Dancing clothes://
<br>
<<listdancingclothes _store_location>>
<</if>>
<br>
<</if>>
<br>
<</widget>>
<<widget "danceStudioIntro">>
/* Requires the name of the exit passage as an argument */
<<set $danceStudioIntroExit to _args[0]>>
<<set $dancestudiointro to 1>>
<<npc Charlie>><<person1>>
You pay the receptionist who ushers you through the door to the left. You enter into a large room with wood panel floors and mirrors lining the walls. A dozen people are already inside. It's easy to pick out the instructor. Hands on hips, <<he>> stands addressing the class, explaining the importance of a proper posture.
<br><br>
The door closes behind you, alerting <<him>> to your presence. <<He>> turns <<his>> emerald eyes to you and smiles. "We have a new student! Welcome." Short ginger hair crowns <<his>> freckled face. <<His>> skintight outfit shows off <<his>> toned and athletic body.
<<if $NPCList[0].breastsize gte 5>>
<<His>> generous breasts are held close to <<his>> torso, giving <<him>> a slim outline.
<<elseif $NPCList[0].breastsize gte 3>>
<<His>> breasts are held close to <<his>> torso, giving <<him>> a slim outline.
<<elseif $NPCList[0].breastsize gte 1>>
<<His>> small breasts are pressed flat against <<his>> torso, giving <<him>> a slim outline.
<<else>>
<<His>> flat chest gives <<him>> a slim outline.
<</if>>
<<if $NPCList[0].penissize gt 1>>
You can't help but notice the bulge of <<his>> penis pressing against <<his>> bottoms.
<</if>>
<br><br>
If <<he>> noticed your lewd gaze, <<he>> gives no sign. You should introduce yourself, but how?
<br><br>
<<link [[Timidly|Dance Studio Introduction]]>><<npcincr Charlie love 20>><<set $phase to 1>><</link>><<ggglove>>
<br>
<<link [[Confidently|Dance Studio Introduction]]>><<set $phase to 2>><</link>>
<br>
<<link [[Flirtatiously|Dance Studio Introduction]]>><<npcincr Charlie love -10>><<stress -12>><<trauma -6>><<set $phase to 3>><</link>><<promiscuous1>><<lllove>><<lstress>><<ltrauma>>
<br>
<</widget>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">>
<<ruined>><<bind>><<facewear 22>>
<<set _robin to statusCheck("Robin")>>
<<set $withRobin to ($phase is 1)>>
You awaken in darkness, yet you hear muffled voices all around you. You can barely move; your wrists and ankles have been hogtied behind your back.
There's something lodged in your mouth, gagging you. You think you smell roast vegetables, and the air is humid.
<br><br>
You hear what sounds like metal clanging on metal, and you are blinded by a sudden light. Polite applause erupts around you before your eyes adjust.
Once they do, you find that you're lying exposed and helpless on a platter in the middle of a table,
surrounded by <<people>> in fancy dinner wear and lavish masquerade masks.
<br><br>
<<if $withRobin>>
<<npc Robin 1>><<person1>>
Turning your head to the side, you see Robin in the same predicament, fully naked and bound in the middle of a huge silver platter.
<<He>> remains unconscious for a moment, until someone taps <<him>> awake.
Robin's eyes widen at the sight of so many people watching, causing <<him>> to cry out into <<his>> gag.
<br><br>
<</if>>
You hear the clink of cutlery on glass. The applause tapers off. A voice behind you speaks.
"I hope everyone's enjoyed their evening so far. As you can see, we have something quite special for pudding."
<br><br>
<<generate2>><<generate3>>
<<person2>><<He>> claps <<his>> hands and you hear doors opening, followed by footsteps.
Two pairs of arms grab you by the shoulders and hoist you up onto your knees, giving you a better view of the room. Next, they force your knees apart,
<<if playerChastity("hidden")>>
leaving your <<print $worn.genitals.name>> on full display.
<<elseif $player.penisExist>>
leaving your <<penis>> on full display<<if $player.penissize gte 2>>, hanging crudely below you<</if>>.
<<if $player.vaginaExist>>
Thankfully, your <<pussy>> hasn't been noticed, although it drips fluids down your thighs.
<</if>>
<<elseif $player.vaginaExist>>
leaving your <<pussy>> on full display, dripping fluids down your thighs.
<</if>>
With your arms bound behind your back,
<<if $player.breastsize gte 1>>
your <<breasts>> are pushed out in front of you, and
<</if>>
you can't do anything as the nobles feast their eyes on your body.
<<if hasSexStat("exhibitionism", 5)>>
<<arousal 500>><<garousal>>
<</if>>
<br><br>
<<if $withRobin>>
<<person1>>
You can see Robin nearby, having been lifted onto <<his>> knees and struggling against <<his>> restraints.
<<if _robin.breastsize gte 1>>
<<His>> struggles only succeed in drawing attention to <<his>> exposed _robin.breastsdesc, much to the delight of your captors.
<<else>>
<<His>> struggles prove futile, only serving to further entertain your captors.
<</if>>
<br><br>
<</if>>
The speaker, who appears to be the host of this extravagant dinner party, stands at one end of the table, glass in hand, and a proud smile on <<person2>><<his>> face.
<<He>> nods at the people who lifted you, a pair dressed in exquisite servant's garb.
<br><br>
<<if $player.penisExist and $player.vaginaExist>>
"I've prepared something particularly interesting for you tonight."
One of the servants takes your
<<if $player.ballsExist and $ballssize gte 0>>
<<ballsize>> testicles in <<his>> hand and lifts them out of the way,
<<else>>
<<penis>> in <<his>> hand and lifts it out of the way,
<</if>>
exposing your pussy to the room and drawing out a round of excited gasps from the dinner guests.
<br><br>
<<if $withRobin and _robin.penis isnot "none" and _robin.vagina isnot "none">>
The chatter rises in volume as you see Robin being manhandled the same way, forced to show off <<person1>><<his>> own _robin.penisdesc and dripping <<pussy>>.
<br><br>
<</if>>
The host seems delighted by the success of <<person2>><<his>> spectacle.
<br><br>
<<elseif $withRobin and _robin.penis isnot "none" and _robin.vagina isnot "none">>
"I've prepared something particularly interesting for you tonight."
One of the servants takes Robin's _robin.penisdesc in <<his>> hand and lifts it out of the way,
exposing Robin's pussy to the room and eliciting a round of excited gasps from the dinner guests.
The host seems delighted by the success of <<person2>><<his>> spectacle.
<br><br>
<</if>>
Without warning, the servants start pouring a cold white liquid on your chest with large wooden ladles.
The sensation makes you gasp, eliciting mischievous whispers from some of the guests.
It runs over your <<nipples>>, making them feel even more raw and sensitive, and doesn't stop there.
When it reaches your genitals, the host licks <<his>> lips. They aren't going to eat you, surely!
<br><br>
<<link [[Next|Danube Meal2]]>><</link>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">>
<<set _robin to statusCheck("Robin")>>
More servants enter, carrying baskets full of strawberries.
<<if $player.penisExist>>
<<set _yourclit to "the head of your <<penis>>">>
<<if $player.vaginaExist>>
<<set _yourclit += ", and another to your clit">>
<</if>>
<<else>>
<<set _yourclit to "your clit">>
<</if>>
<<if playerChastity()>>
The host caresses your $worn.genitals.name. "It has protection, but that won't matter." One of the servants tapes a pink plastic object to the device.
<<else>>
One of the servants tapes a pink plastic object to _yourclit.
<</if>>
<<if $withRobin>>
Nearby, another servant tapes more of the same item to Robin's genitals. The colour on <<person1>><<his>> face fades as you can see panic overwhelm <<him>>.
<</if>>
<br><br>
A moment later the device fires into activity. The vibrations are powerful, saturating you to the core.
<<if $withRobin>>
The sound of Robin screaming distracts you from your torment as <<he>> violently spasms in climax.
A servant rushes over to catch Robin's fluid onto the basket of strawberries.
<</if>>
You involuntarily jerk at the abrupt sensation and a muffled yelp escapes your gag.
<<arousal 4000>><<ggarousal>><<stress 1>><<gstress>><<trauma 1>><<gtrauma>>
<br><br>
<<if $arousal gte $arousalmax>>
<<orgasm>>
<<danubemeal>>
<</if>>
<<set _body to ($withRobin ? "bodies" : "body")>>
The guests take turns dipping their strawberries in the cream covering your _body, which is steadily resupplied by the servants.
The pool around your knees grows, but they're only interested in scooping the cream directly from your _body.
They have a particular interest in your <<nipples>>, and frequently tease them with fruit.
<<arousal 4000 "breasts">><<ggarousal>><<stress 1>><<gstress>><<trauma 1>><<gtrauma>>
<br><br>
<<if $arousal gte $arousalmax>>
<<orgasm>>
<<danubemeal>>
<</if>>
This continues for a time, until another clinking interruption by the host.
"I hope you found that enjoyable, it's not every day we can acquire something quite so delectably..."
<<if $withRobin>>
<br><br>
Before the host can finish, the crowd grows wild from their lust.
They swarm Robin's platter and undo <<person1>><<his>> bindings, forcing <<him>> on <<his>> back.
Cream splatters everywhere. The host looks amused and halts the servants from interfering.
The guests lick every part of Robin's body, lapping up as much cream as they can.
Soon, Robin's gag is undone.
<br><br>
<<if _robin.trauma gte 70>>
Robin barely gives any reaction to their assault, <<his>> eyes wide and empty.
<<elseif _robin.dom gte 50>>
"D-don't look! It'll be okay!" Robin turns to you, shouting.
<<else>>
"Stop! Please stop!" Robin cries.
<</if>>
<br><br>
<<robinPunishment "dinner">>
<</if>>
<<unset $withRobin>>
The servants push you face down into the cream before covering you with a lid, reducing the rest of the speech to an inaudible muffle.
You feel yourself being lifted and carried, the sound of the host's voice growing fainter.
<br><br>
You hear a door opening, and then you fly through the air before landing on hard pavement.
A rain of leftover food falls on top of you, and you hear a door close. Did they just dump you out with the trash?
Fortunately, the impact loosened your bonds and you manage to struggle your legs free. Your arms remain bound however.
<br><br>
<<endevent>>
<<beastNEWinit 3 dog>>
You have yet to recover your bearings when a growl sends a chill down your back. You realise why they would just dump food onto the ground like this.
Three stray <<beastsplural>> advance on you, hunger in their eyes.
<!-- Modified for Beast People -->
<br><br>
<<if ($monster is 1 or $bestialitydisable is "f")>>
<<link [[Next|Danube Meal Dogs]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You flee, dropping cream and strawberries as you go. You manage to escape them, but not without injury. <<beastescape>>
<br><br>
<<set $stress -= 1000>>
<<endevent>>
<<residentialquick>>
<</if>><<widget "danubemeal">>
<<if $orgasmdown gte 1>>
<<set $orgasmdown to 0>>
<<if $orgasmcurrent lte 0>>
<<elseif $orgasmcurrent lte 1>>
The guests laugh and applaud at the sight of you writhing in climax.
One of the servants quickly moves a basket of strawberries in front of your <<genitals>>.
<<if $orgasmcount gte 24 or $femaleclimax or _deniedOrgasm>>
<<person3>><<He>> waits expectantly. When no fluids emerge from you, <<he>> looks up at the host with a worried look on <<his>> face.
The guests seem disappointed, and some angry. "Is that it?" "It's broken! Where did you get it anyway?"
<br><br>
The host raises <<person2>><<his>> arms in exasperation.
"I am dreadfully sorry. I promise you the supplier won't hear the end of this, mark my words."
It seems to placate the guests to some extent. You wonder if they'll remove the instrument from your body, but they do not.
<<elseif $orgasmcount lte 12>>
<<person3>><<He>> spins the basket, making sure the whole batch gets a hearty helping of your sexual fluids.
The guests crowd around the basket. "Leave some for me!"
<br><br>
"Hey, no shoving!"
<br><br>
"Patience, my friends," says the host, stroking your chin. "There's plenty to go around, hmm?"
<<elseif $orgasmcount lte 23>>
<<person3>><<He>> spins the basket, making sure the whole batch gets a helping of your sexual fluids.
The guests seem disappointed in the amount you produce. "I thought there'd be more."
<br><br>
"Patience, my friends," says the host, stroking your chin. "There's plenty to go around, hmm?"
<</if>>
<br><br>
<<elseif $orgasmcurrent gte 2>>
<<if $orgasmcount lte 23>>
<<else>>
<</if>>
<</if>>
<</if>>
<</widget>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<beastTrainGenerate>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if $alarm is 1 and _combatend is true>>
<<if $rescue is 0>>
<<set $alarm to 0>>
<br><br>
<<if $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Danube Meal Dogs Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0>>
<span id="next"><<link [[Next|Danube Meal Dogs Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Danube Meal Dogs]]>><</link>></span><<nexttext>>
<</if>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax and _combatend is true>>
<span id="next"><<link [[Next|Danube Meal Dogs Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0 and _combatend is true>>
<span id="next"><<link [[Next|Danube Meal Dogs Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Danube Meal Dogs]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<beastejaculation>>
<<if $combatTrain.length gt 0>>
Satisfied, the dog leaves you be. Another takes its place.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Danube Meal Dogs]]>><</link>>
<<else>>
Satisfied, the dog leaves you be.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Danube Meal Dogs End]]>><</link>>
<</if>><<effects>>
<<beastwound>>
<<if $combatTrain.length gt 0>>
The <<beasttype>> recoils in pain and fear, but another takes its place.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Danube Meal Dogs]]>><</link>>
<<else>>
The dog recoils in pain and fear.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Danube Meal Dogs End]]>><</link>>
<</if>><<effects>>
<<if $enemywounded is 1 and $enemyejaculated is 0>>
The <<beasttype>> whimpers and flees into the alleyways.
<<elseif $enemywounded is 0 and $enemyejaculated is 1>>
The <<beasttype>> leaves you lying on the pavement.
<<elseif $enemywounded gte 2 and $enemyejaculated is 0>>
Feeling that you're more trouble than you're worth, the <<beastsplural>> flee into the alleyways.
<<elseif $enemywounded is 0 and $enemyejaculated gte 2>>
The <<beastsplural>> leave you spent and shivering on the pavement.
<<elseif $enemywounded gte 1 and $enemyejaculated gte 1>>
The <<beastsplural>> leave you spent and shivering on the pavement. One is slowed by a limp.
<</if>>
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<set $stress -= 1000>>
<<residentialquick>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "danube">><<set $lock to 300>>
The door is locked tight.
<br><br>
<<if currentSkillValue('skulduggery') gte $lock>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span>
<br><br>
<<else>>
<<wearProp "lockpick">>
<span class="green">The lock looks easy to pick.</span>
<br><br>
<<lockicon "pick">><<link [[Break in (0:05)|Danube House Sneak]]>><<handheldon>><<pass 5>><<crimeUp 5 "trespassing">><</link>><<crime "trespassing">>
<br>
<</if>>
<<else>>
<span class="red">The lock looks beyond your ability to pick.</span>
<<skulduggeryrequired>>
<br><br>
<</if>>
<<danubeicon>><<link [[Leave|Danube Street]]>><<handheldon>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">>
You successfully pick the lock and enter the abode.
<<if $skulduggery lt 400>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">There's nothing more you can learn from locks this simple.</span>
<br><br>
<</if>>
You sneak around the mansion and look for anything of value.
<<cleareventpool>>
<<addinlineevent "Danube Wine Cellar" 1>>
You find little of value that could be easily carried away. While searching the basement, you come across an ancient-looking door. It is locked.
<br><br>
<<set $skulduggerydifficulty to 700>>
<<link [[Try to open it|Danube House Wine Cellar]]>><</link>><<skulduggerydifficulty>>
<br>
<<link [[Leave|Danube Street]]>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "Danube Meow" 1>>
<<beastNEWinit 1 cat>>
A pair of <<print either("hazel", "yellow", "green", "blue")>> eyes pierce the darkness, and a large <<beasttype>> emerges. <<bHe>> prepares to pounce.
<<if $monster is 1>>
"Intruder! Masters won't be pleased." <<bHe>> flicks <<bhis>> tail.
<</if>>
<br><br>
<<if ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled"))>>
<<link [[Meow|Danube House Meow]]>><</link>><<cat>>
<br>
<</if>>
<<if $monster is 1 or $bestialitydisable is "f">>
<<if hasSexStat("deviancy", 2)>>
<<link [[Try to calm <<bhim>>|Danube House Cat]]>><<set $sexstart to 1>><<generate2>><</link>><<deviant2>>
<br>
<</if>>
<<link [[Fight|Danube House Cat]]>><<set $molestationstart to 1>><<generate2>><<set $phase to 0>><</link>>
<br>
<<link [[Run|Danube House Run]]>><</link>><<athleticsdifficulty>>
<br><br>
<<else>>
<<link [[Run|Danube House Run]]>><<set $athleticsSuccess to true>><</link>>
<br><br>
<</if>>
<</addinlineevent>>
<<addinlineevent "Danube Rob" 1>>
<<generate1>><<person1>>You find a <<person>> dozing on a large sofa. <<He>> <<if $rng % 2>>is wearing expensive jewellery.<<else>>has fallen asleep holding some kind of tablet computer.<</if>>
<br><br>
<<set $skulduggerydifficulty to 400>>
<<link [[Rob <<him>>|Danube House Rob]]>><</link>><<skulduggerydifficulty>><<crime "thievery">>
<br>
<<link [[Leave|Danube Street]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "Danube Safe" 1>> /* gte 61 */
You find a safe with a combination lock.
<br><br>
<<link [[Try to open it|Danube House Safe]]>><</link>>
<br>
<<link [[Leave|Danube Street]]>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "Danube Party" 1>>
<<if Time.dayState is "night">>
<<if Time.hour gte 21>> /* at midnight hour wraps to zero, so after midnight should no longer be true*/
<<generate1>><<person1>>
A huge noise is coming from the garden. As you creep toward the garden, you hear shouting, laughing and loud music. A house party.
<br><br>
A door smashes open and a <<person>> staggers in, vomiting in the sink. Mostly in the sink.
<br><br>
<<exposure>>
<<if $exposed gte 1>>
Before you have a chance to hide, the <<person>> turns and looks at you, steadying <<himself>> on the counter. Taking in your appearance, <<he>> smiles.
<br>
"Shit, you mush be the stripper!" <<He>> leers. "I didn't think we... Who called you? Well, fuck it. You're here right?"
<br>
You smile.
<br>
<<if $beauty gte ($beautymax / 7) * 4>>
"You're a nice piece of ass." <<He>> blinks and wipes <<his>> mouth with <<his>> hand. <<He>> looks troubled for a moment. "I'm not at my best, okay? Don't judge. I've had a little too much to drink."
<<else>>
"You're not bad." <<He>> smiles. <<if $player.perceived_breastsize lte 3>>"I would've chose one with proper breasts but<<else>>"Great breasts at least, and<</if>> it was pretty last minute." <<incgbreastinsecurity>>
<</if>>
<br>
You nod, smiling.
<br>
"Okay," <<he>> says. "Well the birthday <<if $player.gender_appearance is "m">>gal<<else>>boy<</if>> is out back." <<He>> pauses and steadies <<himself>> on the counter. "You wanna surprise them, so you should go out that way." <<He>> points toward a door behind you. "Wait, have you been paid yet?"
<br><br>
<<link [[Not yet (Take £80 and leave)|Danube Street]]>><<money 8000 "danubeParty">><<crimeUp 80 "thievery">><<endevent>><</link>><<crime "thievery">>
<br>
<<link [[Yeah, fully paid. (Take nothing and leave)|Danube Street]]>><<endevent>><</link>>
<br>
<<else>>
Before you have a chance to hide, the <<person>> turns and looks at you as <<he>> steadies <<himself>> on the counter. <<He>> looks at the tower of pizza boxes stacked beside you, and smiles.
<br>
"Pizza delivery? Again? Aren't you, like, the fourth one?" <<He>> looks at the sink and laughs. "Well sure. Fuck it. I'm hungry again now."
<br>
<<He>> rummages through <<his>> pockets and holds out a few twenties. "There, that should cover it. And the tip too? It's pretty late."
<br><br>
<<link [[Take money and leave (£60)|Danube Street]]>><<money 6000 "danubeParty">><<crimeUp 60 "thievery">><<endevent>><</link>><<crime "thievery">>
<br>
<<link [[Tell <<him>> they're complimentary (Leave)|Danube Street]]>><<endevent>><</link>>
<br>
<</if>>
<<else>>
<<generate1>><<person1>>
You come across the dying throes of a house party. Beer cans, pizza boxes and semi-dressed, fully-smashed people litter the floors, tables and sofas. The air is heavy with an acrid smoke. A few people are conscious, but barely.
Somewhere upstairs you hear what sounds like a gang-bang.<<if $awareness gte 300>> After everything you've seen, you just hope it's consensual.<</if>> Amid all the mess, one table is tidy. And full of drug paraphernalia.
<br><br>
Looking closer, you see that most of the plastic bags and foil-wraps are empty, but several have drugs inside.
<br>
"Roll it up, slut," someone nearby slurs. <<He>> looks wasted.
<br><br>
There are definitely enough drugs left over to be worth something, and no one here can ID you or report it stolen.
<br><br>
<<link [[Take it|Danube Street]]>><<endevent>><<set $blackmoney += 50>><</link>>
<br>
<<link [[Leave it|Danube Street]]>><<endevent>><</link>>
<br>
<</if>>
<<else>>
You come across the aftermath of a house party. Everyone's gone, but beer cans, pizza boxes and ash trays are everywhere. Acrid smoke still lingers in the air.
<br><br>
Amid all the mess, one table has been tidied up. It looks like someone collected the leftover drugs and put in all together here.
There's enough here to be worth something - and it's not like they can report it stolen.
<br><br>
<<link [[Take it|Danube Street]]>><<endevent>><<set $blackmoney += 25>><</link>>
<br>
<<link [[Leave it|Danube Street]]>><<endevent>><</link>>
<br>
<</if>>
<</addinlineevent>>
<<addinlineevent "Danube Fountain" 1>>
<<generate1>><<person1>>You search an ornate fountain in the middle of a hall. You peer into the water looking for any valuables inside, but there's a large drain at the bottom that would've sucked any small items away. You're about to move on when you hear footsteps approaching. There's not much time to hide.
<br><br>
<<set $skulduggerydifficulty to 600>>
<<link [[Hide in the fountain|Danube House Fountain]]>><</link>><<swimmingdifficulty 1 800>>
<br>
<<link [[Try to bluff your way out|Danube House Bluff]]>><</link>><<skulduggerydifficulty>>
<br>
<</addinlineevent>>
<<addinlineevent "Danube S&M" 1>>
<<generate1>><<generatep2>><<person1>>
The mansion is silent, empty. No one appears to be home. Many doors are closed and locked. One door is wide open and brightly lit. Approaching carefully, you peek in to see a bedroom.
In the centre of the room is a bed. On that lies a <<person>>, completely naked, fully spread-eagled, dildo-gagged and bound to the bed.
<br><br>
Noticing you in the doorway, <<he>> suddenly looks at you.
<<if $awareness gte 300>>
You're not sure, but you thought you saw excitement in that first look. Now you see... apprehension? Fear? Anger?
<br><br>
<<link [[Remove the gag|Danube House S&M]]>><<set $phase to 0>><</link>>
<br>
<<link [[Leave the gag|Danube House S&M]]>><<set $phase to 1>><</link>>
<br>
<<link [[Leave|Danube Street]]>><<endevent>><</link>>
<br>
<<else>>
You feel like crying. This town is hard - you know this already - but coming face to face with a helpless victim of kidnapping or trafficking and such fresh sexual abuse fills you with horror.
<<gstress>><<stress 2>>
<br><br>
<<link [[Help this poor victim|Danube House S&M]]>><<set $phase to 2>><</link>>
<br>
<<link [[Leave|Danube Street]]>><<endevent>><</link>>
<br>
<</if>>
<</addinlineevent>>
<<addinlineevent "Danube Oranges" .5>>
The mansion interior is minimalist and sterile, the picture of artificial perfection. No one appears to be home. You don't find anything worth stealing inside, but floor-to-ceiling windows in the living room reveal a row of pristine citrus trees. You carefully test the sliding door that leads into the garden. It opens easily, and you catch a whiff of fragrant fruit.
<br><br>
<<icon "tending/orange.png">> <<link [[Pick oranges (0:20)|Danube House Oranges]]>><<pass 20>><</link>><<tendingdifficulty 1 300>>
<br>
<<danubeicon>><<link [[Leave|Danube Street]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "Danube Petty" 3>>
<<danubePettyTheft>>
<</addinlineevent>>
<<runeventpool>><<widget "danubePettyTheft">>
<<cleareventpool>>
<<set _black_money to false>>
<<set _it to "it">>
<<addinlineevent "Danube Change" 1>>
You don't find much, just some loose change worth <<moneyGainDisplay 2 true true>>.
<</addinlineevent>>
<<addinlineevent "Danube Better Change" 1>>
You don't find much, just some loose change worth <<moneyGainDisplay 4 true true>>.
<</addinlineevent>>
<<addinlineevent "Danube Money" 1>>
You find <<moneyGainDisplay 10 true true>> hidden in a drawer.
<</addinlineevent>>
<<addinlineevent "Danube Cushion" 1>>
You find <<moneyGainDisplay 20 true true>> beneath a cushion.
<</addinlineevent>>
<<addinlineevent "Danube Kitchen" 1>>
You find <<moneyGainDisplay 30 true true>> lying on the kitchen worktop.
<</addinlineevent>>
<<addinlineevent "Danube Pot" 1>>
You find <<moneyGainDisplay 60 true true>> in a pot beside the front door.
<</addinlineevent>>
<<addinlineevent "Danube Brooch" 1>>
You find a nice-looking brooch in a drawer.
<<set _black_money to true>>
<<set _money_gain to 10>>
<</addinlineevent>>
<<addinlineevent "Danube Necklace" 1>>
You find a necklace on a stool beside the coat stand.
<<set _black_money to true>>
<<set _money_gain to 20>>
<</addinlineevent>>
<<addinlineevent "Danube Silverware" 1>>
You find a set of silverware.
<<set _black_money to true>>
<<set _money_gain to 30>>
<</addinlineevent>>
<<addinlineevent "Danube Cufflinks" 1>>
You find a pair of gold cufflinks in a coat pocket.
<<set _black_money to true>>
<<set _money_gain to 40>>
<<set _it to "them">>
<</addinlineevent>>
<<runeventpool>>
<br><br>
<<if _black_money>>
<<link [["Take " + _it|Danube Street]]>><<set $blackmoney += _money_gain>><<crimeUp `_money_gain` "thievery">><</link>><<crime "thievery">>
<<else>>
<<link [["Take " + _it|Danube Street]]>><<money _money_gain "danubeParty">><<crimeUp `_money_gain / 100` "petty">><</link>><<crime "petty">>
<</if>>
<br>
<<link [[Leave|Danube Street]]>><</link>>
<br>
<</widget>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "danube">>
You comb through the row of citrus trees for saleable oranges.
<<if $tendingSuccess>>
<<wearProp "orange">>
<span class="green">You find a bunch, firm and juicy.</span>
<<tending_pick orange 4 14>>
<<else>>
<span class="red">They're all bruised and spongy.</span><<gtending>><<tending 2>>
<</if>>
<br><br>
<<link [[Next|Danube Street]]>><<handheldon>><</link>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">>
You attempt to pick the ancient mechanical lock system.
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<<skulduggeryuse>>
Despite the solid, hardwood door, the lock is a very simple 3 lever-tumbler type. Apply torque, poke around a little - 1, 2, 3 - and open it pops. The most difficult part is keeping the noise down as you drag the door open.
<br><br>
Inside you find a well-stocked wine-cellar. You won't be able to carry much, so you make a quick assessment. You know little about wine, but <<if $pubintro is 1>>Landry has told you years and labels to look for. Also, <</if>>the way the wine is positioned gives you some clues as to its worth. You identify a couple of the most expensive-looking bottles.
<br><br>
<<link [[Take bottles|Danube House Wine Steal]]>><<crimeUp 150 "thievery">><</link>><<crime "thievery">>
<br>
<<link [[Leave|Danube Street]]>><</link>>
<br>
<<else>>
You've never understood these old locks and can't do anything there. The door is completely solid and doesn't budge at all. You look around a little for any keys lying around, but no luck there either.
<br><br>
You leave empty-handed.
<br><br>
<<skulduggeryuse>>
<<link [[Next|Danube Street]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">><<wearProp "wine bottle" 0 "corked">>
You take the most expensive-looking bottles, while leaving everything else untouched. You close the heavy door behind you, and easily lock it again.
<br>
With a little luck, they will take a while to notice you were ever there.
<<set $blackmoney += 200>>
<br><br>
<<link [[Leave|Danube Street]]>><<handheldon>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<set $enemyno to 1>>
<<set $enemynomax to 1>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<set $enemytrust -= 40>>
<<if $phase is 0>>
The <<beasttype>> pounces on you.
<br><br>
<<elseif $phase is 3>>
<<set $phase to 0>>
<</if>>
<<set $NPCList[0].stance to "top">>
<<enable_rescue>>
<<elseif $sexstart is 1>>
<<set $sexstart to 0>>
<<set $enemyno to 1>>
<<set $enemynomax to 1>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<beastCombatInit>>
<<set $enemytrust -= 40>>
You drop to the ground and adopt a mating posture. The <<beasttype 0>> raises <<bhis 0>> head and stares at you. <<bHe 0>> paces closer.
<<if $monster is 1>>
"I suppose... Masters don't have to know, if we can have some fun."
<</if>>
<<deviancy2>>
<<set $phase to 0>>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<if $phase is 1 and $orgasmdown gte 2>>
<<set $phase to 2>>
<<if $NPCList[0].penis isnot "none">>
<<person2>>The <<person>> laughs and claps. "<<bHis 0>> dick is shaped to encourage ovulation in <<bhis 0>> mate," <<he>> says. "I'm glad it can satisfy human sluts too." You feel utterly humiliated.<<famebestiality 1>>
<br><br>
<</if>>
<<elseif $phase gte 1>>
<<person2>>The <<person>> reclines on the sofa, watching you.
<br><br>
<</if>>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if $phase is 0>>
<<if _combatend>>
<span id="next"><<link [[Next|Danube House Cat Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Danube House Cat]]>><</link>></span><<nexttext>>
<</if>>
<<else>>
<<if _combatend>>
<span id="next"><<link [[Next|Danube House Cat Finish 2]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Danube House Cat]]>><</link>></span><<nexttext>>
<</if>>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">>
<<if $athleticsSuccess>>
You turn and run. The <<beasttype 0>> pounces, but you <span class="green">succeed</span> in evading <<bhim 0>>. You flee into the street.<<gstress>><<stress 6>>
<br><br>
<<link [[Next|Danube Street]]>><<endevent>><</link>>
<<else>>
You turn and run. The <<beasttype 0>> pounces and you <span class="red">fail</span> to evade <<bhim 0>>. <<bHis 0>> weight forces you to the ground.
<br><br>
<<link [[Next|Danube House Cat]]>><<set $molestationstart to 1>><<generate2>><<set $phase to 3>><</link>>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">>
You drop to all fours and meow at the <<beasttype 0>>. <<bHes 0>> taken aback, and eases <<bhis 0>> threatening posture.
<<if $monster is 1>>
"You're... like me. Hmph. Masters said there were no others like me." <<bHe 0>> lies down. "Stupid Masters. I'll break something later for this."
<<else>>
<<bHe>> growls again, but in a softer tone, and lies down.
<</if>>
<br><br>
The <<beasttype 0>> pacified, you notice <<bhis 0>> collar glinting. You look closer and see it's encrusted with jewels.
<br><br>
<<link [[Take it|Danube House Collar]]>><<crimeUp 100 "thievery">><</link>><<crime "thievery">>
<br>
<<link [[Leave|Danube Street]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
The <<beasttype 0>> yawns in satisfaction and walks over to the window.
<<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
The <<beasttype 0>> pacified, you notice <<bhis 0>> collar glinting. You look closer and see it's encrusted with jewels.
<br><br>
<<saveNPC 0 danube_cat>>
<<endcombat>>
<<loadNPC 0 danube_cat>>
<<clearNPC danube_cat>>
<<link [[Take it|Danube House Collar]]>><<crimeUp 100 "thievery">><</link>><<crime "thievery">>
<br>
<<link [[Leave|Danube Street]]>><<endevent>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
The <<beasttype>> cowers and rolls over in submission.
<<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
The <<beasttype>> pacified, you notice <<bhis>> collar glinting. You look closer and see it's encrusted with jewels.
<br><br>
<<saveNPC 0 danube_cat>>
<<endcombat>>
<<loadNPC 0 danube_cat>>
<<clearNPC danube_cat>>
<<link [[Take it|Danube House Collar]]>><<crimeUp 100 "thievery">><</link>><<crime "thievery">>
<br>
<<link [[Leave|Danube Street]]>><<endevent>><</link>>
<br>
<<elseif $alarm is 1>>
<<if $NPCList[0].stance is "top">>
<<person2>>"What's the matter now?" says a <<person>>.
<<He>> laughs when <<he>> sees you. "An intruder?" <<He>> takes a seat. "How exquisite."
<br><br>
<<if $monster is 1>>
"I caught the intruder!" the <<beasttype 0>> proudly yells.
<br><br>
<</if>>
<<set $alarm to 0>><<set $rescue to 0>>
<<link [[Next|Danube House Cat]]>><<set $phase to 1>><</link>>
<<else>>
<<person2>>"What's the matter now?" says a <<person>>.
<<He>> laughs when <<he>> sees you. "That's what you get for trespassing." <<He>> whistles and the <<beasttype 0>> ceases <<bhis>> attack. Before you can stand, <<he>> presses <<his>> foot against your <<genitals>>.
<<famebestiality 1>>
<<saveNPC 1 danube_cat_owner>>
<<endcombat>>
<<loadNPC 0 danube_cat_owner>>
<<clearNPC danube_cat_owner>>
<<person1>>
<br><br>
<<link [[Next|Danube House Sneak Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<<else>>
The <<beasttype 0>> backs away from you, where <<bhe 0>> stands still and stares. <<tearful>> you glance around. You see nothing of value.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Leave|Danube Street]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<person2>>The <<beasttype 0>> makes a satisfied noise and walks over to the window, where <<bhe 0>> lies down. "<<bHe 0>>'ll sleep like a log after that," says the <<person>>. <<He>> walks over to you before you can recover and grabs your neck. <<He>> drags you to the front door and hefts you outside. "I'll overlook your trespass, this time." The door slams shut.
<<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Danube Street]]>><<endevent>><</link>>
<br>
<<else>>
<<person2>>The <<beasttype 0>> cowers and rolls over in submission.
<<tearful>> you escape the room before the <<person>> can react.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Danube Street]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">>
The <<beasttype 0>> makes no move as you remove <<bhis 0>> collar. You leave the premises with your prize in hand.
<<set $blackmoney += 100>>
<br><br>
<<link [[Leave|Danube Street]]>><<endevent>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<if $footdisable is "f">>
"It's best I use my foot," <<he>> says." You might be dirty."
<br><br>
<<if $NPCList[0].vagina isnot "none">>
<<set $NPCList[0].vagina to "footjob">>
<<elseif $NPCList[0].penis isnot "none">>
<<set $NPCList[0].penis to "footjob">>
<</if>>
<<if $player.penisExist and (!$player.vaginaExist or random(1, 2) is 2)>>
<<set $penisuse to "feet">><<set $speechpenisfoot to 1>>
<<else>>
<<set $vaginause to "feet">><<set $speechvaginafoot to 1>>
<</if>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Danube House Sneak Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Danube House Sneak Molestation]]>><</link>></span><<nexttext>>
<</if>><<if $enemyhealth lte 0>>
You trip the <<person>> up. <<tearful>> you escape outside.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Danube Street]]>><</link>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Good <<girl>>," <<he>> says, grabbing you by the neck. "I don't think it's fair to get the police involved, but don't you dare trespass again." <<He>> drags you to the front door and shoves you out, slamming the door behind you. <<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Danube Street]]>><</link>>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">>
<<skulduggerycheck>>
<br><br>
You sneak up to the <<person>> as quietly as you can. Once close enough, you reach out for the loot and
<<if $skulduggerysuccess is 1>>
quickly ease it free. Like taking candy from a baby. A snoring, dribbling baby with more money than sense.
<<crimeUp 80 "petty">>
<br><br>
<<set $blackmoney += 80>>
<<skulduggeryuse>>
<<link [[Leave|Danube Street]]>><<endevent>><</link>>
<br>
<<else>>
try to ease it free. Unfortunately, <<he>> rolls over at just that moment. As you try to adjust your grip, you hear a snort and look down to find <<him>> blearily looking up at you.
<br>
<<His>> face turns to anger and you leap back just before <<he>> can grab you.
<br><br>
You have no choice but to flee empty handed.
<<crimeUp 80 "petty">>
<br><br>
<<skulduggeryuse>>
<<runicon>><<link [[Run|Danube Street]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">><<set $lock to 600>>
The safe looks expensive, like it might contain something important.
<br><br>
<<if currentSkillValue('skulduggery') gte $lock>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span>
<br><br>
<<else>>
<<wearProp "lockpick">>
<span class="green">The lock looks easy to pick.</span>
<br><br>
<<lockicon "pick">><<link [[Break in (0:05)|Danube House Safe Open]]>><<handheldon>><<pass 5>><<crimeUp 1 "thievery">><</link>><<crime "thievery">>
<br>
<</if>>
<<else>>
<span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>>
<br><br>
<</if>>
<<getouticon>><<link [[Leave|Danube Street]]>><<handheldon>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">>
<<if $skulduggery lt 700>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">There's nothing more you can learn from locks this simple.</span>
<br><br>
<</if>>
<<if $rng gte 10>>
You successfully open the safe, and find <<moneyGainDisplay 60 true true>> inside.
<br><br>
<<link [[Take it|Danube Street]]>><<money _money_gain "danubeParty">><<crimeUp `_money_gain / 100` "thievery">><</link>><<crime "thievery">>
<br>
<<link [[Leave|Danube Street]]>><</link>>
<br>
<<else>>
You successfully open the safe, and find a piece of expensive-looking jewellery inside.
<br><br>
<<link [[Take it|Danube Street]]>><<set $blackmoney += 200>><<crimeUp 200 "thievery">><</link>><<crime "thievery">>
<br>
<<link [[Leave|Danube Street]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">>
You burst from the water and gasp for air. The <<person>> runs and screams. "Help! Someone call the police!" You take that as your cue to leave.
<<crime "trespassing">><<crimeUp 50 "trespassing">>
<br><br>
<<link [[Next|Danube Street]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<water>><<effects>><<set $bus to "danube">>
You slip into the fountain and hide beneath the surface of the water. A <<person>> appears above you and sits on the rim. <<He>> doesn't look down, but you hope <<he>> doesn't plan on staying there long. You don't know how long you could hold your breath.
<<pass 3>>
<br><br>
<<if $swimmingSuccess>>
You <span class="green">succeed</span> in holding your breath. After a few minutes <<he>> leaves. You come up to the surface and gasp for air. <<He>> left an unopened bottle of wine on the side of the fountain. It looks fancy.
<br><br>
<<ind>><<link [[Take it|Danube Street]]>><<set $blackmoney += 30>><<crimeUp 30 "petty">><<endevent>><</link>><<crime "petty">>
<br>
<<link [[Leave|Danube Street]]>><<endevent>><</link>>
<br>
<<else>>
A few minutes pass and <<he>> shows no sign of moving. You <span class="red">fail</span> to hold your breath. You know you can't keep this up for much longer.
<br><br>
<<swimicon "dive">><<link [[Dive through the drain|Danube House Dive]]>><<endevent>><</link>>
<br>
<<swimicon "up">><<link [[Come up for air|Danube House Sneak 2]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 0>>
<<pass 2>>
You stand your ground. A <<person>> walks in and freezes on the spot upon seeing you.
<<if $speech_attitude is "meek">>
"I-I'm the fairy of the fountain. I'm here to grant you a wish," you say, although it sounds less clever than it did in your head.
<<elseif $speech_attitude is "bratty">>
"I'm the spirit of the fountain, here to punish you for your sins," you say, although it sounds less clever than it did in your head.
<<else>>
"I seem to have taken a wrong turn and become lost," you say, although it sounds less clever than it did in your head.
<</if>>
<br><br>
"Do you think I was born yesterday?" <<he>> says, recovered from <<his>> initial shock. "Stay there, I'm calling the police." You take that as your cue to flee the scene.
<<crimeUp 50 "trespassing">><<crime "trespassing">>
<br><br>
<<if $skulduggery lte 999>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">That was too easy. You didn't learn anything.</span>
<br><br>
<</if>>
<<link [[Next|Danube Street]]>><<endevent>><</link>>
<br>
<<else>>
<<pass 10>>
You dunk yourself in the fountain, drenching you, then sit on the edge. A <<person>> walks in and freezes on the spot upon seeing you. You look at <<him>>, giving the best impression of confusion and hopelessness you can muster. "I fell down a drain," you say. "It was dark and scary. I just swam up, now I'm here. Where am I?"
<br><br>
The <<person>> runs over and wraps <<his>> dressing gown around you. "Oh you poor thing," <<he>> says. "We've had animals turn up that way, I never thought..." You keep your head bowed to conceal your smirk as <<he>> continues apologising and fussing over you.
<br><br>
"Are you sure you'll be okay?" <<he>> says once at the front door.
<br><br>
"I will now, thanks to you," you reply. <<He>> let you keep the gown. It looks valuable.
<br><br>
<<set $blackmoney += 60>>
<<skulduggeryuse>>
<<link [[Next|Danube Street]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">>
You swim to the bottom of the fountain. As you approach the drain the pull becomes stronger, until you're being pulled along. You're sucked down into the dark and through a passage, before emerging in stale air somewhere underground.
<br><br>
<<link [[Next|Drain Water]]>><<set $bus to "residentialdrain">><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">><<person1>>
<<if $phase is 0>>
Uncertain, but fearing that the <<person>> may have been kidnapped or abused, you approach and gently extract the gag. <<He>> retches and coughs.
<br>
"What are you doing in my house?!" <<His>> voice is shrill. "Get out! Get the fuck out!"
<br>
Too much noise. You start to replace the gag. <<He>> struggles, trying to turn <<his>> head away, even while bound at the neck.
<br>
"No!" <<He>> tries to scream, but you manage to shove the 'gag' back into place. There is a clip to lock it in. Leaving <<him>> chained to the bed and quiet works nicely for your skulduggerous intents.
<br><br>
<<elseif $phase is 1>>
This looks like S&M play. <<His>> partner ties <<him>> up and abandons <<him>> for an hour or so in this humiliating state. Why interrupt their play? In any case, having <<him>> conveniently locked in place and quiet works nicely for your skulduggerous needs.
<br><br>
<<elseif $phase is 2>>
You rush over to help the poor victim, quickly easing the cruel dildo-gag out from <<his>> throat.
<br>
"What are you doing in my house?!" <<His>> voice is shrill. "Get out! Get the fuck out!"
<br>
You stare at <<him>> in shock.
<br>
"Stop looking at me! Get out of my house?! Are you..? Just fuck off! Right now!"
<br>
Looking at the open cupboard, you see whips and sex toys. Pictures of people tied up and spanked. You'd heard people do this kind of thing, but are shocked to come face to face with it.
<<gawareness>><<awareness 3>>
<br>
But if this is what people like...
<br><br>
You try to push the dildo-gag back into <<his>> throat but <<he>> resists, screaming obscenities at you.
<br>
<</if>>
Looking around the room, you can see a number of valuables, including BDSM gear and leather, erotic art, jewellery, electronics, and some very high-end sex-toys.
<br><br>
<<link [[Rob them|Danube House S&M Steal]]>><<crimeUp 120 "thievery">><</link>><<crime "thievery">>
<br>
<<link [[Leave|Danube Street]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">><<person1>>
You work through the room, selecting the most valuable things you can easily conceal and carry.
<<if $phase lte 1>>
As you work, the <<person>> twists and strains against <<his>> bonds in impotent rage.
<<if $NPCList[0].penis isnot "none">>
<<if $NPCList[0].breastsize gte 3>>
<<His>> $NPCList[0].penisdesc and $NPCList[0].breastsdesc swing and bob and several
<<else>>
<<His>> $NPCList[0].penisdesc swings and several
<</if>>
<<else>>
<<if $NPCList[0].breastsize gte 3>>
<<His>> $NPCList[0].breastsdesc jiggle and several
<<else>>
Several
<</if>>
<</if>>
interesting 'toys' bounce around the bed as <<he>> struggles, giving you some very bad thoughts.
<<garousal>><<arousal 100>><<set $blackmoney += 120>>
<br><br>
Finally, having made your selection of loot, you leave the <<person>> red-faced, sweating and thoroughly enraged on the bed.
<br><br>
<<else>>
As you try to work, the <<person>> screams and hurls obscenities, while wishing various forms of violent sexual assault on you. <<He>> twists and strains against <<his>> bonds relentlessly. It makes it difficult for you to focus.
<<set $blackmoney += 80>><<gstress>>
<br><br>
Finally, as you prepare to leave with your loot, the <<person>>, sweaty and red-faced, looks at you. <<He>> swallows and starts to speak.
"Listen. Be a good <<girl>>. Before you go, would you- Would you put that gag back in. The gag. Th- The <<person2>><<if $pronoun is "m">>Master<<else>>Mistress<</if>> will hurt me otherwise."
<br><br>
You smile at <<person1>><<him>>. "I tried. You didn't let me."
<br><br>
"I-I thought I didn't... No. No, please, don't go yet! Please! Put it back, you..."
<br><br>
You wave sweetly from the door on the way out. "Bye!"
<br><br>
"You don't understand, <<person2>><<he>>-<<he>>... <<He>>'ll..."
<br><br>
You can still hear <<person1>><<his>> pleas as the front door clicks shut.
<br><br>
You find yourself smiling.
<<lstress>><<stress -1>>
<br><br>
<</if>>
<<link [[Leave|Danube Street]]>><<endevent>><</link>>
<br><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "danube">>
You walk up to one of the mansions and knock on the door.
<br><br>
<<if $rng lte 30>> /* Default case*/
There's no response.
<br><br>
<<if $leftarm is "bound" and $rightarm is "bound">>
You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span>
<br>
<<else>>
<<lockicon "pick">><<link [[Break in|Danube House Lock]]>><<handheldon>><</link>>
<br>
<</if>>
<<dooricon "danube">><<link [[Go to the next house (0:02)|Danube House Knock]]>><<handheldon>><<pass 2>><</link>>
<br>
<<getouticon>><<link [[Stop|Danube Street]]>><<handheldon>><</link>>
<br>
<<elseif $unlocked is true>>
/*To return this housekeeping check?
- Remove `$unlocked is true` and place
- Add `danube_housekeeping is undefined`*/
<<if $danube_housekeeping is undefined>>
<<generate1>><<person1>>A <<person>> answers the door. "You're not one of the guests I'm expecting," <<he>> says. "What can I do for you?"
<br><br>
<<socialiseicon "ask">><<link [[Ask for work|Danube House Intro]]>><</link>>
<br>
<<getouticon>><<link [[Say you've got the wrong address and leave|Danube Street]]>><<endevent>><</link>>
<br>
<</if>>
<<else>>
<<cleareventpool>>
<<addinlineevent "Danube Party Pre-Intro">>
<<generate1>><<generate2>><<person2>>A <<person>> answers the door. "You aren't who we were expecting," <<he>> says.
<br><br>
<<socialiseicon "ask">><<link [[Ask for work|Danube Party Intro]]>><</link>>
<br>
<<getouticon>><<link [[Say you've got the wrong address and leave|Danube Street]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "Danube Attic Pre-Intro">>
<<generate1>><<person1>>A <<person>> answers the door. "I do not like being disturbed. Speak," <<he>> says.
<br><br>
<<socialiseicon "ask">><<link [[Ask for work|Danube Attic Intro]]>><</link>>
<br>
<<getouticon>><<link [[Say you've got the wrong address and leave|Danube Street]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "Danube Tea Pre-Intro">>
<<generate1>><<person1>>A <<person>> answers the door. <<He>> examines you head to feet before speaking. "Such a fine thing," <<he>> says. "Is there anything I can do for you?"
<br><br>
<<socialiseicon "ask">><<link [[Ask for work|Danube Tea Intro]]>><</link>>
<br>
<<getouticon>><<link [[Say you've got the wrong address and leave|Danube Street]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "Danube Garden Pre-Intro">>
<<generate1>><<generate2>><<person1>>A <<person>> answers the door. "My <<person2>><<master>> does not like being disturbed," <<he>> says. "Out with it."
<br><br>
<<socialiseicon "ask">><<link [[Ask for work|Danube Garden Intro]]>><</link>>
<br>
<<getouticon>><<link [[Say you've got the wrong address and leave|Danube Street]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "Danube Doll Pre-Intro">>
<<generatey1>><<person1>>A <<person>> answers the door. <<He>> opens it slightly and peeks through the gap. <<He>> doesn't say anything.
<br><br>
<<socialiseicon "ask">><<link [[Ask for work|Danube Doll Intro]]>><</link>>
<br>
<<getouticon>><<link [[Say you've got the wrong address and leave|Danube Street]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "Danube Tutor Pre-Intro">>
<<generatey1>><<generate2>><<person2>>A <<person>> answers the door. "Can I help you?" <<he>> asks.
<br><br>
<<socialiseicon "ask">><<link [[Ask for work|Danube Tutor Intro]]>><</link>>
<br>
<<getouticon>><<link [[Say you've got the wrong address and leave|Danube Street]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<<if $breastfeedingdisable is "f" and maleChance() lt 100>>
<<addinlineevent "Danube Breast Pre-Intro">>
<<generatef1>><<person1>>A <<person>> answers the door. <<Hes>> wearing nothing but a shirt and panties. "Can I help you?" <<he>> asks.
<br><br>
<<socialiseicon "ask">><<link [[Ask for work|Danube Breast Intro]]>><</link>>
<br>
<<getouticon>><<link [[Say you've got the wrong address and leave|Danube Street]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<</if>>
<<addinlineevent "Danube Catperson Pre-Intro">>
<<generate1>><<person1>>A <<person>> answers the door.
<<if $fame.bestiality gte 400>>
<<His>> eyes light up when <<he>> sees you. "Oh, I know you. You've a talent for animal care, haven't you?"
<<else>>
"Oh, hello. What can I do for you?" <<he>> asks.
<</if>>
<br><br>
<<socialiseicon "ask">><<link [[Ask for work|Danube Catperson Intro]]>><</link>>
<br>
<<getouticon>><<link [[Say you've got the wrong address and leave|Danube Street]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<<runeventpool>>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">>
<<if $rng gte 1>>
<<He>> pauses for a moment, considering. "Our help hasn't arrived, but you look... fit," <<he>> says.
"I'm throwing a party and need someone to distribute refreshments. You'll get <<printmoney 6000>> for two hours work."
<<He>> rummages in something to <<his>> left, out of your view, before producing a small waist apron. "<<printmoney 15000>>, if you wear this."
<br><br>
You look more closely at the apron. It's such a slight thing it would be little protection against spillages, and would barely cover more than your crotch.
<br><br>
"It wouldn't do much to protect your other clothes, which is why you shouldn't wear any." <<He>> smiles. "Hence the extra pay. So what do you think?"
<br><br>
<<if hasSexStat("exhibitionism", 4)>>
<<getinicon>><<link [[Agree to work in the apron|Danube Apron]]>><<housekeeping 1 400>><</link>><<exhibitionist4>><<ghousekeeping 400>>
<br>
<<else>>
<<insufficientStat "exhibitionism" "to take up the scandalous offer">>
<br><br>
<</if>>
<<getinicon>><<link [[Agree to work in normal clothes|Danube Party]]>><<housekeeping 1 400>><</link>><<ghousekeeping 400>>
<br>
<<refuseicon>><<link [[Refuse|Danube Street]]>><<endevent>><</link>>
<br>
<<else>>
"There's nothing," <<he>> says. "Now if you'll excuse me, I have a party to get back to." <<He>> shuts the door.
<br><br>
<<link [[Try another house|Danube House Knock]]>><<endevent>><</link>>
<br>
<<link [[Stop|Danube Street]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">>
<<if $rng gte 1>>
"You're an insolent little thing," <<he>> says.
"But as it happens I do need something. There's a family heirloom in my attic I need retrieved.
I can't do it myself, it's too dusty up there. It will take up to an hour and I'll give you <<printmoney 2500>> for finding it."
<br><br>
<<getinicon>><<link [[Accept|Danube Attic]]>><<housekeeping 1 400>><</link>><<ghousekeeping 400>>
<br>
<<refuseicon>><<link [[Refuse|Danube Street]]>><<endevent>><</link>>
<br>
<<else>>
"Insolent whelp," <<he>> says. "Begone."
<br><br>
<<link [[Try another house|Danube House Knock]]>><<housekeeping 1 400>><<endevent>><</link>><<ghousekeeping 400>>
<br>
<<link [[Stop|Danube Street]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">>
<<if $rng gte 1>>
The <<person>> smiles. "There's nothing I need," <<he>> says. "But I'll give you <<printmoney 2500>> to join me for tea. It will take about an hour."
<br><br>
<<getinicon>><<link [[Accept|Danube Tea]]>><<housekeeping 1 400>><</link>><<ghousekeeping 400>>
<br>
<<refuseicon>><<link [[Refuse|Danube Street]]>><<endevent>><</link>>
<br>
<<else>>
"There's nothing I need," <<he>> says, "But don't be afraid to call again, sweetie."
<br><br>
<<link [[Try another house|Danube House Knock]]>><<housekeeping 1 400>><<endevent>><</link>><<ghousekeeping 400>>
<br>
<<link [[Stop|Danube Street]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">>
<<if $rng gte 1>>
<<person1>><<He>> stares down <<his>> nose at you.
"There is something," <<he>> says, "We have a problem with weeds growing and strangling our other plants. We would give you <<printmoney 12000>> for four hours work."
<br><br>
<<getinicon>><<link [[Accept|Danube Garden]]>><<tending 1>><</link>><<gtending>>
<br>
<<refuseicon>><<link [[Refuse|Danube Street]]>><<endevent>><</link>>
<br>
<<else>>
"No," <<he>> says, and slams the door shut.
<br><br>
<<link [[Try another house|Danube House Knock]]>><<endevent>><</link>>
<br>
<<link [[Stop|Danube Street]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">>
<<if $rng gte 1>>
<<His>> demeanour changes. "I'm hosting a tea party and there's a spare seat," <<he>> says with enthusiasm.
"I'll give you <<printmoney 2500>> if you fill in for the missing guest. It will take forty minutes."
<br><br>
<<getinicon>><<link [[Accept (0:40)|Danube Doll]]>><<housekeeping 1 400>><</link>><<ghousekeeping 400>>
<br>
<<refuseicon>><<link [[Refuse|Danube Street]]>><<endevent>><</link>>
<br>
<<else>>
<<He>> wordlessly slams the door shut.
<br><br>
<<link [[Try another house|Danube House Knock]]>><<endevent>><</link>>
<br>
<<link [[Stop|Danube Street]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">>
<<if $rng gte 1>>
<<schooleffects>>
<<if !["first","second","third","lunch","fourth","fifth"].includes($schoolstate)>>
<<set $rng1 to random(3)>>
<<He>> looks at you with interest. "Our <<person1>><<daughter>> is preparing for
<<switch $rng1>>
<<case 0>>a science
<<case 1>>a maths
<<case 2>>an English
<<case 3>>a history
<</switch>>
exam. Perhaps you could tutor <<him>> for an hour? We'll pay between <<printmoney 1000>> and <<printmoney 15000>>. Depends how good you are."
<br><br>
<<getinicon>><<link [[Accept (1:00)|Danube Tutor]]>><<pass 60>><<housekeeping 1 400>><</link>><<ghousekeeping 400>>
<br>
<<refuseicon>><<link [[Refuse|Danube Street]]>><<endevent>><</link>>
<br>
<<else>>
"I'm interested in a tutor, but I'm afraid my <<person1>><<daughter>> is in school at the moment." <<person2>><<He>> pauses and looks you over. "Shouldn't you be in school yourself?" <<gstress>><<stress 2>>
<br><br>
<<link [[Try another house|Danube House Knock]]>><<endevent>><</link>>
<br>
<<link [[Stop|Danube Street]]>><<endevent>><</link>>
<br>
<</if>>
<<else>>
<<He>> shakes <<his>> head. "There's nothing we need, thanks."
<br><br>
<<link [[Try another house|Danube House Knock]]>><<endevent>><</link>>
<br>
<<link [[Stop|Danube Street]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">>
<<He>> smiles. "You look thirsty," <<he>> says. "And my chest is so heavy." <<He>> cups <<his>> $NPCList[0].breastdesc. "Take the burden off me and I'll give you <<printmoney 500>>."
<br><br>
<<if $awareness gte 200>>
<span class="blue"><<He>> wants you to drink from <<his>> breast.</span>
<br><br>
<<else>>
You aren't sure what <<he>> means. <<He>> recognises your confusion. "I want you to suckle from my breast," <<he>> adds.
<br><br>
<</if>>
<<if hasSexStat("promiscuity", 3)>>
<<getinicon>><<link [[Accept (0:15)|Danube Breast]]>><<pass 15>><<breastfed>><</link>><<promiscuous3>><<lpurity>>
<br>
<<else>>
<<insufficientStat "promiscuity" "to accept such an offer">>
<br><br>
<</if>>
<<refuseicon>><<link [[Refuse|Danube Street]]>><<endevent>><</link>>
<br><<effects>>
"The usual help is sick today," <<he>> says. "I've guests arriving soon, expecting food, and haven't the time to get everything ready. I'll pay you <<printmoney 4000>> to set the table while I finish in the kitchen. They'll arrive in fifteen minutes."
<br><br>
<<He>> narrows <<his>> eyes. "My guests have certain expectations, however," <<he>> continues. "High expectations. I hope you know your way around a table."
<br><br>
<<getinicon>><<link [[Accept (0:15)|Danube House Intro 2]]>><<pass 15>><</link>>
<br>
<<refuseicon>><<link [[Refuse|Danube Street]]>><<endevent>><</link>>
<br><<effects>>
The <<person>> shows you into a tasteful dining room. You smell garlic. Steam floats into the room from the next. "Everything's in the cupboard there," <<he>> says. "It's a normal
<<if Time.hour gte 18>>
dinner.
<<elseif Time.hour gte 15>>
tea.
<<elseif Time.hour gte 12>>
luncheon.
<<elseif Time.hour gte 10>>
brunch.
<<else>>
breakfast.
<</if>>
Nothing fancy. I'll be in the kitchen. Let me know when you're done."
<br><br>
You open the cupboard, and find a collection of stacked plates, along with cutlery.
<<if $housekeeping gte 300>>
You lay out the plates, cutlery, and napkins, with plenty of time to spare. You enter the steaming kitchen, and find the <<person>> rushing this way and that, as pots boil over and smoke rises from the oven.
<br><br>
<<set $danube_housekeeping to 1>>
<<link [[Next|Danube House Intro Success]]>><</link>>
<br>
<<else>>
The <<person>> didn't specify how many guests are expected, so you lay a plate in front of each seat, followed by the cutlery.
<br><br>
<<link [[Next|Danube House Intro Fail]]>><</link>>
<br>
<</if>><<effects>>
You assist the <<person>> in the kitchen. You're so efficient that <<he>> steps aside, watching the window for <<his>> expected guests. "They're here," <<he>> says. "We cut it close. It's a good thing you appeared when you did." <<He>> hands you <<moneyGain 40>>. "I'll be sure to let my friends know how useful you are. I'm well-connected, and word spreads fast."
<br><br>
<<He>> ushers you through a side entrance, so you won't be seen.
<br><br>
<span class="gold">You can now find work by knocking on doors on Danube Street.</span>
<br><br>
<<link [[Next|Danube Street]]>><<set $eventskip to 1>><<endevent>><</link>>
<br><<effects>>
<span class="red">"No no no!"</span> the <<person>> says when <<he>> arrives to examine your handiwork. "The cutlery is the wrong way round. There are plates missing. Is that a-" <<He>> steadies <<himself>> against a chair. "A <i>table</i>spoon? There?! This won't do. Won't do at all. Out, out at once!"
<br><br>
You show yourself out, unpaid, leaving the <<person>> to set the table how <<he>> likes.
<br><br>
<i><span class="red">You won't be able to take any jobs on Danube Street until you have at least a </span><span class="purple">D+</span> <span class="red">housekeeping skill.</span></i>
<br><br>
<<link [[Next|Danube Street]]>><<endevent>><</link>>
<br><<effects>>
You blush, but nod.
The <<person>> steps back, and you enter <<his>> house. It's small for Danube Street, but still spacious and neat.
<br><br>
The <<person>> sits down on a cushion-laden sofa. <<He>> pulls off <<his>> shirt without hesitation, exposing <<his>> $NPCList[0].breastsdesc.
<<He>> now wears only the pair of panties. <<He>> beckons you over.
<br><br>
You sit down next to <<him>>, and blush more deeply as <<he>> gently guides your head towards <<his>> breast.
You shift to access <<his>> chest better, and move your lips over <<his>> nipple. Sweet, creamy milk leaks out as soon as your tongue touches <<his>> bud.
You suckle. It tastes sweet and warm. A calmness falls over you. <<His>> free hand creeps up your thigh.
<<promiscuity3>>
After a while, the milk stops flowing. You look up.
<br><br>
"You can do the other one too, if you want," <<he>> says. "But you don't have to. I'll still pay you."
<br><br>
<<link [[Stop|Danube Breast Stop]]>><</link>>
<br>
<<link [[Continue (0:15)|Danube Breast Continue]]>><<pass 15>><<breastfed>><</link>><<ggarousal>><<lpurity>>
<br><<effects>>
You shake your head. The <<person>> hands you the money you were promised, and you return to Danube Street.
<br><br>
You've made <<moneyGain 5>>.
<br><br>
<<endevent>>
<<link [[Next|Danube Street]]>><</link>><<effects>>
You lean toward <<his>> other breast, and suckle. <<He>> laughs, and inches <<his>> hand further up your thigh. <<He>> touches your <<groin>>.
<br><br>
<<if $player.gender_appearance is "m" and !$player.penisExist>>
"Oh my," <<he>> says. "You're keeping something hidden down there. Don't worry. I can keep a secret." <<He>> explores further.
<<elseif $player.gender_appearance is "f" and $player.penisExist>>
"Oh my," <<he>> says. "You're keeping something hidden down there. Don't worry. I can keep a secret." <<He>> explores further.
<<else>>
<</if>>
<<if playerChastity("hidden")>>
"Trying to stay pure?" <<he>> questions while withdrawing <<his>> hand.
<<set _arousal to "low">>
<<elseif $player.penisExist>>
<<set _canDrinkCum to true>>
<<if $worn.genitals.name is "chastity parasite">>
"Odd, what is this?" <<he>> asks while massaging and squeezing your chastity parasite as you suckle.
<<set _arousal to "high">>
<<set _canDrinkCum to false>>
<<elseif playerChastity("cage")>>
"Cute," <<he>> says while <<if $player.ballsExist>>massaging your balls<<else>>withdrawing <<his>> hand<</if>> as you suckle.
<<set _arousal to "low">>
<<elseif $player.penissize gte 4>>
"Ah!" <<He>> withdraws <<his>> hand and stares at your crotch. <<He>> looks startled.
"How are you so big? Sorry, I don't mean to be rude." <<He>> returns <<his>> hand and continues to stroke as you suckle.
<<insecurity "penis_big" 1>><<ginsecurity "penis_big">>
<<elseif $player.penissize gte 3>>
"You're pretty big," <<he>> coos. <<He>> strokes your length as you suckle.
<<insecurity "penis_big" 1>><<ginsecurity "penis_big">>
<<elseif $player.penissize gte 2>>
<<He>> strokes your length as you suckle.
<<elseif $player.penissize gte 1>>
"Cute," <<he>> says. <<He>> strokes your length as you suckle.
<<insecurity "penis_small" 1>><<ginsecurity "penis_small">>
<<else>>
<<He>> laughs. "It's so tiny. Sorry, I don't mean to be rude." <<He>> strokes your length with just one finger as you suckle.
<<insecurity "penis_small" 1>><<ginsecurity "penis_small">>
<</if>>
<<if $player.vaginaExist>>
<<He>> frowns as <<his>> fingers find your <<pussy>>. "Is that what I think it is?" <<he>> asks. "You do have a lot of secrets."
<</if>>
<<else>>
<<He>> strokes your clit as you suckle.
<</if>>
<<if _arousal is "high">>
<<arousal 2000 "genitals">><<gggarousal>>
<<elseif _arousal is "low">>
<<arousal 600 "genitals">><<garousal>>
<<else>>
<<arousal 1200 "genitals">><<ggarousal>>
<</if>>
/* Note: Add some dialog describing the player orgasming from this if it puts them at max arousal? */
/* Not sure why a simple scene was not added at least */
<br><br>
<<if $arousal gte $arousalmax>>
You briefly stop drinking as you're pushed over the edge.
<<if _canDrinkCum>><<set _released to calculateSemenReleased()>><</if>>
<<orgasm>>
<<if $femaleclimax or _deniedOrgasm>><<set _canDrinkCum to false>><</if>>
<<if _canDrinkCum and _released gte 1>>
<<if random(0,100) gte 50>>
<<He>> smiles at you, "Oh you spilt some, let me help you with that." Carefully feeding it to you from <<his>> hand.
<<semenswallowedstat _released>>
<<bodyliquid "mouth" "semen" 1>>
<<set $hunger -= _released>>
<<set $thirst -= _released>>
<<else>>
<<He>> smiles at you after swallowing your cum, "I'm glad we were both able to get release from sharing our milk."
<</if>>
<<else>>
<<He>> smiles at you, "I'm glad we were both able to get release."
<</if>>
<br><br>
You continue to drink for another several minutes, until the leaking slows to a trickle.
<<else>>
This continues for several minutes, until the leaking slows to a trickle.
<</if>>
<<He>> pulls <<his>> shirt back on and shows you to the door, where <<he>> hands you more money than was promised.
<br><br>
You've made <<moneyGain 10>>.
<br><br>
<<endevent>>
<<link [[Next|Danube Street]]>><</link>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">>
<<undress "danubeparty">>
<<set $lowertemp to "init">><<lowerwear 4>>
<<set $worn.lower.colour to either("black", "blue", "brown", "green", "pink", "purple", "red", "tangerine", "teal", "white", "yellow")>>
<<exposure>>
You enter the mansion. You hear voices and the clinking of glasses further in.
<<if $rightarm is "bound" or $leftarm is "bound" or $feetuse is "bound">>
Noticing your bound <<boundBodyParts>>, <<he>> gives you a strange smile.
"It's not that kind of party. Not this time.<<if _boundparts.includes("arm")>> You'll at least need your hands.<</if>>"
<br>
<<He>> moves behind you and a moment later <span class="green">your limbs fall free.</span>
<<unbind>>
<br><br>
<</if>>
<<He>> passes you the apron and gestures to the door on your left.
"You can get changed in the pantry," <<he>> says.
"When you're ready, go through the door opposite and you'll find some platters. Take each in turn and offer them to the guests.
Now if you'll excuse me, I need to get back to being a good <<print ($pronoun is "m" ? "host" : "hostess")>>."
<br><br>
You enter the room as instructed.
It's small enough that getting changed is difficult, but you <<nervously>> remove your clothing and wrap the apron around your waist.
It almost feels like you're wearing nothing at all. You wish you had a mirror to examine yourself properly.
<br><br>
Properly attired and with a tray of champagne in one hand, you enter the main room where the party is being held.
A <<person1>><<person>> gasps and drops their glass, the sound of its shattering drawing more attention.
Soon everyone in the room is watching you, murmuring amongst themselves.
You offer another glass to the <<person>>, who doesn't take <<his>> eyes off your <<lewdness>> as <<he>> takes from the tray.
<<exhibitionism4>><<fameexhibitionism 30>>
<<link [[Next|Danube Apron2]]>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">>
You enter the mansion. You hear voices and the clinking of glasses further in.
"There's some platters in the kitchen." <<He>> gestures to the door on your right.
<<if $rightarm is "bound" or $leftarm is "bound" or $feetuse is "bound">>
"Take each in turn and offer them to the guests."
<br><br>
Noticing your bound <<boundBodyParts>>, <<he>> gives you a strange smile.
"It's not that kind of party. Not this time.<<if _boundparts.includes("arm")>> You'll at least need your hands.<</if>>"
<br>
<<He>> moves behind you and a moment later <span class="green">your limbs fall free.</span>
<<unbind>>
<br><br>
"Now if you'll excuse me," <<he>> goes on. "I need to get back to being a good <<print ($pronoun is "m" ? "host" : "hostess")>>."
<<else>>
"Take each in turn and offer them to the guests. Now if you'll excuse me, I need to get back to being a good <<print ($pronoun is "m" ? "host" : "hostess")>>."
<</if>>
<br><br>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure)>>
You begin the job as instructed.
Most guests pay you little attention, few even so much as look at you as they take from the proffered tray or politely decline the offer.
An hour into the job however, a <<person1>><<person>> takes an interest in you. You notice <<him>> watching you from across the room.
<br><br>
<<pass 1 hour>>
You offer <<him>> a glass of champagne.
"No thanks, darling."
As you turn to leave, <<he>> wraps an arm around your waist and grabs your <<bottom>> with <<his>> free hand.
<br><br>
<<link [[Endure it|Danube Party Endure]]>><<stress 6>><<trauma 6>><<sub 1>><</link>><<gtrauma>><<gstress>>
<br>
<<link [[Struggle free|Danube Party Struggle]]>><<stress -12>><<trauma -6>><<def 1>><</link>><<ltrauma>><<lstress>>
<br>
<<else>>
You begin the job as instructed.
No one pays you much attention, few even so much as look at you as they take from the proffered tray or politely decline the offer.
After two hours the party seems to be winding down, and the <<person>> approaches you. "Thanks for the help. Here." <<He>> hands you <<moneyGain 60>>.
<br><br>
<<pass 2 hours>>
<<link [[Next|Danube Street]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">>
You grit your teeth and bear it. The <<person>> pulls you closer and fondles your <<bottom>> for a few moments.
Other guests turn and watch the spectacle, not quite sure what to make of it. You hear nervous laughter.
<br><br>
"That's enough, let the poor <<girl>> go," says the <<person2>><<person>>. The <<person1>><<person>> releases you, but gives you a parting spank as <<he>> does.
<br><br>
After another hour the party seems to be winding down, and the <<person2>><<person>> approaches you.
"Thanks for the help. Here's extra for the trouble." <<He>> hands you <<moneyGain 90>>.
<br><br>
<<pass 1 hour>>
<<endevent>>
<<link [[Next|Danube Street]]>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">>
You stomp hard on the <<persons>> foot, and <<he>> shouts, tumbling backwards to the ground where <<he>> rolls around in pain.
Laughter erupts among the assembled guests.
<br><br>
"Serves the perv right."
<br><br>
The <<person2>><<person>> grips your arm and leads you out the room. "You've ruined my party," <<he>> says. "Get out. And no, you're not seeing a penny. Shoo!"
<br><br>
<<endevent>>
<<link [[Next|Danube Street]]>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">>
<<if maleChance() is 0>>
<<set _elite to "women">>
<<elseif maleChance() is 100>>
<<set _elite to "men">>
<<else>>
<<set _elite to "elite">>
<</if>>
You continue your task, and people eventually go back to mingling, though you still feel eyes on you at all times.
At one point you catch a reflection of yourself, a nearly naked <<girl>> surrounded by well-dressed _elite.
<<if $liquidcount gte 30>>Wearing so little, the copious sexual fluids coating your skin are obvious to all.
<<elseif $player.bodyliquid.anus.semen + $player.bodyliquid.vagina.semen gte 3>>The apron does nothing to hide the semen running down from between your legs.
<<elseif $semencount gte 10>>Wearing so little, the semen on your body is obvious to all.
<<elseif $goocount gte 10>>Lewd tentacle slime gleams on your skin, obvious to all.
<<elseif $nectarcount gte 10>>Sweet nectar sticks to your skin, obvious to all.
<<elseif $liquidcount gte 10>>Wearing so little, the lewd sexual fluids on your skin are clearly visible.
<<elseif ($wolfgirl gte 6 or ($transformationParts.wolf.tail isnot "hidden" and $transformationParts.wolf.tail isnot "disabled"))>>You notice the guests check out your wolf tail.
<<elseif $wolfgirl gte 4 and (!["hidden", "disabled"].includes($transformationParts.wolf.pubes) or !["hidden", "disabled"].includes($transformationParts.wolf.pits))>>Wearing so little, the wolfish hair covering your body is visible to all.
<<elseif currentSkillValue('physique') gte ($physiquesize * 5/7)>>Wearing so little shows off your <<bellyDescription "pc">> and your firm, powerful physique.
<<elseif $beauty gte ($beautymax * 4/7)>>Wearing so little shows off your natural good looks and charm.
<</if>><<garousal>><<arousal 600>>
<br><br>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure) and $eventskip is 0>>
You offer the <<person1>><<person>> another drink, but as <<he>> reaches out for it <<he>> slaps the tray,
throwing the glasses into the air and tipping their contents all over you.
"Oops, I'm so clumsy!" <<he>> says, as the liquid drips from your skin and seeps into your apron.
<br><br>
People are staring at you with a hungry look in their eyes. More so than normal.
You look down and see the deluge has made your apron completely transparent. You feel your face heat up at this new humiliation.
You're suddenly struck by just how exposed and vulnerable you are. <<covered>>
<br><br>
The <<person>> continues. "I'm ever so sorry. Let me help get that wet thing off of you..."
<br><br>
<<pass 1 hour>>
<<link [[Next|Danube Apron Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<pass 2 hours>>
After a couple of hours the party seems to be winding down.
The <<person2>><<person>> approaches you. "Thank you, that'll give them something to remember. Here." <<He>> hands you <<moneyGain 150>>.
<br><br>
<<endevent>>
You return to the pantry and put your clothes back on.
<br><br>
<<link [[Next|Danube Street]]>><<storeon "danubeparty">><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $enemyno to 1>><<set $enemynomax to 1>><<maninit>>
<<set $NPCList[1].penis to "none">>
<<set $NPCList[1].lefthand to "none">>
<<set $NPCList[1].righthand to "none">>
<<set $NPCList[1].mouth to "none">>
<<set $NPCList[1].vagina to "none">>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Danube Apron Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Danube Apron Molestation]]>><</link>></span><<nexttext>>
<</if>><<if $enemyhealth lte 0>>
The <<person>> winces in pain. "<<pShe>> is a feisty one," <<he>> says.
<br><br>
<<person2>>"That's enough," says the <<person>>. <<He>> grasps your arm and drags you from the room.
"That'll be all," <<he>> says when you're alone. "I didn't want a scene like this. Take your money and go." <<He>> hands you <<moneyGain 150>>.
<br><br>
<<tearful>> you return to the pantry and put your clothes back on.
<<clotheson>>
<<endcombat>>
<<link [[Next|Danube Street]]>><<storeon "danubeparty">><</link>>
<br>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<famerape 30>>
<<He>> turns to the <<person2>><<person>> "How much for this one?" <<person1>><<he>> says.
<br><br>
"I'm only renting <<phim>>."
<br><br>
"Pity."
<br><br>
The <<person2>><<person>> takes you by your arm and drags you from the room.
"That'll be all," <<he>> says when you're alone. "Thanks for being a good sport. Here's a little something extra." <<He>> hands you <<moneyGain 300>>.
<br><br>
<<clotheson>>
<<endcombat>>
<<endevent>>
<<tearful>> you return to the pantry and put your clothes back on.
<br><br>
<<pass 1 hour>>
<<link [[Next|Danube Street]]>><<storeon "danubeparty">><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">>
The <<person>> leads you up a flight of stairs and tugs on a trapdoor in the ceiling. It opens in a shower of dust and a ladder falls out.
"The antique is a painting of an ancestor. They look a lot like me so you should know when you've found it."
<<He>> leaves you to ascend the creaky ladder alone.
<br><br>
You cough as you reach the top and peer through the murk. There's a lot of old furniture, but you don't see any paintings.
It might be in one of the boxes stacked about the room. There's a gigantic cobweb in one corner, about twice your size. You hope whatever made it isn't around.
<br><br>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure)>>
<<if $swarmdisable is "f" and $spiderdisable is "f" and $rng gte 1>>
<<pass 30>>
After half an hour of fruitless searching you spot it, in the corner of the room behind the spider web.
You look for a way round, but that part of the room is completely blocked off. Something moves in the darkness above the web.
Looking up you see several large, twitching egg sacs, each the size of your head.
<br><br>
<<link [[Abandon your task|Danube Abandon]]>><</link>>
<br>
<<link [[Break through the web|Danube Spiders]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<pass 1 hour>>
You spend an hour searching the attic, until you've explored every inch. There's no sign of the painting.
<br><br>
<<link [[Abandon your task|Danube Abandon]]>><</link>>
<br>
<</if>>
<<else>>
You search for an hour before you find the painting hidden inside one of the boxes. It's heavier than it looks, but you manage to carry it down the ladder.
The <<person>> must have heard it creak as <<he>> soon arrives beside you.
"That's it. Thank you," <<he>> says as <<he>> takes the painting and hands you <<moneyGain 25>>.
<<His>> smile turns sour as <<he>> notices your dust-covered clothing. "Please leave, before you make a mess of the carpet."
<br><br>
<<pass 1 hour>>
<<endevent>>
<<link [[Next|Danube Street]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">>
You climb down the ladder and find the <<person>> already waiting for you. "I see you don't have my heirloom. A pity. Get out before you get dust on my carpet."
<br><br>
<<if $rng gte 81>>
<<link [[Ask for payment|Danube Attic Molestation]]>><<set $molestationstart to 1>><</link>>
<<else>>
<<link [[Ask for payment|Danube Payment]]>><</link>>
<</if>>
<br>
<<link [[Leave quietly|Danube Street]]>><<endevent>><</link>>
<br><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "danube">>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<molested>>
<<controlloss>>
You try to pull apart the web, but your hands get stuck.
You manage to pull them free, but the rest of your body becomes tangled in the process, leaving you suspended in the air.
Your struggling causes one of the egg sacs to fall from its perch.
It breaks apart on the wooden floor, releasing thousands of tiny, live spiders, which start crawling up the web toward you.
<br><br>
<<set $combat to 1>>
<<set $enemytype to "swarm">>
<<swarminit "spiders" "sac" "slipping" "break" "steady" 1 9>>
<<set $timer to 30>>
<</if>>
<<if $timer gte 25>>
The old timbers above the web creak. If this keeps up they'll break.
<<elseif $timer gte 20>>
Splinters break from the ceiling.
<<elseif $timer gte 10>>
The wood continues to break down.
<<elseif $timer gte 1>>
The wooden ceiling creaks ominously.
<<else>>
A wooden beam breaks from the ceiling and the web tumbles to the ground.
<</if>>
<br><br>
<<swarmeffects>>
<<swarm>>
<<swarmactions>>
<<if $timer lte 0>>
<span id="next"><<link [[Next|Danube Spiders Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Danube Spiders]]>><</link>></span><<nexttext>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<npcspank>><<npcidlegenitals>>
"How dare you," <<he>> says, outraged. "I think you need a lesson in manners." <<He>> grabs your arms and bends you over the banister.
<br><br>
<<set $enemyanger += 100>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or $enemyanger lte 0>>
<span id="next"><<link [[Next|Danube Attic Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Danube Attic Molestation]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">>
"Where did you learn your manners?" <<he>> asks. "Just take your money and begone." <<He>> hands you <<moneyGain 25>>.
<br><br>
<<endevent>>
<<link [[Next|Danube Street]]>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"I hope that teaches you to be behave around your betters. Now get out." <<tearful>> you leave the building.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Danube Street]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
<<He>> recoils in pain and you squirm from <<his>> grip. <<tearful>> you run from the building.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Danube Street]]>><</link>>
<br>
<<elseif $enemyanger lte 0>>
"I hope that teaches you to be behave around your betters. Now get out." <<tearful>> you leave the building.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Danube Street]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">>
Startled by the collapse, the spiders flee into the darker places of the room. <<tearful>> you struggle to your feet and peel the remaining web from your body. There's nothing stopping you from retrieving the painting.
<br><br>
<<clothesontowel>>
<<person1>>It's heavier than it looks, but you manage to carry it down the ladder. The <<person>> must have heard it creak as <<he>> soon arrives beside you. "That's it. Thank you," <<he>> says as <<he>> takes the painting and hands you <<moneyGain 25>>. <<His>> smile turns sour as <<he>> notices your dust-covered clothing. "Please leave, before you make a mess of the carpet."
<br><br>
<<pass 1 hour>>
<<endcombat>>
<<link [[Next|Danube Street]]>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">>
The <<person>> leads you to <<his>> garden,
<<switch Weather.precipitation>>
<<case "rain">> where a table has already been set, sheltered from the rain by a white parasol.
<<case "snow">> where a table has already been set, sheltered from the snow by a white parasol.
<<default>> where a table has already been set.
<</switch>>
A teapot and some cups sit there along with a plate of biscuits, and a bowl of strawberries and cream.
<<He>> takes a seat and gestures for you to do the same.
<br><br>
<<if $rightarm is "bound" or $leftarm is "bound">>
"Help yourself." <<He>> gestures toward the food and drinks. When you don't reach for anything, <<he>> looks confused. "Are you... Wait, why..?! You can't have tea with your arms bound, can you dear?"
<br><br>
A brief look of exasperation passes over <<his>> face. <<He>> gets up and walks around behind you. <span class="green">Your limbs fall free.</span>
<br>
<<unbind>>
"Is that your idea of fun?" <<he>> asks with a bemused smile. "I suppose I'm out of touch. I just don't understand the games you young people play nowadays."
<br><br>
<</if>>
<<He>> rambles enthusiastically for a while as you nod along politely, occasionally eating something and sipping your tea. It's hard not to slip into a doze.
<br><br>
<<if $player.bodyliquid.mouth.semen + $player.bodyliquid.face.semen + $player.bodyliquid.hair.semen gte 4>>
At one point <<he>> hands you a napkin. "You have some, ah... cream...
<<if $player.bodyliquid.mouth.semen gte 2>>
running down your chin," <<he>> says politely.
<<bodyliquid "mouth" "semen" -1>>
<<elseif $player.bodyliquid.face.semen gte 2>>
you got it up there on your cheek, somehow!" <<he>> says.
<<bodyliquid "face" "semen" -1>>
<<else>>
somehow you got it in your hair, you clumsy <<girl>>," <<he>> exclaims.
<<bodyliquid "hair" "semen" -1>>
<</if>>
<<gstress>>
<br><br>
Blushing, you use the napkin to clean up a little. From the way <<hes>> still rambling, you don't think <<he>> realises it's anything other than cream.
<br><br>
<<stress 1>>
<<elseif hasSexStat("deviancy", 3) and $rng % 3 is 0>>
As <<he>> natters, <<his>> pet approaches you. It seems tense, so you pet it and give it a lewd grope. It sits happily on your lap.
"An animal lover, I see." <<He>> smiles. "Mittens doesn't normally like strangers."
<br><br>
You feel more relaxed.
<<lstress>><<stress -1>>
<<elseif fameTotal() gte 2000 and $rng % 2>>
<<He>> stops abruptly.
"You look familiar," <<he>> says. "Do I know you from somewhere?"
<br><br>
You tense. Half the town knows you from somewhere. You feign an innocent shrug.
<<gstress>><<stress 2>>
<br><br>
"Oh it doesn't matter," <<he>> says, returning to <<his>> story.
<br><br>
<</if>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure)>>
<<pass 30>>After thirty minutes <<he>> shifts <<his>> chair closer to yours.
"I've been so lonely since my <<spouse>> died," <<he>> says, now uncomfortably close.
"I've almost forgotten what it feels like." <<He>> reaches out and gropes your <<breasts>>.
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Allow it|Danube Tea Sex]]>><<set $sexstart to 1>><</link>><<promiscuous2>>
<br>
<<link [[Offer yourself for money|Danube Tea Offer]]>><</link>><<promiscuous2>>
<br>
<</if>>
<<link [[Push away|Danube Tea Push]]>><</link>>
<br>
<<else>>
<<pass 1 hour>>The <<person>> looks at <<his>> watch. "An hour already?" <<he>> says. "Thank you for the company. Here." <<He>> hands you <<moneyGain 25>>.
<br><br>
<<link [[Next|Danube Street]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">>
<<if $rng gte 81>>
"No," <<he>> says. "I'm paying you good money to be here, you'll show me respect." <<He>> grabs you with more force.
<br><br>
<<link [[Next|Danube Tea Sex]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<He>> recoils from you as if stung. "I'm so sorry," <<he>> says. "I don't know what came over me."
<<He>> hands you <<moneyGain 25>>. "If you'll excuse me, I need to be alone."
<br><br>
<<link [[Next|Danube Street]]>><<endevent>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<set $enemyanger += 40>>
<<elseif $sexstart is 1>>
<<set $sexstart to 0>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 40>>
<<promiscuity2>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Danube Tea Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Danube Tea Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Thank you for cooperating. Here's your money." <<tearful>> you take the <<moneyGain 25>> and leave.
<br><br>
<<if $phase is 1>>
<<tipreceive "prostitution">><<set $prostitutionstat += 1>>
<<fameprostitution 1>>
<</if>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Danube Street]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
<<He>> recoils in pain, giving the chance you need. <<tearful>> you run through the building and back out onto the street.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Danube Street]]>><</link>>
<br>
<<elseif $finish is 1>>
"That's a shame. Here's your money, now leave." <<tearful>> you take the <<moneyGain 25>> and leave.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Danube Street]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">>
<<set $seductiondifficulty to 4000>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>><span class="gold">You feel more confident in your powers of seduction.</span><</if>><<seductionskilluse>>
<br><br>
<<if $seductionrating gte $seductionrequired>>
<<set $tipmod to 2>><<tipset>>
Fingers shaking, <<he>> looks in <<his>> <<wallet>>. "I'll give you <<printmoney $tip>>," <<he>> says. "Please, I need this."
<br><br>
<<link [[Accept|Danube Tea Sex]]>><<set $sexstart to 1>><<set $phase to 1>><</link>>
<br>
<<link [[Refuse|Danube Tea Refuse]]>><</link>>
<br>
<<else>>
<<rng>>
<<if $rng gte 81>>
"We already agreed on your price," <<he>> says, grabbing you with more force.
<br><br>
<<link [[Next|Danube Tea Sex]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
"I'm sorry," <<he>> says. "But I think you should take your money and leave. I didn't realise I let a whore in."
<<He>> hands you <<moneyGain 25>> and gestures for you to leave.
<br><br>
<<link [[Next|Danube Street]]>><<endevent>><</link>>
<br>
<</if>>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">>
<<if $rng gte 81>>
"You're right, we agreed on £15," <<he>> says, grabbing you with more force.
<br><br>
<<link [[Next|Danube Tea Sex]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
"I'm sorry," <<he>> says. "But I think you should take your money and leave. I didn't realise I let such a whore in." <<He>> hands you <<moneyGain 25>> and gestures for you to leave.
<br><br>
<<link [[Next|Danube Street]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "danube">>
You are led to the sprawling back garden, the extent of which is concealed by several poorly-kept hedgerows.
"Just do what you can. Don't be lazy though." <<He>> points at a kennel surrounded by bones.
<<if $rightarm is "bound" or $leftarm is "bound" or $feetuse is "bound">>
"Brutus is... Wait. What? What's going on with your <<if $leftarm is "bound" or $rightarm is "bound">>arms<</if>><<if ($leftarm is "bound" or $rightarm is "bound") and $feetuse is "bound">> and <</if>><<if $feetuse is "bound">>legs<</if>>? Are they tied up?"
<br><br>
<<He>> <<if $rightarm is "bound" or $leftarm is "bound">>spins you around to look at your bound arms<<elseif $feetuse is "bound">>crouches to look at your bound legs<</if>> and
<<set $NPCList[1] to clone($NPCList[0])>>
<<clearsinglenpc 0>>
<<generate3>>
<<beastNEWinit 1 dog>>
<<if $rng gte 25 and ($monster is 1 or $bestialitydisable is "f")>> <!-- Modified for Beast People -->
growls with irritation. "Is this a joke to you? Wasting my time? What work can you do like that?"
<br><br>
<<person2>><<He>> grabs your shoulder and marches you toward the exit. <<He>> stops when a <<person3>><<person>> appears at the side door. <<He>> beckons the <<person2>><<person>> over, and they exchange a few whispered words. <<He>> turns you back to the garden.
<br><br>
"Since you're being paid to work, the <<if $NPCList[2].pronoun is "m">>Lord<<else>>Lady<</if>> of the House has thought of one job you're perfectly equipped for."
<br>
By the kennel, <<he>> suddenly shoves you to the floor. "Brutus!" <<He>> whistles. You hear a heavy bounding run. A nose sniffs at your butt. "Hey Brutus! We've brought you a new friend!"
<br><br>
<<link [[Next|Danube Garden Bitch]]>><<set $molestationstart to 1>><<pass 10>><</link>>
<br>
<<else>>
sighs with exasperation. "Well you're not going to get any work done like that, are you?"
<br><br>
<span class="green">Your limbs fall free.</span>
<br>
<<unbind>>
"I don't know what's wrong with young people nowadays. As I was saying..."
<br><br>
<<link [[Continue|Danube Garden]]>><</link>>
<br>
<</if>>
<<else>>
"Brutus is watching."
<br><br>
You kneel in front of one of the hedges and get to work removing the weeds.
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure)>>
<<rng>>
<<if $rng gte 81 and $tentacledisable is "f" and ($hallucinations gte 2 or $backgroundTraits.includes("plantlover"))>>
<<pass 2 hours>>
You work at it for two hours, and barely seem to make a dent. It's almost as if the weeds grow back as fast as you remove them. You reach in to try to remove a large shrub at its roots, but your hand gets stuck. You try to free it with your other hand, but that gets stuck too. Green tendrils emerge, animated by some force.
<br><br>
<<link [[Struggle|Danube Tentacles]]>><<set $molestationstart to 1>><</link>>
<br>
<<link [[Soothe|Danube Garden Soothe]]>><</link>><<tendingdifficulty 1 1200>>
<br>
<<elseif $rng gte 61>> <!-- Modified for BEast People -->
<<pass 2 hours>>
<<if $monster is 1 or $bestialitydisable is "f">>
<!-- Jimmy: Using per NPC instead of cloning, to ensure orderness of event history. -->
<<saveNPC 0 "danube_garden_0">>
<<endevent>>
<<loadNPC 1 "danube_garden_0">>
<<clearNPC "danube_garden_0">>
<<beastNEWinit 1 dog>>
You work at it for two hours, and barely seem to make a dent. It's almost as if the weeds grow back as fast as you remove them. You're reaching in to remove a large shrub at its roots when something prods your <<bottom>>. You turn to look, but <<bhe>> has already mounted you.
<br><br>
<<link [[Next|Danube Dog]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<pass 2 hours>>
You work at it for two hours, and barely seem to make a dent. It's almost as if the weeds grow back as fast as you remove them. You notice movement above, and see a <<person2>><<person>> at the window, watching you. It's pretty creepy.
<<gstress>><<stress 6>>
<br><br>
Regardless, the <<person1>><<person>> seems satisfied, and hands you <<moneyGain 120>>.
<<physique 6>>
<<pass 2 hours>>
<br><br>
<<link [[Next|Danube Street]]>><<endevent>><</link>>
<br>
<</if>>
<<else>>
<<pass 2 hours>>
You work at it for two hours, and barely seem to make a dent. It's almost as if the weeds grow back as fast as you remove them. You notice movement above, and see a <<person2>><<person>> at the window, watching you. It's pretty creepy.
<<gstress>><<stress 6>>
<br><br>
Regardless, the <<person1>><<person>> seems satisfied, and hands you <<moneyGain 120>>.
<<physique 6>>
<<pass 2 hours>>
<br><br>
<<link [[Next|Danube Street]]>><<endevent>><</link>>
<br>
<</if>>
<<else>>
You work at it for four hours, and barely seem to make a dent. It's almost as if the weeds grow back as fast as you remove them. Regardless, the <<person>> seems satisfied, and hands you <<moneyGain 120>>.
<<physique 6>>
<<pass 4 hours>>
<br><br>
<<link [[Next|Danube Street]]>><<endevent>><</link>>
<br>
<</if>>
<</if>><<effects>>
You hum a gentle tune.
<<if $tendingSuccess>>
<span class="green">The tendrils loosen their grasp,</span> and you pull yourself free.
<br><br>
You continue your work. Now wary, you stay far from the denser foliage. After another two hours the <<person>> seems satisfied, and hands you <<moneyGain 120>>.
<<physique 6>>
<<pass 2 hours>>
<br><br>
<<link [[Next|Danube Street]]>><<endevent>><</link>>
<br>
<<else>>
<<endevent>>
<span class="red">It's no use.</span> The tendrils tighten their grip.
<br><br>
<<link [[Next|Danube Tentacles]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<set $outside to 1>><<set $location to "town">>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<set $combat to 1>>
<<set $enemytype to "tentacles">>
<<molested>>
<<controlloss>>
<<tentaclestart 6 15 "root" "vine" true>>
<<set $tentacles[0].shaft to "leftarm">><<set $leftarm to "tentgrappled">><<set $lefttarget to "tentacles">>
<<set $tentacles[1].shaft to "rightarm">><<set $rightarm to "tentgrappled">><<set $righttarget to "tentacles">>
<</if>>
<<statetentacles>>
<<effects>>
<<effectstentacles>>
<<tentacles>>
<<actionstentacles>>
<<if $tentacles.active lte ($tentacles.max / 2)>>
<span id="next"><<link [[Next|Danube Tentacles Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Danube Tentacles]]>><</link>></span><<nexttext>>
<</if>><<effects>>
The roots lose interest in you, and disappear into the soil. <<tearful>> you untangle yourself from the plants and vines surrounding you.
<<clothesontowel>>
You continue your work. Now wary, you stay far from the denser foliage. After another two hours your employer seems satisfied, and hands you <<moneyGain 120>>.
<br><br>
<<endcombat>>
<<physique 6>>
<<pass 2 hours>>
<br><br>
<<link [[Next|Danube Street]]>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<set $NPCList[0].stance to "top">>
<</if>>
<<effects>>
<<effectsman>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Danube Dog Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Danube Dog]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
Satisfied, the <<beasttype>> returns to its kennel.
<br><br>
<<clothesontowel>>
<<physique 6>>
<<pass 2 hours>>
<<tearful>> you continue your work. Now wary, you keep the kennel in your field of view at all times. After another two hours the <<person2>><<person>> seems satisfied, and hands you <<moneyGain 120>>.
<br><br>
<<endcombat>>
<br><br>
<<link [[Next|Danube Street]]>><</link>>
<br>
<<else>>
The <<beasttype>> flees back to its kennel.
<br><br>
<<clothesontowel>>
<<physique 6>>
<<pass 2 hours>>
<<tearful>> you continue your work. Now wary, you keep the kennel in your field of view at all times. After another two hours the <<person2>><<person>> seems satisfied, and hands you <<moneyGain 120>>.
<br><br>
<<endcombat>>
<br><br>
<<link [[Next|Danube Street]]>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<set $phase to 3>>
<</if>>
<<effects>>
<<if $phase lt 0>>
The <<person2>><<person>> and <<person3>><<person>> stand over you, looking down at the spectacle.
<<set $phase += 1>> /* in all other cases, $phase decreases by one. Adding 1 here cancels out the following -1. */
<<elseif $orgasmdown gte 1>>
<<if $phase % 2>>
<<if $NPCList[0].gender is "m" and $vaginastate is "penetrated">>"Keep going, Brutus," the <<person2>><<person>> says, "She's squealing for your seed!"
<<elseif $NPCList[0].gender is "m" and ($vaginastate is "imminent" or $vaginastate is "entrance")>>"Now, Brutus!" the <<person2>><<person>> says, "Fuck her! She needs it!"
<<elseif $penisstate is "penetrated">>"Good girl, Brutus," the <<person2>><<person>> says, "You milked that stud!"
<<elseif $NPCList[0].gender is "m" and $penisstate is "otheranus">>"Bad boy, Brutus," the <<person2>><<person>> says, "You're supposed to be the stud!"
<<elseif $penisstate is "othermouth" or $penisstate is "othermouthimminent" or $penisstate is "othermouthentrance">>"Brutus!" the <<person3>><<person>> says, "Stop licking! That's not food!"
<<else>>"Good <<if $NPCList[0].gender is "m">>boy<<else>>girl<</if>>, Brutus," the <<person3>><<person>> says, "You made your bitch squeal!"
<</if>>
<<else>>
"You were right, <<person3>><<Master>>. Look, the <<bitch>> is getting off on it!"
<br>
<<if $fame.bestiality gte 400>>
"Indeed," <<he>> says. "I recognised <<phim>>. <<pShes>> a well known 'animal-lover'."
<<else>>
"Well even I didn't expect <<phim>> to enjoy it this much."
<</if>>
<</if>>
<br>
You feel utterly humiliated.
<<combattrauma 3>><<famebestiality 10>>
<<elseif ($vaginastate is "imminent" or $anusstate is "imminent")>>
<<if $phase % 2>>"That's right, Brutus," the <<person2>><<person>> says, "Get it in there."<<else>>"Go on, Brutus. One hard push."<</if>>
<<elseif ($penisstate is "othermouthentrance" or $penisstate is "othermouthimminent")>>
<<if $phase % 2>>
"Don't worry boy," the <<person3>><<person>> says. "Brutus doesn't bite!"
<br>
"But <<if $pronoun is "m">>m'Lord',<<else>>m'Lady<</if>>, What about that time with the..?"
<br>
"Ssh!"
<<else>>
"That's brave," the <<person2>><<person>> says. "Putting it in there. With all those teeth."
<</if>>
<<elseif ($vaginastate is "penetrated" or $anusstate is "penetrated")>>
<<if $phase % 2>>"That's right, Brutus," the <<person2>><<person>> says, "<<if $pregnancyspeechdisable is "f">>Breed<<else>>Fuck<</if>> your bitch."<<else>>"Harder Brutus! Make <<phim>> yelp."<</if>>
<<elseif $penisstate is "penetrated">>
<<if $phase % 2>>"That's right, Brutus," the <<person2>><<person>> says, "Ride your stud."<<else>>"Good girl! Make <<phim>> yelp."<</if>>
<<elseif $penisstate is "otheranus">>
<<if $NPCList[0].gender is "m">>
<<if $phase % 2 is 0>>
"Well that... isn't quite what I expected."
<<else>>
"Boy! That's animal abuse!"
<br>
"It's okay," the <<person3>><<person>> says. "Brutus seems to like it."
<</if>>
<<else>>
<<if $phase % 2>>
"Look at Brutus's face! I don't think she was expecting that hole!"
<<else>>
"Wrong hole boy."
<br>
"It's okay," the <<person3>><<person>> shrugs. "Look though... Brutus seems to like it."
<</if>>
<</if>>
<<elseif $penisstate is "othermouth">>
<<if $phase % 2>>
"Well there's something you don't see every day."
<<else>>
"How kind," the <<person2>><<person>> says. "He's giving the dog a bone!"
<br>
The <<person3>><<person>> rolls <<his>> eyes.
<</if>>
<<elseif $mouthstate is "othervagina">>
<<if $phase % 2>>
"No, Brutus," the <<person2>><<person>> says. "Stop. That's too-"
<br>
"Leave it!" the <<person3>><<person>> snaps. "We're paying <<phim>> aren't we? I want to see this."
<<else>>
"How's that dog pussy taste?" the <<person2>><<person>> jeers. "Still feeling smart trying to waste my time? Huh?"
<br>
The <<person3>><<person>> rolls <<his>> eyes. "<<pShe>> can't exactly answer right now."
<</if>>
<<elseif $mouthstate is "penetrated">>
<<if $phase % 2>>
"No, Brutus," the <<person2>><<person>> says. "Stop. That's too-"
<br>
"Leave it!" the <<person3>><<person>> snaps. "We're paying <<phim>> aren't we? I want to see this."
<<else>>
"Still feel smart with a mouth full of <<beasttype>> dick?!" the <<person2>><<person>> jeers.
<br>
The <<person3>><<person>> smirks. "Listen! I think <<pshes>> trying to answer."
<</if>>
<<else>>
The <<person2>><<person>> and <<person3>><<person>> stand over you, looking down at the spectacle.
<<set $phase += 1>> /* in all other cases, $phase decreases by one. Adding 1 here cancels out the following -1. */
<</if>>
<<set $phase -= 1>>
<<effectsman>>
<br><br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Danube Garden Bitch Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Danube Garden Bitch]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
Satisfied, the <<beasttype>> yawns and returns to its kennel.
<br><br>
The <<person2>><<person>> helps you to your feet and <span class="green">you feel your limbs come free.</span>
<<unbind>>
<br>
<<clotheson>>
A <<moneyGain 240>> is pressed into your hand.
<br>
"Brutus needed that. <<moneyGainDisplay 50>>'s the going rate for a bitch, so as far as I'm concerned, we're even. Get out of here."
<br><br>
You are pushed into the street and the door slams behind. <<tearful>> you gather yourself.
<br><br>
<<endcombat>>
<<link [[Next|Danube Street]]>><<pass 10>><<set $eventskip to 1>><</link>>
<<else>>
The <<beasttype>> whimpers and flees back to its kennel.
<br><br>
<<clotheson>>
The <<person2>><<person>> drags you to your feet. "Seems you're not even any good for that. Get out of here. You're not getting a penny for the trouble you've caused."
<br><br>
You are shoved into the street, still bound. <<tearful>> you gather yourself.
<br><br>
<<endcombat>>
<<link [[Next|Danube Street]]>><<set $eventskip to 1>><<pass 10>><</link>>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">>
<<He>> leads you upstairs to <<his>> bedroom, where a table waits.
Various dolls and teddy bears ring the table, sitting as if attending, and a toy tea set sits on top. <<He>> sits and gestures for you to do likewise.
<br><br>
You sit opposite <<him>>, between a doll missing one eye and a grey bear.
"<<Ladies_gentlemen>>," <<he>> says, addressing the assembled toys. "Let me introduce my friend from abroad."
<<He>> points at you. "Please make <<phim>> feel welcome." <<He>> picks up the empty teapot and starts mock pouring it into the cups.
<br><br>
This continues for a time.
The <<person>> talks about some fantastical story of adventure and intrigue, and occasionally responds to one of <<his>> toys as if they spoke.
You don't say much, but <<he>> seems content.
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure)>>
<<pass 20>>After twenty minutes <<he>> gives you a devious look.
"Did I mention that where my friend is from, they take tea in their underwear?" You don't like where this is going.
"<<pShe>> is being polite, but <<pshe>> would be much more comfortable in less clothes. You should undress."
<br><br>
<<if $worn.under_lower.type.includes("naked") and !playerChastity()>>
<<if hasSexStat("exhibitionism", 5)>>
You're self-conscious about your lack of underwear. The thought of exposing yourself excites you.
<br><br>
<<link [[Strip|Danube Doll Strip]]>><<set $phase to 1>><</link>><<exhibitionist5>>
<br>
<<else>>
You're self-conscious about your lack of underwear. There's no way you could strip naked.
<br><br>
<</if>>
<<elseif $worn.under_lower.type.includes("naked") and playerChastity()>>
<<if hasSexStat("exhibitionism", 5)>>
You're self-conscious about your $worn.genitals.name. The thought of stripping down to it excites you.
<br><br>
<<link [[Strip|Danube Doll Strip]]>><<set $phase to 2>><</link>><<exhibitionist5>>
<br>
<<else>>
You're self-conscious about your $worn.genitals.name. There's no way you could strip down to it.
<br><br>
<</if>>
<<elseif $player.gender_appearance is "f">>
<<if hasSexStat("exhibitionism", 4)>>
You're self-conscious about your <<breasts>>. The thought of exposing yourself excites you.
<br><br>
<<link [[Strip|Danube Doll Strip]]>><<set $phase to 3>><</link>><<exhibitionist4>>
<br>
<<else>>
You're self-conscious about your <<breasts>>. There's no way you could expose yourself.
<br><br>
<</if>>
<<elseif $player.breastsize gte 3>>
<<if hasSexStat("exhibitionism", 4)>>
You're self-conscious about your <<breasts>>. The thought of exposing yourself excites you.
<br><br>
<<link [[Strip|Danube Doll Strip]]>><<set $phase to 4>><</link>><<exhibitionist4>>
<br>
<<else>>
You're self-conscious about your <<breasts>>. There's no way you could expose yourself.
<br><br>
<</if>>
<<else>>
<<if hasSexStat("exhibitionism", 2)>>
The thought of stripping excites you, and you'd still have your $worn.under_lower.name.
<br><br>
<<link [[Strip|Danube Doll Strip]]>><<set $phase to 5>><</link>><<exhibitionist2>>
<br>
<<else>>
There's no way you would do such a humiliating thing.
<br><br>
<</if>>
<</if>>
<<link [[Refuse|Danube Doll Refuse]]>><</link>>
<br>
<<else>>
<<pass 40>>After forty minutes, <<he>> stands up. "If you would excuse me, my friend has business elsewhere."
You follow <<him>> back to the front door, where <<he>> hands you <<moneyGain 25>> and bids you goodbye.
<br><br>
<<link [[Next|Danube Street]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">>
<<if $rng gte 81>>
"I insist," <<he>> says, lunging across the table and grabbing your <<outfit>>.
<br><br>
<<link [[Next|Danube Doll Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
"As I said, <<pshe>> is ever so polite," <<he>> says, but seems a bit upset by your refusal.
<br><br>
<<pass 20>>After twenty minutes, <<he>> stands up. "If you would excuse me, my friend has business elsewhere."
You follow <<him>> back to the front door, where <<he>> hands you <<moneyGain 25>> and bids you goodbye.
<br><br>
<<link [[Next|Danube Street]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">>
<<fameexhibitionism 1>>
<<if $phase is 1>>
<<flaunting>> you <<nervously>> remove your <<outfit>>.
The <<person>> gasps when your <<genitals_are>> revealed.
Once naked, you sit back at the table. Your nudity impacts <<his>> behaviour, <<he>> can't keep <<his>> eyes off you.
<<He>> makes excuses to cross the room so <<he>> can look at you from other angles and sneak peeks at your <<undies>>.
<<exhibitionism5>>
<<elseif $phase is 2>>
<<flaunting>> you <<nervously>> remove your <<outfit>>.
The <<person>> gasps when your $worn.genitals.name is revealed. "What exotic underwear!" <<he>> exclaims.
Once naked, you sit back at the table. Your nudity impacts <<his>> behaviour, <<he>> can't keep <<his>> eyes off you.
<<He>> makes excuses to cross the room so <<he>> can look at you from other angles and sneak peeks at your <<undies>>.
<<exhibitionism5>>
<<elseif $phase is 3>>
<<if $player.gender is "m">>
You <<nervously>> remove your <<outfit>>, your feminine appearance making you exceptionally self-conscious.
Once stripped down to your $worn.under_lower.name, you sit back at the table.
Your exposure impacts <<his>> behaviour, <<he>> can't keep <<his>> eyes off you.
<<He>> makes excuses to cross the room so <<he>> can look at you from other angles and sneak peeks at your <<undies>>.
<<exhibitionism4>>
<<else>>
You <<nervously>> remove your <<outfit>>.
Once stripped down to your $worn.under_lower.name, you sit back at the table.
Your exposure impacts <<his>> behaviour, <<he>> can't keep <<his>> eyes off you.
<<He>> makes excuses to cross the room so <<he>> can look at you from other angles and sneak peeks at your <<undies>>.
<<exhibitionism4>>
<</if>>
<<elseif $phase is 4>>
You <<nervously>> remove your <<outfit>>.
The <<person>> gasps as your <<breasts>> <<if $player.breastsize gte 2>>flop out<<else>>are exposed<</if>>.
"You're a girl!" <<he>> exclaims. You feel your face flush.
Once stripped down to your $worn.under_lower.name, you sit back at the table.
Your exposure impacts <<his>> behaviour, <<he>> can't keep <<his>> eyes off you.
<<He>> makes excuses to cross the room so <<he>> can look at you from other angles and sneak peeks at your <<undies>>.
<<exhibitionism4>>
<<elseif $phase is 5>>
You <<nervously>> remove your <<outfit>>.
Once stripped down to your $worn.under_lower.name, you sit back at the table.
Your exposure impacts <<his>> behaviour, <<he>> can't keep <<his>> eyes off you.
<<He>> makes excuses to cross the room so <<he>> can look at you from other angles and sneak peeks at your <<undies>>.
<<exhibitionism2>>
<</if>>
<<pass 20>>After twenty minutes, <<he>> stands up. "If you would excuse me, my friend has business elsewhere."
You follow <<him>> back to the front door, where <<he>> hands you <<moneyGain 50>> and bids you goodbye.
<br><br>
<<clotheson>>
<<link [[Next|Danube Street]]>><<endevent>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<npcstrip>><<npcidlegenitals>><<set $enemyanger += 40>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($worn.upper.type.includes("naked") and $worn.lower.type.includes("naked"))>>
<span id="next"><<link [[Next|Danube Doll Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Danube Doll Molestation]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>>
<<if $worn.lower.type.includes("naked") and $worn.upper.type.includes("naked")>>
The <<person>> stands back to leer at you. <<covered>> "That's better," <<he>> says as <<he>> sits back down. Unable to leave like this, you follow suit.
<br><br>
Your exposure impacts <<his>> behaviour, <<he>> can't keep <<his>> eyes off you. <<He>> makes excuses to cross the room so <<he>> can look at you from other angles and sneak peeks at your <<undies>>.
<br><br>
<<pass 20>>After twenty minutes, <<he>> stands up. "If you would excuse me, my friend has business elsewhere." You follow <<him>> back to the front door, where <<he>> hands you <<moneyGain 25>> and bids you goodbye.
<br><br>
<<clothesontowel>>
<<endcombat>>
<<link [[Next|Danube Street]]>><</link>>
<br>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> grimaces. "I'm sorry," <<he>> says. "I've been such a rude host. Here." <<He>> hands you <<moneyGain 25>>. <<tearful>> you leave the building.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Danube Street]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
<<He>> falls in pain and starts screaming for help. <<tearful>> you run from the building.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Danube Street]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">>
<<set _subject to ["science", "maths", "English", "history"][$rng1]>>
You enter the lounge. The <<person2>><<person>> briefly quizzes you on _subject.
<<switch $rng1>>
<<case 0>>
<<if $sciencetrait lte 0>>
You don't understand the questions. You smile as <<he>> rattles off words that don't even sound like English. You can't answer anything <<he>> asks.
<br><br>
<<He>> shakes <<his>> head. "Still..." <<he>> says. "It is revision and it'll help <<person1>><<him>> focus.
<<He>> will probably learn something just explaining things to you."
<br><br>
<<person2>><<He>> hands you <<moneyGain 20>>.
<<set $phase to 0>>
<<elseif $sciencetrait lte 1>>
<<His>> questions are tricky, and you struggle to answer many.
For a minute or two, <<he>> starts teaching you the truth about
<<print either(
"government chemtrails.", "fluoride in the water.", "homeopathy.",
"the Van Allen belt and the Moon landing Hoax.", "how 'safe' vaccines are.", "chemicals in the water."
)>>
You listen with interest.
<br><br>
"Of course, your school will never tell you about this stuff," <<he>> says, handing you <<moneyGain 50>>. "Go on then. Through there."
<<set $phase to 1>>
<<elseif $sciencetrait lte 2>>
You're able to answer all of <<his>> questions, though some are tricky.
<<He>> eagerly tells you some of <<his>> pet theories. They mostly sound like pseudoscience.
<br><br>
"Okay," <<he>> says, handing you <<moneyGain 120>>. "You know what you're talking about."
<<set $phase to 2>>
<<else>>
<<His>> questions are trivial and you answer them with ease.
Over the next minute or two, you effortlessly eviscerate several of <<his>> pseudoscientific 'theories' and misconceptions.
<br><br>
"Wow," <<he>> says, handing you the full <<moneyGain 150>>. "You're something else."
<<set $phase to 3>>
<</if>>
<<case 1>>
<<if $mathstrait lte 0>>
You barely understand the questions and have no idea how to calculate answers.
<br><br>
<<He>> shakes <<his>> head. "Still..." <<he>> says.
"I suppose working with someone like you will give <<person1>><<him>> confidence. <<He>> could learn something explaining things to you."
<br><br>
<<person2>><<He>> hands you <<moneyGain 20>>.
<<set $phase to 0>>
<<elseif $mathstrait lte 1>>
A few of <<his>> questions are straight-forward, but <<he>> loses you with statistics and algebra.
<br><br>
"You can help with the basics," <<he>> says, handing you <<moneyGain 50>>. "Go on then. Through there."
<<set $phase to 1>>
<<elseif $mathstrait lte 2>>
You're able to answer most of <<his>> questions, though for a couple you need paper.
<br><br>
"Okay," <<he>> says, handing you <<moneyGain 120>>. "You know what you're talking about."
<<set $phase to 2>>
<<else>>
<<His>> questions are trivial and you answer them with ease. Over the next minute or two, you effortlessly explain several mathematical concepts.
<br><br>
"Wow," <<he>> says, handing you the full <<moneyGain 150>>. "Go teach my <<person1>><<daughter>> to be like that."
<<set $phase to 3>>
<</if>>
<<case 2>>
<<if $englishtrait lte 0>>
First <<he>> asks you about those old plays written in poetry that doesn't rhyme.
When you explain that you don't know much about old books, <<he>> asks about your "Gramma." You start to tell <<him>> about your grandmother.
<br><br>
<<He>> laughs in your face. <<if $rapestat gte 5>>It's rude, but at least <<he>> isn't trying to rape you.<<else>>It's rude.<</if>>
<br><br>
<<He>> shakes <<his>> head. "Explaining the basics to you will be good English practice."
<br><br>
<<person2>><<He>> hands you <<moneyGain 20>>.
<<set $phase to 0>>
<<elseif $englishtrait lte 1>>
A few of <<his>> questions are okay, but <<he>> soon loses you with medieval literature and advanced grammar.
<br><br>
"You can help with the basics," <<he>> says, handing you <<moneyGain 50>>. "Go on then. Through there."
<<set $phase to 1>>
<<elseif $englishtrait lte 2>>
You're able to answer most of <<his>> questions, though it's clear <<he>> knows more modern literature than you.
<br><br>
"Okay," <<he>> says, handing you <<moneyGain 120>>. "You know what you're talking about. Go tutor."
<<set $phase to 2>>
<<else>>
<<His>> questions are trivial and you answer them with ease.
Over the next minute or two,
a discussion on how grammar changes over time turns into a brief debate on whether grammar should be modern and fluid or fixed and traditional.
<br><br>
"Very interesting," <<he>> says, handing you the full <<moneyGain 150>>. "Persuasive too. Please teach my <<person1>><<daughter>> some of that eloquence."
<<set $phase to 3>>
<</if>>
<<case 3>>
<<if $historytrait lte 0>>
You smile as <<he>> rattles off various dates, events and 'important' events from history. Some of it sounds familiar but you can't answer any questions.
<br><br>
<<He>> shakes <<his>> head. "You barely know what happened last week." <<He>> shrugs.
"Revision and recounting will help <<person1>><<him>> focus. <<He>> will learn something just explaining the basics to you."
<br><br>
<<person2>><<He>> hands you <<moneyGain 20>>.
<<set $phase to 0>>
<<elseif $historytrait lte 1>>
<<His>> questions are quite tricky, and you struggle to answer many.
<br><br>
"You can help with the basics," <<he>> says, handing you <<moneyGain 50>>. "Go on then. Through there."
<<set $phase to 1>>
<<elseif $historytrait lte 2>>
You're able to answer all of <<his>> questions, though it's clear <<he>> knows certain time periods in more detail.
<br><br>
"Okay," <<he>> says, handing you <<moneyGain 120>>. "You know what you're talking about. Go tutor."
<<set $phase to 2>>
<<else>>
<<His>> questions are trivial and you answer them with ease. You go on to tell <<him>> some historical facts about <<his>> own street that <<he>> never knew.
<br><br>
"Amazing," <<he>> says, handing you the full <<moneyGain 150>>. "You're quite the scholar. Please, go ahead."
<<set $phase to 3>>
<</if>>
<</switch>>
<br><br>
You work for an hour teaching the <<person1>><<person>> about _subject
<<if $phase is 0>>
as best you can. <<He>> is far more advanced than you, and spends most of the time explaining the basics.
The <<person>> seems annoyed that <<his>> time has been wasted on this. However, the <<person2>><<person>> does thank you as you leave.
<<elseif $phase is 1>>
as best you can. It mostly works as group study, as the <<person>> is at about the same level as you.
<br><br>
The <<person2>><<person>> thanks you as you leave.
<<elseif $phase is 2>>
to the best of your ability. The <<person>> is quite behind you in this topic, and at times you struggle to explain the trickier concepts.
<br><br>
The <<person2>><<person>> smiles and thanks you as you leave.
<<elseif $phase is 3>>
in detail. You are able to explain the topic in simple terms, and <<he>> overcomes problems <<he>> has been struggling with for a while.
<br><br>
The <<person2>><<person>> smiles and thanks you as you leave. "Great job! Please come back anytime."
<</if>>
<br><br>
<<link [[Leave|Danube Street]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">>
The <<person>> smiles. "Your timing is perfect! Please, come in." <<He>> gestures you into the house. Inside is a mess. It smells funny.
<br><br>
<<He>> whistles,
<<saveNPC 0 "danube_cat_owner">>
<<endevent>>
<<beastNEWinit 3 cat>>
<<saveNPC 0 "danube_cat_0">><<saveNPC 1 "danube_cat_1">><<saveNPC 2 "danube_cat_2">>
prompting the arrival of three <<beastsplural>>.
<<endevent>>
<<loadNPC 0 "danube_cat_owner">>
"These are my babies," <<person1>><<he>> purrs. "I need to fetch them some things. I'll give <<printmoney 3500>> to watch the little rascals while I'm out." <<He>> nuzzles one on the nose. "Maybe more, if they like you!"
<br><br>
<<getinicon>><<link [[Accept (1:30)|Danube Catperson Accept]]>><</link>>
<br>
<<refuseicon>><<link [[Refuse|Danube Catperson Refuse]]>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">>
You refuse the <<persons>> offer and leave <<him>> to console <<his>> pets.
<br><br>
<<clearNPC "danube_cat_owner">>
<<clearNPC "danube_cat_0">>
<<clearNPC "danube_cat_1">>
<<clearNPC "danube_cat_2">>
<<link [[Next|Danube Street]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">>
"Marvellous! I'll be quick as I can." <<He>> pauses halfway through the door. "Don't worry about feeding them. They're needy things, but they just had their <<if Time.dayState is "dawn">>breakfast<<elseif Time.dayState is "day">>lunch<<else>>dinner<</if>>."
<br><br>
With those words, <<hes>> gone.
<br><br>
<<endevent>>
<<loadNPC 0 "danube_cat_0">><<loadNPC 1 "danube_cat_1">><<person1>>
<<if $monster is 1 or $bestialitydisable is "f">>
<<link [[Next|Danube Catperson Accept 2]]>><<set $danubecathappiness to 0>><</link>>
<br>
<<else>>
<<link [[Next|Danube Catperson Safe]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">>
The job is uneventful. The <<beastsplural>> are skittish, and spend the whole hour and a half hiding from you.
<<endevent>>
<<loadNPC 0 "danube_cat_owner">><<person1>>
You're relieved when the <<person>> returns, if only to end your boredom.
<br><br>
"Where are you, my darlings?" <<he>> calls out. There's no response. "Odd. They're usually quite social."
<br><br>
<<He>> sets <<moneyGain 35>> aside, before shuffling past in search of <<his>> pets. You take the money and leave.
<br><br>
<<clearNPC "danube_cat_owner">>
<<clearNPC "danube_cat_0">>
<<clearNPC "danube_cat_1">>
<<clearNPC "danube_cat_2">>
<<link [[Next|Danube Street]]>><<endevent>><<pass 90>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">>
The job starts slow. They're skittish with you around, but you're content to leave them be.
<br><br>
About half an hour in, you hear a shrill cry from the kitchen.
You rush in to find <<print ($NPCList[0].pronoun isnot $NPCList[1].pronoun and $monster ? "a" : "two")>> <<beastsplural>> poking into the pantry.
<br><br>
<<if $monster is 1>>
"You, <<girl>>," the larger <<beasttype 0>> growls. <<bHe 0>> holds out a bag of food. "Open it."
<<else>>
The larger <<beasttype 0>> paws at a bag of food, growling.
<</if>>
<br><br>
You were told not to feed them, but they look hungry.
<br><br>
<<if $bestialitydisable is "f" or $monster is 1>>
<<if hasSexStat("deviancy", 3)>>
<<link [[Satisfy a different appetite|Danube Catperson Feed]]>><<set $phase to 3>><</link>><<deviant3>>
<br>
<</if>>
<</if>>
<<link [[Tell them no|Danube Catperson Feed]]>><<set $phase to 2>><</link>><<difficulty 65>>
<br>
<<link [[Feed them|Danube Catperson Feed]]>><<set $phase to 1>><</link>><<dancedifficulty 1 300>>
<br><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">>
<<switch $phase>>
<<case 1>>
<<if $speech_attitude is "meek">>
"Okay then," you say. "If that's what you want."
<<elseif $speech_attitude is "bratty">>
"Whatever it takes to get you to shut up," you grunt.
<<else>>
"Alright," you say. "Let's get you guys fed."
<</if>>
You tear into the bag. Before you can pour it, the impatient <<beasttype 0>> pounces!
<br><br>
You see it coming,
<<if $danceSuccess>>
<span class="green">and dodge out of the way.</span> <<bHe 0>> misses you and crashes into the other <<person2>><<beasttype 1>>. You take the opportunity to fill the bowls.<<stress -6>><<lstress>>
<br><br>
The sound of food falling into place cuts off a fight between the <<beastsplural>>. They scurry for their food, though not without a hiss or two.
<br><br>
Finished with their meal, the <<beastsplural>> go back to lounging. You do the same.
<<else>>
<span class="red">but <<bhes 0>> too fast.</span> <<bHe 0>> slams into you. The bag slips from your grasp, spilling food everywhere.<<pain 15>><<stress 5>><<ggpain>><<gstress>>
<br><br>
The <<beastsplural>> help themselves to the mess.
<<if $speech_attitude is "meek">>
"S-sorry for being slow," you mumble.
<<elseif $speech_attitude is "bratty">>
"Pricks," you grumble, sending a middle finger <<bhis>> way.
<<else>>
"Impatient little buggers," you grumble.
<</if>>
<br><br>
You clean up as best you can while the <<beastsplural>> gorge themselves. You hope the owner won't be upset.
<</if>>
<br><br>
<<link [[Next|Danube Catperson Sofa]]>><<endevent>><<pass 90>><</link>>
<br>
<<case 2>>
You tell the two no. They stare for a few seconds,
<<if random(1, 100) gte 36>>
<span class="green">before slinking out of the pantry.</span>
<<if $monster is 1>>
"Master would have," the <<person2>><<beasttype>> mutters as <<bhe>> passes.
<</if>>
<br><br>
With the <<beastsplural>> placated, you return to the sofa.
<br><br>
<<link [[Next|Danube Catperson Sofa]]>><<endevent>><<pass 90>><</link>>
<br>
<<else>>
<span class="red">then hiss.</span>
<<if $monster is 1>>
"You don't tell us no," the <<beasttype>> says.
<</if>>
<<bHe>> pounces onto you, knocking you to the ground.
<br><br>
<<link [[Next|Danube Catperson Feed Sex]]>><<set $molestationstart to 1>><</link>>
<</if>>
<<case 3>>
You drop to the floor and adopt a suggestive pose.
<br><br>
"I'm not supposed to feed you," you coo. "But a treat won't hurt."
<<deviancy3>>
The <<beastsplural>> slowly approach, purring.
<br><br>
<<link [[Next|Danube Catperson Feed Sex]]>><<set $sexstart to 1>><</link>>
<<default>>
You look at the two and, unsure what to do, go back to what you were doing before. The two don't stop their chants, but you hold through your indifference and eventually, they stop and peace returns.
<br><br>
<<link [[Next|Danube Catperson Sofa]]>><<endevent>><<pass 90>><</link>>
<br>
<</switch>>
<br><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">>
<<loadNPC 0 "danube_cat_2">>
You flop down on the sofa. An hour passes. As you await the owner's return, a <<beasttype>> creeps into your peripheral.
<br><br>
You don't pay <<bhim>> any mind, until <<bhe>> creeps closer. With a hiss, <<bhe>> unsheathes <<bhis>> claws.<<stress 5>><<gstress>>
<br><br>
<<if $bestialitydisable is "f" or $monster is 1>>
<<if hasSexStat("deviancy", 2)>>
<<link [[Seduce|Danube Catperson Claws Sex]]>><<set $sexstart to 1>><</link>><<deviant2>>
<br>
<</if>>
<</if>>
<<link [[Soothe|Danube Catperson Claws]]>><<set $phase to 2>><</link>><<tendingdifficulty 1 300>>
<br>
<<link [[Avoid|Danube Catperson Claws]]>><<set $phase to 1>><</link>><<dancedifficulty 1 300>>
<br><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">>
<<if $phase is 1>>
You leap up,
<<if $danceSuccess>>
<span class="green">quick enough to avoid the <<beasttype>>.</span><<stress -6>><<lstress>>
<br><br>
<<bHe>> curls up and settles into the vacant spot on the sofa, unbothered by <<bhis>> failed assault. You find another seat.
<<else>>
<span class="red">but you're not quick enough.</span> <<bHis>> claws sink into your skin.<<pain 3>><<stress 6>><<gpain>><<gstress>>
<br><br>
Seeming proud of <<bhimself>>, the <<beasttype>>
<<if $monster is 1>>
laughs <<bhis>> way out of the room.
<<else>>
scurries away.
<</if>>
You settle back into your seat, nursing your wound.
<</if>>
<br><br>
<<link [[Next|Danube Catperson Payment]]>><<endevent>><</link>>
<br>
<<else>>
You stretch your hand out to the <<beasttype>>. You stop short before making contact.
<<bHe>> gives your fingers a cautious sniff, then
<<if $tendingSuccess>>
<span class="green">licks you.</span><<stress -6>><<lstress>>
<<else>>
<span class="red">bites you.</span><<pain 15>><<stress 6>><<ggpain>><<gstress>>
<</if>>
<br><br>
Satisfied, the <<beasttype>> prances off.
<br><br>
<<link [[Next|Danube Catperson Payment]]>><<endevent>><</link>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<beastTrainGenerate>>
<<elseif $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<beastCombatInit>>
<<beastTrainGenerate>>
<<if $NPCList[0].penis isnot "none">>
You remain on your knees as the <<beasttype 0>> mounts you.
<<set $position to "doggy">><<set $NPCList[0].stance to "top">>
<<else>>
The <<beasttype 0>> flips you onto your back, and mounts you.
<<set $position to "missionary">><<set $NPCList[0].stance to "top">>
<</if>>
<</if>>
<br>
<<effects>>
<<effectsman>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Danube Catperson Feed Sex End]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Danube Catperson Feed Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">>
<<if $enemyhealth lte 0>>
<<beastwound>>
<<if $combatTrain.length gt 0>>
The <<beasttype>> recoils in pain and fear, but the other is eager for a go.
<<combatTrainAdvance>>
<<set $danubecathappiness -= 1>>
<br><br>
<<link [[Next|Danube Catperson Feed Sex]]>><</link>>
<br>
<<else>>
The <<beasttype>> recoils in pain and fear.
<<combatTrainAdvance>>
<<set $danubecathappiness -= 1>>
<br><br>
<<link [[Next|Danube Catperson Feed Sex End]]>><<set $finish to 1>><</link>>
<br>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<if $combatTrain.length gt 0>>
Satisfied, the <<beasttype>> moves
<<combatTrainAdvance>>
and the other takes <<bhis>> turn.
<<set $danubecathappiness += 1>>
<br><br>
<<link [[Next|Danube Catperson Feed Sex]]>><</link>>
<br>
<<else>>
Satisfied, the <<beasttype>> moves away from you.
<<combatTrainAdvance>>
<<set $danubecathappiness += 1>>
<br><br>
<<link [[Next|Danube Catperson Feed Sex End]]>><<set $finish to 1>><</link>>
<br>
<</if>>
<<else>>
<<set _consensual to $consensual>>
<<if $enemywounded is 0 and $enemyejaculated gte 2>>
<<if $consensual is 1>>
The <<beastsplural>> purr in contentment and prance out of the kitchen.
<br><br>
<<tearful>> you rise to your feet and leave after them.
<<else>>
The <<beasttype>> kicks <<bhis>> <<if $monster isnot 1>>hind<</if>> leg at you as they prowl out of the kitchen. You're left spent and shivering on the tile.
<br><br>
<<tearful>> you struggle to your feet.
<</if>>
<<elseif $enemywounded is 1 and $enemyejaculated is 1>>
The <<beasttype>> takes cover behind the other. <<bHe>> hisses, and the pair retreat, leaving you spent.
<br><br>
<<tearful>> you struggle to your feet.
<<elseif $enemywounded gte 2 and $enemyejaculated is 0>>
The <<beastsplural>> retreat with a hiss, scrambling over each other in their haste to escape.
<br><br>
<<tearful>> you scurry out of the kitchen.
<<else>>
The <<beasttype>> looks annoyed. <<bHe>> prowls towards you, but receives a swat from the other. A fight breaks out.
<br><br>
<<tearful>> you slink out of the kitchen while they're distracted.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<if _consensual is 1>>
<<link [[Next|Danube Catperson Sofa]]>><<pass 60>><</link>>
<br>
<<else>>
<<link [[Next|Danube Catperson Flee]]>><</link>>
<br>
<</if>>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<beastCombatInit>>
You run your hands up and down your chest. The <<beasttypes>> claws retract. Sensing your intent, <<bhe>> leaps onto the couch and mounts you.
<<deviancy2>>
<<if $NPCList[0].penis isnot "none">>
<<set $position to "doggy">><<set $NPCList[0].stance to "top">>
<<else>>
<<set $position to "missionary">><<set $NPCList[0].stance to "top">>
<</if>>
<</if>>
<br>
<<effects>>
<<effectsman>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Danube Catperson Claws Sex End]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Danube Catperson Claws Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
Satisfied, the <<beasttype>> curls up in your lap.
<<set $danubecathappiness += 1>>
<br><br>
<<tearful>> you settle back into your seat.
<<elseif $enemyhealth lte 0>>
The <<beasttype>> retreats with a hiss.
<br><br>
<<tearful>> you slump back down on the sofa.
<<set $danubecathappiness -= 1>>
<<else>>
The <<beasttype>> growls, but curls up on the sofa without a fight.
<br><br>
<<tearful>> you find yourself another seat.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Danube Catperson Payment]]>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">>
You run for the door, but your fingers stop shy of the handle. You need the money.
<br><br>
<<link [[Stay (1:00)|Danube Catperson Sofa]]>><<pass 60>><</link>>
<br>
<<link [[Leave|Danube Catperson Flee 2]]>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">>
<<loadNPC 0 "danube_cat_owner">><<person1>>
The <<person>> can deal with the mess <<himself>>. You throw the door open and rush outside.
<br><br>
<<clearNPC "danube_cat_owner">>
<<clearNPC "danube_cat_0">>
<<clearNPC "danube_cat_1">>
<<clearNPC "danube_cat_2">>
<<link [[Leave|Danube Street]]>><<unset $danubecathappiness>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">>
<<loadNPC 0 "danube_cat_owner">><<person1>>
<<if $danubecathappiness isnot 0>>
<<set _catPay to (35 + ($danubecathappiness * 15))>>
<</if>>
You hear a voice from the door. "I'm back!" It's the <<person>>. <<His>> pets surround <<him>>,
<<if $danubecathappiness gte 1>>
purring with delight.
<br><br>
"Did you make a new friend?" <<he>> coos. "You think <<pshe>> deserves a little reward, hm?"
<br><br>
<<He>> hands you <<moneyGain _catPay>>. "A little extra," <<he>> says as <<he>> ushers you outside. "Do come back sometime. They're so fond of you!"
<<elseif $danubecathappiness lte -1>>
howling and hissing.
<br><br>
The <<person>> fixes you with a glare. You're thrown outside before you can get a word in.
<br><br>
<<He>> drops <<moneyGain _catPay>> at your feet before slamming the door shut. You can make out muffled blubbering on the other side. You take the money and hurry away.
<<else>>
mewling impatiently.
<br><br>
"Settle down, darlings. <<Mummy>>'s home," <<he>> coos, kneeling down to tend to the purring mass.
<br><br>
<<He>> sets <<moneyGain 35>> aside without so much as looking at you. You take the money and leave.
<</if>>
<br><br>
<<clearNPC "danube_cat_owner">>
<<clearNPC "danube_cat_0">>
<<clearNPC "danube_cat_1">>
<<clearNPC "danube_cat_2">>
<<link [[Leave|Danube Street]]>><<unset $danubecathappiness>><<endevent>><</link>>
<br><<set $outside to 1>><<set $location to "docks">><<dockeffects>><<effects>>
<<skul_dock_init>>
You are on the docks.
<<if Time.dayState is "dawn">>
They're already busy with activity as vehicles arrive to transfer cargo and shipments.
<<elseif Time.dayState is "day">>
They're busy with activity as dockers work the moored ships.
<<elseif Time.dayState is "night">>
They're closed off at night. The lights of patrolling security light up the stacked cargo containers.
<<elseif Time.dayState is "dusk">>
The last ships are leaving, while others remain moored for the night.
<</if>>
<br>
<<if $dockwork gte 1 and Time.schoolDay and $idDocksReveal isnot 2 and Time.hour is 7>>
<br>
You approach the other workers, but a manager stops you. "Sorry, no can do, <<girl>>. You know the rules: no students on weekdays."
<<if $id is 1>>
<<set $idDocksReveal to 1>>
<br>
<span class="blue">Maybe they'd let you work on school days if you showed them the ID you purchased from Briar?</span>
<br>
<</if>>
<</if>>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "docks">>
<br>
<</if>>
<br>
<<if $dockwork is 2 and Time.hour is 7 and Time.schoolDay and !($idDocksReveal gte 1)>>
Dockers arrive for work. They won't let you join them on a school day.
<br><br>
<</if>>
<<if $robindebtevent gte 1 and $docksrobinintro isnot 1 and $robinmissing is "docks">>
<<investigateicon>><<link [[Look for Robin (0:20)|Docks_Robin]]>><<pass 20>><</link>>
<br>
<</if>>
<<if $dockwork is 1 and Time.dayState isnot "night" and $exposed lte 0>>
<<docksicon>><<link [[Take job (0:30)|Docks Take Job]]>><<pass 30>><<set $dockwork to 2>><</link>>
<br>
<<elseif $dockwork is 2 and Time.hour is 7 and $exposed lte 0 and (!Time.schoolDay or $idDocksReveal is 2)>>
<<docksicon>><<link [[Work as a docker (12:00)|Docks Start]]>><</link>><<gtiredness>>
<br>
<<elseif $dockwork is undefined and Time.dayState isnot "night" and $exposed lte 0>>
<<socialiseicon "ask">><<link [[Ask for work (0:05)|Docks Ask]]>><<pass 5>><<set $dockwork to 1>><</link>>
<br>
<</if>>
<<if $exposed lte 0 and Time.dayState isnot "night" and $dockstatus gte 80 and $dockwage lt 3000>>
<<socialiseicon "ask">><<link [[Ask for raise (0:05)|Docks Raise]]>><<pass 5>><<set $dockwage += Math.clamp($dockwage + 150, 0, 3000)>><<dockstatus -20>><</link>><<llcool>>
<br>
<</if>>
<<if Time.dayState is "night">>
<<sneakicon>><<link [[Sneak inside (0:05)|Docks Sneak Start]]>><<set $bus to "S">><</link>>
<br>
<</if>>
<<storeon "docks" "check">>
<<if _store_check is 1>>
<<dressasyouwereicon>><<link [[Get dressed|Docks]]>><<storeon "docks">><</link>>
<br>
<</if>>
<<if $id is 1 and $dockwork gte 1 and Time.hour is 7 and $idDocksReveal is 1>>
<<ind>><<link [[Use fake ID (0:02)|Docks Fake ID]]>><</link>>
<</if>>
<br>
<<mericon>><<link [[Leave|Mer Street]]>><</link>>
<br>
<<if $debug is 1>>
<<link [[(debug) Max dock status|Docks]]>><<set $dockstatus to 100>><</link>>
<br>
<<link [[(debug) Min dock status|Docks]]>><<set $dockstatus to 0>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "docks">><<dockeffects>><<effects>>
<<generate1>><<person1>>
You ask a manager for a raise. "Well..." <<He>> adjusts <<his>> glasses and taps something into <<his>> computer. "You have been pulling your weight around here. Fine. You're on <span class="gold">£<<print (($dockwage * 12) / 100)>></span> a shift now."
<<trauma -18>><<stress -18>><<lltrauma>><<llstress>>
<br><br>
<<if $dockwage gte 2000>>
"That's more than any other worker," <<he>> adds.
<br><br>
<</if>>
The other dockers overheard, and grumble as you leave. They're just jealous.
<br><br>
<<endevent>>
<<link [[Next|Docks]]>><</link>>
<br><<set $outside to 0>><<set $location to "docks">><<dockeffects>><<effects>>
You approach a <<generate1>><<person1>><<person>> standing on a raised platform. <<He>> jots something on <<his>> clipboard while observing the workers.
<br><br>
<<if $speech_attitude is "meek">>
"Excuse me," you say. "S-sorry to bother you. Are you hiring?"
<<elseif $speech_attitude is "bratty">>
"Hey," you say. "I'm looking for work. Who do I talk to?"
<<else>>
"Hello," you say. "Are you hiring?"
<</if>>
<br><br>
<<He>> doesn't look up from <<his>> clipboard, but points <<his>> pen in the direction of a small building a little closer to the water.
<br><br>
The door is open. A <<generate2>><<person2>><<person>> looks up from <<his>> desk as you enter. "Ah," <<he>> says, pushing <<his>> glasses up <<his>> nose. "Looking for work?" You nod. <<He>> stands and squeezes between <<his>> desk and the wall until <<he>> stands in front of you. <<He>> holds out <<his>> hand.
<br><br>
<<link [[Next|Docks Ask 2]]>><</link>>
<br><<set $outside to 0>><<set $location to "docks">><<dockeffects>><<effects>>
"We're looking for more hands," the <<person>> says. "So many ships come and go nowadays. You'll want details." <<He>> sits back behind <<his>> desk. "<span class="gold">£10</span> an hour is the starting wage. Perform well and you might get a raise. Work begins at <span class="gold"><<ampm 7 00>></span>."
<br><br>
"Oh, and don't be late," <<he>> adds. "We can't just have workers show up throughout the day. Security reasons. You need to be here between seven and eight or we can't sign you in. No work for you on school days either, or I'll get in trouble. Work day is twelve hours, and you need to stay the whole shift if you want to get paid."
<br><br>
<<if $id is 1>>
<<set $idDocksReveal to 2>>
You show <<him>> the fake ID you purchased from Briar. "I'm not a student<<if $speech_attitude is "meek">>..<</if>>."
<br><br>
<<He>> glances at it, then hands it back. "Can't be too careful. Everything else still applies, then, except for the 'no working on school days' part."
<br><br>
<</if>>
<<He>> runs <<his>> eyes up and down your body.
<<if currentSkillValue('physique') gte 15000>>
"You're a strapping <<lass>>, aren't you. It's a physical job, but you won't have any problems."
<<elseif currentSkillValue('physique') gte 10000>>
"You look good and fit. It's a physical job, but you should be fine."
<<elseif currentSkillValue('physique') gte 5000>>
"This is a physically demanding job. You look like you can handle yourself, but go careful."
<<else>>
<<He>> sighs. "This is a physically demanding job, and, well." <<He>> pauses. "You're not the strongest <<girl>> I've seen, let me put it that way. I won't stop you, but you might be in for a rough time."
<</if>>
<br><br>
"I think that's everything. I can give you a rundown of the more technical aspects, the rest you can learn on the job. So, interested?"
<br><br>
<<link [[Yes (0:30)|Docks Take Job]]>><<pass 30>><<set $dockwork to 2>><<endevent>><</link>>
<br>
<<link [[No|Docks Refuse Job]]>><</link>>
<br><<set $outside to 0>><<set $location to "docks">><<dockeffects>><<effects>>
"That's a shame," the <<person>> sighs. "Come back if you change your mind."
<br><br>
<<endevent>>
<<link [[Next|Docks]]>><</link>>
<br><<set $outside to 0>><<set $location to "docks">><<dockeffects>><<effects>>
<<set $dockwage to 1000>><<set $dockstatus to 10>>
"Remember," the manager says. "Work starts at <span class="gold"><<ampm 7 00>></span><<if $idDocksReveal isnot 2>>, and you can't work on school days<</if>>. Welcome to the team."
<br><br>
<<link [[Next|Docks]]>><</link>>
<br><<set $outside to 0>><<set $location to "docks">><<dockeffects>><<effects>>
You pass security and report to a manager for work. <<dockstatustext>>
<br><br>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Strip and work (1:00)|Docks Work]]>><<undressclothes "docks">><<set $phase to 2>><<dockstatus 1>><</link>><<if $daily.dockExhibitionism isnot 1>><<exhibitionist5>><</if>><<gcool>>
<br>
<</if>>
<<dockoptions>><<set $outside to 0>><<set $location to "docks">><<dockeffects>><<effects>>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "docks">>
<</if>>
<<if $phase is 0>>
You work hard. It's tiring.
<<physique 6>>
<br><br>
<<if $upperwetstage gte 3 or $lowerwetstage gte 3>>
You feel the other dockers ogling your body through your wet clothing.
<<gstress>><<garousal>><<stress 6>><<arousal 600>>
<br><br>
<</if>>
<<elseif $phase is 1>>
You do as little work as you can get away with. Your colleagues grumble about you.
<br><br>
<<if $upperwetstage gte 3 or $lowerwetstage gte 3>>
You feel the other dockers ogling your body through your wet clothing.
<<gstress>><<garousal>><<stress 6>><<arousal 600>>
<br><br>
<</if>>
<<elseif $phase is 2>>
You strip naked behind some cargo containers. <<flaunting>> you take a deep breath and step out onto the dock.
<<if $daily.dockExhibitionism isnot 1>>
<<set $daily.dockExhibitionism to 1>>
<<exhibitionism5>>
<<else>>
<br><br>
<</if>>
<<covered>> Few notice at first, until someone whistles at you and attracts attention. More and more dockers stop what they're doing to cheer and whistle at you. Each new onlooker renews your thrill.
<br><br>
A supervisor tells everyone to get back to work. They do so, though reluctant to take their eyes off you. <<generate1>><<person1>>The supervisor doesn't tell you to get dressed. The longing look <<he>> gives your body suggests why.<<endevent>>
<br><br>
<</if>>
<<pass 60>>
<<dockwork>><<set $outside to 0>><<set $location to "docks">><<dockeffects>><<effects>>
The <<person1>><<person>> gets closer. You press one leg into the side of the boat, making the vessel rock. They stumble forwards. "Don't you da-" <<he>> manages before you give the boat another shove, this time turning it over and sending all three of you overboard.
<br><br>
You swim back to shore. "<<pShe>> capsized it on purpose!" the <<person>> says to the amused dockers who help you from the water. Most think it was an accident, but some believe the pair.
<br><br>
<<upperwet 200>><<lowerwet 200>><<underlowerwet 200>><<underupperwet 200>>
<<endevent>>
<<dockoptions>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<set $leftarm to "bound">><<set $rightarm to "bound">><<handheldruined>>
They push you onto the deck, flip you over, and bind your arms with tight knots.
<br><br>
<<if $worn.upper.type.includes("naked") and $worn.lower.type.includes("naked")>><<set $phase to 1>><</if>>
<<elseif $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 100>>
<<if $worn.upper.type.includes("naked") and $worn.lower.type.includes("naked")>><<set $phase to 1>><</if>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Docks Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Docks Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"That weren't so bad, were it?" the <<person>> laughs. <<He>> turns on the engine and continues the task.
<br><br>
<<unbind>>
<<tearful>> you climb aboard the larger vessel. You help the crew manage the spring lines and swing the vessel around to a successful landing.
<br><br>
<<if $pain gte 40>>
One of the sailors notices your tears and asks what's wrong, but you assure them you're fine.
<br><br>
<</if>>
<<if $phase is 1>><<clothesontowel>><<else>><<clotheson>><</if>>
<<endcombat>>
<<dockoptions>>
<<else>>
You shove them off the boat, turn on the engine, and leave them to flounder. You'll finish the task yourself.
<br><br>
<<if $phase is 1>><<clothesontowel>><<else>><<clotheson>><</if>>
<<endcombat>>
<<tearful>> you climb aboard the larger vessel. Feeling energised by your victory, you guide both the captain and crew to a successful landing.
<br><br>
<<generate1>><<person1>>A <<person>> asks where the other two are. You tell them they fell off the boat. Your colleagues are still laughing when the pair make it back to the docks, soaked and shivering.
<br><br>
<<endevent>>
<<dockoptions>>
<</if>><<set $outside to 0>><<set $location to "docks">><<dockeffects>><<effects>>
<<unbind>>
You turn your back to the <<person>>. <<He>> fiddles with the knots, and sets you free. "There you go <<lass>>. Be more careful in the future."
<br><br>
<<endevent>>
<<dockoptions>><<set $outside to 0>><<set $location to "docks">><<dockeffects>><<effects>>
<<He>> shrugs. "Suit yourself."
<br><br>
<<endevent>>
<<dockoptions>><<set $outside to 0>><<set $location to "docks">><<dockeffects>><<effects>>
<<generate2>><<person2>>You return to the dock. Your manager greets you. "Don't worry," <<he>> sighs. "Those types never listen to us."
<br><br>
<<dockoptions>><<set $outside to 0>><<set $location to "docks">><<dockeffects>><<effects>>
<<set $seductiondifficulty to 6000>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>><span class="gold">You feel more confident in your powers of seduction.</span><</if>><<seductionskilluse>>
<br><br>
You slip beneath the table. "What are you-" <<He>> cuts off when you unzip <<his>> trousers.
<<promiscuity4>>
<<if $seductionrating gte $seductionrequired>>
<<He>> glances around. "Maybe there has been an error," <<he>> says. "Safety is of paramount importance."
<br><br>
<<link [[Next|Docks Tourist Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<else>>
<<He>> pulls away from you, then laughs and <<if $pronoun is "m">>strokes<<else>>twirls<</if>> <<his>> hair. "I have a ship full of hotties, all wanting to bed the captain. Take your charms to the docks where they might be worth a few scraps."
<br><br>
<<generate2>><<person2>>You return to the dock. Your manager greets you. "Don't worry," <<he>> sighs. "Those types never listen to us."
<br><br>
<<dockoptions>>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>>
You reward <<him>> with a playful lick.
<br><br>
<<npcoral>>
<</if>>
The surrounding passengers socialise, unaware of what you're up to beneath the table.
<br><br>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Docks Tourist Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Docks Tourist Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> moans. The passengers give <<him>> odd looks, and <<he>> blushes. "I-I'll turn the ship," <<he>> whispers.
<br><br>
<<clotheson>>
<<endcombat>>
<<tearful>> you descend to your boat. You steer away.
<br><br>
Soon after, the larger vessel starts to turn.
<br><br>
You arrive back at the docks. A manager greets you. <<generate2>><<person2>>"You did it," <<he>> says. "Didn't expect that. Those types are so full of themselves. Good job."
<<ggcool>><<dockstatus 3>>
<<elseif $enemyhealth lte 0>>
You shove the <<person>> away from you, which attracts attention from the passengers. "J-just stretching," <<he>> says, covering <<his>> groin.
<br><br>
<<clotheson>>
<<endcombat>>
<<tearful>> <<generate2>><<person2>>you return to the dock. Your manager greets you. "Don't worry," <<he>> sighs. "Those types never listen to us."
<<else>>
The <<person>> steps away from you and fixes <<his>> fly.
<br><br>
<<clotheson>>
<<endcombat>>
<<tearful>> <<generate2>><<person2>>you return to the dock. Your manager greets you. "Don't worry," <<he>> sighs. "Those types never listen to us."
<</if>>
<br><br>
<<dockoptions>><<set $outside to 0>><<set $location to "docks">><<dockeffects>><<effects>>
"Attention everybody," you shout. The passengers fall silent. "This ship is on a collision course with another. You need to steer away from the docks. Or prepare to swim ashore." You turn and walk away. The crowd erupts into anxious babbling the moment you disappear from view. You descend to your ship and steer away.
<br><br>
Soon after, the larger vessel starts to turn.
<br><br>
You arrive back at the docks. A manager greets you. <<generate2>><<person2>>"You did it," <<he>> says. "Didn't expect that. Good job."
<br><br>
<<dockoptions>><<set $outside to 0>><<set $location to "docks">><<dockeffects>><<effects>>
<<if $phase is 0>>
You compare the numbers,
<<if currentSkillValue('maths') gte random(1, 1000)>>
<span class="green">and find that some valuable cargo disappeared at some point between arrival and departure.</span> What's more, someone tried to cover it up. You inform a manager, who seems impressed at your deduction.
<<dockstatus 1>><<gcool>>
<<else>>
<span class="red">but find nothing wrong.</span> You finish recording the information.
<</if>>
<<else>>
You're sure it's fine. You finish recording the information.
<</if>>
<br><br>
<<dockoptions>><<effects>>
<<skul_dock_init>>
You keep an eye out for anything valuable. There's a lot, but you need something small enough to carry.
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<br><br>
<<for _j to 0; _j lt (1 + Math.floor($skulduggery/600)); _j++>>
<<if _dockCount is undefined>>
<<set _dockCount to 0>>
<</if>>
<<skul_dock_contents gold>>
<<if !_dock_location and $catsuit_found isnot true>>
<<skul_dock_contents equipment>>
<</if>>
<<if !_dock_location>>
<<skul_dock_contents aphrodisiacs>>
<</if>>
<<if !_dock_location>>
<<skul_dock_contents electronics>>
<</if>>
<<if !_dock_location and currentSkillValue('tending') gte 400>>
<<skul_dock_contents fertiliser>>
<</if>>
<<if _dock_contents is "gold">>
There's a bar of gold in a container at the <<skul_dock_location _dock_location>>. <span class="green">It would sell on the black market.</span> You make a mental note of its location.
<<set _dockCount += 1>>
<<elseif _dock_contents is "aphrodisiacs">>
A local company is moving something special through. It's being kept near the <<skul_dock_location _dock_location>>. <span class="teal">It would sell on the black market.</span> You make a mental note of its location.
<<set _dockCount += 1>>
<<elseif _dock_contents is "electronics">>
There's a container full of goods, including valuable electronics, near the <<skul_dock_location _dock_location>>. <span class="lblue">They would sell on the black market.</span> You make a mental note of its location.
<<set _dockCount += 1>>
<<elseif _dock_contents is "fertiliser">>
There's a container full of what looks like fertiliser near the <<skul_dock_location _dock_location>>. <span class="lblue">They might be useful to you.</span> You make a mental note of its location.
<<set _dockCount += 1>>
<<elseif _dock_contents is "equipment">>
There's a container full of specialist equipment near the <<skul_dock_location _dock_location>>. <span class="teal">It might be useful to you.</span> You make a mental note of its location.
<<set _dockCount += 1>>
<<elseif !_dock_contents>>
<<if _dockCount gte 2>>
You don't find anything else suitable. Useful to know.
<<else>>
You don't find anything suitable. Useful to know.
<</if>>
<<set _skul_dock_keys to Object.keys($skul_dock)>>
<<for _i to 0; _i lt _skul_dock_keys.length; _i++>>
<<set $skul_dock[_skul_dock_keys[_i]].state to "known">>
<</for>>
<<break>>
<</if>>
<br><br>
<<unset _dock_location>><<unset _dock_contents>>
<</for>>
<<skulduggeryuse>>
<<else>>
Your supervisor slaps your back. There was no sign you were doing anything illicit, but you almost jump from your seat all the same. You'll be teased for that later.<<lcool>><<dockstatus -1>>
<br><br>
<<skulduggeryuse>>
<</if>>
<<dockoptions>><<set $outside to 0>><<set $location to "docks">><<dockeffects>><<effects>>
<<skul_dock_init>>
You sneak under a parked vehicle and peek out from beneath.
<br><br>
One of the workers places a crate in front of you, blocking your view. There's a crack in the bottom. A sweet, heady smell leaks out. It relaxes and heats you.
<br><br>
It's the last crate they load into the cargo container. The <<person1>><<person>> locks it, and they climb into the vehicle before driving away.
<br><br>
<<skul_dock_contents aphrodisiacs>>
<<if _dock_location is "SW">>
The container looks like it's going to remain in the unloading area overnight.
<<if currentSkillValue('skulduggery') gte 400>>
<span class="teal">The contents must be valuable.</span> You make a mental note of its location.
<</if>>
<br><br>
<<elseif _dock_location>>
A crane lifts the container, and carries it towards the <<skul_dock_location _dock_location>>. It will remain there overnight.
<<if currentSkillValue('skulduggery') gte 400>>
<span class="teal">The contents must be valuable.</span> You make a mental note of its location.
<</if>>
<br><br>
<</if>>
<<dockoptions>><<set $outside to 0>><<set $location to "docks">><<dockeffects>><<effects>>
You ignore the strange vehicle and continue working.
<br><br>
<<dockoptions>><<set $outside to 0>><<set $location to "docks">><<dockeffects>><<effects>>
<<if $phase is 0>>
You look more closely,
<<if currentSkillValue('history') gte random(1, 1000)>>
<span class="green">and recognise the shape.</span> You <<generate1>><<person1>>inform a manager, who calls the captain in time. The ship steers around it.
<br><br>
"Damned reef," the manager says. "I swear it just pops up where it pleases. Good job."
<<dockstatus 1>><<gcool>>
<<else>>
<span class="red">but the shape vanishes.</span>
<br><br>
With a groan, the ship collides with something beneath the surface. Dockers rush to the moorings to assess the damage.
<</if>>
<<else>>
You're sure it's fine. You finish cleaning.
<br><br>
A metallic tearing sound shudders the pier. Something tears a giant gash down the side of the approaching ship, though it still makes it to the dock.
<</if>>
<br><br>
<<dockoptions>><<set $outside to 0>><<set $location to "docks">><<dockeffects>><<effects>>
<<if $speech_attitude is "meek">>
"I'm just trying to work," you say. "Please let me."
<<elseif $speech_attitude is "bratty">>
"Fuck you," you say. "You're supposed to be working."
<<else>>
"This is cruel," you say. "I'll report you."
<</if>>
<br><br>
"We're just having fun," the <<person>> says. "Your kind rarely sticks with it anyway." The other dockers nod.
<br><br>
<<dockoptions>><<set $outside to 0>><<set $location to "docks">><<dockeffects>><<effects>>
You walk away from the crowd. You try to ignore the jeers.
<br><br>
<<dockoptions>><<set $outside to 0>><<set $location to "docks">><<dockeffects>><<effects>>
It's a watch. It should be worth something. You mark it down as missing.
<br><br>
<<dockoptions>><<set $outside to 0>><<set $location to "docks">><<dockeffects>><<effects>>
You mark down that a package is damaged, and continue working.
<br><br>
<<dockoptions>>
<br><<set $outside to 0>><<set $location to "docks">><<dockeffects>><<effects>>
<<if $lock lt 400>>
There's nothing you can do. You move on to the next container.
<<else>>
You ignore the voice, and move on to the next container.
<</if>>
The <<person>> seems relieved.
<br><br>
<<endevent>>
<<dockoptions>><<set $outside to 0>><<set $location to "docks">><<dockeffects>><<effects>>
You successfully pick the lock and open the container. The <<person>> glances around. "I didn't see anything," <<he>> says. "I need this job." <<He>> walks away.
<br><br>
<<if $skulduggery lt 500>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">There's nothing more you can learn from locks this simple.</span>
<br><br>
<</if>>
<<person1>>There are sacks full of potatoes inside. You hear the voice again, from the back. One of the sacks moves. You find a <<person>> beneath, gagged and bound. Bruising surrounds <<his>> right eye. <<He>> starts crying.
<<gstress>><<stress 6>>
<br><br>
<<link [[Get help|Docks Slave Help]]>><</link>>
<br>
<<link [[Comfort and untie|Docks Slave Untie]]>><</link>>
<br><<set $outside to 0>><<set $location to "docks">><<dockeffects>><<effects>>
You rush from the container, and find the <<person1>><<person>> who saw you open it.
<br><br>
<<if $speech_attitude is "meek">>
"There's someone who needs help," you say. "They're tied up and hurt."
<<elseif $speech_attitude is "bratty">>
"What's going on," you say. "There's a bound person in there."
<<else>>
"I found a person inside," you say. "They're bound and hurt."
<</if>>
<br><br>
<<He>> looks around before leaning in close. "Shut it, <<girl>>," <<he>> says. "I didn't see anything. Remember? Shut your gob before you get us both in trouble."
<br><br>
You return to the container, and find the <<person1>><<person>> lying where you left <<him>>.
<br><br>
<<link [[Next|Docks Slave Untie]]>><</link>>
<br><<set $outside to 0>><<set $location to "docks">><<dockeffects>><<effects>>
You untie the bindings and remove the gag.
<<if $speech_attitude is "meek">>
"Please don't cry," you say. "I'll look after you. What's your name?"
<<elseif $speech_attitude is "bratty">>
"Don't cry," you say. "Someone nasty might hear. What's your name?"
<<else>>
"It's okay," you say. "You're safe now. What's your name?"
<</if>>
<br><br>
<<His>> sobs recede a little, but <<he>> doesn't respond. You feel <<his>> arm through <<his>> worn school uniform as you help <<him>> to <<his>> feet. <<Hes>> very thin.
<br><br>
<<He>> stares at you, cheeks still wet. You take <<his>> hand and lead <<him>> toward the road. <<dockclotheson>> Security watch as you pass, but don't stop you.
<br><br>
<<harvesticon>><<link [[Take to train station (1:00)|Docks Slave Station]]>><<pass 60>><</link>>
<br>
<<foodicon "eat">><<link [[Get food first (£20)|Docks Slave Cafe]]>><<pass 60>><<famegood 1>><<money -2000 "gift">><</link>>
<br><<set $outside to 0>><<set $location to "cafe">><<dockeffects>><<effects>>
You take <<him>> to a nearby cafe and sit at a table away from the window. <<His>> eyes light up when <<he>> sees the menu. <<He>> points at the picture of a burger, so you order one for <<him>> and one for yourself. <<He>> devours <<his>> meal, pausing only to drink the accompanying pop.
<br><br>
You ask <<him>> <<his>> name and where <<hes>> from as <<he>> eats. <<He>> doesn't respond. You're not sure if <<he>> speaks English.
<br><br>
<<He>> licks the plate once finished, and stares at your food with longing. You push your plate over to <<him>>. <<He>> eats it just as fast.
<br><br>
You leave the cafe together. <<He>> looks much happier.
<br><br>
<<link [[Next|Docks Slave Station]]>><<pass 60>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<dockeffects>><<effects>><<wearProp "ticket">>
You take the <<person>> to the train station on Harvest Street. <<He>> walks close, and keeps bumping into you. The station itself is busy. There's a map of the country on the wall, detailing the train network.
<br><br>
<<He>> points at one town in particular and smiles. You look more closely. It matches the name beneath <<his>> uniform's logo. "Is this your home?" you ask. <<He>> just smiles.
<br><br>
You buy a ticket and walk onto the platform as the train arrives.
<<money -10000 "gift">>
The <<person>> seems anxious.
<br><br>
<<if $money gte 10000>>
<<link [[Give nothing|Docks Slave Station 2]]>><<famegood 5>><<set $phase to 0>><</link>>
<br>
<<link [[Give £100|Docks Slave Station 2]]>><<set $dockslavemoney to 100>><<money -10000 "gift">><<famegood 10>><<set $phase to 1>><</link>>
<br>
<<else>>
<<link [[Wave goodbye|Docks Slave Station 2]]>><<famegood 5>><<set $phase to 0>><</link>>
<br>
<</if>>
<<if $money gte 30000>>
<<link [[Give £300|Docks Slave Station 2]]>><<set $dockslavemoney to 300>><<money -30000 "gift">><<famegood 30>><<set $phase to 2>><</link>>
<br>
<</if>>
<<if $money gte 100000>>
<<link [[Give £1000|Docks Slave Station 2]]>><<set $dockslavemoney to 1000>><<money -100000 "gift">><<famegood 50>><<set $phase to 3>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "town">><<dockeffects>><<effects>>
<<if $phase gte 1>>
You hand the <<person>> the ticket and £<<print $dockslavemoney>>.
<<else>>
You hand the <<person>> the ticket.
<</if>>
<<if $speech_attitude is "meek">>
"It was nice to meet you," you say. "I hope you have a nice journey."
<<elseif $speech_attitude is "bratty">>
"You should be okay from here," you say.
<<else>>
"This train will take you home," you say.
<</if>>
<<He>> seems reluctant to leave you, but <<he>> understands and walks alone toward the waiting train. Before reaching it however, <<he>> turns and runs back. <<He>> almost knocks you over with a hug.
<br><br>
<<He>> waves from the window as the train departs.
<br><br>
<<link [[Next|Harvest Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<dockeffects>><<effects>>
<<upperruined>><<lowerruined>><<underruined>><<handheldruined>>
<<set $leftarm to "bound">><<set $rightarm to "bound">><<handheldruined>>
You awaken naked on a chair. Lengths of rope criss-cross your body and tie you down. A round board sits on your knees and leans against your chest, giving you some cover from prying eyes. You can't move an inch. Walls of corrugated metal suggest you're inside a cargo container. You're not alone.
<br><br>
<<generate1>><<generate2>><<generate3>><<person2>>"It's not fair," a <<person>> says. <<He>> sits opposite you with <<his>> arms folded. "You set it up wrong."
<br><br>
A dart thuds into the board. The <<person1>><<person>> who threw it laughs. "Yeah yeah," <<he>> says. "We're all using the same board, if you haven't noticed." <<He>> throws another dart. "I win." <<He>> turns to a <<person3>><<person>>. "Unless you score perfect."
<br><br>
The <<person>> stands and takes <<his>> position in front of the board as the <<person1>><<person>> approaches to retrieve <<his>> darts. "Hey," <<he>> says. "<<pShes>> awake."
<br><br>
<<link [[Insult|Passout Docks 2]]>><<set $phase to 0>><<def 1>><<trauma -6>><</link>><<ltrauma>>
<br>
<<link [[Plead|Passout Docks 2]]>><<set $phase to 1>><<sub 1>><<stress -6>><</link>><<lstress>>
<br>
<<link [[Remain silent|Passout Docks 2]]>><<set $phase to 2>><</link>>
<br><<set $outside to 0>><<set $location to "docks">><<dockeffects>><<effects>>
<<if $phase is 0>>
<<if $speech_attitude is "meek">>
"L-let me go," you say. "You're being mean."
<<elseif $speech_attitude is "bratty">>
"Untie me at once," you say. "Or I'll throw you into the sea with the other scum."
<<else>>
"You scum," you say. "Let me go."
<</if>>
<br><br>
The <<person1>><<person>> laughs. "Let you go? Sure. After I've had my fun."
<<elseif $phase is 1>>
<<if $speech_attitude is "meek">>
"Please don't hurt me," you say. "I promise I won't tell anyone."
<<elseif $speech_attitude is "bratty">>
"This is childish," you say. "Let me go now and I won't tell anyone."
<<else>>
"Please let me go," you say. "I won't tell anyone."
<</if>>
<br><br>
The <<person1>><<person>> laughs. "Sure. After I've had my fun."
<<else>>
<</if>>
<<He>> returns to <<his>> seat as the <<person3>><<person>> prepares to throw.
<br><br>
The dart flies over your shoulder. "Fuck," the <<person>> says as <<he>> sits in defeat. The <<person1>><<person>> raises <<his>> fists. "I win! Now clear off you two. I want privacy."
<br><br>
The <<person2>><<person>> shakes <<his>> head. "That wasn't agreed." <<He>> opens a beer. "We're watching. I wanna see what you do to this <<girl>>."
<br><br>
The <<person1>><<person>> sighs, but doesn't protest. <<He>> pulls the board away from you. Their eyes feast on your <<lewdness>>.
<br><br>
<<link [[Next|Passout Docks Rape]]>><<set $enemyno to 1>><<set $enemynomax to 1>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
The pair cheer their colleague on.
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Passout Docks Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Passout Docks Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The pair applaud. "I think I've learned something intimate about you," the <<person2>><<person>> says.
<br><br>
"Sh-shut it," the <<person1>><<person>> responds. <<He>> unties you from the chair, but leaves the rope around you. "You keep it shut too. Not that anyone will care." <<He>> opens the container and kicks you out.
<br><br>
<<tearful>> you climb to your feet.
<<else>>
You kick the <<person>> against the metal wall. <<He>> cries out in pain and clutches <<his>> back.
<br><br>
"<<pShes>> tied up mate!" the <<person2>><<person>> says as the <<person3>><<person>> keels over with laughter.
<br><br>
<<tearful>> you kick open the door and leave the container. The pair don't stop you, but continue to mock their colleague.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Docks]]>><</link>>
<<set $stress -= 2000>><<set $outside to 0>><<set $location to "pub">><<dockeffects>><<effects>><<silently>><<handheldon>><</silently>>
<<set $dockpubcount += 1>>
<<if Time.hour gte 3 and Time.hour lte 18>>
Your colleagues pat your back, congratulating your endurance. They separate and stagger home.
<<gcool>><<dockstatus 5>>
<br><br>
<<destinationeventend>>
<<elseif $rng gte 81>>
<<generateSailor 1>><<generateSailor 2>><<generateSailor 3>><<generateSailor 4>><<generateSailor 5>><<generateSailor 6>><<person1>>
Accompanying your colleagues, you <<if $drunk gte 360>>stagger<<else>>walk<</if>> into a pub on Mer Street. It's busy. Sailors from the moored ships are unwinding here.
<br><br>
"Pub quiz in ten minutes," the jovial owner shouts. "Winning team gets a round on the house." Your colleagues sign up at once. The sailors scoff. "You got no chance," one of them, a <<person>>, says. Your colleagues throw colourful insults in response.
<br><br>
"You lot talk big," the <<person>> says after much back and forth. <<He>> pulls £60 from <<his>> pocket. <<His>> fellow sailors do likewise. "That's £360 says we win the quiz." Despite their previous bluster, the dockers seem unsure.
<br><br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Bet your body|Docks Pub Crawl Body]]>><<dockstatus 1>><</link>><<promiscuous3>><<gcool>>
<br>
<</if>>
<<if $money gte 6000>>
<<link [[Match their bet (£60)|Docks Pub Crawl Bet]]>><<money -6000>><</link>>
<br>
<</if>>
<<link [[Don't bet anything|Docks Pub Crawl Quiz Refuse]]>><<set $phase to 0>><</link>>
<br>
<<link [[Don't take part|Docks Pub Crawl Quiz Refuse]]>><<set $phase to 1>><</link>>
<br>
<<elseif $rng gte 61>>
Accompanying your colleagues, you <<if $drunk gte 360>>stagger<<else>>walk<</if>> into a pub on Harvest Street. Some rough looking patrons eye you up as you enter.
<br><br>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure)>>
<<generate1>><<person1>>A <<person>> sits beside you and places <<his>> hand on your thigh. "Fancy disappearing together for a few minutes?" <<he>> says.
<br><br>
<<link [[Accept|Docks Pub Crawl Sex]]>><<set $sexstart to 1>><</link>><<promiscuous1>>
<br>
<<refuseicon>><<link [[Refuse|Docks Pub Crawl Sex Refuse]]>><</link>>
<br>
<<else>>
You drink a couple of rounds together, ignoring evil looks from the regular patrons. You leave with the other dockers.
<br><br>
<<dockpuboptions>>
<</if>>
<<elseif $rng gte 41>>
Accompanying your colleagues, you <<if $drunk gte 360>>stagger<<else>>walk<</if>> into a pub on Barb Street.
<br><br>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure)>>
You overhear one of the other dockers talking about you. <<generate1>><<person1>>"You sure the <<girl>> can handle it," <<he>> says. "The drinking, I mean. I don't want to get in trouble with <<pher>> parents or nothing."
<br><br>
<<foodicon "beer">><<link [[Challenge to drinking contest|Docks Pub Crawl Contest]]>><<dockstatus 1>><<set $phase to 0>><</link>><<gcool>>
<br>
<<link [[Remain silent|Docks Pub Crawl Silent]]>><<dockstatus -1>><</link>><<lcool>>
<br>
<<else>>
People pay you and the other dockers no mind. You drink a few rounds and leave together.
<br><br>
<<dockpuboptions>>
<</if>>
<<elseif $rng gte 21>>
Accompanying your colleagues, you <<if $drunk gte 360>>stagger<<else>>walk<</if>> into a pub on Connudatus Street.
<br><br>
<<generate1>><<generatep2>><<person2>>You notice a docker eyeing up a <<person>> on the other side of the room.
<br><br>
<<link [[Encourage|Docks Pub Crawl Eyeing Encourage]]>><</link>>
<br>
<<link [[Ignore|Docks Pub Crawl Eyeing Ignore]]>><</link>>
<br>
<<else>>
Accompanying your colleagues, you <<if $drunk gte 360>>stagger<<else>>walk<</if>> into a pub on the High Street.
<br><br>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure)>>
You attract attention. Other patrons keep trying to flirt with you.
<br><br>
<<link [[Flirt|Docks Pub Crawl Flirt]]>><</link>><<promiscuous1>>
<br>
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
<<link [[Tease|Docks Pub Crawl Tease]]>><</link>><<exhibitionist1>>
<br>
<</if>>
<<link [[Ignore|Docks Pub Crawl Flirt Ignore]]>><</link>>
<br>
<<else>>
No one pays you or the other dockers much mind. You drink a few rounds and leave together.
<br><br>
<<dockpuboptions>>
<</if>>
<</if>><<set $outside to 0>><<set $location to "pub">><<dockeffects>><<effects>>
<<if $speech_attitude is "meek">>
"You should talk to <<him>>," you say. "Just be yourself."
<<elseif $speech_attitude is "bratty">>
"Talk to <<him>>," you say. "<<He>> will appreciate the assertiveness."
<<else>>
"You should talk to <<him>>," you say. "You'll regret it if you don't."
<</if>>
<br><br>
The docker finishes their drink, takes a deep breath and marches over. The <<person>> looks up. You can't hear them over the din of the pub, but <<he>> seems to respond well.
<<if $rng gte 51>>
<<He>> takes the docker's hand and together they walk outside. The docker gives you a grateful smile before disappearing.
<<gcool>><<dockstatus 1>>
<<else>>
Until <<he>> sneers and throws <<his>> drink in the docker's face.
<br><br>
The docker returns, eyes downcast and hair dripping.
<</if>>
<br><br>
You finish your drink and leave with your colleagues.
<br><br>
<<dockpuboptions>><<set $outside to 0>><<set $location to "pub">><<dockeffects>><<effects>>
You decide to keep to yourself. You finish your drink and leave with your colleagues.
<br><br>
<<dockpuboptions>><<set $outside to 0>><<set $location to "pub">><<dockeffects>><<effects>>
You flirt back, revelling in the attention. You manage to convince someone to pay for drinks for you and your colleagues.
<<dockstatus 1>><<gcool>>
<<promiscuity1>><<money 500>>
You and the dockers finish your drinks and leave together.
<br><br>
<<dockpuboptions>><<set $outside to 0>><<set $location to "pub">><<dockeffects>><<effects>>
You hike your skirt up, giving them a tantalising glimpse of your upper thighs just short of your <<undies>>. One of your colleagues, a <<generate1>><<person1>><<person>>, spoils the fun and pulls your $worn.lower.name over your thighs proper. "Sorry," <<he>> says. "But you're working them up a bit too well. I don't want to lose teeth protecting you."
<<exhibitionism1>>
You and the dockers finish your drinks and leave together.
<br><br>
<<dockpuboptions>><<set $outside to 0>><<set $location to "pub">><<dockeffects>><<effects>>
You ignore the flirters, finish your drink and leave with your colleagues.
<br><br>
<<dockpuboptions>><<set $outside to 0>><<set $location to "pub">><<dockeffects>><<effects>>
<<if $phase is 0>><<set $phase += 1>>
<<if $speech_attitude is "meek">>
"You're wrong," you say. Everyone turns to you. "I bet I can drink even more than you."
<<elseif $speech_attitude is "bratty">>
You laugh. Everyone turns to you. "It's you I'm worried about," you say to the <<person>>. "You'll be out cold within an hour."
<<else>>
"I can handle myself," you say. Everyone turns to you. "In fact, I can handle drink better than you."
<</if>>
<br><br>
The <<generate2>><<person2>><<person>> jabs the <<person1>><<person>> with <<his>> elbow. "That's a challenge," <<person2>><<he>> says. The <<person1>><<person>> sighs and takes the seat in front of you as the other dockers rearrange themselves to watch. They're so enthused they offer to pay for the drinks.
<br><br>
<<link [[Next|Docks Pub Crawl Contest]]>><</link>>
<br>
<<elseif $phase is 1>><<set $phase += 1>>
<<generate3>><<person3>>The bartender arrives with two glasses. "Scotch," <<he>> says. "Let's start you off easy."
<br><br>
<<if $dockpubcount gte 4>>
<<person1>>"I don't think this'll take long," the <<person>> says. "We've had more than a few already."
<br><br>
<</if>>
<<foodicon "beer">><<link [[Drink|Docks Pub Crawl Contest]]>><<wearProp "shotglass">><<alcohol 180>><</link>>
<br>
<<getouticon>><<link [[Stop|Docks Pub Crawl Contest Stop]]>><<dockstatus -1>><</link>><<lcool>>
<br>
<<elseif $phase is 2>><<set $phase += 1>>
You drink the scotch as the audience cheers. It burns your throat.
<br><br>
The <<person1>><<person>> coughs. "No shame in quitting," <<he>> says. "I'm a seasoned drinker, and I don't want to carry you home after."
<br><br>
The <<person3>>bartender returns, holding two more glasses. "Vodka," <<he>> says. "But stronger than you're used to, I reckon."
<br><br>
<<foodicon "beer">><<link [[Drink|Docks Pub Crawl Contest]]>><<alcohol 180>><</link>>
<br>
<<getouticon>><<link [[Stop|Docks Pub Crawl Contest Stop]]>><<dockstatus -1>><</link>><<lcool>>
<br>
<<elseif $phase is 3>><<set $phase += 1>>
You drink the vodka as the audience cheers once more. You feel a bit nauseous.
<br><br>
"That tasted foul," the <<person1>><<person>> says. "I must be pretty pissed already if I'm doing this."
<br><br>
The <<person3>>bartender returns, holding two more glasses. "Absinthe," <<he>> says. "Made locally. This was illegal not long ago."
<br><br>
The <<person1>><<person>> sways slightly as <<he>> takes the drink.
<br><br>
<<foodicon "beer">><<link [[Drink|Docks Pub Crawl Contest]]>><<alcohol 120>><<hallucinogen 120>><</link>>
<br>
<<getouticon>><<link [[Stop|Docks Pub Crawl Contest Stop]]>><<dockstatus -1>><</link>><<lcool>>
<br>
<<elseif $phase is 4>><<set $phase += 1>>
You drink the absinthe. You almost gag. The <<person1>><<person>> does, but <<he>> manages to keep it down. <<He>> doesn't say anything.
<br><br>
The bartender returns with another two glasses. The liquid is bright and colourful. "Local special." <<He>> smiles. "Not on the menu."
<br><br>
<<foodicon "beer">><<link [[Drink|Docks Pub Crawl Contest]]>><<alcohol 120>><<drugs 120>><<arousal 1800>><</link>><<ggarousal>>
<br>
<<getouticon>><<link [[Stop|Docks Pub Crawl Contest Stop]]>><<dockstatus -1>><</link>><<lcool>>
<br>
<<else>>
You drink the colourful liquid. It's sweet, and makes you feel warm.
<br><br>
The <<person1>><<person>> lifts <<his>> drink. "I prom-" <<He>> hiccups. "I promised myself. Never again." <<He>> places the glass on the table. "You win." The audience cheers with more vigour than before. Someone raises your arm and several others pat your back. "Now," the <<person>> continues. "I need a piss."
<<gcool>><<dockstatus 1>>
<br><br>
<<earnFeat "Under the Table">>
<<if $arousal gte $arousalmax>>
The warmth in you continues to build, and build, until your whole body shakes. You pass the point of no return.
<br><br>
<<orgasm>>
<br><br>
You fall to the ground, writhing and moaning in front of your astonished colleagues. The <<person>> returns as you regain control. <<He>> shakes <<his>> head.
<br><br>
You leave the pub with the other dockers, feeling spent and flushed. They don't mention what happened, but something has them smiling.
<<else>>
Your colleagues finish their drinks, the <<person>> returns, and you leave the pub together.
<</if>>
<br><br>
<<dockpuboptions>>
<</if>><<set $outside to 0>><<set $location to "pub">><<dockeffects>><<effects>><<silently>><<handheldon>><</silently>>
<<if $phase is 4>>
You shake your head and push the glass away from you. All eyes turn to the <<person>>, who lifts <<his>> and smells it. <<He>> places it back on the table. "I prom-" <<He>> hiccups. "I promised myself. Never again." It's a draw. The dockers are disappointed.
<<lcool>><<dockstatus -1>>
<<else>>
You shake your head and push the glass away from you. All eyes turn to the <<person>>, who lifts <<his>> and smells it. <<He>> downs it in one motion, and the dockers cheer. One raises <<his>> arm and several others pat <<his>> back.
<<lcool>><<dockstatus -1>>
<</if>>
<br><br>
Your colleagues finish their drinks and you leave the pub together.
<br><br>
<<dockpuboptions>><<set $outside to 0>><<set $location to "pub">><<dockeffects>><<effects>>
You don't interject.
<br><br>
You finish drinking and leave the pub with your colleagues.
<br><br>
<<dockpuboptions>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 20>>
<<He>> takes your hand and leads you to the <<if $pronoun is "m">>men's<<else>>women's<</if>> toilets. <<He>> pushes you against the sinks and grasps at your clothing.
<<promiscuity1>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Docks Pub Crawl Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Docks Pub Crawl Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"You dockers aren't usually so cute," <<he>> says as <<he>> adjusts <<his>> clothes.
<<elseif $enemyhealth lte 0>>
You shove the <<person>> into a cubicle and escape the toilets.
<<else>>
"Fine," <<he>> says. "You're lucky I don't just take you anyway."
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<tearful>> you return to the pub to find your colleagues finishing their drinks. You leave together.
<br><br>
<<dockpuboptions>><<set $outside to 0>><<set $location to "pub">><<dockeffects>><<effects>>
The <<person>> grasps your neck and leans in. "I tried asking nicely," <<he>> whispers. "Now how abouts you come with me, and I won't need to hurt you."
<<gtrauma>><<gstress>><<trauma 1>><<stress 1>>
<br><br>
<<if $submissive lte 500>>
"You're gonna regret touching me," you say. You smash your glass over the <<persons>> head. <<He>> tries to dodge the blow, but loses balance and falls off <<his>> chair. Your colleagues cheer.
<br><br>
"Unprovoked!" the <<person>> says as <<he>> nurses <<his>> scalp.
<br><br>
The pub owner rushes over. <<generate2>><<person2>> "Last thing I need is a brawl," <<he>> says. "You dockers always bring trouble. Get out."
<br><br>
"That was self defence," you argue, but <<he>> won't hear it. Your colleagues down the last of their drink and together you leave the pub. They don't seem to mind.
<<gcool>><<dockstatus 1>>
<<else>>
One of your colleagues notices, and smashes a glass over the <<persons>> head. <<He>> tries to dodge the blow, but loses balance and falls off <<his>> chair.
<br><br>
"Unprovoked!" the <<person>> says as <<he>> nurses <<his>> scalp.
<br><br>
The pub owner rushes over. <<generate2>><<person2>> "Last thing I need is a brawl," <<he>> says. "You dockers always bring trouble. Get out."
<br><br>
Your colleagues argue that it was justified, but <<he>> won't hear it. They down the last of their drink and together you leave the pub.
<</if>>
<br><br>
<<dockpuboptions>><<set $outside to 0>><<set $location to "pub">><<dockeffects>><<effects>>
<<set $seductiondifficulty to 4000>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>><span class="gold">You feel more confident in your powers of seduction.</span><</if>><<seductionskilluse>>
<br><br>
<<if $speech_attitude is "meek">>
"I-I hope it's worth this much," you say. "I bet my body."
<<elseif $speech_attitude is "bratty">>
It's your turn to scoff. "That all?" you say. "Fine. I bet my body. If you win, you can do whatever you want to me."
<<else>>
"Instead of money," you say. "If you win, you can have me."
<</if>>
<<promiscuity3>>
<<if $seductionrating gte $seductionrequired>>
The sailors look at each other, excited. "Free drinks," the <<person>> says. "And a free <<girl>>. It's our lucky night."
<br><br>
"Dream on," one of your colleagues says, though they seem happy that they don't stand to lose anything.
<br><br>
The pub owner steps up to a microphone in the corner of the room, preparing to read the first question.
<br><br>
<<set $dockquiz to "body">>
<<link [[Next|Docks Pub Crawl Quiz]]>><<set $phase to 0>><<set $dockquizhome to 0>><<set $dockquizaway to 0>><</link>>
<br>
<<else>>
"Nope," the <<person>> says. "We could get a whore cheaper than that." <<person2>>The <<person>> sat beside <<him>> looks crestfallen, and eyes you up<<person1>>.
<br><br>
<<if $money gte 6000>>
<<link [[Match their bet (£60)|Docks Pub Crawl Bet]]>><<money -6000>><</link>>
<br>
<</if>>
<<link [[Don't bet anything|Docks Pub Crawl Quiz Refuse]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "pub">><<dockeffects>><<effects>>
You put £60 on the table. Your colleagues follow suit, though some with a grumble. "Thanks for your contribution," the <<person>> says. "That's our night paid for."
<br><br>
The pub owner steps up to a microphone in the corner of the room, preparing to read the first question.
<br><br>
<<set $dockquiz to "money">>
<<link [[Next|Docks Pub Crawl Quiz]]>><<set $phase to 0>><<set $dockquizhome to 0>><<set $dockquizaway to 0>><</link>>
<br><<set $outside to 0>><<set $location to "pub">><<dockeffects>><<effects>>
<<if $phase is 0>>
You do nothing, and nor do any of your colleagues. "Thought so," the <<person>> says as the other sailors laugh. "You lot are all talk."
<br><br>
The pub owner steps up to a microphone in the corner of the room, preparing to read the first question.
<br><br>
<<set $dockquiz to "none">>
<<link [[Next|Docks Pub Crawl Quiz]]>><<set $phase to 0>><<set $dockquizhome to 0>><<set $dockquizaway to 0>><</link>>
<br>
<<else>>
You do nothing, and nor do any of your colleagues. "Thought so," the <<person>> says as the other sailors laugh. "You lot are all talk."
<br><br>
You don't pay attention to the quiz, and your colleagues lose to the sailors. You leave together in a sour mood.
<br><br>
<<dockpuboptions>>
<</if>><<set $outside to 0>><<set $location to "pub">><<dockeffects>><<effects>>
<<if $phase is 0>><<set $phase += 1>>
The first category <<dockpubquiz>>
<<elseif $phase is 1>><<set $phase += 1>>
The second category <<dockpubquiz>>
<<elseif $phase is 2>><<set $phase += 1>>
The third category <<dockpubquiz>>
<<elseif $phase is 3>><<set $phase += 1>>
The fourth category <<dockpubquiz>>
<<elseif $phase is 4>><<set $phase += 1>>
The fifth category <<dockpubquiz>>
<<else>>
<<if $dockquizhome gt $dockquizaway>>
"And the winners are," the owner announces. "The dockers!" You cheer and drum the table with your colleagues, until the owner convinces you to settle down.
<br><br>
<<earnFeat "Pub Crawl Victors">>
<<if $dockquiz is "money">>
The sailors aren't impressed. "Rigged," the <<person>> says, but they hand over the cash. You've gained <<moneyGainDisplay 60>>.
<<money 6000>>
<br><br>
You and your colleagues enjoy your free drinks and leave in an elevated mood.
<<lstress>><<stress -6>>
<br><br>
<<dockpuboptions>>
<<elseif $dockquiz is "body">>
The sailors aren't impressed. "Rigged," the <<person>> says, but they hand over the cash.
<br><br>
<<link [[Take the money for yourself|Docks Pub Crawl Take]]>><<dockstatus -1>><</link>><<lcool>>
<br>
<<link [[Share the money with your colleagues|Docks Pub Crawl Share]]>><<dockstatus 1>><</link>><<gcool>>
<br>
<<else>>
The sailors aren't impressed. "Rigged," the <<person>> says.
<br><br>
You and your colleagues enjoy your free drinks and leave in an elevated mood.
<<lstress>><<stress -6>>
<br><br>
<<dockpuboptions>>
<</if>>
<<elseif $dockquizhome is $dockquizaway>>
"And the winners are," the owner announces. "No one! It's a draw." The dockers and sailors seem equally upset.
<br><br>
You and your colleagues leave soon after.
<<if $dockquiz is "money">><<money 6000>><</if>>
<br><br>
<<dockpuboptions>>
<<else>>
"And the winners are," the owner announces. "The sailors!" They cheer and laugh until the owner convinces them to settle down.
<br><br>
<<if $dockquiz is "money">>
They take their money. "Sorry guys," the <<person>> says. "Shoulda known better than to challenge us."
<<lcool>><<dockstatus -1>>
<br><br>
You and your colleagues leave in a sour mood.
<<lstress>><<stress -6>>
<br><br>
<<dockpuboptions>>
<<elseif $dockquiz is "body">>
The <<person>> looks at you and makes a come-hither motion. <<His>> fellow sailors stare at you with ravenous eyes. "Time to pay up," <<he>> says. "Get that bum over here."
<br><br>
<<link [[Walk over|Docks Pub Crawl Gangbang]]>><<set $sexstart to 1>><</link>>
<br>
<<if $rng gte 81>>
<<refuseicon>><<link [[Refuse|Docks Pub Crawl Fight]]>><<dockstatus -1>><</link>><<lcool>>
<br>
<<else>>
<<refuseicon>><<link [[Refuse|Docks Pub Crawl Gangbang Refuse]]>><<dockstatus -1>><</link>><<lcool>>
<br>
<</if>>
<<else>>
You and your colleagues leave in a sour mood.
<<lstress>><<stress -6>>
<br><br>
<<dockpuboptions>>
<</if>>
<</if>>
<</if>><<set $outside to 0>><<set $location to "pub">><<dockeffects>><<effects>>
<<if $speech_attitude is "meek">>
"S-sorry," you say. "But I don't want to."
<<elseif $speech_attitude is "bratty">>
"Fuck off," you say. "You didn't think I'd really bet myself for so little, right?"
<<else>>
"No." You shake your head. "I'm not doing that over a pub quiz."
<</if>>
<br><br>
"Figures," the <<person>> says. <<He>> walks closer, but your colleagues form a protective barrier and <<he>> relents. "You're probably worn out after fucking half the docks."
<br><br>
You leave the pub with your colleagues.
<br><br>
<<dockpuboptions>><<set $outside to 0>><<set $location to "pub">><<dockeffects>><<effects>>
<<if $speech_attitude is "meek">>
"S-sorry," you say. "But I don't want to."
<<elseif $speech_attitude is "bratty">>
"Fuck off," you say. "You didn't think I'd really bet myself for so little, right?"
<<else>>
"No." You shake your head. "I'm not doing that over a pub quiz."
<</if>>
<br><br>
"Figures," the <<person>> says. <<He>> walks closer, but your colleagues form a protective barrier. <<He>> smacks one of them across the face, who then slaps <<him>> back. The other sailors rush to <<his>> defence as a brawl breaks out.
<br><br>
<<link [[Join in|Docks Pub Crawl Join]]>><<def 1>><<stress -6>><<pain 5>><<crimeUp 50 "assault">><<dockstatus 1>><</link>><<gcool>><<crime "assault">><<gpain>><<lstress>>
<br>
<<link [[Calm everyone down|Docks Pub Crawl Calm]]>><<dockstatus -1>><</link>><<lcool>>
<br><<set $outside to 0>><<set $location to "pub">><<dockeffects>><<effects>><<wearProp "shotglass">>
You pick up a bystander's drink and drench the <<persons>> hair. <<He>> sneers and lunges, clutching your throat and dragging you to the ground. One swift kick to the <<if $NPCList[0].penis isnot "none">>cock<<else>>pussy<</if>> and <<he>> releases you, and clutches <<his>> groin in agony.
<br><br>
You stand up as security separate your colleagues from the sailors. "Out!" the pub owner shouts, gesturing at you and the other dockers. "You lot first. Out!"
<br><br>
The owner glares at you as you leave with your laughing colleagues.
<br><br>
<<dockpuboptions>><<set $outside to 0>><<set $location to "pub">><<dockeffects>><<effects>>
<<if currentSkillValue('physique') gte 12000>>
You stand in the middle of one of the fights and manage to hold a sailor and docker away from each other. A couple of the more level heads on both sides watch you and, inspired by your act, intervene themselves. They manage to calm things enough that security can form a line between the dockers and sailors.
<<else>>
You try separate one of the fights, but just get knocked aside. A couple of the more level heads on both sides watch you and, inspired by your act, intervene themselves. They manage to calm things enough that security can form a line between the dockers and sailors.
<</if>>
"Out!" the pub owner shouts, gesturing at you and the other dockers. "You lot first. Out!"
<br><br>
You leave with your laughing colleagues.
<br><br>
<<dockpuboptions>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
You walk over to the sailor's table. They grasp your arms and pull you onto it. "Not in here!" the pub owner shouts, but they pay no heed.
<br><br>
You feel your colleagues watching, along with the rest of the pub.
<br><br>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Docks Pub Crawl Gangbang Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Docks Pub Crawl Gangbang]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<fameprostitution 30>>
Applause fills the pub. The sailors clink and swig their free drinks. "This is the life," the <<person>> sighs.
<br><br>
<<clothesontowel>>
<<endcombat>>
<<tearful>> you climb down from the table. Your colleagues pat your back. "Thanks for taking one for the team," a <<generate1>><<person1>><<person>> says.
<br><br>
"One?" a <<generate2>><<person2>><<person>> interjects. "You mean six." The <<person1>><<person>> glares at <<person2>><<him>>.
<br><br>
You leave the pub with your colleagues.
<br><br>
<<dockpuboptions>>
<<elseif $enemyhealth lte 0>>
You shove the <<person>> away from you. <<He>> stumbles into another patron, who punches <<him>> in the jaw. Someone throws a glass. Then, someone throws a table. The pub breaks into a brawl.
<br><br>
<<clothesontowel>>
<<endcombat>>
Someone grasps your shoulders and hauls you to your feet. It's one of your colleagues. <<generate1>><<person1>><<He>> looks amused. <<tearful>> you keep low and escape the chaos with your fellow dockers.
<br><br>
<<dockpuboptions>>
<<else>>
The sailors seem reluctant to stop, but your colleagues arrive at your side and help you to your feet.
<<lcool>><<dockstatus -1>>
<br><br>
<<clothesontowel>>
<<endcombat>>
<<tearful>> you leave the pub with the other dockers. The sailors heckle you.
<br><br>
<<dockpuboptions>>
<</if>><<set $outside to 0>><<set $location to "pub">><<dockeffects>><<effects>>
Your colleagues reach for the money, but you snatch it away from them. You remind them whose butt was on the line. They grumble, but agree. You've gained <<moneyGain 360>>.
<br><br>
You and your colleagues enjoy your free drinks and leave in an elevated mood.
<<alcohol 60>><<lstress>><<stress -6>>
<br><br>
<<dockpuboptions>><<set $outside to 0>><<set $location to "pub">><<dockeffects>><<effects>>
You let your colleagues have their share. You've gained <<moneyGain 60>>.
<br><br>
You and your colleagues enjoy your free drinks and leave in an elevated mood.
<<alcohol 60>><<lstress>><<stress -6>>
<br><br>
<<dockpuboptions>><<set $outside to 0>><<set $location to "pub">><<dockeffects>><<effects>>
<<if $phase2 is 0>>
<<if random(1, 2) is 2>>
<<set $dockquizhome += 1>>
You let your colleagues answer the questions. They write them down, fold the paper and hand it to the pub owner. The sailors do likewise.
<br><br>
"That's a point to the dockers," the owner says. You cheer with your colleagues.
<<lstress>><<stress -1>>
<<else>>
You let your colleagues answer the questions. They write them down, fold the paper and hand it to the pub owner. The sailors do likewise.
<br><br>
The owner reads your paper. "The dockers score zero." You grumble with your colleagues.
<</if>>
<<elseif $phase2 is 1>>
<<if currentSkillValue('science') gte random(1, 1000)>>
<<set $dockquizhome += 1>>
You write down the answers, fold the paper and hand it to the pub owner. The sailors do likewise.
<br><br>
"That's a point to the dockers," the owner says. You cheer with your colleagues.
<<lstress>><<stress -1>>
<<else>>
<<if currentSkillValue('science') lte 300>>You're not confident, but you write down the answers, fold the paper and hand it to the pub owner.<<else>>You write down the answers, fold the paper and hand it to the pub owner.<</if>> The sailors do likewise.
<br><br>
The owner reads your paper. "The dockers score zero." You grumble with your colleagues. <<if currentSkillValue('science') gte 700>>You were sure you got it right.<</if>>
<</if>>
<<else>>
You convince your colleagues that you know your stuff, and write down nonsense answers. You fold the paper and hand it to the pub owner.
<br><br>
The owner reads your paper. "The dockers score zero." You grumble with your colleagues. What a surprise.
<</if>>
<br><br>
The owner reads the sailor's answers.
<<if random(1, 2) is 2>>
<<set $dockquizaway += 1>>
"That's a point to the sailors." A cheer erupts from their table.
<<else>>
"Sorry guys. No points."
<br><br>
The <<person>> shoves the <<person2>><<person>> sat next to <<him>>. <<person1>>"I thought you were good at this shit."
<</if>>
<br><br>
<<link [[Next|Docks Pub Crawl Quiz]]>><</link>>
<br><<set $outside to 0>><<set $location to "pub">><<dockeffects>><<effects>>
<<if $phase2 is 0>>
<<if random(1, 2) is 2>>
<<set $dockquizhome += 1>>
You let your colleagues answer the questions. They write them down, fold the paper and hand it to the pub owner. The sailors do likewise.
<br><br>
"That's a point to the dockers," the owner says. You cheer with your colleagues.
<<lstress>><<stress -1>>
<<else>>
You let your colleagues answer the questions. They write them down, fold the paper and hand it to the pub owner. The sailors do likewise.
<br><br>
The owner reads your paper. "The dockers score zero." You grumble with your colleagues.
<</if>>
<<elseif $phase2 is 1>>
<<if currentSkillValue('maths') gte random(1, 1000)>>
<<set $dockquizhome += 1>>
You write down the answers, fold the paper and hand it to the pub owner. The sailors do likewise.
<br><br>
"That's a point to the dockers," the owner says. You cheer with your colleagues.
<<lstress>><<stress -1>>
<<else>>
<<if currentSkillValue('maths') lte 300>>You're not confident, but you write down the answers, fold the paper and hand it to the pub owner.<<else>>You write down the answers, fold the paper and hand it to the pub owner.<</if>> The sailors do likewise.
<br><br>
The owner reads your paper. "The dockers score zero." You grumble with your colleagues. <<if currentSkillValue('maths') gte 700>>You were sure you got it right.<</if>>
<</if>>
<<else>>
You convince your colleagues that you know your stuff, and write down nonsense answers. You fold the paper and hand it to the pub owner.
<br><br>
The owner reads your paper. "The dockers score zero." You grumble with your colleagues. What a surprise.
<</if>>
<br><br>
The owner reads the sailor's answers.
<<if random(1, 2) is 2>><<set $dockquizaway += 1>>
"That's a point to the sailors." A cheer erupts from their table.
<<else>>
"Sorry guys. No points." They groan.
<</if>>
<br><br>
<<link [[Next|Docks Pub Crawl Quiz]]>><</link>>
<br><<set $outside to 0>><<set $location to "pub">><<dockeffects>><<effects>>
<<if $phase2 is 0>>
<<if random(1, 2) is 2>>
<<set $dockquizhome += 1>>
You let your colleagues answer the questions. They write them down, fold the paper and hand it to the pub owner. The sailors do likewise.
<br><br>
"That's a point to the dockers," the owner says. You cheer with your colleagues.
<<lstress>><<stress -1>>
<<else>>
You let your colleagues answer the questions. They write them down, fold the paper and hand it to the pub owner. The sailors do likewise.
<br><br>
The owner reads your paper. "The dockers score zero." You grumble with your colleagues.
<</if>>
<<elseif $phase2 is 1>>
<<if $englishSuccess>>
<<set $dockquizhome += 1>>
You write down the answers, fold the paper and hand it to the pub owner. The sailors do likewise.
<br><br>
"That's a point to the dockers," the owner says. You cheer with your colleagues.
<<lstress>><<stress -1>>
<<else>>
<<if currentSkillValue('english') lte 300>>You're not confident, but you write down the answers, fold the paper and hand it to the pub owner.<<else>>You write down the answers, fold the paper and hand it to the pub owner.<</if>> The sailors do likewise.
<br><br>
The owner reads your paper. "The dockers score zero." You grumble with your colleagues. <<if currentSkillValue('english') gte 700>>You were sure you got it right.<</if>>
<</if>>
<<else>>
You convince your colleagues that you know your stuff, and write down nonsense answers. You fold the paper and hand it to the pub owner.
<br><br>
The owner reads your paper. "The dockers score zero." You grumble with your colleagues. What a surprise.
<</if>>
<br><br>
The owner reads the sailor's answers.
<<if random(1, 2) is 2>>
<<set $dockquizaway += 1>>
"That's a point to the sailors." A cheer erupts from their table.
<<else>>
"Sorry guys. No points." They groan.
<</if>>
<br><br>
<<link [[Next|Docks Pub Crawl Quiz]]>><</link>>
<br><<set $outside to 0>><<set $location to "pub">><<dockeffects>><<effects>>
<<if $phase2 is 0>>
<<if random(1, 2) is 2>>
<<set $dockquizhome += 1>>
You let your colleagues answer the questions. They write them down, fold the paper and hand it to the pub owner. The sailors do likewise.
<br><br>
"That's a point to the dockers," the owner says. You cheer with your colleagues.
<<lstress>><<stress -1>>
<<else>>
You let your colleagues answer the questions. They write them down, fold the paper and hand it to the pub owner. The sailors do likewise.
<br><br>
The owner reads your paper. "The dockers score zero." You grumble with your colleagues.
<</if>>
<<elseif $phase2 is 1>>
<<if currentSkillValue('history') gte random(1, 1000)>>
<<set $dockquizhome += 1>>
You write down the answers, fold the paper and hand it to the pub owner. The sailors do likewise.
<br><br>
"That's a point to the dockers," the owner says. You cheer with your colleagues.
<<lstress>><<stress -1>>
<<else>>
<<if currentSkillValue('history') lte 300>>You're not confident, but you write down the answers, fold the paper and hand it to the pub owner.<<else>>You write down the answers, fold the paper and hand it to the pub owner.<</if>> The sailors do likewise.
<br><br>
The owner reads your paper. "The dockers score zero." You grumble with your colleagues. <<if $historytrait gte 4>>You were sure you got it right.<</if>>
<</if>>
<<else>>
You convince your colleagues that you know your stuff, and write down nonsense answers. You fold the paper and hand it to the pub owner.
<br><br>
The owner reads your paper. "The dockers score zero." You grumble with your colleagues. What a surprise.
<</if>>
<br><br>
The owner reads the sailor's answers.
<<if random(1, 2) is 2>><<set $dockquizaway += 1>>
"That's a point to the sailors." A cheer erupts from their table.
<<else>>
"Sorry guys. No points." They groan.
<</if>>
<br><br>
<<link [[Next|Docks Pub Crawl Quiz]]>><</link>>
<br><<set $outside to 0>><<set $location to "pub">><<dockeffects>><<effects>>
<<if $phase2 is 0>>
<<if random(1, 2) is 2>>
<<set $dockquizhome += 1>>
You let your colleagues answer the questions. They argue a bit, but write them down, fold the paper and hand it to the pub owner. The sailors do likewise.
<br><br>
"That's a point to the dockers," the owner says. You cheer with your colleagues. They make lewd gestures at the sailors, who return the display.
<<lstress>><<stress -1>>
<<else>>
You let your colleagues answer the questions. They write them down, fold the paper and hand it to the pub owner. The sailors do likewise.
<br><br>
The owner reads your paper. "The dockers score zero." You grumble with your colleagues. The sailors laugh. <<if $dockquiz is "body">>"Guess it's up to us to teach you the ropes," the <<person>> teases.<<else>>"Don't worry," the <<person>> teases. "We didn't expect better."<</if>>
<</if>>
<<elseif $phase2 is 1>>
<<if $promiscuity gte random(1, 100)>>
<<set $dockquizhome += 1>>
You write down the answers, fold the paper and hand it to the pub owner. The sailors do likewise.
<br><br>
"That's a point to the dockers," the owner says. You cheer with your colleagues.
<<lstress>><<stress -1>>
<<else>>
<<if $promiscuity lte 30>>You're not confident, but you write down the answers, fold the paper and hand it to the pub owner.<<else>>You write down the answers, fold the paper and hand it to the pub owner.<</if>> The sailors do likewise.
<br><br>
The owner reads your paper. "The dockers score zero." You grumble with your colleagues. The sailors laugh. <<if $dockquiz is "body">>"Guess it's up to us to teach you the ropes," the <<person>> teases.<<else>>"Don't worry," the <<person>> teases. "We didn't expect better."<</if>>
<</if>>
<<else>>
You convince your colleagues that you know your stuff, and write down nonsense answers. You fold the paper and hand it to the pub owner.
<br><br>
The owner reads your paper. "The dockers score zero." You grumble with your colleagues. What a surprise.
<</if>>
<br><br>
The owner reads the sailor's answers.
<<if random(1, 2) is 2>><<set $dockquizaway += 1>>
"That's a point to the sailors." A cheer erupts from their table. "You learn a thing or two sailing between ports," the <<person>> says.
<<else>>
"Sorry guys. No points." They boo. "You lot don't know nothing," the <<person>> says.
<</if>>
<br><br>
<<link [[Next|Docks Pub Crawl Quiz]]>><</link>>
<br><<effects>><<generate1>><<person1>>
You flag down a manager.
<br><br>
"Need something?" <<he>> asks, only partially paying attention to you. "You know we can't let you work today."
<br><br>
"I'm not actually a student anymore<<if $speech_attitude is "meek">>..." you mumble,<<else>>," you say,<</if>> handing <<him>> the fake ID you purchased from Briar.
<br><br>
<<He>> examines it briefly, then hands it back to you. "So you aren't," <<he>> says, making a note of something on <<his>> clipboard. "In that case, you're allowed to work during the week, starting now."
<br><br>
The two of you hear a loud bang from across the docks. "Woah, careful over there!" <<he>> yells as <<he>> jogs off towards the source of the noise. "Do you idiots have any idea how much that equipment costs?!"
<br><br>
<<He>> doesn't look back, apparently done with you.
<br><br>
<<link [[Next|Docks]]>><<endevent>><<pass 2>><<set $idDocksReveal to 2>><</link>><<effects>><<set $lock to 400>>
<<generateSecurity 1>><<person1>>
You see a security guard at the gate, resting <<his>> feet on <<his>> desk and playing with <<his>> phone.
<br><br>
Despite <<his>> distraction, <<he>> would spot you if you approached. There's a smaller gate to the side, but it's padlocked shut.
<<if currentSkillValue('skulduggery') gte $lock>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span>
<br><br>
<<else>>
<<wearProp "lockpick">>
<span class="green">The lock looks easy to pick.</span>
<br><br>
<<lockicon "pick">><<link [[Break in (0:05)|Docks Sneak Pick]]>><<pass 5>><<crimeUp 5 "trespassing">><<endevent>><</link>><<crime "trespassing">>
<br>
<</if>>
<<else>>
<span class="red">The lock looks beyond your ability to pick.</span>
<<skulduggeryrequired>>
<br><br>
<</if>>
<<getouticon>><<link [[Leave|Docks]]>><<endevent>><<set $bus to "mer">><</link>>
<br><<effects>>
You successfully pick the lock, and sneak into restricted area of the docks.
<br><br>
<<link [[Next|Docks Sneak]]>><</link>>
<br><<effects>>
<<skul_dock_init>>
You are on the docks.
<<if $stress gte $stressmax>>
<<if isPregnancyEnding()>>
<<pregnancyPassout "docksSneak">>
<<else>>
You've pushed yourself too much.
<br><br>
<<passout>>
<<set $danger to random(1, 10000)>>
<<if $danger gte (9900 - $allure)>>
<<link [[Next|Passout Docks]]>><</link>>
<br>
<<else>>
<<ambulance>>
<</if>>
<</if>>
<<elseif Time.dayState isnot "night">>
The sun appears over the horizon. You hear voices from the entrance, and a clank of metal. The first workers are arriving for the day.
<br><br>
You won't be able to steal anything in daylight.
<<if $exposed gte 1>>
You sneak back to the entrance, hoping to keep your <<lewdness>> concealed. You make it through the side gate without being spotted.
<<else>>
You walk back to the entrance. No one pays you much attention.
<</if>>
<br><br>
<<link [[Next|Docks]]>><<pass 5>><<set $bus to "mer">><</link>>
<br>
<<elseif $eventskip is 0>>
<<events_skul_dock>>
<<else>>
<<switch $bus>>
<<case "NW">>
You sneak beside the anchored ship.
<<case "N">>
You sneak aboard the gangway leading atop the anchored ship.
<<case "NE">>
You sneak to the warehouse at the water's edge. It's full of machinery, but many containers are stacked high outside.
<<case "W">>
You sneak between the inert cranes.
<<case "M">>
You sneak between two stacks of cargo containers that tower above you.
<<case "E">>
You sneak beside the office building.
<<case "SW">>
You sneak through the lorry unloading area. Several vehicles are being stored here overnight.
<<case "S">>
You sneak past the front gate.
<<case "SE">>
You sneak through the open car park.
<</switch>>
<br><br>
<<dock_security_text>>
<br><br>
<<if $skul_dock[$bus].state is "empty">>
You've searched the containers here.
<br><br>
<<elseif $skul_dock[$bus].state is "known" and $skul_dock[$bus].contents is "none">>
The containers here hold nothing of value to you.
<br><br>
<<else>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You think you'd be able to break into the containers, <span class="blue">if your arms weren't bound.</span>
<br><br>
<<else>>
<<wearProp "lockpick">>
<<swimicon "break">><<link [[Break into the containers (0:30)|Docks Search]]>><<handheldon>><<pass 30>><<crimeUp 5 "trespassing">><<dock_security 1>><</link>><<crime "trespassing">><<gsecurity>><<skul_dock_state $bus>>
<br><br>
<</if>>
<</if>>
<<skul_dock_nav>>
<<if $bus is "NW" or $bus is "N" or $bus is "NE">>
<<swimicon "dive">><<link [[Dive into the sea|Docks Dive]]>><<handheldon>><</link>>
<br>
<</if>>
<</if>>
<<set $eventskip to 0>><<effects>>
<<skul_dock_init>>
The containers are virtually identical. One by one, you pick the padlocks and enter the containers.
<<if $skulduggery lt 500>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">There's nothing more you can learn from locks this simple.</span>
<br><br>
<</if>>
<<rng 6>>
<<if $rng is 1>>
You find lots of construction materials.
<<elseif $rng is 2>>
You find lots of fruit and vegetables.
<<elseif $rng is 3>>
You find lots of farming equipment.
<<elseif $rng is 4>>
You find lots of vehicle parts.
<<elseif $rng is 5>>
They're all empty.
<<else>>
You find barrels of crude oil.
<</if>>
<<if $rng isnot 5>>
Valuable in bulk, but you can't carry much.
<</if>>
<br><br>
<<if $skul_dock[$bus].contents is "gold">>
<<if $skul_dock[$bus].state is "known">>
You know there's gold here somewhere. You break into another. It's full of brown packages. You recognise them. You search among them, and then you find it. It's heavier than the others. You tear it open, and find the small bar of gold.
<br><br>
<<earnFeat "Employee Benefits">>
<<link [[Take it (0:05)|Docks Gold]]>><<pass 5>><<crimeUp 3000 "thievery">><<set $blackmoney += 3000>><</link>><<crime "thievery">>
<br>
<<else>>
You keep searching, and come to a container full of brown packages.
<br><br>
<<link [[Search carefully (1:00)|Docks Gold Careful]]>><<pass 60>><</link>>
<br>
<<link [[Tear into them (0:05)|Docks Gold Tear]]>><<crimeUp 100 "thievery">><<pass 5>><</link>><<crime "thievery">>
<br>
<</if>>
<<elseif $skul_dock[$bus].contents is "aphrodisiacs">>
<<if $skul_dock[$bus].state is "known">>
You know that strange fluid is here somewhere. You break into another, and a purple light greets you. A number of canisters sit inside, marked with hazard warnings. But only one emits light. The strange fluid swirls behind the glass.
<br><br>
<<else>>
You keep searching. You break into another, and a purple light greets you. A number of canisters sit inside, marked with hazard warnings. But only one emits light. A strange fluid swirls behind the glass.
<br><br>
<</if>>
<<link [[Take it (0:05)|Docks Aphrodisiacs]]>><<pass 5>><<crimeUp 1200 "thievery">><<set $blackmoney += 1200>><</link>><<crime "thievery">>
<br>
<<elseif $skul_dock[$bus].contents is "electronics">>
<<if $skul_dock[$bus].state is "known">>
You know that one of these hold something you can actually carry. You break into another. The interior is loaded with electronic goods. The televisions are too big to carry, but there are smaller items as well. You won't get their full value on the black market, but they should be valuable enough to be worth the trouble.
<br><br>
<<else>>
You search another. The interior is loaded with electronic goods. Televisions, speakers, most too big to carry. But there are smaller items as well. You won't get their full value on the black market, but they should be valuable enough to be worth the trouble.
<br><br>
<</if>>
<<link [[Take them (0:05)|Docks Electronics]]>><<pass 5>><<crimeUp 300 "thievery">><<set $blackmoney += 300>><</link>><<crime "thievery">>
<br>
<<elseif $skul_dock[$bus].contents is "fertiliser">>
<<if currentSkillValue('tending') gte 400>>
<<if $skul_dock[$bus].state is "known">>
You know that one of these hold something you can actually carry. You break into another. The interior is loaded with fertiliser bags. While you know you can't carry much, you do know that having some on hand may be useful to you.
<br><br>
<<else>>
You search another. The interior is loaded with bags of fertiliser. While you know you can't carry much, having some on hand might be useful.
<br><br>
<</if>>
<<link [[Take some (0:05)|Docks fertiliser]]>><<pass 5>><<crimeUp 200 "thievery">><<set $fertiliser.current++>><</link>><<crime "thievery">>
<<else>>
You search another. The interior is loaded with bags of what looks like dirt filled inside.
<br><br>
<</if>>
<br>
<<elseif $skul_dock[$bus].contents is "equipment">>
<<if $skul_dock[$bus].state is "known">>
You know there's specialist equipment here. You break into another. The interior is full of crates stamped with a pink symbol. The light catches on something in the back.
<br><br>
<<else>>
You search another. The interior is full of crates stamped with a pink symbol. The light catches on something in the back. A black catsuit.
<br><br>
<</if>>
<<link [[Next|Docks Catsuit]]>><</link>>
<br>
<<else>>
You open the final container. It's empty.
<br><br>
<</if>>
<<link [[Leave|Docks Sneak]]>><<set $eventskip to 1>><</link>>
<br>
<<set $skul_dock[$bus].state to "empty">><<effects>><<wearProp "gold bar">>
You pocket the gold, and leave the container. It'll be worth a lot on the black market.
<br><br>
<<link [[Next|Docks Sneak]]>><<handheldon>><<set $eventskip to 1>><</link>>
<br><<effects>><<wearProp "gold bar">>
You try to guess at the contents of each package. You don't want to draw more attention than necessary, after all. Most are light. Mostly cheap plastic tat, you think. Until you lift a small parcel that's heavier than the others.
<br><br>
You open it, just enough to peek inside. A yellow glint greets you. It's a small bar of gold.
<br><br>
<<link [[Take it|Docks Gold]]>><<crimeUp 3000 "thievery">><<set $blackmoney += 3000>><<handheldon>><</link>><<crime "thievery">>
<br>
<<link [[Leave it|Docks Sneak]]>><<set $eventskip to 1>><<handheldon>><</link>>
<br><<effects>><<wearProp "gold bar">>
You tear into the first package. Cheap toys. You tear into the next, and the next. Mostly cheap plastic tat. Nothing of value. At first.
<br><br>
You open a heavy parcel. The contents clatter to the floor. It's a small bar of gold.
<br><br>
<<link [[Take it|Docks Gold]]>><<crimeUp 3000 "thievery">><<set $blackmoney += 3000>><<handheldon>><</link>><<crime "thievery">>
<br>
<<link [[Leave it|Docks Sneak]]>><<set $eventskip to 1>><<handheldon>><</link>>
<br><<effects>>
You take the strange fluid, and leave the container.
<br><br>
<<link [[Next|Docks Sneak]]>><<set $eventskip to 1>><</link>>
<br><<effects>><<wearProp "phone" 0 "mobile">>
You snatch all the phones, cameras, and other smaller devices, and leave the container.
<br><br>
<<link [[Next|Docks Sneak]]>><<handheldon>><<set $eventskip to 1>><</link>>
<br><<effects>>
You grab a bag of fertiliser, and leave the container.
<br><br>
<<link [[Next|Docks Sneak]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<npc Wren>><<person1>>
<<if $wrenSeen.includesAny("cards", "letter", "catsuit", "winter", "prison")>>
You hear a click, <span class="red">and the end of a pistol emerges from the dark.</span> A <<personsimple>> with <<if $pronoun is "m">>short<<else>>shoulder-length<</if>> hair follows. <span class="gold">It's Wren.</span> "Not who I was expecting," <<he>> says, lowering <<his>> gun. <<covered>>
<br><br>
<<if $exposed gte 1>>
<<He>> laughs. "<<= $wrenSeen.includes("prison") ? "I'm afraid I have nothing for sale" : "You seem prone to losing your clothes">>, but you're in the right place."
<<elseif $wrenSeen.includes("prison")>>
"I'm shocked prison didn't reform you. Shocked."
<<else>>
"And here I thought you were just some <<girl>> in over <<pher>> head," <<he>> says. "Or did Bailey send you? Either way, I won't interfere."
<</if>>
<<He>> points <<his>> gun at the black catsuit. "Should fit you."
<br><br>
"Hope you <<= $wrenSeen.includes("prison") ? "stay a step ahead of them" : "visit the estate soon">>," <<he>> says as <<he>> brushes past you. "Work keeps me busy, <<= $wrenSeen.includes("prison") ? "but I look forward to meeting again" : "and it's good to let my hair down">>."
<br><br>
<<if isPubfameTaskAccepted("wren")>>
You remember Mickey's favour. You have a letter to give to Wren. <<Hes>> already starting to walk away.
<<else>>
<<He>> disappears into the night. You turn back to the catsuit.
<</if>>
<br><br>
<<else>>
You hear a click, <span class="red">and the end of a pistol emerges from the dark.</span> A <<personsimple>> with <<if $pronoun is "m">>short<<else>>shoulder-length<</if>> hair follows. "Well well," <<he>> says. "Not who I was expecting." <<He>> lowers <<his>> gun, and examines you from head to toe. <<covered>>
<br><br>
<<if $exposed gte 1>>
The <<personsimple>> laughs. "You're in the right place." <<He>> points <<his>> gun at the black catsuit. "Should fit you."
<<elseif $wrenSeen.includes("pregnancy")>>
"I guess caves aren't the only place you like to sneak around," <<he>> says. "<<= playerBellyVisible() ? "And you're already knocked up again. Try not to pass out this time." : "At least you're not knocked up this time.">>" <<He>> points <<his>> gun at the black catsuit. "Should fit."
<<else>>
"Thought I knew all the rats in town," <<he>> says. "I won't stop you." <<He>> points <<his>> gun at the black catsuit. "Should fit."
<</if>>
<br><br>
<span class="gold">"The name's Wren,"</span> <<he>> says as <<he>> brushes past you. "Work keeps me busy, but maybe we'll meet again."
<br><br>
<<if isPubfameTaskAccepted("wren")>>
You remember Mickey's favour. You have a letter to give to a <<personsimple>> called Wren, and this must be <<him>>. <<Hes>> already starting to walk away.
<<else>>
<<He>> disappears into the night. You turn back to the catsuit.
<</if>>
<br><br>
<</if>>
<<if isPubfameTaskAccepted("wren")>>
<<link [[Give Wren the letter|Docks Catsuit Letter]]>><</link>>
<br>
<</if>>
<<link [[Wear the catsuit|Docks Catsuit Wear]]>><<endevent>><<set $wrenSeen.pushUnique("catsuit")>><<set $wrenSeenLast to "catsuit">><</link>>
<br>
<<link [[Take the catsuit|Docks Catsuit Take]]>><<endevent>><<set $wrenSeen.pushUnique("catsuit")>><<set $wrenSeenLast to "catsuit">><</link>><<effects>><<wearProp "note">>
<<set $wrenSeen.pushUnique("letter")>><<set $wrenSeenLast to "letter">>
You call out for Wren to stop. <<He>> turns and looks at you with a curious smile. "Well, what is it?"
<br><br>
<<if $speech_attitude is "meek">>
"Th-this is from the old man," you say, holding the Manila envelope to <<him>>.
<<elseif $speech_attitude is "bratty">>
"The old man sent me," you say, holding the Manila envelope to <<him>>. "Here."
<<else>>
"The old man told me to give this to you," you say, holding the Manila envelope to <<him>>.
<</if>>
<br><br>
Wren plucks the letter from your hand, examines it from both sides and smirks. "Been waiting on that. Wonder what they've got for me this time."
<<if !$pubfame.seen.includes("wrenOldman")>>
<<set $pubfame.seen.pushUnique("wrenOldman")>><<set $pubfame.detail to "wrenOldman">>
<<He>> tucks it away, and places a hand on your shoulder. "By the way, 'Mickey' can drop the 'old man' act. Tell them that when you see them."
<<elseif !$pubfame.seen.includes("wrenLandry")>>
<<set $pubfame.seen.pushUnique("wrenLandry")>><<set $pubfame.detail to "wrenLandry">>
<<He>> tucks it away, and places a hand on your shoulder. "You mind asking 'Mickey' why they sent you instead of Landry? Seems like they're going a bit out of their way."
<<else>>
<<He>> tucks it away.
<</if>>
<br><br>
<<pubfameComplete "wren">>
<<He>> disappears into the night. You turn back to the catsuit.
<br><br>
<<link [[Wear the catsuit|Docks Catsuit Wear]]>><<endevent>><</link>>
<br>
<<link [[Take the catsuit|Docks Catsuit Take]]>><<endevent>><</link>><<effects>>
<<set $catsuit_found to true>>
<<upperwear 75 black>>
It's tight, but you pull on the catsuit. It hugs your skin, and shows off your figure.
<br><br>
<i>You'll leave fewer traces of yourself while wearing the catsuit. Crime will increase more slowly.</i>
<br><br>
<<link [[Next|Docks Sneak]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<set $catsuit_found to true>>
<<uppersend 75 wardrobe black>>
You take the catsuit. It might be handy later.
<br><br>
<i>You'll leave fewer traces of yourself while wearing the catsuit. Crime will increase more slowly.</i>
<br><br>
<<link [[Next|Docks Sneak]]>><<set $eventskip to 1>><</link>>
<br><<effects>><<wearProp "lockpick">>
You try to break into one of the cargo containers.
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<span class="green">You manage to pick the padlock</span> just in time. You close it behind you, and wait for the sound of footsteps to pass.
<br><br>
<<skulduggeryuse>>
<<link [[Next|Docks Sneak]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<span class="red">You're still fumbling,</span> when a <<person>> walks around the corner. <<He>> drops the torch in surprise, and reaches for <<his>> radio. You turn and run.<<gsecurity>><<dock_security 1>>
<br><br>
<<skulduggeryuse>>
<<athleticsdifficulty 1 1100 true>>
<<if $athleticsSuccess>>
The guard chases after you, <span class="green">but you manage to outpace <<him>>.</span><<gtiredness>><<gstress>><<stress 6>><<tiredness 6>>
<br><br>
<<link [[Next|Docks Sneak]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
The guard chases after you, <span class="red">and gains ground,</span> until <<he>> manages to tackle you to the floor.<<gpain>><<gstress>><<pain 4>><<stress 6>>
<br><br>
"Gotcha," <<he>> says, pinning you. "Backup will be here soon." <<He>> leans closer. "But first, how's about a little fun?"
<br><br>
<<link [[Next|Docks Sneak Rape]]>><<handheldon>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<</if>><<effects>>
You turn and run. You've almost made it around the corner when you hear a <<personsimple>>'s voice call behind you.
<br><br>
"Stop!" <<he>> shouts. You glance back. The <<person>> reaches for a radio, <<his>> torch discarded, as <<he>> runs after you. You have enough of a lead, and manage to lose <<him>> in the maze of containers.
<br><br>
<<link [[Next|Docks Sneak]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
You squeeze between two containers, and escape to the other side.
<br><br>
<<link [[Next|Docks Sneak]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Docks Sneak Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Docks Sneak Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The <<person>> pushes you in front of <<him>>. "They'll be here soon," <<he>> says. "To take you off my hands."
<br><br>
<<clotheson>>
<<endcombat>>
The guard is right. Two others, a <<generate1>><<person1>><<person>> and <<generate2>><<person2>><<person>>, walk around the corner.
<<if $exposed gte 1>>
You feel them ogle your <<nudity>>. <<covered>>
<</if>>
<br><br>
"What do we have here?" the <<person1>><<person>> asks, grasping one of your arms.
<br>
"A scoundrel by the looks of it," the <<person2>><<person>> replies, grasping your other. Together they pull you towards the entrance.
<br><br>
<<link [[Next|Docks Caught]]>><</link>>
<br>
<<else>>
You kick the <<person>> away from you. <<His>> back collides with metal, and <<he>> falls to the ground.
<br><br>
<<tearful>> you seize the opportunity. You run, and manage to lose <<him>> in the maze of containers.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Docks Sneak]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
You're sat in the guardhouse beside the front gate. The <<person1>><<person>> watches you while the <<person2>><<person>> phones the police.
<br><br>
<<if crimeSumCurrent() gte 5000>>
"Is that so?" <<he>> says. "Alright. We'll keep <<phim>> here." <<He>> hangs up. "Looks like there's a warrant out for your arrest. You've been a naughty <<girl>>."
<br><br>
<<loitericon>><<link [[Wait (0:10)|Docks Caught Wait]]>><<pass 10>><</link>>
<br>
<<runicon>><<link [[Run for it (0:02)|Docks Caught Run]]>><<pass 2>><<if $athleticsSuccess>><<pass 10>><</if>><<crimeUp 100 "resisting">><</link>><<athleticsdifficulty 600 1200>><<crime "resisting">>
<br>
<<elseif crimeSumCurrent() gte 1000>>
"Is that so?" <<he>> says. "Alright. We'll keep <<phim>> here." <<He>> hangs up. "Looks like there's a warrant out for your arrest. From the sounds of it, you've been a bit of a nuisance."
<br><br>
<<loitericon>><<link [[Wait (0:10)|Docks Caught Wait]]>><<pass 10>><</link>>
<br>
<<runicon>><<link [[Run for it (0:02)|Docks Caught Run]]>><<pass 2>><<if $athleticsSuccess>><<pass 10>><</if>><<crimeUp 100 "resisting">><</link>><<athleticsdifficulty 600 1200>><<crime "resisting">>
<br>
<<else>>
"Right," <<he>> says. "Alright." <<He>> hangs up. "Looks like you're not worth the trouble. Lucky you."
<br><br>
<<if $exposed gte 1>>
They give you some towels, and escort you through the gate.
<<towelup>>
<<else>>
They escort you through the gate.
<</if>> "I don't want to catch you trespassing again," the <<person1>><<person>> says. "Go on. Off with you."
<br><br>
<<endcombat>>
<<link [[Next|Docks]]>><</link>>
<br>
<</if>><<effects>>
<<if $exposed gte 1>>
You wait in the guardhouse, trying to ignore the <<person1>><<persons>> leering gaze. You hear a car pull up outside.
<<else>>
You wait in the guardhouse, until you hear a car pull up outside.
<</if>>
<br><br>
"It's them," the <<person2>><<person>> says, pulling you to your feet. "Hope they don't go too easy on you." You're pushed outside, where two police officers wait.
<br><br>
<<link [[Next|Hospital Arrest Journey]]>><<endcombat>><<generatePolice 1>><<generatePolice 2>><<person1>><</link>>
<br><<effects>>
You jump from your seat, and run for the door.
<<if $athleticsSuccess>>
The <<person1>><<person>> tries to grab you, <span class="green">but you're too quick.</span> You escape the guardhouse. Security gives chase, but you lose them in the maze of cargo containers.
<br><br>
<<link [[Next|Docks Sneak]]>><<endcombat>><<set $eventskip to 1>><</link>>
<br>
<<else>>
The <<person1>><<person>> tries to grab you, <span class="red">and manages to catch your waist with <<his>> arm.</span> <<He>> and the <<person2>><<person>> make sure you can't run again.
<br><br>
<<if $exposed gte 1>>
You wait in the guardhouse, trying to ignore the <<person1>><<persons>> leering gaze. You hear a car pull up outside.
<<else>>
You wait in the guardhouse, until you hear a car pull up outside.
<</if>>
<br><br>
"It's them," the <<person2>><<person>> says, pulling you to your feet. "Hope they don't go too easy on you." You're pushed outside, where two police officers wait.
<br><br>
<<link [[Next|Hospital Arrest Journey]]>><<endcombat>><<generatePolice 1>><<generatePolice 2>><<person1>><</link>>
<br>
<</if>><<effects>>
You remove your
<<if $phase is 0>>
$worn.upper.name
<<upperruined>><<lowerruined>>
<<elseif $phase is 1>>
$worn.upper.name
<<upperruined>>
<<elseif $phase is 2>>
$worn.lower.name
<<lowerruined>>
<<elseif $phase is 3>>
$worn.under_upper.name
<<underupperruined>><<underlowerruined>>
<<elseif $phase is 4>>
$worn.under_upper.name
<<underupperruined>>
<<else>>
$worn.under_lower.name
<<underlowerruined>>
<</if>>
and hurl the fabric atop a two storey stack of cargo containers.
<br><br>
You run before the <<beasttype>> arrives.
<<if $monster is 1>>
"Up there!" you hear <<bhim>> shout soon after.
<<else>>
You hear <<bhim>> bark soon after.
<</if>>
<br><br>
<<generate2>><<person2>>
"Gonna need a ladder then," answers a <<personsimple>>'s voice. <<He>> sounds resigned.
That should keep them distracted.
<br><br>
<<link [[Next|Docks Sneak]]>><<endevent>><<set $eventskip to 1>><<unset $dock_dog>><</link>>
<br><<effects>>
You wait around the corner, listening for the patter of feet. The <<beasttype>> should arrive soon. You'll need to subdue <<bhim>> before help arrives.
<br><br>
You pounce as soon as <<bhe>> appears. <<if $monster is 1>>"Intruder!" <<bhe>> shouts.<</if>>
<<if $monster is 1 or $bestialitydisable is "f">>
<br><br>
<<link [[Next|Docks Dog]]>><<set $molestationstart to 1>><</link>>
<<else>>
<<beastescape>>
<br><br>
It's a struggle, but you manage to cow <<bhim>> into rolling onto <<bhis>> back in submission, and escape before help arrives. That should keep them off your trail for now.
<br><br>
<<link [[Next|Docks Sneak]]>><<endevent>><<set $eventskip to 1>><<unset $dock_dog>><</link>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<set $timer to 10>>
<</if>>
<<effects>>
<<effectsman>>
<br><br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or $timer lte 0>>
<span id="next"><<link [[Next|Docks Dog Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Docks Dog]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation knot>>
<<if _knotted is true>>
<<set $dock_knot to true>>
<span class="red">You remain knotted together as footsteps draw closer.</span>
<br><br>
<<endcombat>>
<<link [[Next|Docks Knot]]>><</link>>
<br>
<<else>>
The <<beasttype>> lies panting on the ground. That should keep them off your trail for a while.
<br><br>
<<tearful>> you flee into the maze of containers.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Docks Sneak]]>><<set $eventskip to 1>><<unset $dock_dog>><</link>>
<br>
<</if>>
<<elseif $enemyhealth lte 0>>
The <<beasttype>> rolls onto <<bhis>> back in submission.
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Docks Sneak]]>><<set $eventskip to 1>><<unset $dock_dog>><</link>>
<br>
<<else>>
<<set _fucked to ($anusfucked or $vaginafucked or $penisfucked)>>
<<endcombat>>
<<set $NPCList[1] to $dock_dog>>
<<generate1>><<person1>>
<span class="red">"What do we have here?"</span> says a <<person>>.
<<if _fucked is 1>>
<<dockdogfucked>>
<<else>>
<<He>> shines a torch on you, and laughs.
"Easy <<if $NPCList[1].gender is "f">>girl<<else>>boy<</if>>," <<he>> says, grabbing the <<beasttype 1>> by the collar and pulling <<bhim 1>> off you. "You'll get a treat later." <<bHe 1>> practically jumps with joy.
<<generate2>>
"As for you," the <<person>> continues, turning to face you again just as another guard, a <<person2>><<person>>, arrives. "You're coming with us."
<br><br>
They grasp your arms, haul you to your feet, and drag you through the maze of containers.
<<if $exposed gte 1>>
You feel them ogle your <<nudity>>. <<covered>>
<</if>>
<br><br>
<<link [[Next|Docks Caught]]>><<clotheson>><<unset $dock_dog>><</link>>
<br>
<</if>>
<</if>><<effects>>
<<set $NPCList[1] to $dock_dog>>
<<generate1>><<person1>>
<span class="red">"What do we have here?"</span> says a <<person>>. You try to pull free, but the knot holds you tight.
<<dockdogfucked>><<effects>>
"P-please help me," you whimper. "I didn't mean to be bad. I just got lost. I-I-I don't want more people to see me."
<br><br>
The <<person>> hesitates, then reaches for <<his>> radio once more. "Me again. False alarm. I got the intruder, but you don't need to bring anyone else. Alright." <<He>> sighs as <<he>> grabs the <<beasttype 1>> by the collar and pulling <<bhim 1>> off you. "You'll get a treat later." <<bHe 1>> practically jumps with joy.
<br><br>
<<generate2>>
"As for you," the <<person>> continues, turning to face you again just as another guard, a <<person2>><<person>>, arrives. "You're coming with us."
<br><br>
They grasp your arms, haul you to your feet, and drag you through the maze of containers.
<<if $exposed gte 1>>
You feel them ogle your <<nudity>>. <<covered>>
<</if>>
<br><br>
<<link [[Next|Docks Caught]]>><<clotheson>><<unset $dock_dog>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"P-please help me," you say.
<<elseif $speech_attitude is "bratty">>
"Get this thing off me," you say. "At once."
<<else>>
"Please help me," you say.
<</if>>
<br><br>
The <<person>> laughs. "Sure." <<He>> reaches into <<his>> pocket. "Once I have backup." <<He>> pulls out <<his>> phone. "And proper evidence of your trespassing."
<br><br>
<<link [[Next|Docks Watch]]>><<endevent>><</link>>
<br><<effects>>
You remain silent as the <<person>> reaches into <<his>> pocket, and pulls out <<his>> phone.
<br><br>
<<link [[Next|Docks Watch]]>><<endevent>><</link>>
<br><<effects>>
<<set $NPCList[0] to $dock_dog>>
<<set $enemyno to 1>>
More footsteps. You make a final, weak attempt to pull away from the <<beasttype>>, but it's no use. You're soon surrounded. They watch as the <<beasttype>> fucks you.<<ggtrauma>><<ggstress>><<trauma 12>><<stress 12>>
<br><br>
"I can't believe it."
<br>
"How humiliating."
<br>
"That'll teach <<phim>> for trespassing."
<br>
"I bet <<pshe>> loves getting fucked by a dog."
<br><br>
More phones emerge from pockets as they continue to make degrading comments.
At last,
<<if $dock_knot>>
<<unset $dock_knot>>
the knot shrinks enough for the <<beasttype>> to wiggle free. The audience cheers, but they're not finished.
<<else>>
the <<beasttype>> releases you, accompanied by a cheer from the audience.
<</if>>
They goad and encourage <<bhim>> to mount you again. It works. The <<beasttype>> leaps atop you once more.
<br><br>
<<link [[Next|Docks Watch Dog]]>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<set $timer to 10>>
<</if>>
<<effects>>
<<effectsman>>
<br><br>
<<beast $enemyno>>
<br><br>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Docks Watch Dog Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Docks Watch Dog]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
The assembled guards cheer as the creature cums. One grasps the <<beasttype>>, and pulls <<bhim>> away from you.
<br><br>
<<else>>
The <<beasttype>> whimpers and backs away, but you're still surrounded.
<br><br>
<</if>>
<<tearful>> you lie on the hard ground.
<br><br>
<<endcombat>>
<<generate1>><<generate2>>
A <<fullGroup>> grasp your arms, and haul you to your feet.
<<if $exposed gte 1>>
<<covered>>
<</if>>
They drag you into the maze of containers, leaving the audience to examine their footage.
<br><br>
<<link [[Next|Docks Caught]]>><<clotheson>><<unset $dock_dog>><</link>>
<br><<effects>>
You manage to break your fall, but your hands are left a bit sore.
<br><br>
<<link [[Next|Docks Sneak]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
You try to recover your balance,
<<if $danceSuccess>>
<span class="green">and manage to stay upright.</span>
<br><br>
<<link [[Next|Docks Sneak]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<span class="red">but lose your footing.</span> The momentum carries you into one of the cargo containers. You bounce off with a clang.<<gsecurity>><<ggpain>><<gstress>><<dock_security 1>><<pain 8>><<stress 6>>
<br><br>
<<link [[Next|Docks Sneak]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
You walk to the edge of the <<if $bus is "N">>ship<<else>>dock<</if>>, take a deep breath, and dive into the cool water.
<br><br>
They won't follow you here.
<br><br>
<<link [[Next|Sea Docks]]>><</link>>
<br><<effects>>
You find another way through the maze of cargo containers.
<br><br>
<<link [[Next|Docks Sneak]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
You see the pair up ahead, a <<fullGroup>>. You keep low and dart between containers when they look away.
<br><br>
<<rng 5>>
<<if $rng is 1>>
"...smells sweet," the <<person1>><<person>> says. "Whatever it is."
<br>
"Keep your nose out," the <<person2>><<person>> responds. "Not worth prying into."
<br>
The <<person1>><<person>> nods.
<br><br>
<<elseif $rng is 2>>
"Night shifts are quiet," the <<person1>><<person>> says. "I'd like some action."
<br>
"No you don't," the <<person2>><<person>> responds. "Boredom is better than the shit I've been through."
<br><br>
<<elseif $rng is 3>>
"...not worth the risk," the <<person1>><<person>> says. "They're watching us, you know."
<br>
The <<person2>><<person>> looks over <<his>> shoulder, as if the <<person1>><<person>> meant it literally.
<br><br>
<<elseif $rng is 4>>
"Glad to work away from the compound," the <<person1>><<person>> says.
<br>
The <<person2>><<person>> nods. "Don't care what the company line is," <<he>> says. "Those fumes make me lightheaded."
<br><br>
<<else>>
They remain silent.
<br><br>
<</if>>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
You sneak past them, and continue through the maze of containers.
<br><br>
<<skulduggeryuse>>
<<link [[Next|Docks Sneak]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You hear a crunch underfoot. The guards swivel to face you as their torches light you up. "You'd best come quietly," the <<person1>><<person>> says, taking a step forward.<<gsecurity>><<dock_security 1>>
<br><br>
<<skulduggeryuse>>
<<link [[Go quietly|Docks Quiet]]>><</link>>
<br>
<<link [[Fight|Docks Fight]]>><<set $fightstart to 1>><</link>>
<br>
<</if>><<effects>>
You remain still as the pair approach. They grasp your arms, and pull you towards the entrance.
<br><br>
<<link [[Next|Docks Caught]]>><</link>>
<br><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
You wait until the guards are close, then strike, smacking the <<person2>><<person>> across the face.<<set $enemyhealth -= 20>>
<br><br>
<<person1>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Docks Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Docks Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
You run, leaving the guards slumped on the ground. <<tearful>> you escape into the maze of cargo containers.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Docks Sneak]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
The guards back away from you. You seize the chance, and run. <<tearful>> you escape into the maze of cargo containers.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Docks Sneak]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You fall to the ground, too hurt to keep fighting.
<br><br>
The guards grasp your arms, and haul you to your feet. <<tearful>> you're led through the maze of cargo containers.
<br><br>
<<link [[Next|Docks Caught]]>><<clotheson>><</link>>
<br>
<</if>><<effects>>
<<if $danceSuccess>>
You jump out of the way. <span class="green">The arms grope empty air.</span> An alarm blares, but you escape into the maze of containers.<<gsecurity>><<dock_security 1>>
<br><br>
<<link [[Next|Docks Sneak]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You try to move out of the way, <span class="red">but the metal closes around your wrists,</span> and forces you to the ground as an alarm blares.<<gsecurity>><<dock_security 1>>
<br><br>
Another hatch opens, and a phallic instrument springs forth.
<br><br>
<<link [[Next|Docks Machine]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<effects>>
<<if $physiqueSuccess>>
The metal arms grasp your wrists, and try to force you to the ground. You resist, <span class="green">and pull free from their grip.</span> An alarm blares, but you escape into the maze of containers.<<gsecurity>><<dock_security 1>>
<br><br>
<<link [[Next|Docks Sneak]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
The metal grasps your wrists. You resist, <span class="red">but the machine is too strong.</span> It forces you to the ground as an alarm blares.<<gsecurity>><<dock_security 1>>
<br><br>
Another hatch opens, and a phallic instrument springs forth.
<br><br>
<<link [[Next|Docks Machine]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<effects>>
You brace as the machine grasps your wrists, and forces you to the ground. "SUBJECT RESTRAINED," the voice intones. "AWAITING BACKUP."
<br><br>
<<generate1>><<generate2>><<person1>>
You don't need to wait long. A <<fullGroup>> round the corner, and smirk when they see you.
<<if $exposed gte 1>>
You feel their eyes on your <<nudity>>.
<</if>>
<br><br>
"Good bot," the <<person>> laughs as <<he>> crouches beside the machine. <<He>> presses a button, and it releases you. The <<person2>><<person>> grasps your arms, and pulls you to your feet.
<br><br>
They push you towards the entrance.
<br><br>
<<link [[Next|Docks Caught]]>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<set $machine_health to 10>><<set $machine_ammo to 8>>
<<if $player.vaginaExist and $analdisable is "f">>
<<machine_init vaginal arm_chains>>
<<set $machine.vaginal.armed to 1>>
<<elseif $player.vaginaExist>>
<<machine_init vaginal arm_chains>>
<<set $machine.vaginal.armed to 1>>
<<else>>
<<machine_init anal arm_chains>>
<<set $machine.anal.armed to 1>>
<</if>>
<<set $timer to 10>>
<</if>>
<<effects>>
<<if $timer gte 7>>
An alarm blares.
<<elseif $timer gte 4>>
<span class="purple">You hear shouting.</span>
<<elseif $timer gte 2>>
<span class="pink">You hear approaching footsteps.</span>
<<else>>
<span class="red">Security is close!</span>
<</if>>
<br><br>
<<machine_effects>><<machine_combat>>
<<machine_state>>
<br><br>
<<machine_actions>>
<<if $machine.number lte 0 or $finish is 1 or $timer lte 0>>
<span id="next"><<link [[Next|Docks Machine End]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Docks Machine]]>><</link>></span><<nexttext>>
<</if>>
<br><<effects>>
<<if $timer lte 0>>
<<if $anusfucked is 1 or $vaginafucked is 1 or $penisfucked is 1>>
<<machine_end>>
<<generate1>><<generate2>>
You hear laughter. A <<fullGroup>> in security uniforms stand to the side. You're not sure how long they were watching, but they don't seem in a hurry to intervene. They hold their phones, <span class="red">cameras pointed right at you.</span>
<br><br>
<<famesex 20>>
"Thanks for the show," the <<person1>><<person>> says. "Not every day you see a criminal slut get fucked by a machine."
<br><br>
The <<person2>><<person>> steps forward, and crouches beside the hatch. <<He>> reaches in, you hear a click, and the machine falls inert. The <<person1>><<person>> is on top of you before you can recover, grasping your arms and forcing you to your feet.
<br><br>
<<else>>
<<machine_end>>
<<generate1>><<generate2>>
A <<fullGroup>> in security uniforms arrive. The <<person1>><<person>> smirks, and crouches beside the hatch. <<He>> reaches in, you hear a click, and the machine falls inert.
<br><br>
The <<person2>><<person>> is on you before you have a chance to recover, grasping your arms and pulling you to your feet.
<br><br>
<</if>>
They push you towards the entrance.
<br><br>
<<link [[Next|Docks Caught]]>><<clotheson>><</link>>
<br>
<<else>>
The machine retracts, leaving you free to stand. <<tearful>> you run. You escape into the maze of containers before backup arrives.
<br><br>
<<machine_end>>
<<clotheson>>
<<link [[Next|Docks Sneak]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<widget "dockclotheson">>
<<storeon "docks" "check">>
<<if _store_check is 1>>
You find your clothes where you left them.
<<storeon "docks">>
<br><br>
<</if>>
<</widget>>
<<widget "dockeffects">>
<!-- No effect. In progress? -->
<</widget>>
<<widget "dockunbindoffer">>
<<endevent>>
A <<generate1>><<person1>><<person>> approaches you, smiling. "Rope accident?" <<he>> asks. "Come here, I'll sort it out."
<br><br>
<<link [[Accept|Docks Binding]]>><</link>>
<br>
<<link [[Refuse|Docks Binding Refuse]]>><</link>>
<br>
<</widget>>
<<widget "dockoptions">>
<<endevent>>
<<ind>><<link [[Work (1:00)|Docks Work]]>><<set $phase to 0>><<tiredness 6>><</link>><<gtiredness>>
<br>
<<ind>><<link [[Slack (1:00)|Docks Work]]>><<set $phase to 1>><<dockstatus -1>><</link>><<lcool>>
<br><br>
<<docksicon>><<link [[Leave|Docks]]>><<storeon "docks">><</link>>
<br>
<</widget>>
<<widget "dockstatustext">>
<<set $dockstatus = Math.clamp($dockstatus, 0, 100)>>
<<if $dockstatus gte 100>>
<span class="green">The other workers respect you.</span>
<<elseif $dockstatus gte 80>>
<span class="teal">The other workers accept you.</span>
<<elseif $dockstatus gte 30>>
<span class="lblue">The other workers tolerate you.</span>
<<elseif $dockstatus gte 10>>
<span class="blue">The other workers view you with suspicion.</span>
<<else>>
<span class="purple">The other workers view you with contempt.</span>
<</if>>
<</widget>>
<<widget "dockstatus">>
<<if _args[0]>>
<<set $dockstatus += (_args[0] * 2)>>
<<if _args[0] gt 0>>
<<set $dockbonus += (_args[0] * 500)>>
<</if>>
<</if>>
<</widget>>
<<widget "dockwork">>
<<timeTrackingManual "docks" 1>>
<<if $stress gte $stressmax>>
<<if isPregnancyEnding()>>
<<pregnancyPassout "docks">>
<<else>>
You've pushed yourself too much.
<br><br>
<<passout>>
<<if $danger gte (9900 - $allure)>>
<<link [[Next|Passout Docks]]>><</link>>
<br>
<<else>>
<<ambulance>>
<</if>>
<</if>>
<<elseif Time.hour gte 19>>
You help put away equipment and make sure the containers are locked for the night.
<br><br>
<<dockclotheson>>
You join the queue in front of security, where a surly <<generate1>><<person1>><<person>> hands out brown envelopes containing the day's pay.
<<endevent>>
<br>
You make <span class="gold">£<<print (($dockwage * 12) / 100)>></span>.
<<money `($dockwage * 12)` "dockWage">>
<<if $dockbonus gt 0>>
<br>
They've also given you a bonus of <span class="gold">£<<print ($dockbonus / 100)>></span>.
<<money $dockbonus "dockWage">>
<</if>>
<<set $dockbonus to 0>>
<br><br>
<<if $dockstatus gte 80>>
<<if playerBellyVisible()>>
<<generate1>><<person1>>A group of your colleagues gather at the gate. A <<person>> waves you over. "We're going on a pub crawl," <<he>> says. "You'd be welcome to join us, but..."
<<He>> looks down at your <<bellyDescription "pc">>. "I'm sure you don't want your kid coming out as messed up as any of us." They share a playful laugh with you.
<br><br>
<<endevent>>
<<link [[Next|Docks]]>><</link>>
<br>
<<else>>
<<generate1>><<person1>>A group of your colleagues gather at the gate. A <<person>> waves you over. "We're going on a pub crawl," <<he>> says. "You in?"
<br><br>
<<endevent>>
<<if playerIsPregnant() and playerAwareTheyArePregnant()>>
<span class="blue">You can't bring yourself to a night of such debauchery while you know you're with child.</span><br>
<<elseif $money gte 500>>
<<ind>><<link [[Accept (1:00 £5)|Docks Pub Crawl]]>><<set $dockpubcount to 0>><<money -500>><<alcohol 120>><<dockstatus 1>><<stress -6>><<pass 60>><</link>><<gcool>><<lstress>>
<br>
<</if>>
<<refuseicon>><<link [[Decline|Docks]]>><</link>>
<br>
<</if>>
<<else>>
<<link [[Next|Docks]]>><</link>>
<br>
<</if>>
<<else>>
<<if $rng gte 91>>
You're tasked with inspecting the contents of the containers after they're lifted from the deck.
<<rng>>
<<if $rng gte 81 and $money gte 12000 and $dockslave isnot 1>>
<<generateyv1>><<generate2>><<person2>>You hear a muffled cry from one of them.
<br><br>
You enter the keycode, but it doesn't unlock. "Not that one," another docker says. <<He>> points at the initials printed on the door. "We don't inspect these." If <<he>> hears the crying, <<he>> ignores it.
<br><br>
<<set $lock to 400>>
<<if currentSkillValue('skulduggery') gte $lock>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span>
<br><br>
<<else>>
<<wearProp "lockpick">>
<span class="green">The lock looks easy to pick.</span>
<br><br>
<<lockicon "pick">><<link [[Break in anyway (£100 1:00)|Docks Slave Open]]>><<handheldon>><<set $dockslave to 1>><<crimeUp 1 "trespassing">><</link>><<crime "trespassing">>
<br>
<</if>>
<<else>>
<span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>>
<br><br>
<</if>>
<<getouticon>><<link [[Ignore the voice|Docks Slave Ignore]]>><<handheldon>><</link>>
<br>
<<else>>
<<rng>>
<<if $rng gte 81>>
Many containers contain goods ordered by private citizens. A package in one of them is torn open, and something glints from inside.
<br><br>
<<link [[Steal|Docks Steal]]>><<crimeUp 60 "thievery">><<set $blackmoney += 60>><</link>><<crime "thievery">>
<br>
<<link [[Don't steal|Docks Don't Steal]]>><</link>>
<br>
<<else>>
There's lots of machinery. You don't understand what it's for, but it's all tagged properly.
<br><br>
<<dockoptions>>
<</if>>
<</if>>
<<elseif $rng gte 81>>
A vessel requests help making it to the dock. You, a <<generate1>><<person1>><<person>>, and a <<generate2>><<person2>><<person>> are tasked with helping. You board a small ship and sail to meet it.
<br><br>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure)>>
You're halfway there when the <<person>> cuts out the engine. <<He>> and the <<person1>><<person>> stare at you. "A fresh <<girl>>, all alone at sea," <<he>> says. "Hows about you let us have some fun, and we won't need to hurt you." The <<person>> brandishes a length of rope.
<br><br>
<<link [[Nod|Docks Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<link [[Fight|Docks Rape]]>><<set $fightstart to 1>><</link>>
<br>
<<link [[Capsize the boat|Docks Rape Capsize]]>><<dockstatus -1>><</link>><<lcool>>
<br>
<<else>>
The <<person>> guides the captain while you and the <<person1>><<person>> help the crew with the spring lines. <<if $exposed gte 1>>The sailors ogle you, though they try to hide it. <</if>>You swing the vessel around and make a successful landing.
<br><br>
<<endevent>>
<<dockoptions>>
<</if>>
<<elseif $rng gte 71>>
A tourist vessel cuts across the docks, delaying the launch of other ships. They won't respond to hails. You're sent in a small boat to deliver a message.
<br><br>
<<generate1>><<person1>>
<<if $exposed gte 1>>
You climb aboard. The arrival of an undressed <<girl>> aboard the ship sends murmurs through the well-dressed crowd. You find the captain flirting with a passenger. <<He>> drops <<his>> glass when <<he>> sees you.
<<else>>
You climb aboard and push through the well-dressed crowd in search of the captain. You find <<him>> flirting with a passenger.
<br><br>
<</if>>
<<if $speech_attitude is "meek">>
"Please <<sir>>," you say. "Your ship isn't meant to approach this way. You're blocking other ships."
<<elseif $speech_attitude is "bratty">>
"Sorry to interrupt," you say. "But your dumb arse is about to collide with another ship."
<<else>>
"I'm delivering a message," you say. "Your course is wrong. You need to pull away and approach from the proper angle. You're delaying other ships."
<</if>>
<br><br>
"They can wait," <<he>> laughs. "Lots of important passengers. They're anxious to be back on land." <<He>> turns away.
<br><br>
<<link [[Return to dock|Docks Tourist Return]]>><</link>>
<br>
<<if hasSexStat("promiscuity", 4)>>
<<link [[Seduce|Docks Tourist Seduce]]>><</link>><<promiscuous4>>
<br>
<</if>>
/* <<if $submissive lte 500>> */
<<link [[Scare the passengers|Docks Tourist Intimidate]]>><<dockstatus 3>><</link>><<defianttext>><<ggcool>>
<br>
/* <</if>> */
<<elseif $rng gte 61>>
You're tasked with unloading a lorry. You notice another vehicle being unloaded nearby, but the workers wear a strange uniform. A <<generate1>><<person1>><<generate2>><<person>> supervises them.
<br><br>
"Don't pay them no mind," the <<person2>><<person>> working beside you says. "They handle their own shipments."
<br><br>
<<sneakicon>><<link [[Sneak closer for a look|Docks Compound]]>><<drugs 240>><<stress -6>><</link>><<garousal>><<lstress>>
<br>
<<ind>><<link [[Ignore|Docks Compound Ignore]]>><</link>>
<br>
<<elseif $rng gte 51>>
You're tasked with recording cargo information onto a computer. While working through the notes you notice an inconsistency.
<br><br>
<<link [[Examine the inconsistency|Docks Examine]]>><<set $phase to 0>><<stress 6>><</link>><<skill_difficulty `currentSkillValue("maths")` "Maths" 1 1000>><<gstress>>
<br>
<<if currentSkillValue('skulduggery') gte 400>>
<<set $skulduggerydifficulty to 500>>
<<link [[Note the location of valuable goods|Docks Examine Valuables]]>><<set $phase to 2>><</link>><<skulduggerydifficulty>>
<br>
<</if>>
<<link [[Ignore|Docks Examine]]>><<set $phase to 1>><</link>>
<br>
<<elseif $rng gte 41>>
You're tasked with cleaning the pier.
<<rng>>
<<if $rng gte 61>>
You notice a pink shape in the water, in front of an approaching ship.
<br><br>
<!-- Convert to proper history skill check? -->
<<link [[Examine|Docks History]]>><<set $phase to 0>><<stress 6>><</link>><<note "History" "blue">><<gstress>>
<br>
<<link [[Ignore|Docks History]]>><<set $phase to 1>><</link>>
<br>
<<else>>
You finish without a problem.
<br><br>
<<dockoptions>>
<</if>>
<<elseif $rng gte 31>>
You're tasked with moving some crates so they can be loaded onto vehicles. <<generate1>><<person1>>"You'll need a forklift," the supervisor says. "Let me find the keys."
<br><br>
<<if currentSkillValue('physique') gte 15000>>
The crates don't look too heavy. By the time <<he>> returns you've already finished. "You're stronger than you look," <<he>> chuckles.
<<gcool>><<dockstatus 1>>
<br><br>
<<dockoptions>>
<<else>>
<<He>> keeps an eye on you as you move the crates, but you manage it without a problem.
<br><br>
<<dockoptions>>
<</if>>
<<elseif $rng gte 21>>
You're tasked with untying a moored ship from the pier. The ropes are thick and heavy, and you don't have long before another ship needs the space.
<br><br>
<<if currentSkillValue('physique') gte 5000 and $feetuse isnot "bound">>
You make it in time.
<br><br>
<<else>>
You manage to make it in time. Just.
<<if $feetuse is "bound">>
<span class="pink">It's sort of miraculous that you did so while your legs were restrained.</span>
<</if>>
<<gtiredness>><<tiredness 6>>
<br><br>
<</if>>
<<if $leftarm is "bound" or $rightarm is "bound" or $feetuse is "bound">>
<<dockunbindoffer>>
<<else>>
<<dockoptions>>
<</if>>
<<elseif $rng gte 11 and $exposed lte 0>>
You're tasked with lubricating machinery.
<<if $dockstatus gte 30>>
You manage it without a problem.
<br><br>
<<dockoptions>>
<<elseif !$worn.over_lower.type.includes("naked")>>
You're working on a crane when it roars to life, and the boom rises. You find yourself yanked upwards by a hook embedded in your $worn.over_lower.name.
<br><br>
<<generate1>><<person1>>The crane stops, leaving you suspended in the air. The <<person>> manning the crane waves at you as you spin. Other dockers step into view. They whistle and applaud.
<br><br>
<<set $worn.over_lower.integrity -= 10>>
<<if $worn.over_lower.integrity lte 0 and !$worn.lower.type.includes("naked")>>
<<overlowerruined>><<exposure>>
Your weight tears you free of your clothing. <<generate2>><<person2>>A <<person>> catches you. <<He>> ogles your <<lewdness>>. So does everyone else. <<covered>> You squirm free and dash for safety, chased by jeers. You find a sheet to cover with.
<<gtrauma>><<gstress>><<garousal>><<trauma 6>><<stress 6>><<arousal 600>>
<br><br>
<<towelup>>
<<dockoptions>>
<<else>>
<<if $worn.over_lower.integrity lte 0>>
Your weight tears you free from your <<print $worn.over_lower.name>>.
<<else>>
Your weight tears you free from the hook.
<</if>>
<<generate2>><<person2>>A <<person>> catches you, but you squirm free.
<<gstress 6>>
<br><br>
<<link [[Get angry|Docks Angry]]>><<stress -3>><<dockstatus 1>><</link>><<gcool>><<lstress>>
<br>
<<link [[Walk away|Docks Walk]]>><</link>>
<br>
<</if>>
<<else>>
You're working on a crane when it roars to life, and the boom rises. You find yourself yanked upwards by a hook embedded in your $worn.lower.name.
<br><br>
<<generate1>><<person1>>The crane stops, leaving you suspended in the air. The <<person>> manning the crane waves at you as you spin. Other dockers step into view. They whistle and applaud.
<br><br>
<<set $worn.lower.integrity -= 10>>
<<if $worn.lower.integrity lte 0>>
<<lowerruined>><<exposure>>
Your weight tears you free of your clothing. <<generate2>><<person2>>A <<person>> catches you. <<He>> ogles your <<lewdness>>. So does everyone else. <<covered>> You squirm free and dash for safety, chased by jeers. You find a sheet to cover with.
<<gtrauma>><<gstress>><<garousal>><<trauma 6>><<stress 6>><<arousal 600>>
<br><br>
<<towelup>>
<<dockoptions>>
<<else>>
Your weight tears you free from the hook. <<generate2>><<person2>>A <<person>> catches you, but you squirm free.
<<gstress 6>>
<br><br>
<<link [[Get angry|Docks Angry]]>><<stress -3>><<dockstatus 1>><</link>><<gcool>><<lstress>>
<br>
<<link [[Walk away|Docks Walk]]>><</link>>
<br>
<</if>>
<</if>>
<<else>>
You lift crates from a moored ship, and drop them off on the dock. They're small compared to the rest of the cargo, but heavy.
<<if currentSkillValue('physique') gte 15000 and $leftarm isnot "bound" and $rightarm isnot "bound">>
You have no trouble. You keep going while the other dockers stop to rest.
<<gcool>><<dockstatus 1>>
<br><br>
<<elseif currentSkillValue('physique') gte 5000 and $leftarm isnot "bound" and $rightarm isnot "bound">>
You manage to keep up with the other dockers.
<br><br>
<<else>>
So heavy you don't even make it off the deck before stopping to rest. The other dockers make several deliveries before you make one.
<<if $leftarm is "bound" and $rightarm is "bound">>
<span class="pink">Your bound arms make the process far more difficult than it would otherwise be as you can't manage a proper grip.</span>
<</if>>
<br><br>
You're struggling with the second crate when a muscular docker takes it from your hands. "Last one," <<generate1>><<person1>><<he>> says. <<He>> doesn't look at you.
<<lcool>><<dockstatus -1>>
<br><br>
<</if>>
<<endevent>>
<<if $leftarm is "bound" or $rightarm is "bound" or $feetuse is "bound">>
<<dockunbindoffer>>
<<else>>
<<dockoptions>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "dockpubdestination">>
<<if $bus is "high">>
<<link [[Stop|High Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<<elseif $bus is "harvest">>
<<link [[Stop|Harvest Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<<elseif $bus is "connudatus">>
<<link [[Stop|Connudatus Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<<elseif $bus is "barb">>
<<link [[Stop|Barb Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<<else>>
<<link [[Stop|Mer Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<</if>>
<</widget>>
<<widget "dockpuboptions">>
<<endevent>>
<<if $money gte 500>>
<<link [[Continue (1:00 £5)|Docks Pub Crawl]]>><<set $dockpubcount to 0>><<money -500>><<alcohol 120>><<dockstatus 1>><<stress -6>><<pass 60>><</link>><<gcool>><<lstress>>
<br>
<</if>>
<<dockpubdestination>>
<</widget>>
<<widget "dockpubquiz">>
<<if $rng gte 81>>
is science.
<br><br>
<<link [[Let your colleagues answer|Docks Pub Crawl Science]]>><<set $phase2 to 0>><</link>>
<br>
<<link [[Answer yourself|Docks Pub Crawl Science]]>><<set $phase2 to 1>><</link>><<skill_difficulty `currentSkillValue("science")` "Science" 1 1000>>
<br>
<<link [[Give the wrong answers|Docks Pub Crawl Science]]>><<set $phase2 to 2>><</link>>
<br>
<<elseif $rng gte 61>>
is arithmetic. One of your colleagues gets their fingers ready for counting.
<br><br>
<<link [[Let your colleagues answer|Docks Pub Crawl Maths]]>><<set $phase2 to 0>><</link>>
<br>
<<link [[Answer yourself|Docks Pub Crawl Maths]]>><<set $phase2 to 1>><</link>><<skill_difficulty `currentSkillValue("maths")` "Maths" 1 1000>>
<br>
<<link [[Give the wrong answers|Docks Pub Crawl Maths]]>><<set $phase2 to 2>><</link>>
<br>
<<elseif $rng gte 41>>
is literature.
<br><br>
<<link [[Let your colleagues answer|Docks Pub Crawl English]]>><<set $phase2 to 0>><</link>>
<br>
<<link [[Answer yourself|Docks Pub Crawl English]]>><<set $phase2 to 1>><</link>><<englishdifficulty 1 1000>>
<br>
<<link [[Give the wrong answers|Docks Pub Crawl English]]>><<set $phase2 to 2>><</link>>
<br>
<<elseif $rng gte 21>>
is local history.
<br><br>
<<link [[Let your colleagues answer|Docks Pub Crawl History]]>><<set $phase2 to 0>><</link>>
<br>
<<link [[Answer yourself|Docks Pub Crawl History]]>><<set $phase2 to 1>><</link>><<skill_difficulty `currentSkillValue("history")` "History" 1 1000>>
<br>
<<link [[Give the wrong answers|Docks Pub Crawl History]]>><<set $phase2 to 2>><</link>>
<br>
<<else>>
is lovemaking, which prompts a bawdy cheer. Your colleagues insist this will be easy.
<br><br>
<<link [[Let your colleagues answer|Docks Pub Crawl Love]]>><<set $phase2 to 0>><</link>>
<br>
<<link [[Answer yourself|Docks Pub Crawl Love]]>><<set $phase2 to 1>><<dockstatus 1>><</link>><<skill_difficulty $promiscuity "Promiscuity" 1 100>><<gcool>>
<br>
<<link [[Give the wrong answers|Docks Pub Crawl Love]]>><<set $phase2 to 2>><<dockstatus 1>><</link>><<gcool>>
<br>
<</if>>
<</widget>>
<<widget "skul_dock_init">>
<<if $skul_dock_init is undefined>>
<<unset $catsuit_spawned>>
<<set $skul_dock_init to 1>>
<<set $dock_security to 1>>
<<set $skul_dock to {}>>
<<set $skul_dock.NW to {}>>
<<set $skul_dock.N to {}>>
<<set $skul_dock.NE to {}>>
<<set $skul_dock.W to {}>>
<<set $skul_dock.M to {}>>
<<set $skul_dock.E to {}>>
<<set $skul_dock.SW to {}>>
<<set $skul_dock.S to {}>>
<<set $skul_dock.SE to {}>>
<<set _skul_dock_keys to Object.keys($skul_dock)>>
<<set _count to 0>>
<<for _i to 0; _i lt _skul_dock_keys.length; _i++>>
<<rng>>
<<if $rng gte 100>>
<<set $skul_dock[_skul_dock_keys[_i]].contents to "gold">>
<<set _count++>>
<<elseif $rng gte 95>>
<<set $skul_dock[_skul_dock_keys[_i]].contents to "aphrodisiacs">>
<<set _count++>>
<<elseif $rng gte 75>>
<<set $skul_dock[_skul_dock_keys[_i]].contents to "electronics">>
<<set _count++>>
<<elseif $rng gte 65>>
<<set $skul_dock[_skul_dock_keys[_i]].contents to "fertiliser">>
<<set _count++>>
<<elseif $rng gte 55 and $catsuit_found isnot true and $catsuit_spawned is undefined>>
<<set $catsuit_spawned to 1>>
<<set $skul_dock[_skul_dock_keys[_i]].contents to "equipment">>
<<set _count++>>
<<else>>
<<set $skul_dock[_skul_dock_keys[_i]].contents to "none">>
<</if>>
<</for>>
<<if _count lte 1>>
<<for _i to 0; _i lt _skul_dock_keys.length; _i++>>
<<if $skul_dock[_skul_dock_keys[_i]].contents is "none">>
<<rng>>
<<if $rng gte 95>>
<<set $skul_dock[_skul_dock_keys.pluck()].contents to "aphrodisiacs">>
<<set _count++>>
<<elseif $rng gte 75>>
<<set $skul_dock[_skul_dock_keys.pluck()].contents to "electronics">>
<<set _count++>>
<<elseif $rng gte 65>>
<<set $skul_dock[_skul_dock_keys.pluck()].contents to "fertiliser">>
<<set _count++>>
<</if>>
<<if _count is 2>>
<<break>>
<</if>>
<</if>>
<</for>>
<!--Added in case the variable gets use elsewhere-->
<<set _skul_dock_keys to Object.keys($skul_dock)>>
<</if>>
<</if>>
<</widget>>
<<widget "skul_dock_contents">>
<<set _skul_dock_keys to Object.keys($skul_dock)>>
<<for _i to 0; _i lt _skul_dock_keys.length; _i++>>
<<if $skul_dock[_skul_dock_keys[_i]].contents is _args[0] and $skul_dock[_skul_dock_keys[_i]].state isnot "known">>
<<set $skul_dock[_skul_dock_keys[_i]].state to "known">>
<<set _dock_location to _skul_dock_keys[_i]>>
<<set _dock_contents to $skul_dock[_skul_dock_keys[_i]].contents>>
<<break>>
<</if>>
<</for>>
<</widget>>
<<widget "skul_dock_location">>
<<switch _args[0]>>
<<case "NW">>
<<set _text_output to "moorings">>
<<case "N">>
<<set _text_output to "anchored ship">>
<<case "NE">>
<<set _text_output to "warehouse">>
<<case "W">>
<<set _text_output to "cranes">>
<<case "M">>
<<set _text_output to "tallest stacks of cargo containers">>
<<case "E">>
<<set _text_output to "office building">>
<<case "SW">>
<<set _text_output to "lorry unloading area">>
<<case "S">>
<<set _text_output to "front gate">>
<<case "SE">>
<<set _text_output to "car park">>
<</switch>>
<<print _text_output>>
<</widget>>
<<widget "skul_dock_nav">>
<<if $bus is "W">>
<<sneakicon>><<link [[Sneak to the anchored ship (0:05)|Docks Sneak]]>><<pass 5>><<set $bus to "NW">><</link>><<skul_dock_state NW>>
<br>
<</if>>
<<if $bus is "N">>
<<sneakicon>><<link [[Sneak off the ship (0:05)|Docks Sneak]]>><<pass 5>><<set $bus to "NW">><</link>><<skul_dock_state NW>>
<br>
<</if>>
<<if $bus is "NW">>
<<sneakicon>><<link [[Sneak aboard the anchored ship (0:05)|Docks Sneak]]>><<pass 5>><<set $bus to "N">><</link>><<skul_dock_state N>>
<br>
<</if>>
<<if $bus is "E">>
<<sneakicon>><<link [[Sneak to the warehouse (0:05)|Docks Sneak]]>><<pass 5>><<set $bus to "NE">><</link>><<skul_dock_state NE>>
<br>
<</if>>
<<if $bus is "SW" or $bus is "NW">>
<<sneakicon>><<link [[Sneak to the cranes (0:05)|Docks Sneak]]>><<pass 5>><<set $bus to "W">><</link>><<skul_dock_state W>>
<br>
<</if>>
<<if $bus is "E">>
<<sneakicon>><<link [[Sneak to the tallest stacks of cargo containers (0:05)|Docks Sneak]]>><<pass 5>><<set $bus to "M">><</link>><<skul_dock_state M>>
<br>
<</if>>
<<if $bus is "SE" or $bus is "M" or $bus is "NE">>
<<sneakicon>><<link [[Sneak to the office (0:05)|Docks Sneak]]>><<pass 5>><<set $bus to "E">><</link>><<skul_dock_state E>>
<br>
<</if>>
<<if $bus is "W" or $bus is "S">>
<<sneakicon>><<link [[Sneak to the lorry unloading area (0:05)|Docks Sneak]]>><<pass 5>><<set $bus to "SW">><</link>><<skul_dock_state SW>>
<br>
<</if>>
<<if $bus is "SE" or $bus is "SW">>
<<sneakicon>><<link [[Sneak to the gate (0:05)|Docks Sneak]]>><<pass 5>><<set $bus to "S">><</link>><<skul_dock_state S>>
<br>
<br>
<</if>>
<<if $bus is "S" or $bus is "E">>
<<sneakicon>><<link [[Sneak to the car park (0:05)|Docks Sneak]]>><<pass 5>><<set $bus to "SE">><</link>><<skul_dock_state SE>>
<br>
<</if>>
<<if $bus is "S">>
<<docksicon>><<link [[Leave|Docks]]>><<set $bus to "mer">><</link>>
<br>
<</if>>
<</widget>>
<<widget "skul_dock_state">>
<<if $statdisable is "f">>
<<if $skul_dock[_args[0]].state is "known">>
<<if $skul_dock[_args[0]].contents is "none">>
<span class="purple">The containers here contain nothing of value to you.</span>
<<elseif $skul_dock[_args[0]].contents is "fertiliser" and $tending lt 400>>
<span class="purple">The containers here contain nothing of value to you.</span>
<<else>>
<span class="teal">A container here contains valuable <<print $skul_dock[_args[0]].contents>>.</span>
<</if>>
<<elseif $skul_dock[_args[0]].state is "empty">>
<span class="lblue">You've checked here.</span>
<<else>>
<span class="blue">Unknown contents.</span>
<</if>>
<</if>>
<</widget>>
<<widget "events_skul_dock">>
<<if $dock_security gte random(1, 4)>>
<<rng 5>>
<<if $rng is 1>>
<<generateSecurity 1>><<person1>>
You hear footsteps approach. You take cover behind a container, and wait for the noise to pass. You exhale.<<gstress>><<stress 6>>
<br><br>
<<link [[Next|Docks Sneak]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<elseif $rng is 2>>
<<generateSecurity 1>><<person1>>
Torchlight appears on the container in front of you. Whoever's holding it is close, and getting closer.
<br><br>
You look around. The containers are packed tight. You could run the way you came, but it's some distance and you don't have long.
<br><br>
<<set $skulduggerydifficulty to 500>>
<<link [[Hide|Docks Hide]]>><</link>><<skulduggerydifficulty>>
<br>
<<link [[Run|Docks Run]]>><<crimeUp 100 "trespassing">><<tiredness 6>><<dock_security 1>><</link>><<crime "trespassing">><<gtiredness>><<gsecurity>>
<br>
<<if $physiquesize lte 6000>>
<<link [[Squeeze between the containers|Docks Squeeze]]>><</link>><<small_text>>
<br>
<</if>>
<<elseif $rng is 3>>
<!-- Modified for Monster People -->
You hear a patter of feet on the other side of a row of containers.
<<beastNEWinit 1 dog>>
<<set $dock_dog to clone($NPCList[0])>>
You peer between them, and see a <<beasttype>> <<if $monster is 1>>on all fours <</if>>sniffing the ground. You walked there not long ago. <<bHe>> has your scent.
<br><br>
<<if $monster is 1>>
"This way!" <<bhe>> exclaims, breaking into a run.
<<else>>
<<bHe>> barks and breaks into a run.
<</if>>
You glimpse someone in a security uniform following.
<br><br>
They'll find you soon.
<br><br>
<<ind>><<link [[Ambush|Docks Ambush]]>><<dock_security 1>><</link>><<gsecurity>>
<br>
<<if $worn.upper.set is $worn.lower.set>>
<<skinicon "strip">><<link [[Sacrifice your outfit to leave a false trail|Docks Sacrifice]]>><<set $phase to 0>><<dock_security -1>><</link>><<lsecurity>>
<br>
<<else>>
<<if $worn.upper.name isnot "naked">>
<<skinicon "strip">><<link [[Sacrifice your top to leave a false trail|Docks Sacrifice]]>><<set $phase to 1>><<dock_security -1>><</link>><<lsecurity>>
<br>
<</if>>
<<if $worn.lower.name isnot "naked">>
<<skinicon "strip">><<link [[Sacrifice your bottoms to leave a false trail|Docks Sacrifice]]>><<set $phase to 2>><<dock_security -1>><</link>><<lsecurity>>
<br>
<</if>>
<</if>>
<<if $worn.under_upper.set is $worn.under_lower.set>>
<<skinicon "strip">><<link [[Sacrifice your under outfit to leave a false trail|Docks Sacrifice]]>><<set $phase to 3>><<dock_security -1>><</link>><<lsecurity>>
<br>
<<else>>
<<if $worn.under_upper.name isnot "naked">>
<<skinicon "strip">><<link [[Sacrifice your under top to leave a false trail|Docks Sacrifice]]>><<set $phase to 4>><<dock_security -1>><</link>><<lsecurity>>
<br>
<</if>>
<<if $worn.under_lower.name isnot "naked">>
<<skinicon "strip">><<link [[Sacrifice your underwear to leave a false trail|Docks Sacrifice]]>><<set $phase to 5>><<dock_security -1>><</link>><<lsecurity>>
<br>
<</if>>
<</if>>
<<if $bus is "NW" or $bus is "N" or $bus is "NE">>
<<swimicon "dive">><<link [[Dive into the sea|Docks Dive]]>><</link>>
<br>
<</if>>
<<elseif $rng is 4>>
You hear a click underfoot. <span class="red">INTRUDER DETECTED.</span> Intones a voice. "DO NOT RESIST." A hatch springs open, and metal arms shoot out.
<br><br>
<<link [[Dodge|Docks Machine Dodge]]>><</link>><<dancedifficulty 500 1200>>
<br>
<<link [[Struggle|Docks Machine Struggle]]>><</link>><<physiquedifficulty 12000 20000>>
<br>
<<link [[Go quietly|Docks Machine Brace]]>><</link>>
<br>
<<else>>
<<generateSecurity 1>><<person1>>
A <<person>> in a security uniform rounds a corner up ahead. You dive between two containers. You don't think <<he>> saw you.
<<if random(1, 2) is 1>>
As <<he>> passes by however, <<he>> reaches into your hiding place. "Got you," <<he>> says, grasping your arm and pulling you out.
<br><br>
<<He>> reaches for <<his>> radio. "Got the blighter," <<he>> says, shoving you against a container. "Roger." <<He>> lets the radio fall to <<his>> side. "Backup will be here soon. How's about we have a little fun while we wait?"
<br><br>
<<link [[Next|Docks Sneak Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<He>> passes without looking.<<gstress>><<stress 6>>
<br><br>
<<link [[Next|Docks Sneak]]>><<set $eventskip to 1>><<endevent>><</link>>
<br>
<</if>>
<</if>>
<<else>>
<<rng 6>>
<<if $rng is 1>>
<span class="red">You slip!</span> Something slick, like oil, covers the ground.
<br><br>
<<link [[Hold out your arms|Docks Slip]]>><<pain 8>><<stress 6>><</link>><<ggpain>><<gstress>>
<br>
<<link [[Try to stay upright|Docks Upright]]>><</link>><<dancedifficulty 400 1200>>
<br>
<<elseif $rng is 2>>
<<if !Weather.isOvercast>>
Moonlight reflects off the ocean. It captures you for a moment.<<lstress>><<stress -6>>
<br><br>
<<else>>
A cool breeze ruffles your hair.
<br><br>
<</if>>
<<link [[Next|Docks Sneak]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $rng is 3>>
<<generateSecurity 1>><<generateSecurity 2>>
You hear voices up ahead. Two guards are in the way.
<br><br>
<<set $skulduggerydifficulty to 500>>
<<link [[Find a different way (0:10)|Docks Find]]>><<pass 10>><<dock_security 1>><</link>><<gsecurity>>
<br>
<<sneakicon>><<link [[Sneak by|Docks Sneak By]]>><</link>><<skulduggerydifficulty>>
<br>
<<elseif $rng is 4>>
You're quiet as you move through the dark, but you're leaving traces of yourself. Security is paying more attention.<<gsecurity>><<dock_security 1>>
<br><br>
<<link [[Next|Docks Sneak]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $rng is 5>>
<<if currentSkillValue('skulduggery') gte random(1, 1000)>>
There's a security camera up ahead. You avoid it. <span class="green">You're glad you spotted it in time.</span>
<br><br>
<<link [[Next|Docks Sneak]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You spot a security camera <span class="red">too late.</span> You hide, but anyone paying attention would have seen you.<<gsecurity>><<dock_security 1>><<crimeUp 10 "trespassing">><<crime "trespassing">>
<br><br>
<<link [[Next|Docks Sneak]]>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<else>>
These containers all look alike. They stack high around you. For a while, you're not quite sure where you are.<<gstress>><<stress 6>>
<br><br>
<<link [[Next|Docks Sneak]]>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<</if>>
<</widget>>
<<widget "dock_security">>
<<if _args[0]>>
<<set $dock_security += _args[0]>>
<</if>>
<</widget>>
<<widget "dock_security_text">>
<<if $dock_security gte 4>>
<span class="red">Security are on high alert.</span>
<<elseif $dock_security gte 3>>
<span class="pink">Security are aware of an intruder.</span>
<<elseif $dock_security gte 2>>
<span class="purple">Security are suspicious.</span>
<<else>>
<span class="teal">Security are relaxed.</span>
<</if>>
<</widget>>
<<widget "dockdogfucked">>
<<famebestiality 1>>
<<He>> shines a torch on you, and laughs. "Looks like you got more than you hoped for." You try to stand<<if $dock_knot>> again<</if>>, but the <<beasttype 1>> uses <<bhis 1>> weight to force you back down.
<br><br>
The <<person>> reaches for <<his>> radio. "Yeah," <<he>> says. "I got the intruder. You're gonna want to see this. <span class="red">Bring everyone."</span>
<br><br>
/* <<if $submissive gte 1500>> */
<<link [[Beg|Docks Beg]]>><<sub 1>><<if $dock_knot>><<unset $dock_knot>><</if>><</link>><<submissivetext>>
<br>
/* <</if>> */
<<link [[Plead|Docks Plead]]>><</link>>
<br>
<<link [[Remain silent|Docks Silent]]>><</link>>
<br>
<</widget>><<effects>>
With
<<if ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled"))>>
a feline
<<else>>
devilish
<</if>>
grace, you scale
<<if $rng gte 81>>
a trellis on the side of the house. You peer through a window, but the curtains are shut.
<<promiscuity2>>
<<if random(1, 2) is 2 or $daily.demonWindowOrphan is 1>>
<<getinicon>><<link [[Enter|Domus Window Curtain]]>><</link>>
<br>
<<else>>
<<getinicon>><<link [[Enter|Domus Window Orphan]]>><<set $daily.demonWindowOrphan to 1>><</link>>
<br>
<</if>>
<<elseif $rng gte 61>>
<<generate1>><<person1>>
a ladder left leaning against the house. You peer through a window, and see a <<person>> asleep in bed. The bed and decor are typical of the street.
<<promiscuity2>>
<<ind>><<link [[Seduce|Domus Window Ladder Seduce]]>><</link>>
<br>
<<getouticon>><<link [[Leave|Domus Window Ladder Leave]]>><<endevent>><</link>>
<br>
<<elseif $rng gte 41>>
a dumpster sat beside the house, and manage to jump and climb into an open window above.
<<promiscuity2>>
<<beastNEWinit 1 dog>>
You haul yourself over the windowsill, and come face-to-face with a <<beasttype>>.
<br><br>
<<if $monster is 1 or $bestialitydisable is "f">>
<<bHe>> licks your face. There's no one else in the room.
<br><br>
<<if hasSexStat("deviancy", 2)>>
<<ind>><<link [[Seduce|Domus Window Dog Seduce]]>><</link>><<deviant2>>
<br>
<</if>>
<<getouticon>><<link [[Leave|Domus Window Dog Leave]]>><</link>>
<br>
<<else>>
<<bHe>> bares <<his>> teeth. You turn and climb back out the window, falling to the grass below.<<beastescape>>
<br><br>
<<link [[Next|Domus Street]]>><<endevent>><</link>>
<br>
<</if>>
<<elseif $rng gte 21>>
a car parked in front of an open window. With a jump, you're able to reach the windowsill. You haul yourself inside.
<<promiscuity2>>
<<generate1>><<person1>>
Several candles sit on two bedside cabinets, lighting the room. Between them is a <<person>>, bound, blindfolded, and tied to the bed. <<He>> looks up at the sound of your entry. There's no one else around.
<br><br>
<<ind>><<link [[Seduce|Domus Window Bound Seduce]]>><</link>>
<br>
<<getouticon>><<link [[Leave|Domus Window Bound Leave]]>><</link>>
<br>
<<else>>
a tree growing beside the house. You sit atop a thick branch, and peer through a window.
<<promiscuity2>>
You see a couple asleep in bed.
<<generate1>><<generatep2>>
A <<person1>><<person>>, and a <<person2>><<person>>.
<br><br>
<<ind>><<link [[Seduce the first|Domus Window Couple Seduce]]>><<set $phase to 0>><</link>>
<br>
<<person2>>
<<if $NPCList[1].pronoun is "m" and maleChance() gte 1 or $NPCList[1].pronoun is "f" and maleChance() lt 100>>
<<ind>><<link [[Seduce the second|Domus Window Couple Seduce]]>><<set $phase to 1>><</link>>
<br>
<</if>>
<<getouticon>><<link [[Leave|Domus Window Couple Leave]]>><</link>>
<br>
<</if>><<effects>>
<<saveNPC 0 domus_couple_0>>
<<saveNPC 1 domus_couple_1>>
<<endevent "phaseless">>
<<if $phase is 1>>
<<loadNPC 0 domus_couple_1>>
<<else>>
<<loadNPC 0 domus_couple_0>>
<</if>>
<<person1>>
<<set $seductiondifficulty to 8000>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>>
<span class="gold">You feel more confident in your powers of seduction.</span>
<br><br>
<</if>>
<<seductionskilluse>>
You climb through the window, and crawl atop the <<person>>. You lean close, and whisper into <<his>> ear. "Wake up. It's your lucky night.."
<br><br>
The <<persons>> eyes open. <<He>> stares at you in groggy confusion, then glances at <<his>> partner. You grasp <<his>> chin and turn <<him>> to face you. "Let's not wake anyone," you coo. "Let this be our secret."
<br><br>
<<if $seductionrating gte $seductionrequired>>
The <<person>> looks conflicted, until you grind against <<his>> pelvis. <<He>> shuts <<his>> eyes in rapture, <span class="green">and pulls you closer.</span>
<br><br>
<<link [[Next|Domus Window Couple Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<else>>
The <<person>> looks conflicted, but glances at <<his>> partner again, and closes <<his>> eyes in a grimace. <span class="red">"Wake up!"</span> <<he>> shouts. "We're being burgled!"
<br><br>
<<if $phase is 1>>
<<loadNPC 1 domus_couple_0>>
<<else>>
<<loadNPC 1 domus_couple_1>>
<</if>>
The <<person2>><<person>> jolts upright with a start, and gropes on the bedside cabinet for <<his>> glasses. You crawl through the window and leap for the branch, catching it and swinging down to the grass.
<br><br>
The couple lean out the window above, but are unable to see you in the dark.
<br><br>
<<link [[Next|Domus Street]]>><<endevent>><<clearNPC domus_couple_0>><<clearNPC domus_couple_1>><</link>>
<br>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Domus Window Couple Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Domus Window Couple Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<if $phase is 1>>
<<loadNPC 1 domus_couple_0>>
<<else>>
<<loadNPC 1 domus_couple_1>>
<</if>>
The <<person>> covers <<his>> mouth with <<his>> hand, but it's too late. The <<person2>><<person>> bolts upright.
<br><br>
"I-I can explain," the <<person1>><<person>> stutters.
<br><br>
You throw the <<person2>><<person>> a wicked grin, then leap through the window, catching the branch.
<br><br>
<<tearful>> you climb down the tree, leaving the couple to argue.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $enemyhealth lte 0>>
You leap through the window, and grasp the branch.
<br><br>
<<tearful>> you climb down the tree, and vanish into the night.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $alarm is 1 and $rescue is 1>>
<<if $phase is 1>>
<<loadNPC 1 domus_couple_0>>
<<else>>
<<loadNPC 1 domus_couple_1>>
<</if>>
The <<person2>><<person>> bolts upright.
<br><br>
"I-I can explain," the <<person1>><<person>> stutters.
<br><br>
You throw the <<person2>><<person>> a wicked grin, then leap through the window, catching the branch.
<br><br>
<<tearful>> you climb down the tree, leaving the couple to argue.
<br><br>
<<endcombat>>
<<clotheson>>
<<else>>
The <<person>> throws an anxious glance at their partner. By the time they look back, you're gone.
<br><br>
<<tearful>> you climb down the tree.
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<<link [[Next|Domus Street]]>><<clearNPC domus_couple_0>><<clearNPC domus_couple_1>><</link>>
<br><<effects>>
You climb back down the tree, and leave the couple to sleep.
<br><br>
<<link [[Next|Domus Street]]>><<endevent>><</link>>
<br><<effects>>
<<set $seductiondifficulty to 6000>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>>
<span class="gold">You feel more confident in your powers of seduction.</span>
<br><br>
<</if>>
<<seductionskilluse>>
<<if $speech_attitude is "meek">>
"You look comfortable," you say. "Mind if I examine those knots more closely?"
<<elseif $speech_attitude is "bratty">>
"All tied up and ready for me," you say. "Aren't I the lucky one."
<<else>>
"Someone doesn't want you wandering," you say. "But they could hardly blame you if I took you for myself, could they?"
<</if>>
<br><br>
<<if $seductionrating gte $seductionrequired>>
The <<person>> squirms. "I'm so helpless," <span class="green"><<he>> moans invitingly.</span>
<br><br>
<<link [[Next|Domus Window Bound Seduce Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<else>>
<<generatep2>>
"Who are you?!?" <<he>> shouts, straining against the bonds. "Help! There's an intruder!" <span class="red"><<Hes>> really trying to escape.</span>
<br><br>
You hear floorboards creak beneath footsteps outside the room. "What was that darling?" coos a <<person2>><<personsimple>>'s voice. "Have I kept you waiting long enough?" You escape through the window before you're discovered.
<br><br>
<<link [[Next|Domus Street]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<npc_submissive>>
<<npcexpose>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Domus Window Bound Seduce Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Domus Window Bound Seduce Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<generatep2>>
You hear floorboards creak beneath footsteps. "I've kept you waiting long enough," coos a voice outside the room.
<br><br>
<<tearful>> you escape through the window a moment before the door opens.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $enemyhealth lte 0>>
You hear floorboards creak beneath footsteps. "I've kept you waiting long enough," coos a voice outside the room.
<br><br>
<<tearful>> you escape through the window a moment before the door opens.
<br><br>
<<clotheson>>
<<endcombat>>
<<else>>
You hear floorboards creak beneath footsteps. "I've kept you waiting long enough," coos a voice outside the room.
<br><br>
<<tearful>> you escape through the window a moment before the door opens.
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<<link [[Next|Domus Street]]>><<endevent>><</link>>
<br><<effects>>
You climb back through the window, and lower yourself onto the car with minimal noise.
<br><br>
<<link [[Next|Domus Street]]>><<endevent>><</link>>
<br><<effects>>
<<set $seductiondifficulty to 4000>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>>
<span class="gold">You feel more confident in your powers of seduction.</span>
<br><br>
<</if>>
<<seductionskilluse>>
You turn your <<bottom>> to the <<beasttype>>, and wiggle.
<<deviancy2>>
<<if $seductionrating gte $seductionrequired>>
<<bHe>> gives you a quizzical sniff, <span class="green">then mounts you from behind.</span>
<br><br>
<<link [[Next|Domus Window Dog Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<else>>
<<bHe>> gives you a quizzical sniff, <span class="red">then barks.</span> You climb back through the window before anyone arrives, landing on the dumpster, and then the grass.
<br><br>
<<link [[Next|Domus Street]]>><<endevent>><</link>>
<br>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<beastCombatInit>>
<</if>>
<<effects>>
<<effectsman>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Domus Window Dog Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Domus Window Dog Sex]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
The <<beasttype>> curls up at the foot of an empty bed.
<br><br>
<<tearful>> you climb back through the window.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $enemyhealth lte 0>>
The <<beasttype>> flees the room, barking.
<br><br>
<<tearful>> you climb back through the window before anyone arrives to investigate.
<br><br>
<<clotheson>>
<<endcombat>>
<<else>>
The <<beasttype>> backs away from you, and barks.
<br><br>
<<tearful>> you climb back through the window before anyone arrives to investigate.
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<<link [[Next|Domus Street]]>><<endevent>><</link>>
<br><<effects>>
The <<beasttype>> sniffs your <<bottom>> as you climb the way you came, lowering yourself to the dumpster, then onto the grass.
<br><br>
<<link [[Next|Domus Street]]>><<endevent>><</link>>
<br><<effects>>
You open the window, and slip through the curtain.
<<generate1>><<person1>>
You come face-to-face with a naked <<person>>. "Ahh!" <<he>> screams, covering <<himself>> with one hand while the other gropes for a bedsheet. "Wh-what do you want? Am I being robbed?"
<br><br>
<<link [[Demand money|Domus Window Curtain Money]]>><</link>>
<br>
<<link [[Seduce|Domus Window Curtain Seduce]]>><</link>>
<br>
<<link [[Leave|Domus Window Curtain Leave]]>><</link>>
<br><<effects>>
"Fine," the <<person>> says, stepping towards the drawer beside <<his>> bed. <<He>> opens it, and fishes for loose cash. "Here." <<He>> hands you
<<if $rng gte 100>>
<<moneyGain 500>>
<<elseif $rng gte 81>>
<<moneyGain 100>>
<<elseif $rng gte 61>>
<<moneyGain 80>>
<<elseif $rng gte 41>>
<<moneyGain 60>>
<<elseif $rng gte 21>>
<<moneyGain 40>>
<<else>>
<<moneyGain 20>>
<</if>>
in bank notes. "Please leave now."
<br><br>
<<link [[Seduce|Domus Window Curtain Seduce]]>><<set $phase to 1>><</link>>
<br>
<<link [[Leave|Domus Window Curtain Leave]]>><</link>>
<br><<effects>>
<<if $phase is 1>>
<<set $seductiondifficulty to 10000>>
<<else>>
<<set $seductiondifficulty to 8000>>
<</if>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>>
<span class="gold">You feel more confident in your powers of seduction.</span>
<br><br>
<</if>>
<<seductionskilluse>>
<<if $exposed gte 2>>
"Sorry to embarrass you so," you say with a smirk. "But as you can see." You twirl on the spot. "You're not the only one undressed. Why do you think that is?"
<<else>>
"Sorry to embarrass you so," you say with a smirk. "Here, let me help." You twirl on the spot, shedding your clothes with a practised ease. "There. There's no need to be embarrassed if we're both naked."
<<clothesstrip>>
<</if>>
<br><br>
<<if $seductionrating gte $seductionrequired>>
The <<person>> stutters an unintelligible response. You place a finger on <<his>> lips, <span class="green">and push <<him>> onto the bed.</span>
<br><br>
<<link [[Next|Domus Window Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<else>>
<span class="red">"P-pervert!"</span> The <<person>> shouts. "Leave right now!"
<br><br>
You duck beneath the curtain and escape beneath the trellis. <<clotheson>>
<br><br>
<<link [[Next|Domus Street]]>><<endevent>><</link>>
<br>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Domus Window Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Domus Window Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
You leave your prey spent and shivering on the bed.
<br><br>
<<tearful>> you escape the way you arrived.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Domus Street]]>><<endevent>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
You shove the <<person>> onto the bed, and dash for the window.
<br><br>
<<tearful>> you escape the way you arrived.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Domus Street]]>><<endevent>><</link>>
<br>
<<else>>
The <<person>> lies on the bed, and pants.
<br><br>
<<tearful>> you escape the way you arrived.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Domus Street]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<generate1>><<generateyv2>><<person1>>
You slink between the curtains, and emerge in a room warmed by a purple light. A <<person>> sits with <<his>> back to you, a <<person2>><<person>> spread across <<person1>><<his>> knees. <<He>> delivers a blow to the <<person2>><<persons>> backside, eliciting a cry of pain. The <<person2>><<person>> sobs.
<br><br>
"That too much for you?" the <<person1>><<person>> laughs. "Just you wait." <<He>> delivers another blow. Another cry. "I bought you fair and square. We're just getting started!"
<br><br>
You recognise the <<person2>><<person>> from the orphanage.
<br><br>
<<saveNPC 0 domus_couple_0>><<saveNPC 1 domus_couple_1>>
<<link [[Intervene|Domus Window Orphan Intervene]]>><</link>>
<br>
<<link [[Leave|Domus Window Curtain Leave]]>><<clearNPC domus_couple_0>><<clearNPC domus_couple_1>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"S-someone's having fun," you say, prowling into view.
<<elseif $speech_attitude is "bratty">>
"Someone's having fun," you say, prowling into view.
<<else>>
"What have we here?" you say, prowling into view.
<</if>>
<br><br>
The <<person2>><<persons>> eyes open, and the <<person1>><<person>> turns <<his>> head to you, unruffled by the intrusion. "What have we got here?" <<he>> asks, looking you up and down. "Not planning on intervening, are we? I bought this slut for £500. I'm getting my money's worth."
<br><br>
<<link [["Fight for the " + $NPCList[1].pronouns.boy + "'s freedom"|Domus Window Orphan Fight Start]]>><</link>>
<br>
<<link [["Offer to take the " + $NPCList[1].pronouns.boy + "'s place"|Domus Window Orphan Offer]]>><<hope 1>><</link>><<ghope>>
<br>
<<link [["Offer to join the " + $NPCList[1].pronouns.boy + " for £500"|Domus Window Orphan Join]]>><</link>>
<br>
<<if $money gte 50000>>
<<link [["Buy the " + $NPCList[1].pronouns.boy + "'s freedom (£500)"|Domus Window Orphan Buy]]>><<money -50000>><<hope 1>><</link>><<ghope>>
<br>
<</if>><<effects>><<person2>>
<<if $speech_attitude is "meek">>
"L-let <<him>> go!" you say. "Or you'll be sorry!"
<<elseif $speech_attitude is "bratty">>
"Let <<him>> go," you say. "Or I'll smack you out the window."
<<else>>
"I'm not letting this bullying continue," you say.
<</if>>
<br><br>
The <<person1>><<person>> laughs and stands, knocking the <<person2>><<person>> to the ground. "Alright then," <<person1>><<he>> says, cracking <<his>> knuckles.
<br><br>
<<link [[Next|Domus Window Orphan Fight]]>><<endevent>><<loadNPC 0 domus_couple_0>><<set $fightstart to 1>><</link>>
<br><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Domus Window Orphan Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Domus Window Orphan Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The <<person>> falls back onto the chair, exhausted.
<br><br>
<<tearful>> you help <<his>> victim up. You flee through the door together.<<ghope>><<hope 1>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Domus Window Orphan Escape]]>><<loadNPC 0 domus_couple_0>><<loadNPC 1 domus_couple_1>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
The <<person>> falls back onto the chair, nursing an injury.
<br><br>
<<tearful>> you help <<his>> victim up. You flee through the door together.<<ghope>><<hope 1>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Domus Window Orphan Escape]]>><<loadNPC 0 domus_couple_0>><<loadNPC 1 domus_couple_1>><</link>>
<br>
<<else>>
<<tearful>> you fall to the ground. You're too hurt to continue fighting.
<br><br>
"Right then," says the <<person>>. <<He>> lifts and bends you over <<his>> bed. The body of <<his>> other victim slumps down beside you.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Domus Window Orphan Pair]]>><<loadNPC 0 domus_couple_0>><<loadNPC 1 domus_couple_1>><</link>>
<br>
<</if>><<effects>>
<<earnFeat "The Value of Pain">>
<<person1>>"I'll need something special for this," the <<person>> says, rummaging in a cupboard. "Aha." <<He>> pulls out a long cane, and runs <<his>> finger up its length. "This will do."
<br><br>
<<He>> takes <<his>> time as <<he>> approaches. Each footfall makes the floorboards creak. The <<person2>><<person>> whimpers in anticipation.
<br><br>
The blow comes without warning. A sharp, stinging sensation in your <<bottom>>. You barely notice the <<persons>> cry of anguish against your own.
<<switch $masochism_level>>
<<case 0>>
<span class="red">It hurts so much.</span>
<<case 1>>
<span class="pink">Part of you likes it.</span>
<<case 2>>
<span class="purple">The pain thrills you.</span>
<<case 3>>
<span class="blue">Pain and pleasure spasm through you.</span>
<<default>>
<span class="lblue">It hurts so good.</span>
<</switch>>
<<gggpain>><<masopain 20>>
<br><br>
<<person1>>
"Oh you ain't felt a thing yet," <<he>> says, pulling <<his>> arm back for another blow. <<He>> strikes you. Once, twice, thrice.
<<if !$worn.lower.type.includes("naked")>>
Your <<print $worn.lower.name>> does little to cushion the blows.
<<elseif !$worn.under_lower.type.includes("naked")>>
Your <<print $worn.under_lower.name>> does little to cushion the blows.
<<else>>
There's nothing protecting your bare skin.
<</if>>
The orphan's cries run together into a constant wailing.<<gggpain>><<masopain 20>>
<br><br>
<<if $arousal gte 10000>>
It's too much for your masochistic body. <<orgasm>>
"Did you just cum?" the <<person1>><<person>> asks, <<his>> tone a mixture of intrigue and disgust. "You." <<He>> spanks the <<person2>><<person>>, eliciting a jolt. "You can go. I want to focus on this filthy <<bitch>>."
<br><br>
<<link [[Next|Domus Window Orphan Masochist]]>><</link>>
<br>
<<else>>
Panting, the <<person1>><<person>> delivers a final blow. This one is weaker than the others. The <<person>> has little strength left. "Damn," <<he>> says, throwing the cane aside. "Two tires me faster than one. But I got my money's worth. You can both piss off."
<br><br>
The <<person2>><<person>> climbs to <<his>> feet and hobbles from the room, still sobbing.
<br><br>
<<link [[Next|Domus Window Orphan Escape Injured]]>><</link>>
<br>
<</if>><<effects>>
<<person2>>
The <<person>> hobbles from the room, throwing you a look of concerned gratitude before disappearing. "Right," the <<person1>><<person>> says, tying your wrist to the bed post while you still spasm. "Don't go anywhere."
<br><br>
<<He>> rummages through the cupboard once more. "Aha. Maybe I've at last found someone who can take this." <<He>> retrieves a cat o' nine tails. It looks more like an antique than a sex toy.
<br><br>
<<He>> shakes the cords at you. "Turn around again. Let's see how you hold up this time."
<br><br>
<<link [[Turn around|Domus Window Orphan Masochist 2]]>><</link>>
<br>
<<link [[Bait into a trap|Domus Window Orphan Masochist Trap]]>><</link>><<skill_difficulty $sadism "Sadism" 1 1000>>
<br><<effects>>
You turn your back to the <<person>>. "Here it comes!" <<he>> shouts, striking your back with the tool. You throw up your head and release a cry of delicious pain. <<He>> enjoys the sight of you, then prepares for another. Blow after blow lashes your back, until you fall onto the bed, limp. <<gggpain>><<masopain 30>>
<br><br>
<<if $arousal gte 10000>>
<<orgasm>>
<</if>>
"It's a shame I tired myself with that cane," <<he>> says, untying your wrist from the bedpost. "Get going. And give Bailey my regards."
<br><br>
You hobble down a flight of stairs and through a door, emerging by the trellis. The <<person2>><<person>> is nowhere to be seen.
<br><br>
<<link [[Next|Domus Street]]>><<endevent>><<clearNPC domus_couple_0>><<clearNPC domus_couple_1>><</link>>
<br><<effects>>
You turn your back to the <<person>>, concealing the mischievous glimmer in your eyes. You hear <<him>> step closer, unsuspecting. "Here it comes!" <<he>> shouts.
<<if $sadism gte random(1, 1000)>>
Without warning, you push yourself off the bed, looping the cord tying you to the bedpost around <<his>> raised arm. You add to the force as <<he>> swings <<his>> arm forward, <span class="green">pulling <<him>> onto the bed.</span>
<br><br>
Before <<he>> can rise, you straddle <<his>> lower back, and use your weight to keep <<him>> down. "There it goes!" you say, snatching the cat o' nine tails.
<br><br>
<<link [[Next|Domus Window Orphan Sadist]]>><</link>>
<br>
<<else>>
Without warning, you push yourself off the bed, <span class="red">but <<he>> shoves you back down</span> with <<his>> free arm. "Where do you think you're going?" <<he>> says. "I'll ask one more time. Turn around, and stay that way."
<br><br>
<<link [[Next|Domus Window Orphan Masochist 2]]>><</link>>
<br>
<</if>><<effects>><<wearProp "knife" 0 "sharp">>
"My turn," you say, delivering a blow to the <<persons>> back. <<He>> cries out in pain. You search <<his>> pockets, and find a knife. You use it to cut the cord binding you to the bedpost, and throw it away with a tut.
<br><br>
"St-stop it!" <<he>> says. "Stop it at- Ah!" You land another blow, and another.
<br><br>
"I might be persuaded to stop," you say. You punctuate each sentence with another blow. "But I'll need something in return."
<br><br>
"Fuck y- Ah!" <<he>> cries out again. "Okay okay. Just stop, we can talk, okay? I have money."
<br><br>
<<link [[Demand money|Domus Window Orphan Money]]>><<handheldon>><</link>>
<br>
<<link [[Demand <<he>> help the orphans|Domus Window Orphan Help]]>><<handheldon>><<hope 3>><</link>><<gghope>>
<br>
<<link [[Humiliate|Domus Window Orphan Humiliate]]>><<handheldon>><<famescrap 10>><<reb 3>><</link>><<ggreb>>
<br><<effects>>
"Alright," you say, climbing from <<his>> back. "I'll take some money. Don't try to cheat me, though. I've gone easy on you so far."
<br><br>
<<He>> climbs from the bed, holding <<his>> hands above <<his>> shoulders, and backs away until <<he>> reaches a cupboard. <<He>> reaches in, then chucks you a wad of cash. You make <<moneyGain 500>>.
<br><br>
You throw the cat o' nine tails out the window, where it disappears in a bush. You give the <<person>> a parting wink, then climb down the trellis. You land on the grass with a soft thud.
<br><br>
<<link [[Next|Domus Street]]>><<endevent>><<clearNPC domus_couple_0>><<clearNPC domus_couple_1>><</link>>
<br><<effects>>
"This isn't the first time you've abused one of my friends, is it?"
<br><br>
"Abused? I pay them fair and- Ah!" <<he>> cries as another blow strikes <<his>> back. "Alright alright! Just stop! I won't bother your friends no more!"
<br><br>
"Not good enough," you say. "They need the money. From now on you'll give them wholesome jobs. Like tasting ice cream. Or petting puppies. Is that clear?"
<br><br>
"What? No way, that's- Ah!" <<He>> cries at another strike. "Fine! Fine. I'll do what you ask."
<br><br>
"Good," you say, climbing from the bed. "Make sure you don't forget. Or I'll be back. While you sleep." You throw the cat o' nine tails out the window, where it disappears in a bush. You give the <<person>> a parting wink, then climb down the trellis. You land on the grass with a soft thud.
<br><br>
<<link [[Next|Domus Street]]>><<endevent>><<clearNPC domus_couple_0>><<clearNPC domus_couple_1>><</link>>
<br><<effects>><<wearProp "phone" 0 "mobile">>
"I've got a better idea," you say. You rummage in the bedside cabinet, and find what you need. <<His>> phone. You drop it in front of <<him>>. "Open it."
<br><br>
"Fuck off- Ah!" <<he>> cries as you strike <<him>> again. "Okay! Just stop hitting me!" <<He>> unlocks the phone. You keep the cat o' nine tails held menacingly aloft as you open a web browser. <<His>> homepage is an amateur porn site. It's already logged into <<his>> account.
<br><br>
"Hold still," you say, turning on the phone's camera.
<br><br>
<<link [[Next|Domus Window Orphan Humiliate 2]]>><<handheldon>><</link>>
<br><<effects>>
"What do you think- Ah!" <<he>> shouts, as you deliver another blow. Then another. <<He>> flails impotently, trying to protect <<his>> back. You make sure to capture it all on camera.
<br><br>
You cease your assault, and upload the footage.
<<if $rng gte 81>>
'Perverted sadist gets just desserts'
<<elseif $rng gte 61>>
'Nasty <<personsimple>> gets taste of own medicine'
<<elseif $rng gte 41>>
'Sadist gets punished'
<<elseif $rng gte 21>>
'Victim's revenge'
<<else>>
'Molester scum faces justice'
<</if>>
should suffice as a title. Some of the other orphanage residents might find this cathartic.
<br><br>
Mission accomplished, you climb from the bed, throwing the cat o' nine tails out the window, where it disappears in a bush. You give the <<person>> a parting wink, then climb down the trellis. You land on the grass with a soft thud.
<br><br>
<<link [[Next|Domus Street]]>><<endevent>><<clearNPC domus_couple_0>><<clearNPC domus_couple_1>><</link>>
<br><<effects>>
<<person2>>
<<if $speech_attitude is "meek">>
"I-I'll take <<his>> place," you say. "Just let <<him>> go!"
<<elseif $speech_attitude is "bratty">>
"Let <<him>> go," you say. "And I'll let you punish a real brat."
<<else>>
"I'll take <<his>> place," you say. "If you let <<him>> go."
<</if>>
<br><br>
The <<person1>><<person>> sizes you up. "Nice. Alright." <<He>> shoves the <<person2>><<person>> to the carpet. "You can go."
<br><br>
<<link [[Next|Domus Window Orphan Masochist]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"N-need a partner?" you ask the <<person2>><<person>>. You turn to the <<person1>><<person>>. "You can have me too for another £500."
<<elseif $speech_attitude is "bratty">>
"£500?" you ask. "I'm in."
<<else>>
"£500?" you ask. "You can have me too for another £500."
<</if>>
<br><br>
The <<person2>><<person>> stares at you, as if you're crazy. The <<person1>><<person>> laughs. "Two at once?" <<He>> throws the <<person2>><<person>> against the bed. "Fuck yes."
<br><br>
<<person1>>
<<He>> reaches into <<his>> pocket, and produces a wad of cash. You make <<moneyGain 500>>.
<br><br>
<<link [[Next|Domus Window Orphan Pair]]>><</link>>
<br><<effects>>
The <<person1>><<person>> pauses in thought. "I guess I've had some fun," <<he>> says. "Fine. Give me the money."
<br><br>
The <<person>> snatches the cash, then shoves the <<person2>><<person>> to the carpet. "Fuck off before I change my mind."
<br><br>
<<link [[Next|Domus Window Orphan Escape]]>><</link>>
<br><<effects>>
<<earnFeat "The Value of Pain">>
<<person2>>
You follow close behind the <<person>>, down a flight of steps, and through a door emerging by the trellis. You don't stop until you're some way down the street.
<br><br>
"Th-thank you," pants the <<person>>. "That would have been harder if I was alone. I needed the money for Bailey, but I didn't know the <<person1>><<person>> would want to hurt me. Not like that."
<br><br>
<<person2>><<He>> gives you a quick hug, then departs in the direction of the orphanage. It's not far. You can see it poking up between houses.
<br><br>
<<link [[Next|Domus Street]]>><<endevent>><<clearNPC domus_couple_0>><<clearNPC domus_couple_1>><</link>>
<br><<effects>>
<<earnFeat "The Value of Pain">>
<<person2>>
Together with the <<person>>, you run down a flight of stairs, through a door, and emerge next to the trellis. You don't stop until you're some way down the street.
<br><br>
"Th-thank you," pants the <<person>>. "I needed the money for Bailey, but I didn't know the <<person1>><<person>> would want to hurt me. Not like that."
<br><br>
<<person2>><<He>> gives you a quick hug, then departs in the direction of the orphanage. It's not far. You can see it poking up between houses.
<br><br>
<<link [[Next|Domus Street]]>><<endevent>><<clearNPC domus_couple_0>><<clearNPC domus_couple_1>><</link>>
<br><<effects>>
You duck beneath the curtain, and climb onto the nearby trellis. You lower yourself to the garden below.
<br><br>
<<link [[Next|Domus Street]]>><<endevent>><</link>>
<br><<effects>>
You slip through the window, and between the curtains. A <<generate1>><<person1>><<person>> greets you from <<his>> bed. "Well well," <<he>> says, grasping your ankle. "The sluts are coming to me now. Convenient." <<He>> pulls you on top of <<him>>.
<br><br>
<<link [[Next|Domus Window Sex]]>><<set $sexstart to 1>><</link>>
<br><<effects>>
<<set $seductiondifficulty to 4000>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>>
<span class="gold">You feel more confident in your powers of seduction.</span>
<br><br>
<</if>>
<<seductionskilluse>>
You slip through the window and slink to the <<persons>> bed. <<He>> opens <<his>> eyes to find you straddling <<him>>, licking your lips.
<<if $seductionrating gte $seductionrequired>>
<span class="green">"Are you an angel?"</span> <<he>> asks, leaning forward. You laugh, and push <<him>> back down.
<br><br>
<<link [[Next|Domus Window Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<else>>
<span class="red">"Fuck!"</span> <<he>> shouts, rolling over and knocking you to the floor. You scramble back to the window, climb through, and slide down the ladder.
<br><br>
<<link [[Next|Domus Street]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
You climb back down the ladder before anyone spots you up there.
<br><br>
<<link [[Next|Domus Street]]>><<endevent>><</link>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "domus">>
You walk up to one of the homes and knock.
<br><br>
<<cleareventpool>>
<<addinlineevent "nude_no_answer" 5>>
There's no response.
<br><br>
<<if $leftarm is "bound" and $rightarm is "bound">>
You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span>
<br>
<<else>>
<<lockicon "pick">><<link [[Break in|Domus House Lock]]>><<handheldon>><</link>>
<br>
<</if>>
<<dooricon "domus">><<link [[Go to the next house (0:02)|Domus House Nude]]>><<handheldon>><<pass 2>><</link>><<exhibitionist5>>
<br>
<<getouticon>><<link [[Stop|Domus Street]]>><<handheldon>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "nude_shocked">>
<<generate1>><<person1>>A <<person>> answers the door. <<Hes>> shocked by your nudity. "What on earth?" <<he>> mutters.
<br><br>
<<fameexhibitionism 1>>
<<link [[Ask for clothes|Domus House Beg]]>><<set $phase to 1>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "nude_confused">>
<<generate1>><<person1>>A <<person>> answers the door. "Whaddya wa-" <<His>> eyes widen. "Why is there a naked <<girl>> in front of me?"
<br><br>
<<fameexhibitionism 1>>
<<link [[Ask for clothes|Domus House Beg]]>><<set $phase to 2>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "nude_intrigued">>
<<generate1>><<person1>>A <<person>> answers the door. "Oh, you're naked." <<His>> eyes wander across your body. "Is there anything you can d-" <<He>> coughs. "I can do for you?"
<br><br>
<<fameexhibitionism 1>>
<<link [[Ask for clothes|Domus House Beg]]>><<set $phase to 3>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "nude_confused">>
<<generate1>><<person1>>A <<person>> answers the door. "Whaddya wa-" <<His>> eyes widen. "Why is there a naked <<girl>> in front of me?"
<br><br>
<<fameexhibitionism 1>>
<<link [[Ask for clothes|Domus House Beg]]>><<set $phase to 2>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "nude_grin">>
<<generate1>><<person1>>A <<person>> answers the door. <<He>> grins as <<he>> sees you. "My my, what do we have here?"
<br><br>
<<link [[Ask for clothes|Domus House Beg]]>><<set $phase to 5>><</link>>
<br>
<<fameexhibitionism 1>>
<</addinlineevent>>
<<if !Time.schoolDay>>
<<addinlineevent "nude_school">>
<<generatey1>><<person1>>A <<person>> answers the door. <<He>> looks shocked, then grins. "I know you from school," <<he>> says.
<<if $player.penisExist and $player.vaginaExist and !playerChastity("hidden")>>
<<if $schoolrep.herm gte 3>>
"I guess the rumours about you are true. You must be really embarrassed, huh?"
<<else>>
"I never guessed you were..." <<He>> trails off and shakes <<his>> head. "You must be really embarrassed, huh?"
<</if>>
<<schoolrep herm 1>>
<<elseif ($schoolrep.crossdress gte 1 or $backgroundTraits.includes("crossdresser")) and !playerChastity("hidden")>>
<<if $schoolrep.crossdress gte 3>><!-- Crossdresser trait checked above to predict that the PC normally crossdresses at school if they have no rep -->
"I guess the rumours about you are true. You must be really embarrassed, huh?"
<<elseif $schoolrep.crossdress gte 1>>
"Someone said you were a crossdresser, but I never thought it was true. You must be really embarrassed, huh?"
<<else>>
"I never guessed you were a crossdresser. You must be really embarrassed, huh?"
<</if>>
<<schoolrep crossdress 1>>
<</if>>
<br><br>
<<fameexhibitionism 1>>
<<link [[Ask for clothes|Domus House Beg]]>><<set $phase to 4>><</link>>
<br>
<</addinlineevent>>
<</if>>
<<runeventpool>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "domus">>
<<if $phase is 1>>
<<if $rng gte 20>>
<<if $player.gender is "m">>
<<set $clothingselector to "m">>
"Very well then," <<he>> says. "I'll fetch some clothes."
<br><br>
<<link [[Get changed and leave (0:01)|Domus Street]]>><<spareclothesdomus>><<endevent>><<pass 1>><</link>>
<br>
<<else>>
"Very well then," <<he>> says. "I'll fetch some clothes."
<br><br>
<<link [[Get changed and leave (0:01)|Domus Street]]>><<spareclothesdomus>><<endevent>><<pass 1>><</link>>
<br>
<</if>>
<<else>>
"I'm sorry," <<he>> says. "I have nothing to spare you. Sorry, <<girl>>."
<br><br>
<<link [[Try another house|Domus House Nude]]>><<endevent>><</link>>
<br>
<<link [[Stop|Domus Street]]>><<endevent>><</link>>
<br>
<</if>>
<<elseif $phase is 2>>
"I'm not getting scammed like that again," <<he>> says. "Go be naked somewhere else."
<br><br>
<<link [[Try another house|Domus House Nude]]>><<endevent>><</link>>
<br>
<<link [[Stop|Domus Street]]>><<endevent>><</link>>
<br>
<<elseif $phase is 3>>
<<if $rng gte 20>>
The <<person>> thinks for a moment. "If you clean my living room for me, I'll find you something to wear," <<he>> says. <<if $leftarm is "bound" and $rightarm is "bound">>"You'll have to hold the duster in your mouth."<<else>>"It should only take ten minutes."<</if>>
<br><br>
<<link [[Accept|Domus Nude Exhibit]]>><</link>>
<br>
<<link [[Refuse|Domus Street]]>><<endevent>><</link>>
<br>
<<else>>
<<He>> bites <<his>> lip and considers. "I don't have any," <<he>> says, with a sly smile. "Turn that cute butt around and ask somebody else."
<br><br>
<<link [[Try another house|Domus House Nude]]>><<endevent>><</link>>
<br>
<<link [[Stop|Domus Street]]>><<endevent>><</link>>
<br>
<</if>>
<<elseif $phase is 4>>
<<if $rng gte 20>>
<<He>> smiles. "I've got some spares you can have if you fuck me," <<he>> says.
<br><br>
<<link [[Accept|Domus Nude Sex]]>><<set $sexstart to 1>><</link>><<promiscuous1>>
<br>
<<link [[Refuse|Domus Street]]>><<endevent>><</link>>
<br>
<<else>>
"I have nothing to get you." <<He>> shrugs <<his>> shoulders. "See you at school."
<br><br>
<<link [[Try another house|Domus House Nude]]>><<endevent>><</link>>
<br>
<<link [[Stop|Domus Street]]>><<endevent>><</link>>
<br>
<</if>>
<<else>>
<<if $rng gte 20>>
"Sure," <<he>> says. "Just press the buzzer on that house over there and run back quickly."
<br><br>
<<He>> points at a building across the road.
<br><br>
<<link [[Accept|Domus Streak]]>><</link>>
<br>
<<link [[Refuse|Domus Street]]>><<endevent>><</link>>
<br>
<<else>>
"And ruin such a nice view?" <<he>> laughs. "Not likely."
<br><br>
<<He>> leers at you.
<br><br>
<<link [[Try another house|Domus House Nude]]>><<endevent>><</link>>
<br>
<<link [[Stop|Domus Street]]>><<endevent>><</link>>
<br>
<</if>>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">><<wearProp "featherduster">>
<<He>> hands you a feather duster and sends you inside with a slap on your rear. "No slacking."
<br><br>
<<pass 5>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure)>>
<<generate2>><<generate3>>You enter the living room, only to find it occupied by a <<person2>><<person>> and <<person3>><<person>>.
<<garousal>><<gtrauma>><<gstress>><<arousal 600>><<trauma 6>><<stress 3>>
<br><br>
"Don't mind them," <<he>> says. "They won't touch you."
<br><br>
<<if $leftarm is "bound" and $rightarm is "bound">>
You nod in agreement and begin your work, made more difficult by the guest's loud comments. Not only that, but your bindings make it hard to reach specific places without bending over to show your <<genitals>> to the guests lazing on the chair.
<br><br>
"Don't mind us," the <<person3>><<person>> says as you bend over to dust the lower half of a cabinet. "Though, can you bend your knees a little less?"
<br><br>
<<else>>
You nod and get to work, crouching when you can and covering your <<genitals>> with your free hand.
"<<pShes>> shy," the <<person3>><<person>> says as you cover your rear while reaching up to brush a cabinet.
<</if>>
<br><br>
You finish cleaning the living room, and leave the gaze of the guests and report to the <<person>> for payment. "Good job," <<he>> says, still leering at you. "Here's some stuff I found in a closet. Thanks for entertaining my guests."
<br><br>
<<pass 5>>
<<link [[Get changed and leave (0:01)|Domus Street]]>><<spareclothesdomus>><<endevent>><<pass 1>><</link>>
<br>
<<else>>
Once the living room is cleaned, you report to the <<person>> for payment. "Good job," <<he>> says, still leering at you. "Here's some stuff I found in a closet."
<br><br>
<<pass 5>>
<<link [[Get changed and leave (0:01)|Domus Street]]>><<spareclothesdomus>><<endevent>><<pass 1>><</link>>
<br>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust to $enemytrust + 100>>
You follow the <<person>> into the house. The door is barely shut before <<hes>> pawing at you.
<<promiscuity1>>
<</if>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<set $consensual to 0>>
<<neutral 1>>
<<controlloss>>
<<molested>>
<<maninit>>
<<hand_gag 0 left>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Domus Nude Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Domus Nude Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Thank you for cooperating. Here's the clothes." <<tearful>> you take the clothing and leave.
<br><br>
<<set $prostitutionstat += 1>>
<<fameprostitution 1>>
<<clotheson>>
<<endcombat>>
<<link [[Get changed and leave (0:01)|Domus Street]]>><<spareclothesdomus>><<endevent>><<pass 1>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
<<He>> recoils in pain, giving the chance you need. <<tearful>> you run through the building and back out onto the street.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Domus Street]]>><</link>>
<br>
<<elseif $finish is 1>>
"That's a shame. Here are the clothes." <<tearful>> you take the clothes and leave.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Get changed and leave (0:01)|Domus Street]]>><<spareclothesdomus>><<endevent>><<pass 1>><</link>>
<br>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>>
You see the house <<he>> is pointing at. You run between two parked cars, giving yourself a moment. After a deep breath you leave the cover, your <<lewdness>> on display.
<br><br>
Running as fast as you can, you reach the house and hit the buzzer before turning tail and running the opposite direction.
<<if $rng gte 20>>
You manage to make it back to the house, and as you reach the steps <<he>> hands you some clothes.
<br><br>
"That was easy, wasn't it?" <<he>> asks. "You should come again."
<br><br>
<<link [[Get changed and leave (0:01)|Domus Street]]>><<spareclothesdomus>><<endevent>><<pass 1>><</link>>
<br>
<<else>>
You manage to make it across the street, but as you approach the steps <<he>> grins and slams the door, leaving you alone.
<br><br>
You dive behind the cars again to avoid being seen as the door opposite opens.
<br><br>
<<link [[Try another house|Domus House Nude]]>><<endevent>><</link>>
<br>
<<link [[Stop|Domus Street]]>><<endevent>><</link>>
<br>
<</if>><<widget "spareclothesdomus">>
<<if $player.gender_appearance is "m">>
<<upperwear 4>><<set $worn.lower.colour to either("black", "blue", "brown", "green", "pink", "purple", "red", "tangerine", "teal", "white", "yellow")>><<set $worn.upper.integrity /= 2>>
<<lowerwear 5>><<set $worn.lower.colour to either("black", "blue", "brown", "green", "pink", "purple", "red", "tangerine", "teal", "white", "yellow")>><<set $worn.lower.integrity /= 2>>
<<else>>
<<upperwear 1>><<set $worn.lower.colour to either("black", "blue", "brown", "green", "pink", "purple", "red", "tangerine", "teal", "white", "yellow")>><<set $worn.upper.colour to $worn.lower.colour>>
<<set $worn.lower.integrity /= 2>><<set $worn.upper.integrity /= 2>>
<</if>>
<</widget>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "domus">><<set $lock to 100>>
The door is locked tight.
<br><br>
<<if currentSkillValue('skulduggery') gte $lock>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span>
<br><br>
<<else>>
<<wearProp "lockpick">>
<span class="green">The lock looks easy to pick.</span>
<br><br>
<<lockicon "pick">><<link [[Break in (0:05)|Domus House Sneak]]>><<handheldon>><<pass 5>><<crimeUp 5 "trespassing">><</link>><<crime "trespassing">>
<br>
<</if>>
<<else>>
<span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>>
<br><br>
<</if>>
<<domusicon>><<link [[Leave|Domus Street]]>><<handheldon>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">>
You successfully pick the lock and enter the abode.
<<if $skulduggery lt 200>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">There's nothing more you can learn from locks this simple.</span>
<br><br>
<</if>>
You sneak around the house and look for anything of value.
<<if $rng gte 81>>
<!-- Modified for Beast People -->
<<beastNEWinit 1 dog>>
<<if $monster is 1 or $bestialitydisable is "f">>
A low growl interrupts you, and a <<beasttype>> emerges from the darkness. <<bHe>> starts to bark.<<if $monster is 1>> "Intruder! Away!"<</if>>
<br><br>
<<if hasSexStat("deviancy", 2)>>
<<link [[Try to calm <<bhim>>|Domus House Dog]]>><<set $phase to 0>><<set $sexstart to 1>><<generate2>><</link>><<deviant2>>
<br>
<</if>>
<<link [[Fight|Domus House Dog]]>><<set $molestationstart to 1>><<set $phase to 0>><<generate2>><</link>>
<br>
<<link [[Run|Domus House Run]]>><<transform cat 1>><</link>>
<br><br>
<<else>>
A low growl interrupts you, and a dog emerges from the darkness. It starts to bark.
<br><br>
You flee out the house, the dog snapping at your heels. It doesn't chase you beyond the front door, content to bark into the <<if Time.dayState is "night">>night<<else>>street<</if>>.
<<beastescape>>
<br><br>
<<link [[Next|Domus Street]]>><<endevent>><</link>>
<br>
<</if>>
<<elseif $rng gte 61>>
You find a safe with a combination lock.
<br><br>
<<link [[Try to open it|Domus House Safe]]>><</link>>
<br>
<<link [[Leave|Domus Street]]>><</link>>
<br>
<<elseif $rng gte 56>>
<<generate1>><<person1>>
As you creep through a darkened room a low voice startles you.
<br><br>
"You're welcome to keep looking around, sweetheart, but there's nothing here. Nothing you'd want. This street is good people, but we haven't got much.
If you want a mark that's worth something head over to Danube. Nice big places over there. Full of nice stuff."
<br>
A lighter sparks twice, lighting up a <<person>>. Third time, the cigarette in <<his>> mouth catches. A point of glowing red in the dark.
<br><br>
"I used to be a thief," <<he>> says. "Just be careful. Thieving's good for a while. Lots of good stuff for free. Nice life. Thought I was untouchable.
Ha. You pay for it in the end. In this town you always pay. One way or another. Pillory is brutal. Prison's worse. Far worse. Nowadays, I cut the middleman.
Can make easy money spreading your legs in this town. Easier than penal time. And at least you get to choose who. Keep some control. Prison's brutal."
<br><br>
A trail of smoke winds your way. It tickles your throat making you cough.
<br><br>
"Sorry," <<he>> says. "Filthy habit. Need to quit. Anyway, there's nothing here. Go see for yourself. Rather that than you come stumbling around here another day.
Go on, look around all you want. Take whatever. I can get more. Knock yourself out. Baby's sleeping in that room there though. Hasn't been down an hour yet.
Don't wake him, okay? That's all I ask."
<br>
You quietly move away.
<br>
"Growing up in this town, the little fucker's gonna need all the rest he can get," <<he>> mutters, seemingly to <<himself>>. "Poor little bastard."
<br><br>
You find nothing and leave empty handed.
<br><br>
<<endevent>>
<<link [[Leave|Domus Street]]>><</link>>
<br>
<<elseif $rng gte 51>>
While searching a room for valuables you find a drawer containing a number of phones. Most are used but all are fairly new.
<<wearProp "phone" 0 "mobile">>
<<if currentSkillValue('skulduggery') gte 500>>
Your knowledge of the skulduggerous lets you quickly determine that these are stolen phones.
Stealing them again should not be a crime. It's not like they can report someone stealing their stolen goods.
<br><br>
<<link [[Take them|Domus Street]]>><<handheldon>><<set $blackmoney += 60>><</link>>
<<else>>
Why would someone have so many nearly new phones? How odd.
<br><br>
<<link [[Take it|Domus Street]]>><<handheldon>><<set $blackmoney += 60>><<crimeUp 60 "thievery">><</link>><<crime "thievery">>
<</if>>
<br>
<<link [[Leave|Domus Street]]>><<handheldon>><</link>>
<br>
<<elseif $rng gte 41>>
<<generate1>><<person1>>You're rummaging through the lounge when you hear footsteps approaching. You take cover behind the curtains, just before a <<person>> enters the room. <<He>> sits down and switches on the television like <<he>> plans to be there awhile.
<br><br>
<<link [[Sneak out|Domus House Sneak 2]]>><</link>>
<br>
<<link [[Wait (0:30)|Domus House Wait]]>><<pass 30>><</link>>
<br>
<<elseif $rng gte 31>>
You're searching the lounge for valuables when you notice that one step sounds hollow.
<<if currentSkillValue('skulduggery') gte 500>>Suspecting a hidden stash,<<else>>Confused,<</if>> you look under the rug and find a trap door.
Lifting it up and peering down, it seems there is a set of steps leading down to an underground room.
<br>
You cannot make out anything in the darkness.
<br><br>
<<link [[Climb down|Domus House Dungeon]]>><</link>>
<br>
<<link [[Leave|Domus Street]]>><</link>>
<br>
<<elseif $rng gte 21>>
<<switch $rng % 4>>
<<case 3>>
<<set _bigthing to "an extremely state of the art gaming system">><<set _thebits to "the curved UHD screens, the surround-speaker system, the gaming chair with integrated controller">>
<<set _littlething to "large collection of hentai games">><<set _blackmoney to 50>>
<<case 2>>
<<set _bigthing to "a powerful home media centre">><<set _thebits to "the huge cinema screen, the integrated speaker system, the sofa-chair with integrated control-panel">>
<<set _littlething to "huge porn collection">><<set _blackmoney to 80>>
<<case 1>>
<<set _bigthing to "an immersive VR anime system">><<set _thebits to "the VR headset, anime-themed fittings and furniture, the sensory-feedback gloves">>
<<set _littlething to "imported box of anime-themed 'used panties'">><<set _blackmoney to 50>>
<<default>>
<<set _bigthing to "a covert Government monitoring station">><<set _thebits to "the spy-cam screens, the cell-phone intercept equipment, the internet monitors and taps">>
<<set _littlething to "set of 'Top Secret' government files relating to 'Project Dark Elk'">><<set _blackmoney to 110>>
<</switch>>
The house is almost entirely bare. You are almost ready to leave when you stumble across an entire room dedicated to _bigthing.
Unfortunately, most of it - _thebits - is far too difficult to extract or far too bulky to steal.
<br>
Thankfully, the _littlething next to the chair is far easier to steal and should be worth something on the black markets.
<br><br>
<<link [[Take it|Domus Street]]>><<set $blackmoney += _blackmoney>><<crimeUp _blackmoney "thievery">><</link>><<crime "thievery">>
<br>
<<link [[Leave|Domus Street]]>><</link>>
<br>
<<elseif $rng gte 16>>
There's nothing of value in the entire house. Even the beds are just greasy sheets over old soiled mattresses on bare wooden floors.
<<print either("It's actually kind of tragic.","It's almost sad.","Three kids, one adult, and one mouldy half-loaf of bread in the cupboard.")>>
<br><br>
You can't steal from these people. You should probably leave <i>them</i> money.
<br><br>
<<if $money gte 10000>>
<<link [[Leave £100|Domus Leave Money]]>><<set $phase to 0>><<money -10000>><<stress -6>><<trauma -6>><</link>><<lstress>><<ltrauma>>
<br>
<</if>>
<<if $money gte 50000>>
<<link [[Leave £500|Domus Leave Money]]>><<set $phase to 1>><<money -50000>><<stress -24>><<trauma -12>><</link>><<llstress>><<lltrauma>>
<br>
<</if>>
<<if $money gte 100000>>
<<link [[Leave £1000|Domus Leave Money]]>><<set $phase to 2>><<money -100000>><<stress -50>><<trauma -18>><</link>><<lllstress>><<llltrauma>>
<br>
<</if>>
<<link [[Just leave|Domus Street]]>><</link>>
<br>
<<else>>
<<rng>>
<<if $rng gte 91>>
You don't find much, just some loose change worth <<moneyGainDisplay 1 true true>>.
<br><br>
<<link [[Take it|Domus Street]]>><<money _money_gain>><<crimeUp `_money_gain / 100` "petty">><</link>><<crime "petty">>
<br>
<<link [[Leave|Domus Street]]>><</link>>
<br>
<<elseif $rng gte 81>>
You don't find much, just some loose change worth <<moneyGainDisplay 2 true true>>.
<br><br>
<<link [[Take it|Domus Street]]>><<money _money_gain>><<crimeUp `_money_gain / 100` "petty">><</link>><<crime "petty">>
<br>
<<link [[Leave|Domus Street]]>><</link>>
<br>
<<elseif $rng gte 71>>
You find <<moneyGainDisplay 5 true true>> hidden in a drawer.
<br><br>
<<link [[Take it|Domus Street]]>><<money _money_gain>><<crimeUp `_money_gain / 100` "petty">><</link>><<crime "petty">>
<br>
<<link [[Leave|Domus Street]]>><</link>>
<br>
<<elseif $rng gte 61>>
You find a nice-looking brooch in a drawer.
<br><br>
<<link [[Take it|Domus Street]]>><<set $blackmoney += 5>><<crimeUp 5 "thievery">><</link>><<crime "thievery">>
<br>
<<link [[Leave|Domus Street]]>><</link>>
<br>
<<elseif $rng gte 51>>
You find <<moneyGainDisplay 10 true true>> under a cushion on the sofa.
<br><br>
<<link [[Take it|Domus Street]]>><<money _money_gain>><<crimeUp `_money_gain / 100` "petty">><</link>><<crime "petty">>
<br>
<<link [[Leave|Domus Street]]>><</link>>
<br>
<<elseif $rng gte 41>>
You find a necklace on a stool beside the coat stand.
<br><br>
<<link [[Take it|Domus Street]]>><<set $blackmoney += 10>><<crimeUp 10 "thievery">><</link>><<crime "thievery">>
<br>
<<link [[Leave|Domus Street]]>><</link>>
<br>
<<elseif $rng gte 31>>
You find <<moneyGainDisplay 15 true true>> lying on the kitchen worktop.
<br><br>
<<link [[Take it|Domus Street]]>><<money _money_gain>><<crimeUp `_money_gain / 100` "petty">><</link>><<crime "petty">>
<br>
<<link [[Leave|Domus Street]]>><</link>>
<br>
<<elseif $rng gte 21>>
You find a set of silverware.
<br>
<<link [[Take it|Domus Street]]>><<set $blackmoney += 15>><<crimeUp 15 "thievery">><</link>><<crime "thievery">>
<br>
<<link [[Leave|Domus Street]]>><</link>>
<br>
<<elseif $rng gte 11>>
You find a pair of gold cufflinks in a coat pocket.
<br><br>
<<link [[Take them|Domus Street]]>><<set $blackmoney += 20>><<crimeUp 20 "thievery">><</link>><<crime "thievery">>
<br>
<<link [[Leave|Domus Street]]>><</link>>
<br>
<<else>>
You find <<moneyGainDisplay 30 true true>> in a pot beside the front door.
<br><br>
<<link [[Take it|Domus Street]]>><<money _money_gain>><<crimeUp `_money_gain / 100` "petty">><</link>><<crime "petty">>
<br>
<<link [[Leave|Domus Street]]>><</link>>
<br>
<</if>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<set $enemyno to 1>>
<<set $enemynomax to 1>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<set $enemytrust -= 40>><<set $enemyanger += 20>>
<<enable_rescue>>
<<elseif $sexstart is 1>>
<<set $enemyno to 1>>
<<set $enemynomax to 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<beastCombatInit>>
<<set $enemytrust -= 40>>
You drop to the floor and adopt a mating posture. The <<beasttype>> calms down, and other instincts are roused by your display.
<<deviancy2>>
<<enable_rescue>>
<</if>>
<<effects>>
<<if between($phase,1,2) and $orgasmdown gte 2>>
<<set $phase += 2>>
<<person2>>"Wow," says the <<person>>. "Being my <<beasttype>>'s bitch is making you cum. Maybe this isn't such a punishment for you after all, it's where you belong." You feel utterly humiliated.<<famebestiality 1>>
<br><br>
<<elseif $phase gte 1>>
<<person2>>The <<person>> sits on the sofa, watching you.
<br><br>
<</if>>
<<effectsman>>
<<if ($phase % 2) and $alarm is 1>>
<<alarmstate '<span class="red"><<person2>>The <<person>> laughs. "What\'s the matter, bitch? <<person1>>Is <<bhe>> too big for you?"</span><<person1>>' 1>>
<<set $alarm to 0>>
<<set $phase += 1>>
<<else>>
<<alarmstate '<span class="red">Your screams go unanswered.</span>'>>
<</if>>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if $phase is 0>>
<<if _combatend>>
<span id="next"><<link [[Next|Domus House Dog Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Domus House Dog]]>><</link>></span><<nexttext>>
<</if>>
<<else>>
<<if _combatend>>
<span id="next"><<link [[Next|Domus House Dog Finish 2]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Domus House Dog]]>><</link>></span><<nexttext>>
<</if>>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "domus">>
You flee out the house, the <<beasttype>> snapping at your heels. <<bHe>> doesn't chase you beyond the front door, content to continue barking into the <<if Time.dayState is "night">>night<<else>>street<</if>>.
<<beastescape>>
<br><br>
<<link [[Next|Domus Street]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
The <<beasttype>> barks happily and walks over to the window.
<<tearful>> you rise to your feet.
<br><br>
<<saveNPC 0 domus_skul_dog>>
<<clotheson>>
<<endcombat>>
<<loadNPC 0 domus_skul_dog>>
<<clearNPC domus_skul_dog>>
The <<beasttype>> pacified, you notice <<bhis>> collar glinting. You look closer and see it's encrusted with jewels.
<br><br>
<<link [[Take it|Domus House Collar]]>><<crimeUp 50 "thievery">><</link>><<crime "thievery">>
<br>
<<link [[Leave|Domus Street]]>><<endevent>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
The <<beasttype>> cowers and rolls over in submission.
<<tearful>> you rise to your feet.
<br><br>
<<saveNPC 0 domus_skul_dog>>
<<clotheson>>
<<endcombat>>
<<loadNPC 0 domus_skul_dog>>
<<clearNPC domus_skul_dog>>
The <<beasttype>> pacified, you notice <<bhis>> collar glinting. You look closer and see it's encrusted with jewels.
<br><br>
<<link [[Take it|Domus House Collar]]>><<crimeUp 50 "thievery">><</link>><<crime "thievery">>
<br>
<<link [[Leave|Domus Street]]>><<endevent>><</link>>
<br>
<<elseif $alarm is 1 and $rescue is 1>>
<<set $rescue to 0>>
<<if $NPCList[0].stance is "top">>
<<person2>>You hear footsteps coming towards you. "What you got there, <<print $NPCList[0].pronouns.boy>>?" says a <<person>>.
<<He>> laughs when <<he>> sees you. "Serves you right, sneaking around my property like that." <<He>> takes a seat. "Don't mind me."
<br><br>
<<link [[Next|Domus House Dog]]>><<set $phase to 1>><</link>>
<<else>>
<<person2>>"What you got there boy?" says a <<person>>.
<<He>> laughs when <<he>> sees you. "Serves you right, sneaking around my property like that. But I have a better idea." <<He>> grabs the <<beasttype>> by the collar and hauls it off you.
<<saveNPC 1 domus_skul_dog_owner>>
<<endcombat>>
<<famebestiality 1>>
<<loadNPC 0 domus_skul_dog_owner>>
<<clearNPC domus_skul_dog_owner>>
<br><br>
<<link [[Next|Domus House Sneak Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<<else>>
The <<beasttype>> backs away from you. <<bHe>> growls at you again, but doesn't move. <<tearful>> you glance around. You see nothing of value.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Leave|Domus Street]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">>
The <<beasttypes>> ears twitch, but other than that <<bhe>> makes no move as you remove <<bhis>> collar. You leave the premises with your prize in hand.
<br><br>
<<set $blackmoney += 50>>
<<link [[Leave|Domus Street]]>><<endevent>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Domus House Sneak Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Domus House Sneak Molestation]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<person2>>The beast barks happily and walks over to the window, where it sits. "It's nice to see a bitch get <<bred>> like that," says the <<person>>. <<He>> walks over to you before you can recover and grabs your neck. <<He>> drags you to the front door and hefts you onto the porch. "If I see you again you'll get far worse." The door slams shut.
<<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Domus Street]]>><<endevent>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
<<person2>>The beast cowers and rolls over in submission.
<<tearful>> you escape the room before the <<person>> can react.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Domus Street]]>><<endevent>><</link>>
<br>
<<else>>
<<person1>>The <<beasttype>> backs away from you. <<bHe>> growls at you again, but sits down by the window.
<<person2>>The <<person>> sighs. "Not even giving me a good show, huh?" <<He>> walks over to you before you can recover and grabs your neck. <<He>> drags you to the front door and hefts you onto the porch. "If I see you again you'll get far worse." The door slams shut.
<<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Domus Street]]>><<endevent>><</link>>
<br>
<</if>><<if $enemyhealth lte 0>>
You knock the <<person>> into one of <<his>> chairs. <<tearful>> you escape outside.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Domus Street]]>><</link>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Serves you right," <<he>> says, grabbing you by the neck. "You're lucky I don't get the police involved." <<He>> drags you to the front door and shoves you out, where you tumble to the ground. <<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Domus Street]]>><</link>>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">><<set $lock to 400>>
The safe doesn't look too fancy.
<br><br>
<<if currentSkillValue('skulduggery') gte $lock>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span>
<br><br>
<<else>>
<<wearProp "lockpick">>
<span class="green">The lock looks easy to pick.</span>
<br><br>
<<link [[Break in (0:05)|Domus House Safe Open]]>><<handheldon>><<pass 5>><<crimeUp 5 "trespassing">><</link>><<crime "trespassing">>
<br>
<</if>>
<<else>>
<span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>>
<br><br>
<</if>>
<<link [[Leave|Domus Street]]>><<handheldon>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">>
<<if $skulduggery lt 500>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">There's nothing more you can learn from locks this simple.</span>
<br><br>
<</if>>
<<if $rng gte 10>>
You successfully open the safe, and find <<moneyGainDisplay 30 true true>> inside.
<br><br>
<<link [[Take it|Domus Street]]>><<money _money_gain>><<crimeUp `_money_gain / 100` "thievery">><</link>><<crime "thievery">>
<br>
<<link [[Leave|Domus Street]]>><</link>>
<br>
<<else>>
You successfully open the safe, and find an expensive-looking watch inside.
<br><br>
<<link [[Take it|Domus Street]]>><<set $blackmoney += 100>><<crimeUp 100 "thievery">><</link>><<crime "thievery">>
<br>
<<link [[Leave|Domus Street]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">>
<<if $rng gte 61>>
<<wearProp "phone" 0 "mobile">>
You stay behind the curtain, remaining as still and quiet as possible. After thirty minutes, the <<person>> gets up, stretches, and walks to the kitchen. You start creeping out, but notice <<he>> left <<his>> phone lying on the sofa.
<br><br>
<<link [[Take it|Domus Street]]>><<crimeUp 30 "thievery">><<endevent>><<set $blackmoney += 30>><</link>><<crime "thievery">>
<br>
<<link [[Leave|Domus Street]]>><<endevent>><</link>>
<br>
<<else>>
You stay behind the curtain, remaining as still and quiet as possible. After thirty minutes, the <<person>> gets up, stretches, and walks to the kitchen. You creep outside.
<br><br>
<<link [[Leave|Domus Street]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">>
The <<person>> can't see you from where <<he>> sits, so you slowly start to creep out.
<br><br>
<<if $rng gte 81>>
As you tiptoe past the back of <<his>> chair, <<he>> reaches back and grabs you. "Thought I couldn't hear you?" <<he>> says, hauling you onto <<his>> lap. "I think you need to be taught a lesson."
<br><br>
<<link [[Next|Domus House Sneak Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<He>> remains glued to <<his>> television, letting you slip out with no difficulty.
<br><br>
<<link [[Leave|Domus Street]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">>
<<set $resc to 0>>
You creep down into the cool depths.
<br><br>
As your eyes adjust, you notice light from further inside. You close the trapdoor behind you. An acrid smell hits you as you continue. Sweat, and something else. The room is lit by a single orange bulb, mounted above a metal door, bolted shut from this side.
<br><br>
You can make out a number of podiums with cameras on top. Most are set around a single metal-frame bed. It looks like a prison bed. There are no covers. Just a bare mattress covered in sinister stains.
<br><br>
A set of handcuffs hangs from the headboard. Several more sets, along with chains and ropes, lie in a tidy pile on the bed.
Next to that, a nasty looking metal hook lies on top of a heap of rags and towels.
<br><br>
Another camera is pointed at a wall covered with a clean, white sheet. A box nearby is filled with expensive camera equipment.
<br><br>
Studio lights are dotted around the room. At the moment these are off and only cast sinister shadows.
<br><br>
You think you hear breathing behind the door.
<br><br>
<<link [[Get out. Now.|Domus House Dungeon 2]]>><<set $phase to 0>><</link>>
<br>
<<link [[Steal equipment and escape|Domus House Dungeon 2]]>><<set $phase to 1>><<crimeUp 50 "thievery">><<set $blackmoney += 50>><</link>><<crime "thievery">>
<br>
<<link [[Open door|Domus House Prisoner]]>><</link>>
<br>
<br><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">>
<<set _risk to 0>>
<<if $phase is 0>>
<<set _risk to 10>>
You head straight for the exit.
<<elseif $phase is 1>>
<<set _risk to 25>>
Grabbing as much of the equipment as you can conceal, you head for the exit.
<</if>>
<br><br>
<<rng>>
You open the trapdoor and peek out.
<<if $rng gt _risk>>
The room remains empty and silent. You climb from the trapdoor, close it and silently escape the property.
<br><br>
<<link [[Leave|Domus Street]]>><<unset $resc>><</link>>
<<else>>
The room looks empty. Climbing out, <span class="red">hands seize you.</span>
<br><br>
<<link [[Next|Domus House Dungeon Rape]]>><<set $molestationstart to 1>><</link>>
<</if>>
<br><<if $molestationstart is 1>>
<<generate1>><<person1>>A <<person>> pins you down.
<br>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<set $rescue to 0>>/*no rescue possible*/
<<set $dun_counter to 1>>
<</if>>
<<effects>>
<<effectsman>>
<<if $alarm is 1>>
<<set $alarm to 0>>
<<switch $dun_counter>>
<<case 1>>
"Soundproofed walls," <<he>> breathes. "So I can enjoy the screams."
<<case 2>>
"Keep screaming!" <<he>> whispers. "It makes it hotter."
<<set $enemyarousal += 10>>
<<case 3>>
"Scream harder!" <<he>> growls. "You're turning me on."
<<set $enemyarousal += 20>>
<<case 4>>
"Scream!" <<he>> growls. "Like I'm hurting you."
<<set $enemyarousal += 20>>
<<default>>
"I own you bitch!" <<he>> grunts. "Scream!"
<<set $enemyarousal += 30>>
<</switch>>
<<if $NPCList[0].lefthand is "mouth" or $NPCList[0].righthand is "mouth">>
<br><span class="teal"><<He>> releases <<his>> hand from your mouth.</span>
<<set $NPCList[0].righthand to 0>>
<<set $NPCList[0].lefthand to 0>>
<<set $mouthuse to 0>>
<</if>>
<<set $enemytrust -= 20>><<set $enemyanger -= 30>>/*reduce rate of anger/distrust*/
<<set $dun_counter += 1>>
<br><br>
<</if>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Domus House Dungeon Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Domus House Dungeon Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>><<unset $dun_counter>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Shame the basement suite is full, otherwise I'd keep you," <<he>> says. "Go on, scram."
<br><br>
<<tearful>> you recover.
<br><br>
<<if $resc is 1>>
Seeing you defeated, the frightened prisoner must have returned to their underground cell.
<br><br>
<</if>>
You leave the house.
<<elseif $enemyhealth lte 0>>
You knock the <<person>> back. Staggering back, <<he>> steps into the empty space of the still-open trapdoor. With a loud crash and louder cursing <<he>> disappears beneath.
<<if $resc is 1>>
The frightened prisoner narrowly dodges <<him>> and frantically clambers up. Together you flee the house. Once clear, the prisoner thanks you.
"You probably saved my life."
<br><br>
As the prisoner limps away, you feel a warm glow and a weight lifted from you for the good you have done.
<<lstress>><<ltrauma>><<gcontrol>><<stress -2>><<trauma -4>><<control 10>>
<<else>>
You swiftly escape.
<</if>>
<br><br>
<<tearful>> you recover.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Domus Street]]>><<unset $resc>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">>
<<set _risk to 10>><<set $resc to 1>><<generateyv1>><<person1>>
You unbolt the door. Behind, curled up like a dog, sleeping naked on the bare floor, you find a <<person>>. <<His>> body is covered in marks and bruises.
<<He>> snorts, and two wild eyes stare up at you.
<br>
<<if currentSkillValue('english') gte (350+$rng)>>
With a few carefully chosen words, <span class="green">you reassure <<him>> that you are a friend</span>, and that you are here to help. <<He>> smiles up at you.
<<elseif $purity gte (750 + $rng)>>
Somehow sensing the purity radiating from you, <span class="green"><<he>> trusts you</span>. You would never hurt <<him>>. <<He>> smiles up at you.
<<else>>
You stare, lost for words. Without warning, <<he>> howls, and cowers in the corer. It takes a couple of minutes for you to calm <<him>>, and convince <<him>> that you're a friend.
<br><br>
<span class="red">You hope no one heard.</span>
<<set _risk += 35>>
<</if>>
<br><br>
<<rng>>
You lead <<him>> from the room, and hand <<him>> the towels from the bed. <<He>> covers <<himself>>. Together, you creep up the steps and open the trapdoor.<<famegood 2>>
<br><br>
<<if $rng gt _risk>>
The room above is still empty and silent. Together, you escape the property.
<br><br>
Once clear, the <<person>> thanks you for saving <<his>> life. With a wave and a smile, <<he>> limps towards Danube Street.
<br>
You feel good.
<<lstress>><<ltrauma>><<gcontrol>><<stress -2>><<trauma -4>><<control 10>>
<br><br>
<<endevent>>
<<link [[Leave|Domus Street]]>><<unset $resc>><</link>>
<<else>>
The room above looks empty. <span class="red">Hands seize you as you climb out.</span>
<br><br>
<<endevent>>
<<link [[Next|Domus House Dungeon Rape]]>><<set $molestationstart to 1>><</link>>/*End event clears out prisoner before combat*/
<</if>>
<br><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">>
You leave
<<if $phase is 0>>
£100
<<elseif $phase is 1>>
£500
<<else>>
£1000
<</if>>
on the counter for them to find. You hope it will help.
<br><br>
<<link [[Leave|Domus Street]]>><<endevent>><</link>>
<br><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "domus">>
You walk up to one of the homes and knock on the door.
<br><br>
<<cleareventpool>>
<<addinlineevent "domus_tease" .5>>
<<beastNEWinit 1 dog>>
You hear a bark. A <<beasttype>> emerges from a kennel and runs towards you. <<bHis>> chain pulls taut, preventing <<bhim>> from getting any closer.
<<if $monster is 1>>
"Trespasser! Trespasser! Friend?"
<</if>>
<br><br>
<<if $monster is 1 or $bestialitydisable is "f">>
<<link [[Tease|Domus House Tease]]>><<transform cat 2>><</link>><<deviant1>>
<br>
<</if>>
<<link [[Ignore|Domus House Ignore]]>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "domus_pet" .5>>
<<beastNEWinit 1 dog>>
You hear a growl. A <<beasttype>> emerges from a kennel and paces towards you.
<<if $monster is 1>>
"No one's home. Leave."
<</if>>
<br><br>
<<animalicon "dog">><<link [[Pet <<bhim>>|Domus Entrance Pet]]>><</link>>
<br>
<<domusicon>><<link [[Run|Domus Entrance Run]]>><<transform cat 1>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "domus_no_response" 1.5>>
There's no response.
<br><br>
<<domusknocklinks>>
<</addinlineevent>>
<<addinlineevent "domus_model">>
<<generate1>><<person1>>
A <<person>> answers the door. "You're not-" <<He>> pauses. "Are you here for the life-modelling work?" <<he>> asks.
<br><br>
<<ind>><<link [[Nod|Domus Model Intro]]>><</link>>
<br>
<<domusicon>><<link [[Say you've got the wrong address and leave|Domus Street]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "domus_errand">>
<<generate1>><<person1>>
A <<person>> answers the door. <<He>> blinks at you. "Yeah?"
<br>
Some people cheer in a room behind.
<br><br>
<<socialiseicon "ask">><<link [[Ask for work|Domus Errand Intro]]>><</link>>
<br>
<<domusicon>><<link [[Say you've got the wrong address and leave|Domus Street]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "domus_shy" .5>>
<<generate1>><<person1>>
A <<person>> answers the door. "Yeah? How can I help you?" <<he>> asks.
<br><br>
<<socialiseicon "ask">><<link [[Ask for work|Domus Shy Intro]]>><</link>>
<br>
<<domusicon>><<link [[Say you've got the wrong address and leave|Domus Street]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "domus_gutters">>
<<generate1>><<person1>>
A <<person>> answers the door. "How can I help you?" <<he>> asks.
<br><br>
<<socialiseicon "ask">><<link [[Ask for work|Domus Gutters Intro]]>><</link>>
<br>
<<domusicon>><<link [[Say you've got the wrong address and leave|Domus Street]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "domus_lounge">>
<<generate1>><<person1>>
A <<person>> answers the door. "Whaddya want?" <<he>> says.
<br><br>
<<socialiseicon "ask">><<link [[Ask for work|Domus Lounge Intro]]>><</link>>
<br>
<<domusicon>><<link [[Say you've got the wrong address and leave|Domus Street]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "domus_tech" .5>>
<<generate1>><<person1>>
A <<person1>><<person>> answers the door. <<He>> seems annoyed. "What is it?"
<br><br>
<<socialiseicon "ask">><<link [[Ask for work|Domus Tech Support Intro]]>><</link>>
<br>
<<domusicon>><<link [["Say you've got the wrong address and leave"|Domus Street]]>><<endevent>><</link>>
<</addinlineevent>>
<<addinlineevent "domus_delivery" .5>>
<<generate1>><<person1>>
A <<person>> answers the door. "Oh, you're a cutie," <<he>> says. "Is there anything I can do for you?"
<br><br>
<<socialiseicon "ask">><<link [[Ask for work|Domus Delivery Intro]]>><</link>>
<br>
<<domusicon>><<link [[Say you've got the wrong address and leave|Domus Street]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "domus_babysit" .5>>
<<generate1>><<person1>>
A <<person>> opens it. "For the last time, I'll get your money in - Wait. You're not my loan sharks," <<he>> says. <<He>> seems tired, <<his>> clothes are a mess.
<br><br>
You think you hear a faint humming coming from the backroom.
<br><br>
<<socialiseicon "ask">><<link [[Ask for work|Domus Babysitting Intro]]>><</link>>
<br>
<<domusicon>><<link [[Say you've got the wrong address and leave|Domus Street]]>><<endevent>><</link>>
<</addinlineevent>>
<<addinlineevent "domus_painting" .5>>
<<generate1>><<generatep2>><<person1>>
A <<person>> answers the door. "Yes?" <<he>> says.
<br><br>
Before you can respond, a <<person2>><<person>> calls out, <<his>> head buried in a newspaper. "Who is it?"
<br><br>
<<if $fame.prostitution gte 600 and $rng%2>>
"It's that whore from Bailey's place," the <<person1>><<person>> says.
<br><br>
<<if $rng % 4>>
"Okay... And you recognise <<phim>> straight away because..?"
<<else>>
"Wow! That was instant. You sure know your whores."
<</if>>
<br><br>
"Shut up." <<He>> rolls <<his>> eyes, before turning back to you. "Yeah?"
<<elseif $fame.exhibitionism gte 600 and $rng%2>>
"It's that flasher <<girl>> from the orphanage," the <<person1>><<person>> says.
<<else>>
"Just some <<girl>>," the <<person1>><<person>> says.
<</if>>
<br><br>
<<socialiseicon "ask">><<link [[Ask for work|Domus Painting Intro]]>><</link>>
<br>
<<domusicon>><<link [[Say you've got the wrong address and leave|Domus Street]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "domus_homework">>
<<generatey1>><<person1>>
A <<person>> answers the door. "Hello!" <<he>> says.
<br><br>
<<socialiseicon "ask">><<link [[Ask for work|Domus Homework Intro]]>><</link>>
<br>
<<domusicon>><<link [[Say you've got the wrong address and leave|Domus Street]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<<runeventpool>><<set $outside to 0>>
<<effects>>
The <<personsimple>> looks hesitant at first,
<<if $exposed gt 0 or ["split dress", "short ballgown", "large towel", "cropped hoodie", "slut shirt,", "tie-front top", "towel top"].includes($worn.upper.name) or ["split dress skirt", "short ballgown skirt", "micro pleated skirt", "miniskirt", "towel skirt"].includes($worn.lower.name)>>
scanning your body critically. <<He>> shakes <<his>> head. "I need someone to babysit, but you're dressed far too indecently. Cover yourself up, why don't you?" <<He>> slams the door in your face.
<br><br>
<<dooricon "domus">><<link [[Go to the next house (0:02)|Domus House Knock]]>><<pass 2>><</link>>
<br>
<<getouticon>><<link [[Stop|Domus Street]]>><</link>>
<br>
<<endevent>>
<<elseif $liquidcount gte 1>>
and <<he>> eyes the lewd fluids glistening on your skin. <<His>> nose wrinkles in disgust. "I need someone to babysit, but I'm certainly not letting a slut covered in cum around my kids. Go take a fucking shower." <<He>> slams the door in your face.
<br><br>
<<dooricon "domus">><<link [[Go to the next house (0:02)|Domus House Knock]]>><<pass 2>><</link>>
<br>
<<getouticon>><<link [[Stop|Domus Street]]>><</link>>
<br>
<<endevent>>
<<else>>
but one look at your face seems to do the trick.<br><br>
"I have a job, last minute shit. My children are too young to stay alone but I don't trust any of my neighbours. Can you watch them for about three hours? <<printmoney 300>> each. Can't go any higher than that."
<br><br>
<<getinicon>><<link [[Accept (3:00)|Domus Babysitting Accept]]>><</link>>
<br>
<<refuseicon>><<link [[Refuse|Domus Babysitting Refuse]]>><</link>>
<</if>><<effects>>
"Great," <<he>> says. "Thanks. Come on in, they don't bite."
<br><br>
You enter the small house and meet the kids playing in the backroom. They're awfully young. The second one doesn't even talk. Their parent gives you a short speech before leaving.
<br><br>
"Here's my contact info, emergency only. Don't open the door for anyone but me. They don't need much, just for you to make sure they don't hurt themselves with the crayons or whatever. And please, for the love of God, don't swear in front of them."
<br><br>
"I'm not one to leave my kids to a stranger, but I'm in a tough spot right now," <<he>> adds, "and you seem okay. I trust you, you get me? Don't make me regret it."
<br><br>
<<link [[Watch after the kids|Domus Babysitting The Kids]]>><<pass 180>><</link>><<effects>>
Things go smoothly enough. They're too young to be troublesome. You just make sure they sing family-appropriate nursery rhymes and use the crayons on paper rather than each other's face.
<br><br>
Apparently, they're used to the <<personsimple>> leaving so abruptly, enough to not freak out at <<his>> absence. It must be hard. At least they still have one parent to take care of them.
<br><br>
Spending time with kids is oddly refreshing. You sing along with them and smile when they laugh. It's nice. <<lstress>><<stress -10>>
<br><br>
<<link [[Next|Domus Babysitting End]]>><</link>>
<br><<effects>>
The <<person>> returns three hours later as promised. <<He>> seems beat, but manages to smile when <<his>> two children run to greet <<him>>. <<Hes>> truly thankful.
<br><br>
"They seem fine. You're a lifesaver. Here's your money, as promised," <<he>> says. "Did you... Oh, shame on me. I forgot to tell you, you could grab a snack from the fridge. Here, take this bonus. It's enough to buy yourself a coffee at this... Ocean Wind Restaurant, or whatever. Get home safely, okay?"
<br><br>
You accept the <<moneyGain 11>>. As you're leaving the house, you catch yourself hoping everything goes well for the little family.
<br><br>
<<link [[Next|Domus Street]]>><<endevent>><</link>><<effects>>
<<He>> seems a little desperate after hearing your refusal. Still, you leave <<him>> to <<his>> own problems and head back to Domus Street.
<br><br>
<<link [[Next|Domus Street]]>><<endevent>><</link>><<effects>>
"Something's wrong with my television," <<he>> explains. "<<printmoney 1000>> in it for you if you can figure it out."
<br><br>
<<getinicon>><<link [[Accept (0:15)|Domus Tech Support Accept]]>><</link>>
<br>
<<refuseicon>><<link [[Refuse|Domus Street]]>><<endevent>><</link>><<effects>><<set $outside to 0>>
<<He>> leads you to the living room. There's a manual lying on the coffee table.
<br><br>
You follow along with the troubleshooting guide in the manual, running through the steps one-by-one until you figure out the problem:
<<switch random(1,5)>>
<<case 1>>
it's not plugged into the wall.
<br><br>
<<case 2>>
the remote needs fresh batteries.
<br><br>
<<case 3>>
the power strip it's plugged into is turned off.
<br><br>
<<case 4>>
<<he>> mixed up the television remote and the DVD player remote.
<br><br>
<<case 5>>
<<he>> was holding the remote upside-down.
<br><br>
<</switch>>
<<cleareventpool>>
<<addinlineevent "tech_support_normal" 4>>
You turn it on just to make sure. There's
<<switch random(1,4)>>
<<case 1>>
a news broadcast
<<case 2>>
a cartoon
<<case 3>>
a soap opera
<<case 4>>
an action movie
<</switch>>
playing on the channel it was set to previously.
<br><br>
<<link [[Next|Domus Tech Support Normal]]>><</link>>
<</addinlineevent>>
<<addinlineevent "tech_support_lewd" 1>>
<<if $awareness gte 200>>
You turn it on just to make sure. There's hardcore pornography playing on the channel it was set to previously.<<garousal>><<gtrauma>><<arousal 600>><<trauma 1>>
<br><br>
<<else>>
You turn it on just to make sure. There's something that looks kind of like a nature documentary playing on the channel it was set to previously, but with people instead of animals.<<gtrauma>><<trauma 1>>
<br><br>
<</if>>
<<link [[Next|Domus Tech Support Lewd]]>><</link>>
<</addinlineevent>>
<<runeventpool>><<effects>>
The <<person1>><<person>> smacks a palm against <<his>> forehead. "Well, that explains it! Now I just feel silly. Thanks," <<he>> says, handing you the money <<he>> promised as <<he>> escorts you out.
<br><br>
You've made <<moneyGain 10>>.
<br><br>
<<link [[Next|Domus Street]]>><<endevent>><<pass 15>><</link>><<effects>>
The <<person1>><<person>> freezes. <<He>> looks absolutely horrified.
<br><br>
<<if hasSexStat("promiscuity", 4) and $awareness gte 200>>
<<ind>><<link [[Seduce|Domus Tech Support Seduce]]>><</link>><<promiscuous4>>
<br>
<</if>>
<<socialiseicon "ask">><<link [[Ask for your payment|Domus Tech Support Ask]]>><</link>><<effects>>
<<set $seductiondifficulty to (6000)>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>><span class="gold">You feel more confident in your powers of seduction.</span><</if>><<seductionskilluse>>
You walk over in front of the <<person1>><<person>> and kneel down, head between <<his>> legs, attempting to emulate the <<if $player.gender_appearance is "m">>man<<else>>woman<</if>> on the television.
<br><br>
<<if $seductionrating gte $seductionrequired>>
<<He>> reaches down and caresses your cheek. "You know, the TV isn't the only thing that could use some servicing," <<he>> chuckles.
<br><br>
<<link [[Next|Domus Tech Support Sex]]>><<set $sexstart to 1>><</link>>
<<else>>
<<He>> bolts to <<his>> feet, ignoring your antics. "Th-thanks for fixing the TV!" <<he>> says, hurriedly escorting you out. A wad of bills is shoved into your hand as you're practically pushed out the door.
<br><br>
You've made <<moneyGain 10>>.
<br><br>
<<link [[Next|Domus Street]]>><<pass 15>><<endevent>><</link>>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<npcoral>>
<<set $enemytrust += 100>>
<</if>>
<<set $position to "doggy">>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Domus Tech Support Sex End]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Domus Tech Support Sex]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax and $consensual is 1>>
<<ejaculation>>
<<He>> stands up, turns off the TV, and helps you to your feet. "That was lovely," <<he>> says, escorting you to the door. "I know who to call next time the telly starts acting up, 'eh?" <<He>> shoves a wad of bills into your hands. "Here, take it. My treat."
<br><br>
You've made <<moneyGain 50>>.
<br><br>
<<endcombat>>
<<clotheson>>
<<link [[Next|Domus Street]]>><<pass 15>><</link>>
<<elseif $enemyarousal gte $enemyarousalmax and $consensual is 0>>
<<ejaculation>>
<<He>> hauls you to your feet and drags you to the door. "You're a strange one, you know that? Going into a stranger's house, asking <<him>> to fuck you, then begging <<him>> to stop once <<he>> does. You're lucky I'm not the kind of person to take further advantage."
<br><br>
You're shoved out the door. It slams shut behind you.
<br><br>
<<endcombat>>
<<clotheson>>
<<link [[Next|Domus Street]]>><<pass 15>><</link>>
<<elseif $finish is 1>>
<<He>> frowns. "Oh. I thought you wanted to..."
<br><br>
<<He>> bolts to <<his>> feet. "S-sorry! Thanks for fixing the TV," <<he>> says, hurriedly escorting you out. A wad of bills is shoved into your hand as you're practically pushed out the door.
<br><br>
You've made <<moneyGain 10>>.
<<endcombat>>
<<clotheson>>
<<link [[Next|Domus Street]]>><<pass 15>><</link>>
<<elseif $enemyhealth lte 0>>
<<He>> stumbles backwards over the coffee table, and you take the chance to run for the front door. The <<person1>><<person>> doesn't follow you, thankfully.
<br><br>
<<endcombat>>
<<clotheson>>
<<link [[Next|Domus Street]]>><<pass 15>><</link>>
<</if>><<effects>>
You turn the TV back off and look at the <<person1>><<person>> expectantly.
<br><br>
It takes <<him>> a moment, but <<he>> manages to recover <<his>> wits and escort you to the door. "Uh, sorry you had to see that," <<he>> says, handing you a wad of bills. "Here's a little extra as an apology."
<br><br>
You've made <<moneyGain 15>>.
<br><br>
<<link [[Next|Domus Street]]>><<pass 15>><<endevent>><</link>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">>
<<if $rng gte 1>>
"I do need some help actually," <<he>> says. "My gutters need cleaning out. Should take a few hours. I'll give you <<printmoney 2500>> for it."
<br><br>
<<getinicon>><<link [[Accept|Domus Gutters]]>><<housekeeping 1 100>><</link>><<ghousekeeping 100>>
<br>
<<refuseicon>><<link [[Refuse|Domus Street]]>><<endevent>><</link>>
<br>
<<else>>
"I'm sorry," <<he>> says. "There's nothing I need done. Goodbye."
<br><br>
<<link [[Try another house|Domus House Knock]]>><<endevent>><</link>>
<br>
<<link [[Stop|Domus Street]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">>
<<if $rng gte 1>>
"Yeah, I got something I need doing," <<he>> says. "I'll give you <<printmoney 1000>> if you clean my lounge. Might take an hour."
<br><br>
<<getinicon>><<link [[Accept|Domus Lounge]]>><<housekeeping 1 100>><</link>><<ghousekeeping 100>>
<br>
<<refuseicon>><<link [[Refuse|Domus Street]]>><<endevent>><</link>>
<br>
<<else>>
"There's nothing you can help with," <<he>> says, scratching <<his>> arm. "Get lost."
<br><br>
<<link [[Try another house|Domus House Knock]]>><<endevent>><</link>>
<br>
<<link [[Stop|Domus Street]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">>
<<if $rng gte 1>>
The <<person>> thinks for a moment. "I need something delivered," <<he>> says. "Should only take ten minutes to get there and back, and you'll get <<printmoney 500>>."
<br><br>
<<getinicon>><<link [[Accept|Domus Delivery]]>><<housekeeping 1 100>><</link>><<ghousekeeping 100>>
<br>
<<refuseicon>><<link [[Refuse|Domus Street]]>><<endevent>><</link>>
<br>
<<else>>
"There's nothing I need," <<he>> says, leaning against the door frame. "You'd best be careful, a cute thing like you is gonna attract attention."
<br><br>
<<link [[Try another house|Domus House Knock]]>><<endevent>><</link>>
<br>
<<link [[Stop|Domus Street]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">>
<<if $rng gte 1>>
The <<person>> turns to the <<person2>><<person>>. "Do we have any jobs that need doing?" <<person1>><<he>> says.
<br><br>
"You still haven't painted that room, have you?" the <<person2>><<person>> responds. "Should have <<phim>> do that."
<br><br>
The <<person1>><<person>> looks back to you. "That's an idea. We'll give you <<printmoney 5000>> to paint the spare room. Should take six hours."
<br><br>
<<getinicon>><<link [[Accept|Domus Painting]]>><<housekeeping 1 100>><</link>><<ghousekeeping 100>>
<br>
<<refuseicon>><<link [[Refuse|Domus Street]]>><<endevent>><</link>>
<br>
<<else>>
The <<person>> turns to the <<person2>><<person>>. "Do we have any jobs that need doing?" <<person1>><<he>> says.
<br><br>
"Nothing I'd trust to a random street urchin," responds the <<person2>><<person>>.
<br><br>
"Don't be rude," says the <<person1>><<person>>, as <<he>> shuts the door on your face.
<br><br>
<<link [[Try another house|Domus House Knock]]>><<endevent>><</link>>
<br>
<<link [[Stop|Domus Street]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">>
<<if $rng gte 1>>
"I'm having trouble with homework," <<he>> says. "I'll give you <<printmoney 500>> if you help."
<br><br>
<<getinicon>><<link [[Accept (1:00)|Domus Homework]]>><<housekeeping 1 100>><</link>><<ghousekeeping 100>>
<br>
<<refuseicon>><<link [[Refuse|Domus Street]]>><<endevent>><</link>>
<br>
<<else>>
"I don't know," <<he>> says. "You'll have to come back when my parents are home."
<br><br>
<<link [[Try another house|Domus House Knock]]>><<endevent>><</link>>
<br>
<<link [[Stop|Domus Street]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">>
<<if $rng gte 1>>
"You sounded older on the phone," <<he>> says.
"But whatever. It's all as we agreed. <<printmoney 3000>> for two hours life-modelling. Nude of course. You can leave your clothes in the bathroom there.
<<if $exhibitionism lte 35>>
The artists are waiting in the studio through that door."
<br><br>
"It's all very professional." <<He>> smiles patting your shoulder.
"Don't look so nervous. It's an art club. I know all of these people well. We've drawn lots of
<<if $player.gender_appearance is "f">>
girls like you. And boys.
<<else>>
boys like you. And girls.
<</if>>
Really, all sizes and shapes, separate or all together, we've painted it all. Honestly.
It's okay. It's just art. But please, you're already late so don't hang about."
<<else>>
The artists are waiting in the studio through that door. You're already late so don't hang about."
<</if>>
<br><br>
<<He>> walks through the door. Beyond you see people sat with easels in a circle around a small stage.
<br><br>
<<if $exhibitionism lt 15>>
<<insufficientStat "exhibitionism" "to pose nude">>
<br>
<<elseif playerChastity()>>
<span class="blue">You cannot go nude while wearing a $worn.genitals.name.</span>
<br>
<<else>>
<<getinicon>><<link [[Accept and go nude (2:00)|Domus Model]]>><</link>>
<</if>>
<br>
<<sneakicon>><<link [[Sneak away|Domus Street]]>><<endevent>><</link>>
<br>
<<else>>
"I'm afraid you're not suitable," <<he>> says. "I don't think my artists would be comfortable painting you."
<br><br>
<<link [[Try another house|Domus House Knock]]>><<endevent>><</link>>
<br>
<<link [[Stop|Domus Street]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">>
<<if $rng gte 1>>
"Great timing," <<he>> says. "I ordered some beers at the corner shop. It's all paid for, but they haven't got anyone to run it over and the game's on now.
No one wants to miss it. Be an angel and grab them for us. Shouldn't take 10 minutes. I'll pay you <<printmoney 500>>."
<br><br>
<<getinicon>><<link [[Accept (0:10)|Domus Errand]]>><<housekeeping 1 100>><</link>><<ghousekeeping 100>>
<br>
<<refuseicon>><<link [[Refuse|Domus Street]]>><<endevent>><</link>>
<br>
<<else>>
"What? Work? No." <<He>> shuts the door.
<br><br>
<<link [[Try another house|Domus House Knock]]>><<endevent>><</link>>
<br>
<<link [[Stop|Domus Street]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">>
<<if $rng gte 1>>
"My kid's shy," <<he>> says. "I'll give you <<printmoney 1000>> if you can help out for an hour or so. More if you actually do some good."
<br><br>
<<getinicon>><<link [[Accept (1:00)|Domus Shy]]>><</link>>
<br>
<<refuseicon>><<link [[Refuse|Domus Street]]>><<endevent>><</link>>
<br>
<<else>>
"With all due respect, kid," <<he>> says. "Go bug someone else."
<br><br>
<<link [[Try another house|Domus House Knock]]>><<endevent>><</link>>
<br>
<<link [[Stop|Domus Street]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "domus">>
You climb a ladder to reach the rooftop, and get to work clearing moss.
<<pass 1 hour>>
<br><br>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure)>>
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
About an hour into your task you notice the <<person>> stood beneath you, pointing <<his>> camera phone up at you.
You're perplexed for a moment, then realise <<he>> can see straight up your skirt. You put a hand between your thighs to cover yourself.
"Don't be shy," <<he>> says, smiling.
<<if $worn.under_lower.type.includes("naked")>>
"You're a lewd thing to be clambering around with no underwear."
<<elseif playerChastity()>>
"Nice $worn.genitals.name, who has the key?"
<<else>>
<<set $worn.under_lower.name_simple to setup.clothes.under_lower[clothesIndex('under_lower', $worn.under_lower)].name_simple>>
"You've got <<print ($worn.under_lower.plural is 1 ? "some" : "a")>> nice $worn.under_lower.name_simple there."
<</if>>
<<He>> laughs and walks back inside.
<br><br>
<<pass 2 hour>>
Once the gutters are clean, you climb down and report to the <<person>> for payment.
You find <<him>> waiting for you in the kitchen, holding your money in one hand and the phone in the other, which shows a rather compromising image of you.
<br><br>
"Here's the deal," <<he>> says. "I'll let you delete these pictures, and in return I get to know you more intimately.
<<if !playerChastity() and $worn.under_lower.vagina_exposed is 1>>
<<if $player.penisExist and $player.vaginaExist>>
You don't want people knowing you have both sets of gear, do you?"
<<elseif $player.gender_appearance isnot $player.gender and $NudeGenderDC gt 0>>
You don't want people knowing you like dressing as a <<print ($player.gender_appearance is "m" ? "boy" : "girl")>>, do you?"
<<else>>
I'm sure there's lots of perverts who'd love to see your <<genitals>>."
<</if>>
<<else>>
I'm sure there's lots of perverts who'd love some upskirt shots of you."
<</if>>
<br><br>
<<link [[Accept|Domus Gutters Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<<link [[Refuse to be blackmailed|Domus Gutters Refuse]]>><</link>>
<br>
<<else>>
About an hour into your task a bird bursts from the nearby chimney. Startled, you slip and nearly fall from the roof.
<<gstress>><<stress 6>>
<br><br>
Once the gutters are clean, you climb down and report to the <<person>> for your payment.
"Nice job," <<he>> says, staring up at your handiwork. "Here you go, well earned."
<br><br>
<<pass 2 hour>>
You've made <<moneyGain 25>>.
<br><br>
<<link [[Next|Domus Street]]>><<endevent>><</link>>
<br>
<</if>>
<<else>>
Once the gutters are clean, you climb down and report to the <<person>> for your payment.
"Nice job," <<he>> says, staring up at your handiwork. "Here you go, well earned."
<br><br>
<<pass 2 hour>>
You've made <<moneyGain 25>>.
<br><br>
<<link [[Next|Domus Street]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">>
You enter the lounge. Empty bottles and pizza boxes lie strewn about the room. The <<person>> lazes on the sofa and starts watching TV, as if you're not there.
<<pass 30>>
<br><br>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure)>>
You're bending over to pick up a pizza box stuck beneath a chair when the <<person>> grabs you from behind.
<br><br>
<<link [[Next|Domus Lounge Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<pass 30>>
An hour passes, and you've cleared the worst of the debris. It seems enough to satisfy <<him>>. "Good job. Here you go."
<br><br>
You've earned <<moneyGain 10>>.
<br><br>
<<link [[Leave|Domus Street]]>><<endevent>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Domus Lounge Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Domus Lounge Molestation]]>><</link>></span><<nexttext>>
<</if>><<if $enemyhealth lte 0>>
The <<person1>><<person>> slumps back into <<his>> chair. <<tearful>> you escape outside.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Domus Street]]>><</link>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Good job," <<he>> says. "Here you go." <<tearful>> you stagger from the building.
<br><br>
You've gained <<moneyGain 10>>.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Domus Street]]>><</link>>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">>
The <<person>> hands you a brown envelope and gives you the address. "They'll pay you there. Thanks for the help."
<br><br>
<<endevent>>
Once you round a corner you look more closely at the envelope. It's unmarked, and you can't feel anything inside except maybe paper.
<br><br>
<<set $skulduggerydifficulty to 1>>
<<link [[Open it|Domus Delivery2]]>><<set $phase to 2>><<crimeUp 5 "petty">><</link>><<skulduggerydifficulty>><<crime "petty">>
<br>
<<link [[Don't open it|Domus Delivery3]]>><<set $phase to 1>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">>
<<wearProp "paintbrush">>
The <<person1>><<person>> leads you to the second floor and into a small, empty room. A tin of paint sits on a step ladder, beside a collection of brushes and a roller.
<br><br>
"That's everything you need," <<he>> says. "We'll be downstairs."
<br><br>
<<pass 2 hours>>You get to work painting the room.
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure)>>
You finish painting one of the walls and try to stand back to admire your handiwork, but feel a force pull on your thigh. Looking down you see your $worn.lower.name stuck to the wall. You try to prise yourself free, but it's really stuck there.
<br><br>
<<link [[Be more forceful|Domus Painting Force]]>><</link>>
<br>
<<else>>
<<pass 4 hours>>After some arduous hours, you stand back to admire your finished handiwork.
<br><br>
You've earned <<moneyGain 50>>.
<br><br>
<<link [[Next|Domus Street]]>><<endevent>><</link>>
<br><br>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">>
You pull against the wall, and with a tearing sound go tumbling to the ground.
<<if !$worn.over_lower.type.includes("naked")>>
<<set $worn.over_lower.integrity -= 30>>
<<if $worn.over_lower.integrity lte 0 and $worn.lower.type.includes("naked")>>
You look up and see your $worn.over_lower.name still stuck to the paint, the whole thing torn apart and ruined.
<<overlowerruined>><<clothesruinstat>><<set $loweroff to 0>>
"Is everything okay in there?" you hear the <<person1>><<person>> ask. "I thought I heard-" <<He>> cuts off as <<he>> enters the room and sees you lying there, your <<undies>> on display. You blush as you cover your <<lewdness>> and stand up. "I'll get something for you to wrap up with," <<he>> says, clearly stifling laughter.
<br><br>
<<He>> leaves for a few moments, then returns with a towel. "Don't worry about that," <<he>> says, gesturing at the remains of your clothing. "I'll get it off later."
<br><br>
<<He>> leaves you to get back to work, no doubt aching to tell the <<person2>><<person>> all about what <<person1>><<he>> just witnessed.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<<towelup>>
<<else>>
Your clothes didn't fare well, but at least they're still intact.
<br><br>
<</if>>
<<else>>
<<set $worn.lower.integrity -= 30>>
<<if $worn.lower.integrity lte 0>>
You look up and see your $worn.lower.name still stuck to the paint, the whole thing torn apart and ruined.
<<lowerruined>><<clothesruinstat>><<set $loweroff to 0>>
"Is everything okay in there?" you hear the <<person1>><<person>> ask. "I thought I heard-" <<He>> cuts off as <<he>> enters the room and sees you lying there, your <<undies>> on display. You blush as you cover your <<lewdness>> and stand up. "I'll get something for you to wrap up with," <<he>> says, clearly stifling laughter.
<br><br>
<<He>> leaves for a few moments, then returns with a towel. "Don't worry about that," <<he>> says, gesturing at the remains of your clothing. "I'll get it off later."
<br><br>
<<He>> leaves you to get back to work, no doubt aching to tell the <<person2>><<person>> all about what <<person1>><<he>> just witnessed.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<<towelup>>
<<else>>
Your clothes didn't fare well, but at least they're still intact.
<br><br>
<</if>>
<</if>>
<<pass 4 hours>>After some arduous hours, you stand back to admire your finished handiwork.
<br><br>
You've earned <<moneyGain 50>>.
<br><br>
<<link [[Next|Domus Street]]>><<endevent>><</link>>
<br><br><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">>
You try to help the <<person>> with <<his>> homework, but <<he>> isn't interested, preferring instead that you simply do it for <<him>>.
<<pass 30>>
<<if $school gte 1600>>
It's at least faster this way.
<<elseif $school gte 1200>>
<<else>>
You do your best, but struggle a bit.
<</if>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure) and !$worn.upper.type.includes("naked")>>
<br><br>
"I'm bored," <<he>> says after about thirty minutes. Then without warning, <<his>> eyes light up.
"I have an idea. If you take your top off, I'll be able to pay attention easy." <<He>> looks at you, eyes full of hope.
<br><br>
<<if $player.gender_appearance is "m" and $player.breastsize lte 2>>
<<link [[Take your top off|Domus Homework Strip]]>><<set $phase to 1>><</link>><<exhibitionist1>>
<br>
<<elseif hasSexStat("exhibitionism", 3)>>
<<link [[Take your top off|Domus Homework Strip]]>><<set $phase to 2>><</link>><<exhibitionist3>>
<br>
<</if>>
<<link [[Refuse|Domus Homework 2]]>><</link>>
<br>
<<else>>
<<if $worn.upper.type.includes("naked")>>
<<He>> keeps leering at your bare chest when <<he>> thinks you won't notice. <<incgbreastinsecurity>>
<<else>>
<<He>> rests <<his>> head on the table, looking bored.
<</if>>
<br><br>
<<link [[Flirt|Domus Homework Flirt]]>><</link>><<promiscuous1>>
<br>
<<link [[Finish the work|Domus Homework 2]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">>
You put your hand on top of <<hers>> and lean closer. "Don't worry," you whisper. "I'll take care of it." You lean even closer, and gently nip <<his>> ear before returning to your sitting position. <<He>> sits silently for the rest of the hour, blushing visibly.
<<promiscuity1>>
You've earned <<moneyGain 5>>.
<br><br>
<<pass 30>>
<<link [[Next|Domus Street]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">>
Lacking anything to keep <<his>> attention, the <<person>> remains uninterested in <<his>> homework. The rest of the hour passes without event.
<br><br>
You earn <<moneyGain 5>>.
<<pass 30>>
<br><br>
<<link [[Next|Domus Street]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">>
<<if $phase is 1>>
<<if $worn.upper.set is $worn.lower.set>>
You <<nervously>> pull down your $worn.upper.name, baring your chest.
<<else>>
You <<nervously>> take off your $worn.upper.name, baring your chest.
<</if>>
The <<person>> openly gawks at you, but seems satisfied. <<incgbreastinsecurity>>
<<exhibitionism1>>
<<He>> is far from bored for the rest of the hour, although you don't know if that's a good thing.
<<He>> is disappointed when you finish the work and fix your clothing.
<br><br>
<<else>>
<<if $worn.upper.set is $worn.lower.set>>
You <<nervously>> pull down your $worn.upper.name, baring your <<breasts>>. You feel your nipples harden at the exposure.
<<else>>
You <<nervously>> take off your $worn.upper.name, baring your <<breasts>>. You feel your nipples harden at the exposure.
<</if>>
The <<persons>> eyes widen as <<he>> gawks at you.
<<if !($leftarm is "bound" and $rightarm is "bound")>>
You cover yourself with one arm as you return to the homework, but you still feel keenly exposed.
<</if>>
<<incgbreastinsecurity>>
<<exhibitionism3>>
<<He>> is far from bored for the rest of the hour, although you don't know if that's a good thing.
<<He>> is disappointed when you finish the work and fix your clothing.
<br><br>
<</if>>
You've earned <<moneyGain 5>>.
<<pass 30>>
<br><br>
<<link [[Next|Domus Street]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">>
<<if $rng gte 81>>
You open the envelope and investigate its contents. There's a note in a foreign language, and a wad of cash.
You might get away with taking some, but the more you take the less likely you'll succeed.
<br><br>
<<set $skulduggerydifficulty to 300>>
<<link [[Take £10|Domus Delivery3]]>><<set $phase to 3>><<money 1000>><</link>><<skulduggerydifficulty>>
<br>
<<set $skulduggerydifficulty to 500>>
<<link [[Take £30|Domus Delivery3]]>><<set $phase to 4>><<money 3000>><</link>><<skulduggerydifficulty>>
<br>
<<set $skulduggerydifficulty to 700>>
<<link [[Take £100|Domus Delivery3]]>><<set $phase to 5>><<money 10000>><</link>><<skulduggerydifficulty>>
<br>
<<link [[Take nothing|Domus Delivery3]]>><</link>>
<br>
<<else>>
You open the envelope and investigate its contents. There's just a note in a foreign language.
<br><br>
<<link [[Continue|Domus Delivery3]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">>
<<pass 5>>
<<generate1>><<generate2>><<person2>>
You arrive at your destination, a stately manor on Danube Street. You knock on the door and a <<person>> answers.
"Ah, my <<person1>><<print ($pronoun is "m" ? "lord" : "lady")>> has been expecting you," <<person2>><<he>> says. "Please come in."
<br><br>
You enter a lavish antechamber as a <<person1>><<person>> descends a staircase. <<He>> looks at the envelope.
"Good, we've been expecting you," <<he>> says as you hand it to <<him>>.
<<He>> gestures at the <<person2>><<person>> as <<he>> produces a small knife from a pocket. "Pay the <<girl>>."
<br><br>
<<if $phase is 1>>
<<He>> hands you the <<moneyGain 5>> you were promised, and wordlessly guides you outside.
<br><br>
<<link [[Next|Danube Street]]>><<endevent>><</link>>
<br>
<<elseif $phase is 2>>
<<set $skulduggerydifficulty to 100>><<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<<He>> hands you the <<moneyGain 5>> you were promised, and wordlessly guides you outside.
<br><br>
<<skulduggeryuse>>
<<link [[Next|Danube Street]]>><<endevent>><</link>>
<br>
<<else>>
<<He>> starts to hand you the money, but the <<person1>><<person>> interrupts <<person2>><<him>>.
"This envelope has been opened," <<person1>><<he>> says, staring at you. "It's good I don't think you could read the contents, or you'd be in real trouble."
<<He>> nods at the <<person2>><<person>>, who shoves you outside without paying you.
<br><br>
<<skulduggeryuse>>
<<link [[Next|Danube Street]]>><<endevent>><</link>>
<br>
<</if>>
<<elseif $phase gte 3>>
<<if $phase is 3>>
<<set $skulduggerydifficulty to 300>>
<<elseif $phase is 4>>
<<set $skulduggerydifficulty to 500>>
<<elseif $phase is 5>>
<<set $skulduggerydifficulty to 700>>
<</if>>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<<He>> hands you the <<moneyGain 5>> you were promised, and wordlessly guides you outside.
<br><br>
<<skulduggeryuse>>
<<link [[Next|Danube Street]]>><<endevent>><</link>>
<br>
<<else>>
<<He>> starts to hand you the money, but the <<person1>><<person>> interrupts <<person2>><<him>>.
"This envelope has been opened," <<person1>><<he>> says, staring at you. "And something taken. I think you need a lesson in manners."
<<He>> nods at the <<person2>><<person>>, who moves between you and the door.
<br><br>
<<skulduggeryuse>>
The two of them start grabbing your clothing. "Now, where have you hidden it?"
<br><br>
<<link [[Next|Danube Delivery Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<npcstrip>><<npcidlegenitals>><<set $enemytrust -= 100>><<set $enemyanger += 40>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or
($worn.upper.type.includes("naked") and $worn.lower.type.includes("naked") and $worn.under_lower.type.includes("naked")) or
($worn.upper.type.includes("naked") and $worn.lower.type.includes("naked") and playerChastity())
>>
<span id="next"><<link [[Next|Danube Delivery Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Danube Delivery Molestation]]>><</link>></span><<nexttext>>
<</if>><<if $enemyhealth lte 0>>
You manage to push the <<person2>><<person>> out of the way. <<tearful>> you flee from the building.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Danube Street]]>><</link>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"I got the money," pants the <<person2>><<person>>.
<br><br>
"You got off lightly," the <<person1>><<person>> says, as the <<person2>><<person>> shoves you out the door. <<tearful>> you rise to your feet.
<br><br>
<<if $phase is 3>>
<<money -1000>>
<<elseif $phase is 4>>
<<money -3000>>
<<elseif $phase is 5>>
<<money -10000>>
<</if>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Danube Street]]>><</link>>
<<else>>
"I got the money," says the <<person2>><<person>>.
<br><br>
"Good," says the <<person1>><<person>>. "Throw <<phim>> out."
<br><br>
The <<person2>><<person>> shoves you out the door. <<tearful>> you rise to your feet, doing your best to keep your <<lewdness>> covered.
<br><br>
<<if $phase is 3>>
<<money -1000>>
<<elseif $phase is 4>>
<<money -3000>>
<<elseif $phase is 5>>
<<money -10000>>
<</if>>
<<stealclothes>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Danube Street]]>><</link>>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure) and ($monster is 1 or $bestialitydisable is "f")>>
You kneel down and reach out a hand. <<bHe>> stops growling, but now seems a bit too friendly. <<bHe>> tries to mount you.
<<if $monster is 1>>
"If you want to be friends, hold still."
<</if>>
<br><br>
<<link [[Next|Domus Entrance Dog]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
The <<beasttypes>> demeanour changes at your show of affection. <<bHe>> licks your hand and trots back to <<bhis>> kennel. No one answered the door.
<<if $monster is 1>>
"I told you, no one's home. Try again tomorrow."
<</if>>
<br><br>
<<domusknocklinks>>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>>
<<if $rng gte 91 and ($monster is 1 or $bestialitydisable is "f")>>
You turn to run, but trip over a hose and fall flat on your face. The <<beasttype>> jumps on top of you.
<<if $monster is 1>>
"I changed my mind. Stick around for a little while!"
<</if>>
<br><br>
<<link [[Next|Domus Entrance Dog]]>><<set $molestationstart to 1>><<set $phase to 1>><</link>>
<<else>>
You run from the premises, closing the gate behind you.
<<if $monster is 1>>
<<bHe>> lazily walks back to <<bhis>> kennel. "Whatever. Act scared, run away, like everyone else."
<</if>>
<br><br>
<<endevent>>
<<domusquick>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<if $phase is 1>>
<<set $NPCList[0].stance to "top">>
<<set $enemyanger += 40>>
<<set $enemytrust -= 40>>
<</if>>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Domus Entrance Dog Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Domus Entrance Dog]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
Satisfied, the <<beasttype>> returns to its kennel.
<<if $monster is 1>>
"Thanks for the fun. Come back tomorrow, maybe someone will answer the door. Or not. Then we can have more fun."
<</if>>
<<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
No one answered the door.
<br><br>
<<domusknocklinks>>
<<elseif $enemyhealth lte 0>>
The <<beasttype>> flees back to its kennel.
<<if $monster is 1>>
"So rude! I just wanted to play!"
<</if>>
<<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
No one answered the door.
<br><br>
<<domusknocklinks>>
<<elseif $alarm is 1>><<set $rescued += 1>>
<<if $rapeavoid is 0 and $NPCList[0].stance is "top">>
<<famebestiality 1>>
<<generate2>><<person2>>
"I'm coming!" you hear a <<person>> shout as <<he>> runs down the road. <<He>> leans against the gate and stares wide-eyed at you.
<br><br>
<<if $speech_attitude is "bratty">>
"Stop staring idiot, get this <<beasttype>> off me," you say.
<<elseif $speech_attitude is "meek">>
"H-help me. I don't wanna be a doggy bitch," you say.
<<else>>
"Please help," you say.
<</if>>
<br><br>
<<He>> breaks free from <<his>> stupor and grabs the <<beasttype 0>> by the collar. <<He>> hauls it away from you and shoos it back to <<bhis 0>> kennel. "Bad <<beasttype 0>>!" <<he>> yells.
<<if $monster is 1>>
"You're the one that wasn't home, idiot," <<bhe 0>> barks back, sitting.
<</if>>
<<tearful>> you struggle to your feet.
<<if $speech_attitude is "bratty">>
"Don't you dare tell anyone about this," you say.
<<elseif $speech_attitude is "meek">>
"Don't let anyone know," you mumble, staring at your feet.
<<else>>
"Please don't tell anyone," you say.
<</if>>
<<He>> nods, but something tells you <<he>> won't keep <<his>> promise.
<br><br>
<<elseif $exposed gte 1>>
<<fameexhibitionism 1>>
<<generate2>><<person2>>
"I'm coming!" you hear a <<person>> shout as <<he>> runs down the road. <<He>> leans against the gate and stares wide-eyed at you.
You feel <<his>> eyes bore into your <<lewdness>> as <<he>> opens the gate.
<br><br>
<<if $speech_attitude is "bratty">>
"Stop staring idiot, get this <<beasttype 0>> off me," you say.
<<elseif $speech_attitude is "meek">>
"H-help me," you say.
<<else>>
"Please help," you say.
<</if>>
<br><br>
<<He>> breaks free from <<his>> stupor and grabs the <<beasttype>> by the collar. <<He>> hauls it away from you and shoos it back to its kennel. "Bad <<beasttype 0>>!" <<he>> yells.
<<if $monster is 1>>
"Stupid nosy little pest, I was having so much fun," <<bhe 0>> barks back, sitting.
<</if>>
<<tearful>> you struggle to your feet.
<<if $speech_attitude is "bratty">>
"I said stop staring!" you say, face reddening.
<<elseif $speech_attitude is "meek">>
"Please don't look," you say.
<<else>>
You cover yourself to escape <<his>> gaze.
<</if>>
<<He>> looks away from you, but keeps stealing glances as <<he>> leaves the premises.
<br><br>
<<else>>
<<generate2>><<person2>>
"I'm coming!" you hear a <<person>> shout as <<he>> runs down the road. <<He>> leans against the gate and stares wide-eyed at you.
<br><br>
<<if $speech_attitude is "bratty">>
"Stop staring idiot, get this <<beasttype 0>> off me," you say.
<<elseif $speech_attitude is "meek">>
"H-help me," you say.
<<else>>
"Please help," you say.
<</if>>
<br><br>
<<He>> breaks free from <<his>> stupor and grabs the <<beasttype 0>> by the collar. <<He>> hauls it away from you and shoos it back to its kennel. <<tearful>> you struggle to your feet. "Are you OK?" <<he>> enquires.
<br><br>
<<if $speech_attitude is "bratty">>
"Took you long enough," you say. Satisfied that <<his>> job is done, <<he>> leaves the premises.
<<elseif $speech_attitude is "meek">>
"Yes, thank you," you say. Satisfied that <<his>> job is done, <<he>> leaves the premises.
<<else>>
"Yes thanks," you say. Satisfied that <<his>> job is done, <<he>> leaves the premises.
<</if>>
<br><br>
<</if>>
<<clotheson>>
<<endcombat>>
<<domusquick>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<set $enemytrust -= 40>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Domus Gutters Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Domus Gutters Molestation]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">>
<<if $worn.under_lower.type.includes("naked")>>
<<fameexhibitionism 10 "pic">>
<<else>>
<<fameexhibitionism 5 "pic">>
<</if>>
<<def 1>>
<<if $speech_attitude is "bratty">>
"Go fuck yourself," you say, holding out your hand. "My money." <<He>> looks taken aback, but hands you what you're owed.
<<elseif $speech_attitude is "meek">>
"N-no. I won't," you say. <<He>> shrugs.
<<else>>
"I won't do what you want," you say, defiant. <<He>> sighs in disappointment.
<</if>>
<br><br>
"You're making a mistake," <<he>> begins, but you're already leaving.
<br><br>
You've made <<moneyGain 25>>.
<br><br>
<<endevent>>
<<domusquick>><<if $enemyhealth lte 0>>
You knock the <<person>> into a cupboard, which disgorges its contents all over <<him>>. <<tearful>> you grab the fallen phone and delete the photos before <<he>> can recover. You take some money on the way out too.
<br><br>
You've made <<moneyGain 25>>.
<br><br>
<<clotheson>>
<<endcombat>>
<<wearProp "phone" 0 "mobile">>
<<link [[Next|Domus Street]]>><<handheldon>><</link>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Here." <<He>> throws the phone at you. <<tearful>> you delete the photos before <<he>> changes <<his>> mind. "Here's your money too. I'm a <<personsimple>> of my word."
<br><br>
You've made <<moneyGain 25>>.
<br><br>
<<clotheson>>
<<endcombat>>
<<wearProp "phone" 0 "mobile">>
<<link [[Next|Domus Street]]>><<handheldon>><</link>>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>>
You turn your back to the <<beasttype>>, bend over, and wiggle your <<bottom>>. <<bHe>> strains against the chain with renewed and frenzied vigour.
<<deviancy1>>
<<if $monster is 1>>
"Fight! Play!" <<bHe>> yells.
<</if>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure)>>
The chain breaks free from its mooring, and the <<beasttype>> leaps towards you.
<br><br>
<<link [[Next|Domus Entrance Dog]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You turn back to the door.
<br><br>
<<domusknocklinks>>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>>
You ignore the <<beasttype>> and turn back to the door. <<bHe>> slowly calms down.
<br><br>
<<domusknocklinks>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">>
<<rng>>
The bathroom is <<print either("small","tiny","very clean")>>.
<<if !hasSexStat("exhibitionism", 3)>>
You take off everything. Nearly. But you can't do it. You can't bring yourself to walk into a roomful of strangers completely naked.
<br><br>
The <<person>> intercepts as you enter. "I'm sorry, but it has to be everything. This is life art."
<br>
Feeling self conscious, you strip in a corner. No one even seems to notice.
<<else>>
You take off all your clothes until you are completely nude. You feel a thrill as you walk naked through the hallway and into the busy studio.
<</if>>
<br><br>
<<if (random(1, 10000) lt (9900 - $allure)) or ($rng % 12 gte 6)>> /* Mild events will run 50% (6 times in 12)*/
<<strip>>
<<pass 2 hour>>
<<if $player.penisExist and $player.vaginaExist>>
<<if $fame.exhibitionism gte 600>>
One <<personsimple>> laughs as you take the stage. "You paid <<phim>> to strip?! I don't think I've ever seen <<phim>> in clothes."
<br><br>
"Good thing too," another adds. "Keeping that cute cock and pussy to <<pherself>> would be a tragedy."
<<elseif $fame.exhibitionism gte 40>>
One <<personsimple>> double-takes as you take the stage. "I'm impressed. <<pShes>> kind of famous for this."
<br><br>
"Not surprised," another adds, staring at your genitals. "I'd flaunt it too if I were so blessed."
<<else>>
There's a murmur of excitement as they take in your genitals. One <<personsimple>> applauds. "You really know how to find interesting ones."
<</if>>
<<else>>
<<if $fame.model gte 600>>
One <<personsimple>> double-takes as you take the stage. "I must be dreaming. Never thought I'd see a famous model like <<phim>> here."
<<elseif $fame.exhibitionism gte 600>>
One <<personsimple>> laughs as you take the stage. "You paid <<phim>> to strip?! I don't think I've ever seen <<phim>> in clothes."
<<elseif $fame.model gte 400>>
One <<personsimple>> double-takes as you take the stage. "I'm impressed. <<pShes>> kind of famous, not just your average model wannabe."
<<elseif $fame.exhibitionism gte 400>>
One <<personsimple>> double-takes as you take the stage. "I'm impressed. <<pShes>> kind of famous for this."
<</if>>
<</if>>
<br><br>
<<if $rng gte 66>>
Over the next two hours you strike various poses while a room full of people paint you.
<<if !hasSexStat("exhibitionism", 3)>>
Having so many people focusing so intently on your naked body makes you uncomfortable. However, in spite of your initial nerves
<<else>>
Having so many people focusing so intently on your naked body is thrilling. However, despite your initial excitement
<</if>>
it's a bit boring. Their looks are detached, dispassionate and non-sexual.
Like they're drawing a bowl of fruit.
<<larousal>><<arousal -2>>
<br>
The paintings produced are quite beautiful and artistic.
<<lstress>><<stress -1>><<fameexhibitionism 5 "pic">><<famemodel 5 art>>
<<if playerBellyVisible()>><<famepregnancy `Math.ceil(playerBellySize() / 10)`>><</if>>
<<elseif $rng gte 33>>
The poses they ask for start off normal but slowly move toward the lewd: more poses with spread legs and bending over.
<<if !hasSexStat("exhibitionism", 3)>>
In spite of your initial nerves,
<<else>>
As you expected,
<</if>>
it turns out to be quite good fun: you enjoy showing off your body and they really love looking.
There's a fun mood in the room, and you enjoy flirting with the audience.
<<promiscuity2>>
The paintings produced are varied but mostly focus on your <<if playerBellyVisible()>>belly, <</if>><<breasts>> and <<genitals>>.
<<fameexhibitionism 10 "pic">><<famemodel 2 art>>
<<if playerBellyVisible()>><<famepregnancy `Math.ceil(playerBellySize() / 10)`>><</if>>
<<else>>
While they maintain the pretence that this is life-art, it's quite clear they just enjoy getting a
<<if $player.gender is "h">>
hermaphrodite
<<else>>
<<girl>>
<</if>>
to expose <<pherself>> in the lewd poses they want to see.
Many are not even pretending to paint, however, the <<person>> keeps everyone in line and under control.
<<if !hasSexStat("exhibitionism", 3)>>
If you weren't so nervous you might even enjoy it.
<<else>>
It's kind of fun.
<<lstress>><<stress -2>>
<</if>>
<br>
The few pictures produced are mostly just crude sketches of your
<<if playerBellyVisible()>>
<<bellyDescription "pc">> and genitals,
<<famepregnancy `Math.ceil(playerBellySize() / 10)`>>
<<elseif $player.penisExist and $player.vaginaExist>>
dick, cunt and ass,
<<elseif $player.gender is "f">>
tits and cunt,
<<else>>
dick and ass,
<</if>>
though one imaginative 'artist' depicts you being gang-banged by a variety of people, animals and mythical beasts.
<<garousal>><<arousal 200>><<fameexhibitionism 10 "pic">>
<</if>>
<br>
<<elseif $rng % 12 gte 1>> /*lewd - if we get here, lewd will trigger 5 times in 6. It will fall to bad ~1 in 6*/
<<strip>>
<<pass 2 hour>>
<<if $rng gte 50>>
<<generates2>><<generate3>>
<<person2>>
As you climb onto the stage, another door opens and a <<person>> about your age walks into the room, just as naked as you. <<He>> nods your way and climbs onto the stage.
<br>
"Nice to meet you," <<he>> whispers.
<<if $beauty gte ($beautymax / 7) * 2>>
<<if $beauty gte ($beautymax / 7) * 4>>
"You're <<print either("gorgeous!","stunning!","beautiful!","fucking hot!","definitely an improvement!")>>
<<else>>
"You're <<print either("pretty.","alright.","cute.","good-looking.","attractive.","an improvement.")>>
<</if>>
<<if playerBellyVisible()>>No wonder you're pregnant.<</if>>
Finally, someone I'll enjoy working with."
<br><br>
<<else>>
<<He>> looks disappointed.
<</if>>
<<He>> stands next to you looking toward the door <<he>> came through. "So who's number three?"
<br>
"Number three?" you ask.
<br>
<<He>> opens <<his>> mouth to answer just as the door opens again, and a much older <<person3>><<person>> enters, also naked.
<<He>> looks at you both and gives a theatrical thumbs up to the audience.
<br>
"<<Him>> again," the <<person2>><<person>> whispers.
<<switch random(1, 9)>>
<<case 1>><<He>> sighs.
<<case 2>><<He>> smiles.
<<case 3>><<He>> frowns.
<<case 4>><<He>> licks <<his>> lips.
<<case 5>><<He>> rolls <<his>> eyes.
<<case 6>><<He>> pushes back <<his>> hair.
<<case 7>><<He>> swears under <<his>> breath.
<<case 8>><<He>> sucks in <<his>> stomach.
<<default>>
<<if $NPCList[1].penis isnot "none">>
<<His>> penis noticeably hardens.
<<else>>
<<He>> strokes <<his>> pussy.
<</if>>
<</switch>>
<br>
The <<person3>><<person>> joins you both on stage.
<br><br>
Over the next couple of hours, the three of you get into numerous poses under the direction of the <<person1>><<person>>.
Most poses are lewd and simulate being in the throes of ecstasy in a sexual threesome centred on the <<person3>><<person>>.
Holding the more exotic poses while the artists paint is a strain on everyone's muscles. On a few occasions you end up with a face full of <<if $NPCList[1].pronoun is "f">>boob<<else>>chest-hair<</if>>, pubes or <<if $NPCList[2].pronoun is "f">>old-lady <<else>>old-man<</if>> <<if $NPCList[2].gender is "f">>quim <<else>>balls<</if>>
when someone's muscles give out.
<<if hasSexStat("promiscuity", 4)>>
<br>
<<rng>>
You can't resist a good idea. Noticing that the <<person2>><<persons>> face is just under your <<genitals>>
wide open in a fake lick, you 'accidentally' slip, dropping your
<<if $player.vaginaExist and (!$player.penisExis or $rng gte 51)>>
pussy neatly onto <<his>> protruding tongue.
<<else>>
cock neatly into <<his>> open mouth.
<</if>>
<br><br>
"Freeze!" the <<person1>><<person>> shouts. "That's perfect. Stay exactly like that. Artists - draw, paint. Capture this moment."
<br><br>
The <<person2>><<person>> looks aggrieved. Then a mischievous glint enters <<his>> eyes.
<<if $player.vaginaExist and (!$player.penisExis or $rng gte 51)>>
You feel <<his>> tongue start moving in your pussy<<if $player.gender is "f">>, massaging your clit<</if>>.
<<else>>
You feel <<his>> mouth start sucking on your dick, licking at the head.
<</if>>
This goes on slowly, subtly but relentlessly. Over minutes.
<br>
<<Hes>> trying to make you come in front of all these people!
<<arousal 5000 "genitals">>
<<if $arousal gte $arousalmax>>
You try to hold back, but finally you can't. So humiliating.
<br>
<<orgasm>>
Some stop and watch. Others paint furiously.
<<gstress>><<stress 2>>
<<else>>
<br>
Eventually <<he>> gives up. That felt good.
<<lstress>><<stress -2>>
<br><br>
<</if>>
<</if>>
<<famemodel 2 art>>
<<else>>
<<generate2>>
<<if $awareness lt 200>>
As you climb onto the stage you find a lot of scary-looking weapons and torture tools from history.
<<else>>
As you climb onto the stage you discover a variety of BDSM toys.
<</if>>
The <<person1>><<person>> addresses the room.
<br>
"Whatever the reason," <<he>> says. "This town has a unique attraction to the darkest, most primal aspects of sexuality.
Power, rape and abuse - sadly - pervade. Today, we will explore this in art.
<br>
"Despite <<pher>> youthful appearance our model is an experienced professional and can use all this equipment perfectly safely.
Whatever it looks like - <<pshe>> has safe-words and signals and is perfectly in control. This is just a performance. So paint. Capture the moment.
And, to borrow an old adage, please don't try this at home!
<br>
"My friend here-" <<He>> indicates a <<person2>><<person>> who has appeared beside you on stage. "Will assist. So brushes to the ready. And let's paint."
<br><br>
Over the next couple of hours, the <<person>> theatrically whips and beats you, making a lot of noise but inflicting almost no pain.
<<if playerBellyVisible()>>
While being extra careful around your belly, <<he>>
<<famepregnancy `Math.ceil(playerBellySize() / 10)`>>
<<else>>
<<He>>
<</if>>
puts you into various stress-poses using the available equipment. This includes kneeling you down with hands cuffed to feet,
strapping you over a table and spanking your ass with a paddle, tying you spread-eagle to the floor and grinding <<his>> crotch in your face,
and finally ball-gagging you, putting you into a pillory and pretending to force <<if $pronoun is "f">>her strap-on<<else>>his dick<</if>> up
your helpless ass. The group meticulously paint the scene.
<br><br>
<<if currentSkillValue('english') gte 500>>
"That face!" the <<person1>><<person>> shouts. "Artists, capture that moment. That expression. That's real."
<<famemodel 2 art>>
<<elseif currentSkillValue('english') gte 250>>
"Paint, artists. Paint." The <<person1>><<person>> says. "<<print either("Take in the whole scene.","Paint what you see.","Immortalise this moment.")>>"
<<famemodel 1 art>>
<<else>>
"Paint, artists. Paint." The <<person1>><<person>> crouches next to you and whispers sharply in your ear.
"Start acting like this is real, or I might ask <<person2>><<him>> to actually do it!"
<</if>>
<</if>>
<<else>>
<<strip>>
<<set _rape_triggered to 1>>/*bad - occurs 1/12 time for non-virgins (i.e. when rng divisible by 12)*/
<<if $rng gte 50>><<pass 5>>
<<generate2>><<generate3>><<generate4>><<generate5>><<generate6>>
You are barely through the door when they pounce on you.
<br><br>
<<link [[Next|Domus Model Gang Rape]]>><<set $molestationstart to 1>><</link>>
<<else>>
<<pass 1 hour>>
<<generate2>>
<<if $awareness lt 200>>
As you climb onto the stage you find a lot of scary-looking weapons and torture tools from history.
<<else>>
As you climb onto the stage you discover a variety of BDSM toys.
<</if>>
The <<person1>><<person>> addresses the room.
<br>
"Whatever the reason," <<he>> says. "This town has a unique attraction to the darkest, most primal aspects of sexuality.
Power, rape and abuse - sadly - pervade. Today, we will explore this in art.
<br>
"Despite <<pher>> youthful appearance our model is an experienced professional here to demonstrate the use of all these tools. To help <<phim>>, my assistant-" <<He>> indicates a <<person2>><<person>> who has appeared beside you on stage. "Will assist. So brushes to the ready, and let's paint."
<br>
The <<person>> looks at you quizzically. You're not sure why.
<br><br>
Over the next hour, the <<person>> theatrically whips and beats you, making a lot of noise but inflicting almost no pain.
<<if playerBellyVisible()>>
While being extra careful around your belly, <<he>>
<<famepregnancy `Math.ceil(playerBellySize() / 10)`>>
<<else>>
<<He>>
<</if>>
puts you into various stress-poses using the available equipment. This includes kneeling you down with hands cuffed to feet,
strapping you over a table and spanking your ass with a paddle, tying you spread-eagle to the floor and grinding <<his>> crotch in your face,
and finally ball-gagging you, putting you into a pillory and pretending to force <<if $pronoun is "f">>her strap-on<<else>>his dick<</if>> up
your helpless ass. The group meticulously paint the scene.
<br><br>
<<if currentSkillValue('english') gte 500>>
"Nice acting," the <<person1>><<person>> says. "But I think <span class="red">it's time for something more authentic.</span>"
<br>
<<He>> nods to the <<person2>><<person>>. "Do it."
<<famemodel 2 art>>
<<else>>
"No. <span class="red">That face. I'm not buying it.</span>" the <<person1>><<person>> nods to the <<person2>><<person>> behind you. "Can you do something to make this more authentic?"
<</if>>
<br><br>
<<set $model_host to clone($NPCList[0])>>
<<set $model_dom to clone($NPCList[1])>>
<<if $rng gte 50 and ($bestialitydisable is "f" or $monsterchance gte 100 and ($hallucinations gte 1 or $monsterhallucinations is "f"))>><!-- Modified for Monster People -->
<<endevent>>/*clears out the people*/
<<beastNEWinit 1 dog>>
"Authentic? <span class="red">I've got just the thing.</span>" Hands release your waist and you hear footsteps behind. A door opens. A whistle.
A moment later a <<beasttype>> bounds in and rushes over to you.
<br><br>
<<link [[Next|Domus Model Dog]]>><<set $molestationstart to 1>><<bindtemp>><<facewear 4>><</link>>
<<else>>
"Finally," the <<person2>><<person>> mutters. You feel something hard brush against your butt.
<br><br>
<<endevent>> /* clears out the initial person1 from combat */
<<generate1>><<set $NPCList[0] to clone($model_dom)>> /* sets the dom character to person1*/
<<if $NPCList[0].gender is "f">><<npcstrapon 0>><</if>>
<<link [[Next|Domus Model BDSM Rape]]>><<set $molestationstart to 1>><<bindtemp>><<facewear 4>><</link>>
<</if>>
<</if>>
<</if>>
<<if not _rape_triggered>>
<<set _vagin to setup.bodyliquid.combined("vagina")>><<set _vagout to setup.bodyliquid.combined("vaginaoutside")>>
<<set _assin to setup.bodyliquid.combined("anus")>><<set _assout to setup.bodyliquid.combined("bottom")>>
<<set _face to setup.bodyliquid.combined("face")>><<set _chest to setup.bodyliquid.combined("chest")>>
<<if (_vagin + _assin + _vagout + _assout + _face + _chest) gte 1>>
<br><br>
Some artists noticed the lewd fluid
<<if (_vagin + _assin + _vagout) gte (_assout + _face + _chest)>>
<<if _vagin gte (_assin + _vagout)>>
still seeping out of your pussy
<<elseif _assin gte _vagout>>
still seeping out of your ass
<<else>>
around your pussy
<</if>>
<<else>>
<<if _assout gte (_face + _chest)>>
over your ass
<<elseif _face gte _chest>>
on your face
<<else>>
over your <<breasts>>
<</if>>
<</if>>
and included this in their paintings.
<br>
You are
<<if !hasSexStat("exhibitionism", 3)>>
mortified
<<elseif $exhibitionism lte 75>>
amused
<<else>>
thrilled
<</if>>
<<print either("by how lewd this looks.","by how much lewder this makes the picture.","by their attention to detail.")>>
<br><br>
<</if>>
The effort of posing has given you quite a workout.
<<gtiredness>><<tiredness 2>><<physique 2>>
<br><br>
<<link [[Next|Domus Model End]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">>
You head back to the bathroom to dress.
<<clotheson>>
On the way out, the <<person1>><<person>> hands you the money.
You've made <<moneyGain 30>>.
<br><br>
<<link [[Next|Domus Street]]>><<endevent>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<maninit>>
<</if>>
<<if $enemyarousal gte ($enemyarousalmax / 4) * 3>>
Only a few dedicated artists are still painting, most are just watching the action. More than a few are surreptitiously masturbating.
<<elseif $enemyarousal gte ($enemyarousalmax /4 ) * 2>>
Several artists are still painting your assault, but many are now <<print either("just watching.","just gawking.","just leering.","touching themselves.")>>
<<elseif $enemyarousal gte ($enemyarousalmax / 4)>>
A number of artists are excitedly painting your assault.
<<else>>
A number of artists sit at their easels watching. They're waiting for things to get started.
<</if>>
<<if $pain gte 40 and (random(0,9)%3 is 0)>>
<br>
"Remember: we studied techniques for painting tears. Use them."
<<elseif $mouthstate is "penetrated" and random(0,1)>>
<br>
"Light and shadow, people. Make sure you get the bulging in the throat."
<</if>>
<<effects>>
<<effectsman>>
<<if $alarm is 1>>
You are deep inside a private home. <span class="red">No one who might care can hear your cries.</span>
<<set $alarm to 0>>
<br><br>
<</if>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Domus Model Rape Climax]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Domus Model Gang Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyhealth lte 0>>
They recoil in pain, reluctant to come near giving you the chance you need. <<tearful>> you escape the studio, grab your clothes and escape the house.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Domus Street]]>><</link>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<pass 10>>
As you lie broken on the floor they head back to their easels and start to sketch and paint you.
After a time you clamber to your feet and stagger out of the room.
<br>
The <<person1>><<person>> rushes over to help.
<br><br>
"Thanks for your excellent work today," <<he>> says. "I'm sorry it was a shock but
<<print either("it was for the art.","you've inspired the group.","art has to be real.","there was no other way. It needed to be authentic.")>>
You should have seen your face. Exquisite."
<br><br>
"Go dress. Obviously there'll be a bonus. And also a thank you gift from the group. Have a shower if you like. Take as long as you need, you did well today."
<<lstress>><<stress -2>>
<br><br>
<<link [[Next|Domus Model Rape End]]>><</link>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<set $position to "wall">>
<<set $walltype to "pillory">>
<<set $head to "grappled">>
<<set $NPCList[0].penis to "anusentrance">><<set $anusstate to "entrance">><<set $anustarget to 0>>
<</if>>
<<if $enemyarousal gte ($enemyarousalmax / 3) * 3>>
Only a few dedicated artists are still painting, most are just watching. More than a few are surreptitiously masturbating.
<<elseif $enemyarousal gte ($enemyarousalmax /3) * 2>>
Several artists are still painting your assault, but many are now just gawking.
<<elseif $enemyarousal gte ($enemyarousalmax /3)>>
A number of artists paint and sketch your sexual assault.
<<else>>
The class watch with renewed interest.
<</if>>
<br><br>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Domus Model BDSM Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Domus Model BDSM Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The art group continue to paint excitedly.
<br><br>
<<endcombat>>
<<set $phase to 0>>
<<link [[Next|Domus Model Pillory Wait]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
<<if $analdisable is "f">>
The assistant grunts in pain and moves away, soon returning with a large paintbrush. A moment later you feel it shoved deep into your asshole.<<gpain>><<pain 5>>
<br>
Your instinctive attempt to gasp while ball-gagged provokes some laughter around the room.<<gstress>><<stress 1>>
<br>
"A bitch needs a tail, right?"
<<else>>
The assistant grunts in pain and moves away, soon returning with a large canvas. A moment later you feel it smack against your <<bottom>>.<<gpain>><<pain 5>>
<br>
Your instinctive attempt to gasp while ball-gagged provokes some laughter around the room.<<gstress>><<stress 1>>
<</if>>
<br><br>
The art group continue to paint excitedly.
<br><br>
<<endcombat>>
<<set $phase to 1>>
<<link [[Next|Domus Model Pillory Wait]]>><</link>>
<br>
<<else>>
The art group continue to paint excitedly.
<br><br>
<<endcombat>>
<<set $phase to 0>>
<<link [[Next|Domus Model Pillory Wait]]>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<set $position to "wall">>
<<set $walltype to "pillory">>
<<set $head to "grappled">>
<</if>>
<<if $enemyarousal gte ($enemyarousalmax / 4) * 3>>
Only a few dedicated artists are still painting, most are just watching. More than a few are surreptitiously masturbating.
<<elseif $enemyarousal gte ($enemyarousalmax / 4) * 2>>
Several artists are still painting your assault, but many are now just gawking.
<<elseif $enemyarousal gte ($enemyarousalmax / 4)>>
A number of artists paint and sketch your sexual assault.
<<else>>
The assistant helps steady the <<beasttype>>, while the class watch with renewed interest.
<</if>>
<<if (random(0,9)%3 ==0)>>
<br>
The assistant <<print either("slaps your face.","grabs your nipple and slowly twists.","whips your inner thighs with a strap.")>>
<<gpain>><<pain 2>>
<</if>>
<<effects>>
<<effectsman>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Domus Model Dog Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Domus Model Dog]]>><</link>></span><<nexttext>>
<</if>><<set $location to "town">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
The <<beasttype>> lovingly licks your back and neck as the art group continue to paint excitedly.
<br><br>
<<endcombat>>
<<set $phase to 0>>
<<link [[Next|Domus Model Pillory Wait]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
The <<beasttype>> yelps and runs away. A few laugh or cheer, others sound disappointed.
<br>
<<endcombat>>
The art group continue to paint excitedly.
<br><br>
<<set $phase to 1>>
<<link [[Next|Domus Model Pillory Wait]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">>
<<generate1>><<generate2>><<pass 30>>
Locked in the pillory,
<<set $NPCList[0] to clone($model_host)>><<set $NPCList[1] to clone($model_dom)>><<unset $model_host>><<unset $model_dom>>
<<if $phase is 0>>
<<if $stress gte (($stressmax / 5) * 3)>>
used, abused and at your wits' end,
<<else>>
used and abused,
<</if>>
you are unable to even cover up as the class eagerly paint you.
<br>
<<else>>
you glare between them expecting further attack. None come. They all seem quite happy painting you.
<br>
<</if>>
Gagged, you can't even complain. You have no choice but to wait. Every now and then, the <<person1>><<person>>
holds another painting of your abuse out in front of you.
<<gstress>><<stress 1>>
<br><br>
The <<person1>><<person>> eventually wraps up the session. The <<person2>><<person>> <<print either("gives your butt a gentle slap","gives your nipples a quick squeeze","pulls your hair back and kisses you gently on the forehead")>>
and then releases you from the pillory and busies <<himself>> tidying up the stage. The art class packs up.
<br><br>
The <<person1>><<person>> helps untie your gag while leading you from the room.
<br>
"What a show!" <<he>> gushes once you reach the privacy of hallway. "You were brilliant. I think most of them believed it was real. I mean, it's a such cliché -
the 'modelling-gig gone bad' - but you and your partner were really convincing. I almost believed it - even after we spent all that
time on the phone arranging it. Such chemistry! Such acting! Remarkable... You'll find a little extra in your pay."
<br><br>
<<He>> waves to the bathroom. "Take your time. You were great today. Wow."
<<lstress>><<stress -2>>
<br><br>
<<link [[Enter bathroom|Domus Model Rape End]]>><<set $worn.face.type.push("broken")>><<faceruined>><<endevent>><<unbindtemp>><</link>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">>
<<pass 20>>
You head to the bathroom to dress and recover.
<<clotheson>>
<<link [[Next|Domus Model Rape Leave]]>><</link>><<set _payout to random(110,180)>>
When you open the bathroom door to leave, you find a large bowl on a stool outside. They left you <span class="gold">£_payout</span>,
<<print either("a 'get well soon' card,","a single broken rose,","a thank-you card,","an origami flower","a sketch from your rape,","a deeply offensive haiku,","a cheeky limerick")>>
and some expensive-looking jewellery. <<tearful>> you leave.
<<lstress>><<stress -1>>
<<money `(_payout * 100)`>><<set $blackmoney += random(30,70)>>
<br><br>
<<link [[Next|Domus Street]]>><<endcombat>><<endevent>><</link>>
<br><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "domus">><<pass 5>><<wearProp "note">>
<<person1>><<He>> hands you the order slip. "Just show them that. Thanks."
<br><br>
<<generate2>><<person2>>
You walk quickly to the corner shop.
<<if !Weather.isOvercast>>
Aside from kids buying ice-creams and slushies, it's quiet. People are probably indoors or out at pubs watching the game. The kids leave with their sugar fix.
<<elseif Weather.precipitation is "rain">>
It's empty. Between the awful weather and the game, everyone's stayed home.
<br>
"Is it raining out?" the shop attendant asks.
<br>
Stood dripping in the doorway, you're not sure if <<hes>> serious.
<br>
<<elseif Weather.isFreezing>>
It's empty. People are probably hiding from the cold.
<<else>>
It's empty. People are probably indoors watching the game.
<</if>>
<br>
You present the order slip to the <<person>> behind the counter.
<br><br>
"Okay," <<he>> says. "That's alcohol. I'll need to see some ID."
<br>
<<if $id is 0>>
"It's not for me. I'm just picking it up."
<br>
"Sorry." <<He>> shrugs.
<br>
"But... They asked me to pick it up for them."
<br>
"Sorry, but..." <<He>> glances around the shop. It's empty now. "Unless you can prove your age some other way."
<br>
"Prove it?"
<br>
<<if $player.gender_appearance is "f">>
"Let me check your tits?"
<br><br>
<<if hasSexStat("exhibitionism", 3)>><<link [[Allow|Domus Errand Proof]]>><<handheldon>><<set $phase to 1>><</link>><br><</if>>
<<link [[Refuse|Domus Errand Proof]]>><<set $phase to 0>><</link>>
<br>
<<else>>
"Let me check your dick?"
<br><br>
<<if hasSexStat("exhibitionism", 3)>>
<<if playerChastity()>>
You cannot comply due to your chastity device.
<<else>>
<<link [[Allow|Domus Errand Proof]]>><<set $phase to 2>><</link>>
<</if>>
<br>
<</if>>
<<link [[Refuse|Domus Errand Proof]]>><<handheldon>><<set $phase to 0>><</link>>
<br>
<</if>>
<<else>>
You pass over your ID card. <<He>> looks at it for a moment, hands it back and then passes over a large crate of beers.
<br>
"Have a nice day."
<br><br>
<<link [[Next|Domus Errand End]]>><<handheldon>><<set $phase to 1>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">>
<<if $phase is 0>>
<<He>> holds up <<his>> hands. "I can't serve you alcohol. Is there anything else?"
<br>
You shake your head.
<br>
"Have a nice day."
<br>
You leave.
<br><br>
<<link [[Next|Domus Errand End]]>><<set $phase to 0>><</link>>
<br>
<<elseif $phase is 1>>
No one else is around, so you agree to expose your <<if $player.gender is "m">>chest<<else>>breasts<</if>>.
<<if $player.breastsize lte 2>>
<<He>> reaches out a hand and gently squeezes your <<breasts>>.
<br>
"Sorry, these are..." <<he>> says. "I can't serve you alcohol without ID."
<<insecurity "breasts_small" 1>><<ginsecurity "breasts_small">>
<br>
You cover up.
<br>
"Consider it a good thing. Is there anything else?"
<br>
You shake your head.
<br>
"Have a nice day."
<br>
You leave.
<br><br>
<<link [[Next|Domus Errand End]]>><<set $phase to 0>><</link>>
<br>
<<else>>
<<He>> reaches out both hands and gently gropes your chest.
<<garousal>><<arousal 100 "breasts">>
<br>
"Hmm," <<he>> says. "I can accept this as proof of age."
<br>
<<He>> gropes you for a moment longer, then turns to collect the drinks.
<br>
You cover up.
<br>
<<He>> passes over a large crate of beers. "Have a nice day."
<br><br>
<<link [[Next|Domus Errand End]]>><<set $phase to 1>><</link>>
<br>
<</if>>
<<elseif $phase is 2>>
No one is around, so you approach the counter and let <<him>> slip a hand inside your
<<if playerChastity()>>
$worn.genitals.name.
<<else>>
<<crotch>>.
<</if>>
<br>
<<if $player.penisExist>>
You feel a hand wrap around your penis.
<br>
<<if $player.penissize lte 1>>
Suddenly <<he>> laughs.
<br>
"Is that..? Uh, sorry, no." <<He>> smiles. "I can't accept that as proof."
<<insecurity "penis_small" 1>><<ginsecurity "penis_small">>
<br>
<<He>> removes <<his>> hand.
<br>
"Is there anything else?" <<He>> smirks.
<br>
You shake your head.
<br>
"Have a nice day."
<br>
You leave.
<br><br>
<<link [[Next|Domus Errand End]]>><<set $phase to 0>><</link>>
<br>
<<else>>
<<if $player.penissize gte 3>>
"Wow!" <<He>> glances at you. "You are packing."
<br>
<<He>> gives it a rub.
<<garousal>><<arousal 100 "genitals">>
<br>
<</if>>
"Okay," <<he>> says. "I can accept this as proof of age."
<br>
<<He>> gropes you for a moment, then withdraws <<his>> hand.
<br>
<<He>> passes over a large crate of beers. "Have a nice day."
<br><br>
<<link [[Next|Domus Errand End]]>><<set $phase to 1>><</link>>
<br>
<</if>>
<<else>>
You feel a hand brush against your pussy.
<br>
<<if $rng % 2>>
"A vagina." <<He>> smiles. "I thought I might find one of these."
<br>
<<He>> rubs <<his>> fingers around your clit.
<<garousal>><<arousal 100 "genitals">>
<br>
"Don't worry, I won't tell anyone," <<he>> says, still rubbing. "Lots of perverts here."
<br>
<<He>> slips a finger inside your pussy. "So many perverts."
<<garousal>><<arousal 100 "genitals">>
<br>
<<He>> withdraws <<his>> hand. "You can't be too careful."
<br><br>
<<He>> grabs a large crate of beers and hands them over. "Have a nice day."
<br><br>
<<link [[Next|Domus Errand End]]>><<set $phase to 1>><</link>>
<br>
<<else>>
<<He>> snatches out <<his>> hand as if bitten.
<br>
"Pervert." <<His>> face flushes red. "Do you think that was funny?!"
<br>
You step back.
<br>
"Play jokes on the silly shopkeeper, huh? Get out of my stop," <<he>> shouts. "Out."
<br><br>
You leave.
<br><br>
<<link [[Next|Domus Errand End]]>><<set $phase to 0>><</link>>
<br>
<</if>>
<</if>>
<<else>>
The shopkeeper spontaneously breaks into song. Unsure what to do, you awkwardly back away. (This is an error, please report).
<<link [[Next|Domus Errand End]]>><<set $phase to 0>><</link>>
<br>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "domus">><<pass 5>>
<<person1>>
<<if $phase is 0>>
You head back to the house empty-handed and knock on the door.
<br><br>
The <<person>> looks at you blankly. "Where is it then?"
<br>
"They wouldn't serve me."
<br>
"Shit," <<he>> says.
<<if Weather.precipitation is "rain">>
<<He>> takes in your wet clothes and bedraggled hair. "Well, you clearly tried."
<br>
With a look of pity, <<he>> hands you <<moneyGain 5>>.
<<elseif $rng % 2>>"I guess you tried."
<br>
<<He>> grudgingly hands you <<moneyGain 5>>.
<<else>>
"So why are you here? You think I'm paying you to go on a walk?! Get lost!"
<</if>>
<<elseif $phase is 1>>
You carry the crate back to the house. It's heavier than it looks
<<if Weather.precipitation is "rain">>and the rain beating down on you really isn't helping.
<<elseif Weather.isSnow>>and the icy ground isn't helping.
<<elseif !Weather.isOvercast>>and with the sun beating down, you work up quite a sweat.
<<else>>but you manage.
<</if>>
<br><br>
Arriving back, the <<person1>><<person>> hands you <<moneyGain 5>> and takes the crate.
<<if $rng % 3 is 0>>
At that moment, a loud roar comes from inside the house, followed by
<<if $rng % 2>>
loud cheers and clapping.
<<else>>
jeering, boos and some very crude cursing.
<</if>>
<br>
"Fuck fuck fuck," <<he>> says, slamming the door and rushing back inside.
<<else>>
<br>
"Thanks. Lifesaver," <<he>> says, closing the door.
<</if>>
<<else>>
You carry Schroedinger's beer back to the house. (This is an error, please report)
<</if>>
<br><br>
<<link [[Next|Domus Street]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">>
<<rng>><<generates2>>
<<set $NPCList[1].virginity to setup.NPCVirginityTypesVirgin>>
<<if fameSum("sex","rape","prostitution") gte 400>>
Just inside the door the <<person1>><<person>> pulls you aside.
<br>
"Listen," <<he>> says in almost a whisper.
"I'm going to be honest with you here. I've seen you around. You're pretty well known for being... forward. Sexually I mean."
<br><br>
<<He>> glances nervously at an internal door.
<br>
"See my <<person2>><<daughter>> is a good-looking <<personsimple>>, and horny as hell, but...
<<if $pronoun is $player.gender_appearance>>
<<hes>> gay, I think. And confused? Conflicted? I don't know, but
<<else>>
<<hes>> painfully shy. If left to <<himself>>,
<</if>>
<<he>> will never make the first move. <<He>> needs someone to show <<him>> the ropes."
<br><br>
The <<person1>><<person>> points at a door.
<br>
"Through there. Seduce <<person2>><<him>>. Help <<him>>. I'll give you <<printmoney 2000>> now and another <<printmoney 10000>> if you show <<him>> a good time. Deal?"
<br><br>
<<link [[Agree|Domus Shy Seduce]]>><<money 2000>><</link>>
<br>
<<link [[Refuse and leave|Domus Street]]>><<endevent>><</link>>
<br>
<<else>>
<<generateBEAST 3 dog>>
The <<person1>><<person>> takes you through to a living room where a shy-looking <<person2>><<person>> sits uncomfortably stroking a
<<beasttype 2>>.<!-- sic! beasttype/bhim/... take 0-based indices -->
<br>
"I brought you someone to talk to. Looks about your age."
<br>
The <<person>> looks up.
<<if currentSkillValue("seductionskill") gte 600 and $rng gte 67>>
<<pass 60>>
Blushes. Looks down.
<br>
"Talk. What's that thing you're all into nowadays. That... y'know? It was on that internet thing. It was on the news that time."
<br>
The <<person>> continues to stare at a patch of carpet.
<br>
"You know, right?" the <<person1>><<person>> looks at you.
<br>
You shrug.
<br><br>
Time starts to drag. Out of boredom you try flirting with the <<person2>><<person>>. It doesn't work, but it does get <<his>> attention.
After a particularly blunt pass the <<person1>><<person>> is starting to look <<print either("uncomfortable","aroused","quite awkward")>>,
but the <<person2>><<person>> opens up.
<br>
<<He>> starts telling you about school, and how it used to be okay, but now <<hes>> scared to talk to anyone because <<hes>> terrified they'll figure out <<hes>> into <<personsimple>>s.
That just isn't okay in <<his>> extended family. And maybe not at home either.
<<He>> looks at <<his>> <<person1>><<father>>.
<br>
The <<person>> doesn't say anything, but also doesn't leave.
<br><br>
The <<person2>><<person>> tells you
<<if $player.gender_appearance is $pronoun>>
<<he>> thinks you're cute and that it's a relief to finally be able to say that.
<<else>>
that <<he>> thinks you're cute and <<he>> appreciates the attention, but now <<he>> can finally be honest, you're just not what <<he>> is looking for.
<</if>>
<br><br>
<<He>> starts telling you about <<his>> hobbies and interests. <<He>> talks about books, games and internet groups.
<<He>> says it's a relief to finally talk to someone. <<He>> hasn't even felt able to talk to <<his>> parents.
<br>
The <<person1>><<person>> doesn't say anything, but looks somehow sad.
<br><br>
Shortly after this, the <<person1>><<person>> leads you out of the room.
<br>
"Thank you," <<he>> says.
<<if $rng %2>>
"Wow. I didn't see that coming. My own <<person2>><<daughter>>. Still, that was a breakthrough. <<He>> hasn't spoken like this in years. Thank you."
<<else>>
"We've suspected for years. But now <<person2>><<hes>> finally found the courage to say it. Such a relief. Thank you so much."
<</if>>
<br><br>
<<person1>><<He>> passes you <<moneyGain 40>> as <<he>> leads you out.
<br><br>
<<link [[Next|Domus Street]]>><<endevent>><</link>>
<br>
<<elseif hasSexStat("deviancy", 3) and $rng lte 33 and ($monster is 1 or $bestialitydisable is "f")>><!-- Modified for Beast People -->
<<pass 60>>
Blushes. Looks down.
<br>
"Talk. What's that thing you're all into nowadays. That... y'know? It was on that internet thing. It was on the news that time."
<br>
The <<person>> continues to stroke the <<beasttype 2>> while staring at a patch of carpet.
<br>
You notice something unusually intimate in the way <<he>> strokes the <<beasttype 2>>.
<br>
"That's a gorgeous <<beasttype 2>>," you say. The <<beasttype 2>>'s ears perk up at your words.
You notice <<bhim 2>> get closer to the <<person>> and almost hug <<him>>.
"Is it okay if I stroke <<bhim 2>>?"
<br><br>
As you chat, you start to fondle and grope the <<beasttype 2>>.
The <<person1>><<person>> doesn't notice, but the <<person2>><<persons>> eyes widen.
<<if $NPCList[2].monster is "monster">>The <<beasttype 2>>'s face flushes.<</if>>
<<He>> grows more excited.
<br><br>
"Everyone says they love animals, but so few actually do," you say.
<br>
The <<person>> nods excitedly, while the <<person1>><<person>> yawns.
<br><br>
You and the <<person2>><<person>> spend the rest of the hour discussing your shared love of animals.
<br><br>
As you leave the <<person1>><<person>> stops you.
<br>
"I don't know how," <<he>> says. "But you got through to <<person2>><<him>>."
<br><br>
<<He>> hands you <<moneyGain 30>>.
<br><br>
<<link [[Next|Domus Street]]>><<endevent>><</link>>
<br>
<<elseif $hairlength gte 500 and ($rng % 4)>>/*75% chance if here with long hair*/
<<pass 5>>
Stops. Stares at you for a long moment.
<br><br>
"Your hair," <<he>> whispers.
<br>
"What?"
<br>
"Your hair is so long and beautiful," <<he>> whispers. "Just like... Can I braid it. Please. Will you let me braid it?"
<br>
The <<person1>><<person>> looks at you expectantly.
<br><br>
<<link [[Accept|Domus Braid]]>><<set $phase to 1>><</link>>
<br>
<<link [[Refuse|Domus Braid]]>><<set $phase to 0>><</link>>
<br>
<<else>>
<<pass 60>>
Blushes. Looks down.
<br>
"Talk. What's that thing you're all into nowadays. That... y'know? It was on that internet thing. It was on the news that time."
<br>
The <<person>> continues to stare at a patch of carpet.
<br>
"You know, right?" the <<person1>><<person>> looks at you.
<br>
You shrug.
<br><br>
The hour seems to take several years. Probably decades. Slow, awkward, excruciating decades,
as the <<person>> struggles to drag the occasional, unwilling word from the <<person2>><<person>>.
You try to keep up the conversation, but it's painfully awkward.
<br><br>
Finally, at the end of the hour, <<person1>><<he>> takes you back to the door. Shrugs.
<br>
"Well," <<he>> sighs, handing you <<moneyGain 10>>. "Thanks for trying."
<br><br>
<<link [[Next|Domus Street]]>><<endevent>><</link>>
<br>
<</if>>
<</if>>
<<unset $shy_dog>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">>
<<set $parentNPC to clone($NPCList[0])>>
<<set $shyNPC to clone($NPCList[1])>>
<<endevent>><<generates1>><<set $NPCList[0] to clone($shyNPC)>>/*endevent is required to stop BOTH npcs turning up for sexy time. pers1 is now shynpc*/
You enter the room to find a <<person1>><<person>> sat at a large table. <<He>> looks up at you. Confusion crosses <<his>> face.
<br>
"You? What are you doing..?"
<br>
You put a finger to your lips as you approach <<him>> with open lust in your eyes.
<br><br>
<<set $seductiondifficulty to 4000>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>>
<span class="gold">You feel more confident in your powers of seduction.</span>
<</if>>
<<seductionskilluse>>
<br>
Using your seductive powers, you stroke <<his>> neck and kiss <<him>>, while rubbing your hand suggestively across your body. Climbing seductively onto the <<print either("table in front of","couch near","chair behind")>> <<him>>, you beckon <<him>> to join you.
<br><br>
<<if $seductionrating gte $seductionrequired>>
You effortlessly seduce the <<person>>. <<He>> eagerly joins you.
<br><br>
<<link [[Next|Domus Shy Sex]]>><<set $sexstart to 1>><</link>>
<<else>>
<<generate2>><<set $NPCList[1] to clone($parentNPC)>>
"Help!" <<he>> screams. <<person2>><<if $pronoun is "m">>"Dad!<<else>>"Mum!<</if>> There's some freak in here climbing on the furniture!"
<br>
The <<person>> appears, and leads you out of the house.
<br><br>
"Thanks for trying," <<he>> sighs through the closing door.
<br><br>
<<link [[Next|Domus Street]]>><<unset $parentNPC>><<unset $shyNPC>><<endevent>><</link>>
<</if>>
<br><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">>
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<person1>>
<<if $cool gte 160>>
"You... you're, like, the coolest <<girl>> in school,"
<<elseif $fame.sex gte 400>>
"I heard about you. I... I always hoped one day it'd be my turn,"
<<elseif $beauty gte ($beautymax / 7) * 4>>
"But you're so hot,"
<<else>>
"You're not just playing around?"
<</if>>
<<he>> says. "Y... You really want me?"
<br>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Domus Shy Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Domus Shy Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The <<person>> smiles at you lovingly. "That was amazing."
<br><br>
<<tearful>> you recover.
<br><br>
<<clotheson>>
<<link [[Next|Domus Shy Sex 2]]>><<set $phase to 0>><</link>>
<<elseif $enemyhealth lte 0>>
Leaving the <<person>> hurt and confused, you flee through a window.
<br><br>
<<tearful>> you recover.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Domus Street]]>><<unset $parentNPC>><<unset $shyNPC>><<endevent>><</link>>
<<else>>
"I... I thought you liked me," the <<person>> cries. "I thought you wanted me. I'm such an ugly, stupid idiot."
<br><br>
<<tearful>> you recover.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Domus Shy Sex 2]]>><<set $phase to 1>><</link>>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">>
<<if $phase is 0>>
With a parting kiss, you leave the <<person>> looking very happy.
<br><br>
In the hallway, you find <<moneyGain 100>> on a table by the door. You take it on your way out.
<br>
The parent is nowhere to be seen.
<br><br>
<<endcombat>>
<<link [[Next|Domus Street]]>><<unset $parentNPC>><<unset $shyNPC>><</link>>
<br>
<<elseif $phase is 1>>
<<generate1>><<set $NPCList[0] to clone($shyNPC)>>
<<generate2>><<set $NPCList[1] to clone($parentNPC)>>
A hand clamps around your neck.
<br><br>
"No, <<person1>><<personsimple>>," the <<person2>><<person>> says firmly. "Don't get upset. You have to learn to read between the lines. When they seduce you, and get you all hot and bothered,
and then suddenly say 'stop' it just means they want someone who'll take control. Be a bit forceful. Come on now. Let's do this together."
<br><br>
<<link [[Next|Domus Shy Rape]]>><<set $molestationstart to 1>><</link>>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<set $rescue to 0>>
<</if>>
<<effects>>
<<effectsman>>
<<if $alarm is 1>>
<<set $alarm to 0>>
No one comes to your aid.
<br><br>
<</if>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Domus Shy Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Domus Shy Rape]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The <<person2>><<person>> smiles at you, and leans over to whisper in your ear.
"Thanks. That was nice acting. Perfect job. Exactly what <<person1>><<he>> needed. Money's in the hall."
<br><br>
<<tearful>> you recover.
<br><br>
You collect the money on your way out.
<<money 10000>>
<<clotheson>>
<<endcombat>><<unset $parentNPC>><<unset $shyNPC>>
<<link [[Next|Domus Street]]>><</link>>
<<elseif $enemyhealth lte 0>>
Leaving them both hurt and confused, you flee through a window.
<br><br>
<<tearful>> you recover.
<br><br>
Somehow, you managed to keep your clothes.
<br><br>
<<clotheson>>
<<endcombat>><<unset $parentNPC>><<unset $shyNPC>>
<<link [[Next|Domus Street]]>><</link>>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">>
<<if $phase is 0>>
<<pass 55>>
You politely refuse. You don't want some random <<personsimple>> messing with your hair.
<br>
The <<person>> looks disappointed.
<br><br>
"Talk. What's that thing you're all into nowadays. That... y'know? It was on that internet thing. It was on the news that time."
<br>
The <<person2>><<person>> continues to stare at a patch of carpet.
<br>
"You know, right?" the <<person1>><<person>> looks at you.
<br>
You shrug.
<br><br>
The hour seems to take several years. Probably decades. Slow, awkward, excruciating decades,
as the <<person>> struggles to drag the occasional, unwilling word from the <<person2>><<person>>.
You try to keep up the conversation, but it's painfully awkward.
<br><br>
Finally, at the end of the hour, the <<person1>><<person>> takes you back to the door, stuffs <<moneyGain 10>> in your hand and throws open the door.
"Thanks for nothing."
<br><br>
You leave.
<<elseif $phase is 1>>
<<pass 55>>
<<set $hairtype to "braid left">>
Over the next hour the <<person2>><<person>> braids your hair. <<He>> smiles as <<he>> does so.
<<if $rng gte 67 and $o_long_and_beautiful is 0>>
<<set $o_long_and_beautiful to 1>><<set $hy_sibling to clone($NPCList[1])>><<set $hy_parent to clone($NPCList[0])>>
<<set $long_hair_meet_day to $day>><<set $misbehaviour_day to $day>>
After a few minutes <<he>> starts singing an upbeat pop song from last year.
When <<he>> finishes <<he>> laughs and falls silent.
<br><br>
Then, so quiet it's almost a whisper, <<he>> tells you how <<his>> big sister used to love that song.
How <<he>> used to sing it while <<he>> braided <<his>> sister's hair. <<His>> big sister always looked after <<him>>.
She always helped <<him>> with homework, protected <<him>> from bullies, was always just there for <<him>>. Always.
<br><br>
Now that <<his>> sister's gone, they all bully <<him>>. They know how <<his>> sister got attacked at that beach party.
Some of the attackers took videos on their phones. Now they all have those videos. They share them. Leer at them. Leer at her and laugh.
They talk about teaching the 'slut' a lesson. Joke about her face when she cried and begged.
Sometimes they try to show the <<person>> the videos of <<his>> sister being hurt.
Or they play it on their phone in the canteen over lunch where <<he>> can hear it. Where everyone can hear it.
<br>
It makes <<him>> feel crazy sometimes. They think they can do what they like. They think <<he>> can't stop them.
<br><br>
Once they used computers to make posters from the videos. Put them up all over the school. On notice boards.
Everyone saw <<his>> beautiful big sister like that. And did the teachers do anything? The headteacher took the posters as 'evidence' but nothing changed.
No justice. It carried on. So of course the <<persons>> been getting in fights now. Someone has to take a stand. The bullies gang up.
They think no one can stop them.
<br><br>
The <<person>> tells you <<his>> sister lives in a peaceful place now. A place with a garden deep in the forest. And doctors too. She talks again now.
Sometimes. But she still cries a lot. The doctors say she needs more time.
<br><br>
"The bullies think I can't stop them," the <<person>> whispers. "But I can. I have knives now. 13 pretty knives."
<<He>> looks earnestly at you. "Don't worry. I'll stop the bad people. They won't hurt you again."
<br><br>
"All done." <<He>> smiles. "Your hair is so long and beautiful. Just like hers."
<br><br>
The <<person1>><<person>> looks shell-shocked as <<he>> walks you to the door. <<He>> stares at the wall.
<br>
"Well," <<he>> says. "That was intense. I knew <<person2>><<he>> took it badly, but-" <<person1>><<He>>pauses.
"Okay. I-I'll sort this out. Here's <<moneyGain 80>>. It's all I have. Just please don't mention this to anyone. I'll fix it. Somehow."
<br><br>
The door closes.
<<else>>
<<He>> seems happy.
<br><br>
At the end of the hour, the <<person1>><<person>> takes you back to the door. Shrugs.
<br>
"Well," <<he>> says, handing you <<moneyGain 20>>. "That seemed to cheer <<person2>><<him>> up at least. Thanks."
<</if>>
<<else>>
"I see dead people," <<he>> says.
<<He>> tries to braid your hair, but the hair falls through <<his>> fingers. It turns out you were dead all along. (This is an error, please report)
<</if>>
<br><br>
<<link [[Next|Domus Street]]>><<endevent>><</link>>
<br><<widget "domusknocklinks">>
<<if $leftarm is "bound" and $rightarm is "bound">>
You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span>
<br><br>
<<else>>
<<lockicon "pick">><<link [[Break in|Domus House Lock]]>><<endevent>><</link>>
<br>
<</if>>
<<dooricon "domus">><<link [[Go to the next house (0:02)|Domus House Knock]]>><<endevent>><<pass 2>><</link>>
<br>
<<getouticon>><<link [[Stop|Domus Street]]>><<endevent>><</link>>
<br>
<</widget>><<set $outside to 0>><<set $location to "factory">><<effects>>
<<if $farmersProduce is undefined>>
<<set $farmersProduce to {
selling:{},
toSell:{},
money:0,
sold:0,
totalSold:0,
}>>
<</if>>
<<if !$NPCList[0].pronoun>>
<<generate1>>
<</if>>
<<person1>>
<<if $factory_intro is undefined>>
<<set $factory_intro to 1>>
You approach the factory, a colossal brick structure at the entrance of town. A <<person>> stands by the gate, waving through a fleet of lorries.
<br><br>
<<He>> turns to you as the gate clanks shut. "Nothing for you to see here," <<he>> says. "Not unless you have a lot of produce to sell. We could handle that for you. For a cut."
<br><br>
<<link [[Next|Farmers Centre]]>><</link>>
<br>
<<else>>
You are outside a factory on Harvest Street. They'll process and sell produce on your behalf, but only so fast, and won't pay as much as customers at market.
<br><br>
<<if $rng gte 91>>
A <<person>> sits in a kiosk outside, thumbing through a magazine.
<<elseif $rng gte 81>>
A <<person>> leans against the wall, smoking a cigarette.
<<elseif $rng gte 71>>
A <<person>> sits in a kiosk outside, staring at a small television in the corner.
<<elseif $rng gte 61>>
A <<person>> sits in a kiosk outside, staring at <<his>> phone.
<<elseif $rng gte 51>>
A <<person>> waves a fleet of lorries through the gate.
<<elseif $rng gte 41>>
A <<person>> sits in a kiosk outside, talking on <<his>> phone.
<<elseif $rng gte 31>>
A <<person>> sits in a kiosk outside, thumbing through paper.
<<elseif $rng gte 21>>
A <<person>> leans against the wall, watching the traffic pass.
<<elseif $rng gte 11>>
A <<person>> watches you from a kiosk.
<<else>>
A <<person>> sits in a kiosk outside, reclining in a chair.
<</if>>
<br><br>
<<if $farmersProduce.money gt 10000>>
<<highicon>><<link [[Collect money|Farmers Centre Money Collection]]>><</link>>
<br>
<</if>>
<<socialiseicon "ask">><<link [[Enquire about selling produce|Farmers Centre Produce Sale]]>><</link>>
<br>
<<socialiseicon "ask">><<link [[Enquire about improving rates|Farmers Centre Upgrades]]>><</link>>
<br><br>
<<harvesticon>><<link [[Leave|Harvest Street]]>><<endevent>><</link>>
<</if>>The <<person>> enters the factory proper, and emerges with a wad of notes. You've made <<printmoney $farmersProduce.money>><<money $farmersProduce.money "factoryProduce">>.
<<set $farmersProduce.money to 0>>
<br><br>
<<getouticon>><<link [[Leave|Farmers Centre]]>><</link>>The <<person>> opens a laptop. "So what do you have for me?"
<br><br>
<i>Money from sales will become available every day at noon. Higher business fame will help the factory sell your produce faster.</i>
<br><br>
<<set $farmersProduce.toSell to {}>>
<<set _plant_keys to Object.keys($plants)>>
<<set _plantItems to {}>>
<<if _plant_keys.length gte 1>>
<<for _i to 0; _i lt _plant_keys.length; _i++>>
<<if ["produce","vegetable","fruit","shroom","flower"].includes(setup.plants[_plant_keys[_i]].type)>>
<<set _plantItems[_plant_keys[_i]] to clone($plants[_plant_keys[_i]])>>
<</if>>
<</for>>
<div id="produceDisplay">
<<produceDisplay>>
</div>
<<else>>
You don't have any produce.
<br><br>
<</if>>
<br><br>
<<getouticon>><<link [[Leave|Farmers Centre]]>><<set $farmersProduce.toSell to {}>><</link>>The gate shudders open, and a lorry rumbles out, on its way to collect your produce.
<br><br>
<<getouticon>><<link [[Leave|Farmers Centre]]>><</link>><<if $factoryUpgradesIntro isnot undefined and $factoryUpgradesIntro is 1>>
The <<person>> turns the laptop to you. "Back for more upgrades? Take your pick."
<br><br>
<<farmUpgradeOptions>>
<br><br>
<<getouticon>><<link [[Leave|Farmers Centre]]>><</link>>
<<else>>
<<if $factoryUpgradesIntro is undefined>>
The <<person>> raises an eyebrow and sizes you up for a moment.
<<else>>
The <<person>> considers it for a moment.
<</if>>
<<if $factoryUpgradesIntro is undefined>>
<<if $fame.business gte 500>><<set $factoryUpgradesIntro to 1>>
"<span class="green">Alright.</span> You're a worthy supplier to make special accommodations for." <<he>> turns the laptop to you. "Take your pick."
<br><br>
<<farmUpgradeOptions>>
<<else>><<set $factoryUpgradesIntro to 0>>
"<span class="red">No.</span> We're not providing special accommodations for just anyone. Come back when you're more well-known in the business world."
<</if>>
<<else>>
<<if $fame.business gte 500>><<set $factoryUpgradesIntro to 1>>
"<span class="green">Alright.</span> You're worth the effort now." <<he>> turns the laptop to you. "Take your pick."
<br><br>
<<farmUpgradeOptions>>
<<else>><<set $factoryUpgradesIntro to 0>>
"<span class="red">Still no.</span> Come back when you're more well-known in the business world."
<</if>>
<</if>>
<br><br>
<<getouticon>><<link [[Leave|Farmers Centre]]>><</link>>
<</if>><<widget "produceDisplay">>
<<set _listMaxItems to 10>>
<<set _keys to (Object.keys(_plantItems) gt Object.keys($farmersProduce.toSell) ? Object.keys(_plantItems) : Object.keys($farmersProduce.toSell))>>
<<if _listPage is undefined>>
<<set _listPage to 1>>
<</if>>
<<set _listPageMax to Math.ceil(_keys.length / _listMaxItems)>>
<<set _indexStart to ((_listPage - 1) * _listMaxItems)>>
<<set _indexEnd to (_indexStart + _listMaxItems gt _keys.length ? _keys.length : _indexStart + _listMaxItems)>>
<<for _i to _indexStart; _i lt _indexEnd; _i++>>
<<set _item to _keys[_i]>>
<div @id="'produceItem-'+_item" class="produceItem">
<<produceDisplayItem _item>>
</div>
<</for>>
<<run $(() => {
$('.produceItem input').on('input change', e => {
let valSpan = $(e.currentTarget).siblings().first();
let item = e.currentTarget.id.split("producetosell")[1].replace(/-/g,"_");
let value = valSpan.text();
if(!value.includes("£")){
valSpan.text((i, value) => value + " - £" + (bulkProduceValue(SugarCube.setup.plants[item],value) / 100).toFixed(2));
$('#produceConfirm').replaceWith(new Wikifier(null, '<<produceDisplayConfirm>>').output);
}
})
})>>
<div id="produceDisplayControls">
<<set _disabled = _listPage > 1 ? "" : "disabled">>
<div @class="'div-link btn-pagination prev ' + _disabled">
<<link "Previous">>
<<if _listPage > 1>>
<<set _listPage -= 1>>
<<replace #produceDisplay>><<produceDisplay>><</replace>>
<</if>>
<</link>>
<div class="btn-pagination-arrow"><</div>
</div>
<div>
<<print (_listPage) + " out of " + _listPageMax>>
</div>
<<set _disabled = _listPage < _listPageMax ? "" : "disabled">>
<div @class="'div-link btn-pagination next ' + _disabled">
<<link "Next">>
<<if _listPage < _listPageMax>>
<<set _listPage += 1>>
<<replace #produceDisplay>><<produceDisplay>><</replace>>
<</if>>
<</link>>
<div class="btn-pagination-arrow">></div>
</div>
</div>
<<run linkifyDivs('#produceDisplayControls')>>
<<produceDisplayConfirm>>
<</widget>>
<<widget "produceDisplayConfirm">>
<div id="produceConfirm">
<<set $_total to 0>>
<<for _label, _value range $farmersProduce.toSell>>
<<if _value gt 0>>
<<set $_total += bulkProduceValue(SugarCube.setup.plants[_label],_value)>>
<</if>>
<</for>>
Total: <<printmoney $_total>>
<br>
<<if $_total gt 0>>
<<link [[Sell produce|Farmers Centre Produce Sale Confirm]]>>
<<for _label, _value range $farmersProduce.toSell>>
<<if _value gt 0>>
<<if $farmersProduce.selling[_label] is undefined>>
<<set $farmersProduce.selling[_label] to _value>>
<<else>>
<<set $farmersProduce.selling[_label] += _value>>
<</if>>
<<set $plants[_label].amount -= _value>>
<</if>>
<</for>>
<<set $farmersProduce.toSell to {}>>
<</link>>
<<else>>
<</if>>
</div>
<</widget>>
<<widget "produceDisplayItem">>
<<if _args[0]>>
<<set _item to _args[0]>>
<<capture _item>>
<div>
<<if $farmersProduce.toSell[_item] is undefined>>
<<set $farmersProduce.toSell[_item] to 0>>
<</if>>
<<if $plants[_item] is undefined>>
You don't have any <<print $plants[_item].plural>> right now.
<<elseif $plants[_item].amount lt 250>>
<<print $plants[_item].plural.toLocaleUpperFirst()>>: Not enough to sell.
<<else>>
<<set _max to $plants[_item].amount - ($plants[_item].amount % 250)>>
<<set _base to bulkProduceValue(setup.plants[_item])>>
<<print $plants[_item].plural.toLocaleUpperFirst()>> - Sold for <<printmoney _base>> per 250.
<<numberslider `"$farmersProduce.toSell['"+_item+"']"` $farmersProduce.toSell[_item] 0 `_max` 250>>
<</if>>
</div>
<<if $farmersProduce.selling[_item]>>
<div>
They are still processing <<print $farmersProduce.selling[_item]>> <<print $plants[_item].plural>>.
</div>
<</if>>
<</capture>>
<</if>>
<</widget>>
<<widget "dailySellProduce">>
<<if $farmersProduce is undefined>>
<<elseif Object.keys($farmersProduce.selling).length gt 0>>
<<set _baseSaleQuantity to 250>>
<<if between($fame.business, 3500, 4000)>>
<<set _baseSaleQuantity to _baseSaleQuantity * 10>>
<<elseif between($fame.business, 3000, 3500)>>
<<set _baseSaleQuantity to _baseSaleQuantity * 9>>
<<elseif between($fame.business, 2500, 3000)>>
<<set _baseSaleQuantity to _baseSaleQuantity * 8>>
<<elseif between($fame.business, 2000, 2500)>>
<<set _baseSaleQuantity to _baseSaleQuantity * 7>>
<<elseif between($fame.business, 1900, 2000)>>
<<set _baseSaleQuantity to _baseSaleQuantity * 6>>
<<elseif between($fame.business, 1500, 1900)>>
<<set _baseSaleQuantity to _baseSaleQuantity * 5>>
<<elseif between($fame.business, 1000, 1500)>>
<<set _baseSaleQuantity to _baseSaleQuantity * 4>>
<<elseif between($fame.business, 500, 1000)>>
<<set _baseSaleQuantity to _baseSaleQuantity * 3>>
<<elseif between($fame.business, 200, 500)>>
<<set _baseSaleQuantity to _baseSaleQuantity * 2>>
<</if>>
<<if $factoryUpgrades.distribution isnot undefined>>
<<set _baseSaleQuantity to _baseSaleQuantity * (1 + (0.1 * $factoryUpgrades.distribution))>>
<</if>>
<<if $factoryUpgrades.marketing isnot undefined>>
<<set _baseSaleQuantity to _baseSaleQuantity * (1 + (0.1 * $factoryUpgrades.marketing))>>
<</if>>
<<set _itemsSold to 0>>
<<for _label, _value range $farmersProduce.selling>>
<<set _quantity to clone(_baseSaleQuantity)>>
<<if !setup.plants[_label].season.includes(Time.season)>>
<<set _quantity to Math.floor(_quantity * 0.9)>>
<</if>>
<<set _rng to 800 + Math.floor(currentSkillValue('tending') / 5)>>
<<set _quantity to Math.floor(_quantity * (random(_rng,_rng + 400)/1000))>>
<<if _value lt _quantity>>
<<set _quantity to _value>>
<</if>>
<<set $farmersProduce.sold += _quantity>>
<<set $farmersProduce.totalSold += _quantity>>
<<set $farmersProduce.money += bulkProduceValue(setup.plants[_label],_quantity)>>
<<set $farmersProduce.selling[_label] -= _quantity>>
<<if $farmersProduce.selling[_label] lte 0>>
<<run delete $farmersProduce.selling[_label]>>
<</if>>
<</for>>
<<if $farmersProduce.sold gte 250>>
<<set _famebusinessSold to $farmersProduce.sold - ($farmersProduce.sold % 250)>>
<<set $farmersProduce.sold -= _famebusinessSold>>
<<famebusiness `Math.floor(_famebusinessSold / 250)`>>
<</if>>
<</if>>
<</widget>>
<<widget "farmUpgradeOptions">>
<<if $factoryUpgrades.qualityControl is undefined>>
<<if $money gte 250000>>
<<link [[Basic Quality Assurance (£2500)|Farmers Centre Upgrades]]>><<money -250000>><<set $factoryUpgrades.qualityControl to 1>><</link>> <<note "+5% Price" "green">>
<<else>>
<span class="blue">You need <<printmoney 250000>> to purchase Basic Quality Assurance.</span>
<</if>>
<<elseif $factoryUpgrades.qualityControl is 1>>
<<if $money gte 600000>>
<<link [[Advanced Inspections (£6000)|Farmers Centre Upgrades]]>><<money -600000>><<set $factoryUpgrades.qualityControl to 2>><</link>> <<note "+10% Price" "green">>
<<else>>
<span class="blue">You need <<printmoney 600000>> to purchase Advanced Inspections.</span>
<</if>>
<<elseif $factoryUpgrades.qualityControl is 2>>
<<if $money gte 1200000>>
<<link [[Precision Sorting System (£12000)|Farmers Centre Upgrades]]>><<money -1200000>><<set $factoryUpgrades.qualityControl to 3>><</link>> <<note "+15% Price" "green">>
<<else>>
<span class="blue">You need <<printmoney 1200000>> to purchase Precision Sorting System.</span>
<</if>>
<<elseif $factoryUpgrades.qualityControl is 3>>
<<if $money gte 2000000>>
<<link [[Automated Grading Machines (£20000)|Farmers Centre Upgrades]]>><<money -2000000>><<set $factoryUpgrades.qualityControl to 4>><</link>> <<note "+20% Price" "green">>
<<else>>
<span class="blue">You need <<printmoney 2000000>> to purchase Automated Grading Machines.</span>
<</if>>
<<elseif $factoryUpgrades.qualityControl is 4>>
<<if $money gte 3500000>>
<<link [[Premium Certification (£35000)|Farmers Centre Upgrades]]>><<money -3500000>><<set $factoryUpgrades.qualityControl to 5>><</link>> <<note "+25% Price" "green">>
<<else>>
<span class="blue">You need <<printmoney 3500000>> to purchase Premium Certification.</span>
<</if>>
<<else>>
<span class="green">The Quality Control is as good as it can be.</span>
<</if>>
<br>
<<if $factoryUpgrades.packaging is undefined>>
<<if $money gte 300000>>
<<link [[Simple Packaging (£3000)|Farmers Centre Upgrades]]>><<money -300000>><<set $factoryUpgrades.packaging to 1>><</link>> <<note "+5% Price" "green">>
<<else>>
<span class="blue">You need <<printmoney 300000>> to purchase Simple Packaging.</span>
<</if>>
<<elseif $factoryUpgrades.packaging is 1>>
<<if $money gte 750000>>
<<link [[Enhanced Packaging Design (£7500)|Farmers Centre Upgrades]]>><<money -750000>><<set $factoryUpgrades.packaging to 2>><</link>> <<note "+10% Price" "green">>
<<else>>
<span class="blue">You need <<printmoney 750000>> to purchase Enhanced Packaging Design.</span>
<</if>>
<<elseif $factoryUpgrades.packaging is 2>>
<<if $money gte 1500000>>
<<link [[Reinforced Materials (£15000)|Farmers Centre Upgrades]]>><<money -1500000>><<set $factoryUpgrades.packaging to 3>><</link>> <<note "+15% Price" "green">>
<<else>>
<span class="blue">You need <<printmoney 1500000>> to purchase Reinforced Materials.</span>
<</if>>
<<elseif $factoryUpgrades.packaging is 3>>
<<if $money gte 2500000>>
<<link [[Eco-Friendly Packaging (£25000)|Farmers Centre Upgrades]]>><<money -2500000>><<set $factoryUpgrades.packaging to 4>><</link>> <<note "+20% Price" "green">>
<<else>>
<span class="blue">You need <<printmoney 2500000>> to purchase Eco-Friendly Packaging.</span>
<</if>>
<<elseif $factoryUpgrades.packaging is 4>>
<<if $money gte 4000000>>
<<link [[Luxury Presentation (£40000)|Farmers Centre Upgrades]]>><<money -4000000>><<set $factoryUpgrades.packaging to 5>><</link>> <<note "+25% Price" "green">>
<<else>>
<span class="blue">You need <<printmoney 4000000>> to purchase Luxury Presentation.</span>
<</if>>
<<else>>
<span class="green">The Packaging is as good as it can be.</span>
<</if>>
<br>
<<if $factoryUpgrades.distribution is undefined>>
<<if $money gte 400000>>
<<link [[Basic Distribution Routes (£4000)|Farmers Centre Upgrades]]>>
<<money -400000>>
<<set $factoryUpgrades.distribution to 1>>
<</link>>
<<note "+10% Quantity" "green">>
<<else>>
<span class="blue">You need <<printmoney 400000>> to purchase Basic Distribution Routes.</span>
<</if>>
<<elseif $factoryUpgrades.distribution is 1>>
<<if $money gte 1000000>>
<<link [[Regional Freight Hubs (£10000)|Farmers Centre Upgrades]]>>
<<money -1000000>>
<<set $factoryUpgrades.distribution to 2>>
<</link>>
<<note "+20% Quantity" "green">>
<<else>>
<span class="blue">You need <<printmoney 1000000>> to purchase Regional Freight Hubs.</span>
<</if>>
<<elseif $factoryUpgrades.distribution is 2>>
<<if $money gte 2000000>>
<<link [[National Logistics Coordination (£20000)|Farmers Centre Upgrades]]>>
<<money -2000000>>
<<set $factoryUpgrades.distribution to 3>>
<</link>>
<<note "+30% Quantity" "green">>
<<else>>
<span class="blue">You need <<printmoney 2000000>> to purchase National Logistics Coordination.</span>
<</if>>
<<elseif $factoryUpgrades.distribution is 3>>
<<if $money gte 3500000>>
<<link [[Global Shipping Lines (£35000)|Farmers Centre Upgrades]]>>
<<money -3500000>>
<<set $factoryUpgrades.distribution to 4>>
<</link>>
<<note "+40% Quantity" "green">>
<<else>>
<span class="blue">You need <<printmoney 3500000>> to purchase Global Shipping Lines.</span>
<</if>>
<<elseif $factoryUpgrades.distribution is 4>>
<<if $money gte 6000000>>
<<link [[Elite Worldwide Partnership (£60000)|Farmers Centre Upgrades]]>>
<<money -6000000>>
<<set $factoryUpgrades.distribution to 5>>
<</link>>
<<note "+50% Quantity" "green">>
<<else>>
<span class="blue">You need <<printmoney 6000000>> to purchase Elite Worldwide Partnership.</span>
<</if>>
<<else>>
<span class="green">Your Distribution is as good as it can be.</span>
<</if>>
<br>
<<if $factoryUpgrades.marketing is undefined>>
<<if $money gte 300000>>
<<link [[Local Promo Ads (£3000)|Farmers Centre Upgrades]]>>
<<money -300000>>
<<set $factoryUpgrades.marketing to 1>>
<</link>>
<<note "+10% Quantity" "green">>
<<else>>
<span class="blue">You need <<printmoney 300000>> to purchase Local Promo Ads.</span>
<</if>>
<<elseif $factoryUpgrades.marketing is 1>>
<<if $money gte 750000>>
<<link [[Regional Marketing Push (£7500)|Farmers Centre Upgrades]]>>
<<money -750000>>
<<set $factoryUpgrades.marketing to 2>>
<</link>>
<<note "+20% Quantity" "green">>
<<else>>
<span class="blue">You need <<printmoney 750000>> to purchase Regional Marketing Push.</span>
<</if>>
<<elseif $factoryUpgrades.marketing is 2>>
<<if $money gte 1500000>>
<<link [[National Branding Campaign (£15000)|Farmers Centre Upgrades]]>>
<<money -1500000>>
<<set $factoryUpgrades.marketing to 3>>
<</link>>
<<note "+30% Quantity" "green">>
<<else>>
<span class="blue">You need <<printmoney 1500000>> to purchase National Branding Campaign.</span>
<</if>>
<<elseif $factoryUpgrades.marketing is 3>>
<<if $money gte 2500000>>
<<link [[Influencer & Media Partnerships (£25000)|Farmers Centre Upgrades]]>>
<<money -2500000>>
<<set $factoryUpgrades.marketing to 4>>
<</link>>
<<note "+40% Quantity" "green">>
<<else>>
<span class="blue">You need <<printmoney 2500000>> to purchase Influencer & Media Partnerships.</span>
<</if>>
<<elseif $factoryUpgrades.marketing is 4>>
<<if $money gte 4000000>>
<<link [[Global Brand Outreach (£40000)|Farmers Centre Upgrades]]>>
<<money -4000000>>
<<set $factoryUpgrades.marketing to 5>>
<</link>>
<<note "+50% Quantity" "green">>
<<else>>
<span class="blue">You need <<printmoney 4000000>> to purchase Global Brand Outreach.</span>
<</if>>
<<else>>
<span class="green">Your Marketing is as good as it can be.</span>
<</if>>
<</widget>><<set $outside to 0>><<effects>>
<<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>><<person1>>
You awaken on the floor of a dim, windowless room. You hear shouting beyond a white-painted wooden door.
<br><br>
Your arms are bound, <<if $worn.handheld.name isnot "naked">>and you can't find your $worn.handheld.name anywhere,<</if>><<bind>> but you manage to struggle to your feet just as the door swings open, revealing a <<person>>.
<br><br>
"Awake," <<he>> says. "Good." <<He>> grasps your shoulder, and pushes you ahead of <<him>>. "Don't cause a fuss now."
<br><br>
<<link [[Next|Flats Auction 2]]>><</link>>
<br><<effects>>
The <<person1>><<person>> pushes you from the room, down a well-lit corridor lined with other white doors. The shouting grows louder.
<br><br>
"Going once!" booms a <<person2>><<personsimple>> voice. "Going twice! Sold!" You hear a wail, followed by a heavy thud, then silence.
<br><br>
The <<person1>><<person>> pushes you into a darkened room.
<br><br>
<<link [[Next|Flats Auction 3]]>><</link>>
<br><<effects>>
You hear murmuring all around as the <<person1>><<person>> shoves you again. Your knees hit a waist-high platform. "Up," <<he>> hisses in your ear. "For your sake."
<br><br>
<<link [[Climb|Flats Auction Climb]]>><</link>>
<br>
<<link [[Refuse|Flats Auction Refuse]]>><<stress 6>><<pain 4>><</link>><<gstress>><<gpain>>
<br><<effects>>
You climb the platform. A piercing spotlight erupts above, blinding you. You squint at your surroundings. The platform is small, a square stage surrounded by darkness. You hear voices all around.
<br><br>
<<link [[Next|Flats Auction 4]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"Pl-please don't make me," you say. "Let me go."
<<elseif $speech_attitude is "bratty">>
"Why don't you make me?" you say.
<<else>>
"I don't want to," you say. "Let me go."
<</if>>
<br><br>
A heavy weight hurtles from the dark, smacking you in the back and knocking you against the platform. More than one pair of arms grasp your legs, and haul you up and onto it. A piercing spotlight erupts above, blinding you. You squint at your surroundings. The platform is small, a square stage surrounded by darkness. You hear voices all around.
<br><br>
<<link [[Next|Flats Auction 4]]>><</link>>
<br><<effects>>
"Up next," booms the <<person2>><<personsimple>> somewhere behind you. "We have a <<girl>> of ignoble origins. But don't let that fact distract you. As you can see,
<<set $flats_auction to 0>>
<<if $beauty gte $beautymax>>
<<set $flats_auction += 6>>
<<pshes>> a prize indeed."
<<elseif $beauty gte ($beautymax * 0.8)>>
<<set $flats_auction += 5>>
<<pshes>> a stunner."
<<elseif $beauty gte ($beautymax * 0.6)>>
<<set $flats_auction += 4>>
<<pshes>> a beaut."
<<elseif $beauty gte ($beautymax * 0.4)>>
<<set $flats_auction += 3>>
<<pshes>> a looker."
<<elseif $beauty gte ($beautymax * 0.2)>>
<<set $flats_auction += 2>>
<<pshes>> a pretty one."
<<else>>
<<set $flats_auction += 1>>
<<pshes>> a cute one.
<</if>>
An agreeable murmur responds.
<br><br>
<<set $flats_auction_fame to ["none"]>>
<<if $fameexhibitionism gte 800>>
<<set $flats_auction += 1>>
<<set $flats_auction_fame.push("exhibitionism")>>
<</if>>
<<if $fame.prostitution gte 800>>
<<set $flats_auction += 1>>
<<set $flats_auction_fame.push("prostitution")>>
<</if>>
<<if $fame.bestiality gte 800>>
<<set $flats_auction += 1>>
<<set $flats_auction_fame.push("bestiality")>>
<</if>>
<<if $fame.rape gte 800>>
<<set $flats_auction += 1>>
<<set $flats_auction_fame.push("rape")>>
<</if>>
<<if $fame.sex gte 800>>
<<set $flats_auction += 1>>
<<set $flats_auction_fame.push("sex")>>
<</if>>
<<if $fame.pregnancy gte 800>>
<<set $flats_auction += 1>>
<<set $flats_auction_fame.push("pregnancy")>>
<</if>>
<<if $fame.impreg gte 800>>
<<set $flats_auction += 1>>
<<set $flats_auction_fame.push("impreg")>>
<</if>>
<<if $fame.good gte 800>>
<<set $flats_auction += 1>>
<<set $flats_auction_fame.push("good")>>
<</if>>
<<if $fame.business gte 800>>
<<set $flats_auction += 1>>
<<set $flats_auction_fame.push("business")>>
<</if>>
<<if $fame.pimp gte 800>>
<<set $flats_auction += 1>>
<<set $flats_auction_fame.push("pimp")>>
<</if>>
<<if $fame.scrap gte 800>>
<<set $flats_auction += 1>>
<<set $flats_auction_fame.push("scrap")>>
<</if>>
<<if $fame.social gte 800>>
<<set $flats_auction += 1>>
<<set $flats_auction_fame.push("social")>>
<</if>>
<<if $fame.model gte 800>>
<<set $flats_auction += 1>>
<<set $flats_auction_fame.push("model")>>
<</if>>
<<if $fame.dance gte 800>>
<<set $flats_auction += 1>>
<<set $flats_auction_fame.push("dance")>>
<</if>>
<<person3>>
"I've seen <<phim>> before," says one <<personsimple>>.
<<set $flats_auction_select to $flats_auction_fame.pluck()>>
<<switch $flats_auction_select>>
<<case "exhibitionism">>
<<if $exposed gte 2>>
"I'd recognise that <<genitals>> anywhere."
<<else>>
<<if $player.gender isnot $player.gender_appearance and $NudeGenderDC gt 0>>
"<i><<pShe>></i> isn't quite as <<pshe>> appears."
<<else>>
"<<pShe>> looks even better with no clothes."
<</if>>
<</if>>
<<case "prostitution">>
"I think I rented <<phim>>."
<<case "bestiality">>
"This one's a deviant, let me tell you."
<<case "rape">>
"I'm not buying what I could take for free."
<<case "sex">>
"I hear half the town have had a go. Perhaps it's my turn."
<<case "pregnancy" "impreg">>
"<<pShes>> leaving kids behind. Maybe <<pshe>>'ll be happy to make some more."
<<case "good">>
"<<pShes>> a gentle one. Should be easy to control."
<<case "business">>
"<<pShes>> fallen far to end up here."
<<case "pimp">>
"Seeing <<phim>> like this is delicious."
<<case "scrap">>
"Might be a tough one to keep in line."
<<case "social">>
"<<pShes>> got friends in high places. This is fun."
<<case "model">>
"This is a dream come true."
<<case "dance">>
"<<pShes>> used to the spotlight."
<<default>>
"<<pShe>> lives at the orphanage, or used to."
<</switch>>
<br><br>
"You heard the <<personsimple>>," the <<person2>><<person>> shouts. "And <<pshe>> can be all yours. Let's start the bidding at..." <<He>> pauses. "£<<print Math.trunc($flats_auction * 100)>>!"
<br><br>
<<link [[Next|Flats Auction 5]]>><</link>>
<br><<effects>>
Lights erupt throughout the room, illuminating an assembled audience. They stand in a wide circle around you, each wearing a mask.
<br><br>
A <<person3>><<person>> sticks up <<his>> arm. A <<person2>><<person>> stood on another platform points at <<phim>>. "Anyone for £<<print Math.trunc($flats_auction * 120)>>?" <<he>> booms.
<br>
A <<person4>><<person>> puts up <<his>> hand. "Anyone for £<<print Math.trunc($flats_auction * 140)>>?"
<br>
£<<print Math.trunc($flats_auction * 160)>>!
<br>
£<<print Math.trunc($flats_auction * 180)>>!
<br>
£<<print Math.trunc($flats_auction * 200)>>!
<br>
£<<print Math.trunc($flats_auction * 220)>>!
<br><br>
"£<<print Math.trunc($flats_auction * 500)>>," says a new voice. Heads turn to observe the <<person5>><<person>> who spoke.
<br><br>
"Going once. Going twice. Sold!"
<br><br>
The <<person1>><<person>> looks at you expectantly, a bludgeon at <<his>> side.
<br><br>
<<link [[Next|Flats Auction 6]]>><</link>>
<br><<effects>>
The <<person5>><<person>> approaches the platform. The <<person1>><<person>> throws a hood over your head before <<person5>><<he>> arrives, then shoves you from the stage. Someone catches you in their arms. "Watch your footing." It's the <<person5>><<person>>. "Or you won't last long."
<br><br>
<<He>> holds you by your bound arms, and pushes you into motion. You turn a corner, then another. The sound of the auction fades behind you.
<<pass 5>>
<br><br>
You journey for several minutes, occasionally hearing the hum of machinery, but never feeling a draught of fresh air.
<br><br>
<<link [[Next|Flats Auction 7]]>><</link>>
<br><<location "mines">><<effects>>
"Almost there," the <<person5>><<person>> says. "Stop."
<br><br>
You hear a thud, a high-pitched grinding of metal, then the ground shakes.
<<if $leftarm is "bound" or $rightarm is "bound">>
Someone removes your hood, and your bindings.
<<unbind>>
<<else>>
Someone removes your hood.
<</if>>
You're in an open lift. Dim lights reveal walls of rock all around. You're descending.
<br><br>
"You won't see the sun again," the <<person>> says. You hear voices below.
<br><br>
<<link [[Next|Flats Auction 8]]>><</link>>
<br><<effects>>
The lift stops, and opens into a wide cave. A <<person6>><<person>> waits, a baton resting on <<his>> shoulder. <<He>> inhales. "Fresh meat. Get going." <<He>> jabs the baton toward the far end of the cave. Tunnels snake out of sight.
<br><br>
The <<person5>><<person>> shoves you from the lift.
<br><br>
<<badEndTracking "Mines" { reason: "minesSold" }>>
<<link [[Next|Mines Intro]]>><<endevent>><<flats_auction_end>><</link>>
<br><<location "canal">><<effects>>
<<if $flats_canal is undefined>>
<<set $flats_canal to 1>>
You walk down the old steps into the canal. Water used to flow here, until the mines were closed and the water dammed. The steps up to the flats are a ways down the passage.
<br><br>
<<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>>
<<person1>>
"Oi," says a voice from an alcove near the steps. Several figures emerge, led by a <<person>> in a ruined mockery of a suit. "There's a toll for passing." <<He>> stares at your face, then looks over your body. "It's <<printmoney 1000>> to enter, but seeing as you're new to the neighbourhood, you get a freebie. Next time, bring some cash."
<br><br>
"Or not," <<he>> adds, returning to the alcove. "I'm sure we can find a use for a cute one like you."
<br><br>
You walk down the canal, and climb the steps opposite. The flats tower ahead.
<br><br>
<<link [[Next|Flats]]>><<saveNPC 0 "flats_thug">><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<elseif Time.dayState is "night">>
You walk down the old steps to the canal, and walk between the tall walls. It's scary in the dark, but you reach the other side unmolested. The thugs have to sleep, after all.
<br><br>
<<link [[Next|Flats]]>><</link>>
<br>
<<else>>
<<loadNPC 0 "flats_thug">><<person1>>
You walk down the steps to the canal.
<<if $flats_canal is 1 or $flats_canal + $rng lt 20>>
The <<person>> emerges from <<his>> alcove, hand outstretched. "We work hard to maintain this passage," <<he>> says. "<span class="gold">£10</span>, if you please, to help with the upkeep."<<gimpatience>><<flats_canal 3>>
<br><br>
<<if $money gte 1000>>
<<link [[Pay|Flats Canal Pay]]>><<money -1000>><</link>>
<br>
<<else>>
<span class="blue">You can't afford it.</span>
<br>
<</if>>
<<flats_canal_run>>
<<link [[Say you don't have the money|Flats Canal Refuse]]>><<flats_canal 6>><</link>><<ggimpatience>>
<br>
<<elseif $flats_canal + $rng lt 40>>
The <<person>> emerges from <<his>> alcove, hand outstretched. "We work hard to maintain this passage," <<he>> says. "So hard, in fact, that we're asking passers by for a larger contribution than normal. <span class="gold">£20</span>."<<gimpatience>><<flats_canal 3>>
<br><br>
<<if $money gte 2000>>
<<link [[Pay|Flats Canal Pay]]>><<money -2000>><</link>>
<br>
<<else>>
<span class="blue">You can't afford it.</span>
<br>
<</if>>
<<flats_canal_run>>
<<link [[Say you don't have the money|Flats Canal Refuse]]>><<flats_canal 6>><</link>><<ggimpatience>>
<br>
<<elseif $flats_canal + $rng lt 60>>
The <<person>> emerges from <<his>> alcove, bowing and stretching out <<his>> hand. "You know the drill," <<he>> says. "<span class="gold">£30</span> this time, if you please."<<gimpatience>><<flats_canal 3>>
<br><br>
<<if $money gte 3000>>
<<link [[Pay|Flats Canal Pay]]>><<money -3000>><</link>>
<br>
<<else>>
<span class="blue">You can't afford it.</span>
<br>
<</if>>
<<flats_canal_run>>
<<link [[Say you don't have the money|Flats Canal Refuse]]>><<flats_canal 6>><</link>><<ggimpatience>>
<br>
<<elseif $flats_canal + $rng lt 80>>
The <<person>> emerges from <<his>> alcove, hand outstretched. "Well look who it is," <<he>> says. "Such an upstanding citizen as you can afford more than common riff-raff. <span class="gold">£40</span>."<<gimpatience>><<flats_canal 3>>
<br><br>
<<if $money gte 4000>>
<<link [[Pay|Flats Canal Pay]]>><<money -4000>><</link>>
<br>
<<else>>
<span class="blue">You can't afford it.</span>
<br>
<</if>>
<<flats_canal_run>>
<<link [[Say you don't have the money|Flats Canal Refuse]]>><<flats_canal 6>><</link>><<ggimpatience>>
<br>
<<elseif $flats_canal + $rng lt 100>>
The <<person>> emerges from <<his>> alcove, pacing to a strange rhythm. <<He>> spins on the spot, then bows, holding out <<his>> hand. "Times are hard," <<he>> says. "<span class="gold">£50,</span> or my dear old <<if maleChance($pronoun) gte random(1, 100)>>dad<<else>>mum<</if>> goes hungry."<<gimpatience>><<flats_canal 3>>
<br><br>
<<if $money gte 5000>>
<<link [[Pay|Flats Canal Pay]]>><<money -5000>><</link>>
<br>
<<else>>
<span class="blue">You can't afford it.</span>
<br>
<</if>>
<<flats_canal_run>>
<<link [[Say you don't have the money|Flats Canal Refuse]]>><<flats_canal 6>><</link>><<ggimpatience>>
<br>
<<elseif $flats_canal + $rng lt 120>>
The <<person>> emerges from <<his>> alcove, and walks straight towards you. "We're searching for contraband," <<he>> says. "Put your hands in the air and turn around."<<gimpatience>><<flats_canal 3>>
<br><br>
<<link [[Put your hands in the air and turn around|Flats Canal Turn]]>><<trauma 6>><<stress 6>><<arousal 600>><</link>><<gtrauma>><<gstress>><<garousal>>
<br>
<<flats_canal_run>>
<<elseif $flats_canal + $rng lt 140>>
The <<person>> emerges from <<his>> alcove, eyes running over your body. "You're a fine specimen," <<he>> says, stroking <<his>> chin. <<His>> cronies flank <<him>>. "How about you give us a little something to help us get through the day.
<<if $worn.upper.exposed gte 1 and $worn.under_upper.exposed gte 1>>
Show us your <<if $player.gender_appearance is "m">>cock<<else>>pussy<</if>>." <<His>> friends leer at you.<<gimpatience>><<flats_canal 3>>
<br><br>
<<link [[Show|Flats Canal Genitals]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>
<br>
<<flats_canal_run>>
<<else>>
Show us your <<if $player.gender_appearance is "m">>chest<<else>>tits<</if>>." <<His>> friends leer at you.<<gimpatience>><<flats_canal 3>>
<br><br>
<<link [[Show|Flats Canal Breasts]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>
<br>
<<flats_canal_run>>
<</if>>
<<elseif $flats_canal + $rng lt 160>>
The <<person>> emerges from <<his>> alcove, a lascivious glint in <<his>> eyes. "Muddy path today," <<he>> says. "A <<gentleman>> like you should keep your clothes clean." <<His>> cronies catch up with <<him>>. "How about you let us hold them? You can keep your underwear on."<<gimpatience>><<flats_canal 3>>
<br><br>
<<if $worn.under_lower.exposed gte 1>>
<span class="pink">You aren't wearing any.</span>
<br><br>
<</if>>
<<link [[Strip|Flats Canal Strip]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>
<br>
<<flats_canal_run>>
<<elseif $flats_canal + $rng lt 180>>
The <<person>> emerges from <<his>> alcove. "People have been carrying contraband in their mouths," <<he>> says, shaking <<his>> head. "I'm afraid I must insist on an inspection." <<He>> licks <<his>> lips. "With my tongue."
<br><br>
<<link [[Kiss|Flats Canal Kiss]]>><</link>><<kissvirginitywarning>>
<br>
<<flats_canal_run>>
<<else>>
The <<person>> emerges from <<his>> alcove. "People have been carrying contraband in their mouths," <<he>> says, shaking <<his>> head. "I'm afraid I must insist on an inspection." <<He>> grins.
<<if $NPCList[0].penis isnot "none">>
"With my cock."
<<else>>
"With my pussy."
<</if>>
<br><br>
"Get on your knees."
<br><br>
<<link [[Get on your knees|Flats Canal Oral]]>><<set $molestationstart to 1>><</link>>
<br>
<<flats_canal_run>>
<</if>>
<</if>><<effects>>
You hand over the money. The <<person>> gives you a shifty look, counts it, then returns to the alcove without a word. You're free to continue.
<br><br>
You walk down the canal, climb up another set of steps, and emerge by the flats.
<br><br>
<<link [[Next|Flats]]>><<endevent>><</link>>
<br><<effects>>
You run down the canal. Footsteps erupt behind you,
<<if $athleticsSuccess>>
<span class="green">but fall away as you approach the next set of steps.</span> You climb out of the canal, and emerge beside the flats.
<br><br>
<<link [[Next|Flats]]>><<endevent>><</link>>
<br>
<<else>>
<span class="red">drawing closer until a pair of arms tackle you to the ground.</span>
<br><br>
<<flats_canal_defeat>>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"I-I'm very sorry," you say. "I don't have the money."
<<elseif $speech_attitude is "bratty">>
"I'm skint," you say with a shrug. "Hope that doesn't disappoint."
<<else>>
"I don't have the money," you say. "I hope that's not a problem."
<</if>>
<br><br>
The <<person>> spits on the ground. "Fine. Go. But next time we might not be so nice."
<br><br>
You walk the rest of the way down the canal, up the next set of steps, and emerge in front of the flats.
<br><br>
<<link [[Next|Flats]]>><<endevent>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<npcoral>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Flats Canal Oral Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Flats Canal Oral]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> shoves you to the ground, gives you one last kick for good measure, then walks back up the canal. The others follow suit.
<br><br>
<<tearful>> you struggle to your feet. You climb the steps out of the canal, and arrive outside the flats.
<br><br>
<<clotheson>>
<<endcombat>>
<<else>>
<<famescrap 6>>
You shove the <<person>> onto <<his>> back, and run with a renewed vigour, weaving between other thugs and escaping up the steps.
<br><br>
You arrive outside the flats. They don't follow. <<tearful>> you lean on your knees, and take a deep breath.
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<<link [[Next|Flats]]>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<enable_rescue>>/*Remove line if rescue is impossible*/
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Flats Canal Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Flats Canal Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"It'd be easier to pay in cash next time," the <<person1>><<person>> says. "I'm sure you agree."
<br><br>
<<tearful>> you rise to your feet. You climb the steps out of the canal, and arrive outside the flats.
<<else>>
<<famescrap 6>>
You shove the <<person>> onto <<his>> back, and run with a renewed vigour, weaving between other thugs and escaping up the steps.
<br><br>
You arrive outside the flats. They didn't follow. <<tearful>> you lean on your knees, and take a deep breath.
<br><br>
<</if>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Flats]]>><</link>>
<br><<effects>>
<<pullupall>>
The <<person1>><<person>> licks <<his>> lips while <<his>> friends whistle. "That'll do," <<he>> says. You cover yourself.
<br><br>
The hoodlums return to their alcove. You continue down the canal, and climb the steps to the flats.
<br><br>
<<link [[Next|Flats]]>><<endevent>><</link>>
<br><<effects>>
<<pulldownall>>
Your audience hoot at the display. A couple step towards you, but the <<person1>><<person>> swings out <<his>> arms to stop them. "Maybe next time," <<he>> says. You cover yourself.
<br><br>
The hoodlums return to their alcove. You continue down the canal, and climb the steps to the flats.
<br><br>
<<link [[Next|Flats]]>><<endevent>><</link>>
<br><<effects>>
You do as instructed, resting your hands on your head and turning your back to the <<person1>><<person>>.
<br><br>
<<He>> reaches around your chest, and clasps your <<breasts>>. "This won't take long," <<he>> says, pulling you against <<him>>. <<He>> gropes your chest, then works down your body, feeling your abdomen and waist. <<He>> reaches between your thighs to grope your <<genitals 1>>.
<<if $worn.genitals.type.includes("chastity")>>
<<He>> finds the <<print $worn.genitals.name>> instead. "What's this?" <<he>> asks, tugging it. "It's like a chastity thing. You pervert."
<<else>>
You endure <<his>> incessant fondling.
<</if>>
<br><br>
<<He>> ends by smacking a hand against your <<bottom>>, and giving it a squeeze. "All clean," <<he>> says. "Carry on." <<He>> returns to the alcove near the stairwell.
<br><br>
You walk down the canal, and climb the steps to the flats.
<br><br>
<<link [[Next|Flats]]>><<endevent>><</link>>
<br><<effects>>
<<fameexhibitionism 6>>
<<passagestrip "undies">> <<covered>>
<br><br>
<<generate2>>
<<if $worn.under_lower.type.includes("naked")>>
"No panties!" a <<person2>><<person>> cries amidst amused gasps and whistles.
<br><br>
<</if>>
Several arms reach to snatch your clothes away. "There we go," the <<person1>><<person>> says. "We'll follow behind, and return them on the other side."
<br><br>
You ignore the <<person2>><<person>> burying <<his>> face in your garment, and walk down the canal with your body displayed. They follow behind, watching your <<bottom>>. You wonder how this must seem for anyone who looks in the canal from above.
<br><br>
<<link [[Next|Flats Canal Strip 2]]>><</link>>
<br><<effects>>
You make it to the other side. "Nicely done," the <<person1>><<person>> says. "Give <<phim>> <<pher>> clothes back."
<br><br>
They hurl the fabric part-way up the steps. You climb to retrieve them, their eyes on you the whole time. You consider cresting the steps and leaving the canal to get out of sight, but you don't know who will be up there, or watching from the many windows.
<br><br>
You dress in front of the hoodlums, then climb the rest of the way to the flats.
<br><br>
<<link [[Next|Flats]]>><<clotheson>><<endevent>><</link>>
<br><<effects>>
The <<person1>><<person>> grasps the back of your neck, and pulls your face against <<his>>. <<He>> pushes <<his>> tongue between your lips, and assaults the interior with a flurry of prods and flicks.
<<takeKissVirginity "Canal Hoodlum" "rape" "human">>
<br><br>
<<if $asphyxiaLvl gte 3 and $flats_canal gte 80>>
<<He>> tightens <<his>> grip around your neck. <span class="red">You can't breathe!</span><<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<<link [[Endure|Flats Canal Kiss Endure]]>><<trauma 6>><<stress 12>><</link>><<difficulty 50>><<gtrauma>><<ggstress>>
<br>
<<link [[Shove|Flats Canal Kiss Shove]]>><<flats_canal 3>><</link>><<gimpatience>>
<br>
<<else>>
<<He>> pulls away, leaving a thread of saliva behind. "No contraband there," <<he>> says. "Thanks for cooperating." <<He>> returns to the alcove, leaving you to continue down the canal. You climb the steps to the flats.
<br><br>
<<link [[Next|Flats]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<if random(1, 2) is 2>>
The <<person>> tightens <<his>> grip further, <<his>> mouth still pressed against yours. Just when you think you're going to pass out, <span class="green"><<he>> releases you.</span> You gasp for air. Stars swarm your vision.
<br><br>
"No contraband there," <<he>> says. "Thanks for cooperating." <<He>> returns to the alcove, leaving you to continue down the canal. You climb the steps to the flats.
<br><br>
<<link [[Next|Flats]]>><<endevent>><</link>>
<br>
<<else>>
The <<person>> tightens <<his>> grip further, <<his>> mouth still pressed against yours. Stars swarm your vision, <span class="red">but <<he>> refuses to release you.</span> <<His>> friends are talking. Something about an auction.
<br><br>
Instinct kicks in, and you struggle for air, but your muscles are too weak. <span class="red">The world fades to black.</span>
<br><br>
<<passout>>
<<link [[Next|Flats Auction]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
You shove the <<person1>><<person>> away from you. <<He>> almost falls over, but never loses <<his>> grin. "No trust these days." <<He>> shakes <<his>> head. "No contraband either. On your way."
<br><br>
You continue down the canal, and climb the stairs to the flats.
<br><br>
<<link [[Next|Flats]]>><<endevent>><</link>>
<br><<effects>>
The <<person1>><<person>> grasps your hair with one hand, and adjusts <<his>> <<print $NPCList[0].clothes.lower.name>> with the other, exposing <<his>>
<<if $NPCList[0].penis isnot "none">>
<<print $NPCList[0].penisdesc>>.
<<else>>
pussy.
<</if>>
The <<person2>><<person>> and <<person3>><<person>> follow suit. They start masturbating, inches from your face.
<br><br>
"Hold still <<bitch>>," the <<person1>><<person>> says. "You're in our territory, so we're gonna mark you as ours." <<He>> tightens <<his>> grip as they approach orgasm, to make sure you can't escape.
<br><br>
<<if $NPCList[0].penis isnot "none">>
Semen erupts from the <<person1>><<person>>'s <<print $NPCList[0].penisdesc>>. <<random_semen_head>>
<<else>>
The <<person1>><<person>>'s pussy twitches, and squirts. <<random_goo_head>>
<</if>>
<br>
<<if $NPCList[1].penis isnot "none">>
Semen erupts from the <<person2>><<person>>'s <<print $NPCList[1].penisdesc>>. <<random_semen_head>>
<<else>>
The <<person2>><<person>>'s pussy twitches, and squirts. <<random_goo_head>>
<</if>>
<br>
<<if $NPCList[2].penis isnot "none">>
Semen erupts from the <<person3>><<person>>'s <<print $NPCList[2].penisdesc>>. <<random_semen_head>>
<<else>>
The <<person3>><<person>>'s pussy twitches, and squirts. <<random_goo_head>>
<</if>>
<br><br>
"That should do it," pants the <<person1>><<person>>. <<He>> releases your hair, and the trio walk away.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Flats]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
You scream for help. The <<person>> shoves you against the wall. "Expecting coppas?" <<he>> asks.
<br><br>
<<if Time.dayState isnot "night">>
<<generate4>><<person4>>
"No one's-"
<br><br>
<span class="teal">A door opens down the hallway,</span> and a <<person>> pokes <<his>> head out. "You fucking kids again," <<he>> says. "Scram, or I'll call the police."
<br><br>
The <<person1>><<person>> gives you a sneering glance, then leaves you be.
<br><br>
<<link [[Next|Flats]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
"No one's gonna help you."
<br><br>
<i>People are rarely willing to investigate screams at night.</i>
<br><br>
<<link [[Get on your knees|Flats Events Knees]]>><<sub 1>><</link>>
<br>
<<link [[Fight|Flats Events Fight]]>><<def 1>><<set $fightstart to 1>><</link>>
<br>
<</if>><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<<if Time.dayState is "night">>
<<enable_rescue>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0) or $rescue is 1 and $alarm is 1>>
<span id="next"><<link [[Next|Flats Events Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Flats Events Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
They're too drained to stop you escaping.
<br><br>
<<tearful>> you run up a staircase, and take cover around a random corner.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Flats]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
The trio back away from you. "Crazy <<bitch>>," the <<person1>><<person>> says. They walk away.
<<famescrap 3>>
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Flats]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<elseif $rescue is 1>>
<<generate4>><<person4>>
<span class="teal">A door opens down the hallway,</span> and a <<person>> pokes <<his>> head out. "You fucking kids again," <<he>> says. "Scram, or I'll call the police."
<br><br>
The <<person1>><<person>> gives you a sneering glance, then the trio leave you be.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Flats]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<tearful>> you fall to the ground. You're too hurt to continue fighting.
<br><br>
The <<person1>><<person>> grabs your hair, and pulls you to your knees.
<br><br>
<<link [[Next|Flats Events Knees]]>><</link>>
<br>
<</if>><<effects>>
<<if $physiqueSuccess>>
You smack the <<person>>'s face. <span class="green"><<He>> recoils from the blow,</span> trips, and tumbles down the stairs.<<ltrauma>><<trauma -6>>
<br><br>
<<He>> staggers to <<his>> feet, and limps away.
<br><br>
<<link [[Next|Flats]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You try to slap the <<person>>, <span class="red">but <<he>> grasps your wrist,</span> and uses the momentum to bend you over the bannister.
<br><br>
<<link [[Next|Flats Events Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<effects>>
<<if $physiqueSuccess>>
You stomp on the <<person>>'s foot. <span class="green"><<He>> releases you with a cry,</span> trips, and tumbles down the stairs.<<ltrauma>><<trauma -6>>
<br><br>
<<He>> staggers to <<his>> feet, and limps away.
<br><br>
<<link [[Next|Flats]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You stomp on the <<person>>'s foot. <<He>> grimaces, <span class="red">but grips you with more force.</span> "Nice try." <<He>> bends you over the bannister.
<br><br>
<<link [[Next|Flats Events Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<effects>>
<<He>> <<if $worn.face.type.includes("mask")>>pulls your mask aside, and <</if>>pushes <<his>> lips against yours, tongue-first. It worms and twists into your mouth.<<takeKissVirginity $NPCList[0] rape>>
<br><br>
<<He>> pulls away, leaving a connecting thread of saliva,
<<if random(1, 2) is 2>>
<span class="green">then releases you.</span> <<He>> walks away without another glance.
<br><br>
<<link [[Next|Flats]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<span class="red">and bends you over the bannister.</span>
<br><br>
<<link [[Next|Flats Events Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<if Time.dayState isnot "night">>
<<enable_rescue>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Flats Events Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Flats Events Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> walks away without looking back.
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $enemyhealth lte 0>>
<<He>> trips and tumbles down the stairs.
<br><br>
<<He>> staggers to <<his>> feet, and limps away.
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<else>>
<<set $rescued += 1>>
"What the fuck is going on down there?" shouts a voice from above. The <<person>> pulls away from you, throws an anxious glance up the stairwell, then hurries in the opposite direction.
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<<link [[Next|Flats]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<if $phase is 1>>
<<set $seductiondifficulty to 6000>>
<<elseif $phase is 2>>
<<set $seductiondifficulty to 8000>>
<<else>>
<<set $seductiondifficulty to 10000>>
<</if>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>>
<span class="gold">You feel more confident in your powers of seduction.</span>
<br><br>
<</if>>
<<seductionskilluse>>
"I'm for sale, you know," you say, bending over and giving your <<bottom>> a shake.
<<promiscuity3>>
<<if $seductionrating gte $seductionrequired>>
The <<person>>'s eyes flash. <<His>> phone starts ringing, <span class="green">but <<he>> ignores it.</span> "My flat's this way."
<br><br>
<<He>> leads you down the hall, and holds the door open for you to enter first.
<<if $rng gte 81>>
The room is dimly lit, and it takes a moment for your eyes to adjust, and for you to notice the BDSM paraphernalia covering the walls.
<br><br>
The <<person>> grabs you from behind, and bends you over <<his>> knee. "Don't worry," <<he>> says. "I'm in the mood for something light."
<br><br>
<<link [[Next|Flats Events Solicit Spank]]>><<set $sexstart to 1>><</link>>
<br>
<<else>>
It's a normal looking flat, if a bit dirty. <<He>> shuts the door behind <<him>>, and gropes you at once.
<br><br>
<<link [[Next|Flats Events Solicit Sex]]>><<set $sexstart to 1>><</link>>
<br>
<</if>>
<<else>>
The <<person>>'s eyes flash, but <<his>> phone starts ringing. <<He>> looks away and answers it. "Yes honey. I'll be right there." <<He>> puts the phone away, gives you a sheepish look, <span class="red">and walks away.</span>
<br><br>
<<link [[Next|Flats]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Flats Events Solicit Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Flats Events Solicit Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The <<person1>><<person>> lies on <<his>> sofa, and fishes for cash in <<his>> pocket. "Here you go," <<he>> says. "Buy yourself something nice."
<br><br>
<<if $phase is 1>>
You make <<printmoney 5000>><<money 5000 "prostitution">>.
<<elseif $phase is 2>>
You make <<printmoney 10000>><<money 10000 "prostitution">>.
<<else>>
You make <<printmoney 15000>><<money 15000 "prostitution">>.
<</if>>
<br><br>
<<tearful>> you leave the flat.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $enemyhealth lte 0>>
The <<person1>><<person>> falls back on <<his>> sofa, nursing an injury.
<br><br>
<<tearful>> you run from the flat.
<br><br>
<<clotheson>>
<<endcombat>>
<<else>>
"Fucking tease," the <<person1>><<person>> says. <<He>> points to the door with an annoyed glare. "Go, get the hell outta here, and no, you're not getting a penny from me."
<br><br>
<<tearful>> you exit the flat.
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<<link [[Next|Flats]]>><<set $eventskip to 1>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<npcspank>>
<<set $enemyanger += 150>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or $enemyanger lte 20>>
<span id="next"><<link [[Next|Flats Events Solicit Spank Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Flats Events Solicit Spank]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The <<person1>><<person>> lies back on the sofa, leaving your <<bottom>> raw. "That'll do," <<he>> says. <<He>> reaches into <<his>> pocket, and hands you the money.
<br><br>
<<if $phase is 1>>
You make <<printmoney 5000>><<money 5000 "prostitution">>.
<<elseif $phase is 2>>
You make <<printmoney 10000>><<money 10000 "prostitution">>.
<<else>>
You make <<printmoney 15000>><<money 15000 "prostitution">>.
<</if>>
<br><br>
<<tearful>> you leave the flat.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $enemyhealth lte 0>>
The <<person1>><<person>> recoils, and you twist out of <<his>> grasp. <<He>> reaches for a riding crop hanging on the wall, but leans too far on one end of the sofa, toppling it, and <<him>>.
<br><br>
<<tearful>> you leave the flat.
<br><br>
<<clotheson>>
<<endcombat>>
<<else>>
The <<person1>><<person>> ceases <<his>> assault. "That'll do me," <<he>> says, reaching into <<his>> pocket. <<He>> hands you the money. "You can show yourself out."
<br><br>
<<if $phase is 1>>
You make <<printmoney 5000>><<money 5000 "prostitution">>.
<<elseif $phase is 2>>
You make <<printmoney 10000>><<money 10000 "prostitution">>.
<<else>>
You make <<printmoney 15000>><<money 15000 "prostitution">>.
<</if>>
<br><br>
<<tearful>> you leave the flat.
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<<link [[Next|Flats]]>><<set $eventskip to 1>><<endevent>><</link>>
<br><<effects>>
<<if $rng gte 11>>
You try to ignore the footsteps behind you. <span class="green"><<He>> stops by one of the flats, and enters.</span> It was a coincidence.
<br><br>
<<link [[Next|Flats]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You try to ignore the footsteps behind you, but they seem to be speeding up, getting closer. You glance behind you, just in time to catch the <<person>> break into a run. <<He>> grabs your waist and pins you against the wall.
<br><br>
<<link [[Next|Flats Events Rape 2]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<effects>>
You feel a surge of anxiety as you break into a run, worrying that the <<person1>><<person>> will give chase. <<He>> does not, but it takes a while for your pulse to slow.
<br><br>
<<link [[Next|Flats]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<if Time.dayState is "night">>
<<enable_rescue>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Flats Events Rape 2 Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Flats Events Rape 2]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> leaves you slumped against the wall, and walks away.
<br><br>
<<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $enemyhealth lte 0>>
You shove the <<person>> against the wall. <<He>> thuds against it, and slumps to the ground.
<br><br>
<<tearful>> you make your escape.
<br><br>
<<clotheson>>
<<endcombat>>
<<else>>
<<set $rescued += 1>>
<<generate2>><<person2>>
A heavy thud echoes from one of the nearby flats. "Shut the fuck up out there," shouts a <<personsimple>>'s voice. "Or I'll call the police."
<br><br>
The <<person1>><<person>> hesitates, then walks away.
<br><br>
<<tearful>> you struggle to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<<link [[Next|Flats]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<if random(1, 2) is 2>>
You dash to one of the doors, and try the handle. <span class="green">It's unlocked.</span> You rush inside before anyone catches a glimpse of you.
<br><br>
You wait for the voices outside to pass, and examine the flat. It looks typical. There are some towels hanging on the radiator.
<br><br>
<<link [[Take the towels|Flats]]>><<towelup>><<set $eventskip to 1>><<crimeUp 10 "petty">><</link>><<crime "petty">>
<br>
<<link [[Leave|Flats]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<generate1>><<generate2>><<generate3>><<generate4>><<person1>>
You dash to one of the doors, and try the handle. <span class="red">It's locked.</span> You rush to the other, but it's too late. A <<person1>><<person>> and <<person2>><<person>> walk around the corner ahead. You turn, and see a <<person3>><<person>> and <<person4>><<person>> in the other direction. All four stop to observe you.<<gtrauma>><<gstress>>
<br><br>
<<link [[Run|Flats Exposed Door Run]]>><</link>>
<br>
<<link [[Escape through the window|Flats Exposed Window Caught]]>><</link>>
<br>
<</if>><<effects>>
<<covered>> You run by the <<person1>><<person>> and <<person2>><<person>>, but they stop you in your tracks.
<br><br>
<<fameexhibitionism 4>>
"You get locked out of your flat?" the <<person1>><<person>> asks. They hold a forearm each, and force you against the wall, leaving you unable to cover yourself.
<br><br>
The <<person3>><<person>> and <<person4>><<person>> arrive, and the four stand gawking at your exposed body.
<br><br>
<<link [[Struggle|Flats Exposed Struggle]]>><</link>><<physiquedifficulty 1 16000>>
<br>
<<link [[Endure|Flats Exposed Endure]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>
<br>
/* <<if $submissive gte 1500>> */
<<link [[Beg|Flats Exposed Beg]]>><</link>><<submissivetext>>
<br>
/* <<elseif $submissive lte 500>> */
<<link [[Threaten|Flats Exposed Threaten]]>><</link>><<defianttext>>
<br>
/* <</if>> */<<effects>>
<<if $physiqueSuccess>>
You take a deep breath, and <span class="green">force back the arms holding you.</span> Unbalanced, the <<person1>><<person>> and <<person2>><<person>> fail to stop you twisting from their grasp.
<br><br>
They hesitate to give chase, and you escape to another part of the building.
<br><br>
<<link [[Next|Flats]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You try to push against the arms pinning you, <span class="red">but you're no match for two of them.</span>
<br><br>
"Best stop struggling," the <<person3>><<person>> says, taking a step forward and smacking you across the face.<<gpain>><<gtrauma>><<ggstress>><<pain 4>><<trauma 6>><<stress 12>>
<br><br>
<<link [[Next|Flats Exposed Endure]]>><</link>>
<br>
<</if>><<effects>>
You endure their probing eyes. The <<person1>><<person>> and <<person2>><<person>> release you just long enough to grasp your hips and spin you to face the wall. They pin you there, pushing your back down and forcing your <<bottom>> up into a vulnerable position.
<br><br>
They take turns groping, squeezing, and giving you the occasional spank. The <<person3>><<person>> steps behind you and grasps your hips, as if <<he>> means to escalate the violation, but further voices down the hall spook all four into fleeing.
<br><br>
You don't know if the newcomers are any better, so you flee as well.
<br><br>
<<link [[Next|Flats]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
"P-please let me go," you say<<if $pain gte 40>>, tears streaming from your eyes<</if>>. "I w-won't tell anyone you attacked me. I promise."
<br><br>
You stir the <<person1>><<person>>'s pity, and <<he>> releases your arm. The <<person2>><<person>> soon follows. You hurry away, but you feel their eyes following you.
<br><br>
<<link [[Next|Flats]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
"Try me, creeps," you spit, clenching your fists. "You'll be kissing pavement if you don't let me go. Now."
<br><br>
The <<person1>><<person>> seems caught off guard by the boldness of your threat, and <<his>> grip loosens. It's just enough. You twist an arm loose, and give <<him>> an uppercut. The <<person2>><<person>> is quick to react and makes a grab for you, but you turn the <<person1>><<person>> and use <<him>> as a human shield.
<br><br>
You push them both aside and run. You feel their eyes following you, but none of them have the guts to follow you.
<br><br>
<<link [[Next|Flats]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
You climb through the window, and onto the ledge below. You hide there, until the voices above pass.
<br><br>
<<if Time.dayState is "night">>
You avoid looking at the dark street below. You're many stories up. Careful, you climb back through the window and into the deserted corridor.
<br><br>
<<else>>
You're many stories up, and avoid looking down.
<br><br>
<<generate1>><<generate2>><<person1>>
<<if $exposed gte 2>>
"Oi <<girl>>!" shouts a <<personsimple>>'s voice from below. "What you doing out there without any clothes?"
<<else>>
"Oi <<girl>>!" shouts a <<personsimple>>'s voice from below. "What you doing out there with so little clothing?"
<</if>>
<br><br>
Your face flushes as you hurry to climb back through the window, and into the deserted corridor. You were too high for any onlookers to recognise your face, at least.<<gstress>><<stress 6>>
<br><br>
<</if>>
<<link [[Next|Flats]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
You climb through the window, and avoid looking down as you shimmy along the ledge. The <<person1>><<persons>> head pokes through after you. "Careful <<girl>>," <<he>> says, leering. "Why don't you come back inside? I'll keep you safe."
<br><br>
<<if Time.dayState is "night">>
<<else>>
<<generate5>><<person5>>
<<if $exposed gte 2>>
"Oi <<girl>>!" shouts a <<personsimple>>'s voice from below. "What you doing out there without any clothes?"
<<else>>
"Oi <<girl>>!" shouts a <<personsimple>>'s voice from below. "What you doing out there with so little clothing?"
<</if>>
More voices, and laughter, join in. Your face flushes, but you're too high for anyone to recognise your face.<<ggstress>><<stress 6>>
<br><br>
<</if>>
You arrive at another window, this one leading to a separate corridor. You climb through, and escape before they can track you down.
<br><br>
<<link [[Next|Flats]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<if random(1, 2) is 2>>
You dash by the door and hurry down the corridor on the other side. You spare a glance before turning a corner. <span class="green">No one follows.</span>
<br><br>
<<link [[Next|Flats]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<generate1>><<person1>>
You dash by the door and hurry down the corridor on the other side.
<br><br>
<span class="red">"Hey!"</span> shouts a voice behind you. "Where you going, slut?"<<ggstress>>
<br><br>
You break into a run, your face aflame.
<br><br>
<<link [[Next|Flats]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
You stay crouched behind the plant as the <<person>> walks closer. <<He>> frowns at you, and stops. "Something the matter?" <<he>> asks.
<br><br>
<<He>> can't see anything beneath your neck. You resist the urge to cover your <<lewdness>>.
<br><br>
<<link [[Say you're tying your shoelace|Flats Exposed Shoe]]>><</link>><<englishdifficulty 1 1000>>
<br>
<<link [[Say you're naked behind the plant|Flats Exposed Naked]]>><</link>>
<br>
<<link [[Tell <<him>> to go away|Flats Exposed Tell]]>><</link>>
<br><<effects>>
"My shoe came untied," you say. "That's all."
<br><br>
<<if $englishSuccess>>
<<He>> shrugs, and continues on <<his>> way <span class="green">without another glance.</span>
<br><br>
<<link [[Next|Flats]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<His>> frown deepens, <span class="red">and <<he>> walks around the plant to get a better look.</span> <<covered>>
<br><br>
<<He>> throws a glance down the corridor, then slaps <<his>> hand over your mouth.
<br><br>
<<link [[Next|Flats Exposed Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<effects>>
<<set $seductiondifficulty to 8000>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>>
<span class="gold">You feel more confident in your powers of seduction.</span>
<br><br>
<</if>>
<<seductionskilluse>>
"I'm naked behind this," you say. "Don't look."
<br><br>
<<if $seductionrating gte $seductionrequired>>
<<He>> laughs, <span class="green">and covers <<his>> eyes.</span> "I best be careful then," <<he>> says, walking by without looking.
<br><br>
<<link [[Next|Flats]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
"Naked you say?" <<he>> says, <span class="red">stepping around the plant for a closer look.</span> <<covered>>
<br><br>
<<He>> throws a glance down the corridor, then slaps <<his>> hand over your mouth.
<br><br>
<<link [[Next|Flats Exposed Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<effects>>
"Go away," you say.
<br><br>
"Why?" <<he>> asks. <span class="red">stepping around the plant for a closer look.</span> "You hiding something?" <<covered>>
<br><br>
<<He>> throws a glance down the corridor, then slaps <<his>> hand over your mouth.
<br><br>
<<link [[Next|Flats Exposed Rape]]>><<set $molestationstart to 1>><</link>>
<br><<effects>>
You pick up the plant, and walk towards the <<person>> as if nothing were amiss. You don't think <<he>> can see through the leaves, but there'll be no hiding if <<he>> glances your way as <<he>> passes.
<br><br>
<<if random(1, 10) lte 4>>
<<He>> frowns at the plant, but then looks away, <span class="green">and keeps <<his>> gaze fixed ahead while <<he>> passes.</span>
<br><br>
<<link [[Next|Flats]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<He>> frowns at the plant, then at you. "Where you going with that?" <<he>> asks. "That's part of the decor." <span class="red"><<He>> grasps the other side of the pot.</span>
<br><br>
<<link [[Run|Flats Exposed Run]]>><</link>><<athleticsdifficulty 1 1000>>
<br>
<<link [[Wrestle|Flats Exposed Wrestle]]>><</link>><<physiquedifficulty 1 16000>>
<br>
<</if>><<effects>>
You release the pot and run.
<<if $athleticsSuccess>>
<<He>> gets a clear look at your behind, <span class="green">but isn't able to keep up.</span> You escape to another part of the building.
<br><br>
<<link [[Next|Flats]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<He>> gets a clear look from behind, and drops the pot to chase you. <span class="red"><<He>> tackles you to the ground,</span> and slaps <<his>> hand over your mouth.
<br><br>
<<link [[Next|Flats Exposed Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<effects>>
<<if $physiqueSuccess>>
You wrestle over the potted plant, <span class="green">and manage to tear it from <<his>> grip.</span> <<He>> falls on <<his>> ass, and leans back while nursing the injury.
<br><br>
You back away, keeping the pot between you, until you turn a corner. You drop the plant and run.
<br><br>
<<link [[Next|Flats]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You wrestle over the potted plant, <span class="red">but <<he>> tears it from your grip.</span> You fall on your <<bottom>>, everything exposed. <<covered>>
<br><br>
<<He>> drops the plant in surprise, but recovers fast, leaping forward and slapping a hand over your mouth.
<br><br>
<<link [[Next|Flats Exposed Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<if Time.dayState isnot "night">>
<<enable_rescue>>
<</if>>
<<hand_gag 0 left>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Flats Exposed Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Flats Exposed Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> walks away without giving you another glance.
<br><br>
<<tearful>> you climb to your feet.
<br><br>
<<elseif $enemyhealth lte 0>>
"Fucking psycho," <<he>> mutters, backing away from you and eyeing you warily. After some distance, <<he>> turns and runs.
<br><br>
<<tearful>> you get your bearings.
<br><br>
<<else>>
<<set $rescued += 1>>
The <<person1>><<person>> jumps as a few heavy thuds hit the door behind <<him>>. <<He>> walks away without sparing another glance.
<br><br>
<<tearful>> you climb to your feet.
<br><br>
<</if>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Flats]]>><<set $eventskip to 1>><</link>><<effects>>
<<if isPregnancyEnding()>>
<<set _noWake to true>>
<<pregnancyPassout "hookah">>
<<else>>
<<if $hookah_state is 3>>
You are in your hookah parlour. The hookah itself sits in the centre, surrounded by cushions.
<br><br>
<<hookah_juice>>
<<if $hookah.juice gte 1>>
<<if $daily.hookah is 1>>
<span class="red">You were warned that smoking for more than an hour a day could be dangerous.</span>
<br>
<<if random(1, 2) is 2>>
<<ind>> <<link [[Partake anyway (1:00)|Flats Hookah Smoke]]>><<set $hookah.juice -= 1>><<hallucinogen 60>><</link>>
<br>
<<else>>
<<ind>> <<link [[Partake anyway (1:00)|Flats Hookah Smoke Danger]]>><<set $hookah.juice -= 1>><<hallucinogen 60>><</link>>
<br>
<</if>>
<<else>>
<<ind>><<link [[Partake (1:00)|Flats Hookah Smoke]]>><<set $hookah.juice -= 1>><<set $daily.hookah to 1>><<hallucinogen 60>><</link>>
<br>
<</if>>
<<if $exposed lte 0>>
<<ind>><<link [[Entice customers (1:00)|Flats Hookah Work]]>><<set $hookah.juice -= 1>><<hallucinogen 60>><</link>>
<br>
<</if>>
<</if>>
<<getouticon>> <<link [[Leave|Flats]]>><</link>>
<br>
<<elseif $hookah_state is 2>>
You are in your hookah parlour. The hookah itself lies broken on the floor, but the smell of incense remains.
<br><br>
<<link [[Clean (3:00)|Flats Hookah Clean]]>><<set $hookah_state to 3>><<pass 180>><</link>>
<br>
<<getouticon>><<link [[Leave|Flats]]>><</link>>
<br>
<<elseif $hookah_state is undefined>>
<<set $hookah_state to 1>>
<<generate1>><<person1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>>
You push open the door, and peer inside. Five people lie on velvet cushions around a hookah pipe. The smell is intoxicating.
<br><br>
A <<person1>><<person>> enters from an adjoining room, carrying a bowl and pair of tongs. <<He>> lifts a squirming something from the vessel, and places it in the hookah pipe.
<br><br>
"Aha," <<he>> says, noticing you. You hear a jingle as <<he>> turns. A pair of tiny spectacles sits on the end of <<his>> nose. "Another visitor. It's £50 for an hour on the hookah."
<br><br>
"No two people have the same experience," <<he>> adds, as if predicting a question. "I'm afraid the substance itself must remain a secret."
<<if playerBellyVisible()>>
<<He>> looks down at your <<bellyDescription "pc">>. "Don't worry, it's completely safe. For your baby, I mean."
<</if>>
<br><br>
<span class="gold">You've discovered the hookah parlour.</span>
<br><br>
<<saveNPC 0 "hookah">>
<<getouticon>> <<link [[Leave|Flats]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<loadNPC 0 "hookah">><<person1>>
The hookah parlour isn't quite where you remember it, but you catch a whiff of the familiar incense, which helps track it down. The front door is open, and a purple light glows within. You push it ajar, and peer inside.
<br><br>
<<if $rng gte 81>>
The spectacled hookah <<hookah_master>> sits on one of the cushions <<himself>>, reading a newspaper.
<<elseif $rng gte 61>>
The spectacled hookah <<hookah_master>> kneels in front of a cabinet and rummages within.
<<elseif $rng gte 41>>
The spectacled hookah <<hookah_master>> is polishing the pipe.
<<elseif $rng gte 21>>
The spectacled hookah <<hookah_master>> leans on a window and watches <<if Weather.precipitation is "rain">>the rain<<elseif Weather.precipitation is "snow">>the snow<<else>>the street below.<</if>>
<<else>>
The spectacled hookah <<hookah_master>> sits on a stool and sips from a teacup.
<</if>>
<br><br>
<<if $daily.hookah is 1>>
<<He>> looks at you. "I'm afraid we don't allow someone to spend more than an hour a day on the hookah," <<he>> says. "For your safety."
<br><br>
<<else>>
<<He>> looks at you. "£50 for an hour on the hookah."
<br><br>
<</if>>
<<if $money gte 5000 and $daily.hookah is undefined>>
<<ind>><<link [[Smoke (1:00)|Flats Hookah Smoke]]>><<set $daily.hookah to 1>><<money -5000>><</link>>
<br>
<</if>>
<<getouticon>> <<link [[Leave|Flats]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<</if>><<effects>>
You sit on a cushion in front of the hookah pipe, put the hose to your mouth, and inhale.
<br><br>
You find yourself on your back, beneath a spinning ceiling. A schism rips through the plaster, and reality parts.
<br><br>
<<if $awareness gte 400>>
It threatens to overwhelm, <span class="green">but you cling to glimmers of reason.</span> An alien forest appears through the portal. Colossal tentacles twist and writhe against the sky.
<br><br>
<<if $tentacledisable is "f">>
<<link [[Enter|Tentacle Forest Entrance]]>><<set $tentacleEntrance to "hookah">><<endevent>><</link>>
<br>
<<else>>
<span class="red">You're terrified by them,</span> and start pushing against your consciousness, trying to force yourself to wake up. However, for one brief moment of lucidity, <span class="lewd">you wonder what would happen if you opened your mind to it.</span>
<br><br>
<<link [[Try to enter|Tentacle Forest Enable]]>><</link>><<willpowerdifficulty 1 1>> | <span class="pink">This will enable tentacles.</span> <!-- Appears even with blind stats enabled. Intentional -->
<br>
<</if>>
<<link [[Ignore|Flats Hookah Flow]]>><<pass 1 hour>><<willpower 6>><<if $awareness lt 600>><<awareness 6>><</if>><</link>><<ggwillpower>><<if $awareness lt 600>><<ggawareness>><</if>>
<br>
<<else>>
You can't make sense of it, <span class="red">and your thoughts are torn from your control.</span><<ggwillpower>><<willpower 6>><<if $awareness lt 600>><<ggawareness>><<awareness 6>><</if>>
<br><br>
<<link [[Next|Flats Hookah Flow]]>><<pass 1 hour>><</link>>
<br>
<</if>><<effects>>
You see flashes of eldritch vistas, but the experiences are snatched from consciousness before they can be etched on your memory, replaced by whispers of forgotten truths. These are seized in turn, replaced by other impossible sensations.
<br><br>
<<endevent>>
<<loadNPC 0 "hookah">><<person1>>
<<if $hookah_state gte 2>>
They assail you over and over, until you awaken on a cushion in the hookah parlour. You wait for the world to stop spinning, and rise to your feet.
<br><br>
<<endevent>>
<<link [[Next|Flats Hookah]]>><</link>>
<br>
<<else>>
They assail you over and over, until you awaken on a cushion in the hookah parlour. "Thank you for your custom," the <<hookah_master>> says. "I fear we only allow an hour per day. Safety reasons."
<br><br>
<<He>> helps you to your feet, and leads you to the door.
<br><br>
<<endevent>>
<<link [[Next|Flats]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<location "flats">><<set $outside to 0>><<effects>>
<<storeon "hookah">>
<<if $hookah_state gte 2>>
You awaken in the hookah parlour. You wait for the spinning to subside, then rise to your feet.
<br><br>
<<link [[Next|Flats Hookah]]>><</link>>
<br>
<<else>>
<<loadNPC 0 "hookah">><<person1>>
You awaken in the hookah parlour. "Thank you for your custom," the <<hookah_master>> says. A wry smile forms on <<his>> lips. "A good trip, I take it?"
<br><br>
<<if $rng gte 81>>
"It's best you don't stay there too long," <<he>> says, helping you to your feet. "It's a mistake few make more than once."
<<elseif $rng gte 61>>
"Don't tell the others," <<he>> says, helping you to your feet. "They'll tell you that's not the point of the hookah, but they'd be jealous."
<<elseif $rng gte 41>>
"I'd go straight home if I were you," <<he>> says, helping you to your feet. "A trip often leaves one sensitive."
<<elseif $rng gte 21>>
"Don't fret if you see anything unusual in the next hour or so," <<he>> says, helping you to your feet. "The effects can linger."
<<else>>
"Let me take a look outside before you leave," <<he>> says, helping you to your feet. "Just to make sure there are no ruffians around."
<</if>>
<br><br>
<<He>> pushes <<his>> spectacles up the bridge of <<his>> nose, and walks you to the door.
<br><br>
<<link [[Next|Flats]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
You remove the shards of broken glass with a dustpan and brush, then apply a vacuum cleaner to pick up the finer particles. A lot of the furniture in the living room is ruined. You carry the pieces outside.
<br><br>
With the parlour looking tidy, you examine the hookah. The vase is shattered, but the rest is intact.
<br><br>
<<npc Bailey>><<person1>><<generate2>>
You feel a presence watching you from the entrance. <span class="pink">Bailey</span> leans against the doorframe. One of <<his>> goons, a <<person2>><<person>>, flanks <<person1>><<him>>.
<br><br>
<<link [[Next|Flats Hookah Clean 2]]>><</link>>
<br><<effects>>
Bailey looks at you for a long moment. "I take a <span class="pink">50%</span> cut," <<he>> says. "That isn't negotiable." <<He>> glances at the <<person2>><<person>>, who disappears into the corridor outside.
<br><br>
<<link [[Nod|Flats Hookah Clean Nod]]>><<sub 1>><</link>>
<br>
<<link [[Get angry|Flats Hookah Clean Angry]]>><<def 1>><</link>>
<br><<effects>>
You nod, though Bailey has already taken your agreement for granted. "You'll need a new hookah. I can't help with... whatever it was the old master put in that thing. <i>Try the farms outside town.</i> Someone might have snared what you need."
<br><br>
The <<person>> returns, carrying an intact hookah pipe. <<He>> brings it into the middle of the room.
<br><br>
<<link [[Next|Flats Hookah Clean End]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"But you take so much already," you say.
<<elseif $speech_attitude is "bratty">>
"Like I don't pay you enough already," you say.
<<else>>
"But I already pay you," you say.
<</if>>
<br><br>
"That's one thing," Bailey sneers. "This is another. You'll need a new hookah. I can't help with whatever it was the old master put in them. <i>Try the farms outside town.</i> Someone might have snared what you need."
<br><br>
The <<person>> returns, carrying an intact hookah pipe. <<He>> brings it into the middle of the room.
<br><br>
<<link [[Next|Flats Hookah Clean End]]>><</link>>
<br><<effects>>
Bailey waits for <<person1>><<his>> goon to pass, gives the room one last sweep with <<his>> eyes, then leaves.
<br><br>
<<link [[Next|Flats Hookah]]>><<endevent>><</link>>
<br><<effects>>
You retrieve a pair of tongs from the kitchen, and lift the lurker from your net. It squirms, impotent, as you put it in the hookah.
<br><br>
A sweet-smelling incense fills the air.
<br><br>
<<link [[Next|Flats Hookah]]>><</link>>
<br><<effects>>
You retrieve a pair of tongs from the kitchen, and lift a lurker from its cage in the fridge. It squirms, impotent, as you put it in the hookah.
<br><br>
A sweet-smelling incense fills the air.
<br><br>
<<link [[Next|Flats Hookah]]>><</link>>
<br><<effects>>
You open the fridge, and one of the interior cages. You unfurl your net, letting the creature within fall, then slam the cage shut before it can escape.
<br><br>
<<link [[Next|Flats Hookah]]>><</link>>
<br><<effects>>
You sit on a cushion in front of the hookah pipe, put the hose to your mouth, and inhale.
<br><br>
You find yourself on your back, beneath a spinning ceiling. A schism rips through the plaster, and reality parts.
<br><br>
<span class="red">An irresistible force seizes you,</span> and pulls you through an impossible labyrinth.
<br><br>
<<link [[Next|Flats Hookah Smoke Danger 2]]>><<pass 60>><</link>>
<br><<effects>>
You awaken behind a dumpster. <span class="pink">Your clothes are missing.</span> You're somewhere in town, and there's no one else around, but you keep your body covered as you rise to your feet.
<br><br>
<<clothesruined>>
<<switch $rng>>
<<case 1>>
<<set $bus to "nightingale">>
<<case 2>>
<<set $bus to "domus">>
<<case 3>>
<<set $bus to "elk">>
<<case 4>>
<<set $bus to "high">>
<<case 5>>
<<set $bus to "starfish">>
<<case 6>>
<<set $bus to "barb">>
<<case 7>>
<<set $bus to "connudatus">>
<<case 8>>
<<set $bus to "wolf">>
<<case 9>>
<<set $bus to "harvest">>
<<case 10>>
<<set $bus to "oxford">>
<<case 11>>
<<set $bus to "danube">>
<<case 12>>
<<set $bus to "mer">>
<<case 13>>
<<set $bus to "cliff">>
<</switch>>
<<destination>><<effects>>
You open the front door, letting the sweet incense leak outside. You won't need to wait long. How do you want to present yourself?
<br><br>
<<link [[Friendly|Flats Hookah Work Friendly]]>><</link>><<note "Troublesome anomalies" "blue">>
<br>
<<link [[Professional|Flats Hookah Work Professional]]>><</link>><<note "Troublesome customers" "blue">>
<br><<effects>>
You wait by the door.
<<cleareventpool>>
<<addinlineevent "hookah_work_professional_1" 1>>
<<generate1>><<person1>>A <<person>> walks right by you, and looks around.
<br><br>
"Welcome to the hookah parlour," you say. <<He>> jumps when <<he>> hears your voice. "It's £50 for an hour on the hookah."
<br><br>
<<He>> opens <<his>> mouth to speak. "No two people have the same experience," you interrupt, as if predicting a question. "I'm afraid the substance itself must remain a secret."
<br><br>
<<He>> pays you, and sits on a cushion. You've made <<printmoney 2500>><<money 2500 "flatsHookah">>.
<br><br>
<<link [[Next|Flats Hookah Work Professional Grope]]>><<pass 60>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "hookah_work_professional_2" 1>>
<<generate1>><<generate2>><<person1>>
A <<person>> and <<person2>><<person>> enter.
<br><br>
"Welcome to the hookah parlour," you say. "It's £50-"
<br><br>
"This isn't our first time," the <<person2>><<person>> says, handing you money for two customers. You make <<printmoney 5000>><<money 5000 "flatsHookah">>.
<br><br>
The pair sit on a couple of cushions around the hookah.
<br><br>
<<link [[Next|Flats Hookah Work Professional Pair]]>><<pass 60>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "hookah_work_professional_3" 1>>
<<generate1>><<generate2>><<generate3>><<person1>>
A <<person>>, <<person2>><<person>>, and <<person3>><<person>> enter, looking unsure.
<br><br>
"Welcome to the hookah parlour," you say. "It's £50 for an hour on the hookah."
<br><br>
"This isn't, like, a brothel?" the <<person1>><<person>> asks.
<br><br>
You inhale, and draw your shoulders higher in indignance. "No, this is not that sort of establishment."
<br><br>
The <<person>> raises <<his>> arms in a placating gesture. "Alright, alright. We'll see what this hookah is all about." <<He>> hands you the money. You make <<printmoney 7500>><<money 7500 "flatsHookah">>.
<br><br>
<<link [[Next|Flats Hookah Work Professional Trio]]>><<pass 60>><</link>>
<br>
<</addinlineevent>>
<<runeventpool>><<effects>>
Your customers inhale the smoke. It lulls them into an erratic slumber.
<br><br>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if ($danger gte (9900 - $allure) or $eventforced)>>
An hour passes. You wake them from their dreams. "Thank you for your custom," you say. "I'm afraid we only allow one hour on the hookah per day. For safety reasons."
<br><br>
You lead them to the door, but the <<person1>><<person>> slams it ahead of you. "The hookah's made me horny," <<he>> says. "How about you help me fix that?" The <<person2>><<person>> and <<person3>><<person>> step either side of you. They don't look ready to accept "no" as an answer.
<br><br>
<<link [[Next|Flats Hookah Work Professional Trio Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<link [[Next|Flats Hookah Work Simple Good End]]>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Flats Hookah Work Professional Trio Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Flats Hookah Work Professional Trio Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
They leave the parlour, leaving you slumped beside the door.
<br><br>
<<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<else>>
You throw open the door, and give the <<person1>><<person>> a solid kick to the behind. <<He>> tumbles outside. The <<person2>><<person>> and <<person3>><<person>> decide that further aggression isn't worthwhile, and leave with what dignity they still possess.
<br><br>
<<tearful>> you slam the door after them.
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<<link [[Next|Flats Hookah]]>><</link>>
<br><<effects>>
The <<person1>><<person>> and <<person2>><<person>> inhale hookah smoke, and lean back on their cushions. You observe them, making sure their movements don't become worrisome.
<br><br>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if ($danger gte (9900 - $allure) or $eventforced)>>
An hour passes. You wake your customers, only for the <<person1>><<person>> to snatch your wrist and pull you down.
<br><br>
"£50 each to smoke is a little dear, don't you think?" <<he>> says. "Let's get our money's worth."
<br><br>
<<link [[Next|Flats Hookah Work Professional Pair Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<link [[Next|Flats Hookah Work Simple Good End]]>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Flats Hookah Work Professional Pair Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Flats Hookah Work Professional Pair Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
They leave you lying on the cushions, and depart.
<br><br>
<<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<else>>
The <<person1>><<person>> staggers, grasping the hookah to steady <<himself>>. <<He>> jostles the vase, and a puff of concentrated smoke envelops <<his>> face.
<br><br>
<<He>> staggers from the room, muttering nonsense. The <<person2>><<person>> follows, wearing a worried expression.
<br><br>
<<tearful>> you make sure the hookah doesn't fall.
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<<link [[Next|Flats Hookah]]>><</link>>
<br><<effects>>
The <<person1>><<person>> inhales the hookah smoke, and loses consciousness. You observe <<him>>, making sure <<his>> movements don't become worrisome.
<br><br>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if ($danger gte (9900 - $allure) or $eventforced)>>
An hour passes. You're about to wake <<him>>, when <<he>> bolts upright of <<his>> own accord. <<He>> stares at you with lust-filled, groggy eyes.
<br><br>
<<He>> steps forward, and presses <<his>> hands against your <<breasts>>. "Another hottie," <<he>> says. "I should take advantage while I can."
<br><br>
<<link [[Next|Flats Hookah Work Professional Grope Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<link [[Next|Flats Hookah Work Simple Good End]]>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Flats Hookah Work Professional Grope Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Flats Hookah Work Professional Grope Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> waits for a moment, then pinches <<himself>>. "Ow," <<he>> says. "Sorry. I thought I was dreaming."
<br><br>
<<tearful>> you show <<him>> the door.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Flats Hookah]]>><</link>>
<br>
<<else>>
You knock the <<person>> on <<his>> ass. <<He>> blinks. "Sorry," <<he>> says. "I thought I was dreaming."
<br><br>
<<tearful>> you show <<him>> the door.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Flats Hookah]]>><</link>>
<br>
<</if>><<effects>>
You wait by the door.
<<cleareventpool>>
<<addinlineevent "hookah_work_friendly_1" 1>>
<<generate1>><<person1>> A <<person>> pokes <<his>> head in. "Hello," you say with a smile. "Welcome to the hookah parlour. It's £50 for an hour on the hookah."
<br><br>
The <<person>> looks around, then pays you and sits on a cushion. You've made <<printmoney 2500>><<money 2500 "flatsHookah">>.
<br><br>
<<link [[Next|Flats Hookah Work Friendly Tentacles]]>><<pass 60>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "hookah_work_friendly_2" 1>>
<<generate1>><<generate2>><<person1>>A <<person>> walks in, followed by a <<person2>><<person>>
<br><br>
"Hello," you say. "Welcome to the hookah parlour. It's £50 for an hour on the hookah."
<br><br>
"Under new management?" the <<person>> asks, paying you while the <<person1>><<person>> takes a seat. "All the same to me."
<br><br>
You make <<printmoney 5000>><<money 5000 "flatsHookah">>.
<br><br>
<<link [[Next|Flats Hookah Work Friendly Slime]]>><<pass 60>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "hookah_work_friendly_3" 1>>
<<generate1>><<generate2>><<generate3>><<person1>>
A <<person>>, <<person2>><<person>>, and <<person3>><<person>> enter the parlour.
<br><br>
"Hello," you say. "Welcome to the hookah parlour. It's £50 for an hour on the hookah."
<br><br>
The <<person>> looks unsure, but the <<person1>><<person>> hands you money for all three, and takes a seat on a cushion. The other two follow <<his>> example. You make <<printmoney 7500>><<money 7500 "flatsHookah">>.
<br><br>
<<link [[Next|Flats Hookah Work Friendly Window]]>><<pass 60>><</link>>
<br>
<</addinlineevent>>
<<runeventpool>><<effects>>
The three huff on their hookah pipes, and soon fall into a slumber. You stand by the window, and watch the traffic below.
<br><br>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if ($danger gte (9900 - $allure) or $eventforced)>>
Something catches your eye. Someone on the pavement, far below, is standing still. They stare up. It looks like they're staring at you.<<gstress>><<stress 6>>
<br><br>
<<link [[Close the curtains|Flats Hookah Work Window Close]]>><</link>>
<br>
<<link [[Stare back|Flats Hookah Work Window Stare]]>><<if $awareness lt 600>><<awareness 6>><</if>><</link>><<ggstress>><<if $awareness lt 600>><<gawareness>><</if>>
<br>
<<else>>
<<link [[Next|Flats Hookah Work Simple Good End]]>><</link>>
<br>
<</if>><<effects>>
You close the curtains. You've enough to worry about.
<br><br>
The hour draws to a close, and you wake your customers.
<br><br>
"That was amazing," the <<person2>><<person>> says. "I want another hour."
<br>
"I'm sorry," you say. "But it's not safe to spend more than an hour a day on the hookah. I hope you come back another time!"
<br><br>
You hold the door wide open, and the trio leave.
<br><br>
<<link [[Next|Flats Hookah]]>><<endevent>><</link>>
<br><<effects>>
You stare back at the figure below, but soon notice others, also looking your way. There's no question. They're looking at you.
<br><br>
You're so transfixed you almost fail to notice the time. You tear your eyes away from the window, and wake your customers.
<br><br>
"That was amazing," the <<person2>><<person>> says. "I want another hour."
<br>
"I'm sorry," you say. "But it's not safe to spend more than an hour a day on the hookah. I hope you come back another day!"
<br><br>
You hold the door wide open, and the trio leave.
<br><br>
<<link [[Next|Flats Hookah]]>><<endevent>><</link>>
<br><<effects>>
The pair slip into a deep slumber in front of the hookah. You keep an eye on them, making sure their movements don't become too violent.
<br><br>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if ($danger gte (9900 - $allure) or $eventforced)>>
<<if $slimedisable is "f">>
You hear a splat in the kitchen. You investigate, and find a large slime sliding across the floor. Another flops from the sink, and splatters onto the ground before reforming. More follow.
<br><br>
You return to the parlour proper, and wake your customers. "I hope you dreamt well," you say, helping the <<person1>><<person>> to <<his>> feet. "Please come again."
<br><br>
You lead them to the door, hoping they don't notice another splat from the kitchen.
<br><br>
<<link [[Next|Flats Hookah Work Friendly Slime 2]]>><</link>>
<br>
<<else>>
<<link [[Next|Flats Hookah Work Simple Bad End]]>><</link>>
<br>
<</if>>
<<else>>
<<link [[Next|Flats Hookah Work Simple Good End]]>><</link>>
<br>
<</if>><<effects>>
You close the door behind the pair, and turn to face the slimes.
<br><br>
<<link [[Next|Flats Hookah Work Friendly Slime Rape]]>><<endevent>><<set $struggle_start to 1>><</link>>
<br><<if $struggle_start is 1>>
<<struggle_init>>
<<set $struggle.creature to "slime">>
<<struggle_creatures 4 1>>
<<set $combat to 1>>
<<controlloss>>
<<violence 1>>
<<molested>>
<<unset $struggle_start>>
<</if>>
<<struggle>>
<<if $struggle.done gte $struggle.number>>
<span id="next"><<link [[Next|Flats Hookah Work Friendly Slime Rape End]]>><</link>></span>
<br>
<<else>>
<span id="next"><<link [[Next|Flats Hookah Work Friendly Slime Rape]]>><</link>></span>
<br>
<</if>><<effects>>
The last of the slimes leaps into the kitchen sink, and disappears down the drain.
<br><br>
<<tearful>> you make sure the hookah has not been damaged in the struggle.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Flats Hookah]]>><</link>>
<br><<effects>>
The <<person1>><<person>> slips into a deep slumber in front of the hookah. You keep an eye on <<him>>, making sure <<his>> occasional twitchings don't develop into something worrisome.
<br><br>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if ($danger gte (9900 - $allure) or $eventforced)>>
<<if $tentacledisable is "f">>
You hear a strange noise in the bathroom. You peek around the corner. Tentacles are emerging from the drains on the sink and bath, as well as the taps.
<br><br>
You wake the <<person1>><<person>>, and help <<him>> to <<his>> feet. "Thank you for coming," you say. "I hope you had a pleasant dream." You lead <<him>> to the door, doing your best not to look at the tentacles emerging from the bathroom behind you.
<br><br>
<<link [[Next|Flats Hookah Work Friendly Tentacles 2]]>><</link>>
<br>
<<else>>
<<link [[Next|Flats Hookah Work Simple Bad End]]>><</link>>
<br>
<</if>>
<<else>>
<<link [[Next|Flats Hookah Work Simple Good End]]>><</link>>
<br>
<</if>><<effects>>
You close the door behind the <<person>>, and turn to face the tentacle threat.
<br><br>
<<link [[Next|Flats Hookah Work Friendly Tentacles Rape]]>><<endevent>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<set $combat to 1>>
<<set $enemytype to "tentacles">>
<<molested>>
<<controlloss>>
<<tentaclestart 6 12>>
<</if>>
<<statetentacles>>
<<effects>>
<<effectstentacles>>
<<tentacles>>
<<actionstentacles>>
<<if $tentacles.active lte ($tentacles.max / 2)>>
<span id="next"><<link [[Next|Flats Hookah Work Friendly Tentacles Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Flats Hookah Work Friendly Tentacles Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
The tentacles retreat, disappearing into the bathroom, and down the drains.
<br><br>
<<tearful>> you make sure the hookah hasn't been disturbed.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Flats Hookah]]>><</link>>
<br><<effects>>
<<if $enemyno gte 2>>
You watch over your customers. They appear to sleep, but still bring the pipes to their mouths now and then.
<br><br>
<<else>>
You watch over your customer. <<He>> appears to sleep, but still brings the pipe to <<his>> mouth now and then.
<br><br>
<</if>>
<<person1>>
<<set $rng to random(1, 5)>>
<<if $rng is 5>>
The <<person>> fidgets incessantly. You shift the hookah away from <<him>>. You're afraid <<he>>'ll shatter it otherwise.<<gstress>><<stress 6>>
<br><br>
<<elseif $rng is 4>>
The <<person>> releases an unholy wail. You cover your ears. It doesn't last long, at least.<<gstress>><<stress 6>>
<br><br>
<<elseif $rng is 3>>
The <<person>> mutters incoherently. Something about the cadence is unnatural, and disturbing.<<gstress>><<stress 6>>
<br><br>
<<elseif $rng is 2>>
The <<person>> licks <<his>> fingers, as if tasting a delectable honey. <<He>> sounds unreasonably sloppy.<<gstress>><<stress 6>>
<br><br>
<<else>>
The <<person1>><<person>> shakes and shivers. <<His>> feet kick at the air. You're afraid <<he>>'ll break something, so you hold them still.<<gstress>><<stress 6>>
<br><br>
<</if>>
<<if $enemyno gte 2>>
At the end of the shift, you wake your customers and help them to their feet.
<br><br>
<<else>>
At the end of the shift, you wake your customer and help <<him>> to <<his>> feet.
<br><br>
<</if>>
<<link [[Next|Flats Hookah]]>><<endevent>><</link>>
<br><<effects>>
<<if $enemyno gte 2>>
You watch over your customers. They appear to sleep, but still bring the pipes to their mouths now and then.
<br><br>
<<else>>
You watch over your customer. <<He>> appears to sleep, but still brings the pipe to <<his>> mouth now and then.
<br><br>
<</if>>
<<person1>>
<<set $rng to random(1, 5)>>
<<if $rng is 5>>
The <<person>> whispers now and then, describing <<his>> visions. Some of it makes a disturbing sense.<<if $awareness lt 600>><<awareness 6>><<gawareness>><</if>>
<br><br>
<<elseif $rng is 4>>
The <<person>> murmurs about <<his>> work on Elk Street. It sounds interesting.<<gscience>><<scienceskill>>
<br><br>
<<elseif $rng is 3>>
The <<person>> solves maths problems out loud. Most are beyond you, and perhaps the <<person>> <<himself>>, but you follow along with some.<<gmaths>><<mathsskill>>
<br><br>
<<elseif $rng is 2>>
The <<person>> quotes poetry aloud. At least you assume <<hes>> quoting. It's oddly inspiring.<<genglish>><<englishskill>>
<br><br>
<<else>>
The <<person>> talks about <<his>> childhood. It's embellished, it must be, but it's still interesting.<<ghistory>><<historyskill>>
<br><br>
<</if>>
<<if $enemyno gte 2>>
At the end of the shift, you wake your customers and help them to their feet.
<br><br>
<<else>>
At the end of the shift, you wake your customer and help <<him>> to <<his>> feet.
<br><br>
<</if>>
<<link [[Next|Flats Hookah]]>><<endevent>><</link>>
<br><<set $outside to 0>><<location "flats">><<effects>>
You are on the ground floor of a block of flats on Barb Street. The walls and floor are plain, but clean and well-maintained. Doors line the corridor, and a staircase ascends at the end.
<br><br>
<<if Time.dayState is "night">>
The flats are silent. The occupants must be asleep.
<br><br>
<<elseif $exposed gte 1>>
You hide beneath the stairwell, conscious of your <<nudity>>.
<br><br>
<<else>>
<</if>>
<<if $stress gte $stressmax and !$possessed>>
<span class="red">You've pushed yourself too much.</span> You pass out.
<br><br>
<<passout_flats>>
<<elseif $exposed lt 1 and $housekeeping gte 200 and $flats_superintendent is undefined>>
<<generate1>><<generate2>><<person2>>
A door swings open, and a <<person>> marches through. "I fucking quit!" <<he>> says, throwing a middle finger at the <<person1>><<person>> following behind. <<person2>><<He>> barges past you.
<br><br>
"It was just a suggestion," the <<person1>><<person>> says, stopping next to you and leaning on <<his>> thighs. "Well, that's another one," <<he>> says. <<He>> turns to you. "I've seen you around. Doing odd jobs for people in the flats? I'm the superintendent." <<He>> holds out <<his>> hand.
<br><br>
<<link [[Shake|Flats Superintendent Intro]]>><<set $phase to 1>><<set $flats_superintendent to 1>><<saveNPC 0 "flats_superintendent">><</link>>
<br>
<<link [[Don't shake|Flats Superintendent Intro]]>><<set $phase to 0>><<set $flats_superintendent to 1>><<saveNPC 0 "flats_superintendent">><</link>>
<br>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if ($danger gte (9900 - $allure) or $eventforced) and $eventskip is 0>>
<<cleareventpool>>
<<if $exposed gte 1>>
<<addinlineevent "flats_exposed_1" 1>>
You hear voices up ahead. <<covered>> You turn, but hear voices from that direction as well. <span class="pink">You're trapped.</span>
<br><br>
There's an unlocked window to one side, and two doors to your right. You're not sure if they're locked.
<br><br>
<<link [[Try a door|Flats Exposed Door]]>><</link>><<difficulty 50>>
<br>
<<link [[Climb out the window|Flats Exposed Window]]>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "flats_exposed_2" 1>>
You come to an open door. You hear music, voices, and movement within. You peek around the corner. It looks like a party. It'll be hard to get by without anyone noticing, but perhaps if you're quick people will doubt they saw a thing.
<br><br>
<<link [[Dash by|Flats Exposed Dash]]>><</link>><<difficulty 50>>
<br>
<<link [[Find a way around (0:05)|Flats]]>><<stress 6>><<pass 5>><<set $eventskip to 1>><</link>><<gstress>>
<br>
<</addinlineevent>>
<<addinlineevent "flats_exposed_3" 1>>
A pair of feet march down the stairs up ahead, catching you in the open. You crouch behind a large potted plant for cover.
<br><br>
<<generate1>><<person1>>
A <<person>> steps into view, walking this way. You'll look odd crouched behind a plant.
<br><br>
<<link [[Stay crouched|Flats Exposed Crouch]]>><</link>>
<br>
<<link [[Pick up the plant and walk with it|Flats Exposed Pick]]>><</link>><<difficulty 40>>
<br>
<</addinlineevent>>
<<else>>
<<addinlineevent "flats_1" 1>>
<<generatey1>><<generatey2>><<generatey3>><<person1>>
A <<person>>, <<person2>><<person>>, and <<person3>><<person>> round a corner. You recognise them from school. They're delinquents.
<br><br>
<<if random(1, 2) is 2>>
<<if $whitneyromance is 1>>
The <<person1>><<person>> steps in front of you. "What's Whitney's <<girl>> doing around here?" <<he>> asks.
<<if random(1, 2) is 2>>
<<He>> pauses, considering, <span class="pink">then shoves you against the wall.</span> "It doesn't matter. You're in our territory. Get on your knees."<<gtrauma>><<gstress>><<gpain>><<trauma 6>><<stress 6>><<pain 4>>
<br><br>
<<link [[Get on your knees|Flats Events Knees]]>><<sub 1>><</link>>
<br>
<<link [[Scream|Flats Events Scream]]>><<pain 4>><</link>><<gpain>>
<br>
<<link [[Fight|Flats Events Fight]]>><<def 1>><<set $fightstart to 1>><</link>>
<br>
<<else>>
<<He>> pauses, considering, <span class="teal">then steps aside.</span>
<br><br>
They watch you walk away.
<br><br>
<<link [[Next|Flats]]>><<set $eventskip to 1>><<endevent>><</link>>
<br>
<</if>>
<<else>>
The <<person1>><<person>> steps in front of you. "What's someone like you doing around here?" <<he>> asks, shoving you against the wall. <<His>> friends close in. "Get on your knees."<<gtrauma>><<gstress>><<gpain>><<trauma 6>><<stress 6>><<pain 4>>
<br><br>
<<link [[Get on your knees|Flats Events Knees]]>><<sub 1>><</link>>
<br>
<<link [[Scream|Flats Events Scream]]>><<pain 4>><</link>><<gpain>>
<br>
<<link [[Fight|Flats Events Fight]]>><<def 1>><<set $fightstart to 1>><</link>>
<br>
<</if>>
<<else>>
The <<person1>><<person>> pulls a funny face, but they otherwise don't bother you.
<br><br>
<<link [[Next|Flats]]>><<set $eventskip to 1>><<endevent>><</link>>
<br>
<</if>>
<</addinlineevent>>
<<addinlineevent "flats_2" 1>>
<<beastNEWinit 1 dog>>
<<generate2>><<person2>>
A <<beasttype 0>> walks by, followed by a <<person2>><<person>> holding a lead. <<bHe 0>> stops to sniff you, but the <<person>> jerks <<bhim 0>> away.
<br><br>
<<link [[Next|Flats]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "flats_3" 1>>
<<generate1>><<person1>>
A <<person>> accosts you halfway in a stairwell, placing one arm around your waist, gripping your wrist with the other, and pulling you against <<him>>. "What a cute <<girl>>," <<he>> says, shifting your weight to keep you unsteady. <<He>> leans in to kiss.<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<<link [[Slap|Flats Events Slap]]>><<def 1>><</link>><<physiquedifficulty 1 16000>>
<br>
<<link [[Stomp on foot|Flats Events Stomp]]>><<def 1>><</link>><<physiquedifficulty 5000 13000>>
<br>
<<link [[Endure|Flats Events Endure]]>><<trauma 6>><<stress 6>><<sub 1>><</link>><<difficulty 50>><<kissvirginitywarning>><<gtrauma>><<gstress>>
<br>
<</addinlineevent>>
<<addinlineevent "flats_4" 1>>
<<generate1>><<person1>>
You pass a <<person>> working as a janitor. <<He>>'s wearing headphones, and doesn't seem to notice you.
<br><br>
<<link [[Next|Flats]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</addinlineevent>>
<<if $hookah_state is undefined>>
<<addinlineevent "flats_5" 1>>
The front door of one of the flats is ajar, and a purple light glows within. You smell a strange incense.<<garousal>><<arousal 600>><<set $hallucinogen += 10>>
<br><br>
<<link [[Investigate|Flats Hookah]]>><<set $hallucinogen += 10>><</link>>
<br>
<<link [[Ignore|Flats]]>><</link>>
<br>
<</addinlineevent>>
<</if>>
<<addinlineevent "flats_6" 1>>
<<generate1>><<person1>>
A <<person>> leers openly as <<he>> walks by, turning <<his>> head to look behind <<him>>.
<br><br>
<<if hasSexStat("promiscuity", 3)>>
<i>Charging less will make <<him>> easier to convince.</i>
<br><br>
<<link [[Solicit for £50|Flats Events Solicit]]>><<set $phase to 1>><</link>><<promiscuous3>>
<br>
<<link [[Solicit for £100|Flats Events Solicit]]>><<set $phase to 2>><</link>><<promiscuous3>>
<br>
<<link [[Solicit for £150|Flats Events Solicit]]>><<set $phase to 3>><</link>><<promiscuous3>>
<br>
<<else>>
<<insufficientStat "promiscuity" "to take advantage">>
<br><br>
<</if>>
<<link [[Ignore|Flats]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "flats_7" 1>>
<<generatey1>><<generatey2>><<person1>>
A <<person>> and <<person2>><<person>> chat under a stairwell. They lower their voices as you walk by.
<br><br>
<<link [[Next|Flats]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "flats_8" 1>>
You hear shouting from one of the flats, but it doesn't sound like anyone's in danger.
<br><br>
<<link [[Next|Flats]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "flats_9" 1>>
<<dancedifficulty 1 200 true>>
<<if $danceSuccess>>
You skid on a wet floor, spin, <span class="green">but manage to keep your footing.</span>
<br><br>
<<link [[Next|Flats]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You skid on a wet floor, <span class="red">and lose your footing.</span> You land on your <<bottom>>.<<gpain>><<pain 4>><<gstress>><<stress 6>>
<br><br>
<<link [[Next|Flats]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<</addinlineevent>>
<<addinlineevent "flats_10" 1>>
A <<generate1>><<person1>><<person>> seems to be following you.
<br><br>
<<link [[Ignore|Flats Events Ignore]]>><</link>><<difficulty 90>>
<br>
<<link [[Run|Flats Events Run]]>><<stress 6>><</link>><<gstress>>
<br>
<</addinlineevent>>
<</if>>
<<runeventpool>>
<<else>>
<<if Time.dayState is "night">>
<<dooricon>><<link [[Approach one of the flats (0:01)|Flats Lock]]>><<pass 1>><</link>>
<br>
<<elseif $exposed lt 1>>
<<if $flats_progress is undefined>>
<<dooricon>><<link [[Knock on one of the flats (0:01)|Flats Knock Intro]]>><<pass 1>><</link>>
<br>
<<else>>
<<dooricon>><<link [[Knock on a door (0:01)|Flats Knock]]>><<pass 1>><</link>>
<br>
<</if>>
<</if>>
<<if $flats_window_init gte 2 and $exposed lt 1>>
<<if Time.dayState is "night">>
<span class="blue">You need more daylight to work as a window cleaner.</span>
<br>
<<else>>
<<link [[Work as a window cleaner (1:00)|Flats Window]]>><<housekeeping 1 300>><</link>><<ghousekeeping 300>>
<br>
<</if>>
<</if>>
<<if $hookah_state gte 2>>
<<dooricon "open">><<link [[Hookah Parlour (0:01)|Flats Hookah]]>><<pass 1>><</link>>
<br>
<<elseif $exposed lt 1 and $hookah_state gte 1>>
<<dooricon "open">><<link [[Hookah Parlour (0:20)|Flats Hookah]]>><<pass 20>><</link>>
<br>
<</if>>
<<if $flats_superintendent is 1 or $flats_superintendent is 2>>
<<if Time.dayState is "day">>
<<if $exposed lt 1>>
<<ind>><<link [[Superintendent's office (0:01)|Flats Superintendent]]>><<pass 1>><</link>>
<br>
<</if>>
<<else>>
<<if Time.dayState is "dawn">>
<<ind>><span class="blue">The superintendent's office isn't open yet.</span>
<br>
<<else>>
<<ind>><span class="blue">The superintendent's office is closed for the night.</span>
<br>
<</if>>
<</if>>
<</if>>
<br>
<<barbicon>><<link [[Leave|Barb Street]]>><</link>>
<br>
<</if>>
<</if>>
<<set $eventskip to 0>><<effects>>
<<loadNPC 0 "flats_superintendent">><<person1>>
You enter the superintendent's office,
<<if $flats_superintendent is 2>>
<<set $flats_superintendent to 3>>
and find the room empty. A cup lies on its side, tea spilled over the desk. A coat lies on the floor. A faint incense lingers in the air.
<br><br>
<<else>>
and find <<him>> sat at <<his>> desk. <<He>> looks up.
<br><br>
"Any luck finding the hookah business?"
<br><br>
<<if $hookah_state gte 1>>
<<if $hookah_state gte 2>>
<<ind>><<link [[Say you've found it, and show the way (0:01)|Flats Superintendent Found Quick]]>><<set $flats_superintendent to 2>><<pass 1>><</link>>
<br>
<<else>>
<<ind>><<link [[Say you've found it, and show the way (0:20)|Flats Superintendent Found]]>><<set $flats_superintendent to 2>><<pass 20>><</link>>
<br>
<</if>>
<</if>>
<</if>>
<<getouticon>><<link [[Leave|Flats]]>><<endevent>><</link>>
<br><<effects>>
<<if $phase is 1>>
You shake the <<person>>'s hand.
<<else>>
You keep your hands at your side. The <<person>> takes it in stride.
<</if>>
<br><br>
"Say," <<he>> says. "Perhaps you can help me with something. Some residents have complained about one of the occupants. Apparently they've set up a hookah business, and they've been filling the building with smoke."
<br><br>
"The strange thing"—<<he>> scratches <<his>> head—"is that the complaints come from different corners of the building. We might have more than one troublemaker, but I can't for the life of me find them. If you come across them, let me know and I'll give you a little cash."
<br><br>
<<if $hookah_state gte 1>>
<<if $hookah_state gte 2>>
<<link [[Say you've already found it, and show the way (0:01)|Flats Superintendent Found Quick]]>><<set $flats_superintendent to 2>><<pass 1>><</link>>
<br>
<<else>>
<<link [[Say you've already found it, and show the way (0:20)|Flats Superintendent Found]]>><<set $flats_superintendent to 2>><<pass 20>><</link>>
<br>
<</if>>
<<link [[Say nothing|Flats Superintendent Nod]]>><</link>>
<br>
<<else>>
<<link [[Next|Flats]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
"Fantastic," the <<person1>><<person>> says. "Lead on!"
<br><br>
You lead <<him>> straight to the hookah parlour. "Ah," <<he>> says. "I can smell it now. No wonder it's got the people worked up." <<He>> looks around. "That's odd. I thought I passed by here earlier, but I can't imagine failing to notice this."
<br><br>
<<He>> shrugs. "No matter. Here's a little something for the trouble." <<He>> hands you a wad of cash. You've gained <<moneyGain 150>>.
<br><br>
"I'll be paying the owner a visit," <<he>> says, walking away. "Once I've sorted the paperwork."
<br><br>
<<link [[Next|Flats]]>><<endevent>><</link>>
<br><<effects>>
"Fantastic," the <<person1>><<person>> says. "Lead on!"
<br><br>
It takes you a while to find it, but <<he>> follows patiently, until you track it down. "Ah," <<he>> says. "I can smell it now. No wonder it's got people worked up." <<He>> looks around. "That's odd. I thought I passed by here earlier, but I can't imagine failing to notice this."
<br><br>
<<He>> shrugs. "No matter. Here's a little something for the trouble." <<He>> hands you a wad of cash. You've gained <<moneyGain 150>>.
<br><br>
"I'll be paying the owner a visit," <<he>> says, walking away. "Once I've sorted the paperwork."
<br><br>
<<link [[Next|Flats]]>><<endevent>><</link>>
<br><<effects>>
"You can find my office near the entrance," the <<person1>><<person>> says. "Cheerio."
<br><br>
<<link [[Next|Flats]]>><<endevent>><</link>>
<br><<effects>>
<<generate1>><<person1>>
You knock on a door. Footsteps thud on the other side, then the door swings open, revealing a <<person>> in a vest and jeans.
<br><br>
<<His>> gaze flicks over your body once. "What do you want?"
<br><br>
<<socialiseicon "ask">><<link [[Ask for work (1:00)|Flats Knock Intro 2]]>><<wearProp "rag" "grey">><<pass 60>><</link>>
<br>
<<getouticon>><<link [[Say you've got the wrong address and leave|Flats]]>><<endevent>><</link>>
<br><<effects>><<wearProp "rag">>
"Bathroom needs cleaning," <<he>> says, opening the door all the way. "First door on the right. You'll find cleaning materials on the shelf."
<br><br>
You enter the bathroom. It's quite clean already, but the bath is stained. There are several bottles on the shelf, along with a rag. The rag is almost clean as well. You turn the bottles, but find they're completely unmarked.
<<if $housekeeping gte 100>>
<<set $flats_progress to 1>>
You try to open the closest. The lid is stuck, but you use the rag for extra purchase, and manage to twist it off.
<br><br>
You pour the cleaning solution over the bath's surface, and dust the shelves and windowsill while you wait for the chemicals to work. You run the tap, and hose the enamel down with a shower attachment. The chemicals run clear, leaving a pearly white.
<br><br>
The <<person>> walks in as you finish up. <span class="green">"Not bad."</span> <<He>> says. "Here's some cash. I'm sure the other residents could use your skilled hands." You make <<printmoney 1000>><<money 1000 "flatsCleaning">>.
<br><br>
"Wait," <<he>> calls as you leave the flat. "One of the flats has a doorknob fashioned like a lotus flower. <span class="purple">Stay away from it.</span> Not the sort of people in there a nice <<girl>> like you should be getting involved with."
<br><br>
<i>You can now work as a cleaner in the flats on Barb Street.</i>
<br><br>
<<else>>
You try to open one, but the lid is stuck. You have more luck with the next, but you've no idea if it's what you need.
<br><br>
You pour it into the bath, wait for a few minutes, then run the tap. The water clears, but the stain remains. You try each bottle in turn, but nothing will remove it. You try rubbing the bath with the rag, but to no effect. There's only one bottle left.
<br><br>
You twist the lid with all your might. It comes loose, <span class="red">but with too much force.</span> The bottle jerks from your hand, and spills its contents into the bath. It's half empty by the time you get it upright.
<br><br>
The <<person>> walks in on this scene. "Shit," <<he>> says. "I gave you a simple fucking-" <<He>> pauses, and inhales. "It's fine. I'm not paying you though. Get out."
<br><br>
<span class="blue">You'll need at least an <span class="pink">F+</span> housekeeping skill to work as a cleaner at the flats.</span>
<br><br>
<</if>>
<<link [[Next|Flats]]>><<endevent>><</link>>
<br><<effects>><<set $lock to 200>>
The door is locked tight.
<br><br>
<<if currentSkillValue('skulduggery') gte $lock>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span>
<br><br>
<<else>>
<<wearProp "lockpick">>
<span class="green">The lock looks easy to pick.</span>
<br><br>
<<lockicon "pick">><<link [[Break in (0:05)|Flats Sneak]]>><<handheldon>><<pass 5>><<crimeUp 5 "trespassing">><</link>><<crime "trespassing">>
<br>
<</if>>
<<else>>
<span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>>
<br><br>
<</if>>
<<getouticon>><<link [[Leave|Flats]]>><<handheldon>><</link>>
<br><<effects>>
You successfully pick the lock and enter the abode.
<<if $skulduggery lt 300>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">There's nothing more you can learn from locks this simple.</span>
<br><br>
<</if>>
<<cleareventpool>>
<<addinlineevent "flats_sneak_1" 1>>
The interior is lit by a soft, pink light. Pornographic photographs decorate the walls, and the sofa has an odd curvature. It looks like a valuable antique, but it's too big to carry.
<br><br>
<<set _blackmoney to 0>>
<<set _rng to random(1, 5)>>
<<switch _rng>>
<<case 1>>
There's a vintage magazine on the floor however. It might be worth something on the black market.<<set _blackmoney += 10>>
<<case 2>>
There's £20 in foreign cash lying on the table beside it however. It might be worth something on the black market.<<set _blackmoney += 20>>
<<case 3>>
There's a pearl necklace lying on the table beside it however. It might be worth something on the black market.<<set _blackmoney += 30>>
<<case 4>>
A pair of gold cufflinks sit on the table beside it however. It might be worth something on the black market.<<set _blackmoney += 40>>
<<default>>
There's a vintage ring on a table beside it however. It has a strange honeycomb shape, but it's made of real gold. It might be worth something on the black market.<<set _blackmoney += 80>>
<</switch>>
<br><br>
<<link [[Take it|Flats]]>><<set $blackmoney += _blackmoney>><<crimeUp _blackmoney "thievery">><</link>><<crime "thievery">>
<br>
<<link [[Leave|Flats]]>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "flats_sneak_2" 1>>
<<npcClothesType $NPCList[0] "worker">>
<<generate1>><<person1>><<npcClothesType $NPCList[0] "bathrobe">>
You hear running water. Someone's in the shower. There's nothing unusual about the flat, but you can't find any valuables, until you come across a safe hidden in the bedroom. It has an old-fashioned locking mechanism you should be able to crack, but it might take a bit of time.
<br><br>
You hear a <<personsimple>>'s voice, singing in the shower.
<br><br>
<<set $skulduggerydifficulty to 400>>
<<link [[Crack|Flats Sneak Crack]]>><</link>><<skulduggerydifficulty>>
<br>
<<link [[Leave|Flats]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "flats_sneak_3" 1>>
A wind blows in from an open door, leading to a terrace. There's no one around, but you're not sure how long that'll last.
<br><br>
<<if $flats_vents_init is undefined>>
You investigate the terrace. There's nothing there but some hanging washing. A neighbouring terrace is close enough to climb to. You're not sure how that flat is meant to be accessed normally, as there were no doors on that side.
<br><br>
<<link [[Cross the gap to the other terrace|Flats Sneak Terrace]]>><</link>><<willpowerdifficulty 1 400>>
<br>
<<link [[Investigate this flat|Flats Sneak Investigate]]>><</link>>
<br>
<<else>>
You search the flat for any valuables, and find <span class="gold">£30</span> under the mattress.
<br><br>
<<link [[Take it|Flats]]>><<moneyGain 30>><<crimeUp 30 "petty">><</link>><<crime "petty">>
<br>
<<link [[Leave it|Flats]]>><</link>>
<br>
<</if>>
<</addinlineevent>>
<<addinlineevent "flats_sneak_4" 1>>
<<generate1>><<person1>>
You close the door behind you. Thick curtains have been drawn over the windows, leaving the room dark. You fumble for the light switch. It illuminates the room, and reveals a <<person>> sat in a chair, a cat on <<his>> lap. <<He>>'s staring right at you.
<br><br>
"I wasn't expecting a guest," <<he>> says. "Much less an intruder. What do you have to say for yourself?" You can't help but notice <<his>> expensive watch. You avoid looking right at it.
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Seduce|Flats Sneak Seduce]]>><</link>><<promiscuous2>>
<br>
<</if>>
<<link [[Attack|Flats Sneak Attack]]>><</link>>
<br>
<<link [[Run|Flats Sneak Run]]>><</link>>
<br>
<</addinlineevent>>
<<if crimeSumCurrent() gte 500>>
<<addinlineevent "flats_sneak_5" 0.2>>
An acrid scent lingers in the air, but the flat appears otherwise normal. Two steps in, however, and a metal shutter slams across the door behind you. An alarm blares.
<br><br>
"POLICE NOTIFIED," announces a robotic voice. "ESTIMATED TIME OF ARRIVAL: FIVE MINUTES. PLEASE STAND BY."
<br><br>
The windows aren't shuttered, but you're many stories up. A rope would take at least a few minutes to make.
<br><br>
<<set $flats_alarm_fabric to 0>>
<<set $flats_alarm_time to 5>>
<<flats_alarm_links>>
<</addinlineevent>>
<</if>>
<<addinlineevent "flats_sneak_6" 1>>
<<generate1>><<person1>>
A <<person>> snores on the sofa. You tiptoe by, searching for loot. You find a box of jewellery in the bedroom. Nothing spectacular, but it might be worth something on the black market.
<br><br>
<<link [[Take it|Flats Sneak Snore]]>><<set $blackmoney += 30>><<crimeUp 30 "thievery">><</link>><<crime "thievery">>
<br>
<<link [[Leave|Flats]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "flats_sneak_7" 1>>
<<generate1>><<person1>>
The smell of roast vegetables greets you. A <<person>> stands in the kitchen, talking on a phone and looking out the window.
<br><br>
<<His>> <<wallet>> sits on the table not far from <<him>>. There's <span class="gold">£40</span> inside.
<br><br>
<<link [[Take it|Flats Sneak Wallet]]>><<moneyGain 40>><<crimeUp 40 "petty">><</link>><<crime "petty">>
<br>
<<link [[Leave|Flats]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "flats_sneak_8" 1>>
There's an antique gun on the wall, but it's affixed too firmly to take with you. You rummage around, and find <span class="gold">£20</span> in a drawer.
<br><br>
<<link [[Take it|Flats]]>><<moneyGain 20>><<crimeUp 20 "petty">><</link>><<crime "petty">>
<br>
<<link [[Leave|Flats]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "flats_sneak_9" 1>>
A lava lamp glows in the corner, illuminating old-fashioned decor with a soft glow. There's little of value that you can carry however, though you do find some jewellery hidden in a shoebox.
<br><br>
<<link [[Take it|Flats]]>><<set $blackmoney += 30>><<crimeUp 30 "thievery">><</link>><<crime "thievery">>
<br>
<<link [[Leave|Flats]]>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "flats_sneak_10" 1>>
It's empty. Even the lights and switches are missing, letting their cables dangle. You'll have to try somewhere else.
<br><br>
<<link [[Leave|Flats]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<<runeventpool>><<effects>><<wearProp "wallet">>
The <<person>> turns as you swipe the <<wallet>> from the table. <<He>> jumps in fright, almost dropping the phone, then furiously dials a number. You turn and run.
<br><br>
"Police!" the <<person>> says behind you. "I'm being robbed!"
<br><br>
You escape the flat while the occupant shouts into <<his>> phone.
<br><br>
<<link [[Next|Flats]]>><<endevent>><</link>>
<br><<effects>>
<<if random(1, 2) is 2>>
You seize the goods, and tiptoe from the flat without issue.
<br><br>
<<link [[Next|Flats]]>><<endevent>><</link>>
<br>
<<else>>
You seize the goods, but the <<person>> wakes as you try to tiptoe by.
<br><br>
"I don't know what you're up to," <<he>> says, reaching out and grasping your thigh. "But you're in trouble now."
<br><br>
<<link [[Next|Flats Sneak Rape 3]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<set $enemyanger to 40>><<set $enemytrust to -50>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Flats Sneak Rape 3 Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Flats Sneak Rape 3]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> shoves you from the flat.
<br><br>
<<tearful>> you climb to your feet.
<br><br>
<<else>>
The <<person1>><<person>> runs, and hides in the bedroom.
<br><br>
<<tearful>> you escape the flat.
<br><br>
<</if>>
<<endcombat>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Flats]]>><</link>>
<br><<effects>>
You ransack the flat for sheets, clothing, towels, and anything else you can tie together.
<<if $housekeepingSuccess>>
<<set $flats_alarm_fabric += 1>>
You give it a good tug.
<<if $flats_alarm_fabric gte 3>>
<<set _ropeLength to 2>>
<span class="green">It feels firm.</span> You throw it out a window, and watch it tumble to the pavement below.
<br><br>
<<link [[Escape!|Flats Sneak Rope]]>><</link>>
<br>
<<else>>
<<set _ropeLength to 3>>
<span class="green">It feels firm,</span> but needs to be longer.
<br><br>
<<flats_alarm_time>>
<</if>>
<<else>>
<<set _ropeLength to 4>>
The raging alarm doesn't make it easy. You think you've tied the fabric securely, <span class="red">but your makeshift rope falls apart at your tugging.</span>
<br><br>
<<flats_alarm_time>>
<</if>>
<<wearProp "fabric rope">><<effects>>
You throw your body against the door, hammering it with all your might.
<<if $physiqueSuccess>>
<span class="green">You hear weakpoints groan as the shutter gives way a little.</span> You bash at it again and again, until the weakpoints snap, and the shutter falls to the carpet.
<br><br>
<<earnFeat "Panic Room">>
<<flats_alarm_end>>
You dash into the corridor outside, and away from the alarm. You can hear sirens outside. You avoid the main stairwell.
<br><br>
<<link [[Next|Flats]]>><</link>>
<br>
<<else>>
<span class="red">It's no use.</span> The metal remains sturdy in the face of your hammering.
<br><br>
<<flats_alarm_time>>
<</if>><<effects>>
You drop to all fours and stick your <<bottom>> in the air, awaiting the arrival of the police.
<br><br>
<<generate1>><<generate2>>
<span class="red">"POLICE ON SCENE," announces the voice. "HAVE A NICE DAY."</span> The shutter opens, and two police officers, a <<person1>><<person>> and <<person2>><<person>>, march in.
<br><br>
"Looks like <<pshes>> ready to come quietly," the <<person1>><<person>> chuckles. "Hold still." The <<person2>><<person>> advances with a pair of cuffs.
<br><br>
<<link [[Go quietly|Hospital Arrest Journey]]>><<flats_alarm_end>><</link>>
<br>
<<link [[Fight|Flats Sneak Fight]]>><<set $fightstart to 1>><</link>>
<br><<effects>>
You search the flat for a good hiding place. The best you can find is a cupboard.
<br><br>
You're still searching when you feel the thump of footsteps from the corridor outside. With no time remaining, you jump beneath a nearby table.
<br><br>
<<generate1>><<generate2>>
<span class="red">"POLICE ON SCENE," announces the voice. "HAVE A NICE DAY."</span> The shutter opens, and two police officers, a <<person1>><<person>> and <<person2>><<person>>, march in.
<br><br>
"I'll check the cupboard," the <<person1>><<person>> says.
<br>
"No need," the <<person2>><<person>> replies, nodding your way. "<<pShes>> under the table."
<br>
"Best come quietly," the <<person1>><<person>> laughs as <<his>> partner advances with a pair of cuffs.
<br><br>
<<link [[Go quietly|Hospital Arrest Journey]]>><<flats_alarm_end>><</link>>
<br>
<<link [[Fight|Flats Sneak Fight]]>><<set $fightstart to 1>><</link>>
<br><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Flats Sneak Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Flats Sneak Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The pair lean against the wall to recover. <<tearful>> you seize the opportunity. You hear the <<person1>><<person>> weakly call for backup as you escape down the corridor.
<br><br>
<<clotheson>>
<<endcombat>>
<<earnFeat "Panic Room">>
<<flats_alarm_end>>
<<link [[Next|Flats]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
The <<person2>><<person>> collapses, and the <<person1>><<person>> backs away, reaching for <<his>> radio. <<tearful>> you seize the opportunity. You hear <<him>> call for backup as you escape down the corridor.
<br><br>
<<clotheson>>
<<endcombat>>
<<earnFeat "Panic Room">>
<<flats_alarm_end>>
<<link [[Next|Flats]]>><</link>>
<br>
<<else>>
<<tearful>> you fall to the ground. You're too hurt to continue fighting.
<br><br>
<<saveNPC 0 "flats_arrest_1">>
<<saveNPC 1 "flats_arrest_2">>
<<clotheson>>
<<endcombat>>
<<flats_alarm_end>>
<<link [[Next|Hospital Arrest Journey]]>><<loadNPC 0 "flats_arrest_1">><<loadNPC 1 "flats_arrest_2">><<clearNPC "flats_arrest_1">><<clearNPC "flats_arrest_2">><</link>>
<br>
<</if>><<effects>>
You climb down the side of the building. An old couple watch you pass from their window, oddly unsurprised by your descent.
<br><br>
You reach the bottom without issue. A head peeks out the window you escaped through, far above. They're too far to identify your face.
<br><br>
<<link [[Next|Flats]]>><<endevent>><</link>>
<br><<effects>>
<<earnFeat "Panic Room">>
<<flats_alarm_end>><<effects>>
<<set $seductiondifficulty to 6000>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>>
<span class="gold">You feel more confident in your powers of seduction.</span>
<br><br>
<</if>>
<<seductionskilluse>>
<<if $speech_attitude is "meek">>
"S-sorry for the intrusion," you say. "Someone paid me to provide them company. I must have the wrong address."
<<elseif $speech_attitude is "bratty">>
"Wrong room?" you ask. "Good thing you told me. I'm an escort, you see. And already paid up too."
<<else>>
"I must have the wrong room," you say. "I'm an escort, and I've been paid to provide entertainment."
<</if>>
You turn to leave.
<<promiscuity2>>
<<if $seductionrating gte $seductionrequired>>
<span class="green">"Wait,"</span> the person says at once, letting the cat leap to the floor. "I was jesting. Of course I'm who you're here for."
<br><br>
You walk over to <<him>>, without glancing at the watch.
<br><br>
<<link [[Next|Flats Sneak Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<else>>
<span class="red">"Nice try,"</span> the <<person>> says, standing and letting the cat leap to the floor. "But as you're here, why don't I take advantage?"
<br><br>
<<link [[Next|Flats Sneak Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Flats Sneak Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Flats Sneak Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
You run your fingers down <<his>> arms as <<he>> spasms, slipping off the watch and squirrelling it away. <<He>> doesn't notice.<<set $blackmoney += 80>><<crimeUp 80 "thievery">><<crime "thievery">>
<br><br>
<<tearful>> you leave <<him>> slumped on the chair.
<br><br>
<<elseif $enemyhealth lte 0>>
You shove the <<person1>><<person>> away, and grasp the watch as <<he>> falls. The force rips it off <<his>> wrist.<<set $blackmoney += 80>><<crimeUp 80 "thievery">><<crimeUp 20 "assault">><<crimes "assault" "thievery">>
<br><br>
<<tearful>> you escape the flat.
<br><br>
<<else>>
"Some whore you are," the <<person1>><<person>> scoffs. "Get out."
<br><br>
<<tearful>> you leave the flat.
<br><br>
<</if>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Flats]]>><</link>><<effects>>
You don't wait for the <<person1>><<person>> to make the first move. You run at <<him>>, barely giving <<him>> time to stand. The cat leaps away from you.
<br><br>
<<link [[Next|Flats Sneak Rape 2]]>><<set $molestationstart to 1>><</link>>
<br><<effects>>
You try to open the front door, but the <<person>> leaps to <<his>> feet and rushes towards you, throwing the cat several feet.
<br><br>
<<link [[Next|Flats Sneak Rape 2]]>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<set $enemyanger += 100>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Flats Sneak Rape 2 Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Flats Sneak Rape 2]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> opens the door, and shoves you out.
<br><br>
<<tearful>> you climb to your feet.
<br><br>
<<elseif $enemyhealth lte 0>>
You shove the <<person1>><<person>> away, and grasp the watch as <<he>> falls. The force rips it off <<his>> wrist.<<set $blackmoney += 80>><<crimeUp 80 "thievery">><<crimeUp 20 "assault">><<crimes "assault" "thievery">>
<br><br>
<<tearful>> you escape the flat.
<br><br>
<</if>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Flats]]>><</link>><<effects>>
<<if $willpowerSuccess>>
It's not a wide gap, but crossing it over such a drop is still scary. You resist looking down, <span class="green">and make it across.</span>
<br><br>
The terrace door to this flat is closed, but unlocked. There's no front door, other than the one you used, and there's only one room. There is a ladder however, leading to a ventilation shaft in the ceiling.
<br><br>
Two stacks of computer servers are the only furniture, aside from a stool. They sit behind screens of glass, blinking with blue lights.
<br><br>
<<link [[Next|Flats Sneak Terrace 2]]>><</link>>
<br>
<<else>>
You look down, at the pavement far below. Was the gap always this wide? You put one foot on the railing, <span class="red">and a sudden terror grips you.</span> You flee the flat.<<gstress>><<stress 6>><<gwillpower>><<willpower 1>>
<br><br>
<<link [[Next|Flats]]>><</link>>
<br>
<</if>><<effects>>
You climb the ladder, and look up and down a vent. It's wide enough for you to squeeze through. One direction leads to a dead-end, but the other slopes down, and disappears around a bend.
<br><br>
<<link [[Explore (0:10)|Flats Sneak Terrace Explore]]>><<pass 10>><</link>>
<br>
<<link [[Leave|Flats]]>><<endevent>><</link>>
<br><<effects>>
<<set $flats_vents_init to 1>>
You crawl through the vents. They turn this way and that, passing above rooms and letting you peek inside through thin slits. Some are occupied, but you pass by unbeknownst.
<br><br>
There are no other entrances however, until you at last arrive at the bottom of a laundry room. You crawl from the vent, and peek outside. It's a normal corridor. You soon get your bearings.
<br><br>
<<link [[Next|Flats]]>><</link>>
<br><<effects>>
You search the flat for any valuables, and find <span class="gold">£30</span> under the mattress.
<br><br>
<<link [[Take it|Flats]]>><<moneyGain 30>><<crimeUp 30 "petty">><</link>><<crime "petty">>
<br>
<<link [[Leave it|Flats]]>><</link>>
<br><<effects>>
You press your ear against the safe, and listen for telltale clicks as you turn the dial.
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<span class="green">The safe opens,</span> yielding its contents. You find <span class="gold">£120</span> inside.
<br><br>
<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">That was too easy. You didn't learn anything.</span>
<br><br>
<</if>>
<<link [[Take it|Flats]]>><<moneyGain 120>><<crimeUp 120 "thievery">><<endevent>><</link>><<crime "thievery">>
<br>
<<link [[Leave|Flats]]>><<endevent>><</link>>
<br>
<<else>>
<span class="red">You hear the running water stop.</span> Before you can escape the bedroom, a <<person>> erupts from the bathroom, wearing just a bathrobe, and still dripping.
<br><br>
"Steal from me would you?" <<he>> says. "Time for a lesson."
<br><br>
<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">That was too easy. You didn't learn anything.</span>
<br><br>
<</if>>
<<link [[Next|Flats Sneak Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Flats Sneak Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Flats Sneak Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"I needed that," <<he>> says, shoving you towards the door. "Now get out."
<br><br>
<<tearful>> you hear the door slam behind you.
<br><br>
<<elseif $enemyhealth lte 0>>
The <<person>> trips on <<his>> gown, and tumbles to the bathroom floor.
<br><br>
<<tearful>> you escape the flat.
<br><br>
<</if>>
<<endcombat>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Flats]]>><<endevent>><</link>>
<br><<widget "hookah_master">>
<<if $pronoun is "f">>mistress<<else>>master<</if>>
<</widget>>
<<widget "hookah_init">>
<<set $hookah to {}>>
<<set $hookah.lurkers to 1>>
<<set $hookah.juice to 0>>
<</widget>>
<<widget "hookah_juice">>
<<if $hookah.juice gte 1>>
There's enough juice in the hookah for <<number $hookah.juice>> <<print $hookah.juice is 1 ? "trip" : "trips">>,
<<else>>
There's no juice in the hookah,
<</if>>
and
<<switch $hookah.lurkers>>
<<case 5>>
<span class="green">five</span>
<<case 4>>
<span class="teal">four</span>
<<case 3>>
<span class="lblue">three</span>
<<case 2>>
<span class="blue">two</span>
<<case 1>>
<span class="purple">one</span>
<<default>>
<span class="pink">no</span>
<</switch>>
<<print $hookah.lurkers is 1 ? "lurker" : "lurkers">> in the fridge.
<br><br>
<<if $hookah.juice is 0>>
<<if $lurkers_held gte 1>>
<<link [[Replenish the juice with a carried lurker|Flats Hookah Juice Carried]]>><<set $lurkers_held -= 1>><<set $hookah.juice += 50>><</link>>
<br>
<<else>>
<<set _no_lurkers_held to 1>>
<</if>>
<<if $hookah.lurkers gte 1>>
<<link [[Replenish the juice with a lurker from the fridge|Flats Hookah Juice Fridge]]>><<set $hookah.lurkers -= 1>><<set $hookah.juice += 50>><</link>>
<br>
<<else>>
<<set _no_lurkers_stored to 1>>
<</if>>
<<if _no_lurkers_held is 1 and _no_lurkers_stored is 1>>
<span class="blue">You have no lurkers with which to replenish the juice.</span>
<br>
<</if>>
<</if>>
<<if $lurkers_held gte 1 and $hookah.lurkers lt 5>>
<<link [[Store a lurker in the fridge|Flats Hookah Fridge]]>><<set $lurkers_held -= 1>><<set $hookah.lurkers += 1>><</link>>
<br>
<</if>>
<</widget>>
<<widget "flats_canal">>
<<if _args[0]>>
<<set $flats_canal += _args[0]>>
<<set $flats_canal to Math.clamp($flats_canal, 0, 100)>>
<</if>>
<</widget>>
<<widget "flats_canal_defeat">>
<<if $flats_canal gte 50>>
"It's all right," the <<person1>><<person>> says, anger in <<his>> voice. "You can pay another way. <span class="red">You owe each of us."</span>
<br><br>
<<generate2>><<generate3>><<generate4>><<generate5>><<generate6>>
<<link [[Next|Flats Canal Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
They release you, only for a storm of kicks to assault your body. You curl up.<<ggpain>><<gtrauma>><<gstress>><<pain 4>><<trauma 6>><<stress 6>>
<br><br>
The attack ceases. The <<person>> grasps your hair, and pulls you to your knees. "It's all right," <<he>> says, anger in <<his>> voice. "You can pay another way."
<br><br>
<<link [[Next|Flats Canal Oral]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<</widget>>
<<widget "flats_canal_run">>
<<link [[Run|Flats Canal Run]]>><<flats_canal 9>><</link>>
<<if Weather.precipitation isnot "none">>
<<athleticsdifficulty 400 1400>><<gggimpatience>><<note "The weather has filled the canal with mud, making running difficult, and failure could be very dangerous" "red">>
<br>
<<else>>
<<athleticsdifficulty 1 1000>><<gggimpatience>><<note "Failure could be very dangerous" "red">>
<br>
<</if>>
<</widget>>
<<widget "passout_flats">>
<<passout>>
<<set $danger to random(1, 10000)>>
<<if $danger gte (9900 - $allure)>>
<<link [[Next|Flats Auction]]>><</link>>
<br>
<<else>>
<<ambulance>>
<</if>>
<</widget>>
<<widget "flats_auction_end">>
<<unset $flats_auction>>
<<unset $flats_auction_fame>>
<<unset $flats_auction_select>>
<</widget>>
<<widget "flats_alarm_time">>
<<switch $flats_alarm_time>>
<<case 4>>
<span class="purple">"FOUR MINUTES REMAINING," announces the voice.</span>
<br><br>
<<flats_alarm_links>>
<<case 3>>
<span class="blue">"THREE MINUTES REMAINING," announces the voice. "PLEASE ASSUME A SUBMISSIVE POSTURE."</span>
<br><br>
<<flats_alarm_links>>
<<case 2>>
<span class="purple">"TWO MINUTES REMAINING," announces the voice.</span>
<br><br>
<<flats_alarm_links>>
<<case 1>>
<span class="pink">"ONE MINUTE REMAINING," announces the voice. "ASSISTANCE IMMINENT."</span>
<br><br>
<<flats_alarm_links>>
<<default>>
<<generate1>><<generate2>>
<span class="red">"POLICE ON SCENE," announces the voice. "HAVE A NICE DAY."</span> The shutter opens, and two police officers, a <<person1>><<person>> and <<person2>><<person>>, march in.
<br><br>
"We got a live one," the <<person1>><<person>> says. "Best come quietly." The <<person2>><<person>> advances with a pair of cuffs.
<br><br>
<<link [[Go quietly|Hospital Arrest Journey]]>><<flats_alarm_end>><</link>>
<br>
<<link [[Fight|Flats Sneak Fight]]>><<set $fightstart to 1>><</link>>
<br>
<</switch>>
<</widget>>
<<widget "flats_alarm_links">>
<<if $flats_alarm_time is 1 and $flats_alarm_fabric lte 1 or $flats_alarm_time is 2 and $flats_alarm_fabric lte 0>>
<span class="blue">There's not enough time to finish a rope.</span>
<br>
<<else>>
<<link [[Make a rope from fabric (0:01)|Flats Sneak Housekeeping]]>><<pass 1>><<set $flats_alarm_time -= 1>><</link>><<housekeepingdifficulty 1 700>>
<br>
<</if>>
<<link [[Smash your way out (0:01)|Flats Sneak Physique]]>><<pass 1>><<set $flats_alarm_time -= 1>><</link>><<physiquedifficulty 1 35000>>
<br>
<<if $flats_alarm_time lte 3>>
<<link [[Assume a submissive posture and wait for police|Flats Sneak Assume]]>><</link>>
<br>
<</if>>
<<if $flats_alarm_time lte 1>>
<<link [[Hide|Flats Sneak Hide]]>><</link>><<difficulty 0>>
<br>
<</if>>
<</widget>>
<<widget "flats_alarm_end">>
<<unset $flats_alarm_time>>
<<unset $flats_alarm_fabric>>
<</widget>><<effects>>
<<if $flats_progress is 1 and random(1, 10) is 10>>
You approach one of the flats, and raise your fist to knock. Then you notice the doorknob, <span class="purple">shaped like a lotus flower,</span> and remember the warning. Bad people reside here, apparently.
<br><br>
<<dooricon>><<link [[Knock anyway|Flats Lotus]]>><<set $flats_progress to 2>><</link>>
<br>
<<getouticon>><<link [[Walk away|Flats]]>><</link>>
<br>
<<else>>
<<cleareventpool>>
<<addinlineevent "flats_vacant" 2>>
You approach one of the flats, and knock on the door. There's no answer.
<br><br>
<<if $leftarm is "bound" and $rightarm is "bound">>
You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span>
<br>
<<else>>
<<lockicon "pick">><<link [[Break in|Flats Lock]]>><<handheldon>><</link>>
<br>
<</if>>
<<dooricon>><<link [[Go to the next flat (0:01)|Flats Knock]]>><<handheldon>><<pass 1>><</link>>
<br>
<<getouticon>><<link [[Stop|Flats]]>><<handheldon>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "flats work_1" 1>>
<<generate1>><<person1>>
You approach one of the flats, and knock on the door. It swings open to reveal a <<person>>. <<He>> leans against the doorframe. "What a cute guest," <<he>> says. "What can I do for you?"
<br><br>
<<socialiseicon "ask">><<link [[Ask for work|Flats Lecherous Ask]]>><</link>>
<br>
<<getouticon>><<link [[Say you've got the wrong address and leave|Flats]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "flats work_2" 1>>
<<generate1>><<person1>>
You approach one of the flats, and knock on the door. You're answered by a bark.
<br><br>
"Quiet down!" answers a <<personsimple>>. "Dumb mutt." The door swings open to reveal a <<person>>. Tattered upholstery litters the floor behind <<him>>. "What is it?"
<br><br>
<<socialiseicon "ask">><<link [[Ask for work|Flats Dog Ask]]>><</link>>
<br>
<<getouticon>><<link [[Say you've got the wrong address and leave|Flats]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "flats work_3" 1>>
<<generate1>><<person1>>
You approach one of the flats, and knock on the door. It swings open to reveal a <<person>>. <<He>> leans against the doorframe. "What a cute guest," <<he>> says. "What can I do for you?"
<br><br>
<<socialiseicon "ask">><<link [[Ask for work|Flats Kitchen Ask]]>><</link>>
<br>
<<getouticon>><<link [[Say you've got the wrong address and leave|Flats]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "flats work_4" 1>>
<<generate1>><<person1>>
You approach one of the flats, and knock on the door. It opens, revealing a well-dressed <<person>>. "Not who I was expecting," <<he>> says. "How can I help you?"
<br><br>
<<socialiseicon "ask">><<link [[Ask for work|Flats Laundry Ask]]>><</link>>
<br>
<<getouticon>><<link [[Say you've got the wrong address and leave|Flats]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "flats work_5" 1>>
<<generate1>><<generate2>><<person1>>
You hear voices before you reach the door. You knock, and it opens, revealing a <<person>>.
<br><br>
"Who is it?" calls a <<person2>><<personsimple>> voice from deeper within.
<br>
"Some <<girl>>," the <<person1>><<person>> replies.
<br><br>
<<socialiseicon "ask">><<link [[Ask for work|Flats Pair Ask]]>><</link>>
<br>
<<getouticon>><<link [[Say you've got the wrong address and leave|Flats]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<<runeventpool>>
<</if>><<effects>>
<<npc "Bailey">><<person1>><<generate2>>
The lotus rattles as you knock. Footsteps thud closer, and the door swings open. A figure stands there, an unlit cigarette in <<his>> mouth. You recognise <<him>> from the orphanage. <<He>> recognises you as well. <span class="pink">It's Bailey.</span>
<br><br>
<<He>> regards you with a level stare. "I can tell from your dumb expression," <<he>> says. "You weren't expecting me. Good. Don't bother me here again." <<He>> slams the door.
<br><br>
<<link [[Next|Flats]]>><<endevent>><</link>>
<br><<effects>>
"I do, as a matter of fact," the <<person1>><<person>> says, making room for you to pass. "Threw a party last night, and the balcony is a mess. There'll be <<printmoney 1000>> in it for you."
<br><br>
<<getinicon>><<link [[Accept (1:00)|Flats Lecherous]]>><<housekeeping 1 200>><</link>><<ghousekeeping 200>>
<br>
<<refuseicon>><<link [[Refuse|Flats]]>><<endevent>><</link>>
<br><<effects>><<wearProp "broom">>
You enter the flat, and see the damage at once. The door to the balcony is wedged open by several empty whisky bottles. Empty beer cans, pizza boxes, and other rubbish litter a table beyond. One of the bottles is broken. Shattered glass litters the floor.
<br><br>
"Fun night," the <<person>> says with pride. "I'll put the kettle on."
<br><br>
You sweep up the remains of broken glass, take the bottles to recycling, and throw away the trash.
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if ($danger gte (9900 - $allure) or $eventforced) and $eventskip is 0>>
The <<person>> walks onto the balcony as you wipe down the railing, and rests <<his>> arms either side of you. "Nice view from up here," <<he>> says, pushing <<his>> groin against your <<bottom>>.
<<if $NPCList[0].penissize gte 2>>
<span class="lewd">You feel <<his>> <<npcPenis>> through the fabric.</span>
<</if>>
<<gtrauma>><<trauma 6>><<gstress>><<stress 6>><<garousal>><<arousal 600>>
<br><br>
It is a nice view, you can see much of the town from here, from the docks to the forest. It's hard to appreciate right now however.
<br><br>
<<link [[Get angry|Flats Lecherous Angry]]>><<handheldon>><<def 1>><<trauma -6>><<stress 6>><</link>><<gstress>><<ltrauma>>
<br>
<<link [[Endure|Flats Lecherous Endure]]>><<handheldon>><<sub 1>><<trauma 6>><<arousal 600>><</link>><<gtrauma>><<garousal>>
<br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Charge extra|Flats Lecherous Rub]]>><<handheldon>><</link>><<promiscuous2>>
<br>
<</if>>
<<else>>
The balcony is spotless when you're done, far cleaner than it must have been before the party. The <<person>> walks out, mug of tea in hand, and stretches.
<br><br>
"Much better," <<he>> says. "Here you go." You make <<printmoney 1000>><<money 1000 "flatsCleaning">>.
<br><br>
You finish the last of your drink, and walk outside.
<br><br>
<<link [[Next|Flats]]>><<pass 60>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"Pl-please don't," you say. "Just let me work in peace."
<<elseif $speech_attitude is "bratty">>
"Get away from me," you say. "Pervert."
<<else>>
"Get away from me!" you say.
<</if>>
<br><br>
<<if random(1, 2) is 2>>
"Forgot my manners," the <<person>> says, trailing a hand over your shoulder as <<he>> pulls away. "I apologise." <<He>> doesn't harass you again.
<br><br>
The balcony is spotless when you're done, far cleaner than it must have been before the party. The <<person>> walks out, mug of tea in hand, and stretches.
<br><br>
"Much better," <<he>> says. "Here you go." You make <<printmoney 1000>><<money 1000 "flatsCleaning">>.
<br><br>
You finish the last of your drink, and leave the flat.
<br><br>
<<link [[Next|Flats]]>><<pass 60>><<endevent>><</link>>
<br>
<<else>>
"Surely a smart <<girl>> like you knows how these things work," <<he>> says, reaching into <<his>> pocket. <<He>> waves another <<printmoney 1000>> in front of your face. "You wanted money, right?"
<br><br>
<<link [[Endure|Flats Lecherous Endure]]>><<sub 1>><</link>>
<br>
<<link [[Stomp on foot|Flats Lecherous Stomp]]>><<def 1>><<famescrap 1>><<trauma -6>><<stress -6>><</link>><<ltrauma>><<lstress>>
<br>
<</if>><<effects>>
You stomp on the <<persons>> foot. <<He>> recoils with a yelp. "F-fucking crazy!" <<he>> stammers, hopping away. "Get the fuck out of my flat."
<br><br>
You finish the last of your drink, and leave the flat.
<br><br>
<<link [[Next|Flats]]>><<pass 60>><<endevent>><</link>>
<br><<effects>>
You endure as the <<person>> rubs <<his>> groin against your <<bottom>>. "I love the view of the sea," <<he>> says, resting <<his>> hands on yours. "And the breeze." <<He>> trails a hand over your shoulder as <<he>> pulls away.
<br><br>
"Looks clean enough," <<he>> says. "Here's a little extra, for the trouble." You make <<printmoney 2000>><<money 2000 "flatsCleaning">>.
<br><br>
You finish the last of your drink, and leave the flat.
<br><br>
<<link [[Next|Flats]]>><<pass 60>><<endevent>><</link>>
<br><<effects>>
You rest your hands on <<his>>, and push your <<bottom>> into <<his>> crotch. "This sort of cleaning is extra," you say. "<<printmoney 2000>> extra."
<<promiscuity2>>
"S-sounds good to me," <<he>> says.
<<if $NPCList[0].penis isnot "none">>
You feel <<his>> <<print $NPCList[0].penisdesc>> harden through <<his>> <<print $NPCList[0].clothes.lower.name>>. You line it up between your cheeks, and rub against it, arching your back as you do. <<He>> humps back, matching your rhythm, until <<he>> shudders into orgasm.
<<else>>
You rub against <<his>> pussy through <<his>> <<print $NPCList[0].clothes.lower.name>>, arching your back as you do. <<He>> humps back, matching your rhythm, until <<he>> shudders into orgasm.
<</if>>
<br><br>
<<He>> slumps onto a chair. You reach into <<his>> pocket, and help yourself to <<moneyGain 30>> before leaving the flat.
<br><br>
<<link [[Next|Flats]]>><<pass 60>><<endevent>><</link>>
<br><<effects>>
The <<person>> strokes <<his>> chin in thought. You hear the barking again, from behind another closed door. The <<person>> turns to face it. "I said shut it!" <<he>> shouts. "Tell you what, I'll give you <<printmoney 1000>> if you clear the mess the mutt made of my furniture."
<br><br>
<<getinicon>><<link [[Accept (1:00)|Flats Dog]]>><<housekeeping 1 200>><</link>><<ghousekeeping 200>>
<br>
<<refuseicon>><<link [[Refuse|Flats]]>><<endevent>><</link>>
<br><<effects>>
You enter the flat, and the <<person>> releases the source of the barking,
<<saveNPC 0 "flats_2">>
<<endevent>>
<<beastNEWinit 1 "dog">>
a <<beasttype>>.
<br><br>
Freed from <<bhis>> prison, <<bhe>> runs a lap around your legs, then bolts into the kitchen.
<br><br>
You right a fallen table, restore a lamp to its position, test it, then begin to pick up the shredded upholstery. The sofa is ruined, but you can make the room presentable.
<br><br>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if ($danger gte (9900 - $allure) or $eventforced) and $eventskip is 0>>
<<if $bestialitydisable is "f" or $monster is 1>>
You fill a bin bag with shredded fabric, then drop to the floor to clear beneath the sofa. It's raised above the ground just enough to fit.
<br><br>
You're buried from the waist up, when you feel something prod your nethers. The <<beasttype>> mounts you.
<br><br>
<<link [[Next|Flats Dog Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
It takes a couple of bin bags, but you get the room clean. When you turn to leave however, you find the <<beasttype>> facing you. <<bHe>> growls, <span class="pink">then lunges.</span>
<br><br>
You manage to escape to the safety of a bedroom, but not unscathed. <<beastescape>>
<br><br>
<<endevent>>
<<loadNPC 0 "flats_2">>
<<clearNPC "flats_2">>
"Bad dog!" says the <<person1>><<person>>. You hear a thud, then a whine, then the bedroom door opens. "Sorry about that," <<he>> says. "Here's your pay, and a little extra for the trouble." You make <<printmoney 1500>><<money 1500 "flatsCleaning">>.
<br><br>
<<link [[Next|Flats]]>><<pass 60>><<endevent>><</link>>
<br>
<</if>>
<<else>>
The <<beasttype>> watches with a quizzical expression while you work. It takes a couple of bin bags, but you get the room clean.
<<endevent>>
<<loadNPC 0 "flats_2">>
<<clearNPC "flats_2">>
"Good work," the <<person1>><<person>> says. "Here you go." You make <<printmoney 1000>><<money 1000 "flatsCleaning">>.
<br><br>
<<link [[Next|Flats]]>><<pass 60>><<endevent>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<enable_rescue>>
<<set $NPCList[0].stance to "top">>
<<set $position to "doggy">>
<</if>>
<<effects>>
<<effectsman>>
<br><br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Flats Dog Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Flats Dog Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation knot>>
<<if _knotted>>
The <<beasttype>> moves <<bhis>> hips this way and that, trying to work <<bhis>> penis free. It's lodged deep however. Instead, <<bhe>> pulls your body free from the sofa, and drags you across the carpet.
<br><br>
"How you doing in there?" calls a voice from the kitchen. The <<beasttype>>'s ears prick at the sound of <<bhis>> master's voice. <<bHe>> scrambles towards the kitchen, dragging you with <<bhim>>, <span class="pink">still attached to <<bhis>> $NPCList[0].penisdesc.</span>
<br><br>
<<link [[Grab hold of something|Flats Dog Rape Physique]]>><</link>><<physiquedifficulty 1 16000>>
<br>
<<link [[Tell it to stop|Flats Dog Rape Tending]]>><</link>><<tendingdifficulty 1 300>>
<br>
<<link [[Brace yourself|Flats Dog Rape Caught]]>><<trauma 12>><<stress 6>><<famebestiality 1>><<set $phase to 1>><</link>><<ggtrauma>><<gstress>>
<br>
<<else>>
The <<beasttype>> leaves you be. <<tearful>> you escape from beneath the sofa.
<br><br>
<<link [[Next|Flats Dog Rape Escape]]>><</link>>
<br>
<</if>>
<<elseif $enemyhealth lte 0>>
The <<beasttype>> yelps and leaves you be. <<tearful>> you escape from beneath the sofa.
<br><br>
<<link [[Next|Flats Dog Rape Escape]]>><</link>>
<br>
<<else>><<set $rescued += 1>>
<<if $rapeavoid is 0 and $NPCList[0].stance is "top">>
"Coming!" The sound of <<bhis>> master's voice isn't enough to stop the <<beasttype>> fucking you. You try to push <<bhim>> away, but to no avail.
<<endcombat>>
<<loadNPC 0 "flats_2">>
<<clearNPC "flats_2">>
The <<person1>><<person>> arrives to find you half-trapped beneath the ruined sofa, being fucked by <<his>> pet.
<br><br>
<<if random(1, 2) is 2>>
<<He>> laughs, <span class="pink">and points <<his>> phone at you.</span> "A bad mutt indeed," <<he>> says, putting the phone away. <<He>> grasps <<his>> pet by the ear, and pulls it away from you. "Bad dog!" <<He>> drags it into a bedroom while you struggle from beneath the sofa, and locks it inside.
<br><br>
<<link [[Next|Flats Dog Rape Caught 2]]>><</link>>
<br>
<<else>>
<<He>> recovers from <<his>> shock, grasps the creature by the collar, and yanks it away from you. <<He>> drags it into a bedroom while you struggle from beneath the sofa, and locks it inside.
<br><br>
<<clotheson>>
<<exposure>>
"I'm very sorry," <<he>> says, unable to look you in the eye.
<<if $exposed gte 1>>
<<towelup>>
<<He>> hands you some towels to cover with.
<</if>>
"Here's a little extra for the trouble." <<He>> hands you <<printmoney 3000>><<money 3000 "flatsCleaning">>.
<br><br>
<<tearful>> you leave the flat
<br><br>
<<link [[Next|Flats]]>><<pass 60>><<endevent>><</link>>
<br>
<</if>>
<<else>>
"Coming!" The <<beasttype>> pulls away at the sound of <<bhis>> master's voice. <<tearful>> you struggle from beneath the sofa.
<br><br>
<<endcombat>>
<<clotheson>>
<<exposure>>
<<loadNPC 0 "flats_2">>
<<clearNPC "flats_2">>
<<person1>>
<<if $exposed gte 1>>
<<towelup>>
You find some towels to cover yourself with right before the <<person>> walks in. <<He>> frowns at your state of dress, but doesn't comment.
<<else>>
The <<person>> enters the room, looks around, and seems satisfied.
<</if>>
<br><br>
"Mutt giving you trouble?" <<he>> asks. "Sorry. You got the place clean though. Here's your money, with a little extra." You gain <<printmoney 1500>><<money 1500 "flatsCleaning">>
<br><br>
<<link [[Next|Flats]]>><<pass 60>><<endevent>><</link>>
<br>
<</if>>
<</if>><<effects>>
You grasp the sofa leg, and pull against the <<beasttype>>.
<<if $physiqueSuccess>>
With a loud plop, <span class="green">The <<print $NPCList[0].penisdesc>> comes free.</span> The <<beasttype>> continues into the kitchen. <<tearful>> you struggle to your feet.
<br><br>
<<link [[Next|Flats Dog Rape Escape]]>><</link>>
<br>
<<else>>
The tension builds, until the leg <span class="red">snaps off.</span> You're pulled through the room by the <<beasttype>>, into the kitchen.
<br><br>
<<link [[Next|Flats Dog Rape Caught]]>><</link>>
<br>
<</if>><<effects>>
<<if $tendingSuccess>>
"Bad dog!" you say. "Sit!" <span class="green">The <<beasttype>> obeys,</span> as far as <<bhe>> can with you attached to <<bhis>> <<print $NPCList[0].penisdesc>>.
<br><br>
From this angle you can take the shaft in hand. You manage to pry yourself free. The <<beasttype>> continues into the kitchen.
<br><br>
<<link [[Next|Flats Dog Rape Escape]]>><</link>>
<br>
<<else>>
"B-bad dog," you say. "Let me go at once!" The <<beasttype>>'s master calls from the kitchen again. <span class="red"><<bHe>> forgets you, and continues <<bhis>> journey.</span>
<br><br>
<<link [[Next|Flats Dog Rape Caught]]>><</link>>
<br>
<</if>><<effects>>
<<clotheson>>
<<endcombat>>
<<exposure>>
<<loadNPC 0 "flats_2">>
<<clearNPC "flats_2">>
<<person1>>
<<if $exposed gte 1>>
<<towelup>>
You find some towels to cover yourself with right before the <<person>> walks in. <<He>> frowns at your state of dress, but doesn't comment.
<<else>>
The <<person>> enters the room, looks around, and seems satisfied.
<</if>>
"Good work," <<he>> says. "Here's your pay." You make <<printmoney 1000>><<money 1000 "flatsCleaning">>.
<br><br>
<<link [[Next|Flats]]>><<pass 60>><<endevent>><</link>>
<br><<effects>>
The <<beasttype>> pulls you in front of <<bhis>> shocked master.
<<if $phase isnot 1>>
<<ggtrauma>><<ggstress>><<famebestiality 1>>
<</if>>
<<endcombat>><<clotheson>>
<<loadNPC 0 "flats_2">>
<<clearNPC "flats_2">>
<<person1>>
<<if random(1, 2)>>
<<He>> soon recovers, <<his>> expression replaced with a grin. "A bad mutt indeed," <<he>> says. "Or did you want this?" <<He>> lifts <<his>> phone from the counter, points it at your face, then crouches to get a close-up of the knot.
<br><br>
"It'll shrink soon enough," <<he>> says. "Just hang tight." <<Hes>> not wrong. It exits with a plop. Fluid floods out after it, pooling beneath you.
<br><br>
"Bad dog!" <<he>> says, kicking <<his>> pet from the room and shutting the door.
<br><br>
<<link [[Next|Flats Dog Rape Caught 2]]>><</link>>
<br>
<<else>>
<<He>> recovers from <<his>> shock, and grabs <<his>> pet by the waist. <<He>> pulls, and the knot exits with a plop. Fluid floods out after it, pooling beneath you.
<br><br>
<<clotheson>>
<<exposure>>
<<He>> drags the creature from the room and shuts the door, and avoids eye contact as <<he>>
<<if $exposed gte 1>>
<<towelup>>
hands you some towels to cover with.
<<else>>
turns to face you.
<</if>>
"I'm so sorry," <<he>> says. "Here's your money, and a little extra for the trouble." You make <<printmoney 3000>><<money 3000 "flatsCleaning">>.
<br><br>
<<link [[Next|Flats]]>><<pass 60>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<He>> crouches in front of you, and shows you <<his>> phone. "Now how about I upload this to the internet?" <<he>> muses. "I know a good site. Unless you want to convince me otherwise?" <<He>> pats <<his>> crotch. "With your mouth, of course. Your other end belongs to animals."
<br><br>
<<link [[Agree|Flats Dog Rape Oral]]>><<set $molestationstart to 1>><</link>>
<br>
<<link [[Refuse|Flats Dog Rape Refuse]]>><</link>>
<br>
<<set $skulduggerydifficulty to 300>>
<<link [[Deceive|Flats Dog Rape Deceive]]>><</link>><<skulduggerydifficulty>>
<br><<effects>>
<<famebestiality 10>>
"If you insist," <<he>> says. "Here's your money, doggy slut." You make <<printmoney 1000>><<money 1000 "flatsCleaning">>.
<br><br>
<<link [[Next|Flats]]>><<pass 60>><<endevent>><</link>>
<br><<effects>>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
You look the <<person>> dead in the eye, and open your mouth. <<He>> drops <<his>> phone in <<his>> haste to remove <<his>> <<print $NPCList[0].clothes.lower.name>>. You swipe it from the ground, shove <<him>> off balance, and run for the door.
<br><br>
"You fucking brat!" <<he>> shouts, tripping on <<his>> half-removed clothing. You escape the flat, down a flight of steps, and around a corner. You hear <<his>> footsteps thunder after you, <span class="green">but <<he>> misses your hiding place.</span>
<br><br>
You delete the offensive footage from the phone. Now to decide what to do with it. It might be worth something.
<br><br>
<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">That was too easy. You didn't learn anything.</span>
<br><br>
<</if>>
<<wearProp "phone" 0 "mobile">>
<<link [[Leave it somewhere <<he>>'ll find|Flats]]>><<pass 60>><<famegood 1>><<endevent>><</link>>
<br>
<<link [[Keep it|Flats]]>><<pass 60>><<set $blackmoney += 50>><<endevent>><</link>>
<br>
<<else>>
You open your mouth, as if in assent. The <<person>> puts <<his>> phone down to remove <<his>> <<print $NPCList[0].clothes.lower.name>>. You try to snatch it, <span class="red">but <<he>> grasps your wrist.</span>
<br><br>
"Not so fast, slut." <<He>> grabs the back of your head, and pulls you towards <<his>> groin.
<br><br>
<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">That was too easy. You didn't learn anything.</span>
<br><br>
<</if>>
<<link [[Next|Flats Dog Rape Oral]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<npcoral>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Flats Dog Rape Oral Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Flats Dog Rape Oral]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Nice work cleaning up," <<he>> says, dropping some cash on you. "There's a little extra there. You can show yourself out." You make <<printmoney 3000>><<money 3000 "prostitution">>.
<br><br>
<<tearful>> you leave the flat.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Flats]]>><<pass 60>><<endevent>><</link>>
<br>
<<else>>
You shove the <<person>> away from you, snatch <<his>> phone, and bolt for the door. <<He>> tries to pursue, but <<his>> pet darts between your legs, and leaps atop <<him>>.
<br><br>
"Get off you dumb mutt!" <<tearful>> you escape the flat.
<br><br>
You run down a flight of steps, and around a corner. You hear <<his>> footsteps thunder after you, <span class="green">but <<he>> misses your hiding place.</span>
<br><br>
You delete the offensive footage from the phone. Now to decide what to do with it. It might be worth something.
<br><br>
<<clotheson>>
<<endcombat>>
<<wearProp "phone" 0 "mobile">>
<<link [[Leave it somewhere they'll find|Flats]]>><<handheldon>><<pass 60>><<famegood 1>><</link>>
<br>
<<link [[Keep it|Flats]]>><<handheldon>><<pass 60>><<set $blackmoney += 50>><</link>>
<</if>><<effects>>
"The kitchen's a tip," the <<person>> says. "I'll give you <<printmoney 1500>> if you tidy it up. What do you say?"
<br><br>
<<getinicon>><<link [[Accept (1:00)|Flats Kitchen]]>><<housekeeping 1 200>><</link>><<ghousekeeping 200>>
<br>
<<refuseicon>><<link [[Refuse|Flats]]>><<endevent>><</link>>
<br><<effects>>
You enter the <<persons>> flat, and walk through a spotless living room, into a filthy kitchen. A stack of plates fills the sink, and crumbs cover all the counters.
<br><br>
"I said it was a tip," <<he>> says. <<He>> sounds embarrassed. "Parents are visiting soon. You arrived at the right time." <<He>> opens the fridge, and retrieves a can of cider. "I'll be in the living room."
<br><br>
The porcelain floor is sticky. You start there, cleaning it with a mop. Then you clear the counters with a dustpan and brush, before wiping them down.
<br><br>
The dishes take a while. Some are badly chipped, worse than the ones at the orphanage, but you clean them all the same.
<br><br>
<<link [[Next|Flats Kitchen 2]]>><</link>>
<br><<effects>>
You enter the living room. "All done?" <<he>> asks, rising from in front of the television with a stretch.
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if ($danger gte (9900 - $allure) or $eventforced) and $eventskip is 0>>
"Now, ah, about your payment. I'm skint." <<He>> shrugs with an apologetic smile. "I only have a fiver."
<br><br>
<<link [[Accept the fiver|Flats Kitchen Fiver]]>><</link>>
<br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Seduce|Flats Kitchen Seduce]]>><</link>><<promiscuous3>>
<br>
<<else>>
<<insufficientStat "promiscuity" "to \'negotiate\'">>
<br>
<</if>>
/* <<if $submissive lte 500>> */
<<link [[Threaten to take the television|Flats Kitchen Threaten]]>><<stress -6>><</link>><<defianttext>><<lstress>>
<br>
/* <<else>>
<<insufficientStat "submissive" "to cause a fuss">>
<br>
<</if>> */
<<else>>
"Now, ah, about your payment. I'm skint." <<He>> shrugs with an apologetic smile, seeming to wait for your reaction. "Just kidding. Here you go."
<br><br>
You make <<printmoney 1500>><<money 1500 "flatsCleaning">>.
<br><br>
<<link [[Next|Flats]]>><<pass 60>><<endevent>><</link>>
<br>
<</if>><<effects>>
The <<person>> hands you a five-pound note. You make <<printmoney 500>><<money 500 "flatsCleaning">>.
<br><br>
<<He>> apologises again as you leave the flat.
<br><br>
<<link [[Next|Flats]]>><<pass 60>><<endevent>><</link>>
<br><<effects>>
<<set $seductiondifficulty to 6000>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>>
<span class="gold">You feel more confident in your powers of seduction.</span>
<br><br>
<</if>>
<<seductionskilluse>>
"I'm sure you can find the money somewhere," you say, running a finger down <<his>> chest. "I'll make it worth your while."
<<promiscuity3>>
<<if $seductionrating gte $seductionrequired>>
<span class="green">"I-I might have some cash after all,"</span> <<he>> says, fumbling in <<his>> pocket. The notes tumble out, but it looks like there's <<printmoney 5000>> there. You push <<him>> onto the sofa.
<br><br>
<<link [[Next|Flats Kitchen Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<else>>
The <<person1>><<person>> looks away. "Fuck," <<he>> says. <span class="red">"Now I really wish I wasn't skint. Sorry love."</span> <<He>> holds out a five pound note. You take it and leave.
<br><br>
You make <<printmoney 500>><<money 500 "flatsCleaning">>.
<br><br>
<<link [[Next|Flats]]>><<pass 60>><<endevent>><</link>>
<br>
<</if>><<effects>>
"Skint?" You nod at the television. "That's alright. You can pay with your hardware instead. I don't mind carrying it."
<br><br>
The <<person>> throws <<his>> arms between you and the screen in a protective gesture. "Hang on!" <<he>> says. "Maybe I do have the money squirrelled away somewhere." 'Squirrelled away somewhere' turns out to mean 'in my pocket.' You take the money, and leave the flat.
<br><br>
You make <<printmoney 1500>><<money 1500 "flatsCleaning">>.
<br><br>
<<link [[Next|Flats]]>><<pass 60>><<endevent>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Flats Kitchen Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Flats Kitchen Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
You gather the fallen cash, leaving the <<person>> sprawling, spent, on the sofa.
<br><br>
<<tearful>> you leave the flat. You make <<printmoney 5000>><<money 5000 "prostitution">>.
<br><br>
<<clotheson>>
<<endcombat>>
<<else>>
<<tearful>> you escape from the flat.
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<<link [[Next|Flats]]>><<pass 60>><<endevent>><</link>>
<br><<effects>>
"You're timely," <<he>> says. "My clothes need ironing. I'll give you <<printmoney 2000>> if you do the lot."
<br><br>
<<getinicon>><<link [[Accept (1:00)|Flats Laundry]]>><<housekeeping 1 200>><</link>><<ghousekeeping 200>>
<br>
<<refuseicon>><<link [[Refuse|Flats]]>><<endevent>><</link>>
<br><<effects>>
You enter the <<person>>'s flat. The living room is small but lavishly decorated. An open book rests on a table beside a tall chair, beneath a grandfather clock.
<br><br>
<<He>> leads you through a well-maintained kitchen, down a thin corridor, and into a small room. An ironing board sits in the centre, and railing full of freshly-laundered clothes stands beside it.
<br><br>
"I expect it'll take an hour. Can I get you a cup of tea?"
<br><br>
<<link [[Drink tea|Flats Laundry Tea]]>><<stress -6>><</link>><<lstress>>
<br>
<<link [[Say you prefer coffee|Flats Laundry Coffee]]>><<tiredness -6>><</link>><<ltiredness>>
<br>
<<if playerIsPregnant() and playerAwareTheyArePregnant()>>
<span class="blue">You can't bring yourself to drink anything with alcohol while you know you're with child.</span>
<<else>>
<<link [[Say you prefer booze|Flats Laundry Booze]]>><<set $drunk += 120>><</link>>
<</if>>
<br>
<<link [[Don't drink|Flats Laundry Refuse]]>><</link>>
<br><<effects>><<wearProp "tea">>
You get to work, ironing the clothes and folding them neatly in a pile. The <<person>> returns with a tray carrying a pot of tea, a small jug of milk, a bowl of sugar, and a china teacup. It tastes nice.
<br><br>
<<link [[Next|Flats Laundry Drink]]>><</link>>
<br><<effects>><<wearProp "coffee">>
You get to work, ironing the clothes and folding them neatly in a pile. The <<person>> returns with a mug of coffee. "Instant, I'm afraid. I only keep it for guests." It doesn't taste bad.
<br><br>
<<link [[Next|Flats Laundry Drink]]>><<handheldon>><</link>>
<br><<effects>><<wearProp "wine" 0 "white">>
You get to work, ironing the clothes and folding them neatly in a pile. The <<person>> returns with a glass of champagne. "Odd accompaniment to ironing," <<he>> says. "But a guest brought some, and I've half a bottle left." It tastes expensive.
<br><br>
<<link [[Next|Flats Laundry Drink]]>><<handheldon>><</link>>
<br><<effects>>
You refuse the drink, and get to work ironing the clothes and folding them neatly in a pile.
<br><br>
<<link [[Next|Flats Laundry No Drink]]>><</link>>
<br><<effects>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if ($danger gte (9900 - $allure) or $eventforced) and $eventskip is 0>>
You begin to heat up as you finish. It's a small room, and the iron is hot, but this feels wrong. Lascivious thoughts assault your mind, and you struggle to stay upright.
<<if $awareness gte 200>>
<span class="pink">There was something in the drink.</span>
<</if>>
<<ggarousal>><<set $drugged += 120>><<arousal 1200>>
<br><br>
You stagger from the room, into the arms of the <<person>>. "You look even more fuckable like this," <<he>> says, politeness discarded. <<He>> shoves you down the corridor, into a dead end, and traps you with <<his>> body.
<br><br>
<<link [[Next|Flats Laundry Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You finish up, and return to the living room. You find the <<person>> sat in a chair, a pair of spectacles on <<his>> nose. "Aha," <<he>> says. "Done, I take it? I left your money by the shoe rack. Thanks for the help."
<br><br>
You make <<printmoney 2000>><<money 2000 "flatsCleaning">>.
<br><br>
<<link [[Next|Flats]]>><<pass 60>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if ($danger gte (9900 - $allure) or $eventforced) and $eventskip is 0>>
You finish up, and find the <<person>> in the corridor outside. <<He>> walks into you, forcing you to step back. "I'll need one more thing from you, whore," <<he>> says, politeness discarded. <span class="purple"><<He>> shoves you into a dead end,</span> and traps you with <<his>> body. <<His>> eyes are filled with lust.
<br><br>
<<link [[Endure|Flats Laundry Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<link [[Slap|Flats Laundry Slap]]>><<trauma -6>><</link>><<ltrauma>><<physiquedifficulty 1 16000>>
<br>
<<else>>
You finish up, and return to the living room. You find the <<person>> sat in a chair, a pair of spectacles on <<his>> nose. "Aha," <<he>> says. "Done, I take it? I left your money by the shoe rack. Thanks for the help."
<br><br>
You make <<printmoney 2000>><<money 2000 "flatsCleaning">>.
<br><br>
<<link [[Next|Flats]]>><<pass 60>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<if $physiqueSuccess>>
You deliver a hard smack to the <<persons>> face. <span class="green"><<He>> recoils,</span> almost stumbling. "I-I'm sorry," <<he>> stutters. "I don't know what came over me. I left your money by the shoe rack."
<br><br>
You leave <<him>> leaning against the kitchen counter, rubbing <<his>> eyes.
<br><br>
You make <<printmoney 2000>><<money 2000 "flatsCleaning">>.
<br><br>
<<link [[Next|Flats]]>><<pass 60>><<endevent>><</link>>
<br>
<<else>>
You try to slap the <<person>>, <span class="red">but <<he>> grasps your wrist.</span> "Feisty," <<he>> says. "This'll be fun."
<br><br>
<<link [[Next|Flats Laundry Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Flats Laundry Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Flats Laundry Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"I left your money by the shoe rack," <<he>> says, panting against the wall. "Well-earned, whore."
<br><br>
<<tearful>> you leave the flat. You make <<printmoney 2000>><<money 2000 "prostitution">>.
<br><br>
<<clotheson>>
<<endcombat>>
<<else>>
You shove the <<person>> into the small room, and slam the door.
<br><br>
<<tearful>> escape the flat. You find the money <<he>> promised near the door. You make <<printmoney 2000>><<money 2000 "flatsCleaning">>.
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<<link [[Next|Flats]]>><</link>>
<br><<effects>>
"I don't think we need anything," the <<person1>><<person>> says.
<br><br>
"Wait!" shouts the other voice. "Offer <<phim>> <<printmoney 1000>> to clean up in here. Because I know your lazy arse won't do it."
<br><br>
The <<person1>><<person>> looks ready to argue, but relents. "Fine." <<He>> turns to you. "I think you heard the offer."
<br><br>
<<getinicon>><<link [[Accept (1:00)|Flats Pair]]>><<housekeeping 1 200>><</link>><<ghousekeeping 200>>
<br>
<<refuseicon>><<link [[Refuse|Flats]]>><<endevent>><</link>>
<br><<effects>>
You enter the living room. The second voice belongs to a <<person2>><<person>>. <<He>> waves, but doesn't look up, as you enter, being transfixed by a chess board in front of <<him>>.
<br><br>
"The carpet needs cleaning," the <<person1>><<person>> says. "And the silver polished." <<He>> gestures at a stack of shelves, carrying a number of ornaments.
<br><br>
You can't use a vacuum cleaner as the noise would disturb their game, so you take a dustpan and brush, and get to cleaning the carpet.
<br><br>
<<link [[Next|Flats Pair 2]]>><</link>>
<br><<effects>>
The <<person1>><<person>> and <<person2>><<person>> remain motionless as you work, staring at the board in front of them. You finish the carpet, and move on to the silverware.
<br><br>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if ($danger gte (9900 - $allure) or $eventforced) and $eventskip is 0>>
You hear a decisive thud from the board. "Checkmate."
<br>
"Fuck," the <<person1>><<person>> replies. "The <<girl>> distracted me."
<br>
"You were already finished."
<br>
The <<person>> flips the board, scattering the pieces. The <<person2>><<person>> laughs. "Sorry for more work, <<girl>>. I'll give you an extra <<printmoney 1000>> if you clean this up as well."
<br><br>
The <<person1>><<person>> paces up and down the room, furious.
<br><br>
<<link [[Agree|Flats Pair 3]]>><</link>>
<br>
<<link [[Refuse|Flats Pair 2 Refuse]]>><</link>>
<br>
<<else>>
You finish cleaning, and turn to find the pair still staring at their game. The <<person2>><<person>> hands you the money without looking up. You make <<printmoney 1000>><<money 1000 "flatsCleaning">>.
<br><br>
<<link [[Next|Flats]]>><<pass 60>><<endevent>><</link>>
<br>
<</if>><<effects>>
"Alright," the <<person2>><<person>> says, fishing money from a pocket. "Here you go." You make <<printmoney 1000>><<money 1000 "flatsCleaning">>.
<br><br>
<<link [[Next|Flats]]>><<pass 60>><<endevent>><</link>>
<br><<effects>>
You drop to all fours to retrieve the pieces. Many have bounced beneath furniture.
<br><br>
The <<person1>><<person>> grabs your hair, and turns your head to face <<him>>. "This is your fucking fault."<<gtrauma>><<gstress>><<gpain>><<trauma 6>><<stress 6>><<pain 4>>
<br>
"I didn't know you were such a sore loser," the <<person2>><<person>> interjects.
<br>
"I know what will cheer me up," the <<person1>><<person>> says, leering at your body.
<br>
The <<person2>><<person>> sighs. "I'll throw an extra <<printmoney 5000>> in if you let my friend vent <<person1>><<his>> frustrations."
<br><br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Agree|Flats Pair Agree]]>><</link>><<promiscuous3>>
<br>
<<link [[Ask for £100|Flats Pair Seduce]]>><</link>><<promiscuous3>>
<br>
<<elseif $uncomfortable.prostituting is false>>
<<His>> offer repulses you, but you need the money.
<br><br>
<<link [[Agree|Flats Pair Agree]]>><<set $desperateaction to 1>><</link>><<promiscuous3>>
<br>
<<link [[Ask for £100|Flats Pair Seduce]]>><<set $desperateaction to 1>><</link>><<promiscuous3>>
<br>
<</if>>
<<link [[Refuse|Flats Pair 3 Refuse]]>><</link>>
<br><<effects>>
"Alright," the <<person2>><<person>> sighs. "Get your mitts off the <<girl>>." The <<person1>><<person>> releases you while the <<person2>><<person>> fishes money from <<his>> pocket. You make <<printmoney 2000>><<money 2000 "flatsCleaning">>.
<br><br>
<<link [[Next|Flats]]>><<pass 60>><<endevent>><</link>>
<br><<effects>>
"I'll be leaving you to it, then," the <<person2>><<person>> says. "I'll leave the money by the door."
<br><br>
<<saveNPC 0 "flats_5">>
<<endevent phaseless>>
<<loadNPC 0 "flats_5">>
<<clearNPC "flats_5">>
<<person1>>
The <<person>> delivers a hard smack to your <<bottom>>.
<br><br>
<<link [[Next|Flats Pair Sex]]>><<set $sexstart to 1>><</link>>
<br><<effects>>
<<set $seductiondifficulty to 8000>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>>
<span class="gold">You feel more confident in your powers of seduction.</span>
<br><br>
<</if>>
<<seductionskilluse>>
<<if $speech_attitude is "meek">>
"I-I'll do it for £100," you say. "This <<personsimple>> is too scary for less."
<<elseif $speech_attitude is "bratty">>
"I'm not letting this loser go any further for less than £100," you say.
<<else>>
"I'll do it," you say. "But it'll cost £100."
<</if>>
<<promiscuity3>>
<<if $seductionrating gte $seductionrequired>>
<<set $phase to 1>>
The <<person1>><<person>> seems eager. The <<person2>><<person>> looks ready to rebuke you, but then sighs and shakes <<his>> head. "Fine. <span class="green">£100 it is.</span>"
<br><br>
<<link [[Next|Flats Pair Agree]]>><<set $phase to 1>><</link>>
<br>
<<else>>
The <<person1>><<person>> seems eager, <span class="red">but the <<person2>><<person>> shakes <<his>> head.</span> "It'll be cheaper to buy booze at that point. £50, take it or leave it."
<br><br>
<<link [[Take it|Flats Pair Agree]]>><</link>>
<br>
<<link [[Leave it|Flats Pair 3 Refuse]]>><</link>>
<br>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemyanger += 100>><<promiscuity3>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Flats Pair Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Flats Pair Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"I think I'm ready to forgive you," the <<person>> says. "Take your money and get out."
<br><br>
<<tearful>> you leave the flat. You find the money the <<person>>'s friend left on a table by the front door.
You make
<<if $phase is 1>>
<<printmoney 12000>><<money 12000 "prostitution">>.
<<else>>
<<printmoney 7000>><<money 7000 "prostitution">>.
<</if>>
<<elseif $enemyhealth lte 0>>
The <<person>> stumbles backwards, treading on a chess piece and falling to the floor.
<br><br>
<<tearful>> you flee the flat. You swipe the cash from a table by the front door.
You make
<<if $phase is 1>>
<<printmoney 12000>><<money 12000 "prostitution">>.
<<else>>
<<printmoney 7000>><<money 7000 "prostitution">>.
<</if>>
<<else>>
The <<person1>><<person>> accompanies you to the door, pushes some cash into your hands, then shoves you outside.
<br><br>
You make <<printmoney 7000>><<money 7000 "prostitution">>.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Flats]]>><<pass 60>><</link>>
<br><<effects>><<wearProp "marker">>
<<switch $christmas_gift_robin>>
<<case "shirt">>
With the wrapping paper and marker in hand, you prepare Robin's shirt and shorts. You wrap them as carefully as you can. The gift has a fetching look to it once done, with Robin's name scrawled across one surface.
<<case "sundress">>
With the wrapping paper and marker in hand, you prepare Robin's sundress. You wrap it as carefully as you can. The gift has a fetching look to it once done, with Robin's name scrawled across one surface.
<<case "kimono">>
With the wrapping paper and marker in hand, you prepare Robin's kimono. You wrap it as carefully as you can. The gift has a fetching look to it once done, with Robin's name scrawled across one surface.
<<case "tuxedo">>
With the wrapping paper and marker in hand, you prepare Robin's tuxedo. You wrap it as carefully as you can. The gift has a fetching look to it once done, with Robin's name scrawled across one surface.
<<case "gothic gown">>
With the wrapping paper and marker in hand, you prepare Robin's gothic gown. You wrap it as carefully as you can. The gift has a fetching look to it once done, with Robin's name scrawled across one surface.
<<case "christmas">>
With the wrapping paper and marker in hand, you prepare Robin's Christmas outfit. You wrap it as carefully as you can. The gift has a fetching look to it once done, with Robin's name scrawled across one surface.
<</switch>>
<br><br>
You place the gift beneath the plastic tree in the main hall.
<br><br>
<<link [[Next|Bedroom]]>><<handheldon>><</link>>
<br>
<!--Old passage to be removed at a later date--><<effects>>
With the wrapping paper and marker in hand, you prepare Robin's shirt and shorts. You wrap them as carefully as you can. The gift has a fetching look to it once done, with Robin's name scrawled across one surface.
<br><br>
You place the gift beneath the plastic tree in the main hall.
<br><br>
<<link [[Next|Bedroom]]>><</link>>
<br>
<!--Old passage to be removed at a later date--><<effects>>
With the wrapping paper and marker in hand, you prepare Robin's sundress. You wrap it as carefully as you can. The gift has a fetching look to it once done, with Robin's name scrawled across one surface.
<br><br>
You place the gift beneath the plastic tree in the main hall.
<br><br>
<<link [[Next|Bedroom]]>><</link>>
<br>
<!--Old passage to be removed at a later date--><<effects>>
With the wrapping paper and marker in hand, you prepare Robin's kimono. You wrap it as carefully as you can. The gift has a fetching look to it once done, with Robin's name scrawled across one surface.
<br><br>
You place the gift beneath the plastic tree in the main hall.
<br><br>
<<link [[Next|Bedroom]]>><</link>>
<br>
<!--Old passage to be removed at a later date--><<effects>>
With the wrapping paper and marker in hand, you prepare Robin's Christmas outfit. You wrap it as carefully as you can. The gift has a fetching look to it once done, with Robin's name scrawled across one surface.
<br><br>
You place the gift beneath the plastic tree in the main hall.
<br><br>
<<link [[Next|Bedroom]]>><</link>>
<br><<effects>>
You spend a lot of time sorting through the clothes, deciding who gets what. There are a lot of orphans, and you don't know them all that well, but you think you can guess their sizes.
<br><br>
Once wrapped, you make several round trips to the plastic tree in the main hall. You leave the gifts stacked in neat piles.
<br><br>
You find a piece of tape stuck to your nose.
<br><br>
<<link [[Next|Bedroom]]>><</link>>
<br><<widget "christmas_robin_visit">>
<<if $robinmissing isnot 0>>
Your eyes turn to your bedroom door, as if expecting a visitor. But no one's there.
<br><br>
<<link [[Next|Bedroom]]>><</link>>
<br>
<<elseif C.npc.Robin.trauma gte 60>>
You hear knocking on your door. But no one enters. You peek outside, and find a small object wrapped in tinfoil. There's a note attached.
<br><br>
"Merry Christmas. <span class="gold">I left something for you under the tree."</span> - Robin
<br><br>
You unwrap the object. There's a cookie inside. It's doughy and sweet.<<ltrauma>><<lstress>><<trauma -6>><<stress -6>>
<br><br>
<<link [[Next|Bedroom]]>><</link>>
<br>
<<elseif C.npc.Robin.trauma gte 20>>
<<npc Robin>><<person1>>
You hear a knock on your door. Robin pokes <<his>> head around the corner. "Is it okay if I come in?"
<br><br>
<<He>> enters. <<He>> looks exhausted. "Merry Christmas. The orphans are celebrating. <span class="gold">I left you something under the tree."</span> <<He>> tries to smile, then places a small object wrapped in tinfoil on your bed. "You should join us when you're ready."
<br><br>
<<He>> leaves the room. You unwrap the object. There's a cookie inside. It's doughy and sweet.<<ltrauma>><<lstress>><<trauma -6>><<stress -6>>
<br><br>
<<link [[Next|Bedroom]]>><<endevent>><</link>>
<br>
<<else>>
<<npc Robin>><<person1>>
You hear a flurry of knocks on your door. Robin pokes <<his>> head inside. "Can I come in?"
<br><br>
"Merry Christmas!" <<he>> says, almost skipping through the door. <<He>> places a small object wrapped in tinfoil on your bed. "The orphans hung up decorations. They're celebrating! You should join us."
<br><br>
"Oh," <<he>> adds. <span class="gold">"I left you something under the tree!"</span>
<br><br>
<<if $robinromance is 1>>
<<He>> squeezes your hand, plants a kiss on your cheek, then marches from the room.
<<else>>
<<He>> marches from the room.
<</if>>
You unwrap the object. There's a cookie inside. It's doughy and sweet.<<ltrauma>><<lstress>><<trauma -6>><<stress -6>>
<br><br>
<<link [[Next|Bedroom]]>><<endevent>><</link>>
<br>
<</if>>
<</widget>>
<<widget "christmas_robin">>
<<npc Robin>><<person1>><<generatey2>><<person2>>
Robin has been busy looking after the young orphans so far. A <<person>> tugs <<person1>><<his>> sleeve, and holds out a gift. "It's not from me," the <<person2>><<person>> says. "I just found it under the tree."
<br><br>
Robin thanks the <<person>>, and examines the package. <<person1>><<He>> smiles and glances at you. <<He>> recognised your handwriting.
<<switch $christmas_gift_robin>>
<<case "shirt">><<set _robinPush to "robinGiftShirt">>
<<case "sundress">><<set _robinPush to "robinGiftSundress">>
<<case "kimono">><<set _robinPush to "robinGiftKimono">>
<<case "tuxedo">><<set _robinPush to "robinGiftTux">>
<<case "gothic gown">><<set _robinPush to "robinGiftGown">>
<<case "christmas">><<set _robinPush to "robinGiftChristmas">>
<</switch>>
<<if $christmas_gift_robin is undefined>>
<<elseif C.npc.Robin.outfits is undefined>>
<<set C.npc.Robin.outfits = [_robinPush]>>
<<else>>
<<run C.npc.Robin.outfits.pushUnique(_robinPush)>>
<</if>>
<<if $christmas_gift_robin is "shirt" and C.npc.Robin.pronoun is "m" or $christmas_gift_robin is "sundress" and C.npc.Robin.pronoun is "f">>
Excited, <<he>> tears off the wrapping paper. <<His>> smile broadens when <<he>> sees the clothes inside. <<He>> clutches the fabric to <<his>> chest, and smiles at you.<<ltrauma>><<trauma -6>>
<br><br>
<<if $robinromance is 1 and C.npc.Robin.dom gte 40>>
<<set $christmas_robin_lewd to 1>>
"I love it!" <<he>> says. "Thank you so much." <<He>> throws <<his>> arms around you, and whispers. <span class="gold">"Meet me in my room."</span>
<br><br>
<<He>> disappears down one of the halls, towards <<his>> room.
<<ggglove>><<npcincr Robin love 10>>
<br><br>
<<else>>
"I love it!" <<he>> says. "Thank you so much." <<He>> disappears down one of the halls, towards <<his>> room.
<<ggglove>><<npcincr Robin love 10>>
<br><br>
<</if>>
<<elseif $christmas_gift_robin is "shirt" and C.npc.Robin.pronoun is "f" or $christmas_gift_robin is "sundress" and C.npc.Robin.pronoun is "m">>
Excited, <<he>> tears off the wrapping paper. <<His>> bright expression turns to confusion as <<he>> pulls out the clothing.
<br><br>
"I-I think you may have given me the wrong present," <<he>> says, looking unsure. "This is for <<if C.npc.Robin.pronoun is "m">>girls<<else>>boys<</if>>."
<br><br>
<<if $speech_attitude is "meek">>
"I-I thought it'd suit you," you say.
<<elseif $speech_attitude is "bratty">>
"Try it," you say. "You'll like how it looks on you."
<<else>>
"I thought you'd look cute in it," you say.
<</if>>
<br><br>
<<if $robinromance is 1 and C.npc.Robin.dom gte 40>>
<<set $christmas_robin_lewd to 1>>
Robin's eyes light up. "Really? Th-thank you." <<He>> throws <<his>> arms around you, and whispers. "Meet me in my room."
<br><br>
<<He>> disappears down one of the halls.<<ggglove>><<npcincr Robin love 10>>
<br><br>
<<elseif C.npc.Robin.love gte 40 or $robinromance is 1>>
Robin seems embarrassed, but not upset. "Th-thanks, I guess. I'll be sure to wear it!" <<He>> disappears down one of the halls, towards <<his>> room.<<ggglove>><<npcincr Robin love 10>>
<br><br>
<<else>>
Robin looks conflicted. "I-I appreciate the thought. Thank you." <<He>> folds the clothes up, and returns to <<his>> room.
<br><br>
<</if>>
<<if C.npc.Robin.crossdress is undefined>>
<<set C.npc.Robin.crossdress to 1>>
<</if>>
<<if C.npc.Robin.cdstart is undefined>>
<<set C.npc.Robin.cdstart to "christmas">>
<</if>>
<<elseif $christmas_gift_robin is "kimono">>
Excited, <<he>> tears off the wrapping paper. <<He>> smiles when <<he>> sees the fabric, but frowns as <<he>> pulls it from the packaging. You caught <<him>> off guard.
<br><br>
"T-this isn't a costume," <<he>> says, unfolding the kimono with care. "How much did you spend on this?"
<br><br>
<<if $robinromance is 1 and C.npc.Robin.dom gte 40>>
<<set $christmas_robin_lewd to 1>>
You shrug and smile. "It's so pretty," Robin continues. "Thank you so much!" <<He>> throws <<his>> arms around you, and whispers. <span class="gold">"Meet me in my room."</span>
<br><br>
<<He>> disappears down one of the halls.<<ggglove>><<npcincr Robin love 10>>
<br><br>
<<else>>
You shrug and smile. "It's so pretty," Robin continues. "Thank you so much!" <<He>> holds it against <<his>> chest, and disappears down one of the halls, towards <<his>> room.<<ggglove>><<npcincr Robin love 10>>
<br><br>
<</if>>
<<elseif $christmas_gift_robin is "tuxedo" and C.npc.Robin.pronoun is "m" or $christmas_gift_robin is "gothic gown" and C.npc.Robin.pronoun is "f">>
Excited, <<he>> tears off the wrapping paper. <<He>> smiles when <<he>> sees the fabric, but as <<he>> pulls it from the packaging, you hear a gulp. You caught <<him>> off guard.
<br><br>
"T-this isn't a costume," <<he>> says, unfolding the <<print ($christmas_gift_robin is "tuxedo"?"tuxedo":"gothic gown")>> with extreme care. "How much did you spend on this? This looks really, really expensive!"
<br><br>
<<if $robinromance is 1 and C.npc.Robin.dom gte 40>>
<<set $christmas_robin_lewd to 1>>
You shrug and smile. "It's so beautiful, I can't wait for you to see me in it," Robin continues. <<if C.npc.Robin.dom gte 80>> "Or help me take it off." <<else>> "Thank you so much!" <</if>> <<He>> throws <<his>> arms around you, and whispers. <span class="gold">"Meet me in my room."</span>
<br><br>
<<He>> disappears down one of the halls.<<ggglove>><<npcincr Robin love 10>>
<br><br>
<<else>>
You shrug and smile. "It's so beautiful, I can't wait for you to see me in it," Robin continues. "Thank you so much!" <<He>> holds it against <<his>> chest, and disappears down one of the halls, towards <<his>> room.<<ggglove>><<npcincr Robin love 10>>
<br><br>
<</if>>
<<elseif $christmas_gift_robin is "tuxedo" and C.npc.Robin.pronoun is "f" or $christmas_gift_robin is "gothic gown" and C.npc.Robin.pronoun is "m">>
Excited, <<he>> tears off the wrapping paper. <<He>> smiles when <<he>> sees the fabric, but frowns as <<he>> pulls it from the packaging. You caught <<him>> off guard.
<br><br>
"T-this isn't a costume," <<he>> says, unfolding the <<print ($christmas_gift_robin is "tuxedo"?"tuxedo":"gothic gown")>> with care. "How much did you spend on this?"
<br><br>
"Wait! Don't answer that. First of all," <<he>> says, looking confused. "This is for <<if C.npc.Robin.pronoun is "m">>girls<<else>>boys<</if>>, isn't it?"
<br><br>
<<if $speech_attitude is "meek">>
"I-I thought it'd suit you," you say.
<<elseif $speech_attitude is "bratty">>
"Try it," you say. "You'll like how it looks on you."
<<else>>
"I thought you'd look cute in it," you say.
<</if>>
<br><br>
<<if $robinromance is 1 and C.npc.Robin.dom gte 40>>
<<set $christmas_robin_lewd to 1>>
Robin's eyes light up. "Really? Th-thank you." <<He>> throws <<his>> arms around you, and whispers. <span class="gold">"Meet me in my room."</span>
<br><br>
<<He>> disappears down one of the halls.<<ggglove>><<npcincr Robin love 10>>
<br><br>
<<elseif C.npc.Robin.love gte 40 or $robinromance is 1>>
Robin seems embarrassed, but not upset. "Th-thanks, I guess. I'll be sure to wear it!" <<He>> disappears down one of the halls, towards <<his>> room.<<ggglove>><<npcincr Robin love 10>>
<br><br>
<<else>>
Robin looks conflicted. "I-I appreciate the thought. Thank you." <<He>> folds the clothes up, and returns to <<his>> room.
<br><br>
<</if>>
<<if C.npc.Robin.crossdress is undefined>>
<<set C.npc.Robin.crossdress to 1>>
<</if>>
<<if C.npc.Robin.cdstart is undefined>>
<<set C.npc.Robin.cdstart to "christmas">>
<</if>>
<<else>>
Excited, <<he>> tears off the wrapping paper. <<His>> smile broadens when <<he>> sees the clothes inside. <<He>> clutches the fabric to <<his>> chest, and smiles at you.<<ltrauma>><<trauma -6>>
<br><br>
<<if $robinromance is 1 and C.npc.Robin.dom gte 40>>
<<set $christmas_robin_lewd to 1>>
"I love it!" <<he>> says. "It's so festive. Thank you so much." <<He>> throws <<his>> arms around you, and whispers. <span class="gold">"Meet me in my room."</span>
<br><br>
<<He>> disappears down one of the halls.<<ggglove>><<npcincr Robin love 10>>
<br><br>
<<else>>
"I love it!" <<he>> says. "It's so festive. Thank you so much." <<He>> disappears down one of the halls, towards <<his>> room.<<ggglove>><<npcincr Robin love 10>>
<br><br>
<</if>>
<</if>>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br>
<</widget>><<widget "homeevent">>
<<rng>>
<<if Weather.precipitation === "snow" && $weatherObj.snow lte 20 && Time.month gte 10 && $yearly.firstSnow>>
<<npc Bailey>><<generatey2>><<generatey3>><<generatey4>>
<<set $yearly.firstSnow to true>>
You hear excited voices. Several orphans cluster around the window. It's snowing.
<br><br>
"I want to make a snowman."
<br>
"There's not enough snow."
<br>
"There will be!"
<br>
"Just make sure you wrap up warm."
<br><br>
A <<person2>><<person>> runs for the main doors, and throws them open. <<His>> smile vanishes. Bailey strides in, and the doors slam shut.<<lhope>><<hope -1>>
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br>
<<elseif $christmas is 1 and $christmas_event is undefined>>
<<set $christmas_event to 1>>
<<generatey1>><<generatey2>>
You overhear two orphans.
<br><br>
"What do you think I'll get for Christmas?" a <<person1>><<person>> asks, thumbing a small object in <<his>> hand.
<br>
"Bailey lets us decorate," a <<person2>><<person>> responds. "But gifts? Maybe Father Christmas will bring us something, huh?" <<He>> nudges the <<person1>><<person>>, who doesn't look convinced.
<br><br>
<i>Some new clothes would go a long way for a lot of residents. The shopping centre should do. <<if C.npc.Robin.init is 1>> You could pick up something for Robin at the forest shop or shopping centre as well.<</if>></i>
<br><br>
<<endevent>>
<<link [[Next|Orphanage]]>><</link>>
<br>
<<elseif $home_event_timer lte 0>><<set $home_event_timer to 6>>
<<switch $home_event_count>>
<<case 0>><<set $home_event_count += 1>>
<<homeeventnorm>>
<<case 1>><<set $home_event_count += 1>>
<<npc Bailey>><<generateyv2>><<person1>>"You owe £200 this week," you hear Bailey say up ahead. "Pay up."
<br><br>
<<saveNPC 1 orphan_rent>>
<<Hes>> talking to a <<person2>><<person>>, who crosses <<his>> arms. "I worked hard for this money, and I won't be bullied. Do your worst," <<he>> says, defiant.
<br><br>
Bailey produces a black hood and a length of rope. "Fine," <<person1>><<he>> says. "Hold still." The other residents look away.
<br><br>
<<link [[Intervene|Home Intervene]]>><</link>>
<br>
<<link [[Watch|Home Watch]]>><</link>>
<br>
<<link [[Ignore|Orphanage]]>><<endevent>><<set $orphan_rent to "taken">><</link>>
<br>
<<case 2>><<set $home_event_count += 1>>
<<generateyv1>><<generateyv2>>
You see a group of orphans huddled together in a circle. They sound excited. As you get closer you see that a large dog, a French mastiff, holds their attention. He looks relaxed and unbothered by all the strangers petting him.
<br><br>
"He was standing outside for a while before I brought him in," a <<person1>><<person>> says.
<br><br>
"I want to keep him," a <<person2>><<person>> says. The orphans erupt into excited agreement.
<br><br>
The <<person1>><<person>> reaches for the tag on the dog's collar. "His name is Max," <<he>> says. Max looks at the <<person>> when he hears his name. "There's a telephone number. He already has an owner."
<br><br>
Some of the orphans sound disappointed. "Bailey wouldn't like that anyway," the <<person>> continues. "I'm going to call his master."
<br><br>
<<link [[Pet (0:30)|Home Max]]>><<pass 30>><<trauma -24>><<stress -24>><</link>><<lltrauma>><<llstress>>
<br>
<<link [[Ignore|Orphanage]]>><<endevent>><</link>>
<br>
<<case 3>><<set $home_event_count += 1>>
You overhear two residents talking in a hushed tone. <<generateyv1>><<generateyv2>><<person1>>"What else am I supposed to do?" a <<person>> whispers. "It keeps getting harder."
<br><br>
"There must be a better way," a <<person2>><<person>> responds.
<br><br>
A car horn sounds outside, and the <<person1>><<person>> reaches into <<his>> bag. "They're here," <<he>> says, pulling out a bottle of liquor. <<He>> gulps it down until <<he>> <span class="red">splutters and gags.</span>
<br><br>
"I'll be okay," <<he>> coughs. <<He>> takes a deep breath and steps outside.
<br><br>
You look out the window and see a <<generate3>><<person3>><<person>> waiting beside an open car. <<He>> gropes the <<person1>><<persons>> ass as <<he>> enters, before climbing in and driving away. The <<person2>><<person>> watches from another window. <<He>> looks worried.
<<lhope>><<hope -1>>
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br>
<<case 4>><<set $home_event_count += 1>>
<<if $orphan_rent is "paid">>
<<loadNPC 0 orphan_rent>><<person1>>"Hey!" a voice shouts behind you. It's the <<person>> you rescued from Bailey. "I said I'd pay you back." <<He>> reaches into <<his>> pocket and pulls out a bundle of bank notes. "<span class="gold">£1000</span>." <<He>> smiles and holds out <<his>> hand. "Take it."
<br><br>
<<link [[Take|Home Money Take]]>><<money 100000>><</link>>
<br>
<<link [[Refuse|Home Money Refuse]]>><<hope 1>><</link>><<ghope>>
<br>
<<else>>
<<npc Bailey>><<loadNPC 1 orphan_rent>><<person1>>"You owe £1000 this week," you hear Bailey up ahead. "Pay up." <<Hes>> talking to the <<person2>><<person>> you saw <<person1>><<him>> take before.
<br><br>
The <<person2>><<persons>> defiant demeanour is gone. <<He>> looks at <<his>> feet as <<he>> hands over the money without complaint.
<<lhope>><<lreb>><<hope -1>><<reb -1>>
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br>
<</if>>
<<case 5>><<set $home_event_count += 1>>
<<set $loft_known to 1>><<set $loft_upgrade to 0>>
<<npc Bailey>><<generateyv2>><<generateyv3>>You hear excited voices up a flight of stairs. At the top, a <<person2>><<person>> and <<person3>><<person>> are taking turns jumping in the air, grasping at the ceiling.
<br><br>
You climb up, and reach the higher floor just as the <<person2>><<person>> places a stool to gain more reach. The <<person3>><<person>> smiles at you. "You're a bit taller than us," <<he>> says. "There's a cord up there. Could you pull it? We want to see what happens."
<br><br>
<<link [[Pull the cord|Orphanage Loft Intro]]>><<set $phase to 0>><</link>>
<br>
<<link [[Refuse|Orphanage Loft Intro]]>><<set $phase to 1>><</link>>
<br>
<<case 6>>
<<homeeventnorm>>
<</switch>>
<<elseif $rng gte 71>>
<<rng 7>>
<<if $rng gte 7>>
<<if $loft_whitney gte 6>>
<<homeeventwhitney>>
<<else>>
<<homeeventnorm>>
<</if>>
<<elseif $rng gte 6>>
<<if $loft_kylar>>
<<homeeventkylar>>
<<else>>
<<homeeventnorm>>
<</if>>
<<elseif $rng gte 5>>
<<if $chef_speech is "bailey">>
<<homeeventchef>>
<<else>>
<<homeeventnorm>>
<</if>>
<<elseif $rng gte 4>>
<<if $loft_river>>
<<homeeventriver>>
<<else>>
<<homeeventnorm>>
<</if>>
<<elseif $rng gte 3>>
<<if $mason_pond gte 5>>
<<homeeventpond>>
<<else>>
<<homeeventnorm>>
<</if>>
<<elseif $rng gte 2>>
<<if $alex_greenhouse gte 3>>
<<homeeventalex>>
<<else>>
<<homeeventnorm>>
<</if>>
<<else>>
<<homeeventnorm>>
<</if>>
<<else>>
<<rng>>
<<if $rng gte 51>>
<<if $orphan_hope gte random(1, 50)>>
<<homeeventhopehi>>
<<elseif $orphan_hope lte random(-50, -1)>>
<<homeeventhopelo>>
<<else>>
<<homeeventnorm>>
<</if>>
<<else>>
<<if $orphan_reb gte random(1, 50)>>
<<homeeventrebhi>>
<<elseif $orphan_reb lte random(-50, -1)>>
<<homeeventreblo>>
<<else>>
<<homeeventnorm>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "homeeventnorm">>
<<switch random(1, 15)>>
<<case 1>>
<<generateyv1>><<person1>>A <<person>> approaches you. "Can I have some money?" <<he>> asks. "I really need it."
<br><br>
<<if $money gte 500>>
<<link [[Give £5|Home Beg Give]]>><<set $phase to 0>><<money -500>><<hope 1>><</link>><<ghope>>
<br>
<</if>>
<<if $money gte 2500>>
<<link [[Give £25|Home Beg Give]]>><<set $phase to 1>><<money -2500>><<hope 2>><</link>><<gghope>>
<br>
<</if>>
<<if $money gte 10000>>
<<link [[Give £100|Home Beg Give]]>><<set $phase to 2>><<money -10000>><<hope 3>><<reb -1>><<famegood 10>><</link>><<lreb>><<ggghope>>
<br>
<</if>>
<<if $money gte 20000>>
<<link [[Give £200|Home Beg Give]]>><<set $phase to 3>><<money -20000>><<hope 6>><<reb -2>><<famegood 20>><</link>><<lreb>><<ggghope>>
<br>
<</if>>
<<if $money gte 50000>>
<<link [[Give £500|Home Beg Give]]>><<set $phase to 4>><<money -50000>><<hope 15>><<reb -5>><<famegood 50>><</link>><<llreb>><<ggghope>>
<br>
<</if>>
<<if $money gte 100000>>
<<link [[Give £1000|Home Beg Give]]>><<set $phase to 5>><<money -100000>><<hope 30>><<reb -10>><<famegood 100>><</link>><<lllreb>><<ggghope>>
<br>
<</if>>
<<if $skulduggery gte 100>>
<<link [[Encourage skulduggery|Home Beg Skulduggery]]>><<reb 1>><</link>><<greb>>
<br>
<</if>>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Encourage prostitution|Home Beg Prostitution]]>><<reb 1>><</link>><<greb>>
<br>
<</if>>
<<link [[Refuse|Home Beg Refuse]]>><<hope -1>><</link>><<lhope>>
<br>
<<case 2>>
<<generateyv1>><<person1>>A <<person>> approaches you. "I lost my school bag," <<he>> says, worried. "I've looked everywhere but I can't find it. Can you help?"
<br><br>
<<link [[Help (0:30)|Home School Bag]]>><<hope 1>><<pass 30>><</link>><<ghope>>
<br>
<<link [[Refuse|Home School Bag Refuse]]>><<hope -1>><</link>><<lhope>>
<br>
<<case 3>>
<<generateyv1>><<person1>>A <<person>> staggers through the front doors. <<His>> clothes are torn. <<He>> heads straight to <<his>> room.<<lhope>><<hope -1>>
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br>
<<case 4>>
<<npc Bailey>><<generate2>><<person2>>A <<person>> tumbles down a flight of stairs. Bailey walks down after <<him>>. The <<person>> scrambles towards the front door.
<br><br>
"If I catch you intruding again," Bailey begins. The <<person>> is on <<his>> feet and through the doors before Bailey has time to finish.
<br><br>
Bailey watches through the window. Satisfied, <<person1>><<he>> returns to <<his>> office.
<<lreb>><<reb -1>>
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br>
<<case 5>>
<<npc Bailey>><<generate2>><<generateyv3>>You hear a scream from one of the bedrooms.
<br><br>
<<link [[Investigate|Home Scream]]>><</link>>
<br>
<<link [[Ignore|Home Scream Ignore]]>><<hope -1>><</link>><<lhope>>
<br>
<<case 6>>
<<generateyv1>><<person1>>A <<person>> emerges from Bailey's office, face wet with tears and clutching <<his>> bottom.<<lreb>><<reb -1>>
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br>
<<case 7>>
<<generateyv1>><<person1>>A <<person>> stops everyone who walks by, and asks if they've seen <<his>> friend. No one has.<<lhope>><<hope -1>>
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br>
<<case 8>>
<<generateyv1>><<person1>>You walk past the bathrooms. One of the doors is ajar, and you hear someone inside.
<br><br>
<<link [[Peek|Home Peek]]>><<arousal 600>><</link>><<garousal>>
<br>
<<link [[Close the door|Home Close]]>><<famegood 1>><</link>>
<br>
<<case 9>>
<<generatey1>><<generatey2>>You walk past two other residents, a <<fullGroup>>. The <<person1>><<person>> looks away and blushes when <<he>> sees you. The <<person2>><<person>> looks at <<person1>><<him>> and laughs.
<br><br>
<<link [[Investigate|Home Pair]]>><</link>>
<br>
<<link [[Ignore|Orphanage]]>><<endevent>><</link>>
<br>
<<case 10>>
<<npc Bailey>>Bailey shoves past you, carrying a resupply for the kitchen.
<<pain 1>><<gpain>>
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br>
<<case 11>>
<<rng>>
<<generatey1>><<generatey2>>You overhear two residents, a <<fullGroup>>, whispering about something.
<<if C.npc.Robin.init is 1 and $rng gte 50>>
You hear them mention Robin.
<br><br>
<<link [[Listen in|Home Rumor Eavesdrop Robin]]>><</link>>
<br>
<<link [[Ignore|Orphanage]]>><<endevent>><</link>>
<br>
<<else>>
<br><br>
<<link [[Listen in|Home Rumor Eavesdrop]]>><</link>>
<br>
<<link [[Ignore|Orphanage]]>><<endevent>><</link>>
<br>
<</if>>
<<case 12>>
<<generateyv1>><<person1>>
A <<person>> enters the orphanage, a bandage wrapped around <<his>> arm.
<<if $tending gte 200>>
<<He>> avoids eye contact with everyone as <<he>> makes <<his>> way to <<his>> room.
<br><br>
Your attention is drawn back to the bandage as <<he>> passes. <span class="green">You notice</span> it needs redressing.
<br><br>
<<link [[Offer help (0:10)|Home Bandage]]>><<pass 10>><<hope 1>><</link>><<ghope>>
<br>
<<link [[Ignore|Orphanage]]>><<hope -1>><</link>><<lhope>>
<br>
<<else>>
<<He>> avoids eye contact with everyone as <<he>> makes <<his>> way to <<his>> room.<<lhope>><<hope -1>>
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<</if>>
<<case 13>>
<<generatey1>><<person1>>
You make your way through the orphanage. You turn a corner and bump into a <<person1>><<person>>. Paper flies everywhere as both of you tumble to the ground. <<He>> frantically picks them up while apologising for running into you.
<br><br>
<<link [[Help (0:04)|Home Orphan Poster]]>><<set $phase to 1>><<pass 4>><</link>>
<br>
<<link [[Ignore (0:01)|Home Orphan Poster]]>><<set $phase to 2>><<pass 1>><</link>>
<<case 14>>
<<npc Bailey>>Bailey shoves past you, carrying a resupply for the kitchen.
<<pain 1>><<gpain>>
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br>
<<case 15>>
<<if $fame.scrap gte 200>>
You are swarmed by orphans as you enter the hallway. They fill the air with excited chatter.
<br><br>
"You get into loads of fights, right?" one asks. They don't give you a chance to respond before continuing, "That's so cool! Can you tell us about them? Please?" The others quiet down, eager to hear your response.
<br><br>
You could exaggerate a little, if you wanted to show off.
<br><br>
<<link [[Agree (0:05)|Home Combat Agree]]>><<pass 5>><</link>>
<br>
<<link [[Exaggerate (0:10)|Home Combat Exaggerate]]>><<pass 10>><</link>><<englishdifficulty 100 400>>
<br>
<<link [[Refuse|Home Combat Refuse]]>><</link>>
<br>
<<else>>
You pass by a group of orphans sharing safety tips. They don't sound particularly helpful.
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br>
<</if>>
<</switch>>
<</widget>>
<<widget "homeeventhopehi">>
<<switch random(1, 6)>>
<<case 1>>
<<npc Bailey>><<person1>>A group of orphans sit in a circle, chatting. Bailey breaks them up.
<<lreb>><<reb -1>>
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br>
<<case 2>>
<<npc Bailey>><<person1>>Someone's put up an encouraging poster in the main hall. Bailey tears it down.
<<lhope>><<hope -1>>
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br>
<<case 3>>
<<generatey1>><<generateyp2>><<person1>>A <<person>> stares at a <<person2>><<person>> across the hall while pretending to read. The <<person>> laughs and chats with friends. <<He>> occasionally glances at the <<person1>><<person>>, who then hides <<his>> blush behind the book.
<br><br>
<<link [[Encourage|Home Encourage]]>><<hope 1>><</link>><<ghope>>
<br>
<<link [[Flirt|Home Flirt]]>><</link>><<promiscuous1>>
<br>
<<link [[Ignore|Orphanage]]>><<endevent>><</link>>
<br>
<<case 4>>
<<generateyv1>><<person1>>A <<person>> comforts a tearful younger orphan in the main hall. It's sweet to see.<<ltrauma>><<trauma -6>>
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br>
<<case 5>>
<<rng>>
<<if $rng gte 56>>
<<set _poster to either(
"a sunrise with 'each day is a new opportunity to shine' scrawled below.",
"two stick figures holding hands. 'Together we can do anything' is scrawled below.",
"a flower growing out of cracked pavement. 'Each day is a new opportunity to shine' is scrawled below.",
"is a hand reaching out with the words 'No matter what, you are not alone.'",
"is a yellow thumbs up.",
"a seed is sprouting from the ground. 'Even the tiniest of beginnings can lead to something great' is scrawled below.",
"an explorer scaling a mountain. 'The sky's the limit' is scrawled below.",
"a multi-coloured heart. 'I don't know you, but I love you' is scrawled in crayon."
)>>
You make your way through the orphanage.
<br><br>
You pause mid-way. You spot a poorly drawn and coloured poster haphazardly pinned to a notice board. It depicts _poster
<br><br>
A fuzzy feeling creeps into your chest as you pass the poster.<<ghope>><<hope 1>><<lstress>><<stress -6>>
<br><br>
<<else>>
You find an encouraging home-made poster in the main hall. One of the residents must have put it up. Somehow, it makes you feel better.
<<ghope>><<hope 1>><<lstress>><<stress -6>>
<br><br>
<</if>>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br>
<<case 6>>
You make your way through the orphanage.
<br><br>
A melodious sound fills the halls. The music's volume increases until it reverberates in you. It dulls outside noise, seemingly brightening your surroundings.<<lstress>><<stress -6>>
<br><br>
Eventually, you stumble upon its origin. It is coming from an open door nearby.
<br><br>
<<link [[Investigate (0:15)|Home Orphan Music Calm Choice]]>><<pass 15>><<set $phase to 1>><</link>>
<br>
<<link [[Ignore|Home Orphan Music Calm Choice]]>><<set $phase to 2>><</link>>
<br>
<<case 7>>
As you make your way through the orphanage, you hear the uplifting sound of music playing. <<lstress>><<stress -6>>
<br><br>
The music abruptly stops, and you hear the sound of something breaking, followed by yelling. Bailey appears, holding a <<generatey1>><<person1>><<person>> and the remains of some string instrument. The <<person1>><<person>> kicks, screams, and raves about Bailey's tyranny. <<greb>><<reb 1>>
<br><br>
Bailey seems unbothered, until the <<personsimple>> bites <<nnpc_him "Bailey">>. <<nnpc_He "Bailey">> strikes the orphan, slamming <<him>> against the wall. A nasty bruise forms from the impact. The silenced orphan clutches <<his>> face, holding back sobs.<<gtrauma>><<trauma 3>>
<br><br>
Bailey grabs <<him>> by <<his>> hair and continues to walk.
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br>
<</switch>>
<</widget>>
<<widget "homeeventhopelo">>
<<switch random(1, 7)>>
<<case 1>>
<<generateyv1>><<person1>>You hear a sniffling. A <<person>> stands alone in the corner, facing the wall.
<br><br>
<<link [[Comfort (1:00)|Home Comfort]]>><<famegood 1>><<pass 60>><<hope 1>><</link>><<ghope>>
<br>
<<link [[Ignore|Orphanage]]>><<endevent>><</link>>
<br>
<<case 2>>
Orphans shuffle through the main hall, eyes downcast.
<<lhope>><<hope -1>>
<br><br>
<<link [[Next|Orphanage]]>><</link>>
<br>
<<case 3>>
<<generateyv1>><<person1>>You see a <<person>> comforting a pair of younger, crying orphans. <<He>> looks haggard and worn.<<lreb>><<reb -1>>
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br>
<<case 4>>
<<generateyv1>><<generateyv2>>You walk past a <<fullGroup>>. The <<person1>><<person>> has <<his>> face buried in <<his>> hands, while <<his>> friend tries to comfort <<him>>.<<gtrauma>><<trauma 6>>
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br>
<<case 5>>
<<generateyv1>><<person1>>You see a <<person>> comforting a pair of younger, crying orphans. <<He>> looks haggard and worn.<<lreb>><<reb -1>>
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br>
<<case 6>>
You make your way through the orphanage.
<br><br>
You see a <<generatey1>><<person1>><<person>> consoling a <<generatey2>><<person2>><<person>>. They are beside the pinned up scraps of a poster. Between sobs, the <<person2>><<person>> stutters out, "W-why does Bailey keep t-t-tearing dow-"
<br><br>
<<He>> wails. The <<person1>><<person>> wraps <<his>> arms around <<person2>><<him>>. "It's okay," <<person1>><<he>> says. "Look." The <<personsimple>> reaches into <<his>> pocket and hands <<his>> crying friend some bills.
<br><br>
"Go put up another one. We won't let Bailey win." The <<person2>><<personsimple>> stops <<his>> crying and runs off, thanking the <<person1>><<person>> the entire way. The <<personsimple>> turns to the scraps.
<br><br>
"That was all the money I had too..." <<He>> sighs.
<br><br>
You continue on.<<ghope>><<greb>><<hope 1>><<reb 1>>
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<<case 7>>
As you enter the main hall, you see a younger orphan slumped by the door. <<generateyv1>><<person1>><<He>> looks despondent.
<br><br>
<<link [[Comfort (1:00)|Home Balloon]]>><<famegood 1>><<pass 60>><<set $phase to 0>><</link>><<ghope>>
<<if $worn.handheld.name.includes("balloon")>>
<br>
<<link [[Give balloon|Home Balloon]]>><<famegood 1>><<set $phase to 1>><</link>><<ghope>>
<</if>>
<br>
<<link [[Ignore|Orphanage]]>><<endevent>><</link>>
<</switch>>
<</widget>>
<<widget "homeeventrebhi">>
<<switch random(1, 9)>>
<<case 1>>
<<npc Bailey>><<person1>>You see Bailey walking between bedrooms, carrying confiscated snacks.
<<lhope>><<hope -1>>
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br>
<<case 2>>
<<npc Bailey>><<person1>>Several orphans clean a wall of graffiti while Bailey watches.
<<lreb>><<reb -1>>
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br>
<<case 3>>
You find an envelope stuck to your bedroom door. It has your name on it. Inside is <span class="gold">£100</span> and a note. It simply reads:
<<switch random(1, 10)>>
<<case 1>>
"You can do it!"
<<case 2>>
"You're an inspiration."
<<case 3>>
<<if $skulduggery gte 200>>
"I followed your example. People should look after their things better."
<<else>>
"Don't worry about where I got it."
<</if>>
<<case 4>>
<<if $fame.prostitution gte 100>>
"I followed your example. If people are after my body, I should make them pay for it."
<<else>>
"Don't worry. I have more coming."
<</if>>
<<case 5>>
"We're in this together."
<<case 6>>
"Fuck Bailey."
<<case 7>>
"Stay strong."
<<case 8>>
<<if $fame.good gte 100>>
"I hope one day I can be as caring as you."
<<else>>
"I like to share."
<</if>>
<<case 9>>
"Don't give up."
<<case 10>>
"Keep it up."
<</switch>>
<br><br>
<<money 10000>>
<<link [[Next|Orphanage]]>><</link>>
<br>
<<case 4>>
<<generateyv1>><<person1>>A <<person>> bumps into you. "Sorry," <<he>> says, leaning over. "Made you drop this."
<<if $spray gte $spraymax or random(1, 100) gte 71>>
<<He>> hands you a bulging envelope you've never seen before. Inside is
<<if $museumAntiques.antiques.antiquesilverbrooch isnot "found" and $museumAntiques.antiques.antiquesilverbrooch isnot "talk" and $museumAntiques.antiques.antiquesilverbrooch isnot "museum">>
<<wearProp "silver brooch">>
a silver brooch. It looks old. Perhaps a collector would be interested in it.
<<set $antiquemoney += 50>><<museumAntiqueStatus "antiquesilverbrooch" "found">>
<<else>>
<<switch random(1, 3)>>
<<case 1>>
<<wearProp "silver brooch">>
a silver brooch. It looks old. Perhaps a collector would be interested in it.
<<set $antiquemoney += 50>><<museumAntiqueStatus "antiquesilverbrooch" "found">>
<<case 2>>
a pair of silver earrings. They're probably stolen, but you might be able to find a buyer.
<<set $blackmoney += 30>>
<<case 3>>
a watch. It's probably stolen, but you might be able to find a buyer.
<<set $blackmoney += 40>>
<</switch>>
<</if>>
<br><br>
<<else>>
<<spray 1>>
<<He>> hands you a bulging envelope. Inside is a charge for your pepper spray.
<<gspray>>
<<wearProp "pepperspray">>
<br><br>
<</if>>
<<endevent>>
<<link [[Next|Orphanage]]>><<handheldon>><</link>>
<br>
<<case 5>>
A group of orphans are playing darts. A picture of Bailey has been tacked onto the board.
<br><br>
<<if currentSkillValue("handskill") lte 999>>
<<link [[Join in (0:30)|Home Darts]]>><<pass 30>><<handskill 5>><<stress -3>><</link>><<ghandskill>><<lstress>>
<<else>>
<<link [[Join in (0:30)|Home Darts]]>><<pass 30>><<control 10>><<stress -3>><</link>><<gcontrol>><<lstress>>
<</if>>
<br>
<<link [[Ignore|Orphanage]]>><</link>>
<br>
<<case 6>>
You make your way through the orphanage.
<br><br>
A <<generatey1>><<person1>><<person>> runs past you, laughing maniacally and throwing posters about. You catch one. The poster is a manifesto against Bailey, cursing <<nnpc_him "Bailey">> and listing the sordid details of <<nnpc_his "Bailey">> crimes. <<reb 1>><<greb>>
<br><br>
The poster is torn out of your hand, and you're thrown against the wall.<<gpain>><<violence 6>>
<br><br>
You look up. It's Bailey. <<nnpc_He "Bailey">> doesn't address you, instead sprinting after the <<personsimple>>.
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<<case 7>>
<<generatey1>>
<<set _poster to either(
"Bailey, with a big 'X' drawn over <<nnpc_his 'Bailey'>> face. It has no words, but the intent is clear.",
"Bailey, with a big 'X' drawn over <<nnpc_his 'Bailey'>> face. It has no words, but the intent is clear.",
"the orphanage, with an 'X' drawn over it. Underneath, 'end the tyranny' is written in bold letters.",
"a <<person1>><<person>> holding a banner that reads 'Our Voices Matter.'",
"three bold words: 'Fearless. Resilient. Unyielding.'"
)>>
You make your way through the orphanage.
<br><br>
You pause mid-way. Haphazardly pinned to a notice board, you spot an interesting poster. It depicts _poster
<br><br>
A warmth stirs in you as you pass the poster.<<greb>><<reb 1>>
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<<case 8>>
You make your way through the orphanage.
<br><br>
You nearly jump out of your skin when you hear a booming sound. The noise sends your heart racing as you search for its origin.<<gstress>><<stress 6>>
<br><br>
Eventually, you find it. A <<generatey1>><<person1>><<person>> is standing on two tables, playing an electric guitar and fiddling with an amplifier. Orphans approach <<his>> 'stage', curious about the performance.
<br><br>
<<link [[Approach|Home Orphan Music Stormy Choice]]>><<set $phase to 1>><</link>>
<br>
<<link [[Ignore|Home Orphan Music Stormy Choice]]>><<set $phase to 2>><</link>>
<<case 9>>
<<set _instrument to either("flute","violin","keyboard","guitar","recorder")>>
As you make your way through the orphanage, you hear a familiar voice. It's Bailey.
<br><br>
"Hand it over." <<nnpc_He "Bailey">> looms over a <<generatey1>><<person1>><<person>> clutching a _instrument.
<br><br>
"It's my _instrument," the <<personsimple>> protests. "You can't just take it!"
<br><br>
Bailey's expression hardens. <<nnpc_He "Bailey">> steps forward and leans into the <<personsimple>>'s face. "Repeat that. Please."<<gstress>><<stress 6>>
<br><br>
The <<person1>><<person>> scowls but hands the _instrument over to Bailey, who tears it out of <<his>> hands.
<br><br>
"Thank you." <<nnpc_He "Bailey">> carts the _instrument off, leaving the <<personsimple>> to glare at <<nnpc_him "Bailey">>. The <<personsimple>> mutters darkly about the things <<he>>'d do to Bailey.<<lhope>><<greb>><<hope -1>><<reb 1>>
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<</switch>>
<</widget>>
<<widget "homeeventreblo">>
<<switch random(1, 6)>>
<<case 1>>
<<npc Bailey>><<person1>>Bailey walks through the main hall. The orphans avert their eyes, afraid to meet <<his>> gaze.
<<lreb>><<reb -1>>
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br>
<<case 2>>
<<npc Bailey>><<generateyv2>>You overhear a <<person2>><<person>> talking to Bailey. <<Hes>> tattling on another resident.<<lhope>><<hope -1>>
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br>
<<case 3>>
<<generateyv1>><<person1>>A <<person>> trips and drops a bucket of dirty water over the floor. "N-No," <<he>> says. "Bailey will be here soon!" <<He>> squeezes the water out of <<his>> mop and tries to dry the spill, but slips and falls to the ground.
<br><br>
<<link [[Help (0:20)|Home Spill Help]]>><<pass 20>><<famegood 1>><</link>>
<br>
<<link [[Ignore|Orphanage]]>><<endevent>><<hope -1>><</link>><<lhope>>
<br>
<<case 4>>
<<generateyv1>><<person1>>You walk beside a <<person>>, startling <<him>>. <<He>> screams.<<gstress>><<stress 6>>
<br><br>
"S-sorry," <<he>> says. "I thought you were Bailey."
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br><br>
<<case 5>>
<<generate1>><<generateyv2>>"You look good," shouts a voice from outside. You look through the window. It isn't directed at you, but at a <<person2>><<person>> just entering through the front doors. "How much for a shag?"
<br><br>
The <<person>> turns. "£50," <<he>> says in a monotone.
<br><br>
The <<person1>><<person>> scoffs. "Your ass ain't worth that," <<he>> says. "I'll give you £20." <<He>> waves the banknotes.
<br><br>
The <<person2>><<person>> considers, then walks back towards the <<person1>><<person>>.
<br><br>
<<link [[Intervene|Home Solicitation]]>><<hope 1>><</link>><<ghope>>
<br>
<<link [[Ignore|Orphanage]]>><<endevent>><</link>>
<br>
<<case 6>>
<<generatey1>><<person1>>
You make your way through the orphanage.
<br><br>
You hear Bailey, and turn to see <<nnpc_him "Bailey">> talking down to a <<person1>><<person>>.
<br><br>
"So instead of going out to look for work, you're sitting around doing nothing?" <<nnpc_He "Bailey">> waves around a 'looking for job' poster, irritated.
<br><br>
"N-not exactly," the <<person1>><<person>> starts. "I j-just don't want to risk bein-" The <<personsimple>> jumps as Bailey rips up <<his>> advert.
<br><br>
"Your <<printmoney 50000>> is due the day after tomorrow. I don't care what you have to do to get it."
<br><br>
Tears form in the <<person1>><<person>>'s eyes. <<He>> runs off. You decide to leave, before Bailey notices you.<<lhope>><<hope -1>>
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br>
<</switch>>
<</widget>>
<<widget "homeeventwhitney">>
<span class="teal">You overhear a <<generateyv1>><<generateyv2>><<fullGroup>> discussing in hushed tones, speaking of the vengeance they've wracked against molesters.</span><<greb>><<reb 1>>
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br>
<</widget>>
<<widget "homeeventkylar">>
<span class="teal">You overhear a <<generateyv1>><<generateyv2>><<fullGroup>> swapping stories of the would-be molesters they've smited with their pepper sprays.</span><<greb>><<reb 1>>
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br>
<</widget>>
<<widget "homeeventriver">>
<<generateyv1>><<generateyv2>>
<span class="teal">A <<fullGroup>> walk past, carrying bags. You catch a glimpse of sugar inside one. They head up the stairs towards the loft. They seem in good spirits.</span><<gghope>><<hope 3>>
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br>
<</widget>>
<<widget "homeeventchef">>
<<generateyv1>><<generateyv2>><<person1>>
<span class="teal">You see a group of orphans bending over a box near the entrance. A <<person>> walks away, a smile on <<his>> face and carrying an armful of sweets.
<br><br>
You look in the box, and see yet more sweets. There's a note. It reads:
<br>
<i>Stay strong. There are people who care about the way you're treated.
<br>
- A friend.</i>
</span><<hope 3>><<gghope>>
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br>
<</widget>>
<<widget "telltalepenissize">>
<<if $player.penissize lte 1>>
Through the walls you hear <<him>> running down the hallway. "Guess who's got a <<EZsmall>> penis!" <<he>> shouts. It's followed by squeals of laughter.
<<stress 15>><<trauma 15>>
<<elseif $player.penissize is 4>>
Through the walls you hear <<him>> running down the hallway. "Guess who's got a <<EZbig>> penis!" <<he>> shouts. It's followed by squeals of laughter.
<<stress 10>><<trauma 10>>
<</if>>
<<gtrauma>><<gstress>>
<<incgpenisinsecurity>>
<</widget>>
<<widget "homeeventpond">>
A pair of orphans emerge from the garden, feet wet and smiles on their faces.
<<ghope>><<hope 1>>
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br>
<</widget>>
<<widget "homeeventalex">>
A pair of orphans emerge from the garden, carrying bunches of homegrown flowers.
<<ghope>><<hope 1>>
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br>
<</widget>><<effects>>
You reach out and pet the mastiff's head. His ears twitch a little, but he's no less accepting of you than he is the other orphans.
<br><br>
The <<person>> returns. "I spoke to his owner," <<he>> says. "They're on the way."
<br><br>
More orphans arrive to investigate, each wanting a turn at petting. The <<person2>><<person>> brings a bowl of water. Max is eager to drink. "I knew he'd be thirsty," <<he>> says.
<br><br>
This continues awhile, until the <<person1>><<person>> looks out the window. "His owner's here," <<he>> says. You hear voices outside. Max recognises at least one of them, and rises to his feet, tail wagging.
<br><br>
Everyone crowds around the windows to watch as the <<person>> leads Max to his owner.<<endevent>><<generateyv1>><<person1>> A younger orphan tugs your sleeve. "Will Bailey let us have a dog?" <<he>> asks. The other orphans are listening.
<br><br>
<<link [[Express doubt|Home Max Doubt]]>><<hope -1>><<reb 1>><</link>><<lhope>><<greb>>
<br>
<<link [[Express hope|Home Max Hope]]>><<hope 1>><<reb -1>><</link>><<lreb>><<ghope>>
<br><<effects>>
You shake your head.
<<if $speech_attitude is "meek">>
"Bailey is too grouchy," you say.
<br><br>
The <<person>> looks at <<his>> feet and nods.
<br><br>
<<elseif $speech_attitude is "bratty">>
"No," you say. "Bailey is an arse."
<br><br>
The <<person>> claps <<his>> hands to <<his>> face, while a <<generateyv2>><<person2>><<person>> about your age puts <<his>> hands over the younger orphan's ears. "Language!" <<he>> says, glaring at you.
<br><br>
<<else>>
"You can get a dog when you leave the orphanage," you say.
<br><br>
The <<person>> looks at <<his>> feet and nods.
<br><br>
<</if>>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br><<effects>>
You nod.
<<if $speech_attitude is "meek">>
"If we're good, then maybe," you say.
<<elseif $speech_attitude is "bratty">>
"Bailey couldn't stop us anyway," you say.
<<else>>
"Bailey isn't all bad," you say.
<</if>>
<br><br>
The <<person>> beams as <<he>> looks back out the window.
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br><<effects>>
You step forward.
<<if $speech_attitude is "meek">>
"S-stop!" you stammer. "Leave <<person2>><<him>> alone!"
<<elseif $speech_attitude is "bratty">>
"You bully," you say. "Someone should teach you a lesson."
<<else>>
"Stop," you say. "This is wrong."
<</if>>
<br><br>
The <<person2>><<person>> gapes at you. Bailey laughs.<<person1>> "You want to pay the <span class="gold">£200</span> instead?" <<he>> asks. "It's all the same to me."
<br><br>
<<if $money gte 20000>>
<<link [[Pay|Home Intervene Pay]]>><<hope 1>><<money -20000>><</link>><<ghope>><<ltrauma>><<trauma -6>>
<br>
<</if>>
<<link [[Fight|Home Intervene Fight]]>><<set $fightstart to 1>><</link>>
<br>
<<link [[Step away|Home Intervene Step]]>><</link>><<effects>>
You watch as the hood is thrown over the <<person2>><<persons>> head, and <<his>> arms are bound. Bailey pushes <<him>> down a corridor. You follow.
<br><br>
They stop beside a metal door at the end of the hallway, and Bailey unlocks it with a silver key. <<person1>><<He>> slams the door behind them. There's no trace but the smell of dust.
<br><br>
<<set $orphan_rent to "taken">>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br><<effects>>
Bailey snatches the money from your hand and starts counting. "Good," <<he>> says, satisfied. <<He>> turns to the <<person2>><<person>>. "Next week I want £300." <<person2>>The <<person>> nods.
<br><br>
"Thank you," <<he>> says once Bailey is out of earshot. "I'm having trouble finding work. Everywhere's full of creeps." <<He>> laughs. "I don't want to know what Bailey had in store for me. I just hoped it wouldn't be too bad."
<br><br>
"I'll make this up to you," <<he>> continues. "I promise."
<br><br>
<<set $orphan_rent to "paid">>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br><<effects>>
You step away. Bailey throws the black hood over the <<person2>><<persons>> head, binds <<his>> arms, and leads <<him>> down a corridor.
<br><br>
<<set $orphan_rent to "taken">>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<set $enemyno to 1>><<set $enemynomax to 1>><<maninit>>
<<set $enemyhealthmax += 200>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
You launch a kick at Bailey's shin, but <<he>> sidesteps it and trips you up. Before <<he>> can take advantage of your vulnerability however, the <<person2>><<person>> leaps onto Bailey's back, and starts pulling <<person1>><<his>> hair. Bailey shoves <<person2>>the <<person>> against a wall, where <<he>> falls into a heap.<<person1>>
<br><br><br><br>
<<set $phase to 1>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<if $phase is 1>><<set $phase to 2>>
Orphans arrive to watch the fight, drawn by the noise.
<br><br>
<</if>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Home Intervene Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Home Intervene Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation "short">>
<<set $orphan_rent to "paid">><<earnFeat "Bailey's Trouble Maker">>
<<person1>>One of the watching orphans giggles. Bailey spins to find the culprit, but another laughs behind <<him>>. Soon the whole room is filled with laughter. <<He>> looks back at you. "You'll pay for this," <<he>> says, before storming from the room.
<br><br>
The orphans cheer your defeat of the tyrant.
<<greb>><<ghope>><<reb 1>><<hope 1>><<ltrauma>><<lstress>><<trauma -6>><<stress -12>>
<br><br>
The <<person2>><<person>> climbs to <<his>> feet. "You saved me," <<he>> laughs. "Thank you. I'm having trouble finding work. Everywhere's full of creeps." <<He>> looks away. "I don't want to know what Bailey had in store for me. I just hoped it wouldn't be too bad."
<br><br>
"I'll make it up to you," <<he>> continues. "I promise."
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Orphanage]]>><</link>>
<<elseif $enemyhealth lte 0>>
<<set $orphan_rent to "paid">>
<<person1>><<He>> backs off for a moment, surprised by your aggression and nursing a bruise. <<He>> notices the crowd formed around the hall. "You'll pay for this. Mark my words." <<He>> storms out.
<br><br>
The orphans cheer your defeat of the tyrant.
<<greb>><<ghope>><<reb 1>><<hope 1>><<ltrauma>><<lstress>><<trauma -6>><<stress -12>>
<br><br>
The <<person2>><<person>> climbs to <<his>> feet. "You saved me," <<he>> laughs. "Thank you. I'm having trouble finding work. Everywhere's full of creeps." <<He>> looks away. "I don't want to know what Bailey had in store for me. I just hoped it wouldn't be too bad."
<br><br>
"I'll make it up to you," <<he>> continues. "I promise."
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Orphanage]]>><</link>>
<<else>>
<<set $baileydefeatedchain to 0>>
You fall to the ground, too hurt to move.
<<lreb>><<reb -1>>
<br><br>
The crowd disperses as Bailey drags the <<person2>><<person>> away.
<br><br>
<<set $orphan_rent to "taken">>
<<clotheson>>
<<endcombat>>
<<link [[Next|Orphanage]]>><</link>>
<</if>><<effects>>
You take the money. The <<person>> smiles. "I found a good job," <<he>> says. "It's not something I imagined myself doing, but it's not so bad. I just hope Bailey doesn't keep demanding more."
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br><<effects>>
You refuse the money.
<<if $speech_attitude is "meek">>
"Others here need it more than me," you say. "Help them instead."
<<elseif $speech_attitude is "bratty">>
"I can look after myself," you say. "Give it to someone who's struggling."
<<else>>
"Use it to help the others," you say.
<</if>>
<br><br>
<<He>> nods. "If you're sure. Stay safe."
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br><<effects>>
<<if $phase is 0>>
You hand the <<person>> £5. "Thank you," <<he>> says. <<He>> still looks anxious.
<br><br>
<<elseif $phase is 1>>
You hand the <<person>> £25. "Thank you," <<he>> says, smiling.
<br><br>
<<elseif $phase is 2>>
You hand the <<person>> £100. <<He>> gasps. "Thank you so much!" <<he>> says, hugging you.
<br><br>
<<elseif $phase is 3>>
You hand the <<person>> £200. <<He>> gapes their mouth. "A-are you sure? Thank you so much!" <<he>> says, hugging you tight.
<br><br>
<<elseif $phase is 4>>
You hand the <<person>> £500. <<He>> blinks twice and then tears up. "Thank you so much... Thank you so so much..." <<he>> sobs, hugging you tightly.
<br><br>
<<else>>
You hand the <<person>> £1000. <<He>> blinks thrice and holds the money close to their chest. "I'll use this for good, I'll help the other orphans, I swear." <<he>> nods, before turning away with a determined stride.
<br><br>
<</if>>
<<endevent>>
<<link [[Next|Orphanage]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"You need to be able to make money on your own," you say. "People will pay lots for your body."
<br><br>
<<Hes>> taken aback by your bluntness. "I couldn't do that!" <<he>> says.
<br><br>
"You'll be safer that way," you say.
<br><br>
<<elseif $speech_attitude is "bratty">>
"You need to learn to stand up for yourself," you say. "Have you considered prostitution?"
<br><br>
<<Hes>> taken aback by your bluntness. "I couldn't do that!" <<he>> says.
<br><br>
"So you'll just beg for help?" you ask. "You're not the only one in trouble."
<br><br>
<<else>>
"You need to be able to make money on your own," you say. "People pay good money for whores."
<br><br>
<<Hes>> taken aback by your bluntness. "I couldn't do that!" <<he>> says.
<br><br>
"You need a more reliable source of money," you say.
<br><br>
<</if>>
<<if playerBellyVisible()>>
<<He>> looks at your <<bellyDescription "pc">>, and <<his>> face falls. <<He>> looks resigned. <<lhope>><<hope -1>>
<<else>>
<<He>> doesn't look happy, but <<he>> understands.
<</if>>
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"You should take the money from bad people," you say. "Steal it."
<br><br>
<<Hes>> taken aback by your bluntness. "But stealing is wrong!" <<he>> says.
<br><br>
"I know it's scary," you say. "But you need to be able to look after yourself."
<<elseif $speech_attitude is "bratty">>
"You should stop begging from your fellows here," you say. "We're struggling enough. You should steal it."
<br><br>
<<Hes>> taken aback by your bluntness. "But stealing is wrong!" <<he>> says.
<br><br>
"Stealing from baddies isn't wrong," you say.
<br><br>
<<else>>
"You're not going to make enough money like that," you say. "You should just steal it."
<br><br>
<<Hes>> taken aback by your bluntness. "But stealing is wrong!" <<he>> says.
<br><br>
"Not from here," you say. "From the people who want to hurt you."
<br><br>
<</if>>
<<He>> looks away, lost in thought.
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I'm sorry," you say. "I need it."
<<elseif $speech_attitude is "bratty">>
"Get your own," you say.
<<else>>
"Sorry," you say. "But I can't afford to give you any."
<</if>>
<br><br>
<<He>> nods and walks away.
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br><<effects>>
<<if $phase is 0>>
You step on the stool. Closer, you now see the cord they mean. It's taped to the ceiling. You reach up and tug.
<<else>>
You shake your head. The <<person3>><<person>> pouts and climbs the stool. You spot what <<hes>> reaching for. A cord is taped to the ceiling.
<br><br>
With a jump, <<he>> manages to snatch the cord. <<He>> tugs.
<</if>>
A crack forms in the ceiling, running in two directions. A large hatch creaks open and a ladder thuds to the floor, followed by a shower of dust and broken cobwebs. The <<person2>><<person>> screams as they get stuck in <<his>> hair.
<br><br>
You climb the ladder and shift aside a thin cover, letting you peek through the hatch. Once your eyes adjust to the gloom, you see a large space. It's filled with old boxes, with corridors lining each side. A little light pierces grimy windows. There's a lot of space up there.
<br><br>
<<link [[Next|Orphanage Loft Intro 2]]>><</link>>
<br><<effects>>
<<person1>>"Down," says a voice behind you. It's Bailey. The <<person2>><<person>> and <<person3>><<person>> are gone.
<br><br>
You step off the ladder. Bailey climbs the first rungs and reaches for the cover. <<person1>><<Hes>> interrupted by a creaking sound from higher up. <<He>> leaps from the ladder at the sound, and almost stumbles to the floor.
<br><br>
<<He>> doesn't try to replace the cover again. Instead <<he>> pushes the ladder back and closes the hatch. "Stay out of the loft," <<he>> says, brushing dust off <<his>> shoulders.
<br><br>
You didn't know the orphanage had a loft. Bailey seems afraid to go up there. It would be a good place for surreptitious activities. <span class="gold">You've discovered the orphanage loft.</span>
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br><<effects>>
You search high and low as the <<person>> becomes increasingly frustrated. At last, you find it
<<if $rng gte 71>>
<<famegood 1>>
hanging from a light in the hallways.
<br><br>
You return it to the <<person>>. <<He>> looks surprised when you tell <<him>> where you found it. "But how did it get up there?" <<he>> asks, perplexed for just a moment. "Oh. I was seeing how high I could jump. It must have snagged off my back." <<He>> laughs. "That's really silly. Thank you." <<He>> leans forward and kisses you on the cheek before departing.
<<lstress>><<stress -6>>
<br><br>
<<elseif $rng gte 41>>
<<famegood 1>>
in a kitchen cupboard.
<br><br>
"Thank you," the <<person>> says when you return. You tell <<him>> where you found it. "I remember now," <<he>> says. "I was hungry and looking for leftovers. Thank you." <<He>> leans forward and kisses you on the cheek before departing.
<<lstress>><<stress -6>>
<br><br>
<<else>>
<<famegood 2>>
being carried by a <<generatey2>><<person2>><<person>>.
<br><br>
"This bag?" the <<person>> responds when you ask about it. "My friend left it in my room. I've been looking all over for <<person1>><<him>>."
<br><br>
You return the bag to the <<person1>><<person>> and tell <<him>> where you found it. <<He>> puts a hand to <<his>> face in exasperation. "I'm such an idiot," <<he>> says. "Thank you." <<He>> leans forward and kisses you on the cheek before departing.
<<lstress>><<stress -6>>
<br><br>
<</if>>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br><<effects>>
"It's okay," <<he>> says. "It's my problem. I'll find it."
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br><<effects>>
You rush in the direction of the voice, and hear a struggle through one of the doors. You barge in.
<br><br>
A <<person2>><<person>> lies on top of a <<person3>><<person>>, trying to undress <<him>> while the <<person>> tries to push the aggressor away.
<br><br>
<<link [[Intervene|Home Scream Intervene]]>><<crimeUp 100 "assault">><<famegood 1>><</link>><<crime "assault">>
<br>
<<link [[Find Bailey|Home Scream Bailey]]>><<reb -1>><</link>><<lreb>>
<br><<effects>>
You ignore the screams. You have yourself to worry about.
<br><br>
<<endevent>>
<<link [[Next|Orphanage]]>><</link>>
<br><<effects>>
You grab the <<person2>><<person>> by the collar and pull <<him>> back, just as the <<person3>><<person>> kicks <<person2>><<him>> in the chest. Together you force <<him>> off the bed and into the corridor.
<br><br>
<<if $rng gte 71>>
"Fucking sluts," the <<person>> growls. "Do you know who I am? How dare you disrespect me." The <<person3>><<person>> stands behind you for protection.
<br><br>
<<link [[Press the attack|Home Scream Press]]>><<reb 1>><<crimeUp 100 "assault">><</link>><<crime "assault">><<greb>>
<br>
<<link [[Protect|Home Scream Protect]]>><<hope 1>><</link>>
<br>
<<elseif $rng gte 41>>
"I have powerful friends," the <<person2>><<person>> spits. "You'll regret that." <<He>> staggers down the corridor.
<br><br>
"Thank you," the <<person3>><<person>> says as <<he>> fixes <<his>> clothing. "I woke up and <<person2>><<he>><<person3>> was on top of me. I was so scared." <<He>> hugs you.
<br><br>
<<endevent>>
<<link [[Next|Orphanage]]>><</link>>
<br>
<<else>>
The <<person2>><<person>> climbs to <<his>> feet and glares at you. Then <<he>> looks around. Other orphans have arrived to investigate, peeking from doorways and watching from the end of the corridor. It unnerves <<him>>, and <<he>> leaves without a word.
<br><br>
"Thank you," the <<person3>><<person>> says as <<he>> fixes <<his>> clothing. "I woke up and <<person2>><<he>><<person3>> was on top of me. I was so scared." <<He>> hugs you.
<br><br>
<<endevent>>
<<link [[Next|Orphanage]]>><</link>>
<br>
<</if>><<effects>>
You leap forward and shove the <<person2>><<person>>. <<He>> stumbles further back. "Fucking sluts," <<he>> repeats as <<he>> turns and flees.
<br><br>
"Thank you," the <<person3>><<person>> says as <<he>> fixes <<his>> clothing. "I woke up and <<person2>><<he>><<person3>> was on top of me. I was so scared." <<He>> hugs you.
<br><br>
<<endevent>>
<<link [[Next|Orphanage]]>><</link>>
<br><<effects>>
The <<person2>><<person>> makes another attempt to get to the <<person3>><<person>>, but you stand in <<person2>><<his>> way. <<He>> gives up, spitting more insults as <<he>> leaves.
<br><br>
"Thank you," the <<person3>><<person>> says as <<he>> fixes <<his>> clothing. "I woke up and <<person2>><<he>><<person3>> was on top of me. I was so scared." <<He>> hugs you.
<br><br>
<<endevent>>
<<link [[Next|Orphanage]]>><</link>>
<br><<effects>>
<<person1>>You rush to Bailey's office while shouting <<his>> name.
<<if $rng gte 51>>
You arrive at the main hall just as <<he>> enters through the front doors.
<br><br>
<<else>>
You arrive at the main hall to find <<him>> leaving <<his>> office.
<br><br>
<</if>>
"I'm busy," <<he>> says before you say a word.
<br><br>
<<if $speech_attitude is "meek">>
"I'm sorry," you say. "But someone needs your help."
<<elseif $speech_attitude is "bratty">>
"You let an intruder slip by," you say. "They're over there, assaulting a resident."
<<else>>
"But someone broke in," you say. "And they're attacking someone."
<</if>>
You hear another scream.
<br><br>
"Fine," <<he>> says.
<br><br>
<<He>> follows you to the <<person3>><<persons>> room. Without breaking stride <<person1>><<he>> grasps the <<person2>><<person>> by the collar and waist, and hauls <<him>> off <<his>> victim.
<br><br>
The <<person2>><<person>> rolls into the hallway. "Do you know-" <<he>> begins, but Bailey crouches beside <<him>> and grasps <<his>> throat.
<br><br>
Bailey's lips move, but you can't make out the words. The <<person>> turns pale. <<He>> staggers to <<his>> feet as soon as Bailey releases <<him>>, and runs.
<br><br>
<<endevent>>
<<link [[Next|Orphanage]]>><</link>>
<br><<effects>>
You peek through the gap.
<<if $rng gte 51>>
A <<person>> is using a towel to dry.
<<if $NPCList[0].penis isnot "none">>
<<if $pronoun is "f">>
<<He>> rubs <<his>> <span class="lewd">exposed $NPCList[0].breastsdesc and $NPCList[0].penisdesc</span> with the fabric, unaware of your presence.
<<else>>
<<He>> rubs <<his>> <span class="lewd">exposed $NPCList[0].penisdesc</span> with the fabric, unaware of your presence.
<</if>>
<<else>>
<<if $pronoun is "f">>
<<He>> rubs <<his>> <span class="lewd">exposed $NPCList[0].breastsdesc and pussy</span> with the fabric, unaware of your presence.
<<else>>
<<He>> rubs <<his>> <span class="lewd">exposed pussy,</span> unaware of your presence.
<</if>>
<</if>>
You leave before being caught.
<br><br>
<<else>>
A <<person>> sits naked in the bath, pouring water over <<his>> hair. <<if $pronoun is "f">>Your eyes are drawn to <<his>> <span class="lewd">$NPCList[0].breastsdesc,</span> but you leave before being caught.<<else>>You leave before being caught.<</if>>
<br><br>
<</if>>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br><<effects>>
You close the door to give whoever's beyond more privacy.
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br><br><<effects>>
<<if $speech_attitude is "meek">>
"A-Are you laughing at me?" you ask.
<<elseif $speech_attitude is "bratty">>
"You better not be laughing at me," you say.
<<else>>
"Why are you laughing?" you ask.
<</if>>
<br><br>
<<person2>>The <<person>> looks away from <<his>> friend, and at you.
<<if $rng gte 51>>
<<person1>>"<<Hes>> got a crush on you," <<person2>><<he>> says. The <<person1>><<person>> looks at <<his>> friend, betrayed and mortified.
<br><br>
<<link [[Comfort|Home Pair Comfort]]>><</link>>
<br>
<<link [[Flirt|Home Pair Flirt]]>><</link>><<promiscuous1>>
<br>
<<link [[Spurn|Home Pair Spurn]]>><</link>>
<br>
<<link [[Ignore|Orphanage]]>><<endevent>><</link>>
<br>
<<else>>
Without warning, <<he>> pulls <<his>> friend by the arm and together they run down the corridor.
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"Th-thank you," you say "It's nice to feel wanted."
<<elseif $speech_attitude is "bratty">>
"Don't worry," you say. "Everyone does."
<<else>>
"You're very sweet," you say. "Thank you for flattering me."
<</if>>
<br><br>
The <<person2>><<person>> laughs again. The <<person1>><<person>> is blushing, but smiling.
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br><<effects>>
<<person1>>
<<if $speech_attitude is "meek">>
"Y-you find me attractive?" you ask. "But you're so <<if $pronoun is "m">>handsome<<else>>pretty<</if>>."
<<elseif $speech_attitude is "bratty">>
"Don't worry," you say. "I have a crush on you too."
<<else>>
"I like you too," you say, giving the <<person>> a wink.
<</if>>
<<promiscuity1>>
The <<persons>> blush deepens. <<His>> friend gives <<him>> a little shove in your direction, but instead <<he>> turns and runs. <<His>> friend follows, still laughing.
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"S-sorry," you say. "I don't find you attractive."
<<elseif $speech_attitude is "bratty">>
"Ew," you say.
<<else>>
"Sorry," you say. "You're not my type."
<</if>>
<br><br>
The <<person1>><<person>> throws <<his>> hands to <<his>> face and runs away. <<His>> friend follows.
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br><<effects>>
"What's wrong?" you ask. The <<person>> looks at you.
<br><br>
"I want to go home," <<he>> says.
<br><br>
You spend the next hour listening as the <<person>> shares <<his>> fears, offering comforting words when appropriate. <<He>> misses <<his>> parents, is afraid of Bailey, is afraid to go outside, and hates the food. Despite <<his>> distress, <<he>> perks up the longer <<he>> speaks.
<br><br>
"Thank you," <<he>> says. "I feel much better. I'll try to be brave like you." <<His>> cheeks are still wet, but <<hes>> smiling.
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br><<effects>>
You join in after a brief run down of the rules. Hitting the eyes gives the most points.
<br><br>
<<if currentSkillValue("handskill") gte 1000>>
Your performance is near-flawless, and you shred right through Bailey's eyes. You win every game.
<<elseif currentSkillValue("handskill") gte 400>>
You play well, and win a couple of games.
<<elseif currentSkillValue("handskill") gte 100>>
You consistently land darts on the picture, but fail to hit the more valuable targets.
<<else>>
You're not the best player. You manage to hit the picture once. Almost.
<</if>>
<br><br>
<<link [[Next|Orphanage]]>><</link>>
<br><<effects>>
You help the <<person>> to <<his>> feet.
<<if $speech_attitude is "meek">>
"I want to help," you say. "I'll mop while you get another."
<<elseif $speech_attitude is "bratty">>
"Get another mop," you say. "We're doing this together."
<<else>>
"I'll dry this mop," you say. "You get a fresh one."
<</if>>
<br><br>
You get to work mopping up the spillage. The <<person>> soon returns, and together you dry the floor before Bailey shows up.
<br><br>
"I'm so relieved," the <<person>> says. "Thank you. I'll be careful this time." <<He>> takes the bucket and mops with <<him>>.
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br><<effects>>
You sit beside the <<person1>><<person>>.
<<if $speech_attitude is "meek">>
"I think <<person2>><<he>> likes you," you say. "You should say hello."
<<elseif $speech_attitude is "bratty">>
"Don't be a wimp," you say. "Go talk to <<person2>><<him>>."
<<else>>
"You should say something," you say.
<</if>>
<br><br>
The <<person1>><<person>> gapes at you. "I couldn't do that," <<he>> says.
<br><br>
<<if $speech_attitude is "meek">>
"But <<person2>><<he>> might think you don't like <<him>>," you add.
<br><br>
The <<person1>><<person>> hesitates a moment. Then <<he>> clenches <<his>> fists, stands, and marches over. The <<person2>><<person>> and <<his>> friends stop talking and face the newcomer. You can't hear what <<person1>><<hes>> saying, but the <<person2>><<person>> blushes, grabs the <<person1>><<persons>> arm, and together they run from the room.
<<elseif $speech_attitude is "bratty">>
"Fine," you reply. You stand and march over to the <<person2>><<person>>.
<br><br>
"Wait!" the <<person1>><<person>> whispers behind you. You ignore <<him>>.
<br><br>
The <<person2>><<person>> and <<his>> friends cut their conversation short and look at you. "My friend over there's into you," you say. The <<person1>><<persons>> face is mostly hidden by <<his>> book, but you can tell <<hes>> blushing.
<br><br>
The <<person2>><<person>> starts blushing too, but <<he>> walks over and sits beside the <<person1>><<person>>.
<br><br>
You can't make out what they're saying, but the <<person2>><<person>> grasps the <<person1>><<persons>> arm, and together they run from the room.
<<else>>
"Why not?" you ask. <<person2>>"<<He>> likes you too."
<br><br>
The <<person1>><<person>> hesitates a moment. Then <<he>> clenches <<his>> fists, stands, and marches over. The <<person2>><<person>> and <<his>> friends stop talking and face the newcomer. You can't hear what <<person1>><<hes>> saying, but the <<person2>><<person>> blushes, grabs the <<person1>><<persons>> arm, and together they run from the room.
<</if>>
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br><<effects>>
You sit beside the <<person1>><<person>>. "Forget about <<person2>><<him>>," you whisper, resting a hand on <<person1>><<his>> leg. "I'm right here."
<<promiscuity1>>
The <<person>> almost buries <<his>> face in the book.
<br><br>
The <<person2>><<person>> keeps glancing over.
<br><br>
<<link [[Tease|Home Tease]]>><</link>><<promiscuous2>>
<br>
<<link [[Leave|Orphanage]]>><<endevent>><</link>>
<br><<effects>>
"What are you reading?" you ask, leaning close. Very close. You slip an arm around <<person1>><<his>> waist. <<Hes>> trembling.
<br><br>
<<person2>>"Hey!" says the <<person>>, storming over. "I saw <<person1>><<him>> first."
<br><br>
<<link [[Fight|Home Tease Fight]]>><<def 1>><</link>>
<br>
<<link [[Mission accomplished|Home Tease Mission]]>><<famegood 1>><</link>>
<br><<effects>>
You rise to your feet and shove the <<person2>><<person>>. <<He>> shoves you back. You move in for another, but the <<person1>><<person>> dashes in the way. "St-stop," <<he>> says. "Please don't fight. Not over me. Oh." <<He>> throws <<his>> hands to <<his>> face and flees the room.
<br><br>
"Wait!" the <<person2>><<person>> cries. <<He>> chases after <<person1>><<him>>.
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br><<effects>>
You walk away, leaving the pair blushing awkwardly, their feelings exposed.
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
You hurry out the front doors. "Leave <<person2>><<him>> alone," you say. "Taking advantage isn't fair."
<<elseif $speech_attitude is "bratty">>
You storm out the front doors. "Scram," you tell the <<person1>><<person>>. "Go fuck yourself."
<<else>>
You run out the front doors. "Go away," you say. "Stop picking on the vulnerable."
<</if>>
<br><br>
"Such a brat," the <<person1>><<person>> says, putting the money away. "Fine. Starve for all I care."
<br><br>
The <<person2>><<person>> gives you a weak punch to the back. "Stupid!" <<he>> says. <<Hes>> on the verge of tears. "I really need that money."
<br><br>
<<if $money gte 5000>>
<<link [[Give £50|Home Solicitation Money]]>><<set $phase to 0>><<money -5000>><<hope 2>><</link>><<gghope>>
<br>
<</if>>
<<if $money gte 2000>>
<<link [[Give £20|Home Solicitation Money]]>><<set $phase to 1>><<money -2000>><<hope 1>><</link>><<ghope>>
<br>
<</if>>
<<link [[Apologise|Home Solicitation Apologise]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I'm sorry," you say. "I couldn't watch you put yourself in danger."
<<elseif $speech_attitude is "bratty">>
"Have some self respect," you say. "You can do better than that."
<<else>>
"I'm sorry," you say. "I had to do what I felt was right."
<</if>>
<br><br>
<<He>> clenches <<his>> fists, but doesn't hit you again. <<He>> runs inside.
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br><<effects>>
<<if $phase is 0>>
You hold out £50. The <<person>> looks at it, but doesn't move. "Don't make fun of me," <<he>> says.
<br><br>
"I'm not," you reply. "I promise."
<br><br>
<<He>> takes the money. "Thank you," <<he>> sniffs. <<He>> opens <<his>> mouth to say something, but instead runs inside.
<br><br>
<<elseif $phase is 1>>
You hold out £20. "Why?" the <<person>> asks.
<br><br>
"Because I want to help," you reply. "Take it."
<br><br>
<<He>> takes the money. "Thank you," <<he>> sniffs. <<He>> opens <<his>> mouth to say something, but instead runs inside.
<br><br>
<</if>>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br><<effects>><<rng>>
You listen in on the conversation.
<<if $robinmissing isnot 0>>
They're thinking of making a group to search for Robin. You notice the <<person2>><<person>> holding what looks like a missing poster. <<hope -3>><<llhope>>
<<elseif $robin_injured gte 1>>
The <<person1>><<person>> wants to bring Robin to the hospital. The <<person2>><<person>> thinks Bailey won't allow it. <<hope -1>><<lhope>>
<<elseif C.npc.Robin.trauma gte 40>>
The <<person1>><<person>> speaks. "Even Robin isn't safe. What do you think happened to <<nnpc_him "Robin">>?" <<hope -1>><<lhope>>
<<elseif $rng gte 70>>
They're talking about the lemonade stand Robin runs on the weekends.
<<if $orphan_hope lte 0 and $watersportsdisable is "f">>
They're joking about what liquids <<nnpc_he "Robin">> may actually be selling instead. The <<person1>><<person>> laughs.
<<else>>
They think the lemonade is tasty, and they're inspired by <<nnpc_his "Robin">> efforts. <<hope 1>><<ghope>>
<</if>>
<<elseif $rng gte 35>>
<<if C.npc.Robin.dom lte 50>>
They're talking about how Robin never seems to resort to violence. <<hope 1>><<reb -1>><<ghope>><<lreb>>
<<else>>
They're impressed by Robin's ability to remain amicable in the face of danger. <<reb 1>><<greb>>
<</if>>
<<else>>
<<if $orphan_hope gte 10>>
The <<person1>><<person>> mentions how good Robin is at lifting the other orphans' spirits. <<hope 1>><<ghope>>
<<else>>
They're talking about how Robin's always hiding in <<nnpc_his "Robin">> room, and that they want to do the same. <<hope -1>><<lhope>>
<</if>>
<</if>>
<br><br>
<<link [[Leave|Orphanage]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>><<rng>>
<<if $rng gte 80>>
You listen in on the conversation. They're talking about their experiences with Bailey. <<hope -1>><<lhope>>
<<elseif $rng gte 60>>
You listen in on the conversation. They're making fun of another orphan.
<<elseif $rng gte 40 and ($loft_kylar or $loft_independentLab)>>
You listen in on the conversation. They're trading for some pepper spray. <<reb 1>><<greb>>
<<elseif $rng gte 20>>
You listen in on the conversation. They're gushing about the cute animals they saw in the pet store today. <<hope 1>><<ghope>>
<<else>>
You listen in on the conversation. One of them has a crush on another orphan.
<</if>>
<br><br>
<<link [[Leave|Orphanage]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
Bailey keeps medical supplies in a cupboard adjoining the main hall. <<nnpc_He Bailey>>'d be livid were a resident to waste them, but this is an appropriate use.
<br><br>
You ask the <<person>> to sit down until you can replace <<his>> bandages. A defensive look strikes <<his>> face as you start talking, but <<he>> sits, and waits until you retrieve fresh bandages. <<He>> looks away, seeming embarrassed as you redress the injury.
<br><br>
<<He>> mumbles thanks as you finish, and heads to <<his>> room.
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br><<effects>>
<<if $phase is 1>>
<<wearProp "papers">>
You join <<him>> in picking up the paper. <<He>> thanks you, and within minutes you have them in one neat stack.
<br><br>
<<if $rng gte 1>>
"Thanks for your help," <<he>> says. You start to leave, but <<he>> grabs onto you. "Wait a second, I have something for you." <<He>> takes a piece of paper and scribbles something on it before handing it back to you.
<br><br>
It reads: 'Coupon for 1 free orgasm. Expires in 2 minutes'. <<He>> rubs <<his>> thighs together, waiting for your answer.
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Accept|Home Orphan Poster Sex Choice]]>><<handheldon>><<set $phase to 1>><</link>><<promiscuous2>>
<<else>>
<<insufficientStat "promiscuity" "to take up such an offer">>
<</if>>
<br>
<<link [[Refuse|Home Orphan Poster Sex Choice]]>><<handheldon>><<set $phase to 2>><</link>>
<<else>>
"Thanks for your help," <<he>> says.
<br><br>
<<if $speech_attitude is "meek">>
"It's n-no problem, I should have paid more attention. W-why do you have all that paper? I-If you don't mind me asking!"
<<elseif $speech_attitude is "bratty">>
"Yeah, yeah, it's just paper. Why do you need so much anyways?"
<<else>>
"No problem, accidents happen. I'm a bit curious, why do you need so much paper?"
<</if>>
<br><br>
<<He>> looks at the stack. "Not sure. Bailey asked me to get a bunch. Speaking of which, I better get going. Don't want to make <<nnpc_him "Bailey">> mad." <<He>> picks up the stack and heads towards Bailey's office.<<lreb>><<reb -1>>
<br><br>
You continue on.
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<</if>>
<<else>>
<<if $speech_attitude is "meek">>
You apologise to <<him>> too, both for running into <<him>> and for having to go. You depart.
<<elseif $speech_attitude is "bratty">>
You tell <<him>> to pay better attention and walk off.
<<else>>
You assure <<him>> that it was just an unfortunate accident. You make your excuses and leave.
<</if>>
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<</if>><<effects>>
<<if $phase is 1>>
<<He>> nods enthusiastically and says, "My room isn't far from here." <<He>> leads you down the hall to a bedroom and tackles you onto the bed.
<br><br>
<<link [[Next|Home Orphan Poster Sex]]>><<set $sexstart to 1>><</link>>
<<else>>
<<He>> laughs, awkwardly. "Y-yeah, well umm..." <<He>> fidgets, then slowly picks up the stack of papers. "I better go deliver these to Bailey. Umm... bye?" <<He>> speedwalks towards Bailey's office.
<br><br>
You continue on.
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Home Orphan Poster Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Home Orphan Poster Sex]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyhealth lte 0>>
"Ow, what the fuck?! You fucki-" You escape while <<hes>> reeling from the pain.
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> flops on the bed, panting. "Wow, you're... really good." <<His>> eyes slowly widen. "Wait. Shit, I left Bailey's papers out there." <<He>> sighs, "Nah, <<nnpc_he "Bailey">> can get <<nnpc_his "Bailey">> own paper."
You get up and leave <<him>> to bask in the afterglow.<<greb>><<reb 1>>
<<elseif $finish is 1>>
<<He>> stops, mortified. "W-was it that bad?" <<His>> eyes slowly widen, "Wait. Shit, I left Bailey's papers out there." <<He>> throws on <<his>> clothes, unable to meet your face and runs off.
<br><br>
You leave before <<he>> can return.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Orphanage]]>><</link>><<effects>>
<<if $phase is 1>>
"Hey," you say. "You look upset. I'm not sure if this will help, but I thought you might like it." You hand <<him>> your balloon.<<handheldruined>>
<br><br>
<<His>> eyes light up. "Are... are you sure?" <<he>> asks as <<he>> accepts the balloon.
<br><br>
<<if $speech_attitude is "meek">>
"I am," you say, smiling at <<him>>. "It's what you need right now, isn't it? Something to brighten your day."
<<elseif $speech_attitude is "bratty">>
"'Course I'm sure," you say breezily, ruffling <<his>> hair. "All yours."
<<else>>
"Of course I am," you say. "You deserve it!"
<</if>>
<br><br>
<<He>> giggles. You leave <<him>> to gently bat the balloon around, looking in considerably better spirits. <<ghope>><<hope 2>>
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<<else>>
"What's wrong?" you ask. The <<person>> looks at you.
<br><br>
"I don't like it here," <<he>> says.
<br><br>
You spend the next hour listening as the <<person>> shares <<his>> fears, offering comforting words when appropriate. <<He>> misses <<his>> parents, is afraid of Bailey, is afraid to go outside, and hates the food. Despite <<his>> distress, <<he>> perks up the longer <<he>> speaks.
<br><br>
"Thank you for listening to me," <<he>> says. "I feel better now." <<He>> gives you a quick hug and leaves, looking in considerably better spirits. <<ghope>><<hope 1>>
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<</if>><<effects>>
<<if $phase is 1>>
<<generatey1>><<person1>>
You peep in. A <<person1>><<person>> sits in a faded room with <<his>> eyes closed.
<br><br>
<<switch random(1,3)>>
<<case 1>>
<<set $instrument to "violin">>
<<He>> plays a well-kept violin with a sturdy bow and a tranquil expression. It comes through in <<his>> music. You briefly forget about Bailey's looming debt threat. Maybe one day you can be free of it too.<<lstress>><<ltrauma>><<stress -6>><<trauma -5>>
<<case 2>>
<<set $instrument to "guitar">>
<<He>> plays a sturdy looking guitar with a sorrowful expression. Despite this, the song <<he>> plays is uplifting. The melody brings both tears and a smile to your face. Maybe one day, every day can be like this.<<lltrauma>><<trauma -10>>
<<case 3>>
<<set $instrument to "harp">>
<<He>> plays a shining harp with a tranquil expression. It comes through in <<his>> music. With every strum of the harp, you feel your stress evaporate. Hopefully, one day you can live a peaceful life.<<llstress>><<stress -12>>
<</switch>>
<br><br>
Other curious orphans enter as <<his>> performance continues. The room is packed by the second song's start. You all sit together, enjoying the music. With six compositions and a long, drawn out note, the recital ends.
<br><br>
<<link [[Next|Home Orphan Music Calm]]>><</link>>
<<else>>
You ignore the door and continue on your way. The music fades into silence.
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<</if>><<effects>>
"What the hell are you doing in here?" A voice breaks the silence. It's Bailey. "Doesn't matter." <<nnpc_He "Bailey">> disregards everyone and locks eyes with the <<personsimple>>. "Time to pay up."
<br><br>
<<if $rng gte 75>>
The <<personsimple>> <span class="green"> nods.</span> Wordlessly, <<he>> puts down <<his>> $instrument and grabs a shoebox off a shelf. <<He>> fishes several bills from it and hands them to Bailey.
<br><br>
Bailey counts them. "Good, I expect double next week." <<nnpc_He "Bailey">> pockets the money and slams the door behind <<nnpc_him "Bailey">>.
<br><br>
Silence descends on the room. The <<personsimple>> breaks the silence. "Well, that was something. You all should leave, I don't want to get anyone in trouble for being here."
<br><br>
You and the other orphans leave. Outside, they talk excitedly about learning instruments.<<ghope>><<lstress>><<hope 1>><<stress -6>>
<br><br>
<<else>>
The <<personsimple>> <span class="red"> trembles.</span> <<His>> eyes are wet with held back tears. <<His>> lip quivers, "I-I don't h-have it tod-"
<br><br>
Bailey closes the distance faster than you can react. <<nnpc_He "Bailey">> grabs the <<person1>><<person>> and violently tugs <<him>> towards the door. <<He>> screams and thrashes in Bailey's grip.
<br><br>
The other orphans clamour to get out the door. One bowls into you and sends you flying. Your head hits something hard, and you are dazed. You lay there trying to steady your vision.<<gpain>><<gstress>><<gtrauma>><<violence 6>><<stress 6>><<trauma 4>>
<br><br>
Your daze eventually wears off. The room is a silent mess. The $instrument lays in pieces on the floor. You shake your head, get up and leave.
<br><br>
Outside, you overhear hushed conversations. They discuss other means of acquiring money.<<llhope>><<hope -2>>
<br><br>
<</if>>
<<link [[Next|Orphanage]]>><<endevent>><<unset $instrument>><</link>><<effects>>
<<if $phase is 1>>
The <<person1>><<person>> catches your eye and gives you a small nod of recognition, before turning <<his>> attention back to <<his>> instrument.
<br><br>
The room is dead silent as <<he>> plays <<his>> first notes. The music starts slow, but steadily picks up a few seconds in. It's chaotically beautiful, and soon has you swaying to the beat.
<br><br>
<<He>> starts to sing. The lyrics are a tirade against Bailey and the cruelty you've all faced. The others are initially silent, but soon there's a loud chant of 'Fuck Bailey' to match the song's beat.
<br><br>
Someone nudges you, inviting you to join.
<br><br>
<<if $speech_attitude isnot "meek">>
<<link [[Join them|Home Orphan Music Stormy]]>><<set $phase to 1>><</link>>
<<else>>
<<insufficientStat "submissive" "to take up such an action">>
<</if>>
<br>
<<link [[Stay silent|Home Orphan Music Stormy]]>><<set $phase to 2>><</link>>
<<else>>
You walk away, prepared for the raucous noise that follows.
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<</if>><<effects>>
<<if $phase is 1>>
The chorus comes back around. You cup your hands around your mouth and shout "Fuck Bailey!" It's therapeutic.<<lstress>><<ltrauma>><<ghope>><<stress -6>><<trauma -3>><<hope 1>>
<br><br>
The <<person1>><<person>> dissolves into a guitar riff, but the amplifier turns off. Bailey holds the extension cord in hand. Anger darkens <<nnpc_his "Bailey">> face.
<br><br>
"Scatter!" the <<person1>><<person>> yells. Everyone listens, and the hall dissolves into chaos. <<He>> hops off the stage and starts to run.
<br><br>
"Get back here, you little shit!" Bailey yells. <<nnpc_He "Bailey">> barrels past you, slamming you into the wall. Through your dazed vision, you see others pause and look at you, fear evident in their eyes.<<lreb>><<gpain>><<ggtrauma>><<reb -1>><<violence 6>><<trauma 5>>
<br><br>
You shake off the daze and make your way back to your room.
<<else>>
You consider doing it, but decide not to. You shake your head at them, and they shrug in response.
<br><br>
The chorus comes back around, and your mob dissolves into chants of "Fuck Bailey!" once more. The <<person1>><<person>> dissolves into a guitar riff, but the amplifier turns off. Bailey holds the extension cord in hand. Anger darkens <<nnpc_his "Bailey">> face.
<br><br>
"Scatter!" the <<person1>><<person>> yells. Everyone listens, and the hall dissolves into chaos. <<He>> hops off the stage and starts to run.
<br><br>
"Get back here, you little shit!" Bailey yells. <<nnpc_He "Bailey">> takes after the <<personsimple>>, slamming an unfortunate orphan against the wall in the process. The sound is not pretty.<<llhope>><<hope -2>>
<br><br>
Others stop to help. You keep moving, and make your way back to your room.
<</if>>
<br><br>
<<link [[Next|Bedroom]]>><<endevent>><</link>><<effects>>
You nod, recounting a few fights you've had. You leave out the messier details.
<br><br>
They hang onto every word, and ask a good few questions before they disperse. Your chest puffs out a little in pride.<<stress -5>><<lstress>>
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>><<effects>>
<<if $englishSuccess>>
You tell them some highly exaggerated versions of your past fights, overplaying the strength and number of your opponents.
<br><br>
<span class="gold">They believe you</span>, and only grow more excited with each tale you tell. By the end, some of them are applauding.<<stress -5>><<trauma -10>><<lstress>><<ltrauma>>
<br><br>
"Could you show us how to fight?" one asks, and the others quickly parrot their request.
<br><br>
<<link [[Demonstrate your moves (0:20)|Home Combat Exaggerate Demonstration]]>><<pass 20>><</link>>
<br>
<<link [[Refuse |Home Combat Exaggerate Refuse]]>><</link>>
<<else>>
You tell them some highly exaggerated versions of your past fights, overplaying the strength and number of your opponents.
<br><br>
<span class="red">They don't believe you for a second</span>, and once you finish they all make awkward excuses and leave.<<stress 5>><<gstress>>
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<</if>><<effects>>
You show off some punches and kicks. You're mostly just winging it, but they don't seem to notice. At some point, a few of them start copying you, and before long, all of them are trying to imitate you. This goes on for a while, and you stop once your muscles start to ache.<<physique 1>>
<br><br>
They thank you once the demonstration ends, walking off and excitedly talking amongst themselves about you.<<stress -8>><<lstress>>
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>><<effects>>
You tell them that you have something you need to do. They seem satisfied regardless and leave you alone.
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>><<effects>>
You tell them that you're busy right now. Though obviously disappointed, they leave you alone.
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>><<set $outside to 1>><<set $location to "home">><<home_effects>><<effects>>
You are in the garden behind the orphanage.
<br><br>
<<if $mason_pond is 3>>
A portion of the garden has been cordoned off.
<<if Time.dayState is "night">>
<<if $mason_pond_timer gte 7>>
The hole they plan to dig beyond might be dangerous in the dark.
<<elseif $mason_pond_timer gte 4>>
The hole they've dug beyond might be dangerous in the dark.
<<elseif $mason_pond_timer gte 1>>
The hole they've dug beyond might be dangerous in the dark.
<<else>>
It's hard to tell in the dark, but the spring is finished.
<</if>>
<<else>>
<<if Weather.precipitation is "rain">>
<<if $mason_pond_timer gte 7>>
The rain prevents work from commencing.
<<elseif $mason_pond_timer gte 4>>
The hole in the ground is abandoned for the time being, waiting for the rain to pass.
<<elseif $mason_pond_timer gte 1>>
The pond is taking shape. The workers must be getting close to breaching the spring. For now, it fills with rainwater.
<</if>>
<<elseif Weather.precipitation is "snow">>
<<if $mason_pond_timer gte 7>>
The snow prevents work from commencing.
<<elseif $mason_pond_timer gte 4>>
The hole in the ground is abandoned for the time being, waiting for the snow to pass.
<<elseif $mason_pond_timer gte 1>>
The pond is taking shape. The workers must be getting close to breaching the spring. For now, it fills with snow.
<</if>>
<<else>>
<<if $mason_pond_timer gte 6>>
Several workers dig.
<<elseif $mason_pond_timer gte 3>>
The pond looks pretty deep, but still the workers dig.
<<elseif $mason_pond_timer gte 1>>
The pond is taking shape. The workers must be getting close to breaching the spring.
<</if>>
<</if>>
<</if>>
<br><br>
<<elseif $mason_pond is 4 and Time.dayState isnot "night">>
<<set $mason_pond to 5>>
You hear laughter amidst a splashing of water. The workers have finished the spring, and some orphans are taking advantage. They sit along its edge, bathing their feet and splashing each other.
<br><br>
They cheer when they spot you.
<<lltrauma>><<trauma -18>><<llstress>><<stress -18>><<ggghope>><<hope 9>>
<br><br>
<<if $garden_flowers_intro is 1>>
<<unset $garden_flowers_intro>>
<<plots_init garden 3 earth 1 small>>
<</if>>
<<add_plot garden water 1 small>>
Some of the water laps over neighbouring soil, near the flower beds. <span class="gold">You could grow crops there. Some plants like lots of water.</span>
<br><br>
<</if>>
<<if $alex_greenhouse is 1>>
<<if Time.dayState is "night">>
<<if $alex_greenhouse_timer gte 6>>
The earth has been dug, ready for the greenhouse foundations.
<<elseif $alex_greenhouse_timer gte 3>>
The greenhouse foundations have been put in place.
<<elseif $alex_greenhouse_timer gte 1>>
The greenhouse is taking shape, but some panes are missing.
<<else>>
The greenhouse looks finished.
<</if>>
<<else>>
<<if Weather.precipitation is "rain">>
<<if $alex_greenhouse_timer gte 6>>
The earth has been dug, but workers wait for the rain to pass before continuing.
<<elseif $alex_greenhouse_timer gte 3>>
The greenhouse foundations are in place, but workers wait for the rain to pass before continuing.
<<elseif $alex_greenhouse_timer gte 1>>
The greenhouse is missing some panes, and the workers wait for the rain to pass before continuing.
<<else>>
The greenhouse looks finished.
<</if>>
<<elseif Weather.precipitation is "snow">>
<<if $alex_greenhouse_timer gte 6>>
The earth has been dug, but workers wait for the snow to stop falling before continuing.
<<elseif $alex_greenhouse_timer gte 3>>
The earth has been dug, but workers wait for the snow to stop falling before continuing.
<<elseif $alex_greenhouse_timer gte 1>>
The greenhouse is missing some panes, and the workers wait for the snow to stop falling before continuing.
<<else>>
The greenhouse looks finished.
<</if>>
<<else>>
<<if $alex_greenhouse_timer gte 6>>
Workers are digging space for the greenhouse foundations.
<<elseif $alex_greenhouse_timer gte 3>>
Workers are laying the greenhouse foundations.
<<elseif $alex_greenhouse_timer gte 1>>
Workers are installing glass panes in the greenhouse.
<<else>>
The greenhouse looks finished.
<</if>>
<</if>>
<</if>>
<br><br>
<<elseif $alex_greenhouse is 2>>
<<set $alex_greenhouse to 3>>
Light gleams off glass. The greenhouse is ready, sheltering the flower patches beneath.
<br><br>
<span class="gold">Plants can now be grown here at any time of year.</span>
<br><br>
<</if>>
<<if $stress gte $stressmax>>
<<passouthome>>
<<elseif $exposed gte 1 and Time.hour lt 22 and Time.hour gt 6>>
<<exhibitionismgarden>>
You can't bear the thought of someone catching you like this. You hasten to your bedroom.
<br><br>
<<link [[Next|Bedroom]]>><</link>>
<<elseif !$weekly.gardenBirdRobin and Weather.precipitation is "none" and getRobinLocation() is "orphanage" and C.npc.Robin.trauma lte 25 and C.npc.Robin.dom lte 60 and $rng gte 81>>
<<set $weekly.gardenBirdRobin to true>>
<<npc Robin>><<person1>>
Stepping into the fenced garden, your eyes land on someone. <span class="gold">It's Robin.</span>
<br><br>
<<He>> sits cross-legged, <<his>> hand held out in front of <<him>>. A small brown and orange bird stands on <<his>> finger, looking around. <<His>> eyes are locked onto the bird. You think <<he>> hasn't yet noticed you.
<br><br>
<<link [[Stay put|Robin Bird Visit]]>><<set $phase to 0>><</link>>
<br>
<<link [[Sneak closer|Robin Bird Visit]]>><<set $phase to 1>><</link>><<set $skulduggerydifficulty to 400>><<skulduggerydifficulty>>
<br>
<<link [[Scare the bird|Robin Bird Visit]]>><<set $phase to 2>><</link>>
<br>
<<if ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled"))>>
<<link [[Pounce on Robin|Robin Bird Visit]]>><<set $phase to 3>><</link>><<cat>>
<br>
<</if>>
<<elseif !$weekly.gardenVoyeur and Time.dayState is "night" and $rng gte 81>>
<<set $weekly.gardenVoyeur to true>>
As you sneak through the garden, you hear strange, muffled sounds coming from a dark corner.
<br><br>
<<link [[Investigate|Garden Voyeurism Investigate]]>><</link>>
<br>
<<link [[Ignore|Garden Voyeurism Ignore]]>><</link>>
<<else>>
<<if Time.hour gte 7 and Time.hour lt 20 and Weather.precipitation is "rain">>
Some orphans are playing.
<br><br>
<</if>>
<<if $alex_greenhouse gte 3>>
<<gardenicon "flower">><<link [[Greenhouse|Garden Flowers]]>><</link>>
<br>
<<else>>
<<gardenicon "flower">><<link [[Flower bed|Garden Flowers]]>><</link>>
<br>
<</if>>
<<if !Weather.isOvercast and Time.dayState is "day">>
<<set _tanning to Skin.getTanningFactor()>>
<<baskicon>><<link [[Bask in the sun (0:10)|Bask]]>><<pass 10>><<set $stress -= 5>><</link>><<lstress>><<tanningGainOutput _tanning.result 10>>
<br>
<</if>>
<<if $exposed gte 1>>
<<set _ex to ($exposed >= 2 ? (Time.dayState == "night" ? 4 : 5) : (Time.dayState == "night" ? 2 : 3))>>
<<if hasSexStat("exhibitionism", _ex)>>
<<fenceicon>><<link [[Climb the fence (0:05)|Garden Fence]]>><<pass 5>><</link>>
<<if $daily.ex.fence isnot 1>>
<<switch _ex>>
<<case 2>>
<<exhibitionist2>>
<<case 3>>
<<exhibitionist3>>
<<case 4>>
<<exhibitionist4>>
<<case 5>>
<<exhibitionist5>>
<</switch>>
<</if>>
<</if>>
<br>
<<else>>
<<fenceicon>><<link [[Climb the fence (0:01)|Garden Fence]]>><<pass 1>><</link>>
<br>
<</if>>
<<main_hall_icon>><<link [[Main hall (0:01)|Orphanage]]>><<pass 1>><</link>>
<br>
<</if>><<effects>>
<<generatey1>><<generateyp2>>
You sneak closer to get a better look at things. In the shadows, you see a <<person1>><<person>> and a <<person2>><<person>> having passionate sex. They are lost in the moment and unlikely to notice you anytime soon.
<br><br>
<<link [[Watch|Garden Voyeurism Watch]]>><</link>>
<br>
<<link [[Sneak away|Garden Voyeurism Sneak]]>><</link>>
<br>
<<link [[Reveal yourself|Garden Voyeurism Reveal]]>><</link>><<effects>>
You watch the couple hump away with reckless abandon. Their panting and stifled moaning intensifies. It is clear that they are slowly approaching orgasm.
<br><br>
<<link [[Keep watching|Garden Voyeurism Keep]]>><</link>>
<br>
<<if hasSexStat("exhibitionism", 4)>>
<<link [[Masturbate|Garden Voyeurism Masturbate]]>><<set $masturbationstart to 1>><</link>><<exhibitionist4>>
<br>
<</if>>
<<link [[Sneak away|Garden Voyeurism Sneak]]>><</link>><<effects>>
<<switch random(1,2)>>
<<case 1>>
<<generatey3>>
As the orphans approach orgasm, suddenly a <<person3>><<person>> emerges from the bushes with a grin. "Oh. Hey, guys. I kind of figured I'd find you here."
<br><br>
The orphans move apart with a surprised yelp and cover themselves hastily. The <<person1>><<person>> scowls. "What the hell? You did that on purpose, didn't you?"
<br><br>
"Sure did. I need you for something. Besides, your little fucking spot isn't as secret as you think. Someone's going to discover you any day now. So be grateful it was me. Come with me, I need your help."
<br><br>
The orphans rise and fix their clothes.
<br><br>
"Alright," the <<person1>><<person>> snarls. "I'll come with you, and I'll show you exactly how grateful I am."
<br><br>
<<case 2>>
The couple keeps pounding, caught in blissful oblivion. Finally, their moaning peaks, and their bodies are wracked by spasmic convulsions. They pause for a moment, then move apart. Panting heavily, they smile at each other.
<br><br>
"That was fun," the <<person1>><<person>> says. "We should do this again some time."
<br><br>
The <<person2>><<person>> nods approvingly. "Absolutely. I feel so much better now. Now I need a nice, relaxing bath."
<br><br>
<</switch>>
<<link [[Next|Garden]]>><<endevent>><</link>><<effects>>
<<if $masturbationstart is 1>>
<<set $masturbationstart to 0>>
<<set $masturbationstat += 1>>
You want to touch yourself, here in the middle of the yard. They wouldn't notice you.
<<exhibitionism4>>
<<masturbationstart>>
<<set $timer to 20>>
<</if>>
<<masturbationeffects>>
<<masturbationactions>>
<<masturbationControls "timer">><<effects>>
<<set $danger to random(1, 10000)>>
<<if $danger gte (9900 - $allure) and $orgasmdown gte 1 and $timer gt 0>>
The orphans start up and scan the surroundings.
<br><br>
"Did you hear something?" the <<person1>><<person>> asks. "I think I did," the <<person2>><<person>> answers. "We'd better dip."
<br><br>
With that, the orphans hastily pull up their clothes and scramble inside.
<br><br>
<<elseif $danger gte (9900 - $allure) and $timer lte 0>>
As you are busy pleasuring yourself, you suddenly feel a hand grabbing you by the shoulder. You turn around in surprise. It's Bailey!<<gstress>><<stress 12>>
<br><br>
Bailey scowls. "I thought I was hearing strange sounds coming from this direction. Should've known I'd find you here. Now if you don't mind, conduct your business inside, before the neighbours get strange ideas about this place."
<br><br>
With that, Bailey huffs off. When you look back over your shoulder, you find the couple gone.
<br><br>
<<else>>
With a final sigh, the couple moves apart. They straighten themselves up in contentment before pulling up their clothes. "That was so good," the <<person1>><<person>> comments. "We should do this again when we get the chance."
<br><br>
"Agreed," the <<person2>><<person>> smiles. "But next time, we switch roles!"
<br><br>
With that, they return inside under joyous bantering.<<ghope>><<hope 1>>
<br><br>
<</if>>
<<endmasturbation>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Garden]]>><<endevent>><</link>><<effects>>
You decide not to disturb their privacy, and retreat to a different area of the garden.
<br><br>
<<link [[Next|Garden]]>><<endevent>><</link>><<effects>>
You emerge from your hideout. The couple splits apart in surprise. They look at you in wide-eyed shock, still panting heavily. Though they make an effort covering themselves, they can't possibly conceal the copious amount of lewd fluid running down their thighs.
<br><br>
After a moment of shock, the <<person1>><<person>> runs through a bush out of sight. The <<person2>><<person>> quickly follows.
<br><br>
<<link [[Next|Garden]]>><<endevent>><</link>><<effects>>
You decide not to investigate the source of the noise; you have your own things to worry about.
<br><br>
<<link [[Next|Garden]]>><<endevent>><</link>><<effects>>
<<if $exposed gte 1>>
<<if Time.dayState is "night">>
You doubt anyone could see you in the dark, but you keep low between the bushes regardless. You creep up to the fence, and peek over.
<<else>>
You dash between bushes, making sure there's no one ahead before moving on.
<</if>>
An alley runs behind the orphanage. It's <<if Time.dayState is "night">>dark and<</if>> deserted, but the thought of climbing over makes you quiver regardless.
<br><br>
Sneaking around the orphanage with your <<lewdness>> displayed is one thing, but there's a semblance of safety here. There's nothing of the sort outside.
<br><br>
You look over your shoulder to make sure you aren't being watched, then hoist your self over. You land on the other side. Your heart pounds in your chest.
<<if $daily.ex.fence isnot 1>>
<<set $daily.ex.fence to 1>>
<<if $exposed gte 2>>
<<if Time.dayState is "night">>
<<exhibitionism4>>
<<else>>
<<exhibitionism5>>
<</if>>
<<else>>
<<if Time.dayState is "night">>
<<exhibitionism2>>
<<else>>
<<exhibitionism3>>
<</if>>
<</if>>
<<else>>
<br><br>
<</if>>
<<elseif ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled"))>>
You hop over the fence with unmatched elegance, landing on all fours in the alley behind the orphanage.
<br><br>
<<else>>
You climb over the fence into the alley behind the orphanage.
<br><br>
<</if>>
<<if $tutorial is 0 and $debug is 0>>
<<generate1>><<person1>><<= $exposed gte 1 ? "Despite being so careful, you" : "You">> bump into a <<person>> passing by. <<He>> staggers back and looks at you with anger, but <<his>> rage turns to lechery as <<he>> beholds you. "You're the cutest thing I've seen all week! Come 'ere."
<br><br>
<<link [[Next|Tutorial]]>><<set $molestationstart to 1>><<set $tutorialExit to "Residential alleyways">><</link>>
<br>
<<else>>
<<link [[Next|Residential alleyways]]>><</link>>
<br>
<</if>><<effects>>
<<plot_effects>>
<<if $alex_greenhouse gte 3>>
<<set $outside to 0>>
You are in the greenhouse. The sides are lined with shelves, holding pots. The orphans are growing herbs and small flowers.
<br><br>
<<else>>
<<set $outside to 1>>
<</if>>
<<if $garden_flowers_intro is 1>>
<<unset $garden_flowers_intro>>
<<plots_init garden 3 earth 1 small>>
<i>Once discovered, seeds can be planted here. Seeds are found in wild parts of the world. Tending skill reduces tilling time and improves harvest quality and quantity.</i>
<br><br>
<</if>>
<<if $event_trigger is 1>>
<<set _robin to statusCheck("Robin")>>
<<if $rng gte 51 and _robin_location is "orphanage" and _robin.trauma lt 80 and $daily.robin.tending isnot 1>>
<<set $daily.robin.tending to 1>>
<<npc Robin>><<person1>>
<<if _robin.trauma gte 40>>
You hear a gentle patter of footsteps disturbing the grass. It's Robin.
<br><br>
"I hope I'm not being rude," <<he>> says. <<He>> watches you water with red eyes. "I heard someone watering out here, and thought it would be you."
<br><br>
<<link [[Hug (0:05)|Garden Robin Hug]]>><<pass 5>><<npcincr Robin love 1>><<npcincr Robin trauma -1>><<trauma -6>><</link>><<ltrauma>><<glove>><<lrtrauma>>
<br>
<<link [[Let Robin help (0:10)|Garden Robin Help]]>><<npcincr Robin love 1>><<trauma -6>><<stress -6>><<pass 10>><</link>><<ltrauma>><<lstress>><<glove>>
<br>
<<link [[Say you're finished|Garden Robin Finished]]>><</link>>
<br>
<<else>>
You hear a gentle patter of footsteps disturbing the grass. It's Robin.
<br><br>
"I thought I heard you out here," <<he>> says, stepping closer. "Can I help?"
<br><br>
<<link [[Let Robin help (0:10)|Garden Robin Help]]>><<npcincr Robin love 1>><<trauma -6>><<stress -6>><<pass 10>><</link>><<ltrauma>><<lstress>><<glove>>
<br>
<<link [[Say you're finished|Garden Robin Finished]]>><</link>>
<br>
<</if>>
<<elseif $rng gte 31 and ($hallucinations gte 2 or $backgroundTraits.includes("plantlover"))>>
Something brushes against your leg. You shake it off, assuming it an insect, but it happens again. You look down, and see a stem curling around your ankle.
<br><br>
<<link [[Shake it off|Garden Stem Shake]]>><</link>>
<br>
<<link [[Look closer|Garden Stem Look]]>><</link>>
<br>
<<else>>
<<hallucinogen 60>>
A strange scent rises from the plants as you water. You feel lightheaded. <<ghallucinogens>><<if $backgroundTraits.includes("plantlover")>><<arousal 6>><<garousal>><</if>>
<br><br>
<<link [[Next|Garden Flowers]]>><</link>>
<br>
<</if>>
<<else>>
<<display_plot garden>>
<<if !$plants_known.includes("daisy")>>
<<icon "tending/daisy.png">> <<link [[Search for seeds (0:30)|Garden Flowers Seeds]]>><<set $plants_known.push("daisy")>><<pass 30>><</link>>
<br>
<</if>>
<br>
<<getouticon>><<link [[Leave|Garden]]>><<handheldon>><</link>>
<br>
<</if>>
<<unset $event_trigger>><<effects>><<wearProp "daisy">>
You search among the grass, beneath bushes and beside tree trunks for anything you might cultivate.
<br><br>
You find some seeding daisies growing within a tuft of wild grass near the back fence.
<br><br>
<span class="gold">You can now grow <<icon "tending/daisy.png">> daisies.</span>
<br><br>
<<if $worn.head.name is "naked">>
You pull away from the grass, and find a daisy stuck in your hair.
<br><br>
<<headwear 47>>
<</if>>
<<link [[Next|Garden Flowers]]>><<handheldon>><</link>>
<br><<set $outside to 1>><<set $location to "home">><<effects>>
<<covered>>
<<if $speech_attitude is "meek">>
"H-hello?" you say. "I'm sorry if I offended you. Please give me my clothes."
<<elseif $speech_attitude is "bratty">>
"I know you're there," you say. "Show yourself."
<br><br>
<<else>>
"This isn't funny," you say. "Give my clothes back."
<</if>>
<br><br>
<<generatey1>><<person1>>A <<person>> steps out from behind a bush, grinning ear to ear. "Alright, but first let me see you properly."
<br><br>
<<link [[Do as asked|Bask Call Move]]>><<stress 6>><<trauma 6>><</link>><<gtrauma>><<gstress>>
<br>
<<link [[Refuse|Bask Call Refuse]]>><</link>>
<br><<set $outside to 1>><<set $location to "home">><<effects>>
You crawl beneath a bush and look out towards your bedroom window. Orphans relax on the grass between you and the orphanage. You won't be able to cross without being seen.
<br><br>
<<link [[Shield yourself with a potted plant|Bask Sneak Exhibitionism]]>><</link>>
<br>
<<link [[Wait for them to leave (1:00)|Bask Sneak Wait]]>><<pass 1 hour>><</link>>
<br><<set $outside to 1>><<set $location to "home">><<effects>>
<<fameexhibitionism 1>>
<<if $leftarm isnot "bound" and $rightarm isnot "bound">>
You <<nervously>> move your hands, displaying yourself to the <<person>>.
<<else>>
You <<nervously>> turn your body, displaying yourself to the <<person>>.
<</if>>
You feel exposed and humiliated as you look at the clothes held in <<his>> hand, but <<he>> makes no move to give them back.
<br><br>
<<if $speech_attitude is "meek">>
"P-please..." you plead. <<He>> takes pity on you and throws you the clothing. You run behind a bush to get dressed. You hope <<he>> doesn't tell anyone about this, but you know better.
<br><br>
<<elseif $speech_attitude is "bratty">>
Realising how entranced <<he>> is by your body, you snatch the clothing from <<him>> and march behind a bush to get dressed. You hope <<he>> doesn't tell anyone about this, but you know better.
<br><br>
<<else>>
"I did what you asked," you say, hoping the ordeal is near over.
<br><br>
<<He>> looks at you thoughtfully for a moment, then throws the clothing at you. You run behind a bush to get dressed. You hope <<he>> doesn't tell anyone about this, but you know better.
<br><br>
<</if>>
<br><br>
<<clotheson>>
<<link [[Next|Garden]]>><<endevent>><</link>>
<br><<set $outside to 1>><<set $location to "home">><<effects>>
<<if $speech_attitude is "meek">>
You look at your feet and shake your head. You've had quite enough.
<<elseif $speech_attitude is "bratty">>
You glare at the <<person>>. "I'm not doing what you want. Give me back my clothes this instant!" you demand, sounding more assured than you feel.
<<else>>
"No," you say. "I'm not going to."
<</if>>
<br><br>
"Worth a try," <<he>> says, shrugging. <<He>> hurls your clothing into the air and giggles as <<he>> runs away.
<br><br>
<<if $rng gte 81>>
Your clothes snag on a tree branch, high above you.
<br><br>
<<link [[Climb|Bask Climb]]>><<endevent>><</link>>
<br>
<<link [[Leave them|Bask Sneak]]>><<set $upperoff to 0>><<set $loweroff to 0>><<endevent>><</link>>
<br>
<<else>>
Your clothes land beside you. You hide behind a bush before dressing, afraid you're still being watched.
<br><br>
<<clotheson>>
<<link [[Next|Garden]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 1>><<set $location to "home">><<effects>>
You grab hold of a low branch and begin climbing the tree. You feel more exposed as you ascend, and hope the leaves and other trees will provide enough cover.
<br><br>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure) and $eventskip is 0>>
<<if $rng gte 51 and $tentacledisable is "f" and ($hallucinations gte 2 or $backgroundTraits.includes("plantlover"))>>
You're making sure your legs are secure when the branches jerk to life. Shoots bend towards you and entangle you, until you're surrounded and trapped.
<br><br>
<<link [[Next|Bask Tentacles]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You can see over the orphanage fence from here, into the windows of neighbouring homes. One window opens and a <<generate1>><<person1>><<person>> leans out. <<He>> spots you and smiles. "Are you... naked?" <<he>> says, craning <<his>> neck to get a view less obscured by leaves. "Wait there. I'll get my camera." The branch holding your clothes is out in the open, and you don't think you could retrieve them before <<he>> returns.
<br><br>
<<fameexhibitionism 1>>
<<link [[Continue anyway|Bask Climb Exhibitionism]]>><<trauma 6>><<stress 6>><<arousal 600>><</link>><<gtrauma>><<gstress>><<garousal>>
<br><br>
<<link [[Climb back down|Bask Sneak]]>><<set $upperoff to 0>><<set $loweroff to 0>><<endevent>><</link>>
<br>
<</if>>
<<else>>
You cling to the branch holding your clothes with your hands and knees and crawl across. The branch bends slightly as you reach your goal, but you manage to retrieve your clothing and crawl back to the trunk. You climb down safely.
<br><br>
<<clotheson>>
<<link [[Next|Garden]]>><</link>>
<br>
<</if>><<set $outside to 1>><<set $location to "home">><<effects>>
<<fameexhibitionism 10 "pic">>
You cling to the branch holding your clothes with your hands and knees and crawl across. The <<person>> returns, and points <<his>> camera straight at you. Now you're clear of the main bulk of leaves, they get a clear shot of your <<bottom>>. "Damn <<girl>>, what I'd do to you if I had you in here."
<br><br>
The branch bends slightly as you reach your goal, but you manage to retrieve your clothing and turn around. You crawl back to the trunk, leaning forward to conceal as much as you can from the <<person>> and <<his>> camera. You enter the safe covering of leaves and climb down.
<br><br>
<<clotheson>>
<<link [[Next|Garden]]>><<endevent>><</link>>
<br><<set $outside to 1>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<set $combat to 1>>
<<set $enemytype to "tentacles">>
<<molested>>
<<controlloss>>
<<tentaclestart 6 15 "shoot" "vine" true>>
<</if>>
<<statetentacles>>
<<effects>>
<<effectstentacles>>
<<tentacles>>
<<actionstentacles>>
<<if $tentacles.active lte ($tentacles.max / 2)>>
<span id="next"><<link [[Next|Bask Tentacles Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bask Tentacles]]>><</link>></span><<nexttext>>
<</if>><<effects>>
The shoots untangle themselves from you. The remaining branches return to their original positions and stay there. You wobble for a moment, but manage to keep yourself from falling. <<tearful>> you continue ascending the tree.
<br><br>
You cling to the branch holding your clothes with your hands and knees and crawl across. The branch bends slightly as you reach your goal, but you manage to retrieve your clothing and crawl back to the trunk. You climb down safely.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Garden]]>><</link>>
<br><<set $outside to 1>><<set $location to "home">><<effects>>
You shuffle out from beneath the bush and take cover behind a plant pot. You stand up, lifting the pot as you do so that the flowers continue to protect you. You walk along the side of the garden, hoping no one thinks anything is odd. The orphans don't look twice at you.
<br><br>
<<if $rng gte 81>>
You're halfway there when the bottom of the pot gives way, spilling the contents and causing the rest of the pot to collapse. You find yourself stood out in the open with your <<lewdness>> displayed. One of the orphans averts their eyes, but most stare at you. You run to your bedroom window and climb inside as laughter breaks out behind you.
<<gtrauma>><<gstress>><<garousal>><<trauma 6>><<stress 6>><<arousal 600>>
<br><br>
<<fameexhibitionism 10>>
<<else>>
You make it to your bedroom window and climb through without incident.
<br><br>
<</if>>
<<link [[Next|Bedroom]]>><</link>>
<br><<set $outside to 1>><<set $location to "home">><<effects>>
You wait, <<lewdness>> displayed but hidden beneath the bush, for the orphans to grow bored and leave. Once vacant, you run across the garden and through your bedroom window to safety.
<br><br>
<<link [[Next|Bedroom]]>><</link>>
<br><<set $outside to 1>><<set $location to "home">><<effects>>
<<if $rng gte 81>>
You push the <<person>> away from you, but <<he>> doesn't relent.
<br><br>
<<link [[Next|Garden Sex]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You push the <<person>> away from you. <<He>> avoids eye contact and makes <<his>> way back to <<his>> friends.
<br><br>
<<link [[Next|Garden]]>><<endevent>><</link>>
<br>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 60>>
<<enable_rescue>>
<<promiscuity2>>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Garden Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Garden Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "home">><<schooleffects>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"That was naughty," <<he>> says, blushing. "I hope no one saw." <<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $enemyhealth lte 0>>
The <<person>> recoils from you in pain. <<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $finish is 1>>
The <<person>> looks dejected as <<he>> fixes <<his>> clothing and leaves to find <<his>> friends.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $alarm is 1 and $rescue is 1>>
The <<person>> jumps away from you in fright. "I didn't do anything," <<he>> lies to no one in particular before leaving to find <<his>> friends. <<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<br><br>
<<link [[Next|Garden]]>><</link>><<set $outside to 1>><<set $location to "home">><<effects>>
You squeeze <<his>> hips between your thighs for a moment and lean closer. "You're it," you whisper into <<his>> ear. "And right where I want you." <<His>> face has turned red by the time you're back on your feet.
<<promiscuity1>>
<<link [[Next|Garden]]>><<endevent>><</link>>
<br><<effects>>
<<set _robin to statusCheck("Robin")>><<wearProp "watering can">>
<<for _plot range $plots["garden"]>>
<<set _plot.water to 1>>
<</for>>
You hand Robin your watering can, and <<he>> gets to work while you find another. Together, you water the flowers around the garden.
<<if _robin.trauma gte 40>>
Robin is quiet, but <<he>> seems happier as <<he>> works.
<<else>>
Robin hums as <<he>> works.
<</if>>
<br><br>
Job well done, Robin sits on the grass and watches the flowers sway in the breeze.
<br><br>
<<link [[Sit with Robin (0:05)|Garden Robin Sit]]>><<handheldon>><<pass 5>><<npcincr Robin love 1>><</link>><<glove>>
<br>
<<link [[Make Robin a flower crown (0:10)|Garden Robin Crown]]>><<handheldon>><<pass 10>><</link>><<tendingdifficulty 1 200>>
<br><<effects>>
<<set _robin to statusCheck('Robin')>>
<<if $robinromance is 1 and _robin.dom gte 40>>
You sit beside Robin. <<He>> rests <<his>> hand on yours, and gives it a little squeeze.
<<else>>
You sit beside Robin, and together watch as bees float between the glistening petals.
<</if>>
<br><br>
A few minutes pass, until an argument breaks out inside the orphanage. Robin looks over. "I should investigate," <<he>> says, rising to <<his>> feet. "Thanks for letting me help."
<br><br>
<<link [[Next|Garden Flowers]]>><<endevent>><</link>>
<br><<effects>>
<<if isConnectedToHood("head")>>
<<toggleHood>>
<</if>>
<<headwear 14>>
You sit on the grass beside Robin, and rummage among the wild flowers for suitable specimens. Robin watches a moment, then gasps in excitement. <<He>> joins in. "I'm making one for you too."
<br><br>
Soon, you both have flower crowns ready. <<if currentSkillValue('tending') lt 200>>Yours looks rougher than Robin's, but <<he>> doesn't seem to mind.<</if>> <<He>> reaches atop your head, and places the crown <<he>> made upon it. You place yours atop <<his>> head in turn.
<br><br>
<<if $tendingSuccess>>
"I love it," Robin says, <span class="green">smiling beneath the wreath of flowers.</span><<glove>><<npcincr Robin love 1>>
<br><br>
<<else>>
"I love it," Robin says. <<Hes>> barely finished speaking when <span class="red">the crown on <<his>> head unravels,</span> and it falls to the ground. <<He>> smiles. "It's okay! I still love it. They can be tricky to make, but you'll get it with practice."<<glove>><<npcincr Robin love 1>><<gdom>><<npcincr Robin dom 1>>
<br><br>
<</if>>
You hear shouting within the orphanage. "Those two are at it again," Robin says, rising to <<his>> feet. "I need to investigate. Thanks for letting me help."
<br><br>
<<link [[Next|Garden Flowers]]>><<endevent>><</link>>
<br><<effects>>
You wrap your arms around Robin. <<He>> rests <<his>> head on your shoulder, and sobs.
<br><br>
"I'm okay," <<he>> says after a few minutes, wiping <<his>> eyes. "Thank you. I'll be inside."
<br><br>
<<link [[Next|Garden Flowers]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"Thank you for offering," you say. "But I've just finished."
<<elseif $speech_attitude is "bratty">>
"You're a tad too late," you say. "Just finished."
<<else>>
"Thank you for offering," you say. "But I've just finished."
<</if>>
<br><br>
<<if C.npc.Robin.trauma gte 40>>
Robin nods, and walks back towards the orphanage.
<<else>>
Robin nods. "Okay. I'll be inside if you need me."
<</if>>
<br><br>
<<link [[Next|Garden Flowers]]>><<endevent>><</link>>
<br><<effects>>
<<if $rng gte 21 or $tentacledisable is "t">>
You shake it off again, and move elsewhere.
<br><br>
<<link [[Next|Garden Flowers]]>><</link>>
<br>
<<else>>
You try to shake it off again, but it tightens its grip. More shoots spring from the earth, wrapping around your arms and legs, and pulling you to the soil.<<gstress>><<stress 6>>
<br><br>
<<link [[Call for help|Garden Stem Help]]>><</link>>
<br>
<<link [[Struggle|Garden Stem Struggle]]>><</link>><<physiquedifficulty 1 $physiquemax>>
<br>
<<link [[Soothe|Garden Stem Soothe]]>><</link>><<tendingdifficulty 1 1000>>
<br>
<<link [[Brace yourself|Garden Stem Brace]]>><</link>>
<br>
<</if>><<effects>>
<<if $rng gte 71>>
You crouch down, leaning closer to the plant. The smooth green tip drips a pink, sweet-smelling fluid. You feel an urge to taste it.
<br><br>
<<link [[Lick|Garden Stem Lick]]>><<set $phase to 0>><</link>><<deviant1>>
<br>
<<elseif $rng gte 41 or playerIsPregnant()>>
You crouch down, leaning closer to the plant. The thin green tip drips a purple, sweet-smelling fluid. You feel an urge to taste it.
<br><br>
<<link [[Lick|Garden Stem Lick]]>><<set $phase to 1>><</link>><<deviant1>>
<br>
<<else>>
You crouch down, leaning closer to the plant. The bulbous green tip drips a red, sweet-smelling fluid. You feel an urge to taste it.
<br><br>
<<link [[Lick|Garden Stem Lick]]>><<set $phase to 2>><</link>><<deviant1>>
<br>
<</if>>
<<link [[Shake it off|Garden Stem Shake]]>><</link>>
<br><<effects>>
<<if $phase is 0>>
You stick out your tongue, and lick the tip. The pink fluid is sticky, and so, so sweet.<<deviancy1>>
An unnatural warmth spreads from your mouth, journeying to the base of your tongue, down your neck and throughout your body.
<<gggarousal>><<arousal 2000 "mouth">><<drugs 180>>
<br><br>
<<link [[Next|Garden Flowers]]>><<endevent>><</link>>
<br>
<<elseif $phase is 1>>
You stick out your tongue, and lick the tip. The purple fluid is sticky, and so, so sweet.<<deviancy1>>
The colours of the garden shift and blend together, creating an ever-changing patchwork. You shake your head, breaking free of the effect, but are left with the nagging feeling that the world is not as it seems.
<<hallucinogen 180>>
<br><br>
<<link [[Next|Garden Flowers]]>><<endevent>><</link>>
<br>
<<else>>
You stick out your tongue, and lick the tip. The red fluid is sticky, and so, so sweet.<<deviancy1>>
The world spins, and you stagger to the ground. You laugh, suddenly giddy, as you rise again to your feet.
<<alcohol 180>>
<br><br>
<<link [[Next|Garden Flowers]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
You call for help as the shoots tighten around you.
<<if Time.dayState is "night">>
<<generate1>><<person1>>
There's no response at first, except the night wind blowing through the branches overhead. But then you hear the garden fence creak, followed by a thump.
<br><br>
"Well now," says a <<personsimple>>'s voice. "One of the orphans got <<pherself>> all tangled." A <<person>> crouches in front of you, regarding you with leering eyes. "Not allowed in the orphanage they says, but you're not in the orphanage, are you?" <<He>> tears the restraining shoots away, but only to give better access as <<he>> climbs on top of you.
<br><br>
<<link [[Next|Garden Stem Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<run statusCheck("Robin")>>
<<if $rng gte 51 and _robin_location is "orphanage" and C.npc.Robin.trauma lt 80 and $daily.robin.tending isnot 1>>
<<npc Robin>><<person1>>
"I'm coming!" shouts a voice in response. It's Robin. <<He>> emerges from the orphanage, and gasps when <<he>> sees you. "You're all tangled. Here." <<He>> drops to <<his>> knees and loosens the entangling shoots. <<Hes>> careful not to damage any.
<br><br>
They become less tight at <<his>> touch, allowing you to wriggle free. "It's a good thing you didn't fall into stinging nettles," <<he>> says. "I try to keep the garden free of them, but it's like they appear over night."
<br><br>
You thank Robin, and <<he>> returns to the orphanage proper.
<br><br>
<<link [[Next|Garden Flowers]]>><<endevent>><</link>>
<br>
<<else>>
<<generatey1>><<person1>>
You hear footsteps. "Don't worry," says a <<person>> as <<he>> crouches beside you. "They don't have thorns." <<He>> pulls apart the shoots restraining you, frowning at the effort. "These are really tight. It's almost like they have a life of their own."
<br><br>
With the <<persons>> help, you manage to struggle free. You thank <<him>>, and <<he>> returns to the orphanage proper.
<br><br>
<<link [[Next|Garden Flowers]]>><<endevent>><</link>>
<br>
<</if>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Garden Stem Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Garden Stem Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The <<person>> pants on top of you, before hauling <<himself>> off. <<He>> peeks above the fence before climbing over, disappearing into the night.
<br><br>
<<tearful>> you rise to your feet. At least the plants seem inert.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Garden Flowers]]>><</link>>
<br>
<<else>>
The <<person>> wasn't expecting resistance. <<He>> rushes for the fence and hauls <<himself>> over, escaping into the night.
<br><br>
<<tearful>> you rise to your feet. At least the plants seem inert.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Garden Flowers]]>><</link>>
<</if>><<effects>>
<<if $physiqueSuccess>>
<span class="green">You tear yourself free of the shoots binding you,</span> and climb to your feet. The plants fall to the ground, inert, freeing your body.
<br><br>
<<link [[Next|Garden Flowers]]>><</link>>
<br>
<<else>>
You try to tear yourself free of the plants binding you, <span class="red">but they're too tight.</span>
<br><br>
<<link [[Next|Garden Stem Tentacles]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<effects>>
<<if $tendingSuccess>>
You sing a gentle hum. The shoots sway to its tune, <span class="green">becoming looser,</span> allowing you to wriggle free.
<br><br>
<<link [[Next|Garden Flowers]]>><</link>>
<br>
<<else>>
You sing a gentle hum. <span class="red">The shoots don't respond,</span> and continue to tighten around you.
<br><br>
<<link [[Next|Garden Stem Tentacles]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<effects>>
You brace yourself as the shoots tighten around your limbs.
<br><br>
<<link [[Next|Garden Stem Tentacles]]>><<set $molestationstart to 1>><</link>>
<br><<effects>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<set $combat to 1>>
<<set $enemytype to "tentacles">>
<<molested>>
<<controlloss>>
<<tentaclestart 4 15 "shoot" "vine" true>>
<<set $timer to 15>>
<</if>>
<<statetentacles>>
<<effects>>
<<effectstentacles>>
<<tentacles>>
<<actionstentacles>>
<<if $tentacles.active lte ($tentacles.max / 2) or $timer lte 1>>
<span id="next"><<link [[Next|Garden Stem Tentacles Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Garden Stem Tentacles]]>><</link>></span><<nexttext>>
<</if>><<effects>>
The shoots fall inert. <<tearful>> you tear them away from your body.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Garden Flowers]]>><</link>><<widget "bedroom_machine">>
<<if $player.vaginaExist and $machineVaginalBought>>
<<sextoysicon "dildo">><<link [[Use your vaginal fuck machine|Bedroom Machine]]>><<set $sexstart to 1>><<set $phase to 1>><</link>>
<br>
<</if>>
<<if $machineAnalBought>>
<<sextoysicon "smalldildo">><<link [[Use your anal fuck machine|Bedroom Machine]]>><<set $sexstart to 1>><<set $phase to 2>><</link>>
<br>
<</if>>
<<if $player.vaginaExist and $machineVaginalBought and $machineAnalBought>>
<<sextoysicon "dildo">><<link [[Use both fuck machines|Bedroom Machine]]>><<set $sexstart to 1>><<set $phase to 3>><</link>>
<br>
<</if>>
<</widget>><<if $sexstart is 1>>
<<if setup.clothes.lower[V.worn.lower.index].skirt or setup.clothes.lower[V.worn.lower.index].short>><<lowerstrip>><<set $machineundressed to 1>><</if>>
<<if $worn.under_lower.name isnot "naked">><<underlowerstrip>><<set $machineundressed to 1>><</if>>
<<set $sexstart to 0>>
<<set $consensual to 1>>
<<set $boughtMachine to 1>>
<<neutral 1>>
<<set $machine_health to 10>><<set $machine_ammo to 20>>
<<if $phase is 1>>
<<machine_init vaginal arm_chains leg_chains>>
<<elseif $phase is 2>>
<<machine_init anal arm_chains leg_chains>>
<<elseif $phase is 3>>
<<machine_init vaginal anal arm_chains leg_chains>>
<</if>>
<<set $phase to 0>>
<</if>>
<<if $phase is 0>>
You take out the machine from your wardrobe, and hastily assemble its parts.
<br><br>
You <<= $worn.lower.name isnot "naked" or $worn.under_lower.name isnot "naked"? "strip yourself of any obstructing clothing and ": "">>lock each of the machine's bindings securely to your limbs and finally, relax yourself into position, anticipating the pleasure that's to come.
<<set $phase to 1>>
<br><br>
<</if>>
<<effects>>
<<machine_effects>><<machine_combat>>
<<machine_state>>
<<machine_actions>>
<<if $machine.number lte 0 or $finish is 1>>
<span id="next"><<link [[Next|Bedroom Machine End]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bedroom Machine]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $machine.number lte 0>>
You finally manage to hit the off switch somehow, and the machine falls inert. <<tearful>> you undo your bindings<<= $machineundressed? " and wear again your previously discarded clothing":"">>.
<<else>>
After having fulfilled its function, the machine's preprogrammed cycle finally comes to an end. <<tearful>> the machine automatically releases your bindings<<= $machineundressed? ", allowing you to pick yourself up and wear once again your previously discarded clothing":"">>.
<</if>>
<br><br>
<<clotheson>>
<<machine_end>>
<<unset $machineundressed>>
<<unset $boughtMachine>>
You disassemble the machine and store it safely back in your wardrobe.
<br><br>
<<if $furnitureLocation is "orphanage">>
<<link [[Next|Bedroom]]>><<endevent>><</link>>
<<elseif $furnitureLocation is "farm cottage">>
<<link [[Next|Farm Bedroom]]>><<endevent>><</link>>
<<else>>
PLEASE REPORT IF YOU SOMEHOW GET THIS
<br>
<<link [[Next|Bedroom]]>><<endevent>><</link>>
<</if>>
<br><<set $outside to 0>><<set $location to "home">><<effects>>
You are in the loft above the orphanage. A wide hall runs down the centre. Corridors leading to other rooms line the sides. Dusty boxes pile high.
<br>
<<if ($loft_kylar or $loft_independentLab)>>
An acrid smell wafts from one of the rooms.
<br>
<</if>>
<<if $loft_river is 1>>
The smell of warm soup and fresh bread wafts from one of the rooms.
<br>
<</if>>
<br>
<<if $loft_spray isnot 1 and $spray lt $spraymax and ($loft_kylar or $loft_independentLab)>>
<<peppersprayicon>><<link [[Refill pepper spray|Orphanage Loft Spray]]>><<spray 1>><<set $loft_spray to 1>><</link>><<gspray>>
<br>
<</if>>
<<if $loft_river gte 1>>
<<kitchenicon "range">><<link [[Secret kitchen|Orphanage Loft Kitchen]]>><</link>>
<br>
<</if>>
<<getouticon>><<link [[Leave|Orphanage]]>><</link>>
<br><<set $outside to 0>><<set $location to "home">><<effects>><<wearProp "pepperspray">>
You enter the chemistry lab. Several beakers bubble away. A <<generateyv1>><<person1>><<person>> is running things. <<He>> hands you a freshly-made charge for your pepper spray.
<br><br>
<<link [[Next|Orphanage Loft]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "home">><<set $bus to "loft_kitchen">><<effects>>
You are in the kitchen in the orphanage loft, hidden away from Bailey.
<<if Time.dayState is "night">>
The orphans left a stew slow cooking over night.
<<elseif Time.dayState is "dawn">>
Orphans are arriving for breakfast.
<<elseif Time.dayState is "dusk">>
The orphans are tidying up, wiping cleaning pots and wiping away spilled flour.
<<else>>
An orphan stirs a large, sweet-smelling pot, while others knead dough.
<</if>>
<br><br>
You can cook whatever you like here, but you'll need to supply your own ingredients.
<br><br>
<<ingredients_supplied>> /*These two need to be present, even if there are no arguments */
<<ingredients_exceptions>>
<<kitchen_display_all>>
<<link [[Leave|Orphanage Loft]]>><<handheldon>><</link>>
<br><<bedclotheson "bed">>
<<set $outside to 0>><<set $location to "home">><<home_effects>><<effects>><<getTarget true>>
You are in your bedroom.
/* Wallpaper */
<<set _furniture to $furniture.bedroom>>
<<if _furniture.wallpaper>>
<br>
<<set _premadeWall to ["vines", "tentacles", "plainwhite", "cowgirls", "cow_girls", "hearts", "trees", "crosses"].includes(_furniture.wallpaper.name)>>
<<set _wallpaper to _premadeWall ? "wallpaper_" + _furniture.wallpaper.name : ['dol', 'degrees of lewdity'].some(e => _furniture.wallpaper.name.toLowerCase().includes(e)) ? "wallpaper_dol" : "wallpaper_custom">>
<<furnitureicon _wallpaper>>
<<switch _furniture.wallpaper.name>>
<<case "vines">>
Lewd green vines writhe on the walls.
<<if $backgroundTraits.includes("plantlover")>>
Thoughts of sweet nectar wrack your mind.
<</if>>
<<case "tentacles">>
Purple tentacles slither on the walls.
<<if ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled"))>>
Thoughts of pleasure cross your mind.
<</if>>
<<case "plainwhite">>
Plain white wallpaper covers the walls.
<<case "wavywhite">>
The white wallpaper gradients to black in a wavy pattern. Is there a lewd subtext?
<<case "hearts">>
Pink hearts cover the walls.
<<case "cowgirls" "cow_girls">>
Cowgirls dance on the walls.
<<case "trees">>
Green trees bring you a feeling of being in a forest.
<<case "crosses">>
Golden crosses cover the walls.
<<default>> /* Custom */
Images of _furniture.wallpaper.name cover the walls.
<<if _wallpaper is "wallpaper_dol">>
Somehow, they look familiar.
<<elseif _furniture.wallpaper.name.startsWith('<<')>>
<span class="black">You feel like you got caught cheating.</span>
<</if>>
<</switch>>
<<else>>
Bleak walls protect you from the outside.
<</if>>
<<if $furnitureLocation is "orphanage">>
<<set _desk to Furniture.get('desk')>>
<<set _chair to Furniture.get('chair')>>
<<set _deco to Furniture.get('decoration')>>
<<set _owlplush to Furniture.get('owlplushie')>>
<<set _windowsill to Furniture.get('windowsill')>>
<<set _poster to Furniture.get('poster')>>
<<set _bed to Furniture.get('bed')>>
<<set _wardrobe to Furniture.get('wardrobe')>>
<<if $machineVaginalBought isnot undefined or $machineAnalBought isnot undefined>>
<<set _sexMachine to 1>>
<</if>>
<</if>>
/* Misc Furniture */
<<if _desk is undefined or _desk is null>>
<<set _desk to Furniture.get('desk','desk')>>
<</if>>
<<if _chair is undefined or _chair is null>>
<<set _chair to Furniture.get('chair','chair')>>
<</if>>
<<deskText "icon">> /* If no desk options (read a book, work on project, etc.) are available, desk and icon appear here */
<<tableText "icon">> /* If no fish tank is available to be placed on an owned table or chairs, table and chairs appear here */
<br>
<<if $ltsUsed isnot undefined>>
<<unset $ltsUsed>>
You fiddle with your lockpick training set. <<skulduggerycheck>><<skulduggeryuse>><br>
<</if>>
/* Decorations */
<<if _deco>>
<br>
<<switch _deco.name>>
<<case "large bear plushie">>
<<furnitureicon _deco.iconFile>>The _deco.name is sitting in a corner.
<<default>>
<<furnitureicon _deco.iconFile>>The _deco.name is hanging on a wall.
<</switch>>
<</if>>
<<if _owlplush>>
<br>
<<switch _owlplush.id>>
<<case "owlplushie">>
<<furnitureicon _owlplush.iconFile>>The _owlplush.name stares down from the wardrobe, blending into the gloom.
<</switch>>
<</if>>
<<if _windowsill>>
<br>
<<switch _windowsill.name>> /* can be expanded further */
<<case "ominous jar">> /* unused */
<<furnitureicon _windowsill.iconFile>>_windowsill.nameCap stands on the windowsill menacingly.
<<default>>
<<furnitureicon _windowsill.iconFile>> Your _windowsill.name sits on the windowsill.
<</switch>>
<</if>>
<<set _shelf to Furniture.get('shelf')>>
<<if _shelf>>
<br>
<<switch _shelf.name>>
<<default>>
A small shelf sits on your wall.
<</switch>>
<<else>>
<br>
There's some space on the wall.
<</if>>
<<set _plush to Furniture.get('plush')>>
<<if _plush>>
<<switch _plush.name>>
<<case "collection of animal plushes">>
<<furnitureicon _plush.iconFile>> A tiny fox, bunny, cat, wolf, cow and bird stare down at you.
<<case "yellow axolotl plush">>
<<furnitureicon _plush.iconFile>> The axolotl silently stares at you.
<<default>>
The _plush.name is looking cute.
<</switch>>
<</if>>
<<if _furniture.poster>>
<<set _premadePoster to ["cowgirl", "cow_girl", "cat", "puppy"].includes(_furniture.poster.name)>>
<<set _poster to _premadePoster ? "poster_" + _furniture.poster.name : ['dol', 'degrees of lewdity'].some(e => _furniture.poster.name.toLowerCase().includes(e)) ? "poster_dol" : "poster">>
<br>
<<furnitureicon _poster>>
<<switch _furniture.poster.name>>
<<case "cowgirl" "cow_girl">>
A cowgirl poster hangs on a wall.
<<case "cat">>
A poster of a cat hangs on a wall. The text below reads, "Hang in there!"
<<case "puppy">>
A puppy poster hangs on a wall.
<<default>> /* Custom */
A poster of _furniture.poster.name hangs on a wall.
<<if _poster is "poster_dol">>
You feel an odd sense of familiarity.
<<elseif _furniture.poster.name.startsWith('<<')>>
<span class="black">You feel like you got caught cheating.</span>
<</if>>
<</switch>>
<</if>>
/* Events */
<br><br>
<<if $robinbed is "yours" and Time.hour gte 6 and !$possessed>>
<<unset $robinbed>>
<<npc Robin>><<person1>>Robin yawns and heads to <<his>> own room.<<endevent>>
<<if Time.hour is 6 and Time.minute lte 20>><<run setRobinLocationOverride("orphanage", 6)>><</if>>
<br><br>
<</if>>
<<if $unbind is 1>>
<<unset $unbind>>
<<if $possessed>>
You stare down at your bindings. You pull, and they fall apart, unable to hold against you. <<unbind>>
<br><br>
<<else>>
<span class="green">You rub your bindings against your <span style="position:relative;top:-5px"><<furnitureicon _desk.iconFile>></span> desk.</span> It takes some effort, but eventually the material yields, freeing your limbs.
<br><br>
<</if>>
<</if>>
<<if $study is 1>>
<<unset $study>>
<<if $phase is 1>>
You crack open your science textbook and read through the material.
<<elseif $phase is 2>>
You crack open your maths textbook and read through the material.
<<elseif $phase is 3>>
You crack open your English textbook and read through the material.
<<elseif $phase is 4>>
You crack open your history textbook and read through the material.
<</if>>
<<endevent>>
<br><br>
<</if>>
<<if $nextPassageCheck is "Bedroom">>
<span class="nextLink"><<link [[Look to the moon.|Bedroom]]>><</link>></span>
<br>
<</if>>
<<if $stress gte $stressmax and !$possessed>>
<<passouthome>>
<<exit>>
<</if>>
<<if $christmas is 1 and Time.monthDay is 25 and $christmas_robin_visit is undefined and $christmas_robin_gift_received is undefined and Time.dayState isnot "night" and C.npc.Robin.init is 1 and !$possessed>>
<<set $christmas_robin_visit to true>>
<<christmas_robin_visit>>
<<exit>>
<</if>>
<<if $christmas is 1 and !$christmas_wraith>>
<<rngWraith 1>>
<</if>>
<<if $leftarm is "bound" or $rightarm is "bound" or $feetuse is "bound" or $worn.feet.name is "ankle cuffs">>
<<undobindingsicon>><<link [[Undo your bindings (0:10)|Bedroom]]>><<set $unbind to 1>><<pass 10>><<unbind>><</link>>
<br><br>
<</if>>
<<if $robinpaid is 1 and $robinmissing is 0 and $robinnote isnot 1 and C.npc.Robin.lust gte 10 and C.npc.Robin.love gte 60 and C.npc.Robin.trauma lt 10>>
<span class="gold">There's a note by the window.</span>
<br>
<<mysteryicon>><<link [[Read it|Robin Note]]>><<set $robinnote to 1>><</link>>
<br><br>
<</if>>
/* Desk */
<<deskText "noicon">> /* If project, study, or Christmas options are available, desk location appears here, in line with bed/wardrobe/etc locations */
There is a thermometer outside your window. It reads <span class="teal"><<print Weather.toSelectedString(Weather.temperature, 0)>></span>.
<<print setup.WeatherDescriptions.extremeTemperature()>>
<br><br>
<<if _deco>>
<br>
<<if _deco.name is "large bear plushie">>
<<furnitureicon _deco.iconFile>><<link [[Cuddle with the large bear plushie (0:10)|Home Large Bear Plushie Cuddle]]>><<pass 10>><</link>><<ltrauma>><<lstress>>
<br><br>
<</if>>
<</if>>
/* Bed */
Your bed takes up most of the room.
<<if _bed is undefined or _bed is null>>
<<set _bed to Furniture.get("bed", "bed")>>
<</if>>
<<if $nextPassageCheck is "Bed">>
<br>
<<if $robinbed is "yours" or $robinbed is "theirs">>
<span class="nextLink"><<furnitureicon _bed.iconFile>><<link [[Robin.|Bed]]>><</link>></span>
<<else>>
<span class="nextLink"><<furnitureicon _bed.iconFile>><<link [[Kylar.|Bed]]>><</link>></span>
<</if>>
<br>
<<listsleepoutfits>>
<<elseif !($earSlime.event and $earSlime.noSleep)>>
<br>
<<furnitureicon _bed.iconFile>><<link [[Strip and get in bed|Bed]]>><<undressSleep "bed">><</link>>
<br>
<<listsleepoutfits>>
<<else>>
<br>
<<if $possessed>>
<<ind>><span class="purple">The slime in your head is silent.</span>
<<else>>
<<ind>><span class="red">The slime wants you to <<print $earSlime.event>> before you can go to bed.</span>
<</if>>
<br>
<</if>>
<<furnitureicon _bed.iconFile>><<link [[Masturbate in bed|Home Masturbation]]>><<set $masturbationstart to 1>><</link>>
<br>
<<roomoptions>>
<br>
/* Wardrobe */
<<if _wardrobe is undefined>>
<<set _wardrobe to Furniture.get("wardrobe", "wardrobe")>>
<</if>>
<<if _wardrobe>>
Your clothes are kept in the _wardrobe.name.
<</if>>
<br>
<<furnitureicon _wardrobe.iconFile>><<link [[Wardrobe|Wardrobe]]>><</link>>
<br>
/* Fuck machines */
<<if _sexMachine>>
<br>
There's a <<= $machineVaginalBought and $machineAnalBought? "pair of discreet boxes": "discreet box">> hidden away within your _wardrobe.name.
<br>
<<bedroom_machine>>
<</if>>
<<if playerHasSexToys()>>
<<sextoysicon>><<link [[Sex toys|Sextoys Inventory]]>><<set $sextoyInvReturnLink to $passage>><</link>>
<br>
<</if>>
<<if $nextPassageCheck is "Mirror">>
<span class="nextLink"><<mirroricon>><<link [[Mirror|Mirror]]>><<preMirror>><</link>></span>
<br>
<<elseif $christmas is 1 and !$christmas_wraith and _wraithEvent>>
<br>
<span class="purple">You catch a strange glint in your mirror.</span>
<br>
<<mirroricon "blood">><<link [[Mirror|Christmas Mirror]]>><<preMirror>><</link>>
<br>
<<elseif Time.hour is 3 and $hallucinations gte 2 and $daily.mirrorTentacles isnot 1 and $tentacledisable is "f">>
<br>
<span class="purple">An eerie light spills from your mirror.</span>
<br>
<<mirroricon "blood">><<link [[Mirror|Eerie Mirror]]>><<preMirror>><<set $daily.mirrorTentacles to 1>><<set $phase to 0>><</link>>
<br>
<<else>>
<<mirroricon "home">><<link [[Mirror|Mirror]]>><<preMirror>><</link>>
<br>
<</if>>
/*Table*/
<<tableText "noicon">> /* If fish tank option available, table/chair location appears here, in line with bed/wardrobe locations */
/* Travel */
<br>
The hallway outside connects to the rest of the orphanage.
<<if $exposed gte 2>>
<<if Time.dayState isnot "night">>
<<if hasSexStat("exhibitionism", 5)>>
<br>
<span class="purple">The thought of going out with your <<genitals>> on display excites you. You'll be safe if you're careful, right?</span>
<<orphanageWard>>
<br>
<<bathroomLink>>
<br>
<<robinroom_link>>
<br>
<<home_outside>>
<br><br>
<<elseif hasSexStat("exhibitionism", 4)>>
<br>
<span class="purple">The thought of going out with your <<genitals>> on display excites you. But there's no way you could get away with it at this hour. Maybe after dark.</span>
<br><br>
<<else>>
<<orphanageWard>>
<br>
<span class="red">There's no way you can leave your room like this!</span>
<br><br>
<</if>>
<<else>>
<<if hasSexStat("exhibitionism", 4)>>
<br>
<span class="purple">The thought of going out with your <<genitals>> on display excites you. It is night after all, what could go wrong?</span>
<<orphanageWard>>
<br>
<<bathroomLink>>
<br>
<<robinroom_link>>
<<main_hall_icon>><<link [[Main hall (0:01)->Orphanage]]>><<pass 1>><</link>>
<br>
<<home_outside>>
<br><br>
<<else>>
<<orphanageWard>>
<br>
<span class="red">There's no way you can leave your room like this!</span>
<br><br>
<</if>>
<</if>>
<<elseif $exposed gte 1>>
<<if Time.dayState isnot "night">>
<<if hasSexStat("exhibitionism", 3)>>
<br>
<span class="purple">The thought of going out in such a lewd state of dress excites you. You'll be safe if you're careful, right?</span>
<<orphanageWard>>
<br>
<<bathroomLink>>
<br>
<<robinroom_link>>
<br>
<<home_outside>>
<br><br>
<<elseif hasSexStat("exhibitionism", 2)>>
<br>
<span class="purple">The thought of going out in such a lewd state of dress excites you. But there's no way you could get away with it at this hour. Maybe after dark.</span>
<br><br>
<<else>>
<<orphanageWard>>
<br>
<span class="red">There's no way you can leave your room like this!</span>
<br><br>
<</if>>
<<else>>
<<if hasSexStat("exhibitionism", 2)>>
<br>
<span class="purple">The thought of going out in such a lewd state of dress excites you. It is night after all, what could go wrong?</span>
<br>
<<orphanageWard>>
<br>
<<bathroomLink>>
<br>
<<robinroom_link>>
<<main_hall_icon>><<link [[Main hall (0:01)->Orphanage]]>><<pass 1>><</link>>
<br>
<<home_outside>>
<br><br>
<<else>>
<<orphanageWard>>
<br>
<span class="red">There's no way you can leave your room like this!</span>
<br><br>
<</if>>
<</if>>
<<elseif $worn.under_lower.type.includes("naked")>>
<<if $underwarningskip is 1>>
<<orphanageWard>>
<br>
<<bathroomLink>>
<br>
<<kitchenicon "stove">><<link [[Kitchen (0:01)|Kitchen]]>><<pass 1>><</link>>
<br>
<<robinroom_link>>
<br>
<<if Time.hour gte 18 and Time.hour lte 20 and C.npc.Robin.trauma gte 40 and $robinmissing is 0 and !$robinTraumaVisit>>
<<main_hall_icon>><<link [[Main hall (0:01)|Robin Trauma Visit]]>><<set $phase to 1>><<pass 1>><</link>>
<br>
<<else>>
<<main_hall_icon>><<link [[Main hall (0:01)->Orphanage]]>><<pass 1>><</link>>
<br>
<</if>>
<<home_outside>>
<br><br>
<<set _kylar to statusCheck("Kylar")>>
<<if $kylar_camera is 4>>
The owl plushie watches you from the wardrobe. You know there's a camera inside.
<br>
<<ind>><<link [[Decide what to do with Kylar's camera (0:05)|Bedroom Kylar Camera]]>><<pass 5>><</link>>
<br><br>
<</if>>
<<if $kylar_camera is 0>>
The box Kylar tried to gift you sits at the foot of your bed.
<br>
<<link [[Open it|Bedroom Kylar Gift Open]]>><</link>>
<br><br>
<<elseif $kylar_camera is 1>>
The box Kylar tried to gift you sits at the foot of your bed. The owl plushie is inside.
<br>
<<link [[Keep it as decoration|Bedroom Kylar Gift Keep]]>><</link>>
<br>
<<link [[Give it to an orphan|Bedroom Kylar Gift Orphan]]>><<hope 1>><</link>><<ghope>>
<br><br>
<</if>>
<<else>>
<br>
<span class="pink">You are not wearing underwear! The thought of going out like this quickens your pulse.</span>
<br>
<<link [[It won't hurt|Bedroom]]>><<set $underwarningskip to 1>><</link>>
<br><br>
<</if>>
<<else>>
<<orphanageWard>>
<br>
<<bathroomLink>>
<br>
<<kitchenicon "stove">><<link [[Kitchen (0:01)|Kitchen]]>><<pass 1>><</link>>
<br>
<<robinroom_link>>
<br>
<<if Time.hour gte 18 and Time.hour lte 20 and C.npc.Robin.trauma gte 40 and $robinmissing is 0 and !$robinTraumaVisit>>
<<main_hall_icon>><<link [[Main hall (0:01)|Robin Trauma Visit]]>><<set $phase to 1>><<pass 1>><</link>>
<br>
<<else>>
<<main_hall_icon>><<link [[Main hall (0:01)->Orphanage]]>><<pass 1>><</link>>
<br>
<</if>>
<<home_outside>>
<br><br>
/* Kylar */
<<set _kylar to statusCheck("Kylar")>>
<<if $kylar_camera is 4>>
The owl plushie watches you from the wardrobe. You know there's a camera inside.
<br>
<<ind>><<link [[Decide what to do with Kylar's camera (0:05)|Bedroom Kylar Camera]]>><<pass 5>><</link>>
<br><br>
<</if>>
<<if $kylar_camera is 0>>
The box Kylar tried to gift you sits at the foot of your bed.
<br>
<<link [[Open it|Bedroom Kylar Gift Open]]>><</link>>
<br><br>
<<elseif $kylar_camera is 1>>
The box Kylar tried to gift you sits at the foot of your bed. The owl plushie is inside.
<br>
<<link [[Keep it as decoration|Bedroom Kylar Gift Keep]]>><</link>>
<br>
<<link [[Give it to an orphan|Bedroom Kylar Gift Orphan]]>><<hope 1>><</link>><<ghope>>
<br><br>
<</if>>
<</if>>
/* Settings */
<<link [[Gameplay Settings|Settings]]>><<set $settingsExitPassage to "Bedroom">><</link>>
<br>
<<attitudesControlCheck>>
<<if $attitudesControl.showGoldLink is true>>
<span class="goldLink"><<link [[Attitudes]]>><<set $attitudesExitPassage to $passage>><</link>> </span><span class="red">!!</span>
<<else>>
<<link [[Attitudes]]>><<set $attitudesExitPassage to $passage>><</link>>
<</if>><<effects>><<wearProp "kylar owl">>
You pull the bow, and open the lid. Inside is a grey owl plushie. It looks old. Tufts of fluff escape its worn hide.
<br><br>
<<link [[Keep it as decoration|Bedroom Kylar Gift Keep]]>><</link>>
<br>
<<link [[Give it to an orphan|Bedroom Kylar Gift Orphan]]>><<hope 1>><</link>><<ghope>>
<br><<effects>>
<<set $kylar_camera to 2>>
You find a space on top of the wardrobe, where its black eyes can watch the room.
<br><br>
<<run Furniture.set('owlplushie', 'owlplushie', {
name : 'owl plushie',
nameCap : 'Owl plushie'
})>>
<<link [[Next|Bedroom]]>><<handheldon>><</link>>
<br><<effects>>
<<set $kylar_camera to 3>>
<<generatey1>><<person1>>
You walk into the hall. An orphan scurries towards you. You hold out the plushie. <<His>> eyes sparkle. "For me?" <<he>> asks. You barely nod once before <<he>> snatches it with both arms. "Thank you!" <<He>> dashes away, clutching the toy to <<his>> chest.
<br><br>
<<link [[Next|Bedroom]]>><<endevent>><</link>>
<br><<effects>>
You take the plushie down from the wardrobe, and look into its black eyes. You can see it now, one eye is a little more reflective than the other. You push two fingers through one of the tufty holes in the head, and fish out a small camera.
<br><br>
<<link [[Destroy it|Bedroom Kylar Camera Destroy]]>><<set $phase to 0>><</link>>
<br>
<<if hasSexStat("exhibitionism", 3)>>
<<link [[Leave it there, for revenge|Bedroom Kylar Camera Leave]]>><<set $phase to 0>><</link>><<exhibitionist3>>
<br>
<</if>><<effects>>
You find the plushie in the living room, sat beside the television with several other toys. You look into its black eyes. You can see it now, one eye is a little more reflective than the other. You push two fingers through one of the tufty holes in the head, and fish out a small camera.
<br><br>
<<link [[Destroy it|Bedroom Kylar Camera Destroy]]>><<set $phase to 1>><</link>>
<br>
<<if hasSexStat("exhibitionism", 3)>>
<<link [[Position it in your room, for revenge|Bedroom Kylar Camera Leave]]>><<set $phase to 1>><</link>><<exhibitionist3>>
<br>
<</if>><<effects>>
You drop the camera on the floor, and stomp on it. You feel the lens crack. That should put an end to it.<<gggcontrol>><<control 100>><<llltrauma>><<trauma -30>>
<br><br>
<<set $kylar_camera to 6>>
<<if $phase is 1>>
Disarmed and safe, you leave the plushie where you found it.
<br><br>
<<link [[Next|Orphanage]]>><</link>>
<<exit>>
<</if>>
Disarmed and safe, you place the plushie back on top of the wardrobe.
<br><br>
<<link [[Next|Bedroom]]>><</link>><<effects>>
<<set $kylar_camera to 7>>
<<if $phase is 1>>
You return to your room, and place the plushie on top of your wardrobe.
<<run Furniture.set('owlplushie', 'owlplushie', {
name : 'owl plushie',
nameCap : 'Owl plushie'
})>>
<<else>>
You place the plushie back on top of your wardrobe.
<</if>>
You stare right at the lens. "I wonder who I'll invite over," you say. You stick out your tongue. "I hope you enjoy the show. <i>My love.</i>"<<gggcontrol>><<control 100>><<llltrauma>><<trauma -30>><<exhibitionism3>>
<<link [[Next|Bedroom]]>><</link>><<effects>>
<<if $phase is 1>>
<<if $speech_attitude is "meek">>
"I'm awake, you know..." you whisper.
<<elseif $speech_attitude is "bratty">>
"Nice try," you whisper. "You'd wake the dead mumbling right in someone's ear like that, though."
<<else>>
"You'd never sneak up on anyone like that," you whisper.
<</if>>
<br><br>
<<He>> wordlessly jumps off your bed, scrambles to your door, throws it open, and sprints off down the hall.
<br><br>
You get up and close the door behind <<him>>. For someone who broke into your room, Kylar is awfully shy. You don't think you want to know what <<he>> planned to do to you.
<br><br>
<<link [[Next|Bedroom]]>><<endevent>><</link>>
<<elseif $phase is 2>>
You hear fabric shift around from somewhere further down along your body. <<His>> breath catches in <<his>> throat for a moment.
<br><br>
A gentle, repetitive, wet sound begins to emanate from somewhere above your stomach. Realisation dawns upon you: if <<hes>> straddling you, then that would put the noise roughly where <<his>> groin should be.
<br><br>
The breathing upon your face gets faster and heavier. "I-I wish we could do this for real..." Kylar quietly moans. "That you'd let me do this to you... Again, and again, and again..."
<br><br>
<<link [[Open your eyes|Bedroom Kylar Creep 2]]>><<set $phase to 1>><<npcincr Kylar lust 1>><</link>><<glust>>
<br>
<<link [[Keep them closed|Bedroom Kylar Creep 2]]>><<set $phase to 2>><</link>>
<br>
<<link [[Get angry|Bedroom Kylar Creep 2]]>><<set $phase to 3>><<npcincr Kylar rage 2>><<npcincr Kylar love -1>><<stress -6>><</link>><<gstress>><<llove>><<gksuspicion>>
<<else>>
<<if $speech_attitude is "meek">>
"Please leave," you say, glaring daggers at Kylar. "You're not supposed to be in here..."
<<elseif $speech_attitude is "bratty">>
"What the hell are you doing!?" you shout as you shove Kylar to the floor. "Get out of my room!"
<<else>>
"Why are you in my room!?" you shout as you shove Kylar to the floor. "Please leave!"
<</if>>
<br><br>
<<He>> freezes. The two of you stare at each other for a moment.
<br><br>
<<He>> wordlessly <<if $speech_attitude is "meek">>jumps off your bed,<</if>> scrambles to your door, throws it open, and sprints off down the hall.
<br><br>
You get up and close the door behind <<him>>. For someone who broke into your room, Kylar is awfully shy. You're glad you stopped <<him>> before <<he>> could do anything.
<br><br>
<<link [[Next|Bedroom]]>><<endevent>><</link>>
<</if>><<effects>>
<<if $phase is 1>>
<<if $speech_attitude is "meek">>
"Y-you woke me up," you whisper. "You're laying on top of me..."
<<elseif $speech_attitude is "bratty">>
"You don't actually think I'm still asleep, do you?" you whisper. "Nobody'd be able to sleep like this."
<<else>>
"You know I'm awake, right?" you whisper.
<</if>>
<br><br>
<<He>> freezes. The two of you stare at each other for a moment.
<br><br>
<<He>> wordlessly jumps off your bed, scrambles to your door, throws it open, and sprints off down the hall.
<br><br>
You get up and close the door behind <<him>>. For someone who broke into your room to molest you, Kylar is awfully shy. You're glad you stopped <<him>> before <<he>> could take things further.
<br><br>
<<link [[Next|Bedroom]]>><<endevent>><</link>>
<<elseif $phase is 2>>
<<He>> shifts <<his>> weight upwards a bit. "I-I love you," <<he>> moans beneath <<his>> breath.
<br><br>
<<if $NPCList[0].penis isnot "none">>
<<if $NPCList[0].penissize gt 1>>
That's all the warning you get before several ropes of gooey warmth splat against your face, making a mess of your cheeks, forehead, and hair. <<He>> wipes the head of <<his>> penis against your lips once <<hes>> finished.<<if $ejactrait is 1>><<garousal>><<arousal 600>><</if>>
<br><br>
<<else>>
That's all the warning you get before a small dribble of gooey warmth drips down onto your lips. <<He>> wipes the head of <<his>> penis off with your bedding once <<hes>> finished.<<if $ejactrait is 1>><<garousal>><<arousal 600>><</if>>
<br><br>
<</if>>
<<set $hygiene += 500>><<bodyliquid "face" "semen">>
<<else>>
That's all the warning you get before a gush of warm, salty fluid splats against your face, making a mess of your cheeks, forehead, and hair. <<He>> wipes <<his>> pussy off with your bedding once <<hes>> finished.<<if $ejactrait is 1>><<garousal>><<arousal 600>><</if>>
<br><br>
<<set $hygiene += 500>><<bodyliquid "face" "goo">>
<</if>>
You feel <<him>> lean in close to you once more. "Soon..." <<he>> whispers, planting a quick kiss on your forehead. "I can't wait."<<gstress>><<gtrauma>><<stress 6>><<trauma 1>>
<br><br>
<<He>> quickly clambers off of you. You don't hear <<him>> leave, but by the time you open your eyes <<hes>> gone.
<br><br>
<<link [[Next|Bedroom]]>><<endevent>><</link>>
<<else>>
<<if $speech_attitude is "meek">>
"What are you doing?" you ask, glaring daggers at Kylar. "P-Pervert..."
<<elseif $speech_attitude is "bratty">>
"You fucking freak!" you shout as you shove Kylar to the floor. "What the hell is wrong with you?!"
<<else>>
"What do you think you're doing?!" you shout as you shove Kylar to the floor. "Pervert!"
<</if>>
<br><br>
<<He>> freezes. The two of you stare at each other for a moment.
<br><br>
<<if $submissive gte 1150>>
<<He>> wordlessly jumps off your bed, scrambles to your door, throws it open, and sprints off down the hall.
<<else>>
<<He>> wordlessly scrambles to your door, throws it open, and sprints off down the hall.
<</if>>
<br><br>
You get up and close the door behind <<him>>. For someone who broke into your room to molest you, Kylar is awfully shy. You feel <<print either("unclean", "unsettled", "uncomfortable")>>, having been used for <<his>> sexual gratification.
<br><br>
<<link [[Next|Bedroom]]>><<endevent>><</link>>
<</if>><<set _robin to statusCheck("Robin")>>
<<bedclotheson "bed">>
<<set $robinmistknown to 1>>
When you wake up, you notice a note pushed under your door. You read it.
<br><br>
"<i>I don't know who they are or what they want, but they're making me write this letter to you.
<br>I'm being kept in some sort of cell. It's cold and I don't know what time it is.
<br>They told me to tell you to come to <span class="gold">the landfill on Elk Street</span>.
<br></i>
<<if _robin.dom gte 80>>
<i>Please be careful.<<if $robinromance>> I love you.<</if>></i>"
<<else>>
<i>Please help. I'm scared.</i>"
<br><br>
The words are almost too erratic to read towards the end, with multiple errors crossed out.
The page also has small circles of water damage.
<</if>>
<br><br>
<span class="red">This is Robin's handwriting.</span>
<br><br>
<<link [[Next|Bedroom]]>><</link>><<set $outside to 1>><<set $location to "town">><<effects>>
<<if $exposed gte 1>>
<<flaunting>> you sneak through the <<if Time.dayState is "night">>dark<</if>> orphanage.
<<if Time.dayState is "night">>
You hear the occasional snore or movement from one of the rooms, and stop, moving again when the only sound is the thudding of your heart.
<<else>>
You move between hiding places, heading towards the front door. You stop and wait for people to pass when you hear footsteps, lest you be caught.
<</if>>
<br><br>
You open the back door, and peek out. You take one step, then another, then close the door behind you. You're outside. <<covered>>
<<else>>
You step out of the room and close the door behind you. You're outside.
<</if>>
<br><br>
<<link [[Next|Garden Fence]]>><<pass 5>><</link>>
<br><<set $outside to 0>><<set $location to "home">><<effects>><<set $bus to "orphanage_bathroom">>
You are in the bathroom.
<br><br>
<<if $stress gte $stressmax>>
<<passouthome>>
<<exit>>
<</if>>
<<if $leftarm is "bound" and $rightarm is "bound">>
<<set _clothed = ![V.worn.upper.name, V.worn.lower.name, V.worn.under_upper.name, V.worn.under_lower.name, V.worn.over_upper.name, V.worn.over_lower.name].every(x => x == 'naked')>>
<<bathroomicon "bath">><<link [["Have a bath " + (_clothed ? " in clothes " : "") + "(0:30)"->Bath]]>><<water>><<pass 30>><<stress -6>><<set $hygiene to 0>><</link>><<lstress>>
<<else>>
<<bathroomicon "bath">><<link [[Have a bath (0:30)->Bath]]>><<strip>><<pass 30>><<stress -6>><<set $hygiene to 0>><</link>><<lstress>>
<br>
<<bathroomicon "sink">><<link [[Brush teeth (0:05)|Bathroom Brush]]>><<pass 5>><</link>>
<</if>>
<br>
<!-- Check if there's any hair-->
<<if $pbdisable is "f" and ($pblevel gte 2 or $pbstrip gte 1 or $pblevelballs gte 2)>>
<<bathroomicon "shave">><<link [[Groom pubic hair->Shave]]>><</link>>
<br>
<</if>>
<<pregnancyTest "Bedroom">>
<br>
<<bedicon>><<link [[Bedroom (0:01)->Bedroom]]>><<pass 1>><</link>>
<br>
<<robinroom_link>>
<br>
<<main_hall_icon>><<link [[Main hall (0:01)->Orphanage]]>><<pass 1>><</link>>
<br>
<<home_outside>><<effects>>
<<set _gender to $NudeGenderDC is -1 ? $player.gender_posture : $player.gender>>
<<switch _gender>>
<<case "m">><<wearProp "toothbrush" "blue">>
<<case "f">><<wearProp "toothbrush" "pink">>
<<default>><<wearProp "toothbrush" "purple">>
<</switch>>
<<canvas-model-override "mouth" "chew">>
You squirt a dollop of toothpaste on your toothbrush and brush your teeth. When finished, you spit into the sink, then rinse out your mouth.
<<wash_mouth>>
<br><br>
<<link [[Next|Bathroom]]>><<handheldon>><<canvas-model-override "clear">><</link>><<set _autosavehere to true>>
<<set _robin to statusCheck("Robin")>>
<<sleep>>
<<effects>>
<<sleepeffects>><<rngWraith 2 "noBlood">>
<<if $sleepWraith>>
<<set $wraith.mimic to "Robin">><<set $wraith.exit to "sleep">><<unset $sleepWraith>><<unset $robinbed>>
<<if $furnitureLocation is "orphanage">>
<<set _bed to Furniture.get('bed')>>
<</if>>
<<if _bed and _bed.type.includes('comfy')>>
You sink into the soft, welcoming embrace of the bed, drifting off effortlessly, and wake up completely rested and rejuvenated.
<<elseif _bed and _bed.type.includes('starter')>>
You toss and turn throughout the night, barely finding any comfort, and wake up only feeling slightly less tired.
<<else>>
You sleep soundly, and wake up refreshed.
<</if>>
<br><br>
You look at Robin. <<Hes>> staring at you. You don't know how long <<hes>> been awake.
<br><br>
You try to climb out of bed, but a hand grabs you. Robin pulls you back to the bed with one hand and pins you down with the other. <<He>> strokes your cheek with a third hand.
<br><br>
Except that's not a hand. Many long, translucent limbs are pinning you to the bed.
<br><br>
You see <<his>> skin ripple, like wax melting down a candle. <<His>> arms take on an unnatural, ivory pallor. <<endevent>><<generateWraith 1 true>><<initWraith "abomination">>
<br><br>
This isn't Robin. Ever since you fell asleep, it hasn't been Robin. <<trauma 18>><<gggtrauma>><<set $wraith.revealed to true>>
<br><br>
"<span class="wraith">Close your eyes and sleep,</span>" <<he>> hisses. "<span class="wraith">Only then will we truly see.</span>" The translucent limbs converge on you.
<br><br>
<<link [[Next|Wraith Mimic Fight]]>><</link>>
<<elseif $robindebtwake is 1 and $robinbed is undefined>>
<<set $robindebtwake to 0>><<set $robindebtknown to 1>>
<<npc Robin>><<person1>>You're awoken by your door opening. You freeze in fear, until you see Robin peek through the gap. "Can I come in?" <<he>> asks.
<br><br>
<<if $exposed gte 1>>
You pull your covers up to keep your <<lewdness>> concealed as you nod.
<<else>>
You nod.
<</if>>
<<He>> tiptoes into the room and sits on the end of your bed. "I hope I didn't wake you," <<he>> says. "I'm frightened. Bailey makes me pay <<nnpc_him "Bailey">>, but it's so much and it keeps getting higher." <<Hes>> on the verge of tears. You lean forward and hug <<him>>. "I don't know what to do."
<br><br>
You hold <<him>> for a few minutes until <<he>> pulls away from you. "Sorry. I just needed to tell someone." <<He>> wipes <<his>> eyes with <<his>> sleeve. "Thank you." <<He>> tiptoes from the room, closing the door with barely a sound.
<<gstress>><<stress 6>>
<br><br>
<<endevent>>
<<link [[Next|Bed]]>><</link>>
<br>
<<elseif _wraithEvent and _robin.lovewake is 1 and $robinromance is 1 and C.npc["Ivory Wraith"].lust gte 14 and $rng gte 61>>
<<set $wraith.mimic to "Robin">><<set $wraith.exit to "home">><<set $robinbed to "yours">>
<<npc Robin>><<person1>>You feel a presence. Robin wraps <<his>> arms around you.
<br><br>
<<link [[Cuddle|Wraith Mimic Robin Dominant]]>><</link>><<ltrauma>><<lstress>><<lrtrauma>>
<br>
<<link [[Kiss|Wraith Mimic Fight]]>><<set $sexstart to 1>><</link>>
<<elseif _robin.lovewake is 1>>
<<set _robin.lovewake to 0>><<set $robinbed to "yours">><<set $bedGuest to "Robin">>
<<npc Robin>><<person1>>You feel a familiar presence. Robin wraps <<his>> arms around you.
<<if _robin.trauma gte 50>>
"I'm sorry," you hear <<his>> voice whisper into your ear. "I keep having nightmares..."
<br><br>
You hold <<him>> closer to you, and <<his>> shaking stops.
<<if $trauma gte ($traumamax * 0.7)>>
Your own shaking stop as <<he>> returns the embrace.
<</if>>
<</if>>
<br><br>
<<if _robin.dom gte 80 and _robin.trauma lt 50>>
<<link [[Cuddle|Robin Bed Dominant]]>><</link>>
<br>
<<else>>
<<link [[Cuddle|Bed]]>><<endevent>><<trauma -6>><<stress -12>><<npcincr Robin trauma -3>><</link>><<ltrauma>><<lstress>><<lrtrauma>>
<br>
<</if>>
<<if _robin.trauma lt 50>>
<<link [[Kiss|Bed Robin Sex]]>><<set $sexstart to 1>><</link>>
<</if>>
<br>
<<elseif $location is "home" and $wraith and $wraith.nightmare is 2 and Time.isBloodMoon()>>
You dream of a beautiful figure, cloaked in white, standing under the red moon. It has its arms spread out to you in a welcoming gesture. You can feel its gaze boring into your mind as you step closer.
<br><br>
It's surrounded by trees, all bending inwards, and floating above a lake. Everything moves around you, and you find yourself hanging above a large ruin. You can't breathe.
<br><br>
You slowly open your eyes, and sluggishly stand from your bed.
<<if $robinbed is "yours" or $robinbed is "theirs">>
You make sure not to wake Robin.
<<elseif $kylarbed is 1>>
You make sure not to wake Kylar.
<</if>>
Your ears are ringing.
<br><br>
<<storeon "bed" "wardrobe">><<wraithPossess "home">>
<span class="nextLink"><<link [[Walk.|Bedroom]]>><</link>></span>
<br>
<<elseif $baileyrapewake is 1>>
<<set $baileyrapewake to 0>>
<<generate1>><<person1>>You awaken to a shape looming over you and hands pulling off your covers. It's a <<person>>. "Don't struggle," <<he>> says.
<<if $robinbed is "yours" or $kylarbed is 1>>
"We wouldn't want to wake up your friend." <<if $robinbed is "yours">>Robin<<else>>Kylar<</if>> lies beside you, still asleep.
<</if>>
"You looked so cute, cosy and safe sleeping. I couldn't help myself."
<br><br>
<span class="red">Bailey leans against the door frame, counting money.</span>
<br><br>
<<link [[Next|Sleep Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<elseif $christmas_kylar is 1>>
<<set $christmas_kylar to 2>>
<<npc Kylar>><<person1>>
A jingle awakes you.
<br>
A sprinkling of hoar frost
<br>
Falls down by the window,
<br>
Now to rise or to toss?
<br><br>
<<link [[Rise and investigate|Kylar Christmas]]>><<set $christmas_kylar to 3>><<towelup>><</link>>
<br>
<<link [[Toss and go back to sleep|Sleep]]>><<endevent>><</link>>
<br>
<<elseif $location is "home" and _kylarWake is 1>>
<<npc Kylar>><<person1>>
<<run statusCheck("Kylar")>>
You wake up to cold air streaming in through your open window.
<br><br>
You move to get off your bed, but a pair of arms wrap around your waist, restricting your movement.
<br><br>
Your muscles tense up, but a familiar voice whispers in your ear. It's Kylar.
<br><br>
"Did I scare you?" <<he>> asks, <<his>> hot breath fanning your neck. "I'm sorry. I just couldn't help myself. I needed you."
<br><br>
You feel <<his>> <<npcGenitals>> rubbing against your ass as <<his>> breathing gets more intense. <<He>> loosens <<his>> grip and begins running <<his>> hands all over your body <<if $worn.over_upper.name isnot "naked" or $worn.over_lower.name isnot "naked">>, desperate to get your clothes off,<<else>> trying to feel every inch of you while keeping you close.<</if>>
<br><br>
<<His>> hands retreat, and you hear shuffling of clothes before <<his>> body is on you once again. "Won't you make me feel good?"
<br><br>
<<link [[Allow Kylar to continue|Bedroom Kylar Sneak Sex]]>><<set $sexstart to 1>><</link>><<gglove>><<npcincr Kylar love 2>>
<br>
<<link [[Push Kylar away|Bedroom Kylar Sneak Push]]>><<npcincr Kylar love -1>><<npcincr Kylar rage 6>><<npcincr Kylar lust -2>><</link>><<llove>><<ggksuspicion>><<gglust>>
<<elseif $location is "home" and _kylarWake is 2>>
<<npc "Kylar">><<person1>>
<<run statusCheck("Kylar")>>
You're awoken by the feeling of weight shifting around on your bed. Just as you're about to open your eyes to check what it was, you feel something else: breathing, on your face.
<br><br>
"Y-you're so <<if $player.gender_appearance is "f">>beautiful<<else>>handsome<</if>> like this..." a familiar voice mumbles, no more than a few inches away from you. It's Kylar's. "Soon... I'll have you all to myself..."
<br><br>
<<link [[Open your eyes|Bedroom Kylar Creep]]>><<set $phase to 1>><<npcincr Kylar lust 1>><</link>><<glust>>
<br>
<<link [[Keep them closed|Bedroom Kylar Creep]]>><<set $phase to 2>><</link>>
<br>
<<link [[Get angry|Bedroom Kylar Creep]]>><<set $phase to 3>><<npcincr Kylar rage 2>><<npcincr Kylar love -1>><<stress -6>><</link>><<lstress>><<llove>><<gksuspicion>>
<<else>>
<<if $nightmares is 1 and $controlled is 0>>
<<if _sleepinterrupt>>
<<if $daily.motherWake is 1>>
You try to go back to sleep, but Bailey knocks again, reminding you to get up.
<<else>>
<<wakingEffects $sleepHoursTotal>>
<<if _wakingEffect isnot undefined>>
You dreamt of
<<else>>
You dream you are
<</if>>
being hunted by something <<if ["haunt", "despair"].includes($wraith.state) and $rng lte 25>>pale<<else>>dark<</if>> and terrible. The nightmares are interrupted by a hammering on your door. It's Bailey, waking you for school.
<</if>>
<br><br>
<<set $daily.motherWake to 1>>
<<else>>
<<wakingEffects $sleepHoursTotal>>
<<if _wakingEffect isnot undefined>>
You dreamt of
<<else>>
You dream you are
<</if>>
being hunted by something <<if ["haunt", "despair"].includes($wraith.state) and $rng lte 25>>pale<<else>>dark<</if>> and terrible. You quickly forget the specifics, but the sense of dread lingers.
<br><br>
<</if>>
<<else>>
<<if _sleepinterrupt>>
<<if $daily.motherWake is 1>>
You try to go back to sleep, but Bailey knocks again, reminding you to get up.
<<else>>
<<wakingEffects $sleepHoursTotal>>
<<if $furnitureLocation is "orphanage">>
<<set _bed to Furniture.get('bed')>>
<</if>>
<<if _wakingEffect isnot undefined>>
<br><br>
<<if _bed and _bed.type.includes('comfy')>>
After sleeping really well, you
<<elseif _bed and _bed.type.includes('starter')>>
After sleeping poorly, you
<<else>>
After sleeping soundly, you
<</if>>
<<else>>
<<if _bed and _bed.type.includes('comfy')>>
You sleep really well, but
<<elseif _bed and _bed.type.includes('starter')>>
You sleep poorly, but
<<else>>
You sleep soundly, but
<</if>>
<</if>>
are awakened early by a hammering on your door. It's Bailey, waking you for school.
<</if>>
<br><br>
<<set $daily.motherWake to 1>>
<<else>>
<<if !_wakingEffect>>
<<wakingEffects $sleepHoursTotal>>
<</if>>
<<if ["dryheaving","nausea"].includes(_wakingEffect)>>
<br><br>
You slept soundly, but now feel a little rough.
<br><br>
<<elseif $specialClothesEffects.bimboTotal gte random(100,1000) or $arousal gte ($arousalmax / 10) * 9>>
Your sleep <<if _wakingEffect>>was<<else>>is<</if>> plagued by dirty dreams.
<<arousal `$specialClothesEffects.bimboTotal / 10 * $sleepHoursTotal`>>
<<arousal `100 * $sleepHoursTotal`>>
<<if $arousal gte $arousalmax>>
They push you over the edge.
<<orgasm>><<set _orgasm to true>>
<<else>>
<br><br>
<</if>>
<<elseif !_wakingEffect>>
<<if $furnitureLocation is "orphanage">>
<<set _bed to Furniture.get('bed')>>
<</if>>
<<if _bed and _bed.type.includes('comfy')>>
You sink into the soft, welcoming embrace of the bed, drifting off effortlessly, and wake up completely rested and rejuvenated.
<<elseif _bed and _bed.type.includes('starter')>>
You toss and turn throughout the night, barely finding any comfort, and wake up only feeling slightly less tired.
<<else>>
You sleep soundly, and wake up refreshed.
<</if>>
<br><br>
<<else>>
<br><br>
<</if>>
<</if>>
<</if>>
<<if $robinbed is "yours">>
<<unset $robinbed>>
<<npc Robin>><<person1>>
<<if _eggLayingWake>>
<<set $robinbed to "yours">>
You awaken a bit earlier than you expected, feeling disoriented. There's a building pressure in your abdomen. You <<if $transformationParts.bird.wings isnot "hidden">>ruffle your wings as you <</if>>feel a wild, bestial instinct take over.
<br><br>
You throw off your blankets and get on your hands and feet<<if $transformationParts.bird.tail isnot "hidden">>, squatting and lifting your feathered tail<</if>>. You let out a soft chirp at just how right it feels to be posed like this, pushing out an... egg. You're laying an egg, in your bed. And Robin is <span class="red">right there</span>.
<br><br>
<<link [[Next|Robin Bed Egg Laying]]>><</link>>
<br>
<<exitAll>>
<<elseif _wakingEffect is "dryheaving">>
"Are you okay? Let me help," Robin says, easing you back up. <<He>> checks to see if you're fine before taking <<his>> leave.
<<elseif _orgasm is true>>
<<if $exposed gte 2>>
Robin cuddles you. "I'll leave you to get-" <<He>> pauses, noticing the moisture on <<his>> body and yours. Blushing, <<he>> gathers tissues for both of you.
<<if $rng gte 71>>
"I-It's okay," <<he>> says.
<<elseif $rng gte 31>>
"This might be my fault," <<he>> says.
<<else>>
"I-I might need a bath," <<he>> says.
<</if>>
<<else>>
Robin cuddles you. "I'll leave you to get-" <<He>> pauses, noticing the moist patch around your crotch. Blushing, <<he>> passes you a tissue.
"I-It's okay," <<he>> says.
<</if>>
<<else>>
Robin cuddles you. "I'll leave you to get dressed," <<he>> says.
<</if>>
<<if Time.hour is 6>><<run setRobinLocationOverride("orphanage", 6)>><</if>>
<<endevent>>
<br><br>
<<elseif $kylarbed is 1>>
<<npc Kylar>><<person1>>
<<if $kylarSleepEvent is 1>>
<<unset $kylarSleepEvent>>
<<unset $kylarbed>>
You wake up to a hand stroking your hair delicately. You turn around to face Kylar who greets you with a smile. "I'm really happy you let me stay," <<he>> says.
<br><br>
You both cuddle for a while until <<he>> eventually pulls away from you, looking sad.
<br><br>
"I should really get going," <<he>> says. You brush away a stray hair from <<his>> face and <<he>> gives you another smile. <<He>> takes your hand and holds it against <<his>> face for a moment before eventually leaving your side.
<br><br>
You watch as <<he>> climbs back out the way <<he>> came and wait until you no longer hear the rustling of <<him>> leaving before going back to bed, thinking about the nice night you both just had together.
<br><br>
<<endevent>>
<<elseif _wakingEffect is "dryheaving">>
Kylar rubs your back as you continue heaving into the bin. <<He>> fusses over you for a long time, but you're eventually able to convince <<him>> that you're feeling better.
<br><br>
<<link [[Next|Kylar Orphanage Cuddle]]>><<set $kylarbed to 0>><</link>>
<<elseif $rng gte 81 and $robinmissing is 0 and C.npc.Robin.init is 1>>
You awaken to the sound of your door creaking open. You hear somebody gasp, before they hurriedly shut the door.
<br><br>
"Who was that...?" you yawn, slowly untangling from Kylar. <<if $robinromance is 1>><<lllove "Robin">><<npcincr Robin love -5>><</if>>
<br><br>
"Don't know," Kylar says, rubbing <<his>> eyes. "Probably nobody important."
<br><br>
<<link [[Next|Kylar Orphanage Cuddle]]>><<set $kylarbed to 0>><</link>>
<<elseif $rng gte 61>>
You awaken to the sound of your door creaking open. You hear somebody gasp, before starting to laugh.
<br><br>
<<generatey2>><<person2>>
A <<person>> is standing in your doorway, looking at you and Kylar. "You're sleeping with <<nnpc_him "Kylar">>?!" <<he>> laughs. "Is that why you invited <<nnpc_him "Kylar">> here? You got a thing for freaks, huh?"
<br><br>
Anger flashes across Kylar's face, but <<nnpc_he "Kylar">> doesn't say anything.
<br><br>
<<link [[Defend Kylar|Kylar Orphanage Sleep Defend]]>><<set $kylarbed to 0>><<status -10>><<npcincr Kylar love 1>><</link>><<lcool>><<glove>>
<br>
<<link [[Berate Kylar|Kylar Orphanage Sleep Berate]]>><<set $kylarbed to 0>><<npcincr Kylar love -3>><</link>><<lllove>>
<br>
<<if $submissive lte 500 or $syndromekylar gte 1>>
<<link [[Slam the door|Kylar Orphanage Slam]]>><<set $kylarbed to 0>><<npcincr Kylar love 1>><<npcincr Kylar lust 1>><</link>><<glove>><<glust>><<if $syndromekylar gte 1>><<stockholmTrait "Kylar">><<else>><<defianttext>><</if>>
<</if>>
<<else>>
You wake up, <<if $submissive gte 1150 or $daily.kylar.sleepRape is true>>Kylar still holding on to you<<else>>still holding on to Kylar<</if>>. Kylar stirs shortly after, blinking lazily.
<<if _orgasm is true>>
<<He>> sniffs the air for a moment, before looking at you. "Were you dreaming of us too?" <<he>> asks.
<</if>>
<br><br>
"I should probably get going," <<he>> says. Despite that, <<he>> makes no move to get up.
<br><br>
<<link [[Next|Kylar Orphanage Cuddle]]>><<set $kylarbed to 0>><</link>>
<</if>>
<</if>>
<<if $kylarbed isnot 1>>
<<set $wardrobe_location to "wardrobe">>
<<wardrobeSelection true>>
<<radiooutfits>>
<br><br>
<<if $renttime lte 0>>
<<set $bus to "home">>
<<getouticon>><<link [[Get out of bed|Bedroom Bailey]]>><</link>>
<br><br>
<<elseif $robinmissing is "landfill" and !$robinmistknown>>
<<getouticon>><<link [[Get out of bed|Bedroom Robin Mist Note]]>><</link>>
<br><br>
<<else>>
<<getouticon>><<link [[Get out of bed|Bedroom]]>><</link>>
<</if>>
<</if>>
<</if>>
<<if $kylarbed isnot 1>>
<<set $phase to 0>>
<</if>><<set _autosavehere to true>>
<<run statusCheck("Robin")>>
<<sleep>>
<<effects>>
<<sleepeffects>>
<<set $wear_outfit to "clotheson">>
<<if $baileyrapewake>>
<<set $baileyrapewake to 0>>
<<generate1>><<person1>>You awaken to a shape looming over you and hands pulling off your covers. It's a <<person>>. "Don't struggle," <<he>> says.
"We wouldn't want to wake up your friend." Robin lies beside you, still asleep.
"You looked so cute, cosy and safe sleeping. I couldn't help myself."
<br><br>
<span class="red">Bailey leans against the door frame, counting money.</span>
<br><br>
<<link [[Next|Sleep Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<elseif $location is "home" and $wraith and $wraith.nightmare is 2 and Time.isBloodMoon()>>
You dream of a beautiful figure, cloaked in white, standing under the red moon. It has its arms spread out to you in a welcoming gesture. You can feel its gaze boring into your mind as you step closer.
<br><br>
It's surrounded by trees, all bending inwards, and floating above a lake. Everything moves around you, and you find yourself hanging above a large ruin. You can't breathe.
<br><br>
You slowly open your eyes, and sluggishly stand from the bed. You make sure not to wake Robin. Your ears are ringing. You make your way towards your room.
<br><br>
<<storeon "bed" "wardrobe">><<wraithPossess "home">>
<span class="nextLink"><<link [[Walk.|Bedroom]]>><</link>></span>
<br>
<<elseif $christmas_kylar is 1>>
<<set $christmas_kylar to 2>>
<<npc Kylar>><<person1>>
A jingle awakes you.
<br>
A sprinkling of hoar frost
<br>
Falls down by the window,
<br>
Now to rise or to toss?
<br><br>
<<link [[Rise and investigate|Kylar Christmas]]>><<unset $robinbed>><<set $christmas_kylar to 3>><<towelup>><</link>>
<br>
<<link [[Toss and go back to sleep|Robin Sleep]]>><<endevent>><</link>>
<br>
<<else>>
<<if $nightmares is 1 and $controlled is 0>>
<<if _sleepinterrupt is 1>>
<<if $daily.motherWake is 1>>
You try to go back to sleep, but Bailey knocks again, reminding you to get up.
<<else>>
<<wakingEffects $sleepHoursTotal>>
<<if _wakingEffect isnot undefined>>
You dreamt of
<<else>>
You dream you are
<</if>>
being hunted by something <<if ["haunt", "despair"].includes($wraith.state) and $rng lte 25>>pale<<else>>dark<</if>> and terrible. The nightmares are interrupted by a hammering on your door. It's Bailey, waking you for school.
<</if>>
<br><br>
<<set $daily.motherWake to 1>>
<<else>>
<<wakingEffects $sleepHoursTotal>>
<<if _wakingEffect isnot undefined>>
You dreamt of
<<else>>
You dream you are
<</if>>
being hunted by something <<if ["haunt", "despair"].includes($wraith.state) and $rng lte 25>>pale<<else>>dark<</if>> and terrible. You quickly forget the specifics, but the sense of dread lingers.
<br><br>
<</if>>
<<else>>
<<if _sleepinterrupt is 1>>
<<if $daily.motherWake is 1>>
You try to go back to sleep, but Bailey knocks again, reminding you to get up.
<<else>>
<<wakingEffects $sleepHoursTotal>>
<<if $furnitureLocation is "orphanage">>
<<set _bed to Furniture.get('bed')>>
<</if>>
<<if _wakingEffect isnot undefined>>
<br><br>
<<if _bed and _bed.type.includes('comfy')>>
After sleeping really well, you
<<elseif _bed and _bed.type.includes('starter')>>
After sleeping poorly, you
<<else>>
After sleeping soundly, you
<</if>>
<<else>>
<<if _bed and _bed.type.includes('comfy')>>
You sleep really well, but
<<elseif _bed and _bed.type.includes('starter')>>
You sleep poorly, but
<<else>>
You sleep soundly, but
<</if>>
<</if>>
are awakened early by a hammering on your door. It's Bailey, waking you for school.
<</if>>
<br><br>
<<set $daily.motherWake to 1>>
<<else>>
<<if !_wakingEffect>>
<<wakingEffects $sleepHoursTotal>>
<</if>>
<<if ["dryheaving","nausea"].includes(_wakingEffect)>>
<br><br>
You slept soundly, but now feel a little rough.
<br><br>
<<elseif $specialClothesEffects.bimboTotal gte random(100,1000) or $arousal gte ($arousalmax / 10) * 9>>
Your sleep <<if _wakingEffect>>was<<else>>is<</if>> plagued by dirty dreams.
<<arousal `$specialClothesEffects.bimboTotal / 10 * $sleepHoursTotal`>>
<<arousal `100 * $sleepHoursTotal`>>
<<if $arousal gte $arousalmax>>
They push you over the edge.
<<orgasm>><<set _orgasm to true>>
<<else>>
<br><br>
<</if>>
<<elseif !_wakingEffect>>
<<if $furnitureLocation is "orphanage">>
<<set _bed to Furniture.get('bed')>>
<</if>>
<<if _bed and _bed.type.includes('comfy')>>
You sink into the soft, welcoming embrace of the bed, drifting off effortlessly.
<<elseif _bed and _bed.type.includes('starter')>>
You toss and turn throughout the night, barely finding any comfort.
<<else>>
You sleep soundly.
<</if>>
<br><br>
<<else>>
<br><br>
<</if>>
<</if>>
<</if>>
<<unset $robinbed>>
<<npc Robin>><<person1>>
<<if $renttime gte 1>> <!-- If Rent is not due -->
<<if _robin_location is "orphanage" or _robin_location is "sleep">>
<<if Time.hour lte 21>>
<<set _robinSleepyChance to ((Time.hour * 60) - 360) * 4/3>> <!-- 0% at 6, 80% at 7, and 100% starting at 7:15 -->
<<set _robinAwakeChance to ((Time.hour * 60) - 420) * 5/3>> <!-- 0% at 7, then increases to 100% by 8 -->
<<if _eggLayingWake>>
<<set $robinbed to "theirs">>
You awaken a bit earlier than you expected, feeling disoriented. There's a building pressure in your abdomen. You <<if $transformationParts.bird.wings isnot "hidden">>ruffle your wings as you <</if>>feel a wild, bestial instinct take over.
<br><br>
You throw off your blankets and get on your hands and feet<<if $transformationParts.bird.tail isnot "hidden">>, squatting and lifting your feathered tail<</if>>. You let out a soft chirp at just how right it feels to be posed like this, pushing out an... egg. You're laying an egg, in Robin's bed. And Robin is <span class="red">right there</span>.
<br><br>
<<link [[Next|Robin Bed Egg Laying]]>><</link>>
<br>
<<exitAll>>
<<elseif _wakingEffect is "dryheaving">>
"Are you okay? Let me help," Robin says, easing you back up. <<He>> checks to see if you're fine before getting up <<himself>>.
<<set $phase to 1>>
<<elseif _orgasm is true and $rng gt _robinAwakeChance>>
<<set $phase to 1>>
<<if $exposed gte 2>>
Robin cuddles you. "You should go-" <<He>> pauses, noticing the moisture on <<his>> body and yours. Blushing, <<he>> gathers tissues for both of you.
"<<print ["I-It's okay", "This might be my fault", "I-I might need a bath"].random()>>," <<he>> says.
<<else>>
Robin cuddles you. "You should go ba-" <<He>> pauses, noticing the moist patch around your crotch. Blushing, <<he>> passes you a tissue.
"I-It's okay," <<he>> says.
<</if>>
<<else>>
<<if $rng lte _robinAwakeChance>>
"About time you woke up, sleepyhead." Robin smiles at you from the edge of the bed.
<<set $phase to 2>>
<<elseif $rng lte _robinSleepyChance>>
Robin cuddles you. "You should go back and get dressed," <<he>> says.
<<set $phase to 1>>
<<else>>
Robin cuddles you in <<his>> sleep.
<<set $phase to 0>>
<</if>>
<</if>>
<br><br>
<</if>>
<<else>>
You find a note on the wall next to you. "Hope you slept okay! I had to go do stuff!"
<br><br>
<<set $phase to 3>>
<</if>>
<</if>>
<<if Time.hour is 6>><<run setRobinLocationOverride("orphanage", 6)>><</if>>
<<endevent "phaseless">>
<<if $renttime lte 0>>
<<set $bus to "home">>
<<set $inRobinsRoom to true>>
<<link [[Next|Bedroom Bailey]]>><<set $wardrobe_location to "wardrobe">><</link>>
<br><br>
<<else>>
<<link [[Next|Robin Room Wake]]>><<set $wardrobe_location to "wardrobe">><</link>>
<br><br>
<</if>>
<</if>><<effects>><<set $location to "home">><<set $outside to 0>>
<<endevent>><<npc Bailey>><<person1>>
You scream. The trio recoil and scramble for the door handle. They flee into the hallway outside, leaving the door wide open. Heavy footsteps march closer, and Bailey enters. <<His>> eyes sweep the room before resting on you. "Did you see a spider?" <<he>> sneers. <<He>> steps closer and smacks you with the back of <<his>> hand. "Don't bother me again." <<He>> marches from the room, slamming the door behind <<him>>.
<<gpain>><<gtrauma>><<gstress>><<pain 20>><<trauma 6>><<stress 6>>
<br><br>
<<tearful>> you climb from the bath.
<br><br>
<<link [[Next|Bath Finish]]>><<endevent>><</link>><<effects>><<set $location to "home">><<set $outside to 0>>
<<if $speech_attitude is "meek">>
"D-don't look," you say. "Please leave."
<<elseif $speech_attitude is "bratty">>
"Leave," you say. "Perverts."
<<else>>
"Please leave," you say.
<</if>>
<br><br>
<<if $rng gte 81>>
They hesitate, then the <<person1>><<person>> lunges forward, grasps your mouth and pulls you to the edge of the bath. "Why?" <<he>> whispers into your ear. "When there's fun to be had here?"
<br><br>
<<link [[Next|Bath Molestation]]>><<set $molestationstart to 1>><</link>>
<<exit>>
<</if>>
They hesitate, then the <<person3>><<person>> opens the door and leaves. The others follow, though the <<person1>><<person>> lingers a moment and leers at you.
<<if !playerChastity("hidden") and $player.penisExist and ($player.penissize lte 1 or $player.penissize is 4) and random(0,9) gte 6>>
<<telltalepenissize>>
<</if>>
<br><br>
<<tearful>> you climb from the bath.
<br><br>
<<link [[Next|Bath Finish]]>><<endevent>><</link>><<if $molestationstart is 1>>
/* clear soap prop and any reequipped handheld items */
<<handheldon>><<handheldstrip>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<enable_rescue>><<hand_gag 0 left>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Bath Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bath Molestation]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
One of them shoves you face-first into the water. They scurry from the room.
<br><br>
<<tearful>> you climb from the bath.
<br><br>
<<endcombat>>
<<link [[Next|Bath Finish]]>><</link>>
<<elseif $enemyhealth lte 0>>
The <<person1>><<person>> backs away from you, nursing an injury. The others step back too, looking unsure. <<He>> opens <<his>> mouth as if to speak, but instead turns and walks from the room. The others follow.
<br><br>
<<tearful>> you climb from the bath.
<br><br>
<<endcombat>>
<<link [[Next|Bath Finish]]>><</link>>
<<else>>
<<set $rescued += 1>>/*Unnecessary if rescue is impossible*/
<<endevent>><<npc Bailey>><<person1>>
Heavy footsteps respond to your cry, getting closer. The trio recoil and scramble for the door handle. They flee into the hallway outside, leaving the door wide open. Bailey enters. <<His>> eyes sweep the room before resting on you. "Did you see a spider?" <<he>> sneers. <<He>> steps closer and smacks you with the back of <<his>> hand. "Don't bother me again." <<He>> marches from the room, slamming the door behind <<him>>.
<<gpain>><<gtrauma>><<gstress>><<pain 20>><<trauma 6>><<stress 6>>
<br><br>
<<tearful>> you climb from the bath.
<br><br>
<<endcombat>>
<<link [[Next|Bath Finish]]>><</link>>
<</if>><<if $sexstart is 1>>
/* clear soap prop and any reequipped handheld items */
<<handheldon>><<handheldstrip>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>>
<<enable_rescue>>
You stand up. Their eyes grow wider. You grasp the <<person2>><<persons>> collar and pull <<him>> closer.<<person1>>
<<promiscuity5>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Bath Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bath Sex]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<wash>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"You made me all messy again," you tease. "Leave me to clean up." They're blushing as they leave the room.
<br><br>
<<wash>>
<<tearful>> you climb from the bath.
<br><br>
<<endcombat>>
<<link [[Next|Bath Finish]]>><</link>>
<<elseif $enemyhealth lte 0>>
The <<person1>><<person>> backs away from you, nursing an injury. The others step back too, looking unsure. <<He>> opens <<his>> mouth as if to speak, but instead turns and walks from the room. The others follow.
<br><br>
<<tearful>> you climb from the bath.
<br><br>
<<endcombat>>
<<link [[Next|Bath Finish]]>><</link>>
<<elseif $alarm is 1 and $rescue is 1>> /*Unnecessary if rescue is impossible*/
<<set $rescued += 1>>
<<endevent>><<npc Bailey>><<person1>>
Heavy footsteps respond to your cry, getting closer. The trio recoil and scramble for the door handle. They flee into the hallway outside, leaving the door wide open. Bailey enters. <<His>> eyes sweep the room before resting on you. "Did you see a spider?" <<he>> sneers. <<He>> steps closer and smacks you with the back of <<his>> hand. "Don't bother me again." <<He>> marches from the room, slamming the door behind <<him>>.
<<gpain>><<gtrauma>><<gstress>><<pain 20>><<trauma 6>><<stress 6>>
<br><br>
<<tearful>> you climb from the bath.
<br><br>
<<endcombat>>
<<link [[Next|Bath Finish]]>><</link>>
<<else>>
They back away from you, still watching. "Privacy please," you say. They blush and leave the room.
<br><br>
<<tearful>> you climb from the bath.
<br><br>
<<endcombat>>
<<link [[Next|Bath Finish]]>><</link>>
<</if>><<effects>><<set $location to "home">><<set $outside to 0>><<wearProp "sponge">>
You're already clean, but you can't miss the opportunity to perform. <<flaunting>> you rise to your knees and pick up a sponge. Looking away from your audience, you run the sponge over your <<breasts>>, down your tummy and across your <<genitals>>. The trio watch, transfixed.
<<exhibitionism5>>
You turn your back to them and stick out your <<bottom>>. You reach back, but the <<person1>><<person>> snatches the sponge away. "Let me help," <<he>> says. The other two find other sponges. You let them clean you, turning to expose every inch of your body to them in turn. Their other hands aren't idle. They grope and fondle you without shame.
<br><br>
The water's getting cold. "I'm squeaky clean," you say. "Thanks for the help." They hesitate, but leave you be.
<br><br>
<<tearful>> you climb from the bath.
<br><br>
<<link [[Next|Bath Finish]]>><<endevent>><</link>><<effects>><<set $location to "home">><<set $outside to 0>><<wearProp "soap">>
<<run statusCheck("Kylar")>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if getRobinLocation() is "bath" and C.npc.Robin.trauma lt 40 and $halloween isnot 1>>
<<set $daily.robin.bath to true>><<npc Robin>>
As you enter the bath, you hear footsteps from the hallway. The door flings open, and
<<if $exhibitionism lte 55>>
you quickly cover your exposed <<breasts>> and <<genitals>>. Your panic subdues when you notice it's Robin.
<<else>>
you see Robin walk in.
<</if>>
<<if $robinromance is 1>>
<<if C.npc.Robin.dom gte 60>>
"Oh, I didn't think anyone would be in here," <<he>> says. "Would you mind if I joined you?" <<Hes>> already starting to undress.
<br><br>
<<link [[Let <<him>> join|Bath Robin Join 2]]>><<set $phase to 1>><</link>>
<br>
<<link [[Refuse|Bath Robin Join 2]]>><<npcincr Robin dom -1>><<set $phase to 0>><</link>><<ldom>>
<<else>>
"Oh, sorry, I didn't think anyone would be in here." <<He>> turns away. "I'll come back later."
<br><br>
<<link [[Continue bathing|Bath]]>><<endevent>><</link>>
<<if hasSexStat("promiscuity", 2)>>
<br>
<<link [[Ask for help with bathing|Bath Robin Help]]>><<npcincr Robin lust 1>><<npcincr Robin love 1>><<stress -6>><</link>><<promiscuous2>><<glust>><<glove>><<lstress>>
<br>
<<link [[Ask to join you|Bath Robin Join]]>><<npcincr Robin lust 1>><<npcincr Robin dom 1>><</link>><<promiscuous2>><<glust>><<gdom>>
<</if>>
<</if>>
<<else>>
"I'm so sorry!" <<He>> quickly covers <<his>> eyes and tries to reach for the exit.
<br><br>
<<link [[Continue bathing|Bath]]>><<endevent>><</link>>
<<if hasSexStat("exhibitionism", 2)>>
<br>
<<link [[Tease|Bath Robin Tease]]>><<npcincr Robin lust 1>><</link>><<exhibitionist2>><<glust>>
<</if>>
<<if hasSexStat("promiscuity", 2) and C.npc.Robin.love gte 60>>
<br>
<<link [[Ask for help with bathing|Bath Robin Help]]>><<npcincr Robin lust 1>><<npcincr Robin love 1>><<stress -6>><</link>><<promiscuous2>><<glust>><<glove>><<lstress>>
<</if>>
<</if>>
<<elseif $danger gte (9900 - $allure / 3) and $hallucinations gte 2 and $slimedisable is "f" and $swarmdisable is "f" and $controlled is 0>>
You wash until you're squeaky clean.<<wash>>
<br><br>
As you remove the plug to drain the water, you feel something probe your <<genitals>>. You look between your legs, but you don't see anything abnormal. When you try to stand up however, translucent tendrils rise from the water and force you back down.
<br><br>
<<link [[Next|Bath Slime]]>><<set $molestationstart to 1>><</link>>
<<elseif ($danger gte (9900 - $allure / 2) and $rng gte 30 and Time.dayState isnot "night") or _DEBUGTIMEBOIS is 1>>
<<generatey1>><<generatey2>><<generatey3>><<fameexhibitionism 3>>
You wash until you're squeaky clean.<<wash>>
<br><br>
As you remove the plug to drain the water, you hear voices from the hallway. They stop outside the door, before flinging it open. A <<fullGroup>> barge in.
<br><br>
<<rng>>
<<if $rng gte 51>>
<<if hasSexStat("exhibitionism", 5) and $uncomfortable.nude is false>>
You yelp in surprise, but make no effort to hide your <<lewdness>>. They stare at you with wide eyes, surprised you are letting them. The <<person1>><<person>> grins and closes the door.
<<else>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You want to cover your <<lewdness>>, but with <span class="red">your arms bound</span> you can't. You feel deep embarrassement and your face reddens.<<stress 6>> They stare at you with wide eyes. The <<person1>><<person>> grins and closes the door.
<<else>>
You cover your <<lewdness>>. They stare at you with wide eyes. The <<person1>><<person>> grins and closes the door.
<</if>>
<</if>>
<br><br>
The <<person2>><<person>> blushes. "S-sorry," <<he>> says, not taking <<his>> eyes off you. "We didn't know you were in here."
<br><br>
<<link [[Scream|Bath Scream]]>><</link>>
<br>
<<link [[Ask them to leave|Bath Ask]]>><</link>>
<br>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Let them watch (0:05)|Bath Watch]]>><<pass 5>><</link>><<exhibitionist5>>
<br>
<</if>>
<<if hasSexStat("promiscuity", 5)>>
<<link [[Goad|Bath Sex]]>><<set $sexstart to 1>><</link>><<promiscuous5>>
<br>
<</if>>
<<else>>
<<if hasSexStat("exhibitionism", 5) and $uncomfortable.nude is false>>
You yelp in surprise, but make no effort to hide your <<lewdness>>. They stare at you with wide eyes, surprised you are letting them. The <<person1>><<person>> grins and closes the door.
<<else>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You want to cover your <<lewdness>>, but with <span class="red">your arms bound</span> you can't. You feel deep embarrassement and your face reddens.<<stress 6>> They stare at you with wide eyes. The <<person1>><<person>> grins and closes the door.
<<else>>
You cover your <<lewdness>>. They stare at you with wide eyes. The <<person1>><<person>> grins and closes the door.
<</if>>
<</if>>
<<if !playerChastity("hidden") and $player.penisExist and ($player.penissize lte 1 or $player.penissize is 4) and random(0,9) gte 6>>
<<telltalepenissize>>
<<else>>
<<stress 6>><<trauma 6>>
<<gtrauma>><<gstress>>
<</if>>
<br><br>
<<link [[Finish up->Bath Finish]]>><<endevent>><</link>>
<</if>>
<<elseif C.npc.Kylar.init is 1 and C.npc.Kylar.state isnot "prison" and $weekly.kylarBathroom isnot 1 and $rng gte 70 and (Time.dayState is "dusk" or Time.dayState is "night") and _kylarStatus.includes("Love") and _kylarStatus.includes("Lust") and $kylarenglish gte 1 and $kylarBodywriting is 1>>
<<unset $kylarBodywriting>>
<<set $weekly.kylarBathroom to 1>>
<<npc Kylar>><<person1>>
You slide into the warm water and close your eyes.
<br><br>
You hear the nearby window open. You turn to see Kylar. <<He>> struggles to fit through.
<br><br>
<<He>> rushes over, shushing you. "Shh! D-don't freak out! I just want to help," <<he>> says.
<br><br>
<<link [[Let Kylar help|Kylar Bath Help]]>><<npcincr Kylar love 1>><</link>><<glove>>
<br>
<<link [[Shove Kylar Away|Kylar Bath Shove]]>><<npcincr Kylar love -1>><<npcincr Kylar rage 3>><</link>><<llove>><<gksuspicion>>
<<else>>
You wash until you're squeaky clean.<<wash>>
<br><br>
<<getouticon>><<link [[Get out|Bath Finish]]>><</link>>
<br>
<<skinicon "masturbate">><<link [[Masturbate|Bath Masturbation]]>><<set $masturbationstart to 1>><</link>>
<</if>><<wash>>
<<run statusCheck("Kylar")>><<effects>>
You give a slow nod. <<He>> gives you a smile as <<he>> pulls <<his>> hand back.
<<He>> undresses, climbing into the bath with you. <<His>> face is red as <<he>> begins to slide <<his>> hands across your skin.
<br><br>
"I'm gonna wash them off of you," <<he>> mutters, leaning into you slightly. You feel <<his>> hands groping your body as <<he>> washes you.
<br><br>
<<He>> seems satisfied once finished, you feel a slight tremble from <<him>>.
"Wait," <<he>> says. "There's... more." You give <<him>> a confused glance. You feel <<his>> hands slide further down and grope you.
<br><br>
<<link [[Next|Kylar Bath Sex]]>><<set $sexstart to 1>><</link>><<run statusCheck("Kylar")>><<effects>>
You push your hands against <<him>> and shove <<him>> away.<<npcincr Kylar love -1>><<llove>>
<br><br>
Surprised by your sudden movement, <<he>> glances around nervously. "There's... It's still dirty! They're still all over you!"
<br><br>
You tell <<him>> to get out.
<br><br>
<<if _kylarStatus.includes("Calm") or _kylarStatus.includes("Sus")>>
<<He>> stares down at the water and slowly starts to back away. "P-Please... clean them off," <<he>> whimpers, redressing with haste. <<He>> gives you one last glance, crawling through the window again.
<br><br>
<<link [[Next|Bath Finish]]>><<endevent>><</link>>
<<exit>>
<<else>>
<<He>> stares down at the water and slowly starts to raise <<his>> hands again. "P-please... let me clean you off. You're dirty. At least let me be sure." <<He>> stares at you, as if waiting to see what you'll do.
<br><br>
<<link [[Let Kylar watch|Kylar Bath Watch]]>><<npcincr Kylar rage -3>><</link>><<lksuspicion>>
<br>
<<link [[Tell Kylar to leave|Kylar Bath End 2]]>><<npcincr Kylar rage 5>><</link>><<ggksuspicion>>
<</if>><<wash>>
<<run statusCheck("Kylar")>><<effects>>
You proceed to wash your body clean. <<He>> watches you with desperate eyes, making sure you clean off every bit of yourself. You hear <<his>> heavy breathing in the small distance between the two of you. <br><br>
Once finished, you look back up to Kylar. <<His>> eyes lock onto your body. A low whine slips past <<his>> lips. "Let me mark you," <<he>> whispers. <<His>> hands slide across your body again. <br><br>
<<link [[Next|Kylar Bath Sex]]>><<set $molestationstart to 1>><</link>><<run statusCheck("Kylar")>>
<<if $sexstart is 1>>
/* clear soap prop and any reequipped handheld items */
<<handheldon>><<handheldstrip>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>><<promiscuity2>>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Kylar Bath End]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Kylar Bath Sex]]>><</link>></span><<nexttext>>
<</if>><<run statusCheck("Kylar")>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<if $consensual is 0>>
<<He>> leans back with heavy breathing, staring down at your body. <<He>> has a firm grip on your legs.<<npcincr Kylar lust -20>><<lllust>>
<br><br>
<<His>> eyes make contact with yours once again, giving you a warm smile before looking outside the nearby window.
<br><br>
"I... have to go. D-don't let them touch you again," <<he>> says, hands already reaching for <<his>> clothes. <<He>> leaves the same way <<he>> arrived.
<<else>>
<<He>> leans back with heavy breaths, sliding <<his>> hands back into the water. "Y-you're mine," <<he>> mumbles, looking you over with loving eyes.<<npcincr Kylar lust -20>><<lllust>>
<br><br>
<<He>> jolts up and looks out the window. "I have to go," <<he>> says while crawling out of the tub. "Sorry- I'll see you soon!" <<He>> gives you one last glance as <<he>> dresses, then soon departs the same way <<he>> came.
<</if>>
<<elseif $enemyhealth lte 0>>
<<He>> staggers back, staring up at you with wide eyes.
<br><br>
"I... I'm helping. I'm helping!"
<br><br>
With tears in <<his>> eyes, <<he>> scrambles out of the water, reaching for <<his>> clothes. You hear <<him>> sniffle as <<he>> dresses with haste, soon slipping out of the window.
<<else>>
<<He>> disengages from you, staring at you with sad eyes.
<br><br>
"B-but you're still..." <<He>> shakes <<his>> head, droplets of water fly off <<his>> fringe. <<He>> whimpers, "Just don't let them touch you again, p-please."
<br><br>
<<He>> shambles out of the tub, hastily redressing <<himself>> before leaving the same way <<he>> entered.
<</if>>
<br><br>
<<tearful>> you climb from the bath.
<br><br>
<<wash>>
<<endcombat>>
<<link [[Next|Bath Finish]]>><</link>><<wash>>
<<run statusCheck("Kylar")>><<effects>>
You shake your head, raising a hand to the window. You tell <<him>> to leave.
<br><br>
<<He>> stares at you for a few moments, bewildered. "Wash it off," <<he>> says, stepping out of the water. The look in <<his>> eye gives you a shiver up your spine. You watch <<him>> dress. <<He>> crawls out of the window afterward. You don't like the feeling left behind as <<he>> leaves.<<gstress>><<stress 2>>
<br><br>
Once <<he>> is out of sight, you slip out of the water to redress.
<br><br>
<<link [[Next|Bath Finish]]>><<endevent>><</link>><<effects>><<set $location to "home">><<set $outside to 0>>
/* clear soap prop and any reequipped handheld items */
<<handheldon>><<handheldstrip>>
<<if Weather.wetness > 0.5>>
Your clothes are drenched. Water drips from you onto the floor.
<<else>>
Your skin is still damp.
<</if>>
<br><br>
<<if $leftarm is "bound" and $rightarm is "bound">>
<<link [[Next|Bathroom]]>><</link>>
<<exit>>
<</if>>
<<dressasyouwereicon>><<link [[Dress as you were|Bathroom]]>><<clotheson>><</link>>
<br>
<<towelicon>><<link [[Wrap yourself in a towel|Bathroom]]>>
<<if $player.gender == "f" or $player.breastsize > 0>>
<<set $wear_upper = "large_towel">>
<<else>>
<<set $wear_lower = "towel">>
<</if>>
<<returnCarried>>
<<wardrobewear>>
<</link>>
<<if $wardrobe.upper.findIndex(x => x.name == "bathrobe") >= 0 or $carried.upper.name == "bathrobe">>
<br>
<<bathroomicon "robe">><<link [[Put on a bathrobe|Bathroom]]>>
<<returnCarried>>
<<set $wardrobeOption to "wear">>
<<set $wear_upper = $wardrobe.upper.findIndex(x => x.name == "bathrobe")>>
<<wardrobewear>>
<</link>>
<</if>><<set $dangerhome to 0>>
<<set $safehome to 0>>
You've pushed yourself too much.
<br><br>
<<passout>>
<<set $danger to random(1, 10000)>>
<<if $danger gte (9900 - $allure) and $tutorial gt 0>><<set $dangerhome to random(1, 100)>><</if>>
<<if $danger lt (9900 - $allure) or $tutorial is 0>><<set $safehome to random(1, 100)>><</if>>
<<if $dangerhome gte 80>>
<<link [[Wake up|Sold]]>><</link>>
<<elseif $dangerhome gte 1>>
<<link [[Wake up|Molestation]]>>
<<set $phase to 0>>
<<set $molestationstart to 1>>
<</link>>
<</if>>
<<if $safehome gte 1>>
<<link [[Sleep|Bailey Rescue]]>><</link>>
<</if>>
<<pass 1 hour>>
<<set $stress -= 2000>>
<<set $trauma +=10>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<generate1>><<maninit>><<hand_gag 0 left>>You feel something probing your nethers. As you open your eyes a hand clasps down on your mouth, muffling your screams.
<br>
<<enable_rescue>>
<<if $phase is 1>><</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $alarm is 1 and _combatend is true>>
<<if $rescue is 1>>
<span id="next"><<link [[Next|Molestation Alarm]]>><</link>></span><<nexttext>>
<<else>>
<<set $alarm to 0>>
<br><br>
<<if $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Molestation Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0>>
<span id="next"><<link [[Next|Molestation Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Molestation]]>><</link>></span><<nexttext>>
<</if>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax and _combatend is true>>
<span id="next"><<link [[Next|Molestation Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0 and _combatend is true>>
<span id="next"><<link [[Next|Molestation Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Molestation]]>><</link>></span><<nexttext>>
<</if>><<ejaculation>>
<<He>> shoves you to the ground before walking to the door and peeking through. <<He>> sneaks out.
<br><br>
<<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Bedroom]]>><</link>><<effects>>
<<wearoutfit>>
<<if $robinbed is "yours">>
You snuggle under the covers with Robin.
<<else>>
<<if numberOfEarSlime() and $location is "home" and random(0,100) lt 3 + Math.floor($earSlime.growth / 100) - $earSlime.eventTimer and !$earSlime.event>>
<<set $slimeBedExit to "Bed">>
<<set $slimeBedroomExit to "Bedroom">>
<<setSlimeSleepEvents>>
<<if $earSlimeEvent>>
<<slimeSleepEvents>>
<</if>>
<<else>>
You snuggle under the covers.
<</if>>
<</if>>
<<if $wraith.state and $wraithPrison and ($moonstate is "evening" or $moonstate is _nightstate)>>
You feel anxious, and your eyes dart over to the mirror.
<</if>>
<br><br>
<<nightmareCheck "Sleep">>
<<generateSleepLinks "Sleep">>
<<link [[Climb out of bed|Bedroom]]>><<storeon "bed">><<set $wardrobe_location to "wardrobe">><<loadTempHairStyle>><<endevent>><</link>><<run statusCheck("Kylar")>>
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>><<promiscuity2>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Bedroom Kylar Sneak Continue]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bedroom Kylar Sneak Sex]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<run statusCheck("Kylar")>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> rolls off and turns to face you, looking at you with love in <<his>> eyes. "I'm so lucky to have you," <<he>> says.<<lllust>><<npcincr Kylar lust -20>>
<br><br>
<<His>> hands find their way back around your body, making it evident that <<he>> intended to stay the night with you.
<br><br>
<</if>>
<<endcombat>>
<<link [[Allow Kylar to stay the night|Bedroom Kylar Sneak Stay]]>><<clotheson>><<npcincr Kylar love 1>><</link>><<glove>>
<br>
<<link [[Tell Kylar to leave|Bedroom Kylar Sneak Leave 2]]>><<clotheson>><<npcincr Kylar love -1>><</link>><<llove>><<effects>>
<<npc "Kylar">><<person1>>
<<run statusCheck("Kylar")>>
<<if $speech_attitude is "meek">>
"Y-yes," you utter timidly. "You can stay."
<<elseif $speech_attitude is "bratty">>
"Sure," you say. "You can stay the night. Just don't do anything weird."
<<else>>
"You can stay the night," you say.
<</if>>
<br><br>
Kylar's face lights up in response.
<br><br>
"Thank you," <<he>> says happily, pulling the covers over both of you. <<He>> kisses your cheek, before proceeding to bury <<his>> face in the crook of your neck.
<br><br>
You wait a bit to see if <<his>> breathing gets even, but it never does, as if <<hes>> waiting for you to fall asleep before <<he>> does.
<br><br>
You try to outlast <<him>>, but sleep sinks in, and before long you find yourself barely able to keep your eyelids open. The last thing you remember before falling asleep is the warmth you felt from how tightly <<his>> body was pressed against yours.
<br><br>
<<link [[Next|Bedroom Kylar Sneak Bed]]>><</link>><<effects>>
<<run statusCheck("Kylar")>>
<<if $speech_attitude is "meek">>
"O-okay," you utter timidly. "You can stay."
<<elseif $speech_attitude is "bratty">>
"Fine," you say with a sigh. "You can stay the night. Just don't do anything weird."
<<else>>
"You can stay," you say.
<</if>>
<br><br>
"R-really?" Kylar says. "Great! I-I mean, okay, sure."
<br><br>
You sigh and climb back into bed with <<him>>.
<br><br>
Within seconds, <<hes>> back on you, but this time without the incessant groping and rubbing. <<He>> seems to be satisfied with just being close to you.
<br><br>
"Goodnight," you hear <<him>> whisper to you. You close your eyes and feel something, which you assume to be a kiss, on your cheek not long after, making you feel a bit warm inside.
<br><br>
Before you know it, Kylar has already fallen asleep. Although you didn't plan to have <<him>> here, having someone to fall asleep with gave you a slight sense of comfort, and it's not long before that you also find yourself drifting off to sleep.
<br><br>
<<link [[Next|Bedroom Kylar Sneak Bed]]>><</link>><<effects>>
<<run statusCheck("Kylar")>>
You struggle against <<his>> hold, and you manage to push <<him>> off of you, leaping off the bed and onto the bedroom floor. You take a bit to regain your composure, but you come face to face with Kylar. <<He>> sits there, still, with a dejected look on <<his>> face.
<br><br>
"I'm sorry," <<he>> says, meekly. "I-I didn't mean to scare you. I just had to come see you. Please forgive me," <<he>> pleads and takes <<his>> hands into your own. "Please let me stay. W-we can just cuddle if that's what you want."
<br><br>
<<link [[Let Kylar stay the night|Bedroom Kylar Sneak Stay 2]]>><<npcincr Kylar love 2>><<npcincr Kylar rage -6>><</link>><<gglove>><<llksuspicion>>
<br>
<<link [[Tell Kylar to leave|Bedroom Kylar Sneak Leave]]>><<npcincr Kylar love -2>><<npcincr Kylar rage 6>><</link>><<lllove>><<ggksuspicion>><<effects>>
<<run statusCheck("Kylar")>>
<<unset $kylarSleepEvent>>
<<if $speech_attitude is "meek">>
"P-please leave," you say meekly. "You're making me feel uncomfortable."
<<elseif $speech_attitude is "bratty">>
"Get lost," you demand.
<<else>>
"Please leave," you say.
<</if>>
<br><br>
Kylar pleads with sad eyes. "A-are you sure? I could-" You shake your head in response, trying to be firm.
<br><br>
"If that's what you want," <<he>> says, sadness coating <<his>> tone. You watch as <<he>> leaves the bed and walks towards your window, taking one last glance at you before climbing out the window.
<br><br>
As soon as <<hes>> gone, you get off the bed and walk towards the window. You take a brief moment to look out the window and make sure <<hes>> gone, only to have your eyes meet with Kylar, still standing there. <<He>>'s almost completely hidden by the night.
<br><br>
You pull your head back in, closing the window as you give Kylar one last glance. You make a mental note to yourself to see if there's a way to get a better lock for the window as you head to bed and snuggle into the covers.
<br><br>
<<link [[Next|Bedroom]]>><<endevent>><</link>><<effects>>
<<npc "Kylar">><<person1>>
<<run statusCheck("Kylar")>>
<<unset $kylarSleepEvent>>
<<if $speech_attitude is "meek">>
"Y-you have to go, Kylar," you plead, pointing towards the still open window. "I don't want to get you into trouble."
<<elseif $speech_attitude is "bratty">>
"Get out of here, Kylar," you demand, pointing towards the still open window. "Sneaking your way in like this is creepy as shit. Could spell bad trouble for you."
<<else>>
"You have to leave, Kylar," you say, pointing towards the still open window. "You can't just sneak your way in like this. It could get you in trouble."
<</if>>
<br><br>
<<He>> shakes <<his>> head. "But I don't want to leave," <<he>> pleads. <<He>> ignores you, and pulls the covers over <<himself>> "Please let me stay. I-I'm sorry, just I've---"
<br><br>
You cut <<him>> off, asking <<him>> once again to leave. You make sure to be extra firm this time.
<<He>>'s about to speak up, but looks away in defeat and pulls the cover off <<himself>> <<He>> walks towards the window, slowly, with <<his>> head held low.
<br><br>
As soon as <<hes>> gone, you get off the bed and walk towards the window. You take a brief moment to look out the window and make sure <<hes>> gone, only to have your eyes meet with Kylar, still standing there. <<He>>'s almost completely hidden by the night.
<br><br>
You pull your head back in, closing the window as you give Kylar one last glance. You make a mental note to yourself to see if there's a way to get a better lock for the window as you head to bed and snuggle into the covers.
<br><br>
<<link [[Next|Bedroom]]>><<endevent>><</link>><<effects>>
<<set $kylarbed to 1>><<set $bedGuest to "Kylar">>
<<endevent>>
You snuggle under the covers with Kylar.
<<if $wraith.state and $wraithPrison and ($moonstate is "evening" or $moonstate is _nightstate)>>
You feel anxious, and your eyes dart over to the mirror.
<</if>>
<br><br>
<<generateSleepLinks "Sleep">><<effects>>
<<wearoutfit>>
<<npc Robin>><<person1>>
You snuggle under the covers with Robin. You can feel the heat from <<his>> <<print ($robinromance is 1 and C.npc.Robin.trauma lte 20 ? "naked " : "")>>body warming the bed.
<<set $robinbed to "theirs">><<set $bedGuest to "Robin">>
<<if $wraith.state and $wraithPrison and ($moonstate is "evening" or $moonstate is _nightstate)>>
You feel anxious, and your eyes dart over to the mirror.
<</if>>
<<endevent>>
<br><br>
<<if _skip isnot true>>
<<generateSleepLinks "Robin Sleep">>
<<else>>
<<unset _skip>>
<</if>><<set $outside to 0>><<set $location to "home">><<home_effects>><<effects>>
<<set _robin to statusCheck("Robin")>>
<<set _robinAtOrphanage to ["orphanage","bath","sleep"].includes(_robin_location)>>
You are in the main hall of the orphanage.
<<if $christmas is 1 and Time.monthDay is 25 and Time.dayState isnot "night">>
The room is alive with festive merriment.
<<elseif $halloween is 1 and Time.monthDay is 31 and Time.hour gte 15 and Time.dayState isnot "night">>
<<if !$halloween_robin_costume and !$halloween_robin_scare and ($wraith.state isnot "" and $wraithIntro and $hallucinations gte 1 and $rng lte 70)>>
<!-- This event happens if Robin is wearing the ghost costume, but you don't know that it's Robin. -->
<!-- The odds are 70% if you meet the conditions, much higher than normal, bc this is a non-repeatable event -->
<<set _wraithEvent to true>>
<<else>>
The room is buzzing with the excitement of costumed orphans.
<</if>>
<<else>>
<<if Time.dayState is "day">>
A couple of orphans on cleaning duty sweep the floor.
<<elseif Time.dayState is "dusk">>
You hear hushed voices.
<<elseif Time.dayState is "dawn">>
<<if Time.schoolDay>>
The orphans are heading off to school.
<<else>>
The orphans are leaving to find work.
<</if>>
<<elseif Time.dayState is "night">>
The orphans must be asleep.
<</if>>
<</if>>
<br><br>
<<if $stress gte $stressmax>>
<<passouthome>>
<<elseif $rng gte 61 and $worn.upper.name is "large towel" and $worn.upper.set is $worn.lower.set and !$daily.orphanageflash and Time.hour lt 22 and Time.hour gte 6>>
<<set $daily.orphanageflash to 1>>
As you walk down the hallway, a door opens up. A <<generatey1>><<person1>><<person>> leaves <<his>> room.
<br><br>
"Oh. Huh, hi," <<he>> says upon noticing you, clearly flustered by your state of dress.
<br><br>
You nod in response, and can't help noticing how <<he>> seems to avoid looking at you.
<br><br>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Tease|Hallway Flashing 1]]>><</link>><<exhibitionist5>>
<br>
<</if>>
<<link [[Keep walking|Orphanage]]>><<endevent>><</link>>
<br>
<<elseif $exposed gte 1 and Time.hour lt 22 and Time.hour gte 6>>
You can't bear the thought of someone catching you like this. You hasten to your bedroom.
<br><br>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure)>>
A door swings open up ahead, and a <<generatey1>><<person1>><<person>> steps out. <<covered>> <<He>> doesn't notice you.
<br><br>
<<link [[Hide|Orphanage Hide]]>><<stress 6>><</link>><<gstress>>
<br>
<<if hasSexStat("exhibitionism", 4)>>
<<link [[Flaunt|Orphanage Flaunt]]>><</link>><<exhibitionist4>>
<br>
<</if>>
<<else>>
<<link [[Next|Bedroom]]>><</link>>
<</if>>
<<elseif $baileyReunionScene is "dungeon">>
<<npc Bailey>><<person1>>
<<unset $baileyReunionScene>>
<<if $home_gone gte 24>>
Bailey leans against a wall. A missing person's poster with a picture of you on it is pinned next to <<him>>.
<br><br>
"You took your time getting back. I'm glad you're alright." <<He>> smirks. "Hope you enjoyed your vacation."
<br><br>
<<He>> pushes <<himself>> off the wall, tearing down the poster and crumpling it up.
<<else>>
A snide voice greets you on your way inside. "You're a slippery little shit, aren't you?" It's Bailey. <<Hes>> leaning against the wall, musing at you. "I'm glad you're alright."
<br><br>
<<He>> pushes <<himself>> off the wall and prowls towards you.
<</if>>
<br><br>
<<if $renttime lte 0>>
"Pay your dues next time so we won't have to go through this again. Speaking of which..." <<He>> holds out <<his>> hand.
<<endevent>>
<<if $robinfirstrentfight and ($baileypaychain lt 2 or $renttime lte -1) and _robinAtOrphanage>>
<<rentduerobin 0>>
<<else>>
<<rentdue 0>>
<</if>>
<<elseif $babyIntros and $babyIntros.Bailey and $babyIntros.Bailey.length gt 0>>
<<homeBabyIntro>>
"Pay your dues next time so we won't have to go through this again," <<he>> says before pinching your cheek painfully.<<stress 6>><<trauma 6>><<gstress>><<gtrauma>>
<br><br>
Bailey walks back into <<his>> office. You rub your cheek as you trudge to your bedroom.
<br>
<<if $robinReunionScene is "dungeon" or $robinReunionScene is "dungeonRobin">>
<span class="blue"><i>Robin's probably worried sick about you. You should check on <<nnpc_him "Robin">> when you get the chance.</i></span>
<br>
<</if>>
<br>
<<link [[Next|Bedroom]]>><<endevent>><</link>>
<br>
<<else>>
"Pay your dues next time so we won't have to go through this again," <<he>> says before pinching your cheek painfully.<<stress 6>><<trauma 6>><<gstress>><<gtrauma>>
<br><br>
Bailey walks back into <<his>> office. You rub your cheek as you trudge to your bedroom.
<br>
<<if $robinReunionScene is "dungeon" or $robinReunionScene is "dungeonRobin">>
<span class="blue"><i>Robin's probably worried sick about you. You should check on <<nnpc_him "Robin">> when you get the chance.</i></span>
<br>
<</if>>
<br>
<<link [[Next|Bedroom]]>><<endevent>><</link>>
<br>
<</if>>
<<elseif $robinmissing is "pillory" and !$robinPillory.known and $robinPillory.active and Time.hour gte 7 and Time.hour lte 15>>
<<generatey1>><<person1>>
<<npc Robin 2>>
One of the younger orphans spots you enter the main hall as they pass by. "You're friends with Robin, right? <<person2>><<Hes>> been gone for a while," <<person1>><<he>> says.
"Where could <<person2>><<he>> have gone?"
<br><br>
<<person1>><<He>> bombards you with questions. Another orphan soon approaches you, and does the same.
"Is <<person2>><<he>> going to be okay? Where did <<he>> go?"
<br><br>
<<link [[Answer truthfully|Robin Pillory Truth]]>><</link>>
<br>
<<link [[Evade the question|Robin Pillory Evade]]>><</link>>
<<elseif $home_gone gte 168 and Time.dayState isnot "night">>
<<generatey1>><<person1>>
You notice something on the wall. It's a missing person's poster with a picture of you on it. It hasn't been taken down, which means Bailey must be looking for you as well.
<br><br>
<<if $orphan_hope gte 10>>
A <<person>> on cleaning duty notices you and glances at the poster. <<His>> eyes widen. "It's you!" <<he>> says, dropping <<his>> mop. "We didn't know if we'd see you again."
<br><br>
<<set $home_gone to 0>>
<<He>> sighs with relief while taking down the poster.<<ghope>><<hope 1>>
<br><br>
<<else>>
A <<person>> on cleaning duty notices you and spills <<his>> mop bucket. Before you can react, <<he>> steps forward and squeezes you. "It's you. We didn't think you were coming back, we-" <<He>> falls silent. Something drips onto your shoulder.
<br><br>
<<set $home_gone to 0>>
<<He>> sighs with relief while letting you go. <<He>> wipes away <<his>> tears, and takes down the poster.<<gghope>><<hope 3>>
<br><br>
<</if>>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<<elseif Time.dayState isnot "night" and $robin.abandoned is 1 and $robinmissing is 0 and C.npc.Robin.init is 1>>
<<npc Robin>><<person1>>
<<unset $robin.abandoned>>
A pair of orphans approach you to let you know that Robin has come back from the docks. They say that <<he>> headed straight to <<his>> room. <<He>> hasn't left for hours now. <<lhope>><<hope -1>>
<br><br>
As you pass by <<his>> room, you see the door cracked open, as if Robin was in too much of a hurry to shut it properly. There's no note on the door, but you hear sobbing from inside. Robin is sitting on <<his>> bed, crying and hugging <<his>> knees.
<br><br>
<<link [[Comfort|Docks_Robin Comfort]]>><<npcincr Robin love 1>><<npcincr Robin trauma -1>><</link>><<glove>><<lrtrauma>><br>
<<link [[Ignore|Docks_Robin Ignore]]>><</link>>
<<elseif Time.days gte 1 and _robin.init is 0 and Time.hour gte 7 and Time.hour lte 20 and !(Time.schoolDay and between(Time.hour, 8, 15))>>
<<set $robindebt to 0>><<set $robindebtlimit to 5>>
<<npc Robin>><<initnpc Robin>><<person1>>You hear a voice shout behind you. "Hey!" It's Robin. <<Hes>> another resident at the orphanage. <<Hes>> always looked up to you, despite being about the same age. <<He>> runs towards you and fails to slow down in time, colliding with you and almost falling over. You hold <<his>> arm to steady <<him>>. "Thanks," <<he>> says, looking embarrassed though still smiling.
<br><br>
"I didn't see you yesterday. Remember, <span class="gold">you can visit me in my room</span> anytime you want. I have something to show you. I'm so excited!" <<He>> hugs you, then runs off before you can respond.
<br><br>
<<endevent>>
<<link [[Next|Orphanage]]>><</link>>
<br>
<<elseif $loft_whitney is 1>>
<<npc "Bailey">><<person1>>
A hand taps your shoulder. It's Bailey. "I'm taking that contraband," <<he>> says. Then, with barely a pause, snatches Whitney's cigarettes your from your grasp. <<He>> walks away without another word.
<br><br>
<<endevent>>
<<link [[Next|Orphanage]]>><<set $loft_whitney to 3>><</link>>
<br>
<<elseif $loft_whitney is 2>>
<<npc "Bailey">><<person1>><<generatey2>>
You find one of the residents, a <<person2>><<person>>, cowering before Bailey in the main hall.
<br><br>
<<person1>>
"Don't lie to me," Bailey says. "Hand over the contraband." <<He>> grasps the <<person2>><<persons>> arm, and snatches a packet of cigarettes from <<his>> grasp.
<br><br>
"A bully made me do it!" the <<person>> says, but Bailey is already turning away, uncaring.
<br><br>
You suspect the bully is Whitney. They failed to convince you to try smoking in the loft, so they conscripted someone else.
<br><br>
<<endevent>>
<<link [[Next|Orphanage]]>><<set $loft_whitney to 4>><</link>>
<br>
<<elseif $renttime lte 0>>
<<set $bus to "home">>
A hand rests on your shoulder from behind. <span class="red">It's Bailey.</span>
<<if $robinfirstrentfight and ($baileypaychain lt 2 or $renttime lte -1) and _robinAtOrphanage>>
<<rentduerobin 0>>
<<else>>
<<rentdue 0>>
<</if>>
<<elseif $babyIntros and $babyIntros.Bailey and $babyIntros.Bailey.length gt 0>>
<<npc Bailey>><<person1>>
"There you are," a voice says. You turn to see Bailey approaching you.
<br><br>
<<homeBabyIntro>>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br>
<<elseif $christmas is 1 and Time.monthDay is 25 and $christmas_gift is "clothes" and !$christmas_event_2 and Time.dayState isnot "night">>
<<set $christmas_event_2 to 1>>
<<pass 30>>
<<earnFeat "A Festive Home">>
The plastic tree is the centre of activity. Each orphan has at least one gift addressed to them. Unable to contain themselves, they tear through the packaging, and find the clothes you bought. Most seem happy, though one <<generatey1>><<person1>><<person>> complains. "A shirt?" <<he>> says. "That's boring. I wanted a console."
<br><br>
"Don't be ungrateful," an older <<generatey2>><<personsimple>> says. "That shirt looks nice and warm." A gust of wind blows through a gap in a faulty window as if in support.<<ggghope>><<hope 10>>
<br><br>
<<endevent>><<npc Bailey>><<person1>>
Bailey watches. None of the gifts seem to upset <<him>>. "Pick this mess up," <<he>> barks, gesturing at the wrapping paper strewn about. "All of you."
<br><br>
As the paper clears, Bailey sees an unclaimed gift at the base of the tree. It has <<his>> name on it. <<He>> examines it in <<his>> hands for a moment, then leaves the room with the gift held under <<his>> arm.
<br><br>
One of the newer residents smiles at the sight. The rest seem uneasy.
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br>
<<elseif $christmas is 1 and Time.monthDay is 25 and $robinmissing is 0 and _robin.init is 1 and $christmas_robin_gift_received is undefined and Time.hour gte 7>>
<<set $christmas_robin_gift_received to true>>
You spot a present laid under the tree with your name on it. It's from Robin.
<br><br>
You unwrap it. It's a box of cookies. You're glad Bailey isn't around.<<ltrauma>><<lstress>><<trauma -6>><<stress -6>>
<br><br>
<<link [[Next|Orphanage]]>><</link>>
<br>
<<elseif $christmas is 1 and Time.monthDay is 25 and $robinmissing is 0 and $christmas_gift_robin_wrapped is 1 and $christmas_gift_robin_given is undefined and Time.dayState isnot "night">>
<<set $christmas_gift_robin_given to true>>
<<christmas_robin>>
<<elseif $daily.homeEvent isnot 1 and Time.hour gte 6 and Time.hour lte 21>>
<<set $daily.homeEvent to 1>>
<<homeevent>>
<<elseif Time.hour gte 16 and Time.hour lte 21 and getRobinLocation() is "orphanage"
and !$fromRobinRoom and _robin.cdquest is 2 and _robin.trauma lte 20 and !$daily.robin.cdevent>>
<<set $daily.robin.cdevent to 1>>
<<npc Robin>><<person1>>
<<generatey2>><<person2>>
You see Robin talking with a <<person2>><<person>>. Robin waves you over.
<br><br>
<<link [[Go over|Robin CD Socialise]]>><</link>>
<br>
<<link [[Ignore|Orphanage]]>><<endevent>><</link>>
<<else>>
<<if $halloween is 1 and Time.monthDay is 31 and !$fromRobinRoom and $robinmissing is 0 and Time.hour gte 16 and Time.hour lt 19 and _robin.init is 1>>
<<if $halloween_robin_costume>>
You see Robin, dressed as a $halloween_robin_costume and surrounded by excited orphans.
<<elseif _wraithEvent>>
You see someone wearing a bedsheet over their head. They're completely motionless, and the hall is empty and silent. <span class="red">The bedsheet is a terrible, familiar pale.</span>
<br><br>
<span class="wraith">"Trick or treat."</span>
<br><br>
You stumble backwards and shriek, and in a single blink, the hall changes completely. Now you see Robin, surrounded by excited orphans and holding <<nnpc_his "Robin">> bedsheet in <<nnpc_his "Robin">> arms, looking at both you and the bedsheet with utter confusion in <<nnpc_his "Robin">> eyes.
<<else>>
You see someone wearing a bedsheet over their head. They're surrounded by excited orphans.
<</if>>
<br><br>
<<foodicon "halloween">><<link [[Approach them|Robin Trick Hall]]>><</link>>
<br><br>
<</if>>
<<if $bailey_housekeeping isnot undefined or $bailey_housekeeping is 1>>
<<ind>><<link [[Work a shift in the Orphanage (1:00)|Orphanage Housekeeping]]>><<pass 60>><<housekeeping 2 1000>><</link>><<ghousekeeping 1000>>
<br><br>
<</if>>
<<if $police_hack is 2 and ($pub_hack_job is 1 or $pub_hack_job is 2)>>
<<investigateicon>><<link [[Find hacker (0:10)|Orphanage Hacker]]>><<pass 10>><</link>>
<br><br>
<<elseif $pubfame and $pubfame.intro lte 2 and $pub_hack_job lte 3>>
<<investigateicon>><<link [[Find hacker (0:10)|Orphanage Hacker]]>><<pass 10>><</link>>
<br><br>
<</if>>
<<if $kylar_camera is 5>>
<<ind>><<link [[Decide what to do with Kylar's camera (0:05)|Orphanage Kylar Camera]]>><<pass 5>><</link>>
<br><br>
<</if>>
<<if $christmas is 1 and Time.monthDay is 25 and Time.dayState isnot "night" and $exposed lte 0>>
<<ind>><<link [[Celebrate Christmas (1:00)|Orphanage Christmas]]>><<pass 60>><<trauma -12>><<stress -6>><</link>><<lltrauma>><<lstress>>
<br>
<</if>>
<<gardenicon>><<link [[Garden (0:01)|Garden]]>><<pass 1>><</link>>
<br><br>
<<officeicon>><<link [[Bailey's office (0:01)|Bailey's Office]]>><<pass 1>><</link>>
<br>
<<orphanageWard>>
<br>
<<if Time.hour gte 18 and Time.hour lte 20 and _robin.trauma gte 40 and $robinmissing is 0 and !$robinTraumaVisit>>
<<bedicon>><<link [[Bedroom (0:01)|Robin Trauma Visit]]>><<set $phase to 0>><<pass 1>><</link>>
<br>
<<elseif $kylar.timer.home gte 100 and $kylar.home is undefined>>
<<bedicon>><<link [[Bedroom (0:01)|Kylar Bedroom 1]]>><<pass 1>><<set $kylar.timer.home to 0>><<set $kylar.home to 0>><</link>>
<br>
<<elseif $kylar.timer.home gte 100 and $kylar.home is 0 and C.npc.Kylar.state is "active">>
<<bedicon>><<link [[Bedroom (0:01)|Kylar Bedroom 2]]>><<pass 1>><<set $kylar.timer.home to 0>><<set $kylar.home to 1>><</link>>
<br>
<<else>>
<<bedicon>><<link [[Bedroom (0:01)|Bedroom]]>><<pass 1>><</link>>
<br>
<</if>>
<<bathroomLink>>
<br>
<<kitchenicon "stove">><<link [[Kitchen (0:01)|Kitchen]]>><<pass 1>><</link>>
<br>
<<robinroom_link>>
<br>
<<if $loft_known is 1>>
<<lofticon>><<link [[Loft (0:01)|Orphanage Loft]]>><<pass 1>><</link>>
<br>
<</if>>
<<home_outside>>
<br>
<</if>>
<<if $fromRobinRoom>>
<<unset $fromRobinRoom>>
<</if>><<effects>>
/*Not in yet*/
You play a fighting game. You struggle to keep up with the move list.
--
You're playing a pixelated war game. Soldiers move across the battlefield in an orderly manner. You're all set for the bloodshed to come as you bark your orders with buttons.
--
A game set in medieval times beckons you with adventure. You spend your time cutting down trees instead.
--
You're astonished at the variety of games that have been purchased on the device. You speculate that Robin didn't want you to get bored or was unaware of what you liked.
--
You play a sports game. One of the players on your team suffers a career-ending injury.
--
You bash and claw at your opponents in a fighting game, leaving you the victor in a tournament ladder.
--
A horror game pits you against yourself. You do well to keep your sanity in an abandoned city.
--
An overarching RPG leaves you a bit confused. You ponder whether you're making the correct choices with an odd cast of characters.
--
An arcade-style hack and slash occupy your time. An entire horde of orcs is no match for your divine strength loaned to you by the Gods.
--
In a fighting game, you frustratingly try to learn a decent combo on a character. It takes some time, but you think you've got it figured out.
--
A first-person shooter's story leaves you pondering about your character's actions. You ignore the implications and continue charging through the arenas.
--
You find an Easter egg in one of your games. The developer thanks you for playing.
--
No soldier is a match for your unstoppable onslaught. Cheater.<<effects>>
You celebrate Christmas with the other residents.
<<rng>>
<<if Time.hour gte 20>>
They begin to take down decorations as the day comes to a close.
<<else>>
<<if $rng gte 91>>
<<wearProp "cookie">>
Freshly baked cookies are passed around. You take one for yourself.<<lstress>><<stress -6>>
<<elseif $rng gte 81>>
Some chat about how cold it is outside. You can't help but agree.
<<elseif $rng gte 71>>
A <<generatey1>><<person1>><<person>> passes a gift to a <<generatey2>><<person2>><<person>>. <<He>> looks delighted, but is patient enough to resist unwrapping it on the spot.
<<elseif $rng gte 61>>
<<if $robinmissing is 0>>
<<wearProp "packet of sweets">>
Robin passes out small bags of snacks. A <<generatey1>><<person1>><<person>> keeps watch for Bailey.
<<else>>
A <<generatey1>><<person1>><<person>> stares out the window. <<Hes>> worried about Robin.
<</if>>
<<elseif $rng gte 51>>
Some of the tinsel decorations have fallen to the floor, so you put them back in place.
<<elseif $rng gte 41>>
Some complain about how chilly the orphanage is. <<generatey1>><<person1>>A <<person>> wants to ask Bailey to turn up the heat, but the others dissuade <<him>>.
<<elseif $rng gte 31>>
They're loud and joyous.
<<elseif $rng gte 21>>
Someone snuck in some advocaat.
<<elseif $rng gte 11>>
A <<generatey1>><<person1>><<person>> received an expensive, electronic gift from an unknown party. <<He>> catches a lot of jealousy.
<<else>>
The hall is filled with mirth.
<</if>>
<</if>>
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "home">><<effects>>
You hide inside a cupboard before being spotted. You dare not touch the creaky door, but the darkness of the small room should conceal you. You crouch behind a trolley stacked full with bottles of cleaning solution.
<br><br>
<<if $rng lte 80>>
The <<person>> walks by without a glance. Heart thumping, you make it back to the safety of your room.
<br><br>
<<link [[Next|Bedroom]]>><<endevent>><</link>>
<<exit>>
<</if>>
Your heart beats faster as the <<person>> stops outside. You reach around for something, anything to cover with. There's nothing but brooms and bottles. <<He>> blinks at you through the gloom. <<He>> can't see you properly, but <<his>> eyes will adjust.
<br><br>
<<He>> grasps the trolley. "I'm on cleaning duty," <<he>> says as <<he>> starts to pull away the only thing protecting you.
<br><br>
<<set $skulduggerydifficulty to 400>>
<<link [[Deceive|Orphanage Hide Skul]]>><</link>><<skulduggerydifficulty>>
<br>
<<link [[Throw broom|Orphanage Hide Throw]]>><</link>><<difficulty 50>>
<br><<set $outside to 0>><<set $location to "home">><<effects>>
You strut right past <<him>>, chin held high.
<<if $rng gte 81>>
<<He>> gasps and tumbles backwards into <<his>> room.
<<elseif $rng gte 61>>
<<His>> jaw drops as <<he>> watches you pass, completely transfixed.
<<elseif $rng gte 41>>
<<He>> smiles and whistles at you.
<<elseif $rng gte 21>>
<<He>> blushes and covers <<his>> eyes.
<<else>>
<<He>> holds <<his>> hands to <<his>> eyes, but peeks between <<his>> fingers.
<</if>>
<<exhibitionism4>>
<<fameexhibitionism 1>><<if $orphanageexposed is undefined>><<set $orphanageexposed to 1>><<else>><<set $orphanageexposed += 1>><</if>>
Heart thumping, you make it back to your room and close the door.
<<if $orphanageexposed gte 10 and random(1, 100) gte 51>>
You're still breathing heavily when quiet footsteps approach, followed by a soft knocking.
<br><br>
You open the door and peek around the gap, careful to keep your body hidden. The <<person>> stands in front, but there are others. Many have caught you naked in the halls, but others have not. Those at the back stand on tiptoes.
<br><br>
"Hi," the <<person>> gulps. "I told my friends about what I saw. C-could you do that again for us?"
<br><br>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Flaunt|Orphanage Flaunt 2]]>><</link>><<exhibitionist5>>
<br>
<</if>>
<<link [[Comply nervously|Orphanage Flaunt Nervous]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>
<br>
<<link [[Refuse|Orphanage Flaunt Refuse]]>><</link>>
<<else>>
<br><br>
<<link [[Next|Bedroom]]>><<endevent>><</link>>
<</if>><<set $outside to 0>><<set $location to "home">><<effects>>
<<if $speech_attitude is "meek">>
"W-wait," you say. "Please leave it. Just for five minutes. It's broken and I'm fixing it."
<<elseif $speech_attitude is "bratty">>
"Drop it," you say. "Or you'll spill the bottles everywhere. This wheel is busted. Come back in five minutes and I'll have fixed it."
<<else>>
"Stop," you say. "The wheel is broken. Give me five minutes and I'll have it fixed."
<</if>>
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<span class="green"><<He>> lets go of the handle.</span> "Oh," <<he>> says. "Okay. I'll wait in my room." <<He>> leaves you in the dark. You wait until you hear <<his>> door close. Your heart thumps as you make it back to the safety of your own.
<br><br>
<<skulduggeryuse>>
<<link [[Next|Bedroom]]>><<endevent>><</link>>
<<exit>>
<</if>>
"It seems fine," <<he>> says. <span class="red"><<He>> continues to pull the trolley from the cupboard,</span> exposing you. <<He>> drops the handle in shock when <<he>> notices your <<lewdness>>.
<<if $rng gte 81>>
<<He>> gasps and leans back against the wall.
<<elseif $rng gte 61>>
<<His>> jaw drops as <<he>> ogles you, completely transfixed.
<<elseif $rng gte 41>>
<<He>> smiles and whistles at you.
<<elseif $rng gte 21>>
<<He>> blushes and covers <<his>> eyes.
<<else>>
<<He>> holds <<his>> hands to <<his>> eyes, but peeks between <<his>> fingers.
<</if>>
Face red and heart thumping, you dart past <<him>>, down the corridor and into your room.
<br><br>
<<if $orphanageexposed is undefined>><<set $orphanageexposed to 1>><<else>><<set $orphanageexposed += 1>><</if>>
<<skulduggeryuse>>
<<if $orphanageexposed gte 10 and random(1, 100) gte 51>>
You're still breathing heavily when quiet footsteps approach, followed by a soft knocking.
<br><br>
You open the door and peek around the gap, careful to keep your body hidden. The <<person>> stands in front, but there are others. Many have caught you naked in the halls. Those at the back stand on tiptoes.
<br><br>
"Hi," the <<person>> gulps. "I told my friends about what I saw. C-could you do that again for us?"
<br><br>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Flaunt|Orphanage Flaunt 2]]>><</link>><<exhibitionist5>>
<br>
<</if>>
<<link [[Comply nervously|Orphanage Flaunt Nervous]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>
<br>
<<link [[Refuse|Orphanage Flaunt Refuse]]>><</link>>
<br>
<<else>>
<br><br>
<<link [[Next|Bedroom]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "home">><<effects>>
You throw a broom head at the <<person>> and spring from your hiding place. <<His>> eyes shut and <<he>> holds <<his>> arms to <<his>> face to shield it.
<<if $rng gte 51>>
One of the other brooms falls in your path, <span class="green">but you leap over it</span>. Heart thumping, you run down the corridor and into the safety of your room before the <<person>> recovers.
<br><br>
<<link [[Next|Bedroom]]>><<endevent>><</link>>
<<exit>>
<</if>>
One of the other brooms falls in your path, <span class="red">tripping you and leaving you sprawled on the ground</span>.
<br><br>
<<He>> recovers before you, and drops the handle in shock when <<he>> notices your <<lewdness>>.
<<if $rng gte 81>>
<<He>> gasps and leans back against the wall.
<<elseif $rng gte 61>>
<<His>> jaw drops as <<he>> ogles you, completely transfixed.
<<elseif $rng gte 41>>
<<He>> smiles and whistles at you.
<<elseif $rng gte 21>>
<<He>> blushes and covers <<his>> eyes.
<<else>>
<<He>> holds <<his>> hands to <<his>> eyes, but peeks between <<his>> fingers.
<</if>>
<<if $orphanageexposed is undefined>><<set $orphanageexposed to 1>><<else>><<set $orphanageexposed += 1>><</if>>
Face red and heart thumping, you dart past <<him>>, down the corridor and into your room.
<br><br>
<<if $orphanageexposed gte 10 and random(1, 100) gte 51>>
You're still breathing heavily when quiet footsteps approach, followed by a soft knocking.
<br><br>
You open the door and peek around the gap, careful to keep your body hidden. The <<person>> stands in front, but there are others. Many have caught you naked in the halls. Those at the back stand on tiptoes.
<br><br>
"Hi," the <<person>> gulps. "I told my friends about what I saw. C-could you do that again for us?"
<br><br>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Flaunt|Orphanage Flaunt 2]]>><</link>><<exhibitionist5>>
<br>
<</if>>
<<link [[Comply nervously|Orphanage Flaunt Nervous]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>
<br>
<<link [[Refuse|Orphanage Flaunt Refuse]]>><</link>>
<br>
<<else>>
<br><br>
<<link [[Next|Bedroom]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "home">><<effects>>
<<fameexhibitionism 20>>
Wanting to avoid any jealousy, you throw open the door and stride into the hallway. The small crowd parts to let you through. You take your time, and pretend to be on a catwalk. Their eyes are locked onto your <<lewdness>>. The hallway isn't wide enough for three people, so you rub against everyone as you move.
<br><br>
"Do you like what you see?" you say as you twirl at the end of the hallway. You make your way back to your room, and blow a quick kiss over your shoulder before closing the door behind you. Your heart races as you listen to their excitement through the door.
<br><br>
<<link [[Next|Bedroom]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "home">><<effects>>
<<fameexhibitionism 10>>
Fearing that they would otherwise not leave you alone, you nervously open the door. <<covered>> The crowd stares at you, taking in every inch of your body. "Th-there," you say. "You've seen what you wanted." You slam the door shut and sink to the ground with your back against it. Your heart races. You hope that will satisfy their curiosity.
<br><br>
<<link [[Next|Bedroom]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "home">><<effects>>
Not wanting to repeat the utter shame of even one person seeing you naked, let alone a whole group, you shake your head. You try to close the door again, but a foot blocks you from doing so.
<br><br>
<<if $speech_attitude is "meek">>
"P-please leave me alone," you say.
<<elseif $speech_attitude is "bratty">>
"I said no," you say.
<<else>>
"I can't," you say.
<</if>>
<br><br>
The <<person>> pauses a moment, then moves <<his>> foot. Your heart races as you close the door and sink to the ground. You hear the crowd arguing outside, but they soon head back to their rooms.
<br><br>
<<link [[Next|Bedroom]]>><<endevent>><</link>><<effects>><<set $rescued += 1>><<npcincr Bailey love -1>>
Bailey marches down the corridor and into your room, investigating the sounds of your scream. "You better be dying in there." The <<person1>><<person>> climbs on the bed and bolts through the open window.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Bailey>><<person1>>"I don't know what this town's coming to," Bailey says as <<he>> closes the window. <<He>> turns to you. "Don't disturb me again unless it's important." <<He>> slams the door shut as <<he>> leaves.
<<endevent>>
<br><br>
<<link [[Next|Bedroom]]>><</link>><<effects>>
<<He>> recoils in pain, giving you the chance you need to escape. <<tearful>> you flee to the bathroom and lock the door behind you. There's a window you can use to escape should <<he>> persist.
<br><br>
<<pass 30>>
After thirty minutes pass without event, you quietly head back to your bedroom. You feel relief as you see it empty.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Bedroom]]>><</link>><<effects>>
You find a deserted part of the garden and bask in the sun. You feel the warmth seep into your skin.
<br><br>
It might feel even better if you were undressed...
<br><br>
<<baskicon>><<link [[Strip|Nude Bask]]>><<set $stress -= 40>><</link>><<exhibitionist1>><<lstress>>
<br>
<<ind>><<link [[Stop|Garden]]>><</link>><<effects>>
<<if $worn.upper.name isnot "naked">>You remove your $worn.upper.name<<if $worn.lower.name isnot "naked" and $worn.upper.set isnot $worn.lower.set>> and your $worn.lower.name<</if>>.<</if>>
<br><br>
<<upperstrip>><<lowerstrip>>
The warmth feels wonderful on your bare skin.
<br>
<<exhibitionism1>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure) and $eventskip is 0>>
You open your eyes and notice that your clothes aren't where you left them. You look around with increasing distress, but can't see them anywhere. Someone must have taken them. Maybe whoever did it is still around.
<br><br>
<<link [[Call out|Bask Call]]>><</link>>
<br>
<<link [[Sneak inside|Bask Sneak]]>><<set $upperoff to 0>><<set $loweroff to 0>><</link>>
<<exit>>
<</if>>
<<if Time.dayState is "day">>
<<baskicon>><<link [[Continue (0:20)|Nude Bask]]>><<set $stress -= 10>><<pass 20>><</link>><<lstress>><<run Skin.tanningGainOutput(Skin.getTanningFactor().result, 10)>>
<br>
<<skinicon "masturbate">><<link [[Masturbate|Nude Masturbation]]>><<set $masturbationstart to 1>><</link>>
<br>
<<refuseicon>><<link [[Stop|Garden]]>><<clotheson>><</link>>
<<else>>
The sun starts to disappear behind the rooftops.
<br><br>
<<dressasyouwereicon>><<link [[Get dressed|Garden]]>><<clotheson>><</link>>
<</if>><<widget "passouthome">>
<<if isPregnancyEnding()>>
<<pregnancyPassout "home">>
<<else>>
<<link [[Everything fades to black...->Passout home]]>><</link>>
<</if>>
<</widget>><<effects>>
<<if $molestationstart is 1>>
/* clear soap prop and any reequipped handheld items */
<<handheldon>><<handheldstrip>>
<<set $molestationstart to 0>>
<<molested>>
<<controlloss>>
<<set $combat to 1>>
<<if $tentacledisable is "f">>
<<set $enemytype to "tentacles">>
<<tentaclestart 2 15 "tendril">>
<<else>>
<<set $enemytype to "swarm">>
<</if>>
<<swarminit "slimes" "slime mass" "moving towards you" "encircle you" "fend off" 8 0>>
<<set $timer to 20>>
<</if>>
<<swarmeffects>>
<<if $tentacledisable is "f">>
<<effectstentacles>>
<</if>>
<<swarm>>
<<if $tentacledisable is "f">>
<<tentacles>>
<<statetentacles>>
<<actionsOmni>>
<<else>>
<<swarmactions>>
<</if>>
<<if $timer lte 0>>
<span id="next"><<link [[Next|Bath Slime Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|$passage]]>><</link>></span><<nexttext>>
<</if>><<effects>>
The last of the water drains from the bath, taking the slime with it. <<tearful>> you climb out the bath.
<br><br>
<<endcombat>>
<<link [[Next|Bath Finish]]>><</link>><<set $outside to 1>><<set $location to "home">><<effects>>
<<if $rng gte 51>>
You join the game of hide-and-seek.
<<rng>>
<<if $rng gte 91>>
You hide behind a large potted plant,
<<elseif $rng gte 81>>
You hide behind a tree,
<<elseif $rng gte 71>>
You hide in an abandoned shed,
<<elseif $rng gte 61>>
You hide round the corner of the orphanage,
<<elseif $rng gte 51>>
You hide behind a bush,
<<elseif $rng gte 41>>
You hide within a patch of long grass,
<<elseif $rng gte 31>>
You hide behind a flowerbed,
<<elseif $rng gte 21>>
You hide behind a rock,
<<elseif $rng gte 11>>
You hide behind an old wheelbarrow,
<<else>>
You hide beneath a bush,
<</if>>
<<generates1>><<person1>> and wait for the <<person>> to find you.
<br><br>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure)>>
It doesn't take <<him>> long. "I've got you!" <<he>> exclaims as <<he>> pulls you from your hiding place. <<He>> doesn't let go once you're in the open, instead <<he>> pulls you closer and starts exploring your body with <<his>> hands.
<br><br>
<<link [[Shove|Garden Shove]]>><</link>>
<br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Allow|Garden Sex]]>><<set $sexstart to 1>><</link>><<promiscuous2>>
<br>
<</if>>
<<else>>
<<rng>>
<<if $rng gte 81>>
You hear <<him>> search and find the orphans one by one, until you're the only one left. After a couple more minutes <<his>> impatience gets the better of <<him>>. "I give up. You win!" <<he>> shouts. You leave your hiding place triumphant.
<br><br>
<<else>>
It doesn't take <<him>> long. "I've got you!" <<he>> exclaims as <<he>> pulls you from your hiding place. <<He>> must be cheating.
<br><br>
<</if>>
<<link [[Next|Garden]]>><<endevent>><</link>>
<</if>>
<<exit>>
<</if>>
<<generates1>><<person1>>A <<person>> runs up to you and prods your shoulder. "You're it!" <<he>> says with glee.
<br><br>
<<if $rng gte 81>>
You tag someone else and continue playing. You're chasing the <<person>> when <<he>> trips over a fallen branch, and you trip in turn. You land on top of <<him>>.
<br><br>
<<link [[Stand up|Garden]]>><<endevent>><</link>>
<br>
<<link [[Flirt|Garden Flirt]]>><</link>><<promiscuous1>>
<br>
<<else>>
You tag someone else and continue playing for a time.
<br><br>
<<link [[Next|Garden]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "home">><<effects>>
<<set $rentmoney to 10000>><<rentmod>>
<<set $renttime to 7>><<set $rentday to Time.weekDay>>
<<set $rentstage to 1>>
<<npc Bailey>><<person1>>
You enter Bailey's office. "I know why you're here," <<he>> says, running a hand through <<his>> dark hair. "You want me to release you from my protection, so you'll be an independent citizen. I could do that. But there's a problem. You've been living under my roof without giving anything in return. You owe me. Until you pay me back, I'm not letting you go."
<br><br>
<<He>> lifts an envelope from <<his>> desk and thumbs through the contents. You glimpse your name. <<He>> smiles as <<he>> hides your identification documents in <<his>> jacket. "<<printmoney $rentmoney "pink">> should do. To start with. I don't care how you get it. Knock on doors and ask for work. Rent yourself as a footstool. Steal it even. Just have it a week from now. Or I'll find a way to <span class="red">extract value</span> from you."
<br><br>
You return to your tiny bedroom and wonder what to do.
<<endevent>>
<hr>
<<attitudes>>
<br>
<<link [[Next|Bedroom]]>><</link>><<set $outside to 0>><<set $location to "home">><<effects>>
<<set $stress -= 2000>>
<<npc Bailey>><<person1>>You're awoken by a sharp pain in your face. It's Bailey. <<He>> slaps you again. "I provide a perfectly good bed for you, yet you opt to sleep on the floor." <<He>> slams the door shut as <<he>> leaves.
<br><br>
<<pain 5>>
<<link [[Next|Bedroom]]>><<endevent>><</link>>
<br><<effects>><<run statusCheck("Robin")>>
<!-- Bailey catches you by surprise, no time to get dressed -->
<<if $inRobinsRoom>>
Robin's bedroom door bursts open without warning. <span class="red">It's Bailey.</span>
<br><br>
"You thought you could hide in Robin's room?" Bailey sneers.
<<else>>
Your bedroom door bursts open without warning. <span class="red">It's Bailey.</span>
<</if>>
<<if $exposed gte 1>>
<<nnpc_He "Bailey">> looks over you briefly. "Put your clothes on," <<nnpc_he "Bailey">> says. <<nnpc_He "Bailey">> snaps <<nnpc_his "Bailey">> fingers. "Now."
You hastily throw on the clothes you had on before. <<bedclotheson "bed">>
<</if>>
<br><br>
<<if $robinfirstrentfight and ["orphanage","bath","sleep"].includes(_robin_location)>> <!-- the first robin fight has already happened -->
<<rentduerobin `!["sleep", "orphanage"].includes(_robin_location)`>>
<<else>>
<<if ["sleep", "orphanage"].includes(_robin_location) and $inRobinsRoom>>
<<rentdue 1>> <!-- Robin is in the room with the PC -->
<<else>>
<<rentdue 0>>
<</if>>
<</if>>
<<unset $inRobinsRoom>><<effects>>
<<bedicon>><<link [[Step away|Bedroom]]>><<handheldon>><<unset $mirrorMenu>><<unset $bodywritingSet>><<postMirror>><</link>>
<br>
<<mirror>>
<br><br><<effects>>
<<set $simpleMirror = true>>
<<if $previousPassage is undefined>>
<<set $previousPassage = "Bedroom">>
<</if>>
<<ind>><<link [[Step away|$previousPassage]]>><<handheldon>><<unset $mirrorMenu>><<unset $simpleMirror>><<unset $bodywritingSet>><<postMirror>><</link>>
<br>
<<mirror>>
<br><br><<effects>>
<<beastNEWinit 1 cat>>
You're interrupted when you spot a pair of eyes watching you from a bush nearby. A <<beasttype>> walks out.
<br><br>
<<saveNPC 0 nude_cat>>
<<endmasturbation>>
<<endcombat>>
<<loadNPC 0 nude_cat>>
<!-- Modified for Beast People -->
<<if $monster is 1 or $bestialitydisable is "f">>
<<link [[Spread your legs|Nude Oral]]>><<trauma -6>><<stress -12>><<arousal 600>><</link>><<ltrauma>><<lstress>><<garousal>><<deviant1>>
<br>
<</if>>
<<link [[Pet|Nude Pet]]>><<trauma -6>><<stress -12>><</link>><<ltrauma>><<lstress>>
<br><<effects>>
<<bHe>> walks between your legs and beholds your <<genitals>> with curiosity. <<bHe>> sniffs, then starts licking. <<bHes>> very gentle, as if aware of the roughness of <<bhis>> tongue. <<if playerChastity()>>Your $worn.genitals.name is no defence against <<bhis>> agile tongue.<</if>><<deviancy1>>
<<if $arousal gte ($arousalmax / 5) * 4>>
<<arousal 2000 "genitals">>
You lie back and let the <<beasttype>> pleasure you, stroking <<bhis>> ears as <<bhe>> does. You feel your climax build as the <<beasttype>> works your lewd parts.
<br><br>
<<orgasm>>
<<if $femaleclimax is 1>>
The <<beasttype>> seems disappointed at the lack of fluid, and wanders off to find something else to do.
<<else>>
The <<beasttype>> is eager to lick up your fluid, and makes that <<bhis>> goal as you writhe on the grass. As your convulsions subside, the <<beasttype>> wanders off to find something else to do, a little fluid still on <<bhis>> nose.
<</if>>
<br><br>
<<else>>
You lie back and let the <<beasttype>> pleasure you, stroking <<bhis>> ears as <<bhe>> does. <<bHe>> soon grows bored and leaves you, walking back into the bush it came from.
<br><br>
<</if>>
<<link [[Next|Nude Bask]]>><<clearNPC nude_cat>><<endevent>><</link>>
<br><<effects>>
You reach out and pet the <<beasttype>>. <<bHe>> stretches into your hand and yawns. <<bHe>> turns <<bhis>> tail and leaves the way <<bhe>> came.
<br><br>
<<link [[Next|Nude Bask]]>><<clearNPC nude_cat>><<endevent>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<if $robinbed isnot undefined or $kylarbed is 1>>
<<enable_rescue>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<if $alarm is 1 and $rescue is 0>>
<<set $alarm to 0>>
"Be quiet," Bailey says. "You're paying what you owe, one way or another."
<br><br>
<</if>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Sleep Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Sleep Rape]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<set $forcedprostitutionstat += 1>><<fameprostitution 1>>
The <<person>> climbs off the bed and leaves the room. Bailey stares at you for a moment, then slams the door shut.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Bed]]>><</link>>
<<elseif $enemyhealth lte 0>>
You knock the <<person>> off the bed, and <<he>> stumbles to the ground. "Fucking brat," <<he>> says, then turns to Bailey. "I want my money back."
<br><br>
Bailey gives <<him>> a level stare. "You got what you paid for. Not my fault you couldn't handle <<phim>>."
<br><br>
<<He>> glares at Bailey, but doesn't press the issue. Bailey slams the door shut once <<hes>> gone.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Bed]]>><</link>>
<<elseif $robinbed isnot undefined>>
Robin's eyes flutter open in response to your cry. Robin sees the <<person>> pawing at you, and kicks <<him>> in the face. <<He>> falls off the bed. "Fucking brat," <<he>> says, then turns to Bailey. "I want my money back."
<br><br>
Bailey gives <<him>> a level stare. "You got what you paid for. Not my fault you couldn't handle them."
<br><br>
<<He>> glares at Bailey, but doesn't press the issue. Bailey slams the door shut once <<hes>> gone.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Robin>><<person1>>Robin hugs you, but doesn't seem to be entirely awake. <<He>> falls asleep again in your arms.
<br><br>
<<npcincr Robin dom 1>>
<<endevent>>
<<if $robinbed is "theirs">>
<<link [[Next|Robin Bed]]>><</link>>
<<else>>
<<link [[Next|Bed]]>><</link>>
<</if>>
<<else>>
<<set $daily.kylar.sleepRape to true>>
Kylar's eyes snap open the moment you cry out. <<nnpc_He "Kylar">> lunges out of the bed, tackling the <<person>> to the floor. <<nnpc_He "Kylar">> pulls out a knife from
<<if currentSkillValue('skulduggery') gte 200>>
a hidden pocket on the inside of <<nnpc_his "Kylar">> <<if C.npc.Kylar.pronoun is "m">>pant leg<<else>>skirt<</if>>
<<else>>
out of nowhere
<</if>>
and holds it to the <<persons>> neck.
<br><br>
"Whoa, whoa!" the <<person>> yells. "I get it, I'm gone! Fucking hell!" Kylar backs away, but keeps <<nnpc_his "Kylar">> eyes fixed on the intruder. <<nnpc_He "Kylar">> stays between the two of you.
<br><br>
The <<person>> scrambles for the door. "I want my money back," <<he>> hisses to Bailey.
<br><br>
Bailey gives <<him>> a level stare. "You got what you paid for. Not my fault you couldn't handle them."
<br><br>
"I did not pay for that!" <<He>> glares at Bailey, but doesn't press the issue and stalks out. Bailey examines Kylar for a moment, then slams the door shut.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Kylar>><<person1>>Kylar returns to the bed, and wraps <<his>> arms around you<<if $speech_attitude is "meek">> again<</if>>. <<His>> pulse is racing. "I-It's okay," <<he>> whispers. "I protected you. You're safe."
<<lksuspicion>><<npcincr Kylar rage -1>>
<br><br>
<<endevent>>
<<link [[Next|Kylar Orphanage Bed]]>><</link>>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>>
<<generateMickey>>
<<if $pub_hack_job is 1 or $pubfame and $pubfame.intro is 1>>
The orphans sometimes move rooms. After a few failed attempts you find the right door.
<br><br>
You knock. There's a pause. "Yes?"
<br>
You open the door. A person stands watching you. "Yes?"
<br><br>
"Hi, uh..." you say. "Mickey?"
<br>
The person snorts. "Sure. Let's go with that."
<br>
"Is that your name?"
<br>
"No."
<br>
You smile. "Do you have a name?"
<br>
"Yes."
<br>
"So what do I call you?"
<br>
"I said we could go with Mickey."
<br>
"Look, uh..." You smile again. You can't say if this is a boy or girl. Their voice and build make it hard to tell. "I need help."
<br>
Their eyes narrow. "How so?"
<br>
"I hear you can do things," you say. "With computers?"
<br>
"Who said that?"
<br>
"I heard," you say.
<br>
"It's untrue. Everyone here makes stuff up all the time. Stories. Don't believe everything you hear."
<br>
"But Landry said y-"
<br>
"Landry? Crap. Landry?" The hacker glances around with a touch of panic, then closes the door behind you. "Crap. Okay, strip please."
<br>
"What?"
<br>
"I said
<<if $fame.exhibitionism gte 600>>
strip. It's what you're famous for. Get on with it."
<<elseif $fame.exhibitionism gte 200>>
strip. You've done it before. In much more public places. Get on with it."
<<elseif $exhibitionism lt 35>>
strip." The hacker's face softens. "Look, I don't 'get off' on this. I need to be sure."
<<else>>
strip. Get on with it."
<</if>>
<br><br>
<<else>>
You knock on the hacker's door.
<br>
The door opens. 'Mickey' leans out and looks nervously down the hall, then ushers you in, closing the door behind.
<br>
"Are you ready to do as I asked? To strip?"
<br><br>
<</if>>
<<link [[Strip (0:02)|Orphanage Hacker Strip]]>><<stress 1>><<pass 2>><<if $pubfame and $pubfame.intro lte 2>><<set $pubfame.intro to 3>><</if>><<if $pub_hack_job lte 2>><<set $pub_hack_job to 3>><</if>><<undress "mickey">><</link>><<gstress>>
<br>
<<link [[Refuse|Orphanage Hacker Strip Refuse]]>><<if $pubfame and $pubfame.intro lte 2>><<set $pubfame.intro to 2>><</if>><<if $pub_hack_job lte 2>><<set $pub_hack_job to 2>><</if>><</link>><<set $outside to 0>><<set $location to "town">><<effects>>
"Then nothing to talk about now. Change your mind and come back."
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "town">><<effects>>
"And any jewellery."
<br><br>
You take off your clothes. <<if hasSexStat("exhibitionism", 4)>>Disappointingly, they<<elseif $exhibitionism lt 15>>Thankfully, they<<else>>They<</if>> pay you no attention as you strip, being more interested in your clothes. Once nude, all your clothes are shoved into a metal basket. The lid clips down.
<br><br>
"Faraday cage." Their eyes fix on your face. "Stops all transmissions. All listening devices. All radio. All bugs. Nothing in or out."
<br>
"What?"
<br>
They study your face for a long moment.
<<if $hairlength gte 200>>
<<pass 5>>
<br>
"Okay. Look, if- wait! Nice try."
<br>
They spend a few minutes running their fingers through your hair, combing through it. Seeming satisfied, they also check your ears.
<</if>>
<br><br>
<<link [[Next|Orphanage Hacker Strip 2]]>><</link>><<effects>>
"Good-good," they continue. "Okay. If you know about me, and Landry knows about me, then it's no longer safe. Word's out and spreading. Just a matter of time before Bailey hears something.
That would be bad. I need to disappear. I'll help you later. But I need you now. Need you to do three things."
<br><br>
You nod. A small USB device is shoved into your hand.
<br><br>
<<link [[Next|Orphanage Hacker Strip 3]]>><</link>><<effects>>
"One. There's a computer in Bailey's office. Ancient. Full of holes. It's where all the orphan records are. Easy pickings. Plug this device into it.
Computer has to be on and logged in. Might need to catch Bailey using it. This will let me in so I can delete all records of myself.
<br><br>
"Two. Get into Leighton's office. At the school. There's a safebox under the desk. SD memory cards. Lots of them. Pictures of things. Things Leighton does to naive people who don't know better.
People like I was. Leighton can not keep those. I won't allow it. So steal them. You'll have to pick the lock. Don't get caught.
<br><br>
"Three. Put in a good word with Landry. I can make Landry money. Insane money. And I need a place to lie low. So it's win-win. Landry hides me, and I make Landry rich.
Bailey never finds me. So talk to Landry. But do the other stuff first. That's more urgent."
<br><br>
<<link [[Next|Orphanage Hacker Strip 4]]>><</link>><<effects>>
"Okay," you say.
<br>
"Good-good. Do this for me, I'll look out for you. I mean... you might never see me again. But I will. Promise. Anyway get to it."
<br>
"There's one thing-"
<br>
"What? Get to it!"
<br>
You wave a hand to indicate your nudity.
<br>
"Oh, wow." Their eyes widen. "Sorry."
<br>
They pass over the clothes basket.
<br>
"Sorry. Forgot. You, ah, look good."
<br><br>
You grab your clothes and dress with haste.
<br><br>
<<link [[Next|Orphanage]]>><<storeon "mickey">><<set $hacker_tasks to []>><<endevent>><</link>><<effects>>
<<dontHideForNow>>
<<if $leftarm is "bound" and $rightarm is "bound">>
<span class="red">Both of your arms are bound</span>, and you find it difficult to do anything about your pubes this way.
<br>
<<link [[Back->Bathroom]]>><<dontHideRevert>><</link>>
<<exit>>
<</if>>
<<shavestrip>>
<<wearProp "razor">>
You take off your clothes and look at your <<genitals>>.
<br><br>
<<if playerChastity("hidden")>>
The belt fits snug against your body, and it seems that reaching pubes with a razor is almost impossible.
<br><br>
<<link [[Dress up->Bathroom]]>><<clotheson>><<dontHideRevert>><</link>>
<<exit>>
<</if>>
<<if playerChastity("cage")>>
Your penis is <<if $worn.genitals.name is "chastity parasite">>sealed inside the parasite<<else>>locked inside the cage<</if>>. Shaving around it will be a bit more tricky, but that's not a big deal.
<br><br>
<</if>>
<<if $pblevel gte 2 or $pbstrip gte 1 or $pblevelballs gte 2>>
<<shavestyleicon 'clean'>><<link [[Shave clean (0:15)->Shave clean]]>><<pass 15>><<arousal 100>><<set $pblevel to 0>><<set $pbgrowth to 0>><<set $pblevelballs to 0>><<set $pbgrowthballs to 0>><<set $pbstrip to 0>><<set $makeup.pbcolour to 0>><</link>>
<br>
<</if>>
<<if $pblevel gte 5 or $pbstrip gte 2 or ($pbstrip is 1 and $pblevel gte 2)>>
<<shavestyleicon 'strip'>><<link [[Form a landing strip (0:15)->Shave strip]]>><<pass 15>><<arousal 100>><<set $pbstripName to "neat landing strip">><<set $pblevel to 0>><<set $pbgrowth to 0>><<set $pbstrip to 1>><</link>>
<br>
<</if>>
<<if $pblevel gte 5 or $pbstrip gte 3 or ($pbstrip gte 2 and $pblevel gte 2)>>
<<shavestyleicon 'heart'>><<link [[Form a heart (0:15)->Shave strip]]>><<pass 15>><<arousal 100>><<set $pbstripName to "cute heart shape">><<set $pblevel to 0>><<set $pbgrowth to 0>><<set $pbstrip to 2>><</link>>
<br>
<</if>>
<<if $pblevel gte 5 or $pbstrip gte 4 or ($pbstrip gte 3 and $pblevel gte 2)>>
<<shavestyleicon 'triangle'>><<link [[Form a triangle (0:15)->Shave strip]]>><<pass 15>><<arousal 100>><<set $pbstripName to "neat triangle">><<set $pblevel to 0>><<set $pbgrowth to 0>><<set $pbstrip to 3>><</link>>
<br>
<</if>>
<<if $player.ballsExist is true>>
<<if $pblevel gte 2 or $pbstrip gte 1>>
<<shavestyleicon 'clean'>><<link [[Shave only pubis (0:10)->Shave pubis]]>><<pass 10>><<arousal 50>><<set $pblevel to 0>><<set $pbgrowth to 0>><<set $pbstrip to 0>><<if $pblevelballs is 0>><<set $makeup.pbcolour to 0>><</if>><</link>>
<br>
<</if>>
<<if $pblevelballs gte 3>>
<<shavestyleicon 'balls'>><<link [[Shave only balls (0:05)->Shave balls]]>><<pass 5>><<arousal 50>><<set $pblevelballs to 0>><<set $pbgrowthballs to 0>><<if $pblevel is 0 and $pbstrip is 0>><<set $makeup.pbcolour to 0>><</if>><</link>>
<br>
<</if>>
<</if>>
<<if $pblevel gt 5 or $pblevelballs gt 5>>
<<shavestyleicon 'trim'>><<link [[Trim short (0:10)->Shave trim]]>><<pass 10>><<arousal 100>>
<<if $pblevel gte 5>>
<<set $pblevel to 5>><<set $pbgrowth to 7>><<set $pbstrip to 0>>
<</if>>
<<if $pblevelballs gte 5>>
<<set $pblevelballs to 5>><<set $pbgrowthballs to 10>>
<</if>>
<</link>>
<br>
<</if>>
<<if !playerChastity("hidden")>>
<<cosmeticsicon "dyes">><<link [[Dye pubic hair->Dye pubic hair]]>><</link>>
<br>
<</if>>
<<refuseicon>><<link [[Don't shave anything->Bathroom]]>><<clotheson>><<dontHideRevert>><</link>><<effects>>
You pick up some shaving cream and a razor.
<br>
You sit down, spread your legs, and start carefully shaving your pubes. After a few minutes, you are done and your <<genitals_are 2>> now smooth and clean.
<br><br>
<<link [[Next|Bathroom]]>><<clotheson>><<dontHideRevert>><</link>><<effects>>
You pick up some shaving cream and a razor.
<br>
You start carefully shaving hair. After a few minutes, you are done and your pubis is now smooth and clean.
<br><br>
<<link [[Next|Bathroom]]>><<clotheson>><<dontHideRevert>><</link>><<effects>>
You pick up some shaving cream and a razor.
<br>
You prop one leg on a bathtub and start carefully shaving your balls. After a few minutes, you are done and your testicles are now smooth and clean.
<br><br>
<<link [[Next|Bathroom]]>><<clotheson>><<dontHideRevert>><</link>><<effects>>
You pick up some shaving cream and a razor.
<br>
You sit down, spread your legs, and start carefully shaving your pubes. After a few minutes, you are done and your <<genitals_are 2>> now smooth and clean with a <<print $pbstripName>> adorning your pubis.
<br><br>
<<link [[Next|Bathroom]]>><<clotheson>><<dontHideRevert>><</link>><<effects>>
You pick up a comb and a pair of scissors.
<br>
You sit down, spread your legs, and start carefully trimming your pubes. After a few minutes you are done and hair around your <<genitals 2>> is now neatly trimmed.
<br><br>
<<link [[Next|Bathroom]]>><<clotheson>><<dontHideRevert>><</link>><<effects>>
<<set _ownedColours = $makeup.owned.hairdye.filter(x => x.count > 0)>>
<<if _ownedColours.length == 0>>
You don't own any hair dyes. Maybe you should visit a cosmetics shop to buy some.
<br>
<<else>>
<<wearProp "hairdye">>
What colour will it be?
<br>
<<set _choice = _ownedColours[0].colour>>
<<for _i, _item range _ownedColours>>
<label><span class="grey-shadow"><span @class="'hair-' + _item.colour.replace(/ /g, '-')"><span class="colour-hair"><span style="color:#FD6064;"><<hairmapcolourtext _item.colour>></span></span></span></span> <<print '<<radiobutton "_choice" "'+_item.colour+'" ' + (_choice is _item.colour ? "checked" : "") + '>>'>></label>
x _item.count |
<</for>>
<br><br>
<<link [[Dye pubic hair using selected colour (0:30)|Dye pubic hair Finish]]>><<pass 30>><<set $makeup.owned.hairdye.find(x => x.colour == _choice).count -= 1>><<set $makeup.pbcolour = _choice>><</link>>
<</if>>
<br>
<<link [[Back|Shave]]>><</link>><<effects>>
You treat your most sensitive parts with petroleum jelly and then prepare the hair dye.
<br>
Using a small brush, you carefully apply chemicals to your pubes and wait for them to soak in.
<br>
<<arousal 100>>
<br>
After several minutes, you rinse your private area with water and behold your <<genitals 2>> with <<hairmapcolourtext $makeup.pbcolour>> pubic hair.
<br><br>
<<link [[Next|Bathroom]]>><<clotheson>><<dontHideRevert>><</link>><<effects>><<wearProp "pen">>
<<if $writeaction and $writebodyaction>>
<<add_bodywriting $writebodyaction $writeaction pen>>
You write <span class="lewd">"<<print $skin[$writebodyaction].writing>>"</span> on your <<bodypart $writebodyaction>>.
<<unset $writeaction>><<unset $writebodyaction>>
<<elseif $writeaction>>
<span class="blue">You must choose a body part to write on.</span>
<<unset $writeaction>>
<<elseif $writebodyaction>>
<span class="blue">You must choose what to write.</span>
<<unset $writebodyaction>>
<<else>>
You hover the pen over your skin.
<</if>>
<br><br>
Location:
<br>
<<for _active_bodypart range setup.bodyparts>>
<<if $skin[_active_bodypart].writing>>
<<else>>
<<set _bodypart_detected to 1>>
<label>Write on your <<bodypart _active_bodypart>> <<capture _active_bodypart>><<radiobutton "$writebodyaction" _active_bodypart>><</capture>></label>
<br>
<</if>>
<</for>>
<<if _bodypart_detected isnot 1>>
There's no room on your skin.
<br>
<</if>>
<br>
Text:
<br>
<label><span class="lewd">£5 whore <<radiobutton "$writeaction" "five_pound_whore">></span></label> |
<label><span class="lewd">£10 a pop <<radiobutton "$writeaction" "ten_pound_a_pop">></span></label> |
<label><span class="lewd">£25 per fuck <<radiobutton "$writeaction" "twenty_five_pound_per_fuck">></span></label> |
<label><span class="lewd">£100 <<radiobutton "$writeaction" "one_hundred_pound">></span></label> |
<label><span class="lewd">It's not rape if you pay me <<radiobutton "$writeaction" "its_not_rape_if_you_pay_me">></span></label> |
<label><span class="lewd">Whore <<radiobutton "$writeaction" "whore">></span></label> |
<label><span class="lewd">Slut for hire <<radiobutton "$writeaction" "slut_for_hire">></span></label> |
<label><span class="lewd">Body for sale <<radiobutton "$writeaction" "body_for_sale">></span></label> |
<br><br>
<<link [[Write|Mirror Bodywriting]]>><<handheldon>><</link>>
<br>
<<link [[Stop|$passage_mirror]]>><<handheldon>><<unset $writeaction>><<unset $writebodyaction>><</link>>
<br><<effects>><<wearProp "pen">>
<<set _skin_keys to Object.keys(setup.bodywriting)>>
<<if $mirror_bodypart>>
$mirror_bodypart
<br>
<<print $writeaction>>
<br>
<<add_bodywriting $mirror_bodypart $writeaction pen>>
<<unset $mirror_bodypart>><<unset $writeaction>>
<<else>>
You hover the pen over your skin.
<</if>>
<br><br>
<<for _active_bodypart range setup.bodyparts>>
<<if $skin[_active_bodypart].writing>>
<<else>>
<<capture _active_bodypart>><<link [[Write|Mirror Bodywriting]]>><<set $mirror_bodypart to _active_bodypart>><</link>><</capture>> on your <<bodypart _active_bodypart>>
<br>
<</if>>
<</for>>
<br>
Something non-explicit:
<<for _s to 0; _s lt _skin_keys.length; _s++>>
<<if setup.bodywriting[_skin_keys[_s]].lewd is 0>>
<label><<print setup.bodywriting[_skin_keys[_s]].writing>> <<radiobutton "$writeaction" clone(setup.bodywriting[_skin_keys[_s]].index)>></label>
|
<br>
<</if>>
<</for>>
<br><br>
<<if hasSexStat("promiscuity", 3)>>
<span class="lewd">Something lewd</span>:
<<for _s to 0; _s lt _skin_keys.length; _s++>>
<<if setup.bodywriting[_skin_keys[_s]].special isnot "bestiality" and setup.bodywriting[_skin_keys[_s]].lewd is 1>>
<label><<print setup.bodywriting[_skin_keys[_s]].writing>> <<radiobutton "$writeaction" "clone(setup.bodywriting[_skin_keys[_s]].index)">></label>
|
<</if>>
<</for>>
<br>
<<else>>
Something lewd: <<insufficientStat "promiscuity" "to write anything">>
<br>
<</if>>
<br>
<<if hasSexStat("deviancy", 3)>>
<span class="lewd">Something deviant</span>:
<<for _s to 0; _s lt _skin_keys.length; _s++>>
<<if setup.bodywriting[_skin_keys[_s]].special is "bestiality">>
<label><<print setup.bodywriting[_skin_keys[_s]].writing>> <<radiobutton "$writeaction" "clone(setup.bodywriting[_skin_keys[_s]].index)">></label>
|
<</if>>
<</for>>
<br>
<<else>>
Something deviant: <<insufficientStat "deviancy" "to write anything">>
<br>
<</if>>
<br>
<<link [[Stop|$passage_mirror]]>><<handheldon>><</link>>
<br><<effects>>
What do you want to write or draw on your $mirror_bodypart?
<br><br>
<<link [[Something deviant|Mirror Bodywriting Deviant]]>><</link>>
<br>
<<link [[Something lewd|Mirror Bodywriting Lewd]]>><</link>>
<br>
<<link [[Something normal|Mirror Bodywriting Normal]]>><</link>>
<br><<effects>>
<<set _skin_keys to Object.keys(setup.bodywriting)>>
<<for _s to 0; _s lt _skin_keys.length; _s++>>
<<if setup.bodywriting[_skin_keys[_s]].special is "bestiality">>
<label><<print setup.bodywriting[_skin_keys[_s]].writing>> <<radiobutton "$writeaction" "clone(setup.bodywriting[_skin_keys[_s]])">></label>
|
<</if>>
<</for>>
<br><br>
<<link [[Write|Mirror Bodywriting Deviant]]>><</link>>
<br><<effects>><<effects>>
<<set _skin_keys to Object.keys(setup.bodywriting)>>
<<for _s to 0; _s lt _skin_keys.length; _s++>>
<<print setup.bodywriting[_skin_keys[_s]].writing>>
<br>
<</for>><<effects>>
<<set _colour to $carried.neck.colour>>
<<neckstrip>><<wearProp "love locket" _colour>>
You open the locket around your neck.
<br><br>
<div class="img-txt">
<div id="locket">
<span>
<img class="icon infront" @src="'img/ui/locket_'+$carried.neck.colour.replace(' ', '_')+'.png'">
<img class="icon" @src="'img/ui/locket_photo_'+$carried.neck.colour.replace(' ', '_')+'.png'">
</span>
</div>
<div id="locket-txt">
<<switch $carried.neck.photo>>
<<case "Robin">>
<<set _locket_text to "A photo of Robin smiles back.">>
<<case "Whitney">>
<<set _locket_text to "A photo of Whitney grins back.">>
<<case "Kylar">>
<<set _locket_text to "A photo of Kylar gazes back.">>
<<case "Eden">>
<<set _locket_text to "Eden's stern expression greets you.">>
<<case "Avery">>
<<set _locket_text to "In the photo, Avery looks to the side, head tilted up.">>
<<case "Alex">>
<<set _locket_text to "A photo of Alex on a steed greets you.">>
<<case "Sydney">>
<<set _locket_text to "A photo of Sydney deep in prayer greets you.">>
<<case "Black Wolf">>
<<set _locket_text to "There's a photo inside of the Black Wolf, sleeping peacefully.">>
<<case "Great Hawk">>
<<set _locket_text to "There's a photo inside of the Great Hawk, looking statuesque.">>
<<default>>
<<set _locket_text to "It's empty, but there's space for a single photograph.">>
<</switch>>
<<if C.npc["Ivory Wraith"].love gte 10 and (["haunt", "despair"].includes($wraith.state) or C.npc["Ivory Wraith"].lust gt 10) and $hallucinations gte 1 and ((random(1, 100) is 1) or ($controlled is 0 and random(1, 100) lte 5))>>
<<fadeText "<span class='wraith'>A pale figure's <<wraithEyes>> gaze pierces you.</span>" "<<print _locket_text>>">>
<<else>>
<<print _locket_text>>
<</if>>
<br><br>
</div>
</div>
<<for _npc range setup.NPCNameList>>
<<capture _npc>>
<<if $carried.neck.photo != _npc and ($loveInterest.primary is _npc or $loveInterest.secondary is _npc or $loveInterest.tertiary is _npc or $loveInterest.quarternary is _npc or $loveInterest.quinary is _npc or $loveInterest.senary is _npc)>>
<span @class="'clothes-'+$carried.neck.colour.replace(' ', '-')"><<icon "locket.png">></span>
<<if $carried.neck.photo>>
<<link [[`Replace the picture with a photo of ${_npc}`|Mirror Locket 2]]>><<set $carried.neck.photo to _npc>><</link>>
<br>
<<else>>
<<link [[`Add a photo of ${_npc}`|Mirror Locket 2]]>><<set $carried.neck.photo to _npc>><</link>>
<br>
<</if>>
<</if>>
<</capture>>
<</for>>
<br>
<<getouticon>><<link [[Back|$passage_mirror]]>><<handheldon>><<neckon>><</link>><<effects>>
<<switch $carried.neck.photo>>
<<case "Robin">>
You insert a small photograph of Robin, smiling happily.
<<case "Whitney">>
You insert a small photograph of Whitney, grinning deviously.
<<case "Kylar">>
You insert a small photograph of Kylar, gazing obsessively.
<<case "Eden">>
You insert a small photograph of Eden, frowning sternly.
<<case "Avery">>
You insert a small photograph of Avery, looking unconcerned.
<<case "Alex">>
You insert a small photograph of Alex, on horseback.
<<case "Sydney">>
You insert a small photograph of Sydney, hands clasped in prayer.
<<case "Black Wolf">>
You insert a small photograph of the Black Wolf, slumbering peacefully.
<<case "Great Hawk">>
You insert a small photograph of the Great Hawk, striking a statuesque pose.
<</switch>>
<br><br>
<<link [[Next|$passage_mirror]]>><<handheldon>><<neckon>><</link>><<set $location to "town">><<set $outside to 0>><<effects>>
<<generate1>><<generate2>><<person1>><<facewear 26>><<bind>>
You're shaken awake, and find yourself lying in the back of a car. Coils of rope hold your arms to your back, and your body to the chairs. A gag has been stuffed in your mouth.
<br><br>
"<<pShes>> awake," says a <<person>> in the front passenger seat.
<br>
"Good," responds the driver, a <<person2>><<person>>. "Just in time."
<br><br>
You can't see much beyond the windows. Not from your position. Only the sky and a procession of street lights. The car pulls into a building, and you hear doors shut behind it.
<br><br>
<<link [[Next|Sold 2]]>><</link>><<effects>>
Some of the ropes are cut loose, though your arms are still bound. You're led into what looks like a regular kitchen, and into a living room. You're shoved onto the sofa.
<br><br>
"Well now," the <<person1>><<person>> says. "All that trouble getting you, and now that you're here I can't decide what to do."
<br>
"Could just rape <<phim>>," the <<person2>><<person>> responds, reclining in a separate seat. "Though is it rape if <<pshe>> doesn't say no?"
<br><br>
They discuss your fate for a few moments. None of it sounds pleasing.
<br><br>
<<link [[Make submissive gestures|Sold Sub]]>><<sub 1>><</link>>
<br>
<<link [[Glare|Sold Glare]]>><<def 1>><</link>><<effects>>
You climb onto your knees and remain there while bowing your head. The pair laugh.
<br><br>
"At least someone's made up their mind." <<He>> reaches forward, and tears the gag free of your mouth. "Do you have any ideas?"
<br><br>
<<set $worn.face.type.push("broken")>>
<<faceruined>>
<<link [[Ask to be let go|Sold Ask]]>><</link>>
<br>
<<link [[Say you'll cooperate|Sold Cooperate]]>><</link>>
<br>
<<link [[Scream|Sold Scream]]>><</link>><<effects>>
You glare at the <<fullGroup>> in turn, and don't look away when they look back. The pair laugh.
<br><br>
"I think <<pshes>> got some thoughts of <<pher>> own," the <<person1>><<person>> says as <<he>> reaches forward and rips the gag from your mouth.
<br><br>
<<set $worn.face.type.push("broken")>>
<<faceruined>>
<<link [[Ask to be let go|Sold Ask]]>><</link>>
<br>
<<link [[Say you'll cooperate|Sold Cooperate]]>><<sub 1>><</link>>
<br>
<<link [[Scream|Sold Scream]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"P-please let me go," you say. "I won't tell anyone. I promise."
<<elseif $speech_attitude is "bratty">>
"You'd best let me go," you say. "People will be looking for me."
<<else>>
"Please let me go," you say. "I'll forget this ever happened."
<</if>>
<br><br>
The pair look at each other, and laugh. "We've paid for you," the <<person1>><<person>> says. "And we'll get our money's worth."
<br>
The <<person2>><<person>> leans over to <<his>> friend. They whisper back and forth for a moment, until the <<person1>><<person>> turns to you once more. "We've got an idea. We'll let you go, but you're gonna have to work for it."
<br><br>
<<link [[Next|Sold Work]]>><</link>><<effects>>
<<if $speech_attitude is "meek">>
"I-I'll do what you ask," you say. "J-Just don't hurt me. Please."
<<elseif $speech_attitude is "bratty">>
"Look," you say. "I know how this works. I'll play along, let's just not waste any more of my time than we have to."
<<else>>
"I'll cooperate," you say. "Just be gentle."
<</if>>
<br><br>
"You've got a good head on your shoulders," the <<person1>><<person>> says, pouring <<himself>> a glass of scotch. "Better than the last one."
<br><br>
<<pass 2>>
The pair whisper to themselves for a couple of minutes, with occasional furtive glances in your direction. They reach an agreement at last. "We've got some work for you."
<br><br>
<<link [[Next|Sold Work]]>><</link>><<effects>>
"I've always wanted my own <<if $player.gender_appearance is "m">>butler<<else>>maid<</if>>," the <<person1>><<person>> says. "So you're gonna work for us for a few hours. Filling our drinks, providing eye-candy. Whatever we want. In return, we'll let you go without raping you."
<br><br>
"We could still just rape you," the <<person2>><<person>> says. "Then throw you out with the other trash. If you'd prefer it that way."
<br><br>
<<link [[Agree to be their maid (3:00)|Sold Work Accept]]>><<pass 60>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>
<br>
<<link [[Refuse|Sold Work Refuse]]>><</link>><<effects>>
<<if $speech_attitude is "meek">>
"I-I'll do whatever you ask," you say. "How can I serve you?"
<<elseif $speech_attitude is "bratty">>
"Fine," you say. "What do you want me to do?"
<<else>>
"I understand," you say.
<</if>>
<br><br>
The pair make you keep their drinks full, and fetch snacks from the kitchen on demand. When you're unneeded, they make you stand to the side. <<if $exposed gte 1>>You wish you weren't so exposed.<</if>> They leer at you openly, but there's no helping it. <<if $exposed gte 1>>You can't even cover yourself with your arms bound.<</if>>
<br><br>
<<if $footdisable is "f">>
The <<person2>><<person>> gestures at <<his>> glass. This time, when you bend over to fill it, <<he>> kicks your bottom, knocking you to your knees. A weight presses against your back before you can stand up. Then another. "I need a new footstool," <<he>> says. "Best stay still. Footstools don't move."
<<gtrauma>><<gstress>><<gpain>><<trauma 6>><<stress 6>><<pain 6>>
<br><br>
<<link [[Endure (1:00)|Sold Work Foot]]>><<pass 60>><<sub 1>><<trauma 6>><<stress 6>><<arousal 4000>><</link>><<gtrauma>><<gstress>><<ggarousal>>
<br>
<<link [[This is too humiliating|Sold Work Foot Refuse]]>><<def 1>><</link>>
<br>
<<else>>
They send you to the kitchen to pick up some cream. It's awkward with your arms bound, but you manage to open the fridge and lift the large tub. You bring it into the living room.
<br><br>
"Lie on the table," the <<person2>><<person>> says, removing the lid. "All our plates are in the sink."
<br><br>
<<link [[Accept (1:00)|Sold Work Food]]>><<trauma 6>><<stress 6>><<pass 60>><<sub 1>><<arousal 4000>><</link>><<gtrauma>><<gstress>><<ggarousal>>
<br>
<<link [[Refuse|Sold Work Food Refuse]]>><</link>>
<br>
<</if>><<effects>>
You remain on your knees. The pair continue to chat as if you're not there, though the <<person2>><<person>> occasionally mentions how comfortable <<his>> footstool is.
<br><br>
You're beginning to feel bored, but yelp in surprise as something touches your <<genitals>>.
<<if playerChastity()>>
<<He>> lifts your $worn.genitals.name with <<his>> feet, pulling it against your <<genitals 1>> and <<bottom>>.
<<else>>
<<He>> nonchalantly molests you with <<his>> toes.
<</if>>
<<if $arousal gte $arousalmax>>
You feel a heat build. Despite the situation. <<orgasm>> You're left panting. Neither the <<person2>><<person>> nor <<person1>><<person>> mention it, but they must have noticed.
<<else>>
You remain still, and avoid giving any indication that it's having an effect on you.
<</if>>
<br><br>
The <<person2>><<person>> grows bored of molesting you this way, and sends you to the kitchen to pick up some cream. It's awkward with your arms bound, but you manage to open the fridge and lift the large tub. You bring it into the living room.
<br><br>
"Lie on the table," the <<person>> says, removing the lid. "All our plates are in the sink."
<br><br>
<<link [[Accept|Sold Work Food]]>><<trauma 6>><<stress 6>><<pass 60>><<sub 1>><<arousal 4000>><</link>><<gtrauma>><<gstress>><<ggarousal>>
<br>
<<link [[Refuse|Sold Work Food Refuse]]>><</link>><<effects>>
You lie on the table as instructed. The <<person2>><<person>> sits behind your head, and wraps an arm around your neck.
<<if $worn.upper.set is $worn.lower.set>>
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
The <<person1>><<person>> flips up your skirt, exposing your <<undies>>. You try to cover yourself with your legs, but there's little you can do. <<He>> pulls your skirt up high, over your abdomen, and even your <<undertop>>. <<He>> holds the tub above your chest.
<<else>>
The <<person1>><<person>> pulls down your top, exposing your <<undertop>>. <<He>> holds the tub above your chest.
<</if>>
<<elseif !$worn.upper.type.includes("naked")>>
The <<person1>><<person>> pulls up your top, exposing your <<undertop>>. <<He>> holds the tub above your chest.
<<else>>
The <<person1>><<person>> holds the tub above your chest.
<</if>>
<<He>> tips it, and pours cold cream over your bare skin. You squirm and shiver as the chill hits you, much to <<his>> delight.
<br><br>
<<if !$worn.under_upper.type.includes("naked")>>
<<He>> pulls down your $worn.under_upper.name next, and pours the cream over your <<breasts>> directly.
<<else>>
<<He>> pours the cream over your <<breasts>> directly.
<</if>>
Your bare skin is sensitive, and it's hard not to cry out. It becomes harder still as <<his>> tongue touches your flesh. <<He>> laps up the cream in chaotic licks, some small and quick, some long and trailing.
<br><br>
<<link [[Next|Sold Work Food 2]]>><</link>><<effects>>
The <<person2>><<person>> takes the tub and pours it over your face. <<He>> leans in and laps it off your skin, with movements no less chaotic than <<his>> friend. When your face is clean, <<he>> probes your lips with <<his>> tongue, trying to worm <<his>> way in.
<br><br>
<<if $arousal gte $arousalmax>>
The <<person1>><<persons>> work on your <<breasts>> is too much. <<orgasm>> You can't help but open your mouth. The <<person2>><<person>> takes advantage, and slides <<his>> tongue past your lips and over yours. <<takeKissVirginity $NPCList[1] "rape">>
<<else>>
<</if>>
At last, the pair grow bored. Or perhaps they just ran out of cream. "That wasn't so bad, was it?" the <<person2>><<person>> says as <<he>> cuts through the rope binding your arms.
<<unbind>>
<br><br>
<<if $exposed gte 1>>
<<towelup>>
They throw some towels over you before shoving you through the back door, and then a gate, leading to a path running behind the garden.
<br><br>
<<tearful>> you follow the path, and emerge near Harvest Street.
<<else>>
They shove you out the back door, and then a gate, leading to a path running behind the garden.
<br><br>
<<tearful>> you follow the path, and emerge near Harvest Street.
<</if>>
<br><br>
<<endevent>>
<<link [[Next|Harvest Street]]>><<set $eventskip to 1>><</link>><<effects>>
<<if $speech_attitude is "meek">>
"I-I'm not doing it," you say. "You're being very unkind."
<<elseif $speech_attitude is "bratty">>
"This is the last fucking straw," you say. "I'm done."
<<else>>
"No," you say. "And you can't make me."
<</if>>
You kick the <<person1>><<person>> in the face. <<He>> falls backwards, clutching <<himself>>, as the <<person2>><<person>> lunges at you.
<br><br>
<<link [[Next|Sold Rape]]>><<set $molestationstart to 1>><</link>><<effects>>
You crawl away from the <<person2>><<persons>> feet, letting you stand up. "I guess you wanna do this the hard way-" <<he>> begins. You interrupt <<him>> with a kick to the groin. <<He>> shouts in pain, but climbs to <<his>> feet and lunges.
<br><br>
<<link [[Next|Sold Rape]]>><<set $phase to 1>><<set $molestationstart to 1>><</link>><<effects>>
<<if $speech_attitude is "meek">>
"I-I don't want to," you say. "Just let me go."
<<elseif $speech_attitude is "bratty">>
"Fuck you," you say. "And fuck your shitty choice. Bring it on."
<<else>>
"This isn't fair," you say. "You shouldn't treat people like this."
<</if>>
<br><br>
"Whatever." The <<person1>><<person>> shrugs. "This suits us fine too."
<br><br>
<<link [[Next|Sold Rape]]>><<set $molestationstart to 1>><</link>><<effects>>
You hold back your head, and scream.
<br><br>
"Stupid fucking <<bitch>>," the <<person1>><<person>> says, knocking over a table in <<his>> haste to reach you. "I'm going to enjoy fucking you up." <<He>> clasps a hand over your mouth as the <<person2>><<person>> holds you down.
<br><br>
You cry out from the rough handling. The pair hold you still, and listen.
<<if $rng lte 50>>
<span class="red">Nothing happens.</span> Confident they haven't been caught, the <<person1>><<person>> sneers at you. "Time to teach you a lesson," <<he>> says. "You're our toy. And no one's coming for you."
<br><br>
<<link [[Next|Sold Rape]]>><<set $molestationstart to 1>><</link>>
<<exit>>
<</if>>
<<generate3>>
A moment later you hear <span class="green">a knock at the door.</span> "Shit," the <<person1>><<person>> says. <<He>> turns to the <<person2>><<person>>. "Don't just sit there you lemon. See them off."
<br><br>
The <<person2>><<person>> leaves the living room, and you hear the front door open. "Everything okay in there?" says an unfamiliar <<person3>><<personsimple>>'s voice. "Just I thought I heard a scream."
<br>
"Everything's fine in here. I just stubbed my toe."
<br>
"That so? The scream didn't sound like your voice."
<br>
"Maybe you shouldn't be so fucking nosy."
<br><br>
The <<person1>><<person>> tenses, <<his>> hand now clutching your face so hard it hurts.
<br><br>
<<link [[Make noise|Sold Noise]]>><</link>>
<br>
<<link [[Wait (0:02)|Sold Wait]]>><<pass 2>><</link>><<effects>>
You kick the upturned table, and your foot splits apart the frail wood with a crack.
<br><br>
"I heard that. I'm coming in," the stranger says. "Wouldn't be doing my civic duty otherwise."
<br>
"No you're not. You're gonna fuck off home or I'll fuck you up."
<br>
"Then I'm calling the police." With that, the front door slams shut. The <<person2>><<person>> returns to the living room.
<br><br>
The pair blame each other for the mishap, and spend a few moments arguing before deciding they can't risk keeping you here. They shove you out the back door, and then a gate, leading to a path running behind the garden.
<br><br>
"You'll pay for this," the <<person1>><<person>> says as you stumble. "Good luck getting home with your arms tied." <<He>> slams the gate shut.
<br><br>
<<tearful>> you follow the path, and emerge near Harvest Street.
<br><br>
<<endevent>>
<<link [[Next|Harvest Street]]>><<set $eventskip to 1>><</link>><<effects>>
<<pass 2>>
You stay still, and listen to the argument at the door. It becomes more heated, until the stranger threatens to call the police. The <<person2>><<person>> slams the door in response. <<He>> returns to the living room.
<br><br>
The pair blame each other for the mishap, and spend a few moments arguing before deciding they can't risk keeping you here. They shove you out the back door, and then a gate, leading to a path running behind the garden.
<br><br>
"You'll pay for this," the <<person1>><<person>> says as you stumble. "Good luck getting home with your arms tied." <<He>> slams the gate shut.
<br><br>
<<tearful>> you follow the path, and emerge near Harvest Street.
<br><br>
<<endevent>>
<<link [[Next|Harvest Street]]>><<set $eventskip to 1>><</link>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<set $enemyanger += 100>><<set $enemytrust -= 50>>
<<if $phase is 1>>
<<set $enemyhealth -= 50>>
<<elseif $phase is 2>>
<<set $enemyhealth -= 100>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Sold Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Sold Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Not bad for the price," the <<person1>><<person>> says while reclining on the sofa. Meanwhile the <<person2>><<person>> unties your <<unbind>>arms, and drags you to your feet.
<br><br>
You're pushed through the house, through the back door and a gate beyond, onto a path running behind the garden. "Tell Bailey we're satisfied." The gate slams shut behind you.
<br><br>
<<tearful>> you follow the path. You emerge on Harvest Street.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Harvest Street]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
The <<person1>><<person>> trips over the table, and falls into it with a crash. The <<person2>><<person>> flails at you, but you're too quick. You run through the house, through the back door, and into the garden. There's a gate leading to a path running behind the house.
<br><br>
<<tearful>> you follow the trail, and emerge near Harvest Street.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Harvest Street]]>><<set $eventskip to 1>><</link>>
<</if>><<effects>>
<<if $trauma gte ($traumamax / 7) * 3 or $stress gte ($stressmax / 7) * 5>>
You desperately cling onto the large bear plushie with your entire body and almost wind up pulling it down onto the ground, whimpering and crying loudly into it.<<trauma -6>><<stress -6>>
<<elseif $trauma gte ($traumamax / 7) * 2 or $stress gte ($stressmax / 7) * 3>>
You cling to the large bear plushie and bury your head in it's back, silently crying into it.<<trauma -4>><<stress -4>>
<<elseif $trauma gte ($traumamax / 7) * 1 or $stress gte ($stressmax / 7) * 1>>
You wrap your arms around the large bear plushie from behind and rest your head against it's shoulder, hugging it quietly.<<trauma -2>><<stress -2>>
<<else>>
You happily take the large bear plushie in your arms.<<trauma -1>><<stress -1>>
<</if>>
<br><br>
<<link [[Cuddle with the large bear plushie (0:10)|$passage]]>><<pass 10>><</link>><<ltrauma>><<lstress>>
<br>
<<link [[Next|Bedroom]]>><</link>><<effects>>
<<set [_eggnant, _eggnantGenital] to getPregnancyObject("pc", true)>>
<<if playerIsPregnant() and _eggnant.type is "hawk">>
<<set $eggLayNumber to _eggnant.fetus.length>>
<<else>>
<<set $eggLayNumber to $harpyEggs.count>>
<</if>>
You look over at Robin's sleeping form only to find <<him>> no longer sleeping. <<Hes>> gone straight from stirring to sitting upright, looking down at your unclothed lower half, eyes fixed on your <<if _eggnantGenital is "vagina">>drooling cunt<<else>>ass<</if>>, though <<his>> expression is tinged with concern at the way it's spreading open seemingly on its own.
<br><br>
Robin stares on in abject horror as the egg's rounded bottom breaches your hole, a deep flush overtaking <<his>> face at the moan that escapes you. <<He>> opens <<his>> mouth like <<hes>> about to speak, but is cut off by the egg popping free with a squelch, leaving your entrance gaping slightly<<if _eggnantGenital is "vagina">>, muscles fluttering with residual contractions. Fluids leak from your parted <<pussy>> onto the newly-laid egg<</if>>. <<ggarousal>><<arousal 3000>>
<<if $arousal gte $arousalmax>>
<<orgasm>><<set _orgasmEgg to true>>
<<else>>
<br><br>
<</if>>
Robin's mouth hangs similarly open. "Th-that..." <<He>> blinks and shakes <<his>> head.
<<if C.npc.Robin.dom lte 40>>
"You can, um... you can keep the... egg."
<<else>>
"You, um... you can keep that."
<</if>>
<br><br>
<<if $eggLayNumber gte 2>>
You aren't finished, though. Robin lapses back into silence as you grunt, toes digging into the bedsheets. More fluids gush from your hole as the second egg shifts into place, passing through your <<if _eggnantGenital is "vagina">>cervix and sliding down your slick vaginal canal<<else>>rectum and sliding down your anal passage<</if>>.
You groan openly as the egg slides out, landing beside its sibling with a wet plop. <<arousal 1000>><<garousal>>
<<if $arousal gte $arousalmax>>
<<orgasm>><<set _orgasmEgg to true>>
<<else>>
<br><br>
<</if>>
Robin watches, unblinking, waiting to see if you're done.
<br><br>
<<if $eggLayNumber gte 3>>
It's still not over, though. One final egg starts making its way down, and nudges into your most sensitive spot at a sharp angle, sending you over the edge<<if _orgasmEgg>> again<</if>>.
<<orgasm>>
<</if>>
Robin heaves a sigh of relief when you return to normal.
<<else>>
Robin continues staring at you.
<</if>>
You shake your head and <<if $transformationParts.bird.plumage isnot "hidden">>puff up your plumage as you <</if>><<if $eggLayNumber gte 2>>gather your eggs into your arms<<else>>pick up your egg<</if>>, mind blank save for an overwhelming sensation of maternal bliss.
<<if playerIsPregnant() and _eggnant.type is "hawk">>
<<wearProp "egg" 0 "hawk">>
<<set _eggIcon to $eggLayNumber>>
<span class="lewd">You're certain the <<if $eggLayNumber gte 2>>eggs are<<else>>egg is<</if>> fertilised.</span> You should bring <<if $eggLayNumber gte 2>>them<<else>>it<</if>> back to your nest. You pick up <<number $eggLayNumber>> <<birdicon "eggs">> fertilised bird egg<<if $eggLayNumber gte 2>>s<</if>>.
<<if $eggLayNumber gte 2>>They're quite large, and you're left wondering how they all fit inside of you to begin with.<<else>>It's quite large, and you're left wondering why passing it didn't hurt more.<</if>>
<<pregnancyFeats "pc">>
<<endPlayerPregnancy $location "inventory">>
<<set $harpyEggsPrevent to 28>>
<<else>>
<span class="blue">You're fairly certain the egg<<if $eggLayNumber gte 2>>s<</if>> shouldn't be fertilised, though.</span> <<tending_pick bird_egg $eggLayNumber $eggLayNumber>>
<<unset $harpyEggs>>
<<set $harpyEggsPrevent to 14>>
<</if>>
<br><br>
<<link [[Next|Robin Bed Egg Laying End]]>><<handheldon>><</link>>
<br><<effects>>
<<if $robinbed is "yours">>
<<He>> tries to put on a sympathetic look, but <<his>>
<<if C.npc.Robin.dom lte 40>>f
meek
<<else>>
confused
<</if>>
tone betrays <<him>>. "I can help you clean up?" <<He>> very obviously doesn't want to. You tell <<him>> that it's okay, and <<he>> leaves your room.
<br><br>
<<set $wardrobe_location to "wardrobe">>
<<wardrobeSelection true>>
<<radiooutfits>>
<<else>>
<<He>> furrows <<his>> brows, looking at the puddle beneath you.
<<if C.npc.Robin.dom lte 40>>
"W-well, I've got to clean this up now."
<<else>>
"Now I have to clean this up..."
<</if>>
You offer to help, but <<he>> tells you that it's okay. You return to your room.
<<storeon "bed">>
<</if>>
<<if Time.hour is 6>><<run setRobinLocationOverride("orphanage", 6)>><</if>>
<<unset $robinbed>><<unset $eggLayNumber>>
<<endevent>>
<br><br>
<<if $renttime lte 0>>
<<set $bus to "home">>
<<getouticon>><<link [[Next|Bedroom Bailey]]>><</link>>
<<else>>
<<getouticon>><<link [[Next|Bedroom]]>><</link>>
<</if>>
<br><<set $outside to 0>><<set $location to "home">><<effects>>
With a discreet motion, you undo your towel. It falls to the ground, exposing your <<chest>> and <<genitals>>.
<<exhibitionism5>>
The <<person>>'s eyes widen, and <<he>> seems transfixed by your naked form.
<br><br>
<!-- Undress towel -->
<<upperstrip>>
<<lowerstrip>>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Take things further|Hallway Flashing 2]]>><</link>><<exhibitionist5>>
<br>
<</if>>
<<link [[End things here|Hallway Flashing End]]>><</link>>
<br><<effects>>
"Oops, how clumsy. I guess I didn't tie the towel properly."
<br><br>
You pretend to cover yourself with your hands, but the positioning leaves all the important bits still uncovered.
<br><br>
"R-right. Just be careful in the..."
<br><br>
The <<person>> stops mid-sentence as you provocatively bend over to grab the towel from the floor. Your back is to <<him>>, giving a full view of your <<bottom>> and <<genitals>>.
<<exhibitionism5>>
You pick up the towel, but let it fall from your hands once more, pretending to have a hard time holding onto the piece of cloth as your ass wiggles.
<br><br>
<<link [[Next|Hallway Flashing 3]]>><</link>>
<br><<effects>>
<<if random(1, 2) is 2>>
Deciding the <<person>> has seen enough, you finally pick the towel up from the floor. Still, you don't bother covering up just yet.
<br><br>
"Hope you enjoyed the show," you say, giving <<him>> a wink. There's a shocked expression on <<his>> face.
<br><br>
Not giving the <<person>> time to think, you quickly pass <<him>> by and continue on your way.
<br><br>
<<clotheson>>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br>
<<else>>
Deciding the <<person>> has seen enough, you finally pick the towel up from the floor. Before you can stand up straight, however, you feel <<his>> hands on your exposed ass.
<br><br>
"Wait!" you shout. "I didn't..."
<br>
"Don't think you can just tease me like that, you <<bitch>>!" the <<person>> shouts back. "You had your fun, so it's my turn now."
<br><br>
<<link [[Next|Hallway Flashing Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<effects>>
Deciding the <<person>> has seen enough, you cover yourself with your arms as you grab the towel from the floor.
<br><br>
"Sorry, I guess I didn't tie it properly."
<br>
"Oh. R-right." Your words bring <<him>> back down to earth. "N-no problem. Just be careful."
<br><br>
You nod in response, passing <<him>> by and continuing on your way.
<br><br>
<<clotheson>>
<<link [[Next|Orphanage]]>><<endevent>><</link>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Hallway Flashing Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Hallway Flashing Rape]]>><</link>></span><<nexttext>>
<</if>><<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Next time you want to get fucked, you should just ask," the <<person>> says snarkily.
<br><br>
<<tearful>> you gather yourself. You don't respond. Instead, you walk away, not even bothering to pick your towel back up. You just want to leave <<him>> behind.
<<else>>
You finally manage to push the <<person>> away and use the opportunity to dash down the corridor.
<br><br>
<<tearful>> you gather yourself. You don't even bother grabbing your towel from the floor, only wanting to leave <<him>> behind.
<</if>>
<br><br>
<<carriedClear "upper">>
<<carriedClear "lower">>
<<clotheson>>
<<endcombat>>
<<link [[Next|Orphanage]]>><</link>>
<br><<set $outside to 0>><<set $location to "home">><<effects>><<set $bus to "orphanage_kitchen">>
You are in the orphanage kitchen. High cupboards line the walls, above spotless wooden counters. A couple of ovens sit beside each other, opposite a fridge, and a large freezer.
<br><br>
<<if Time.dayState is "night">>
A draft rattles hanging utensils.
<<elseif Time.hour is 7>>
Orphans rush to-and-fro, preparing breakfast.
<<elseif Time.hour is 18>>
Orphans rush to-and-fro, preparing dinner.
<<else>>
<<if $hope gte 50>>
An orphan sweeps the floor, a spring in their step.
<<elseif $hope gte 10>>
An orphan sweeps the floor, smiling at some private joke.
<<else>>
An orphan sweeps the floor, eyes downcast.
<</if>>
<</if>>
<br><br>
<<if Time.dayState is "night">>
<span class="purple">Bailey cuts the power at night.</span> You can't cook in the dark.
<br><br>
<<else>>
<<ingredients_supplied "salt" "vegetable_oil" "bottle_of_milk" "flour" "pork" "chicken_egg" "turnip" "potato" "onion" "oats">>
<<ingredients_exceptions "butter" "bread" "cheese" "chips" "naan_bread" "pasta" "porridge" "potato_pancake" "yorkshire_pudding" "pastry">>
<br>
<span class="pink">Bailey disallows other ingredients,</span> except for those you make here. If you want to use others, you'll have to find another kitchen.
<br><br>
<<kitchen_display_all>>
<<if $cookbook is true>>
<<set _baseTime to Math.max(180 - (6 * Math.round($housekeeping / 50)), 10)>>
<<set _timeString to getTimeString(_baseTime)>>
<br><br>
<<housekeeping_exam_select>>
<<if $chosen_recipe isnot "none">>
<span class="gold">You can teach yourself a recipe from your cookbook here.</span> You flip open the book and land on a recipe for <<print $chosen_recipe.replace(/_/g," ")>>.<br><br>
<<link [["Learn something new (" + _timeString + ")"|Kitchen Self Teach]]>><<pass _baseTime>><<housekeeping 1 1000>><</link>><<ghousekeeping 1000>>
<<else>>
There's no more recipes you can learn.
<</if>>
<br><br>
<</if>>
<</if>>
<<main_hall_icon>><<link [[Main hall (0:01)|Orphanage]]>><<pass 1>><<handheldon>><</link>>
<br><<effects>>
<<cleareventpool>>
<<addinlineevent>>
You're tasked with simple sweeping today, nothing special
<<set $enemyarousal += 50>>
<</addinlineevent>><<effects>>
You walk up to the mirror and gaze into its depths. It no longer reflects, but glows with a curious light. It's purple, or pink, or maybe red.
<br><br>
The light takes shape and extends into the space in front of you. A single tentacle. It dances closer.
<br><br>
<<link [[Watch|Eerie Mirror 2]]>><</link>><<deviant1>>
<br>
<<link [[Step away|Eerie Mirror Stop]]>><</link>>
<br><<effects>>
You pull away from the mirror. The light goes out at once.
<br><br>
<<bedicon>><<link [[Step away|Bedroom]]>><<handheldon>><<unset $mirrorMenu>><<unset $bodywritingSet>><<postMirror>><</link>>
<<mirror>><<effects>>
The tentacle caresses your cheek. It pulses. Each wave enters your skin and ripples down your body. You shiver. It smells so sweet.
<<deviancy1>>
<<link [[Lick|Eerie Mirror 3]]>><</link>><<deviant1>>
<br>
<<link [[Step away|Eerie Mirror Stop]]>><</link>>
<br><<effects>>
Your heart flutters as you stick out your tongue, and the tentacle wiggles closer. It flicks the tip before weaving around until
it nudges your lips. It's kissing you. <<takeKissVirginity "Eerie Mirror Tentacle" "tentacle">>
<<deviancy1>>
A pink liquid drips from the tip.
<br><br>
<<if hasSexStat("deviancy", 2)>>
<<link [[Lick|Eerie Mirror 4]]>><</link>><<drugs 60>><<deviant2>>
<br>
<</if>>
<<link [[Step away|Eerie Mirror Stop]]>><</link>>
<br><<effects>>
You lick the tip of the tentacle, and taste the pink liquid. It's sweet, and warm. You lap it up and feel the shuddering warmth
spread down your mouth and throat.
<<deviancy2>>
Several other tentacles form from the light. They dance closer.
<br><br>
<<if hasSexStat("deviancy", 2)>>
<<link [[Lick|Eerie Mirror 5]]>><<drugs 60>><</link>><<deviant2>>
<br>
<</if>>
<<link [[Step away|Eerie Mirror Stop]]>><</link>>
<br><<effects>>
<<if $moonstate is "morning">>
You continue to lick the tip of the tentacle, and taste the sweet liquid. It pushes against your tongue, as if it wants to
enter your mouth.
<<deviancy2>>
The light brightens to an eerie red, and other tentacles twist around your arms, legs and hips. Shivers of pleasure emanate
from wherever they touch. They squeeze and caress to a gentle rhythm.
<br><br>
<<if hasSexStat("deviancy", 5)>>
<<link [[Swallow|Eerie Mirror 6]]>><</link>><<oralvirginitywarning>><<deviant5>>
<br>
<</if>>
<<link [[Step away|Eerie Mirror Stop]]>><</link>>
<br>
<<else>>
The first tentacle retracts, leaving you with a deep longing. It doesn't last. The other tentacles twist around your arms, legs
and hips. Shivers of pleasure emanate from wherever they touch.
They squeeze and caress to a gentle rhythm.
<<deviancy2>>
The light fades, and the tentacles fade with it.
<br><br>
<<bedicon>><<link [[Step away|Bedroom]]>><<handheldon>><<unset $mirrorMenu>><<unset $bodywritingSet>><<postMirror>><</link>>
<br><br>
<<mirror>>
<</if>><<effects>>
You take the first tentacle into your
<<if $player.virginity.oral is true>>
virgin mouth and start sucking. <span class="red">It tastes strange.</span>
<<else>>
mouth and start sucking.
<</if>>
You gulp down the sweet and warm liquid.
<<takeVirginity "Eerie Mirror Tentacle" "oral">>
<<oralstat>>
<<oralejacstat>>
<<ejacstat>>
<<deviancy5>>
<<undress "wardrobe">>
The other tentacles remove your clothing with a precise dexterity. They further twist around your arms, legs
and hips while wiggling closer to your <<genitals>>.
<br><br>
<<link [[Next|Eerie Mirror Tentacles]]>><<set $sexstart to 1>><</link>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<set $enemytype to "tentacles">>
<<neutral 1>>
<<set $enemytrust += 100>>
<<tentaclestart 10 15>>
<<set $mouthstate to "tentacledeep">><<set $mouthuse to "tentacle">><<set $tentacles[0].shaft to "shoulders">><<set $tentacles[0].head to "mouthdeep">><<set $mouthtarget to "tentacles">>
<</if>>
<span class="lewd">A red mist is coming from the mirror, and it's making you feel funny.</span><<drugs 1>>
<br>
<<statetentacles>>
<<effects>>
<<effectstentacles>>
<<tentacles>>
<<actionstentacles>>
<<if $tentacles.active lte ($tentacles.max / 2)>>
<span id="next"><<link [[Next|Eerie Mirror Tentacles Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Eerie Mirror Tentacles]]>><</link>></span><<nexttext>>
<</if>><<effects>>
Without warning, the tentacles tighten their grip and pull you towards the mirror.
<br><br>
You try to scream for help, <span class="pink">but the aphrodisiacs make it sound like a lewd moan.</span> Some rub against your <<genitals>>, but most keep pulling you.
<br><br>
<<endcombat>>
<<link [[Next|Eerie Mirror Tentacle Plains]]>><<set $sexstart to 1>><</link>><<location "tentworld">><<set $outside to 0>><<effects>>
<<tentacleworldintro>>
On being pulled through the mirror, you find yourself on an alien landscape.
Giant tentacles writhe against the sky. <span class="red">An orgasm here could be dangerous.</span>
<br><br>
<<link [[Next|Tentacle Plains]]>><<set $tentacleEntrance to "mirror">><</link>><<widget "managePill">>
<<if _args[0] and _args[1] and _args[2]>>
<<if _args[3] isnot true or $sexStats.pills[_args[0]].owned[_args[1]] gt 0>>
<<set $sexStats.pills[_args[0]].owned[_args[1]] += _args[2]>>
<<if _args[3] is true>>
<<set $sexStats.pills[_args[0]].type to _args[1]>>
<<set $sexStats.pills[_args[0]].doseTaken++>>
<<set $pillsconsumed++>>
<</if>>
<</if>>
<</if>>
<</widget>><<print $lastPillTakenDescription>>
<<if V.lastPillTakenDescription.includes("cream")>>
<<wearProp "parasite cream">>
<<elseif V.lastPillTakenDescription.includes("spray")>>
<<wearProp "hairspray">>
<<else>>
<<wearProp "pill bottle">>
<</if>>
<br><br>
<<link [[Return|PillCollection]]>><<handheldon>><</link>><<set $outside to 0>><<effects>>
<<set _pills to $sexStats.pills>>
You open the medicine drawer.
<br><br>
<div class="hpi_gridHeader">
<div class="hpi_header">
Medicine Drawer
</div>
</div>
<div class="hpi_gridContainer" id="homeMainPillContainer"></div>
<<run window.generateHomePillsInventory()>>
<br>
<div class="hpi_gridDescContainer" id="homeDescPillContainer" style="display:none">
<div id="hpi_descContainer">
<div id="hpi_desc_img"></div>
<div id="hpi_desc"></div>
<div class="hpi_closeContainer" id="hpi_closeContainer1" title="close" onclick="document.getElementById(`homeDescPillContainer`).style.display = `none`">x</div>
</div>
</div>
<br>
<<link [[Step away|$pillsExitPassage]]>><<unset $pillsExitPassage>><</link>><<set $outside to 0>><<set $location to "home">><<effects>>
Disregarding the warning label, you exceed the recommended dosage of the hormonal pills.
<br>
<<run window.onSecondDoseTakenSetVars()>>
<<set _result to random(0, 100)>>
<<if _result gte 80 + _risk>>
<<set $timePassed to 2>> Despite the warning, nothing wrong seems to happen.
<<elseif _result gte 70 + _risk>>
<<set $timePassed to 2>> Your <<print ($pillCat is "breast" ? "breasts feel" : $pillCat + " feels")>> a little odd for a few minutes but feel fine afterwards.
<<elseif _result gte 60 + _risk>>
<<set $timePassed to 10>> Your <<print ($pillCat is "breast" ? "breasts feel" : $pillCat + " feels")>> a little warm for a few minutes but feel fine afterwards.
<<garousal>><<arousal 500>>
<<elseif _result gte 40 + _risk>>
<<set $timePassed to 20>> Your <<print ($pillCat is "breast" ? "breasts" : $pillCat)>> suddenly starts to feel really warm and itchy which makes you unable to concentrate on anything else till it passes.
<<garousal>><<gpain>><<pain 3>><<arousal 2000>>
<<elseif _result gte 5 + _risk>>
<<set $timePassed to 30>>
<<switch _pillAmountOfCategoriesUsed>>
<<case 1>>
You feel a sharp pain in your <<print ($pillCat is "breast" ? "breasts" : $pillCat)>>.
<<case 2>>
You feel a sharp pain in your <<print ($pillCat is "breast" ? "breasts" : $pillCat)>>, followed by another sharp pain in your <<print _secondaryPill>><<pain 12>><<set $timePassed += 30>>.
<<case 3>>
You feel a sharp pain in your <<print ($pillCat is "breast" ? "breasts" : $pillCat)>>, followed by more sharp pains in your <<print ($pillCat is "breast" ? "penis and bottom" : ($pillCat is "penis" ? "breasts and bottom" : "breasts and penis"))>><<pain 12>><<set $timePassed += 30>>.
<</switch>>
<<gpain>><<pain 12>>
<br><br>
It takes some time but you gradually feel better.
<<else>>
<<set $timePassed to random(120, 420)>>
<<switch _pillAmountOfCategoriesUsed>>
<<case 1>>
You feel a sharp pain in your <<print ($pillCat is "breast" ? "breasts" : $pillCat)>>. It continues to get worse until you pass out.
<<case 2>>
You feel a sharp pain in your <<print ($pillCat is "breast" ? "breasts" : $pillCat)>>, followed by another sharp pain in your <<print _secondaryPill>><<pain 12>><<set $timePassed += 30>>. It continues to get worse until you pass out.
<<case 3>>
You feel a sharp pain in your <<print ($pillCat is "breast" ? "breasts" : $pillCat)>>, followed by more sharp pains in your <<print ($pillCat is "breast" ? "penis and bottom" : ($pillCat is "penis" ? "breasts and bottom" : "breasts and penis"))>><<pain 12>><<set $timePassed += 30>>. It continues to get worse until you pass out.
<</switch>>
<<ggstress>><<gtrauma>><<gpain>>
<<set $pain += 400>><<pain 1>><<set $stress += 4000>><<trauma 100>>
<<set _passout to true>>
<</if>>
<<set _hoursPassed to Math.floor($timePassed / 60)>>
<<set _minutesPassed to $timePassed - (_hoursPassed * 60)>>
<br><br>
<<if _passout is true>>
<<link [[Next|PillCollectionPassOut]]>><<pass $timePassed>><</link>>
<<else>>
<<print '<<link [[Next ('+_hoursPassed+':'+ (_minutesPassed lt 10 ? "0" : "") + _minutesPassed + ')|PillCollection]]>><<unset $pillCat>><<pass $timePassed>><<unset $timePassed>><</link>>'>>
<</if>><<set $outside to 0>><<effects>>
<<set _pills to $sexStats.pills>>
<<set $pain += 300>><<pain 1>>
You end up waking in agony and wondering what had happened to you. After a brief feel around your body, you shriek in pain after briefly touching your <<print ($pillCat is "breast" ? "breasts" : $pillCat)>>. You end up spending more time lying down till you feel like you can move without something else happening to you.
<br><br>
As you get up, you check the time to find that<<if $timePassed gt 240>> many <<else>> only a couple of <</if>>hours have passed since you took that pill.
<<set _change to random(100, 500)>>
<<if _change gte 200>>
You give your <<print ($pillCat is "breast" ? "breasts" : $pillCat)>> a check over, you think something might have changed about <<print ($pillCat is "breast" ? "them" : "it")>>.
<</if>>
<<if $pillCat is "breast">>
<<if _pills.lastTaken[$pillCat] is "growth">>
<<set $breastgrowthtimer -= _change>>
<<else>>
<<set $breastgrowthtimer += _change>>
<</if>>
<<elseif $pillCat is "penis">>
<<if _pills.lastTaken[$pillCat] is "growth">>
<<set $penisgrowthtimer -= _change>>
<<set $sexStats.pills.pills["penis growth"].overdose += 5>>
<<else>>
<<set $penisgrowthtimer += _change>>
<<set $sexStats.pills.pills["penis reduction"].overdose += 5>>
<</if>>
<<else>>
<<if _pills.lastTaken[$pillCat] is "growth">>
<<set $bottomgrowthtimer -= _change>>
<<else>>
<<set $bottomgrowthtimer += _change>>
<</if>>
<</if>>
<<mouth_sensitivity 0.25>>
<<breast_sensitivity 0.25>>
<<bottom_sensitivity 0.25>>
<<genital_sensitivity 0.25>>
<<clamp>>
<br><br>
<<link [[Next (1:00)|PillCollection]]>><<unset $pillCat>><<pass 60>><<unset $timePassed>><</link>><<set $outside to 0>><<effects>>
<<cleareventpool>>
<<set _pills to $sexStats.pills>>
<<set _menstruation to $sexStats.vagina.menstruation>>
/*If this passage has no links, double check the widget 'autoTakePillCheck' for the $location variable */
<<if $overdosePillsTaken is "fertility booster" or _pills.lastTaken.pregnancy is "fertility booster">>
<<set _fertilityPillName to "fertility booster">>
Disregarding the warning label, you take a second dose of the fertility pills.
<br><br>
<<addinlineevent "no fertility overdose" 10>>
Despite the warning, nothing wrong seems to happen.
<br><br>
<<link [[Next (0:02)|PillCollection]]>><<pass 2>><</link>>
<</addinlineevent>>
<<addinlineevent "simple fertility overdose" 5>>
Despite the warning, you only feel a little warm for a few minutes but feel fine afterwards. <<garousal>><<arousal 100>>
<br><br>
<<link [[Next (0:03)|PillCollection]]>><<pass 3>><</link>>
<</addinlineevent>>
<<addinlineevent "simple fertility overdose 2" 4>>
You start to feel a strange warmth around your <<genitals 2>> for a few minutes but feel fine afterwards. It was oddly soothing. <<garousal>><<arousal 200>>
<<if _pills.pills[_fertilityPillName].doseTaken lt 3>>
<<set _pills.pills[_fertilityPillName].doseTaken to 3>>
<</if>>
<br><br>
<<link [[Next (0:05)|PillCollection]]>><<pass 5>><</link>>
<</addinlineevent>>
<<addinlineevent "advanced fertility overdose" 2>>
You start feeling a strange warmth around your <<genitals 2>>, however, it doesn't seem to stop until at one point you feel like it's burning you. The heat seems to start expanding to other areas of your body but then begins to subside. <<garousal>><<arousal 1000>><<gpain>><<pain 10>>
<<if _pills.pills[_fertilityPillName].doseTaken lt 4>>
<<set _pills.pills[_fertilityPillName].doseTaken to 4>>
<</if>>
<<if !_menstruation.running>>
<<elseif _menstruation.currentState is "normal">>
<<for _i to 0; _i lt 2; _i++>>
<<if _menstruation.currentDay lt _menstruation.stages[3] - 1.5>>
<<set _menstruation.currentDay += 1>>
<</if>>
<</for>>
<<if _menstruation.baseDays gte 28>>
<<set _menstruation.baseDays-->>
<</if>>
<</if>>
<br><br>
<<link [[Next (0:15)|PillCollection]]>><<pass 15>><</link>>
<</addinlineevent>>
<<addinlineevent "advanced fertility overdose" 2>>
You feel a strange warmth around your <<genitals 2>>, intensifying until it practically burns. It quickly spreads through the rest of your body, and you collapse from the pain. You remain that way until the heat finally dies down. <<garousal>><<arousal 1000>><<ggpain>><<pain 100>>
<<if _pills.pills[_fertilityPillName].doseTaken lt 4>>
<<set _pills.pills[_fertilityPillName].doseTaken to 4>>
<</if>>
<<if !_menstruation.running>>
<<elseif _menstruation.currentState is "normal">>
<<for _i to 0; _i lt 6; _i++>>
<<if _menstruation.currentDay lt _menstruation.stages[3] - 1.5>>
<<set _menstruation.currentDay += 1>>
<</if>>
<</for>>
<<if _menstruation.baseDays gte 24>>
<<set _menstruation.baseDays-->>
<</if>>
<</if>>
<br><br>
<<link [[Next (1:00)|PillCollection]]>><<pass 60>><</link>>
<</addinlineevent>>
<<addinlineevent "advanced fertility overdose 2" 2>>
You feel a strange warmth around your <<genitals 2>>, intensifying until it practically burns. It quickly spreads through the rest of your body, and you collapse from the pain. The sheer intensity overwhelms your senses, and your vision fades to black... <<garousal>><<arousal 1000>><<ggpain>><<pain 100>>
<<if _pills.pills[_fertilityPillName].doseTaken lt 4>>
<<set _pills.pills[_fertilityPillName].doseTaken to 4>>
<</if>>
<<if !_menstruation.running>>
<<elseif _menstruation.currentState is "normal">>
<<set _menstruation.currentDay to _menstruation.stages[3] - 0.5>>
<<menstruationCycle "overdose">>
<<set _menstruation.currentDay to _menstruation.stages[3] - 0.5>>
<<if _menstruation.baseDays gte 18>>
<<set _menstruation.baseDays-->>
<</if>>
<</if>>
<<rutCycle true>>
<br><br>
<<link [[Next (3:00)|PillCollectionFertilityPassOut]]>><<pass 3 hours>><</link>>
<</addinlineevent>>
<<elseif $overdosePillsTaken is "contraceptive" or _pills.lastTaken.pregnancy is "contraceptive">>
Disregarding the warning label, you take a second dose of the contraceptive pills.
<br><br>
<<addinlineevent "no contraceptive overdose" 10>>
Despite it, nothing wrong seems to happen.
<br><br>
<<link [[Next (0:02)|PillCollection]]>><<pass 2>><</link>>
<</addinlineevent>>
<<addinlineevent "simple contraceptive overdose" 5>>
Despite it, you only feel a little chilly for a few minutes but feel fine afterwards. <<larousal>><<arousal -100>>
<br><br>
<<link [[Next (0:03)|PillCollection]]>><<pass 3>><</link>>
<</addinlineevent>>
<<addinlineevent "contraceptive overdose" 3>>
After a few minutes, an odd, chilly sensation hits you. It spreads through your <<genitals 2>>, leaving a slight numbness in its wake that quickly dissipates on its own.<<llarousal>><<arousal -200>>
<br><br>
<<if $genitalsensitivity gt 2>>
<<genital_sensitivity -0.25>>
<</if>>
<<if $bottomsensitivity gt 2>>
<<bottom_sensitivity -0.25>>
<</if>>
<<link [[Next (0:30)|PillCollection]]>><<pass 30>><</link>>
<</addinlineevent>>
<</if>>
<<if !_eventpool.length>>
<<addinlineevent "Pills Error" 1>>
<span class="red">An error has occur, people report this to the dev's with a save.</span>
<br><br>
<<link [[Next|PillCollection]]>><</link>>
<</addinlineevent>>
<</if>>
<<unset $overdosePillsTaken>>
<<runeventpool>><<set $outside to 0>><<effects>>
You slowly regain consciousness, with your <<genitals 2>> feeling rather warm. You feel oddly comfortable. You wonder what effect the pills had on you.
<br><br>
<<link [[Next (0:02)|PillCollection]]>><<pass 2>><</link>><<widget "rentdue">>
<<npc Bailey>><<person1>>
<<set $_robinWasInRoom to _args[0]>>
"Time to pay up," <<he>> says.
<<if $baileydefeatedchain gte 3 or ($robinpaid is 1 and $robinromance gte 1 and $bus is "home" and $robinfirstrentfight isnot 1 and $renttime lte -14)>>
<<generateRole 1 0 "thug">><<generateRole 2 0 "thug">>
A rough-looking <<person2>><<person>> and <<person3>><<person>> stand next to <<person1>><<him>>.
The <<person2>><<person>> cracks <<his>> knuckles, and the <<person3>><<person>> grins darkly.
<<elseif $baileydefeatedchain gte 1>>
<<generateRole 1 0 "thug">>
A rough-looking <<person2>><<person>> stands next to <<person1>><<him>>.
<<person2>><<He>> cracks <<his>> knuckles.
<</if>>
<<if $_robinWasInRoom is 1>>
<br><br>
You look around, but Robin is nowhere to be found.
<br><br>
"Don't bother, <<nnpc_hes "Robin">> being kept for safe keeping," Bailey sneers at you.
<</if>>
<<if $baileyOfficeSeduced is 1>>
<<unset $baileyOfficeSeduced>>
<<set $_rentSeduce to true>>
<</if>>
<br><br>
<<if $babyIntros and $babyIntros.Bailey and $babyIntros.Bailey.length gt 0>>
<<set _homeBabyRent to true>>
<<homeBabyIntro>>
<</if>>
<<babyRent>>
<<if $money gte $rentmoney + ($babyRent or 0)>>
<<link [[Pay|Rent Pay]]>><<set $phase to $_robinWasInRoom>><</link>>
<br>
<<link [[Refuse|Rent Refuse]]>><<def 1>><</link>>
<br>
<<if $baileyseduced isnot 1>>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Seduce|Rent Seduce]]>><<set $phase to ($_rentSeduce ? 1 : 0)>><<trauma 3>><</link>><<promiscuous2>><<gtrauma>>
<br>
<<elseif $uncomfortable.prostituting is false>>
<<link [[Seduce|Rent Seduce]]>><<set $phase to ($_rentSeduce ? 1 : 0)>><<trauma 12>><<set $desperateaction to 1>><</link>><<promiscuous2>><<ggtrauma>>
<br>
<</if>>
<</if>>
<<else>>
<<person1>>
<<if $speech_attitude is "bratty">>
You stare at <<him>> in defiance. "I don't have your money. And wouldn't give it to you if I did."
<<elseif $speech_attitude is "meek">>
You hang your head, unable to pay and afraid of what's to come.
<<else>>
"I don't have it," you say, afraid of what's to come.
<</if>>
<br><br>
<<rentnopay true>>
<</if>>
<<set $renttime to 7>><<set $rentday to Time.weekDay>>
<</widget>>
<<widget "rentduerobin">>
<<set $_robinInRoom to _args[0]>>
<<npc Bailey>><<person1>>
<<set $baileyRefusedToPayTotal += $rentmoney + ($babyRent || 0)>>
<<set $baileyRefusedToPayTotalStat += $rentmoney + ($babyRent || 0)>>
"Time to pay up," <<he>> says.
<<if $baileydefeatedchain gte 3>>
<<generateRole 1 0 "thug">><<generateRole 2 0 "thug">><<generateRole 3 0 "thug">>
A rough-looking <<person2>><<person>> and <<person3>><<person>> stand next to <<person1>><<him>>.
<<if $_robinInRoom>>
Behind them, a third <<person4>><<person>> walks in with a length of rope and rushes Robin. Robin tries to resist, but it's no use.
<<else>>
Behind them, a third <<person4>><<person>> stands, bringing Robin in with <<him>>. Robin has restraints on <<nnpc_his "Robin">> hands.
<</if>>
The <<person2>><<person>> cracks <<his>> knuckles, and the <<person3>><<person>> grins darkly.
<<elseif $baileydefeatedchain gte 1>>
<<generateRole 1 0 "thug">><<generateRole 2 0 "thug">>
A rough-looking <<person2>><<person>> and <<person3>><<person>> stand next to <<person1>><<him>>.
<<if $_robinInRoom>>
The <<person3>><<person>> walks in with a length of rope and rushes Robin. Robin tries to resist, but it's no use.
The <<person2>><<person>> cracks <<his>> knuckles.
<<else>>
The <<person2>><<person>> cracks <<his>> knuckles, and the <<person3>><<person>> grins darkly, bringing Robin in with <<him>>.
Robin has restraints on <<nnpc_his "Robin">> hands.
<</if>>
<<else>>
<<generateRole 1 0 "thug">>
A rough-looking <<person2>><<person>> stands next to <<person1>><<him>>.
<<if $_robinInRoom>>
The <<person2>><<person>> walks in with a length of rope and rushes Robin. Robin tries to resist, but it's no use.
<<else>>
The <<person2>><<person>> brings Robin in with <<him>>. Robin has restraints on <<nnpc_his "Robin">> hands.
<</if>>
<</if>>
<br><br>
<<if $baileyOfficeSeduced is 1>>
<<unset $baileyOfficeSeduced>>
<</if>>
<<if $babyIntros and $babyIntros.Bailey and $babyIntros.Bailey.length gt 0>>
<<set _homeBabyRent to true>>
<<homeBabyIntro>>
<</if>>
<<babyRent>>
<<if $money gte $rentmoney + ($babyRent or 0)>>
<<if $inRobinsRoom>>
<<link [[Pay|Rent Pay Robin]]>><<set $inRobinsRoom to true>><</link>>
<<else>>
<<link [[Pay|Rent Pay Robin]]>><</link>>
<</if>>
<br>
<<link [[Refuse|Rent Refuse Robin]]>><<def 1>><</link>>
<br>
<<else>>
<<set $baileypaychain to 0>>
<<if $speech_attitude is "bratty">>
You stare at <<him>> in defiance. "I don't have your money. And wouldn't give it to you if I did. Leave Robin out of this."
<<elseif $speech_attitude is "meek">>
You hang your head, unable to pay and afraid of what's to come. "I'm sorry, Robin."
<br><br>
"I-it's not your fault," Robin interjects.
<<else>>
"I don't have it," you say, afraid of what's to come for the both of you.
<br><br>
Robin looks terrified.
<</if>>
<br><br>
"That's okay," <<he>> says, smiling. "I've already made arrangements. I don't know what they intend for you two, and frankly I don't care."
<<He>> produces a hood and length of rope. "Hold still."
<br><br>
<<link [[Submit|Rent Intro]]>><<endevent>><<set $phase to 1>><</link>>
<br>
<<if $bus is "hospital">>
<<link [[Fight|Rent Hospital Fight Robin]]>><<set $fightstart to 1>><</link>>
<br>
<<else>>
<<link [[Fight|Rent Robin Fight]]>><<set $fightstart to 1>><</link>>
<br>
<</if>>
<</if>>
<<set $renttime to 7>><<set $rentday to Time.weekDay>>
<</widget>>
<<widget "rentnopay">>
<<set $baileypaychain to 0>>
<<set $_seduceAllowed to _args[0]>>
<<set $baileyRefusedToPayTotal += $rentmoney + ($babyRent || 0)>>
<<set $baileyRefusedToPayTotalStat += $rentmoney + ($babyRent || 0)>>
<<if $robinpaid is 1 and $robinromance is 1 and $bus is "home" and $robinfirstrentfight isnot 1 and ($baileydefeatedchain gte 3 or $renttime lte -14)>>
<<set $robinfirstrentfight to 1>>
Bailey is silent for a few seconds, before shrugging. "That's okay," <<he>> says.
"I've learned my lesson. Trying to get value out of you directly is fruitless."
<br><br>
On an unseen signal, the thugs advance on you.
The <<person3>><<person>> reaches for you. You duck under <<his>> arm, but the <<person2>><<person>> grabs yours.
The <<person3>><<person>> grabs your other arm, and they hold you there.
<br><br>
<<link [[Next|Rent First Robin Fight]]>><<set $fightstart to 1>><<set $combatPhase to "talk">><<set $robinRentEvent to 1>><<set $timer to 5>><</link>>
<<else>>
<<person1>>
"That's okay," <<he>> says, smiling. "I've already made arrangements. I don't know what they intend for you, and frankly I don't care."
<<He>> produces a hood and length of rope. "Hold still."
<br><br>
<<link [[Submit|Rent Intro]]>><<endevent>><</link>>
<br>
<<if $bus is "hospital">>
<<link [[Fight|Rent Hospital Fight]]>><<set $fightstart to 1>><</link>>
<br>
<<else>>
<<link [[Fight|Rent Fight]]>><<set $fightstart to 1>><</link>>
<br>
<</if>>
<<if $baileyseduced isnot 1 and $_seduceAllowed>>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Seduce|Rent Seduce]]>><<trauma 3>><</link>><<promiscuous2>><<gtrauma>>
<br>
<<elseif $uncomfortable.prostituting is false>>
<<link [[Seduce|Rent Seduce]]>><<trauma 12>><<set $desperateaction to 1>><</link>><<promiscuous2>><<ggtrauma>>
<br>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "babyRentDisplay">>
<<babyRent true>><<if $babyRent>><<print _args[0]>><<printmoney $babyRent _args[2]>><<print _args[1]>><</if>>
<</widget>>
<<widget "babyRent">><<silently>>
<<set _skipReductions to _args[0]>>
<<set $_childrenRentCount to Object.values($children).reduce((prev, curr) => {
if(curr.location === "home") {
if(!(curr.localVariables.interactions >= 6)) {
if (!T.skipReductions) curr.localVariables.interactions = 0;
return prev + 1;
}
if (!T.skipReductions) curr.localVariables.interactions = 0;
}
return prev;
}, 0)>>
<<set $_milkRentReduction to Math.clamp(Math.floor($pregnancyStats.orphanageMilkBottles / 7), 0, Math.min(Math.floor($pregnancyStats.orphanageMilkBottles / 7), $_childrenRentCount))>>
<<set $_childrenRentCount -= $_milkRentReduction>>
<<if !_skipReductions>>
<<set $pregnancyStats.orphanageMilkBottles -= $_milkRentReduction * 7>>
<</if>>
<<set $babyRent to $_childrenRentCount * 10000>>
<</silently>><</widget>>
<<widget "rentmod">>
<<set $rentmoney to Math.floor($rentmoney * $rentmod)>>
<<if $robinpaid is 1>>
<<set $rentmoney *= 2>>
<</if>>
<</widget>>
<<widget "rentpay">>
<<money `-($rentmoney + ($babyRent or 0))` "baileyRent">>
<<set $rentmoney to [10000,30000,50000,70000,100000,150000,200000][Math.clamp($rentstage,1,6)]>> <!-- note: clamping to 1 is intentional -->
<<rentmod>>
Bailey snatches the money from your hand and starts counting. "Good," <<nnpc_he "Bailey">> says, satisfied. "You came through.
<<if $rentstage is 1>>
Next week I want <<printmoney $rentmoney "pink">><<babyRentDisplay " plus " " if you don't look after your children" "pink">>. You didn't think it would get any easier did you?"
<<else>>
Next week I want <<printmoney $rentmoney "pink">><<babyRentDisplay " plus " " if you don't look after your children" "pink">>."
<</if>>
<br><br>
<<set $baileydefeatedchain to 0>>
<<set $baileyRefusedToPay to 0>>
<<set $baileypaychain to ($baileypaychain || 0) + 1>>
<<unset $bailey_encroach>>
<<set $rentstage += 1>>
<<if $robinpaid>>
<<npcincr Robin trauma -7>>
<</if>>
<</widget>>
<<widget "rentRobinPunishment">>
You journey for some time until you feel that you're walking on grass. A small breeze flows by you. Another set of footsteps approach.
<<if !$robinPunishments.includes("docks") and $debug>>/* locked behind debug until further improvements */
<<generate2>><<generate3>>
"Oh, <<nnpc_hes "Robin">> cute. A perfect little travel companion," an unfamiliar <<person2>><<personsimple>>'s voice says.
<<if C.npc.Robin.pronoun is $player.gender_appearance>>
You're not sure who they're referring to.
<</if>>
"Hand over the cash," Bailey demands.
<br><br>
"Can't believe you're making me do this when we're about to sail," a second <<person3>><<personsimple>>'s voice says.
<<robinPunishment "docks">>
<<else>>
"Hand over the cash," Bailey demands.
<br><br>
There is no response, save for the rustling of clothes.
<br><br>
"Just hand it over already." Bailey sounds slightly unnerved.
<<robinPunishment "landfill">>
<</if>>
<br><br>
You hear a rustle of paper.
<<if _robin.dom gte 60>>
"Let go of me!" Robin yells. "<<pShe>> needs me, stop it!"
<br><br>
The sounds of Robin's protests fade off into the distance.
<<else>>
"No, no!" Robin shrieks. "Let me go!"
<br><br>
The sounds of Robin crying fade off into the distance.
<</if>>
You're pulled elsewhere by Bailey.
<</widget>>
<<widget "rentEdenTrade">>
<<npc Eden>><<person1>>
You aren't left hanging there for long.
Your hood is yanked off your head as a<<if $syndromeeden gte 1>> familiar<</if>> <<personsimple>>'s voice appears beside you.
<<if $edenCagedEscape>>
"I told you I'd find you again," Eden growls as <<he>> pulls you to the ground. <<He>> doesn't untie you. "This time the lesson better stick."
<br><br>
You're roughly led through the woods, helpless to resist, until you finally reach the cabin. "Welcome home," Eden sneers.
<<He>> drags you towards the sleeping area, where a metal cage awaits.
<br><br>
<<link [[Next (0:30)|Eden Caged Intro]]>><<pass 30>><<set $phase to 2>><</link>>
<br>
<<elseif $edenfreedom gte 2 and $edendays gte 8>>
"I trusted you," Eden says as <<he>> cuts your bindings. You fall to the floor in a heap.
"This is what happens if you don't obey me. It's for your own protection." <<He>> pulls you to your feet. "Let's go home."
<br><br>
<<link [[Next (0:30)|Eden Recaptured]]>><<pass 30>><</link>>
<br>
<<elseif $edenfreedom is 1 and $edendays gte 2>>
"I trusted you," Eden says as <<he>> cuts your bindings. You fall to the floor in a heap.
"This is what happens if you don't obey me. It's for your own protection." <<He>> pulls you to your feet. "Let's go home."
<br><br>
<<link [[Next (0:30)|Eden Recaptured]]>><<pass 30>><</link>>
<br>
<<elseif $syndromeeden gte 1>>
"I knew you'd end up like this. The town is dangerous," Eden says, cutting your bindings. <<He>> catches you as you fall. "Let's go home."
<br><br>
<<He>> takes you back to <<his>> cabin.
<br><br>
<<endevent>>
<<link [[Next (0:30)|Eden Cabin]]>><<pass 30>><</link>>
<br>
<<else>>
<<badEndTracking "Eden" { reason: "soldBailey" }>>
<<if $hunterintro is 1>>
"I knew I'd get you back."
<<else>>
"I'm not used to my prey being so helpless. Not that I'm complaining."
<</if>>
<<He>> crept up on you without making a sound.
<br><br>
<<endevent>>
<<link [[Next|Forest Hunter Intro]]>><</link>>
<br>
<</if>>
<</widget>>
<<widget "homeBabyIntro">>
<<set _fatherEvent to !!$babyIntros.Bailey.find(child => child.mother !== "pc")>>
<<set _motherEvent to !!$babyIntros.Bailey.find(child => child.mother === "pc")>>
<<set $_newChildrenCount to $babyIntros.Bailey.reduce((prev, curr) => prev + curr.children, 0)>>
<<set _playerBornChildren to []>>
<<set _playerChildrenBirthLocations to []>>
<<set _playerFatheredChildren to []>>
<<set _birthIds to $babyIntros.Bailey.reduce((prev, curr) => {
prev.pushUnique(curr.mother + curr.birthId);
return prev;
}, [])>>
<<run Object.values($children).forEach(child => {
if(T.birthIds.includes(child.mother + child.birthId)){
if(child.mother === "pc"){
T.playerBornChildren.push(child.childId);
T.playerChildrenBirthLocations.pushUnique(child.birthLocation);
} else {
T.playerFatheredChildren.push(child.childId);
}
child.localVariables.interactionsTotal = 0;
child.localVariables.interactions = 7 - Math.clamp(V.renttime, 0, 7);
}
})>>
<<person1>>
<<if _homeBabyRent>>
"Before we begin, I have news for you." <<He>> pulls out a piece of paper, and looks back to you.
<<else>>
<<He>> pulls out a piece of paper, and looks back to you.
<</if>>
<<if $babyIntros.Bailey.length gte 5>>
"You've been fucking busy. Or busy fucking. Congratulations
<<else>>
"First of all, congratulations
<</if>>
<<if _fatherEvent and _motherEvent>>
<span class="lewd">on being both a mother and a father</span>. <span class="green"><<childrenNames _playerBornChildren>> got here safely from the <<print formatList(_playerChildrenBirthLocations, "and", true)>></span>."
<<elseif _fatherEvent>>
<span class="lewd">on being a father</span>."
<<else>>
on being a mother. <span class="green"><<childrenNames _playerBornChildren>> arrived safely from the <<print formatList(_playerChildrenBirthLocations, "and", true)>></span>."
<</if>>
<<if _fatherEvent>>
<<earnFeat "First Fatherhood">>
<<set _impregFame to (_playerFatheredChildren.length * 5)>>
<<fameimpreg _impregFame>>
<br><<He>> looks back to the paper.<br><br>
<<for _key, _value range $babyIntros.Bailey.filter(child => child.mother !== "pc")>>
<!--
<<set _childIds to []>>
<<run Object.values($children).forEach(child => {
if(child.mother === T.value.mother && child.birthId === T.value.birthId){T.childIds.push(child.childId)}
})>> -->
<<switch _value.children>>
<<case 1>><<set _childrenText to "a brat">>
<<case 2>><<set _childrenText to "a pair of brats">>
<<default>><<set _childrenText to "a trio of brats">>
<</switch>>
<<if _continues>>
<br><<He>> continues.
<</if>>
<<if _value.mother is "Robin">>
"That waif popped out <<print _childrenText>>, and insists that they're yours. I'm inclined to believe <<nnpc_him "Robin">> with how much time you two spend together."
<<elseif _value.mother is "Alex">>
<<if pregnancyCountBetweenParents("Alex","pc") is 1 or pregnancyCountBetweenParents("pc","Alex")>>
<<if C.npc.Alex.pregnancy.selfKnowledge or C.npc.Alex.pregnancy.pcKnowledge>>
"I got word that you knocked up some <<if C.npc.Alex.pronoun is "f">>bitch<<else>>slut<</if>> outside town. I paid them a little visit and saw that that farm's no place for a brat. I did you the favour of bringing your spawn back here, where it belongs."
<<else>>
"I've paid a little visit to that farmer <<if C.npc.Alex.pronoun is "f">>girl<<else>>boy<</if>> You should have done the same. Anyway, <<nnpc_he "Alex">> popped out <<print _childrenText>>, and I already know it's yours."
<</if>>
<<else>>
"You're a careless little fuck, you know that? Making me drive all the way there again just because you don't know how to assume your own responsibilities, instead, making more and more," <<he>> says.
<br><br>
"It's from that farmer <<if C.npc.Alex.pronoun is "f">>girl<<else>>boy<</if>>, again."
<</if>>
<<elseif $NPCNameList.includes(_value.mother)>>
"Someone named _value.mother dropped off <<print _childrenText>>, and a paternity test with your name on it to match."
<<else>>
"A _value.mother dropped off <<print _childrenText>>, and a paternity test with your name on it."
<</if>>
<<set _continues to true>>
<</for>>
<</if>>
<br><br>
"They're in the ward already.
<<set _knownPregnancyCount to knowsAboutChildrenTotal("pc","Bailey","home")>>
<<if _knownPregnancyCount is 1 or !$ward_unlocked>>
You're responsible for your offspring's care," <<he>> says. "If I have to intervene, it'll cost you an extra <span class="red">£100</span> a week, starting now. They don't leave the nursery. Ever."
<<elseif _knownPregnancyCount lte 4>>
You already know that you're responsible for your offspring's care," <<he>> says. "If I have to intervene, it'll cost you an extra <span class="red">£100</span> a week, each."
<<else>>
You're an irresponsible slut," <<he>> says. "Remember that if I have to intervene in the care of your offspring, it'll cost you an extra <span class="red">£100</span> a week, each."
<</if>>
<<if $baileydefeatedchain gte 3>>
You see <<him>> sneer, but only for a brief instant. "I'd rather not make someone else take care of your twerps, but if you keep being a difficult little shit, don't think you'll be allowed to see them again."
<<elseif _homeBabyRent>>
You see <<his>> face soften for a moment, but it was so slight that you might have imagined it. "And if you want the luxury of being able to take care of them, you'll pay up."
<</if>>
<br><br>
<<if !$ward_unlocked>>
<span class="gold">You can now access the youth ward, and the nursery.</span>
<br><br>
<</if>>
<<set $ward_unlocked to true>><<run delete $babyIntros.Bailey>>
<</widget>><<effects>>
<<rentpay>>
<<if $bus is "hospital">>
<<if crimeSumCurrent() gte 1000>>
<<link [[Next|Hospital Arrest]]>><<pass 10>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Hospital front]]>><<pass 10>><<endevent>><</link>>
<br>
<</if>>
<<else>>
<<if $phase is 1>>
<<endevent>>
<<npc Robin>><<person1>>
You see Robin run up to you from around a corner as you exit <<his>> room. "You're okay!" <<He>> tackles you into a hug.
"Bailey took me away last night and I thought something awful was going to happen," <<he>> says before calming down.
<br><br>
You return the embrace before returning to your room.
<br><br>
<</if>>
<<link [[Next|Bedroom]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<rentpay>>
<<endevent>>
<<npc "Robin">><<person1>>
Robin hugs you softly after Bailey leaves. "I'm so sorry," <<he>> says.
<<if $bus is "hospital">>
<br><br>
<<set $companion to "Robinrent">>
<<if crimeSumCurrent() gte 1000>>
<<link [[Next|Hospital Arrest]]>><<pass 10>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Hospital front]]>><<pass 10>><<endevent>><</link>>
<br>
<</if>>
<<else>>
<<if $inRobinsRoom>>
<<He>> sits down on <<his>> bed. "That was scary."
<br><br>
After a moment to make sure Robin is okay, you leave the room and go back to the main hall.
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<<else>>
<<He>> eventually leaves your bedroom. "If you need anything, just let me know."
<br><br>
<<link [[Next|Bedroom]]>><<endevent>><</link>>
<</if>>
<br>
<</if>>
<<unset $inRobinsRoom>><<effects>>
<<if $speech_attitude is "bratty">>
You stare at <<him>> in defiance. "I'm not paying you. I don't care what you do to me."
<<elseif $speech_attitude is "meek">>
"N-no," you stutter, surprised by your bravery. "I-I won't."
<<else>>
"The money isn't yours," you say, "I'm keeping it."
<</if>>
<br><br>
<<rentnopay>><<effects>><<set $baileypaychain to 0>>
<<set $baileyRefusedToPayTotal += $rentmoney + ($babyRent || 0)>>
<<set $baileyRefusedToPayTotalStat += $rentmoney + ($babyRent || 0)>>
<<if $speech_attitude is "bratty">>
You stare at <<him>> in defiance. "I'm not paying you. I don't care what you do to me, but leave Robin out of this."
<<elseif $speech_attitude is "meek">>
"N-no," you stutter, surprised by your bravery. "I-I won't let you hurt either of us..."
<<else>>
"The money isn't yours," you say. "Punish me however you want but leave <<nnpc_him "Robin">> out of this."
<<person1>>
<</if>>
<br><br>
"That's okay," <<he>> says, smiling. "I've already made arrangements. I don't know what they intend for you two, and frankly I don't care."
<<He>> produces a hood and length of rope. "Hold still."
<br><br>
<<link [[Submit|Rent Intro]]>><<set $phase to 1>><<endevent "phaseless">><</link>>
<br>
<<if $bus is "hospital">>
<<link [[Fight|Rent Hospital Fight Robin]]>><<set $fightstart to 1>><</link>>
<br>
<<else>>
<<link [[Fight|Rent Robin Fight]]>><<set $fightstart to 1>><</link>>
<br>
<</if>><<effects>>
<<set $baileyseduced to 1>>
<<if $speech_attitude is "meek">>
"P-please, <<sir>>," you plead. "Can't I p-pay you some other way?" You bite your lip.
<<elseif $speech_attitude is "bratty">>
"You know," you say, running your hands over your body, "I could pay you in a different way. A much better way."
<<else>>
"Can't I pay you some other way?" you ask, licking your lips. "I'll make it worth it."
<</if>>
<<promiscuity2>>
<<if $phase is 1>>
Bailey smirks. <<His>> cold hand snakes over your shoulder, around the back of your head, and <<he>> begins to stroke your hair.
<br>
Then, without warning, <<he>> grabs a fistful of your hair and yanks you close, your face inches from <<his>> own.
<br>
"Nice try," <<he>> hisses. "But that's not going to save your ass. Not this time."
<br><br>
<<He>> releases you and presses <<his>> hand on your chest, shoving you. You stumble backwards as Bailey takes a menacing step towards you
<<if $money gte $rentmoney + ($babyRent or 0)>>
with <<his>> palm open expectantly. "Your payment. Now."
<br><br>
<<link [[Pay|Rent Pay]]>><</link>>
<br>
<<link [[Refuse|Rent Refuse]]>><<def 1>><</link>>
<br>
<<else>>
and begins unwinding the rope. "Don't worry," <<he>> taunts. "I'll put in a good word for you."
<br><br>
<<link [[Submit|Rent Intro]]>><<endevent>><</link>>
<br>
<<if $bus is "hospital">>
<<link [[Fight|Rent Hospital Fight]]>><<set $fightstart to 1>><</link>>
<br>
<<else>>
<<link [[Fight|Rent Fight]]>><<set $fightstart to 1>><</link>>
<br>
<</if>>
<</if>>
<<else>>
"You can pay me," <<person1>><<he>> sneers. "With money. <span class="pink">£<<print ($rentmoney + ($babyRent or 0)) / 100>>.</span> <span class="red">That's what your body's worth.</span>"
<br><br>
<<if $baileydefeatedchain gte 1>>
<<person2>>"I'll take that as payment," the <<person>> beside <<nnpc_him Bailey>> says.
<br><br>
Bailey cows <<him>> with a glare, and <<he>> looks away.
<<person1>>
<br><br>
<</if>>
It's too late to negotiate with Bailey. <<He>> wants <<his>> payment.
<<if $money gte $rentmoney + ($babyRent or 0)>>
<<He>> holds out <<his>> hand.
<br><br>
<<link [[Pay|Rent Pay]]>><</link>>
<br>
<<link [[Refuse|Rent Refuse]]>><<def 1>><</link>>
<br>
<<else>>
"Now like I said." <<He>> brandishes the rope at you. "Hold still."
<br><br>
<<link [[Submit|Rent Intro]]>><<endevent>><</link>>
<br>
<<if $bus is "hospital">>
<<link [[Fight|Rent Hospital Fight]]>><<set $fightstart to 1>><</link>>
<br>
<<else>>
<<link [[Fight|Rent Fight]]>><<set $fightstart to 1>><</link>>
<br>
<</if>>
<</if>>
<</if>><<effects>>
<<set $baileydefeatedchain to 0>><<set $soldCount += 1>>
<<set $baileyRefusedToPay to 0>>
<<set $baileyRefusedToPayTotal to $baileyRefusedToPayTotal lt $rentmoney + ($babyRent || 0) ? 0 : $baileyRefusedToPayTotal - ($rentmoney + ($babyRent || 0))>>
<<set _robin to statusCheck("Robin")>>
<<unset $bailey_encroach>>
<<npc Bailey 1>>
<<set _robinIsPresent to ($phase is 1)>>
<<set _andRobin to (_robinIsPresent ? "and Robin" : "")>>
With your head covered by a hood and your arms bound behind your back, you _andRobin are led down a flight of stairs and along a tunnel.
You trip a couple of times, prompting Bailey to drag you back to your feet and slap your face in anger.
<br><br>
<<if _robinIsPresent>>
"Please, stop hurting <<phim>>!" Robin begs. Bailey ignores <<nnpc_him "Robin">>.
<br><br>
<</if>>
<<pass 20>>
<<if $tutorial is 0>>
<<endevent>>
<<generate1>><<person1>>
After journeying for some time you hear another set of footsteps. "This is the wimp?" says a <<personsimple>>'s voice.
<br><br>
<<if _robinIsPresent>>
"Yes, I'm just taking my <<print (_robin.pronoun is $player.gender_appearance ? (_robin.pronoun is "m" ? "boys" : "girls") : "kids")>> for a tour of the outside world,"
<<else>>
"Yes, I'm just taking my <<girl>> for a tour of the outside world,"
<</if>>
says Bailey, <<person1>><<nnpc_his "Bailey">> temper barely concealed beneath the sarcasm.
"Just give me the cash. And I want you gone in 10 minutes."
<br><br>
Someone presses their hand between your shoulders and shoves you forward, into another pair of arms. A moment later, your hood is removed, revealing a <<person>>. "You're the cutest thing I've seen all week! Come 'ere."
<br><br>
<<link [[Next|Tutorial]]>><<set $molestationstart to 1>><<set $tutorialExit to "Tutorial Bailey">><</link>>
<<elseif $rentsale is 3>>
<<set $rentsale to 0>><<generate2>><<person2>>
After journeying for some time you hear another set of footsteps.
<<if _robinIsPresent>>
"Hand them over," says a <<personsimple>>'s voice.
<br><br>
"Money first," responds Bailey. "Will I get them back?"
<br><br>
"You won't want them when we're done."
<br><br>
<<else>>
"Hand <<phim>> over," says a <<personsimple>>'s voice.
<br><br>
"Money first," responds Bailey. "Will I get <<phim>> back?"
<br><br>
"You won't want <<phim>> when we're done."
<br><br>
<</if>>
You hear a rustle of paper before being dragged further along the tunnel.
<br><br>
<<if _robinIsPresent>>
<<badEndTracking "Underground Dungeon" { reason: "soldBaileyRobin" }>>
<<link [[Next|Underground Intro]]>><<set $baileySold to true>><<endevent "phaseless">><<set $phase to 1>><</link>>
<<else>>
<<badEndTracking "Underground Dungeon" { reason: "soldBailey" }>>
<<link [[Next|Underground Intro]]>><<set $baileySold to true>><</link>>
<</if>>
<br>
<<elseif $rentsale is 2>>
<<set $rentsale += 1>>
<<leash 21>>
<<if _robinIsPresent>>
You journey for some time until you feel solid concrete beneath your feet. Another set of footsteps approach.
You think you hear the rustle of an officer's belt.
<br><br>
"Hand the suspect over," a voice commands.
<br><br>
"Cash first. No time behind bars." Bailey's anger is very apparent. "I want <<nnpc_him "Robin">> back in one piece."
<br><br>
"Very well. We have other plans for this one anyway." You hear what sounds like the rustling of cash.
<br><br>
Robin begins to cry. "I-I didn't do anything! Please, don't!" <<nnpc_His "Robin">> voice trails off. Bailey tugs you elsewhere.
<<robinPunishment "pillory">>
<br><br>
You continue for a while longer,
<<else>>
You journey for some time,
<</if>>
until you hear the sound of engines up ahead. The sound echoes, becoming closer, until you hear it all around you.
"Good stock," says an unfamiliar voice. "Would make a fine breeder."
<br>
"The money," Bailey responds, impatient.
<br>
"Ah. Here." There's a rustle to one side, then someone tugs on your leash, pulling you forward.
<br>
"A pleasure," Bailey says, already walking away.
<br><br>
"Watch the step," says the unfamiliar voice. Whatever you've stepped onto is rumbling. "Sit."
You fumble around your knees, and find what feels like a bench.
You sit, then hear the slam of doors, and a few moment later you lurch as the floor moves beneath you. You're in a vehicle.
<br><br>
<<link [[Next|Street Van Bailey]]>><<set $baileySold to true>><</link>>
<br>
<<elseif $rentsale is 1>>
<<set $rentsale += 1>>
<<if _robinIsPresent>>
<<rentRobinPunishment>>
<<endevent>>
<<npc Bailey 1>><<person1>>
<br><br>
Your journey with Bailey continues.
<<else>>
After journeying for some time you emerge outside.
<</if>>
You hear wind rustling through leaves.
Bailey lifts you and hooks your bindings on something behind you, leaving you suspended in the air.
"Don't go anywhere, you'll be picked up shortly," <<he>> says. You hear <<him>> walk away, leaving you alone.
<br><br>
<<endevent>>
<<rentEdenTrade>>
<<else>>
<<set $rentsale to 1>>
<<generate2>><<person2>>
After journeying for some time you hear another set of footsteps. "This is the merchandise?" says a <<personsimple>>'s voice.
<br><br>
<<if _robinIsPresent>>
"No, I'm just taking my <<print (_robin.pronoun is $player.gender_appearance ? (_robin.pronoun is "m" ? "boys" : "girls") : "kids")>> for a walk,"
says Bailey, <<person1>><<his>> temper barely concealed beneath the sarcasm.
"Just give me the cash. And I want them back in one piece, you're not paying enough..."
<<else>>
"No, I'm just taking my <<girl>> for a walk,"
says Bailey, <<person1>><<his>> temper barely concealed beneath the sarcasm.
"Just give me the cash. And I want <<phim>> back in one piece, you're not paying enough..."
<</if>>
<br><br>
<<if _robinIsPresent>>
<<if _robin.dom lte 50>>
"Please, let us go! We didn't do anything-"
<<else>>
"Wait! Let <<phim>> go! Please don't hurt my <<girlfriend>>-"
<</if>>
Robin's voice suddenly becomes muffled, and to your alarm, you hear <<nnpc_him "Robin">> fall to the ground soon after.
<br><br>
<</if>>
A moment later, you feel someone press something against your mouth, and your consciousness fades. <<arousal 6000>><<gggarousal>>
<br><br>
<<link [[Next|Danube Meal]]>><<endevent>><<set $phase to (_robinIsPresent ? 1 : 0)>><</link>>
<br>
<</if>><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
"You think I won't beat it out of you?" Bailey says.
<br><br>
<<set $phase to 1>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<if $phase is 1>>
<<set $phase to 2>>
Orphans arrive to watch the fight, drawn by the noise.
<br><br>
<</if>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Rent Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Rent Fight]]>><</link>></span><<nexttext>>
<</if>><<set _robin to statusCheck("Robin")>>
<<if $fightstart is 1>>
<<if $baileydefeatedchain gte 3>>
<<set $enemyno to 3>>
<<set $enemynomax to 3>>
<<elseif $baileydefeatedchain gte 1>>
<<set $enemyno to 2>>
<<set $enemynomax to 2>>
<<else>>
<<set $enemyno to 1>>
<<set $enemynomax to 1>>
<</if>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
"Keep the other one under control, one of you," Bailey says. The <<personselect $enemynomax>><<person>> nods and grabs at Robin,
while Bailey returns <<person1>><<his>> gaze to you.
<<set $phase to 1>>
<<if _robin.dom gte 80>>
<<set $timer to 4>>
<<elseif _robin.dom gte 60>>
<<set $timer to 3>>
<<elseif _robin.dom gte 40>>
<<set $timer to 2>>
<<else>>
<<set $timer to 1>>
<</if>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<if $phase is 1>>
<<set $phase to 2>>
<br><br>
Orphans arrive to watch the fight, drawn by the noise.
<br><br>
<</if>>
<<personselect $enemynomax>>
<<if $timer gt 1>>
<span class="green">
<<if $rng gte 81>>
Robin struggles in <<nnpc_his "Robin">> restraints.
<<elseif $rng gte 61>>
Robin tells you not to give up.
<<elseif $rng gte 41>>
Robin is kicking at the <<person>>'s heels.
<<elseif $rng gte 21>>
Robin tells you not to worry about <<nnpc_him "Robin">>.
<<else>>
Robin bites the <<person>>'s hand holding <<nnpc_him "Robin">>.
<</if>></span>
<<elseif $timer is 1>>
The <<person>> manages to wrap <<his>> arm around Robin's throat. <span class="red">Robin cries out in pain.</span>
<<else>>
<span class="red">
<<if $rng gte 81>>
The <<person>> has Robin in a stranglehold.
<<elseif $rng gte 61>>
You can hear Robin choking.
<<elseif $rng gte 41>>
The <<person>> spits at Robin's eye while strangling <<nnpc_him "Robin">>.
<<elseif $rng gte 21>>
Robin tries to surrender, but the <<person>> doesn't lighten up.
<<else>>
The <<person>> punches Robin while choking <<nnpc_him "Robin">>.
<</if>>
</span>
<<npcincr Robin trauma 2>><<grtrauma true>>
<</if>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Rent Robin Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Rent Robin Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<set _robin to statusCheck("Robin")>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation "short">><<set $baileydefeatedlewd += 1>><<set $baileydefeatedchain += 1>><<earnFeat "Bailey's Trouble Maker">>
<<person1>>One of the watching orphans giggles. Bailey spins to find the culprit, but another laughs behind <<him>>.
Soon the whole room is filled with laughter. <<He>> looks back at you. "You'll pay for this," <<he>> says, before storming from the room.
<br><br>
<<if $baileydefeatedchain gte 2>>
The <<person2>><<person>> slinks out after <<person1>><<him>>.
<br><br>
<</if>>
You walk over to Robin and undo <<nnpc_his "Robin">> bindings. <<nnpc_He "Robin">> pulls you into a hug. "Thank you, my hero!" With a peck on your <<if _robin.lust gte 60>>lips<<else>>cheek<</if>>, <<nnpc_he "Robin">> walks away.
<br><br>
The orphans cheer your defeat of the tyrant. <<He>> will be back, but for now you're in the clear.
<<greb>><<ghope>><<reb 1>><<hope 1>><<ltrauma>><<lstress>><<trauma -6>><<stress -12>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Bedroom]]>><</link>>
<<elseif $enemyhealth lte 0>>
<<set $baileydefeated += 1>><<set $baileydefeatedchain += 1>>
<<person1>><<He>> backs off for a moment, surprised by your aggression and nursing a bruise.
<<He>> notices the crowd formed around the hall. "You'll pay for this. Mark my words." <<He>> storms out.
<br><br>
<<if $baileydefeatedchain gte 2>>
The <<person2>><<person>> slinks out after <<person1>><<him>>.
<br><br>
<</if>>
You walk over to Robin and undo <<nnpc_his "Robin">> bindings. <<nnpc_He "Robin">> pulls you into a hug, "Thank you, my hero!"
<br><br>
<<if _robin.lust gte 60>>
With a peck on your lips, Robin walks away.
<<else>>
With a peck on your cheek, Robin walks away.
<</if>>
<br><br>
Bailey's departure lifts a weight from the watching orphans, who cheer your defeat of the tyrant. <<He>> will be back, but for now you're in the clear.
<<greb>><<ghope>><<reb 1>><<hope 1>><<ltrauma>><<lstress>><<trauma -6>><<stress -12>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Bedroom]]>><</link>>
<<else>>
<<set $baileydefeatedchain to 0>>
<<set $baileyRefusedToPay to 0>>
<<unset $bailey_encroach>>
You fall to the ground, too hurt to move.
Robin struggles, until Bailey hits <<nnpc_him "Robin">> hard on the head. <<nnpc_He "Robin">> collapses beside you.
<<lreb>><<reb -1>>
<br><br>
<<set $upperoff to 0>>
<<set $loweroff to 0>>
<<set $underloweroff to 0>>
<<set $underupperoff to 0>>
<<endcombat>>
<<link [[Next|Rent Intro]]>><<endevent>><<set $phase to 1>><</link>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation "short">><<set $baileydefeatedlewd += 1>><<set $baileydefeatedchain += 1>><<earnFeat "Bailey's Trouble Maker">>
<<person1>>One of the watching orphans giggles. Bailey spins to find the culprit, but another laughs behind <<him>>.
Soon the whole room is filled with laughter. <<He>> looks back at you. "You'll pay for this," <<he>> says, before storming from the room.
<br><br>
<<if $baileydefeatedchain gte 2>>
The <<person2>><<person>> slinks out after <<person1>><<him>>.
<br><br>
<</if>>
The orphans cheer your defeat of the tyrant. <<He>> will be back, but for now you're in the clear.
<<greb>><<ghope>><<reb 1>><<hope 1>><<ltrauma>><<lstress>><<trauma -6>><<stress -12>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Bedroom]]>><</link>>
<<elseif $enemyhealth lte 0>>
<<set $baileydefeated += 1>><<set $baileydefeatedchain += 1>>
<<person1>><<He>> backs off for a moment, surprised by your aggression and nursing a bruise.
<<He>> notices the crowd formed around the hall. "You'll pay for this. Mark my words." <<He>> storms out.
<br><br>
<<if $baileydefeatedchain gte 2>>
The <<person2>><<person>> slinks out after <<person1>><<him>>.
<br><br>
<</if>>
<<His>> departure lifts a weight from the watching orphans, who cheer your defeat of the tyrant. <<He>> will be back, but for now you're in the clear.
<<greb>><<ghope>><<reb 1>><<hope 1>><<ltrauma>><<lstress>><<trauma -6>><<stress -12>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Bedroom]]>><</link>>
<<else>>
<<set $baileydefeatedchain to 0>>
<<set $baileyRefusedToPay to 0>>
<<unset $bailey_encroach>>
You fall to the ground, too hurt to move.
<<lreb>><<reb -1>>
<br><br>
<<set $upperoff to 0>>
<<set $loweroff to 0>>
<<set $underloweroff to 0>>
<<set $underupperoff to 0>>
<<endcombat>>
<<link [[Next|Rent Intro]]>><</link>>
<</if>><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<set $enemyno to 1>>
<<set $head to "grappled">>
<<set $leftarm to "grappled">><<set $rightarm to "grappled">><<set $NPCList[0].lefthand to "arms">><<set $NPCList[0].righthand to "arms">>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<</if>>
<<effects>><<effectsman>>
<br>
<<person1>>
<<if $combatPhase is "talk">>
<<switch $timer>>
<<case 4>>
Bailey stares at you.
<<case 3>>
Bailey turns and walks away.
<<case 2>>
Bailey walks down the hall and turns a corner, out of sight.
<<case 1>>
You hear Bailey say something, <span class="purple">followed by a <<nnpc_gendery "Robin">> screaming</span>.
<<default>>
Bailey walks back from the hallway, <span class="red">dragging Robin by <<nnpc_his "Robin">> hair</span>.
<<set $combatPhase to "Robin">><<set $timer to 2>><<set $baileySpoke to 0>>
<</switch>>
<br>
<span class="red">The <<person2>><<person>> and <<person3>><<person>> hold you firm.</span>
<<elseif $combatPhase is "Robin">>
<<if $timer gte 1>>
<<switch $baileySpoke>>
<<case 2>>
<<if $speechplead is 1 or $speechapologiseno is 1 or $speechscream is 1 or $speechdemand is 1>>
"Save your breath," Bailey says. "If you really want to save <<nnpc_him "Robin">>, it's not too late to pay."
<<else>>
"I told you, all that time ago," Bailey says. "Get me my money... or I'll find a way to extract value from you."
<</if>>
<<case 1>>
<<if $speechplead is 1 or $speechapologiseno is 1>>
Bailey rolls <<his>> eyes. "If you'd paid me on time, maybe you wouldn't be crying your eyes out now."
<<set $baileySpoke++>>
<<elseif $speechscream is 1 or $speechdemand is 1>>
"You think you're going to convince me with shouting?" Bailey sneers.
<<set $baileySpoke++>>
<<else>>
"Don't know why you took this waif's debt in the first place if you weren't ready to pay it," Bailey sneers.
<</if>>
<<default>>
<<if $speechplead is 1 or $speechapologiseno is 1>>
Bailey scoffs at you. "Oh, now you're sorry? Now that there's consequences?"
<<set $baileySpoke++>>
<<elseif $speechscream is 1 or $speechdemand is 1>>
"Shut up," Bailey snaps at you. "You didn't pay the price, so <<nnpc_he "Robin">> will."
<<set $baileySpoke++>>
<<else>>
"You see?" Bailey says, looking at Robin. "<<pShe>> didn't pay the price, so you will."
<</if>>
<</switch>>
<<if C.npc.Robin.trauma gte 20 or C.npc.Robin.dom lte 30>>
<<print either("Robin stares at you with teary eyes.","Robin sniffles.","Robin feebly struggles in Bailey's grip.","Robin reaches for you.")>>
<<else>>
<<print either("Robin holds a brave face.","Robin grits <<nnpc_his \"Robin\">> teeth.","Robin struggles in Bailey's grip.","Robin almost wrenches <<nnpc_himself \"Robin\">> from Bailey's grasp.")>>
<</if>>
<<else>>
"You want to keep <<nnpc_him "Robin">> safe?" Bailey asks. "Say it to me. Tell me you'll pay me from now on."
<<if C.npc.Robin.trauma gte 1 or C.npc.Robin.dom lte 30>>
Robin hiccups.
<<else>>
Robin shakes <<nnpc_his "Robin">> head.
<</if>>
<<set $combatPhase to "pay">><<set $timer to 2>>
<</if>>
<br>
<span class="red">The <<person2>><<person>> and <<person3>><<person>> hold you firm.</span>
<<elseif $combatPhase is "pay">>
<<if $speechpay is 1>>
"There," Bailey sneers. "Was that so hard?" <<He>> gestures to <<his>> thugs, and they let go of your arms.
<<set _fin to 1>>
<<elseif $speechpay is -1>>
"Well, isn't that a shame," Bailey sneers. "But I'm feeling generous. You can still save <<nnpc_him "Robin">>. Just stay still."
<br>
Robin desperately shakes <<nnpc_his "Robin">> head.
<<set $combatPhase to "still">><<set $timer to 2>>
<<elseif $timer is 1>>
Bailey pretends to check <<his>> watch. "I'm a busy <<personsimple>>. If you won't <i>pay up</i>, I'm leaving."
<br>
<span class="red">The <<person2>><<person>> and <<person3>><<person>> hold you firm.</span>
<<else>>
"I'm done here," Bailey scoffs. "If you didn't want to pay for <<nnpc_him "Robin">>, you shouldn't have wasted my time in the first place."
<<set $finish to 1>><<set _fin to 1>>
<</if>>
<<elseif $combatPhase is "still">>
<<if _defiance is undefined>>
"Good," Bailey says, nodding to the thugs. <<He>> nods to the thugs holding your arms, and they march you out of the orphanage.
<br><br>
<span class="red">Robin shouts your name through tears as you're led out.</span>
<<set _fin to 1>>
<<elseif $timer is 1>>
"Did you hear me?" Bailey growls. "If you don't want <<nnpc_him "Robin">> to get it, <i>don't struggle</i>. Just stay still."
<br>
<span class="red">The <<person2>><<person>> and <<person3>><<person>> hold you firm.</span> The <<person2>><<persons>> grip tightens.
<<else>>
Bailey scowls. "I'm done here. If you didn't want to pay for <<nnpc_him "Robin">>, you shouldn't have wasted my time in the first place."
<<set $finish to 1>><<set _fin to 1>>
<</if>>
<</if>>
<br><br>
<<if _fin isnot 1>>
<<actionsman>>
<</if>>
<<if $combatPhase is "pay" and $speechpay is 1>>
<span id="next"><<link [[Next|Rent First Robin Fight Finish]]>><<endevent>><<set $phase to "pay">><</link>></span><<nexttext>>
<<elseif $combatPhase is "still" and _defiance is undefined>>
<span id="next"><<link [[Next|Rent First Robin Fight Finish]]>><<endevent>><<set $phase to "still">><</link>></span><<nexttext>>
<<elseif $finish is 1>>
<span id="next"><<link [[Next|Rent First Robin Fight Finish]]>><<endevent>><<set $phase to "finish">><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Rent First Robin Fight]]>><</link>></span><<nexttext>>
<</if>>
<<turnend>><<effects>>
<<unset $robinRentEvent>>
<<set _robin to statusCheck("Robin")>>
<<npc Robin 1>><<person1>>
<<if $phase is "pay">>
Bailey lets go of Robin, who runs up to and embraces you. <<He>> sobs softly.
<br><br>
<<rentpay>>
Bailey walks off, and Robin continues clinging to you.
<<if _robin.trauma gte 40>>
"I th-thought..." <<He>> chokes up and holds you tighter.
<<else>>
"I thought I was going to lose you," <<he>> says after a long moment.
<</if>>
<br><br>
You gently hold <<his>> hand, and give <<him>> a comforting kiss on the forehead.
<<takeHandholdingVirginity "Robin">>
<br><br>
Robin manages to calm down, the tears ebbing away.
<<if _robin.dom gte 30>>
"I need to become stronger..." <<he>> whispers under <<his>> breath, shaking <<his>> head.
<</if>>
"Thank you. For everything," <<he>> says. <<He>> eventually releases <<his>> embrace and goes back towards <<his>> room.
<br><br>
<<robinRentUnsafeMessage>>
<<endcombat>><<clotheson>>
<<link [[Next|Orphanage]]>><</link>>
<<elseif $phase is "still">>
The thugs drag you away. You hear Robin crying for you. <<His>> cries eventually fade away as you leave the orphanage. You are met face to face with Bailey.
<br><br>
<<npc Bailey 2>><<person2>>
"Now was that so hard?" Bailey sneers as <<he>> covers your head and binds your arms. "You saved your little friend. This time."
<br><br>
<<robinRentUnsafeMessage>>
<<endcombat>><<clotheson>>
<<link [[Next|Rent Intro]]>><</link>>
<<else>>
<<robinPunishment "mansion">>
Bailey drags Robin away. You struggle against the thugs' grip, but can't break free.
<br><br>
Eventually Bailey returns, and sneers at you. "Since I'm so generous, this will be a warning. Get me my money, or <<he>>'ll pay the price."
<br><br>
<<robinRentUnsafeMessage>>
<<endcombat>><<clotheson>>
<<link [[Next|Orphanage]]>><</link>>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>>
<<npc Bailey 1>>
You feel someone put their hand on your shoulder, turning you see it's Bailey.
<br><br>
"Welcome to the outside world, I hope you learned your lesson of not doing anything all week," <<he>> says, "I expect you to try harder this week, you're not going to like to see what happens if you fail to pay me again."
<br><br>
You're escorted by Bailey back to your bedroom and left alone.
<br><br>
<<link [[Next|Bedroom]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "home">><<home_effects>><<effects>>
<<set $orphanageWardIntro to true>>
You walk into the youth ward. It wasn't so long ago that you were relegated here, yourself.
The walls are cleaner, the air seems more fresh. Even the atmosphere itself somehow feels less bleak.
You never realised how much bigger this place felt on the inside.
<br><br>
<<generatey1>><<person1>>
A young orphan runs by, and smiles up at you briefly. <<He>> has no idea how safe <<he>> is, and how much worse the world outside is.
A pit forms in your stomach, as you become acutely aware of something.
You can't ever remember leaving the youth ward on your own. It was always with Bailey, or one of <<nnpc_his "Bailey">> workers.
So many of your memories are from behind heavily tinted windows and through crowds of people. <<gawareness>><<awareness 3>>
<br><br>
As soon as the thought reaches you, though, it fades, leaving only a mild sense of anxiety in its wake. That couldn't be true...
<br><br>
...Right?
<br><br>
<<link [[Next|Orphanage Ward]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "home">><<home_effects>><<effects>>
You are in the youth ward of the orphanage. One of Bailey's thugs stands guard at the entrance.
<<switch Time.dayState>>
<<case "dawn">>
Many of the children are still asleep.
<<case "day">>
Laughter and young voices echo through the halls.
<<case "dusk">>
Most of the children have already been tucked in for bed.
<<case "night">>
The children are all asleep, and the ward is silent.
<</switch>>
<br><br>
<<if $baileydefeatedchain gte 3 or $baileyRefusedToPay gte 3>>
The thug stops you at the door. "Sorry, <<girl>>. Bailey says you're not allowed to enter until you <span class="red">pay up</span>." You're turned away.
<br><br>
<<link [[Next|Orphanage]]>><</link>>
<br>
<<elseif $home_event_ward_timer lte 0 and Time.hour gte 6 and Time.hour lte 21>>
<<set $home_event_ward_timer to 6>>
<<switch $home_event_ward_count>>
<<case 0>><<set $home_event_ward_count += 1>>
As the sounds and smells of the youth ward hit you, you're flooded with a wave of nostalgia.
In a twisted way, this innocence and ignorance feels safe. A part of you yearns for the simpler days, when you were oblivious to the world outside. <<trauma -3>><<ltrauma>>
<br><br>
<<orphanageWardOptions>>
<<case 1>><<set $home_event_ward_count += 1>>
You briefly feel lost. You stare down one of the longer hallways. The number of rooms that branch off seems wrong. You wonder how much else has changed since you were moved.
<br><br>
<<orphanageWardOptions>>
<<case 2>><<set $home_event_ward_count += 1>>
You suddenly find yourself wondering if you could find your old room. You try to remember where it was, but you draw a blank. It's probably already occupied by someone else, anyways.
<br><br>
<<if $awareness gte 200>>
How many orphans are there? How do the rooms fill so quickly?
<br><br>
<</if>>
<<orphanageWardOptions>>
<<case 3>><<set $home_event_ward_count += 1>>
You hear a young orphan lightly sobbing. Another orphan is trying to calm them down. It looks like one of them is getting moved to the other wing soon.
<br><br>
<<if C.npc.Robin.init is 1 and C.npc.Robin.love gte 20 and $awareness gte 300>>
It reminds you of when you and Robin were younger. <<nnpc_He "Robin">> had made friends with orphans older than <<nnpc_himself "Robin">>, and one by one, they had all moved to the other wing.
You haven't seen any of them since. You wonder what happened to them.
<br><br>
You realise that you might be Robin's last friend.
<<else>>
The whole scene looks familiar to you, but you can't place why.
<</if>>
<br><br>
<<orphanageWardOptions>>
<<case 4>><<set $home_event_ward_count += 1>>
You take a moment to make a mental map of the youth ward. It's a bit larger than the other wing, and you don't remember the exact layout.
<br><br>
You feel as though you should know the layout better, with how long you were here.
<br><br>
Just how long were you here?
<br><br>
<<orphanageWardOptions>>
<<default>>
<<orphanageWardOptions>>
<</switch>>
<<else>>
<<orphanageWardOptions>>
<</if>><<set $outside to 0>><<set $location to "home">><<home_effects>><<effects>>
As you leave the youth ward, you run your hands against the door frame. You feel something, and pause. There's a pattern of notches carved into the sides.
<br><br>
You take a step back. The entire door is covered in carved symbols. The jambs house a litany of letters you can't read, and the patterns of the wood underneath swirl and shine.
<br><br>
You blink. You're back in the main hall. You feel dizzy.
<br><br>
<<link [[Next|Orphanage]]>><</link>>
<br><<set $outside to 0>><<set $location to "home">><<home_effects>><<effects>>
<<set $daily.wraithNursery to 1>>
<<getChildrenIds `{location:"home", father:"Ivory Wraith"}`>>
<<set _childNumber to _childrenIds.length>>
As you make your way to the nursery, you think you can hear singing. As you get closer, you make out what sounds like the words of a long forgotten lullaby.
<br><br>
You turn the corner. A familiar pale figure stands amidst the cots.
<<if _childNumber is 1>>
<<childSelect _childrenIds>>
It tenderly holds <<childname `_childrenIds`>> in its arms as it continues to sing softly. <<childHe>> looks like <<childhe>> just fell asleep.
<<elseif _childNumber is 2 or _childNumber is 3>>
It tenderly holds <<childrenNames _childrenIds>> in multiple sets of arms, singing to them. They sleep peacefully.
<<else>>
It tenderly holds <<childrenNames _childrenIds>> in myriad arms, singing to all of them at once. They all sleep peacefully.
<</if>>
<<if $storedChildrenToys and $storedChildrenToys[$location] and $storedChildrenToys[$location].length gt 0>>
<<set _wraithToy to $storedChildrenToys[$location].random().name_lower>>
<<A _wraithToy>> floats in the air, suspended by a translucent tentacle attached to the figure's back.
<</if>>
<br><br>
It turns to you, smiling, before raising a finger to its mouth and making a hushing gesture. It gingerly places
<<if _childNumber is 1>>
<<childname `_childrenIds`>> back in <<childhis>> cot.
<<elseif _childNumber is 2 or _childNumber is 3>>
<<childrenNames _childrenIds>> back in their cots.
<<else>>
<<childrenNames _childrenIds>> back in their cots, meticulously ensuring each one is in their proper place. The extra arms fold in and disappear.
<</if>>
The lullaby ends with a soothing hum that echoes in your ears. <<tiredness 3>><<gtiredness>>
<br><br>
"<span class="wraith">Beautiful. So beautiful. Love <<if _childNumber is 1>><<childhim>><<else>>them<</if>> for me, <<pcpetname "Wraith" "nice">>. Please.</span>"
<br><br>
A <<wraithEyes>> tear streaks down its cheek as the figure slowly fades away.
<br><br>
<<childicon "crib">><<link [[Next|Childrens Home]]>><</link>>
<br><<widget "home_outside">>
<<if $exposed gte 1>>
<<set _ex to ($exposed >= 2 ? (Time.dayState == "night" ? 4 : 5) : (Time.dayState == "night" ? 2 : 3))>>
<<if hasSexStat("exhibitionism", _ex)>>
<<if Time.dayState is "night">>
<<dooricon "orphanage">><<link [[Sneak outside (0:02)|Home Leave]]>><<pass 2>><</link>>
<<else>>
<<dooricon "orphanage">><<link [[Sneak outside (0:05)|Home Leave]]>><<pass 5>><</link>>
<</if>>
<<if $daily.ex.fence isnot 1>>
<<switch _ex>>
<<case 2>>
<<exhibitionist2>>
<<case 3>>
<<exhibitionist3>>
<<case 4>>
<<exhibitionist4>>
<<case 5>>
<<exhibitionist5>>
<</switch>>
<</if>>
<</if>>
<br>
<<else>>
<<if Time.hour gte 18 and Time.hour lte 20 and C.npc.Robin.trauma gte 40 and $robinmissing is 0 and !$robinTraumaVisit>>
<<dooricon "orphanage">><<link [[Leave orphanage (0:01)|Robin Trauma Visit]]>><<set $phase to 2>><<pass 1>><</link>>
<br>
<<elseif $robinpaid gte 1 and Time.isWeekEnd() and $weekly.robinGift isnot 1 and Time.hour gte 7 and Time.hour lt 9 and C.npc.Robin.trauma lt 80 and random(1, 10) lte 3 and $robin.timer.hurt lt 1 and $robinmissing is 0>>
<<dooricon "orphanage">><<link [[Leave orphanage (0:01)|Robin Weekend Gift]]>><<pass 1>><<set $weekly.robinGift to 1>><</link>>
<br>
<<else>>
<<dooricon "orphanage">><<link [[Leave orphanage (0:01)|Domus Street]]>><<pass 1>><</link>>
<br>
<</if>>
<</if>>
<</widget>>
<<widget "home_effects">>
<<if $home_gone lte 167>>
<<set $home_gone to 0>>
<</if>>
<</widget>>
<<widget "slimeWakeBodyliquid">>
<<set _liquid to _args[0]>>
<<if $player.penisExist and $player.virginity.penile isnot true and !playerChastity("penis")>>
<<bodyliquid "penis" _liquid random(1,3)>>
<</if>>
<<if $player.vaginaExist and $player.virginity.vaginal isnot true and !playerChastity("hidden")>>
<<bodyliquid "vagina" _liquid random(1,3)>>
<</if>>
<<if $player.virginity.anal isnot true and !playerChastity("anus") and $analdisable is "f">>
<<bodyliquid "anus" _liquid random(1,3)>>
<</if>>
<<if $player.virginity.oral isnot true>>
<<bodyliquid "mouth" _liquid random(1,3)>>
<</if>>
<<bodyliquid "hair" _liquid random(1,3)>>
<<bodyliquid "face" _liquid random(1,3)>>
<<bodyliquid "neck" _liquid random(1,3)>>
<<bodyliquid "chest" _liquid random(1,3)>>
<<bodyliquid "leftarm" _liquid random(1,3)>>
<<bodyliquid "rightarm" _liquid random(1,3)>>
<<bodyliquid "thigh" _liquid random(1,3)>>
<<bodyliquid "feet" _liquid random(1,3)>>
<</widget>>
<<widget "slimeWakeAlleyway">>
<<set $earSlime.eventTimer to 3>>
<<storeon "bed" "return">>
<<storeon "Temple Bunk Bed" "return">>
/* effects and sleepeffects requires due to ending sleep and changing location */
<<effects>>
<<sleepeffects>>
You wake up in a confused and disoriented state. The last thing you recall is getting into bed <<if $robinbed is "theirs">>with Robin<<else>>like normal<</if>>. However, you're clearly not in it anymore. You have a feeling that the slime in your ear is involved in some way.
<br><br>
<<if $tutorial or $debug>>
<<set _newLocation to ["Residential alleyways", "Commercial alleyways", "Park", "Industrial alleyways"].random()>>
<<set $eventskip to 1>>
<<if random(0,100) gt 80 and (maleChance() lt 100 or $cbchance gt 0) and $earSlime.deviancy gte 3>>
<<set _coveredIn to "slime">>
<<slimeWakeBodyliquid "goo">>
<</if>>
<<if random(0,100) gt 80 and (maleChance() gt 0 or $dgchance gt 0) and $earSlime.promiscuity gte 3>>
<<set _coveredIn to (_coveredIn is "slime" ? "slime and semen" : "semen")>>
<<slimeWakeBodyliquid "semen">>
<</if>>
<<if _coveredIn isnot undefined>>
On top of this predicament, you find yourself covered in <<print _coveredIn>>. If this was the slime's doing, it clearly had its fun with your body while you slept.
<br><br>
<</if>>
Having a look round your surroundings, you think that you've somehow been relocated to the <<print _newLocation.toLocaleLowerCase()>>.
<br><br>
<<link [[Next|_newLocation]]>><</link>>
<<else>>
<<set $tutorial to 1>>
<<generate1>><<person1>>Without warning, a <<person>> passing by, bumps into you. <<He>> staggers back and looks at you with anger, but <<his>> rage turns to lechery as <<he>> beholds you. "You're the cutest thing I've seen all week! Come 'ere."
<br><br>
<<link [[Next|Tutorial]]>><<set $molestationstart to 1>><<set $tutorialExit to "Residential alleyways">><</link>>
<</if>>
<<exitAll>>
<</widget>>
<<widget "slimeWakeMasturbation">>
/* To correct for lost hour */
<<set $sleephour++>>
<<set _slimeWakeMasturbation to 0>>
<<set $weekly.slimeWakeMasturbation to true>>
<<set _rng to random(0, 100)>>
<<set _options to 1>>
<<if $player.penisExist and ($worn.genitals.name is "chastity parasite" or !playerChastity("penis"))>><<set _options++>><</if>>
<<if $player.vaginaExist and !playerChastity("vagina")>><<set _options++>><</if>>
<<if $analdisable is "f" and !playerChastity("anus")>><<set _options++>><</if>>
<<arousal 10000>>
<<drugs 200>>
<<silently>><<orgasm>><</silently>>
You wake up in a highly aroused and disoriented state. Unable to get up, you look at yourself, only to find that you're unable to stop
<<if $player.penisExist and ($worn.genitals.name is "chastity parasite" or !playerChastity("penis"))>>
<<if $worn.genitals.name is "chastity parasite">>
aggressively squeezing the parasite between your legs. The waves of pleasure flowing through you sends you <<if _deniedOrgasm>>close to the edge<<else>>over the edge<</if>>, immediately followed by a second<<if _deniedOrgasm>> ruined<</if>> orgasm.
<br><br>
<<orgasm>>
<<orgasm>>
<<set _multiple to true>>
<<else>>
aggressively stroking your penis. The pleasure quickly sends you <<if _deniedOrgasm>>close to the edge<<else>>over the edge<</if>>.
<br><br>
<<orgasm>>
<</if>>
<<elseif $player.vaginaExist and !playerChastity("vagina") and _rng gte 100 / Math.clamp(_options - 1, 1, Infinity)>>
aggressively fingering your pussy. The pleasure quickly sends you <<if _deniedOrgasm>>close to the edge<<else>>over the edge<</if>>.
<br><br>
<<orgasm>>
<<elseif $analdisable is "f" and !playerChastity("anus") and _rng gte 100 / Math.clamp(_options - 2, 1, Infinity)>>
aggressively fingering your anus. The pleasure quickly sends you <<if _deniedOrgasm>>close to the edge<<else>>over the edge<</if>>.
<br><br>
<<orgasm>>
<<else>>
aggressively pinching your nipples. The pleasure quickly sends you <<if _deniedOrgasm>>close to the edge<<else>>over the edge<</if>>.
<br><br>
<<orgasm>>
<</if>>
After the final<<if _deniedOrgasm>> ruined<</if>> orgasm subsides, you regain control over your body. You slowly calm down and attempt to go back to sleep.
<br><br>
<<link [[Next|$passage]]>><</link>>
<<exitAll>>
<</widget>>
<<widget "orphanageWard">>
<<if $debug is 1 or $ward_unlocked>>
<br>
<<if $exposed gt 0 or ["split dress", "short ballgown", "large towel", "cropped hoodie", "slut shirt,", "tie-front top", "towel top"].includes($worn.upper.name) or ["split dress skirt", "short ballgown skirt", "micro pleated skirt", "miniskirt", "towel skirt"].includes($worn.lower.name)>>
<span class="pink">You're dressed too indecently to enter the youth ward.</span>
<<elseif $liquidcount gte 1>>
<span class="pink">You should clean yourself before entering the youth ward.</span>
<<else>>
<<if !$orphanageWardIntro>>
<<childicon "blocks">><<link [[Ward (0:01)|Orphanage Ward Intro]]>><<pass 1>><</link>>
<<else>>
<<childicon "blocks">><<link [[Ward (0:01)|Orphanage Ward]]>><<pass 1>><</link>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "orphanageWardOptions">>
<<getChildrenIds `{location:"home", father:"Ivory Wraith"}`>><<rngWraith 1 "night">>
<<if _childrenIds.length gte 1 and _wraithEvent and !$possessed and !$daily.wraithNursery>>
<<childicon "crib">><<link [[Nursery|Orphanage Ward Wraith Sing]]>><<set $exitPassage to $passage>><</link>>
<br>
<<else>>
<<childicon "crib">><<link [[Nursery|Childrens Home]]>><<set $exitPassage to $passage>><</link>>
<br>
<</if>>
<<if $hallucinations gte 2 and $rng is 100>>
<<main_hall_icon>><<link [[Main hall|Orphanage Ward Door]]>><</link>>
<br>
<<else>>
<<main_hall_icon>><<link [[Main hall|Orphanage]]>><</link>>
<br>
<</if>>
<</widget>>
<<widget "bathroomLink">>
<<if getRobinLocation() is "bath" and $halloween isnot 1>>
<<if $robinBathKnown>>
Robin is in the bath.
<br>
<</if>>
<<bathroomicon>><<link [[Bathroom (0:01)|Robin Bath]]>><<pass 1>><</link>>
<<else>>
<<if $robinBathKnown>>
<<unset $robinBathKnown>>
<</if>>
<<bathroomicon>><<link [[Bathroom (0:01)|Bathroom]]>><<pass 1>><</link>>
<</if>>
<</widget>>
<<widget "generateSleepLinks">>
<<set _sleep_passage to _args[0]>>
<<set _maxHours to ($sleeptrouble is 1 and $controlled is 0) ? 10 : 8>>
<<for _i = _maxHours; _i > 0; _i-->>
<<if _i is 1>>
<<link [[Sleep for 1 hour|_sleep_passage]]>><<set $sleephour to 1>><</link>>  (<<timeAfterXHours 1>>)<<ltiredness>>
<<else>>
<<capture _i>>
<<link [["Sleep for " + _i + " hours"|_sleep_passage]]>><<set $sleephour to _i>><</link>> (<<timeAfterXHours _i>>)<<ltiredness>>
<</capture>>
<</if>>
<br>
<</for>>
<<link [[Just sleep|_sleep_passage]]>><<set $sleephour to -1>><</link>> (??:??)<<ltiredness>>
<br><br>
<</widget>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<beastTrainGenerate>>
<<set $water to 1>>
As you reach the water you hear a sharp buzz and the sound of grinding metal. The water looks foreboding but there's no going back now. You ease yourself into the water and start swimming towards the exit. You spare a glance at the top of the hole. A group of <<wolf_cave_plural>> stand at the top, glaring down at you. Two prove more daring than the rest, and jump in after you.
<br><br>
<</if>>
<<effects>>
<<effectsman>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Abduction Hospital Water Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Abduction Hospital Water]]>><</link>></span><<nexttext>>
<</if>><<effects>><<set $lock to random(0, 1000)>>
You run down the corridor. As you reach the door you hear a sharp buzz and the sound of grinding metal.
<<beastNEWinit 6 wolf>>
<<if $rng gte 81 or ($monster isnot 1 and $bestialitydisable is "t")>>
You pull on the handle, and the door aches open. You dash through and shut it behind you, seeing a number of <<beastsplural>> bounding down the corridor as you do.
<br><br>
<<endevent>>
<<nightingaleeventend>>
<<else>>
<<if currentSkillValue('skulduggery') gte $lock>>
You pull on the handle, but the door won't budge. There's a padlock keeping it sealed. You spare a glance behind you, and see a number of <<beastsplural>> racing closer. You try to pick the lock, <span class="green">and succeed!</span> You dash through and shut the door behind you.
<br><br>
<<endevent>>
<<nightingaleeventend>>
<<else>>
You pull on the handle, but the door won't budge. There's a padlock keeping it sealed. You spare a glance behind you, and see a number of <<beastsplural>> racing closer. You try to pick the lock, <span class="red">but fail.</span> The <<beastsplural>> are upon you.
<br><br>
<<link [[Next|Abduction Hospital Corridor Wolves]]>><<set $molestationstart to 1>><</link>>
<</if>>
<</if>><<effects>>
<<beastNEWinit 6 wolf>>
<<if $physiquesize lte 6000>>
Dropping to your hands and knees, you squeeze through the gap. It's a tight fit, but your small frame proves an advantage.<<small_text>>
<br><br>
<<set $stripintegrity to 10>><<set $stripobject to "steel wire">><<stripobject>>
You see light penetrating the ceiling up ahead. After a short journey, you find a manhole leading outside.
<br><br>
<<endevent>>
<<commercialquick>>
<<elseif $monster isnot 1 and $bestialitydisable is "t">>
Dropping to your hands and knees, you squeeze through the gap. It's a tight fit, but you're able to fit.
<br><br>
<<set $stripintegrity to 10>><<set $stripobject to "steel wire">><<stripobject>>
You see light penetrating the ceiling up ahead. After a short journey, you find a manhole leading outside.
<br><br>
<<endevent>>
<<commercialquick>>
<<else>>
Dropping to your hands and knees, you squeeze through the gap. It goes well at first, you manage to get your stomach through before becoming stuck. You hear a sharp buzz and the sound of grinding metal as you try to pull out, but you're stuck tight. Something pokes your rear!
<br><br>
<<link [[Next|Abduction Hospital Hole Wolves]]>><<set $molestationstart to 1>><</link>>
<</if>><<effects>>
<<if $enemyhealth lte 0>>
<<beastwound>>
<<if $combatTrain.length gt 0>>
The <<beasttype>> recoils in pain and fear, but another is eager for a go.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Abduction Hospital Water]]>><</link>>
<<else>>
The <<beasttype>> recoils in pain and fear.
<<combatTrainAdvance>>
<br><br>
The <<beastsplural>> disappear beneath the surface, headed somewhere unknown.
<br><br>
<<clotheson>>
<<endcombat>>
<<tearful>> you swim down the tunnel, helped along by the flow of water. The tunnel dips and you rush downward, exiting into a storm drain.
<<set $stress -= 1000>>
<br><br>
<<link [[Next|Drain Water]]>><<set $bus to "commercialdrain">><</link>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<if $combatTrain.length gt 0>>
Satisfied, the <<beasttype>> moves and another takes its turn.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Abduction Hospital Water]]>><</link>>
<<else>>
Satisfied, the <<beasttype>> moves away from you.
<<combatTrainAdvance>>
<br><br>
The <<beastsplural>> disappear beneath the surface, headed somewhere unknown.
<br><br>
<<clotheson>>
<<endcombat>>
<<tearful>> you swim down the tunnel, helped along by the flow of water. The tunnel dips and you rush downward, exiting into a storm drain.
<<set $stress -= 1000>>
<br><br>
<<link [[Next|Drain Water]]>><<set $bus to "commercialdrain">><</link>>
<</if>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<beastTrainGenerate>>
<</if>>
<<effects>>
<<effectsman>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Abduction Hospital Corridor Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Abduction Hospital Corridor Wolves]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyhealth lte 0>>
<<beastwound>>
<<if $combatTrain.length gt 0>>
The <<beasttype>> recoils in pain and fear, but another is eager for a go.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Abduction Hospital Corridor Wolves]]>><</link>>
<<else>>
The <<beasttype>> recoils in pain and fear.
<<combatTrainAdvance>>
<br><br>
<<if $enemywounded gte 2 and $enemyejaculated is 0>>
Feeling that you're more trouble than you're worth, the <<beastsplural>> flee.
<<elseif $enemywounded is 0 and $enemyejaculated gte 2>>
The <<beastsplural>> leave you spent and shivering on the metallic floor.
<<elseif $enemywounded gte 1 and $enemyejaculated gte 1>>
The <<beastsplural>> leave you spent and shivering on the metallic floor.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<passouthospital>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<if $combatTrain.length gt 0>>
Satisfied, the <<beasttype>> moves and another takes its turn.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Abduction Hospital Corridor Wolves]]>><</link>>
<<else>>
Satisfied, the <<beasttype>> moves away from you.
<<combatTrainAdvance>>
<br><br>
<<if $enemywounded gte 2 and $enemyejaculated is 0>>
Feeling that you're more trouble than you're worth, the <<beastsplural>> flee.
<<elseif $enemywounded is 0 and $enemyejaculated gte 2>>
The <<beastsplural>> leave you spent and shivering on the metallic floor.
<<elseif $enemywounded gte 1 and $enemyejaculated gte 1>>
The <<beastsplural>> leave you spent and shivering on the metallic floor.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<passouthospital>>
<</if>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<beastTrainGenerate>>
<<set $position to "wall">><<set $leftarm to "bound">><<set $rightarm to "bound">><<set $head to "bound">>
<</if>>
<<effects>>
<<effectsman>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Abduction Hospital Hole Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Abduction Hospital Hole Wolves]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyhealth lte 0>>
<<beastwound>>
<<if $combatTrain.length gt 0>>
You keep the <<beasttype>> at bay with your feet, but another is eager for a go.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Abduction Hospital Hole Wolves]]>><</link>>
<<else>>
You keep the <<beasttype>> at bay with your feet, it recoils in pain and fear.
<<combatTrainAdvance>>
<br><br>
<<if $enemywounded gte 2 and $enemyejaculated is 0>>
Feeling that you're more trouble than you're worth, the <<beastsplural>> flee.
<<elseif $enemywounded is 0 and $enemyejaculated gte 2>>
The <<beastsplural>> leave you spent and shivering in the wall.
<<elseif $enemywounded gte 1 and $enemyejaculated gte 1>>
The <<beastsplural>> leave you spent and shivering in the wall.
<</if>>
<br><br>
<<set $position to 0>>
<<clotheson>>
<<endcombat>>
<<passouthospital>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<if $combatTrain.length gt 0>>
Satisfied, the <<beasttype>> moves and another takes its turn with your helpless rear.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Abduction Hospital Hole Wolves]]>><</link>>
<<else>>
Satisfied, the <<beasttype>> moves away from you.
<<combatTrainAdvance>>
<br><br>
<<if $enemywounded gte 2 and $enemyejaculated is 0>>
Feeling that you're more trouble than you're worth, the <<beastsplural>> flee.
<<elseif $enemywounded is 0 and $enemyejaculated gte 2>>
The <<beastsplural>> leave you spent and shivering in the wall.
<<elseif $enemywounded gte 1 and $enemyejaculated gte 1>>
The <<beastsplural>> leave you spent and shivering in the wall.
<</if>>
<br><br>
<<set $position to 0>>
<<clotheson>>
<<endcombat>>
<<passouthospital>>
<</if>>
<</if>><<set $outside to 0>><<set $location to "hospital">><<effects>>
<<npc Harper>><<person1>>
You knock on the door, and hear <<if $hospitalintro is 0>>a <<personsimple>><<else>>Harper<</if>>'s voice on the other side. "Come in." You enter.
<br><br>
<<set $sexStats.pills["pills"]["Dr Harper\'s prescription"].owned to 14>>
<<if $asyluminnocence is 1>>
<<set $sexStats.pills["pills"]["asylum\'s prescription"].owned to 14>>
<</if>>
<<if $harperintro isnot 1>>
<<set $harperintro to 1>>
<<He>> sits at <<his>> desk in front of a computer.
<<if $hospitalintro is 0>>
<<set $hospitalintro to 1>>
<<He>> looks young, can't be older than 25. <<He>> glances up as you enter, pulling <<his>> blond fringe away from <<his>> eyes. "Hello, I'm Doctor Harper. Please, sit." You do so.
<br><br>
"I've been expecting you. A panic attack at school, I've been told?" You nod. Without looking, <<he>> nods back.
<<else>>
<<He>> looks away from the screen, "It's good that you've come." <<He>> motions for you to take a seat, you do so. "Don't worry, we won't be doing anything too invasive today."
<br><br>
You wonder what <<he>> means by "invasive". <<He>> interrupts your musing.
<</if>>
<<if $hypnosisdisable is "f">>
"<span class="gold">I'd like to prescribe some medication. I'll have it sent to your home</span>." <<He>> starts filling out a form, but doesn't stop speaking. "There's something else I'd like to try. Please, sit back and relax."
<br><br>
<<He>> puts down the paper and swivels to face you. <<His>> voice has taken on a soothing quality. "I want you to breathe deeply." <<He>> holds up <<his>> pen. "Focus on the pen. There's nothing in the universe except this pen, my voice, and your own breath."
<br><br>
This continues for several minutes. Harper somehow picks up on whenever your mind starts to wander, and brings you back to focus. You start to feel something shift in your consciousness, as if you're entering a trance.
<br><br>
<<link [[This feels nice (0:10)|Doctor Harper's Office Trance]]>><<pass 10>><<set $phase to 1>><<npcincr Harper dom 5>><<control 25>><<set $trance to 1>><<trauma -6>><<stress -12>><<awareness -10>><</link>><<ggcontrol>><<llawareness>><<ltrauma>><<lstress>>
<br>
<<link [[Resist (0:10)|Doctor Harper's Office Trance]]>><<pass 10>><<set $phase to 0>><<stress 6>><<npcincr Harper dom -5>><</link>><<gstress>>
<br>
<<else>>
"<span class="gold">I'd just like to prescribe some medication. I'll have it sent to your home</span>." <<He>> starts filling out a form, but doesn't stop speaking. "That's all for today. Be sure to find time to relax." <<He>> holds open the door for you. "Same time next week. Be well."
<br><br>
<<link [[Next|Hospital Foyer]]>><<endevent>><</link>>
<</if>>
<<elseif $rng gte 51>>
"Please, sit down and relax." You do so, and <<he>> swivels to face you. <<His>> voice takes on a soothing quality. "I want you to breathe deeply." <<He>> holds up <<his>> pen. "Focus on the pen. There's nothing in the universe except this pen, my voice, and your own breath."
<br><br>
This continues for several minutes. Harper somehow picks up on whenever your mind starts to wander, and brings you back to focus. You start to feel something shift in your consciousness, as if you're entering a trance.
<br><br>
<<link [[This feels nice (0:10)|Doctor Harper's Office Trance]]>><<pass 10>><<control 25>><<set $trance to 1>><<set $phase to 1>><<npcincr Harper dom 5>><<trauma -6>><<stress -12>><<awareness -10>><</link>><<ggcontrol>><<llawareness>><<ltrauma>><<lstress>>
<br>
<<link [[Resist (0:10)|Doctor Harper's Office Trance]]>><<pass 10>><<set $phase to 0>><<stress 6>><<npcincr Harper dom -5>><</link>><<gstress>>
<<else>>
<<if $harperexam is 0>>
<<set $harperexam to 1>><<upperstrip>><<lowerstrip>>
<<if !$worn.under_lower.type.includes("naked")>>
"Please strip down to your underwear and lie down on the bed." You hesitate. <<He>> notices your trepidation and smiles at you. "Don't worry, it's normal to be embarrassed, but there's no reason to be." Despite your anxiety, you remove your clothes and lie on the bed. Harper rolls <<his>> chair over to your side. "I'm going to examine you, just relax." <<He>> smiles. "I promise I'll be gentle."
<br><br>
<<else>>
"Please strip down to your underwear and lie down on the bed." You hesitate. <<He>> notices your trepidation and smiles at you. "Don't worry, it's normal to be embarrassed, but there's no reason to be." You can't help but feel conscious of your lack of underwear.
<br><br>
Harper looks about to speak again when you blurt out.
<<if $worn.genitals.type.includes("naked")>>
"I'm not wearing anything underneath this!"
<<else>>
"I've only got a $worn.genitals.name underneath this!"
<</if>>
<br><br>
<<He>> looks at you blankly for a moment, then laughs. "I didn't realise you were that sort of person." You shift uncomfortably. "It's okay though, you need to get used to your doctor seeing those parts of you anyway. Come on, don't be shy."
<br><br>
You remove your clothing with shaking fingers, then lie on the bed with your hands covering your <<genitals>>. Harper rolls <<his>> chair over to your side. "I'm going to examine you, just relax." <<He>> smiles. "I promise I'll be gentle."
<br><br>
<</if>>
<<He>> rubs <<his>> fingers against your shoulders, slowly working <<his>> way down your chest. <<He>> gives your <<nipples>> extra attention for some reason. It's hard not to squirm at the sensation.
<br><br>
<<He>> continues further down your body, inching closer to <<if !$worn.under_lower.type.includes("naked")>>your $worn.under_lower.name.<<elseif playerChastity()>>your $worn.genitals.name.<<else>>where your hands protect your <<genitals 1>>. <<He>> looks at you and asks. "Could you move your hands for me? It's important I check beneath them." You move your hands aside, exposing yourself. You stare at the ceiling and try to stay calm.<</if>>
<br><br>
<<link [[Next|Doctor Harper's Office Exam]]>><<set $phase to 1>><</link>>
<br>
<<elseif $harperexam is 1>>
<<set $harperexam to 2>><<strip>>
"I need to be more thorough this time. Please remove your clothing and lie down on the bed." You hesitate. All your clothing? <<He>> notices your trepidation and smiles at you. "Don't worry, it's normal to be embarrassed, but there's really no reason to be."
<br><br>
You remove your clothing with shaking fingers, then lie on the bed with your hands covering your <<genitals>>. Harper rolls <<his>> chair over to your side. "I'm going to examine you, just relax." <<He>> smiles. "I promise I'll be gentle."
<br><br>
<<He>> rubs <<his>> fingers against your shoulders, slowly working <<his>> way down your chest. <<He>> gives your <<nipples>> extra attention for some reason. It's hard not to squirm at the sensation.
<br><br>
<<He>> continues further down your body, inching closer to where your hands protect your <<genitals>>. <<He>> looks at you and asks. "Could you move your hands for me? It's important I check beneath them." You move your hands aside, exposing yourself. You stare at the ceiling and try to stay calm.
<br><br>
<<link [[Next|Doctor Harper's Office Exam]]>><<set $phase to 1>><</link>>
<br>
<<else>>
<<set $harperexam to 3>><<strip>>
<<generate2>>You and the doctor aren't alone. A young <<person2>><<person>> sits in the corner of the room, looking slightly nervous. Harper introduces <<him>>. "This is a med student, <<he>> will be helping me today."
<br><br>
Harper doesn't wait for a response. "Please remove your clothing and lie down on the bed." You feel embarrassed to be undressing in front of two people, but you assure yourself that it's fine. This is a medical check-up after all.
<br><br>
<<person1>>You remove your clothing with shaking fingers, then lie on the bed with your hands covering your <<genitals>>. Harper rolls <<his>> chair over to your side. "I'm going to examine you, just relax." <<He>> smiles. "I promise I'll be gentle." You can feel the <<person2>><<person>> staring at your exposed skin.
<br><br>
<<person1>>Harper commences <<his>> usual probing. As <<he>> reaches your pelvis, <<he>> asks, "Could you move your hands for me?" You move your hands aside, exposing yourself. You stare at the ceiling and try to stay calm.
<br><br>
<<link [[Next|Doctor Harper's Office Exam]]>><<set $phase to 2>><</link>>
<br>
<</if>>
<</if>><<set $outside to 0>><<set $location to "hospital">><<effects>>
<<if $phase is 0>>
You shake yourself free of the effect. Harper doesn't change the tone of <<his>> voice. "That's enough for today. Remember, don't be afraid to relax." <<He>> holds open the door for you. "Same time next week. Be well."
<br><br>
<<link [[Next|Hospital Foyer]]>><<endevent>><</link>>
<<elseif $phase is 1>>
<<if $hypnosis is 0>><<set $hypnosis to 1>><<hypnotised 1>>
You slip deeper into the trance. <span class="green">You don't remember ever feeling so tranquil.</span> You hear Harper's voice drifting toward you. "That's very good. Now, the next time you feel overwhelmed by it all, I want you to remember this feeling, and..." <<He>> gives you instructions. "...you won't remember this. When I drop this pen, you will awaken."
<br><br>
The pen clatters to the floor. You blink. You're back in reality, but feeling better than you were before you entered the office. You recall Harper talking to you while you were entranced, but can't recall what was said.
<br><br>
<<He>> smiles at you. "Today was a success. Well done." <<He>> holds open the door for you. "Same time next week. Be well."
<br><br>
<<link [[Next|Hospital Foyer]]>><<endevent>><</link>>
<<elseif $hypnosis is 1>>
You slip deeper into the trance. <span class="green">You return to the familiar state of tranquillity.</span> You hear Harper's voice drifting toward you. "That's very good." <<He>> rummages through the drawer on <<his>> desk and produces a camera. "Now, take off your clothes."
<br><br>
<<link [[Take off your clothes (0:20)|Doctor Harper's Office Camera]]>><<pass 20>><<npcincr Harper dom 5>><<set $hypnosis to 2>><<hypnotised 1>><<set $phase to 1>><<strip>><</link>>
<br>
<<link [[Refuse|Doctor Harper's Office Camera]]>><<npcincr Harper dom -5>><<set $phase to 0>><<stress 6>><</link>><<gstress>>
<br>
<<elseif $hypnosis is 2>>
<span class="green">You slip deeper into the trance and return to the familiar state of tranquillity.</span> You hear Harper's voice drifting toward you. "That's very good." <<He>> walks briskly over to the window. <<He>> opens it, and a <<generate2>><<person2>><<person>> climbs through, carrying a large camera and tripod.
<br><br>
While <<he>> sets it up, <<person1>>Harper turns to you and softly speaks. "Take off your clothes."
<br><br>
<<link [[Take off your clothes (0:20)|Doctor Harper's Office Camera2]]>><<pass 20>><<npcincr Harper dom 5>><<set $hypnosis to 3>><<set $phase to 1>><<hypnotised 1>><<strip>><</link>>
<br>
<<link [[Refuse|Doctor Harper's Office Camera2]]>><<npcincr Harper dom -5>><<stress 6>><<set $phase to 0>><</link>><<gstress>>
<br>
<<elseif $hypnosis gte 3>>
<span class="green">You slip deeper into the trance and return to the familiar state of tranquillity.</span> You hear Harper's voice drifting toward you. "That's very good." <<He>> walks briskly over to the window. <<He>> opens it, and a <<generate2>><<person2>><<person>> climbs through, carrying a large camera and tripod. <<generate3>><<generate4>><<generate5>><<generate6>><<He>> is closely followed by four others, a <<person3>><<person>>, a <<person4>><<person>>, a <<person5>><<person>> and a <<person6>><<person>>.
<br><br>
<<person2>>While the <<person>> sets up the camera, the other four start handing Harper money.<<person1>> <<He>> counts it, then hides it away in <<his>> drawer before turning to face you. "Take off your clothes," <<he>> says softly.
<br><br>
<<link [[Take off your clothes (0:20)|Doctor Harper's Office Camera3]]>><<pass 20>><<npcincr Harper dom 5>><<set $phase to 1>><<hypnotised 1>><<strip>><</link>>
<br>
<<link [[Refuse|Doctor Harper's Office Camera3]]>><<npcincr Harper dom -5>><<stress 6>><<set $phase to 0>><</link>><<gstress>>
<br>
<</if>>
<</if>><<set $outside to 0>><<set $location to "hospital">><<effects>>
<<if $phase is 0>>
You shake yourself free of the effect. Harper quickly hides the camera behind <<his>> back. "That's enough for today. Remember, don't be afraid to relax." <<He>> holds open the door for you. "Same time next week. Be well."
<br><br>
<<link [[Next|Hospital Foyer]]>><<endevent>><</link>>
<<elseif $phase is 1>>
You remove your clothing, the flicker of resistance unable to break through the haze. "Very good." Harper says. The softness in <<his>> voice is still present, but there is now also a distinct quavering. "Just keep focusing on your breath." <<He>> starts circling you with the camera, which produces a clicking sound whenever <<he>> momentarily stops.
<<fameexhibitionism 10 "pic">>
<br><br>
This continues for several minutes. <<He>> places the camera back in the drawer. "Put your clothes back on," <<he>> says, as <<he>> sits back down and sighs. You dress yourself with robotic motions while Harper watches. After, <<he>> drops <<his>> pen on the ground and brings you back to reality.
<br><br>
<<He>> smiles at you, <<his>> face blushing. "Today was a success. Well done." <<He>> holds open the door for you. "Same time next week. Be well."
<br><br>
<<link [[Next|Hospital Foyer]]>><<clotheson>><<endevent>><</link>>
<</if>><<set $outside to 0>><<set $location to "hospital">><<effects>>
<<if $phase is 0>>
You shake yourself free of the effect. The <<person2>><<person>> doesn't notice, but Harper jumps to action.<<person1>> <<He>> addresses the <<person2>><<person>>.<<person1>> "Now's not the time for maintenance! Can't you see I have a patient?"
<br><br>
<<person2>>The <<person>> looks at Harper blankly for a moment, before realisation dawns on <<his>> face. <<He>> grabs the tripod and leaves via the window. Harper turns to you. "I don't know why <<he>> didn't just use the door. <<person1>>Never mind, that's enough for today. Remember, don't be afraid to relax." <<He>> holds open the door for you. "Same time next week. Be well."
<br><br>
<<link [[Next|Hospital Foyer]]>><<endevent>><</link>>
<<elseif $phase is 1>>
You take off your clothes. As you do so, a green light winks into existence on the front of the camera. Once completely nude, Harper speaks. "Very good. Next, I want you to twirl on the spot..."
<br><br>
For the next several minutes you obey Harper's instructions. You turn, bend over, and strike numerous poses for the lens of the camera, leaving no inch of your skin unexplored.
<<fameexhibitionism 50 "vid">>
<br><br>
<<person2>>The <<person>> exchanges a look with Harper, then the green light flickers out. <<He>> begins dismantling the apparatus while Harper <<person1>>retrieves <<his>> own camera and starts snapping pictures.
<br><br>
<<person2>>When done, the <<person>> leaves via the window. <<person1>>Harper puts away <<his>> camera and turns back to you. "Put on your clothes." You dress yourself with robotic motions while Harper watches. When you are finished, <<he>> drops <<his>> pen on the ground and brings you back to reality.
<br><br>
<<He>> smiles at you, <<his>> face blushing. "Today was a success. Well done." <<He>> holds open the door for you. "Same time next week. Be well."
<br><br>
<<link [[Next|Hospital Foyer]]>><<clotheson>><<endevent>><</link>>
<</if>><<set $outside to 0>><<set $location to "hospital">><<effects>>
<<if $phase is 0>>
You shake yourself free of the effect. The atmosphere of the room becomes tense and awkward.<<person1>> Harper speaks, sounding exasperated. "Thank you for letting these students observe the examination. That'll be all for today. Same time next week." <<He>> hurries you from the room and promptly closes the door behind you.
<br><br>
<<link [[Next|Hospital Foyer]]>><<endevent>><</link>>
<<elseif $phase is 1>>
<<if $hypnosis is 3>>
<<set $hypnosis to 4>>
You take off your clothes. As you do so, a green light winks into existence on the front of the camera. Once completely nude, Harper speaks. "Very good. Next, I want you to twirl on the spot..."
<br><br>
For the next several minutes you obey Harper's instructions. You turn, bend over, and strike numerous poses for the lens of the camera, leaving no inch of your skin unexplored. The audience watches intently, looking increasingly flustered. The <<person3>><<person>> gets <<his>> phone out and starts filming.<<fameexhibitionism 50 "vid">>
<br><br>
<<person2>>The <<person>> exchanges a look with Harper, then the green light flickers out. <<He>> begins dismantling the apparatus while Harper <<person1>>retrieves <<his>> own camera and starts snapping pictures.
<br><br>
When done, the group leaves via the window. <<person1>>Harper puts away <<his>> camera and turns back to you. "Put on your clothes." You dress yourself with robotic motions while Harper watches. When you are finished, <<he>> drops <<his>> pen on the ground and brings you back to reality.
<br><br>
<<He>> smiles at you, <<his>> face blushing. "Today was a success. Well done." <<He>> holds open the door for you. "Same time next week. Be well."
<br><br>
<<link [[Next|Hospital Foyer]]>><<clotheson>><<endevent>><</link>>
<<elseif $hypnosis gte 4>>
<<set $hypnosis to 5>>
You take off your clothes. As you do so, a green light winks into existence on the front of the camera. Once completely nude, Harper speaks. "Very good. Next, I want you to twirl on the spot..."
<br><br>
For the next several minutes you obey Harper's instructions. You turn, bend over, and strike numerous poses for the lens of the camera, leaving no inch of your skin unexplored. The audience watches intently, looking increasingly flustered. The <<person3>><<person>> gets <<his>> phone out and starts filming.<<fameexhibitionism 50 "vid">>
<br><br>
<<person2>>The <<person>> exchanges a look with Harper, then the green light flickers out. <<He>> begins dismantling the apparatus while Harper <<person1>>retrieves <<his>> own camera and starts snapping pictures.
<br><br>
You hear the <<person3>><<person>> say something, but you can't make it out. <<person1>>Everyone looks at Harper expectantly. <<He>> pauses for a moment, then nods. Immediately, a salacious feeling fills the room, and the audience moves closer.
<br><br>
<<link [[Next|Doctor Harper's Office Camera Molestation]]>><<set $molestationstart to 1>><</link>>
<</if>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<npcstrip>>
<<if ($player.virginity.vaginal isnot true or $player.virginity.penile isnot true) and $templePromised is "">>
<<else>>
<<npcidlegenitals>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or $orgasmdown gte 1>>
<span id="next"><<link [[Next|Doctor Harper's Office Camera Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Doctor Harper's Office Camera Molestation]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "hospital">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<elseif $enemyhealth lte 0>>
<<famescrap 6>>
The audience backs away from you, surprised by your aggression.
<br><br>
<</if>>
"That's enough," Harper announces. "We can't overdo it. Everyone back off." The audience does so, albeit reluctantly. They watch you spasm on the floor, until your orgasm recedes completely.
<br><br>
The group soon leaves via the window. <<person1>> Harper closes it then turns to face you. "Put on your clothes." You dress yourself with robotic motions while Harper watches. When you are finished, <<he>> drops <<his>> pen on the ground and brings you back to reality.
<br><br>
<<clotheson>>
<<He>> smiles at you, <<his>> face blushing. "Today was a success. Well done." <<He>> holds open the door for you. "Same time next week. Be well." You feel strangely drained.
<br><br>
<<endcombat>>
<<link [[Next|Hospital Foyer]]>><<clotheson>><</link>><<if $phase is 1>>
<<He>> gently probes your <<genitals>> with <<his>> fingers.
<<if $worn.genitals.type.includes("naked") and setup.bodyliquid.combined("vagina") gte 2>>
Cum and other lewd fluids
<<if setup.bodyliquid.combined("vagina") gte 4>>
gush
<<else>>
dribble
<</if>>
out <<if $player.penisExist>>of your pussy <</if>>and Harper's hands snap back.
<br><br>
"Sexual activity is perfectly normal, but it is crucial to look after your hygiene," Harper rebukes.
<br>
Harper grabs a glass beaker from a nearby cupboard and holds it under your butt. With the other hand <<he>> holds open your vagina,
allowing the lewd fluids to drain out into the beaker.
<br>
<<if setup.bodyliquid.combined("vagina") gte 4>>
"There's still more," Harper says. A moment later, a finger is pushed deep inside your vagina. A final wave of fluids run out.
<br>
<</if>>
<<bodyliquid "vagina" "all" -5>>
"There," <<he>> says. "I'll take this away for... for testing. Now let's resume."
<br><br>
Harper resumes the exam.
<</if>>
Almost as soon as <<he>> touches you, you feel a distinct warmth spread through your groin. You try to resist, but you don't have any control over it.
<<if $player.penisExist and $worn.genitals.type.includes("naked")>>
Your penis soon stands conspicuously erect. Harper continues as if nothing is amiss.
<<elseif $player.penisExist>>
Your penis soon attempts to form an erection despite the lack of space. Harper continues as if nothing is amiss.
<<else>>
You can feel the fluid leaking from your slit. Harper lifts <<his>> hand up to <<his>> eyes, and you see the liquid drip from <<his>> fingers.
<</if>>
<br><br>
"There's no need to be ashamed. This is a perfectly natural and normal response," <<he>> says in a dry tone.
<<He>> continues <<his>> systematic investigation of your <<genitals 1>>.
<<arousal 2000 "genitals">>
<br><br>
<<if $arousal gte $arousalmax>><<arousal -8000>><<set $stress -= 200>>
The warmth within you continues to build, but Harper shows no sign of letting up. You feel yourself pass the point of no return, and you whimper softly.
"Please, no." Harper is looking at you puzzled when it hits you. The orgasm emerges and your back immediately arcs.
Uncontrollable moans escape your lips and you grip the side of the bed to stop your arms flailing.
<<orgasmstat>><<orgasmcount 1>>
<br><br>
<<if $player.penisExist and $orgasmcount lte 23 and !$femaleclimax and !_deniedOrgasm>>
<<if !$worn.genitals.type.includes("naked")>>
You ejaculate, generating a large wet patch and filling the inside of your $worn.genitals.name with your fluids.
<<elseif !$worn.under_lower.type.includes("naked")>>
You ejaculate, generating a large wet patch and filling the inside of your $worn.under_lower.name with your fluids.
<<else>>
Semen spurts from the tip of your penis, rising into the air and splattering all over your thighs and torso.
<</if>>
<</if>>
Despite it all, Harper continues as if absolutely nothing is amiss. You lie there, spent and humiliated, as <<he>> finishes <<his>> examination. Finally, <<he>> grabs some paper towels and starts cleaning you up. You pretend to be elsewhere.
<br><br>
<</if>>
"There we go, all done." <<He>> pushes <<his>> chair back over to <<his>> desk and starts typing something. "You can put your clothes back on." You do so without delay. "You seem to be perfectly healthy." <<He>> shows you to the door as soon as you're dressed. "Same time next week. Be well."
<br><br>
<<link [[Next|Hospital Foyer]]>><<clotheson>><<endevent>><</link>>
<<elseif $phase is 2>>
<<person1>><<He>> gently probes your <<genitals>> with <<his>> fingers.
<<if $worn.genitals.type.includes("naked") and setup.bodyliquid.combined("vagina") gte 2>>
Cum and other lewd fluids
<<if setup.bodyliquid.combined("vagina") gte 4>>
gush
<<else>>
leak
<</if>>
out <<if $player.penisExist>>of your pussy<</if>>.
Harper's hands snap back and you hear the <<person2>><<person>> gasp.
<br>
"Sexual activity is perfectly normal, but it is crucial to look after your hygiene," Harper rebukes. "Hey you, uhh... Student. Bring over a beaker. No, a beaker. The glass thing in that cupboard there. There! That's it."
<br>
The <<person>> walks over with a glass beaker.
<br><br>
"Hold it here," Harper indicates just under your pussy. You feel the cold glass press against your butt.
<br>
"Good," Harper puts two fingers in your <<pussy>> and spreads, allowing the lewd fluids to drain out into the beaker.
<br>
<<arousal 500 "genitals">>
<<if setup.bodyliquid.combined("vagina") gte 4>>
"I can still see more," the <<person>> says.
<br>
"Go on then."
<br>
A moment later, a finger is pushed deep inside your vagina.
<<arousal 1000 "genitals">>
A final wave of fluids run out.
<br>
"Good work, that's it,"
<<else>>
"That's it,"
<</if>>
<<bodyliquid "vagina" "all" -5>>
Harper says. "Put the beaker over there for later. For testing that is. Let's resume."
<br><br>
<<person1>>Harper resumes the exam.
<</if>>
Almost as soon as <<he>> touches you, you feel a distinct warmth spread through your groin. You try to resist, but you don't have any control over it.
<<if $player.penisExist and $worn.genitals.type.includes("naked")>>
Your penis soon stands conspicuously erect. Harper continues as if nothing is amiss.
<<elseif $player.penisExist>>
Your penis soon attempts to form erection despite the lack of space. Harper continues as if nothing is amiss.
<<else>>
You can feel the fluid leaking from your slit. Harper lifts <<his>> hand up to <<his>> eyes, and you see the liquid drip from <<his>> fingers.
<</if>>
<br><br>
"There's no need to be ashamed. This is a perfectly natural and normal response," <<he>> says in a dry tone. "Student, come give me a hand." <<person2>>The <<person>> arrives at your side, looking nervous but eager.<<person1>> Together, they continue the systematic investigation of your <<genitals 1>>.
<<arousal 2000 "genitals">>
<br><br>
<<if $arousal gte $arousalmax>><<arousal -8000>><<set $stress -= 200>>
The warmth within you continues to build, but Harper and the <<person2>><<person>><<person1>> show no sign of letting up. You feel yourself pass the point of no return, and you whimper softly. "Please, no." Harper is looking at you puzzled when it hits you. The orgasm emerges and your back immediately arcs. Uncontrollable moans escape your lips and you grip the side of the bed to stop your arms flailing. The <<person2>><<person>> gasps.<<person1>>
<<orgasmstat>><<orgasmcount 1>>
<br><br>
<<if $player.penisExist and $orgasmcount lte 23 and !$femaleclimax and !_deniedOrgasm>>
<<if !$worn.genitals.type.includes("naked")>>
You ejaculate, generating a large wet patch and filling the inside of your $worn.genitals.name with your fluids.
<<elseif !$worn.under_lower.type.includes("naked")>>
You ejaculate, generating a large wet patch and filling the inside of your $worn.under_lower.name with your fluids.
<<else>>
Semen spurts from the tip of your penis, rising into the air and splattering all over your thighs and torso.
<</if>>
<</if>>
Despite it all, Harper continues as if absolutely nothing is amiss. You lie there, spent and humiliated, as <<he>> finishes <<his>> examination. Finally, <<he>> grabs some paper towels and starts cleaning you up. You pretend to be elsewhere.
<br><br>
<</if>>
"There we go, all done." <<He>> pushes <<his>> chair back over to <<his>> desk and starts typing something. "You can put your clothes back on." You do so without delay. "You seem to be perfectly healthy." <<He>> shows you to the door as soon as you're dressed. "Same time next week. Be well."
<br><br>
<<link [[Next|Hospital Foyer]]>><<clotheson>><<endevent>><</link>>
<</if>><<set $outside to 0>><<set $location to "hospital">><<effects>>
You approach the front desk, holding out the card the school nurse gave you.
<<if Time.weekDay is 6>>
The receptionist examines it from across the counter, then points to a sign.
<<pass 10>>
<br><br>
You follow the sign's direction until you arrive at a dark door in a quiet section of the hospital. The same name on the card is imposed on a metallic plate: Doctor Harper.
<br><br>
<<link [[Next|Doctor Harper's Office]]>><<set $daily.harperVisit to 1>><</link>>
<br>
<<else>>
The receptionist examines it from across the counter.
<br><br>
"The doctor isn't taking patients today," you're told. "<span class="gold">Come back on Friday.</span>"
<br><br>
<<link [[Next|Hospital Foyer]]>><</link>>
<</if>><<effects>>
<<if !$per_npc.pubfame_receptionist>>
<<generate1>><<person1>>
<<saveNPC 0 "pubfame_receptionist">>
<<set $pubfame.hospital to {}>>
<<else>>
<<loadNPC 0 "pubfame_receptionist">><<person1>>
<<set $pubfame.hospital.seen to 1>>
<</if>>
<<set $pubfame.hospital.active to 1>>
You approach the counter.
<<if $skulduggery gte 700>>
<<if $NPCList[0].skills.security gte 700>>
The <<person>> at the desk straights up upon noticing you, and flashes you a bright smile. "How can we help you?"
<br>
<<if $pubfame.hospital.seen>>
<span class="pink">It's the same <<person>> as before.</span> If you want to deal with someone else, you'll need to wait for <<his>> shift to end.
<<else>>
<span class="pink"><<He>> seems alert.</span> Fooling <<him>> may be tricky.
<</if>>
<<elseif $NPCList[0].skills.security lte 300>>
The <<person>> at the desk sighs. "How can we help you?"
<br>
<<if $pubfame.hospital.seen>>
<span class="green">It's the same <<person>> as before.</span> If you want to fool <<him>>, you'll need to act before <<his>> shift ends.
<<else>>
<span class="green"><<He>> seems inattentive.</span> This will be like taking candy from a baby.
<</if>>
<<else>>
The <<person>> at the desk raises <<his>> head upon noticing you. "How can we help you?"
<br>
<<if $pubfame.hospital.seen>>
<span class="blue">It's the same <<person>> as before.</span>
<<else>>
<span class="blue"><<He>> doesn't seem suspicious</span>, but <<he>> doesn't look bored either.
<</if>>
<</if>>
<<elseif $skulduggery gte 200>>
<<if $NPCList[0].skills.security gte 700>>
The <<person>> at the desk straights up upon noticing you, and flashes you a bright smile. "How can we help you?"
<<elseif $NPCList[0].skills.security lte 300>>
The <<person>> at the desk sighs. "How can we help you?"
<<else>>
The <<person>> at the desk raises <<his>> head upon noticing you. "How can we help you?"
<</if>>
<<else>>
The <<person>> at the desk speaks. "How can we help you?"
<</if>>
<br><br>
<<if $NPCList[0].skills.security gte 700>>
<<set $skulduggerydifficulty to 1000>>
<<elseif $NPCList[0].skills.security lte 300>>
<<set $skulduggerydifficulty to 200>>
<<else>>
<<set $skulduggerydifficulty to 500>>
<</if>>
<<if hasSexStat("promiscuity", 3) and !$pubfame.hospital.seduce>>
<<link [[Seduce|Hospital Keycard Seduce]]>><<set $pubfame.hospital.seduce to 1>><</link>><<promiscuous2>>
<br>
<</if>>
<<if !$pubfame.hospital.distract>>
<<link [[Distract|Hospital Keycard Distract]]>><<set $pubfame.hospital.distract to 1>><</link>><<skulduggerydifficulty>>
<br>
<</if>>
<<link [[Back|Hospital Foyer]]>><<set $pubfame.hospital.active to 0>><<endevent>><</link>><<effects>>
<<if $NPCList[0].skills.security gte 700>>
<<set $seductiondifficulty to 4000>>
<<elseif $NPCList[0].skills.security lte 300>>
<<set $seductiondifficulty to 2000>>
<<else>>
<<set $seductiondifficulty to 6000>>
<</if>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>><span class="gold">You feel more confident in your powers of seduction.</span><br><br><</if>><<seductionskilluse>>
You lean on the counter. "This must be such a thankless job," you purr. "Maybe I could show you a good time?"
<<promiscuity2>>
<<if $seductionrating gte $seductionrequired>>
<<generatep2>><<set $NPCList[1].role to "nurse">><<saveNPC 1 "pubfame_nurse">>
<<if $NPCList[0].skills.security gte 700>>
The <<person>> opens <<his>> mouth, but pauses. <<He>> squints at you and rubs <<his>> chin for a moment, <span class="green">before nodding <<his>> head</span>.
<br>
"Hey, I'm heading on my break," <<he>> calls to a nearby <<person2>><<person>>. "Should be back in ten minutes." The nurse nods in response, and the <<person1>><<person>> steps away from the counter and leads you to a closet. "I think I deserve this," the <<person>> chuckles, pulling you close.
<<elseif $NPCList[0].skills.security lte 300>>
The <<person>> grins <span class="green">and nods <<his>> head</span>. "Man, do you know how boring this job is? Thanks for spicing it up." <<He>> steps away from the counter and calls to a nearby <<person2>><<person>>. "Hey, I'm taking my fifteen now!"
<br>
"Oh no you're not!" the <<person>> calls back. "You just came back from break, you horny prick!" The <<person1>><<person>> grabs your arm and practically runs to a closet, ignoring the nurse's protests.
<br>
"Let's see what we've got here," <<he>> says, pulling you close.
<<else>>
The <<person>> glances around, before <span class="green">nodding <<his>> head</span>. "I'm taking my break," <<he>> calls to a nearby <<person2>><<person>>. The nurse nods in response, and <<person1>><<he>> leads you to a closet.
<br>
"Normally, I wouldn't do this on the job," <<he>> says, pulling you close. "But I think I'll make an exception."
<</if>>
<br><br>
You got <<him>> to drop <<his>> guard. <span class="gold">Now you just need to steal the card from <<him>> during sex.</span>
<br><br>
<<link [[Next|Hospital Keycard Seduce Sex]]>><<set $sexstart to 1>><</link>>
<<else>>
<<if $NPCList[0].skills.security gte 700>>
The <<person>> <span class="red">shakes <<his>> head</span>. "Not on the clock, I can't," <<he>> says. "This isn't a job I want to lose. Is there anything else I can help you with?"
<<elseif $NPCList[0].skills.security lte 300>>
The <<person>> looks you up and down, <span class="red">and clicks <<his>> tongue</span>. "Not worth the headache of my co-workers yelling at me," <<he>> says. "Anything you actually need?"
<<else>>
The <<person>> <span class="red">frowns and shakes <<his>> head</span>. "Do you think I'm some kind of pervert?" <<he>> asks. "Looking for the closest chance to get off during work? If you don't need anything, get out of here."
<</if>>
<br><br>
<<if $NPCList[0].skills.security gte 700>>
<<set $skulduggerydifficulty to 1000>>
<<elseif $NPCList[0].skills.security lte 300>>
<<set $skulduggerydifficulty to 100>>
<<else>>
<<set $skulduggerydifficulty to 500>>
<</if>>
<<if !$pubfame.hospital.distract>>
<<link [[Distract|Hospital Keycard Distract]]>><<set $pubfame.hospital.distract to 1>><</link>><<skulduggerydifficulty>>
<br>
<</if>>
<<link [[Back|Hospital Foyer]]>><<set $pubfame.hospital.active to 0>><<endevent>><</link>>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<set $enemyno to 1>>
<<maninit>>
<<if $NPCList[0].skills.security gte 700 or $NPCList[0].skills.security lte 300>>
<<set $easySteal to 1>>
<</if>>
<<if $NPCList[0].skills.security lte 300>>
<<set $enemyhealthmax += 200>><<set $enemyhealth += 200>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<if !$speechsteal>>
<<man>>
<</if>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or $speechsteal is 1>>
<span id="next"><<link [[Next|Hospital Keycard Seduce Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Hospital Keycard Seduce Sex]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<if $NPCList[0].skills.security gte 700>>
<<if $pubfame.status is "done">>
The <<person>> smiles. "That was good. I liked that." <<He>> gives you a wry grin. "Did you like it, too? <span class="red">Or were you just in it to steal that keycard?</span>"
<br><br>
Without warning, <<he>> lunges for you and grabs your arm. "Walk with me," <<he>> says in a cheerful voice betrayed by the vice grip <<hes>> holding you in. "Let me tell you a story." <<He>> pulls you out of the closet and starts dragging you down the hall.
<br><br>
<<endcombat>>
<<clotheson>>
<<loadNPC 0 "pubfame_receptionist">><<loadNPC 1 "pubfame_nurse">><<person1>>
<<link [[Struggle|Hospital Keycard Caught]]>><</link>><<physiquedifficulty 1 $physiquemax>>
<br>
<<link [[Give in|Hospital Keycard Caught]]>><<set $phase to 1>><</link>>
<<else>>
The <<person>> smiles, a little surprised. "That... that was good. I liked that." <<He>> surreptitiously pats <<himself>> down, before shaking <<his>> head. "Sorry, I could've sworn you were trying to... Oh, it doesn't matter."
<br><br>
<<He>> steps away from you and opens the closet door. "Think I'll head out now, I'm needed in another department. Thanks for that." <<He>> walks out, muttering to <<himself>>. "Could've sworn <<pshe>> was trying to steal..."
<br><br>
<span class="red">You didn't get the keycard.</span> You'll need to try again.
<br>
<<endcombat>>
<<clotheson>>
<<link [[Next|Hospital Foyer]]>><<clearNPC "pubfame_receptionist">><<clearNPC "pubfame_nurse">><<endevent>><</link>>
<</if>>
<<elseif $NPCList[0].skills.security lte 300>>
The <<person>> stretches. "Yeah, that's what I'm talking about. Thanks for the good time. Think I should get back to my job, though."
<br><br>
<<He>> opens the closet door and is almost immediately pulled away by a <<person2>><<person>>, the nurse from before. "Unbelievable," <<he>> says, "this is the third time this month! Come with me." <<He>> roughly pulls the <<person1>><<person>> down the hall.
<<if $rng gte 81>>
You hear something from the <<person2>><<person>> that sounds suspiciously like "should be me you're fucking," but it's hard to be sure.
<</if>>
<<if $pubfame.status isnot "done">>
<br>
<span class="red">You didn't get the keycard.</span> You'll need to try again.
<</if>>
<br><br>
<<endcombat>>
<<clotheson>>
<<link [[Next|Hospital Foyer]]>><<clearNPC "pubfame_receptionist">><<clearNPC "pubfame_nurse">><<endevent>><</link>>
<<else>>
The <<person>> lets out a breath. "Thanks for that. That was pretty nice." <<He>> glances at <<his>> watch. "Don't want to keep them waiting, though. I'm scheduled for somewhere else right now."
<br><br>
<<He>> opens the closet door and strides out without looking back at you.
<<if $pubfame.status isnot "done">>
<br>
<span class="red">You didn't get the keycard.</span> You'll need to try again.
<</if>>
<br><br>
<<endcombat>>
<<clotheson>>
<<link [[Next|Hospital Foyer]]>><<clearNPC "pubfame_receptionist">><<clearNPC "pubfame_nurse">><<endevent>><</link>>
<</if>>
<<elseif $enemyhealth lte 0>>
You shove the <<person>> against the closet wall. <<He>> crashes into a mop and trips on a bucket, sending <<him>> to the floor. "Agh," <<he>> gasps. "Didn't sign up for this..."
<br><br>
<<tearful>> you throw the door open and run back into the main hall.
<<if $pubfame.status isnot "done">>
<br>
<span class="red">You didn't get the keycard.</span> You'll need to try again.
<</if>>
<br><br>
<<endcombat>>
<<clotheson>>
<<link [[Next|Hospital Foyer]]>><<clearNPC "pubfame_receptionist">><<clearNPC "pubfame_nurse">><</link>>
<<elseif $finish is 1>>
<<if $NPCList[0].skills.security gte 700>>
<<if $pubfame.status is "done">>
The <<person>> smiles. "You want to stop? I'm fine with that." <<He>> gives you a wry grin. "<span class="red">I had a feeling you were only in it for the keycard, anyway.</span>"
<br><br>
Without warning, <<he>> lunges for you and grabs your arm. "Walk with me," <<he>> says in a cheerful voice betrayed by the vice grip <<hes>> holding you in. "Let me tell you a story." <<He>> pulls you out of the closet and starts dragging you down the hall.
<br><br>
<<endcombat>>
<<clotheson>>
<<loadNPC 0 "pubfame_receptionist">><<loadNPC 1 "pubfame_nurse">><<person1>>
<<link [[Struggle|Hospital Keycard Caught]]>><</link>><<physiquedifficulty 1 $physiquemax>>
<br>
<<link [[Give in|Hospital Keycard Caught]]>><<set $phase to 1>><</link>>
<<else>>
The <<person>> smiles, a little surprised. "You want to... I'm fine with that." <<He>> surreptitiously pats <<himself>> down, before shaking <<his>> head. "Sorry, I could've sworn you were trying to... Oh, it doesn't matter."
<br><br>
<<He>> steps away from you and opens the closet door. "Think I'll head back to the counter now, they've waited long enough. Thanks for that." <<He>> walks out, muttering to <<himself>>. "Could've sworn <<pshe>> was trying to steal..."
<br>
<span class="red">You didn't get the keycard.</span> You'll need to try again.
<br><br>
<<endcombat>>
<<clotheson>>
<<clearNPC "pubfame_receptionist">><<clearNPC "pubfame_nurse">>
<<link [[Next|Hospital Foyer]]>><<endevent>><</link>>
<</if>>
<<elseif $NPCList[0].skills.security lte 300>>
<<if $pubfame.status is "done">>
The <<person>> sighs. "C'mon, I was so close. Why would you..." <<He>> pauses, and squints at you. <<He>> reaches a hand into <<his>> pocket and gasps. "<span class="red">You little thief!</span> That's why you wanted to bring me here!"
<br><br>
<<He>> lunges for you and grabs your arm, throwing open the door and yanking you through. "You're not getting away," <<he>> growls. "Not after you-"
<br><br>
As soon as <<he>> steps through the door, <span class="green">a <<generatep2>><<person2>><<person>>, the nurse from before, pulls <<him>> off you</span>. "First you slack off, and now you're assaulting people?" <<he>> snarls. "Unbelievable! This is your worst offence yet!"
<br><br>
"Get off me!" the <<person1>><<person>> shouts, reaching for you. "That <<girl>> stole my-"
<br><br>
"Heard it all before," the <<person2>><<person>> grunts, not letting go of <<person1>><<him>>. "Come on." <<person2>><<He>> roughly pulls the <<person1>><<person>> down the hall.
<<if $rng gte 81>>
You hear something from the <<person2>><<person>> that sounds suspiciously like "should be me you're fucking," but it's hard to be sure.
<</if>>
<br><br>
<<endcombat>>
<<clotheson>>
<<clearNPC "pubfame_receptionist">><<clearNPC "pubfame_nurse">>
<<link [[Next|Hospital Foyer]]>><<endevent>><</link>>
<<else>>
The <<person>> sighs. "C'mon, I was so close. Why would you wind me up like that?" <<He>> groans and stands up. "Fine. Guess I'll go back to my job..."
<br><br>
<<He>> opens the closet door and walks out, grumbling all the while.
<br>
<span class="red">You didn't get the keycard.</span> You'll need to try again.
<br><br>
<<endcombat>>
<<clotheson>>
<<clearNPC "pubfame_receptionist">><<clearNPC "pubfame_nurse">>
<<link [[Next|Hospital Foyer]]>><<endevent>><</link>>
<</if>>
<<else>>
<<if $pubfame.status is "done">>
The <<person>> frowns and untangles from you. "If you say so," <<he>> mutters. "Why would you want to stop, though?" <<He>> pauses, and pats <<his>> pocket. <<His>> eyes narrow. "<span class="red">Oh. That's why.</span>"
<br><br>
<<He>> lunges for you and grabs your arm, pulling the door open. "I'll bring you in for stealing, then get back to work," <<he>> says out loud. "Won't take five minutes, I'll be back before my break ends."
<br><br>
<<endcombat>>
<<clotheson>>
<<loadNPC 0 "pubfame_receptionist">><<loadNPC 1 "pubfame_nurse">><<person1>>
<<link [[Struggle|Hospital Keycard Caught]]>><</link>><<physiquedifficulty 1 $physiquemax>>
<br>
<<link [[Give in|Hospital Keycard Caught]]>><<set $phase to 1>><</link>>
<<else>>
The <<person>> frowns and untangles from you. "If you say so," <<he>> mutters. "Why would you want to stop though?"
<br><br>
<<He>> walks to the closet door and pulls it open. "Can't believe I wasted my break on this," <<he>> mutters as <<he>> leaves without looking back.
<br>
<span class="red">You didn't get the keycard.</span> You'll need to try again.
<br><br>
<<endcombat>>
<<clotheson>>
<<clearNPC "pubfame_receptionist">><<clearNPC "pubfame_nurse">>
<<link [[Next|Hospital Foyer]]>><<endevent>><</link>>
<</if>>
<</if>>
<<else>>
The <<person>> suddenly grabs your arm and stands up. "That's why you wanted to do this." <<He>> scowls. "<span class="red">You little thief.</span> Keep those wandering fingers away from me."
<br><br>
<<He>> pulls the door open and starts dragging you down the hall. "I'll bring you in for stealing, then get back to work," <<he>> says out loud. "Won't take five minutes, I'll be back before my break ends."
<br><br>
<<endcombat>>
<<clotheson>>
<<loadNPC 0 "pubfame_receptionist">><<loadNPC 1 "pubfame_nurse">><<person1>>
<<link [[Struggle|Hospital Keycard Caught]]>><</link>><<physiquedifficulty 1 $physiquemax>>
<br>
<<link [[Give in|Hospital Keycard Caught]]>><<set $phase to 1>><</link>>
<</if>><<effects>>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<<if $speech_attitude is "meek">>
"Excuse me," you ask politely. "One of my friends got really sick, and came in for treatment. <<pShe>> got worse after taking the medication. I'd like to speak to your manager, or anyone higher up, just to ask a few things. Please?"
<<elseif $speech_attitude is "bratty">>
You slam your hands on the counter. "My friend came in here because <<pshe>> was running a fever. <<pShe>> told you what <<pshe>> was allergic to, but you still gave <<phim>> medication that made <<phim>> break out in hives! Get your manager out here, now!"
<<else>>
You approach the counter. "My friend came here when <<pshe>> was sick," you say. "I think <<pshe>> had a bad allergic reaction to the medication you gave <<phim>>. Could I see your manager?"
<</if>>
<br><br>
<<if $NPCList[0].skills.security gte 700>>
The <<person>> blinks, caught off guard. "I... I'm sorry, <<psir>>. Let me go fetch <<him>>."
<<elseif $NPCList[0].skills.security lte 300>>
"Ah shit," the <<person>> mutters under <<his>> breath. "Yeah, yeah. Gimme five."
<<else>>
The <<person>> frowns. "Oh, right away. Give me a moment."
<</if>>
<<He>> walks away into a back room.
<br><br>
Glancing around to make sure nobody is watching, you tuck behind the counter and search the cabinets. You find a keycard in the top cabinet under the computer.
<br><br>
<<pubfameComplete "hospital">>
<<link [[Next|Hospital Foyer]]>><<clearNPC "pubfame_receptionist">><<clearNPC "pubfame_nurse">><<endevent>><</link>>
<<else>>
<<if $speech_attitude is "meek">>
"Hi, um," you say. "Could you... check something in the back? I heard someone... breaking in?"
<<elseif $speech_attitude is "bratty">>
"Holy shit!" you shout, pointing behind <<him>>. "The wall is on fire!"
<<else>>
"Your, um," you say. "Your cabinets are... falling over. Behind you."
<</if>>
<br><br>
<<if $pubfame.hospital.seduce>>
<<if $NPCList[0].skills.security gte 700>>
The <<person>> raises an eyebrow, but nods. "Sure thing, <<girl>>." <<He>> turns <<his>> back, examining the back wall while whistling a jaunty tune.
<br><br>
You quickly try to reach over the counter, but the second you do, <span class="red"><<he>> shoots <<his>> arm behind <<him>> and grabs your wrist</span>. "Walk with me," <<he>> says in a cheerful voice betrayed by the vice grip <<hes>> holding you in. "Let me tell you a story." <<He>> pulls you away from the desk and starts dragging you down the hall.
<br><br>
<<link [[Struggle|Hospital Keycard Caught]]>><</link>><<physiquedifficulty 1 $physiquemax>>
<br>
<<link [[Give in|Hospital Keycard Caught]]>><<set $phase to 1>><</link>>
<<elseif $NPCList[0].skills.security lte 300>>
The <<person>> blinks in confusion, and turns around. You try to reach over the counter, but <<he>> turns back around too fast and you're forced to pull your arm back. "Weird," <<he>> mumbles. "Must've missed it."
<br><br>
<<link [[Seduce|Hospital Keycard Seduce]]>><<set $pubfame.hospital.seduce to 1>><</link>><<skulduggerydifficulty>>
<br>
<<link [[Back|Hospital Foyer]]>><<set $pubfame.hospital.active to 0>><<endevent>><</link>>
<<else>>
<<set $phase2 to 1>>
The <<person>> scowls. "That's it. I've had enough of your troublemaking." Without warning, <span class="red"><<he>> steps around the counter and grabs your arm</span>, marching you down the hall.
<br><br>
<<link [[Struggle|Hospital Keycard Caught]]>><</link>><<physiquedifficulty 1 $physiquemax>>
<br>
<<link [[Give in|Hospital Keycard Caught]]>><<set $phase to 1>><</link>>
<</if>>
<<else>>
<<if $NPCList[0].skills.security gte 700>>
"I'm sure," the <<person>> says with a wry smile. "Now, are you actually here for anything?"
<<elseif $NPCList[0].skills.security lte 300>>
The <<person>> blinks in confusion, and turns around. You try to reach over the counter, but <<he>> turns back around too fast and you're forced to pull your arm back. "Weird," <<he>> mumbles. "Must've missed it."
<<else>>
The <<person>> frowns. "If you're just here to mess around, get out of here."
<</if>>
<br><br>
<<link [[Seduce|Hospital Keycard Seduce]]>><<set $pubfame.hospital.seduce to 1>><</link>>
<br>
<<link [[Back|Hospital Foyer]]>><<set $pubfame.hospital.active to 0>><<endevent>><</link>>
<</if>>
<</if>><<effects>>
<<if $physiqueSuccess and $phase isnot 1>>
You yank your arm from <<his>> grip, <span class="green">freeing yourself</span>.
<<if $NPCList[0].skills.security gte 700>>
The <<person>> lets you go and sighs, turning to face you. You hesitantly back up, but <<he>> makes no move to grab you again.
<br><br>
"Don't want to hear the story?" <<he>> says, giving you a sad smile. "Well, that's fine. You take care of yourself. And I hope you can settle down one day. This isn't a life that'll get you very far, take it from me." <<He>> turns and walks down the hall, not looking back.
<<else>>
You bolt in the other direction. "Hey!" the <<person>> shouts. "Get back here! No no no..."
<</if>>
<br><br>
You run through the foyer, ending up in the street.
<br><br>
<<link [[Next|Nightingale Street]]>><<endevent>><<clearNPC "pubfame_receptionist">><<clearNPC "pubfame_nurse">><</link>>
<<else>>
<<if $phase isnot 1>>
You try to yank your arm from <<his>> grip, <span class="red">but can't free yourself</span>.
<br><br>
<</if>>
<<if $NPCList[0].skills.security gte 700>>
<<set $pubfame.status to "accepted">>
"This whole life of crime thing you're doing, it doesn't work out," <<he>> continues. "The loose ends catch up to you. The dreaded ends come too soon. The important ends stop meeting. And eventually, it <i>all</i> ends. The whole shebang."
<br><br>
<<He>> waves hello to a passing nurse. <<person2>><<He>> doesn't seem surprised to see the <<person1>><<person>> dragging you. "That's why I came here, to pursue a better life. Something I could take pride in. But the thing is, this job I'm doing now? It doesn't mean my old life didn't exist."
<br><br>
"You know what they called me? <span class="pink">Rat</span>. It wasn't some criminal compliment, it's just because I ratted people out. Every day, all the time. I guess some things stay the same."
<br><br>
<<He>> reaches an unmarked door, and <span class="blue">opens it with the keycard</span>. You didn't notice <<him>> taking it back until now. <<He>> throws you in and gives you a pitying smile. "For what it's worth, I'm rooting for you. Someday you'll find a better life than this." <<He>> turns <<his>> back.
<<silently>><<underworld_nickname>><</silently>>
<<if _text_output is "meat">>
"Best of luck."
<<else>>
"See you around, <span class="pink"><<underworld_nickname>></span>."
<</if>>
<br><br>
<<else>>
<<if $phase2 is 1>>
"This job is hell," <<he>> says, not slowing down. "Punks like you make everything harder." <<He>> shakes <<his>> head in disgust. "Stop gumming up the gears, <<girl>>. We carry this town."
<<else>>
"Lesson learned," <<he>> says, not slowing down. "Cute <<girl>> wants to thank me for my work. No harm in a break, yeah?" <<He>> shakes <<his>> head in disgust. "Sex is a scam. Never should've left the temple."
<</if>>
<br><br>
<<He>> reaches an unmarked door, opens it with <<his>> keycard and throws you in, before turning and walking away.
<</if>>
The door slams shut. There's no handle on your side<<if $skulduggery gte 300>>, or any mechanism that could be fiddled with<</if>>.
<br><br>
<<link [[Next|Abduction Hospital]]>><<endevent>><<clearNPC "pubfame_receptionist">><<clearNPC "pubfame_nurse">><<set $pubfame.hospital.active to 0>><<set $phase to 1>><</link>>
<</if>><<set $outside to 0>><<effects>><<rngWraith 1>>
You feel yourself being lifted onto a stretcher before passing out again.
<<if _wraithEvent>>
You think you saw someone standing next to you. Someone pale and beautiful.
<</if>>
<br><br>
<<link [[Sleep|Hospital Bed]]>><</link>>
<br><<widget "ambulance">>
<<if C.npc.Kylar.rage gte 96 and C.npc.Kylar.state is "active" and ["town", "park", "school"].includes($location)>>
<<link [[Wake up|Kylar Basement]]>><<pass 1 hour>><</link>>
<<else>>
<<link [[Wake up|Ambulance rescue]]>><<pass 1 hour>><</link>>
<</if>>
<</widget>><<set $outside to 1>><<set $location to "hospital">><<effects>>
You are in front of the hospital. It is open at all hours.
<<if $companion is "Robinrent">>
Robin hugs you tightly. "Thanks for saving me," <<nnpc_he "Robin">> says. "I think I'm going to go home. I need a rest."
Robin then waves you goodbye and starts walking towards home.
<<unset $companion>>
<</if>>
<br><br>
<<if $stress gte $stressmax>>
<<passouthospital>>
<<else>>
<<if $exposed gte 1>>
You are hiding in the bushes just outside the entrance. You should be able to enter without being seen if you time it right.
<br><br>
<</if>>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "hospital">>
<</if>>
<<getinicon>><<link [[Go inside hospital (0:01)|Hospital Foyer]]>><<pass 1>><</link>>
<br>
<<entertownicon>><<link [[Nightingale Street (0:01)|Nightingale Street]]>><<pass 1>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "hospital">><<effects>>
You are inside the hospital foyer. <<if $psych is 1>>You see a sign directing to Harper's office. <</if>><<if Time.weekDay is 6 and $daily.harperVisit isnot 1 and $psych is 1 and $trauma gte ($traumamax / 10) * 9>><span class="red">You can't remember when your appointment was.</span><<elseif Time.weekDay is 6 and $daily.harperVisit isnot 1 and $psych is 1>>You're in time for your appointment.<<else>>You don't have an appointment right now.<</if>>
<br><br>
<<if $stress gte $stressmax>>
<<passouthospital>>
<<else>>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "hospital">>
<</if>>
<<if $exposed gte 1>>
You are hiding under a hospital bed, hoping no one spots you in this state of undress. You see a cart full of sheets not far away that you could use to cover yourself. You could wait until the coast looks clear then make a break for it. Alternatively, you could inch the bed closer to the cart to try to remain concealed from view.
<br><br>
<<link [[Make a break for it (0:05)|Hospital Exhibition]]>><<set $phase to 0>><<pass 5>><</link>>
<br>
<<link [[Slide the bed closer (0:10)|Hospital Exhibition]]>><<set $phase to 1>><<pass 10>><</link>>
<br><br>
<<else>>
<<if isPubfameTaskAccepted("hospital")>>
Mickey asked you to steal a hospital keycard for them.
<<if Time.hour gte 6 and Time.hour lte 21>>
The hospital is open at all times, so it wouldn't be any less busy at night.
<<else>>
The hospital is open at all times, so it's not any less busy than the daytime.
<</if>>
<br><br>
<<ind>><<link [[Approach a receptionist (0:05)|Hospital Keycard Receptionist]]>><<pass 5>><</link>>
<br><br>
<</if>>
<<if $psych is 1 and $daily.harperVisit isnot 1>>
<<if $trauma gte ($traumamax / 10) * 9>>
<<socialiseicon "ask">><<link [[Ask for an emergency appointment with Doctor Harper|Doctor Harper Emergency]]>><<set $daily.harperVisit to 1>><</link>><<note "If Doctor Harper sees you like this, you fear <<nnpc_he 'Harper'>> may intervene" "red">>
<br>
<<elseif Time.weekDay is 6>>
<<officeicon>><<link [[Doctor Harper's office|Doctor Harper's Office]]>><<set $daily.harperVisit to 1>><</link>>
<br>
<</if>>
<<elseif $schoolPsych and $daily.harperVisit isnot 1>>
<<socialiseicon "ask">><<link [[Ask for Doctor Harper|Doctor Harper's Office School]]>><<set $daily.harperVisit to 1>><</link>>
<br>
<</if>>
<<if isPregnancyEnding()>>
<<ind>><<link [[Say that your waters have broken|Pregnancy Birth Hospital]]>><</link>>
<br>
<</if>>
<<if $vaginalchastityparasite isnot 0>>
<span class="pink">You feel $vaginalchastityparasite squirming inside your vagina.</span>
<br>
<</if>>
<<if C.npc.Alex.pregnancy.sample is true and playerIsPregnant() and !isPregnancyEnding()>>
<<procedureicon "paternity">><<link [[Enquire about a paternity test (0:10)|Hospital Paternity Test]]>><<pass 10>><</link>>
<br><br>
<</if>>
<<if $penilechastityparasite is 0 and $vaginalchastityparasite is 0 and $analchastityparasite is 0 and $parasite.clit.name is undefined and $parasite.penis.name is undefined and $parasite.nipples.name is undefined and $parasite.tummy.name is undefined and $parasite.bottom.name is undefined and $parasite.left_ear.name is undefined and $parasite.right_ear.name is undefined>>
<<else>>
<<socialiseicon "ask">><<link [[Enquire about body parasite removal (0:10)|Hospital Parasite]]>><<pass 10>><</link>>
<br>
<</if>>
<<if $player.breastsize lte 11>>
<<procedureicon "breast enlarge">><<link [[Enquire about breast enlargement (0:10)|Hospital Breast Enlargement]]>><<pass 10>><</link>>
<br>
<</if>>
<<if $player.breastsize gte 1>>
<<procedureicon "breast reduce">><<link [[Enquire about breast reduction (0:10)|Hospital Breast Reduction]]>><<pass 10>><</link>>
<br>
<</if>>
<<if $player.penisExist and $player.penissize lt $penissizemax>>
<<procedureicon "penis enlarge">><<link [[Enquire about penis enlargement (0:10)|Hospital Penis Enlargement]]>><<pass 10>><</link>>
<br>
<</if>>
<<if $player.penisExist and $player.penissize gt $penissizemin>>
<<procedureicon "penis reduce">><<link [[Enquire about penis reduction (0:10)|Hospital Penis Reduction]]>><<pass 10>><</link>>
<br>
<</if>>
<<set _aPregnancy to $sexStats.anus.pregnancy>>
<<set _vPregnancy to $sexStats.vagina.pregnancy>>
<<if $pregnancyStats.parasiteDoctorEvents is 1>>
<<socialiseicon "ask">><<link [[Enquire about movement in your stomach (0:10)|Pregnancy Introduction]]>><<pass 10>><</link>>
<br>
<</if>>
<<if $pregnancyStats.parasiteDoctorEvents is 3 or ((_aPregnancy.motherStatus is 2 or (_vPregnancy.motherStatus is 2 and !$worn.genitals.type.includes("hidden"))) and $pregnancyStats.parasiteDoctorEvents gt 3) or ($pregnancyStats.parasiteBook is 1 and $pregnancyStats.parasiteDoctorEvents gte 2) or $container.portable.value gt 0>>
<<if hasSexStat("deviancy", 5)>><<set $pregnancyStats.namesParasitesChild to true>><<else>><<set $pregnancyStats.namesParasitesChild to false>><</if>>
<<if $pregnancyStats.namesParasitesChild is true>>
<<socialiseicon "ask">><<link [[Enquire about your pregnancy and children (0:10)|Pregnancy Discussion]]>><<pass 10>><</link>>
<br>
<<else>>
<<socialiseicon "ask">><<link [[Enquire about the parasites inside you (0:10)|Pregnancy Discussion]]>><<pass 10>><</link>>
<br>
<</if>>
<</if>>
<<set _pregnancy to getPregnancyObject()>>
<<if _pregnancy.awareOf and !$daily.ultrasoundDone and between(_pregnancy.timer / _pregnancy.timerEnd, 0.1, 1)>>
<<socialiseicon "ask">><<link [[Enquire about getting an ultrasound (0:10)|Pregnancy ultrasound]]>>
<<pass 10>><<set $daily.ultrasoundDone to true>>
<</link>>
<br>
<</if>>
<<for _active_bodypart range setup.bodyparts>>
<<if $skin[_active_bodypart].pen is "tattoo">>
<<shopicon "tattoo">><<link [[Enquire about tattoo removal (0:10)|Hospital Tattoo Removal]]>><<pass 10>><</link>>
<br>
<<break>>
<</if>>
<</for>>
<<if ($hypnosis_traits.scream isnot undefined and $hypnosis_traits.scream gte 1) or ($hypnosis_traits.cover isnot undefined and $hypnosis_traits.cover gte 1) or ($hypnosis_traits.deviancy isnot undefined and $hypnosis_traits.deviancy gte 1)>>
<<socialiseicon "ask">><<link [[Inquire about reverse hypnosis (0:10)|Hospital Reverse Hypnosis]]>><<pass 10>><</link>>
<</if>>
<br>
<<pillicon>><<link [[Pharmacy (0:02)|Pharmacy]]>><<pass 2>><</link>>
<br><br>
<<getouticon>><<link [[Go outside (0:01)|Hospital front]]>><<pass 1>><</link>>
<br>
<</if>>
<</if>><<set $outside to 0>><<set $location to "hospital">><<effects>>
<<if $phase is 0>>
You awaken on a hard metallic surface in a dark room.
<</if>>
Dim lights along the walls switch on, illuminating a large and grimy room, the ceiling lost in the darkness above. Cages line one wall, full of golden eyes that stare out at you. The cage doors shift slightly, and a timer blinks into life "1:00, 0:59, 0:58..." Fighting back panic, you head to the door on the other side of the room, which appears to be the only way out.
<br><br>
Through the door and to the left there is a precipitous drop. You peer down and see dark running water; you can vaguely make out a wide tunnel leading away from the bottom. To the right is a long corridor. A door stands shut at the other end. In front of you is a small hole in the wall, which you might be able to squeeze through.
<br><br>
<<beastNEWinit 2 wolf>>
<<if $monster is 1 or $bestialitydisable is "f">>
<<link [[Climb down to the water (0:01)|Abduction Hospital Water]]>><<set $molestationstart to 1>><<pass 1>><</link>>
<br>
<</if>>
<<link [[Head down the corridor (0:01)|Abduction Hospital Corridor]]>><<pass 1>><<endevent>><</link>>
<br>
<<link [[Squeeze through the hole (0:01)|Abduction Hospital Hole]]>><<pass 1>><<endevent>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<generate1>><<nurseinit>><<person1>>You feel a sharp pain in your arm. You open your eyes to see a <<person>> in a nurse outfit and medical mask injecting you with a mystery liquid. Almost immediately a daze descends on you. You find it hard to move, or even think. A perverse warmth starts rising within your belly.
<br>
<</if>>
<<effects>><<set $outside to 0>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $alarm is 1 and _combatend is true>>
<<if $rescue is 0>>
<<set $alarm to 0>>
<br><br>
<<if $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Hospital Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0>>
<span id="next"><<link [[Next|Hospital Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Molestation Hospital]]>><</link>></span><<nexttext>>
<</if>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax and _combatend is true>>
<span id="next"><<link [[Next|Hospital Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0 and _combatend is true>>
<span id="next"><<link [[Next|Hospital Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Molestation Hospital]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "hospital">><<effects>>
<<set $hunger to 0>><<set $thirst to 0>><<set $tiredness to 0>><<set $hygiene to 0>>
<<set $stress -= 2000>>
<<if $hospitalintro is 0>><<set $hospitalintro to 1>>
You awaken in a bed at the civic hospital.
<<generate1>><<person1>>
The nurse explains that you have suffered <<= $passoutReason || "a severe stress response">>, but you are otherwise physically healthy. <<He>> asks you to wait a moment while <<he>> fetches the doctor.
<br><br>
<<endevent>>
<<npc Harper>><<person1>>You don't have to wait long. A <<personsimple>> wearing a white medical coat and carrying a clipboard enters.
<br><br>
<<He>> smiles at you. "Hello, I'm Doctor Harper." <<He>> takes a seat by your bedside and pulls <<his>> blond fringe away from <<his>> eyes. <<He>> looks young, can't be older than 25.
<br><br>
<<else>>
You awaken in a bed at the civic hospital.
<<npc Harper>><<person1>>Doctor Harper enters at that moment, carrying <<his>> usual clipboard. <<He>> assures you that there is no immediate concern, but <<he>> would like to examine you further.
<br><br>
<</if>>
<<link [[Next|Hospital Bed Examination]]>><</link>>
<br><br><<effects>>
<<He>> tenses, throws back <<his>> head and lets out a loud moan as <<he>> climaxes.
<br><br>
<<ejaculation>>
<<if $enemyanger gte ($enemyangermax / 5) * 3>>
<<He>> adjusts <<his>> uniform and leaves the room, but not before giving you one last smack to the face.
<<violence 3>>
<br><br>
<<elseif $enemyanger gte 1>>
Without a word, <<he>> adjusts <<his>> uniform and leaves the room.
<br><br>
<<else>>
Smiling, <<he>> kisses you on the cheek. "This is for you." <<He>> adjusts <<his>> uniform and leaves the room.
<br>
You've gained <<printmoney 500>><<money 500 "prostitution">>.
<br><br>
<</if>>
<<clotheson>>
<<tearful>> you climb off the bed and stumble onto the ward.
<br><br>
<<endcombat>>
<span id="next"><<link [[Next|Recovery ward]]>><</link>></span><<nexttext>><<effects>>
<<He>> recoils in pain. <<tearful>> you seize the opportunity and dart out the room, taking refuge in a maintenance cupboard.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Hospital cupboard]]>><</link>><<set $outside to 0>><<set $location to "hospital">><<effects>>
This small maintenance cupboard contains a variety of cleaning implements and chemicals. You peek through the door. There's no one there.
<br><br>
<<if $stress gte $stressmax>>
<<passouthospital>>
<<else>>
<<link [[Leave the cupboard (0:01)|Recovery ward]]>><<pass 1>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "hospital">><<effects>>
You are in the recovery ward of the hospital. Several nurses go about their business.
<br><br>
<<if $stress gte $stressmax>>
<<passouthospital>>
<<else>>
<<if $exposed gte 1>>
You are hiding under a hospital bed, hoping no one spots you in this state of undress. You see a cart full of sheets not far away that you could use to cover yourself. You could wait until the coast looks clear then make a break for it. Alternatively, you could inch the bed closer to the cart to try to remain concealed from view.
<br><br>
<<link [[Make a break for it (0:05)|Hospital Exhibition]]>><<set $phase to 0>><<pass 5>><</link>>
<br>
<<link [[Slide the bed closer (0:10)|Hospital Exhibition]]>><<set $phase to 1>><<pass 10>><</link>>
<br><br>
<<else>>
<<link [[Leave the ward (0:01)|Hospital Foyer]]>><<pass 1>><</link>>
<br>
<<link [[Maintenance cupboard (0:01)|Hospital cupboard]]>><<pass 1>><</link>>
<br>
<</if>>
<</if>>You've pushed yourself too much.
<br><br>
<<passout>>
<<set $danger to random(1, 10000)>>
<<if $danger gte (9900 - $allure)>>
<!-- Modified for Beast People -->
<<if $rng gte 81>>
<<link [[Wake up|Abduction Hospital]]>><<set $phase to 0>><</link>>
<<else>>
<<link [[Wake up|Molestation Hospital]]>><<set $molestationstart to 1>><</link>>
<</if>>
<<else>>
<<link [[Wake up|Hospital Bed]]>><</link>>
<</if>>
<<pass 1 hour>>
<<trauma 6>><<set $stress -= 2000>><<widget "passouthospital">>
<<if isPregnancyEnding()>>
<<pregnancyPassout "hospital">>
<<else>>
<<link [[Everything fades to black...|Passout hospital]]>><</link>>
<</if>>
<</widget>><<set $outside to 0>><<set $location to "hospital">><<effects>>
<<if $rightarm is "bound" and $leftarm is "bound">>
<<unbind>>
<</if>>
<<if $worn.face.type.includes("gag") or $worn.face.type.includes("blindfold")>>
<<set $worn.face.type.push("broken")>>
<<faceruined>>
<</if>>
<<if $exposed gte 1>>
<<if $player.gender is "m" and $backgroundTraits.includes("crossdresser")>>
<<set $clothingselector to "f">><!-- PCs with Crossdresser trait are only PC type with a specific known clothing preference and can presumably ask for it here -->
<<elseif $player.gender is "f" and $backgroundTraits.includes("crossdresser")>>
<<set $clothingselector to "m">>
<<else>>
<<set $clothingselector to $player.gender_appearance>>
<</if>>
<<if $clothingselector is "m">>
<<underlowerwear 4>>
<<upperwear 4>>
<<lowerwear 5>>
<<else>>
<<upperwear 1>>
<<underlowerwear 1>>
<</if>>
<</if>>
<<if $passoutReason>>
<<He>> gently interrogates you on the reason for your $passoutReason, lecturing you on the dangers of <<= $passoutReason is "hypothermia" ? "severe frostbite" : "heatstroke">>. <<He>> informs you that everything is okay as far as <<he>> can tell, but you should be more careful about how you dress in the future.
<<unset $passoutReason>>
<<wash>>
A nurse helps you to your feet, and you soon find yourself being discharged.
<br><br>
<<if Weather.dayState is "night">>
It's dark out. Maybe you should wait until morning.
<br><br>
<<link [[Wait (0:10)|Hospital Wait]]>><<pass 10>><<endevent>><</link>><<ltiredness>>
<br>
<<if $renttime lte 0>>
<<link [[Leave now (0:10)|Hospital Rent]]>><<pass 10>><<endevent>><</link>>
<br>
<<elseif crimeSumCurrent() gte 1000>>
<<link [[Leave now (0:10)|Hospital Arrest]]>><<pass 10>><<endevent>><</link>>
<br>
<<elseif $baileyhospital lte 2>>
<<link [[Leave now (0:10)|Hospital Journey Home]]>><<pass 10>><<endevent>><</link>>
<br>
<<else>>
<<link [[Leave now (0:10)|Hospital front]]>><<pass 10>><<endevent>><</link>>
<br>
<</if>>
<<else>>
<<if $renttime lte 0>>
<<link [[Next (0:10)|Hospital Rent]]>><<pass 10>><<endevent>><</link>>
<br>
<<elseif crimeSumCurrent() gte 1000>>
<<link [[Next (0:10)|Hospital Arrest]]>><<pass 10>><<endevent>><</link>>
<br>
<<elseif $baileyhospital lte 2>>
<<link [[Next (0:10)|Hospital Journey Home]]>><<pass 10>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next (0:10)|Hospital front]]>><<pass 10>><<endevent>><</link>>
<br>
<</if>>
<</if>>
<<elseif $trauma lte ($traumamax / 10) * 2>>
<<He>> gently interrogates you on a variety of subjects relating to your home life, how school is going and how your well-being has been faring. <<He>> informs you that everything is okay as far as <<he>> can tell, but you should be careful in the future.
<br><br>
<<wash>>
A nurse helps you to your feet, and you soon find yourself being discharged.
<br><br>
<<if Weather.dayState is "night">>
It's dark out. Maybe you should wait until morning.
<br><br>
<<link [[Wait (0:10)|Hospital Wait]]>><<pass 10>><<endevent>><</link>><<ltiredness>>
<br>
<<if $renttime lte 0>>
<<link [[Leave now (0:10)|Hospital Rent]]>><<pass 10>><<endevent>><</link>>
<br>
<<elseif crimeSumCurrent() gte 1000>>
<<link [[Leave now (0:10)|Hospital Arrest]]>><<pass 10>><<endevent>><</link>>
<br>
<<elseif $baileyhospital lte 2>>
<<link [[Leave now (0:10)|Hospital Journey Home]]>><<pass 10>><<endevent>><</link>>
<br>
<<else>>
<<link [[Leave now (0:10)|Hospital front]]>><<pass 10>><<endevent>><</link>>
<br>
<</if>>
<<else>>
<<if $renttime lte 0>>
<<link [[Next (0:10)|Hospital Rent]]>><<pass 10>><<endevent>><</link>>
<br>
<<elseif crimeSumCurrent() gte 1000>>
<<link [[Next (0:10)|Hospital Arrest]]>><<pass 10>><<endevent>><</link>>
<br>
<<elseif $baileyhospital lte 2>>
<<link [[Next (0:10)|Hospital Journey Home]]>><<pass 10>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next (0:10)|Hospital front]]>><<pass 10>><<endevent>><</link>>
<br>
<</if>>
<</if>>
<<elseif $trauma lt ($traumamax / 10) * 9>>
<<He>> gently interrogates you on a variety of subjects relating to your home life, how school is going and how your well-being has been faring. After a short while, <<he>> summons a nurse and they have a brief conversation in the corner of the room. They talk quietly, and after a short while the nurse nods and leave the room.
<br><br>
<<if $psych is 0>>
<span class="gold">The doctor tells you to visit <<him>> here at the hospital on <span class="gold">Fridays</span> for therapy.</span>
<br><br>
<<set $psych to 1>><<unset $schoolPsych>>
<<wash>>
A nurse helps you to your feet, and you soon find yourself being discharged.
<br><br>
<<else>>
The doctor reminds you to visit <<him>> here at the hospital on <span class="gold">Fridays</span>.
<br><br>
<<wash>>
A nurse helps you to your feet, and you soon find yourself being discharged.
<br><br>
<</if>>
<<if Weather.dayState is "night">>
It's dark out. Maybe you should wait until morning.
<br><br>
<<link [[Wait (0:10)|Hospital Wait]]>><<pass 10>><<endevent>><</link>><<ltiredness>>
<br>
<<if $renttime lte 0>>
<<link [[Leave now (0:10)|Hospital Rent]]>><<pass 10>><<endevent>><</link>>
<br>
<<elseif crimeSumCurrent() gte 1000>>
<<link [[Leave now (0:10)|Hospital Arrest]]>><<pass 10>><<endevent>><</link>>
<br>
<<elseif $baileyhospital lte 2>>
<<link [[Leave now (0:10)|Hospital Journey Home]]>><<pass 10>><<endevent>><</link>>
<br>
<<else>>
<<link [[Leave now (0:10)|Hospital front]]>><<pass 10>><<endevent>><</link>>
<br>
<</if>>
<<else>>
<<if $renttime lte 0>>
<<link [[Next (0:10)|Hospital Rent]]>><<pass 10>><<endevent>><</link>>
<br>
<<elseif crimeSumCurrent() gte 1000>>
<<link [[Next (0:10)|Hospital Arrest]]>><<pass 10>><<endevent>><</link>>
<br>
<<elseif $baileyhospital lte 2>>
<<link [[Next (0:10)|Hospital Journey Home]]>><<pass 10>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next (0:10)|Hospital front]]>><<pass 10>><<endevent>><</link>>
<br>
<</if>>
<</if>>
<<else>>
<<set $asylum to 1>><<set $psych to 1>><<unset $schoolPsych>>
<<He>> gently interrogates you on a variety of subjects relating to your home life, how school is going and how your well-being has been faring. A look of concern grows on <<his>> face, but you've no idea why. After a short while, <<he>> summons a nurse into the room and they talk quietly for a short time. The nurse keeps glancing at you, looking concerned.
<br><br>
The nurse leaves you alone with the doctor, who presses a cloth to your face. A haze falls on you. "Everything will be fine," you hear <<him>> say through the fog. Two blurred shapes enter the room. They help you to your feet and guide you away from the bed, an arm on each shoulder. Doctor Harper follows close behind.
<br><br>
Once out in the corridor another shape marches toward you. Harper blocks their path. The shape shouts something incomprehensible with Bailey's voice. The two beside you don't stop. They lead you outside and into the back of a waiting van. There's a cot inside. They push you onto it as the last of your consciousness slips.
<br><br>
<<endevent>>
<<badEndTracking "Asylum" { reason: "asylumHospital" }>>
<<link [[Next|Asylum Intro]]>><<pass 120>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "hospital">><<effects>>
<<if $phase is 0>>
You wait for the number of people in the vicinity to drop. You soon find yourself almost alone. There are still people at the far end of the hall, but they are facing away from you. You won't get a better chance than this. Steeling yourself, you emerge from beneath the bed and run toward the towels.
<br><br>
<<if random(1, 3) is 3>>
You've barely left the safety of the bed when doors on both sides of the hall open simultaneously. In an instant, the vacant room becomes packed with bodies. They immediately see you, and react in a diverse manner. Some look offended while others laugh, still others stare at you with depravity in their eyes. There's nowhere to hide; you can do nothing but crouch to preserve what little dignity you can. Not seeing any other option, you continue the original plan. You manage to cover yourself before people start filming the event with their phones. Blushing and light-headed, you flee the scene.
<<garousal>><<arousal 600>><<gtrauma>><<trauma 6>><<gstress>><<stress 6>>
<br><br>
<<link [[Next|Hospital Foyer]]>><<endevent>><<towelup>><</link>>
<br>
<<else>>
You make it the cart without incident. Crouching beside it, you help yourself to the towels, eyes affixed on a nearby door. You still feel exposed, but at least now you're covered. You should find something more suitable as soon as you can, before you attract unwanted attention.
<br><br>
<<link [[Next|Hospital Foyer]]>><<endevent>><<towelup>><</link>>
<br>
<</if>>
<<elseif $phase is 1>>
You slowly inch the bed forward. Slow enough, you hope, that no one will even notice. Peeking from beneath the bed, you see the towels drawing closer.
<br><br>
<<if random(1, 5) is 5>>
You're almost there when the bed lurches into movement. You cling to the underside as you are pushed further and further away from the towels, through a set of doors, then another, and then down a ramp.
<br><br>
You hear a metallic creaking, then you and the bed are shoved down a steep ramp. A short distance later you plunge into rushing water.
<br><br>
<<link [[Next|Drain Water]]>><<endevent>><<set $bus to "commercialdrain">><</link>>
<<else>>
When you are within arm's reach, you stretch out and manage to acquire a handful of towels. You awkwardly cover yourself while remaining under the bed. You still feel exposed, but at least now you're covered. You should find something more suitable as soon as you can, before you attract unwanted attention.
<br><br>
<<link [[Next|Hospital Foyer]]>><<endevent>><<towelup>><</link>>
<br>
<</if>>
<</if>><<set $outside to 0>><<set $location to "hospital">><<effects>>
<<set $bus to "hospital">>
As you walk down an empty corridor a door beside you opens and a pair of arms drag you through. <span class="red">It's Bailey.</span>
The heavy doors slam shut. You're at the top of a staircase leading down into darkness.
<br><br>
<<run statusCheck("Robin")>>
<<if $robinfirstrentfight and ($baileypaychain lt 2 or $renttime lte -1) and ["orphanage","bath","sleep"].includes(_robin_location)>>
<<rentduerobin 0>>
<<else>>
<<rentdue 0>>
<</if>><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
"You think I won't beat it out of you?" Bailey says.
<br><br>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Rent Hospital Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Rent Hospital Fight]]>><</link>></span><<nexttext>>
<</if>><<set _robin to statusCheck("Robin")>>
<<if $fightstart is 1>>
<<if $baileydefeatedchain gte 3>>
<<set $enemyno to 3>>
<<set $enemynomax to 3>>
<<elseif $baileydefeatedchain gte 1>>
<<set $enemyno to 2>>
<<set $enemynomax to 2>>
<<else>>
<<set $enemyno to 1>>
<<set $enemynomax to 1>>
<</if>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
"Keep the other one under control, one of you," Bailey says.
The <<personselect $enemynomax>><<person>> nods and grabs at Robin, while Bailey returns <<person1>><<his>> gaze to you.
<br><br>
<<set $phase to 1>>
<<if _robin.dom gte 80>>
<<set $timer to 4>>
<<elseif _robin.dom gte 60>>
<<set $timer to 3>>
<<elseif _robin.dom gte 40>>
<<set $timer to 2>>
<<else>>
<<set $timer to 1>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<personselect $enemynomax>>
<<if $timer gt 1>>
<span class="green">
<<if $rng gte 81>>
Robin struggles in <<nnpc_his "Robin">> restraints.
<<elseif $rng gte 61>>
Robin tells you not to give up.
<<elseif $rng gte 41>>
Robin is kicking at the <<person>>'s heels.
<<elseif $rng gte 21>>
Robin tells you not to worry about <<nnpc_him "Robin">>.
<<else>>
Robin bites the <<person>>'s hand holding <<nnpc_him "Robin">>.
<</if>></span>
<<elseif $timer is 1>>
The <<person>> manages to wrap <<his>> arm around Robin's throat. <span class="red">Robin cries out in pain.</span>
<<else>>
<span class="red">
<<if $rng gte 81>>
The <<person>> has Robin in a stranglehold.
<<elseif $rng gte 61>>
You can hear Robin choking.
<<elseif $rng gte 41>>
The <<person>> spits at Robin's eye while strangling <<nnpc_him "Robin">>.
<<elseif $rng gte 21>>
Robin tries to surrender, but the <<person>> doesn't lighten up.
<<else>>
The <<person>> punches Robin while choking <<nnpc_him "Robin">>.
<</if>>
</span>
<<npcincr Robin trauma 2>><<grtrauma true>>
<</if>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Rent Hospital Robin Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Rent Hospital Fight Robin]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation "short">><<set $baileydefeatedlewd += 1>><<set $baileydefeatedchain += 1>><<earnFeat "Bailey's Trouble Maker">>
<<He>> grips the bannister as the orgasm wracks <<his>> body. It's all the chance you need to escape back into the hospital proper. That won't be the last of it, but for now you're in the clear.
<<ltrauma>><<lstress>><<trauma -6>><<stress -12>>
<br><br>
<<clotheson>>
<<endcombat>>
<<if crimeSumCurrent() gte 1000>>
<<link [[Next|Hospital Arrest]]>><<pass 10>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Hospital front]]>><<pass 10>><<endevent>><</link>>
<br>
<</if>>
<<elseif $enemyhealth lte 0>>
<<set $baileydefeated += 1>><<set $baileydefeatedchain += 1>>
<<He>> trips and tumbles down the stairs, shouting profanities as <<he>> falls. You waste no time and escape back into the hospital proper. That won't be the last of it, but for now you're in the clear.
<<ltrauma>><<lstress>><<trauma -6>><<stress -12>>
<br><br>
<<clotheson>>
<<endcombat>>
<<if crimeSumCurrent() gte 1000>>
<<link [[Next|Hospital Arrest]]>><<pass 10>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Hospital front]]>><<pass 10>><<endevent>><</link>>
<br>
<</if>>
<<else>>
<<set $baileydefeatedchain to 0>>
<<set $baileyRefusedToPay to 0>>
<<unset $bailey_encroach>>
You fall to the ground, too hurt to move.
<br><br>
<<set $upperoff to 0>>
<<set $loweroff to 0>>
<<set $underloweroff to 0>>
<<set $underupperoff to 0>>
<<endcombat>>
<<link [[Next|Rent Intro]]>><</link>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation "short">><<set $baileydefeatedlewd += 1>><<set $baileydefeatedchain += 1>><<earnFeat "Bailey's Trouble Maker">>
<<He>> grips the bannister as the orgasm wracks <<his>> body. It's all the chance you need to grab Robin and escape back into the hospital proper.
That won't be the last of it, but for now you're in the clear.
<<ltrauma>><<lstress>><<trauma -6>><<stress -12>>
<<set $companion to "Robinrent">>
<br><br>
<<clotheson>>
<<endcombat>>
<<if crimeSumCurrent() gte 1000>>
<<link [[Next|Hospital Arrest]]>><<pass 10>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Hospital front]]>><<pass 10>><<endevent>><</link>>
<br>
<</if>>
<<elseif $enemyhealth lte 0>>
<<set $baileydefeated += 1>><<set $baileydefeatedchain += 1>>
<<He>> trips and tumbles down the stairs, shouting profanities as <<he>> falls. You waste no time grabbing Robin and escaping back into the hospital proper.
That won't be the last of it, but for now you're in the clear.
<<ltrauma>><<lstress>><<trauma -6>><<stress -12>>
<<set $companion to "Robinrent">>
<br><br>
<<clotheson>>
<<endcombat>>
<<if crimeSumCurrent() gte 1000>>
<<link [[Next|Hospital Arrest]]>><<pass 10>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Hospital front]]>><<pass 10>><<endevent>><</link>>
<br>
<</if>>
<<else>>
<<set $baileydefeatedchain to 0>>
<<set $baileyRefusedToPay to 0>>
<<unset $bailey_encroach>>
You fall to the ground, too hurt to move.
You hear Robin struggling until Bailey hits <<nnpc_him "Robin">> hard on the head and <<nnpc_he "Robin">> falls to the ground as well.
<br><br>
<<set $upperoff to 0>>
<<set $loweroff to 0>>
<<set $underloweroff to 0>>
<<set $underupperoff to 0>>
<<endcombat>>
<<link [[Next|Rent Intro]]>><<set $phase to 1>><</link>>
<</if>><<set $outside to 0>><<set $location to "hospital">><<effects>>
<<if $baileyhospital gte 2>>
<<set $baileyhospital += 1>>
<<npc Bailey>><<person1>>Bailey waits for you beside <<his>> car. "This is the last time I'm picking you up like this. I've already wasted enough time." The journey home is uneventful.
<br><br>
<<elseif $baileyhospital gte 1>>
<<set $baileyhospital += 1>>
<<npc Bailey>><<person1>>Bailey waits for you beside <<his>> car. "You need to be more careful. Next time you might not be so lucky." The journey home is uneventful.
<br><br>
<<else>>
<<set $baileyhospital to 1>>
<<npc Bailey>><<person1>>Bailey waits for you beside <<his>> car. "I'm glad you're alright," <<he>> says. "You wouldn't believe the paperwork involved when one of you idiots goes missing. Get in." The journey home is uneventful.
<br><br>
<</if>>
<<link [[Next (0:10)|Orphanage]]>><<endevent>><<pass 10>><</link>>
<br><<set $outside to 0>><<set $location to "hospital">><<effects>>
<<set _autosavehere to true>>
<<set _hour to clone(Time.hour)>>
<<for _i to 0; _i lt 12; _i++>>
<<set _hour++>>
<<if _hour % 24 gte 6 and _hour % 24 lte 9>>
<<set _multi to _hour - Time.hour>>
<<pass `1 * _multi` hour>><<tiredness `-12 * _multi`>><<effects>>
<<break>>
<</if>>
<</for>>
The nurse lets you stay in the waiting room until the sun rises.
<br><br>
<<if $renttime lte 0>>
<<link [[Next|Hospital Rent]]>><<pass 10>><<endevent>><</link>>
<br>
<<elseif crimeSumCurrent() gte 1000>>
<<link [[Next|Hospital Arrest]]>><<pass 10>><<endevent>><</link>>
<br>
<<elseif $baileyhospital lte 2>>
<<link [[Next|Hospital Journey Home]]>><<pass 10>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Hospital front]]>><<pass 10>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "hospital">><<effects>>
<<generate1>><<person1>>
The receptionist taps something into <<his>> computer and instructs you to take a seat in the waiting room.
<br><br>
<<endevent>>
<<harper_intro>>
"This is a very simple procedure. I'd just need a DNA sample from you and the possible father. It would take a while though," <<he>> says.
<br><br>
"It costs <<printmoney 500000>>."
<br><br>
<<if $money gte 5000>>
<<procedureicon "paternity">>
<<if C.npc.Alex.pregnancy.sample is true>>
<<link [[Test for Alex (1:00)|Hospital Paternity Test 2]]>><<money -500000 "hospitalPaternityTest">><<set $paternityTestNPC to "Alex">><</link>>
<br>
<</if>>
<<else>>
<span class="blue">You can't afford it.</span>
<br>
<</if>>
<<getouticon>><<link [[Leave|Hospital Foyer]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "hospital">><<effects>>
<<upperstrip>>
<<lowerstrip>>
<<underlowerstrip>>
<<underupperstrip>>
Harper accepts the payment and Alex strand hair. "Please undress," <<he>> says as <<he>> stands to leave the room.
<br>
You remove your clothing and stand waiting, feeling more than a little exposed.
<<if playerChastity()>>You can't remove your $worn.genitals.name, you hope it won't be a problem.<</if>>
<<He>> soon returns, carrying a medical gown.
<br><br>
"Wear this," <<he>> instructs. You put the gown on. "Right, if you'd like to come with me, it's just a short walk away."
<br><br>
<<He>> leads you to another room, containing a small bed. "Please lie down. I'll put you under then move you to the theatre."
<br><br>
You lie down. <<He>> presses a mask against your face, and you feel your consciousness start to slip. <<He>> pulls a camera from <<his>> pocket as you pass out.
<br><br>
<<fameexhibitionism 10 "pic">>
<<link [[Next|Hospital Paternity Test Done]]>><</link>><<set $outside to 0>><<set $location to "hospital">><<effects>>
<<set _father to getPregnancyObject().fetus[0].father>>
<<set _pregnancy to getPregnancyObject()>>
You awaken in the same room you passed out in. You don't feel any different.
<br><br>
Harper enters the room. "The test was a success," <<he>> says as <<he>> hands you the results.
<br><br>
You look at the slip of paper. You are the mother,
<<if $paternityTestNPC is "Alex">>
<<run delete C.npc.Alex.pregnancy.sample>>
<<if _father is "Alex">>
<<set _pregnancy.potentialFathers to [{type: _pregnancy.type, source: _pregnancy.fetus[0].father}]>>
<<set C.npc.Alex.pregnancy.test to true>>
<span class="lewd">and Alex is the father.</span>
<<else>>
<<set _pregnancy.potentialFathers to _pregnancy.potentialFathers.filter(father => father.source isnot $paternityTestNPC)>>
<span class="red">but Alex is not the father</span>.
<</if>>
<</if>>
The rest of the document is incomprehensible to you.
<br><br>
<<He>> checks <<his>> clipboard. "You can leave straight away. Be well." <<He>> leaves you to dress.
<br><br>
<<endevent>>
<<link [[Next|Hospital Foyer]]>><<clotheson>><<unset $paternityTestNPC>><</link>>
<br><<set $outside to 0>><<set $location to "hospital">><<effects>>
<<generate1>><<person1>>
The receptionist taps something into <<his>> computer and instructs you to take a seat in the waiting room.
<br><br>
<<endevent>>
<<harper_intro>>
"This is a very simple procedure." <<He>> pulls a chart of breast sizes from <<his>> desk. "You're about here." <<He>> points at a picture labelled <span class="lewd">
<<if $player.breastsize is 0>>
"flat".
<<else>>
"<<breasts>>."
<</if>>
</span>
<br><br>
"It costs £2000 to decrease your breasts by a single size, and a further £2000 for each size beyond that."
<br><br>
<<if $player.breastsize gte 12>>
<<set _breast12 to Math.round(($player.breastsize - 11) * 200000)>>
<<procedureicon "breast reduce">><<link [[Make your breasts gigantic|Hospital Breast Reduction 2]]>><<set $phase to 11>><</link>> | <<printmoney _breast12>> <!-- Appears even with blind stats enabled. All are intentional -->
<br>
<</if>>
<<if $player.breastsize gte 11>>
<<set _breast11 to Math.round(($player.breastsize - 10) * 200000)>>
<<procedureicon "breast reduce">><<link [[Make your breasts huge|Hospital Breast Reduction 2]]>><<set $phase to 10>><</link>> | <<printmoney _breast11>>
<br>
<</if>>
<<if $player.breastsize gte 10>>
<<set _breast10 to Math.round(($player.breastsize - 9) * 200000)>>
<<procedureicon "breast reduce">><<link [[Make your breasts massive|Hospital Breast Reduction 2]]>><<set $phase to 9>><</link>> | <<printmoney _breast10>>
<br>
<</if>>
<<if $player.breastsize gte 9>>
<<set _breast9 to Math.round(($player.breastsize - 8) * 200000)>>
<<procedureicon "breast reduce">><<link [[Make your breasts ample|Hospital Breast Reduction 2]]>><<set $phase to 8>><</link>> | <<printmoney _breast9>>
<br>
<</if>>
<<if $player.breastsize gte 8>>
<<set _breast8 to Math.round(($player.breastsize - 7) * 200000)>>
<<procedureicon "breast reduce">><<link [[Make your breasts large|Hospital Breast Reduction 2]]>><<set $phase to 7>><</link>> | <<printmoney _breast8>>
<br>
<</if>>
<<if $player.breastsize gte 7>>
<<set _breast7 to Math.round(($player.breastsize - 6) * 200000)>>
<<procedureicon "breast reduce">><<link [[Make your breasts full|Hospital Breast Reduction 2]]>><<set $phase to 6>><</link>> | <<printmoney _breast7>>
<br>
<</if>>
<<if $player.breastsize gte 6>>
<<set _breast6 to Math.round(($player.breastsize - 5) * 200000)>>
<<procedureicon "breast reduce">><<link [[Make your breasts modest|Hospital Breast Reduction 2]]>><<set $phase to 5>><</link>> | <<printmoney _breast6>>
<br>
<</if>>
<<if $player.breastsize gte 5>>
<<set _breast5 to Math.round(($player.breastsize - 4) * 200000)>>
<<procedureicon "breast reduce">><<link [[Make your breasts pert|Hospital Breast Reduction 2]]>><<set $phase to 4>><</link>> | <<printmoney _breast5>>
<br>
<</if>>
<<if $player.breastsize gte 4>>
<<set _breast4 to Math.round(($player.breastsize - 3) * 200000)>>
<<procedureicon "breast reduce">><<link [[Make your breasts small|Hospital Breast Reduction 2]]>><<set $phase to 3>><</link>> | <<printmoney _breast4>>
<br>
<</if>>
<<if $player.breastsize gte 3>>
<<set _breast3 to Math.round(($player.breastsize - 2) * 200000)>>
<<procedureicon "breast reduce">><<link [[Make your breasts tiny|Hospital Breast Reduction 2]]>><<set $phase to 2>><</link>> | <<printmoney _breast3>>
<br>
<</if>>
<<if $player.breastsize gte 2>>
<<set _breast2 to Math.round(($player.breastsize - 1) * 200000)>>
<<procedureicon "breast reduce">><<link [[Make your breasts budding|Hospital Breast Reduction 2]]>><<set $phase to 1>><</link>> | <<printmoney _breast2>>
<br>
<</if>>
<<if $player.breastsize gte 1>>
<<set _breast1 to Math.round(($player.breastsize - 0) * 200000)>>
<<procedureicon "breast reduce">><<link [[Make your breasts flat|Hospital Breast Reduction 2]]>><<set $phase to 0>><</link>> | <<printmoney _breast1>>
<br>
<</if>>
<br>
<<getouticon>><<link [[Leave|Hospital Foyer]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "hospital">><<effects>>
"This will cost <span class="gold">£<<print (($player.breastsize - $phase) * 2000)>></span>," <<he>> says. "And take four hours."
<br><br>
<<if $money gte (($player.breastsize - $phase) * 200000)>>
<<ind>><<link [[Accept (4:00)|Hospital Breast Reduction 3]]>><<pass 4 hours>><</link>>
<br>
<<else>>
You can't afford it.
<br><br>
<</if>>
<<getouticon>><<link [[Leave|Hospital Foyer]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "hospital">><<effects>>
<<money `-(($player.breastsize - $phase) * 200000)` "hospitalBreastReduction">>
<<set $breastgrowthtimer to 700>>
<<upperstrip>>
<<lowerstrip>>
<<underlowerstrip>>
<<underupperstrip>>
Harper accepts the payment. "Please undress," <<he>> says as <<he>> stands to leave the room.
You remove your clothing and stand waiting, feeling more than a little exposed.
<<if playerChastity()>>You can't remove your $worn.genitals.name, you hope it won't be a problem.<</if>>
<<He>> soon returns, carrying a medical gown.
<br><br>
"Wear this," <<he>> instructs. You put the gown on. "Right, if you'd like to come with me, it's just a short walk away."
<br><br>
<<He>> leads you to another room, containing a small bed. "Please lie down. I'll put you under then move you to the theatre." You lie down.
<<He>> presses a mask against your face, and you feel your consciousness start to slip. <<He>> pulls a camera from <<his>> pocket as you pass out.
<br><br>
<<fameexhibitionism 10 "pic">>
<<link [[Next|Hospital Breast Done]]>><</link>>
<br><<set $outside to 0>><<set $location to "hospital">><<effects>>
<<set $player.breastsize to $phase>>
<<set $breastsizeold to $player.breastsize>>
You awaken in the same room you passed out in. You don't feel any different, until you look down and see your <<breasts>>. Harper enters the room.
<br><br>
"The operation was a success," <<he>> says. <<He>> looks at your chest.
<<if $player.breastsize gte 12>>
"I hope those things don't give you back problems."
<<insecurity "breasts_big" 2>><<ginsecurity "breasts_big">>
<<elseif $player.breastsize gte 9>>
"You'll get a lot of attention with those."
<<insecurity "breasts_big" 2>><<ginsecurity "breasts_big">>
<<elseif $player.breastsize gte 6>>
"That's a good size."
<<insecurity "breasts_small" 1>><<ginsecurity "breasts_small">>
<<elseif $player.breastsize gte 3>>
"You look good with those."
<<insecurity "breasts_small" 1>><<ginsecurity "breasts_small">>
<<elseif $player.breastsize gte 1>>
"You look cute with those."
<<insecurity "breasts_small" 1>><<ginsecurity "breasts_small">>
<<elseif $player.breastsize is 0>>
"Your chest looks cute."
<<insecurity "breasts_small" 2>><<ginsecurity "breasts_small">>
<</if>>
<br><br>
<<He>> checks <<his>> clipboard. "You can leave straight away. Be well." <<He>> leaves you to dress.
<br><br>
<<endevent>>
<<link [[Next|Hospital Foyer]]>><<clotheson>><</link>>
<br><<set $outside to 0>><<set $location to "hospital">><<effects>>
<<generate1>><<person1>>
The receptionist taps something into <<his>> computer and instructs you to take a seat in the waiting room.
<br><br>
<<endevent>>
<<harper_intro>>
"This is a simple procedure." <<He>> pulls a chart of breast sizes from <<his>> desk. "You're about here." <<He>> points at a picture labelled <span class="lewd">
<<if $player.breastsize is 0>>
"flat".
<<else>>
"<<breasts>>."
<</if>>
</span>
<br><br>
"It costs £5000 to increase your breasts by a single size, and a further £5000 for each size beyond that."
<br><br>
<<if $player.breastsize lt 12>>
<<set _breast12 to Math.round((12 - $player.breastsize) * 500000)>>
<<procedureicon "breast enlarge">><<link [[Make your breasts enormous|Hospital Breast Enlargement 2]]>><<set $phase to 12>><</link>> | <<printmoney _breast12>>
<br>
<</if>>
<<if $player.breastsize lt 11>>
<<set _breast11 to Math.round((11 - $player.breastsize) * 500000)>>
<<procedureicon "breast enlarge">><<link [[Make your breasts gigantic|Hospital Breast Enlargement 2]]>><<set $phase to 11>><</link>> | <<printmoney _breast11>>
<br>
<</if>>
<<if $player.breastsize lt 10>>
<<set _breast10 to Math.round((10 - $player.breastsize) * 500000)>>
<<procedureicon "breast enlarge">><<link [[Make your breasts huge|Hospital Breast Enlargement 2]]>><<set $phase to 10>><</link>> | <<printmoney _breast10>>
<br>
<</if>>
<<if $player.breastsize lt 9>>
<<set _breast9 to Math.round((9 - $player.breastsize) * 500000)>>
<<procedureicon "breast enlarge">><<link [[Make your breasts massive|Hospital Breast Enlargement 2]]>><<set $phase to 9>><</link>> | <<printmoney _breast9>>
<br>
<</if>>
<<if $player.breastsize lt 8>>
<<set _breast8 to Math.round((8 - $player.breastsize) * 500000)>>
<<procedureicon "breast enlarge">><<link [[Make your breasts ample|Hospital Breast Enlargement 2]]>><<set $phase to 8>><</link>> | <<printmoney _breast8>>
<br>
<</if>>
<<if $player.breastsize lt 7>>
<<set _breast7 to Math.round((7 - $player.breastsize) * 500000)>>
<<procedureicon "breast enlarge">><<link [[Make your breasts large|Hospital Breast Enlargement 2]]>><<set $phase to 7>><</link>> | <<printmoney _breast7>>
<br>
<</if>>
<<if $player.breastsize lt 6>>
<<set _breast6 to Math.round((6 - $player.breastsize) * 500000)>>
<<procedureicon "breast enlarge">><<link [[Make your breasts full|Hospital Breast Enlargement 2]]>><<set $phase to 6>><</link>> | <<printmoney _breast6>>
<br>
<</if>>
<<if $player.breastsize lt 5>>
<<set _breast5 to Math.round((5 - $player.breastsize) * 500000)>>
<<procedureicon "breast enlarge">><<link [[Make your breasts modest|Hospital Breast Enlargement 2]]>><<set $phase to 5>><</link>> | <<printmoney _breast5>>
<br>
<</if>>
<<if $player.breastsize lt 4>>
<<set _breast4 to Math.round((4 - $player.breastsize) * 500000)>>
<<procedureicon "breast enlarge">><<link [[Make your breasts pert|Hospital Breast Enlargement 2]]>><<set $phase to 4>><</link>> | <<printmoney _breast4>>
<br>
<</if>>
<<if $player.breastsize lt 3>>
<<set _breast3 to Math.round((3 - $player.breastsize) * 500000)>>
<<procedureicon "breast enlarge">><<link [[Make your breasts small|Hospital Breast Enlargement 2]]>><<set $phase to 3>><</link>> | <<printmoney _breast3>>
<br>
<</if>>
<<if $player.breastsize lt 2>>
<<set _breast2 to Math.round((2 - $player.breastsize) * 500000)>>
<<procedureicon "breast enlarge">><<link [[Make your breasts tiny|Hospital Breast Enlargement 2]]>><<set $phase to 2>><</link>> | <<printmoney _breast2>>
<br>
<</if>>
<<if $player.breastsize lt 1>>
<<set _breast1 to Math.round((1 - $player.breastsize) * 500000)>>
<<procedureicon "breast enlarge">><<link [[Make your breasts budding|Hospital Breast Enlargement 2]]>><<set $phase to 1>><</link>> | <<printmoney _breast1>>
<br>
<</if>>
<br>
<<getouticon>><<link [[Leave|Hospital Foyer]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "hospital">><<effects>>
"This will cost <span class="gold">£<<print (($phase - $player.breastsize) * 5000)>></span>," <<he>> says. "And take four hours."
<br><br>
<<if $money gte (($phase - $player.breastsize) * 500000)>>
<<ind>><<link [[Accept (4:00)|Hospital Breast Enlargement 3]]>><<pass 4 hours>><</link>>
<br>
<<else>>
You can't afford it.
<br><br>
<</if>>
<<getouticon>><<link [[Leave|Hospital Foyer]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "hospital">><<effects>>
<<money `-(($phase - $player.breastsize) * 500000)` "hospitalBreastEnlargement">>
<<set $breastgrowthtimer to 700>>
<<upperstrip>>
<<lowerstrip>>
<<underlowerstrip>>
<<underupperstrip>>
Harper accepts the payment. "Please undress," <<he>> says as <<he>> stands to leave the room.
You remove your clothing and stand waiting, feeling more than a little exposed.
<<if playerChastity()>>You can't remove your $worn.genitals.name, you hope it won't be a problem.<</if>>
<<He>> soon returns, carrying a medical gown.
<br><br>
"Wear this," <<he>> instructs. You put the gown on. "Right, if you'd like to come with me, it's just a short walk away."
<br><br>
<<He>> leads you to another room, containing a small bed. "Please lie down. I'll put you under then move you to the theatre." You lie down.
<<He>> presses a mask against your face, and you feel your consciousness start to slip. <<He>> pulls a camera from <<his>> pocket as you pass out.
<br><br>
<<fameexhibitionism 10 "pic">>
<<link [[Next|Hospital Breast Done]]>><</link>>
<br><<set $outside to 0>><<set $location to "hospital">><<effects>>
<<generate1>><<person1>>
The receptionist taps something into <<his>> computer and instructs you to take a seat in the waiting room.
<br><br>
<<endevent>>
<<harper_intro>>
<<if $worn.genitals.type.includes("shrinking")>>
"This would normally be a simple procedure..." <<He>> pulls a chart of penis sizes from <<his>> desk drawer. "However, I can't actually tell how large you are."
<br><br>
<<if $worn.genitals.name is "chastity parasite">>
After a closer examination, <<he>> continues, "You should get that parasite on your penis removed first. I'm afraid we don't have the tools to work with such a small device."
<<else>>
After a closer examination, <<he>> continues, "You should get that <<print $worn.genitals.name>> unlocked and removed. I'm afraid we don't have the tools to work with such a small device."
<</if>>
<br>
<<elseif $player.penissize is -1>>
"This would normally be a simple procedure..." <<He>> pulls a chart of penis sizes from <<his>> desk. "You're about here." <<He>> points at the bottom picture labelled <span class="lewd">"<<penissize>> penis."</span>
<br><br>
While taking a closer look, <<he>> continues, "We are unable to adjust it further than this. You could head to our Pharmacy and buy some penis shrinking pills. I personally recommend taking two doses per day to start with, however, I'm not quite sure if that would have much of an effect on it."
<br>
<<else>>
"This is a very simple procedure." <<He>> pulls a chart of penis sizes from <<his>> desk. "You're about here." <<He>> points at
<<switch $player.penissize>>
<<case 4>>the top
<<case -1>>the bottom
<<default>>a
<</switch>>
picture labelled <span class="lewd">"<<print ($player.penissize is 2 ? "average" : "<<penissize>>")>> penis."</span>
<br><br>
"It costs £2000 to decrease your penis by a single size, and a further £2000 for each size beyond that."
<br><br>
<<if $player.penissize gte 4>>
<<set _penis4 to Math.round(($player.penissize - 3) * 200000)>>
<<procedureicon "penis reduce">><<link [[Make your penis large|Hospital Penis Reduction 2]]>><<set $phase to 3>><</link>> | <<printmoney _penis4>>
<br>
<</if>>
<<if $player.penissize gte 3>>
<<set _penis3 to Math.round(($player.penissize - 2) * 200000)>>
<<procedureicon "penis reduce">><<link [[Make your penis average|Hospital Penis Reduction 2]]>><<set $phase to 2>><</link>> | <<printmoney _penis3>>
<br>
<</if>>
<<if $player.penissize gte 2>>
<<set _penis2 to Math.round(($player.penissize - 1) * 200000)>>
<<procedureicon "penis reduce">><<link [[Make your penis small|Hospital Penis Reduction 2]]>><<set $phase to 1>><</link>> | <<printmoney _penis2>>
<br>
<</if>>
<<if $player.penissize gte 1>>
<<set _penis1 to Math.round(($player.penissize) * 200000)>>
<<procedureicon "penis reduce">><<link [[Make your penis tiny|Hospital Penis Reduction 2]]>><<set $phase to 0>><</link>> | <<printmoney _penis1>>
<br>
<</if>>
<<if $player.penissize gte 0 and $penissizemin lt 0>>
<<set _penis0 to Math.round(($player.penissize + 1) * 200000)>>
<<procedureicon "penis reduce">><<link [[Make your penis mini|Hospital Penis Reduction 2]]>><<set $phase to -1>><</link>> | <<printmoney _penis0>>
<br>
<</if>>
<</if>>
<br>
<<getouticon>><<link [[Leave|Hospital Foyer]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "hospital">><<effects>>
"This will cost <span class="gold">£<<print (($player.penissize - $phase) * 2000)>></span>," <<he>> says. "And take four hours."
<br><br>
<<if $money gte (($player.penissize - $phase) * 200000)>>
<<ind>><<link [[Accept (4:00)|Hospital Penis Reduction 3]]>><<pass 4 hours>><</link>>
<br>
<<else>>
You can't afford it.
<br><br>
<</if>>
<<getouticon>><<link [[Leave|Hospital Foyer]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "hospital">><<effects>>
<<money `-(($player.penissize - $phase) * 200000)` "hospitalPenisReduction">>
<<set $penisgrowthtimer to 700>>
<<upperstrip>>
<<lowerstrip>>
<<underlowerstrip>>
<<underupperstrip>>
Harper accepts the payment. "Please undress," <<he>> says as <<he>> stands to leave the room.
You remove your clothing and stand waiting, feeling more than a little exposed.
<<if playerChastity()>>You can't remove your $worn.genitals.name, you hope it won't be a problem.<</if>>
<<He>> soon returns, carrying a medical gown.
<br><br>
"Wear this," <<he>> instructs. You put the gown on. "Right, if you'd like to come with me, it's just a short walk away."
<br><br>
<<He>> leads you to another room, containing a small bed. "Please lie down. I'll put you under then move you to the theatre." You lie down.
<<He>> presses a mask against your face, and you feel your consciousness start to slip. <<He>> pulls a camera from <<his>> pocket as you pass out.
<br><br>
<<fameexhibitionism 10 "pic">>
<<link [[Next|Hospital Penis Done]]>><</link>>
<br><<set $outside to 0>><<set $location to "hospital">><<effects>>
<<set $player.penissize to $phase>>
You awaken in the same room you passed out in. You don't feel any different, until you look down and see your <<penissize>> penis. Harper enters the room.
<br><br>
"The operation was a success," <<he>> says. <<He>> looks at your groin.
<<if $player.penissize gte 4>>
Stares, in fact. <<He>> blushes and looks away.
<<insecurity "penis_big" 1>><<ginsecurity "penis_big">>
<<elseif $player.penissize gte 3>>
Stares, in fact. <<He>> blushes and looks away.
<<insecurity "penis_big" 1>><<ginsecurity "penis_big">>
<<elseif $player.penissize is 2>>
"No one would look twice at it now." <<He>> blushes. "N-not that it doesn't look nice."
<<elseif $player.penissize is 1>>
"Such a manageable size."
<<insecurity "penis_small" 1>><<ginsecurity "penis_small">>
<<else>>
"It looks so cute."
<<insecurity "penis_small" 1>><<ginsecurity "penis_small">>
<</if>>
<br><br>
<<He>> checks <<his>> clipboard. "You can leave straight away. Be well." <<He>> leaves you to dress.
<br><br>
<<endevent>>
<<link [[Next|Hospital Foyer]]>><<clotheson>><</link>>
<br><<set $outside to 0>><<set $location to "hospital">><<effects>>
<<generate1>><<person1>>
The receptionist taps something into <<his>> computer and instructs you to take a seat in the waiting room.
<br><br>
<<endevent>>
<<harper_intro>>
<<if $worn.genitals.type.includes("shrinking")>>
"This would normally be a simple procedure..." <<He>> pulls a chart of penis sizes from <<his>> desk drawer. "However, I can't actually tell how large you are."
<br><br>
<<if $worn.genitals.name is "chastity parasite">>
After a closer examination, <<he>> continues, "You should get that parasite on your penis removed first. I'm afraid we don't have the tools to work with such a small device."
<<else>>
After a closer examination, <<he>> continues, "You should get that <<print $worn.genitals.name>> unlocked and removed. I'm afraid we don't have the tools to work with such a small device."
<</if>>
<br>
<<elseif $player.penissize gte -1>>
"This is a simple procedure." <<He>> pulls a chart of penis sizes from <<his>> desk. "You're about here." <<He>> points at
<<switch $player.penissize>>
<<case 4>>the top
<<case -1>>the bottom
<<default>>a
<</switch>>
picture labelled <span class="lewd">"<<print ($player.penissize is 2 ? "average" : "<<penissize>>")>> penis."</span>
<br><br>
"It costs £5000 to increase your penis by a single size, and a further £5000 for each size beyond that."
<br><br>
<<if $player.penissize lt 4>>
<<set _penis4 to Math.round((4 - $player.penissize) * 500000)>>
<<procedureicon "penis enlarge">><<link [[Make your penis enormous|Hospital Penis Enlargement 2]]>><<set $phase to 4>><</link>> | <<printmoney _penis4>>
<br>
<</if>>
<<if $player.penissize lt 3>>
<<set _penis3 to Math.round((3 - $player.penissize) * 500000)>>
<<procedureicon "penis enlarge">><<link [[Make your penis large|Hospital Penis Enlargement 2]]>><<set $phase to 3>><</link>> | <<printmoney _penis3>>
<br>
<</if>>
<<if $player.penissize lt 2>>
<<set _penis2 to Math.round((2 - $player.penissize) * 500000)>>
<<procedureicon "penis enlarge">><<link [[Make your penis average|Hospital Penis Enlargement 2]]>><<set $phase to 2>><</link>> | <<printmoney _penis2>>
<br>
<</if>>
<<if $player.penissize lt 1>>
<<set _penis1 to Math.round((1 - $player.penissize) * 500000)>>
<<procedureicon "penis enlarge">><<link [[Make your penis small|Hospital Penis Enlargement 2]]>><<set $phase to 1>><</link>> | <<printmoney _penis1>>
<br>
<</if>>
<<if $player.penissize lt 0>>
<<set _penis0 to Math.round((0 - $player.penissize) * 500000)>>
<<procedureicon "penis enlarge">><<link [[Make your penis tiny|Hospital Penis Enlargement 2]]>><<set $phase to 0>><</link>> | <<printmoney _penis0>>
<br>
<</if>>
<<else>>
"This would normally be a simple procedure..." <<He>> pulls a chart of penis sizes from <<his>> desk. "However, you're not even at the smallest size." <<He>> points at a picture labelled <span class="lewd">"mini penis."</span>
<br><br>
While taking a closer look, <<he>> continues, "You should head to our Pharmacy and buy some penis growth pills. I personally recommend taking two doses per day to start with, however, I'm not quite sure if that would be enough to revive it."
<br>
<</if>>
<br>
<<getouticon>><<link [[Leave|Hospital Foyer]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "hospital">><<effects>>
"This will cost <span class="gold">£<<print (($phase - $player.penissize) * 5000)>></span>," <<he>> says. "And take four hours."
<br><br>
<<if $money gte (($phase - $player.penissize) * 500000)>>
<<ind>><<link [[Accept (4:00)|Hospital Penis Enlargement 3]]>><<pass 4 hours>><</link>>
<br>
<<else>>
You can't afford it.
<br><br>
<</if>>
<<getouticon>><<link [[Leave|Hospital Foyer]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "hospital">><<effects>>
<<money `-(($phase - $player.penissize) * 500000)` "hospitalPenisEnlargement">>
<<set $penisgrowthtimer to 300>>
<<upperstrip>>
<<lowerstrip>>
<<underlowerstrip>>
<<underupperstrip>>
Harper accepts the payment. "Please undress," <<he>> says as <<he>> stands to leave the room.
You remove your clothing and stand waiting, feeling more than a little exposed.
<<if playerChastity()>>You can't remove your $worn.genitals.name, you hope it won't be a problem.<</if>>
<<He>> soon returns, carrying a medical gown.
<br><br>
"Wear this," <<he>> instructs. You put the gown on. "Right, if you'd like to come with me, it's just a short walk away."
<br><br>
<<He>> leads you to another room, containing a small bed. "Please lie down. I'll put you under then move you to the theatre." You lie down.
<<He>> presses a mask against your face, and you feel your consciousness start to slip. <<He>> pulls a camera from <<his>> pocket as you pass out.
<br><br>
<<fameexhibitionism 10 "pic">>
<<link [[Next|Hospital Penis Done]]>><</link>>
<br><<effects>>
<<generate1>><<person1>>
The receptionist taps something into <<his>> computer and instructs you to take a seat in the waiting room.
<br><br>
<<endevent>>
<<harper_intro>>
"So you have ink you'd like removed," <<he>> says. "We can facilitate that. The procedure costs £3000, and will take three hours."
<br><br>
<<if $money gte 300000>>
<<for _active_bodypart range setup.bodyparts>>
<<if $skin[_active_bodypart].pen is "tattoo">>
<<capture _active_bodypart>><<link [[Remove|Hospital Tattoo Removal 2]]>><<pass 3 hours>><<money -300000 "hospitalTattooRemoval">><<set $remove_tattoo to _active_bodypart>><</link>><</capture>> the <<tattoo _active_bodypart>> on your <<bodypart _active_bodypart>>.
<br>
<</if>>
<</for>>
<br>
<</if>>
<<getouticon>><<link [[Leave|Hospital Foyer]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "hospital">><<effects>>
<<strip>>
Harper accepts the payment. "Please undress," <<he>> says as <<he>> stands to leave the room. "Everything. The presence of clothing interferes with the delicate apparatus."
You remove your clothing and stand waiting, feeling more than a little exposed.
<<if playerChastity()>>You can't remove your $worn.genitals.name, you hope it won't be a problem.<</if>>
<<He>> soon returns, carrying a medical gown.
<br><br>
"Wear this," <<he>> instructs. You put the gown on. "Right, if you'd like to come with me, it's just a short walk away."
<br><br>
<<He>> leads you to another room, containing a small bed. "Please lie down. I'll put you under then move you to the theatre." You lie down.
<<He>> presses a mask against your face, and you feel your consciousness start to slip. <<He>> pulls a camera from <<his>> pocket as you pass out.
<br><br>
<<fameexhibitionism 10 "pic">>
<<link [[Next|Hospital Tattoo Removal Done]]>><</link>><<effects>>
You awaken in the same room you passed out in.
<<if $remove_tattoo is "forehead" or $remove_tattoo is "left_cheek" or $remove_tattoo is "right_cheek">>
You look in a mirror. The <<tattoo $remove_tattoo>> on your <<bodypart $remove_tattoo>> is gone.
<<else>>
You look down at your <<bodypart $remove_tattoo>>. Your <<tattoo $remove_tattoo>> is gone.
<</if>>
Harper enters the room.
<br><br>
<<bodywriting_clear $remove_tattoo>><<unset $remove_tattoo>>
"The removal was a success," <<he>> says. <<He>> checks <<his>> clipboard. "You can leave straight away. Be well." <<He>> leaves you to dress.
<br><br>
<<endevent>>
<<link [[Next|Hospital Foyer]]>><<clotheson>><</link>>
<br><<set $outside to 0>><<set $location to "hospital">><<effects>>
<<generate1>><<person1>>
You approach the receptionist and ask for Harper. <<He>> looks at <<his>> screen.
<<if Time.weekDay is 6>>
"You're already scheduled for today-"
<<else>>
"You don't seem to-"
<</if>>
<<he>> gives you a quick glance. Worry spreads across <<his>> face, and <<he>> taps something into the computer. "The doctor is currently seeing a patient. Please wait here."
<br><br>
<<endevent>>
You take a seat in the waiting room. With nothing to do but go over your troubled thoughts, you fidget in place. The wait seems unbearable.
Eventually, the receptionist calls you and points you to Harper's office. The previous patient exits, giving you a crooked smile.
<br><br>
<<link [[Next|Doctor Harper Emergency 2]]>><</link>>
<br><<set $asylum to 1>><<set $psych to 1>><<unset $schoolPsych>><<npc Harper>><<person1>>
You knock on the door to Harper's office and hear <<his>> voice on the other side. "Come in." You enter. <<He>> sits at <<his>> desk in front of a computer.
<<if Time.weekDay is 6>>
"This isn't our scheduled time. This must be serious."
<<else>>
"I finished up with my last patient as fast as I could. How can I help you?"
<</if>>
<br><br>
You sit down and waste no time going over your grievances with recent events. Harper lets you speak, for the most part, only occasionally asking for clarification regarding your home and school life along with your well-being. You have difficulty remembering when exactly you began to cry. <<He>> reaches for something in <<his>> desk drawer and approaches you. <<He>> gently wraps an arm around you.
<br><br>
"There, there," Harper says, pressing a cloth against your face while tightening <<his>> grip around you. "Everything will be fine," <<he>> says through a haze that rapidly falls on you. Two blurred shapes enter the office and help you to your feet. They guide you away from the office, an arm on each shoulder. Doctor Harper follows close behind.
<br><br>
You're quietly led through the corridor. Some shapes seem to glance your way. The two beside you don't stop. They lead you outside and into the back of a waiting van. There's a cot inside. They push you onto it as the last of your consciousness slips.
<br><br>
<<endevent>>
<<badEndTracking "Asylum" { reason: "asylumHospital2" }>>
<<link [[Next|Asylum Intro]]>><<pass 120>><</link>>
<br><<set $outside to 0>><<effects>>
<<set $worn.face.type.push("broken")>><<faceruined>><<set $worn.neck.type.push("broken")>><<neckruined>>
<<remove_shackle>><<unbind>><<storeon "duopunish">><<unset $punishmentCounter>><<unset $punishmentTimer>><<unset $sydneyPain>><<unset $sydneyArousal>>
<<unset $sydneyHold>><<unset $sydneyStop>><<unset $sydneyHit>><<unset $sydneyPlead>><<unset $sydneyTouch>>
<<set $daily.sydney.punish to 1>>
You feel yourself being lifted onto a stretcher. You're holding onto something. It's holding on to you, too. It's warm, and makes you feel safe in a way you can't explain. Something tries to pull it away from you, so you hold on tighter. You pass out again.
<br><br>
<<if $player.virginity.penile isnot true or $player.virginity.vaginal isnot true>>
<<if $templePromised is "Sydney">>
You've gained the <span class="blue">Rite of Promise: Sydney</span> trait.
<br><br>
<<else>>
You've gained the <span class="blue">Chastity Vow</span> trait.
<br><br>
<</if>>
<</if>>
<<set $player.virginity.temple to true>>
<<set C.npc.Sydney.virginity.temple to true>>
<<link [[Sleep|Hospital Bed Sydney]]>><</link>>
<br><<set $outside to 0>><<set $location to "hospital">><<effects>>
<<set $hunger to 0>><<set $thirst to 0>><<set $tiredness to 0>><<set $hygiene to 0>>
<<set $stress -= 2000>>
You awaken in a bed at the civic hospital. You see Sydney on the same bed, asleep. You're still holding each other.
<<generate1>><<person1>>
"About time." It's a nurse. "The doctor tried to separate you two, but even unconscious you wouldn't let go." <<He>> points to Sydney. "Eventually <<nnpc_he "Sydney">> sat upright and... growled at me in <<nnpc_his "Sydney">> sleep. Then went right back down like nothing happened. That's when we stopped trying."
The nurse explains that you have suffered a severe stress response, but you are both otherwise physically healthy. <<He>> asks you to wait a moment while <<he>> fetches the doctor.
<br><br>
<<endevent>>
<<if $hospitalintro is 0>><<set $hospitalintro to 1>>
<<npc "Harper" 1>><<person1>><<npc "Sydney" 2>><<person2>> You don't have to wait long. A <<person1>><<personsimple>> wearing a white medical coat and carrying a clipboard enters.
<br><br>
<<He>> smiles at you. "Hello, I'm Doctor Harper." <<He>> takes a seat by your bedside and pulls <<his>> blond fringe away from <<his>> eyes. <<He>> looks young, can't be older than 25.
<br><br>
<<else>>
<<npc "Harper" 1>><<person1>><<npc "Sydney" 2>><<person2>>Doctor Harper enters at that moment, carrying <<person1>><<his>> usual clipboard. <<He>> assures you that there is no immediate concern, but <<he>> would like to examine you further.
<br><br>
<</if>>
<<link [[Next|Hospital Bed Examination Sydney]]>><</link>>
<br><<effects>>
You hear Sydney yawn. <<person2>><<His>> eyes flutter open, and <<he>> smiles. "Glad you're the first thing I'm seeing." <<His>> expression immediately changes when <<he>> sees Doctor Harper. They stare each other down. It's hard to read either of their emotions.
<br>
"Not so glad that's the second thing I'm seeing."
<br>
<<if !$sydneySeen.includes("Harper")>>
<<set $sydneySeen.pushUnique("Harper")>>
"Sydney. It's been a while."
<br>
"Not nearly long enough." You feel like Sydney would jump up and attack were you not still holding each other.
<<else>>
"Let's not do this again. We can get this over with professionally."
<</if>>
<br><br>
Sydney moves in front of you, as if to guard you. "I'm invoking my right to refuse treatment. My <<sydneymum>> will handle the paperwork."
<br><br>
Doctor Harper sighs. "Very well. But I must still evaluate <<phim>>."
<<person1>>
<<if $trauma lte ($traumamax / 10) * 2>>
<<He>> gently interrogates you on a variety of subjects relating to your home life, how school is going and how your well-being has been faring. <<He>> informs you that everything is okay as far as <<he>> can tell, but you should be careful in the future.
<br><br>
<<wash>>
Sydney helps you to your feet, and you soon find yourself being discharged.
<br><br>
<<link [[Leave (0:10)|Hospital Journey Home Sydney]]>><<pass 10>><<endevent>><</link>>
<br>
<<elseif $trauma lt ($traumamax / 10) * 9>>
<<He>> gently interrogates you on a variety of subjects relating to your home life, how school is going and how your well-being has been faring. After a short while, <<he>> summons a nurse and they have a brief conversation in the corner of the room. They talk quietly, and after a short while the nurse nods and leave the room.
<br><br>
<<if $psych is 0>>
<span class="gold">The doctor tells you to visit <<him>> here at the hospital on <span class="gold">Fridays</span> for therapy.</span>
<br><br>
<<set $psych to 1>><<unset $schoolPsych>>
<<wash>>
Sydney helps you to your feet, and you soon find yourself being discharged.
<br><br>
<<else>>
The doctor reminds you to visit <<him>> here at the hospital on <span class="gold">Fridays</span>.
<br><br>
<<wash>>
Sydney helps you to your feet, and you soon find yourself being discharged.
<br><br>
<</if>>
<<link [[Leave|Hospital Journey Home Sydney]]>><<pass 10>><<endevent>><</link>>
<br>
<<else>>
<<He>> gently interrogates you on a variety of subjects relating to your home life, how school is going and how your well-being has been faring. A look of concern grows on <<his>> face, but you've no idea why. After a short while, <<he>> summons a nurse into the room and they talk quietly for a short time. The nurse keeps glancing at you, looking concerned.
<br><br>
Sydney looks uneasy. "We need to leave." You find yourself unable to respond. The nurse moves towards Sydney, who pulls you away. "No." The nurse freezes in place as Sydney glares.
<br><br>
"Sydney, I assure you that-"
<br>
"Everything will be fine? No it won't. We're leaving, and you can't stop us." The nurse grabs Sydney by the arms and holds <<person2>><<him>> back. <<He>> pushes back with surprising strength, but is too slow. The doctor presses a cloth to your face, and a haze falls on you. You hear a yell in Sydney's voice, and everything begins to spin. You feel yourself pulled along, and more yelling.
<br><br>
Once out in the corridor multiple shapes march toward you. Someone blocks their path. The one holding you doesn't stop. They lead you outside and into the back of a waiting car as your consciousness slips.
<br><br>
<<endevent>>
<<link [[Next|Hospital Sydney Rescue]]>><<pass 1 hour>><</link>>
<br>
<</if>><<effects>>
You awaken once more, your head spinning. Two figures are talking in the front seats. You slowly begin to recognise them. It's Sydney, and Sirris. <<npc "Sydney" 1>><<person1>><<npc "Sirris" 2>><<person2>>
<br><br>
"There, see? I told you <<pshe>>'d be okay, Syd." You notice you're no longer in front of the hospital, but on Elk Street.
<br><br>
Sydney practically jumps out of the car, only to open the rear door and jump in, tackle-hugging you into the seat. "I was so worried once <<nnpc_he "Harper">> got that cloth on you." You think about asking Sydney what happened, but the words simply won't form. You mindlessly return the hug.
<br><br>
"Alright, get comfortable back there, you two. Sydney, seatbelt! And you wonder why you can't get your license.
<<if !$sydneySeen.includes("ride")>>
<<set $sydneySeen.pushUnique("ride")>>
So, where do you live?" Sirris leans back over the seat to look at you.
<br><br>
You answer Sirris in a monotone, giving flawless directions to the orphanage. You think you see a sympathetic frown, but you're not sure.
<<else>>
The ride won't take long since I know where to go now."
<</if>>
Sirris keeps shooting concerned looks at you through the rear mirror. Sydney refuses to let go of you until you get to the orphanage, at which point you both exit the car.
<br><br>
Sydney walks you to the front door of the orphanage, and <<if $sydneyromance is 1>>kisses you on the cheek<<else>>hugs you<</if>>.
"Be careful around that doctor. Don't trust a word <<nnpc_he "Harper">> says."
<br><br>
You watch Sydney walk back to the car, and they both wait for you to go inside before leaving.
<br><br>
<<link [[Next|Orphanage]]>><<pass 10>><<endevent>><</link>>
<br><<effects>>
Sydney leads you out of the hospital, into a waiting car. Sirris waits in the driver's seat. <<npc "Sydney" 1>><<person1>><<npc "Sirris" 2>><<person2>>
"You two are quite the handful. Everything alright?" <<He>> looks at you. "Sydney refused to leave your side the whole time. I would have stayed too, had time permitted. Sydney, buckle up or you'll never get your license." Sydney pouts.
<<if !$sydneySeen.includes("ride")>>
<<set $sydneySeen.pushUnique("ride")>>
"So, where do you live?" Sirris leans back over the seat to look at you.
<br><br>
You give Sirris directions to the orphanage. You think you see a sympathetic frown, but you're not sure.
<<else>>
"The ride won't take long since I know where to go now."
<</if>>
Sirris keeps shooting concerned looks at you through the rear mirror. You reach the orphanage quickly, and Sydney exits the car to take your hand.
<br><br>
<<person1>><<He>> walks you to the front door of the orphanage, and <<if $sydneyromance is 1>>kisses you on the cheek<<else>>hugs you<</if>>.
"Be careful around that doctor. Don't trust a word <<nnpc_he "Harper">> says."
<br><br>
You watch Sydney walk back to the car, and they both wait for you to go inside before leaving.
<br><br>
<<link [[Next|Orphanage]]>><<pass 10>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "hospital">><<effects>><<npc Harper>><<person1>>
"So, I hear you have a hypnosis problem." <<he>> says, both hands clasped over <<his>> mouth as <<he>> stares at you. "I may be able to help you, but of course, the deeper the issue, the higher the cost."
<br><br>
<<reverseHypnosisPrice>>
<<if $hypnosis_traits.scream isnot undefined and $hypnosis_traits.scream gte 1>>
<<link [["Reverse Hypnotic Yearning (£" + _price1 + ")"|Hospital Reverse Hypnosis 2]]>><<set $money -= _price1 * 100>><<set $phase to 1>><</link>>
<br>
<</if>>
<<if $hypnosis_traits.cover isnot undefined and $hypnosis_traits.cover gte 1>>
<<link [["Reverse Hypnotic Flaunting (£" + _price2 + ")"|Hospital Reverse Hypnosis 2]]>><<set $money -= _price2 * 100>><<set $phase to 2>><</link>>
<br>
<</if>>
<<if $hypnosis_traits.deviancy isnot undefined and $hypnosis_traits.deviancy gte 1>>
<<link [["Reverse Hypnotic Deviancy (£" + _price3 + ")"|Hospital Reverse Hypnosis 2]]>><<set $money -= _price3 * 100>><<set $phase to 3>><</link>>
<br>
<</if>>
<<link [[Nevermind|Hospital Foyer]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "hospital">><<effects>>
"Please, sit down and relax." You do so, and <<he>> swivels to face you. <<His>> voice takes on a soothing quality. "I want you to breathe deeply." <<He>> holds up <<his>> pen. "Focus on the pen. There's nothing in the universe except this pen, my voice, and your own breath."
<br><br>
This continues for several minutes. Harper somehow picks up on whenever your minds starts to wander, and brings you back to focus. You start to feel something shift in your consciousness, as if you're entering a trance.
<br><br>
<<if $hypnosis is 0>><<set $hypnosis to 1>><<hypnotised 1>>
You slip deeper into the trance. <span class="green">You don't remember ever feeling so tranquil.</span> You hear Harper's voice drifting toward you. "That's very good. Now, the next time you feel overwhelmed by it all, I want you to remember this feeling, and..." <<He>> gives you instructions. "...you won't remember this."
<<elseif $hypnosis gte 1>>
You slip deeper into the trance. <span class="green">You return to the familiar state of tranquillity.</span> You hear Harper's voice drifting toward you. "That's very good."
<</if>>
<br><br>
<<if $phase is 1>>
<<set $hypnosis_traits.scream to 0>>
"When I drop this pen, you will <span class="green">stop begging for rougher treatment instead of screaming...</span> and awaken."
<<elseif $phase is 2>>
<<set $hypnosis_traits.cover to 0>>
"When I drop this pen, you will <span class="green">stop flaunting your body parts instead of covering them...</span> and awaken."
<<elseif $phase is 3>>
<<set $hypnosis_traits.deviancy to 0>>
"When I drop this pen, you will <span class="green">stop provoking beasts...</span> and awaken."
<</if>>
<br><br>
The pen clatters to the floor. You blink. You're back in reality, but feeling better and much more in control than you were before you entered the office. You recall Harper talking to you while you were entranced, but can't recall what was said.
<br><br>
<<He>> smiles at you. "That was a success. Well done." <<He>> holds open the door for you. "Be well."
<br><br>
<<link [[Next|Hospital Foyer]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "hospital">><<effects>>
<<generate1>><<person1>>
The receptionist taps something into <<his>> computer and instructs you to take a seat in the waiting room.
<br><br>
<<endevent>>
<<harper_intro>>
"So you have a parasite problem," <<he>> says. "It's probably nothing to worry about, so don't be nervous. Can you explain the symptoms?" Though embarrassed, you manage to stammer a description of your issue.
<br><br>
<<if $parasite.clit.name is "urchin" or $parasite.clit.name is "slime" or
$parasite.penis.name is "urchin" or $parasite.penis.name is "slime" or
$parasite.nipples.name is "urchin" or $parasite.nipples.name is "slime" or
$parasite.tummy.name is "urchin" or $parasite.tummy.name is "slime" or
$parasite.bottom.name is "urchin" or $parasite.bottom.name is "slime" or
$parasite.breasts.name is "parasite" or $parasite.penis.name is "parasite" or $parasite.clit.name is "parasite">>
<<He>> listens intently, nodding along as if there's nothing strange about anything you're saying. When you are finished <<he>> silently turns to <<his>> computer and starts reading something. "Okay," <<he>> says.
<<if numberOfEarSlime()>>
"Firstly, the slime you describe," <<he>> continues. "Entering your ear? Hallucinations are a side effect of many medications. <i>Some people find solace at the temple</i> when they experience similar. Perhaps they could help."
<br><br>
"The rest are more real. A rare but relatively benign condition. We should be able to cure you right now." You breathe a sigh of relief. "I'll just be a moment." <<He>> turns back to <<his>> computer.
<br><br>
<<else>>
"A rare but relatively benign condition. We should be able to cure you right now." You breathe a sigh of relief. "I'll just be a moment." <<He>> turns back to <<his>> computer.
<br><br>
<</if>>
A minute later <<he>> turns back to you. "We can apply a special form of electrolysis to your unclothed body, at a wavelength that disables this type of parasite. It's completely harmless to people, but you might feel a tingle."
<br><br>
"The procedure will cost you £250." <<He>> pauses before continuing. "As this is a rare illness however, some of my colleagues would like to observe your treatment. If you agree to be observed, you won't be charged." You suddenly don't feel so relieved. "They'll all be medical professionals, so there's no reason to be embarrassed."
<br><br>
<<if hasSexStat("exhibitionism", 4)>>
You try to tell yourself that you don't want to be seen naked by any more people than is necessary, but you can't hide from the lewd feelings stirring at the thought.
<br><br>
<<else>>
You don't like the idea of being seen naked by any more people than is necessary, but the alternative is so expensive.
<br><br>
<</if>>
<<link [[Free procedure (0:20)|Hospital Parasite Public]]>><<pass 20>><</link>>
<br>
<<if $money gte 25000>>
<<link [[Paid procedure (£250 0:10)|Hospital Parasite Private]]>><<money -25000 "hospitalParasiteRemoval">><</link>>
<br>
<</if>>
<<link [[Leave without treatment|Hospital Foyer]]>><<endevent>><</link>>
<br>
<<elseif numberOfEarSlime()>>
<<He>> listens intently, nodding along as if there's nothing strange about anything you're saying. When you're finished, <<he>> smiles. "A slime inside your ear?" <<he>> says. "Hallucinations are a side effect of many medications. <i>Some people find solace at the temple</i> when they experience similar. Perhaps they could help."
<br><br>
<<He>> starts tapping into <<his>> keyboard. "Do you have any further concerns?" You shake your head.
<br><br>
<<He>> rises and holds open the door for you. You leave the office.
<br><br>
<<link [[Next|Hospital Foyer]]>><<endevent>><</link>>
<<elseif $penilechastityparasite or $vaginalchastityparasite or $analchastityparasite>>
<<He>> listens intently, nodding along as if there's nothing strange about anything you're saying. When you're finished, <<he>> smiles. "As I thought, there's no danger. All you need to do is remove your $worn.genitals.name and the parasites should fall out."
<br><br>
<<He>> starts tapping into <<his>> keyboard. "Do you have any further concerns?" You shake your head, wondering if removing the belt will be an ordeal in of itself.
<br><br>
<<He>> rises and holds open the door for you. You leave the office.
<br><br>
<<link [[Next|Hospital Foyer]]>><<endevent>><</link>>
<<else>>
<<He>> listens intently, nodding along as if there's nothing strange about anything you're saying. When you're finished, <<he>> frowns. "I've not encountered anything like this before," <<he>> says. "But they seem benign. I expect they'll leave on their own time, and there's nothing to worry about."
<br><br>
<<He>> starts tapping into <<his>> keyboard. "Do you have any further concerns?" You shake your head, wondering if removing the belt will be an ordeal in of itself.
<br><br>
<<He>> rises and holds open the door for you. You leave the office.
<br><br>
<<link [[Next|Hospital Foyer]]>><<endevent>><</link>>
<</if>><<set $outside to 0>><<set $location to "hospital">><<effects>>
<<upperstrip>>
<<lowerstrip>>
<<underlowerstrip>>
"Please undress," Harper says as <<he>> stands to leave the room. You remove your clothing and stand waiting, feeling more than a little exposed. <<if playerChastity()>>You can't remove your $worn.genitals.name, you hope it won't be a problem. <</if>><<He>> soon returns, carrying a medical gown.
<br><br>
"Wear this," <<he>> instructs. You quickly put the gown on. "Right, if you'd like to come with me, it's just a short walk away."
<br><br>
<<generate2>><<generate3>><<generate4>><<generate5>><<generate6>>
<<He>> leads you to another part of the hospital. Your breath catches when you enter the auditorium. Seats rise up in a circle around a central platform. The audience is far larger than you expected, and people are still entering. There must be room for nearly a hundred people. Harper smiles at you reassuringly. "Don't be nervous, we'll be done before you know it!"
<br><br>
When the seats are full the lights in the audience dim, and Harper softly speaks. "If you would disrobe and lie on the table, please."
<br>
You feel hairs stand on end as your gown falls to the floor, unveiling you for the whole audience to see.
<<if $player.penisExist and $player.vaginaExist>>
They erupt into inquisitive murmuring. It must be your <<genitals>>.
<</if>>
<<if $liquidcount gte 8>>
<<if $liquidcount gte 20>>
You hear loud murmurs from the audience as they see the copious lewd fluids coating parts of your body.
<<else>>
You hear murmurs from the audience as some notice the lewd fluids on your skin.
<</if>>
<<if $exhibitionism lt 15>>
You want to die being this exposed in front of so many strangers. You try to hide
<<elseif $exhibitionism lt 55>>
In front of all these eyes, you feel self-conscious of
<<elseif $uncomfortable.nude is true>>
Resisting the excitement rising within, you try to cover up
<<else>>
You feel excited to have so many lascivious eyes witnessing
<</if>>
<<if setup.bodyliquid.combined("vagina") gte 4>>
the cum gushing out of your pussy and running down your leg.
<<elseif setup.bodyliquid.combined("anus") gte 4>>
the cum running out of your ass.
<<elseif setup.bodyliquid.combined("vagina") gte 2>>
the cum dribbling out of your pussy.
<<elseif setup.bodyliquid.combined("anus") gte 2>>
the cum dripping out of your ass.
<<elseif setup.bodyliquid.combined("face") gte 2>>
the cum all over your face.
<<elseif setup.bodyliquid.combined("mouth") gte 2>>
the cum running down your chin.
<<elseif setup.bodyliquid.combined("chest") gte 2>>
the cum on your <<breasts>>.
<<else>>
the cum on your skin, glistening in the lights.
<</if>>
<<if $exhibitionism lt 15>>
<<ggstress>><<stress 12>>
<<elseif $exhibitionism lt 55>>
<<gstress>><<stress 4>>
<<else>>
<<garousal>><<arousal 600>>
<</if>>
<br><br>
<</if>>
You lie on the table as instructed, and shortly after Harper produces straps from the underside of the bed, swiftly subduing your limbs. <<He>> sticks small pads to various parts of your body. <<He>> takes a seat and turns to a small machine covered in switches and dials.
<br><br>
Once satisfied, <<he>> turns to you. "We're all ready to start, just relax." <<He>> turns back to the device in front of <<him>>. Without further warning, an electric pulse jolts through you.
<br><br>
Which parasites should be removed?
<br>
<<set $parasite_procedure to []>>
<<link [[Remove all the parasites they can|Hospital Parasite Public2]]>><<set $parasite_procedure.push("all")>><</link>>
<br>
<<if $parasite.clit.name isnot undefined>>
<<link [[Remove clit parasite|Hospital Parasite Public2]]>><<set $parasite_procedure.push("clit")>><</link>>
<br>
<</if>>
<<if $parasite.penis.name isnot undefined>>
<<link [[Remove penis parasite|Hospital Parasite Public2]]>><<set $parasite_procedure.push("penis")>><</link>>
<br>
<</if>>
<<if $parasite.tummy.name isnot undefined>>
<<link [[Remove tummy parasite|Hospital Parasite Public2]]>><<set $parasite_procedure.push("tummy")>><</link>>
<br>
<</if>>
<<if $parasite.bottom.name isnot undefined>>
<<link [[Remove ass parasite|Hospital Parasite Public2]]>><<set $parasite_procedure.push("bottom")>><</link>>
<br>
<</if>>
<<if $parasite.nipples.name isnot undefined>>
<<link [[Remove nipple parasite|Hospital Parasite Public2]]>><<set $parasite_procedure.push("nipples")>><</link>>
<br>
<</if>>
<<if $parasite.breasts.name isnot undefined>>
<<link [[Remove breast parasite|Hospital Parasite Public2]]>><<set $parasite_procedure.push("breasts")>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "hospital">><<effects>>
<<upperstrip>>
<<lowerstrip>>
<<underlowerstrip>>
Harper accepts the payment. "Please undress," <<he>> says as <<he>> stands to leave the room. You remove your clothing and stand waiting, feeling more than a little exposed. <<if playerChastity()>>You can't remove your $worn.genitals.name, you hope it won't be a problem. <</if>><<He>> soon returns, carrying a box of equipment.
<br><br>
"Lie down," <<he>> instructs. You do so, and shortly after <<he>> produces straps from the underside of the bed, swiftly subduing your limbs. <<He>> reaches into the box and lifts a number of small wired pads which <<he>> sticks to various parts of your body. <<He>> reaches in again and retrieves the machine that the wires attach to. Placing it on <<his>> desk and attaching the headphones to <<his>> ears, <<he>> starts turning various dials.
<br><br>
Once satisfied, <<he>> turns to you. "We're all ready to start, just relax." <<He>> turns back to the device in front of <<him>>. Without further warning, an electric pulse jolts through you.
<br><br>
<<set $parasite_procedure to []>>
<<link [[Remove all the parasites they can|Hospital Parasite Private2]]>><<set $parasite_procedure.push("all")>><</link>>
<br>
<<if $parasite.clit.name isnot undefined>>
<<link [[Remove clit parasite|Hospital Parasite Private2]]>><<set $parasite_procedure.push("clit")>><</link>>
<br>
<</if>>
<<if $parasite.penis.name isnot undefined>>
<<link [[Remove penis parasite|Hospital Parasite Private2]]>><<set $parasite_procedure.push("penis")>><</link>>
<br>
<</if>>
<<if $parasite.tummy.name isnot undefined>>
<<link [[Remove tummy parasite|Hospital Parasite Private2]]>><<set $parasite_procedure.push("tummy")>><</link>>
<br>
<</if>>
<<if $parasite.bottom.name isnot undefined>>
<<link [[Remove ass parasite|Hospital Parasite Private2]]>><<set $parasite_procedure.push("bottom")>><</link>>
<br>
<</if>>
<<if $parasite.nipples.name isnot undefined>>
<<link [[Remove nipple parasite|Hospital Parasite Private2]]>><<set $parasite_procedure.push("nipples")>><</link>>
<br>
<</if>>
<<if $parasite.breasts.name isnot undefined>>
<<link [[Remove breast parasite|Hospital Parasite Private2]]>><<set $parasite_procedure.push("breasts")>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "hospital">><<effects>>
<<if ($parasite_procedure.includes("all") and ($parasite.breasts.name is "parasite" or $parasite.penis.name is "parasite" or $parasite.clit.name is "parasite"))>>
<<if $parasite.breasts.name is "parasite">>
<<set $earSlime.defyCooldown += 12>>
<</if>>
<<if $parasite.penis.name is "parasite" or $parasite.clit.name is "parasite">>
<<set $earSlime.defyCooldown += 12>>
<</if>>
<<else>>
<<if $parasite_procedure.includes("clit") and $parasite.clit.name is "parasite">>
<<set $earSlime.defyCooldown += 12>>
<<elseif $parasite_procedure.includes("penis") and $parasite.penis.name is "parasite">>
<<set $earSlime.defyCooldown += 12>>
<<elseif $parasite_procedure.includes("breasts") and $parasite.breasts.name is "parasite">>
<<set $earSlime.defyCooldown += 12>>
<</if>>
<</if>>
<<arousal 4000 "genitals">>
<<if $arousal gte $arousalmax>><<orgasm>><<hospitalparasite>><</if>>
The pulses increase in intensity, it's certainly not the "tingle" that was advertised. Your <<genitals 1>> is particularly wracked by the treatment, responding even more violently than the rest of your body.
<br><br>
<<arousal 4000 "genitals">>
<<if $arousal gte $arousalmax>><<orgasm>><<hospitalparasite>><</if>>
<<if $parasite_procedure.includes("all")>>
<<if $parasite.clit.name isnot undefined and $parasite.nipples.name isnot undefined and $parasite.clit.name isnot "parasite">><<set _parasite_procedure to 1>>
Finally, the creatures clinging to your <<nipples>> and clit begin to respond. They massage you with increasing fervour, before releasing their hold and dropping off. Harper wastes no time in picking them up with a gloved hand and placing them in a tiny container.
<br><br>
<<elseif $parasite.penis.name isnot undefined and $parasite.nipples.name isnot undefined and $parasite.penis.name isnot "parasite">><<set _parasite_procedure to 1>>
Finally, the creatures clinging to your <<nipples>> and penis begin to respond. They massage you with increasing fervour, before releasing their hold and dropping off. Harper wastes no time in picking them up with a gloved hand and placing them in a tiny container.
<br><br>
<<elseif $parasite.clit.name isnot undefined>><<set _parasite_procedure to 1>>
<<if $parasite.clit.name is "parasite">>
Finally, the parasite<<if ["mixed", "impregnation"].includes($earSlime.focus)>> penis<</if>> clinging to your clitoris begins to respond. It starts losing its colour before seemingly disintegrating. Harper wastes no time in trying to take a sample with a gloved hand and placing it in a tiny container.
<<else>>
Finally, the creature clinging to your clitoris begins to respond. It massages you with increasing fervour, before releasing its hold and dropping off. Harper wastes no time in picking it up with a gloved hand and placing it in a tiny container.
<</if>>
<br><br>
<<elseif $parasite.penis.name isnot undefined>><<set _parasite_procedure to 1>>
<<if $parasite.penis.name is "parasite">>
Finally, the parasite clinging to your penis begins to respond. It starts losing its colour before seemingly disintegrating. Harper wastes no time in trying to take a sample with a gloved hand and placing it in a tiny container.
<<else>>
Finally, the creature clinging to your penis begins to respond. It massages you with increasing fervour, before releasing its hold and dropping off. Harper wastes no time in picking it up with a gloved hand and placing it in a tiny container.
<</if>>
<<elseif $parasite.nipples.name isnot undefined>><<set _parasite_procedure to 1>>
Finally, the creatures clinging to your <<nipples>> begin to respond. They massage you with increasing fervour, before releasing their hold and dropping off. Harper wastes no time in picking them up with a gloved hand and placing them in a tiny container.
<br><br>
<<elseif $parasite.breasts.name isnot undefined>><<set _parasite_procedure to 1>>
<<if $parasite.breasts.name is "parasite">>
Finally, the parasite clinging to your <<breasts>> begins to respond. It starts losing its colour before seemingly disintegrating. Harper wastes no time in trying to take a sample with a gloved hand and placing it in a tiny container.
<<else>>
Finally, the creature clinging to your <<breasts>> begins to respond. It massages you with increasing fervour, before releasing its hold and dropping off. Harper wastes no time in picking it up with a gloved hand and placing it in a tiny container.
<</if>>
<br><br>
<<elseif $parasite.tummy.name isnot undefined>><<set _parasite_procedure to 1>>
Finally, the creatures clinging to your tummy begin to respond. They massage you with increasing fervour, before releasing their hold and dropping off. Harper wastes no time in picking them up with a gloved hand and placing them in a tiny container.
<br><br>
<</if>>
<<if $parasite.bottom.name isnot undefined>>
<<if _parasite_procedure is 1>>
The creature attached to your <<bottom>> follows suit. Harper scoops it into the container with the others.
<<else>>
Finally, the creature clinging to your <<bottom>> begins to respond. It massages you with increasing fervour, before releasing its hold and dropping off. Harper wastes no time in picking it up with a gloved hand and placing it in a tiny container.
<br><br>
<</if>>
<</if>><<set _parasite_procedure to 1>>
<<removeparasite clit>>
<<removeparasite penis>>
<<removeparasite nipples>>
<<removeparasite tummy>>
<<removeparasite bottom>>
<<removeparasite breasts>>
<<elseif $parasite_procedure.includes("clit")>>
<<if $parasite.clit.name is "parasite">>
Finally, the parasite<<if ["mixed", "impregnation"].includes($earSlime.focus)>> penis<</if>> clinging to your clitoris begins to respond. It starts losing its colour before seemingly disintegrating. Harper wastes no time in trying to take a sample with a gloved hand and placing it in a tiny container.
<<else>>
Finally, the creature clinging to your clitoris begins to respond. It massages you with increasing fervour, before releasing its hold and dropping off. Harper wastes no time in picking it up with a gloved hand and placing it in a tiny container.
<</if>>
<<removeparasite clit>>
<br><br>
<<elseif $parasite_procedure.includes("penis")>>
<<if $parasite.penis.name is "parasite">>
Finally, the parasite clinging to your penis begins to respond. It starts losing its colour before seemingly disintegrating. Harper wastes no time in trying to take a sample with a gloved hand and placing it in a tiny container.
<<else>>
Finally, the creature clinging to your penis begins to respond. It massages you with increasing fervour, before releasing its hold and dropping off. Harper wastes no time in picking it up with a gloved hand and placing it in a tiny container.
<</if>>
<<removeparasite penis>>
<br><br>
<<elseif $parasite_procedure.includes("nipples")>>
<<removeparasite nipples>>
Finally, the creatures clinging to your <<nipples>> begin to respond. They massage you with increasing fervour, before releasing their hold and dropping off. Harper wastes no time in picking them up with a gloved hand and placing them in a tiny container.
<br><br>
<<elseif $parasite_procedure.includes("tummy")>>
<<removeparasite tummy>>
Finally, the creature clinging to your tummy begins to respond. It massages you with increasing fervour, before releasing its hold and dropping off. Harper wastes no time in picking it up with a gloved hand and placing it in a tiny container.
<br><br>
<<elseif $parasite_procedure.includes("bottom")>>
<<removeparasite bottom>>
Finally, the creature clinging to your <<bottom>> begins to respond. It massages you with increasing fervour, before releasing its hold and dropping off. Harper wastes no time in picking it up with a gloved hand and placing it in a tiny container.
<br><br>
<<elseif $parasite_procedure.includes("breasts")>>
<<if $parasite.breasts.name is "parasite">>
Finally, the parasite clinging to your <<breasts>> begins to respond. It starts losing its colour before seemingly disintegrating. Harper wastes no time in trying to take a sample with a gloved hand and placing it in a tiny container.
<<else>>
Finally, the creature clinging to your <<breasts>> begins to respond. It massages you with increasing fervour, before releasing its hold and dropping off. Harper wastes no time in picking it up with a gloved hand and placing it in a tiny container.
<</if>>
<<removeparasite breasts>>
<br><br>
<</if>>
<<unset $parasite_precedure>>
<<arousal 4000>>
<<if $arousal gte $arousalmax>><<orgasm>><<hospitalparasite>><</if>>
<<person1>><<He>> switches off the machine and the pulses immediately stop, leaving a mild tingling in their place. <<He>> removes the pads from your body and undoes the straps. "All done!" <<He>> smiles. "You can get dressed."
<br><br>
<<pass 10>>
<<He>> holds the door open for you on your way out. "Be well."
<br><br>
<<endevent>>
<<clotheson>>
<<link [[Next|Hospital Foyer]]>><</link>>
<br><br><<widget "hospitalparasite">>
<<if $orgasmdown gte 1>><<set $orgasmdown to 0>>
<<if $orgasmcurrent lte 0>>
<<elseif $orgasmcurrent lte 1>>
You spasm against the bindings, which hold firm. Harper doesn't even blink at your response.
<<if $enemyno gte 2>>
<<if $player.penisExist and $orgasmcount lte 23>>
<<person2>>The audience does however. You hear gasping and nervous laughter. Their eyes are drawn to your semen, propelled further from your body than usual by the electrolysis. A <<person>> in the front row visibly blushes, but can't look away.
<<else>>
The audience does however. Some gasp and you hear subdued laughter.
<</if>>
<<else>>
<<if $player.penisExist and $orgasmcount lte 23>>
<<else>>
<</if>>
<</if>>
<<elseif $orgasmcurrent is 2>>
You spasm again against the bindings. Harper still doesn't acknowledge you.
<<if $enemyno gte 2>>
<<if $player.penisExist and $orgasmcount lte 23>>
<<person2>>The audience gasps again, this time the laughter is more discernible. Your semen flies even further, the <<person>> gets some in <<his>> hair, but is so enraptured that <<he>> doesn't notice. Fortunately, all the electric pulses tormenting you give you no chance to fully experience the humiliation of the situation.
<<else>>
The audience gasps again, this time the laughter is more discernible. Fortunately, the relentless electric pulses give you no chance to fully experience the humiliation of the situation.
<</if>>
<<else>>
<<if $player.penisExist and $orgasmcount lte 23>>
<<else>>
<</if>>
<</if>>
<<else>>
<</if>>
<br><br>
<</if>>
<</widget>><<set $outside to 0>><<set $location to "hospital">><<effects>>
<<if ($parasite_procedure.includes("all") and ($parasite.breasts.name is "parasite" or $parasite.penis.name is "parasite" or $parasite.clit.name is "parasite"))>>
<<if $parasite.breasts.name is "parasite">>
<<set $earSlime.defyCooldown += 12>>
<</if>>
<<if $parasite.penis.name is "parasite" or $parasite.clit.name is "parasite">>
<<set $earSlime.defyCooldown += 12>>
<</if>>
<<else>>
<<if $parasite_procedure.includes("clit") and $parasite.clit.name is "parasite">>
<<set $earSlime.defyCooldown += 12>>
<<elseif $parasite_procedure.includes("penis") and $parasite.penis.name is "parasite">>
<<set $earSlime.defyCooldown += 12>>
<<elseif $parasite_procedure.includes("breasts") and $parasite.breasts.name is "parasite">>
<<set $earSlime.defyCooldown += 12>>
<</if>>
<</if>>
<<fameexhibitionism 100>>
<<arousal 4000 "genitals">>
<<if $arousal gte $arousalmax>><<orgasm>><<hospitalparasite>><</if>>
The pulses increase in intensity, it's certainly not the "tingle" that was advertised. Your <<genitals_are 1>> particularly wracked by the treatment, responding even more violently than the rest of your body.
<br><br>
<<arousal 4000 "genitals">>
<<if $arousal gte $arousalmax>><<orgasm>><<hospitalparasite>><</if>>
<<if $parasite_procedure.includes("all")>>
<<if $parasite.clit.name isnot undefined and $parasite.nipples.name isnot undefined and $parasite.clit.name isnot "parasite">><<set _parasite_procedure to 1>>
Finally, the creatures clinging to your <<nipples>> and clit begin to respond. They massage you with increasing fervour, before releasing their hold and dropping off. Harper wastes no time in picking them up with a gloved hand and placing them in a tiny container.
<<elseif $parasite.penis.name isnot undefined and $parasite.nipples.name isnot undefined and $parasite.penis.name isnot "parasite">><<set _parasite_procedure to 1>>
Finally, the creatures clinging to your <<nipples>> and penis begin to respond. They massage you with increasing fervour, before releasing their hold and dropping off. Harper wastes no time in picking them up with a gloved hand and placing them in a tiny container.
<<elseif $parasite.clit.name isnot undefined>><<set _parasite_procedure to 1>>
<<if $parasite.clit.name is "parasite">>
Finally, the parasite<<if ["mixed", "impregnation"].includes($earSlime.focus)>> penis<</if>> clinging to your clitoris begins to respond. It starts losing its colour before seemingly disintegrating. Harper wastes no time in trying to take a sample with a gloved hand and placing it in a tiny container.
<<else>>
Finally, the creature clinging to your clitoris begins to respond. It massages you with increasing fervour, before releasing its hold and dropping off. Harper wastes no time in picking it up with a gloved hand and placing it in a tiny container.
<</if>>
<<elseif $parasite.penis.name isnot undefined>><<set _parasite_procedure to 1>>
<<if $parasite.penis.name is "parasite">>
Finally, the parasite clinging to your penis begins to respond. It starts losing its colour before seemingly disintegrating. Harper wastes no time in trying to take a sample with a gloved hand and placing it in a tiny container.
<<else>>
Finally, the creature clinging to your penis begins to respond. It massages you with increasing fervour, before releasing its hold and dropping off. Harper wastes no time in picking it up with a gloved hand and placing it in a tiny container.
<</if>>
<<elseif $parasite.nipples.name isnot undefined>><<set _parasite_procedure to 1>>
Finally, the creatures clinging to your <<nipples>> begin to respond. They massage you with increasing fervour, before releasing their hold and dropping off. Harper wastes no time in picking them up with a gloved hand and placing them in a tiny container.
<<elseif $parasite.breasts.name isnot undefined>><<set _parasite_procedure to 1>>
<<if $parasite.breasts.name is "parasite">>
Finally, the parasite clinging to your <<breasts>> begins to respond. It starts losing its colour before seemingly disintegrating. Harper wastes no time in trying to take a sample with a gloved hand and placing it in a tiny container.
<<else>>
Finally, the creature clinging to your <<breasts>> begins to respond. It massages you with increasing fervour, before releasing its hold and dropping off. Harper wastes no time in picking it up with a gloved hand and placing it in a tiny container.
<</if>>
<br><br>
<<elseif $parasite.tummy.name isnot undefined>><<set _parasite_procedure to 1>>
Finally, the creatures clinging to your tummy begin to respond. They massage you with increasing fervour, before releasing their hold and dropping off. Harper wastes no time in picking them up with a gloved hand and placing them in a tiny container.
<</if>>
<br><br>
<<if $parasite.bottom.name isnot undefined>>
<<if _parasite_procedure is 1>>
The creature attached to your <<bottom>> follows suit. Harper scoops it into the container with the others.
<<else>>
Finally, the creature clinging to your <<bottom>> begins to respond. It massages you with increasing fervour, before releasing its hold and dropping off. Harper wastes no time in picking it up with a gloved hand and placing it in a tiny container.
<br><br>
<</if>>
<</if>><<set _parasite_procedure to 1>>
<<removeparasite clit>>
<<removeparasite penis>>
<<removeparasite nipples>>
<<removeparasite tummy>>
<<removeparasite bottom>>
<<removeparasite breasts>>
<<elseif $parasite_procedure.includes("clit")>>
<<if $parasite.clit.name is "parasite">>
Finally, the parasite<<if ["mixed", "impregnation"].includes($earSlime.focus)>> penis<</if>> clinging to your clitoris begins to respond. It starts losing its colour before seemingly disintegrating. Harper wastes no time in trying to take a sample with a gloved hand and placing it in a tiny container.
<<else>>
Finally, the creature clinging to your clitoris begins to respond. It massages you with increasing fervour, before releasing its hold and dropping off. Harper wastes no time in picking it up with a gloved hand and placing it in a tiny container.
<</if>>
<<removeparasite clit>>
<<elseif $parasite_procedure.includes("penis")>>
<<if $parasite.penis.name is "parasite">>
Finally, the parasite clinging to your penis begins to respond. It starts losing its colour before seemingly disintegrating. Harper wastes no time in trying to take a sample with a gloved hand and placing it in a tiny container.
<<else>>
Finally, the creature clinging to your penis begins to respond. It massages you with increasing fervour, before releasing its hold and dropping off. Harper wastes no time in picking it up with a gloved hand and placing it in a tiny container.
<</if>>
<<removeparasite penis>>
<br><br>
<<elseif $parasite_procedure.includes("nipples")>>
<<removeparasite nipples>>
Finally, the creatures clinging to your <<nipples>> begin to respond. They massage you with increasing fervour, before releasing their hold and dropping off. Harper wastes no time in picking them up with a gloved hand and placing them in a tiny container.
<br><br>
<<elseif $parasite_procedure.includes("tummy")>>
<<removeparasite tummy>>
Finally, the creature clinging to your tummy begins to respond. It massages you with increasing fervour, before releasing its hold and dropping off. Harper wastes no time in picking it up with a gloved hand and placing it in a tiny container.
<br><br>
<<elseif $parasite_procedure.includes("bottom")>>
<<removeparasite bottom>>
Finally, the creature clinging to your <<bottom>> begins to respond. It massages you with increasing fervour, before releasing its hold and dropping off. Harper wastes no time in picking it up with a gloved hand and placing it in a tiny container.
<br><br>
<<elseif $parasite_procedure.includes("breasts")>>
<<if $parasite.breasts.name is "parasite">>
Finally, the parasite clinging to your <<breasts>> begins to respond. It starts losing its colour before seemingly disintegrating. Harper wastes no time in trying to take a sample with a gloved hand and placing it in a tiny container.
<<else>>
Finally, the creature clinging to your <<breasts>> begins to respond. It massages you with increasing fervour, before releasing its hold and dropping off. Harper wastes no time in picking it up with a gloved hand and placing it in a tiny container.
<</if>>
<<removeparasite breasts>>
<br><br>
<</if>>
<<unset $parasite_precedure>>
<<arousal 4000>>
<<if $arousal gte $arousalmax>><<orgasm>><<hospitalparasite>><</if>>
<<if $rng gte 11>>
<<person1>>Harper switches off the machine and the pulses immediately stop, leaving a mild tingling in their place. <<He>> removes the pads from your body and undoes the straps. "All done!" <<He>> smiles. "You can get dressed."
<br><br>
You slip the gown back on as the audience murmurs among themselves. You worry that your weakened legs won't be able to hold you, but you manage to make it back to Harper's office, where you find your clothes waiting.
<<pass 10>>
<<He>> holds the door open for you on your way out. "Be well."
<br><br>
<<endevent>>
<<clotheson>>
<<link [[Next|Hospital Foyer]]>><</link>>
<br><br>
<<else>>
<<person1>>Harper switches off the machine, but the pulses don't stop. <<He>> scratches <<his>> head in thought as the waves continue to torment you.
<br><br>
<<link [[Next|Hospital Parasite Public3]]>><</link>>
<</if>><<set $outside to 0>><<set $location to "hospital">><<effects>>
Perplexed at the machine's lack of response, <<he>> removes <<his>> shoe and gives it a solid whack. The moment <<he>> does so, power surges through the pads and into your helpless body. The pulses reach a maddening intensity; you shudder and strain impotently against the straps binding you as the audience watches on in bewilderment.
<br><br>
<<set _femaleclimaxCount to 0>>
<<arousal 10000>><<orgasm>><<if $femaleclimax>><<set _femaleclimaxCount++>><</if>>
<<arousal 10000>><<orgasm>><<if $femaleclimax>><<set _femaleclimaxCount++>><</if>>
<<arousal 10000>><<orgasm>><<if $femaleclimax>><<set _femaleclimaxCount++>><</if>>
<<arousal 10000>><<orgasm>><<if $femaleclimax>><<set _femaleclimaxCount++>><</if>>
The<<if _deniedOrgasm>> ruined<</if>> orgasms come so rapidly they blur together, forming a continuous stream. Harper works furiously at the machine, "No no no, this isn't supposed to happen!"
<<if $player.penisExist and $orgasmcount lte 23 and !(_femaleclimaxCount gte 3 or _deniedOrgasm)>>
Tendrils of cum erupt from you, showering the front row of the audience as they fall over each other to escape your reach.
<</if>>
<br><br>
<<arousal 10000>><<orgasm>>
<<arousal 10000>><<orgasm>>
<<arousal 10000>><<orgasm>>
<<arousal 10000>><<orgasm>>
Looking fearful, Harper gives up on the machine and, grabbing the wires, tries to tug the pads off your body. The strain is too much; you feel your consciousness slipping.
<br><br>
<<endevent>>
<<clothesruined>>
<!-- Modified for Beast People -->
<<if $rng gte 81>>
<<link [[Everything fades to black...|Abduction Hospital]]>><<set $phase to 0>><</link>>
<<else>>
<<link [[Everything fades to black...|Molestation Hospital]]>><<set $molestationstart to 1>><</link>>
<</if>><<unset $pharmacyItem>>
<<if $daily.pharm.closed>>
A "Closed" sign hangs on the door. You tug the door but it's locked.
<br><br>
<<link [[Go back|Hospital Foyer]]>><</link>>
<<else>>
<<set $outside to 0>><<set $location to "hospital">><<effects>>
<<endevent>>
You are inside the hospital pharmacy.
<<if "pharmNurse" in $per_npc>>
<<loadNPC 0 "pharmNurse">><<person1>>
<<if $daily.pharm.seductionResult is "fail">>
<br>
"Hey, you're back," the <<person>> notices you, then goes back to <<his>> book.
<<elseif $daily.pharm.seductionResult is "pass">>
<<if $daily.pharm.sexResult is "buy">>
The <<person>> at the till glances at you, then returns to <<his>> book, blushing slightly.
<<elseif $daily.pharm.sexResult is "embarrassed">>
The <<person>> at the till glances at you, then returns to <<his>> book with a smirk.
<<else>>
The <<person>> at the till glances at you, then returns to <<his>> book.
<</if>>
<<else>>
The <<person>> at the till glances at you, then returns to <<his>> book.
<</if>>
<<else>>
<<generateRole 0 0 "nurse">><<person1>>
<<saveNPC 0 "pharmNurse">>
A $description <<male>> nurse sits by the till and reads a book.
<</if>>
<br>
<<if $brothelVending and $brothelVending.status is "set" and $condomLvl gte 1 and !($brothelVending.products % 2)>>
<br>
<<link [[Ask about buying condoms in bulk (0:15)|Pharmacy Buy Condoms in Bulk]]>><<pass 15>><</link>>
<br><br>
<</if>>
Looking at the items on the shelves, you notice a few objects of interest.
<br><br>
<<if $player.penisExist>>
Penis Enhancement Pills:
<br>
<<pillicon "penisReduce">><<link [[Pack of 14 penis reduction|Pharmacy Sale]]>><<set $pharmacyItem to setup.pharmacyItems["penis_reduction"]>><</link>> | Owned: <span class="gold"><<= $sexStats.pills.pills["penis reduction"].owned>></span>
<br>
<<pillicon "penisEnlarge">><<link [[Pack of 14 penis growth|Pharmacy Sale]]>><<set $pharmacyItem to setup.pharmacyItems["penis_growth"]>><</link>> | Owned: <span class="gold"><<= $sexStats.pills.pills["penis growth"].owned>></span>
<br>
<<pillicon "penisBlock">><<link [[Pack of 14 penis growth blocker|Pharmacy Sale]]>><<set $pharmacyItem to setup.pharmacyItems["penis_blocker"]>><</link>> | Owned: <span class="gold"><<= $sexStats.pills.pills["penis blocker"].owned>></span>
<br><br>
<</if>>
Breast Enhancement Pills:
<br>
<<pillicon "breastReduce">><<link [[Pack of 14 breast reduction|Pharmacy Sale]]>><<set $pharmacyItem to setup.pharmacyItems["breast_reduction"]>><</link>> | Owned: <span class="gold"><<= $sexStats.pills.pills["breast reduction"].owned>></span>
<br>
<<pillicon "breastEnlarge">><<link [[Pack of 14 breast growth|Pharmacy Sale]]>><<set $pharmacyItem to setup.pharmacyItems["breast_growth"]>><</link>> | Owned: <span class="gold"><<= $sexStats.pills.pills["breast growth"].owned>></span>
<br>
<<pillicon "breastBlock">><<link [[Pack of 14 breast growth blocker|Pharmacy Sale]]>><<set $pharmacyItem to setup.pharmacyItems["breast_blocker"]>><</link>> | Owned: <span class="gold"><<= $sexStats.pills.pills["breast blocker"].owned>></span>
<br><br>
Butt Enhancement Pills:
<br>
<<pillicon "bottomReduce">><<link [[Pack of 14 butt reduction|Pharmacy Sale]]>><<set $pharmacyItem to setup.pharmacyItems["bottom_reduction"]>><</link>> | Owned: <span class="gold"><<= $sexStats.pills.pills["bottom reduction"].owned>></span>
<br>
<<pillicon "bottomEnlarge">><<link [[Pack of 14 butt growth|Pharmacy Sale]]>><<set $pharmacyItem to setup.pharmacyItems["bottom_growth"]>><</link>> | Owned: <span class="gold"><<= $sexStats.pills.pills["bottom growth"].owned>></span>
<br>
<<pillicon "bottomBlock">><<link [[Pack of 14 butt growth blocker|Pharmacy Sale]]>><<set $pharmacyItem to setup.pharmacyItems["bottom_blocker"]>><</link>> | Owned: <span class="gold"><<= $sexStats.pills.pills["bottom blocker"].owned>></span>
<br><br>
Parasite Prevention:
<br>
<<procedureicon "parasite">><<link [[Tube of anti-parasite cream|Pharmacy Sale]]>><<wearProp "parasite cream">><<set $pharmacyItem to setup.pharmacyItems["Anti-Parasite Cream"]>><</link>> | Owned: <span class="gold"><<= $sexStats.pills.pills["Anti-Parasite Cream"].owned>></span>
<br><br>
Family Planning:
<br>
<<sextoysicon "pump">><<link [[Breast pump|Pharmacy Sale]]>><<wearProp "breast pump">><<set $pharmacyItem to setup.pharmacyItems["breast_pump"]>><</link>> | Owned: <span class="gold"><<= $player.inventory.sextoys["breast pump"]?.length || 0>></span>
<br>
<<pregnancytesticon>><<link [[Pack of 2 pregnancy tests|Pharmacy Sale]]>><<set $pharmacyItem to setup.pharmacyItems["pregnancy_test"]>><</link>> | Owned: <span class="gold"><<= $pregnancyTest || 0>></span>
<br>
<<pillicon "fertility">><<link [[Pack of 14 fertility pills|Pharmacy Sale]]>><<set $pharmacyItem to setup.pharmacyItems["fertility_pills"]>><</link>> | Owned: <span class="gold"><<= $sexStats.pills.pills["fertility booster"].owned>></span>
<br><br>
Contraceptives:
<br>
<<if $brothelVending and $brothelVending.status is "set" and $brothelVending.products % 2 and $brothelVending.condomsToRefill gte 10 and $condomLvl gte 1>>
<<condomicon>><<link [[Buy condoms for the brothel (0:10)|Pharmacy Buy Condoms in Bulk]]>><<pass 10>><</link>>
<br>
<</if>>
<<if $condomLvl gte 1>>
<<condomicon>><<link [[Pack of 3 condoms|Pharmacy Sale]]>><<wearProp "condom">><<set $pharmacyItem to setup.pharmacyItems["condoms"]>><</link>> | Owned: <span class="gold"><<= $condoms || 0>></span>
<br>
<</if>>
<<pillicon "contraceptive">><<link [[Pack of 14 contraceptive pills|Pharmacy Sale]]>><<set $pharmacyItem to setup.pharmacyItems["contraceptive_pills"]>><</link>> | Owned: <span class="gold"><<= $sexStats.pills.pills["contraceptive"].owned>></span>
<br>
<<pillicon "morningAfter">><<link [[Ask for the morning-after-pill|Pharmacy Morning After pill]]>><<set $pharmacyItem to setup.pharmacyItems["Morning_After_pill"]>><</link>>
<br><br>
Contacts:
<br>
<<cosmeticsicon "contacts">><<link [[Take a look at the contact lenses display|Pharmacy Lenses]]>><</link>>
<<if !($daily.pharm.impatient gte 3) and $lenses_ordered.length gt 0>>
<br>
<<cosmeticsicon "contacts">><<link [[Ask if your custom contact lenses arrived|Pharmacy Ask If Lenses Delivered]]>><</link>>
<</if>>
<br><br>
<<getouticon>><<link [[Return to foyer|Hospital Foyer]]>><<endevent>><</link>>
<</if>>An assortment of colourful contact lenses is displayed behind the glass. You can purchase lenses to change the colour of your eyes.
<<if $makeup.owned.eyelenses.length + $makeup.owned.custom_eyelenses.length gt 0>>
<br>
You already own lenses of the following colours:
<span style="display: inline-block;">
<<set _lenses to []>>
<<run $makeup.owned.eyelenses.forEach(colour => {
const colourClass = colour.replace(/ /g, '-')
_lenses.push(`<span @class="'eye-${colourClass}'"><span class="left-iris" style="color:#6E4E11;">${colour}</span></span>`);
})>>
<<if ($makeup.owned.custom_eyelenses.length gt 0)>>
<<set _uniqueCustomLenses to [...new Set($makeup.owned.custom_eyelenses)]>> /* Filter out non-unique lenses */
<<run _uniqueCustomLenses.forEach(lens => {
const colour = window.colorNameTranslate(lens, "spaced name");
const colourClass = nullable(nullable($custom_eyecolours.find(c => c.name is colour)).canvasfilter).blend; /* nullable fix to be removed when we can use ?. again */
if (colourClass){
_lenses.push(`<span class="eye-custom"><span @style="'color:${colourClass}'">${colour}</span></span>`);
}
})>>
<</if>>
<<print _lenses.join(", ")>>. /* Print the list */
</span>
<</if>>
<br><br>
<<set _availableColours = ["dark blue", "light blue", "purple", "hazel", "amber", "green", "light green", "lime green", "grey", "light grey", "red", "pink"].filter(x => !$makeup.owned.eyelenses.includes(x))>>
<<if _availableColours.length == 0>>
You have collected all available colours of contact lenses, there's nothing left for you to buy.
<br><br>
<<else>>
Each pair of lenses costs <span class="gold">£200</span>.
<br>
<<set _lensChoice = _availableColours[0]>>
<<for _i, _colour range _availableColours>>
<label><span @class="'eye-' + _colour.replace(/ /g, '-')"><span class="colour-eye" style="color:#6E4E11;">_colour</span></span> <<print '<<radiobutton "_lensChoice" "'+_colour+'" ' + (_lensChoice is _colour ? "checked" : "") + '>>'>></label> |
<</for>>
<br><br>
<<if $money gte 20000>>
<<link [[Buy and send home|Pharmacy Lenses]]>><<money -20000 "pharmacyContacts">><<set $makeup.owned.eyelenses.push(_lensChoice)>><</link>>
<br>
<<link [[Buy and wear|Pharmacy]]>><<money -20000 "pharmacyContacts">><<set $makeup.owned.eyelenses.push(_lensChoice)>><<set $makeup.eyelenses = {"left":_lensChoice, "right":_lensChoice}>><</link>>
<br>
<<else>>
<span class="purple">You can't afford the purchase.</span>
<br>
<</if>>
<</if>>
<<link [[Ask for custom-coloured contact ones|Pharmacy Ask Custom Lenses]]>><</link>>
<br>
<<link [[Go back|Pharmacy]]>><</link>><<if $daily.pharm.impatient gt 2>>
"Who do we have here," says the nurse, a rictus on <<his>> face. "Get out, you wasted enough of my time already. Try again tomorrow if you're done with your little game."
<br><br><<getouticon>><<link [[Leave|Pharmacy Lenses]]>><</link>>
<<else>>
<<if $custom_lenses_already_ordered is 1>>
"I hope the ones you ordered last time please you," the nurse asks, "You know the prices, <<printmoney 45000>> for the product, plus <<printmoney 5000>> for the delivery. <<printmoney 95000>> total if you pick two different colours for each eye."
<<else>>
"Not pleased with the ones available?" the nurse asks,
"I could place an order for ones with a colour of your choosing, but this will double the cost. Count about <<printmoney 45000>> for the product, plus <<printmoney 5000>> for the delivery which takes about a day. If you wish to choose two different colours for each eye, it will be <<printmoney 95000>> total."
<</if>>
<br><br>
<<if $money gte 50000>>
<<ind>><<link [[Choose your custom colour|Pharmacy Select Custom Lenses]]>><<set $pharmacy_order_colours to 1>><</link>>
<br>
<<else>>
<span class="purple">You can't afford the purchase.</span>
<br>
<</if>>
<<if $money gte 95000>>
<<ind>><<link [[Choose a different colour for each eye|Pharmacy Select Custom Lenses]]>><<set $pharmacy_order_colours to 2>><</link>>
<br>
<<elseif $money gte 50000>>
<span style="color:#566a9b; cursor:pointer">Choose a different colour for each eye</span> <span class="purple">You can't afford the purchase.</span>
<br>
<</if>>
<<getouticon>><<link [[Go back|Pharmacy Lenses]]>><</link>>
<</if>>"Here," <<he>> says, handing you a tablet. "You can use the colour palette to help you. Pick any colour you like and I'll place the order for you."
<br><br><br>
<div id="picker"></div>
<<set _color_lenses_temp>> <!-- used inside colorWheelContactLenses() -->
<<run colorWheelContactLenses()>>
<br><br>
<<link [[Order it|Pharmacy Order Custom Lenses]]>>
<<money -50000 "pharmacyContacts">>
<<set $custom_lenses_already_ordered to 1>>
<<run $lenses_ordered.push([window.colorNamer(_color_lenses_temp[0].hexString), Time.monthDay.toString() + Time.month + Time.year.toString(), [_color_lenses_temp[0].hexString, _color_lenses_temp[0].hsl["l"] / 500]])>>
<<if $pharmacy_order_colours is 2>>
<<money -45000 "pharmacyContacts">>
<<run $lenses_ordered.push([window.colorNamer(_color_lenses_temp[1].hexString), Time.monthDay.toString() + Time.month + Time.year.toString(), [_color_lenses_temp[1].hexString, _color_lenses_temp[1].hsl["l"] / 500]])>>
<</if>>
<</link>>
<br>
<<link [[Go back|Pharmacy]]>><</link>>"Here is your receipt," the nurse adds, handing you the ticket. "It's likely to arrive by tomorrow, you come back anytime with your receipt and whoever is on duty that day will hand it over to you."
<br><br>
<<link [[Next|Pharmacy]]>><</link>><<if $daily.pharm.impatient is 1>>
"Hello how can I he—" <<He>> frowns. "Don't you think I forgot last time. It's not cool; you can't just send me looking for your package and just leave. Don't do that again, please."
<br>You apologise, and <<he>> then goes to check if your package arrived.
<<elseif $daily.pharm.impatient is 2>>
"Who do we have here?" says the nurse, a rictus on <<his>> face. "Get out, you wasted enough of my time already. Try again tomorrow if you're done with your little game."
<<set $daily.pharm.impatient to 3>>
<<else>>
"How can I h—" <<He>> stops. "Oh, you're the one who ordered the contact lenses. Hold on a second sweetheart, I'll check if we received them already." You watch as <<he>> disappears in a back room.
<</if>>
<br><br>
<<if !($daily.pharm.impatient gte 2)>>
<<loitericon>><<link [[Wait (0:15)|Pharmacy Ask If Lenses Delivered 2]]>><<set $daily.pharm.impatient to 0>><<pass 15>><</link>>
<br>
<</if>>
<<getouticon>><<link [[Leave|Pharmacy]]>><<set $daily.pharm.impatient to ($daily.pharm.impatient + 1) || 1>><</link>><<set _received to 0>>
<<set _tmp_length to clone($lenses_ordered.length)>>
<<for _i = 0; _i < $lenses_ordered.length; _i++>>
<<if Time.monthDay.toString() + Time.month + Time.year.toString() != $lenses_ordered[_i][1]>>
<<set _received += 1>>
<<set _spaced_colour_name = window.colorNameTranslate($lenses_ordered[_i][0], "spaced name")>>
<<run $makeup.owned.custom_eyelenses.push(clone($lenses_ordered[_i][0]))>>
<<run $custom_eyecolours.push({
variable: $lenses_ordered[_i][0],
name: _spaced_colour_name,
name_cap: _spaced_colour_name.toUpperFirst(),
csstext: $lenses_ordered[_i][0],
natural: false,
lens: true,
canvasfilter: {
blend: $lenses_ordered[_i][2][0],
brightness: +$lenses_ordered[_i][2][1]
}
})>>
<<run $lenses_ordered.deleteAt(_i)>>
<<run _i-->>
<</if>>
<</for>>
<<if _received > 0>>
<<run window.initCustomLenses()>> /* push custom eyelenses inside setup.colours.eyes */
<<if _received isnot _tmp_length>>
<<He>> returns a little while later, noticeably panting. "We received the <<if _received > 1>><<print _received>><</if>> contact lenses you ordered, but for the other <<print (_tmp_length - _received == 1) ? 'one' : _tmp_length - _received>> you'll have to try again tomorrow", <<he>> says while handing you the package.
<<else>>
You see the nurse coming back from the room, with a small package in the hands, "Here it is," <<he>> says handing it to you.
<br>
"If anything's wrong you just come back here sweetie, and we'll sort a solution out."
<</if>>
<br><br>
<span class="gold">You pick up the package containing your contact lenses.</span>
<<else>>
A few moments later <<he>> returns, "It hasn't arrived yet, sorry honey. Try again tomorrow. I'm sure it'll have arrived by then."
<</if>>
<br><br>
<<getouticon>><<link [[Leave|Pharmacy]]>><</link>><<set $outside to 0>><<set $location to "hospital">><<effects>>
The <<person>> looks at the <<print $pharmacyItem.name>> you're holding.
<<formatmoney $pharmacyItem.price>>
<<switch $pharmacyItem.type>>
<<case "penis reduction">>
"That'll be _printmoney.<<if !$daily.pharm.seductionResult>> So is it too big, or do you just want it to be tiny?<</if>>"
<<case "penis growth">>
"That'll be _printmoney.<<if !$daily.pharm.seductionResult>> So you think yours is too small?<</if>>"
<<case "penis blocker">>
"_printmoney please.<<if !$daily.pharm.seductionResult>> I wonder how big you are.<</if>>"
<<case "breast reduction">>
"_printmoney please. The effects will vary."
<<case "breast growth">>
"_printmoney please. The effects will vary."
<<case "breast blocker">>
"_printmoney please."
<<case "bottom reduction">>
"_printmoney please. The effects will vary."
<<case "bottom growth">>
"_printmoney please. The effects will vary."
<<case "bottom blocker">>
"_printmoney please."
<<case "Anti-Parasite Cream">>
"_printmoney please. The tube should last for about 2 weeks, depending on where you need to apply it."
<<case "Breast Pump">>
"_printmoney please."
<<case "condoms">>
"_printmoney please." <<He>> looks you over.
<<if $player.gender_appearance is "m">>
"Glad to see people playing it safe. Your girl is lucky."
<</if>>
<<case "pregnancy test">>
"_printmoney please." <<He>> looks you over.
<<if $player.gender_appearance is "m">>
"Your girl is lucky.
<<else>>
"Hope you get the result you're after.
<</if>>
They're somewhat inaccurate right after conception, so just give it some time, or take another test a couple of days later."
<<if $pregnancyTest is undefined>><<set $pregnancyTest to 0>><</if>>
<<case "fertility booster">>
"_printmoney please." <<He>> looks you over.
<<if $player.gender_appearance is "m">>
"Trying to get your girl knocked up? Good luck.
<<else>>
"Oh, who's the lucky father?
<!-- ^ This reads kinda weirdly -->
<</if>>
Take one per day, try to normalise the time."
<<case "contraceptive">>
"_printmoney please.
<<if $player.gender_appearance is "m">>
Glad to see people playing it safe. Your girl is lucky.
<</if>>
Take one per day, and try to normalise the time. You still need to be careful, though. The only sure way to be safe is to be abstinent."
<<default>>
<<run throw new Error(`Missing pharmacyItem type! ${V.pharmacyItem.type}`)>>
<</switch>>
<br><br>
<<if $money gte $pharmacyItem.price>>
<<switch $pharmacyItem.type>>
<<case "Breast Pump">>
<<link [[Hand over the money|Pharmacy]]>><<run sexShopOnBuyClick(11, false, V.worn.handheld.colour.replace(" ","-"), false)>><<handheldon>><<money `-$pharmacyItem.price` "pharmacyBreastPump">><</link>>
<<case "condoms">>
<<link [[Hand over the money|Pharmacy]]>><<handheldon>><<money `-$pharmacyItem.price` "pharmacyCondoms">><<gcondoms 3>><</link>>
<<case "pregnancy test">>
<<link [[Hand over the money|Pharmacy]]>><<handheldon>><<money `-$pharmacyItem.price` "pharmacyPregnancyTest">><<set $pregnancyTest += 2>><</link>>
<<case "Anti-Parasite Cream">>
<<link [[Hand over the money|Pharmacy]]>><<handheldon>><<money `-$pharmacyItem.price` "pharmacyCream">><<set $sexStats.pills.pills[$pharmacyItem.type].owned += 1>><<boughtOnce>><</link>>
<<default>>
<<link [[Hand over the money|Pharmacy]]>><<handheldon>><<money `-$pharmacyItem.price` "pharmacyPills">><<set $sexStats.pills.pills[$pharmacyItem.type].owned += 14>><<boughtOnce>><</link>>
<</switch>>
<<else>>
<span class="purple">You cannot afford them.</span>
<</if>>
<br>
<<if $pharmacyItem.type.includes("penis") and hasSexStat("promiscuity", 2) and !$daily.pharm.seductionResult>>
<<link [[Seduce|Pharmacy Seduction]]>><</link>><<seductiondifficulty>><<promiscuous2>>
<br>
<</if>>
<<link [[Don't buy|Pharmacy]]>><</link>><<widget "boughtOnce">>
<<set $sexStats.pills.boughtOnce to true>>
<</widget>>"Why don't you see it for yourself?" you say, gazing into <<his>> eyes.
<br><br>
<<set $seductiondifficulty to (8888 - ($rng * 20) - ($pharmacyItem.type.includes("growth") ? 500 : 1000))>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>><span class="gold">You feel more confident in your powers of seduction.</span><</if>><<seductionskilluse>><<promiscuity2>>
<<if $seductionrating gte $seductionrequired>>
<<set $daily.pharm.seductionResult to "pass">>
<<He>> arches an eyebrow and blushes while glancing around to make sure you're alone. Satisfied, <<he>> takes you by the hand and leads you behind the counter.
<br>
<<He>> pushes you against the wall, drops down on <<his>> knees and hastens to remove your <<allBottomsUnderwear>>.
<br><br>
<<set $sexstart to 1>>
<<link [[Next|Pharmacy Encounter Sex]]>><</link>>
<<else>>
<<set $daily.pharm.seductionResult to "fail">>
After a brief pause, <<he>> bursts into a ringing laugh.<<ggstress>><<stress 23>>
<br>
"Nice try, <<lass>>!" <<he>> says.
<br>
"So, are you buying them or what?"
<br><br>
A box of <<print $pharmacyItem.name>> lies on the table.
<br><br>
<<if $money gte $pharmacyItem.price>>
<<formatmoney $pharmacyItem.price>>
<<link [["Pay " + _printmoney|Pharmacy Seduction End]]>><<set $phase to "pay">><</link>>
<<else>>
<span class="purple">You cannot afford them.</span>
<</if>>
<br>
<<link [[Nevermind|Pharmacy Seduction End]]>><<set $phase to "nevermind">><</link>>
<</if>><<switch $phase>>
<<case "nevermind">>
You turn and leave.
<br>
"Hey," <<he>> says. "I didn't mean to upset you."
<br><br>
<<link [[Next|Hospital Foyer]]>><<endevent>><</link>>
<<case "pay">>
You hand over the money in awkward silence, take your box of pills, and leave.
<br><br>
<<money `-$pharmacyItem.price` "pharmacy">><<set $sexStats.pills.pills[$pharmacyItem.type].owned += 14>><<boughtOnce>>
<<link [[Next|Hospital Foyer]]>><<endevent>><</link>>
<</switch>>
<<unset $pharmacyItem>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<if $worn.lower.name isnot "naked">>
<<set $NPCList[0].lefthand to "lowerclothes">>
<<set $NPCList[0].righthand to "lowerclothes">>
<<elseif $worn.under_lower.name isnot "naked">>
<<set $NPCList[0].lefthand to "underlowerclothes">>
<<set $NPCList[0].righthand to "underlowerclothes">>
<</if>>
<<set $NPCList[0].mouth to "penisentrance">>
<<set $NPCList[0].location.head to "genitals">>
<<npcidlegenitals>>
<<set $enemytrust += 100>>
<<set $position to "doggy">>
<br><br>
<</if>>
<<set $exposedPrev to $exposed>>
<<effectsman>>
<<man>>
<<exposure>>
<!-- Reaction to seeing penis for the first time during encounter -->
<<if $exposed is 2 and $exposedPrev lt 2>> <!-- if penis was exposed just now -->
<<if playerChastity()>>
"What the fuck is this?" <<He>> looks at your <<genitals>>. "That's not funny!"
<br>
<<He>> stays silent for a moment.
<br>
"I don't wanna go on. Get out."
<br>
"How disappointing," <<he>> adds quietly.
<<set $finish to 1>><<set $phase to "chastity">>
<<elseif $player.penissize lte 0>>
<<He>> freezes the moment your <<penis>> is revealed.
<<if $player.penissize lte random(-2,1)>> <!-- More likely at smaller sizes; guaranteed at smallest, but never impossible -->
"What the fuck? You kidding me? This is what you wanted me to see?" <<He>> starts to chuckle.
<br><br>
<<He>> doesn't say anything for a while. "Yeah. I'm not in the mood anymore."
<<incggpenisinsecurity>>
<br><br>
<<He>> gets up, fixes <<his>> clothing and returns to the till and <<his>> book.
<<set $finish to 1>><<set $phase to "tiny">>
<<else>>
"Aww, how cute." <<He>> starts to chuckle.
<<incggpenisinsecurity>>
<</if>>
<<elseif $player.penissize is 1>>
<<if $rng gte 70>>
You hear a snicker as your <<penis>> flops out, but <<he>> doesn't say anything and keeps going.
<<else>>
<<He>> stops short the moment your <<penis>> flops out. "Oh, and that's it? You sounded like you had something special in your pants," <<he>> says.
<br><br>
"I'm not impressed. And I kinda lost all desire to go on. Buy more pills and come back when you're bigger."
<<incggpenisinsecurity>>
<br><br>
<<He>> gets up, fixes <<his>> clothing and returns to the till and <<his>> book.
<<set $finish to 1>><<set $phase to "small">>
<</if>>
<<elseif $player.penissize is 3>>
You hear a gasp of surprise coming from down below as your <<penis>> flops out.
<br>
You look at <<his>> face and see <<his>> eyes light up.
<<elseif $player.penissize gte 4>>
"Shit," you hear a quiet whisper from down below as your <<penis>> flops out.
<br>
You look down and see <<him>> staring at your cock, mouth agape.
<<if $player.penisExist and $insecurity_penis_big gte 1 and $acceptance_penis_big lte 999>>
<<acceptance "penis_big" 10>><<gacceptance>>
<</if>>
<</if>>
<br><br>
<</if>>
<<if $finish isnot 1>>
<<stateman>>
<<actionsman>>
<</if>>
<<if _combatend or $finish is 1>>
<span id="next"><<link [[Next|Pharmacy Encounter Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Pharmacy Encounter Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "hospital">><<effects>>
<<set $daily.pharm.sexFinished to true>>
<<capture $pharmacyItem>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Wow!" <<he>> pants as <<he>> struggles to <<his>> feet, leaning against the counter. <<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<He>> takes a breath, fixes <<his>> clothing, and walks back to the till.
<br>
<<if !$pharmacyItem.type.includes("reduction") or $player.penissize lt 3>>
<<set $pharmacyItem.price /= 2>>
"I think you've earned a discount, sweetie. You can have these pills for <<printmoney $pharmacyItem.price true>>."
<br>
"Please come back for more." <<He>> winks.
<br><br>
<<endcombat>>
<<if $money gte $pharmacyItem.price>>
<<pillicon>><<link [["Buy " + $pharmacyItem.name + " for " + _printmoney|Pharmacy]]>>
<<set $eventskip to 1>><<set $daily.pharm.sexResult to "buy">>
<<money `-$pharmacyItem.price` "pharmacy">><<set $sexStats.pills.pills[$pharmacyItem.type].owned += 14>><<boughtOnce>>
<</link>>
<<else>>
<span class="purple">You cannot afford them.</span>
<</if>>
<<else>>
<<set $pharmacyItem to setup.pharmacyItems["penis_blocker"]>>
<<set $pharmacyItem.price /= 2>>
"Sorry, sweetheart. I can't sell you these reduction pills after what you've done to me with your juicy cock. I just can't. I want it to stay as big as it is."
<br>
"I can sell you growth blocker pills at a discount instead." <<He>> smiles.
<br><br>
<<endcombat>>
<<if $money gte $pharmacyItem.price>>
<<formatmoney $pharmacyItem.price>>
<<pillicon>><<link [["Buy growth blocker pills for " + _printmoney|Pharmacy]]>>
<<set $eventskip to 1>><<set $daily.pharm.sexResult to "buy">>
<<money `-$pharmacyItem.price` "pharmacy">><<set $sexStats.pills.pills["penis blocker"].owned += 14>><<boughtOnce>>
<</link>>
<<else>>
<span class="purple">You cannot afford them.</span>
<</if>>
<</if>>
<br>
<<getouticon>><<link [[Don't buy|Pharmacy]]>><<set $eventskip to 1>><<set $daily.pharm.sexResult to "dontBuy">><</link>>
<<elseif $enemyhealth lte 0>>
The <<personsimple>> drops on the floor and nurses <<his>> injuries. <<tearful>> you gather yourself.
<br><br>
<<clotheson>>
You look at the counter and see the box of <<print $pharmacyItem.name>> you tried to purchase.
<br><br>
<<set $daily.pharm.closed to true>>
<<ind>><<link [[Steal the pills before the nurse picks <<himself>> up|Hospital Foyer]]>>
<<set $eventskip to 1>>
<<crimeUp $pharmacyItem.price "thievery">><<set $sexStats.pills.pills[$pharmacyItem.type].owned += 14>><<boughtOnce>>
<</link>><<crime "thievery">>
<br>
<<getouticon>><<link [[Just leave|Hospital Foyer]]>><<set $eventskip to 1>><</link>>
<<endcombat>>
<<clearNPC "pharmNurse">>
<<elseif $finish is 1>>
<<set $daily.pharm.sexResult to "embarrassed">>
<<switch $phase>>
<<case "chastity">>
Embarrassed, you don't speak as you rise to your feet.
<<clotheson>><<endcombat>>
<<case "tiny">>
Face red from intense embarrassment, you rise to your feet. <<clotheson>>
The nurse doesn't even look your way.
<br><br>
<<endcombat>>
<<case "small">>
Embarrassed, you rise to your feet. <<clotheson>>
"Don't forget your pills," the nurse says. <<if $pharmacyItem.type.includes("growth")>>"You need them."<</if>>
<br><br>
<<endcombat>>
<<if $money gte $pharmacyItem.price>>
<<formatmoney $pharmacyItem.price>>
<<pillicon>><<link [["Pay " + _printmoney + " for " + $pharmacyItem.name|Pharmacy]]>>
<<set $eventskip to 1>>
<<money `-$pharmacyItem.price` "pharmacy">><<set $sexStats.pills.pills[$pharmacyItem.type].owned += 14>><<boughtOnce>>
<</link>>
<br>
<<else>>
<span class="purple">You cannot afford them.</span>
<</if>>
<<default>>
<!-- Is this for error catching? I don't think it should be able to happen. -->
The <<personsimple>> looks dejected as <<he>> gets up and fixes <<his>> clothing. <<He>> returns to the till, and picks up <<his>> book.
<br>
<<clotheson>><<endcombat>>
<</switch>>
<<getouticon>><<link [[Leave|Hospital Foyer]]>><<set $eventskip to 1>><</link>>
<<else>>
<br><br>
<<link [[Next|Hospital Foyer]]>><<endevent>><<set $eventskip to 1>><</link>>
<</if>>
<</capture>>
<<unset $pharmacyItem>>
<<unset $exposedPrev>><<set $outside to 0>><<set $location to "hospital">><<effects>>
You ask the nurse for after morning pills.
<br><br>
<<if playerBellyVisible()>>
"You <<if $pregnancyStats.aftermorningpills>>already know you <</if>>can't take these pills if you are pregnant, and it's obvious you are. It's very dangerous for your health and it won't have the desired effects", <<he>> tells you while looking openly at your <<bellyDescription "pc">>. "If you still want to take it, £500 please. For legal reasons, we're unable to sell these in bulk. You'll have to take it while I'm supervising you, just in case issues occur."
<br><br>
<<if not getPregnancyObject().awareOf>>
<<if $money gte 50000>>
<<link [[Hand over the money and take the pill anyway (0:15)|Pharmacy Morning After pill 2]]>><<pass 15>><</link>>
<<else>>
<span class="purple">You cannot afford them.</span>
<</if>>
<<else>>
You know you are pregnant and you won't take any risks.
<br>
<</if>>
<br>
<<link [["Don't buy"|Pharmacy]]>><</link>>
<<else>>
"These pills are only effective for a short period after intercourse. If an egg has been fertilised and nestled in your uterus, taking them can be dangerous to your health.<<if $pregnancyStats.aftermorningpills>> Keep in mind that these pills are not a contraceptive method. Perhaps you should consider the option of using condoms or contraceptive pills that you can buy here, they are less harmful.<</if>>"
<br><br>
<<He>> opens a drawer and pulls out a blister with a single pill. "£500 please. For legal reasons, we're unable to sell these in bulk. You'll have to take it while I'm supervising you, just in case issues occur."
<br><br>
<<if $money gte 50000>>
<<link [[Hand over the money and take the pill (0:15)|Pharmacy Morning After pill 2]]>><<pass 15>><</link>>
<<else>>
<span class="purple">You cannot afford them.</span>
<</if>>
<br>
<<link [["Don't buy"|Pharmacy]]>><</link>>
<</if>><<set $outside to 0>><<set $location to "hospital">><<effects>>
<<money -50000 "pharmacyAfterPill">>
<<set $pregnancyStats.aftermorningpills++>>
<<pregnancyMorningAfterPill>>
The nurse points you to a chair to sit on and you take the pill while <<he>> watches you carefully.
<br><br>
<<switch _morningAfterPillResult>>
<<case "no pregnant">>
You sit on the chair and wait for it to take effect. You only feel a cold sensation in your belly. After a few minutes, the nurse checks your pupils and your blood pressure. "Everything is fine, you can go." <<lllarousal>> <<llstress>>
<br><br>
<<arousal -5000>>
<<stress -12>>
<<link [[Go back|Pharmacy]]>><</link>>
<<case "successful">>
You sit on the chair and wait for it to take effect. You feel a cold sensation in your belly and a little pain. After a few minutes, the nurse checks your pupils and your blood pressure. <<He>> can see the discomfort in your face. "It seems that the pill has taken effect. You may feel some pain, but it will pass quickly. You can go now." <<lllarousal>> <<llstress>> <<gpain>>
<br><br>
<<arousal -5000>>
<<stress -12>>
<<pain 2>>
<<link [[Go back|Pharmacy]]>><</link>>
<<case "a little late">>
You sit on the chair and wait for it to take effect. You feel an unpleasant sensation in your belly and a sharp pain. The nurse notices your pained face and approaches you. <<He>> check your pupils and your blood pressure. "It seems that the pill has taken effect, but you have reached the limit of time. If you ever need this pill again, don't wait for so long. The pain you feel now will disappear after a while. You can go now." <<lllarousal>> <<llstress>> <<ggpain>>
<br><br>
<<arousal -5000>>
<<stress -12>>
<<pain 8>>
<<link [[Go back|Pharmacy]]>><</link>>
<<case "late">>
You sit on the chair and wait for it to take effect. You feel a strange sensation in your belly and immediately you writhe in pain. The nurse rushes over to you and checks your pupils and your blood pressure. <<He>> can see the discomfort in your face. "It seems like it's been too long since..." You feel a sharp pinch in your belly and wince in pain. The nurse notices your pained face. "Well, in any case, the pill has taken effect. You will feel pain for a while, it's normal, it will pass. If you ever need this pill again, don't wait for so long. You can go now." <<lllarousal>> <<ggtrauma>> <<ggpain>>
<br><br>
<<arousal -5000>>
<<trauma 20>>
<<pain 20>>
<<link [[Go back|Pharmacy]]>><</link>>
<<case "too late">>
You sit on the chair and wait for it to take effect. You feel an unpleasant sensation in your belly and immediately writhe in pain. The nurse rushes over to you and checks your pupils and your blood pressure. <<He>> can see the discomfort in your face. "It seems like it's been too long since..." You notice a very sharp pain in your belly, you bend over and fall from the chair. Your vision blurs, the pain is unbearable. <<lllarousal>> <<ggtrauma>> <<ggpain>>
<br><br>
<<set $arousal to 0>>
<<trauma 50>>
<<pain 200>>
<<link [[Everything fades to black...|Pharmacy Morning After pill passout]]>><<pass 60>><<endevent>><</link>>
<<default>>
There must be an error...
<br><br>
<<link [[Go back|Pharmacy]]>><</link>>
<</switch>>You feel your body rise, being moved, you hear voices around you. You open your eyes for a moment and you see the nurse with a worried face. Another person in a white coat approaches and you recognise Dr Harper. "I don't know if you were aware of it, but <span class="red">you're pregnant</span>. You shouldn't have taken that pill." <<lllarousal>> <<ggstress>>
<br><br>
Before you can answer, you feel another intense and painful cramp in your belly. <<ggtrauma>> <<gggpain>>
<br><br>
<<set getPregnancyObject().awareOf to "pharmacy">>
<<stress 12>>
<<trauma 50>>
<<pain 200>>
<<arousal -5000>>
<<link [[Next|Passout hospital]]>><<endevent>><<pass 60>><</link>><<set $outside to 0>><<set $location to "hospital">><<effects>>
<<if $brothelVending.products % 2>>
<<if $weekly.brothelVMCondoms>>
You already have refilled the vending machine with condoms this week.
<br><br>
<<link [[Return|Pharmacy]]>><</link>>
<<elseif $brothelVending.condomsToRefill lt 10>>
The vending machine doesn't need to be refilled with condoms right now.
<br><br>
<<link [[Return|Pharmacy]]>><</link>>
<<elseif $money lt 60000>>
You can't afford condoms to refill the vending machine.
<br><br>
<<link [[Return|Pharmacy]]>><</link>>
<<else>>
You ask the nurse for the quantity of condoms you need:
<br><br>
<<link [[Buy 10 packs (£600)|Pharmacy Bought Condoms in Bulk]]>><<set $condomsBought to 10>><</link>>
<br>
<<if $brothelVending.condomsToRefill gte 25>>
<<if $money gte 25 * 6000>>
<<link [[Buy 25 packs (£1,500)|Pharmacy Bought Condoms in Bulk]]>><<set $condomsBought to 25>><</link>>
<br>
<<else>>
You can't afford 25 packs.
<br>
<</if>>
<</if>>
<<if $brothelVending.condomsToRefill gte 50>>
<<if $money gte 50 * 6000>>
<<link [[Buy 50 packs (£3,000)|Pharmacy Bought Condoms in Bulk]]>><<set $condomsBought to 50>><</link>>
<br>
<<else>>
You can't afford 50 packs.
<br>
<</if>>
<</if>>
<<if $brothelVending.condomsToRefill gte 100>>
<<condomsPrice 100>>
<<formatmoney _price>>
<<if $money gte _price>>
<<link [[`Buy 100 packs (${_printmoney})`|Pharmacy Bought Condoms in Bulk]]>><<set $condomsBought to 100>><</link>>
<br>
<<else>>
You can't afford 100 packs.
<br>
<</if>>
<</if>>
<<if $brothelVending.condomsToRefill gte 150>>
<<condomsPrice 150>>
<<formatmoney _price>>
<<if $money gte _price>>
<<link [[`Buy 150 packs (${_printmoney})`|Pharmacy Bought Condoms in Bulk]]>><<set $condomsBought to 150>><</link>>
<br>
<<else>>
You can't afford 150 packs.
<br>
<</if>>
<</if>>
<<if $brothelVending.condomsToRefill gte 11>>
<<condomsPrice $brothelVending.condomsToRefill>>
<<formatmoney _price>>
<<if $money gte _price>>
<<link [[`Buy ${$brothelVending.condomsToRefill} packs (${_printmoney})`|Pharmacy Bought Condoms in Bulk]]>><<set $condomsBought to $brothelVending.condomsToRefill>><</link>>
<br>
<<else>>
You can't afford $brothelVending.condomsToRefill packs.
<br>
<</if>>
<</if>>
<<link [["Don't buy"|Pharmacy]]>><</link>>
<</if>>
<<else>>
You tell the nurse about the vending machine in the brothel and ask <<him>> for a discount for buying large quantities of condoms.
<br><br>
<<He>> makes an incredulous face. "What do you consider a large quantity? Hundreds, thousands, millions? Maybe it's better if you look for a wholesaler."
<br><br>
You answer that the vending machine has room for 200 packs and that you're thinking of buying them in increments of 10.
<br><br>
"That is not a large quantity, <<girl>>. I can't give you a discount under 50 units. From 51 to 100, I can cut 2%. Above 100, I will give you a 5% discount. No more than that; the margin I work with isn't very high. Condoms are very expensive here. But I will add, as a bonus, delivery of the condoms you buy to the brothel."
<br><br>
<<set $brothelVending.products += 1>>
<<set $brothelVending.condomsToRefill to 200>>
<<link [[Buy condoms for the brothel (0:10)|Pharmacy Buy Condoms in Bulk]]>><<pass 10>><</link>>
<br>
<<link [["Don't buy"|Pharmacy]]>><</link>>
<</if>><<set $outside to 0>><<set $location to "hospital">><<effects>>
<<set _partial to Math.min($condomsBought, 50)>>
<<condomsPrice _partial>>
<<formatmoney _price>>
"All right, $condomsBought 3-packs of condoms." <<He>> prepares the packages in a<<if $condomsBought lte 25>> small<</if>> cardboard box while calculating the total out loud. "This is _partial units, £60 each, _printmoney.
<<condomsPrice $condomsBought>>
<<if $condomsBought gt 50>>
<<set _partial to Math.min($condomsBought - 50, 50)>>
<<set _price2 to _partial * 6000 * .98>>
<<formatmoney _price2>>
Plus _partial units, £60 each, with a 2% discount, _printmoney.
<<if $condomsBought gt 100>>
<<set _partial to $condomsBought - 100>>
<<set _price2 to _partial * 6000 * .95>>
<<formatmoney _price2>>
And _partial units, £60 each, reduced by 5%, _printmoney.
<</if>>
Your total is <<printmoney _price>>.
<</if>>
I'll send these out to be delivered. Thanks for your purchase."
<br><br>
You count the money and give it to <<him>>.
<br><br>
<<money `-_price` "pharmacyCondoms">>
<<set $brothelVending.condoms += $condomsBought>>
<<set $brothelVending.condomsToRefill -= $condomsBought>>
<<set $brothelVending.weeksEmpty to 0>>
<<set $weekly.brothelVMCondoms to true>>
<<unset $condomsBought>>
<<earnFeat "Brothel Provider">>
<<link [[Next|Pharmacy]]>><</link>><<widget "harper_intro">>
<<if $hospitalintro is 0>>
<<set $hospitalintro to 1>>
<<npc Harper>><<person1>>You don't have to wait long. A <<personsimple>> wearing a white medical coat and carrying a clipboard emerges from an adjacent room and beckons you over.
<br><br>
<<He>> smiles at you. "Hello, I'm Doctor Harper." You enter <<his>> office and take a seat. <<He>> looks young, can't be older than 25.
<br><br>
<<elseif $hospitalintro is "livestock">>
<<set $hospitalintro to 1>>
<<npc Harper>><<person1>>
You don't have to wait long. A <<personsimple>> wearing a white medical coat and carrying a clipboard emerges from an adjacent room and beckons you over.
<br><br>
It's the doctor from the farm. The one who experimented on you. "Hello, I'm Doctor Harper." There's no recognition on <<his>> face. You hesitate, but enter <<his>> office and take a seat. You're in a busy hospital now, not an isolated farm.
<br><br>
<<else>>
<<npc Harper>><<person1>>You don't have to wait long. Doctor Harper emerges from <<his>> office and beckons you over. You follow <<him>> in and take a seat.
<br><br>
<</if>>
<</widget>><<widget condomsPrice>>
<<if _args[0] lte 50>>
<<set _price to _args[0] * 6000>>
<<elseif _args lte 100>>
<<set _price to 50 * 6000 + (_args[0] - 50) * 6000 * .98>>
<<else>>
<<set _price to 50 * 6000 + 50 * 6000 * .98 + (_args[0] - 100) * 6000 * .95>>
<</if>>
<</widget>>
<<widget "reverseHypnosisPrice">>
<<if $hypnosis_traits.scream isnot undefined and $hypnosis_traits.scream gte 1>>
<<set _price1 to 0>><<set _mult to 1>>
<<for _i to 0; _i < $hypnosis_traits.scream; _i++>>
<<set _price1 += 1000 * _mult>>
<<set _mult += 0.5>>
<</for>>
<</if>>
<<if $hypnosis_traits.cover isnot undefined and $hypnosis_traits.cover gte 1>>
<<set _price2 to 0>><<set _mult to 1>>
<<for _i to 0; _i < $hypnosis_traits.cover; _i++>>
<<set _price2 += 1000 * _mult>>
<<set _mult += 0.5>>
<</for>>
<</if>>
<<if $hypnosis_traits.deviancy isnot undefined and $hypnosis_traits.deviancy gte 1>>
<<set _price3 to 0>><<set _mult to 1>>
<<for _i to 0; _i < $hypnosis_traits.deviancy; _i++>>
<<set _price3 += 1000 * _mult>>
<<set _mult += 0.5>>
<</for>>
<</if>>
<</widget>><<effects>>
You look around your camp. There's plenty of leaves and grasses of all sizes. Usable wood will be harder to come by, as you lack the tools to cut it. You'll need to keep an eye out for appropriately-sized and shaped pieces while exploring, and make minor adjustments with sharp stone.
<br><br>
With enough elbow grease, you should be able to make simple furniture.
<br><br>
<<if $island[$island.home].space is 0>>
You have no more space for furniture.
<br><br>
<<else>>
You have space for <<number $island[$island.home].space>> more furniture.
<br><br>
<</if>>
You have <<number $island.wood>> wood.
<br><br>
<<if $tiredness gte C.tiredness.max>>
You're too tired to build anything.
<<else>>
<div id="islandUpgrades">
<<islandBuildOption trap>>
<<islandBuildOption curtains>>
<<islandBuildOption bird_feeder>>
<<islandBuildOption camouflage>>
<<islandBuildOption decor>>
<<islandBuildOption chair>>
<<if $islander_mask gte 1>>
<<islandBuildOption islanderMask>>
<</if>>
<<if $island.explore_locations.includes("bay")>>
<<islandBuildOption raft>>
<</if>>
</div>
<</if>>
<br><br>
<<link [[Back|Island]]>><</link>>
<br><<effects>>
You tie some leaves together, forming a length of fibre. You tie both ends around separate trees on the path to your camp. It should trip someone up, and perhaps injure them enough to put them out of the fight.
<br><br>
<<link [[Next|Island Build]]>><</link>>
<br><<effects>>
You carve two pieces of wood into a simple contraption, and half-bury it in the earth. Next, you tie the rope into a loop, and weave the other end around an overhanging branch. This trap should prove more effective.
<br><br>
<<link [[Next|Island Build]]>><</link>>
<br><<effects>>
You build a more sophisticated contraption to attach the rope to both trees to either side, and an overhanging branch. It covers a wide area, and anyone stepping into the fibre will find their ankle snared before they can react.
<br><br>
<<link [[Next|Island Build]]>><</link>>
<br><<effects>>
You carve notches in wood, and rest them about above your sleeping spot. It takes a while to find leaves of appropriate length, but you're able to ensconce your sleeping spot within a green veil. It's far from opaque, but it keeps some of the light out, and makes it feel less like you're sleeping outside.
<br><br>
<<link [[Next|Island Build]]>><</link>>
<br><<effects>>
You spend time winding more leaves into the curtains, making them fuller. When you finish, the sleeping spot feels like an enclosed space.
<br><br>
<<link [[Next|Island Build]]>><</link>>
<br><<effects>>
With more wood and elbow grease, you're able to improve the curtain further. It can now be pulled and held back, creating a welcoming archway, then let down when it's time to sleep.
<br><br>
<<link [[Next|Island Build]]>><</link>>
<br><<effects>>
You sit down with a few pieces of wood, and a sharp rock. With a little time, you should be able to carve some decoration. But what will you carve?
<br><br>
<<set $island[$island.home].decoration to "figurines">>
<<textbox "$island[$island.home].decoration" "figurines">>
<<link [[Next|Island Build]]>>
<<if $island[$island.home].decoration is undefined or $island[$island.home].decoration is "">>
<<set $island[$island.home].decoration to "figurines">>
<</if>>
<<set $island[$island.home].decoration to Util.escape($island[$island.home].decoration).replace(/\[/g, "[").replace(/\]/g, "]")>>
<</link>>
<br><<effects>>
With patient grace, you carve the wood into <<print $island[$island.home].decoration>>. This should make your camp look more homely.
<br><br>
<<link [[Next|Island Build]]>><</link>>
<br><<effects>>
Some of the small trees dotting the camp are beautiful in their own right, and should be brought into the fold. You set to work removing weeds from around their bases, making them look more dignified in their solitude. Next, you place a wooden frame around the base of each, so that they almost look like their planting is deliberate.
<br><br>
It's just for show, but it does make the camp look more sophisticated.
<br><br>
<<link [[Next|Island Build]]>><</link>>
<br><<effects>>
With a deft combination of long leaves and wood, you're able to fashion a number of basket-like containers. Next, you fill them with soil and search the surroundings for the prettiest flowers you can find.
<br><br>
You plant them in the baskets and hang them on your pet trees. Between this and the <<print $island[$island.home].decoration>>, it could almost be someone's garden.
<br><br>
<<link [[Next|Island Build]]>><</link>>
<br><<effects>>
You carve notches in your wood, and put together a platform for birds to stand on. There's a space in the middle. It shouldn't be hard to fill it with seeds shaken from nearby grasses, making a handy lunch for passing birds. Perhaps they'll leave something in return.
<br><br>
<<if $harpy gte 4>>
You resist the urge to peck at them yourself.
<br><br>
<</if>>
<<link [[Next|Island Build]]>><</link>>
<br><<effects>>
You carve a bowl and place it in the centre of your bird feeder. This should make lunch a more convenient experience for your feathered friends.
<br><br>
<<link [[Next|Island Build]]>><</link>>
<br><<effects>>
It's not an easy process with your tools limited to different shaped rocks, but you're able to carve your wood into the facsimile of a cage. Slotted into the middle of your bird feeder and filled with seeds, this should prove a popular feeding area for passing birds.
<br><br>
<<link [[Next|Island Build]]>><</link>>
<br><<effects>>
You make a platform for your <<bottom>>, with notches for other wood to slot into for legs. It takes a while, and it's difficult to make it sturdy without nails, but the result should be more sturdy while your weight presses on it, not less.
<br><br>
<<link [[Next|Island Build]]>><</link>>
<br><<effects>>
You carve notches in one side of the seat of your stool, and slot in more pieces of wood. It takes a few attempts, but you're able to create a sturdy frame that should support your weight.
<br><br>
<<link [[Next|Island Build]]>><</link>>
<br><<effects>>
<<earnFeat "Wild Monarch">>
You sit down with a few sharp stones, and get to work carving elegant curves into wood. Once finished, you affix them to your chair, creating a throne worthy a monarch. Among thrones made from sticks and stones on remote islands, anyway.
<br><br>
<<link [[Next|Island Build]]>><</link>>
<br><<effects>>
You rearrange the flora, moving fronds and interlocking the branches of bushes to conceal pathways. It's not much, but it should stop anyone wandering from following a trail right into your camp.
<br><br>
<<link [[Next|Island Build]]>><</link>>
<br><<effects>>
You dig up some of the ferns and smaller plants, replanting them to give the impression of dense foliage. From outside, there's nothing to indicate anyone lives here, though the observant might still spy a hidden path.
<br><br>
<<link [[Next|Island Build]]>><</link>>
<br><<effects>>
A strategic pruning, and a scattering of stones, just so. Now your passage in and out should leave no impression. Just another patch of dense woodland.
<br><br>
<<link [[Next|Island Build]]>><</link>>
<br><<effects>>
<<if $islander_mask gte 100>>
<<earnFeat "Face of a Guardian">>
<<facewear 38>>
The wood endures your ministrations, yielding to the stone without breaking, until you have a near-perfect angular frame in imitation of the islander masks. The eyes and mouth come next, then the strap.
<br><br>
You hold the completed mask in your hands. It stares up at you. You look away. The roaming islanders will remain suspicious, <span class="gold">but this should help fool the guards at the castle.</span>
<br><br>
<<elseif $islander_mask gte 40>>
You carve the wood with a sharp stone, and manage to shape it into an angular frame. It cracks right down the middle as you try to add the eyes.<<note "Mask carving proficiency" "green">>
<br><br>
<<else>>
You carve at the wood with a sharp stone. You have trouble getting the shape right, and carve it down more and more, trying to fix previous errors, until it snaps in half.<<note "Mask carving proficiency" "green">>
<br><br>
<</if>>
<<link [[Next|Island Build]]>><</link>>
<br><<effects>>
You carry the wood across the island, to the secluded bay where the raft waits. Using the vines growing around the bay, you tie the wood onto the raft, and step back to admire your handiwork.
<<if $island.raft gte 100>>
<span class="green">The raft is sea-worthy,</span> at least for a short trip.
<br><br>
<<link [[Sail the raft back to town (1:00)|Island Sail]]>><<island_pass 60>><</link>>
<br>
<<elseif $island.raft gte 80>>
<span class="teal">The raft is almost finished.</span>
<<elseif $island.raft gte 50>>
<span class="lblue">The raft is over half-way done.</span>
<<elseif $island.raft gte 20>>
<span class="blue">The raft is taking shape.</span>
<<else>>
<span class="purple">You've still a long way to go.</span>
<</if>>
<br><br>
<<link [[Return to camp|Island Build]]>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<set $timer to 2>>
<</if>>
<<if $timer lte 1>>
<<set $trance to 0>>
<span class="teal">You snap out of your trance.</span>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Island Snake Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Island Snake Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<set $trance to 0>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<if $islander_language gte 100>>
"Foreign <<girls>> have meat in all the right places," <<he>> says. <<He>> retrieves <<his>> snake, and disappears deeper into the island.
<<elseif $islander_language gte 50>>
The <<person>> mutters something about your body, retrieves <<his>> snake, and disappears deeper into the island.
<<else>>
The <<person>> mutters something in <<his>> incomprehensible language, retrieves <<his>> snake, and disappears deeper into the island.
<</if>>
<br><br>
<<tearful>> you climb to your feet.
<br><br>
<<elseif $enemyhealth lte 0>>
<<if $islander_language gte 100>>
"I knew I shouldn't have trusted that old snake," <<he>> shouts as <<he>> turns and flees.
<<elseif $islander_language gte 50>>
The <<person>> shouts something about <<his>> snake as <<he>> turns and flees.
<<else>>
The <<person>> shouts in <<his>> incomprehensible language as <<he>> turns and flees.
<</if>>
<br><br>
<<tearful>> you catch your breath.
<br><br>
<</if>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Island]]>><<island_explore_end>><</link>><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Island Trap Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Island Trap Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
They tumble into the dense ferns.
<br><br>
<<tearful>> you make your escape.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Island]]>><<island_explore_end>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
They turn and run. <<tearful>> you catch your breath against the nearest tree.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Island]]>><<island_explore_end>><</link>>
<<else>>
You fall to the ground, too hurt to continue fighting.
<br><br>
<<if $islander_language gte 100>>
The pair step either side of you.
<br>
"I told you it would work."
<br>
"It was still a foolish plan. Just hurry up and find something to tie <<phim>> to."
<<elseif $islander_language gte 50>>
The pair step either side of you. <<tearful>> you listen as they talk over you. You can't understand them, but it doesn't sound good.
<<else>>
The pair step either side of you. <<tearful>> you listen as they talk over you in their incomprehensible language.
<</if>>
<br><br>
<<link [[Next|Island Defeat]]>><</link>>
<br>
<</if>><<effects>>
<<if $physiqueSuccess>>
You twist and pull against the rope binding your ankles. The pair pay you no heed, confident in their ropework. <span class="green">Their confidence proves misplaced.</span> The rope snaps lose, and you fall to the leafy floor.
<br><br>
They jump back in shock, giving you a chance to climb to your feet, but they won't let you get away with such ease.
<br><br>
<<link [[Next|Island Trap Fight]]>><<set $fightstart to 1>><</link>>
<br>
<<else>>
You twist and pull against the rope binding your ankles. The pair pay you no heed, confident in their ropework. You're still twisting when <span class="red">they finish their discussion.</span>
<br><br>
<<link [[Next|Island Defeat]]>><</link>>
<br>
<</if>><<effects>>
You scour the clearing, looking for seeding plumerias. You find several cresting a mound, peering towards the sun.
<br><br>
<span class="gold">You can now grow <<icon "tending/plumeria.png">> plumerias.</span>
<br><br>
<<link [[Next|Island]]>><<island_explore_end>><</link>>
<br><<effects>>
You scour the clearing, looking for <<icon "tending/plumeria.png">> plumeria in bloom.
<<if $tendingSuccess>>
<<wearProp "plumeria">>
<span class="green">You find a number atop a mound.</span>
<<tending_pick plumeria>>
<br><br>
<<link [[Next|Island]]>><<handheldon>><<island_explore_end>><</link>>
<br>
<<else>>
<span class="red">You find none that would sell at market.</span><<gtending>><<tending 2>>
<br><br>
<<link [[Next|Island]]>><<island_explore_end>><</link>>
<br>
<</if>><<effects>>
<<if $physiqueSuccess>>
You give the tree a solid punch. The force vibrates up the trunk, shaking the leaves <span class="green">and dislodging the walnuts.</span> They fall to your feet.<<gwalnut>><<set $island.walnut += 1>>
<br><br>
<<link [[Eat|Island Walnut Eat]]>><<hunger -200>><<set $island.walnut -= 1>><</link>><<lhunger>><<lwalnut>>
<br>
<<link [[Save for later|Island]]>><<island_explore_end>><</link>><<walnutStoreMessage>>
<br>
<<else>>
You give the tree a solid punch, <span class="red">hurting your hand</span> with little impact on the trunk. This one is too tough, and rooted too firm.<<gpain>><<pain 4>>
<br><br>
<<link [[Next|Island]]>><<island_explore_end>><</link>>
<br>
<</if>><<effects>>
You ram your horns into the tree. The trunk vibrates as the force journeys, making the branches way and dislodging their nuts.
<br><br>
<<link [[Eat|Island Walnut Eat]]>><<hunger -200>><<set $island.walnut -= 1>><</link>><<lhunger>><<lwalnut>>
<br>
<<link [[Save for later|Island]]>><<island_explore_end>><</link>><<walnutStoreMessage>>
<br><<effects>>
The bark is rugged and rough against your palms, but not easy to grasp.
<<if $athleticsSuccess>>
It bends a little as you climb higher, which makes it easier as you near the branches. You wrap your legs around the trunk, and with one arm gather the walnuts.<<gwalnut>><<set $island.walnut += 1>>
<br><br>
<<link [[Eat|Island Walnut Eat]]>><<hunger -200>><<set $island.walnut -= 1>><</link>><<lhunger>><<lwalnut>>
<br>
<<link [[Save for later|Island]]>><<island_explore_end>><</link>><<walnutStoreMessage>>
<br>
<<else>>
You scamper up the trunk as fast as you can, making it a few feet above the ground, <span class="red">before losing your grip and sliding back down.</span> You'll need to find another tree.<<gpain>><<pain 4>>
<br><br>
<<link [[Next|Island]]>><<island_explore_end>><</link>>
<br>
<</if>><<effects>>
You climb the tree. Your claws dig into the bark, and your capable limbs make reaching the branches a simple affair.
<br><br>
It bends a little as you climb higher, which makes it easier as you near the branches. You wrap your legs around the trunk, and with one arm gather the walnuts.
<br><br>
<<link [[Eat|Island Walnut Eat]]>><<hunger -200>><<set $island.walnut -= 1>><</link>><<lhunger>><<lwalnut>>
<br>
<<link [[Save for later|Island]]>><<island_explore_end>><</link>><<walnutStoreMessage>>
<br><<effects>>
You open the raw walnuts, and munch on the rubbery fruit within.
<br><br>
<<link [[Next|Island]]>><<island_explore_end>><</link>>
<br><<effects>>
You smash the walnuts together, opening them and revealing the fruit within. You munch on them, and discard the shells.
<br><br>
<<link [[Next|Island]]>><<island_explore_end>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"Sorry to bother you," you say in the islander tongue. "Can you share some wood with me? I need it for my camp."
<<elseif $speech_attitude is "bratty">>
"Do me a favour," you say. "And give me some of that wood."
<<else>>
"Could you share some of that wood with me?" you ask.
<</if>>
<br><br>
The <<person>> glances at the bundle in <<his>> arms, then throws three sticks your way, before continuing <<his>> journey. They look usable.<<gwood>><<set $island.wood += 3>>
<br><br>
<<link [[Next|Island]]>><<endevent>><<island_explore_end>><</link>>
<br><<effects>>
You try to speak in the islander tongue, but it's clear from the <<persons>> expression that you're not quite getting across. You point at the sticks in <<his>> arms, then to yourself.
<br><br>
<<if random(1, 2) is 2>>
The <<person>> looks at the sticks, then laughs as realisation dawns on <<his>> face. <<He>> throws you a few, before continuing on. The sticks look usable.<<gwood>><<set $island.wood += 3>>
<br><br>
<<link [[Next|Island]]>><<endevent>><<island_explore_end>><</link>>
<br>
<<else>>
The <<person>> puts the sticks on the ground, then walks towards you, <span class="red">lust in <<his>> eyes.</span>
<br><br>
<<link [[Next|Island Wood Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Island Wood Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Island Wood Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> picks up the sticks and walks away, but leaves a few behind.
<br><br>
<<tearful>> you examine them. They look usable.<<gwood>><<set $island.wood += 3>>
<br><br>
<<elseif $enemyhealth lte 0>>
<<He>> turns and runs, leaving the sticks behind.
<br><br>
<<tearful>> you examine the sticks. A few look usable.<<gwood>><<set $island.wood += 3>>
<br><br>
<</if>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Island]]>><<island_explore_end>><</link>>
<br><<effects>>
<<water>>
You wade out into the river, until your feet leave the ground.
<<if $swimmingSuccess>>
You kick water the rest of the way, until the wood is in reach.<<gwood>><<set $island.wood += 2>>
<br><br>
You make it back to shore without difficulty.
<br><br>
<<link [[Next|Island]]>><<island_explore_end>><</link>>
<br>
<<else>>
<<generateRole 0 0 "islander">>
You kick water the rest of the way, but as you reach for the wood, <span class="red">a hidden undercurrent snatches you away.</span>
<br><br>
The river carries you downstream, and dumps you on another shore, right beside a <<person1>><<person>>. <<Hes>> on top of you before you can recover.
<br><br>
<<link [[Next|Island Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Island Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Island Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The <<person>> disappears among the trees.
<br><br>
<<tearful>> you rise to your feet.
<<elseif $enemyhealth lte 0>>
The <<person>> flees deeper into the island.
<br><br>
<<tearful>> you catch your breath against a tree.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Island]]>><<island_explore_end>><</link>>
<br><<effects>>
<<generateRole 0 0 "islander">><<person1>>
You turn and march in the opposite direction, catching a <<person>> hiding behind a bush. <<He>> throws <<his>> hands up in an apologetic gesture. <<He>> holds a bow in one, and an arrow in the other.
<br><br>
<<if $islander_language gte 100>>
<<link [[Chastise|Island Hunted Chastise]]>><<trauma -6>><</link>><<ltrauma>>
<br>
<<else>>
<<link [[Try to communicate|Island Hunted Communicate]]>><<islander_language 1>><</link>><<gcomprehension>>
<br>
<</if>>
<<link [[Chase away|Island Hunted Chase]]>><<stress -6>><</link>><<lstress>>
<br><<effects>>
<<generateRole 0 0 "islander">><<person1>>
You hide in a bush beside the trail. A few moments later a <<person>> walks by, looking this way and that. You keep your head down, and <<he>> doesn't think to search your hiding place.
<br><br>
<<link [[Next|Island]]>><<endevent>><<island_explore_end>><</link>>
<br><<effects>>
"Don't stalk me like a common rapist," you say.
<br><br>
"It was just a bit of fun," the <<person>> replies. "I wasn't going to harm you. See you around."
<br><br>
<<He>> turns and runs without waiting for your response.
<br><br>
<<link [[Next|Island]]>><<endevent>><<island_explore_end>><</link>>
<br><<effects>>
You try to speak with the <<person>>, asking <<him>> why <<he>> was following you. You don't understand <<his>> words, but <<he>> gestures as <<he>> speaks.
<br><br>
<<He>> picks up two rocks, one smaller than the other. With the smaller rock held between forefinger and thumb, <<he>> bounces it along the ground in a spirited way. The larger rock follows behind. Then <<he>> moves <<his>> finger between the larger and smaller rock. The smaller rock starts vibrating.
<br><br>
<<He>> stands upright, nods, and walks away.
<br><br>
<<link [[Next|Island]]>><<endevent>><<island_explore_end>><</link>>
<br><<effects>>
You growl, and lunge at the <<person>>. <<He>> almost trips as <<he>> flees. You chase <<him>> down the trail until convinced <<hes>> learned <<his>> lesson.
<br><br>
<<link [[Next|Island]]>><<endevent>><<island_explore_end>><</link>>
<br><<effects>>
<<if $physiqueSuccess>>
You force your legs in the opposite direction. The energy fights you with renewed energy, <span class="green">but the natural force of your limbs</span> overpowers it. As if in spite, a final surge splays your legs and drops you to the ground, but then the energy falls silent.
<br><br>
You dust yourself off.
<br><br>
<<link [[Next|Island]]>><<island_explore_end>><</link>>
<br>
<<else>>
You try to force your legs in the opposite direction, <span class="red">but the energy snaps them back into the original course.</span>
<br><br>
<<link [[Next|Island Runes Submit]]>><</link>>
<br>
<</if>><<effects>>
<<if $willpowerSuccess>>
You examine the feeling in your legs, of the energy flowing through them. The force seems to shrink beneath your attention, and you find your legs restored to your control.
<br><br>
<<link [[Next|Island]]>><<island_explore_end>><</link>>
<br>
<<else>>
You try to will away the energy flowing through your legs, <span class="red">but it's no use.</span> The force carries you inexorably on.
<br><br>
<<link [[Next|Island Runes Submit]]>><</link>>
<br>
<</if>>
<br><br><<effects>>
<<island_pass 20>>
The energy walks you across the island, one leg swinging to a stop before the other joins it. It makes you stop for a moment beside other rune-covered rocks similar to the first, each time receiving another jolt of energy and rejuvenating its vigour.
<br><br>
At last, you arrive in front of a tall pillar. There are runes here as well, but rather than replenish, the energy forces you to your knees. You lean forward on your hands, but nothing more happens.
<br><br>
The energy in your legs has no interest in walking you anywhere, and resists your attempts to stand. It's weakening however, and you regain more and more control.
<br><br>
<<link [[Next|Island Runes Submit 2]]>><</link>>
<br><<effects>>
<<generateRole 0 0 "islander">>
<<generateRole 1 0 "islander">>
<<person1>>
<<if $islander_language gte 100>>
"Look at what we've found," says a <<person>> walking towards you with a bow slung over <<his>> back.
<br>
"The druid was right about this place," says a <<person2>><<person>> walking beside <<him>>. Both wear concealing antlered masks, but their voices are mirthful.
<<elseif $islander_language gte 50>>
You hear voices. A <<person>> and <<person2>><<person>> walk towards you. You can't discern the specifics, but you think they're here for you.
<<else>>
You hear voices. A <<person>> and <<person2>><<person>> walk towards you, talking with each other in their incomprehensible language.
<</if>>
<br><br>
<<link [[Fight|Island Fight]]>><<set $fightstart to 1>><</link>>
<br>
<<link [[Submit (0:30)|Island Defeat]]>><</link>>
<br><<effects>>
You shake walnuts free from the trees, and gather them in your arms. It looks like you have three handfuls.
<br><br>
<<link [[Eat|Island]]>><<hunger -600>><<set $island.walnut -= 3>><<island_explore_end>><</link>>
<br>
<<link [[Save for later|Island]]>><<island_explore_end>><</link>><<walnutStoreMessage>>
<br><<effects>>
<<if $islander_language gte 50>>
You listen to their conversation. You're not certain, but you think they're talking about family. They seem to be friends.
<<else>>
You listen to their conversation, but don't understand a word they say. Still, there's something familiar about their speech. It carries you along, despite your lack of comprehension.
<</if>>
<<gcomprehension>><<islander_language 1>>
<br><br>
<<link [[Next|Island]]>><<island_explore_end>><</link>>
<br><<effects>>
You walk up to the <<person1>><<person>> and <<person2>><<person>>. They reach for their bows, until you hail them.
<br><br>
<<if $speech_attitude is "meek">>
"I mean no harm," you say. "I'd just like to chat."
<<elseif $speech_attitude is "bratty">>
"Keep those weapons away," you say. "I'm here to chat."
<<else>>
"No need for weapons," you say. "I'd like to chat."
<</if>>
<br><br>
The pair look at each other, and relax. They seem happy, and more than a little bemused, by your ability to speak their language.
<br><br>
<<if $rng gte 81>>
"We're taking a break after a hunt," the <<person1>><<person>> says.
<br>
"Not a successful hunt, mind," the <<person2>><<person>> says. "We won't fail next time."
<<elseif $rng gte 61>>
"We're looking for a troublesome cat," the <<person1>><<person>> says.
<br>
"Stole off with a pig," the <<person2>><<person>> adds. "Imagine that, a cat big enough to carry a pig!"
<br>
"It was a very small pig," the <<person1>><<person>> confirms. "Still, keep your wits about you."
<<elseif $rng gte 41>>
"We're happy to chat," the <<person1>><<person>> says. "Guard duty is boring."
<br>
"Don't tell the lost one all our secrets," the <<person2>><<person>> adds.
<<elseif $rng gte 21>>
"We're taking a break from patrolling," the <<person1>><<person>> says.
<br>
"Indeed," the <<person2>><<person>> confirms. "If our superiors ask though, we never stopped marching."
<<else>>
"We just drove off some rivals," the <<person1>><<person>> says.
<br>
"Ran off with their tails between their legs," the <<person2>><<person>> adds.
<</if>>
<br><br>
They evade your more probing questions in a jovial manner, make excuses, and depart.
<br><br>
<<link [[Next|Island]]>><<endevent>><<island_explore_end>><</link>>
<br><<effects>>
Two more volleys of arrows arc across the clearing, then a great cry goes up, and two groups of islanders charge into the open, spears in hand.
<br><br>
The battle is fierce, and quick.
<<if $islander_langauge gte 100>>
They scream battle cries and insults at each other, but they also verbally coordinate. They seem less interested in harming each other than gaining a tactical advantage.
<br><br>
After a while, one side gains such an advantage. Their opponents fall back, and the victors chase them into the woods.
<br><br>
<<elseif $islander_language gte 50>>
They scream battle cries and insults at each other, until one side falls back. The victors chase them into the woods.
<br><br>
<<else>>
They shout at each other in their incomprehensive language, screaming at the top of their lungs, until one side falls back. The victors chase them into the woods.
<br><br>
<</if>>
<<link [[Next|Island]]>><<island_explore_end>><</link>>
<br><<effects>>
You sing, adding a simple harmony to the choir above. The music shifts at once, taking your voice into account and making space for to develop it further. The resulting music has never been heard above the island, or anywhere.
<br><br>
A cry shatters the spell, and the birds take flight in all directions. You glance around for the source of the noise, but can't see the perpetrator. It sounded like a person or a cat.
<br><br>
<<link [[Next|Island]]>><<island_explore_end>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<</if>>
<<effects>>
<<effectsman>>
<br><br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Island Cat Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Island Cat]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
Satisfied, the <<beasttype>> prowls into the woods.
<br><br>
<<tearful>> you climb to your feet.
<br><br>
<<elseif $enemyhealth lte 0>>
The <<beasttype>> hisses and flees into the woods.
<br><br>
<<tearful>> you catch your breath.
<br><br>
<</if>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Island]]>><<island_explore_end>><</link>><<effects>>
You turn to run, only to come face to face with another <<beasttype 1>>. You halt in your tracks, only for the first creature to pounce from behind.
<br><br>
<<link [[Next|Island Cats Rape]]>><<set $phase to 1>><<set $molestationstart to 1>><</link>>
<br><<effects>>
You feel a presence behind you, but it's too late. Another <<beasttype 1>> pounces from behind, knocking you to the ground.
<br><br>
<<link [[Next|Island Cats Rape]]>><<set $phase to 1>><<set $molestationstart to 1>><</link>>
<br><<effects>>
You wait a moment, watching for anything unusual. Then you sense something behind you. Another <<beasttype 1>> lurks there, hoping to catch you off-guard.
<br><br>
You step to the side, and put your back against a thick trunk. The other <<beasttype 1>> gives up <<bhis 1>> gambit and joins the first. Their ambush failed, but they're not ready to give up.
<br><br>
<<link [[Next|Island Cats Rape]]>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<beastTrainGenerate>>
<</if>>
<<effects>>
<<effectsman>>
<br><br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Island Cats Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Island Cats Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyhealth lte 0>>
<<beastwound>>
<<if $combatTrain.length gt 0>>
The <<beasttype>> recoils in pain and fear, but another is eager for a go.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Island Cats Rape]]>><</link>>
<<else>>
The <<beasttype>> recoils in pain and fear.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Island Cats Rape Finish]]>><<set $finish to 1>><</link>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<if $combatTrain.length gt 0>>
Satisfied, the <<beasttype>> moves and another takes its turn.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Island Cats Rape]]>><</link>>
<<else>>
Satisfied, the <<beasttype>> moves away from you.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Island Cats Rape Finish]]>><<set $finish to 1>><</link>>
<</if>>
<<else>>
<<if $enemywounded is 1 and $enemyejaculated is 0>>
The <<beasttype>> whimpers and flees.
<<elseif $enemywounded is 0 and $enemyejaculated is 1>>
Satisfied, the <<beasttype>> leaves.
<<elseif $enemywounded gte 2 and $enemyejaculated is 0>>
Feeling that you're more trouble than you're worth, the beasts flee.
<<elseif $enemywounded is 0 and $enemyejaculated gte 2>>
The beasts leave you spent and shivering.
<<elseif $enemywounded gte 1 and $enemyejaculated gte 1>>
The beasts leave you spent and shivering.
<</if>>
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Island]]>><<island_explore_end>><</link>>
<br>
<</if>><<effects>>
<<if !$worn.lower.type.includes("naked")>>
<<set $worn.lower.integrity -= 20>>
<<if $worn.lower.integrity lte 20>>
You tear yourself free of the branch, <span class="pink">leaving the tattered remains of your <<print $worn.lower.name>> behind.</span>
<<else>>
You tear yourself free of the branch, <span class="purple">tearing your <<print $worn.lower.name>>.</span>
<</if>>
<<integritycheck>><<exposure>>
<br><br>
<<elseif !$worn.under_lower.type.includes("naked")>>
<<set $worn.under_lower.integrity -= 20>>
<<if $worn.under_lower.integrity lte 20>>
You tear yourself free of the branch, <span class="pink">leaving the tattered remains of your <<print $worn.under_lower.name>> behind.</span>
<<else>>
You tear yourself free of the branch, <span class="purple">tearing your <<print $worn.under_lower.name>>.</span>
<</if>>
<<integritycheck>><<exposure>>
<br><br>
<<elseif !$worn.upper.type.includes("naked")>>
<<set $worn.upper.integrity -= 20>>
<<if $worn.upper.integrity lte 20>>
You tear yourself free of the branch, <span class="pink">leaving the tattered remains of your <<print $worn.upper.name>> behind.</span>
<<else>>
You tear yourself free of the branch, <span class="purple">tearing your <<print $worn.upper.name>>.</span>
<</if>>
<<integritycheck>><<exposure>>
<br><br>
<<elseif !$worn.under_upper.type.includes("naked")>>
<<set $worn.under_upper.integrity -= 20>>
<<if $worn.under_upper.integrity lte 20>>
You tear yourself free of the branch, <span class="pink">leaving the tattered remains of your <<print $worn.under_upper.name>> behind.</span>
<<else>>
You tear yourself free of the branch, <span class="purple">tearing your <<print $worn.under_upper.name>>.</span>
<</if>>
<<integritycheck>><<exposure>>
<br><br>
<</if>>
You're able to escape before the islanders arrive.
<br><br>
<<link [[Next|Island]]>><<island_explore_end>><</link>>
<br><<effects>>
<<generateRole 0 0 "islander">>
<<generateRole 1 0 "islander">>
<<generateRole 2 0 "islander">>
<<person1>>
You carefully untangle your clothing from the branch as the voices draw closer.
<br>
<<if $islander_language gte 100>>
<<if $rng gte 81>>
"...the whole fish!"
<br>
"I don't believe it. Not after all that cheese."
<<elseif $rng gte 61>>
"...drums at night?"
<br>
"Yes, but you just get used to it."
<<elseif $rng gte 41>>
"...eggs in that tree there."
<br>
"I'm not hungry, and the castle's larder is full."
<<elseif $rng gte 21>>
"...just sat on a throne like <<pshe>> owns the place."
<br>
"Sounds like <<pshe>> needs taming."
<<else>>
"...chased me down the river."
<br>
"Explains why you were so wet!"
<</if>>
<<elseif $islander_language gte 50>>
You can't understand their language, but they seem in high spirits as they walk into view, a <<person>>, <<person2>><<person>>, and <<person3>><<person>>.
<<else>>
They're speaking in their incomprehensible language as they walk into view, a <<person>>, <<person2>><<person>>, and <<person3>><<person>>.
<</if>>
<br><br>
They spot you before you manage to free yourself, struggling to untangle yourself from the foliage. They look at each other, amused, then they approach.
<br><br>
You free your clothing just before they reach you.
<br><br>
<<link [[Next|Island Rape Trio]]>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Island Rape Trio Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Island Rape Trio]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The trio leaves you lying among the foliage, joking to each other.
<br><br>
<<tearful>> you climb to your feet.
<br><br>
<<elseif $enemyhealth lte 0>>
The trio turn and run, disappearing between the trees.
<br><br>
<<tearful>> you catch your breath.
<br><br>
<</if>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Island]]>><<island_explore_end>><</link>><<effects>>
<<if $struggle_start is 1>>
<<struggle_init>>
<<set $struggle.creature to "slug">>
<<struggle_creatures 3 2>>
<<set $combat to 1>>
<<controlloss>>
<<violence 1>>
<<molested>>
<<unset $struggle_start>>
<</if>>
<<struggle>>
<<if $struggle.done gte $struggle.number>>
<span id="next"><<link [[Next|Island Slugs End]]>><</link>></span>
<br>
<<else>>
<span id="next"><<link [[Next|Island Slugs]]>><</link>></span>
<br>
<</if>><<effects>>
The slugs burrow into the earth. <<tearful>> you catch your breath.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Island]]>><<island_explore_end>><</link>>
<br><<effects>>
You turn to the river and straddle the rope. It looks like it will support your weight, but it hangs close to the water. Your weight will likely push it closer. You'll need to stay on top of it.
<br><br>
Movements from the islanders behind spur you into action. You sit on the rope. It presses into your <<genitals>>, but you endure, and shuffle forward across the river. The islanders stop at the edge, watching you. You can't see their expressions behind their masks, but their body language suggests amusement.
<br><br>
<<link [[Next|Island Rope 2]]>><</link>>
<br><<effects>>
You shuffle along the rope. It's coated in a greasy substance, likely to protect it from the water, but it helps your journey. The bumps in the fibre rub against your <<genitals>> however, and a warmth builds within you.<<garousal>><<arousal 600>>
<br><br>
The islanders on the shore ready their arrows. They are not going to make this easy.
<br><br>
<<set $island_rope_distance to 0>>
<<set $island_rope_orgasm to 0>>
<<set $island_rope_enemy_action to "watch">>
<<set $island_rope_action to "none">>
<<island_rope_options>><<effects>>
<<if $island_rope_action is "shuffle">>
<<if $island_rope_enemy_action is "watch">>
The islanders watch you shuffle along the rope. The bumps in the fibre rub against your <<genitals>>, sending embarrassing shockwaves through your body.
<<elseif $island_rope_enemy_action is "shout">>
<<if $islander_language gte 100>>
The islanders shout obscenities at you as you shuffle along the rope.
<br><br>
<<island_rope_shout>>
<br><br>
Knowing their language is proving a double-edged sword.<<ggarousal>><<arousal 1200>>
<<elseif $islander_language gte 50>>
The islanders shout obscenities as you shuffle along the rope. You can't quite understand them, but their tone is lascivious.<<garousal>><<arousal 600>>
<<else>>
The islanders shout in their incomprehensible language as you shuffle along the rope.
<</if>>
<<elseif $island_rope_enemy_action is "bow">>
The islanders fire a volley of arrows as you shuffle along the rope.
<br><br>
<<island_rope_bow>>
<</if>>
<<elseif $island_rope_action is "breath">>
<<if $island_rope_enemy_action is "watch">>
You stop to catch your breath. The islanders watch you from the shore.
<<elseif $island_rope_enemy_action is "shout">>
<<if $islander_language gte 100>>
You stop to catch your breath as the islanders shout obscenities.
<br><br>
<<island_rope_shout>>
<br><br>
Knowing their language is proving a double-edged sword.<<ggarousal>><<arousal 1200>>
<<elseif $islander_language gte 50>>
You stop to catch your breath as the islanders shout obscenities. You can't quite understand them, but their tone is lascivious.<<garousal>><<arousal 600>>
<<else>>
You stop to catch your breath as the islanders shout in their incomprehensible language.
<</if>>
<<elseif $island_rope_enemy_action is "bow">>
You stop to catch your breath as the islanders launch a volley of arrows.
<br><br>
<<island_rope_bow>>
<</if>>
<<elseif $island_rope_action is "duck">>
<<if $island_rope_enemy_action is "watch">>
You duck, hugging the rope tight and making your profile as small as possible. The islanders watch, laughing, from the shore.
<<elseif $island_rope_enemy_action is "shout">>
<<if $islander_language gte 100>>
You duck while the islanders shout obscenities.
<br><br>
<<island_rope_shout>>
<br><br>
Knowing their language is proving a double-edged sword.<<ggarousal>><<arousal 1200>>
<<elseif $islander_language gte 50>>
You duck while the islanders shout obscenities, hugging the rope tight and making your profile as small as possible. You can't quite understand them, but their tone is lascivious.<<garousal>><<arousal 600>>
<<else>>
You duck while the islanders shout in their incomprehensible language, hugging the rope tight and making your profile as small as possible.
<</if>>
<<elseif $island_rope_enemy_action is "bow">>
You duck as the islanders launch their arrows, your smaller profile helping to avoid the projectiles.
<br><br>
<<island_rope_bow duck>>
<</if>>
<</if>>
<br><br>
<<if $arousal gte $arousalmax>>
<<orgasm>>
<<if $island_rope_orgasm gte 1>>
You slip from the rope, until you hang on its underside, your wracked limbs desperate and clinging to the oily fibre above as the water laps at your <<bottom>>.
<br><br>
<<link [[Next|Island Rope Fall]]>><</link>>
<br>
<<else>>
<<set $island_rope_orgasm += 1>>
You fall forward. It's only by stretching your arms and legs over a greater length of the rope that you have the strength to cling to it.
<br><br>
<<island_rope_options>>
<</if>>
<<elseif $island_rope_distance gte 5>>
Your feet find solid ground, and you climb onto the opposite shore. The islanders fire a volley, but you shield yourself behind a tree, and the arrows thud into the bark.
<br><br>
<<link [[Island|Island]]>><<endevent>><<island_rope_end>><<island_explore_end>><</link>>
<br>
<<else>>
<<island_rope_options>>
<</if>><<effects>>
You fall into the churning water below. You whirl for a disorienting moment, before it dumps you back on shore. Six pairs of shoes stand around you.
<br><br>
<<link [[Next|Island Defeat]]>><</link>>
<br><<location "island">><<set $outside to 1>><<effects>>
You are on the beach of a strange island. The sand here is firm, but wet, and you're not sure if the rest of the beach is so stable.
<br><br>
<<island_init>>
<<if $tentacledisable is "f" and ($hallucinations gte 2 or $world_corruption_soft gte 50)>>
<span class="purple">The sea erupts with a mass of tentacles.</span> Some tower above, others reach out, as if to grasp you, but they're too far away.
<br><br>
A wave reaches your feet. The tide is coming in fast.
<br><br>
<<else>>
A roaring wave snatches your attention. The water is violent, and the tide is coming in fast.
<br><br>
<</if>>
<<island_tide_text>>
<br><br>
<<island_tide_options>><<effects>>
<<if $phase is 1>>
You drop to all fours and crawl up the beach, feeling the consistency of the sand with your hands before pushing your full weight onto it. You hear the tide creep closer.
<br><br>
<<elseif $phase is 2>>
You walk up the beach, feeling the consistency of the sand with each foot before committing to a step.
<br><br>
<<else>>
You run up the beach as fast as you can, leaving the tide behind you.
<br><br>
<</if>>
<<if $island.tide_distance gte 10>>
The sand becomes more firm, then gives way to soil as you reach the treeline. You escape to the safety of the trees.
<br><br>
<<link [[Next|Island Treeline]]>><</link>>
<br>
<<elseif $island.tide gte 5>>
<<if $tentacledisable is "f" and ($hallucinations gte 2 or $world_corruption_soft gte 50)>>
The tide overtakes you, lifting you off your feet as a mass of tentacles coil around your body.
<br><br>
<<link [[Next|Island Beach Tentacles]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
The tide overtakes you, lifting you off your feet, then snatching you beneath the waves.
<br><br>
<<link [[Next|Passout Beach]]>><</link>>
<br>
<</if>>
<<else>>
<<if $phase is 1 and $rng gte 91 or $phase is 2 and $rng gte 71 or $phase is 3 and $rng gte 51>>
<<if $phase is 1>>
Despite your caution, <span class="purple">your hands and knees sink in quicksand.</span>
<<elseif $phase is 2>>
<span class="purple">Quicksand swallows your foot up to your ankle.</span>
<<else>>
<span class="purple">You almost trip as quicksand swallows your foot up to your ankle.</span>
<</if>>
<<if random(1, 8) is 8 and $voredisable is "f">>
<br><br>
The sand rumbles, then sinks <span class="pink">as a large maw protrudes from the sand.</span>
<br><br>
<<link [[Next|Island Beach Vore]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<if $quicksand gte 5>>
<span class="green">However,</span> you're able to spread your weight and wiggle across safely.<<note "Knowledge: Quicksand" "Green">>
<br><br>
<<else>>
It's not too deep, but it takes a minute to remove yourself from the muck.<<island_pass 1>><<island_tide 1>><<gisland_tide>>
<br><br>
<</if>>
<<island_tide_options>>
<</if>>
<<else>>
<<set $rng to random(1, 100)>>
<<if $rng gte 81 and $slugdisable is "f">>
<<if $slugdisable is "f">>
Fat slugs hide just beneath the sand, and leap at you as you pass.
<br><br>
<<if $leftarm is "bound" and $rightarm is "bound">>
<span class="blue">With your arms bound, you have trouble defending yourself.</span>
<br>
<<else>>
<<link [[Bat them away with your arms|Island Beach Slug Bat]]>><</link>>
<br>
<</if>>
<<link [[Duck|Island Beach Slug Duck]]>><</link>>
<br>
<<else>>
The wet and stodgy sand slows you considerably.<<island_pass 1>><<island_tide 1>><<gisland_tide>>
<br><br>
<<island_tide_options>>
<</if>>
<<else>>
<<island_tide_options>>
<</if>>
<</if>>
<</if>><<effects>>
You bat the leaping slugs away with your arms. A string of slime spurts from the last.
<<random_goo>>
<br><br>
<<island_tide_options>><<effects>>
You duck, dodging a couple of the leaping slugs, but the third smacks into your face, knocking you prone.
<br><br>
The slugs don't molest you further, but pulling yourself from the muck is a struggle.<<island_pass 1>><<island_tide 1>><<gisland_tide>>
<br><br>
<<island_tide_options>><<effects>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<set $combat to 1>>
<<set $enemytype to "tentacles">>
<<molested>>
<<controlloss>>
<<tentaclestart 12 15>>
<</if>>
<<water>>
<<statetentacles>>
<<effects>>
<<effectstentacles>>
<<tentacles>>
<<actionstentacles>>
<<if $tentacles.active lte ($tentacles.max / 2)>>
<span id="next"><<link [[Next|Island Beach Tentacles Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Island Beach Tentacles]]>><</link>></span><<nexttext>>
<</if>><<effects>>
More tentacles emerge, and drag you beneath the waves.
<br><br>
<<endcombat>>
<<link [[Next|Passout Beach]]>><</link>>
<br><<set $outside to 1>><<effects>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<set $combat to 1>>
<<molested>>
<<controlloss>>
<<if $tentacledisable is "f" and $hallucinations gte 1>>
<<set $enemytype to "tentacles">>
<<tentaclestart 2 15>>
<<set $voretentacles to 1>>
<<else>>
<<set $enemytype to "vore">>
<<set $voretentacles to 0>>
<</if>>
<<set $vorestage to 1>>
<<set $vorecreature to "giant lurker">>
<<set $vorestrength to 1>><<set $position to "doggy">>
<<resetLastOptions>>
<<getCombatDefaultsType>>
<</if>>
<<if $tentacledisable is "f" and $hallucinations gte 1 and $enemytype is "tentacles">>
<<voreeffects>><<effectstentacles>>
<<vore>><<tentacles>>
<<statetentacles>>
<br><br>
<<actionsvorentacles>>
<<else>>
<<voreeffects>>
<<vore>>
<<voreactions>>
<</if>>
<<if $stress gte $stressmax>>
<span id="next"><<link [[Next|Island Beach Vore Finish]]>><</link>></span><<nexttext>>
<<elseif $vorestage lte 0>>
<span id="next"><<link [[Next|Island Beach Vore Finish]]>><</link>></span><<nexttext>>
<<elseif $vorestomach gte 5>>
<span id="next"><<link [[Next|Island Beach Vore Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Island Beach Vore]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $stress gte $stressmax or $vorestomach gte 5>>
It's just too much for you. You pass out.
<br><br>
<<if $upperoff isnot 0>>
<<upperruined>>
<</if>>
<<if $loweroff isnot 0>>
<<lowerruined>>
<</if>>
<<if $underloweroff isnot 0>>
<<underlowerruined>>
<</if>>
<<if $underupperoff isnot 0>>
<<underupperruined>>
<</if>>
<<endcombat>>
<<if isPregnancyEnding()>>
When you come to, the giant lurker is nowhere to be seen. You try to stand, but your contractions overwhelm you.
<<pregnancyPassout "island">>
<<else>>
<<link [[Next|Island Passout]]>><<trauma 6>><<passout>><<island_pass 60>><</link>>
<br>
<</if>>
<br>
<<else>>
<<tearful>> you haul yourself back onto the sand.
<<if $tentacledisable is "f" and $hallucinations gte 1 and $enemytype is "tentacles">>
Two tendrils grope after you, but you manage to roll to safety.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
The tide draws closer.<<island_pass 1>><<island_tide 1>><<gisland_tide>>
<br><br>
<<island_tide_options>>
<</if>><<effects>>
You squeeze between densely-packed trees, the canopy above obscures the sky. The sound of the sea behind you fades, replaced by the rustling of leaves.
<br><br>
<<generateRole 0 0 "islander">><<person1>>
You feel a presence behind you. You turn, and almost jump as you find a figure crouched where you walked just a moment ago. <<His>> face is concealed by an antlered mask, with round holes for eyes. A bow rests in <<his>> hands, with an arrow notched.
<br><br>
<<if $islander_language gte 100>>
"So the lost one returns," <<he>> says.
<<elseif $islander_language gte 50>>
<<He>> addresses you, but you can't interpret the words.
<<else>>
<<He>> speaks in a familiar but incomprehensible language.
<</if>>
In one motion, <<he>> <span class="pink">draws the string of the bow and releases an arrow in your direction.</span> It thuds into a tree beside you.
<br><br>
<<link [[Run (0:05)|Island Treeline Run]]>><<island_pass 5>><<tiredness 6>><<stress 6>><</link>><<gtiredness>><<gstress>>
<br>
<<link [[Surrender|Island Treeline Surrender]]>><<stress 12>><</link>><<ggstress>>
<br><<effects>>
You turn and run as fast as you can. You hear laughter behind you, but the islander doesn't seem to be following. Still, you run until your legs give out and you collapse in a heap.
<br><br>
<<link [[Next|Island Treeline Search]]>><<island_pass 60>><</link>>
<br><<effects>>
You drop to your knees and bow your head, unsure how else to communicate your surrender. The islander laughs, then silence. You look up. <<Hes>> gone.
<br><br>
<<link [[Next|Island Treeline Search]]>><<island_pass 60>><</link>>
<br><<effects>>
This island could be dangerous, but with the beach unsafe, you've no choice but to continue deeper.
<br><br>
The trees thin as the ground becomes steeper, with more and more rocks obstructing your path. You crest a hillock, and get a good view of the surroundings. The sea is visible in all directions, but the island itself is obscured by thick canopy.
<br><br>
A small stream trickles from a rock wall, beneath a sheltered overhang. You're not sure how long you'll be on the island, and this seems like a good home location to orient yourself around.
<br><br>
<<set $island.home to "rocky_hillock">>
<i>Food isn't readily available on the island. You'll need to find some.</i>
<br><br>
<<link [[Next|Island]]>><<endevent>><</link>>
<br><<location "island">><<set $outside to 1>><<effects>>
<<hunger_description>>
<br><br>
<<if $island.home is "rocky_hillock">>
You are on a strange island, in your camp atop a rocky hillock. You have a good view of your surroundings.
<<elseif $island.home is "waterfall">>
You are on a strange island, in your camp atop a waterfall. The river emerges from the trees nearby.
<<elseif $island.home is "gulch">>
You are on a strange island, in your camp within a gulch. Rocks and trees loom above you.
<</if>>
<br><br>
<<if $island_simple_decor_message is 1>><<unset $island_simple_decor_message>>
As you enter the camp, the sight of your <<print $island[$island.home].decoration>> buoys your spirits.<<lstress>><<stress -1>>
<br>
<<elseif $island_basic_decor_message is 1>><<unset $island_basic_decor_message>>
As you enter the camp, the sight of your <<print $island[$island.home].decoration>> and other decorations lift your spirits.<<lstress>><<stress -2>>
<br>
<<elseif $island_advanced_decor_message is 1>>
As you enter the camp, the sight of your <<print $island[$island.home].decoration>> and other decorations bolster your spirits.<<lstress>><<stress -3>><<unset $island_advanced_decor_message>>
<br>
<</if>>
<<if $island_bird_message is 1>><<unset $island_bird_message>>
<span class="teal">A visiting bird has left you a handful of walnuts.</span><<gwalnut>><<set $island.walnut += 1>>
<br>
<</if>>
<br>
<<if $leftarm is "bound" or $rightarm is "bound">>
<<unbind>>
<span class="lblue">You tear through your bonds using a sharp stone.</span>
<br><br>
<</if>>
<<if $stress gte $stressmax>>
It's too much for you. You pass out.
<br><br>
<<if isPregnancyEnding()>>
<<pregnancyPassout "island">>
<<else>>
<<link [[Next|Island Passout]]>><<trauma 6>><<passout>><<island_pass 60>><</link>>
<br>
<</if>>
<<elseif $hunger gte 2000>>
You are ravenous. The hunger gnaws at your belly, a desperation heightened by the knowledge that your next meal might never come.
<br><br>
You find yourself wandering the island, searching for any morsel of edible matter, heedless of all danger.
<br><br>
<<link [[Next (0:30)|Island Hunger]]>><<pass 30>><</link>><br>
<<else>>
Where do you want to explore?
<br>
<label>Near your camp <<radiobutton "$island.explore" "none" autocheck>></label>
<<if $island.explore_locations.includes("shore")>>
<label>| The shore for a higher chance of food <<radiobutton "$island.explore" "shore" autocheck>></label>
<</if>>
<<if $island.explore_locations.includes("wood")>>
<label>| The lush woodland for a higher chance of wood <<radiobutton "$island.explore" "wood" autocheck>></label>
<</if>>
<<if $island.explore_locations.includes("battleground")>>
<label>| The battleground for a higher chance of encountering natives <<radiobutton "$island.explore" "battleground" autocheck>></label>
<</if>>
<<if $island.explore_locations.includes("plain")>>
<label>| The plain for a higher chance of finding antiques <<radiobutton "$island.explore" "plain" autocheck>></label>
<</if>>
<br>
<<islandicon "explore">><<link [[Explore (1:00)|Island Explore]]>><<physique 6>><<island_pass 60>><<set $island.explore_count += 1>><</link>><<gphysique>>
<br><br>
<<if $island.walnut gte 1 or $island.walnut_dried gte 1>>
You have
<<if $island.walnut + $island.walnut_dried is 1>>
a handful
<<else>>
<<number `$island.walnut + $island.walnut_dried`>> handfuls
<</if>>
of walnuts stashed away. <<if $island.walnut_dried gte 1>><<Number $island.walnut_dried>> <<print $island.walnut_dried is 1 ? 'handful is' : 'handfuls are'>> dried and all the more nutritious for it.<</if>>
<br>
<<if $island.walnut gte 1>>
<<islandicon "nuts">><<link [[Eat a handful of raw walnuts|Island Walnut Eat]]>><<set $island.walnut-->><<hunger -200>><</link>><<lhunger>>
<br>
<</if>>
<<if $island.walnut_dried gte 1>>
<<islandicon "nuts">><<link [[Eat a handful of dried walnuts (0:05)|Island Walnut Eat Dried]]>><<set $island.walnut_dried-->><<island_pass 5>><<hunger -400>><</link>><<llhunger>>
<br>
<</if>>
<br>
<</if>>
Furniture:
<<if $island[$island.home].trap is "simple">>
<span class="blue">Simple</span> trap |
<<elseif $island[$island.home].trap is "basic">>
<span class="lblue">Basic</span> trap |
<<elseif $island[$island.home].trap is "advanced">>
<span class="teal">Advanced</span> trap |
<</if>>
<<if $island[$island.home].curtains is "simple">>
<span class="blue">Simple</span> curtains |
<<elseif $island[$island.home].curtains is "basic">>
<span class="lblue">Basic</span> curtains |
<<elseif $island[$island.home].curtains is "advanced">>
<span class="teal">Advanced</span> curtains |
<</if>>
<<if $island[$island.home].decor is "simple">>
<span class="blue">Simple</span> decor with <<print $island[$island.home].decoration>> |
<<elseif $island[$island.home].decor is "basic">>
<span class="lblue">Basic</span> decor with <<print $island[$island.home].decoration>> |
<<elseif $island[$island.home].decor is "advanced">>
<span class="teal">Advanced</span> decor with <<print $island[$island.home].decoration>> |
<</if>>
<<if $island[$island.home].bird_feeder is "simple">>
<span class="blue">Simple</span> bird feeder |
<<elseif $island[$island.home].bird_feeder is "basic">>
<span class="lblue">Basic</span> bird feeder |
<<elseif $island[$island.home].bird_feeder is "advanced">>
<span class="teal">Advanced</span> bird feeder |
<</if>>
<<if $island[$island.home].chair is "simple">>
<span class="blue">Stool</span> |
<<elseif $island[$island.home].chair is "basic">>
<span class="lblue">Chair</span> |
<<elseif $island[$island.home].chair is "advanced">>
<span class="teal">Throne</span> |
<</if>>
<<if $island[$island.home].camouflage is "simple">>
<span class="blue">Simple</span> camouflage |
<<elseif $island[$island.home].camouflage is "basic">>
<span class="lblue">Basic</span> camouflage |
<<elseif $island[$island.home].camouflage is "advanced">>
<span class="teal">Advanced</span> camouflage |
<</if>>
<br>
<<if $island[$island.home].space is 0>>
You have no more space for furniture.
<br>
<</if>>
<<edenicon "fix">><<link [[Build|Island Build]]>><</link>>
<br>
<br>
<<if $drugged gte 1>>
<span class="pink">You feel a lewd haze within you.</span>
<br>
<<skinicon "masturbate">><<link [[Masturbate|Island Masturbation]]>><<set $masturbationstart to 1>><</link>>
<br>
<<elseif $arousal gte ($arousalmax / 2)>>
You feel aroused.
<br>
<<skinicon "masturbate">><<link [[Masturbate|Island Masturbation]]>><<set $masturbationstart to 1>><</link>>
<br>
<</if>>
<<skinicon "wash">><<link [[Wash (0:10)|Island]]>><<island_pass 10>><<wash>><</link>>
<br>
<<mirroricon>><<link [[Look at your reflection|Island Mirror]]>><<preMirror>><</link>>
<br>
<<if $worn.upper.exposed gte 2 and $worn.under_upper.exposed gte 1
or $worn.upper.exposed gte 2 and $underupperwetstage gte 3
or $upperwetstage gte 3 and $worn.under_upper.exposed gte 1
or $upperwetstage gte 3 and $underupperwetstage gte 3>>
<<foresticon "bush">><<link [[Make a top out of plants and twigs (0:20)|Island Clothes]]>><<set $phase to 1>><<island_pass 20>><</link>>
<br>
<</if>>
<<if $worn.lower.exposed gte 2 and $worn.under_lower.exposed gte 1
or $worn.lower.exposed gte 2 and $underlowerwetstage gte 3
or $lowerwetstage gte 3 and $worn.under_lower.exposed gte 1
or $lowerwetstage gte 3 and $underlowerwetstage gte 3>>
<<foresticon "bush">><<link [[Make a skirt out of plants and twigs (0:20)|Island Clothes]]>><<set $phase to 2>><<island_pass 20>><</link>>
<br>
<</if>>
<<bedicon "zzz">><<link [[Sleep|Island Bed]]>><</link>>
<br>
<br>
<<if $island.explore_locations.includes("castle")>>
<<birdicon "tower">><<link [[Walk to castle (0:20)|Island Castle]]>><<island_pass 20>><</link>>
<br>
<</if>>
<<if $worn.face.name is "islander mask">>
<<islandicon "mask">><<link [[Store mask|Island]]>><<set $island.mask_stored to 1>><<faceruined true>><</link>>
<br>
<<elseif $island.mask_stored is 1>>
<<islandicon "mask">><<link [[Retrieve mask|Island]]>><<set $island.mask_stored to undefined>><<facewear 38>><</link>>
<br>
<</if>>
<<if $debug is 1>>
<<ind>><<link [[Get wood|$passage]]>><<set $island.wood += 100>><</link>> (debug)
<br>
<</if>>
<</if>><<effects>>
<<link [[Step away|Island]]>><<handheldon>><<unset $mirrorMenu>><<unset $bodywritingSet>><<postMirror>><</link>>
<br><br>
<<mirror "water">>
<br><br><<set $outside to 0>><<effects>>
<<if $island.home is "rocky_hillock">>
You lie beneath the overhang, on a bed of soft moss. The surrounding rocks shelter you from the wind and rain.
<br><br>
<</if>>
<<generateSleepLinks "Island Sleep">>
<<link [[Climb out of bed|Island]]>><<storeon "bed">><<set $wardrobe_location to "wardrobe">><<loadTempHairStyle>><<endevent>><</link>>
<br><br><<set _autosavehere to true>>
<<effects>>
<<sleep>><<effects>>
<<sleepeffects>>
<<if $island_wake_3 is 1>>
<<unset $island_wake_3>>
<<generateRole 0 0 "islander">>
<<generateRole 1 0 "islander">>
<<generateRole 2 0 "islander">>
<<generateRole 3 0 "islander">>
<<person1>>
<<if $island[$island.home].trap is "simple" and random(1, 2) is 2 or $island[$island.home].trap is "basic" and random(1, 4) gte 2 or $island[$island.home].trap is "advanced">>
You're awoken by a scream. Your trap caught someone. There are three other voices however, coming this way.<<lcamp_concealment>><<set $island.hide += 1>>
<br><br>
<<endevent>>
<<generateRole 0 0 "islander">>
<<generateRole 1 0 "islander">>
<<generateRole 2 0 "islander">>
<<person1>>
<<link [[Defend yourself|Island Sleep Defend]]>><<set $phase to 1>><<unset $island_roll>><</link>>
<br>
/*
<<set $island_roll to random(1, 100)>><<set $island_roll += (13 * $island.hide)>>
<<link [[Skulk away|Island Sleep Skulk]]>><<set $phase to 1>><</link>><<difficulty $island_roll>>
<br>
*/
<<set $skulduggerydifficulty to (800 + (50 * $island.hide))>>
<<link [[Skulk|Island Sleep Hide 3]]>><<set $phase to 1>><<unset $island_roll>><</link>><<skulduggerydifficulty>>
<br>
<<else>>
<<if $islander_language gte 100>>
You're awoken by <span class="pink">loud voices</span> announcing their presence.
<br>
"We know you're in there," says a <<personsimple>>'s voice.
<br>
"If you submit we'll go easy on you," says another.
<<elseif $islander_language gte 50>>
You're awoken by <span class="pink">loud voices</span> announcing their presence. It sounds like they're calling for you, in a mocking tone.
<<else>>
You're awoken by <span class="pink">loud voices</span> announcing their presence. Their language is incomprehensible, but they're getting closer.
<</if>>
<<lcamp_concealment>><<set $island.hide += 1>>
<br><br>
<<link [[Defend yourself|Island Sleep Defend]]>><<unset $island_roll>><</link>>
<br>
/*
<<set $island_roll to random(1, 100)>><<set $island_roll += (12 * $island.hide)>>
<<link [[Skulk away|Island Sleep Skulk]]>><</link>><<difficulty $island_roll>>
<br>
*/
<<set $skulduggerydifficulty to (700 + (50 * $island.hide))>>
<<link [[Skulk|Island Sleep Hide 3]]>><<unset $island_roll>><</link>><<skulduggerydifficulty>>
<br>
<br>
<</if>>
<<elseif $island_wake_2 is 1>>
<<unset $island_wake_2>>
<<generateRole 0 0 "islander">>
<<generateRole 1 0 "islander">>
<<generateRole 2 0 "islander">>
<<person1>>
<<if $island[$island.home].trap is "simple" and random(1, 2) is 2 or $island[$island.home].trap is "basic" and random(1, 4) gte 2 or $island[$island.home].trap is "advanced">>
A <<personsimple>>'s scream wakes you. Your trap snared someone, but there are two other voices coming this way.<<lcamp_concealment>><<set $island.hide += 1>>
<<endevent>>
<<generateRole 0 0 "islander">>
<<generateRole 1 0 "islander">>
<<person1>>
<br><br>
<<link [[Ambush them|Island Sleep Ambush]]>><<unset $island_roll>><</link>>
<br>
/*
<<set $island_roll to random(1, 100)>><<set $island_roll += (6 * $island.hide)>>
<<link [[Slink away|Island Sleep Slink]]>><</link>><<difficulty $island_roll>>
<br>
*/
<<set $skulduggerydifficulty to (300 + (50 * $island.hide))>>
<<link [[Slink|Island Sleep Hide 2]]>><<set $phase to 1>><<unset $island_roll>><</link>><<skulduggerydifficulty>>
<br>
<<else>>
You awaken to the <span class="pink">sound of voices.</span> There are three of them, speaking in hushed tones. They're getting closer.<<lcamp_concealment>><<set $island.hide += 1>>
<br><br>
<<link [[Ambush them|Island Sleep Ambush]]>><<unset $island_roll>><</link>>
<br>
/*
<<set $island_roll to random(1, 100)>><<set $island_roll += (11 * $island.hide)>>
<<link [[Slink away|Island Sleep Slink]]>><</link>><<difficulty $island_roll>>
<br>
*/
<<set $skulduggerydifficulty to (600 + (50 * $island.hide))>>
<<link [[Slink|Island Sleep Hide 2]]>><<unset $island_roll>><</link>><<skulduggerydifficulty>>
<br>
<</if>>
<<elseif $island_wake_1 is 1>>
<<unset $island_wake_1>>
<<generateRole 0 0 "islander">>
<<generateRole 1 0 "islander">>
<<person1>>
<<if $island[$island.home].trap is "simple" and random(1, 2) is 2 or $island[$island.home].trap is "basic" and random(1, 4) gte 2 or $island[$island.home].trap is "advanced">>
You awaken to the sound of a <<person1>><<personsimple>> screaming. Someone triggered your trap. You hear a second voice, growing louder. They'll be here soon, but it sounds like they're alone.<<lcamp_concealment>><<set $island.hide += 1>>
<<endevent>>
<<generateRole 0 0 "islander">>
<br><br>
<<link [[Get up and confront|Island Sleep Confront Trapped]]>><<unset $island_roll>><</link>>
<br>
/*
<<set $island_roll to random(1, 100)>><<set $island_roll += (5 * $island.hide)>>
<<link [[Remain motionless|Island Sleep Motionless Trapped]]>><</link>><<difficulty $island_roll>>
<br>
*/
<<set $skulduggerydifficulty to (200 + (100 * $island.hide))>>
<<link [[Hide|Island Sleep Hide Trapped]]>><<unset $island_roll>><</link>><<skulduggerydifficulty>>
<br>
<<else>>
You awaken in a fright, <span class="pink">sensing danger.</span> You hear whispering.<<lcamp_concealment>><<set $island.hide += 1>>
<br><br>
<<link [[Get up and confront the source of the whispers|Island Sleep Confront]]>><<unset $island_roll>><</link>>
<br>
/*
<<set $island_roll to random(1, 100)>><<set $island_roll += (10 * $island.hide)>>
<<link [[Remain motionless|Island Sleep Motionless]]>><</link>><<difficulty $island_roll>>
<br>
*/
<<set $skulduggerydifficulty to (500 + (100 * $island.hide))>>
<<link [[Hide|Island Sleep Hide]]>><<unset $island_roll>><</link>><<skulduggerydifficulty>>
<br>
<</if>>
<<else>>
You sleep soundly,
<<if Time.dayState is "night">>
and awaken to the sound of the wind.
<<else>>
and awaken to the sound of chirping birds.
<</if>>
<br><br>
<<link [[Next|Island]]>><</link>>
<br>
<</if>><<effects>>
<<if $phase is 1>>
You wait upon your throne as the voices draw closer. A <<person1>><<person>>, <<person2>><<person>>, and <<person3>><<person>> step from the trees.
<<else>>
You wait upon your throne as the voices draw closer. A <<person1>><<person>>, <<person2>><<person>>, <<person3>><<person>> and <<person4>><<person>> step from the trees.
<</if>>
<<if $island[$island.home].chair is "advanced">>
Your pose gives them pause.
<br><br>
<<if $islander_language gte 100>>
"This impotent whore thinks <<pshe>> can lord over the island," the <<person1>><<person>> shouts. "Let's teach <<phim>> <<pher>> place."
<<elseif $islander_language gte 50>>
The <<person1>><<person>> shouts something about teaching you your place, then they charge.
<<else>>
The <<person1>><<person>> shouts something in their incomprehensible language, then they charge.
<</if>>
<br><br>
<<link [[Next|Island Sleep Fight]]>><<set $fightstart to 1>><</link>>
<br>
<<else>>
<br><br>
<<if $islander_language gte 100>>
"This is the one the druid wants," the <<person1>><<person>> shouts. "Charge!"
<<elseif $islander_language gte 50>>
The <<person1>><<person>> shouts something about searching for you in particular, then they charge.
<<else>>
The <<person1>><<person>> shouts in their incomprehensible language, then they charge.
<</if>>
<br><br>
<<link [[Next|Island Sleep Fight]]>><<set $fightstart to 1>><</link>>
<br>
<</if>><<effects>>
<<if $phase is 1>>
You skulk from your sleeping spot, keeping low among the foliage as a <<person1>><<person>>, <<person2>><<person>>, and <<person3>><<person>> step into view.
<<else>>
You skulk from your sleeping spot, keeping low among the foliage as a <<person1>><<person>>, <<person2>><<person>>, <<person3>><<person>> and <<person4>><<person>> step into view.
<</if>>
<<if $rng gte $island_roll>>
<span class="green">They pass right by without noticing you,</span> and continue on to parts unknown.
<br><br>
<<link [[Next|Island]]>><<endevent>><</link>>
<br>
<<else>>
<<if $islander_language gte 100>>
They whisper to each other.
<br>
"You think it's the lost one?"
<br>
"Be silent, you'll be heard."
<br>
"It is!" shouts the <<person1>><<person>>. "There!" <<He>> points right at you.
<<elseif $islander_language gte 50>>
They whisper to each other, asking questions as they scan the ground looking for something. The <<person2>><<person>> <span class="red">shouts and points right at you.</span>
<<else>>
They whisper to each other in an incomprehensible language and scan the ground as if looking for something. The <<person2>><<person>> <span class="red">shouts and points right at you.</span>
<</if>>
<br><br>
<<link [[Fight|Island Sleep Fight]]>><<set $fightstart to 1>><</link>>
<br>
<<link [[Submit (0:30)|Island Sleep Submit]]>><</link>>
<br>
<</if>>
<<unset $island_roll>><<effects>>
You disappear into the shadows and remain motionless. You hear their whispers more clearly now.
<<if $islander_language gte 100>>
There are multiple speakers.
"Come out, and we'll go easy on you."
<br>
"I'd rather they put up a good struggle."
<br>
"Harming them too much might anger the druid."
<<elseif $islander_language gte 50>>
There are multiple speakers. You can understand them well enough to know they're looking for you.
<<else>>
There are multiple speakers, but the language is incomprehensible to you.
<</if>>
<br><br>
<<if $phase is 1>>
You lie in the shadows, and watch a <<person>>, <<person2>><<person>>, and <<person3>><<person>> step into view. Each wears a strange, antlered mask.
<<else>>
You lie in the shadows, and watch a <<person>>, <<person2>><<person>>, <<person3>><<person>> and <<person4>><<person>> step into view. Each wears a strange, antlered mask.
<</if>>
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
They stop in front of your sleeping spot, then continue on <span class="green">without looking your way.</span>
<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">That was too easy. You didn't learn anything.</span>
<br><br>
<</if>>
<<link [[Next|Island]]>><<endevent>><</link>>
<br>
<<else>>
They stop in front of your hiding place, and look at each other. <span class="red">Then the <<person>> pounces atop you</span>, and pins you to the ground./*<<gcamp_concealment>>*/<<set $island.hide -= 3>>
<br><br>
<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">That was too easy. You didn't learn anything.</span>
<br><br>
<</if>>
<<link [[Fight|Island Sleep Fight]]>><<set $fightstart to 1>><</link>>
<br>
<<link [[Submit (0:30)|Island Sleep Submit]]>><</link>>
<br>
<</if>><<effects>>
You wait with your back against a tree, listening to the approaching footfalls. A <<person1>><<person>> walks by, and doesn't notice you.
<br><br>
<<Hes>> followed by a <<person2>><<person>>. You're unsure if they're more perceptive, or just lucky, but their head turns to face you. <<His>> mask reveals nothing, but you take the initiative, and spring into an attack.
<br><br>
<<link [[Next|Island Sleep Fight]]>><<set $fightstart to 1>><</link>>
<br><<effects>>
You slink into the shadows, crawling on your belly as a <<person1>><<person>>, <<person2>><<person>>, and <<person3>><<person>> step into view.
<<if $rng gte $island_roll>>
<span class="green">They pass right by without noticing you,</span> and continue on to parts unknown.
<br><br>
<<link [[Next|Island]]>><<endevent>><</link>>
<br>
<<else>>
<<if $islander_language gte 100>>
They talk to each other.
"I know <<pshes>> here," the <<person1>><<person>> says.
<br>
"Then keep your voice down," the <<person2>><<person>> replies.
<br>
"No need," the <<person3>><<person>> adds. "I see <<phim>>!" <span class="red"><<He>> points right at you.</span>
<<elseif $islander_language gte 50>>
They whisper to each other. It's clear they're looking for you, even before the <<person2>><<person>> <span class="red">shouts and points right at you.</span>
<<else>>
They whisper to each other in an incomprehensible language and scan the ground as if looking for something. The <<person2>><<person>> <span class="red">shouts and points right at you.</span>
<</if>>
<br><br>
<<link [[Fight|Island Sleep Fight]]>><<set $fightstart to 1>><</link>>
<br>
<<link [[Submit (0:30)|Island Sleep Submit]]>><</link>>
<br>
<</if>>
<<unset $island_roll>><<effects>>
You slink into the shadows, crawling on your belly as a <<person1>><<person>> and <<person2>><<person>> step into view.
<<if $rng gte $island_roll>>
<span class="green">They pass right by without noticing you,</span> and continue on to parts unknown.
<br><br>
<<link [[Next|Island]]>><<endevent>><</link>>
<br>
<<else>>
<<if $islander_language gte 100>>
They talk to each other.
"Think the lost one is here?" the <<person1>><<person>> asks.
<br>
"Yes," the <<person2>><<person>> replies. "Right there!" <span class="red"><<He>> points at you.</span>
<<elseif $islander_language gte 50>>
They talk to each other. You can't understand them, but it's clear they're looking for you. The <<person2>><<person>> scans the ground, <span class="red">then shouts and points right at you.</span>
<<else>>
They talk to each other in an incomprehensible language and scan the ground as if looking for something. The <<person2>><<person>> <span class="red">shouts and points right at you.</span>
<</if>>
<br><br>
<<link [[Fight|Island Sleep Fight]]>><<set $fightstart to 1>><</link>>
<br>
<<link [[Submit (0:30)|Island Sleep Submit]]>><</link>>
<br>
<</if>>
<<unset $island_roll>><<effects>>
You flip onto your belly and squirm along the ground, away from the approaching voices.
<<if $islander_language gte 100>>
Their voices are clearer now.
"Think it's the lost one?"
<br>
"Could be. Unusual place to camp."
<<elseif $islander_language gte 50>>
Their voices are clearer now, and it's clear they're looking for you.
<<else>>
Their voices are clearer now, speaking in their incomprehensible language.
<</if>>
<br><br>
<<if $phase is 1>>
You lie in the shadows, and watch a <<person>> and <<person2>><<person>> step into view. Each wears a strange, antlered mask.
<<else>>
You lie in the shadows, and watch a <<person>>, <<person2>><<person>> and <<person3>><<person>> step into view. Each wears a strange, antlered mask.
<</if>>
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
They stop in front of your sleeping spot, then continue on <span class="green">without looking your way.</span>
<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">That was too easy. You didn't learn anything.</span>
<br><br>
<</if>>
<<link [[Next|Island]]>><<endevent>><</link>>
<br>
<<else>>
They stop in front of your hiding place, and look at each other. <span class="red">Then the <<person>> pounces atop you</span>, and pins you to the ground./*<<gcamp_concealment>>*/<<set $island.hide -= 3>>
<br><br>
<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">That was too easy. You didn't learn anything.</span>
<br><br>
<</if>>
<<link [[Fight|Island Sleep Fight]]>><<set $fightstart to 1>><</link>>
<br>
<<link [[Submit (0:30)|Island Sleep Submit]]>><</link>>
<br>
<</if>><<effects>>
You jump to your feet.
<<if $speech_attitude is "meek">>
"I mean you no harm," you say. "But you're frightening me."
<<elseif $speech_attitude is "bratty">>
"Come out right now," you say. "Or I'll find you."
<<else>>
"Come out," you say.
<</if>>
<br><br>
There's silence for a moment, then a <<person1>><<person>> and <<person2>><<person>> walk from the shadows, advancing on you.
<br><br>
<<link [[Next|Island Sleep Fight]]>><<set $fightstart to 1>><</link>>
<br><<effects>>
You jump to your feet.
<<if $speech_attitude is "meek">>
"I mean you no harm," you say. "But you're frightening me."
<<elseif $speech_attitude is "bratty">>
"Come out right now," you say. "Or I'll find you."
<<else>>
"Come out," you say.
<</if>>
<br><br>
There's silence for a moment, then a <<person1>><<person>> emerges from the shadows, advancing on you.
<br><br>
<<link [[Next|Island Sleep Rape]]>><<set $molestationstart to 1>><</link>>
<br><<effects>>
You remain as still as a corpse, watching as a <<person1>><<person>> and <<person2>><<person>> step into view.
<<if $rng gte $island_roll>>
<span class="green">They pass right by without noticing you,</span> and continue on to parts unknown.
<br><br>
<<link [[Next|Island]]>><<endevent>><</link>>
<br>
<<else>>
<<if $islander_language gte 100>>
They whisper to each other.
<br>
"The druid will reward us if it's <<phim>>,"
<br>
"Yes, so keep it down."
<br>
"No need. There <<pshe>> is!" <span class="red"><<He>> points right at you.</span>
<<elseif $islander_language gte 50>>
They whisper to each other. It's clear they're looking for you. The <<person2>><<person>> scans the ground, then <span class="red">shouts and points right at you.</span>
<<else>>
They whisper to each other in an incomprehensible language and scan the ground as if looking for something. The <<person2>><<person>> <span class="red">shouts and points right at you.</span>
<</if>>
<br><br>
<<link [[Fight|Island Sleep Fight]]>><<set $fightstart to 1>><</link>>
<br>
<<link [[Submit (0:30)|Island Sleep Submit]]>><</link>>
<br>
<</if>>
<<unset $island_roll>><<effects>>
You remain as still as a corpse, and a <<person1>><<person>> steps into view.
<<if $rng gte $island_roll>>
<span class="green"><<He>> passes right by without noticing you,</span> and continue on to parts unknown.
<br><br>
<<link [[Next|Island]]>><<endevent>><</link>>
<br>
<<else>>
<<He>> scans the ground as if looking for something, <span class="red">and <<his>> eyes land right on you.</span>
<br><br>
<<link [[Next|Island Sleep Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<<unset $island_roll>><<effects>>
You flip onto your belly and squirm along the ground, away from the approaching voices. You hear their whispers more clearly now.
<<if $islander_language gte 100>>
There are two speakers.
<br>
"There's someone here for sure."
<br>
"Then be quiet, or you'll alert them."
<<elseif $islander_language gte 50>>
There are two speakers. You can't quite tell what they're talking about, but it's clear they're looking for you.
<<else>>
There are two speakers, but the language is incomprehensible to you.
<</if>>
<br><br>
You lie in the shadows, and watch a <<person>> and <<person2>><<person>> step into view. Each wears a strange, antlered mask.
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
They stop in front of your sleeping spot, then continue on <span class="green">without looking your way.</span>
<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">That was too easy. You didn't learn anything.</span>
<br><br>
<</if>>
<<link [[Next|Island]]>><<endevent>><</link>>
<br>
<<else>>
They stop in front of your hiding place, and look at each other. <span class="red">Then the <<person>> pounces atop you</span>, and pins you to the ground./*<<gcamp_concealment>>*/<<set $island.hide -= 3>>
<br><br>
<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">That was too easy. You didn't learn anything.</span>
<br><br>
<</if>>
<<link [[Fight|Island Sleep Fight]]>><<set $fightstart to 1>><</link>>
<br>
<<link [[Submit (0:30)|Island Sleep Submit]]>><</link>>
<br>
<</if>><<effects>>
You flip onto your belly and squirm along the ground, away from the approaching footsteps. You lie in the shadows as a <<person1>><<person>> steps into view. <<His>> motions are cautious, perhaps afraid of another trap.
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<<He>> stops nearby, then continues on <span class="green">without looking your way.</span>
<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">That was too easy. You didn't learn anything.</span>
<br><br>
<</if>>
<<link [[Next|Island]]>><<endevent>><</link>>
<br>
<<else>>
<<He>> glances around, <span class="red">and spots you.</span>./*<<gcamp_concealment>>*/<<set $island.hide -= 3>>
<br><br>
<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">That was too easy. You didn't learn anything.</span>
<br><br>
<</if>>
<<link [[Next|Island Sleep Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Island Sleep Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Island Sleep Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<if $islander_language gte 100>>
Your assailants stagger away from you.
<br>
"They didn't tell us the foreign <<girl>> would be this attractive."
<br>
"J-just keep an eye on <<phim>>."
<br>
<<elseif $islander_language gte 50>>
Your assailants stagger away from you, exclaiming about your prowess, and giving you an opportunity to escape.
<<else>>
Your assailants stagger away from you, mumbling in their incomprehensible language, giving you an opportunity to escape.
<</if>>
You hide, crouching low behind a gnarled lump of fallen wood. In their stupor, they fail to keep track of you.
<br><br>
<<tearful>> you leave your hiding place. You're in the clear, for now.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Island]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
<<if $islander_language gte 100>>
Your assailants fall back. "They didn't tell us <<pshe>>'d be this strong."
<br>
"I'm leaving. There will be other opportunities."
<<elseif $islander_language gte 50>>
Your assailants fall back, surprised by your strength, giving you an opportunity to escape.
<<else>>
Your assailants fall back, mumbling in their incomprehensible language, giving you an opportunity to escape.
<</if>>
<br><br>
<<tearful>> you catch your breath. You're in the clear, for now.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Island]]>><</link>>
<br>
<<else>>
You fall to the ground, too hurt to continue fighting.
<br><br>
<<if $islander_language gte 100>>
The pair step either side of you. "The druid will reward us for this."
<br>
"If we can make it back. Get the rope ready, I'll find a stick."
<<elseif $islander_language gte 50>>
The pair step either side of you. <<tearful>> you listen as they talk about taking you somewhere.
<<else>>
The pair step either side of you. <<tearful>> you listen as they talk over you in their incomprehensible language.
<</if>>
<br><br>
<<link [[Next|Island Defeat]]>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Island Sleep Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Island Sleep Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The <<person>> doesn't look back as <<he>> disappears between the trees.
<br><br>
<<tearful>> you climb to your feet.
<br><br>
<<elseif $enemyhealth lte 0>>
The <<person>> trips and tumbles as <<he>> turns in a mad dash to escape.
<br><br>
<<tearful>> you catch your breath.
<br><br>
<</if>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Island]]>><</link>><<effects>>
You drop to your knees in surrender. The pair watch you, look at each other, then approach with caution in their steps.
<br><br>
<<if $islander_language gte 100>>
They step either side of you. "That was easy."
<br>
"You can say that when we get <<phim>> back to the castle. Keep an eye out for trickery. I'll find a stick."
<<elseif $islander_language gte 50>>
They step either side of you. You listen the as they talk about taking you somewhere.
<<else>>
They step either side of you. You listen as they talk in their incomprehensible language.
<</if>>
<br><br>
<<link [[Next|Island Defeat]]>><</link>>
<br><<effects>>
<<if $enemyno is 6>>
<<clearsinglenpc 5>>
<</if>>
<<if $enemyno is 5>>
<<clearsinglenpc 4>>
<</if>>
<<if $enemyno is 4>>
<<clearsinglenpc 3>>
<</if>>
<<if $enemyno is 3>>
<<clearsinglenpc 2>>
<</if>>
The <<person1>><<person>> snaps off a branch and begins removing the smaller twigs, while the <<person2>><<person>> unravels a length of rope.
<<if $worn.upper.name isnot "naked" or $worn.under_upper.name isnot "naked" or $worn.lower.name isnot "naked" or $worn.under_lower.name isnot "naked">>
They strip you with bare hands, force your arms and legs behind your back, and tie you to the stick.
<<clothesruined>>
<<else>>
They force your arms and legs behind your back, and tie you to the stick with bare hands.
<</if>>
<br><br>
<<island_pass 30>>
They each heft one side of the branch onto a shoulder, leaving you suspended and helpless between them. They begin their march, taking you with them. <<if $worn.handheld.name isnot "naked">>Your $worn.handheld.name is left behind.<</if>><<bind>><<legbind>> <<set $island.hide to Math.clamp($island.hide, 0, 30)>>
<br><br>
<<if $island.defeat_intro is undefined>>
They walk deep into the island, following a strange path, at times pushing through thick brush and avoiding more open paths, until they at last come to a river. A log has been placed over it, creating a thin bridge.
<br><br>
<<link [[Next|Island Defeat 2]]>><<set $island.defeat_intro to 1>><</link>>
<br>
<<else>>
They walk deep into the island, following the strange paths to the ruined castle. It's much as you remember it. A crowd follows you in once more, and once more you are hoisted upright, exposed in front of a gathered audience.<<gtrauma>><<trauma 6>><<gstress>><<stress 6>><<garousal>><<arousal 600>>
<br><br>
<<link [[Next|Island Defeat 5]]>><</link>>
<br>
<</if>><<effects>>
The pair stop beside the rapid water, share a brief discussion, then hop onto the log. They move so fast that you're half-worried they'll slip and take you with them, but they make it across. The <<person2>><<person>> gives your <<bottom>> a gentle smack.
<br><br>
The trees here aren't so dense, and the ground between them is clear of smaller plants. The pair carry you up a slope. A ruined castle appears beyond the crest, green with moss.
<br><br>
<<link [[Next|Island Defeat 3]]>><</link>>
<br><<effects>>
The base of the castle comes into view. There are figures moving down there. They're dressed like your captors, but wear no masks.
<br><br>
They cease their activity when they see you, then fall in behind the pair. They don't look unusual beneath the masks. A bit leaner than the townsfolk, maybe.
<br><br>
<<generateRole 2 0 "islander">><<person3>>
They carry you beneath a stone arch, and into a labyrinth of stone corridors. Despite looking like a ruin, you pass a <<person>> working with the masonry, building what looks like a new wall to portion off part of a corridor.
<br><br>
<<link [[Next|Island Defeat 4]]>><</link>>
<br><<effects>>
The corridor opens into a courtyard, surrounded by four stone walls. The ground itself is also stone, but free of vegetation.
<br><br>
The <<person1>><<person>> and <<person2>><<person>> heave the stick into an upright position, exposing you to the large crowd that followed you here. So bound and helpless, there's nothing you can do to cover your nudity.<<gtrauma>><<trauma 6>><<gstress>><<stress 6>><<garousal>><<arousal 600>>
<br><br>
<<link [[Next|Island Defeat 5]]>><</link>>
<br><<effects>>
<<generateRole 3 0 "islander">><<person4>>
A courtyard echoes with the rumble of unseen drums. The islanders smack their thighs and chests in time with the sound, as a <<person>> advances on you. <<He>> wears a round mask, with three smaller circles above <<his>> eyes and mouth. In <<his>> right hand <<he>> holds a bundle of thin leaves, splaying from <<his>> grip like a bouquet. In <<his>> left hand, a cruel-looking ivory knife.
<br><br>
<<if $island.defeat gte 11>>
<<He>> examines you from head to toe, tracing the knife across the marks covering you. It stings, though <<he>> doesn't break the skin. <<He>> raises <<his>> head to the sky, and nods at the tower above.
<br><br>
<<if $islander_language gte 100>>
The drums fall silent, the islanders still, and the <<person>> begins to chant.
<br><br>
"Monarch of the lost, bestow us with light!"
<br>
"Monarch of the lost, bestow us with light!"
<br>
"Monarch of the lost, bestow us with light!"
<br><br>
<<His>> voice rises and falls with the wind, which seems to howl all the fiercer. <span class="red">Then the ground trembles.</span>
<br><br>
<<elseif $islander_language gte 50>>
The drums fall silent, the islanders still, and the <<person>> begins to chant. You can't fathom the details, but you think <<he>> speaks of something that was lost. <<His>> voice rises and falls with the wind, which seems to howl all the fiercer. <span class="red">Then the ground trembles.</span>
<br><br>
<<else>>
The drums fall silent, the islanders still, and the <<person>> begins to chant in their incomprehensible language. <<His>> voice rises and falls with the wind, which seems to howl all the fiercer. <span class="red">Then the ground trembles.</span>
<br><br>
<</if>>
<<link [[Next|Island Defeat End]]>><</link>>
<br>
<<else>>
<<if $bodywritingLvl gte 3>>
<<He>> turns to the crowd, and releases a baleful cry. The cry is mimicked, resounding around the courtyard as the <<person>> turns to face you once more. <<He>> separates a leaf from the bundle, sniffs it, then discards the rest. With a careful precision, <<he>> slices off a thin strip of fibre, and presses it against your
<<if $skin.right_bottom.special isnot "island" and $skin.right_bottom.pen isnot "brand" and $skin.right_bottom.pen isnot "tattoo" and $skin.right_bottom.pen isnot "magic">>
<<set _bodypart to "right_bottom">>
<<island_tattoo>>
<<bottom>>.
<br><br>
<<He>> crushes the plant between the blunt edge of the knife and your skin. Hard. A prodigious volume of black fluid runs out. It almost looks like blood.
<br><br>
<<He>> takes what remains of the fibre, and turns away, leaving your <<bottom>> marked with a <<tattoo right_bottom>>.
<<elseif $skin.left_bottom.special isnot "island" and $skin.left_bottom.pen isnot "brand" and $skin.left_bottom.pen isnot "tattoo" and $skin.left_bottom.pen isnot "magic">>
<<set _bodypart to "left_bottom">>
<<island_tattoo>>
<<bottom>>.
<br><br>
<<He>> crushes the plant between the blunt edge of the knife and your skin. Hard. A prodigious volume of black fluid runs out. It almost looks like blood.
<br><br>
<<He>> takes what remains of the fibre, and turns away, leaving your <<bottom>> marked with a <<tattoo left_bottom>>.
<<elseif $skin.left_thigh.special isnot "island" and $skin.left_thigh.pen isnot "brand" and $skin.left_thigh.pen isnot "tattoo" and $skin.left_thigh.pen isnot "magic">>
<<set _bodypart to "left_thigh">>
<<island_tattoo>>
left thigh.
<br><br>
<<He>> crushes the plant between the blunt edge of the knife and your skin. Hard. A prodigious volume of black fluid runs out. It almost looks like blood.
<br><br>
<<He>> takes what remains of the fibre, and turns away, leaving your skin marked with a <<tattoo left_thigh>>.
<<elseif $skin.right_thigh.special isnot "island" and $skin.right_thigh.pen isnot "brand" and $skin.right_thigh.pen isnot "tattoo" and $skin.right_thigh.pen isnot "magic">>
<<set _bodypart to "right_thigh">>
<<island_tattoo>>
right thigh.
<br><br>
<<He>> crushes the plant between the blunt edge of the knife and your skin. Hard. A prodigious volume of black fluid runs out. It almost looks like blood.
<br><br>
<<He>> takes what remains of the fibre, and turns away, leaving your skin marked with a <<tattoo right_thigh>>.
<<elseif $skin.pubic.special isnot "island" and $skin.pubic.pen isnot "brand" and $skin.pubic.pen isnot "tattoo" and $skin.pubic.pen isnot "magic">>
<<set _bodypart to "pubic">>
<<island_tattoo>>
pubis.
<br><br>
<<He>> crushes the plant between the blunt edge of the knife and your skin. Hard. A prodigious volume of black fluid runs out. It almost looks like blood.
<br><br>
<<He>> takes what remains of the fibre, and turns away, leaving your skin marked with a <<tattoo pubic>>.
<<elseif $skin.back.special isnot "island" and $skin.back.pen isnot "brand" and $skin.back.pen isnot "tattoo" and $skin.back.pen isnot "magic">>
<<set _bodypart to "back">>
<<island_tattoo>>
back.
<br><br>
<<He>> crushes the plant between the blunt edge of the knife and your skin. Hard. A prodigious volume of black fluid runs out. It almost looks like blood.
<br><br>
<<He>> takes what remains of the fibre, and turns away, leaving your skin marked with a <<tattoo back>>.
<<elseif $skin.breasts.special isnot "island" and $skin.breasts.pen isnot "brand" and $skin.breasts.pen isnot "tattoo" and $skin.breasts.pen isnot "magic">>
<<set _bodypart to "breasts">>
<<island_tattoo>>
<<breasts>>.
<br><br>
<<He>> crushes the plant between the blunt edge of the knife and your skin. Hard. A prodigious volume of black fluid runs out. It almost looks like blood.
<br><br>
<<He>> takes what remains of the fibre, and turns away, leaving your skin marked with a <<tattoo breasts>>.
<<elseif $skin.left_shoulder.special isnot "island" and $skin.left_shoulder.pen isnot "brand" and $skin.left_shoulder.pen isnot "tattoo" and $skin.left_shoulder.pen isnot "magic">>
<<set _bodypart to "left_shoulder">>
<<island_tattoo>>
left shoulder.
<br><br>
<<He>> crushes the plant between the blunt edge of the knife and your skin. Hard. A prodigious volume of black fluid runs out. It almost looks like blood.
<br><br>
<<He>> takes what remains of the fibre, and turns away, leaving your skin marked with a <<tattoo left_shoulder>>.
<<elseif $skin.right_shoulder.special isnot "island" and $skin.right_shoulder.pen isnot "brand" and $skin.right_shoulder.pen isnot "tattoo" and $skin.right_shoulder.pen isnot "magic">>
<<set _bodypart to "right_shoulder">>
<<island_tattoo>>
right shoulder.
<br><br>
<<He>> crushes the plant between the blunt edge of the knife and your skin. Hard. A prodigious volume of black fluid runs out. It almost looks like blood.
<br><br>
<<He>> takes what remains of the fibre, and turns away, leaving your skin marked with a <<tattoo right_shoulder>>.
<<elseif $skin.left_cheek.special isnot "island" and $skin.left_cheek.pen isnot "brand" and $skin.left_cheek.pen isnot "tattoo" and $skin.left_cheek.pen isnot "magic">>
<<set _bodypart to "left_cheek">>
<<island_tattoo>>
left cheek.
<br><br>
<<He>> crushes the plant between the blunt edge of the knife and your skin. Hard. A prodigious volume of black fluid runs out. It almost looks like blood.
<br><br>
<<He>> takes what remains of the fibre, and turns away, leaving your skin marked with a <<tattoo left_cheek>>.
<<elseif $skin.right_cheek.special isnot "island" and $skin.right_cheek.pen isnot "brand" and $skin.right_cheek.pen isnot "tattoo" and $skin.right_cheek.pen isnot "magic">>
<<set _bodypart to "right_cheek">>
<<island_tattoo>>
right cheek.
<br><br>
<<He>> crushes the plant between the blunt edge of the knife and your skin. Hard. A prodigious volume of black fluid runs out. It almost looks like blood.
<br><br>
<<He>> takes what remains of the fibre, and turns away, leaving your skin marked with a <<tattoo right_cheek>>.
<<elseif $skin.forehead.special isnot "island" and $skin.forehead.pen isnot "brand" and $skin.forehead.pen isnot "tattoo" and $skin.forehead.pen isnot "magic">>
<<set _bodypart to "forehead">>
<<island_tattoo>>
forehead.
<br><br>
<<He>> crushes the plant between the blunt edge of the knife and your skin. Hard. A prodigious volume of black fluid runs out. It almost looks like blood.
<br><br>
<<He>> takes what remains of the fibre, and turns away, leaving your skin marked with a <<tattoo forehead>>.
<<else>>
forehead. <<He>> pauses, before pulling you to your feet, examining the myriad tattoos covering your body. <<if $uncomfortable.nude is true>><<covered>><</if>>
<</if>>
<br><br>
<<link [[Next|Island Defeat Tattoo End]]>><</link>>
<br>
<<else>>
<<He>> plucks one of the leaves from the bundle, and discards the others. <<He>> holds it against your forehead, and crushes it with the blunt edge of <<his>> knife. Black fluid runs down your face. It almost looks like blood, and smells just like it.<<ggtrauma>><<trauma 12>>
<br><br>
<<link [[Next|Island Defeat Tattoo End]]>><</link>>
<br>
<</if>>
<</if>>
<<if $island.defeat is undefined>>
<<set $island.defeat to 1>>
<<else>>
<<set $island.defeat += 1>>
<</if>><<effects>>
Your body lurches as the <<person1>><<person>> and <<person2>><<person>> lift the stick. Other islanders step forward to help support your body, getting a good handful of your <<bottom>> as they do.
<br><br>
<<if $islander_language gte 100>>
They talk amongst themselves. You catch some snippets.
<br>
<<if random(1, 2) is 2>>
"Chanting always makes me hungry."
<<else>>
"I hope I catch <<phim>> next."
<</if>>
<br>
<<if random(1, 2) is 2>>
"<<pShe>> has a nice stomach."
<<else>>
"I didn't think the lost one would be this cute"
<</if>>
<br>
<<if random(1, 2) is 2>>
"It will be a shame to see <<phim>> go."
<<else>>
"Could I get a taste?"
<</if>>
<br>
"Let's take <<phim>> to the river," the <<person1>><<person>> says. "The ritual isn't done until we do."
<<elseif $islander_langauge gte 50>>
They talk amongst themselves, more relaxed now that the ritual is over. The <<person1>><<person>> mentions something about a river.
<<else>>
They talk in their incomprehensible language. They seem more relaxed than they were, as if some ritual were over, and they're cleaning up after.
<</if>>
<br><br>
<<unbind>><<leg_unbind>>
The islanders carry you from the ruins, back to the rapid river bridged by a log. They haul the stick back into an upright position, so that you face the edge of the river.
<br><br>
With a single movement, the <<person1>><<person>> slices through all the bindings attaching you to the rope. You plunge into the river.
<br><br>
<<link [[Next|Island Defeat Tattoo End 2]]>><<endcombat>><</link>>
<br><<effects>>
You raise your head above the surface and gasp for air, as water boils around you and sweeps you down a hill. You try to swim to the bank, but the violent churning pulls you this way and that, so that you need to constantly reorient yourself.
<br><br>
At last, the whim of the water leaves you washed up on the shore. Trees tower overhead.
<br><br>
<<if !$island.home>>
<<link [[Next|Island Treeline Search]]>><</link>>
<<else>>
<<link [[Next|Island]]>><</link>>
<</if>>
<br><<effects>>
The islanders flee, disappearing into the shadowed ruins surrounding you. Stones, shaken loose from the walls above, rain down. The <<persons>> chanting reaches a fevered pitch, then <<he>> too runs. Seams along the ground seem to vibrate, then open. Three triangles depart the centre of the courtyard, leaving a widening gap.
<br><br>
The floor carries you with it, until you're pressed against the wall. It continues to retract, disappearing into some unseen place, until you plummet into the abyss below.<<ggstress>><<stress 6>>
<br><br>
<<link [[Next|Islander]]>><<endcombat>><<island_pass 60>><</link>>
<br><<set $outside to 0>><<effects>>
<<if $spear_vessel is "held">>
<<loadNPC 0 "old_islander">>
<<loadNPC 1 "sleeper">>
<<ragup>>
<<unbind>>
<<leg_unbind>>
<<person1>>
<<wearProp "tea">>
You awaken beneath a stony ceiling, lit by flickering firelight. "Ah," says an elderly voice. "Wasn't expecting you back so soon." The <<person>> passes you a cup of weak tea. "When you're feeling ready, I'll show you to my boat."
<br><br>
<<link [[Next|Islander Return Held]]>><<handheldon>><</link>>
<br>
<<elseif $spear_vessel is "sea">>
<<loadNPC 0 "old_islander">>
<<loadNPC 1 "sleeper">>
<<ragup>>
<<unbind>>
<<leg_unbind>>
<<person1>>
<<wearProp "tea">>
You awaken beneath a stony ceiling, lit by flickering firelight. "Ah," says an elderly voice. "Wasn't expecting you back so soon." The <<person>> passes you a cup of weak tea. "When you're feeling ready, I'll show you to my boat."
<br><br>
<<link [[Tell them where the spear is|Islander Return Sea]]>><<handheldon>><</link>>
<br>
<<link [[Don't tell them|Islander Return Refrain]]>><<handheldon>><</link>>
<br>
<<elseif $spear_vessel is "Zephyr">>
<<loadNPC 0 "old_islander">>
<<loadNPC 1 "sleeper">>
<<ragup>>
<<unbind>>
<<leg_unbind>>
<<person1>>
<<wearProp "tea">>
You awaken beneath a stony ceiling, lit by flickering firelight. "Ah," says an elderly voice. "Wasn't expecting you back so soon." The <<person>> passes you a cup of weak tea. "When you're feeling ready, I'll show you to my boat."
<br><br>
<<link [[Tell them where the spear is|Islander Return Zephyr]]>><<handheldon>><</link>>
<br>
<<link [[Don't tell them|Islander Return Refrain]]>><<handheldon>><</link>>
<br>
<<elseif $spear_vessel is "temple">>
<<loadNPC 0 "old_islander">>
<<loadNPC 1 "sleeper">>
<<ragup>>
<<unbind>>
<<leg_unbind>>
<<person1>>
<<wearProp "tea">>
You awaken beneath a stony ceiling, lit by flickering firelight. "Ah," says an elderly voice. "Wasn't expecting you back so soon." The <<person>> passes you a cup of weak tea. "When you're feeling ready, I'll show you to my boat."
<br><br>
<<link [[Tell them where the spear is|Islander Return Temple]]>><<handheldon>><</link>>
<br>
<<link [[Don't tell them|Islander Return Refrain]]>><<handheldon>><</link>>
<br>
<<elseif $spear_vessel>>
<<loadNPC 0 "old_islander">>
<<loadNPC 1 "sleeper">>
<<ragup>>
<<unbind>>
<<leg_unbind>>
<<person1>>
<<wearProp "tea">>
You awaken beneath a stony ceiling, lit by flickering firelight. "Ah," says an elderly voice. "Wasn't expecting you back so soon." The <<person>> passes you a cup of weak tea. "When you're feeling ready, I'll show you to my boat."
<br><br>
<<link [[Next|Islander Return Refrain]]>><<handheldon>><</link>>
<br>
<<else>>
<<generateRole 0 0 "old islander">><<person1>>
<<set _generate_victim to 1>>
<<generateRole 1 0 "sleeper">>
<<saveNPC 0 "old_islander">>
<<saveNPC 1 "sleeper">>
<<ragup>>
<<unbind>>
<<leg_unbind>>
You awaken beneath a stony ceiling, lit by flickering firelight. "Ah," says an elderly voice. "I'll have the tea brewed in just a moment." You turn to your right, and see an <<personsimple>> tending to a fire. <<He>> isn't dressed like the islanders, wearing a long white shirt over brown trousers, held up by a belt worn over the outside. It gives the impression of a skirt.
<br><br>
<<He>> walks across the cave, and lifts a jar from the shelf, disturbing dust. "Might be a bit stale, I fear," <<he>> says. "Better than none." <<He>> returns to the fire, removes black tea from the jar, and drops them in a pot suspended above the flame.
<br><br>
<<link [[Ask who <<he>> is|Islander 2]]>><<set $phase to 1>><</link>>
<br>
<<link [[Ask where you are|Islander 2]]>><<set $phase to 2>><</link>>
<br>
<<link [[Remain silent|Islander 2]]>><<set $phase to 3>><</link>>
<br>
<</if>><<effects>>
<<if $phase is 1>>
"They call me the islander," the <<personsimple>> says, straining the liquid. "Or at least I think that's what they call me. They're not too keen on chatting." <<He>> hands you a warm cup.
<br><br>
"But this isn't about me," <<he>> says. "I know why you're here. I've been waiting beneath the castle. I suppose it's gone to ruin by now."
<br><br>
<<elseif $phase is 2>>
"You're beneath the castle," the <<personsimple>> says, straining the liquid. "I suppose it's gone to ruin by now." <<He>> hands you a warm cup.
<br><br>
"They call me the islander," <<he>> says. "I think so, anyway. They're not keen on chatting. This isn't about me, though. I know why you're here. I've been waiting."
<br><br>
<<else>>
"They call me the islander," the <<personsimple>> says, straining the liquid. "Or at least I think that's what they call me. They're not too keen on chatting." <<He>> hands you a warm cup.
<br><br>
"But this isn't about me," <<he>> says. "I know why you're here. I've been waiting beneath the castle. I suppose it's gone to ruin by now."
<br><br>
<</if>>
"Drink up, and I'll take you to <<person2>><<him>>."
<br><br>
<<link [[Play along|Islander Play]]>><</link>>
<br>
<<link [[Say you don't understand|Islander Understand]]>><</link>>
<br><<effects>>
You nod, blow the steam off the tea, and sip. It's rather stale and flavourless, as the <<person1>><<person>> warned. <<He>> smiles bashfully. "Again, I'm sorry about the quality. It's hard to get supplies down here."
<br><br>
<<link [[Next|Islander 3]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"Forgive me," you say. "But I don't know what you mean."
<<elseif $speech_attitude is "bratty">>
"I don't know what you're talking about," you say.
<<else>>
"I fear I'm not the one you're waiting for," you say.
<</if>>
<br><br>
The <<person1>><<person>> furrows <<his>> brow. "Are you pulling my leg? No, I don't think so. I think you've been guided here, unknowingly." <<He>> examines you from head to toe. "You braved the guardians above, after all. No mere accident."
<br><br>
<<link [[Next|Islander 3]]>><</link>>
<br><<effects>>
The <<person1>><<person>> approaches the fire, and retrieves an old-fashioned torch from a nearby rack, and lights it. "Come." <<He>> walks into the gloom, flickering firelight leading the way.
<br><br>
The path takes you by other passages. You spy a room of sorts, with a bed, another with a table, and another with what looks like an archaic musical instrument sat beside a cushion. The cave walls look natural, though scrapes and scratches suggest there have been occupants for a while.
<br><br>
You arrive at a narrow staircase, a sheer drop on either side. "Watch your step," the <<person>> says. "It isn't far."
<br><br>
<<link [[Next|Islander 4]]>><</link>>
<br><<effects>>
At last, you arrive at even ground. The dark seems to press in, preventing the <<persons>> torchlight from reaching more than a dozen feet in any direction, but <<his>> steps are assured.
<br><br>
"Sire," <<he>> says, coming to a halt beside a brazier. You can't see who <<he>> addresses, until <<he>> shoves the torch into the vessel beside <<him>>. The firelight illuminates a <<person2>><<personsimple>>, lying still as a statue, arms clasped at <<his>> breast above the hilt of a gigantic, gilded spear.
<br><br>
As you look closer, you notice the figure's chest rising and falling, as if asleep. "The time has come again," the <<person1>><<person>> says. "Your champion needs your spear. Forgive us this intrusion." <<He>> nods at you, and waits.
<br><br>
<<link [[Walk up to the sleeping figure|Islander Walk]]>><<set $island.walk to 1>><</link>>
<br>
<<link [[Kneel|Islander Kneel]]>><<set $island.kneel to 1>><</link>>
<br>
<<link [[Take the Spear|Islander Spear]]>><</link>>
<br><<effects>>
<<person2>>
You walk up to the sleeping figure. Golden curls frame <<his>> face. <<His>> attire is plain, aside from the gilded spear.
<br><br>
The <<person1>><<person>> watches you, waiting.
<br><br>
<<if $island.kneel isnot 1>>
<<link [[Kneel|Islander Kneel]]>><<set $island.kneel to 1>><</link>>
<br>
<</if>>
<<link [[Take the spear|Islander Spear]]>><</link>>
<br><<effects>>
You kneel before the sleeping figure. There's no response. The <<person1>><<person>> watches you, waiting.
<br><br>
<<if $island.walk isnot 1>>
<<link [[Walk up to the sleeping figure|Islander Walk]]>><<set $island.walk to 1>><</link>>
<br>
<</if>>
<<link [[Take the Spear|Islander Spear]]>><</link>>
<br><<effects>><<wearProp "tarnished spear">>
<<set $spear_vessel to "held">>
<<earnFeat "Gilded Spear">>
<<if ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled"))>>
An overwhelming presence bears down on you as you grasp the hilt. It's coming from above, from the sleeping figure, from the islander, and from you.
<br><br>
You grip harder, with both hands now. And another. And another. The entire ruin seems to light up around you, and you see everything. You hear everything. You are everything. The paths lead nowhere, and the crashing waves of the sea reveal a voiceless mantra of bliss. For a fleeting moment of clarity, you are the presence above, you are the sleeping figure, you are the islander.
<br><br>
You are you. And you were born to bear this torch. You open your eyes, and everything returns to normal, leaving behind a sweet emptiness.
<<elseif ($fallenangel gte 2 or ($transformationParts.fallenAngel.wings isnot "hidden" and $transformationParts.fallenAngel.wings isnot "disabled"))>>
A crushing wave of guilt overtakes you as you grip the hilt. Every doubt you've ever held makes itself painfully known, for a moment that stretches into eternity.
<br><br>
You feel as though you're a statue, staring back at your own petrified body as it crumbles across torn eons of nothing. Slowly, though, an alien warmth spreads through you. Someone speaks to you in a language you don't know, yet somehow understand.
<br><br>
"Forgive yourself."
<br><br>
You feel the hilt lift you. It's weightless, yet heavier than all your doubts, as if to crush them beneath you. For one blissful instant, you feel whole again. It doesn't last nearly long enough, yet the spear seems to promise more. You greedily hold it to your chest.
<<elseif ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled"))>>
The moment you touch the hilt, it sears your palm. Your mind tells you to recoil and withdraw, but your body disobeys. You cling to it, and it clings to you. The pain is unbearable.
<br><br>
The impurity within you clashes with the immaculate artefact. It sends swirling shapes into your mind, coalescing into the silhouette of an amorphous, yet humanoid, figure. The only feature you can make out are that it has antlers, with each prong seemingly splitting into an infinite number of further prongs, which each split themselves, growing and vanishing at the base forever. The world spins in a chariot's wheel. The burning builds more and more, but just as quickly, it vanishes. The light no longer burns you, instead feeling comfortably warm.
<br><br>
You don't remember wrestling the spear from the sleeping figure's grip, or when you dropped to your knees, but you're holding it as though your life depends on it. Despite being so opposed, so different, you feel as though you need it. And it needs you. You're each a missing piece of each other, a perfect balance.
<<else>>
A warmth flows from the blade as soon as you grasp the hilt, making you tremble with ecstatic shivers. You lift it, or it lifts you. It feels weightless.
<</if>>
<br><br>
The <<person1>><<person>> sighs, as if relieved. "Come," <<he>> says. "There's little time now. <span class="gold">Take the spear to the temple.</span> They'll know what to do."
<br><br>
<<He>> breaks into a jog, away from the entrance. You hurry to keep up.
<br><br>
<<link [[Next|Islander End]]>><</link>>
<br><<effects>>
The tunnels tighten as they twist through the earth, the <<person>> leading you on, by glimmering walls, until you smell a salty air and see light ahead.
<br><br>
"You can take my boat," <<he>> says. "It's not fancy, but with the wind at your back you should make it to the mainland."
<br><br>
You emerge above a lagoon, surrounded by high rocks on most sides. On the water, below some steps shaped as if fashioned into stairs by giants, waits a small sailing boat.
<br><br>
<<link [[Next|Islander End 2]]>><</link>>
<br><<effects>>
"I can't leave the island," the <<person>> says. "Or I'd pilot the ship for you. You should be okay alone. It's not a long journey, and the wind knows the way." You climb aboard, and <<he>> pushes the boat away with <<his>> foot. <<He>> watches you float away, giving one last wave as <<he>> disappears behind the rocks.
<br><br>
<<link [[Next|Islander End 3]]>><<island_end>><<endevent>><</link>>
<br><<set $location to "pirate_ship">><<effects>><<wearProp "tarnished spear">>
The ship carries you over serene waters.
<<if Time.dayState is "night">>
You see the lights of town on the horizon.
<<else>>
You see the town on the horizon.
<</if>>
The sails blow taut, carrying you in the right direction.
<br><br>
<span class="red">A shadow passes over you.</span> From behind, a large boat glides closer, overtaking your vessel with ease.
<<npc "Zephyr">><<person1>>
<<if $pirate_rank is undefined>>
<<if $pronoun is "m">>
Green eyes peer down at you, above a full black beard and framed by long braided hair.
<<else>>
Green eyes peer down at you, framed by long braided hair.
<</if>>
<br><br>
"We've found it!" announces the green-eyed figure, hands on hips. A cheer erupts as <<he>> addresses you. "I'm Captain Zephyr, an appraiser of sorts, and ye, <<lass>> have something very valuable indeed."
<br><br>
<<else>>
Captain Zephyr watches you from above. Curiously, through <<his>> telescope.
<br><br>
<</if>>
<<link [[Hide the spear|Islander End Hide]]>><</link>>
<br>
<<link [[Hold the spear with confidence|Islander End Confident]]>><</link>>
<br>
<<if ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled"))>>
<<link [[Enforce|Islander Enforce]]>><<angelTransform 10>><</link>><<angel>>
<br>
<</if>><<effects>>
A single, axiomatic thought fills your very being. You will not give up this spear. It is simply how things will be, and nothing will change that.
<br><br>
You brandish the spear, holding it aloft.
<<switch Weather.name>>
<<case "lightPrecipitation" "heavyPrecipitation" "thunderStorm">>The storm yields, and the clouds part for a split second.
<<case "heavyClouds">>The clouds briefly part.
<<default>>
<</switch>>
<<if Weather.dayState is "night">>
<<if Weather.bloodMoon>>
Red moonlight reflects off the blade, and a high-pitched screech fills the air.
<<else>>
Moonlight reflects off of the blade, which now shines as if it were new.
<</if>>
<<else>>
Sunlight reflects off of the blade, which now shines as if it were new.
<</if>>
The crew, and even captain Zephyr, are transfixed by it. Several of them lose their footing, and one falls overboard.
<br><br>
Without wasting the moment you've been granted, you thrust the spear into the hull of Zephyr's ship. The ladder is swallowed by the sea. You then push off the boat with the spear, leaving a sizeable gash behind and granting you the distance you need.
<br><br>
Zephyr finally shakes off the spell. "After <<phim>>!" shouts the captain. "Bring me the spear! We can't lose it now!"
<br><br>
A squall sweeps in, obscuring the sun once more. You're unable to see more than a few feet in any direction, until the wind and rain die down. <span class="green">They're gone.</span>
<br><br>
With the sea placid once again, you float the rest of the way to shore.
<br><br>
<<link [[Next|Sea Beach]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
You sit on the spear, concealing it with your <<bottom>>.
<br><br>
"No use hiding it <<lass>>," Zephyr says. "But why don't you come on aboard, and hand it over. There'll be a solid reward in it for ye." <<His>> crew throw a rope ladder over the edge. It tumbles down and rests beside you. "And it's not like ye be having any choice."
<br><br>
<<His>> crew look ready to climb down the ladder, and board your small ship.
<br><br>
<<link [[Hand over the spear|Islander End Hand]]>><</link>>
<br>
<<link [[Slash through the ladder, and swim away|Islander End Swim]]>><</link>><<swimmingdifficulty 700 1000>>
<br>
<<link [[Throw it overboard|Islander End Throw]]>><</link>>
<br><<effects>>
You brandish the spear, holding it aloft. Rings of light seem to pulse from the hilt, right up to the tip. For a moment the crew, and even captain Zephyr, are transfixed by it.
<br><br>
The captain is the first to break the spell. "Aye, that be the pretty thing. Why don't you come aboard, and hand it over. There'll be a solid reward in it for ye." <<His>> crew throw a rope ladder over the edge. It tumbles down and rests beside you. "And it's not like ye be having any choice."
<br><br>
<<His>> crew look ready to climb down the ladder, and board your small ship.
<br><br>
<<link [[Hand over the spear|Islander End Hand]]>><</link>>
<br>
<<link [[Slash through the ladder, and swim away|Islander End Swim]]>><</link>><<swimmingdifficulty 700 1000>>
<br>
<<link [[Throw it overboard|Islander End Throw]]>><</link>>
<br><<effects>>
<<set $spear_vessel to "Zephyr">>
<<world_corruption "hard" 1>>
<<endevent "phaseless">>
<<npc "Zephyr">><<person1>>
You climb the rope ladder. Zephyr waits at the top, eager. <<He>> turns away as soon as the spear is in <<his>> hands, as if you're already forgotten. "At last. Remy will vomit with envy." <<He>> disappears into <<his>> cabin, laughing.
<br><br>
<<generateRole 1 0 "pirate">><<person2>>
<<if $pirate_rank is 0>>
The steward hasn't forgotten you. "Here's the reward for finding that thing," <<he>> says, handing you some plastic banknotes. "None are counterfeit. You get a promotion, as well."
<<if $phase is 1>>
<<He>> glances at the sea, reminding you of your attempted escape. "We keep our promises. Even if you're troublesome about it."
<</if>>
<br><br>
You make <<moneyGain 20000>>.
<br>
<<set $pirate_rank to 1>>
<span class="gold">You are now <i>mate</i> aboard the pirate ship.</span>
<br><br>
<<link [[Next|Pirate Deck]]>><<endevent>><</link>>
<br>
<<elseif $pirate_rank is undefined>>
The steward hasn't forgotten you. "Here's the reward for finding that thing." <<He>> hands you some plastic banknotes. "None are counterfeit."
<<if $phase is 1>>
<<He>> glances at the sea, reminding you of your attempted escape. "We keep our promises. Even if you're troublesome about it."
<</if>>
<br><br>
You make <<moneyGain 20000>>.
<br><br>
<<link [[Next|Islander Pirate Return]]>><</link>>
<br>
<<else>>
The steward hasn't forgotten you. "Here's the reward for finding that thing." <<He>> hands you some plastic banknotes. "None are counterfeit."
<<if $phase is 1>>
<<He>> glances at the sea, reminding you of your attempted escape. "We keep our promises. Even if you're troublesome about it."
<</if>>
<br><br>
You make <<moneyGain 20000>>.
<br><br>
<<link [[Next|Pirate Deck]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
The crew keep an eye on you, but their hands off, until you reach shore. The ship approaches the docks at an odd angle, hugging the cliffs. "Hold on to something," the steward warns, right before the ship turns with a stomach-churning agility, entering a wide canal hidden between two warehouses.
<br><br>
<<person1>>
"This is where ye get off," Zephyr says, patting your back. "Was a pleasure making your acquaintance." The vessel halts beside a walkway, and <<he>> gestures for you to disembark.
<br><br>
The ship continues up the canal, scraping against the edge, until it disappears around a bend. You follow the walkway, and emerge near Mer Street.
<br><br>
<<link [[Next|Mer Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<generateRole 1 0 "pirate">>
<<generateRole 2 0 "pirate">>
You leap into the water, spear and all. "After <<phim>>!" shouts the captain. "Bring me the spear! We can't lose it now!"
<br><br>
You hear two splashes behind you. A <<person2>><<person>> and <<person3>><<person>> swim after you, their strokes well-practised and assured.
<br><br>
<<silently>><<water>><</silently>>
<<if $swimmingSuccess>>
They're not the only ones who are well-practised. You're able to keep your distance from them, swimming further and further from the boat. They keep up, until a squall sweeps in. You continue swimming, unable to see more than a few feet in any direction, until the wind and rain die down. <span class="green">They're gone.</span>
<br><br>
With the sea placid once again, you swim the rest of the way to shore.
<br><br>
<<link [[Next|Sea Beach]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You swim as hard as you can, <span class="red">but the pair gain on you,</span> and grasp your limbs with their own.
<br><br>
<<link [[Let them wrestle you back to the ship|Islander End Hand]]>><<set $phase to 1>><</link>>
<br>
<<link [[Hurl the spear into the sea|Islander End Throw 2]]>><</link>>
<br>
<</if>><<effects>>
<<set $spear_vessel to "sea">>
With a great swing, you hurl the spear into the sea. "No!" shouts captain Zephyr. A small wave rises as the blade disappears into the deep, as if caught by some will.
<br><br>
"Everyone dive! I can't lose it now!" Water splashes onto the deck of your ship as pirates drop into the sea. A few of them land beside you, capsizing the vessel and throwing you into the water.
<br><br>
<<silently>><<water>><</silently>>
You swim away, ignored by the crew and captain both. Zephyr's desperate shouts fade behind the roaring waves.
<br><br>
The tides are good to you, and you manage to reach the beach.
<br><br>
<<link [[Next|Sea Beach]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<set $spear_vessel to "sea">>
With a great swing, you hurl the spear into the sea. "No!" shouts captain Zephyr. A small wave rises as the blade disappears into the deep, as if caught by some will.
<br><br>
"Everyone dive! I can't lose it now!" The pair release you and disappear beneath the water as other pirates drop into the sea.
<br><br>
<<silently>><<water>><</silently>>
You swim away, ignored by the crew and captain both. Zephyr's desperate shouts fade behind the roaring waves.
<br><br>
The tides are good to you, and you manage to reach the beach.
<br><br>
<<link [[Next|Sea Beach]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
The <<person>> leads you through <<his>> tunnels, past the <<person2>><<person>>, and toward the sea.<<person1>> There's another boat in the same place as the last. Or perhaps the same vehicle found its way back.
<br><br>
"Have a safe voyage," <<he>> says, and gives your vessel a push. The <<person>> waves, until <<he>> disappears from view.
<br><br>
<<link [[Next|Island Return Voyage]]>><</link>>
<br><<effects>><<wearProp "tarnished spear">>
The <<person>> leads you through <<his>> tunnels, past the <<person2>><<person>>, and toward the sea.<<person1>> "I'm glad the spear is safe," the <<person>> says. "<span class="gold">Take it to the temple.</span> They'll know what to do."
<br><br>
There's another boat in the same place as the last. Or perhaps the same vehicle found its way back. "Have a safe voyage," <<he>> says, and gives your vessel a push. The <<person>> waves, until <<he>> disappears from view.
<br><br>
<<link [[Next|Island Return Voyage]]>><</link>>
<br><<effects>>
The <<person>> leads you through <<his>> tunnels, past the <<person2>><<person>>, and toward the sea.<<person1>> You tell the <<person>> where the spear is during the journey. "The sea? That's not the worst place for it," <<he>> says. "The mer will try to take advantage of the situation, I've no doubt, but they know what will happen if the spear ends up in the wrong hands."
<br><br>
There's another boat in the same place as the last. Or perhaps the same vehicle found its way back. "Have a safe voyage," <<he>> says, and gives your vessel a push. The <<person>> waves, until <<he>> disappears from view.
<br><br>
<<link [[Next|Island Return Voyage]]>><</link>>
<br><<effects>>
The <<person>> leads you through <<his>> tunnels, past the <<person2>><<person>>, and toward the sea.<<person1>> You tell the <<person>> where the spear is during the journey. "A pirate? That doesn't sound so bad," <<he>> says. "No mere brigand could stand against <<person2>><<his>><<person1>> majesty's paladins. I'm sure they have the situation under control."
<br><br>
There's another boat in the same place as the last. Or perhaps the same vehicle found its way back. "Have a safe voyage," <<he>> says, and gives your vessel a push. The <<person>> waves, until <<he>> disappears from view.
<br><br>
<<link [[Next|Island Return Voyage]]>><</link>>
<br><<effects>>
The <<person>> leads you through <<his>> tunnels, past the <<person2>><<person>>, and toward the sea.<<person1>> You tell the <<person>> that the spear is at the temple. "That's warming to hear," <<he>> says. "Be sure to give the bishop whatever help they need. They'll need a warrior like you."
<br><br>
There's another boat in the same place as the last. Or perhaps the same vehicle found its way back. "Have a safe voyage," <<he>> says, and gives your vessel a push. The <<person>> waves, until <<he>> disappears from view.
<br><br>
<<link [[Next|Island Return Voyage]]>><</link>>
<br><<effects>>
The water carries you through the mist, revealing the town on the distant horizon. The tide is good to you, and you're soon at a pier near Mer Street.
<br><br>
You disembark. Curiously, the boat starts floating in the return direction as soon as you step onto land.
<br><br>
<<link [[Next|Mer Street]]>><<endevent>><<set $eventskip to 1>><<island_end>><</link>>
<br><<set $outside to 1>><<effects>>
<<if $island.explore is "shore">>
You walk along the shore. Most of the island seems ringed by cliffs. The wind sweeps over you, with no land visible in any direction.
<br><br>
Monstrous organisms lurk on the occasional beach, and you keep your distance.
<br><br>
<<elseif $island.explore is "wood">>
You walk among the dense, low-hanging boughs of the lush woodland. The branches twist, squirming in the breeze. In parts they grow so dense they form tunnels, whole labyrinths of wood.
<br><br>
<<elseif $island.explore is "battleground">>
You walk through the battlegrounds, stepping over broken arrows, pausing when you hear the occasional cry in the distance.
<br><br>
<<elseif $island.explore is "plain">>
You walk across the plain, climbing the various hillocks, and dipping into the gulches between them. It almost feels like another world, or time.
<br><br>
<</if>>
<<set $danger to random(1, 10000)>>
<<if $island.explore_count gte 100 and !$island.explore_locations.includes("plain")>>
<<island_events_plain>>
<<elseif $island.explore_count gte 55 and !$island.explore_locations.includes("bay")>>
<<island_events_bay>>
<<elseif $island.explore_count gte 40 and !$island.explore_locations.includes("castle")>>
<<island_events_castle>>
<<elseif $island.explore_count gte 25 and !$island.explore_locations.includes("battleground")>>
<<island_events_battleground>>
<<elseif $island.explore_count gte 10 and !$island.explore_locations.includes("wood")>>
<<island_events_wood>>
<<elseif !$island.explore_locations.includes("shore")>>
<<island_events_shore>>
<<elseif random(1, 2) is 2 and ($danger gte (9900 - $allure))>>
<<cleareventpool>>
<<addevent "island_events_snake" 1>>
<<addevent "island_events_trap" 1>>
<<addevent "island_events_mosquitoes" 1>>
<<addevent "island_events_hunted" 1>>
<<addevent "island_events_cat" 1>>
<<addevent "island_events_cat_2" 1>>
<<addevent "island_events_tear" 1>>
<<addevent "island_events_flower" 1>>
<<addevent "island_events_rope" 0.5>>
<<if $bestialitydisable is "f" and $slugdisable is "f">>
<<addevent "island_events_slugs" 0.5>>
<</if>>
<<if $island.explore is "battleground">>
<<addevent "island_events_duel" 1>>
<</if>>
<<runeventpool>>
<<else>>
<<cleareventpool>>
<<addevent "island_events_plumeria" 1>>
<<if $island.home isnot "rocky_hillock">>
<<addevent "island_events_rocky" 1>>
<</if>>
<<if $island.home isnot "waterfall">>
<<addevent "island_events_waterfall" 1>>
<</if>>
<<if $island.home isnot "gulch">>
<<addevent "island_events_gulch" 1>>
<</if>>
<<addevent "island_events_birds" 1>>
<<addevent "island_events_pleasant_flower" 1>>
<<addevent "island_events_squirrel" 1>>
<<if $island.explore is "shore">>
<<if $island.home is "gulch">>
<<addevent "island_events_walnut" 1.4>>
<<addevent "island_events_walnut_2" 1.4>>
<<addevent "island_events_walnut_3" 0.6>>
<<if ($fox gte 6 or ($transformationParts.fox.tail isnot "hidden" and $transformationParts.fox.tail isnot "disabled"))>>
<<addevent "island_events_squirrel" 0.6>>
<</if>>
<<elseif $island.home is "waterfall">>
<<addevent "island_events_walnut" 1.8>>
<<addevent "island_events_walnut_2" 1.8>>
<<addevent "island_events_walnut_3" 0.9>>
<<if ($fox gte 6 or ($transformationParts.fox.tail isnot "hidden" and $transformationParts.fox.tail isnot "disabled"))>>
<<addevent "island_events_squirrel" 0.9>>
<</if>>
<<else>>
<<addevent "island_events_walnut" 2.6>>
<<addevent "island_events_walnut_2" 2.6>>
<<addevent "island_events_walnut_3" 1.3>>
<<if ($fox gte 6 or ($transformationParts.fox.tail isnot "hidden" and $transformationParts.fox.tail isnot "disabled"))>>
<<addevent "island_events_squirrel" 1.3>>
<</if>>
<</if>>
<<else>>
<<if $island.home is "gulch">>
<<addevent "island_events_walnut" 0.4>>
<<addevent "island_events_walnut_2" 0.4>>
<<elseif $island.home is "waterfall">>
<<addevent "island_events_walnut" 0.7>>
<<addevent "island_events_walnut_2" 0.7>>
<<else>>
<<addevent "island_events_walnut" 1>>
<<addevent "island_events_walnut_2" 1>>
<</if>>
<</if>>
<<if $island.explore is "wood">>
<<addevent "island_events_wood_1" 2.5>>
<<addevent "island_events_wood_2" 2>>
<<if $islander_language gte 100>>
<<addevent "island_events_wood_3" 3>>
<<elseif $islander_language gte 50>>
<<addevent "island_events_wood_3" 2>>
<<else>>
<<addevent "island_events_wood_3" 1>>
<</if>>
<<addevent "island_events_wood_4" 1>>
<<else>>
<<addevent "island_events_wood_1" 1>>
<<addevent "island_events_wood_2" 1>>
<<addevent "island_events_wood_3" 1>>
<</if>>
<<if $island.explore is "battleground">>
<<if $islander_language gte 50>>
<<addevent "island_events_wood_3" 1>>
<</if>>
<<addevent "island_events_overhear" 2>>
<<addevent "island_events_duel" 2>>
<<addevent "island_events_battle" 1>>
<<addevent "island_events_sing" 2>>
<<else>>
<<addevent "island_events_overhear" 1>>
<<addevent "island_events_duel" 1>>
<<addevent "island_events_sing" 1>>
<</if>>
<<if $island.explore is "plain">>
<<addevent "island_events_arrow" 2>>
<<addevent "island_events_broken_mask" 2>>
<<addevent "island_events_trilobite" 1>>
<<else>>
<<addevent "island_events_arrow" 1>>
<<addevent "island_events_broken_mask" 1>>
<</if>>
<<runeventpool>>
<</if>><<effects>>
<<generateRole 0 0 "islander">><<generateRole 1 0 "islander">>
<<person1>>
You awaken to the sensation of arms pinning you down. A <<person1>><<person>> and <<person2>><<person>> stare down at you from behind their antlered masks. They pounce before you can recover your strength.
<br><br>
<<link [[Next|Island Defeat]]>><</link>>
<br><<effects>>
You search for plants long and sturdy enough to build an improvised garment. You find some suitable specimens and tie them together around your
<<if $phase is 1>>
chest.
<<plantupper>>
<<elseif $phase is 2>>
waist.
<<plantlower>>
<</if>>
It's fragile and revealing, and you don't think you could take it off without breaking it, but it's better than nothing.
<br><br>
<<link [[Next|Island]]>><<endevent>><</link>>
<br><<effects>>
<<if $masturbationstart is 1>>
<<set $masturbationstart to 0>>
<<set $masturbationstat += 1>>
<<masturbationstart>>
<</if>>
<<masturbationeffects>>
<<masturbationactions>>
<<if $corruptionMasturbation>>
<span class="red">The slime in your ear will not allow you to stop.</span>
<</if>>
<div id="masturbationButtons">
<<if $drugged lte 0 and $arousal lte 3000>>
Sated, you lie back on the leafy floor and pant.
<br><br>
<div id="next"><<link [[Next|Island Masturbation Finish]]>><<set $finish to 1>><</link>><<nexttext>></div>
<<else>>
<div id="next"><<link [[Continue|Island Masturbation]]>><</link>><<nexttext>></div>
<<masturbationStopControls>>
<</if>>
</div>
<br><<effects>>
<<if $masturbationorgasm gte random(1, 10)>>
<<endmasturbation>>
<<endcombat>>
<<generateRole 0 0 "islander">>
<<generateRole 1 0 "islander">>
<<generateRole 2 0 "islander">>
<<person1>>
Before you can rise, you hear a surge of footsteps from different directions. A <<person>>, <<person2>><<person>> and <<person3>><<person>> emerge from the trees!
<br><br>
<<link [[Fight|Island Sleep Fight]]>><<set $fightstart to 1>><</link>>
<br>
<<link [[Submit (0:30)|Island Sleep Submit]]>><</link>>
<br>
<<else>>
<<endmasturbation>>
<<endcombat>>
<<tearful>> you climb to your feet.
<br><br>
<<link [[Next|Island]]>><<clotheson>><</link>>
<br>
<</if>><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Island Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Island Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<if $islander_language gte 100>>
Your assailants stagger away from you.
<br>
"What a tease!"
<br>
"I don't know about you, but I need to recover after that."
<br>
"Me too. Let's play it safe."
<br>
<<elseif $islander_language gte 50>>
Your assailants stagger away from you, exclaiming about how tiring that was.
<<else>>
Your assailants stagger away from you, shouting in their incomprehensible language.
<</if>>
They back away, hesitate, then turn and run.
<br><br>
<<tearful>> you catch your breath.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Island]]>><<island_explore_end>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
<<if $islander_language gte 100>>
Your assailants stagger away from you.
<br>
"I thought a lost one would be weaker."
<br>
"They won't keep that strength alone out here."
<br>
"You're right. Let's play it safe."
<br>
<<elseif $islander_language gte 50>>
Your assailants stagger away from you, surprised by your strength.
<<else>>
Your assailants stagger away from you, shouting in their incomprehensible language.
<</if>>
They back away, hesitate, then turn and run.
<br><br>
<<tearful>> you catch your breath.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Island]]>><<island_explore_end>><</link>>
<br>
<<else>>
You fall to the ground, too hurt to continue fighting.
<br><br>
<<if $islander_language gte 100>>
The pair step either side of you. "You're not so strong after all."
<br>
"We're not done yet. Get the rope ready, I'll find a stick."
<<elseif $islander_language gte 50>>
The pair step either side of you. <<tearful>> you listen as they talk about taking you somewhere.
<<else>>
The pair step either side of you. <<tearful>> you listen as they talk over you in their incomprehensible language.
<</if>>
<br><br>
<<link [[Next|Island Defeat]]>><</link>>
<br>
<</if>><<effects>>
You cross the ridge to the castle. There's a lot of activity below. Two islanders still stand guard outside the smaller entrance.
<br><br>
<<getinicon>><<link [[Approach|Island Castle Approach]]>><</link>>
<br>
<<getouticon>><<link [[Leave|Island]]>><</link>>
<br><<effects>>
<<generateRole 0 0 "islander">>
<<generateRole 1 0 "islander">>
<<person1>>
You approach the guards, a <<person>> and <<person2>><<person>>.
<<if $worn.face.name is "islander mask">>
<span class="green">Your mask conceals your face.</span> They remain motionless, until you're halfway across the bridge.
<br><br>
<<if $islander_language gte 100>>
"Halt," the <<person1>><<person>> says. "What gives you the right to enter here?" <span class="green">You should be able to respond in their language.</span>
<br><br>
<<ind>><<link [[Act dignified|Island Castle Dignified]]>><</link>>
<br>
<<ind>><<link [[Act cute|Island Castle Cute]]>><</link>>
<br>
<<elseif $islander_language gte 50>>
The <<person1>><<person>> asks you a question, <span class="red">but you can't understand <<him>>.</span>
<br><br>
<<getinicon>><<link [[Try to enter|Island Castle Try]]>><<pain 4>><<stress 6>><</link>><<gpain>><<gstress>>
<br>
<<getouticon>><<link [[Leave|Island]]>><<endevent>><</link>>
<br>
<<else>>
The <<person1>><<person>> says something in <<his>> <span class="red">incomprehensible language.</span>
<br><br>
<<getinicon>><<link [[Try to enter|Island Castle Try]]>><<pain 4>><<stress 6>><</link>><<gpain>><<gstress>>
<br>
<<getouticon>><<link [[Leave|Island]]>><<endevent>><</link>>
<br>
<</if>>
<<else>>
<span class="red">They point their spears right at you.</span>
<<if $islander_language gte 100>>
"Outsider!" the <<person1>><<person>> shouts. "Clear off!" <span class="green">At least you can understand <<him>>.</span> You hear more islanders approach. You won't be able to force your way through.
<br><br>
<i>You'll need to build a mask if you want to pass.</i>
<br><br>
<<getouticon>><<link [[Leave|Island]]>><</link>>
<br>
<<elseif $islander_language gte 50>>
The <<person1>><<person>> shouts at you, <span class="red">but you can't understand <<him>>.</span> You hear more islanders approach. You won't be able to force your way through.
<br><br>
<i>You'll need to build a mask if you want to pass.</i>
<br><br>
<<getouticon>><<link [[Leave|Island]]>><</link>>
<br>
<<else>>
The <<person1>><<person>> shouts in <<his>> <span class="red">incomprehensible language.</span> You hear more islanders approach. You won't be able to force your way through.
<br><br>
<i>You'll need to build a mask if you want to pass.</i>
<br><br>
<<getouticon>><<link [[Leave|Island]]>><</link>>
<br>
<</if>>
<</if>><<effects>>
You try to walk between the guards, but the <<person2>><<person>> shoves you back and shouts. You hear more islanders approach. You won't be able to force your way through.
<br><br>
<i>You'll need to understand the islander language if you want to pass.</i>
<br><br>
<<link [[Next|Island]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"Forgive my intrusion," you say in the islander language. "But I forgot my spear."
<br><br>
The <<person2>><<person>> laughs. "The <<girl>> forgot <<pher>> spear! In you go."
<br><br>
<<elseif $speech_attitude is "bratty">>
"Only slaves need rights," you say in the islander language. "Am I going in or not?"
<br><br>
The <<person2>><<person>> laughs. "I meant no offence, <<girl>>. Go on in."
<br><br>
<<else>>
"I'll use the main gate if it's a problem," you say in the islander language. "I'm just tired."
<br><br>
"Go on in," the <<person2>><<person>> says. "I won't stand between you and your hearth."
<br><br>
<</if>>
You walk between the guards, and enter the castle.
<br><br>
<<link [[Next|Island Castle Enter]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"Oops," you say in the islander language. "I meant to go to the front gate. Would you save me the trouble of walking all that way?."
<br><br>
"Oh all right," the <<person2>><<person>> says. "Go on through."
<br><br>
<<elseif $speech_attitude is "bratty">>
"You're not gonna make me walk all the way to the front gate are you?" you ask in the islander language.
<br><br>
"Fine," the <<person2>><<person>> sighs. "Go on through."
<br><br>
<<else>>
"Sorry," you say in the islander language. "But my feet are tired and the main gate is so far away."
<br><br>
"Oh all right," the <<person2>><<person>> says. "Go on through."
<br><br>
<</if>>
You walk between the guards, and enter the castle.
<br><br>
<<link [[Next|Island Castle Enter]]>><<endevent>><</link>>
<br><<effects>>
<<earnFeat "Naturalised">>
You climb down a spiral staircase. Islanders pass you by, but don't give you a second glance. They don't look particularly different from people in the town, but some wear tattoos of geometric shapes.
<br><br>
You emerge atop a battlement. Beneath is a village of sorts, wooden homes built within the safety of the castle. An intricate scaffold has been erected in the middle. Younger islanders are playing a game nearby, involving a ball and thick sticks.
<br><br>
<<link [[Next|Island Castle 2]]>><</link>>
<br><<effects>>
You leave the battlement and enter a tower, then descend another spiral staircase until you come to a long hallway. Thin windows let in a little light from both directions. A wooden double door waits on the other side.
<br><br>
<<link [[Open|Island Castle 3]]>><</link>>
<br><<effects>>
<<generateRole 0 0 "islander">><<person1>>
<<generateRole 1 0 "islander">>
<<generateRole 2 0 "islander">>
<<generateRole 3 0 "islander">>
<<generateRole 4 0 "islander">>
You push open the doors, revealing a spacious interior. Four <<people>>, a <<person>>, <<person2>><<person>>, <<person3>><<person>> and <<person4>><<person>> sit on rug-covered stools, around a table. They glance at you as you enter without interrupting their conversation. They don't seem concerned by your arrival.
<br><br>
"We do this properly," the <<person1>><<person>> says. "No shortcuts." A hand reaches from beneath <<him>>, and taps <<his>> leg twice. The <<person>> stands, and the "stool" stands as well. The hand pulls off the rug, revealing a <<person5>><<person>>. <<He>> turns to you.
<br><br>
"At last," <<he>> whispers. "My back's sore." <<He>> hands you the rug, and pats your shoulder as <<he>> leaves the room.
<br><br>
The <<person1>><<person>> glances at you, impatient.
<br><br>
<<link [[Become a stool|Island Castle Stool]]>><</link>><<physiquedifficulty 1 5000>>
<br>
<<link [[Run|Island Castle Run]]>><</link>>
<br><<effects>>
You drop to your knees, pulling the rug over your back as you do. You can make out the room through the gaps in the fibre. The <<person1>><<person>> eases <<his>> arse onto your back.
<<if $physiqueSuccess>>
<span class="green">You manage to support <<his>> weight.</span>
<br><br>
<<else>>
<span class="red"><<He>> weighs too much.</span> Your arms shake, barely holding, until <<he>> supports some of <<his>> weight with <<his>> legs.<<gpain>><<gstress>><<pain 4>><<stress 6>>
<br><br>
<</if>>
"Where was I?" <<he>> says. "Oh yes. The druids are insistent we don't just perform all the rituals one after another."
<br>
"I'm not saying we should have more than one ritual," the <<person2>><<person>> says, picking food from between <<his>> teeth. "But there's nothing stopping us tattooing their whole body at once."
<br>
"They'd go mad," the <<person3>><<person>> says. <<He>> grips a gnarled staff with one hand. "Which won't do. The islander wants to talk to them."
<br>
"Talk," the <<person4>><<person>> chuckles. "I say we skip the rituals altogether, and dump them in the pool."
<br><br>
<<link [[Next|Island Castle Stool 2]]>><</link>>
<br><<effects>>
The four break into an argument, talking over each other as they try to get their points across. The <<person3>><<person>> interrupts the fight by slamming <<his>> staff against the ground.
<br><br>
"I think we've forgotten ourselves," <<he>> says. "Let's visit the pools. The runes will remind us who we are."
<br><br>
At once, the other "stools" begin to shuffle towards the door opposite. You follow suit,
<<if $physique lt 5000>>
with the <<person1>><<person>> stepping to help support <<his>> wait.
<<else>>
with the <<person1>><<person>> riding with one leg crossed over the other.
<</if>>
<br><br>
They continue their discussion as you crawl down the corridor with the other stools.
<br><br>
"The lost one arrived as prophesied," the <<person1>><<person>> says. "I say we trust the other runes too."
<br>
"They're hardly the first to wash up on the shore," the <<person2>><<person>> replies.
<br><br>
You crawl down a ramp, the cobbles giving way to smoother stone. There's a pattern there, but you can't make it out in the dim light.
<br><br>
<<link [[Next|Island Castle Stool 3]]>><</link>>
<br><<effects>>
You hear a door creak open up ahead, and hear the rush of water. The procession enters a tall chamber, the walls covered in what looks like living tree roots. Though on closer inspection, they seem to be carved to give that impression, fused together by some arcane method.
<br><br>
The <<person3>><<person>> raps <<his>> gnarled staff against the ground. The other three stools have arranged themselves in a line, and you join the end, kneeling inches from a pool of water. The surface is still, yet you hear a wet rush somewhere nearby.
<br><br>
<<link [[Next|Island Castle Stool 4]]>><</link>>
<br><<effects>>
"Now see there," the <<person>> says, pointing at a tall statue stood opposite. There are five statues, arranged around the pool in a semi-circle. Runes are carved into its chest, but you can only speak the islander tongue, not read it.
<br><br>
<<person1>>"Get me closer," the <<person>> says, tapping your <<bottom>>. You crawl forward. As soon as your hand touches the edge of the pool, the surface roars into life. A whirlpool manifests in the middle.
<br><br>
The "stools" stand upright, dislodging their riders. "This is impossible," the <<person3>><<person>> shouts, leaning on <<his>> staff. The water rises, until it towers over the statues. The islanders trip over each other in a bid to escape, as the water crashes back down, engulfing you.
<br><br>
You are plunged into darkness.
<br><br>
<<link [[Next|Islander]]>><<island_pass 60>><<endevent>><</link>>
<br><<effects>>
You turn and run. "Guards! A ne'er do well!"
<br><br>
The <<person5>><<person>> tries to tackle you, and fails, but more islanders emerge at the other end of the corridor, fresh from the battlements. You're surrounded.
<br><br>
You step on the <<persons>> back as <<he>> tries to stand, using the height advantage to jump through a high window, tumbling onto the grass outside. The young islanders are too focused on their game to notice. You weave between them and the legs of the scaffold, around wooden homes, and dash back into the castle.
<br><br>
You turn left, but more islanders march through a set of double-doors. One hurls a spear, almost striking you in the leg. You escape through another set of doors, then another, then down a smooth slope and into a strange chamber.
<br><br>
<<link [[Next|Island Castle Run 2]]>><</link>>
<br><<effects>>
Five tall statues greet you, surrounding a central pool. The surface is still, but you hear rushing water somewhere nearby. The walls are covered in wooden decoration, carved to give the impression of living tree roots, fused together by some arcane method.
<br><br>
"In there!" you hear a shout. "Quick! Before <<pshe>> disturbs the monarch!"
<br><br>
You step away from the doors, looking for another exit. As your foot lands on the edge of the pool, the surface roars into life. A whirlpool manifests, then surges upward. The whirling top widens, then swoops down and engulfs you. Helpless, you plunge into darkness.
<br><br>
<<link [[Next|Islander]]>><<island_pass 60>><<endevent>><</link>>
<br><<effects>>
With a heave and a ho, you push the raft down the beach and board it as it floats onto the water. You paddle toward the entrance of the bay. The tide seems to be on your side, and you're soon sailing away from the island.
<br><br>
The raft plunges you into a wall of mist, and the island behind you vanishes. You paddle, blind, until the distant coast and town are revealed.
<br><br>
The water is good to you, but the raft struggles. The fibres tying the wood together fray and loosen, shrinking the vessel as more wood is lost to the tides. By the time you arrive at shore, you're holding the remainder together with your arms.
<br><br>
You jump from your vessel onto a pier near Mer Street. Cargo delivered, the raft disintegrates behind you.
<br><br>
You're back in town. There's no one around. <<covered>>
<br><br>
<<link [[Next|Mer Street]]>><<island_end>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>><<wearProp "soup bowl">>
<<generateRole 0 0 "islander">>
<<generateRole 1 0 "islander">>
<<person1>>
The smell of food seizes your attention. You tear through the undergrowth and emerge before a <<person>> and <<person2>><<person>>. A wooden pot sits between them, boiling over a fire. There's something edible inside.
<br><br>
The <<person1>><<person>> doesn't hesitate. <<He>> takes one look at your face, then lifts a ladle and bowl. <<He>> fills it to the brim, and holds it out to you.
<br><br>
You drink warm soup straight from the bowl. Then, lick the dregs. You notice the <<person>> holding out a spoon for you. The <<person2>><<person>> laughs.
<br><br>
<<link [[Next|Island Hunger 2]]>><</link>>
<br><<effects>>
You eat another bowl, then another, until you lie on the grass, satisfied and immobile.<<lllhunger>><<set $hunger -= 2000>>
<br><br>
The pair stand over you, looking down, then at each other. The <<person2>><<person>> tightens a length of rope between <<his>> hands.
<br><br>
<<link [[Next|Island Defeat]]>><<handheldon>><</link>>
<br><<effects>>
You awaken surrounded by masked figures. These masks are different to the others you've seen on the island. Taller, with wild growths preserved through their carving. Each figure holds a torch, the fire flicking in the breeze. They move by with an unnatural steadiness. You stare at the sky, hear a splash of water, and pass out again.
<br><br>
<<set _time to 60>>
<<set _hours to Math.floor(_time / 60)>>
<<set _minutes to _time % 60>>
<<link [["Next ("+_hours+":"+(_minutes lt 10 ? "0": "")+_minutes+")"| Pregnancy Birth Hospital]]>><<island_end>><<pass _time>><<set $phase to 1>><</link>><<widget "island_tide_text">>
<<switch $island.tide>>
<<case 0>>
<span class="teal">The tide is some distance away.</span>
<<case 1>>
<span class="lblue">The waves don't quite reach you.</span>
<<case 2>>
<span class="blue">Water laps at your feet.</span>
<<case 3>>
<span class="purple">Water covers your ankles.</span>
<<case 4>>
<span class="pink">The water comes up to your knees, and the waves almost knock you off your feet</span>
<<default>>
<span class="red">Water surges around your waist, threatening to swallow you!</span>
<</switch>>
<</widget>>
<<widget "island_tide">>
<<if _args[0]>>
<<set $island.tide += _args[0]>>
<<set $island.tide to Math.clamp($island.tide, 0, 5)>>
<</if>>
<</widget>>
<<widget "gisland_tide">>
<<if $statdisable is "f">> |
<span class="red">+ Tide</span>
<</if>>
<</widget>>
<<widget "lisland_tide">><<if $statdisable is "f">> |
<span class="green">- Tide</span>
<</if>>
<</widget>>
<<widget "gwalnut">>
<<if $statdisable is "f">> |
<span class="green">+ Handful of walnuts</span>
<</if>>
<</widget>>
<<widget "ggwalnut">>
<<if $statdisable is "f">> |
<span class="green">+ + Handful of walnuts</span>
<</if>>
<</widget>>
<<widget "lwalnut">>
<<if $statdisable is "f">> |
<span class="red">- Handful of walnuts</span>
<</if>>
<</widget>>
<<widget "gwood">>
<<if $statdisable is "f">> |
<span class="green">+ Wood</span>
<</if>>
<</widget>>
<<widget "lwood">>
<<if $statdisable is "f">> |
<span class="red">- Wood</span>
<</if>>
<</widget>>
<<widget "wood_required">> |
<<if _args[0]>>
Wood required: <<print _args[0]>>
<<else>>
No wood required
<</if>>
<</widget>>
<<widget "gcamp_concealment">>
<<if $statdisable is "f">> |
<span class="green">+ Camp concealment</span>
<</if>>
<</widget>>
<<widget "lcamp_concealment">>
<<if $statdisable is "f">> |
<span class="red">- Camp Concealment</span>
<</if>>
<</widget>>
<<widget "gcomprehension">>
<<if $statdisable is "f">> |
<span class="green">+ Comprehension</span>
<</if>>
<</widget>>
<<widget "ggcomprehension">>
<<if $statdisable is "f">> |
<span class="green">+ + Comprehension</span>
<</if>>
<</widget>>
<<widget "gggcomprehension">>
<<if $statdisable is "f">> |
<span class="green">+ + + Comprehension</span>
<</if>>
<</widget>>
<<widget "walnutStoreMessage">>
<<if $statdisable is "f">> |
<i>Stored walnuts will dry over time, and eventually become more nutritious.</i>
<</if>>
<</widget>>
<<widget "campFurnitureMessage">>
<<if $statdisable is "f">> |
<i>Leaves behind any furniture at your old camp.</i>
<</if>>
<</widget>>
<<widget "islander_language">>
<<if _args[0]>>
<<set $islander_language += (_args[0] * 3)>>
<</if>>
<</widget>>
<<widget "island_tide_options">>
<<link [[Crawl to the treeline (0:05)|Island Beach Walk]]>><<set $phase to 1>><<island_tide 1>><<set $island.tide_distance += 1>><<island_pass 5>><</link>><<gisland_tide>><<lharass>>
<br>
<<link [[Walk to the treeline (0:02)|Island Beach Walk]]>><<set $phase to 2>><<island_pass 2>><<set $island.tide_distance += 1>><</link>>
<br>
<<link [[Run to the treeline (0:01)|Island Beach Walk]]>><<set $phase to 3>><<island_tide -1>><<set $island.tide_distance += 1>><<island_pass 1>><</link>><<lisland_tide>><<gharass>>
<br>
<</widget>>
<<widget "island_init">>
<<if $island is undefined>>
<<set $island to {}>>
<<set $island.rocky_hillock to {}>>
<<set $island.rocky_hillock.space to 1>>
<<set $island.rocky_hillock.space_used to 0>>
<<set $island.waterfall to {}>>
<<set $island.waterfall.space to 3>>
<<set $island.waterfall.space_used to 0>>
<<set $island.gulch to {}>>
<<set $island.gulch.space to 5>>
<<set $island.gulch.space_used to 0>>
<<set $island.walnut to 0>>
<<set $island.walnut_dried to 0>>
<<set $island.explore_count to 0>>
<<set $island.explore_locations to []>>
<<set $island.wood to 0>>
<</if>>
<<if $islander_language is undefined>>
<<set $islander_language to 0>>
<</if>>
<<set $island.tide to 0>>
<<set $island.tide_distance to 0>>
<<set $island.hide to 1>>
<<set $hunger to 0>>
<<set $island.explore to "none">>
<</widget>>
<<widget "island_var_list">>
Rocky hillock space used: <<print $island.rocky_hillock.space_used>>
<br>
Waterfall space used: <<print $island.waterfall.space_used>>
<br>
Gulch space used: <<print $island.gulch.space_used>>
<br>
Waluts: <<print $island.walnut>>
<br>
Dried walnuts: <<print $island.walnut_dried>>
<br>
Explore count: <<print $island.explore_count>>
<br>
Explore locations: <<print $island.explore_locations>>
<br>
Language: <<print $islander_language>>
<br>
Tide: <<print $island.tide>>
<br>
Tide distance: <<print $island.tide_distance>>
<br>
Hide: <<print $island.hide>>
<br>
Explore: <<print $island.explore>>
<br>
Hunger: <<print $hunger>>
<br>
Wood: <<print $island.wood>>
<br>
Space: <<print $island[$island.home].space>>
<br>
<</widget>>
<<widget "island_end">>
<<set $island.tide to undefined>>
<<set $island.tide_distance to undefined>>
<<set $island.hide to undefined>>
<<set $island.walk to undefined>>
<<set $island.kneel to undefined>>
<<set $hunger to 0>>
<</widget>>
<<widget "island_explore_end">>
<<if $island[$island.home].decor is "simple">>
<<set $island_simple_decor_message to 1>>
<<elseif $island[$island.home].decor is "basic">>
<<set $island_basic_decor_message to 1>>
<<elseif $island[$island.home].decor is "advanced">>
<<set $island_advanced_decor_message to 1>>
<</if>>
<<if $island[$island.home].bird_feeder is "simple" and random(1, 20) is 20>>
<<set $island_bird_message to 1>>
<<elseif $island[$island.home].bird_feeder is "basic" and random(1, 10) is 10>>
<<set $island_bird_message to 1>>
<<elseif $island[$island.home].bird_feeder is "advanced" and random(1, 5) is 5>>
<<set $island_bird_message to 1>>
<</if>>
<</widget>>
<<widget "island_tattoo_check">>
<<set _island_tattoo to 0>>
<<if $skin.right_bottom.special is "islander">>
<<set _island_tattoo += 1>>
<</if>>
<<if $skin.left_bottom.special is "islander">>
<<set _island_tattoo += 1>>
<</if>>
<<if $skin.left_thigh.special is "islander">>
<<set _island_tattoo += 1>>
<</if>>
<<if $skin.right_thigh.special is "islander">>
<<set _island_tattoo += 1>>
<</if>>
<<if $skin.pubic.special is "islander">>
<<set _island_tattoo += 1>>
<</if>>
<<if $skin.back.special is "islander">>
<<set _island_tattoo += 1>>
<</if>>
<<if $skin.breasts.special is "islander">>
<<set _island_tattoo += 1>>
<</if>>
<<if $skin.left_shoulder.special is "islander">>
<<set _island_tattoo += 1>>
<</if>>
<<if $skin.right_shoulder.special is "islander">>
<<set _island_tattoo += 1>>
<</if>>
<<if $skin.left_cheek.special is "islander">>
<<set _island_tattoo += 1>>
<</if>>
<<if $skin.right_cheek.special is "islander">>
<<set _island_tattoo += 1>>
<</if>>
<<if $skin.forehead.special is "islander">>
<<set _island_tattoo += 1>>
<</if>>
<</widget>>
<<widget "island_tattoo">>
<<if $skin[_bodypart].writing>>
<<bodywriting_clear _bodypart>>
<</if>>
<<rng 3>>
<<switch $rng>>
<<case 1>>
<<add_bodywriting _bodypart square tattoo>>
<<case 2>>
<<add_bodywriting _bodypart triangle tattoo>>
<<case 3>>
<<add_bodywriting _bodypart circle tattoo>>
<</switch>>
<</widget>>
<<widget "island_pass">>
<<if _args[0]>>
<<pass _args[0]>>
<<hunger _args[0]>>
<</if>>
<</widget>>
<<widget "island_rope_end">>
<<unset $island_rope_distance>>
<<unset $island_rope_orgasm>>
<<unset $island_rope_enemy_action>>
<<unset $island_rope_action>>
<</widget>>
<<widget "island_rope_options">>
<<if $rng gte 67>>
<<set $island_rope_enemy_action to "watch">>
The islanders seem content to watch you, for now.
<br><br>
<<elseif $rng gte 33>>
<<set $island_rope_enemy_action to "shout">>
The islanders start shouting, loud enough for you to hear over the rushing water.
<br><br>
<<else>>
<<set $island_rope_enemy_action to "bow">>
<span class="purple">The islanders notch arrows onto their bows, and draw the strings.</span>
<br><br>
<</if>>
<<if $island_rope_distance gte 4>>
<span class="teal">You are close to shore!</span>
<<elseif $island_rope_distance is 3>>
<span class="lblue">The shore is getting closer.</span>
<<elseif $island_rope_distance is 2>>
<span class="blue">You're halfway across.</span>
<<elseif $island_rope_distance is 1>>
<span class="purple">You've still a long way to go.</span>
<<else>>
<span class="pink">You've barely moved across at all.</span>
<</if>>
<br><br>
<<link [[Shuffle as fast as you can|Island Rope 3]]>><<set $island_rope_distance += 1>><<set $island_rope_action to "shuffle">><<arousal 600>><</link>><<garousal>>
<br>
<<link [[Catch your breath|Island Rope 3]]>><<set $island_rope_action to "breath">><<arousal -600>><</link>><<larousal>>
<br>
<<link [[Duck|Island Rope 3]]>><<set $island_rope_action to "duck">><</link>>
<br>
<</widget>>
<<widget "island_rope_shout">>
<<if random(1, 2) is 2>>
"Using a rope to masturbate in front of people!"
<<else>>
"This one's having the time of <<pher>> life."
<</if>>
<br>
<<if random(1, 2) is 2>>
"Get back here and we'll give you a proper seeing to."
<<else>>
"Can't wait to get my hands on <<pher>>."
<</if>>
<br>
<<if random(1, 2) is 2>>
"This <<girl>>'s going to soil that rope."
<<else>>
"This <<girl>> has no shame."
<</if>>
<</widget>>
<<widget "island_rope_bow">>
<<if _args[0] is "duck">>
<<set _rng to random(-1, 3)>>
<<else>>
<<set _rng to random(0, 6)>>
<</if>>
<<if _rng is 6>>
<span class="red">Six strike you.</span> You barely feel them, but a perverse toxin spreads from the point of impact.<<gdrugged>><<garousal>><<arousal 3600>><<drugs 60>>
<<elseif _rng is 5>>
<span class="pink">Five strike you.</span> You barely feel them, but a perverse toxin spreads from the point of impact.<<gdrugged>><<garousal>><<arousal 3000>><<drugs 50>>
<<elseif _rng is 4>>
<span class="purple">Four strike you.</span> You barely feel them, but a perverse toxin spreads from the point of impact.<<gdrugged>><<garousal>><<arousal 2400>><<drugs 40>>
<<elseif _rng is 3>>
<span class="blue">Three strike you.</span> You barely feel them, but a perverse toxin spreads from the point of impact.<<gdrugged>><<garousal>><<arousal 1800>><<drugs 30>>
<<elseif _rng is 2>>
<span class="lblue">Two strike you.</span> You barely feel them, but a perverse toxin spreads from the point of impact.<<gdrugged>><<garousal>><<arousal 1200>><<drugs 20>>
<<elseif _rng is 1>>
<span class="teal">One strikes you.</span> You barely feel it, but a perverse toxin spreads from the point of impact.<<gdrugged>><<garousal>><<arousal 600>><<drugs 10>>
<<else>>
<span class="green">However, not a single one hits.</span> They sound disappointed.
<</if>>
<</widget>>
<<widget "island_events_snake">>
<<generateRole 0 0 "islander">><<person1>>
A startling hiss snatches your attention. You turn in the direction of the sound, and come face to face with a pair of serpentine eyes. A snake is held aloft by a <<person>>, the animal turned into a weapon.
<br><br>
All strength leaves your muscles, and you collapse onto the leafy floor. The <<person>> threads the snake around a nearby branch, and advances on you.
<br><br>
<<link [[Next|Island Snake Rape]]>><<set $molestationstart to 1>><<set $trance to 1>><</link>>
<br>
<</widget>>
<<widget "island_events_trap">>
<<generateRole 0 0 "islander">>
<<generateRole 1 0 "islander">>
<<person1>>
You're walking along a trodden path when you hear a subtle <i>thwick</i> beneath your feet.
<<dancedifficulty 1 1000 true>>
<<if $danceSuccess>>
You unconsciously jump aside, as the trap springs and <span class="green">misses</span> your ankles.
<br><br>
You hear an irritated shout, and two figures emerge from the trees, a <<person>> and <<person2>><<person>>. They bear down on you with ill intent.
<br><br>
<<link [[Next|Island Trap Fight]]>><<set $fightstart to 1>><</link>>
<br>
<<else>>
<span class="red">A coil of rope seizes your ankle,</span> and hoists you into the air, leaving you suspended. You hear a triumphant cry, followed by a <<person>> and <<person2>><<person>> emerging from the trees.
<br><br>
<<if $islander_language gte 100>>
They step either side of you. "I told you that would work!"
<br>
"Mere fortune."
<br>
"Whatever you say."
<<elseif $islander_language gte 50>>
They step either side of you, and start arguing.
<<else>>
They step either side of you and talk in their incomprehensible language.
<</if>>
<br><br>
<<link [[Struggle|Island Trap Struggle]]>><</link>><<physiquedifficulty 1 16000>>
<br>
<<link [[Save your strength|Island Defeat]]>><<stress -6>><</link>><<lstress>>
<br>
<</if>>
<</widget>>
<<widget "island_events_flower">>
You find a field of strange flowers. A thin miasma beguiles your senses.<<ghallucinogens>><<garousal>><<hallucinogen 120>><<drugs 120>><<arousal 600>>
<br><br>
<<link [[Next|Island]]>><<island_explore_end>><</link>>
<br>
<</widget>>
<<widget "island_events_pleasant_flower">>
You find a field of pleasant flowers. The sweet aroma tickles your senses.<<lstress>><<stress -6>>
<br><br>
<<link [[Next|Island]]>><<island_explore_end>><</link>>
<br>
<</widget>>
<<widget "island_events_plumeria">>
You find a clearing full of elegant plumerias, their spiral petals swaying in the breeze.
<br><br>
<<if !$plants_known.includes("plumeria")>>
<<if $sciencetrait gte 3>>
<<icon "tending/plumeria.png">> <<link [[Search for seeds (0:30)|Island Plumeria]]>><<island_pass 30>><<tending 6>><<set $plants_known.push("plumeria")>><</link>><<gtending>>
<br>
<<else>>
<span class="blue">A higher science skill would let you harvest plumeria seeds.</span>
<br>
<</if>>
<</if>>
<<if currentSkillValue('tending') gte 300>>
<<icon "tending/plumeria.png">> <<link [[Pick plumerias (0:20)|Island Plumeria Pick]]>><<island_pass 20>><</link>><<tendingdifficulty 300 600>>
<br>
<<else>>
<span class="blue">You need a higher tending skill to pick saleable specimens.</span>
<br>
<</if>>
<br>
<<link [[Leave|Island]]>><<island_explore_end>><</link>>
<</widget>>
<<widget "island_events_mosquitoes">>
You find a stagnant pool, surrounded by mosquitoes. You hasten your pace, lest you be bitten.<<gstress>><<stress 6>>
<br><br>
<<link [[Next|Island]]>><<island_explore_end>><</link>>
<br>
<</widget>>
<<widget "island_events_walnut">>
You find a walnut tree. Nuts hang from the branches, well out of reach.
<br><br>
<<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>
<<link [[Headbutt the tree|Island Walnut Headbutt]]>><<set $island.walnut += 1>><</link>><<cow>>
<br>
<<else>>
<<link [[Punch the tree|Island Walnut Punch]]>><</link>><<physiquedifficulty 1 16000>>
<br>
<</if>>
<<if ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled"))>>
<<link [[Climb the tree|Island Walnut Climb Cat]]>><<set $island.walnut += 1>><</link>><<cat>><<gwalnut>>
<br>
<<else>>
<<link [[Climb the tree|Island Walnut Climb]]>><</link>><<athleticsdifficulty 1 1000>>
<br>
<</if>>
<</widget>>
<<widget "island_events_walnut_2">>
You find a walnut tree, with fresh nuts lying about the base.
<br><br>
<<link [[Eat|Island]]>><<hunger -200>><<island_explore_end>><</link>><<lhunger>>
<br>
<<link [[Gather for later|Island]]>><<set $island.walnut += 1>><</link>><<gwalnut>><<walnutStoreMessage>>
<</widget>>
<<widget "island_events_walnut_3">>
You search along the shore, until you find a walnut tree sheltered from the wind by even grander flora, with fruit so ripe you think you could shake them free.
<br><br>
You look past it, and see another walnut tree, and another, arranged in a line. They look cared for, like an orchard.
<br><br>
<<link [[Gather walnuts (0:05)|Island Walnut Gather]]>><<island_pass 5>><<set $island.walnut += 3>><</link>><<ggwalnut>>
<br>
<<link [[Leave|Island]]>><<island_explore_end>><</link>>
<br>
<</widget>>
<<widget "island_events_rocky">>
You find the rocky hillock where you made camp when you first arrived on the island. It looks <span class="teal">defensible</span> and the <span class="teal">high vantage</span> would make food easier to spot, but the numerous large rocks leave only a <span class="pink">cramped</span> space to live in.
<br><br>
<<link [[Take in the view, and leave|Island]]>><<island_explore_end>><<stress -6>><</link>><<lstress>>
<br>
<<link [[Move your camp here|Island]]>><<island_explore_end>><<set $island.home to "rocky_hillock">><</link>><<campFurnitureMessage>>
<br>
<</widget>>
<<widget "island_events_waterfall">>
You find a beautiful waterfall, surrounded by trees both above and below. It looks suitable for a camp, with the waterfall and cliff forming a <span class="blue">sound</span> barrier on one side. It also has a <span class="blue">good vantage</span> in that direction, making food easier to find, and a <span class="blue">spacious</span> area beside the river.
<br><br>
<<link [[Take in the view, and leave|Island]]>><<island_explore_end>><<stress -6>><</link>><<lstress>>
<br>
<<link [[Move your camp here|Island]]>><<island_explore_end>><<set $island.home to "waterfall">><</link>><<campFurnitureMessage>>
<br>
<</widget>>
<<widget "island_events_gulch">>
You find a deep gulch, surrounded on all sides by woodland. There's <span class="green">a lot of space</span> along the stream's edge, enough for a camp. However, you'd be <span class="pink">exposed</span> to danger on all sides, with threats able to creep close through the trees. There's <span class="pink">little vantage</span>, so finding food will be difficult.
<br><br>
Setting up camp here would be daring, but the reward would be a <span class="teal">prodigious amount of space to build.</span>
<br><br>
<<link [[Take in the view, and leave|Island]]>><<island_explore_end>><<stress -6>><</link>><<lstress>>
<br>
<<link [[Move your camp here|Island]]>><<island_explore_end>><<set $island.home to "gulch">><</link>><<campFurnitureMessage>>
<</widget>>
<<widget "island_events_wood_1">>
You find a patch of thickly fallen leaves, blown loose by the wind. You trip over a concealed branch while walking across, dislodging it. It looks useful.<<gwood>><<set $island.wood += 1>>
<br><br>
<<link [[Next|Island]]>><<island_explore_end>><</link>>
<br>
<</widget>>
<<widget "island_events_wood_2">>
You find a river, and walk along it. You see two logs floating down the middle, as if on a journey together. They could be useful.
<br><br>
<<link [[Swim for them|Island Wood Swim]]>><</link>><<swimmingdifficulty 1 1000>>
<br>
<<link [[Ignore|Island]]>><<island_explore_end>><</link>>
<br>
<</widget>>
<<widget "island_events_wood_3">>
<<generateRole 0 0 "islander">><<person1>>
You hear movement up ahead. A <<person>> walks along a trail, carrying a bundle of sticks in <<his>> arms.
<br><br>
<<if $islander_language gte 100>>
<<link [[Ask for wood|Island Wood Ask]]>><</link>>
<br>
<<elseif $islander_language gte 50>>
<<link [[Ask for wood|Island Wood Ask Try]]>><</link>><<difficulty 50>>
<br>
<<else>>
<span class="blue">You're unable to communicate.</span>
<br>
<</if>>
<<link [[Ignore|Island]]>><<endevent>><<island_explore_end>><</link>>
<br>
<</widget>>
<<widget "island_events_wood_4">>
You search beneath the boughs of thick trees, illuminated by an even, seemingly source-less light. It's gloomy, but usable sticks are easy enough to spot. You emerge from the wood with three in your arms.<<gwood>><<set $island.wood += 3>>
<br><br>
<<link [[Next|Island]]>><<island_explore_end>><</link>>
<</widget>>
<<widget "island_events_hunted">>
<<generateRole 0 0 "islander">><<person1>>
<<if ($wolfgirl gte 6 or ($transformationParts.wolf.tail isnot "hidden" and $transformationParts.wolf.tail isnot "disabled"))>>
Your canine ears prick. Someone is following you. <<wolfgirl>>
<br><br>
<<link [[Confront|Island Hunted Confront]]>><</link>>
<br>
<<link [[Hide|Island Hunted Hide]]>><</link>>
<br>
<<elseif ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled"))>>
Your feline ears prick. Someone is following you. <<cat>>
<br><br>
<<link [[Confront|Island Hunted Confront]]>><</link>>
<br>
<<link [[Hide|Island Hunted Hide]]>><</link>>
<br>
<<elseif ($fox gte 6 or ($transformationParts.fox.tail isnot "hidden" and $transformationParts.fox.tail isnot "disabled"))>>
Your vulpine ears prick. Someone is following you. <<fox>>
<br><br>
<<link [[Confront|Island Hunted Confront]]>><</link>>
<br>
<<link [[Hide|Island Hunted Hide]]>><</link>>
<br>
<<else>>
Your only warning is a whistle from the trees, <span class="red">then an arrow strikes you in the back.</span> It stings, but bounces off. The tip is blunt and doesn't seem to have broken the skin, <span class="pink">but you feel a warmth spread through your body.</span><<garousal>><<gdrugged>><<drugs 120>>
<br><br>
<<link [[Next|Island]]>><<island_explore_end>><<endevent>><</link>>
<br>
<</if>>
<</widget>>
<<widget "island_events_runes">>
<<island_tattoo_check>>
You find a flat rock, carved with runes. You can't decypher their meaning.
<br><br>
<<if _island_tattoo gte 1>>
You try to turn away,
<<if _island_tattoo gte 2>>
<span class="red">but forceful jolts emanate from the tattoos the islanders gave you.</span>
<<else>>
<span class="red">but a jolt emanates from the tattoo the islanders gave you.</span>
<</if>>
The energy flows into your legs, making them jerk in a walking motion. It's as if it's taking you somewhere.
<br><br>
<<link [[Let it happen (0:20)|Island Runes Submit]]>><<island_pass 20>><</link>>
<br>
<<link [[Struggle against it|Island Runes Physique]]>><</link>><<physiquedifficulty 1 (_island_tattoo * 3000)>>
<br>
<<link [[This can't be real|Island Runes Willpower]]>><</link>><<willpowerdifficulty 1 (_island_tattoo * 200)>>
<br>
<<else>>
You turn away from the markings.
<br><br>
<<link [[Next|Island]]>><<island_explore_end>><</link>>
<br>
<</if>>
<</widget>>
<<widget "island_events_shore">>
<<set $island.explore_locations.pushUnique("shore")>>
You crest a slope, between two trees, and are met by a cool sea breeze. You stand at the top of a cliff along the shore. There are strange movements in the water below.
<br><br>
<span class="gold">You've discovered the shore.</span>
<br><br>
You notice the towering plants either side of you are walnut trees. Their nuts litter the ground. You gather a couple of handfuls. Food should be easy to find here.
<br><br>
<<link [[Eat|Island]]>><<hunger -400>><<island_explore_end>><</link>><<lhunger>>
<br>
<<link [[Gather for later|Island]]>><<set $island.walnut += 2>><<island_explore_end>><</link>><<gwalnut>><<walnutStoreMessage>>
<br>
<</widget>>
<<widget "island_events_wood">>
<<set $island.explore_locations.pushUnique("wood")>>
The tree trunks around you thicken as you walk, their branches too. The canopy they form becomes so dense that it creates an impenetrable, low-hanging ceiling. No plants grow at your feet.
<br><br>
A couple of usable sticks lie at your feet, easy to spot on such barren ground. This is a good place to find wood.<<gwood>><<set $island.wood += 2>>
<br><br>
<span class="gold">You've discovered the lush woodland.</span>
<br><br>
<<link [[Next|Island]]>><<island_explore_end>><</link>>
<br>
<</widget>>
<<widget "island_events_battleground">>
<<set $island.explore_locations.pushUnique("battleground")>>
<<generateRole 0 0 "islander">>
<<generateRole 1 0 "islander">>
<<generateRole 2 0 "islander">>
<<person1>>
You find an arrow sticking from a tree. As you travel you find others, lying broken on the ground or embedded in flora. Footprints crisscross this way and that. This is a well-travelled area.
<br><br>
You hear hurried footsteps up ahead, and take cover behind a bush just as a <<person>> bursts from the trees, clutching <<his>> wounded arm. <<He>> throws an anxious glance over <<his>> shoulder.
<br><br>
A moment later a <<person2>><<person>> and <<person3>><<person>> emerge from the trees. The <<person2>><<person>> points at the <<person1>><<person>>, and they run after <<him>>.
<br><br>
<<if $islander_language gte 100>>
"Don't run, we'll go easy on you!" the <<person2>><<person>> shouts.
<br>
"Yeah," the <<person3>><<person>> adds. "The mer won't, but we will."
<<elseif $islander_language gte 50>>
They shout after their quarry in a mocking tone.
<<else>>
They shout in their incomprehensible language.
<</if>>
<<gcomprehension>><<islander_language 1>>
<br><br>
This seems like a battleground of sorts. You're not sure why they fight here, but it would be a good place to find locals, should you have reason to.
<br><br>
<span class="gold">You've discovered the battleground.</span>
<br><br>
<<link [[Next|Island]]>><<endevent>><<island_explore_end>><</link>>
<br>
<</widget>>
<<widget "island_events_castle">>
<<set $island.explore_locations.pushUnique("castle")>>
You cross a ridge, and find a ruined castle looming on the other side. Three towers rise above the battlements, their walls covered with moss.
<<generateRole 0 0 "islander">><<person1>>
<br><br>
There's a lot of activity below. Masked islanders enter and leave through a large gate. A <<person>> stands guard with tame <<endevent>><<beastNEWinit 3 cat>><<beastsplural>> held on a leash. Through the broken masonry you spy more islanders. These ones aren't wearing masks.
<br><br>
There's a bridge nearby, connecting to one of the towers. Two islanders stand either side of an entrance, each wielding a spear. These ones wear masks.
<br><br>
<<set $islander_mask to 1>>
<span class="gold">You've discovered the way to the castle. A new option has appeared in the build menu.</span>
<br><br>
<<link [[Next|Island]]>><<endevent>><<island_explore_end>><</link>>
<br>
<</widget>>
<<widget "island_events_bay">>
<<set $island.explore_locations.pushUnique("bay")>>
<<set $island.raft to 1>>
You find a sheltered bay. There's no sign of the monstrosities that plague the other beaches. It's peaceful.<<lstress>><<stress -6>>
<br><br>
Near the treelines lies a wooden frame. It looks like an incomplete raft. It would take a lot of wood, but you could finish it and leave the island.
<br><br>
<span class="gold">You've discovered the bay.</span>
<br><br>
<<link [[Next|Island]]>><<island_explore_end>><</link>>
<br>
<</widget>>
<<widget "island_events_plain">>
<<earnFeat "Prehistoric Landscape">>
<<set $island.explore_locations.pushUnique("plain")>>
The trees part, and open to a vast, uneven plain. There are patches of trees here and there, along with jagged rocks almost as tall as you. Long grass tickles your knees.
<br><br>
<<set $antiquemoney += 500>><<museumAntiqueStatus "antiqueobsidiandisc" "found">><<wearProp "disc">>
Light catches on something near your feet. Half-buried in the ground is an obsidian disc. It's the size and shape of a large coin. There are no markings, but the perfect round shape suggests it was made by intelligent hands. This might be a good place to find antiques.
<br><br>
<span class="gold">You've discovered the plain.</span>
<br><br>
<<link [[Next|Island]]>><<handheldon>><<island_explore_end>><</link>>
<br>
<</widget>>
<<widget "island_events_arrow">>
<<wearProp "islander arrow">>
You find an arrow embedded in the ground. It's dirty, but intact. The odd handiwork might be worth something to a collector.
<br><br>
<<set $antiquemoney += 20>><<museumAntiqueStatus "antiqueislandarrow" "found">>
<<link [[Next|Island]]>><<handheldon>><<island_explore_end>><</link>>
<br>
<</widget>>
<<widget "island_events_broken_mask">>
You find one of the angular islander masks, lying against a tree. It's broken, with the straps snapped and a crack down the middle. Still, it might be worth something to a collector.
<br><br>
<<wearProp "islander mask">>
<<set $antiquemoney += 40>><<museumAntiqueStatus "antiquewoodenmask" "found">>
<<link [[Next|Island]]>><<handheldon>><<island_explore_end>><</link>>
<br>
<</widget>>
<<widget "island_events_trilobite">>
You find a prominent rock sat at the top of a hillock. On its surface lays a trilobite fossil, as if the stone were buried until recently, forced up by some pressure to reveal secrets long withheld.
<br><br>
The fossil belongs in a museum, and it's easy to pry free.
<br><br>
<<set $antiquemoney += 50>><<museumAntiqueStatus "antiquetrilobitefossil" "found">><<wearProp "trilobite">>
<<link [[Next|Island]]>><<handheldon>><<island_explore_end>><</link>>
<</widget>>
<<widget "island_events_overhear">>
<<generateRole 0 0 "islander">>
<<generateRole 1 0 "islander">>
<<person1>>
You overhear two voices. Through the foliage you spy a <<person>> and <<person2>><<person>>, each wearing an antlered mask and carrying a bow, but they look relaxed.
<br><br>
<<if $islander_language gte 100>>
<<link [[Chat|Island Chat]]>><<trauma -6>><<stress -6>><</link>><<ltrauma>><<lstress>>
<br>
<<else>>
<<link [[Eavesdrop|Island Eavesdrop]]>><</link>><<endevent>><<gcomprehension>>
<br>
<</if>>
<<link [[Leave|Island]]>><<endevent>><<island_explore_end>><</link>>
<br>
<</widget>>
<<widget "island_events_battle">>
You find a clearing surrounded by trees, and pause. Something feels wrong. There's an energy in the air.
<br><br>
The silence is pierced as a volley of arrows arcs across the clearing, followed by another fired in the opposite direction. You hear a pained shout.
<br><br>
You take cover in a small ditch as the skirmish rages above.
<br><br>
<<link [[Observe the fight|Island Observe]]>><<islander_language 2>><</link>><<if $islander_language lt 100>><<ggcomprehension>><</if>>
<br>
<<link [[Leave|Island]]>><<island_explore_end>><</link>>
<br>
<</widget>>
<<widget "island_events_birds">>
You find a large oak tree. It's branches stretch over the surrounding plants as if protecting them. Birds of different species sit in its branches, singing different songs that come together in strange harmony.<<lstress>><<stress -6>>
<br><br>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled"))>>
<<link [[Sing (0:10)|Island Sing]]>><<island_pass 10>><<trauma -6>><<stress -6>><</link>><<harpy>><<ltrauma>><<lstress>>
<br>
<<link [[Leave|Island]]>><<island_explore_end>><</link>>
<br>
<<else>>
<<link [[Next|Island]]>><<island_explore_end>><</link>>
<br>
<</if>>
<</widget>>
<<widget "island_events_cat">>
<<beastNEWinit 1 cat>>
You sense a hostile presence behind you. Whirling, you turn to face a <<beasttype>> prowling closer.
<br><br>
<<if $monster is 1 or $bestialitydisable is "f">>
<<if $monster is 1>>
"Am I more hungry or horny?" <<bhe>> says. "Let's find out."
<br><br>
<</if>>
<<link [[Next|Island Cat]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You back away as fast as you dare, then turn and run through the trees.
<br><br>
You escape, but not unscathed.<<beastescape>>
<br><br>
<<link [[Next|Island]]>><<endevent>><<island_explore_end>><</link>>
<br>
<</if>>
<</widget>>
<<widget "island_events_cat_2">>
<<beastNEWinit 2 cat>>
A <<beasttype 0>> lands in front of you, dropping from some unseen branch above. <<bHe 0>> prowls closer, licking <<bhis 0>> lips.
<br><br>
<<if $monster is 1 or $bestialitydisable is "f">>
<<if $monster is 1>>
"Mmm," <<bhe 0>> says. "I'm gonna eat ya!"
<</if>>
<br><br>
You sense another threat nearby.
<br><br>
<<link [[Fight|Island Cats Fight]]>><</link>>
<br>
<<link [[Run|Island Cats Run]]>><</link>>
<br>
<<link [[Let them make the first move|Island Cats Bide]]>><</link>>
<br>
<<else>>
You back away as fast as you dare, then turn and run through the trees.
<br><br>
You escape, but not unscathed.<<beastescape>>
<br><br>
<<link [[Next|Island]]>><<endevent>><<island_explore_end>><</link>>
<br>
<</if>>
<</widget>>
<<widget "island_events_tear">>
You find a thick brush. Traversing it is difficult, with thorns and thin branches poking at your skin.
<<if !$worn.lower.type.includes("naked")>>
Your <<print $worn.lower.name>> snags on one such branch, right as you hear voices up ahead. It sounds like three islanders are headed your way.
<br><br>
<<link [[Tear free|Island Tear]]>><</link>>
<br>
<<link [[Carefully untangle your clothing|Island Careful]]>><</link>>
<br>
<<elseif !$worn.under_lower.type.includes("naked")>>
Your <<print $worn.under_lower.name>> snags on one such branch, right as you hear voices up ahead. It sounds like three islanders are headed your way.
<br><br>
<<link [[Tear free|Island Tear]]>><</link>>
<br>
<<link [[Carefully untangle your clothing|Island Careful]]>><</link>>
<br>
<<elseif !$worn.upper.type.includes("naked")>>
Your <<print $worn.upper.name>> snags on one such branch, right as you hear voices up ahead. It sounds like three islanders are headed your way.
<br><br>
<<link [[Tear free|Island Tear]]>><</link>>
<br>
<<link [[Carefully untangle your clothing|Island Careful]]>><</link>>
<br>
<<elseif !$worn.under_upper.type.includes("naked")>>
Your <<print $worn.under_upper.name>> snags on one such branch, right as you hear voices up ahead. It sounds like three islanders are headed your way.
<br><br>
<<link [[Tear free|Island Tear]]>><</link>>
<br>
<<link [[Carefully untangle your clothing|Island Careful]]>><</link>>
<br>
<<else>>
One branch bends out of your way easily enough, but as you pass the force flicks it back to its original position, and further, only to flick back the other way and spank your <<bottom>>.<<gpain>><<gstress>><<pain 4>><<stress 6>>
<br><br>
<<link [[Next|Island]]>><<endevent>><<island_explore_end>><</link>>
<br>
<</if>>
<</widget>>
<<widget "island_events_sing">>
<<generateRole 0 0 "islander">><<person1>>
You hear singing. A <<person>> sits on a log beside a river, a fishing rod in <<his>> hand.
<<if $islander_language gte 100>>
<br><br>
<i>"Seven fishes swim over coral, oh."</i>
<br>
<i>"Abyssal eyes alight them below, oh."</i>
<br>
<i>"Hand reaches out, such hungry digits, oh."</i>
<br>
<i>"Six scared fishes swim over coral, oh..."</i>
<br><br>
The tune is pleasant.<<lstress>><<stress -6>>
<<elseif $islander_language gte 50>>
It's as if <<hes>> singing to the fish, hoping to coax them closer.<<gcomprehension>><<islander_language 1>>
<<else>>
The words are incomprehensible to you, but it sounds pleasant.<<gcomprehension>><<islander_language 1>>
<</if>>
<br><br>
<<link [[Next|Island]]>><<endevent>><<island_explore_end>><</link>>
<br>
<</widget>>
<<widget "island_events_slugs">>
A thread of slime lowers ahead of you. A giant slug slides down it, landing with a splat. You hear similar sounds either side of you.
<br><br>
<<link [[Next|Island Slugs]]>><<set $struggle_start to 1>><</link>>
<br>
<</widget>>
<<widget "island_events_rope">>
<<generateRole 0 0 "islander">>
<<generateRole 1 0 "islander">>
<<generateRole 2 0 "islander">>
<<generateRole 3 0 "islander">>
<<generateRole 4 0 "islander">>
<<generateRole 5 0 "islander">>
<<person1>>
You find a river, and follow it deeper into the island. You follow it around a large rock, and discover a rope stretched across it. A bucket hangs on one end. Looks like someone uses it to transfer objects across the water.
<br><br>
You hear a voice, and turn, only to come face-to-face with six islanders. The water churns with such violence that it obfuscated their footsteps.
<br><br>
They pause as well, then reach for their weapons. Fighting seems a bad idea.
<br><br>
<<link [[Fight|Island Fight]]>><<set $fightstart to 1>><</link>>
<br>
<<link [[Escape using the rope|Island Rope]]>><</link>>
<br>
<<link [[Surrender|Island Defeat]]>><</link>>
<br>
<</widget>>
<<widget "island_events_squirrel">>
You find a squirrel. It looks at you a moment, then darts up the trunk of a tree, disappearing into its branches.<<lstress>><<stress -6>>
<br><br>
<<if ($fox gte 6 or ($transformationParts.fox.tail isnot "hidden" and $transformationParts.fox.tail isnot "disabled"))>>
Instinct takes over. You drop to all fours and sniff the ground, following the squirrel's trail in reverse with your <<bottom>> stuck in the air. You find freshly turned earth. There's a walnut beneath.<<fox>><<gwalnut>><<set $island.walnut += 1>>
<br><br>
<<link [[Eat|Island]]>><<hunger -200>><<island_explore_end>><</link>><<lhunger>>
<br>
<<link [[Gather for later|Island]]>><<set $island.walnut += 1>><</link>><<gwalnut>><<walnutStoreMessage>>
<<else>>
<<link [[Next|Island]]>><<island_explore_end>><</link>>
<br>
<</if>>
<</widget>>
<<widget "island_events_duel">>
<<generateRole 0 0 "islander">>
<<generateRole 1 0 "islander">>
<<person1>>
<<if $islander_language gte 100>>
You hear shouting up ahead. A <<person>> and <<person2>><<person>> fight with spears. They trade taunts and jabs.
<br>
<<if $rng gte 81>>
"Take that, you fish-fucking freak!"
<br>
"Haha! You'll need to do better than that!
<<elseif $rng gte 61>>
"When I'm done, I'm gonna fuck your <<if $pronoun is "m">>father<<else>>mother<</if>>."
<br>
"Haha! That's funny. I already fucked yours."
<<elseif $rng gte 41>>
"You'll drown in your own blood!"
<br>
"Calm down, it's just a walnut."
<<elseif $rng gte 21>>
"You look like a radish fucked a goat."
<br>
"Yeah? Well, you look like your <<if $pronoun is "m">>father<<else>>mother<</if>>."
<<else>>
"You getting turned on by this?"
<br>
"You wish, pervert."
<</if>>
<br><br>
You leave before you're noticed.
<br><br>
<<link [[Next|Island]]>><<endevent>><<island_explore_end>><</link>>
<br>
<<elseif $islander_language gte 50>>
You hear shouting up ahead. A <<person>> and <<person2>><<person>> fight with spears. They trade taunts and jabs, though neither seem effective.<<gcomprehension>><<islander_language 1>>
<br><br>
You leave before you're noticed.
<br><br>
<<link [[Next|Island]]>><<endevent>><<island_explore_end>><</link>>
<br>
<<else>>
You hear incomprehensible shouting up ahead. A <<person>> and <<person2>><<person>> fight with spears, stepping around each other, making the occasional sudden, ineffective jab.
<br><br>
You're not sure what they're saying, but it sounds heated.<<gcomprehension>><<islander_language 1>>
<br><br>
You leave before you're noticed.
<br><br>
<<link [[Next|Island]]>><<endevent>><<island_explore_end>><</link>>
<br>
<</if>>
<</widget>>
<<widget "islandBuildOption">>
<div>
<<if _islandUpgrades is undefined>><<set _islandUpgrades to {}>><</if>>
<<set _islandUpgrades[_args[0]] to {}>>
<<switch _args[0]>>
<<case "trap">>
<<set $_build to true>>
<<if !$island[$island.home].trap>>
<span class="red">No trap</span>: Attackers have easy access to you.
<<set _islandUpgrades[_args[0]].passage to "Island Build Simple Trap">>
<<set _islandUpgrades[_args[0]].timeTaken to 120>>
<<set _islandUpgrades[_args[0]].woodUsed to 0>>
<<set _islandUpgrades[_args[0]].housekeeping to 0>>
<<elseif $island[$island.home].trap is "simple">>
<span class="teal">Simple trap</span>: 50% chance to snare an attacker.
<<set _islandUpgrades[_args[0]].passage to "Island Build Basic Trap">>
<<set _islandUpgrades[_args[0]].timeTaken to 180>>
<<set _islandUpgrades[_args[0]].woodUsed to 2>>
<<set _islandUpgrades[_args[0]].housekeeping to 200>>
<<elseif $island[$island.home].trap is "basic">>
<span class="teal">Basic trap</span>: 75% chance to snare an attacker.
<<set _islandUpgrades[_args[0]].passage to "Island Build Advanced Trap">>
<<set _islandUpgrades[_args[0]].timeTaken to 240>>
<<set _islandUpgrades[_args[0]].woodUsed to 3>>
<<set _islandUpgrades[_args[0]].housekeeping to 400>>
<<elseif $island[$island.home].trap is "advanced">>
<span class="green">Advanced trap</span>: 100% chance to snare an attacker.
<</if>>
<<case "curtains">>
<<set $_build to true>>
<<if !$island[$island.home].curtains>>
<span class="red">No privacy</span>: Poor sleep quality.
<<set _islandUpgrades[_args[0]].passage to "Island Build Simple Curtains">>
<<set _islandUpgrades[_args[0]].timeTaken to 120>>
<<set _islandUpgrades[_args[0]].woodUsed to 6>>
<<set _islandUpgrades[_args[0]].housekeeping to 100>>
<<elseif $island[$island.home].curtains is "simple">>
<span class="teal">Simple curtains</span>: Improves sleep quality a little bit.
<<set _islandUpgrades[_args[0]].passage to "Island Build Basic Curtains">>
<<set _islandUpgrades[_args[0]].timeTaken to 120>>
<<set _islandUpgrades[_args[0]].woodUsed to 0>>
<<set _islandUpgrades[_args[0]].housekeeping to 300>>
<<elseif $island[$island.home].curtains is "basic">>
<span class="teal">Basic curtains</span>: Improves sleep quality.
<<set _islandUpgrades[_args[0]].passage to "Island Build Advanced Curtains">>
<<set _islandUpgrades[_args[0]].timeTaken to 120>>
<<set _islandUpgrades[_args[0]].woodUsed to 2>>
<<set _islandUpgrades[_args[0]].housekeeping to 500>>
<<elseif $island[$island.home].curtains is "advanced">>
<span class="green">Advanced curtains</span>: Improves sleep quality a lot.
<</if>>
<<case "bird_feeder">>
<<set $_build to true>>
<<if !$island[$island.home].bird_feeder>>
<span class="red">No bird feeder</span>: Have to gather your own food.
<<set _islandUpgrades[_args[0]].passage to "Island Build Simple Bird Feeder">>
<<set _islandUpgrades[_args[0]].timeTaken to 120>>
<<set _islandUpgrades[_args[0]].woodUsed to 8>>
<<set _islandUpgrades[_args[0]].housekeeping to 100>>
<<elseif $island[$island.home].bird_feeder is "simple">>
<span class="teal">Simple bird feeder</span>: Birds will rarely leave you walnuts while you're out exploring.
<<set _islandUpgrades[_args[0]].passage to "Island Build Basic Bird Feeder">>
<<set _islandUpgrades[_args[0]].timeTaken to 120>>
<<set _islandUpgrades[_args[0]].woodUsed to 2>>
<<set _islandUpgrades[_args[0]].housekeeping to 300>>
<<elseif $island[$island.home].bird_feeder is "basic">>
<span class="teal">Basic bird feeder</span>: Birds will sometimes leave you walnuts while you're out exploring.
<<set _islandUpgrades[_args[0]].passage to "Island Build Advanced Bird Feeder">>
<<set _islandUpgrades[_args[0]].timeTaken to 120>>
<<set _islandUpgrades[_args[0]].woodUsed to 2>>
<<set _islandUpgrades[_args[0]].housekeeping to 500>>
<<elseif $island[$island.home].bird_feeder is "advanced">>
<span class="green">Advanced bird feeder</span>: Birds will often leave you walnuts while you're out exploring.
<</if>>
<<case "camouflage">>
<<set $_build to true>>
<<if !$island[$island.home].camouflage>>
<span class="red">No camouflage</span>: Out in the open.
<<set _islandUpgrades[_args[0]].passage to "Island Build Simple Camouflage">>
<<set _islandUpgrades[_args[0]].timeTaken to 120>>
<<set _islandUpgrades[_args[0]].woodUsed to 0>>
<<set _islandUpgrades[_args[0]].housekeeping to 100>>
<<elseif $island[$island.home].camouflage is "simple">>
<span class="teal">Simple camouflage</span>: Slightly reduces the likelihood of hostile events while sleeping.
<<set _islandUpgrades[_args[0]].passage to "Island Build Basic Camouflage">>
<<set _islandUpgrades[_args[0]].timeTaken to 120>>
<<set _islandUpgrades[_args[0]].woodUsed to 0>>
<<set _islandUpgrades[_args[0]].housekeeping to 400>>
<<elseif $island[$island.home].camouflage is "basic">>
<span class="teal">Basic camouflage</span>: Moderately reduces the chance of hostile events while sleeping.
<<set _islandUpgrades[_args[0]].passage to "Island Build Advanced Camouflage">>
<<set _islandUpgrades[_args[0]].timeTaken to 120>>
<<set _islandUpgrades[_args[0]].woodUsed to 0>>
<<set _islandUpgrades[_args[0]].housekeeping to 700>>
<<elseif $island[$island.home].camouflage is "advanced">>
<span class="green">Advanced camouflage</span>: Greatly reduces the chance of hostile events while sleeping.
<</if>>
<<case "decor">>
<<set $_build to true>>
<<if !$island[$island.home].decor>>
<span class="red">No decor</span>: No way to relax after exploring.
<<set _islandUpgrades[_args[0]].passage to "Island Build Simple Decor">>
<<set _islandUpgrades[_args[0]].timeTaken to 240>>
<<set _islandUpgrades[_args[0]].woodUsed to 2>>
<<set _islandUpgrades[_args[0]].housekeeping to 200>>
<<elseif $island[$island.home].decor is "simple">>
<span class="teal">Simple decor</span>: Reduces a little stress each time you return to the camp after exploring.
<<set _islandUpgrades[_args[0]].passage to "Island Build Basic Decor">>
<<set _islandUpgrades[_args[0]].timeTaken to 240>>
<<set _islandUpgrades[_args[0]].woodUsed to 8>>
<<set _islandUpgrades[_args[0]].housekeeping to 400>>
<<elseif $island[$island.home].decor is "basic">>
<span class="teal">Basic decor</span>: Reduces more stress each time you return to camp after exploring.
<<set _islandUpgrades[_args[0]].passage to "Island Build Advanced Decor">>
<<set _islandUpgrades[_args[0]].timeTaken to 240>>
<<set _islandUpgrades[_args[0]].woodUsed to 8>>
<<set _islandUpgrades[_args[0]].housekeeping to 600>>
<<elseif $island[$island.home].decor is "advanced">>
<span class="green">Advanced decor</span>: Reduces even more stress each time you return to camp after exploring.
<</if>>
<<case "chair">>
<<set $_build to true>>
<<if !$island[$island.home].chair>>
<span class="red">No seating</span>: Nowhere to sit.
<<set _islandUpgrades[_args[0]].passage to "Island Build Stool">>
<<set _islandUpgrades[_args[0]].timeTaken to 360>>
<<set _islandUpgrades[_args[0]].woodUsed to 7>>
<<set _islandUpgrades[_args[0]].housekeeping to 300>>
<<elseif $island[$island.home].chair is "simple">>
<span class="teal">Stool</span>: Was hard to build, but not useful.
<<set _islandUpgrades[_args[0]].passage to "Island Build Chair">>
<<set _islandUpgrades[_args[0]].timeTaken to 360>>
<<set _islandUpgrades[_args[0]].woodUsed to 5>>
<<set _islandUpgrades[_args[0]].housekeeping to 700>>
<<elseif $island[$island.home].chair is "basic">>
<span class="teal">Chair</span>: Was even harder to build, but still not useful.
<<set _islandUpgrades[_args[0]].passage to "Island Build Throne">>
<<set _islandUpgrades[_args[0]].timeTaken to 360>>
<<set _islandUpgrades[_args[0]].woodUsed to 12>>
<<set _islandUpgrades[_args[0]].housekeeping to 1000>>
<<elseif $island[$island.home].chair is "advanced">>
<span class="green">Throne</span>: Fit for a wild monarch.
<</if>>
<<case "islanderMask">>
<<if $islander_mask gte 100>>
<span class="green">Competent Islander Mask</span>:
<<elseif $islander_mask gte 80>>
<span class="teal">Practised Islander Mask</span>:
<<elseif $islander_mask gte 60>>
<span class="lblue">Okay Islander Mask</span>:
<<elseif $islander_mask gte 40>>
<span class="blue">Poor Islander Mask</span>:
<<elseif $islander_mask gte 20>>
<span class="purple">Bad Islander Mask</span>:
<<else>>
<span class="pink">Awful Islander Mask</span>:
<</if>>
Might help you pass the castle guards.<br>
<<if $island.wood lt 1>>
<span class="black">More wood required.</span> <<wood_required 1>>
<br>
<<else>>
<<link [[Build (1:00)|Island Build Mask]]>><<island_pass 60>><<set $islander_mask += 10>><<set $island.wood -= 1>><</link>> <<wood_required 1>>
<br>
<</if>>
<<case "raft">>
<<if $island.raft gte 100>> <span class="green">Raft</span><<else>><span class="red">No raft</span><</if>>: Would let you escape the island.
<br>
<<if $island.raft gte 100>>
<<link [[Sail the raft back to town (1:00)|Island Sail]]>><<island_pass 60>><</link>>
<<else>>
<<if $island.wood gte 5>>
<<link [[Build (3:00)|Island Build Raft]]>><<island_pass 180>><<set $island.raft += 10>><<set $island.wood -= 5>><</link>> <<wood_required 5>>
<<else>>
<span class="black">More wood required.</span> <<wood_required 5>>
<</if>>
<</if>>
<<default>>
<span class="red">Invalid option for: _args[0]</span>
<</switch>>
<<if $_build and _islandUpgrades[_args[0]].passage>>
<<if currentSkillValue('housekeeping') lt _islandUpgrades[_args[0]].housekeeping>>
<br>
<span class="black">
<<switch _islandUpgrades[_args[0]].housekeeping>>
<<case 100>><span class="pink">F+</span>
<<case 200>><span class="purple">D</span>
<<case 300>><span class="purple">D+</span>
<<case 400>><span class="blue">C</span>
<<case 500>><span class="blue">C+</span>
<<case 600>><span class="lblue">B</span>
<<case 700>><span class="lblue">B+</span>
<<case 800>><span class="teal">A</span>
<<case 900>><span class="teal">A+</span>
<<case 1000>><span class="green">S</span>
<</switch>>
housekeeping skill required.
</span>
<<set $_disableBuild to true>>
<</if>>
<<if !$island[$island.home][_args[0]] and $island[$island.home].space lte 0>>
<br>
<span class="black">More space needed.</span>
<<set $_disableBuild to true>>
<</if>>
<<if _islandUpgrades[_args[0]].woodUsed and _islandUpgrades[_args[0]].woodUsed gt $island.wood>>
<br>
<span class="black">More wood required.</span> <<wood_required _islandUpgrades[_args[0]].woodUsed>>
<<set $_disableBuild to true>>
<</if>>
<<if _islandUpgrades[_args[0]].timeTaken>>
<<set _hours to Math.floor(_islandUpgrades[_args[0]].timeTaken / 60)>>
<<set _minutes to _islandUpgrades[_args[0]].timeTaken % 60>>
<<set _timeString to " (" +_hours+":"+(_minutes lt 10 ? "0": "")+_minutes+")">>
<<else>>
<<set _timeString to "">>
<</if>>
<<if $_disableBuild>>
<<elseif !$island[$island.home][_args[0]]>>
<br>
<<link [["Build" + _timeString|_islandUpgrades[_args[0]].passage]]>>
<<set $island[$island.home].space -= 1>>
<<set $island[$island.home][_args[0]] to "simple">>
<<if _islandUpgrades[_args[0]].timeTaken>><<island_pass `_islandUpgrades[_args[0]].timeTaken`>><</if>>
<<if _islandUpgrades[_args[0]].woodUsed>><<set $island.wood -= _islandUpgrades[_args[0]].woodUsed>><</if>>
<</link>>
<<if _islandUpgrades[_args[0]].woodUsed>><<wood_required _islandUpgrades[_args[0]].woodUsed>><</if>>
| Space required
<<else>>
<br>
<<link [["Expand" + _timeString|_islandUpgrades[_args[0]].passage]]>>
<<switch $island[$island.home][_args[0]]>>
<<case "simple">><<set $island[$island.home][_args[0]] to "basic">>
<<case "basic">><<set $island[$island.home][_args[0]] to "advanced">>
<</switch>>
<<if _islandUpgrades[_args[0]].timeTaken>><<island_pass `_islandUpgrades[_args[0]].timeTaken`>><</if>>
<<if _islandUpgrades[_args[0]].woodUsed>><<set $island.wood -= _islandUpgrades[_args[0]].woodUsed>><</if>>
<</link>>
<<if _islandUpgrades[_args[0]].woodUsed>><<wood_required _islandUpgrades[_args[0]].woodUsed>><</if>>
<</if>>
<</if>>
<<if $island[$island.home][_args[0]]>>
<br>
<<link [[Demolish (1:00)|Island Build]]>><<island_pass 60>><<set $island[$island.home][_args[0]] to undefined>><<set $island[$island.home].space += 1>><</link>>
<</if>>
</div>
<</widget>><<set $location to "landfill">><<set $outside to 1>><<effects>>
You tell <<him>> you're lost.
<<if $englishSuccess>>
<<He>> watches you in silence for a moment, then sighs.
<span class="green">"Fine,"</span> <<he>> says.
"Exit's that way. Don't get yourself caught again. Not everyone is as kind as me."
<br><br>
<<endevent>>
<<link [[Next|Trash]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<He>> watches you in silence for a moment, then laughs.
<span class="red">"Yeah right,"</span> <<he>> says.
"You're a scavenger. Looking to make an easy bob. I'm turning you out." <<He>> grins. "After a little fun."
<br><br>
<<link [[Next|Trash Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<set $location to "landfill">><<set $outside to 1>><<effects>>
<<set $seductiondifficulty to 6000>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>>
<span class="gold">You feel more confident in your powers of seduction.</span>
<</if>>
<<seductionskilluse>>
<br><br>
You pout. "Do you treat all your guests this way?" you coo, walking up to <<him>>. "It's okay. I bet you're just lonely out here on your own."
<<promiscuity2>>
<<if $seductionrating gte $seductionrequired>>
<span class="green">The <<person>> blushes and looks away.</span>
"I-I don't know what you're-" <<he>> manages. <<He>> falls silent when you grasp <<his>> arm and pull <<him>> closer.
<br><br>
<<link [[Next|Trash Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<else>>
<span class="red">The <<person>> holds out an arm to keep you at bay.</span>
"You're nuts," <<he>> says, grabbing your arm. <<He>> tries to pull you towards the exit.
<br><br>
<<link [[Struggle|Trash Fight]]>><<set $fightstart to 1>><</link>>
<br>
<<link [[Don't struggle|Trash Rape End]]>><</link>>
<br>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>><<promiscuity5>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Trash Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Trash Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation "short">>
Panting, the <<person>> falls to the ground, one arm over <<his>> face.
<br><br>
<<tearful>> you make your escape.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Trash]]>><<set $eventskip to 1>><</link>>
<<elseif $enemyhealth lte 0>>
The <<person>> drops to the ground in pain.
<br><br>
<<tearful>> you seize the opportunity. You run.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Trash]]>><<set $eventskip to 1>><</link>>
<<else>>
<<set $finish to 0>>
"Enough foolishness," the <<person>> says, grabbing your arm. <<He>> tries to drag you towards the exit.
<br><br>
<<link [[Struggle|Trash Fight]]>><<set $molestationstart to 1>><</link>>
<br>
<<link [[Don't struggle|Trash Rape End]]>><</link>>
<br>
<</if>><<set $location to "landfill">><<set $outside to 1>><<effects>>
You turn from the <<person>>, and run. "Stop!" <<he>> shouts after you, giving chase.
<br><br>
<<if $athleticsSuccess>>
<span class="green">You lose <<him>> in the maze of rubbish.</span>
<br><br>
<<link [[Next|Trash]]>><<set $eventskip to 1>><<endevent>><</link>>
<br>
<<else>>
<span class="red">You fail to lose <<him>> in the maze of rubbish.</span> <<He>> gains on you, and tackles you to the ground.
<br><br>
<<link [[Next|Trash Fight]]>><<set $fightstart to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<set $enemyarousal to 0>>
<<set $enemyanger to 200>>
<<set $consensual to 0>>
<<molested>>
<<controlloss>>
<<elseif $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Trash Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Trash Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation "short">>
The <<person>> drops to the ground, panting.
<br><br>
<<tearful>> you seize the opportunity. You run.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Trash]]>><<set $eventskip to 1>><</link>>
<<elseif $enemyhealth lte 0>>
The <<person>> drops to the ground in pain.
<br><br>
<<tearful>> you seize the opportunity. You run.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Trash]]>><<set $eventskip to 1>><</link>>
<<else>>
You drop to the ground, too hurt to continue fighting.
<br><br>
<<tearful>> you can do nothing as the <<person>> lifts you up, and carries you toward the exit.
<br><br>
<<link [[Next|Trash Rape End]]>><</link>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Trash Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Trash Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<clotheson>>
The <<person>> grasps your arm and drags you away. <<tearful>> you do your best not to stumble. <<Hes>> taking you to the gate.
<br><br>
<<link [[Struggle|Trash Fight]]>><<set $molestationstart to 1>><</link>>
<br>
<<link [[Don't struggle|Trash Rape End]]>><</link>>
<br>
<<else>>
You shove the <<person>> into an old bath, and run. You turn before you round a large pile of rubbish, and see <<him>> still struggling to escape the tub.
<br><br>
<<tearful>> you catch your breath.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Trash]]>><<set $eventskip to 1>><</link>>
<</if>><<set $location to "landfill">><<set $outside to 1>><<effects>>
<<pass $trash>>
You arrive at the gate. <<He>> opens it, then shoves you out onto the tarmac. The gate shuts behind you.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Elk Street]]>><<set $eventskip to 1>><</link>>
<br><<set $location to "landfill">><<set $outside to 1>><<effects>>
<<pain 1>>
You awaken to the sound of rumbling. You see a metal ceiling above you. It's moving. You try to stand, but your arms and legs are tied. You're on a conveyor belt.
<br><br>
A loud thud up ahead steals your attention. A compactor crushes rubbish into convenient pancakes. You're headed straight for it.
<<gstress>><<gtrauma>><<stress 6>><<trauma 6>>
<br><br>
You struggle against the bonds, but they hold firm. You inch closer, and closer, until you can feel the vibrations through the belt.
<<gggstress>><<gggtrauma>><<stress 18>><<trauma 18>>
<br><br>
<<link [[Next|Trash Pass Out 2]]>><</link>>
<br><<set $location to "landfill">><<set $outside to 1>><<effects>>
Without warning, a siren blares, and a red light blinks into life. The conveyor belt grinds to a halt.
<br><br>
Several metal tendrils slither from beneath, wrapping around your arms and legs.
They cut through your bindings, and haul you from the belt. You land on a concrete floor below.
<<gpain>><<pain 4>>
<br><br>
<<if $tentacledisable is "f" and random(1)>>
The tendrils don't let go.
<br><br>
<<link [[Next|Trash Tentacles]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<generateSecurity 1>><<generateSecurity 2>><<generateSecurity 3>><<person1>>
The tendrils pull away from you, disappearing into cracks in the stone. A hatch swings open behind you.
<br><br>
<<link [[Next|Trash Pass Out 3]]>><</link>>
<br>
<</if>><<set $location to "landfill">><<set $outside to 1>><<effects>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<set $combat to 1>>
<<set $enemytype to "tentacles">>
<<molested>>
<<controlloss>>
<<tentaclestart 8 15 "tendril" "metal">>
<</if>>
<<statetentacles>>
<<effects>>
<<effectstentacles>>
<<tentacles>>
<<actionstentacles>>
<<if $tentacles.active lte ($tentacles.max / 2)>>
<span id="next"><<link [[Next|Trash Tentacles Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Trash Tentacles]]>><</link>></span><<nexttext>>
<</if>><<effects>>
The tendrils pull away from you, disappearing into cracks in the concrete floor.
<br><br>
<<tearful>> you look around. You're in a dark corridor. The conveyor belt moves again above you.
You search for a way out, and find a hatch in the wall. You pry it open, and squeeze outside. It snaps shut behind you. You're on Elk Street.
<br><br>
<<clotheson>>
<<endcombat>>
<<set $stress -= 2000>>
<<link [[Next|Elk Street]]>><<set $eventskip to 1>><</link>>
<br><<set $location to "landfill">><<set $outside to 0>><<effects>>
Light pours onto your prone form. Before you can turn, a hand grabs you by the collar and hauls you to your feet.
<br><br>
"Gotcha," says a <<personsimple>>. You're too dazed to resist as <<he>> drags you further down the corridor.
<br><br>
<<link [[Next|Trash Pass Out 4]]>><</link>>
<br><<set $location to "landfill">><<set $outside to 0>><<effects>>
You walk for a while, until you arrive at a metal service door. You're shoved inside, landing on your knees. A <<person2>><<person>> and <<person3>><<person>> look up from a row of monitors.
<br><br>
Behind you, the <<person1>><<person>> presses <<his>> foot on your back, holding you down. "Caught this one on the conveyor," <<he>> chuckles. "Who'd throw a thing like this out?"
<br><br>
They glance at each other, then rise from their chairs. They all close in around you.
<br><br>
<<link [[Next|Trash Pass Out Rape]]>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Trash Pass Out Rape Finish]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0>>
<span id="next"><<link [[Next|Trash Pass Out Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Trash Pass Out Rape]]>><</link>></span><<nexttext>>
<</if>><<set $location to "landfill">><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
They crowd around you, blocking off any chance at escape.
<br><br>
"I say we keep <<phim>>," the <<person2>><<person>> says. "If anyone comes looking, we tell 'em <<pshe>> got caught in the machines."
<br>
The <<person3>><<person>> nods. "A little training and <<pshe>>'ll make a fine pet. Who needs those old guard dogs?" They all burst out laughing.
<br>
The <<person1>><<person>> smiles, but shakes <<his>> head. "Ain't worth the trouble," <<he>> says. "And what if <<pshe>> got loose? Last thing we need is some brat poking around down here."
<br><br>
Disappointment rings throughout the room, but <<he>> already has you on your feet and out the door. You stagger along after <<him>>.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Trash Pass Out Sewer]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
You shove the <<person1>><<person>> into the monitors. Sparks and shards fly. The others back away from you.
<br><br>
"Fuck," the <<person>> groans. "Get <<phim>>!"
<br><br>
<<tearful>> you rush out of the room, back the way you came. You search for a way out, and find a hatch in the wall. You pry it open, and squeeze outside. It snaps shut behind you. You're on Elk Street.
<br><br>
<<clotheson>>
<<endcombat>>
<<set $stress -= 2000>>
<<link [[Next|Elk Street]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<set $location to "drain">><<set $outside to 0>><<effects>>
You're dragged down another corridor, until you finally emerge in a dark, damp tunnel. You're shoved through the doorway.
<br><br>
"Let's keep this to ourselves, aye? Wouldn't want anyone to know about your trespassing."
<br><br>
Laughter echoes down the tunnel, followed by a door slamming shut. <<tearful>> you dust yourself off.
<br><br>
<<set $stress -= 2000>>
<<link [[Next|Industrial Drain]]>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<</if>>
<<effects>>
<<effectsman>>
<br><br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Trash Beast Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Trash Beast]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
The <<beasttype>> gives a happy bark, and walks away.
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Trash]]>><<set $eventskip to 1>><</link>>
<<else>>
The <<beasttype>> whimpers, and runs away.
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Trash]]>><<set $eventskip to 1>><</link>>
<</if>><<set $outside to 1>><<set $location to "landfill">><<effects>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<molested>>
<<controlloss>>
<<set $combat to 1>>
<<set $enemytype to "swarm">>
<<swarminit "maggots" "swarm" "crawling" "crawl" "keep back" 2 6>>
<<set $timer to 10>>
<</if>>
<<swarmeffects>>
<<swarm>>
<<swarmactions>>
<<if $timer lte 0>>
<span id="next"><<link [[Next|Trash Swarm Finish]]>><</link>></span><<nexttext>>
<<elseif $stress gte $stressmax>>
<span id="next"><<link [[Next|Trash Swarm Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Trash Swarm]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 1>><<set $location to "landfill">><<effects>>
<<if $stress gte $stressmax>>
<<endcombat>>
<<passouttrash>>
<<else>>
The maggots crawl away from you. <<tearful>> you escape the pit.
<br><br>
<<endcombat>>
<<clotheson>>
<<link [[Next|Trash]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<set $location to "landfill">><<set $outside to 1>><<effects>>
<<generate1>><<person1>>"Stop right there," a voice shouts behind you. "This is private property. What the fuck do you think you're doing?"
<br><br>
Before you can assess your options,
<<if numberOfEarSlime() gte 2>>
you feel the ear slime's influence. <span class="lewd">It's stronger now, redoubled. It commands you to give yourself to the <<person>>.</span> By now you know how good it will feel to comply.
<<else>>
you feel an unnatural urge<<if $earSlimeDaysStat gte 100>>, one that you're already familiar with<<elseif $earSlimeDaysStat gte 2>>, one that you've felt before<</if>>.
<<if $earSlimeDaysStat gte 1>>
<span class="lewd">A new ear slime inside pressures you to give yourself to the <<person>>.</span> You know going along with the urges will feel very good.
<<else>>
<span class="lewd">Something inside pressures you to give yourself to the <<person>>.</span> Somehow you know going along with the urges will feel very good.
<</if>>
<</if>>
<br><br>
<<if hasSexStat("promiscuity", 4) and $submissive gte 1900>>
<<link [[Submit willingly|Trash Slime Submit willingly]]>>
<<corruption 3>><<pain -8>><<stress -12>><<trauma -24>><<sub 2>>
<<if $earSlime.promiscuity lt 4>><<set $earSlime.promiscuity to 4>><</if>>
<<set $earSlime.startedThreats to true>>
<</link>><<promiscuous4>><<ggcorruption>><<llpain>><<llltrauma>><<llstress>>
<br>
<</if>>
<<link [[Obey|Trash Slime Obey]]>>
<<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 1>>
<<if $earSlime.promiscuity lt 2>><<set $earSlime.promiscuity to 2>><</if>>
<</link>><<gcorruption>><<lpain>><<lltrauma>><<lstress>>
<br>
<<if numberOfEarSlime() gte 2 and $earSlime.startedThreats>>
<<link [[Defy|Trash Slime Defy]]>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><</link>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>>
<<else>>
<<link [[Ignore|Trash Slime Defy]]>><</link>>
<</if>>
<br><<set $location to "landfill">><<set $outside to 1>><<effects>>
You drop to your knees in front of the <<person>>. "Fuck me," you say. The slime stops interfering.
<br>
<<promiscuity4>>
The <<person>> glances around, a small smile on <<his>> face. "I do tend to have that effect on people," <<he>> says, sauntering over.
<br><br>
<<link [[Next|Trash Slime Rape]]>><<set $sexstart to 1>><</link>>
<br><<set $location to "landfill">><<set $outside to 1>><<effects>>
You drop to your knees in front of the <<person>>. "F-fuck," you say. "Fuck me." They're only half your own words.
<br><br>
The <<person>> glances around, a small smile on <<his>> face. "I do tend to have that effect on people," <<he>> says, sauntering over.
<br><br>
<<link [[Next|Trash Slime Rape]]>><<set $molestationstart to 1>><</link>>
<br><<set $location to "landfill">><<set $outside to 1>><<effects>>
<<if numberOfEarSlime() gte 2 and $earSlime.startedThreats>>
<<if $earSlime.defyCooldown>>
<<if $earSlime.growth gte 100>>
<<set $earSlime.defyCooldown += 2>>
/* Likely unreachable, but included anyway */
You turn and run. You feel a jolt of pain as the slime punishes you for defiance, however, <span class="red">it doesn't stop you, knowing that it can punish you in other ways.</span>
<<else>>
You turn and run. You feel a jolt of pain as the slime punishes you for defiance, however, <span class="teal">it's still worn out from overpowering you earlier.</span> You feel it try, <span class="green">but fail,</span> to force your steps in the opposite direction.
<</if>>
<br><br>
<<endevent>>
<<link [[Next|Trash]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $earSlime.corruption gte (currentSkillValue('willpower') / 10)>>
<<if hasSexStat("promiscuity", 4) and $earSlime.growth lt 100>>
<<set $earSlime.defyCooldown += 4>>
<<else>>
<<set $earSlime.defyCooldown += 8>>
<</if>>
You turn and run. You feel a jolt of pain as the slime punishes you for defiance. It tries to force you to stay still, <span class="red">and you fail</span> to resist its influence.
<<ggwillpower>><<willpower 3>>
<br><br>
You drop to your knees in front of the <<person>>. "F-fuck," you say. "Fuck me." They're only half your own words.
<br><br>
The <<person>> glances around, a small smile on <<his>> face. "I do tend to have that effect on people," <<he>> says, sauntering over.
<br><br>
<<link [[Next|Trash Slime Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You turn and run. You feel a jolt of pain as the slime punishes you for defiance, however, you feel it try, <span class="green">but fail,</span> to force your steps in the opposite direction.
<<gwillpower>><<willpower 1>>
<br><br>
<<endevent>>
<<link [[Next|Trash]]>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<else>>
You turn and run. For a moment your steps falter, remembering that promise it made to you.
<br><br>
<<tearful>> you manage to stumble away, where you crouch and hide behind a rundown car, unsure of what you just felt.
<br><br>
<<if numberOfEarSlime() is 1>>
<i>Obeying the slime will provide benefits, but increase your corruption. The slime will become more powerful, and harder to resist, as it's influence grows.</i>
<br><br>
<</if>>
<<endevent>>
<<link [[Next|Trash]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $noFinish to 1>>
<<maninit>>
<<elseif $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<set $noFinish to 1>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Trash Slime Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Trash Slime Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The <<person>> adjusts <<his>> clothes and walks away. "Still got it," you hear <<him>> say.
<br><br>
Your knees buckle as the slime's influence gives way.
<<else>>
You shove the <<person>> away from you. "Crazy-" you hear <<him>> mutter as <<he>> walks away.
<br><br>
A jolt of pain tears through your body as the slime punishes you for defiance.
<<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><<lcorruption true>><<ggpain>><<ggtrauma>><<ggstress>>
<br><br>
<</if>>
<<tearful>> you steady yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<endevent>>
<<if numberOfEarSlime() is 1>>
<i>Obeying the slime will provide benefits, but increase your corruption. The slime will become more powerful, and harder to resist, as corruption increases.</i>
<br><br>
<</if>>
<<link [[Next|Trash]]>><<set $eventskip to 1>><</link>><<effects>>
You brace yourself. An artificial appendage rises from the ground behind you.
<br><br>
<<link [[Next|Trash Machine]]>><<set $molestationstart to 1>><</link>>
<br><<effects>>
<<if $physiqueSuccess>>
You pull against the shackles binding your wrists. With a snap, <span class="green">the worn metal gives way to your force.</span> You scramble off the machine as an artificial appendage grasps for you, but finds only air.
<br><br>
The red light fades, and the machine sinks back into the ground.
<br><br>
<<link [[Next|Trash]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You pull against the shackles binding your wrists, <span class="red">but it only tightens</span> as an artificial appendage rises from the ground behind you.
<br><br>
<<link [[Next|Trash Machine]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<set $machine_health to 10>><<set $machine_ammo to 8>>/*Used by following widget. Must be set.*/
<<if $player.vaginaExist>>
<<machine_init vaginal arm_chains>>
<<set $machine.vaginal.armed to 1>>
<<else>>
<<machine_init anal arm_chains>>
<<set $machine.anal.armed to 1>>
<</if>>
<<set $position to "doggy">>
<<set $timer to 30>>
<</if>>
<<effects>>
<<machine_effects>><<machine_combat>>
<<machine_state>>
<br><br>
<<machine_actions>>
<<if $machine.number lte 0 or $finish is 1 or $timer lte 1>>
<span id="next"><<link [[Next|Trash Machine End]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Trash Machine]]>><</link>></span><<nexttext>>
<</if>>
<br><<effects>>
The light flickers, fades, and the shackles release you. The machine sinks back into the ground as you scramble away.
<<machine_end>>
<<clotheson>>
<<link [[Next|Trash]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<if $housekeepingSuccess>>
You find a ragged cloth. It takes a bit of spit, <span class="green">but you wipe away the grime.</span> The metal beneath is rather untarnished. You feel a complex mixture of anxieties as you reveal the word "Bailey". The second word is "Mine". There's a year as well, 1912.
<br><br>
It looks like a sign. It might be worth something to a collector.
<br><br>
<<set $antiquemoney += 140>><<museumAntiqueStatus "antiqueminesign" "found">>
<<wearProp "bailey">>
<<else>>
You pick at the grime, but it's hard, so hard it might just be discoloured metal. <span class="red">You give up</span> after several minutes of fruitless attempt.
<br><br>
<</if>>
<<link [[Next|Trash]]>><<set $eventskip to 1>><<handheldon>><</link>>
<br><<effects>>
You turn and take the long way around the scavengers, leaving them to their search.
<br><br>
<<link [[Next|Trash]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
You walk through the open ground in front of the scavengers' mountain. Their backs are turned to you, and they make no attempt to keep the racket down, but the ground is littered with empty cans and other metal objects. One wrong step, and you'll draw attention to yourself.
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<span class="green">You make it to the other side of the open space without disturbing any litter,</span> and leave the scavengers behind you.
<br><br>
<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">That was too easy. You didn't learn anything.</span>
<br><br>
<</if>>
<<link [[Next|Trash]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You make it half-way across the open space, <span class="red">when you hear a metallic crunch beneath your feet.</span>
<br><br>
The <<person1>><<person>> and <<person2>><<person>> look in your direction. "What have we here?" the <<person1>><<person>> says, jumping off their perch.
<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">That was too easy. You didn't learn anything.</span>
<br><br>
<</if>>
"Wise of you to be sneaky. But we have you now."
<br><br>
The <<person2>><<person>> rubs <<his>> hands together as they approach, lust in <<his>> eyes.
<br><br>
<<link [[Next|Trash Pair Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<effects>>
You approach the pair. They notice you at once, and climb off the rubbish to meet you.
<br><br>
"What have we here?" the <<person1>><<person>> asks. "You look awfully weak to be wandering a place like this alone."
<br><br>
"That's right," the <<person2>><<person>> agrees. "Someone like you could go missing without a trace."
<br><br>
They step closer, lust in their eyes.
<br><br>
<<link [[Next|Trash Pair Rape]]>><<set $molestationstart to 1>><</link>>
<br><<effects>>
You approach the pair, despite your underdressed state. They notice you at once, but are initially stunned by your boldness.<<exhibitionism4>>
They recover, and climb off the pile of rubbish to meet you.
<br><br>
"Not the sort of place we'd expect to find such a slut," the <<person1>><<person>> says.
<br><br>
"I ain't complaining," the <<person2>><<person>> replies. They approach with lust in their eyes.
<br><br>
<<link [[Next|Trash Pair Rape]]>><<set $molestationstart to 1>><</link>>
<br><<effects>>
You approach the pair, despite your nudity. They notice you at once, but are left speechless by your boldness.<<exhibitionism5>>
They're so busy admiring the view that they almost lose you, but they recover in time to hurry down the pile of rubbish, and catch up.
<br><br>
"I can't believe our luck," the <<person1>><<person>> says. "Do you think <<pshes>> drugged?"
<br><br>
"Drugged or not," the <<person2>><<person>> says, "I ain't letting <<phim>> get away." They advance with lust in their eyes.
<br><br>
<<link [[Next|Trash Pair Rape]]>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Trash Pair Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Trash Pair Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The pair leave you lying in a heap, and walk deeper into the landfill.
<br><br>
<<tearful>> you climb to your feet.
<br><br>
<<else>>
You shove the pair onto a pile of rubbish, and escape before they can recover.
<br><br>
<<tearful>> you lean against a rundown car. You catch your breath.
<br><br>
<</if>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Trash]]>><<set $eventskip to 1>><</link>>
<br><<set $location to "landfill">><<set $bus to "elk">><<set $outside to 1>><<effects>>
You awaken on your back, surrounded by mountains of rubbish. You're in a landfill.
<br><br>
<<tearful>> you rise to your feet and look around. You don't see a way out. Just rubbish wherever you look. You hear the grind of heavy machinery somewhere nearby.
<br><br>
<<pass 60>>
<<set $trash to 50>>
<<link [[Next|Trash]]>><</link>><<set $location to "landfill">><<set $outside to 1>><<effects>>
You are in the landfill on Elk Street.
<<if $trash gte 100>>
You're in the depths of the complex. A colossal compactor sits in a clearing, fed by several conveyor belts.
<<elseif $trash gte 50>>
Mountains of rubbish pile all around.
<<elseif $trash gte 30>>
Some of the piles of rubbish tower over you.
<<elseif $trash gte 10>>
The piles of rubbish get taller the further you move from the street.
<<else>>
You're at the front gate. You can see Elk Street on the other side. A sign reads: "These premises and all objects within are private property."
<</if>>
<<if $robinmissing is "landfill" and $robinmistknown>>
<<print either(
"You call out Robin's name. There's no response.",
"You scan the area for Robin, to no avail.",
"You try to climb a nearby trash pile for a better view, but you can't see Robin.",
"Your voice echoes throughout the landfill as you call for Robin."
)>>
<</if>>
<br><br>
<<set $danger to random(1, 10000)>>
<<if $stress gte $stressmax>>
<<passouttrash>>
<<elseif $arousal gte $arousalmax>>
The warmth growing within you passes the point of no return. Your knees buckle. <<orgasm>>
<<if $rng gte 51 and $parasitedisable is "f" and ($parasite.left_ear.name is undefined or $parasite.right_ear.name is undefined) and $slimedisable is "f" and $hallucinations gte 1>>
Attracted by your orgasm, something stirs within the detritus. It oozes out from deep within one of the mountains, and squirms across the concrete. You see it just before it reaches you, a living slime. It leaps on your back, and squirms up your neck. You try to reach for it, but it's too fast.
<br><br>
<<if $parasite.left_ear.name is undefined>>
<span class="lewd">It squirms into your left ear,</span> leaving no trace.
<<parasite left_ear slime>>
<<elseif $parasite.right_ear.name is undefined>>
<span class="lewd">It squirms into your right ear,</span> leaving no trace.
<<parasite right_ear slime>>
<</if>>
<br><br>
<<tearful>> you rise to your feet. You feel unnaturally aroused, despite your orgasm. It's a small feeling at first. Then it grows, until <span class="lewd">an overwhelming desire for lewdity overtakes you.</span>
<br><br>
<<if !$earSlime.corruption>>
<i>A corruption bar has appeared in the Characteristics tab.</i>
<br><br>
<</if>>
<<link [[Next|Trash Slime]]>><</link>>
<br>
<<else>>
To have cum in such a place!<<llcontrol>><<gtrauma>><<trauma 6>><<control -25>>
<br><br>
<<link [[Next|Trash]]>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<elseif $danger gte (9900 - $allure) and $eventskip is 0>>
<<eventstrash>>
<<else>>
<<investigateicon>><<link [[Search for valuables (1:00)|Trash Search]]>><<pass 60>><</link>><<crime "thievery">>
<br>
<<if $trash lte 99>>
<<getinicon>><<link [[Go towards the sound of heavy machinery (0:10)|Trash]]>><<pass 10>><<set $trash += 10>><</link>>
<br>
<<elseif $trash gte 100 and $robinmissing is "landfill" and $robinmistknown>>
<<getinicon>><<link [[Go towards the sound of heavy machinery (0:10)|Robin Mist Intro]]>><<pass 10>><</link>>
<br>
<</if>>
<<if $trash gte 1>>
<<getouticon>><<link [[Go towards the sound of traffic (0:10)|Trash]]>><<pass 10>><<set $trash -= 10>><</link>>
<br>
<</if>>
<<if $trash lte 0>>
<<if $trash_unlocked is 1>>
<<elkicon>><<link [[Elk Street (0:10)|Elk Street]]>><<pass 10>><</link>>
<br>
<<else>>
<<if $trash_key is 1>>
<<ind>><<link [[Use the key (0:10)|Trash Leave]]>><<pass 10>><<set $trash_unlocked to 1>><</link>>
<br>
<<else>>
<<ind>><<link [[Try the gate (0:05)|Trash Gate Leave]]>><<pass 5>><</link>>
<br>
<</if>>
<</if>>
<</if>>
<</if>>
<<set $eventskip to 0>><<set $location to "landfill">><<set $outside to 1>><<effects>>
The gate is barred by a heavy-duty padlock.
<br><br>
<<if $robinmissing is "landfill" and $robinmistknown>>
On closer inspection the padlock is unlocked. Someone must want you to be here.
<br><br>
<<getinicon>><<link [[Enter|Trash]]>><<set $trash to 0>><</link>>
<br>
<<else>>
<<set $lock to 800>>
<<if $trash_key is 1>>
<span class="green">It looks like a perfect fit for the key you found.</span>
<br><br>
<<lockicon "bronze key">><<link [[Use the key (0:05)|Trash Enter]]>><<set $trash_unlocked to 1>><<pass 5>><</link>>
<br>
<<elseif currentSkillValue('skulduggery') gte $lock>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span>
<br><br>
<<else>>
<<wearProp "lockpick">>
<span class="green">The lock looks easy to pick.</span>
<br><br>
<<lockicon "pick">><<link [[Pick lock (0:05)|Trash Lock Enter]]>><<handheldon>><<pass 5>><<crimeUp 5 "trespassing">><</link>><<crime "trespassing">>
<br>
<</if>>
<<else>>
<span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>>
<br><br>
<span class="blue"><i>There must be a key, but you haven't any idea where you could find one.</i></span>
<br><br>
<</if>>
<</if>>
<<elkicon>><<link [[Leave|Elk Street]]>><<handheldon>><</link>>
<br><<set $location to "landfill">><<set $outside to 1>><<effects>>
The gate is barred by a chain and padlock. You wonder if there's a key somewhere nearby.
<br><br>
<<set $lock to 800>>
<<if currentSkillValue('skulduggery') gte $lock>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span>
<br><br>
<<else>>
<<wearProp "lockpick">>
<span class="green">The lock looks easy to pick.</span>
<br><br>
<<lockicon "pick">><<link [[Pick lock (0:05)|Trash Lock Leave]]>><<handheldon>><<pass 5>><<crimeUp 5 "trespassing">><</link>><<crime "trespassing">>
<br>
<</if>>
<<else>>
<span class="red">The lock looks beyond your ability to pick.</span> <<skulduggeryrequired>>
<br><br>
<</if>>
<<getouticon>><<link [[Leave|Trash]]>><<handheldon>><</link>><<set $location to "landfill">><<set $outside to 1>><<effects>>
You successfully pick the lock and walk onto the landfill.
<br><br>
<<link [[Next|Trash]]>><<set $trash to 0>><</link>>
<br><<set $location to "landfill">><<set $outside to 1>><<effects>>
The gate is barred by a chain. You push the large key into the padlock, and the chain falls loose. You walk into the landfill.
<br><br>
<<link [[Next|Trash]]>><<set $trash to 0>><</link>>
<br><<set $location to "landfill">><<set $outside to 1>><<effects>>
You successfully pick the lock and walk onto Elk Street.
<br><br>
<<link [[Next|Elk Street]]>><</link>>
<br><<set $location to "landfill">><<set $outside to 1>><<effects>>
The gate is barred by a chain. You push the large key into the padlock, and the chain falls loose. You walk onto Elk Street.
<br><br>
<<link [[Next|Elk Street]]>><</link>>
<br><<set $location to "landfill">><<set $outside to 1>><<effects>>
You search the piles of rubbish for anything of value.
<br><br>
<<if $trash_key isnot 1 and $trash_unlocked isnot 1>>
You find a large, iron key. You wonder if it opens anything nearby.
<<set $trash_key to 1>>
<<wearProp "key" 0 "iron">>
<<elseif $trash gte 100>>
<<if $brothel_machine_repair is 2>>
You spot a pink light reflect off the base of the compactor. You investigate, and find a small canister. There's a glass window on the side, letting you see the glowing pink gel within. <span class="gold">This must be the fuel used by the brothel sex machine.</span>
<<set $brothel_machine_repair to 3>>
<<elseif $rng gte 80>>
<<wearProp "incense">>
You find an ancient incense burner. It's clearly an antique. You're not sure why anyone would throw it out.
<<set $antiquemoney += 100>><<museumAntiqueStatus "antiquetrashburner" "found">><<crimeUp 100 "thievery">>
<<elseif $rng gte 60>>
<<rng>>
<<if $rng gte 81>>
You find a discarded purse. There's <<moneyGain 100 true true>> still inside.
<<elseif $rng gte 61>>
You find a discarded purse. There's <<moneyGain 80 true true>> still inside.
<<elseif $rng gte 41>>
You find a discarded purse. There's <<moneyGain 60 true true>> still inside.
<<elseif $rng gte 21>>
You find a discarded purse. There's <<moneyGain 40 true true>> still inside.
<<else>>
You find a discarded purse. There's <<moneyGain 20 true true>> still inside.
<</if>>
<<elseif $rng gte 30>>
The rubbish gives way in a small avalanche, <span class="red">revealing a baleful eye.</span> It pierces you with its stare, before vanishing into the mountain. It happened so quick you might have imagined it, but when you close your eyes, it's still there, watching.<<ghallucinogens>><<ggstress>><<set $hallucinogen += 90>><<stress 12>>
<<else>>
You don't find anything.
<</if>>
<<elseif $trash gte 50>>
<<if $rng gte 80>>
<<wearProp "note">>
You find a stuffed envelope, full of someone's personal information. Bank details, social security number, the works. Someone should be willing to pay for it.
<<crimeUp 50 "thievery">><<set $blackmoney += 50>>
<<elseif $rng gte 60>>
<<rng>>
<<if $rng gte 81>>
You find a discarded purse. There's <<moneyGain 50 true true>> still inside.
<<elseif $rng gte 61>>
You find a discarded purse. There's <<moneyGain 40 true true>> still inside.
<<elseif $rng gte 41>>
You find a discarded purse. There's <<moneyGain 30 true true>> still inside.
<<elseif $rng gte 21>>
You find a discarded purse. There's <<moneyGain 20 true true>> still inside.
<<else>>
You find a discarded purse. There's <<moneyGain 10 true true>> still inside.
<</if>>
<<elseif $rng gte 30>>
You find a discarded container, bearing the logo of the nearby compound. As you disturb it, a chemical process within completes, sending the lid rocketing into the sky and filling the air with a sweet, pink mist.
<br><br>
You cough and back away, <span class="pink">feeling a strange warmth.</span><<gdrugged>><<garousal>><<arousal 600>><<set $drugged += 90>>
<<else>>
You don't find anything.
<</if>>
<<elseif $trash gte 30>>
<<if $rng gte 80>>
<<wearProp "wallet">>
You find a bank card. Someone made a half-hearted effort to rendering it unusable before throwing it out, but you bend it back into shape. Should be worth something to the right people.
<<crimeUp 30 "thievery">><<set $blackmoney += 30>>
<<elseif $rng gte 60>>
<<rng>>
<<if $rng gte 81>>
You find a discarded purse. There's <<moneyGain 40 true true>> still inside.
<<elseif $rng gte 61>>
You find a discarded purse. There's <<moneyGain 30 true true>> still inside.
<<elseif $rng gte 41>>
You find a discarded purse. There's <<moneyGain 20 true true>> still inside.
<<elseif $rng gte 21>>
You find a discarded purse. There's <<moneyGain 15 true true>> still inside.
<<else>>
You find a discarded purse. There's <<moneyGain 10 true true>> still inside.
<</if>>
<<elseif $rng gte 30>>
You don't find anything interesting, except a strange slime. <<random_goo>>
<<else>>
You don't find anything.
<</if>>
<<elseif $trash gte 10>>
<<if $rng gte 80>>
<<wearProp "cup">>
You find a stained metal cup. You wipe the grime off, and reveal a silver shine beneath. It looks like it belongs in a museum.
<<set $antiquemoney += 50>><<museumAntiqueStatus "antiquetrashcup" "found">><<crimeUp 20 "thievery">>
<<elseif $rng gte 60>>
<<rng>>
<<if $rng gte 81>>
You find a discarded purse. There's <<moneyGain 30 true true>> still inside.
<<elseif $rng gte 61>>
You find a discarded purse. There's <<moneyGain 25 true true>> still inside.
<<elseif $rng gte 41>>
You find a discarded purse. There's <<moneyGain 20 true true>> still inside.
<<elseif $rng gte 21>>
You find a discarded purse. There's <<moneyGain 15 true true>> still inside.
<<else>>
You find a discarded purse. There's <<moneyGain 10 true true>> still inside.
<</if>>
<<elseif $rng gte 30>>
You don't find anything, except an old, worthless porno magazine.<<garousal>><<arousal 600>>
<<else>>
You don't find anything.
<</if>>
<<else>>
<<if $rng gte 80>>
<<wearProp "phone" 0 "corded">>
You find an old-but-working phone. It should be worth something at least.
<<crimeUp 30 "thievery">><<set $blackmoney += 30>>
<i>Perhaps greater valuables can be found deeper in the landfill.</i>
<<elseif $rng gte 60>>
<<rng>>
<<if $rng gte 81>>
You find a discarded purse. There's <<moneyGain 25 true true>> still inside.
<<elseif $rng gte 61>>
You find a discarded purse. There's <<moneyGain 20 true true>> still inside.
<<elseif $rng gte 41>>
You find a discarded purse. There's <<moneyGain 15 true true>> still inside.
<<elseif $rng gte 21>>
You find a discarded purse. There's <<moneyGain 10 true true>> still inside.
<<else>>
You find a discarded purse. There's <<moneyGain 5 true true>> still inside.
<</if>>
<<elseif $rng gte 30>>
You prod your finger on something sharp.<<gpain>><<pain 1>>
<<else>>
You don't find anything.
<</if>>
<</if>>
<br><br>
<<rng>>
<<if $rng gte 91 and $exposed is 0>>
<<generatey1>><<generatey2>><<generatey3>><<generatey4>><<generatey5>><<generatey6>>
You hear the sound of <<group>> in the distance.
<br><br>
<<link [[Investigate|Trash Compare]]>><<handheldon>><</link>>
<br>
<<link [[Ignore|Trash]]>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Trash]]>><<handheldon>><</link>>
<br>
<</if>><<widget "TrashComparePlayerChastity">>
The <<group>> groan in disappointment at the sight of your <<print $worn.genitals.name>>. "What the fuck is that?" the <<trashSelect>><<person>> asks, waving <<his>> arms at your $worn.genitals.name in disappointment. "How is that fair? Stupid prude."
<br><br>
<<He>> steps forward, and points at you. "I think we should rip it off, just to teach you a lesson." <<He>> stomps your way.
<<stress 6>><<gstress>>
<br><br>
<<Hes>> pulled back by the <<trashSelect>><<person>>, who huffs. "What? No, we're not doing that. That's dumb. I'm not being a part of that."
<</widget>>
<<widget "TrashComparePlayerBreastsReact">>
<<switch $player.breastsize>>
<<case 0>>
The <<group>> burst into laughter. "<<pShes>> flat as a board!" the <<trashSelect>><<person>> jeers.
<<set _notInsecure to $player.gender is "m" or $acceptance_breasts_small gte 1000>>
<<set _insecurityType to "breasts_small">>
<<case 1 2 3>>
The <<group>> chuckle as they examine your <<breasts>>. "A bit on the small side," the <<trashSelect>><<person>> says.
<<set _notInsecure to $player.gender is "m" or $acceptance_breasts_small gte 1000>>
<<set _insecurityType to "breasts_small">>
<<case 4 5 6>>
The <<group>> chatter at the sight of your <<breasts>>. "Pretty nice," the <<trashSelect>><<person>> says, smiling. "Decent size." The others nod their agreement.
<<set _notInsecure to $player.gender is "f" or $acceptance_breasts_big gte 1000>>
<<set _insecurityType to "breasts_big">>
<<set _kind to true>>
<<case 7 8 9>>
The <<group>> let out scattered sounds of awe. The <<trashSelect>><<person>> gives a low whistle. "Now those are tits with some heft to them."
<<set _notInsecure to $player.gender is "f" or $acceptance_breasts_big gte 1000>>
<<set _insecurityType to "breasts_big">>
<<case 10 11 12>>
"Holy shit," the <<trashSelect>><<person>> gasps. The rest of the <<group>> follow suit. The <<person>> grins and mimes milking a cow. "<<pShes>> massive. You could drown in those!"
<<set _notInsecure to $acceptance_breasts_big gte 1000>>
<<set _insecurityType to "breasts_big">>
<<set _breastEnvy to !_noFollowUp and $trashCompare.enviousBreastIds.length gte 1 and hasSexStat("deviancy", 4)>>
<</switch>>
<br><br>
<<if _notInsecure>>
You're not particularly bothered.
<<else>>
<<if _kind>>Despite <<his>> kind tone, shame rises<<else>>Shame rises<</if>>, and blood rushes to your face.
<<insecurity _insecurityType 2>><<ginsecurity _insecurityType>>
<</if>>
<<if _breastEnvy>>
<br><br>
<<set _result to "breastEnvy">>
<<personselect $trashCompare.enviousBreastIds.pluck()>>
You notice the <<person>> staring at you in envy. <span class="lewd">A lewd idea strikes you.</span> You might be able to help the <<personsimple>>. You might even be able to make a little money from it.
<</if>>
<</widget>>
<<widget "TrashComparePlayerPenisReact">>
<<switch $player.penissize>>
<<case -2>>
The <<group>> burst into uncontrollable laughter. "That's the smallest thing I've ever seen!" the <<trashSelect>><<person>> coos. "Aww, who's a little guy? Can it even get erect?"
<<set _notInsecure to $acceptance_penis_small gte 1000>>
<<set _insecurityType to "penis_small">>
<<case -1 0>>
The <<group>> turn to each other, before laughing. "Anyone have a microscope?" the <<trashSelect>><<person>> jokes.
<<set _notInsecure to $acceptance_penis_small gte 1000>>
<<set _insecurityType to "penis_small">>
<<case 1>>
The <<group>> look down at your <<penis>>, and a couple let out small chuckles. "A little on the small side," the <<trashSelect>><<person>> says. "It's no big deal."
<<set _notInsecure to $acceptance_penis_small gte 1000>>
<<set _insecurityType to "penis_small">>
<<case 2>>
The <<group>> look down at your <<penis>>, muttering. "Not a bad size," the <<trashSelect>><<person>> says. "Not too big, but not too small."
<<case 3>>
The <<group>> look down at your <<penis>>, with a few letting out small gasps. "Bigger than I expected," the <<trashSelect>><<person>> says. "Not that that's a bad thing."
<<set _notInsecure to $acceptance_penis_big gte 1000>>
<<set _insecurityType to "penis_big">>
<<set _kind to true>>
<<case 4>>
"Holy shit," the <<trashSelect>><<person>> whispers. "It's a fucking monster." The rest of the <<group>> gape in shock.
<<set _notInsecure to $acceptance_penis_big gte 1000>>
<<set _insecurityType to "penis_big">>
<<set _penisEnvy to !_noFollowUp and $trashCompare.enviousPenisIds.length gte 1 and hasSexStat("deviancy", 4)>>
<</switch>>
<<if $player.penissize isnot 2>>
<br><br>
<<if _notInsecure>>
<<if _kind>>You're glad they're impressed.<<else>>You're not particularly bothered.<</if>>
<<else>>
<<if _kind>>Despite <<his>> kind tone, shame rises<<else>>Shame rises<</if>>, and blood rushes to your face.
<<insecurity _insecurityType 2>><<ginsecurity _insecurityType>>
<</if>>
<</if>>
<<if $player.vaginaExist>>
<br><br>
<<set _result to "herm">>
"Hey, wait!" the <<trashSelect>><<person>> shouts. "Look! <<pShe>> has a pussy too!" There are scattered sounds of amazement as the rest of the <<group>> shuffle to get a better angle.
<</if>>
<<if _penisEnvy>>
<br><br>
<<set _result to "penisEnvy">>
<<personselect $trashCompare.enviousPenisIds.pluck()>>
You notice the <<person>> staring at you in envy. <span class="lewd">A lewd idea strikes you.</span> You might be able to help the <<personsimple>>. You might even be able to make a little money from it.
<<set _boy to _text_output>>
<</if>>
<</widget>><<effects>>
<<set $trashCompare to {girl: 0, penis: 0}>>
<<for _i = 0; _i lt $enemyno; _i++>>
<<if $NPCList[_i].pronoun is "f">>
<<set $trashCompare.girl++>>
<</if>>
<<if $NPCList[_i].penis isnot "none">>
<<set $trashCompare.penis++>>
<</if>>
<</for>>
<<person1>>
You follow the voices until you come across a group of older <<group>> hiding in the scrap, all huddled around each other. You can't see what they're doing, but you can hear them whispering to each other.
<br><br>
<<link [[Spy on them|Trash Compare Spy]]>><</link>>
<br>
<<link [[Approach them|Trash Compare Greet]]>><</link>><<effects>>
You climb to a higher position in the hopes of peeking down at them and seeing what they are doing. Finding a good mound of scrap you can hide behind, you peek over the top and at the <<group>>, and nearly fall over in shock.
<<if $trashCompare.girl gte 1 and $trashCompare.penis gte 1>>
/* At least one girl, and at least one NPC with a penis */
<span class="lewd">They're comparing breasts and penises.</span>
<<elseif $trashCompare.girl gte 1>>
/* At least one girl */
<span class="lewd">They're comparing breasts.</span>
<<elseif $trashCompare.penis gte 1>>
/* At least one NPC with a penis */
<span class="lewd">They're comparing penises.</span>
<<else>>
/* Six boys with vaginas */
<span class="lewd">They're comparing pussies.</span>
<</if>>
<<arousal 1000>><<garousal>>
<br><br>
<<link [[Approach them|Trash Compare Greet]]>><</link>>
<br>
<<link [[Leave|Trash Compare Leave]]>><</link>><<effects>>
Not wanting to be caught peeping on the <<group>>, you carefully sneak away.
<br><br>
<<link [[Next|Trash]]>><<endevent>><</link>><<effects>>
You approach the group, and find a <<fullGroup>>. They turn quiet when they hear you, before fumbling with something in a panic. By the time you get to them it seems they've hidden whatever it is they were gathering around as they turn to face you. "What do you want?" the <<person1>><<person>> asks you.
<br><br>
"I heard you in the scrap and figured I'd come see what you were all doing. I didn't think I'd come across anyone here."
<br><br>
<<if $beauty gte 2000>>
The <<person4>><<person>> whispers to the <<person1>><<person>> at the front. The <<person1>><<person>> looks at <<him>> and the others questioningly, and they give <<him>> a nervous nod. "We'll tell you," the <<person1>><<person>> says, "but only if you agree not to tell anyone about it. Oh, and you had best do as we say too. If we show you it you'll have to join in with us."
<br><br>
<<ind>><<link [[Accept|Trash Compare Others]]>><<set $phase to 0>><</link>>
<br>
<<refuseicon>><<link [[Refuse|Trash Compare Refuse]]>><</link>>
<<else>>
"Nothing you would be interested in, ugly," the <<person3>><<person>> says, before <<he>> turns around and walks away with <<his>> friends.
<<trauma 6>><<gtrauma>>
<br><br>
<<link [[Next|Trash]]>><<endevent>><<unset $trashCompare>><<set $eventskip to 1>><</link>>
<</if>><<effects>>
Wary of their offer, you decline, and take your leave. The <<group>> watch you as you go, clearly wanting to make sure you're gone before they go back to whatever it is they were doing.
<br><br>
<<link [[Next|Trash]]>><<endevent>><<unset $trashCompare>><<set $eventskip to 1>><</link>><<set _selectCount to 0>>
<<effects>>
<<if $phase is 0>>
<<set $trashCompare.phasePool to [0,1,2,3,4,5]>>
<<set $trashCompare.enviousPenisIds to []>>
<<set $trashCompare.enviousBreastIds to []>>
Nervously they motion for you to come closer, before bringing you into the huddled circle they were in before you showed up. "Okay, so here's the thing," the <<person1>><<person>> says, facing you from directly opposite the circle. "Have you ever wanted to know what others are like? Like..."
<<if $trashCompare.girl gte 1 and $trashCompare.penis gte 1>>
<<He>> taps <<his>> chest. "Up here, and..." <<He>> gestures to <<his>> crotch with <<his>> other hand. "Down here."
<<elseif $trashCompare.girl gte 1>>
<<He>> taps <<his>> chest. "Up here."
<<else>>
<<He>> gestures to <<his>> crotch. "Down here."
<</if>>
<br><br>
<<if $promiscuity lt 75>>
You look at <<him>> in shock. You were not expecting that.
<<if $promiscuity lt 35>>
"N-no," you stammer.
<br><br>
"Well, you made a promise," the <<person>> says. "You better not back down."
<<else>>
You avoid <<his>> eyes and begin fidgeting nervously. After a moment you manage to stammer out "kinda."
<br><br>
"Well, that's what we're doing," the <<person>> says, puffing up <<his>> chest to feign confidence.
<</if>>
<<else>>
You giggle at <<him>>. "Of course," you say, sporting a knowing smirk.
<br><br>
"Well, good then, that's what we're doing. Comparing," the <<person>> replies, slightly flustered at your response.
<</if>>
<br><br>
"Seeing as we're all on the same page," the <<person>> says nervously, "I'll go first."
<</if>>
<<personselect $phase>><<set _npc to clone($NPCList[$phase])>>
<<set _audience to [0,1,2,3,4,5]>><<run _audience.deleteAt($phase)>>
<<set _randomLine to $trashCompare.phasePool.pluck()>>
<!-- TODO: Add lactation variants for more breastsizes? -->
<<if $pronoun is "f">>
The <<person>> <<npcUndressText _npc "upper" "self">>, <<npcRevealText _npc "upper">>.
<<switch _npc.breastsize>>
<<case 0>>
You smirk, as the <<group>> burst into laughter. "Look at <<his>> itty bitty nipples!" The <<trashSelect>><<person>> jeers.
<br><br>
The <<personselect $phase>><<person>> covers <<his>> nipples and blushes. "I-I like them small!" <<he>> protests. You don't think <<hes>> even convincing <<himself>>, much less you and the group.
<<set $trashCompare.enviousBreastIds.push($index, $index, $index)>>
<<case 1 2 3>>
You look at them, as the <<group>> chatter. "A bit on the small side," the <<trashSelect>><<person>> chuckles.
<br><br>
The <<trashSelect>><<person>> shakes <<his>> head. "Nah, I don't mind that size. They're perfect, really." <<He>> wiggles <<his>> fingers lewdly.
<br><br>
"I don't know which one of you I don't like more," the <<personselect $phase>><<person>> mutters, drawing laughs.
<<set $trashCompare.enviousBreastIds.push($index, $index)>>
<<case 4 5 6>>
You look at them, as the <<group>> chatter. "Those are like, ideal boobs," the <<trashSelect>><<person>> says. "You'd see tits like that on magazine covers."
<br><br>
"...Thank you...?" the <<personselect $phase>><<person>> stammers, not entirely sure how to take it.
<<set $trashCompare.enviousBreastIds.push($index)>>
<<case 7 8 9>>
Your mouth forms an 'o' as the <<group>> gasp. "Now that's what I'm talking about!" the <<trashSelect>><<person>> cheers. "Impressive stuff."
<br><br>
The <<personselect $phase>><<person>> puffs <<his>> chest slightly, happy about the attention but still nervous to be this exposed.
<<set $trashCompare.enviousBreastIds.push($index)>>
<<case 10 11 12>>
You gasp audibly, along with the rest of the <<group>>. "Holy shit," the <<trashSelect>><<person>> breathes. "Those are... they're just..." <<He>> gulps. "Wow. Can those things be milked?"
<br><br>
"Why?" The <<personselect $phase>><<person>> whines, clutching <<his>> _npc.breastsdesc away. "Why would you say it like that?!"
<<if _npc.lactation is 1>>
As if on cue, <span class="lewd">a thin trail of milk dribbles down from <<his>> nipple</span>. <<His>> squeals are nearly drowned out by the group's excited yelling.
<</if>>
<</switch>>
<<if _npc.penis isnot "none">>
<br><br>
<<if $phase is 5>>
The other <<group>> turn toward you,
<<else>>
The <<personselect `$phase+1`>><<person>> reaches for <<his>> clothes,
<</if>>
but the <<personselect $phase>><<person>> coughs. "I actually have more." Eager, the <<group>> turn back to <<him>>.
<br><br>
<</if>>
<</if>>
<!-- TODO: add more reactions based on _randomLine. Each line should have variations that express different personalities. -->
<!-- Example: lines where the NPC is embarassed, or confident/proud, or aroused, or embarrassed AND aroused, or way too aroused -->
<!-- This should also be done for the breast lines as well. -->
<<if _npc.penis isnot "none">>
The <<person>> <<npcUndressText _npc "lower" "self">>, <<npcRevealText _npc "lower">>.
<<switch _npc.penissize>>
<<case -1 0>>
/* Currently unused. Prepared for if micropenis NPCs ever become a thing */
You try not to laugh at the sight. The <<group>> burst into laughter, and the <<person>> blushes. "I-it's not that small," <<he>> whispers.
<br><br>
"Oh, it is," the <<trashSelect>><<person>> chuckles. "It's pretty much just a clit!"
<<case 1>>
You suppress a smirk, as the <<group>> giggle. "Don't worry," the <<trashSelect>><<person>> soothes. "It'll grow someday."
<br><br>
The <<personselect $phase>><<person>> pouts and turns away. "Maybe I like it this size," <<he>> mutters.
<<set $trashCompare.enviousPenisIds.push($index, $index, $index)>>
<<case 2>>
You look at it, as the <<group>> chatter. "Nothing special," the <<trashSelect>><<person>> yawns. "Can we move on?"
<br><br>
"H-hey!" the <<personselect $phase>><<person>> protests. "I just showed you my dick, and 'nothing special' is all you have to say? Come on!"
<<set $trashCompare.enviousPenisIds.push($index, $index)>>
<<case 3>>
Your mouth forms an 'o' as the <<group>> gasp. "Now that's a cock," the <<trashSelect>><<person>> grins. "There are penises, and then there are cocks. That right there is a cock."
<br><br>
The <<personselect $phase>><<person>> puts <<his>> hands behind <<his>> head, pretending to be bored. "I'm not even fully erect. You haven't seen anything yet."
<<set $trashCompare.enviousPenisIds.push($index)>>
<<case 4>>
/* Currently unused. Prepared for if max-size penis student NPCs ever become a thing */
You gasp audibly along with the <<group>>. Nobody seems to know what to say. The <<person>> pelvic thrusts proudly.
<</switch>>
<<elseif $pronoun is "m">>
/* For boys with pussies, who have no penis and no reason to show off their nipples.
To ensure variety despite NPC pussies having no variable traits, phase determines variation of scene */
The <<person>> <<npcUndressText _npc "lower" "self">>, <<npcRevealText _npc "lower">>.
<<switch _randomLine>>
<<case 0>>
The <<group>> let out an 'ooh' at the sight. "Very pretty," the <<trashSelect>><<person>> declares without an ounce of shame.
<<case 1>>
The <<group>> frown at the sight. "Bro," the <<trashSelect>><<person>> mutters. "You have such horrible... horrible taste in underwear."
<br><br>
"Hey, they're comfy!" the <<personselect $phase>><<person>> whines. "Leave me alone."
<<case 2>>
The <<group>> chatter amongst each other for a second, before the <<trashSelect>><<person>> steps forward. "Nice," <<he>> says, giving a thumbs up. "Good job."
<br><br>
"Thanks!" The <<personselect $phase>><<person>> blinks. "Wait. What did I even do good at?"
<<case 3>>
<br><br>
"Now show us your ass," the <<trashSelect>><<person>> says immediately.
<<set _firstPerson to $index>>
<br><br>
The <<personselect $phase>><<person>>, and the rest of the <<group>>, give <<personselect _firstPerson>><<him>> weird looks, but the <<personselect $phase>><<person>> nonetheless turns around and sticks <<his>> bottom out.
<<His>> <<if $NPCList[$index].penis isnot "none">>$NPCList[$index].penisdesc is cradled by <<his>> thighs, and <<his>><</if>> pussy is on full display. <<He>> seems confused, both by the request and by <<his>> own lack of resistance to it.
The <<personselect _firstPerson>><<person>>, on the other hand, lets out a quiet gasp.
<<case 4>>
<<He>> goes so far as to spread <<his>> vagina open, giving you and the group a look inside. There are a few scattered sounds of appreciation, but nobody says anything.
<br><br>
"Wait wait wait," the <<trashSelect>><<person>> pipes up. "Do that again. I liked that. A lot."
<<set _firstPerson to $index>><<personselect $phase>>
<br><br>
<<if $trashCompare.phasePool.contains(_firstPerson)>>
"You did? Okay!" The <<person>> adopts a beaming grin, and a blush spreads across <<his>> face as <<he>> enthusiastically holds <<his>> vagina open for the <<personselect _firstPerson>><<person>>.
The <<person>> stares intensely, and the <<personselect $phase>><<person>> slowly grows increasingly aroused, until the <<trashSelect>><<person>> ends the moment with a subtle cough.
<<else>>
"You did? Hmm," the <<person>> gives the <<personselect _firstPerson>><<person>> a look, first at <<his>> eyes, and then at <<his>>
<<if $pronoun is "f">>exposed $NPCList[$index].breastsdesc<<else>><<npcGenitals>><</if>>. "Sure," <<he>> says with a grin, "let's hang out after this."
<br><br>
The <<trashSelect>><<person>> clears <<his>> throat loudly.
<</if>>
<<case 5>>
"You're dripping!" the <<trashSelect>><<person>> laughs. Indeed, the <<personselect $phase>><<person>> is dripping in arousal.
<br><br>
<<if $trashCompare.girl gte 1 or ($pronoun is "m" and maleChance($pronoun) lt 100) or ($pronoun is "f" and maleChance($pronoun) gt 0)>>
"I-I mean..." <<He>> glances at the <<trashSelect>><<persons>> exposed
<<if $pronoun is "f">>
<<print $NPCList[$index].breastsdesc>>.
<<else>>
<<npcGenitals>>.
<</if>>
"How am I not supposed to be horny?" The <<person>> looks a little uncomfortable, but also flattered.
<<else>>
<<He>> blushes. "Look, I just... the thought of people looking at me is... nice." The <<group>> laugh.
<</if>>
<</switch>>
<</if>>
<br><br>
<<if $phase is 5>>
<<personselect $phase>>
The <<group>> turn to look at you expectantly. "Come on," the <<person>> says. "It's your turn. Show us your <<if $player.gender_appearance is "f">>tits<<else>>junk<</if>>."
<br><br>
<<link [[Try and back out|Trash Compare Back Out]]>><</link>>
<br>
<<if hasSexStat("exhibitionism", 4)>>
<<link [[Show them|Trash Compare Show]]>><</link>><<exhibitionist4>>
<br>
<</if>>
<<else>>
<<link [[Next|Trash Compare Others]]>><<set $phase++>><</link>>
<</if>><<effects>>
"No, I'd rather not," you say to the <<group>>.
<br><br>
"You made a promise," the <<person1>><<person>> retorts angrily, stepping forward. "Now you can either strip of your own free will, or we can make you." <<He>> crosses <<his>> arms. "It's ok if you feel a little embarrassed, but a promise is a promise. So take out your <<if $player.gender_appearance is "f">>tits<<else>>dick<</if>>."<<stress 6>><<gstress>>
<br><br>
<<if hasSexStat("exhibitionism", 4)>>
<<link [[Strip|Trash Compare Show]]>><</link>><<exhibitionist4>>
<<else>>
<<link [[Reluctantly strip|Trash Compare Show]]>><<set $desperateaction to 2>><</link>><<exhibitionist4>>
<</if>>
<br>
<<link [[Refuse|Trash Compare Forced Strip]]>><<set $molestationstart to 1>><</link>>
<br><<effects>>
<<set _audience to [0,1,2,3,4,5]>>
<<if $player.gender_appearance is "f">>
<<if hasSexStat("exhibitionism", 4)>>
"My turn," you say with a grin, before grasping your $worn.upper.name.
<<else>>
You nervously grasp your $worn.upper.name.
<</if>>
<<pullupall>> <<flaunting>> you watch for their reactions.
<<upperstrip>><<exposure>>
<<exhibitionism4>>
<<TrashComparePlayerBreastsReact>>
<<else>>
<<if hasSexStat("exhibitionism", 4)>>
"My turn," you say with a grin, before grasping your $worn.lower.name.
<<else>>
You nervously grasp your $worn.lower.name.
<</if>>
<<pulldownall>> <<flaunting>> you watch for their reactions.
<<lowerstrip>><<exposure>>
<<exhibitionism4>>
<<if playerChastity()>>
<<TrashComparePlayerChastity>>
<<elseif $player.penisExist>>
<<TrashComparePlayerPenisReact>>
<<else>>
<<set _result to "vagina">>
The <<group>> gasp in surprise at your <<genitals>>. "Wow, you're a girl?" the <<trashSelect>><<person>> says. The <<trashSelect>><<person>> seems both annoyed and aroused, clearly displeased at your deception but willing to let it go since you played fair. They seem almost entranced by your <<pussy>>, unable to pull their eyes away from it.
<</if>>
<</if>>
<br><br>
<<if _result is "vagina" or _result is "herm">>
The <<trashSelect>><<person>> looks at you hopefully. "Hey, since we showed everything... could you show us your breasts too?" <<He>> rubs the back of <<his>> neck.
<<if _result is "vagina">>
"If we knew you were a girl, we'd have asked you to take your top off in the first place."
<<else>>
"If you have both sets, do you have boobs too?"
<</if>>
<br><br>
<<link [[Refuse|Trash Compare Show Refuse]]>><<set $phase to 2>><</link>>
<br>
<<if hasSexStat("exhibitionism", 4)>>
<<link [[Show them|Trash Compare Breasts Show All]]>><</link>><<exhibitionist4>>
<</if>>
<<elseif _result is "flat">>
The <<trashSelect>><<person>> crosses <<his>> arms. "I dunno about the rest of you, but I'm suspicious of <<pher>> chest. <<pShes>> really, really flat." <<His>> eyes narrow. "As flat as a boy."
<br><br>
<<He>> takes a step forward. "Show us your pussy. Or, if I'm right... your penis."
<br><br>
<<link [[Refuse|Trash Compare Show Refuse]]>><<set $phase to 1>><</link>>
<br>
<<if hasSexStat("exhibitionism", 4)>>
<<link [[Show them|Trash Compare Penis Show All]]>><</link>><<exhibitionist4>>
<</if>>
<<elseif _result is "breastEnvy">>
<<link [[Offer to help the envious girl for a fee|Trash Compare Secret]]>><<set $phase to 0>><</link>>
<br>
<<link [[Wrap things up|Trash Compare Wrap It Up]]>><</link>>
<<elseif _result is "penisEnvy">>
<<link [[`Offer to help the envious ${_boy} for a fee`|Trash Compare Secret]]>><<set $phase to 1>><</link>>
<br>
<<link [[Wrap things up|Trash Compare Wrap It Up]]>><</link>>
<<else>>
"Umm, I think we've all seen each other now," the <<trashSelect>><<person>> says, gathering <<his>> clothes. "Think I'll head out."
<br><br>
"Yeah, me too," the <<trashSelect>><<person>> agrees. The rest of the <<group>> nod in agreement and follow <<him>> in getting dressed again. You follow their lead and get dressed, feeling a little awkward. The <<person>> glances at you once last time and gives you a flirtatious wink, before joining the rest.
<br><br>
<<link [[Leave|Trash]]>><<endevent>><<clotheson>><<unset $trashCompare>><<set $eventskip to 1>><</link>>
<</if>><<effects>><<set _audience to [0,1,2,3,4,5]>>
<<set _target to ($phase is 1 ? "penis" : "breasts")>><<set _it to ($phase is 1 ? "it" : "them")>>
"I can think of a way to help with that," you say to the envious <<personsimple>>.
All the <<group>>' ears perk at that, you clearly have their interest. "There's a way you can make your _target grow permanently," you state confidently. "I'll tell it to you, but it'll cost you."
<br><br>
<<set _offer to random(3001, 8999)>>
The <<group>> react initially like they want to be angry, but soon realise the offer is worth it.
<<if ($phase is 1 ? $trashCompare.penis lte 5 : $trashCompare.girl lte 5)>>The others decide they're interested too, and add their money to the pool.<</if>>
Talking together they search their pockets and manage to produce a total of <<printmoney _offer>> from the change in their pockets. "It's all we have on us," the <<trashSelect>><<person>> says.
<br><br>
Grinning, you take their money and tell them about the urchin parasites they can find in the sea, and how if you let them stay on your _target, they make _it grow. You neglect to tell them about how it likes to pleasure them too.
You can only imagine them attempting to try this before realising in shock what it's doing to them and that they can't get it off without showing their _target to a doctor.
<<arousal 1000>><<garousal>>
<<money _offer>>
<br><br>
<<if $trashCompare.girl is 6 and $phase is 0>>
Grateful and no doubt full of hopeful thoughts of huge tits swaying on their chests, the <<group>> get dressed and make their way on out.
<<elseif $trashCompare.penis is 6 and $phase is 1>>
Grateful and no doubt full of hopeful thoughts of huge penises swinging between their legs, the <<group>> get dressed and make their way on out.
<<else>>
Grateful and no doubt full of hopeful thoughts of huge penises swinging between their legs or huge tits on their chests, the <<group>> get dressed and make their way on out.
<</if>>
You follow suit and get dressed yourself.
<br><br>
<<link [[Leave|Trash]]>><<endevent>><<clotheson>><<unset $trashCompare>><<set $eventskip to 1>><</link>><<effects>><<set _audience to [0,1,2,3,4,5]>>
"Umm, I think we've all seen each other now," you say, gathering your clothes.
<br><br>
"Yeah, me too," the <<trashSelect>><<person>> agrees. The rest of the <<group>> nod in agreement and follow <<him>> in getting dressed again. You follow their lead and get dressed, feeling a little awkward. The <<person>> glances at you once last time and gives you a flirtatious wink, before joining the rest.
<br><br>
<<link [[Leave|Trash]]>><<endevent>><<clotheson>><<unset $trashCompare>><<set $eventskip to 1>><</link>><<effects>><<set _audience to [0,1,2,3,4,5]>>
You <<if $phase is 1>>cover your crotch<<else>>clutch your breasts<</if>> defensively. "I'd rather not," you tell them.
<br><br>
The <<person>> looks disappointed, but nods in understanding. "Sorry," <<he>> says. "We were just curious." The other <<group>> nod in agreement, clearly wanting to respect your boundaries, much to your relief.
<br><br>
"Think it's time we head out," the <<trashSelect>><<person>> says. The rest of the <<group>> nod in agreement and follow <<him>> in getting dressed again. You follow their lead and get dressed, feeling a little awkward. The <<person>> glances at you once last time and gives you a flirtatious wink, before joining the rest.
<br><br>
<<link [[Leave|Trash]]>><<endevent>><<clotheson>><<unset $trashCompare>><<set $eventskip to 1>><</link>><<effects>><<set _audience to [0,1,2,3,4,5]>>
You grin, before grasping your $worn.upper.name.
<<pullupall>> <<flaunting>> you watch for their reactions.
<<upperstrip>><<exposure>>
<<exhibitionism4>>
<<set _noFollowUp to true>>
<<TrashComparePlayerBreastsReact>>
"Umm, I think we've all seen each other now," you say, gathering your clothes.
<br><br>
"Yeah, me too," the <<trashSelect>><<person>> agrees. The rest of the <<group>> nod in agreement and follow <<him>> in getting dressed again. You follow their lead and get dressed, feeling a little awkward. The <<person>> glances at you once last time and gives you a flirtatious wink, before joining the rest.
<br><br>
<<link [[Leave|Trash]]>><<endevent>><<clotheson>><<unset $trashCompare>><<set $eventskip to 1>><</link>><<effects>><<set _audience to [0,1,2,3,4,5]>>
"My turn," you say with a grin, before grasping your $worn.lower.name.
<<pulldownall>> <<flaunting>> you watch for their reactions.
<<lowerstrip>><<exposure>>
<<exhibitionism4>>
<<set _noFollowUp to true>>
<<if playerChastity()>>
<<TrashComparePlayerChastity>>
<<elseif $player.penisExist>>
<<TrashComparePlayerPenisReact>>
<<else>>
The <<group>> gasp in surprise at your <<genitals>>. "Wow, you're actually a girl?" the <<trashSelect>><<person>> says. "Sorry, with how flat you were, we thought for sure you were... well."
<</if>>
<br><br>
"Umm, I think we've all seen each other now," you say, gathering your clothes.
<br><br>
"Yeah, me too," the <<trashSelect>><<person>> agrees. The rest of the <<group>> nod in agreement and follow <<him>> in getting dressed again. You follow their lead and get dressed, feeling a little awkward. The <<person>> glances at you once last time and gives you a flirtatious wink, before joining the rest.
<br><br>
<<link [[Leave|Trash]]>><<endevent>><<clotheson>><<unset $trashCompare>><<set $eventskip to 1>><</link>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<set $outside to 1>><<effects>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<npcidlegenitals>><<npcstrip>>
<<set $enemyanger to 50>><<set $enemytrust to -50>><<set $noBodyWriting to true>>
"You're going to keep your promise," the <<person1>><<person>> says. "Whether you want to or not."
<br><br>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $worn.upper.type.includes("naked") and $worn.lower.type.includes("naked") and $worn.under_lower.type.includes("naked") and $worn.under_upper.type.includes("naked")>>
<span id="next"><<link [[Next|Trash Compare Combat Loss]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0 or $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Trash Compare Combat Win]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Trash Compare Forced Strip]]>><</link>></span><<nexttext>>
<</if>><<effects>>
You shove the <<group>> away from you. <<tearful>> you run to safety.
<br><br>
<<endcombat>>
<<clotheson>>
<<link [[Next|Trash]]>><<unset $trashCompare>><<set $eventskip to 1>><</link>>
<br><<effects>><<set _audience to [0,1,2,3,4,5]>>
<<set _noFollowUp to true>>
The <<group>> hold your hands behind your back. "You should have kept your promise, then we wouldn't have had to do this," the <<person1>><<person>> says.
<br><br>
They gather around to have a good look at your naked body.
<!-- TODO: Figure out a logical way to address the player having breasts and a penis; both would be equally noticeable here. -->
<<if $player.gender_appearance is "f">>
<<TrashComparePlayerBreastsReact>>
<<else>>
<<if playerChastity()>>
<<TrashComparePlayerChastity>>
<<elseif $player.penisExist>>
<<TrashComparePlayerPenisReact>>
<<else>>
The <<group>> gasp in surprise at your <<genitals>>. "Wow, you're a girl?" the <<trashSelect>><<person>> says. The <<trashSelect>><<person>> seems both annoyed and aroused, clearly displeased at your deception. They seem almost entranced by your <<pussy>>, unable to pull their eyes away from it.
<</if>>
<</if>>
<br><br>
"Think it's time we head out," the <<trashSelect>><<person>> says. The rest of the <<group>> nod in agreement and follow <<him>> in getting dressed again. You follow their lead and get dressed, feeling a little awkward. The <<person>> glances at you once last time and gives you a flirtatious wink, before joining the rest.
<br><br>
<<endcombat>>
<<link [[Next|Trash]]>><<endevent>><<clotheson>><<unset $trashCompare>><<set $eventskip to 1>><</link>><<widget "eventstrash">>
<<cleareventpool>>
<<addinlineevent "trash_1" 1>>
<<generate1>><<person1>>"Stop right there," a voice shouts behind you. "This is private property. What the fuck do you think you're doing?"
<br><br>
<<link [[Explain|Trash Explain]]>><</link>><<englishdifficulty 1 1000>>
<br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Seduce|Trash Seduce]]>><</link>><<promiscuous1>>
<br>
<</if>>
<<link [[Run|Trash Run]]>><</link>><<athleticsdifficulty 1 1000>>
<br>
<</addinlineevent>>
<<addinlineevent "trash_2" 1>>
It only lasts a moment, but you think you feel the ground tremble.
<<gstress>><<stress 6>>
<br><br>
<<link [[Next|Trash]]>><<set $eventskip to 1>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "trash_3" 1>>
<<beastNEWinit 1 dog>>
You hear a growl behind you. A <<beasttype>> steps out from behind a pile, teeth bared.
<br><br>
<<if $monster is 1 or $bestialitydisable is "f">>
<!-- Modified for Beast People -->
<<link [[Next|Trash Beast]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You run. You manage to escape, though not unscathed.
<<beastescape>>
<br><br>
<<link [[Next|Trash]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<</addinlineevent>>
<<addinlineevent "trash_4" 1>>
The ground heaves, and metal shackles shoot from below, snapping around your wrists and pulling you down.<<gpain>><<pain 1>>
<br><br>
With a jerk, the ground lifts and a large machine rises. An ominous red light flickers on, like a terrible eye peering at you.
<br><br>
<<link [[Brace|Trash Brace]]>><</link>>
<br>
<<link [[Break free|Trash Break]]>><</link>><<physiquedifficulty 1 20000>>
<br>
<</addinlineevent>>
<<addinlineevent "trash_5" 1>>
You feel the ground give way beneath you, dropping you into a shallow pit.
<br><br>
<<rng>>
<<if $rng gte 51 or $swarmdisable is "t">>
You climb out, a little shaken and sore from the fall, but otherwise okay.
<br><br>
<<link [[Next|Trash]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
Something moves beneath you. Squirms. You're lying on a bed of gigantic maggots, each as long as your hand.
<br><br>
<<link [[Next|Trash Swarm]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<</addinlineevent>>
<<addinlineevent "trash_6" 1>>
You hear a faint buzzing. It grows in intensity as you continue, reaching an almost deafening pitch.
<<gstress>><<stress 6>>
<br><br>
<<link [[Next|Trash]]>><<set $eventskip to 1>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "trash_7" 1>>
A group of gulls sit atop a nearby mound, chucking bits of litter to the ground.
<<dancedifficulty 200 400 ignore>>
<<if $danceSuccess>>
A banana peel sails your way, <span class="green">but you dart aside.</span> It lands on the ground where you stood.
<<else>>
A banana peel sails your way, <span class="red">landing on your head.</span> You throw it back on the pile.<<gstress>><<stress 6>>
<</if>>
<br><br>
<<link [[Next|Trash]]>><<set $eventskip to 1>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "trash_8" 2>>
<<rng>>
<<if $rng gte 91 and $parasitedisable is "f" and $parasite.right_thigh.name is undefined>>
You trip over something. Not surprising given the state of the place. But then you <span class="lewd">feel something slither onto your right thigh.</span> You look down, and see a giant maggot. It clings to you, and no amount of tugging will remove it. <i>Perhaps you could wash it off.</i>
<br><br>
<<parasite right_thigh maggot>>
The skin beneath it feels warm. The warmth spreads.
<<garousal>><<arousal 600>>
<br><br>
<<link [[Next|Trash]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $rng gte 81 and $parasitedisable is "f" and $parasite.left_thigh.name is undefined>>
You trip over something. Not surprising given the state of the place. But then you <span class="lewd">feel something slither onto your left thigh.</span> You look down, and see a giant maggot. It clings to you, and no amount of tugging will remove it. <i>Perhaps you could wash it off.</i>
<br><br>
<<parasite left_thigh maggot>>
The skin beneath it feels warm. The warmth spreads.
<<garousal>><<arousal 600>>
<br><br>
<<link [[Next|Trash]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $rng gte 71 and $parasitedisable is "f" and $parasite.right_arm.name is undefined>>
You trip over something. Not surprising given the state of the place. But then you <span class="lewd">feel something slither onto your right arm.</span> You look down, and see a giant maggot. It clings to you, and no amount of tugging will remove it. <i>Perhaps you could wash it off.</i>
<br><br>
<<parasite right_arm maggot>>
The skin beneath it feels warm. The warmth spreads.
<<garousal>><<arousal 600>>
<br><br>
<<link [[Next|Trash]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $rng gte 61 and $parasitedisable is "f" and $parasite.left_arm.name is undefined>>
You trip over something. Not surprising given the state of the place. But then you <span class="lewd">feel something slither onto your left arm.</span> You look down, and see a giant maggot. It clings to you, and no amount of tugging will remove it. <i>Perhaps you could wash it off.</i>
<br><br>
<<parasite left_arm maggot>>
The skin beneath it feels warm. The warmth spreads.
<<garousal>><<arousal 600>>
<br><br>
<<link [[Next|Trash]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $rng gte 51 and $parasitedisable is "f" and $parasite.tummy.name is undefined>>
You trip over something. Not surprising given the state of the place. But then you <span class="lewd">feel something slither onto your tummy.</span> You look down, and see a giant maggot. It clings to you, and no amount of tugging will remove it. <i>Perhaps you could wash it off.</i>
<br><br>
<<parasite tummy maggot>>
The skin beneath it feels warm. The warmth spreads.
<<garousal>><<arousal 600>>
<br><br>
<<link [[Next|Trash]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $rng gte 41 and $parasitedisable is "f" and $parasite.bottom.name is undefined>>
You trip over something. Not surprising given the state of the place. But then you <span class="lewd">feel something slither onto your bottom.</span> You look down, and see a giant maggot. It clings to you, and no amount of tugging will remove it. <i>Perhaps you could wash it off.</i>
<br><br>
<<parasite bottom maggot>>
The skin beneath it feels warm. The warmth spreads.
<<garousal>><<arousal 600 "bottom">>
<br><br>
<<link [[Next|Trash]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You trip over something. Not surprising given the state of the place, but when you look back you don't see anything that could have caught your foot.
<<gpain>><<pain 4>><<gstress>><<stress 6>>
<br><br>
<<link [[Next|Trash]]>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<</addinlineevent>>
<<if $museumAntiques.antiques.antiqueminesign isnot "found" and $museumAntiques.antiques.antiqueminesign isnot "talk" and $museumAntiques.antiques.antiqueminesign isnot "museum">>
<<addinlineevent "trash_9" 1>>
Your foot catches on a metal plate, dislodging it from a pile of caked grime. There's something written on it, beneath the dirt, but you can't make it out.
<br><br>
<<link [[Clean it (0:10)|Trash Plate]]>><<pass 10>><</link>><<housekeepingdifficulty 1 300>>
<br>
<<link [[Ignore|Trash]]>><<set $eventskip to 1>><</link>>
<br>
<</addinlineevent>>
<</if>>
<<addinlineevent "trash_10" 1>>
<<generate1>><<generate2>><<person1>>
You hear voices up ahead. A <<person>> and <<person2>><<person>> dig into one of the mountains of trash, scavenging for valuables.
<<if $exposed gte 1>>
You crouch behind a rundown car, concealing your <<lewdness>>.
<</if>>
<br><br>
<<link [[Take a detour (0:10)|Trash Pair Detour]]>><<pass 10>><</link>>
<br>
<<set $skulduggerydifficulty to 600>>
<<link [[Sneak by|Trash Pair Sneak]]>><</link>><<skulduggerydifficulty>>
<br>
<<if $exposed gte 2>>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Approach|Trash Pair Approach Naked]]>><</link>><<exhibitionist5>>
<br>
<</if>>
<<elseif $exposed gte 1>>
<<if hasSexStat("exhibitionism", 4)>>
<<link [[Approach|Trash Pair Approach Undies]]>><</link>><<exhibitionist4>>
<</if>>
<<else>>
<<link [[Approach|Trash Pair Approach]]>><</link>>
<br>
<</if>>
<</addinlineevent>>
<<runeventpool>>
<</widget>>
<<widget "passouttrash">>
<<if isPregnancyEnding()>>
<<pregnancyPassout "trash">>
<<else>>
<<passout>>
You've pushed yourself too much.
<br><br>
<<link [[Next|Trash Pass Out]]>><</link>>
<br>
<</if>>
<</widget>>
<<widget "trashSelect">>
<!-- This could potentially be adapted into a more all-encompassing widget that selects a random NPC -->
<<if _audience>>
<<personselect _audience.pluck()>>
<<else>>
<<personselect random(0,5)>>
<</if>>
<</widget>><<set $outside to 0>><<set $location to "market">><<effects>>
You enter the small office responsible for the Connudatus market. A <<generate1>><<person1>><<person>> greets you.
<br><br>
"<span class="gold">£15</span> for the day," <<he>> says. "We close at nine o'clock. We'll need to see a sample of what you intend to sell, too. We'll also need proof of citizenship, unless you're selling flowers or other produce."
<br><br>
<<set _plant_keys to Object.keys($plants)>>
<<for _t to 0; _t lt _plant_keys.length; _t++>>
<<if $plants[_plant_keys[_t]].amount gte 1>>
<<set _plant_temp to clone($plants[_plant_keys[_t]].plural)>>
<</if>>
<</for>>
<<if _plant_temp is undefined>><<pass 5>>
<span class="purple">You don't have anything appropriate to sell.</span>
<br><br>
<<connudatusicon>><<link [[Leave|Connudatus Street]]>><<endstall>><<endevent>><<clotheson>><</link>>
<br>
<<else>>
<<money -1500 "marketStall">><<set $daily.stallRented to 1>><<set $stall_money to 0>><<set $stall_stats to {}>>
You show <<him>> one of your _plant_temp. It seems to satisfy. You sign the paperwork, hand over the money, and leave to find your stall.
<br><br>
<<endevent>>
You lay your goods over the table, trying to arrange them in a pleasing way. There's a little roof to protect you from any rain, and a stool should your legs get tired. Other traders are setting up either side of you.
<br><br>
You finish just as the first customers trickle onto the street.
<br><br>
<<stall_actions>>
<</if>><<set $outside to 0>><<set $location to "market">><<effects>>
You enter the small office responsible for the Connudatus market. A <<generate1>><<person1>><<person>> greets you.
<br><br>
<<set _plant_keys to Object.keys($plants)>>
<<for _t to 0; _t lt _plant_keys.length; _t++>>
<<if $plants[_plant_keys[_t]].amount gte 1>>
<<set _plant_temp to clone($plants[_plant_keys[_t]].plural)>>
<</if>>
<</for>>
<<if $fame.business gte 500>>
<<if $stallDepositIntro is undefined>>
<<if $produce_sold lt 100>>
"Welcome, I heard you're here to put down a deposit? <span class="green">We wouldn't mind making an exception for an entrepreneur like you.</span>" <<he>> says.
<<else>>
"Now that you've made a name for yourself, <span class="green">we're allowing you to put down a deposit for long-term renting.</span>" <<he>> says.
<</if>>
<<set $stallDepositIntro to 1>>
<<elseif $stallDeposit lt 30>>
<<if $produce_sold lt 100>>
"Have you considered putting down a deposit?" <<he>> inquires.
<<else>>
"Are you sure you don't want to put down a deposit?" <<he>> inquires.
<</if>>
<<else>>
"Welcome back, are you here to make another deposit?" <<he>> inquires.
<</if>>
"The rate is <span class="gold">£30</span> per day."
<br><br>
<<if $money gte 3000>>
<<link [[Make a deposit|Stall Rental Deposit]]>><<endevent>><</link>>
<br>
<<else>>
You don't have enough money to put down a deposit.
<</if>>
<<else>>
"I understand that you'd like to make a deposit for long-term rent? I must apologize, <span class="red">we do not allow just anyone to put down a deposit</span>, please come back after making a name for yourself as an entrepreneur."
<br><br>
<</if>>
<<connudatusicon>><<link [[Leave|Connudatus Street]]>><<endstall>><<endevent>><<clotheson>><</link>>
<br>How much are you going to deposit? (£)
<br>
<<numberbox "_depositAmount" 1>>
<br><br>
<div id="depositExit">
<<link "Deposit">>
<<set _depositAmount = Math.clamp(_depositAmount * 100, 1, $money)>>
<<replace #depositExit>><<depositStallExitConfirm>><</replace>>
<</link>>
</div>
<<connudatusicon>><<link [[Leave|Connudatus Street]]>><<endstall>><<endevent>><<clotheson>><</link>>
<br><<set $outside to 0>><<set $location to "market">><<effects>>
<<set _plant_keys to Object.keys($plants)>>
<<for _t to 0; _t lt _plant_keys.length; _t++>>
<<if $plants[_plant_keys[_t]].amount gte 1>>
<<set _plant_temp to clone($plants[_plant_keys[_t]].plural)>>
<</if>>
<</for>>
<<if $stall_stats is undefined>><<set $stall_money to 0>><<set $stall_stats to {}>><</if>>
<<stall_inventory>>
<br><br>
<<stall_chance>>
<br><br>
<<for _r to 0; _r lt 4; _r++>>
<<if $attractiveness + $fame.business + currentSkillValue('tending') + ($plant_inventory.length * 100) + ($stall_rejected * 10) gte random(1, 10000)>>
<<set _stall_attention to 1>>
<</if>>
<</for>>
<<if Time.dayState is "night">>
An official arrives to announce that the market's business hours are over.
<br><br>
You pack up your goods as neon lights flicker on up and down the street, signalling the shift in the street's business.
<br><br>
<<connudatusicon>><<link [[Leave|Connudatus Street]]>><<endevent>><<endstall>><<clotheson>><</link>>
<br>
<<elseif _inventory_found isnot 1>>
With nothing to sell, there's little reason to attend your stall.
<br><br>
<<connudatusicon>><<link [[Leave|Connudatus Street]]>><<endevent>><<endstall>><<clotheson>><</link>>
<br>
<<elseif _stall_attention is 1>>
<<eventsstall>>
<<else>>
<<if $rng gte 81>>
A few people glance over, but you fail to attract any real attention.
<<elseif $rng gte 61>>
No one comes by, though the stalls either side you are having trouble too.
<<elseif $rng gte 41>>
No one seems interested right now.
<<elseif $rng gte 21>>
People walk by without so much as a look at your goods.
<<else>>
You fail to attract attention.
<</if>>
<br><br>
<<stall_actions>>
<</if>><<effects>>
<<if $worn.under_lower.name is "naked">>
<<flaunting>> you peel your $worn.lower.name down your legs, leaving you naked below the waist. You feel the breeze against your <<genitals 1>>. There are so many people around, but no one noticed.
<<if $daily.ex.stall isnot 1>>
<<if $exhibitionism lte 80>>
<<set $daily.ex.stall to 1>>
<</if>>
<<exhibitionism4>>
<<else>>
<br><br>
<</if>>
<<else>>
<<flaunting>> you peel your $worn.lower.name down your legs, exposing your $worn.under_lower.name. There are so many people around, but no one noticed.
<<if $daily.ex.stall isnot 1>>
<<if $exhibitionism lte 40>>
<<set $daily.ex.stall to 1>>
<</if>>
<<exhibitionism2>>
<<else>>
<br><br>
<</if>>
<</if>>
<<lowerstrip>>
<<stall_actions>><<effects>>
<<flaunting>> you peel your $worn.under_lower.name down your legs, leaving you naked below the waist. You feel the breeze against your <<genitals 1>>. There are so many people around, but no one noticed.
<<if $daily.ex.stall isnot 1>>
<<if $exhibitionism lte 80>>
<<set $daily.ex.stall to 1>>
<</if>>
<<exhibitionism4>>
<<else>>
<br><br>
<</if>>
<<underlowerstrip>>
<<stall_actions>><<effects>>
<<if $masturbationstart is 1>>
<<set $masturbationstart to 0>>
<<set $masturbationstat += 1>>
<<masturbationstart>>
<<set $mouth to "disabled">>
You crouch behind your stall. You're in a busy public place, with movement all around, yet you're hidden from view. Just about. You start touching yourself.
<<if $daily.ex.stall isnot 1>>
<<set $daily.ex.stall to 1>>
<<if $exhibitionism lte 60>>
<<set $daily.ex.stall to 1>>
<</if>>
<<exhibitionism3>>
<<else>>
<br><br>
<</if>>
<</if>>
<<masturbationeffects>>
<<masturbationactions>>
<<if $corruptionMasturbation>>
<span class="red">The slime in your ear will not allow you to stop.</span>
<</if>>
<div id="masturbationButtons">
<<if $attractiveness + $fame.business + currentSkillValue('tending') + ($stall_rejected * 10) gte random(1, 300000)>>
<div id="next"><<link [[Continue|$passage + " Finish"]]>><<set $phase to 1>><</link>><<nexttext>></div>
<<else>>
<div id="next"><<link [[Continue|$passage]]>><</link>><<nexttext>></div>
<</if>>
<<masturbationStopControls>>
</div>
<br><br><br><br><br><<effects>>
<<if $phase is 1>>
<span class="lewd">Someone's coming.</span> <<tearful>> you scramble back to your place behind the stall.<<if $orgasmdown gte 1>><<set _stall_masturbation_caught to 1>><</if>>
<br><br>
<<endmasturbation>>
<<endcombat>>
<<if _stall_masturbation_caught is 1>>
A <<generate1>><<person1>><<person>> waits for you. "Ah," <<he>> says as you emerge. "Just who I was looking for, I was wondering how-"
<br><br>
It's no use. Your body spasms in orgasm, and you barely suppress your moan.
<br><br>
<<if random(1, 2) is 2>>
"Are you okay?" <<he>> asks. "I'll come back later. Maybe you'll be feeling better." Your knees buckle as <<he>> leaves. You can't help but moan into your hand once you're out of sight.
<br><br>
<<endevent>>
<<stall_actions>>
<<else>>
"Damn <<girl>>," <<he>> says. "What were you up to down there?" <<He>> glances around the market. "How about I finish what you started, eh?"
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Accept|Stall Masturbation Accept]]>><</link>><<promiscuous2>>
<br>
<<else>>
<<insufficientStat "promiscuity" "to accept">>
<br>
<</if>>
<<refuseicon>><<link [[Refuse|Stall Masturbation Refuse]]>><</link>>
<br>
<</if>>
<<else>>
<<stall_inventory>>
<br><br>
<<stall_chance>>
<br><br>
<<eventsstall>>
<</if>>
<br>
<<else>>
<<tearful>> you return to your place behind your stall.
<br><br>
<<endmasturbation>>
<<endcombat>>
<<stall_actions>>
<br>
<</if>><<effects>>
You nod. The <<person>> glances around, then disappears beneath the table. You follow suit.
<<promiscuity2>>
<<link [[Next|Stall Sex]]>><<set $sexstart to 1>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"Y-you're wrong," you say. "Please don't imply such awful things."
<<elseif $speech_attitude is "bratty">>
"I don't like what you're implying," you manage. "Buy something or fuck off."
<<else>>
"You're mistaken," you say. "Can I interest you in some local produce?"
<</if>>
<br><br>
"I know a lewd <<girl>> when I see one," <<he>> says. "I'll see you around."
<<glewdity>><<set $stall_rejected += 1>>
<br><br>
<<stall_actions>><<effects>>
<<if $speech_attitude is "meek">>
"W-Would you like to buy anything?" you ask.
<<elseif $speech_attitude is "bratty">>
"Hurry up," you say. "You're getting in the way of my customers."
<<else>>
"Does anything interest you?" you ask.
<</if>>
<br><br>
<<He>> mumbles, but doesn't stop to chat. Or buy anything.
<br><br>
<<stall_actions>><<effects>>
The <<person>> stops in front of the <span class="green"><<print setup.plants[$stall_plant].plural>></span>. "How much for <span class="green"><<stall_amount>></span> of these?"
<br><br>
<<stall_trust>>
<br><br>
<<stall_sell_actions>><<effects>>
<<if $speech_attitude is "meek">>
"W-Would you like to buy anything?" you ask.
<<elseif $speech_attitude is "bratty">>
"Hurry up," you say. "You're getting in the way of my customers."
<<else>>
"Does anything interest you?" you ask.
<</if>>
<br><br>
The <<person>> stops in front of the <span class="green"><<print setup.plants[$stall_plant].plural>></span>. "How much for <span class="green"><<stall_amount>></span> of these?"
<br><br>
<<stall_trust>>
<br><br>
<<stall_sell_actions>><<effects>>
You remain silent. The <<person1>><<person>> doesn't stop.
<br><br>
<<stall_actions>><<effects>>
<<stall_sell_man>><<effects>>
You listen to the <<person1>><<person>> drone on. You struggle to pay attention, though you nod along and that seems to satisfy.
<br><br>
At last, the <<person>> <<stall_check_text>>. "How much for <span class="green"><<stall_amount>></span> of these?"
<br><br>
<<stall_trust>>
<br><br>
<<stall_sell_actions>><<effects>>
<<if $speech_attitude is "meek">>
"I-I'm sorry to interrupt," you say. "But would you like to buy something?"
<<elseif $speech_attitude is "bratty">>
"I don't have all day," you say. "Hurry up and buy something."
<<else>>
"Sorry to interrupt," you say. "But would you like to buy something?"
<</if>>
<br><br>
The <<person1>><<person>> frowns. "Yes," <<he>> says. "Kids these days. No respect." <<He>> points at the <span class="green"><<print setup.plants[$stall_plant].plural>></span>. "How about <span class="green"><<stall_amount>></span> of these?"
<br><br>
<<stall_trust>>
<br><br>
<<stall_sell_actions>><<effects>>
You try to keep up with the <<person1>><<person>>.
<<if $tendingSuccess>>
<span class="green">You know a thing or two yourself.</span> <<gtrust>><<set $enemytrust += 20>>
<br><br>
"Not every day I meet someone worth talking to," <<he>> says, looking at the <span class="green"><<print setup.plants[$stall_plant].plural>></span> in front of <<him>>. "How much for <span class="green"><<stall_amount>></span> of these?"
<br><br>
<<stall_trust>>
<br><br>
<<stall_sell_actions>>
<<else>>
<span class="red"><<He>> flips between topics too quickly,</span> and you lose track. <<He>> loses interest and moves on without buying anything.
<br><br>
<<stall_actions>>
<</if>><<effects>>
<<set _supermarketItem to (V.plants[V.stall_plant]?.supermarket >= 0)>>
<<if _supermarketItem>>
<<if $speech_attitude is "meek">>
"No, <<sir>>," you say. "This is from the supermarket. I hope you don't mind."
<<elseif $speech_attitude is "bratty">>
"I sure do," you say with a cheeky grin. "Getting it from the supermarket counts as producing it myself, right?"
<<else>>
"Sorry to say, but I got it from the supermarket," you admit.
<</if>>
<br><br>
The <<person1>><<person>> chuckles. "No shame in that game, <<girl>>. I can admire an entrepreneurial spirit."
<<else>>
<<if $speech_attitude is "meek">>
"Everything is made by me," you say.
<<elseif $speech_attitude is "bratty">>
"Yeah," you say.
<<else>>
"Yes I do," you say.
<</if>>
<br><br>
"That's amazing," the <<person1>><<person>> says. "I wish I had such skill."
<</if>>
<<He>> <<stall_check_text>>. "How much for <span class="green"><<stall_amount>></span> of these?"
<br><br>
<<stall_trust>>
<br><br>
<<stall_sell_actions>><<effects>>
<<if $speech_attitude is "meek">>
"I'm sorry," you say. "I don't want to tell anyone."
<<elseif $speech_attitude is "bratty">>
"None of your business," you say.
<<else>>
"That's for me to know," you say.
<</if>>
<br><br>
"I didn't mean to pry," the <<person1>><<person>> says, lifting one of the <span class="green"><<print setup.plants[$stall_plant].plural>></span>. "How much for <span class="green"><<stall_amount>></span> of these?"
<br><br>
<<stall_trust>>
<br><br>
<<stall_sell_actions>><<effects>>
<<if $speech_attitude is "meek">>
"W-would you like to buy something?" you ask, pointing at your display.
<<elseif $speech_attitude is "bratty">>
"I'm not for sale," you say, pointing at your display. "Those are."
<<else>>
"Can I interest you in my produce?" you ask, pointing at your display.
<</if>>
<br><br>
<<He>> glances down, as if seeing them for the first time.
<<if $rng gte 51>>
<<He>> points at the <span class="green"><<print setup.plants[$stall_plant].name.replace(/_/g," ")>></span>. "How much for <span class="green"><<stall_amount>></span> of these?"
<br><br>
<<stall_trust>>
<br><br>
<<stall_sell_actions>>
<<else>>
"I'll pass. Later beautiful."
<br><br>
<<stall_actions>>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"I-I'm here to sell these," you say, gesturing at your display. "I don't sell me. Usually."
<<elseif $speech_attitude is "bratty">>
"If you can't afford these," you say, gesturing at your display. "Then you can't afford me."
<<else>>
"I'm not normally for sale," you say, leaning on the table yourself. "But maybe I could be persuaded to give you a deal."
<</if>>
<br><br>
The <<person1>><<person>> leans closer. "That so?" <<he>> says. <<He>> looks down at the <span class="green"><<print setup.plants[$stall_plant].name.replace(/_/g," ")>></span>. "How much for <span class="green"><<stall_amount>></span> of these?"
<br><br>
<<stall_trust>>
<br><br>
<<stall_sell_actions>><<effects>>
<<if $speech_attitude is "meek">>
"P-please leave me alone," you say. "This isn't that kind of establishment."
<<elseif $speech_attitude is "bratty">>
"You've mistaken my stall for a brothel," you say. "I'll forgive you once."
<<else>>
"I don't wish to do business with you," you say. "Please leave."
<</if>>
<br><br>
The <<person1>><<person>> stands upright, hands above <<his>> shoulders. "I meant nothing by it," <<he>> says. "Later beautiful."
<br><br>
<<stall_actions>><<effects>>
<<flaunting>> you chase the <<person1>><<person>> through the market with just your $worn.under_lower.name on display. You feel more than a few eyes on you.
<<exhibitionism3>>
<<if $athleticsSuccess>>
<span class="green">You gain on your quarry,</span> and chase <<him>> into an alley. It's a dead end. <<He>> turns around, and the fear in <<his>> eyes is replaced by confusion at the sight of your underwear. Confusion and lust. <<covered>>
<br><br>
You hear voices behind you. A crowd's gathering, drawn by your exhibitionist spectacle.
<br><br>
Coming to <<his>> senses and seeing no other way out, the <<person>> throws the <<print $stall_expensive.replace(/_/g," ")>> in the air. <<He>> struggles up and over the wall as you catch it.
<br><br>
You walk past the leering crowd and return to your stall as if nothing were amiss.
<br><br>
<<stall_actions>>
<<else>>
<span class="red"><<Hes>> too fast for you,</span> and you lose <<him>> in the maze of stalls.
<<set $plants[$stall_expensive].amount -= 1>>
<br><br>
Panting, you look around. People from all over stare in your direction. The ones who aren't are still blushing. <<covered>>
<br><br>
<<if $rng gte 41>>
You return to your stall as if nothing were amiss.
<br><br>
<<stall_actions>>
<<else>>
<<endevent>>
<<generate1>><<generate2>><<generate3>>
You turn back in the direction of your stall, and almost walk straight into a <<person1>><<person>>. There are two others with <<him>>. "Where you going, lewd <<girl>>?" <<he>> says, stepping forward and into you, pushing you back. "Walking around like that's just asking for trouble. But don't worry. Me and my friends are here to look after you."
<br><br>
<<He>> wraps a hand around your waist and tries to pull you closer.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<<if hasSexStat("promiscuity", 4)>>
<<link [[Allow|Stall Gang Sex]]>><<set $sexstart to 1>><</link>><<promiscuous4>>
<br>
<<else>>
<<insufficientStat "promiscuity" "to accept">>
<br>
<</if>>
<<refuseicon>><<link [[Shove|Stall Gang Shove]]>><<trauma -6>><</link>><<ltrauma>>
<br>
<</if>>
<</if>><<effects>>
<<flaunting>> you chase the <<person1>><<person>> through the market with your <<genitals>> and <<bottom>> on display. You feel more than a few eyes on you.
<<exhibitionism5>>
<<if $athleticsSuccess>>
<span class="green">You gain on your quarry,</span> and chase <<him>> into an alley. It's a dead end. <<He>> turns around, and the fear in <<his>> eyes is replaced by confusion at the sight of your nudity. Confusion and lust. <<covered>>
<br><br>
You hear voices behind you. A crowd's gathering, drawn by your exhibitionist spectacle.
<br><br>
Coming to <<his>> senses and seeing no other way out, the <<person>> throws the <<print $stall_expensive.replace(/_/g," ")>> in the air. <<He>> struggles up and over the wall as you catch it.
<br><br>
You walk past the leering crowd and return to your stall as if nothing were amiss.
<br><br>
<<stall_actions>>
<<else>>
<span class="red"><<Hes>> too fast for you,</span> and you lose <<him>> in the maze of stalls.
<<set $plants[$stall_expensive].amount -= 1>>
<br><br>
Panting, you look around. People from all over stare in your direction. Those who aren't are blushing. <<covered>>
<br><br>
<<if $rng gte 61>>
You return to your stall as if nothing were amiss.
<br><br>
<<stall_actions>>
<<else>>
<<endevent>>
<<generate1>><<generate2>><<generate3>>
You turn back in the direction of your stall, and almost walk straight into a <<person1>><<person>>. There are two others with <<him>>. "Where you going, lewd <<girl>>?" <<he>> says, stepping forward and into you, pushing you back. "Walking around like that's just asking for trouble. But don't worry. Me and my friends are here to look after you."
<br><br>
<<He>> wraps a hand around your waist and tries to pull you closer.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<<if hasSexStat("promiscuity", 4)>>
<<link [[Allow|Stall Gang Sex]]>><<set $sexstart to 1>><</link>><<promiscuous4>>
<br>
<<else>>
<<insufficientStat "promiscuity" "to accept">>
<br>
<</if>>
<<refuseicon>><<link [[Shove|Stall Gang Shove]]>><<trauma -6>><</link>><<ltrauma>>
<br>
<</if>>
<</if>><<effects>>
You shove the <<person1>><<person>> away from you. <<His>> friends laugh. "Playing hard to get? Fine, but we'll be watching you."
<<glewdity>><<set $stall_rejected += 1>>
<br><br>
You return to your stall as if nothing were amiss.
<br><br>
<<stall_actions>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>><<promiscuity5>>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Stall Gang Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Stall Gang Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<br><br>
<<tearful>> you return to your stall.
<br><br>
<<clotheson>>
<<endcombat>>
<<stall_actions>>
<<elseif $enemyhealth lte 0>>
You shove the <<person1>><<person>> into the road, where <<he>> trips and falls. You seize the opportunity and escape through the crowd.
<<glewdity>><<set $stall_rejected += 1>>
<br><br>
<<tearful>> you return to your stall.
<br><br>
<<clotheson>>
<<endcombat>>
<<stall_actions>>
<<elseif $alarm is 1 and $rescue is 1>><<set $rescued += 1>>
"Leave <<phim>> alone you creeps."
<br>
"Who do you think you are?"
<br>
"I'm calling the police."
<br><br>
The <<person1>><<person>> shoves you away, and disappears into the crowd.
<<glewdity>><<set $stall_rejected += 1>>
<br><br>
<<tearful>> you return to your stall.
<br><br>
<<clotheson>>
<<endcombat>>
<<stall_actions>>
<<else>>
"You little tease," the <<person1>><<person>> says. "We'll be watching you."
<<glewdity>><<set $stall_rejected += 1>>
<br><br>
<<tearful>> you return to your stall.
<br><br>
<<clotheson>>
<<endcombat>>
<<stall_actions>>
<</if>><<effects>>
You chase the <<person1>><<person>> through the market.
<<if $athleticsSuccess>>
<<if $rng gte 81>>
<span class="green">You gain on your quarry,</span> and chase <<him>> into an alley. It's a dead end.
<br><br>
<<He>> turns to face you, then charges.
<br><br>
<<link [[Next|Stall Fight]]>><<set $fightstart to 1>><</link>>
<br>
<<elseif $rng gte 41>>
<span class="green">You gain on your quarry,</span> and chase <<him>> into an alley. It's a dead end.
<br><br>
<<He>> turns to face you, eyes darting this way and that, looking for a way out. <<He>> throws the <<print $stall_expensive.replace(/_/g," ")>> into the air, then turns and climbs the wall while you catch it.
<br><br>
You return to your stall.
<br><br>
<<stall_actions>>
<<else>>
<<set $stallThiefPartner to maleChance($pronoun) gte random(1, 100) ? "boyfriend" : "girlfriend">>
<span class="green">You gain on your quarry,</span> and chase <<him>> into an alley. It's a dead end.
<br><br>
"S-sorry," <<he>> says, holding out the <<print $stall_expensive.replace(/_/g," ")>> and avoiding your gaze. "I wanted it for my <<print $stallThiefPartner>>, but I couldn't afford it. It was wrong."
<br><br>
<<link [[Let <<him>> keep it|Stall Keep]]>><<famegood 4>><</link>>
<br>
<<socialiseicon "angry">><<link [[Scold|Stall Scold]]>><</link>>
<br>
<<link [[Remain silent|Stall Silent]]>><</link>>
<br>
<<if currentSkillValue('skulduggery') gte 300>>
<<link [[Give pointers|Stall Pointers]]>><<trauma -6>><</link>><<ltrauma>>
<br>
<</if>>
<</if>>
<<else>>
<span class="red"><<Hes>> too fast,</span> you're unable to catch up.
<br><br>
You return to your stall empty-handed.
<br><br>
<<set $plants[$stall_expensive].amount -= 1>>
<<stall_actions>>
<</if>><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Stall Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Stall Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation "short">>
The <<person1>><<person>> lies on the ground, spent and panting. The <<print $stall_expensive.replace(/_/g," ")>> lies beside <<him>>.
<br><br>
<<tearful>> you pick it up and return to your stall.
<br><br>
<<clotheson>>
<<endcombat>>
<<stall_actions>>
<<elseif $enemyhealth lte 0>>
The <<person1>><<person>> drops the <<print $stall_expensive.replace(/_/g," ")>> and runs.
<<ltrauma>><<lstress>><<trauma -6>><<stress -6>>
<br><br>
<<tearful>> you pick it up and return to your stall.
<br><br>
<<clotheson>>
<<endcombat>>
<<stall_actions>>
<<else>>
You fall back, too hurt to continue fighting. The <<person1>><<person>> flees the alley, your <<print $stall_expensive.replace(/_/g," ")>> in hand.
<<set $plants[$stall_expensive].amount -= 1>>
<br><br>
<<tearful>> you return to your stall.
<br><br>
<<clotheson>>
<<endcombat>>
<<stall_actions>>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"<<if $pronoun is "m">>S-Sir<<else>>M-ma'am<</if>>!" you call. "Would you take a look at my produce?"
<<elseif $speech_attitude is "bratty">>
"Oi," you say. "Loiterer. Buy something or clear off."
<<else>>
"Can I interest you in my wares?" you say. "They're produced locally."
<</if>>
<br><br>
<<if $rng gte 51>>
The <<person>> walks away, and finds somewhere else to stand.
<br><br>
<<stall_actions>>
<<else>>
<<set $stall_plant to $stall_expensive>>
<<stall_update>>
The <<person>> walks over, and examines your <span class="green"><<print setup.plants[$stall_expensive].plural>></span>. "How much for <span class="green"><<stall_amount>></span> of these?" <<he>> asks.
<br><br>
<<stall_trust>>
<br><br>
<<stall_sell_actions>>
<</if>><<effects>>
You decide not to bother the <<person>>.
<br><br>
<<stall_actions>><<effects>>
<<if $speech_attitude is "meek">>
"You did okay," you say, taking the <<print $stall_expensive.replace(/_/g," ")>>. "But you could be better."
<<elseif $speech_attitude is "bratty">>
"You fucked up," you say, snatching the <<print $stall_expensive.replace(/_/g," ")>>. "I should never have noticed you."
<<else>>
"You botched it," you say, snatching the <<print $stall_expensive.replace(/_/g," ")>>. "I should never have noticed you."
<</if>>
<br><br>
You give the <<person>> some skulduggerous pointers. <<Hes>> shocked that you would share this with such candour. "Th-thank you," <<he>> says, when you finish, a little intimidated. "I-I'm not a thief though. I don't normally do this."
<br><br>
At that, you laugh. You return to your stall.
<br><br>
<<unset $stallThiefPartner>>
<<stall_actions>><<effects>>
<<if $speech_attitude is "meek">>
"I-it's okay," you say. "You can give it to your <<print $stallThiefPartner>>."
<<elseif $speech_attitude is "bratty">>
"Maybe you should think of cheaper ways to show your affection," you say. "But I'll overlook it this time. Keep it."
<<else>>
"Give it to your <<print $stallThiefPartner>>," you say.
<</if>>
<br><br>
"Thank you," <<he>> says. "I feel even more guilty now. Again, I'm sorry."
<br><br>
You return to your stall.
<br><br>
<<unset $stallThiefPartner>>
<<set $plants[$stall_expensive].amount -= 1>>
<<stall_actions>><<effects>>
<<if $speech_attitude is "meek">>
"Stealing is wrong," you say, taking the <<print $stall_expensive.replace(/_/g," ")>>. "You should be ashamed."
<<elseif $speech_attitude is "bratty">>
"You're lucky," you say, snatching the <<print $stall_expensive.replace(/_/g," ")>>. "I'm not gonna punish you. This time."
<<else>>
"You need to be careful," you say, snatching the <<print $stall_expensive.replace(/_/g," ")>>. "Not everyone is as forgiving as me."
<</if>>
<br><br>
<<He>> looks down at <<his>> feet.
<br><br>
You return to your stall.
<br><br>
<<unset $stallThiefPartner>>
<<stall_actions>><<effects>>
You take the <<print $stall_expensive.replace(/_/g," ")>> and return to your stall.
<br><br>
<<stall_actions>><<effects>>
You decide <<he>> isn't worth leaving your stall unattended for.
<<set $plants[$stall_expensive].amount -= 1>>
<br><br>
<<stall_actions>><<effects>>
<<if $speech_attitude is "meek">>
"Do you like my <span class="green"><<print setup.plants[$stall_expensive].plural>></span>," you ask, holding one up.
<<elseif $speech_attitude is "bratty">>
"Don't overlook my <span class="green"><<print setup.plants[$stall_expensive].plural>></span>," you say, holding one up.
<<else>>
"Can I interest you in some <span class="green"><<print setup.plants[$stall_expensive].plural>></span>?" you ask, holding one up.
<</if>>
<br><br>
<<if $enemytrust gte -50>>
<<stall_update>>
<<He>> examines your produce. "They do look nice. How much for <span class="green"><<stall_amount>></span> of them?"
<br><br>
<<stall_trust>>
<br><br>
<<stall_sell_actions>>
<<else>>
<<He>> doesn't even turn to look.
<br><br>
<<stall_actions>>
<</if>><<effects>>
<<if $stall_seduced is 0>><<set $seductiondifficulty to 2000>>
"Going so soon?" you coo. The <<person>> turns around. You lean on your elbows, looking <<him>> in the eye. "We were just getting to know each other."
<<promiscuity1>>
<<elseif $stall_seduced is 1>><<set $seductiondifficulty to 4000>>
"I think you forgot your change," you say. That gets <<his>> attention.
<<if $worn.upper.type.includes("naked")>>
<<He>> turns to find your back to <<him>>, bent over and wiggling your <<bottom>> in the air. You peek over your shoulder to see if it's having the desired effect.
<<else>>
<<He>> turns to find you leaning forward, your top hanging loose. <<He>> can see right down it.
<<if $player.gender_appearance is "f" and $worn.under_upper.type.includes("naked")>>
Your lack of a bra makes this even better.
<</if>>
<</if>>
<<exhibitionism1>>
"My mistake," you coo.
<br><br>
<<elseif $stall_seduced is 2>><<set $seductiondifficulty to 6000>>
"Thank you so much for your business," you say, "but you forgot something." <<He>> returns to the table. You clasp <<his>> hands in your own, lean forward, and plant a kiss on <<his>> cheek.
<<promiscuity2>>
<<else>>
<<if $worn.under_lower.type.includes("naked")>><<set $seductiondifficulty to 8000>>
"I love attending this stall," you say. "No one knows I'm naked below the waist."
<<exhibitionism3>>
<<else>><<set $seductiondifficulty to 10000>>
"I love attending this stall," you say. "No one knows I'm only wearing underwear below my waist."
<<exhibitionism2>>
<</if>>
<</if>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>>
<span class="gold">You feel more confident in your powers of seduction.</span>
<br><br>
<</if>>
<<seductionskilluse>>
<<if $seductionrating gte $seductionrequired>>
<<set $stall_seduced += 1>>
<<He>> blushes and looks away, <span class="green">but no longer seems keen on leaving.</span>
<<set $enemyarousal += 20>>
<br><br>
<<set $stall_plant to $plant_inventory.random()>>
<<stall_update>>
<<He>> walks back to your stand and stops in front of the <span class="green"><<print setup.plants[$stall_plant].plural>></span>. "H-How much for <span class="green"><<stall_amount>></span> of these?"
<br><br>
<<stall_trust>>
<br><br>
<<stall_sell_actions>>
<<else>>
<<He>> blushes, but turns around <span class="red">and continues on <<his>> way.</span>
<br><br>
<<stall_actions>>
<</if>><<effects>>
You glance around to make sure no one's watching, then slip beneath the table.
<<if $rng gte 51>>
You hitch the table's cover up on the other side,
<<if $pronoun is "m">>
and unzip the <<persons>> fly.
<<else>>
along with the <<persons>> skirt.
<</if>>
<<if $NPCList[0].penis isnot "none">>
<<His>> $NPCList[0].penisdesc is erect and waiting.
<<else>>
<<His>> pussy already glistens.
<</if>>
<<promiscuity4>>
<<link [[Next|Stall Oral Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<else>>
The <<person1>><<person>> slips under it too. "I know what you're planning, but oral won't cut it," <<he>> says. <<threaten>>
<br><br>
<<if hasSexStat("promiscuity", 5)>>
<<link [[Accept|Stall Oral Accept]]>><</link>><<promiscuous5>>
<br>
<<else>>
<<insufficientStat "promiscuity" "to agree">>
<br>
<</if>>
<<link [[Refuse|Stall Oral Refuse]]>><</link>>
<br>
<</if>><<effects>>
You nod, but you're not sure the <<person1>><<person>> even notices. <<Hes>> already groping at you.
<<promiscuity5>>
<<link [[Next|Stall Sex]]>><<set $sexstart to 1>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"N-no," you say. "I didn't agree to this."
<<elseif $speech_attitude is "bratty">>
"Get the fuck off me," you say. "I didn't consent to this."
<<else>>
"Get off," you say. "I didn't agree to this."
<</if>>
The <<person1>><<person>> ignores you, and gropes instead.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
You kick <<him>> hard in the shin, giving you an opening. You crawl out from beneath the table. The <<person>> soon appears on the other side. <<He>> glares at you before walking away.
<<glewdity>><<set $stall_rejected += 1>>
<br><br>
<<stall_actions>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Stall Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Stall Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>><<fameprostitution 1>>
<<ejaculation>>
<<tearful>> you return to your side of the table. The <<person>> emerges from the other side then leans against it, panting. You look around at the busy market. Everyone's minding their own business, and you don't think anyone noticed.
<br><br>
"Thanks <<girl>>," <<he>> says, adjusting <<his>> <<if $pronoun is "f">>skirt<<else>>trousers<</if>>. "See you around."
<br><br>
<<clotheson>>
<<endcombat>>
<<stall_actions>>
<<elseif $enemyhealth lte 0>><<set $stall_rejected += 1>>
You shove the <<person1>><<person>> away from you. <<He>> tumbles through the cover and out into the open.
<br><br>
<<tearful>> you return to your side of the table. The <<person1>><<person>> is busy struggling to <<if $pronoun is "f">>lower <<his>> skirt<<else>>zip <<his>> fly<</if>>, while others watch with amusement.
<<glewdity>>
<br><br>
<<clotheson>>
<<endcombat>>
<<stall_actions>>
<<elseif $alarm is 1 and $rescue is 1>><<set $rescued += 1>><<set $stall_rejected += 1>>
Too nervous to continue, the <<person>> crawls away from you. The table cover falls behind <<him>>, blocking your view.
<br><br>
<<tearful>> you return to your side of the table. <<Hes>> gone by the time you get to your feet. People up and down the market look over, concerned about the source of the scream.
<<glewdity>>
<br><br>
<<clotheson>>
<<endcombat>>
<<stall_actions>>
<<else>><<set $stall_rejected += 1>>
The <<person>> crawls away from you. The table cover falls behind <<him>>, blocking your view.
<br><br>
<<tearful>> you return to your side of the table. <<Hes>> gone by the time you get to your feet.
<<glewdity>>
<br><br>
<<clotheson>>
<<endcombat>>
<<stall_actions>>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>><<promiscuity5>>
<<enable_rescue>>
<<npcoral>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Stall Oral Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Stall Oral Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<fameprostitution 1>>
<<ejaculation>>
<<tearful>> you return to your side of the table. The <<person>> leans against it, panting. You look around at the busy market. Everyone's minding their own business, but you don't think anyone noticed.
<br><br>
"Thanks <<girl>>," <<he>> says, adjusting <<his>> <<if $pronoun is "f">>skirt<<else>>trousers<</if>>. "See you around."
<br><br>
<<clotheson>>
<<endcombat>>
<<stall_actions>>
<<elseif $enemyhealth lte 0>>
<<set $stall_rejected += 1>>
You shove the <<person1>><<person>> away from you. <<He>> stumbles and crashes through a stall opposite, sending fruit rolling down the street.
<br><br>
<<tearful>> you return to your side of the table. The <<person1>><<person>> is busy struggling to <<if $pronoun is "f">>lower <<his>> skirt<<else>>zip <<his>> fly<</if>>, while the fruit stall owner admonishes <<him>>.
<<glewdity>>
<br><br>
<<clotheson>>
<<endcombat>>
<<stall_actions>>
<<elseif $alarm is 1 and $rescue is 1>>
<<set $rescued += 1>><<set $stall_rejected += 1>>
The <<person>> backs away, and the table cover falls, blocking your view.
<br><br>
<<tearful>> you return to your side of the table. <<Hes>> gone by the time you get to your feet. People up and down the market look over, concerned about the source of the scream.
<<glewdity>>
<br><br>
<<clotheson>>
<<endcombat>>
<<stall_actions>>
<<else>>
<<set $stall_rejected += 1>>
The <<person>> sticks a hand under the table, and shoves you to the ground.
<br><br>
<<tearful>> you return to your side of the table. <<Hes>> gone by the time you get to your feet.
<<glewdity>>
<br><br>
<<clotheson>>
<<endcombat>>
<<stall_actions>>
<</if>><<effects>>
You pull away from the <<person>>.
<<if $speech_attitude is "meek">>
"Th-there's been a mistake," you say. "This isn't what I sell here."
<<elseif $speech_attitude is "bratty">>
"Keep your hands off me," you say. "Or I'll call security."
<<else>>
"I'm sorry for the misunderstanding," you say. "But I only sell produce here."
<</if>>
<<set $stall_rejected += 1>>
<br><br>
The <<person>> glares at you, then glances around. "You led me on," <<he>> whispers. "You're gonna pay. Sooner or later." <<He>> walks away.
<br><br>
<<stall_actions>><<effects>>
You twist around and shove the <<person1>><<person>> away from you. <<He>> grasps the stall's support and almost brings the roof down as <<he>> tumbles. <<He>> shoots you a glare before climbing to <<his>> feet and walking away.
<br><br>
<<tearful>> you turn back to your display.
<br><br>
<<stall_actions>><<effects>>
<<if $rng gte 51>>
You endure the <<person1>><<persons>> invasive groping. It continues for several minutes, until <<he>> at last grows bored.
<br><br>
<<tearful>> you try to focus on your display.
<br><br>
<<stall_actions>>
<<else>>
<<generate2>>
You endure the <<person1>><<persons>> invasive groping. It continues for several minutes, until a <<person2>><<person>> approaches your display. <<Hes>> so taken by it <<he>> doesn't notice what's going on behind the table. Not until <<hes>> close.
<br><br>
"Can I interest you in this <<girl>> here?" the <<person1>><<person>> says from behind. "Only £100. Limited time offer."
<br><br>
The <<person2>><<person>> strokes <<his>> chin in thought. "£60. And not a penny more."
<br><br>
They continue to haggle over you.
<br><br>
<<link [[Protest|Stall Protest]]>><</link>>
<br>
<<link [[Remain silent|Stall Wait]]>><</link>>
<br>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"P-please no," you say. "I'm not in stock."
<<elseif $speech_attitude is "bratty">>
"I've had enough," you say. "Get your fucking hands off me."
<<else>>
"I'm not for sale," you say.
<</if>>
<br><br>
"<<pShe>> sounds a little bratty," the <<person2>><<person>> says. "I'll pass." <<He>> walks away.
<br><br>
The <<person1>><<person>> tightens <<his>> grip on you. "Fine," <<he>> says. "Free of charge. But you have to share <<phim>> with me."
<br><br>
The <<person2>><<person>> stops and grins. "I can't refuse a free <<girl>>."
<br><br>
The <<person1>><<person>> grasps your mouth with <<his>> free hand. "Fucking <<bitch>>," <<he>> whispers, forcing you to the ground, hidden behind your covered table. "Almost made some easy cash. At least I get to use you myself."
<br><br>
<<link [[Next|Stall Rape]]>><<set $molestationstart to 1>><</link>>
<br><<effects>>
You wait until the pair agree on the price. The <<person2>><<person>> gets you cheap, but there's a caveat. <<He>> has to share you with the <<person1>><<person>>.
<br><br>
The <<person>> shoves you beneath the table, while the <<person2>><<person>> lifts the cover on <<his>> side. The <<person1>><<person>> climbs under behind you, then on top of you, as <<he>> forces your mouth against the <<person2>><<persons>><<if $NPCList[_n].penis isnot "none">> erect <<print $NPCList[_n].penisdesc>><<else>> moistening pussy<</if>>.
<br><br>
<<link [[Next|Stall Double Rape]]>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<enable_rescue>>
<<npcoral>>
<<set $enemyanger += 20>>
<<set $enemytrust -= 20>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Stall Double Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Stall Double Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>><<set $forcedprostitutionstat += 1>>
<<ejaculation>>
You're left lying on the ground beneath your stall.
<br><br>
<<tearful>> you climb to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<stall_actions>>
<<elseif $enemyhealth lte 0>>
You shove the <<person1>><<person>> to the side, where <<he>> collides with a neighbouring stall. The stall's owner isn't the only one to notice.
<br><br>
<<He>> staggers to <<his>> feet and glares at you, but thinks better than to try anything. <<He>> stomps away as the <<person2>><<person>> pretends <<hes>> not involved.
<br><br>
<<tearful>> you take your place behind your stall.
<br><br>
<<clotheson>>
<<endcombat>>
<<stall_actions>>
<<else>>
<<set $rescued += 1>>
"Did you hear that scream?"
<br>
"What's going on over there?"
<br>
"Someone should take a look."
<br><br>
The <<person2>><<person>> steps away from the table, letting the cover fall and struggling to <<if $pronoun is "m">>zip <<his>> fly<<else>>pull down <<his>> skirt.<</if>>
<br><br>
The <<person1>><<person>> peeks outside. Fear crosses <<his>> face. <<He>> shoots you one last glare, then flees.
<br><br>
<<tearful>> you return to your place behind the display.
<br><br>
<<clotheson>>
<<endcombat>>
<<stall_actions>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<enable_rescue>>
<<hand_gag 0 left>>
<<set $enemyanger += 20>>
<<set $enemytrust -= 20>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Stall Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Stall Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
You're left lying on the ground behind your stall.
<br><br>
<<tearful>> you climb to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<stall_actions>>
<<elseif $enemyhealth lte 0>>
You shove the <<person1>><<person>> to the side, where <<he>> collides with a neighbouring stall. The stall's owner isn't the only one to notice.
<br><br>
<<He>> staggers to <<his>> feet and glares at you, but thinks better than to try anything. <<He>> stomps away.
<br><br>
<<tearful>> you take your place behind your stall.
<br><br>
<<clotheson>>
<<endcombat>>
<<stall_actions>>
<<else>>
<<set $rescued += 1>>
"Did you hear that scream?"
<br>
"What's going on over there?"
<br>
"Someone should take a look."
<br><br>
The <<person1>><<person>> peeks over your table. Fear crosses <<his>> face. <<He>> shoots you one last glare, then flees.
<br><br>
<<tearful>> you return to your place behind the display.
<br><br>
<<clotheson>>
<<endcombat>>
<<stall_actions>>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "connudatus">>
<<set $urchin_debt to random(500,2000)>>
It turns out that the <<person1>><<person>> stole some <<if $phase is 0>>food<<else>>items from the stall<</if>> worth <<printmoney $urchin_debt>>, and the market stall owner wants to call the police.
<br><br>
<<if $phase is 0>>
<<link [[Try to explain the orphan's desperate hunger|Market Street Urchin Help Persuade]]>><</link>>
<br>
<<else>>
<<link [[Persuade the market stall owner to drop it|Market Street Urchin Help Persuade]]>><</link>>
<br>
<</if>>
<<if $money gte $urchin_debt>>
<<link [[Offer to pay|Market Street Urchin Help Pay]]>><<set $phase += 1>><</link>> /* incr $phase to indicate price not agreed. */
<br>
<</if>>
<<if (($phase is 0) or ($phase is 10 and ($delinquency gte 400 or $cool gte 40)))>>
<<link [[Attack the market stall owner|Market Street Urchin Help Hit]]>><<crimeUp 200 "assault">><</link>><<gcrime "assault">>
<br>
<</if>>
<<link [[Walk away|Connudatus Street]]>><<unset $urchin_debt>><<endevent>><</link>>
<br><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "connudatus">>
<<if $phase is 0>>
You explain to the market stall owner the horrors of life in the orphanage, and what the <<person1>><<person>> has to live through.<br>
<<if $chef_speech is "bailey">>
The market stall owner looks away <<print either("sadly","darkly","with a pained expression")>>. "I've heard the rumours about that place." <<set _bar to random(0,400)>>
<<else>>
The market stall owner looks sceptical about your claims. <<set _bar to random(0,1000)>>
<</if>>
<<else>>
You tell the market stall owner about how hard the <<person>> works at school and how calling the police could destroy <<his>> whole future.<<set _bar to random(0,800)>>
<</if>><br><br>
<<if currentSkillValue('english') gte _bar>>
Hearing the passion in your words, the market stall owner relents.
<br>
<<if $phase is 0>>
The market stall owner sighs and waves away the concerned onlookers, calling you both in.<br>
"I'm not a monster. If you're hungry, ask me any time I'm open. Just please don't steal my stuff. Okay?"<br>
The <<person>> smiles, hesitates, and starts to hand back the food.<br>
"Keep it. It's yours. Now, get outta here. Both of you." <<lstress>><<stress -3>>
<br><br>
"Thanks," the <<person>> says, as you walk away. "I owe you one." <<ghope>><<hope 1>>
<br><br>
<<link [[Leave|Connudatus Street]]>><<famegood 20>><<unset $urchin_debt>><<endevent>><</link>>
<br>
<<else>>
"Okay, okay! Cut it out!" The market stall owner laughs. "Who am I to derail a future of such grand and world-changing potential!?
I'll let <<him>> off this time. But give that back and get outta here, and don't make me regret this. If I see you near my stall again you better be buying something.
And you... You, get out of here before I hire you as a sales clerk!"<br>
The <<person>> hands back the stolen item. And the stall owner goes back to work.
<br><br>
"Thanks," the <<person>> says, as you walk away. "I owe you one." <<gcool>><<status 1>>
<br><br>
<<link [[Next|Connudatus Street]]>><<famegood 20>><<unset $urchin_debt>><<endevent>><</link>>
<br>
<</if>>
<<elseif currentSkillValue('english') gte (_bar/2)>>
Hearing the conviction in your words, the market stall owner relents.
<br><br>
"Okay, but someone has to pay me for it."<br><br>
<<if $money gte $urchin_debt>>
<<link [[Offer to pay|Market Street Urchin Help Pay]]>><</link>>
<br>
<<link [[Refuse to pay|Market Street Urchin Not Pay]]>><</link>>
<br>
<<else>>
<span class="red">You can't afford it.</span>
<br><br>
<<link [[Explain that you can't afford to pay|Market Street Urchin Not Pay]]>><<famegood 2>><</link>>
<br>
<</if>>
<<else>>
The market stall owner is not convinced, and drags the <<person>> off toward the police station.
<br><br>
<<link [[Next|Connudatus Street]]>><<unset $urchin_debt>><<endevent>><</link>>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "connudatus">>
<<if $phase % 10 is 1 and $rng % 3 is 0>> /* price not yet agreed? 1 in 3 chance of a price hike */
<<set $urchin_debt *= 2>>
"Okay," the market stall owner says. "But since <<person1>><<he>> tried to steal from me, the price has gone up to <<printmoney $urchin_debt>>."
<<else>>
"Okay," the market stall owner says. "Just pay <<printmoney $urchin_debt>> for it, and get out of here. You're lucky it's been a busy day."
<</if>>
<br><br>
<<if $money gte $urchin_debt>>
You pay the market stall owner. <<ghope>><<hope 1>><<money `-$urchin_debt` "marketStall">>
<br><br>
The owner counts it carefully and then waves you both away. "Get out of here."
<br><br>
<<link [[Next|Connudatus Street]]>><<famegood 20>><<unset $urchin_debt>><<endevent>><</link>>
<br>
<<else>>
<span class="red">You can't afford it.</span>
<br><br>
<<link [[Explain that you can't afford to pay|Market Street Urchin Not Pay]]>><<famegood 2>><</link>><br>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "connudatus">>
The market stall owner shrugs, and drags the <<person>> off toward the police station.
<br><br>
<<link [[Next|Connudatus Street]]>><<unset $urchin_debt>><<endevent>><</link>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "connudatus">>
Without warning, you lunge at the market stall owner and shove them into their stall. Wares crash in every direction.
<br><br>
In the chaos that ensues, you both get away.
<<if $phase is 0>>The orphan is grateful for your help.<<greb>><<ghope>><<reb 1>><<hope 1>>
<<else>>The student is grateful for your help.<<gcool>><<status 1>><<famescrap 5>>
<</if>>
<br><br>
<<link [[Next|Connudatus Street]]>><<unset $urchin_debt>><<endevent>><</link>>
<br><<widget "stall_actions">>
<<outfitChecks>>
<<if $stress gte $stressmax>>
<<passoutstreet>>
<<elseif _shirtless and $player.gender_appearance is "f">>
You can't do this with your <<breasts>> on display. <<if $player.gender is "m">>Not while looking like a girl.<</if>> You duck and run.
<br><br>
<<link [[Next|Connudatus Street]]>><<endevent>><<endstall>><<clotheson>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<if random(1, 10000) is 10000>>
<<stallicon "open">><<link [[Capitalism ho! (0:20)|Stall]]>><<endevent>><<endstall>><<pass 20>><</link>>
<br>
<<else>>
<<stallicon "open">><<link [[Continue (0:20)|Stall]]>><<endevent>><<endstall>><<pass 20>><</link>>
<br>
<</if>>
<<if $worn.lower.name isnot "naked">>
<<if $worn.under_lower.name isnot "naked">>
<<if $worn.upper.set isnot $worn.lower.set>>
<<if hasSexStat("exhibitionism", 2)>>
<<skinicon "strip">> <<link [[Remove your bottoms|Stall Bottoms Strip]]>><<endevent>><<endstall>><</link>><<if $daily.ex.stall isnot 1>><<exhibitionist2>><</if>>
<br>
<</if>>
<</if>>
<<else>>
<<if $worn.upper.set isnot $worn.lower.set>>
<<if hasSexStat("exhibitionism", 4)>>
<<skinicon "strip">><<link [[Remove your bottoms|Stall Bottoms Strip]]>><<endevent>><<endstall>><</link>><<if $daily.ex.stall isnot 1>><<exhibitionist4>><</if>>
<br>
<</if>>
<</if>>
<</if>>
<<elseif $worn.under_lower.name isnot "naked">>
<<if $worn.under_lower.set isnot $worn.under_upper.set>>
<<if hasSexStat("exhibitionism", 4)>>
<<skinicon "strip">><<link [[Remove your undies|Stall Undies Strip]]>><<endevent>><<endstall>><</link>><<if $daily.ex.stall isnot 1>><<exhibitionist4>><</if>>
<br>
<</if>>
<</if>>
<</if>>
<<if hasSexStat("exhibitionism", 3)>>
<<skinicon "masturbate">><<link [[Masturbate|Stall Masturbation]]>><<endevent>><<endstall>><<set $phase to 0>><<set $masturbationstart to 1>><</link>><<if $daily.ex.stall isnot 1>><<exhibitionist3>><</if>>
<br>
<</if>>
<<connudatusicon>><<link [[Leave|Connudatus Street]]>><<endevent>><<endstall>><<clotheson>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<</widget>>
<<widget "stall_inventory">>
<<silently>>
<<set $plant_inventory to []>>
<<set _plant_keys to Object.keys($plants)>>
<<set _total_worth to 0>>
<<set _total_amount to 0>>
<<set _total_sold_amount to 0>>
<<for _t to 0; _t lt _plant_keys.length; _t++>>
<<if ndef $stall_stats[_plant_keys[_t]]>>
<<set $stall_stats[_plant_keys[_t]] to { inventory:{amount:0, price:0, total:0}, sold:{amount:0, total:0} }>>
<</if>>
<<if $plants[_plant_keys[_t]].amount gte 1>>
<<set _plant_value to Math.round(setup.plants[$plants[_plant_keys[_t]].name].plant_cost)>>
<<set _total_worth += $plants[_plant_keys[_t]].amount * _plant_value>>
<<set _total_amount += $plants[_plant_keys[_t]].amount>>
<<set _inventory_found to 1>>
<<run $plant_inventory.push($plants[_plant_keys[_t]].name)>>
<<if ($stall_expensive is undefined) or ($plants[$stall_expensive].amount lte 0) or (setup.plants[$plants[_plant_keys[_t]].name].plant_cost gte setup.plants[$stall_expensive].plant_cost)>>
<<set $stall_expensive to clone(setup.plants[$plants[_plant_keys[_t]].name].name)>>
<</if>>
<<set $stall_stats[_plant_keys[_t]].inventory to {amount:$plants[_plant_keys[_t]].amount, price:_plant_value, total:($plants[_plant_keys[_t]].amount * _plant_value)}>>
<<else>>
<<set $stall_stats[_plant_keys[_t]].inventory to {amount:0, price:Math.round(setup.plants[$plants[_plant_keys[_t]].name].plant_cost), total:0}>>
<</if>>
<<set _total_sold_amount += $stall_stats[_plant_keys[_t]].sold.amount>>
<</for>>
<</silently>>
<<switch $mathstrait>>
<<case -1>><!-- F -->
<<set _canmath to ($maths_exam lt 50 ? 0 : 1)>>
<<case 0>><!-- D -->
<<set _canmath to ($maths_exam lt 50 ? 2 : 3)>>
<<case 1>><!-- C -->
<<set _canmath to 4>>
<<case 2>><!-- B -->
<<set _canmath to 5>>
<<case 3 4 5 6 7 8>><!-- A, A* -->
<<set _canmath to 6>>
<<default>>
<<set _canmath to 0>>
<</switch>>
<<set _mobile to ($options.useNarrowMarket and _canmath gt 4)>>
<!-- <<for _mobile to 0; _mobile lt 2; _mobile++>><<for _canmath to 0; _canmath lt 7; _canmath++>><center>---mobile:_mobile math:_canmath---</center> -->
<!--
_canmath : 0 1 2 3 4 5 6
table : - - - x x x x
item inventory worth : - - - - x x x
total inventory worth : - - txt txt x x x
sold average : - - - - - - x
per item sold : - - - - - x x
total sold : - txt txt txt txt x x
math skill min : F F50 D D50 C B A A*
colums : - - - 2+0 3+0 3+2 3+3
total colums : - - - 2 3 5 6
-->
<<if _canmath gte 3>>
<center style="max-height:50vh;overflow-y:auto">
<table border="1" style="background-color:#c0ffff08;font-size:95%"><!-- TODO: Put that CSS in some stylesheet -->
<<if _mobile and 0>>
<tr>
<<switch _canmath>>
<<case 3>>
<th colspan="2" align="left">Item</th>
<<case 4>>
<th colspan="3" align="left">Item</th>
<<case 5>>
<th colspan="4" align="left">Item</th>
<<case 6>>
<th colspan="6" align="left">Item</th>
<</switch>>
</tr>
<</if>>
<tr>
<<if not _mobile>>
<th rowspan="2" style="border-bottom-width:2px" valign="middle" width="40%" align="left">Item</th>
<</if>>
<<switch _canmath>>
<<case 3>>
<th colspan="2" align="center">Inventory</th>
<<case 4 5 6>>
<th colspan="3" align="center">Inventory</th>
<</switch>>
<<switch _canmath>>
<<case 5>>
<th colspan="2" align="center">Sold Today</th>
<<case 6>>
<th colspan="3" align="center">Sold Today</th>
<</switch>>
</tr>
<tr>
<th style="border-bottom-width:2px;min-width:7ch" align="center">Amount</th>
<th style="border-bottom-width:2px;min-width:7ch" align="center">Each</th>
<<if _canmath gte 4>>
<th style="border-bottom-width:2px;min-width:7ch" align="center">Total</th>
<</if>>
<<if _canmath gte 5>>
<th style="border-bottom-width:2px;min-width:7ch" align="center">Amount</th>
<<if _canmath gte 6>>
<th style="border-bottom-width:2px;min-width:7ch" align="center">Avg</th>
<</if>>
<th style="border-bottom-width:2px;min-width:7ch" align="center">Total</th>
<</if>>
</tr>
<<for _t to 0; _t lt _plant_keys.length; _t++>>
<<if $stall_stats[_plant_keys[_t]].inventory.amount gt 0 or (_canmath gte 5 and $stall_stats[_plant_keys[_t]].sold.amount gt 0)>>
<<if _mobile>>
<tr>
<td align="left" colspan="6" style="border-top-width:2px"><<print $plants[_plant_keys[_t]].plural.charAt(0).toUpperCase() + $plants[_plant_keys[_t]].plural.slice(1)>></td>
</tr>
<</if>>
<tr>
<<if not _mobile>>
<td align="left"><<print $plants[_plant_keys[_t]].plural.charAt(0).toUpperCase() + $plants[_plant_keys[_t]].plural.slice(1)>></td>
<</if>>
<<if $stall_stats[_plant_keys[_t]].inventory.amount gt 0>>
<td align="right"><<print $stall_stats[_plant_keys[_t]].inventory.amount>></td>
<td align="right"><<printmoney $stall_stats[_plant_keys[_t]].inventory.price>></td>
<<if _canmath gte 4>>
<td align="right"><<printmoney $stall_stats[_plant_keys[_t]].inventory.total>></td>
<</if>>
<<else>>
<td align="right">- </td>
<td align="right"><<printmoney $stall_stats[_plant_keys[_t]].inventory.price>></td>
<<if _canmath gte 4>>
<td align="right">- </td>
<</if>>
<</if>>
<<if _canmath gte 5>>
<<if $stall_stats[_plant_keys[_t]].sold.amount gt 0>>
<td align="right"><<print $stall_stats[_plant_keys[_t]].sold.amount>></td>
<<if _canmath gte 6>>
<td align="right"><<set _avg to Math.round($stall_stats[_plant_keys[_t]].sold.total / $stall_stats[_plant_keys[_t]].sold.amount)>><<printmoney _avg>></td>
<</if>>
<td align="right"><<printmoney $stall_stats[_plant_keys[_t]].sold.total>></td>
<<else>>
<td align="right">- </td>
<<if _canmath gte 6>>
<td align="right">- </td>
<</if>>
<td align="right">- </td>
<</if>>
<</if>>
</tr>
<</if>>
<</for>>
<<if _canmath gte 4>>
<tr>
<<if not _mobile>>
<th style="border-top-width:4px;border-top-style:double" align="left">Total</th>
<</if>>
<td style="border-top-width:4px;border-top-style:double" align="right">_total_amount</td>
<td style="border-top-width:4px;border-top-style:double"></td>
<td style="border-top-width:4px;border-top-style:double" align="right"><<printmoney _total_worth>></td>
<<if _canmath gte 5>>
<td style="border-top-width:4px;border-top-style:double" align="right">_total_sold_amount</td>
<<if _canmath gte 6>>
<td style="border-top-width:4px;border-top-style:double"></td>
<</if>>
<td style="border-top-width:4px;border-top-style:double" align="right"><<printmoney $stall_money>></td>
<</if>>
</tr>
<</if>>
</table>
</center>
<<elseif _inventory_found is 1>>
Inventory:
<<set _first to 1>>
<<for _t to 0; _t lt _plant_keys.length; _t++>>
<<if $stall_stats[_plant_keys[_t]].inventory.amount gt 0>>
<<if _first>>
<<if $options.images is 1 and $plants[_plant_keys[_t]].icon>>
<img class="tending_icon" @src="`img/misc/icon/tending/` + $plants[_plant_keys[_t]].icon">
<</if>>
<span class="gold"><<print $stall_stats[_plant_keys[_t]].inventory.amount>></span>
<<print $plants[_plant_keys[_t]].plural.charAt(0).toUpperCase() + $plants[_plant_keys[_t]].plural.slice(1)>>
(<<printmoney _plant_value>> each)
<<else>>
|
<<if $options.images is 1 and $plants[_plant_keys[_t]].icon>>
<img class="tending_icon" @src="`img/misc/icon/tending/` + $plants[_plant_keys[_t]].icon">
<</if>>
<span class="gold"><<print $stall_stats[_plant_keys[_t]].inventory.amount>></span>
<<print $plants[_plant_keys[_t]].plural>>
(<<printmoney _plant_value>> each)
<</if>>
<<set _first to 0>>
<</if>>
<</for>>
<br>
<<else>>
Inventory: You're out of stock!<br>
<</if>>
<<switch _canmath>>
<<case 1>>
<<if $stall_money is 0>>
You haven't sold anything yet.
<<else>>
You earned <<printmoney $stall_money>> from sales today.
<</if>>
<<case 2>>
<<if $stall_money is 0>>
<<if _inventory_found is 1>>
Your inventory is worth <<printmoney _total_worth>>.
<</if>>
You haven't sold anything yet.
<<else>>
<<if _inventory_found is 1>>
Your remaining inventory is worth <<printmoney _total_worth>>.
<</if>>
You earned <<printmoney $stall_money>> from sales today.
<</if>>
<<case 3>>
<center>
<<if $stall_money is 0>>
<<if _inventory_found is 1>>
Your inventory is worth <<printmoney _total_worth>>.
<</if>>
You haven't sold anything yet.
<<else>>
<<if _inventory_found is 1>>
Your remaining inventory is worth <<printmoney _total_worth>>.
<</if>>
You earned <<printmoney $stall_money>> from sales today.
<</if>>
</center>
<<case 4>>
<center>
<<if $stall_money is 0>>
You haven't sold anything yet.
<<else>>
You earned <<printmoney $stall_money>> from sales today.
<</if>>
</center>
<</switch>>
<!-- <</for>><</for>> -->
<</widget>>
<<widget "endstall">>
<<unset $plant_inventory>>
<<unset $stall_amount>>
<<unset $stall_plant>>
<<unset $stall_cost>>
<<unset $stall_expensive>>
<</widget>>
<<widget "stall_sell">>
<<if ndef $stall_stats[$stall_plant]>>
<<set $stall_stats[$stall_plant] to { inventory:{amount:0, price:0, total:0}, sold:{amount:0, total:0} }>>
<</if>>
<<set $stall_stats[$stall_plant].sold.amount += $stall_amount>>
<<set $stall_stats[$stall_plant].sold.total += Math.round($stall_cost * $stall_amount)>>
<<set $plants[$stall_plant].amount -= $stall_amount>>
<<money `Math.round($stall_cost * $stall_amount)` "marketStall">>
<<set $stall_money += Math.round($stall_cost * $stall_amount)>>
<<set $produce_sold += $stall_amount>>
You sell
<<if $stall_amount gte 2>>
$stall_amount <<print setup.plants[$stall_plant].plural>>
<<else>>
one <<print setup.plants[$stall_plant].name.replace(/_/g," ")>>
<</if>>
for <<printmoney `$stall_cost * $stall_amount`>>
<<if $stall_cost * $stall_amount / 100 gte 200>>
It feels good to make so much money at once.
<<ltrauma>><<lstress>><<trauma -6>><<stress -6>>
<</if>>
<<if $enemytrust gte 50>>
<br><span class="green">Word of your business acumen spreads throughout the market.</span>
<<famebusiness 10>>
<<elseif $enemytrust gte 30>>
<br><span class="teal">People are talking about your products.</span>
<<famebusiness 3>>
<<elseif $enemytrust gte 10>>
<br><span class="blue">A few are talking about your stall.</span>
<<famebusiness 1>>
<<elseif $enemytrust gte -10>>
<<famebusiness 0>>
<<elseif $enemytrust gte -30>>
<br><span class="purple">Unfavorable gossips are spreading about you.</span>
<<famebusiness -3>>
<<else>>
<br><span class="pink">People are audibly grumbling and some are avoiding your stall.</span>
<<famebusiness -10>>
<</if>>
<</widget>>
<<widget "eventsstall">>
<<rng 10>>
<<if $stall_rejected gte random(1, 200)>>
<<if $rng is 1>>
<<generate1>><<person1>>
You hear movement behind you.
<<if $worn.lower.type.includes("naked")>>
<<if $worn.under_lower.type.includes("naked")>>
Before you can turn, a pair of hands wrap around your waist and grope your <<genitals>>.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
"I heard the owner of this stall was a slut," says a <<personsimple>>'s voice. "But I didn't expect <<phim>> to have nothing on down here." <<He>> continues to fondle you.
<br><br>
<<else>>
Before you can turn, a pair of hands wrap around your waist and grope your <<genitals>> through your $worn.under_lower.name.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
"I heard the owner of this stall was a slut," says a <<personsimple>>'s voice. "But I didn't expect <<phim>> to be secretly wearing just underwear down here." <<He>> continues to fondle you.
<br><br>
<</if>>
<<else>>
<<if $player.gender_appearance is "f">>
Before you can turn, a pair of hands appear beneath your shoulders and grasp your <<breasts>>.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
"Don't lie to me," says a <<personsimple>>'s voice. <<His>> hands wander down to your <<genitals>>. "You set this place up to draw attention to yourself. You want this." <<He>> continues to fondle you.
<br><br>
<<else>>
Before you can turn, a pair of hands appear beneath your shoulders and grasp your <<genitals>>.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
"Don't lie to me," says a <<personsimple>>'s voice. "You set this place up to draw attention to yourself. You want this." <<He>> continues to fondle you.
<br><br>
<</if>>
<</if>>
<<link [[Endure (0:05)|Stall Endure]]>><<pass 5>><<trauma 6>><<stress 6>><<arousal 300 "genitals">><<arousal 300 "breasts">><</link>><<gtrauma>><<gstress>><<garousal>>
<br>
<<link [[Shove|Stall Shove]]>><<set $stall_rejected += 1>><<trauma -6>><</link>><<glewdity>><<ltrauma>>
<br>
<<elseif $rng is 2>>
<<generate1>><<person1>>
You hear movement behind you. Before you can turn, a hand clasps around your mouth. "I've heard about you," the <<personsimple>> whispers. "Slut." <<He>> kicks your legs out from under you, forcing you to the ground.
<br><br>
<<link [[Next|Stall Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<elseif $rng is 3>>
<<generate1>><<person1>>
<<outfitChecks>>
<<if _shirtless and $worn.under_upper.type.includes("naked")>>
A <<person>> walks up to your stall, looking at your display. Without warning, <<he>> reaches across the table and gropes your <<breasts>> before running away.
<<gtrauma>><<gstress>><<garousal>><<trauma 6>><<stress 6>><<arousal 600 "breasts">>
<br><br>
<<else>>
<<set _top.integrity -= 20>>
A <<person>> walks up to your stall, looking at your display. Without warning, <<he>> reaches across the table and grasps your _top.name.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br>
<<if _top.integrity lte 0>>
<<He>> runs away, clutching the fabric in <<his>> hand. <<covered>>
<br><br>
<<else>>
<<He>> tugs it down, exposing your <<= _topLower || '<<breasts>>'>> before you're able to break <<his>> grip. <<He>> turns and runs.
<br><br>
<</if>>
<<integritycheck>><<exposure>>
<</if>>
<<stall_actions>>
<<elseif $rng is 4>>
<<generate1>><<person1>>
You spot a <<person>> across the street holding a camera to <<his>> face. It looks like it's pointing at you. You feel uncomfortable.
<<gstress>><<stress 6>>
<br><br>
<<stall_actions>>
<<elseif $rng is 5>>
<<generate1>><<person1>>
<<stall_init>><<set $enemyarousal += 20>><<set $enemytrust -= 20>>
A <<person>> walks up to your display. <<He>> <<stall_check_text>>. "How much for <span class="green"><<stall_amount>></span> of these?" <<he>> asks. <<He>> leers at you openly.
<br><br>
<<stall_trust>>
<br><br>
<<stall_sell_actions>>
<<elseif $rng is 6>>
<<generate1>><<person1>>
<<stall_init>><<set $enemyarousal += 20>><<set $enemytrust -= 20>>
A <<person>> walks up to your display. <<He>> <<stall_check_text>>. "How much for <span class="green"><<stall_amount>></span> of these?" <<he>> asks. "And don't try to sweet talk me. I've heard about you."
<br><br>
<<stall_trust>>
<br><br>
<<stall_sell_actions>>
<<elseif $rng is 7>>
<<generate1>><<person1>>
<<stall_init>><<set $enemyarousal += 20>><<set $enemytrust -= 20>>
You see a <<person>> watching you from afar. <<He>> walks over when your eyes meet. <<He>> <<stall_check_text>>. "How much for <span class="green"><<stall_amount>></span> of these?" <<he>> asks.
<br><br>
<<stall_trust>>
<br><br>
<<stall_sell_actions>>
<<elseif $rng is 8>>
<<generate1>><<person1>>
<<stall_init>><<set $enemyarousal += 20>><<set $enemytrust -= 20>>
A <<person>> walks by, and stops in front of your stall. <<His>> eyes flicker over your face and chest as <<he>> <<stall_check_text>>. "How much for <span class="green"><<stall_amount>></span> of these?" <<he>> asks.
<br><br>
<<stall_trust>>
<br><br>
<<stall_sell_actions>>
<<elseif $rng is 9>>
<<generate1>><<person1>>
<<stall_init>><<set $enemyarousal += 40>><<set $enemytrust -= 20>>
A <<person>> swaggers up to your display. Without warning, <<he>> reaches forward and grasps your arm. <<He>> tugs you forward, until you're leaning over the table, then <<he>> leans in and licks your cheek.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<<He>> releases you, then <<stall_check_text>>. "How much for <span class="green"><<stall_amount>></span> of these?" <<he>> asks, leaning against the table.
<br><br>
<<stall_trust>>
<br><br>
<<stall_sell_actions>>
<<else>>
<<generate1>><<person1>>
<<stall_init>><<set $enemyarousal += 20>><<set $enemytrust -= 20>>
A <<person>> walks up to your display. <<He>> <<stall_check_text>>. "How much for <span class="green"><<stall_amount>></span> of these?" <<he>> asks, leaning against the table.
<br><br>
<<stall_trust>>
<br><br>
<<stall_sell_actions>>
<</if>>
<<elseif $rng is 1>>
<<generate1>><<person1>>
<<stall_init>>
A <<person>> shuffles by, examining your produce with a keen look.
<br><br>
<<link [[Talk|Stall Shuffle Talk]]>><</link>>
<br>
<<link [[Remain silent|Stall Shuffle Silent]]>><</link>>
<br>
<<elseif $rng is 2>>
<<generate1>><<person1>>
<<stall_init>>
A <<person>> walks by, casting a casual eye over your produce.
<br><br>
<<link [[Talk|Stall Walk Talk]]>><</link>>
<br>
<<link [[Remain silent|Stall Walk Silent]]>><</link>>
<<elseif $rng is 3>>
<<generate1>><<person1>>
<<stall_init>>
A <<person>> walks up to your stand. <<He>> lifts a <span class="green"><<print $stall_plant.replace(/_/g," ")>></span>, and sniffs it.
<br><br>
<<if $stall_amount gte 2>>
"How much?" <<he>> asks, picking up several more until <<he>> carries <span class="green"><<stall_amount>></span> in <<his>> basket.
<<else>>
"How much for <span class="green">one</span>?" <<he>> asks.
<</if>>
<br><br>
<<stall_trust>>
<br><br>
<<stall_sell_actions>>
<<elseif $rng is 4>>
<<generate1>><<person1>>
<<stall_init>>
A <<person>> walks over, holding <<his>> hands behind <<his>> back. "Aha," <<he>> says, spying a <span class="green"><<print $stall_plant.replace(/_/g," ")>></span>. <<He>> leans closer, and starts talking about it. <<He>> seems to know a lot.
<br><br>
<<link [[Listen politely (0:10)|Stall Listen]]>><<set $enemytrust += 20>><</link>><<gtrust>>
<br>
<<link [[Hurry <<him>> up|Stall Hurry]]>><<set $enemytrust -= 20>><</link>><<ltrust>>
<br>
<<link [[Converse|Stall Converse]]>><</link>><<tendingdifficulty 1 400>>
<br>
<<elseif $rng is 5>>
<<generate1>><<person1>>
<<stall_init>>
You see a <<person>> moving along the stalls. <<He>> stops at each one, no matter what they're selling, and chats with the owner. At last <<he>> arrives at yours.
<br><br>
"Oho," <<he>> says, lifting a <span class="green"><<print $stall_plant.replace(/_/g," ")>></span>. "These are lovely. Do you produce them yourself?"
<br><br>
<<link [[Answer honestly|Stall Honest]]>><<set $enemytrust += 20>><</link>><<gtrust>>
<br>
<<link [[Answer evasively|Stall Evasive]]>><<set $enemytrust -= 20>><</link>><<ltrust>>
<br>
<<elseif $rng is 6>>
<<generate1>><<person1>>
<<stall_init>>
<<set $enemyarousal += 20>>
A <<person>> swaggers up and leans against the table. "Hey beautiful," <<he>> says. "Nice goods you got there." <<His>> eyes remain on you. <<He>> doesn't even glance at the display.
<br><br>
<<link [[Encourage <<him>> to buy something|Stall Encourage]]>><</link>>
<br>
<<link [[Flirt|Stall Flirt]]>><<set $enemytrust += 20>><<set $enemyarousal += 20>><</link>><<promiscuous1>><<gtrust>><<glust>>
<br>
<<link [[Tell <<him>> to leave|Stall Leave]]>><</link>>
<br>
<<elseif $rng is 7>>
<<generate1>><<person1>>
<<stall_init>>
A <<person>> stops in front of your stall. "Looking for something for the <<spouse>>," <<he>> says. <<He>> leans down and <<stall_check_text>>. "How much for <span class="green"><<stall_amount>></span> of these?"
<br><br>
<<stall_trust>>
<br><br>
<<stall_sell_actions>>
<<elseif $rng is 8>>
<<generate1>><<person1>>
<<stall_init>>
A <<person1>><<person>> snatches one of your <span class="green"><<print setup.plants[$stall_expensive].plural>></span> as <<he>> walks by, and breaks into a run.
<br><br>
<<if $worn.lower.type.includes("naked")>>
<<if $worn.under_lower.type.includes("naked")>>
You almost forget yourself and chase after <<him>>, before remembering you're <span class="lewd">naked below your waist.</span>
<br><br>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Chase anyway|Stall Chase Naked]]>><</link>><<exhibitionist5>><<athleticsdifficulty 1 1200>>
<br>
<</if>>
<<else>>
You almost forget yourself and chase after <<him>>, before remembering you're <span class="lewd">wearing naught but underwear below your waist.</span>
<br><br>
<<if hasSexStat("exhibitionism", 3)>>
<<link [[Chase anyway|Stall Chase Undies]]>><</link>><<exhibitionist3>><<athleticsdifficulty 1 1200>>
<br>
<</if>>
<</if>>
<<else>>
<<link [[Chase|Stall Chase]]>><</link>><<athleticsdifficulty 1 1200>>
<</if>>
<br>
<<link [[Let <<him>> go|Stall Go]]>><</link>>
<br>
<<elseif $rng is 9>>
<<generate1>><<person1>>
<<stall_init>>
A <<person1>><<person>> loiters nearby.
<br><br>
<<link [[Get <<his>> attention|Stall Attention]]>><</link>>
<br>
<<link [[Ignore|Stall Ignore]]>><</link>>
<br>
<<else>>
<<generate1>><<person1>>
<<stall_init>>
A <<person1>><<person>> is impressed by your <span class="green"><<print setup.plants[$stall_plant].plural>></span>. "How much for <span class="green"><<stall_amount>></span>?" <<he>> asks.
<br><br>
<<stall_trust>>
<br><br>
<<stall_sell_actions>>
<</if>>
<</widget>>
<<widget "stall_chance">>
Your attractiveness is giving you
<<if $attractiveness gte 5000>>
an <span class="green">excellent</span>
<<elseif $attractiveness gte 4000>>
a <span class="teal">great</span>
<<elseif $attractiveness gte 3000>>
a <span class="lblue">good</span>
<<elseif $attractiveness gte 2000>>
a <span class="blue">decent</span>
<<elseif $attractiveness gte 1000>>
an <span class="purple">okay</span>
<<else>>
a <span class="pink">poor</span>
<</if>>
chance to attract customers.
Your fame for business is contributing
<<if $fame.business gte 1000>>
<span class="green">a great deal,</span>
<<elseif $fame.business gte 800>>
<span class="teal">a lot,</span>
<<elseif $fame.business gte 600>>
<span class="lblue">a decent amount,</span>
<<elseif $fame.business gte 400>>
<span class="blue">somewhat,</span>
<<elseif $fame.business gte 200>>
<span class="purple">a bit,</span>
<<else>>
<span class="pink">little,</span>
<</if>>
and your tending skill is contributing
<<if currentSkillValue('tending') gte 1200>>
<span class="gold">immensely.</span>
<<elseif currentSkillValue('tending') gte 1000>>
<span class="green">a great deal.</span>
<<elseif currentSkillValue('tending') gte 800>>
<span class="teal">a lot.</span>
<<elseif currentSkillValue('tending') gte 600>>
<span class="lblue">a decent amount.</span>
<<elseif currentSkillValue('tending') gte 400>>
<span class="blue">somewhat.</span>
<<elseif currentSkillValue('tending') gte 200>>
<span class="purple">a bit.</span>
<<else>>
<span class="pink">little.</span>
<</if>>
<<if $plant_inventory.length gte 6>>
You have an <span class="green">excellent</span> variety on display.
<<elseif $plant_inventory.length gte 5>>
You have a <span class="teal">great</span> variety on display.
<<elseif $plant_inventory.length gte 4>>
You have a <span class="lblue">good</span> variety on display.
<<elseif $plant_inventory.length gte 3>>
You have an <span class="blue">okay</span> variety on display.
<<elseif $plant_inventory.length gte 2>>
You have a <span class="purple">poor</span> variety on display.
<<elseif $plant_inventory.length is 1>>
Only having <span class="pink">one</span> item for sale might hurt your chances.
<<else>>
<span class="red">You're out of stock!</span>
<</if>>
<<if $stall_rejected gte 100>>
A <span class="lewd">lewd</span> aura permeates the area. <span class="red">Groups of people openly leer at you from afar.</span>
<<elseif $stall_rejected gte 60>>
A <span class="lewd">lewd</span> aura permeates the area. <span class="pink">You think you see people watching you from afar, but they turn away when you look.</span>
<<elseif $stall_rejected gte 30>>
A <span class="lewd">lewd</span> aura permeates the area. <span class="purple">People cast strange looks in your direction now and then.</span>
<<elseif $stall_rejected gte 10>>
A <span class="lewd">lewd</span> aura permeates the area.
<</if>>
<</widget>>
<<widget "stall_trust">>
<<He>> looks
<<if $enemytrust gte 50>>
<span class="green">enraptured.</span>
<<elseif $enemytrust gte 30>>
<span class="teal">eager.</span>
<<elseif $enemytrust gte 10>>
<span class="lblue">pleased.</span>
<<elseif $enemytrust gte -10>>
<span class="blue">interested.</span>
<<elseif $enemytrust gte -30>>
<span class="purple">annoyed.</span>
<<else>>
<span class="pink">angry.</span>
<</if>>
<<if $enemyarousal gte 20>>
<<He>> also looks
<<if $enemyarousal gte 100>>
<span class="red">lecherous.</span>
<<elseif $enemyarousal gte 80>>
<span class="pink">lustful.</span>
<<elseif $enemyarousal gte 60>>
<span class="purple">horny.</span>
<<elseif $enemyarousal gte 40>>
<span class="blue">aroused.</span>
<<else>>
<span class="lblue">flirty.</span>
<</if>>
<</if>>
<</widget>>
<<widget "stall_sell_actions">>
<<link [[Ask for normal price|Stall Sell]]>><</link>><<note "(<<printmoney `$stall_cost * $stall_amount`>>)" "gold">>
<br>
<<link [[Give a discount|Stall Sell]]>><<set $stall_cost *= 0.8>><<set $enemytrust += 20>><</link>><<note "(<<printmoney `$stall_cost * $stall_amount * 0.8`>>)" "gold">><<gtrust>>
<br>
<<link [[Ask for more than they're worth|Stall Sell]]>><<set $enemytrust -= 20>><<set $stall_cost *= 1.2>><</link>><<note "(<<printmoney `$stall_cost * $stall_amount * 1.2`>>)" "gold">><<ltrust>>
<br>
<<if $stall_plant isnot $stall_expensive and $stall_expensive isnot undefined>>
<<link [[Push your most expensive stock|Stall Sell Push]]>><<set $stall_plant to $stall_expensive>><<set $enemytrust -= 20>><</link>><<ltrust>>
<br>
<</if>>
<</widget>>
<<widget "stall_sell_man">>
<<if $enemyarousal gte random(50, 150)>>
The <<person1>><<person>> leans over the table and grasps your arm. "I've paid enough," <<he>> whispers. "Time for you to give up the actual goods."
<br><br>
<<if hasSexStat("promiscuity", 4)>>
<<link [[Offer oral|Stall Oral]]>><</link>><<promiscuous4>>
<br>
<<else>>
<<insufficientStat "promiscuity" "to offer anything">>
<br>
<</if>>
<<link [[Pull away|Stall Pull]]>><</link>><<glewdity>>
<br>
<<elseif $enemytrust gte random(-50, 50)>>
The <<person1>><<person>> gives in.
<<stall_sell>>
<br><br>
<<endstall>>
<<stall_inventory>>
<br><br>
<<if _inventory_found isnot 1>>
With nothing to sell, there's little reason to attend your stall.
<br><br>
<<connudatusicon>><<link [[Leave|Connudatus Street]]>><<endevent>><<endstall>><<clotheson>><</link>>
<br>
<<else>>
<<He>> turns to walk away.
<br><br>
<<stall_trust>>
<br><br>
<<if $stall_seduced is 0>>
<<link [[Reel <<him>> back with a flirt|Stall Seduce]]>><</link>><<promiscuous1>><<glust>>
<br>
<<elseif $stall_seduced is 1>>
<<link [[Reel <<him>> back by flaunting your body|Stall Seduce]]>><</link>><<exhibitionist1>><<glust>>
<br>
<<elseif $stall_seduced is 2 and hasSexStat("promiscuity", 2)>>
<<link [[Reel <<him>> back with a kiss|Stall Seduce]]>><</link>><<promiscuous2>><<glust>>
<br>
<<elseif $stall_seduced gte 3 and $worn.lower.type.includes("naked")>>
<<if $worn.under_lower.type.includes("naked") and hasSexStat("exhibitionism", 3)>>
<<link [[Reel <<him>> back by revealing your lack of clothing|Stall Seduce]]>><</link>><<exhibitionist3>><<gglust>>
<br>
<<elseif !$worn.under_lower.type.includes("naked") and hasSexStat("exhibitionism", 2)>>
<<link [[Reel <<him>> back by revealing your lack of clothing|Stall Seduce]]>><</link>><<exhibitionist2>><<glust>>
<br>
<</if>>
<</if>>
<<link [[Let <<him>> go (0:20)|Stall]]>><<endevent>><<endstall>><<pass 20>><</link>>
<br>
<<link [[Leave your stall|Connudatus Street]]>><<endevent>><<endstall>><<set $eventskip to 1>><<clotheson>><</link>>
<br>
<</if>>
<<elseif $enemytrust gte -50>>
<<set $enemytrust -= 10>>
The <<person1>><<person>> tries to haggle for a better price.
<br><br>
<<stall_trust>>
<br><br>
<<link [[Refuse to budge|Stall Sell]]>><</link>><<note "(<<printmoney `$stall_cost * $stall_amount`>>)" "gold">>
<br>
<<link [[Agree to lower price|Stall Sell]]>><<set $stall_cost *= 0.8>><<set $enemytrust += 20>><</link>><<note "(<<printmoney `$stall_cost * $stall_amount * 0.8`>>)" "gold">><<gtrust>>
<br>
<<link [[Raise your price|Stall Sell]]>><<set $enemytrust -= 20>><<set $stall_cost *= 1.2>><</link>><<note "(<<printmoney `$stall_cost * $stall_amount * 1.2`>>)" "gold">><<ltrust>>
<br>
<<else>>
The <<person1>><<person>> scoffs and walks away.
<br><br>
<<stall_actions>>
<</if>>
<</widget>>
<<widget "stall_init">>
<<set $stall_plant to $plant_inventory.random()>>
<<stall_update>>
<<set $enemytrust to 0>>
<<set $enemyarousal to 0>>
<<set $stall_seduced to 0>>
<</widget>>
<<widget "stall_update">>
<<if setup.plants[$stall_plant].special.includes("large")>>
<<set $stall_amount to 1>>
<<elseif setup.plants[$stall_plant].special.includes("small")>>
<<set $stall_amount to random(110, 300)>>
<<else>>
<<set $stall_amount to random(11, 30)>>
<</if>>
<<if $stall_amount gte $plants[$stall_plant].amount>>
<<set $stall_amount to clone($plants[$stall_plant].amount)>>
<</if>>
<<if $mathsTraitBuffs.market is 1>>
<<set $stall_cost to Math.round(clone(setup.plants[$stall_plant].plant_cost * (1 + ($mathstrait/4))))>>
<<else>>
<<set $stall_cost to Math.round(clone(setup.plants[$stall_plant].plant_cost))>>
<</if>>
<</widget>>
<<widget "stall_amount">>
<<if $stall_amount is 1>>
<<set _text_output to "one">>
<<elseif $stall_amount is 2 and random(1,5) is 1>>
<<set _text_output to "a pair">>
<<elseif $stall_amount is 12 and random(1,5) is 1>>
<<set _text_output to "a dozen">>
<<elseif $stall_amount is 13 and random(1,10) is 1>>
<<set _text_output to "a baker's dozen">>
<<elseif $stall_amount is 20 and random(1,10) is 1>>
<<set _text_output to "a score">>
<<elseif $stall_amount is 24 and random(1,10) is 1>>
<<set _text_output to "two dozen">>
<<elseif $stall_amount is 36 and random(1,15) is 1>>
<<set _text_output to "three dozen">>
<<elseif $stall_amount is 40 and random(1,20) is 1>>
<<set _text_output to "two score">>
<<elseif $stall_amount is 48 and random(1,15) is 1>>
<<set _text_output to "four dozen">>
<<elseif $stall_amount is 60 and random(1,20) is 1>>
<<set _text_output to "three score">>
<<elseif $stall_amount is 60 and random(1,15) is 1>>
<<set _text_output to "five dozen">>
<<elseif $stall_amount is 72 and random(1,10) is 1>>
<<set _text_output to "six dozen">>
<<elseif $stall_amount is 80 and random(1,20) is 1>>
<<set _text_output to "four score">>
<<elseif $stall_amount is 84 and random(1,20) is 1>>
<<set _text_output to "seven dozen">>
<<elseif $stall_amount is 96 and random(1,20) is 1>>
<<set _text_output to "eight dozen">>
<<elseif $stall_amount is 108 and random(1,20) is 1>>
<<set _text_output to "nine dozen">>
<<elseif $stall_amount is 120 and random(1,20) is 1>>
<<set _text_output to "ten dozen">>
<<elseif $stall_amount is 144 and random(1,5) is 1>>
<<set _text_output to "a gross">>
<<else>>
<<number $stall_amount silent>>
<</if>>
<<print _text_output>>
<</widget>>
<<widget "stall_check_text">><<silently>>
<<set $_examines to ["examines","lifts","picks up","sniffs"].pluck()>>
<<switch $stall_plant>>
<<case "blood_lemon" "bottle_of_breast_milk" "baby_bottle_of_breast_milk" "bottle_of_semen" "strange_flower" "wolfshroom">>
<<if $_examines is "sniffs">>
<<set $_reacts to ", before blushing">>
<<else>>
<<set $_reacts to "">>
<</if>>
<<case "apple" "banana" "cabbage" "orange" "peach" "pear" "plum" "strawberry">>
<<if $_examines is "examines">>
<<set $_reacts to " for bruises">>
<<elseif ["lifts","picks up"].includes($_examines)>>
<<set $_reacts to " to check for bruises">>
<<else>>
<<set $_reacts to "">>
<</if>>
<<case "chicken_egg" "bird_egg">>
<<if $_examines is "sniffs">>
<<set $_examines to "examines">>
<<set $_reacts to " for cracks">>
<<elseif $_examines is "examines">>
<<set $_reacts to " for cracks">>
<<elseif ["lifts","picks up"].includes($_examines)>>
<<set $_reacts to " to check for cracks">>
<</if>>
<<default>>
<<set $_reacts to "">>
<</switch>>
<<set _text_output to $_examines + " one of the <span class='green'>" + setup.plants[$stall_plant].plural + "</span>" + $_reacts>>
<</silently>><<print _text_output>><</widget>>
<<widget "depositStallExitConfirm">>
You are depositing <<printmoney _depositAmount>>, are you sure?
<br>
<<link [[Confirm|Connudatus Street]]>>
<<set $stallDeposit += _depositAmount>>
<<money `-_depositAmount` "marketStall">>
<<if $daily.stallRented isnot 1>>
<<set $daily.stallRented to 1>>
<<set $stallDeposit -= 3000>>
<</if>>
<</link>>
<</widget>><<set $outside to 0>><<set $location to "museum">><<effects>>
You find Winter trying to balance a brass pot on a pedestal. <<npc Winter>><<person1>>
<<if $speech_attitude is "meek">>
"I-I'd like to help demonstrate the horse," you say.
<<elseif $speech_attitude is "bratty">>
"That won't fit on there," you say. "Anyway, I'd like to help demonstrate your wooden horse."
<<else>>
"I've thought about it," you say. "I'd like to help demonstrate the wooden horse."
<</if>>
<br><br>
Winter smiles. "I'm glad to hear it," <<he>> says. <<He>> places the pot in a surer spot and disappears into a back room.
When <<he>> emerges <<he>> holds a bundle of taut rags.
<br><br>
"This is the outfit." <<He>> holds the cloth out so you can see. They still just look like rags. You're not sure how you could wear them. Or how much they would cover.
"They're sturdier than they look. Get dressed and I'll get the camera. We'll need to advertise. A picture of you looking the part should suffice."
<br><br>
Winter disappears once more. You undress and wrap one rag around your waist, where it almost feels like a skirt.
The other you wrap around your chest. It's enough to cover your <<breasts>>.
<br><br>
<<undress "museum">>
<<upperwear 79>>
<<lowerwear 71>>
<<He>> returns with the camera, and smiles. "Perfect. Try to look scared." <<He>> takes a picture, but then pauses.
"Would you mind sitting on the horse? We don't need to bother with the binds or anything, but I think that might work better."
<br><br>
You climb atop the wooden horse and ease yourself down. The hard wood pushes between your <<print ($player.ballsExist ? "testes" : "labia")>>.
You try to push your short, taut skirt between your legs for protection, but it's no use. You're not going to be able to sit on this properly without discomfort.
<br><br>
Winter takes a final picture. <<He>> seems satisfied. "Thank you. This should do the trick." <<He>> leaves you to get dressed.
<br><br>
<<endevent>>
<<link [[Next|Museum]]>><<upperruined true>><<lowerruined true>><<storeon "museum">><</link>>
<br><<effects>>
You find Winter trying to hook a brass pot onto a wall. <<npc Winter>><<person1>>
<<if $speech_attitude is "meek">>
"I-I'd like to help," you say. "With the ducking stool."
<<elseif $speech_attitude is "bratty">>
"It'll fall if you put it there," you say. "I'm here about the ducking stool. I'm in."
<<else>>
"I've thought about it," you say. "I'd like to help demonstrate the ducking stool."
<</if>>
<br><br>
Winter smiles. "Excellent." <<He>> steadies the pot against the wall. "Come. Let me show you what's involved."
<br><br>
You follow Winter through the front door. "The museum will be fine without me for five minutes. This way." <<He>> leads you down a side road, and into the park.
<br><br>
<<link [[Next|Museum Duck Agree 2]]>><</link>>
<br><<set $outside to 1>><<set $location to "park">><<effects>>
<<generate2>><<generate3>>
You arrive at the river. Beside it sits a wooden crane. A taut rope connects the top to the wooden chair Winter showed you earlier.
A <<person2>><<person>> adjusts the rope, while a <<person3>><<person>> kneels beside its base.
<br><br>
"Just a few adjustments," the <<person>> says to Winter. "Then we'll be set."
<br><br>
<<person1>>
Winter claps <<his>> hands together and turns to you.
"Your role is to sit in the chair as it is dunked into the river. I'll operate the crane and talk the audience through the history of the device."
<br><br>
"You'll be tied down," <<he>> continues. "But we don't need to submerge you completely. Expect to get wet.
I have a suitable garment in mind, so you don't need to worry about that."
<br><br>
You return to the museum with Winter. <<He>> seems excited.
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>>
<br><<set $outside to 1>><<set $location to "park">><<effects>>
<<npc Winter>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>>
Winter leads you outside, down the small side road, and into the park. You hear voices up ahead as you approach the river.
Winter stops you beside the toilets, and pushes a bundle of rags into your hands. "We don't want to get your clothes wet. I'll look after them until you're done."
<br><br>
You enter the toilets and change into the rags. They're tight and revealing. You wonder how you look. You'll soon have an audience.
<<exhibitionism1>>
<<undress "museum">>
<<upperwear 79>>
<<lowerwear 71>>
You step outside and hand your clothes to Winter. "Very good," <<person1>><<he>> says. "One more thing. I don't want you to feel any pressure to accept, but I have a suggestion."
<<He>> rummages in <<his>> jacket pocket.
<br><br>
<<link [[Next|Museum Duck 2]]>><</link>>
<br><<effects>>
<<if playerIsPregnant() and playerBellyVisible()>>
"The demonstration would be more authentic if I could submerge you completely," Winter says after taking a look at your belly.
"But we should play it safe, wouldn't want to hurt the child or scare those watching."
<br><br>
<<link [[Next|Museum Duck Light]]>><<bindtemp>><<npcincr Winter love 1>><</link>><<glove>>
<br>
<<else>>
"The demonstration will be more authentic if I submerge you completely," Winter says, producing a small device dominated by a green button.
"I'll give you this waterproof buzzer, which will notify me the instant you want the demonstration to stop." <<He>> presses the button, and <<his>> pocket vibrates.
"You'll be underwater, and this will be your only way to communicate with me."
<br><br>
"Again, I must stress that you should feel no pressure to accept," <<he>> adds. "It would help sell the scene and drum up interest, but I know I'm asking a lot."
<br><br>
<<link [[Accept|Museum Duck Extreme]]>><<bindtemp>><<npcincr Winter love 3>><</link>><<swimmingdifficulty 1 400>><<gglove>><<ltrauma>>
<br>
<<link [[Refuse|Museum Duck Light]]>><<bindtemp>><<npcincr Winter love 1>><</link>><<glove>>
<br>
<</if>><<effects>>
Winter nods, and hands you the green buzzer. <<He>> stands on <<his>> toes to peer above a hedge. "Everyone's ready," <<he>> says. "We've got a crowd waiting. Come."
<br><br>
You follow Winter around the hedge. There's a large crowd, maybe a hundred people, stood around the ducking stool. They look at Winter, and at you, eager to begin.
<br><br>
"<<Ladies_gentlemen>>," Winter begins, gesturing for you to take a seat. "Today we are here to witness the punishment of this rapscallion."
<<He>> pulls the straps over you, and binds you down tight. "A con artist, who swindled many good citizens. Now <<pshe>> faces justice."
<br><br>
Winter walks to the other end of the crane, and lifts you into the air.
<<He>> continues to talk about the ducking stool as <<he>> pushes you over the river. The water rushes beneath you.
<br><br>
<<link [[Next|Museum Duck Extreme 2]]>><</link>>
<br><<effects>>
<<wash>>
Winter pulls a lever, and you descend toward the water below. It splashes against your feet, then your legs, then up to your abdomen and chest.
It's cold. You wonder how long the demonstration will last.
<br><br>
"Such a punishment was not usually fatal," Winter says, pulling the lever in the other direction. You begin to rise. "Public humiliation was the primary goal."
The audience murmurs amongst themselves. With a flash of panic, you look down to make sure the rags have not soaked to transparency.
Before you can get a good look, Winter plunges you into the river once more, this time up to your neck.
<br><br>
With a final push of the lever, the chair lowers the rest of the way, submerging you.
<br><br>
<<link [[Next|Museum Duck Extreme 3]]>><</link>>
<br><<effects>><<rngWraith 1>>
<<if $swimmingSuccess>>
You hold your breath as best you can as the water rushes above and around you. <span class="green">You manage to remain calm</span> until you feel the chair rise again.
You seize a sharp breath as your head breaks the surface. You blink away the water, and glimpse the audience. Some look impressed. Others leer at you.
<br><br>
You glance down, and are relieved to find the rags are not transparent. They cling though, and give an uncomfortable hint of what lies beneath.
<br><br>
"For some criminals," Winter says to the audience. "One dunk was not enough." <<He>> pulls the lever, and the chair descends once more.
"At times a second, longer-" <<His>> voice cuts off as you disappear beneath the water.
<br><br>
<<link [[Hold your breath|Museum Duck Extreme 4]]>><<set $phase to 0>><</link>><<swimmingdifficulty 300 1000>>
<br>
<<link [[Press the buzzer|Museum Duck Extreme 4]]>><<set $phase to 1>><</link>>
<br>
<<elseif $wraith.state is "haunt" and _wraithEvent>>
You hold your breath as best you can, but you soon feel panic build within you. What if something has gone wrong? You press the buzzer.
<br><br>
Your fingers stop short. You try to clench your hand, but you can't. <span class="red">A pale hand forms around yours, as a translucent figure materialises in front of you with a manic grin.</span> <<takeHandholdingVirginity "Ivory Wraith" "rape">>
<br><br>
"<span class="wraith">Drown.</span>"
You struggle against it, trying desperately to press the buzzer. Its other hand grabs your neck, and it starts to drag you down with the chair. You hear the crane above you creak and groan from the stress.
<br><br>
You feel yourself sharply hoisted upwards. Your head breaks the water, and you seize a sharp breath. You look into the water, but there's no sign of the figure. Your hands are tightly gripping the buzzer. You hear someone clap. Others join in.
<br><br>
Winter rushes over to steady the chair and unbind you. "That ends our demonstration," <<he>> says.
"Thank you for attending. We hope you found it informative, and we invite you to visit the museum. The address is on the booklets we handed out. It's right over there."
<<He>> points. "Last but not least, let's have a round of applause for our star." <<He>> gestures at you. More join the applause, their eyes exploring your wet body.
<br><br>
Winter wraps a heated towel around you, and then a second, for the journey back to the museum. "You did well," <<he>> says on the way back.
"I'm blessed to have your assistance. Thank you. I'd like to repeat the demonstration next weekend if it suits you."
<<He>> glances back. Much of the audience is following. "I think we've earned some new interest."
<br><br>
You arrive at the museum. <<He>> takes you to a small side room, and leaves you to get dressed.
<br><br>
That was terrifying. The figure's voice echoes between your ears.
<br><br>
<<endevent>>
<<set $museuminterest += 20>>
<<link [[Next|Museum]]>><<unbindtemp>><<upperruined true>><<lowerruined true>><<storeon "museum">><</link>>
<br>
<<else>>
You hold your breath as best you can, but you soon feel panic build within you. What if something has gone wrong? <span class="red">You press the buzzer.</span>
<br><br>
Your head breaks the water, and you seize a sharp breath. The chair continues to rise, then move back over the earth, before descending.
You hear someone clap. Others join in.
<br><br>
Winter rushes over to steady the chair and unbind you. "That ends our demonstration," <<he>> says.
"Thank you for attending. We hope you found it informative, and we invite you to visit the museum. The address is on the booklets we handed out. It's right over there."
<<He>> points. "Last but not least, let's have a round of applause for our star." <<He>> gestures at you. More join the applause, their eyes exploring your wet body.
<br><br>
Winter wraps a heated towel around you, and then a second, for the journey back to the museum. "You did well," <<he>> says on the way back.
"I'm blessed to have your assistance. Thank you. I'd like to repeat the demonstration next weekend if it suits you."
<<He>> glances back. Much of the audience is following. "I think we've earned some new interest."
<br><br>
You arrive at the museum. <<He>> takes you to a small side room, and leaves you to get dressed.
<br><br>
That was terrifying, <span class="green">yet you feel a strong catharsis.</span><<trauma -6>>
<br><br>
<<endevent>>
<<set $museuminterest += 20>>
<<link [[Next|Museum]]>><<unbindtemp>><<upperruined true>><<lowerruined true>><<storeon "museum">><</link>>
<br>
<</if>><<effects>>
<<if $swimmingSuccess and $phase isnot 1>>
You hold your breath. The water seems more gentle at this depth. Green plants reach from the riverbed, stretching toward the sun. <span class="green">You remain calm.</span>
<br><br>
The chair rises once more. You seize another sharp breath and blink away the water.
Some of the audience looks shocked at the display, as if it were more real than they were expecting.
<br><br>
Winter looks unsure <<himself>>. <<He>> talks to the audience in <<his>> usual dry manner, but looks at you with concern.
<br><br>
<<link [[Encourage|Museum Duck Extreme 5]]>><</link>><<swimmingdifficulty 600 1400>>
<br>
<<link [[Shake your head|Museum Duck Extreme End]]>><</link>>
<br>
<<elseif $wraith.state is "haunt" and _wraithEvent>>
You hold your breath as best you can, but you soon feel panic build within you. What if something has gone wrong? You press the buzzer.
<br><br>
Your fingers stop short. You try to clench your hand, but you can't. <span class="red">A pale hand forms around yours, as a translucent figure materialises in front of you with a manic grin.</span> <<takeHandholdingVirginity "Ivory Wraith" "rape">>
<br><br>
"<span class="wraith">Drown.</span>"
You struggle against it, trying desperately to press the buzzer. Its other hand grabs your neck, and it starts to drag you down with the chair. You hear the crane above you creak and groan from the stress.
<br><br>
You feel yourself sharply hoisted upwards. Your head breaks the water, and you seize a sharp breath. You look into the water, but there's no sign of the figure. Your hands are tightly gripping the buzzer. You hear someone clap. Others join in.
<br><br>
Winter rushes over to steady the chair and unbind you. "That ends our demonstration," <<he>> says.
"Thank you for attending. We hope you found it informative, and we invite you to visit the museum. The address is on the booklets we handed out. It's right over there."
<<He>> points. "Last but not least, let's have a round of applause for our star." <<He>> gestures at you. More join the applause, their eyes exploring your wet body.
<br><br>
Winter wraps a heated towel around you, and then a second, for the journey back to the museum. "You did well," <<he>> says on the way back.
"I'm blessed to have your assistance. Thank you. I'd like to repeat the demonstration next weekend if it suits you."
<<He>> glances back. Much of the audience is following. "I think we've earned some new interest."
<br><br>
You arrive at the museum. <<He>> takes you to a small side room, and leaves you to get dressed.
<br><br>
That was terrifying. The figure's voice echoes between your ears.
<br><br>
<<endevent>>
<<set $museuminterest += 30>>
<<link [[Next|Museum]]>><<unbindtemp>><<upperruined true>><<lowerruined true>><<storeon "museum">><</link>>
<br>
<<else>>
You hold your breath as best you can, but you soon feel panic build within you. What if something has gone wrong? <span class="red">You press the buzzer.</span>
<br><br>
Your head breaks the water, and you seize a sharp breath. The chair continues to rise, then move back over the earth, before descending.
You hear someone clap. Others join in.
<br><br>
Winter rushes over to steady the chair and unbind you. "That ends our demonstration," <<he>> says.
"Thank you for attending. We hope you found it informative, and we invite you to visit the museum. The address is on the booklets we handed out. It's right over there."
<<He>> points. "Last but not least, let's have a round of applause for our star." <<He>> gestures at you. More join the applause, their eyes exploring your wet body.
<br><br>
Winter wraps a heated towel around you, and then a second, for the journey back to the museum. "You did well," <<he>> says on the way back.
"I'm blessed to have your assistance. Thank you. I'd like to repeat the demonstration next weekend if it suits you."
<<He>> glances back. Much of the audience is following. "I think we've earned some new interest."
<br><br>
You arrive at the museum. <<He>> takes you to a small side room, and leaves you to get dressed.
<br><br>
That was terrifying, <span class="green">yet you feel a strong catharsis.</span><<trauma -12>>
<br><br>
<<endevent>>
<<set $museuminterest += 30>>
<<link [[Next|Museum]]>><<unbindtemp>><<upperruined true>><<lowerruined true>><<storeon "museum">><</link>>
<br>
<</if>><<effects>>
You are plunged once more into the cold water.
<<if $swimmingSuccess>>
You hold your breath, <span class="green"> and manage to remain calm.</span> You hear muffled but excited voices above the water.
<br><br>
<<earnFeat "Submerged">>
<<if $museumAntiques.antiques.antiquesilvermask isnot "found" and $museumAntiques.antiques.antiquesilvermask isnot "talk" and $museumAntiques.antiques.antiquesilvermask isnot "museum">>
<<wearProp "silver mask">>
Something <span class="gold">glints</span> in the riverbed, poking from the silt beside your feet.
You nudge it free. <span class="gold">A metal mask stares up at you,</span> its face contorted into a sinister smile.
It's tarnished, but silver glimmers through in places.
<br><br>
You feel the chair lurch into movement once more. You grab the mask between your feet as you rise.
<br><br>
The applause can be heard even before you break the surface. You seize a sharp breath and blink away the water. The audience looks impressed.
<br><br>
<<link [[Next|Museum Duck Extreme Antique]]>><</link>>
<br>
<<else>>
A small fish swims by.
<br><br>
Even in your calm state you feel your breath running out, but then you feel the chair lurch into movement once more.
The applause can be heard before you even break the surface. You seize a sharp breath and blink away the water. The audience looks impressed.
<br><br>
Winter rushes over once your feet touch the earth. <<He>> steadies the chair and removes the straps binding you.
"That ends our demonstration," <<he>> says.
"Thank you for attending. We hope you found it informative, and we invite you to visit the museum. The address is on the booklets we handed out. It's right over there."
<<He>> points. "Last but not least, let's have a round of applause for our star." <<He>> gestures at you.
The applause becomes deafening. Heads turn around the park, perplexed at the celebration.
<br><br>
Winter wraps a heated towel around you, and then a second, for the journey back to the museum. "You did very well," <<he>> says on the way back.
"I'm blessed to have your assistance, truly. Thank you. I was almost afraid I'd gone too far, but I'd like to repeat the demonstration next weekend if it suits you."
<<He>> glances back. Most of the audience is following. "I think we've earned some new interest."
<br><br>
You arrive at the museum. <<He>> takes you to a small side room, and leaves you to get dressed.
<br><br>
That was terrifying, <span class="green">yet you feel a strong catharsis.</span><<trauma -24>>
<br><br>
<<endevent>>
<<set $museuminterest += 50>>
<<link [[Next|Museum]]>><<unbindtemp>><<upperruined true>><<lowerruined true>><<storeon "museum">><</link>>
<br>
<</if>>
<<else>>
You hold your breath as best you can, but you soon feel panic build within you. What if something has gone wrong? <span class="red">You press the buzzer.</span>
<br><br>
Your head breaks the water, and you seize a sharp breath. The chair continues to rise, then move back over the earth, before descending.
Despite the premature end, the applause is energetic.
<br><br>
Winter rushes over to steady the chair and unbind you. "That ends our demonstration," <<he>> says.
"Thank you for attending. We hope you found it informative, and we invite you to visit the museum. The address is on the booklets we handed out. It's right over there."
<<He>> points. "Last but not least, let's have a round of applause for our star." <<He>> gestures at you. The applause renews, punctuated by the occasional cheer.
Heads turn around the park, perplexed at the celebration.
<br><br>
Winter wraps a heated towel around you, and then a second, for the journey back to the museum. "You did well," <<he>> says on the way back.
"I'm blessed to have your assistance. Thank you. I'd like to repeat the demonstration next weekend if it suits you."
<<He>> glances back. Much of the audience is following. "I think we've earned some new interest."
<br><br>
You arrive at the museum. <<He>> takes you to a small side room, and leaves you to get dressed.
<br><br>
That was terrifying, <span class="green">yet you feel a strong catharsis.</span><<trauma -24>>
<br><br>
<<endevent>>
<<set $museuminterest += 50>>
<<link [[Next|Museum]]>><<unbindtemp>><<upperruined true>><<lowerruined true>><<storeon "museum">><</link>>
<br>
<</if>><<effects>>
Winter rushes over once your feet touch the earth. <<He>> steadies the chair and removes the straps binding you. "That ends our demonstration," <<he>> says.
"Thank you for attending. We hope you found it informative, and we invite you to visit the museum. The address is on the booklets we handed out. It's right over there."
<<He>> points. "Last but not least, let's have a round of applause for our star." <<He>> gestures at you. The applause becomes deafening.
Heads turn around the park, perplexed at the celebration.
<br><br>
<<link [[Next|Museum Duck Extreme Antique 2]]>><</link>>
<br><<effects>>
Winter wraps a heated towel around you, and then a second, for the journey back to the museum. It's only then that <<he>> notices the mask. "Where did you find that?"
<br><br>
<<if $speech_attitude is "meek">>
"I-It was at the bottom of the river," you say. The mask's expression is neutral. You thought it was smiling earlier.
It was hard to make out underwater. "I hope I didn't do anything wrong by taking it. I didn't think at the time."
<<elseif $speech_attitude is "bratty">>
"It was on the river bed," you say. The mask's expression is neutral. You thought it was smiling earlier.
It was hard to make out underwater. "Finders keepers."
<<else>>
"It was buried in the riverbed," you say. The mask's expression is neutral. You thought it was smiling earlier.
It was hard to make out underwater. "I pulled it up with my feet."
<</if>>
<br><br>
"Is that silver?" Winter asks. "I knew you had a knack for this, but you seem to find valuables wherever you go.
It looks valuable. I'd be willing to take it off your hands, but let's get you warmed up first."
<br><br>
Winter looks over <<his>> shoulder. Most of the crowd is following. "I think we've earned some new interest."
<br><br>
<<set $antiquemoney += 3000>><<museumAntiqueStatus "antiquesilvermask" "found">>
You arrive at the museum. <<He>> takes you to a small side room, and leaves you to get dressed.
<br><br>
That was terrifying, <span class="green">yet you feel a strong catharsis.</span><<trauma -24>>
<br><br>
<<set $museuminterest += 50>>
<<link [[Next|Museum]]>><<endevent>><<unbindtemp>><<upperruined true>><<lowerruined true>><<storeon "museum">><</link>>
<br><<effects>>
Winter leans hard on the lever, and pulls you back over the earth. <<He>> rushes over to steady the chair and unbind you as applause erupts around <<him>>.
<br><br>
"That ends our demonstration," <<he>> says. "Thank you for attending. We hope you found it informative, and we invite you to visit the museum.
The address is on the booklets we handed out. It's right over there." <<He>> points. "Last but not least, let's have another round of applause for our star."
<<He>> gestures at you. The applause renews, though you feel eyes exploring your wet body.
<br><br>
Winter wraps a heated towel around you, and then a second, for the journey back to the museum. "You did well," <<he>> says on the way back.
"I'm blessed to have your assistance. Thank you. I'd like to repeat the demonstration next weekend if it suits you." <<He>> glances back.
Much of the audience is following. "I think we've earned some new interest."
<br><br>
You arrive at the museum. <<He>> takes you to a small side room, and leaves you to get dressed.
<br><br>
That was terrifying, <span class="green">yet you feel a strong catharsis.</span><<trauma -18>>
<br><br>
<<endevent>>
<<set $museuminterest += 40>>
<<link [[Next|Museum]]>><<unbindtemp>><<upperruined true>><<lowerruined true>><<storeon "museum">><</link>>
<br><<effects>>
Winter nods, and stands on <<his>> toes to peer above a hedge. "Everyone's ready," <<he>> says. "We've got a crowd waiting. Come."
<br><br>
You follow Winter around the hedge. There's a large crowd, maybe a hundred people, stood around the ducking stool. They look at Winter, and at you, eager to begin.
<br><br>
"<<Ladies_gentlemen>>," Winter begins, gesturing for you to take a seat. "Today we are here to witness the punishment of this rapscallion."
<<He>> pulls the straps over you, and binds you down tight. "A con artist, who swindled many good citizens. Now <<pshe>> faces justice."
<br><br>
Winter walks to the other end of the crane, and lifts you into the air. <<He>> continues to talk about the ducking stool as <<he>> pushes you over the river.
The water rushes beneath you.
<br><br>
<<link [[Next|Museum Duck Light 2]]>><</link>>
<br><<effects>>
<<wash>>
Winter pulls a lever, and you descend toward the water below. It splashes against your feet, then your legs, then up to your abdomen and chest. It's cold.
You wonder how long the demonstration will last.
<br><br>
"Such a punishment was not usually fatal," Winter says, pulling the lever in the other direction. You begin to rise. "Public humiliation was the primary goal."
The audience murmurs amongst themselves. With a flash of panic, you look down to make sure the rags have not soaked to transparency.
Before you can get a good look, Winter plunges you into the river once more, this time up to your neck.
<br><br>
You point your face up to avoid the water, but Winter doesn't keep you there long.
You look down at your body as the chair rises, and are relieved to find that the rags are not transparent.
They do cling though, giving a hint of what lies beneath. Enough to make you uncomfortable.
<br><br>
<<link [[Next|Museum Duck Light 3]]>><</link>>
<br><<effects>>
Winter pulls the crane back round, until you hover above the earth. <<He>> lowers you to the ground, then rushes over to steady the chair and unbind you.
<br><br>
"That ends our demonstration. Thank you for attending. We hope you found it informative, and we invite you to visit the museum.
The address is on the booklets we handed out. It's right over there." <<He>> points. "Last but not least, let's have a round of applause for our star."
<<He>> gestures at you. The audience applauds politely, their eyes exploring your wet body.
<br><br>
Winter wraps a heated towel around you, and then a second, for the journey back to the museum. "You did well," <<he>> says on the way back.
"I'm blessed to have your assistance. Thank you. I'd like to repeat the demonstration next weekend if it suits you."
<<He>> glances back. Much of the audience is following. "I think we've earned some new interest."
<br><br>
You arrive at the museum. <<He>> takes you to a small side room, and leaves you to get dressed.
<br><br>
<<endevent>>
<<set $museuminterest += 20>>
<<link [[Next|Museum]]>><<unbindtemp>><<upperruined true>><<lowerruined true>><<storeon "museum">><</link>>
<br><<set $outside to 0>><<set $location to "museum">><<effects>>
<<npc Winter>><<person1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>>
Winter shows you to a small room. "You can get changed in here," <<he>> says. <<Hes>> smiling.
"Forgive me. I can't wait to see the horse in use." <<He>> leaves to prepare the device.
<br><br>
<<undress "museum">>
<<upperwear 79>>
<<lowerwear 71>>
You wear the rags, as taut and revealing as you remember. You wonder how you look. You'll soon have an audience.
<<exhibitionism1>>
<<if playerIsPregnant() and playerBellyVisible()>>
Winter returns. <<He>> holds something at <<his>> side. "Perfect." <<He>> pauses, looking at your belly.
"I was going to suggest something, but it'd probably be best to avoid anything extreme while you're with child."
<<He>> puts what looks like a whip to the back of the room. "Don't want to scare those watching."
<br><br>
<<link [[Next|Museum Horse Light]]>><<bindtemp>><<npcincr Winter love 1>><</link>><<glove>>
<<else>>
Winter returns. <<He>> holds something at <<his>> side. "Perfect." <<He>> pauses. "I'd like to propose something. I don't want you to feel pressured."
<<He>> holds the object out in front of you. It's a whip.
"There are degrees of authenticity. If it's okay with you, I'd like to weigh you down as they would have in the past. And whip you. Not too hard, but enough to impress."
<br><br>
<<link [[Accept|Museum Horse Safe Word]]>><<bindtemp>><<npcincr Winter love 3>><</link>><<gpain>><<garousal>><<ggwillpower>><<gglove>><<ltrauma>>
<br>
<<link [[Refuse|Museum Horse Light]]>><<bindtemp>><<npcincr Winter love 1>><</link>><<glove>>
<</if>><<set $outside to 0>><<set $location to "museum">><<effects>>
"I know I'm asking a lot," <<he>> says. "I appreciate it, and the audience will too. We'll need a safe word.
So if I push things to a point you're uncomfortable with, you can let me know."
<br><br>
What should your safe word be? <<if $wintersafeword is "" or $wintersafeword is undefined>><<set $wintersafeword to "Marshmallow">><</if>>
<<textbox "$wintersafeword" $wintersafeword>>
<br>
<<link [[Next|Museum Horse Extreme]]>>
<<if $wintersafeword is "" or $wintersafeword is undefined>><<set $wintersafeword to "Marshmallow">><</if>>
<<set $wintersafeword to Util.escape($wintersafeword).replace(/\[/g, "[").replace(/\]/g, "]")>>
<</link>>
<br><<set $outside to 0>><<set $location to "museum">><<effects>>
Winter nods. <<He>> peeks around the door. "Everyone's in. It's time. Wait for your cue." <<He>> returns to the museum proper.
<br><br>
"<<Ladies_gentlemen>>," Winter begins. <<He>> stands on a raised platform beside the horse, addressing an audience of around fifty people.
"Our town has a rich history. Of great deeds and heroism yes, but also of tragedy and brutality. Take this <<girl>>,"
<<He>> gestures at the door, and you <<nervously>> emerge into the museum. A <<person2>><<person>> stands closest to you. <<He>> licks <<his>> lips.
<br><br>
<<person1>>"Caught stealing bread for <<pher>> starving sibling," Winter continues. "<<pShe>> must now face the lord's justice."
You climb atop the horse and ease yourself down. You feel it press into your crotch like before.
<<masopain 5>><<arousal 1200 "genitals">>
<br><br>
Winter continues <<his>> speech, talking about the specifics of the horse. And how it was used. <<He>> steps behind you while doing so, and begins to tie your arms.
<<He>> works fast, and before long your arms are bound and immobile.
<br><br>
The audience is enraptured by the spectacle. You feel their eyes on your barely-covered <<genitals>>. "Of course, humiliation was part of the punishment."
<<He>> throws open a chest at <<his>> feet, and reaches in. <<He>> pulls out a metal weight. You see straps dangling from it before <<he>> kneels beside you.
<<He>> ties one to your ankle, and gently releases it. It was uncomfortable before, but now it hurts.
<<He>> walks around the horse and repeats the process. Your eyes water.
<<masopain 20>>
<br><br>
<<He>> steps away from the horse, and glances at you. <<He>> looks unsure.
<br><br>
<<link [[Try to reassure|Museum Horse Extreme 2]]>><<set $phase to 0>><</link>>
<br>
<<link [[Safe word|Museum Horse Extreme 2]]>><<set $phase to 1>><</link>>
<br><<set $outside to 0>><<set $location to "museum">><<effects>>
<<if (currentSkillValue('willpower') / 10) gte (($pain - 100) + random(1, 100)) and $phase isnot 1>>
<span class="green">You grit your teeth and bear it.</span> "I didn't do anything wrong!" you shout through tears. "The lord is a tyrant!"
<<gwillpower>><<willpower 3>>
<br><br>
<<masopain 20>>
Winter smiles. "It wouldn't always end there," <<he>> says. "The particularly dastardly had yet more in store for them." <<He>> lifts <<his>> whip and holds it in front of the audience. Then, without a word, <<he>> steps behind you.
<br><br>
You scream as the whip lashes against your skin. Again and again. The audience gapes at the spectacle.
<br><br>
<<link [[Endure|Museum Horse Extreme 3]]>><<set $phase to 0>><</link>>
<br>
<<link [[Safe word|Museum Horse Extreme 3]]>><<set $phase to 1>><</link>>
<br>
<<else>>
The pain is too much for you. <span class="red">"$wintersafeword!"</span> you shout.
<<ggwillpower>><<willpower 10>>
<br><br>
It only takes Winter a moment to remove the straps tying the weights to your legs. <<He>> helps you off the horse and holds your hand for a moment Once sure you're okay, <<he>> turns to the audience.
<<takeHandholdingVirginity "Winter">>
<br><br>
"That ends our demonstration. Thank you for attending. We hope you found it informative, and we invite you to appreciate the many other antiques we have on display. Last but not least, let's have a round of applause for our star." <<He>> gestures at you. The audience applauds politely, though many look like they wish it had gone further.
<br><br>
"You did very well," Winter says once you're back in the small room. "I'm blessed to have your assistance. Thank you. I'd like to hold another demonstration next weekend if it suits you." <<He>> peeks around the door. "I think we've earned some new interest." <<He>> leaves you to get dressed.
<br><br>
Despite the pain, you feel a strong catharsis.<<trauma -12>>
<br><br>
<<endevent>><<unbindtemp>>
<<set $museuminterest += 30>>
<<link [[Next|Museum]]>><<upperruined true>><<lowerruined true>><<storeon "museum">><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "museum">><<effects>>
<<if (currentSkillValue('willpower') / 10) gte (($pain - 100) + random(1, 100)) and $phase isnot 1>>
<span class="green">You grit your teeth and bear it.</span> "It hurts!" you shout through tears. "It hurts so much!"
<<gwillpower>><<willpower 3>>
<br><br>
<<masopain 5>>
Winter doesn't stop. Again and again <<he>> lashes at your flesh. Some of the audience looks disturbed, others shocked, and some are clearly enjoying it.
<br><br>
You feel like you're about to pass out, but then Winter stops. <<He>> walks in front of you, panting. "That ends our demonstration," <<he>> says. "Thank you for attending. We hope you found it informative, and we invite you to appreciate the many other antiques we have on display. Last but not least, let's have a round of applause for our star." <<He>> gestures at you. The audience applauds. Some are crying themselves.
<br><br>
"You did very well," Winter says once you're back in the small room. "Let me see your back." You turn and feel <<him>> trace a finger over you skin. "I'm blessed to have your assistance," <<he>> says as <<he>> applies something soothing. "Thank you. I'd like to hold another demonstration next weekend if it suits you." <<He>> peeks around the door. "I think we've earned some new interest." <<He>> leaves you to get dressed.
<br><br>
Despite the pain, you feel a strong catharsis.<<trauma -24>>
<br><br>
<<endevent>><<unbindtemp>>
<<set $museuminterest += 50>>
<<earnFeat "Pain Rider">>
<<link [[Next|Museum]]>><<upperruined true>><<lowerruined true>><<storeon "museum">><</link>>
<br>
<<else>>
The pain is too much for you. <span class="red">"$wintersafeword!"</span> you shout.
<<ggwillpower>><<willpower 10>>
<br><br>
Winter ceases the assault. It only takes <<him>> a moment to remove the straps tying the weights to your legs. <<He>> helps you off the horse and holds your hand for a moment. Once sure you're okay, <<he>> turns to the audience.
<<takeHandholdingVirginity "Winter">>
<br><br>
"That ends our demonstration. Thank you for attending. We hope you found it informative, and we invite you to appreciate the many other antiques we have on display. Last but not least, let's have a round of applause for our star." <<He>> gestures at you. The audience applauds politely, though some look like they wish it had gone further.
<br><br>
"You did very well," Winter says once you're back in the small room. "I'm blessed to have your assistance. Thank you. I'd like to hold another demonstration next weekend if it suits you." <<He>> peeks around the door. "I think we've earned some new interest." <<He>> leaves you to get dressed.
<br><br>
Despite the pain, you feel a strong catharsis.<<trauma -18>>
<br><br>
<<endevent>><<unbindtemp>>
<<set $museuminterest += 40>>
<<link [[Next|Museum]]>><<upperruined true>><<lowerruined true>><<storeon "museum">><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "museum">><<effects>>
Winter nods. <<He>> peeks around the door. "Everyone's in. It's time. Wait for your cue." <<He>> returns to the museum proper.
<br><br>
"<<Ladies_gentlemen>>," Winter begins. <<He>> stands on a raised platform beside the horse, addressing an audience of around fifty people.
"Our town has a rich history. Of great deeds and heroism yes, but also of tragedy and brutality. Take this <<girl>>,"
<<He>> gestures at the door, and you <<nervously>> emerge into the museum. A <<person2>><<person>> stands closest to you. <<He>> licks <<his>> lips.
<br><br>
<<person1>>"Caught stealing bread for <<pher>> starving sibling," Winter continues. "<<pShe>> must now face the lord's justice."
You climb atop the horse and ease yourself down. You feel it press into your crotch like before.
<<masopain 5>><<arousal 1200 "genitals">>
<br><br>
Winter continues <<his>> speech, talking about the specifics of the horse. And how it was used.
<<He>> steps behind you while doing so, and begins to tie your arms. <<He>> works fast, and before long your arms are bound and immobile.
<br><br>
The audience is enraptured by the spectacle. You feel their eyes on your barely-covered <<genitals>>.
"Of course, humiliation was part of the punishment. They would often have an audience, much like this.
And when it was over, the victim would be given to the audience to do with as they please."
A <<person3>><<persons>> eyes light up and <<he>> steps forward, but Winter blocks <<his>> path.
<<person1>>
<br><br>
"That ends our demonstration. Thank you for attending. We hope you found it informative, and we invite you to appreciate the many other antiques we have on display.
Last but not least, let's have a round of applause for our star."
<<He>> gestures at you. The audience applauds politely, though many look like they wish it had gone further.
<br><br>
"You did very well," Winter says once you're back in the small room.
"I'm blessed to have your assistance. Thank you. I'd like to hold another demonstration next weekend if it suits you."
<<He>> peeks around the door. "I think we've earned some new interest." <<He>> leaves you to get dressed.
<br><br>
<<endevent>>
<<set $museuminterest += 20>>
<<link [[Next|Museum]]>><<unbindtemp>><<upperruined true>><<lowerruined true>><<storeon "museum">><</link>>
<br><<if $speech_attitude is "meek">>
"Making some more money could be nice. I-I think I can help demonstrate the horse for a larger audience," you say.
<<elseif $speech_attitude is "bratty">>
"I'm in," you say. "How much would my cut be?"
<<else>>
"I've been thinking about it," you say. "I'd like to help with the larger demonstrations."
<</if>>
<br><br>
<<npc Winter>><<person1>>
Winter smiles. "Excellent!" <<he>> exclaims. <<He>> leads you to a back room before explaining, "Whenever you are ready, come by and we can send out an email to our new museum member distribution list. I can't imagine it would take much more than half an hour for people to flock to the museum so that we can start the demonstration. I'll give you half of the profit, if that works for you?"
<br><br>
You nod in acknowledgement. <<if $exhibitonism gte 500>>The thought of having an audience excites you.<<else>> You are not sure how you feel about having an even larger audience.<</if>>
<br><br>
"I figure we will stick to the same clothing and structure of the basic demonstration. Let me know when you are ready."
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "museum">><<effects>>
<<npc Winter>><<person1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>>
<<if playerIsPregnant() and playerBellyVisible()>>
Winter leads you back to the staff computer to send out the announcement. <<He>> pauses, looking at your belly. "On second thought, maybe we should wait to take the demonstrations to the next level. Don't want to scare those watching."
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>>
<br>
<<else>>
Winter leads you back to the staff computer to send out the announcement. "That should do it," <<he>> says. <<Hes>> beaming with excitement. "I apologise, I simply can't wait to demonstrate the horse for so many people." <<He>> leaves you to get changed.
<br><br>
<<undress "museum">>
<<upperwear 79>>
<<lowerwear 71>>
You wear the rags, as taut and revealing as you remember. You wonder how you look. You'll soon have an audience.
<<exhibitionism1>>
Winter returns. <<He>> holds a leather-tailed flog at <<his>> side. "Perfect." <<He>> pauses. "I would like to use the flog since we have so many people, along with the same weights we used before. If you are not comfortable with that, we can still cancel the demonstration."
<br><br>
You hold the flog in your hands, considering your options.
<br><br>
<<link [[Accept|Museum Famous Horse 2]]>><<bind>><<npcincr Winter love 3>><</link>><<gpain>><<garousal>><<ggwillpower>><<gglove>><<ltrauma>>
<br>
<<link [[Cancel the demonstration|Museum Famous Horse Cancel]]>><</link>>
<</if>><<set $outside to 0>><<set $location to "museum">><<effects>>
"We also need to decide on a safe word before we start," <<he>> says.
<br><br>
What should your safe word be? <<if $wintersafeword is "" or $wintersafeword is undefined>><<set $wintersafeword to "Marshmallow">><</if>>
<<textbox "$wintersafeword" $wintersafeword>>
<br>
<<link [[Next|Museum Famous Horse 3]]>>
<<if $wintersafeword is "" or $wintersafeword is undefined>><<set $wintersafeword to "Marshmallow">><</if>>
<<set $wintersafeword to Util.escape($wintersafeword)>>
<</link>>
<br><<set $outside to 0>><<set $location to "museum">><<effects>>
Winter nods. <<He>> peeks around the door. "Everyone's in. It's time. Wait for your cue." <<He>> returns to the museum proper.
<br><br>
<<set _famousness to fameSum('business', 'good', 'social', 'model')/8000>>
"<<Ladies_gentlemen>>," Winter begins. <<He>> stands on a raised platform beside the horse, addressing a large audience. It is difficult to count exactly how many people came, but you are shocked to see at least <<if _famousness gte 0.75>>300 people in the crowd!<<elseif _famousness gte 0.50>>200 people in the crowd!<<else>>100 people in the crowd!<</if>> Among the crowd you see Mayor Quinn and Leighton.
<br><br>
<<set $museumDemoReward to 2000*_famousness>>
"Our town has a rich history. Of great deeds and heroism yes, but also of tragedy and brutality. Take this <<girl>>,"
<<He>> gestures at the door, and you <<nervously>> emerge into the museum. A <<person2>><<person>> stands closest to you. <<He>> licks <<his>> lips.
<br><br>
<<person1>>"Caught stealing bread for <<pher>> starving sibling," Winter continues. "<<pShe>> must now face the lord's justice."
You climb atop the horse and ease yourself down. You feel it press into your crotch like before.
<<masopain 5>><<arousal 1200 "genitals">>
<br><br>
Winter continues <<his>> speech, talking about the specifics of the horse and how it was used. <<He>> steps up to you and begins to tie you up. <<He>> fastens your wrists to a rope that runs up to a pulley in the rafters. <<He>> takes the other end of the rope and ties it off on a cleat fixed to a nearby pillar-not tightly enough to support any of your body weight, but enough to keep your arms firmly above your head. You are bound securely and will not be able to cover yourself at all during this demonstration.
<br><br>
The audience is enraptured by the spectacle. You feel their eyes on your barely-covered <<genitals>>. "Of course, humiliation was part of the punishment."
<<He>> throws open a chest at <<his>> feet, and reaches in. <<He>> pulls out a metal weight. You see straps dangling from it as <<he>> kneels beside you.
<<He>> ties one to your ankle and gently releases it. It was uncomfortable before, but now it hurts.
<<He>> walks around the horse and repeats the process. Your eyes water.
<<masopain 20>>
<br><br>
<<He>> steps away from the horse and glances at you. <<He>> looks unsure.
<br><br>
<<link [[Try to reassure|Museum Famous Horse 4]]>><</link>>
<br>
<<link [[Safe word|Museum Famous Horse 11]]>><<set $phase to 1>><</link>>
<br><<set $outside to 0>><<set $location to "museum">><<effects>>
<<if (currentSkillValue('willpower') / 10) gte (($pain - 100) + random(1, 100))>>
<span class="green">You grit your teeth and bear it.</span> "I didn't do anything wrong!" you shout through tears. "The lord is a tyrant!"
<<gwillpower>><<willpower 3>>
<br><br>
<<masopain 20>>
Winter smiles. "It wouldn't always end there," <<he>> says. "The particularly dastardly had yet more in store for them."
<<He>> lifts <<his>> leather flog and holds it in front of the audience. Then, without a word, <<he>> steps behind you.
<br><br>
<<if $rng gte (120 - 80*(fameSum('business', 'good', 'social', 'model')/8000))>>
Before <<he>> can strike you, however, one of Mayor Quinn's aides steps forward to whisper in Winter's ear while pointing to Leighton and the Mayor, who have moved onto another exhibit. Winter nods and turns to the audience. "Please excuse me for one moment, the demonstration will continue shortly."
<br><br>
<<He>> hastily removes the weights from your ankles, giving you some small respite. To your relief, <<he>> goes to the chest and collects a small cushion and places it between your crotch and the wooden horse beneath you, putting an end to the pain and discomfort. "I'll be right back," <<he>> whispers to you before attending to the mayor.
<br><br>
<<link [[Next|Museum Famous Horse 5]]>><</link>>
<<else>>
<<link [[Next|Museum Famous Horse 10]]>><</link>>
<</if>>
<<else>>
The pain is too much for you. <span class="red">"$wintersafeword!"</span> you shout.
<<ggwillpower>><<willpower 10>>
<br><br>
It only takes Winter a moment to remove the straps tying the weights to your legs and the ropes holding your arms. <<He>> helps you off the horse and holds your hand for a moment.
<<takeHandholdingVirginity "Winter">>
Once sure you're okay, <<he>> turns to the audience.
<br><br>
"That ends our demonstration. Thank you for attending. We hope you found it informative, and we invite you to appreciate the many other antiques we have on display.
Last but not least, let's have a round of applause for our star." <<He>> gestures at you. The audience applauds politely, though many look like they wish it had gone further. A number of them take pictures of you in your vulnerable state before dispersing throughout the museum. <<fameexhibitionism 6>>
<br><br>
"You did well!" Winter says once you're back in the small room, "Here is your share of the entrance fee."
<br><br>
<<He>> hands you <<printmoney `$museumDemoReward * 100`>><<money `$museumDemoReward * 100` "museum">>.
<br><br>
"If you would like to demonstrate it again, please come let me know. In the meantime, I think you should at least take the week to rest and recover," <<he>> says quietly. "I'll... I'll leave you to get dressed."
<br><br>
<<He>> leaves you alone to collect your belongings and get dressed before returning to the now lively museum. As you exit the room, you find that all of the visitors are watching you.
<<endevent>><<unbindtemp>>
<<set $museuminterest += 30>>
<br><br>
<<link [[Next|Museum]]>><<upperruined true>><<lowerruined true>><<storeon "museum">><</link>>
<br>
<</if>>You awkwardly wait in your rags, still bound in the midst of an anxious crowd. The restless murmuring of the audience reaches a critical mass when one bolder figure, a <<person2>><<person>> steps forward. <<He>> goads the crowd, "I didn't pay just to wait around! Who wants to see the demonstration continue?" The audience cheers and encourages <<him>>.
<br><br>
<<He>> struts up to you and rips the cushion from under you, forcing your bodyweight back onto the wooden horse and shoving the wedge <<if $player.ballsExist>>against your testes<<else>>between your labia<</if>> once more. <<He>> then moves to the weights left on the floor by your ankles and re-attaches them with far less gentleness and care than Winter had. <<masopain 20>>
<br><br>
Retrieving the flog, <<he>> moves behind you, ready to strike. The audience waits excitedly.
<br><br>
<<link [[Scream for Winter|Museum Famous Horse 6]]>><<set $phase to 0>><</link>>
<br>
<<link [[Brace yourself|Museum Famous Horse 6]]>><<set $phase to 1>><</link>>
<br>
<<link [[Stay in character|Museum Famous Horse 6]]>><<set $phase to 2>><</link>><<if $phase is 0>>
<<if $speech_attitude is "meek">>
"P-P-Please, Winter, help me! <span class="red">'$wintersafeword!'</span> Help!" you shout through your trembling.
<<elseif $speech_attitude is "bratty">>
"Uh, <span class="red">'$wintersafeword!'</span> Hey, Winter, I could use a hand here!" you shout at the top of your lungs.
<<else>>
"<span class="red">'$wintersafeword!'</span> Winter! Help me!" you shout as loud as you can.
<</if>>
<br><br>
<<if $rng gte (50*(fameSum('business', 'good', 'social', 'model')/8000) + 40)>>
<<set _winterRescue to 1>><<person1>>
Winter hears you calling for help and rushes over to you. <<He>> looks horrified as <<he>> glares at the crowd. <<He>> undoes your bindings and removes you from the horse. You stand safely back on the floor.
<br><br>
<<link [[Next|Museum Famous Horse End]]>><</link>>
<<else>>
<span class="red">Winter cannot hear you over the sound of the crowd.</span>
<</if>>
<<elseif $phase is 1>>
<<if (currentSkillValue('willpower') / 10) gte (($pain - 100) + random(1, 100))>>
You grit your teeth and brace yourself for the flog, trying not to give the audience any satisfaction.
<<lpain>><<pain -5>><<gwillpower>><<willpower 3>>
<<else>>
You try to keep your composure, but the anticipation is just too much. You tremble in place.<<ggwillpower>><<willpower 10>>
<</if>>
<<elseif $phase is 2>>
"Please, my <<if $pronoun is "m">>Lord,<<else>>Lady,<</if>> I only wish to survive the famine! I meant no offence, and I shall not steal again!" you shout, staying in character.
<br><br>
The crowd applauds your willingness to go along with the demonstration. A few of them even toss a few coins into the middle to reward you for the act. <<money `50*(fameSum('business', 'good', 'social', 'model')/8000)*100` "museum">> <<fameexhibitionism 5>>
<</if>>
<<if _winterRescue isnot 1>>
<br><br>
The <<person>> swings the flog hard against your back. The leather strips whip painfully against your exposed skin. <<He>> continues for a few more blows before targeting your <<bottom>>, causing you to yelp in pain. Each time you flinch however, you inadvertently drive the wooden horse deeper into your crotch, sending another wave of pain through your <<genitals>>. <<masopain 20>><<stress 6>>
<br><br>
After a moment another member of the audience steps forward. "Winter said this punishment involved humiliation, right?" <<person3>><<he>> asks, producing a pair of scissors. "I think our bread thief would learn <<pher>> lesson better if <<pshe>> was naked!"
<br><br>
<<link [[Scream for Winter|Museum Famous Horse 7]]>><<set $phase to 0>><</link>>
<br>
<<link [[Brace yourself|Museum Famous Horse 7]]>><<set $phase to 1>><</link>>
<br>
<<link [[Stay in character|Museum Famous Horse 7]]>><<set $phase to 2>><</link>>
<</if>><<if $phase is 0>>
<<if $speech_attitude is "meek">>
"<span class="red">'$wintersafeword!'</span> <span class="red">'$wintersafeword!'</span> W-Winter, please help me! Please!" you shout through sobs.
<<elseif $speech_attitude is "bratty">>
"Hey! <span class="red">'$wintersafeword!'</span> Any time you want to help would be great, Winter!" you shout at the top of your lungs.
<<else>>
"Help me, Winter! <span class="red">'$wintersafeword!'</span>" you shout as loud as you can.
<</if>>
<br><br>
<<if $rng gte (50*(fameSum('business', 'good', 'social', 'model')/8000) + 40)>>
<<set _winterRescue to 1>><<person1>>
Winter hears you calling for help and rushes over to you. <<He>> looks horrified as <<he>> glares at the crowd. <<He>> undoes your bindings and removes you from the horse. You stand safely back on the floor.
<br><br>
<<link [[Next|Museum Famous Horse End]]>><</link>>
<<else>>
<span class="red">Winter cannot hear you over the sound of the crowd.</span>
<</if>>
<<elseif $phase is 1>>
<<if (currentSkillValue('willpower') / 10) gte (($pain - 100) + random(1, 100))>>
You try not to let the pain and humiliation show as your ass is flogged mercilessly.
<<lpain>><<pain -5>><<gwillpower>><<willpower 3>>
<<else>>
You try to hold back, but you cannot stop the tears from flowing as your ass is mercilessly flogged.
<<ggwillpower>><<willpower 10>>
<</if>>
<<elseif $phase is 2>>
"Have I not suffered enough indignity this day? Please, lend me your mercy, I beg of you!" you cry, remaining in character.
<br><br>
"Wow, this slut is really into this," one of the audience members comments. "I think this whore really does want to be exposed!" Several others toss more tips on the floor next to you. <<money `100*(fameSum('business', 'good', 'social', 'model')/8000)*100` "museum">> <<fameexhibitionism 7>>
<</if>>
<<if _winterRescue isnot 1>>
<br><br>
The <<person3>><<person>> strides forward proudly with the scissors. <<He>> slides the cold steel between your flimsy garments and your skin, cutting the rags off with ease. The flimsy rags fall to the museum floor, leaving you completely exposed. <<if $exhibitionism lte 500>> You try to pull your arms down to cover some of your body, but the rope is too taut, and the weights on your ankles keeps you firmly on the horse. <<else>> Having yourself exposed to such a large crowd fills you with intoxicating arousal. <<garousal>><<arousal 1000>><</if>>
<<upperruined true>><<lowerruined true>>
<br><br>
Now completely exposed and helpless, the <<person2>><<person>> seizes the opportunity and moves in front of you to begin flogging your <<breasts>>. You shudder every time the leather straps strike your hardening nipples. Your chest quickly turns red and begins to sting.
<br><br>
Occasionally <<he>> aims the flog lower, whipping against your exposed <<if $player.penisExist>>penis<<else>>clit<</if>>. You squirm and shift uncomfortably, much to the enjoyment of the crowd. <<masopain 30>><<stress 9>><<arousal 1000>><<garousal>>
<br><br>
A <<person4>><<person>> walks over to the chest Winter had placed behind you. "I think <<pshe>> can handle a bit more," <<he>> taunts. <<He>> retrieves a set of weights from the chest and approaches.
<br><br>
<<link [[Scream for Winter|Museum Famous Horse 8]]>><<set $phase to 0>><</link>>
<br>
<<link [[Brace yourself|Museum Famous Horse 8]]>><<set $phase to 1>><</link>>
<br>
<<link [[Stay in character|Museum Famous Horse 8]]>><<set $phase to 2>><</link>>
<</if>><<if $phase is 0>>
<<if $speech_attitude is "meek">>
"Wait, no! Don't do that! Winter, please help! <span class="red">'$wintersafeword!'</span>" you shout through sobs.
<<elseif $speech_attitude is "bratty">>
"Damn it, <span class="red">'$wintersafeword!'</span> Winter I need help!" you shout at the top of your lungs.
<<else>>
"Winter, please help! <span class="red">'$wintersafeword!'</span> I need you!" you shout as loud as you can.
<</if>>
<br><br>
<<person1>>
Winter hears you calling for help and rushes over to you. <<He>> looks horrified as <<he>> glares at the crowd. <<He>> undoes your bindings and removes you from the horse. You stand safely back on the floor.
<br><br>
<<link [[Next|Museum Famous Horse End]]>><</link>>
<<else>>
<<if $phase is 1>>
<<if (currentSkillValue('willpower') / 10) gte (($pain - 100) + random(1, 100))>>
All of your sensitive areas burn and sting, but you remain resolute.
<<lpain>><<pain -5>><<gwillpower>><<willpower 3>>
<<else>>
You try to hold firm, but in the end, you sob, whimper, and tremble. The crowd seems delighted.
<<ggwillpower>><<willpower 10>>
<</if>>
<<else>>
"Please, have mercy on me!" you whimper. You're in tears, but you refuse to break character.
<br><br>
"Oh man, I can't wait to see how this goes," one of the audience members says to another. "Come on, see if you split <<phim>> in half!" Several people toss tips on the floor next to you. <<money `150*(fameSum('business', 'good', 'social', 'model')/8000)*100` "museum">> <<fameexhibitionism 9>>
<</if>>
<br><br>
The <<person4>><<person>> begins attaching the weights to your ankles. The pressure exerted on your crotch is immense now, almost drowning out the pain you feel from the repeated striking of the flog. The wood drives itself <<if $player.ballsExist>>harshly against your testes<<else>>deep into your pussy<</if>>. Through the pain, you feel some of your lewd fluid leak out of your <<if $player.vaginaExist>>slit and dribble down the wooden horse<<else>>penis and dribble down your shaft<</if>>.
<<masopain 20>><<stress 12>><<ggstress>><<arousal 1500>><<ggarousal>>
<br><br>
The audience takes photos and videos of your punished body in its humiliated state. One of them calls out, "I think <<pshes>> getting hot and bothered by this. What a slut!" Many others jeer in agreement, making lewd remarks at your expense.
<br><br>
This prompts another member of the crowd, a <<person5>><<person>> to step forward with a duffle bag in hand. "I think I know what will finish <<phim>> off," <<he>> says, unzipping the bag. Inside you see a variety of sex toys, including nipple clamps, a ball gag, and a vibrator.
<br><br>
<<link [[Scream for Winter|Museum Famous Horse 9]]>><<set $phase to 0>><</link>>
<br>
<<link [[Brace yourself|Museum Famous Horse 9]]>><<set $phase to 1>><</link>>
<br>
<<link [[Stay in character|Museum Famous Horse 9]]>><<set $phase to 2>><</link>>
<</if>><<if $phase is 0>>
<<if $speech_attitude is "meek">>
"No, please no! <span class="red">'$wintersafeword!'</span> Winter, help!" you scream, sobbing and crying.
<<elseif $speech_attitude is "bratty">>
"Winter, come on! <span class="red">'$wintersafeword!'</span>" you shout as loud as you can.
<<else>>
"Winter, help! Please help me! <span class="red">'$wintersafeword!'</span>" you shout at the top of your lungs.
<</if>>
<br><br>
<<person1>>
Winter hears you calling for help and rushes over to you. <<He>> looks horrified as <<he>> glares at the crowd. <<He>> undoes your bindings and removes you from the horse. You stand safely back on the floor.
<br><br>
<<link [[Next|Museum Famous Horse End]]>><</link>>
<<else>>
<<if $phase is 1>>
<<if (currentSkillValue('willpower') / 10) gte (($pain - 100) + random(1, 100))>>
Everything hurts, and the humiliation is crushing, but you keep a straight face despite it all.
<<lpain>><<pain -5>><<gwillpower>><<willpower 3>>
<<else>>
You try to stay calm, but it is too much for you. You cry and whimper at the sight of the toys.
<<ggwillpower>><<willpower 10>>
<</if>>
<<else>>
"I know not what witchcraft this is, but please spare me from it!" you proclaim through tears.
<br><br>
"Wow, <<pshes>> still staying in character? That is dedication!" one person says. "I think <<pshes>> earned an orgasm. Give it to <<phim>> good!" A large majority of the crowd tosses tips on the floor next to you. <<money `200*(fameSum('business', 'good', 'social', 'model')/8000)*100` "museum">> <<fameexhibitionism 9>>
<</if>>
<br><br>
"That's enough," the <<person5>><<person>> demands as <<he>> shoves the ballgag into your mouth. "I'm going to make you cum so hard, you'll never forget it."
<<facewear 4>>
<br><br>
With the ballgag firmly in your mouth, you can do nothing but moan as the clamps are affixed to your sensitive nipples. The <<person5>><<person>> takes out the vibrator and turns it up to its maximum setting. <<He>> drags it across your skin down to your nipples, where it clatters against the clamps, sending pain and arousal through your body. <<masopain 10>><<stress 12>><<ggstress>><<arousal 500>><<garousal>>
<br><br>
<<He>> removes the vibrator for a moment, giving you a temporary respite, before forcing it directly onto your reddened <<if $player.penisExist>>penis<<else>>clit<</if>>. <<He>> holds it against you through the spasms and jerks as you finally cum. <<set $arousal to 10000>>
<<if $arousal gte $arousalmax>>
<<orgasm>>
<</if>>
<<person1>>
The crowd cheers as you orgasm uncontrollably. Based on the camera flashes and uproarious atmosphere, you can tell that the town will be talking about your demonstration for weeks to come. The audience claps, and people toss large tips towards you. <<money `250*(fameSum('business', 'good', 'social', 'model')/8000)*100` "museum">> <<fameexhibitionism 12>>
<br><br>
Finally hearing the commotion, Winter rushes over to your aid. <<He>> looks horrified as <<he>> glares at the crowd. <<He>> undoes your bindings and removes you from the horse. You stand with weak, trembling knees, safely back on the floor.
<br><br>
<<link [[Next|Museum Famous Horse End]]>><</link>>
<</if>>"That will end our demonstration for this week, please enjoy the rest of the exhibits!" Winter shouts, dispersing the crowd to look at the rest of the museum. <<He>> helps you into the back room where your clothes reside.
<br><br>
"I'm so sorry for how that went," Winter says, struggling for words. "Here is your share of the entrance fee, along with the tips people left. I hope it is a decent recompense." <<He>> hands you <<printmoney `$museumDemoReward * 100`>><<money `$museumDemoReward * 100` "museum">>.
<br><br>
"If you would like to demonstrate it again, please come let me know. In the meantime, I think you should at least take the week to rest and recover," <<he>> says quietly. "I'll... I'll leave you to get dressed."
<br><br>
<<He>> leaves you alone to collect your belongings and get dressed before returning to the now lively museum. As you exit the room, you find that all of the visitors are watching you.
<br><br>
<<endevent>><<unbindtemp>>
<<if $worn.face.name is "gag">>
<<set $worn.face.type.push("broken")>>
<<faceruined>>
<</if>>
<<set $museuminterest += 50>>
<<link [[Next|Museum]]>><<upperruined true>><<lowerruined true>><<storeon "museum">><</link>><<set $outside to 0>><<set $location to "museum">><<effects>>
<<if (currentSkillValue('willpower') / 10) gte (($pain - 100) + random(1, 100)) and $phase isnot 1>>
You scream as the flog lashes against your skin. Again and again. The audience gapes at the spectacle.
<br><br>
<<link [[Endure|Museum Famous Horse 11]]>><<set $phase to 0>><</link>>
<br>
<<link [[Safe word|Museum Famous Horse 11]]>><<set $phase to 1>><</link>>
<br>
<<else>>
The pain is too much for you. <span class="red">"$wintersafeword!"</span> you shout.
<<ggwillpower>><<willpower 10>>
<br><br>
It only takes Winter a moment to remove the straps tying the weights to your legs and the ropes holding your arms. <<He>> helps you off the horse and holds your hand for a moment.
<<takeHandholdingVirginity "Winter">>
<br><br>
Once sure you're okay, <<he>> turns to the audience.
<br><br>
"That ends our demonstration. Thank you for attending. We hope you found it informative, and we invite you to appreciate the many other antiques we have on display.
Last but not least, let's have a round of applause for our star." <<He>> gestures at you. The audience applauds politely, though many look like they wish it had gone further. A number of them take pictures of you in your vulnerable state before dispersing throughout the museum. <<fameexhibitionism 7>>
<br><br>
"You did well!" Winter says once you're back in the small room, "Here is your share of the entrance fee."
<br><br>
<<He>> hands you <<moneyGain $museumDemoReward>>.
<br><br>
"If you would like to demonstrate it again, please come let me know. In the meantime, I think you should at least take the week to rest and recover," <<he>> says quietly. "I'll... I'll leave you to get dressed."
<br><br>
<<He>> leaves you alone to collect your belongings and get dressed before returning to the now lively museum. As you exit the room, you find that all of the visitors are watching you.
<<endevent>><<unbindtemp>>
<<set $museuminterest += 30>>
<br><br>
<<link [[Next|Museum]]>><<upperruined true>><<lowerruined true>><<storeon "museum">><</link>>
<</if>><<set $outside to 0>><<set $location to "museum">><<effects>>
<<if (currentSkillValue('willpower') / 10) gte (($pain - 100) + random(1, 100)) and $phase isnot 1>>
<span class="green">You grit your teeth and bear it.</span> "It hurts!" you shout through tears. "It hurts so much!"
<<gwillpower>><<willpower 3>>
<br><br>
<<masopain 5>>
Winter doesn't stop. Again and again <<he>> lashes at your flesh. Some of the audience looks disturbed, others shocked, but most are clearly enjoying it.
<br><br>
You feel like you're about to pass out, but then Winter stops. <<He>> walks in front of you, panting. "That ends our demonstration," <<he>> says.
"Thank you for attending. We hope you found it informative, and we invite you to appreciate the many other antiques we have on display.
Last but not least, let's have a round of applause for our star." <<He>> gestures at you. The audience applauds. Many take pictures of you in your vulnerable state before dispersing throughout the museum. <<fameexhibitionism 12>>
<br><br>
"You did very well!" Winter says excitedly once you're back in the small room, "Here is your share of the entrance fee."
<br><br>
<<He>> hands you <<printmoney `$museumDemoReward * 100`>><<money `$museumDemoReward * 100` "museum">>.
<br><br>
"Given the intensity of this demonstration, I think you should take the week to rest and recover. If you would like to demonstrate it again next week, please come let me know. I'll leave you to get dressed."
<br><br>
<<He>> leaves you alone to collect your belongings and get dressed before returning to the now lively museum. As you exit the room, you find that all of the visitors are watching you.
<br><br>
<<endevent>><<unbindtemp>>
<<set $museuminterest += 50>>
<<link [[Next|Museum]]>><<upperruined true>><<lowerruined true>><<storeon "museum">><</link>>
<<else>>
The pain is too much for you. <span class="red">"$wintersafeword!"</span> you shout.
<<ggwillpower>><<willpower 10>>
<br><br>
Winter ceases the assault. It only takes <<him>> a moment to remove the straps tying the weights to your legs and the ropes holding your arms.
<<He>> helps you off the horse and holds your hand for a moment. Once sure you're okay, <<he>> turns to the audience.
<<takeHandholdingVirginity "Winter">>
<br><br>
"That ends our demonstration. Thank you for attending. We hope you found it informative, and we invite you to appreciate the many other antiques we have on display.
Last but not least, let's have a round of applause for our star."
<<He>> gestures at you. The audience applauds politely, though some look like they wish it had gone further. A number of them take pictures of you in your vulnerable state before dispersing throughout the museum. <<fameexhibitionism 12>>
<br><br>
"You did very well!" Winter says excitedly once you're back in the small room, "Here is your share of the entrance fee."
<br><br>
<<He>> hands you <<printmoney `$museumDemoReward * 100`>><<money `$museumDemoReward * 100` "museum">>.
<br><br>
"Given the intensity of this demonstration, I think you should take the week to rest and recover. If you would like to demonstrate it again next week, please come let me know. I'll leave you to get dressed."
<br><br>
<<He>> leaves you alone to collect your belongings and get dressed before returning to the now lively museum. As you exit the room, you find that all of the visitors are watching you.
<br><br>
<<endevent>><<unbindtemp>>
<<set $museuminterest += 40>>
<<link [[Next|Museum]]>><<upperruined true>><<lowerruined true>><<storeon "museum">><</link>>
<br>
<</if>><<He>> looks a little disappointed, but nods in understanding. "Ok, I'll send out another email cancelling the demonstration. If you change your mind next week, just let me know and we can try again."
<br><br>
<<endevent>>
<<link [[Next|Museum]]>><<upperruined true>><<lowerruined true>><<storeon "museum">><</link>><<widget "museumdonate">>
<<museumAntiqueStatus "antiquebox" "talk">>
<<museumAntiqueStatus "antiquesilverring" "talk">>
<<museumAntiqueStatus "antiquegoldnecklace" "talk">>
<<museumAntiqueStatus "antiqueivorynecklace" "talk">>
<<museumAntiqueStatus "antiquecrystal" "talk">>
<<museumAntiqueStatus "antiquehorn" "talk">>
<<museumAntiqueStatus "antiquewatch" "talk">>
<<museumAntiqueStatus "antiquedildo" "talk">>
<<museumAntiqueStatus "antiquecandlestick" "talk">>
<<museumAntiqueStatus "antiqueforestarrow" "talk">>
<<museumAntiqueStatus "antiqueforestdagger" "talk">>
<<museumAntiqueStatus "antiqueforestgem" "talk">>
<<museumAntiqueStatus "antiquesilverbrooch" "talk">>
<<museumAntiqueStatus "antiquetrashcup" "talk">>
<<museumAntiqueStatus "antiquetrashburner" "talk">>
<<museumAntiqueStatus "antiquebrassstatuette" "talk">>
<<museumAntiqueStatus "antiquegoldchastitybelt" "talk">>
<<museumAntiqueStatus "antiquecoppercompass" "talk">>
<<museumAntiqueStatus "antiquegrenade" "talk">>
<<museumAntiqueStatus "antiquestonetalisman" "talk">>
<<museumAntiqueStatus "antiquesilvermask" "talk">>
<<museumAntiqueStatus "antiquediamond" "talk">>
<<museumAntiqueStatus "antiquesilvercompass" "talk">>
<<museumAntiqueStatus "antiquesilverdagger" "talk">>
<<museumAntiqueStatus "antiquerustedcutlass" "talk">>
<<museumAntiqueStatus "antiquecutlass" "talk">>
<<museumAntiqueStatus "antiqueleathermap" "talk">>
<<museumAntiqueStatus "antiquebell" "talk">>
<<museumAntiqueStatus "antiquebullet" "talk">>
<<museumAntiqueStatus "antiqueshell" "talk">>
<<museumAntiqueStatus "antiquegoldring" "talk">>
<<museumAntiqueStatus "antiquegoldbrooch" "talk">>
<<museumAntiqueStatus "antiquecoralring" "talk">>
<<museumAntiqueStatus "antiquehourglass" "talk">>
<<museumAntiqueStatus "antiquecoppercoin" "talk">>
<<museumAntiqueStatus "antiquesilvercoin" "talk">>
<<museumAntiqueStatus "antiquegoldcoin" "talk">>
<<museumAntiqueStatus "antiquesilverblade" "talk">>
<<museumAntiqueStatus "antiqueivorystatuette" "talk">>
<<museumAntiqueStatus "antiquestrangefetish" "talk">>
<<museumAntiqueStatus "antiquesilvergoblet" "talk">>
<<museumAntiqueStatus "antiquesilvercrown" "talk">>
<<museumAntiqueStatus "antiquewhitecrystal" "talk">>
<<museumAntiqueStatus "antiqueminesign" "talk">>
<<museumAntiqueStatus "antiqueobsidiandisc" "talk">>
<<museumAntiqueStatus "antiquewoodenmask" "talk">>
<<museumAntiqueStatus "antiquetrilobitefossil" "talk">>
<<museumAntiqueStatus "antiqueislandarrow" "talk">>
<<museumAntiqueStatus "antiquegoldcompass" "talk">>
<<museumAntiqueStatus "antiqueswordcane" "talk">>
<<museumAntiqueStatus "antiquechocolate" "talk">>
<<museumAntiqueStatus "antiqueteacaddy" "talk">>
<<museumAntiqueStatus "antiquewoodenfigurine" "talk">>
<<museumAntiqueStatus "antiquecopperring" "talk">>
<</widget>>
<<widget "museumtalk">>
<<museumAntiqueText>>
/* Prevent having to "sell" a worn chastity belt for £0 */
<<if $museumAntiques.antiques.antiquegoldchastitybelt is "found" and $worn.genitals.origin is "Underwater Temple" and $gold_chastity_held isnot true>>
<<museumAntiqueStatus "antiquegoldchastitybelt" "talk">>
<</if>>
<<for _labelM, _valueM range $museumAntiques.antiques>>
<<capture _labelM, _museumAntiqueText[_labelM].name>>
<<set _antique to _museumAntiqueText[_labelM].name.toLowerCase()>>
<<if $museumAntiques.antiques[_labelM] is "talk">>
<<icon _museumAntiqueText[_labelM].icon>>
<<link [[`Ask about the _antique`|`Museum `+ _museumAntiqueText[_labelM].name]]>><<set $museumAntiques.antiques[_labelM] to "museum">><<set $museumAntiques.museumCount++>><<npcincr Winter love 1>><</link>><<glove>>
<br>
<</if>>
<</capture>>
<</for>>
<</widget>><<set $outside to 1>><<set $location to "museum">><<effects>>
The museum is closed. There's a sign on the door.
<br><br>
<<if $town_projects.diving is 3>>
"Temporarily closed due to field work. Please contact me at my field office at the lake."
<<else>>
"Open weekends
<br>
<<ampm 9 00>> - <<ampm 18 00>>"
<</if>>
<br><br>
<<oxfordicon>><<link [[Leave|Oxford Street]]>><</link>>
<br><<set $outside to 0>><<set $location to "museum">><<effects>>
<<if $museumintro isnot 1>>
<<set $museumintro to 1>><<set $phase to 0>>
<<npc Winter>><<person1>>You enter the dim museum. Small windows peek down from just beneath the high ceiling, doing little to break the gloom. The other rooms are no better.
<br><br>
Winter stands polishing a brass pot. <<He>> regards you with a level stare. "Don't touch anything," <<he>> says. "I doubt you've washed your hands."
<br><br>
<<link [[Respond indignantly|Museum Intro]]>><<def 1>><<set $phase to 0>><</link>>
<br>
<<link [[Respond obediently|Museum Intro]]>><<sub 1>><<set $phase to 1>><<npcincr Winter love 1>><</link>><<glove>>
<br>
<<link [[Respond flirtatiously|Museum Intro]]>><<set $phase to 2>><<npcincr Winter love -1>><</link>><<promiscuous1>><<llove>>
<br>
<<elseif $bell_timer lte 0>>
<<unset $bell_timer>>
<<if $worn.feet.type.includes("shackle")>>
A hooded figure barges through as you open the doors. You trip over your $worn.feet.name, and together tumble to the ground. The figure jumps to <<his>> feet, but yelps in pain, and hurries away with a limp. You get your bearings, but the figure's already gone.
<<else>>
A hooded figure barges through as you open the doors, almost knocking you to the pavement. You get your bearings, but the figure's already gone.
<</if>>
<br><br>
<<npc Winter>><<person1>>
You enter the museum, <span class="red">and find Winter lying on the ground.</span> <<His>> eyes are shut. Antiques litter the floor, knocked from pedestals. The leather map still rests on the wall, but a great tear runs through it.
<br><br>
Winter coughs as you approach. "No respect," <<he>> manages, opening <<his>> eyes. "I'll be fine. I'm just old. They heard you coming, and it scared them. They grabbed the bell and ran. I suspect they wanted more."
<br><br>
<<link [[Stay with Winter|Museum Attack Stay]]>><<museumAntiqueStatus "antiquebell" "stolen">><<npcincr Winter love 1>><<npcincr Winter dom -5>><<world_corruption "hard" 2>><</link>><<lldom>><<glove>>
<br>
<<link [[Chase the culprit|Museum Attack]]>><</link>>
<br>
<<elseif $museumhorseintro is undefined and $museumAntiques.museumCount gte 10>>
<<set $museumhorseintro to 0>>
<<npc Winter>><<person1>>You enter the dim museum. Winter stares at a brass pot sitting alone on a display. "I can't find a place for it," <<he>> sighs. <<He>> notices you. "I was hoping you'd visit. I have a favour to ask, seeing as you've been such a help already." <<He>> walks to the corner of the room, where something large hides beneath a dirty sheet. <<He>> tugs it off, revealing a wooden horse.
<br><br>
"It's genuine," <<he>> says with satisfaction. "And in good condition."
<br><br>
<<if $awareness gte 200>>
"It's a torture device," you say.
<br><br>
"I'm impressed," <<he>> responds. "That's exactly what it is. They would sit the victim on top, and weigh them down to put pressure on their crotch. They'd often be whipped at the same time."
<<else>>
"What is it for?" you ask.
<br><br>
"Torture," <<he>> responds. "Modern examples exist for... other uses. They would sit the victim on top, and weigh them down to put pressure on their crotch. They'd often be whipped at the same time."
<</if>>
<br><br>
<<He>> rests a hand on the horse. "I want to stage a demonstration, to get people interested in history." <<He>> regards you. "I don't want you to feel pushed into it, but I'd like your help. Give it some thought."
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>>
<br>
<<elseif $museumduckintro is undefined and $museumAntiques.museumCount gte 20>>
<<set $museumduckintro to 0>>
<<npc Winter>><<generate2>><<person2>>You enter the dim museum. A <<person>> brushes past you.
<br><br>
<<person1>>
"Just who I wanted to see," Winter says, looking up from a dark brown wooden chair. "I've been speaking with an interesting <<person2>><<if $pronoun is "m">>gentleman<<else>>lady<</if>>. You might have passed <<him>> on the way in."<<person1>>
<br><br>
<<person1>>Winter places a finger on the chair beside <<him>>. "I've received a donation. Something rather special."
<br><br>
<<if $awareness gte 300>>
You look closer. The chair has a hook at the back, as if it were meant to be tied to something. "It's a ducking stool," you say. "They'd use it to suffocate people underwater."
<br><br>
"I'm very impressed," <<he>> responds. "That's it precisely. They'd tie the chair to a... crane of sorts. Then dunk the victim in a river. It could be fatal, depending."
<<else>>
"What is it for?" you ask.
<br><br>
"Punishment," <<he>> responds. "It's called a ducking stool. See this hook at the back? They'd tie it to a crane with a victim strapped to the seat. Then suffocate said victim in water. It could be fatal."
<</if>>
<br><br>
"I want to demonstrate it in public," <<he>> continues. "I've found someone who can provide the rest of the apparatus, and there's a river nearby. I don't presume anything, but I would like your help. Give it some thought."
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>>
<br>
<<elseif $museumfamoushorseintro is undefined and ($feats.currentSave["Pain Rider"] isnot undefined) and ((fameSum('business', 'good', 'social', 'model')/8000) gte 0.25)>>
<<set $museumfamoushorseintro to 0>>
<<npc Winter>><<person1>>You enter the museum. Winter is chatting with a few visitors when <<he>> meets your gaze and quickly rushes over to you. "The museum is getting more traffic than ever before. Your demonstration drew a lot of attention!" <<he>> says. "I think it's at a point where we could start charging for admission. If you're okay with it, I would like to make it into a bigger event. It would be a great opportunity to help educate the townsfolk, and I would give you a share of the profit, of course. Take a moment to think about it and let me know what you think."
<br><br>
Winter moves on to another group of guests looking over a classical theatre mask, giving you a chance to consider your options.
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>>
<<else>>
You are inside the museum. Items of historic value cover the walls and perch on pedestals.
<<if $museuminterest gte 100>>
Visitors crowd the building, examining the antiques with interest. Winter looks overworked, but content.
<<elseif $museuminterest gte 60>>
The building is full of visitors, here to examine the antiques.
<<elseif $museuminterest gte 20>>
Several other visitors examine the displays.
<<else>>
The building is empty of visitors, save yourself.
<</if>>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "museum">>
<</if>>
<br><br>
<<if $museumhorseintro is 0>>
<<ind>><<link [[Agree to wood horse demonstration|Museum Horse Agree]]>><<set $museumhorseintro to 1>><</link>>
<br>
<<elseif $museumhorseintro is 1 and $museumhorse isnot 1>>
<<ind>><<link [[Demonstrate wooden horse (1:00)|Museum Horse]]>><<pass 60>><<set $museumhorse to 1>><</link>><<gpain>><<exhibitionist1>>
<br>
<</if>>
<<if $museumfamoushorseintro is 0 and $museumhorse isnot 1>>
<<ind>><<link [[Agree to paid wood horse demonstration|Museum Famous Horse Agree]]>><<set $museumfamoushorseintro to 1>><</link>>
<br>
<<elseif $museumfamoushorseintro is 1 and $museumhorse isnot 1>>
<<ind>><<link [[Demonstrate wooden horse for money (1:30)|Museum Famous Horse]]>><<pass 90>><<set $museumhorse to 1>><</link>><<exhibitionist1>>
<br>
<</if>>
<<if $museumduckintro is 0>>
<<ind>><<link [[Agree to ducking stool demonstration|Museum Duck Agree]]>><<set $museumduckintro to 1>><</link>>
<br>
<<elseif $museumduckintro is 1 and $museumduck isnot 1>>
<<ind>><<link [[Demonstrate ducking stool (1:00)|Museum Duck]]>><<pass 60>><<set $museumduck to 1>><</link>><<exhibitionist1>>
<br>
<</if>>
<<if $museumAntiqueJournalHints is undefined>>
<<set $museumAntiqueJournalHints to []>>
<</if>>
<<museumtalk>>
<<if $worn.feet.type.includes("shackle")>>
<<crimeicon "shackles">><<link [[Ask to have your shackles removed (0:10)|Museum Shackle]]>><<pass 10>><</link>>
<br>
<</if>>
<<if $temple_spear_mission is 1 and !$temple_spear_mission_winter>>
<<socialiseicon "ask">><<link [[Ask about the artefact spear|Museum Spear]]>><</link>>
<br>
<</if>>
<<if $museumAntiques.antiques.antiqueforestgem is "museum" and $daily.museumGreenGemTouch isnot 1>>
<<antiqueicon "forest_gem">><<link [[Touch green gem|Museum Green Gem Touch]]>><<stress -9>><<set $daily.museumGreenGemTouch to 1>><</link>><<lstress>>
<br>
<</if>>
<<if $antiquemoney gt 0>>
<<highicon>><<link [[Sell antiques|Museum Sell]]>><<if $museumAntiques.antiques.antiquesilvermask is "found">><<set $phase to 1>><<else>><<set $phase to 0>><</if>><<if $museumAntiques.antiques.antiqueivorynecklace is "found">><<world_corruption "hard" 2>><</if>><<museumdonate>><</link>>
<br>
<</if>>
<<crimeicon "mark">><<link [[Look around the museum|Museum Look around]]>><</link>>
<br><br>
<<oxfordicon>><<link [[Leave|Oxford Street]]>><</link>>
<br>
<</if>><<effects>>
<<npc Winter>><<person1>>
Winter examines the $worn.feet.name. "I have just the thing," <<he>> says.
<br><br>
<<He>> leads you into a small room behind reception. A broken pot sits on a counter, the fragments ordered by size and shape. There's a table not far from it. Winter directs you to lie down.
<br><br>
You do so as <<he>> retrieves a set of black iron keys from a hook on the wall, each a different size and shape. <<He>> separates one without looking, and inserts it into the keyhole on your $worn.feet.name. Nothing happens.
<br><br>
<<He>> tries another key. <<He>> continues without expression, trying key after key, until at last you feel a click, <span class="green">and the metal around your ankles comes loose.</span>
<br><br>
<<remove_shackle>>
<<link [[Thank|Museum Shackle Thank]]>><</link>>
<br>
<<link [[Ask why Winter has so many keys|Museum Shackle Ask]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"Th-thank you," you say. "I felt so vulnerable."
<<elseif $speech_attitude is "bratty">>
"Thanks," you say. "They were annoying."
<<else>>
"Thank you," you say. "That was troublesome."
<</if>>
<br><br>
"You're welcome," Winter says, already examining the lock. "I'll keep the shackles. They might have... historical value."
<br><br>
You return to the museum proper.
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"Wh-where did you get so many old keys?" you ask.
<<elseif $speech_attitude is "bratty">>
"What are you doing with so many old keys?" you ask.
<<else>>
"Why do you have so many old keys?" you ask.
<</if>>
<br><br>
"I collect them," Winter replies after brief hesitation. "People bring in antique lockboxes and the like now and then. It's fun to match the lock and key. There are more brute methods, of course, but some things ought be done properly."
<br><br>
You return to the museum.
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>>
<br><<effects>>
You crouch beside Winter, and ask if you should call an ambulance. <<He>> shakes <<his>> head. "I'll be up in no time. Just winded."
<br><br>
When <<hes>> ready, you help <<him>> to <<his>> feet. <<He>> steadies <<himself>> against a pedestal. "Thank you. The police will bring our culprit to justice." <<He>> notices the slash across the leather map, and sighs.
<br><br>
<<link [[Help Winter clean up (0:30)|Museum Attack Help]]>><<pass 30>><<npcincr Winter love 1>><<npcincr Winter dom -1>><</link>><<ldom>><<glove>>
<br>
<<link [[Leave|Oxford Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
You restore the antiques to their pedestals while Winter phones the police. Once the scuff marks are removed from the floor, the museum looks almost as good as ever.
<br><br>
"There doesn't seem to be any lasting damage," Winter says, relieved. <<He>> points at the map. "Except that. Could have been a lot worse. Thank you for the help."
<br><br>
<<link [[Next|Oxford Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
You turn towards the exit. "Wait," Winter asks. "It's not worth-" <<He>> coughs. "It's not worth getting into danger. The police will-" <<He>> can't stop coughing.
<br><br>
<<link [[Stay|Museum Attack Stay]]>><<museumAntiqueStatus "antiquebell" "stolen">><<npcincr Winter love 1>><<npcincr Winter dom -5>><<world_corruption "hard" 2>><</link>><<lldom>><<glove>>
<br>
<<link [[Chase the culprit|Museum Attack 2]]>><</link>><<athleticsdifficulty 1 800>>
<br><<effects>>
<<endevent>>
<<generate1>><<person1>>
You run out onto Oxford Street, just in time to see the hooded figure rush around the corner. You give chase,
<<if $athleticsSuccess>>
<<set $outside to 1>><<set $location to "alley">><<set $bus to "industrial">>
round the corner, <span class="green">and see <<him>> duck into an alley.</span> You follow through an industrial maze, until you trap <<him>> against a brick wall.
<br><br>
<<He>> turns and plants <<his>> feet, holding the bell in front of <<him>>. <<He>> shakes <<his>> hand, but not to test the sound as you and Winter did. <<His>> movements are deliberate.
<br><br>
<<link [[Next|Museum Attack 3]]>><</link>>
<br>
<<else>>
<<museumAntiqueStatus "antiquebell" "stolen">><<world_corruption "hard" 2>>
<span class="red">but they've already vanished</span> by the time you make it to the end of the street.
<br><br>
<<endevent>><<npc Winter>><<person1>>
You return to the museum. Winter is on <<his>> feet, steadying <<himself>> against a pedestal.
<br><br>
"Don't you dare do anything so stupid again," <<he>> says. "The police will bring our culprit to justice." <<He>> notices the slash through the leather map, and sighs.
<br><br>
<<link [[Help Winter clean up (0:30)|Museum Attack Help]]>><<pass 30>><<npcincr Winter love 1>><<npcincr Winter dom -1>><</link>><<ldom>><<glove>>
<br>
<<link [[Leave|Oxford Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
The bell tolls, and the familiar dread washes into you. Birds take flight from the surrounding rooftops, and a rat scurries from beneath a dumpster, running right past you.<<gstress>><<stress 6>>
<br><br>
You step forward. The bell tolls a second time. Your muscles seize. It's an effort to move again.<<ggstress>><<stress 12>>
<br><br>
The <<persons>> hood conceals <<his>> eyes, but not <<his>> mad grin.
<br><br>
<<link [[Walk closer|Museum Attack 4]]>><</link>><<willpowerdifficulty 1 300>>
<br>
<<link [[Give up|Museum Attack Retreat]]>><</link>>
<br><<effects>>
<<museumAntiqueStatus "antiquebell" "stolen">><<world_corruption "hard" 2>>
You back away. The <<person>> grasps the bell with <<his>> other hand, stilling it. A relieved sigh escapes <<his>> lips.
<br><br>
<<endevent>><<npc Winter>><<person1>>
You return to the museum. Winter is on <<his>> feet, steadying <<himself>> against a pedestal.
<br><br>
"Don't you dare do anything so stupid again," <<he>> says. "The police will bring our culprit to justice." <<He>> notices the slash through the leather map, and sighs.
<br><br>
<<link [[Help Winter clean up (0:30)|Museum Attack Help]]>><<pass 30>><<npcincr Winter love 1>><<npcincr Winter dom -1>><</link>><<ldom>><<glove>>
<br>
<<link [[Leave|Oxford Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
You force your muscles to move, and walk closer to the <<person>>. Another toll. The dread builds, urging you to turn back.
<br><br>
<<if $willpowerSuccess>>
<span class="green">You ignore it.</span> You brave worse threats every day.<<gwillpower>><<willpower 3>>
<br><br>
<<else>>
<span class="red">Your heart races.</span><<llcontrol>><<gtrauma>><<gstress>><<control -25>><<trauma 6>><<stress 6>><<ggwillpower>><<willpower 10>>
<br><br>
<</if>>
<<link [[Walk closer|Museum Attack 5]]>><</link>><<willpowerdifficulty 1 600>>
<br>
<<link [[Give up|Museum Attack Retreat]]>><</link>>
<br><<effects>>
Another toll. A terrible fear strikes you. Your pulse races. You're certain something is about to lunge from that manhole, or that window, or from that dumpster. You want to turn and run.
<br><br>
<<if $willpowerSuccess>>
You take deep breaths. You're imagining things. <span class="green">You're not in danger.</span> The <<person>> grimaces.<<gwillpower>><<willpower 3>>
<br><br>
<<else>>
<span class="red">You can't breathe.</span><<llcontrol>><<ggtrauma>><<ggstress>><<ggwillpower>><<control -25>><<trauma 12>><<stress 12>><<willpower 10>>
<br><br>
<</if>>
<<link [[Walk closer|Museum Attack 6]]>><</link>><<willpowerdifficulty 1 900>>
<br>
<<link [[Give up|Museum Attack Retreat]]>><</link>>
<br><<effects>>
The <<person>> holds the bell with both hands. It tolls again. The sky opens. The shadows grow, skittering across the tarmac. Heading for you, and the <<person>>.
<br><br>
<<if $willpowerSuccess>>
<span class="green">You stay focused.</span> Shadows can't hurt you. With a thought, they return to nothingness.
<br><br>
The <<person>> is less fortunate. <<He>> lies on <<his>> back, <<his>> face contorted as <<he>> clutches at <<his>> neck, gasping for every breath. The bell rolls in front of you.
<br><br>
<<link [[Take it and leave|Museum Attack Take]]>><</link>>
<br>
<<link [[Help the thief|Museum Attack Thief]]>><<famegood 2>><</link>>
<br>
<<else>>
They speed up as they close in. <span class="red">You back away,</span> throwing your arms in front of your face. The shadows pierce your limbs as if they weren't there, but feel quite corporeal as they tangle around your throat. You drop to your knees, gasping for air. You claw at the shadows. Your fingers find only skin.
<br><br>
You hear a clatter as your consciousness fades.
<br><br>
<<link [[Next|Museum Attack Passout]]>><</link>>
<br>
<</if>><<effects>>
You grab the bell, and leave the <<person>> to <<his>> struggle.
<br><br>
<<link [[Next|Museum Attack Return]]>><</link>>
<br><<set $location to "museum">><<effects>>
<<endevent>><<npc Winter>><<person1>>
You return to the museum. Winter is on <<his>> feet, busy returning antiques to their pedestals.
<br><br>
"Don't you ever do something so stupid again. The police will-" <<He>> sees the bell in your hand and fails to conceal <<his>> surprise.
<br><br>
<<if $speech_attitude is "meek">>
"I-I was careful," you say.
<<elseif $speech_attitude is "bratty">>
"I can handle myself," you say.
<<else>>
"I didn't take any risks," you say.
<</if>>
<br><br>
Winter returns the bell to its resting place and throws a sheet over it. "Not much lasting damage. Except that." <<He>> points at the slashed leather map. "I'll contact the police." <<He>> steadies <<himself>> against the pedestal. "I won't thank you for putting yourself in danger." <<He>> pauses. "But I'm grateful for your help."
<br><br>
<<link [[Next|Oxford Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<set $location to "museum">><<effects>><<wearProp "bell">>
You ignore the bell for now, and approach the <<person>>. You try pulling <<his>> hands away from <<his>> throat, but <<he>> won't budge.
<<if $speech_attitude is "meek">>
"P-please listen to me," you plead. "There's no danger. You need to relax."
<<elseif $speech_attitude is "bratty">>
"Idiot," you say. "Stop hurting yourself and relax."
<<else>>
"You have to listen to me," you say. "You're hurting yourself. You need to relax."
<</if>>
<br><br>
Whether through your words, or lack of oxygen, <<his>> arms weaken enough for you to pull them away. You pin them to <<his>> side.
<<if $speech_attitude is "meek">>
"J-just breath in and out slowly. Please trust me."
<<elseif $speech_attitude is "bratty">>
"Control your fucking breathing. You're a mess."
<<else>>
"Take deep breaths. In and out."
<</if>>
<br><br>
Gradually, the <<persons>> breathing slows. <<He>> stares at you a moment. With a newfound strength, <<he>> shoves you aside and jumps to <<his>> feet. <<He>> runs down the alley, giving the bell a wide berth.
<br><br>
You pick up the bell, and hold it steady.
<br><br>
<<link [[Next|Museum Attack Return]]>><<handheldon>><</link>>
<br><<set $location to "town">><<set $outside to 0>><<effects>>
<<pass 60>>
<<passout>><<endevent>><<npc Winter>><<person1>>
You awaken to the sight of a concerned face. "Here," Winter says, offering you a glass of water. You sit up. <<He>> sounds relieved.<<gcontrol>><<control 10>>
<br><br>
You're in a small, old fashioned room. It could be one of the backrooms at the museum, if not for the bed. "A doctor checked you out. A young <<if C.npc.Harper.pronoun is "f">>blonde lady<<else>>blond fellow<</if>>. Said you'd be up soon, and there was no need to worry. Wanted to keep an eye on you, though."
<br><br>
<<He>> leans back. "Forgive me," <<he>> says. "This is my home. It was here or your orphanage. This was more convenient."
<br><br>
<<link [[Next|Museum Attack Up]]>><</link>>
<br><<effects>>
Winter helps you off the bed, and leads you down a thin flight of stairs. "The bell is back on its pedestal," <<he>> says. "But I'm afraid the thief gave me the slip. I found you lying alone, and the bell nearby."
<br><br>
You emerge from the cottage, into a tidy garden on the edge of Domus Street. "I need to return to the museum," Winter says. "I won't thank you for putting yourself in danger." <<He>> pauses. "But I'm grateful for your help."
<br><br>
<<link [[Next|Domus Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<set $outside to 0>><<set $location to "museum">><<effects>>
<<if $phase is 0>>
<<if $speech_attitude is "meek">>
"I-I thought you'd be happy I was showing interest," you say.
<<elseif $speech_attitude is "bratty">>
You put your hands on your hips. "Is that how you always greet people?" you ask. "I thought you'd be happy I was showing interest."
<<else>>
"I expected you to be happy I was showing interest," you say.
<</if>>
<br><br>
A vein twitches on <<his>> forehead as <<he>> stares at you. "You shouldn't speak to your elders that way," <<he>> says. "But that was rude of me."
<<elseif $phase is 1>>
<<if $speech_attitude is "meek">>
You nod, and keep your hands firm at your sides.
<<elseif $speech_attitude is "bratty">>
You clench your fists and look away. "Sure," you say. "Why would I want to touch these dumb things anyway?"
<<else>>
"I will," you say, keeping your hands firm at your sides.
<</if>>
<br><br>
"Good," <<he>> says. "Forgive my caution, but some of these are very old."
<<else>>
<<if $speech_attitude is "meek">>
"I am very dirty," you purr. "Would you help wash me?"
<<elseif $speech_attitude is "bratty">>
"That's okay," you purr. "You're the only antique I want to touch."
<<else>>
"The only thing I want to touch is you," you purr.
<</if>>
<<promiscuity1>>
"What insolence," <<he>> sneers. "I suppose I should expect no better. Don't think I won't ban you from the premises."
<</if>>
<br><br>
<<He>> places the pot back on its pedestal. "It's a sorry collection for an area so rich in history. The mayor's office agrees, and has set aside funds to reward anyone who provides local antiques."
<br><br>
<<He>> starts polishing an ornate breastplate. "If you find anything, I'll appraise it. I won't hold my breath."
<br><br>
<<endevent>>
<<link [[Next|Museum]]>><</link>>
<br><<set $outside to 0>><<set $location to "museum">><<effects>>
<<npc Winter>><<person1>>
Winter dons a pair of gloves and appraises the goods.
<<if $phase is 1>>
"Aha," <<he>> says. "The mask. I'm glad you've decided to put it under my care." <<He>> places <<if $mathsTraitBuffs.antiques is 1>><<printmoney `$antiquemoney * 100 * (1 + ($mathstrait/4))`>><<else>><<printmoney `$antiquemoney * 100`>><</if>> on the table.
<<glove>><<npcincr Winter love 1>>
<<elseif $antiquemoney gte 1000>>
<<His>> scepticism fades as <<he>> works. "Where did you get this?" <<he>> asks. <<He>> doesn't wait for an answer, but places <<if $mathsTraitBuffs.antiques is 1>><<printmoney `$antiquemoney * 100 * (1 + ($mathstrait/4))`>><<else>><<printmoney `$antiquemoney * 100`>><</if>> on the table.
<<glove>><<npcincr Winter love 1>>
<<elseif $antiquemoney gte 200>>
"Thank you," <<he>> says. "Your contribution is noted." <<He>> places <<if $mathsTraitBuffs.antiques is 1>><<printmoney `$antiquemoney * 100 * (1 + ($mathstrait/4))`>><<else>><<printmoney `$antiquemoney * 100`>><</if>> on the table.
<<else>>
Without a word, <<he>> places <<if $mathsTraitBuffs.antiques is 1>><<printmoney `$antiquemoney * 100 * (1 + ($mathstrait/4))`>><<else>><<printmoney `$antiquemoney * 100`>><</if>> on the table.
<</if>>
<br><br>
<<He>> takes the goods into a back room.
<br><br>
<<if $mathsTraitBuffs.antiques is 1>><<money `($antiquemoney * 100) * (1 + ($mathstrait/4))` "museumAntique">><<else>><<money `($antiquemoney * 100)` "museumAntique">><</if>><<set $antiquemoneyhistory += $antiquemoney>><<set $antiquemoney to 0>>
<<link [[Next|Museum]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "museum">><<effects>>
<<npc Winter>><<person1>><<museumClearHint "antiquebox">>
Winter picks up the small box. "It's a jewellery case," <<he>> says. "They would have made thousands of these. Very few have survived. That the lock still works is a miracle."
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>><<effects>><<museumClearHint "antiquesilverring">>
<<npc Winter>><<person1>>
Winter holds the silver ring up to the light and examines it. "Common jewellery," <<he>> says. "And of enduring metal. There's a lot of these around. This one was worn by someone who lived here. There's value there, I think. Thanks for bringing it."
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "museum">><<effects>>
<<npc Winter>><<person1>><<museumClearHint "antiquegoldnecklace">>
Winter turns the gold necklace in <<his>> palm. "This is magnificent," <<he>> says. "Worn by someone of note, I imagine. Where did you find it?"
<br><br>
<<link [[Tell|Museum Tell]]>><<set $winterlakeknown to 1>><</link>>
<br>
<<link [[Keep secret|Museum Secret]]>><</link>>
<br><<set $outside to 0>><<set $location to "museum">><<effects>>
<<npc Winter>><<person1>><<museumClearHint "antiquegoldchastitybelt">>
<<if $worn.genitals.origin is "Underwater Temple" and $gold_chastity_held isnot true>>
<<strip>>
You tell Winter about a gold chastity belt that you found and decided to wear. "How intriguing, can you strip for me?" <<he>> says.
<br><br>
You strip and allow <<him>> to examine it.
<<else>>
Winter holds the gold chastity belt.
<</if>>
"This is ancient," <<he>> says. "There are religious inscriptions. This would have been worn by a priestess for a particular ritual or ceremony."
<<if $worn.genitals.origin is "Underwater Temple" and $gold_chastity_held isnot true>>
<br>
"Let me take a couple of close up photos," <<he>> continues as <<he>> takes out a small camera. "I'm sure I can get a replication set up. Try not to get it locked on you next time."
<</if>>
<br><br>
<<unset $gold_chastity_held>>
<<link [[Next|Museum]]>><<endevent>><<clotheson>><</link>><<set $outside to 0>><<set $location to "museum">><<effects>>
"The lake," <<he>> says. "Buried on the shore I suppose. Interesting. I've heard there's evidence of old structures there. Maybe I'll take a look."
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "museum">><<effects>>
<<He>> frowns and nods. "That's your right," <<he>> says. "Maybe I'll puzzle it out on my own."
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "museum">><<effects>>
<<npc Winter>><<person1>><<museumClearHint "antiqueivorynecklace">>
<<if $necklaceThief is "player">>
"The ivory necklace?" Winter says. "I had to send it away. Terrible shame, but I was told to inform the mayor's office should I acquire anything fitting that description. They've sent someone to pick it up." <<He>> shakes <<his>> head. "Best not interfere with those types."
<<else>>
"Thanks to you," Winter starts, "we found the ivory necklace. I got nonstop calls from the mayor's office about it. They've sent someone to pick it up." <<He>> shakes <<his>> head. "It was a beautiful piece."
<</if>>
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>><<effects>><<museumClearHint "antiquecrystal">>
<<npc Winter>><<person1>>
"I must admit," Winter says. "I have no idea what it is. There's a carving. Looks like writing, but I don't recognise it." <<He>> frowns. "A corporation is looking to buy the thing. They must know something I don't."
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>><<effects>><<museumClearHint "antiquehorn">>
<<npc Winter>><<person1>>
Winter runs <<his>> finger over the mouthpiece, and recoils as if hurt. <<His>> face shows no sign of pain. "A hunting trophy from abroad," <<he>> says. "They had it made into an instrument. Not what I would have done."
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>><<effects>><<museumClearHint "antiquecandlestick">>
<<npc Winter>><<person1>>
"Candlesticks are common enough," Winter says. "This one was made for a particular noble house that resided here." <<He>> shakes <<his>> head. "A pity what became of them."
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>><<effects>><<museumClearHint "antiquewatch">>
<<npc Winter>><<person1>>
"This is something special," Winter says. "A century and a half, yet still ticking away. Was made during the town's glory days."
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>><<effects>><<museumClearHint "antiquedildo">>
<<npc Winter>><<person1>>
Winter blushes. "That's," <<he>> says. "That's a... medical aid. A very old fashioned one. It's not terribly interesting." <<He>> wants to change the subject.
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>><<effects>><<museumClearHint "antiqueforestarrow">>
<<npc Winter>><<person1>>
"You can't take twenty steps in the forest without finding an old arrowhead," Winter says. "Not that I'm ungrateful. Most people wouldn't spot them."
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>><<effects>><<museumClearHint "antiqueforestdagger">>
<<npc Winter>><<person1>>
"A nice find," Winter says. "These would have been common in the distant past, but few have survived. I'm surprised you found it without any digging."
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>><<effects>><<museumClearHint "antiqueforestgem">>
<<npc Winter>><<person1>>
Winter holds the gem up to the light. "Pretty," <<he>> says. "Similar to the ones they mine nearby." <<He>> frowns. "Except a different hue."
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "museum">><<effects>>
You touch the green gem. A calmness falls over you.
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>><<effects>><<museumClearHint "antiquesilverbrooch">>
<<npc Winter>><<person1>>
"Sterling silver," Winter says. "The design was popular several decades ago. I imagine it was hidden away in a loft somewhere."
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>><<effects>><<museumClearHint "antiquetrashcup">>
<<npc Winter>><<person1>>
"This style was popular among the middle-classes some hundred years ago," Winter says. <<He>> curls <<his>> nose. "I wouldn't drink from it now. I think it's had quite an adventure."
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>><<effects>><<museumClearHint "antiquetrashburner">>
<<npc Winter>><<person1>>
"They still use these," Winter says. "At the temple. Got them in trouble with the greater church in the past."
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>><<effects>><<museumClearHint "antiquebrassstatuette">>
<<npc Winter>><<person1>>
"This wasn't made locally," Winter says, examining the statuette through a magnifying glass. "Possibly brought by foreign conquerors over a thousand years ago."
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>><<effects>><<museumClearHint "antiquecoppercompass">>
<<npc Winter>><<person1>>
"Remarkable," Winter says, turning the compass and observing the spin. "We're fortunate it survived its ordeal at sea."
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>>
<br><<effects>><<museumClearHint "antiquegrenade">>
<<npc Winter>><<person1>>
"This one might be younger than me," Winter laughs. You assume <<hes>> joking. "I'm not surprised you found it in the countryside. I hear of some impressive collections."
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>>
<br><<effects>><<museumClearHint "antiquestonetalisman">>
<<npc Winter>><<person1>>
"I wasn't sure about this one," Winter says. "Had to phone an old colleague, but it's genuine. Ancient, and engraved with symbols of the old religion."
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>>
<br><<effects>><<museumClearHint "antiquesilvermask">>
<<npc Winter>><<person1>>
"It was serendipitous," Winter says. "That you found this where you did. Or sinister. We don't know much about its origins, but it was used by the old religion. The myths are colourful."
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>>
<br>
<br><<effects>><<museumClearHint "antiquediamond">>
<<npc Winter>><<person1>>
"I did some digging," Winter says. "That rock you found was reported stolen almost two centuries ago. The authorities are content to let us hang on to it for now."
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>>
<br>
<br><<effects>><<museumClearHint "antiquesilvercompass">>
<<npc Winter>><<person1>>
"Silver doesn't tarnish," Winter says. "But a tool like this wouldn't be made of pure silver. It's in remarkably good condition."
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>>
<br>
<br><<effects>><<museumClearHint "antiquesilverdagger">>
<<npc Winter>><<person1>>
"It would have been worn as an accessory," Winter says. "But do be careful around it. It's still a sharp blade."
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>>
<br>
<br><<effects>><<museumClearHint "antiquerustedcutlass">>
<<npc Winter>><<person1>>"A sailor's weapon," Winter says. "I looked into having it restored, but it's too far gone. We're lucky it hasn't crumbled."
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>>
<br>
<br><<effects>><<museumClearHint "antiquecutlass">>
<<npc Winter>><<person1>>
"A sailor's weapon," Winter says, testing the straps. "It's in good condition, but there are notches on the blade." <<He>> runs a finger along the surface. "It saw use."
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>>
<br>
<br><<effects>><<museumClearHint "antiqueleathermap">>
<<set $treasure_map to 1>>
<<npc Winter>><<person1>>
"An actual treasure map!" Winter laughs. "The coastline matches other depictions from the time. This is our town here, with the forest right here." <<His>> finger trails across, and taps on a rendition of a castle. A dragon perches on top. Winter rubs the paper, and a red X appears.
<br><br>
"As a younger <<personsimple>> I'd have gone on such an adventure." The old historian continues. "But the moor is treacherous, and there's likely nothing there." <<He>> glances at you. "Don't get any ideas. I mean it."
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>>
<br><<effects>><<museumClearHint "antiquebell">>
<<npc Winter>><<person1>>
<<set $bell_timer to 2>>
"An exceptional find." Winter shakes the bell. The deep toll fills you with a familiar dread. "And a unique sound," <<he>> muses. <<He>> seems affected as well, and places it back upon the pedestal. <<He>> throws a sheet over it. "Should put it behind glass. This'll do for now."<<gstress>><<stress 6>>
<br><br>
"Not surprised it had religious significance," <<he>> continues. "But I never want to hear it again."
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>>
<br><<effects>><<museumClearHint "antiquebullet">>
<<npc Winter>><<person1>>
Winter examines the bullet through a magnifying glass. "Over a century old, but you can still make out the manufacturer," <<he>> says. "Some careless volunteer dropped it during training, perhaps."
<br><br>
<<link [[Tease|Museum Bullet Tease]]>><<npcincr Winter love -1>><</link>><<llove>>
<br>
<<link [[Be polite|Museum Bullet Polite]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"M-maybe it was you," you say.
<<elseif $speech_attitude is "bratty">>
"I bet it was you," you say.
<<else>>
"Maybe it was you," you say.
<</if>>
<br><br>
"I'm not that old," Winter snaps. "And I'd remind you to treat your elders with respect." <<He>> collects <<himself>>. "Could have been my grandfather, though."
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>>
<br><<effects>>
Winter goes off on a tangent, but you remain polite, and nod along.
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>>
<br><<effects>><<museumClearHint "antiqueshell">>
<<npc Winter>><<person1>>
Winter taps the artillery shell. "It's not live," <<he>> says. "Not after all this time. It might never have worked. Not sure why else they'd cast it aside."
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>>
<br><<effects>><<museumClearHint "antiquegoldring">>
<<npc Winter>><<person1>>
"Magnificent," Winter says, turning the ring in <<his>> palm. "To think something this valuable has remained hidden for so long. This would have been worn by nobility, or someone very wealthy."
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>>
<br><<effects>><<museumClearHint "antiquegoldbrooch">>
<<npc Winter>><<person1>>
"This is interesting," Winter says, peering at the central jewel with one eye. "It's hard to make out, but there's religious iconography, but not quite Christian. I don't think this would have been worn by a member of the clergy."
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>>
<br><<effects>><<museumClearHint "antiquecoralring">>
<<npc Winter>><<person1>>
"I'm surprised to see this," Winter says, ignoring the coral and examining the metal. "I'd need to have it dated by someone with better equipment, but I've a hunch this is over a thousand years old. The pirates must have recognised its value."
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>>
<br><<effects>><<museumClearHint "antiquehourglass">>
<<npc Winter>><<person1>>
"How odd," Winter murmurs, turning it in <<his>> hands. "These symbols don't seem to match up to any script I know. And the inscriptions haven't worn down with age either. It's remarkably well preserved; I have no idea how old it is, but it must be very old indeed."
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>>
<br><<effects>><<museumClearHint "antiquecoppercoin">>
<<npc Winter>><<person1>>
"Lots of these around," Winter says, looking across its surface. "In private collections. Few quite as old as this though. Almost two thousand years. Preserved well for such an age. Almost as well as I."
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>>
<br><<effects>><<museumClearHint "antiquesilvercoin">>
<<npc Winter>><<person1>>
"A later example of its kind," Winter says, peering at the worn metal. "Minted late in the empire's reign. I'm surprised it's not more tarnished."
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>>
<br><<effects>><<museumClearHint "antiquegoldcoin">>
<<npc Winter>><<person1>>
"Very valuable," Winter says, donning a latex glove. "Even just as scrap metal. Though perish the thought at it being scrapped! I'm surprised it remained hidden all these years."
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>>
<br><<effects>><<museumClearHint "antiquesilverblade">>
<<npc Winter>><<person1>>
"Could have been part of a weapon," Winter says, running a finger along its edge. "If not for the material. Ceremonial use, probably. What the metal was attached to however, I can only speculate."
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>>
<br><<effects>><<museumClearHint "antiqueivorystatuette">>
<<npc Winter>><<person1>>
"The priests were right," Winter says. "They insisted their religious text was accurate, but I had doubts. A strange thing. Amazing they were able to carve such detail, so long ago."
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>>
<br><<effects>><<museumClearHint "antiquestrangefetish">>
<<npc Winter>><<person1>>
"I don't know what to make of this," Winter says, handling the fetish with a ginger touch, as if afraid it will fall apart. "Perhaps it had religious significance? I've an old friend who studies the old religion. I'll send them a photograph.
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>>
<br><<effects>><<museumClearHint "antiquesilvergoblet">>
<<npc Winter>><<person1>>
"I'm glad it was cleaned before its long rest," Winter says, sniffing the interior. "Ornate. Would have been used by someone important. Perhaps for special occasions. The metalworking techniques are too advanced for its age, interestingly. If my dating is accurate. I'll need a second opinion."
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>>
<br><<effects>><<museumClearHint "antiquesilvercrown">>
<<npc Winter>><<person1>>
"Would have been forged at great expense," Winter says, holding the crown up to <<his>> forehead. "A petty monarch might have worn it. Likely before the gems were pried out. Was the metal not so valuable at that time? So many questions."
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>>
<br><<effects>><<museumClearHint "antiquewhitecrystal">>
<<npc Winter>><<person1>>
"You know how to find strange things," Winter says, peering into the crystal depths. "There's writing, carved inside somehow. I'd have thought it a modern art piece, if it weren't so ancient." A faint light flashes within.
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>>
<br><<effects>><<museumClearHint "antiqueminesign">>
<<npc Winter>><<person1>>
"Ah, now this one is easy," Winter says, tracing the engraving. "I remember the Bailey mine before it closed. Or the outside, at least. My parents warned me to stay away. It was deemed unsafe. In the end."
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>>
<br><<effects>><<museumClearHint "antiqueobsidiandisc">>
<<npc Winter>><<person1>>
"You say you found it on an island off the coast?" Winter runs a finger over the rim, as if daring it to draw blood. "Not the prison? I was unaware of other islands. Perhaps you roamed further than you realised."
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>>
<br><<effects>><<museumClearHint "antiquewoodenmask">>
<<npc Winter>><<person1>>
"This is a similar shape to some of the carvings on the temple murals," Winter says, staring into the mask's eyes. "I thought they were supposed to depict angels. Or demons, perhaps."
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>>
<br><<effects>><<museumClearHint "antiquetrilobitefossil">>
<<npc Winter>><<person1>>
"Trilobites aren't uncommon in certain parts of the world," Winter says, weighing the fossil in <<his>> hand. "This is a rare species, however."
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>>
<br><<effects>><<museumClearHint "antiqueislandarrow">>
<<npc Winter>><<person1>>
"They have one of these at the temple," Winter says, smelling the wood. "They consider it a relic." <<He>> frowns. "There's something on the tip. Forgive me, but I need to clear my head."
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>>
<br><<effects>><<npc Winter>><<person1>>
<<set $temple_spear_mission_winter to 1>>
"You're the second person to ask about that," Winter says. "A young <<if C.npc.Jordan.pronoun is "m">>monk<<else>>nun<</if>> visited, not so long ago. They were very polite. I fear I had nothing useful to tell them, but I resolved to investigate."
<br><br>
<<He>> clears <<his>> throat. "As it would happen, someone brought in a very old, very peculiar antique. They insisted it came from such an island. They seemed something of a rascal, and I'd have pegged them as a liar if not for the <<if C.npc.Jordan.pronoun is "m">>monk<<else>>nun<</if>>."
<br><br>
<<link [[Next|Museum Spear 2]]>><</link>>
<br><<effects>>
"I wanted to ask our fellow more questions, but they were anxious about something, and made their excuses. I know their ilk have a pub to themselves, hidden in the sewers. Not the storm drain. <span class="green">The old sewers.</span> But I'm too old to go searching for such a place."
<br><br>
<<He>> frowns. "Not that I'd recommend it to you either. Besides, I doubt you've paid enough attention in class to know how to get there."
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>>
<br><<effects>><<museumClearHint "antiquegoldcompass">>
<<npc Winter>><<person1>>
"This is a remarkable piece," Winter says. "It's mine. That is, my own property. I used to carry it with me, but it went missing years ago." <<He>> examines the back, and smiles at something. "It's worthy of the museum, and it'll be safer here."
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>>
<br><<effects>><<museumClearHint "antiqueswordcane">>
<<npc Winter>><<person1>>
"The edge is dull," Winter says, drawing the blade and running a finger along its length. "Still, I should keep it behind glass." <<He>> sheathes it. "We can't be having any accidents."
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>>
<br><<effects>><<museumClearHint "antiquechocolate">>
<<npc Winter>><<person1>>
"It would still be edible," Winter says, removing the lid. "It would taste terrible." <<He>> leans <<his>> nose closer. "The tin is interesting as well. It was a soldier's ration." <<He>> looks sad for a moment.
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>>
<br><<effects>><<museumClearHint "antiqueteacaddy">>
<<npc Winter>><<person1>>
"This would have carried tea across the world," Winter says, sticking <<his>> nose inside. "Always black tea. Green wouldn't survive the trip." <<He>> smiles. "I could use a cup right now."
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>>
<br><<effects>><<museumClearHint "antiquewoodenfigurine">>
<<npc Winter>><<person1>>
"This matches the descriptions I've read," Winter says, peering into the figurine's eyes. "A curious thing. I can't place the culture that produced it." <<He>> puts it down. "Maybe just a local and eccentric cottage industry."
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>>
<br><<effects>><<museumClearHint "antiquecopperring">>
<<npc Winter>><<person1>>
"There's an engraving here," Winter says, peering at the metal. "But it's too worn." <<He>> looks thoughtful as <<he>> puts it down. "It's a miracle it's survived as well as it has, considering where you found it."
<br><br>
<<link [[Next|Museum]]>><<endevent>><</link>>
<br><<set $outside to 0>>
<<museumAntiqueText>>
<<npc Winter>><<person1>>
You look around the museum. The pedestals are grooved, as if awaiting specific objects.
<br><br>
<<if $museumAntiques.museumCount is 0>>
The museum is <span class="red">empty</span>.
<<elseif $museumAntiques.museumCount lt $museumAntiques.maxCount / 3>>
The museum is almost empty.
<<elseif $museumAntiques.museumCount lt $museumAntiques.maxCount / 2>>
The museum looks better than it did.
<<elseif $museumAntiques.museumCount lt $museumAntiques.maxCount / 1.5>>
The museum has a reasonable collection.
<<elseif $museumAntiques.museumCount lt $museumAntiques.maxCount / 1.25>>
The museum has a good collection.
<<elseif $museumAntiques.museumCount lt $museumAntiques.maxCount>>
The museum has an amazing collection.
<<elseif $museumAntiques.museumCount is $museumAntiques.maxCount>>
Every spot is full.
<</if>>
<br><br>
<<set _possibleHints to []>>
<details class="journal" open>
<summary class="journal">Museum Items</summary>
<div class="itemCollectible">
<<for _labelM, _valueM range $museumAntiques.antiques>>
<<switch _valueM>>
<<case "museum">>
<div class="item" @tooltip="_museumAntiqueText[_labelM].museum">
<<icon _museumAntiqueText[_labelM].icon>>
</div>
<<case "stolen">>
<div class="item" @tooltip="_museumAntiqueText[_labelM].stolen">
<<icon "museum_empty.png">>
</div>
<<case "recovered">>
<div class="item" @tooltip="_museumAntiqueText[_labelM].recovered">
<<icon _museumAntiqueText[_labelM].icon>>
</div>
<<case "found" "talk">>
<<set $_tooltip to `You should show the ${_museumAntiqueText[_labelM].name} to Winter`>>
<div class="item" @tooltip="$_tooltip">
<span class="icon-container">
<<icon _museumAntiqueText[_labelM].icon>>
<img class="alert" src="img/misc/icon/alert.png">
</span>
</div>
<<case "notFound">>
<div class="item" tooltip="Empty.">
<<run _possibleHints.push(_labelM)>>
<<icon "museum_empty.png">>
</div>
<</switch>>
<</for>>
</div>
</details>
<<if _possibleHints.length gt 0>>
<<if $winterHint is "notGiven">>
<<set $winterHint to _possibleHints[random(0,_possibleHints.length - 1)]>>
<br>
As you look around, Winter approaches.
<br><br>
<<print _museumAntiqueText[$winterHint].hint>>
<<if $museumAntiqueJournalHints is undefined>>
<<set $museumAntiqueJournalHints to []>>
<</if>>
<<run $museumAntiqueJournalHints.delete($winterHint)>>
<<run $museumAntiqueJournalHints.push($winterHint)>>
<br>
<</if>>
<</if>>
<br>
<<getouticon>><<link [[Go back to the entrance|Museum]]>><<endevent>><</link>><<widget "museumAntiqueStatus">>
<<if _args[0] and _args[1]>>
<<if ($museumAntiques.antiques[_args[0]] is "notFound" and _args[1] is "found")
or ($museumAntiques.antiques[_args[0]] is "found" and _args[1] is "talk")
or ($museumAntiques.antiques[_args[0]] is "talk" and _args[1] is "museum")
or _args[1] is "stolen" or _args[1] is "recovered" or (($museumAntiques.antiques[_args[0]] is "found" or $museumAntiques.antiques[_args[0]] is "talk") and _args[1] is "notFound")>>
<<set $museumAntiques.antiques[_args[0]] to _args[1]>>
<<switch _args[1]>>
<<case "museum">><<set $museumAntiques.museumCount++>>
<<case "stolen">><<set $museumAntiques.stolenCount++>>
<<case "recovered">><<set $museumAntiques.recoveredCount++>>
<</switch>>
<</if>>
<</if>>
<</widget>>
<<widget "museumAntiqueText">>
<<if _museumAntiqueText is undefined>>
<!--Should not have been converted to a $ variable-->
<!--journalName used in cases where the name would be a spoiler ("waterlogged ivory box" telling players it's in a body of water, "Bailey sign" being a spoiler, etc-->
<<unset $museumAntiqueText>>
<<set _museumAntiqueText to {
"antiquebox":{
hint: `"For a jewellery case," Winter says while gesturing at an empty pedestal. "People around here used to keep their valuables in ornate boxes, sculpted of the finest ivory and hewn from wood found right outside town.
I'd imagine they don't look like anything you'd find today."<br><br> <<He>> turns away. "If you had paid attention in my class, you might know what to look for."`,
museum: "The ivory box sits on a pedestal.",
name: "Waterlogged Ivory Box",
journal: `"A jewellery case. People around here used to keep their valuables in ornate boxes, sculpted of the finest ivory and hewn from wood found right outside town. I'd imagine they don't look like anything you'd find today. If you had paid attention in my class, you might know what to look for."`,
journalName: "Ivory jewellery case",
icon: "antiques/antique_ivory_box.png"
},
"antiquesilverring":{
hint: `"For a simple silver band," Winter says while gesturing at an empty pedestal. "Silver was common in jewellery like this. Hardy enough to outlive its owner, so it was often buried with them." <br><br><<He>> turns away. "Silver is even known to hold up well underwater, compared to most other metals."`,
museum: "The worn silver ring sits on a red pillow on top of a pedestal.",
name: "Worn Silver Ring",
journal: `"A simple silver band. Silver was common in jewellery like this. Hardy enough to outlive its owner, so it was often buried with them. Silver is even known to hold up well underwater, compared to most other metals."`,
journalName: "Silver band",
icon: "antiques/antique_silver_ring.png"
},
"antiquegoldnecklace":{
hint: `"For a gold necklace. This would be quite the rare find," Winter says while gesturing at an empty pedestal. "Usually worn by people of a higher class."<br><br><<He>> turns away. "Did you know that Gold never rusts? You could keep it submerged until the end of time."`,
museum: "The ornate gold necklace sits on a red pillow on top of a pedestal.",
name: "Ornate Gold Necklace",
journal: `"A gold necklace. This would be quite the rare find. Usually worn by people of a higher class. Did you know that Gold never rusts? You could keep it submerged until the end of time."`,
journalName: "Gold necklace",
icon: "antiques/antique_gold_necklace.png"
},
"antiqueivorynecklace":{
hint: `"I'm not certain that this one exists," Winter says while gesturing at an empty pedestal. "There's an old poem mentioning something like it. 'Great beast's tusks, carved anew. Starlight sapphire, midnight blue. Cut to perfection, lustre and hue. Immaculate vanity, known by the few. Locked away forever, the writhing ensue. Locked away forever, in lake creature's slew. Cast away forever, the waves to chew. Cast away forever, to be found by...'" <<He>> turns on the spot, flicking you on the nose. "You."<br><br><<He>> turns away. "You would most likely find something like this surrounded by lesser jewellery. Good luck."`,
museum: "The spot for the immaculate ivory necklace is bare, as it was taken away.",
name: "Immaculate Ivory Necklace",
journal: `"An ivory necklace. I'm not certain that this one exists, there's an old poem mentioning something like it. 'Great beast's tusks, carved anew. Starlight sapphire, midnight blue. Cut to perfection, lustre and hue. Immaculate vanity, known by the few. Locked away forever, the writhing ensue. Locked away forever, in lake creature's slew. Cast away forever, the waves to chew. Cast away forever, to be found by...' You. You would most likely find something like this surrounded by lesser jewellery. Good luck."`,
journalName: "Ivory necklace",
icon: "clothes/ivory_necklace.png"
},
"antiquecrystal":{
hint: `"I received a call about the object meant for this one," Winter says while gesturing at an empty pedestal. "A small pinkish crystal with an engraving. How unusual."<br><br><<He>> turns away. "Whoever called about it mentioned losing something down a drainage pipe."`,
museum: "The arousing crystal sits on a red pillow on top of a pedestal.",
name: "Arousing Crystal",
journal: `"I received a call about the object meant for this one, a small pinkish crystal with an engraving. How unusual. Whoever called about it mentioned losing something down a drainage pipe."`,
journalName: "Pink crystal",
icon: "antiques/antique_crystal_pink.png"
},
"antiquehorn":{
hint: `"For a hunting trophy of some kind," Winter says while gesturing at an empty pedestal. "A hollowed out horn. Hunters in the old town loved their trophies."<br><br><<He>> turns away. "Sadly, most remains of the old town are buried."`,
museum: "The hunting horn sits on a red pillow on top of a pedestal.",
name: "Hunting Horn",
journal: `"A hunting trophy of some kind, a hollowed out horn. Hunters in the old town loved their trophies. Sadly, most remains of the old town are buried."`,
icon: "antiques/antique_horn.png"
},
"antiquewatch":{
hint: `"For old clockwork, most likely non-functional," Winter says while gesturing at an empty pedestal. "You'd be surprised how valuable a simple wristwatch could be."<br><br><<He>> turns away. "Sometimes they were even locked in specialised safe boxes with a matching timer."`,
museum: "The old watch sits in a specially prepared case on top of a pedestal.",
name: "Old Watch",
journal: `"Old clockwork of some sort, you'd be surprised how valuable a simple wristwatch could be. Sometimes they were even locked in specialised safe boxes with a matching timer."`,
icon: "antiques/antique_watch.gif"
},
"antiquedildo":{
hint: `"Let's call this one a medical aid," Winter says while gesturing at an empty pedestal. "Beyond obsolete. Often unsanitary."<br><br><<He>> turns away. "Speaking of unsanitary, I heard that someone managed to stumble into the old sewers."`,
museum: "The odd medical aid sits on a pedestal.",
name: "Odd Medical Aid",
journal: `"A 'medical aid.' Beyond obsolete. Often unsanitary. Speaking of unsanitary, I heard that someone managed to stumble into the old sewers."`,
icon: "antiques/antique_dildo.png"
},
"antiquecandlestick":{
hint: `"For a humble candle, turned into a symbol of power for a house of nobles," Winter says while gesturing at an empty pedestal. "With how many were made, there must be some still around."<br><br><<He>> turns away. "The old sewers are the most likely place to find one."`,
museum: "The noble candle stick sits in a mockup of a sconce hanging from the wall.",
name: "Noble Candlestick",
journal: `"A humble candle, turned into a symbol of power for a house of nobles. With how many were made, there must be some still around. The old sewers are the most likely place to find one."`,
icon: "antiques/antique_candlestick.png"
},
"antiqueforestarrow":{
hint: `"For an arrowhead. A very common find," Winter says while gesturing at an empty pedestal. "Little more than a curiosity, but having one to display would be valued nonetheless."<br><br><<He>> turns away. "They're strewn about everywhere just outside of town."`,
museum: "The mossy forest arrow sits on a green pillow on top of a pedestal.",
name: "Mossy Forest Arrow",
journal: `"An arrowhead. A very common find, little more than a curiosity, but having one to display would be valued nonetheless. They're strewn about everywhere just outside of town."`,
journalName: "Arrowhead",
icon: "antiques/antique_arrow.png"
},
"antiqueforestdagger":{
hint: `"For an old weapon," Winter says while gesturing at an empty pedestal. "Most likely buried under a few metres of dirt, and a good distance away from town."<br><br><<He>> turns away. "Watch where you step out there, just in case."`,
museum: "The rusted forest dagger sits on a green pillow on top of a pedestal.",
name: "Rusted Forest Dagger",
journal: `"An old weapon, most likely buried under a few metres of dirt, and a good distance away from town. Watch where you step out there, just in case."`,
journalName: "Old weapon",
icon: "antiques/antique_dagger.png"
},
"antiqueforestgem":{
hint: `"Someone from the same class as you reported this one to me," Winter says while gesturing at an empty pedestal. "They spun a tale of a verdant gemstone with shifting patterns that made them feel unnaturally calm. If it is indeed real, there's a decent reward for bringing it to me."<br><br><<He>> turns away. "They used to mine gems like this deep in the forest."`,
museum: "The pulsing forest gem sits on a green pillow on top of a pedestal.",
name: "Pulsing Forest Gem",
journal: `"Someone from the same class as you reported this one to me, they spun a tale of a verdant gemstone with shifting patterns that made them feel unnaturally calm. If it is indeed real, there's a decent reward for bringing it to me. They used to mine gems like this deep in the forest."`,
journalName: "Verdant gemstone",
icon: "antiques/antique_forest_gem.png"
},
"antiquesilverbrooch":{
hint: `"I'm at a loss," Winter says while gesturing at an empty pedestal. "For a brooch made from sterling silver. Something like this should be more common. The design was popular just a few decades ago."<br><br><<He>> turns away. "It's likely hidden away in a loft somewhere. Someone with a rebellious streak is bound to find one digging through their parents' old belongings eventually."`,
museum: "The silver brooch sits on a pedestal.",
name: "Silver Brooch",
journal: `"A brooch made from sterling silver. Something like this should be more common. The design was popular just a few decades ago. It's likely hidden away in a loft somewhere. Someone with a rebellious streak is bound to find one digging through their parents' old belongings eventually."`,
icon: "antiques/antique_silver_brooch.png"
},
"antiquetrashcup":{
hint: `"Such a shame," Winter says while gesturing at an empty pedestal. "For a simple drinking cup. These were common barely a century ago. No one thinks to keep them around."<br><br><<He>> turns away. "Most people toss them away like common rubbish."`,
museum: "The discarded cup sits on a pedestal.",
name: "Discarded Cup",
journal: `"A simple drinking cup. These were common barely a century ago. No one thinks to keep them around. Most people toss them away like common rubbish."`,
icon: "antiques/antique_cup.png"
},
"antiquetrashburner":{
hint: `"For an incense burner used in religious ceremonies," Winter says while gesturing at an empty pedestal. "The temple still has some lying around. Don't think you can just take one, though."<br><br><<He>> turns away. "They threw away a batch of these not too long ago. I suspect they burn through after too much use."`,
museum: "The incense burner sits on a pedestal. It seems to have been cleaned and restored recently.",
name: "Incense Burner",
journal: `"An incense burner used in religious ceremonies, the temple still has some lying around. Don't think you can just take one, though. They threw away a batch of these not too long ago. I suspect they burn through after too much use."`,
icon: "antiques/antique_incense.png"
},
"antiquebrassstatuette":{
hint: `"For an exotic statuette, cast in brass. These particular ones were never produced here," Winter says while gesturing at an empty pedestal. "Truly ancient. It might have spiritual significance to whoever brought it here."<br><br><<He>> turns away. "I'm sure you could find something like this if you dug through enough religious areas."`,
museum: "The forgotten brass statuette sits on a pedestal.",
name: "Forgotten Brass Statuette",
journal: `"An exotic statuette, cast in brass. These particular ones were never produced here, truly ancient. It might have spiritual significance to whoever brought it here. I'm sure you could find something like this if you dug through enough religious areas."`,
journalName: "Brass statuette",
icon: "antiques/antique_brass_statuette.png"
},
"antiquegoldchastitybelt":{
hint: `"I have a particular interest in this one," Winter says while gesturing at an empty pedestal. "Priestesses of old would wear special... protection, for ceremonies. Higher quality than what the temple gives out today. I imagine it could be used for more than just protection, however."<br><br><<He>> turns away. "The word 'Gilded' comes up in the translation multiple times. Reminds me of a tale of tainted religious objects being cleansed in a holy lake."`,
museum: "The golden chastity belt is wrapped around a feminine mannequin.",
name: "Golden Chastity Belt",
journal: `"Priestesses of old would wear special... protection, for ceremonies. Higher quality than what the temple gives out today. I imagine it could be used for more than just protection, however. The word 'Gilded' comes up in the translation multiple times. Reminds me of a tale of tainted religious objects being cleansed in a holy lake."`,
journalName: "Gilded chastity belt",
icon: "antiques/antique_chastity.png"
},
"antiquecoppercompass":{
hint: `"For a copper compass," Winter says while gesturing at an empty pedestal. "Many were made, and they saw frequent use."<br><br> <<He>> turns away. "I heard one washed ashore a few towns over. There must be more out there, lost at sea."`,
museum: "The copper compass sits on a pedestal. It points north, as appropriate.",
name: "Copper Compass",
journal: `"A copper compass. Many were made, and they saw frequent use. I heard one washed ashore a few towns over. There must be more out there, lost at sea."`,
icon: "antiques/antique_copper_compass.png"
},
"antiquegrenade":{
hint: `"For something left over from the great war," Winter says while gesturing at an empty pedestal. "Something that never saw its intended use."<br><br> <<He>> turns away. "People out in the countryside sometimes find war relics, and build collections of their own."`,
museum: "The grenade sits on a pedestal. You assume it isn't live.",
name: "Old Grenade",
journal: `"Something left over from the great war. Something that never saw its intended use. People out in the countryside sometimes find war relics, and build collections of their own."`,
journalName: "War relic",
icon: "antiques/antique_grenade.png"
},
"antiquestonetalisman":{
hint: `"For an ancient holy necklace," Winter says while gesturing at an empty pedestal. "It would have been used in rituals far from the town proper."<br><br> <<He>> turns away. "Not sure where you'd find one, I'm afraid. Somewhere no person has thought to look."`,
museum: "The stone talisman sits on a pedestal.",
name: "Stone Talisman",
journal: `"An ancient holy necklace, it would have been used in rituals far from the town proper. Not sure where you'd find one, I'm afraid. Somewhere no person has thought to look."`,
journalName: "Holy necklace",
icon: "clothes/holy_pendant.png"
},
"antiquesilvermask":{
hint: `"For something peculiar," Winter says while gesturing at an empty pedestal. "Ancient religious garb. Or perhaps jewellery."<br><br> <<He>> turns away. "No idea where you'd find one. Perhaps one will turn up as you search for other things."`,
museum: "The silver mask rests on the wall.",
name: "Silver Mask",
journal: `"Something peculiar, like ancient religious garb. Or perhaps jewellery. No idea where you'd find one. Perhaps one will turn up as you search for other things."`,
journalName: "Peculiar item",
icon: "antiques/antique_silver_mask.png"
},
"antiquediamond":{
hint: `"For a jewel," Winter says while gesturing at an empty pedestal. "Or gemstone."<br><br> <<He>> turns away. "Smugglers used to traffic such objects through town. A long time ago."`,
museum: "The diamond rests on a pillow.",
name: "Diamond",
journal: `"A jewel, or gemstone. Smugglers used to traffic such objects through town. A long time ago."`,
journalName: "Jewel",
icon: "antiques/antique_diamond.png"
},
"antiquesilvercompass":{
hint: `"For a compass," Winter says while gesturing at an empty pedestal. "But not just any. Something used by a person of class."<br><br> <<He>> turns away. "Not the sort of item to be misplaced. Not willingly."`,
museum: "The silver compass rests on a pedestal.",
name: "Silver Compass",
journal: `"A compass, but not just any. Something used by a person of class. Not the sort of item to be misplaced. Not willingly."`,
journalName: "Compass",
icon: "antiques/antique_silver_compass.png"
},
"antiquesilverdagger":{
hint: `"For an ornamental weapon," Winter says while gesturing at an empty pedestal. "Something not meant for combat, but worn as an accessory."<br><br> <<He>> turns away. "Sailors used to wear them."`,
museum: "The silver dagger rests on the wall.",
name: "Silver Dagger",
journal: `"An ornamental weapon. Something not meant for combat, but worn as an accessory. Sailors used to wear them."`,
journalName: "Ornamental weapon",
icon: "antiques/antique_silver_dagger.png"
},
"antiquerustedcutlass":{
hint: `"For a cutlass," Winter says while gesturing at an empty pedestal. "Something rusted would do."<br><br> <<He>> turns away. "They were used by sailors. I'd be surprised if some weren't hidden in their old haunts."`,
museum: "The rusted cutlass hangs on the wall.",
name: "Rusted Cutlass",
journal: `"A cutlass, even a rusted one would do. They were used by sailors. I'd be surprised if some weren't hidden in their old haunts."`,
icon: "antiques/antique_rusted_cutlass.png"
},
"antiquecutlass":{
hint: `"For a cutlass," Winter says while gesturing at an empty pedestal. "A well-preserved example. The ones I've seen have all been rusted and worn."<br><br> <<He>> turns away. "Thousands must have passed through town. Some should have survived intact."`,
museum: "The cutlass hangs on the wall.",
name: "Cutlass",
journal: `"A cutlass, preferably a well-preserved example. The ones I've seen have all been rusted and worn. Thousands must have passed through town. Some should have survived intact."`,
icon: "antiques/antique_cutlass.png"
},
"antiqueleathermap":{
hint: `"For a pirate map," Winter says while gesturing at an empty pedestal. "A legend says they hid treasure in the nearby countryside." <br><br> <<He>> turns away. "Sounds far-fetched, but pirates and smugglers did use a secret passage to enter town. Perhaps some of their effects are still there."`,
museum: "The leather map rests on the wall.",
name: "Leather Map",
journal: `"A pirate map, legend says they hid treasure in the nearby countryside. Sounds far-fetched, but pirates and smugglers did use a secret passage to enter town. Perhaps some of their effects are still there."`,
journalName: "Pirate map",
icon: "antiques/antique_map.png"
},
"antiquebell":{
hint: `"For a bell," Winter says while gesturing at an empty pedestal. "A relic of the old religion. Only one was made. They used to keep it at the temple, but it was stolen."<br><br> <<He>> turns away. "Not been seen since. Surprised it hasn't turned up in a museum elsewhere."`,
museum: "A sheet has been drawn over the bell's pedestal, concealing its contents.",
stolen: "The bell's pedestal is empty, save a note from Winter, apologising that the intended display is unavailable.",
recovered: "",
name: "Sonorous Bell",
journal: `"A bell, a relic of the old religion. Only one was made. They used to keep it at the temple, but it was stolen. Not been seen since. Surprised it hasn't turned up in a museum elsewhere."`,
journalName: "Temple bell",
icon: "antiques/antique_bell.png"
},
"antiquebullet":{
hint: `"For a bullet," Winter says while gesturing at an empty pedestal. "Left over from the Great War. They'd practise with live ammunition. Ramblers find them on occasion."<br><br> <<He>> turns away. "They used to drill volunteers out on the moor."`,
museum: "The bullet rests on a pedestal.",
name: "Bullet",
journal: `"A bullet, left over from the Great War. They'd practise with live ammunition. Ramblers find them on occasion. They used to drill volunteers out on the moor."`,
icon: "antiques/antique_bullet.png"
},
"antiqueshell":{
hint: `"For an explosive," Winter says while gesturing at an empty pedestal. "Left over from the Great War. Ammunition would go missing, and turn up on the black market."<br><br> <<He>> turns away. "They used to practise with live ammunition out on the moor."`,
museum: "The artillery shell rests on a pedestal.",
name: "Artillery Shell",
journal: `"An explosive, left over from the Great War. Ammunition would go missing, and turn up on the black market. They used to practise with live ammunition out on the moor."`,
icon: "antiques/antique_artillery.png"
},
"antiquegoldring":{
hint: `"For an ancient gold ring," Winter says while gesturing at an empty pedestal. "Something worn by nobility."<br><br> <<He>> turns away. "It would be somewhere no one's looked. Perhaps buried."`,
museum: "The gold ring rests on a pedestal.",
name: "Gold Ring",
journal: `"An ancient gold ring, something worn by nobility. It would be somewhere no one's looked. Perhaps buried."`,
icon: "antiques/antique_gold_ring.png"
},
"antiquegoldbrooch":{
hint: `"For an ancient gold brooch," Winter says while gesturing at an empty pedestal. "The sort of thing I suspect local nobility have squirrelled away."<br><br> <<He>> turns away. "Not that they'd let the likes of me in to check."`,
museum: "The gold brooch rests on a pedestal.",
name: "Gold Brooch",
journal: `"An ancient gold brooch, something hidden by nobility. Perhaps in one of their homes."`,
icon: "antiques/antique_gold_brooch.png"
},
"antiquecoralring":{
hint: `"For an ancient coral ring," Winter says while gesturing at an empty pedestal. "The captain of a local band of pirates used to wear one."<br><br> <<He>> turns away. "They say their heirs still have it, but don't go getting yourself in trouble."`,
museum: "The coral ring rests on a pedestal.",
name: "Coral Ring",
journal: `"An ancient coral ring, once worn by a pirate captain. Perhaps it's lost at sea."`,
icon: "antiques/antique_coral_ring.png"
},
"antiquehourglass":{
hint: `"For an ancient hourglass," Winter says while gesturing at an empty pedestal. "Well, ancient in theory. Sources tend to disagree on how old it is."<br><br> <<He>> turns away. "It's been mentioned relatively recently. I'm sure it fell into bad hands."`,
museum: "The inscribed hourglass rests on a pedestal.",
name: "Inscribed Hourglass",
journal: `"An ancient hourglass, though how ancient is up for debate. It likely fell into bad hands."`,
journalName: "Ancient hourglass",
icon: "antiques/antique_hourglass.png"
},
"antiquecoppercoin":{
hint: `"For a copper coin," Winter says while gesturing at an empty pedestal. "Many would have been minted, but not many would have survived the ages."<br><br> <<He>> turns away. "Any remaining would be buried deep."`,
museum: "A copper coin sits on display.",
name: "Copper Coin",
journal: `"An ancient copper coin. Perhaps buried underground."`,
icon: "antiques/antique_copper_coin.png"
},
"antiquesilvercoin":{
hint: `"For a silver coin," Winter says while gesturing at an empty pedestal. "They sometimes find them in old tombs."<br><br> <<He>> turns away. "Not many have survived out in the open."`,
museum: "A silver coin sits on display.",
name: "Silver Coin",
journal: `"An ancient silver coin. Perhaps buried underground."`,
icon: "antiques/antique_silver_coin.png"
},
"antiquegoldcoin":{
hint: `"For a gold coin," Winter says while gesturing at an empty pedestal. "Perhaps buried with a wealthy owner, as was their custom."<br><br> <<He>> turns away. "Not that I expect you to go grave robbing!"`,
museum: "A gold coin sits on display.",
name: "Gold Coin",
journal: `"An ancient gold coin. Perhaps buried underground."`,
icon: "antiques/antique_gold_coin.png"
},
"antiquesilverblade":{
hint: `"For a silver blade," Winter says while gesturing at an empty pedestal. "It would need to have been protected from the elements."<br><br> <<He>> turns away. "Buried, perhaps."`,
museum: "The silver blade rests on a pedestal.",
name: "Silver Blade",
journal: `"An ancient silver blade. Perhaps buried underground."`,
icon: "antiques/antique_silver_blade.png"
},
"antiqueivorystatuette":{
hint: `"For an ivory statuette," Winter says while gesturing at an empty pedestal. "A unique religious artefact."<br><br> <<He>> turns away. "If it exists. The priests seem to think it does. It would be somewhere deep and dark, where no one dares to look."`,
museum: "The ivory statuette rests on a pedestal.",
name: "Ivory Statuette",
journal: `"An ancient ivory statuette. Perhaps buried underground."`,
icon: "antiques/antique_ivory_statuette.png"
},
"antiquestrangefetish":{
hint: `"For a strange fetish," Winter says while gesturing at an empty pedestal. "From one of the earliest settlements."<br><br> <<He>> turns away. "It would be somewhere ancient."`,
museum: "The strange fetish rests on a pedestal.",
name: "Strange Fetish",
journal: `"An ancient strange fetish. Perhaps buried underground."`,
icon: "antiques/antique_fetish.png"
},
"antiquesilvergoblet":{
hint: `"For a silver goblet," Winter says while gesturing at an empty pedestal. "Must be locked away somewhere."<br><br> <<He>> turns away. "Silver's always been valuable, so it must be somewhere no one's looked."`,
museum: "The silver goblet rests on a pedestal.",
name: "Silver Goblet",
journal: `"An ancient silver goblet. Perhaps buried underground."`,
icon: "antiques/antique_silver_goblet.png"
},
"antiquesilvercrown":{
hint: `"For a silver crown," Winter says while gesturing at an empty pedestal. "A unique item."<br><br> <<He>> turns away. "Likely buried with its owner."`,
museum: "The silver crown rests on a pedestal.",
name: "Silver Crown",
journal: `"An ancient silver crown. Perhaps buried underground."`,
icon: "antiques/antique_silver_crown.png"
},
"antiquewhitecrystal":{
hint: `"For a white crystal," Winter says while gesturing at an empty pedestal. "I received a call about this one."<br><br> <<He>> turns away. "It was lost in the forest, near the old churchyard."`,
museum: "The white crystal rests on a cushion.",
name: "White Crystal",
journal: `"An ancient white crystal. Perhaps buried underground."`,
icon: "antiques/antique_crystal.png"
},
"antiqueminesign":{
hint: `"For a metal sign," Winter says while gesturing at an empty pedestal. "It used to hang in front of a mine."<br><br> <<He>> turns away. "It was thrown away when the mine closed."`,
museum: "The Bailey sign rests on a cushion.",
name: "Bailey Sign",
journal: `"A sign for an old mine. Was thrown away years ago."`,
journalName: "Old mine sign",
icon: "antiques/antique_bailey.png"
},
"antiqueobsidiandisc":{
hint: `"For an obsidian disc," Winter says while gesturing at an empty pedestal. "Hewn a very long time ago by the peoples of old."<br><br> <<He>> turns away. "It'd be somewhere no one has looked."`,
museum: "The obsidian disc rests on a pedestal.",
name: "Obsidian Disc",
journal: `"An obsidian disc, made by people of old."`,
icon: "antiques/antique_disc.png"
},
"antiquewoodenmask":{
hint: `"For a wooden mask," Winter says while gesturing at an empty pedestal. "Like those worn by the peoples of this area centuries ago. One washed up on shore."<br><br> <<He>> turns away. "But it was in an advanced state of decay."`,
museum: "The wooden mask rests on a pedestal.",
name: "Wooden Mask",
journal: `"A wooden mask, worn by people of old."`,
icon: "clothes/islander_mask.png"
},
"antiquetrilobitefossil":{
hint: `"For a trilobite fossil," Winter says while gesturing at an empty pedestal. "Not just any. There's a large variant unique to this area, but a good specimen has never been found."<br><br> <<He>> turns away. "They'd be somewhere no one has looked."`,
museum: "The trilobite fossil rests on a pedestal.",
name: "Trilobite Fossil",
journal: `"A trilobite fossil, of a rare species."`,
icon: "antiques/antique_trilobite.png"
},
"antiqueislandarrow":{
hint: `"For an arrow," Winter says while gesturing at an empty pedestal. "Made entirely of wood, and used by peoples of old."<br><br> <<He>> turns away. "I don't hold much hope. They'd have decayed centuries ago."`,
museum: "The island arrow rests on a pedestal.",
name: "Islander Arrow",
journal: `"For an arrow used by people of old, made entirely of wood."`,
journalName: "Wooden arrow",
icon: "antiques/antique_islander_arrow.png"
},
"antiquegoldcompass":{
hint: `"For a gold compass," Winter says while gesturing at an empty pedestal. "It used to belong to one of the older families here in town, until a rogue stole away with it."<br><br> <<He>> turns away. "I'm sure it'll turn up."`,
museum: "The gold compass rests on a pedestal.",
name: "Gold Compass",
journal: `"For a gold compass that was stolen."`,
icon: "antiques/antique_gold_compass.png"
},
"antiqueswordcane":{
hint: `"For a sword cane," Winter says while gesturing at an empty pedestal. "Over a century old. More of a novelty than a real weapon."<br><br> <<He>> turns away. "Still, I suspect it's found its way into the hands of those with a penchant for violence."`,
museum: "The sword cane rests behind glass.",
name: "Sword Cane",
journal: `"For a sword cane, held by those of violent temperament."`,
icon: "antiques/antique_cane.png"
},
"antiquechocolate":{
hint: `"For chocolate," Winter says while gesturing at an empty pedestal. "But not just any chocolate. Something that's survived years uneaten."<br><br> <<He>> turns away. "Why leave good chocolate to go to waste?"`,
museum: "The chocolate rests open, behind a glass case.",
name: "Chocolate",
journal: `"For chocolate left uneaten for many years."`,
icon: "antiques/antique_chocolate.png"
},
"antiqueteacaddy":{
hint: `"For a tea caddy," Winter says while gesturing at an empty pedestal. "Something used to ship cargo across the world."<br><br> <<He>> turns away. "Might still be aboard an old vessel."`,
museum: "The tea caddy rests on a pedestal.",
name: "Tea Caddy",
journal: `"For a tea caddy used to carry cargo across the sea."`,
icon: "antiques/antique_tea.png"
},
"antiquewoodenfigurine":{
hint: `"For a wooden figurine," Winter says while gesturing at an empty pedestal. "According to texts, they were popular years ago."<br><br> <<He>> turns away. "I'm not aware of any surviving examples. They might have originated abroad."`,
museum: "The wooden figurine rests on a pedestal.",
name: "Wooden Figurine",
journal: `"For a wooden figurine that might have originated abroad."`,
icon: "antiques/antique_figurine.png"
},
"antiquecopperring":{
hint: `"For a copper ring," Winter says while gesturing at an empty pedestal. "Something from centuries ago."<br><br> <<He>> turns away. "It'll likely be worn, and left somewhere forgotten."`,
museum: "The copper ring rests on a pedestal.",
name: "Copper Ring",
journal: `"For a copper ring made centuries ago."`,
icon: "antiques/antique_copper_ring.png"
}
}>>
<</if>>
<</widget>>
<<widget "updateMuseumAntiques">>
<<if $museumAntiques is undefined>>
<<set $museumAntiques to {
antiques:{
"antiquebox": "notFound",
"antiquesilverring": "notFound",
"antiquegoldnecklace": "notFound",
"antiqueivorynecklace": "notFound",
"antiquecrystal": "notFound",
"antiquehorn": "notFound",
"antiquewatch": "notFound",
"antiquedildo": "notFound",
"antiquecandlestick": "notFound",
"antiqueforestarrow": "notFound",
"antiqueforestdagger": "notFound",
"antiqueforestgem": "notFound",
"antiquesilverbrooch": "notFound",
"antiquetrashcup": "notFound",
"antiquetrashburner": "notFound",
"antiquebrassstatuette": "notFound",
"antiquegoldchastitybelt": "notFound",
"antiquecoppercompass": "notFound",
"antiquegrenade": "notFound",
"antiquestonetalisman": "notFound",
"antiquesilvermask": "notFound",
"antiquediamond": "notFound",
"antiquesilvercompass": "notFound",
"antiquesilverdagger": "notFound",
"antiquerustedcutlass": "notFound",
"antiquecutlass": "notFound",
"antiqueleathermap": "notFound",
"antiquebell": "notFound",
"antiquebullet": "notFound",
"antiqueshell": "notFound",
"antiquegoldring": "notFound",
"antiquegoldbrooch": "notFound",
"antiquecoralring": "notFound",
"antiquehourglass": "notFound",
"antiquecoppercoin": "notFound",
"antiquesilvercoin": "notFound",
"antiquegoldcoin": "notFound",
"antiquesilverblade": "notFound",
"antiqueivorystatuette": "notFound",
"antiquestrangefetish": "notFound",
"antiquesilvergoblet": "notFound",
"antiquesilvercrown": "notFound",
"antiquewhitecrystal": "notFound",
"antiqueminesign": "notFound",
"antiqueobsidiandisc": "notFound",
"antiquewoodenmask": "notFound",
"antiquetrilobitefossil": "notFound",
"antiqueislandarrow": "notFound",
"antiquegoldcompass": "notFound",
"antiqueswordcane": "notFound",
"antiquechocolate": "notFound",
"antiqueteacaddy": "notFound",
"antiquewoodenfigurine": "notFound",
"antiquecopperring": "notFound"
},
museumCount:0
}>>
<<for _labelM, _valueM range $museumAntiques.antiques>>
<<print '<<if $'+_labelM+' isnot undefined>>'+
'<<set $museumAntiques.antiques.'+_labelM+' to $'+_labelM+'>>'+
'<</if>>'>>
<<if $museumAntiques.antiques[_labelM] is "museum" or $museumAntiques.antiques[_labelM] is "stolen" or $museumAntiques.antiques[_labelM] is "recovered">>
<<set $museumAntiques.museumCount++>>
<</if>>
<</for>>
<</if>>
<<if $winterHint is undefined>>
<<set $winterHint to "notGiven">>
<</if>>
<<if $bell_stolen is 1>>
<<unset $bell_stolen>>
<<museumAntiqueStatus "antiquebell" "stolen">>
<</if>>
<<if $museumAntiques.stolenCount is undefined>>
<<set $museumAntiques.stolenCount to 0>>
<<set $museumAntiques.recoveredCount to 0>>
<</if>>
<<if $museumAntiques.antiques.antiquecoppercompass is undefined>>
<<set $museumAntiques.antiques.antiquecoppercompass to "notFound">>
<</if>>
<<if $museumAntiques.antiques.antiquegrenade is undefined>>
<<set $museumAntiques.antiques.antiquegrenade to "notFound">>
<</if>>
<<if $museumAntiques.antiques.antiquestonetalisman is undefined>>
<<set $museumAntiques.antiques.antiquestonetalisman to "notFound">>
<</if>>
<<if $museumAntiques.antiques.antiquesilvermask is undefined>>
<<set $museumAntiques.antiques.antiquesilvermask to "notFound">>
<</if>>
<<if $museumAntiques.antiques.antiquediamond is undefined>>
<<set $museumAntiques.antiques.antiquediamond to "notFound">>
<</if>>
<<if $museumAntiques.antiques.antiquesilvercompass is undefined>>
<<set $museumAntiques.antiques.antiquesilvercompass to "notFound">>
<</if>>
<<if $museumAntiques.antiques.antiquesilverdagger is undefined>>
<<set $museumAntiques.antiques.antiquesilverdagger to "notFound">>
<</if>>
<<if $museumAntiques.antiques.antiquerustedcutlass is undefined>>
<<set $museumAntiques.antiques.antiquerustedcutlass to "notFound">>
<</if>>
<<if $museumAntiques.antiques.antiquecutlass is undefined>>
<<set $museumAntiques.antiques.antiquecutlass to "notFound">>
<</if>>
<<if $museumAntiques.antiques.antiqueleathermap is undefined>>
<<set $museumAntiques.antiques.antiqueleathermap to "notFound">>
<</if>>
<<if $museumAntiques.antiques.antiquebell is undefined>>
<<set $museumAntiques.antiques.antiquebell to "notFound">>
<</if>>
<<if $museumAntiques.antiques.antiquebullet is undefined>>
<<set $museumAntiques.antiques.antiquebullet to "notFound">>
<</if>>
<<if $museumAntiques.antiques.antiqueshell is undefined>>
<<set $museumAntiques.antiques.antiqueshell to "notFound">>
<</if>>
<<if $museumAntiques.antiques.antiquegoldring is undefined>>
<<set $museumAntiques.antiques.antiquegoldring to "notFound">>
<</if>>
<<if $museumAntiques.antiques.antiquegoldbrooch is undefined>>
<<set $museumAntiques.antiques.antiquegoldbrooch to "notFound">>
<</if>>
<<if $museumAntiques.antiques.antiquecoralring is undefined>>
<<set $museumAntiques.antiques.antiquecoralring to "notFound">>
<</if>>
<<if $museumAntiques.antiques.antiquehourglass is undefined>>
<<set $museumAntiques.antiques.antiquehourglass to "notFound">>
<</if>>
<<if $museumAntiques.antiques.antiquecoppercoin is undefined>>
<<set $museumAntiques.antiques.antiquecoppercoin to "notFound">>
<</if>>
<<if $museumAntiques.antiques.antiquesilvercoin is undefined>>
<<set $museumAntiques.antiques.antiquesilvercoin to "notFound">>
<</if>>
<<if $museumAntiques.antiques.antiquegoldcoin is undefined>>
<<set $museumAntiques.antiques.antiquegoldcoin to "notFound">>
<</if>>
<<if $museumAntiques.antiques.antiquesilverblade is undefined>>
<<set $museumAntiques.antiques.antiquesilverblade to "notFound">>
<</if>>
<<if $museumAntiques.antiques.antiqueivorystatuette is undefined>>
<<set $museumAntiques.antiques.antiqueivorystatuette to "notFound">>
<</if>>
<<if $museumAntiques.antiques.antiquestrangefetish is undefined>>
<<set $museumAntiques.antiques.antiquestrangefetish to "notFound">>
<</if>>
<<if $museumAntiques.antiques.antiquesilvergoblet is undefined>>
<<set $museumAntiques.antiques.antiquesilvergoblet to "notFound">>
<</if>>
<<if $museumAntiques.antiques.antiquesilvercrown is undefined>>
<<set $museumAntiques.antiques.antiquesilvercrown to "notFound">>
<</if>>
<<if $museumAntiques.antiques.antiquewhitecrystal is undefined>>
<<set $museumAntiques.antiques.antiquewhitecrystal to "notFound">>
<</if>>
<<if $museumAntiques.antiques.antiqueminesign is undefined>>
<<set $museumAntiques.antiques.antiqueminesign to "notFound">>
<</if>>
<<if $museumAntiques.antiques.antiqueobsidiandisc is undefined>>
<<set $museumAntiques.antiques.antiqueobsidiandisc to "notFound">>
<</if>>
<<if $museumAntiques.antiques.antiquewoodenmask is undefined>>
<<set $museumAntiques.antiques.antiquewoodenmask to "notFound">>
<</if>>
<<if $museumAntiques.antiques.antiquetrilobitefossil is undefined>>
<<set $museumAntiques.antiques.antiquetrilobitefossil to "notFound">>
<</if>>
<<if $museumAntiques.antiques.antiqueislandarrow is undefined>>
<<set $museumAntiques.antiques.antiqueislandarrow to "notFound">>
<</if>>
<<if $museumAntiques.antiques.antiquegoldcompass is undefined>>
<<set $museumAntiques.antiques.antiquegoldcompass to "notFound">>
<</if>>
<<if $museumAntiques.antiques.antiqueswordcane is undefined>>
<<set $museumAntiques.antiques.antiqueswordcane to "notFound">>
<</if>>
<<if $museumAntiques.antiques.antiquechocolate is undefined>>
<<set $museumAntiques.antiques.antiquechocolate to "notFound">>
<</if>>
<<if $museumAntiques.antiques.antiqueteacaddy is undefined>>
<<set $museumAntiques.antiques.antiqueteacaddy to "notFound">>
<</if>>
<<if $museumAntiques.antiques.antiquewoodenfigurine is undefined>>
<<set $museumAntiques.antiques.antiquewoodenfigurine to "notFound">>
<</if>>
<<if $museumAntiques.antiques.antiquecopperring is undefined>>
<<set $museumAntiques.antiques.antiquecopperring to "notFound">>
<</if>>
/*Should be the last to always run*/
<<set $museumAntiques.maxCount to Object.keys($museumAntiques.antiques).length>>
<</widget>>
<<widget "museumClearHint">>
<<if $phase isnot "ask">>
<<set $winterHint to "notGiven">>
<<if $museumAntiqueJournalHints.includes(_args[0])>>
<<run $museumAntiqueJournalHints.delete(_args[0])>>
<</if>>
<</if>>
<</widget>><<location "office">><<effects>>
<<if Time.hour gte 6 and Time.hour lte 21>>
You are in the Temp Agency's Office. Other temps are in the process of accepting and returning from various assignments.
<br><br>
<<assignmenticon>><<link [[Take assignment|Office Assignment Start]]>><</link>>
<br>
<<couchicon>><<link [[Relax in breakroom (0:10)|Office Agency Break]]>><<stress -3>><<tiredness -2>><<pass 10>><</link>><<ltiredness>><<lstress>>
<br>
<<officeicon>><<link [[$per_npc.manager.name + "'s office"|Office Agency Manager]]>><</link>>
<br>
<<lockericon>><<link [[Changing room|Office Agency Changing Room]]>><</link>>
<<else>>
The door to the Temp Agency's Office is locked. A sign on the door says "Open at <<ampm 6>>."
<</if>>
<br><br>
<<getouticon>><<link [[Return to lobby (0:01)|Office Lobby]]>><<pass 1>><</link>><<location "office_building">><<effects>>
<<if Time.hour gte 6 and Time.hour lte 21>>
You to run into the Temp Agency's Office, hoping to get into the changing room before someone sees your <<nudity>>.
<br><br>
<<if $rng gte 90>>
<<generate1>><<person1>> As you enter, you feel a strong grip on your shoulders.
<br>
"I caught the streaker. Escorting <<phim>> to the security office now," a security guards says as into <<his>> radio as <<he>> pulls you out of the Agency Lounge.
<br><br>
<<link [[Next|Office Security Escort]]>><</link>>
<<elseif $rng gte 80>>
<<generateManager>><<person1>>
Seeing that the coast is clear, you run by <<office_manager>>'s office door when it suddenly swings open, hitting you directly in the face! <<ggpain>><<pain 8>>
<br>
"My goodness I am so..." <<office_manager>> begins to say, but is shocked by your <<nudity>>. "What has happened to your clothes?" <<office_manager>> says concernedly as <<he>> helps you to your feet.
<br>
"Here come into my office, I can't have you running around like this."
<br><br>
<<link [[Next|Office Agency Streak Comfort]]>><</link>>
<<elseif $rng gte 50>>
<<generateManager>><<person1>>
Seeing that the coast is clear, you run by <<office_manager>>'s office door. You hear the door open behind you.
<br>
"You! Stop right this instant. What has happened to your clothes?" shouts <<office_manager>>. You freeze in your tracks and turn to face <<him>>, covering your <<nudity>>.
<br>
"Goodness, we can't have you running around the building dressed like that. Come into my office immediately."
<br><br>
<<link [[Next|Office Agency Streak Comfort]]>><</link>>
<<else>>
The immediate area is empty, so you should be able to make it into the changing room safely.
<br><br>
<<lockericon>><<link [[Changing room|Office Agency Changing Room]]>><</link>>
<br><br>
<<getouticon>><<link [[Return to lobby (0:01)|Office Lobby]]>><<pass 1>><</link>>
<</if>>
<<else>>
You attempt to run into the Temp Agency's Office, hoping to get into the changing room, but the door is locked! A sign on the door says "Open at <<ampm 6>>."
<<getouticon>><<link [[Return to lobby (0:01)|Office Lobby]]>><<pass 1>><</link>>
<</if>>
<br><br><<effects>>
<<generateManager>><<person1>>
<<office_manager>> sits you down and goes to the wardrobe near <<his>> desk. <<He>> pulls out a button down shirt and hands it to you. It's too big for you but covers your <<nudity>>.
<<upperwear 148>>
<br>
<<if $officecomplaints gte 5 and $managerLove gte 100>>
<<if $managerGift is 1>>
"Be honest with me. Are you having any problems working here with us? I know this place can be really stressful and I only want what's best for you all."
<br><br>
<<link [[Be honest|Office Agency Streak Confide]]>><</link>>
<br>
<<link [[Lie|Office Agency Streak Lie]]>><</link>>
<<else>>
"I know things are really hard for you, but have you thought about a different line of work? This isn't healthy for you."
<br>
<<office_manager>> stands you up and gives you a big hug. It's overwhelming but oddly comforting at the same time. <<lltrauma>><<trauma -6>> <<llstress>><<stress -10>>
<br>
"Please take better care of yourself," <<he>> says as <<he>> escorts you out of the office.
<br><br>
<<link [[Next|Office Agency]]>><</link>>
<</if>>
<<else>>
"I don't know what's going on with you, but being in this workplace in that state of dress makes us look really bad. I expect better of you," <<he>> says sadly. <<lllove>><<managerLove -20>>
<br>
<<office_manager>> escorts you out of the office. "I don't want to have this conversation with you again."
<br><br>
<<link [[Next|Office Agency]]>><</link>>
<</if>>Sensing the sincerity of concern in <<office_manager>>'s voice, you decide to be honest. You tell <<him>> about the abuse and humiliation that the workers in the office subject you to.
How the security guards are just as devious and abusive, and how you are struggling to make enough money to keep yourself clothed and sheltered.
<br>
"You poor thing," <<he>> says, coming around to rest <<his>> strong hand on your shoulder. "I know how tough things can be for you, but I never imagined how bad things were. I wish I could do more for you, but our agency is contracted with this building and my hands are tied."
<br><br>
<<He>> walks back to the other side of <<his>> desk and pulls out a wad of cash. "It's not much, but maybe you can use this money to take some time off from working here. It's the least I can do."
<br>
<<set $giftMoney = $managerLove * 500>>
<<office_manager>> hands you <<printmoney $giftMoney>> and escorts you out of <<his>> office. "Please, take care of yourself." <<money $giftMoney>>
<<set $managerGift to 0>>
<br><br>
<<link [[Next|Office Agency]]>><</link>>You don't feel quite comfortable telling <<office_manager>> about your problems.
<br>
"It's nothing, I just spilled some ink on my clothes and needed a fresh change" you say.
<br>
<<office_manager>> seems disappointed. "That is not acceptable. You represent this agency and it's important that you dress and behave properly. Please try to maintain these bare minimum standards." <<lllove>><<managerLove -20>>
<br>
<<office_manager>> turns <<his>> attention to <<his>> computer and motions towards the door. "You can leave now. Thank you."
<br><br>
<<link [[Leave|Office Agency]]>><</link>><<effects>>
<<if $rng gte 81>>
You are relaxing on a comfy chair in the breakroom when three temps, a <<generatey1>><<person1>><<person>>, a <<generatey2>><<person2>><<person>>, and a <<generatey3>><<person3>><<person>> walk up to you.
<br>
"You're in my favourite chair," the <<person1>><<person>> says, standing over you. "Get lost."
<br><br>
<<link [[Comply|Office Agency Chair Comply]]>><<stress 6>><</link>><<gstress>>
<br>
<<link [[Refuse|Office Agency Chair Refuse]]>><</link>>
<<else>>
<<if $rng gte 71>>
<<generatey1>><<person1>> You spend time chatting with a <<person1>><<person>>. <<He>> complains about the verbal abuse some of the clients dish out.
<<elseif $rng gte 61>>
A <<generatey1>><<person1>><<person>> comes into the breakroom and shares some cookies <<he>> received from a secretary.
<<elseif $rng gte 51>>
<<generatey1>><<person1>>
<<if $pronoun is "f">>
A <<person1>><<person>> runs into the lounge, covering <<his>> breasts, the remains of <<his>> tattered skirt hanging from <<his>> waist.
<br>
"Stupid shredding machine ate all of my clothes! They need to get rid of that monstrosity." <<He>> wraps a towel around <<his>> breasts and storms out.
<<else>>
A <<person1>><<person>> runs into the lounge, shirtless, with the remains of <<his>> tattered slacks hanging from <<his>> waist.
<br>
"Stupid shredding machine ate all of my clothes! They need to get rid of that monstrosity." <<He>> wraps a towel around <<his>> waist and storms out.
<</if>>
<<elseif $rng gte 41>>
Two temps, a <<generatey1>><<person1>><<person>> and <<generateyp2>><<person2>><<person>>, come in and start making out, unaware of your presence.
<<arousal 600>><<garousal>>
<br><br>
A few seconds later, the <<person2>><<person>> notices you and stops <<person1>><<him>>, before fixing <<person2>><<his>> clothes. The two get up and bashfully walk out of the lounge.
<<elseif $rng gte 31>>
Two temps, a <<generatey1>><<person1>><<person>> and <<generateyp2>><<person2>><<person>>, argue as they walk past.
<br><br>
"It's not worth it," the <<person1>><<person>> says. "The higher the floors get, the more perverted everyone becomes. I had someone lick me up on the fourteenth!"
<br>
"Just ignore it," the <<person2>><<person>> replies. "They tip so much better on those higher floors."
<br>
"All the tips in the world aren't worth my safety. Or yours."
<br><br>
They walk out of earshot.
<<else>>
You relax alone in the breakroom as other temps hustle in and out of the agency office, working on various assignments.
<</if>>
<br><br>
<<endevent>>
<<if Time.hour gte 6 and Time.hour lte 21>>
<<link [[Take assignment (1:00)|Office Assignment Start]]>><</link>>
<br>
<<link [[Continue break (0:10)|Office Agency Break]]>><<stress -3>><<tiredness -2>><<pass 10>><</link>><<ltiredness>><<lstress>>
<br>
<<link [[$per_npc.manager.name + "'s office"|Office Agency Manager]]>><</link>>
<br>
<<else>>
A security guard enters the breakroom and directs everyone to the lobby. The building is closing to the general public.
<br><br>
<</if>>
<<getouticon>><<link [[Return to lobby (0:01)|Office Lobby]]>><<pass 1>><</link>>
<</if>><<effects>>
You gather your belongings and push past the <<person1>><<person>> and <<his>> friends.
<<endevent>>
<br><br>
<<link [[Next|Office Agency]]>><</link>><<effects>>
<<if $speech_attitude is "bratty">>
You stare at the <<person1>><<person>> in defiance. "I was here first. Go somewhere else."
<<elseif $speech_attitude is "meek">>
"No... No, I was here first. Please leave me alone," you say meekly.
<<else>>
"I was here first," you say. "There are plenty of other chairs."
<</if>>
<br><br>
<<set $danger to random(1, 10000)>>
<<if $danger gte (8500 - $allure)>>
The <<person1>><<person>> and <<his>> friends close in on you.
<br>
"Looks like we need to teach you a lesson."
<br><br>
<<link [[Next|Office Agency Molest]]>><<set $molestationstart to 1>><</link>><<nexttext>>
<<else>>
The <<person1>><<person>> grumbles and walks away with <<his>> friends.
<br>
"You better be gone when I come back."
<br><br>
<<endevent>>
<<link [[Next|Office Agency]]>><</link>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<set $enemyanger += 60>>
<<set $NPCList[0].lefthand to "mouth">>
<<if $rng gte 75>>
<<enable_rescue>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Office Agency Molest Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0>>
<span id="next"><<link [[Next|Office Agency Molest Escape]]>><</link>></span><<nexttext>>
<<elseif $rescue is 1 and $alarm is 1>>
<span id="next"><<link [[Next|Office Agency Molest Rescue]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Office Agency Molest]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<br><br>
<<ejaculation>>
After finishing with you, the <<person1>><<person>> lifts you off the ground and shoves you out the door, keeping all of your clothes.<<violence 3>>
<br>
"That oughta teach you a lesson."
<br><br>
<<tearful>> you look around the lobby. You cover your <<lewdness>>.
<br><br>
<<set $stealtextskip to 1>>
<<clothesruined>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Office Lobby]]>><</link>><<effects>>
You manage to break free from your assailants. <<tearful>> you run out of the lounge into the lobby for safety. No one follows you.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Office Lobby]]>><</link>><<effects>>
<<generateManager 3>><<person4>>
<<office_manager>> bursts into the breakroom in response to your cries. "What are you doing? Get off of <<pher>>!" <<he>> shouts.
<br>
The group lets you go and runs out of the breakroom, but <<office_manager>> grabs the <<person1>><<person>> by the back of <<his>> neck as <<he>> hurries past.
<br><br>
"If I ever catch you touching another worker again, I will bury you under this building!" <<office_manager>> says before shoving <<person1>><<him>> out the door.
<br>
<<office_manager>> turns to you and helps you to your feet. "I'm so sorry. Some of the workers can be really troublesome, but management doesn't seem to care."
<br>
<<if $exposed gte 1>>
<<office_manager>> runs to <<person4>><<his>> office and returns with a towel. <<He>> wraps it around your <<lewdness>> with <<his>> strong hands. "Can't have you running around exposed, can we?" <<he>> says, offering a weak smile. <<towelup>>
<br>
<</if>>
"Please come to me if they give you any more trouble."
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Office Lobby]]>><</link>><<effects>>
<<if Time.hour gte 6 and Time.hour lte 21>>
<<set $officeFloor to random(4,15)>>
<<rng>>
<<if $rng gte 85>>
You pick up an assignment to deliver coffee to workers on <<checkfloor>>.
<<acceptassignment "Office Coffee Start">>
<<elseif $rng gte 70>>
You pick up an assignment to take notes for a meeting on <<checkfloor>>.
<<acceptassignment "Office Meeting Start">>
<<elseif $rng gte 55>>
You pick up an assignment to destroy some documents on <<checkfloor>>.
<<acceptassignment "Office Shredder Start">>
<<elseif $rng gte 40>>
You pick up an assignment to assist an executive on <<checkfloor>>.
<<acceptassignment "Office Executive Start">>
<<elseif $rng gte 25>>
You pick up an assignment to file documents on <<checkfloor>>.
<<acceptassignment "Office Filing Start">>
<<else>>
You pick up an assignment to relieve a secretary on <<checkfloor>>.
<<acceptassignment "Office Secretary Start">>
<</if>>
<<else>>
A security guard enters the breakroom and directs everyone to the lobby. The building is closing to the general public.
<br><br>
<<getouticon>><<link [[Return to lobby (0:01)|Office Lobby]]>><<pass 1>><</link>>
<</if>><<widget "acceptassignment">>
<<set _assignment to _args[0]>>
<br><br>
Do you want to accept this assignment?
<br><br>
<<link [[Yes|_assignment]]>><</link>>
<br>
<<link [[Wait for next assignment (0:10)|Office Assignment Start]]>><<pass 10>><</link>>
<br>
<<link [[Return to lobby (0:01)|Office Lobby]]>><<pass 1>><</link>>
<</widget>>
<<widget "completeassignment">>
<<if _args[0] is undefined>>
<<set $assignmentTime to 60>>
<<else>>
<<set $assignmentTime to _args[0]>>
<</if>>
<br>
<<set _assignmentPay to (625 * ($assignmentTime / 60))>>
<<if _assignmentPay gt 0>>
<<managerLove 1>>
You return to the temp's lounge and receive your pay of <span class="gold"><<printmoney _assignmentPay>></span>. <<money _assignmentPay>>
<<if $managerLove gte random(50,100)>>
<<set _managerTip to $managerLove * 20>><!-- £20 at 100 love-->
<span class="green"><<office_manager>> gives you a <<printmoney _managerTip>> bonus.</span> <<money _managerTip>>
<</if>>
<br><br>
<</if>>
<<set $officeFloor to 0>>
<<timeTrackingManual "office" $assignmentTime "minute">>
<<link [[Agency office|Office Agency]]>><<endevent>><<pass $assignmentTime>><</link>>
<</widget>>
<<widget "assignmenttip">>
<<set $baseTip to _args[0]*100>>
<<set $tipMod to (1 + $officeFloor * .075)>>
<<set $tip to ($baseTip * $tipMod)>>
<<if $mathstrait gte 1>>
<<set $tip *= (1 + ($mathstrait / 4))>>
<</if>>
<<if $tip lte 0>>
<<set $tip to 0>>
<</if>>
<<tipreceive>>
<</widget>><<location "office">><<effects>><<wearProp "note">>
You go to <<checkfloor>> and speak to the client, a <<generate1>><<person1>><<person>>. <<He>> hands you a list of drink orders.
<br>
"We need these brought back as soon as possible, so please hurry," <<he>> says. You take the list and return to the lifts.
<<saveNPC 0 office_coffee>>
<br><br>
<<if $rng gte 75>>
<<link [[Next|Office Coffee Pond]]>><<handheldon>><</link>>
<<elseif $rng gte 50>>
<<link [[Next|Office Coffee Lift]]>><</link>>
<<else>>
<<link [[Next|Office Coffee Shop]]>><</link>>
<</if>><<effects>><<wearProp "travel cup">>
You take a lift to the lobby and run to the coffee shop near the entrance of the building. You place the orders, and after several minutes, the barista calls your name.
<br><br>
You take the order and return to the lifts.
<br><br>
<<link [[Next|Office Coffee End]]>><</link>><<effects>><<wearProp "travel cup">>
Your lift is delayed after stopping at nearly every floor between <<checkfloor>> and the lobby.
<br>
When it finally arrives, you rush towards the coffee shop and accidentally bump into a worker.
<br>
<<set $danger to random(1,10000)>>
<<if $danger gte 8000 - (300 * $officeFloor)>>
The worker turns angrily and shoves you into the koi pond!
<br>
The commotion has gathered a small crowd of onlookers, none of whom rush to help you.
<br><br>
<<endevent>>
<<water>>
<<if $swarmdisable is "t">>
The whole lobby goes silent as you climb out of the pond, your clothes drenched in fishy water.
<<effectswater>>
<br><br>
<<link [[Next|Office Lobby]]>><<handheldon>><</link>>
<<else>>
Before you can climb to your feet, the fish in the pond begin to swarm around you.
<br><br>
<<link [[Next|Office Coffee Swarm]]>><<handheldon>><<effectswater>><<set $molestationstart to 1>><</link>>
<</if>>
<<else>>
"I'm such a klutz! Please forgive me," the worker apologises with a weak smile.
<br>
You make your way to the coffee shop and place your orders. After a few minutes, the barista calls to you, and you take your orders back to your client.
<br><br>
<<link [[Next|Office Coffee End]]>><<handheldon>><</link>>
<</if>><<effects>><<outfitChecks>><<wearProp "travel cup">>
You take a lift to the lobby and run to the coffee shop near the entrance of the building. While waiting in queue to place your order, you hear two people talking behind you.
<br><br>
<<generate1>><<generate2>>
"Looks like one of those new temps working the floors these days," the <<person1>><<person>> says to the <<person2>><<person>>.
<br>
<<if $player.breastsize gte 3>>
"<<= _top ? "That _top.name barely contains <<pher>> tits" : "<<pShes>> got a nice rack on <<pher>>">>," the <<person2>><<person>> says quietly.
<<else>>
"<<= _top ? "I'd die to see what's under <<pher>> _top.name" : "I could use some eye-candy like that when I'm working">>," the <<person2>><<person>> says quietly.
<</if>>
<br>
<<if $player.penisExist and $player.penissize gte 3>>
"<<= _bottom ? "I can see <<pher>> cock through <<pher>> _bottom.name" : "Damn, <<pshes>> hung">>," the <<person1>><<person>> adds.
<<elseif _bottom>>
"<<= _bottom.plural ? "Those" : "That">> _bottom.name would look good on my office floor," the <<person1>><<person>> adds.
<<else>>
"Who do I have to fuck to get a temp like that?" the <<person1>><<person>> adds.
<</if>>
<br><br>
You are certain they are talking about you.
<<if hasSexStat("promiscuity", 3)>>
The thought of them lusting after you causes your <<genitals>> to tingle. <<garousal>><<arousal 400>>
<<else>>
You shiver at the thought of the two sexualising you. <<gstress>><<stress 1>>
<</if>>
<br><br>
You place the orders. After several minutes, the barista calls you over.
<br><br>
You take the order and return to the lifts.
<br><br>
<<set $danger to random(1,10000)>>
<<if $danger gte 8000 - (300 * $officeFloor)>>
<<link [[Next|Office Coffee Lift02]]>><</link>>
<<else>>
<<link [[Next|Office Coffee End]]>><</link>>
<</if>><<effects>>
As you wait for your lift to arrive, the <<person1>><<person>> and the <<person2>><<person>> follow behind you. You can feel their gaze on your back.
<br><br>
The lift arrives and the three of you get on. You press the button for your floor. "Looks like we're going to the same place," the <<person2>><<person>> says.
<br><br>
The lift reaches your floor, but before you can exit, the <<person1>><<person>> pushes past you, causing you to drop one of the packaged pastries from your order. As you bend over to retrieve it, the lift doors close around your waist! The <<person1>><<person>> turns around with a devious look in <<his>> eyes. Behind you, the <<person2>><<person>> grabs your <<bottom>>.
<br><br>
<<link [[Next|Office Coffee Lift Assault]]>><<handheldon>><<set $molestationstart to 1>><</link>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<set $position to "wall">>
<<set $walltype to "lift">>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Office Coffee Lift Assault Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Office Coffee Lift Assault]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyhealth lte 0>>
You knock the <<person2>><<person>> down and frantically reach for the lift button. The doors open, and you gather up your clothes and the spilled order before dashing away.
<br><br>
<<tearful>> you take a moment to compose yourself before returning to your client.
<br><br>
<<effects>>
<<clotheson>>
<<endcombat>>
<<loadNPC 0 office_coffee>>
<<clearNPC office_coffee>>
<<link [[Next|Office Coffee End]]>><</link>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The doors slide open, and you crumple onto the ground. The <<person1>><<person>> picks up your client's order.
<<if $upperoff is 0 and $loweroff is 0 and $underloweroff is 0 and $underupperoff is 0>>
<<else>>
Before you have time to dress, the <<person2>><<person>> pushes you off the elevator as the lift doors close. <span class="red"><<He>> takes your clothes with <<him>>.</span>
<<set $stealtextskip to 1>>
<</if>>
<<stealclothes>>
<<clotheson>>
<<endcombat>>
<<if $exposed gte 1>>
<<tearful>> you hide behind a large potted plant before you're seen. Even if you did have your client's order, you can't return dressed like this. It occurs to you that they may accuse you of stealing their money. <<gstress>><<stress 6>><<ggsecurity>> <<officeupdatecomplaints 2>>
<br><br>
<<link [[Next|Office Streak]]>><</link>>
<<else>>
<<tearful>> you call another lift and return to the lobby, too embarrassed to face your client without their order. It occurs to you that they may accuse you of stealing their money. <<gstress>><<stress 6>><<ggsecurity>> <<officeupdatecomplaints 2>>
<br><br>
<<link [[Next|Office Lobby]]>><</link>>
<br><br>
<</if>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<molested>>
<<controlloss>>
<<set $combat to 1>>
<<audience>>
<<set $enemytype to "swarm">>
<<swarminit "fish" "swarm" "moving towards you" "encircle you" "fend off" 1 7>>
<<set $swimdistance to 8>>
<<set $water to 1>>
<</if>>
<<if $swimdistance gte 8>>
You're caught in the middle of the swarm.
<<elseif $swimdistance gte 2>>
You're escaping the swarm.
<<else>>
You've almost escaped.
<</if>>
<<water>><<effects>><<swarmeffects>>
<<swarm>>
<<swarmactions>>
<<if $stress gte $stressmax>>
<span id="next"><<link [[Next|Office Coffee Swarm Finish]]>><</link>></span><<nexttext>>
<<elseif $swimdistance lte 0>>
<span id="next"><<link [[Next|Office Coffee Swarm Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Office Coffee Swarm]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $stress gte $stressmax>>
It's all just too much for you. You pass out.
<br><br>
<<upperruined>>
<<lowerruined>>
<<underlowerruined>>
<<underupperruined>>
<<feetruined>>
<<handheldruined>>
<<endcombat>>
<<passout>>
<<if $officecomplaints gte 10>>
<<link [[Everything fades to black...|Office Security Max Passout]]>><</link>>
<<else>>
<<link [[Everything fades to black...|Office Coffee Swarm Passout]]>><</link>>
<</if>>
<<else>>
<<tearful>> you escape the swarm of fish and climb out of the pond.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Office Lobby]]>><</link>>
<br>
<</if>><<effects>>
<<pass 20>>
<<towelup>>
You wake up in the security office in the back of the lobby. All of your clothes are missing, and you're wrapped in a towel.
<br><br>
"Looks like you're finally coming to," the guard says, a <<generate1>><<person1>><<person>>. "You were fully nude when we fished you out of the pond; don't really know what happened to your clothes."
<br>
"You somehow killed a few of the fish in the pond, and the higher ups aren't very happy. Lucky for you, we're going to let you off with a warning. Don't swim with the fish again."<<ggsecurity>> <<officeupdatecomplaints 2>>
<br><br>
<<He>> helps you to your feet and escorts you out into the lobby.
<<endevent>>
<br><br>
<<link [[Next|Office Lobby]]>><</link>><<effects>><<wearProp "travel cup">>
You return to the <<person1>><<person>>, who points you to the recipients of the coffees. After you pass out all of the drinks, <<he>> hands you a tip. <<assignmenttip 5>>
<br>
"Thank you again. Here's a little extra for your troubles."
<<completeassignment>><<effects>>
<<if $footdisable is "f">>
<<set $execFetish to random(0,4)>>
<<else>>
<<set $execFetish to random(0,5)>>
<</if>>
<<set $stripCount to 0>>
<<set $stripItems to []>>
<<set $execFight to 0>>
You take a lift to <<checkfloor>> and make your way to the office in question. You knock on the door, and the occupant, a <<generate1>><<person1>><<person>>, calls you in.
<br><br>
"Good. You're young, so this should be easy for you." <<He>> motions for you to come to <<his>> desk.
<br>
"I want you to help me rearrange some furniture." <<He>> stands up, moves in front of <<his>> desk, and looks you up and down.
<br><br>
<<switch $execFetish>>
<<case 5>>
<<if $worn.feet.name isnot "naked">>
"Why dont you take your $worn.feet.name off while you work? The carpet is nice, so I'm sure you'll enjoy it. Plus, I'll throw in a little extra tip."
<br><br>
<<link [[Remove shoes|Office Executive Shoe Strip]]>><</link>>
<br>
<<link [[Refuse|Office Executive Refuse]]>><</link>>
<<else>>
"I see they let you lot walk around without any shoes on. Interesting," <<he>> says as <<his>> eyes lock on to your feet. "Let's get you to work shall we?"
<br><br>
<<link [[Next|Office Executive Work]]>><</link>>
<</if>>
<<case 4>>
<<if !_fullyNaked>>
"If you want some extra money, take off all of your clothes while you work. I like to see a <<if $player.gender_appearance is "m">>strapping<<else>>nubile<</if>> young <<lass>> in action, and I'm willing to pay."
<br><br>
<<if hasSexStat("exhibitionism", 4)>>
<<link [[Remove all clothes|Office Executive Undress]]>><<execstriporder>><</link>><<exhibitionist4>>
<br>
<<else>>
You don't feel comfortable undressing.
<br><br>
<</if>>
<<link [[Refuse|Office Executive Refuse]]>><</link>>
<<else>>
<<He>> takes in your nudity. Your body shakes with arousal as <<he>> eyes up your <<lewdness>>. "Let's get you to work shall we?" <<garousal>>
<br><br>
<<link [[Next|Office Executive Work]]>><</link>>
<</if>>
<<case 3>>
<<if $worn.lower.name isnot "naked">>
"I'll give you a nice tip if you are bottomless while you work. Don't worry, it's just you and me."
<br><br>
<<if hasSexStat("exhibitionism", 4)>>
<<link [[Remove your bottoms|Office Executive Undress]]>><<execstriporder>><</link>> <<exhibitionist4>>
<br>
<<else>>
You don't feel comfortable working with your <<genitals>> exposed.
<br><br>
<</if>>
<<link [[Refuse|Office Executive Refuse]]>><</link>>
<<else>>
<<He>> leers at your exposed <<genitals>> with a lustful gaze. "Let's get you to work shall we?" <<garousal>>
<br><br>
<<link [[Next|Office Executive Work]]>><</link>>
<</if>>
<<case 2>>
<<if $worn.upper.name isnot "naked">>
"I'll give you a nice tip if you are topless while you work. Don't worry, it's just you and me."
<br><br>
<<if $worn.upper.set is $worn.lower.set>>
<<if $worn.under_lower.name is "naked" and hasSexStat("exhibitionism", 5)>>
<<link [[Remove your top|Office Executive Undress]]>><<execstriporder>><</link>> <<exhibitionist5>>
<br>
<<else>>
You don't feel comfortable removing your $worn.upper.name without any underwear on.
<br><br>
<</if>>
<<elseif hasSexStat("exhibitionism", 3)>>
<<link [[Remove your top|Office Executive Undress]]>><<execstriporder>><</link>> <<exhibitionist3>>
<br>
<<else>>
You don't feel comfortable working without a top on.
<br><br>
<</if>>
<<link [[Refuse|Office Executive Refuse]]>><</link>>
<<else>>
"I see they let you lot walk around without a top on. Interesting," <<he>> says as <<he>> eyes up your <<chest>>. "Let's get you to work shall we?" <<garousal>>
<br><br>
<<link [[Next|Office Executive Work]]>><</link>>
<</if>>
<<default>>
"Hmmm. I guess you'll do. Work fast, but try not to break anything, got it?" <<he>> says dismissively.
<br><br>
<<link [[Next|Office Executive Work]]>><</link>>
<</switch>><<effects>>
<<rng>>
<<outfitChecks>>
<<if $rng gte 51>>
The <<person1>><<person>> has you rearrange <<his>> large collection of books. You use a stepladder to begin removing the books from the top shelf of one bookcase.
<br>
<<if _bottomless>>
You glance down and notice <<him>> eyeing your exposed <<genitals>>, which sends chills down your spine. <<garousal>>
<br>
<</if>>
You remove all of the books and begin rearranging them as per <<his>> instructions.
<<if $execFetish is 1 and $worn.feet.name is "naked">>
<br>
While placing a stack of books on a particularly high shelf, you nearly lose your footing. You grip the tread of the stepladder with your toes to maintain your balance and look back at the <<person1>><<person>> in embarrassment. <<He>> is staring intently at your feet.
<</if>>
<<else>>
<<wearProp "papers">>
The <<person1>><<person>> asks you to clean <<his>> desk and file the large stacks of papers sitting on it.
<br>
<<if _topless>>
While sorting through the papers, you look up to see <<him>> staring at your bare <<breasts>>. <<garousal>>
<br>
<</if>>
After a few minutes, you finally make it through one stack of papers and move on to the next.
<<if $execFetish is 1 and $worn.feet.name is "naked">>
<br>
Hastily running back and forth feels easier without shoes, and you occasionally catch the <<person1>><<person>> tracking your movements from behind <<his>> computer screen, <<his>> eyes locked on your feet.
<</if>>
<</if>>
<br><br>
<<link [[Next|Office Executive Work Finish]]>><<handheldon>><</link>><<effects>>
<<tiredness 5>>
You complete the work and return to the <<person1>><<person>>.
<br>
<<if $execFight is 0>>
<<if $stripCount isnot 0>>
<<set $tipTotal to (6 * $stripCount)>>
<<else>>
<<set $tipTotal to 5>>
<</if>>
"You did good work here," <<he>> says, handing you a tip. <<assignmenttip $tipTotal>> "Effective and obedient. I like that in a temp."
<br>
<<if $execFetish is 1 and $stripCount isnot 0>>
<<set $execSell to (200 * $officeFloor)>>
<<He>> starts to hand you your shoes but hesitates. "If you let me keep these, I'll give you an extra <span class="gold"><<printmoney $execSell>></span>."
<br><br>
<<link [[Accept|Office Executive Sell]]>><</link>>
<br>
<<link [[Decline|Office Executive Sell Decline]]>><</link>>
<<elseif $stripCount isnot 0>>
<<set $execSell to (1500 * $officeFloor) * ($stripCount / 3)>>
<<if $stripCount is 1>>
<<He>> starts to hand you your clothes but hesitates. "If you let me keep this, I'll give you an extra <span class="gold"><<printmoney $execSell>></span>."
<<else>>
<<He>> starts to hand you your clothes but hesitates. "If you let me keep these, I'll give you an extra <span class="gold"><<printmoney $execSell>></span>."
<</if>>
<<if $exposed gte 1>>
<<He>> grins as <<he>> eyes your <<lewdness>>. "Don't worry, I'll give you something to wear."
<</if>>
<br><br>
<<link [[Accept|Office Executive Sell]]>><</link>>
<br>
<<link [[Decline|Office Executive Sell Decline]]>><</link>>
<<else>>
<<completeassignment>>
<</if>>
<<else>>
"Not a bad job for a disobedient little shit," <<he>> grumbles.
<br>
<<rng>>
<<if $rng gte (90 - $officeFloor)>>
"Don't think that a job well done makes up for disobeying your superiors, though. Little shits like you don't get to keep their clothes." <<He>> tosses an apron at you. "That's all you deserve. Now get out of my office."
<<stealclothes>>
<br><br>
<<clotheson>>
<<lowerwear 4>>
<<pass 60>>
<br><br>
<<link [[Next|Office Streak]]>><</link>>
<<else>>
<<He>> tosses your clothes at you. "Get out of my office, and next time, learn to obey your superiors."
<br>
<<clotheson>>
<<completeassignment>>
<</if>>
<</if>><<effects>>
You agree to take the extra money from the <<person1>><<person>>.
<<if $execFetish isnot 1>>
<<storeon "exec room" "delete">>
<<if $exposed gte 1>>
<<He>> tosses you the money wrapped in a towel. "Good <<girl>>. You can leave now."
<br>
You wrap the towel around your <<lewdness>> and walk out of the office.
<</if>>
As you leave, you can hear <<him>> loudly sniffing your clothes.<<money $execSell>><<towelup>>
<<else>>
<<storeon "exec room" "delete">>
<<He>> hands you the money. "A fair exchange, I say. You may leave now." As you leave the office, you can hear <<him>> loudly sniffing your shoes.<<money $execSell>>
<</if>>
<<completeassignment>><<effects>>
You decline the <<person1>><<persons>> offer. <<storeon "exec room">>
<<if $execFetish is 1>>
<<He>> tosses your $worn.feet.name on the floor. "Fine, you may leave now."
<<else>>
<<He>> tosses you your clothes and sighs. "Very well. You may excuse yourself now."
<</if>>
<<completeassignment>><<effects>>
<<if $execFetish is 1>>
"I think I'd feel better if I kept my $worn.feet.name on," you say, declining to remove them.
<<else>>
"I don't feel comfortable undressing here, <<sir>>," you say.
<</if>>
<br><br>
<<set $danger to random(1,10000)>>
<<if $danger gte 8000 - (300 * $officeFloor)>>
The <<person1>><<person>> walks up to you and roughly grabs your arms. "Do you know who I am? You don't say no to me."
<br><br>
<<link [[Next|Office Executive Force Strip]]>><<set $molestationstart to 1>><</link>>
<<else>>
The <<person1>><<person>> sighs. "Very well. From now on, just do what you're told."
<br><br>
<<link [[Next|Office Executive Work]]>><</link>>
<</if>><<effects>>
<<set $stripCount to 1>>
You take the <<person1>><<person>> up on <<his>> offer and remove your $worn.feet.name. The lush carpet feels
<<if $worn.legs.name.includes("stockings") or $worn.legs.name.includes("tights")>>
fantastic under your stockinged feet.
<<elseif $worn.legs.name is "naked">>
amazing between your bare toes.
<<else>>
soft under your feet.
<</if>>
<br>
You place your $worn.feet.name by the door and begin working.<<feetundress "exec room">>
<br><br>
<<link [[Next|Office Executive Work]]>><</link>><<effects>>
<<if $stripCount is 0>>
<<if $speech_attitude is "meek">>
You avoid eye contact with the <<person1>><<person>> as you nervously undress.
<<elseif $speech_attitude is "bratty">>
You look the <<person1>><<person>> in the eye and smirk as you undress.
<<else>>
You begin to undress.
<</if>>
<<execstripperform>>
<<elseif $stripCount is $stripItems.length>>
<<if $stripCount is 1>>
<<He>> takes the folded article of clothing and tucks it beneath <<his>> desk. "You may begin."
<<else>>
<<He>> takes the pile of folded clothes and tucks it beneath <<his>> desk. "You may begin."
<</if>>
<br><br>
<<link [[Next|Office Executive Work]]>><</link>>
<<else>>
<<execstripperform>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<set $execFight to 1>>
<<controlloss>>
<<violence 1>>
<<molested>>
<<set $enemyno to 1>><<set $enemynomax to 1>>
<<maninit>><<set $enemyanger += 150>><<set $enemytrust -= 150>>
<<npcstripall>>
<<npcidlegenitals>>
<<if $rng gte 51>>
<<enable_rescue>>
<</if>>
<br><br>
"I'm going to see you naked! Whatever it takes, <<bitch>>."
<</if>>
<<effects>>
<<effectsman>><<man>>
<br><br>
<<stateman>>
<<actionsman>>
<<if $alarm is 1 and $rescue is 0>>
No one comes to your aid.
<<set $alarm to 0>>
<br><br>
<</if>>
<<outfitChecks>>
<<if _fullyNaked>>
<span id="next"><<link [[Next|Office Executive Force Strip Finish]]>><</link>></span><<nexttext>>
<<elseif $alarm is 1 and $rescue is 1>>
<span id="next"><<link [[Next|Office Executive Rescue]]>><</link>></span><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Office Executive Force Strip Finish]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0>>
<span id="next"><<link [[Next|Office Executive Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Office Executive Force Strip]]>><</link>></span><<nexttext>>
<</if>><<effects>>
Your cries for help are noticed as a secretary, a <<generate2>><<person2>><<person>>, bursts into the room.
<br>
The <<person1>><<person>> quickly lets you go and returns to <<his>> desk as <<he>> clears <<his>> throat. "I think we're done here. You two can go now."
<br><br>
The <<person2>><<person>> escorts you out of the room, glaring angrily at the <<person1>><<person>> as you leave.
<br><br>
The <<person2>><<person>> walks you to <<his>> desk and sits you down. "I'm really sorry about that. The execs up here can be really awful, and we little people have to do our best to stick together."
<<if $exposed gte 1>>
<br><br>
<<He>> hands you a towel. "Here, you can't walk around dressed like that." <<towelup>>
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Return to lobby|Office Lobby]]>><</link>><<effects>>
<<if $worn.feet.name isnot "naked">>
<<feetsteal _temp_steal>>
<</if>>
After removing your clothes, the <<person1>><<person>> gathers them up and tucks them beneath <<his>> desk.
<br>
"That wasn't so hard, now was it? Now, either you can do the work I need you to do, and maybe I'll give you your clothes back. Or I can call security and have them escort you from the premises."
<br><br>
<<link [[Comply|Office Executive Force Strip Comply]]>><</link>>
<br>
<<link [[Refuse|Office Executive Force Strip Refuse]]>><</link>><<gsecurity>>
<br>
<<if hasSexStat("exhibitionism", 3)>>
<<link [[Run away|Office Executive Force Strip Run]]>><</link>><<exhibitionist3>>
<br>
<</if>>
<br><<effects>>
You manage to push the <<person1>><<person>> off of you and gather up your clothes.
<br><br>
"You <<bitch>>!" you hear <<him>> scream as you run out of the room to safety.
<br><br>
<<clotheson>>
<<endcombat>>
<<if $exposed lte 1>>
<<link [[Return to lobby|Office Lobby]]>><</link>>
<<else>>
<<link [[Next|Office Streak]]>><</link>>
<</if>><<effects>>
<<tearful>> you nod your head. "Good," the <<person1>><<person>> says menacingly. "Now get to work."
<<saveNPC 0 "office_exec">>
<<endcombat>>
<<loadNPC 0 "office_exec">><<clearNPC "office_exec">>
<br><br>
<<link [[Next|Office Executive Work]]>><</link>><<effects>>
<<tearful>> you shake your head and cover your <<lewdness>>.
<br>
"Very well." The <<person1>><<person>> picks up <<his>> phone and calls security. After a few minutes, a security guard arrives and removes you from the room.
<br><br>
<<endcombat>>
<<link [[Next|Office Security Escort]]>><</link>><<effects>>
<<tearful>> you decide to take the risk and run from the room, covering your <<lewdness>> and leaving your clothes behind.
<br><br>
<<endcombat>>
<<link [[Next|Office Streak]]>><</link>><<widget "execstripperform">>
<<switch $stripItems[$stripCount]>>
<<case "shoes">>
<<execremoveshoes>>
<<case "skirt">>
<<execremovebottom>>
<<case "top">>
<<execremovetop>>
<<case "dress">>
<<execremovedress>>
<<case "bra">>
<<execremoveundertop>>
<<case "panties" "underclothes">>
<<execremoveunderbottom>>
<<default>>
<<error "execstripperform error: " + $stripItems[$stripCount] + " is not a valid entry">>
<</switch>>
<</widget>>
<<widget "execremoveshoes">>
<<He>> gently touches your hand. "No, take off your $worn.feet.name first."
<br>
You oblige, stepping back and removing each of your $worn.feet.name. The lush carpet feels
<<if $worn.legs.name.includes("stockings") or $worn.legs.name.includes("tights")>>
fantastic under your stockinged feet.
<<elseif $worn.legs.name is "naked">>
amazing between your bare toes.
<<else>>
soft under your feet.
<</if>>
<<He>> picks up your discarded shoes and places them on <<his>> desk. "Please continue." <<feetundress "exec room">>
<br>
<<link [[Next|Office Executive Undress]]>><<set $stripCount++>><</link>>
<</widget>>
<<widget "execremovebottom">>
<<set $removedItem to $worn.lower.name>>
<<lowerundress "exec room">>
<<if $speech_attitude is "meek">>
Your hands shake as you unfasten your $removedItem and slowly lower it to your ankles. You hesitate, covering your <<lewdness>> as you stand.
<br>
The <<person1>><<person>> bends over and grasps the crumpled garment. "Come now, don't be shy."
You slowly step out of your $removedItem as <<he>> scoops it up from under you and folds it nicely onto <<his>> desk before returning <<his>> attention to you.
<<elseif $speech_attitude is "bratty">>
You unfasten your $removedItem and gracefully adjust your posture, allowing it to slide down your body onto the floor, baring your <<lewdness>>.
You step out with one foot and use the other to kick your $removedItem over to the <<person1>><<person>>. <<He>> picks it up and folds it nicely onto <<his>> desk before returning <<his>> attention to you.
<<else>>
You unfasten your $removedItem and lower it to your feet before stepping out of it. The <<person1>><<person>> bends over to pick it up, eyeing your <<lewdness>>.
<<He>> folds your $removedItem nicely onto <<his>> desk before returning <<his>> attention to you.
<</if>>
<br><br>
<<link [[Next|Office Executive Undress]]>><<set $stripCount++>><</link>>
<</widget>>
<<widget "execremovetop">>
<<set $removedItem to $worn.upper.name>>
<<upperundress "exec room">>
<<if $speech_attitude is "meek">>
You grasp the hem of your $removedItem and let out a long sigh before slowly lifting it over your head while bending over, trying to cover your <<undertop>> with it.
<<He>> smiles, holding <<his>> hands out.
<<if $stripCount gte 1>>
You hand your $removedItem to <<him>>, and <<he>> folds it up with the rest of your things.
<<else>>
You hand your $removedItem to <<him>>, and <<he>> folds it neatly before placing it on <<his>> desk.
<</if>>
<<elseif $speech_attitude is "bratty">>
You slowly inch your $removedItem up until it is bunched up over your <<undertop>>. You pause for a moment, looking at the <<person1>><<person>> before lifting it over your head and tossing it to <<him>>.
<br>
<<if $stripCount gte 1>>
<<He>> catches your $removedItem and places it neatly with the rest of your clothes.
<<else>>
<<He>> catches your $removedItem and folds it neatly before placing it on <<his>> desk.
<</if>>
<<else>>
You pull your $removedItem over your head, exposing your <<undertop>>.
<<if $stripCount gte 1>>
You drop it at your feet, and the <<person1>><<person>> picks it up, adding it to the pile of your clothes on <<his>> desk.
<<else>>
You drop it at your feet, and the <<person1>><<person>> picks it up, folding it neatly and placing it on <<his>> desk.
<</if>>
<</if>>
<br><br>
<<link [[Next|Office Executive Undress]]>><<set $stripCount++>><</link>>
<</widget>>
<<widget "execremovedress">>
<<set $removedItem to $worn.upper.name>>
<<upperundress "exec room">>
<<lowerundress "exec room">>
<<if $speech_attitude is "meek">>
You grasp the hem of your $removedItem and let out a long sigh before slowly lifting it over your head while bending over, trying to cover your <<undertop>> with it.
<<He>> smiles, holding <<his>> hands out.
<<if $stripCount gte 1>>
You hand your $removedItem to <<him>>, and <<he>> folds it up with the rest of your things.
<<else>>
You hand your $removedItem to <<him>>, and <<he>> folds it neatly before placing it on <<his>> desk.
<</if>>
<<elseif $speech_attitude is "bratty">>
You slowly inch your $removedItem up until it is bunched up over your <<undertop>>. You pause for a moment, looking at the <<person1>><<person>> before lifting it over your head and tossing it to <<him>>.
<br>
<<if $stripCount gte 1>>
<<He>> catches your $removedItem and places it neatly with the rest of your clothes.
<<else>>
<<He>> catches your $removedItem and folds it neatly before placing it on <<his>> desk.
<</if>>
<<else>>
<<if $worn.under_lower.name isnot "naked">>
You pull your $removedItem over your head, exposing your <<undertop>> and $worn.under_lower.name.
<<else>>
You pull your $removedItem over your head, exposing your <<undertop>> and <<genitals>>.
<</if>>
<<if $stripCount gte 1>>
You drop it at your feet, and the <<person1>><<person>> picks it up, adding it to the pile of clothes on <<his>> desk.
<<else>>
You drop it at your feet, and the <<person1>><<person>> picks it up, folding it neatly and placing it on <<his>> desk.
<</if>>
<</if>>
<br><br>
<<link [[Next|Office Executive Undress]]>><<set $stripCount++>><</link>>
<</widget>>
<<widget "execremoveundertop">>
<<set $removedItem to $worn.under_upper.name>>
<<underupperundress "exec room">>
<<if $speech_attitude is "meek">>
You turn around before removing your $removedItem, hiding your <<breasts>> from the <<person1>><<person>>.
<br>
You keep your back turned as you hold out your $removedItem, but <<he>> doesn't take it. "Turn around and hand it to me," <<he>> says.
<br>
<<if $stripCount gte 1>>
You turn to <<him>> and bashfully drop your $removedItem into <<his>> hand, and <<he>> adds it to the growing pile.
<<else>>
You turn to <<him>> and bashfully drop your $removedItem into <<his>> hand, and <<he>> places it on <<his>> desk.
<</if>>
<<elseif $speech_attitude is "bratty">>
You slowly remove your $removedItem with one arm, shyly covering your <<breasts>> with the other arm.
<<if $stripCount gte 1>>
You toss your $removedItem onto the growing pile of clothes. <<He>> chuckles.
<<else>>
You toss your $removedItem onto <<his>> desk. <<He>> chuckles.
<</if>>
<<else>>
You remove your $removedItem and hand it to the <<person1>><<person>>, quickly covering your <<breasts>> with one arm.
<<if $stripCount gte 1>>
<<He>> smiles as <<he>> places your $removedItem with the rest of your clothes.
<<else>>
<<He>> smiles as <<he>> deposits your $removedItem on <<his>> desk.
<</if>>
<</if>>
<br><br>
<<link [[Next|Office Executive Undress]]>><<set $stripCount++>><</link>>
<</widget>>
<<widget "execremoveunderbottom">>
<<set $removedItem to $worn.under_lower.name>>
<<underlowerundress "exec room">>
You lower your $removedItem slowly down your legs.
<<if $arousal gte ($arousalmax * .8)>>
<<if $player.penisExist>>A thick strand of cum<<else>>Lewd fluid<</if>> stretches from your <<genitals>> before breaking and pooling in your $removedItem.
<<if $speech_attitude is "meek">>
<<embarrassment>>
<<elseif $speech_attitude is "bratty">>
"Looks like I made a bit of a mess," you say coyly.
<</if>>
<br>
You hand the soaked garment to the <<person1>><<person>>, and <<he>> places it on <<his>> desk.
<<else>>
<<if $stripCount gte 1>>
You hand the garment to the <<person1>><<person>>, and <<he>> places it with the rest of your clothes.
<<else>>
You hand the garment to the <<person1>><<person>>, and <<he>> places it on <<his>> desk.
<</if>>
<</if>>
<br><br>
<<link [[Next|Office Executive Undress]]>><<set $stripCount++>><</link>>
<</widget>>
<<widget "execstriporder">>
<<if $execFetish is 1 or $execFetish is 4>>
<<if $worn.feet.name isnot "naked">>
<<set $stripItems.push("shoes")>>
<</if>>
<</if>>
<<if $execFetish is 4>>
<<if $worn.lower.set is $worn.upper.set>>
<<set $stripItems.push("dress")>>
<<else>>
<<if $worn.lower.name isnot "naked">>
<<set $stripItems.push("skirt")>>
<</if>>
<<if $worn.upper.name isnot "naked">>
<<set $stripItems.push("top")>>
<</if>>
<</if>>
<</if>>
<<if $execFetish is 3>>
<<if $worn.lower.set is $worn.upper.set>>
<<set $stripItems.push("dress")>>
<<else>>
<<if $worn.lower.name isnot "naked">>
<<set $stripItems.push("skirt")>>
<</if>>
<</if>>
<</if>>
<<if $execFetish is 2>>
<<if $worn.upper.set is $worn.lower.set>>
<<set $stripItems.push("dress")>>
<<else>>
<<if $worn.upper.name isnot "naked">>
<<set $stripItems.push("top")>>
<</if>>
<</if>>
<</if>>
<<if $execFetish is 2 or $execFetish is 4>>
<<if $worn.under_upper.name isnot "naked">>
<<if $worn.under_upper.set is $worn.under_lower.set>>
<<set $stripItems.pushUnique("underclothes")>>
<<else>>
<<set $stripItems.push("bra")>>
<</if>>
<</if>>
<</if>>
<<if $execFetish is 3 or $execFetish is 4>>
<<if $worn.under_lower.name isnot "naked">>
<<if $worn.under_lower.set is $worn.under_upper.set>>
<<set $stripItems.pushUnique("underclothes")>>
<<else>>
<<set $stripItems.push("panties")>>
<</if>>
<</if>>
<</if>>
<</widget>><<location "office_building">><<effects>>
You go to <<checkfloor>> and speak to the client, a <<generate2>><<person2>><<person>>. Another temp, a <<generatey1>><<person1>><<person>> is waiting as well.
<br><br>
"I need you two to reorganise a number of files in the filing room on this floor. With the two of you, it should only take about an hour," the <<person2>><<person>> says.
<<He>> escorts you and the <<person1>><<person>> to the filing room. "Let me know if you have any problems, but this should be pretty simple," <<person2>><<he>> says as <<he>> leaves.
<br><br>
You and the <<person1>><<person>> begin your filing tasks, each taking a different stack of files. "I think I've seen you around before," <<he>> says.
<br><br>
<<if $officecomplaints gte 6>>
"You're the one who is always in trouble. Please don't mess this job up for me," <<he>> says dejectedly.
<<elseif $managerLove gte 100>>
"Yeah, you're <<office_manager>>'s favourite. <<print $per_npc.manager.pronouns.he.toUpperFirst()>> likes everybody, but <<print $per_npc.manager.pronouns.he>> really seems to be fond of you."
<<elseif $managerLove gte 60>>
"<<office_manager>> says you are a great worker. You seem pretty cool," <<he>> says, smiling warmly.
<<elseif $managerLove gte 0>>
"You're one of those people who stay at the orphanage right? I hear that place is a real shithole," <<he>> chuckles.
<<else>>
"<<office_manager>> says you're a bit of a troublemaker. Just try to do your job here and stay out of my way, okay?" <<he>> grumbles.
<</if>>
<<saveNPC 1 office_filing_client>>
<<saveNPC 0 office_filing_temp>>
<br><br>
<<set $danger to random(1,10000)>>
<<if $rng gte 90>>
<<link [[Next|Office Filing Thieves Start]]>><</link>>
<<elseif $rng gte 70>>
<<link [[Next|Office Filing Drink Start]]>><</link>>
<<elseif $rng gte 40>>
<<link [[Next|Office Filing Fling Start]]>><</link>>
<<else>>
<<link [[Next|Office Filing Complete]]>><</link>>
<</if>><<effects>>
While you and the <<person>> continue your filing work towards the back of the room, you hear hushed voices as someone enters the room.
<br>
"Shh, don't be so loud. Let's just get in here and get the files. We can discuss the split when we get out safely," you hear someone say.
<<generate3>><<generate4>><<generate5>><<generate6>>
<br>
A <<person3>><<person>> skulks into the room, along with a <<person4>><<person>>, a <<person5>><<person>>, and a <<person6>><<person>>.
<br>
"Shit, I think someone is in here, what do we do? We can't get caught," the <<person4>><<person>> whispers.
<br>
"Well, they picked the wrong time to be in here. If there is anyone in here, we'll handle them properly," the <<person3>><<person>> replies.
<br>
They don't seem to be up to anything good and it may be dangerous if they discover you.
<br><br>
<<link [[Hide|Office Filing Thieves Hide]]>><</link>>
<br>
<<link [[Alert the other temp|Office Filing Thieves Alert]]>><</link>>
<br>
<<link [[Confront them|Office Filing Thieves Confront]]>><</link>><<effects>>
You decide to save yourself and hide from the group behind one of the filing cabinets. The <<person1>><<person>> doesn't seem to hear them in the room, and walks directly into them.
<br>
"Wh...who are you?" the <<person>> asks nervously.
<br>
"Fuck, it's some <<person1>><<personsimple>>. <<Hes>> probably gonna snitch on us. What do we do?" the <<person5>><<person>> says to the <<person2>><<person>>.
<br>
"Look <<sir>>, I don't know what you are doing and I promise I won't say anything. I swear!" the <<person1>><<person>> exclaims.
<br>
<<if $rng gte 70>>
"We're as good as fired if they find out what we did in here. I'm not about to kill some <<personsimple>>, but we might as well have some fun if we're going to get caught."
<br>
The others follow the <<person2>><<person>> as they begin to assault the <<person1>><<person>>.
<br>
You take this as your cue to try to escape unscathed and skulk towards the door.
<br>
<<if $danger gte 8000 - (300 * $officeFloor)>>
"Hey you! What are you doing? Don't just let them do this to me!" the <<person>> shouts to you as they see you come out from your hiding space.
<br>
"Shit, there's another one. You two go handle <<phim>>," the <<person2>><<person>> orders.
<br>
The <<person4>><<person>> and <<person5>><<person>> pounce you before you can react.
<br><br>
<<link [[Next|Office Filing Rape]]>><<set $molestationstart to 1>><</link>>
<<else>>
The <<person>> looks on at you in horror as you step out of the room. Before <<he>> can speak, one of the assailants covers <<his>> mouth as they continue to ravage <<him>>.
<br><br>
<<link [[Next|Office Filing Thieves Abandon]]>><</link>>
<</if>>
<<else>>
"Good. Now get the hell out of here before we make you sorry we ever saw you," the <<person2>><<person>> says to the <<person1>><<person>>.
<br>
The <<person>> spots you in your hiding place as <<he>> walks out of the room.
<br>
<<if $danger gte 8000 - (300 * $officeFloor)>>
"Hey there's someone hiding back here. <<pShe>> is a tattle tell, I wouldn't trust <<phim>>!" the <<person>> shouts before running out of the room.
<br>
Before you can come out from of your hiding space, the four are already on top of you.
<br>
"We can't let this snitch get away."
<br><br>
<<link [[Next|Office Filing Gangbang]]>><<set $molestationstart to 1>><</link>>
<<else>>
<<He>> scowls angrily at you as <<he>> leaves the room. You wait until the four assailants are distracted with their searching before sneaking out of the room.
<br><br>
<<endevent>>
<<link[[Next|Office Filing Temp Angry]]>><</link>>
<</if>>
<</if>><<effects>>
<<endevent>>
<<loadNPC 0 office_filing_temp>>
<<loadNPC 1 office_filing_client>>
<<clearNPC office_filing_temp>>
<<clearNPC office_filing_client>>
You return to the <<person2>><<person>> to report your job.
<br>
"You're done working already? Where is your partner?" <<he>> asks.
<br><br>
<<link[[Be honest|Office Filing Thieves Honest]]>><</link>>
<br>
<<link[[Lie|Office Filing Thieves Lie]]>><</link>><<effects>>
You decide to be truthful, and inform the <<person>> that a group of devious people came into the filing room and assaulted the <<person1>><<person>>.
<br>
"I'm glad you got out of there safely! I'll call security immediately," <<person2>><<he>> says before picking up <<his>> phone. "You go report to your manager, but let's keep what happened between us, ok?"
<br>
The <<person>> hands you a very generous tip. <<assignmenttip 20>>
<<completeassignment 40>><<effects>>
You lie, informing the <<person2>><<person>> that the <<person1>><<person>> was rude and told you they would finish the work.
<br>
<<if $rng gte 50>>
"Is that so? Well I'll..." but before <<person2>><<he>> can finish, a call comes to <<his>> phone.
<br>
"I see. They WHAT? And security has already been called? Thank you for letting me know." The <<persons>> expression changes to anger as <<he>> ends the call and turns to you.
<br>
"I was just informed that several former employees attempted to steal company secrets from our filing room, and that they assaulted your fellow temp."
<br>
"Lucky for you, security was able to stop them and save your colleague, but I will be writing a formal complaint to your manager. You may go now," <<he>> says angrily.
<br>
<<completeassignment 40>><<officeupdatecomplaints 2>>
<<else>>
"Is that so? Well I'll be sure to give them a stern talking to when I see them. Here's a little something extra for your troubles." <<assignmenttip 10>>
<br>
<<completeassignment 40>>
<</if>><<effects>>
<<loadNPC 0 office_filing_temp>>
<<loadNPC 1 office_filing_client>>
<<clearNPC office_filing_temp>>
<<clearNPC office_filing_client>>
You return to the <<person2>><<person>> who is currently speaking with the <<person1>><<person>>. They both turn to you and look angrily.
<br>
"Your co-worker told me you were causing trouble in the filing room."
<br>
The <<person2>><<person>> hands the <<person1>><<person>> a huge tip. "I'll be informing your manager of your actions. You are dismissed."
<br>
<<completeassignment 40>><<officeupdatecomplaints 1>><<effects>>
<<loadNPC 0 office_filing_temp>>
<<loadNPC 1 office_filing_client>>
<<clearNPC office_filing_temp>>
<<clearNPC office_filing_client>>
You and the <<person1>><<person>> return to the <<person2>><<person>> and inform <<him>> about what happened.
<br><br>
"That's horrible! They were probably former employees looking to steal company secrets. The two of you did the right thing by hiding and not getting involved."
<<He>> hands you both a generous tip. <<assignmenttip 10>>
<<completeassignment 30>><<if $molestationstart is 1>>
<<saveNPC 3 office_filing_r1>>
<<saveNPC 4 office_filing_r2>>
<<endevent>>
<<loadNPC 0 office_filing_r1>>
<<loadNPC 1 office_filing_r2>>
<<clearNPC office_filing_r1>>
<<clearNPC office_filing_r2>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Office Filing Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Office Filing Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<tearful>> you lie on the ground as the <<person1>><<person>> and the <<person2>><<person>> dress themselves.
<br>
"You two done back there? Hurry up, let's get out of here!" the <<person>> shouts back to their friends.
<<set $stealtextskip to 1>>
<<stealclothes>>
<<clotheson>>
Before you can react, you feel a strong blow to our head.
<<endcombat>>
<br>
<<officepassout>>
<<else>>
You knock the <<person1>><<person>> over and <<he>> tumbles into the <<person2>><<person>>.
<br>
<<tearful>> you look back and see the other temp is still being assaulted by the others. Barely able to defend yourself, you opt to run, leaving them behind.
<br><br>
<<endcombat>>
<<clotheson>>
<br><br>
<<if $exposed lte 0>>
<<link [[Next|Office Filing Thieves Abandon]]>><</link>>
<<else>>
<<clearNPC office_filing_temp>><<clearNPC office_filing_client>>
<<link [[Next|Office Streak]]>><</link>>
<</if>>
<</if>><<if $molestationstart is 1>>
<<saveNPC 1 office_filing_r1>>
<<saveNPC 2 office_filing_r2>>
<<saveNPC 3 office_filing_r3>>
<<saveNPC 4 office_filing_r4>>
<<endevent>>
<<loadNPC 0 office_filing_r1>>
<<loadNPC 1 office_filing_r2>>
<<loadNPC 2 office_filing_r3>>
<<loadNPC 3 office_filing_r4>>
<<clearNPC office_filing_r1>>
<<clearNPC office_filing_r2>>
<<clearNPC office_filing_r3>>
<<clearNPC office_filing_r4>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<if $rescue is 1>>
<<set $phase to 0>>
<</if>>
<</if>>
<<if $rescue>>
<<set $phase += 1>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $phase gte 10>>
<span id="next"><<link [[Next|Office Filing Gangbang Rescue]]>><</link>></span><<nexttext>>
<<elseif _combatend>>
<span id="next"><<link [[Next|Office Filing Gangbang Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Office Filing Gangbang]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<endcombat>>
<<loadNPC 0 office_filing_temp>>
<<loadNPC 1 office_filing_client>>
<<clearNPC office_filing_temp>>
<<clearNPC office_filing_client>>
Suddenly, the filing room door swings open and several security guards along with the <<person2>><<person>> enter. It seems as if the <<person1>><<person>> was able to escape during the commotion and called for help.
<br><br>
The guards pull the assailants off of you and drag them out of the room, and the <<person2>><<person>> runs to you and helps you to your feet.
<br><br>
"Are you okay? Those people were former employees attemtping to steal company secrets. Your colleague let me know how you stood up to them and gave <<person1>><<him>> time to escape. You shouldn't do anything like that ever again."
<br><br>
<<person2>><<He>> hands you a generous tip. <<assignmenttip 25>>
<br><br>
<<clotheson>>
<<if $exposed gte 1>>
<<towelup>>
<</if>>
<<completeassignment 30>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<tearful>> you lie on the ground as your assailants dress themselves.
<br>
<br>
"Hurry up, let's get out of here!" the <<person1>><<person>> exclaims as they gather a bunch of files from the room.
<<set $stealtextskip to 1>>
<<stealclothes>>
<<endcombat>>
<<clotheson>>
<br>
Before you can react you feel a strong blow to our head.
<br>
<<officepassout>>
<<else>>
You lash out against your assailants, giving yourself enough room to escape.
<br><br>
<<endcombat>>
<<clotheson>>
<br>
<<if $exposed lte 0>>
<<link [[Next|Office Filing Gangbang Escape]]>><</link>>
<<else>>
<<clearNPC office_filing_temp>><<clearNPC office_filing_client>>
<<link [[Next|Office Streak]]>><</link>>
<</if>>
<</if>><<effects>>
<<loadNPC 0 office_filing_temp>>
<<loadNPC 1 office_filing_client>>
<<clearNPC office_filing_temp>>
<<clearNPC office_filing_client>>
You return to the <<person2>><<person>> and inform <<him>> about what happened.
<br><br>
"That's horrible! Your colleague informed me about what happened and we immediately called security. They were probably former employees looking to steal company secrets. I'm very glad you were able to get away."
<<He>> hands you a generous tip. <<assignmenttip 20>>
<<completeassignment 30>><<effects>>
You inform the <<person1>><<person>> about the dangerous people.
<br><br>
"Let's hide then get out of here when the coast is clear," <<he>> says, pointing to a large filing cabinet in the corner.
<br><br>
The four of them begin searching the room.
<br><br>
<<if $danger gte 8000 - (300 * $officeFloor)>>
The <<person3>><<person>> peeks behind the cabinet and sees the two of you hiding. "I found them! They're probably sent here by management to spy on us."
The other three come to your hiding space and surround you, with devious intent in their eyes.
<br><br>
"In for a penny I say, if they're going to snitch on us, we might as well have some fun."
The <<person4>><<person>> and <<person5>><<person>> pull you out of your hiding spot while the other two grab the <<person1>><<person>>.
<br><br>
<<link [[Next|Office Filing Rape]]>><<set $molestationstart to 1>><</link>>
<<else>>
After a few minutes of searching for you, they give up and begin ransacking the files. They grab a number of files and stuff into their bags before running out of the room.
<br><br>
"What do you think that was about?" the <<person>> says to you, crawling out from the hiding spot. You shrug your shoulders in uncertainty, but are glad the two of you escaped unharmed.
<br><br>
"Let's report back, I don't want to get in trouble," <<he>> says as <<he>> runs out of the room.
<br><br>
<<endevent>>
<<link [[Next|Office Filing Alert Safe]]>><</link>>
<</if>><<effects>>
You let yourself be known to the group.
<<if $danger gte 8000 - (300 * $officeFloor)>>
"This little brat thinks <<pshe>> can ruin our score," the <<person2>><<person>> says. "If <<pshes>> this ballsy to confront us, <<pshe>>'ll probably snitch on us too. And we can't have that."
The four of them surround you.
<br><br>
"Let's put <<phim>> in <<pher>> place."
<br><br>
<<link [[Next|Office Filing Gangbang]]>><<enable_rescue>><<set $molestationstart to 1>><</link>>
<<else>>
"Shit, we've been outed. Let's get out of here," the <<person2>><<person>> says as <<he>> backs out of the room, with the others following.
<br><br>
The <<person1>><<person>> walks up to you, confused. "What the heck was that all about?"
<br><br>
<<link [[Next|Office Filing Complete]]>><</link>>
<</if>><<effects>>
The <<person>> takes out a flask and sits on a stack of boxes.
<br><br>
"Hey, take a load off. This paper isn't going anywhere right?" <<he>> says as <<he>> takes a sip from the flask and hands it to you.
<br><br>
<<if playerIsPregnant() and playerAwareTheyArePregnant()>>
<span class="blue">You can't bring yourself to drink while you know you're with child.</span>
<<else>>
<<link [[Take a sip|Office Filing Drink Sip]]>><</link>>
<</if>>
<br>
<<link [[Decline|Office Filing Drink Decline]]>><</link>><<effects>><<wearProp "flask">>
You take the flask from the <<person>> and take a swig. It's sweet, but very strong. <<alcohol 60>><<lstress>><<stress -6>> <<ggalcohol>>
<br><br>
"Good right? Sometimes it's nice to just sneak in here and wind back," <<he>> says, taking the flask back from you and takes a sip <<himself>>.
<br><br>
"This job pays decently, but these people are the worst," <<he>> says, handing you the flask again.
<<if $stress gte (($stressmax / 5) * 3)>>
"But I don't need to tell you that."
<<else>>
"If you haven't already learned that, you'll learn soon."
<</if>>
<br><br>
<<if $drunk gte 360>>
You feel like maybe you've had enough to drink and go hand the <<person>> <<his>> flask.
<br><br>
<<if $danger gte 8000 - (300 * $officeFloor)>>
Stumbling towards the <<personsimple>>, you bang your knee on an open file drawer. You suddenly feel yourself quickly approach the floor as you bang your head on the tiled floor.
<br><br>
<<officepassout>>
<<else>>
"Wow, you're a bit of a lightweight, huh? Let's finish up here before you pass out."
<br><br>
<<link [[Next|Office Filing Complete]]>><<handheldon>><</link>>
<</if>>
<<else>>
You and the <<person>> continue working on the filing. <<He>> handles a new stack of files, pausing and taking a sip from <<his>> flask before handing it to you.
<br><br>
<<link [[Take another sip|Office Filing Drink Sip]]>><<handheldon>><</link>>
<br>
<<link [[Decline|Office Filing Complete]]>><<handheldon>><</link>>
<</if>><<effects>>
You decline to drink with the <<person>>.
<br><br>
"Suit yourself. More for me," <<he>> says as <<he>> takes several sips.
<br><br>
After some time, you realise that the <<person>> is spending more time drinking than working. You're nearly done with your filing and <<he>> has barely started. The client will be angry if the work isn't done.
<br><br>
<<link [[Complain|Office Filing Drink Complain]]>><</link>>
<br>
<<link [[Do <<his>> work (0:15)|Office Filing Drink Work]]>><<set $filingComplete to 1>><<pass 15>><</link>><<ggtiredness>><<gstress>>
<br>
<<link [[Finish and leave|Office Filing Drink Leave]]>><<set $filingComplete to 0>><<endevent>><</link>><<effects>>
You don't want to get in trouble with the client, but you also don't want to work any harder than you need to.
<br>
<<if $speech_attitude is "meek">>
"Hey... I feel like I'm doing most of the work here. Do you think you could maybe help?" you <<voice "moan">>.
<<elseif $speech_attitude is "bratty">>
"Put the drink down and do your part. I don't want get dinged because of you," you <<voice "demand">>.
<<else>>
"You still have a lot more work to do. We'll both get in trouble if you don't finish in time," you say.
<</if>>
<br><br>
<<if $danger gte 8000 - (300 * $officeFloor)>>
The <<person>> looks at you angrily. "Who made you the boss? I've been working here longer than you have."
<br><br>
<<He>> puts <<his>> flask down and grabs you by the nape of your neck.
<br><br>
<<link [[Next|Office Filing Fight]]>><<set $fightstart to 1>><</link>>
<<else>>
The <<person>> groans and puts <<his>> flask away. "Fine. You're no fun," <<he>> says as <<he>> returns to filing.
<br><br>
<<link [[Next|Office Filing Complete]]>><</link>>
<</if>><<effects>>
You don't want to risk getting in trouble with the client, so you opt to do <<persons>> filing for them. <<tiredness 20>><<stress 5>>
<br><br>
<<if $danger gte 8000 - (300 * $officeFloor)>>
Tired and frustrated, you get to the last stack of documents when you feel the <<person>> behind you.
<br><br>
"Hey, take a break and let's have some fun," <<he>> says, <<his>> breath sour with booze.
<br><br>
You pull away from the <<person>> but <<he>> forcefully grasps your arm.
<br><br>
"This wasn't a request."
<br><br>
<<link [[Next|Office Filing Drink Molest]]>><<set $molestationstart to 1>><</link>>
<<else>>
Tired, yet feeling accomplished, you get to the last stack of documents when you hear loud snoring behind you. The <<person>> has gotten so drunk that <<he>> has fallen asleep.
<br><br>
<<link [[Leave|Office Filing Drink Leave]]>><<endevent>><</link>>
<</if>><<effects>>
<<loadNPC 1 office_filing_client>>
<<loadNPC 0 office_filing_temp>>
You finish the last of your work and return to the <<person2>><<person>>.
"All done? Great!" <<he>> says as you provide an update. "What happened to your colleague?"
<br><br>
You inform the <<person>> that the <<person1>><<person>> was slacking off and drinking in the filing room the whole time.
<br>
<<if $rng gte (75 + $officeFloor - ($filingComplete * $officeFloor))>>
"We don't pay you all to complain and slack off. We pay you to get work done. Whatever the two of you had going on is none of my business, I just want the work done."
<br>
The <<person2>><<person>> turns away from you and returns to <<his>> work. "You're dismissed," <<he>> says angrily. <<officeupdatecomplaints 1>>
<<else>>
"Oh really? I'll be sure to inform your manager of this delinquent. Was the work completed at least?" the <<person2>><<person>> asks.
<br>
<<if $filingComplete is 1>>
You inform the <<person>> that you made sure to finish all of the work before leaving.
<br>
"Very good! Such a hard worker deserves a reward, I always say," the <<person>> says, handing you a tip. <<assignmenttip 10>>
<<else>>
You inform the <<person>> that there is still work left to do.
<br>
"So you just left the work unfinished? We pay you people to get this work done. It's sad that you can't even bother to perform your due diligence."
<</if>>
<</if>>
<<unset $filingComplete>>
<<clearNPC office_filing_temp>>
<<clearNPC office_filing_client>>
<<endevent>>
<<completeassignment>>The smell of the <<persons>> breath makes you nearly wretch.
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<endevent>>
<<loadNPC 0 office_filing_temp>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Office Filing Drink Molest Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Office Filing Drink Molest]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The <<person>> lets out a heavy sigh before rolling off of you and passing out.
<br><br>
<<clotheson>>
<<endcombat>>
<<tearful>> you climb to your feet and slowly make your way out of the room.
<br><br>
<<if $exposed lte 0>>
<<link [[Next|Office Filing Drink Leave]]>><</link>>
<<else>>
<<clearNPC office_filing_temp>><<clearNPC office_filing_client>>
<<link [[Next|Office Streak]]>><</link>>
<</if>>
<<elseif $enemyhealth lte 0>>
You shove the <<person>> off of you and <<he>> stumbles back, hitting <<his>> head on a filing cabinet before passing out.
<br><br>
<<clotheson>>
<<endcombat>>
<<tearful>> you run from the room.
<br><br>
<<if $exposed lte 0>>
<<link [[Next|Office Filing Drink Leave]]>><</link>>
<<else>>
<<clearNPC office_filing_temp>><<clearNPC office_filing_client>>
<<link [[Next|Office Streak]]>><</link>>
<</if>>
<<else>><<set $rescued += 1>>
<<endcombat>>
<<loadNPC 0 office_filing_temp>>
<<loadNPC 1 office_filing_client>>
<<clearNPC office_filing_temp>>
<<clearNPC office_filing_client>>
The <<person2>><<person>> bursts into the room along with a security guard. The guard pulls the <<person1>><<person>> off of you and drags <<him>> from the room.
<br>
"I was wondering what was taking you two so long. I came to check on you and heard commotion and called security. Are you okay?" the <<person2>><<person>> asks, helping you to your feet.
<br><br>
<<clotheson>>
<<if $exposed gte 1>>
The <<person>> hands you a towel to cover your <<lewdness>>.
<<towelup>>
<br><br>
<</if>>
<<He>> looks around the room at the chaos of papers from the event. "I'll inform your manager about what happened, don't you worry about this mess." <<He>> hands you a generous tip. <<assignmenttip 15>>
<br>
<<completeassignment>>
<</if>><<effects>>
You and the <<person>> continue your filing work. At one point, <<he>> climbs a ladder to access files on a high shelf.
<br>
While walking by <<him>> with a large box of files, you accidentally snag your <<bottoms>> on the ladder, throwing you off balance.
<br>
As you fall, the fabric remains snagged and pulls the ladder out from under the <<person>>. <<set $worn.lower.integrity -= 10>>
<br>
Your <<bottoms>>
<<if $worn.lower.integrity lte 0>>
<<lowerruined>><<clothesruinstat>><<set $loweroff to 0>>
<span class="lewd">is torn from your body</span>
<<else>>
tears
<</if>>
as the <<person>> screams in panic and lands roughly on top of you. <<ggpain>><<pain 8>>
<br>
<<if $danger gte 8000 - (300 * $officeFloor)>>
"You idiot. That really hurt!" <<he>> exclaims as <<he>> climbs off of you and rubs a bruise on <<his>> elbow.
<br><br>
The <<person>> balls up <<his>> fists and angrily pounces on you.
<br><br>
<<link [[Next|Office Filing Fight]]>><<set $fightstart to 1>><</link>>
<<else>>
You can feel <<his>> body pressed up against your <<lewdness>>. "Ouch, that kinda hurt," <<he>> chuckles as <<he>> lifts <<his>> weight off of you. <<garousal>><<arousal 200 "genitals">>
<br>
For a moment, the <<persons>> eyes lock with yours, and there is a hint of tension between the two of you.
<br><br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Embrace|Office Filing Fling Sex]]>><<set $sexstart to 1>><</link>><<promiscuous3>>
<<else>>
<<insufficientStat "promiscuity" "to take things further">>
<</if>>
<br>
<<link [[Get up|Office Filing Fling Stop]]>><</link>>
<</if>><<effects>>
You roll from underneath the <<person>> and stand to your feet. "Sorry about that," <<he>> says as <<he>> returns to filing.
<br><br>
The atmosphere in the room is rather tense as the two of you continue working.
<br><br>
<<link [[Next|Office Filing Complete]]>><</link>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<endevent>>
<<loadNPC 0 office_filing_temp>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Office Filing Fling Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Office Filing Fling Sex]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyhealth lte 0>>
"Hey, ouch! What the hell!" the <<person>> exclaims, backing away from you. "You're the one who started with me!" <<he>> shouts before dressing and running out of the room.
<br>
<<clotheson>>
<<endcombat>>
<<if $exposed gte 1>>
You get up off the floor and look down in horror at your <<lewdness>>!
<br><br>
<<clearNPC office_filing_temp>><<clearNPC office_filing_client>>
<<link [[Next|Office Streak]]>><</link>>
<<else>>
You stand up and dress yourself before leaving the room.
<br><br>
<<link [[Next|Office Filing Temp Angry]]>><</link>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> rolls over and lets out a huge sigh. "Wow, that was amazing. We should probably get back to work," <<he>> chuckles before helping you and getting dressed.
<br><br>
<<clotheson>>
<<endcombat>>
<<loadNPC 0 office_filing_temp>>
<<loadNPC 1 office_filing_client>>
<<link [[Next|Office Filing Complete]]>><</link>>
<<elseif $finish is 1>>
Disappointed, the <<person>> rolls off of you and stands to <<his>> feet. "Was it something I said?" <<he>> asks while fixing <<his>> clothes.
<br>
<<He>> helps you to your feet and turns back to the filing work. "Let's get this done and get out of here, I guess."
<br><br>
<<clotheson>>
<<endcombat>>
<<loadNPC 0 office_filing_temp>>
<<loadNPC 1 office_filing_client>>
<<link [[Next|Office Filing Complete]]>><</link>>
<</if>><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<endevent>>
<<loadNPC 0 office_filing_temp>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Office Filing Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Office Filing Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation "short">>
"What are you, some kind of masochist?" the <<person>> asks as <<he>> wipes <<himself>> up and leaves you lying on the floor.
<br>
<<clotheson>>
<<endcombat>>
<<if $stress gte $stressmax>>
<<officepassout>>
<<elseif $exposed gte 1>>
You get up off the floor and look down in horror at your <<lewdness>>!
<br><br>
<<clearNPC office_filing_temp>><<clearNPC office_filing_client>>
<<link [[Next|Office Streak]]>><</link>>
<<else>>
You wait a few moments after the <<person>> leaves before exiting.
<br><br>
<<link [[Next|Office Filing Temp Angry]]>><</link>>
<</if>>
<<elseif $enemyhealth lte 0>>
"Ow, you fuck!" <<he>> exclaims as <<he>> stumbles away from you in pain. <<He>> gets up and runs from the room.
<br><br>
<<clotheson>>
<<endcombat>>
<<if $exposed gte 1>>
You realise that your clothes have been damaged in the struggle, exposing your <<lewdness>>!
<br><br>
<<clearNPC office_filing_temp>><<clearNPC office_filing_client>>
<<link [[Next|Office Streak]]>><</link>>
<<else>>
You take a moment to compose yourself before leaving the room.
<br><br>
<<link [[Next|Office Filing Temp Angry]]>><</link>>
<</if>>
<<else>>
"If I see you again, I'll beat your ass even worse!" <<he>> shouts as <<he>> leaves you curled up on the floor.
<<clotheson>>
<<endcombat>>
<<if $stress gte $stressmax>>
<<officepassout>>
<<elseif $exposed gte 1>>
Your get up, bruised and battered. You realise your clothing has been damaged, exposing your <<lewdness>>.
<br><br>
<<clearNPC office_filing_temp>><<clearNPC office_filing_client>>
<<link [[Next|Office Streak]]>><</link>>
<<else>>
<<tearful>> you struggle to stand and slowly limp out of the room.
<br><br>
<<link [[Next|Office Filing Temp Angry]]>><</link>>
<</if>>
<</if>><<effects>>
After a several more minutes of work, you and the <<person1>><<person>> complete your filing assignment.
<br>
<<if $exposed gte 1>>
"Hey, it looks like you tore your clothes up. You can't walk around dressed like that. Wait right here," <<he>> says before dashing out of the room.
<br><br>
A few minutes later, <<he>> returns with a towel. "We temps gotta stick together, right?" <<he>> says warmly, handing you the towel.
<br><br>
<<towelup>>
<</if>>
"Let's go report to the client."
<br><br>
The two of you return to the <<person2>><<person>>. "Thank you both for such hard work," <<he>> says, handing you both a tip. <<assignmenttip 5>>
<<clearNPC office_filing_temp>>
<<clearNPC office_filing_client>>
<<endevent>>
<<completeassignment>><<location "office">><<effects>>
You approach the kiosk, and a <<generateNPC 1>><<person1>><<personsimple>> behind it notices you, standing to <<his>> feet and extending <<his>> hand.
<br><br>
"Hello there! Come on over, and I'll tell you more about the Office Temp role. You are here about the position, yes?"
<br><br>
<<link [[Yes|Office Job Start 2]]>><</link>>
<br>
<<link [[No|Office Job Deny]]>><</link>>
<br>
<<if isPubfameTaskAccepted("office")>>
<<link [[Give letter|Office Job Letter]]>><</link>>
<br>
<</if>><<effects>>
You shake your head. The <<personsimple>>'s face turns to a frown.
<br><br>
"If you aren't interested in working for us, please don't waste my time." <<He>> turns to speak to another applicant.
<br><br>
<<link [[Step away|Office Lobby]]>><</link>>
<br><<effects>>
You nod your head.
<br><br>
"Fantastic! As an Office Temp, you will be dispatched to different floors to provide any assistance you can. This could mean errands like getting coffee, delivering packages, filing papers, or even helping with equipment setup." <<He>> hands you a clipboard with a few forms to fill out.
<br><br>
"Work hours are between <<ampm 6>> and <<ampm 22>>, and pay is <<printmoney 625>> an hour. It may not seem like much, but the clients tend to tip Temps who perform well. Clients on higher floors tend to be more demanding, but they also tend to tip more. You are free to decline any assignment, but we ask that you not make a habit of it. Of course you'll work with us, yes?"
<br><br>
<<link [[Accept job|Office Job Accept]]>><</link>>
<br>
<<link [[Decline|Office Job Deny]]>><</link>>
<br><<effects>>
<<set $officejobintro to 1>><<set $officecomplaints to 0>><<set $officelastcomplaintday to 0>><<set $wardrobes.officeBuilding.unlocked to true>><<set $managerGift to 1>>
You smile at the <<personsimple>> and take the forms from <<his>> hands.
<br><br>
"Splendid! Once you get those forms completed, please take them to the office and give them to the manager."
<br><br>
You spend a few minutes filling out the forms for employment and inform the <<personsimple>> once you've finished. <<He>> ushers you past the security desk, towards the office space behind the elevators.
<br><br>
<<endevent>>
<<generateManager>><<person1>>
Two rooms flank a long hallway that leads to a door labelled "Manager." The door swings open, and a well-toned <<personsimple "normal">> in a fitted gray suit emerges to greet you.
<br><br>
"You must be a new applicant. I'm <<office_manager>>, and I'll be your manager." <<He>> takes the forms from you and leads you to a seat in the office. <<office_manager>> spends a few moments looking over the forms before returning <<his>> attention to you.
<br><br>
"Everything seems to be in order. I'll finish inputting your information later, but for now, how about a tour?" <<office_manager>> grasps your shoulders and steers you out of the office.
<br><br>
<<link [[Next|Office Job Accept 2]]>><</link>>
<br><<effects>>
<<office_manager>> leads you to a desk outside of <<his>> office. There is a large touch screen displaying a lot of information.
<br><br>
"This is where you can claim work assignments. You can see the floor and the nature of the task here. Once you accept an assignment, you are to report to your client as soon as possible." <<He>> directs you to the room across from <<his>> office. Inside are other temp workers, who wave and greet you as you walk in. "Please feel free to take a break between assignments here."
<br><br>
<<office_manager>> walks you back to <<his>> office. "When you are done with an assignment, you can pick up your pay here. You should also let me know if you have any concerns or complaints. I'll go finish filing your paperwork now, but you're free to begin whenever you'd like!"
<br><br>
<<He>> gives you an affirming pat on your shoulders and goes into <<his>> office.
<br><br>
<<endevent>>
<<link [[Return to lobby|Office Lobby]]>><</link>>
<br><<effects>>
You slide the letter onto the desk. "Bring this to the basement," you say.
<br><br>
The <<personsimple>> looks mildly affronted. "There are procedures for this, you know." <<He>> sighs and puts the letter in a cabinet. "Fine. Now, are you here for the job or not?"
<br><br>
<<pubfameComplete "office">>
<<link [[Hear job offer|Office Job Start 2]]>><</link>>
<br>
<<link [[Don't|Office Job Deny]]>><</link>>
<br><<location "office">><<effects>>
You dash from your hiding place towards the lift, keeping low and staying out of sight. You press the button to call the lift and duck behind a nearby bench as you wait for it to arrive.
<br>
Before long, the lift doors open. Luckily for you, the lift is empty. You press the button for the lobby and shift nervously as the doors close.
<br><br>
Just thinking about the lift stopping before the lobby and someone entering worries you. <<stress 10>><<ggstress>>
<<officeliftdescend>><<effects>>
You're filled with anxiety as the lift slowly descends. You huddle in the corner, doing your best to cover your <<lewdness>> as you count down each floor.
<br>
To your delight, the lift makes it all the way to the lobby. As the doors open, you peek out to ensure the coast is clear before ducking out into the lobby.
<br><br>
<<link [[Lobby|Office Lobby]]>><</link>><<effects>>
You're filled with anxiety as the lift slowly descends. You huddle in the corner, doing your best to cover your <<lewdness>> as you count down each floor.
<br>
To your dismay, the light for <<checkfloor>> lights up and the lift slows to a halt.
<br><br>
After what feels like an eternity, the doors open and
<<if $rng gte 91>>
a <<generate1>><<person1>><<person>> and a <<generate2>><<person2>><<person>> walk into the lift. "Look what we have here," the <<person2>><<person>> says as <<he>> walks over to you, trapping you in the corner.
<br><br>
As the doors close and the lift begins its descent, the <<person1>><<person>> presses the emergency stop. "Must be our lucky day."
<br><br>
<<link [[Next|Office Lift Molest]]>><<set $molestationstart to 1>><</link>>
<<elseif $rng gte 71>>
a <<generate1>><<person1>><<person>> walks into the lift.
<br>
<<He>> is talking on the phone, and whoever is on the other end is getting a mouthful. <<He>> doesn't even seem to notice you in your unclothed state.
<br><br>
The lift stops at the next floor, and <<he>> walks out, still talking while your presence goes unnoticed.
<<officeliftdescend>>
<<elseif $rng gte 61>>
a <<generatey1>><<person1>><<person>> peers in. <<Hes>> naked, just like you.
<<arousal 600>><<garousal>>
<br>
<<He>> stiffens, before running in and closing the door. "Please tell me you're another temp," <<he>> whispers, pressing <<himself>> into the corner away from you. You nod numbly.
<br><br>
Neither of you say a word as you ride down. You reach the bottom floor, and <<he>> gives you a grateful look before running out the second the door opens.
<br><br>
<<link [[Lobby|Office Lobby]]>><<towelup>><</link>>
<<elseif $rng gte 51>>
a <<generate1>><<person1>><<person>> carrying a duffle bag walks into the lift.
<br>
"My word, <<girl>>, where are your clothes?"
<br>
You explain the situation to the <<personsimple>>. <<He>> seems saddened by your plight and produces a towel from <<his>> bag.
"I know it's not much, but we can't have you running around the building dressed like that."
<br><br>
The <<person1>><<person>> rides with you safely down into the lobby.
<br><br>
<<link [[Lobby|Office Lobby]]>><<towelup>><</link>>
<<elseif $rng gte 31>>
a large group of people flood into the lift, pushing you tight into the corner and restricting your movement. No one seemed to notice your exposed presence.
<br><br>
As the lift resumes its descent, you feel something sharp pressing against your <<undies>>. The person in front of you is holding an umbrella and its handle
<<if $worn.under_lower.name isnot "naked">>
has somehow managed to slide under your $worn.under_lower.name and
<</if>>
<<if $player.penisExist>>
is hooked around the shaft of your <<penis>>!
<<else>>
is probing at the opening of your <<pussy>>!
<</if>>
<br><br>
You try to remove the offending object from your crotch, but your lack of mobility just causes the umbrella to tease your <<genitals>> more. <<ggarousal>><<arousal 1000 "genitals">>
<br>
<<if $arousal gte $arousalmax>>
By the time the lift reaches the lobby, your abused <<genitals>> has been pushed to its limit.
<<orgasm>>
No one seems to notice your climax, and you lean back into the corner of the lift to try to regain your composure.
<<if $worn.under_lower.name isnot "naked">>
<br>
Unbeknownst to the umbrella's owner, your $worn.under_lower.name is snagged on its handle. You try to speak up, but you are paralysed by your orgasm. As they rush to leave the lift, your $worn.under_lower.name is ripped from your body and dangles from their umbrella, your cum dripping from the ruined garment.
<<underlowerruined>><<clothesruinstat>><<set $under_loweroff to 0>>
<</if>>
<br>
As the lift empties, you finally find your balance and hobble out of lift, covering your <<lewdness>>.
<<else>>
You're able to resist the probing of your <<genitals>> until the lift reaches the lobby.
<br>
<<if $worn.under_lower.name isnot "naked">>
As the <<people>> begin to exit the lift, you are able to remove the umbrella's handle from your $worn.under_lower.name before any damage can be done.
<</if>>
As the lift empties, you carefully move with the crowd to avoid any further exposure and sneak into the lobby.
<</if>>
<br><br>
<<link [[Lobby|Office Lobby]]>><</link>>
<<else>>
a <<generate1>><<person1>><<person>> walks up to the doors and stops when <<he>> sees you.
<br><br>
<<if $rng gte 75>>
<<He>> stares at you in surprise for a few moments before stepping away from the lift.
<br>
"...I'll catch the next one," <<he>> says as the doors close.
<br>
<<embarrassment>>
<<officeliftdescend>>
<<elseif $rng gte 50>>
<<He>> pulls out <<his>> phone and starts snapping pictures.
<br>
"Thanks for these!" <<he>> says happily as the doors close.
<br>
<<embarrassment>><<fameexhibitionism 5>>
<<officeliftdescend>>
<<else>>
You gasp when you realise it's a security guard.
<br>
"I found <<phim>>. Bringing <<phim>> to the security office now," <<he>> says into <<his>> radio as <<he>> joins you in the lift.
<<embarrassment>>
<br>
<<link [[Next|Office Security Escort]]>><</link>>
<</if>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Office Lift Molest Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0>>
<span id="next"><<link [[Next|Office Lift Molest Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Office Lift Molest]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<br><br>
<<ejaculation>>
The <<person1>><<person>> and the <<person2>><<person>> dump you on the floor in the corner of the lift and fix their clothes.
<br>
The <<person2>><<person>> disengages the emergency stop, and they walk out of the lift, leaving you to continue your descent.
<br><br>
<<clotheson>>
<<endcombat>>
<<officeliftdescend>><<effects>>
You push your assailants off of you and disengage the emergency stop, waiting in anticipation as the doors open. You dive out of the lift before they can grab you again.
<br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Office Streak]]>><</link>><<widget "officeliftdescend">>
<br><br>
<<set $officeFloor -= random(2,$officeFloor)>>
<<if $officeFloor lte 3>>
<<link [[Ride lift to lobby|Office Lift Lobby]]>><</link>>
<<else>>
<<link [[Ride lift to lobby|Office Lift Stop]]>><</link>>
<</if>>
<</widget>><<location "office">><<effects>>
The large building houses the offices of various businesses. You are in the lobby.
<<if $stress gte $stressmax>>
<br><br>
<<if isPregnancyEnding()>>
<<pregnancyPassout "office">>
<<else>>
<<officepassout>>
<</if>>
<<else>>
There is a large koi pond in the centre of the room, in front of the security desk. Behind it are four glass lifts that travel to the upper floors.
<br><br>
<<if Time.isWeekEnd()>>
It's the weekend, so other than security personnel, the custodial staff, and a few weekend warriors, the building is mostly empty.
<<elseif Time.dayState is "day">>
The lobby is full of the hustle and bustle of various office employees.
<<elseif Time.dayState is "dusk">>
Most of the workers are leaving for the day, though the lobby isn't completely empty.
<<elseif Time.dayState is "dawn">>
Employees are filing into the lobby in droves to start their workday, forming queues for the lifts.
<<elseif Time.dayState is "night">>
The lobby is completely empty, minus the security guards patrolling the area.
<</if>>
<<if Time.isWeekEnd()>>
<<officeafterhours>>
<<elseif Time.hour gte 6 && Time.hour lte 21>>
<<officebusinesshours>>
<<else>>
<<officeafterhours>>
<</if>>
<br><br>
<<highicon>><<link [[Go outside|High Street]]>><</link>>
<br>
<</if>><<effects>>
You come to in the security office in the back of the lobby.
<br><br>
"Looks like you're finally coming to," the guard says, a <<generate1>><<person1>><<person>>. "One of the other guards found you passed out on the upper floors."
<br>
<<if $exposed gte 1>>
<<He>> hands you a towel, and you immediately wrap it around yourself to cover your <<lewdness>>.<<towelup>>
<</if>>
<br><br>
"We can't have you passing out like this in front of clients. It makes management look bad. We don't know what happened to you, but we have to issue a warning."<<gsecurity>> <<officeupdatecomplaints 1>>
<br><br>
<<He>> helps you to your feet and escorts you out into the lobby.
<br><br>
<<link [[Next|Office Lobby]]>><</link>><<effects>>
<<if $molestationstart is 2>>
You awake to find yourself in a supply closet. You're not sure which floor you are on. There is a <<generate1>><<person1>><<person>> on top of you.
<<set $officeFloor to random(4,15)>>
<br><br>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<set $enemyanger to 0>>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<set $enemyanger to 0>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $enemyhealth lte 0>>
<span id="next"><<link [[Next|Office Supply Molest Escape]]>><</link>></span><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Office Supply Molest Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Office Supply Molest]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<ejaculation>>
The <<person1>><<person>> gets up, dresses, and leaves without a word, leaving you on the closet floor.
<br>
<<stealclothes>>
<br><br>
<<tearful>> you climb to your feet and slowly walk out of the closet.
<br><br>
<<clotheson>>
<<endcombat>>
<<if $exposed lte 0>>
<<link [[Return to lobby|Office Lobby]]>><</link>>
<<else>>
<<link [[Next|Office Streak]]>><</link>>
<</if>><<effects>>
You grab a heavy stapler and bash it against the <<person1>><<persons>> head. <<He>> falls backwards, crashing into a shelf as office supplies fall on top of <<him>>.
<br><br>
<<tearful>> you run out of the closet to safety.
<br><br>
<<clotheson>>
<<endcombat>>
<<if $exposed lte 1>>
<<link [[Return to lobby|Office Lobby]]>><</link>>
<<else>>
<<link [[Next|Office Streak]]>><</link>>
<</if>><<widget "officepassout">>
Everything goes dark...
<br>
<<passout>>
<<set $danger to random(1, 10000)>>
<<if $danger gte (9900 - $allure)>>
<<rng>>
<<if $rng gte 80>>
<<link [[Wake up|Office Supply Molest]]>><<set $molestationstart to 2>><</link>>
<<else>>
<<if $officecomplaints gte 10>>
<<link [[Wake up|Office Security Passout Molest]]>><<set $molestationstart to 1>><</link>>
<<else>>
<<link [[Wake up|Office Security Passout]]>><</link>>
<</if>>
<</if>>
<<pass 20>>
<<else>>
<<pass 60>>
<<ambulance>>
<</if>>
<<trauma 6>><<set $stress -= 2000>>
<</widget>>
<<widget "officebusinesshours">>
<<if $exposed gte 1>>
You duck behind a large potted plant, hiding your <<lewdness>>. No one seems to notice you.
<br><br>
<span class="red">If you hang around the building in this state, you're sure to get in trouble with security.</span>
<br><br>
<<if $officejobintro is 1>>
<<sneakicon>><<link [[Duck into Temp Agency Lounge|Office Agency Streak]]>><</link>>
<</if>>
<<else>>
<<if $officejobintro isnot 1>>
You notice several people gathered around a kiosk. There is a large "Help Wanted" sign on it.
<br><br>
<<mysteryicon>><<link [[Approach kiosk|Office Job Start]]>><</link>>
<<else>>
<<officecheckcomplaints>>
<<ind>><<link [[Go to Temp Agency Lounge (0:01)|Office Agency]]>><<pass 1>><</link>>
<</if>>
<</if>>
<</widget>>
<<widget "officeafterhours">>
<<if $exposed gte 1>>
You duck behind a large potted plant, hiding your <<lewdness>>. None of the guards seem to notice you.
<br>
There's no telling what security will do to you if they catch you in this state.
<<else>>
There are several guards patrolling the lobby and a guard at the security desk behind the koi pond. You should probably leave.
<</if>>
<</widget>>
<<widget "officeupdatecomplaints">>
<<set $officelastcomplaintday to 0>>
<<set $officecomplaints += _args[0]>>
<<managerLove `-2 * _args[0]`>>
<</widget>>
<<widget "officecheckcomplaints">>
<<if $officelastcomplaintday % 3 is 0 and $officecomplaints gte 1>>
<<set $officecomplaints -= 1>>
<<elseif $officelastcomplaintday gte 14>>
<<set $officecomplaints to 0>>
<</if>>
<<if $officecomplaints gte 10>>
Everyone in the lobby is eyeing you. Someone gasps when they see you and hustles over to the security desk. You feel like you should leave.
<<elseif $officecomplaints gte 7>>
You feel like people may be staring at you as you walk into the lobby. You don't feel very welcomed.
<<elseif $officecomplaints gte 4>>
A few people wave at you as you walk into the lobby, though some push angrily past you. You may have made some enemies in the building.
<</if>>
<br><br>
<</widget>>
<<widget "checkfloor">>
<span class="blue">Floor $officeFloor</span>
<</widget>>
<<widget "office_manager">><<silently>>
<<set _text_output to $per_npc.manager.name>>
<</silently>><span class="manager"><<print _text_output>></span><</widget>>
<<widget "generateManager">>
<<if _args[0]>>
<<set $_id to _args[0]>>
<<else>>
<<set $_id to 0>>
<</if>>
<<if $per_npc.manager>>
<<loadNPC $_id "manager">>
<<else>>
<<generateRole $_id "office" "manager">>
<<set $NPCList[$_id].name_known to 1>>
<<saveNPC $_id "manager">>
<</if>>
<</widget>>
<<widget "managerLove">>
<<if Number.isFinite(_args[0])>>
<<set $managerLove to Math.clamp(($managerLove || 0) + _args[0], -50, 200)>>
<</if>>
<</widget>><<effects>>
<<if $managerVisit is Time.hour>>
You shouldn't bother <<office_manager>> anymore for now.
<br><br>
<<getouticon>><<link [[Leave|Office Agency]]>><</link>>
<<else>>
<<rng>>
<<set $managerVisit to Time.hour>>
<<generateManager>><<person1>>
<<if ($rng gte 20 + $managerLove) and Time.hour is 21>>
<<set $phase to 0>>
You slowly open <<office_manager>>'s office door, careful to avoid disturbing <<him>>.
<br>
The lights are low, and you hear a soft moan coming from inside the room. You stop and peek inside and see <<office_manager>> leaned back in <<his>> chair. <span class="lewd"><<He>> seems to be masturbating!</span>
<br><br>
<<ind>><<link [[Watch|Office Agency Manager Masturbation]]>><</link>><<promiscuous1>>
<br>
<<getouticon>><<link [[Leave|Office Agency]]>><<endevent>><</link>>
<<elseif $rng gte 90>>
You slowly open <<office_manager>>'s office door, careful to avoid disturbing <<him>>.
<br>
<<office_manager>> abruptly stands up from <<his>> seat. <<He>> seems flustered. "Oh, hi. I was just dealing with a really frustrating email. I'm kind of busy now. Please come back later."
<br><br>
<<if isPubfameTaskAccepted("office")>>
<<ind>><<link [[Give letter|Office Agency Manager Letter]]>><</link>>
<br>
<</if>>
<<getouticon>><<link [[Leave|Office Agency]]>><<endevent>><</link>>
<<elseif $rng gte 80>>
You slowly open <<office_manager>>'s office door, careful to avoid disturbing <<him>>.
<br>
<<office_manager>> is on the phone, speaking angrily to someone. <<generate2>><<person2>> "They molested <<him>>! I don't care how much they pay, we can't let them keep treating our workers like this!"
<br>
The conversation seems serious, so you decide to leave.
<br><br>
<<getouticon>><<link [[Leave|Office Agency]]>><<endevent>><</link>>
<<elseif $rng gte 60>>
You slowly open <<office_manager>>'s office door, careful to avoid disturbing <<him>>.
<br>
"Oh, it's you. Come on in." <<He>> stands up and motions for you to sit.
<br>
<<office_manager>> asks you about work and school. You chat with <<him>> and tell <<him>> how things are going. <<His>> phone rings, and <<he>> politely asks you to leave.
<br><br>
<<if isPubfameTaskAccepted("office")>>
<<ind>><<link [[Give letter|Office Agency Manager Letter]]>><</link>>
<br>
<</if>>
<<getouticon>><<link [[Leave|Office Agency]]>><<endevent>><</link>>
<<else>>
<<office_manager>>'s door is locked. There's a note on the door that reads "Be back soon!"
<br><br>
<<if isPubfameTaskAccepted("office")>>
<<ind>><<link [[Slip letter under the door|Office Agency Manager Letter Door]]>><</link>>
<br>
<</if>>
<<getouticon>><<link [[Leave|Office Agency]]>><<endevent>><</link>>
<</if>>
<</if>><<effects>>
<<rng>>
<<if $arousal gte $arousalmax>>
<<orgasm>>
<<office_manager>> looks up, startled by the sound of your climax. <<He>> jumps to <<his>> feet and fixes <<his>> clothes.
<br>
"Is someone there?" <<office_manager>> asks nervously.
<br><br>
<<link [[Show yourself|Office Agency Manager Masturbation Reveal]]>><</link>>
<br>
<<link [[Run|Office Agency Manager Masturbation Run]]>><</link>>
<<elseif $rng gte 75 - $phase>>
<<office_manager>> looks up and notices you peeking through the door. <<He>> gasps as <<he>> jumps to <<his>> feet and fixes <<his>> clothes.
<br>
"Is someone there?" <<office_manager>> asks nervously.
<br><br>
<<link [[Show yourself|Office Agency Manager Masturbation Reveal]]>><</link>>
<br>
<<link [[Run|Office Agency Manager Masturbation Run]]>><</link>>
<<else>>
<<if $phase is 0>>
You decide to watch, as <<office_manager>> hasn't noticed you yet. You duck down to get a look under the desk, where <<his>> pants are bunched at <<his>> knees.
<br>
<<if $per_npc.manager.penis is "none">>
<<office_manager>>'s hand is shoved into <<his>> sheer tights. There is a small wet spot on the gusset.
<<else>>
<<office_manager>>'s <<npcPenis>> protrudes from <<his>> boxers, <<his>> hand cupping the head.
<</if>>
<<elseif $phase lte 3>>
<<if $per_npc.manager.penis is "none">>
<<office_manager>>'s hand works in and out of <<his>> tights, the wet spot slowly growing as fluid drips from <<his>> <<npcVagina>>.
<<else>>
<<office_manager>> rubs and squeezes the head of <<his>> <<npcPenis>> between <<his>> thumb and index finger.
<</if>>
<<elseif $phase is 4>>
<<if $per_npc.manager.penis is "none">>
<<office_manager>> lowers <<his>> tights to <<his>> knees, kicking away <<his>> shoes and slacks. <<He>> jams three fingers into <<his>> <<npcVagina>> and starts pumping vigorously.
<<else>>
<<office_manager>> lowers <<his>> boxers to <<his>> knees, kicking away <<his>> shoes and slacks. <<He>> spits into <<his>> hand and returns to jerking <<his>> hardened <<npcPenis>>.
<</if>>
<<elseif $phase lte 7>>
<<if $per_npc.manager.penis is "none">>
<<office_manager>> continues fingering <<his>> dripping <<npcVagina>>, <<his>> stockinged toes curling with every thrust.
<<else>>
<<office_manager>> continues jerking <<his>> hard <<npcPenis>>, precum beginning to form on the tip.
<</if>>
<<else>>
<<office_manager>> bites down on the sleeve of <<his>> blazer to suppress <<his>> orgasm. <<His>> strong legs lock up and shiver as <<he>> fights for balance.
<br>
<<He>> pulls out a towel and wipes <<his>> face before using it to wipe the mess off <<his>> <<npcGenitals>>. <<managerLove 20>>
<br><br>
<<link [[Leave|Office Agency Manager Masturbation End]]>><</link>><<garousal>>
<</if>>
<<if $phase lte 7>>
<br>
<<promiscuity1>>
<<link [[Keep watching|Office Agency Manager Masturbation]]>><<set $phase++>><</link>><<promiscuous1>>
<br>
<<link [[Stop|Office Agency Manager Masturbation End]]>><</link>>
<</if>>
<</if>><<effects>>
You quietly shut the door to allow <<office_manager>> the privacy to fully enjoy <<himself>>.
<br><br>
<<endevent>>
<<link [[Leave|Office Agency]]>><</link>><<effects>>
You show yourself to <<office_manager>>. <<embarrassment>> "I'm sorry, I didn't mean to."
<<rng>>
<br>
<<if $rng gte 75>>
<<office_manager>> seems extremely upset. "I can't believe you. After all that I've done for you, you do this to me. Please get out of my office." <<lllove>><<managerLove -20>>
<<else>>
<<office_manager>> seems relaxed. "It's okay." <<He>> grabs a cloth and wipes <<his>> hands clean. "This job can be stressful at times, and my doctor says this is a good way to release tension."
<br>
"As long as you don't tell anyone, it's okay. Just try to knock next time?" <<glove>><<managerLove 10>>
<br>
<<office_manager>> places <<his>> hand on your shoulder and walks you out of the office. You can smell the sex on <<him>>.
<</if>>
<br><br>
<<link [[Leave|Office Agency]]>><<endevent>><</link>><<effects>>
You're too embarrassed to show yourself. You run into the lobby and peek behind you.
<br>
<<office_manager>> sticks <<his>> head out of <<his>> office, looking around with a distraught look on <<his>> face before finally closing and locking the door. <<llllove>><<managerLove -30>>
<br><br>
<<link [[Lobby|Office Lobby]]>><<endevent>><</link>><<effects>>
You give <<office_manager>> the letter. "Bring it to the basement, please," you say.
<br><br>
At your mention of the basement, <<office_manager>> looks slightly nervous. "Are you sure?" You nod, and <<he>> sighs. "I normally don't just deliver things like this... but... Okay, I'll deliver it. But please, be careful."
<br><br>
<<pubfameComplete "office">>
<<link [[Leave|Office Agency]]>><<endevent>><</link>><<effects>><<wearProp "pen">>
You decide to slip the letter under the door, figuring <<office_manager>> will find it when <<he>> comes back. You write a quick note asking <<him>> to deliver it to the basement.
<br><br>
<<pubfameComplete "office">>
<<link [[Leave|Office Agency]]>><<endevent>><</link>><<location "office">><<effects>>
<<set $meetingPhase to 0>>
<<set $meetingTip to 5>>
<<set $meetingOrgasm to 0>>
<<set $mAttention to 0>>
<<set $assaultEnergy to random(25,50)>>
<<beastNEWinit 1 dog>><<generate2>><<generate3>><<generateyv4>>
You take the lift to <<checkfloor>> and walk into a small conference room. A <<person2>><<person>> gets up and directs you to your seat.
<br>
"This is a very important meeting, and I need extremely detailed notes. One of our partners is old-fashioned and refuses to use digital medium. I assume your handwriting is good, yes?"
<br>
<<if currentSkillValue("english") gte 700>>
You give a confident nod. <<He>> smiles warmly and hands you a fine ink pen and notepad. "Fantastic!
<<elseif currentSkillValue("english") gte 400>>
You nod. <<He>> hands you a fine ink pen and notepad. "Good enough.
<<else>>
You nod hesitantly. <<He>> sighs and sets an old ink pen and notepad in front of your seat. "What are the schools teaching these days? Whatever.
<</if>>
Now, it's important that you remain still and quiet, as the call is being broadcast to our other offices."
<br><br>
You take your seat and wait for the meeting to begin.
<br><br>
<<link [[Next|Office Meeting Progress]]>><</link>><<effects>>
<<set $danger to random(1,10000)>>
<<if $danger gte 8000 - (300 * $officeFloor)>>
<<if $rng gte 51 or ($bestialitydisable is "t" and $monster isnot 1)>>
A <<person3>><<person>> enters the room and sits down next to you.
<br><br>
<<if $NPCList[1].skills.security gte 600>>
"This should be a fun meeting," <<he>> says, looking at you with a lustful gaze.
<<elseif $NPCList[1].skills.security lte 300>>
<<He>> accidentally bumps you with <<his>> briefcase. "S-sorry," <<he>> says nervously.
<<else>>
<<He>> doesn't say anything, but you notice <<he>> glances at you several times.
<</if>>
<br><br>
A few minutes into the meeting, you feel something touch your leg. The <<person3>><<person>> has started rubbing your leg through your $worn.lower.name.
<<meetingmolestactions>>
<<else>>
A <<person3>><<person>> enters the room, bringing along with them a <<beasttype 0>>.
<br>
"This is my emotional support animal," the <<person3>><<person>> says, sitting at the conference table. The <<beasttype 0>> glares at you.
<br>
"Aww, <<person1>><<if $pronoun is "m">>he<<else>>she<</if>> likes you!" the <<person3>><<person>> says before turning <<his>> attention to the meeting.
<br><br>
Not long into the meeting, you feel something at your feet. The <<beasttype 0>> has started tugging on your $worn.lower.name!
<<meetingpetactions>>
<</if>>
<<elseif $rng gte 85>>
The meeting is uneventful, until the <<person3>><<person>> giving the presentation tries to recall an obscure fact about your town. No one else in the room seems to know what <<he>> is talking about. You think you remember hearing about it in History class, but you were told to remain quiet.
<br><br>
<<link [[Say something|Office Meeting History Speak]]>><</link>><br>
<<link [[Remain silent|Office Meeting History Silence]]>><</link>>
<<elseif $rng gte 70>>
The <<person3>><<person>> speaking gives a painfully boring presentation, but despite <<his>> dry demeanor, you learn a number of interesting facts about the town. <<ghistory>><<historyskill>>
<br><br>
<<link [[Next|Office Meeting End]]>><</link>>
<<elseif $rng gte 55>>
You feel like the meeting is passing quickly, until a <<person3>><<person>> starts talking about the orphanage.
<br><br>
"Yeah, the whole place is full of them. If you're lucky, you get a virgin, and the best part is that no one cares if they go missing," <<he>> says, before glancing over at you.
<br><br>
<<He>> doesn't address you directly, but you can't help but think they know you live there, and it makes you feel uncomfortable. <<gstress>><<stress 2>>
<br><br>
<<link [[Next|Office Meeting End]]>><</link>>
<<elseif $rng gte 40>>
During the meeting, another temp, a <<person4>><<person>>, comes in to set up refreshments in the corner.
<br>
While <<he>> is working, a <<person3>><<person>> walks up to <<person4>><<him>> and places <<person3>><<his>> hand<<person4>>
<<if $pronoun is "f">>
up the <<persons>> skirt.
<<else>>
down the <<persons>> pants.
<</if>>
<br><br>
<<link [[Keep watching|Office Meeting Temp Watch]]>><</link>> <<promiscuous1>>
<br>
<<link [[Look away|Office Meeting Temp Look Away]]>><</link>>
<<elseif $rng gte 25>>
As the meeting progresses, you notice a <<person3>><<person>> shifting back and forth in <<his>> seat with a devious look in <<his>> eyes. Across from <<him>>, a <<person4>><<person>> is gripping the table and looks to be aroused.
<br>
You can't help but peek under the table, and you see that the <<person3>><<person>> has removed <<his>> shoes and is massaging the <<person4>><<persons>> crotch with <<person3>><<his>> feet.
<br><br>
You sit upright and continue taking your notes. Not long after, the <<person4>><<person>> asks to be excused and runs from the room, covering <<his>> groin with <<his>> hands.
<br><br>
<<link [[Next|Office Meeting End]]>><</link>>
<<else>>
The speaker in the meeting talks really fast and very quietly, but you are able to follow along and take notes to the best of your ability.
<br><br>
<<link [[Next|Office Meeting End]]>><</link>>
<</if>><<effects>>
You are certain you know what the speaker is referring to. "Excuse me, <<person3>><<sir>>," you say, getting the room's attention. You say what you believe to be the correct fact, and the speaker takes a moment to think about it.
<br><br>
<<if currentSkillValue("history") gte random(1,1000)>>
"<span class="green">That's exactly right, thanks!</span>" <<he>> says before continuing <<his>> presentation. The <<person2>><<person>> smiles at you and gives you an approving nod. <<set $meetingTip += 5>>
<<else>>
<<He>> looks around at the room at the <<people>> and then looks at you, confused. "Who are you again? No, no, <span class="red">that's not what I was referring to at all</span>," <<he>> says, before continuing.
<br>
The <<person2>><<person>> glares at you angrily. <<gstress>><<stress 2>><<set $meetingTip -= 5>>
<</if>>
<br><br>
<<link [[Next|Office Meeting End]]>><</link>><<effects>>
You're afraid of embarrassing yourself or disturbing the attendees, so you remain silent. After a few moments, the speaker shrugs and carries on with the meeting.
<br><br>
<<link [[Next|Office Meeting End]]>><</link>><<effects>>
You keep looking at the <<person3>><<person>> as <<he>> continues to molest the <<person4>><<person>>.
<br>
No one else in the meeting seems to notice as the <<person3>><<person>> slips <<his>> hand further into the <<person4>><<persons>> underwear and begins stroking <<him>>.
<br>
The <<person3>><<person>> notices you looking, removes <<his>> hand, and grabs a drink. <<He>> winks at you before returning to <<his>> seat, and the <<person4>><<person>> finishes setting up the refreshments and hurries out of the room, tears streaming down <<his>> face.
<br><br>
<<promiscuity1>>
<<link [[Next|Office Meeting End]]>><</link>><<effects>>
You can't bring yourself to watch the violation, so you turn your attention back to the meeting. You can hear the <<person4>><<person>> moaning softly in the corner.
<br><br>
<<link [[Next|Office Meeting End]]>><</link>><<effects>>
<<set $meetingPhase++>>
<<set $mAttention++>>
<<if $mAttention gte 10>>
Your attempts to get rid of the <<person>> has disturbed the meeting. The other <<people>> all turn and look at you, angry at all the commotion you are making.
<br><br>
<<link [[Next|Office Meeting Molest Discovered]]>><</link>>
<<elseif $assaultEnergy gte 1>>
<<if $arousal gte $arousalmax>>
<<orgasm>>
<<set $meetingOrgasm to 1>>
<br>
You moan in ecstasy and collapse into your seat. <<He>> pulls <<his>> hand from your <<undies>> and discreetly wipes your cum on your $worn.lower.name.
<br>
The whole room immediately goes silent as everyone takes notice of your sudden outburst.
<br><br>
<<link [[Next|Office Meeting Molest Discovered]]>><</link>>
<<elseif $meetingPhase lte 2>>
You grab the hand on your thigh and try to move it away,
<<if $speech_attitude is "bratty">>
glaring at the <<person>>. "Get your hands off of me, pervert," you say firmly.
<<elseif $speech_attitude is "meek">>
<<nervously>> looking down to avoid making eye contact <<person>>. "<<if $pronoun is "m">>Sir<<else>>Miss<</if>>, please stop. You're making me uncomfortable," you say meekly.
<<else>>
glancing at the <<person>>. "This is inappropriate, please stop," you say.
<</if>>
<br><br>
<<if $NPCList[1].skills.security gte 600>>
"I love it when they fight," <<he>> whispers and continues rubbing.
<<set $assaultEnergy += 3>>
<<elseif $NPCList[1].skills.security lte 300>>
"S-sorry," <<he>> says nervously, <<his>> grip on your leg loosening.
<<set $assaultEnergy -= 5>>
<<else>>
<<He>> doesn't say anything and continues rubbing.
<</if>>
<<elseif $meetingPhase is 3>>
The <<person>> gets bolder and
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
slips <<his>> hand under your $worn.lower.name, rubbing you through your <<undies>>.
<<else>>
shoves <<his>> hand down your $worn.lower.name, rubbing you through your <<undies>>.
<</if>>
<<His>> firm touch makes you shudder.<<garousal>> <<arousal 200 "genitals">>
<br><br>
<<if $speech_attitude is "bratty">>
You dig your nails into <<his>> wrist as you pull. "Stop this at once."
<<elseif $speech_attitude is "meek">>
"Please stop. I don't like this," you murmur, weakly holding <<his>> wrist.
<<else>>
You tug at <<his>> wrist. "Please stop."
<</if>>
<br><br>
<<if $NPCList[1].skills.security gte 600>>
<<if $player.penisExist>>
"How can I get you hard if I stop?"
<<else>>
"How can I get you wet if I stop?"
<</if>>
<<He>> says as <<he>> continues rubbing.
<<set $assaultEnergy += 3>>
<<elseif $NPCList[1].skills.security lte 300>>
"D-don't you like this?" <<he>> says solemnly.
<<set $assaultEnergy -= 5>>
<<else>>
<<He>> ignores your demands and continues rubbing.
<</if>>
<<elseif $meetingPhase lte 6>>
The <<persons>> hand remains
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
under your $worn.lower.name as <<he>> continues rubbing your <<undies>>.
<<else>>
down your $worn.lower.name as <<he>> continues rubbing your <<undies>>.
<</if>>
<<His>> rhythmic motions are filling you with heat.<<garousal>> <<arousal 200 "genitals">>
<br><br>
<<if $speech_attitude is "bratty">>
You place your hand firmly onto <<hers>> to try and disrupt the motion. "Get your hand out of there, perv."
<<elseif $speech_attitude is "meek">>
"Y-you have to stop this," you say, your hand locked around <<hers>> as you try to fight <<him>>.
<<else>>
"Please stop touching me," you say to <<him>> as you try to remove <<his>> hand from your $worn.lower.name.
<</if>>
<br><br>
<<if $NPCList[1].skills.security gte 600>>
<<if $player.penisExist>>
"You're getting so hard.
<<else>>
"You're getting so wet.
<</if>>
How can you tell me to stop now?" <<he>> says as <<he>> continues rubbing.
<<set $assaultEnergy += 3>>
<<elseif $NPCList[1].skills.security lte 300>>
"B-but," <<he>> says meekly. <<He>> looks like <<he>> wants to say something else but keeps quiet.
<<set $assaultEnergy -= 5>>
<<else>>
<<He>> ignores your demands and continues rubbing.
<</if>>
<<elseif $meetingPhase is 7>>
Unable to resist <<himself>>,
<<if $worn.under_lower.name isnot "naked">>
the <<persons>> hand goes under your $worn.under_lower.name and
<<else>>
the <<person>>
<</if>>
<<if $player.penisExist>>
grabs your <<penis>>.
<<else>>
sticks a finger deep into your <<pussy>>.
<</if>>
<br><br>
You gasp as <<his>> touch sends shockwaves through your body. <<garousal>><<arousal 500 "genitals">>
<br><br>
<<if $speech_attitude is "bratty">>
You grip <<his>> hand tightly and glare at <<him>>.
<<if $player.penisExist>>
"Let go of it, or I swear I'll break your hand."
<<else>>
"Get your finger out of there, or I swear I'll break your hand."
<</if>>
<<elseif $speech_attitude is "meek">>
"No, please," you say as you feebly attempt to remove <<his>> hand from your <<genitals>>.
<<else>>
"Don't do this, <<sir>>, please," you say to <<him>> as you grip <<his>> hand.
<</if>>
<br><br>
<<if $NPCList[1].skills.security gte 600>>
"I'm going to make you cum in front of everyone," <<he>> says fiendishly.
<<set $assaultEnergy += 3>>
<<elseif $NPCList[1].skills.security lte 300>>
"B-but we are so close," <<he>> says.
<<set $assaultEnergy -= 5>>
<<else>>
<<He>> ignores your demands and continues rubbing.
<</if>>
<<else>>
The <<person>> vigorously
<<if $player.penisExist>>
jerks your <<genitals>>.
<<else>>
fingers your <<genitals>>.
<</if>>
<br><br>
<<set $agrowth to 100 * $meetingPhase>>
The relentless assault is pushing you closer to the edge. <<ggarousal>><<arousal $agrowth>>
<br><br>
<<if $speech_attitude is "bratty">>
You try to jab them with your pen but can't focus enough to do it effectively.
<<elseif $speech_attitude is "meek">>
You weakly tug at the arm that is assaulting your crotch.
<<else>>
You try to pull the assaulting hand from between your legs.
<</if>>
<br><br>
<<if $NPCList[1].skills.security gte 600 and !playerChastity()>>
"Your <<genitals>> feels like it's ready to burst."
<<set $assaultEnergy += 3>>
<<elseif $NPCList[1].skills.security lte 300>>
"After all this, you still don't like it?" <<he>> asks softly.
<<set $assaultEnergy -= 5>>
<<else>>
Your protests fail to phase <<him>> as <<he>> continues <<his>> assault undisturbed.
<</if>>
<</if>>
<<if $meetingOrgasm lte 0>>
<<meetingattention>>
<<meetingmolestactions>>
<</if>>
<<else>>
The <<person>> seems to have had enough of harassing you.
<br>
<<if $NPCList[1].skills.security gte 600>>
"You're no fun," <<he>> says, pulling <<his>> hand away.
<<elseif $NPCList[1].skills.security lte 300>>
"S-sorry," <<he>> says nervously, meekly pulling <<his>> hand away. "I just... wanted to try it. I wanted to be in control for once." <<He>> looks away, ashamed.
<<set $assaultEnergy -= 5>>
<<else>>
<<He>> silently pulls <<his>> hand away.
<</if>>
<br><br>
You fix your clothes before returning your attention to the meeting.
<br><br>
<<link [[Next|Office Meeting End]]>><</link>>
<</if>><<effects>>
<<set $meetingPhase++>>
<<set $mAttention -=1>>
<<if $assaultEnergy gte 1>>
<<if $arousal gte $arousalmax>>
<<orgasm>>
<<set $meetingOrgasm to 1>>
<br>
You moan in ecstasy and collapse into your seat. <<He>> pulls <<his>> hand from your <<undies>> and discreetly wipes your cum on your $worn.lower.name.
<br>
The whole room immediately goes silent as everyone takes notice of your sudden outburst.
<br><br>
<<link [[Next|Office Meeting Molest Discovered]]>><</link>>
<<elseif $meetingPhase lte 2>>
You ignore the <<persons>> hand on your thigh and focus on the meeting.
<br><br>
<<if $NPCList[1].skills.security gte 600>>
"How does this feel?" <<he>> whispers, rubbing your thigh.
<<set $assaultEnergy -= 5>>
<<elseif $NPCList[1].skills.security lte 300>>
"D-do you like this?" <<he>> asks nervously, gently rubbing your thigh.
<<set $assaultEnergy += 3>>
<<else>>
<<He>> silently rubs your thigh.
<</if>>
<<elseif $meetingPhase is 3>>
The <<person>> gets bolder and
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
places <<his>> hand under your $worn.lower.name, rubbing you through your <<undies>>.
<<else>>
shoves <<his>> hand down your $worn.lower.name, rubbing you through your <<undies>>.
<</if>>
<<His>> firm touch makes you shudder.<<garousal>> <<arousal 200 "genitals">>
<br><br>
Despite this, you ignore <<his>> touch and focus on the meeting.
<br><br>
<<if $NPCList[1].skills.security gte 600>>
"Your mouth says nothing, but your body says everything," <<he>> says as <<he>> continues rubbing.
<<set $assaultEnergy -= 5>>
<<elseif $NPCList[1].skills.security lte 300>>
"Sh-should I continue?" <<he>> asks softly.
<<set $assaultEnergy += 3>>
<<else>>
<<He>> remains silent.
<</if>>
<<elseif $meetingPhase lte 6>>
The <<persons>> hand remains
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
under your $worn.lower.name as <<he>> continues rubbing your <<undies>>.
<<else>>
down your $worn.lower.name as <<he>> continues rubbing your <<undies>>.
<</if>>
<<His>> rhythmic motions are filling you with heat.<<garousal>> <<arousal 200 "genitals">>
<br><br>
You try to ignore it and focus on the meeting but find yourself rocking your hips in sync with <<his>> hand.
<br><br>
<<if $NPCList[1].skills.security gte 600>>
<<if $player.penisExist>>
"You're getting so hard.
<<else>>
"You're getting so wet.
<</if>>
How can you ignore this?" <<he>> says as <<he>> continues rubbing.
<<set $assaultEnergy -= 5>>
<<elseif $NPCList[1].skills.security lte 300>>
"I'm glad you like this," <<he>> says meekly.
<<set $assaultEnergy += 3>>
<<else>>
<<His>> silent assault on your <<undies>> continues.
<</if>>
<<elseif $meetingPhase is 7>>
Unable to restrain <<himself>>, the <<person>>
<<if $worn.under_lower.name isnot "naked">>
slips <<his>> hand beneath your $worn.under_lower.name
<</if>>
and
<<if $player.penisExist>>
grabs your <<penis>>.
<<else>>
sticks a finger deep into your <<pussy>>.
<</if>>
<br><br>
You gasp as <<his>> touch sends shockwaves through your body. <<garousal>><<arousal 500 "genitals">>
<br><br>
You grip the edge of the table as you try to remain focused on your task.
<br><br>
<<if $NPCList[1].skills.security gte 600>>
"I'm going to make you cum in front of everyone, and you won't even look me in the eye?" <<he>> says, annoyed.
<<set $assaultEnergy -= 5>>
<<elseif $NPCList[1].skills.security lte 300>>
"I'll be gentle," <<he>> whispers.
<<set $assaultEnergy += 5>>
<<else>>
<<He>> says nothing as <<he>> steps up <<his>> assault on your <<genitals>>.
<</if>>
<<else>>
The <<person>> vigorously
<<if $player.penisExist>>
jerks your <<genitals>>.
<<else>>
fingers your <<genitals>>.
<</if>>
<br><br>
<<set $agrowth to 100 * $meetingPhase>>
The relentless assault is pushing you closer to the edge. <<ggarousal>><<arousal $agrowth>>
<br><br>
You try to stay focused, but each agonising second makes it harder and harder to concentrate.
<br><br>
<<if $NPCList[1].skills.security gte 600 and !playerChastity()>>
"Your <<genitals>> feels like it's ready to burst. Say something!"
<<set $assaultEnergy -= 5>>
<<elseif $NPCList[1].skills.security lte 300>>
"I'm close too," <<he>> says softly.
<<set $assaultEnergy += 3>>
<<else>>
<<He>> continues to focus on the meeting, as if <<he>> isn't violating you under the table.
<</if>>
<</if>>
<<if $meetingOrgasm lte 0>>
<<meetingattention>>
<<meetingmolestactions>>
<</if>>
<<else>>
The <<person>> seems to have gotten enough of harassing you.
<br>
<<if $NPCList[1].skills.security gte 600>>
"You're no fun," <<he>> says, pulling <<his>> hand away.
<<elseif $NPCList[1].skills.security lte 300>>
"S-sorry," <<he>> says nervously, meekly pulling <<his>> hand away. "Something should've happened by now, I just..." <<He>> looks away, ashamed.
<<else>>
<<He>> silently pulls <<his>> hand away.
<</if>>
<br><br>
You fix your clothes before returning your attention to the meeting.
<br><br>
<<link [[Next|Office Meeting End]]>><</link>>
<</if>><<effects>>
"Someone, please help, <<he>> is touching me inappropriately!" you shout out loud.
<br>
The room grows silent as everyone turns and looks at you.
<br>
The <<person>> pulls <<his>> hand away.
<br><br>
<<link [[Next|Office Meeting Molest Discovered]]>><</link>><<effects>><<famesex 5>>
The <<person2>><<person>> storms over to you in a fit of rage. "What is going on over here!?" <<he>> angrily demands.
<br><br>
<<if $meetingOrgasm gte 1>>
You sit, dazed, not quite sure how to explain what happened as your orgasm continues to pulse through your body.
<<if $NPCList[1].skills.security gte 600>>
<<pass $meetingPhase>>
"This little pervert was touching <<pherself>>. I was hoping <<pshe>> would stop so I didn't have to interrupt the meeting," the <<person3>><<person>> says, pushing <<his>> chair away from you.
<br><br>
"Someone call security and get this little deviant out of here!" the <<person2>><<person>> exclaims.
<br><br>
Before you can compose yourself, a security guard arrives and drags you out of the meeting room.
<br><br>
<<endevent>>
<<link [[Next|Office Security Escort]]>><</link>>
<<elseif $NPCList[1].skills.security lte 300>>
"This <<girl>> seems to have had some sort of episode," the <<person3>><<person>> says meekly.
<br><br>
"You don't look well at all," the <<person2>><<person>> says apologetically. "I think you should step out for now; we can have someone else take notes."
<br><br>
The <<person2>><<person>> and the <<person3>><<person>> help you to your feet and escort you out of the room.
<br><br>
You take a few moments to gain your bearings before returning to the Staffing Office.
<<completeassignment $meetingPhase>>
<<else>>
"This <<girl>> seems to have had some sort of episode," the <<person3>><<person>> says. "I can get the meeting notes from someone else later, if you'll let me take <<phim>> to get help."
<br><br>
The <<person2>><<person>> nods as the <<person3>><<person>> pulls you to your feet and walks you out of the meeting. In your current state, you are in no condition to object.
<br><br>
"We're not done just yet," the <<person3>><<person>> whispers in your ear as <<he>> walks you into a nearby supply closet and starts probing at your body.
<br><br>
<<saveNPC 2 office_molest>>
<<endevent>>
<<loadNPC 0 office_molest>>
<<clearNPC office_molest>>
<<link [[Next|Office Supply Molest]]>><<set $molestationstart to 1>><</link>>
<</if>>
<<else>>
<<tearful>> you point at the <<person3>><<person>>. "It was <<him>>, <<he>> was touching me inappropriately."
<br><br>
<<if $NPCList[1].skills.security gte 600>>
"You lying little <<bitch>>. If I was touching <<phim>>, it was to get <<phim>> away from me. <<pShe>> kept eyeing me weirdly. <<pShe>> might be some kind of pervert," the <<person>> says.
<br><br>
The <<person2>><<person>> points at the door. "Please leave, you are disrupting this meeting. Your superiors will hear from me about this."
<br><br>
As you get up to leave, the <<person3>><<person>> pinches your <<bottom>>. <<embarrassment>>
<br>
<<completeassignment $meetingPhase>>
<<elseif $NPCList[1].skills.security lte 300>>
"<<pShe>> had something on <<pher>> $worn.lower.name. There was a misunderstanding, I was just trying to help," the <<person3>><<person>> says meekly.
<br><br>
The <<person2>><<person>> points at the door. "Please leave, you are disrupting this meeting. Your superiors will hear from me about this."
<br><br>
You get up and leave. <<embarrassment>>
<<completeassignment $meetingPhase>>
<<else>>
"We've warned you about this. You can't keep harassing the temps. I'm calling security!" the <<person2>><<person>> shouts.
<br>
"Wait, let me explain," the <<person3>><<person>> says nervously. You move away from <<him>> and fix your clothes. <<He>> is ignored, and after a few minutes, security comes and escorts <<him>> out of the room.
<br>
"I am so, so sorry about this," the <<person2>><<person>> says. "I'll make sure to compensate you for your troubles." <<set $meetingTip += 10>>
<br><br>
After the tension in the room clears, the meeting continues.
<br><br>
<<link [[Next|Office Meeting End]]>><</link>>
<</if>>
<</if>><<effects>>
<<set $meetingPhase++>>
<<set $mAttention++>>
<<set $assaultEnergy -= (.1 * $tending)>>
<<set $assaultEnergy += 2>>
<<if $mAttention gte 10>>
Your attempts to get rid of the <<beasttype 0>> has disturbed the meeting. The <<people>> all turn and look at you, angry at all the commotion you are making.
<br><br>
<<link [[Next|Office Meeting Pet Discovered]]>><</link>>
<<elseif $assaultEnergy gte 1>>
<<if $worn.lower.name isnot "naked">>
<<if $meetingPhase lte 1>>
You shake your leg at the <<beasttype 0>>. "Shoo, go away, bad <<beasttype 0>>," you whisper.
<br>
The <<beasttype 0>> seems energised by your pleas and pulls your $worn.lower.name to your knees.
<<elseif $meetingPhase lte 2>>
You reach down and try to grab your lowered $worn.lower.name with one hand and wave at the <<beasttype 0>>'s face with the other.
<br>
"Stop it, you're going to get me in trouble!" you grumble, but the <<beasttype 0>> ignores you and pulls your $worn.lower.name to your ankles.
<<else>>
The <<beasttype 0>> eagerly pulls your $worn.lower.name completely off your legs and under the table.
<br>
"You stupid <<beasttype 0>>! Come back with my $worn.lower.name." <<lowerundress "meeting_room">>
<br>
<<if $worn.under_lower.name isnot "naked">>
The <<beasttype 0>> returns, only to begin tugging on your $worn.under_lower.name.
<<else>>
The <<beasttype 0>> returns and starts licking vigorously at your <<genitals>>!
<</if>>
<<set $meetingPhase to 0>>
<</if>>
<<elseif $worn.under_lower.name isnot "naked">>
<<if $meetingPhase lte 1>>
You shake your leg at the <<beasttype 0>>. "Shoo, go away, bad <<beasttype 0>>," you whisper.
<br>
The <<beasttype 0>> seems energised by your pleas and pulls your $worn.under_lower.name to your knees, exposing your <<genitals>>.
<<elseif $meetingPhase lte 2>>
You reach down and try to grab your lowered $worn.under_lower.name with one hand and wave at the <<beasttype 0>>'s face with the other.
<br>
"Stop it, you're going to get me in trouble!" you grumble, but the <<beasttype 0>> ignores you and pulls your $worn.under_lower.name to your ankles.
<<else>>
The <<beasttype 0>> eagerly yanks your $worn.under_lower.name completely off your legs and retreats under the table.
<br>
"You stupid <<beasttype 0>>! Come back with my $worn.under_lower.name." <<underlowerundress "meeting_room">>
<br>
The <<beasttype 0>> returns and starts licking vigorously at your <<genitals>>!
<<set $meetingPhase to 0>>
<</if>>
<<else>>
<<set $aGrowth to (100 + $deviancy) * $meetingPhase>>
<<arousal $aGrowth>>
<<if $arousal gte $arousalmax>>
The relentless licking by the <<beasttype 0>> has pushed you over the edge.
<<orgasm>>
<<set $meetingOrgasm to 1>>
<br>
In your spasms, you accidentally fling your pen across the table, sending papers flying everywhere.
<br>
<<if $player.penisExist>>
Your load has splattered onto the underside of the table,
<<else>>
Your juices messily pool from your <<pussy>> onto the floor,
<</if>>
and the <<beasttype 0>> greedily licks it up. You collapse into your seat, spent.
<br>
The whole room immediately goes silent as everyone takes notice of your sudden outburst.
<br><br>
<<link [[Next|Office Meeting Pet Discovered]]>><</link>>
<<elseif $arousal gte ($arousalmax / 5) * 4>>
You bite down onto one hand, trying to hold back your moans as you use the other to bat at the <<beasttype 0>> still probing your soaking <<genitals>> with <<bhis 0>> tongue.
<br>
<<if $player.penisExist>>
The <<beasttype 0>> continues to lick away at your <<penis>>, now rock hard and ready to burst.
<<if $player.vaginaExist>>
<<bHe 0>> swaps between licking your <<penis>> and lapping up the juices pooling around your <<bottom>>.
<</if>>
<<else>>
The <<beasttype 0>> laps up the juices leaking from your <<pussy>>, with what's missed
<<if $worn.legs.name is "naked">>
dripping down your bare legs.
<<else>>
soaking into your $worn.legs.name.
<</if>>
<</if>>
<<garousal>>
<<elseif $arousal gte ($arousalmax / 5) * 3>>
"Pl-please st-stop," you moan at the <<beasttype 0>> as <<bhis 0>> long tongue continues to work your bare <<genitals>>.
<br>
<<if $player.penisExist>>
The <<beasttype 0>> ignores your pleas, savouring the precum starting to form on the tip of your <<penis>>
<<if $player.vaginaExist>>
The fluids from your <<pussy>> begin to pool around your <<bottom>> as <<bhe 0>> continues to assault your <<penis>>
<</if>>
<<else>>
The <<beasttype 0>> continues to tongue your <<pussy>>. Your thighs are soaked as your juices mingle with <<bhis 0>> saliva.
<</if>>
<<garousal>>
<<else>>
You press your hands against the <<beasttype 0>> face and try to push <<bhim 0>> away from your crotch. <<bHe 0>> ignores you and happily licks away at your <<genitals>>.
<br>
You feel a heat rising in you as the assault continues. <<garousal>>
<</if>>
<</if>>
<<if $meetingOrgasm lte 0>>
<<meetingattention>>
<<meetingpetactions>>
<</if>>
<<else>>
The <<beasttype 0>> seems to have gotten bored and walks back over to <<bhis 0>> master, leaving you in peace.
<br><br>
<<link [[Next|Office Meeting End]]>><</link>>
<</if>><<effects>>
<<set $meetingPhase++>>
<<set $mAttention -= 1>>
<<set $assaultEnergy -= random(1,10)>>
<<if $assaultEnergy gte 1>>
<<if $worn.lower.name isnot "naked">>
You ignore the <<beasttype 0>> pulling at your $worn.lower.name and try to focus on the meeting.
<br>
<<if $meetingPhase lte 1>>
The <<beasttype 0>> pulls your $worn.lower.name down to your knees.
<<elseif $meetingPhase lte 2>>
The <<beasttype 0>>, facing no resistance, pulls your $worn.lower.name down to your ankles.
<<else>>
The <<beasttype 0>> slides your $worn.lower.name completely off your legs.
<<lowerundress "meeting_room">>
<br>
<<if $worn.under_lower.name isnot "naked">>
The <<beasttype 0>> returns, grabs on to your $worn.under_lower.name, and starts pulling.
<<else>>
The <<beasttype 0>> returns and starts gently licking at your <<genitals>>!
<</if>>
<<set $meetingPhase to 0>>
<</if>>
<<elseif $worn.under_lower.name isnot "naked">>
You try to ignore the <<beasttype 0>> and focus on the meeting, but it's more difficult now that <<bhe 0>> is tugging on your $worn.under_lower.name.
<br>
<<if $meetingPhase lte 1>>
The <<beasttype 0>> gently pulls your $worn.under_lower.name down to your knees, exposing your <<genitals>>.
<<elseif $meetingPhase lte 2>>
The <<beasttype 0>> tugs your $worn.under_lower.name down to your ankles.
<<else>>
The <<beasttype 0>> eagerly pulls your $worn.under_lower.name completely off your legs and deposits the clothing under the table, before returning to your exposed crotch and licking at your <<genitals>>!
<<underlowerundress "meeting_room">>
<<set $meetingPhase to 0>>
<</if>>
<<else>>
<<set $aGrowth to (100 + $deviancy) * $meetingPhase>>
<<arousal $aGrowth>>
<<if $arousal gte $arousalmax>>
The relentless licking by the <<beasttype 0>> has pushed you over the edge.
<<orgasm>>
<<set $meetingOrgasm to 1>>
<br>
In your spasms, you accidentally fling your pen across the table, sending papers flying everywhere.
<br>
<<if $player.penisExist>>
Your load has splattered onto the underside of the table,
<<else>>
Your juices messily pool from your <<pussy>> onto the floor,
<</if>>
and the <<beasttype 0>> greedily licks it up. You collapse into your seat, spent.
<br>
The whole room immediately goes silent as everyone takes notice of your sudden outburst.
<br><br>
<<link [[Next|Office Meeting Pet Discovered]]>><</link>>
<<elseif $arousal gte ($arousalmax / 5) * 4>>
You bite down onto one hand, attempting to hold back your moans as you try to continue taking notes with the other.
<br>
<<if $player.penisExist>>
The <<beasttype 0>> continues to lick away at your <<penis>>, now rock hard and ready to burst.
<<if $player.vaginaExist>>
<<bHe 0>> alternates between licking your <<penis>> and lapping up the juices pooling around your <<bottom>>.
<</if>>
<<else>>
The <<beasttype 0>> laps up the juices leaking from your <<pussy>>, with what's missed
<<if $worn.legs.name is "naked">>
dripping down your bare legs.
<<else>>
soaking into your $worn.legs.name.
<</if>>
<</if>>
<<garousal>>
<<elseif $arousal gte ($arousalmax / 5) * 3>>
Your writing slows as you breathe heavily, trying to ignore the <<beasttype 0>> as <<bhis 0>> long tongue continues to work your bare <<genitals>>.
<br>
<<if $player.penisExist>>
The <<beasttype 0>> savours the precum starting to form on the tip of your <<penis>>
<<if $player.vaginaExist>>
The fluids from your <<pussy>> begin to pool around your <<bottom>> as <<bhe 0>> continues to assault your <<penis>>
<</if>>
<<else>>
The <<beasttype 0>> continues to tongue your <<pussy>>. Your thighs are soaked as your juices mingle with <<bhis 0>> saliva.
<</if>>
<<garousal>>
<<else>>
You ignore the <<beasttype 0>> licking at your <<genitals>> as you try to focus on the meeting, but the heat rising in you makes it difficult. <<garousal>>
<</if>>
<</if>>
<<if $meetingOrgasm lte 0>>
<<meetingattention>>
<<meetingpetactions>>
<</if>>
<<else>>
The <<beasttype 0>> seems to have gotten bored and walks back over to <<bhis 0>> master, leaving you in peace.
<br><br>
<<link [[Next|Office Meeting End]]>><</link>>
<</if>><<effects>>
"Someone get this stupid <<beasttype 0>> away from me!" you shout out loud.
<br>
The room grows silent as everyone turns and looks at you.
<br><br>
<<link [[Next|Office Meeting Pet Discovered]]>><</link>><<effects>>
<<pass $meetingPhase>>
The <<person2>><<person>> storms over to you in a fit of rage. The <<beasttype 0>>, startled, scampers over to <<bhis 0>> master.
<<if $meetingOrgasm gte 1>>
<<if $player.penisExist>>
You sit dazed, your <<penis>> sitting in a pool of cum and <<beasttype 0>> saliva on the seat of the chair.
<<else>>
You sit dazed, <<beasttype 0>> saliva and slick pooling under the pulsating entrance of your <<pussy>>
<</if>>
<br>
"What is going on over here!?" the <<person2>><<person>> demands, angrily pulling your chair back and exposing your <<lewdness>> to the entire room.
<br>
You try to explain what happened, but you're completely drained after such a powerful orgasm.
<br>
"Someone call security and get this little deviant out of here."
<br><br>
Before you can compose yourself, a security guard arrives and drags you out of the meeting room.
<br><br>
<<endevent>>
<<link [[Next|Office Security Escort]]>><</link>>
<<elseif $worn.lower.name is "naked">>
You frantically attempt to cover your <<lewdness>>, but everyone gets a good look at you as the <<person>> pulls you to your feet.
<br>
"What is the meaning of this?" <<he>> demands angrily, looking at your state of undress.
<br>
"It was the <<beasttype 0>>, <<bhe 0>> took my clothes," you say, pointing under the table. Your eyes lock with the <<beasttype 0>>, but not a single stitch of clothing can be found.
<br>
The <<person3>><<person>> stands up in anger. "Lies! My <<beasttype 0>> has done no such thing. <<bHe 0>> has been at my side this entire time."
<br>
The <<person2>><<person>> points at the door. "Please leave, you are disrupting this meeting. Your superiors will hear from me about this."
<br>
You do your best to cover your <<lewdness>> as <<he>> closes and locks the door behind you.
<br><br>
<<endevent>>
<<link [[Next|Office Streak]]>><</link>>
<<else>>
You frantically fix your $worn.lower.name as the <<person>> approaches you.
<br>
"What is the meaning of this?" <<he>> demands angrily.
<br>
"It was the <<beasttype 0>>, <<bhe 0>> kept bothering me under the table," you say, pointing at the <<beasttype 0>>. Your eyes lock with the <<beasttype 0>>, and <<bhe 0>> snarls at you.
<br>
The <<person3>><<person>> stands up in anger. "Lies! My <<beasttype 0>> has done no such thing. <<bHe 0>> has been at my side this entire time."
<br>
The <<person2>><<person>> points at the door. "Please leave, you are disrupting this meeting. Your superiors will hear from me about this."
<br><br>
<<completeassignment 20>>
<</if>><<effects>>
<<tiredness 3>>
<<if $worn.lower.name isnot "naked">>
After what seems like an eternity, the meeting begins to wrap up. You hand the completed notes to the <<person2>><<person>> for review.
<br>
<<if currentSkillValue("english") gte 700>>
"Everything seems in order. Our partner will be able to make good use of these. Thank you!"
<<set $meetingTip += 5>>
<<elseif currentSkillValue("english") gte 400>>
"These will do. I'll be sure to update our partner if there's anything they don't understand."
<<set $meetingTip += 3>>
<<else>>
"Did you learn to write at a zoo? I couldn't follow these notes to save my life. Your teachers should be ashamed."
<<set $meetingTip++>>
<</if>>
<br>
<<tipset>> <<He>> hands you a tip and walks out of the room. <<assignmenttip $meetingTip>>
<<else>>
You manage to make it through the rest of the meeting without anyone being aware of your <<lewdness>>. The <<person2>><<person>> walks up to you and takes the completed notes, eyeing your flustered state.
<br><br>
<<if currentSkillValue("english") gte 700>>
"You seem a little agitated. These notes are more than good enough, I assure you. Try not to work yourself so hard next time, okay?"
<<set $meetingTip += 8>>
<<elseif $meetingTip gte 400>>
"Looks like you were struggling to keep up with the meeting. These notes are adequate enough. Thanks."
<<set $meetingTip += 3>>
<<else>>
"All of that wasted energy, and this is the best you could come up with? I suppose this is what happens when you hire a teenager to do an adult's job."
<<set $meetingTip += 0>>
<</if>>
<br>
<<tipset>> <<He>> hands you a tip and walks out of the room. <<assignmenttip $meetingTip>>
<br><br>
You wait for the room to completely empty before recovering your displaced clothing.
<<storeon "meeting_room">>
<</if>>
<<completeassignment>><<widget "meetingmolestactions">>
<br><br>
<<link [[Resist|Office Meeting Molest Resist]]>><<def 1>><</link>><<defianttext>><<gsuspicion>>
<br>
<<link [[Ignore|Office Meeting Molest Ignore]]>><<stress 1>><<sub 1>><</link>><<submissivetext>><<gstress>><<lsuspicion>>
<br>
<<link [[Yell for help |Office Meeting Molest Help]]>><</link>><<gggsuspicion>>
<</widget>>
<<widget "meetingpetactions">>
<br><br>
<<link [[Shoo|Office Meeting Pet Shoo]]>><<def 1>><</link>><<defianttext>><<gsuspicion>>
<br>
<<link [[Ignore|Office Meeting Pet Ignore]]>><<stress 1>><<sub 1>><</link>><<submissivetext>><<gstress>><<lsuspicion>>
<br>
<<link [[Yell for help|Office Meeting Pet Help]]>><</link>><<gggsuspicion>>
<</widget>>
<<widget "meetingattention">>
<br><br>
<<if $mAttention lte 1>>
<span class="teal">No one seems to notice what's going on.</span>
<<elseif $mAttention lte 5>>
<span class="purple">The <<person2>><<person>> shoots you an angry glare and presses <<his>> finger over <<his>> lips.</span>
/* switch back to molester */<<person3>>
<<elseif $mAttention lte 9>>
<span class="red">Your squirming is distracting the <<people>> around you, and some are paying more attention to you than to the speaker.</span>
<</if>>
<</widget>><<location "office">><<effects>>
<<set $phase to 0>>
You go to <<checkfloor>> and speak to the client, a <<generate1>><<person1>><<person>>. <<He>> has to step away and needs you to cover <<his>> desk until <<he>> returns.
<br><br>
"It's all pretty simple work. Just answer the phone and take messages for my boss. If you have some time, there are some files on my computer that I need reorganised. I'll be back in about an hour," <<he>> says before running to the lifts.
<br><br>
The area around you is sparsely populated, so you could probably get away without doing much work.
<br><br>
<<link [[Work diligently|Office Secretary Work]]>><<tiredness 6>><</link>><<gtiredness>>
<br>
<<link [[Slack off|Office Secretary Slack]]>><<stress -6>><<trauma -6>><</link>><<lstress>><<ltrauma>><<effects>>
You really aren't interested in doing much work,
<<rng>>
<<if $rng gte 75>>
so you decide to browse the web. Another temp walks by and informs you that a party is happening on the floor and invites you to come.
<br><br>
<<link [[Go to party|Office Secretary Party]]>><</link>>
<br>
<<link [[Stay|Office Secretary Party Decline]]>><</link>>
<<elseif $rng gte 50>>
so you decide to play a computer game. You get distracted by the game and miss a few calls, but think nothing of it.
<br><br>
An hour passes by uneventfully and the <<person1>><<person>> returns. "You didn't miss any calls while I was gone, did you?" <<he>> asks.
<br><br>
<<link [[Be honest|Office Secretary Call Truth]]>><</link>>
<br>
<<set $skulduggerydifficulty to 200>>
<<link [[Lie|Office Secretary Call Lie]]>><</link>><<skulduggerydifficulty>>
<br>
<<elseif $rng gte 25>>
so you decide to play a computer game. You get distracted by the game and miss a few calls, but think nothing of it.
<br><br>
An hour passes by uneventfully and the <<person1>><<person>> returns.
<br><br>
<<link [[Next|Office Secretary Finish]]>><</link>>
<<else>>
so you decide to browse the web. Looking at funny animal pictures makes the hour pass by quickly, and before long, the <<person1>><<person>> returns.
<br><br>
<<link [[Next|Office Secretary Finish]]>><</link>>
<</if>><<effects>>
You decide to spend your time organising the files as requested. The <<person1>><<persons>> computer is an absolute mess.
<<rng>>
<<if $rng gte 75>>
<br><br>
While working, you come across a folder labelled "recipes." Curiosity gets the better of you, and you open it. You're surprised to find dozens of lewd images and videos.
<br>
<<if hasSexStat("exhibitionism", 4)>>
You feel the urge to touch yourself as you look at the pornography.
<br><br>
<<link [[Masturbate|Office Secretary Masturbation]]>><<set $masturbationstart to 1>><</link>><<exhibitionist4>>
<</if>>
<br>
<<link [[Close folder|Office Secretary Masturbation Decline]]>><</link>>
<<elseif $rng gte 35>>
<br>
<<wearProp "phone" 0 "corded">>
You're distracted from your task by the phone ringing. You pick up the phone and ask if you can take a message. The person on the end is unpleasant to deal with and berates you throughout the conversation. <<gtrauma>><<trauma 1>>
<br><br>
You stay professional and manage to jot down a message for the boss. Shortly after you hang up the phone, the <<person1>><<person>> returns.
<br><br>
<<link [[Next|Office Secretary Finish]]>><<handheldon>><<set $phase to 2>><</link>>
<<else>>
<br>
You organise all of the files to the best of your ability, and soon the <<person1>><<person>> returns.
<br><br>
<<link [[Next|Office Secretary Finish]]>><<set $phase to 1>><</link>>
<</if>><<effects>>
The <<person1>><<person>> comes to the desk to relieve you. "Thanks for covering for me, it should have been a rather uneventful time."
<br>
<<if $phase is 1>>
<<He>> looks at <<his>> newly organised file folders and smiles. "Awesome, you were able to get to the files. Thank you!"
<br><br>
<<He>> hands you a tip. <<assignmenttip 8>>
<<elseif $phase is 2>>
<<He>> glances down at your handwritten note and winces sympathetically. "I see you had to deal with one of our more... difficult clients. I'll give this note to the boss later. Thanks for handling that!"
<br><br>
<<He>> hands you a tip. <<assignmenttip 8>>
<<else>>
<br>
<<He>> hands you a tip. <<assignmenttip 6>>
<</if>>
<<completeassignment>><<effects>>
You decide to be honest with the <<person1>><<person>> about missing a few phone calls.
<br><br>
<<if $NPCList[1].skills.security lte 400>>
"No big deal, I miss them all the time! I know this work can be boring, and I sometimes space out myself. Don't worry about it."
<br>
<<He>> hands you a tip. <<assignmenttip 4>>
<<else>>
"You literally had one job," <<he>> sighs. "Whatever. Come on, away with you," <<he>> says, shooing you away from the desk.
<</if>>
<<completeassignment>><<effects>>
You decide to lie to the <<person1>><<person>> about missing a few phone calls.
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
"That's funny, my boss said <<he>> called to leave and no one picked up, but <<hes>> known for dialling the wrong number. Oh well."
<br>
<<He>> hands you a tip. <<assignmenttip 8>>
<<else>>
"You lying little shit. I spoke to my boss, and <<he>> said <<he>> called the office. Luckily for you, <<he>> also called my mobile. Now get out of here, before I really get mad."
<</if>>
<<completeassignment>><<effects>>
You decide to take a break and head to the party. You follow the temp to a nearby conference room, where there is cake, punch, and other snacks.
<br><br>
You stick to the wall and hang out for a bit, when a <<generate2>><<person2>><<person>> comes by and offers you some punch.
<br><br>
<<link [[Drink|Office Secretary Party Drink]]>><</link>>
<br>
<<link [[Decline|Office Secretary Party Drink Decline]]>><</link>><<effects>>
You figure that since you are already slacking off, you probably shouldn't leave the desk. The temp nods and walks away. You continue browsing the web until the <<person1>><<person>> returns.
<br><br>
<<link [[Next|Office Secretary Finish]]>><</link>><<effects>><<wearProp "coconut">>
<<set $danger to random(1,10000)>>
<<if $danger gte 9000 - (300 * $officeFloor)>>
<<set $partyDrugged to 1>>
<</if>>
You take the drink from the <<person2>><<person>>, and <<he>> smiles as you take a sip. It's sweet and doesn't seem to be alcoholic.
<br>
You finish the drink and hang out a bit longer, talking to the <<person2>><<person>>. Someone announces that they will cut the cake soon.
<br><br>
<<link [[Stay for cake|Office Secretary Party Continue]]>><<handheldon>><</link>>
<br>
<<link [[Return to work|Office Secretary Party Leave]]>><<handheldon>><</link>><<effects>>
"I'm not thirsty, thanks," you say to the <<person2>><<person>>. <<He>> shrugs and walks away to talk to another attendee. You hang out a bit longer, enjoying the celebration. Someone announces that they will cut the cake soon.
<br><br>
<<link [[Stay for cake |Office Secretary Party Continue]]>><</link>>
<br>
<<link [[Return to work|Office Secretary Party Leave]]>><</link>><<effects>>
You decide to stick around for cake.
<br>
<<if $partyDrugged is 1>>
<<set $partyDrugged to 0>>
<<drugs 150>>
When it's your turn to get your cake, you start to feel a bit woozy. You sit down to get your composure and eat your cake but soon find yourself passing out.
<br><br>
<<endevent>>
<<link [[Next|Office Secretary Party Molest]]>><<pass 15>><<set $molestationstart to 1>><</link>>
<<else>>
The cake is soft, and the frosting isn't too sugary. You finish your slice and head back to finish your work. Shortly after you sit back down at the desk, the <<person1>><<person>> returns.
<br><br>
<<link [[Next|Office Secretary Finish]]>><</link>>
<</if>><<effects>>
You decide you better get back to work before the <<person1>><<person>> returns.
<<if $partyDrugged is 1>>
<<set $partyDrugged to 0>>
<<drugs 150>>
While heading back to the desk, you start to feel a bit woozy. You take a moment to try and get your bearing but soon find yourself passing out.
<<endevent>>
<<officepassout>>
<<else>>
You return to the desk and manage to finish the file organisation, right as the <<person1>><<person>> arrives.
<br><br>
<<link [[Next|Office Secretary Finish]]>><<set $phase to 1>><</link>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<generate1>><<generate2>><<generate3>><<maninit>>
You come to, feeling light-headed. You hear the sound of a loud fan blowing. "Hurry up, <<pshes>> waking up," you hear someone say.
<br>
When you finally regain your full senses, you find yourself lying in the building stairwell with three people on top of you.
<br><br>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $enemyhealth lte 0>>
<span id="next"><<link [[Next|Office Secretary Party Molest Finish]]>><</link>></span><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Office Secretary Party Molest Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Office Secretary Party Molest]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
You are left sprawled on the cold stairwell floor as the <<person1>><<person>> uses <<his>> keycard to open the stairwell. The others follow, shutting the door behind them and locking you in the stairwell.
<<endcombat>>
<<clotheson>>
<<if $exposed lte 1>>
<<link [[Stairwell|Office Lobby]]>><</link>>
<<else>>
<<link [[Return to lobby|Office Stairwell]]>><</link>>
<</if>>
<<elseif $enemyhealth lte 0>>
You free yourself from your attackers and run down the stairs to safety.
<<set $officeFloor -= 1>>
<<clotheson>>
<<endcombat>>
<<if $exposed lte 1>>
<<link [[Stairwell|Office Lobby]]>><</link>>
<<else>>
<<link [[Return to lobby|Office Stairwell]]>><</link>>
<</if>>
<</if>><<effects>>
<<if $masturbationstart is 1>>
You intend to close the folder full of pornography, but you can't help giving in to the urge to touch yourself. You're certain the few people in the area won't notice.
<br>
<<set $masturbationPhase to 0>>
<<set $masturbationstart to 0>>
<<set $masturbationstat++>>
<<masturbationstart>>
<<else>>
<<set $masturbationPhase++>>
<</if>>
<<masturbationeffects>>
<<masturbationactions>>
<<masturbationControls "officePhase">><<effects>>
You close the folder of pornography and finish working with the files. The <<person1>><<person>> arrives shortly after you are done.
<br><br>
<<link [[Next|Office Secretary Finish]]>><<set $phase to 1>><</link>><<effects>>
<<saveNPC 0 "office_masturbation">>
<<endmasturbation>>
<<endcombat>>
<<loadNPC 0 "office_masturbation">>
<<clearNPC "office_masturbation">>
<<set $danger to random(1,10000)>>
<<if $danger gte 9000 - (($masturbationPhase + $officeFloor) * 200)>>
You see the <<person1>><<person>> heading your way,
<<if $orgasmdown gte 1>>
but you are too immobilised by your spasms to redress in time.
<br><br>
"What the hell are you doing?" <<he>> shouts, getting the attention of the few other people in the area. <<He>> points at the pornography on the computer in disgust. "Look, this little pervert downloaded obscene media onto my computer!"
<br><br>
You try to defend yourself to the onlookers, but you're still fighting off the aftermath of your orgasm.
<br>
"I'm calling security," <<he>> says and picks up <<his>> phone. A security guard arrives and escorts you away.
<<endevent>>
<<clotheson>>
<br><br>
<<link [[Next|Office Security Escort]]>><<pass 30>><</link>>
<<else>>
but before you can fix your clothes <<he>> arrives at the desk.
<br>
"What the hell are you doing, you little pervert?" <<he>> exclaims.
<br><br>
<<clotheson>>
/* <<if $submissive lte 500>> */
<<link [[Threaten with pornography|Office Secretary Masturbation Threaten]]>><<def 1>><</link>><<defianttext>>
<br>
/* <</if>> */
<<link [[Apologise|Office Secretary Masturbation Apologise]]>><</link>>
<</if>>
<<else>>
You decide to stop and return to work before someone sees you.
<<clotheson>>
The <<person1>><<person>> soon returns.
<br><br>
<<link [[Next|Office Secretary Finish]]>><<set $phase to 1>><</link>>
<</if>><<effects>>
You stand up from the desk and turn the monitor to face the <<person1>><<person>>.
<br><br>
"There sure is a lot of naughty stuff on your computer, <<sir>>. Way too much for me to have downloaded in an hour. It would be terrible if your boss saw this."
<br>
The <<person1>><<person>> begins to sweat nervously. "Here, take this and never speak of this again," <<he>> says, handing you a wad of cash. <<assignmenttip 20>>
<<completeassignment>><<effects>>
You stand up from the desk and turn to the <<person1>><<person>>.
<br><br>
"I'm sorry, I was just-"
<br>
"You were just touching yourself and looking at naughty photos on my computer," <<he>> interrupts.
<br>
"I tell you what. We'll pretend this never happened, if... you give me your underwear."
<br><br>
<<if $worn.under_lower.name isnot "naked">>
<<link [[Give underwear|Office Secretary Masturbation Underwear]]>><</link>>
<br>
<<else>>
<span class="blue">You are not wearing underwear.</span>
<br>
<</if>>
<<link [[Refuse|Office Secretary Masturbation Underwear Refuse]]>><</link>>
<br><<effects>>
You agree to give up your underwear in exchange for the <<person1>><<persons>> silence.
<br>
You walk to a quiet corner of the floor and <<pulldown>> your $worn.lower.name and remove your $worn.under_lower.name. You return to the <<person1>><<person>> and hand it to them.
<<underlowersteal strip>>
<br><br>
"Good. Now get out of here before I call security."
<<completeassignment>><<effects>>
<<if $worn.under_lower.type.includes("naked")>>
<<if $speech_attitude is "meek">>
You look at your feet. "I-I'm not... wearing...."
<<elseif $speech_attitude is "bratty">>
"Even if I had any underwear, I wouldn't let you have them."
<<else>>
"But I-I'm not wearing underwear," you say.
<</if>>
<<else>>
<<if $speech_attitude is "meek">>
You look at your feet. "N-no. I can't," you stammer.
<<elseif $speech_attitude is "bratty">>
"No way, creep," you say sternly.
<<else>>
"I can't give you my underwear," you say.
<</if>>
<</if>>
<br><br>
"Very well." <<He>> points at the pornography on the computer in disgust and raises <<his>> voice. "Look, this little pervert downloaded obscene media onto my computer!" <<he>> shouts, drawing attention to the two of you.
<br>
You try to defend yourself to the onlookers, but no one believes you.
<br>
"I'm calling security," <<he>> says and picks up <<his>> phone. A security guard arrives and escorts you away.
<<endevent>>
<br><br>
<<link [[Next|Office Security Escort]]>><<pass 30>><</link>><<location "office">><<effects>>
The security guard, a <<generate1>><<person1>><<person>>, roughly holds your arm as <<he>> escorts you to the security office in the rear of the lobby.
<br>
<<if $exposed gte 1>>
<<His>> firm grip and fast pace keep you from covering your <<lewdness>>.
<br>
<</if>>
<<if $officecomplaints lte 3>>
<<officecomplaintslow>>
<<elseif $officecomplaints lte 6>>
<<officecomplaintsmedium>>
<<elseif $officecomplaints lte 9>>
<<officecomplaintshigh>>
<<else>>
<<officecomplaintsextreme>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<npcspank>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemyanger += 200>>
<<healthMultiplier>>
<<if $phase is 1>>
<<set $enemyanger -= 75>>
<</if>>
<<He>> bends you over the desk.
<br><br>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $enemyhealth lte 0>>
<span id="next"><<link [[Next|Office Security Spank Finish]]>><</link>></span><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Office Security Spank Finish]]>><</link>></span><<nexttext>>
<<elseif $enemyanger lte 0>>
<span id="next"><<link [[Next|Office Security Spank Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Office Security Spank]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> pants from the exertion. "I hope you've learnt your lesson. Don't let us see you in here again." <<gsecurity>><<officeupdatecomplaints 1>>
<br><br>
<<tearful>> you climb from the desk and run out into the lobby.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Office Lobby]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
"You disobedient little shit," <<he>> shouts, recoiling in pain. <<ggsecurity>><<officeupdatecomplaints 2>>
<br><br>
<<tearful>> you swiftly push off the desk and run out into the lobby.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Office Lobby]]>><</link>>
<br>
<<else>>
"I'd say that's enough," <<he>> says, letting you go. "I hope you've learnt your lesson. Don't let us see you in here again."
<br><br>
<<tearful>> you climb from the desk and walk out into the lobby, <<his>> gaze following you as you leave.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Office Lobby]]>><</link>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<generate2>><<generate3>><<generate4>><<maninit>><<bind>>
The guards push you over onto the desk and bind your arms.
<br><br>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $enemyhealth lte 0>>
<span id="next"><<link [[Next|Office Security Molest Finish]]>><</link>></span><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Office Security Molest Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Office Security Molest]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<stealclothes>>
<<if $worn.face.type.includes("blindfold")>>
You feel yourself being lifted to your feet by multiple hands and carried outside. You are shoved to the hard ground and hear a door slam behind you.
<<else>>
<<unbind>>
After finishing, the guards untie you and direct you to a back door. "Stay out of our building," the <<person1>><<person>> says as <<he>> pushes you out into the alley behind the building.
<</if>>
<br><br>
<<endcombat>>
<<clotheson>>
<<link [[Next|Commercial alleyways]]>><</link>>
<<elseif $enemyhealth lte 0>>
<<if $worn.face.type.includes("blindfold")>>
You manage to squirm away from the guards and run through the first door you can find.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Commercial alleyways]]>><</link>>
<<else>>
You manage to squirm away from the guards and escape into the lobby.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Office Lobby]]>><</link>>
<</if>>
<</if>><<if $molestationstart is 1>>
<<generate1>><<generate2>><<generate3>><<generate4>><<maninit>>
<<bind>>
<<facewear 6>>
You wake up bound, gagged, and blindfolded. You aren't sure where you are, but you feel hands all over your body. There are at least four other people nearby.
<br><br>
"We were supposed to throw <<pher>> out, but no one is going to know otherwise."
<br><br>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $enemyhealth lte 0>>
<span id="next"><<link [[Next|Office Security Molest Finish]]>><</link>></span><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Office Security Molest Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Office Security Molest]]>><</link>></span><<nexttext>>
<</if>><<widget "officecomplaintslow">>
The <<person1>><<person>> directs you to a seat in front of a desk and sits behind it.
<br>
"You seem like a nice enough kid. I'm sure money is tight, and you need to make ends meet, but you have to be smarter when dealing with the people in this building."
<br>
<<if $exposed gte 1>>
<<He>> reaches into the desk, pulls out a towel, and hands it to you. "Not sure what happened to your clothes, but you can't go around the building like that."<<towelup>>
<br>
<</if>>
<br>
The <<person1>><<person>> walks over to the door and opens it. "This is just a warning. We don't want to have to see you again." <<gsecurity>><<officeupdatecomplaints 1>>
<br><br>
<<endevent>>
<<link [[Return to lobby|Office Lobby]]>><</link>>
<</widget>>
<<widget "officecomplaintsmedium">>
The <<person1>><<person>> shoves you towards a seat in front of a desk and sits behind it.
<br>
"You're really making a lot of people in this building angry. If you're smart, you'll try to keep a low profile while in here."
<br>
<<if $exposed gte 1>>
<<He>> pulls a towel out of a desk drawer and throws it to you. "Cover yourself with this. If you walk around this building like that, the police will need to get involved."<<towelup>>
<br>
<</if>>
<br>
The <<person1>><<person>> points at the door. "Get out of here. And if you get into any more trouble, you'll be sorry." <<gsecurity>><<officeupdatecomplaints 1>>
<br><br>
<<endevent>>
<<link [[Return to lobby|Office Lobby]]>><</link>>
<</widget>>
<<widget "officecomplaintshigh">>
The <<person1>><<person>> shoves you into the room and slams the door behind you.
<br>
"You stupid filthy orphan. I don't even know why they let you into this building. We're starting to think you like getting in trouble. So we've been told to teach you a lesson."
<br><br>
<<link [[Next|Office Security Spank]]>><<set $molestationstart to 1>><</link>>
<</widget>>
<<widget "officecomplaintsextreme">>
The <<person1>><<person>> shoves you into the room, where three other security guards stand waiting.
<br>
"We were told to remove you from the premises, but we decided to have a little fun first," <<he>> says. The other guards close in on you.
<br><br>
<<link [[Next|Office Security Molest]]>><<set $molestationstart to 1>><</link>>
<</widget>><<location "office">><<effects>><<wearProp "papers">>
You report to the client on <<checkfloor>>, a <<generate1>><<person1>><<person>> who hands you a huge stack of documents. <<He>> directs you to the copy room, which houses an impressive document shredder. You place the documents into the mouth of the shredder, but nothing happens.
<br><br>
You figure the device must not be powered, so you reach behind it. Sure enough, it's unplugged. You struggle to reach the power cable but are eventually able to plug it in. It comes to life with a whir.
<br><br>
<<if $rng gte 60>>
<<if $worn.lower.name isnot "naked" and clothingData("lower", $worn.lower, "skirt") is 1>>
Before you step away from the shredder, you feel something tug on the front of your $worn.lower.name. You look down in fear as its fabric is slowly pulled into the shredder!
/* <<set $worn.lower.integrity -= 10>> */
<<set $phase to 0>>
<<shredderactions "lower">>
<br>
<<elseif $worn.upper.name isnot "naked" and (!$upperTucked or clothingData("upper", $worn.upper, "notuck") is 1)>>
Before you step away from the shredder, you feel something tug on the front of your $worn.upper.name. You look down in fear as its fabric is slowly pulled into the shredder!
/* <<set $worn.upper.integrity -= 10>> */
<<set $phase to 0>>
<<shredderactions "upper">>
<<else>>
<<tiredness 3>>
You begin to feed the documents through its waiting mouth. Just when you think you've finished, the <<person1>><<person>> delivers another massive stack of papers.
<br><br>
After another 40 minutes of shredding, the <<person1>><<person>> returns and hands you a tip. <<assignmenttip 6>>
<<completeassignment>>
<</if>>
<<else>>
<<tiredness 3>>
You step away from the shredder and begin to feed the documents through its waiting mouth. Just when you think you've finished, the <<person1>><<person>> delivers another massive stack of papers.
<br>
After another 40 minutes of shredding, the <<person1>><<person>> returns and hands you a tip. <<assignmenttip 6>>
<<completeassignment>>
<</if>><<effects>>
<<if $worn.lower.name isnot "naked" and clothingData("lower", $worn.lower, "skirt") is 1>>
<<if $rng gte 90>>
<<if $worn.lower.integrity lte 0>>
You mash the stop and reverse buttons, and the shredder stops grinding, but not before it <span class="lewd">consumes the last stitch of your $worn.lower.name.</span>
<br><br>
<<lowerruined>><<clothesruinstat>><<set $loweroff to 0>>
You cover your <<lewdness>> as you nervously look around the room.
<<else>>
You mash the stop and reverse buttons, and the shredder stops grinding, freeing your $worn.lower.name before it gets ruined any further.
<br><br>
You nervously look around the room.
<</if>>
<<exposure>>
<br><br>
<<link [[Next|Office Shredder End]]>><</link>>
<br>
<<else>>
<<set $phase++>>
<<set $worn.lower.integrity -= 10 * $phase>>
<<if $worn.lower.integrity lte 0>>
<<if $worn.upper.name isnot "naked" and (!$upperTucked or clothingData("upper", $worn.upper, "notuck") is 1)>>
<<if $worn.upper.set is $worn.lower.set>>
You mash the stop and reverse buttons, but your <<breasts>> are pulled roughly against the shredder as the <span class="lewd">your $worn.lower.name disappears into its maw.</span> <<gpain>> <<pain 5>>
<br><br>
<<else>>
You mash the stop and reverse buttons, but it <span class="lewd">completely consumes your $worn.lower.name, roughly pulling you down as the fabric rips into shreds.</span> <<gpain>> <<pain 5>>
<br><br>
Even worse, your $worn.upper.name is now caught too!
<<set $phase to 1>>
<</if>>
<<lowerruined>><<clothesruinstat>><<set $loweroff to 0>>
<<shredderactions "upper">>
<br>
<<else>>
You mash the stop and reverse buttons, and the shredder stops grinding, but not before it <span class="lewd">consumes the last stitch of your $worn.lower.name.</span>
<br><br>
<<lowerruined>><<clothesruinstat>><<set $loweroff to 0>>
You cover your <<lewdness>> as you nervously look around the room.
<<exposure>>
<br><br>
<<link [[Next|Office Shredder End]]>><</link>>
<br>
<</if>>
<<else>>
You mash the stop and reverse buttons, but nothing seems to work. The ravenous machine consumes more of your $worn.lower.name as your <<genitals>> is tightly pressed against the device! <<gpain>> <<pain 5>>
<<shredderactions "lower">>
<br>
<</if>>
<</if>>
<<elseif $worn.upper.name isnot "naked" and (!$upperTucked or clothingData("upper", $worn.upper, "notuck") is 1)>>
<<if $rng gte 90>>
<<if $worn.upper.integrity lte 0>>
You mash the stop and reverse buttons, and the shredder stops grinding, but not before it <span class="lewd">consumes the last stitch of your $worn.upper.name.</span>
<br><br>
<<upperruined>><<clothesruinstat>><<set $upperoff to 0>>
You cover your <<lewdness>> as you nervously look around the room.
<<exposure>>
<br><br>
<<link [[Next|Office Shredder End]]>><</link>>
<br>
<<else>>
You mash the stop and reverse buttons, and the shredder stops grinding, freeing your $worn.upper.name before it's ruined any further.
<br><br>
You nervously look around the room.
<<exposure>>
<br><br>
<<link [[Next|Office Shredder End]]>><</link>>
<br>
<</if>>
<<else>>
<<set $phase++>>
<<set $worn.upper.integrity -= 10 * $phase>>
<<if $worn.upper.integrity lte 0>>
<<if !$worn.upper.name isnot "naked" and (!$upperTucked or clothingData("upper", $worn.upper, "notuck") is 1)>>
You mash the stop and reverse buttons, and the shredder stops grinding, but not before it <span class="lewd">consumes the last stitch of your $worn.upper.name.</span>
<br><br>
<<upperruined>><<clothesruinstat>><<set $upperoff to 0>>
You cover your <<lewdness>> as you nervously look around the room.
<br><br>
<<link [[Next|Office Shredder End]]>><</link>>
<br>
<</if>>
<<else>>
You mash the stop and reverse buttons, but nothing seems to work. The ravenous machine consumes more of your $worn.upper.name, pulling your <<breasts>> tightly onto the device! <<gpain>> <<pain 5>>
<<shredderactions "upper">>
<br>
<</if>>
<</if>>
<</if>><<effects>>
<<if $worn.lower.name isnot "naked" and clothingData("lower", $worn.lower, "skirt") is 1>>
<<if $physiqueSuccess>>
<<if $worn.lower.integrity lte 0>>
You press your arms against the shredder and push with all your might, and after a few loud rips, you fall backwards onto your <<bottom>>.
<br><br>
You look up in horror at the shredder as it <span class="lewd">consumes the last inches of your $worn.lower.name!</span>
<<lowerruined>><<clothesruinstat>><<set $loweroff to 0>>
<br><br>
You stand to your feet and nervously look around the room, covering your <<lewdness>>.
<<exposure>>
<br><br>
<<link [[Next|Office Shredder End]]>><</link>>
<br>
<<else>>
You press your arms against the shredder and push with all your might, stumbling backwards as you successfully free your $worn.lower.name from it.
<br><br>
<<link [[Next|Office Shredder End]]>><</link>>
<br>
<</if>>
<<else>>
<<set $phase++>>
<<set $worn.lower.integrity -= 10 * $phase>>
<<if $worn.lower.integrity lte 0>>
<<if $worn.upper.name isnot "naked" and (!$upperTucked or clothingData("upper", $worn.upper, "notuck") is 1)>>
<<if $worn.upper.set is $worn.lower.set>>
You try to grab at the loose fabric of your $worn.lower.name, but to no avail. Your <<breasts>> are pulled roughly against the shredder as <span class="lewd">your $worn.lower.name disappears into its jaws.</span> <<gpain>> <<pain 5>>
<<lowerruined>><<clothesruinstat>><<set $loweroff to 0>>
<<shredderactions "upper">>
<<else>>
You try to force yourself away from the shredder, but slip and fall forward onto it as <span class="lewd">your $worn.lower.name is torn off and consumed.</span> <<gpain>> <<pain 5>>
<br><br>
Even worse, your $worn.upper.name is now caught too!
<<lowerruined>><<clothesruinstat>><<set $loweroff to 0>>
<<set $phase to 1>>
<<shredderactions "upper">>
<br>
<</if>>
<<else>>
You try to grab at the loose fabric of your $worn.lower.name, but to no avail. A loud rip echoes across the room as the <span class="lewd">tattered remains of your $worn.lower.name are ripped from your body and pulled into the shredder.</span>
<br><br>
<<lowerruined>><<clothesruinstat>><<set $loweroff to 0>>
You meekly step back as you nervously look around the room, covering your <<lewdness>>.
<<exposure>>
<br><br>
<<link [[Next|Office Shredder End]]>><</link>>
<br>
<</if>>
<<else>>
You grab onto the loose fabric of your $worn.lower.name and tug at it desperately while wiggling your <<bottom>> to get free, but the vicious jaws of the shredder refuse to relent.
<<set $worn.under_lower.integrity -= 20>>
<<if $worn.under_lower.name isnot "naked" and $worn.under_lower.integrity lte 0>>
<br><br>
In your struggles, you somehow managed to <span class="lewd">rip your $worn.under_lower.name, its scraps now sitting in a pile between your feet.</span>
<<underlowerruined>><<clothesruinstat>><<set $under_loweroff to 0>>
<</if>>
<<shredderactions "lower">>
<br>
<</if>>
<</if>>
<<elseif $worn.upper.name isnot "naked" and (!$upperTucked or clothingData("upper", $worn.upper, "notuck") is 1)>>
<<if $physiqueSuccess>>
<<if $worn.upper.integrity lte 0>>
You press your arms against the shredder and push with all your might, and after a few loud rips, you fall backwards onto your <<bottom>>. <<gpain>> <<pain 5>>
<br><br>
<<upperruined>><<clothesruinstat>><<set $upperoff to 0>>
You look up in horror at the shredder as it <span class="lewd">consumes the last inches of your $worn.upper.name!</span> You stand to your feet and nervously look around the room, covering your <<lewdness>>.
<<exposure>>
<br><br>
<<link [[Next|Office Shredder End]]>><</link>>
<br>
<<else>>
You press your arms against the shredder and push with all your might, stumbling backwards as you successfully free your $worn.upper.name from it.
<<exposure>>
<br><br>
<<link [[Next|Office Shredder End]]>><</link>>
<br>
<</if>>
<<else>>
<<set $phase++>>
<<set $worn.upper.integrity -= 10 * $phase>>
<<if $worn.upper.integrity lte 0>>
You try to grab at the loose fabric of your $worn.upper.name, but to no avail. A loud rip echoes across the room as the <span class="lewd">tattered remains of your $worn.upper.name are ripped from your body and pulled into the shredder.</span>
<br><br>
<<upperruined>><<clothesruinstat>><<set $upperoff to 0>>
You meekly step back as you nervously look around the room, covering your <<lewdness>>.
<<exposure>>
<br><br>
<<link [[Next|Office Shredder End]]>><</link>>
<br>
<<else>>
Your grab onto the loose fabric of your $worn.upper.name and tug at it desperately while shifting your <<breasts>> to get free, but the vicious jaws of the shredder refuse to relent.
<<set $worn.under_upper.integrity -= 20>>
<<if $worn.under_upper.name isnot "naked" and $worn.under_upper.integrity lte 0>>
<br><br>
In your struggles, you somehow managed to loosen your $worn.under_upper.name. <span class="lewd">You gasp as it falls into the shredder and is completely consumed.</span>
<<underupperruined>><<clothesruinstat>><<set $under_upperoff to 0>>
<</if>>
<<shredderactions "upper">>
<br>
<</if>>
<</if>>
<</if>><<effects>>
<<skulduggerycheck>>
<br>
<<if $worn.lower.name isnot "naked" and clothingData("lower", $worn.lower, "skirt") is 1>>
<<if $skulduggerysuccess is 1>>
<<if $worn.lower.integrity lte 0>>
You locate the access to the emergency controls and successfully open it, but not before the shredder <span class="lewd">consumes the rest of your $worn.lower.name!</span>
<<lowerruined>><<clothesruinstat>><<set $loweroff to 0>>
<br><br>
You meekly step back as you nervously look around the room, covering your <<lewdness>>.
<br><br>
<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">That was too easy. You didn't learn anything.</span>
<br><br>
<</if>>
<<exposure>>
<<link [[Next|Office Shredder End]]>><</link>>
<br>
<<else>>
You locate the access to the emergency controls and successfully open it, swiftly pressing the shredder release.
<br><br>
You pull the fabric of your $worn.lower.name from the shredder before any more damage can be done.
<br><br>
<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">That was too easy. You didn't learn anything.</span>
<br><br>
<</if>>
<<exposure>>
<<link [[Next|Office Shredder End]]>><</link>>
<br>
<</if>>
<<else>>
<<set $phase++>>
<<set $worn.lower.integrity -= 10 * $phase>>
<<if $worn.lower.integrity lte 0>>
<<if $worn.upper.name isnot "naked" and (!$upperTucked or clothingData("upper", $worn.upper, "notuck") is 1)>>
<<if $worn.upper.set is $worn.lower.set>>
You try to find a way to disable the shredder, but your <<breasts>> are pulled tightly against it as <span class="lewd">your $worn.lower.name disappears into its jaws.</span> <<gpain>> <<pain 5>>
<<else>>
You try to find a way to disable the shredder, but the <span class="lewd">last inch of your $worn.lower.name rips from your body, throwing you off balance.</span> <<gpain>> <<pain 5>>
<br><br>
You mistakenly grab onto the shredder for support, and part of your $worn.upper.name slipped into it and is now being consumed too!
<<set $phase to 1>>
<</if>>
<<lowerruined>><<clothesruinstat>><<set $loweroff to 0>>
<<shredderactions "upper">>
<br>
<<else>>
You try to find a way to disable the shredder, but are too late as <span class="lewd">the last inch of your $worn.lower.name rips from your body.</span>
<br><br>
You meekly step back as you nervously look around the room, covering your <<lewdness>>.
<<lowerruined>><<clothesruinstat>><<set $loweroff to 0>>
<br><br>
<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">That was too easy. You didn't learn anything.</span>
<br><br>
<</if>>
<<exposure>>
<<link [[Next|Office Shredder End]]>><</link>>
<br>
<</if>>
<<else>>
You try to find a way to disable the shredder, but are too distracted by the buckling of your legs as your $worn.lower.name restricts you, roughly pulling your <<genitals>> against the shredder. <<gpain>> <<pain 5>>
<<shredderactions "lower">>
<br>
<</if>>
<</if>>
<<elseif $worn.upper.name isnot "naked" and (!$upperTucked or clothingData("upper", $worn.upper, "notuck") is 1)>>
<<if $skulduggerysuccess is 1>>
<<if $worn.lower.integrity lte 0>>
You locate the access to the emergency controls and successfully open it, but not before the shredder <span class="lewd">consumes the rest of your $worn.upper.name!</span>
<<upperruined>><<clothesruinstat>><<set $upperoff to 0>>
<br><br>
You meekly step back as you nervously look around the room, covering your <<lewdness>>.
<<exposure>>
<br><br>
<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">That was too easy. You didn't learn anything.</span>
<br><br>
<</if>>
<<exposure>>
<<link [[Next|Office Shredder End]]>><</link>>
<br>
<<else>>
You locate the access to the emergency controls and successfully open it, swiftly pressing the shredder release.
<br><br>
You pull the fabric of your $worn.upper.name from the shredder before any more damage can be done.
<br><br>
<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">That was too easy. You didn't learn anything.</span>
<br><br>
<</if>>
<<exposure>>
<<link [[Next|Office Shredder End]]>><</link>>
<br>
<</if>>
<<else>>
<<set $phase++>>
<<set $worn.upper.integrity -= 10 * $phase>>
<<if $worn.upper.integrity lte 0>>
You try to find a way to disable the shredder, but a loud rip echoes across the room as the <span class="lewd">tattered remains of your $worn.upper.name are ripped from your body and pulled into the shredder.</span>
<br><br>
<<upperruined>><<clothesruinstat>><<set $upperoff to 0>>
You meekly step back as you nervously look around the room, covering your <<lewdness>>.
<<exposure>>
<br><br>
<<link [[Next|Office Shredder End]]>><</link>>
<br>
<<else>>
You try to find a way to disable the shredder but are too distracted by the taut pull of your $worn.upper.name, smashing your <<breasts>> against the shredder. <<gpain>> <<pain 5>>
<<shredderactions "upper">>
<br>
<</if>>
<</if>>
<</if>><<effects>>
<<if $exposed lte 0>>
<<tiredness 3>>
You make sure your clothes can hold up before you continue working. Being more careful, you continue to shred the documents when the <<person1>><<person>> comes in with more documents.
<br><br>
"You okay? Seems like you're having a hard time with some simple document shredding."
<br><br>
You offer a weak smile as you collect the documents from <<him>> and continue working.
After another 40 minutes of shredding, the <<person1>><<person>> returns and hands you a tip. <<assignmenttip 6>>
<br><br>
"Here's a little something extra for all your hard work."
<<completeassignment>>
<<else>>
<<embarrassment>>
You hear the <<person1>><<person>> call to you from outside the door. "Is everything okay in there? I heard a lot of noise. I've got some more documents for you."
<br><br>
Before you can decide what to do, <<he>> walks into the room, your <<lewdness>> in full view. <<gstress>><<stress 3>>
<<set $danger to random(1,10000)>>
<br><br>
<<if $danger gte (9000 - (300 * $officeFloor))>>
The <<person1>><<person>> looks at you with a devious look on <<his>> face.
<br><br>
"If you wanted to have some fun you should have just said so."
<br><br>
The <<person1>><<person>> drops <<his>> papers, which scatter all over the floor as <<he>> lunges at you.
<br><br>
<<link [[Next|Office Shredder Molestation]]>><<set $molestationstart to 1>><</link>>
<<else>>
The <<person1>><<person>> looks at you with a shocked look on <<his>> face. "My goodness, what happened to your clothes?"
<br><br>
You explain how the shredder ate your clothes, and <<he>> rushes to grab a towel for you to wear.<<towelup>>
<br><br>
"It's not much, but it should help until you can find something more suitable to wear. Here's something extra to replace your ruined clothes."
<br><br>
The <<person1>><<person>> hands you a generous tip. <<assignmenttip 12>>
<<completeassignment 15>>
<</if>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $alarm is 1>>
No one comes to your aid.
<<set $alarm to 0>>
<<if $drugged gte 1>>The drugs inhibit you, rendering your cries useless.<</if>>
<br><br>
<</if>>
<<if $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Office Shredder Molestation Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0>>
<span id="next"><<link [[Next|Office Shredder Molestation Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Office Shredder Molestation]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<br><br>
<<ejaculation>>
Satisfied, the <<person1>><<person>> fixes <<his>> clothes, leaving you in a pile of cum and sprawled documents.
<br><br>
"Clean the mess up before you go," <<he>> says as <<he>> walks out of the room.
<br><br>
You slowly climb to your feet and stumble out of the room; the sound of the shredder grinding continues behind you, as if taunting you.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Office Streak]]>><</link>><<effects>>
You push the <<person1>><<person>> off of you and run out of the room. You can barely hear <<him>> scream in anger over the sound of the shredder grinding away.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Office Streak]]>><</link>><<widget "shredderactions">>
<br><br>
<<set _slot to _args[0]>>
<<set $struggleMax to V.worn[_slot].integrity * 10000 / clothingData(_slot, $worn[_slot], "integrity_max") + V.physiquesize>>
<<link [[Struggle|Office Shredder Struggle]]>><<tiredness 2>><</link>><<physiquedifficulty 5000 $struggleMax>><<gtiredness>>
<br>
<<set $skulduggerydifficulty to 600>>
<<link [[Tamper|Office Shredder Tamper]]>><</link>><<skulduggerydifficulty>>
<br>
<<link [[Mash buttons|Office Shredder Mash]]>><</link>>
<</widget>><<location "office">><<effects>><<exposure>>
You are in the stairwell on <<checkfloor>>. Besides the sound of the AC fan blowing, the stairwell is bereft of sound.
<br><br>
As the stairwell doors lock from the inside, the only exit is in the lobby, <<number $officeFloor>> floor<<if $officeFloor gt 2>>s<</if>> below.
<<if $stress gte $stressmax>>
<<if isPregnancyEnding()>>
<<pregnancyPassout "office">>
<<else>>
<<officepassout>>
<</if>>
<<else>>
<br><br>
<<link [[Rest (0:05)|Office Stairwell Rest]]>><<pass 5>><<tiredness -2>><</link>><<ltiredness>>
<br>
<<if $officeFloor gt 10>>
<<link [[Descend 10 floors (0:08)|Office Stairwell Descend]]>><<pass 8>><<tiredness 10>><<set $stairSpeed to 10>><</link>><<ggtiredness>>
<br>
<</if>>
<<if $officeFloor gt 5>>
<<link [[Descend 5 floors (0:05)|Office Stairwell Descend]]>><<pass 5>><<tiredness 5>><<set $stairSpeed to 5>><</link>><<gtiredness>>
<br>
<</if>>
<<if $officeFloor lte 5>>
<<link [[Descend to lobby (0:05)|Office Lobby]]>><<pass 5>><<tiredness 5>><</link>><<gtiredness>>
<br>
<</if>>
<</if>><<effects>>
<<if $stairSpeed is 20>>
You begin descending the gruelling stairwell. You keep up a brisk pace, but after a while, your legs and feet start to burn with fatigue. You stop to take a breather.
<br><br>
<<elseif $stairSpeed is 10>>
You make your way down the stairs. You keep up a decent pace, but your legs soon begin to ache. You stop to take a breather.
<<else>>
You head down the stairs. You keep a steady pace but stop for a breather before your legs get too tired.
<</if>>
<br><br>
<<set $officeFloor -= $stairSpeed>><<unset $stairSpeed>>
<<link [[Next|Office Stairwell]]>><</link>><<effects>>
You decide to rest before continuing your descent.
<br>
<<if $rng gte 90 - $officeFloor>>
While you catch your breath, you hear someone approaching the stairwell door.
<br>
"Yeah, the boss said that some streaker is on the steps. I'm going to check it out now," you hear a security guard say to someone on their radio.
<br><br>
<span class="red">If the guard sees you, you're going to get into trouble!</span>
<br><br>
<<if $officeFloor lt 5>>
<<link [[Run straight to lobby (0:05)|Office Lobby]]>><<pass 5>><<tiredness 5>><</link>><<gtiredness>>
<br>
<<else>>
<<link [[Run downstairs|Office Stairwell Run Down]]>><<tiredness 5>><</link>><<gtiredness>>
<br>
<</if>>
<<if $officeFloor lt 10>>
<<link [[Run upstairs|Office Stairwell Run Up]]>><<tiredness 8>><</link>><<gtiredness>>
<br>
<</if>>
<<link [[Hide behind door|Office Stairwell Hide]]>><</link>>
<br>
<<else>>
After resting for a few minutes, you decide that you should continue before someone else enters the stairwell.
<br><br>
<<link [[Next|Office Stairwell]]>><</link>>
<</if>><<effects>>
You think it would be safer to run upstairs, so you gather your stamina and start climbing.
<br>
"I'm going to check upstairs," the guard says, heading up the stairs.
<br><br>
<<set _ascendCount to random(1,3)>>
You stay ahead and out of sight of the guard, and they finally give up after <span class="blue">_ascendCount</span> floors.
<br>
"Heading back in; no one is here," the guard reports before using their pass to exit the stairwell on the floor below you.
<<set $officeFloor += _ascendCount>>
<br><br>
<<link [[Next|Office Stairwell]]>><</link>><<effects>>
You think it would be safer to run downstairs, so you quickly start descending.
<br>
"Hey, you! Stop right there!" the guard shouts from above.
<br><br>
<<if $officeFloor lt 7>>
<<link [[Run straight to lobby|Office Stairwell Escape]]>><</link>> <<ggsecurity>><<ggtiredness>>
<<else>>
<span class="purple">If the lobby wasn't so many floors away, you might have been able to outrun security.</span>
<</if>>
<br><br>
<<link [[Go quietly|Office Security Escort]]>><</link>><<effects>>
You ignore the guard and keep running, but you fear this may come back to burn you later. <<ggsecurity>><<set $officecomplaints += 2>>
<br><br>
<<link [[Lobby|Office Lobby]]>><<tiredness 10>><</link>><<effects>>
You decide to hide behind the door. The door swings outwards, and the guard enters the stairwell. The guard begins ascending the stairs, unaware of your presence.
<br><br>
You wait a few moments to make sure you're safe and step away from the door.
<<if $rng gte 50>>
<<if $worn.upper.name isnot "naked">>
You feel restriction at your waist. Part of your $worn.upper.name is caught in the hinge of the door!
<br><br>
You try with all your might to free your $worn.upper.name but are met with nothing but rips and tears.
<<tearful>> <span class="lewd">you step out of the garment, leaving it dangling from the door.</span>
<<upperruined>><<clothesruinstat>><<set $upperoff to 0>>
<<elseif $worn.lower.name isnot "naked">>
You feel restriction at your waist. Part of your $worn.under_lower.name is caught in the hinge of the door!
<br><br>
You try with all your might to free your $worn.lower.name but are met with nothing but rips and tears.
<<tearful>> <span class="lewd">you step out of the garment, leaving it dangling from the door.</span>
<<lowerruined>><<clothesruinstat>><<set $loweroff to 0>>
<<elseif $worn.under_upper.name isnot "naked">>
You feel restriction at your <<breasts>>. Part of your $worn.under_upper.name is caught in the hinge of the door!
<br><br>
You try with all your might to free your $worn.under_upper.name but are met with nothing but rips and tears.
<<tearful>> <span class="lewd">you step out of the garment, leaving it dangling from the door.</span>
<<underupperruined>><<clothesruinstat>><<set $underupperoff to 0>>
<<elseif $worn.under_lower.name isnot "naked">>
You feel restriction at your <<bottom>>. Part of your $worn.under_lower.name is caught in the hinge of the door!
<br><br>
You try with all your might to free your $worn.under_lower.name but are met with nothing but rips and tears.
<<tearful>> <span class="lewd">you step out of the garment, leaving it dangling from the door.</span>
<<underlowerruined>><<clothesruinstat>><<set $underloweroff to 0>>
<</if>>
<<else>>
You check to make sure the coast is clear.
<</if>>
<br><br>
<<link [[Next|Office Stairwell]]>><</link>><<location "office">><<effects>>
<<set $stairDistance to random(3,6)>>
<<set $clothesCheck to 1>>
You are on <<checkfloor>>. You duck into an empty cubicle, hoping no one can see your <<lewdness>>.
<<if $stress gte $stressmax>>
<br><br>
<<if isPregnancyEnding()>>
<<pregnancyPassout "office">>
<<else>>
<<officepassout>>
<</if>>
<<else>>
The lifts are close, but the risk of someone seeing you is high.
<br>
You could take the stairs, but then you have run across the busy office floor. If you're careful, you should be able to make it to the stairs unseen.
<br>
It may be better to find something to cover yourself first, however.
<br><br>
<<link [[Risk taking the lift (0:01)|Office Lift]]>><<pass 1>><</link>><<ggstress>>
<br>
<<link [[Carefully head to the stairs (0:05)|Office Streak Stairs]]>><<pass 5>><<set $streakSpeed to 1>><</link>>
<br>
<<link [[Quickly head to the stairs (0:01)|Office Streak Stairs]]>><<pass 1>><<set $streakSpeed to 2>><</link>><<gharass>>
<br>
<<link [[Try to find something to wear (0:05)|Office Streak Search]]>><<pass 5>><</link>>
<</if>><<effects>>
You stay low and shift hiding spots as you make your way towards the stairs.
<<set $danger to random(1,10000)>>
<<if $danger gte 9000 - ($streakSpeed * 1500)>>
<<if $rng gte 90 - ($officeFloor * 2)>>
A <<generate1>><<person1>><<person>> comes into the aisle you are in and starts walking towards you, so you duck into a nearby supply closet to wait for <<him>> to pass.
<br>
You lean against the door, trying to catch your breath when the door violently swings open, knocking you to the floor.
<br>
You look up to see the <<person1>><<person>> standing over you with a lustful gaze.
<br><br>
<<link [[Next|Office Supply Molest]]>><<set $molestationstart to 1>><</link>>
<<elseif $rng gte 70 - $officeFloor>>
Just when you think the coast is clear, you run right into a security guard.
<br><br>
"You're coming with me."
<br><br>
<<link [[Next|Office Security Escort]]>><<pass $officeFloor>><</link>>
<<else>>
You come across a large group of <<people>> blocking the path to the stairs. One of the people starts heading towards you.
<br>
You notice a nearby serving cart covered with a cloth, so you climb into it to hide your <<lewdness>>.
<br>
Just when you think the coast is clear, the cart begins moving. A minute later, the cart comes to a halt and you hear someone walk away.
<br><br>
<<set _cartDistance to random(-2,2)>>
<<if _cartDistance gte 0>>
You peek from beneath the cart to get your bearings and discover that you've been moved further away from the stairs!
<<else>>
You peek from beneath the cart to get your bearings and find that you've been moved closer to the stairs!
<</if>>
<<set $stairDistance += _cartDistance>>
<<officestreakactions>>
<</if>>
<<else>>
<<set $stairDistance -= $streakSpeed>>
<<if $stairDistance lte 0>>
You dash from your hiding place towards the stairwell, keeping low and staying out of sight. You make it to the door and slip inside unnoticed. The door locks from the inside, so there is no turning back now.
<br>
You take a moment to catch your breath. You're going to need it, as you've got <<number $officeFloor>> floors to descend.
<br><br>
<<link [[Descend the stairs|Office Stairwell]]>><</link>>
<<else>>
You get as far as you feel is safe before stopping to hide <<officestreakhide>>
<<officestreakactions>>
<</if>>
<</if>>
<<unset $streakSpeed>><<effects>>
<<set $clothesCheck to 0>>
You take some time to look around the floor for something to wear.
<br>
<<if $rng gte 80>>
Someone passes by your hiding place pushing a cart full of towels. You quickly grab one and wrap it around yourself before anyone sees you. You can safely take the lifts now.
<br><br>
<<towelup>>
<<link [[Return to lobby (0:01)|Office Lobby]]>><<pass 1>><</link>>
<<else>>
After several minutes of searching, you still can't find anything. You decide your best course of action is to run to safety as soon as possible.
<<officestreakactions>>
<</if>><<widget "officestreakactions">>
<br><br>
<<if $stairDistance lte 2>>
You can see the stairs, just a few aisles away from your current position.
<<elseif $stairDistance lte 4>>
The stairs are several aisles away from you, but they still may be a better option than the lifts.
<<else>>
The stairs are nowhere in sight.
<</if>>
<br><br>
<<link [[Risk taking the lift (0:01)|Office Lift]]>><<pass 1>><</link>>
<br>
<<link [[Carefully head to the stairs (0:05)|Office Streak Stairs]]>><<pass 5>><<set $streakSpeed to 1>><</link>>
<br>
<<link [[Quickly head to the stairs(0:01)|Office Streak Stairs]]>><<pass 1>><<set $streakSpeed to 2>><</link>>
<br>
<<if $clothesCheck gte 1>>
<<link [[Try to find something to wear(0:05)|Office Streak Search]]>><<pass 5>><</link>>
<br>
<</if>>
<</widget>>
<<widget "officestreakhide">>
<<rng>>
<<if $rng gte 76>>
behind a large potted plant. Two people walk by and don't seem to notice you.
<<elseif $rng gte 51>>
behind a copy machine. Someone walks up and starts making copies. They walk away without noticing you.
<<elseif $rng gte 26>>
under an empty desk. Someone comes, sets down a large box, and walks away.
<<else>>
behind a water cooler. Leaning against it, you feel its cool plastic base against your <<exposedupper>>.
<</if>>
<</widget>>You've pushed yourself too much.
<br><br>
<<passout>>
<<set $bus to "park">>
<<set $dangerpark to 0>>
<<set $safepark to 0>>
<<set $danger to random(1, 10000)>>
<<if $danger gte (9900 - $allure)>>
<<set $dangerpark to random(1, 100)>>
<<elseif $danger lt (9900 - $allure)>>
<<set $safepark to random(1, 100)>>
<</if>>
<<if $dangerpark gte 81>>
<<link [[Wake up|Abduction]]>><<set $molestationstart to 1>><</link>>
<<elseif $dangerpark gte 1>>
<<link [[Wake up|Dog Park]]>><<set $molestationstart to 1>><</link>>
<!--
<<link [[Wake up|Abduction]]>><<set $molestationstart to 1>><</link>>
-->
<</if>>
<<if $safepark gte 1>><<ambulance>><</if>>
<<pass 1 hour>>
<<trauma 6>><<set $stress -= 2000>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastNEWinit 1 dog>>
<<beastCombatInit>>
You awaken to find yourself being dragged behind a bush by a strange <<beasttype>>.
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate 1>>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if $alarm is 1 and $rescue is 0 and _combatend is true>>
<<set $alarm to 0>>
<br><br>
<<if $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Dog Park Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0>>
<span id="next"><<link [[Next|Dog Park Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Dog Park]]>><</link>></span><<nexttext>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax and _combatend is true>>
<span id="next"><<link [[Next|Dog Park Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0 and _combatend is true>>
<span id="next"><<link [[Next|Dog Park Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Dog Park]]>><</link>></span><<nexttext>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<strangewoman1init>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate 1>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $alarm is 1 and $rescue is 0 and _combatend is true>>
<<set $alarm to 0>>
<br><br>
<<if $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Park Woman Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0>>
<span id="next"><<link [[Next|Park Woman Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Park Woman]]>><</link>></span><<nexttext>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax and _combatend is true>>
<span id="next"><<link [[Next|Park Woman Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0 and _combatend is true>>
<span id="next"><<link [[Next|Park Woman Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Park Woman]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<He>> tenses and presses <<his>> mouth against your neck to muffle the sound of <<his>> climax.
<br><br>
<<ejaculation>>
<<if $enemyanger gte ($enemyangermax / 5) * 3>>
<<He>> gives you a hard bite then leaves you without a word.<<violence 3>>
<br><br>
<<elseif $enemyanger gte 1>>
Without a word, <<he>> gets up and leaves you lying on the grass.
<br><br>
<<else>>
Smiling, <<he>> kisses you on the cheek. "This is for you." <<He>> leaves you lying on the grass.
<br>
You've gained <<printmoney 500>><<money 500 "prostitution">>.
<br><br>
<</if>>
<<tearful>> you struggle to your feet. You know you're not out of danger yet.
<br><br>
<<clotheson>>
<<endcombat>>
<<parkeventend>><<effects>>
<<He>> recoils in pain, giving you the chance you need to escape. <<tearful>> you run, giving little heed to prying eyes, before collapsing in a bed of flowers. You're safe.
<br><br>
<<clotheson>>
<<endcombat>>
<<parkeventend>><<beastejaculation>>
<<if $enemyanger gte ($enemyangermax / 5) * 3>>
<<bHe>> bites you on the thigh, then leaves you lying on the grass.
<<violence 3>>
<br><br>
<<elseif $enemyanger gte 1>>
<<bHe>> barks, then leaves you lying on the grass.
<br><br>
<<else>>
<<bHe>> licks your <<genitals>> then darts away.
<<neutral 5 "genitals">>
<br><br>
<</if>>
<<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<set $stress -= 1000>><<set $eventskip to 1>>
<<destination>><<effects>>
The <<beasttype>> whimpers and flees into a bush. <<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<set $stress -= 1000>><<set $eventskip to 1>>
<<destination>><<set $outside to 0>><<set $location to "park">><<effects>><<set $bus to "parkmens">>
You are in the men's toilets in the park.
<<storeon "parkmens" "check">>
<<if _store_check is 1>>
Your clothes are stored beneath the sinks.
<</if>>
<<if $upperwet gte 1 or $lowerwet gte 1 or $underlowerwet gte 1 or $underupperwet gte 1>>
<div id="toilet-dry">
<<link "Dry your clothes">>
<<dry>>
<<dry_full>>
<<updatesidebarimg>>
<<updatesidebardescription>>
<<updateallure>>
<<if $upperwet lt 1 and $lowerwet lt 1 and $underlowerwet lt 1 and $underupperwet lt 1>>
<<replace #toilet-dry>>
You squeeze the water from your clothes.
<<effectswater>>
<br><br>
<</replace>>
<</if>>
<</link>>
<br>
</div>
<</if>>
<br><br>
<<if $stress gte $stressmax>>
<<passoutpark>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure) and $player.gender_appearance is "f" and $eventskip is 0>>
<<eventstoilets>>
<<else>>
<<storeactions "parkmens">>
<<if hasSexStat("exhibitionism", 5) and Time.dayState is "day" and $exposed gte 2 and !$daily.parkStreak>>
<span class="lewd">Standing naked in the bathroom, you have the lewd urge to go streaking through the park. So many people would see you.</span>
<br><br>
<<ind>><<link [[Go streaking|Park Streak]]>><<set $daily.parkStreak to true>><<pass 1>><<arousal 100>><</link>><<exhibitionist5>><<garousal>>
<br>
<<elseif hasSexStat("exhibitionism", 4)>>
<span class="lewd">A lewd idea strikes you.</span> You could strip and wait in one of the stalls for an unsuspecting passerby to see you.
<<if Time.dayState is "dusk" or Time.dayState is "night">>
<br><br>
<<skinicon "strip">><<link [[Strip and wait in a stall (0:20)|Toilets Stall]]>><<pass 20>><</link>><<exhibitionist4>>
<br>
<<else>>
<span class="blue">However, it would be best to wait until night falls.</span>
<br><br>
<</if>>
<</if>>
<<mirroricon>><<link [[Look in the mirror (0:02)|Simple Mirror]]>><<pass 2>><<set $previousPassage = $passage>><</link>>
<br>
<<if hasSexStat("exhibitionism", 3) or $arousal gte 9000>>
<<skinicon "masturbate">><<link [[Masturbate|Men's Toilets Masturbation]]>><<set $masturbationstart to 1>><</link>>
<br>
<</if>>
<<if setup.bodyliquid.combined("face") gte 1 or $skin.left_cheek.pen is "pen" or $skin.right_cheek.pen is "pen" or $skin.forehead.pen is "pen" or $skin.left_cheek.pen is "mud" or $skin.right_cheek.pen is "mud" or $skin.forehead.pen is "mud" or $skin.left_cheek.pen is "lipstick" or $skin.right_cheek.pen is "lipstick" or $skin.forehead.pen is "lipstick">>
<<bathroomicon "sink">><<link [[Wash face (0:05)|Men's Toilets Wash]]>><<pass 5>><</link>>
<br>
<</if>>
<<if setup.bodyliquid.combined("mouth") gte 1>>
<<bathroomicon "sink">><<link [[Rinse mouth (0:05)|Men's Toilets Rinse]]>><<pass 5>><</link>>
<br>
<</if>>
<<pregnancyTest "Men's Toilets">>
<<storeon "parkmens" "check">>
<<if _store_check isnot 1>>
<<getouticon>><<link [[Leave|Park]]>><</link>>
<<elseif $exposed gte 2 and hasSexStat("exhibitionism", 3)>>
<<sneakicon>><<link [[Sneak out|Park Toilets Sneak]]>><<set $phase to 2>><</link>><<exhibitionist3>>
<<elseif $exposed is 1>>
<<sneakicon>><<link [[Sneak out|Park Toilets Sneak]]>><<set $phase to 1>><</link>><<exhibitionist1>>
<<elseif $exposed lte 0>>
<<getouticon>><<link [[Leave|Park]]>><</link>>
<</if>>
<</if>>
<</if>>
<<set $eventskip to 0>>
<<storecleanup>><<effects>>
<<if setup.bodyliquid.combined("face") gte 1>>
<<if $skin.left_cheek.pen is "pen" or $skin.right_cheek.pen is "pen" or $skin.forehead.pen is "pen">>
Bending over the sink, you wash the lewd fluid and ink from your face.
<<elseif $skin.left_cheek.pen is "lipstick" or $skin.right_cheek.pen is "lipstick" or $skin.forehead.pen is "lipstick">>
Bending over the sink, you wash the lewd fluid and lipstick from your face.
<<elseif $skin.left_cheek.pen is "mud" or $skin.right_cheek.pen is "mud" or $skin.forehead.pen is "mud">>
Bending over the sink, you wash the lewd fluid and mud from your face.
<<else>>
Bending over the sink, you wash the lewd fluid from your face.
<</if>>
<<elseif $skin.left_cheek.pen is "lipstick" or $skin.right_cheek.pen is "lipstick" or $skin.forehead.pen is "lipstick">>
Bending over the sink, you wash the lipstick from your face.
<<elseif $skin.left_cheek.pen is "mud" or $skin.right_cheek.pen is "mud" or $skin.forehead.pen is "mud">>
Bending over the sink, you wash the mud from your face.
<<else>>
Bending over the sink, you wash the ink from your face.
<</if>>
<<wash_face>>
<br><br>
<<link [[Next|Men's Toilets]]>><</link>>
<br><<effects>>
You bend over a sink and rinse out your mouth.
<<wash_mouth>>
<br><br>
<<link [[Next|Men's Toilets]]>><</link>>
<br><<set $outside to 0>><<set $location to "park">><<effects>><<set $bus to "parkwomens">>
You are in the women's toilets in the park.
<<storeon "parkwomens" "check">>
<<if _store_check is 1>>
Your clothes are stored beneath the sinks.
<</if>>
<<if $upperwet gte 1 or $lowerwet gte 1 or $underlowerwet gte 1 or $underupperwet gte 1>>
<div id="toilet-dry">
<<link "Dry your clothes">>
<<dry>>
<<dry_full>>
<<updatesidebarimg>>
<<updatesidebardescription>>
<<updateallure>>
<<if $upperwet lt 1 and $lowerwet lt 1 and $underlowerwet lt 1 and $underupperwet lt 1>>
<<replace #toilet-dry>>
You squeeze the water from your clothes.
<<effectswater>>
<br><br>
<</replace>>
<</if>>
<</link>>
<br>
</div>
<</if>>
<br><br>
<<if $stress gte $stressmax>>
<<passoutpark>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure) and $player.gender_appearance is "m" and $eventskip isnot 1>>
<<eventstoilets>>
<<else>>
<<storeactions "parkwomens">>
<<if hasSexStat("exhibitionism", 5) and Time.dayState is "day" and $exposed gte 2 and !$daily.parkStreak>>
<span class="lewd">Standing naked in the bathroom, you have the lewd urge to go streaking through the park. So many people would see you.</span>
<br><br>
<<link [[Go streaking|Park Streak]]>><<set $daily.parkStreak to true>><<pass 1>><<arousal 100>><</link>><<exhibitionist5>><<garousal>>
<br>
<<elseif hasSexStat("exhibitionism", 4)>>
<span class="lewd">A lewd idea strikes you.</span> You could strip and wait in one of the stalls for an unsuspecting passerby to see you.
<<if Time.dayState is "dusk" or Time.dayState is "night">>
<br><br>
<<skinicon "strip">><<link [[Strip and wait in a stall (0:20)|Toilets Stall]]>><<pass 20>><</link>><<exhibitionist4>>
<br>
<<else>>
<span class="blue">However, it would be best to wait until night falls.</span>
<br><br>
<</if>>
<</if>>
<<mirroricon>><<link [[Look in the mirror (0:02)|Simple Mirror]]>><<pass 2>><<set $previousPassage = $passage>><</link>>
<br>
<<if hasSexStat("exhibitionism", 3) or $arousal gte 9000>>
<<skinicon "masturbate">><<link [[Masturbate|Women's Toilets Masturbation]]>><<set $masturbationstart to 1>><</link>>
<br>
<</if>>
<<if setup.bodyliquid.combined("face") gte 1 or $skin.left_cheek.pen is "pen" or $skin.right_cheek.pen is "pen" or $skin.forehead.pen is "pen" or $skin.left_cheek.pen is "mud" or $skin.right_cheek.pen is "mud" or $skin.forehead.pen is "mud" or $skin.left_cheek.pen is "lipstick" or $skin.right_cheek.pen is "lipstick" or $skin.forehead.pen is "lipstick">>
<<bathroomicon "sink">><<link [[Wash face (0:05)|Women's Toilets Wash]]>><<pass 5>><</link>>
<br>
<</if>>
<<if setup.bodyliquid.combined("mouth") gte 1>>
<<bathroomicon "sink">><<link [[Rinse mouth (0:05)|Women's Toilets Rinse]]>><<pass 5>><</link>>
<br>
<</if>>
<<pregnancyTest "Women's Toilets">>
<<storeon "parkwomens" "check">>
<<if _store_check isnot 1>>
<<getouticon>><<link [[Leave|Park]]>><</link>>
<<elseif $exposed gte 2 and hasSexStat("exhibitionism", 3)>>
<<sneakicon>><<link [[Sneak out|Park Toilets Sneak]]>><<set $phase to 2>><</link>><<exhibitionist3>>
<<elseif $exposed is 1>>
<<sneakicon>><<link [[Sneak out|Park Toilets Sneak]]>><<set $phase to 1>><</link>><<exhibitionist1>>
<<elseif $exposed lte 0>>
<<getouticon>><<link [[Leave|Park]]>><</link>>
<</if>>
<</if>>
<</if>>
<<set $eventskip to 0>>
<<storecleanup>><<effects>>
<<if setup.bodyliquid.combined("face") gte 1>>
<<if $skin.left_cheek.pen is "pen" or $skin.right_cheek.pen is "pen" or $skin.forehead.pen is "pen">>
Bending over the sink, you wash the lewd fluid and ink from your face.
<<elseif $skin.left_cheek.pen is "lipstick" or $skin.right_cheek.pen is "lipstick" or $skin.forehead.pen is "lipstick">>
Bending over the sink, you wash the lewd fluid and lipstick from your face.
<<elseif $skin.left_cheek.pen is "mud" or $skin.right_cheek.pen is "mud" or $skin.forehead.pen is "mud">>
Bending over the sink, you wash the lewd fluid and mud from your face.
<<else>>
Bending over the sink, you wash the lewd fluid from your face.
<</if>>
<<elseif $skin.left_cheek.pen is "lipstick" or $skin.right_cheek.pen is "lipstick" or $skin.forehead.pen is "lipstick">>
Bending over the sink, you wash the lipstick from your face.
<<elseif $skin.left_cheek.pen is "mud" or $skin.right_cheek.pen is "mud" or $skin.forehead.pen is "mud">>
Bending over the sink, you wash the mud from your face.
<<else>>
Bending over the sink, you wash the ink from your face.
<</if>>
<<wash_face>>
<br><br>
<<link [[Next|Women's Toilets]]>><</link>>
<br><<effects>>
You bend over a sink and rinse out your mouth.
<<wash_mouth>>
<br><br>
<<link [[Next|Women's Toilets]]>><</link>>
<br><<effects>>
Hiding your nudity behind the toilet door, you take a peek into the park.
<<switch Weather.name>>
<<case "clear" "lightClouds">>
The park is full of people, enjoying the good weather. There are people jogging, having picnics, walking their dogs, buying ice cream, and sitting on benches.
<br>
You would be seen by a lot of people.
<<fameexhibitionism 15>>
<<case "heavyClouds">>
Despite the grey sky, the park is still crowded. Some people are jogging, some are reading on benches, and some are passing through.
<br>
You would be seen by many people.
<<fameexhibitionism 10>>
<<case "lightPrecipitation" "heavyPrecipitation" "thunderStorm">>
<<if Weather.precipitation is "rain">>
Despite the downpour, the park isn't empty. There's a few people with umbrellas passing by, a few walking their dogs, and even one person having a smoke.
<<else>>
The park is full of people enjoying the snow. You see snowball fights, people building snowmen, dog-walkers, and even one <<person>> jogging.
<</if>>
<br>
You would be seen by a few people.
<<fameexhibitionism 5>>
<</switch>>
<<if isInPark("kylar")>>
<br>
You can see Kylar sitting beneath a tree, drawing in <<nnpc_his "Kylar">> sketchbook.
<</if>>
<<if isInPark("whitney")>>
<br>
You can see Whitney, standing under an umbrella.
<</if>>
<<if isInPark("robin")>>
<br>
You can see Robin's hot chocolate stand.
<</if>>
<br><br>
<<link [[Next|Park Streak 2]]>><</link>><<effects>>
<<generate1>><<generate2>>
You take a deep breath. You burst out from the toilets and start running as fast as you can.
<br><br>
<<switch Weather.precipitation>>
<<case "none">>
<<if Weather.isSnow>>
It's so cold you almost go numb. The snow crunches beneath your feet.
<<elseif Weather.temperature >= 20>>
Despite the warm air, you feel a chill as the wind blows over your naked body. You get goosebumps from the feeling of exposure.
<<else>>
The breeze doubles as you sprint, flowing over your most intimate areas. You feel the cool wind on every part of your skin.
<</if>>
<br><br>
The reactions start quickly. You hear screams, shouts, laughs, and cheers. You're doing nothing to hide your fully exposed body, so the crowds see everything.
<br><br>
You run by the ice cream stand first, giving everyone in line a good view. You stop to do a quick twirl, making sure they can see you from every angle. You hear cheers and shouts of disgust as you run off.
<br><br>
You sprint by the toilets, giving a peace sign to a surprised <<person1>><<person>> walking out.
<br><br>
Next you run through a field. Three people having a picnic gape at you. You run a quick circle around their blanket before running off.
<br><br>
Many of the park-goers are able to pull out their phones and grab videos of your streak. Your arousal builds the more you run around the park. You want to go as long as possible without returning to the toilets.
<<case "rain">>
You get soaked as you run through the rain. You can feel the water run down your skin and flow over your fully exposed genitals. You shiver as you run.
<br><br>
The park is mostly empty, but there are a few people to show off for. You run by a <<person1>><<person>> walking under an umbrella. <<He>> takes a long look as you run by.
<br><br>
You still sometimes run into startled people in the park. You make sure they get a good look and then run off again.
<br><br>
You stop in the middle of a field. You extend your arms out and let the rain wash over you. After a minute, you drop your arms and start running again. You see a <<person2>><<person>> under an umbrella with <<his>> phone pointed at you. You blush when you realise how much footage you've just given <<him>>.
<<default>>
<<generate3>>
It's so cold you almost go numb. The snow crunches beneath your feet.
<br><br>
You hear the shouts and cheers quickly. You veer as close to the large groups as you can. The snow makes it hard to run, so you move much slower. Everyone gets more time to take a look at you in your exposed state.
<br><br>
Several people are throwing snowballs at each other. You jog through, dodging snowballs. Several of them cheer and make you their next target. Most of their shots fly wide, but one lucky one gets a cold strike right on your naked butt. You yelp and jump, brushing the snow off your rear. The group laughs and cheers as you run off.
<br><br>
There's a <<person1>><<person>> and a <<person2>><<person>> building a snowman. You run around a circle around them. The <<person1>><<person>> knocks over the snowman's head in surprise. You stop and wiggle your cold, bare butt at them before running off again. A <<person3>><<person>> on a bench films your very cold run with <<his>> phone.
<</switch>>
<<endevent>>
<<athletics 1>><<tiredness 1>>
<<pass 10>>
<br><br>
<<cleareventpool>>
<<addevent "eventParkStreak1">>
<<addevent "eventParkStreak2">>
<<if Weather.precipitation isnot "none" and isInPark("whitney")>>
<<addevent "eventParkStreak3" 2>>
<</if>>
<<if isInPark("robin") && Time.season is "winter">>
<<addevent "eventParkStreak4" 2>>
<</if>>
<<if isInPark("kylar")>>
<<addevent "eventParkStreak5" 2>>
<</if>>
<<addinlineevent "eventParkStreak6" 4>>
You run back to the toilets without incident. You take deep breaths as you try to slow your pulse.<<ltrauma>><<lstress>><<trauma -5>><<stress -5>>
<br><br>
<<eventParkStreakEnd>>
<</addinlineevent>>
<<runeventpool>><<effects>>
<<if $athleticsSuccess>>
You pick up the pace, running as fast as you can. It's difficult to lose them, but you manage to dive behind some bushes. You stay hidden until they move on, keeping as quiet and still as possible.
<br><br>
When the coast is clear, you step out of the bushes. You return to the bathroom.
<br><br>
<<eventParkStreakEnd>>
<<else>>
You try to run faster, but the cops catch up to you. They grab you and handcuff your arms behind your back.
<br><br>
<<link [[Next|Park Streak Police Catch]]>><<crimeUp 100 "resisting">><<pass 2>><<pain 1>><</link>>
<</if>><<effects>>
<<if $phase is 1>>
<<set $phase to 0>>
You stop and wait for the two cops to catch up. Before you can say anything your <<if $worn.handheld.name isnot "naked">>$worn.handheld.name is confiscated and your <</if>>arms are bound behind your back with handcuffs.
<br><br>
<</if>>
<<bind>>
"You're under arrest for public indecency," the cop leading you away says. They begin walking you towards their squad car.
<br><br>
With your hands bound behind you, there's nothing you can do to cover your nudity. The cops seem to be walking deliberately slower than they need to be. Even though you were just running naked around the park, there's something different about being slowly paraded nude with your hands bound behind your back.
<br><br>
<<switch Weather.precipitation>>
<<case "none">>
Many of the parkgoers saw your arrest and have come closer to watch. Many have their phones out, getting good shots of you completely naked. You blush.
<<case "rain">>
Because of the weather, there's few people in the park to see your naked parade to the squad car.
<<default>>
The park is full of people enjoying the snow, all of them dressed more warmly than you. You shiver as the cops walk you through the park, letting everyone get a good look at your naked body. Many start filming your procession, getting footage of every side of you.
<</switch>>
<br><br>
<<link [[Bluff|Park Streak Police Bluff]]>><<pass 2>><</link>><<englishdifficulty 1 1000>>
<br>
<<link [[Go along quietly|Park Streak Police Car]]>><<set $phase to 1>><<pass 10>><</link>><<effects>>
"Wait!" you say, "My clothes were stolen. A group of thugs jumped me and stole my clothes! I was just trying to get home."
<br><br>
You put a quiver in your voice and try to make your most sympathetic face.
<<if $englishSuccess>>
The two officers look like they're buying it. When they get to the squad car they uncuff you and pull a towel out of the car.
<br><br>
"Lucky we had this," one of them says. "We've had reports of these thugs jumping people before. Stay safe and try to get home quickly."
<br><br>
"I will!" you say, putting on a face of pure gratitude. "Thank you! Thank you so much!"
<br><br>
The two cops get in their car and drive away. You run off, happy to have gotten out of getting arrested.
<br><br>
You run back to the toilets without incident. You take deep breaths as you try to slow your pulse.
<<ltrauma>><<lstress>><<trauma -3>><<stress -3>>
<br><br>
<<unbind>>
<<if $player.gender_appearance is "f">>
<<towelup>>
<<else>>
<<towelupm>>
<</if>>
<<eventParkStreakEnd>>
<<else>>
<<crimeUp 100 "exposure">>
"Nice try," one of the cops says, "but we know a pervert like you when we see one."
<br><br>
<<link [[Next|Park Streak Police Car]]>><<pass 10>><</link>>
<</if>><<effects>>
<<if $phase is 1>>
You quietly follow the officers back to their car.
<<else>>
They finally get you to their car.
<</if>>
<<fameexhibitionism 5>>
Your heart drops as you see they're parked on High Street. Crowds of people walk the sidewalk, going on various errands. You hear shouts and whistles as the cops march you onto the sidewalk. One of the cops stands you on the sidewalk just outside the back door.
<<gstress>><<stress 3>>
<br><br>
"Wait there," <<person1>><<he>> says, a wicked grin on <<his>> face.
<br><br>
"You're not going to put me inside? Or give me anything to cover with?"
<br><br>
"What's the issue?" <<he>> says, "you didn't have a problem letting everyone see a few minutes ago."
<br><br>
<<He>> leans against the car and watches you while the other cop opens the driver's side door and pulls out <<his>> radio. The cops let you stand there completely naked on High Street with your arms bound behind your back. A crowd quickly forms, and many slow their walks or stay just long enough to get a full look at you. You can do nothing to hide your fully exposed <<breasts>>, your naked genitals, or even your completely bare ass. You also can't stop the crowd from taking as many pictures as they want. The officer on the radio takes <<his>> time finishing <<his>> call, and the other officer just watches.
<br><br>
Finally, the other officer ends <<his>> call and pushes you into the backseat of the squad car.
<br><br>
<<link [[Next|Hospital Arrest Sit]]>><<pass 5>><</link>><<if $fightstart is 1>>
You stop and brace yourself, ready to fight the cops off.
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<<crimeUp 300 "resisting">><<crimeUp 300 "assault">>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate "<span class='red'>You scream, but no one comes to your aid against the police.</span>">>
<<man>>
<<stateman>>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Park Streak Police Fight Finish]]>><</link>></span>
<<else>>
<span id="next"><<link [[Next|Park Streak Police Fight]]>><</link>></span>
<</if>><<effects>>
<<if $enemyhealth lte 0>>
You catch the officer off-guard. You shove <<him>> to the ground and take the opportunity to run away.
<br><br>
You run back to the toilets. You take deep breaths as you try to slow your pulse.
<br>
<<endcombat>>
<<eventParkStreakEnd>>
<<else>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<</if>>
You are left helpless and writhing in pain. You can do nothing as the cops pick you up and handcuff your hands behind your back. <<if $worn.handheld.name isnot "naked">>Your $worn.handheld.name is confiscated.<</if>>
<<bind>>
<<tearful>> you try to get your bearings. They carry you away.
<<saveNPC 0 "police_park_0">><<saveNPC 1 "police_park_1">>
<br>
<<endcombat>>
<<loadNPC 0 "police_park_0">><<loadNPC 1 "police_park_1">>
<<clearNPC "police_park_0">><<clearNPC "police_park_1">>
<<link [[Next|Park Streak Police Car]]>><<pass 5>><</link>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 0>>
<<set $enemyanger += 0>>
<<npcidlegenitals>>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Park Streak Rape Finish]]>><</link>></span>
<<else>>
<span id="next"><<link [[Next|Park Streak Rape]]>><</link>></span>
<</if>><<effects>>
<<if $enemyhealth lte 0>>
You leave the two lying on the ground and take your chance to escape. You rush back to the toilets, ending your streak.
<<elseif $alarm is 1 and $rescue is 1>>
They lose their nerve after your screaming, and leave you on the ground, laughing as they walk off. You take a few minutes to pick yourself up and brush yourself off before rushing back to the bathroom, ending your streak.
<<else>>
<<ejaculation>>
They leave you lying on the ground, laughing as they walk off. You take a few minutes to pick yourself up and brush yourself off before rushing back to the bathroom, ending your streak.
<</if>>
<br><br>
<<endcombat>>
<<eventParkStreakEnd>><<effects>>
<<person1>>
<<if $phase is 1>>
You decide to streak by Whitney as well. You pick your pace back up and start running towards <<him>>. It's a few seconds before Whitney sees you. There's a look of confusion on <<his>> face before recognition sets in.
<br><br>
<<if $speech_attitude is "meek">>
"Hi Whitney," you say, trying to be coy.
<<elseif $speech_attitude is "bratty">>
"Like what you see?" you say, trying to show off as much as you can.
<<else>>
"What's up?" you say, trying to hide your embarrassment.
<</if>>
<br><br>
<<if $whitneyromance is 1>>
"Hey slut," <<he>> responds. "What's wrong with you this time?"<<npcincr Whitney lust 1>><<glust>>
<br>
"Nothing, just... showing off what I've got."
<br>
"Hmm." <<He>> places <<his>> hand on <<his>> chin, then slowly looks you over, more than once. "Hold still."
<br>
<<if $bodywritingLvl gte 1 and !$skin.breasts.writing>>
<<add_bodywriting "breasts" "property_of_whitney" "marker">>
<<npcincr Whitney dom 5>><<ggdom>>
Reaching into <<his>> bag, <<he>> pulls out a marker and promptly writes <i><span class="sub">Property of Whitney</span></i> on your exposed chest.
<br>
"There. Much better. I don't want anyone getting any stupid ideas."
<br>
<</if>>
<br>
<<He>> pulls you in for a quick kiss, then turns you around and gives your exposed ass a slap. "Now, get a move on. I'm not in the mood for a fuck."<<arousal 100>><<garousal>>
<br><br>
You jump, and continue your run through the park.
<<else>>
Whitney ignores you and looks away, uninterested in your display.
<br><br>
You jog in place for a few moments, but you don't capture <<his>> interest.
<br><br>
Then, still not looking at you, <<he>> exhales a cloud of smoke. "Go away, slut, you're annoying me."
<<npcincr Whitney dom 1>><<gdom>>
<br><br>
You continue your run through the park.
<</if>>
<<else>>
You decide to avoid <<him>> and move off in the opposite direction.
<</if>>
<br><br>
You run back to the toilets without incident. You take deep breaths as you try to slow your pulse.<<ltrauma>><<lstress>><<trauma -3>><<stress -3>>
<br><br>
<<eventParkStreakEnd>><<effects>>
<<if $phase is 1>>
<<generate2>>
You run up to the hot chocolate stand. Robin's customers notice you first. A <<person2>><<person>> drops <<his>> cup when they see your nudity. Robin notices you next, and <<person1>><<his>> face turns beet red.
<br><br>
<<if $robinromance is 1>>
<<wearProp "cocoa">>
Robin openly ogles your exposed body as you run up to their stand. You take a lap around the hot chocolate stand as Robin's customers stare and take footage of your naked run.
<br><br>
You stop in front of the stand.
<br><br>
"What're you doing?" Robin asks, concerned. "Why are you out here like that? Aren't you cold? Here, let me get you some hot chocolate." Robin hands you a cup.
<br>Taking a sip, you immediately feel a warmth spread through your body, chasing away the cold.
<br><br>
<<if $fame.exhibitionism gte 600>>
"I've heard you like to run around naked, but I thought it was exaggerated."''''
<<else>>
"I had no idea this is the kind of stuff you like to do."
<</if>>
<br><br>
Robin doesn't sound like <<hes>> objecting. <<He>> is still eyeing up your naked body. You can see some lust in <<his>> face. You turn to see the customers still there. They've been watching you the whole time, and have seen everything. And there are more park-goers coming to get a better look at you. You hold the cup up.
<<npcincr Robin love 1>><<glove>>
<br><br>
"Come get some hot chocolate and you can look all you want!" you shout, "It's keeping me warm even without anything on!"
<br><br>
The next few minutes are a rush as Robin gains a crowd of new customers. They all wait in line while you stand and pose for numerous pictures. You're freezing, but the hot chocolate helps. Your pulse quickens as you stand naked in front of a small crowd.
<br><br>
Finally, after everyone has bought a cup, you knock back the last of your hot chocolate and run off.
<<fameexhibitionism 5>>
<<set $robinmoney += 20>>
<<else>>
<<person1>>
You run a circle around the booth. Robin looks down, trying to avoid looking at your exposed nudity. <<His>> customers openly leer and use their phones to record your run. You stop right next to Robin and turn to <<his>> customers.
<br><br>
"Buy hot chocolate from Robin," you say, not hiding any part of your exposed nudity from the crowd. "Here in the park, every winter."
<br><br>
You turn to see Robin. <<He>> looks mortified and still can't look directly at you. <<He>> doesn't seem to appreciate your naked endorsement.
<br><br>
You run back off into the park.
<<set $robinmoney += 5>>
<</if>>
<<npcincr Robin dom 1>><<gdom>>
<<else>>
You decide not to streak by them and run off in the opposite direction.
<</if>>
<br><br>
You run back to the toilets without incident. You take deep breaths as you try to slow your pulse. <<ltrauma>><<lstress>><<trauma -5>><<stress -5>>
<br><br>
<<eventParkStreakEnd>><<effects>><<person1>>
<<set _kylar to statusCheck("Kylar")>>
<<if $phase is 1>>
<<if _kylar.love gte 50>>
<<npcincr Kylar lust 1>>
Kylar notices you as you run up. It takes a few seconds for <<him>> to recognise you and see what you're doing. A look of terrified concern crosses <<his>> face. <<He>> jumps up and sprints towards you.
<br><br>
"What happened? Who did this to you?" <<he>> screams. Before you can respond Kylar's grasped your arm and pulled you off the path. <<He>> brings you behind some trees and bushes, secluding you from sight.
<br><br>
"Why are you out here like that?" Kylar is blushing furiously. You try to explain as much as possible but <<he>> interrupts.
<br>
"You can't do that! You can't just show everyone your body like that! It's only for me to see!"<<glust "Kylar">>
<br><br>
Before you can stop <<him>>, Kylar starts removing <<his>> own clothes. <<He>> takes off <<his>> shirt and pants, leaving <<him>> <<if $kylarSeen.includes("commando")>>completely naked<<else>>in only <<his>> underwear<</if>>, before shoving them into your arms. <<Hes>> on the verge of tears. "Put these on, you need to protect yourself!"
<br><br>
<<link [[Take them|Park Streak Kylar 2]]>><<pass 2>><<set $phase to 1>><</link>>
<br>
<<link [[Refuse them|Park Streak Kylar 2]]>><<pass 2>><<set $phase to 2>><</link>>
<<else>>
Kylar turns <<his>> head and looks up at you. It's a few seconds before <<he>> recognises you and sees what you're doing. A look of panic crosses <<his>> face.
<br><br>
Before you can even reach <<him>>, <<he>> grabbed <<his>> sketchbook, jumped up, and runs away from you. You watch <<him>> run down the path towards the park's exit, out of sight.<<npcincr Kylar lust 5>><<gglust "Kylar">>
<br><br>
You run back to the toilets without incident. You take deep breaths as you try to slow your pulse. <<ltrauma>><<lstress>><<trauma -5>><<stress -5>>
<br><br>
<<eventParkStreakEnd>>
<</if>>
<<else>>
You turn and run in the opposite direction, getting away before Kylar can see you.
<br><br>
You run back to the toilets without incident. You take deep breaths as you try to slow your pulse. <<ltrauma>><<lstress>><<trauma -5>><<stress -5>>
<br><br>
<<eventParkStreakEnd>>
<</if>><<effects>>
<<person1>>
<<if $phase is 0>>
<!-- this manual code is ugly as sin, but it'll do until a proper function for giving the PC an NPC's clothes is made -->
<<switch $NPCList[0].clothes.upper.name>>
<<case "school shirt">><<upperwear 5>>
<<case "t-shirt">><<upperwear 4>>
<<case "sundress top">><<upperwear 1>>
<<case "hoodie">><<upperwear 77>>
<</switch>>
<<switch $NPCList[0].clothes.lower.name>>
<<case "school shorts">><<lowerwear 6>>
<<case "school skirt">><<lowerwear 7>>
<<case "shorts">><<lowerwear 5>>
<<case "sweatpants">><<lowerwear 67>>
<</switch>>
You decide to do what <<he>> says. Slowly, without making any sudden moves, you put on the clothes Kylar has given you.
<br><br>
As soon as you're covered Kylar's demeanor changes. <<He>> wipes a tear from <<his>> eye and lowers the knife, before pulling you into a hug.
<br><br>
"You're all mine, remember that," <<he>> says as <<he>> squeezes you tight, "You can't let anyone see you like that. You're all mine."
<<npcincr Kylar love 5>><<gglove>>
<br><br>
With a final squeeze <<he>> separates from you and runs off. You watch <<him>> exit the park <<if $kylarSeen.includes("commando")>>completely naked<<else>>wearing only <<his>> underwear<</if>>.
<br><br>
<<eventParkStreakEnd>>
<<elseif $phase is 1>>
<<switch $NPCList[0].clothes.upper.name>>
<<case "school shirt">><<upperwear 5>>
<<case "t-shirt">><<upperwear 4>>
<<case "sundress top">><<upperwear 1>>
<<case "hoodie">><<upperwear 77>>
<</switch>>
<<switch $NPCList[0].clothes.lower.name>>
<<case "school shorts">><<lowerwear 6>>
<<case "school skirt">><<lowerwear 7>>
<<case "shorts">><<lowerwear 5>>
<<case "sweatpants">><<lowerwear 67>>
<</switch>>
You acquiesce and put the clothes on, covering yourself. Kylar calms down and gives you an aggressive hug.
<br>
"You need to protect yourself," <<he>> says. "You're all mine, no one else can see you the way I see you."
<br>
With that <<he>> turns and runs off. You watch <<him>> exit the park <<if $kylarSeen.includes("commando")>>completely naked<<else>>in only <<his>> underwear<</if>>.
<<npcincr Kylar love 5>><<gglove>>
<br><br>
<<eventParkStreakEnd>>
<<elseif $phase is 2>>
You push the clothes back into Kylar's arms. "Thanks," you say, "But I'm not done yet."
<br><br>
<<if C.npc.Kylar.rage gte 60>>
Your words freeze Kylar in place. <<He>> takes a step back and stands motionless. In one sudden motion, <<he>> produces a knife and lunges at you, holding you down.
<br><br>
"W-What did you say, my love?" <<he>> asks. <<His>> face shows no sign of emotion. "I only want what's best for you, you know this don't you? So I'll ask again. Put. Them. On."<<npcincr Kylar rage 3>><<gksuspicion>>
<br><br>
<<link [[Take them|Park Streak Kylar 2]]>><<pass 2>><<set $phase to 0>><<stress 3>><</link>><<gstress>>
<br>
<<link [[Fight|Park Streak Kylar Fight]]>><<set $molestationstart to 1>><<stress 3>><</link>><<gstress>>
<br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Seduce|Park Streak Kylar Seduce]]>><</link>><<promiscuous2>>
<</if>>
<<else>>
Kylar looks distraught. Before <<he>> can fight you you've run back out of the bushes into the park. You can hear Kylar screaming behind you but <<he>> doesn't chase after you.
<<npcincr Kylar love -1>><<llove>><<npcincr Kylar rage 1>><<gksuspicion>>
<br><br>
You run back to the toilets without incident. You take deep breaths as you try to slow your pulse.<<ltrauma>><<lstress>><<trauma -5>><<stress -5>>
<br><br>
<<eventParkStreakEnd>>
<</if>>
<</if>><<run statusCheck("Kylar")>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<set $kylar.raped += 1>>
You swing your arm and knock the knife out of Kylar's hand. Before you can escape, <<person1>><<he>> lunges at you.
<<set $kylarClothes to $NPCList[0].clothes>>
<<npcstrip>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Park Streak Kylar Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Park Streak Kylar Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<person1>>
<<if $enemyhealth lte 0>>
Kylar is lying on the ground, groaning in pain. You take the opportunity to run off before Kylar can recover.<<npcincr Kylar rage 1>><<gksuspicion>><<npcincr Kylar lust 1>><<npcincr Kylar love -1>><<llove>>
<br><br>
You run back to the toilets without incident. You take deep breaths as you try to slow your pulse.<<ltrauma>><<lstress>><<trauma -2>><<stress -2>>
<<else>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<</if>>
<<switch $kylarClothes.upper.name>>
<<case "school shirt">><<upperwear 5>>
<<case "t-shirt">><<upperwear 4>>
<<case "sundress top">><<upperwear 1>>
<<case "hoodie">><<upperwear 77>>
<</switch>>
<<switch $kylarClothes.lower.name>>
<<case "school shorts">><<lowerwear 6>>
<<case "school skirt">><<lowerwear 7>>
<<case "shorts">><<lowerwear 5>>
<<case "sweatpants">><<lowerwear 67>>
<</switch>>
You are writhing on the ground in pain. You are helpless as Kylar retrieves <<his>> knife, grabs the clothes, and throws them on you. <<He>> stands over you threateningly, brandishing the knife.
<br><br>
"Put them on, now!" <<he>> shouts.
<br><br>
Slowly, carefully, you get up and put on the clothes Kylar gave you. <<He>> watches you silently, holding the knife, until you're completely covered.
<br><br>
Once the clothes are on <<he>> calms down considerably. <<He>> lowers the knife and pulls you into a hug. You wince in pain as <<he>> squeezes you.
<br><br>
"You're mine, only for me," <<he>> says, "Don't make me do things like this, you have to protect and save yourself for me."
<br><br>
With a final squeeze <<he>> separates from you and runs off. You watch <<him>> exit the park wearing only <<his>> underwear.<<glust>><<glove>>
<br><br>
<<tearful>> you run back to the toilets.
<<npcincr Kylar lust 1>>
<<npcincr Kylar love 1>>
<</if>>
<br>
<<endcombat>>
<<unset $kylarClothes>>
<<eventParkStreakEnd>><<effects>>
<<set $seductiondifficulty to 6000>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>>
<span class="gold">You feel more confident in your powers of seduction.</span>
<br><br>
<</if>>
<<seductionskilluse>>
<<person1>>
Kylar looks ready to use the knife. You present yourself in the most attractive way you can.
<br><br>
"Couldn't you tell?" you say, "I'm out here like this for you. I wanted to give you a gift."
<<promiscuity3>>
<<if $seductionrating gte $seductionrequired>>
Kylar hesitates. While <<hes>> looking uncertain, you gently take the hand with the knife and push it away. You pull <<him>> to you.
<br><br>
<<link [[Next|Park Streak Kylar Seduce Sex]]>><<set $sexstart to 1>><</link>>
<<else>>
Kylar hesitates. You gently reach for the knife, but <span class="red"><<he>> flinches back</span>. "Put them on," <<he>> says. "Put them on!" <<He>> pushes you to the ground.
<br><br>
<<link [[Next|Park Streak Kylar Seduce Sex]]>><<set $molestationstart to 1>><</link>>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 50>>
<<set $kylarClothes to $NPCList[0].clothes>>
<<npcstrip>>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<maninit>>
<<set $kylar.raped += 1>>
<<set $kylarClothes to $NPCList[0].clothes>>
<<npcstrip>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $enemyhealth lt $enemyhealthmax>>
<<set $consensual to 0>>
<<set $enemytrust -= 50>>
<<violence 1>>
<<npcincr Kylar love -1>><<npcincr Kylar rage 1>><<gksuspicion>>
<</if>>
<<if _combatend>>
<span id="next"><<link [[Next|Park Streak Kylar Seduce Sex Finish]]>><</link>></span>
<<else>>
<span id="next"><<link [[Next|Park Streak Kylar Seduce Sex]]>><</link>></span>
<</if>><<effects>>
<<person1>>
<<if ($enemyarousal gte $enemyarousalmax and $consensual is 1) or $enemyhealth lte 0>>
<<if $enemyarousal gte $enemyarousalmax>><<ejaculation>><</if>>
You leave Kylar in a daze on the ground. Before <<he>> can recover from <<his>> orgasm, you run off naked, leaving the clothes Kylar offered behind.
<<else>>
<<if $enemyarousal gte $enemyarousalmax>><<ejaculation>><</if>>
<<switch $kylarClothes.upper.name>>
<<case "school shirt">><<upperwear 5>>
<<case "t-shirt">><<upperwear 4>>
<<case "sundress top">><<upperwear 1>>
<<case "hoodie">><<upperwear 77>>
<</switch>>
<<switch $kylarClothes.lower.name>>
<<case "school shorts">><<lowerwear 6>>
<<case "school skirt">><<lowerwear 7>>
<<case "shorts">><<lowerwear 5>>
<<case "sweatpants">><<lowerwear 67>>
<</switch>>
Kylar pins you to the ground as <<he>> finishes. After a few seconds <<he>> grabs the clothes and throws them on you.
<br><br>
"Put them on, now!" <<he>> yells.
<br><br>
You put the clothes Kylar has given you on. <<He>> looks relieved that you've finally covered up.
<br><br>
"You have to be careful!" <<he>> says. "You can't let anyone see you like that, you only belong to me!"
<br><br>
With that Kylar turns and walks away. You watch <<him>> walk out of the park wearing only <<his>> underwear.
<</if>>
<br><br>
You run back to the toilets. You take deep breaths as you try to slow your pulse.<<ltrauma>><<lstress>><<trauma -5>><<stress -5>>
<br>
<<endcombat>>
<<unset $kylarClothes>>
<<eventParkStreakEnd>><<effects>><<set $danger to random(1, 10000)>><<set $phase to 0>>
<<if $danger gte (8900 - ($allure / 3))>>
<<set $toiletsrape to 1>>
<</if>>
<<if $exposed gte 2>>
Already exposed, you enter a stall and keep the door open.
<<else>>
<<set _redress to 1>>
<<overlowerstrip>><<overupperstrip>><<lowerstrip>><<upperstrip>><<underlowerstrip>><<underupperstrip>><<legsstrip>><<feetstrip>>
<<exposure>>
You enter the stall, keeping the door open. You take off your clothes, making a bundle on the floor.
<</if>>
You sit on the toilet, and wait.
<br><br>
<<if ($bus is "parkmens" and maleChance() is 0) or ($bus is "parkwomens" and maleChance() gte 100)>>
Much time passes, and no one enters the restroom. You decide to get up.
<<if _redress is 1>><<clotheson>><</if>><<unset $toiletsrape>>
<br><br>
<<if $bus is "parkmens">>
<<link [[Next|Men's Toilets]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<link [[Next|Women's Toilets]]>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<else>>
<<if $rng gte 65>>
<<set $phase2 to 1>>
<<fameexhibitionism 10>>
<<if $bus is "parkmens">>
<<generatem1>><<generatem2>>
<<else>>
<<generatef1>><<generatef2>>
<</if>>
You hear footsteps approaching, followed by laughter and some banter.
<<else>>
<<set $phase2 to 2>>
<<fameexhibitionism 5>>
<<if $bus is "parkmens">>
<<generatem1>>
<<else>>
<<generatef1>>
<</if>>
You hear footsteps approaching.
<</if>>
A <<person1>><<person>> walks into view and starts to wash <<his>> hands, only stopping when <<he>> sees you in the mirror.
<<He>> pauses for a moment, clearly surprised to see an exposed <<girl>> already there.
<<exhibitionism4>>
<<if ($bus is "parkmens" and $player.gender_appearance is "f") or ($bus is "parkwomens" and $player.gender_appearance is "m")>>
<<if $toiletsrape is 1>>
<<unset $toiletsrape>>
<<if $player.gender_appearance isnot $player.gender>>
<<set $toiletsmistake to 1>>
<</if>>
"Wrong bathroom, you fucking pervert." <<He>> marches up to you and grabs you!
<<if $phase2 is 1>>
"Come help me punish this brat," <<he>> calls out to someone else. A <<person2>><<person>> quickly runs over, and <<his>> eyes turn wicked.
<<else>>
"I'll show you what happens to <<girls>> like you."
<</if>>
<br><br>
<<link [[Next|Toilets Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<set $toiletswrong to 1>>
"This is, uh... the wrong restroom." <<He>> tries to avert <<his>> gaze, but you can see <<his>> eyes sticking to your <<genitals>>.
<<if $phase2 is 1>>
"Hey, what's going on-" a <<person2>><<person>> steps in, and has a similar reaction.
<</if>>
<br><br>
<<link [[Tease|Toilets Stall 2]]>><<set $phase to 1>><</link>>
<br>
<<link [[Masturbate|Toilets Stall 2]]>><<set $phase to 2>><</link>><<exhibitionist4>>
<br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Offer oral|Toilets Stall 2]]>><<set $phase to 3>><</link>><<promiscuous3>>
<br>
<</if>>
<<if $phase2 is 1 and hasSexStat("promiscuity", 5) and ($NPCList[0].penis isnot "none" and $NPCList[1].penis isnot "none") and ($player.gender isnot "m" or $analdisable is "f")>>
<<link [[Offer spitroast|Toilets Stall 2]]>><<set $phase to 4>><</link>><<promiscuous5>>
<br>
<<elseif hasSexStat("promiscuity", 5)>>
<<link [[Offer yourself|Toilets Stall 2]]>><<set $phase to 5>><</link>><<promiscuous5>>
<br>
<</if>>
<</if>>
<<else>>
"What are you doing?" <<he>> questions as <<he>> quickly comes back to <<his>> senses.
<<if $phase2 is 1>>
<br><br>
"Who are you talking to?" a <<person2>><<person>> steps in, and quickly averts <<his>> eyes upon seeing you.
<</if>>
<br><br>
<<link [[Tease|Toilets Stall 2]]>><<set $phase to 1>><</link>>
<br>
<<link [[Masturbate|Toilets Stall 2]]>><<set $phase to 2>><</link>><<exhibitionist4>>
<br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Offer oral|Toilets Stall 2]]>><<set $phase to 3>><</link>><<promiscuous3>>
<br>
<</if>>
<<if $phase2 is 1 and hasSexStat("promiscuity", 5) and ($NPCList[0].penis isnot "none" and $NPCList[1].penis isnot "none") and ($player.gender isnot "m" or $analdisable is "f")>>
<<link [[Offer spitroast|Toilets Stall 2]]>><<set $phase to 4>><</link>><<promiscuous5>>
<br>
<<elseif hasSexStat("promiscuity", 5)>>
<<link [[Offer yourself|Toilets Stall 2]]>><<set $phase to 5>><</link>><<promiscuous5>>
<br>
<</if>>
<</if>>
<</if>><<effects>>
<<switch $phase>>
<<case 1>>
<<if $toiletswrong is 1>>
<<if $speech_attitude is "meek">>
"Oh, s...sorry! I must have been mistaken,"
<<elseif $speech_attitude is "bratty">>
"Whoops. Sorry<<if $phase2 is 1>> <<if $bus is "parkmens">>boys<<else>>girls<</if>><</if>>, guess I wandered into the wrong room,"
<<else>>
"Oh! I wandered into the wrong restroom, silly me,"
<</if>>
<<else>>
<<if $speech_attitude is "meek">>
"Oh, s...sorry! I must have dozed off,"
<<elseif $speech_attitude is "bratty">>
"Whoops. Sorry<<if $phase2 is 1>> <<if $bus is "parkmens">>boys<<else>>girls<</if>><</if>>, just showing off a little,"
<<else>>
"Don't mind me, just enjoying some alone time,"
<</if>>
<</if>>
you say as you stand up. You make sure to rub right up against the <<person1>><<person>> as you exit the stall.
<br><br>
<<case 2>>
<<if $speech_attitude is "meek">>
"P...please... I want you to watch me,"
<<elseif $speech_attitude is "bratty">>
"Don't worry about it. Just enjoy the show,"
<<else>>
"I wanted an audience,"
<</if>>
you say to <<if $phase2 is 1>><<him>><<else>>them<</if>> as you lower your hands to your <<genitals>>.
<<exhibitionism4>>
<<case 3>>
You move your hand to your mouth, making a very suggestive gesture.
<<if $speech_attitude is "meek">>
"Please, I need someone to use my mouth,"
<<elseif $speech_attitude is "bratty">>
"Need someone to shut me up for a while,"
<<else>>
"How about we have some fun?"
<</if>>
you say.
<<promiscuity3>>
<<case 4>>
You spread your legs, pointing at your <<if $player.gender is "m">><<bottom>><<else>><<genitals>><</if>> with one hand and mouth with the other.
<<if $speech_attitude is "meek">>
"Please, I need you both to use me,"
<<elseif $speech_attitude is "bratty">>
"Need you two to shut me up for a while,"
<<else>>
"How about we all have some fun?"
<</if>>
you say.
<<promiscuity5>>
<<case 5>>
You spread your legs.
<<if $speech_attitude is "meek">>
"Please, do whatever you want with me,"
<<elseif $speech_attitude is "bratty">>
"Need someone to make me scream,"
<<else>>
"How about we have some fun?"
<</if>>
you say.
<<promiscuity5>>
<<default>>
<</switch>>
<<saveNPC 0 toilets_1>>
<<if $phase2 is 1>>
<<saveNPC 1 toilets_2>>
<</if>>
<<if $toiletsrape is 1>>
<<unset $toiletsrape>>
<<if $phase is 2>>
<<person1>><<He>> smiles<<if $phase2 is 1>> and turns to the <<person2>><<person>><</if>>. "Right, as if <<if $phase2 is 1>>we<<else>>I<</if>> could just watch!" <<if $phase2 is 1>>They jump<<else>><<He>> jumps<</if>> at you.
<<else>>
<<person1>><<He>> suddenly looks angry. "You slut, you think this is funny? I guess <<if $phase2 is 1>>we<<else>>I<</if>>'ll have to teach you a lesson in modesty." <<if $phase2 is 1>>They jump<<else>><<He>> jumps<</if>> at you.
<</if>>
<br><br>
<<link [[Next|Toilets Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<if $phase is 1>>
<<flaunting>> <<if $phase2 is 1>>they eye<<else>><<he>> eyes<</if>> you closely as you
<<storeon $bus "check">>
<<if _store_check is 1>>
<<storeon $bus>>
retrieve your clothes, and slowly dress in front of <<if $phase2 is 1>>them<<else>><<him>><</if>>,
<<else>>
look at yourself in the mirror, giving <<if $phase2 is 1>>one of them<<else>><<him>><</if>> a wink and
<</if>>giving your <<bottom>> a wiggle as you do so. They make no other moves towards you.
<<clotheson>>
<<getouticon>><<link [[Leave|Park]]>><<set $eventskip to 1>><<endevent>><</link>>
<br>
<<elseif $phase is 2>>
<<person1>><<He>> smiles<<if $phase2 is 1>> and turns to the <<person2>><<person>><</if>>. "Well... if you insist."
<br><br>
<<link [[Next|Toilets Watched Masturbation]]>><<set $masturbationstart to 1>><</link>>
<br>
<<else>>
<<person1>><<He>> smiles<<if $phase2 is 1>> and turns to the <<person2>><<person>><</if>>. "Hey, <<if $phase2 is 1>>we<<else>>I<</if>> won't say no to such an offer." <<if $phase2 is 1>>They approach<<else>><<He>> approaches<</if>> you.
<br><br>
<<link [[Next|Toilets Sex]]>><<set $sexstart to 1>><</link>>
<br>
<</if>>
<</if>>
<<unset $toiletswrong>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>>
<<switch $phase>>
<<case 3>>
<<npcoral>>
<<case 4>>
<<npc_attempt_sex>>
<<set $NPCList[1].penis to "mouthentrance">><<submission 5>><<set $mouthstate to "entrance">><<set $mouthuse to "penis">><<set $mouthtarget to 1>>
The <<person2>><<person>> presses <<his>> penis against your lips as the <<person1>><<person>> approaches your entrance.
<<case 5>>
<<npc_attempt_sex>>
<<default>>
<</switch>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Toilets Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Toilets Sex]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<if $enemyanger gte ($enemyangermax / 5) * 3>>
<<He>> gives you one last smack to the face, and <<if $phase2 is 1>>they leave<<else>><<he>> leaves<</if>> you lying on the cold tiles.
<<violence 3>>
<br><br>
<<elseif $enemyanger gte 1>>
"Thanks slut," <<he>> says. <<if $phase2 is 1>>They get up and leave<<else>><<He>> gets up and leaves<</if>> you lying on the cold tiles.
<br><br>
<<else>>
Smiling, the <<person1>><<person>> kisses you on the cheek. "This is for you,"<<if $phase2 is 1>> the <<person2>><<person>> says<<else>> <<he>> says<</if>>, thumbing through <<his>> wallet. <<if $phase2 is 1>>They get up, and each extend <<else>><<He>> gets up, and extends <</if>>you a hand, helping you to your feet.
<br>
You've gained <<printmoney 1000>><<money 1000 "prostitution">>.
<br><br>
<</if>>
<<clearNPC toilets_1>>
<<if $phase2 is 1>>
<<clearNPC toilets_2>>
<</if>>
<<clotheson>>
<<endcombat>>
<<if $bus is "parkmens">>
<<link [[Next|Men's Toilets]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<link [[Next|Women's Toilets]]>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<elseif $enemyhealth lte 0>>
<<He>> falls back against the sinks, giving you the chance you need. <<tearful>> you flee the scene.
<br><br>
<<storeon $bus "check">>
<<if _store_check is 1>>
<<storeon $bus>>
Your clothes are tossed out behind you.
<</if>>
<<clearNPC toilets_1>>
<<if $phase2 is 1>>
<<clearNPC toilets_2>>
<</if>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Park]]>><<set $eventskip to 1>><</link>>
<<elseif $finish is 1>>
<<if $phase2 is 1>>
They stop touching you and let you leave the stall. They leave the restrooms shortly after, sharing awkward glances with each other.
<<else>>
<<He>> stops touching you and lets you leave the stall. <<He>> leaves the restroom shortly after.
<</if>>
<br><br>
<<clearNPC toilets_1>>
<<if $phase2 is 1>>
<<clearNPC toilets_2>>
<</if>>
<<clotheson>>
<<endcombat>>
<<if $bus is "parkmens">>
<<link [[Next|Men's Toilets]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<link [[Next|Women's Toilets]]>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<set $enemyanger += 150>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $alarm is 1>>
Your cries echo against the tiles, but no one comes.
<br><br>
<</if>>
<<if _combatend>>
<span id="next"><<link [[Next|Toilets Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Toilets Molestation]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyhealth lte 0>>
<<He>> falls back against the sinks, giving you the chance you need. <<tearful>> you flee the scene.
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<if $player.gender is $player.gender_appearance and $toiletsmistake is 1>>
"This is your fault for looking like a <<if $player.gender_appearance is "f">>boy<<else>>girl<</if>>." <<He>> shoves you out the door.
<br><br>
<<else>>
"Let that be a lesson for you." <<He>> shoves you out the door.
<br><br>
<</if>>
<<tearful>> you struggle to your feet.
<</if>>
<br><br>
<<if $phase2>>
<<storeon $bus "check">>
<<if _store_check is 1>>
<<storeon $bus>>
Your clothes are tossed out behind you.
<</if>>
<<clearNPC toilets_1>>
<<if $phase2 is 1>>
<<clearNPC toilets_2>>
<</if>>
<</if>>
<<clotheson>>
<<endcombat>>
<<unset $toiletsmistake>>
<<parkeventend>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "park">>
You <<nervously>> poke your head outside. There's no one around. You leave the safety of the building, your <<lewdness>> on display.
<<if $phase is 1>>
<<exhibitionism1>>
<<elseif $phase is 2>>
<<exhibitionism3>>
<</if>>
<<link [[Next|Park]]>><</link>>
<br>
<<set $eventskip to 1>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<</if>>
<<effects>>
<<effectsman>>
<br><br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Park Lizard Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Park Lizard Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<set _itsgender to $NPCList[0].gender>>
<<beastejaculation>>
<<if _itsgender is "m">><<bHis>> seed deposited,<<else>><<bHis>> needs satisfied,<</if>> the <<beasttype>> loses interest in you and shuffles back toward the sewer.
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<endcombat>>
<<link [[Next|Park]]>><<set $eventskip to 1>><</link>>
<<else>>
<<bHe>> hisses and flees toward the sewer.
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<endcombat>>
<<link [[Next|Park]]>><<set $eventskip to 1>><</link>>
<</if>><<widget "robinChocolateOfferHelp">>
<<if ["helped", "sabotaged"].includes($balloonStand.robin.status) and $balloonStand.robin.talked is false and $robin.timer.customer is 0>>
<<link [[Tell Robin the truth|Balloon Robin Check-In]]>><<endevent>><<set $phase to ("confess_"+$balloonStand.robin.status)>><</link>>
<br>
<<link [[Stay silent|Balloon Robin Check-In]]>><<endevent>><<set $phase to ("quiet_"+$balloonStand.robin.status)>><</link>>
<<else>>
<!-- Note: Don't try to move the <<endevent>> outside these links, that would make this widget less portable. -->
<<if $money gte 200>>
<<foodicon "cocoa">><<link [[Buy hot chocolate (0:15)|Robin Chocolate Purchase]]>><<stress -6>><<trauma -1>><<pass 15>><<clotheson>><<endevent>><</link>><<lstress>><<ltrauma>>
<br>
<</if>>
<<robinicon "cocoa">><<link [[Offer help (0:30)|Robin Chocolate Help]]>><<endevent>><<npcincr Robin love 1>><<npcincr Robin trauma -1>><<pass 30>><<clotheson>><</link>><<glove>><<lrtrauma>>
<br>
<<getouticon>><<link [[Leave|Park]]>><<endevent>><<clotheson>><</link>>
<</if>>
<</widget>><<set $outside to 0>><<set $location to "park">><<effects>>
<<npc Robin>><<person1>>
<<if $robinchocolateintro isnot 1>>
<<set $robinchocolateintro to 1>><<set $daily.robin.freeDrink to 1>>
Robin waves when <<he>> sees you. <<He>> stirs a steaming pot with <<his>> other hand. "Hey," <<he>> says. "People don't buy much lemonade when it's so cold. I'm selling hot chocolate instead. Here." <<He>> mixes warm milk from the pot with cocoa powder and sugar, then hands you the mug. It's very sweet.<<lstress>><<stress -6>>
<<else>>
You see Robin <<if $robin.stayup isnot 2>>stood<<else>>nodding off<</if>> behind <<his>> hot chocolate stand, wrapped up warm against the cold. <<print $robin.timer.hurt gte 1 ? "<<He>> glances away when <<he>> sees you." : C.npc.Robin.trauma gte 40 ? "<<He>> flinches whenever somebody passes <<him>>. When <<he>> sees you, <<he>> gives a timid wave." : $robin.stayup is 2 ? "<<He>> startles awake when you approach <<him>>." : "<<He>> waves when <<he>> sees you.">>
<</if>>
<br><br>
<<balloonRobinTalk>>
<<robinChocolateOfferHelp>><<effects>><<npc Robin>><<person1>>
<<money -200>>
<<wearProp "cocoa">>
"<<print $robin.timer.hurt gte 1 ? "I guess." : "Sure!">> One hot chocolate, coming right up!" Robin says, turning to warm up the milk.
<br><br>
You slip £2 across the counter to <<him>>, and accept the offered mug once it's ready.
<br><br>
<<if $robin.timer.hurt gte 1>>
<<set $robinmoney += 2>>
<<balloonRobinAngryPurchase>>
<<elseif $robinpaid is 1 and $daily.robin.freeDrink isnot 1>>
<<set $daily.robin.freeDrink to 1>>
"I-I can't take this from you..." <<he>> says, sliding the money back across the counter to you. "You're already paying Bailey for me. Besides, I'd just end up giving it back to you."
<<money 200>>
<<elseif $robinpaid is 1>>
<<set $robinmoney += 2>>
"I... do have to take it from you this time," <<he>> says, frowning as <<he>> looks down at the money. "I have to pay for the powder and milk. I can't keep giving it away, even if I want to."
<<else>>
<<set $robinmoney += 2>>
"Thanks for your purchase!" <<he>> says with a smile, putting the money somewhere under the counter.
<</if>>
<br><br>
You take your time with the mug, letting it warm your hands as you sip away at the hot chocolate.
<br><br>
"<<print either(
"...Have you ever watched the sky on a clear night? There's so many stars out there... So many worlds just like ours. ...It might be a little too cold for that now, though.",
"...Do you think Bailey will ever be gone? There has to be someone powerful out there who hates <<nnpc_him Bailey>>, right?",
"It's hard to keep the stand running some days. But it's worth it in the end.")>>"
<br><br>
<<if Time.hour gte 17>>
"It's getting nippy out," Robin says. "Could you help me carry my stuff home?"
<<endevent>>
<br><br>
<<link [[Accept (0:30)|Orphanage]]>><<npcincr Robin love 1>><<pass 30>><<clotheson>><</link>><<glove>>
<br>
<<link [[Refuse|Park]]>><<clotheson>><</link>>
<br>
<<else>>
<<robinChocolateOfferHelp>>
<</if>><<npc Robin>><<person1>>
<<set _robin to statusCheck("Robin")>>
<<effects>>
<<if $leftarm is "bound" or $rightarm is "bound">>
<<He>> looks at your arms. "Oh. You can't help like that. Here." <<He>> walks behind you, and undoes your bindings with deft hands.<<unbind>>
<br><br>
<</if>>
<<if Time.hour gte 17>>
<<if _robin.trauma gte 40>>
"I think I want to go home," Robin says, shivering. "This is too much right now."
<<else>>
"I'd like help carrying my stuff home," Robin says. "It's getting nippy."
<</if>>
<br><br>
You walk with Robin back to the orphanage.
<br><br>
<<if $arousal gte $arousalmax>>
You're almost back when your body finally betrays you.
<<orgasm>>
Robin politely looks away, but can't help but be affected.<<npcincr Robin lust 1>>
<br><br>
<</if>>
<<endevent>>
<<link [[Next|Orphanage]]>><</link>>
<br>
<<elseif $robin.timer.hurt gte 1>>
<<balloonRobinAngryHelp>>
<<robinChocolateOfferHelp>>
<<else>>
<<He>> smiles.
<<if $rng gte 81 and ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled")) and $livestock_intro isnot undefined>>
<<if _robin.trauma gte 40>>
"I think I'm okay right now, but could you please stay with me?" Robin asks you as <<he>> fidgets.
<<else>>
"I have everything I need. You're welcome to stay though. I would like the company."
<</if>>
<br><br>
You keep Robin company while <<he>> runs the stand, and chat with <<him>> while there are no customers.
<<npcincr Robin love 1>><<glove>><<ltrauma>><<lstress>><<trauma -3>><<stress -6>>
<br><br>
<<generate2>><<person2>>
A <<person>> approaches the stand.
<<if _robin.trauma gte 40>>
"Hi," Robin says, looking down. "T-two pounds for chocolate if that's okay."
<<else>>
"Welcome," Robin says. "Two pounds for a warm mug of chocolate."
<</if>>
<br><br>
"Sure, sweetie," the <<person>> says before turning to you. <<He>> sprouts a lecherous, crooked smile. "I remember you. From the farm. Why don't you come with me? I'll bring you home." <<He>> holds <<his>> hand out.
<br><br>
You feel conflicted. Memories of your abuse conflict with pleasant thoughts of open fields. You hesitate, then bring your hand to <<hers>>.
<<if _robin.dom gte 60>>
<br><br>
<<link [[Next|Robin Chocolate Cow]]>><</link>>
<br>
<<else>>
"E-Excuse me, <<sir>>," Robin interrupts. "Your hot chocolate."
<br><br>
The <<person>> looks surprised, but <<his>> smile doesn't fade. "Thanks, sweetheart," <<he>> says, taking the proffered mug. "Keep a close eye on your friend." <<He>> walks away.
<br><br>
The other customers are less creepy, but Robin seems shaken.
<br><br>
<<robinChocolateOfferHelp>>
<</if>>
<<elseif $rng gte 61>>
"I'd like to give out free samples. Could you take this tray around the park, and offer them to anyone who looks cold? I hope it's not too heavy."
<<wearProp "tray">>
<<if _robin.trauma gte 40>>
<<He>> pauses before handing you the tray. "Hurry back please," <<he>> adds in a quiet voice.
<</if>>
<br><br>
You take the tray, and walk through the park. You find no shortage of cold and thirsty hands, and make sure to mention Robin's stand.
<<set $robinmoney += 5>>
<<generate2>><<person2>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure)>>
<br><br>
A <<person>> creeps up behind you,
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
<span class="purple">and grasps the hem of your skirt.</span>
<<elseif $worn.lower.set isnot $worn.upper.set>>
<span class="purple">and grasps the hem of your $worn.lower.name.</span>
<<else>>
<span class="purple">and grasps your <<breasts>>.</span>
<</if>>
<<gstress>><<stress 6>>
<br><br>
You could stop <<him>>, but your hands are occupied by the awkward tray.
<br><br>
<<link [[Shove|Robin Chocolate Slap]]>><<def 1>><</link>><<dancedifficulty 1 1000>>
<br>
<<link [[Endure|Robin Chocolate Endure]]>><<sub 1>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>
<br>
<<else>>
<<famebusiness 1>>
<<rng 5>>
<<switch $rng>>
<<case 1>> Passing a bus stop is enough to empty half the tray.
<<case 2>> A red-nosed <<father>> is particularly grateful for two mugs, which <<he>> uses to coax <<his>> children down from a tree.
<<case 3>> A homeless <<personsimple>> takes one, and warms <<his>> hands against the mug.
<<case 4>> A <<person>> grabs one as <<he>> jogs past, and drinks it without slowing.
<<case 5>> A lot of people weren't prepared for the cold.
<</switch>>
<br><br>
<<person1>>
Robin smiles when you return to <<him>>.
<<if _robin.trauma gte 40>>
<<He>> hugs you the moment you place the tray down. "Thank you."
<<else>>
"Business has improved a lot," <<he>> says. "Thank you."
<</if>>
<br><br>
<<robinChocolateOfferHelp>>
<</if>>
<<elseif $rng gte 41 and Weather.isSnow>>
<<if _robin.trauma gte 40>>
"I think I'm okay right now, but could you please stay with me?" Robin asks you as <<he>> fidgets.
<<else>>
"I have everything I need. You're welcome to stay though. I would like the company."
<</if>>
<br><br>
You keep Robin company while <<he>> runs the stand, and chat with <<him>> while there are no customers.
<<npcincr Robin love 1>><<glove>><<ltrauma>><<lstress>><<trauma -3>><<stress -6>>
<br><br>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure) and !$daily.robin.parkSnow>>
<<set $daily.robin.parkSnow to 1>>
A snowball hurtles through the air.
<<if _robin.trauma gte 40>>
Robin sees the snowball but freezes, only managing to flinch before <<hes>> hit with a faceful of snow. You duck and pull <<him>> down.
<br><br>
Robin wipes the snow from <<his>> face and shivers. "Let's just w-wait," <<he>> says. "They'll leave us alone eventually."
<<else>>
Robin ducks just in time, then pulls you down by the arm. Another snowball soars overhead. You hear juvenile laughter.
<br><br>
"They'll get bored and leave," Robin says, sitting on the snow. "We just need to be patient."
<</if>>
<br><br>
<<link [[Wait|Robin Chocolate Wait]]>><</link>>
<br>
<<link [[Challenge the leader|Robin Chocolate Challenge]]>><</link>>
<br>
<<link [[Take them all on|Robin Chocolate Take]]>><</link>>
<br>
<<if $robinromance is 1>>
<<link [[Make out|Robin Chocolate Kiss]]>><<npcincr Robin love 1>><<npcincr Robin lust 1>><</link>><<promiscuous1>><<glove>><<glust>>
<br>
<</if>>
<<else>>
"Thank you for spending time with me," <<he>> says after a while.
<br><br>
<<robinChocolateOfferHelp>>
<</if>>
<<else>>
<<if _robin.trauma gte 40>>
"I need some more milk. I'm sorry. I know it's heavy, but could you buy some more?" <<He>> shivers even through <<his>> warm attire. "Harvest Street has some." <<He>> hands you £5 and a large bottle. "That should be enough."
<<else>>
"I need to start heating another pot of milk. I don't like asking because it's heavy, but could you buy some more? You'll need to go to Harvest Street for the fresh stuff." <<He>> hands you £5 and a large bottle. "That should be enough to fill it."
<</if>>
<br><br>
<<if $breastfeedingdisable is "f" and $lactating is 1 and hasSexStat("promiscuity", 3) and $awareness gte 100>>
A thought strikes as you pass the toilets. There's a closer source of fresh milk.
<br><br>
<<link [[Milk yourself|Robin Milk Masturbation]]>><<set $masturbationstart to 1>><</link>><<promiscuous3>>
<br>
<<else>>
You leave the park, and follow the road to Harvest Street.
<br><br>
<</if>>
<<link [[Buy the milk|Robin Milk Buy]]>><</link>>
<br>
<<set $skulduggerydifficulty to 400>>
<<link [[Steal the milk|Robin Milk Steal]]>><<crimeUp 5 "petty">><</link>><<skulduggerydifficulty>><<crime "petty">>
<br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Flirt for cheaper milk|Robin Milk Seduction]]>><</link>><<promiscuous2>>
<br>
<</if>>
<</if>>
<</if>><<set $outside to 1>><<set $location to "park">><<effects>>
<<set _robin to statusCheck("Robin")>>
<<if $leftarm is "bound" or $rightarm is "bound">>
<<He>> looks at your arms. "Oh. You can't help like that. Here." <<He>> walks behind you, and undoes your bindings with deft hands.<<unbind>>
<br><br>
<</if>>
You help Robin carry <<his>> equipment to the park. "Thank you for the help," <<he>> says.
<<if _robin.trauma gte 40>>
"I don't know what I'd do if I was by myself."
<<else>>
"It's hard carrying it all on my own."
<</if>>
<<He>> lights <<his>> portable stove.
<<balloonRobinTalk>>
<br><br>
<<robinChocolateOfferHelp>><<set $outside to 1>><<set $location to "town">><<effects>>
You and Robin leave for the park. You are walking a little ahead, carrying some of <<his>> equipment. Just as you leave the orphanage with Robin you bump into a <<endevent>><<generate1>><<person1>><<person>> passing by. The clash causes you to drop what you are holding.
<<He>> staggers back and looks at you with anger, but <<his>> rage turns to lechery as <<he>> beholds you. "You're the cutest thing I've seen all week! Come 'ere."
<br><br>
<<link [[Next|Tutorial]]>><<set $molestationstart to 1>><<set $tutorialExit to "Robin Chocolate Set Tutorial 2">><</link>><<set $outside to 1>><<set $location to "park">><<effects>>
<<npc Robin>><<person1>>
Robin spots you exiting the alley. "A-Are you okay?" <<he>> asks, with a worried expression. "They didn't hurt you, did they?"
<br><br>
You nod, pick up <<his>> dropped equipment and continue to walk to the park with Robin. The rest of the trip is uneventful.
<br><br>
<<robinChocolateOfferHelp>><<effects>>
<<set _robin to statusCheck("Robin")>>
Before your hand meets the <<persons>>, someone pulls your arm back. Robin pushes you behind <<person1>><<him>>.
<<if _robin.trauma gte 40>>
"Y-you're not taking <<phim>>!" <<he>> says, handing the <<person2>><<person>> <<his>> cup with a shaky hand.
<<else>>
"I need to ask you to leave," <<he>> says, handing the <<person2>><<person>> <<his>> cup.
<</if>>
<br><br>
"Careful, <<nnpc_gendery "Robin">>," the <<person2>><<person>> says. "Your friend is worth a lot. I'd hate to see you wind up like <<phim>>."
<br><br>
<<if _robin.trauma gte 40>>
Robin flinches, but holds <<nnpc_his "Robin">> ground. "Leave before I call the police."
<<else>>
Robin frowns. "I'm asking you to leave one last time before I call the police."
<</if>>
<br><br>
The <<person>> laughs and pours the chocolate into the snow. "Keep the money. Better keep an eye on your friend." <<He>> leaves.
<br><br>
You turn to Robin, tilt your head, and give a worried moo.
<br><br>
<<if _robin.trauma gte 40>>
"Everything's okay," Robin says. "Here."
<<else>>
"It's okay," Robin says. "Here."
<</if>>
<<person1>><<He>> mixes another mug of hot chocolate, and hands it to you.
<br><br>
"This should make you feel better." <<Hes>> right.<<gdom>><<npcincr Robin dom 1>><<lstress>><<stress -6>>
<br><br>
The other customers are less creepy.
<br><br>
<<robinChocolateOfferHelp>><<effects>>
<<set _robin to statusCheck("Robin")>>
You throw the tray in the air, spin, and smack the <<person>> across the face. <<He>> skids on the icy ground, and falls on <<his>> ass.<<ltrauma>><<trauma -6>>
<br><br>
<<if $danceSuccess>>
You whirl around, <span class="green">and catch the tray,</span> the mugs unspilled.<<lstress>><<stress -6>>
<<else>>
You try to catch the tray, <span class="red">but you're too slow.</span> It clatters to the ground, spilling hot chocolate over the snow.<<gstress>><<stress 6>>
<</if>>
<br><br>
<<person1>>
Robin smiles when you return to <<him>>.
<<if _robin.trauma gte 40>>
<<He>> hugs you the moment you place the tray down. "Thank you."
<<else>>
"Business has improved a lot," <<he>> says. "Thank you."
<</if>>
<br><br>
<<if !$danceSuccess>>
<<link [[Confess about spilling the chocolate|Robin Chocolate Confess]]>><<npcincr Robin dom 1>><</link>><<gdom>>
<br>
<</if>>
<<robinChocolateOfferHelp>><<effects>>
<<set _robin to statusCheck("Robin")>>
<<if $speech_attitude is "meek">>
"I-I'm sorry," you say. "I spilled some of the hot chocolate."
<<elseif $speech_attitude is "bratty">>
"I spilled some of it," you say. "Thought you should know."
<<else>>
"I'm afraid I spilled some," you say. "Sorry."
<</if>>
<br><br>
<<if _robin.trauma gte 40>>
"It's fine," Robin mumbles. "As long as you're not hurt."
<<else>>
"That's okay," Robin laughs. "Just be careful not to slip. The ground can get icy."
<</if>>
<br><br>
<<robinChocolateOfferHelp>><<effects>>
<<set _robin to statusCheck("Robin")>>
<<set _wearingSkirt to (setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1)>>
<<set _notWearingSet to ($worn.lower.set isnot $worn.upper.set)>>
<<if _wearingSkirt or _notWearingSet>>
The <<person>> <<if _wearingSkirt>>lifts<<else>>tugs down<</if>> your $worn.lower.name,
<span class="lewd">exposing your <<undies>> in the middle of the park.</span>
<br><br>
<<if $worn.under_lower.type.includes("naked")>>
<<if playerChastity()>>
"Someone's locked you up," <<he>> laughs. "A shame."
<<else>>
"No underwear?" <<he>> laughs. "I had you pegged as a <<slut>>."
<</if>>
<<set _exhib to 10>>
<<else>>
"Nice underwear," <<he>> says. "I thought a <<slut>> like you wouldn't be wearing any."
<<set _exhib to 5>>
<</if>>
<<if _wearingSkirt>>
<<He>> holds your skirt against your waist.
<<else>>
<<He>> steps back to admire your <<bottom>>.
<</if>>
Your hands remain glued to the tray. People point in your direction. A breeze makes you shiver.
<br><br>
<<fameexhibitionism _exhib>>
<<if _wearingSkirt>>
At last, <<he>> lets your skirt fall.
<<else>>
At last, <<he>> pulls your $worn.lower.name back up.
<</if>>
<<else>>
<<if $player.breastsize gte 3>>
The <<person>> squeezes your <<breasts>>,
<<else>>
The <<person>> runs <<his>> fingers over your <<breasts>>,
<</if>>
<<if $worn.upper.type.includes("naked") and $worn.under_upper.type.includes("naked")>>
and pinches your exposed nipples.
<<else>>
and pinches your nipples through the fabric.
<</if>>
"I knew you were the sort of <<slut>> to get off on something like this," <<he>> says. Your hands remain glued to the tray. You shiver.
<br><br>
At last, the <<person>> pulls away.
<</if>>
<<He>> takes a mug of hot chocolate, thanks you, and walks away.
<br><br>
<<set $robinmoney += 5>>
<<person1>>
Robin smiles when you return to <<him>>.
<<if _robin.trauma gte 40>>
<<He>> hugs you the moment you place the tray down. "Thank you."
<<else>>
"Business has improved a lot," <<he>> says. "Thank you."
<</if>>
<br><br>
<<robinChocolateOfferHelp>><<effects>>
<<if $masturbationstart is 1>>
<<set $masturbationstart to 0>>
<<set $masturbationstat += 1>>
<<masturbationstart>>
<<set $timer to 40>>
<<set $masturbation_bowl to 1>>
<<set $mouth to "disabled">>
You enter a cubicle, where you're unlikely to be disturbed.
<<promiscuity3>>
<</if>>
<<masturbationeffects>>
<<masturbationactions>>
<<masturbationbowl>>
<br><br>
<<if $corruptionMasturbation>>
<span class="red">The slime in your ear will not allow you to stop.</span>
<</if>>
<div id="masturbationButtons">
<<if $timer lte 0 or $masturbation_fluid gte 500>>
<div id="next"><<link [[Continue|$passage + " Finish"]]>><<set $finish to 1>><</link>><<nexttext>></div>
<<else>>
<div id="next"><<link [[Continue|$passage]]>><</link>><<nexttext>></div>
<</if>>
<<masturbationStopControls>>
</div>
<br><br><br><br><br><<endmasturbation>>
<<endcombat>>
<<clothesontowel>>
<<npc Robin>><<person1>>
<<set _robin to statusCheck("Robin")>>
<<if $masturbation_fluid gte 500>>
<<wearProp "milk bottle" 0 "breast milk">>
<span class="green">The bottle filled with milk,</span> you leave the toilets.
<br><br>
Robin smiles when <<he>> sees you.
<<if _robin.trauma gte 40>>
"Thanks for coming back so quickly,"
<<else>>
"You were quick,"
<</if>>
<<he>> says. <<He>> takes the milk. "It's still warm! I didn't know you could get it so fresh." <<He>> pours it into a pot while you quietly leave <<his>> £5 on the counter.
<<gglove>><<npcincr Robin love 3>>
<br><br>
<<else>>
<<wearProp "milk bottle" 0 "milk">>
You stop masturbating.
<<if $finish isnot 1>>
You've been trying a while, and Robin is waiting.
<</if>>
<<if $masturbation_fluid gte 400>>
<span class="teal">You almost gathered enough fluid,</span> but you'll need to buy the rest.
<<elseif $masturbatoin_fluid gte 300>>
<span class="lblue">You gathered a lot of fluid,</span> but you'll need to buy the rest.
<<elseif $masturbation_fluid gte 200>>
<span class="blue">You gathered some fluid,</span> but you'll need to buy the rest.
<<elseif $masturbation_fluid gte 100>>
<span class="purple">You gathered some fluid,</span> but you'll need to buy the rest.
<<elseif $masturbation_fluid gte 50>>
<span class="purple">You gathered a little fluid,</span> but you'll need to buy the rest.
<<elseif $masturbation_fluid gte 1>>
<span class="pink">You gathered a little fluid,</span> but you'll need to buy the rest.
<<else>>
<span class="red">You didn't gather any fluid,</span> so you'll need to buy it.
<</if>>
<br><br>
<<set _moneySaved to Math.round($masturbation_fluid / 100)>>
<<set $robinmoney += _moneySaved>>
You walk to Harvest Street, to a rustic shop advertising fresh farm produce. They sell milk by the millilitre, and the proprietor is willing to top up your bottle.
<br><br>
<<if $masturbation_fluid gte 1>>
You return to Robin. <<He>> smiles when <<he>> sees you, and takes the milk. <<He>> pours it into a pot while you quietly leave <<his>> change on the counter.<<glove>><<npcincr Robin love 1>>
<<else>>
You return to Robin. <<He>> smiles when <<he>> sees you, and pours the milk into a pot.
<</if>>
<br><br>
<</if>>
<<robinChocolateOfferHelp>><<effects>>
<<wearProp "milk bottle" 0 "milk">>
<<endevent>><<generate1>><<generate2>><<person1>>
You arrive at Harvest Street, and enter a rustic shop. The proprietor, a <<person>>, is willing to sell milk by the millilitre. You lean over the counter while <<he>> fills the bottle.
<br><br>
<<set $seductiondifficulty to 6000>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>>
<span class="gold">You feel more confident in your powers of seduction.</span>
<br><br>
<</if>>
<<seductionskilluse>>
"Is there any other way I could pay?" you coo.
<<promiscuity2>>
<<if $seductionrating gte $seductionrequired>>
<span class="green">The <<person>> is so entranced <<he>> overfills the bottle,</span> only noticing when it spills on <<his>> hand.
<br><br>
<<if $pronoun is "m">>
You slip behind the counter, and push your <<bottom>> against <<his>> crotch, just as another customer enters.
<br><br>
The customer, a <<person2>><<person>>, frowns a little when <<he>> sees how close you and the <<person1>><<person>> are standing.
The proprietor manages to serve the customer, but stammers as you grind against <<his>> <<if $NPCList[0].penis isnot "none">>$NPCList[0].penisdesc<<else>>pussy<</if>>.
<br><br>
You lift the full bottle, and leave the <<person1>><<person>> panting.
<br><br>
<<else>>
You slip behind the counter, and push your <<if $player.penisExist>><<penis>><<else>><<pussy>><</if>> against <<his>> ass, just as another customer enters.
You reach around <<his>> waist and grope <<his>> <<if $NPCList[0].penis isnot "none">>$NPCList[0].penisdesc<<else>>pussy<</if>>.
<br><br>
The customer, a <<person2>><<person>>, frowns a little when <<he>> sees how close you and the <<person1>><<person>> are standing.
The proprietor manages to serve the customer, but stammers as you tease <<him>>.
<br><br>
You leave the <<person1>><<person>> panting as you walk from the shop, a full bottle of milk in hand.
<br><br>
<</if>>
<<npc Robin 3>><<person3>>
You return to Robin. <<He>> smiles when <<he>> sees you, and takes the milk. <<He>> pours it into a pot while you quietly leave <<his>> £5 on the counter.<<glove>><<npcincr Robin love 1>>
<<else>>
<span class="red">"You're not my type,"</span> the <<person>> says without looking away from the milk.
<br><br>
<<npc Robin 3>><<person3>>
You return to Robin. <<He>> smiles when <<he>> sees you. <<He>> takes the milk and pours it into a pot.
<</if>>
<br><br>
<<robinChocolateOfferHelp>><<effects>>
Milk from the surrounding farms is processed in a factory on the corner of Harvest Street. No one will notice a few missing litres. You haul yourself over a brick wall, and enter the plant through a metal-framed door.
<br><br>
You enter a large room, full of tall metal tanks. You hear a low hum from deeper within.
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
There's no one around, so you open a tap, and fill your bottle with milk. <span class="green">Nobody notices you.</span> This should be fresh enough for Robin.
<br><br>
<<skulduggeryuse>>
<<endevent>><<npc Robin>><<person1>>
You return to Robin. <<He>> smiles when <<he>> sees you, and takes the milk. <<He>> pours it into a pot while you quietly leave <<his>> £5 on the counter.<<glove>><<npcincr Robin love 1>>
<<else>>
<br><br>
<span class="red">"Oi," shouts a voice from above.</span> "Where do you think you're going? Security!" You turn and run the way you came, hauling yourself over the wall before anyone arrives.
<br><br>
<<skulduggeryuse>>
You resort to plan B, and enter a rustic shop. The proprietor fills your bottle from a tank behind the counter.
<br><br>
<<endevent>><<npc Robin>><<person1>>
You return to Robin. <<He>> smiles when <<he>> sees you, and pours the milk into a pot.
<</if>>
<br><br>
<<robinChocolateOfferHelp>><<effects>>
You arrive at Harvest Street, and enter a rustic shop. The proprietor fills your bottle from a tank behind the counter.
<br><br>
You return to the park. Robin smiles when <<he>> sees you, and pours the milk into a pot.
<br><br>
<<robinChocolateOfferHelp>><<effects>>
You wait behind the stand until the delinquents find someone else to harass.
<br><br>
<<robinChocolateOfferHelp>><<effects>>
You stand, and walk into the open. Robin grasps your leg to stop you, but you shake <<him>> off.
<br><br>
<<generatey2>><<generatey3>><<generatey4>><!--<<generatey5>>-->
There are four of them, each armed with a snowball. They're about to pelt you when you speak.
<<if $speech_attitude is "meek">>
"C-cowards," you say. "I bet none of you would take me one-on-one."
<<elseif $speech_attitude is "bratty">>
"Listen up fuckers," you say. "I challenge your best to a one-on-one fight. Or are you all as cowardly as you look?"
<<else>>
"Cowards," you say. "I challenge your best to a one-on-one fight."
<</if>>
<br><br>
They hold fire as a <<person2>><<person>> steps forward. "You don't know what you're in for," <<he>> says. "On the count of three." <<He>> scans the ground as <<he>> speaks. "One... Two... "
<br><br>
<<link [[Attack as fast as possible|Robin Chocolate Challenge Attack]]>><</link>><<skill_difficulty `currentSkillValue("handskill")` "Hand Skill" 1 800>>
<br>
<<link [[Bide your time|Robin Chocolate Challenge Bide]]>><</link>><<dancedifficulty 1 800>>
<br>
<<link [[This is a bad idea|Robin Chocolate Cover]]>><<set $phase to 0>><</link>>
<br><<effects>>
<<if $phase is 0>>
"...Three!" You dive behind the stand as the snowball sails overhead.
<<else>>
You dive behind the stand as a volley of snowballs sail overhead.
<</if>>
More snowballs follow. You wait with Robin until the delinquents find someone else to harass.
<br><br>
<<robinChocolateOfferHelp>><<effects>><<wearProp "snowball">>
"..Three!"
<br><br>
You crouch and gather snow, aware that the <<person>> is doing the same. Robin watches with <<person1>><<his>> hands over <<his>> mouth.
<br><br>
You finish first. You hurl the snowball at your opponent. <<person2>><<He>> flinches, covering <<his>> face with <<his>> hands,
<<if currentSkillValue("handskill") gte random(1, 800)>>
<span class="green">but the snowball thuds into <<his>> chest.</span> <<He>> loses <<his>> footing, and slips on the ice.<<ltrauma>><<trauma -6>>
<br><br>
<<person1>>Robin gasps. Your opponent's friends laugh. You return to a grateful Robin's side, the honour of the hot chocolate stand defended.<<person1>><<npcincr Robin love 1>><<glove>>
<br><br>
<<earnFeat "Flurry">>
<<else>>
<span class="red">but the snowball sails over <<his>> shoulder.</span> <<He>> grins, and returns fire. The snowball smashes into your face.<<gstress>><<stress 6>><<gpain>><<pain 4>>
<br><br>
<<person1>>
Robin gasps and rushes over. <<He>> shields you with <<his>> coat as the delinquents fire a volley, and together you take cover behind the stand.<<gdom>><<npcincr Robin dom 1>>
<br><br>
They soon find someone else to harass.
<br><br>
<</if>>
<<robinChocolateOfferHelp>><<effects>><<wearProp "snowball">>
You focus on making the snowball as sturdy as possible, until the <<person2>><<person>> prepares to fire. You plant your feet,
<<if $danceSuccess>>
<span class="green">and step aside as the snowball hurtles towards you.</span> Now defenceless, the <<person>> can only cover <<his>> face as you take your time, lining up the perfect shot. It hits square in the chest. <<He>> loses <<his>> footing, and slips on the ice.<<ltrauma>><<trauma -6>>
<br><br>
Robin gasps. Your opponent's friends laugh. You return to a grateful Robin's side, the honour of the hot chocolate stand defended.<<person1>><<npcincr Robin love 1>><<glove>>
<br><br>
<<earnFeat "Flurry">>
<<else>>
<span class="red">but fail to dodge quick enough.</span> The snowball smashes into your face.<<gstress>><<stress 6>><<gpain>><<pain 4>>
<br><br>
<<person1>>
Robin gasps and rushes over. <<He>> shields you with <<his>> coat as the delinquents fire a volley, and together you take cover behind the stand.<<gdom>><<npcincr Robin dom 1>>
<br><br>
They soon find someone else to harass.
<br><br>
<</if>>
<<robinChocolateOfferHelp>><<effects>><<wearProp "snowball">>
<<set _robin to statusCheck("Robin")>>
You start preparing your ammunition.
<<if _robin.dom gte 20 and _robin.trauma lt 40>>
<<if _robin.dom gte 60>><<set $phase to 0>><<else>><<set $phase to 1>><</if>>
Robin watches, <span class="green">then joins in.</span> Together you soon have enough snowballs.<<note "+ Preparedness" "green">>
<<else>>
<<set $phase to 2>>
Robin watches with a frightened expression. You think you have enough snowballs.
<</if>>
<br><br>
You need to draw fire away from Robin's apparatus, so you bundle them in an arm, and spring from your hiding place.
<br><br>
How do you fight?
<br><br>
<<generatey2>><<generatey3>><<generatey4>><!--<<generatey5>>-->
<<set _handMaxDifficulty to ($phase is 2 ? 2000 : 1200)>>
<<link [[Audaciously|Robin Chocolate Audacious]]>><</link>><<skill_difficulty `currentSkillValue("handskill")` "Hand Skill" 1 _handMaxDifficulty>>
<br>
<<link [[Patiently|Robin Chocolate Patient]]>><</link>><<dancedifficulty 1 1200>>
<br>
<<link [[This is a bad idea|Robin Chocolate Cover]]>><<set $phase to 1>><</link>>
<br><<effects>>
The delinquents are surprised by your sally. They're stood together in the open. A <<person2>><<person>> is the first to go down, slipping on the ice as the snowball smashes into <<his>> face. <<His>> friends scatter.
<br><br>
<<set _handMaxDifficulty to ($phase is 2 ? 2000 : 1200)>>
<<if currentSkillValue("handskill") gte random(1, _handMaxDifficulty)>>
<<if $phase is 2>>
You don't have much ammunition, <span class="green">but you make every shot count.</span>
<<else>>
<span class="green">Your pre-made ammunition proves decisive.</span>
<</if>>
You pelt them as they struggle to put together their own snowballs. They give up, and retreat behind the trees.<<lltrauma>><<trauma -6>>
<br><br>
<<earnFeat "Flurry">>
You return to a grateful Robin's side, the honour of the hot chocolate stand defended.<<gglove>><<npcincr Robin love 1>>
<<else>>
You pelt them as they struggle to put together their own snowballs, <span class="red">but your ammo is limited.</span> Snowballs exhausted, you are forced to scramble for more snow like your adversaries.
<<if $phase is 0>>
You finish preparing another shot as they do. They take aim.
<br><br>
The snowballs will come from several angles. You brace yourself. <span class="green">Then a snowball sails over your shoulder from behind</span>, smashing against a <<person3>><<persons>> face. You look behind you. Robin stands there, feet planted, an armful of snowballs and raw determination on <<his>> face.
<br><br>
Tired already, this fresh onslaught from Robin proves too much. <<He>> chases them off the field with snowballs to spare.
<br><br>
<<earnFeat "Flurry">>
The honour of the hot chocolate stand defended, you return to your posts. <<gdom>><<npcincr Robin dom 1>>
<<else>>
Outnumbered, you're knocked to the ground by a volley.<<gstress>><<stress 6>><<gpain>><<pain 4>>
<br><br>
<<person1>>
Robin gasps and rushes over. Shielding you with <<his>> coat, <<he>> helps you to your feet, and pulls you back behind the stand.<<gdom>><<npcincr Robin dom 1>>
<br><br>
You wait for the delinquents to lose interest, and leave to harass someone else.
<</if>>
<</if>>
<br><br>
<<robinChocolateOfferHelp>><<effects>>
The delinquents are surprised by your sally. They're stood together in the open. A <<person2>><<person>> is the first to go down, slipping on the ice as the snowball smashes into <<his>> face. <<His>> friends scatter.
<br><br>
The element of surprise gone, you slip behind a hedge while your adversaries are still distracted. By the time they're ready to return fire, so are you. The snowball sails from an unexpected angle, smashing against the side of a <<person3>><<persons>> head.
<br><br>
<<His>> friends throw a barrage of snowballs.
<<if $danceSuccess>>
<span class="green">You dodge, and disappear once again.</span>
<br><br>
The delinquents bunch together, looking in all directions. Right where you want them.
<<if $phase is 2>>
You don't have much ammo remaining, but you make it count.
<<else>>
You have plenty of ammo remaining.
<</if>>
<<earnFeat "Flurry">>
A final volley sends them running to the safety of the trees. The honour of the stand defended, you return to a grateful Robin.<<glove>><<npcincr Robin love 1>><<ltrauma>><<trauma -6>>
<<else>>
You dodge, <span class="red">but slip on the ice,</span> landing on your back in the snow.
<br><br>
<<if $phase is 0>>
The delinquents prepare a final volley, but before they can fire, <span class="green">another snowball smashes against a <<person4>><<persons>> shoulder.</span> <<person1>>Robin stands away from the stand, a bundle of snowballs in <<his>> arm, and raw determination on <<his>> face.
<br><br>
Your adversaries are distracted by this new threat. You scramble to your feet and recover a couple of your snowballs. Caught between you and Robin, the delinquents flee behind the trees.
<br><br>
<<earnFeat "Flurry">>
The honour of the hot chocolate stand defended, you return to your posts.<<gdom>><<npcincr Robin dom 1>>
<<else>>
The delinquents pelt you with another volley.<<gstress>><<stress 6>><<gpain>><<pain 4>>
<br><br>
<<person1>>
Robin gasps and rushes over. Shielding you with <<his>> coat, <<he>> helps you to your feet, and pulls you back behind the stand.<<gdom>><<npcincr Robin dom 1>>
<br><br>
You wait for the delinquents to lose interest, and leave to harass someone else.
<br><br>
<</if>>
<</if>>
<br><br>
<<robinChocolateOfferHelp>><<effects>>
<<set _robin to statusCheck("Robin")>>
<<person1>>
"I know how we can pass the time," you say, crawling on top of Robin. <<He>> laughs at first, then gasps as you kiss <<his>> neck.
<br><br>
<<if _robin.trauma gte 40>>
<<He>> spends most of <<his>> time holding you close, rather than reciprocating. You eventually stop kissing and embrace <<him>> back.
<<npcincr Robin trauma -2>><<lrtrauma>>
<</if>>
<<generate2>>
The delinquents find someone else to harass as predicated. Robin and you are too busy to care, until you hear a voice close by. "Hello?" a <<person2>><<personsimple>> says. "The hot chocolate smells good. Is anyone around?"
<br><br>
<<person1>>
You let Robin stand, surprising the customer with <<his>> sudden appearance. You decide to hide until the customer departs.
<<if _robin.trauma lt 40>>
<<person2>><<He>> would work out what you were up to, and Robin would be terribly embarrassed.
<</if>>
<br><br>
<<robinChocolateOfferHelp>><<set $outside to 1>><<set $location to "park">><<effects>><<set $bus to "park">>
<<if Time.dayState is "night">>
<<if Weather.precipitation is "rain">>
You run through the deserted park. Cold rain assails you.
<<elseif Weather.isFreezing>>
You run through the deserted park. Cold night air caresses your skin.
<<else>>
You run through the deserted park. The night air caresses your skin.
<</if>>
<<rng>>
<<if random(1, 100) gte 95 and ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled")) and $livestock_intro isnot undefined and $hospitalintro>>
<<npc Harper>><<person1>>A figure looms from the shadows, grabbing hold of your waist. <<He>> presses a rag against your mouth. "A beast in the wild," <<he>> says. "I'll bring you home. Be calm." It's Harper.
<br><br>
A daze falls upon you.
<br><br>
<<link [[Struggle|Park Run Harper Struggle]]>><</link>><<physiquedifficulty 1 $physiquemax>>
<br>
<<link [[Give in|Park Run Harper Give]]>><</link>>
<br>
<<elseif $rng gte 91>>
<<generate1>><<person1>>
You hear footsteps behind you, and spare a glance over your shoulder. A <<person>> follows, <span class="pink">pursuing you.</span>
<br><br>
<<link [[Next|Park Run Stalk]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<rng>>
<<if $rng gte 33>>/*2/3 of time, do nothing*/
<<elseif $rng gte 22>>
<br><br>
There is a large queue at one of the toilet entrances. <<if Weather.precipitation is "rain">>The queue wraps closely around the building where people are sheltered from the rain.<</if>>
<<if $awareness lte 100>>It's strange. You have no idea why so many <<if $rng % 2>>men<<else>>women<</if>> would queue up at one toilet when the one next to it is empty. Maybe someone made a mess.
<br>
<<elseif $awareness lte 300>>You can tell something sleazy is happening. You don't need details.
<br>
<<else>>It looks like someone is running a gloryhole out of one of the cubicles.
<br>
<</if>>You run by.
<<elseif $rng gte 11>>
<br><br>
In a secluded part of the park, you enter a clearing. A large group of people stand <<if Weather.precipitation is "rain">>naked in the pounding rain<<elseif Weather.isFreezing>>half-naked despite the cold,<<else>>half-naked in silence<</if>> surrounding some kind of altar.
All eyes fix on you.
<br>
You speed up and run quickly by.
<<elseif $rng gte 6>>
<<generate1>><<person1>>
<br><br>
There is a small crowd in a secluded <<if Weather.precipitation is "rain">>park gazebo, sheltered from the rain.<<else>>grass clearing.<</if>>
<<if $awareness lte 100>>
You are shocked to see a <<person>> in the middle having sex with random strangers from the crowd while everyone watches. Some are even touching themselves.
<<gawareness>><<awareness 2>>
<<elseif $awareness lte 300>>
In the middle a <<person>> is having sex with random people from the crowd while onlookers throw in money.
<<else>>
Except for being in a public park, it's a standard sex-show. A <<person>> is having sex with 'random people' - obvious stooges - from the crowd while the punters stuff money in a hat and beg to be next.
<<if $brothelintro is 1>>You recognise the <<person>> as a worker from the Harvest Street brothel.<</if>>
<</if>>
<br><br>
You run <<if $awareness lte 100>>quickly <</if>>by.<<endevent>> /*tidy up people generated in this fork*/
<<else>>
<br><br>
You hear a sharp squeal nearby followed by some muffled cries. Slowing down, you glance around.
Thanks to the shadows you can't tell where the noises came from. Somewhere behind is a heavy thud. You spin around. The hairs on your neck rise with the strong and sudden feeling of being watched.
<br>
<<if $speech_attitude is "bratty">>
<<if currentSkillValue('physique') gte ($physiquesize / 7) * 4>>Sure you're tough, trim and pretty much fearless,
<<else>>Sure you're not one to back down from a fight,<</if>>
but you're also not stupid. You're not going alone into the shadows to investigate a 'funny noise.'
<br><br>
"Nope."
<br>
You run on.
<<else>>
You're no hero and it's not like you could help if you wanted.
<br><br>
You run.
<br><br>
It was probably nothing anyway. Just someone trying to scare you. That's all it was.
<</if>>
<</if>>
<br><br>
<<link [[Next|Park]]>><</link>>
<br>
<</if>>
<<else>>
<<if Weather.precipitation is "rain">>
You run through the park. Few others brave the rain.
<<else>>
You run through the park. Other runners wave as you pass.
<</if>>
<br><br>
<<link [[Next|Park]]>><</link>>
<br>
<</if>><<set $outside to 1>><<set $location to "park">><<effects>><<set $bus to "park">>
You run through the dark and deserted park. The cool night air blows against your <<lewdness>>. Your heart pumps as much from the thrill as from exertion.
<<physique 2>>
<<pass 30>>
<<if $phase is 0>>
<<exhibitionism3>>
<<else>>
<<exhibitionism1>>
<</if>>
<<if random(1, 100) gte 95 and ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled")) and $livestock_intro isnot undefined and $hospitalintro>>
<<npc Harper>><<person1>>A figure looms from the shadows, grabbing hold of your waist. <<He>> presses a rag against your mouth. "A beast in the wild," <<he>> says. "I'll bring you home. Be calm." It's Harper.
<br><br>
A daze falls upon you.
<br><br>
<<link [[Struggle|Park Run Harper Struggle]]>><</link>><<physiquedifficulty 1 $physiquemax>>
<br>
<<link [[Give in|Park Run Harper Give]]>><</link>>
<br>
<<else>>
<<parkrun>>
<</if>>
<<set $park_fame += 4>><<effects>>
<<if $physiqueSuccess>>
<span class="green">You struggle free from Harper's grip,</span> letting out a terrified moo as you tumble to the ground. You stagger to your feet and run.
<br><br>
You stop near a tree and look around. Nobody followed.
<br><br>
<<link [[Next|Park]]>><<set $eventskip to 1>><<endevent>><</link>>
<br>
<<else>>
You knock Harper's hand away, <span class="red">but <<he>> presses it against your mouth again with more force.</span>
<Br><br>
<<link [[Plead|Park Run Harper Plead]]>><</link>><<englishdifficulty 1 1000>>
<br>
<<link [[Give in|Park Run Harper Give]]>><</link>>
<br>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"P-please stop," you say. "I don't want to go back."
<<elseif $speech_attitude is "bratty">>
"Let go," you say. "Fucking quack."
<<else>>
"Let me go," you say. "You're supposed to help people."
<</if>>
<br><br>
<<if $englishSuccess>>
<span class="green">Harper's grip softens a moment.</span> It's enough. You struggle free from <<his>> grip, letting out a terrified moo as you tumble to the ground. You stagger to your feet and run.
<br><br>
You stop near a tree and look around. Nobody followed.
<br><br>
<<link [[Next|Park]]>><<set $eventskip to 1>><<endevent>><</link>>
<br>
<<else>>
<span class="red">Harper's grip remains iron.</span>
<br><br>
<<link [[Next|Park Run Harper Give]]>><</link>>
<br>
<</if>><<effects>>
<<set $harper_farm_abduction to 1>>
"There we go," Harper says through the haze. "Everything is fine. We will continue your treatment..." Your consciousness slips.
<br><br>
<<link [[Next|Farm Road Passout]]>><<pass 60>><<endevent>><</link>><<set $outside to 1>><<set $location to "park">><<effects>><<set $bus to "park">>
<<flaunting>> you move your arms in front of your <<lewdness>> in mock embarrassment, without actually covering anything.
<<if $worn.lower.type.includes("naked")>>
You can tell <<hes>> zooming in on your exposed bottom half.
<<else>>
You can tell <<hes>> zooming in on your exposed top half.
<</if>>
The camera flashes. You turn to give <<him>> a shot of your <<bottom>>. You pose a few more times before moving on. <<He>> continues snapping pictures as you walk away.
<<exhibitionism5>>
<<endevent>>
<<link [[Next|Park]]>><<set $eventskip to 1>><</link>>
<br><<set $outside to 1>><<set $location to "park">><<effects>><<set $bus to "park">>
With a yelp, you turn and flee. <<He>> takes pictures of your <<bottom>> as you run.
<br><br>
<<endevent>>
<<link [[Next|Park]]>><<set $eventskip to 1>><</link>>
<br><<set $outside to 1>><<set $location to "park">><<effects>><<set $bus to "park">>
<<if $speech_attitude is "meek">>
"Oh, it feels so good to be looked at," you say. "Can I take a selfie with you?"
<<elseif $speech_attitude is "bratty">>
"Amateur," you tut. "Give it here. I'll capture my good side."
<<else>>
"Give me the camera," you say. "I have a naughty idea."
<</if>>
You hold your hand out.
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>><<set $blackmoney += 20>>
<span class="green"><<He>> passes you the camera.</span> You give it a thoughtful look, stick your tongue out, and run. "Oi!" <<he>> shouts after you, but you're gone by the time <<hes>> stood. Looks like it's worth £20.
<br><br>
<<skulduggeryuse>>
<<else>>
<span class="red">"Nice try," <<he>> says.</span> <<He>> takes a picture of your <<bottom>> as you walk away.
<br><br>
<<fameexhibitionism 10>>
<<skulduggeryuse>>
<</if>>
<<endevent>>
<<link [[Next|Park]]>><<set $eventskip to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<if $phase is 1>>
You stand your ground. The pair are surprised, and hesitate. You seize the chance and smack the <<person1>><<person>> in the face.
<<defiance 5>>
<br><br>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Park Run Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Park Run Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"A pervert <<girl>> exposing <<pher>> body in the park," the <<person1>><<person>> says to <<himself>>. "What did <<pshe>> think would happen?" <<tearful>> you struggle to your feet as the pair walk away.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Park]]>><<set $eventskip to 1>><</link>>
<<else>>
You shove the <<group>> away from you. <<tearful>> you escape between the trees.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Park]]>><<set $eventskip to 1>><</link>>
<</if>><<set $outside to 1>><<set $location to "park">><<effects>><<set $bus to "park">>
<<if $athleticsSuccess>>
You turn and run. <span class="green">They can't keep up,</span> and you soon lose them between the trees.
<br><br>
<<endevent>>
<<link [[Next|Park]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You turn and run. <span class="red">They catch up and tackle you to the ground.</span>
<br><br>
<<link [[Next|Park Run Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<set $outside to 1>><<set $location to "park">><<effects>><<set $bus to "park">>
"I have a secret," you purr. The <<person>> frowns.
<<if $worn.upper.type.includes("naked") and $worn.lower.type.includes("naked") and $worn.under_lower.type.includes("naked")>>
"I'm not wearing anything."
<<elseif $worn.upper.type.includes("naked") and $worn.lower.type.includes("naked")>>
"I'm wearing nothing but underwear."
<<elseif $worn.lower.type.includes("naked") and $worn.under_lower.type.includes("naked")>>
"I'm naked from the waist down."
<<else>>
"I'm wearing nothing over my underwear."
<</if>>
<<He>> gasps as you break into a run.
<<exhibitionism2>>
You glance back and see <<him>> leaning across the hedge to get a peek.
<br><br>
<<endevent>>
<<link [[Next|Park]]>><<set $eventskip to 1>><</link>>
<br><<set $outside to 1>><<set $location to "park">><<effects>><<set $bus to "park">>
You stay out of sight, but close enough to watch.
<<if $phase is 1>>Whitney
<<elseif $phase is 2>>Leighton
<<elseif $phase is 3>>Mason
<<elseif $phase is 4>>Doren
<<elseif $phase is 5>>Harper
<<elseif $phase is 6>>Bailey
<</if>>has no idea you are in this state so nearby.
<br>
Your heart is pounding with the thrill as you quietly move on.
<<endevent>>
<br><br>
<<link [[Next|Park]]>><<set $eventskip to 1>><</link>>
<br><<set $outside to 1>><<set $location to "park">><<effects>><<set $bus to "park">>
<<if $phase is 1>><<npcincr Whitney lust 5>>
You run in front of Whitney's group and make a show of yelping in shock and ineffectually trying to 'cover up.'
Once everyone has had a good look, you run away.
<<if $park_run_seen_by.includes("whitney")>>
<br>
"Look," Whitney jeers.
<<if $liquidcount is 0>>
"The poor slut's that horny and no one will even rape <<phim>>."
<<else>>
<<if (setup.bodyliquid.combined("vagina")) gte 4>>"That cunt has been wrecked
<<elseif (setup.bodyliquid.combined("anus")) gte 4>>"That ass has been ruined
<<elseif $fame.bestiality gte 600 and ($player.bodyliquid.mouth.semen + $player.bodyliquid.face.semen + $player.bodyliquid.vagina.semen + $player.bodyliquid.anus.semen ) gte 3>>"That's probably animal cum
<<elseif (setup.bodyliquid.combined("mouth") + setup.bodyliquid.combined("face")) gte 5>>"<<pHer>> face! Sucked off every teacher
<<elseif $liquidoutsidecount gte 6>>"Covered in cum
<<elseif $fame.rape gte 600>>"Half the town's raped <<phim>> already
<<elseif $fame.bestiality gte 600>>"<<pShe>> probably fucked five dogs already
<<elseif (setup.bodyliquid.combined("vagina") + setup.bodyliquid.combined("anus")) gte 2>>"You can see the cum dripping out
<<elseif $fame.sex gte 400>>"Half the town has <<pher>> fuck-vids
<<else>>"Fucked at least once already tonight
<</if>>and this little slut is still running around begging for more!"
<<if currentSkillValue('physique') gte ($physiquesize / 7) * 4>>
<br>
"Amazing body," someone says.<</if>>
<</if>>
<<else>>
The last time you glance back, Whitney is still <<print either("staring after you.", "choking on inhaled smoke.","smiling.","staring at the 'cigarette' in disbelief.")>>
<<set $park_run_seen_by.pushUnique("whitney")>>
<</if>>
<<elseif $phase is 2>><<npc Leighton>><<person1>>
"<<if Time.hour gte 21 or Time.hour lte 3>>Evening<<else>>Morning<</if>>, <<sir>>," you cheerily call out as you pass.
<br>
<<if $park_run_seen_by.includes("leighton")>>
Leighton jerks upright. "You again? Why don't you come a little closer? I've got something for you."
<br>
<<else>>
Leighton jerks upright. <<He>> looks guilty as <<he>> snaps toward you. "I was only... I... You? Why are you..?"
<br>
<<set $park_run_seen_by.pushUnique("leighton")>>
<</if>>
You wave and casually run on.
<<elseif $phase is 3>><<npc Mason>><<person1>>
<<if $park_run_seen_by.includes("mason")>>
"Evening, <<sir>>," you call out.
<br><br>
Mason looks over <<his>> shoulder and averts <<his>> eyes when <<he>> sees you. "Y-You again. You really should p-put some clothes on..."
<br><br>
You try to catch up to <<him>>, but <<he>> speeds up. Soon you lose sight of <<him>><<if C.npc.Mason.lust gte 40>>, but not before you see <<his>> flushed ears<</if>>.<<npcincr Mason lust 1>>
<<else>>
Mason speeds up once <<he>> hears someone approaching.
<br><br>
"Evening, <<sir>>," you call out.
<br>
<<He>> stops in <<his>> tracks, turns around, and instantly averts <<his>> eyes.
<br>
"W-What do you think you're doing?" <<he>> asks. "Where are your clothes?"
<br><br>
Ignoring <<his>> questions, you run on, passing Mason as <<he>> does <<his>> best to avoid looking at you. <<if C.npc.Mason.lust gte 40>> You see <<his>> ears turn red as you pass by.<</if>><<npcincr Mason lust 1>>
<<set $park_run_seen_by.pushUnique("mason")>>
<</if>>
<<elseif $phase is 4>><<npc Doren>><<person1>>
<<if $park_run_seen_by.includes("doren")>>
This time Doren spots you approaching and averts <<his>> eyes, shaking <<his>> head in disbelief.
<br><br>
"<<if Time.hour gte 21 or Time.hour lte 3>>Evening<<else>>Morning<</if>>, <<sir>>," you call out.
<br>
"Aye," <<he>> says. "You be careful now <<lass>>."
<<else>>
A few steps away, Doren seems to notice the exposed runner approaching and looks away, moving to avoid you. You're not sure, but you don't think <<he>> recognised you.
<br>
"<<if Time.hour gte 21 or Time.hour lte 3>>Evening<<else>>Morning<</if>>, <<sir>>," you cheerily call out as you pass.
<br>
Doren double-takes, staring back at you in disbelief. "<<if $player.gender_appearance is "m">>Lad<<else>>Lass<</if>>? Is that..? What are you doing?!"
<br><br>
You run on. As you go around the next corner, you look back to see Doren clutching <<his>> face and looking troubled.
<<set $park_run_seen_by.pushUnique("doren")>>
<</if>>
<<elseif $phase is 5>><<npc Harper>><<person1>>
Harper seems utterly absorbed in <<his>> paperwork, staring at it intently.
<br><br>
<<if $park_run_seen_by.includes("harper")>>
"<<if Time.hour gte 21 or Time.hour lte 3>>Evening<<else>>Morning<</if>>, Doctor," you call out.
<br>
"Hello," Harper looks up. You wave as you run past.
<br><br>
"Great work." The doctor reaches for something in <<his>> bag. "Excellent to see someone taking health seriously."
<br>
You faintly see your silhouette light up in the bushes ahead. Camera flash?
<<fameexhibitionism 1>>
<<else>>
"<<if Time.hour gte 21 or Time.hour lte 3>>Evening<<else>>Morning<</if>>, Doctor," you call out.
<br>
"Hello," Harper continues to stare at the page. "I'm busy now, but if you need an appointment the..."
<br>
"I'm fine."
<br>
Harper looks up. "Stay heal-"
<br>
Harper stares after you as you run into the <<if Time.hour gte 21 or Time.hour lte 3>>night<<else>>faint day light<</if>>.
<<set $park_run_seen_by.pushUnique("harper")>>
<</if>>
<<elseif $phase is 6>><<npc Bailey>><<person1>>
Bailey is tucking away some money when <<he>> sees you run past.
<br><br>
<<if $park_run_seen_by.includes("bailey")>>
<<if $renttime lte 0>>
"Don't you dare run. You owe me-"
<br>
You dash swiftly away.
<<else>>
"You know you can get paid for stripping? Don't they teach anything at school?"
<br>
You run on.
<br>
"You better have my money on time."
<</if>>
<<else>>
<<if $renttime lte 0>>
"I've been looking for you. Time to pay-"
<br>
You dash swiftly away.
<<else>>
Bailey nods. "Good industry. Hope you're getting paid for this."
<br>
You run on.
<</if>>
<<set $park_run_seen_by.pushUnique("bailey")>>
<</if>>
<</if>>
<br><br>
<<endevent>><<link [[Next|Park]]>><<set $eventskip to 1>><</link>>
<br><<set $outside to 1>><<set $location to "park">><<effects>><<set $bus to "park">>
<<rng 8>>
<<if $rng is 1>>
<<set _exercise to "do squats">>
<<elseif $rng is 2>>
<<set _exercise to "perform jumping jacks">>
<<elseif $rng is 3>>
<<set _exercise to "take lunges">>
<<elseif $rng is 4>>
<<set _exercise to "do aerobics">>
<<else>>
<<set _exercise to "exercise">>
<</if>>
<<if Time.dayState is "night">>
<<if Weather.precipitation is "rain">>
You _exercise in the deserted park, stepping in puddles as cold rain pours.
<<elseif Weather.isSnow>>
You _exercise in the deserted park, careful not to slip on the ice.
<<else>>
You _exercise in the deserted park. The cool night air caresses your skin.
<</if>>
<<rng>>
<<if $rng gte 91>>
<<generate1>><<person1>>
You hear footsteps behind you, and spare a glance over your shoulder. A <<person>> follows, <span class="pink">pursuing you.</span>
<br><br>
<<link [[Next|Park Run Stalk]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<br><br>
<<link [[Next|Park]]>><</link>>
<br>
<</if>>
<<else>>
<<if Weather.precipitation is "rain">>
You _exercise in the nearly-deserted park.
<<elseif Weather.precipitation is "snow">>
You _exercise in the park as snow falls all around.
<<elseif Weather.isOvercast>>
You _exercise in the park. It feels good to feel the air on your skin.
<<else>>
You _exercise in the park. It feels good to feel the air and sunshine on your skin.
<</if>>
<<rng>>
<<if $rng lte 20 and $footdisable is "f">>
<br><br>
<<generate1>><<person1>>
A <<person>> approaches you. "I noticed you were exercising in $worn.feet.name," <<he>> chuckles. "That looks tiring. How about you take a break and I give you a foot massage?" <<he>> asks.
<br>
<<if $awareness lte 100>>You're dumbfounded why the <<person>> would offer such a thing, but you appreciate <<his>> kindness.
<<elseif $awareness lte 300>>The <<person>> seems quite interested in your feet.
<<else>>The <<person>> has a foot fetish!
<</if>>
<br>
<br>
<<link [[Accept the foot massage|Park Exercise Heels Massage]]>><<tiredness -5>><<stress -5>><</link>><<ltiredness>><<lstress>>
<br>
<<link [[No thanks|Park Exercise Heels No Massage]]>><<control 5>><</link>><<gcontrol>>
<<else>>
<br><br>
<<link [[Next|Park]]>><</link>>
<br>
<</if>>
<</if>><<effects>>
The <<person>> removes your shoes and gets to work massaging your feet. <<He>> seems awfully excited. <<He>> ends by giving each of your toes a kiss. "Excuse me," <<he>> says, pulling away. "I shouldn't do this." With <<his>> hands down <<his>> pants, the <<person>> gets up and runs to the bathroom.
<br><br>
<<link [[Next|Park]]>><<endevent>><</link>>
<br>You decline the offer and get back to your exercise.
<br><br>
<<link [[Next|Park]]>><<endevent>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<violence 1>>
<<neutral 1>>
<<maninit>>
<<stalk_init>>
<<stalk_run>>
<<set $location to "park">>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<if $audience_active>>
<<audience>>
<</if>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or $stalk_end>>
<span id="next"><<link [[Next|Park Run Stalk Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Park Run Stalk]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<if $combat_end_text>>
<<print $combat_end_text>>
<<else>>
The <<person>> smacks your <<bottom>>, and leaves you lying on the grass.
<</if>>
<br><br>
<<tearful>> you climb to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Park]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
You smack the <<person>> to the grass, and leave <<him>> lying there as you make your escape.
<br><br>
<<tearful>> you rest against a tree.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Park]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $stalk_end is "escaped">>
You leave the <<person>> behind, and slow to a walk. <<tearful>> you rest against a tree.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Park]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $stalk_end is "passed">>
You take a deep breath. <<tearful>> you rest against a tree.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Park]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $stalk_end is "hide">>
<<covered>> <<tearful>> you emerge from your hiding place. You continue your journey.
<br><br>
<<set $stealtextskip to 1>>
<<stealclothes>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Park]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<if $exposed gte 1>>
<<switch $location>>
<<case alley>>
<<tearful>> you slow to a stop. <<covered>> There's no one around, but this is still a public place.
<<case forest lake>>
<<tearful>> you slow to a stop. <<covered>> There's no one around right now, but there's no knowing who you could meet in the woods.
<<case moor>>
<<tearful>> you slow to a stop. <<covered>> There's no one around, but being exposed in such an open place is frightening regardless.
<<case park>>
<<default>>
<<covered>> <<tearful>> you hide behind a tree, hoping to shield your body from any prying eyes.
<</switch>>
<<else>>
<<tearful>> you slow to stop.
<</if>>
<br><br>
<<set $stealtextskip to 1>>
<<stealclothes>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Park]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
<<if $phase is 1>>
Following the slime's command, you quickly run towards the pair. "Rape me," you call out. "I don't care how."
<br><br>
They stop running and stare wide-eyed at you. One of them mutters, "Did <<pshe>> just ask to be raped?" The other merely gives a slow nod in reply.
<br><br>
They both smile and walk towards you.
<<elseif $phase is 2>>
Following the slime's command, you quickly shout to the <<person>>, "I need you to rape me."
<br><br>
<<He>> freezes before turning around. <<He>> looks you over and replies, "Don't need to tell me twice."
<br><br>
<<He>> walks towards you.
<<elseif $phase is 3>>
Following the slime's command, you find a gap in the waist-high hedge and move towards <<him>>. <<He>> looks shocked the moment <<he>> realises you're so exposed.
<br><br>
"I want you to rape me," you tell <<him>>. "Do whatever you want to me."
<br><br>
<<He>> nods <<his>> head slowly in clear disbelief before grabbing you.
<<elseif $phase is 4>>
Following the slime's command, you walk towards the officer and pedestrian. The officer is the first to notice you. "Oh, there you are. Been a lot of reports of you running around while exposed."
<br><br>
"I need to be raped by you two," you say. The pedestrian's relaxed expression quickly changes to one of shock.
<br><br>
"Sure, we can do that," the officer replies. The pedestrian gives <<him>> an incredulous look as the officer shrugs <<his>> shoulders."<<pShes>> the one who asked."
<br><br>
They both walk towards you.
<</if>>
<br><br>
<<link [[Next|Park Run Slime Rape]]>><<set $molestationstart to 1>><</link>><<effects>>
<<set $earSlime.defyCooldown += 4>>
<<if $phase is 3>>
You smile back before moving on.
<<else>>
You refuse to move from where you are hiding.
<</if>>
You feel a jolt of pain as the slime punishes you for your defiance. However, <span class="red">it doesn't stop you, knowing that it can punish you in other ways.</span>
<br><br>
<<endevent>>
<<link [[Next|Park]]>><<set $eventskip to 1>><</link>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<maninit>>
<<npc_attempt_sex>>
<<set $enemytrust -= 150>>
<<set $enemyanger += 150>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Park Run Slime Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Park Run Slime Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<if $phase is 3>>
The <<person1>><<person>> walks away while slowly shaking <<his>> head. <<tearful>> you struggle to your feet.
<<elseif $phase is 4>>
"A pervert <<girl>> asking to be raped in the park... I should arrest you," the officer says, "but you were such a good <<girl>>, I don't think I can." <<tearful>> you struggle to your feet as the pair walks away in opposite directions.
<<else>>
"A pervert <<girl>> asking to be raped in the park," the <<person1>><<person>> says to <<himself>>. "Hope <<pshe>> got what <<pshe>> wanted." <<tearful>> you struggle to your feet as <<if $phase is 1>>the pair walk<<else>><<he>> walks<</if>> away.
<</if>>
<br><br>
<<if $rapeavoid is 0 and $stress gte 1000>>
<span class="green">You feel the slime in your head help calm you.</span><<if $stress gte 5000>><<lllstress>><<else>><<llstress>><</if>><<stress `$stress / -200`>>
<br><br>
<</if>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Park]]>><<set $eventskip to 1>><</link>>
<<else>>
<<if $phase is 1 or $phase is 4>>
You shove the pair away from you. <<tearful>> you escape between the trees.
<<elseif $phase is 2 or $phase is 3>>
You shove the <<person>> away from you. <<tearful>> you escape between the trees.
<</if>>
<span class="red">You feel the slime in your head punish you for not doing as it asked.</span>
<<pain 12>><<stress 12>><<trauma 18>><<ggpain>><<ggtrauma>><<ggstress>><<set $earSlime.defyCooldown += 4>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Park]]>><<set $eventskip to 1>><</link>>
<</if>><<set $outside to 1>><<set $location to "park">><<effects>><<set $bus to "park">>
You approach the statue in the middle of the park. It's covered in white lichen.
<<if C.npc.Avery.init is 1>>
<<wearProp "lichen" "white">>
You peel some from the stone.
<br><br>
<<set $sciencelichenpark to 1>>
<<link [[Step away|Park]]>><<handheldon>><</link>>
<br>
<<else>>
You could collect some for your science project, but the plinth is taller than you.
<br><br>
<<laddericon>><<link [[Climb up (0:30)|Park Lichen Climb]]>><<pass 30>><<set $sciencelichenpark to 1>><</link>><<athleticsdifficulty 1 1000>>
<br>
<<socialiseicon "ask">><<link [[Ask someone for help (0:30)|Park Lichen Help]]>><<set $sciencelichenpark to 1>><<pass 30>><</link>>
<br>
<<getouticon>><<link [[Leave|Park]]>><</link>>
<br>
<</if>><<set $outside to 1>><<set $location to "park">><<effects>><<set $bus to "park">>
<<if $athleticsSuccess>>
<<wearProp "lichen" "white">>
You <span class="green">successfully</span> climb onto the plinth. The lichen is attached firm, but you manage to pry it free with some effort. A few heads turn but no one bothers you until you hear a voice shout from across the park. "Oi!" It's a <<npc Avery>><<initnpc Avery>><<generatePolice 2>><<person2>><<person>> dressed as a police officer. "Get down from there or I'll have your hide."
<<gstress>><<stress 3>>
<br><br>
<<link [[Explain yourself|Park Lichen Explain]]>><<handheldon>><</link>>
<br>
<<link [[Run|Park Lichen Run]]>><<handheldon>><</link>>
<br>
<<else>>
You reach up and try to lift your body, but your arms give way and you tumble to the ground.
<<gstress>><<gpain>><<stress 3>><<pain 6>>
<br><br>
<<npc Avery>><<initnpc Avery>><<person1>>You hear a <<nnpc_gender "Avery">>'s laughter. Before you can recover a pair of arms picks you up by your shoulders. Not stopping there, <<he>> holds you by the hips and helps lift you with surprising strength. It's enough for you to clamber up.
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
You feel your face flush as you realise <<he>> could have seen up your $worn.lower.name. If <<he>> did <<he>> gives no sign.
<</if>>
<<He>> smiles at you. "Why'd you want to go up there anyway?"
<br><br>
<<link [[Honest|Park Lichen Honest]]>><</link>>
<br>
<<link [[Evasive|Park Lichen Evasive]]>><</link>>
<br>
<</if>><<set $outside to 1>><<set $location to "park">><<effects>><<set $bus to "park">>
You look around for someone who might help. You see a <<npc Avery>><<initnpc Avery>><<person1>><<nnpc_gender "Avery">> already watching you. <<He>> laughs and approaches you. <<He>> says nothing, but grabs you by the hips and helps lift you with surprising strength. It's enough for you to clamber up.
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
You feel your face flush as you realise <<he>> could have seen up your $worn.lower.name. If <<he>> did <<he>> gives no sign.
<</if>>
<<He>> smiles at you. "Why'd you want to go up there anyway?"
<br><br>
<<link [[Honest|Park Lichen Honest]]>><</link>>
<br>
<<link [[Evasive|Park Lichen Evasive]]>><</link>>
<br><<set $outside to 1>><<set $location to "park">><<effects>><<set $bus to "park">>
<<person2>>You turn away from the <<person>> and jump from the plinth. Right into the arms of a waiting <<person1>><<nnpc_gender "Avery">>. The <<person2>><<person2>><<person>> runs around the plinth, but stops when <<he>> sees the newcomer. "This your <<girl>> then?" <<he>> says. "<<pShe>> was defacing public property."
<br><br>
"<<pShes>> done no such thing," the <<person1>><<nnpc_gender "Avery">> says, holding you tight. <<He>> glares at the <<person2>><<person>>. "And you know it."
<br><br>
The <<person>> seems less confident. <<He>> sheathes <<his>> baton and turns away.
<br><br>
<<person1>>The newcomer releases you from <<his>> arms and smiles. "I hope you're okay," <<he>> says. "I'm Avery. I bet you're thirsty after that. Would you like to get a drink? I know this cute little place."
<br><br>
<<link [[Accept|Park Lichen Accept]]>><</link>>
<br>
<<link [[Refuse|Park Lichen Refuse]]>><</link>>
<br><<set $outside to 1>><<set $location to "park">><<effects>><<set $bus to "park">>
<<if $speech_attitude is "meek">>
"I-it's for my science project," you say.
<<elseif $speech_attitude is "bratty">>
"I need it to win the science fair," you say.
<<else>>
"I need lichen for my science project," you say.
<</if>>
<br><br>
"Is that right?" <<he>> says. "Looks like you're defacing a statue to me." <<He>> raises <<his>> baton and rubs <<his>> palm with it.
<br><br>
<<person1>>"The <<girl>>'s doing no such thing," a <<nnpc_gender "Avery">>'s voice says from behind you. <<He>> walks around the statue and glares at the <<person2>><<person>>. "And you know it."
<br><br>
The <<person>> seems less confident. "This your <<girl>> then? Tell <<phim>> to get down from there." <<He>> sheathes <<his>> baton and turns away.
<br><br>
<<person1>>The newcomer offers an arm and helps you climb down. "Did I hear you right?" <<he>> asks. "A scientist in the making?" <<He>> smiles. "I'm Avery. I bet you're thirsty after that. Would you like to get a drink? I know this cute little place."
<br><br>
<<link [[Accept|Park Lichen Accept]]>><</link>>
<br>
<<link [[Refuse|Park Lichen Refuse]]>><</link>>
<br><<set $outside to 1>><<set $location to "park">><<effects>><<set $bus to "park">>
<<wearProp "lichen" "white">>
<<if $speech_attitude is "meek">>
"I-it's for my science project," you say.
<<elseif $speech_attitude is "bratty">>
"I need it to win the science fair," you say.
<<else>>
"I need lichen for my science project," you say.
<</if>>
<br><br>
"A scientist in the making?" <<he>> says. "I'll help you down when you're done. I'm only out for a stroll, there's no rush."
<br><br>
The lichen is attached firm, but you manage to pry it free with some effort. <<He>> offers an arm and helps you climb down. "I'm Avery," <<he>> says. "I bet you're thirsty after that. Would you like to get a drink? I know this cute little place."
<br><br>
<<link [[Accept|Park Lichen Accept]]>><<handheldon>><</link>>
<br>
<<link [[Refuse|Park Lichen Refuse]]>><<handheldon>><</link>>
<br><<set $outside to 1>><<set $location to "park">><<effects>><<set $bus to "park">>
<<wearProp "lichen" "white">>
<<if $speech_attitude is "meek">>
"I-it's nothing," you say.
<<elseif $speech_attitude is "bratty">>
"None of your business," you say.
<<else>>
"School stuff," you say.
<</if>>
<br><br>
<<He>> nods. "I'll help you down when you're done. I'm only out for a stroll, there's no rush."
<br><br>
The lichen is attached firm, but you manage to pry it free with some effort. <<He>> offers an arm and helps you climb down. "I'm Avery," <<he>> says. "I bet you're thirsty after that. Would you like to get a drink? I know this cute little place."
<br><br>
<<link [[Accept|Park Lichen Accept]]>><<handheldon>><</link>>
<br>
<<link [[Refuse|Park Lichen Refuse]]>><<handheldon>><</link>>
<br><<set $outside to 0>><<set $location to "park">><<effects>><<wearProp "juice">>
<<He>> leads you to a small cafe at the edge of the park. <<He>> orders a coffee for <<him>> and some fruit juice for you. The <<generateRole 2 0 "waiter/waitress">><<person3>><<personsimple>><<person1>> thinks you're Avery's <<if $player.gender_appearance is "m">>son<<else>>daughter<</if>>. <<He>> is old enough to be your <<if $pronoun is "m">>father<<else>>mother<</if>>, but <<hes>> in good shape. <<He>> smiles at you across the table.
<br><br>
You talk with Avery over the drinks. <<He>> asks a lot of questions, but is reluctant to answer yours. <<He>> doesn't take <<his>> eyes off you.
<br><br>
<<Hes>> asking if you're happy at school when <<hes>> interrupted by a buzzing in <<his>> pocket. "I'm sorry," <<he>> says. "It's work. I need to go." <<He>> stands up, then hesitates a moment before leaning close.
<br><br>
<<link [[Smooch|Park Lichen Smooch]]>><<handheldon>><<npcincr Avery love 1>><</link>><<glove>><<promiscuous1>><<kissvirginitywarning>>
<br>
<<link [[Stay still|Park Lichen Still]]>><<handheldon>><<npcincr Avery love 1>><</link>><<glove>>
<br>
<<link [[Move away|Park Lichen Move]]>><<handheldon>><</link>>
<br><<set $outside to 0>><<set $location to "park">><<effects>>
<<He>> frowns for a moment, but covers it with a smile. "Of course," <<he>> says. "I'm sure you're busy. I'll see you around."
<br><br>
<<if $scienceproject is "ongoing">>
<span class="gold">You can add the lichen you found to your project in your room or the school library.</span>
<br><br>
<<link [[Next|Park]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<endevent>>
<<destinationeventend>>
<</if>><<set $outside to 0>><<set $location to "park">><<effects>>
You lean in and plant a kiss on <<his>> lips. <<He>> kisses back. <<takeKissVirginity "Avery" `($dateCount.Avery gte 3?"loveInterest":"romantic")`>>
<<promiscuity1>>
<<He>> pulls away and glances around the cafe as if concerned about who's watching. "I'll be in touch," <<he>> says, smiling.
<br><br>
You leave soon after <<him>>, but <<hes>> already gone.
<br><br>
<<if $scienceproject is "ongoing">>
<span class="gold">You can add the lichen you found to your project in your room or the school library.</span>
<br><br>
<<link [[Next|Park]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<endevent>>
<<destinationeventend>>
<</if>><<set $outside to 0>><<set $location to "park">><<effects>>
<<He>> plants a kiss on your cheek and smiles. "I'll be in touch."
<br><br>
You leave soon after <<him>>, but <<hes>> already gone.
<br><br>
<<if $scienceproject is "ongoing">>
<span class="gold">You can add the lichen you found to your project in your room or the school library.</span>
<br><br>
<<link [[Next|Park]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<endevent>>
<<destinationeventend>>
<</if>><<set $outside to 0>><<set $location to "park">><<effects>>
<<He>> tries to plant a kiss on your cheek, but you pull away. <<He>> raises <<his>> hand as if to pull you back, but catches <<himself>> and smiles. "I'll be in touch."
<br><br>
You leave soon after <<him>>, but <<hes>> already gone.
<br><br>
<<if $scienceproject is "ongoing">>
<span class="gold">You can add the lichen you found to your project in your room or the school library.</span>
<br><br>
<<link [[Next|Park]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<endevent>>
<<destinationeventend>>
<</if>><<widget "passoutpark">>
<<if isPregnancyEnding()>>
<<pregnancyPassout "park">>
<<else>>
<<link [[Everything fades to black...|Passout park]]>><</link>>
<</if>>
<</widget>>
<<widget "park">>
<<if $nextPassageCheck is "Park">>
<<add_link "<span class='nextLink'><<parkicon>><<link [[Park (0:05)|Park]]>><<pass 5>><</link>></span><br>">>
<<else>>
<<add_link "<<parkicon>><<link [[Park (0:05)|Park]]>><<pass 5>><</link>><br>">>
<</if>>
<<hideDisplay true>>
<</widget>>
<<widget "parkquick">>
<<parkicon>><<link [[Park|Park]]>><</link>>
<</widget>>
<<widget "parkeventend">>
<<link [[Next|Park]]>><<endevent>><<set $eventskip to 1>><</link>>
<</widget>>
<<widget "parkrun">>
<<if $rng gte $park_fame>>
<<rng>>
<<if $rng gte 91>>
<<generate1>><<person1>>
You hear footsteps behind you, and spare a glance over your shoulder. A <<person>> follows, <span class="pink">pursuing you.</span>
<br><br>
<<link [[Next|Park Run Stalk]]>><<set $molestationstart to 1>><</link>>
<br>
<<elseif $rng gte 86>>
While running, you have to pass through some bushes.
<<if $worn.lower.type.includes("naked")>>
As you push through, a branch whips back into your <<undies>>, stinging you.
<<else>>
As you push through, a clump of thorns catch on your exposed <<if $player.breastsize is 0>>chest<<else>>breasts<</if>>.
<<gpain>>
<</if>>
<<pain 5>>
<br><br>
<<link [[Next|Park]]>><<set $eventskip to 1>><</link>>
<<elseif $rng gte 81>>
<<generate1>><<person1>>You run past a <<person>>. <<He>> smiles at you across a
<<if $worn.upper.type.includes("naked")>>
shoulder-high hedge separating you. <<He>> doesn't realise you're so exposed.
<<else>>
waist-high hedge separating you, keeping your <<undies>> concealed. <<He>> doesn't realise you're so exposed.
<</if>>
<br><br>
<<if $earSlime.growth gte 200 - ($earSlime.promiscuity * 10)>>
<span class="lewd">You feel the slime in your head command you to expose yourself and ask <<him>> to rape you.</span> <span class="red">It expects to be obeyed.</span>
<br><br>
<<link [[Obey|Park Run Exposed Slime Obey]]>><<set $phase to 3>><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 2>><</link>><<gcorruption>><<lpain>><<lltrauma>><<lstress>>
<br>
<<link [[Defy|Park Run Exposed Slime Defy]]>><<set $phase to 3>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><</link>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>>
<br>
<<else>>
<<link [[Smile back|Park]]>><<set $eventskip to 1>><<endevent>><</link>>
<br>
<<if hasSexStat("exhibitionism", 2)>>
<<link [[Admit your secret|Park Run Secret]]>><</link>><<exhibitionist2>>
<br>
<</if>>
<</if>>
<<elseif $rng gte 71>>
<<generate1>><<generatep2>>
<<print either("Under a tree,","Between some bushes,","In plain view of the entrance,","In a park gazebo,","Right under a streetlight,","On a swing, in the empty children's play area,")>>
a <<person1>><<person>> is <<if $NPCList[1].pronoun is "m">>sucking off <<his>> boyfriend.<<else>>eating out <<his>> girlfriend.<</if>>
The receiver, <<if $NPCList[0].description == $NPCList[1].description && $NPCList[0].pronoun == $NPCList[1].pronoun>>another<<else>>a<</if>> <<person2>><<person>>, gazes at you as you run past. <<He>> has a look of blissful satiation on <<his>> face as <<his>>
<<if $NPCList[0].pronoun is "m">>boyfriend's<<else>>girlfriend's<</if>> <<if $pronoun is "m">>head bobs between his legs.<<else>>head nuzzles between her legs.<</if>>
<br><br>
<<endevent>>
<<link [[Next|Park]]>><<set $eventskip to 1>><</link>>
<<elseif $rng gte 61>>
You encounter a stray dog. It runs at the sound of your footsteps.
<br><br>
<<link [[Next|Park]]>><<set $eventskip to 1>><</link>>
<<elseif $rng gte 51>>
<<if Weather.precipitation is "rain">>
<<generatef1>><<person1>>In the heavy rain, a <<person>> slips and falls into a puddle. The water instantly soaks through <<his>>
<<print either("t-shirt","casual blouse","summer dress","top","tank-top")>> exposing <<his>> $NPCList[0].breastsdesc to all.
<br>
<<if $rng % 2>>
Humiliated, <<he>> covers up with <<his>> arms and runs from the park.
<<else>>
<<He>> either doesn't notice or doesn't care. The <<person>> carries on with <<his>> run, to the entertainment of all nearby.
<</if>>
<<else>>
You hide behind a tree as a <<generate1>><<person1>><<person>> and <<generate2>><<person2>><<person>> run by.
<<set _earSlimeEvent to true>>
<</if>>
<br><br>
<<if _earSlimeEvent and $earSlime.growth gte 200 - ($earSlime.promiscuity * 10)>>
<span class="lewd">You feel the slime in your head command you to expose yourself and ask them to rape you.</span> <span class="red">It expects to be obeyed.</span>
<br><br>
<<link [[Obey|Park Run Exposed Slime Obey]]>><<set $phase to 1>><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 2>><</link>><<gcorruption>><<lpain>><<lltrauma>><<lstress>>
<br>
<<link [[Defy|Park Run Exposed Slime Defy]]>><<set $phase to 1>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><</link>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>>
<br>
<<else>>
<<link [[Next|Park]]>><<endevent>><<set $eventskip to 1>><</link>>
<</if>>
<<elseif $rng gte 41>>
<<if Weather.precipitation isnot "none">> /*10% chance if running naked in the park at night during rain or snow.*/
As you pass <<print either("near a storm-drain","the bridge over the lake","the lake","some trees by the lake","some bushes by the storm-drain")>>
something grabs your leg, dragging you down.
<!-- Modified for Monster People -->
<<beastNEWinit 1 lizard>>
<br>
<<if $monster is 1 or $bestialitydisable is "f">>
Before you can react, a giant sewer <<beasttype>> has clambered upon you.
<br><br>
<<link [[Next|Park Lizard Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
It's a giant lizard.
<br>
You narrowly manage to squirm free from the giant lizard's claws and dash away. Glancing behind, you can just make it out scurrying back toward the sewer.<<beastescape>>
<br><br>
<<link [[Next|Park]]>><<endevent>><<set $eventskip to 1>><</link>>
<</if>>
<<else>>
You don't encounter anyone.
<br><br>
<<link [[Next|Park]]>><<set $eventskip to 1>><</link>>
<</if>>
<<elseif $rng gte 31>>
You hear footsteps behind you. A <<generate1>><<person1>><<person>> crosses the path. <<He>> doesn't turn or notice you. You were so close to being seen.
<<ltrauma>><<trauma -1>><<garousal>><<arousal 100>>
<br><br>
<<if $earSlime.growth gte 200 - ($earSlime.promiscuity * 10)>>
<span class="lewd">You feel the slime in your head command you to expose yourself and ask <<him>> to rape you.</span> <span class="red">It expects to be obeyed.</span>
<br><br>
<<link [[Obey|Park Run Exposed Slime Obey]]>><<set $phase to 2>><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 2>><</link>><<gcorruption>><<lpain>><<lltrauma>><<lstress>>
<br>
<<link [[Defy|Park Run Exposed Slime Defy]]>><<set $phase to 2>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><</link>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>>
<br>
<<else>>
<<link [[Next|Park]]>><<endevent>><<set $eventskip to 1>><</link>>
<</if>>
<<elseif $rng gte 21>>
You almost run straight into a group of students smoking under an old shelter. You skirt around them.
<br><br>
<<link [[Next|Park]]>><<set $eventskip to 1>><</link>>
<<elseif $rng gte 15>>
<<rng>>
<<if ndef $park_run_seen_by>><<set $park_run_seen_by to []>><</if>>
<<if $rng gte 81 and C.npc.Whitney.init is 1 and C.npc.Whitney.state isnot "dungeon" and $pillory.tenant.special.name isnot "Whitney">>
You almost run straight into a group of students smoking under an old shelter. As the central figure lights up, you recognise them. It's Whitney.
<br>
<<npc Whitney>><<person1>>Eyes closed, <<he>> exhales a cloud of smoke.
<<set $phase to 1>>
<<elseif $rng gte 61 and C.npc.Leighton.init is 1 and $pillory.tenant.special.name isnot "Leighton">>
A figure lurks in the shadows near some kind of gazebo. As they move near a light you recognise them. It's Leighton.
<br>
<<npc Leighton>><<person1>><<He>> seems to be looking for something. Or someone.
<<set $phase to 2>>
<<elseif $rng gte 51 and C.npc.Mason.init is 1 and Time.hour gte 21 and Time.hour lte 22>>
You see someone jogging up ahead. It's Mason.
<<npc Mason>><<person1>><<set $phase to 3>>
<<elseif $rng gte 41 and C.npc.Doren.init is 1>>
Another runner passes under a streetlight ahead. It's Doren.
<br>
<<npc Doren>><<person1>><<set $phase to 4>>
<<elseif $rng gte 21 and C.npc.Harper.init is 1>>
As you pass through the area near the hospital, you recognise Dr Harper sat on a bench ahead.
<br>
<<npc Harper>><<person1>>Deep in thought, <<he>> reads through some paperwork.
<<set $phase to 5>>
<<elseif C.npc.Bailey.init is 1>>
You skid to a halt hearing a familiar voice nearby.
<br>
"... back in one piece. Understood?"
<br>
<span class="purple">It's Bailey.</span>
<br><br>
"Sure," Another voice. "And thanks, <<print either("this one's cute. But it's okay,","this is quite a treat. But don't worry,","this one's feisty, but")>> we'll be gentle."
<br>
"The money."
<br>
"Oh yes. Yes, here you go. It's all there."
<br>
"Good."
<br>
<<npc Bailey>><<person1>>Bailey emerges from some nearby bushes counting money.
<<set $phase to 6>>
<<else>>/*Here in case Bailey is ever dropped out of the intro scene.*/
For a heart-stopping moment you think you see a familiar face. It turns out to be a random stranger.
<br>
<<set $phase to 7>>
<</if>>
<<if $phase isnot 7>>
<<He>> hasn't seen you. Yet.
<br><br>
<<link [[Stay hidden|Park Run NPC Hide]]>><</link>>
<br>
<<if hasSexStat("exhibitionism", 2)>>
<<link [[Show yourself|Park Run NPC Show]]>><<endevent phaseless>><</link>><<exhibitionist2>>
<br>
<</if>>
<<else>>
<<endevent>>
<<link [[Continue|Park]]>><<set $eventskip to 1>><</link>>
<</if>>
<<elseif $rng gte 7>>
An old couple up ahead walk slowly, hand-in-hand through the park. You pass quietly behind them. You wonder how they'd respond if they knew you were there.
<br><br>
<<link [[Next|Park]]>><<set $eventskip to 1>><</link>>
<<else>>
You sneak behind a <<generate1>><<generate2>><<fullGroup>> sat on a bench. You're so close they could reach out and grab you.
<<garousal>><<arousal 600>>
<br><br>
<<endevent>>
<<link [[Next|Park]]>><<set $eventskip to 1>><</link>>
<</if>>
<<else>>
<<rng>>
<<if $rng gte 81>>
<<generate1>><<person1>>A light flashes. A <<person>> lies beneath a bush, holding a camera pointed up at you. It flashes again, taking evidence of your <<nudity>>. <<covered>>
<br><br>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Pose|Park Run Pose]]>><<fameexhibitionism 20 "pic">><</link>><<exhibitionist5>>
<br>
<</if>>
<<link [[Run away|Park Run Away]]>><<fameexhibitionism 10 "pic">><</link>>
<br>
<<set $skulduggerydifficulty to 300>>
<<link [[Steal camera|Park Run Steal]]>><<crimeUp 10 "thievery">><</link>><<crime "thievery">><<skulduggerydifficulty>>
<br>
<<elseif $rng gte 61>>
<<generate1>><<generate2>>A <<fullGroup>> emerge from a bush up ahead. They walk toward you. <<covered>> "It's <<phim>>," the <<person1>><<person>> says. "The pervert."
<br><br>
"We can do whatever we want to a <<girl>> like this," the <<person2>><<person>> says. "No one will believe <<phim>>." They quicken their pace.
<br><br>
<<link [[Fight|Park Run Rape]]>><<set $phase to 1>><<set $molestationstart to 1>><</link>>
<br>
<<link [[Run|Park Run Escape]]>><</link>><<athleticsdifficulty 1 1000>>
<br>
<<elseif $rng gte 41>>
A stray dog chases you for a while.
<<gstress>><<stress 3>>
<br><br>
<<link [[Next|Park]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $rng gte 21>>
You overhear a <<generatePolice 1>><<person1>><<person>> dressed as a police officer talking to a pedestrian on the other side of a bush. "That's right," <<he>> says. "A <<girl>> about this high. Being lewd in the park. You sure you haven't seen anything?"
<<if $earSlime.growth gte 200 - ($earSlime.promiscuity * 10)>>
<<generate2>>
<br><br>
<span class="lewd">You feel the slime in your head command you to expose yourself and ask them to rape you.</span> <span class="red">It expects to be obeyed.</span>
<br><br>
<<link [[Obey|Park Run Exposed Slime Obey]]>><<set $phase to 4>><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 2>><</link>><<gcorruption>><<lpain>><<lltrauma>><<lstress>>
<br>
<<link [[Defy|Park Run Exposed Slime Defy]]>><<set $phase to 4>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><</link>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>>
<br>
<<else>>
You run in the opposite direction.<<gstress>><<stress 3>>
<br><br>
<<endevent>>
<<link [[Next|Park]]>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<else>>
The park is busy, despite the hour. You crouch low to keep your vulnerables hidden by the bushes.
<<garousal>><<arousal 600>>
<br><br>
<<link [[Next|Park]]>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<</if>>
<</widget>>
<<widget "eventParkStreak1">>
<<generate1>><<generate2>>
"Stop!"
<br><br>
You turn around to see two police officers running after you. Your heart quickens.
<br><br>
<<link [[Run|Park Streak Police Run]]>><</link>><<athleticsdifficulty 1 1000>><<crimes "resisting" "exposure">>
<br>
<<link [[Stop|Park Streak Police Catch]]>><<set $phase to 1>><<pass 2>><</link>>
<br>
<<link [[Fight|Park Streak Police Fight]]>><<set $fightstart to 1>><</link>>
<</widget>>
<<widget "eventParkStreak2">>
<<generate1>><<generate2>>
You are running down a path when you see a <<person1>><<person>> and a <<person2>><<person>> step out onto the path in front of you. They have a malicious look in their eyes.
<br><br>
"Well, this one likes to show off," the <<person1>><<person>> says.
<br>
"I think we can have our own fun," the <<person2>><<person>> mutters.
<br><br>
<<link [[Next|Park Streak Rape]]>><<set $molestationstart to 1>><</link>>
<</widget>>
<<widget "eventParkStreak3">>
<<npc Whitney>><<person1>>
You are running by the fountain when you see Whitney under a tree, smoking a cigarette. <<He>> hasn't seen you yet.
<br><br>
<<run wikifier("nnpc_him", "Whitney")>>
<<link [["Avoid "+_text_output|Park Streak Whitney]]>><<pass 2>><<set $phase to 0>><</link>>
<br>
<<link [["Run by "+_text_output|Park Streak Whitney]]>><<pass 2>><<set $phase to 1>><</link>>
<</widget>>
<<widget "eventParkStreak4">>
<<npc Robin>><<person1>>
You run around a bend and see Robin at <<his>> stand, selling hot chocolate. <<Hes>> taking care of a few customers and hasn't noticed you yet. You wonder if <<he>> would appreciate you running by in your current state.
<br><br>
<<run wikifier("nnpc_him", "Robin")>>
<<link [["Avoid "+_text_output|Park Streak Robin]]>><<pass 2>><<set $phase to 0>><</link>>
<br>
<<link [["Run up to "+_text_output|Park Streak Robin]]>><<pass 2>><<set $phase to 1>><</link>>
<</widget>>
<<widget "eventParkStreak5">>
<<npc Kylar>><<person1>>
You are running down a path when you see someone sitting underneath a tree, hunched over something. You recognise Kylar, sketching something in <<his>> book. <<He>> still hasn't seen you, focused on what <<hes>> drawing. You could avoid <<him>> if you want.
<br><br>
<<run wikifier("nnpc_him", "Kylar")>>
<<link [["Avoid "+_text_output|Park Streak Kylar]]>><<pass 2>><<set $phase to 0>><</link>>
<br>
<<link [["Run by "+_text_output|Park Streak Kylar]]>><<pass 2>><<set $phase to 1>><</link>>
<</widget>>
<<widget "eventParkStreakEnd">>
<<if $bus is "parkmens">>
<<link [[Next|Men's Toilets]]>><<endevent>><<set $eventskip to 1>><<pass 5>><</link>>
<<else>>
<<link [[Next|Women's Toilets]]>><<endevent>><<set $eventskip to 1>><<pass 5>><</link>>
<</if>>
<</widget>><<widget "eventstoilets">>
<<generate1>><<person1>>You enter the toilets, and hear a voice shout behind you. "I saw you go in there, pervert!" A <<person>> storms in, eyes livid. "I'll give exactly what you deserve!"
<br><br>
<<link [[Next|Toilets Molestation]]>><<set $molestationstart to 1>><</link>>
<<if $player.gender_appearance isnot $player.gender>><<set $toiletsmistake to 1>><</if>>
<</widget>><<effects>><<loadNPC 1 "pubfame_model">><<generateyv3>><<generatev4>>
<<if !$photo.desk>>
<<set $photo.desk to true>>
You approach the side of the desk, then glance at Niki. Niki nods at you. "As long as you don't touch anything."
<</if>>
You step behind the desk to examine the photos on the wall. A selection of <<group>> stare back, in elegant poses. The photos are kept inside wooden frames with glass covers, preventing damage.
<br><br>
There's a <<person3>><<person>> in <<his>> underwear, stretching <<his>> arms over <<his>> head. There's a <<person4>><<person>> in a gothic
<<if $pronoun is "m" and $rng gte 11 or $pronoun is "f" and $rng lte 10>>
suit, sitting with a suitcase.
<<else>>
gown, sitting with a parasol.
<</if>>
And there's a naked <<person2>><<person>>, posing with <<his>> hands behind <<his>> back and <<npcRevealText $NPCList[1] "lower">>.
<br><br>
You look closer. The <<person>> looks visibly uncomfortable, and
<<if $pubfame.niki.hair is "no">>
<<hes>> completely bald.
<<else>>
<<his>> hair is a distinct $pubfame.niki.hair.
<</if>>
<span class="gold">You've found Mickey's contact.</span>
<br><br>
<<set $skulduggerydifficulty to 700>>
<<link [[Steal|Photo Examine Steal]]>><</link>><<skulduggerydifficulty>>
<br>
<<link [[Ask to have it|Photo Examine Ask]]>><</link>>
<br><br>
<<link [[Back|Photo]]>><<endevent>><</link>><<effects>><<person1>>
<<skulduggerycheck>>
<<if $skulduggerysuccess>>
You quietly detach the case from the wall, before sliding the glass cover off. You remove the photo, slide the cover back on and place the frame back on the wall.
<br><br>
Niki abruptly spins in <<his>> chair, examining you and the empty case. <<He>> frowns, and clicks <<his>> tongue. "There used to be one right there."
<br><br>
With a sigh, <<he>> turns back to <<his>> desk and rummages through a cabinet. "<span class="green">Must've taken it out and forgot to replace it.</span> Shame, <span class="gold">that was the last one <<person2>><<he>> did</span>." <<person1>><<He>> pulls a new photo out and walks to the frame. <<He>> slides it in and nods, before sitting back down.
<br><br>
<<pubfameComplete "niki">>
<<link [[Back|Photo]]>><<endevent>><</link>>
<<else>>
You try to take the frame off the wall. "<span class="red">Don't touch that,</span>" Niki says. You pull away as Niki turns around to face you.
<br><br>
<<He>> looks between you and the frame, before pulling a cloth out of <<his>> pocket and wiping down the case. "Don't want fingerprints on the cover," <<he>> says. After a few seconds, <<he>> sits back down.
<br><br>
<<link [[Ask to have it|Photo Examine Ask]]>><</link>>
<br>
<<link [[Back|Photo]]>><<endevent>><</link>>
<</if>><<effects>><<person1>>
<<if !$pubfame.niki.money>>
<<set $pubfame.niki.money to random(12,25)*10000>>
<</if>>
<<if $speech_attitude is "meek">>
You tap Niki on the shoulder, and <<he>> swivels around to see you. "Excuse me," you ask, "could I have this photo?"
<<elseif $speech_attitude is "bratty">>
You clear your throat, and Niki swivels around to see you. "I'd be willing to take this off your hands," you say, jerking your thumb at the photo.
<<else>>
You clear your throat, and Niki swivels around to see you. "Is this for sale?" you ask, gesturing to the photo.
<</if>>
<br><br>
Niki rolls closer to the photo and examines it for a moment. "<<printmoney $pubfame.niki.money "red">>. I'm fond of this one. The colours pair well with the rest of the wall.<<if ["red","blue","purple"].includes($pubfame.niki.hair)>> Especially the splash of $pubfame.niki.hair.<</if>> And <span class="gold">it's the last one <<person2>><<he>> did</span>."
<br><br>
<<if $money gte $pubfame.niki.money>>
<<link [["Buy it (" + _printmoney + ")"|Photo Examine Buy]]>><<money `-$pubfame.niki.money`>><</link>>
<<else>>
<span class="purple">You can't afford it.</span>
<</if>>
<br>
<<link [[Ask about other means of payment|Photo Examine Barter]]>><</link>>
<br><br>
<<link [[Back|Photo]]>><<endevent>><</link>><<effects>><<person1>>
You give Niki the money, and <<he>> takes the frame off the wall. <<He>> slides open the cover and hands the photo to you. "The case will be extra. This wood is expensive."
<br><br>
Not waiting for an answer, <<he>> slides a new photo in the frame and hangs it back up on the wall. <<He>> examines it for a moment, then nods and sits back down.
<br><br>
<<pubfameComplete "niki">>
<<link [[Back|Photo]]>><<endevent>><</link>><<effects>><<person1>>
<<if $speech_attitude is "meek">>
"Is there any other way I could have it?" you ask. "A less... expensive way?"
<<elseif $speech_attitude is "bratty">>
You cross your arms. "Any way I could get it without paying out the nose?"
<<else>>
"Would you accept anything else for it?" you ask.
<</if>>
<br><br>
Niki stares at you for a moment. <<He>> puts a white stick in <<his>> mouth and moves it thoughtfully. "There is a way. If you can replace the photo with one of your own, I won't have a bare spot on the wall. You will, of course, <span class="lewd">need to be naked</span>. I'll still pay you, but it'll be lessened to compensate for the photo."
<br><br>
<<if $photo.model is 1>>
<<He>> taps <<his>> chin. "I normally don't like doing two shoots in the same week, but I'll make an exception here."
<br><br>
<</if>>
<<if ["exhibitionism","model"].includes($pubfame.target) and $pubfame.goal.includes("Lower")>>
Modelling to lower your <<fameProse $pubfame.target>> fame sounds counterintuitive, but you're sure 'Mickey' will decrease your image more than this would increase it.
<br><br>
<</if>>
<<link [[Accept (3:00)|Photo Model]]>><<set $photo.model to 1>><<set $photo.pubfame to true>><</link>><<exhibitionist1>>
<br>
<<link [[Refuse|Photo Examine Refuse]]>><</link>><<effects>>
"It's either that or payment," Niki says, shrugging. <<He>> swivels back to <<his>> desk.
<br><br>
<<link [[Next|Photo]]>><<endevent>><</link>><<effects>><<set $location to "studio">>
You approach the photography studio, a tall old building opposite the hospital. There's a short flight of steps leading up to the door. "Niki's photo studio. Models wanted."
<br><br>
<<getinicon>><<link [[Knock|Photo Intro]]>><</link>>
<br>
<<nightingaleicon>><<link [[Leave|Nightingale Street]]>><</link>>
<br><<effects>><<set $location to "studio">>
<<set $photo_known to 2>>
<<set $photo to {}>>
<<set $photo.refused to 0>>
<<set $photo.audienceSize to 1>>
<<set $photo.timesWithThisAudienceSize to 0>>
<<npc Niki>><<person1>>
You lift the heavy knocker, and let it fall against the door. You wait a minute, then reach to knock again. The door swings open first. A young <<nnpc_gender "Niki">> stands there, a white stick poking out of <<his>> mouth. It's Niki.
<br><br>
<<if $speech_attitude is "meek">>
"A-are you looking for models?" you ask.
<<elseif $speech_attitude is "bratty">>
"You're looking for models," you say. "Got any work?"
<<else>>
"I'm looking for work," you say.
<</if>>
<br><br>
Niki opens the door the rest of the way. "Come in."
<br><br>
<<set $nikiSeen.pushUnique("photo")>>
<<link [[Enter|Photo Intro 2]]>><</link>>
<br><<effects>>
You follow Niki into the more modern interior, past a flight of stairs, and into a room with a desk and computer. Niki sits behind it. Pictures of
<<if $malevictimchance gte 100>>
men
<<elseif $malevictimchance lte 0>>
women
<<else>>
men and women
<</if>>
cover the wall behind <<him>>, most of them suggestive, but all tasteful. <<He>> points at a chair behind you, and you take a seat.
<br><br>
"Studio's upstairs," <<he>> says, removing the white stick from <<his>> mouth and flicking it into a bin. "A photoshoot takes up to three hours. You get paid upfront. <span class="gold">£<<print Math.round(450 * ((fameTotal() + Math.clamp($beauty / 3, 0, 3000)) / 3000))>></span> per shoot." <<He>> gestures at the wall behind <<him>>. "This is the sort of thing we do."
<br><br>
<<He>> pulls a lollipop from <<his>> pocket, and sticks it in <<his>> mouth. "One shoot a week. What do you think?"
<br><br>
<<link [[Accept|Photo Accept]]>><<npcincr Niki love 1>><</link>><<glove>>
<br>
<<link [[Refuse|Photo Refuse]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"O-okay," you say. "I need the money."
<<elseif $speech_attitude is "bratty">>
"Sounds good," you say. "I could use the money."
<<else>>
"Okay," you say. "I do need the money."
<</if>>
<br><br>
Niki nods. "Let me know when you're ready to start."
<br><br>
<<link [[Next|Photo]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I-I don't like people looking," you say. "Sorry."
<<elseif $speech_attitude is "bratty">>
"I don't like the thought of old pervs looking at me," you say.
<<else>>
"I don't think that's for me," you say. "Sorry."
<</if>>
<br><br>
Niki nods. "You know where I am if you change your mind."
<br><br>
<<link [[Next|Nightingale Street]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "studio">><<effects>>
<<if $photo.niki_event is undefined and C.npc.Niki.love gte 10 and $brothelintro gte 1>>
<<set $photo.niki_event to 1>>
<<npc Briar>><<person1>>
<<if $pronoun is "m">>
A <<personsimple>> in a revealing blue suit brushes past you on the way in.
<<else>>
A <<personsimple>> in a revealing red gown brushes past you on the way in.
<</if>>
It's Briar.
<br><br>
"Not surprised to see you here," <<he>> says, leaning against the door frame to regard you. Niki looks up from <<nnpc_his "Niki">> desk, wearing a frown. Briar laughs. "Don't you worry. See you next week."
<br><br>
Briar continues on <<his>> way.
<br><br>
<<link [[Next|Photo]]>><<endevent>><</link>>
<br>
<<else>>
<<npc Niki>><<person1>>
You are in the photo studio on Nightingale Street. Niki sits behind a desk, staring at a computer screen. Pictures of
<<if $malevictimchance gte 100>>
men
<<elseif $malevictimchance lte 0>>
women
<<else>>
men and women
<</if>>
cover the wall behind <<him>>, most of them suggestive, but all tasteful.
<<if $fame.model gte 100 and $fame.model lt 400>>
<br>
<span class="purple">There is even a small one of you.</span>
<<elseif $fame.model gte 400 and $fame.model lt 1000>>
<br>
<span class="lblue">You even see a good one of yours.</span>
<<elseif $fame.model gte 1000 and $trauma gte (($traumamax / 10) * 7) and $daily.photo is true>>
<br>
<span class="red">A full-size picture of you hangs front and centre. Empty eyes and a blank face stare back at you.</span>
<<elseif $fame.model gte 1000 and $trauma gte (($traumamax / 10) * 7)>>
<br>
<span class="red">A full-size picture of you hangs front and centre. Empty eyes and a blank face stare back at you.</span>
<<stress -3>><<lstress>>
<<if $daily.photo is undefined >>
<<set $daily.photo to true>>
<</if>>
<<elseif $fame.model gte 1000 and $daily.photo is true >>
<<if $rng gte 21>>
<<rngWraith>>
<<if _wraithEvent>>
<span class="wraith">A full-size picture of a pale figure hangs front and centre, smiling at you.</span>
<<trauma 6>><<gtrauma>>
<<else>>
<br>
<span class="green">A full-size picture of you hangs front and centre, smiling back at you.</span>
<</if>>
<<else>>
<br>
<span class="green">A full-size picture of you hangs front and centre, smiling back at you.</span>
<</if>>
<<elseif $fame.model gte 1000>>
<br>
<span class="green">A full-size picture of you hangs front and centre, smiling back at you.</span>
<<stress -3>><<lstress>>
<<trauma -3>><<ltrauma>>
<<if $daily.photo is undefined >>
<<set $daily.photo to true>>
<</if>>
<</if>>
<br><br>
<<if $stress gte $stressmax and isPregnancyEnding()>>
<<pregnancyPassout "photo">>
<<else>>
<<if isPubfameTaskAccepted("niki")>>
<<if $pubfame.niki.examined>>
Mickey's contact's photo is on the wall.
<br>
<<ind>><<link [[Steal|Photo Examine Steal]]>><<loadNPC 1 "pubfame_model">><</link>>
<br>
<<socialiseicon "ask">><<link [[Ask to have it|Photo Examine Ask]]>><<loadNPC 1 "pubfame_model">><</link>>
<<else>>
Mickey's contact should be somewhere on the wall of photos.
<br>
<<investigateicon>><<link [[Examine (0:05)|Photo Examine]]>><<pass 5>><<set $pubfame.niki.examined to true>><</link>>
<</if>>
<br><br>
<</if>>
<<if $photo.shoot is 1>>
<span class="blue">You've already worked as a model this week.</span>
<br>
<<else>>
<<ind>><<link [[Model (Up to 3:00)|Photo Model]]>><<set $photo.shoot to 1>><</link>><<exhibitionist1>>
<br>
<</if>>
/*
<<link [[Ask for other work|Photo Ask]]>><</link>>
<br>
<<if $photo.silly is "done">>
<<link [[Get paid for the silly outfit job|Photo Street Paid]]>><<set $photo.silly to "paid">><</link>>
<br>
<</if>>
*/
<<nightingaleicon>><<link [[Leave|Nightingale Street]]>><<endevent>><</link>>
<br>
<<set $nikiSeen.pushUnique("photo")>>
<</if>>
<</if>><<effects>>
Niki nods, and stares at <<his>> screen a moment longer.
<br><br>
<<if !$photo.silly>>
<<set _work_available to true>>
"Business owner needs someone to stand outside their shop in a silly outfit. Not glamorous, but it pays <span class="gold">£100.</span> Everyone starts somewhere."
<br><br>
<</if>>
<<if !_work_available>>
<<if fameTotal() lt 3000>>
<<He>> shakes <<his>> head. "Nothing for you," <<he>> says. <span class="purple">"Maybe if you were known better."</span>
<<else>>
<<He>> shakes <<his>> head. "Nothing," <<he>> says. "Come back next week."
<</if>>
<br><br>
<<else>>
"Jobs takes a few hours."
<br><br>
<</if>>
<<if !$photo.silly>>
<<link [[Accept silly outfit job|Photo Silly]]>><<set $photo.silly to "accepted">><</link>>
<br>
<</if>>
<<link [[Leave|Nightingale Street]]>><<endevent>><</link>>
<br><<effects>>
Niki throws you a small bundle of notes. You make <<moneyGain 100>>.
<br><br>
<<link [[Ask for work|Photo Ask]]>><</link>>
<br>
<<link [[Leave|Nightingale Street]]>><<endevent>><</link>>
<br><<effects>>
Niki nods. "Shop's on the High Street." <<He>> hands you the business card with the address. "Come back after for your pay."
<br><br>
<<link [[Ask for work|Photo Ask]]>><</link>>
<br>
<<link [[Leave|Nightingale Street]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
<<if $photo_known is undefined>>
<<set $photo_known to 1>>
<</if>>
<<npc Niki>><<person1>>You approach the address given by Sam. It's an old building opposite the hospital. You're lifting your hand to knock when the door swings open.
A young <<nnpc_gender "Niki">> stands there, a white stick poking out of <<his>> mouth. <<He>> stares at you, waiting.
<br><br>
<<if !$nikiSeen.length>>
<<if $speech_attitude is "meek">>
"I-I'm looking for a photographer," you say. "Sam said they were here."
<<elseif $speech_attitude is "bratty">>
"Sam sent me," you say. "I'm the star."
<<else>>
"Sam sent me," you say. "From the Ocean Breeze."
<</if>>
<br><br>
The <<nnpc_gender "Niki">> regards you for a moment longer, then holds out <<his>> hand. "Name's Niki," <<he>> says. "Studio's ready." <<He>> removes the stick from <<his>> mouth and flicks it onto the street.
<br><br>
<<elseif $nikiSeen.includes("farm")>>
You recognise <<him>>. It's Niki, the photographer from the farm. You freeze on the spot. Niki stares at you, then removes the stick from <<his>> mouth and flicks it onto the street. "Studio's ready." <<He>> pauses. "I'm glad you're okay."
<br><br>
<<else>>
It's Niki, the photographer. <<He>> regards you. "Thought the description sounded familiar." <<He>> removes the stick from <<his>> mouth and flicks it onto the street. "Studio's ready."
<br><br>
<</if>>
<<set $nikiSeen.pushUnique("chef")>>
<<link [[Next|Photography Chef 2]]>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
The interior is more modern. You follow Niki up a flight of stairs, and enter a large room dominated by a white screen. Several lights and a single camera wait.
<br><br>
<<if $photo_known is 1>>
"You done this before?" Niki asks, fiddling with the camera. <<He>> has another white stick in <<his>> mouth. You shake your head. <<He>> nods without looking at you. "Clothes are over there. Should be done in a few hours."
<<else>>
"Were you told the details?" Niki asks, fiddling with the camera. <<He>> has another white stick in <<his>> mouth. You shake your head. <<He>> nods without looking at you. "Clothes are over there. Should be done in a few hours."
<</if>>
<br><br>
You walk behind a screen, and find a chef's apron and hat. You put them on.
<br><br>
<<link [[Next|Photography Chef 3]]>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
You stand in front of the camera. Niki strokes <<his>> <<if $pronoun is "m">>stubble<<else>>chin<</if>>. "Good," <<he>> says. "Sam gave me a list of requirements. Poses and the like." <<He>> removes the stick from <<his>> mouth, and replaces it with a lollipop from <<his>> pocket.
<br><br>
<<He>> only talks to give instructions, or advice.
<br><br>
<<link [[Do your best to follow them|Photography Chef 4]]>><<set $phase to 0>><<sub 1>><<npcincr Niki love 1>><</link>>
<br>
<<link [[Add your own flair|Photography Chef 4]]>><<set $phase to 1>><<def 1>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
<<pass 60>>
<<if $phase is 0>>
You follow Niki's instructions to the letter.
<<else>>
You take Niki's instructions as a guideline, and do your own thing when the urge strikes you. Niki seems neither impressed nor bothered.
<</if>>
"Props," <<he>> says into <<his>> phone after an hour. "I'll be back shortly," <<he>> says. "The cream is stored separately. Regulations. My people will arrive soon with the rest." <<He>> leaves the room, leaving you stood alone in front of the screen.
<br><br>
<<endevent>>
<<link [[Next|Photography Chef 5]]>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
<<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>>
<<person1>>The door barges open, and a <<person>> enters, carrying a small oven. <<Hes>> followed by five others, each carrying armfuls of kitchen utensils.
<br><br>
"Make way, <<girl>>," the <<person>> says, glancing at you. "We got a kitchen to set up."
<br><br>
You watch as they prepare the props in front of the white screen. You catch them glancing at you when they think you're not looking.
<br><br>
<<link [[Tease|Photography Chef Tease]]>><</link>><<exhibitionist1>>
<br>
<<link [[Wait|Photography Chef Wait]]>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
You walk over. The <<person1>><<person>> holds an arm out. "Don't get in the way, <<girl>>," <<he>> says.
<br><br>
"But I want to see," you say, ignoring <<him>>. You approach the oven, and bend over to look inside. "I said-" the <<person>> begins, but <<he>> cuts off when you start wiggling your <<bottom>>. The others stop working. You can feel their eyes on you.
<<exhibitionism1>><<fameexhibitionism 6>>
<<if hasSexStat("promiscuity", 4)>>
<span class="lewd">An idea strikes you.</span>
<br><br>
<<link [[Ask for their cream|Photography Chef Cream]]>><</link>><<promiscuous4>>
<br>
<</if>>
<<link [[Leave them to work|Photography Chef Leave]]>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
You turn to them, and lean back against the oven. "Niki's getting the cream," you say. "But I don't want to wait. How about you lend a hand?"
<br><br>
The <<person>> looks bemused. "We're busy here, <<girl>>. We don't have time to go fetch-" You interrupt <<him>> by reaching out, and pressing a finger against <<his>> lips.
<br><br>
"You have all the cream you need right here," you say.
<<if $pronoun is "f" and $breastfeedingdisable is "f">>
You grab the <<persons>> top, and tug it down. <<His>> breasts tumble out. <<He>> gapes at you, <<his>> expression a mixture of outrage and shock. But <<he>> doesn't try to cover. The others burst into laughter.
<br><br>
You grasp the <<persons>> breasts, and rub <<his>> nipples. <<He>> doesn't stop you. <<His>> expression softens as you work. <<His>> eyes close.
<br><br>
You continue to massage, until milk leaks from <<his>> buds. "Perfect," you say, grabbing a nearby pot. You hold it under <<his>> breasts with one hand, while continuing to massage with the other. The others watch in awe. You continue until the flow is reduced to a dribble.
<<else>>
<<if $NPCList[0].penis isnot "none">>
You grab the <<persons>> trousers, and tug them down. <<His>> penis tumbles out. <<He>> gapes at you, <<his>> expression a mixture of outrage and shock. But <<he>> doesn't try to cover. The others burst into laughter.
<br><br>
You grasp <<his>> penis, and begin to rub. <<He>> doesn't stop you. <<His>> expression softens as you work. <<His>> eyes close.
<br><br>
You continue to massage, until <<his>> body tenses. "Perfect," you say, quickly grabbing a nearby pot. You hold it under <<him>> with one hand, while continuing to rub with the other. <<He>> convulses, shooting hot ejaculate into the waiting pot. The others watch in awe.
<<else>>
You grab the <<persons>> trousers, and tug them down, revealing <<his>> pussy. <<He>> gapes at you, <<his>> expression a mixture of outrage and shock. But <<he>> doesn't try to cover. The others burst into laughter.
<br><br>
You grab <<his>> pussy, and begin to rub. <<He>> doesn't stop you. <<His>> expression softens as you work. <<His>> eyes close.
<br><br>
You continue to massage, until <<his>> body tenses. "Perfect," you say, quickly grabbing a nearby pot. You hold it under <<him>> with one hand, while continuing to rub with the other. <<He>> convulses, dripping lewd fluid into the waiting pot. The others watch in awe.
<</if>>
<</if>>
<br><br>
"Say moo," you whisper.
<br><br>
"M-moo," the <<person>> manages.
<br><br>
Satisfied, you turn to the others. "Next."
<<promiscuity4>>
<<link [[Next|Photography Chef Milk]]>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
<<pass 60>><<famesex 6 "pic">><<set $chef_picture to "lewd">>
Some seem more eager to be "milked" than others, but they all line up for the service. When finished, you have a decent supply of "cream" in the pot. Enough to fill a ladle at least.
<br><br>
The door opens. Niki's back. The workers hurry to cover up, and pretend to be busy. "W-we're just finishing up," the <<person>> says. Niki doesn't even glance over.
<br><br>
<<endevent>>
<<link [[Next|Photography Chef 6]]>><</link>><<set $outside to 0>><<set $location to "town">><<effects>>
You walk away from the stage. You watch them get back to work, their faces red.
<br><br>
<<link [[Next|Photography Chef Wait]]>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
<<pass 60>><<set $chef_picture to "normal">>
You wait for the <<person>> and <<his>> colleagues to lay out the prop kitchen. Niki returns as they're finishing up.
<br><br>
<<endevent>>
<<link [[Next|Photography Chef 6]]>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
<<npc Niki>><<person1>><<pass 60>>
Niki has you pose holding various kitchen utensils. You smile for the camera, posing as instructed. You work for another hour, until Niki gives a satisfied sigh.
<br><br>
"Almost done," <<he>> says. "Just need the money shot. If you'll pardon the expression. You're going to get messy, so I left it for last."
<br><br>
<<He>> walks over, and places a pot of cream on the oven.
<br><br>
<<if hasSexStat("exhibitionism", 2) and $chef_picture is "lewd">>
<span class="lewd">Another lewd idea strikes you.</span>
<br><br>
<<link [[Use the lewd fluid you collected|Photography Chef Lewd Cream]]>><<set $chef_picture to "lewd">><</link>><<exhibitionist2>>
<br>
<</if>>
<<link [[Use normal cream|Photography Chef Normal Cream]]>><<set $chef_picture to "normal">><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>><<wearProp "ladle">>
"I already have cream," you say, gesturing at the pot. "The others brought some."
<br><br>
Niki shrugs. "Fine by me." <<He>> walks back to the camera. "I'd like you to get a ladleful, look at the camera, and pour it over your chest. Pull a happy, but sheepish, expression. You're in the middle of a silly accident."
<br><br>
You add some regular cream to the lewd fluid to bulk it out, spoon out a ladle, smile at the camera, and pour it over your chest. Niki snaps more pictures. "Could you play with it a little?" <<he>> asks. You follow <<his>> instructions, getting the "cream" on your hands and face.
<br><br>
You end up on the floor, with the pot on your head, covered head-to-toe in sticky fluid.
<<exhibitionism2>>
<<drench "goo" 5 "outside">>
<<link [[Next|Photography Chef 7]]>><<handheldon>><</link>><<set $outside to 0>><<set $location to "town">><<effects>>
<<wearProp "ladle">>
You open the cream as Niki returns to <<his>> position. "I'd like you to get a ladleful, look at the camera, and pour it over your chest. Pull a happy, but sheepish, expression. You're in the middle of a silly accident."
<br><br>
You spoon out a ladle of cream, smile at the camera, and pour it over your chest. Niki snaps more pictures. "Could you play with it a little?" <<he>> asks. You follow <<his>> instructions, getting the cream on your hands and face.
<br><br>
You end up on the floor, with the pot on your head, covered head-to-toe in sticky fluid.
<br><br>
<<link [[Next|Photography Chef 7]]>><<handheldon>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
<<if $photo_known is 1>>
"Done," Niki says, sticking another lollipop in <<his>> mouth. "It was a pleasure working with you. You have talent. <span class="gold">Drop by if you're looking for work.</span> Give Sam my regards."
<<else>>
"Done," Niki says, sticking another lollipop in <<his>> mouth. "It was a pleasure working with you. Give Sam my regards."
<</if>>
<br><br>
<<if $chef_picture is "lewd">>
You pass <<him>> on the way to the exit. <<He>> wrinkles <<his>> nose and frowns.
<<else>>
<<He>> hands you a towel on the way out, which you use to dry the worst of the cream.
<</if>>
<br><br>
<<endevent>>
<<famebusiness 100 "pic">>
<<set $chef_state to 5>>
<<link [[Walk out onto the street|Nightingale Street]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
<span class="gold">"The name's Niki,"</span> <<he>> continues, stopping beside you. "I'm a photographer. Have you considered working as a model? Pays well, and you have the looks."
<br><br>
<<He>> removes the white stick from <<his>> mouth, and flicks it into the road. <span class="gold">"I run a studio on Nightingale Street,"</span> <<he>> continues. "Drop by sometime." <<He>> drives away.
<br><br>
<<endevent>>
<<destinationeventend>><<effects>>
You hasten your steps to escape the pervert. "Hold up," <<he>> says, speeding up to keep pace. "I'll be quick. <span class="gold">The name's Niki. I run a photography studio on Nightingale Street.</span> Drop by sometime if you need work."
<br><br>
You dart into an alley, leaving <<him>> to drive away.
<br><br>
<<endevent>>
<<destinationeventend>><<effects>>
<<if numberOfEarSlime()>>
<<set $earSlime.knowsAboutPhotoShoot to true>>
<</if>>
You follow Niki up a flight of steps, into a large room dominated by a white screen. Several lights and a single camera wait.
<br><br>
<<set $photo.money to Math.round(450 * ((fameTotal() + Math.clamp($beauty / 3, 0, 3000 * $AMCTraits.beauty)) / 3000))>>
<<if $photo.pubfame>>
<<set $photo.money /= 3>>
<</if>>
<<set $photo.time to 0>>
"Clothes are over there," Niki says, pointing at a screen near the corner.
<<if $worn.face.type.includes("mask")>>
"I'd recommend removing the mask. Earning a reputation might open new opportunities for you."
<</if>>
<br><br>
You find two outfits behind the screen.
<<set _rng to random(1, 9)>>
<<if _rng is 1>>
There's a sundress,
<<set $photo_upper_f_index to 1>>
<<set $photo_lower_f_index to 0>>
<<elseif _rng is 2>>
There's an evening gown,
<<set $photo_upper_f_index to 7>>
<<set $photo_lower_f_index to 0>>
<<elseif _rng is 3>>
There's a ballgown,
<<set $photo_upper_f_index to 9>>
<<set $photo_lower_f_index to 0>>
<<elseif _rng is 4>>
There's a kimono,
<<set $photo_upper_f_index to 10>>
<<set $photo_lower_f_index to 0>>
<<elseif _rng is 5>>
There's a mini kimono,
<<set $photo_upper_f_index to 11>>
<<set $photo_lower_f_index to 0>>
<<elseif _rng is 6>>
There's a gingham dress,
<<set $photo_upper_f_index to 38>>
<<set $photo_lower_f_index to 0>>
<<elseif _rng is 7>>
There's a cheongsam,
<<set $photo_upper_f_index to 46>>
<<set $photo_lower_f_index to 0>>
<<elseif _rng is 8>>
There's a short cheongsam dress,
<<set $photo_upper_f_index to 47>>
<<set $photo_lower_f_index to 0>>
<<elseif _rng is 9>>
There's a keyhole dress,
<<set $photo_upper_f_index to 84>>
<<set $photo_lower_f_index to 0>>
<</if>>
and a
<<set _rng to random(1, 5)>>
<<if _rng is 1>>
tuxedo.
<<set $photo_upper_m_index to 15>>
<<set $photo_lower_m_index to 16>>
<<elseif _rng is 2>>
black leather jacket.
<<set $photo_upper_m_index to 40>>
<<set $photo_lower_m_index to 23>>
<<set _colour to "black">>
<<elseif _rng is 3>>
brown leather jacket.
<<set $photo_upper_m_index to 41>>
<<set $photo_lower_m_index to 23>>
<<set _colour to "brown">>
<<elseif _rng is 4>>
dress shirt.
<<set $photo_upper_m_index to 37>>
<<set $photo_lower_m_index to 23>>
<<elseif _rng is 5>>
karate outfit.
<<set $photo_upper_m_index to 55>>
<<set $photo_lower_m_index to 50>>
<</if>>
<br><br>
There's also a pair of lace panties, and a pair of briefs.
<<set $photo_under_f_index to 3>>
<<set $photo_under_m_index to 4>>
<<exhibitionism1>>
<<set _colour to _colour || 0>>
<<if $worn.face.type.includes("mask")>>
<<if $earSlime.forcedDressing and $earSlime.forcedDressing.type is "m">>
<span class="red">The ear slime refuses to allow you to wear a feminine outfit.</span>
<<else>>
<<link [[Keep mask on and wear the feminine outfit|Photo Model 2]]>>
<<undressKeepFace "photo">>
<<set $photo_upper_index to $photo_upper_f_index>>
<<set $photo_lower_index to $photo_lower_f_index>>
<<set $photo_under_index to $photo_under_f_index>>
<<underlowerwear $photo_under_index>>
<<lowerwear $photo_lower_index>>
<<upperwear $photo_upper_index>>
<</link>>
<</if>>
<br>
<<if $earSlime.forcedDressing and $earSlime.forcedDressing.type is "f">>
<span class="red">The ear slime refuses to allow you to wear a masculine outfit.</span>
<<else>>
<<link [[Keep mask on and wear the masculine outfit|Photo Model 2]]>>
<<undressKeepFace "photo">>
<<set $photo_upper_index to $photo_upper_m_index>>
<<set $photo_lower_index to $photo_lower_m_index>>
<<set $photo_under_index to $photo_under_m_index>>
<<underlowerwear $photo_under_index>>
<<lowerwear $photo_lower_index _colour>>
<<upperwear $photo_upper_index _colour>>
<</link>>
<</if>>
<br><br>
<</if>>
<<if $earSlime.forcedDressing and $earSlime.forcedDressing.type is "m">>
<span class="red">The ear slime refuses to allow you to wear a feminine outfit.</span>
<<else>>
<<link [[Strip and wear the feminine outfit|Photo Model 2]]>>
<<undress "photo">>
<<set $photo_upper_index to $photo_upper_f_index>>
<<set $photo_lower_index to $photo_lower_f_index>>
<<set $photo_under_index to $photo_under_f_index>>
<<underlowerwear $photo_under_index>>
<<lowerwear $photo_lower_index>>
<<upperwear $photo_upper_index>>
<</link>>
<</if>>
<br>
<<if $earSlime.forcedDressing and $earSlime.forcedDressing.type is "f">>
<span class="red">The ear slime refuses to allow you to wear a masculine outfit.</span>
<<else>>
<<link [[Strip and wear the masculine outfit|Photo Model 2]]>>
<<undress "photo">>
<<set $photo_upper_index to $photo_upper_m_index>>
<<set $photo_lower_index to $photo_lower_m_index>>
<<set $photo_under_index to $photo_under_m_index>>
<<underlowerwear $photo_under_index>>
<<lowerwear $photo_lower_index _colour>>
<<upperwear $photo_upper_index _colour>>
<</link>>
<</if>>
<br><br><<effects>>
<<endevent>>
You put on the $worn.upper.name, and emerge from behind the screen.
<<if random(1, 2) is 2 and $fame.model gte 100>>
<!-- Audience generation -->
<<set _maxAudience to Math.clamp(Math.floor($fame.model / 100), 0, 6)>> <!-- 1 for 100, 6 for 600 or higher, etc -->
<<if $photo.audienceSize lt _maxAudience and $photo.timesWithThisAudienceSize gte 2>>
<<set $photo.audienceSize += 1>>
<<set $photo.timesWithThisAudienceSize to 0>>
<</if>>
<!-- Incrase audience size if we've had the previous audience size AT LEAST twice (and we've enough fame) -->
<<set $photo.timesWithThisAudienceSize += 1>> <!-- Increase the number of times we've had this audience size -->
<<for _audienceGenIndex to 1; _audienceGenIndex lte $photo.audienceSize; _audienceGenIndex++>>
<<generateNPC _audienceGenIndex>>
<</for>>
<!-- Generate the needed number of audience members, and texts for them -->
<!-- Adding new lines is as simple as inputting it into the right group below. End your line with a , for better diffs handling -->
<!-- Lines below will be picked from at random per audience encounter -->
<<set _audienceText to [
[
"" /* audience size zero, no text */
], [ /* Audience size 1 strings */
"There's a <<person1>><<person>> sat to one side of the studio. <<He>> grins at you.",
"A <<person1>><<person>> sits to one side of the studio. <<His>> eyes latch on to you, and <<he>> smiles in a slightly creepy manner.",
], [ /* Audience size 2 strings */
"A <<person2>><<person>> and <<person1>><<person>> sit to one side of the studio, chatting. They stop and look at you, their eyes flicking over your body.",
"A <<person2>><<person>> and <<person1>><<person>> sit to one side of the studio, chatting as they watch you. The <<person>> leers a little.",
], [ /* Audience size 3 strings */
"<<EnumeratedGroup>> sit to one side, watching you. The <<person1>><<person>> sitting in the middle grins.",
"<<EnumeratedGroup>> sit to one side, watching you. One, a <<person1>><<person>>, openly leers.",
], [ /* Audience size 4 strings */
"<<EnumeratedGroup>> sit to one side, watching you. One, a <<person1>><<person>>, combs <<his>> hair while staring at your <<bottom>>.",
"<<EnumeratedGroup>> sit to one side, watching you. One of them, a <<person1>><<person>>, sips from a glass of wine.",
], [ /* Audience size 5 strings */
"<<EnumeratedGroup>> sit to one side, chatting. One of them, a <<person1>><<person>>, watches you without breaking conversation.",
"<<EnumeratedGroup>> sit to one side, chatting. One of them, a <<person1>><<person>>, ignores <<his>> neighbours and stares at you.",
], [ /* Audience size 6 strings */
"<<EnumeratedGroup>> sit to one side, watching you. One of them, a <<person1>><<person>>, chats with the <<person2>><<person>> beside <<person1>><<him>>, but watches you all the while.",
"<<EnumeratedGroup>> sit to one side, watching you. One of them, a <<person1>><<person>>, licks <<his>> lips.",
],
].select($photo.audienceSize).random()>>
<<print _audienceText>>
<<if $photo.audienceSize is 1 and $photo.timesWithThisAudienceSize is 1>>
<!-- First time we've seen an audience -->
<br><br>
Niki looks up from adjusting the tripod camera. "Photoshoots are sometimes observed by others in the industry," <<nnpc_he "Niki">> says. "It's normal. You get an extra <span class="gold">£<<print Math.round(50* ((fameTotal() + Math.clamp($beauty / 3, 0, 3000)) / 3000))>></span> per person. There'll be more interest as you become better known."
<</if>>
<br><br>
<<link [[Continue with audience|Photo Model 3]]>><<set $photo.money += Math.round(( 50 * $photo.audienceSize ) * ((fameTotal() + Math.clamp($beauty / 3, 0, 3000)) / 3000))>><</link>>
<br>
<<link [[Refuse an audience|Photo Model Refuse]]>><<npcincr Niki love -1>><</link>><<llove "Niki">>
<br>
<<else>>
You find Niki adjusting a tripod camera. "Almost ready." <<nnpc_He "Niki">> glances at your outfit. "There." <<nnpc_He "Niki">> steps away from the tripod, and lifts another camera from a table.
<br><br>
<<nnpc_He "Niki">> readies the camera, and asks you to pose.
<br><br>
<<link [[Follow instruction|Photo Model 3]]>><<set $phase to 0>><</link>>
<br>
<<link [[Add your own flair|Photo Model 3]]>><<set $phase to 1>><</link>>
<br>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"I-I'm sorry," you say. "But I won't do this with an audience."
<<elseif $speech_attitude is "bratty">>
"I don't trust this," you say. "I'm not playing along."
<<else>>
"I'm not comfortable with an audience," you say.
<</if>>
<br><br>
<<if $enemyno gte 2>>
Niki nods, and points at the door. No one complains as they traipse out.
<<else>>
Niki nods, and points at the door. The <<person>> complains, but doesn't argue as <<he>> traipses out.
<</if>>
<br><br>
<<link [[Next|Photo Model 3]]>><<endevent>><</link>>
<br><<effects>>
<<set $photo.time += 30>>
<<if $phase is 0>>
You follow Niki's instructions to the letter.
<<elseif $phase is 1>>
You take Niki's instructions as a guideline, and do your own thing when the urge strikes you. Niki seems neither impressed nor bothered.
<<else>>
Niki gives you instructions.
<</if>>
<<nnpc_He "Niki">> circles you as you hold each pose, sometimes crouching, snapping pictures from different angles.
<br><br>
Many of the shots seem awfully focused on your <<bottom>>.
<br><br>
<<link [[Remain professional|Photo Model 4]]>><<set $phase to 0>><</link>>
<br>
<<link [[Complain|Photo Model 4]]>><<def 1>><<set $phase to 1>><</link>>
<br>
<<if hasSexStat("exhibitionism", 2)>>
<<link [[Flaunt|Photo Model 4]]>><<set $phase to 2>><</link>><<exhibitionist2>>
<</if>>
<br><<effects>>
<<set $photo.time += 30>>
<<if $phase is 0>>
You endure it. This is just something you'll have to put up with. Niki continues snapping away.
<br><br>
<<elseif $phase is 1>>
<<if $speech_attitude is "meek">>
"P-please," you say. "Not so lewd."
<<elseif $speech_attitude is "bratty">>
"I'm modelling these clothes," you say. "Not my ass."
<<else>>
"I'm not comfortable with shots like that," you say.
<</if>>
<br><br>
Niki doesn't respond, but doesn't take a close up picture of your <<bottom>> again.
<br><br>
<<elseif $phase is 2>>
You stick your <<bottom>> out. Niki takes it in stride, and snaps away.
<<exhibitionism2>>
<</if>>
<<if $photo.evidence gte 1 and $photo.refused gte 1 and $enemyno gte 1>>
"Almost done," <<he>> says. "Need something from my office. I'll be right back." <<nnpc_He "Niki">> leaves the room, taking the smaller camera with <<nnpc_him "Niki">>, but leaving the tripod.
<br><br>
<<link [[Next|Photo Model Blackmail]]>><</link>>
<br>
<<else>>
It's tiring work. Niki brings out a stool at one point, but holding the strange poses as you "sit" on it provides little relief.
<br><br>
<<link [[Next|Photo Model 5]]>><</link>>
<br>
<</if>><<effects>>
With Niki gone, the <<person>> walks to the tripod camera, and fishes <<his>> phone from <<his>> pocket. "What do we have here?" <<he>> says, plugging one end of a cable into the camera, and the other into <<his>> phone.
<br><br>
<<link [[Protest|Photo Model Blackmail 2]]>><<def 1>><<set $phase to 1>><</link>>
<br>
<<link [[Remain silent|Photo Model Blackmail 2]]>><<set $phase to 0>><</link>>
<br><<effects>>
<<if $phase is 1>>
<<if $speech_attitude is "meek">>
"I-I don't think you're supposed to touch that," you say.
<<elseif $speech_attitude is "bratty">>
"Get your mitts off," you say.
<<else>>
"You're not meant to touch that," you say.
<</if>>
<br><br>
"Can't blame a <<personsimple>> for being curious," <<he>> replies.
<<else>>
You remain silent as the <<person>> continues. "What do we have here," <<he>> says.
<</if>>
<<if $photo.evidence is 2>>
A grin lights up <<his>> face. <span class="pink">"There's a clip here, of this slut getting gangbanged!"</span>
<<elseif $photo.evidence is 1>>
A grin lights up <<his>> face. <span class="purple">"There's an interesting clip here. The screen falls while you're getting changed!"</span>
<</if>>
<br><br>
<<if $enemyno gte 3>>
The rest of the audience joins <<him>>, crowding to peer over <<his>> shoulder.
<<elseif $enemyno is 2>>
The other member of the audience, a <<person2>><<person>>, rushes over. "Let me see."
<</if>>
<br><br>
The <<person>> looks up at you. "I know your type. Such a tease. Well, here's what's gonna happen. <span class="purple">You're gonna do whatever Niki asks of you.</span> <span class="pink">If you don't, I'm uploading this footage.</span> You go to the nearby school right? I'll post it where your friends will be sure to see it. Got it?"
<br><br>
<<if $enemyno is 6>>
You could try to stop <<him>>, but <<he>> has five people helping.
<<elseif $enemyno is 5>>
You could try to stop <<him>>, but <<he>> has four people helping.
<<elseif $enemyno is 4>>
You could try to stop <<him>>, but <<he>> has three people helping.
<<elseif $enemyno is 3>>
You could try to stop <<him>>, but <<he>> has two people helping.
<<elseif $enemyno is 2>>
You could try to stop <<him>>, but <<he>> has help.
<<else>>
You could try to stop <<him>>.
<</if>>
<br><br>
<<link [[Nod|Photo Model Blackmail 3]]>><<def 1>><<set $phase to 0>><</link>>
<br>
<<link [[Plead|Photo Model Blackmail 3]]>><<sub 1>><<set $phase to 1>><</link>>
<br>
<<link [[Remain silent|Photo Model Blackmail 3]]>><<set $phase to 2>><</link>>
<br>
<<link [[Fight|Photo Model Blackmail Attack]]>><<set $phase to 2>><<def 1>><</link>>
<br><<effects>>
You rush at the <<person>>, and whack the phone out of <<his>> hand. <<He>> rolls up <<his>> sleeves.
<br><br>
<<link [[Next|Photo Model Blackmail Fight]]>><<set $fightstart to 1>><</link>>
<br><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Photo Model Blackmail Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Photo Model Blackmail Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation "short">>
<<tearful>> you snatch the phone while they're distracted. You delete the footage just as Niki returns. <<nnpc_He "Niki">> observes the scene, the
<<if $enemyno gte 2>>
<<people>>
<<else>>
<<person>>
<</if>>
lying on the ground beside the fallen camera.
<br><br>
<<clotheson>>
<<endcombat>>
<<wearProp "phone" 0 "mobile">>
"Out," <<nnpc_he "Niki">> says. "No disrupting the shoot. That was the only rule."
<br><br>
You hand the <<person>> <<his>> phone as <<he>> passes,
<<if $speech_attitude is "meek">>
though you can't make eye contact.
<<else>>
and resist sticking out your tongue.
<</if>>
<br><br>
<<elseif $enemyhealth lte 0>>
<<tearful>> you snatch the phone from the <<persons>> grasp. You delete the footage just as Niki returns. <<nnpc_He "Niki">> observes the scene, the
<<if $enemyno gte 2>>
<<people>>
<<else>>
<<person>>
<</if>>
lying on the ground beside the fallen camera.
<br><br>
"Out," <<nnpc_he "Niki">> says. "No disrupting the shoot. That was the only rule."
<br><br>
You hand the <<person>> <<his>> phone as <<he>> passes,
<<if $speech_attitude is "meek">>
though you can't make eye contact.
<<else>>
and resist sticking out your tongue.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<wearProp "phone" 0 "mobile">>
<<elseif $rescue is 1 and $alarm is 1>>
The door swings open, and Niki steps in. The <<person>> backs away from you, but keeps hold of <<his>> phone. <<nnpc_He "Niki">> observes the scene, and the fallen camera.
<br><br>
"Out," <<nnpc_he "Niki">> says. "No disrupting the shoot. That was the only rule."
<br><br>
The <<person>> does as asked, <span class="pink">but <<he>> still has the footage.</span> <<photo_evidence_upload>>
<br><br>
<<clotheson>>
<<endcombat>>
<<else>>
You fall to the ground, too hurt to continue fighting. The <<person>> stands over you, holding the phone. <<photo_evidence_upload>>
<br><br>
Niki returns, and observes you lying on the floor beside the camera. "Out," <<nnpc_he "Niki">> says to the <<person>>. "No disrupting the shoot. That was the only rule."
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<<link [[Next|Photo Model Blackmail Fight End]]>><<handheldon>><</link>>
<br>
<<set $photo.blackmail to 0>><<effects>>
"I'm sorry," Niki says, helping you to your feet.
<<if $exposed gte 1>>
<<nnpc_He "Niki">> observes your state of dress, and averts <<nnpc_his "Niki">> eyes. "We have spare. If you want to continue with the shoot. No pressure."
<<else>>
"We can continue the shoot, or not. No pressure."
<</if>>
<br><br>
<<link [[Continue|Photo Model Continue]]>><</link>>
<br>
<<link [[Stop|Photo Model Stop]]>><</link>>
<br><<effects>>
<<underlowerwear $photo_under_index>>
<<lowerwear $photo_lower_index>>
<<upperwear $photo_upper_index>>
You get dressed behind the screen, and emerge to find the camera righted, and Niki ready.
<br><br>
<<link [[Next|Photo Model 5]]>><</link>>
<br><<effects>>
<<famemodel 20 "pic">>
<<if playerBellyVisible()>><<famepregnancy `Math.ceil(playerBellySize() / 10)`>><</if>>
<<storeon "photo">>
You get dressed behind the screen, and emerge to find Niki counting out your cash. You make <<moneyGain $photo.money>>.
<br><br>
"You did well," <<nnpc_he "Niki">> says. "I'd like to do another shoot next week."
<<if $phase is 2>><<nnpc_he "Niki">> pauses. "I'm sorry, again, about what happened."<</if>>
<br><br>
<<if $photo.pubfame>>
"<span class="red">I can't give you the photo,</span>" <<he>> adds. "I wish I could, but I don't have anything to replace it with. Come back next week, and we'll see what we can do."
<br><br>
<</if>>
Money in hand, you leave the studio.
<br><br>
<<link [[Next|Nightingale Street]]>><<photo_end>><</link>>
<br><<effects>>
<<set $photo.blackmail to $photo.evidence>>
<<if $phase is 2>>
You remain silent. The <<person>> opens <<his>> mouth, but is interrupted by a bang outside.
<<elseif $phase is 1>>
<<if $speech_attitude is "meek">>
"P-please don't," you say.
<<elseif $speech_attitude is "bratty">>
"Don't do this," you say.
<<else>>
"Please don't," you say.
<</if>>
<br><br>
The <<person>> snorts a dismissive laugh, but is interrupted by a bang outside.
<<else>>
You nod. The <<person>> opens <<his>> mouth, but is interrupted by a bang outside.
<</if>>
<<He>> hastens back to <<his>> chair, phone in hand.
<br><br>
Niki returns, carrying a stool ahead of <<nnpc_him "Niki">>. You use it as a prop, sitting in awkward poses, as the <<persons>> words weigh on your mind.
<br><br>
<<link [[Next|Photo Model 5]]>><</link>>
<br><<effects>>
<<if $photo.pubfame>>
"There's more to go," Niki says. <<nnpc_He "Niki">> adjusts the lighting. "We'll lead into some topless shots next."
<<else>>
"Almost done," Niki says at last. <<nnpc_He "Niki">> adjusts the lighting. "Some topless shots would be good. I'd double your fee. So it'd be <span class="gold">£<<print $photo.money * 2>>.</span>"
<</if>>
<br><br>
<<set $photo.time += 30>>
<<if $enemyno gte 2>>
<<if $photo.blackmail gte 1>>
<span class="pink">The seated <<person>> leans forward in <<his>> chair, holding <<his>> phone and looking you right in the eyes.</span>
<<else>>
The seated <<person>> leans forward in <<his>> chair, and the <<person2>><<person>> licks <<his>> lips.<<person1>>
<</if>>
<br><br>
<<elseif $enemyno is 1>>
<<if $photo.blackmail gte 1>>
<span class="pink">The seated <<person>> leans forward in <<his>> chair, holding <<his>> phone and looking you right in the eyes.</span>
<<else>>
The seated <<person>> leans forward in <<his>> chair.
<</if>>
<br><br>
<</if>>
<<link [[Refuse|Photo Model Topless Refuse]]>><<set $photo.refused += 1>><</link>>
<br>
<<if hasSexStat("exhibitionism", 4)>>
<<link [[Accept|Photo Model Topless]]>><<set $phase to 0>><</link>><<exhibitionist4>><<glove "Niki">>
<<elseif $uncomfortable.prostituting is false>>
<<link [[Accept|Photo Model Topless]]>><<set $desperateaction to 1>><<set $phase to 0>><</link>><<exhibitionist4>><<glove "Niki">>
<<elseif $photo.blackmail gte 1>>
<<link [[Accept|Photo Model Topless]]>><<trauma 12>><<stress 12>><<set $phase to 1>><</link>><<ggtrauma>><<ggstress>><<glove "Niki">>
<<elseif $photo.pubfame>>
<<link [[Accept|Photo Model Topless]]>><<set $desperateaction to "you need the photo">><<set $phase to 0>><</link>><<exhibitionist4>><<glove "Niki">>
<<elseif $earSlime.event.includes("fully expose yourself while working as a model in town")>>
<<link [[Accept|Photo Model Topless]]>><<set $desperateaction to "you need to expose yourself">><<set $phase to 0>><</link>><<exhibitionist4>><<glove "Niki">>
<<else>>
<<insufficientStat "custom" "to do that" "blue" "exhibitionistic or desperate">>
<</if>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I-I'm sorry," you say. "I'm not comfortable with that."
<<elseif $speech_attitude is "bratty">>
"Not interested," you say.
<<else>>
"I'm not comfortable with that," you say.
<</if>>
<<if $enemyno gte 1 and $photo.blackmail gte 1>>
The <<person>> shakes <<his>> head. <<photo_evidence_upload>>
<</if>>
<<if $earSlime.event.includes("fully expose yourself while working as a model in town")>>
<<set $earSlime.event to "">>
<span class="red">The slime in your ear punishes you for failing to complete your task.</span>
<<ggpain>><<ggtrauma>><<ggstress>><<pain 16>><<stress 12>><<trauma 12>>
<<if hasSexStat("exhibitionism", 5) and $earSlime.growth lt 100>>
<<set $earSlime.defyCooldown += 4>>
<<else>>
<<set $earSlime.defyCooldown += 8>>
<</if>>
<</if>>
<br><br>
<<if $photo.refused gte 2>>
Niki nods, and wraps up the photoshoot without another word.
<br><br>
<<set $photo.refused to 0>>
<<exposure>>
<<set $photo.evidence to 1>>
You step behind the
<<if $worn.upper.name isnot "naked">>
screen, and remove the $worn.upper.name.
<<else>>
screen.
<</if>>
Before you can dress however, <span class="purple">you hear a creak,</span> and the screen collapses, <span class="pink">exposing you to the room.</span><<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<<set $worn.upper to clone(setup.clothes.upper[0])>>
<<set $worn.lower to clone(setup.clothes.lower[0])>>
<<set $worn.under_upper to clone(setup.clothes.under_upper[0])>>
<<set $worn.under_lower to clone(setup.clothes.under_lower[0])>>
<<if $enemyno gte 2>>
A cheer goes up from the still-seated audience. The light on the tripod camera is still green. <<covered>>
<<elseif $enemyno gte 1>>
The still-seated <<person>> cheers. The light on the tripod camera is still green. <<covered>>
<<else>>
The light on the tripod camera is still green. <<covered>>
<</if>>
<br><br>
Niki covers <<nnpc_his "Niki">> eyes and rushes over. <<nnpc_He "Niki">> lifts the fallen screen, separating you from the rest of the room once more. <<nnpc_He "Niki">> apologises from the other side.
<br><br>
<<link [[Next|Photo Model Topless End]]>><</link>>
<br>
<<else>>
Niki nods, and wraps up the photoshoot without another word.
<br><br>
<<famemodel 20 "pic">>
<<if playerBellyVisible()>><<famepregnancy `Math.ceil(playerBellySize() / 10)`>><</if>>
<<storeon "photo">>
You get dressed behind the screen, and emerge to find Niki counting out your cash. You make <<moneyGain $photo.money>>.
<br><br>
<<if $photo.pubfame>>
"You did well," <<nnpc_he "Niki">> says. "<span class="red">I can't give you the photo.</span> But come back next week, and we'll see if you're up for it then."
<<else>>
"You did well," <<nnpc_he "Niki">> says. "I'd like to do another shoot next week."
<</if>>
<br><br>
Money in hand, you leave the studio.
<br><br>
<<link [[Next|Nightingale Street]]>><<photo_end>><</link>>
<br>
<</if>><<effects>>
<<famemodel 20 "pic">>
<<if playerBellyVisible()>><<famepregnancy `Math.ceil(playerBellySize() / 10)`>><</if>>
<<storeon "photo">>
You're still blushing when you emerge, now dressed, to find Niki counting out your cash.
<<if $enemyno gte 2>>
The audience leers at you, but you do your best to ignore them.
<<elseif $enemyno is 1>>
The <<person>> leers at you, but you do your best to ignore <<him>>.
<</if>>
You make <<moneyGain $photo.money>>.
<br><br>
<<if $photo.pubfame>>
<<if $phase is 1>>
"You did well," <<nnpc_he "Niki">> says. "Here's the rest of our deal." <<nnpc_He "Niki">> hands you the photograph, already removed from the frame. "I'll replace it with one of yours once it's printed out. I'd like to do another shoot next week, if you're willing."
<br><br>
<<pubfameComplete "niki" 0 true>>
<<else>>
"You did well," <<nnpc_he "Niki">> says. "<span class="red">I can't give you the photo.</span> But come back next week, and we'll see if you're up for it then."
<</if>>
<<else>>
"You did well," <<nnpc_he "Niki">> says. "I'd like to do another shoot next week."
<</if>>
<br><br>
Money in hand, you leave the studio.
<br><br>
<<link [[Next|Nightingale Street]]>><<photo_end>><</link>>
<br><<effects>>
<<set $photo.time += 30>>
<<set $photo.money *= 2>>
<<famemodel 10 vid>>
<<fameexhibitionism 10 vid>>
<<if playerBellyVisible()>><<famepregnancy `Math.ceil(playerBellySize() / 10)`>><</if>>
<<npcincr Niki love 1>>
<<if setup.clothes.upper[clothesIndex('upper', $worn.upper)].strap is 1>>
<<flaunting>> you untie the strap behind your neck. The fabric covering your chest falls, freeing your <<breasts>>.
<<elseif $worn.upper.set is $worn.lower.set>>
<<flaunting>> you pull down your $worn.upper.name, freeing your <<breasts>>.
<<else>>
<<flaunting>> you pull off your $worn.upper.name, freeing your <<breasts>>.
<</if>>
<<set $worn.upper to clone(setup.clothes.upper[0])>>
<<if $phase is 1>>
<br><br>
<<else>>
<<exhibitionism4>>
<</if>>
<<if $enemyno gte 2>>
The audience watches as you strike another pose, now with your chest bare.
<<elseif $enemyno gte 1>>
The <<person>> watches as you strike another pose, now with your chest bare.
<<else>>
You strike another pose, now with your chest bare.
<</if>>
Niki takes more pictures, focusing your chest and face. <<nnpc_He "Niki">> remains entirely professional. You feel your cheeks flush. <<incgbreastinsecurity>>
<br><br>
<<link [[Next|Photo Model Topless 2]]>><</link>>
<br><<effects>>
<<if $photo.pubfame>>
"Next are the underwear shots," <<nnpc_he "Niki">> says. <<nnpc_He "Niki">> glances at you. "Don't feel forced. If you want to stop, we'll stop."
<<else>>
Niki pauses. "We could wrap it up here," <<nnpc_he "Niki">> says. "But if you're down for shots in your underwear, I'll throw in another <span class="gold">£<<print Math.round(400 * ((fameTotal() + Math.clamp($beauty / 3, 0, 3000)) / 3000))>></span>. Just another half hour."
<</if>>
<br><br>
<<if $enemyno gte 2>>
<<if $photo.blackmail gte 1>>
<span class="pink">The seated <<person>> still stares at you, holding <<his>> phone, <<his>> thumb ready to upload the evidence.</span>
<<else>>
The seated <<person>> leans forward in <<his>> chair, and the <<person2>><<person>> licks <<his>> lips.<<person1>>
<</if>>
<br><br>
<<elseif $enemyno is 1>>
<<if $photo.blackmail gte 1>>
<span class="pink">The seated <<person>> still stares at you, holding <<his>> phone, <<his>> thumb ready to upload the evidence.</span>
<<else>>
The seated <<person>> leans forward in <<his>> chair.
<</if>>
<br><br>
<</if>>
<<link [[Refuse|Photo Model Topless Refuse]]>><<set $photo.refused += 1>><</link>>
<br>
<<if hasSexStat("exhibitionism", 4)>>
<<link [[Accept|Photo Model Undies]]>><<set $phase to 0>><</link>><<exhibitionist4>><<glove "Niki">>
<<elseif $uncomfortable.prostituting is false>>
<<link [[Accept|Photo Model Undies]]>><<set $desperateaction to 1>><<set $phase to 0>><</link>><<exhibitionist4>><<glove "Niki">>
<<elseif $photo.blackmail gte 1>>
<<link [[Accept|Photo Model Undies]]>><<trauma 12>><<stress 12>><<set $phase to 1>><</link>><<ggtrauma>><<ggstress>><<glove "Niki">>
<<elseif $photo.pubfame>>
<<link [[Accept|Photo Model Undies]]>><<set $desperateaction to "you need the photo">><<set $phase to 0>><</link>><<exhibitionist4>><<glove "Niki">>
<<elseif $earSlime.event.includes("fully expose yourself while working as a model in town")>>
<<link [[Accept|Photo Model Undies]]>><<set $desperateaction to "you need to expose yourself">><<set $phase to 0>><</link>><<exhibitionist4>><<glove "Niki">>
<<else>>
<<insufficientStat "custom" "to do that" "blue" "exhibitionistic or desparate">>
<</if>>
<br><<effects>>
<<set $photo.time += 30>>
<<set $photo.money += Math.round(400 * ((fameTotal() + Math.clamp($beauty / 3, 0, 3000)) / 3000))>>
<<famemodel 10 vid>>
<<fameexhibitionism 10 vid>>
<<if playerBellyVisible()>><<famepregnancy `Math.ceil(playerBellySize() / 10)`>><</if>>
<<npcincr Niki love 1>>
You pull the $worn.lower.name down your legs. "Wait," Niki says. "Hold that pose." Niki takes several shots from various angles, then you pull the fabric the rest of the way, leaving you in just the $worn.under_lower.name.
<<if $phase is 1>>
<br><br>
<<else>>
<<exhibitionism4>>
<</if>>
<<set $worn.lower to clone(setup.clothes.lower[0])>>
Niki circles you, and asks you to arch your back with your hands between your thighs. Then to sit back on the stool with one leg crossed over the other. Then to lean against the stool with your <<bottom>> stuck out.
<<if $enemyno gte 2>>
The audience watches with barely-contained lust.
<<elseif $enemyno gte 1>>
The <<person>> watches with barely-contained lust.
<</if>>
<br><br>
<<if $photo.evidence gte 1 and $photo.refused gte 1 and $enemyno gte 2>>
<<set $photo.refused to 0>>
"Almost done," <<he>> says. "Need something from my office. I'll be right back." <<nnpc_He "Niki">> leaves the room, taking the smaller camera with <<nnpc_him "Niki">>, but leaving the tripod.
<br><br>
<<link [[Next|Photo Model Assault]]>><</link>>
<br>
<<else>>
<<link [[Next|Photo Model Undies 2]]>><</link>>
<br>
<</if>><<effects>>
<<if $photo.pubfame>>
Niki examines the footage. "Just a little bit left. If you can remove those $worn.under_lower.name, we'll be done here and you'll get your photo."
<<else>>
Niki examines the footage. "Could I tempt you to remove those $worn.under_lower.name?" <<nnpc_he "Niki">> asks without looking. "There'll be an extra <span class="gold">£<<print Math.round(500 * ((fameTotal() + Math.clamp($beauty / 3, 0, 3000)) / 3000))>></span> in it. Thirty more minutes."
<</if>>
<br><br>
<<if $enemyno gte 2>>
The members of the audience sit on the edge of their seats.
<br><br>
<<elseif $enemyno is 1>>
The <<person>> sits on the edge of <<his>> seat.
<br><br>
<</if>>
<<if $photo.blackmail is 1>>
That doesn't sound any better than the evidence the <<person>> is using to blackmail you.
<br><br>
<<elseif $photo.blackmail is 2>>
The <<person>>, sitting behind Niki, turns <<his>> phone to face you. <span class="pink">You look away from the footage.</span><<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<</if>>
<<link [[Refuse|Photo Model Topless Refuse]]>><<set $photo.refused += 1>><</link>>
<br>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Accept|Photo Model Nude]]>><<set $phase to 0>><</link>><<exhibitionist5>><<glove "Niki">>
<<elseif $uncomfortable.prostituting is false>>
<<link [[Accept|Photo Model Nude]]>><<set $desperateaction to 1>><<set $phase to 0>><</link>><<exhibitionist5>><<glove "Niki">>
<<elseif $photo.blackmail gte 1>>
<<link [[Accept|Photo Model Nude]]>><<trauma 12>><<stress 12>><<set $phase to 1>><</link>><<ggtrauma>><<ggstress>><<glove "Niki">>
<<elseif $photo.pubfame>>
<<link [[Accept|Photo Model Nude]]>><<set $desperateaction to "you need the photo">><<set $phase to 0>><</link>><<exhibitionist5>><<glove "Niki">>
<<elseif $earSlime.event.includes("fully expose yourself while working as a model in town")>>
<<link [[Accept|Photo Model Nude]]>><<set $desperateaction to "you need to expose yourself">><<set $phase to 0>><</link>><<exhibitionist5>><<glove "Niki">>
<<else>>
<<insufficientStat "custom" "to do that" "blue" "exhibitionistic or desparate">>
<</if>>
<br><<effects>>
<<set $photo.time += 30>>
<<set $photo.money += Math.round(500 * ((fameTotal() + Math.clamp($beauty / 3, 0, 3000)) / 3000))>>
<<famemodel 10 vid>>
<<fameexhibitionism 10 vid>>
<<if playerBellyVisible()>><<famepregnancy `Math.ceil(playerBellySize() / 10)`>><</if>>
<<npcincr Niki love 1>>
Niki's camera clicks and flashes as you peel your $worn.under_lower.name down your legs, exposing your <<genitals>>. You take your time, and stop to pose with the fabric around your ankles before kicking them away.
<<if $enemyno gte 2>>
The <<person>> starts to <<npcUndressText $NPCList[$index] "lower" "self">>,
but the <<person2>><<person>> sat beside catches <<person1>><<him>>, and nods at Niki's back.
<<if $player.penisExist>>
<<if $player.penissize gte 3>>
<<insecurity "penis_big" 1>><<ginsecurity "penis_big">>
<<else>>
<<insecurity "penis_small" 1>><<ginsecurity "penis_small">>
<</if>>
<</if>>
<<elseif $enemyno is 1>>
The <<person>> starts to <<npcUndressText $NPCList[$index] "lower" "self">>,
then catches <<himself>>, and throws a nervous glance at Niki's back.
<<if $player.penisExist>>
<<if $player.penissize gte 3>>
<<insecurity "penis_big" 1>><<ginsecurity "penis_big">>
<<else>>
<<insecurity "penis_small" 1>><<ginsecurity "penis_small">>
<</if>>
<</if>>
<</if>>
<<if $phase is 1>>
<br><br>
<<else>>
<<exhibitionism5>>
<</if>>
<<set $photo.nude_footage to 1>>
<<set $worn.under_upper to clone(setup.clothes.under_upper[0])>>
<<set $worn.under_lower to clone(setup.clothes.under_lower[0])>>
You turn to let Niki snap you from different angles. <<nnpc_He "Niki">> moves fast now. Sweat soon glistens on <<nnpc_his "Niki">> forehead, lit by the white lights above.
<<if $earSlime.event.includes("fully expose yourself while working as a model in town")>>
<<set $earSlime.event to "">>
<span class="green">The slime in your ear is pleased that you completed its task of exposing yourself here.</span>
<<pain -4>><<stress -6>><<trauma -12>><<lpain>><<lltrauma>><<lstress>>
<</if>>
<br><br>
At last, Niki sighs and steps away. "Thank you," <<nnpc_he "Niki">> pants. "You can get dressed now." You walk behind the screen.
<br><br>
<<link [[Next|Photo Model Topless End]]>><<set $phase to 1>><</link>>
<br><<effects>>
Niki closes the thick door behind <<nnpc_him "Niki">>.
<<if $enemyno gte 3>>
The audience watches the door a moment, <span class="pink">then rise to their feet and walk towards you.</span>
<<else>>
The <<fullGroup>> watch the door a moment, <span class="pink">then rise to their feet and walk towards you.</span>
<</if>>
<br><br>
"How's about we have a shoot of our own?" the <<person1>><<person>> says, stepping around you and leering at your body. <<covered>>
<br>
The <<person2>><<person>> examines the tripod camera up close. "It's on."
<br>
"So you gonna make this easy on yourself or what?" the <<person>> asks. <<He>> grasps your shoulders from behind, and runs <<his>> nose over your neck.
<br><br>
<<link [[Fight|Photo Model Assault Attack]]>><<def 1>><</link>>
<br>
<<link [[Threaten|Photo Model Assault Threaten]]>><<def 1>><</link>><<englishdifficulty 1 `500 * $enemyno`>>
<br>
<<link [[Plead|Photo Model Assault Plead]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"Pl-please don't," you say. "I'm only here because I need the money."
<<elseif $speech_attitude is "bratty">>
"Get your mitts off," you say. "I'm getting paid to model, not to get groped."
<<else>>
"I'm here because I need the money," you say. "Please don't make this worse for me."
<</if>>
<br><br>
"Oh, you'll get paid," the <<person>> says. "A vid of a <<girl>> as cute as you getting fucked will go viral."
<br><br>
<<link [[Next|Photo Model Blackmail Rape]]>><<set $molestationstart to 1>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"D-don't hurt me," you say. "Or Niki will be mad."
<<elseif $speech_attitude is "bratty">>
"I'll fuck you up," you say. "And Niki will join me."
<<else>>
"Niki won't be happy," you warn.
<</if>>
<br><br>
<<if $englishSuccess>>
The <<person>> glances at the door, <span class="green">then releases you.</span> "Niki won't always be around to protect you," <<he>> says, slapping your <<bottom>> and <<he>> returns to <<his>> seat.
<br><br>
Niki returns a few moments later, and walks to the tripod camera.
<br><br>
<<link [[Next|Photo Model Undies 2]]>><</link>>
<br>
<<else>>
<span class="red">The <<person>> barks a laugh</span>
<<if $enemyno gte 3>>
as the others draw closer.
<<else>>
as the <<person2>><<person>> draws closer.
<</if>>
<br><br>
<<link [[Next|Photo Model Blackmail Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<effects>>
You shake off the <<person>>, and throw a punch. <<He>> staggers away, and rolls up <<his>> sleeves.
<br><br>
<<link [[Next|Photo Model Blackmail Rape]]>><<set $fightstart to 1>><</link>>
<br><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 50>>
<<set $enemyanger += 100>>
<<set $enemyhealth -= 150>>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
The light of the camera blinks as it records the scene.
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Photo Model Blackmail Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Photo Model Blackmail Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<set $photo.evidence to 2>>
You hear a bang outside. Your assailants scramble back to their seats, leaving you to struggle to you feet.
<br><br>
Niki enters, but stops halfway through the door. <<nnpc_He "Niki">> takes in your dishevelled state, then glares at the <<person>>.
<br><br>
"Out," <<nnpc_he "Niki">> says. The <<person>> opens <<his>> mouth to argue, but Niki cuts <<him>> off. "Get out."
<br><br>
<<clotheson>>
<<endcombat>>
"Sorry," Niki continues once you're alone with <<him>>. "Let's wrap things up here." You walk behind the screen to dress as Niki dismantles the set.
<br><br>
<<else>>
The <<person>> trips away from you, knocking over the tripod camera, just as the door swings open. Niki stops halfway through, and observes the carnage.
<br><br>
"Out," <<nnpc_he "Niki">> says. The <<person>> opens <<his>> mouth to argue, but Niki cuts <<him>> off. "Get out."
<br><br>
<<clotheson>>
<<endcombat>>
"Sorry," Niki continues once you're alone with <<him>>. "Let's wrap things up here." You walk behind the screen to dress as Niki dismantles the set.
<br><br>
<</if>>
<<link [[Next|Photo Model Topless End]]>><</link>><<widget "street_niki">>
<<npc Niki>><<person1>>
A car pulls up alongside you. A young <<personsimple>> leans out, a white stick in <<his>> mouth.
<<if $nikiSeen.includes("farm")>>
It's Niki. The photographer from Remy's farm. You hasten your pace.
<br><br>
"Hold up," <<he>> says, speeding up to keep pace. "I'll be quick. You didn't... see me at my best. <span class="gold">I run a photography studio on Nightingale Street.</span> All above board. Drop by sometime if you need work."
<br><br>
You dart into an alley, leaving <<him>> to drive away.
<br><br>
<<endevent>>
<<destinationeventend>>
<<else>>
"Hey," <<he>> says. "You got a moment?"
<br><br>
<<link [[Stop|Photo Street Stop]]>><<npcincr Niki love 1>><</link>><<glove>>
<br>
<<link [[Hasten|Photo Street Hasten]]>><</link>>
<br>
<</if>>
<</widget>>
<<widget "photo_evidence_upload">>
<<He>> taps the phone in an exaggerated fashion, <span class="pink">and uploads the footage to the internet.</span>
<<if $photo.blackmail is 1>>
<<fameexhibitionism 20 "vid">>
<<if playerBellyVisible()>><<famepregnancy `Math.ceil(playerBellySize() / 10)`>><</if>>
Your bare body is exposed for all to see.
<<set $photo.nude_footage to 1>>
<<elseif $photo.blackmail is 2>>
<<famerape 20 "vid">>
<<fameexhibitionism 20 "vid">>
<<if playerBellyVisible()>><<famepregnancy `Math.ceil(playerBellySize() / 10)`>><</if>>
The footage of your sexual assault is there for all to see.
<<set $photo.assault_footage to 1>>
<</if>>
<</widget>>
<<widget "photo_end">>
<<pass $photo.time>>
<<timeTrackingManual "photoStudio" $photo.time "minute">>
<<tiredness 18>>
<<set $photo.time to 0>>
<<set $photo.blackmail to 0>>
<<set $photo.money to 0>>
<<unset $photo_upper_index>>
<<unset $photo_lower_index>>
<<unset $photo_under_index>>
<<unset $photo_upper_f_index>>
<<unset $photo_lower_f_index>>
<<unset $photo_under_f_index>>
<<unset $photo_upper_m_index>>
<<unset $photo_lower_m_index>>
<<unset $photo_under_m_index>>
<<set $eventskip to 1>>
<<endevent>>
<</widget>><<effects>>
You lean against the railing and watch the sun rising above the horizon, casting itself over the sea.
<br><br>
<<if $rng gte 81>>
<<generateRole 0 0 "pirate">><<person1>>
A <<person>> joins you. "Look there?" <<He>> points. You think you make out a small boat, gliding along the waves. "A smuggler. Too small for us to bother with, or so I'm told."
<br><br>
<<elseif $rng gte 61>>
<<generateRole 0 0 "pirate">><<person1>>
A <<person>> joins you. "They say there's a prison island out here somewhere," <<he>> says. "Never seen it, and the captain won't talk about it."
<br><br>
<<elseif $rng gte 41>>
A seagull lands beside you, examines the deck, then takes off to join its colleagues, flying to parts unknown.
<br><br>
<<elseif $rng gte 21>>
The sea gushes over the deck in a spray not far from you. One of the pirates slips not long after.
<br><br>
<<else>>
Some of the pirates ogle you as they pass, but they're content to look for now.
<br><br>
<</if>>
<<link [[Next|Pirate Deck]]>><<endevent>><</link>>
<br><<effects>>
You stand at the bow, and watch the sun fall towards the horizon.
<br><br>
<<if $rng gte 81>>
<<generateRole 0 0 "pirate">><<person1>>
A <<person>> eyes you up, and looks ready to try something, before being reminded that they've work to do.
<br><br>
<<elseif $rng gte 61>>
A school of fish swims alongside the boat, belonging to different species. Some of them are quite colourful.
<br><br>
<<elseif $rng gte 41>>
You think you see a shape move, deep below the surface.
<br><br>
<<elseif $rng gte 21>>
<<generateRole 0 0 "pirate">><<generateRole 1 0 "pirate">><<person1>>
A <<person>> and <<person2>><<person>> drunkenly stagger to the same railing, discussing something vulgar. Not about you though. The <<person1>><<person>> almost falls overboard.
<br><br>
<<else>>
You hear a sound above the sea, like a whistle. You're not sure what could make such a noise.
<br><br>
<</if>>
<<link [[Next|Pirate Deck]]>><<endevent>><</link>>
<br><<effects>>
You sit and chat with the pirates.
<br><br>
<<if $rng gte 81>>
They talk about their families back home. Most are from the same town as you, but others are from further abroad.
<br><br>
<<elseif $rng gte 61>>
They seem to fear and admire Zephyr.
<br><br>
<<elseif $rng gte 41>>
They boast about their sexual conquests.
<<if $fame.sex gte 1000>>
Their eyes keep turning to you throughout the conversation. It seems they've heard of you.<<grespect>><<pirate_status 1>>
<</if>>
<br><br>
<<elseif $rng gte 21>>
They talk about a previous raid, and discuss how much they were able to get for the loot.
<br><br>
<<else>>
They swap stories about strange creatures they've spotted on the water.
<<if $awareness lt 300>>
<<gawareness>><<awareness 1>>
<</if>>
<br><br>
<</if>>
<<set $rng to random(1, 100)>>
<<if $rng gte 81>>
<<generateRole 0 0 "pirate">><<person1>>
A <<person>> rests <<his>> hand on your thigh, <<his>> fingers inching closer to your <<genitals>>.
<br><br>
<<link [[Pretend not to see|Pirate Socialise Pretend]]>><</link>>
<br>
<<link [[Move away|Pirate Socialise Move]]>><</link>>
<br>
<<link [[Return the favour|Pirate Socialise Return]]>><</link>><<promiscuous1>>
<br>
<<elseif $rng gte 61>>
<<generateRole 0 0 "pirate">><<person1>>
A <<person>> grasps your thighs, and flips you onto your back before pressing <<his>> body on top of yours. <<He>> leans in to kiss.<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Kiss|Pirate Socialise Kiss]]>><</link>><<promiscuous2>><<kissvirginitywarning>>
<br>
<</if>>
<<link [[Turn away|Pirate Socialise Turn]]>><</link>>
<br>
<<link [[Punch|Pirate Socialise Punch]]>><<def 1>><<stress 6>><<trauma -6>><<pirate_status 1>><</link>><<gstress>><<grespect>><<ltrauma>>
<br>
<<elseif $rng gte 41>>
<<generateRole 0 0 "pirate">><<generateRole 1 0 "pirate">><<person1>>
A <<person>> and <<person2>><<person>> sit either side of you, and lean closer. You can feel their breath on each side of your neck. You shiver.
<br><br>
<<link [[Move away|Pirate Socialise Pair Move]]>><</link>>
<br>
<<link [[Stay still|Pirate Socialise Pair Stay]]>><<arousal 1200>><</link>><<ggarousal>>
<br>
<<elseif $rng gte 21>>
<<generateRole 0 0 "pirate">><<person1>>
A <<person>> tries to flirt with you, but slurs <<his>> speech too much to get the words out. <<He>> instead ends up on the floor, an empty mug beside <<him>>.
<br><br>
<<link [[Next|Pirate Cabin]]>><<endevent>><</link>>
<br>
<<else>>
<<generateRole 0 0 "pirate">><<person1>>
You notice a <<person>> staring at you from across the table. <<He>> doesn't talk to anyone, and doesn't react when you notice <<him>>.
<br><br>
<<link [[Staring contest|Pirate Socialise Contest]]>><</link>><<willpowerdifficulty 1 500>>
<br>
<<link [[Sit next to <<him>>|Pirate Socialise Sit]]>><</link>>
<br>
<<link [[Look away|Pirate Socialise Look]]>><</link>>
<br>
<</if>><<effects>>
You don't react to the <<persons>> groping hand at all. Emboldened, <<he>> becomes more assertive. <<He>> makes a walking motion with <<his>> index and forefinger, then fondles your <<genitals>> through your <<print $worn.lower.name>>.
<br><br>
<<link [[Slap|Pirate Socialise Slap]]>><<def 1>><<pirate_status 1>><<trauma -6>><</link>><<grespect>><<ltrauma>>
<br>
<<link [[Move away|Pirate Socialise Move]]>><</link>>
<br>
<<link [[Ignore|Pirate Socialise Ignore]]>><<arousal 1200>><</link>><<ggarousal>>
<br><<effects>>
You slap the <<person>> across the face. <<He>> raises a hand protectively, but laughs it off. The other pirates laugh as well.
<br><br>
<<link [[Next|Pirate Cabin]]>><<endevent>><</link>>
<br><<effects>>
You ignore the <<person>>'s fondling. <<He>> picks up the pace, groping you with skilled fingers,
<<if $arousal gte $arousalmax>>
It's too much. <<orgasm>>
<<generateRole 1 0 "pirate">><<generateRole 2 0 "pirate">>
"Hah," <<he>> shouts as you shudder, drawing more attention to you. "This slut's begging for it." You're still shaking when <<he>> lifts you by the armpits, and places you on the table. Two more pirates, a <<person2>><<person>> and <<person3>><<person>>, reach in.
<br><br>
<<if hasSexStat("promiscuity", 4)>>
<<link [[Let them|Pirate Socialise Sex]]>><<set $sexstart to 1>><<set $phase to 1>><</link>><<promiscuous4>>
<br>
<<else>>
<<insufficientStat "promiscuity" "to let them">>
<br>
<</if>>
<<link [[Climb off the table|Pirate Socialise Climb]]>><</link>>
<br>
<<else>>
until everyone sat nearby notices. They watch you with lascivious expressions, until the <<person>> pulls away. <<He>> licks <<his>> fingers.
<br><br>
<<link [[Next|Pirate Cabin]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
You climb down from the table. The pirates look disappointed, but don't force anything.
<br><br>
<<link [[Next|Pirate Cabin]]>><<endevent>><</link>>
<br><<effects>>
You shift over a seat, away from the <<person1>><<person>>.
<br><br>
<<if random(1, 2) is 2>>
<<He>> doesn't pursue you further.
<br><br>
<<link [[Next|Pirate Cabin]]>><<endevent>><</link>>
<br>
<<else>>
<<He>> isn't going to take no for an answer, and almost overturns a table in <<his>> haste to reach you.
<br><br>
<<link [[Next|Pirate Socialise Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<effects>>
You rest your hand on the <<persons>> lap. Emboldened, <<he>> moves <<his>> hand further along, and gropes your <<genitals>> through your <<print $worn.lower.name>>.
<<promiscuity1>>
<<He>> leans in. "How about I take you, right here, on the table?"
<br><br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Agree|Pirate Socialise Agree]]>><<set $phase to 0>><</link>><<promiscuous3>>
<br>
<<else>>
<<insufficientStat "promiscuity" "to take up such an offer">>
<br>
<</if>>
<<link [[Refuse|Pirate Socialise Refuse]]>><</link>>
<br><<effects>>
You nod. The <<person>> wastes no time. <<He>> lifts you by the armpits, and bends you over the table.<<promiscuity3>>
<<link [[Next|Pirate Socialise Sex]]>><<set $sexstart to 1>><</link>>
<br><<effects>>
You shake your head. The <<person>> looks disappointed, but doesn't press the issue.
<br><br>
<<link [[Next|Pirate Cabin]]>><<endevent>><</link>>
<br><<effects>>
The <<person>> rests <<his>> hands on either side of your feet as your lips meet. The other pirates make a hooting noise. <<takeKissVirginity $NPCList[0]>><<promiscuity2>>
<<He>> pulls away, only to grab your arms and bend you over the table beside <<him>>.
<br><br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Go along with it|Pirate Socialise Sex]]>><<set $sexstart to 1>><<set $phase to 0>><</link>><<promiscuous3>>
<br>
<<else>>
<<insufficientStat "promiscuity" "to accept such a thing">>
<br>
<</if>>
<<link [[Climb off the table|Pirate Socialise Climb]]>><</link>>
<br><<effects>>
You turn your face away from the <<person>>, letting <<his>> tongue and lips fall on your cheek.
<br><br>
The other pirates laugh at <<him>>,
<<if random(1, 10) is 10>>
encouraging <<him>> to molest you further. <<He>> pins you down.
<br><br>
<<link [[Next|Pirate Socialise Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
but <<hes>> content to let you up without molesting you further.
<br><br>
<<link [[Next|Pirate Cabin]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
You punch the <<person>> in the jaw, making <<him>> bite <<his>> tongue.
<<if random(1, 5) is 5>>
The other pirates roar with laughter. "Think you're tough do you?" the <<he>> says. "You're a fucking slut. I'll show you."
<br><br>
<<link [[Next|Pirate Socialise Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
The other pirates roar with laughter as <<he>> backs away from you.
<br><br>
<<link [[Next|Pirate Cabin]]>><<endevent>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<pirate_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Pirate Socialise Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Pirate Socialise Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The other pirates' interest shifts to the sounds of a scuffle at the other end of the cabin.<<lrespect>><<pirate_status -1>>
<<elseif $enemyhealth lte 0>>
You smack the <<person>> away from you. <<He>> trips and crashes through a table.<<ggrespect>><<pirate_status 3>>
<<else>>
<<set $rescued += 1>>
"Leave the <<girl>> alone," another pirate says. The <<person>> scowls, but relents.<<lrespect>><<pirate_status -1>>
<</if>>
<br><br>
<<tearful>> you steady yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Pirate Cabin]]>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>>
<<if $phase is 1>>
<<promiscuity4>>
<<else>>
<<promiscuity3>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Pirate Socialise Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Pirate Socialise Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The pirates cheer, and drink deep from their mugs.
<br><br>
<<tearful>> you brush yourself down.
<br><br>
<<elseif $enemyhealth lte 0>>
You smack the <<person>> away from you. The other pirates find this very amusing.<<grespect>><<pirate_status 1>>
<br><br>
<<tearful>> you brush yourself down.
<br><br>
<<else>>
The pirates grumble about it, but give you some space.<<lrespect>><<pirate_status -1>>
<br><br>
<<tearful>> you brush yourself down.
<br><br>
<</if>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Pirate Cabin]]>><</link>>
<br><<effects>>
You stand upright, away from the <<person1>><<person>> and <<person2>><<person>>. Their eyes were apparently closed, as they lean in so far they accidentally kiss each other.
<br><br>
<<if random(1, 10) is 10>>
They recoil in horror. "That <<bitch_pirate>>," the <<person1>><<person>> says over the observing pirates' laughter. "Let's teach <<phim>> a lesson."
<br><br>
<<link [[Next|Pirate Socialise Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
They back away from each other, disgusted and horrified. The other pirates are amused.
<br><br>
<<link [[Next|Pirate Cabin]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
You remain still, allowing the pair to kiss and lick your neck. They become more bold, groping your <<breasts>> and <<genitals>> through your clothing.
<br><br>
<<if hasSexStat("promiscuity", 4)>>
<<link [[Go along with it|Pirate Socialise Sex]]>><<set $sexstart to 1>><<set $phase to 1>><</link>><<promiscuous4>>
<br>
<<else>>
<<insufficientStat "promiscuity" "to allow such a thing">>
<br>
<</if>>
<<link [[Pull away|Pirate Socialise Pair Pull]]>><</link>>
<br><<effects>>
<<if random(1, 10) is 10>>
You try to stand upright, but the pair grasp your limbs and force you to the table.
<br><br>
<<link [[Next|Pirate Socialise Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You stand upright, and move away from the pair. They don't stop you, but their leering eyes follow you for a while longer.
<br><br>
<<link [[Next|Pirate Cabin]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
You stare back at the <<person>>, unblinking. <<He>> doesn't blink either. You stare at each other. The drinking and joking pirates fade into the background, unaware of the battle taking place among them.
<br><br>
<<if $willpowerSuccess>>
You feel your eyes sting, but you persevere. The <<person>>'s eyes water, <span class="green">and <<he>> blinks.</span> <<He>> looks away, ashamed of <<his>> defeat.<<lstress>><<stress -6>>
<br><br>
<<else>>
You feel your eyes sting, <span class="red">and you blink.</span> The <<person>> is no longer looking at you, and wears a smug expression.<<gstress>><<gwillpower>><<stress 6>><<willpower 6>>
<br><br>
<</if>>
<<link [[Next|Pirate Cabin]]>><<endevent>><</link>>
<br><<effects>>
You stand, and walks towards the <<person>>. <<He>> looks away as you approach. You sit down beside <<him>>. <<He>> doesn't react.
<br><br>
<<link [[Ask why <<he>> was staring|Pirate Socialise Ask]]>><</link>>
<br>
<<link [[Tell <<him>> to stop staring|Pirate Socialise Tell]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"Why were you staring at me?" you ask. "It's rude to stare."
<<elseif $speech_attitude is "bratty">>
"People often can't keep their eyes off me," you say. "But you can't tear them away. Why?"
<<else>>
"Why were you staring at me?" you ask.
<</if>>
<br><br>
The <<person>> stares straight ahead, and adopts a nonchalant tone. "No reason," <<he>> says. "You just look hot, that's all."
<br><br>
<<link [[Flirt|Pirate Socialise Flirt]]>><</link>><<promiscuous1>>
<br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Seduce|Pirate Socialise Seduce]]>><</link>><<promiscuous3>>
<br>
<</if>>
<<link [[Chat|Pirate Socialise Chat]]>><<stress -6>><</link>>
<br>
<<link [[Return to your original seat|Pirate Socialise Seat]]>><</link>>
<br><<effects>>
You return to your original seat. You don't catch the <<person>> staring again.
<br><br>
<<link [[Next|Pirate Cabin]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"You're so shy," you say, leaning closer. "You could have done more than just look."
<<elseif $speech_attitude is "bratty">>
"You're awful shy," you say, leaning closer. "If all you could do was look."
<<else>>
"You're not so bad looking yourself," you say, leaning closer.
<</if>>
<<promiscuity1>>
The <<person>> blushes, stammers an apology, and leaves before <<his>> colleagues notice how bashful <<he>> is.
<br><br>
<<link [[Next|Pirate Cabin]]>><<endevent>><</link>>
<br><<effects>>
<<set $seductiondifficulty to 4000>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>>
<span class="gold">You feel more confident in your powers of seduction.</span>
<br><br>
<</if>>
<<seductionskilluse>>
"You could do more than just look," you say, low enough that only <<he>> can hear.
<<promiscuity3>>
<<if $seductionrating gte $seductionrequired>>
The <<person>> blushes. "Not here," <<he>> says. "Go wait for me by my bunk. I'll be five minutes. If we leave together, there'll be a crowd following."
<br><br>
<<He>> describes <<his>> bunk to you, and it's easy to find. As promised, the <<person>> arrives five minutes later.
<br><br>
<<link [[Next|Pirate Socialise Private Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<else>>
The <<person>> blushes. "I-" <<He>> pauses. "I'm sorry. I need to check on something." <<He>> stands and walks away. <<Hes>> more sensitive than <<he>> lets on.
<br><br>
<<link [[Next|Pirate Cabin]]>><<endevent>><</link>>
<br>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Pirate Socialise Private Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Pirate Socialise Private Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The <<person>> lies on the bed, with one arm over <<his>> eyes. "That was good," <<he>> says. "Thank you." <<He>> stops moving. <<He>> might be asleep.
<br><br>
<<tearful>> you tiptoe away from the bunk.
<br><br>
<<elseif $enemyhealth lte 0>>
You punch the <<person>>. <<He>> falls back on <<his>> bunk. <<tearful>> you turn and run.
<br><br>
<<else>>
"Did I do something wrong?" the <<person>> asks. "It doesn't matter."
<br><br>
<<tearful>> you walk away from the bunk.
<br><br>
<</if>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Pirate Cabin]]>><</link>><<effects>>
You chat with the <<person>>. <<Hes>> withdrawn at first, but opens up the more you talk.
<br><br>
<<generateRole 1 0 "pirate">><<person2>>
Your conversation is interrupted when a <<person>> gets punched across the table, spilling <<his>> drink over the <<person1>><<person>>. <<He>> leaves to dry <<himself>>.
<br><br>
<<link [[Next|Pirate Cabin]]>><<endevent>><</link>>
<br><<effects>>
You look away from the <<person>>. When you look back, <<hes>> gone.
<br><br>
<<link [[Next|Pirate Cabin]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"Please don't be mad at me for saying so," you say. "But it's rude to stare."
<<elseif $speech_attitude is "bratty">>
"Quit staring," you say. "It's rude."
<<else>>
"It's rude to stare," you say.
<</if>>
<br><br>
"I didn't expect you to come over," the <<person>> says. "I just thought you looked hot, that's all."
<br><br>
<<link [[Flirt|Pirate Socialise Flirt]]>><</link>><<promiscuous1>>
<br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Seduce|Pirate Socialise Seduce]]>><</link>><<promiscuous3>>
<br>
<</if>>
<<link [[Chat|Pirate Socialise Chat]]>><<stress -6>><</link>>
<br>
<<link [[Return to your original seat|Pirate Socialise Seat]]>><</link>>
<br><<effects>>
Not many pirates enter the bilge at this time of night. You search the nooks and crannies, hunting for anything of interest or value.
<br><br>
<<if $rng gte 41>>
<<rng 100>>
<<if $rng gte 81>>
<<wearProp "sword cane">>
You find a barrel full of old canes. Most are rotted through, and only one is remarkable. As you try to pull it out, you instead unsheathe a hidden sword. It looks like an antique.
<br><br>
<<antiqueicon "cane">><<link [[Take it|Pirate Bilge]]>><<handheldon>><<set $antiquemoney += 50>><<museumAntiqueStatus "antiqueswordcane" "found">><</link>>
<br>
<<getouticon>><<link [[Leave|Pirate Bilge]]>><<handheldon>><</link>>
<br>
<<elseif $rng gte 61>>
<<wearProp "chocolate">>
You find an old chocolate tin. There's still chocolate inside. It looks safe to eat, but is very old and wouldn't taste nice.
<br><br>
<<antiqueicon "chocolate">><<link [[Take it|Pirate Bilge]]>><<handheldon>><<set $antiquemoney += 25>><<museumAntiqueStatus "antiquechocolate" "found">><</link>>
<br>
<<getouticon>><<link [[Leave|Pirate Bilge]]>><<handheldon>><</link>>
<br>
<<elseif $rng gte 41>>
<<wearProp "tea caddy">>
You find an old tea caddy, coated with dust. There's no tea inside, but you can smell residue. It might be worth something to a collector.
<br><br>
<<antiqueicon "tea">><<link [[Take it|Pirate Bilge]]>><<handheldon>><<set $antiquemoney += 20>><<museumAntiqueStatus "antiqueteacaddy" "found">><</link>>
<br>
<<getouticon>><<link [[Leave|Pirate Bilge]]>><<handheldon>><</link>>
<br>
<<elseif $rng gte 21>>
<<wearProp "figurine">>
You find a small wooden figurine, perched on a shelf. The wood looks aged, and the design foreign. You're not sure where it's from, but it might be worth something to a collector.
<br><br>
<<antiqueicon "figurine">><<link [[Take it|Pirate Bilge]]>><<set $antiquemoney += 15>><<museumAntiqueStatus "antiquewoodenfigurine" "found">><<handheldon>><</link>>
<br>
<<getouticon>><<link [[Leave|Pirate Bilge]]>><<handheldon>><</link>>
<br>
<<else>>
<<wearProp "copper ring">>
You hear a clink at your feet. You disturbed a copper ring. It doesn't look remarkable, but there is an engraving along one edge. Perhaps it's worth something to a collector.
<br><br>
<<antiqueicon "copper_ring">><<link [[Take it|Pirate Bilge]]>><<set $antiquemoney += 5>><<museumAntiqueStatus "antiquecopperring" "found">><<handheldon>><</link>>
<br>
<<getouticon>><<link [[Leave|Pirate Bilge]]>><<handheldon>><</link>>
<br>
<</if>>
<<elseif $rng gte 31>>
You find a small locked chest. There's no key, but you might be able to pick it.
<br><br>
<<set $skulduggerydifficulty to 400>>
<<link [[Open|Pirate Search Open]]>><</link>><<skulduggerydifficulty>>
<br>
<<link [[Leave|Pirate Bilge]]>><</link>>
<br>
<<elseif $rng gte 21>>
You hear a tapping, right below your feet.<<gstress>><<stress 6>>
<br><br>
<<link [[Next|Pirate Bilge]]>><</link>>
<br>
<<elseif $rng gte 11>>
A breeze rustles through your hair, as if someone had opened a window, or a door leading outside. The air carries the damp smells of the ship, but also the freshness of the sea.
<br><br>
<<link [[Next|Pirate Bilge]]>><</link>>
<br>
<<else>>
Light seeps between the floorboards above. A shadow passes and the wood creaks as someone walks over.
<br><br>
<<link [[Next|Pirate Bilge]]>><</link>>
<br>
<</if>><<effects>>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
The lock clicks open. Inside you find credit cards and jewellery. It looks like a pirate's stash, loot hidden away to protect it from the others, perhaps. Handling stolen goods might bring you trouble though.
<br><br>
<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">That was too easy. You didn't learn anything.</span>
<br><br>
<</if>>
<<if $rng gte 81>>
You think it would be worth <span class="gold">£80</span> to a fence.
<br><br>
<<link [[Take it|Pirate Bilge]]>><<set $blackmoney += 80>><<crimeUp 80 "thievery">><</link>><<crime "thievery">>
<br>
<<link [[Leave|Pirate Bilge]]>><</link>>
<br>
<<elseif $rng gte 61>>
You think it would be worth <span class="gold">£60</span> to a fence.
<br><br>
<<link [[Take it|Pirate Bilge]]>><<set $blackmoney += 60>><<crimeUp 60 "thievery">><</link>><<crime "thievery">>
<br>
<<link [[Leave|Pirate Bilge]]>><</link>>
<br>
<<elseif $rng gte 41>>
You think it would be worth <span class="gold">£40</span> to a fence.
<br><br>
<<link [[Take it|Pirate Bilge]]>><<set $blackmoney += 40>><<crimeUp 40 "thievery">><</link>><<crime "thievery">>
<br>
<<link [[Leave|Pirate Bilge]]>><</link>>
<br>
<<elseif $rng gte 21>>
You think it would be worth <span class="gold">£20</span> to a fence.
<br><br>
<<link [[Take it|Pirate Bilge]]>><<set $blackmoney += 20>><<crimeUp 20 "thievery">><</link>><<crime "thievery">>
<br>
<<link [[Leave|Pirate Bilge]]>><</link>>
<br>
<<else>>
On closer inspection, you find there's not much here. There's a stuffed purse, but it's full of toiletries. There is, however, a five pound note.
<br><br>
<<link [[Take it|Pirate Bilge]]>><<money 500>><<crimeUp 5 "thievery">><</link>><<crime "thievery">>
<br>
<<link [[Leave|Pirate Bilge]]>><</link>>
<br>
<</if>>
<<else>>
You feel the lock snap. You won't be able to open it now.
<br><br>
<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">That was too easy. You didn't learn anything.</span>
<br><br>
<</if>>
<<link [[Next|Pirate Bilge]]>><</link>>
<br>
<</if>><<effects>>
<<npc "Zephyr">><<person1>>
Zephyr stares across the sea at a cruise ship, dipping above and below the waves. The ship turns to intercept the other vessel.
<br><br>
Zephyr strides towards you, excitement on <<his>> face. "I have a special job for you," <<he>> says.
<<if $pirate_rank gte 1>>
<<if $exposed gte 2>>
"That is, I need ye to be bait. You're all stripped down and ready."
<br><br>
<<elseif $exposed gte 1>>
"That is, I need ye to be bait. You're almost dressed suitably, just need to strip a little further."
<br><br>
<<else>>
"That is, I need ye to be bait. Ye just need to be dressed more appropriately. That is, not wearing anything at all."
<br><br>
<</if>>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Go along with it|Pirate Attack Scum]]>><</link>><<exhibitionist5>>
<br>
<<else>>
<<insufficientStat "exhibitionism" "to do such a thing">>
<br>
<</if>>
<<link [[Refuse|Pirate Attack Mate]]>><<pirate_status -3>><</link>><<llrespect>>
<br>
<<else>>
<<if $exposed gte 2>>
"That is, I need ye to be bait. You're all stripped down and ready."
<br><br>
<<He>> gestures at some of <<his>> crew. They surround you, grasp you arms, and pull you towards one of the small boats hanging of the edge of the ship.
<br><br>
<<elseif $exposed gte 1>>
"That is, I need ye to be bait. You're almost dressed suitably, just need a little extra."
<br><br>
<<He>> gestures at some of <<his>> crew. They surround you, grasp your arms and clothes, and try to undress you while pulling you towards one of the small boats hanging off the edge of the ship.
<br><br>
<<else>>
"That is, I need ye to be bait. Ye just need to be dressed more appropriately."
<br><br>
<<He>> gestures at some of <<his>> crew. They surround you, grasp your arms and clothes, and try to undress you while pulling you towards one of the small boats hanging off the edge of the ship.
<br><br>
<</if>>
You could fight them off, but it would be incredibly dangerous. There are a lot of them.
<br><br>
<<link [[Go along with it|Pirate Attack Scum]]>><</link>>
<br>
<<link [[Fight|Pirate Attack Refuse Fight]]>><<endevent>><<set $fightstart to 1>><</link>>
<br>
<</if>><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<generateRole 0 0 "pirate">><<person1>>
<<generateRole 1 0 "pirate">>
<<generateRole 2 0 "pirate">>
<<generateRole 3 0 "pirate">>
<<generateRole 4 0 "pirate">>
<<generateRole 5 0 "pirate">>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Pirate Attack Refuse Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Pirate Attack Refuse Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"What are ye lot wasting time for?" Zephyr says. "The prey are getting away." <<nnpc_He "Zephyr">> observes you, and the pirates lying around you. "The <<lass>> was supposed to be bait for them, not you."
<br><br>
<<tearful>> you stagger away. You leave the pirates to defend themselves from Zephyr's wrath.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Pirate Cabin]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
You shove the <<person>> off the railing. The other pirates back away, shocked by your aggression.
<br><br>
Zephyr strides forwards. Observes the scene, and laughs. "If you can't subdue one <<lass>>, how are you supposed to deal with that ship? I'm rationing booze until ye get your acts together!"
<br><br>
This proclamation is met by some groans, which Zephyr silences with a look.
<br><br>
<<tearful>> you leave while they're distracted.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Pirate Cabin]]>><</link>>
<br>
<<else>>
You fall to the ground, too hurt to keep fighting.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Pirate Attack Scum]]>><</link>>
<</if>><<effects>>
"Fine," Zephyr says. "We'll do this the old fashioned way. I want ye close though."
<br><br>
<<pass 20>>
The pirate ship races towards its quarry, lining up behind it. The pirates board smaller boats attached to the side of the larger vessel, and cast off. Zephyr goes first, with you beside <<him>>.
<br><br>
The cruise ship seems unaware of the approaching pirates. They throw grappling hooks up the side of the still-moving boat, creating impromptu rope ladders. Zephyr climbs first.
<br><br>
<<link [[Next|Pirate Attack Mate 2]]>><</link>>
<br><<effects>>
<<generate2>><<person2>>
You arrive aboard the cruise ship just as a <<person>> emerges from a door in front of you, carrying a tray of canapés. The tray clatters to the floor, but Zephyr gags <<him>> with one hand before <<he>> can scream.
<br><br>
<<person1>>
"We don't have long," Zephyr says to the crew in an uncharacteristically hushed tone. "Snatch what ye can, and we'll get gone. Ye have five minutes."
<br><br>
<<link [[Next|Pirate Attack Mate 3]]>><<pass 5>><</link>>
<br><<effects>>
You enter the ship interior with the pirates, and trail Zephyr as they shake down passengers, and ransack their rooms, taking thing of clear value.
<br><br>
One of the pirates whistles from outside. Zephyr rushes to them, and looks out over the sea. Another ship sails closer, far smaller than either the pirate or cruise ship, but the sight of it shakes Zephyr. "Everyone!" <<he>> shouts. "We're leaving. Get here on the double, or be left behind."
<br><br>
You climb back down the rope ladder. Zephyr follows, and sits beside you.
<br><br>
The flotilla of small boats sails away from the cruise ship, back to the pirate ship. Zephyr orders it to turn and sail in the opposite direction at once.
<br><br>
The pirates are too busy arguing over loot to bother you for the moment.
<br><br>
<<link [[Next|Pirate Deck]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<endevent>>
<<npc "Zephyr">><<person1>>
<<if $pirate_rank gte 1>>
<<if $exposed gte 2>>
You step into the boat, your <<lewdness>> exposed to the whole crew.
<<else>>
You remove your clothing, exposing yourself to the crew, and step into the boat.
<<undress "pirate_attack">>
<</if>>
<<exhibitionism5>>
<<else>>
<<if $exposed gte 2>>
They drag you to the boat, and shove you inside.
<<else>>
They tear your clothing from your body, and shove you inside the boat.
<<undress "pirate_attack">>
<</if>>
<br><br>
<</if>>
"We're just gonna leave ye here for a little while," Zephyr says, pulling a knife from <<his>> jacket. "Be seeing ye soon." <<He>> hacks through the rope, and your boat plunges into the water below.
<br><br>
The pirate ship tears ahead without you, then turns away from the cruise ship, heading in the opposite direction.
<br><br>
<<link [[Next|Pirate Attack Scum 2]]>><<pass 30>><</link>>
<br><<effects>>
You're left alone in the boat, your lewdness on display. You can't see the cruise ship from your lower vantage, at first, then it appears on the horizon. It's heading your way.
<br><br>
<<endevent>>
<<pirate_attack_init>>
<<generate1>><<person1>>
<<saveNPC 0 "cruise_captain">>
<<generate2>><<generate3>>
The ship slows as it pulls up alongside you. A <<person>> leans over the side above. <<covered>> "There's a <<girl>> in there," <<he>> shouts. "And <<pshes>> naked."
<br><br>
More heads appear over the side of the boat, and look down at you. "Bring <<phim>> up!"
<br><br>
A <<person2>><<person>> in a harness appears at the edge of the boat, climbs down the side with the help of a rope, and lands beside you.
<br><br>
<<He>> grabs you with both arms, and ascends again, aided by people pulling the at the top.
<br><br>
<<link [[Next|Pirate Attack Scum 3]]>><</link>>
<br><<effects>>
<<set $pirate_attention to 0>>
You make it to the top, emerging in front of assembled crew and passengers. They leer at you openly. <<covered>>
<br><br>
<<if random(1, 2) is 2>>
"We haven't even arrived yet."
<<else>>
"Do they send a <<girl>> like this out on purpose?"
<</if>>
<br>
<<if random(1, 2) is 2>>
"You think this <<girl>> can handle all of us?"
<<else>>
"Let's mess <<phim>> up."
<</if>>
<br>
<<if random(1, 2) is 2>>
"What a good looking piece of meat."
<<else>>
"I'm gonna fuck <<phim>> raw."
<</if>>
<br><br>
Distracting them would help Zephyr's plans, but could make your visit more dangerous.
<br><br>
<<link [[Warn them about the pirates|Pirate Attack Scum Pirates]]>><<famegood 10>><</link>>
<br>
<<link [[Provide the distraction Zephyr wants|Pirate Attack Scum Distract]]>><<pirate_attention 1>><</link>><<gattention>>
<br>
<<link [[Remain silent|Pirate Attack Scum Silent]]>><<pain -12>><</link>><<llpain>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"Please," you say. "You have to listen. Pirates sent me as a distraction."
<<elseif $speech_attitude is "bratty">>
"You idiots better shut the fuck up," you say. "Before the pirates that sent me get here."
<<else>>
"Pirates sent me as a distraction," you say. "You're in danger."
<</if>>
<br><br>
The crowd falls quiet for a moment, then bursts into uproarious laughter. "Pirates!" the <<person1>><<person>> exclaims. "Is this the Caribbean? Get <<phim>> inside."
<br><br>
<<link [[Next|Pirate Attack Scum 4]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I'm so cold and all alone," you say. "So defenceless. You're surely not going to take advantage, are you?"
<br><br>
The <<person1>><<person>> has to restrain one of the passengers. "Get <<phim>> inside," <<he>> says. "Before <<pher>> naivety causes trouble."
<br><br>
<<set $phase to 0>>
<<elseif $speech_attitude is "bratty">>
"As if I'd accommodate scum like you," you say. "You should treat me like royalty. Now, show me to my quarters. I'll have the captain's."
<br><br>
The audience breaks down into uproarious laughter. "Right this way," the <<person1>><<person>> manages, performing a mock bow. "Right this way your highness."
<br><br>
<<set $phase to 1>>
<<else>>
"You're not going to take advantage of me are you?" you ask in a coquettish cadence.
<br><br>
"You'll be treated like you deserve," the <<person1>><<person>> says. "Get <<phim>> inside."
<br><br>
<<set $phase to 2>>
<</if>>
<<link [[Next|Pirate Attack Scum 4]]>><</link>>
<br><<effects>>
You remain silent, and endure their wanton jeers. "Get <<phim>> inside," the <<person1>><<person>> says.
<br><br>
<<link [[Next|Pirate Attack Scum 4]]>><</link>>
<br><<effects>>
The <<person1>><<person>> leads you around the side of the cruise ship, and onto an open space. You pass an outdoor pool, on the way to an open platform, raised above its surroundings. It looks like a stage.
<br><br>
"<<Ladies_gentlemen>>," announces a <<person3>><<personsimple>> over loudspeakers. "Please make your way to the stage. We have a special presentation for you."
<br><br>
The <<person1>><<person>> shoves you up the walkway onto the platform, putting you in full view of everyone. More passengers pour out of the ship's interior, eager to watch the spectacle.
<br><br>
<<link [[Next|Pirate Attack Scum 5]]>><</link>>
<br><<effects>>
The <<person1>><<person>> follows you up, a microphone in hand. "Honoured passengers," <<he>> announces.
<<if $phase is 0>>
"This poor <<girl>> was found stranded in a small boat, naked and shivering. <<pShe>> is terribly frightened. We've taken them aboard. However, such compassion does not come free. Who wants to be the first to show our guest <<pher>> place?"
<br><br>
<<elseif $phase is 1>>
"This bratty <<girl>> was found stranded in a small boat. Yet despite <<pher>> circumstances, <<pshe>> demands we treat <<phim>> like royalty!" The audience erupts with jeers. "Who wants to be the first to give our guest a 'royal' welcome?"
<br><br>
<<else>>
"This <<girl>> was found stranded in a small boat. <<pShe>> worries that we will take advantage of <<pher>>." <<He>> pauses for laughter. "Who wants to be the first to show our guest how 'gentle' we are?"
<</if>>
A sea of hands rises. The <<person>> points at a
<<endevent>>
<<generate1>><<person1>>
<<person>>, who climbs the stage with lust-filled eyes.
<br><br>
<<link [[Next|Pirate Attack Scum Rape]]>><<set $molestationstart to 1>><</link>>
<br><<effects>>
<<set $pirate_time += 1>>
<<loadNPC 0 "cruise_captain">><<person1>>
<<pass 5>>
<<if $pirate_attention gte 10>>
The audience is <span class="red">transfixed</span> by you.
<<elseif $pirate_attention gte 6>>
The audience is <span class="blue">distracted</span> by you.
<<elseif $pirate_attention gte 2>>
The audience is <span class="teal">watching</span> you.
<<else>>
The audience <span class="green">finds you an interesting diversion.</span>
<</if>>
<br><br>
<<if $pirate_time is 3>>
<span class="blue">You notice one of Zephyr's pirates through a window, rummaging in a cupboard.</span>
<br><br>
<<elseif $pirate_time is 6>>
<span class="blue">Several of Zephyr's crew throw sacks full of loot overboard, but the crowd are too distracted to notice.</span>
<br><br>
<</if>>
The <<person>> quiets the audience with a gesture, preparing to announce the next torment.
<br><br>
<<if $pirate_time gte 10>>
<span class="red">A gunshot</span> startles the audience. Some duck, others just look around, unaware of the danger.
<br><br>
<<link [[Next|Pirate Attack Scum End]]>><</link>>
<br>
<<elseif $pirate_attention gte random(1, 20)>>
<<if $rng gte 51>>
"Let's give our guest something special," <<he>> announces. "I want three, yes three, of you up on stage with <<phim>>." <<He>> points out three from the sea of hands. "Get up here!"
<br><br>
<<endevent>>
<<generate1>><<person1>>
<<generate2>>
<<generate3>>
A <<person>>, <<person2>><<person>>, and <<person3>><<person>> arrive on stage.
<br><br>
<<link [[Next|Pirate Attack Scum Trio]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
"Let's give our guest something a little more dangerous, shall we?" announces the <<person>>. "Let's see some hands." <<He>> points out not one, but two.
<br><br>
<<endevent>>
<<generate1>><<person1>>
<<generate2>>
A <<person>> and <<person2>><<person>> climb the stage.
<br><br>
<<link [[Next|Pirate Attack Scum Duo]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<<else>>
<<if $rng gte 81>>
"Let's have this <<girl>> show off <<pher>> stuff," <<he>> announces. "Go on, <<girl>>. Pose for us."
<br><br>
<<link [[Strike a pose, but maintain your dignity|Pirate Attack Scum Pose Dignity]]>><</link>><<exhibitionist1>><<gattention>><<pirate_attention 1>>
<br>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Strike an erotic pose|Pirate Attack Scum Pose Erotic]]>><</link>><<exhibitionist5>><<ggattention>><<pirate_attention 2>>
<br>
<</if>>
<<link [[Refuse|Pirate Attack Scum Pose Refuse]]>><</link>>
<br>
<<elseif $rng gte 61>>
"I wonder if our castaway can dance," <<he>> says. "How's about <<pshe>> show us?" The audience shouts their assent.
<br><br>
<<endevent>>
<<link [[Dance|Pirate Attack Scum Dance]]>><<set $dancestart to 1>><</link>>
<br>
<<elseif $rng gte 41>>
"Do you think our <<girl>> here has enough sun cream?" <<he>> asks. The audience responds in a jumbled murmur. "Can I see some hands? You. Come up here."
<br><br>
<<endevent>>
<<generate1>><<person1>>
A <<person>> climbs the stage, and catches a bottle of sun cream. <<He>> squeezes it onto <<his>> hand.
<br><br>
<<link [[Allow|Pirate Attack Scum Cream Allow]]>><<stress 6>><<arousal 2000>><</link>><<gstress>><<ggarousal>><<gattention>><<pirate_attention 1>>
<br>
<<link [[Refuse|Pirate Attack Scum Cream Refuse]]>><</link>>
<br>
<<else>>
"Let's see a show of hands," <<he>> announces. A sea of arms rise in response. "You. Come up on stage!"
<br><br>
<<endevent>>
<<generate1>><<person1>>
A <<person>> climbs the stage, and leers at you as <<he>> approaches.
<br><br>
<<link [[Next|Pirate Attack Scum Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<</if>><<if $dancestart is 1>>
<<unset $dancestart>>
<<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>><<person1>>
<<danceinit>>
<<set $audience to 50>>
<<set $venuemod to 0>>
<<set $dancelocation to "pirate_cruise">>
<<set $forceddance to 1>>
<<set $timer to 8>>
<</if>>
<<if $stress gte $stressmax>>
<<set $danceevent to "finish">>
<</if>>
<<danceeffects>>
<<danceaudience>>
<<if $danceevent is 0>>
<<if $exposed gte 2 and !hasSexStat("exhibitionism", 5)>>
Being so exposed is humiliating, but there's nothing you can do.
<br><br>
<<elseif $exposed gte 1 and !hasSexStat("exhibitionism", 3) and !$worn.under_lower.type.includes("dance")>>
Being so exposed is humiliating, but there's nothing you can do.
<br><br>
<</if>>
<</if>>
<<if $timer lte 0>>
<<set $danceevent to "finish">>
<<else>>
<<set $timer -= 1>>
<</if>>
<<danceactions>>
<<if $danceevent is "finish">>
<<link [[Next|Pirate Attack Scum Dance Finish]]>><</link>>
<br>
<</if>><<effects>>
<<if $audiencearousal gte 100>>
The audience looks ravenous.<<gggattention>><<pirate_attention 3>>
<<elseif $audiencearousal gte 60>>
The audience looks lustful.<<ggattention>><<pirate_attention 2>>
<<elseif $audiencearousal gte 20>>
The audience looks eager for more.<<gattention>><<pirate_attention 1>>
<<else>>
The audience isn't particularly impressed by the dance.
<</if>>
<br><br>
<<endevent>>
<<loadNPC 0 "cruise_captain">><<person1>>
<<if currentSkillValue('danceskill') gte 1000>>
"What an astounding performance!" the <<person>> says. <<He>> sounds surprised, even awed.
<<elseif currentSkillValue('danceskill') gte 800>>
"A great performance from our little castaway!" the <<person>> exclaims.
<<elseif currentSkillValue('danceskill') gte 600>>
"Who would have known our little castaway would give such a good performance?" the <<person>> says.
<<elseif currentSkillValue('danceskill') gte 400>>
"Seems our castaway knows a move or two," the <<person>> says.
<<elseif currentSkillValue('danceskill') gte 200>>
"What a terrible performance," the <<person>> says. "But we can't expect our castaway to be a good dancer, can we?"
<<else>>
"What an astounding performance!" the <<person>> says, sarcasm dripping off every word.
<</if>>
<br><br>
<<link [[Next|Pirate Attack Scum Main]]>><<endevent>><<clotheson>><</link>>
<br><<effects>>
You turn your back to the <<person>>. Rather than put the cream there however, <<he>> reaches around your chest and places <<his>> hands over your <<breasts>>.
<br><br>
<<His>> slippery hands slide over them as <<he>> massages, one hand travelling downward, over your abdomen, towards your <<genitals>>.
<br><br>
<<if !$worn.genitals.type.includes("naked")>>
<<He>> grasps the device as best <<he>> can, pulling it this way and that.
<<if $arousal gte $arousalmax>>
<<He>> can't make it budge, the pushing against your <<genitals 1>> proves too much. <<orgasm>>
The audience erupts in excited applause. The <<person1>><<person>> gives your <<bottom>> a wet smack, then leaves you on the stage.<<gggattention>><<pirate_attention 3>>
<br><br>
<<else>>
<<He>> can't make it budge, but satisfies <<himself>> by giving your <<bottom>> a more firms massage than is necessary.<<gpain>><<pain 4>>
<br><br>
With your body suitably creamed, the <<person>> leaves you on the stage.
<br><br>
<</if>>
<<else>>
<<if $arousal gte $arousalmax>>
<<His>> fingers barely brush your <<genitals>>, but it's enough to send you over the edge.<<orgasm>>
The audience erupts in excited applause. The <<person1>><<person>> gives your <<bottom>> a wet smack, then leaves you on the stage.<<gggattention>><<pirate_attention 3>>
<br><br>
<<else>>
<<if $player.penisExist>>
<<His>> fingers slide over your <<penis>>, then massages the length, making sure not to miss an inch.
<br><br>
With your body suitably creamed, the <<person>> leaves you on the stage.
<br><br>
<<else>>
<<His>> fingers slide over your labia, massaging while <<his>> thumb slips over your clit, making sure not to miss an inch.
<br><br>
With your body suitably creamed, the <<person>> leaves you on the stage.
<br><br>
<</if>>
<</if>>
<</if>>
<<link [[Next|Pirate Attack Scum Main]]>><<endevent>><</link>>
<br><<effects>>
You move away as the <<person1>><<person>> tries to touch you. <<He>> tries again, spilling the cream in <<his>> haste, but you duck under <<his>> arm.
<br><br>
<<He>> whirls to continue the chase, only to slip and end up on <<his>> back.
<br><br>
<<He>> leaves the stage in disgrace.
<br><br>
<<link [[Next|Pirate Attack Scum Main]]>><<endevent>><</link>>
<br><<effects>>
You keep your body covered with your arms, and strike an enticing pose. It captures the audience's attention at once. "Beautiful," announces the <<person>>.
<<exhibitionism1>>
<<link [[Next|Pirate Attack Scum Main]]>><<endevent>><</link>>
<br><<effects>>
You strut to the edge of the stage, and strike an erotic pose with your hands on your hips, your <<lewdness>> on full display. The audience gapes. Even the <<person>> forgets <<himself>> for a moment.<<exhibitionism5>>
"Thank you," the <<person>> says, remembering <<himself>> but seeming lost for words. "Ah, for the pose." <<He>> reaches for a bottle, and takes a sip.
<br><br>
<<link [[Next|Pirate Attack Scum Main]]>><<endevent>><</link>>
<br><<effects>>
You refuse to strike a pose. "Looks like <<pshe>> needs more convincing," the <<person>> announces. The audience taunts you.
<br><br>
<<link [[Next|Pirate Attack Scum Main]]>><<endevent>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Pirate Attack Scum Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Pirate Attack Scum Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Can I have a round of applause for our guest?" The audience erupts in jeering applause.<<gattention>><<pirate_attention 1>>
<br><br>
<<tearful>> you prepare for more abuse.
<br><br>
<<elseif $enemyhealth lte 0>>
"The <<girl>>'s a fighter! We'll soon put an end to that." The audience jeers.<<gattention>><<pirate_attention 1>>
<br><br>
<<tearful>> you prepare to defend yourself further.
<br><br>
<</if>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Pirate Attack Scum Main]]>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Pirate Attack Scum Duo Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Pirate Attack Scum Duo]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"What a trooper! Can I have another round of applause?" The pair leave the stage, looking satisfied.<<gattention>><<pirate_attention 1>>
<br><br>
<<tearful>> you prepare for more abuse.
<br><br>
<<elseif $enemyhealth lte 0>>
The pair back away from you, then flee the stage. The audience jeers more at them than you. "What an upset! Can any of you tame this wild beast?"<<gattention>><<pirate_attention 1>>
<br><br>
<<tearful>> you prepare to defend yourself further.
<br><br>
<</if>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Pirate Attack Scum Main]]>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Pirate Attack Scum Trio Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Pirate Attack Scum Trio]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Finished with you, all three leave the stage. "What a mess! We're not done yet."<<gattention>><<pirate_attention 1>>
<br><br>
<<tearful>> you prepare for more abuse.
<br><br>
<<elseif $enemyhealth lte 0>>
All three back away from you. The <<person1>><<person>> takes a step too far, and falls off the stage into the crowd below. The audience cheers, possibly for you.<<gattention>><<pirate_attention 1>>
<br><br>
"What an upset! I can't wait to see this <<girl>> get humbled!"
<br><br>
<<tearful>> you prepare to defend yourself further.
<br><br>
<</if>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Pirate Attack Scum Main]]>><</link>>
<br><<effects>>
<<npc "Zephyr" 2>><<person2>>
Captain Zephyr strides onto the stage, and fires <<his>> pistol into the air once more for good measure. This time, even the less savvy members of the audience look panicked. Some try to run, only to be met by other pirates brandishing weapons.
<br><br>
"Now why'd ye want to run for?" Zephyr shouts. <<His>> voice doesn't carry very well. This ship is much larger than <<hes>> accustomed to. <<He>> wrestles the microphone away from the <<person1>><<person>>.
<br><br>
<<link [[Next|Pirate Attack Scum End 2]]>><</link>>
<br><<effects>>
<<person2>>
"Now why'd ye want to run for?" Zephyr repeats. This time <<his>> voice blares out of the loudspeakers. "We've already pilfered your valuables. We're just here for the loose change."
<br><br>
"I want all ye valuables, all cash, credit cards, jewellery, and the like, in one of me sacks." Pirates march through the audience, shaking them down for everything of value. "Anyone resists, gets blasted." <<He>> fires <<his>> pistol into the air again.
<br><br>
<<link [[Next|Pirate Attack Scum End 3]]>><</link>>
<br><<effects>>
Zephyr turns to you.
<<if $pirate_attention gte 10>>
<<if $museumAntiques.antiques.antiquegoldcompass isnot "found" and $museumAntiques.antiques.antiquegoldcompass isnot "talk" and $museumAntiques.antiques.antiquegoldcompass isnot "museum">>
<<earnFeat "Lost Heirloom">>
<<wearProp "gold compass">>
"You've done a mighty fine job here," <<he>> says, reaching into <<his>> jacket. "I want ye to have this." <<He>> produces a compass. It looks like it's made of gold.
<br><br>
"I don't need it. The stars light me way, along with me telescope. But it has sentimental value. Was the first thing I ever stole." <<He>> shuts <<his>> eyes as <<he>> holds it out to you, as if <<he>> can't bear the sight of its loss.
<br><br>
The gold alone is very valuable, and it likely has further value as an antique.<<set $antiquemoney += 5000>><<museumAntiqueStatus "antiquegoldcompass" "found">>
<br><br>
<<else>>
"You've done a mighty fine job once more," <<he>> says. "Let me give ye your cut, ahead of time." Zephyr hands you a wad of notes. You've gained <<moneyGain 1000>>.
<br><br>
<</if>>
<<elseif $pirate_attention gte 6>>
"Fine work," <<he>> says. "Let me give ye your cut, ahead of time." Zephyr hands you a wad of notes. You've gained <<moneyGain `$pirate_attention * 100`>>.
<br><br>
<<elseif $piratate_attention gte 1>>
"Not bad," <<he>> says. "Let me give ye your cut, ahead of time." Zephyr hands you a wad of notes. You've gained <<moneyGain `$pirate_attention * 100`>>.
<br><br>
<<else>>
"I was hoping ye would be a better distraction," <<he>> says. "But no matter. We found a few trinkets. Should be enough to satisfy the
<<if $malechance gte 100>>
lads."
<<elseif $malechance lte 0>>
lasses."
<<else>>
lads and lasses."
<</if>>
<br><br>
<</if>>
The pirates continue robbing the audience of valuables, tearing jewellery off necks, watches off wrists, emptying purses and wallets into their sacks. No more guns are fired, but anyone who resists gets beaten while the rest of the audience look away.
<br><br>
<<link [[Next|Pirate Attack Scum End 4]]>><<handheldon>><</link>>
<br><<effects>>
<<storeon "pirate_attack">>
Laden with ill-gotten gains, Zephyr and the pirates vacate the cruise ship. They board a number of small boats parked around the larger vessel, climbing down on impromptu rope ladders. They take you with them.
<br><br>
<<if C.npc.Zephyr.love gte 40 and $pirate_attention gte 10>>
Zephyr listens lazily to the rest of the crew arguing over who gets what, <<he>> occasionally casts you a glance.
<</if>>
They're too distracted by arguments over loot to bother you on the journey, or once back aboard the pirate ship.
<br><br>
<<if C.npc.Zephyr.love gte 70 and $pirate_attention gte 10 and $pirate_rank gte 1>>
<<link [[Next|Pirate Attack Scum End 5]]>><<clearNPC "cruise_captain">><<pirate_attack_end>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<link [[Next|Pirate Deck]]>><<clearNPC "cruise_captain">><<pirate_attack_end>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>><<npc "Zephyr">><<person1>>
You board the ship, eager to conceal your share of the spoils, when Zephyr’s voice stops you in your tracks. “Hey, <<lass>>! Come over here—I’ve got something for you!”
<br><br>
<<He>> leads you into <<his>> quarters, where the room is softly lit and filled with nautical charts and intriguing knick-knacks. After closing the door, Zephyr hands you a cup of
strong, dark liquor. “You did a fine job out there <<lass>>. Good to have a mate like you on my crew,” <<he>> says, <<his>> grin as wide as the sea.
<br><br>
<<if playerIsPregnant() and playerAwareTheyArePregnant()>>
<span class="blue">You can't bring yourself to drink while you know you're with child.</span>
<<else>>
<<link [[Accept the drink|Pirate Attack Scum End 6]]>><<alcohol 200>><<set $pirate_drink_dolp to 1>><</link>><<ggalcohol>>
<</if>>
<br>
<<link [[Refuse the drink|Pirate Attack Scum End 6]]>><</link>>
<br><<effects>> <<set $time to 2000>>
<<if $pirate_drink_dolp is 1>>
You accept the drink, feeling the strong liquor spread a warm glow through you. <<He>> laughs heartily, clinks <<his>> cup against yours, and takes a deep swig from <<his>> own.
<<He>> lets out a satisfied sigh. “Here’s to a successful raid!” <<he>> toasts, then quickly pours another round.
<<else>>
You decline the drink, and <<he>> gives a casual shrug with a smile. <<He>> finishes <<his>> drink in one swift gulp, the alcohol clearly hitting <<him>> with a burst of warmth.
<<He>> quickly refills <<his>> glass, lifting it with a satisfied grin. “More for me then!” <<he>> says.
<</if>>
<br><br>
As the evening progresses, <<his>> enthusiasm increases. <<He>> raises <<his>> cup and starts recounting dramatic tales of high-seas escapades. “You wouldn’t believe the trouble we got into a few
months ago!” <<he>> laughs, <<his>> stories becoming more vivid with each drink.
<br><br>
<<set $pirate_drink_dolp to 0>>
<<if playerIsPregnant() and playerAwareTheyArePregnant()>>
<span class="blue">You can't bring yourself to drink while you know you're with child.</span>
<<else>>
<<link [[Accept the drink|Pirate Attack Scum End 7]]>><<alcohol 200>><<pass 20>><<set $pirate_drink_dolp to 1>><</link>><<ggalcohol>><br>
<</if>>
<<link [[Refuse the drink|Pirate Attack Scum End 7]]>><<pass 20>><</link>><<if $pirate_drink_dolp is 1>>
You accept the drink, feeling the warmth spread through you as Zephyr pours <<himself>> a generous amount. “Ya know,” <<he>> says with a tipsy grin, leaning in closer, “we once... fought
off a navy ship just for... one chest of gold!” <<His>> stories get more exaggerated with each sip, <<his>> speech slurred as <<he>> drinks.
<<else>>
You decline the drink, and Zephyr, unfazed, takes another swig. “You’re missin’ out,” <<he>> says with a slurred grin, <<his>> words slightly jumbled. “But that just means more... for
me!”
<</if>>
<br><br>
As Zephyr continues to drink, <<his>> behaviour becomes more assertive. <<His>> hand brushes against yours more frequently, and <<his>> gaze lingers on you with increased interest. “Ya should’ve seen... how we made a mess!” <<he>> laughs, clearly more focused on you.
<br><br>
<<set $pirate_drink_dolp to 0>>
<<if playerIsPregnant() and playerAwareTheyArePregnant()>>
<span class="blue">You can't bring yourself to drink while you know you're with child.</span>
<<else>>
<<link [[Accept the drink|Pirate Attack Scum End 8]]>><<alcohol 200>><<pass 20>><<set $pirate_drink_dolp to 1>><</link>><<ggalcohol>><br>
<</if>>
<<link [[Refuse the drink|Pirate Attack Scum End 8]]>><<pass 20>><</link>>
<br><<if $pirate_drink_dolp is 1>>
You take the third drink, savouring the warming sensation as it spreads through your body. The room has grown darker, with only the dim, flickering light of the lamp casting shadows
Zephyr, clearly drunk, refills <<his>> cup and takes a hearty swig. <<His>> hand finds its way to your thigh, <<his>> touch lingering
<<else>>
You turn down the drink, and Zephyr simply shrugs, letting out a sigh of resignation. <<He>> finishes <<his>> glass in a single gulp and slams it down on the table with a satisfied
thud. <<His>> hand then slides to your thigh, <<his>> touch lingering.
<</if>>
<br><br>
Zephyr leans in closer, <<his>> breath warm with the smell of alcohol. “Well,” <<he>> says, his words a bit drawn out, “I’m about to head to bed. Why don’t you come along? I could really
use some company to end the night.”
<br><br>
<<if playerIsPregnant() and playerAwareTheyArePregnant()>>
<span class="blue">You can't bring yourself to drink while you know you're with child.</span>
<<else>>
<<link [[Follow Zephyr|Zephyr Dolp Sex Start]]>><<pass 40>><<set $sexstart to 1>><</link>><br>
<</if>>
<<link [[Leave|Zephyr Dolp Sex Start]]>><<set $phase to 1>><</link>><<effects>>
<<if $phase is 1>>
Zephyr leans in, <<his>> breath heavy with alcohol. “Suit yourself,” <<he>> says with a dismissive wave. “I’m heading to bed. Don’t be a stranger if you change your mind.”
<br><br>
<<link [[Leave|Pirate Deck]]>><<set $phase to 1>><</link>><br>
<<else>>
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<He>> pulls you further into <<his>> cabin, guiding you toward a bed tucked away in the corner.
<<promiscuity1>>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<controlloss>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Zephyr Dolp Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Zephyr Dolp Sex Start]]>><</link>></span><<nexttext>>
<</if>>
<</if>><<set $location to "pirate_ship">><<set $outside to 1>><<effects>>
<<if $phase is 2>>
<<pass 1120>>
After struggling to free yourself from Zephyr's tight grasp, you find it nearly impossible to wriggle free. Eventually, you resign yourself to the situation, adjusting your position
to get comfortable next to <<him>>. With a sigh, you settle into the warmth of the bed and soon drift off to sleep.
<br><br><br>
After what seems like many hours, you awaken alone in the cabin. The space is quiet and dim, with the gentle morning light filtering in through a small window. <<he>> is nowhere to be
seen, leaving you to gather your thoughts and figure out your next move.
<<set _walk to true>>
<<else>>
<<if $enemyarousal gte $enemyarousalmax>>
<<He>> lies next you holding you by the waist, <<his>> breath heavily scented with alcohol.
<br><br>
Before you know it, you hear the sound of snoring coming from beside you. Zephyr, clearly having succumbed to sleep, pulls you closer into <<his>> embrace.
<<elseif $enemyhealth lte 0>>
<<set _walk to true>>
You shove <<him>> away and retreat into the night. You're not sure if <<hes>> behind you, and you don't care to find out.
<br><br>
<<else>>
<<He>> lies next you holding you by the waist, <<his>> breath heavily scented with alcohol.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<<if _walk is true>>
<<link [[Next|Pirate Deck]]>><<clearNPC "cruise_captain">><<pirate_attack_end>><<endevent>><<set $eventskip to 1>><</link>>
<<else>>
<<link [[Next|Zephyr Dolp Sex Finish]]>><<set $phase to 2>><</link>>
<</if>><<effects>>
The <<person>> bends you over the railing, so that you face the sea below, with your <<bottom>> stuck out.
<br><br>
A crowd forms around you. "I just meant to look," the <<person>> continues. "But presented like that, how could I resist?"
<br><br>
<<link [[Next|Pirate Scum Deck Rape]]>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<pirate_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Pirate Scum Deck Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Pirate Scum Deck Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<npc "Zephyr" 2>><<person2>>
"What ye lot standing around for?" asks Zephyr, <<his>> footsteps stomping closer. <<He>> removes <<his>> hat to scratch <<his>> scalp when <<he>> sees you. "Figures. Get back to work, all of ye!"
<br><br>
<<tearful>> step away from the railing.<<lrespect>><<pirate_status -1>>
<br><br>
<<elseif $enemyhealth lte 0>>
You kick the <<person>> in the genitals. <<He>> squeals and backs away, to the sound of uproarious laughter.<<ggrespect>><<pirate_status 3>>
<br><br>
<<npc "Zephyr" 2>><<person2>>
"What tomfoolery is this?" asks Zephyr, stomping closer. <<He>> observes you, and the <<person1>><<person>> writhing in pain. "So that's how it is. Hah! Get back to work, all of ye!"
<br><br>
<<tearful>> you step away from the railing.
<br><br>
<<else>>
"Why do I hear screaming?" asks Zephyr, stomping closer. <<He>> notices you. "Find someone else to bother, that <<girl>>'s not into it ye idiot. Now get back to work, all of ye!"<<lrespect>><<pirate_status -1>>
<br><br>
<<tearful>> you step away from the railing.
<br><br>
<</if>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Pirate Deck]]>><</link>>
<br><<effects>>
You smack the <<person>> away from you. <<He>> retaliates, wrestling you to the deck.
<br><br>
<<npc "Zephyr" 2>><<person2>>
"Knock it off ye two," Zephyr says, grabbing the <<person1>><<person>> by the collar. "Or I'll have ye keelhauled<<if Time.dayState is "night">> for disturbing me sleep<</if>>."
<br><br>
The <<person>> throws you another spiteful glance<<if Time.dayState is "night">> as the captain returns to <<person2>><<his>> quarters<</if>>, but doesn't take it further.
<br><br>
<<link [[Next|Pirate Deck]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
You walk up to the <<person1>><<person>>. When within arm's reach, <<he>> grasps your thighs and pulls you on top of <<him>>. Your lips meet. It's a clumsy thing.<<takeKissVirginity $NPCList[0]>>
<br><br>
<<His>> breath smells of booze. It's so strong that it leaves you feeling lightheaded.<<galcohol>><<alcohol 60>>
<br><br>
<<link [[Next|Pirate Deck]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<if random(1, 2) is 2>>
You walk on, ignoring the <<person1>><<person>> and <<his>> friends. <<He>> grumbles something incoherent, but that's the end of it.
<br><br>
<<link [[Next|Pirate Cabin]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You walk on, ignoring the <<person1>><<person>> and <<his>> friends. "Don't you walk away from me," the <<person>> says. You hear <<his>> chair grind against the wooden floor as <<he>> stands. <<He>> marches towards you, snatching a bottle of dark liquid off a shelf on <<his>> way over. "Take a swig of this. It'll brighten you're mood. Promise."
<br><br>
<<if playerIsPregnant() and playerAwareTheyArePregnant()>>
<span class="blue">You can't bring yourself to drink while you know you're with child.</span>
<<else>>
<<link [[Drink|Pirate Scum Cabin Drink]]>><<pirate_status 1>><<alcohol 120>><</link>><<grespect>><<ggalcohol>>
<</if>>
<br>
<<link [[Refuse|Pirate Scum Cabin Drink Refuse]]>><<pirate_status -1>><</link>><<lrespect>>
<br>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
You give <<him>> an appraising look, then screw up your face in mock disgust. "No. Thank you."
<<elseif $speech_attitude is "bratty">>
"I'd sooner lick scum off the keel," you say.
<<else>>
"I'll pass," you say. "I'm just a delicate landlubber, and I'm sure your tongue's been in all sorts of wrong places. I might catch something."
<</if>>
<br><br>
<<person1>><<His>> friends find this amusing, but the <<person>> stands with such fury that <<his>> chair falls over.
<br><br>
"Smart mouth have you," <<he>> says, marching closer. "Here's something else then." <<He>> picks up a bottle of dark liquid off a shelf on <<his>> way over. "Here. Take a swig. I insist."
<br><br>
<<if playerIsPregnant() and playerAwareTheyArePregnant()>>
<span class="blue">You can't bring yourself to drink while you know you're with child.</span>
<<else>>
<<link [[Drink|Pirate Scum Cabin Drink]]>><<pirate_status 1>><<alcohol 120>><</link>><<grespect>><<ggalcohol>>
<</if>>
<br>
<<link [[Refuse|Pirate Scum Cabin Drink Refuse]]>><<pirate_status -1>><</link>><<lrespect>>
<br><<effects>><<wearProp "beer bottle">>
You drink straight from the bottle. Whatever it is burns your throat and goes straight to your head. The <<person2>><<person>> and <<person3>><<person>> join you, taking swigs from their mugs.
<br><br>
Seeming satisfied, the <<person1>><<person>> follows suit, drinking straight from the bottle and staggering back to <<his>> seat.
<br><br>
<<link [[Next|Pirate Cabin]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
"Of course," the <<person1>><<person>> says, performing a mock bow. "I'm sure your highness is too delicate for such a course liquor as this." <<He>> takes a swig, and staggers back to <<his>> seat.
<br><br>
<<link [[Next|Pirate Cabin]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
You do as bid, and stand against the mast. "You'll need to be higher than that, the <<person2>><<person>> says. "Give us a hand." The <<person1>><<person>> and <<person3>><<person>> grab you by the thighs, and heft you several feet off the ground. "Hold <<phim>> there. I won't be long."
<br><br>
The <<person2>><<person>> proves nimble as <<he>> climbs the mast beside you, taking position somewhere behind. <<He>> wraps a length of rope around your arms, then ankles, shoulders, crotch. Ropes crisscross your body. When <<hes>> done, you're left immobile several feet in the air.
<br><br>
"There," <<he>> says. "I still got it." <<He>> turns and walks away, with <<his>> friends following.
<br><br>
<<link [[Demand they untie you|Pirate Scum Deck Rope Demand]]>><<def 1>><<pirate_status 1 "scum">><</link>><<grespect "scum">>
<br>
<<link [[Remain silent|Pirate Rope]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"Please don't leave me like this," you call.
<<elseif $speech_attitude is "bratty">>
"Let me down this instant," you say. "Or you'll be sorry."
<<else>>
"Aren't you forgetting something?" you ask.
<</if>>
<br><br>
<<if random(1, 2) is 2>>
The <<person2>><<person>> stops. "Where are my manners," <<he>> says. "Here." <<He>> hurls a knife. It thuds into the wood beside you, severing a length of rope. At once, the rope slackens and you fall several inches. You're able to struggle free without much difficulty.
<br><br>
<<link [[Next|Pirate Deck]]>><<endevent>><<set $event_skip to 1>><</link>>
<br>
<<else>>
The <<person2>><<person>> just starts whistling as <<he>> continues walking away.
<br><br>
<<link [[Next|Pirate Rope]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"Sorry," you say. "But I'm not in the mood."
<<elseif $speech_attitude is "bratty">>
"Go practise on your friends," you say.
<<else>>
"No thanks," you say. "I've been tied up enough."
<</if>>
<br><br>
<<if random(1, 2) gte 2>>
"Hahaha!" the <<person1>><<person>> exclaims. "I didn't expect a refusal! Best be careful with that attitude of yours." Despite those words, they turn and walk away.
<br><br>
<<link [[Next|Pirate Deck]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
"We ain't asking," the <<person2>><<person>> laughs. <<His>> friends shove you against the mast, then lift you by your thighs.
<br><br>
With a nimble grace, the <<person>> climbs the mast and stops somewhere behind you. <<He>> wraps a length of rope around your arms, then ankles, shoulders, crotch. Ropes crisscross your body. When <<hes>> done, you're left immobile several feet in the air.
<br><br>
"There," <<he>> says. "I still got it." <<He>> turns and walks away, with <<his>> friends following.
<br><br>
<<link [[Demand they untie you|Pirate Scum Deck Rope Demand]]>><<def 1>><<pirate_status 1 "scum">><</link>><<grespect "scum">>
<br>
<<link [[Remain silent|Pirate Rope]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<set $seductiondifficulty to 8000>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>>
<span class="gold">You feel more confident in your powers of seduction.</span>
<br><br>
<</if>>
<<seductionskilluse>>
"We could do that," you say, lifting the other end of the rope. "Or I could show you a thing or two." You fondle the rope suggestively.
<br><br>
<<if $seductionrating gte $seductionrequired>>
The three exchange glances. "Can you do me too?" the <<person1>><<person>> asks.
<br><br>
"And me," the <<person3>><<person>> adds.<<grespect>><<pirate_status 1>>
<br><br>
<<link [[Next|Pirate Scum Deck Rope Tie]]>><</link>>
<br>
<<else>>
"Nice try," the <<person2>> <<person>> says. "But I'm not falling for that again."
<br><br>
<<His>> friends shove you against the mast, then lift you by your thighs.
<br><br>
With a nimble grace, the <<person>> climbs the mast and stops somewhere behind you. <<He>> wraps a length of rope around your arms, then ankles, shoulders, crotch. Ropes crisscross your body. When <<hes>> done, you're left immobile several feet in the air.
<br><br>
"There," <<he>> says. "I still got it." <<He>> turns and walks away, with <<his>> friends following.
<br><br>
<<link [[Demand they untie you|Pirate Scum Deck Rope Demand]]>><<def 1>><<pirate_status 1 "scum">><</link>><<grespect "scum">>
<br>
<<link [[Remain silent|Pirate Rope]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
They stand with their backs to the mast as you wrap the rope around their waists.
<<if currentSkillValue('housekeeping') gte 500>>
You're good at this. The rope ties them firm.<<ggrespect>><<pirate_status 3>>
<<elseif currentSkillValue('housekeeping') gte 200>>
You tie a reasonably tight knot.<<grespect>><<pirate_status 1>>
<<else>>
It's not the best knotted rope, but it'll do.
<</if>>
<br><br>
You step back to admire your handiwork. "You got us good," the <<person2>><<person>> says. "I see now how a rope should be tied." The others nod in affirmation.
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Give handjobs|Pirate Scum Deck Rope Handjob]]>><<handskill 1>><<handstat>><<handstat>><<handstat>><</link>><<promiscuous2>><<ghandskill>>
<br>
<</if>>
<<link [[Untie them|Pirate Scum Deck Rope Untie]]>><</link>>
<br>
<<link [[Walk away|Pirate Scum Deck Rope Walk]]>><</link>>
<br><<effects>>
<<if $NPCList[0].penis isnot "none">>
You approach the <<person1>><<person>>, and feel <<his>> <<print $NPCList[0].penisdesc>> through <<his>> <<print $NPCList[0].clothes.lower.name>>. <<He>> erects at once under your ministrations.
<br><br>
You reach inside, and rub <<his>> length to completion.
<<else>>
You approach the <<person1>><<person>> and feel <<his>> pussy through <<his>> <<print $NPCList[0].clothes.lower.name>>.
<br><br>
You reach inside, and rub <<him>> to completion.
<</if>>
<br><br>
The <<person2>><<person>> is next.
<<if $NPCList[1].penis isnot "none">>
<<His>> <<print $NPCList[1].penisdesc>> is already erect in anticipation.
<<else>>
<<His>> pussy is already moist in anticipation.
<</if>>
<<He>> cums even faster than the <<person1>><<person>>. You wipe your hands clean on <<person2>><<his>> clothes.
<br><br>
<<link [[Next|Pirate Scum Deck Rope Handjob 2]]>><</link>>
<br><<effects>>
A devilish idea springs you as you approach the <<person3>><<person>>.
<<if $NPCList[2].penis isnot "none">>
You rub <<his>> <<print $NPCList[2].penisdesc>> through <<his>> <<print $NPCList[2].clothes.lower.name>>. "You feel pent up," you whisper, picking up the pace. "I don't think you'll last- Oh!" you exclaim as <<he>> shudders, ejaculating into <<his>> clothes.
<<else>>
You rub <<his>> pussy through <<his>> <<print $NPCList[2].clothes.lower.name>>. "You feel pent up," you whisper, picking up the pace. "I don't think you'll last- Oh!" you exclaim as <<he>> shudders in orgasm.
<</if>>
<br><br>
You step back to admire your handiwork once more. All three look spent.
<br><br>
<<link [[Untie them|Pirate Scum Deck Rope Untie 2]]>><</link>>
<br>
<<link [[Walk away|Pirate Scum Deck Rope Walk 2]]>><</link>>
<br><<effects>>
The trio look disappointed as you untie them from the mast, but don't molest you further.
<br><br>
<<link [[Next|Pirate Deck]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
You turn to walk away. "Hey!" the <<person1>><<person>> calls out. "Don't leave us here! Hey!"
<br><br>
You're already gone.
<br><br>
<<link [[Next|Pirate Deck]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
The trio almost sag to the deck as you untie them from the mast. They stagger away.
<br><br>
<<link [[Next|Pirate Deck]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
You turn to walk away. "Wait," the <<person1>><<person>> manages. "Don't leave us."
<br><br>
You're already gone.
<br><br>
<<link [[Next|Pirate Deck]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
You kick the mop as you arc through the air, wresting it from the <<person1>><<persons>> hands and pulling <<him>> to the deck. The other crew laugh at <<his>> misfortune.
<br><br>
<<link [[Next|Pirate Deck]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
You land with deft grace, and continue walking as if nothing happened.
<br><br>
<<link [[Next|Pirate Deck]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
The <<person>>'s spank gives way to incessant fondling, squeezing and probing your <<bottom>> in front of a growing crowd of pirates.
<br><br>
<<if $arousal gte $arousalmax>>
You feel a heat build. <<orgasm>>
The crew roar with laughter.
<br>
"What an absolute slut!"
<br>
"We should bully <<phim>> harder."
<br>
"You should have smacked <<phim>> more."
<br><br>
The <<person>> climbs off your back. <<tearful>> you struggle to your feet.
<br><br>
<<else>>
At last, the <<person>> climbs from your back. <<tearful>> you struggle to your feet.
<br><br>
<</if>>
<<link [[Next|Pirate Deck]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"That's no way to use a mop," you say. "You should be more careful, or it'll end up in your arse."
<<elseif $speech_attitude is "bratty">>
"Keep this up," you say. "And I'll shove that mop up your arse."
<<else>>
"That's no way to use a mop," you say. "Best be careful, or I'll shove it up your arse."
<</if>>
<br><br>
The gathering crowd of pirates laughs. The <<person>> laughs too, but gives another smack to your <<bottom>> before rising.
<br><br>
<<tearful>> you rise to your feet.
<br><br>
<<link [[Next|Pirate Deck]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
You join in the shanty. You don't know a lot of the verses, but the chorus is repeated enough that you can sing along. Most of the crew is only singing the chorus, anyway; the <<fullGroup>> are the only ones singing the whole thing.
<br><br>
<<link [[Next|Pirate Deck]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled"))>>
You take lead of the song, singing higher than the <<person1>><<person>>. <span class="green">Your voice, with a songbird's grace, carries beautifully across the sea.</span> The other pirates sing closer in harmony, your voice bringing them together.
<<pirate_status 1>><<grespect>><<trauma -6>><<ltrauma>>
<br><br>
Eventually, the shanty ends. The crew notice with amusement a flock of gulls following the ship, which depart after the shanty ends.
<<elseif $englishSuccess>>
You attempt to take lead of the song, singing louder than the <<person1>><<person>>. <span class="green">Your voice carries beautifully across the sea.</span> The other pirates stomp louder, growing more enthusiastic.
<<pirate_status 1>><<grespect>><<trauma -6>><<ltrauma>>
<br><br>
Eventually, the shanty ends. "You'd put a siren to shame, <<lass>>," the <<person>> says, clapping you on the shoulder.
<<else>>
You attempt to take lead of the song, singing louder than the <<person1>><<person>>. <span class="red">Your voice falters, untrained and poor.</span> Most of the other pirates don't seem to mind; half of their voices are either no better than you or heavily slurred. The <<person>> gives you a dirty look, though.<<pirate_status -1>><<lrespect>>
<br><br>
Eventually, the shanty ends. The crew go back to work.
<</if>>
<br><br>
<<link [[Next|Pirate Deck]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
You ignore them and continue to swab the deck. It makes for nice background noise, at least.
<br><br>
<<link [[Next|Pirate Deck]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
You shove the <<person>> against the bulkhead. <<He>> cries out in pain, then retaliates.
<br><br>
<<link [[Next|Pirate Scum Cabin Rape]]>><<set $molestationstart to 1>><<set $phase to 1>><</link>>
<br><<effects>>
You nod. The <<person>> pushes <<his>> body against yours. "Oh, I've been waiting for this since you first stepped aboard."
<br><br>
The <<person>> leads you through the bulkhead, and shoves you on the bunk.
<br><br>
<<link [[Next|Pirate Scum Cabin Rape]]>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<if $phase is 1>>
<<defiance 5>>
<</if>>
<<pirate_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Pirate Scum Cabin Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Pirate Scum Cabin Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The <<person>> fixes <<his>> clothes, and leaves you lying on the cabin floor.<<lrespect>><<pirate_status -1>>
<br><br>
<<tearful>> you rise to your feet.
<br><br>
<<elseif $enemyhealth lte 0>>
You shove the <<person>> against the bulkhead. <<He>> falls in a heap.<<grespect>><<pirate_status 1>>
<br><br>
<<tearful>> you brush yourself down.
<br><br>
<<else>>
<<set $rescued += 1>>
"Leave the <<girl>> alone," calls another pirate. "The screaming is distracting."<<lrespect>><<pirate_status -1>>
<br><br>
The <<person>> relents with a scowl.
<br><br>
<</if>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Pirate Cabin]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<if random(1, 2) is 2>>
The <<person>> pauses a moment, as if weighing options. "Watch yourself," <<he>> says. "If I weren't in such a good mood, you'd be in trouble." <<He>> leers at your body before moving on.
<br><br>
<<link [[Next|Pirate Cabin]]>><<endevent>><</link>>
<br>
<<else>>
The <<person>> shoves you against a bulkhead. "You're in no position to refuse."
<br><br>
<<link [[Next|Pirate Scum Cabin Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<effects>>
You adjust your top, giving the <<person>> a glimpse of skin.
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
Distracted, <<he>> doesn't notice your fist sailing towards <<his>> face until it's too late. <<He>> clutches <<his>> nose and backs away, before launching a blind counterattack. <<He>> only succeeds in crashing into a bulkhead.<<ggrespect>><<pirate_status 3>>
<br><br>
<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">That was too easy. You didn't learn anything.</span>
<br><br>
<</if>>
<<link [[Next|Pirate Cabin]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
Overcome by lust and impatience, <<he>> slams you against a bulkhead.<<gpain>><<pain 4>>
<br><br>
<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">That was too easy. You didn't learn anything.</span>
<br><br>
<</if>>
<<link [[Next|Pirate Scum Cabin Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<effects>>
<<if !$worn.upper.type.includes("naked")>>
<<upperstrip>>
<</if>>
<<if !$worn.under_upper.type.includes("naked")>>
<<underupperstrip>>
<</if>>
<<pullupall>> The <<person1>><<person>> watches with unrestrained lust, then snatches the clothes from your grasp. <<He>> pulls the phone from <<his>> pocket. <<covered>>
<br><br>
"Show me," the <<person1>><<person>> says. "Or you're not getting these back."
<br><br>
<<link [[Show|Pirate Scum Cabin Show]]>><<trauma 6>><<stress 6>><<fameexhibitionism 10>><</link>><<gtrauma>><<gstress>>
<br>
<<link [[Refuse|Pirate Scum Cabin Refuse 2]]>><<pirate_status 1 "scum">><</link>><<grespect "scum">>
<br><<effects>>
You put your hands behind your back, baring your <<breasts>>. The phone makes a faux clicking noise as <<he>> takes a picture.
<br><br>
"One more," <<he>> says, lunging with one hand to grope you. You jerk involuntarily at the sensation of <<his>> cold fingers. The phone clicks again.
<br><br>
"That'll do," <<he>> says, throwing your clothes on the floor. You hurry to put them back on.
<br><br>
<<link [[Next|Pirate Cabin]]>><<clotheson>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I don't want to," you say.
<<elseif $speech_attitude is "bratty">>
"Fuck you and fuck your threats," you say.
<<else>>
"I'm drawing a line here," you say.
<</if>>
<br><br>
"Suit yourself," <<he>> says, turning away with your clothes still in <<his>> grasp.
<br><br>
<<link [[Fight for your clothes|Pirate Scum Cabin Rape]]>><<set $phase to 1>><<set $molestationstart to 1>><</link>>
<br>
<<link [[Let <<him>> go|Pirate Cabin]]>><<stealclothes>><</link>>
<br><<effects>>
"Wrong answer," the <<person>> says, shoving you against a bulkhead. "How about I take you right here. That what you want?"
<<if random(1, 2) is 2>>
<<He>> considers a moment, then releases you. "Another time. I'll let the others break you in more."
<br><br>
<<link [[Next|Pirate Cabin]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<He>> considers a moment, then tries to wrestle you to the floor.
<br><br>
<<link [[Next|Pirate Scum Cabin Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<effects>>
<<set _answer to ["X","R","C","I"]>>
<<set _answer.push($NPCList[0].name.charAt(0),$NPCList[0].name.charAt(0),$NPCList[0].name.charAt(0))>>
<<set _answer to _answer.pluck()>>
<<switch $phase>>
<<case "X">>
"It's X," you say, "because X marks the spot."
<<case "R">>
"It's R," you say. "Arr!" You make a hook with your fingers and shake your hand.
<<case "C">>
"It's C," you say, "because a pirate's first love is the sea."
<<case "I">>
"It's I," you say. "Aye aye, matey!" You mock salute.
<<default>>
You admit you don't know. <<He>> shakes <<his>> head as if you'd answered.
<</switch>>
<br><br>
<<if $phase is _answer>>
"No, no, that's not why,"
<<else>>
"No, no,"
<</if>>
the <<person>> laughs, shaking <<his>> head. "It's _answer, because." <<He>> stops to hiccup.
<<switch _answer>>
<<case "X">>
"Because it's an excellent letter."
<<case "R">>
"Because we are."
<<case "C">>
"Because a pirate can see the whole sea, you see."
<<case "I">>
"Because we wear patches."
<<default>>
"Because my name is $NPCList[0].name."
<</switch>>
<<He>> cackles and slaps the table, knocking the bottle over.
<br><br>
<<if $phase is _answer>>
Well, at least you sort of got it right.
<<stress -6>><<lstress>>
<br><br>
<</if>>
<<link [[Next|Pirate Cabin]]>><<endevent>><<set $eventskip to 1>><</link>><<effects>>
You endure as the <<person1>><<person>> sniffs your hair, and reaches around to grab your <<bottom>>. The <<person2>><<person>> behind you licks your neck, and reaches round to molest your <<breasts>>.
<br><br>
They're soon distracted by something else, and stagger away from you.
<br><br>
<<link [[Next|Pirate Bilge]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
You shove the <<person1>><<person>> away from you, and twist free of the <<person2>><<person>>'s grip. They're unable to mount a threatening pursuit as you escape.
<br><br>
<<link [[Next|Pirate Bilge]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<pirate_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Pirate Scum Bilge Pair Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Pirate Scum Bilge Pair Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Finished with you, the pair stagger away.<<lrespect>><<pirate_status -1>>
<br><br>
<<tearful>> you climb to your feet.
<br><br>
<<elseif $enemyhealth lte 0>>
You shove the <<person1>><<person>> to the ground. The <<person2>><<person>> backs away from you, then trips.They both lie motionless. You think they're asleep.<<ggrespect>><<pirate_status 3>>
<br><br>
<<tearful>> you brush yourself down.
<br><br>
<<else>>
<<set $rescued += 1>>
"Leave the <<lass>> alone," shouts another pirate. "The screaming is giving me a headache."<<lrespect>><<pirate_status -1>>
<br><br>
The pair hesitate, then leave you alone. <<tearful>> you steady yourself against the railing.
<br><br>
<</if>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Pirate Bilge]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
You turn and run as fast as you can, tearing through the bilge.
<br><br>
<<generateRole 0 0 "pirate">><<person1>>
You turn a corner, and collide with something. Limbs reach out and grasp you.
<br><br>
"What have we here?" says a <<person>>. "A slut running loose. Dear oh dear. I think I best be correcting you."
<br><br>
<<link [[Next|Pirate Scum Bilge Rape]]>><<set $molestationstart to 1>><</link>>
<br><<effects>>
You lift the lid off a barrel, and climb inside. The noise grows louder, slithering closer, and closer. Until the lid is lifted from the barrel.<<gstress>><<stress 6>>
<br><br>
<<generateRole 0 0 "pirate">><<person1>>
"What you doing in there, scum?" asks the <<person>>, staring down at you. "Hiding from work? Best be moving before Zephyr catches you."
<br><br>
<<tearful>> you climb from the barrel.
<br><br>
<<link [[Next|Pirate Bilge]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<generateRole 0 0 "pirate">><<person1>>
You scream. The slurping disappears beneath the stomping of footfalls. A <<person>> arrives, followed by others. "What the fuck's gotten into you?" <<he>> asks. "Scared of the dark? We thought you were hurt."
<br><br>
<<He>> smacks you around the head, and walks away with the others.<<gpain>><<pain 4>><<llrespect>><<pirate_status -3>>
<br><br>
<<link [[Next|Pirate Bilge]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
You walk towards the slurping noise, and the unnatural silhouette. The light moves, and the silhouette with it, as if drawing you somewhere.
<<if $willpowerSuccess>>
A sudden roar shakes the boat, <span class="green">but you remain calm.</span>
<br><br>
<<if random(1, 10) is 10 and $tentacledisable is "f" and $hallucinations gte 2>>
You walk around a corner, and find an open portal in the side of the ship, the water held at bay by some unseen force.
<br><br>
The water reaches through, groping for you. Then it rushes in all at once.
<br><br>
<<link [[Next|Pirate Scum Bilge Tentacles]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<generateRole 0 0 "pirate">><<person1>>
You walk around an empty cask, and find a <<person>> reclining in a chair. <<Hes>> slurping up noodles, while playing with a lighter, and looks surprised to see you.
<br><br>
<<link [[Next|Pirate Bilge]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<else>>
A sudden roar shakes the boat, <span class="red">and panic surges.</span> You lose control.<<ggstress>><<stress 12>><<gwillpower>><<willpower 2>>
<br><br>
<<if $rng gte 67>>
<<link [[Run|Pirate Scum Bilge Run]]>><</link>>
<br>
<<elseif $rng gte 33>>
<<link [[Hide|Pirate Scum Bilge Hide]]>><<pass 5>><</link>>
<br>
<<else>>
<<link [[Scream|Pirate Scum Bilge Scream]]>><</link>>
<br>
<</if>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<pirate_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Pirate Scum Bilge Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Pirate Scum Bilge Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Serves you right running around like that," the <<person>> says as <<he>> walks away.<<lrespect>><<pirate_status -1>>
<br><br>
<<tearful>> you climb to your feet.
<br><br>
<<elseif $enemyhealth lte 0>>
You shove the <<person>> away from you, and escape into the dark.<<ggrespect>><<pirate_status 3>>
<br><br>
<<tearful>> you stop to catch your breath, and listen for pursuit.
<br><br>
<<else>>
<<set $rescued += 1>>
"Could you find someone less noisy to fuck?" shouts another pirate from somewhere above. The <<person>> leaves to argue with the voice.<<lrespect>><<pirate_status -1>>
<br><br>
<<tearful>> you climb to your feet.
<br><br>
<</if>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Pirate Bilge]]>><<set $eventskip to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<set $combat to 1>>
<<set $enemytype to "tentacles">>
<<molested>>
<<controlloss>>
<<tentaclestart 8 8>>
<</if>>
<<water>>
<<statetentacles>>
<<effects>>
<<effectstentacles>>
<<tentacles>>
<<actionstentacles>>
<<if $tentacles.active lte ($tentacles.max / 2)>>
<span id="next"><<link [[Next|Pirate Scum Bilge Tentacles Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Pirate Scum Bilge Tentacles]]>><</link>></span><<nexttext>>
<</if>><<effects>>
You find yourself lying on the bilge floor. You're soaking wet, but the hole in the side of the boat is gone. Everything around you is dry.
<<if $awareness lt 400>>
<<awareness 1>><<gawareness>>
<</if>>
<br><br>
<<tearful>> you climb to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Pirate Bilge]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
You give the <<persons>> ass a good slap as you pass.
<<promiscuity2>>
<<He>> arches <<his>> back in surprise and whirls around.
<<if $rng gte 51>>
<<if $pirate_rank is 0>>
<<He>> scowls when <<he>> sees you. "Where does scum like you get off, thinking ye can go around like that?"
<br><br>
In a flash, <<he>> has you bent over the barrel <<he>> had just been inspecting. "I think you're due a reminder of who you are."
<br><br>
<<link [[Next|Pirate Scum Bilge Slap Spank]]>><<set $molestationstart to 1>><</link>>
<<else>>
<<He>> grins when <<he>> sees you. "You call that a spank? I've had worse knocks from sitting down too hard!"
<br><br>
<<He>> leans back over the barrel and closes <<his>> eyes. "Come on, you salty <<bitch_pirate>>, give me something to really remember." <<He>> waggles <<his>> bottom enticingly.
<br><br>
<<link [[Slap lightly|Pirate Scum Bilge Slap 2]]>><<set $phase to 0>><</link>>
<br>
<<link [[Slap roughly|Pirate Scum Bilge Slap 2]]>><<set $phase to 1>><</link>><<physiquedifficulty>>
<br>
<<link [[Just leave|Pirate Scum Bilge Slap 2]]>><<set $phase to 2>><</link>>
<br>
<</if>>
<<else>>
<<He>> lets out a breath when <<he>> sees you. "Serves me right for trying to do me job." <<He>> shakes <<his>> head and goes back to work.
<br><br>
<<link [[Next|Pirate Bilge]]>><<endevent>><<set $eventskip to 1>><</link>>
<</if>><<effects>>
<<if $phase is 0>>
You lightly tap your hand against <<his>> bottom, drawing a groan from the <<person>>. "Oh, come on! Now I'm just worked up," <<he>> grumbles. <<He>> returns to taking inventory.
<<elseif $phase is 1>>
You wind up, and slap the <<person>>'s ass with all your might.
<<if $physiqueSuccess>>
The <<person>> <span class="green">cheers</span>, <<his>> voice shaking just a bit. "That's what I'm talking about! Swing like you mean it!"
<<pirate_status 1>><<grespect>>
<br><br>
You walk away. The <<person>> returns to taking inventory, a bit more cheerful than before.
<<else>>
The <<person>> <span class="red">laughs</span>, shaking <<his>> head. "I asked you for a spank, mate, not a nudge!"
<<pirate_status -1>><<lrespect>>
<br><br>
You walk away. The <<person>> returns to taking inventory.
<</if>>
<<else>>
You walk away. The creaking of the ship obscures your footsteps. "You're winding up an awful long time," the <<person>> calls. "I'm waiting on ye! Heave ho!" You wonder when <<he>>'ll realise.
<</if>>
<br><br>
<<link [[Next|Pirate Bilge]]>><<endevent>><<set $eventskip to 1>><</link>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<npcspank>><<npcidlegenitals>>
<<set $enemyanger to 200>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or $enemyanger lte 0>>
<span id="next"><<link [[Next|Pirate Scum Bilge Slap Spank Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Pirate Scum Bilge Slap Spank]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The <<person>> shakily steps away. "Alright," <<he>> gasps. "Fine distraction, I suppose."
<<pirate_status -1>><<lrespect>>
<<elseif $enemyhealth lte 0>>
The <<person>> recoils in pain and you squirm away from the barrel. "Alright, alright," <<he>> laughs, holding <<his>> hands up. "Ye've made yer stance clear."
<<pirate_status 1>><<grespect>>
<<else>>
The <<person>> releases you. "This is how we work on this ship," <<he>> sneers. "Scum don't do the spanking."
<<pirate_status -1>><<lrespect>>
<</if>>
<br><br>
<<He>> returns to taking inventory. <<tearful>> you walk away.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Pirate Bilge]]>><<set $eventskip to 1>><</link>><<effects>>
You walk past the <<person>>.
<<if $rng gte 71>>
<<He>> sighs under <<his>> breath as you pass. "I put meself out there, and the crew ignore me..."
<<else>>
<<He>> pays you no mind as <<he>> continues to work.
<</if>>
<br><br>
<<link [[Next|Pirate Bilge]]>><<endevent>><<set $eventskip to 1>><</link>><<effects>>
<<if random(1, 2) is 2>>
The <<person1>><<person>> glares at you a moment, then laughs. "Careful now," <<he>> says. "Next time I might not be in such a good mood."<<grespect scum>><<pirate_status 1 scum>>
<br><br>
<<pirate_mate_work_end_links>>
<<else>>
The <<person1>><<person>> glares at you and rolls up <<his>> sleeves.
<br><br>
<<link [[Next|Pirate Work Fight]]>><<set $fightstart to 1>><</link>>
<br>
<</if>><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Pirate Work Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Pirate Work Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The <<person>> smacks your <<bottom>>, and walks away.<<lrespect>><<pirate_status -1>>
<br><br>
<<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<pirate_mate_work_end_links>>
<<elseif $enemyhealth lte 0>>
The <<person>> throws <<his>> hand up in surrender, then runs away.
<br><br>
<<tearful>> you brush yourself down.
<br><br>
<<clotheson>>
<<endcombat>>
<<pirate_mate_work_end_links>>
<<else>>
"I don't think you've learned your lesson yet," the <<person>> says, grabbing your arm and dragging you to your feet.
<br><br>
<<link [[Next|Pirate Punish]]>><</link>>
<br>
<</if>><<set $location to "pirate_ship">><<effects>>
<<npc Zephyr>><<person1>>
<<generateRole 1 0 "pirate">><<generateRole 2 0 "pirate">>
<<if $pirate_intro is 1>>
<<if $passoutReason>>
<<unset $passoutReason>>
"Well if it isn't our minnow," announces Captain Zephyr. "Welcome back to me vessel."
<br><br>
<<link [[Next|Pirate Intro 2 Repeat]]>><</link>>
<br>
<<else>>
Hands grasp your shoulders, and haul you from the sea. You thud onto a familiar deck, and cough up water.
<br><br>
<<if $pirate_rank gte 1>>
"What are you doing swimming alone out here?" asks Captain Zephyr. "You'll be mer bait if you carry on like that." <<He>> helps you to your feet. "Nothing to see here. Get back to work!"
<br><br>
<<link [[Next|Pirate Deck]]>><<endevent>><</link>>
<br>
<<else>>
"Well if it isn't our minnow," announces Captain Zephyr. "Welcome back to me vessel."
<br><br>
<<link [[Next|Pirate Intro 2 Repeat]]>><</link>>
<br>
<</if>>
<</if>>
<<else>>
<<if !$passoutReason>>
You feel hands clutch your arms, hauling you from the water. You thud onto something hard, and cough.
<br><br>
Several people stand around your body, laughing. A boot flips you onto your back.
<</if>>
<<if $pronoun is "m">>
Green eyes peer down at you, above a full black beard and framed by long braided hair.
<<else>>
Green eyes peer down at you, framed by long braided hair.
<</if>>
<<if $smuggler_pub_zephyr is 1>>
It's Zephyr.
<br><br>
<<if $pirate_rank gte 1>>
<<unset $passoutReason>>
"What are you doing swimming alone out here?" asks Captain Zephyr. "You'll be mer bait if you carry on like that." <<He>> helps you to your feet. "Nothing to see here. Get back to work!"
<br><br>
<<link [[Next|Pirate Deck]]>><<endevent>><</link>>
<br>
<<else>>
"We caught ourselves a live one!" <<he>> announces, hands on hips. A cheer erupts as <<he>> leans close to you. "<<if $passoutReason>><<unset $passoutReason>>Barely livin', the state we found ye in. <</if>>So ye found your way aboard as a vagrant."
<br><br>
<<link [[Next|Pirate Intro 2]]>><<set $pirate_rank to 0>><<set $pirate_intro to 1>><</link>>
<br>
<</if>>
<<else>>
<br><br>
"We caught ourselves a live one!" announces the green-eyed figure, hands on hips. A cheer erupts as <<he>> leans close to you. "<<if $passoutReason>><<unset $passoutReason>>Barely livin', the state we found ye in. <</if>>I'm Captain Zephyr, and ye, <<lass>>, have the dubious honour of being a guest aboard me vessel."
<br><br>
<<link [[Next|Pirate Intro 2]]>><<set $pirate_rank to 0>><<set $pirate_intro to 1>><</link>>
<br>
<</if>>
<</if>><<effects>>
Zephyr stands upright. "You know the drill," <<he>> announces. "Help this minnow to <<pher>> feet."
<br><br>
A <<person2>><<person>> and <<person3>><<person>> pull you off the deck by shoulders, before backing away. They form two groups, one on either side of you.
<br><br>
"This is how it goes," Zephyr says. "Each member of me crew will lunge at ye. The one who pushes ye to the deck will get the first go at it." Another cheer erupts.
<br><br>
<<endevent>>
<<generate1>><<person1>>
"Now who should get to go first," Zephyr ponders a moment, before pointing at a <<person1>><<person>>. "One more thing," the Captain adds. "If ye manage to dodge the entire crew, we won't rape ye at all. An honorary mate, we shall even make of ye. But no one's ever managed it."
<br><br>
The <<person1>><<person>> watches you.
<<if $skulduggery gte 50>>
<span class="green"><<He>> keeps glancing at your left foot. You should dodge right.</span>
<br><br>
<<else>>
<span class="red">You can't tell what <<hes>> planning.</span>
<br><br>
<</if>>
<<link [[Dodge left|Pirate Intro Dodge Left]]>><</link>>
<br>
<<link [[Dodge right|Pirate Intro Dodge Right]]>><</link>>
<br><<effects>>
Zephyr stands upright. "Who wants this one then?" Hands shoot up around <<him>>. "Ah, too many are eager. We'll settle this the right way! Help this minnow to <<pher>> feet."
<br><br>
A <<person2>><<person>> and <<person3>><<person>> pull you off the deck by shoulders, before backing away. They form two groups, one on either side of you.
<br><br>
"This is how it goes," Zephyr says. "Each member of me crew will lunge at ye. The one who pushes ye to the deck will get the first go." Another cheer erupts.
<br><br>
<<endevent>>
<<generate1>><<person1>>
"Now who should get to go first," Zephyr ponders a moment, before pointing at a <<person1>><<person>>. "One more thing," the Captain adds. "If ye manage to dodge the entire crew, we won't rape ye at all. An honorary mate, we shall even make of ye. But no one's ever managed it."
<br><br>
The <<person1>><<person>> watches you.
<<if $skulduggery gte 50>>
<span class="green"><<He>> keeps glancing at your left foot. You should dodge right.</span>
<br><br>
<<else>>
<span class="red">You can't tell what <<hes>> planning.</span>
<br><br>
<</if>>
<<link [[Dodge left|Pirate Intro Dodge Left]]>><</link>>
<br>
<<link [[Dodge right|Pirate Intro Dodge Right]]>><</link>>
<br><<effects>>
The <<person>> lunges at you. You dodge to the left, <span class="red">only for the pirate to trip you up,</span> leaving you prone on the deck.
<br><br>
The pirate is on top of you before you can recover.
<br><br>
<<link [[Next|Pirate Intro Rape]]>><<set $molestationstart to 1>><</link>>
<br><<effects>>
The <<person>> lunges at you. You dodge to the right, <span class="green">avoiding the pirate</span> and leaving <<him>> to stumble to the deck.
<br><br>
<<endevent>>
<<generate1>><<person1>>
"Next!" shouts Captain Zephyr. A <<person>> steps forward, and bends <<his>> knees to spring at you.
<br><br>
<<link [[Duck|Pirate Intro Dodge Duck]]>><</link>>
<br>
<<link [[Jump|Pirate Intro Dodge Jump]]>><</link>>
<br><<effects>>
You duck as the <<person>> leaps, <span class="green">sailing over your head</span> and colliding with <<his>> crewmates. One of them punches <<him>>, knocking <<him>> to the ground. The others laugh.
<br><br>
<<endevent>>
<<generate1>><<person1>>
"Next!" shouts captain Zephyr, pointing at a <<person>>. <<He>> flexes <<his>> arms,
<<if $skulduggery gte 200>>
<span class="green">your instincts tell you <<hes>> going to throw a punch.</span>
<br><br>
<<else>>
<span class="red">but you're not sure what <<he>> intends.</span>
<br><br>
<</if>>
<<link [[Brace yourself|Pirate Intro Dodge Brace]]>><</link>>
<br>
<<link [[Crouch and hold your arms over your face|Pirate Intro Dodge Crouch]]>><</link>>
<br><<effects>>
You jump, <span class="red">only for the <<person>> to leap and wrap <<his>> arms around your waist,</span> tackling you to the deck.
<br><br>
<<link [[Next|Pirate Intro Rape]]>><<set $molestationstart to 1>><</link>>
<br><<effects>>
You brace yourself, <span class="red">only for the <<person>> to deliver a punch to your face</span> as <<he>> steps forward. You stagger and fall, with the <<persons>> weight pinning you down.
<br><br>
<<link [[Next|Pirate Intro Rape]]>><<set $molestationstart to 1>><</link>>
<br><<effects>>
You crouch and hold your arms in front of your face as the <<person>> jumps at you, fist swinging. It thuds painfully into your arm, <span class="green">but you remain stable.</span> The momentum leaves the <<person>> sprawling on the deck.<<gpain>><<pain 1>>
<br><br>
<<endevent>>
<<generate1>><<person1>>
"Next!" Captain Zephyr shouts, pointing at a <<person>>. <<He>> walks from side to side, watching you, as if waiting for an opening.
<<if $skulduggery gte 400>>
<span class="green">You can tell <<hes>> planning to distract you somehow.</span>
<br><br>
<<else>>
<span class="red">You don't know what <<hes>> planning.</span>
<</if>>
<br><br>
<<He>> glances over your shoulder, and a subtle smile appears on <<his>> lips.
<br><br>
<<link [[Look behind you|Pirate Intro Dodge Look]]>><</link>>
<br>
<<link [[Pretend to look behind you|Pirate Intro Dodge Pretend]]>><</link>>
<br><<effects>>
You glance over your shoulder. There's nothing amiss. You return your gaze in front of you to find the <<person>> <span class="red">lunging right at you.</span> It's too late to dodge, <<he>> wraps an arm around your neck and forces to the deck.
<br><br>
<<link [[Next|Pirate Intro Rape]]>><<set $molestationstart to 1>><</link>>
<br><<effects>>
You jerk your neck, as if about to turn around. At once, the <<person>> lunges, hoping to catch you off-guard. Instead, <span class="green">you easily step aside,</span> and leave the clumsy pirate sprawled on the deck.
<br><br>
<<endevent>>
<<generate1>><<person1>>
"Is this what me crew's made of?" Captain Zephyr shouts. "This landlubber <<girl>> is making fools of ye." <<He>> points at a <<person>>. "If ye don't manage it, I'll demonstrate how it's done."
<br><br>
The <<person>> salutes. "I won't fail you cap'n!" Rather than lunge right for you, <<he>> disappears behind <<his>> crewmates, and climbs up the rigging.
<br><br>
<<He>> reaches an overhanging rope, dangling from it with one arm. With a shrill cry, <<he>> pulls a knife from <<his>> pocket and slices through the fabric. The rope gives way,
<<if $skulduggery gte 600>>
and <<he>> swings across the deck. You have little time to judge, <span class="green">but you can tell <<hes>> going to miss you completely.</span>
<br><br>
<<else>>
<span class="red">and <<he>> swings in your direction!</span>
<br><br>
<</if>>
<<link [[Stay still|Pirate Intro Dodge Still]]>><</link>>
<br>
<<link [[Jump out of the way|Pirate Intro Dodge Jump 2]]>><</link>>
<br><<effects>>
You remain motionless. <span class="green">The <<person>> misses you by a wide margin.</span> <<He>> sails by, the momentum carrying <<him>> right over the edge of the ship. You hear <<him>> splash into the water below.
<br><br>
The crew almost fall over themselves with laughter. "Right then," says Captain Zephyr, stepping forward. The crew hush at once, eager to watch this showdown.
<br><br>
<<npc Zephyr>><<person1>>Zephyr stands still, staring right in your eyes, motionless. You won't have much time to react once <<he>> starts moving.
<<if $skulduggery gte 1000>>
<<He>> gives nothing away, <span class="green">but you notice a pistol-shaped bulge beneath <<his>> jacket.</span>
<br><br>
<<else>>
<span class="red"><<He>> gives nothing away.</span>
<br><br>
<</if>>
<<link [[Remove <<his>> hat|Pirate Intro Dodge Hat]]>><</link>>
<br>
<<link [[Duck|Pirate Intro Dodge Duck 2]]>><</link>>
<br>
<<link [[Check under <<his>> jacket|Pirate Intro Dodge Jacket]]>><</link>>
<br>
<<link [[Leap aside|Pirate Intro Dodge Leap]]>><</link>>
<br>
<<link [[Check <<his>> trouser pocket|Pirate Intro Dodge Trousers]]>><</link>>
<br>
<<link [[Go on the offensive|Pirate Intro Dodge Offensive]]>><</link>>
<br><<effects>>
Captain Zephyr leaps at you. As <<he>> collides with your chest, you swipe the hat from <<his>> head, revealing more black hair, <span class="red">but nothing else.</span>
<br><br>
Zephyr laughs as <<he>> climbs to <<his>> feet. "That's how ye do it," <<he>> says, straightening <<his>> hat. "Ye did well for a landlubber. You've saved your ass, for now." The crew deflate. "But be on your best behaviour."<<ggsaltiness>><<pirate_status 5>>
<br><br>
"Everyone get back to work!" The crew obey, but throw you lascivious glances.
<br><br>
<span class="gold">You are now <i>scum</i> aboard the pirate ship.</span>
<br><br>
<<link [[Next|Pirate Deck]]>><<set $stress -= 2000>><<endevent>><</link>>
<br><<effects>>
You duck as Captain Zephyr leaps at you, evading <<his>> outstretched arms, but <<his>> leg collides with yours, <span class="red">tripping you and leaving you lying on your back.</span>
<br><br>
Zephyr laughs. "Ye did well for a landlubber. You've saved your ass, for now." The crew deflate. "But be on your best behaviour."<<ggsaltiness>><<pirate_status 5>>
<br><br>
"Everyone get back to work!" The crew obey, but throw you lascivious glances.
<br><br>
<span class="gold">You are now <i>scum</i> aboard the pirate ship.</span>
<br><br>
<<link [[Next|Pirate Deck]]>><<endevent>><</link>>
<br><<effects>>
Captain Zephyr leaps at you. You feel beneath <<his>> jacket as <<he>> tackles you to the ground.
<br><br>
The crew cheer as you hit the deck with Zephyr atop you, but the cheers abate as their captain remains motionless.
<br><br>
Zephyr raises <<his>> arms, as if in surrender. <<He>> leans back, <span class="green">revealing the pistol in your grip,</span> pointed straight at <<his>> chest.
<br><br>
The crew gasp in horror. "Oh knock it off ye bilge rats," the captain says. "It ain't loaded! Still, our landlubber has some salt in <<phim>>." <<He>> rises to <<his>> feet, and helps you to yours.
<br><br>
"What ye looking at? Get back to work!" The crew return to their duties.
<br><br>
<span class="gold">You are now <i>mate</i> aboard the pirate ship.</span>
<br><br>
<<link [[Next|Pirate Deck]]>><<set $pirate_rank to 1>><</link>>
<br><<effects>>
You leap to the side as Captain Zephyr lunges at you. <<He>> falls, <span class="red">but grasps your ankle,</span> pulling you with <<him>>.
<br><br>
Zephyr laughs. "Ye did well for a landlubber. You've saved your ass, for now." The crew deflate. "But be on your best behaviour."<<ggsaltiness>><<pirate_status 5>>
<br><br>
"Everyone get back to work!" The crew obey, but throw you lascivious glances.
<br><br>
<span class="gold">You are now <i>scum</i> aboard the pirate ship.</span>
<br><br>
<<link [[Next|Pirate Deck]]>><<endevent>><</link>>
<br><<effects>>
Captain Zephyr leaps at you. You reach into <<his>> pockets as <<he>> tackles you to the ground, <span class="red">but there's nothing in there.</span>
<br><br>
Zephyr laughs. "Ye did well for a landlubber. You've saved your ass, for now." The crew deflate. "But be on your best behaviour."<<ggsaltiness>><<pirate_status 5>>
<br><br>
"Everyone get back to work!" The crew obey, but throw you lascivious glances.
<br><br>
<span class="gold">You are now <i>scum</i> aboard the pirate ship.</span>
<br><br>
<<link [[Next|Pirate Deck]]>><<endevent>><</link>>
<br><<effects>>
You lunge at Captain Zephyr before <<he>> can make the first move. <span class="red"><<He>> anticipates this however,</span> and steps to the side. The momentum carries you into the rigging, leaving you tangled there.
Zephyr laughs. "Nice try. Ye did well for a landlubber. You've saved your ass, for now." The crew deflate. "But be on your best behaviour."<<ggsaltiness>><<pirate_status 5>>
<br><br>
"Everyone get back to work!" The crew obey, but throw you lascivious glances.
<br><br>
<span class="gold">You are now <i>scum</i> aboard the pirate ship.</span>
<br><br>
<<link [[Next|Pirate Deck]]>><<endevent>><</link>>
<br><<effects>>
You jump out of the way, <span class="red">but it's no good.</span> The <<person>> collides with you, leaving you lying on the deck with <<him>> on top.<<gpain>><<pain 4>><<gstress>><<stress 6>>
<br><br>
<<link [[Next|Pirate Intro Rape]]>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Pirate Intro Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Pirate Intro Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
A cheer erupts from the audience, and hands grope at you from all directions.
<br><br>
<<elseif $enemyhealth lte 0>>
Laughter erupts from the audience, and hands grope at you from all directions.
<br><br>
<</if>>
<<endcombat>>
<<npc "Zephyr">><<person1>>
"Wait!" shouts Zephyr. "Don't wear <<phim>> out yet. We've a long voyage."
<br><br>
<<He>> helps you to your feet. "There'll be plenty of time to sample <<pher>> assets. Now get back to work!" The crew return to what they were doing, throwing lascivious glances your way. The captain leans closer. "Don't think about trying to swim away. Even the mer can't sneak away from I."
<br><br>
<span class="gold">You are now <i>scum</i> aboard the pirate ship.</span>
<br><br>
<<link [[Next|Pirate Deck]]>><<set $pirate_intro to 1>><<endevent>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<<audience>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Pirate Intro Gangrape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Pirate Intro Gangrape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Text about the aftermath of them cumming.
<br><br>
<<tearful>> you recover.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $enemyhealth lte 0>>
Text about escaping.
<br><br>
<<tearful>> you recover.
<br><br>
<<clotheson>>
<<endcombat>>
<</if>><<set $location to "pirate_ship">><<set $outside to 1>><<effects>><<getTarget true>>
You are on the deck aboard the pirate ship.
<<if Weather.dayState is "night">>
<<if Weather.bloodMoon>>
Red moonlight reflects off the waves, giving the sea a wine-dark hue.
<</if>>
<<if Weather.precipitation isnot "none">>
Chill sleet assails your face.
<<elseif !Weather.isOvercast>>
You can see well in the moonlight.
<<else>>
The wind threatens to snatch you away.
<</if>>
<<elseif Weather.dayState is "dawn">>
<<if Weather.precipitation isnot "none">>
Violent waves glimmer in the dawn's light.
<<elseif !Weather.isOvercast>>
The dawn lights up the horizon.
<<else>>
The waves glimmer in the dawn's light.
<</if>>
<<elseif Weather.dayState is "dusk">>
<<if Weather.precipitation isnot "none">>
The setting sun reveals torrential rain in all directions.
<<elseif !Weather.isOvercast>>
The sun sets on the horizon.
<<else>>
The sun sets on the horizon, and darkness threatens to swallow the world.
<</if>>
<<else>>
<<if Weather.precipitation isnot "none">>
Sheets of rain sweep across.
<<elseif !Weather.isOvercast>>
The sun beats down.
<<else>>
The wind makes you squint.
<</if>>
<</if>>
<<if $exposed gte 1>>
You take cover behind some crates, concealing your undressed state.
<</if>>
<br><br>
<<if $stress gte $stressmax and !$possessed>>
<<passoutpirates>>
<<elseif (Time.dayState is "dawn" or Time.dayState is "day") and $pirate_journey lte 1>>
<<npc "Zephyr">><<person1>>
"Land ho!" shouts a voice from the crow's nest. Zephyr strides to one side of the deck and raises <<his>> telescope. You don't need a telescope to see the shoreline, the beach sloping towards a treeline. It's close. You wonder why no one saw it until now.
<br><br>
At Zephyr's word, the crew hustle into frantic activity. "There," Zephyr shouts, striding up to the helmsman. "Take us around that way. They've a dock of sorts, wouldn't ye know."
<br><br>
<<if $exposed gte 1>>
"And get this slut some clothes!"
<br><br>
<</if>>
<<link [[Next|Pirate End]]>><<towelup>><<unset $pirate_journey>><</link>>
<br>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $pirate_rank gte 1>>
<<set _allure to ($allure / 2)>>
<<else>>
<<set _allure to $allure>>
<</if>>
<<if ($danger gte (9900 - _allure) or $eventforced) and $eventskip is 0>>
<<events_pirate_deck>>
<<elseif $pirate_rank is 0 and $pirate_status gte 90>>
<<generateRole 0 0 "pirate">><<person1>>
You hear a worrying crack. You're not the only one. Eyes look up at a <<person>> sitting in the crow's nest.
<br><br>
Another crack, the crow's nest topples among splinters of wood. The <<person>> grasps the mast as <<he>> falls, but it snaps as well. <<He>> plunges into the sea.
<br><br>
<<link [[Dive in to rescue|Pirate Rank Dive]]>><</link>>
<br>
<<link [[Get Zephyr|Pirate Rank Get]]>><</link>>
<br>
<<elseif Time.hour gte 12 and Time.hour lte 18 and $pirate_attack is undefined>>
"Everyone!" bellows Zephyr, putting <<nnpc_his "Zephyr">> telescope away. "To battle stations!"
<br><br>
Pirates burst from the cabin, rushing into activity.
<br><br>
<<link [[Next|Pirate Attack]]>><<set $pirate_attack to 1>><</link>>
<br>
<<elseif random(1, 4) is 4 and $exposed lte 0 and $eventskip is 0>>
<<pirate_mate_work deck>>
<<else>>
<<if $nextPassageCheck is "Wraith Snatched Pirate Railing">>
<span class="nextLink"><<link [[The railing.|Wraith Snatched Pirate Railing]]>><</link>></span>
<br>
<<elseif $pirate_rank lte 0>>
<<link [[Lean on railing|Pirate Railing]]>><</link>>
<br>
<</if>>
<<if Weather.dayState is "dawn">>
<<link [[Watch the sun rise (1:00)|Pirate Dawn]]>><<pass 60>><<stress -6>><</link>><<lstress>>
<br><br>
<<elseif Weather.dayState is "dusk">>
<<link [[Watch the sun set (1:00)|Pirate Dusk]]>><<pass 60>><<stress -6>><</link>><<lstress>>
<br><br>
<</if>>
<<if $possessed>>
<<elseif Time.dayState isnot "night">>
Captain Zephyr peers through a telescope.
<br>
<<if $exposed gte 1>>
<<link [[Ask Zephyr for clothes|Pirate Clothes]]>><</link>><<difficulty 67>>
<br>
<<else>>
<<link [[Approach|Pirate Zephyr]]>><</link>>
<br>
<</if>>
<<else>>
Captain Zephyr is ensconced in <<nnpc_his "Zephyr">> quarters.
<br>
<<if $exposed gte 1>>
<<link [[Ask Zephyr for clothes|Pirate Clothes]]>><</link>><<difficulty 67>>
<br>
<</if>>
<</if>>
<<link [[Cabin (0:01)|Pirate Cabin]]>><<pass 1>><</link>>
<br>
<</if>>
<</if>>
/*A girl in a white sundress swabs the deck with a skip, her long brown hair jumping with each movement. "Oops," she says when she sees you. "You're not supposed to be here yet. Let me help. Whoosh!" She bonks your head with the broom. The world spins.
<br><br>
<<link [[Next|Beach]]>><<set $eventskip to 1>><<endevent>><</link>>
<br>*/
<<set $eventskip to 0>><<effects>>
You lean against the railing, and look out at the sea. There's nothing stopping you escaping the ship by diving in,
<<if Time.dayState is "night">>
no one would see you in the dark, though it could be dangerous this far out.
<<else>>
though you're sure to be spotted, and it could be dangerous this far out.
<</if>>
<br><br>
<<if Time.dayState is "night">>
<<link [[Dive|Pirate Railing Dive Night]]>><</link>>
<br>
<<else>>
<<link [[Dive|Pirate Railing Dive Day]]>><</link>><<swimmingdifficulty 500 1000>>
<br>
<</if>>
<<link [[Step away|Pirate Deck]]>><</link>>
<br><<effects>>
<<silently>><<water>><</silently>>
You climb the railing, and dive into the sea.
<br><br>
Your head emerges from the water. The pirate ship already sails on without you. You see the horizon in the distance.
<br><br>
<<link [[Next|Sea]]>><<set $sea to 80>><</link>>
<br><<effects>>
<<silently>><<water>><</silently>>
You climb the railing, and dive into the sea.
<br><br>
<<npc Zephyr>><<person1>>
You hear shouting before you even reach the surface. Zephyr leans on the railing. "What ye doing in the drink?" Zephyr says. "You two, after <<phim>>."
<br><br>
<<endevent>>
<<generateRole 0 0 "pirate">><<generateRole 1 0 "pirate">><<person1>>
A <<person>> and <<person2>><<person>> dive in after you.
You swim as hard as you can, throwing the occasional glance behind you.
<<if $swimmingSuccess>>
<span class="green">You gain distance on them, and soon lose them between the waves.</span>
<br><br>
The pirate ship turns to search for you, but it's a long arc. You swim in a random direction, giving the ship little hope of finding you.
<br><br>
<<link [[Next|Sea]]>><<endevent>><<set $sea to 80>><</link>>
<br>
<<else>>
However, <span class="red">they soon catch up with you,</span> and wrestle your arms behind your back.
<br><br>
<<link [[Next|Pirate Railing Dive Caught]]>><</link>>
<br>
<</if>><<effects>>
They drag you back to the deck, and leave you lying in a wet heap.
<br><br>
"What a clumsy fool," Zephyr says, leaning over you. "As if my deck weren't wet enough. You two, discipline this wayward minnow."
<br><br>
The <<person1>><<person>> and <<person2>><<person>> don't need to be told twice.
<br><br>
<<link [[Next|Pirate Railing Dive Rape]]>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Pirate Railing Dive Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Pirate Railing Dive Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Let that be a lesson to ye," Zephyr says before turning away.<<lrespect>><<pirate_status -1>>
<br><br>
<<tearful>> you climb to your feet.
<br><br>
<<elseif $enemyhealth lte 0>>
You shove the <<person1>><<person>> overboard, and the <<person2>><<person>> looks afraid <<he>>'ll follow.
<br><br>
Zephyr laughs. "Good show. Now all of ye get back to work."<<ggrespect><<pirate_status 3>>
<br><br>
<<tearful>> you get your bearings.
<br><br>
<</if>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Pirate Deck]]>><<endevent>><</link>>
<br><<effects>>
<<if currentSkillValue('housekeeping') gte 1000>>
<<generateRole 0 0 "pirate">><<person1>>
You take a mop, and get to work swabbing the deck, keeping it dry. You're so efficient that you dry the whole thing single-handedly, and have time to chat with a <<person>>.
<br><br>
"No one's gonna be slipping with the deck like that," <<he>> comments. "A shame." <<lstress>><<stress -12>>
<<elseif currentSkillValue('housekeeping') gte 600>>
<<generateRole 0 0 "pirate">><<person1>>
You take a mop, and swab the deck in a battle against the sea. It's a futile struggle, but you keep the main walkways dry. A <<person>> even thanks you.
<<elseif currentSkillValue('housekeeping') gte 200>>
You lift a mop, and swab the deck in an attempt to keep it dry. Spray from the sea undoes your work, but you're fast enough to keep the main walkways dry. Mostly.
<<else>>
You find a mop, and swab the deck in an attempt to keep it dry. Spray from the sea splashes over it, undoing your work almost as soon as you finish it.
<br><br>
<<generateRole 0 0 "pirate">><<person1>>
A <<person>> takes pity, and gives you a few basic pointers. "You're actually good for a beginner," <<he>> says. "You're still dry."<<ghousekeeping>><<housekeeping 1>>
<</if>>
<br><br>
<<link [[Next|Pirate Deck]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<set $location to "pirate_ship">><<set $outside to 0>><<effects>><<getTarget true>>
You are in the cabin aboard the pirate ship.
<<if Time.dayState is "night">>
It's full of snoring crew.
<<else>>
The floor rocks back and forth.
<</if>>
<<if $exposed gte 1>>
Concerned about your state of dress, you peer around corridors to make sure the way ahead is clear.
<</if>>
<br><br>
<<if $stress gte $stressmax and !$possessed>>
<<passoutpirates>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $pirate_rank gte 1>>
<<set _allure to ($allure / 2)>>
<<else>>
<<set _allure to $allure>>
<</if>>
<<if ($danger gte (9900 - _allure) or $eventforced) and $eventskip is 0>>
<<events_pirate_cabin>>
<<elseif Time.hour gte 12 and Time.hour lte 18 and $pirate_attack is undefined>>
"Everyone!" bellows Zephyr from above. "To battle stations!"
<br><br>
Pirates empty their drinks, their chairs scraping across the ground as they bustle into activity. You're caught up in the crowd, and carried up to the deck.
<br><br>
<<link [[Next|Pirate Attack]]>><<set $pirate_attack to 1>><</link>>
<br>
<<elseif random(1, 4) is 4 and $exposed lte 0 and $eventskip is 0>>
<<pirate_mate_work cabin>>
<<else>>
<<if Time.dayState is "day">>
<<link [[Socialise (1:00)|Pirate Socialise]]>><<pass 60>><<stress -6>><</link>><<lstress>>
<br>
<</if>>
<<if $nextPassageCheck is "Pirate Deck">>
<span class="nextLink"><<link [[Deck (0:01)|Pirate Deck]]>><</link>></span>
<<else>>
<<link [[Deck (0:01)|Pirate Deck]]>><</link>>
<</if>>
<br>
<<link [[Bilge (0:01)|Pirate Bilge]]>><<pass 1>><</link>>
<br>
<</if>>
<</if>>
<<set $eventskip to 0>><<effects>>
<<if currentSkillValue('housekeeping') gte 1000>>
The pirates make way for you as you clean the cabin. Beds are turned, clothes are patched and knitted back together, and all the dust and litter is hunted down.
<br><br>
You leave it spotless in your wake.<<lstress>><<stress -6>>
<<elseif currentSkillValue('housekeeping') gte 600>>
You clean the cabin, leaving everything neat and tidy in your wake. Some of the pirates look like they want to mess with you, but others warn them away, not wanting to interfere in a good thing.
<<elseif currentSkillValue('housekeeping') gte 200>>
You clean up after the pirates, picking up rubbish and changing the bedding on their bunks.
<br><br>
<<endevent>>
<<generateRole 0 0 "pirate">><<person1>>
<<if random(1, 2) is 2>>
You catch a <<person>> leering at your <<bottom>> as you reach beneath a cabinet, but <<he>> looks away when you make eye contact.
<<else>>
A <<person>> gives your <<bottom>> a smack as you reach beneath a cabinet.<<gpain>><<pain 1>><<gstress>><<stress 1>>
<</if>>
<<else>>
You start picking up rubbish left behind by the pirates. When they notice, they deliberately create more, and dump it right in front of you. This amuses them for a while, until they run out of snacks to waste.
<br><br>
The cabin does look a bit tidier by the time you're done, regardless.<<ghousekeeping>><<housekeeping 2>>
<</if>>
<br><br>
<<link [[Next|Pirate Cabin]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<set $location to "pirate_ship">><<set $outside to 0>><<effects>><<getTarget true>>
You are in the bilge, deep within the pirate ship. The walls creak and groan.
<<if $exposed gte 1>>
You hide in the shadows, worried about your undressed state.
<</if>>
<br><br>
<<if $stress gte $stressmax and !$possessed>>
<<passoutpirates>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $pirate_rank gte 1>>
<<set _allure to ($allure / 2)>>
<<else>>
<<set _allure to $allure>>
<</if>>
<<if ($danger gte (9900 - _allure) or $eventforced) and $eventskip is 0>>
<<events_pirate_bilge>>
<<elseif Time.hour gte 12 and Time.hour lte 18 and $pirate_attack is undefined>>
"Everyone!" bellows Zephyr from above. "To battle stations!"
<br><br>
Pirates emerge from shadowed alcoves, and rush in a frenzied haste. You're caught up in the crowd, and carried to the deck.
<br><br>
<<link [[Next|Pirate Attack]]>><<set $pirate_attack to 1>><</link>>
<br>
<<elseif random(1, 4) is 4 and $exposed lte 0 and $eventskip is 0>>
<<pirate_mate_work bilge>>
<<else>>
<<if Time.dayState is "night">>
<<link [[Search (1:00)|Pirate Search]]>><<pass 60>><</link>>
<br>
<</if>>
<<link [[Bed|Pirate Bed]]>><</link>>
<br>
<<if $nextPassageCheck is "Pirate Cabin">>
<span class="nextLink"><<link [[Cabin (0:01)|Pirate Cabin]]>><<pass 1>><</link>></span>
<<else>>
<<link [[Cabin (0:01)|Pirate Cabin]]>><<pass 1>><</link>>
<</if>>
<</if>>
<</if>>
<<set $eventskip to 0>><<effects>>
<<if currentSkillValue('housekeeping') gte 1000>>
You find a hole in the side of the ship. You patch it up, good as new. Sensing that something is wrong, you discover three more leaks hidden behind crates and barrels. You repair these as well. No wonder the bilge is always so wet.<<lstress>><<stress -6>>
<<elseif currentSkillValue('housekeeping') gte 600>>
You find a hole in the side of the ship, and patch it up before the leak does much damage.
<<elseif currentSkillValue('housekeeping') gte 200>>
You find a small hole in the side of the hull, letting water invade the ship. You manage to seal it with a plank of wood, but it takes some doing. By the time you succeed, there's half a foot of water around your ankles.
<br><br>
You travel up and down the ship with a bucket, emptying it of water.
<<else>>
You find a small hole in the side of the hull, with water spraying through. You try to cover it with a plank of wood, but there's more force than it appears, and you struggle to hammer the wood down.
<br><br>
You turn the plank sidewise, and plug it that way. That will do. For now.<<ghousekeeping>><<housekeeping 2>>
<</if>>
<br><br>
<<link [[Next|Pirate Bilge]]>><<endevent>><</link>>
<br><<effects>>
<<npc "Zephyr">><<person1>>
You approach the captain.
<<if $pirate_rank is 1>>
"What is it, mate?" <<he>> asks.
<br><br>
<<socialiseicon "ask">><<link [[Ask what you should be doing|Pirate Zephyr Mate Ask]]>><</link>>
<br>
<<else>>
"What is it, scum?" <<he>> asks.
<br><br>
<<socialiseicon "ask">><<link [[Ask what you should be doing|Pirate Zephyr Scum Ask]]>><</link>>
<br>
<</if>>
<<if $temple_spear_mission gte 1 and $pirate_journey is undefined>>
<<ind>><<link [[Ask to go to the island|Pirate Zephyr Island Ask]]>><</link>>
<br>
<</if>>
<<ind>><<link [[Ask to return the mainland|Pirate Zephyr Return Ask]]>><</link>>
<br>
<<getouticon>><<link [[Leave|Pirate Deck]]>><<endevent>><</link>>
<br><<effects>>
<<if $pirate_rank gte 1>>
"Back to shore?" Zephyr says. "Are the charms of me and me crew not enough for ye? Hah! It's fine. You'll be back. I'll take ye ashore, if that's what ye want."
<br><br>
<<link [[Return to mainland (3:00)|Pirate Return]]>><<pass 180>><</link>>
<br>
<<else>>
"Now why would scum like ye want to go back there?" Zephyr asks, returning <<his>> attention to the horizon. "Don't waste my time."
<br><br>
<i>You'll need to earn the pirates' respect, or find some other way back to the mainland.</i>
<br><br>
<</if>>
<<link [[Leave|Pirate Deck]]>><<endevent>><</link>>
<br><<effects>>
Zephyr barks commands, and the ship turns. The coast soon appears on the horizon, as if it were never far away.
<br><br>
The pirates sail the ship towards the cliffs to the west of town, rather than towards the town itself. They hug the rocks, almost scraping against those jutting out of the shallow sea, approaching from a dangerous angle.
<br><br>
"I'll take you ashore myself," Zephyr says, pointing to one of the smaller rowboats attached to the side. "Climb aboard."
<br><br>
<<link [[Next|Pirate Return 2]]>><</link>>
<br><<effects>>
Zephyr lowers the rowboat to the sea, and unties the ropes. The boat rocks as <<he>> thumps onto a seat, and takes up both oars. There are only two, and <<he>> seems content to row by <<himself>>.
<br><br>
<<He>> pushes the small boat away from the larger ship, towards the shore.
<br><br>
<<link [[Thank Zephyr for rowing you|Pirate Return Thank]]>><<npcincr Zephyr love 1>><</link>><<glove>>
<br>
<<link [[Insult Zephyr|Pirate Return Insult]]>><<npcincr Zephyr love -1>><<pirate_status 1>><</link>><<llove>><<grespect>>
<br>
<<link [[Remain silent|Pirate Return Silent]]>><</link>>
<br>
<<if $spear_vessel is "zephyr">>
<<link [[Ask what Zephyr did with the spear|Pirate Return Ask]]>><</link>>
<br>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"Thank you for rowing me," you say. "I hope your arms aren't sore."
<<elseif $speech_attitude is "bratty">>
"Thanks for the lift," you say. "It would be tiring to swim."
<<else>>
"Thanks for rowing me," you say.
<</if>>
<br><br>
"Don't mention it," Zephyr says. "It does my arms some good."
<br><br>
<<He>> rows the boat up to a pier on Mer Street. "This is where we part. Until we meet again." <<He>> gives a theatrical bow, and starts rowing back to <<his>> ship.
<br><br>
<<link [[Next|Mer Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"You're not a very good person," you say.
<<elseif $speech_attitude is "bratty">>
"You're a cunt," you say. "You know that?"
<<else>>
"You're a bad person," you say.
<</if>>
<br><br>
Zephyr laughs so hard <<he>> drops the oars. "Aye, <<lass>>, aye," <<he>> manages at last. "Best watch yourself, aye?"
<br><br>
<<He>> rows the boat up to a pier on Mer Street. "This is where we part. Until we meet again." <<He>> gives a theatrical bow, and starts rowing back to <<his>> ship.
<br><br>
<<link [[Next|Mer Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
You remain silent as Zephyr rows the boat up to a pier on Mer Street. "This is where we part. Until we meet again." <<He>> gives a theatrical bow, and starts rowing back to <<his>> ship.
<br><br>
<<link [[Next|Mer Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"Did you do anything evil with the spear I gave you?" you ask.
<<elseif $speech_attitude is "bratty">>
"Did you do anything interesting with the spear I gave you?" you ask.
<<else>>
"What did you do with the spear I gave you?" you ask.
<</if>>
<br><br>
"Never you mind that," Zephyr says. "It's in safe keeping, until the time comes." <<He>> chuckles, and refuses to speak of it more.
<br><br>
<<He>> rows the boat up to a pier on Mer Street. "This is where we part. Until we meet again." <<He>> gives a theatrical bow, and starts rowing back to <<his>> ship.
<br><br>
<<link [[Next|Mer Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
"During downtime," the captain says, "nothing much. Just help out if needed. Swabbing the deck, cleaning the cabin, plugging leaks, that sort of thing. The cry will go up when you're needed for something important."
<br><br>
/*<i>You can improve your rank by gaining respect. Gain respect by doing a good job keeping the ship in order.</i>
<br><br>*/
<<link [[Next|Pirate Deck]]>><<endevent>><</link>>
<br><<effects>>
"You're at the bottom of the pecking order," the Captain says. <<He>> doesn't remove <<his>> eye from the telescope. "So you'll do whatever anyone tells you to. Ask around on the deck or cabin if you must have something to do. There's a bed for ye in the bilge."
<br><br>
<i>You can improve your rank by gaining respect. Gain respect by defying orders, but be careful.</i>
<br><br>
<<link [[Next|Pirate Deck]]>><<endevent>><</link>>
<br><<effects>>
"As ye like," Zephyr says. "I've been meaning to sail there. The locals have some interesting, eh, trinkets." <<He>> pauses, and when <<he>> next speaks it's in an odd hurry. "Journey should take a week."
<br><br>
<<set $pirate_journey to 7>>
<<link [[Next|Pirate Deck]]>><<endevent>><</link>>
<br><<effects>>
<<bind>><<legbind>>
You awaken, dangling upside-down with your arms and legs bound together.
<br><br>
<<generateRole 0 0 "pirate">>
<<generateRole 1 0 "pirate">>
<<person1>>
"The <<girl>>'s awake," says a <<person>> from above. "Last call for bets."
<br><br>
"£50 says a whale gets <<phim>>," says a <<person2>><<person>>.
<br>
"£150 says you didn't tie the rope properly," says another. "And the sea just swallows <<phim>>."
<br><br>
<<link [[Complain|Pirate Passout Complain]]>><</link>>
<br>
<<link [[Brace yourself|Pirate Passout Brace]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"Please untie me," you say.
<<elseif $speech_attitude is "bratty">>
"Untie me this instant!" you say.
<<else>>
"Untie me before you get in trouble," you say.
<</if>>
<br><br>
"Hear that?" the <<person1>><<person>> says. "Let's untie the <<bitch_pirate>>!" <<He>> slices through the rope attaching you to the ship, and you plunge into the water below.<<ggtrauma>><<trauma 12>><<gstress>><<stress 6>>
<br><br>
<<link [[Next|Pirate Passout Water]]>><</link>>
<br><<effects>>
You brace yourself as the <<person1>><<person>> pulls a knife from <<his>> jacket, and slices through the rope attaching you to the ship. You plunge into the water below.<<ggtrauma>><<trauma 12>><<gstress>><<stress 6>>
<br><br>
<<link [[Next|Pirate Passout Water]]>><</link>>
<br><<effects>>
You sink for a moment, before buoyancy lifts you up into the open air. The pirate ship sails away from you. Several pirates sit on the back, laughing and watching, calling out for the fate they'd prefer for you.
<br><br>
One throws an empty bottle at you. It splashes some distance away, but the other pirates follow suit. A barrage of bottles head your way.
<br><br>
<<link [[Struggle against your bindings|Pirate Passout Struggle]]>><<pain 8>><<trauma 6>><<stress 6>><</link>><<ggpain>><<gtrauma>><<gstress>>
<br>
<<link [[Hide underwater|Pirate Passout Hide]]>><</link>>
<br><<effects>>
<<unbind>><<leg_unbind>>
You struggle against your bindings. They're not so tight now that they're unbound from the ship. You manage to squirm your limbs free right as a bottle thumps into your shoulder.
<br><br>
<span class="blue">Something tugs your leg.</span> There's barely time for the anxiety to rise, <span class="pink">before a great force snatches you.</span>
<br><br>
It pulls you away from the light, deep beneath the waves, until you can see nothing at all.
<br><br>
<<link [[Next|Pirate Passout Wake]]>><<pass 20>><</link>>
<br><<effects>>
You duck beneath the water, avoiding the bottles. You see them sink by you in the gloom.
<br><br>
<span class="blue">Something tugs your leg.</span> There's barely time for the anxiety to rise, <span class="pink">before a great force snatches you.</span>
<br><br>
It pulls you away from the light, deep beneath the waves, until you can see nothing at all.
<br><br>
<<link [[Next|Pirate Passout Wake]]>><<pass 20>><</link>>
<br><<effects>>
<<earnFeat "Lost World">>
You cough up water, and stare at the sky above you. You're on a sandy beach. A crab tiptoes by, unconcerned by you.
<br><br>
You sit upright. The beach slopes towards the sea, connecting the water with a treeline. Mostly palms, but you spy evergreens deeper in.
<br><br>
You rise to your feet.
<br><br>
<<link [[Next|Island Beach]]>><<endevent>><</link>>
<br><<effects>>
Zephyr leads you from the pub, through a winding tunnel and into a cavernous expanse. "Watch ye step," Zephyr says as a subterranean wind whips through your hair. "There be a drop that way. Stay close."
<br><br>
You enter another tunnel, this one sloping up, and come to a metal door. Zephyr strides through. The room is wide, and the ceiling very far above. It's like a warehouse. Except for the water, and the anchored ship.
<br><br>
"There's me beauty," Zephyr says. <<He>> bangs on the side of the vessel, and a rope ladder drops down. "After ye, <<lass>>."
<br><br>
<<link [[Next|Pirate Smuggler Entrance 2]]>><</link>>
<br><<effects>>
You are greeted by sweaty <<people>> at the top of the ladder, traipsing the deck.
<<if $pirate_rank gte 1>>
They nod at you in recognition.
<<elseif $pirate_rank is 0>>
They openly leer as they pass.
<<else>>
Some throw curious glances your way, but most look concerned with other matters.
<</if>>
A tall mast stands, erect, in front of you, almost reaching the high ceiling. It looks like an old fashioned sailing ship, but you hear the rumble of an engine somewhere.
<br><br>
"We set sail in five minutes!" shouts Zephyr, emerging behind you. <<He>> strides by, barking orders.
<br><br>
<<link [[Next|Pirate Smuggler Entrance 3]]>><</link>>
<br><<set $location to "pirate_ship">><<set $outside to 0>><<effects>>
The ship shakes with a rumble, and two huge doors open outward, revealing a canal sandwiched between buildings on one side and a cliff face on the other.
<br><br>
Zephyr barks more orders, and the ship moves. The canal is barely wide enough. Some of the crew watch over the edge, nervous, but the captain doesn't seem concerned. <<He>> sits on a stool in the middle of the deck, eyes downcast, polishing the lens of a telescope.
<br><br>
The open sea comes into view ahead. There's an audible sigh of relief as the boat clears the canal.
<br><br>
<<link [[Next|Pirate Smuggler Entrance 4]]>><<pass 30>><</link>>
<br><<effects>>
"Now then," Zephyr announces once the shore is a great distance away, turning to you.
<<if $temple_spear_mission is 1>>
<<set $pirate_journey to 7>>
"The journey should take a week." <<He>> peers through <<his>> telescope, and swings it over the horizon. "Yes, I'd say a week. In the meantime,
<<if $pirate_rank gte 1>>
you're a <span class="blue">mate</span> aboard this vessel, and have some duties.
<<else>>
you're <span class="pink">scum</span> so long as ye are on this vessel.
<</if>>
<<else>>
<<if $pirate_rank gte 1>>
"So long as ye are on this vessel, ye are <span class="blue">mate,</span> and have some duties.
<<else>>
"So long as ye are on this vessel, ye are <span class="pink">scum.</span>
<</if>>
<</if>>
<<if $pirate_rank gte 1>>
Scrub the deck. Clean the cabin. Plug leaks in the bilge. There might be more of import for ye to do if the cry goes up."
<br><br>
<<if $phase is 1>>
<span class="gold">You are now <i>mate</i> aboard the pirate ship.</span>
<br><br>
<</if>>
<<else>>
That means ye do you're told. Whatever you're told." A crewmember licks <<his>> lips in anticipation.
<br><br>
<<if $phase is 1>>
<span class="gold">You are now <i>scum</i> aboard the pirate ship.</span>
<br><br>
<</if>>
<</if>>
<<link [[Next|Pirate Deck]]>><<endevent>><</link>>
<br><<effects>>
You sail around the strange island, until a rock comes into view, jutting from the land and overhanging the waves below. "That's it," Zephyr says. "We'll anchor there." The crew look disconcerted. More so when figures emerge from the forest, wearing strange antlered masks.
<br><br>
The ship halts several feet away. The crew throw ropes to the masked islanders, who pull the ship closer and fasten the lengths around stout pillars. They look carved from the rock they protrude from.
<br><br>
<<link [[Next|Pirate End 2]]>><</link>>
<br><<location "island">><<set $outside to 1>><<effects>>
<<island_init>><<set $island.home to "rocky_hillock">><<earnFeat "Lost World">>
The sailors watch the islanders warily. You can't tell how the islanders feel, beneath their masks. Some busy themselves with the rope, but others just stand, motionless. Bows are slung over their backs.
<br><br>
Zephyr rests one foot on the rail, and leans forward. "I've brought the silver, and something else besides." Two hands grasp your shoulders, and push you towards the edge of the ship. Zephyr steadies you. "I think this creature's worth an extra barrel, aye?"
<br><br>
Two of the islanders turn to each other.
<<if $islander_language gte 100>>
<br>
"This is the one."
<br>
"Give the fool an extra barrel."
<<elseif $islander_language gte 50>>
You can't understand them, but can tell they're talking about you.
<<else>>
They speak in a familiar but incomprehensible language.
<</if>>
<br><br>
<<link [[Next|Pirate End 3]]>><</link>>
<br><<effects>>
<<generateRole 1 0 "islander">>
More islanders emerge from the trees, some carrying wooden barrels between them. You smell a strange sweetness as they pass.
<br><br>
Zephyr presses a foot against your <<bottom>>, and kicks you off the boat, into a <<person2>><<person>>'s waiting arms. At once <<he>> begins exploring your body, pressing and probing you all over with <<his>> fingers.
<br><br>
<<link [[Endure|Pirate End 3 Endure]]>><<trauma 6>><<arousal 600>><</link>><<gtrauma>><<garousal>>
<br>
<<link [[Shove|Pirate End 3 Shove]]>><<stress 6>><</link>><<gstress>>
<br><<effects>>
You endure the islander's fondling. Others join in, some kneeling for a closer look.
<br><br>
"You're a mite handsy there already," Zephyr says. "The trade ain't done until I've checked the barrels." The islanders don't seem to pay attention.
<br><br>
<<link [[Next|Pirate End 4]]>><</link>>
<br><<effects>>
You shove the <<person>> away from you. It's impossible to tell how <<he>> feels about it, but the other islanders laugh.
<br><br>
"Serves ye right," Zephyr says. "The trade ain't done until I've checked the barrels." The islanders don't seem to pay attention.
<br><br>
<<link [[Next|Pirate End 4]]>><</link>>
<br><<effects>>
<<person1>>
Zephyr cracks open one of the barrels, sticks a finger in, and licks it. "This is watered down!" <<he>> roars. <<His>> crew rest hands on weapons. The islanders unsling their bows. The two groups face each other, staring.
<br><br>
It's a tense situation. No one's paying you any attention.
<br><br>
<<link [[Run for it|Pirate End Run]]>><</link>>
<br>
<<link [[Wait|Pirate End Wait]]>><</link>>
<br><<effects>>
You run from the ship and Zephyr, the crew and islanders. You almost make it to the treeline, then you hear a cry behind you. Arrows thud into nearby wood as you tear through the foliage.
<br><br>
You run until you almost collapse from exhaustion, and take cover behind a particularly thick tree. You listen through the beating of your heart, but hear no pursuit.
<br><br>
<<link [[Next|Island Treeline Search]]>><</link>>
<br><<effects>>
You wait. Zephyr breaks the suspense with a sharp laugh. "Only joking!" <<he>> shouts. <<His>> crew laugh with <<him>>, but don't look any less nervous. The islanders just stare.
<br><br>
Zephyr and <<his>> crew load the barrels onto their ship, and raise the anchor, leaving you to the mercy of the islanders. Though some do wave at you.
<br><br>
<<link [[Next|Pirate End Islanders]]>><</link>>
<br><<effects>>
<<endevent>><<generateRole 0 0 "islander">><<generateRole 1 0 "islander">><<person1>>
The islanders crowd around you. Their hands reach out, and force you to your knees. All but two of them step back, a <<person>> and <<person2>><<person>>. They regard you as if weighing unspoken options.
<br><br>
<<link [[Next|Island Defeat]]>><</link>>
<br><<bedclotheson "Pirate Bed Lie">>
<<effects>>
<<set $wardrobes.pirate.unlocked to true>>
You are beside your bed, if it could be called that, in the bilge of the pirate ship. There's a box for your clothes, and the dark for privacy.
<br><br>
<<bedicon>><<link [[Strip and get in bed|Pirate Bed Lie]]>><<undressSleep "Pirate Bed Lie">><</link>>
<br>
<<listsleepoutfits "Pirate Bed Lie">>
<<roomoptions>>
<br>
<<wardrobeicon>><<link [[Wardrobe|Pirate Wardrobe]]>><</link>>
<br>
<<mirroricon>><<link [[Mirror|Pirate Mirror]]>><<preMirror>><<endevent>><</link>>
<br><br>
<<ind>><<link [[Leave|Pirate Bilge]]>><<set $eventskip to 1>><</link>>
<br><br>
<<if $attitudesControl.showGoldLink is true>>
<span class="goldLink"><<link [[Attitudes]]>><<set $attitudesExitPassage to $passage>><</link>> </span><span class="red">!!</span>
<<else>>
<<ind>><<link [[Attitudes]]>><<set $attitudesExitPassage to $passage>><</link>>
<</if>>
<br>
<<ind>><<link [[Gameplay Settings|Pirate Settings]]>><</link>>
<br><<effects>>
<<set $settingsExitPassage to "Pirate Bed">>
<<settings>><<effects>>
<<link [[Step away|Pirate Bed]]>><<handheldon>><<unset $mirrorMenu>><<unset $bodywritingSet>><</link>>
<br>
<<mirror "reflection">>
<br><br><<effects>>
<<wearoutfit>>
<<nightmareCheck "Pirate Sleep">>
<<if $tiredness gte 1000 or Time.dayState is "night">>
<<generateSleepLinks "Pirate Sleep">>
<<else>>
The groaning of the ship is one thing, but the noisy pirates make falling asleep here difficult. <span class="blue">You won't be able to sleep here until night, or at least until you're more fatigued.</span>
<br><br>
<</if>>
<<link [[Climb out of bed|Pirate Bed]]>><<storeon "Pirate Bed Lie">><<set $wardrobe_location to "pirate">><<loadTempHairStyle>><<endevent>><</link>><<set _autosavehere to true>>
<<sleep>>
<<if $wraith.nightmare is 2 and Time.isBloodMoon()>>
<<sleepeffects>>
You dream of a beautiful figure, cloaked in white, standing under the red moon. It has its arms spread out to you in a welcoming gesture. You can feel its gaze boring into your mind as you step closer.
<br><br>
It's surrounded by trees, all bending inwards, and floating above a lake. Everything moves around you, and you find yourself hanging above a large ruin. You can't breathe.
<br><br>
You slowly open your eyes, and sluggishly stand from the bed, swaying from the rocking of the ship. Your ears are ringing.
<br><br>
<<wraithPossess "pirates">>
<span class="nextLink"><<link [[Walk.|Wraith Snatched Pirate Mirror]]>><<rainWraith>><</link>></span>
<br>
<<elseif _dreaming>>
/* <<earSlimeFocusChoice>> or similar widgets are running */
<<else>>
<<effects>>
<<wakingEffects $sleepHoursTotal>>
<<if $nightmares gte 1 and $controlled is 0>>
You dream you are being hunted by something <<if ["haunt", "despair"].includes($wraith.state) and $rng lte 25>>pale<<else>>dark<</if>> and terrible.
<<else>>
<<if $specialClothesEffects.bimboTotal gte random(100,1000) or $arousal gte 9000>>
Your sleep is plagued by dirty dreams.
<<arousal `$specialClothesEffects.bimboTotal / 10 * $sleepHoursTotal`>>
<<arousal `100 * $sleepHoursTotal`>>
<<if $arousal gte $arousalmax>>
They push you over the edge.
<<orgasm>>
<</if>>
<<elseif !_wakingEffect>>
You sleep soundly.
<br><br>
<</if>>
<</if>>|
<<sleepeffects>>
<<set $wardrobe_location to "pirate">>
<<wardrobeSelection true>>
<<radiooutfits>>
<br><br>
<<link [[Get up|Pirate Bed]]>><</link>>
<br>
<<set $phase to 0>>
<</if>><<effects>>
<<npc "Zephyr">><<person1>>
<<if Time.dayState is "night">>
You knock on the door to Zephyr's cabin. You hear <<his>> stomping footfalls, then the door swings open.
<<else>>
You approach Zephyr. <<Hes>> too distracted by the empty sea to notice you at first, but seize <<his>> attention once <<he>> notices you.
<</if>>
<br><br>
<<if $rng gte 33>>
"What ye doing dressed like that?" <<he>> asks. "Here." <span class="green"><<He>> produces some clothing</span> from a satchel at <<his>> side,
<<if Time.dayState is "night">>
before closing the door.
<<else>>
before returning to <<his>> telescope.
<</if>>
<br><br>
<<pirate_clothes_up>>
<<link [[Next|Pirate Deck]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
"Walking around the deck dressed like that?" Zephyr muses. <span class="red">"I think ye be wanting a lesson.</span>" <<He>> grasps your arm. "Let's go for a walk."
<br><br>
<<link [[Refuse|Pirate Clothes Refuse]]>><<def 1>><<pirate_status 1>><</link>><<grespect>>
<br>
<<link [[Do as bid|Pirate Clothes 2]]>><<sub 1>><</link>>
<br>
<</if>><<effects>>
"That so?" Zephyr says. <<He>> points at a <<endevent>><<generateRole 0 0 "pirate">><<person1>><<person>> passing by. "Teach this slut a lesson."
<br><br>
<<if Time.dayState is "night">>
Zephyr returns to <<nnpc_his "Zephyr">> quarters as the <<person>> rolls up <<his>> sleeves.
<<else>>
Zephyr returns <<nnpc_his "Zephyr">> gaze to the sea as the <<person>> rolls up <<his>> sleeves.
<</if>>
<br><br>
<<link [[Next|Pirate Work Fight]]>><<set $fightstart to 1>><</link>>
<br><<effects>>
Zephyr pushes you across the deck, drawing attention from the crew. <<He>> holds your arms behind your back, baring your <<lewdness>> to the crew. "I hope ye ain't shy."
<br><br>
A crowd soon gathers, ogling your exposed body. "Let's take you down to the cabin. Find a nice place to put you on display."
<br><br>
<<link [[Next|Pirate Clothes 3]]>><</link>>
<br><<effects>>
Zephyr pushes you below deck. More pirates leer as you pass, ogling every inch of you they can.
<br><br>
<<endevent>>
<<generateRole 0 0 "pirate">><<person1>>
The crowd crows. Zephyr pushes you through a bulkhead, into a chamber where a group are sat drinking.
<br><br>
"This <<bitch_pirate>> was impertinent," Zephyr says, addressing a <<person>>. "I need you to teach <<phim>> a lesson." The captain looks at you, and grasps your chin. "Say 'I'm sorry for being naughty' to the nice <<if $pronoun is "m">>gentleman<<else>>lady<</if>>."
<br><br>
<<link [[Say you're sorry for being naughty|Pirate Clothes Say]]>><<pirate_status -1>><</link>><<lrespect>>
<br>
<<link [[Spit|Pirate Clothes Spit]]>><<pirate_status 1>><</link>><<grespect>>
<br><<effects>>
"I'm sorry for being naughty," you say. The crowd of pirates cheer and laugh.
<br><br>
"I know how to forgive you," the <<person>> says, grasping your hair and forcing you to your knees.
<br><br>
<<link [[Next|Pirate Clothes Oral]]>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<npcoral>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Pirate Clothes Oral Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Pirate Clothes Oral]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Enjoy the show?" Zephyr says. The pirates shout affirmation. "Good. Now get back to work!" Zephyr pulls some clothes from a satchel, and throws them at your knees.<<lrespect>><<pirate_status -1>>
<br><br>
<<tearful>> you push yourself to your feet.
<br><br>
<<elseif $enemyhealth lte 0>>
The <<person>> recoils in pain, to the amusement of the assembled pirates.<<ggrespect>><<pirate_status 3>>
<br><br>
"That's the spirit," Zephyr says, pulling some clothes from a satchel and dropping them at your knees. "The rest of ye, get back to work!
<br><br>
<<tearful>> you push yourself to your feet.
<br><br>
<</if>>
<<clotheson>>
<<endcombat>>
<<pirate_clothes_up>>
<<link [[Next|Pirate Cabin]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
You spit in the <<persons>> face. The pirates laugh. "Careful <<lass>>," Zephyr says. "There's a bunk right here. Keep acting the brat and we'll pound it into sawdust."
<br><br>
<<nnpc_He "Zephyr">> turns back to the <<person>>. "Why don't ye teach this <<bitch_pirate>> a different sort of lesson?" <<nnpc_He "Zephyr">> bends you over the bunk, sticking your <<bottom>> out.
<br><br>
The <<person>> moves to spank you.
<br><br>
<<link [[Endure|Pirate Clothes Endure]]>><<pain 4>><<trauma 6>><<stress 6>><</link>><<ggpain>><<gtrauma>><<gstress>>
<br>
<<link [[Kick|Pirate Clothes Kick]]>><<def 1>><<pain 8>><<stress 6>><<pirate_status 1>><</link>><<ggpain>><<gstress>><<grespect>>
<br><<effects>>
The <<person>> spanks your <<bottom>> with a resounding smack. Then another. With each blow, the pirates cheer.
<br><br>
<<link [[Next|Pirate Clothes Spank]]>><<set $molestationstart to 1>><</link>>
<br><<effects>>
The <<person>> tries to spank you, but you kick <<his>> shin out from under <<him>>, and <<he>> topples to the floor.
<br><br>
The other pirates find this amusing. Angered, the <<person>> delivers a particularly hard smack to your <<bottom>>.
<br><br>
<<link [[Next|Pirate Clothes Spank]]>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<npcspank>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Pirate Clothes Spank Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Pirate Clothes Spank]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"That'll be enough," Zephyr says, pulling some clothes from a satchel and dropping them on the bed beside you. "All of ye, back to work!"<<lrespect>><<pirate_status -1>>
<br><br>
<<tearful>> you climb to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $enemyhealth lte 0>>
The pirates laugh as the <<person>> backs away. "Just who was spanking who," Zephyr comments.<<grespect>><<pirate_status 1>>
<br><br>
"That'll be enough for now." <<nnpc_He "Zephyr">> pulls some clothes from a satchel, and drops them on the bed beside you. "All of ye, back to work!"
<br><br>
<<tearful>> you rise to your feet.
<br><br>
<</if>>
<<clotheson>>
<<endcombat>>
<<pirate_clothes_up>>
<<link [[Next|Pirate Cabin]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<silently>><<water>><</silently>>
There's no time to think. You dive into the sea. The cool water rushes around you. You see the <<person>> close ahead, unmoving, perhaps from shock.
<br><br>
You grasp <<his>> arm, and kick towards the surface.
<br><br>
<<link [[Next|Pirate Rank Dive 2]]>><</link>>
<br><<effects>>
The <<person>> comes to, coughs up water, and climbs the rope ladder <<himself>>. You're met with applause when you reach the top.
<br><br>
Zephyr arrives with towels. "Fantastic work." <<He>> pats your back. "After that, I think ye be more than scum to the crew. Let's make it official. Welcome aboard, mate."
<br><br>
<<set $pirate_rank to 1>><<set $pirate_status to 30>>
You are now <span class="gold">mate</span> aboard the pirate ship.
<br><br>
<<link [[Next|Pirate Deck]]>><<dry_towel>><<endevent>><</link>>
<br><<effects>>
<<npc "Zephyr" 2>><<person2>>
<<if Time.dayState is "night">>
You bang on the door to Zephyr's quarters. You hear <<his>> footfalls, then the door swings open.
<br><br>
<<else>>
You find Zephyr stood on the bow, engrossed in <<his>> telescope.
<br><br>
<</if>>
Once you have <<his>> attention however, <<he>> notices the trouble before you can speak, runs to the railing, and dives in. <<He>> vanishes beneath the surface for a few moments before rising, the <<person1>><<person>> in one arm.
<br><br>
<<link [[Next|Pirate Rank Get 2]]>><</link>>
<br><<effects>>
The <<person>> is able to climb the ladder on <<his>> own. Zephyr climbs after <<him>>, and strikes a heroic pose as <<person1>><<he>> receives applause.
<br><br>
<<He>> pats your back. "Thanks for grabbing me attention," Zephyr says. "Perhaps I'm just in high spirits, but I think ye be more than scum to the crew. Let's make it official. Welcome aboard, mate."
<br><br>
<<set $pirate_rank to 1>><<set $pirate_status to 30>>
You are now <span class="gold">mate</span> aboard the pirate ship.
<br><br>
<<link [[Next|Pirate Deck]]>><<endevent>><</link>>
<br><<effects>>
<<if $exposed lte 1>>
You're powerless as the <<person>> grasps your clothing.
<<stealclothes "strip">>
<<else>>
<<stealclothes "strip">>
<</if>>
<<He>> shoves you into a walk. Other pirates leer as <<he>> marches you by. <<covered>>
<br><br>
<<He>> takes you across the ship, and knocks on the captain's quarters.
<br><br>
You hear a thud of footsteps, then the door swings open. "What reason be ye disturbing me for?"
<br>
"This <<bitch_pirate>> isn't doing as <<pshes>> told."
<br>
"That right," Zephyr says, stepping closer. "You did well to bring <<phim>> to me."
<br><br>
<<endcombat>>
<<link [[Next|Pirate Punish 2]]>><<clotheson>><</link>>
<br><<effects>>
<<npc "Zephyr">><<person1>>
"What shall we do with ye?" Zephyr asks. "I know. Tie <<phim>> up." <<He>> watches as a pirate binds your arms, then clutches the rope <<himself>>.<<if $worn.handheld.name isnot "naked">> Another pirate picks up the $worn.handheld.name you dropped. You doubt you'll be getting it back.<</if>>
<<bind>>
<br><br>
<<if random(1, 2) is 2>>
<<He>> leads you to the bow of the ship, drawing the attention of more pirates. "We have ourselves a new figurehead. Help me set <<phim>> up."
<br><br>
They soon have you tied, naked, to the bow of the ship, facing the oncoming waves.
<br><br>
<<link [[Next|Pirate Punish Figurehead]]>><<pass 60>><</link>>
<br>
<<else>>
<<He>> leads you into the bowels of the ship, shouting all the while for the crew to follow. <<His>> destination is a small hole at waist-height.
<br><br>
<<He>> bends you over, and shoves you inside head-first.
<br><br>
<<link [[Next|Pirate Punish Hole]]>><</link>>
<br>
<</if>><<effects>>
The interior is a small, dark stall. You can smell cinnamon and other spices, though there doesn't appear to be anything in here.
<br><br>
"Now then," Zephyr says behind you. "Until further notice, this <<bitch>> behind me is no member of the crew, nor even a person. Feel free to use <<phim>> to your heart's delight."
<br><br>
<<He>>'s barely finished when you feel the first prodding.
<br><br>
<<set $pirate_punish_hole to 0>>
<<endevent>>
<<generateRole 0 0 "pirate">><<person1>>
<<link [[Next|Pirate Punish Hole Rape]]>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<set $position to "wall">>
<</if>>
<<set $enemyarousal += 10>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or $penisbitten is 1>>
<span id="next"><<link [[Next|Pirate Punish Hole Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Pirate Punish Hole Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<tearful>> you mentally prepare for more abuse.<<lrespect>><<pirate_status -1>>
<br><br>
<<else>>
The <<person>> recoils, much to the amusement of the other pirates.
<br>
"I swear <<pshe>> hits harder than you'd think." <<He>> tries to defend <<himself>>, but is shoved aside.
<br><br>
<</if>>
<<set $pirate_punish_hole += 1>>
<<if $pirate_punish_hole gte 6>>
<<endcombat>>
<<npc "Zephyr">><<person1>>
"I just had another idea," Zephyr says. "Pull <<phim>> out."
<br><br>
The pirates do as bid, and pull you from the wall. You land on your <<bottom>>.
<br><br>
"That's right," Zephyr says. "You stay right there. You're not a person yet."
<br><br>
<<link [[Next|Pirate Punish Hole Bukkake]]>><</link>>
<br>
<<else>>
<<generateRole 0 0 "pirate">><<person1>>
The next in line takes <<his>> turn.
<br><br>
<<endcombat>>
<<generateRole 0 0 "pirate">><<person1>>
<<link [[Next|Pirate Punish Hole Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<effects>>
Zephyr unzips <<his>> <<print $NPCList[0].clothes.lower.name>>, revealing <<his>>
<<if $NPCList[0].penis isnot "none">>
<<print $NPCList[0].penisdesc>>.
<<else>>
pussy.
<</if>>
<<He>> masturbates above you, <<his>> hand and fingers moving faster and faster as <<he>> approaches climax.
<br><br>
<<link [[Endure|Pirate Punish Hole Bukkake Endure]]>><</link>>
<br>
<<if $ejactrait gte 1>>
<<link [[Open wide|Pirate Punish Hole Bukkake Open]]>><<npcincr Zephyr love 5>><<pirate_status -10>><</link>><<ejacTrait>><<gglove>><<lllrespect>>
<br>
<</if>><<effects>>
<<if $NPCList[0].penis isnot "none">>
With a groan, <<he>> covers your face in hot ejaculate.<<bodyliquid "face" "semen">>
<<else>>
With a groan, <<he>> covers your face in hot pussy juice.<<bodyliquid "face" "semen">>
<</if>>
<<faceejacstat>><<ejacstat>>
<br><br>
The others take <<his>> climax as a signal, and move in to follow <<his>> example.<<trauma 6>><<stress 6>><<gtrauma>><<gstress>>
<br><br>
<<if $malechance gte 100>>
You're soon surrounded by dozens of erect penises. Some are up front, being beaten inches from your face, others further back, waiting their turn but erect and ready all the same.
<<elseif $malechance lte 0>>
You're soon surrounded by dozens of dripping pussies. Some are up front, being played with inches from your face, others further back, waiting their turn but erect and ready all the same.
<<else>>
You're soon surrounded by dozens of erect penises and dripping pussies. Some are up front, played with inches from your face, others further back, awaiting their turn.
<</if>>
<br><br>
<<link [[Next|Pirate Punish Hole Bukkake Endure 2]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<if $malechance gte 100>>
<<bodyliquid "face" "semen" 4>>
<<bodyliquid "hair" "semen" 6>>
<<bodyliquid "neck" "semen" 2>>
<<bodyliquid "tummy" "semen" 4>>
<<bodyliquid "chest" "semen" 6>>
<<elseif $malechange lte 0>>
<<bodyliquid "face" "semen" 2>>
<<bodyliquid "hair" "semen" 3>>
<<bodyliquid "neck" "semen" 1>>
<<bodyliquid "tummy" "semen" 2>>
<<bodyliquid "tummy" "semen" 3>>
<<bodyliquid "face" "goo" 2>>
<<bodyliquid "hair" "goo" 3>>
<<bodyliquid "neck" "goo" 1>>
<<bodyliquid "tummy" "goo" 2>>
<<bodyliquid "chest" "goo" 3>>
<<else>>
<<bodyliquid "face" "goo" 4>>
<<bodyliquid "hair" "goo" 6>>
<<bodyliquid "neck" "goo" 2>>
<<bodyliquid "tummy" "goo" 4>>
<<bodyliquid "chest" "goo" 6>>
<</if>>
<<faceejacstat>><<faceejacstat>><<faceejacstat>><<faceejacstat>><<ejacstat>><<ejacstat>><<ejacstat>><<ejacstat>>
<<hairejacstat>><<hairejacstat>><<hairejacstat>><<hairejacstat>><<hairejacstat>><<hairejacstat>><<ejacstat>><<ejacstat>><<ejacstat>><<ejacstat>><<ejacstat>><<ejacstat>>
<<neckejacstat>><<neckejacstat>><<ejacstat>><<ejacstat>>
<<tummyejacstat>><<tummyejacstat>><<tummyejacstat>><<tummyejacstat>><<ejacstat>><<ejacstat>><<ejacstat>><<ejacstat>>
<<chestejacstat>><<chestejacstat>><<chestejacstat>><<chestejacstat>><<chestejacstat>><<chestejacstat>><<ejacstat>><<ejacstat>><<ejacstat>><<ejacstat>><<ejacstat>><<ejacstat>>
They leave you lying in a puddle of lewd fluid, drenched from the waist up.
<br><br>
<<tearful>> you rise to your feet.
<br><br>
<<link [[Next|Pirate Bilge]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
You open wide, and stick your tongue out. The pirates look amused, and taken aback, but Zephyr takes it in stride. "That's the way of it, ye slattern."
<br><br>
<<if $NPCList[0].penis isnot "none">>
With a groan, <<he>> covers your tongue in hot ejaculate.<<bodyliquid "mouth" "semen">>
<<else>>
With a groan, <<he>> covers your tongue in hot pussy juice.<<bodyliquid "mouth" "semen">>
<</if>>
<<oralejacstat>><<ejacstat>>
<br><br>
The others take <<his>> climax as a signal, and move in to follow <<his>> example.<<trauma 6>><<stress 6>><<gtrauma>><<gstress>>
<br><br>
<<link [[Next|Pirate Punish Hole Bukkake Open 2]]>><</link>>
<br><<effects>>
<<if $malechance gte 100>>
You're soon surrounded by dozens of erect penises. Some are up front, being beaten inches from your face, others further back, waiting their turn but erect and ready all the same.
<<elseif $malechance lte 0>>
You're soon surrounded by dozens of dripping pussies. Some are up front, being played with inches from your face, others further back, waiting their turn but wet and ready all the same.
<<else>>
You're soon surrounded by dozens of erect penises and dripping pussies. Some are up front, played with inches from your face, others further back, awaiting their turn.
<</if>>
<br><br>
<<generateRole 1 0 "pirate">><<person2>>
You don't make them wait. No one stops you as you crawl from pirate to pirate, offering to catch their juices with your open mouth. A <<person>> grasps your hair as if to make use of your mouth directly, but Zephyr stops <<him>> with a blow to <<his>> face. "No monopolising the slut!"
<br><br>
The others play by the rules, and leave you lying in a puddle of fluid, drenched from the waist up.
<br><br>
<<link [[Next|Pirate Bilge]]>><<unbind>><<endevent>><<set $eventskip to 1>><</link>>
<br><<set $outside to 1>><<effects>>
You remain lashed to the ship's bow for a while, enduring the jeers of the crew. They're enjoying their new figurehead. You shiver in the wind and spray.
<br><br>
You notice a shape on the horizon, drawing closer. It looks like another ship.
<<npc "Zephyr">><<generateRole 1 0 "pirate">><<person2>>
"Look here, cap'n," shouts a <<person>>. You hear Zephyr's feet behind you.
<br><br>
"See? I knew our figurehead would be good luck."
<br>
"Should we ready the arms?"
<br>
"No. It's not a hauler. I've something else in mind.
<br><br>
<<link [[Next|Pirate Punish Figurehead 2]]>><</link>>
<br><<effects>>
Zephyr orders the ship to turn, on a pursuit course with the spotted vessel. You make out a white hull as it draws closer. It looks like a cruise ship.
<br><br>
<<person1>>
"<<Ladies_gentlemen>>," blares Zephyr's voice. It sounds like <<hes>> using a megaphone. "Could I please have ye attention." Figures appear at the cruise ship's railing. Some of them point at you. Others lift cameras, and point them at your <<nudity>>.
<br><br>
<<if Time.dayState is "night">>
"Sorry to be disturbing you this evening," Zephyr continues.
<<else>>
"I hope ye be having a fine voyage," Zephyr continues.
<</if>>
"There's something we be wanting to show you." <<His>> hand pats your head. "Our new figurehead is a beauty, don't ye think?"
<br><br>
They're close enough to hear now. None seem concerned with your predicament. They only make crude comments about your body.<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<<link [[Ask for help|Pirate Punishment Figurehead Ask]]>><<pirate_status -1>><</link>><<lrespect>>
<br>
<<link [[Glare|Pirate Punishment Figurehead Glare]]>><<pirate_status 1>><</link>><<grespect>>
<br>
<<link [[Look away|Pirate Punishment Figurehead Away]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"P-please help me," you say. "Don't just look."
<<elseif $speech_attitude is "bratty">>
"Quit staring and help," you say. "Or are you as bad as these pirates?"
<<else>>
"I'm not here willingly," you say. "Help me down."
<</if>>
<br><br>
"Hear that?" Zephyr says. "Our 'victim' pleading for help!" <<He>> starts applauding. The pirates join in, then the crowd on the other ship.
<br><br>
You feel Zephyr's breath on your ear. "They don't want to believe anything so inconvenient," <<he>> says. "You can't help but play along."<<fameexhibitionism 30>>
<br><br>
<<link [[Next|Pirate Punish Figurehead 3]]>><</link>>
<br><<effects>>
You glare at the crowd on the ship opposite. They boo you in response. You hear Zephyr's laughter, but not through the megaphone.<<fameexhibitionism 30>>
<br><br>
<<link [[Next|Pirate Punish Figurehead 3]]>><</link>>
<br><<effects>>
You look away from the crowd on the boat opposite, hoping to shield your face at least. "Our figurehead is bashful!" Zephyr says. "No smiles for the good people over there? No? How troublesome!"<<fameexhibitionism 10>>
<br><br>
<<link [[Next|Pirate Punish Figurehead 3]]>><</link>>
<br><<effects>>
The cruise ship sails by, revealing a smaller vessel trailing it. A pirate stood on the cruise ship throws a sack into it, then leaps aboard <<person2>><<himself>>.
<br><br>
The smaller ship is greeted by cheers by the rest of the crew as it pulls up alongside the pirate ship, laden with loot.
<br><br>
"I think that's earned you a pardon," Zephyr says.
<<if $pirate_rank gte 1>>
"Untie this figurehead!"
<br><br>
<<unbind>>
They pull you aboard, and untie the rope binding. They're too eager for loot to pay much attention to your <<nudity>>, for now.
<br><br>
<<else>>
<<unbind>>
"Untie this figurehead, and see to it that <<pshe>> gets a share." They're too eager for loot to pay much attention to your <<nudity>>, for now.
<br><br>
They portion you some pilfered jewellery as your share.<<set $blackmoney += 350>>
<br><br>
<</if>>
<<link [[Next|Pirate Deck]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<set $outside to 1>><<effects>>
<<bind>>
You are suspended and tied to the mast on the pirate ship.
<<if Time.dayState is "night">>
<<if Weather.precipitation is "rain">>
The chill rain makes you shiver.
<<else>>
The chill night breeze makes you shiver.
<</if>>
<<else>>
<<if $exposed gte 1>>
The crew leer at your <<nudity>> as they work.
<<else>>
The crew carry on their work around you, occasionally throwing an amused look your way.
<</if>>
<</if>>
<br><br>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if ($danger gte (9900 - $allure) or $eventforced) and $eventskip is 0>>
<<cleareventpool>>
<<addinlineevent "pirate_rope_day_1" 1>>
<<generateRole 0 0 "pirate">><<person1>>
A <<person>> swaggers up to with <<his>> phone in hand. <<He>> crouches nearby, and points the camera up at <<him>> and you, posing for a selfie.
<br><br>
<<link [[Smile for the camera|Pirate Rope Smile]]>><</link>>
<br>
<<link [[Hide your face|Pirate Rope Look]]>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "pirate_rope_day_2" 1>>
<<generateRole 0 0 "pirate">><<generateRole 1 0 "pirate">><<person1>>
A <<person>> and <<person2>><<person>> approach you. "We're gonna fuck you, then let you down. Sound good?"
<br><br>
<<link [[Agree|Pirate Rope Rape Agree]]>><</link>>
<br>
<<link [[Refuse|Pirate Rope Rape Refuse]]>><<pirate_status 1 "scum">><</link>><<grespect "scum">>
<br>
<</addinlineevent>>
<<addinlineevent "pirate_rope_day_3" 1>>
<<generateRole 0 0 "pirate">><<generateRole 1 0 "pirate">><<generateRole 2 0 "pirate">><<person1>>
A group of pirates, a <<person>>, <<person2>><<person>>, and <<person3>><<person>> sit on the railing to your side, and hurl insults at you.
<br><br>
<<link [[Call them slackers in a loud voice|Pirate Rope Slackers]]>><<pirate_status 1 "scum">><</link>><<grespect "scum">>
<br>
<<link [[Focus on other things|Pirate Rope Focus]]>><<stress -6>><</link>><<lstress>>
<br>
<</addinlineevent>>
<<runeventpool>>
<<else>>
<<if Time.dayState is "night">>
<span class="blue">There aren't many people around at this time of night.</span>
<br>
<<else>>
<<link [[Insult the crew (1:00)|Pirate Rope Insult]]>><<def 1>><<pass 60>><<pirate_status 1 "scum">><</link>><<grespect "scum">>
<br>
<<link [[Call for help|Pirate Rope Call]]>><<sub 1>><<pirate_status -3>><</link>><<llrespect>>
<br>
<</if>>
<<link [[Struggle (1:00)|Pirate Rope Struggle]]>><<pass 60>><</link>><<difficulty 15>>
<br>
<</if>>
<<set $eventskip to 0>><<effects>>
You squirm, twist, and pull against the rope.
<<if $rng lte 15>>
The rope has a lot of slack to it, <span class="green">and you're able to work it free.</span> After some effort, you're able to slip an arm free, and from there the rest of your body.
<br><br>
You land on the deck.
<br><br>
<<link [[Next|Pirate Deck]]>><<clotheson>><<unbind>><</link>>
<br>
<<else>>
The rope has some slack to it, <span class="red">but you're unable to break free.</span>
<br><br>
<<link [[Next|Pirate Rope]]>><</link>>
<br>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
You heckle the crew, casting insinuations about their parentage, their dress sense, and anywhere else you sense would be a soft spot to stick a dagger in.
<<elseif $speech_attitude is "bratty">>
You hurl insults at the crew, casting insinuations about their parentage, their endowments, and anywhere else you sense would be a tender spot to smack.
<<else>>
You shout insults at the crew, casting insinuations about their parentage, their prowess, and anything else you sense would get under their skin.
<</if>>
<br><br>
They throw insults back at you, but they're distracted by their work, and can't give as good as they get.
<br><br>
<<link [[Next|Pirate Rope]]>><</link>>
<br><<effects>>
<<npc "Zephyr">><<person1>>
You call for help. The pirates laugh at you, but Captain Zephyr emerges from <<his>> cabin. <<He>> joins in the laughter when <<he>> sees you.
<br><br>
"How'd ye get yourself tied up like that?" <<he>> says, marching over. <<He>> examines the rope a moment, then tugs. It slackens in an instant, and you fall to the deck. "Ye should leave the rigging to the experts."
<br><br>
<<He>> strides away.
<br><br>
<<link [[Next|Pirate Deck]]>><<clotheson>><<unbind>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<if $exposed gte 2>>
<<fameexhibitionism 10>>
<<elseif $exposed gte 1>>
<<fameexhibitionism 5>>
<</if>>
You smile for the <<persons>> selfie. "Thanks love," <<he>> says as <<he>> returns to work.
<br><br>
<<link [[Next|Pirate Rope]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
You look away from the camera, hiding your face. "Why so shy?" the <<person>> says with a laugh, before returning to work.
<br><br>
<<link [[Next|Pirate Rope]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
You nod. The <<person>> tugs on one of the ropes, lowering the suspension of coils, but not allowing you to escape.
<br><br>
<<link [[Next|Pirate Rope Rape]]>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Pirate Rope Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Pirate Rope Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<tearful>> you recover.
<br><br>
<<if random(1, 2) gte 2>>
"I think we said something about letting <<phim>> down," the <<person2>><<person>> says.
<br><br>
"We say a lot of dumb things while horny," the <<person1>><<person>> replies.
<br><br>
<<link [[Demand to be let down|Pirate Rope Rape Demand]]>><<def 1>><<pirate_status 1 "scum">><</link>><<grespect "scum">>
<br>
<<link [[Remain silent|Pirate Rope Rape Silent]]>><</link>>
<br>
<<else>>
The <<person2>><<person>> tugs on another of the ropes, and the whole network loosens, allowing you to pull yourself free.
<br><br>
<<unbind>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Pirate Deck]]>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<elseif $enemyhealth lte 0>>
With what limited movement you have in your legs, you kick the rope up, whirling it around the <<person1>><<person>> and <<person2>><<person>>. They pull apart the tangle of rope to free themselves, freeing you in the process.
<br><br>
The onlooking crew find this very amusing.<<ggrespect>><<pirate_status 3>>
<br><br>
<<tearful>> you climb to your feet.
<br><br>
<<unbind>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Pirate Deck]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
<<if random(1, 2) gte 2>>
"So the <<bitch_pirate>> likes being tied up," the <<person1>><<person>> laughs. "So be it."
<br><br>
They walk away, leaving you tied to the mast.
<br><br>
<<link [[Next|Pirate Rope]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
"We only asked as a politeness," the <<person1>><<person>> says. "We don't care what scum like you want." The <<person2>><<person>> tugs on one of the ropes, lowering the suspension of coils, but not allowing you to escape.
<br><br>
<<link [[Next|Pirate Rope Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"You promise you'd let me down," you cry. "Please fulfill your promise."
<<elseif $speech_attitude is "bratty">>
"Let me down like you said you would at once," you say. "Or you'll pay."
<<else>>
"You said you'd let me down," you say. "I didn't take you for liars."
<</if>>
<br><br>
The <<person1>><<person>> laughs. "What a mouth!"
<br>
"I don't recall saying nothing about letting some <<bitch_pirate>> run free."
<br>
"Me neither."
<br><br>
They walk away.
<br><br>
<<endcombat>>
<<link [[Next|Pirate Rope]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
You remain silent as the <<person1>><<person>> and <<person2>><<person>> walk away, leaving you tied to the mast.
<br><br>
<<endcombat>>
<<link [[Next|Pirate Rope]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I don't think Zephyr would be happy to find you slacking," you shout.
<<elseif $speech_attitude is "bratty">>
"Quit slacking you useless good-for-nothings," you say.
<<else>>
"Shouldn't you be working?" you ask. "You shouldn't be slacking while the others work."
<</if>>
<br><br>
<<npc "Zephyr" 4>><<person4>>
The pirates step forward to challenge your assertion, but are interrupted. "Slacking?" Zephyr roars over the sound of the waves. The pirates cast an anxious glance somewhere behind you, towards the sound of approaching stomps. They hurry to busy themselves.
<br><br>
<<link [[Next|Pirate Rope]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
You do your best to ignore them, instead listening to the sound of the waves, and letting your thoughts drift towards the town. Without a response, the pirates soon bore and return to work.
<br><br>
<<link [[Next|Pirate Rope]]>><<endevent>><<set $evenskip to 1>><</link>>
<br><<widget "pirate_watch">>
<<if _args[0]>>
<<if $pirate_watch is undefined>>
<<set $pirate_watch to 0>>
<</if>>
<<set $pirate_watch += _args[0]>>
<<set $pirate_watch to Math.clamp($pirate_watch, 0, 100)>>
<</if>>
<</widget>>
<<widget "pirate_status">>
<<if _args[0]>>
<<if $pirate_status is undefined>>
<<set $pirate_status to 0>>
<</if>>
<<if _args[1] is "scum" and $pirate_rank isnot 0 or _args[1] is "mate" and $pirate_rank isnot 1>>
<<else>>
<<set $pirate_status += _args[0]>>
<<set $pirate_status to Math.clamp($pirate_status, 0, 100)>>
<</if>>
<</if>>
<</widget>>
<<widget "pirate_clothes_up">>
<<if $pirate_rank gte 1>>
<<lowerwear 22>>
<<upperwear 40>>
<<else>>
<<if $player.gender is "f" or $player.gender is "m" and $forcedcrossdressingdisable is "f">>
<<lowerwear 114>>
<<else>>
<<lowerwear 31>>
<</if>>
<<upperwear 8>>
<</if>>
<</widget>>
<<widget "pirate_rescue">>
<<if $pirate_rank gte 1>>
<<enable_rescue>>
<</if>>
<</widget>>
<<widget "pirate_attention">>
<<if _args[0]>>
<<set $pirate_attention += _args[0]>>
<</if>>
<</widget>>
<<widget "pirate_attack_init">>
<<set $pirate_attention to 0>>
<<set $pirate_time to 0>>
<</widget>>
<<widget "pirate_attack_end">>
<<unset $pirate_attention>>
<<unset $pirate_time>>
<</widget>>
<<widget "pirate_mate_work">>
<<if _args[0] is "deck">>
<<set $phase to 0>>
<<generateRole 0 0 "pirate">><<person1>>
A <<person>> shoves a mop in your hand. "Don't just stand there. Get swabbing."
<br><br>
<<link [[Swab the deck (2:00)|Pirate Swab]]>><<endevent>><<pirate_status 1 "mate">><<pass 120>><<tiredness 6>><</link>><<gtiredness>><<grespect "mate">>
<br>
<<link [[Refuse|Pirate Work Refuse]]>><</link>>
<br>
<<elseif _args[0] is "cabin">>
<<set $phase to 1>>
<<generateRole 0 0 "pirate">><<person1>>
"Look at the state of this dump," a <<person>> says. <<He>> only now seems to notice you. "You. Get cleaning, or I'll have your arse bent over the prow."
<br><br>
<<link [[Clean the cabin (2:00)|Pirate Cabin Clean]]>><<pirate_status 1 "mate">><<pass 120>><<tiredness 6>><</link>><<gtiredness>><<grespect "mate">>
<br>
<<link [[Refuse|Pirate Work Refuse]]>><</link>>
<br>
<<elseif _args[0] is "bilge">>
<<set $phase to 2>>
<<generateRole 0 0 "pirate">><<person1>>
"We need to plug some of these leaks," a <<person>> says, stepping over a puddle. "You. Get to it."
<br><br>
<<link [[Plug leaks (2:00)|Pirate Bilge Plug]]>><<pirate_status 1 "mate">><<pass 120>><<tiredness 6>><</link>><<gtiredness>><<grespect "mate">>
<br>
<<link [[Refuse|Pirate Work Refuse]]>><</link>>
<br>
<</if>>
<</widget>>
<<widget "pirate_mate_work_end_links">>
<<if $phase is 0>>
<<link [[Next|Pirate Deck]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<elseif $phase is 1>>
<<link [[Next|Pirate Cabin]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<link [[Next|Pirate Bilge]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<</widget>>
<<widget "events_pirate_deck">>
<<cleareventpool>>
<<addinlineevent "pirate_scum_deck_1" 1>>
<<generateRole 0 0 "pirate">><<person1>>
A <<person>> steps into you, reaching with both hands to fondle your <<bottom>> and pushing you against the railing. "Nice arse," <<he>> says. "Let's take a closer look." <<He>> wraps an arm around your waist, and tries to spin you around.<<gtrauma>><<garousal>><<trauma 6>><<arousal 6>>
<br><br>
<<link [[Endure|Pirate Scum Deck Endure]]>><<sub 1>><</link>>
<br>
<<link [[Smack|Pirate Scum Deck Smack]]>><<def 1>><<pain 4>><<pirate_status 1 "scum">><</link>><<gpain>><<grespect "scum">>
<br>
<</addinlineevent>>
<<addinlineevent "pirate_scum_deck_2" 1>>
<<generateRole 0 0 "pirate">><<generateRole 1 0 "pirate">><<generateRole 2 0 "pirate">><<person1>>
A <<person>>, <<person2>><<person>>, and <<person3>><<person>> step around you, blocking your passage.
<br><br>
"Just who we were looking for," the <<person1>><<person>> says. "My friend here needs to practise <<his>> rope knotting skills. Very important." The <<person2>><<person>> grins, and brandishes a length of rope. "Why don't you stand there by the mast."
<br><br>
<<link [[Do as bid (0:10)|Pirate Scum Deck Rope]]>><<sub 1>><<pass 10>><</link>>
<br>
<<link [[Refuse|Pirate Scum Deck Rope Refuse]]>><<pirate_status 1 "scum">><</link>><<grespect "scum">>
<br>
<<link [[Offer to show them the ropes instead (0:10)|Pirate Scum Deck Rope Seduce]]>><<def 1>><<pass 10>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "pirate_scum_deck_3" 1>>
<<generateRole 0 0 "pirate">><<person1>>
<<if $drunk gte 1>>
A <<person>> interrupts <<his>> swabbing of the deck to sweep <<his>> mop at your feet. In your tipsy state, you notice it too late. It trips you at the ankles, and leaves you on your knees.
<br><br>
The <<person>> doubles down on the humiliation by sitting on your back before you can stand, forcing you down further. <<He>> gives your <<bottom>> a spank, to the amusement of the crew.<<gpain>><<gtrauma>><<gstress>><<pain 4>><<trauma 6>><<stress 6>>
<br><br>
<<link [[Endure (0:03)|Pirate Scum Deck Mop Endure]]>><<sub 1>><<pass 3>><<arousal 1500>><</link>><<garousal>>
<br>
<<link [[Threaten (0:03)|Pirate Scum Deck Mop Threaten]]>><<def 1>><<pass 3>><<pain 4>><<stress 6>><<pirate_status 1 "scum">><</link>><<gpain>><<gstress>><<grespect "scum">>
<<else>>
A <<person>> interrupts <<his>> swabbing of the deck to sweep <<his>> mop at your feet.
<<if currentSkillValue('danceskill') gte random(1, 800)>>
A thought strikes as you <span class="green">spring over it.</span>
<br><br>
<<link [[Kick the mop|Pirate Scum Deck Mop Kick]]>><<def 1>><<pirate_status 1 "scum">><</link>><<grespect "scum">>
<br>
<<link [[Land with grace|Pirate Scum Deck Mop Land]]>><<stress -6>><</link>><<lstress>>
<br>
<<else>>
<span class="red">It trips you at the ankles,</span> and leaves you on your knees.
<br><br>
The <<person>> doubles down on the humiliation by sitting on your back before you can stand, forcing you down further. <<He>> gives your <<bottom>> a spank, to the amusement of the crew.<<gpain>><<gtrauma>><<gstress>><<pain 4>><<trauma 6>><<stress 6>>
<br><br>
<<link [[Endure|Pirate Scum Deck Mop Endure]]>><<sub 1>><<arousal 1500>><</link>><<garousal>>
<br>
<<link [[Threaten|Pirate Scum Deck Mop Threaten]]>><<def 1>><<pain 4>><<stress 6>><<pirate_status 1 "scum">><</link>><<gpain>><<gstress>><<grespect "scum">>
<</if>>
<</if>>
<</addinlineevent>>
<<addinlineevent "pirate_scum_deck_4" 0.7>>
<<generateRole 0 0 "pirate">><<generateRole 1 0 "pirate">><<person1>>
A <<person>> sings a shanty under <<his>> breath as <<he>> swabs, sweeping <<his>> mop rhythmically. After about a minute, a <<person2>><<person>> joins in the chorus. One by one, more of the crew join in, until half the ship is singing in dubious harmony, stomping their feet to the rhythm.
<br><br>
<<link [[Join in|Pirate Scum Deck Shanty Join]]>><<stress -6>><</link>><<lstress>>
<br>
<<link [[Take the lead|Pirate Scum Deck Shanty Lead]]>><</link>><<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled"))>><<harpy>><<else>><<englishdifficulty 1 1000>><</if>>
<br>
<<link [[Ignore|Pirate Scum Deck Shanty Ignore]]>><</link>>
<br>
<</addinlineevent>>
<<runeventpool>>
<</widget>>
<<widget "events_pirate_cabin">>
<<cleareventpool>>
<<addinlineevent "pirate_scum_cabin_1" 1>>
<<generateRole 0 0 "pirate">><<generateRole 1 0 "pirate">><<generateRole 2 0 "pirate">><<person1>>
"Hey," a <<person>> calls to you. <<Hes>> sat with a <<person2>><<person>> and <<person3>><<person>>, drinking. "Come over here. Give us a kiss."
<br><br>
<<link [[Do as bid|Pirate Scum Cabin Kiss]]>><<sub 1>><</link>><<kissvirginitywarning>>
<br>
<<link [[Ignore|Pirate Scum Cabin Ignore]]>><</link>>
<br>
<<link [[Insult|Pirate Scum Cabin Insult]]>><<def 1>><<pirate_status 1 "scum">><</link>><<grespect>>
<</addinlineevent>>
<<addinlineevent "pirate_scum_cabin_2" 1>>
<<generateRole 0 0 "pirate">><<person1>>
A <<person>> pins you to the cabin wall. "My bunk's in there," <<he>> says, gesturing at a gap in a bulkhead. "I'm gonna take you for a tumble, scum."
<br><br>
<<link [[Shove away|Pirate Scum Cabin Shove]]>><<def 1>><<trauma -6>><<stress 6>><<pirate_status 1 "scum">><</link>><<gstress "scum">><<ltrauma>><<grespect "scum">>
<br>
<<link [[Go along with it|Pirate Scum Cabin Go]]>><<sub 1>><<trauma 6>><</link>><<gtrauma>>
<br>
<</addinlineevent>>
<<addinlineevent "pirate_scum_cabin_3" 1>>
<<generateRole 0 0 "pirate">><<person1>>
<<if $worn.upper.type.includes("naked") and $worn.under_upper.type.includes("naked")>>
"Nice <<breasts>>," laughs a <<person>>, pulling a phone from <<his>> pocket. <<covered>> "Give us a better look."<<gstress>><<stress 6>>
<br><br>
<<link [[Refuse|Pirate Scum Cabin Breast Refuse]]>><<def 1>><<pirate_status 1 "scum">><<pain 4>><</link>><<gpain>><<grespect "scum">>
<br>
<<link [[Relent|Pirate Scum Cabin Show]]>><<sub 1>><<pirate_status -1>><<trauma 6>><</link>><<lrespect>><<gtrauma>>
<br>
<<else>>
"Take your top off," says a <<person>>. "I wanna see your <<if $player.gender_appearance is "m">>chest<<else>>breasts<</if>>."
<br><br>
<<link [[Refuse|Pirate Scum Cabin Refuse]]>><<def 1>><<pirate_status 1 "scum">><</link>><<grespect "scum">>
<br>
<<set $skulduggerydifficulty to 600>>
<<link [[Trick|Pirate Scum Cabin Trick]]>><<def 1>><</link>><<skulduggerydifficulty>>
<br>
<<link [[Do as bid|Pirate Scum Cabin Bid]]>><<sub 1>><<pirate_status -1>><</link>><<lrespect>>
<br>
<</if>>
<</addinlineevent>>
<<addinlineevent "pirate_scum_cabin_4" 0.7>>
<<generateRole 0 0 "pirate">><<person1>>
"Oi," a <<person>> calls, waving you over. <<Hes>> hunched over a table, clutching a bottle like it's a lifeline. "Take a listen, <<lass>>. You're gonna want to... really want to hear this one."
<br><br>
<<He>> attempts to take a draw from the bottle, missing <<his>> mouth by a good margin. "Heard this one at a pub," <<he>> chuckles. "What's a... get this... what's a pirate's favourite letter?"
<br><br>
<<link [[X!|Pirate Scum Cabin Letter]]>><<set $phase to "X">><</link>>
<br>
<<link [[R!|Pirate Scum Cabin Letter]]>><<set $phase to "R">><</link>>
<br>
<<link [[C!|Pirate Scum Cabin Letter]]>><<set $phase to "C">><</link>>
<br>
<<link [[I!|Pirate Scum Cabin Letter]]>><<set $phase to "I">><</link>>
<br>
<<link [[Say you don't know|Pirate Scum Cabin Letter]]>><<set $phase to 0>><</link>>
<br>
<</addinlineevent>>
<<runeventpool>>
<</widget>>
<<widget "events_pirate_bilge">>
<<cleareventpool>>
<<addinlineevent "pirate_scum_bilge_1" 1>>
<<generateRole 0 0 "pirate">><<generateRole 1 0 "pirate">><<person1>>
A drunk <<person>> lurches from the shadows, almost forcing you over with <<his>> weight. "What a pretty thing," <<he>> says, making a clumsy attempt to grope you.<<gstress>><<stress 6>>
<br><br>
A <<person2>><<person>> staggers from behind, equally drunk.
<br><br>
<<if $drunk gte 120>>
In your inebriated state, you're too clumsy to get away.
<br><br>
<<link [[Next|Pirate Scum Bilge Pair Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<link [[Endure|Pirate Scum Bilge Endure]]>><<sub 1>><<trauma 6>><</link>><<gtrauma>>
<br>
<<link [[Shove|Pirate Scum Bilge Shove]]>><<def 1>><<pirate_status 1 "scum">><<pain 4>><</link>><<gpain>><<grespect "scum">>
<br>
<</if>>
<</addinlineevent>>
<<addinlineevent "pirate_scum_bilge_2" 1>>
You hear a faint slurping, growing louder. An unnatural silhouette is cast on the wall. You're not sure where the light is coming from. It's suddenly very cold.
<br><br>
<<link [[Run|Pirate Scum Bilge Run]]>><</link>>
<br>
<<link [[Hide (0:05)|Pirate Scum Bilge Hide]]>><<pass 5>><</link>>
<br>
<<link [[Scream|Pirate Scum Bilge Scream]]>><</link>>
<br>
<<link [[Find the source of the noise|Pirate Scum Bilge Search]]>><</link>><<willpowerdifficulty 1 1000>>
<br>
<</addinlineevent>>
<<addinlineevent "pirate_scum_bilge_3" 1>>
You hear the ship groan around you. It almost sounds alive.<<gstress>><<stress 6>>
<br><br>
<<link [[Next|Pirate Bilge]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "pirate_scum_bilge_4" 0.7>>
<<generateRole 0 0 "pirate">><<person1>>
You see a <<person>> rifling through a barrel, presumably taking inventory. <<He>> sways <<his>> bottom as <<he>> works.
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Slap|Pirate Scum Bilge Slap]]>><<pirate_status 1 "scum">><</link>><<promiscuous2>><<grespect "scum">>
<br>
<</if>>
<<link [[Ignore|Pirate Scum Bilge Slap Ignore]]>><</link>>
<</addinlineevent>>
<<runeventpool>>
<</widget>>
<<widget "passoutpirates">>
You've pushed yourself too much. Everything fades to black.
<br><br>
<<link [[Next|Pirate Passout]]>><</link>>
<br>
<<pass 1 hour>>
<<trauma 6>><<passout>>
<</widget>><<set $outside to 0>><<set $location to "town">><<effects>>
<<generatePolice 1>><<generatePolice 2>>Two police officers are sitting in the lobby. They stand when you approach. "You're under arrest. Please come quietly."
<<if $companion is "Robinrent">>
The <<person1>><<person>> gestures towards Robin. "Your friend can stay here."
<br><br>
"Please be careful," Robin whispers. <<nnpc_He "Robin">> steps away from you.
<<unset $companion>>
<</if>>
<br><br>
<<link [[Run|Hospital Arrest Run]]>><<crimeUp 100 "resisting">><</link>><<athleticsdifficulty 1 1000>><<crime "resisting">>
<br>
<<link [[Go quietly|Hospital Arrest Journey]]>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
You turn and run from the hospital.
<<gathletics>><<athletics 1>><<pass 10>>
<br><br>
<<if $athleticsSuccess>>
<<rng>>
<<if $rng gte 81>>
With the police close on your heels you run down streets and alleys, but they're persistent. You <span class="green">succeed</span> in gaining distance on them, but round a corner and find yourself facing a dead end.
<br><br>
<<endevent>>
You're about to give up when a small hatch opens at the base of a nearby wall. You have no idea what's inside, but it's that or face the police.
<br><br>
<<link [[Go through the hatch|Hospital Arrest Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<<link [[Surrender to the police|Hospital Arrest Surrender]]>><<endevent>><</link>>
<br>
<<else>>
With the police close on your heels you run down streets and alleys. The police aren't able to keep up, and you <span class="green">succeed</span> in escaping them.
<br><br>
<<link [[Next|Industrial alleyways]]>><<endevent>><</link>>
<br>
<</if>>
<<else>>
You try to run from the hospital, but <span class="red">fail</span> to outrun the police. They tackle you to the ground.
<br><br>
<<link [[Next|Hospital Arrest Journey]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>>
They cuff you and lead you to their waiting car. They put you in the back, climb in the front and set off.
<<set $leftarm to "bound">><<set $rightarm to "bound">><<handheldruined>>
<br><br>
<<if crimeSumCurrent() gte 5000>>
The driver, a <<person1>><<person>>, looks back at you. "You've been a bad <<girl>> haven't you? Caused all sorts of problems."
<br><br>
<<His>> partner, a <<person2>><<person>>, interjects, "Watch the road."
<br><br>
The <<person1>><<person>> is about to say something, but thinks better of it and looks back at the road. No one says anything for a while.
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Offer your body in return for letting you go|Hospital Arrest Offer]]>><</link>><<promiscuous2>>
<br>
<<elseif $uncomfortable.prostituting is false>>
<<link [[Reluctantly offer your body in return for letting you go|Hospital Arrest Offer]]>><<set $desperateaction to 2>><</link>><<promiscuous2>>
<br>
<</if>>
<<link [[Sit quietly|Hospital Arrest Sit]]>><</link>>
<br>
<<else>>
The driver, a <<person1>><<person>>, looks back at you. "If you cooperate, everything will be fine."
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Offer your body in return for letting you go|Hospital Arrest Offer]]>><</link>><<promiscuous2>>
<br>
<<elseif $uncomfortable.prostituting is false>>
<<link [[Reluctantly offer your body in return for letting you go|Hospital Arrest Offer]]>><<set $desperateaction to 2>><</link>><<promiscuous2>>
<br>
<</if>>
<<link [[Sit quietly|Hospital Arrest Sit]]>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $outside to 0>><<generate1>><<generate2>><<generate3>><<generate4>><<maninit>>
You crawl through the hole and into darkness. You hear the hatch shut behind you as the lights come on, revealing four people. <<person1>>"What do we have here?" says a <<person>>. "Do you think they'd want <<phim>> below?"
<br><br>
"Dunno," responds a <<person2>><<person>>, who crouches beside you. "I think we should try <<phim>> ourselves first."
<br><br>
<<set $enemytrust -= 40>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $phase is 1)>>
<span id="next"><<link [[Next|Hospital Arrest Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Hospital Arrest Molestation]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>>
<<generatePolice 1>><<generatePolice 2>>
<<person1>>
You decide against going through the strange hatch. The police arrive, panting. One of them threatens you with a taser. "We've got you," <<he>> says. "You're coming with us."
<br><br>
<<link [[Next|Hospital Arrest Journey]]>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
<<if crimeSumCurrent() gte 5000>>
<<set $seductiondifficulty to 10000>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>><span class="gold">You feel more confident in your powers of seduction.</span><</if>><<seductionskilluse>>
<br><br>
<<if $seductionrating gte $seductionrequired>>
You look at the <<person1>><<person>> through the mirror. "I know I've been naughty," you say. "But I'd be very thankful if you let me go. Very thankful." You stretch out on the back seat, displaying your figure.
<<promiscuity2>>
The <<person2>><<person>> doesn't seem impressed, but the <<person1>><<person>> feels differently. "No one knows we have <<phim>> anyway. It'll just be more paperwork."
<br><br>
"Stop," says the <<person2>><<person>>. "You're embarrassing yourself."
<br><br>
The <<person1>><<persons>> voice lowers. "We'll be able to do whatever we like to <<phim>> though, it's not like <<pshe>> can refuse."
<br><br>
The <<person2>><<person>> doesn't respond for a moment. The <<person1>><<person>> opens <<his>> mouth to argue again, but is interrupted. "Pull over."
<br><br>
The <<person2>><<person>> drags you from the car and down an alleyway. You come to a metal door which <<he>> shoves you through with enough force that you almost fall over. You think you're in an empty warehouse.
<br><br>
"Don't think you're getting off easy," <<he>> says. "Scum like you are treated far too leniently. No, you're getting what you deserve."
<br><br>
<<link [[Next|Police Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You look at the <<person1>><<person>> through the mirror. "I know I've been naughty," you say. "But I'd be very thankful if you let me go. Very thankful." You stretch out on the back seat, displaying your figure.
<<promiscuity2>>
The <<person2>><<person>> doesn't seem impressed, but the <<person1>><<person>> feels differently. "No one knows we have <<phim>> anyway. It'll just be more paperwork."
<br><br>
"Stop," says the <<person2>><<person>>. "You're embarrassing yourself."
<br><br>
The <<person1>><<persons>> voice lowers. "We'll be able to do whatever we like to <<phim>> though, it's not like <<pshe>> can refuse."
<br><br>
"I said no," the <<person2>><<person>> responds, <<his>> tone quelling any further argument. It was worth a try.
<br><br>
<<link [[Next|Hospital Arrest Sit]]>><</link>>
<br>
<</if>>
<<else>>
<<set $seductiondifficulty to 6000>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>><span class="gold">You feel more confident in your powers of seduction.</span><</if>><<seductionskilluse>>
<br><br>
<<if $seductionrating gte $seductionrequired>>
You look at the <<person1>><<person>> through the mirror. "I know I've been naughty," you say. "But I'd be very thankful if you let me go. Very thankful." You stretch out on the back seat, displaying your figure.
<<promiscuity2>>
The <<person2>><<person>> doesn't seem impressed, but the <<person1>><<person>> feels differently. "No one knows we have <<phim>> anyway. It'll just be more paperwork."
<br><br>
"Stop," says the <<person2>><<person>>. "You're embarrassing yourself."
The <<person1>><<persons>> voice lowers. "We'll be able to do whatever we like to <<phim>> though, it's not like <<pshe>> can refuse."
<br><br>
The <<person2>><<person>> doesn't respond for a moment. The <<person1>><<person>> opens <<his>> mouth to argue again, but is interrupted. "Pull over."
<br><br>
The <<person2>><<person>> drags you from the car and down an alleyway. You come to a metal door which opens into a large open area. You think you're in an abandoned warehouse.
<br><br>
<<link [[Next|Police Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You look at the <<person1>><<person>> through the mirror. "I know I've been naughty," you say. "But I'd be very thankful if you let me go. Very thankful." You stretch out on the back seat, displaying your figure.
<<promiscuity2>>
The <<person2>><<person>> doesn't seem impressed, but the <<person1>><<person>> feels differently. "No one knows we have <<phim>> anyway. It'll just be more paperwork."
<br><br>
"Stop," says the <<person2>><<person>>. "You're embarrassing yourself."
The <<person1>><<persons>> voice lowers. "We'll be able to do whatever we like to <<phim>> though, it's not like <<pshe>> can refuse."
<br><br>
"I said no," the <<person2>><<person>> responds, <<his>> tone quelling any further argument. It was worth a try.
<br><br>
<<link [[Next|Hospital Arrest Sit]]>><</link>>
<br>
<</if>>
<</if>><<set $outside to 0>><<set $location to "police_station">><<effects>>
<<if $worn.face.type.includes("blindfold") or $worn.face.type.includes("gag")>>
<<set $worn.face.type.push("broken")>>
<<faceruined>>
<</if>>
<<unbind>>
<<pass 5>>You sit quietly for the remainder of the journey. Before long you're pulling up to the police station on Barb Street, where other officers wait. Once out the car, they lead you inside. You walk down a flight of metal steps and down a grim-looking corridor. They shove you in one of the tiny cells. "Sit tight," the <<person1>><<person>> says. "We'll soon decide what to do with you."
<br><br>
<<link [[Wait (1:00)|Police Cell]]>><<pass 1 hour>><<endcombat>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<set $outside to 0>>
<<if crimeSumCurrent() gte 5000>>
<<set $enemytrust -= 120>><<set $enemyanger += 120>>
<<else>>
<<set $enemytrust -= 90>>
<</if>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Police Molestation Finish]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0>>
<span id="next"><<link [[Next|Police Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Police Molestation]]>><</link>></span><<nexttext>>
<</if>><<if $enemyhealth lte 0>>
You shove the <<person1>><<person>> into the <<person2>><<person>>, causing them to trip over each other and fall to the ground. <<tearful>> you flee from the warehouse.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Industrial alleyways]]>><<set $stress -= 1000>><<set $eventskip to 1>><</link>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<set $prostitutionstat += 1>><<fameprostitution 1>>
"Come on," says the <<person2>><<person>> "Before we're missed." <<unbind>>They remove your cuffs and leave you lying on the warehouse floor. <<tearful>> you stand and stumble outside.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Industrial alleyways]]>><<set $stress -= 1000>><<set $eventskip to 1>><</link>>
<</if>>/*Punishment explanation:
First time caught with crime gte 5000: Pillory.
Caught additional times with crime above 5000: Prison.
Caught with crime lt 5000: Community service.
Caught with crime lt 5000 while already performing community service: Pillory. */
<<set $outside to 0>><<set $location to "police_station">><<effects>>
You sit on the dingy bed and wait.
<br><br>
After an hour, a <<generatePolice 1>><<person1>><<person>> in a police uniform arrives beside the cell. "Come on, let's get you processed," <<he>> says, unlocking the cell door. "Turn around."
<br><br>
<<if $worn.neck.collared isnot 1>>
<<neckwear 21>>
You comply, and hear <<him>> remove something from <<his>> belt. <<He>> fastens it around your neck, and you hear it click shut. "This collar has a shock function, just to ensure your continued cooperation. We'll remove it once you've served your sentence."
<br><br>
<<elseif $worn.neck.name is "Whitney's collar with leash" or $worn.neck.name is "Whitney's collar">>
You comply. "Oh," <<he>> says. "You're already collared, wait what does it say" <<he>> looks puzzled "Whitney huh" <<he>> smirks. "Makes sense that you hang out <<nnpc_his "Whitney">>"
<<else>>
You comply. "Oh," <<he>> says. "You're already collared." <<He>> walks right up behind you and examines the collar more closely. "And the shock function appears to work." <<He>> attaches a leash. "Everything is in order. We'll remove it once you've served your sentence."
<br><br>
<</if>>
<<set $worn.neck.collaredpolice to 1>>
<<He>> leads you up another flight of stairs and into a small room. Three people in suits sit at a table on the far side. In the middle, a <<generatePolice 2>><<person2>><<person>> gestures at the chair in front of <<him>>. "Take a seat," <<he>> says. "And don't tarry." The <<person1>><<person>> follows you in, and closes the door behind you.
<br><br>
<<if crimeSumCurrent() gte 5000>>
<<if $stat_police.pillory gte 1>>
Once seated, the <<person2>><<person>> continues. "You've been a naughty <<girl>>. A repeat offender."
<<He>> reads off your crimes.
<br><br>
<<crimeParade>><<badEndTracking "Prison" { reason: "prisonSentenced", notes: _crimes_output }>>
<br>
"<span class="red">Perhaps a stint in prison will set you straight.</span> I sentence you to <span class="red"><<print Math.trunc(crimeSumCurrent() / 250)>></span> days." <<He>> stamps a document in front of <<him>>. "Get this wretch out of my sight."
<br><br>
<<link [[Next|Police Prison Intro]]>><</link>>
<br>
<<else>>
Once seated, the <<person2>><<person>> continues. "You didn't think you'd get away with it did you? You've been leaving traces of yourself all over."
<<He>> reads off your crimes.
<br><br>
<<crimeParade>>
<br>
"These are only petty crimes however, so public humiliation is an appropriate punishment. Take <<phim>> to the pillory."
<br><br>
<<link [[Next|Police Pillory Start]]>><<set $stat_police.pillory += 1>><</link>>
<br>
<</if>>
<<else>>
<<if $community_service gte 1>>
Once seated, the <<person2>><<person>> continues. "You were given the chance to give back to the community, but couldn't keep your nose clean, could you?"
<<He>> reads off your crimes.
<br><br>
<<crimeParade>>
<br>
"Public humiliation will teach you better. Take <<phim>> to the pillory."
<br><br>
<<link [[Next|Police Pillory Start]]>><<set $stat_police.pillory += 1>><</link>>
<br>
<<else>>
Once seated, the <<person2>><<person>> reads off your crimes.
<br><br>
<<crimeParade>>
<br>
"These are only petty crimes. You'll be given the chance to make amends, and give back to the community. <span class="pink">You are to report to the police station every day, starting tomorrow.</span> There you will be assigned a service. It'll take about an hour. You can arrive anytime during daylight hours."
<br><br>
"These crimes warrant
<<set _service to Math.trunc(crimeSumCurrent() / 200)>>
<span class="pink">_service days</span> of community service. If you don't reform your ways, or don't turn up, the situation could get much worse for you. Take <<phim>> outside."
<br><br>
<<set $community_service to _service>>
<<set $community_service_done to 1>>
<<link [[Next|Police Community Start]]>><<set $stat_police.community += 1>><</link>>
<br>
<</if>>
<</if>><<if $enemyhealth lte 0>>
They back off from you, surprised by your strength. <<tearful>> you open the hatch and escape outside before they can stop you.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Industrial alleyways]]>><<set $stress -= 1000>><<set $eventskip to 1>><</link>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<if $phase is 1>>
<<ejaculation "short">>
The second orgasm is a bit much for them, and gives you a chance to escape through the hatch.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Industrial alleyways]]>><<set $stress -= 1000>><<set $eventskip to 1>><</link>>
<<else>>
<<ejaculation>>
<<person2>>"<<pShe>> should be worth something," says the <<person>>. "Be a good little fucktoy and come with us." <<He>> grabs your arm and tries to pull you deeper into the building.
<br><br>
<<link [[Go quietly|Underground Intro]]>><<badEndTracking "Underground Dungeon" { reason: "uDungeonPolice" }>><</link>>
<br>
<<link [[Resist|Hospital Arrest Molestation]]>><<set $phase to 1>><<set $enemyanger += 120>><<set $enemytrust -= 40>><<set $enemyarousal to 0>><</link>>
<</if>>
<<elseif $phase is 1>>
<<badEndTracking "Underground Dungeon" { reason: "uDungeonPolice" }>>
You're too hurt to fight any longer. The <<person1>><<person>> and <<person2>><<person>> drag your limp body deeper into the building.
<br><br>
<<link [[Next|Underground Intro]]>><<set $phase to 0>><</link>>
<br>
<</if>><<set $outside to 1>><<effects>>
<<crimeClear "all">>
The <<person1>><<person>> leads you through the station, until you emerge from a door at the side of the building.
<br><br>
"Remember, <<girl>>." <<He>> grins. "Every day. Starting tomorrow. Until your crimes are paid for." <<He>> closes the door.
<br><br>
<<link [[Next|Barb Street]]>><<endevent>><</link>>
<br><<effects>>
The <<person>> looks up as you approach.
<<if $rng gte 81>>
"Well if it isn't that naughty <<girl>>," <<he>> says. "Here for your service."
<<elseif $rng gte 61>>
"They're just about to head out," <<he>> says.
<<elseif $rng gte 41>>
"Glad you could make it," <<he>> says.
<<elseif $rng gte 21>>
"Oh," <<he>> says. "They'll love you."
<<else>>
"Ready to make amends?" <<he>> says.
<</if>>
<<He>> points at a door to <<his>> right. "Go on through."
<br><br>
<<endevent>>
<<generatePolice 1>><<person1>>
You enter a room lined with benches. A number of rough-looking <<people>> sit along each side. A <<person>> in a police uniform stands in the centre, hands on hips.
<br><br>
<<rng 3>>
<<if $rng gte 3>>
<<generate2>>
"Right, you scum," <<he>> says. "Today we're gonna clean litter off the road at the entrance of town. Remember that honest folk don't want to be bothered by the likes of you, so focus on your job." <<He>> opens a set of double doors behind <<him>>. "Let's move out."
<br><br>
You shuffle through with the other criminals. There's a large van inside. The <<person>> marches you onboard.
<br><br>
<<link [[Next|Police Community Clean]]>><<set $community_service -= 1>><<set $community_service_done to 1>><<pass 20>><</link>>
<br>
<<elseif $rng is 2>>
<<generate2>>
"Right, you scum," <<he>> says. "Today we're gonna be clearing some wasteland just outside town. It'll be hard work, but you've earned it." <<He>> opens a set of double doors behind <<him>>. "Let's move out."
<br><br>
You shuffle through with the other criminals. There's a large van inside. The <<person>> marches you onboard.
<br><br>
<<link [[Next|Police Community Wasteland]]>><<set $community_service -= 1>><<set $community_service_done to 1>><<pass 20>><</link>>
<br>
<<else>>
"Right, you scum," <<he>> says. "Today we'll be cleaning graffiti off alley walls. I bet you lot are responsible for some of it anyway. You'll carry your own bucket and brush." <<He>> opens a set of double doors behind <<him>>. "Let's move out."
<br><br>
You shuffle through with the other criminals, and emerge outside.
<br><br>
<<link [[Next|Police Community Graffiti]]>><<set $community_service -= 1>><<set $community_service_done to 1>><<pass 20>><</link>>
<br>
<</if>>
/*
<<if $rng gte 21>>
"Right, you scum," <<he>> says. "Today we'll be prettying up a public building. Applying a fresh layer of paint." <<He>> opens a set of double doors behind <<him>>. "Let's move out."
<br><br>
You shuffle through with the other criminals, and emerge outside
<br><br>
<<link [[Next|Police Community Paint]]>><<set $community_service -= 1>><<set $community_service_done to 1>><<pass 20>><</link>>
<br>
<<else>>
"Right, you scum," <<He>> says. "Today we'll be tidying up a forest trail. Cutting back the foliage." <<He>> opens a set of double doors behind <<him>>. "Let's move out."
<br><br>
You shuffle through with the other criminals, and emerge outside.
<br><br>
<<link [[Next|Police Community Forest]]>><<set $community_service -= 1>><<set $community_service_done to 1>><<pass 20>><</link>>
<br>
<</if>>
*/<<set $location to "alley">><<set $bus to "commercial">><<effects>><<wearProp "bucket">>
The <<person>> leads you and the other criminals across the road, and into the maze of commercial alleyways. <<He>> stops you beside a concrete wall. It's covered with graffiti.
<br><br>
"Right then," <<he>> says. "Today we're helping a local business. Fill those buckets up from this hose and get to work."
<br><br>
Removing the paint with just water and a coarse brush is difficult. The <<person>> observes while marching up and down the alley.
<br><br>
<<link [[Next|Police Community Graffiti 2]]>><</link>>
<br><<effects>>
<<pass 20>>
<<if $police_graffiti gte 3 and random(1, 2) is 2 and $fame.rape gte 100>>
<<if $police_graffiti is 3>>
<<set $police_graffiti to 4>>
<</if>>
<<generate2>><<person2>>
A <<person>> enters the alley, and chats with the police officer. They both stare at you.
<br><br>
<<if currentSkillValue('skulduggery') gte 400>>
<span class="green">You notice the <<person2>><<person>> pass the officer some cash,</span> and they both walk over.
<<else>>
They both walk over.
<</if>>
The officer carries a pair of cuffs. "Hold out your hands, <<girl>>," <<person1>><<he>> says. "This fine citizen wants your help inside. The cuffs are just a precaution." The <<person2>><<person>> smiles.
<br><br>
<<link [[Hold out your hands|Police Community Graffiti Hold]]>><<handheldon>><<sub 1>><</link>>
<br>
<<link [[Refuse|Police Community Graffiti Hold Refuse]]>><<handheldon>><<def 1>><</link>>
<br>
<<if currentSkillValue('skulduggery') gte 400 and $awareness gte 200>>
<<link [[Accuse|Police Community Graffiti Accuse]]>><<handheldon>><<def 1>><</link>>
<br>
<</if>>
<<elseif $police_graffiti gte 2 and random(1, 2) is 2>>
<<if $police_graffiti is 2>>
<<set $police_graffiti to 3>>
<</if>>
<<generate2>><<generatev3>><<person2>>
A <<person>> enters the alley, and chats with the police officer. They both stare at the <<person3>><<person>> working beside you. <<He>> throws furtive glances their way.
<br><br>
<<if currentSkillValue('skulduggery') gte 400>>
<span class="green">You notice the <<person2>><<person>> pass the officer some cash,</span> and they both walk over. They stop beside the <<person3>><<person>>. The officer holds a pair of cuffs.
<<else>>
They both walk over, and stop beside the <<person>>. The officer holds a pair of cuffs.
<</if>>
<br><br>
"Hands out," <<he>> demands. The <<person3>><<person>> stares at <<his>> feet as the officer cuffs <<him>>. "Don't look so glum. You're just gonna be... helping this fine citizen in their establishment. The cuffs are just a precaution."
<br><br>
<<if currentSkillValue('skulduggery') gte 400 and $awareness gte 200>>
<<link [[Intervene|Police Community Graffiti Intervene]]>><<handheldon>><<famegood 10>><</link>>
<br>
<<link [[Keep working|Police Community Graffiti Intervene Work]]>><<handheldon>><</link>>
<br>
<<else>>
The <<person2>><<person>> grasps the <<person3>><<person>> by the cuffs, and leads <<him>> into the building via a flight of stone steps.
<br><br>
<<link [[Next|Police Community Graffiti End]]>><<handheldon>><</link>>
<br>
<</if>>
<<elseif $police_graffiti gte 1 and random(1, 2) is 2>>
<<if $police_graffiti is 1>>
<<set $police_graffiti to 2>>
<</if>>
<<generate2>><<person2>>
A <<person>> enters the alley, and chats with the police officer.
<br><br>
<<if $bodywritingLvl gte 2>>
They approach you. "You've earned a break," the officer says. "This is the owner of the establishment. <<Hes>> agreed to help with your rehabilitation."
<br><br>
"Come here, <<girl>>," the <<person>> says, <span class="pink">pulling the lid off a permanent marker.</span>
<br><br>
<<link [[Do as bid|Police Community Graffiti Pen]]>><<handheldon>><<sub 1>><</link>><<if !$worn.face.type.includes("mask")>><<gbodywriting>><</if>>
<br>
<<link [[Refuse|Police Community Graffiti Refuse]]>><<handheldon>><<def 1>><</link>>
<br>
<<else>>
They don't approach.
<br><br>
<<link [[Next|Police Community Graffiti End]]>><<handheldon>><</link>>
<br>
<</if>>
<<else>>
<<if $police_graffiti is undefined>>
<<set $police_graffiti to 1>>
<</if>>
<<generate2>><<person2>>
A <<person>> enters the alley, and chats with the police officer. <<He>> leers at you as you work, but doesn't approach.
<br><br>
<<link [[Next|Police Community Graffiti End]]>><<handheldon>><</link>>
<br>
<</if>><<set $location to "shopping_centre">><<set $outside to 0>><<effects>>
You let the officer cuff you, and hand your wrists to the <<person2>><<person>>. <<He>> leads you away from the other criminals, down a flight of stone steps, and into the concrete building.<<if $worn.handheld.name isnot "naked">>"I'll be taking that for myself as well," <<he>> says, picking up your $worn.handheld.name. "Consider it part of your rehabilitation."<</if>><<bind>>
<br><br>
You enter a small room, lit by a single unshaded light in the middle. A thick wooden door stands ajar on one side. You hear distant voices, but the <<person>> doesn't lead you that way. <<He>> raises your arms instead, until you're stood on tiptoes, and hangs your cuffs on a hook driven into the wall.
<br><br>
"Don't get a cutie like you often," the <<person>> says, running <<his>> eyes all over you as <<he>> shuts the door, cutting off the noise beyond. "Best be a good <<girl>>."
<br><br>
<<saveNPC 0 "community_police">>
<<saveNPC 1 "community_citizen">>
<<endevent>>
<<loadNPC 0 "community_citizen">>
<<link [[Next|Police Community Graffiti Rape]]>><<set $molestationstart to 1>><</link>>
<br><<effects>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Police Community Graffiti Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Police Community Graffiti Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> removes your cuffs from the hook. "Love doing my part to reform whores like you," <<he>> says. "Let's get you back to the officer."
<br><br>
<<clothesontowel>>
<<endcombat>>
<<loadNPC 0 "community_police">>
<<loadNPC 1 "community_citizen">>
<<clearNPC "community_police">>
<<clearNPC "community_citizen">>
<<person2>>
<<tearful>> you follow <<him>> outside. The officer unlocks your cuffs at the top of the steps.<<unbind>>
<br><br>
"I trust our rogue here was helpful?"
<br>
"Quite. Give my regards to the chief."
<br>
"Right." The officer turns to you. "Get back to work."
<br><br>
<<link [[Next|Police Community Graffiti End]]>><</link>>
<br>
<<else>>
The <<person>> away from you, and fumbles for the door handle. <<He>> throws it open, and runs up the steps. You manage to slip your cuffs off the hook.
<br><br>
<<clothesontowel>>
<<endcombat>>
<<loadNPC 0 "community_police">>
<<loadNPC 1 "community_citizen">>
<<clearNPC "community_police">>
<<clearNPC "community_citizen">>
<<person2>>
<<tearful>> you climb the steps yourself. The <<person>> stands at the top, arguing with the police officer.
<br><br>
"I demand a refund," <<he>> says. "You said <<pshe>> was tame."
<br>
"<<pShe>> is tame," the officer replies. "Or <<pshe>>'d be locked up."
<br>
"The <<bitch>> damn near broke my arm."
<br><br>
The officer grabs your cuffs as you pass, and unlocks them.<<unbind>> "Assaulting a member of the public," <<person1>><<he>> says. <span class="red">"That's an extra day of community service,</span> at least. I'll have to inform the station. Get back to work."<<crimeUp 100 "assault">><<crime "assault">>
<br><br>
You return to the wall. The other criminals look amused, at least.
<br><br>
<<link [[Next|Police Community Graffiti End]]>><</link>>
<br>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"I-I'm not going with <<person2>><<him>>," you say. "That isn't part of my punishment."
<<elseif $speech_attitude is "bratty">>
"Fuck off," you say. "I'm not a fool."
<<else>>
"No," you say. "That isn't part of my punishment."
<</if>>
<br><br>
"If you're gonna be so difficult," the <<person1>>officer replies, <span class="red">"then you can enjoy another day of community service."</span> <<He>> walks away, the <<person2>><<person>> close behind.
<br><br>
<<set $community_service += 1>>
<<link [[Next|Police Community Graffiti End]]>><</link>>
<br><<effects>>
<<earnFeat "Bent Copper">>
<<if $speech_attitude is "meek">>
"I-I saw <<person2>><<him>> pay you," you say. "You can't just whore us out."
<<elseif $speech_attitude is "bratty">>
"You'd get away with that," you say. "But you won't get away with taking bribes."
<<else>>
"I saw you take a bribe," you say. "I doubt I'm the only one."
<</if>>
<br>
"Fucking liar," the <<person1>>officer replies, but <<his>> voice quivers. <<He>> gropes for <<his>> baton. "Get back. I won't ask again."
<br>
"Fuck this," the <<person2>><<person>> interrupts. "You were supposed to be discreet. I want my money back."
<br><br>
The officer releases the baton. "There is no money," <<he>> says, <<his>> voice like ice. "There'd be a problem if there was, wouldn't there?"
<br><br>
<<He>> walks away, the <<person2>><<person>> close behind.
<br><br>
<<link [[Next|Police Community Graffiti End]]>><</link>>
<br><<effects>>
The <<person2>><<person>> tries to grasp the <<person3>><<person>> by the cuffs, but you step in the way.
<br><br>
<<person1>>The officer gropes for <<his>> baton. "Get back," <<he>> says. "Or I'll beat you raw."
<br><br>
<<if $speech_attitude is "meek">>
"I-I saw <<person2>><<him>> pay you," you say. "You can't just whore us out."
<<elseif $speech_attitude is "bratty">>
"You'd get away with that," you say. "But you won't get away with taking bribes."
<<else>>
"I saw you take a bribe," you say. "I doubt I'm the only one."
<</if>>
<br>
"Fucking liar," the <<person1>><<person>> replies, but <<his>> voice quivers. "Get back. I won't ask again."
<br>
"Fuck this," the <<person2>><<person>> interrupts. "You were supposed to be discreet. I want my money back."
<br><br>
The officer releases the baton. "There is no money," <<he>> says, <<his>> voice now calmer. <<He>> removes the cuffs from the <<person3>><<person>>. "There'd be a problem if there was, wouldn't there?"
<br><br>
<<link [[Next|Police Community Graffiti Intervene 2]]>><</link>>
<br><<effects>>
<<earnFeat "Bent Copper">>
The officer walks away, the <<person2>><<person>> close behind.
<br><br>
"Thank you," the <<person3>><<person>> whispers once they're gone. "Last time was hell."
<br><br>
<<link [[Next|Police Community Graffiti End]]>><</link>>
<br><<effects>>
The <<person2>><<person>> grasps the <<person3>><<person>> by the cuffs, and leads <<him>> into the building via a flight of stone steps.
<br><br>
<<link [[Next|Police Community Graffiti End]]>><</link>>
<br><<effects>>
You step closer.<<person2>>
<<if !$skin.left_cheek.pen>>
<<set $phase to 0>>
<<if $worn.face.type.includes("mask")>>
"Take off your mask," the officer demands.
<br><br>
<<link [[Take it off|Police Community Graffiti Take]]>><<sub 1>><<trauma 6>><</link>><<gtrauma>><<gbodywriting>>
<br>
<<link [[Refuse|Police Community Graffiti Refuse]]>><<def 1>><</link>>
<br>
<<else>>
The <<person>> writes on your left cheek. <<bodywriting_criminal "left_cheek" marker>>
<br><br>
The officer smiles as <<he>> watches. "Now thank the good citizen for helping you pay your debt."
<br><br>
<<link [[Thank|Police Community Graffiti Thank]]>><<trauma 6>><<sub 1>><</link>><<gtrauma>>
<br>
<<link [[Just get back to work|Police Community Graffiti Work]]>><<def 1>><</link>>
<br>
<</if>>
<<elseif !$skin.right_cheek.pen>>
<<set $phase to 1>>
<<if $worn.face.type.includes("mask")>>
"Take off your mask," the officer demands.
<br><br>
<<link [[Take it off|Police Community Graffiti Take]]>><<sub 1>><<trauma 6>><</link>><<gtrauma>><<gbodywriting>>
<br>
<<link [[Refuse|Police Community Graffiti Refuse]]>><<def 1>><</link>>
<br>
<<else>>
The <<person>> writes on your right cheek. <<bodywriting_criminal "right_cheek" marker>>
<br><br>
The officer smiles as <<he>> watches. "Now thank the good citizen for helping you pay your debt."
<br><br>
<<link [[Thank|Police Community Graffiti Thank]]>><<trauma 6>><<sub 1>><</link>><<gtrauma>>
<br>
<<link [[Just get back to work|Police Community Graffiti Work]]>><<def 1>><</link>>
<br>
<</if>>
<<elseif !$skin.forehead.pen>>
The <<person>> writes on your forehead. <<bodywriting_criminal "forehead" marker>>
<br><br>
The officer smiles as <<he>> watches. "Now thank the good citizen for helping you pay your debt."
<br><br>
<<link [[Thank|Police Community Graffiti Thank]]>><<trauma 6>><<sub 1>><</link>><<gtrauma>>
<br>
<<link [[Just get back to work|Police Community Graffiti Work]]>><<def 1>><</link>>
<br>
<<else>>
"Aww," the <<person>> says. "Already covered. I wouldn't want to ruin someone's handiwork." <<He>> puts the pen away. "Next time."
<br><br>
"You heard <<him>>," the officer says. "Get back to work."
<br><br>
<<link [[Next|Police Community Graffiti End]]>><</link>>
<br>
<</if>><<effects>>
You remove your mask.
<<if $phase is 0>>
The <<person>> writes on your left cheek. <<bodywriting_criminal "left_cheek" marker>>
<br><br>
<<else>>
The <<person>> writes on your right cheek. <<bodywriting_criminal "right_cheek" marker>>
<br><br>
<</if>>
The officer smiles as <<he>> watches. "Now thank the good citizen for helping you pay your debt."
<br><br>
<<link [[Thank|Police Community Graffiti Thank]]>><<trauma 6>><<sub 1>><</link>><<gtrauma>>
<br>
<<link [[Just get back to work|Police Community Graffiti Work]]>><<def 1>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"Thank you for helping me be a better person," you say.
<<elseif $speech_attitude is "bratty">>
Your fists clench. "Th-thanks," you manage.
<<else>>
"Thank you," you say.
<</if>>
<br><br>
"Good <<girl>>," the officer says. "Now get back to work."
<br><br>
<<link [[Next|Police Community Graffiti End]]>><</link>>
<br><<effects>>
The <<person2>><<person>> hurrumphs as you turn away. "No gratitude."
<br><br>
"Can't expect much from this lot," the officer replies. "As I was saying, throw a few more bob in and-" <<His>> voice disappears behind the din of the traffic.
<br><br>
<<link [[Next|Police Community Graffiti End]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"N-no," you say. "That isn't a proper punishment."
<<elseif $speech_attitude is "bratty">>
"Keep that away from me," you say. "Or I'll jam it up your arse."
<<else>>
"No," you say. "You can't just make up punishments as you go along."
<</if>>
<br><br>
"Fine," the officer says. <span class="red">"I'll add another day of community service to your debt. Perhaps you'll be more cooperative tomorrow."</span><<set $community_service += 1>>
<br><br>
The <<person>> looks disappointed as <<he>> puts the lid back on the pen.
<br><br>
<<link [[Next|Police Community Graffiti End]]>><</link>>
<br><<set $location to "police_station">><<set $bus to "barb">><<effects>>
"That's enough," the police officer shouts after a while. "You've done a shit job, but I didn't expect better."
<br><br>
You follow the officer with the other criminals, until you arrive back at the police station.
<br><br>
<<link [[Next|Police Community End]]>><<pass 20>><<endevent>><</link>>
<br><<set $location to "moor">><<effects>>
<<person2>>
The van rumbles into life. The <<person>> sat beside you rests <<his>> hand on your thigh.
<br><br>
<<link [[Get angry|Police Community Wasteland Angry]]>><<trauma -6>><</link>><<ltrauma>>
<br>
<<link [[Ignore|Police Community Wasteland Ignore]]>><<stress 6>><<arousal 600>><</link>><<gstress>><<garousal>>
<br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Grope back|Police Community Wasteland Grope]]>><</link>><<promiscuous2>>
<br>
<</if>><<effects>>
You smack the <<person>>'s hand. <<He>> clutches it as if stung. The other passengers laugh.
<br><br>
You hear a thwump from the front of the vehicle. "No messing around back there," says the police officer. "Or you'll all get an extra day added to your sentence."
<br><br>
The van rumbles to a halt, and the doors open.
<br><br>
<<link [[Next|Police Community Wasteland 2]]>><</link>>
<br><<effects>>
You ignore the <<persons>> creeping hand.
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
<<He>> lifts the hem of your skirt, and for a moment you're afraid <<he>> means to expose you to the whole van, but <<he>> instead squeezes your thigh.
<<else>>
For a moment you're afraid <<he>> means to grope your <<genitals>>, but <<he>> instead squeezes your thigh.
<</if>>
<br><br>
The van rumbles to a halt, and the doors open.
<br><br>
<<link [[Next|Police Community Wasteland 2]]>><</link>>
<br><<effects>>
You rest your hand on the <<persons>> thigh in return, and have a cheeky squeeze. The other passengers are watching. You shiver.
<<promiscuity2>>
The van rumbles to a halt, and the doors open.
<br><br>
<<link [[Next|Police Community Wasteland 2]]>><</link>>
<br><<effects>>
<<pass 20>>
You line with the other criminals beside the road, in front of a hill. Brown briars stretch to the top.
<br><br>
<<person1>>
"Right, you scum," the police officer says, dumping a box of gardening tools at <<his>> feet. "Today we're clearing these shrubs. Keeping them away from the road. Think you can manage that?"
<<if $leftarm is "bound" or $rightarm is "bound">>
<<He>> removes the bindings around your arms.
<<unbind>>
<</if>>
<br><br>
<<if $police_wasteland gte 2 and random(1, 2) is 2 and $fame.scrap gte 100>>
<<wearProp "pickaxe">>
<<if $police_wasteland is 2>>
<<set $police_wasteland to 3>>
You queue in front of the officer as <<he>> hands out tools. <<He>> sizes you up. "I think you can handle this," <<he>> says, handing you an axe. "Go careful now."
<<else>>
You queue in front of the officer as <<he>> hands out tools. <<He>> hands you an axe. "Get to chopping."
<</if>>
<br><br>
You get to work, hacking at the trunks revealed by the criminals wielding shears. The <<person>> marches up and down the road, watching for any slackers.
<br><br>
<<generate3>><<person3>>
A <<person>> grasps your waist, and pushes their body against yours from behind. "What a slut like you get sentenced for anyway?" <<he>> asks.
<<if $fame.bestiality gte 400>>
"Get caught fucking a dog?"
<</if>>
<<if $NPCList[2].penis isnot "none">>
You can feel <<his>> <<print $NPCList[2].penisdesc>> against your <<bottom>>.
<</if>>
<<gstress>><<garousal>><<stress 6>><<arousal 600 "bottom">>
<br><br>
<<link [[Endure|Police Community Wasteland Endure]]>><<trauma 6>><<sub 1>><</link>><<gtrauma>>
<br>
<<set $skulduggerydifficulty to 600>>
<<link [[Threaten|Police Community Wasteland Threaten]]>><<def 1>><</link>><<skulduggerydifficulty>>
<br>
<<elseif $police_wasteland gte 1 and random(1, 2) is 1>>
<<wearProp "shovel">>
<<if $police_wasteland is 1>>
<<set $police_wasteland to 2>>
You queue in front of the officer as <<he>> hands out tools. <<He>> sizes you up. "Let's try you with this," <<he>> says, handing you a shovel. "Some of these roots run deep."
<br><br>
<<else>>
You queue in front of the officer as <<he>> hands out tools. <<He>> hands you a shovel. "Put your back into it."
<</if>>
<br><br>
You get to work digging around the thicker trunks. The <<person>> marches up and down the road, watching for any slackers.
<br><br>
You bend to tug a briar by its roots. "Nice," says the <<person2>><<person>> from the van. <<He>> delivers a quick smack to your rear.<<gstress>><<gpain>><<stress 6>><<pain 4>>
<br><br>
<<link [[Ignore|Police Community Wasteland Ignore 2]]>><<trauma 6>><<sub 1>><</link>><<gtrauma>>
<br>
<<set $skulduggerydifficulty to 400>>
<<link [[Whack|Police Community Wasteland Whack]]>><<def 1>><</link>><<skulduggerydifficulty>>
<br>
<<else>>
<<wearProp "shears">>
<<if $police_wasteland is undefined>>
<<set $police_wasteland to 1>>
You queue in front of the officer as <<he>> hands out tools. <<He>> sizes you up. "This your first time? Stick with these." <<He>> gives you a pair of shears.
<<else>>
You queue in front of the officer as <<he>> hands out tools. <<He>> gives you a pair of shears.
<</if>>
<br><br>
You get to work cutting barbed branches, clearing the way for those with heavier tools. The <<person>> marches up and down the road, watching for any slackers.
<br><br>
<<if $worn.upper.name isnot "naked" and random(1, 2) is 2>>
Your $worn.upper.name gets caught on the thorns. It'd take a minute to remove, and the officer might see it as slacking.
<br><br>
<<link [[Remove carefully|Police Community Wasteland Careful]]>><</link>><<difficulty 50>>
<br>
<<link [[Tear free|Police Community Wasteland Upper Tear]]>><</link>>
<br>
<<elseif $worn.lower.name isnot "naked" and random(1, 2) is 2>>
Your $worn.lower.name gets caught on the thorns. It'd take a minute to remove, and the officer might see it as slacking.
<br><br>
<<link [[Remove carefully|Police Community Wasteland Careful]]>><</link>><<difficulty 50>>
<br>
<<link [[Tear free|Police Community Wasteland Lower Tear]]>><</link>>
<br>
<<else>>
You scratch your arm on the thorns, but the process is otherwise uneventful, if arduous.<<gpain>><<gtiredness>><<pain 4>><<tiredness 6>>
<br><br>
<<link [[Next|Police Community Wasteland End]]>><</link>>
<br>
<</if>>
<</if>><<effects>>
You endure the <<persons>> harassment. <<He>> reaches around your chest, and squeezes your <<breasts>>.
<br><br>
"No slacking!" shouts the police officer from the road.
<br><br>
The <<person>> pulls away from you. "I'll have to catch you at Briar's sometime. I assume you work there." <<He>> slaps your <<bottom>> before walking away.
<br><br>
The rest of the process is uneventful.
<br><br>
<<link [[Next|Police Community Wasteland End]]>><</link>>
<br><<effects>>
You twist from the <<persons>> grasp, and stand apart with your axe raised.
<<if $speech_attitude is "meek">>
"St-stay back," you say. "I-I'm not harmless."
<<elseif $speech_attitude is "bratty">>
"Touch me again," you say. "And you'll lose a hand."
<<else>>
"Back off," you say. "I'm sick of perverts like you."
<</if>>
<br><br>
The other criminals laugh, but the <<person>> raises <<his>> hands and steps away.
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
"Easy <<girl>>," <<he>> says. <span class="green"><<He>> sounds wary.</span> "I just meant you're a ho-" <<He>> trips over a root, and shouts as <<he>> falls into a briar. More laughter.
<br><br>
<<if $hallucinations gte 2>>
<<skulduggeryuse>>
The <<person>> screams. Branches twist around <<his>> limbs, and seem to drag <<him>> deeper into the vegetation. The laughter stops.
<br><br>
<<link [[Rescue|Police Community Wasteland Rescue]]>><</link>><<willpowerdifficulty 1 1000>>
<br>
<<link [[Call for help|Police Community Wasteland Help]]>><</link>>
<br>
<<else>>
The police officer rushes over to investigate, <span class="green">but you're already back to work.</span><<ltrauma>><<trauma -6>>
<br><br>
<<skulduggeryuse>>
<<person1>>
<<link [[Next|Police Community Wasteland End]]>><</link>>
<br>
<</if>>
<<else>>
<br><br>
<<person1>>
The police officer rushes over to investigate, <span class="red">and finds you still wielding the axe as a weapon.</span> <<person1>>"Unacceptable!" <<he>> shouts. <span class="red">"That's another day of community service,</span> and I'll be informing the station of this."<<crime "assault">><<crimeUp 100 "assault">><<set $community_service += 1>>
<br><br>
<<skulduggeryuse>>
The rest of the process is uneventful.
<br><br>
<<link [[Next|Police Community Wasteland End]]>><</link>>
<br>
<</if>><<effects>>
You hack at the tangle, careful not to injure the <<person>>. A branch launches at you,
<<if $willpowerSuccess>>
<<famescrap 10>>
<span class="green">but you step aside and hack it clean.</span> <<generate4>><<person4>>Another branch launches at you, but a <<person>> steps forward and slices it with <<his>> own axe. Others join in, hacking at the plant with axes, shovels, and even shears.
<br><br>
Its branches ruined, the plant releases its grip on the <<person3>><<person>>. <<He>> struggles to <<his>> feet, then stumbles and collapses several feet away, panting.
<br><br>
<<link [[Next|Police Community Wasteland Rescue 2]]>><</link>>
<br>
<<else>>
winds around the handle of your axe, <span class="red">and pulls it from your grip.</span> The other criminals watch in mute horror as the axe, and the <<person>>, disappear into the vegetation.<<gtrauma>><<gstress>><<ggwillpower>><<willpower 6>>
<br><br>
The police officer arrives on the scene. "Someone always does a runner," <<he>> says. "What are you scum standing around for? Get back to work."
<br><br>
The rest of the process is uneventful. Everyone keeps the briars at arm's reach.
<br><br>
<<person1>>
<<link [[Next|Police Community Wasteland End]]>><</link>>
<br>
<</if>><<effects>>
"You saved my fucking life," the <<person>> says. "What was that?" <<He>> climbs to <<his>> feet when <<he>> hears the police officer approach, but too late.
<br><br>
<<person1>>
"Sleeping on the job are we?" the officer says. "That's another day's service for you."
<br>
"B-but the plants attacked-"
<br>
"The plants what?" the officer spits. "Are you messing me around, or should I give the asylum a call?"
<br><br>
No one brings it up again, and the rest of the event is uneventful. Everyone keeps the briars at arm's reach.
<br><br>
<<link [[Next|Police Community Wasteland End]]>><</link>>
<br><<effects>>
You call for the police officer, who arrives in time to see the <<persons>> feet disappear into the undergrowth. The other criminals are silent now. <<person1>>
<br><br>
"Someone always does a runner," <<he>> says. "What are you scum standing around for? Get back to work."
<br><br>
The rest of the process is uneventful. Everyone keeps the plants at arm's reach.
<br><br>
<<link [[Next|Police Community Wasteland End]]>><</link>>
<br><<effects>>
You ignore the <<person2>><<person>>. <<He>> glances at the police officer, and decides against harassing you further.
<br><br>
The rest of the process is uneventful, if arduous.<<gtiredness>><<tiredness 6>>
<br><br>
<<link [[Next|Police Community Wasteland End]]>><</link>>
<br><<effects>>
You bolt upright, and whack the <<person>> across the chest with your shovel. <<He>> stumbles away as the other criminals laugh.<<famescrap 5>>
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
The police officer rushes over to investigate, <span class="green">but you're already back to work.</span><<ltrauma>><<trauma -6>>
<br><br>
<<skulduggeryuse>>
<<else>>
<<person1>>
The police officer rushes over to investigate, <span class="red">and finds you still wielding the shovel like a weapon.</span> <<person1>>"Unacceptable!" <<he>> shouts. <span class="red">"That's another day of community service,</span> and I'll be informing the station of this."<<crime "assault">><<crimeUp 100 "assault">><<set $community_service += 1>>
<br><br>
<<skulduggeryuse>>
<</if>>
The rest of the process is uneventful.
<br><br>
<<link [[Next|Police Community Wasteland End]]>><</link>>
<br><<effects>>
<<if random(1, 2) is 2>>
You pry the fabric free of the thorns, and cut the last away with your shears. <span class="green">The police officer doesn't notice.</span>
<br><br>
The rest of the process is uneventful.
<br><br>
<<link [[Next|Police Community Wasteland End]]>><</link>>
<br>
<<else>>
You pry the fabric free of the thorns. <span class="red">"Slacking are we?"</span> shouts the police offer. <<Hes>> looking right at you. <span class="red">"You can make up for it with an extra day of community service."</span><<set $community_service += 1>>
<br><br>
The rest of the process is uneventful.
<br><br>
<<link [[Next|Police Community Wasteland End]]>><</link>>
<br>
<</if>><<effects>>
You tear the fabric away from the thorns.
<<set $worn.upper.integrity -= 20>>
<<if $worn.upper.integrity lte 0>>
Your heart skips a beat when you feel a breeze on your chest. <span class="pink">The tattered remains of your $worn.upper.name hang from the briar.</span>
<<integritycheck no_text>><<exposure>>
<<covered>>
<br><br>
"No slacking," the police officer shouts. "I don't care if you're naked. You're working."
<<if $player.gender_appearance is "f">>
One of the criminals whistles at you, and many more ogle.<<gstress>><<garousal>><<arousal 600>><<stress 6>><<incgbreastinsecurity>>
<br><br>
<<fameexhibitionism 10>>
<<link [[Next|Police Community Wasteland Topless]]>><</link>>
<br>
<<else>>
<<if $player.gender is "f">>
You hear laughter, and catch the other criminals ogling, but they seem to think you're a boy.<<gstress>><<garousal>><<arousal 600>><<stress 6>>
<<else>>
You hear laughter, and catch the other criminals ogling.
<</if>>
<<incgbreastinsecurity>>
<br><br>
The rest of the process is uneventful.
<br><br>
<<link [[Next|Police Community Wasteland End]]>><</link>>
<br>
<</if>>
<<else>>
You're free, though your $worn.upper.name <<upperplural>> left worse for wear.
<br><br>
You return to work. The rest of the process is uneventful.
<br><br>
<<link [[Next|Police Community Wasteland End]]>><</link>>
<br>
<</if>><<effects>>
You tear the fabric away from the thorns.
<<set $worn.lower.integrity -= 20>>
<<if $worn.lower.integrity lte 0>>
Your heart skips a beat when you feel a breeze on your <<bottom>>. <span class="pink">The tattered remains of your $worn.lower.name hang from the briar.</span>
<<integritycheck no_text>><<exposure>>
<<covered>>
<br><br>
"No slacking," the police officer shouts. "I don't care if you're naked. You're working." One of the criminals whistles at you, and many more ogle.<<gstress>><<garousal>><<arousal 600>><<stress 6>>
<br><br>
<<fameexhibitionism 10>>
<<link [[Cover your front|Police Community Wasteland Bottomless]]>><</link>>
<br>
<<link [[Cover your bottom|Police Community Wasteland Bottomless Back]]>><</link>>
<br>
<<else>>
You're free, though your $worn.lower.name <<lowerplural>> left worse for wear.
You return to work. The rest of the process is uneventful.
<br><br>
<<link [[Next|Police Community Wasteland End]]>><</link>>
<br>
<</if>><<effects>>
You keep one arm held to your chest as you work, but this makes it hard to operate the shears. You can feel the others watching. A few ogle too much, and get another day of community service added to their sentence for slacking. <<incgbreastinsecurity>>
<br><br>
Aside from your exposure, the rest of the process is uneventful.
<br><br>
<<link [[Next|Police Community Wasteland End]]>><</link>>
<br><<effects>>
<<if $worn.upper.state is "waist">>
You keep your $worn.upper.name tugged between your thighs while you work, but this makes it hard to operate the shears, and does nothing to cover your <<bottom>>.
<<elseif $worn.under_upper.state is "waist">>
You keep your $worn.under_upper.name tugged between your thighs while you work, but this makes it hard to operate the shears, and does nothing to cover your <<bottom>>.
<<else>>
You keep a hand held between your thighs while you work, but this makes it hard to operate the shears, and does nothing to cover your <<bottom>>.
<</if>>
<br><br>
You can feel the others watching. A few ogle too much, and get another day of community service added to their sentence for slacking.
<br><br>
Aside from your exposure, the rest of the process is uneventful.
<br><br>
<<link [[Next|Police Community Wasteland End]]>><</link>>
<br><<effects>>
<<if $worn.upper.state is "waist">>
You tug your $worn.upper.name over your <<bottom>> while you work, but this makes it hard to operate the shears, and does nothing to cover your front. You hope the bushes are enough.
<<elseif $worn.under_upper.state is "waist">>
You tug your $worn.under_upper.name over your <<bottom>> while you work, but this makes it hard to operate the shears, and does nothing to cover your front. You hope the bushes are enough.
<<else>>
You reach behind you and cover your <<bottom>> while you work, but this makes it hard to operate the shears, and does nothing to cover your front. You hope the bushes are enough.
<</if>>
<br><br>
You can feel the others watching. A few ogle too much, and get another day of community service added to their sentence for slacking.
<<if $player.penisExist>>
<<if $player.penissize gte 3>>
<<insecurity "penis_big" 1>><<ginsecurity "penis_big">>
<<else>>
<<insecurity "penis_small" 1>><<ginsecurity "penis_small">>
<</if>>
<</if>>
<br><br>
Aside from your exposure, the rest of the process is uneventful.
<br><br>
<<link [[Next|Police Community Wasteland End]]>><</link>>
<br><<effects>>
<<person1>>
"That's enough," the police officer calls. "Return the tools. I know who has what."
<br><br>
<<if $exposed gte 1>>
You queue at the back. "Eyes front!" the officer barks when the <<person2>><<person>> tries to leer at you.<<person1>> <<He>> counts the tools, clicks the box shut, and opens the van doors. You shuffle in behind the others.
<br><br>
<<covered>> Riding back to the station like this is humiliating, but the journey is uneventful.<<gstress>><<stress 6>>
<br><br>
<<else>>
<<He>> counts the tools, clicks the box shut, and opens the van doors. You shuffle in with the others.
<br><br>
The journey back to the station is uneventful.
<br><br>
<</if>>
<<link [[Next|Police Community End]]>><<pass 20>><<endevent>><</link>>
<br><<set $location to "town">><<effects>>
The van rumbles into life. You catch a <<person2>><<person>> sitting opposite checking you out.
<<if random(1, 2)>>
<<He>> looks away when <<he>> notices your gaze.<<set $phase to 0>>
<<else>>
<<He>> grins at you when <<he>> notices your gaze.<<set $phase to 1>>
<</if>>
<br><br>
<<link [[Get angry|Police Community Clean Angry]]>><<trauma -6>><</link>><<ltrauma>>
<br>
<<link [[Ignore|Police Community Clean Ignore]]>><<stress 6>><</link>><<gstress>>
<br>
<<if hasSexStat("exhibitionism", 2)>>
<<link [[Tease|Police Community Clean Tease]]>><</link>><<exhibitionist2>>
<br>
<</if>><<effects>>
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
You cross your legs, showing a good deal of your thigh and almost flashing your <<undies>>.
<<elseif $player.penisExist and calculatePenisBulge()>>
You spread your legs and emphasise the bulge beneath your $worn.lower.name.
<<else>>
You spread your legs, and bite your lower lip.
<</if>>
<<if $phase is 1>>
The <<person>> can't tear <<his>> eyes away.
<<else>>
The <<person>> can't help but look.
<</if>>
<<exhibitionism2>>
The van rumbles to a halt, and the <<person1>><<person>> opens the doors.
<br><br>
<<link [[Next|Police Community Clean 2]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"D-don't look without permission!" you say.
<<elseif $speech_attitude is "bratty">>
"Keep your filthy eyes away," you say.
<<else>>
"I didn't say you could look," you say.
<</if>>
<<if $phase is 1>>
The <<person>> sticks out <<his>> tongue.
<<else>>
The <<person>> blushes.
<</if>>
<br><br>
You hear a thwump from the front of the frame, a reminder that you should be quiet. The van soon rumbles to a halt, and the <<person1>><<person>> opens the doors.
<br><br>
<<link [[Next|Police Community Clean 2]]>><</link>>
<br><<effects>>
<<if $phase is 1>>
You ignore the <<person>>, and endure <<his>> gaze for the remainder of the trip.
<<else>>
You ignore the <<person>>, and the rest of the journey is uneventful.
<</if>>
<br><br>
The van rumbles to a halt, and the <<person1>><<person>> opens the doors.
<br><br>
<<link [[Next|Police Community Clean 2]]>><</link>>
<br><<set $bus to "harvest">><<effects>>
<<person1>>
You line up along the side of the street, attracting looks from passers-by. The gutters here are filled with rubbish. "Right, you degenerates," the <<person>> says.
<<if $leftarm is "bound" or $rightarm is "bound">>
<<He>> removes the bindings around your arms while <<he>> talks.
<</if>>
"Each of you will take a stick and bag. You will clean up this mess. Put your backs into it. I'll check your bags when you're done. If I'm unsatisfied, I'll mark you down as absent. Now get to it."
<br><br>
You take a litter stick and get to work.
<<pass 20>>
<<if random(1, 2) is 2 and $police_trash gte 2 and $fame.prostitution gte 100>>
/*Police trash can be set to 3 later during this event.*/
You and the other criminals move along the street while the <<person>> observes. The <<person2>><<person>> who ogled you on the van works alongside you. <<He>> works fast, and soon has a full bag.
<br><br>
"Hey <<girl>>," <<he>> says, resting <<his>> hand on your <<bottom>>. "How about we make a deal? You take this full bag. Put your feet up while the rest of us work." <<He>> squeezes. "In return, you and I have a little alone time." <<He>> nods at a nearby alley.<<gstress>><<garousal>><<stress 6>><<arousal 6 "bottom">>
<br><br>
The police officer is busy down the line, and wouldn't notice a brief absence.
<br><br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Accept|Police Community Clean Accept]]>><<set $phase to 0>><</link>><<promiscuous3>>
<br>
<</if>>
<<link [[Refuse|Police Community Clean Refuse]]>><</link>>
<br>
<<elseif random(1, 2) is 2 and $police_trash gte 1>>
<<if $police_trash is 1>>
<<set $police_trash to 2>>
<</if>>
You and the other criminals move along the street while the <<person>> observes.
You're reaching into a drain when you feel a light tug on your $worn.lower.name.
<<person2>>
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
A moment later, <span class="lewd">someone flips up the hem, revealing your
<<if $worn.under_lower.type.includes("naked")>>
<<bottom>>.<<fameexhibitionism 5>> Someone whistles.
<<else>>
$worn.under_lower.name.
<</if>>
</span>
<br><br>
You cover yourself, then turn to face the assailant.
<<elseif $worn.upper.set isnot $worn.lower.set>>
A moment later, <span class="lewd">someone tugs the fabric down your thighs, revealing your <<undies>>.</span>
<<if $worn.under_lower.type.includes("naked")>>
Someone whistles.<<fameexhibitionism 5>>
<</if>>
<br><br>
You cover yourself, then turn to face the assailant.
<<else>>
A moment later, <span class="lewd">something pinches your <<bottom>>.</span><<gpain>><<pain 1>>
<br><br>
You swat behind you, then turn to face your assailant.
<</if>>
<<if $phase is 1>>
The <<person>> points <<his>> litter stick at you, and grins.
<br><br>
<<else>>
The <<person>> hides the litter stick behind <<his>> back.
<br><br>
<</if>>
<<link [[Tell the police officer|Police Community Clean Tell]]>><<stress 6>><</link>><<gstress>>
<br>
<<link [[Get even|Police Community Clean Even]]>><<trauma -6>><</link>><<ltrauma>>
<br>
<<link [[Ignore|Police Community Clean Ignore 2]]>><<trauma 6>><</link>><<gtrauma>>
<br>
<<else>>
<<if $police_trash is undefined>>
<<set $police_trash to 1>>
<</if>>
You and the other criminals move along the street while the <<person>> observes.
<br><br>
<<link [[Work hard|Police Community Clean Work]]>><<tiredness 6>><<stress 6>><</link>><<gtiredness>><<gstress>>
<br>
<<set $skulduggerydifficulty to 400>>
<<link [[Take it easy, then steal the rubbish|Police Community Clean Laze]]>><</link>><<skulduggerydifficulty>>
<br>
<</if>><<effects>>
<<if $phase is 1>>
<<set _phase to 1>>
<</if>>
<<saveNPC 0 "community_police">>
<<saveNPC 1 "community_criminal">>
<<endevent>>
<<loadNPC 0 "community_criminal">>
<<person1>>
<<if _phase is 1>>
<<set $phase to 1>>
<<else>>
<<set $phase to 0>>
<</if>>
The <<person>> leads you into the alley. A few of the other criminals glance over as you leave, but none stop you.
<<promiscuity3>>
<<He>> pushes you down behind a dumpster, away from the view of the street.
<br><br>
<<link [[Next|Police Community Clean Sex]]>><<set $sexstart to 1>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Police Community Clean Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Police Community Clean Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<if $phase is 1>>
"The rubbish is yours," the <<person>> laughs. "This too." <<He>> hands you <<printmoney 5000>><<money 5000 "prostitution">>.<<fameprostitution 5>>
<<else>>
"The rubbish is yours," the <<person>> laughs. "I can get more."
<</if>>
<br><br>
<<if $police_trash gte 3 and random(1, 2) is 2>>
<<clotheson>>
<<endcombat>>
<<generate1>><<generate2>><<generate3>>
You try to return to the line, but a <<fullGroup>> block your path. "Trading favours are we?" the <<person1>><<person>> says. "Don't think our dear officer would like the sound of that." <<He>> steps forward. "Maybe you should give us a taste too. Keep us quiet."
<br><br>
<<link [[Accept|Police Community Clean Rape Accept]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>
<br>
<<link [[Scream|Police Community Clean Rape Scream]]>><</link>>
<br>
<<else>>
<<clotheson>>
<<endcombat>>
<<if $police_trash is 2>>
<<set $police_trash to 3>>
<</if>>
<<tearful>> you return to the line. The police officer doesn't notice.
<br><br>
<<loadNPC 0 "community_police">>
<<loadNPC 1 "community_criminal">>
<<person1>>
<<clearNPC "community_police">>
<<clearNPC "community_criminal">>
<<link [[Next|Police Community Clean Work]]>><</link>>
<br>
<</if>>
<<elseif $enemyhealth lte 0>>
You shove the <<person>> against the dumpster. <<tearful>> you return to the street before <<he>> can retaliate.
<br><br>
<<clotheson>>
<<endcombat>>
<<loadNPC 0 "community_police">>
<<loadNPC 1 "community_criminal">>
<<person1>>
<<clearNPC "community_police">>
<<clearNPC "community_criminal">>
You continue gathering your own rubbish. The police officer didn't notice anything.<<gtiredness>><<gstress>><<tiredness 6>><<stress 6>>
<br><br>
<<link [[Next|Police Community Clean Work]]>><</link>>
<br>
<<elseif $rescue is 1 and $alarm is 1>>
"Can't you animals behave for a single hour?" The police officer arrives in response to your cry, grabs the <<person>> by the collar, and pulls <<him>> back to the street. <<tearful>> you follow.
<br><br>
<<clotheson>>
<<endcombat>>
<<loadNPC 0 "community_police">>
<<loadNPC 1 "community_criminal">>
<<person1>>
<<clearNPC "community_police">>
<<clearNPC "community_criminal">>
You emerge to see the <<person1>><<person>> shoving the <<person2>><<person>> into the back of the van, <<his>> protests unheeded. You help yourself to <<his>> unattended bag of rubbish.<<wearProp "trash bag">>
<br><br>
<<person1>>
<<link [[Next|Police Community Clean Work]]>><</link>>
<br>
<<else>>
"Fucking slut," the <<person>> says. "Leading people on like that's gonna get you raped." <<He>> returns to the street.
<<if $police_trash gte 3 and random(1, 2) is 2>>
<<clotheson>>
<<endcombat>>
<<generate1>><<generate2>><<generate3>>
You try to return to the line, but a <<fullGroup>> block your path. "Trading favours are we?" the <<person1>><<person>> says. "Don't think our dear officer would like the sound of that." <<He>> steps forward. "Maybe you should give us a taste too. Keep us quiet."
<br><br>
<<link [[Accept|Police Community Clean Rape Accept]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>
<br>
<<link [[Scream|Police Community Clean Rape Scream]]>><<set $rescued to 1>><</link>>
<br>
<<else>>
<<tearful>> you follow.
<br><br>
<<clotheson>>
<<endcombat>>
<<loadNPC 0 "community_police">>
<<loadNPC 1 "community_criminal">>
<<person1>>
<<clearNPC "community_police">>
<<clearNPC "community_criminal">>
You continue gathering your own rubbish. The police officer didn't notice anything.<<gtiredness>><<gstress>><<tiredness 6>><<stress 6>>
<br><br>
<<link [[Next|Police Community Clean Work]]>><</link>>
<br>
<</if>>
<</if>><<effects>>
You scream for help. The criminals turn and run, right into the police officer.
<br><br>
<<endevent>>
<<loadNPC 0 "community_police">>
<<loadNPC 1 "community_criminal">>
<<person1>>
<<clearNPC "community_police">>
<<clearNPC "community_criminal">>
They stammer excuses, and inform <<him>> that you were whoring yourself to get out of work. <<He>> questions the <<person2>><<person>>, who's been busy bragging about fucking you, and can't back out of <<his>> claims now.
<br><br>
<span class="red">"That's another day of community service for both of you,"</span> the <<person1>>police officer says. "You're getting off easy."
<br><br>
<<set $community_service += 1>>
<<if $speech_attitude is "meek">>
Afraid of worsening the situation, you pick up your litter stick and get back to work.
<<elseif $speech_attitude is "bratty">>
You keep your spite to yourself, pick up your litter stick, and get back to work.
<<else>>
Not wanting to worsen the situation, you pick up your litter stick and get back to work.
<</if>>
<br><br>
<<link [[Next|Police Community Clean Work]]>><</link>>
<br><<effects>>
You walk back to the sheltered area behind the dumpster, but the <<person1>><<person>> shoves you against the wall before you arrive.
<br><br>
<<link [[Next|Police Community Clean Rape]]>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<enable_rescue>>/*Remove line if rescue is impossible*/
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Police Community Clean Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Police Community Clean Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Almost makes being dragged here worthwhile," the <<person>> says while adjusting <<his>> clothes. "See you around, whore."
<br><br>
<<tearful>> you follow them back to the street.
<br><br>
<<clotheson>>
<<endcombat>>
<<loadNPC 0 "community_police">>
<<loadNPC 1 "community_criminal">>
<<person1>>
<<clearNPC "community_police">>
<<clearNPC "community_criminal">>
<<link [[Next|Police Community Clean Work]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
You shove the <<person1>><<person>> against the wall, and evade the other two as you rush back to the street.
<br><br>
<<clotheson>>
<<endcombat>>
The criminals follow you, but attract the attention of the police officer as they burst from the alley, and decide not to push it. <<tearful>> you return to work.
<br><br>
<<loadNPC 0 "community_police">>
<<loadNPC 1 "community_criminal">>
<<person1>>
<<clearNPC "community_police">>
<<clearNPC "community_criminal">>
<<link [[Next|Police Community Clean Work]]>><</link>>
<br>
<<else>>
<<set $rescued += 1>>/*Unnecessary if rescue is impossible*/
"What the fuck are you up to?" the police officer says at the head of the alley. The <<person1>><<person>> and <<his>> colleagues back away from you. "This slut's selling <<pherself>>," <<he>> stammers.
<br><br>
<<clotheson>>
<<endcombat>>
<<loadNPC 0 "community_police">>
<<loadNPC 1 "community_criminal">>
<<person1>>
<<clearNPC "community_police">>
<<clearNPC "community_criminal">>
<span class="red">"That's another day of community service,"</span> the officer says. "For all of you. Get back in line."
<br><br>
<<set $community_service += 1>>
<<if $speech_attitude is "meek">>
Afraid of worsening the situation, you pick up your litter stick and get back to work.
<<elseif $speech_attitude is "bratty">>
You keep your spite to yourself, pick up your litter stick, and get back to work.
<<else>>
Not wanting to worsen the situation, you pick up your litter stick and get back to work.
<</if>>
<br><br>
<<link [[Next|Police Community Clean Work]]>><</link>>
<br>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"I-I'm not that kind of <<girl>>," you say.
<<elseif $speech_attitude is "bratty">>
"Fuck off," you say. "I'm not selling myself for a bag of rubbish."
<<else>>
"I'm not selling myself for a bag of rubbish," you say.
<</if>>
<br><br>
The <<person>> pulls <<his>> hand away, but only to deliver a firm smack to your <<bottom>>.<<gpain>><<garousal>><<pain 4>><<arousal 600 "bottom">>
<br><br>
"Don't give me that, slut," <<he>> says. "You've sold yourself for less. I'm in a good mood though." <<He>> pulls <span class="gold">£50</span> in bank notes from <<his>> pocket, and holds it in front of you. "I'll sweeten the offer."
<br><br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Accept|Police Community Clean Accept]]>><<set $phase to 1>><</link>><<promiscuous3>>
<br>
<<elseif $uncomfortable.prostituting is false>>
<<link [[Accept|Police Community Clean Accept]]>><<set $phase to 1>><<set $desperateaction to 1>><</link>><<promiscuous3>>
<br>
<</if>>
<<link [[Refuse|Police Community Clean Refuse 2]]>><<tiredness 6>><<stress 6>><</link>><<gtiredness>><<gstress>>
<br><<effects>>
You pull away from the <<person>>. "Fine," <<he>> says. "I can find sluts like you anywhere." <<He>> walks away. You return to work, now free of harassment.
<br><br>
<<link [[Next|Police Community Clean Work]]>><</link>>
<br><<effects>>
<<person2>>
<<if $speech_attitude is "meek">>
"O-officer!" you shout. "This <<personsimple>>'s harassing me."
<<elseif $speech_attitude is "bratty">>
"Oi, officer!" you shout. "Got a pervert for you."
<<else>>
"Officer!" you shout. "This <<personsimple>>'s harassing me."
<</if>>
<br><br>
The <<person1>><<person>> marches over. "Is this true?" <<he>> asks. The <<person2>><<person>> shakes <<his>> head, but the other criminals grin and nod. <<person1>>"Get in the van. You'll end up in the pillory at this rate."
<br><br>
You return to work, now free of harassment.
<br><br>
<<link [[Next|Police Community Clean Work]]>><</link>>
<br><<effects>>
<<if $pronoun is "f">>
You reach out with your own litter stick, grasp the hem of the <<persons>> skirt, and lift. <<He>> hastens to cover <<himself>>.
<<if $rng gte 81>>
The other criminals cheer as <<his>> plain panties are revealed. <<He>> hastens to cover <<himself>>.
<<elseif $rng gte 61>>
The other criminals cheer as <<his>> thong is revealed. <<He>> hastens to cover <<himself>>.
<<elseif $rng gte 41>>
The other criminals cheer as <<his>> lace panties are revealed. <<He>> hastens to cover <<himself>>.
<<elseif $rng gte 21>>
The other criminals cheer as <<his>> boyshorts are revealed. <<He>> hastens to cover <<himself>>.
<<else>>
<span class="lewd"><<Hes>> not wearing anything beneath.</span> The other criminals cheer as <<he>> desperately covers <<his>> ass and <<if $NPCList[1].penis isnot "none">><<print $NPCList[1].penisdesc>><<else>>pussy<</if>>.<<garousal>><<arousal 6>>
<</if>>
<<else>>
You reach out with your own litter stick, grasp the hem of the <<persons>> trousers, and tug them down.
<<if $rng gte 81>>
The other criminals cheer as <<his>> briefs are revealed. <<He>> hastens to cover <<himself>>.
<<elseif $rng gte 61>>
The other criminals cheer as <<his>> boxers are revealed. <<He>> hastens to cover <<himself>>.
<<elseif $rng gte 41>>
The other criminals cheer as <<his>> boxer briefs are revealed. <<He>> hastens to cover <<himself>>.
<<elseif $rng gte 21>>
The other criminals cheer as <<his>> g-string is revealed. <<He>> hastens to cover <<himself>>.
<<else>>
<span class="lewd"><<Hes>> not wearing anything beneath.</span> The other criminals cheer as <<he>> desperately covers <<his>> <<if $NPCList[1].penis isnot "none">><<print $NPCList[1].penisdesc>><<else>>pussy<</if>>.<<garousal>><<arousal 6>>
<</if>>
<</if>>
<br><br>
You launch another attack, but the <<person>> is ready, and deflects your stick with <<hers>>. You fence for a moment, before the <<person1>><<person>> arrives to break you up. <<He>> sends the <<person2>><<person>> to the other side of the line.
<br><br>
<<person1>>
You return to work, now free of harassment.
<br><br>
<<link [[Next|Police Community Clean Work]]>><</link>>
<br><<effects>>
You move away from the <<person>>, and keep an eye on <<him>> as you work. You're not harassed again.
<br><br>
<<link [[Next|Police Community Clean Work]]>><</link>>
<br><<effects>>
You reach the end of the street before crossing the road, and start working down the other side. More litter is already building in the gutter opposite, blown from the south.
<br><br>
"Done," the <<person1>><<person>> says. <<He>> checks each bag, then ties them and hands them back. "Take them to the landfill. It's not far."
<br><br>
The landfill itself is gigantic, but there's a small area outside where citizens can drop their refuse into large metal containers. You climb the steps and throw your bag onto the pile.
<br><br>
The journey back to the station is uneventful.
<br><br>
<<link [[Next|Police Community End]]>><<pass 20>><<endevent>><</link>>
<br><<effects>>
You lean on your stick and look for someone to steal from. The <<person2>><<person>> who ogled you in the van keeps stealing glances your way. That'll be the one. <<Hes>> distracted.
<br><br>
You stand next to where <<he>> works, and place your near-empty bag right next to the <<persons>>.
<<if $phase is 1>>
<<He>> leans on <<his>> stick and tries to strike up a conversation, until the officer silences <<him>>. <<He>> returns to work, but keeps <<his>> eyes on you.
<<else>>
<<He>> pretends to look away, but continues to sneak glances at your body.
<</if>>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<<Hes>> so taken that <span class="green"><<he>> doesn't notice</span> you take <<his>> bag instead of yours when it's time to move on.
<br><br>
<<skulduggeryuse>>
"Done," the <<person1>><<person>> says.
<br>
"Erm," the <<person2>><<person>> interrupts. "I've lost my rubbish."
<br>
"Sure," the <<person1>><<person>> replies. "You can find it during an extra day of community service. Get in the van."
<br><br>
The <<person2>><<person>> tries to argue, but the <<person1>><<person>> won't hear it. <<He>> checks each other bag, then ties them and hands them back. "Take them to the landfill. It's not far."
<br><br>
The landfill itself is gigantic, but there's a small area outside where citizens can drop their refuse into large metal containers. You climb the steps and throw your bag onto the pile.
<br><br>
The journey back to the station is uneventful.
<br><br>
<<link [[Next|Police Community End]]>><<pass 20>><<endevent>><</link>>
<br>
<<else>>
You try to take <<his>> bag instead of yours when it's time to move on, <span class="red">but <<he>> grasps your wrist.</span> "Nice try," <<he>> laughs. "Almost got me."
<br><br>
<<skulduggeryuse>>
"Done," the <<person1>><<person>> says. <<He>> checks each bag, but stops when <<he>> gets to yours. "Not good enough. <span class="red">You can make up for it with another day of community service."</span><<set $community_service += 1>>
<br><br>
The journey back to the station is uneventful.
<br><br>
<<link [[Next|Police Community End]]>><<pass 20>><<endevent>><</link>>
<br>
<</if>><<set $location to "police_station">><<effects>>
You arrive back at the station.
<<generatePolice 1>><<person1>>
<<if $community_service lte 0>>
<<unset $community_service>>
<<unset $commuity_service_done>>
The police officer at reception stops you on the way out. <span class="gold">"Looks like you've paid your debt to society,"</span> <<he>> says. "Congratulations."
<<earnFeat "Social Contract">>
<<else>>
The police officer at reception takes your name on the way out.
<<if $community_service gte 2>>
"Looks like you have <span class="pink">$community_service</span> days to go," <<he>> says. "Make sure to show up tomorrow."
<<else>>
"Looks like you're almost done," <<he>> says. "Just <span class="purple">one</span> day to go. Make sure to show up."
<</if>>
<</if>>
<br><br>
<<if $exposed gte 1>>
<<link [[Ask for something to cover with|Police Station Cover]]>><</link>>
<br>
<<link [[Leave|Barb Street]]>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Police Station]]>><</link>>
<br>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"C-could you give me something to cover with?" you ask. "Please. E-even a towel would-"
<<elseif $speech_attitude is "bratty">>
"You're gonna let me walk out of here without something to cover with?" you ask.
<<else>>
"Could I have something to cover with?" you ask.
<</if>>
<br><br>
"Not my problem," the <<person>> replies. "Get out before I arrest you for public indecency."
<br><br>
You peek through the doors. It's not too busy outside. Perhaps you won't be spotted. If you're quick.
<br><br>
You exit the building, rush around the corner, and hide in an alley.
<br><br>
<<link [[Leave|Barb Street]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "police_station">><<effects>>
<<if !$NPCList[0].pronoun>>
<<generatePolice 1>>
<</if>>
You are stood in the police station lobby. A <<person1>><<person>> in an officer's uniform sits behind the front desk.
<<if crimeSumCurrent() gte 5000>>
There's a wanted poster behind <<him>>. <span class="red">It has a picture of your face.</span>
<</if>>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "policeStation">>
<</if>>
<br><br>
<<if $community_service gte 1 and $community_service_done isnot 1 and $exposed lte 0 and Time.hour lt 21 and Time.hour gte 6>>
<<ind>><<link [[Community service (1:00)|Police Community]]>><</link>>
<br>
<</if>>
<<if crimeSumCurrent() gte 1000>>
<<ind>><<link [[Turn yourself in (1:00)|Police Turn]]>><<pass 6>><</link>><<note "You'll receive a more lenient sentence" "green">>
<br>
<</if>>
<<if $worn.neck.collared is 1 or $worn.neck.name is "collar">>
<<socialiseicon "ask">><<link [[Ask for collar removal|Police Station Collar]]>><</link>>
<br>
<</if>>
<<if $worn.feet.type.includes("shackle")>>
<<crimeicon "shackles">><<link [[Ask for shackle removal|Police Station Shackle]]>><</link>>
<br>
<</if>>
<<if $headdrive is 1 and $headpolice isnot 1>>
<<ind>><<link [[Give evidence against Leighton|Police Leighton]]>><</link>>
<br>
<</if>>
<br>
<<barbicon>><<link [[Leave|Barb Street]]>><<endevent>><</link>>
<br><<effects>>
<<generate2>><<generate3>>
You approach the desk.
<<if $speech_attitude is "meek">>
"I-I've been bad," you say. "I'm here to turn myself in."
<<elseif $speech_attitude is "bratty">>
"It's your lucky day," you say. "I'm here to turn myself in."
<<else>>
"I'm a wanted criminal," you say. "I'm here to turn myself in."
<</if>>
<br><br>
<<if crimeSumCurrent() gte 5000>>
The <<person>> frowns at you, then turns to the wanted poster behind <<him>>. <<He>> pulls it from the wall, and holds it over the desk. <<He>> compares you to the photo, as if suspecting a trick, then shrugs. <<He>> pushes a button below the desk, and two more officers enter.
<br><br>
<<else>>
The <<person>> frowns at you, then pushes a button below the desk. Two more officers enter.
<br><br>
<</if>>
"Take <<phim>> to a cell," <<he>> says, still looking at you. "We'll soon decide what to do with you. Thank you for cooperating."
<br><br>
<<crimeDown 0.8 "all">>
You are led down a flight of steps, and into a tiny cell. The door rattles shut behind you.
<br><br>
<<link [[Next|Police Cell]]>><<endevent>><<pass 60>><</link>>
<br><<set $outside to 0>><<set $location to "police_station">><<effects>>
You ask the <<person>> if you can have your collar removed.
<<if $worn.neck.collaredpolice is 1 and $community_service gte 1>>
<span class="red">"No can do,"</span> <<he>> says. "That's part of your sentence. Finish your community service, then we'll remove it."
<br><br>
<<if hasSexStat("promiscuity", 2) and $daily.policeCollarSeduceAttempt isnot 1>>
<<link [[Seduce|Police Station Seduce]]>><<set $daily.policeCollarSeduceAttempt to 1>><<set $phase to 1>><</link>><<promiscuous2>>
<br>
<</if>>
<<else>>
"Sure," <<he>> says. "It'll cost £200. You really shouldn't go putting those things on for fun. They're government property for one thing, and a bitch to get off by design."
<br><br>
<<if hasSexStat("promiscuity", 2) and $daily.policeCollarSeduceAttempt isnot 1>>
<<link [[Seduce|Police Station Seduce]]>><<set $daily.policeCollarSeduceAttempt to 1>><<set $phase to 0>><</link>><<promiscuous2>>
<br>
<</if>>
<<if $money gte 20000>>
<<link [[Pay up|Police Station Collar Removal]]>><<money -20000 "collarRemoval">><</link>>
<br>
<</if>>
<</if>>
<<link [[Leave|Police Station]]>><</link>>
<br><<set $outside to 0>><<set $location to "police_station">><<effects>>
You ask the <<person>> if you can have your shackles removed. "Dunno what you expect us to do," <<he>> laughs, looking at your ankles. "These aren't the middle ages." <<He>> laughs again. <span class="gold">"Try a museum."</span>
<br><br>
<<link [[Leave|Police Station]]>><</link>>
<br><<set $outside to 0>><<set $location to "police_station">><<effects>>
<<if $phase is 1>>
<<set $seductiondifficulty to 10000>>
<<else>>
<<set $seductiondifficulty to 4000>>
<</if>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>><span class="gold">You feel more confident in your powers of seduction.</span><</if>><<seductionskilluse>>
<br><br>
<<if $seductionrating gte $seductionrequired>>
"I'll pretend I didn't hear that.
<<if $phase is 1>>
Just do your time."
<<else>>
If you can't pay up, I can't help you."
<</if>>
As you turn to leave however, <<he>> whispers to you. "Meet me behind the station in five minutes, in that old ruin." <<promiscuity2>>
<<pass 5>>
You go to the ruin the <<person>> mentioned, which looks like the remains of an ancient wall. You wait in the hollow interior. You don't have to wait long.
<br><br>
"I'll remove your collar once we're done," <<he>> says, stooping through the arched entrance. "I think it'll make it more fun."
<br><br>
<<link [[Next|Police Station Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<else>>
"I'll pretend I didn't hear that.
<<if $phase is 1>>
Just do your time."
<<else>>
If you can't pay up, I can't help you."
<</if>>
<br><br>
<i>You can try again tomorrow.</i>
<br><br>
<<link [[Next|Police Station]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "police_station">><<effects>>
<<if $syndromeeden is 1>>
<<set $edencollarremove to 1>>
<</if>>
"I'll be right round," the <<person>> says. <<He>> enters the lobby proper moments later, holding a strange-looking key. <<He>> holds it up to the collar, and the lock clicks open, releasing your neck. <<He>> takes the collar. "As I said, government property."
<br><br>
<<set $worn.neck.type.push("broken")>><<neckruined true>><<set $worn.neck.collaredpolice to 0>>
<<link [[Next|Police Station]]>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 60>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Police Station Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Police Station Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "police_station">><<schooleffects>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<set $prostitutionstat += 1>><<fameprostitution 1>>
<<He>> takes a strange key from <<his>> belt and holds it up to your collar. Your collar comes loose with a click, falling to the ground. <<He>> picks it up. "Government property. Goes without saying you shouldn't tell anyone this happened." <<tearful>> you gather yourself, and watch <<him>> leave.
<br><br>
<<set $worn.neck.type.push("broken")>><<neckruined>>
<<clotheson>>
<<endcombat>>
<<elseif $enemyhealth lte 0>>
The <<person>> staggers backward, tripping over a tree stump. <<tearful>> you flee from the ruin.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $finish is 1>>
"Fine," <<he>> says "I'm not taking the collar off though."
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<<link [[Next|Residential alleyways]]>><</link>><<set $outside to 0>><<set $location to "police_station">><<effects>>
<<if $speech_attitude is "meek">>
You walk up to the desk. "I have something," you say, and put the flash drive on the counter. "T-the head of the local school has been doing awful things to students."
<<elseif $speech_attitude is "bratty">>
You stride up to the desk. "I have evidence of a crime," you say, placing the flash drive on the counter. "The school head has been abusing students."
<<else>>
You walk up to the desk. "I have evidence of a crime," you say, and put the flash drive on the counter. "The school head has been abusing students."
<</if>>
<br><br>
The <<person>> takes the flash drive. "Alright. I'll add it to the pile," <<he>> says uninterested. "Is there anything else?"
<br><br>
You get the feeling the police aren't going to be helpful. At least you tried to do the right thing.
<<ggcontrol>><<ltrauma>><<lstress>><<trauma -6>><<stress -12>>
<br><br>
<<set $headpolice to 1>><<control 25>>
<<link [[Next|Police Station]]>><</link>>
<br><<set $outside to 0>><<set $location to "police_station">><<effects>>
<<if ndef $police_access_card>><<set $police_access_card to 0>><</if>>
<<if ndef $police_hack>><<set $police_hack to 0>><</if>>
<<if Time.dayState is "night">>
<<if $police_intro is 0>>
You find yourself in a small passage between a set of administrative back offices.
The rooms nearby are dark and empty. Further along the corridor a few offices glow with light, however a thick, glass door bars entry.
You hear distant voices, strange cries and grunts and the occasional burst of laughter.
<br>
The door to a nearby office is wide open. The office is dim, lit by the glow from a computer screen. Slipping inside,
you find a locked police computer.
<<set $police_intro to 1>>
<<else>>
The office is dim, lit by the glow from the locked computer screen.
<<print either("A sound like a whip-crack echoes down the hallway.","A muffled voice can be heard through the wall.","Drunken singing can be heard from further in the building.",
"Sinister laughter echoes through the halls.", "Sobbing can be heard from further in the building.","A door slams alarmingly nearby.")>>
<</if>>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "policeStation">>
<</if>>
<<if $police_hack lte 2>>
<span class="red">The login prompt taunts you.</span> You know no way to access the computer, <span class="teal">you'll need help from a hacker or a professional thief.</span>
<<if $police_hack is 0>><<set $police_hack to 1>><</if>>
<br>
<</if>>
<<if $police_access_card is 0 and ($rng % 3) is 0>>
<br><span class="gold">A police access card lies on the desk.</span> A note on it says "external access only."
<br><br>
<<ind>><<link [[Steal access card|Police Back Office]]>><<set $police_access_card to 1>><</link>>
<br>
<<else>>
<br><br>
<</if>>
<<if $police_hack is 4>>
<!-- SANITY: Intentional mismatch between stated time and actual time, to avoid letting the user know that it will fail -->
<<techicon "computer">><<link [[Access police computer (0:10)|Police Computer]]>><<pass 1>><<set $phase to 0>><</link>>
<br>
<<elseif $police_hack is 5>>
<<techicon "computer">><<link [[Access police computer (0:10)|Police Computer]]>><<pass 10>><<set $phase to 1>><</link>>
<br>
<</if>>
<<else>>
You find yourself amid a set of administrative back offices. There are police everywhere. You cannot go anywhere or access anything. About to be discovered you have no choice but to slip away.
<br>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "policeStation">>
<</if>>
<span class="gold">It would probably be quieter at night.</span>
<br><br>
<</if>>
<br>
<<barbicon>><<link [[Leave|Barb Street]]>><<set $police_intro to 0>><</link>>
<br><<set $outside to 0>><<set $location to "police_station">><<effects>>
<<if $phase is 0>>
The password you have no longer works. It must have been changed.
<span class="yellow">Landry can get you the new password.</span>
<<elseif $phase is 1>>
You access the police computer.
<<police_computer_action>>
<<elseif $phase is 10>>
You delete a number of crimes from your record, and randomly change several evidence reference numbers.
<<elseif $phase is 11>>
A messagebox tells you the software installed correctly. It should lock out everything within the next few hours.
<<set $police_hack to 4>>
<<elseif $phase is 12>>
You transfer all the evidence of crimes to Whitney's profile. <span class="teal">You are now squeaky clean.</span>
<<set $police_hack to 4>><<set $framed to "whitney">><<earnFeat "Laughingstock">>
<<elseif $phase is 13>>
You transfer all the evidence of crimes to Leighton's profile. <span class="teal">You are now squeaky clean.</span>
<<set $police_hack to 4>><<set $framed to "leighton">><<earnFeat "Laughingstock">>
<<else>>/*invalid phase*/
The police computer has started updating. It's at 3%. Shouldn't take too long...
<br>
<<link [[Wait (12:00)|Police Back Office]]>><<pass 720>><</link>>(Don't wait! This is an error, please report!)<!-- Appears even with blind stats enabled. Intentional -->
<</if>>
<br><br>
<<link [[Leave|Police Back Office]]>><<set $phase to 0>><</link>>
<br><<set $outside to 0>><<set $location to "police_station">><<set $police_delete to 0>><<effects>>
<<generate1>><<person1>>
Before you can access the computer, a beam of light shines on you.
<br><br>
"I've caught you, sneaky little rat," a voice snarls.
<br><br>
You turn, shielding your eyes from the bright torchlight. <span class="red">It's a police officer</span>. Before you can make a break for it, <<he>> tackles you to the floor.
<br><br>
<<link [[Next|Police Sneak Rape]]>><<set $molestationstart to 1>><</link>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<set $enemyhealth to 300>>
<<set $NPCList[0].insecurity to "ethics">>
"Let's see who we have here." Pinning you to the ground, the <<person>> <<if $worn.face.name isnot "naked">>displaces your $worn.face.name, <</if>>tilts your head, and examines your face.
<br><br>
<<if crimeSumCurrent() gte 6000>>
"Well, well, it looks like I've landed myself quite the big catch." <<He>> snickers triumphantly. "Could never miss the chance to punish criminal scum like you."
<<set $enemyanger += 150>>
<<set $enemytrust -= 120>>
<<elseif $beauty gte ($beautymax / 7) * 6>>
"You certainly are a catch, aren't you?" You don't think <<hes>> talking about your criminal history. <<He>> hungrily rakes <<his>> eyes down your body, pausing only to <<if $player.breastsize gte 1>>paw at your <<breasts>><<else>>grope your crotch.<</if>>
<br><br>
"I'm going to enjoy this."
<<set $enemyanger += 50>>
<<set $enemytrust -= 30>>
<<else>>
"Tsk." <<He>> clicks <<his>> tongue. "Don't know what I expected, but still, I won't turn down a chance to punish criminals like you."
<<set $enemyanger += 100>>
<<set $enemytrust -= 60>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Police Sneak Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Police Sneak Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $pain gte 100 and $willpowerpain is 0>>
"Learnt your lesson?" <<He>> pulls your hair violently, yanking your head up to look at <<him>>. "Because I'm not finished," <<he>> says, throwing you to the ground and stripping you of your clothes. "These belong in the evidence locker. Now, get your ass out. I don't want to see you around here again."
<br><br>
The <<person>> kicks you out, leaving you exposed.
<br><br>
<<clothesruined>>
<<tearful>> you try to cover yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Barb Street]]>><</link>>
<<else>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<set $rapestat += 1>><<famerape 1>>
<</if>>
You shove the <<person>> off of you, scrambling to your feet. However, <<he>> doesn't give up easily.
<br><br>
<<if $worn.feet.name isnot "ankle cuffs">>
"Not so fast," <<He>> grunts with effort. You feel <<his>> hands clasp on your ankle, along with something metallic. You hear a 'click' before you manage to kick <<him>> away.
<<shackle_feet>>
<<else>>
<<He>> grabs the chain of your shackles and yanks, sending you tumbling down to the floor with a crash.<<pain 10>><<gpain>>
<br><br>
It takes a moment, but you're able to kick <<him>> away from you.
<</if>>
<br><br>
<<tearful>> you flee the scene.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Barb Street]]>><</link>>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>>
<<pass 5>>The <<person1>><<person>> holds you by your cuffs and pushes you outside. <<He>> hands you over to another officer, a <<endevent>><<generatePolice 1>><<person1>><<person>>, who pushes you down the street. The pillory sits outside the town hall, a short walk away. Onlookers gawk at you as you are led up to it, and the <<person>> removes your cuffs.
<br><br>
You have an opportunity to escape, but the <<person>> is aware of that, and keeps one hand gripping your arm. You'll have to fight to get away.
<br><br>
<<link [[Try to break free|Police Pillory Fight]]>><<set $fightstart to 1>><<crimeUp 200 "resisting">><</link>><<crime "resisting">>
<br>
<<link [[Let yourself be fixed in place|Police Pillory Start 2]]>><</link>>
<br><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Police Pillory Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Police Pillory Fight]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>>
<<earnFeat "You're the Laughingstock">>
<<set _hours to Math.round(Math.clamp(8, 30, ((crimeSumCurrent() - 500) / 250) * 2))>>
<<set $pillory.time.end to new DateTime(Time.date).addHours(_hours).addMinutes(60 - Time.date.minute).timeStamp>>
<<crimeDown 5000>>
The <<person>> moves your arms and head into position before lifting the top into place, restraining you. <<He>> locks it shut and attaches the key to a chain on <<his>> belt. "Someone will be over to release you in _hours hours." <<if $worn.handheld.name isnot "naked">><<He>> looks at your $worn.handheld.name. "You'll get that back when you're released.<</if>><<bindtemp>><<He>> leaves without looking back.
<br><br>
With <<him>> gone, some onlookers lose interest and return to their routines. Others still gawk however. If any tried to abuse you there'd be little you could do to stop them, but people seem hesitant to make the first move. You hope it stays that way.
<br><br>
<<endcombat>>
<<link [[Next|Pillory]]>><<endevent>><<set $pillory.audience to 1>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation "short">>
The <<person>> looks mortified that <<he>> just came in public. Some people point and laugh, others whisper amongst themselves, but it's clear what they're talking about. "Th-that wasn't what it looked like!" <<he>> protests, having all but forgotten you. <<tearful>> you slink away.
<br><br>
<<clotheson>>
<<endcombat>>
<<cliffquick>>
<<elseif $enemyhealth lte 0>>
You knock the <<person>> down, giving you the chance you need. <<tearful>> you make your escape. Some people cheer for you.
<<ltrauma>><<lstress>><<trauma -6>><<stress -12>>
<br><br>
<<clotheson>>
<<endcombat>>
<<cliffquick>>
<<else>>
In too much pain to resist, you're helpless as the <<person>> continues <<his>> work.
<br><br>
<<link [[Next|Police Pillory Start 2]]>><</link>>
<br>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>>
<<if $pillory.audience lte 1>>
<<set $pillory.audience to 1>>
<</if>>
<<set _endTime to new DateTime($pillory.time.end)>>
<<set _timeLeft to Math.round(Time.date.compareWith(_endTime, true) / TimeConstants.secondsPerHour)>>
You are stuck in a pillory on Cliff Street, in front of the town hall.
<<if _timeLeft gte 1>>
You have <<number _timeLeft>> hours left until release.
<<else>>
You should be released any moment from now.
<</if>>
<<if $pillory.audience + $exposed is 1>>
<span class="teal">A few people stop to look at you but most just glance then continue their business.</span>
<<elseif $pillory.audience + $exposed is 2>>
<span class="lblue">You've attracted a small crowd of onlookers.</span>
<<elseif $pillory.audience + $exposed is 3>>
<span class="blue">You've attracted a growing crowd of onlookers.</span>
<<elseif $pillory.audience + $exposed is 4>>
<span class="purple">A large group has gathered around you, big enough that the crowd itself is attracting more people to see what the fuss is about.</span>
<<elseif $pillory.audience + $exposed is 5>>
<span class="pink">A large crowd has gathered around you. People throw jeers and insults your way.</span>
<<else>>
<span class="red">A huge crowd has gathered around you. People jeer and insult you. Some throw litter.</span>
<</if>>
<<if $exposed gte 1>>
You can do nothing about your <<lewdness>> displayed for everyone to see, humiliating you further.
<<if $exposed gte 2>> <<trauma 1>><<gtrauma>><</if>>
<<if $exposed is 1>>
<<if $pillory.audience gte 1>>
<<fameexhibitionism $pillory.audience>>
<</if>>
<</if>>
<<if $exposed is 2>>
<<if $pillory.audience gte 1>>
<<set _audienceFactor to $pillory.audience * 2>>
<<fameexhibitionism _audienceFactor>>
<</if>>
<</if>>
<</if>>
<<if $exposed gte 1 and $pillory.audience and random(0, 9) gte 7>>
A person pulls out their <<print ["camera", "phone"].pluck()>> and takes a photo.
"<<print [
"Now your <<undies>> can be exposed forever.",
"I can't wait to post this online.",
"I can't wait to share this with my friends.",
"If you didn't want your <<undies>> photographed you shouldn't be such a slut.",
"If you didn't want your <<undies>> photographed you shouldn't have broken the law.",
"Aww, is it embarrassing having your <<undies>> photographed?",
"Is it embarrassing, not being able to cover up?",
"If you don't want your <<undies>> photographed, don't break the law.",
"If you don't want people taking photos of your <<undies>> then don't break the law.",
"I bet <<pshes>> getting off on this.",
"Is it embarrassing being exposed like this? Too bad.",
"Is it embarrassing being exposed like this? Too bad, criminal.",
"I bet <<pshe>> gets off on the humiliation anyway.",
"Do you like having your <<undies>> photographed?"
].pluck()>>"
<<if $exposed is 1>>
<<trauma 1>><<gtrauma>>
<<else>>
<<trauma 2>><<gtrauma>>
<</if>>
<<fameexhibitionism 10 "pic">>
<</if>>
<<if $exposed gte 2 and $pillory.audience and $player.penisExist and random(0, 9) gte 7>><<pillorypeniscomment>><</if>>
<br><br>
<<if _endTime.timeStamp lte Time.date.timeStamp>>
A <<generatePolice 1>><<person1>><<person>> in a police uniform arrives. <<He>> removes your collar and unlocks the pillory, freeing you. The crowd boos its disappointment as the officer disperses them.
<br><br>
<<set $worn.neck.cursed to 0>><<neckruined>>
<<set $worn.neck.collaredpolice to 0>>
<<set $pillory.audience to 0>>
<<unbindtemp>>
<<clotheson>>
<<set $stress -= 1000>>
<<endevent>>
<<cliffeventend>>
<br>
<<else>>
<<rng 5>>
<<if $pillory.audience + $exposed + $rng gte 10>>
<<rng>>
<<beastNEWinit 1 dog>>
<<if $rng gte 51 and ($monster is 1 or $bestialitydisable is "f")>><!-- Modified for Monster People -->
You feel something prod your <<bottom>>. A <<beasttype>> is sniffing you curiously.
<br><br>
<<link [[Next|Pillory Dog]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<endevent>>
<<generate1>><<person1>>A <<person>> walks right up to the pillory.
<br><br>
<<link [[Next|Pillory Molestation]]>><<set $molestationstart to 1>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<<elseif $pillory.audience + $exposed + $rng gte 6>>
<<rng>>
<<if $rng gte 85>>
<<if $worn.upper.exposed gte 2 and $worn.under_upper.exposed gte 1>>
A <<generate1>><<person1>><<person>> crouches beside you, and reaches for your <<breasts>>.
<br><br>
<<link [[Spit on <<him>>|Pillory Spit]]>><<stress -12>><<trauma -6>><<attackstat>><<set $pillory.audience += 1>><</link>><<ltrauma>><<llstress>><<gattention>>
<br>
<<link [[Stay still|Pillory Chest]]>><<trauma 6>><<stress 6>><<arousal 600 "breasts">><</link>><<gtrauma>><<gstress>><<garousal>>
<br>
<<elseif $worn.upper.exposed gte 2 and $worn.under_upper.exposed lte 0>>
<<if $worn.under_upper.open is 1 or $worn.under_upper.set isnot $worn.under_lower.set>>
A <<generate1>><<person1>><<person>> approaches, and grasps your $worn.under_upper.name.
<br><br>
<<link [[Spit on <<him>>|Pillory Spit]]>><<stress -12>><<trauma -6>><<attackstat>><<set $pillory.audience += 1>><</link>><<ltrauma>><<llstress>><<gattention>>
<br>
<<link [[Stay still|Pillory Under Upper]]>><<trauma 6>><<stress 6>><<arousal 600>><</link>><<gtrauma>><<gstress>><<garousal>>
<br>
<<else>>
A <<generate1>><<person1>><<person>> approaches with a camera in hand. <<He>> snaps a couple of pictures before returning to the crowd.<<gstress>><<stress 6>>
<br><br>
<<if $exposed gte 2>>
<<fameexhibitionism 2 "pic">>
<<elseif $exposed gte 1>>
<<fameexhibitionism 1 "pic">>
<</if>>
<<endevent>>
<<link [[Next (1:00)|Pillory]]>><<pass 1 hour>><</link>>
<br>
<</if>>
<<elseif $worn.upper.exposed lte 1>>
<<if $worn.under_upper.exposed lte 0 and ($worn.upper.open is 1 or $worn.upper.set isnot $worn.lower.set)>>
A <<generate1>><<person1>><<person>> approaches, and grasps your $worn.upper.name.
<br><br>
<<link [[Spit on <<him>>|Pillory Spit]]>><<stress -12>><<trauma -6>><<attackstat>><<set $pillory.audience += 1>><</link>><<ltrauma>><<llstress>><<gattention>>
<br>
<<link [[Stay still|Pillory Upper]]>><<trauma 6>><<stress 6>><<arousal 600>><</link>><<gtrauma>><<gstress>><<garousal>>
<br>
<<else>>
A <<generate1>><<person1>><<person>> approaches with a camera in hand. <<He>> snaps a couple of pictures before returning to the crowd.<<gstress>><<stress 6>>
<br><br>
<<if $exposed gte 2>>
<<fameexhibitionism 2 "pic">>
<<elseif $exposed gte 1>>
<<fameexhibitionism 1 "pic">>
<</if>>
<<endevent>>
<<link [[Next (1:00)|Pillory]]>><<pass 1 hour>><</link>>
<br>
<</if>>
<<else>>
A <<generate1>><<person1>><<person>> approaches with a camera in hand. <<He>> snaps a couple of pictures before returning to the crowd.<<gstress>><<stress 6>>
<br><br>
<<if $exposed gte 2>>
<<fameexhibitionism 2 "pic">>
<<elseif $exposed gte 1>>
<<fameexhibitionism 1 "pic">>
<</if>>
<<endevent>>
<<link [[Next (1:00)|Pillory]]>><<pass 1 hour>><</link>>
<br>
<</if>>
<<elseif $rng gte 60>>
<<rng>>
<<if $rng gte 96 and $toywhipdisable isnot 't' and $adultshopunlocked and $adultshopdegree >= 5 and
($worn.lower.name isnot "naked" and $worn.lower.state is "waist") or ($worn.under_lower.name isnot "naked" and $worn.lower.state is "waist")>>
A <<generate1>><<person1>><<person>> emerges from the crowd, dressed in a flamboyant ringmaster's costume.
<<He>> takes off <<his>> hat and lays it in front of the onlookers, before unfurling a whip and striding behind you. Everyone watches for a moment in fascination.
<br><br>
<<link [[Dodge|Pillory Whip Master]]>><<set $phase to 1>><</link>><<skill_difficulty `currentSkillValue("danceskill")` "Dance" 1 1000>>
<br>
<<link [[Brace|Pillory Whip Master]]>><<stress 6>><<trauma 6>><</link>><<gstress>><<gtrauma>>
<br>
<<elseif $rng gte 91 and $analdisable isnot 't' and $toydildodisable isnot 't' and $adultshopunlocked and $worn.lower.exposed gte 2 and $worn.under_lower.exposed gte 1 and
!playerHasButtPlug() and countCarriedSextoys() lt 5 and $worn.genitals.anal_shield !== 1>>
<<run sexShopOnBuyClick(4, false, clone(setup.sextoys[4].colour_options).pluck(), false)>>
<<generate1>><<person1>>
A <<person>> emerges from the crowd, a gigantic
<<print V.player.inventory.sextoys['butt plug'][V.player.inventory.sextoys['butt plug'].length - 1].colour>>
butt plug in hand. <<He>> approaches you from behind.
<br><br>
<<link [[Warn them off|Pillory Butt Plug]]>><<set $phase to 1>><</link>><<skill_difficulty `Math.abs($submissive - 1000)` "" 1 850>>
<br>
<<link [[Brace yourself|Pillory Butt Plug]]>><</link>>
<br>
<<elseif $worn.lower.skirt_down is 1>>
A <<generate1>><<person1>><<person>> walks behind you and grabs the hem of your $worn.lower.name.
<br><br>
<<link [[Kick <<him>>|Pillory Kick]]>><<stress -12>><<trauma -6>><<attackstat>><<set $pillory.audience += 1>><</link>><<ltrauma>><<llstress>><<gattention>>
<br>
<<link [[Stay still|Pillory Skirt]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>
<br>
<<elseif $worn.lower.exposed lte 1 and $worn.lower.set isnot "upperset" and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt isnot 1>>
A <<generate1>><<person1>><<person>> walks behind you and grabs the hem of your $worn.lower.name.
<br><br>
<<link [[Kick <<him>>|Pillory Kick]]>><<stress -12>><<trauma -6>><<attackstat>><<set $pillory.audience += 1>><</link>><<ltrauma>><<llstress>><<gattention>>
<br>
<<link [[Stay still|Pillory Lower]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>
<br>
<<elseif $worn.lower.exposed gte 2 and $worn.under_lower.exposed is 0>>
A <<generate1>><<person1>><<person>> walks behind you and grabs the hem of your $worn.under_lower.name.
<br><br>
<<link [[Kick <<him>>|Pillory Kick]]>><<stress -12>><<trauma -6>><<attackstat>><<set $pillory.audience += 1>><</link>><<ltrauma>><<llstress>><<gattention>>
<br>
<<link [[Stay still|Pillory Under]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>
<br>
<<else>>
A <<generate1>><<person1>><<person>> walks behind you and gives your exposed <<bottom>> a hard spank. The crowd cheers.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<pain 5>>
<br><br>
<<endevent>>
<<link [[Next (1:00)|Pillory]]>><<pass 1 hour>><</link>>
<br>
<</if>>
<<elseif $rng gte 50 and $analingusdisablegiving is "f">>
<<generate1>><<person1>>A <<person>> approaches you and pulls down <<his>> <<npcClothesText $NPCList[0] "lower">>. <<He>> turns around and backs up against your face.
<br>
"<<print ["Eat up!", "Kiss my ass!"].pluck()>>" <<he>> says with a snicker.
<br><br>
<<link [[Keep your mouth closed|Pillory Analingus]]>><<def 1>><<set $phase to 0>><</link>><<defianttext>>
<br>
<<link [[Lick grudgingly|Pillory Analingus]]>><<trauma 6>><<set $phase to 1>><</link>><<gtrauma>>
<br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Lick willingly|Pillory Analingus]]>><<arousal 600>><<set $phase to 2>><</link>><<promiscuous3>><<garousal>>
<</if>>
<<elseif $rng gte 30>>
<<generate1>><<person1>>A <<person>> approaches you and presses <<his>> crotch against your helpless face.
<br><br>
<<link [[Next|Pillory Oral]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
A number of people disembark from a bus nearby. Some of them gather round to gawk. <span class="pink">The crowd becomes larger and bolder.</span>
<br><br>
<<link [[Next (1:00)|Pillory]]>><<pass 1 hour>><</link>>
<br>
<</if>>
<<elseif $pillory.audience + $exposed + $rng gte 3 and $bodywritingLvl gte 2>>
<<generate1>><<person1>>
<<if $rng gte 81>>
<<set $phase to 1>>
A <<person>> approaches you, and <span class="pink">pulls the lid off a permanent marker.</span>
<br><br>
<<else>>
<<set $phase to 0>>
A <<person>> approaches you, and <span class="purple">pulls the lid off a pen.</span>
<br><br>
<</if>>
<<link [[Warn them off|Pillory Pen Warn]]>><<set $pillory.audience += 1>><</link>><<gattention>>
<br>
<<link [[Brace|Pillory Pen]]>><</link>><<gbodywriting>>
<br>
<<else>>
<<rng>>
<<if $rng gte 95 and $watersportsdisable is "f">>
<<generate1>><<person1>>A <<person>> approaches you and <<npcUndressText $NPCList[0] "lower" "self">>,
<span class="purple"><<npcRevealText $NPCList[0] "lower">>.</span>
<br><br>
Without warning, <<he>> begins to urinate on your face. The crowd watches in excitement.<<ggtrauma>><<trauma 12>><<gstress>><<stress 6>><<urinestat>>
<br><br>
<<endevent>>
<<link [[Next (1:00)|Pillory]]>><<pass 1 hour>><</link>>
<br>
<<elseif $rng gte 65>>
<<generatey1>><<generatey2>>A <<person1>><<person>> whispers something to <<his>> friend, a <<person2>><<person>>, who laughs and produces a piece of fruit from <<his>> bag.
<br><br>
<<link [[Warn them off|Pillory Warn]]>><<set $pillory.audience += 1>><</link>><<gattention>>
<br>
<<link [[Brace yourself|Pillory Brace]]>><</link>>
<br>
<<elseif $rng gte 30>>
<<generate1>><<person1>>A <<person>> takes a picture of you with <<his>> phone.
<br><br>
<<endevent>>
<<link [[Next (1:00)|Pillory]]>><<pass 1 hour>><</link>>
<br>
<<else>>
A number of people disembark from a bus nearby. Some of them gather round to gawk. <span class="pink">The crowd becomes larger and bolder.</span>
<br><br>
<<link [[Next (1:00)|Pillory]]>><<pass 1 hour>><</link>>
<br>
<</if>>
<</if>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<set $position to "wall">>
<<set $walltype to "pillory">>
<<set $head to "grappled">>
<</if>>
<<effects>>
<<effectsman>>
<br>
<<beast $enemyno>>
<br><br>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Pillory Dog Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Pillory Dog]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
The <<beasttype>> barks in satisfaction, and wanders into the crowd.
<br><br>
<<if $pillory.audience gte 1>>
<<set _audienceFactor to $pillory.audience * 10>>
<<famebestiality _audienceFactor>>
<</if>>
"Serves you right, bitch," you hear someone shout.
<br>
"<<pShe>> actually got that <<beasttype>> off."
<br>
"Not even a punishment, I bet <<pshe>> enjoyed it, the filthy slut."
<br>
<span class="pink">The crowd becomes larger and bolder.</span>
<<set $pillory.audience += 1>>
<br>
<<endcombat>>
<<link [[Next (1:00)|Pillory]]>><<pass 1 hour>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
The <<beasttype>> gives up and flees into the crowd.
<br><br>
"<<pShe>> beats innocent <<beastsplural>>. <<pShe>> belongs up there." You hear someone shout.
<br>
<span class="teal">The crowd becomes smaller and more cautious.</span>
<<set $pillory.audience -= 1>>
<br><br>
<<endcombat>>
<<link [[Next (1:00)|Pillory]]>><<pass 1 hour>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<set $position to "wall">>
<<set $walltype to "pillory">>
<<set $head to "grappled">>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Pillory Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Pillory Molestation]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The <<person>> slaps your <<bottom>> then steps away from the pillory.
<br><br>
<<if $pillory.audience gte 1>>
<<set _audienceFactor to $pillory.audience * 10>>
<<famerape _audienceFactor>>
<</if>>
"Serves you right, bitch," you hear someone shout.
<br>
"At least <<pshe>> can be of some use to society."
<br>
"Not even a punishment, I bet <<pshe>> enjoyed it, the filthy slut."
<br>
<span class="pink">The crowd becomes larger and bolder.</span>
<<set $pillory.audience += 1>>
<br>
<<endcombat>>
<<link [[Next (1:00)|Pillory]]>><<pass 1 hour>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
The <<person>> steps away from the pillory.
<br><br>
"So violent. <<pShe>> belongs up there." You hear someone shout.
<br>
<span class="teal">The crowd becomes smaller and more cautious.</span>
<<set $pillory.audience -= 1>>
<br><br>
<<endcombat>>
<<link [[Next (1:00)|Pillory]]>><<pass 1 hour>><</link>>
<br>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>>
<<He>> cracks the whip a couple of times on the pavement before lashing out at you.
<br><br>
<<if $phase is 1>>
<<if $danceskill gte random(1, 1000)>>
A couple of blows land on your <<bottom>> with a sharp sting, <span class="green">but you're able to avoid most of them.</span>
A few of the audience members murmur to one another. It's clear you're ruining the <<personsimple>>'s act.
Eventually <<he>> gives up, takes <<his>> hat, and storms off. The crowd boos, and a couple of delinquents throw fruit at <<him>>.
<<violence_noncombat 5 0.3>>
<br><br>
<<endevent>>
<<link [[Next (1:00)|Pillory]]>><<pass 1 hour>><</link>>
<<else>>
<span class="red">You're unable to dodge <<his>> blows.</span> You try to stifle your cries as the lashes strike your <<bottom>>.
Behind you, the ringmaster draws in a sharp breath. Your clumsy movements seem to be making things worse than <<he>> intended.
<<violence_noncombat 20 0.3>>
<br><br>
<<link [[Next|Pillory Whip Master 2]]>><</link>>
<</if>>
<<else>>
You brace yourself, prepared for a volley of painful blows. <span class="green">They're not as intense as anticipated.</span>
<<His>> lashes twinge slightly, but it is immediately clear the ringmaster is not attempting to hurt you.
<<violence_noncombat 4 0.5 0.5 0.5>>
<br><br>
<<link [[Next|Pillory Whip Master 2]]>><</link>>
<</if>>
<br><<effects>>
<<set _articles = []>>
<<if $worn.lower.name isnot "naked" and $worn.lower.state is "waist">>
<<run _articles.push($worn.lower.name)>>
<<set _plural to $worn.lower.plural>>
<<lowerruined>>
<</if>>
<<if $worn.under_lower.name isnot "naked" and $worn.under_lower.state is "waist">>
<<run _articles.push($worn.under_lower.name)>>
<<set _plural to _plural || $worn.under_lower.plural>>
<<underlowerruined>>
<</if>>
After delivering one final strike, <<he>> swiftly withdraws the whip. The crowd goes silent.
Suddenly, to your horror, your <span class="red"><<print _articles.join(" and ")>>
<<if _plural>>fall
<<else>>falls <</if>>
to the ground, cut to ribbons by the whip.</span>
The onlookers clap and applaud. Several toss money into <<his>> hat.
The ringmaster bows in front of your exposed lower half, scoops up <<his>> earnings, and leaves.
<<fameexhibitionism 7>><<stress 6>><<bruise bottom>>
<br><br>
<<endevent>>
<<link [[Next (1:00)|Pillory]]>><<pass 1 hour>><</link>>
<br><<set $outside to 1>><<set $location to "town">><<effects>>
<<set _toys = $player.inventory.sextoys["butt plug"]>>
<<set _toy = _toys[_toys.length - 1]>>
<<set _mod = $phase ? 1 : 0.5>>
<<if $phase is 1>>
<<if $speech_attitude is "bratty">>
"Don't even think about it," you say, glaring at the <<personsimple>>.
<<elseif $speech_attitude is "meek">>
"P-please don't," you say, hanging your head.
<<else>>
"Please don't," you say.
<</if>>
<br><br>
<<if Math.abs($submissive - 1000) - 150 gte random(1, 850)>> <!-- Bonus for bratty or meek but not neutral -->
The <<personsimple>> hesitates and looks down at the butt plug. "Ah, forget it," <<he>> mutters. <<He>> disappears back into the crowd.
<<set _skipplug to true>>
<<else>>
The <<personsimple>> laughs at you. "Shut up, you dumb
<<if $player.gender_appearance is 'm'>>
asshole.
<<else>>
bitch.
<</if>>
You're in no position to tell me what to do." <<stress 2>>
<</if>>
<<else>>
You brace yourself and get ready for what is coming.
<</if>>
<br><br>
<<if _skipplug>>
<<run _toys.splice(-1,1)>>
<<if !_toys.length>>
<<run delete V.player.inventory.sextoys["butt plug"]>>
<</if>>
<<else>>
<<He>> walks up to you and rams the butt plug into your <<bottom>>, heedless of your comfort. You scream in pain at the sudden insertion.
Some members of the crowd appear disgusted and surprised, while others look on with lust.
The <<person>> leaves the plug inside you and walks away, content with the discomfort <<he>> inflicted.
<<set _toy.state = "worn">><<set _toy.carried = true>><<set _toy.worn = true>><<set $worn["butt_plug"] = _toy>>
<<violence 50 _mod _mod _mod>><<bruise anus>>
<</if>>
<br><br>
<<endevent>>
<<link [[Next (1:00)|Pillory]]>><<pass 1 hour>><</link>>
<br><<set $outside to 1>><<set $location to "town">><<effects>>
You kick the <<person>> in the shin. "Ow!" <<he>> says. "Fucking bitch." <<He>> hobbles away from you.
<br><br>
<<endevent>>
<<link [[Next (1:00)|Pillory]]>><<pass 1 hour>><</link>>
<br><<set $outside to 1>><<set $location to "town">><<effects>>
<<if $rng gte 51>>
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
<<He>> flips the hem of your skirt up, laying bare your <<undies>> for all to see. "Yes," <<he>> says. "I think this suits you better." <<He>> returns to the crowd, leaving you exposed.
<<else>>
<<He>> unbuttons the front of your trousers, laying bare your <<undies>> for all to see. "Yes," <<he>> says. "I think this suits you better." <<He>> returns to the crowd, leaving you exposed.
<</if>>
<br><br>
<<set $worn.lower.skirt_down to 0>><<set $worn.lower.vagina_exposed to 1>><<set $worn.lower.anus_exposed to 1>><<set $worn.lower.exposed to 2>>
<<endevent>>
<<link [[Next (1:00)|Pillory]]>><<pass 1 hour>><</link>>
<br>
<<else>>
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
<<He>> lifts the hem of your skirt slightly and peeks under.
<<else>>
<<He>> pulls your waistband out slightly and peeks inside.
<</if>>
<<if $worn.under_lower.type.includes("naked") and !playerChastity()>>
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
"<<pShe>> isn't wearing anything under <<pher>> skirt!" the <<person>> announces loudly.
<<else>>
"<<pShe>> isn't wearing anything under there!" the <<person>> announces loudly.
<</if>>
<br><br>
"What a pervert," says someone in the crowd.
<br><br>
<<elseif $worn.under_lower.type.includes("naked") and playerChastity()>>
"<<pShe>> is wearing a $worn.genitals.name!" the <<person>> announces loudly.
<br><br>
"Guess <<pshe>> likes being locked up," says someone in the crowd. "Having the time of <<pher>> life I bet."
<br><br>
<<else>>
"<<pShe>> is wearing $worn.under_lower.colour $worn.under_lower.name!" the <<person>> announces loudly.
<br><br>
<<if $player.gender_appearance isnot $worn.under_lower.gender and $worn.under_lower.gender isnot "n">>
"What a pervert," says someone in the crowd. "Crossdressing, and in front of so many people!"
<br><br>
<</if>>
<</if>>
<<endevent>>
<<link [[Next (1:00)|Pillory]]>><<pass 1 hour>><</link>>
<br>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>>
<<if $rng gte 51>>
<<He>> pulls your $worn.lower.name down to your thighs, revealing your <<undies>> for all to see.
<<if $worn.under_lower.type.includes("naked")>>
"No underwear!" <<he>> says. "What a perv."
<<else>>
<</if>>
<<He>> returns to the crowd, leaving you exposed and humiliated.
<br><br>
<<set $worn.lower.vagina_exposed to 1>><<set $worn.lower.anus_exposed to 1>><<set $worn.lower.exposed to 2>><<set $worn.lower.state to "thighs">>
<<endevent>>
<<link [[Next (1:00)|Pillory]]>><<pass 1 hour>><</link>>
<br>
<<elseif $rng gte 1>>
<<He>> pulls your $worn.lower.name down to your thighs, revealing your <<undies>> for all to see.
<<if $worn.under_lower.type.includes("naked")>>
"No underwear!" the <<person>> announces loudly.
<br><br>
"What a pervert," says someone in the crowd.
<br><br>
<<elseif playerChastity()>>
"<<pShe>> is wearing a $worn.genitals.name!" the <<person>> announces loudly.
<br><br>
"Guess <<pshe>> likes being locked up," says someone in the crowd. "Having the time of <<pher>> life I bet."
<br><br>
<<else>>
"<<pShe>> is wearing $worn.under_lower.colour $worn.under_lower.name!" the <<person>> announces loudly.
<br><br>
<<if $player.gender_appearance isnot $worn.under_lower.gender and $worn.under_lower.gender isnot "n">>
"What a pervert," says someone in the crowd. "Crossdressing, and in front of so many people!"
<br><br>
<</if>>
<</if>>
<<He>> pulls up your $worn.lower.name before returning to the crowd.
<br><br>
<<endevent>>
<<link [[Next (1:00)|Pillory]]>><<pass 1 hour>><</link>>
<br>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>>
<<if $rng gte 51>>
<<He>> pulls your $worn.under_lower.name down to your thighs, revealing your <<genitals>> for all to see.
<<He>> returns to the crowd, leaving you exposed and humiliated.
<<if $player.penisExist>><<pillorypeniscomment>><</if>>
<br><br>
<<set $worn.under_lower.vagina_exposed to 1>><<set $worn.under_lower.anus_exposed to 1>><<set $worn.under_lower.exposed to 1>><<set $worn.under_lower.state to "thighs">>
<<endevent>>
<<link [[Next (1:00)|Pillory]]>><<pass 1 hour>><</link>>
<br>
<<elseif $rng gte 1>>
<<He>> pulls up your $worn.under_lower.name, stretching them taut and emphasising your <<bottom>> cheeks. <<He>> gives you a firm spank before returning to the crowd.
<br><br>
<<endevent>>
<<link [[Next (1:00)|Pillory]]>><<pass 1 hour>><</link>>
<br>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>>
<<if $speech_attitude is "bratty">>
"Don't you dare. Or I'll find you when I get out," you say, glaring at the <<person>>. <<He>> looks away from you and puts the fruit away.
<br><br>
<<elseif $speech_attitude is "meek">>
"P-please don't," you say, hanging your head. The <<person>> takes pity on you and puts the fruit away.
<br><br>
<<else>>
"Please don't," you say. <<He>> hesitates a moment. <<His>> friend pokes <<him>> and <<he>> throws the fruit, but it flies clear of the pillory.
<br><br>
<</if>>
<<endevent>>
<<link [[Next (1:00)|Pillory]]>><<pass 1 hour>><</link>>
<br><<set $outside to 1>><<set $location to "town">><<effects>>
You brace for the impact as the fruit comes flying towards you.
<<if $rng gte 81>>
It smashes into your face, hurting more than you expected. Some people applaud.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<pain 10>>
<br><br>
<<else>>
Their aim is off and it thuds into the pillory beside your head, smashing into pieces but leaving you mostly clean.
<br><br>
<</if>>
<<endevent>>
<<link [[Next (1:00)|Pillory]]>><<pass 1 hour>><</link>>
<br><<set $outside to 1>><<set $location to "town">><<effects>>
<<switch $phase>>
<<case 2>>
You enthusiastically comply and <<oraltext>> lick <<his>> asshole, giving it a few wet kisses as well.
<br>
<<if currentSkillValue("oralskill") gte 400>>
Your tongue soon sends <<him>> over the edge, and <<he>>
<<if $NPCList[0].penis isnot "none">>
ejaculates onto the ground.
<<else>>
buckles at the knees.
<</if>>
<<arousal 600>><<garousal>>
<<else>>
You're not very good at it, but <<he>> encourages you with little grunts and moans. <<He>> doesn't cum, but <<he>> seems satisfied nonetheless.
<</if>>
<br><br>
"Good <<girl>>," <<he>> says. <<He>> pulls up <<his>> pants and leaves.
<<case 1>>
You reluctantly stick out your tongue, forcing yourself to comply. You do your best to avoid licking <<his>> asshole directly. <<He>> presses against you, trying to redirect your mouth.
<br>
Finally, <<he>> gives up in frustration. "You tried, I guess," <<he>> grumbles. <<He>> pulls up <<his>> pants and leaves.
<<default>>
You keep your mouth closed and turn away from the intrusion. After a while, <<he>> gives up and slaps your face.<<gpain>><<gtrauma>><<trauma 6>><<pain 4>><<bruise face>>
<</switch>>
<br><br>
<<endevent>>
<<link [[Next (1:00)|Pillory]]>><<pass 1 hour>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<stuck_in_wall_oral>>
<<set $walltype to "pillory">>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Pillory Oral Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Pillory Oral]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The <<person>> pats your head then steps away from the pillory.
<br><br>
<<if $pillory.audience gte 1>>
<<set _audienceFactor to $pillory.audience * 10>>
<<famerape _audienceFactor>>
<</if>>
"Serves you right, bitch," you hear someone shout.
<br>
"At least <<pshe>> can be of some use to society."
<br>
"Not even a punishment, I bet <<pshe>> enjoyed it, the filthy slut."
<br>
<span class="pink">The crowd becomes larger and bolder.</span>
<<set $pillory.audience += 1>>
<br>
<<endcombat>>
<<link [[Next (1:00)|Pillory]]>><<pass 1 hour>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
Pride wounded, the <<person>> leaves the pillory.
<br><br>
"So violent. <<pShe>> belongs up there." You hear someone shout.
<br>
<span class="teal">The crowd becomes smaller and more cautious.</span>
<<set $pillory.audience -= 1>>
<br><br>
<<endcombat>>
<<link [[Next (1:00)|Pillory]]>><<pass 1 hour>><</link>>
<br>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"P-please don't," you say. "Th-this is hard enough." The <<person>> takes pity on you, and walks away.
<<elseif $speech_attitude is "bratty">>
"Just try it," you say. "I'll find you later." The <<person>> pauses, then looks down and step away.
<<else>>
"Please don't," you say. The <<person>> hesitates, then puts the lid back on and walks away.
<</if>>
<br><br>
<<link [[Next (1:00)|Pillory]]>><<endevent>><<pass 1 hour>><</link>>
<br><<effects>>
The <<person>> approaches you,
<<if $phase is 1>>
<<his>> marker pen at the ready.
<<set _pen to "marker">>
<<else>>
<<his>> pen at the ready.
<<set _pen to "pen">>
<</if>>
<br><br>
<<rng 10>>
<<set _hasWritten = true>>
<<if $rng gte 10 and $worn.lower.anus_exposed gte 1 and $worn.over_lower.anus_exposed gte 1 and $worn.under_lower.anus_exposed gte 1 and !$skin.left_bottom.pen>>
<<He>> circles behind, and writes on your <<bottom>>.
<<if random(1, 2) is 2>>
<<bodywriting_criminal "left_bottom" _pen>>
<<else>>
<<bodywriting_npc_normal "left_bottom" _pen>>
<</if>>
<<elseif $rng gte 9 and $worn.lower.anus_exposed gte 1 and $worn.over_lower.anus_exposed gte 1 and $worn.under_lower.anus_exposed gte 1 and !$skin.right_bottom.pen>>
<<He>> circles behind, and writes on your <<bottom>>.
<<if random(1, 2) is 2>>
<<bodywriting_criminal "right_bottom" _pen>>
<<else>>
<<bodywriting_npc_normal "right_bottom" _pen>>
<</if>>
<<elseif $rng gte 8 and ($worn.lower.type.includes("naked") or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1) and ($worn.over_lower.type.includes("naked") or setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].skirt is 1) and !$skin.left_thigh.pen>>
<<He>> circles behind, and writes on your left thigh.
<<if random(1, 2) is 2>>
<<bodywriting_criminal "left_thigh" _pen>>
<<else>>
<<bodywriting_npc_normal "left_thigh" _pen>>
<</if>>
<<elseif $rng gte 7 and ($worn.lower.type.includes("naked") or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1) and ($worn.over_lower.type.includes("naked") or setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].skirt is 1) and !$skin.right_thigh.pen>>
<<He>> circles behind, and writes on your right thigh.
<<if random(1, 2) is 2>>
<<bodywriting_criminal "right_thigh" _pen>>
<<else>>
<<bodywriting_npc_normal "right_thigh" _pen>>
<</if>>
<<elseif $rng gte 6 and $worn.upper.open is 1 and $worn.under_upper.open is 1 and $worn.over_upper.open is 1 and !$skin.left_shoulder.pen>>
<<He>> stops in front of you, and writes on your left shoulder.
<<if random(1, 2) is 2>>
<<bodywriting_criminal "left_shoulder" _pen>>
<<else>>
<<bodywriting_npc_normal "left_shoulder" _pen>>
<</if>>
<<elseif $rng gte 5 and $worn.upper.open is 1 and $worn.under_upper.open is 1 and $worn.over_upper.open is 1 and !$skin.right_shoulder.pen>>
<<He>> stops in front of you, and writes on your right shoulder.
<<if random(1, 2) is 2>>
<<bodywriting_criminal "right_shoulder" _pen>>
<<else>>
<<bodywriting_npc_normal "right_shoulder" _pen>>
<</if>>
<<elseif $rng gte 4 and $worn.upper.open is 1 and $worn.under_upper.open is 1 and $worn.over_upper.open is 1 and !$skin.breasts.pen>>
<<He>> stops in front of you, and writes on your <<breasts>>.
<<if random(1, 2) is 2>>
<<bodywriting_criminal "breasts" _pen>>
<<else>>
<<bodywriting_npc_normal "breasts" _pen>>
<</if>>
<<elseif $rng gte 3 and !$worn.face.type.includes("mask") and !$skin.left_cheek.pen>>
<<He>> stops in front of you, and writes on your left cheek.
<<if random(1, 2) is 2>>
<<bodywriting_criminal "left_cheek" _pen>>
<<else>>
<<bodywriting_npc_normal "left_cheek" _pen>>
<</if>>
<<elseif $rng gte 2 and !$worn.face.type.includes("mask") and !$skin.right_cheek.pen>>
<<He>> stops in front of you, and writes on your right cheek.
<<if random(1, 2) is 2>>
<<bodywriting_criminal "right_cheek" _pen>>
<<else>>
<<bodywriting_npc_normal "right_cheek" _pen>>
<</if>>
<<elseif !$skin.forehead.pen>>
<<He>> stops in front of you, and writes on your forehead.
<<if random(1, 2) is 2>>
<<bodywriting_criminal "forehead" _pen>>
<<else>>
<<bodywriting_npc_normal "forehead" _pen>>
<</if>>
<<else>>
<<He>> circles you a few times, <span class="lblue">then decides not to write on you after all.</span> <<He>> instead gives your <<bottom>> a sharp smack.<<gtrauma>><<gstress>><<gpain>><<stress 6>><<trauma 6>><<pain 4>>
<<set _hasWritten = false>>
<</if>>
<br><br>
<<He>> steps back<<if _hasWritten>> to admire <<his>> handiwork<</if>>, then returns to the growing audience.
<br><br>
<<link [[Next (1:00)|Pillory]]>><<endevent>><<pass 1 hour>><</link>>
<br><<effects>>
You spit on the <<persons>> face. <<He>> flinches in surprise, and almost tumbles backwards. <<He>> doesn't try again.
<br><br>
<<endevent>>
<<link [[Next (1:00)|Pillory]]>><<pass 1 hour>><</link>>
<br><<effects>>
The <<person>> grasps your <<breasts>>, and squeezes. You endure <<his>> fondling as best you can.
<br><br>
<<if $lactating is 1 and $milk_amount gte 30>>
Your body responds to the stimulation, <span class="purple">and milk leaks from your buds,</span> running over the <<person>>s hands and onto the floor.
<<breastfeed>>
<br><br>
<<if random(1, 2) is 2>>
"Is that milk?"
<<else>>
"Is <<pshe>> lactating?"
<</if>>
<br>
<<if random(1, 2) is 2>>
"<<pShes>> like a cow."
<<else>>
"<<pShe>> belongs on a farm."
<</if>>
<br>
<<if random(1, 2) is 2>>
"Wish I had a bucket."
<<else>>
"I bet it's sweet."
<</if>>
<br><br>
<<if $arousal gte $arousalmax>>
It's too much. <<orgasm>>
The audience jeers and mocks, attracting more attention. You feel humiliated. <span class="red">The crowd becomes much larger and bolder.</span>
<<set $pillory.audience += 2>><<ggtrauma>><<trauma 12>>
<br><br>
<<else>>
<span class="pink">The crowd becomes larger and bolder.</span>
<<set $pillory.audience += 1>>
<br><br>
<</if>>
<<elseif $arousal gte $arousalmax>>
It's too much. <<orgasm>>
<<if random(1, 2) is 2>>
"Did <<pshe>> just cum?"
<<else>>
"Look at <<phim>> twitch."
<</if>>
<br>
<<if random(1, 2) is 2>>
"I knew <<pshe>> was a <<slut>>."
<<else>>
"What a <<slut>>."
<</if>>
<br>
<<if random(1, 2) is 2>>
"Bully <<phim>> more."
<<else>>
"I bet <<pshes>> enjoying this."
<</if>>
<br><br>
You feel humiliated. <span class="pink">The crowd becomes larger and bolder.</span>
<<set $pillory.audience += 1>><<ggtrauma>><<trauma 12>>
<br><br>
<</if>>
<<endevent>>
<<link [[Next (1:00)|Pillory]]>><<pass 1 hour>><</link>>
<br><<effects>>
<<if $rng gte 51>>
<<if $worn.under_upper.open is 1>>
<<He>> grasps the top of your $worn.under_upper.name, <span class="pink">and tugs it down your chest,</span> revealing your <<breasts>> for all to see.
<br><br>
<<He>> returns to the crowd, leaving you exposed and humiliated.
<br><br>
<<set $worn.under_upper.exposed to 1>>
<<set $worn.under_upper.state_top to "midriff">>
<<else>>
<<He>> grasps the hem of your $worn.under_upper.name, <span class="pink">and pulls it up your chest,</span> revealing your <<breasts>> for all to see.
<br><br>
<<He>> returns to the crowd, leaving you exposed and humiliated.
<br><br>
<<set $worn.under_upper.exposed to 1>>
<<set $worn.under_upper.state to "chest">>
<</if>>
<<else>>
<<He>> grasps the back of your $worn.under_upper.name, pulling it tight and emphasising your <<breasts>>. <<He>> slaps your face before returning to the crowd.
<br><br>
<</if>>
<<endevent>>
<<link [[Next (1:00)|Pillory]]>><<pass 1 hour>><</link>>
<br><<if $rng gte 51>>
<<if $worn.upper.open is 1>>
<<He>> grasps the top of your $worn.upper.name, <span class="pink">and tugs it down your chest,</span> revealing your <<undertop>> for all to see.
<br><br>
<<He>> returns to the crowd, leaving you exposed and humiliated.
<br><br>
<<set $worn.upper.exposed to 1>>
<<set $worn.upper.state_top to "midriff">>
<<else>>
<<He>> grasps the hem of your $worn.upper.name, <span class="pink">and pulls it up your chest,</span> revealing your <<undertop>> for all to see.
<br><br>
<<He>> returns to the crowd, leaving you exposed and humiliated.
<br><br>
<<set $worn.upper.exposed to 1>>
<<set $worn.upper.state to "chest">>
<</if>>
<<else>>
<<He>> grasps the back of your $worn.upper.name, pulling it tight and emphasising your <<breasts>>. <<He>> slaps your face before returning to the crowd.
<br><br>
<</if>>
<<endevent>>
<<link [[Next (1:00)|Pillory]]>><<pass 1 hour>><</link>>
<br><<widget "police_computer_action">>
The police computer gives access to criminal records. Looking at your own, you see that
<<if crimeSumCurrent() gte 6000>>
<span class="red">you are on the "most wanted" list and they plan to punish you severely.</span>
<<elseif crimeSumCurrent() gte 4500>>
<span class="red">your arrest is a priority and they have enough on you to warrant extreme punishment.</span>
<<elseif crimeSumCurrent() gte 4000>>
<span class="red">your arrest is being actively sought</span> and they have enough on you to warrant <span class="red">heavy punishment.</span>
<<elseif crimeSumCurrent() gte 3000>>
<span class="red">an arrest warrant has been issued for you</span> and they have enough to warrant <span class="red">serious punishment.</span>
<<elseif crimeSumCurrent() gte 2000>>
<span class="red">an arrest warrant has been issued for you</span> and they have enough to warrant significant punishment.
<<elseif crimeSumCurrent() gte 1000>>
<span class="red">an arrest warrant</span> has been issued for you. They have enough evidence to warrant a punishment.
<<elseif crimeSumCurrent() gte 500>>
<span class="gold">they may soon have enough on you to issue an arrest warrant.</span>
<<else>>
<span class="teal">they have nothing significant on you.</span>
<</if>>
<<if crimeSumCurrent() gte 6000>>
Options:
<br>
<span class="teal">Installing a Wiper worm</span> will destroy lots of police records on everyone, including you.
<br>
<span class="teal">Framing someone</span> will attach all evidence on you to someone else. This should mislead the police.
However, you can only attach it to those who already have a record in the system.
<br><br>
<<if $police_delete gte 5 and random(1,4) is 4>>
<<link [[Install Wiper|Police Sneak Caught]]>><</link>>
<br>
<<if C.npc.Whitney.init is 1 and C.npc.Whitney.state isnot "dungeon" and $framed is 0>>
<<link [[Frame Whitney|Police Sneak Caught]]>><</link>>
<br>
<</if>>
<<if $headpolice is 1 and $framed is 0>>
<<link [[Frame Leighton|Police Sneak Caught]]>><</link>>
<br>
<</if>>
<<if $framed isnot 0>>
<span class="red">You have already framed <<print ($framed.toUpperFirst())>> for your crimes - you cannot do it again until they have paid for your crimes.</span>
<</if>>
<<else>>
<<link [[Install Wiper (0:10)|Police Computer]]>><<pass 10>><<set $phase to 11>><<crimeDown 0.5 "all">><<set _randomCrime to ((random(5,35) + 20)/100)>><<crimeDown _randomCrime "all">><<set $police_delete += 1>><</link>>
<!-- Original crime calculation as follows:
<<set $crime /= 2>><<set $crime *= (random(5,35)/100)>> -->
<br>
<<if C.npc.Whitney.init is 1 and C.npc.Whitney.state isnot "dungeon" and $framed is 0>>
<<link [[Frame Whitney (0:10)|Police Computer]]>><<pass 10>><<set $phase to 12>><<crimeClear "all">><<set $police_delete += 1>><</link>>
<br>
<</if>>
<<if $headpolice is 1 and $framed is 0>>
<<link [[Frame Leighton (0:10)|Police Computer]]>><<pass 10>><<set $phase to 13>><<crimeClear "all">><<set $police_delete += 1>><</link>>
<br>
<</if>>
<<if $framed isnot 0>>
<span class="red">You have already framed <<print ($framed.toUpperFirst())>> for your crimes - you cannot do it again until they have paid for your crimes.</span>
<</if>>
<</if>>
<<elseif crimeSumCurrent() gte 1000>>
Options:
<br>
<span class="teal">Deleting electronic evidence</span> will reduce the amount of crime they can pin on you and should not be detected.
<br>
<span class="teal">Installing a Wiper worm</span> will destroy lots of police records on everyone, including you.
<br>
<<if $police_delete gte 5 and random(1,4) is 4>>
<<link [[Delete evidence|Police Sneak Caught]]>><</link>>
<br>
<<link [[Install Wiper|Police Sneak Caught]]>><</link>>
<br>
<<else>>
<<link [[Delete evidence (0:15)|Police Computer]]>><<pass 15>><<set $phase to 10>><<set _randomCrime to ((random(5,35) + 20)/100)>><<crimeDown _randomCrime "all">><<set $police_delete += 1>><</link>>
<!-- Original crime calculation as follows:
<<set $crime -= $crime * ((random(5,35) + 20)/100)>> -->
<br>
<<link [[Install Wiper (0:10)|Police Computer]]>><<pass 10>><<set $phase to 11>><<crimeDown 0.5 "all">><<set $police_delete += 1>><</link>>
<br>
<</if>>
<</if>>
<</widget>><<location "pound">><<set $outside to 0>><<effects>>
<<clothesruined>>
<<pound_muzzle>>
<<leash 26>>
<<set $worn.neck.cursed to 1>>
<<generate1>><<generate2>>
You awaken to the sound of barking. "Get this mutt inside." You peer at the sky above for a moment, before a <<person1>><<person>> jerks you to a sitting position. <<He>> holds a leash attached to a spiked collar around your neck. <<He>> jerks you forward again, pulling you onto your knees.
<br><br>
A metal fence and gate separate you from a street beyond. Parallel stone walls meet the fence on either side of the gate, themselves meeting at a large door opposite, ahead of you. You hear barking within.
<br><br>
A <<person2>><<person>> presses <<his>> foot against your <<bottom>>, and shoves you forward. With your mouth muzzled, there's no way you can protest.
<br><br>
<<link [[Try to walk|Pound Abduction Walk]]>><<def 1>><<stress 6>><<pain 4>><</link>><<gpain>><<gstress>>
<br>
<<link [[Crawl obediently|Pound Abduction Crawl]]>><<sub 1>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>
<br>
<<link [[Refuse to budge|Pound Abduction Refuse]]>><<def 2>><<pain 8>><</link>><<ggpain>>
<br>
<<if ($wolfgirl gte 6 or ($transformationParts.wolf.tail isnot "hidden" and $transformationParts.wolf.tail isnot "disabled"))>>
<<link [[Growl|Pound Abduction Growl]]>><<transform wolf 1>><</link>><<wolfgirl>>
<br>
<</if>><<effects>>
You try to stand, but the <<person>> grasps your shoulders and shoves you back to your knees. "I didn't say stand," <<he>> says. "There'll be time for tricks later."
<br><br>
<<person1>>The <<person>> continues to pull you towards the door.
<br><br>
<<link [[Fight|Pound Abduction Fight]]>><<def 1>><<set $fightstart to 1>><</link>>
<br>
<<link [[Crawl|Pound Abduction Crawl]]>><<sub 1>><</link>>
<br><<effects>>
You crawl on your hands and knees, allowing the <<person1>><<person>> to pull you into the building.
<br><br>
<<link [[Next|Pound Abduction 2]]>><</link>>
<br><<effects>>
You refuse to budge. The <<person>> kicks you, jerking you forward. "I said move you dumb bitch," <<he>> says.
<br><br>
<<person1>>The <<person>> tries to tug you towards the door.
<br><br>
<<link [[Fight|Pound Abduction Fight]]>><<def 1>><<set $fightstart to 1>><</link>>
<br>
<<link [[Crawl|Pound Abduction Crawl]]>><<sub 1>><</link>>
<br><<effects>>
You release a guttural growl. Both the <<person>> and <<person1>><<person>> laugh. "This one might need breaking in."
<br><br>
They continue to pull you towards the door.
<br><br>
<<link [[Fight|Pound Abduction Fight]]>><<def 1>><<set $fightstart to 1>><</link>>
<br>
<<link [[Crawl|Pound Abduction Crawl]]>><<sub 1>><</link>>
<br><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Pound Abduction Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Pound Abduction Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation "short">>
The pair lean against the walls, giving you the chance you need. You climb to your feet and bolt for the fence.
<<if $leftarm is "bound" or $rightarm is "bound">>
<<tearful>> you shove the gate with your shoulder. It opens, and you escape onto the street outside.
<br><br>
<<else>>
<<tearful>> you jump, reaching for the top. You haul yourself up and over, onto the street outside.
<br><br>
<</if>>
<<clotheson>>
<<endcombat>>
<<set $worn.face.type.push("broken")>>
<<faceruined>>
<<link [[Next|Starfish Street]]>><<set $eventskip to 1>><</link>>
<<elseif $enemyhealth lte 0>>
The pair back away from you, giving you the chance you need.
<<if $leftarm is "bound" or $rightarm is "bound">>
<<tearful>> you shove the gate with your shoulder. It opens, and you escape onto the street outside.
<br><br>
<<else>>
<<tearful>> you jump, reaching for the top. You haul yourself up and over, onto the street outside.
<br><br>
<</if>>
<<clotheson>>
<<endcombat>>
<<set $worn.face.type.push("broken")>>
<<faceruined>>
<<link [[Next|Starfish Street]]>><<set $eventskip to 1>><</link>>
<<else>>
<<tearful>> you fall to the <<if Weather.precipitation isnot "none">>mud<<else>>dust<</if>>. You're too hurt to continue fighting.
<br><br>
"Get this bitch inside," the <<person2>><<person>> says. The <<person1>><<person>> yanks your leash once more, dragging you into the building.
<br><br>
<<clotheson>>
<<link [[Next|Pound Abduction 2]]>><</link>>
<br>
<</if>><<effects>>
<<badEndTracking "Pound" { reason: "poundMistake" }>>
<<if $pound is undefined>>
<<pound_init>>
<</if>>
Inside are rows of cages, each containing barking <<pound_text>>. Some stick their noses through the bars, straining to sniff you.
<<if ($wolfgirl gte 6 or ($transformationParts.wolf.tail isnot "hidden" and $transformationParts.wolf.tail isnot "disabled"))>>
Others back away, recognising your wolfishness.
<<else>>
Others continue to bark, not even at you in particular.
<</if>>
<br><br>
<<detach_leash>>
The <<person1>><<person>> pulls you along, towards an empty cage near the back, beside a metal door. <<He>> detaches the leash once you're inside.
<br><br>
"There's a good dog," <<he>> says as <<he>> slams the cage door. Both <<he>> and the <<person2>><<person>> walk away, disappearing deeper into the building.
<br><br>
<<endcombat>>
<<link [[Next|Pound Cage]]>><</link>>
<br><<location "pound">><<set $outside to 0>><<effects>>
<<if !$pound.door>><<set $pound.door to 0>><</if>>
You are imprisoned in the pound on Starfish Street. <<pound_text cap>> fill the cages. There's a bowl of water, but nowhere to sleep except the cold floor.
<br><br>
<<pound_stats>>
<br><br>
<<if isPregnancyEnding()>>
<<pregnancyPassout "pound">>
<<elseif Time.hour is 8>>
<<generate1>><<person1>>
A <<person>> walks from cage to cage, releasing the <<pound_text>> within. "Feeding time," <<he>> says. There's a door open at the far side of the hall, leading outside.
<br><br>
<<He>> arrives at your cage.
<br><br>
<<link [[Crawl outside|Pound Food Crawl]]>><<sub 1>><</link>>
<br>
<<link [[Fight|Pound Fight]]>><<set $fightstart to 1>><<def 1>><</link>>
<br>
<<elseif Time.hour is 12 and !$pound.compete>>
<<set $pound.compete to 1>>
<<generate1>><<person1>>
A <<person>> stops outside your cage. "Time for practice," <<he>> says, opening the door. "Be on your best behaviour."
<br><br>
<<link [[Crawl outside|Pound Show Crawl]]>><<sub 1>><</link>>
<br>
<<link [[Fight|Pound Fight]]>><<set $fightstart to 1>><<def 1>><</link>>
<br>
<<elseif Time.hour is 18>>
<<generate1>><<person1>>
A <<person>> walks from cage to cage, releasing the <<pound_text>> within. "Feeding time," <<he>> says. There's a door open at the far side of the hall, leading outside.
<br><br>
<<He>> arrives at your cage.
<br><br>
<<link [[Crawl outside|Pound Food Crawl]]>><<sub 1>><</link>>
<br>
<<link [[Fight|Pound Fight]]>><<set $fightstart to 1>><<def 1>><</link>>
<br>
<<else>>
<<link [[Exercise (1:00)|Pound Exercise]]>><<tiredness 6>><</link>><<gtiredness>>
<br>
<<link [[Door|Pound Door]]>><</link>>
<br><br>
<<link [[Sleeping spot|Pound Bed]]>><</link>>
<br>
<</if>><<effects>><<set $lock to 1000>>
The metal cage is locked tight. It uses an electronic lock more advanced than those on the other cages.
<br><br>
<<if currentSkillValue('skulduggery') gte $lock>>
<span class="green">You think you could manipulate it.</span>
<br><br>
<<link [[Open it (0:05)|Pound Door Sneak]]>><<pass 5>><</link>>
<br>
<<else>>
<span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>>
<br><br>
<</if>>
<<link [[Try to force it open (1:00)|Pound Door Force]]>><<pass 60>><<tiredness 12>><</link>><<ggtiredness>>
<br>
<<link [[Back|Pound Cage]]>><</link>>
<br><<effects>>
A <<generate1>><<person1>><<person>> enters the room as you fiddle with the lock. "Nice try," <<he>> says as <<he>> walks over. "A dumb beast like you isn't gonna get out." <<He>> leans on the cage with one hand.
<br><br>
The lock buzzes, <span class="green">and the heavy door swings open,</span> smacking into the <<person>> and knocking <<him>> into the cage opposite. You rush forward and lock <<him>> in.
<br><br>
"Y-you stupid <<bitch>>," <<he>> says, surprised by this sudden reversal. "Let me out!"
<br><br>
<<link [[Next|Pound Escape]]>><<endevent>><</link>>
<br><<effects>>
<<set $pound.door += $physique>>
You try to force the door open with all your might.
<<if currentSkillValue('physique') gte 14000>>
The hinges rattle and groan. This shouldn't be too difficult, but will require persistence.
<<elseif currentSkillValue('physique') gte 8000>>
It doesn't feel like you're making much impact. This won't be easy, and will require persistence.
<<elseif currentSkillValue('physique') gte 4000>>
It shakes, but doesn't seem any worse for wear. This will take a while, and require a lot of persistence.
<<else>>
You don't seem to make an impact at all. This will take a long time.
<</if>>
<br><br>
<<if $pound.door gte 120000>>
<<generate1>><<person1>>
<span class="green">You hear a snap,</span> just as a <<person>> enters the room. "Oh I see what you're doing," <<he>> says, walking closer. "Nice try, but a mutt like you isn't gonna gnaw your way through these bars." <<He>> leans against the cage with one hand. There's another snap, and the heavy door swings open, smacking into <<him>> and knocking <<him>> into the cage opposite.
<br><br>
You rush forward and lock <<him>> in. "Y-you stupid <<bitch>>," <<he>> says, surprised by this sudden reversal. "Let me out!"
<br><br>
<<link [[Next|Pound Escape]]>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Pound Cage]]>><</link>>
<br>
<</if>><<effects>>
You exercise within the limited space, performing squats and push-ups. The <<pound_text>> sometimes watch with curiosity, but more often ignore you.
<<athletics 1>>
<<physique 6>>
<<pass 60>>
<br><br>
<<link [[Next|Pound Cage]]>><</link>>
<br><<effects>>
You join the <<pound_text>>, and crawl along the corridor, emerging in a courtyard behind the building. A fence separates it from a clifftop, and the sea beyond.
<br><br>
<<link [[Next|Pound Food]]>><<endevent>><</link>>
<br><<set $outside to 1>><<effects>>
<<generate1>><<person1>>A <<person>> fills a line of dog bowls from a sack while the <<pound_text>> surround those already filled, tails wagging. There aren't enough bowls to go around.
<br><br>
<<endevent>>
<<link [[Fight for a place (1:00)|Pound Food Def]]>><<def 1>><<pass 60>><<pound_status 3>><</link>><<gpound_status>>
<br>
<<link [[Wait your turn (1:00)|Pound Food Sub]]>><<sub 1>><<pass 60>><<pound_status -3>><</link>><<lpound_status>>
<br>
<<link [[Refuse to feed (1:00)|Pound Food Refuse]]>><<def 1>><<pass 60>><</link>>
<br><<effects>>
You join the scrap, shoving <<pound_text>> aside to get to the food.
<<if $pound.status gte 60>>
A few growls is all it takes to keep others away from your bowl.<<lstress>><<stress -6>>
<br><br>
<<link [[Next|Pound Food Event]]>><</link>>
<br>
<<else>>
<<beastNEWinit 1 dog>>One <<beasttype>> takes offence, and nips at you as you try to eat.
<br><br>
<<link [[Back away|Pound Food Back]]>><<sub 1>><<stress -6>><<pound_status -3>><</link>><<lpound_status>><<lstress>>
<br>
<<link [[Ignore|Pound Food Ignore]]>><<stress 6>><</link>><<gstress>>
<br>
<<if ($wolfgirl gte 6 or ($transformationParts.wolf.tail isnot "hidden" and $transformationParts.wolf.tail isnot "disabled"))>>
<<link [[Growl|Pound Food Growl]]>><<def 1>><<pound_status 3>><<transform wolf 1>><</link>><<wolfgirl>><<gpound_status>>
<br>
<</if>>
<</if>><<effects>>
You back off, letting the <<beasttype>> feed uninterrupted. You're able to find a bowl with less belligerent adversaries.
<br><br>
The food has the exact taste and consistency of cardboard. Even the orphanage food is edible in comparison.
<br><br>
<<link [[Next|Pound Food Event]]>><<endevent>><</link>>
<br><<effects>>
You ignore the <<beasttype>>. It growls at you, loud enough that one of the employees hears, and pulls <<bhim>> away from the scrum.
<br><br>
The food has the exact taste and consistency of cardboard. Even the orphanage food is edible in comparison.
<br><br>
<<link [[Next|Pound Food Event]]>><<endevent>><</link>>
<br><<effects>>
You growl at the <<beasttype>>, a low tremor that soon has <<bhis>> ears flat against <<bhis>> head. The other <<pound_text>> give you space.
<br><br>
The food has the exact taste and consistency of cardboard. Even the orphanage food is edible in comparison.
<br><br>
<<link [[Next|Pound Food Event]]>><<endevent>><</link>>
<br><<effects>>
You wait with the timid <<pound_text>> while the others compete for food. There's not much left by the time you get a space.
<br><br>
The food has the exact taste and consistency of cardboard. Even the orphanage food is edible in comparison.
<br><br>
<<link [[Next|Pound Food Event]]>><<endevent>><</link>>
<br><<effects>>
The <<pound_text>> are eager to feed, but you won't suffer the indignance. They fight each other for a spot, with staff intervening when a conflict goes too far.
<br><br>
<<link [[Next|Pound Food Event]]>><<endevent>><</link>>
<br><<set $outside to 0>><<effects>>
Sated, the more dominant <<pound_text>> laze around the yard, while others hunt for scraps.
<br><br>
<<beastNEWinit 1 dog>>
<<if $rng gte 67 and ($bestialitydisable is "f" or $monster is 1)>>
<<if numberOfEarSlime() and ($earSlime.growth gte 80 - ($earSlime.deviancy * 10))>>
A <<beasttype>> watches you from afar with lust in <<bhis>> eyes.
<span class="lewd">You feel the slime in your head command you to give yourself to <<bhim>>.</span> It promises rewards if you comply, and threatens consequences if you do not.
<br><br>
<<if hasSexStat("deviancy", 4) and $submissive gte 1900>>
<<link [[Submit willingly|Pound Food Event Slime Submit willingly]]>><<corruption 3>><<pain -8>><<stress -12>><<trauma -24>><<sub 2>><</link>><<deviant4>><<ggcorruption>><<llpain>><<llltrauma>><<llstress>>
<br>
<</if>>
<<link [[Obey|Pound Food Event Slime Obey]]>><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 1>><</link>><<gcorruption>><<lpain>><<lltrauma>><<lstress>>
<br>
<<link [[Defy|Pound Food Event Slime Defy]]>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><</link>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>>
<br>
<<elseif $pound.status gte 80>>
A <<beasttype>> watches you from afar with lust in <<bhis>> eyes, but knows better than to try anything.
<br><br>
<<link [[Next|Pound Food End]]>><<endevent>><</link>>
<br>
<<else>>
A <<beasttype>> approaches you with lust in <<bhis>> eyes. <<bHe>> growls, and bares <<bhis>> fangs.
<br><br>
"Love is in the air," says a member of staff. Several are watching.
<br><br>
<<link [[Submit|Pound Food Rape]]>><<set $molestationstart to 1>><<set $phase to 1>><<sub 3>><<pound_status -9>><</link>><<llpound_status>>
<br>
<<link [[Fight|Pound Food Rape]]>><<set $molestationstart to 1>><<set $phase to 0>><<def 1>><<pound_status 9>><</link>><<ggpound_status>>
<br>
<</if>>
<<elseif $rng gte 33>>
<<endevent>>
<<generate1>><<person1>>
A <<person>> approaches you, leash in hand. "Hold still <<bitch>>," <<he>> says. "We're gonna go on a little walk together."
<br><br>
<<link [[Hold still|Pound Food Still]]>><<sub 1>><</link>>
<br>
<<link [[Run|Pound Food Run]]>><<def 1>><</link>><<athleticsdifficulty 1 600>>
<br>
<<else>>
<<endevent>>
<<link [[Next|Pound Food End]]>><</link>>
<br>
<</if>><<effects>>
You allow the <<person>> to attach the leash to your collar.
<<attach_leash>>
<<He>> leads you through the yard, to a secluded space around the edge of the building, overlooking the sea.
<br><br>
<<He>> grasps your collar directly, and pushes your neck against the earth.
<br><br>
<<link [[Next|Pound Food Human Rape]]>><<set $molestationstart to 1>><</link>>
<br><<effects>>
<<if $athleticsSuccess>>
You bolt around the yard, <span class="green">leading the <<person>> on a merry chase.</span> <<He>> tires before you. The other staff laugh.<<ggpound_status>><<pound_status 9>>
<br><br>
<<link [[Next|Pound Food End]]>><<endevent>><</link>>
<br>
<<else>>
You run around the yard, <span class="red">but the <<person>> cuts you off.</span> <<He>> grasps your collar, and attaches the leash.
<br><br>
<<attach_leash>>
The other staff watch as <<he>> pulls you into a secluded area overlooking the sea. <<He>> holds your collar, and pushes your neck against the earth.
<br><br>
<<link [[Next|Pound Food Human Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Pound Food Human Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Pound Food Human Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The <<person>> detaches the leash from <<his>> collar, and leaves you to return to the <<pound_text>> alone. The staff eye you with smirks, as if aware of what took place.
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<else>>
You break free from the <<persons>> grasp, and run back to the <<pound_text>>. <<He>> snatches at the trailing leash to no avail.
<br><br>
<<generate2>><<person2>>
A <<person>> stops you, grabbing your collar. <<He>> detaches the leash, and laughs at the <<person1>><<person>> chasing after you. "How about you give this one a rest," <<person2>><<he>> says. "Seems <<pshe>> doesn't like you."
<br><br>
Other staff laugh, and the <<person1>><<person>> relents.
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<<detach_leash>>
<<link [[Next|Pound Food End]]>><<set $molestationstart to 1>><</link>><<effects>>
You crawl to the <<beasttype>>, then turn and drop to a submissive position. You wiggle provocatively, and growl.
<<deviancy4>>
<<bHe>> steps towards you, sniffs you, then mounts.
<br><br>
"Love is in the air," says a member of staff. Several are watching.
<br><br>
<<link [[Next|Pound Food Rape]]>><<set $sexstart to 1>><<sub 3>><</link>><<effects>>
You're forced to crawl to the <<beasttype>>, then drop to a submissive position. <<bHe>> growls, and bares <<bhis>> fangs. <<llpound_status>>
<br><br>
"Love is in the air," says a member of staff. Several are watching.
<br><br>
<<link [[Next|Pound Food Rape]]>><<set $molestationstart to 1>><<set $phase to 1>><<sub 3>><<pound_status -9>><</link>><<effects>>
<<if $earSlime.defyCooldown>>
<<if $earSlime.growth gte 100>>
<<set $earSlime.defyCooldown += 2>>
You turn away and move away from the <<beasttype>>. You feel a jolt of pain as the slime punishes you for defiance, however, <span class="red">it doesn't stop you, knowing that it can punish you in other ways.</span>
<<else>>
You turn away and move away from the <<beasttype>>. The slime tries to overpower your will, and feel a jolt of pain as the slime punishes you for defiance, however, <span class="teal">it's still worn out from overpowering you earlier.</span> You feel it try, <span class="green">but fail,</span> to force you to present yourself to the <<beasttype>>.
<</if>>
<br><br>
<<link [[Next|Pound Food End]]>><<endevent>><</link>>
<br>
<<elseif $earSlime.corruption gte (currentSkillValue('willpower') / 10)>>
<<if hasSexStat("deviancy", 4) and $earSlime.growth lt 100>>
<<set $earSlime.defyCooldown += 4>>
<<else>>
<<set $earSlime.defyCooldown += 8>>
<</if>>
The slime tries to assert control. <span class="red">It overpowers your will,</span> forcing you to present yourself to the <<beasttype>>. <<bHe>> growls, and bares <<bhis>> fangs.
<<ggwillpower>><<willpower 3>><<llpound_status>>
<br><br>
"Love is in the air," says a member of staff. Several are watching.
<br><br>
<<link [[Next|Pound Food Rape]]>><<set $molestationstart to 1>><<set $phase to 1>><<sub 3>><<pound_status -9>><</link>>
<<else>>
The slime tries to assert control, <span class="green">but you fight it,</span> and manage to wrench yourself away from the <<beasttype>>.
<<gwillpower>><<willpower 1>>
<br><br>
<<link [[Next|Pound Food End]]>><<endevent>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<if $phase is 1>>
You assume a submissive posture, inviting the <<beasttype>> to your body.
<<else>>
You smack the <<beasttype>> across the nose. <<bHe>> backs off, but prepares to attack.
<<set $enemyanger += 100>>
<</if>>
<<elseif $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<beastCombatInit>>
<<npc_attempt_sex>>
<</if>>
<<effects>>
<<effectsman>>
<br><br>
<<beast $enemyno>>
<br><br>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Pound Food Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Pound Food Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation knot>>
<<if _knotted>>
The staff gather around, snapping pictures of the two of you, linked together by the <<beasttype>>'s <<print $NPCList[0].penisdesc>>.
<br><br>
"Nice to see a <<bitch>> getting <<bred>> proper."
<br>
"Gonna take a selfie."
<br>
"This <<girl>> is enjoying it."
<br><br>
<<pass 5>>
The comments continue, until at last the knot empties enough for the <<beasttype>> to wriggle it out with a plop. Semen oozes down your thighs.
<br><br>
<<endcombat>>
<<clotheson>>
<<tearful>> you put some distance between yourself and the crowd. You're not sure if you've dignity to save.
<br><br>
<<link [[Next|Pound Food End]]>><</link>>
<br>
<<else>>
Satisfied, the <<beasttype>> licks <<bhimself>>, leaving you be. <<tearful>> you put some distance between you and the <<beasttype>>.<<lpound_status>><<pound_status -3>>
<br><br>
<<clotheson>>
<<endcombat>>
<<generate1>><<person1>>
"Good dog," a <<person>> says, reaching to pat your head.
<br><br>
<<link [[Endure|Pound Food Endure]]>><<sub 1>><</link>>
<br>
<<link [[Whack the hand away|Pound Food Whack]]>><<ltrauma>><<gpain>><<def 1>><<pound_status 3>><</link>><<gpain>><<gpound_status>>
<br>
<<if ($wolfgirl gte 6 or ($transformationParts.wolf.tail isnot "hidden" and $transformationParts.wolf.tail isnot "disabled")) and !$worn.face.type.includes("gag")>>
<<link [[Bite|Pound Food Bite]]>><<trauma -6>><<transform wolf 1>><<def 1>><<pound_status 3>><</link>><<gpound_status>><<ltrauma>><<wolfgirl>>
<br>
<</if>>
<</if>>
<<else>>
The <<beasttype>> lowers <<bhis>> head in submission, and scurries away.<<pound_status 3>><<gpound_status>>
<br><br>
"A shame," remarks one member of staff. "Was hoping to see this <<bitch>> get <<bred>>."
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Pound Food End]]>><</link>>
<br>
<</if>><<effects>>
<<set _tf to checkTFparts()>>
You endure as the <<person>> pats your head. "Who's a good <<girl>>," <<he>> says. "You are."
<<if _tf.foxTail or _tf.wolfTail or _tf.catTail or _tf.cowTail or _tf.birdTail>>
<<if $submissive gte 1250>>
You can't help but wag your tail happily at <<his>> comment. <<ltrauma>><<trauma -2>>
<<else>>
You hold back the instinct to wag your tail at <<his>> comment.<<gstress>><<stress 2>>
<</if>>
<br><br>
<</if>>
The other staff watch with amusement.
<br><br>
<<link [[Next|Pound Food End]]>><<endevent>><</link>>
<br><<effects>>
You whack the <<persons>> arm away. <<He>> laughs, <span class="red">then delivers a stinging backhand to your face.</span> "You'll soon learn your place, <<bitch>>."
<br><br>
<<link [[Next|Pound Food End]]>><<endevent>><</link>>
<br><<effects>>
You lower your head, an invitation, only to raise your mouth at the last moment. Your <<if $transformationParts.traits.fangs isnot "disabled">>fangs<<else>>teeth<</if>> sink into <<his>> flesh. <<He>> cries out in agony and jumps backwards, tripping and landing on <<his>> back. The other staff laugh at <<his>> expense as <<he>> scrambles away.
<br><br>
<<link [[Next|Pound Food End]]>><<endevent>><</link>>
<br><<effects>>
The staff herd you back into the pound interior, alongside the other <<pound_text>>. They grab each by the collar, and pull them into the appropriate cages. You find yours on your own.
<<generate1>><<person1>>
"Well aren't you a clever <<girl>>," remarks a <<person>>.
<br><br>
<<link [[Next|Pound Cage]]>><<endevent>><</link>><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Pound Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Pound Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation "short">>
<<He>> staggers backwards, into the opposite cage. You jump forward, and slam the door shut. The lock falls into place, trapping <<him>>.
<br><br>
<<tearful>> you leave <<him>> to shake the cage in a fury.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Pound Escape]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
The <<person>> staggers backwards, into the opposite cage. You jump forward, and slam the door shut. The lock falls into place, trapping <<him>>.
<br><br>
<<tearful>> you leave <<him>> to shake the cage in a fury.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Pound Escape]]>><</link>>
<<else>>
<<tearful>> you fall to the ground. You're too hurt to continue fighting. The <<person>> stands over you with a menacing grin, holding a taut leash between <<his>> hands.
<br><br>
<<He>> attaches the leash to your collar, and pulls you outside, into a courtyard surrounded by wall and fence.
<br><br>
<<clotheson>>
<<attach_leash>>
<<link [[Next|Pound Punishment]]>><</link>>
<</if>><<effects>>
The <<pound_text>> watch as you are strapped into a pillory.
<br><br>
The <<person>> whistles, and slaps your exposed <<bottom>>. "Come on," <<he>> says. "Take your frustrations out on this disobedient bitch."
<br><br>
<<endcombat>>
<<beastNEWinit 6 dog>>
<<if $monster is 1 or $bestialitydisable is "f">>
You feel a nose prod you from behind.
<br><br>
<<link [[Next|Pound Punishment Beast]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<endevent>>
<<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>>
Footsteps and approving murmurs approach from behind.
<br><br>
<<link [[Next|Pound Punishment Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<set $position to "wall">>
<<set $walltype to "pillory">>
<<set $head to "grappled">>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Pound Punishment Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Pound Punishment Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
They walk away. <<tearful>> you hang in the pillory.
<br><br>
<<clotheson>>
<<endcombat>>
<<else>>
They form a semicircle behind you.
<br><br>
"What you afraid of?" the <<person>> asks the others. No one responds. They turn and walk away.
<br><br>
<<tearful>> you hang in the pillory.
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<<generate1>><<person1>>
Footsteps approach. "Serves you right," a <<person>> says, freeing you. "Get with the others. Go on, get!"
<br><br>
<<pound_punishment_links>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<beastTrainGenerate>>
<<set $position to "wall">>
<<set $walltype to "pillory">>
<<set $head to "grappled">>
<</if>>
<<effects>>
<<effectsman>>
<br><br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Pound Punishment Beast End]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Pound Punishment Beast]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyhealth lte 0>>
<<beastwound>>
<<if $combatTrain.length gt 0>>
The <<beasttype>> recoils in pain and fear, but another is eager for a go.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Pound Punishment Beast]]>><</link>>
<<else>>
The <<beasttype>> recoils in pain and fear.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Pound Punishment Beast End]]>><<set $finish to 1>><</link>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<if $combatTrain.length gt 0>>
Satisfied, the <<beasttype>> moves and another takes its turn.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Pound Punishment Beast]]>><</link>>
<<else>>
Satisfied, the <<beasttype>> moves away from you.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Pound Punishment Beast End]]>><<set $finish to 1>><</link>>
<</if>>
<<else>>
<<if $enemywounded is 1 and $enemyejaculated is 0>>
The <<beasttype>> whimpers and flees.
<<elseif $enemywounded is 0 and $enemyejaculated is 1>>
Satisfied, the <<beasttype>> leaves.
<<elseif $enemywounded gte 2 and $enemyejaculated is 0>>
Feeling that you're more trouble than you're worth, the beasts flee.
<<elseif $enemywounded is 0 and $enemyejaculated gte 2>>
The beasts leave you spent and shivering.
<<elseif $enemywounded gte 1 and $enemyejaculated gte 1>>
The beasts leave you spent and shivering.
<</if>>
<br><br>
<<tearful>> you hang there, locked in the pillory.
<br><br>
<<clotheson>>
<<endcombat>>
<<generate1>><<person1>>
Footsteps approach. "Serves you right," a <<person>> says, freeing you. "Get with the others. Go on, get!"
<br><br>
<<pound_punishment_links>>
<br>
<</if>><<effects>>
<<run delete $pound.door>>
The <<pound_text>> and caged employee yap at you. The commotion will attract attention. You'll be caught soon.
<br><br>
Just running out shouldn't be difficult. You could free the <<pound_text>>, but you'd need a set of keys. The employee only had the one for your cell.
<br><br>
You could also investigate what they're up to here, but the metal door near your cage is sealed by a padlock.
<br><br>
<<link [[Escape|Pound Escape Front]]>><</link>><<note "Simple" "green">>
<br>
<<set $skulduggerydifficulty to 500>>
<<link [[Find the keys|Pound Escape Back]]>><<set $skulduggerydifficulty to 500>><</link>><<skulduggerydifficulty>>
<br>
<<set $skulduggerydifficulty to 1000>>
<<link [[Investigate|Pound Escape Deep]]>><<set $skulduggerydifficulty to 1000>><</link>><<skulduggerydifficulty>>
<br><<effects>>
You rush down the hall, and into the front courtyard. The gate ahead is ajar. You escape onto the street outside.
<br><br>
<<set $worn.face.type.push("broken")>>
<<faceruined>>
<<badEndTrackingEnd "Pound" { reason: "escaped" }>>
<<link [[Next|Starfish Street]]>><</link>>
<br><<effects>>
You rush down the hall, and into the back courtyard.
<<generate1>><<person1>>
A <<person>> stomps towards you, a leash in <<his>> hand. A keychain rattles at <<his>> hip. "Got ourselves a runaway," <<he>> says. "I know just how to treat a stubborn pooch."
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<<He>> lunges for you, and tries to grapple you with both arms. <span class="green">You duck aside,</span> and deliver a solid whack to <<his>> shin. <<He>> gropes the air after you, but the force of your blow knocks <<him>> to <<his>> knees.
<br><br>
You snatch the leash as <<he>> drops it, and whirl it around <<him>>, binding <<him>> tight before <<he>> knows what's happening. "What are you-" You snatch the keys next, and leave <<him>> to strain against the binds. It won't hold long, but it should hold long enough.
<br><br>
<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">That was too easy. You didn't learn anything.</span>
<br><br>
<</if>>
<<link [[Next|Pound Escape Free]]>><<endevent>><</link>>
<br>
<<else>>
<<He>> lunges for you, and tries to grapple you with both arms. You duck aside, <span class="red">but trip.</span> <<Hes>> soon atop you.
<br><br>
<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">That was too easy. You didn't learn anything.</span>
<br><br>
<</if>>
<<link [[Next|Pound Escape Fight]]>><<set $fightstart to 1>><</link>>
<br>
<</if>><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Pound Escape Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Pound Escape Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation "short">>
<<He>> falls to <<his>> knees, too enraptured to notice you swipe the keys from <<his>> hip.
<br><br>
<<tearful>> you dash back inside.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Pound Escape Free]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
<<He>> falls to <<his>> knees, too hurt to notice you swipe the keys from <<his>> hip.
<br><br>
<<tearful>> you dash back inside.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Pound Escape Free]]>><</link>>
<br>
<<else>>
<<tearful>> you fall to the ground. You're too hurt to continue fighting.
<br><br>
<<He>> attaches a leash to your collar, and pulls you into the rear courtyard.
<<clotheson>>
<<attach_leash>>
<<link [[Next|Pound Punishment]]>><</link>>
<</if>><<effects>>
<<famegood 20>><<badEndTrackingEnd "Pound" { reason: "poundEscapeCages" }>>
You run back into the pound proper while examining the keychain. Each key is numbered, tied to a corresponding cage. You open them one by one, freeing the <<pound_text>> within. Some stop to lick you, while others rampage deeper into the pound. You hear confused shouting soon after.
<br><br>
The staff occupied, you explore the adjoining staff room, and find a spare shirt and <<print playerBellySize() gte 8 ? "sweatpants" : "jeans">>.
<br><br>
<<link [[Dress|Pound Escape Free Dress]]>><</link>>
<br>
<<link [[Just leave|Pound Escape Free No Dress]]>><</link>>
<br><<effects>>
You get dressed. An alarm rings out, but the staff are too busy to stop you strolling into the front courtyard and through the open gate, onto the street outside.
<br><br>
<<set $worn.face.type.push("broken")>>
<<faceruined>>
<<upperwear 33>>
<<if playerBellySize() gte 8>><<lowerwear 67>><<else>><<lowerwear 22>><</if>>
<<link [[Next|Starfish Street]]>><</link>>
<br><<effects>>
<<set $worn.face.type.push("broken")>>
<<faceruined>>
The staff are too busy to stop you strolling into the front courtyard and through the open gate, onto the street outside.
<br><br>
<<link [[Next|Starfish Street]]>><</link>>
<br><<effects>>
You turn away from the courtyards and cages, and face the metal door. "Don't you dare," the caged employee warns as you crouch beside the padlock. "Hey! Someone!"
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
You hear shouting from the yard, and the thud of approaching feet. <span class="green">The padlock clicks open.</span> You pull it wide, and slip inside.
<br><br>
<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">That was too easy. You didn't learn anything.</span>
<br><br>
<</if>>
<<link [[Next|Pound Escape Secret]]>><</link>>
<br>
<<else>>
You hear shouting from the yard. You're still fighting with the lock when reinforcements arrive. <<generate1>><<generate2>><<generate3>><<generate4>><<person1>>There are four of them.
<br><br>
"A runaway, aye?" a <<person1>><<person>> asks. "Be a good bitch and come quietly."
<br><br>
<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">That was too easy. You didn't learn anything.</span>
<br><br>
<</if>>
<<link [[Go quietly|Pound Escape Quiet]]>><</link>>
<br>
<<link [[Fight|Pound Fight]]>><<set $fightstart to 1>><</link>>
<br>
<</if>><<effects>>
You drop to your hands and knees. The <<person>> crouches beside you, and affixes a leash to your collar. "There's a good bitch. Don't think you're getting out of this easy though."
<br><br>
<<He>> pulls you after <<him>>, into the rear courtyard.
<br><br>
<<attach_leash>>
<<link [[Next|Pound Punishment]]>><</link>>
<br><<effects>>
You're in an office. There's a desk with a computer, and another entrance on the far side of the room, but you don't stop to investigate. You grab the chair and prop it up against the door a moment before a weight thuds into it from the other side.
<br><br>
You're not sure how long you have. You hope you can get out the other way.
<br><br>
<<if $bailey_pound gte 1>>
You dash for the opposite door. It opens without trouble, revealing a dark stone tunnel.
<br><br>
<<link [[Next|Pound Escape Secret 2]]>><</link>>
<br>
<<else>>
<<link [[Next|Pound Escape Computer]]>><</link>>
<br>
<</if>><<effects>>
You kneel in front of the computer. Signing in requires a password. You guess, and get lucky. "<<print either("Password","Admin","Dog","Pound")>>" it is.
<br><br>
You find a live camera feed to other parts of the pound. Four employees stand in front of the metal door to this room, two of them banging against it. There are also cameras in the courtyards, and another looking down a stone tunnel. It disappears into the dark.
<br><br>
There are a number of files on the desk. The topmost lists newly arrived "dogs", and departures. Your name is on there. The letter "<span class="red">B</span>" has been scrawled over it in red ink.
<br><br>
You take the file, and dash for the door opposite the entrance. It opens without trouble, revealing a dark stone tunnel.
<br><br>
<<link [[Next|Pound Escape Secret 2]]>><</link>>
<br><<effects>>
<<pass 3>>
Devoid of any light, you're forced to walk, feeling along the wall as you walk. The ground is smooth and straight at first, until you almost trip over loose rock. You pass an adjoining tunnel, but your hand finds a boulder instead not far up. It might have led somewhere once, but has since caved in.
<br><br>
You return to the original tunnel. It bends, revealing <<if Time.dayState is "night">>moonlight<<else>>daylight<</if>> up ahead.
<br><br>
<<link [[Next|Pound Escape Secret 3]]>><</link>>
<br><<effects>>
You emerge part way up a cliff, above the beach. You hear traffic above. The beach below isn't far,
<<athleticsdifficulty 0 300 true>>
<<if $athleticsSuccess>>
<span class="green">and you manage to clamber down the rock without issue.</span>
<<else>>
<span class="red">but the rock is slick with water, and you slip to the sand below.</span><<gstress>><<gpain>><<stress 6>><<pain 4>>
<</if>>
<br><br>
<<if $bailey_pound is undefined>>
<<set $bailey_pound to 1>>
<span class="gold">Perhaps you should confront Bailey about the document you found.</span>
<br><br>
<</if>>
<<set $worn.face.type.push("broken")>>
<<faceruined>>
<<badEndTrackingEnd "Pound" { reason: "poundEscapeDoor" }>>
<<link [[Next|Beach]]>><<endevent>><</link>>
<br><<endevent>>
<<effects>>
You lie on the hard floor.
<br><br>
<<generateSleepLinks "Pound Sleep">>
<<link [[Rise|Pound Cage]]>><<endevent>><<loadTempHairStyle>><</link>>
<br><br><<set _autosavehere to true>>
<<sleep>>
<<effects>>
<<wakingEffects $sleepHoursTotal>>
<<if ["dryheaving","nausea"].includes(_wakingEffect)>>
<br><br>
You slept soundly, but now feel a little rough.
<br><br>
<<elseif $nightmares gte 1 and $controlled is 0>>
You <<if _wakingEffect>>dreamed of<<else>>dream you are<</if>> hunted by something <<if ["haunt", "despair"].includes($wraith.state) and $rng lte 25>>pale<<else>>dark<</if>> and terrible.
<<else>>
<<if $specialClothesEffects.bimboTotal gte random(100,1000) or $arousal gte ($arousalmax / 10) * 9>>
Your sleep <<if _wakingEffect>>was<<else>>is<</if>> plagued by dirty dreams.
<<arousal `$specialClothesEffects.bimboTotal / 10 * $sleepHoursTotal`>>
<<arousal `100 * $sleepHoursTotal`>>
<<if $arousal gte $arousalmax>>
They push you over the edge.
<<orgasm>><<set _orgasm to true>>
<<else>>
<br><br>
<</if>>
<<elseif !_wakingEffect>>
You sleep soundly.
<br><br>
<<else>>
<br><br>
<</if>>
<</if>>
<<sleepeffects>>
<<if _sleepinterrupt>>
You're awoken by chorus of barking.
<br><br>
<<link [[Next|Pound Cage]]>><<endevent>><</link>>
<br>
<<else>>
<br><br>
<<link [[Rise|Pound Cage]]>><<endevent>><</link>>
<br><br>
<</if>><<effects>>
You crawl after the <<person>>, along the corridor, emerging in a courtyard behind the building. A fence separates it from a clifftop, and the sea beyond.
<br><br>
<<He>> grasps your collar, and attaches a leash.
<br><br>
<<attach_leash>>
<<link [[Next|Pound Show]]>><<endevent>><</link>>
<br><<effects>>
<<generate1>><<person1>>
An obstacle course has been set up on the grass. Four <<pound_text>> sit in front of it, surrounded by well-dressed <<people>>.
<br><br>
"Aha," says one, a <<person>>. "This <<girl>> will do nicely." <<He>> takes your leash, and pulls you to the end of the line. "Sit."
<br><br>
<<link [[Sit|Pound Show Sit]]>><<sub 1>><</link>>
<br>
<<link [[Refuse|Pound Show Refuse]]>><<def 1>><<pain 4>><</link>><<gpain>>
<br><<effects>>
You sit as commanded, joining the <<pound_text>>. "I think we're set," the <<person>> says, removing your leash. From here you can see five duplicates of each obstacle. There's going to be a race.
<br><br>
"Just a friendly competition," the <<person>> says. "The winner will star in a show on Danube Street. <span class="gold">That means you get to leave the pound.</span> Isn't that nice?"
<br><br>
<<He>> retrieves a stopwatch from a table at the end of the contestants. "On your marks. Get set. Go!"
<br><br>
The other <<pound_text>> rush towards the course.
<br><br>
<<link [[Compete (0:05)|Pound Show Compete]]>><<pass 5>><<detach_leash>><</link>>
<br>
<<link [[Refuse|Pound Show Compete Refuse]]>><<def 3>><</link>>
<br><<effects>>
You refuse to sit. The <<person>> grasps your collar, and jerks your neck towards the ground. "Now now," <<he>> says in a low voice. "Best be a good <<bitch>>. The winner gets to star in a show on Danube Street. <span class="gold">That means you get to leave the pound.</span> Isn't that nice?"
<br><br>
<<He>> retrieves a stopwatch from a table at the end of the contestants. "On your marks. Get set. Go!"
<br><br>
The other <<pound_text>> rush towards the course.
<br><br>
<<link [[Compete (0:05)|Pound Show Compete]]>><<pass 5>><<detach_leash>><</link>>
<br>
<<link [[Refuse|Pound Show Compete Refuse]]>><<def 3>><</link>>
<br><<effects>>
You remain obstinate, and refuse to budge as the <<pound_text>> compete. The <<person>> shoots you a dark look, but the others are too busy watching the <<pound_text>> tackle the obstacles to pay you much attention.
<br><br>
The <<person>> takes your leash and pulls you back inside, towards your cage. <<He>> slams the cage door behind you.
<br><br>
<<detach_leash>>
<<link [[Next|Pound Cage]]>><<endevent>><</link>>
<br><<effects>>
<<endevent>>
<<beastNEWinit 4 dog>>
You crawl towards the obstacle course as fast as your posture will allow. The first up is the slalom. The <<pound_text>> weave between them without difficulty.
<br><br>
<<pound_compete_text>>
<br><br>
<<link [[Intimidate|Pound Show Compete Intimidate]]>><</link>><<skill_difficulty $pound.status "Respect" 40 100>>
<br>
<<link [[Weave|Pound Show Compete Skill]]>><</link>><<dancedifficulty 1 1000>>
<br><<effects>>
You catch a <<beasttype 0>>'s eye as you weave between the poles, and bare your <<if $transformationParts.traits.fangs isnot "disabled">>fangs<<else>>teeth<</if>>.
<<if $pound.status gte random(40, 100)>>
<span class="green"><<bHe 0>> bows <<bhis 0>> head and slows, letting you overtake.</span>
<<set $pound.compete += 1>>
<<else>>
<span class="red"><<bHe 0>> bares <<bhis 0>> teeth in return,</span> unimpressed.
<</if>>
<br><br>
A tunnel is up next.
<<if $physiquesize gte 16000>>
<span class="pink">It'll be a tight squeeze.</span><<large_text>>
<<elseif $physiquesize gte 12000>>
<span class="purple">It'll be a bit of a squeeze.</span><<large_text>>
<<elseif $physiquesize gte 10000>>
<span class="teal">There's enough room.</span><<small_text>>
<<else>>
<span class="green">There's plenty of room.</span><<small_text>>
<</if>>
<br><br>
<<pound_compete_text>>
<br><br>
<<link [[Next|Pound Show Compete 2]]>><</link>>
<br><<effects>>
You weave between the poles as fast as you can,
<<if $danceSuccess>>
<span class="green">overtaking a struggling <<beasttype 0>>.</span>
<<set $pound.compete += 1>>
<<else>>
<span class="red">but not fast enough to catch up with the others.</span>
<</if>>
<br><br>
A tunnel is up next.
<<if $physiquesize gte 16000>>
<span class="pink">It'll be a tight squeeze.</span><<large_text>>
<<elseif $physiquesize gte 12000>>
<span class="purple">It'll be a bit of a squeeze.</span><<large_text>>
<<elseif $physiquesize gte 10000>>
<span class="teal">There's enough room.</span><<small_text>>
<<else>>
<span class="green">There's plenty of room.</span><<small_text>>
<</if>>
<br><br>
<<pound_compete_text>>
<br><br>
<<link [[Next|Pound Show Compete 2]]>><</link>>
<br>The <<pound_text>> disappear into the colourful tunnel. The watching <<people>> cheer on their favourites. It sounds like they've made bets.
<br><br>
<<link [[Intimidate|Pound Show Compete 2 Intimidate]]>><</link>><<skill_difficulty $pound.status "Respect" 40 100>>
<br>
<<link [[Squeeze through|Pound Show Compete 2 Skill]]>><</link>>
<<if $physiquesize gte 16000>>
<<large_text>><<physiquedifficulty 12000 16000>>
<<elseif $physiquesize gte 12000>>
<<large_text>><<physiquedifficulty 6000 12000>>
<<elseif $physiquesize gte 10000>>
<<small_text>><<physiquedifficulty 2000 8000>>
<<else>>
<<small_text>><<physiquedifficulty 1 2000>>
<</if>>
<br><br><<effects>>
<<if $pound.status gte random(40, 100)>>
You shove the <<beasttype 1>> beside you, before it enters the tunnel. You don't push <<bhim 1>> hard, <span class="green">but it's enough.</span> <<bHe 1>> stops short of the tunnel, allowing you to pull ahead.
<<set $pound.compete += 1>>
<br><br>
<<else>>
You shove the <<beasttype 1>> beside you, before it enters the tunnel. <<bHe 1>> shoves you back, <span class="red">knocking you aside</span> and pulling ahead.
<br><br>
<</if>>
You squeeze through, and emerge on the other side.
<br><br>
<<pound_compete_text>>
<br><br>
<<link [[Next|Pound Show Compete 3]]>><</link>>
<br><<effects>>
You squeeze into the tunnel. You almost get stuck on the other side,
<<if $physiqueSuccess>>
<span class="green">but manage to pull yourself through.</span>
<<set $pound.compete += 1>>
<br><br>
<<else>>
<span class="red">but your <<bottom>> gets stuck!</span> You hear laughter from behind.
<br><br>
"Let's help <<phim>> out," says a voice. A moment later a boot presses against your rear, forcing you into the tube. You manage to squeeze through to the other side.
<</if>>
<br><br>
<<pound_compete_text>>
<br><br>
<<link [[Next|Pound Show Compete 3]]>><</link>>
<br><<effects>>
You approach the hurdle. The <<beasttype 3>> in the lead makes it over, followed by the <<beasttype 2>> behind <<bhim 3>>.
<br><br>
<<link [[Intimidate|Pound Show Compete 3 Intimidate]]>><</link>><<skill_difficulty $pound.status "Respect" 40 100>>
<br>
<<link [[Jump|Pound Show Compete 3 Skill]]>><</link>><<athleticsdifficulty 1 1000>>
<br><<effects>>
You release a sharp bark right before the <<beasttype 2>> ahead of you attempts the jump,
<<if $pound.status gte random(40, 100)>>
frightening it. <span class="green">It jumps too soon,</span> and lands on the hurdle with a yelp. You time your own jump more carefully, and pull ahead.
<br><br>
<<set $pound.compete += 1>>
<<else>>
<span class="red">but it ignores you,</span> sailing over the hurdle without difficulty. You're unable to catch up.
<br><br>
<</if>>
<<pound_compete_text>>
<br><br>
<<link [[Next|Pound Show Compete 4]]>><</link>>
<br><<effects>>
You put your weight on your legs,
<<if $athleticsSuccess>>
<span class="green">and launch yourself over the hurdle.</span>
<<set $pound.compete += 1>>
<br><br>
<<else>>
<span class="red">but fail to launch yourself all the way over the hurdle.</span> It collides with your knees, much to the amusement of the <<people>> watching.<<gpain>><<pain 4>>
<br><br>
<</if>>
<<pound_compete_text>>
<br><br>
<<link [[Next|Pound Show Compete 4]]>><</link>>
<br><<effects>>
A trench has been dug through the middle of the course, and filled with rainwater.
<br><br>
<<link [[Intimidate|Pound Show Compete 4 Intimidate]]>><</link>><<skill_difficulty $pound.status "Respect" 40 100>>
<br>
<<link [[Swim|Pound Show Compete 4 Skill]]>><</link>><<swimmingdifficulty 1 1000>>
<br><<effects>>
You jump into the water, making a prodigious splash.
<<if $pound.status gte random(40, 100)>>
<span class="green">It has the intended effect.</span> A <<beasttype 3>>, already wary of the water, receives a cold splash to the face. <<bHe 3>> whimpers and hesitates, only commencing after threats from the <<people>> observing.
<br><br>
You pull ahead.
<br><br>
<<set $pound.compete += 1>>
<<else>>
A <<beasttype 3>> receives a faceful of water, <span class="red">but <<bhe 3>> doesn't slow.</span>
<br><br>
<</if>>
<br><br>
You emerge from the water, and enter the final stretch. There's a bridge up ahead. The first to cross is the winner.
<br><br>
<<pound_compete_text>>
<br><br>
<<link [[Next|Pound Show Compete 5]]>><</link>>
<br><<effects>>
You dive into the water.
<<if $swimmingSuccess>>
It's cold, <span class="green">but you remain focused,</span> and emerge on the opposite bank without trouble.
<br><br>
<<set $pound.compete += 1>>
<<else>>
<span class="red">The cold shocks you,</span> and for a gasping moment you forget you're in a race.<<gstress>><<stress 6>>
<br><br>
<</if>>
You emerge from the water, and enter the final stretch. There's a bridge up ahead. The first to cross is the winner.
<br><br>
<<pound_compete_text>>
<br><br>
<<link [[Next|Pound Show Compete 5]]>><</link>>
<br><<effects>>
You approach the bridge.
<<if $pound.compete gte 5>>
You're in the lead, but a <<beasttype 3>> is right on your heels.
<<else>>
The <<beasttype 3>> leading the race scrambles up the ramp ahead.
<</if>>
<br><br>
<<link [[Intimidate|Pound Show Compete 5 Intimidate]]>><</link>><<skill_difficulty $pound.status "Respect" 40 100>>
<br>
<<link [[Crawl as fast as you can|Pound Show Compete 5 Skill]]>><</link>><<athleticsdifficulty 1 1000>>
<br><<effects>>
You bark as you thunder up the ramp.
<<if $pound.status gte random(40, 100)>>
<span class="green">The sound of your voice startles the <<beasttype 3>>,</span> and <<bhe 3>> almost loses <<bhis 3>> balance.
<br><br>
<<set $pound.compete += 1>>
<<else>>
<span class="red">The <<beasttype 3>> ignores your voice,</span> and rushes over the bridge without trouble.
<br><br>
<</if>>
<<link [[Next|Pound Show Compete End]]>><</link>>
<br><<effects>>
You crawl up the ramp and over the bridge as fast as you can,
<<if $athleticsSuccess>>
<span class="green">sliding down the far ramp on wet hands and knees.</span>
<<set $pound.compete += 1>>
<<else>>
<span class="red">but you slip and slide on your wet hands and knees,</span> and almost fall.
<</if>>
<br><br>
<<link [[Next|Pound Show Compete End]]>><</link>>
<br><<effects>>
<<if $pound.compete gte 5>>
<<endevent>>
You make it to the bottom of the ramp and across the finish line. <span class="green">First place!</span> Some of the <<people>> watching cheer while others throw down hats in dismay.
<br><br>
<<generate1>><<person1>>"Good <<girl>>," says a <<person>> as <<he>> attaches a leash to your collar. "I hope you're not too tired. You've a show to perform."
<<attach_leash>>
<br><br>
<<link [[Next|Pound Show End 2]]>><</link>>
<br>
<<else>>
<span class="red">The <<beasttype 3>> is the first to make it across the finish line.</span> Some of the <<people>> watching cheer while others throw down hats in dismay.
<br><br>
<<endevent>>
A <<generate1>><<person1>><<person>> rushes over to take the winner to their "reward", while you and the other <<pound_text>> are returned to your cages.
<br><br>
<<link [[Next|Pound Cage]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
The <<person>> pulls you into the front courtyard, towards a waiting van. The well-dressed <<people>> follow behind, stealing pats to your <<bottom>> as they're able.
<br><br>
The <<person>> bundles you into the back of the vehicle, and slams the door behind you. There are no windows. The engine roars into life.
<br><br>
<<link [[Stand|Pound Show End Stand]]>><<pain 4>><<stress 6>><<trauma -6>><</link>><<gpain>><<gstress>><<ltrauma>>
<br>
<<link [[Remain on the floor|Pound Show End Floor]]>><<trauma 6>><</link>><<gtrauma>>
<br><<effects>>
<<pass 5>>
There's no reason to still act like a dog while alone. You recoup some dignity by standing during the journey, balancing yourself against two walls as the van starts and stops.
<br><br>
It's a short journey. The <<person>> opens the doors and jerks you back to the floor by your leash. "No time for tricks," <<he>> says. "Your audience is waiting."
<br><br>
<<link [[Next|Pound Show End 3]]>><</link>>
<br><<effects>>
<<pass 5>>
You remain on all fours like a good dog, despite being alone.
<br><br>
It's a short journey. The <<person>> opens the doors and takes your leash. "Come on," <<he>> says. "Your audience is waiting."
<br><br>
<<link [[Next|Pound Show End 3]]>><</link>>
<br><<effects>>
You're in a well-kept garden outside a mansion. You see Danube Street through the gate behind you, and hear voices from a pavilion up ahead. The <<person>> holds the leash, and pulls you behind <<him>>.
<br><br>
<<generatey2>>
You enter the pavilion. It's full of <<people>> in their finest, chatting while servants wheel around with trays of drinks and canapés. <<covered>> You were almost getting used to nudity at the pound, but this is different. Worse, you recognise one of the servants, a <<person2>><<person>> from the orphanage. <<His>> eyes meet yours, and <<he>> looks away with a blush.<<ggtrauma>><<gstress>><<trauma 12>><<stress 6>>
<br><br>
<<link [[Next|Pound Show End 4]]>><</link>>
<br><<effects>>
You become the centre of attention. The practised applause contrasts their leers as the <<person1>><<person>> leads you to a stage in the middle.
<br><br>
<<link [[Obey|Pound Show End Obey]]>><<sub 1>><</link>>
<br>
<<link [[Defy|Pound Show End Refuse]]>><<def 1>><<pain 8>><</link>><<ggpain>>
<br><<effects>>
You do as instructed, and crouch in an upright position. "Good <<girl>>," the <<person>> says. The guests crowd closer.
<br><br>
"What a fine specimen."
<br>
"Good strong legs."
<br>
"What breed is it?"
<br><br>
You remain still as they comment. You don't see the <<person2>><<person>> anywhere.
<br><br>
<<link [[Next|Pound Show End 5]]>><<pass 30>><</link>>
<br><<effects>>
You glare at the <<person>>. <<He>> yanks your leash, forcing you forward and leaving you flat on the stage. <<He>> presses <<his>> foot against your back, holding you down. The guests crowd closer.
<br><br>
"A feisty one."
<br>
"That's a winner for you."
<br>
"What breed is it?"
<br><br>
You remain still as they comment. You don't see the <<person2>><<person>> anywhere.
<br><br>
<<link [[Next|Pound Show End 5]]>><<pass 30>><</link>>
<br><<effects>>
The <<person1>><<person>> holds you still as the guests continue to talk about you like you don't understand them. They sometimes reach and grope.
<br><br>
<<generate3>><<person3>>
"Looks healthy and fertile," a <<person>> says after a while. <<He>> reaches for your <<genitals>>. "May I?" The <<person1>><<person>> nods,<<person3>>
<<if (!$player.vaginaExist and playerChastity("cage")) or playerChastity("hidden")>>
and the <<person>> tugs on your <<print $worn.genitals.name>>.
<br><br>
<<if $worn.genitals.name is "chastity parasite">>
"Some sort of parasite," the <<person1>><<person>> says, sheepish. "Though it might be for the best. These mutts breed like rabbits."
<<else>>
"Lost the key," the <<person1>><<person>> says, sheepish. "Though it might be for the best. These mutts breed like rabbits."
<</if>>
<br><br>
<<else>>
<<if $player.penisExist and $player.vaginaExist and playerChastity("cage")>>
and the <<person>> takes your caged <<penis>> between <<his>> fingers. "Aha, there's a pussy here as well. How unique!"
<br><br>
<<He>> strokes your <<pussy>> with <<his>> with a forefinger. The audience looks on, transfixed by the spectacle.
<br><br>
<<elseif $player.penisExist and $player.vaginaExist>>
and the <<person>> takes your <<penis>> between <<his>> fingers. "Aha, there's a pussy here as well. How unique!"
<br><br>
<<He>> runs <<his>> fingers up and down your length, while stroking your <<pussy>> with <<his>> other hand. The audience looks on, transfixed by the spectacle.
<br><br>
<<elseif $player.penisExist>>
and the <<person>> takes your <<penis>> between <<his>> fingers. "Feels healthy. But we must be sure." <<He>> runs <<his>> fingers up and down your length. The audience looks on, transfixed by the spectacle.
<br><br>
<<else>>
and the <<person>> strokes your <<pussy>> with a forefinger. "Feels healthy. But we must be sure." <<He>> inserts the finger, parting you. A trickle of fluid runs down your thigh. The audience looks on, transfixed by the spectacle.
<br><br>
<</if>>
<<His>> molestation continues, until your body shakes and trembles. <<orgasm>>
<</if>>
<br><br>
"Delightful!"
<br>
"Yup, <<pshes>> a healthy one."
<br>
<<if ($bestialitydisable is "f" or $monsterchance gte 1) and $pregnancyspeechdisable is "f">>
<<if $player.penisExist>>
"You should have <<phim>> sire some pups."
<<else>>
"You should have pups put in <<phim>>."
<</if>>
<</if>>
<br><br>
<span class="blue">You hear a scream outside the pavilion.</span>
<br><br>
<<link [[Next|Pound Show End 6]]>><</link>>
<br><<effects>>
<<generate4>><<generate5>><<npc Bailey 6>>
The audience turns to face three newcomers. <span class="blue">It's Bailey.</span> The <<person1>><<person>> drops your leash, and runs in the opposite direction, only to be grappled by two of Bailey's thugs.
<br><br>
The <<person2>><<person>> enters the pavilion after Bailey, and scurries towards you. <<He>> helps you to your feet, wraps a towel around your body, and steers you from the pavilion.
<br><br>
<<towelup>>
The entrance flaps shut behind you. You hear a shattering of glass.
<br><br>
<<link [[Next|Pound Show End 7]]>><</link>>
<br><<effects>>
<<earnFeat "Pounded Pound">><<badEndTrackingEnd "Pound" { reason: "poundEscapeWon" }>>
The <<person>> holds your arm as you hurry towards the gate. The servants don't pay you much mind, and seem eager to be away themselves.
<br><br>
"Wait, let me get this stuff off you," the <<person>> says as you reach the road. <<He>> removes your leash, then fiddles with your muzzle until it comes free. <<He>> has less luck with the collar.
<br><br>
<<set $worn.face.type.push("broken")>>
<<faceruined>>
<<detach_leash>>
<<pass 5>>
The <<person>> insists on escorting you back to the orphanage. "Bailey said to take you home. <<person6>><<He>> used to work with that <<person1>><<personsimple>> who brought you in, but they fell out. I knew Bailey would want to hear about it."
<br><br>
<<if $bailey_pound is 1>>
That explains the document you found at the pound. <span class="gold">There's no point informing Bailey of it.</span>
<br><br>
<</if>>
<<if $bailey_pound lt 2 or $bailey_pound is undefined>>
<<set $bailey_pound to 2>>
<</if>>
<<link [[Next|Pound Show End 8]]>><</link>>
<br><<set $outside to 0>><<set $location to "home">><<effects>>
You arrive at the orphanage. "I'm glad you're okay," the <<person2>><<person>> says. "I think I need to find a new job." <<He>> walks back outside once you're safely indoors.
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br><<set $outside to 0>><<location "pound">><<effects>>
<<if $pound is undefined>>
<<pound_init>>
<</if>>
You are in the dog pound on Starfish Street. Stray <<pound_text>> fill the cages.
<<if $stress gte $stressmax>>
<br><br>
<<passoutshop>>
<<elseif Time.hour is $closinghour>>
It's closing time. The staff are preparing to leave.
<<if $exposed gte 1>>
Panic swells within you as you realise how exposed you'll be should you be found in this state of dress.
<</if>>
<br><br>
<<starfishicon>><<link [[Leave|Starfish Street]]>><<endevent>><</link>>
<br>
<<ind>><<link [[Hide (1:00)|Pound]]>><<pass 60>><</link>>
<br>
<<else>>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "pound">>
<</if>>
<<if $openinghours is 0>>
You are alone in the darkness.
<br><br>
<<elseif $exposed gte 1>>
<<if $uncomfortable.nude is false>>
You are hiding in a cupboard, you wouldn't mind others seeing you exposed, but this time you stay put.
<<else>>
You are hiding in a cupboard to protect your dignity.
<</if>>
<br><br>
<</if>>
<<stray_happiness_text>>
<<beastNEWinit 1 dog>>
A <<beasttype>> watches you through the bars.
<<if $openinghours is 0 and Time.hour isnot $closinghour>>
<br>
<<if hasSexStat("deviancy", 2) and $pound.sneak is 0 and ($bestialitydisable is "f" or $monster is 1)>>
<<ind>><<link [[Tease (0:05)|Pound Tease]]>><<pass 5>><<set $pound.sneak to 1>><<arousal 600>><</link>><<deviant2>><<garousal>>
<br>
<</if>>
<<if $pound.progress is 4>>
<<ind>><<link [[Free the black dog|Pound Free]]>><<set $pound.progress to 5>><</link>><<dangerousText>>
<br>
<</if>>
<</if>>
<br>
<<if $openinghours is 1 and $exposed lt 1>>
<br>
Staff go about their business.
<<if Time.hour gte 18>>
Some stand around chatting in the rear courtyard, as if they have nothing better to do.
<<elseif Time.hour gte 14>>
A well-dressed couple examine a line-up of <<pound_text>> in the rear courtyard, considering adoption.
<<elseif Time.hour gte 10>>
Some <<pound_text>> have been let loose in the rear courtyard.
<<else>>
<</if>>
<br>
<<if $pound.progress is 0>>
<<socialiseicon "ask">><<link [[Ask for work|Pound Ask]]>><<set $pound.progress to 1>><<endevent>><</link>>
<<else>>
<<petshopicon "dog food">><<link [[Work (1:00)|Pound Work]]>><<endevent>><</link>>
<</if>>
<br><br>
<<if $pound.progress lte 3>>
A low growl can be heard within the shadowed cage.
<br>
<<if $pound.progress gte 2 and $pound.status gte 100>>
<<wolfcaveicon "black dog">><<link [[Approach the brute|Pound Work Brute]]>><<endevent>><</link>><<tendingdifficulty 1 1000>>
<<else>>
<span class="blue">You wouldn't get close.</span>
<</if>>
<br><br>
<</if>>
<</if>>
<<starfishicon>><<link [[Leave|Starfish Street]]>><<endevent>><</link>>
<br><br>
<</if>><<effects>>
<<endevent>>
<<loadNPC 0 "black_dog">>
The key is in its usual place. There's nothing stopping you from unlocking the cage, and holding it wide open for the <<beasttype>> within. <<bHis>> yellow eyes appear in the dark. <<bHe 0>> regards you a moment, before stepping into the light.
<br><br>
<<bHe>> hesitates, as if expecting a trick, then walks the rest of the way.
<br><br>
<<link [[Reassure|Pound Free Reassure]]>><</link>>
<br>
<<link [[Lead outside|Pound Free Lead]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I-I'm here to rescue you," you say. "Don't be frightened."
<<elseif $speech_attitude is "bratty">>
"I'm getting you out of here," you say. "Don't look so upset."
<<else>>
"I'm freeing you," you say. "Come on, we have to hurry."
<</if>>
<br><br>
<<if $monster is 1>>
"I follow," <<bhe>> says. "Then I run for forest. Never return here."
<<else>>
<<bHe>> stretches <<bhis>> body, as if anticipating a journey.
<</if>>
There's a new energy about <<bhim>>.
<br><br>
<<link [[Next|Pound Free Lead]]>><</link>>
<br><<effects>>
<<generate2>><<generate3>><<generate4>><<generate5>><<generate6>><<person2>>
You walk for the exit, the <<beasttype 0>> by your side. <span class="red">Red lights flicker into life, and an alarm blares out.</span> At the end of the room, opposite the exit, the metal door shudders open. A <<person>> rushes through, a phone in <<his>> hand and a fresh coffee stain on <<his>> shirt.
<br><br>
"Police? We have a break in. Yes I see them. Right." <<He>> lets the phone fall to the ground. "Stop right there!" <<he>> says. "The police will be here any minute. Best make this-"
<br><br>
<<He>> cuts off when the <<beasttype 0>> turns and fixes <<him>> with a gaze. <<He>> almost trips over <<himself>> in <<his>> haste to escape. The metal door shuts behind <<him>>.
<br><br>
<<link [[Next|Pound Free 2]]>><</link>>
<br><<effects>>
The other <<pound_text>> watch as you pass, awoken by the alarm. The front door has been remotely locked, and you lose precious moments searching for the right key.
<br><br>
You emerge in the courtyard outside, and rush for the dark road beyond the gate. <span class="red">Blinding lights shine from ahead, and either side.</span> "This is the police," booms a voice. "We have you surrounded."
<br><br>
The <<beasttype 0>> growls.
<br><br>
<<link [[Cause a distraction so the black dog can escape|Pound Free Distract]]>><</link>>
<br>
<<link [[Run|Pound Free Run]]>><</link>>
<br><<effects>>
"Run," you whisper, patting the <<beasttype 0>>'s fur. "I'll be safe." You can't be sure <<bhe 0>> understood, but there's no time to be sure.
<br><br>
You release a bellowing roar, and charge the lights.
<br><br>
<<link [[Next|Pound Free 3]]>><</link>>
<br><<effects>>
You pull on the <<beasttype 0>>'s collar and run for a gap in the lights.
<br><br>
<<link [[Next|Pound Free 3]]>><</link>>
<br><<effects>>
<<bind>>
There's no chance of victory. You can't even see the blow that sends you to the ground, a weight keeps you there. "Got <<phim>>," says a <<person3>><<personsimple>>'s voice. "Where'd the mutt go?"
<br>
There's a pause. "Where'd it go?"
<br>
"Sorry sarge. <span class="green">It's gone."</span>
<br>
"Fuck. Get this <<bitch>> inside."
<br><br>
<<link [[Next|Pound Free 4]]>><</link>>
<br><<effects>>
<<earnFeat "Pound Liberator">>
The officers handcuff you, and drag you into the pound to await the other staff. The <<person2>><<person>> is first, emerging from behind the metal door with a sheepish look on <<his>> face. <<He>> doesn't mention how thoroughly the <<beasttype 0>> scared <<him>>.
<br><br>
The staff soon arrive, irritated at their nights being disturbed. That's nothing compared to their anger at hearing what you've done. One <<person5>><<person>> marches to the <<beasttype 0>>'s cage. "No no no," <<he>> says. "We are so fucked." <<He>> looks at you. "You little shit."
<br><br>
They demand that the police hit you with the fullest extent of the law. The whole book. Until they notice one of their number, a <<person6>><<person>>, grinning at you in silence.
<br><br>
"Calm down everyone," <<he>> says. "We have a replacement." The others follow <<his>> gaze, and their anger fades. "Thank you officers. We won't press charges."
<br><br>
<<link [[Next|Pound Free 5]]>><</link>>
<br><<effects>>
<<endevent>>
<<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>><<person1>>
The door slam shuts behind the police, and the pound staff get to work. A <<person>> retrieves a muzzle from the store room, another a collar and leash. "Get <<person2>><<pher>> clothes off," says a <<person>>. <span class="red">"Dogs don't wear clothes."</span>
<br><br>
They surround you. You'd need to fight your way out. There are a lot of them, your hands are tied, and failure would leave you vulnerable.
<br><br>
<<link [[Fight|Pound Free Fight]]>><<set $fightstart to 1>><<def 1>><</link>>
<br>
<<link [[Submit|Pound Free Submit]]>><<sub 1>><<endevent>><</link>>
<br><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Pound Free Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Pound Free Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation "short">>
You duck and weave through the groggy staff, and escape into the yard outside. The police left the gate ahead open.
<br><br>
<<tearful>> you escape into the night.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Starfish Street]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
Stunned by your aggression, the staff fall back. You seize the opportunity and escape into the yard outside. The police left the gate ahead open.
<br><br>
<<tearful>> you escape into the night.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Starfish Street]]>><</link>>
<br>
<<else>>
<<tearful>> you fall to the ground. You're too hurt to continue fighting.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Pound Free Submit]]>><</link>>
<br>
<</if>><<effects>>
<<unbind>>
<<clothesruined>>
<<pound_muzzle>>
<<leash 26>>
<<set $worn.neck.cursed to 1>>
<<badEndTracking "Pound" { reason: "poundSubmitted" }>>
Hands reach from all around, and rip the clothes from your body. They push you onto your stomach. Someone pushes a boot between your shoulders as they reach down to affix a muzzle around your mouth, and a collar and leash around your neck. They remove the handcuffs, at least.
<br><br>
<<generate1>><<person1>>
"Get <<phim>> up," says a <<person>>. Someone yanks your leash, pulling you to your knees. The <<person>> leans close. "Best be a good <<girl>>," <<he>> whispers, taking hold of your leash. "And do as you're told." <<He>> pulls away. "Walk."
<br><br>
<<link [[Crawl|Pound Free Crawl]]>><<sub 1>><<trauma 6>><</link>><<gtrauma>>
<br>
<<link [[Stand|Pound Free Stand]]>><<pain 4>><<stress 6>><</link>><<gpain>><<gstress>>
<br>
<<link [[Refuse|Pound Free Refuse]]>><<pain 8>><</link>><<ggpain>>
<br><<effects>>
You crawl around the room on all fours, the <<person>> following behind with the leash in <<his>> hand. The staff watch, ogling your body and enjoying your humiliation. They're not the only ones. The <<pound_text>> are well-awake, and observe from their cages.<<lllpound_status>><<pound_status -10>>
<br><br>
<<link [[Next|Pound Free 6]]>><</link>>
<br><<effects>>
You rise to your feet. Or try to. The <<person>> kicks you down. "Dogs don't walk like that," <<he>> says. "Now stay down, or we'll make you."
<br><br>
You crawl around the room on all fours, the <<person>> following behind with the leash in <<his>> hand. The staff watch, ogling your body and enjoying your humiliation. They're not the only ones. The <<pound_text>> are well-awake, and observe from their cages.<<lllpound_status>><<pound_status -10>>
<br><br>
<<link [[Next|Pound Free 6]]>><</link>>
<br><<effects>>
You refuse to budge, but the <<person>> gives your <<bottom>> a solid kick, jolting you forward. <<He>> delivers another, and another. The staff watch, ogling your body and enjoying your humiliation. They're not the only ones. The <<pound_text>> are well-awake, and observe from their cages.<<lllpound_status>><<pound_status -10>>
<br><br>
<<link [[Next|Pound Free 6]]>><</link>>
<br><<effects>>
<<He>> steers you down the row of cages, giving the occupants a closer look.<<lllpound_status>><<pound_status -10>>
<br><br>
<<endevent>><<generate1>><<person1>>
"I can't stand it," a <<person>> says, stepping closer. "I need to fuck <<phim>>."
<br><br>
The others laugh. "You want to fuck a dog? Be my guest."
<br><br>
The <<person>> receives the leash. <<He>> holds it taut as <<he>> kneels next to you, and pulls your <<bottom>> closer.
<br><br>
<<link [[Next|Pound Free Rape]]>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<audience>>
The <<pound_text>> watch as well.<<lpound_status>><<pound_status -1>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Pound Free Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Pound Free Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The <<person>> staggers away from you, satisfied.<<llpound_status>><<pound_status -5>>
<<else>>
The <<person>> backs away from you. The other staff laugh. "I-it's not tame yet."
<</if>>
<br><br>
<<tearful>> you prepare for more abuse.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Pound Free 7]]>><</link>>
<br><<effects>>
<<generate1>><<person1>>
A <<person>> takes your leash and leans in. "They used to respect you," <<he>> says, regarding the <<pound_text>> in their cages. "But now they see you're just a <<bitch>> like them." <<if $worn.handheld.name isnot "naked">>One of them takes your $worn.handheld.name. "And dumb little doggies don't get to walk around carrying things." <<He>> tucks your $worn.handheld.name under <<his>> arm. You doubt you'll get it back. <<handheldruined>><</if>>
<br><br>
<<endevent>>
<<beastNEWinit 6 dog>>
<<if $bestialitydisable is "f" or $monster is 1>>
"Open the cages!"
<br><br>
<<bind>>
The staff tie the leash around your arms and the bars of a cage, holding you in place. Someone smacks your <<bottom>>. "Come on you mutts. I know you can't resist."
<br><br>
<span class="teal">The <<beastsplural>> look unsure,</span> but that doesn't stop one approaching.
<br><br>
<<link [[Next|Pound Free Beast]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<endevent>>
<<generate1>><<person1>>
The staff continue to abuse you. They make you play fetch, eat from dog bowls, and other degradations. At last, they detach the leash and shove you into one of the cages, locking it behind you. "Sleep well." They laugh as they walk away. <<lllpound_status>><<pound_status -30>><<gggtrauma>><<gggstress>><<trauma 18>><<stress 18>><<detach_leash>>
<br><br>
<<badEndTracking "Pound" { reason: "poundCaught" }>>
<<link [[Next|Pound Cage]]>><<endevent>><</link>>
<br>
<</if>>
<br><br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<beastTrainGenerate>>
<</if>>
<<effects>>
<<effectsman>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Pound Free Beast End]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Pound Free Beast]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyhealth lte 0>>
<<beastwound>>
<<if $combatTrain.length gt 0>>
The <<beasttype>> recoils in pain and fear, but another is eager for a go.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Pound Free Beast]]>><</link>>
<<else>>
The <<beasttype>> recoils in pain and fear.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Pound Free Beast End]]>><<set $finish to 1>><</link>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<if $combatTrain.length gt 0>>
Satisfied, the <<beasttype>> moves and another takes its turn.<<llpound_status>><<pound_status -5>>
<br><br>
<<combatTrainAdvance>>
<<switch $enemyejaculated>>
<<case 6>>
A <<beasttype>> approaches,<span class="red"> and looks at you like you're a piece of meat.</span>
<<case 5>>
A <<beasttype>> approaches,<span class="pink"> and looks at you like you're a runt in need of punishment.</span>
<<case 4>>
A <<beasttype>> approaches,<span class="purple"> and looks at you like you're a bitch in heat.</span>
<<case 3>>
A <<beasttype>> approaches,<span class="blue"> looking eager to ravage you.</span>
<<case 2>>
A <<beasttype>> approaches,<span class="lblue"> looking eager to fuck you.</span>
<<case 1>>
A <<beasttype>> approaches,<span class="teal"> looking eager to take advantage of you.</span>
<<default>>
A <<beasttype>> approaches,<span class="green"> but looks unsure.</span>
<</switch>>
<br><br>
<<link [[Next|Pound Free Beast]]>><</link>>
<<else>>
Satisfied, the <<beasttype>> moves away from you.<<llpound_status>><<pound_status -5>>
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Pound Free Beast End]]>><<set $finish to 1>><</link>>
<</if>>
<<elseif $finish is 1>>
<<unbind>>
<<endcombat>>
<<generate1>><<person1>>
<<tearful>> you prepare for more abuse. "That's enough for now," says a <<person>>. "Get the mutts back in their cages."
<br><br>
<<clotheson>>
The staff continue to abuse you. They make you play fetch, eat from dog bowls, and other degradations. At last, they detach the leash and shove you into one of the cages, locking it behind you. "Sleep well", the <<person>> says. "Your training begins tomorrow." The staff laugh as they walk away.<<detach_leash>>
<<pass 60>>
<br><br>
<<badEndTracking "Pound" { reason: "poundCaught" }>>
<<link [[Next|Pound Cage]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<if $pound.progress is 1>>
<<set $pound.progress to 2>>
<<beastNEWinit 1 dog>>
<<saveNPC 0 "black_dog">>
<<generate2>><<person2>><<generate3>>
It's not a small facility, and there are more staff than you'd expect. A nervous <<person>> approaches a shadowed cage, carrying a collar. The cages around it are empty. <<He>> freezes at the sound of a low growl.
<br><br>
"The <span class="purple">brute</span> savaged <<bhis 0>> master," says a <<person3>><<person>>, stopping beside you and folding <<his>> arms. "Now the master wants revenge. Needs us to knock some obedience into the mutt first though. No one can even get a collar on."
<br><br>
The <<person2>><<person>> escapes the cage and slams the door behind <<him>>. <<He>> carries half the collar. The rest has been torn off. "I ain't going near it," the <<person3>><<person>> laughs.
<br><br>
<<link [[Next|Pound Work]]>><<endevent>><</link>>
<br>
<<elseif $pound.progress is 2 and $pound.status gte 10>>
<<set $pound.progress to 3>>
<<beastNEWinit 1 dog>>
<<generate2>><<person2>>
You hear a whimper. A <<person>> stands over a <<beasttype 0>> in one of the cages, whacking <<bhim 0>> with a belt. The <<beasttype 0>> doesn't try to defend <<bhimself 0>>.
<br><br>
<<link [[Intervene|Pound Work Intervene]]>><<pound_status 3>><<stress 6>><</link>><<gstress>><<ggpound_status>><<gstray_happiness>>
<br>
<<link [[Ignore|Pound Work Intervene Ignore]]>><</link>>
<br>
<<else>>
<<if $slimePoundIgnored>>
You ignore the ear slime's command and choose how you want to work.
<<unset $slimePoundIgnored>>
<br><br>
<<stray_happiness_text>>
<<elseif $slimePoundDefy>>
<<if $earSlime.corruption gte (currentSkillValue('willpower') / 10)>>
<<set $earSlime.defyCooldown += 2>>
The slime tries to assert control. <span class="red">It overpowers your will,</span> forcing you to do what it wants.
<<ggwillpower>><<willpower 1>>
<br><br>
<<earSlimePoundLinks>>
<<else>>
You try to ignore the command from the slime and continue on. You feel it try, <span class="green">but fail,</span> to force you to work in a specific way.
<br><br>
<<stray_happiness_text>>
<<unset $slimePoundDefy>>
<<unset $slimePoundTask>>
<</if>>
<<else>>
<<generate1>><<person1>>
Other staff go about their business. A <<person>> enters a metal door on the other side of the building, locking it behind <<him>>.
<<endevent>>
<br><br>
<<stray_happiness_text>>
<</if>>
<<if $slimePoundDefy>>
<<unset $slimePoundDefy>>
<<elseif !$daily.earSlimePoundTask and numberOfEarSlime() and earSlimeMakingMundaneRequests() and random(0,100) gte 75>>
<br><br>
<<set $daily.earSlimePoundTask to true>>
<<set _slimePoundTask to ["Sweep"]>>
<<if $pound.status gte 10>><<run _slimePoundTask.push("Feed")>><</if>>
<<if $pound.status gte 20>><<run _slimePoundTask.push("Brush")>><</if>>
<<if $pound.status gte 40>><<run _slimePoundTask.push("Wash")>><</if>>
<<if $pound.status gte 60>><<run _slimePoundTask.push("Walk")>><</if>>
<<set $slimePoundTask to _slimePoundTask.random()>>
<span @class="$earSlime.startedThreats ? 'lewd' : 'lblue'">You feel the slime in your head command you to <<print $slimePoundTask.toLowerCase()>>
<<if $slimePoundTask is "Sweep">>
the floor.
<<else>>
the dogs.
<</if>>
</span> It promises rewards if you comply<<if $earSlime.startedThreats>>, and threatens consequences if you do not<</if>>.
<br><br>
<<earSlimePoundLinks "Obey">>
<br>
<<if $earSlime.startedThreats>>
<<link [[Defy|Pound Work]]>><<set $slimePoundDefy to true>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><</link>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>>
<<else>>
<<link [[Ignore|Pound Work]]>><<unset $slimePoundTask>><<set $slimePoundIgnored to true>><</link>>
<</if>>
<<else>>
<br><br>
<<choreicon "sweep">><<link [[Sweep (£5)|Pound Work Sweep]]>><<if !$pound.tasks.includes("sweep")>><<stray_happiness 1>><<set $pound.tasks.push("sweep")>><</if>><<set $pound.money to 5>><</link>><<if !$pound.tasks.includes("sweep")>><<gstray_happiness>><</if>>
<br>
<<if $pound.status gte 10>>
<<petshopicon "dog food">><<link [[Feed (£8)|Pound Work Feed]]>><<if !$pound.tasks.includes("feed")>><<stray_happiness 1>><<set $pound.tasks.push("feed")>><</if>><<set $pound.money to 8>><</link>><<if !$pound.tasks.includes("feed")>><<gstray_happiness>><</if>>
<<else>>
<<petshopicon "dog food">><span class="blue">The <<pound_text>> don't respect you enough to let you near them, even with food.</span>
<</if>>
<br>
<<if $pound.status gte 20>>
<<petshopicon "brush">><<link [[Brush (£10)|Pound Work Brush]]>><<if !$pound.tasks.includes("brush")>><<stray_happiness 2>><<set $pound.tasks.push("brush")>><</if>><<set $pound.money to 10>><</link>><<if !$pound.tasks.includes("brush")>><<ggstray_happiness>><</if>>
<<else>>
<<petshopicon "brush">><span class="blue">The <<pound_text>> don't respect you enough to let you near them with a brush.</span>
<</if>>
<br>
<<if $pound.status gte 40>>
<<choreicon "wash">><<link [[Wash (£12)|Pound Work Wash]]>><<if !$pound.tasks.includes("wash")>><<stray_happiness 2>><<set $pound.tasks.push("wash")>><</if>><<set $pound.money to 12>><</link>><<if !$pound.tasks.includes("wash")>><<ggstray_happiness>><</if>>
<<else>>
<<choreicon "wash">><span class="blue">The <<pound_text>> don't respect you enough to let you near them with a bucket of water.</span>
<</if>>
<br>
<<if $pound.status gte 60>>
<<petshopicon "dog leash">><<link [[Walk (£15)|Pound Work Walk]]>><<if !$pound.tasks.includes("walk")>><<stray_happiness 3>><<set $pound.tasks.push("walk")>><</if>><<set $pound.money to 15>><</link>><<if !$pound.tasks.includes("walk")>><<gggstray_happiness>><</if>>
<<else>>
<<petshopicon "dog leash">><span class="blue">The <<pound_text>> don't respect you enough to let you near them with a leash.</span>
<</if>>
<</if>>
<br>
<<getouticon>><<link [[Leave|Pound ]]>><</link>>
<br>
<</if>><<effects>>
You rattle the cage door.
<<if $speech_attitude is "meek">>
"Stop it," you say. "Y-you're hurting <<bhim 0>>."
<<elseif $speech_attitude is "bratty">>
"Put the belt down," you say. "You psychopath."
<<else>>
"Stop it," you say. "This is cruel."
<</if>>
<br><br>
The <<person>> looks at you before giving the <<beasttype 0>> a final whack. "Alright," <<he>> says, panting from the exertion. <<He>> leaves the cage, but stops beside you. "<span class="pink">Best watch out <<lass>>.</span> Don't think we won't make a <<bitch>> of you if you give us a reason."
<br><br>
<<if Time.hour gte $closinghour>>
<<link [[Next|Pound]]>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Pound Work]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
You keep walking, and try your best to ignore the whimpering.
<br><br>
<<if Time.hour gte $closinghour>>
<<link [[Next|Pound]]>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Pound Work]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<if $slimePoundTask>>You follow the <<= numberOfEarSlime() gte 2 ? "slimes'" : "slime's">> command to do a specific task.<<unset $slimePoundTask>><</if>>
You take a broom and sweep fur from the cages. Once in a neat pile, you sweep it into a dustpan.
<br><br>
<<beastNEWinit 1 dog>>
<<if random(1, 2) is 2>>
The broom snags as a <<beasttype>> grabs it between <<bhis>> teeth.
<br><br>
<<link [[Scold|Pound Work Sweep Scold]]>><</link>><<tendingdifficulty 1 200>>
<br>
<<link [[Wrestle|Pound Work Sweep Wrestle]]>><</link>><<physiquedifficulty 1 6000>>
<br>
<<else>>
<<endevent>><<generate1>><<person1>>
A <<person>> grasps the handle as you pass by, stopping you. <<He>> moves in, resting a hand on your <<bottom>>.<<gstress>><<stress 6>>
<br><br>
"Let me show you how to sweep properly," <<he>> says, stepping closer still.
<<if $NPCList[0].penissize gte 3>>
You feel <<his>> <<print $NPCList[0].penisdesc>> press against you.
<</if>>
<br><br>
<<if $anxiety gte 2>>
<span class="red">Panic strikes,</span> and you lash out at the <<person>>. You hear a cry of pain and see a flash of crimson as <<he>> releases <<his>> grip. You flee to a solitary spot in the yard. You wait until your breathing calms. You don't think you hurt <<him>> too badly.<<crime "assault">><<crimeUp 10 "assault">>
<br><br>
You make <<moneyGain $pound.money>>.<<pass 60>>
<br><br>
<<link [[Next|Pound]]>><<endevent>><</link>>
<br>
<<elseif $anxiety gte 1>>
<span class="red">Panic strikes,</span> and you freeze in fear. The <<person>> takes it for assent.<<trauma 6>><<gtrauma>>
<br><br>
<<link [[Next|Pound Work Sweep Go]]>><</link>><<if $tending lt 200>><<gtending>><</if>>
<br>
<<else>>
<<link [[Go along with it|Pound Work Sweep Go]]>><<trauma 6>><</link>><<if $tending lt 200>><<gtending>><</if>>
<br>
<<link [[Shove|Pound Work Sweep Shove]]>><<pound_status 1>><<stress 6>><</link>><<gstress>><<gpound_status>>
<br>
<</if>>
<</if>>
<<wearProp "broom">><<effects>>
The <<person>> presses <<his>> body awfully close as <<he>> holds your arms and demonstrates <<his>> sweeping technique. <<He>> also talks about the <<pound_text>>, and how to put them at ease.
<<if $tending lt 200>>
You learn a thing or two, despite <<his>> creepiness. "No need to thank me," <<he>> says, giving your <<bottom>> a parting smack.<<tending 2>>
<<else>>
<<Hes>> very sure of <<himself>>, but doesn't teach anything you don't already know. "No need to thank me," <<he>> says, giving your <<bottom>> a parting smack.
<br><br>
<</if>>
You make <<moneyGain $pound.money>>.<<pass 60>>
<br><br>
<<if Time.hour gte $closinghour>>
<<link [[Next|Pound]]>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Pound Work]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
You shove the <<person>> away from you. <<He>> glares at you, then glances at the supervisor, before deciding not to press things.
<br><br>
The <<pound_text>> watch with blank expressions.
<br><br>
You make <<moneyGain $pound.money>>.<<pass 60>>
<br><br>
<<if Time.hour gte $closinghour>>
<<link [[Next|Pound]]>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Pound Work]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<if $tendingSuccess>>
"Let go," you say, <span class="green">your voice firm and sure.</span> The <<beasttype>> relents, and chews on a bar instead.<<gpound_status>><<pound_status 1>>
<<else>>
"L-let go," you say, <span class="red">but it's hard to keep your voice steady while the <<beasttype>> jerks the broom around.</span> <<bHe>> only gives up <<bhis>> grip when satisfied, leaving teeth marks on the wood.<<lpound_status>><<pound_status -1>><<if $tending lt 200>><<tending 1>><<gtending>><</if>>
<</if>>
<br><br>
You make <<moneyGain $pound.money>>.<<pass 60>>
<br><br>
<<if Time.hour gte $closinghour>>
<<link [[Next|Pound]]>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Pound Work]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<if $physiqueSuccess>>
You push a foot against the bars for purchase, and twist the shaft <span class="green">as you pull the handle from the <<beasttype>>'s mouth.</span> <<bHe>> lies down, dejected.<<gpound_status>><<pound_status 1>>
<<else>>
You push a foot against the bar for purchase, <span class="red">but the <<beasttype>> pulls you off balance,</span> smacking your shoulder against the metal. <<bHe>> only gives up <<bhis>> grip when satisfied, leaving teeth marks on the wood.<<gpain>><<pain 4>>
<</if>>
<br><br>
You make <<moneyGain $pound.money>>.<<pass 60>>
<br><br>
<<if Time.hour gte $closinghour>>
<<link [[Next|Pound]]>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Pound Work]]>><<endevent>><</link>>
<br>
<</if>><<effects>><<wearProp "dog bowl" 0 "full">>
<<if $slimePoundTask>>You follow the <<= numberOfEarSlime() gte 2 ? "slimes'" : "slime's">> command to do a specific task.<<unset $slimePoundTask>><</if>>
You refill the bowls in the rear courtyard, before a horde of eager <<pound_text>> are released from their cages.
<br><br>
<<if random(1, 2) is 2>>
They swarm towards the bowls, ignoring you and the other staff.
<<beastNEWinit 2 dog>>
An emaciated <<beasttype 0>> tries to push <<bhis 0>> way through, but is too weak. Another <<beasttype 1>> jostles <<bhim 0>> aside. <<bHe 0>> lies down, defeated.
<br><br>
<<link [[Make the others play fair|Pound Work Feed Soothe]]>><<handheldon>><</link>><<tendingdifficulty 1 400>>
<br>
<<link [[Comfort|Pound Work Feed Comfort]]>><<stress 6>><<trauma -6>><<handheldon>><</link>><<gstress>><<ltrauma>>
<br>
<<link [[Do nothing|Pound Work Feed Nothing]]>><<handheldon>><</link>>
<br>
<<else>>
They devour the food in moments, and seem to be grateful to you personally for the feast.<<gpound_status>><<pound_status 1>>
<br><br>
You make <<moneyGain $pound.money>>.<<pass 60>>
<br><br>
<<if Time.hour gte $closinghour>>
<<link [[Next|Pound]]>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Pound Work]]>><<endevent>><</link>>
<br>
<</if>>
<</if>><<effects>>
<<if $tendingSuccess>>
You crouch beside the <<beasttype 1>>, and stroke <<bhis 1>> ear. "Will you let your friend have some?" you ask. "For me?"
<br><br>
<<if $monster is 1>>
<span class="green">The <<beasttype 1>> is enthralled by your touch,</span> and clears a space for the <<beasttype 0>>. <<bHe 1>> goes as far as to guard <<bhim 0>> from other <<pound_text>>, allowing the <<beasttype 0>> to eat <<bhis 0>> fill. <<bHe 0>> smiles at you with gratitude.
<<else>>
<span class="green">The <<beasttype 1>> is soothed by your touch,</span> and allows the <<beasttype 0>> to feed beside <<bhim 1>>. <<bHe 0>> eats <<bhis 0>> fill, and collapses in satisfaction.
<</if>>
<<gpound_status>><<pound_status 1>>
<<else>>
You crouch beside the <<beasttype 1>>, <span class="red">but <<bhe 1>> wards you away with a warning snap.</span> The other staff laugh.<<lpound_status>><<pound_status -1>><<if $tending lt 400>><<tending 1>><<gtending>><</if>>
<</if>>
<br><br>
You make <<moneyGain $pound.money>>.<<pass 60>>
<br><br>
<<if Time.hour gte $closinghour>>
<<link [[Next|Pound]]>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Pound Work]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
You crouch beside the <<beasttype 0>>, and stroke <<bhis 0>> fur. <<bHe 0>> exhales, but doesn't move until the other <<pound_text>> are done. <<bHe 0>> licks the bowls clean.
<br><br>
You make <<moneyGain $pound.money>>.<<pass 60>>
<br><br>
<<if Time.hour gte $closinghour>>
<<link [[Next|Pound]]>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Pound Work]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
You watch the feeding frenzy with the other staff. The <<beasttype 0>> licks the bowls clean.
<br><br>
You make <<moneyGain $pound.money>>.<<pass 60>>
<br><br>
<<if Time.hour gte $closinghour>>
<<link [[Next|Pound]]>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Pound Work]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<beastNEWinit 1 dog>><<wearProp "brush">>
<<if $slimePoundTask>>You follow the <<= numberOfEarSlime() gte 2 ? "slimes'" : "slime's">> command to do a specific task.<<unset $slimePoundTask>><</if>>
Brush in hand, you enter one of the cages.
<<if random(1, 2) is 2 and ($bestialitydisable is "f" or $monster is 1)>>
The <<beasttype>> inside is friendly. Perhaps too friendly.
<<if $monster is 1>>
<<bHe>> wraps <<bhis>> arms around your waist, and humps your thigh.
<<else>>
<<bHe>> rears on <<bhis>> hind legs, and humps your thigh.
<</if>>
<br><br>
<<link [[Tell off|Pound Work Brush Tell]]>><</link>><<tendingdifficulty 1 600>>
<br>
<<if hasSexStat("deviancy", 2)>>
<<link [[Allow|Pound Work Brush Allow]]>><</link>><<deviant2>>
<br>
<</if>>
<<else>>
The <<beasttype>> inside greets you with a low growl.<<gstress>><<stress 6>>
<br><br>
<<link [[Soothe|Pound Work Brush Soothe]]>><</link>><<tendingdifficulty 1 600>>
<br>
<<link [[Find a gentler creature to brush|Pound Work Brush Find]]>><</link>>
<br>
<<if $bestialitydisable is "f" or $monster is 1>>
<<link [[Act like a dog to put it at ease|Pound Work Brush Act]]>><</link>><<deviant1>>
<br>
<</if>>
<</if>><<effects>>
<<if $tendingSuccess>>
"Clear off," you say. "Shoo!"
<br><br>
<<if $monster is 1>>
"Yes!" the <<beasttype>> responds, leaving your leg alone. "Brush me now?"
<<else>>
The <<beasttype>> responds to your tone, and leaves your leg alone.
<</if>>
<<gpound_status>><<pound_status 1>>
<br><br>
<<bHe>> lies down, and you brush <<bhim>>. <<bHis>> leg is kicking the air by the end.
<br><br>
You make <<moneyGain $pound.money>>.<<pass 60>>
<br><br>
<<if Time.hour gte $closinghour>>
<<link [[Next|Pound]]>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Pound Work]]>><<endevent>><</link>>
<br>
<</if>>
<<else>>
"St-stop," you manage. It's hard to maintain your composure, <span class="red">and the <<beasttype>> ignores you.</span>
<br><br>
You try to push <<bhim 0>> off. You're still struggling when the <<beasttype>> reaches orgasm, and a wet warmth coats your leg.<<garousal>><<arousal 600>>
<br><br>
<<if $NPCList[0].penis isnot "none">>
<<bodyliquid "thigh" "semen">>
<<else>>
<<bodyliquid "thigh" "goo">>
<</if>>
<<if $arousal gte 10000>>
It's too much. <<orgasm>>
You fall to the ground. Either the <<beasttype>> isn't satisfied, or <<bhes>> driven into a new frenzy by this display. <<bHe>> mounts you before the spasms subside.
<br><br>
<<link [[Next|Pound Work Brush Rape]]>><<handheldon>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<bHes>> calm while you brush <<bhim>>, at least.
<br><br>
You make <<moneyGain $pound.money>>.<<pass 60>>
<br><br>
<<if Time.hour gte $closinghour>>
<<link [[Next|Pound]]>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Pound Work]]>><<endevent>><</link>>
<br>
<</if>>
<</if>>
<</if>><<effects>>
You endure the <<beasttype>>'s humping, until <<bhe>> reaches orgasm.
<<if $NPCList[0].penis isnot "none">>
A warm fluid sprays from <<bhis>> genitals, coating your thigh.
<<bodyliquid "thigh" "semen">>
<<else>>
Sticky fluid drips from <<bhis>> genitals, clinging to your thigh.
<<bodyliquid "thigh" "goo">>
<</if>>
<<deviancy2>>
<<if $arousal gte 10000>>
It's too much. <<orgasm>>
You fall to the ground. Either the <<beasttype>> isn't satisfied, or <<bhes>> driven into a new frenzy by this display. <<bHe>> mounts you before the spasms subside.
<br><br>
<<link [[Next|Pound Work Brush Rape]]>><<handheldon>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
Satisfied, the <<beasttype>> rolls onto <<bhis>> back, and allows you to brush. <<bHis>> leg is kicking the air by the end.
<br><br>
You make <<moneyGain $pound.money>>.<<pass 60>>
<br><br>
<<if Time.hour gte $closinghour>>
<<link [[Next|Pound]]>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Pound Work]]>><<endevent>><</link>>
<br>
<</if>>
<</if>><<effects>>
<<if $tendingSuccess>>
With slow but confident movements, you crouch beside the <<beasttype>> and stroke behind <<bhis>> ear. "There there," you say. "I'm not going to hurt you. I promise."
<br><br>
The <<beasttype>> huffs, <span class="green">but lets you brush <<bhim>>.</span> <<bHes>> lying on <<bhis>> back with one leg kicking the air by end.<<gpound_status>><<lstress>><<pound_status 1>><<stress -6>>
<<else>>
You make soothing noises as you move closer, but hesitate every time the <<beasttype>> huffs. You get close enough to brush, <span class="red">but <<bhe>> snaps at your hand.</span> You find a gentler creature to brush instead.<<lpound_status>><<pound_status -1>><<if $tending lt 600>><<tending 1>><<gtending>><</if>>
<</if>>
<br><br>
You make <<moneyGain $pound.money>>.<<pass 60>>
<br><br>
<<if Time.hour gte $closinghour>>
<<link [[Next|Pound]]>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Pound Work]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<endevent>><<wearProp "brush">>
<<beastNEWinit 1 dog>>
You find a gentler creature to brush instead. Mostly because <<bhes>> asleep.
<br><br>
You make <<moneyGain $pound.money>>.<<pass 60>>
<br><br>
<<link [[Next|Pound Work]]>><<endevent>><</link>>
<br><<effects>>
You glance around to ensure you're not being watched, then drop to all fours. "Ruff," you say, quiet. The <<beasttype>> cocks <<bhis>> head as <<bhe>> regards you. You crawl closer, and remain on the ground as you brush <<bhim>>.
<<deviancy1>>
<<if $arousal gte 10000>>
Acting in such a way pushes you over the edge. <<orgasm>>
Emboldened, the <<beasttype>> mounts you from behind while you're still shuddering.
<br><br>
<<link [[Next|Pound Work Brush Rape]]>><<handheldon>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<bHe>> lies on <<bhis>> back by the time you're done, one leg kicking the air.
<br><br>
You make <<moneyGain $pound.money>>.<<pass 60>>
<br><br>
<<if Time.hour gte $closinghour>>
<<link [[Next|Pound]]>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Pound Work]]>><<endevent>><</link>>
<br>
<</if>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<set $NPCList[0].stance to "top">>
<<set $position to "doggy">>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Pound Work Brush Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Pound Work Brush Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation knot>>
<<if _knotted>>
<<pass 5>>
The <<beasttype>> tries to wriggle <<bhis>> <<print $NPCList[0].penisdesc>> free, but to no avail. <<bHe>> instead returns to the corner of <<bhis>> cage, dragging you along on all fours behind <<bhim>>. <<bHe>> lies down to sleep, leaving you to lie on the ground.<<lllpound_status>><<pound_status -10>>
<br><br>
<<tearful>> you try to work yourself free.
<br><br>
It takes a while. So long, in fact, that you're still trying when you hear footsteps approach. <span class="red">Someone is coming.</span>
<br><br>
<<clotheson>>
<<endcombat>>
<<generate1>><<person1>><<generate2>><<generate3>><<generate4>>
You grab hold of the bars of the cage for leverage, but it's no use. A <<person>> walks into view, and stops at the sight of you. "Everyone!" <<he>> shouts. "Come get a look at this!"<<ggtrauma>><<ggstress>><<famebestiality 4>>
<br><br>
<<link [[Next|Pound Assault Caught]]>><<set $phase to 1>><</link>>
<br>
<<else>>
The <<beasttype>> returns to the corner of <<bhis>> cage, and lies down to sleep. <<tearful>> you close the door.
<br><br>
<<clotheson>>
<<endcombat>>
<<if $exposed gte 1>>
<<covered>> <span class="pink">You'll be in danger if you're caught like this.</span>
<br><br>
<<link [[Next|Pound Exposed]]>><</link>>
<br>
<<else>>
You make <<moneyGain $pound.money>>.<<pass 60>>
<br><br>
<<if Time.hour gte $closinghour>>
<<link [[Next|Pound]]>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Pound Work]]>><<endevent>><</link>>
<br>
<</if>>
<</if>>
<</if>>
<<elseif $enemyhealth lte 0>>
You shove the <<beasttype>> away from you. <<bHe>> whimpers, and hides in the corner.
<br><br>
<<tearful>> you leave the cage.
<br><br>
<<clotheson>>
<<endcombat>>
<<if $exposed gte 1>>
<<covered>> <span class="pink">You'll be in danger if you're caught like this.</span>
<br><br>
<<link [[Next|Pound Exposed]]>><</link>>
<br>
<<else>>
You make <<moneyGain $pound.money>>.<<pass 60>>
<br><br>
<<if Time.hour gte $closinghour>>
<<link [[Next|Pound]]>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Pound Work]]>><<endevent>><</link>>
<br>
<</if>>
<</if>>
<<else>>
<<set $rescued += 1>>
You hear footsteps approach. <span class="red">Someone is coming,</span> alerted by your cry.
<br><br>
<<clotheson>>
<<endcombat>>
<<generate1>><<person1>><<generate2>><<generate3>><<generate4>>
A <<person>> walks into view, and stops at the sight of you. "Everyone!" <<he>> shouts. "Come get a look at this!"<<ggtrauma>><<ggstress>><<famebestiality 4>>
<br><br>
<<link [[Next|Pound Assault Caught]]>><<set $phase to 0>><</link>>
<br>
<</if>><<effects>>
You walk down the space between cages, ignoring the watching <<pound_text>>. You arrive at two doors, a walk-in cupboard, and another leading deeper into the building. You see a stack of freshly-cleaned towels on a trolley through the second, but you also hear voices.
<br><br>
A <<generateSweaterWearer 1>><<person1>><<person>> leans on the wall outside the front corridor. Maybe it's safer to just ask for help.
<br><br>
<<link [[Search the cupboard|Pound Exposed Search]]>><<endevent>><</link>><<difficulty 50>>
<br>
<<set $skulduggerydifficulty to 700>>
<<link [[Sneak to the trolley|Pound Exposed Sneak]]>><<endevent>><</link>><<skulduggerydifficulty>>
<br>
<<link [[Ask for help|Pound Exposed Help]]>><</link>>
<br><<effects>>
The cupboard door squeaks as it opens.
<<if random(1, 2) is 2>>
You feel around the dark interior, <span class="green">and find a stack of towels.</span> You <<if $upperwet gte 1>>dry<<else>>cover<</if>> yourself before leaving the cupboard. <<dry_towel>>
<br><br>
You make <<moneyGain $pound.money>>.<<pass 60>>
<br><br>
<<link [[Next|Pound]]>><</link>>
<br>
<<else>>
You feel around the dark interior, <span class="red">knocking something hard off an unseen shelf.</span> It crashes against another object, causing a noisy cascade.
<br><br>
<<generate1>><<generate2>><<person1>>
You escape the cupboard, only to run into the arms of a <<person>>. "What we got here then?"
<br>
"Running around dressed like that," says the <<person2>><<person>> flanking <<person1>><<him>>. <<He>> shakes <<his>> head.
<br><br>
<<link [[Next|Pound Exposed Caught]]>><</link>>
<br>
<</if>><<effects>>
<<generate1>><<generate2>><<person1>>
You drop to your knees and peek around the door. A <<person>> and <<person2>><<person>> stand with their backs to you, chatting.
<br><br>
It's only a short distance, but your heart thunders regardless.
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
You grab the towels, and crawl the way you came. You <<if $upperwet gte 1>>dry<<else>>cover<</if>> yourself in a hurry.<<dry_towel>>
<br><br>
<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">That was too easy. You didn't learn anything.</span>
<br><br>
<</if>>
You make <<moneyGain $pound.money>>.<<pass 60>>
<br><br>
<<link [[Next|Pound]]>><<endevent>><</link>>
<br>
<<else>>
You try to grab the towels, but your shaking hand collides with the trolley instead, knocking it further from reach.
<br><br>
You catch up to it again, just as the <<person1>><<person>> turns and spots you. "What we got here then?" <<he>> says, alerting <<his>> friend.
<br>
"Crawling around dressed like that," says the <<person2>><<person>>. <<He>> shakes <<his>> head.
<br><br>
<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">That was too easy. You didn't learn anything.</span>
<br><br>
<</if>>
<<link [[Next|Pound Exposed Caught]]>><</link>>
<br>
<</if>><<effects>>
<<fameexhibitionism 2>>
The <<person1>><<person>> circles around you, and grasps your arms from behind.
<<if $leftarm is "bound" and $rightarm is "bound">>
<<else>>
<<He>> holds them either side of your head, preventing you from covering.
<</if>>
<br><br>
The <<person2>><<person>> leers at you from the front. "We'll let you cover," <<he>> says. "Once we've had our fun."
<br><br>
<<link [[Knee in the groin|Pound Exposed Knee]]>><</link>><<physiquedifficulty 1 16000>>
<br>
<<link [[Let it happen|Pound Exposed Rape]]>><<set $molestationstart to 1>><</link>>
<br><<effects>>
<<if $physiqueSuccess>>
You raise your knee into the <<person2>><<persons>> groin, <span class="green">and hear a sickening crunch.</span> <<His>> eyes widen, and <<he>> drops to the floor, clutching <<his>> crotch.
<br><br>
The <<person1>><<person>>, meanwhile, breaks into a fit of laughter. You seize the opportunity, and snatch some towels before making your escape. You <<if $upperwet gte 1>>dry<<else>>cover<</if>> yourself in a hurry.<<dry_towel>>
<br><br>
You make <<moneyGain $pound.money>>.<<pass 60>>
<br><br>
<<link [[Next|Pound]]>><<endevent>><</link>>
<br>
<<else>>
You raise your knee into the <<person2>><<persons>> crotch, <span class="red">but <<he>> doesn't react.</span> "Bitch!" <<he>> says, before
<<if playerBellySize(true) gte 8>>
kicking out your legs.
<<else>>
delivering a punch to your gut.
<</if>>
"We'll do this the hard way then."<<gpain>><<gstress>><<pain 4>><<stress 6>>
<br><br>
<<link [[Next|Pound Exposed Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate "Someone arrives to investigate your cry, <span class='pink'>but decides to turn a blind eye when they see what's happening.</span>">>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Pound Exposed Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Pound Exposed Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The <<person>> drops a handful of towels on you, and <<he>> saunters away.
<br><br>
<<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<dry_towel>>
You make <<moneyGain $pound.money>>.<<pass 60>>
<br><br>
<<link [[Next|Pound]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
You shove the <<person1>><<person>> into the trolley. <<He>> grasps the <<person2>><<person>>'s arm as <<he>> falls, and they both tumble to the ground, with towels landing atop.
<br><br>
<<tearful>> you snatch some towels. You make your escape.
<br><br>
<<clotheson>>
<<endcombat>>
<<dry_towel>>
You make <<moneyGain $pound.money>>.<<pass 60>>
<br><br>
<<link [[Next|Pound]]>><</link>>
<br>
<</if>><<effects>>
You keep your body hidden around the corner.
<<if $speech_attitude is "meek">>
"E-excuse me?" you say. "Can you help me?"
<<elseif $speech_attitude is "bratty">>
"Hey," you say. "Could you give me a hand?"
<<else>>
"Hello," you say. "Could you help me?"
<</if>>
<br>
The <<person>> looks over and frowns. "What you hiding there?" <<he>> asks.
<br>
"Could you give me something to cover with?" you continue.
<br>
<<His>> smile becomes a grin. "Sure. Just let me see you first. So I know your size."
<br><br>
<<link [[Step into view|Pound Exposed Step]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>
<br>
<<link [[Refuse|Pound Exposed Refuse]]>><</link>>
<br><<effects>>
<<fameexhibitionism 1>>
<<covered>>
You step from your hiding place. The <<person>>'s eyes flicker over your body. "Give me a twirl."
<br><br>
<<exposure>>
You turn on the spot as instructed. The <<person>> seems satisfied. <<He>> tugs <<his>> sweater over <<his>> head, unconcerned about <<his>>
<<if $pronoun is "f">>
exposed bra.<<upperwear 29>>
<<else>>
exposed chest.<<upperwear 24>>
<</if>>
<<He>> holds it out to you. It's a little big, which is probably for the best.
<br><br>
The <<person>> leaves you to dress, and enters the pound proper. Probably on the hunt for a replacement.
<br><br>
You make <<moneyGain $pound.money>>.<<pass 60>>
<br><br>
<<link [[Next|Pound]]>><<endevent>><</link>>
<br><<effects>>
<<fameexhibitionism 2>>
"Suit yourself," the <<person>> says. "Hey guys! Look what I've found!"
<br><br>
<<endevent>><<generate1>><<generate2>><<person1>>
You turn to find somewhere to hide, only to run into a <<person>>'s arms. "What we got here then?"
<br>
"Running around dressed like that," says a <<person2>><<person>> flanking <<person1>><<him>>. <<He>> shakes <<his>> head.
<br><br>
<<link [[Next|Pound Exposed Caught]]>><</link>>
<br><<effects>><<wearProp "bucket">>
<<beastNEWinit 1 dog>>
<<if $slimePoundTask>>You follow the <<= numberOfEarSlime() gte 2 ? "slimes'" : "slime's">> command to do a specific task.<<unset $slimePoundTask>><</if>>
<<if random(1, 2) is 2 and ($bestialitydisable is "f" or $monster is 1)>>
You enter one of the cages, bucket in hand. The <<beasttype>> within lets you approach. You wash <<bhim>> with soapy water.
<br><br>
<<bHe>> shakes <<bhis>> fur dry before you're done, almost getting you wet.
<br><br>
<<link [[Keep washing|Pound Work Wash Wet]]>><</link>><<dancedifficulty 1 400>>
<br>
<<link [[Scold|Pound Work Wash Scold]]>><</link>><<tendingdifficulty 1 800>>
<br>
<<else>>
You enter one of the cages, bucket in hand. The <<beasttype>> within recoils into the corner.
<<if $monster is 1>>
"No," <<bhe>> says. "Hate wet."
<<else>>
<<bHe>> looks cautiously at the water.
<</if>>
<br><br>
<<link [[Soothe|Pound Work Wash Soothe]]>><</link>><<tendingdifficulty 1 800>>
<br>
<<if hasSexStat("deviancy", 3) and ($bestialitydisable is "f" or $monster is 1)>>
<<link [[Use your hand|Pound Work Wash Hand]]>><</link>><<deviant3>>
<</if>>
<</if>><<effects>>
<<if $danceSuccess>>
You continue washing the <<beasttype>>, backing away when you suspect <<bhes>> gonna splash you. <span class="green">You manage to stay dry.</span>
<br><br>
You make <<moneyGain $pound.money>>.<<pass 60>>
<br><br>
<<if Time.hour gte $closinghour>>
<<link [[Next|Pound]]>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Pound Work]]>><<endevent>><</link>>
<br>
<</if>>
<<else>>
You continue washing the <<beasttype>>. <span class="red">Without warning</span>, <<bhe>> shakes <<bhis>> fur, <span class="red">drenching you in water.</span><<gstress>><<stress 6>>
<br><br>
<<wet_all>>
<br><br>
<<exposure>>
<<covered>> The <<beasttype>> cocks <<bhis>> head innocently.
<br><br>
<<if $exposed gte 1>>
<<link [[Next|Pound Exposed]]>><<endevent>><</link>>
<br>
<<else>>
You make <<moneyGain $pound.money>>.<<pass 60>>
<br><br>
<<link [[Next|Pound Work]]>><<endevent>><</link>>
<br>
<</if>>
<</if>><<effects>>
<<if $tendingSuccess>>
You hold the <<beasttype>>'s collar, and give <<bhim>> a word of warning. <<bHe 0>> seems to understand, <span class="green">and waits until you're finished before drying <<bhimself>> again.</span><<gpound_status>><<pound_status 1>>
<br><br>
You make <<moneyGain $pound.money>>.<<pass 60>>
<br><br>
<<if Time.hour gte $closinghour>>
<<link [[Next|Pound]]>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Pound Work]]>><<endevent>><</link>>
<br>
<</if>>
<<else>>
You hold the <<beasttype>>'s collar, and adopt a firm tone. You think it's working, until <<bhe>> shakes <<bhis>> fur with violent force, <span class="red">drenching you in water.</span>
<<wet_all>>
<br><br>
<<exposure>>
<<covered>> The <<beasttype>> cocks <<bhis>> head innocently.
<br><br>
<<if $exposed gte 1>>
<<link [[Next|Pound Exposed]]>><<endevent>><</link>>
<br>
<<else>>
You make <<moneyGain $pound.money>>.<<pass 60>>
<br><br>
<<if Time.hour gte $closinghour>>
<<link [[Next|Pound]]>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Pound Work]]>><<endevent>><</link>>
<br>
<</if>>
<</if>>
<</if>><<effects>>
<<if $tendingSuccess>>
"It's okay," you croon as you step closer. "The water is warm, and you'll feel better after. I promise."
<br><br>
<<if $monster is 1>>
<span class="green">"O-okay," <<bhe>> says, <<bhis>> nerves somewhat soothed.</span>
<<else>>
<span class="green">Your tone soothes <<bhis>> nerves,</span> and <<bhe>> allows you to approach.
<</if>>
<<gpound_status>><<pound_status 1>>
<br><br>
You wash <<bhim>> from head to foot. <<bHe>> doesn't like the water at first, but soon gets used to it. You take the bucket and leave the cage, leaving <<bhim>> to shake off the water.
<br><br>
You make <<moneyGain $pound.money>>.<<pass 60>>
<br><br>
<<if Time.hour gte $closinghour>>
<<link [[Next|Pound]]>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Pound Work]]>><<endevent>><</link>>
<br>
<</if>>
<<else>>
"Don't be scared," you say. You hold the sponge out to show <<bhim>> there's nothing to be afraid of, <span class="red">but <<bhe>> only recoils further.</span><<gtending>><<tending 1>>
<br><br>
<<bHe>> relents eventually, but whines the whole time. When done, <<bhe>> shakes <<bhis>> head and fur with force enough to splash the <<pound_text>> in neighbouring cages. <span class="pink">You're drenched.</span>
<<wet_all>>
<br><br>
<<exposure>>
<<covered>> The <<beasttype>> cocks <<bhis>> head innocently.
<br><br>
<<if $exposed gte 1>>
<<link [[Next|Pound Exposed]]>><<endevent>><</link>>
<br>
<<else>>
You make <<moneyGain $pound.money>>.<<pass 60>>
<br><br>
<<if Time.hour gte $closinghour>>
<<link [[Next|Pound]]>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Pound Work]]>><<endevent>><</link>>
<br>
<</if>>
<</if>>
<</if>><<effects>>
You put the bucket aside, and crouch beside the <<beasttype>>. "If you promise to be a good <<if $NPCList[0].pronoun is "m">>boy<<else>>girl<</if>>," you say. "I'll give you a treat."
<<if $NPCList[0].penis isnot "none">>
You reach for <<bhis>> <<print $NPCList[0].penisdesc>>, and stroke it to attention.
<<else>>
You reach for <<bhis>> pussy, and run a finger over it.
<</if>>
<<deviancy3>>
<<bHe>> allows you to rub with increasing speed.
<<if $NPCList[0].penis isnot "none">>
<<bHis>> body shudders, and <<bhe>> ejaculates on the floor.
<<else>>
<<bHis>> body shudders in orgasm.
<</if>>
<br><br>
<<bHes>> unconcerned as you approach <<bhim>> with the bucket. You wash <<bhim>> from head to foot. <<bHe>> doesn't like the water at first, but soon gets used to it. You take the bucket and leave the cage, leaving <<bhim>> to shake off the water.
<br><br>
You make <<moneyGain $pound.money>>.<<pass 60>>
<br><br>
<<if Time.hour gte $closinghour>>
<<link [[Next|Pound]]>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Pound Work]]>><<endevent>><</link>>
<br>
<</if>><<effects>><<wearProp "dog leash">>
<<beastNEWinit 5 dog>>
<<if $slimePoundTask>>You follow the <<= numberOfEarSlime() gte 2 ? "slimes'" : "slime's">> command to do a specific task.<<unset $slimePoundTask>><</if>>
You attach leashes to five <<beastsplural>>. They're eager for the exercise, and don't resist. Tails wagging, they pull you through the front yard and onto the street beyond.
<br><br>
<<link [[Wrestle control|Pound Work Walk Wrestle]]>><</link>><<physiquedifficulty 1 19000>>
<br>
<<rng 4>>
<<switch $rng>>
<<case 1>>
<<link [[Let them choose the destination|Pound Work Walk Beach]]>><</link>>
<br>
<<case 2>>
<<link [[Let them choose the destination|Pound Work Walk Forest]]>><</link>>
<br>
<<case 3>>
<<link [[Let them choose the destination|Pound Work Walk Hills]]>><</link>>
<br>
<<default>>
<<link [[Let them choose the destination|Pound Work Walk Road]]>><</link>>
<br>
<</switch>><<effects>>
<<if $physiqueSuccess>>
The <<beastsplural>> tug and pull in multiple directions, but an iron grip and stern word are <span class="green">able to get them under control.</span> Where shall you take them?
<br><br>
<<set $phase to 1>>
<<link [[The beach|Pound Work Walk Beach]]>><</link>>
<br>
<<link [[The forest|Pound Work Walk Forest]]>><</link>>
<br>
<<link [[The hills|Pound Work Walk Hills]]>><</link>>
<br>
<<link [[Road leaving town|Pound Work Walk Road]]>><</link>>
<br>
<<else>>
The <<beastsplural>> tug and pull in multiple directions. You try to get them under control, but your tugs go ignored, your words unheeded. <span class="red">They pull you behind them.</span>
<br><br>
<<rng 4>>
<<switch $rng>>
<<case 1>>
<<link [[Next|Pound Work Walk Beach]]>><</link>>
<br>
<<case 2>>
<<link [[Next|Pound Work Walk Forest]]>><</link>>
<br>
<<case 3>>
<<link [[Next|Pound Work Walk Hills]]>><</link>>
<br>
<<default>>
<<link [[Next|Pound Work Walk Road]]>><</link>>
<br>
<</switch>>
<</if>><<set $outside to 1>><<location "beach">><<effects>>
<<if $phase is 1>>
You lead the
<<else>>
You are led by the
<</if>>
<<beastsplural>> down to the beach. It's safe to let them off their leashes here.
<<if Weather.precipitation is "rain">>
They bound and frolic, unbothered by the rain.
<<elseif Weather.precipitation is "snow">>
They bound and frolic on the sand.
<<elseif !Weather.isOvercast>>
They bound and frolic in the sun.
<<else>>
They bound and frolic on the sand.
<</if>>
<br><br>
<<if random(1, 2) is 2>>
<<generate6>><<person6>>A <<person>> approaches you, arms folded. "Cute pups," <<he>> says. "They belong to you?"
<br><br>
<<link [[Flirt|Pound Work Walk Beach Flirt]]>><</link>><<promiscuous1>>
<br>
<<link [[Be polite|Pound Work Walk Beach Polite]]>><</link>>
<br>
<<link [[Be dismissive|Pound Work Walk Beach Dismiss]]>><</link>>
<br>
<<else>>
<<link [[Run with them|Pound Work Walk Beach Run]]>><<athletics 1>><<tiredness 1>><<pass 10>><</link>><<gtiredness>><<gathletics>>
<br>
<<link [[Watch|Pound Work Walk Beach Watch]]>><<stress -6>><</link>><<lstress>>
<br>
<</if>><<effects>>
"They are," you say. "But they're not as cute as you."
<<promiscuity1>>
<<if random(1, 100) is 100>>
<<He>> chuckles and calls you a flirtatious vagabond, but doesn't seem upset.
<<elseif random(1, 2) is 2>>
<<He>> smiles and thanks you, seeming upbeat for the rest of the conversation.
<<else>>
You catch <<him>> off guard, and <<he>> spends the rest of the conversation awkwardly shuffling between feet.
<</if>>
<br><br>
The <<beastsplural>> run until they're worn down enough to accept the leashes back on their collars. You lead them back to the pound.
<br><br>
<<pound_walk_end>><<effects>>
<<if $speech_attitude is "meek">>
"N-no," you say. "I just work at the pound."
<<elseif $speech_attitude is "bratty">>
"No," you say. "This is my job."
<<else>>
"No," you say. "I work at the pound."
<</if>>
<br><br>
The <<person>> nods. "I wanted to see the pups once, maybe adopt one, but they stopped me at the gate. I swear I've seen others enter. Maybe they didn't like my face."
<br><br>
The <<beastsplural>> run until they're worn down enough to accept the leashes back on their collars. You lead them back to the pound.
<br><br>
<<pound_walk_end>><<effects>>
You turn away from the <<person>>. <<He>> takes the hint and leaves you be.
<br><br>
The <<beastsplural>> run until they're worn down enough to accept the leashes back on their collars. You lead them back to the pound.
<br><br>
<<pound_walk_end>><<effects>>
You run with <<beastsplural>>, keeping up with them as they cross the sand. The wind is invigorating.
<br><br>
The <<beastsplural>> run until they're worn down enough to accept the leashes back on their collars. You lead them back to the pound.
<br><br>
<<pound_walk_end>><<effects>>
You watch as the <<beastsplural>> run and play on the sand, shouting if they get too bitey with one another. They soon tire out enough to accept the leashes back on their collars. You lead them back to the pound.
<br><br>
<<pound_walk_end>><<set $outside to 1>><<location "forest">><<effects>>
<<if $phase is 1>>
You lead the
<<else>>
You are led by the
<</if>>
<<beastsplural>> through the town's streets. Some pedestrians give your pack a wide berth, but others stop to pet.
<br><br>
You arrive at the forest. You keep the <<beastsplural>> on their leashes, as getting lost in here could be dangerous, even this close to town.
<br><br>
<<if random(1, 2) and ($bestialitydisable is "f" or $monster is 1)>>
One <<beasttype 0>> sniffs a strange pink flower.
<<if $tending gte 600>>
<span class="green">You recognise it,</span> <span class="purple">and know it's dangerous.</span>
<br><br>
<<link [[Call the pooch away|Pound Work Walk Forest Call]]>><</link>><<tendingdifficulty 600 1000>>
<br>
<<link [[Allow|Pound Work Walk Forest Allow]]>><</link>>
<br>
<<else>>
<span class="red">You don't recognise it.</span>
<br><br>
<<link [[Next|Pound Work Walk Forest Allow]]>><</link>>
<br>
<</if>>
<<else>>
You stick to a trail that snakes along the forest's edge. They frequently stop to sniff bushes and the bottom of trees. You keep them away from any mushrooms or strange-looking flowers. They are suitably tired by the time the road emerges back on the street.
<br><br>
You lead them back to the pound, and return them to their cages.
<br><br>
You make <<moneyGain $pound.money>>.<<pass 60>>
<br><br>
<<if Time.hour gte $closinghour>>
<<link [[Next|Pound]]>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Pound Work]]>><<endevent>><</link>>
<br>
<</if>>
<</if>><<effects>>
<<if $tendingSuccess>>
"Here <<if $NPCList[0].pronoun is "m">>boy<<else>>girl<</if>>," you say. The <<beasttype 0>> responds, <span class="green">and leaves the flower be.</span>
<br><br>
Once suitably exhausted, you lead the <<beastsplural>> back through town, to the pound.
<br><br>
<<pound_walk_end>>
<<else>>
"H-here," you stammer, <span class="red">but the <<beasttype 0>> ignores you.</span> <<bHe 0>> buries <<bhis 0>> nose in the flower, <span class="lewd">spreading pollen all around.</span> It smells sweet, and fills you with a strange warmth.<<ggarousal>><<arousal 1200>><<drugs 120>>
<br><br>
The warmth builds, and your knees tremble. The <<beastsplural>> are also affected. They sniff and lick you. You're filled with a terrible urge to drop to the grass and let them do as they will.
<br><br>
<<link [[Resist|Pound Work Walk Forest Resist]]>><</link>><<willpowerdifficulty 1 1000>>
<br>
<<link [[Obey|Pound Work Walk Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<effects>>
<<if $willpowerSuccess>>
You lean against a tree and focus on your breathing, waiting for the yearning to pass. It takes all your will, <span class="green">but you manage to last until the feelings subside.</span>
<br><br>
You make sure the <<beastsplural>> aren't fooling around with each other, then lead them back to town, and the pound.
<br><br>
<<pound_walk_end>>
<<else>>
You pull the <<beastsplural>> away from the flower, <span class="red">but only make a few steps before collapsing on the grass,</span> and writhing in desperate longing. The <<beastsplural>> surround you, as overcome as you.<<ggwillpower>><<willpower 12>>
<br><br>
<<link [[Next|Pound Work Walk Rape]]>><<handheldon>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<beastTrainGenerate>>
<</if>>
<<effects>>
<<effectsman>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Pound Work Walk Rape End]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Pound Work Walk Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyhealth lte 0>>
<<beastwound>>
<<if $combatTrain.length gt 0>>
The <<beasttype>> recoils in pain and fear, but another is eager for a go.<<gpound_status>><<pound_status 1>>
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Pound Work Walk Rape]]>><</link>>
<<else>>
The <<beasttype>> recoils in pain and fear.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Pound Work Walk Rape End]]>><<set $finish to 1>><</link>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<if $combatTrain.length gt 0>>
Satisfied, the <<beasttype>> moves and another takes its turn.<<lpound_status>><<pound_status -1>>
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Pound Work Walk Rape]]>><</link>>
<<else>>
Satisfied, the <<beasttype>> moves away from you.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Pound Work Walk Rape End]]>><<set $finish to 1>><</link>>
<</if>>
<<elseif $finish is 1>>
The yearning subsides, and you rise to your feet. You feel exhausted, but so do the <<beastsplural>>, and they don't resist as you pull them towards town.
<br><br>
<<clotheson>>
<<wearProp "dog leash">>
<<pass 60>>
<<exposure>>
<<if $exposed gte 1>>
You see buildings through the trees ahead. <<tearful>> you look down at your body. <<covered>>
<br><br>
<<link [[Ask for help|Pound Work Walk Ask]]>><</link>><<difficulty 50>>
<br>
<<if hasSexStat("deviancy", 3)>>
<<link [[Hide amongst the pack|Pound Work Walk Hide]]>><</link>><<deviant3>>
<br>
<</if>>
<<if $exposed gte 2 and hasSexStat("exhibitionism", 5)>>
<<link [[Walk as you are|Pound Work Walk Exhibitionism]]>><</link>><<exhibitionist5>>
<br>
<<elseif $exposed gte 1 and hasSexStat("exhibitionism", 4)>>
<<link [[Walk as you are|Pound Work Walk Exhibitionism]]>><</link>><<exhibitionist4>>
<br>
<</if>>
<<else>>
<<endcombat>>
<<set $phase to 2>>
<<pound_walk_end>>
<</if>>
<</if>><<effects>>
The <<beasttype 0>> buries <<bhis 0>> nose in the flower, <span class="lewd">spreading pollen all around.</span> It smells sweet, and fills you with a strange warmth.<<ggarousal>><<arousal 1200>><<drugs 120>>
<br><br>
The warmth builds, and your knees tremble. The <<beastsplural>> are also affected, and leer at you. You're filled with a terrible urge to drop to the grass and let them do as they will.
<br><br>
<<link [[Resist|Pound Work Walk Forest Resist]]>><</link>><<willpowerdifficulty 1 1000>>
<br>
<<link [[Obey|Pound Work Walk Rape]]>><<set $molestationstart to 1>><</link>>
<br><<effects>>
You linger in a copse of trees near the street. The <<beastsplural>> don't understand what's got you so anxious.
<br><br>
A <<generate6>><<person6>><<person>> walks by.
<<if $speech_attitude is "meek">>
"E-excuse me," you call out. "I've had an accident. Could you give me something to cover with?"
<<elseif $speech_attitude is "bratty">>
"Had an accident in the forest," you call out. "Could you give me something to cover with?"
<<else>>
"Hello," you call out. "I've had an accident. Could you give me something to cover with?"
<</if>>
<br><br>
The <<person>> stops and peers at you. The trees conceal you well enough,
<<upperwear 39>>
<<if random(1, 2) is 2>>
but <<he>> leers at what <<he>> can see. "Sure," <<he>> says. "I live nearby. Give me a few minutes, and I'll bring you something."
<br><br>
<<He>> returns as promised, holding a set of overalls. "All I have that'll fit you," <<he>> says, holding it out. You lean forward, and snatch the fabric from <<his>> grasp. It's cold to the touch.
<br><br>
You dress behind the trees. The fabric is really cold for some reason, though you suppose it'll warm up before long. The <<person>> is still there when you emerge, wearing <<his>> grin. You walk out onto the street, towards the pound.
<br><br>
<<link [[Next|Pound Work Walk Ask 2]]>><</link>>
<br>
<<else>>
but <<he>> blushes anyway. "S-sure," <<he>> says. "I live nearby. Give me a few minutes, and I'll bring you something."
<br><br>
<<He>> returns as promised, holding a set of overalls. "Sorry it's not more comfortable," <<he>> says, holding it out with eyes averted. "It's all I have in your size. It should get you where you're going."
<br><br>
You thank the <<person>>, and dress behind the trees. The <<person>> is gone when you emerge.
<br><br>
The journey back to the pound is uneventful, though you attract some looks.
<br><br>
You make <<moneyGain $pound.money>>.
<br><br>
<<endcombat>>
<<if Time.hour gte $closinghour>>
<<link [[Next|Pound]]>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Pound Work]]>><<endevent>><</link>>
<br>
<</if>>
<</if>>
<<wearProp "dog leash">><<effects>>
You turn onto another street, this one more crowded. You smell a whiff of raw meat. Odd, as there are no butchers you know of near here. You get another whiff, then another. Soon the smell of meat becomes constant.
<br><br>
You jump as you feel a nose presses into your groin from behind. It's a <<beasttype 0>>, eager to smell you. The others join in. The <<beasttype 0>> licks your bottom next. You lean down and sniff one of the straps of your overalls. <span class="pink">They reek of meat.</span>
<br><br>
The <<beasttype 0>> grasps part of the fabric between <<bhis 0>> teeth, <span class="pink">tearing it.</span> You tighten <<bhis 0>> leash and pull <<bhim 0>> away, but you're attracting glances from other pedestrians.
<br><br>
<<set $worn.upper.integrity -= 50>>
<<set $worn.lower.integrity -= 50>>
<<link [[Next|Pound Work Walk Ask 3]]>><</link>>
<br><<effects>>
You hasten your pace. You're not strong enough to keep them all at bay, not when they're so eager. You're able to chasten the worst of them, but can't stop them all from nipping and biting.
<br><br>
You glance over your shoulder. A few people follow in amusement, the <<person>> among them.
<br><br>
<<set $worn.upper.integrity -= 50>>
<<set $worn.lower.integrity -= 50>>
<<link [[Move faster|Pound Work Walk Ask 4]]>><<set $phase to 0>><</link>>
<br>
<<link [[Take a shortcut|Pound Work Walk Ask 4]]>><<set $phase to 1>><</link>>
<br><<effects>>
<<if $phase is 0>>
You start jogging. You feel the overalls split apart further as you move, but it's harder for the <<beastsplural>> to get a grip.
<br><br>
You round a corner, and see the pound up ahead. You're almost there!
<<else>>
You duck into an alley, out of sight. Your pursuers keep up however, hounding you until you emerge on the street opposite. You see the pound up ahead. You're almost there!
<</if>>
<br><br>
It happens so fast. As you step out onto the street, the <<beasttype 0>> grabs the fabric around your ankle, and pulls. The straps dig into your shoulders, <span class="pink">then snap.</span> The fabric covering your chest begins to fall forward.
<br><br>
<<if $leftarm is "bound" and $rightarm is "bound">>
With your arms bound, you can't stop your <<breasts>> being barred. On top of that, the <<beastsplural>> tug your overalls further down your body as you walk, right over your feet. <span class="pink">You trip,</span> and land half-naked in the middle of the street.
<<else>>
You push the fabric against your chest with one arm, but the <<beastsplural>> tug your overalls further down your body as you walk, right over your feet. <span class="pink">You trip,</span> and land half-naked in the middle of the street.
<</if>>
<br><br>
<<upperruined>>
<<exposure>>
<<set $worn.lower.integrity -= 50>>
People stand around gawking. Several pull out phones.
<br><br>
<<link [[Next|Pound Work Walk Ask 5]]>><</link>>
<br><<effects>>
The <<beastsplural>> surround you, each with a mouthful of your overalls. They pull and tug, until the fabric at last yields, <span class="pink">tearing it from your body in all directions.</span><<gstress>><<gtrauma>><<fameexhibitionism 10>><<stress 6>><<trauma 6>>
<br><br>
<<upperruined>>
<<lowerruined>>
<<exposure>>
<<covered>> The audience stands around gawking and filming. The <<person6>><<person>> stands closest. "Don't worry," the <<person>> laughs. "I didn't expect those clothes back."
<br><br>
<<link [[Run|Pound Work Walk Ask Run]]>><</link>>
<br>
<<link [[Get revenge|Pound Work Walk Ask Revenge]]>><</link>><<tendingdifficulty 600 1000>>
<br><<effects>>
You climb to your feet and dash across the rest of the street. The <<beastsplural>> seem happy to follow, chewing on what remains of your overalls as they run.
<br><br>
The other staff laugh and leer as you enter the building. You snatch some cleaned towels from a trolley near the entrance. You <<if $upperwet gte 1>>dry<<else>>cover<</if>> yourself in a hurry, then return the <<beastsplural>> to their cages.
<br><br>
You make <<moneyGain $pound.money>>.
<br><br>
<<endcombat>>
<<link [[Next|Pound]]>><<dry_towel>><</link>>
<br><<effects>>
You sic the <<beastsplural>> on the <<person>>.
<<if $tendingSuccess>>
Perhaps the meat-smelling fabric is disappointing. Perhaps they remember where the overalls came from. Regardless of their reasons, <span class="green">they lunge at <<him>>,</span> and drag <<him>> to the ground.<<lltrauma>><<trauma -12>><<gcontrol>><<control 10>>
<br><br>
They make quicker work of <<his>> clothes than they did yours, and soon have <<him>> completely naked. "Y-you stupid mutts!" <<he>> says, covering <<himself>> as the <<beastsplural>> ravage what remains of the fabric, as if searching for any morsel of food.
<br><br>
With the audience's attention now on the <<person>>, you make your escape. The <<beastsplural>> seem happy to follow, chewing on what remains of the <<persons>> clothes as they run.
<br><br>
<<else>>
The tattered remains of your meat-smelling overalls prove more interesting, however, <span class="red">and they ignore your command.</span> You're left to struggle to your feet, and hobble across the rest of the street. The <<beastsplural>> seem happy to follow, chewing on what remains of your overalls as they run.
<br><br>
<</if>>
The other staff laugh and leer as you enter the building. You snatch some cleaned towels from a trolley near the entrance, and cover yourself before returning the <<beastsplural>> to their cages.
<br><br>
You make <<moneyGain $pound.money>>.
<br><br>
<<endcombat>>
<<link [[Next|Pound]]>><<towelup>><</link>>
<br><<effects>>
You drop to your knees and peer around the edge of the trees. If you keep low and don't get too close to anyone, perhaps you won't be spotted among the pack. It would be even more humiliating if you were, though.
<br><br>
You take a deep breath, and crawl out onto the street, surrounded by the <<beastsplural>>.
<<deviancy3>>
You navigate using the street signs and buildings above. You know the streets well enough to navigate to the pound even with such limited vision.
<br><br>
You somehow make it back without being spotted. The other staff laugh and leer as you enter the building. You snatch some cleaned towels from a trolley near the entrance, and cover yourself before returning the <<beastsplural>> to their cages.
<br><br>
You make <<moneyGain $pound.money>>.
<br><br>
<<endcombat>>
<<link [[Next|Pound]]>><<towelup>><</link>>
<br><<effects>>
<<flaunting>> you emerge from your hiding place, and walk down the busy street. Heads turn. Throats gasp. A monocle falls into a glass.
<<if $exposed gte 2>>
<<exhibitionism5>>
<<else>>
<<exhibitionism4>>
<</if>>
You endure leers and catcalls, but no one harasses you physically. Perhaps the <<beastsplural>> ward them off.
<br><br>
You arrive at the pound. The other staff laugh and leer as you enter the building. You snatch some cleaned towels from a trolley near the entrance, and cover yourself before returning the <<beastsplural>> to their cages.
<br><br>
You make <<moneyGain $pound.money>>.
<br><br>
<<endcombat>>
<<link [[Next|Pound]]>><<towelup>><</link>><<set $outside to 1>><<location "moor">><<effects>>
<<if $phase is 1>>
You lead the
<<else>>
You are led by the
<</if>>
<<beastsplural>> west through town, along the small trails leading through the residential outskirts, into the winding hills beyond. It's colder here, but the wind is brisk and fresh, particularly as you crest the hills.
<br><br>
<<if random(1, 2) is 2>>
The <<beastsplural>> have a lot of energy, and it's a job to keep them from running off in different directions.
<<if hasSexStat("deviancy", 5) and ($monster is 1 or $bestialitydisable is "f")>>
<span class="lewd">A lewd thought strikes you.</span> You're alone out here, well-hidden from view. You know one way you could tire the <<beastsplural>> out.
<br><br>
<<link [[Seduce|Pound Work Walk Sex]]>><<set $sexstart to 1>><</link>><<deviant5>>
<br>
<<link [[Just keep walking|Pound Work Walk Hills 2]]>><</link>>
<br>
<<else>>
<br><br>
<<link [[Next|Pound Work Walk Hills 2]]>><</link>>
<br>
<</if>>
<<else>>
You pass beneath a stone archway. There aren't many ruins this close to town, and those that remain have been worn down, their inscriptions faded or wiped entirely.
<br><br>
<<if currentSkillValue("history") gte 1000>>
<<link [[Try to read an inscription|Pound Work Walk Hills Read]]>><</link>><<willpowerdifficulty 600 1000>>
<br>
<<else>>
<<link [[Try to read an inscription|Pound Work Walk Hills Read 2]]>><<historyskill 3 "no_star">><</link>><<ghistory>>
<br>
<</if>>
<<link [[Just enjoy the walk|Pound Work Walk Hills 2]]>><<stress -6>><</link>><<lstress>>
<br>
<</if>><<effects>>
You run your fingers over the inscriptions. You recognise the events they mention, but something isn't right. This isn't what they teach at school, and there's something else, some connection forming at the edge of your mind.
<br><br>
<<if $willpowerSuccess>>
<span class="green">You focus,</span> and a rogue musing blossoms. It connects the different stories in a searing web. <span class="pink">Your mind recoils from a forgotten horror,</span> but some parts will remain. <<ggawareness>><<ggtrauma>><<gstress>><<awareness 12>><<trauma 12>><<stress 6>>
<br><br>
You find yourself lying in the grass. The <<beastsplural>> whine. It's time to move on.
<<else>>
<span class="red">The thoughts disappear before you can grasp them,</span> leaving an uneasy sensation in their place.<<ggstress>><<stress 12>><<gwillpower>><<willpower 6>>
<br><br>
The <<beastsplural>> whine, eager to move on. You continue your walk.
<</if>>
<br><br>
<<link [[Next|Pound Work Walk Hills 2]]>><</link>>
<br><<effects>>
You run your fingers over the faded inscriptions. They're written in an archaic English, but you can understand it a little.
<<if $rng gte 81>>
It mentions a festival that took place in the city here. Or perhaps its destruction, you can't tell which.
<<elseif $rng gte 61>>
It warns of the danger of sea. Of a violent flood, or perhaps a flood of reavers.
<<elseif $rng gte 41>>
It celebrates the triumphs of a local ruler. Or maybe it's mocking the failures of a foreign ruler. Some ruler did something, and it was worth engraving it, apparently.
<<elseif $rng gte 21>>
It's confusing though, mentioning both a great harvest that saved a city from starvation, and a cataclysm that brought the city to ruin, as if they were the same thing. Maybe it's just poetic.
<<else>>
It mentions a departing army that would never be seen again. However, it contradicts this at once, continuing onto the army's return. You must be misunderstanding something.
<</if>>
<br><br>
The <<beastsplural>> grow restless, so you continue on your way.
<br><br>
<<link [[Next|Pound Work Walk Hills 2]]>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<beastCombatInit>>
<<beastTrainGenerate>>/* - Delete if there aren't multiple beasts*/
You drop to the ground, and present yourself to the <<beastsplural>>. They don't need a bigger hint than that.<<deviancy5>>
<</if>>
<<effects>>
<<effectsman>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Pound Work Walk Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Pound Work Walk Sex]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyhealth lte 0>>
<<beastwound>>
<<if $combatTrain.length gt 0>>
The <<beasttype>> recoils in pain and fear, but another is eager for a go.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Pound Work Walk Sex]]>><</link>>
<<else>>
The <<beasttype>> recoils in pain and fear.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Pound Work Walk Sex Finish]]>><<set $finish to 1>><</link>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<if $combatTrain.length gt 0>>
Satisfied, the <<beasttype>> moves and another takes its turn.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Pound Work Walk Sex]]>><</link>>
<<else>>
Satisfied, the <<beasttype>> moves away from you.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Pound Work Walk Sex Finish]]>><<set $finish to 1>><</link>>
<</if>>
<<elseif $finish is 1>>
<<if $enemywounded gte 1 and $enemyejaculated gte 1>>
The <<beastsplural>> snap at each other, until you give them a firm word.
<<elseif $enemywounded gte 1>>
<<tearful>> you stand triumphant before the <<beastsplural>>.
<<else>>
<<tearful>> you lie for a while atop a satisfied pile of <<beastsplural>>.
<</if>>
<br><br>
<<clotheson>>
<<pass 60>>
<<exposure>>
<<if $exposed gte 1>>
You walk back through the hills, until you see buildings through the trees ahead. <<tearful>> you look down at your body. <<covered>>
<br><br>
<<link [[Ask for help|Pound Work Walk Ask]]>><</link>><<difficulty 50>>
<br>
<<if hasSexStat("deviancy", 3)>>
<<link [[Hide amongst the pack|Pound Work Walk Hide]]>><</link>><<deviant3>>
<br>
<</if>>
<<if $exposed gte 2 and hasSexStat("exhibitionism", 5)>>
<<link [[Walk as you are|Pound Work Walk Exhibitionism]]>><</link>><<exhibitionist5>>
<br>
<<elseif $exposed gte 1 and hasSexStat("exhibitionism", 4)>>
<<link [[Walk as you are|Pound Work Walk Exhibitionism]]>><</link>><<exhibitionist4>>
<br>
<</if>>
<<else>>
<<set $phase to 2>>
<<link [[Next|Pound Work Walk Hills 2]]>><</link>>
<br>
<</if>>
<</if>><<effects>>
You walk back through the hills. The town looks closer each time you crest a peak, until at last the trail passes between buildings. You lead the <<beastsplural>> back to the pound.
<br><br>
<<endcombat>>
<<pound_walk_end>><<set $outside to 1>><<location "moor">><<effects>>
<<if $phase is 1>>
You lead the
<<else>>
You are led by the
<</if>>
<<beastsplural>> east through town, through the commercial and industrial areas, until you reach the road connecting to the outside world. Horses are sometimes ridden along here, so drivers are used to slowing for the occasional animal.
<br><br>
<<if random(1, 2) is 2>>
A squirrel emerges from a bush on the other side of the road. A <<beasttype 0>> spots it, and is overcome by an all-consuming urge to chase it. <span class="pink">Heedless of any danger, <<bhe 0>> rushes in front of an oncoming car.</span>
<br><br>
<<link [[Attempt rescue|Pound Work Walk Road Rescue]]>><</link>><<athleticsdifficulty 1 1100>>
<br>
<<link [[Close your eyes|Pound Work Walk Road Close]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>
<br>
<<else>>
A few drivers leer at you as they pass, but no one stops to harass you. Perhaps the array of <<beastsplural>> dissuades them. You return to town via a different route, a trail leading between fields. You lead the <<beastsplural>> back to the pound.
<br><br>
<<pound_walk_end>>
<</if>><<effects>>
You abandon the other leashes and run out into the road, grabbing the <<beasttype 0>> by the collar and pulling it to safety.
<<if $athleticsSuccess>>
The approaching car drives by with a honk, <span class="green">but you, the <<beasttype 0>>, and the others are all safe.</span><<gpound_status>><<pound_status 1>>
<br><br>
You walk a little further before heading back to town. The journey to the pound is uneventful.
<br><br>
<<pound_walk_end>>
<<else>>
You make it in time, but the car catches your
<<if $rng gte 67 and $worn.upper.name isnot "naked" and $worn.lower.name isnot "naked">>
<<print $worn.upper.name>>
<<set $worn.upper.integrity -= 25>>
<<set $worn.lower.integrity -= 25>>
<<elseif $rng gte 33 and $worn.upper.name isnot "naked">>
<<print $worn.upper.name>>
<<set $worn.upper.integrity -= 25>>
<<else>>
<<print $worn.lower.name>>
<<set $worn.lower.integrity -= 25>>
<</if>>
as it passes. <<integritycheck>>
<br>
The fabric trails after the car like a flag. The driver honks.
<br><br>
<<pass 60>>
<<exposure>>
You travel back to town via the trails that run between fields, and don't run into anybody.
<br><br>
<<if $exposed gte 1>>
You hide in a copse of trees at the outskirts, and look out at the street beyond. There are buildings through the trees ahead. <<tearful>> you look down at your body. <<covered>>
<br><br>
<<link [[Ask for help|Pound Work Walk Ask]]>><</link>><<difficulty 50>>
<br>
<<if hasSexStat("deviancy", 3)>>
<<link [[Hide amongst the pack|Pound Work Walk Hide]]>><</link>><<deviant3>>
<br>
<</if>>
<<if $exposed gte 2 and hasSexStat("exhibitionism", 5)>>
<<link [[Walk as you are|Pound Work Walk Exhibitionism]]>><</link>><<exhibitionist5>>
<br>
<<elseif $exposed gte 1 and hasSexStat("exhibitionism", 4)>>
<<link [[Walk as you are|Pound Work Walk Exhibitionism]]>><</link>><<exhibitionist4>>
<br>
<</if>>
<<else>>
<<pound_walk_end>>
<</if>>
<</if>><<effects>>
You cover your eyes and pull the remaining <<beastsplural>> to safety. You hear a screech of tires as the car swerves in your direction. You pull the remaining <<beastsplural>> to safety, but the car catches your
<<if $rng gte 67 and $worn.upper.name isnot "naked" and $worn.lower.name isnot "naked">>
<<print $worn.upper.name>>
<<set $worn.upper.integrity -= 25>>
<<set $worn.lower.integrity -= 25>>
<<elseif $rng gte 33 and $worn.upper.name isnot "naked">>
<<print $worn.upper.name>>
<<set $worn.upper.integrity -= 25>>
<<else>>
<<print $worn.lower.name>>
<<set $worn.lower.integrity -= 25>>
<</if>>
as it passes. <<integritycheck>>
<br>
The fabric trails after the car like a flag. The driver honks.
<br><br>
<<pass 60>>
<<exposure>>
You travel back to town via the trails that run between fields, and don't run into anybody.
<br><br>
<<if $exposed gte 1>>
You hide in a copse of trees at the outskirts, and look out at the street beyond. There are buildings through the trees ahead. <<tearful>> you look down at your body. <<covered>>
<br><br>
<<link [[Ask for help|Pound Work Walk Ask]]>><</link>><<difficulty 50>>
<br>
<<if hasSexStat("deviancy", 3)>>
<<link [[Hide amongst the pack|Pound Work Walk Hide]]>><</link>><<deviant3>>
<br>
<</if>>
<<if $exposed gte 2 and hasSexStat("exhibitionism", 5)>>
<<link [[Walk as you are|Pound Work Walk Exhibitionism]]>><</link>><<exhibitionist5>>
<br>
<<elseif $exposed gte 1 and hasSexStat("exhibitionism", 4)>>
<<link [[Walk as you are|Pound Work Walk Exhibitionism]]>><</link>><<exhibitionist4>>
<br>
<</if>>
<<else>>
<<pound_walk_end>>
<</if>><<effects>>
<<loadNPC 0 "black_dog">>
<<generate2>><<generate3>>
A <<person2>><<person>> and <<person3>><<person>> notice you take that particular key from the shelf, and eagerly watch you approach the cage. You open it, and step inside.
<br><br>
A pair of yellow eyes open in the corner, and regard you with suspicion.
<<if $tendingSuccess>>
"It's okay," you say. "I'm just here to make sure you're okay."
<br><br>
The dark stirs, and a colossal black <<beasttype 0>> steps into view. <<bHis 0>> black fur is matted and unkempt, and <<bhe 0>> resembles no breed of dog you're aware of. <<bHe 0>> could almost be a wolf.
<br><br>
<<if $monster is 1>>
"Leave," <<bhe 0>> says. "I know your plan. Leave or I eat!"
<<else>>
It growls again.
<</if>>
<br><br>
<span class="green">"That's further than anyone's gotten,"</span> the <<person2>><<person>> says from outside the cage. "See if you can get <<bhis 0>> fur looking presentable." <<He>> throws you a brush.
<br><br>
<<link [[Next|Pound Work Brute Brush]]>><<set $pound.progress to 4>><</link>>
<br>
<<else>>
"G-good doggy," you say. "I'm-"
<br><br>
<span class="red">A flash of white teeth strikes you with terror.</span> You flee the cage. The <<person2>><<person>> and <<person3>><<person>> laugh, but you don't care, you just need to be away.
<br><br>
Your hands shake as you lock the cage, and return the key to its place.
<br><br>
<<link [[Next|Pound]]>><<trauma 6>><<stress 6>><<endevent>><</link>><<gtrauma>><<gstress>>
<br>
<</if>><<effects>>
You step closer, brush in hand. The <<beasttype 0>> doesn't react as you brush <<bhis 0>> back, trying to loosen the tangle. <<bHe 0>> exhales, then collapses, as if <<bhis 0>> strength has given out.
<<if $monster is 1>>
"Don't care anymore," <<bhe 0>> says. "Just want it over."
<<else>>
It looks defeated.
<</if>>
<br><br>
"The <<girl>> did it!" the <<person>> shouts. More staff arrive to observe. "Someone get the hose." They enter the cage, jostling you aside to get close to the creature. One of them carries a collar.
<br><br>
"Good job," the <<person2>><<person>> says. "Here's a little something." <<He>> hands you a wad of cash. "Now get going. We got lots to do."
You make <<moneyGain 100>>.
<br><br>
You turn as you leave the cage, and make contact with the <<beasttype 0>>'s sad eyes for just a moment before a body blocks your vision.
<br><br>
<span class="gold">If you wanted to help, you'd have to break in at night.</span>
<br><br>
<<if Time.hour gte $closinghour>>
<<link [[Next|Pound]]>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Pound Work]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<generate1>><<person1>>
A <<person>> prowls down the aisle between cages, sweeping fur with a broom. <<He>> stops as you approach <<him>>, and looks you up and down. "What you want?"
<br><br>
<<if $speech_attitude is "meek">>
"I-I'm looking for work," you say. "Do you need help?"
<<elseif $speech_attitude is "bratty">>
"Got any work?" you ask.
<<else>>
"I'm looking for work," you say. "Are you hiring?"
<</if>>
<br><br>
The <<person>> spits, and nods. "You done anything like this before?" <<he>> asks. <<He>> cuts off your response. "Doesn't matter. We need the hands. Brushing, feeding, washing, walking. They're a handful."
<br><br>
"We'll pay you <span class="gold">£5</span> an hour. Not much, but you'll get more if you do a good job. Start whenever."
<br><br>
<<if Time.hour gte $closinghour>>
<<link [[Next|Pound]]>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Pound Work]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
You crouch beside the <<beasttype>>'s cage, and reach through the bars. "Who's a poor pooch?" you coo. "All locked up. I bet you want to fuck me, don't you?"
<<deviancy2>>
<<if $monster is 1>>
<<bHe>> rattles the bars, eyes alight with lust. "Yes," <<bhe>> woofs. <<bHe>> reaches for you, but you step away.
<<else>>
<<bHe>> pokes <<bhis>> nose through the bars and sniffs, straining for your scent.
<</if>>
<br><br>
<<if $arousal gte 10000>>
<<orgasm>> <span class="red">Driven wild by lust,</span> the <<beasttype>> rams against the cage door.
<br><br>
<<link [[Next|Pound Assault]]>><</link>>
<br>
<<else>>
<<if hasSexStat("deviancy", 3)>>
<<if $pound.sneak is 1>>
<<if $player.penisExist and !playerChastity("penis")>>
<<link [[Press your penis against the bars (0:05)|Pound Penis]]>><<pass 5>><<set $pound.sneak to 2>><<arousal 1200 "genitals">><</link>><<deviant3>><<ggarousal>>
<br>
<</if>>
<<if $player.vaginaExist and !playerChastity("hidden")>>
<<link [[Press your pussy against the bars (0:05)|Pound Pussy]]>><<pass 5>><<set $pound.sneak to 2>><<arousal 1200 "genitals">><</link>><<deviant3>><<ggarousal>>
<br>
<</if>>
<</if>>
<<else>>
<<insufficientStat "deviancy" "to take things further">>
<br><br>
<</if>>
<<link [[Leave|Pound]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
<span class="red">The cage swings open,</span> and the <<beasttype>> leaps out, blocking your path.
<br><br>
<<if $monster is 1>>
"You mine," <<bhe>> growls. "Get on ground."
<<else>>
<<bHe>> growls.
<</if>>
<br><br>
<<link [[Submit|Pound Assault Rape]]>><<set $molestationstart to 1>><<set $phase to 0>><</link>>
<br>
<<link [[Fight|Pound Assault Rape]]>><<set $molestationstart to 1>><<set $phase to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<if $phase is 1>>
<<set $enemyanger += 100>><<set $enemyhealth -= 20>>
You kick the <<beasttype>> away from you.
<<else>>
You drop to the ground.
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Pound Assault Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Pound Assault Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation knot>>
<<if _knotted>>
<<pass 60>>
The <<beasttype>> tries to wriggle <<bhis>> <<print $NPCList[0].penisdesc>> free, but to no avail. <<bHe>> instead returns to the corner of <<bhis>> cage, dragging you along on all fours behind <<bhim>>. <<bHe>> lies down to sleep, leaving you to lie on the ground.<<lllpound_status>><<pound_status -10>>
<br><br>
<<tearful>> you try to work yourself free.
<<if $openinghours is 1>>
It takes a while. So long, in fact, that you're still trying when you hear the front door open. <span class="red">The staff have arrived for work.</span>
<br><br>
<<clotheson>>
<<endcombat>>
<<generate1>><<person1>><<generate2>><<generate3>><<generate4>>
You grab hold of the bars of the cage for leverage, but it's no use. A <<person>> walks into view, and stops at the sight of you. "Everyone!" <<he>> shouts. "Come get a look at this!"<<ggtrauma>><<ggstress>><<famebestiality 4>>
<br><br>
<<link [[Next|Pound Assault Caught]]>><<set $phase to 1>><</link>>
<br>
<<else>>
It takes a while, but you at last remove the cock with a plop. You leave the cage, closing the door behind you.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Pound]]>><</link>>
<br>
<</if>>
<<else>>
The <<beasttype>> returns to the corner of <<bhis>> cage, and lies down to sleep. <<tearful>> you close the door.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Pound]]>><</link>>
<br>
<</if>>
<<else>>
You kick the <<beasttype>> back into <<bhis>> cage, and lock it before <<bhe>> can recover.
<br><br>
<<tearful>> you walk away. The <<beasttype>> barks in anger behind you.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Pound]]>><</link>>
<br>
<</if>><<effects>>
A <<person2>><<person>>, <<person3>><<person>>, and <<person4>><<person>> arrive to gawk. "Well well," a <<person>> says. "A stray mutt snuck in for a bit of slap and tickle."
<br>
"Usually we have to go hunting you <<bitch>>es," the <<person3>><<person>> says. "Nice of you to capture yourself."
<br>
"I got just the thing," the <<person4>><<person>> adds, producing a collar and leash.
<br><br>
<<if $phase is 1>>
They surround you while you're helpless and grasp you by the shoulders and waist, before giving you a hefty tug. The cock comes free with a plop. You try to stand, but they hold you down while running hands over your body. The <<person1>><<person>> squeezes your <<breasts>>.
<<else>>
They surround you while you're helpless and grasp you by the shoulders and waist. They pull you away from the attacker. You try to stand, but they hold you down while running hands over your body. The <<person1>><<person>> squeezes your <<breasts>>.
<</if>>
<br><br>
<<if $exposed lt 2>>
The <<person4>><<person>> tries to affix the collar around your neck while the others tear at your clothes.
<<else>>
The <<person4>><<person>> tries to affix the collar around your neck.
<</if>>
<br><br>
<<link [[Fight|Pound Assault Caught Fight]]>><<set $fightstart to 1>><</link>>
<br>
<<link [[Submit|Pound Assault Caught 2]]>><</link>>
<br><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Pound Assault Caught Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Pound Assault Caught Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation "short">>
They're too distracted by their orgasms to stop you running from the cage. You shut the door behind you, locking it in place. You don't wait to see if they can get out.
<br><br>
<<tearful>> you run from the premises.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Starfish Street]]>><</link>>
<<elseif $enemyhealth lte 0>>
They back away from you, giving you enough space to escape the cage. You shut the door behind you, locking it in place. You don't wait to see if they can get out.
<br><br>
<<tearful>> you run from the premises.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Starfish Street]]>><</link>>
<<else>>
<<tearful>> you fall to the ground. You're too hurt to resist.
<br><br>
<<link [[Submit|Pound Assault Caught 2]]>><</link>>
<br>
<</if>><<effects>>
<<clothesruined>>
<<pound_muzzle>>
<<leash 26>>
<<set $worn.neck.cursed to 1>>
The <<person4>><<person>> places the collar around your neck, and affixes a muzzle. <<He>> tugs as the <<person1>><<person>> gives your <<bottom>> a hard smack, pushing you along.
<br><br>
You crawl down the corridor. The <<pound_text>> watch you crawl by, towards an empty cage at the end of the room. The <<person4>><<person>> shuts the door behind you, <span class="pink">locking you inside.</span> "Welcome to your new home <<bitch>>," <<he>> says. "The other mutts are gonna love you." The staff laugh as they walk away.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Pound Cage]]>><</link>><<effects>>
You expose your <<penis>>, and push it between the bars. The <<beasttype>> gives you an exploratory sniff before running <<bhis>> tongue up your length, making you shudder.
<<deviancy3>>
<<if $arousal gte 10000>>
The sensation is too much. <<orgasm>> <span class="red">Driven wild by lust,</span> the <<beasttype>> rams against the cage door.
<br><br>
<<link [[Next|Pound Assault]]>><</link>>
<br>
<<else>>
The <<beasttype>> <<print $monster ? "stands upright" : "rears on <<bhis>> hind legs">>, pressing against the bars of the cage.
<br><br>
<<if hasSexStat("deviancy", 4) and $pound.sneak is 2>>
<<link [[Break into a cage|Pound Deviant]]>><<set $pound.sneak to 3>><</link>><<deviant4>>
<br>
<<else>>
<<insufficientStat "deviancy" "to take things further">>
<br>
<</if>>
<<link [[Step away|Pound]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
You expose your <<pussy>>, and push it against the bars. The <<beasttype>> gives you an exploratory sniff before running <<bhis>> tongue over your slit, making you shudder.
<<deviancy3>>
<<if $arousal gte 10000>>
The sensation is too much. <<orgasm>> <span class="red">Driven wild by lust,</span> the <<beasttype>> rams against the cage door.
<br><br>
<<link [[Next|Pound Assault]]>><</link>>
<br>
<<else>>
The <<beasttype>> <<print $monster ? "stands upright" : "rears on <<bhis>> hind legs">>, pressing against the bars of the cage.
<br><br>
<<if hasSexStat("deviancy", 4) and $pound.sneak is 2>>
<<link [[Break into a cage|Pound Deviant]]>><<set $pound.sneak to 3>><</link>><<deviant4>>
<br>
<<else>>
<<insufficientStat "deviancy" "to take things further">>
<br>
<</if>>
<<link [[Step away|Pound]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
You fiddle with the primitive lock, and manage to open the cage. The <<beasttype>> runs through, and tries to mount you at once.
<<deviancy4>>
<<link [[Next|Pound Deviant Sex]]>><<set $sexstart to 1>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<beastCombatInit>>
<</if>>
<<effects>>
<<effectsman>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Pound Deviant Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Pound Deviant Sex]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation knot>>
<<if _knotted>>
<<pass 60>>
The <<beasttype>> tries to wriggle <<bhis>> <<print $NPCList[0].penisdesc>> free, but to no avail. <<bHe>> instead returns to the corner of <<bhis>> cage, dragging you along on all fours behind <<bhim>>. <<bHe>> lies down to sleep, leaving you to lie on the ground.
<br><br>
<<tearful>> you try to work yourself free.
<<if $openinghours is 1>>
It takes a while. So long, in fact, that you're still trying when you hear the front door open. <span class="red">The staff have arrived for work.</span>
<br><br>
<<clotheson>>
<<endcombat>>
<<generate1>><<person1>><<generate2>><<generate3>><<generate4>>
You grab hold of the bars of the cage for leverage, but it's no use. A <<person>> walks into view, and stops at the sight of you. "Everyone!" <<he>> shouts. "Come get a look at this!"<<ggtrauma>><<ggstress>><<famebestiality 4>>
<br><br>
<<link [[Next|Pound Assault Caught]]>><<set $phase to 1>><</link>>
<br>
<<else>>
It takes a while, but you at last remove the cock with a plop. You leave the cage, closing the door behind you.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Pound]]>><</link>>
<br>
<</if>>
<<else>>
The <<beasttype>> returns to <<bhis>> cage, and curls up in the corner.
<br><br>
<<tearful>> you close and lock the door.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Pound]]>><</link>>
<br>
<</if>>
<<elseif $enemyhealth lte 0>>
The <<beasttype>> runs into <<bhis>> cage, and curls up in the shadowed corner.
<br><br>
<<tearful>> you close and lock the door.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Pound]]>><</link>>
<br>
<<else>>
The <<beasttype>> returns to <<bhis>> cage, apparently uninterested in an escape attempt.
<br><br>
<<tearful>> you close and lock the door.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Pound]]>><</link>>
<br>
<</if>><<set $outside to 1>><<effects>><<set $lock to 200>>
<<openinghours>>
<<if currentSkillValue('skulduggery') gte $lock>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span>
<br><br>
<<else>>
<<wearProp "lockpick">>
<span class="green">The lock looks easy to pick.</span>
<br><br>
<<lockicon "pick">><<link [[Pick it (0:10)|Pound]]>><<handheldon>><<pass 10>><<crimeUp 5 "trespassing">><</link>><<crime "trespassing">>
<br>
<</if>>
<<else>>
<span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>>
<br><br>
<</if>>
<<starfishicon>><<link [[Leave|Starfish Street]]>><<handheldon>><</link>><<widget "pound_init">>
<<set $pound to {}>>
<<set $pound.status to 0>>
<<set $pound.sneak to 0>>
<<set $pound.progress to 0>>
<<set $pound.tasks to []>>
<</widget>>
<<widget "pound_text">>
<<if ($monsterchance gte $rng and $hallucinations gte 1) or ($monsterchance gte $rng and $monsterhallucinations is "f")>>
<<if $monsterchance gte 100 or $bestialitydisable is "f">>
<<if beastMaleChance() is 100>>
<<set _text_output to "dogboys">>
<<elseif beastMaleChance() is 0>>
<<set _text_output to "doggirls">>
<<else>>
<<set _text_output to "dogpeople">>
<</if>>
<<else>>
<<set _text_output to "hounds">>
<</if>>
<<else>>
<<set _text_output to "dogs">>
<</if>>
<<if _args[0] is "cap">>
<<set _text_output to _text_output.toUpperFirst()>>
<</if>>
<<print _text_output>>
<</widget>>
<<widget "pound_punishment_links">>
<<if Time.hour is 12 and !$pound.compete>>
<<link [[Next|Pound Show Crawl]]>><</link>>
<br>
<<else>>
<<link [[Next|Pound Food]]>><<detach_leash>><<endevent>><</link>>
<br>
<</if>>
<</widget>>
<<widget "pound_stats">>
<<if $pound.status gte 100>>
The <<pound_text>> see you as <span class="green">alpha.</span>
<<earnFeat "Pound Alpha">>
<<elseif $pound.status gte 80>>
The <<pound_text>> consider you <span class="teal">dominant.</span>
<<elseif $pound.status gte 60>>
The <<pound_text>> think you're <span class="lblue">strong.</span>
<<elseif $pound.status gte 40>>
The <<pound_text>> see you as <span class="blue">a normal packmate.</span>
<<elseif $pound.status gte 20>>
The <<pound_text>> think you're <span class="purple">weak.</span>
<<elseif $pound.status gte 1>>
The <<pound_text>> consider you <span class="pink">submissive.</span>
<<else>>
The <<pound_text>> see you as a <span class="red">runt.</span>
<<earnFeat "Pound Runt">>
<</if>>
<</widget>>
<<widget "pound_status">>
<<if _args[0]>>
<<set $pound.status += (_args[0] * 2)>>
<<set $pound.status to Math.clamp($pound.status, 0, 100)>>
<</if>>
<</widget>>
<<widget "stray_happiness">>
<<if _args[0]>>
<<set $stray_happiness += _args[0]>>
<<set $stray_happiness to Math.clamp($stray_happiness, 0, 100)>>
<</if>>
<</widget>>
<<widget "gstray_happiness">>
<<if $statdisable is "f">> |
<span class="green">+ Stray contentment</span>
<</if>>
<</widget>>
<<widget "ggstray_happiness">>
<<if $statdisable is "f">> |
<span class="green">+ + Stray contentment</span>
<</if>>
<</widget>>
<<widget "gggstray_happiness">>
<<if $statdisable is "f">> |
<span class="green">+ + + Stray contentment</span>
<</if>>
<</widget>>
<<widget "gpound_status">>
<<if $statdisable is "f">> |
<span class="green">+ Pound respect</span>
<</if>>
<</widget>>
<<widget "ggpound_status">>
<<if $statdisable is "f">> |
<span class="green">+ + Pound respect</span>
<</if>>
<</widget>>
<<widget "gggpound_status">>
<<if $statdisable is "f">> |
<span class="green">+ + + Pound respect</span>
<</if>>
<</widget>>
<<widget "lpound_status">>
<<if $statdisable is "f">> |
<span class="red">- Pound respect</span>
<</if>>
<</widget>>
<<widget "llpound_status">>
<<if $statdisable is "f">> |
<span class="red">- - Pound respect</span>
<</if>>
<</widget>>
<<widget "lllpound_status">>
<<if $statdisable is "f">> |
<span class="red">- - - Pound respect</span>
<</if>>
<</widget>>
<<widget "pound_compete_text">>
<<if $pound.compete gte 5>>
<span class="green">You're in first place.</span>
<<elseif $pound.compete is 4>>
<span class="teal">You're in second place.</span>
<<elseif $pound.compete is 3>>
<span class="lblue">You're in third place.</span>
<<elseif $pound.compete is 2>>
<span class="blue">You're in fourth place.</span>
<<else>>
<span class="purple">You're last.</span>
<</if>>
<</widget>>
<<widget "stray_happiness_text">>
<<if $stray_happiness gte 100>>
<span class="green">The <<pound_text>> are cheerful.</span>
<<elseif $stray_happiness gte 80>>
<span class="teal">The <<pound_text>> are content.</span>
<<elseif $stray_happiness gte 60>>
<span class="lblue">The <<pound_text>> are sullen.</span>
<<elseif $stray_happiness gte 40>>
<span class="blue">The <<pound_text>> brood in dark corners.</span>
<<elseif $stray_happiness gte 20>>
<span class="purple">The <<pound_text>> are agitated.</span>
<<elseif $stray_happiness gte 1>>
<span class="pink">The <<pound_text>> are rebellious.</span>
<<else>>
<span class="red">The <<pound_text>> are feral.</span>
<</if>>
<i>Higher contentment makes events with stray mutts around town less dangerous.</i>
<</widget>>
<<widget "pound_walk_end">>
You make <<moneyGain $pound.money>>.<<if $phase isnot 2>><<pass 60>><</if>>
<br><br>
<<exposure>>
<<if $exposed gte 1>>
You close the last cage, and look down at your body. <span class="pink">Your clothes are soaking wet and transparent!</span>
<br><br>
<<link [[Next|Pound Exposed]]>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Pound]]>><<endevent>><</link>>
<br>
<</if>>
<</widget>>
<<widget "pound_muzzle">>
<<if ($wolfgirl gte 6 or ($transformationParts.wolf.tail isnot "hidden" and $transformationParts.wolf.tail isnot "disabled"))>>
<<facewear 24>>
<<elseif ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled")) or ($fox gte 6 or ($transformationParts.fox.tail isnot "hidden" and $transformationParts.fox.tail isnot "disabled"))>>
<<facewear 25>>
<<else>>
<<facewear 17>>
<</if>>
<</widget>>
<<widget "earSlimePoundLinks">>
<<set _linkName to _args[0] or "Next">>
<<switch $slimePoundTask>>
<<case "Sweep">>
<<link [[_linkName|Pound Work Sweep]]>>
<<if !$pound.tasks.includes("sweep")>><<stray_happiness 1>><<set $pound.tasks.push("sweep")>><</if>><<set $pound.money to 5>>
<<if _linkName is "Obey">><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 2>><</if>>
<</link>><<if _linkName is "Obey">><<gcorruption>><<lpain>><<lltrauma>><<lstress>><</if>>
<<case "Feed">>
<<link [[_linkName|Pound Work Feed]]>>
<<set $pound.tasks.push("feed")>><<set $pound.money to 8>>
<<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 2>>
<<if _linkName is "Obey">><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 2>><</if>>
<</link>><<if _linkName is "Obey">><<gcorruption>><<lpain>><<lltrauma>><<lstress>><</if>>
<<case "Brush">>
<<link [[_linkName|Pound Work Brush]]>>
<<if !$pound.tasks.includes("brush")>><<stray_happiness 1>><<set $pound.tasks.push("brush")>><</if>><<set $pound.money to 10>>
<<if _linkName is "Obey">><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 2>><</if>>
<</link>><<if _linkName is "Obey">><<gcorruption>><<lpain>><<lltrauma>><<lstress>><</if>>
<<case "Wash">>
<<link [[_linkName|Pound Work Wash]]>>
<<if !$pound.tasks.includes("wash")>><<stray_happiness 1>><<set $pound.tasks.push("wash")>><</if>><<set $pound.money to 12>>
<<if _linkName is "Obey">><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 2>><</if>>
<</link>><<if _linkName is "Obey">><<gcorruption>><<lpain>><<lltrauma>><<lstress>><</if>>
<<case "Walk">>
<<link [[_linkName|Pound Work Walk]]>>
<<if !$pound.tasks.includes("walk")>><<stray_happiness 1>><<set $pound.tasks.push("walk")>><</if>><<set $pound.money to 15>>
<<if _linkName is "Obey">><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 2>><</if>>
<</link>><<if _linkName is "Obey">><<gcorruption>><<lpain>><<lltrauma>><<lstress>><</if>>
<</switch>>
<</widget>><<location "prison_beach">><<set $outside to 1>><<effects>><<effects_prison>>
You are on the secret beach outside the prison. The waves are violent.
<<if $prison.watchers_friend is 2>>
<<elseif $prison.schedule is "revolt">>
You hear the ongoing revolt.<<prison_attention 10>>
<<else>>
Menacing shapes circle overhead.
<</if>>
<br><br>
<<if (Time.hour is 12 or Time.hour is 14) and !$prison_wren_intro and $prison_wren_boat_intro is 1 and Time.weekDay is 6>>
<<npc "Wren">><<person1>>
There's a boat moored just off shore. Wren emerges from below deck, and leaps over the water onto a nearby rock. <<He>> crouches to pick up a crate, but stops when <<he>> sees you.
<br><br>
"You're a clever <<girl>>," <<he>> says. "I shouldn't be surprised. Let's keep this beach a secret between the two of us." <<He>> lifts the crate, and returns to <<his>> ship.
<br><br>
<<link [[Next|Prison Beach]]>><<endevent>><<unset $prison_wren_boat_intro>><</link>>
<br>
<<else>>
<<if (Time.hour is 12 or Time.hour is 14) and !$prison_wren_intro and Time.weekDay is 6>>
<<npc "Wren">><<person1>>
Wren busies <<himself>> on <<his>> ship.
<br><br>
<<endevent>>
<<elseif Time.hour is 13 and !$prison_wren_intro and Time.weekDay is 6>>
Wren's boat is anchored neared the beach.
<br><br>
<<else>>
<</if>>
<<if Time.hour is 5>>
It'll be roll call soon. <span class="pink">If you don't return to your cell, there'll be trouble.</span>
<br><br>
<</if>>
<<if $stress gte $stressmax and isPregnancyEnding()>>
<<pregnancyPassout "prisonBeach">>
<<elseif $prison.schedule is "hunt">>
<<beastNEWinit 1 hawk>><<person1>>
A <<beasttype>> soars towards you, <span class="red">talons outstretched.</span> You run, and manage to avoid <<bhis>> grasp.
<br><br>
<<bHe>> chases you up the tunnel and into the yard.
<br><br>
<<link [[Next|Prison Yard]]>><<endevent>><</link>>
<br>
<<else>>
Small fish leap from a shallow, placid lagoon.
<br>
<<if (Time.hour is 12 or Time.hour is 14) and !$prison_wren_intro and Time.weekDay is 6>>
<br>
<<socialiseicon>><<link [[Speak to Wren|Prison Beach Wren]]>><</link>>
<br>
<</if>>
<<if $leftarm is "bound" and $rightarm is "bound">>
<<if $worn.feet.type.includes("shackle")>>
<br>
<span class="blue">You can't swim with your arms bound and your legs shackled.</span>
<br><br>
<<else>>
<br>
<span class="blue">You can't swim with your arms bound.</span>
<br><br>
<</if>>
<<elseif $worn.feet.type.includes("shackle")>>
<br>
<span class="blue">You can't swim with your legs shackled.</span>
<br><br>
<<else>>
<<swimicon "back">><<link [[Practise swimming (1:00)|Prison Beach Swim]]>><<pass 60>><<stress -6>><<tiredness 6>><</link>><<gtiredness>><<gswimming>><<lstress>>
<br>
<<swimicon>><<link [[Swim away from the island (0:05)|Prison Beach Escape]]>><<pass 5>><</link>>
<br><br>
<</if>>
<<if $prison.yard_door is 1>>
<<prisonicon "door">><<link [[Tunnel to yard (0:01)|Prison Yard]]>><<pass 1>><<set $location to "prison">><</link>>
<br>
<<else>>
A tunnel slopes up into the island, <span class="blue">but there's a locked door on the other side.</span>
<br>
<</if>>
<<if $prison.tunnel gte 120>>
<<prisonicon "cell">><<link [[Tunnel to cell (0:05)|Prison Tunnel Edge]]>><<pass 5>><<set $phase to 1>><<set $location to "prison">><</link>>
<br>
<</if>>
<<prison_map beach>>
<</if>>
<</if>><<effects>>
<<npc Wren>><<person1>>
Wren addresses you with one leg resting on the side of the ship. "Any way I can help you?" <<he>> asks.
<br><br>
<<if $prison.wren_names is 2>>
<<socialiseicon "ask">><<link [[Ask for passage|Prison Beach Wren Lift]]>><</link>>
<br>
<<elseif $prison.wren_names is 1>>
<<if $per_npc.scarred_inmate.name_known is 1 and $prison_wren_scarred isnot 1>>
<<ind>><<link [[Give the scarred inmate's name|Prison Beach Wren Scarred]]>><<set $prison_wren_scarred to 1>><</link>>
<br>
<<elseif $prison_wren_scarred isnot 1>>
<span class="blue">Wren wants the scarred inmate's name.</span>
<br>
<</if>>
<<if $per_npc.relaxed_guard.name_known is 1 and $prison_wren_relaxed isnot 1>>
<<ind>><<link [[Give the relaxed guard's name|Prison Beach Wren Relaxed]]>><<set $prison_wren_relaxed to 1>><</link>>
<br>
<<elseif $prison_wren_relaxed isnot 1>>
<span class="blue">Wren wants the relaxed guard's name.</span>
<br>
<</if>>
<<if $per_npc.veteran_guard.name_known is 1 and $prison_wren_veteran isnot 1>>
<<ind>><<link [[Give the veteran guard's name|Prison Beach Wren Veteran]]>><<set $prison_wren_veteran to 1>><</link>>
<br>
<<elseif $prison_wren_veteran isnot 1>>
<span class="blue">Wren wants the veteran guard's name.</span>
<br>
<</if>>
<<if $per_npc.methodical_guard.name_known is 1 and $prison_wren_methodical isnot 1>>
<<ind>><<link [[Give the methodical guard's name|Prison Beach Wren Methodical]]>><<set $prison_wren_methodical to 1>><</link>>
<br>
<<elseif $prison_wren_methodical isnot 1>>
<span class="blue">Wren wants the methodical guard's name.</span>
<br>
<</if>>
<<if $prison_wren_relaxed is 1 and $prison_wren_scarred is 1 and $prison_wren_veteran is 1 and $prison_wren_methodical is 1>>
<<ind>><<link [[That's all the names|Prison Beach Wren Names]]>><<set $prison.wren_names to 2>><</link>>
<br>
<</if>>
<<else>>
<<socialiseicon "ask">><<link [[Ask for passage|Prison Beach Wren Ask]]>><<set $prison.wren_names to 1>><</link>>
<br>
<</if>>
<<getouticon>><<link [[Leave|Prison Beach]]>><<endevent>><</link>>
<br><<effects>>
<<if $prison.watchers_friend is 2 or $prison.schedule is "revolt">>
Wren looks up. "Skies are clear," <<he>> says. "I'll give you a lift back to the mainland. It'll be a one-way trip though. They scrutinise me more on the way in."
<br><br>
<<if $prison.kylar is "solitary">>
You could take Kylar with you, but you'll need to wait until <<nnpc_hes "Kylar">> freed from solitary.
<br><br>
<</if>>
<<if $prison.kylar is "active">>
<<getinicon>><<link [[Escape alone (0:30)|Prison Wren Escape]]>><<prison_end>><<prisoncrimeUp>><<pass 30>><<prison_guards -40>><</link>><<gggcrime>><<gggsuspicion>>
<br>
<<getinicon>><<link [[Escape with Kylar (0:40)|Prison Kylar Escape]]>><<prison_end>><<prisoncrimeUp "kylar">><<pass 40>><<prison_guards -40>><<npcincr Kylar rage -60>><<npcincr Kylar love 20>><</link>><<gggcrime "obstruction">><<gggsuspicion>><<ggglove>><<lllksuspicion>>
<br>
<<else>>
<<getinicon>><<link [[Escape (0:30)|Prison Wren Escape]]>><<prison_end>><<prisoncrimeUp>><<pass 30>><<prison_guards -40>><</link>><<gggcrime>><<gggsuspicion>>
<br>
<</if>>
<<else>>
Wren points at the sky. <span class="blue">"I can't take you with those birds watching,"</span> <<he>> says. "Hiding behind deck won't work. Befriend them, or distract them, and we'll be good to go."
<br><br>
<<if $prison.kylar is "solitary">>
You could take Kylar with you as well, but you'll need to wait until <<nnpc_hes "Kylar">> freed from solitary.
<br><br>
<</if>>
<</if>>
<<getouticon>><<link [[Leave|Prison Beach]]>><<endevent>><</link>>
<br><<effects>>
<<npc Kylar 2>><<person2>>
You rush back into the prison.
<<if $prison.schedule is "revolt">>
You find Kylar trying to break into the staff room amidst the anarchy.
<br><br>
<<if $worn.face.type.includes("gag")>>
"Mmmhhrr!" you say. Kylar turns to you with a smile.
<br><br>
You think for a moment, before gesturing to <<him>> and yourself.
<<if $leftarm is "bound" and $rightarm is "bound">>
You jog in place for a second, tilting your head. Kylar frowns, confused, before gasping.
<<else>>
You pantomime opening a door, and walk your fingers across your hand. Kylar gasps.
<</if>>
"Y-you found a way to escape?" <<he>> asks. "Let me get my things."
<<else>>
<<if $speech_attitude is "meek">>
"I've found a way out," you say. "Pl-please come with me."
<<elseif $speech_attitude is "bratty">>
"I'm leaving this shit hole," you say. "Wanna come?"
<<else>>
"I've found a way out," you say. "Will you come with me?"
<</if>>
<br><br>
"Go with you? O-of course," Kylar says. "Let me get my things."
<</if>>
<br><br>
You wait beside Kylar's cell as <<he>> disappears beneath <<his>> bed, and emerges with a rucksack. "That's it. Let's go."
<<else>>
You find Kylar lying on <<his>> mattress.
<<if $worn.face.type.includes("gag")>>
"Mmmhhrr!" you say. Kylar turns to you with a smile.
<br><br>
You think for a moment, before gesturing to <<him>> and yourself.
<<if $leftarm is "bound" and $rightarm is "bound">>
You jog in place for a second, tilting your head. Kylar frowns, confused, before gasping.
<<else>>
You pantomime opening a door, and walk your fingers across your hand. Kylar gasps.
<</if>>
"Y-you found a way to escape?" <<he>> asks. "Let me get my things."
<<else>>
<<if $speech_attitude is "meek">>
"I've found a way out," you say. "Pl-please come with me."
<<elseif $speech_attitude is "bratty">>
"I'm leaving this shit hole," you say. "Wanna come?"
<<else>>
"I've found a way out," you say. "Will you come with me?"
<</if>>
<br><br>
Kylar sits upright. "Go with you? O-of course. Let me get my things."
<</if>>
<br><br>
<<He>> disappears beneath <<his>> bed, and emerges with a rucksack. "That's it. Let's go."
<</if>>
<br><br>
<<link [[Next|Prison Kylar Escape 2]]>><</link>>
<br><<effects>>
<<badEndTrackingEnd "Prison" { reason: "prisonWrenKylar" }>>
<<earnFeat "Not Meant to be Caged">>
<<set $prison.kylar to 0>>
<<npcset Kylar state "active">>
Wren waits at the helm of the ship. <<person1>><<He>> regards Kylar with curiosity. "Aren't you-"
<br>
"Shut up," Kylar spits as you climb aboard. "J-just take us away from here."
<br>
Wren shrugs, and steers the vessel away from the island, towards the surrounding mist.
<br><br>
<<prison_bondage_removal>>
<<if _punishments_removed is true>>
<<He>> abandons the helm for a minute to rummage beneath the hold, and emerges with a box of tools. "Hold still," <<he>> says. "I'm not making the journey while you're wearing these. I would never forgive myself if you fell in." <<He>> soon has your bondage implements removed.
<br><br>
<</if>>
Kylar clings to your arm as the ship is enveloped.
<br><br>
<<link [[Kiss|Prison Kylar Escape 3]]>><<set $phase to 2>><<npcincr Kylar love 15>><</link>><<kissvirginitywarning>><<ggglove>>
<br>
<<link [[Hug|Prison Kylar Escape 3]]>><<set $phase to 1>><<npcincr Kylar love 5>><</link>><<gglove>>
<br>
<<link [[Stay still|Prison Kylar Escape 3]]>><<set $phase to 0>><</link>>
<br><<effects>>
<<if $phase is 2>>
You take Kylar's other arm, and pull <<person2>><<him>> into a kiss. <<He>> almost swoons into you. <<takeKissVirginity "Kylar" `($kylarenglish gte 1?"loveInterest":"romantic")`>>
<br><br>
<<elseif $phase is 1>>
You pull Kylar into a hug. Something about the mist has <<person2>><<him>> on edge.
<<else>>
<</if>>
<<if $transformationParts.traits.sharpEyes isnot "disabled">>
Spires of rock loom from the mist ahead. Wren seems unconcerned, and steers around each.
<<else>>
Wren steers around unseen spires of rock, as if from memory. You catch glimpses of them on either side, towering into the sky.
<</if>>
<br><br>
At last, the ship breaches the other side.
<<if Time.dayState is "night">>
<<if !Weather.isOvercast>>
You see the lights of town light up the horizon.
<<else>>
Even so, you can't see much further in the dark.
<</if>>
<<else>>
You see the town on the horizon.
<</if>>
<br><br>
<<person1>>
"What did I tell you?" <<he>> says. "That's the third safe passage in a row."
<br><br>
<<link [[Next|Prison Kylar Escape 4]]>><</link>>
<br><<location "docks">><<effects>>
The ship makes good time, and soon approaches the coast. Wren steers towards the dock.
<br><br>
"I hope this is a good landing spot for you," <<he>> says, pulling up at the pier. "I have elsewhere to be." <<He>> grins. You step ashore with Kylar.
<br><br>
"Hope to see you soon." <<He>> steers back towards open water.
<br><br>
<<person2>>"There are people I need to see," <<he>> says, looking at <<his>> feet. "Th-thank you."
<br><br>
<<link [[Ask if <<nnpc_he "Kylar">> will be okay with the police|Prison Kylar Escape Ask]]>><</link>>
<br>
<<link [[Nod|Prison Kylar Escape Nod]]>><</link>>
<br><<effects>>
"I'll be fine," Kylar says. "They surprised me last t-time." <<He>> stares at you a moment, then abruptly turns and runs into the docks.
<br><br>
<<link [[Next|Docks]]>><<endevent>><</link>>
<br><<effects>>
You nod. Kylar stares a moment, then abruptly turns and runs into the docks.
<br><br>
<<link [[Next|Docks]]>><<endevent>><</link>>
<br><<effects>>
Wren pulls up the anchor as you climb aboard, and turns on the engine. The boat swerves away from the island, towards the surrounding mist.
<br><br>
<<prison_bondage_removal>>
<<if _punishments_removed is true>>
<<He>> abandons the helm for a minute to rummage beneath the hold, and emerges with a box of tools. "Hold still," <<he>> says. "I'm not making the journey while you're wearing these. I would never forgive myself if you fell in." <<He>> soon has your bondage implements removed.
<br><br>
<</if>>
"Stay close," <<he>> says. "Been a while since I've bumped into anything, but don't want you falling in." <<He>> puts one hand on the helm, but puts the other around your shoulders.
<br><br>
<<link [[Lean into <<nnpc_him "Wren">>|Prison Wren Escape 2]]>><<set $phase to 0>><<npcincr Wren love 1>><</link>><<glove>>
<br>
<<link [[Pull away|Prison Wren Escape 2]]>><<set $phase to 1>><</link>>
<br>
<<link [[Stay still|Prison Wren Escape 2]]>><<set $phase to 2>><</link>>
<br><<effects>>
<<badEndTrackingEnd "Prison" { reason: "prisonWren" }>>
<<earnFeat "Not Meant to be Caged">>
<<if $phase is 0>>
You lean into Wren. <<He>> holds you tighter, and laughs. "Don't make it too easy for me," <<he>> says. "I like a chase." Mist envelops the ship.
<<elseif $phase is 1>>
You pull away from Wren. <<He>> laughs. "Just make sure you hold on." Mist envelops the ship.
<<elseif $phase is 2>>
You stay still as mist envelops the ship.
<</if>>
<br><br>
<<if $transformationParts.traits.sharpEyes isnot "disabled">>
Spires of rock loom from the mist ahead. Wren seems unconcerned, and steers around each.
<<else>>
Wren steers around unseen spires of rock, as if from memory. You catch glimpses of them on either side, towering into the sky.
<</if>>
<br><br>
At last, the ship breaches the other side.
<<if Time.dayState is "night">>
<<if !Weather.isOvercast>>
You see the lights of town light up the horizon.
<<else>>
Even so, you can't see much further in the dark.
<</if>>
<<else>>
You see the town on the horizon.
<</if>>
<br><br>
"What did I tell you?" <<he>> says. "That's the third safe passage in a row."
<br><br>
<<link [[Next|Prison Wren Escape 3]]>><</link>>
<br><<location "docks">><<effects>>
The ship makes good time, and soon approaches the coast. Wren steers towards the dock.
<br><br>
"I hope this is a good landing spot for you," <<he>> says, pulling up at the pier. "I have elsewhere to be." <<He>> grins. You step ashore.
<br><br>
"Hope to see you soon." <<He>> steers back towards open water.
<br><br>
<<link [[Next|Docks]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
<<gagged_speech "C-could you take me with you?">> you ask. <<gagged_speech "On your boat.">>
<<elseif $speech_attitude is "bratty">>
<<gagged_speech "I could use a lift,">> you say. <<gagged_speech "What'll it take?">>
<<else>>
<<gagged_speech "Could you take me with you?">> you ask. <<gagged_speech "I'm sure I can offer something.">>
<</if>>
<<if $worn.face.type.includes("gag")>>
<<He>> seems to get what you're trying to say, and chuckles.
<</if>>
<br><br>
Wren rubs <<his>> chin. "There is something I need," <<he>> says. <span class="gold">"The names of the guards,</span> and one of the prisoners. <span class="gold">The scarred one.</span> Names have value here."
<br><br>
<<generate_anxious_guard 1>>
<span class="lblue">"I already have the anxious guard's name,"</span> <<he>> grins. "So don't worry about that. Won it in a game of cards. <<person2>><<He>> didn't have much else left to offer."
<br><br>
<<link [[Next|Prison Beach]]>><<endevent>><</link>>
<br><<effects>>
<<unset $prison_wren_relaxed>>
<<unset $prison_wren_scarred>>
<<unset $prison_wren_veteran>>
<<unset $prison_wren_methodical>>
"Right," Wren says, clapping <<his>> hands. "You've been a big help."
<<if $prison.watchers_friend is 2>>
<<He>> looks at the sky. <span class="green">"The birds don't seem bothered by you being out here either,"</span> <<he>> says. "Let me know when you're ready."
<<elseif $prison.schedule is "revolt">>
<<He>> looks at the sky. <span class="green">"The birds are busy,"</span> <<he>> says. "Now's the time."
<<else>>
<<He>> points at the sky. "<span class="blue">There's one problem left.</span> The birds. Hiding behind deck won't work. Tried that once. You gotta get them friendly with you, or distract them somehow."
<</if>>
<br><br>
<<link [[Next|Prison Beach]]>><<endevent>><</link>>
<br><<effects>>
<<generate_scarred_inmate 1>>
Wren nods. "So the scarred one is <<scarred_inmate 1>>," <<he>> says. "I'm itching to learn how <<person2>><<he>> got those scars, but I'm not gonna ask."
<br><br>
<<link [[Next|Prison Beach Wren]]>><<endevent>><</link>>
<br><<effects>>
<<generate_relaxed_guard 1>>
Wren nods. "So <<person2>><<his>> name is <<relaxed_guard 1>>," <<he>> says. "Thought <<he>>'d tell me <<himself>>, but <<hes>> not as chill as <<he>> seems."
<br><br>
<<link [[Next|Prison Beach Wren]]>><<endevent>><</link>>
<br><<effects>>
<<generate_veteran_guard 1>>
Wren nods. "So it's <<veteran_guard 1>>," <<he>> says. "I've never spoken with <<person2>><<him>>. <<He>> seems to have a temper."
<br><br>
<<link [[Next|Prison Beach Wren]]>><<endevent>><</link>>
<br><<effects>>
<<generate_methodical_guard 1>>
Wren nods. "So the one in glasses is called <<methodical_guard 1>>," <<he>> says. <<person2>>"<<He>> acts like a stickler for rules, but <<he>> was happy to make a deal." Wren frowns in thought.
<br><br>
<<link [[Next|Prison Beach Wren]]>><<endevent>><</link>>
<br><<effects>>
You wade out, until a wave lifts your feet from the sand. The water is gentle at first,
<<if currentSkillValue('swimmingskill') gte 1000>>
but you soon have to struggle to remain above the surface. You fight, <span class="green">until the water calms.</span>
<br><br>
<<if $prison.schedule is "revolt">>
Nothing bothers you as you swim. <span class="green">The watchers are distracted by the other inmates.</span>
<br><br>
<<link [[Next|Prison Beach Escape 2]]>><</link>>
<br>
<<elseif $prison.watchers_friend is 2>>
You hear the beating of wings. <<beastNEWinit 2 hawk>>Two <<beastsplural>> circle overhead, <span class="green">but then fly towards the spire.</span> They won't bother you.
<br><br>
<<link [[Next|Prison Beach Escape 2]]>><<endevent>><</link>>
<br>
<<else>>
You hear the beating of wings. <<beastNEWinit 2 hawk>><span class="red">A <<beasttype>> swoops towards you.</span> You try to shelter beneath the surface, but <<bhis>> talons find you. <<bHe>> lifts you into the air, and dumps you back on the beach.<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<<link [[Next|Prison Beach]]>><<endevent>><</link>>
<br>
<</if>>
<<else>>
<span class="red">but then it seizes you, and drags you beneath the surface.</span> You kick and thrash, but to no avail.
<br><br>
The journey is short, but terrifying. You're left washed up where you started.<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<<link [[Next|Prison Beach]]>><</link>>
<br>
<</if>><<set $location to "sea">><<effects>>
You keep swimming, until you reach the ring of mist that encircles the island. This is the point of no return.
<br><br>
<<link [[Escape (0:30)|Prison Escape]]>><<prison_end>><<prisoncrimeUp>><<pass 30>><<prison_guards -40>><</link>><<gggcrime>><<gggsuspicion>>
<br>
<<link [[Swim back to the prison (0:05)|Prison Beach]]>><<pass 5>><</link>>
<br><<effects>>
<<badEndTrackingEnd "Prison" { reason: "prisonSwimming" }>>
<<earnFeat "Not Meant to be Caged">>
You swim out, leaving the island and its prison behind. Rocks loom from the mist. Dangerous to ships, but not to you.
<<prison_bondage_removal>>
<<if _punishments_removed is true>>
You're even able to use the jagged edges to cut through the prison's bondage implements.
<</if>>
<br><br>
You remain confident you're swimming in the right direction, despite the lack of landmarks. You swim until at last, the mist clears.
<<if Time.dayState is "night">>
<<if !Weather.isOvercast>>
The town appears on the horizon, lit up against the night.
<<else>>
You can't see much further in the night's gloom.
<</if>>
<<else>>
The town appears on the horizon.
<</if>>
<br><br>
<<link [[Next|Sea]]>><<set $sea to 100>><</link>>
<br><<effects>>
<<if $exposed lt 2>>
You remove your clothes, and swim around the lagoon.
<<else>>
You swim around the lagoon.
<</if>>
<<strip>>
<<water>>
<<if $rng gte 81>>
The small fish keep their distance.
<<elseif $rng gte 61>>
Small fish leap over you.
<<elseif $rng gte 41>>
Tendrils of seaweed caress your stomach.
<<elseif $rng gte 21>>
Several pebbles roll off the surrounding rocks, splashing into the water.
<<else>>
A particularly large wave breaches the lagoon.
<</if>>
<<swimmingskilluse>>
<br><br>
<<link [[Next|Prison Beach]]>><<clotheson>><</link>>
<br><<set $bus to "canteen">><<set $outside to 0>><<effects>><<effects_prison>>
You are in the canteen. Rows of tables fill the large room. The ceiling hangs low enough that taller inmates can't stand upright, giving it a claustrophobic feel despite its length and breadth.
<<if $prison.schedule is "wake" or $prison.schedule is "lunch" or $prison.schedule is "dinner">>
Inmates queue for their grub. <<generate_methodical_guard 0>><<methodical_guard 0 cap>> stands in the corner, flipping through the pages of a book.
<<elseif $prison.schedule is "work">>
You hear clattering from the kitchen.
<<else>>
It's currently empty.
<</if>>
<<endevent>>
<br><br>
<<if Time.hour is 20>>
You hear a bell ring. "Lockdown," <<generate_methodical_guard 0>><<methodical_guard 0>> shouts. "Back to your cells."
<br><br>
You're shuffled along with the other prisoners.
<br><br>
<<link [[Next|Prison Cell]]>><<endevent>><</link>>
<br>
<<elseif $stress gte $stressmax>>
<<passout_prison>>
<<else>>
<<if $prison.schedule isnot "lockdown" and $prison.attention gte 100>>
<<events_prison_attention>>
<<else>>
<<if $prison.schedule isnot "lockdown" and $eventskip isnot 1>>
<<events_prison>>
<</if>>
<<if $prison_event_trigger>>
<<events_prison_triggered>>
<<else>>
<<if random(1, 5) is 5 and $eventskip isnot 1 and ($prison.schedule is "wake" or $prison.schedule is "lunch" or $prison.schedule is "dinner")>>
<<prison_guard_watch methodical>>
<<else>>
<<if $prison.schedule is "wake">>
<<foodicon "eat">><<link [[Breakfast (Up to an hour)|Prison Breakfast]]>><<stress -6>><</link>><<lstress>>
<br><br>
<<elseif $prison.schedule is "lunch">>
<<foodicon "eat">><<link [[Lunch (Up to an hour)|Prison Lunch]]>><<stress -6>><</link>><<lstress>>
<br><br>
<<elseif $prison.schedule is "dinner">>
<<foodicon "eat">><<link [[Dinner (Up to an hour)|Prison Dinner]]>><<stress -6>><</link>><<lstress>>
<br><br>
<</if>>
<<getouticon>><<link [[Leave|Prison Yard]]>><</link>>
<br>
<<prison_map canteen>>
<</if>>
<</if>>
<<set $eventskip to 0>>
<</if>>
<</if>><<effects>>
<<pass 1>><<advancetohour>>
<<if $leftarm is "bound" and $rightarm is "bound">>
<<generate1>><<person1>>
You queue with the other prisoners. The <<person>> behind the counter fills a bowl full of sloppy porridge, and rests it on your head.
<<if $worn.face.type.includes("gag")>>
There's a straw included, which you might be able to winkle past your gag.
<</if>>
<br><br>
<<endevent>>
<<if $worn.face.type.includes("gag")>>
<span class="blue">You'd be able to ask for help, if not for your gag.</span>
<br>
<<else>>
<<link [[Ask someone for help|Prison Breakfast Help]]>><<prison_inmates -1>><</link>><<lrespect>>
<br>
<</if>>
<<link [[Carefully find a seat|Prison Breakfast Careful]]>><</link>><<dancedifficulty 1 600>>
<br>
<<else>>
<<wearProp "lunch tray">>
You queue with the other prisoners, and receive a bowl full of sloppy porridge.
<<if $worn.face.type.includes("gag")>>
There's a straw included, which you might be able to winkle past your gag.
<</if>>
<br><br>
You look for a free seat.
<<if $prison.protection is "scarred">>
<<generate_scarred_inmate 0>><<scarred_inmate 0 cap>><<person1>> asks you to sit on <<his>> lap.
<br><br>
<<link [[Sit on lap|Prison Breakfast Scarred]]>><<prison_rep scarred 1>><<prison_attention 1>><<handheldon>><</link>><<glove>><<gattention prison>>
<br>
<<link [[Refuse|Prison Breakfast Scarred Refuse]]>><<prison_inmates 1>><</link>><<grespect>>
<<else>>
<br><br>
<<link [[Next|Prison Breakfast Prayer]]>><<handheldon>><</link>>
<br>
<</if>>
<</if>><<effects>>
<<generate1>><<person1>>
<<if $speech_attitude is "meek">>
"C-could someone help me?" you ask. "Please?"
<<elseif $speech_attitude is "bratty">>
"Someone gimme a hand," you say.
<<else>>
"Could someone give me a hand," you say.
<</if>>
<br><br>
A <<person>> takes the bowl from your head. "Sure darling." <<He>> smacks your <<bottom>>. "Get moving."
<br><br>
<<He>> feeds you by hand while the other inmates watch. They look amused.
<br><br>
<<link [[Next|Prison Breakfast Prayer]]>><<endevent>><</link>>
<br><<effects>>
<<if $danceSuccess>>
You walk to a free seat. A couple of inmates stick out their legs, <span class="green">but you step over them without losing balance.</span>
<br><br>
<<link [[Next|Prison Breakfast Prayer]]>><<handheldon>><</link>>
<br>
<<else>>
You walk towards a free seat. An inmate sticks out a leg, <span class="red">tripping you.</span> Your bowl clatters against the ground, spilling food everywhere.
<br><br>
<<if $worn.face.type.includes("gag")>>
<<generate_veteran_guard 0>><<person1>>
You hear the stomp of boots. Before you can stand, <<veteran_guard 0>> presses <<his>> foot against your back. "Dirtying our nice clean floor?" <<he>> says. "I won't have it."
<br><br>
<<link [[Next|Prison Breakfast Lick Refuse]]>><<handheldon>><<set $phase to 1>><</link>>
<br>
<<else>>
<<generate_veteran_guard 0>><<person1>>
You hear the stomp of boots. Before you can stand, <<veteran_guard 0>> presses <<his>> foot against your back. "Dirtying our nice clean floor?" <<he>> says. "I won't have it. Lick it up. All of it."
<br><br>
<<link [[Lick|Prison Breakfast Lick]]>><<handheldon>><<prison_inmates -3>><<trauma 6>><</link>><<llrespect>><<gtrauma>>
<br>
<<link [[Refuse|Prison Breakfast Lick Refuse]]>><<handheldon>><<prison_inmates 3>><<pain 8>><<trauma 12>><<stress 12>><<prison_guards -1>><</link>><<ggpain>><<ggtrauma>><<ggstress>><<gsuspicion>><<ggrespect>>
<br><br>
<</if>>
<</if>><<effects>>
You can feel the other inmates watching. <<veteran_guard 0 cap>> doesn't remove <<his>> boot until you've licked up the entire spillage. "Good," <<he>> says. "Now sit down."
<br><br>
<<link [[Next|Prison Breakfast Prayer]]>><<endevent>><</link>>
<br><<effects>>
<<generate_methodical_guard 1>>
<<veteran_guard 0 cap>> removes <<his>> boot, only to smack you back against the ground with <<his>> baton. You curl up as best you can with your arms bound, as <<he>> delivers blow after blow.<<if $phase is 1>><<prison_inmates 3>><<pain 8>><<trauma 12>><<stress 12>><<prison_guards -1>><<ggpain>><<ggtrauma>><<ggstress>><<gsuspicion>><<ggrespect>><</if>>
<br><br>
"That's enough," cuts in <<methodical_guard 1>>. "I'm not delaying prayer for this."
<br><br>
<<veteran_guard 0 cap>> backs away from you. <<tearful>> you rise to your feet, and find a seat.
<br><br>
<<link [[Next|Prison Breakfast Prayer]]>><<endevent>><</link>>
<br><<effects>>
You sit on <<scarred_inmate 0 apo>> lap.
<<if $prison.scarred gte 80>>
<<He>> takes your bowl and spoon, and feeds you <<himself>>. If <<his>> gang finds this strange, they give no sign.
<<elseif $prison.scarred gte 20>>
<<He>> takes your bowl, and holds it from you as you eat.
<<else>>
<<wearProp "soup bowl">>
You're too high, and far, from the table to use it. You rest the bowl on your own thigh while eating.
<</if>>
<br><br>
<<if random(1, 2) is 2>>
You endure the occasional pinch.<<gstress>><<gpain>><<stress 6>><<pain 4>>
<br><br>
<</if>>
<<link [[Next|Prison Breakfast Prayer]]>><<endevent>><</link>>
<br><<effects>>
You refuse <<scarred_inmate 0>>, and sit elsewhere.
<<if $prison.scarred gte 80>>
<<He>> looks hurt.
<<else>>
You hear <<him>> snarl.
<</if>>
<br><br>
<<link [[Next|Prison Breakfast Prayer]]>><<endevent>><</link>>
<br><<effects>>
<<generate_methodical_guard 0>><<methodical_guard 0 cap>><<person1>> clears <<his>> throat, still holding the book in <<his>> hands and seemingly settled on a passage. "Bow your heads," <<he>> says. "In prayer." Most of the inmates have already bowed.
<br><br>
<<link [[Bow your head|Prison Breakfast Prayer Bow]]>><<sub 1>><<purity 2>><</link>><<gpurity>>
<br>
<<link [[Bow your head and daydream|Prison Breakfast Prayer Daydream]]>><<stress -6>><</link>><<lstress>>
<br>
<<link [[Refuse|Prison Breakfast Prayer Refuse]]>><<def 1>><<prison_inmates 1>><<suspicion 1>><</link>><<gsuspicion>><<grespect>>
<br>
<<if ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled")) and !$worn.face.type.includes("gag")>>
<<link [[Offer to hold the sermon|Prison Breakfast Prayer Angel]]>><<prison_hope 1>><</link>><<angel>><<ghope>>
<br>
<</if>>
<<if ($fallenangel gte 2 or ($transformationParts.fallenAngel.wings isnot "hidden" and $transformationParts.fallenAngel.wings isnot "disabled")) and !$worn.face.type.includes("gag")>>
<<link [[Offer to hold the sermon|Prison Breakfast Prayer Fallen]]>><<prison_reb 3>><<prison_hope -1>><</link>><<fallenangel>><<lhope>><<ggreb>>
<br>
<</if>>
<<if ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled")) and !$worn.face.type.includes("gag")>>
<<link [[Offer to hold the sermon|Prison Breakfast Prayer Demon]]>><<prison_reb 1>><</link>><<demon>><<greb>>
<br>
<</if>><<effects>>
You rise, and walk to <<methodical_guard 0>>. <<He>> seems angry at your impertinence, but something in your eyes softens <<him>>.
<<if $leftarm is "bound" and $rightarm is "bound">>
You can't hold the prayer book with your arms bound, but you don't need it. You recite a sermon from memory.
<<else>>
<<He>> holds out the prayer book, but you don't need it. You put your hands to your chest, and recite a sermon from memory.
<</if>>
<br><br>
The prisoners listen in rapt attention. You think some are hiding tears beneath their bowed heads.
<<methodical_guard 0 cap>> wears a distant expression, until the schedule catches up to <<him>> and <<he>> snaps to attention. "Rise." <<He>> takes a deep breath. "Everyone outside."
<br><br>
<<link [[Next|Prison Yard]]>><<endevent>><</link>>
<br><<effects>>
You rise, and walk to <<methodical_guard 0>>. <<He>> seems angry at your impertinence, but something in your eyes frightens <<him>>.
<<if $leftarm is "bound" and $rightarm is "bound">>
You can't hold the prayer book with your arms bound, but you don't need it. You recite a sermon from memory.
<<else>>
<<He>> holds out the prayer book, but you don't need it. You put your hands to your chest, and recite a sermon from memory.
<</if>>
<br><br>
This is not a sermon they would give at the temple. Not in public. But it's fitting here. You speak of emptiness and loss. Damnation and despair. A cloud descends over the room, even <<methodical_guard 0>> is affected. "Stop," <<he>> says at last. "Rise. Everyone outside."
<br><br>
<<link [[Next|Prison Yard]]>><<endevent>><</link>>
<br><<effects>>
You rise, and walk to <<methodical_guard 0>>. <<He>> seems angry at your impertinence, but something in your eyes entices <<him>>.
<<if $leftarm is "bound" and $rightarm is "bound">>
You can't hold the prayer book with your arms bound, but you don't need it. You recite a sermon from memory.
<<else>>
<<He>> holds out the prayer book, but you don't need it. You put your hands to your chest, and recite a sermon from memory.
<</if>>
<br><br>
You change details here and there, slipping in innuendo and blasphemy. Some of the more learned prisoners stifle laughter. <<methodical_guard 0 cap>> scans the room, looking for the culprits. "That's enough," <<he>> says. "Rise. Everyone outside."
<br><br>
<<link [[Next|Prison Yard]]>><<endevent>><</link>>
<br><<effects>>
You bow your head. <<methodical_guard 0 cap>> recites a litany of punishment, before slamming the book shut. "Rise. Everyone outside."
<br><br>
You shuffle outside with the other inmates.
<br><br>
<<link [[Next|Prison Yard]]>><<endevent>><</link>>
<br><<effects>>
You bow your head, but pay no attention to <<methodical_guard 0 apo>> words.
<<if random(1,3) is 3>>
<<if isLoveInterest("Robin")>>
You think about Robin. You hope <<nnpc_hes "Robin">> doing okay without you.
<<elseif isLoveInterest("Whitney")>>
You think about Whitney. You bet <<nnpc_he Whitney>> misses you, whether <<nnpc_he Whitney>> would admit it or not.
<<elseif isLoveInterest("Eden")>>
You think about Eden. You hope <<nnpc_he Eden>> isn't too worried. You doubt even <<nnpc_he Eden>> could make it out here.
<<elseif isLoveInterest("Kylar") and C.npc.Kylar.state is "prison">>
You think about Kylar. You wonder if <<nnpc_he "Kylar">> would be able to break out, though you doubt it.
<<elseif isLoveInterest("Avery")>>
You think about Avery and wonder if <<nnpc_he Avery>> could buy your freedom.
<<elseif isLoveInterest("Sydney")>>
You think about Sydney. You know you're in <<nnpc_his Sydney>> thoughts as well.
<<elseif isLoveInterest("Alex")>>
You think about Alex and wonder how the farm is doing.
<<elseif isLoveInterest("Black Wolf")>>
You think about the Black Wolf and the pack. You hope they're not hungry.
<<elseif isLoveInterest("Great Hawk")>>
You think about the Great Hawk. <<nnpc_He "Great Hawk">> must be watching for you, but you doubt <<nnpc_he "Great Hawk">> would search this far.
<<else>>
You think about the town and realise how much of it you took for granted.
<</if>>
<<else>>
<<if $rng gte 81>>
You hope the orphans are okay.
<<elseif $rng gte 61>>
You think about school and hope your absence doesn't count as truancy.
<<elseif $rng gte 41>>
Your thoughts wander all over.
<<elseif $rng gte 21>>
You wonder how many of the other inmates are paying attention.
<<else>>
You hear <<his>> voice though. It seems to echo, but there's something wrong with it. Like another voice is layered atop <<his>>.
<</if>>
<</if>>
<br><br>
<<He>> slams the book shut. "Rise. Everyone outside."
<br><br>
You shuffle outside with the other inmates.
<br><br>
<<link [[Next|Prison Yard]]>><<endevent>><</link>>
<br><<effects>>
<<if $prison.shock is 1>>
<<if $prison.guards gte 40>>
You stare at <<methodical_guard 0>>. "Prisoner 144," <<he>> snaps. "<span class="green">I'll give you another chance.</span> Bow your head at once."
<br><br>
<<link [[Bow|Prison Breakfast Prayer Bow]]>><<sub 1>><<purity 2>><</link>><<gpurity>>
<br>
<<link [[Refuse again|Prison Breakfast Prayer Refuse 2]]>><<prison_inmates 1>><<prison_guards -1>><</link>><<gsuspicion>><<grespect>>
<br>
<<else>>
You stare at <<methodical_guard 0>>. <<He>> reaches into <<his>> shirt pocket. <span class="red">A terrible jolt runs through you,</span> emanating from your neck. It only lasts a moment, but it's enough to make you fall to the ground, and twitch.<<gtrauma>><<ggstress>><<gggpain>><<trauma 4>><<stress 4>><<pain 4>>
<br><br>
You're too hurt to resist as <<methodical_guard 0>> cuffs you, and drags you from the canteen. The other inmates tease you as you pass, but it doesn't sound malicious.
<<bind>>
<br><br>
<<link [[Next|Prison Punishment]]>><<endevent>><</link>>
<</if>>
<<else>>
You stare at <<methodical_guard 0>>. <<He>> reaches into <<his>> shirt pocket, <span class="green">then hesitates.</span> <<He>> commences without mentioning you.
<br><br>
<<He>> recites a litany of punishment, before slamming the book shut. "Rise. Everyone outside."
<br><br>
You shuffle outside with the other inmates.
<br><br>
<<link [[Next|Prison Yard]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
You stare at <<methodical_guard 0>>. <<He>> reaches into <<his>> shirt pocket. <span class="red">A terrible jolt runs through you,</span> emanating from your neck. It only lasts a moment, but it's enough to make you fall to the ground, and twitch.<<gtrauma>><<ggstress>><<gggpain>><<trauma 4>><<stress 4>><<pain 4>>
<br><br>
You're too hurt to resist as <<methodical_guard 0>> cuffs you, and drags you from the canteen. The other inmates tease you as you pass, but it doesn't sound malicious.
<<bind>>
<br><br>
<<link [[Next|Prison Punishment]]>><<endevent>><</link>><<effects>>
<<pass 1>><<advancetohour>>
<<if $leftarm is "bound" and $rightarm is "bound">>
<<generate1>><<person1>>
You queue with the other prisoners. The <<person>> behind the counter fills a bowl full of sloppy potato soup, and rests it on your head.
<<if $worn.face.type.includes("gag")>>
There's a straw included, which you might be able to winkle past your gag.
<</if>>
<br><br>
<<endevent>>
<<if $worn.face.type.includes("gag")>>
<span class="blue">You'd be able to ask for help, if not for your gag.</span>
<br>
<<else>>
<<link [[Ask someone for help|Prison Breakfast Help]]>><<prison_inmates -1>><</link>><<lrespect>>
<br>
<</if>>
<<link [[Carefully find a seat|Prison Breakfast Careful]]>><</link>><<dancedifficulty 1 600>>
<br>
<<else>>
<<wearProp "lunch tray">>
You queue with the other prisoners, and receive a bowl of potato soup.
<<if $worn.face.type.includes("gag")>>
There's a straw included, which you might be able to winkle past your gag.
<</if>>
<br><br>
You look for a free seat.
<<if $prison.protection is "tattooed">>
<<generate_tattooed_inmate 0>><<tattooed_inmate 0 cap>><<person1>> steps in your way. "My <<girl>>'s not sitting alone," <<he>> says, grabbing your arm.
<br><br>
<<link [[Comply|Prison Lunch Tattooed]]>><<prison_rep tattooed 1>><<prison_attention 1>><</link>><<glove>><<gattention prison>>
<br>
<<link [[Refuse|Prison Lunch Tattooed Refuse]]>><<prison_inmates 1>><</link>><<grespect>>
<<else>>
<br><br>
<<link [[Next|Prison Breakfast Prayer]]>><<endevent>><</link>>
<br>
<</if>>
<</if>><<effects>>
You sit beside <<tattooed_inmate 0>>, the pair of you flanked by <<his>> gang.
<<if $prison.tattooed gte 80>>
<<He>> brags openly about "having" you, stopping passers by and making sure they have a good look.
<<elseif $prison.tattooed gte 20>>
<<He>> brags openly about "having" you.
<<else>>
<<He>> draws a lot of attention, and seems eager to be seen with you.
<</if>>
<br><br>
<<if random(1, 2) is 2>>
You endure the occasional grope.<<gstress>><<stress 6>><<garousal>><<arousal 3 "breasts">><<arousal 3 "bottom">>
<br><br>
<</if>>
<<link [[Next|Prison Breakfast Prayer]]>><<endevent>><</link>>
<br><<effects>>
You shake off <<tattooed_inmate 0 apo>> hand.
<<if $prison.tattooed gte 80>>
"Fuck I do?" <<he>> asks. "Fine. Mind some fucker doesn't rape you."
<<else>>
<<He>> grabs you again, but a <<generate2>><<person2>><<person>> beside <<him>> grabs <<his>> arm in turn, and glances at the guard. <<tattooed_inmate 0 cap>> releases you, and parts with a glare.
<</if>>
<br><br>
You find somewhere to sit, and eat your soup.
<br><br>
<<link [[Next|Prison Breakfast Prayer]]>><<endevent>><</link>>
<br><<effects>>
<<pass 1>><<advancetohour>>
<<if $leftarm is "bound" and $rightarm is "bound">>
<<generate1>><<person1>>
You queue with the other prisoners. The <<person>> behind the counter fills a bowl full of mixed vegetable soup and diced meat. <<He>> rests it on your head.
<<if $worn.face.type.includes("gag")>>
There's a straw included, which you might be able to winkle past your gag. Good for the soup, at least.
<</if>>
<br><br>
<<endevent>>
<<if $worn.face.type.includes("gag")>>
<span class="blue">You'd be able to ask for help, if not for your gag.</span>
<br>
<<else>>
<<link [[Ask someone for help|Prison Breakfast Help]]>><<prison_inmates -1>><</link>><<lrespect>>
<br>
<</if>>
<<link [[Carefully find a seat|Prison Breakfast Careful]]>><</link>><<dancedifficulty 1 600>>
<br>
<<else>>
<<wearProp "lunch tray">>
You queue with the other prisoners, and receive a slab of meat and a ladle-full of mixed vegetable soup.
<<if $worn.face.type.includes("gag")>>
There's a straw included, which you might be able to winkle past your gag. Good for the soup, at least.
<</if>>
<br><br>
<<if $prison.kylar is "active">>
Kylar appears behind you, following close.
<br><br>
<<npc Kylar>><<person1>>
<<link [[Let <<him>> sit beside you|Prison Dinner Kylar]]>><<npcincr Kylar love 1>><<npcincr Kylar rage -1>><<prison_inmates -1>><</link>><<lrespect>><<glove>><<lksuspicion>>
<br>
<<link [[Insist on sitting alone|Prison Dinner Kylar Refuse]]>><<npcincr Kylar love -1>><<npcincr Kylar rage 1>><<prison_inmates 1>><</link>><<llove>><<gksuspicion>><<grespect>>
<br>
<<elseif $rng gte 81>>
You find a seat, and eat your meal.
<br><br>
<<generate1>><<person1>>
"Hey <<girl>>," says the <<person>> opposite. <<He>> rests <<his>> elbow on the table. "Wrestle?"
<br><br>
<<if $leftarm is "bound" and $rightarm is "bound">>
<span class="blue">You can't wrestle with your arms bound.</span>
<<else>>
<<link [[Wrestle|Prison Dinner Wrestle]]>><<handheldon>><</link>><<physiquedifficulty 2000 16000>>
<</if>>
<br>
<<link [[Decline|Prison Dinner Wrestle Decline]]>><<handheldon>><<prison_inmates -1>><</link>><<lrespect>>
<br>
<<elseif $rng gte 61>>
<<generate1>><<person1>>
"Oi," says a <<person>>, slamming <<his>> tray beside you. "This is my seat."
<br><br>
<<link [[Threaten|Prison Dinner Threaten]]>><<handheldon>><<prison_inmates 1>><</link>><<grespect>>
<br>
<<link [[Move|Prison Dinner Move]]>><<prison_inmates -1>><</link>><<lrespect>>
<br>
<<else>>
No one pays you much mind.
<br><br>
<<link [[Next|Prison Breakfast Prayer]]>><<handheldon>><</link>>
<br>
<</if>>
<</if>><<effects>>
You take a seat, and Kylar sits beside you. The inmate on the other side of <<him>> gives you a dirty looks as <<he>> moves seats.
<br><br>
Kylar insists on tasting your food before you eat any.
<br><br>
<<link [[Next|Prison Breakfast Prayer]]>><<endevent>><</link>>
<br><<effects>>
You take a seat in a crowded spot. Kylar tries to squeeze in beside you, but the adjacent inmate shoves <<him>> away. Kylar falls, and <<his>> tray scatters across the ground.
<br><br>
<<He>> covers <<his>> face as <<he>> runs from the room.
<br><br>
<<link [[Next|Prison Breakfast Prayer]]>><<endevent>><</link>>
<br><<effects>>
You grasp <<his>> hand, and wrestle.
<<if $physiqueSuccess>>
<<He>> holds firm at first, but once you have momentum, <span class="green">you push <<him>> all the way.</span> "Stronger than you look," <<he>> comments, wringing <<his>> hand.<<grespect>><<prison_inmates 1>>
<br><br>
<<else>>
You strain with all your might, <span class="red">but <<he>> gains momentum</span> and pins your hand against the table. "Gotcha," <<he>> says with pride.<<gpain>><<pain 4>>
<br><br>
<</if>>
<<link [[Next|Prison Breakfast Prayer]]>><<endevent>><</link>>
<br><<effects>>
You refuse the challenge.
<br><br>
"Wuss," <<he>> says, before bothering the <<generate2>><<person2>><<person>> beside <<him>>
<br><br>
<<link [[Next|Prison Breakfast Prayer]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
You stand, your fists clenched, and glare at the <<person>>. <<gagged_speech "I-I'm not moving,">> you say.
<<elseif $speech_attitude is "bratty">>
You stand and shove the <<person>>. <<gagged_speech "Fucking make me,">> you say.
<<else>>
You stand and glare at the <<person>>. <<gagged_speech "No,">> you say. <<gagged_speech "What you gonna do?">>
<</if>>
<br><br>
<<if $prison.inmates gte random(1, 100)>>
<<He>> takes a deep breath, <span class="green">and laughs.</span> "Turns out this ain't my seat," <<he>> says. "Carry on." <<He>> sits some distance away.
<br><br>
<<link [[Next|Prison Breakfast Prayer]]>><<endevent>><</link>>
<br>
<<else>>
<<He>> takes a deep breath, <span class="red">and pulls <<his>> arm back for a punch.</span>
<br><br>
<<link [[Dodge|Prison Dinner Dodge]]>><</link>><<dancedifficulty 1 500>>
<br>
<<link [[Dodge and humiliate|Prison Dinner Humiliate]]>><</link>><<dancedifficulty 1 1000>>
<br>
<<link [[Punch back|Prison Dinner Punch]]>><</link>><<physiquedifficulty 1 16000>>
<br>
<</if>><<effects>>
<<generate_methodical_guard 1>>
<<if $danceSuccess>>
<span class="green">You duck and twirl beneath the <<persons>> blow.</span> The other inmates cheer, but a whistle pierces the din.<<grespect>><<prison_inmates 1>>
<br><br>
"Order," <<methodical_guard 1>> shouts. "I will have order!" You sit back down. The <<person>> hesitates, then finds a seat elsewhere.
<br><br>
<<else>>
You try to duck, <span class="red">but the <<person>>'s fist connects with your cheek.</span> You end up flat on your back.<<gpain>><<gstress>><<lrespect>><<pain 4>><<stress 6>><<prison_inmates -1>>
<br><br>
"Order," <<methodical_guard 1>> shouts. "I will have order!" The <<person>> takes your seat, so you sit elsewhere.
<br><br>
<</if>>
<<link [[Next|Prison Breakfast Prayer]]>><<endevent>><</link>>
<br><<effects>>
<<generate_methodical_guard 1>>
<<if $danceSuccess>>
<span class="green">You duck and twirl beneath the <<persons>> blow,</span> grab the hem of <<his>> trousers, <span class="lewd">and tug them down to <<his>> knees.</span>
<br><br>
<<He>> covers <<his>>
<<if $NPCList[0].penis isnot "none">>
<<print $NPCList[0].penisdesc>> in a hurry,
<<else>>
pussy in a hurry,
<</if>>
as the inmates erupt in laughter.
<<ggrespect>><<prison_inmates 3>>
<br><br>
"Order," <<methodical_guard 1>> shouts. "I will have order!" You sit back down. The <<person>>, face red, finds a seat elsewhere.
<br><br>
<<else>>
You try to duck, <span class="red">but the <<person>>'s fist connects with your cheek.</span> You end up flat on your back.<<gpain>><<gstress>><<lrespect>><<pain 4>><<stress 6>><<prison_inmates -1>>
<br><br>
"Order," <<methodical_guard 1>> shouts. "I will have order!" The <<person>> takes your seat, so you sit elsewhere.
<br><br>
<</if>>
<<link [[Next|Prison Breakfast Prayer]]>><<endevent>><</link>>
<br><<effects>>
<<generate_methodical_guard 1>>
<<if $physiqueSuccess>>
<span class="green">You're faster,</span> and smack <<him>> right on the nose. <<He>> shouts and clutches <<his>> face while staggering backwards. The inmates cheer.<<ggrespect>><<prison_inmates 3>>
<br><br>
"Order," <<methodical_guard 1>> shouts. "I will have order!" You take your seat. The <<person>> finds <<his>> own.
<br><br>
<<else>>
You try to counterattack, <span class="red">but you're too slow.</span> <<His>> fist collides with your face, and you end up flat on your back.<<gpain>><<gstress>><<lrespect>><<pain 4>><<stress 6>><<prison_inmates -1>>
<br><br>
"Order," <<methodical_guard 1>> shouts. "I will have order!" The <<person>> takes your seat, so you sit elsewhere.
<br><br>
<</if>>
<<link [[Next|Prison Breakfast Prayer]]>><<endevent>><</link>>
<br><<effects>>
You decide to find another seat. The inmates were hoping for drama, but that's not your concern.
<br><br>
<<link [[Next|Prison Breakfast Prayer]]>><<handheldon>><</link>>
<br><<effects>>
You walk closer. <<person2>><<tattooed_inmate 0 cap>> grabs your arm and pulls you against <<his>> body. <<He>> reaches straight for your groin.
<br><br>
<<if $player.penisExist>>
<<if $worn.lower.exposed gte 2 and $worn.under_lower.exposed gte 1>>
"Your cock feels even better than it looks," <<he>> says. "I'll have fun with this."
<<else>>
<<if $player.gender_appearance is "f">>
"This <<bitch>> has a secret," <<he>> says.
<<if $player.penissize gte 4>>
"A <i>big</i> secret."
<<elseif $player.penissize gte 3>>
"A big secret."
<<elseif $player.penissize gte 2>>
"I'll have fun with this."
<<elseif $player.penissize gte 1>>
"Just a little secret."
<<else>>
"Just a <i>little</i> secret."
<</if>>
<<else>>
<<if $player.penissize gte 4>>
"This <<bitch>> is huge," <<he>> says. "I'll have fun with this."
<<elseif $player.penissize gte 3>>
"Oh yeah," <<he>> says. "This is the one. I'll have fun with this."
<<elseif $player.penissize gte 2>>
"Feels healthy," <<he>> says. "We'll find out soon."
<<elseif $player.penissize gte 1>>
"Small and cute," <<he>> says. "I'll have fun with this."
<<else>>
"I found it," <<he>> says. "<<Hes>> tiny, but I think I'll have fun anyway."
<</if>>
<</if>>
<</if>>
<<else>>
<<if $player.gender_appearance is "m">>
"This <<bitch>> has a secret," <<he>> says. "I'll have fun with this."
<<else>>
"Nice cunt," <<he>> says. "I'll have fun with this."
<</if>>
<</if>>
<<He>> shoves you into a walk, and stays close behind.
<br><br>
<<person1>>"What have we here?" asks an unfamiliar voice from behind. <<tattooed_inmate 1 cap>> and <<his>> goons spin in alarm. <<scarred_inmate 0 cap>> walks closer, a <<person5>><<person>> and <<person6>><<person>> on either side.
<br><br>
<<link [[Next|Prison Attention Gangs]]>><</link>>
<br><<effects>>
You turn away. "Are you deaf <<bitch>>?" <<tattooed_inmate 1>> snarls. "You're coming with us."
<br><br>
"No <<pshe>> ain't," says an unfamiliar voice from the side. <<tattooed_inmate 1 cap>> and <<his>> goons spin in alarm. <<scarred_inmate 0 cap>> walks closer, a <<person5>><<person>> and <<person6>><<person>> on either side.
<br><br>
<<link [[Next|Prison Attention Gangs]]>><</link>>
<br><<effects>>
"I've had my eye on this one," <<scarred_inmate 1>> says. <<He>> pulls a length of cord from <<his>> trousers, and stretches it taut. "<<pShes>> mine."
<br><br>
"Fuck you," <<tattooed_inmate 1>> says. "I'll push your shit out your mouth."
<br><br>
<<endevent>>
<<generate_scarred_inmate 0>><<generate_tattooed_inmate 1>><<generate_methodical_guard 2>><<person3>>
They trade threats while their goons stare each other down, until they're interrupted. "Go back to your cells." It's <<methodical_guard 2>>. "Or should I involve the warden?"
<br><br>
<<tattooed_inmate 1 cap>> and <<scarred_inmate 0>> look away. "Visit my cell during free time," <<scarred_inmate 0>> snarls. "You're gonna need protection. I can give it."
<br><br>
"I said back to your cells," <<methodical_guard 2>> says. The inmates disperse. <<methodical_guard 2 cap>> nods in satisfaction and continues on <<person3>><<his>> way, seeming unconcerned with you.
<br><br>
<i>Presenting yourself to <<scarred_inmate 1>> during free time will put you under their protection, shielding you from the next attention event.</i>
<br><br>
<<destination_prison>><<effects>>
You step into the shower proper. There's no privacy. Dozens of bodies are packed beneath rust-worn faucets. At least there's soap.
<br><br>
<<wash>>
<<if random(1, 9) is 9>>
No one pays you attention as you wash yourself, until you squeeze the soap too hard. It flies into the air.
<br><br>
<<link [[Catch|Prison Shower Catch]]>><</link>><<dancedifficulty 1 1000>>
<br>
<<link [[Forget it|Prison Shower]]>><<clotheson>><<prison_inmates -1>><</link>><<lrespect>>
<br>
<<else>>
No one pays you attention as you wash yourself.
<br><br>
<<link [[Next|Prison Shower]]>><<clotheson>><</link>>
<br>
<</if>><<effects>>
You jump after the soap, and manage to catch it,
<<if $danceSuccess>>
<span class="green">before making a graceful landing.</span> Crisis averted.
<<else>>
<span class="red">but skid as you land.</span> You end up on your hands and knees.<<gpain>><<pain 4>>
<br><br>
You slip again as you struggle to your feet, attracting more attention.<<gstress>><<stress 6>><<lrespect>><<prison_inmates -1>><<gattention prison>><<prison_attention 1>>
<</if>>
<br><br>
<<link [[Next|Prison Shower]]>><<clotheson>><</link>>
<br><<effects>>
<<clothesstrip>>
You strip with the other inmates, and leave your clothes on the bench. None of them pay you any mind.
<<if $prison.kylar is "active">>
<<npc Kylar>><<person1>>Kylar looks down, and pretends to fiddle with <<his>> jumpsuit, but you can tell <<hes>> watching you through <<his>> hanging fringe.<<glust>><<npcincr Kylar lust 5>>
<</if>>
<br><br>
<<link [[Next|Prison Shower Take]]>><<pass 10>><<endevent>><</link>>
<br><<effects>>
<<clothesstrip>>
There are pillars in the corners of the room. You strip behind one. It's hardly private, but no one can see you directly.
<br><br>
<<set _rng to random(1, 3)>>
<<if random(1, 3) is 3>>
<<generate1>><<person1>>
A <<person>> arrives as you're finishing up. <<He>> lifts the hem of <<his>> shirt, but then pauses and glances around. <<He>> pushes <<his>> forearm against your neck, forcing you against the pillar.<<gtrauma>><<gstress>>
<br><br>
"You're in my spot," <<he>> says. "Apologise or I'll fuck you right here."
<br><br>
<<link [[Apologise|Prison Shower Apologise]]>><<control -10>><<sub 1>><</link>><<lcontrol>>
<br>
<<link [[Call for help|Prison Shower Help]]>><<prison_inmates -3>><</link>><<llrespect>>
<br>
<<link [[Stomp on foot|Prison Shower Stomp]]>><<def 1>><</link>><<physiquedifficulty 1 16000>>
<br>
<<elseif random(1, 2) is 2 and $prison.kylar is "active">>
You see Kylar peek around the pillar.
<br><br>
<<link [[Just take a shower (0:10)|Prison Shower Take]]>><<pass 10>><<npcincr Kylar lust 5>><</link>><<glust>>
<br>
<<link [[Get angry|Prison Shower Kylar Angry]]>><<npcincr Kylar rage 1>><<prison_inmates 5>><</link>><<gksuspicion>><<grespect>>
<<else>>
You take a deep breath, and walk to the shower.
<br><br>
<<link [[Next|Prison Shower Take]]>><<pass 10>><</link>>
<br>
<</if>><<effects>>
<<npc Kylar>><<person1>>
<<if $worn.face.type.includes("gag")>>
You can't speak with that gag, so you march around the pillar, and stare Kylar down.
<<else>>
<<if $speech_attitude is "meek">>
"D-don't be a pervert, Kylar!" you say.
<<elseif $speech_attitude is "bratty">>
"Piss off, you fucking pervert," you say.
<<else>>
"Don't be a pervert, Kylar," you say.
<</if>>
<</if>>
<br><br>
<<He>> jumps, and backs away from the pillar with <<his>> eyes downcast. "I-I," <<he>> gulps. "I w-wasn't-" <<He>> trips over a bench, scrambles to <<his>> feet, and flees the room.
<br><br>
<<link [[Next|Prison Shower Take]]>><<endevent>><<pass 10>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
<<gagged_speech "I-I'm very sorry for taking your place, <<sir>>,">> you say. <<gagged_speech "It won't happen again.">>
<<elseif $speech_attitude is "bratty">>
<<gagged_speech "I-m... sorry,">> you manage, holding back your anger.
<<else>>
<<gagged_speech "I'm sorry,">> you say. <<gagged_speech "I didn't know.">>
<</if>>
<br><br>
"That'll do, slut," <<he>> says, releasing you. "Now fuck off."
<br><br>
You move your clothes to another bench.
<br><br>
<<link [[Next|Prison Shower Take]]>><<endevent>><<pass 10>><</link>>
<br><<effects>>
You shout. The <<person>> shoves a hand over your mouth. "You'll regret that, slut," <<he>> whispers, barely audible. "I'll-"
<br><br>
<<generate_veteran_guard 1>>
<<if $prison.veteran gte 80>>
<span class="red"><<Hes>> interrupted by a swing from a baton.</span> <<He>> reels, releasing you. "I've told you once," <<veteran_guard 1>> says, delivering another blow to the <<persons>> stomach. "I've told you twice." The next blow lands on the inmate's back, knocking <<him>> prone.
<br><br>
<<veteran_guard 1 cap>> continues the assault. The other prisoners don't pay them any attention.
<br><br>
<<link [[Intervene|Prison Shower Intervene]]>><<prison_rep veteran -3>><<prison_inmates 1>><<prison_guards -1>><</link>><<lllove>><<gsuspicion>><<grespect>>
<br>
<<link [[Just take a shower|Prison Shower Take]]>><<endevent>><<pass 10>><</link>>
<br>
<<else>>
"What you sweethearts getting up to?" interrupts <<veteran_guard 1>>. <<person2>><<He>> walks around the pillar. "Prisoner <<print random(3, 143)>>. Let's have a word."
<br><br>
The <<person1>><<person>> gives you a final glare, before releasing you and following <<veteran_guard 1>>.
<br><br>
You leave your clothes on the bench.
<br><br>
<<link [[Next|Prison Shower Take]]>><<endevent>><<pass 10>><</link>>
<br>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
<<gagged_speech "Pl-please stop,">> you say. <<gagged_speech "I don't like this violence.">>
<<elseif $speech_attitude is "bratty">>
<<gagged_speech "Cut it out,">> you say. <<gagged_speech "You've fucked <<him>> up enough.">>
<<else>>
<<gagged_speech "Thanks for helping,">> you say. <<gagged_speech "But you can stop now.">>
<</if>>
<br><br>
<<veteran_guard 1 cap>><<person2>> glares at you, then straps <<his>> baton and stomps off. The <<person1>><<person>> remains prone.
<br><br>
<<link [[Next|Prison Shower Take]]>><<endevent>><<pass 10>><</link>>
<br><<effects>>
<<if $physiqueSuccess>>
You stomp on the <<persons>> foot. <span class="green"><<He>> releases you at once, and cries out in pain.</span> <<He>> hops away, drawing attention from other inmates.<<ggrespect>><<prison_inmates 3>>
<br><br>
You leave your clothes on the bench.
<br><br>
<<link [[Next|Prison Shower Take]]>><<endevent>><<pass 10>><</link>>
<br>
<<else>>
You stomp on the <<persons>> foot. <span class="red"><<He>> doesn't budge.</span> Instead, <<he>> leans in. "So that's how you want it," <<he>> whispers.
<br><br>
<<He>> releases <<his>> arm from your neck, but tries to push you over a bench, skidding it across the floor in the process. The other inmates notice the commotion, and a circle of naked <<people>> forms around you.
<br><br>
<<link [[Next|Prison Shower Fight]]>><<set $fightstart to 1>><</link>>
<br>
<</if>><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 100>>
The commotion draws attention, and a tight circle of naked and nearly naked <<people>> forms around you.
<<set $timer to random(3, 12)>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or $timer lte 1>>
<span id="next"><<link [[Next|Prison Shower Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Prison Shower Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<generate_veteran_guard 1>>
<<He>> gives your <<bottom>> a final spank before swaggering away.<<lrespect>><<prison_inmates -1>>
<br><br>
<<veteran_guard 1 cap>> pushes through the audience, and starts breaking them up. <<tearful>> you stagger away.
<br><br>
<<endcombat>>
<<link [[Next|Prison Shower Take]]>><<pass 10>><</link>>
<<elseif $enemyhealth lte 0>>
<<generate_veteran_guard 1>>
The <<person>> stumbles backwards, tripping over a bench. The audience makes room for <<his>> fall, revealing <<veteran_guard 1>>, hands on hips.<<ggrespect>><<prison_inmates 3>>
<br><br>
<<person2>>"Thought it was you," <<he>> says, unstrapping <<his>> baton. "Let's have a word."
<br><br>
<<tearful>> you disappear into the crowd.
<br><br>
<<endcombat>>
<<link [[Next|Prison Shower Take]]>><<pass 10>><</link>>
<<else>>
<<generate_veteran_guard 1>>
<<veteran_guard 1 cap>><<person2>> pushes <<his>> way through the crowd. <<He>> smacks the <<person1>><<persons>> arm with <<person2>><<his>> baton. "Let's have a word," <<he>> says.
<Br><br>
<<tearful>> you disappear into the crowd.
<br><br>
<<endcombat>>
<<link [[Next|Prison Shower Take]]>><<pass 10>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Prison Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Prison Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<if $enemynomax gte 2>>
They leave you lying on the floor.<<lrespect>><<prison_inmates -1>>
<<else>>
<<He>> leaves you lying on the floor.<<lrespect>><<prison_inmates -1>>
<</if>>
<br><br>
<<tearful>> you climb to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<destination_prison>>
<br>
<<elseif $enemyhealth lte 0>>
<<if $enemynomax gte 2>>
They turn and run from you.
<<else>>
<<He>> backs away from you and holds up <<his>> hands in surrender.
<</if>>
<<switch $enemynomax>>
<<case 1>>
<<grespect>><<prison_inmates 1>>
<<case 2>>
<<grespect>><<prison_inmates 2>>
<<case 3>>
<<ggrespect>><<prison_inmates 3>>
<<case 4>>
<<ggrespect>><<prison_inmates 4>>
<<case 5>>
<<ggrespect>><<prison_inmates 5>>
<<default>>
<<gggrespect>><<prison_inmates 6>>
<</switch>>
<br><br>
<<tearful>> you brush yourself down.
<br><br>
<<clotheson>>
<<endcombat>>
<<destination_prison>>
<<else>>
<<set $rescued += 1>>
<<if $enemynomax gte 2>>
They flee at the sound of a heavy pair of footsteps. <<tearful>> you climb to your feet.
<<else>>
<<He>> flees at the sound of a heavy pair of footsteps. <<tearful>> you climb to your feet.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<generate_veteran_guard 0>><<person1>>
"You're disturbing the peace and tranquillity of this institution," <<veteran_guard 0>> says. <<He>> rests a hand on your shoulder. "You're coming with me."
<br><br>
<<link [[Go quietly|Prison Punishment]]>><<endevent>><</link>>
<br>
<<link [[Fight|Prison Punishment Fight]]>><<set $fightstart to 1>><</link>>
<br>
<</if>><<effects>>
<<if $physiqueSuccess>>
You shove the <<person>>, <span class="green">and <<he>> staggers away from you.</span> <<He>> laughs it off.<<grespect>><<prison_inmates 1>>
<br><br>
<<destination_prison>>
<<else>>
You shove the <<person>>, <span class="red">but <<he>> grasps your arms and forces you to the ground.</span> "I've been waiting for this."<<lrespect>><<prison_inmates -1>>
<br><br>
<<link [[Next|Prison Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<effects>>
<<if random(1, 2) is 2>>
You let the <<person>> read the sign hanging from your neck. <<He>> grins, <span class="green">but doesn't take things further.</span>
<br><br>
<<destination_prison>>
<<else>>
You let the <<person>> read the sign hanging from your neck. <<He>> grins, <span class="red">and yanks you to the ground.</span> "I've been waiting for this."
<br><br>
<<link [[Next|Prison Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<effects>>
<<if $athleticsSuccess>>
With one leg, you propel yourself into the air, loosening the <<person1>><<persons>> grip. <span class="green">You deliver a kick to the <<person2>><<persons>> jaw with the other.</span> <<He>> staggers away as you twist and knee the <<person1>><<person>> in the groin.
<br><br>
Several other inmates are amused by the altercation, and come to your defence before the pair can recover.<<grespect>><<prison_inmates 3>>
<br><br>
<<destination_prison>>
<<else>>
You try to kick the <<person2>><<person>> away from you, <span class="red">but <<he>> grasps your ankle and pushes your leg into the air.</span>
<br><br>
<<link [[Next|Prison Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<effects>>
<<if $worn.face.type.includes("gag")>>
The <<person2>><<person>> grasps your $worn.face.name with one hand, and gropes your body with the other.
<<else>>
The <<person2>><<person>> pushes a finger into your mouth, while groping your body with <<his>> other hand.
<</if>>
<<if random(1, 10) lte 7>>
<br><br>
<span class="green">It seems that's all they wanted.</span> The <<person1>><<person>> shoves you forward, and you stumble to the ground.
<br><br>
<<destination_prison>>
<<else>>
<span class="red">The <<person1>><<person>> presses against you from behind.</span>
<br><br>
<<link [[Next|Prison Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<effects>>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
You slip into the shadows, <span class="green">and the group walk right past you.</span>
<br><br>
<<skulduggeryuse>>
<<destination_prison>>
<<else>>
You crouch in the shadows, <span class="red">but the group walk right into you.</span>
<br><br>
<<skulduggeryuse>>
<<if random(1, 2) is 2>>
"Speak of the devil," a <<person1>><<person>> says. "Or the devil's slut." They surround you.
<<else>>
"Just the whore we were looking for," a <<person1>><<person>> says. They surround you.
<</if>>
<br><br>
<<link [[Next|Prison Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<effects>>
You await them <<if $leftarm isnot "bound" and $rightarm isnot "bound">>with hands on hips,<</if>> and mentally prepare for a scrap.
<<if random(1, 2) is 2>>
"Speak of the devil," a <<person1>><<person>> says. "Or the devil's slut." They surround you.
<<else>>
"Just the whore we were looking for," a <<person1>><<person>> says. They surround you.
<</if>>
<br><br>
<<link [[Next|Prison Rape]]>><<set $molestationstart to 1>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
<<gagged_speech "I-I don't want to!">> you say.
<<elseif $speech_attitude is "bratty">>
<<gagged_speech "Why don't you fucking make me?">> you manage, holding back your anger.
<<else>>
<<gagged_speech "No,">> you say. <<gagged_speech "I won't.">>
<</if>>
<br><br>
<<if $prison.shock is 1>>
<<veteran_guard 0 cap>> reaches into <<his>> shirt pocket. <span class="red">A terrible jolt runs through you,</span> emanating from your neck. It only lasts a moment, but it's enough to make you fall to the ground and twitch.<<gtrauma>><<ggstress>><<gggpain>><<trauma 4>><<stress 4>><<pain 4>>
<br><br>
You're too hurt to resist as <<methodical_guard 0>> cuffs you, and drags you behind <<him>>.
<<bind>>
<br><br>
<<link [[Next|Prison Attention 2]]>><</link>>
<br>
<<else>>
<<veteran_guard 0 cap>> reaches into <<his>> shirt pocket, then frowns. The frown becomes a sneer, and <<he>> rushes at you.
<br><br>
<<link [[Next|Prison Attention Fight]]>><<set $fightstart to 1>><</link>>
<br>
<</if>><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Prison Attention Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Prison Attention Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The inmates cheer bawdy jeers as <<he>> staggers away from you.<<ggsuspicion>><<prison_guards -3>><<ggrespect>><<prison_inmates 3>>
<br><br>
<<clotheson>>
<<endcombat>>
<<prison_revolt_options>>
<<elseif $enemyhealth lte 0>>
<<He>> turns and runs, almost dropping <<his>> baton. The inmates cheer.<<ggsuspicion>><<prison_guards -3>><<ggrespect>><<prison_inmates 3>><<greb>><<prison_reb 1>>
<br><br>
<<clotheson>>
<<endcombat>>
<<prison_revolt_options>>
<<else>>
You fall to the ground, too hurt to resist.
<<clotheson>>
<<if $leftarm is "bound" and $rightarm is "bound">>
<<He>> crouches over you, and grasps your bindings, before hauling you to your feet.
<<else>>
<<He>> cuffs your hands behind your back, and hauls you to your feet.
<<bind>>
<</if>>
<br><br>
<<tearful>> you are shuffled along.
<br><br>
<<endcombat>>
<<generate_veteran_guard 0>><<person1>>
<<link [[Next|Prison Attention 2]]>><</link>>
<</if>><<effects>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You lean against the wall as instructed. <<veteran_guard 0 cap>> pushes the baton between your thighs, and against your <<genitals>>.
<<else>>
You put your arms against the wall as instructed. <<veteran_guard 0 cap>> runs the baton against your <<bottom>>. <<He>> produces a pair of cuffs, and binds your wrists.
<<bind>>
<</if>>
<br><br>
"Time to put that ass to work," <<he>> says, pulling you away from the wall and pushing you along.
<br><br>
<<link [[Next|Prison Attention 2]]>><</link>>
<br><<effects>>
<<veteran_guard 0 cap>> leads you through a thin door, and down a flight of steps. <<He>> pulls a torch from <<his>> pocket to light the way. The steps snake this way and that, before opening onto a stone hall. You hear the rush of water, but can't tell the direction.
<br><br>
<<if $prison_dungeon_intro isnot 1>>
<<set $prison_dungeon_intro to 1>>
"Here's what's gonna happen," <<he>> says. "Your <<if C.npc.Bailey.pronoun is "m">>father<<else>>mother<</if>> and I made a deal. Some nice people have come for a piece of you. You satisfy them, we make a little cash, and I might deduct some time from your sentence. Fair?"
<br><br>
You think <<hes>> referring to Bailey.
<br><br>
<<if !$worn.face.type.includes("gag")>>
<<link [[Say that Bailey isn't your parent|Prison Attention Bailey]]>><</link>>
<br>
<</if>>
<<link [[Nod|Prison Attention Nod]]>><</link>>
<br>
<<else>>
<<He>> pushes you through another door.
<br><br>
<<link [[Next|Prison Pimp Start]]>><</link>>
<br>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"B-Bailey isn't my <<if C.npc.Bailey.pronoun is "m">>father<<else>>mother<</if>>," you say.
<<elseif $speech_attitude is "bratty">>
"That fuck isn't my <<if C.npc.Bailey.pronoun is "m">>father<<else>>mother<</if>>," you say.
<<else>>
"Bailey isn't my <<if C.npc.Bailey.pronoun is "m">>father<<else>>mother<</if>>," you say.
<</if>>
<br><br>
"Whatever," <<veteran_guard 0>> says. "Just do as you're told." <<He>> pushes you through another door.
<br><br>
<<link [[Next|Prison Pimp Start]]>><</link>>
<br><<effects>>
You nod. <<veteran_guard 0 cap>> shoves you through another door.
<br><br>
<<link [[Next|Prison Pimp Start]]>><</link>>
<br><<effects>>
<<set $prison_pimp_serviced to 0>>
<<if random(1, 2) is 2>>
The room is small and bare. There's nothing inside, except a hole in the wall. <<veteran_guard 0 cap>> bends you over, and pushes you inside. The other side is pitch black. <<He>> clamps your wrists in place, holding you still.
<br><br>
<<endevent>>
<<generate1>><<generate2>><<generate3>>
<<for _i = 0; _i < $NPCList.length; _i++>>
<<npcClothesType $NPCList[_i] "town">>
<</for>>
<<person1>>
You hear a few unfamiliar voices in the room behind, muffled through the wall. Someone spanks your <<bottom>>.
<br><br>
<<if $prison.attention_level is 1>>
<<set $prison_pimp to 1>>
<<link [[Next|Prison Pimp Wall]]>><<set $prison.attention_level to 2>><<set $molestationstart to 1>><</link>>
<<elseif $prison.attention_level is 2>>
<<set $prison_pimp to 2>>
<<link [[Next|Prison Pimp Wall]]>><<set $prison.attention_level to 3>><<set $molestationstart to 1>><</link>>
<<else>>
<<set $prison_pimp to 3>>
<<link [[Next|Prison Pimp Wall]]>><<set $molestationstart to 1>><</link>>
<</if>>
<<else>>
The room is small and bare. There's nothing inside, except two iron manacles on the wall. <<veteran_guard 0 cap>> shoves your back between them, and clamps your wrists.
<br><br>
<<endevent>>
<<generate1>><<generate2>><<generate3>>
<<for _i = 0; _i < $NPCList.length; _i++>>
<<npcClothesType $NPCList[_i] "town">>
<</for>>
A <<fullGroup>> enter, lust in their eyes. They're not dressed like inmates.
<br><br>
<<if $prison.attention_level is 1>>
<<set $prison_pimp to 1>>
<<link [[Next|Prison Pimp Rape]]>><<set $prison.attention_level to 2>><<set $molestationstart to 1>><</link>>
<<elseif $prison.attention_level is 2>>
<<set $prison_pimp to 2>>
<<link [[Next|Prison Pimp Rape]]>><<set $prison.attention_level to 3>><<set $molestationstart to 1>><</link>>
<<else>>
<<set $prison_pimp to 3>>
<<link [[Next|Prison Pimp Rape]]>><<set $molestationstart to 1>><</link>>
<</if>>
<</if>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<set $position to "wall">><<set $head to "bound">>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Prison Pimp Wall Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Prison Pimp Wall]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<set $prison_pimp_serviced += 1>>
<<ejaculation>><<set $forcedprostitutionstat += 1>><<fameprostitution 3>>
You hear their voices fade. <<tearful>> you brace yourself.
<br><br>
<<endcombat>>
<<else>>
You hear their angry voices fade. <<tearful>> you brace yourself.
<br><br>
<<endcombat>>
<</if>>
<<set $prison_pimp -= 1>>
<<if $prison_pimp lte 0>>
<<link [[Next|Prison Pimp End]]>><</link>>
<br>
<<elseif $stress gte $stressmax>>
It's too much for you. Your consciousness fades.
<br><br>
<<link [[Next|Passout Prison Pimp]]>><</link>>
<br>
<<else>>
<<generate1>><<generate2>><<generate3>>
<<for _i = 0; _i < $NPCList.length; _i++>>
<<npcClothesType $NPCList[_i] "town">>
<</for>>
More voices draw closer. Someone touches your <<bottom>>.
<br><br>
<<link [[Next|Prison Pimp Wall]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Prison Pimp Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Prison Pimp Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<set $prison_pimp_serviced += 1>>
<<ejaculation>><<set $forcedprostitutionstat += 1>><<fameprostitution 3>>
They pay the guard on the way out. <<tearful>> you brace yourself.
<<else>>
They back away from you, not wanting to risk your wrath further, and refuse to pay the guard on the way out. <<tearful>> you brace yourself.
<</if>>
<br><br>
<<endcombat>>
<<set $prison_pimp -= 1>>
<<if $prison_pimp lte 0>>
<<link [[Next|Prison Pimp End]]>><</link>>
<br>
<<elseif $stress gte $stressmax>>
It's too much for you. Your consciousness fades.
<br><br>
<<link [[Next|Passout Prison Pimp]]>><</link>>
<br>
<<else>>
<<generate1>><<generate2>><<generate3>>
<<for _i = 0; _i < $NPCList.length; _i++>>
<<npcClothesType $NPCList[_i] "town">>
<</for>>
A <<fullGroup>> enter, eager for their turn.
<br><br>
<<link [[Next|Prison Pimp Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<effects>>
<<generate_veteran_guard 0>><<person1>>
<<veteran_guard 0 cap>> unfastens your wrists, and pulls you from the wall.
<br><br>
<<if $prison_pimp_serviced gte 2>>
<<set $prison.time -= $prison_pimp_serviced>>
<<He>> counts a wad of cash. "Good work," <<he>> says. "I'll take <<number $prison_pimp_serviced>> days off your sentence. Now get moving."<<glove>><<prison_rep veteran 100>>
<<elseif $prison_pimp_serviced is 1>>
<<set $prison.time -= 1>>
<<He>> counts a wad of cash. "Good work," <<he>> says. "I'll take a day off your sentence. Now get moving."<<glove>><<prison_rep veteran 1>>
<<else>>
<<He>> smacks your <<if playerBellySize(true) gte 8>>rear<<else>>stomach<</if>> with <<his>> baton. "You'd better play along next time," <<he>> says, smacking you again. "I'm not the only one you're pissing off. Now get moving."<<gpain>><<pain 4>>
<</if>>
<br><br>
You climb the snaking stairs, back to the prison block. <<veteran_guard 0 cap>> locks the door behind <<him>>.
<<prison_unbind>>
<br><br>
<<link [[Next|Prison Block]]>><<unset $prison_pimp_serviced>><<unset $prison_pimp>><<endevent>><</link>>
<br><<effects>>
<<passout>>
<<link [[Wake up|Passout Prison Pimp 2]]>><</link>>
<br>
<<pass 1 hour>>
<<trauma 6>><<set $stress -= 2000>><<effects>>
<<generate_veteran_guard 0>><<person1>>
You awaken to a baton in the
<<if playerBellySize(true) gte 8>>
bottom.
<<else>>
stomach.
<</if>>
<<ggpain>><<gtrauma>><<pain 8>><<trauma 6>>
<br><br>
"Get up you useless shit," <<veteran_guard 0>> says. "Get up." <<He>> hauls you to your feet. You're in the same room. There's no one else around, aside from <<veteran_guard 0>>.
<br><br>
"Customers weren't happy," <<he>> says. "Didn't pay to fuck a limp fish. Get moving."
<br><br>
<<clotheson>>
You climb the snaking stairs, back to the prison block. <<veteran_guard 0 cap>> locks the door behind <<him>>.
<<prison_unbind>>
<br><br>
<<link [[Next|Prison Block]]>><<unset $prison_pimp_serviced>><<unset $prison_pimp>><<endevent>><</link>>
<br><<effects>>
<<hallucinogen 180>>
You are near-weightless, high above the sea. Winds buffet you to and fro, then down, through the clouds. The ocean stretches beneath you, the horizon beyond. You soar towards it as the air around you becomes more agitated. You sweep over the town. The wind tears buildings from their foundations, trees from their roots.
<br><br>
The clouds darken. <<if Weather.isFreezing>>Snow descends<<else>>Rain falls<</if>>, bloating the rivers. A deluge runs from the hills, battling the wind for victims, sweeping all aside.
<br><br>
A fell chanting emanates all around, as if beseeching whatever powers may listen, asking for salvation. The earth answers, cracking and breaking, feasting on the remains of the surface.
<br><br>
At last, the earth is at peace. You awaken amidst terrible panic.
<<if $awareness lt 600>>
<<ggawareness>><<awareness 10>>
<</if>>
<<ggtrauma>><<ggstress>><<llcontrol>><<trauma -12>><<stress -12>><<control -25>>
<br><br>
<<link [[Next|Prison Warden 2]]>><<pass 60>><<set $prison.schedule to "free time">><</link>>
<br><<effects>>
<<generate_methodical_guard 0>><<generate_veteran_guard 1>><<person2>>
You're in the medical room. <<methodical_guard 0 cap>> and <<veteran_guard 1>> stand over you.
<br><br>
"A right mess you made," the latter says. "Get up." Every bed is occupied. <<veteran_guard 1 cap>> pushes you forwards. You're too dazed to resist.
<br><br>
<<link [[Next|Prison Punishment]]>><<endevent>><</link>>
<br><<location "town">><<effects>>
<<pass 5>>The <<person1>><<person>> holds you by your cuffs and pushes you outside. Two more officers await. <<He>> hands you over to one officer, a
<<endevent>>
<<npc Bailey>><<generate2>>
<<if $prison_intro_officer>>
<<loadNPC 2 "prison_intro_officer">>
<<else>>
<<generate3>>
<</if>>
<<generate4>><<person2>>
<<person>>, who pushes you into a waiting car.
<br><br>
You're driven along the clifftop, past the town hall, and down towards the docks.
<<if $prison_intro_officer>>
You recognise the second officer, a <<person3>><<person>>. <<Hes>> accompanied you to the docks before. <<He>> grins at you through the rearview mirror.
<<else>>
The second officer, a <<person3>><<person>> watches you through the rearview mirror.
<</if>>
<br><br>
<<link [[Be silent|Police Prison Intro Silent]]>><</link>>
<br>
<<if ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled"))>>
<<link [[Pray|Police Prison Intro Pray]]>><<stress -12>><<trauma -6>><</link>><<angel>><<llstress>><<ltrauma>>
<br>
<</if>>
<<if ($wolfgirl gte 6 or ($transformationParts.wolf.tail isnot "hidden" and $transformationParts.wolf.tail isnot "disabled"))>>
<<link [[Growl|Police Prison Intro Growl]]>><<trauma -12>><</link>><<wolfgirl>><<lltrauma>>
<br>
<</if>>
<<if ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled"))>>
<<link [[Hiss|Police Prison Intro Hiss]]>><<trauma -12>><</link>><<cat>><<lltrauma>>
<br>
<</if>>
<<if ($fox gte 6 or ($transformationParts.fox.tail isnot "hidden" and $transformationParts.fox.tail isnot "disabled"))>>
<<link [[Yip|Police Prison Intro Yipp]]>><<trauma -12>><</link>><<fox>><<lltrauma>>
<br>
<</if>>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Seduce|Police Prison Intro Seduce]]>><</link>>
<br>
<</if>><<effects>>
You remain silent. The <<person>> keeps <<his>> eyes fixed on you throughout the journey.
<br><br>
The car arrives at Mer Street, and pulls into the docks. A small boat awaits you, staffed by uniformed <<people>>. Their attire is similar to the police officers'. The car pulls to a stop.
<br><br>
<<link [[Next|Police Prison Intro Docks]]>><</link>>
<br><<effects>>
You close your eyes and mutter a quick prayer. You hear the <<person>> scoff, but you pay <<him>> no mind.
<br><br>
The car arrives at Mer Street, and pulls into the docks. A small boat awaits you, staffed by uniformed <<people>>. Their attire is similar to the police officers'. The car pulls to a stop.
<br><br>
<<link [[Next|Police Prison Intro Docks]]>><</link>>
<br><<effects>>
You bare your fangs and growl at the <<person>>. <<He>> averts <<his>> eyes at once, and coughs.
<br><br>
The car arrives at Mer Street, and pulls into the docks. A small boat awaits you, staffed by uniformed <<people>>. Their attire is similar to the police officers'. The car pulls to a stop.
<br><br>
<<link [[Next|Police Prison Intro Docks]]>><</link>>
<br><<effects>>
You bare your fangs and hiss at the <<person>>. <<He>> averts <<his>> eyes at once, and coughs.
<br><br>
The car arrives at Mer Street, and pulls into the docks. A small boat awaits you, staffed by uniformed <<people>>. Their attire is similar to the police officers'. The car pulls to a stop.
<br><br>
<<link [[Next|Police Prison Intro Docks]]>><</link>>
<br><<effects>>
You emit several high-pitched yips in protest. <<He>> averts <<his>> eyes at once, and coughs.
<br><br>
The car arrives at Mer Street, and pulls into the docks. A small boat awaits you, staffed by uniformed <<people>>. Their attire is similar to the police officers'. The car pulls to a stop.
<br><br>
<<link [[Next|Police Prison Intro Docks]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
<<gagged_speech "I-if you let me go,">> you coo. <<gagged_speech "I'll l-let you do anything you want to me.">>
<<elseif $speech_attitude is "bratty">>
<<gagged_speech "I know what you really want,">> you say. <<gagged_speech "Let me go, and you can have it.">>
<<else>>
<<gagged_speech "There must be something I can offer you in exchange for letting me go,">> you say.
<</if>>
<<promiscuity2>>
<<set $seductiondifficulty to 10000>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>>
<span class="gold">You feel more confident in your powers of seduction.</span>
<br><br>
<</if>>
<<seductionskilluse>>
<<if $seductionrating gte $seductionrequired>>
<span class="green">Lust glimmers in the <<persons>> eyes.</span> "We wouldn't get away with 'losing' you," <<he>> laughs. "But I'll look for you during my next visit."
<br><br>
<<set $prison_intro_officer to 1>>
<<saveNPC 1 "prison_intro_officer">>
<<else>>
<span class="red">"Nice try,"</span> the <<person>> laughs. "But we're not gonna get away with pretending we lost you somewhere between the station and the water."
<br><br>
<</if>>
<<if $prison_intro is undefined>>
The car arrives at Mer Street, and pulls into the docks. A small boat awaits you, staffed by uniformed <<people>>. Their attire is similar to the police officers'. The car pulls to a stop.
<br><br>
<<link [[Next|Police Prison Intro Bailey]]>><</link>>
<br>
<<else>>
The car arrives at Mer Street, and pulls into the docks. A small boat awaits you, staffed by familiar guards.
<br><br>
<<link [[Next|Police Prison Intro Docks]]>><</link>>
<br>
<</if>><<effects>>
The <<person2>><<person>> shoves you aboard the boat, where you fall into a heap just as you hear the rev of an engine. You struggle to your knees, and see a familiar car approaching. <span class="purple">It's Bailey.</span>
<br><br>
"Shit," the <<person>> mutters, putting <<himself>> between the boat and approaching car as the crew rush to untie the mooring rope.
<br><br>
Bailey's car screeches to a halt, almost colliding with the <<person2>><<person>>. Bailey's eyes flicker over the police officers as <<person1>><<he>> emerges, then over the uniformed crew, before resting on you. <<He>> slams the car door.
<br><br>
<<link [[Next|Police Prison Intro Bailey 2]]>><</link>>
<br><<effects>>
"This is police business <<person1>><<sir>>," the <<person2>><<person>> says. "Don't interfere."
<br><br>
"We had an agreement," Bailey spits. The mooring comes loose, and the boat begins to pull away.
<br>
"And we our orders," the <<person2>><<person>> responds, reaching for the baton at <<his>> side. The <<person3>><<person>> does likewise. "Please step away <<person1>><<sir>>."
<br>
Bailey takes a step closer, and the officers tense up. "There'll be blood to pay," <<he>> says. Then <<he>> laughs. The officers share a worried glance. "I'll make this work." <<He>> still watches you. "Be on your best behaviour."
<br><br>
Bailey drives away as the boat leaves the harbour. Even at this distance, you can see the officers relax their posture.
<br><br>
<<link [[Next|Prison Intro Boat]]>><<endevent>><</link>>
<br><<effects>>
The officers shove you into the boat. You struggle to your knees as the crew untie the mooring rope, and the boat sails from the harbour.
<br><br>
<<if $prison_intro is undefined>>
<<link [[Next|Prison Intro Boat]]>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Prison Intro Repeat]]>><<endevent>><</link>>
<br>
<</if>><<location "sea">><<effects>>
<<prison_init>>
<<generate_relaxed_guard 0>>
<<generate_anxious_guard 1>>
<<generate_veteran_guard 2>>
<<generate_methodical_guard 3>>
<<if Weather.precipitation is "rain">>
They seat you on a bench towards the front, sheltered from the rain by a small canopy, though the wind often lashes water against your face.
<<elseif !Weather.isOvercast>>
They seat you on a bench towards the front.
<<else>>
They seat you on a bench towards the front.
<</if>>
<br><br>
"Knew you'd be back," <<person1>><<relaxed_guard 0>> says.
<<if $prison.relaxed gte 80>>
<<He>> sounds sad.
<<else>>
<<He>> doesn't look up from <<his>> phone.
<</if>>
<br>
<<if $prison.anxious gte 80>>
"Couldn't keep your nose clean?" <<person2>><<anxious_guard 1>> asks with a grin. "Or did you just miss us?"
<<else>>
"Couldn't keep your ass clean?" <<person2>><<anxious_guard 1>> asks.
<</if>>
<br>
<<if $prison.veteran gte 80>>
"Career criminals are like that," <<person3>><<veteran_guard 2>> replies.
<<else>>
"Once a thief..." <<person3>><<veteran_guard 2>> replies while drying the deck.
<</if>>
<br><br>
<<link [[Next|Prison Intro Repeat 2]]>><<pass 60>><</link>>
<br><<location "prison">><<effects>>
The boat sails into the mist, through the maze of stone spires, and emerges from before the prison.
<br><br>
<<person4>><<methodical_guard 3 cap>> greets you at the end of the tunnel. "Right on time," <<he>> says, taking a seat behind <<his>> desk. "You know the drill."
<br><br>
The other guards stand around you, watching.
<br><br>
<<link [[Strip|Prison Intro Strip]]>><<trauma 6>><<stress 6>><<prison_guards -1>><</link>><<gtrauma>><<gstress>><<lsuspicion>>
<br>
<<if hasSexStat("exhibitionism", 4)>>
<<link [[Flaunt|Prison Intro Flaunt]]>><<prison_guards 3>><</link>><<exhibitionist4>><<llsuspicion>>
<br>
<</if>>
<<link [[Refuse|Prison Intro Refuse]]>><<pain 4>><<prison_guards 1>><</link>><<gpain>><<gsuspicion>>
<br><<location "sea">><<effects>>
<<prison_init>>
<<generate_relaxed_guard 0>>
<<generate_anxious_guard 1>>
<<generate_veteran_guard 2>>
<<generate_methodical_guard 3>>
<<if Weather.precipitation is "rain">>
They seat you on a bench towards the front, sheltered from the rain by a small canopy, though the wind often lashes water against your face.
<<elseif !Weather.isOvercast>>
They seat you on a bench towards the front.
<<else>>
They seat you on a bench towards the front.
<</if>>
<br><br>
One of your captors, a <<person1>><<personsimple "normal">> with a relaxed posture, holds the helm with one hand while staring at <<his>> phone with the other. Beside <<him>> stands a <<person2>><<personsimple "normal">> with a nervous expression.
<br><br>
"How long do you think <<pshe>>'ll last?" <<he>> says.
<br>
The <<person1>><<personsimple "normal">> at the helm glances at you.
<<if $beauty gte ($beautymax * 0.9)>>
"Hard to say with a beaut like <<phim>>," <<he>> says. "<<pShe>>'ll be alright if <<pshes>> smart, and becomes some strong fucker's bitch. If not..." <<He>> pauses. "At least <<pshe>>'ll be too busy getting railed to do anything really stupid."
<<elseif $beauty gte ($beautymax * 0.4)>>
"A pretty one like <<phim>> might do better than most," <<he>> says. "If <<pshe>> isn't a fool."
<<else>>
"<<pShes>> cute," <<he>> says. "But <<pshe>> might be fine if <<pshe>> keeps <<pher>> head down."
<</if>>
<br><br>
<<if $physiquesize gte 16000>>
<<if currentSkillValue('physique') gte 15000>>
"<<pShes>> a big fucker <<pherself>>," interjects a <<person3>><<personsimple "normal">>, drying <<his>> hands on a towel. <<He>> looks older than the others. "Strong too. Might be trouble for us."
<<else>>
"<<pShes>> a big fucker <<pherself>>," interjects a <<person3>><<personsimple "normal">>, drying <<his>> hands on a towel. <<He>> looks older than the others. "Might end up calling the shots."
<</if>>
<br>
"If <<pshe>> were older maybe," the <<person2>><<personsimple "normal">> replies.
<<elseif currentSkillValue('physique') gte ($physiquesize * 0.9)>>
"<<pShe>> looks like a scrappy one," interjects a <<person3>><<personsimple "normal">>. <<He>> looks older than the others. "Might do better than you expect."
<br>
"Until <<pshe>> scraps with the wrong person," replies <<person2>><<anxious_guard 1>>.
<<else>>
"Don't fancy <<pher>> chances myself," interjects a <<person3>><<personsimple "normal">>, drying <<his>> hands on a towel. <<He>> looks older than the others. "Maybe a week."
<</if>>
<br><br>
They continue arguing in front of you as if you weren't there.
<br><br>
<<link [[Complain|Prison Intro Boat Complain]]>><<pain 4>><<def 1>><<prison_guards 1>><</link>><<gpain>><<gsuspicion>>
<br>
<<link [[Remain silent|Prison Intro Boat 2]]>><<stress 6>><<sub 1>><<set $phase to 1>><</link>><<gstress>>
<br><<effects>>
<<if $speech_attitude is "meek">>
<<gagged_speech "I-I'm sorry to interrupt-">>
<<elseif $speech_attitude is "bratty">>
<<gagged_speech "Don't talk about me like-">>
<<else>>
<<gagged_speech "Please don't talk about me like-">>
<</if>>
<<person2>><<anxious_guard 1 cap>> smacks you across the face with the back of <<his>> hand.
<br><br>
"No speaking unless spoken to, <<bitch>>."
<br>
"Forget what I said," <<person3>><<veteran_guard 2>> laughs. "<<pShe>> won't last a day."
<br><br>
<<link [[Next|Prison Intro]]>><</link>>
<br><<effects>>
<<pass 60>>
<<if $phase is 1>>You remain silent, and try to ignore the crew's discussion.<</if>>
<<if Time.dayState is "night">>
<<if $transformationParts.traits.sharpEyes isnot "disabled">>
A mist rises around the boat, concealing the land behind you. You sail through the murk, until a spire of stone looms ahead. <<person1>><<relaxed_guard 0 cap>> steers the ship away, but it takes a moment for <<person2>><<anxious_guard 1>> to react, as if <<he>> only just saw it. <<He>> cries out in fright.<<sharp_eyes>>
<<else>>
A mist rises around the boat, thickening until even the crew are hidden from view. You sail through the murk, until <<person2>><<anxious_guard 1>> cries out in fright.<<gstress>><<stress 6>>
<</if>>
<<else>>
A mist rises around the boat, concealing the land behind you. The crew doesn't seem disturbed. You sail through the murk, until a spire of stone looms ahead. <<person2>><<anxious_guard 1 cap>> cries out in fright.
<</if>>
<br><br>
"You're gonna sink us!" <<he>> says.
<br>
"Don't piss yourself," <<person1>><<relaxed_guard 0>> replies. "I've made this trip a hundred times."
<br><br>
<<if Time.dayState is "night">>
<<if $transformationParts.traits.sharpEyes isnot "disabled">>
More spires loom ahead. The boat tilts as <<person1>><<relaxed_guard 0>> steers around them. <<person2>><<anxious_guard 1 cap>> clutches the side of the boat, <<his>> knuckles white.
<<else>>
You can't see through the gloom, but the boat tilts as <<person1>><<relaxed_guard 0>> steers this way and that.
<</if>>
<<else>>
More spires loom ahead. The boat tilts as <<person1>><<relaxed_guard 0>> steers around them. <<person2>><<anxious_guard 1 cap>> clutches the side of the boat, <<his>> knuckles white.
<</if>>
<br><br>
<<link [[Next|Prison Intro]]>><</link>>
<br><<location "prison">><<effects>>
<<person2>><<anxious_guard 1 cap>> sighs in relief as the mist clears. There's an island ahead, towering above any of the spires. A stone fortress sits on top, half-carved from the rock itself.
<br><br>
<<if $player.gender_appearance is "m">>
<<if maleChance() lte 0>>
"Why they sending <<phim>> to a women's prison anyway?" asks <<anxious_guard 1>>.
<br>
"Don't know," replies <<veteran_guard 2>>. "I'm not complaining."
<br><br>
<</if>>
<<elseif $player.gender_appearance is "f">>
<<if maleChance() gte 100>>
"Why they sending <<phim>> to a men's prison anyway?" asks <<anxious_guard 1>>.
<br>
"Don't know," replies <<veteran_guard 2>>. "I'm not complaining."
<br><br>
<</if>>
<</if>>
They sail you towards the foot of the island, to a dock at the base of a sheer cliff. <<person3>><<veteran_guard 2 cap>> jumps ashore with a rope while <<person2>><<anxious_guard 1>> hauls you to your feet.
<br><br>
They push you ashore, and towards a cave lit by a trail of thin white lights.
<br><br>
<<link [[Next|Prison Intro 2]]>><</link>>
<br><<effects>>
You come to an artificial stone wall with a metal door. <<person1>><<relaxed_guard 0 cap>> taps it. You hear a rattle before it opens, revealing a <<person4>><<personsimple "normal">>. <<He>> wears a uniform similar to the others, but a pair of glasses sits on <<his>> nose.
<br><br>
You're pushed through the door, into a small room. There's a desk, but the room is otherwise empty, save for an exit across from you.
<br><br>
<<if $prison_intro isnot 1>>
"You're early," <<methodical_guard 3>> says.
<br>
"Left in a hurry," <<person1>><<relaxed_guard 0>> responds. "There's no problem."
<br>
<<person4>><<methodical_guard 3 cap>> nods.
<br><br>
<</if>>
The crew push you to the middle of the room, and stand around you, leaving a little space. <<person4>><<methodical_guard 3 cap>> sits behind the desk, and looks at a document in front of <<him>>.
<br><br>
"Name?" <<he>> asks without looking at you.
<br><br>
<<link [[Give name|Prison Intro Name]]>><<sub 1>><</link>>
<br>
<<link [[Spit|Prison Intro Spit]]>><<def 2>><<prison_guards 1>><</link>><<dancedifficulty 1 1000>><<gsuspicion>>
<br>
<<link [[Remain silent|Prison Intro Silent]]>><<def 1>><<pain 4>><</link>>
<br><<effects>>
You tell <<person4>><<methodical_guard 3>> your name. <<He>> scribbles something down. "Take off your clothes." <<person2>><<anxious_guard 1 cap>> licks <<his>> lips. "Everything."<<gstress>><<stress 6>>
<br><br>
<<link [[Strip|Prison Intro Strip]]>><<trauma 6>><<stress 6>><<prison_guards -1>><</link>><<gtrauma>><<gstress>><<lsuspicion>>
<br>
<<if hasSexStat("exhibitionism", 4)>>
<<link [[Flaunt|Prison Intro Flaunt]]>><<prison_guards 3>><</link>><<exhibitionist4>><<llsuspicion>>
<br>
<</if>>
<<link [[Refuse|Prison Intro Refuse]]>><<pain 4>><<prison_guards 1>><</link>><<gpain>><<gsuspicion>>
<br><<effects>>
You spit on the floor. <<person3>><<veteran_guard 2 cap>> takes a step closer, and
<<if $danceSuccess>>
tries to smack you across the face. <span class="green">You duck beneath <<his>> blow.</span><<ltrauma>><<trauma -6>>
<br><br>
<<else>>
<span class="red">smacks you across the face.</span><<gpain>><<pain 4>>
<br><br>
<</if>>
<<person4>><<methodical_guard 3 cap>> waves a hand. "It doesn't matter," <<he>> says as <<he>> scribbles something down. "Take off your clothes." <<person2>><<anxious_guard 1 cap>> licks <<his>> lips. "Everything."<<gstress>><<stress 6>>
<br><br>
<<link [[Strip|Prison Intro Strip]]>><<trauma 6>><<stress 6>><<prison_guards -1>><</link>><<gtrauma>><<gstress>><<lsuspicion>>
<br>
<<if hasSexStat("exhibitionism", 4)>>
<<link [[Flaunt|Prison Intro Flaunt]]>><<prison_guards 3>><</link>><<exhibitionist4>><<llsuspicion>>
<br>
<</if>>
<<link [[Refuse|Prison Intro Refuse]]>><<pain 4>><<prison_guards 1>><</link>><<gpain>><<gsuspicion>>
<br><<effects>>
You remain silent.
<br><br>
"Answer the question," <<person3>><<veteran_guard 2>> says. "If you don't want a smack."
<br><br>
<<person4>><<methodical_guard 3 cap>> waves <<his>> hand. "It doesn't matter," <<he>> says as <<he>> scribbles something down. "Take off your clothes." <<person2>><<anxious_guard 1 cap>> licks <<his>> lips. "Everything."<<gstress>><<stress 6>>
<br><br>
<<link [[Strip (0:01)|Prison Intro Strip]]>><<pass 1>><<trauma 6>><<stress 6>><<prison_guards 1>><</link>><<gtrauma>><<gstress>><<lsuspicion>>
<br>
<<if hasSexStat("exhibitionism", 4)>>
<<link [[Flaunt (0:03)|Prison Intro Flaunt]]>><<prison_guards 3>><<pass 3>><</link>><<exhibitionist4>><<llsuspicion>>
<br>
<</if>>
<<link [[Refuse (0:01)|Prison Intro Refuse]]>><<pass 1>><<pain 4>><<prison_guards -1>><</link>><<gpain>><<gsuspicion>>
<br><<effects>>
<<undress "prison intro">>
You remove your clothing, piece by piece. You feel their eyes as you reveal your body. You're left naked in the middle of the room.<<covered>>
<br><br>
<<link [[Next|Prison Intro Strip 2]]>><</link>>
<br><<effects>>
<<undress "prison intro">>
You remove your clothing, piece by piece, turning as you do. You draw it out, but the guards don't seem to mind. Even <<person4>><<methodical_guard 3>> looks up from the desk.
<br><br>
You're left naked in the middle of the room.<<covered>>
<br><br>
<<link [[Next|Prison Intro Strip 2]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
<<gagged_speech "Pl-please don't make me-">> you manage, before the crew around you pounce.
<<elseif $speech_attitude is "bratty">>
<<gagged_speech "I'm not stripping in front-">> you manage, before the crew around you pounce.
<<else>>
<<gagged_speech "I don't want to-">> you manage, before the crew around you pounce.
<</if>>
<br><br>
<<link [[Next|Prison Intro Strip Molestation]]>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<npcstrip>>
<<person4>><<methodical_guard 3 cap>> calmly rises from the desk to help.<<person1>>
<br><br>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<outfitChecks>>
<<if _fullyNaked>>
<span id="next"><<link [[Next|Prison Intro Strip Molestation Finish]]>><<clotheson>><<undress "prison intro">><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0>>
<span id="next"><<link [[Next|Prison Intro Strip Molestation Finish]]>><</link>></span><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Prison Intro Strip Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Prison Intro Strip Molestation]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation "short">>
The guards fall away from you. <<tearful>> you steady yourself. You could make a break for it, but you don't know where you'd go. Maybe they'll let you keep your clothes if you agree to cooperate after humiliating them so.
<br><br>
<<clotheson>>
<<endcombat>>
<<generate_relaxed_guard 0>>
<<generate_anxious_guard 1>>
<<generate_veteran_guard 2>>
<<generate_methodical_guard 3>>
<<link [[Run|Prison Intro Strip Run]]>><<prison_guards 3>><</link>><<ggsuspicion>>
<br>
<<link [[Bargain|Prison Intro Strip Bargain]]>><<set $prisonClothesBargain to 1>><<prison_guards -1>><</link>><<lsuspicion>>
<br>
<<elseif $enemyhealth lte 0>>
The guards back away from you, shocked by your aggression. They don't think to stand between you and the entrance. <<tearful>> you steady yourself. You could make a break for it, but you don't know where you'd go. Maybe they'll let you keep your clothes if you agree to cooperate after humiliating them so.
<br><br>
<<clotheson>>
<<endcombat>>
<<generate_relaxed_guard 0>>
<<generate_anxious_guard 1>>
<<generate_veteran_guard 2>>
<<generate_methodical_guard 3>>
<<link [[Run|Prison Intro Strip Run]]>><<prison_guards 3>><</link>><<ggsuspicion>>
<br>
<<link [[Bargain|Prison Intro Strip Bargain]]>><<set $prisonClothesBargain to 1>><<prison_guards -1>><</link>><<lsuspicion>>
<br>
<<else>>
<<steal strip>>
They snatch the last of your clothing, leaving you naked in the middle of the room. <<covered>>
<br><br>
<<endcombat>>
<<generate_relaxed_guard 0>>
<<generate_anxious_guard 1>>
<<generate_veteran_guard 2>>
<<generate_methodical_guard 3>>
<<link [[Next|Prison Intro Strip 2]]>><</link>>
<br>
<</if>><<effects>>
You run back through the metal door, dodging <<person1>><<relaxed_guard 0 apo>> weak attempt to stop you. You follow the lights back to the dock, and find the boat waiting for you.
<br><br>
You hear an alarm sound from behind.
<br><br>
<<link [[Take the boat|Prison Intro Strip Boat]]>><</link>>
<br>
<<link [[Swim|Prison Intro Strip Swim]]>><</link>>
<br><<effects>>
You unravel the mooring rope, and manage to cast off before the guards arrive. <<person2>><<anxious_guard 1 cap>> tries to jump the gap, only to fall into the sea.
<br><br>
<<if Time.dayState is "night">>
You sail into the dark. A searchlight blooms to life far above, and scans the water.
<br><br>
Mist rises around you, hiding the sky, and even the searchlight.
<<if $transformationParts.traits.sharpEyes isnot "disabled">>
A spire of rock looms from the murk. You narrowly pass. <span class="red">Then another looms right in front of you.</span> You turn the helm as far as it'll go, but it's no use. The boat crunches as it comes to a halt, the force throwing you overboard.
<<else>>
You sail in silence for a few moments, barely able to see the front of the boat. <span class="red">You make out a dark shape ahead a moment before the boat collides with it.</span> The force throws you overboard.
<</if>>
<<else>>
You sail towards the mist, until it engulfs you. A spire of rock looms from the murk. You narrowly pass. <span class="red">Then another looms right in front of you.</span> You turn the helm as far as it'll go, but it's no use. The boat crunches as it comes to a halt, the force throwing you overboard.
<</if>>
<br><br>
<<silently>><<water>><</silently>>
You try to struggle to the surface, but a force pulls you deeper. Your consciousness fades.
<br><br>
<<link [[Next|Prison Intro Strip Wake]]>><<pass 60>><<passout>><<steal strip>><</link>>
<br><<effects>>
You dive into the water, and swim away from the island.
<br><br>
<<silently>><<water>><</silently>>
<<if Time.dayState is "night">>
A light blooms to life far above. It scans the water, searching for you. You dive to avoid its gaze, but it's no use. It lights you up despite the water. You've no choice but to swim as hard as you can as the light tracks you.
<br><br>
<span class="red">A shadow passes,</span> snuffing the light for a moment. Then you hear a terrible screech.<<gstress>>
<br><br>
<<endevent>>
<<beastNEWinit 1 hawk>>
A buffet of air is all the warning you get, before a pair of claws grasp your shoulders, and lift you from the water. A <<if $monster isnot 1>>giant<</if>> <<beasttype>> carries you. You hear other wings in the dark.
<<else>>
<<endevent>>
<<beastNEWinit 1 hawk>>
You swim as hard as you can towards the encircling mist. <span class="red">A shadow passes overhead.</span> You glance up, and see shapes circling overhead. One swoops towards you, a <<if $monster isnot 1>>giant<</if>> <<beasttype>>, talons outstretched.
<br><br>
You dive, but it's no use. <<bHe>> clutches your shoulders and snatches you from the water.
<</if>>
<br><br>
<<if $monster is 1>>
Rather than return you to the prison, the <<beasttype>> circles higher, a mischievous glint in <<bhis>> eyes. <<bHe>> releases you.
<<else>>
Rather than return you to the prison, the <<beasttype>> circles higher, and releases you.
<</if>>
<<endevent>>
You plunge into the depths, deep enough that a current seizes you, and pulls you deeper. Your consciousness fades.
<br><br>
<<generate_relaxed_guard 0>>
<<generate_anxious_guard 1>>
<<generate_veteran_guard 2>>
<<generate_methodical_guard 3>>
<<link [[Next|Prison Intro Strip Wake]]>><<pass 60>><<passout>><<steal strip>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
<<gagged_speech "I-I didn't want to do that,">> you say. <<gagged_speech "I'll go quietly. J-just let me keep my clothes.">>
<<elseif $speech_attitude is "bratty">>
<<gagged_speech "I'm feeling generous,">> you say. <<gagged_speech "Don't want you to get in trouble for failing to do your jobs. I'll play along. If you let me keep my clothes.">>
<<else>>
<<gagged_speech "Let's make a deal,">> you say. <<gagged_speech "I'll cooperate, and you let me keep my clothes.">>
<</if>>
<br><br>
They look to <<person4>><<methodical_guard 3>>, who steadies <<himself>> against the desk as <<he>> rises to <<his>> feet. "Fine," <<he>> says. "We'll make an exception. But don't push your luck."
<br><br>
<<link [[Next|Prison Intro Strip 2]]>><</link>>
<br><<effects>>
You awaken on a hard mattress, and stare at the grey ceiling above. You feel a chill.
<br><br>
"Look who's awake," says a familiar voice. <<covered>> It's <<person2>><<anxious_guard 1>>. <<person4>><<methodical_guard 3 cap>> stands next to <<him>>. You're in a long room. There are other beds, occupied by bandaged figures.
<br><br>
"There's no escaping this island," <<person4>><<methodical_guard 3>> says. "Not until you've served your sentence. Get <<phim>> up."
<br><br>
<<person2>><<anxious_guard 1 cap>> pulls you to your feet while <<person4>><<methodical_guard 3>> opens a cupboard next to the bed. <<He>> pulls out a bundle of fabric. "Your uniform." The clothes are thrust into your arms. They don't give you time to dress before shunting you to a walk.
<br><br>
<<if $prison and between(Time.hour, 8, 17)>>
<<set $prison.work_check to 1>>
<<set $prison.hours_worked to Time.hour - 7>>
<</if>>
<<link [[Next|Prison Intro Walk]]>><</link>>
<br><<effects>>
<<person1>><<relaxed_guard 0 cap>> opens the door on the far side of the room. A chill wind blasts you as you're led through. You shiver, and almost trip as your feet find a gentle slope. The room would be similar to the last, if not for the gaping hole at the foot of the ramp, opening onto a cavernous abyss.<<gstress>><<stress 6>>
<br><br>
"Can we get this over with?" <<person2>><<anxious_guard 1>> says. "The rut freaks me out." The others laugh.
<br>
<<if $control gte 80>>
"You're more scared than the prisoner," <<person3>><<veteran_guard 2>> says. "Have some backbone."
<<else>>
"Just hide in the corner then. Let us grown-ups do the work."
<</if>>
<br>
"Fuck off."
<br>
"Prisoner," <<person4>><<methodical_guard 3 apo>> voice cuts through the others'. "Stand between us and the far wall."
<br><br>
<<link [[Do as instructed|Prison Intro Wall]]>><</link>><<willpowerdifficulty 1 600>>
<br>
<<link [[Refuse|Prison Intro Wall Refuse]]>><<stress 6>><<trauma 6>><</link>><<gstress>><<gtrauma>>
<br><<effects>>
You take a step toward the hole, careful to keep your footing. Then another. You hear one of the guards keeping pace. The light closest buzzes and fails, and the dark seems to grasp at you.
<br><br>
<<if $willpowerSuccess>>
<span class="green">You ignore the surge of anxiety,</span> and keep walking. "That's far enough," <<person4>><<methodical_guard 3>> says. You turn. <<person3>><<veteran_guard 2 cap>> is stood at arm's reach. <<person1>><<relaxed_guard 0 cap>> and <<person2>><<anxious_guard 1>> remain on the other side, carrying a hose between them.
<br><br>
<<link [[Next|Prison Intro Hose Speech]]>><<water>><</link>>
<br>
<<else>>
<span class="red">Your body freezes.</span> You can't do it.<<ggwillpower>><<willpower 3>><<lcontrol>><<control -10>><<gstress>><<stress 6>>
<br><br>
You hear footsteps behind. A pair of hands grasp each of your shoulders, and force you towards the hole. You're too frightened to struggle, to risk falling.
<br><br>
<<if $prison_intro is undefined>>
Right at the edge, <<person3>><<veteran_guard 2>> grasps your hair and holds your head over the abyss. "Bad <<girls>> go to prison," <<he>> hisses. "We have lots of ways to deal with bad <<girls>> here, but really bad <<girls>> get dumped in the rut. No one will give you a second thought. So be a good <<girl>>, and do as you're told."
<br><br>
<</if>>
<<link [[Next|Prison Intro Hose]]>><<water>><</link>>
<br>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
<<gagged_speech "I-I can't,">> you say. <<gagged_speech "It's too scary.">>
<<elseif $speech_attitude is "bratty">>
<<gagged_speech "You must think I'm insane,">> you say. <<gagged_speech "Fuck off.">>
<<else>>
<<gagged_speech "Please don't make me,">> you say
<</if>>
<br><br>
<<person1>><<relaxed_guard 0 cap>> and <<person3>><<veteran_guard 2>> march towards you, and grasp your shoulders. You struggle to keep your footing as they shove you towards the hole. The light closest buzzes and fails, and the dark seems to grasp at you.
<br><br>
<<if $prison_intro is undefined>>
Right at the edge, <<person3>><<veteran_guard 2>> grasps your hair and holds your head over the abyss. "Bad <<girls>> go to prison," <<he>> hisses. "We have lots of ways to deal with bad <<girls>> here, but really bad <<girls>> get dumped in the rut. No one will give you a second thought. So be a good <<girl>>, and do as you're told."
<br><br>
<</if>>
<<link [[Next|Prison Intro Hose]]>><<water>><</link>>
<br><<effects>>
They blast you with icy water. The shock knocks you to your knees, but they keep blasting, <span class="red">until you tumble towards the hole.</span><<ggstress>><<stress 6>><<wash>>
<<if $prisonClothesBargain is 1>>
<<unset $prisonClothesBargain>>
<<else>>
<<upperruined>>
<<lowerruined>>
<<underupperruined>>
<<underlowerruined>>
<</if>>
<br><br>
<<if $prison_intro is undefined>>
Firm hands grasp you at the last moment. <<person3>><<veteran_guard 2 cap>> grips the back of your hair, and holds your head over the abyss. "Bad <<girls>> go to prison," <<he>> hisses. "We have lots of ways to deal with bad <<girls>> here, but really bad <<girls>> get dumped in the rut. No one will give you a second thought. So be a good <<girl>>, and do as you're told."
<br><br>
<</if>>
<<link [[Next|Prison Intro Hose 2]]>><</link>>
<br><<effects>>
<<He>> releases you, and you turn away from the edge to find <<person1>><<relaxed_guard 0>> and <<person2>><<anxious_guard 1>> carrying a hose between them. They blast you with icy water. You'd fall, if not for <<person3>><<veteran_guard 2>> steadying you with one hand.<<wash>>
<<if $prisonClothesBargain is 1>>
<<unset $prisonClothesBargain>>
<<else>>
<<upperruined>>
<<lowerruined>>
<<underupperruined>>
<<underlowerruined>>
<</if>>
<br><br>
<<link [[Next|Prison Intro Hose 2]]>><</link>>
<br><<effects>>
"You are prisoner 144," <<person4>><<methodical_guard 3>> says, thrusting a bundle of clothes into your arms.
<<if $worn.upper.name isnot "naked" or $worn.lower.name isnot "naked" or $worn.under_upper.name isnot "naked" or $worn.under_lower.name isnot "naked">>
"Cell block A. You will get your name back when your sentence is served."
<br><br>
They don't give you a chance to dry before shunting you through another metal door.
<<else>>
"Cell block A. You will get your things back when your sentence is served."
<br><br>
They don't give you a chance to dress before shunting you through another metal door.
<</if>>
<br><br>
<<if $prison and between(Time.hour, 8, 17)>>
<<set $prison.work_check to 1>>
<<set $prison.hours_worked to Time.hour - 7>>
<</if>>
<<link [[Next|Prison Intro Walk]]>><</link>>
<br><<effects>><<effects_prison>>
<<generate_scarred_inmate 4>>
<<generate_tattooed_inmate 5>>
You emerge on a walkway above a long hall, stretching in both directions. Three stories of cells line each side. <<person1>><<relaxed_guard 0 cap>> slams the metal door behind you, and the sound echoes through the hall.
<br><br>
<<if $prison_intro isnot 1>>
<<if $prison.schedule is "lockdown">>
"Move it," <<relaxed_guard 0>> says, giving your back a jab with <<his>> baton. Hands and faces appear, ratting the bars. They taunt you, though only the closest can be heard above the din.
<<else>>
"Move it," <<relaxed_guard 0>> says, giving your back a jab with <<his>> baton. Several <<people>> in prisoner's garb shuffle below. They look up, and taunt.
<</if>>
<br><br>
"Fresh meat," one <<person5>><<personsimple>> says.
<br>
"Can't wait to break this one in," says another.
<br>
<<if $NPCList[0].penis isnot "none">>
"A new cumsock? Fantastic."
<<elseif $player.gender_appearance is "m">>
"A new dildo? Fantastic."
<<else>>
"A new sex toy? Fantastic."
<</if>>
<br>
<<if $beauty gte ($beautymax * 0.8)>>
"Holy shit. This one's mine."
<br>
"Fuck off, I saw <<phim>> first."
<br>
<<elseif $beauty gte ($beautymax * 0.4)>>
"What a cutie."
<br>
<</if>>
<br><br>
<<if $worn.upper.name isnot "naked" or $worn.lower.name isnot "naked" or $worn.under_upper.name isnot "naked" or $worn.under_lower.name isnot "naked">>
<<person1>><<relaxed_guard 0 cap>> pushes you along the upper walkway as you clutch the bundle of fabric over your wet clothes.
<<else>>
<<person1>><<relaxed_guard 0 cap>> pushes you along the upper walkway as you clutch the bundle of clothes over your <<lewdness>>.
<</if>>
<<if $prison.schedule is "lockdown">>
A <<person6>><<personsimple "normal">> reaches for you with a tattooed arm, but <<person1>><<relaxed_guard 0>> cracks <<person6>><<his>> knuckles with a swing of <<person1>><<his>> baton.
<<else>>
One of the cells is occupied. A <<person6>><<personsimple "normal">> reaches for you with a tattooed arm, but <<person1>><<relaxed_guard 0>> cracks <<person6>><<his>> knuckles with a swing of <<person1>><<his>> baton.
<</if>>
<br><br>
<<link [[Next|Prison Intro Cell]]>><</link>>
<br>
<<else>>
<<if $prison.schedule is "lockdown">>
"Move it," <<relaxed_guard 0>> says, giving your back a jab with <<his>> baton. Hands and faces appear, ratting the bars.
<<else>>
"Move it," <<relaxed_guard 0>> says, giving your back a jab with <<his>> baton. Several <<people>> in prisoner's garb shuffle below. They look up, and taunt.
<</if>>
<<if $prison.inmates gte 80>>
They greet you, though only the closest can be heard above the din.
<br><br>
"Welcome home," one <<person5>><<personsimple>> says.
<br>
"I missed that ass."
<br>
"Is it wrong if I hoped I'd see you again?"
<br>
"Let's pick up where we left off."
<<elseif $prison.inmates gte 40>>
They taunt you, though only the closest can be heard above the din.
<br><br>
"Nice. I'll make you my <<bitch>> this time," one <<person5>><<personsimple>> says.
<br>
"I missed that ass."
<br>
"Couldn't get enough of us, slut?"
<<else>>
They taunt you, though only the closest can be heard above the din.
<br><br>
"It's that used up whore," one <<person5>><<personsimple>> says.
<br>
"I'm gonna make you squeal."
<br>
"Back where you belong, <<bitch>>."
<</if>>
<br><br>
<<if $worn.upper.name isnot "naked" or $worn.lower.name isnot "naked" or $worn.under_upper.name isnot "naked" or $worn.under_lower.name isnot "naked">>
<<person1>><<relaxed_guard 0 cap>> pushes you along the upper walkway as you clutch the bundle of fabric over your wet clothes.
<<else>>
<<person1>><<relaxed_guard 0 cap>> pushes you along the upper walkway as you clutch the bundle of clothes over your <<lewdness>>.
<</if>>
<<if $prison.schedule is "lockdown">>
<<person6>><<tattooed_inmate 5 cap>> gropes for you, but <<person1>><<relaxed_guard 0>> cracks <<person6>><<his>> knuckles with a swing of <<person1>><<his>> baton.
<<else>>
One of the cells is occupied. <<person6>><<tattooed_inmate 5 cap>> gropes for you, but <<person1>><<relaxed_guard 0>> cracks <<person6>><<his>> knuckles with a swing of <<person1>><<his>> baton.
<</if>>
<br><br>
<<link [[Next|Prison Intro Cell]]>><</link>>
<br>
<</if>><<effects>><<effects_prison>>
<<if $prison.schedule is "lockdown">>
The cell door rattles shut.
<<if $prison_intro is undefined>>
"Welcome to your new home,"
<<else>>
"Welcome back,"
<</if>>
<<person1>><<relaxed_guard 0>> says. "Lights on at <<ampm 6 00>>. There's a schedule on the wall. You can read, right?"
<br><br>
<<if $prison_intro isnot 1>>
"Quiet down!" <<he>> shouts as <<he>> walks away. A <<person5>><<personsimple "normal">> with a jagged scar across <<his>> face stares at you from <<his>> cell. <<He>> licks one of the bars.
<<else>>
"Quiet down!" <<he>> shouts as <<he>> walks away. <<person5>><<scarred_inmate 4 cap>> stares at you from <<his>> cell. <<He>> licks one of the bars.
<</if>>
<br><br>
The cell is almost as small as your room in the orphanage. There's a jagged crack in the wall. A bare mattress sits in one corner. There's a cupboard in another, with a sign above it. "God is watching" is emblazoned across the top. Beneath it is the schedule, but the lights die before you can read it.
<br><br>
<<else>>
The cell door rattles shut.
<<if $prison_intro is undefined>>
"Welcome to your new home,"
<<else>>
"Welcome back,"
<</if>> <<person1>><<relaxed_guard 0>> says. "Lights on at <<ampm 6 00>>. There's a schedule on the wall. You can read, right?"
<br><br>
<<if $prison_intro isnot 1>>
"Quiet down!" <<he>> shouts as <<he>> walks away. A <<person5>><<personsimple "normal">> with a jagged scar across <<his>> face arrives to gawk at you for a few moments. <<He>> licks the bar before leaving.
<<else>>
"Quiet down!" <<he>> shouts as <<he>> walks away. <<person5>><<scarred_inmate 4 cap>> arrives to gawk at you for a few moments. <<He>> licks the bar before leaving.
<</if>>
<br><br>
The cell is almost as small as your room in the orphanage. There's a jagged crack in the wall. A bare mattress sits in one corner. There's a cupboard in another, with a sign above it. "God is watching" is emblazoned in red across the top. Beneath it is the schedule.
<br><br>
<</if>>
<<endcombat>>
<<link [[Next|Prison Cell]]>>
<<set $prison.time to Math.trunc(crimeSumCurrent() / 250)>>
<<crimeClear "all">>
<<set $prison_intro to 1>>
<</link>>
<br><<effects>>
<<endevent>>
<<generate_relaxed_guard 0>>
<<generate_anxious_guard 1>>
<<generate_veteran_guard 2>>
<<generate_methodical_guard 3>>
<<generate_scarred_inmate 4>>
<<generate_tattooed_inmate 5>>
<<if $prison.inmates gte 80>>
The other inmates pat your back as you pass.
<<elseif $prison.inmates gte 40>>
The other inmates go about their business, unconcerned with you.
<<else>>
The other inmates glare at you as you pass, but they won't try anything right under a guard's nose.
<</if>>
<<if $prison.scarred gte 80>>
<<scarred_inmate 4 cap>><<person5>> grasps your arm, and pulls you into <<him>>. "I'll miss that ass," <<he>> says, giving you a light spank. "Don't go slutting around too much."
<br><br>
<<if $prison.tattooed gte 80>>
"Hands off my <<girl>>," shouts <<tattooed_inmate 5>><<person6>>, marching down the walkway. <<He>> grasps your other arm, and tries to wrest you away.
<br><br>
A whistle pierces the hall. <<methodical_guard 3 capo>> eyes flick between the pair, and the release you.
<br><br>
"I'll be lonely without you," <<tattooed_inmate 5>><<person6>> whispers. <<He>> sniffs your hair. "Have fun outside."
<<else>>
<<tattooed_inmate 5 cap>><<person6>> watches you from the opposite walkway. <<He>> licks <<his>> teeth.
<</if>>
<<else>>
<<if $prison.tattooed gte 80>>
<<scarred_inmate 4 cap>> grasps your arm, but releases you when <<person5>><<he>> sees <<tattooed_inmate 5>> walking this way. They stare each other down. <<scarred_inmate 4 cap>> bites the air, then returns to <<his>> cell.
<br><br>
"I'll be lonely without you," <<tattooed_inmate 5>><<person6>> says. <<He>> sniffs your hair. "Have fun outside."
<<else>>
<<scarred_inmate 4 cap>> grasps your arm, but releases you when <<methodical_guard 3>> whacks the railing with <<person4>><<his>> baton. <<tattooed_inmate 5 cap>> watches you from the other side of the block. "You'll be back," <<person6>><<he>> mouths. "I'll be waiting."
<</if>>
<</if>>
<br><br>
<<link [[Next|Prison End 2]]>><</link>>
<br><<effects>>
<<if $leftarm is "bound" and $rightarm is "bound">>
<<methodical_guard 3 cap>> leads you into the central tower.
<<else>>
<<methodical_guard 3 cap>> cuffs you, and leads you into the central tower.
<</if>>
<<relaxed_guard 0 cap>>, <<anxious_guard 1>>, and <<veteran_guard 2>> await.
<br><br>
<<if $prison.guards gte 80>>
"If only all inmates were like you," <<relaxed_guard 0>> says.
<<elseif $prison.guards gte 40>>
"Keep out of trouble this time," <<relaxed_guard 0>> says.
<<else>>
"Suspect you'll be our problem again soon enough," <<relaxed_guard 0>> says.
<</if>>
<br><br>
<<methodical_guard 3 cap>><<person4>> sits behind the desk, and rifles through the attached cupboard. "You are a free member of society once again," <<he>> says.
<<if $prison.methodical_guard gte 80>>
"It was... a pleasure."
<<elseif $prison.methodical_guard gte 40>>
"Thank you for cooperating."
<<else>>
<<He>> stamps a sheet of paper without another word.
<</if>>
<br><br>
<<storeon "prison intro" check>>
<<if _store_check is 1>>
"Here are your things," <<relaxed_guard 0>> says, handing you the clothes you arrived with.
<<storeon "prison intro">>
<<exposure>>
<<if $exposed gte 1>>
They don't give you anything else to cover with before pushing you through the next door.
<<else>>
They watch you dress, then push you through the next door.
<</if>>
<<else>>
<<relaxed_guard 0 cap>> shoves you through the next door <<if $exposed gte 1>>without giving you anything to cover with<</if>>.
<</if>>
<br><br>
<<link [[Next|Prison End 3]]>><</link>>
<br><<effects>>
You walk through the cave, and emerge at the pier. The boat awaits. You sit beneath the canopy as <<anxious_guard 1>> and <<veteran_guard 2>> untie the moorings.
<br><br>
"We're off," <<relaxed_guard 0>> says from the helm.
<br><br>
<<link [[Next|Prison End 4]]>><</link>>
<br><<set $location to "sea">><<effects>>
<<relaxed_guard 0 cap>> steers through the mist without difficulty.
<<if Time.dayState is "night">>
<<if !Weather.isOvercast or $transformationParts.traits.sharpEyes isnot "disabled">>
You see the light of town on the horizon ahead.
<<else>>
Though you can see little better.
<</if>>
<<else>>
You see the town on the horizon ahead.
<</if>>
<br><br>
<<if $prison.relaxed gte 80>>
"I'll miss this one," <<relaxed_guard 0>> says. "Didn't bother me much."
<br>
<<if $prison.anxious gte 80>>
<<if $prison.veteran gte 80>>
"Aye," replies <<veteran_guard 2>>. "Hardier than I thought, too."
<br>
"A shame to lose <<phim>>," adds <<anxious_guard 1>>.
<<else>>
"Hardier than I thought," <<veteran_guard 2>> admits.
<br>
"I'm glad of that," <<anxious_guard 1>> says. "Wouldn't have been so much help otherwise."
<</if>>
<<else>>
<<if $prison.veteran gte 80>>
"Aye," replies <<veteran_guard 2>>. "Hardier than I thought, too."
<<else>>
"Hardier than I thought," <<veteran_guard 2>> admits.
<</if>>
<br>
"Could you two be quiet?" <<anxious_guard 1>> asks. "I'm listening for merfolk." The other two laugh, and spend the rest of the journey mocking <<person2>><<him>>.
<</if>>
<<else>>
"Ever miss your family?" <<relaxed_guard 0>> asks.
<br>
<<if $prison.anxious gte 80>>
<<if $prison.veteran gte 80>>
<<veteran_guard 2 cap>><<person3>> shakes <<his>> head. "With you kids around?" <<he>> replies. "Nah. Even the odd inmate is good company. Like this one."
<br>
"Gonna miss <<pher>> help," <<anxious_guard 1>> adds.
<<else>>
<<veteran_guard 2 cap>><<person3>> shakes <<his>> head. "With you kids around?" <<he>> replies. "Nah."
<br>
"This one kept me company," <<anxious_guard 1>> says, gesturing at you. "Almost a shame to see <<phim>> go."
<</if>>
<<else>>
<<if $prison.veteran gte 80>>
<<veteran_guard 2 cap>><<person3>> shakes <<his>> head. "With you kids around?" <<he>> replies. "Nah. Even the odd inmate is good company. Like this one."
<<else>>
<<veteran_guard 2 cap>><<person3>> shakes <<his>> head. "With you kids around?" <<he>> replies. "Nah."
<</if>>
<br>
"Could you two be quiet?" <<anxious_guard 1>> asks. "I'm listening for merfolk." The other two laugh, and spend the rest of the journey mocking <<person2>><<him>>.
<</if>>
<</if>>
<br><br>
<<link [[Next|Prison End 5]]>><</link>>
<br><<set $location to "docks">><<effects>>
<<badEndTrackingEnd "Prison" { reason: "prisonServed" }>>
<<earnFeat "Institutionalised">>
<<pass 60>>
<<relaxed_guard 0 cap>> steers the boat into port while <<veteran_guard 2>> removes your cuffs. A figure waits, leaning against a car. It's Bailey.
<<prison_bondage_removal>>
<br><br>
"Be good," <<veteran_guard 2>> says, shoving you onto the dock. "Or we'll see each other again."
<br><br>
<<link [[Next|Prison End 6]]>><<endevent>><<prison_end>><</link>>
<br><<effects>>
<<npc Bailey>><<person1>>
Bailey opens the passenger door as <<he>> watches the guard depart. "Get in."
<br><br>
<<getinicon>><<link [[Get in|Prison End Car]]>><</link>>
<br>
<<refuseicon>><<link [[Refuse|Prison End Refuse]]>><</link>>
<br><<set $location to "town">><<effects>>
<<pass 5>>
You climb into the car. Bailey slams the door behind you.
<br><br>
Bailey pulls onto the main road before speaking. "Try not to be caught in the future," <<he>> says. "I was reimbursed, but it was a headache."
<br><br>
<<link [[Remain silent|Prison End Car Silent]]>><</link>>
<br>
<<link [[Thank|Prison End Car Thank]]>><</link>>
<br>
<<link [[Get angry|Prison End Car Angry]]>><</link>>
<br><<effects>>
You remain silent, and so does Bailey.
<br><br>
<<He>> stops the car outside the orphanage, and holds your arm as <<he>> pulls you inside.
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
<<gagged_speech "Thank you for picking me up,">> you say.
<<elseif $speech_attitude is "bratty">>
<<gagged_speech "Thanks for the lift,">> you say.
<<else>>
<<gagged_speech "Thanks for picking me up,">> you say.
<</if>>
Bailey ignores you.
<br><br>
<<He>> stops the car outside the orphanage, and holds your arm as <<he>> pulls you inside.
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
<<gagged_speech "I-it was horrible in there,">> you say. <<gagged_speech "Weren't you worried about me?">>
<<elseif $speech_attitude is "bratty">>
<<gagged_speech "Thanks for thinking about me while I was locked in hell,">> you say.
<<else>>
<<gagged_speech "Did you worry about me at all?">> you ask. <<gagged_speech "Or did you just worry about money?">>
<</if>>
<br><br>
"Watch your tone," Bailey says in a low voice. "There are worse places than that island."
<br><br>
Bailey stops the car outside the orphanage. <<He>> holds your arm, and walks you inside.
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br><<effects>>
You turn and walk in the other direction. You hear the car door slam. You tense in anticipation of approaching footsteps, but hear another door open instead. Bailey drives away.
<br><br>
<<link [[Next|Docks]]>><<endevent>><</link>>
<br><<effects>>
Kylar gazes at you in bewilderment. Another shove brings <<him>> back to reality. <<veteran_guard 2 cap>> marches <<him>> the rest of the way to <<his>> cell.
<br><br>
<<methodical_guard 1 cap>> snaps the ledger shut, annoyed by the interruption. A tall gate opens at the far end of the hall, and the prisoners march towards it.
<br><br>
<<link [[Next|Prison Kylar Intro 2]]>><<endevent>><<npc Kylar>><<person1>><</link>>
<br><<effects>>
Kylar runs from <<his>> cell as soon as it opens, and climbs the stairs to the walkway. <<Hes>> coming this way.
<br><br>
<<He>> stops a few feet from you, and steadies <<himself>> with the railing. <<His>> mouth gapes as <<he>> watches you.
<br><br>
"I-is that really you?" <<he>> asks. "A-am I seeing things again?"
<br><br>
<<link [[Apologise|Prison Kylar Intro Apologise]]>><<npcincr Kylar rage -50>><<prison_inmates -1>><</link>><<lllksuspicion>><<lrespect>>
<br>
<<link [[Be polite|Prison Kylar Intro Polite]]>><<npcincr Kylar rage -10>><</link>><<llksuspicion>>
<br>
<<link [[Dismiss|Prison Kylar Intro Dismiss]]>><<npcincr Kylar rage 30>><<prison_inmates 1>><</link>><<gggksuspicion>><<grespect>>
<br><<effects>>
<<if $worn.face.type.includes("gag")>>
You can't speak with this gag in the way, so look at your feet and mumble apologetically. You think your point comes across.
<br><br>
<<else>>
<<if $speech_attitude is "meek">>
"I-I'm sorry," you say. "I didn't want you to get arrested."
<<elseif $speech_attitude is "bratty">>
"Sorry you ended up in here," you say.
<<else>>
"I'm sorry you ended up in here," you say.
<</if>>
<br><br>
<</if>>
Kylar drops to <<his>> knees and bows <<his>> head. Other inmates give you funny looks. "I-it was a mistake," <<he>> says. "I've gone over it in my head, over and over. The cake, the a-arrest. A misunderstanding."
<br><br>
<<He>> looks up, and clings to your knees. "I'll look after you. I'll get you things. Just give me time." <<He>> rises to <<his>> feet, and rushes along the walkway.
<br><br>
<<link [[Next|Prison Walkway]]>><<endevent>><<set $prison.hours_worked to 0>><</link>>
<br><<effects>>
<<if $worn.face.type.includes("gag")>>
You can't speak with this gag in the way, so you give <<him>> a polite nod before walking by.
<<else>>
<<if $speech_attitude is "meek">>
"I-It's good to see a familiar face," you say.
<<elseif $speech_attitude is "bratty">>
"Thank fuck I'm not alone in here," you say.
<<else>>
"I'm glad to see you," you say. "It's good to have someone familiar around."
<</if>>
<br><br>
Kylar nods with enthusiasm. "Y-yes," <<he>> says. "I'll look out for you. I'll get you things. Just give me time." <<He>> turns and rushes along the walkway.
<</if>>
<br><br>
<<link [[Next|Prison Walkway]]>><<endevent>><<set $prison.hours_worked to 0>><</link>>
<br><<effects>>
<<if $worn.face.type.includes("gag")>>
You can't speak with this gag in the way, so you stick your nose in the air and walk by Kylar without giving <<him>> another look. You think that got the point across.
<<else>>
<<if $speech_attitude is "meek">>
"Pl-please stay away from me," you say, walking by. "I don't need you."
<<elseif $speech_attitude is "bratty">>
"You're the last thing I need," you say, walking by. "Stay the fuck away from me."
<<else>>
"I don't need you," you say, walking by. "Please leave me alone."
<</if>>
<</if>>
<br><br>
You look back towards your cell as you descend the stairs. Kylar is nowhere to be seen.
<br><br>
<<link [[Next|Prison Block]]>><<endevent>><<set $prison.hours_worked to 0>><</link>>
<br><<effects>>
<<npc Kylar>><<person1>>
Kylar looks up as you enter, then jumps to <<his>> feet when <<he>> sees who it is. "I-I was hoping you'd visit," <<he>> says.
<br><br>
<<socialiseicon>><<link [[Chat (up to an hour)|Prison Kylar Chat]]>><<set $prison_kylar_cell to 1>><<npcincr Kylar love 1>><<npcincr Kylar lust 5>><<npcincr Kylar rage -1>><</link>><<glust>><<glove>><<lksuspicion>>
<br>
<<getouticon>><<link [[Leave|Prison Block]]>><<endevent>><</link>>
<br><<effects>>
<<pass 1>><<advancetohour>>
You chat with Kylar.
<<rng 10>>
<<switch $rng>>
<<case 1>>
<<He>> talks about what <<he>> did to another inmate when <<he>> first arrived. "Th-that's why I was in solitary," <<he>> says. "When you got here."<<gstress>><<stress 6>>
<<case 2>>
"I've found lots of hideaways," <<he>> says. "People aren't clever about where they stash things."
<<case 3>>
"I avoid eye contact," <<he>> says. "People leave me alone."
<<case 4>>
"It's not so different from school here," <<he>> says.
<<case 5>>
"I dunno why people try to climb the walls," <<he>> says. "Those birds are huge."
<<case 6>>
"I'm surprised they don't serve fish in the canteen," <<he>> says. "Where'd they get all that food from, anyway?"
<<case 7>>
"There's a cupboard in medical," <<he>> says. "I wonder what's inside."
<<case 8>>
"That locked door in the yard must go somewhere interesting," <<he>> says.
<<case 9>>
"They wouldn't let me in the spire," <<he>> says. "I just wanted to explore."
<<default>>
"I've seen the way people look at you," <<he>> says. "Th-they won't try anything while I'm around."
<</switch>>
<br><br>
<<if C.npc.Kylar.lust gte 20>>
<<set _rng to random(6, 12)>>
<<He>> grasps your wrist when you stand to leave. "I-I've got something for you." <<He>> thrusts a hand into <<his>> pocket, and pulls out a handful of shark's teeth. "H-here."
<<prison_teeth_text _rng>><<prison_teeth _rng>><<lllust>><<npcincr Kylar lust -20>>
<br><br>
<</if>>
<<link [[Next|Prison Block]]>><<endevent>><</link>>
<br><<effects>>
<<endevent>>
<<npc Kylar>><<generate_veteran_guard 1>>
"Kylar!" you shout.
<<if $speech_attitude is "meek">>
"I-I need you."
<<elseif $speech_attitude is "bratty">>
"Lend a hand."
<<else>>
"Help me."
<</if>>
<br><br>
<<set _rng to random(1, 2)>>
<<switch _rng>>
<<case 1>>
<<person2>><<veteran_guard 1 cap>> stomps over to a nearby vent, and throws it open. <<Hes>> flashing <<his>> torch into the dark when <span class="green">a dart pierces <<his>> neck.</span> <<He>> rips it out, and turns to find Kylar stood in the open, a makeshift blowgun in <<person1>><<his>> hand.
<br><br>
Kylar tries to run, but <<veteran_guard 1>> is too fast. <<person2>><<He>> resists the dart's poison long enough to pin Kylar to the ground.
<br><br>
<<case 2>>
<span class="green">A dart pierces <<veteran_guard 1 cap>>'s neck.</span> <<He>> spins on the spot, searching for the culprit. <<He>> stomps over to a nearby vent, reaches in, and pulls out a struggling Kylar.
<br><br>
<<He>> resists the dart's poison long enough to pin Kylar to the ground.
<br><br>
<<default>>
<</switch>>
Inmates crowd around to watch the spectacle, while the other guards push their way through. You slip away in the chaos.
<span class="purple">Kylar will be in solitary for a while.</span>
<br><br>
<<destination_prison>><<set $outside to 0>><<location "prison">><<effects>><<effects_prison>><<set $bus to "cell">>
You are in your cell. There's a bed in one corner, and a cupboard in another. A barred gate separates you from the walkway outside. There's no privacy.
<<if $prison.poster is "man">>
A poster depicting a sexy gentleman hangs on one wall.
<<elseif $prison.poster is "woman">>
A poster depicting a sexy lady hangs on one wall.
<<elseif $prison.poster is "puppy">>
A poster depicting a cute puppy hangs on one wall.
<</if>>
<br><br>
<<if Time.hour is 20 and $prison.evening isnot 1>>
Thuds echo down the hall as cells lock shut.
<br><br>
<<set $prison.evening to 1>>
<<elseif $prison.schedule is "lockdown">>
The door is locked.
<br><br>
<</if>>
<<if $stress gte $stressmax and isPregnancyEnding()>>
<<pregnancyPassout "prisonCell">>
<<elseif $prison.schedule is "hunt" and $prison.morning isnot 1>>
<<set $prison.schedule to "wake">>
<<generate_methodical_guard 0>><<person1>>
The lights buzz into life, and a rattle echoes as the cell doors slide open. A <<personsimple "normal">>'s voice rings through the hall. "Roll call." You see other prisoners lining up.
<br><br>
<<link [[Line up|Prison Cell Role]]>><<cell_trouble -1>><</link>>
<br>
<<link [[Refuse|Prison Cell Refuse]]>><<prison_guards 1>><<prison_inmates 1>><<pain 4>><<cell_trouble 1>><</link>><<gpain>><<gsuspicion>><<grespect>>
<br>
<<set $prison.morning to 1>>
<<else>>
<<if $unbind is 1>>
<<unset $unbind>>
<<if $possessed>>
You stare down at your bindings. You pull, and they fall apart, unable to hold against you.
<br><br>
<<else>>
<span class="green">You rub your bindings against a sharp piece of metal.</span> It takes some effort, but eventually the material yields, freeing your limbs.
<br><br>
<</if>>
<</if>>
<<if $leftarm is "bound" or $rightarm is "bound">>
<<undobindingsicon>><<link [[Undo your bindings (0:10)|Prison Cell]]>><<set $unbind to 1>><<pass 10>><<arm_unbind>><</link>>
<br><br>
<</if>>
<<if $prison.poster and !$prison.tunnel>>
<<furnitureicon "poster">><<link [[Examine your poster|Prison Poster]]>><<set $prison.tunnel to 1>><</link>>
<br>
<<elseif $prison.tunnel is 1 and $prison.hammer is 1>>
<<furnitureicon "poster">><<link [[Test the wall behind the poster|Prison Poster 2]]>><<set $prison.tunnel to 2>><</link>>
<br>
<<elseif $prison.tunnel gte 120 and $prison.schedule is "lockdown">>
<<investigateicon>><<link [[Examine tunnel|Prison Tunnel]]>><</link>>
<br>
<<elseif $prison.tunnel gte 2 and $prison.schedule is "lockdown">>
<<getouticon "dig">><<link [[Dig tunnel|Prison Tunnel]]>><</link>>
<br>
<</if>>
<<if $prison.schedule is "revolt">>
<span class="blue">It's too noisy to sleep.</span>
<br>
<<else>>
<<listsleepoutfits "prison bed">>
<<prisonicon "bed">><<link [[Strip and get in bed|Prison Bed]]>><<undressSleep "prison bed">><</link>>
<br>
<</if>>
<<roomoptions>>
<<if $prison.schedule isnot "lockdown" and !$worn.face.type.includes("blindfold")>>
<<prisonicon "plaque">><<link [[Plaque|Prison Plaque]]>><</link>>
<br>
<</if>>
<<prisonicon "wardrobe">><<link [[Cupboard|Prison Wardrobe]]>><</link>>
<br>
<<if $prison.mirror gte 1>>
<<prisonicon "mirror">><<link [[Mirror|Prison Mirror]]>><<preMirror>><</link>>
<br>
<</if>>
<br>
<<if $prison.schedule isnot "lockdown">>
<<getouticon>><<link [[Leave|Prison Walkway]]>><</link>>
<br>
<</if>>
<br>
<<link [[Gameplay Settings|Prison Settings]]>><</link>>
<br>
<<attitudesControlCheck>>
<<if $attitudesControl.showGoldLink is true>>
<span class="goldLink"><<link [[Attitudes]]>><<set $attitudesExitPassage to $passage>><</link>> </span><span class="red">!!</span>
<<else>>
<<link [[Attitudes]]>><<set $attitudesExitPassage to $passage>><</link>>
<</if>>
<br>
<</if>>
<<set $eventskip to 0>><<effects>>
<<prisonicon "cell">><<link [[Step away|Prison Cell]]>><<handheldon>><<unset $mirrorMenu>><<unset $bodywritingSet>><<postMirror>><</link>>
<br>
<<mirror>>
<br><br><<effects>>
You examine your poster.
<<if $prison.poster is "man">>
He wears a seductive expression, but there's something in his eyes. Like he's keeping a secret.
<<elseif $prison.poster is "lady">>
She wears a seductive expression, but there's something in her eyes. Like she's keeping a secret.
<<elseif $prison.poster is "puppy">>
The puppy looks spirited and mischievous. Almost like it's hiding something.
<</if>>
<br><br>
You remember the crack in the wall. You pull the poster back, and run your finger down the schism. Some of the stone crumbles away.
<br><br>
<i>If you had something to dig with, you could do more.</i>
<br><br>
<<link [[Next|Prison Cell]]>><</link>>
<br><<effects>><<wearProp "hammer" 0 "small">>
Hammer in hand, and careful not to make too much noise, you tap the wall behind the poster. More stone crumbles away. <span class="purple">It would take a very long time,</span> but with the hammer to dig, and poster to conceal your work, you could tunnel to the edge of the island.
<br><br>
You could only dig during lockdown. Too risky otherwise.
<br><br>
<<link [[Next|Prison Cell]]>><<handheldon>><</link>>
<br><<effects>>
<<if $prison.tunnel gte 120>>
You peer down the tunnel. The sky peers back.
<br><br>
<<ind>><<link [[Crawl to the edge (0:03)|Prison Tunnel Edge]]>><<pass 3>><</link>>
<br>
<<else>>
<<if $prison.tunnel gte 80>>
The tunnel stretches into darkness.
<<elseif $prison.tunnel gte 40>>
The tunnel passes through the prison wall, into the natural rock of the island.
<<elseif $prison.tunnel gte 20>>
The short tunnel bores through the prison wall.
<<elseif $prison.tunnel gte 10>>
The hole in the wall is wide enough to fit your body.
<<else>>
The wall is cracked.
<</if>>
<br><br>
<<for _i to 1; _i lt 9; _i++>>
<<if _i is 1>>
<<getouticon "dig">><<link [[Dig for 1 hour|Prison Tunnel Dig]]>><<set $prison_dig to 1>><</link>><<gtiredness>>
<br>
<<else>>
<<capture _i>>
<<getouticon "dig">><<link [["Dig for " + _i + " hours"|Prison Tunnel Dig]]>><<set $prison_dig to _i>><</link>><<gtiredness>>
<br>
<</capture>>
<</if>>
<</for>>
<</if>>
<<getouticon>><<link [[Leave|Prison Cell]]>><</link>>
<br><<effects>><<wearProp "hammer" 0 "small">>
<<for _dig to 0; _dig lt $prison_dig; _dig++>>
<<set $prison.tunnel += 1>>
<<tiredness 6>>
<<advancetohour>>
<<if Time.hour is 6>>
<<set $prison.schedule to "wake">>
<<break>>
<</if>>
<</for>>
<<unset $prison_dig>>
<<if $prison.tunnel gte 120>>
You crawl deep into the dark, and continue digging.
<br><br>
<span class="green">You're struck by a sudden, exhilarating breeze.</span> The smell of salt. You dig away the last of the rock, widening the hole large enough to fit your body.
<br><br>
<<earnFeat "Time and Pressure">>
You're at the edge of the island, above the sea.
<br><br>
<<elseif $prison.tunnel gte 100>>
You crawl deep into the dark, and continue digging.
<<set _rng to random(1, 3)>>
<<switch random(1, 3)>>
<<case 1>>
Shells melt into the surrounding stone.
<<case 2>>
You think you hear a seagull, but you might be imagining it.
<<case 3>>
You hear a rumble.
<</switch>>
<<elseif $prison.tunnel gte 80>>
You crawl into the dark, and continue digging.
<<set _rng to random(1, 3)>>
<<switch random(1, 3)>>
<<case 1>>
You hear rushing water.
<<case 2>>
The tunnel trembles. Dust falls from the ceiling.
<<case 3>>
You breathe in some dust, and cough.<<gstress>><<stress 6>>
<</switch>>
<<elseif $prison.tunnel gte 60>>
You crawl through the hole and continue digging.
<<set _rng to random(1, 3)>>
<<switch random(1, 3)>>
<<case 1>>
The soft rock breaks apart with ease.<<lstress>><<stress -6>>
<<case 2>>
You graze your arm against the coarse rock.<<gpain>><<pain 4>>
<<case 3>>
The rock is uniform in consistency.
<</switch>>
<<elseif $prison.tunnel gte 40>>
You crawl down the hole and continue digging.
<<set _rng to random(1, 3)>>
<<switch random(1, 3)>>
<<case 1>>
You strike something hard. It feels like a pebble. You're able to dig around it, and prise it from the rock.
<<case 2>>
The natural rock crumbles away, almost like sand.
<<case 3>>
The stonework bleeds into natural rock. The latter is softer.
<</switch>>
<<elseif $prison.tunnel gte 20>>
You crawl into the hole and continue digging.
<<set _rng to random(1, 3)>>
<<switch random(1, 3)>>
<<case 1>>
One of the bricks is already loose, which is nice.<<lstress>><<stress -6>>
<<case 2>>
The stonework is ancient. Some of the bricks have warped together.
<<case 3>>
One of the bricks above falls, landing on your back.<<gpain>><<gstress>><<pain 4>><<stress 6>>
<</switch>>
<<elseif $prison.tunnel gte 10>>
You reach into the hole and continue digging.
<<set _rng to random(1, 3)>>
<<switch random(1, 3)>>
<<case 1>>
The poster flaps in a sudden breeze. You pause a moment before continuing.
<<case 2>>
It's too dark to see, but you find yourself glancing at the cell door to make sure no one's watching.
<<case 3>>
The next layer of stone is firmer than the last, and darker in colour.
<</switch>>
<<else>>
You chip away the wall, piece by piece.
<<set _rng to random(1, 3)>>
<<switch random(1, 3)>>
<<case 1>>
The crack widens.
<<case 2>>
You hear a cough, and freeze for a moment before continuing.<<gstress>><<stress 6>>
<<case 3>>
It crumbles with little effort.
<</switch>>
<</if>>
<br><br>
<<if $prison.schedule is "wake" and $prison.morning isnot 1>>
<<generate_methodical_guard 0>><<person1>>
You hear a rattle as the cell doors open behind you.
<<if $prison.tunnel gte 20>>
You rush down the tunnel, and cover the entrance with the poster.
<<else>>
You cover the entrance with the poster.
<</if>>
A <<personsimple "normal">>'s voice rings through the hall. "Roll call." You see other prisoners lining up.
<br><br>
<<link [[Line up|Prison Cell Role]]>><<handheldon>><<cell_trouble -1>><</link>>
<br>
<<link [[Refuse|Prison Cell Refuse]]>><<handheldon>><<prison_guards 1>><<prison_inmates 1>><<pain 4>><<cell_trouble 1>><</link>><<gpain>><<gsuspicion>><<grespect>>
<br>
<<set $prison.morning to 1>>
<<else>>
<<link [[Next|Prison Cell]]>><<handheldon>><</link>>
<br>
<</if>><<effects>>
<<if $phase is 1>>
You climb the rocks, and squeeze into your tunnel.
<<set $phase to 0>>
<<else>>
You crawl to the precipice, and peer off the edge. There's a sandy beach, trailing out of sight. It's not far down, but the waves are violent.
<<if !Weather.isOvercast>>
You can see the surrounding mist in the moonlight.
<<else>>
You can't see far.
<</if>>
<</if>>
<br><br>
<<prisonicon "cell">><<link [[Crawl to cell|Prison Cell]]>><</link>>
<br>
<<beachicon "rocks">><<link [[Climb to beach (0:05)|Prison Beach]]>><<pass 5>><</link>>
<br><<effects>>
<<wearoutfit>>
<<set $bus to "prison_bedroom">><<effects>>
You lie on your mattress. It's hard to get comfortable<<if ($worn.neck.name is "free use collar" or $worn.neck.name is "free use collar with leash")>>, especially with the jagged metal around your neck poking into your skin<</if>>.
<br><br>
<<prison_sleep_options>><<set _autosavehere to true>>
<<sleep>>
<<effects>>
<<wakingEffects $sleepHoursTotal>>
<<if $nightmares gte 1 and $controlled is 0>>
<<if _wakingEffect isnot undefined>>
You dreamt of
<<else>>
You dream you are
<</if>>
being hunted by something <<if ["haunt", "despair"].includes($wraith.state) and $rng lte 25>>pale<<else>>dark<</if>> and terrible.
<<else>>
<<if ["dryheaving","nausea"].includes(_wakingEffect)>>
<br><br>
You slept soundly, but now feel a little rough.
<br><br>
<<elseif $specialClothesEffects.bimboTotal gte random(100,1000) or $arousal gte 9000>>
Your sleep is plagued by dirty dreams.
<<arousal `$specialClothesEffects.bimboTotal / 10 * $sleepHoursTotal`>>
<<arousal `100 * $sleepHoursTotal`>>
<<if $arousal gte $arousalmax>>
They push you over the edge.
<<orgasm>>
<<else>>
<br><br>
<</if>>
<<elseif !_wakingEffect>>
You sleep soundly.
<br><br>
<<else>>
<br><br>
<</if>>
<</if>>
<<sleepeffects>>
<<if $daily.prison.wake>>
A bell rings, waking you from your slumber.
<br><br>
<<set $wardrobe_location to "prison">>
<<wardrobeSelection true>>
<<radiooutfits>>
<br><br>
<<link [[Next|Prison Cell]]>><<bedclotheson "prison bed">><<endevent>><</link>>
<br>
<<else>>
<br><br>
<<set $wardrobe_location to "prison">>
<<wardrobeSelection true>>
<<radiooutfits>>
<br><br>
<<link [[Get up|Prison Cell]]>><<bedclotheson "prison bed">><</link>>
<</if>><<effects>>
You open the cupboard.
<br><br>
<<set $wardrobe_location to "prison">>
<<wardrobeSelection>>
<div id="wardrobewear"><<wardrobewear>></div>
<div id="wardrobeExits"><<wardrobeExits>></div>
<<wardrobe>><<set $settingsExitPassage to "Prison Cell">>
<<settings>><<effects>>
<span class="red">God is watching.</span><br>
Obey the guards<br>
The guards obey the warden<br>
You owe nine hours of work each day<br>
<br>
<<if $prison.active_punishments.includes("free use")>>
<span class="red">Do not remove your "free use" collar</span>
<br>
<</if>>
<<if $prison.active_punishments.includes("nude")>>
<span class="pink">Wear no clothes</span>
<br>
<<elseif $prison.active_punishments.includes("topless")>>
<span class="blue">Wear nothing above the waist</span>
<br>
<<elseif $prison.active_punishments.includes("bottomless")>>
<span class="blue">Wear nothing below the waist</span>
<br>
<</if>>
<<if $prison.active_punishments.includes("underwear") and $prison.active_punishments.includes("free use")>>
<span class="teal">Underwear only</span>
<br>
<</if>>
<<if $prison.active_punishments.includes("blindfold")>>
<span class="purple">Do not remove your blindfold</span>
<br>
<</if>>
<<if $prison.active_punishments.includes("leash")>>
<span class="lblue">Do not remove your leash</span>
<br>
<</if>>
<<if $prison.active_punishments.includes("cuffs")>>
<span class="lblue">Do not remove your shackles</span>
<br>
<</if>>
<<if $prison.active_punishments.includes("gag")>>
<span class="purple">Do not remove your gag</span>
<br>
<</if>>
<<if $prison.active_punishments.includes("bindings")>>
<span class="pink">Do not remove your bindings</span>
<br>
<</if>>
<br>
Schedule:
<br>
<<ampm 6 00>>: Shower and breakfast
<br>
<<ampm 7 00>>: Work
<br>
<<ampm 12 00>>: Lunch
<br>
<<ampm 13 00>>: Yard
<br>
<<ampm 14 00>>: Work
<br>
<<ampm 18 00>>: Dinner
<br>
<<ampm 19 00>>: Free Time
<br>
<<ampm 20 00>>: Lights out
<br><br>
You have <span class="red">$prison.time</span> days left until release.
<br><br>
<<link [[Step away|Prison Cell]]>><</link>>
<br><<set $bus to "walkway">><<effects>><<effects_prison>>
<<if $prison_kylar_timer gte 1>>
<<set $prison_kylar_timer -= 1>>
<</if>>
You stand outside your cell, and wait as <<methodical_guard 0>> reads out each number.
<br><br>
"...prisoner 144."
<br>
<<if $worn.face.type.includes("gag")>>
"Mmmhr!" you say. The inmates laugh.<<lrespect>><<prison_inmates -1>>
<<else>>
"Here," you say.
<</if>>
<br><br>
<<if C.npc.Kylar.state is "prison" and $prison.kylar is 0 and $prison_kylar_timer lte 0>>
<<set $prison.kylar to "active">>
<<unset $prison_kylar_timer>>
<<endevent>>
<<addNNPCOutfit "Kylar" "prisonJumpsuit">>
<<npc Kylar>><<person1>>
<<generate_methodical_guard 1>>
<<generate_veteran_guard 2>>
<<person2>><<He>> opens <<his>> mouth again, but is interrupted by a banging door somewhere below. You see <<veteran_guard 2>> through the walkway beneath your feet, pushing a small figure ahead of <<person3>><<him>>.
<br><br>
A final shove knocks the newcomer off <<person1>><<his>> feet, and <<he>> falls on <<his>> face. <<He>> scrambles to <<his>> feet, and pulls <<his>> hair away from <<his>> face. <span class="gold">It's Kylar.</span>
<br><br>
<<link [[Next|Prison Kylar Intro]]>><</link>>
<br>
<<elseif $prison.active_punishments.includes("free use") and $worn.neck.name isnot "free use collar" and $worn.neck.name isnot "free use collar with leash">>
"Where's your collar?" <<he>> asks. "Best come with me."
<br><br>
<<prison_repunishment_options>>
<<elseif $prison.active_punishments.includes("nude") and ($worn.upper.name isnot "naked" or $worn.lower.name isnot "naked" or $worn.under_upper.name isnot "naked" or $worn.under_lower.name isnot "naked")>>
"Aren't you supposed to be naked?" <<he>> asks. "Come with me."
<br><br>
<<prison_repunishment_options>>
<<elseif $prison.active_punishments.includes("blindfold") and !$worn.face.type.includes("blindfold")>>
"Where's your blindfold?" <<he>> asks. "Best come with me."
<br><br>
<<prison_repunishment_options>>
<<elseif $prison.active_punishments.includes("topless") and ($worn.upper.name isnot "naked" or $worn.under_upper.name isnot "naked")>>
"You're supposed to be topless," <<he>> says. "Come with me."
<br><br>
<<prison_repunishment_options>>
<<elseif $prison.active_punishments.includes("bottomless") and ($worn.lower.name isnot "naked" or $worn.under_lower.name isnot "naked")>>
"You're supposed to be bottomless," <<he>> says. "Come with me."
<br><br>
<<prison_repunishment_options>>
<<elseif $prison.active_punishments.includes("leash") and $worn.neck.collared isnot 1>>
"Where's your leash?" <<he>> asks. "Come with me."
<br><br>
<<prison_repunishment_options>>
<<elseif $prison.active_punishments.includes("underwear") and ($worn.upper.name isnot "naked" or $worn.lower.name isnot "naked")>>
"That doesn't look like underwear," <<he>> says. "Come with me."
<br><br>
<<prison_repunishment_options>>
<<elseif $prison.active_punishments.includes("cuffs") and !$worn.feet.type.includes("shackle")>>
"Where are your shackles?" <<he>> asks. "Come with me."
<br><br>
<<prison_repunishment_options>>
<<elseif $prison.active_punishments.includes("gag") and !$worn.face.type.includes("gag")>>
"Where's your gag?" <<he>> asks. "Come with me."
<br><br>
<<prison_repunishment_options>>
<<elseif $prison.active_punishments.includes("bindings") and ($leftarm isnot "bound" or $rightarm isnot "bound")>>
"Your arms aren't supposed to be free," <<he>> says. "Come with me."
<br><br>
<<prison_repunishment_options>>
<<elseif $prison.time lte 0>>
There's a pause. <span class="green">"Your release is due,"</span> <<he>> says. <<He>> snaps the ledger shut. "Come with me."
<br><br>
<<link [[Next|Prison End]]>><<set $prison.hours_worked to 0>><</link>>
<br>
<<elseif $prison.hours_worked lt 9>>
There's a pause. <span class="red">"You didn't meet your work quota,"</span> <<he>> says. <<He>> snaps the ledger shut. "Come with me."
<br><br>
<<link [[Go quietly|Prison Punishment]]>><<endevent>><<set $prison.hours_worked to 0>><</link>>
<br>
<<link [[Refuse|Prison Cell Punishment Refuse]]>><</link>>
<br>
<<elseif $prison_punished_days lte 0 and $prison.active_punishments.length gte 1>>
<<set $prison.hours_worked to 0>>
There's a pause.
<<if $prison.active_punishments.length gte 2>>
<span class="teal">"I think we can remove one of your punishments,"</span> <<he>> says. <<He>> snaps the ledger shut.
<<else>>
<span class="teal">"I think we can remove your punishment,"</span> <<he>> says. <<He>> snaps the ledger shut.
<</if>>
<<set $prison_punished_days to 2>>
<<set _rng to random(0, ($prison.active_punishments.length - 1))>>
<<set _punishment to $prison.active_punishments[_rng]>>
<<switch _punishment>>
<<case "free use">>
<<set $prison.active_punishments.delete("free use")>>
<<He>> walks along the walkway, and fishes a key from <<his>> pocket.
<br><br>
<<link [[Next|Prison Remove Free Use]]>><</link>>
<br>
<<case "nude">>
<<set $prison.active_punishments.delete("nude")>>
<<if random(1, 2) is 2>>
<<set $prison.active_punishments.delete("topless")>>
"You can wear clothes again. <span class="pink">Underwear only however, and you must remain bottomless, for now."</span>
<br><br>
<<else>>
<<set $prison.active_punishments.delete("bottomless")>>
"You can wear clothes again. <span class="pink">Underwear only however, and you must remain topless, for now."</span>
<br><br>
<</if>>
<<link [[Next|Prison Walkway]]>><<endevent>><</link>>
<br>
<<case "blindfold">>
<<set $prison.active_punishments.delete("blindfold")>>
The walkway moves as steps approach.
<br><br>
<<link [[Next|Prison Remove Blindfold]]>><</link>>
<br>
<<case "topless">>
<<set $prison.active_punishments.delete("topless")>>
<<if $prison.active_punishments.includes("nude")>>
<<set $prison.active_punishments.delete("nude")>>
<<if $prison.active_punishments.includes("underwear")>>
"You can wear a bra or vest, but nothing more. <span class="pink">Remain naked from the waist down."</span>
<br><br>
<<else>>
"You can wear a shirt again, <span class="pink">but must remain naked from the waist down.</span>
<br><br>
<</if>>
<<else>>
<<if $prison.active_punishments.includes("underwear")>>
"You can cover your chest with a bra or vest, <span class="pink">but no shirts or such, for now."</span>
<<else>>
<span class="green">"You can clothe yourself properly again."</span> This prompts the other inmates to take another gawk at you.
<</if>>
<br><br>
<</if>>
<<link [[Next|Prison Walkway]]>><<endevent>><</link>>
<br>
<<case "leash">>
<<set $prison.active_punishments.delete("leash")>>
<<He>> pulls a pair of pliers from <<his>> pocket as <<he>> walks towards you.
<br><br>
<<link [[Next|Prison Remove Leash]]>><</link>>
<br>
<<case "underwear">>
<<if $prison.active_punishments.includes("nude")>>
<<set $prison.active_punishments.delete("nude")>>
<<if random(1, 2) is 2>>
<<set $prison.active_punishments.delete("topless")>>
"You can wear clothes again. <span class="pink">Underwear only however, and you must remain bottomless, for now."</span>
<br><br>
<<else>>
<<set $prison.active_punishments.delete("bottomless")>>
"You can wear clothes again. <span class="pink">Underwear only however, and you must remain topless, for now."</span>
<br><br>
<</if>>
<<else>>
<<set $prison.active_punishments.delete("underwear")>>
<<if $prison.active_punishments.includes("topless")>>
"You can wear trousers again. <span class="pink">But keep your chest bare, for now."</span>
<br><br>
<<elseif $prison.active_punishments.includes("bottomless")>>
"You can wear a shirt again. <span class="pink">You must remain naked from the waist down however, for now."</span>
<br><br>
<<else>>
<span class="green">"You can clothe yourself properly again."</span> This prompts the other inmates to take another gawk at you.
<br><br>
<</if>>
<</if>>
<<link [[Next|Prison Walkway]]>><<endevent>><</link>>
<br>
<<case "cuffs">>
<<set $prison.active_punishments.delete("cuffs")>>
<<He>> pulls a key from <<his>> pocket as <<he>> walks towards you.
<br><br>
<<link [[Next|Prison Remove Cuffs]]>><</link>>
<br>
<<case "bottomless">>
<<set $prison.active_punishments.delete("bottomless")>>
<<if $prison.active_punishments.includes("nude")>>
<<set $prison.active_punishments.delete("nude")>>
<<if $prison.active_punishments.includes("underwear")>>
"You can wear underwear again, <span class="pink">but must remain topless."</span>
<<else>>
"You can wear trousers again, <span class="pink">but must remain topless."</span>
<</if>>
<br><br>
<<else>>
<<if $prison.active_punishments.includes("underwear")>>
"You can wear underwear again, <span class="pink">but no shirts or such, for now."</span>
<<else>>
<span class="green">"You can clothe yourself properly again."</span> This prompts the other inmates to take another gawk at you.
<</if>>
<br><br>
<</if>>
<<link [[Next|Prison Walkway]]>><<endevent>><</link>>
<br>
<<case "gag">>
<<set $prison.active_punishments.delete("gag")>>
<<He>> walks closer. "My job's easier when you can speak anyway."
<br><br>
<<link [[Next|Prison Remove Gag]]>><</link>>
<br>
<<default>>
<<set $prison.active_punishments.delete("bindings")>>
The walkway moves underfoot as <<he>> walks towards you. "You're more useful with your arms free."
<br><br>
<<link [[Next|Prison Remove Bindings]]>><</link>>
<br>
<</switch>>
<<else>>
<<methodical_guard 0 cap>> snaps the ledger shut, and a tall gate opens at the far end of the hall. The prisoners shuffle towards it.
<br><br>
<<link [[Next|Prison Walkway]]>><<endevent>><<set $prison.hours_worked to 0>><</link>>
<br>
<</if>><<effects>><<effects_prison>>
<<if $prison.shock is 1>>
<<methodical_guard 0 cap>> sighs, and reaches into <<his>> shirt pocket. <span class="red">A terrible jolt runs through you,</span> emanating from your neck. It only lasts a moment, but it's enough to make you fall to the ground, and twitch.<<gtrauma>><<ggstress>><<gggpain>><<trauma 4>><<stress 4>><<pain 4>>
<br><br>
You're too hurt to resist as <<methodical_guard 0>> cuffs you, and drags you from your cell. The other inmates tease you as you pass, but it doesn't sound malicious.<<grespect>><<prison_inmates 1>>
<<bind>>
<br><br>
<<link [[Next|Prison Punishment]]>><<endevent>><<set $prison.hours_worked to 0>><</link>>
<<else>>
<<if $prison.cell_trouble gte 5>>
<<generate_veteran_guard 1>><<generate_anxious_guard 2>><<generate_relaxed_guard 3>>
The walkway rattles beneath <<methodical_guard 0 apo>> feet. <<Hes>> not alone. "Must we make an example of you?" <<he>> says. "Because we will."
<br><br>
<<He>> arrives at your cell, with <<veteran_guard 1>>, <<anxious_guard 2>>, and <<relaxed_guard 3>> close behind. They unstrap their batons.
<br><br>
<<link [[Next|Prison Cell Fight]]>><<set $fightstart to 1>><</link>>
<br>
<<elseif $prison.cell_trouble gte 4>>
<<generate_veteran_guard 1>><<generate_anxious_guard 2>>
The walkway rattles beneath <<methodical_guard 0 apo>> feet. <<Hes>> not alone. "Must we make an example of you?" <<he>> says. "Because we will."
<br><br>
<<He>> arrives at your cell, with <<veteran_guard 1>> and <<anxious_guard 2>> close behind. They unstrap their batons.
<br><br>
<<link [[Next|Prison Cell Fight]]>><<set $fightstart to 1>><</link>>
<br>
<<elseif $prison.cell_trouble gte 3>>
<<generate_veteran_guard 1>>
The walkway rattles beneath <<methodical_guard 0 apo>> feet. <<Hes>> not alone. "Must we make an example of you?" <<he>> says. "Because we will."
<br><br>
<<He>> arrives at your cell, with <<veteran_guard 1>> close behind. They unstrap their batons.
<br><br>
<<link [[Next|Prison Cell Fight]]>><<set $fightstart to 1>><</link>>
<br>
<<elseif $prison.cell_trouble gte 2>>
The walkway rattles beneath <<methodical_guard 0 apo>> feet. "You'd better be sick in there," <<he>> says. "Or you'll be sorry."
<br><br>
<<He>> finds you lazing on your bed, and unstraps the baton from <<his>> side.
<br><br>
<<link [[Next|Prison Cell Fight]]>><<set $fightstart to 1>><</link>>
<br>
<<else>>
You remain in your cell. "Number 144," <<methodical_guard 0>> says. "Leave your cell at once."
<br><br>
<<link [[Leave your cell|Prison Cell Role]]>><</link>>
<br>
<<link [[Refuse|Prison Cell Refuse]]>><<cell_trouble 1>><<prison_guards 1>><<prison_inmates 1>><</link>><<gsuspicion>><<grespect>>
<br>
<</if>>
<</if>><<effects>><<effects_prison>>
<<if $prison.shock is 1>>
<<methodical_guard 0 cap>> sighs, and reaches into <<his>> shirt pocket. <span class="red">A terrible jolt runs through you,</span> emanating from your neck. It only lasts a moment, but it's enough to make you fall to the ground, and twitch.<<gtrauma>><<ggstress>><<gggpain>><<trauma 4>><<stress 4>><<pain 4>>
<br><br>
You're too hurt to resist as <<methodical_guard 0>> cuffs you, and drags you from your cell. The other inmates tease you as you pass, but it doesn't sound malicious.<<grespect>><<prison_inmates 1>>
<<bind>>
<br><br>
<<link [[Next|Prison Punishment]]>><<endevent>><<set $prison.hours_worked to 0>><</link>>
<<else>>
<<if $prison.cell_trouble gte 5>>
<<generate_veteran_guard 1>><<generate_anxious_guard 2>><<generate_relaxed_guard 3>>
The walkway rattles beneath <<methodical_guard 0 apo>> feet. <<Hes>> not alone. "Must we make an example of you?" <<he>> says. "Because we will."
<br><br>
<<He>> arrives at your cell, with <<veteran_guard 1>>, <<anxious_guard 2>>, and <<relaxed_guard 3>> close behind. They unstrap their batons.
<br><br>
<<link [[Next|Prison Cell Fight]]>><<set $fightstart to 1>><</link>>
<br>
<<elseif $prison.cell_trouble gte 4>>
<<generate_veteran_guard 1>><<generate_anxious_guard 2>>
The walkway rattles beneath <<methodical_guard 0 apo>> feet. <<Hes>> not alone. "Must we make an example of you?" <<he>> says. "Because we will."
<br><br>
<<He>> arrives at your cell, with <<veteran_guard 1>> and <<anxious_guard 2>> close behind. They unstrap their batons.
<br><br>
<<link [[Next|Prison Cell Fight]]>><<set $fightstart to 1>><</link>>
<br>
<<elseif $prison.cell_trouble gte 3>>
<<generate_veteran_guard 1>>
The walkway rattles beneath <<methodical_guard 0 apo>> feet. <<Hes>> not alone. "Must we make an example of you?" <<he>> says. "Because we will."
<br><br>
<<He>> arrives at your cell, with <<veteran_guard 1>> close behind. They unstrap their batons.
<br><br>
<<link [[Next|Prison Cell Fight]]>><<set $fightstart to 1>><</link>>
<br>
<<else>>
The walkway rattles beneath <<methodical_guard 0 apo>> feet. "You're holding up the whole system." <<He>> unstraps the baton from <<his>> side before <<he>> arrives at the cell.
<br><br>
<<link [[Next|Prison Cell Fight]]>><<set $fightstart to 1>><</link>>
<br>
<</if>>
<</if>><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Prison Cell Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Prison Cell Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation "short">>
<<if $enemynomax gte 2>>
The inmates cheer as the guards stagger from your cell. <<veteran_guard 1>> eyes you cautiously, but <<methodical_guard 0>> shakes <<person1>><<his>> head. "No time for this," <<he>> says, groping for <<his>> glasses. "We'll be watching you."<<ggsuspicion>><<prison_guards -3>><<ggrespect>><<prison_inmates 3>>
<<else>>
The inmates cheer as <<methodical_guard 0>> staggers from your cell, and would fall from the walkway if not for the railing. "No time for this," <<he>> says, groping for <<his>> glasses. "I'll be watching you."<<ggsuspicion>><<prison_guards -3>><<ggrespect>><<prison_inmates 3>>
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<prison_revolt_options>>
<<elseif $enemyhealth lte 0>>
<<if $enemynomax gte 2>>
The inmates cheer as the guards stagger from your cell. <<veteran_guard 1>> eyes you cautiously, but <<methodical_guard 0>> shakes <<person1>><<his>> head. "No time for this," <<he>> says, groping for <<his>> glasses. "We'll be watching you."<<ggsuspicion>><<prison_guards -3>><<ggrespect>><<prison_inmates 3>>
<<else>>
The inmates cheer as <<methodical_guard 0>> staggers from your cell, and would fall from the walkway if not for the railing. "No time for this," <<he>> says, groping for <<his>> glasses. "I'll be watching you."<<ggsuspicion>><<prison_guards -3>><<ggrespect>><<prison_inmates 3>>
<</if>>
<<switch $enemynomax>>
<<case 1>>
<<greb>><<prison_reb 1>>
<<case 2>>
<<greb>><<prison_reb 2>>
<<case 3>>
<<ggreb>><<prison_reb 3>>
<<default>>
<<ggreb>><<prison_reb 4>>
<</switch>>
<br><br>
<<clotheson>>
<<endcombat>>
<<prison_revolt_options>>
<<else>>
You're too hurt to resist as <<methodical_guard 0>> cuffs you, and drags you from your cell. The other inmates tease you as you pass, but it doesn't sound malicious.<<grespect>><<prison_inmates 1>>
<<bind>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Prison Punishment]]>><</link>>
<<cell_trouble -5>>
<</if>>
<<set $prison.hours_worked to 0>><<effects>><<effects_prison>><<set $bus to "shower">>
You are in the prison showers.
<<if isPregnancyEnding() and $prison.schedule isnot "lockdown">>
<<pregnancyPassout "prisonShower">>
<<elseif $prison.schedule is "wake">>
Prisoners undress, leaving their clothes on wood benches, before entering the shower. You hear running water.
<<if $prison.kylar is "active">>
Kylar stands in the corner, watching you.
<</if>>
<br><br>
<<generate_veteran_guard 0>><<person1>><<veteran_guard 0 cap>> paces through the room.
<br><br>
<<endevent>>
<<outfitChecks>>
<<if !$daily.prison.veteranGreet and $prison.veteran gte 15>>
<<prison_guard_greet veteran>>
<<elseif random(1, 5) is 5 and $eventskip isnot 1>>
<<prison_guard_watch veteran>>
<<elseif _fullyNaked>>
<<bathroomicon "shower">><<link [[Have a shower (0:10)|Prison Shower Take]]>><<pass 10>><</link>>
<br>
<<getouticon>><<link [[Leave|Prison Block]]>><</link>>
<br>
<<else>>
<<if hasSexStat("exhibitionism", 2)>>
<<skinicon "strip">><<link [[Undress in the open (0:10)|Prison Shower Open]]>><</link>>
<br>
<<else>>
<span class="blue">You can't bear to undress in front of everyone.</span>
<br>
<</if>>
<<skinicon "strip">><<link [[Find somewhere private to undress (0:10)|Prison Shower Private]]>><</link>>
<br>
<<getouticon>><<link [[Leave|Prison Block]]>><</link>>
<br>
<</if>>
<<else>>
There's no one around. The guards only leave the plumbing on for an hour.
<br><br>
<<getouticon>><<link [[Leave|Prison Block]]>><</link>>
<br>
<<set $eventskip to 0>>
<</if>><<set $outside to 0>><<effects>><<effects_prison>><<set $bus to "walkway">>
You are on the metal walkway outside your cell, at the top of the cell block. There's a staircase leading to the floor.
<br><br>
<<if Time.hour is 20>>
You hear a bell ring. "Lockdown," <<generate_veteran_guard 0>><<veteran_guard 0>> shouts. "Back to your cells."
<br><br>
You're shuffled along with the other prisoners.
<br><br>
<<link [[Next|Prison Cell]]>><<endevent>><</link>>
<br>
<<elseif $stress gte $stressmax>>
<<passout_prison>>
<<else>>
<<if $prison.schedule is "wake">>
Other prisoners shuffle towards the showers.
<br><br>
<<elseif $prison.schedule is "free time">>
Many prisoners lounge on their beds.
<br><br>
<<elseif $prison.schedule is "lockdown">>
You hear snoring.
<br><br>
<<else>>
<</if>>
<<if $prison.schedule isnot "lockdown" and $prison.attention gte 100>>
<<events_prison_attention>>
<<else>>
<<if $prison.schedule isnot "lockdown" and $eventskip isnot 1>>
<<events_prison>>
<</if>>
<<if $prison_event_trigger>>
<<events_prison_triggered>>
<<else>>
Your cell is in the corner.
<br>
<<prisonicon "cell">><<link [[Your cell|Prison Cell]]>><</link>>
<br><br>
<<if $prison.attention_level gte 1 and !$prison.protection and $prison.schedule is "free time">>
<<if !$prison.protection>>
<<if !$daily.prison.scarredDone>>
<<generate_scarred_inmate 0>><<person1>>
<<scarred_inmate 0 capo>> cell is more spartan than most. Almost as if it were unoccupied.
<<endevent>>
<br>
<<prisonicon "cell">><<link [[Spartan cell|Prison Scarred]]>><</link>>
<br><br>
<</if>>
/*
<<generate_tattooed_inmate 0>><<person1>>
The walls of <<tattooed_inmate 0 apo>> cell, as well as parts of the ceiling, are decorated with pornography.
<<endevent>>
<br>
<<prisonicon "cell">><<link [[Porn-decorated cell|Prison Tattooed]]>><</link>>
<br><br>
*/
<</if>>
<</if>>
A heavy wood door sits across from the tower. A faded green cross embellishes it, painted over a silver crucifix.
<br>
<<if $prison.schedule is "lockdown">>
<span class="blue">The door to medical is locked.</span>
<br><br>
<<else>>
<<prisonicon "medical">><<link [[Medical|Prison Medical]]>><</link>>
<br><br>
<</if>>
The stairs snake around the central tower.
<br>
<<stairsicon "down" "prison">><<link [[Downstairs|Prison Block]]>><</link>>
<br><br>
<<prison_map walkway>>
<</if>>
<<set $eventskip to 0>>
<</if>>
<</if>><<set $outside to 0>><<effects>><<effects_prison>><<set $bus to "cell_block">>
You are at the bottom of the cell block. There are stairs leading to a walkway above, and halls leading to other parts of the prison.
<br><br>
<<if Time.hour is 20>>
You hear a bell ring. "Lockdown," <<generate_veteran_guard 0>><<veteran_guard 0>> shouts. "Back to your cells."
<br><br>
You're shuffled along with the other prisoners.
<br><br>
<<link [[Next|Prison Cell]]>><<endevent>><</link>>
<br>
<<elseif $stress gte $stressmax>>
<<passout_prison>>
<<else>>
<<if $prison.schedule is "wake">>
Other prisoners shuffle towards the showers.
<br><br>
<<elseif $prison.schedule is "free time">>
Many prisoners lounge on their beds.
<br><br>
<<elseif $prison.schedule is "lockdown">>
You hear snoring.
<br><br>
<<else>>
<</if>>
<<if $prison.schedule isnot "lockdown" and $prison.attention gte 100>>
<<events_prison_attention>>
<<else>>
<<if $prison.schedule isnot "lockdown" and $eventskip isnot 1>>
<<events_prison>>
<</if>>
<<if $prison_event_trigger>>
<<events_prison_triggered>>
<<else>>
There's a set of double doors on one end of the block, crowned by a couple of signs. "Showers" says one. "Sex is forbidden" warns another.
<<if $prison.schedule is "wake">>
<span class="lblue">Steam flows out.</span>
<</if>>
<br>
<<bathroomicon "shower">><<link [[Showers|Prison Shower]]>><</link>>
<br><br>
A faint chemical smell surrounds another door. The closest cells are vacant, the metal warped and corroded.
<br>
<<prisonicon "laundry">><<link [[Laundry|Prison Laundry]]>><</link>>
<br><br>
<<if $prison.kylar is "active" and !$prison_kylar_cell and ($prison.schedule is "free time" or $prison.schedule is "yard")>>
<<npc Kylar>><<person1>>
Kylar sits on the bed in <<his>> cell, fussing over something in <<his>> lap.
<<endevent>>
<br>
<<prisonicon "cell">><<link [[Kylar's cell|Prison Kylar]]>><</link>>
<br><br>
<</if>>
A corridor leads away, towards daylight.
<br>
<<getouticon>><<link [[Outside|Prison Yard]]>><</link>>
<br><br>
The stairs circle a central tower. You entered here.
<br>
<<stairsicon "up" "prison">><<link [[Climb the stairs towards your cell|Prison Walkway]]>><</link>>
<br><br>
<<prison_map block>>
<</if>>
<<set $eventskip to 0>>
<</if>>
<</if>><<set $bus to "laundry">><<set $outside to 0>><<effects>><<effects_prison>>
You are in the laundry room. The walls give way to raw rock part way in. Thick pipes extend from the rough surface in an irregular pattern.
<<if $prison.schedule is "work">>
Inmates sort through clothes, and large machines rumble.
<br><br>
<<generate_relaxed_guard 0>><<relaxed_guard 0 cap>> sits on a stool beside a short table, staring across the room and absentmindedly rolling a pair of dice.
<<endevent>>
<br><br>
<<else>>
The machines are still.
<br><br>
<</if>>
<<if isPregnancyEnding()>>
<<pregnancyPassout "prisonLaundry">>
<<elseif Time.hour is 20>>
You hear a bell ring. "Lockdown," <<generate_relaxed_guard 0>><<relaxed_guard 0>> shouts. "Back to your cells."
<br><br>
You're shuffled along with the other prisoners.
<br><br>
<<link [[Next|Prison Cell]]>><<endevent>><</link>>
<br>
<<else>>
<<if !$daily.prison.prisonRelaxedGreet and $prison.relaxed gte 15 and $prison.schedule is "work">>
<<prison_guard_greet relaxed>>
<<elseif random(1, 5) is 5 and $eventskip isnot 1 and $prison.schedule is "work">>
<<prison_guard_watch relaxed>>
<<else>>
<<if $prison.schedule is "work">>
<<if $prison.job is "laundry">>
<<prisonicon "laundry_work">><<link [[Work|Prison Laundry Work]]>><<endevent>><</link>>
<br>
<<else>>
<span class="blue">Your labours are expected elsewhere.</span>
<br>
<</if>>
<</if>>
<<getouticon>><<link [[Leave|Prison Block]]>><</link>>
<br>
<<prison_map laundry>>
<</if>>
<</if>><<set $bus to "medical">><<set $outside to 0>><<effects>><<effects_prison>>
You are in the medical room. Rows of beds stretch down its length, many occupied. There's a cupboard, locked by a modern mechanism at odds with the surroundings.
<br><br>
<<if $prison.schedule is "work">>
<<generate_methodical_guard 0>><<person1>> <<methodical_guard 0 cap>> stands over one, writing on a clipboard.
<br><br>
<<endevent>>
<<else>>
<</if>>
<<if Time.hour is 20>>
You hear a bell ring. "Lockdown," <<generate_methodical_guard 0>><<methodical_guard 0>> says. "Go back to your cell."
<br><br>
<<methodical_guard 0 cap>> leaves as well, and locks the door behind <<him>>.
<br><br>
<<link [[Next|Prison Cell]]>><<endevent>><</link>>
<br>
<<else>>
<<if random(1, 5) is 5 and $eventskip isnot 1 and $prison.schedule is "work">>
<<prison_guard_watch methodical>>
<<else>>
<<if $prison.schedule is "work">>
<<if $prison.job is "medical">>
<<prisonicon "medical_work">><<link [[Work|Prison Medical Work]]>><</link>>
<br>
<<else>>
<span class="blue">Your labours are expected elsewhere.</span>
<br>
<</if>>
<</if>>
<<if $prison.shock is 1>>
<br>
There's a black and yellow door in one corner.
<br>
<<prisonicon "medical_door">><<link [[Approach|Prison Medical Door]]>><</link>>
<br><br>
<</if>>
<<getouticon>><<link [[Leave|Prison Walkway]]>><</link>>
<br>
<<prison_map medical>>
<</if>>
<</if>><<effects>>
You approach the black and yellow door. There's no visible lock, but there is a keypad next to it.
<<if $prison.code is 1>>
Wren claims the code <<nnpc_he Wren>> sold you will work.
<<if $prison.schedule is "work">>
<<generate_methodical_guard 0>><<person1>>
You'll need to wait for <<methodical_guard 0>> to leave before trying.
<br><br>
<<else>>
<br><br>
<<prisonicon "medical_door">><<link [[Enter|Prison Medical Shock]]>><</link>>
<br>
<</if>>
<<else>>
You'll need to find the code.
<br><br>
<</if>>
<<getouticon>><<link [[Leave|Prison Medical]]>><<endevent>><</link>>
<br><<effects>>
You input the code, a green light flickers on above the door, and it slides open.
<br><br>
The interior is dark, even compared to the rest of the prison. There's a rack of hammers, screwdrivers, and other tools near the entrance. As your eyes adjust, you see a machine the size of a small bus, also black and yellow. An array of metal coils spring from the top. There's a plaque. You get a static shock when you wipe away the grime.
<br><br>
"Experimental shock generator. Requires specialised collars to function."
<br><br>
This machine doesn't look or sound stable. You could probably inflict irreparable damage with one of the tools lying around, but you wouldn't get away with it.
<br><br>
<<edenicon "fix">><<link [[Sabotage|Prison Medical Sabotage]]>><<prison_hope 20>><<prison_reb 20>><<set $prison.shock to 0>><<prison_guards -20>><<prison_inmates 20>><</link>><<gggsuspicion>><<gggreb>><<ggghope>><<gggrespect>>
<br>
<<getouticon>><<link [[Leave|Prison Medical]]>><</link>>
<br><<effects>><<wearProp "hammer" 0 "basic">>
<<earnFeat "Breaker">>
You lift the largest hammer, one with a wooden handle, and get to work. You smash pipes, shatter glass, and dent plates.
<<if currentSkillValue('physique') gte 10000>>
With your strength, you're able to inflict considerable damage before the guards arrive.<<ggrespect>><<prison_inmates 10>>
<<else>>
Even with your limited strength, you're able to inflict a lot of damage before the guards arrive.
<</if>>
<br><br>
<<generate_methodical_guard 0>>
<<generate_veteran_guard 1>>
<<methodical_guard 0 cap>><<person1>> arrives with <<veteran_guard 1>> in tow. "What have you done?" <<he>> asks, reaching into <<his>> shirt pocket. <<He>> pulls out a remote, points at you, and presses the button. <span class="green">Nothing happens.</span> <<He>> tries again and again, to no avail.
<br><br>
"Back to basics," <<veteran_guard 1>><<person2>> says, stepping forward with <<his>> baton at the ready. "Good. Best come quietly."
<br><br>
<<link [[Go quietly|Prison Punishment]]>><<endevent>><</link>>
<br>
<<link [[Fight|Prison Medical Fight]]>><<handheldon>><<set $fightstart to 1>><</link>>
<br><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
Inmates crowd around the door to watch, some wearing bandages.
<br><br>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Prison Medical Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Prison Medical Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation "short">>
They stagger and fall against the broken machine, drained of energy. The inmates taunt them, until <<veteran_guard 1>> turns and raises <<his>> baton.<<ggsuspicion>><<prison_guards -3>><<ggrespect>><<prison_inmates 3>>
<br><br>
"Enough of this," <<methodical_guard 0>> says. "I need to make some calls."
<br><br>
<<clotheson>>
<<endcombat>>
<<prison_revolt_options>>
<<elseif $enemyhealth lte 0>>
They back away from you, towards the door. The inmates taunt them, until <<veteran_guard 1>> turns and raises <<his>> baton. <<ggsuspicion>><<prison_guards -3>><<ggrespect>><<prison_inmates 3>><<greb>><<prison_reb 1>>
<br><br>
"Enough of this," <<methodical_guard 0>> says. "I need to make some calls."
<br><br>
<<clotheson>>
<<endcombat>>
<<prison_revolt_options>>
<<else>>
You fall to the ground, too hurt to continue. <<He>> cuffs you, and pulls to you to your feet. The other inmates tease you as you pass, but it doesn't sound malicious.<<grespect>><<prison_inmates 1>>
<<bind>>
<br><br>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Prison Punishment]]>><</link>>
<br>
<</if>><<set $location to "prison">><<set $bus to "yard">><<set $outside to 1>><<effects>><<effects_prison>>
You are in the prison yard. It's spacious, but the surrounding walls are unreasonably tall, and seem to curve inward.
<br><br>
<<if $prison.schedule is "yard">>
Inmates lift weights and socialise. <<generate_veteran_guard 0>><<veteran_guard 0 cap>> watches with a sternful gaze.<<endevent>>
<br><br>
<<elseif $prison.schedule is "revolt">>
<<beastNEWinit 6 hawk>>
Shadows roam the grass as <<beastsplural>> fly overhead. Inmates dart across the yard in groups, or stick to the shadows. Some are caught and carried into the sky. You're not sure where they're taken.
<<endevent>>
<br><br>
<</if>>
<<if Time.hour is 20>>
You hear a bell ring. "Lockdown," <<generate_veteran_guard 0>><<veteran_guard 0>> shouts. "Back to your cells."
<br><br>
You're shuffled along with the other prisoners.
<br><br>
<<link [[Next|Prison Cell]]>><<endevent>><</link>>
<br>
<<elseif $stress gte $stressmax>>
<<passout_prison>>
<<elseif $prison_wren_intro is 1 and $prison.schedule is "yard">>
<<npc "Wren">><<person1>>
<<if $wrenSeen.length>>
"I've mixed feelings about meeting you here," says a young <<if $pronoun is "m">>man with short<<else>>woman with shoulder-length<</if>> hair. <span class="gold">It's <<= $wrenSeenLast is "pregnancy" ? "the person who rescued you when you were in labour" : "Wren">>.</span>
<br><br>
<<if $wrenSeenLast is "pregnancy">>
"Poking around dangerous places caught up to you, huh? <<= playerBellyVisible() ? "And you're knocked up again to boot." : "At least you're not knocked up this time.">>
<<set $phase to "intro">>
<<elseif $wrenSeen.includes("winter")>>
"Did old Winter's requests fall outside the law?
<<else>>
"I'm sorry your <<= $wrenSeen.includes("catsuit") ? "skulking" : "sneaking">> didn't work out.
<</if>>
Maybe we can be useful to each other."
<br><br>
<<link [[Next|Prison Wren Intro]]>><<unset $prison_wren_intro>><<set $wrenSeen.pushUnique("prison")>><<set $wrenSeenLast to "prison">><</link>>
<<else>>
"Newcomer?" asks a young <<if $pronoun is "m">>man with short<<else>>woman with shoulder-length<</if>> hair. "Just my type." <<He>> wears a prison uniform, but seems apart from the other inmates, freer.
<br><br>
<<link [[Next|Prison Wren Intro]]>><<set $phase to "intro">><<unset $prison_wren_intro>><<set $wrenSeen.pushUnique("prison")>><<set $wrenSeenLast to "prison">><</link>>
<br>
<</if>>
<<else>>
<<if $prison.schedule isnot "lockdown" and $prison.attention gte 100>>
<<events_prison_attention>>
<<else>>
<<if $prison.schedule isnot "lockdown" and $eventskip isnot 1>>
<<events_prison>>
<</if>>
<<if $prison_event_trigger>>
<<events_prison_triggered>>
<<else>>
<<if $prison.schedule is "yard" and !$daily.prison.veteranGreet and $prison.veteran gte 15>>
<<prison_guard_greet veteran>>
<<elseif $prison.schedule is "yard" and random(1, 5) is 5 and $eventskip isnot 1>>
<<prison_guard_watch veteran>>
<<else>>
<<if $prison.schedule isnot "revolt">>
<<if $worn.feet.type.includes("shackle")>>
<span class="blue">You can't run with <<= $worn.feet.name is "ball and chain" ? "a ball and a chain" : "your legs bound">>.</span>
<br>
<<else>>
<<prisonicon "run">><<link [[Run (0:30)|Prison Yard Run]]>><<endevent>><<tiredness 4>><</link>><<gathletics>><<gphysique>>
<br>
<</if>>
<<if $leftarm is "bound" or $rightarm is "bound">>
<span class="blue">You can't lift with your arms bound.</span>
<br>
<<else>>
<<prisonicon "lift">><<link [[Lift weights (0:30)|Prison Yard Exercise]]>><<endevent>><<tiredness 6>><</link>><<gtiredness>><<ggphysique>>
<br>
<</if>>
<</if>>
<<if $prison.schedule is "yard">>
<<if $worn.face.type.includes("gag")>>
<span class="blue">You can't speak to the guard or inmates with this gag in the way.</span>
<br>
<<else>>
<<socialiseicon>><<link [[Speak with the guard (0:30)|Prison Yard Speak]]>><<pass 30>><<prison_rep veteran 1>><<endevent>><</link>><<glove>>
<br>
<<loveicon>><<link [[Cutely flirt with inmates (0:30)|Prison Yard Flirt]]>><<set $phase to 0>><<pass 30>><<prison_hope 1>><<endevent>><</link>><<promiscuous1>><<ghope>>
<br>
<<if hasSexStat("promiscuity", 2)>>
<<brothelicon>><<link [[Salaciously flirt with inmates (0:30)|Prison Yard Flirt]]>><<set $phase to 1>><<pass 30>><<prison_reb 1>><<endevent>><</link>><<promiscuous2>><<greb>>
<br>
<</if>>
<</if>>
<</if>>
<<if $prison.schedule is "yard" and Time.weekDay is 6>>
<br>
<<npc Wren>><<person1>>
<span class="teal">Wren leans against a wall.</span> If the guards notice <<him>>, they pretend not to.
<br>
<<socialiseicon>><<link [[Speak with Wren|Prison Wren]]>><<endevent>><</link>>
<br>
<</if>>
<br>
The ground slopes gently, leading to a pair of wide doors. The smell of stale food lingers in the air.
<br>
<<prisonicon "canteen">><<link [[Canteen|Prison Canteen]]>><<endevent>><</link>>
<br><br>
The wall protrudes, giving rise to a tower far taller than the rest of the prison. There's a metal door at the bottom.
<br>
<<if $prison.job is "spire">>
<<stairsicon "up" "prison">><<link [[Climb the spire (0:05)|Prison Spire]]>><<tiredness 6>><<pass 5>><</link>><<gtiredness>>
<br>
<<if $prison.schedule isnot "revolt">>
<<if $prison.rope is 1>>
<br>
You could let your rope down the hole at the bottom of the spire.
<br>
<span class="clothes-tan"><<icon "clothes/shibari_ropes.png">></span><<link [[Use rope|Prison Spire Rope]]>><<set $prison.rope to 2>><</link>>
<br>
<<elseif $prison.rope is 2>>
<<stairsicon "down" "prison">><<link [[Descend the spire (0:05)|Prison Spire Descend]]>><<tiredness 6>><<pass 5>><</link>><<gtiredness>>
<br>
<<else>>
<br>
There's a deep hole at the bottom of the spire.
<br>
<<getouticon "hole">><<link [[Look in the hole|Prison Spire Hole]]>><</link>>
<br>
<</if>>
<</if>>
<<else>>
<<insufficientStat "trust" "to be in the spire">>
<br>
<</if>>
<br>
There's a small area sheltered from view. A large locked door blends into the surrounding stone.
<br>
<<if $prison.yard_door is 1>>
<<prisonicon "door">><<link [[Sneak to beach (0:01)|Prison Beach]]>><<endevent>><<pass 1>><</link>>
<br>
<<else>>
<<prisonicon "door">><<link [[Large door|Prison Yard Door]]>><<endevent>><</link>>
<br>
<</if>>
<br>
<<getinicon>><<link [[Prison block|Prison Block]]>><<endevent>><</link>>
<br>
<<prison_map yard>>
<</if>>
<</if>>
<<set $eventskip to 0>>
<</if>>
<</if>><<set $outside to 0>><<effects>>
You cautiously approach the hole and peer over the edge. Shoddy stonework lines a shaft leading down an abyss. It's too deep to see the bottom. You hear strange, squelching sounds and the occasional rush of water, but you can't make out anything beyond the darkness. The thought of what might lie below fills you with unease.<<stress 2>><<gstress>>
<br><br>
You wonder what could be down there, <span class="blue">but without something to help you descend the spire, there's no way of telling.</span>
<br><br>
You return to the yard.
<br><br>
<<link [[Next|Prison Yard]]>><</link>>
<br><<location "underground">><<set $outside to 0>><<effects>>
<<wearProp "rope">>
You tie the rope firm, and toss the other end down the hole. You hear a thud below after a few seconds. You test the rope. It seems safe. You can descend whenever you want.
<br><br>
<<link [[Next|Prison Yard]]>><<handheldon>><<location "prison">><</link>>
<br><<location "underground">><<set $outside to 0>><<effects>>
<<wearProp "rope climb">>
You climb down the spire, into the darkness beneath the prison.
<<if $prison_egg is 1 or $prison.watchers_friend is 2>>
Your feet almost slip on the slick rock at the bottom. This is the cavern where you found the egg. You feel uneasy, and don't want to explore again without reason, so you climb back to the surface.
<br><br>
<<else>>
Your feet almost slip on the slick rock at the bottom. There's something down here, hidden in the shadows. If you continue, however, it might be hard to find your way back.
<br><br>
<<investigateicon>><<link [[Explore the rut|Prison Rut]]>><<handheldon>><<set $rut to 0>><<set $rut_entry to "rope">><</link>>
<br>
<</if>>
<<stairsicon "up" "prison">><<link [[Climb back up|Prison Yard]]>><<handheldon>><<location "prison">><</link>>
<br><<effects>>
You approach the large door. It's locked.
<br><br>
<<if $prison.yard_key is 1>>
<<lockicon "bronze key">><<link [[Use the key|Prison Yard Door Key]]>><<set $prison.yard_door to 1>><</link>>
<br>
<<else>>
<<set $lock to 1000>>
The door is locked tight.
<br><br>
<<if currentSkillValue('skulduggery') gte $lock>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span>
<br><br>
<<else>>
<<wearProp "lockpick">>
<span class="green">The lock looks easy to pick.</span>
<br><br>
<<lockicon "pick">><<link [[Break in (0:05)|Prison Yard Door Pick]]>><<handheldon>><<set $prison.yard_door to 1>><<pass 5>><</link>>
<br>
<</if>>
<<else>>
<span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>>
<br><br>
<</if>>
<</if>>
<<getouticon>><<link [[Leave|Prison Yard]]>><<handheldon>><</link>>
<br><<effects>>
The key fits, but needs a lot of force to turn. The door creaks open. A straight stone tunnel slopes downwards. There's light at the bottom.
<br><br>
You close the door behind you, and walk towards the light, emerging on a beach.
<br><br>
<<link [[Next|Prison Beach]]>><</link>>
<br><<effects>>
The lock is sophisticated. It'd have to be, here. But it's still no match for you. The door creaks open. A straight stone tunnel slopes downwards. There's light at the bottom.
<br><br>
You close the door behind you, and walk towards the light, emerging on a beach.
<br><br>
<<link [[Next|Prison Beach]]>><</link>>
<br><<effects>>
<<generate_veteran_guard 0>><<person1>>
<<generate2>>
<<if $prison.veteran gte 60 and !$NPCList[0].name_known>>
<<generatep3 0>>
You find <<veteran_guard 0>> examining something in <<his>> palm. <<He>> closes <<his>> fist around it when <<he>> sees you approach. <<He>> was so absorbed <<he>> didn't notice you at first. Nor does <<he>> notice the <<person2>><<person>> backing into <<person1>><<him>>.
<br><br>
The collision is accidental, but <<veteran_guard 0>> reaches for their baton, and delivers a punishing blow to the <<person2>><<persons>> stomach. The object slips from <<person1>><<his>> hand, landing in the grass.
<br><br>
<<link [[Pick it up|Prison Yard Locket]]>><</link>>
<br>
<<else>>
<<generate3>>
You approach <<veteran_guard 0>>.
<<He>> seems happy to chat, despite <<his>> gruff demeanor.
<br><br>
<<if $rng gte 81>>
A <<person2>><<person>> tries to climb the wall. <<veteran_guard 0 cap>><<person1>> doesn't seem concerned. "You'll get it this time," <<he>> laughs. "Just keep trying."
<<elseif $rng gte 61>>
You follow as <<he>> marches up and down the yard, stopping only to spank a <<person2>><<person>> with <<person1>><<his>> baton.
<<elseif $rng gte 41>>
<<He>> leers at a <<person2>><<person>> doing squats.
<<elseif $rng gte 21>>
"They think we'll let them leave if they manage to climb the wall," <<he>> chuckles, looking up at the spire. "But it's not up to us."
<<else>>
<<He>> stops to break up a fight between a <<person2>><<person>> and <<person3>><<person>>.
<</if>>
<br><br>
<<link [[Next|Prison Yard]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<set $NPCList[0].name_known to 1>>
<<save_veteran_guard>>
It's an open locket. There's a picture of a young <<person3>><<personsimple>> inside. A drawing rather than a photograph, but rich in detail. "To my <<veteran_guard 0>>," it reads. "Yours forever."
<br><br>
Panting, <<veteran_guard 0>> steps away from the curled <<person2>><<person>>. You hold out the locket. <<person1>><<He>> snatches it from your grasp, and gives you an evil look.
<br><br>
<<link [[Next|Prison Yard]]>><<endevent>><</link>>
<br><<set $bus to "spire">><<set $outside to 0>><<effects>><<effects_prison>>
<<if $prison.spire_intro isnot 1>>
The metal door clangs as you knock. A camera perched atop swivels to face you. You hear a mechanical whir, then a click. The door opens, and a rush of air blows by.
<br><br>
There's nothing inside except a staircase, spiralling up, and down, though the downward steps soon open onto a gaping pit. You decide to climb up.
<br><br>
<<link [[Next|Prison Spire Intro]]>><<set $prison.spire_intro to 1>><<set $prison.birds to 0>><</link>>
<br>
<<else>>
<<beastNEWinit 5 "hawk">><<generate_anxious_guard 5>><<person1>>
You are in the small cabin atop the spire.
<<if $prison.schedule is "work">>
<<anxious_guard 5 cap>> sits in front of several security monitors, but <<person6>><<his>> eyes follow the <<person1>><<beastsplural 0>> outside.
<<else>>
You watch the <<person1>><<beastsplural 0>> through a window.
<</if>>
<<endevent>>
<br><br>
<<if Time.hour is 20>>
<<generate_anxious_guard 0>>
You hear a bell ring. "Lockdown," <<anxious_guard 0>><<person1>> sighs. "At last. Off to your cell."
<br><br>
You run for the stairs with <<anxious_guard 0>> before the creatures react. <<He>> leads you down the stairs, through the yard and prison block, and into your cell.
<br><br>
<<link [[Next|Prison Cell]]>><<endevent>><</link>>
<br>
<<elseif $prison.birds gte 30 and !$prison.watchers_friend>>
<<beastNEWinit 6 hawk>><<person1>>
The <<beastsplural>> watch you in silence. Then one launches through the air, talons outstretched. You trip in fright, but <<bhe>> catches you, lifting you into the air.
<br><br>
<<bHe>> flies in a circle around the beacon as the others sing, before landing on top.
<br><br>
<<link [[Next|Prison Spire Beacon]]>><<set $prison.watchers_friend to 1>><</link>>
<br>
<<else>>
<<if $prison.schedule is "work">>
<<if !$daily.prison.anxiousGreet and $prison.anxious gte 15>>
<<prison_guard_greet anxious>>
<<elseif random(1, 5) is 5 and $eventskip isnot 1>>
<<prison_guard_watch anxious>>
<<else>>
<<if $prison.birds gte 30>>
<span class="green">The watchers are fond of you.</span>
<<elseif $prison.birds gte 20>>
<span class="teal">The watchers think you're useful.</span>
<<elseif $prison.birds gte 10>>
<span class="lblue">The watchers recognise you.</span>
<<else>>
<span class="blue">The watchers see you as meat.</span>
<</if>>
<br><br>
<<if $prison.job is "spire">>
<<ind>><<link [[Work|Prison Spire Work]]>><</link>>
<br>
<<else>>
<span class="blue">Your labours are expected elsewhere.</span>
<br>
<</if>>
<<if $prison.watchers_friend is 1 and $prison_egg is 1>>
<<ind>><<link [[Hold up the egg|Prison Spire Egg]]>><</link>>
<br>
<</if>>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled")) and $birdFly gte 1>>
<br>
Your wings, and the wind, are strong. You think you could fly all the way to the mainland from here.
<br>
<<glideicon>><<link [[Soar to the mainland|Prison Soar]]>><</link>>
<br><br>
<</if>>
<<getouticon>><<link [[Leave (0:05)|Prison Yard]]>><<pass 5>><</link>>
<br>
<</if>>
<<else>>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled")) and $birdFly gte 1>>
Your wings, and the wind, are strong. You think you could fly all the way to the mainland from here.
<br>
<<glideicon>><<link [[Soar to the mainland|Prison Soar]]>><</link>>
<br><br>
<</if>>
<<getouticon>><<link [[Leave (0:05)|Prison Yard]]>><<pass 5>><</link>>
<br>
<</if>>
<<prison_map spire>>
<</if>>
<</if>><<effects>>
<<beastNEWinit 2 hawk>><<person1>>
You run and jump, letting the wind catch your wings. You soar.
<<if $prison.schedule is "revolt">>
The <<beastsplural>> are too busy dealing with the revolt to stop, or even notice you. <span class="green">There's nothing stopping you from escaping.</span>
<br><br>
<<link [[Escape (0:30)|Prison Soar Escape]]>><<tiredness 12>><<prison_end>><<prisoncrimeUp>><<pass 30>><<prison_guards -40>><</link>><<gggcrime>><<gggsuspicion>><<ggtiredness>>
<br>
<<link [[Land|Prison Spire]]>><<endevent>><</link>>
<br>
<<elseif $prison.watchers_friend gte 2>>
Two <<beastsplural>> fly alongside you for a moment.
<<if $monster is 1>>
"Safe journey," one shouts over the wind.
<<else>>
<</if>>
Then they both turn, and return to the spire.
<span class="green">There's nothing stopping you from escaping.</span>
<br><br>
<<link [[Escape (0:30)|Prison Soar Escape]]>><<tiredness 12>><<prison_end>><<prisoncrimeUp>><<pass 30>><<prison_guards -40>><</link>><<gggcrime>><<gggsuspicion>><<ggtiredness>>
<br>
<<link [[Land|Prison Spire]]>><<endevent>><</link>>
<br>
<<else>>
<span class="red">Two <<beastsplural>> fly after you.</span> You evade one, but the other grasps your shoulders in <<his>> talons. <<He>> carries you back to the spire.<<gpain>><<gtrauma>><<gstress>><<pain 4>><<trauma 6>><<stress 6>>
<br><br>
<<if $monster is 1>>
"We're watching," <<bhe>> warns. "Don't forget." <<bHe>> returns to the beacon.
<<else>>
<<bHe>> chirps a warning, then returns to the beacon.
<</if>>
You won't be able to fly away without distracting the <<beastsplural>>, or befriending them somehow.
<br><br>
<<link [[Next|Prison Spire]]>><</link>>
<br>
<</if>><<effects>>
<<badEndTrackingEnd "Prison" { reason: "escapedSoaring" }>>
<<earnFeat "Not Meant to be Caged">>
You soar away from the island, over the mist, and towards the mainland.
<<if Time.dayState is "night">>
<<if !Weather.isOvercast>>
You see the lights of town light up the horizon ahead.
<<else>>
You can't make out the coast in the dark, but you know it's there.
<</if>>
<<else>>
You see the town on the horizon ahead.
<</if>>
<br><br>
<<prison_bondage_removal>>
<<if _punishments_removed is true>>
You feel the air tear away your bondage, piece by piece.
<</if>>
It's a tiring journey, but the wind is on your side. Free as a bird, you swoop onto the beach.
<br><br>
<<link [[Next|Beach]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
The beacon is covered with nests, made mostly of driftwood. The other <<beastsplural>> land, surrounding you. You sense no malice. The one that carried you bows <<his>> head, and scrapes the middle of one of the nests. There's an indentation, as if something once sat there.
<br><br>
<<if $monster is 1>>
"Egg stolen," <<bhe>> says. "Eggs rare. Please, find below. Far below! Too far below." The others sing a melancholy tune.
<<else>>
Are they missing an egg? It would have to be hidden somewhere they couldn't reach.
<</if>>
<<if $prison_egg is 1>>
You already found an egg far below. You hold it out. <span class="green">The <<beastsplural>> hop in surprise, then chirp in excitement and relief.</span>
<br><br>
<<link [[Next|Prison Spire Egg 2]]>><<set $spraymax += 1>><<spray 5>><<set $prison.watchers_friend to 2>><</link>>
<br>
<<else>>
<br><br>
Another <<beasttype>> grasps your shoulders, and carries you back to the platform.
<br><br>
<<link [[Next|Prison Spire]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<beastNEWinit 6 hawk>><<person1>>
You stand in front of the beacon, and hold up the egg. One <<beasttype>> notices, hops in excitement, and sings. This gets the others' attention. They rise from their nests and join the chorus. One swoops down and lifts you from your feet.
<br><br>
<<bHe>> carries you up to the beacon, and gently places you beside the empty nest. Others land, forming a circle around you.
<br><br>
<<link [[Next|Prison Spire Egg 2]]>><<set $spraymax += 1>><<spray 5>><<set $prison.watchers_friend to 2>><</link>>
<br><<effects>>
<<unset $prison_egg>>
You place the egg in the nest. The <<beasttype>> ruffles <<bhis>> feathers, then sits atop it.
<<earnFeat "Friends in the Sky">>
<<if $monster is 1>>
"Thank you," <<he>> says. "We are friends. Here." <<He>> shifts a heavy piece of driftwood.
<<else>>
<<bHe>> bows <<his>> head and shifts a heavy piece of driftwood.
<</if>>
There's a strange cylinder beneath, with an exposed computer chip at the base. It looks like a charge for your pepper spray. The <<beasttype>> rolls it over to you, and you plug it in.
<<gspraymax>><<wearProp "pepperspray">>
<br><br>
<span class="green">You have befriended the watchers,</span> and <span class="gold">gained an additional pepper spray charge.</span>
<br><br>
Another <<beasttype>> grasps your shoulders, and carries you back to the platform.
<br><br>
<<link [[Next|Prison Spire]]>><<endevent>><</link>>
<br><<set $outside to 1>><<effects>>
The climb takes your breath. You pass through another metal door, and onto a wide-open platform. There's another, smaller tower some distance away. Atop it perches a light, now dim. It's the beacon.
<br><br>
A great wind howls. You're far above the prison block.
<br><br>
<<link [[Next|Prison Spire Intro 2]]>><</link>>
<br><<set $outside to 1>><<effects>>
<!-- fuckity fuck. <<generate_x_guard N>> expects $NPCList[N] slot. <<beastNEWinit N>> expects the number of beasts to generate, NOT slot number. <<generateBEAST N>> expects npc number ($NPCList[N+1]), NOT $NPCList[N] slot. <<beastsplural N>> - expects $NPCList[N] slot. and <<personN>> expects npc number. <<bHe>> and <<beastsplural>> expect npclist slot and do not respect <<personN>>. WHY -->
<<generate_anxious_guard 0>><<generateBEAST 2 "hawk">>
<<person1>>"Over here," says a voice to your left. It's <<anxious_guard 0>>. <<Hes>> stood outside a small concrete cabin, one foot still inside. <<He>> looks up at the sky. "Hurry."
<br><br>
You hasten towards <<him>> as you hear a whoosh, as if the wind were picking up. "Fuck," <<anxious_guard 0>> says as <<he>> recoils into the building. "Run!"
<br><br>
Animated by a terrible fear, you run for the door, sparing a glance behind. A <<beasttype 1>> swoops through the air, talons outstretched.<<ggstress>><<stress 12>>
<br><br>
You manage to clear the cabin entrance just moments before the <<beasttype 1>> lands, <<anxious_guard 0>> shutting the door behind you. The <<beasttype 1>> takes off again, leaving talon marks in the stone. You watch through the window as other <<beastsplural 1>> descend, landing on and around the beacon.
<br><br>
<<link [[Next|Prison Spire Intro 3]]>><</link>>
<br><<set $outside to 1>><<effects>><<effects_prison>>
<<person1>>"They're always agitated when they come back from hunting," <<anxious_guard 0>> says. "Not that it's ever safe up here. Hope you last longer than the last." <<He>> points at the ground some distance away. "Stay away from the edge. The wall is long gone."
<br><br>
"Tried to put collars on them once." <<He>> shakes <<his>> head. "Anyway, main job is keeping them fed, collecting shark's teeth, and confiscating contraband. Dunno where they get it out here, but it'll end up in inmate hands if we do nothing."
<br><br>
<<link [[Next|Prison Spire]]>><<endevent>><</link>>
<br><<effects>>
<<link [[Next|Prison Walkway]]>><</link>>
<br><<effects>>
<<anxious_guard 0 cap>> shouts, but <<his>> words are incoherent. <<He>> isn't carried high, or far, before release, but the force sends <<him>> rolling <span class="red">off the edge.</span>
<br><br>
Only <<his>> fingers can be seen, grasping the ledge in desperation.
<br><br>
<<link [[Help|Prison Spire Precipice Help]]>><<famegood 20>><<prison_rep anxious 1>><</link>><<ggglove>>
<br>
<<link [[Make demands|Prison Spire Precipice Demand]]>><<def 3>><</link>>
<br><<effects>>
You rush over to the edge and grasp <<anxious_guard 0 apo>> hand. Together, you're able to pull <<him>> up and over the top.
<br><br>
<<He>> staggers towards the cabin, but collapses to <<his>> shaking knees after a couple of steps. You help <<him>> up again, and hold <<his>> until you make it to safety.
<br><br>
<<set $NPCList[0].name_known to 1>>
<<save_anxious_guard>>
<<pass 10>>
<<He>> sits for several minutes before managing to speak. "Thank you," <<he>> says. "I'm <<anxious_guard 0>> by the way. Not meant to share our names, but fuck it. I thought that was it for me."
<br><br>
<<if $replayScene>>
<<link [[Next|Prison Spire]]>><<endevent>><</link>>
<<else>>
<<prison_spire_options>>
<</if>><<effects>>
"I-I don't have anything," <<anxious_guard 0>> says. "Please, just... Wait. I have a key! The key to the beach. I'll give it to you if you save me, and I won't tell anyone you have it."
<br><br>
<<if $skulduggery gte 1000>>
That key is of little use to one with your talents, but it might be to someone else.
<</if>>
<br><br>
You grasp <<anxious_guard 0 apo>> hand. Together, you're able to pull <<him>> up and over the top.
<br><br>
<<He>> staggers towards the cabin, but collapses to <<his>> shaking knees after a couple of steps. You help <<him>> up again, and hold <<his>> until you make it to safety.
<br><br>
<<set $NPCList[0].name_known to 1>>
<<save_anxious_guard>>
<<pass 10>>
<<He>> sits for several minutes before managing to speak. "Thank you," <<he>> says. "I'm <<anxious_guard 0>> by the way. Not meant to share our names, but fuck it. I thought that was it for me."
<br><br>
You hold out your hand. "Y-yes," <<he>> says. "I gave my word." <<He>> pulls a heavy iron key from <<his>> pocket. "If you're caught, don't tell them where you got it."
<br><br>
<<set $prison.yard_key to 1>>
<br><br>
<<if $replayScene>>
<<link [[Next|Prison Spire]]>><<endevent>><</link>>
<<else>>
<<prison_spire_options>>
<</if>>
<<wearProp "key" 0 "iron">><<effects>>
You've pushed yourself too much.
<br><br>
<<passout>>
<<link [[Wake up|Passout Prison 2]]>><</link>>
<br>
<<pass 1 hour>>
<<trauma 6>><<set $stress -= 2000>><<location "prison">><<effects>>
<<generate_veteran_guard 0>><<person1>>
"Wake up you shit," says a <<personsimple "normal">>'s voice. It's <<veteran_guard 0>>. "Sleeping ain't allowed anywhere but your cell. Up you get." <<He>> grasps your collar and helps haul you to your feet.
<br><br>
<<He>> has you marching before you can properly recover.
<br><br>
<<link [[Next|Prison Punishment]]>><<endevent>><</link>>
<br><<effects>>
It's enough to bask in your victory, for now.
<br><br>
<<destination_prison>><<effects>>
<<set $prison.schedule to "revolt">>
<<if $worn.face.type.includes("gag")>>
You mumble insistently at a pair of nearby inmates. They tug at your gag. It takes a bit of effort, but they manage to snap it enough that you can pull it out.
<<set $worn.face.type.push("broken")>>
<<faceruined>>
<br><br>
<</if>>
<<if $speech_attitude is "meek">>
"It's time to end their bullying," you shout. "Let's show them we won't be pushed around!"
<<elseif $speech_attitude is "bratty">>
"I'm fed up with these fuckers telling us what to do!" you shout. "Let's fuck them up!"
<<else>>
"It's time for some changes around here," you shout. "We're in charge now!"
<</if>>
<br><br>
<<generate1>><<person1>><<generate2>>
The inmates cheer. A <<person>> grasps the bars of a nearby window, and pulls them apart with <<his>> bare hands. Another throws a rock, shattering one of the lights. Anarchy breaks out.
<br><br>
<<set $prison.attention to 0>>
<<destination_prison>><<set $outside to 0>><<effects>>
<<set $first_birth to !$pregnancyStats.humanToysUnlocked>>
<<generate_methodical_guard 0>><<person1>>
<<generate_relaxed_guard 1>>
<<generate_anxious_guard 2>>
<<generate_veteran_guard 3>>
You awaken on a medical bed. Several blurry figures move around. One leans closer, <<his>> features coalescing into those of <<methodical_guard 0>>. "Relax. <<if $prison.schedule is "lockdown">>You're lucky someone found you. I'll overlook you being out of your cell, given the circumstances. You're in medical.<<else>>In case you've forgotten, you're in medical. You're in labour.<</if>>"
<br><br>
You feel a light prick on your arm, and you start to feel fuzzy. "You'll be feeling the effects of the sedative shortly..." <<His>> voice fades again. The pain starts to blissfully trickle away.
<br><br>
<<person3>>
Another voice cuts through the haze. It sounds like <<anxious_guard 2>>. "I-I can't believe this. Are you sure you know what you're doing? Maybe we should take <<phim>> to the mainland-"
<br>
"Shut it. <<pShe>>'ll never make that trip. Look at <<phim>>, <<pshes>> ready to pop!" That sounded like <<veteran_guard 3>>.
<br>
"<<He>> has it under control. This is the best we can do until help from the mainland comes," says the voice of <<relaxed_guard 1>>.
<br><br>
"Quiet, please. I'm going to need to undress you."
<<if playerChastity("hidden")>>
<<He>> notices your <<print $worn.genitals.name>>, and opens a chest-high cupboard. <<He>> retrieves a tool shaped like a pair of prongs, but bulkier. "We need to remove that device. This won't hurt."
<br><br>
<<He>> grasps your <<print $worn.genitals.name>> with the prongs, and presses a button on the handle. You hear a whirring noise within the tool, <span class="pink">and they snap the metal.</span>
<<set $worn.genitals.type.push("broken")>>
<</if>>
<br><br>
<<wash>><<undress "prison_birth">>
<<link [[Next|Pregnancy Birth Prison 2]]>><</link>>
<br><<effects>>
<<methodical_guard 0 cap>> places a mask over your face. You feel your consciousness fade again.
<br><br>
<<set _pregnancy to getPregnancyObject()>>
<<if _pregnancy.totalBirthEvents gte 5>>
<<set _min to 15>>
<<set _max to 60>>
<<elseif _pregnancy.totalBirthEvents gte 3>>
<<set _min to 30>>
<<set _max to 120>>
<<else>>
<<set _min to 60>>
<<set _max to 180>>
<</if>>
<<set _max to Math.floor(_max * (1 + Math.floor(_pregnancy.fetus.length * 0.2)))>>
<<set _min to Math.floor(_min * (1 + Math.floor(_pregnancy.fetus.length * 0.2)))>>
<<set _timeCalc to random(_min, _max)>>
<<set _hours to Math.floor(_timeCalc / 60)>>
<<set _minutes to _timeCalc % 60>>
<<switch playerNormalPregnancyType()>>
<<case "human">>
<<methodical_guard 0 capo>> voice floats through the fog. "Its head is down. We're lucky. I'm going to need you to..."
<br><br>
The pain grows as time seems to rapidly speed up and slow down. You hear the words "breathe" and "push" many times, and you do your best to comply.
<br><br>
<<link [["Next ("+_hours+":"+(_minutes lt 10 ? "0": "")+_minutes+")"| Pregnancy Birth Prison 3]]>><<endevent>><<pass _timeCalc>><<playerPrebirth>><</link>>
<<case "wolf">>
<<methodical_guard 0 capo>> voice floats through the fog. "This is... unexpected. Non-human pregnancy. Focus..."
<br><br>
The pain grows as time seems to rapidly speed up and slow down. You hear the words "breathe" and "push" many times, and you do your best to comply.
<br><br>
<<link [["Next ("+_hours+":"+(_minutes lt 10 ? "0": "")+_minutes+")"| Pregnancy Birth Prison Wolf]]>><<endevent>><<pass _timeCalc>><<playerPrebirth>><</link>>
<</switch>><<effects>>
<<generate5>><<person5>>
<<set $litter_size to getPregnancyObject().fetus.length>>
You awaken in the medical room. A smiling midwife stands beside your bed,
<<if $litter_size is 1>>
holding a bundled baby in <<his>> arms.
<br><br>
"Looks like mummy's awake," <<he>> says, passing you the baby. They sit in your arms, eyes shut, chest rising and falling with gentle breaths.
<br><br>
"I got here as fast as I could. That guard did a wonderful job delivering your baby. I've run all the tests," the midwife says. "There's not a single health problem. Have you thought of a name?"
<br><br>
<<elseif $litter_size is 2>>
holding two bundled babies in <<his>> arms.
<br><br>
"Looks like mummy's awake," <<he>> says, passing you one, and then the other. One sits in each of your arms, eyes shut, chests rising and falling with gentle breaths.
<br><br>
"I got here as fast as I could. That guard did a wonderful job delivering your babies. I've run all the tests," the midwife says. "There's not a single health problem. Have you thought of their names?" the midwife asks.
<br><br>
<<else>>
holding a trio of bundled babies in <<his>> arms.
<br><br>
"Looks like mummy's awake," <<he>> says, passing you one, and then another. One sits in each of your arms. The midwife holds the third right in front of your chest. Their eyes are shut, their chests rising and falling with gentle breaths.
<br><br>
"I got here as fast as I could. That guard did a wonderful job delivering your babies. I've run all the tests," the midwife says. "There's not a single health problem. Have you thought of their names?" the midwife asks.
<br><br>
<</if>>
<<set $bornChildrenIds to []>>
<<run getPregnancyObject().fetus.forEach(child => $bornChildrenIds.push(child.childId))>>
<<setBabyIntro "pc" "Bailey">>
<<birthUi "pc" "prison" "home" "Pregnancy Birth Prison 4" 120>><<effects>>
<<getChildrenIds>><<childSelect _childrenIds.last()>>
<<set _pregFame to ($litter_size * 5)>>
<<famepregnancy _pregFame>>
<<if $litter_size is 1>>
You cradle your baby for a while longer, enjoying <<childhis>> tiny breaths and movements. <<childHe>> spends most of the time sleeping, but opens <<childhis>> eyes occasionally, and gazes into yours.
<br><br>
The midwife returns.
<<if $first_birth>>
<<He>> teaches you how to change <<childname>>'s nappy, and how to bathe <<childhim>>.
<<else>>
<<He>> assists you with changing <<childname>>'s nappy, and bathing <<childhim>>.
<</if>>
"Let me know when you're feeling sleepy," <<he>> says. "You need your rest as well, and we can take care of your baby in the meantime. You've been exempted from your duties for the day."
<br><br>
You want nothing more than to hold <<childname>>, but you find yourself dozing all the same.
<br><br>
<<elseif $litter_size is 2>>
You cradle your babies for a while longer, enjoying their tiny breaths and movements. They spend most of the time sleeping, but open their eyes occasionally, and gaze into yours.
<br><br>
The midwife returns.
<<if $first_birth>>
<<He>> teaches you how to change their nappies and how to bathe them.
<<else>>
<<He>> assists you with changing their nappies, and with bathing them.
<</if>>
"Let me know when you're feeling sleepy," <<he>> says. "You need your rest as well, and we can take care of your babies in the meantime. You've been exempted from your duties for the day."
<br><br>
You want nothing more than to hold the twins, but you find yourself dozing all the same.
<br><br>
<<elseif $litter_size is 3>>
You cradle your babies for a while longer, enjoying their tiny breaths and movements. They spend most of the time sleeping, but open their eyes occasionally, and gaze into yours.
<br><br>
The midwife returns.
<<if $first_birth>>
<<He>> teaches you how to change their nappies, and how to bathe them.
<<else>>
<<He>> assists you with changing their nappies, and with bathing them.
<</if>>
"Let me know when you're feeling sleepy," <<he>> says. "You need your rest as well, and we can take care of your babies in the meantime. You've been exempted from your duties for the day."
<br><br>
You want nothing more than to hold the triplets, but you find yourself dozing all the same.
<br><br>
<</if>>
<<link [[Next|Pregnancy Birth Prison 5]]>><<storeon "prison_birth">><<pass 24 hour>><<stress -40>><</link>>
<br><br><<effects>>
<<if $litter_size gte 2>><<childrenNames $bornChildrenIds>> lie<<else>><<childname>> lies<</if>> in a cradle while the midwife helps you stand.
<<if $first_birth or playerNormalPregnancyTotal() is 0>>
You feel your insides drop as you stand, but <<he>> assures you that's normal.
<br><br>
Despite the pain, you feel a lot more comfortable walking than you did before the birth. You'd forgotten how easy it is to move without people inside you.
<br><br>
The midwife helps you to dress.
<<elseif between(playerNormalPregnancyTotal(), 1, 2)>>
You feel your insides drop as you stand. You remember this feeling from your last birth, and know it's normal.
<br><br>
Despite the pain, you feel a lot more comfortable walking than you did before the birth. You'd forgotten how easy it is to move without people inside you.
<br><br>
The midwife helps you to dress.
<<elseif between(playerNormalPregnancyTotal(), 3, 7)>>
You feel your insides drop as you stand. You're still not used to the feeling.
<br><br>
You get walking again quite easily. It's a little awkward, but the transition isn't as bad as it used to be. It's still easier to move around when there isn't another human inside you.
<br><br>
The midwife still insists on helping you dress.
<<elseif between(playerNormalPregnancyTotal(), 8, 49)>>
You stand up without a hitch. There's hardly any difference in feeling anymore, although you do feel much more nimble.
<br><br>
<<He>> looks impressed at your mobility, only keeping an arm around you for stability. "I don't see many people get back up that quickly. You must be hardy!"
<br><br>
The midwife still insists on helping you dress.
<<elseif playerNormalPregnancyTotal() gte 50>>
You stand up without assistance, feeling empty inside. You already miss the feeling of being pregnant.
<br><br>
<<He>> stares at you, mouth agape, as you walk without any assistance. You throw your clothes back on quickly.
<br><br>
"Y-you should be good to go," <<he>> says.
<</if>>
"Your children will be sent to the orphanage for temporary care until your release, at which point they will be returned to your custody."
<br><br>
<<link [[Next|Pregnancy Birth Prison 6]]>><<endevent>><</link>><<effects>>
You're returned to your cell. You already miss the embrace of <<childrenNames $bornChildrenIds>>. You feel a renewed sense of determination to leave this place. <<stress -10>><<llstress>><<trauma -10>><<lltrauma>>
<br><br>
<<link [[Next|Prison Cell]]>><<unset $litter_size>><<unset $first_birth>><<endevent>><<unset $bornChildrenIds>><</link>>
<br><<set $outside to 0>><<effects>>
<<endevent>>
<<generate1>><<person1>>
<<set $litter_size to getPregnancyObject().fetus.length>>
<<set _baby_type to getPregnancyObject().fetus[0].type>>
You awaken in another room. You hear faint whimpering. A smiling midwife stands beside your bed,
<<if $litter_size is 1>>
holding a bundled _baby_type pup in <<his>> arms.
<br><br>
"Looks like mummy's awake," <<he>> says, passing you the pup. They sit in your arms, eyes shut, chest rising and falling with gentle breaths.
<br><br>
"I got here as fast as I could. That guard did a wonderful job delivering your babies. I've run all the tests," the midwife says. "There's not a single health problem. Have you thought of a name?"
<br><br>
<<else>>
pushing a cot with <<number $litter_size>> _baby_type pups inside.
<br><br>
"Looks like mummy's awake," <<he>> says, pushing the cot into your reach. You hold them one by one, their eyes shut, chests rising and falling with gentle breaths.
<br><br>
"I got here as fast as I could. That guard did a wonderful job delivering your babies. I've run all the tests," the midwife says. "There's not a single health problem. Have you thought of their names?" the midwife asks.
<br><br>
<</if>>
<<set $bornChildrenIds to []>>
<<run getPregnancyObject().fetus.forEach(child => $bornChildrenIds.push(child.childId))>>
<<birthUi "pc" "prison" "wolf_cave" "Pregnancy Birth Prison Wolf 2" 180>><<effects>>
<<getChildrenIds>><<childSelect _childrenIds.last()>>
<<famebestiality $litter_size>>
<<if $litter_size is 1>>
You cradle your <<childtype>> for a while longer, enjoying <<childhis>> tiny breaths and movements. <<childHe>> spends most of the time sleeping, but opens <<childhis>> eyes occasionally, and gazes into yours.
<br><br>
The midwife returns.
"Let me know when you're feeling sleepy," <<he>> says. "You need your rest as well, and we can take care of your pup in the meantime."
<br><br>
You want nothing more than to hold <<childname>>, but you find yourself dozing all the same.
<br><br>
<<else>>
You cradle your pups for a while longer, enjoying their tiny breaths and movements. They spend most of the time sleeping, but open their eyes occasionally, and gaze into yours.
<br><br>
The midwife returns.
"Let me know when you're feeling sleepy," <<he>> says. "You need your rest as well, and we can take care of your pups in the meantime."
<br><br>
You want nothing more than to hold them, but you find yourself dozing all the same.
<br><br>
<</if>>
<<link [[Next|Pregnancy Birth Prison Wolf 3]]>><<storeon "prison_birth">><<pass 24 hour>><<stress -40>><</link>>
<br><<effects>>
<<if $litter_size gte 2>><<childrenNames $bornChildrenIds>> lie<<else>><<childname>> lies<</if>> in a cradle while the midwife helps you stand.
<<if $first_birth or playerNormalPregnancyTotal() is 0>>
You feel your insides drop as you stand, but <<he>> assures you that's normal.
<br><br>
Despite the pain, you feel a lot more comfortable walking than you did before the birth. You'd forgotten how easy it is to move without wolves inside you.
<br><br>
The midwife helps you to dress.
<<elseif between(playerNormalPregnancyTotal(), 1, 2)>>
You feel your insides drop as you stand. You remember this feeling from your last birth, and know it's normal.
<br><br>
Despite the pain, you feel a lot more comfortable walking than you did before the birth. You'd forgotten how easy it is to move without wolves inside you.
<br><br>
The midwife helps you to dress.
<<elseif between(playerNormalPregnancyTotal(), 3, 7)>>
You feel your insides drop as you stand. You're still not used to the feeling.
<br><br>
You get walking again quite easily. It's a little awkward, but the transition isn't as bad as it used to be. It's still easier to move around when there isn't a litter of wolves inside you.
<br><br>
The midwife still insists on helping you dress.
<<elseif between(playerNormalPregnancyTotal(), 8, 49)>>
You stand up without a hitch. There's hardly any difference in feeling anymore, although you do feel much more nimble.
<br><br>
<<He>> looks impressed at your mobility, only keeping an arm around you for stability. "I don't see many people get back up that quickly. You must be hardy!"
<br><br>
The midwife still insists on helping you dress.
<<elseif playerNormalPregnancyTotal() gte 50>>
You stand up without assistance, feeling empty inside. You already miss the feeling of being pregnant.
<br><br>
<<He>> stares at you, mouth agape, as you walk without any assistance. You throw your clothes back on quickly.
<br><br>
"Y-you should be good to go," <<he>> says.
<</if>>
"The pups will be released into the forest once they can fend for themselves."
<br><br>
<<link [[Next|Pregnancy Birth Prison 6]]>><<endevent>><</link>>
<br><<effects>>
<<generate_methodical_guard 0>><<person1>>
<<generate_relaxed_guard 1>>
<<generate_anxious_guard 2>>
<<generate_veteran_guard 3>>
<<if $prison.punishment_intro is 0>>
<<set $prison.punishment_intro to 1>>
The guard leads you through the prison block, back into the room with the gaping hole on one side. The other guards are already here. <<methodical_guard 0 cap>><<person1>> sits behind the desk.
<br><br>
"You were warned," <<he>> says. "The warden allows me to dole out punishments-"
<br>
The door opens, and <<relaxed_guard 1>> steps through. "We using the list?"
<br>
<<methodical_guard 0 cap>> rubs <<his>> temple. "We're not-"
<br>
<<anxious_guard 2 cap>><<person3>> enters. "Come on," <<he>> says. "It's much more fun."
<br>
"It's unpro-"
<br>
"If the warden had a problem with it," says <<veteran_guard 3>>, leaning against the door frame. "We'd have heard something."
<br><br>
<<methodical_guard 0 cap>><<person1>> sighs. "Fine." <<He>> reaches beneath the desk.
<br><br>
<<elseif $prison.active_punishments.length gte 1>>
The guard leads you through the prison block, back into the room with the gaping hole on one side. The other guards are already here. <<methodical_guard 0 cap>><<person1>> sits behind the desk.
<br><br>
"Not enough punishment for you?" <<he>> says, reaching out of sight. The other guards step aside.
<br><br>
<<else>>
The guard leads you through the prison block, back into the room with the gaping hole on one side. The other guards are already here. <<methodical_guard 0 cap>><<person1>> sits behind the desk.
<br><br>
With a sigh, <<he>> reaches out of sight. The others step aside.
<br><br>
<</if>>
<<link [[Next|Prison Punishment List]]>><</link>>
<br><<effects>>
<<methodical_guard 0 cap>> produces a large torch. <<He>> rests it on the desk, and points it at the abyss opposite. It flashes into light. The dark resists a moment, before coiling away and revealing a silvery plate several metres from the edge.
<br><br>
Writing is engraved on its surface.
<br><br>
<<prison_list>>
<<relaxed_guard 1 cap>> pulls a pair of dice from <<his>> pocket. <<He>> cups <<his>> hands together, and leans over the desk.
<br><br>
<<gameicon "dice">><<link [[Roll|Prison Punishment Roll]]>><</link>>
<br><<effects>>
<span id="prison_list">
<<prison_list>>
</span>
<<set _die_1 to random(1, 6)>>
<<set _die_2 to random(1, 6)>>
<div id="die_text">
<span id="die_1">
<<if $options.images is 1>>
<img src="img/misc/die_roll.gif">
<<else>>
?
<</if>>
</span>
+
<span id="die_2">
<<if $options.images is 1>>
<img src="img/misc/die_roll.gif">
<<else>>
?
<</if>>
</span>
<br>
=
<br>
<span id="die_result">
</span>
<span id="prison_list_result">
</span>
</div>
<<timed 2s>>
<<replace "#die_1">>
<<if $options.images is 1>>
<img @src="'img/misc/die_' + _die_1 + '.png'">
<<else>>
_die_1
<</if>>
<</replace>>
<</timed>>
<<timed 3s>>
<<replace "#die_2">>
<<if $options.images is 1>>
<img @src="'img/misc/die_' + _die_2 + '.png'">
<<else>>
_die_2
<</if>>
<</replace>>
<</timed>>
<<set $prison_punishment_number to _die_1 + _die_2>>
<<switch $prison_punishment_number>>
<<case 2>>
<<set $prison_punishment to "free use">>
<<case 3>>
<<set $prison_punishment to "nude">>
<<case 4>>
<<set $prison_punishment to "blindfold">>
<<case 5>>
<<set $prison_punishment to "topless">>
<<case 6>>
<<set $prison_punishment to "leash">>
<<case 7>>
<<set $prison_punishment to "underwear">>
<<case 8>>
<<set $prison_punishment to "cuffs">>
<<case 9>>
<<set $prison_punishment to "bottomless">>
<<case 10>>
<<set $prison_punishment to "gag">>
<<case 11>>
<<set $prison_punishment to "bindings">>
<<default>>
<<set $prison_punishment to "rut">>
<</switch>>
<<timed 4s>>
<<replace "#die_result">>
<<print $prison_punishment_number>>
<</replace>>
<<replace "#prison_list">>
<<prison_list_dark>>
<</replace>>
<</timed>>
<<timed 5s>>
<<replace "#prison_list_result">>
| <<prison_list_result>>
<</replace>>
<</timed>>
<br><br>
<<link [[Next|Prison Punishment 2]]>><</link>>
<br><<effects>>
<<if $prison.active_punishments.includes($prison_punishment)>>
<<prison_list_speech>> <<methodical_guard 0>> says. "We're already implementing that one.
<<for _i to $prison_punishment_number - 2; _i lt 11; _i++>>
<<if !$prison.active_punishments.includes($prison.punishments[_i])>>
<<set _prison_punishment_hi to $prison.punishments[_i]>>
<<break>>
<</if>>
<</for>>
<<for _i to $prison_punishment_number - 2; _i gt 0; _i-->>
<<if !$prison.active_punishments.includes($prison.punishments[_i])>>
<<set _prison_punishment_lo to $prison.punishments[_i]>>
<<break>>
<</if>>
<</for>>
<<if !_prison_punishment_hi>>
<<set $prison_punishment to _prison_punishment_lo>>
We'll ascend the list, and use the next available." <<He>> peers at the list. <<prison_list_speech end>>
<br><br>
<<elseif !_prison_punishment_lo>>
<<set $prison_punishment to _prison_punishment_hi>>
We'll descend the list, and use the next available." <<He>> peers at the list. <<prison_list_speech end>>
<br><br>
<<else>>
We'll move up or down the list, to the next eligible punishment, depending on a coin flip."
<br><br>
<<relaxed_guard 1 cap>><<person2>> pulls a coin from <<his>> pocket. "Heads goes up." <<He>> flips it, then covers it with <<his>> free hand before removing it with a flourish.
<br><br>
<<if random(1, 2) is 2>>
<<set $prison_punishment to _prison_punishment_lo>>
"Heads," <<he>> announces. They all turn to the metal plate. <<prison_list_speech end>>
<<else>>
<<set $prison_punishment to _prison_punishment_hi>>
"Tails," <<he>> announces. They all turn to the metal plate. <<prison_list_speech end>>
<</if>>
<br><br>
<</if>>
<<else>>
<<prison_list_speech>> <<methodical_guard 0>> says.
<br><br>
<</if>>
<<outfitChecks>>
<<switch $prison_punishment>>
<<case "free use">>
<<leash 20>>
<<if $prison.active_punishments.includes("leash")>>
<<attach_leash>>
<</if>>
"Oh my <<girl>>," <<veteran_guard 3>> chuckles. "The prisoners will be pleased."
<br><br>
<<methodical_guard 0 cap>> rummages beneath once more. Jagged metal clanks onto the desk, a metal collar with grotesque wording melted to one side. <span class="red">"Free use."</span>
<br><br>
<<relaxed_guard 1 cap>> unlocks your collar, but the freedom is short-lived. The new metal is even weightier.
<br><br>
<<link [[Next|Prison Punishment Free]]>><<prison_punishment_init>><</link>>
<br>
<<case "nude">>
<<if _fullyNaked>>
<<methodical_guard 0 cap>><<person1>> adjusts <<his>> glasses. <span class="pink">"You are allowed no clothes,"</span> <<he>> says. "Judged by your peers. Seems you're ahead of us."
<<else>>
<<clothesruined>>
<<methodical_guard 0 cap>><<person1>> adjusts <<his>> glasses as the other guards close in. <span class="pink">"Your clothes are forfeit,"</span> <<he>> says. "You will be judged by your peers."
<br><br>
Their hands grasp and tug the fabric. You're left bare in the middle of the room.
<br><br>
<</if>>
<br><br>
<<link [[Next|Prison Punishment Nude]]>><<prison_punishment_init>><</link>>
<br>
<<case "blindfold">>
<<if $worn.face.name is "gag">>
<<set $worn.face.type.push("broken")>>
<<faceruined>>
<<facewear 6>>
<<else>>
<<facewear 5>>
<</if>>
"You'll need to watch your step," <<methodical_guard 0>><<person1>> says. You hear footsteps behind, but your vision is blocked by a piece of fabric before you can turn. <span class="purple">You've been blindfolded.</span>
<br><br>
<<link [[Next|Prison Punishment Blindfold]]>><<prison_punishment_init>><</link>>
<br>
<<case "topless">>
<<methodical_guard 0 cap>><<person1>> adjusts <<his>> glasses. <span class="blue">"You are allowed no clothes above the waist,"</span> <<he>> says.
<<if _topless>>
"To prove your devotion. Seems you're ahead of us."
<br><br>
<<else>>
<<overupperruined>><<upperruined>><<underupperruined>>
"To prove your devotion."
<br><br>
Their hands grasp and tug the fabric. You're left topless in the middle of the room.
<br><br>
<</if>>
<<link [[Next|Prison Punishment Topless]]>><<prison_punishment_init>><</link>>
<br>
<br><br>
<<case "leash">>
<<attach_leash>>
<<veteran_guard 3 cap>><<person4>>produces a length of cord as <<he>> approaches. <span class="lblue"><<He>> affixes one end to the collar around your neck,</span> before handing the other to <<relaxed_guard 1>>. "There's a good <<bitch>>."
<br><br>
<<link [[Next|Prison Punishment Leash]]>><<prison_punishment_init>><</link>>
<br>
<<case "underwear">>
<<methodical_guard 0 cap>><<person1>> adjusts <<his>> glasses as the other guards close in. <span class="teal">"You are allowed no clothes other than underwear,"</span> <<he>> says.
<<if _overNaked and _middleNaked>>
"That's your atonement. Though it seems you're ahead of us."
<<else>>
<<overupperruined>><<overlowerruined>><<upperruined>><<lowerruined>>
"That's your atonement." Hands reach from all around, pulling and tugging at the fabric covering your body, until you're left exposed in the middle of the room.
<</if>>
<br><br>
<<link [[Next|Prison Punishment Underwear]]>><<prison_punishment_init>><</link>>
<br>
<<case "cuffs">>
<<feetwear 26>>
<<methodical_guard 0 cap>><<person1>> rummages beneath the desk again. <span class="lblue">A metal ball chained to a shackle thuds onto the wood.</span> <<veteran_guard 3 cap>><<person4>> takes it in hand, and crouches beside you.
<br><br>
"Maybe this bondage will remind you of your place."
<br><br>
<<link [[Next|Prison Punishment Cuffs]]>><<prison_punishment_init>><</link>>
<br>
<<case "bottomless">>
<<methodical_guard 0 cap>><<person1>> adjusts <<his>> glasses. "You are to be chastised," <<he>> says.
<<if $worn.lower.name is "naked" and $worn.under_lower.name is "naked">>
<span class="blue">"Allowed no clothes below the waist.</span> Seems you're ahead of us."
<br><br>
<<else>>
<<overlowerruined>><<lowerruined>><<underlowerruined>>
<span class="blue">"Allowed no clothes below the waist."</span> Their hands grasp and tug the fabric. You're left bottomless in the middle of the room.
<br><br>
<</if>>
<<link [[Next|Prison Punishment Bottomless]]>><<prison_punishment_init>><</link>>
<br>
<<case "gag">>
<<if $worn.face.name is "blindfold">>
<<set $worn.face.type.push("broken")>>
<<faceruined>>
<<facewear 6>>
<<else>>
<<facewear 4>>
<</if>>
<<methodical_guard 0 cap>><<person1>> reaches beneath the desk. <span class="purple"><<He>> slaps a plastic gag onto the table.</span> <<anxious_guard 2 cap>><<person3>>picks it up, and affixes it around your face.
<br><br>
<<link [[Next|Prison Punishment Mask]]>><<prison_punishment_init>><</link>>
<br>
<<case "bindings">>
<<set $leftarm to "bound">><<set $rightarm to "bound">>
<<methodical_guard 0 cap>> nods at <<veteran_guard 3>><<person4>>, who produces a length of rope. "Hold still, <<girl>>." <<He>> binds your arms together<<print $worn.handheld.name isnot "naked" ? " after taking your $worn.handheld.name,<<handheldruined>>" : ",">> leaving you helpless.
<br><br>
<<link [[Next|Prison Punishment Bindings]]>><<prison_punishment_init>><</link>>
<br>
<<case "rut">>
<<veteran_guard 3 cap>><<person4>> laughs. "Nice knowing you," <<he>> says, pushing you towards the gaping hole across from the desk.<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br>
"If <<pshe>> brings us something valuable," <<anxious_guard 2>> says. "We let <<phim>> back up, right?"<<lstress>><<stress -6>>
<br>
"Right," <<veteran_guard 3>> replies. "But the rut was picked clean a long time ago."<<gstress>><<stress 6>>
<br>
"Some inmates find their own way up," <<relaxed_guard 1>> adds.<<lstress>><<stress -6>>
<br>
"Not often." <<veteran_guard 3 cap>> thrusts <<his>> boot into your back, and you plunge into darkness.<<gtrauma>><<ggstress>><<trauma 6>><<stress 12>>
<br><br>
<<link [[Next|Prison Punishment Rut]]>><</link>>
<br>
<<default>>
<</switch>><<effects>>
You fall through darkness, and land in a pool of cold water.
<<water>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You writhe to the shore.
<<else>>
You swim to the shore.
<</if>>
<br><br>
You listen for voices above, but can't hear a thing. You smell something, however.
<<if $worn.face.type.includes("blindfold")>>
A sweet vapour, erupting from somewhere nearby. It seems to clear your mind.<<lstress>><<stress -6>>
<<else>>
A purple plume of vapour trails from a strange mushroom. The mushroom itself looks dangerous, but the vapour smells so sweet. It clears your mind.<<lstress>><<stress -6>>
<</if>>
<br><br>
<<set $rut_entry to "punish">>
<<link [[Inhale|Prison Rut Inhale]]>><<set $rut to 0>><<endevent>><<arousal 5000>><<drugs 300>><<stress -120>><</link>><<gggarousal>><<lllstress>>
<br>
<<link [[Ignore|Prison Rut]]>><<set $rut to 0>><<endevent>><</link>>
<br><<effects>>
<<prison_punishment_end>>
"Listen up scum," <<he>> says. "This bad <<girl>> has earned penance. It's open season on <<pher>> ass. Beat <<phim>>, fuck <<phim>>. As long as this sign says so." <<He>> whacks the "Free Use" collar with <<his>> baton. "Do whatever the fuck you want."
<br><br>
<<destination_prison_walkway>><<effects>>
<<prison_punishment_end>>
<<covered>> The inmates taunt you with lewd jeers. Up on the walkway, there's nowhere to hide from their lascivious eyes.
<br><br>
<<destination_prison_walkway>><<effects>>
<<endevent>>
You're able to follow the railing back to your cell.
<<if $prison.schedule is "lockdown">>
One of the guards trails behind, though you're not sure which. They close the cell door behind you.
<<else>>
<<generate1>><<person1>>You think you're at the right one, anyway.
<br><br>
You're interrupted when a pair of hands grasp your <<breasts>> from behind. "Boo," says a <<personsimple>>'s voice from behind. <<He>> releases you, but smacks your <<bottom>> before walking away.<<gtrauma>><<gstress>><<garousal>><<trauma 6>><<stress 6>><<arousal 600 "breasts">>
<</if>>
<br><br>
<<link [[Next|Prison Cell]]>><<endevent>><</link>>
<br><<effects>>
<<prison_punishment_end>>
<<covered>> The inmates enjoy the sight, taunting you with lewd jeers.
<br><br>
<<destination_prison_walkway>><<effects>>
<<prison_punishment_end>>
<br><br>
"On your knees, <<bitch>>," <<he>> says once <<he>> has their attention.
<br><br>
<<link [[Drop to your knees|Prison Punishment Knees]]>><<sub 1>><</link>>
<br>
<<link [[Refuse|Prison Punishment Knees Refuse]]>><<def 1>><</link>><<physiquedifficulty 1 16000>>
<br><<effects>>
You drop to your knees. "Good slut," <<relaxed_guard 1>><<person2>> says. <<He>> tugs the leash, forcing you to crawl along the walkway and towards your cell.
<br><br>
<<if $prison.schedule is "lockdown">>
<<generate5>><<person5>>One of the inmates, a <<person>>, reaches from <<his>> cell as you pass. You try to shift away, but <<relaxed_guard 1>> tugs you closer. The <<person>> gropes your <<bottom>> as you pass.<<gtrauma>><<gstress>><<garousal>><<trauma 6>><<stress 6>><<arousal 600 "bottom">>
<br><br>
The other inmates follow suit, some giving you a swift spank, others a grope. <<relaxed_guard 1 cap>> keeps the leash taut.
<br><br>
You're sore by the time you make it back to your cell.<<ggpain>><<pain 8>>
<br><br>
<<else>>
<<if $exposed gte 1>>
Inmates stare through the grate below you, eyeing your <<lewdness>>. There's not much you can do but endure.<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<</if>>
<<generate5>><<person5>>One of the inmates, a <<person>>, follows from <<his>> cell as you pass. <<He>> looks down at you, then gives your <<bottom>> a swift spank. <<relaxed_guard 1 cap>> doesn't stop <<him>>.
<br><br>
Other inmates follow suit. You're sore by the time you make it back to your cell.<<ggpain>><<pain 8>>
<br><br>
<</if>>
<<link [[Next|Prison Cell]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
<<gagged_speech "I-I'm sorry but I don't want-">>
<<elseif $speech_attitude is "bratty">>
<<gagged_speech "I'm not a dog you piece of-">>
<<else>>
<<gagged_speech "I don't want-">>
<</if>>
<br><br>
<<if $physiqueSuccess>>
<<methodical_guard 0 cap>><<person1>> interrupts you with a hard tug on the leash, trying to force you down. You grasp the end close to you, and pull yourself. <span class="green"><<methodical_guard 0 cap>> tumbles to the metal grate.</span><<ggsuspicion>><<ggrespect>><<prison_guards -3>><<prison_inmates 3>>
<br><br>
The inmates cheer for you to smack <<him>> while <<hes>> down, but <<hes>> already reaching for <<his>> baton. You return to your cell.
<br><br>
<<else>>
<<methodical_guard 0 cap>><<person1>> interrupts you with a hard tug on the leash, <span class="red">and forces you to your knees.</span> <<He>> pulls you along the walkway, towards your cell.
<br><br>
<<if $prison.schedule is "lockdown">>
<<generate5>><<person5>>One of the inmates, a <<person>>, reaches from <<his>> cell as you pass. You try to shift away, but <<relaxed_guard 1>> tugs you closer. The <<person>> gropes your <<bottom>> as you pass.<<gtrauma>><<gstress>><<garousal>><<trauma 6>><<stress 6>><<arousal 6 "bottom">>
<br><br>
The other inmates follow suit, some giving you a swift spank, others a grope. <<relaxed_guard 1 cap>> keeps the leash taut.
<br><br>
You're sore by the time you make it back to your cell.<<ggpain>><<pain 8>>
<br><br>
<<else>>
<<if $exposed gte 1>>
Inmates stare through the grate below you, eyeing your <<lewdness>>. There's not much you can do but endure.<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<</if>>
<<generate5>><<person5>>One of the inmates, a <<person>>, follows from <<his>> cell as you pass. <<He>> looks down at you, then gives your <<bottom>> a swift spank. <<relaxed_guard 1 cap>> doesn't stop <<him>>.
<br><br>
Other inmates follow suit. You're sore by the time you make it back to your cell.<<ggpain>><<pain 8>>
<br><br>
<</if>>
<</if>>
<<link [[Next|Prison Cell]]>><<endevent>><</link>>
<br><<effects>>
"You're getting off easy," <<relaxed_guard 1>> says once back on the walkway.
<br><br>
<<destination_prison_walkway>><<effects>>
<<if $prison.schedule is "lockdown">>
The chain rattles against the ground as you walk. Some of the inmates investigate, peering through the bars of their cells, before returning to bed.
<<else>>
The chain rattles against the ground as you walk. Some of the inmates passing below look up, and smirk as they turn away.
<</if>>
<br><br>
<<destination_prison_walkway>><<effects>>
<<prison_punishment_end>>
<<covered>> The inmates enjoy the sight, taunting you with lewd jeers.
<br><br>
<<destination_prison_walkway>><<effects>>
"Is it too tight?" <<relaxed_guard 1 cap>><<person2>> chuckles once back on the walkway. "Didn't think so." <<He>> gives your <<bottom>> a parting whack with <<his>> baton.
<br><br>
<<destination_prison_walkway>><<effects>>
<<relaxed_guard 1 cap>><<person2>> holds your bindings as <<he>> pushes you back to your cell.
<<if $prison.schedule is "lockdown">>
<<generate5>><<person5>>One of the inmates, a <<person>>, reaches through the bars and gropes your <<breasts>> as you pass. <<relaxed_guard 1 cap>><<person2>> holds you still for a moment, leaving you defenceless.<<gstress>><<gtrauma>><<garousal>><<stress 6>><<trauma 6>><<arousal 600 "breasts">>
<<else>>
<<generate5>><<person5>>One of the inmates, a <<person>>, steps in front of you. <<relaxed_guard 1 cap>><<person2>> holds you still, leaving you defenceless as the inmate gropes your <<breasts>>.<<gstress>><<gtrauma>><<garousal>><<stress 6>><<trauma 6>><<arousal 600 "breasts">>
<</if>>
<br><br>
<<link [[Endure|Prison Punishment Bindings Endure]]>><<sub 1>><</link>>
<br>
<<link [[Headbutt|Prison Punishment Bindings Headbutt]]>><<def 1>><</link>>
<<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>
<<cow>><<ltrauma>><<lstress>>
<<else>>
<<gpain>><<ltrauma>>
<</if>>
<br><<effects>>
You endure until the <<person5>><<person>> is satisfied. <<relaxed_guard 1 cap>> pushes you the rest of the way to your cell.
<br><br>
<<link [[Next|Prison Cell]]>><<endevent>><</link>>
<br><<effects>>
<<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>
<<trauma -6>><<stress -6>>
You slam your forehead into the <<person5>><<person>>'s forehead, wiping the idiotic smirk from <<his>> face. You barely feel it, but the inmate is sent reeling.
<<else>>
You slam your forehead into the <<person5>><<person>>'s. It hurts, but it's worth it to wipe the idiotic smirk from <<his>> face.<<pain 4>><<trauma -6>>
<</if>>
<br><br>
<<relaxed_guard 1 cap>> barks a laugh, then pushes you into motion once more. You leave the <<person>> rubbing <<his>> head.
<br><br>
<<link [[Next|Prison Cell]]>><<endevent>><</link>>
<br><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Prison Punishment Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Prison Punishment Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation "short">>
<<He>> staggers and leans against the wall, drained of energy. The inmates taunt <<him>>.<<ggsuspicion>><<prison_guards -3>><<ggrespect>><<prison_inmates 3>>
<br><br>
<<clotheson>>
<<endcombat>>
<<prison_revolt_options>>
<<elseif $enemyhealth lte 0>>
<<He>> falls to the ground. The inmates taunt <<him>>, until <<he>> reaches for <<his>> baton. <<ggsuspicion>><<prison_guards -3>><<ggrespect>><<prison_inmates 3>><<greb>><<prison_reb 1>>
<br><br>
<<clotheson>>
<<endcombat>>
<<prison_revolt_options>>
<<else>>
You fall to the ground, too hurt to continue. <<He>> cuffs you, and pulls to you to your feet. The other inmates tease you as you pass, but it doesn't sound malicious.<<grespect>><<prison_inmates 1>>
<<bind>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Prison Punishment]]>><</link>>
<br>
<</if>><<effects>>
The guard reaches into <<his>> shirt pocket. <span class="red">A terrible jolt runs through you,</span> emanating from your neck. It only lasts a moment, but it's enough to make you fall to the ground, and twitch.<<gtrauma>><<ggstress>><<gggpain>><<trauma 4>><<stress 4>><<pain 4>>
<br><br>
You're too hurt to resist as <<he>> cuffs you, and drags you to your feet. The other inmates tease you as you pass, but it doesn't sound malicious.<<grespect>><<prison_inmates 1>>
<<bind>>
<br><br>
<<link [[Next|Prison Punishment]]>><<endevent>><</link>>
<br><<effects>>
The pliers bite through the leash, leaving your collar bare.
<br><br>
<<detach_leash>>
<<destination_prison>><<effects>>
<<He>> crouches beside you, and inserts the key. The $worn.feet.name <<if $worn.feet.plural is 1>>click<<else>>clicks<</if>> open.
<br><br>
"Be on your best behaviour," <<he>> says. "Or <<if $worn.feet.plural is 1>>these go<<else>>it goes<</if>> back on."
<br><br>
<<set $worn.feet.type.push("broken")>>
<<feetruined>>
<<destination_prison>><<effects>>
<<if $worn.face.type.includes("blindfold")>>
<<set $worn.face.type.push("broken")>>
<<faceruined>>
<<facewear 5>>
<<else>>
<<set $worn.face.type.push("broken")>>
<<faceruined>>
<</if>>
You stay still as <<he>> fiddles with the strap behind your head, until your gag comes loose.
<br><br>
"Watch your words," <<he>> says.
<br><br>
<<destination_prison>><<effects>>
<<if $worn.face.type.includes("gag")>>
<<set $worn.face.type.push("broken")>>
<<faceruined>>
<<facewear 4>>
<<else>>
<<set $worn.face.type.push("broken")>>
<<faceruined>>
<</if>>
You stay still as <<he>> fiddles with the strap behind your head. It comes loose, and the light forces you to blink.
<br><br>
<<destination_prison>><<effects>>
<<He>> inserts the key, and the "free use" part of the collar drops into <<his>> hand.
<br><br>
"I hope that demonstrated why obedience is best for you," <<he>> says.
<br><br>
<<if $worn.neck.cursed is 1>>
<<set $worn.neck.type.push("broken")>>
<<neckruined>>
<<if $prison.active_punishments.includes("leash")>>
<<neckwear 21>>
<<else>>
<<neckwear 1>>
<</if>>
<</if>>
<<destination_prison>><<effects>>
<<arm_unbind>>
<<He>> unties your bindings, freeing your arms. "Don't give us a reason to bind you again," <<he>> says. "You're more useful with your arms free."
<br><br>
<<destination_prison>><<effects>>
<<He>> leads you into a dingy room at the bottom of the central tower.
<br><br>
<<if $prison.active_punishments.includes("free use") and $worn.neck.name isnot "free use collar" and $worn.neck.name isnot "free use collar with leash">>
<<leash 20>>
<<if $prison.active_punishments.includes("leash")>>
<<attach_leash>>
<</if>>
Your new collar is as grotesque as the last.
<<elseif $prison.active_punishments.includes("nude") and ($worn.upper.name isnot "naked" or $worn.lower.name isnot "naked" or $worn.under_upper.name isnot "naked" or $worn.under_lower.name isnot "naked")>>
<<clothesruined>>
<<He>> pulls a blade from <<his>> pocket, grasps your clothing, and tears through it with rough strokes.<<covered>>
<br><br>
<<elseif $prison.active_punishments.includes("blindfold") and !$worn.face.type.includes("blindfold")>>
<<if $worn.face.name is "gag">>
<<set $worn.face.type.push("broken")>>
<<faceruined>>
<<facewear 6>>
<<else>>
<<facewear 5>>
<</if>>
<<He>> wraps the blindfold around your head, and ties it firm.
<<elseif $prison.active_punishments.includes("topless") and ($worn.upper.name isnot "naked" or $worn.under_upper.name isnot "naked")>>
<<upperruined>><<underupperruined>>
<<He>> pulls a blade from <<his>> pocket, grasps your clothing, and tears through it with rough strokes.<<covered>>
<br><br>
<<elseif $prison.active_punishments.includes("bottomless") and ($worn.lower.name isnot "naked" or $worn.under_lower.name isnot "naked")>>
<<lowerruined>><<underlowerruined>>
<<He>> pulls a blade from <<his>> pocket, grasps your clothing, and tears through it with rough strokes.<<covered>>
<br><br>
<<elseif $prison.active_punishments.includes("leash") and $worn.neck.collared isnot 1 and $worn.neck.type isnot "naked">>
<<He>> fastens a leash to your $worn.neck.name.
<<attach_leash>>
<<elseif $prison.active_punishments.includes("underwear") and ($worn.upper.name isnot "naked" or $worn.lower.name isnot "naked")>>
<<upperruined>><<lowerruined>>
<<He>> pulls a blade from <<his>> pocket, grasps your clothing, and tears through it with rough strokes.<<covered>>
<br><br>
<<elseif $prison.active_punishments.includes("cuffs") and !$worn.feet.type.includes("shackle")>>
<<feetwear 26>>
<<He>> clamps cold metal around your ankle, linked to a heavy ball.
<<elseif $prison.active_punishments.includes("gag") and !$worn.face.type.includes("gag")>>
<<if $worn.face.name is "blindfold">>
<<set $worn.face.type.push("broken")>>
<<faceruined>>
<<facewear 6>>
<<else>>
<<facewear 4>>
<</if>>
<<He>> pushes a gag into your mouth, and ties it tight around your head.
<<elseif $prison.active_punishments.includes("bindings") and ($leftarm isnot "bound" or $rightarm isnot "bound")>>
<<He>> binds your arms tight behind your back.
<<bind>>
<</if>>
"See that you stick to the rules from now on," <<he>> says. "Perhaps you need another reminder."
<br><br>
<<link [[Next|Prison Punishment]]>><<endevent>><</link>>
<br><<location "underground">><<set $outside to 0>><<effects>>
You are in the rut, beneath the prison.
<<if $rut gte 100>>
<span class="green">You come across a marble step.</span> As your foot touches it, the darkness retreats, revealing a staircase shrouded in pink mist. You climb to the top, and find a stone chest, decorated with floral engravings, and a closed eye in the middle. It looks unlocked.
<br><br>
<<prisonicon "chest">><<link [[Open|Prison Rut Chest]]>><</link>>
<br>
<<elseif $stress gte $stressmax>>
<br><br>
<<passout_rut>>
<<else>>
<<if $worn.face.type.includes("blindfold")>>
You can't see a thing with this blindfold on, but the ground and walls are damp. You feel a breeze, and a sense that you're in an open space.
<br><br>
<<link [[Stagger towards the breeze (0:10)|Prison Rut Walk]]>><<pass 10>><<hallucinogen 10>><<set $phase to 1>><<set $rut += 8>><</link>>
<br>
<<else>>
An oppressive darkness surrounds you like a fog, but you can see a few feet away. The ground is natural rock, slick with dampness. You feel a breeze. It feels like you're in an open space.
<br><br>
<<link [[Walk towards the breeze (0:10)|Prison Rut Walk]]>><<pass 10>><<hallucinogen 10>><<set $phase to 0>><<set $rut += 10>><</link>>
<br>
<</if>>
<<prison_map rut>>
<</if>><<effects>>
You open the chest.
<<if $prison_egg isnot 1 and $prison.watchers_friend isnot 2>>
<<set $prison_egg to 1>>
Inside is a large egg, almost swallowed by a mass of purple tendrils. You gently prise them away from the shell.
<<if $rut_entry is "punish">>
<br><br>
There's also a diamond, pink with light from the surrounding mist. This should satisfy the guards.
<</if>>
<<else>>
<<if $rut_entry is "punish">>
Inside is a large diamond, pink with light from the surrounding mist. This should satisfy the guards.
<<else>>
It's empty.
<</if>>
<</if>>
<br><br>
You descend the staircase.
<br><br>
<<link [[Leave (0:30)|Prison Rut Return]]>><<pass 30>><</link>>
<br><<effects>>
The darkness has retreated, revealing the underground cavern you previously traversed, crisscrossed with ravines and studded with large stalagmites. You're not sure where the light is coming from. Looking too long makes you feel uncomfortable, and you avert your gaze.<<gstress>><<stress 6>>
<br><br>
You return the way you came, the journey faster now that you can see where you're going.
<<if $rut_entry is "rope">>
<<wearProp "rope climb">>
The rope lies coiled where you left it. You climb towards the light.
<br><br>
<<link [[Next|Prison Spire]]>><<endevent>><<rut_end>><<location "prison">><</link>>
<br>
<<else>>
The pool you fell in is still there, and you can now see the punishment plaque far above.
<br><br>
<<link [[Shout|Prison Rut Shout]]>><</link>>
<br>
<</if>><<effects>><<effects_prison>>
<<if $speech_attitude is "meek">>
<<gagged_speech "C-can anyone hear me?">> you shout. <<gagged_speech "It's scary down here.">>
<<elseif $speech_attitude is "bratty">>
<<gagged_speech "Fuckheads,">> you shout. <<gagged_speech "I got you something. Now let me up.">>
<<else>>
<<gagged_speech "I found a diamond,">> you shout. <<gagged_speech "Can I come up?">>
<</if>>
There's a few moments of silence, <span class="green">then one end of a rope lands beside you.</span>
<br><br>
<<link [[Next|Prison Rut End]]>><<endevent>><<rut_end>><<location "prison">><</link>>
<br><<effects>><<wearProp "rope climb">>
<<generate_relaxed_guard 0>>
<<generate_anxious_guard 1>>
<<generate_veteran_guard 2>>
<<generate_methodical_guard 3>>
You cling to the rope as the guards haul you to the top. <<relaxed_guard 0 cap>> and <<anxious_guard 1>> steady you, but won't let you come further, as if ready to push you back off.
<br><br>
<<methodical_guard 3 cap>> holds out <<person4>><<his>> hand. You give <<him>> the diamond. <<He>> scrutinises it. Then frowns. "It's genuine," <<he>> says. "Bring <<phim>> up."
<br><br>
<<veteran_guard 2 cap>> watches with <<his>> arms folded. "Pretty impressive," <<he>> says. "Not gonna lie."<<lllsuspicion>><<prison_guards 12>>
<br>
<<if $prison.active_punishments.length gte 1>>
<span class="green">"The other punishments are revoked, right?"</span>
<br>
<<methodical_guard 3 cap>> nods.
<<remove_punishments>>
<<if _punishments_removed is true>>
"I'll sort the paperwork. Remove the equipment, then show <<phim>> out."
<br><br>
The other three approach with a variety of metal instruments, and soon have you somewhat dignified once again.
<<else>>
"I'll sort the paperwork. Show <<phim>> out."
<</if>>
<<else>>
<<methodical_guard 3 cap>> nods. "I'll sort the paperwork. Show <<phim>> out."
<</if>>
<br><br>
<<set $prison.active_punishments to []>>
<<remove_punishments>>
<<destination_prison_walkway>><<effects>>
You inhale deeply. The lightheadedness almost has you on the ground, but when it passes, you feel energised. And warm.
<br><br>
<<link [[Next|Prison Rut]]>><</link>>
<br><<effects>>
<<if $phase is 1>>
You stagger forwards, careful not to trip.
<<else>>
You traverse the dark, careful not to trip.
<</if>>
<<if $worn.feet.type.includes("shackle")>>
Your shackled feet make this difficult.<<gstress>><<stress 1>>
<</if>>
<br><br>
<<set _rng to random(1, 10)>>
<<switch _rng>>
<<case 1>>
<<if $slimedisable is "f">>
A gelatinous slime lands on your shoulder.
<<if $leftarm is "bound" and $rightarm is "bound">>
You try to shake it off,
<<else>>
You try to pull it off,
<</if>>
but it crawls over your body with a surprising speed, and perches on your <<bottom>>.
<br><br>
<<link [[Next|Prison Slime]]>><<set $struggle_start to 1>><</link>>
<br>
<<else>>
A gelatinous slime falls from the cave ceiling, splatting to the ground beside you. You hurry on before it becomes a threat, but it gives you quite the scare.
<<lcontrol>><<gtrauma>><<ggstress>><<control -10>><<trauma 6>><<stress 12>>
<br><br>
<<link [[Next|Prison Rut]]>><</link>>
<br>
<</if>>
<<case 2>>
<<if !$worn.face.type.includes("blindfold")>>
The darkness creeps in, until it swallows you.
<</if>>
You hear the rush of feet, and a low hiss. A nameless creature leaps atop you, pushing you to the ground.<<gpain>><<pain 4>>
<br><br>
<<if $bestialitydisable is "f">>
<<link [[Next|Prison Beast]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
It's gone as fast as it arrived. It's a while before your heart calms.
<<lcontrol>><<gtrauma>><<ggstress>><<control -10>><<trauma 6>><<stress 12>>
<br><br>
<<link [[Next|Prison Rut]]>><</link>>
<br>
<</if>>
<<case 3>>
<<if $tentacledisable is "f">>
The darkness seems to pulse around you. It bursts in several places, spewing forth strange purple tendrils.
<br><br>
<<link [[Next|Prison Tentacles]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
Disembodied limbs lunge from the dark, grabbing and groping at you. You twist from their grip, and continue on.
<<lcontrol>><<gtrauma>><<ggstress>><<control -10>><<trauma 6>><<stress 12>>
<br><br>
<<link [[Next|Prison Rut]]>><</link>>
<br>
<</if>>
<<case 4>>
<<if $slimedisable is "f" and $swarmdisable is "f">>
Water surges towards you, congealing unnaturally around your ankles. Your feet are stuck. You try to pull them free, but the congealed water climbs up your legs, until it reaches your knees. It pulls you to the ground.
<br><br>
<<link [[Next|Prison Swarm]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
Water surges towards you, congealing unnaturally around your ankles. You shake it free, but are left feeling dirty.
<<lcontrol>><<gtrauma>><<ggstress>><<control -10>><<trauma 6>><<stress 12>>
<br><br>
<<link [[Next|Prison Rut]]>><</link>>
<br>
<</if>>
<<case 5>>
<<if $worn.face.type.includes("blindfold")>>
<span class="red">You can't see where you're going due to your blindfold,</span> and trip over a jutting rock.<<gpain>><<gstress>><<pain 4>><<stress 6>>
<<else>>
You carefully step over a jutting rock.
<</if>>
<br><br>
<<link [[Next|Prison Rut]]>><<endevent>><</link>>
<br>
<<case 6>>
<<if $worn.feet.type.includes("shackle")>>
Water thunders towards you, heading your way. You try to climb atop a nearby rock, <span class="red">but your shackles get in the way.</span> The water seizes you, and carries you the way you came.<<set $rut -= 10>><<gpain>><<gtrauma>><<gstress>><<pain 4>><<trauma 6>><<stress 6>><<water>>
<<else>>
Water thunders towards you, heading your way. You climb atop a nearby rock, and wait for the deluge to pass.
<</if>>
<br><br>
<<link [[Next|Prison Rut]]>><<endevent>><</link>>
<br>
<<case 7>>
You find a strange, pink mushroom. It smells sweet.
<<if $worn.face.type.includes("gag")>>
You could eat it, <span class="red">if not for your gag.</span> You move on.
<br><br>
<<link [[Next|Prison Rut]]>><<endevent>><</link>>
<br>
<<else>>
You could eat it.
<br><br>
<<link [[Eat|Prison Rut]]>><<endevent>><<stress -6>><<arousal 600>><<drugs 30>><</link>><<garousal>><<lstress>>
<br>
<<link [[Ignore|Prison Rut]]>><<endevent>><</link>>
<br>
<</if>>
<<case 8>>
<<if $tentacledisable is "f">>
Your path dips into a thin ravine. Strange plants grow on the walls. Their bulbous fronds track you.
<<if $leftarm is "bound" and $rightarm is "bound">>
<span class="red">With your arms bound,</span> there's not much you can do but push through. You shiver as they rub against you. Their tips are warm.<<gstress>><<garousal>><<stress 6>><<arousal 600>><<drugs 30>>
<<else>>
You bat them aside as you pass through.
<</if>>
<br><br>
<<link [[Next|Prison Rut]]>><<endevent>><</link>>
<br>
<<else>>
Strange purple lichen grows on the walls. It makes you uneasy.<<gstress>><<stress 6>>
<br><br>
<<link [[Next|Prison Rut]]>><<endevent>><</link>>
<br>
<</if>>
<<case 9>>
Water drips from somewhere above, forming shallow pools and disappearing down cracks in the ground.
<br><br>
<<link [[Next|Prison Rut]]>><<endevent>><</link>>
<br>
<<default>>
The walls tremble, and small stones fall from the ceiling.<<gstress>><<stress 6>>
<br><br>
<<link [[Next|Prison Rut]]>><<endevent>><</link>>
<br>
<</switch>><<effects>>
<<if $struggle_start is 1>>
<<struggle_init>>
<<set $struggle.creature to "slime">>
<<struggle_creatures 1 2>>
<<set $combat to 1>>
<<controlloss>>
<<violence 1>>
<<molested>>
<<set $struggle.anus.creature to "slime">><<set $anususe to "struggle">><<set $anusstate to "struggle">><<set $struggle.enemy[0].location to "anus">>
<<unset $struggle_start>>
<<set $timer to 12>>
<</if>>
<<if $timer is 8 and random(1, 2) is 2 or $timer is 4 and random(1, 2) is 2>>
<<struggle_add 1 2>>/*Adds more creatures, with a specific health.*/
<span class="pink">Another slime falls from the ceiling!</span>
<br><br>
<</if>>
<<struggle>>
<<if $struggle.done gte $struggle.number>>
<span id="next"><<link [[Next|Prison Slime End]]>><</link>></span>
<br>
<<else>>
<span id="next"><<link [[Next|Prison Slime]]>><</link>></span>
<br>
<</if>><<effects>>
The slimes slide into crevices in the rock. <<tearful>> you continue through the dark.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Prison Rut]]>><<endevent>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastNEWinit 1 creature>>
<<beastCombatInit>>
<<set $NPCList[_n].stance to "top">><<set $head to "grappled">>
<</if>>
<<effects>>
<<effectsman>>
<br><br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Prison Beast Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Prison Beast]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
The creature returns to the darkness.
<<else>>
The creature flees into the darkness.
<</if>>
<br><br>
<<tearful>> you rise to your feet. The dark retreats a little.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Prison Rut]]>><</link>>
<br><<effects>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<set $combat to 1>>
<<set $enemytype to "tentacles">>
<<molested>>
<<controlloss>>
<<tentaclestart 2 12>>
<</if>>
<<statetentacles>>
<<effects>>
<<effectstentacles>>
<<tentacles>>
<<actionstentacles>>
<<if $tentacles.active lte ($tentacles.max / 2)>>
<span id="next"><<link [[Next|Prison Tentacles Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Prison Tentacles]]>><</link>></span><<nexttext>>
<</if>><<effects>>
The darkness swallows the tentacles once more.
<br><br>
<<tearful>> you stagger deeper into the rut.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Prison Rut]]>><</link>>
<br><<effects>>
<<if $molestationstart is 1>><<set $molestationstart to 0>>
<<molested>>
<<controlloss>>
<<set $combat to 1>>
<<set $enemytype to "swarm">>
<<swarminit "slimes" "slime mass" "moving towards you" "encircle you" "fend off" 4 2>>
<<set $timer to 8>>
<</if>>
<<swarmeffects>>
<<swarm>>
<<swarmactions>>
<<if $timer lte 0>>
<span id="next"><<link [[Next|Prison Swarm Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Prison Swarm]]>><</link>></span><<nexttext>>
<</if>><<effects>>
The surge of water passes, taking the creatures with it.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Prison Rut]]>><</link>><<effects>>
You've pushed yourself too much.
<br><br>
<<passout>>
<<link [[Wake up|Passout Rut 2]]>><</link>>
<br>
<<pass 1 hour>>
<<trauma 6>><<set $stress -= 2000>><<effects>>
<<badEndTrackingEnd "Prison" { reason: "prisonRut" }>>
<<prison_bondage_removal>>
You awaken in a dark place, far underground. A violent current carries you. You slip in and out of consciousness. You have strange dreams, of great ivory insects feasting on a fallen god.
<<if $awareness lt 600>>
<<ggawareness>><<awareness 10>>
<</if>>
<br><br>
The next time you awaken, you're on your back, floating in the sea. <<gggcrime>>
<br><br>
<<link [[Next|Sea]]>><<set $sea to 100>><<prison_end>><<prisoncrimeUp>><<pass 30>><</link>>
<br><<effects>>
<<endevent>><!-- Fully make sure no event failures prior can cause a failure here with NPC gen, because saveNPC of scarred_inmate occurs later. -->
<<generate_scarred_inmate 0>><<person1>>
You enter <<scarred_inmate 0 apo>> cell.
<<if $prison.scarred gte 60 and $NPCList[0].name_known isnot 1>>
<<He>> sits on the bed with <<his>> head buried in <<his>> hands.
<br><br>
<<link [[Ask what's wrong|Prison Scarred Ask]]>><</link>>
<br>
<<link [[Leave|Prison Walkway]]>><<endevent>><</link>>
<br>
<<else>>
<<He>> licks <<his>> lips at the sight of you.
<br><br>
<<switch $prison.scarred_level>>
<<case 0>>
"Wise of you to come here," <<he>> says. <<He>> leans in, and sniffs. "Mmm. Fresh." <<He>> puts <<his>> hand down <<his>> trousers, and whips out a length of cord. "Turn and hold the bars, <<bitch>>."
<br><br>
<<link [[Turn and hold the bars|Prison Scarred Bars]]>><<set $prison.scarred_level to 1>><<prison_rep scarred 5>><</link>><<gglove>>
<br>
<<case 1>>
"Just the <<bitch>> I wanted to see," <<he>> says, putting <<his>> hand down <<his>> trousers and whipping out a length of cord. "Turn and hold the bars, <<bitch>>."
<br><br>
<<link [[Turn and hold the bars|Prison Scarred Pair]]>><<set $prison.scarred_level to 2>><<prison_rep scarred 5>><</link>><<gglove>>
<br>
<<case 2>>
"You," <<he>> says, rising from <<his>> bed. There's a length of cord already in <<his>> hands. "Turn and hold the bars, <<bitch>>."
<br><br>
<<link [[Turn and hold the bars|Prison Scarred Molestation]]>><<set $prison.scarred_level to 3>><<prison_rep scarred 5>><</link>><<gglove>>
<br>
<<case 3>>
"You," <<he>> says, rising from <<his>> bed. There's a length of cord already in <<his>> hands. "Turn around, <<bitch>>."
<br><br>
<<link [[Turn around|Prison Scarred Turn]]>><<prison_rep scarred 5>><</link>><<gglove>>
<br>
<<default>>
"Just the <<bitch>> I wanted to see," <<he>> says, rising from <<his>> bed. There's a length of cord already in <<his>> hands. "Turn around, <<bitch>>."
<br><br>
<<link [[Turn around|Prison Scarred Turn]]>><<prison_rep scarred 5>><</link>><<gglove>>
<br>
<</switch>>
<<link [[Refuse|Prison Scarred Refuse]]>><</link>>
<br>
<</if>><<effects>>
<<bind>>
You turn and grasp the bars of the cell. <<His>> hands are a blur as <<he>> ties them down, binding you in seconds. "Now then," <<he>> muses, "What shall I do with you?" <<He>> gropes your helpless <<bottom>> in thought.
<br><br>
"Silly me," <<he>> continues. "The answer's right here." <<He>> pulls <<his>> hand back, and delivers a sharp smack to your <<bottom>>.<<gpain>><<pain 4>>
<br><br>
<<link [[Next|Prison Scarred Bars 2]]>><</link>>
<br><<effects>>
"Like that, <<bitch>>?" <<he>> asks, delivering another smack.
<<if $worn.face.type.includes("gag")>>
"You're my gagged slut, aren't you?"
<br><br>
<<link [[Just sob|Prison Scarred Bars Sob]]>><<pain -4>><</link>><<lpain>>
<br>
<<else>>
"Say <i>'Thank you for disciplining me, <<mummy>>.'</i>" <<He>> hits you again. "Say it."<<gpain>><<pain 4>>
<br><br>
<<link [[Say it|Prison Scarred Bars Say]]>><<sub 1>><</link>><<willpowerdifficulty 1 100>>
<br>
<<link [[Refuse|Prison Scarred Bars Refuse]]>><<def 1>><</link>><<willpowerdifficulty 1 1000>>
<br>
<<link [[Just sob|Prison Scarred Bars Sob]]>><<sub 1>><<pain -4>><</link>><<lpain>>
<br>
<</if>><<effects>>
<<willpowerdifficulty 1 100 no_text>>
<<if $willpowerSuccess>>
<span class="green">"Thank you for disciplining me, <<mummy>>,"</span> you manage, despite repeated blows to your backside.
<br><br>
"Good <<girl>>," <<he>> says, ruffling your hair. <<He>> unties the cord with the same deftness <<he>> used to bind them, and you're soon freed.
<<prison_unbind>>
<br><br>
"That wasn't so bad, was it? You can go."
<br><br>
<<else>>
You try to speak, <span class="red">but you cry out in pain instead</span> as another blow lands.<<gwillpower>><<gpain>><<pain 4>>
<br><br>
"I said say it, you fucking <<bitch>>!" <<He>> hits you again and again, each time harder, before falling back on <<his>> bed, panting.
<br><br>
"Fine." <<He>> springs up, and unties the cord with the same deftness <<he>> used to bind them. "Go."
<br><br>
<</if>>
<span class="green">You've gained <<scarred_inmate 0 apo>> protection.</span><<set $prison.protection to "scarred">>
<br><br>
<<prison_unbind>>
<<link [[Next|Prison Walkway]]>><<endevent>><</link>>
<br><<effects>>
<<willpowerdifficulty 1 1000 no_text>>
<<if $willpowerSuccess>>
You keep your mouth shut. <<scarred_inmate 0 cap>> punishes your silence with another blow.<<gpain>><<pain 4>>
<br><br>
"I said say it, you fucking <<bitch>>!" <<He>> hits you again and again, each time harder, <span class="green">before falling back on <<his>> bed, panting.</span>
<br><br>
"Fine." <<He>> springs up, and unties the cord with the same deftness <<he>> used to bind them. "Go."
<br><br>
<<else>>
You try to stay silent, <span class="red">but you cry out in pain instead</span> as another blow lands.<<gwillpower>><<gpain>><<pain 4>>
<br><br>
"I said say it, you fucking <<bitch>>!" <<He>> hits you again and again, each time harder, before falling back on <<his>> bed, panting.
<br><br>
"Fine." <<He>> springs up, and unties the cord with the same deftness <<he>> used to bind them. "Go."
<br><br>
<</if>>
<span class="green">You've gained <<scarred_inmate 0 apo>> protection.</span><<set $prison.protection to "scarred">>
<br><br>
<<prison_unbind>>
<<link [[Next|Prison Walkway]]>><<endevent>><</link>>
<br><<effects>>
You sob. <<scarred_inmate 0 cap>> pulls <<his>> arm back, readying another blow, but hesitates. <<He>> falls back on <<his>> bed, head in hands.
<br><br>
"Fucking fine," <<he>> says after a moment. <<He>> stands, and unties the cord with the same deftness <<he>> used to bind them. "Go."
<br><br>
<span class="green">You've gained <<scarred_inmate 0 apo>> protection.</span><<set $prison.protection to "scarred">>
<br><br>
<<prison_unbind>>
<<link [[Next|Prison Walkway]]>><<endevent>><</link>>
<br><<effects>>
You back away. <<scarred_inmate 0 cap>> licks <<his>> teeth. "Fine," <<he>> says. "You'll be back. Or you'll be fucked senseless, and I'll take what's left."
<br><br>
<<link [[Next|Prison Walkway]]>><<endevent>><</link>>
<br><<effects>>
<<bind>>
You turn and grasp the bars of the cell. <<His>> hands are a blur as <<he>> ties them down, binding you in seconds. "Now then," <<he>> muses, "What shall I do with you?" <<He>> gropes your helpless <<bottom>> in thought.
<br><br>
<<link [[Next|Prison Scarred Pair 2]]>><</link>>
<br><<effects>>
<<generate2>><<person2>>
A <<person>> walks by. "Hey fucker," <<scarred_inmate 0>> says. "Get in here." The <<person2>><<person>> glances at you, then back down the walkway, before entering.
<br><br>
"Help me decide what to do with my <<bitch>>."
<br>
"Fuck <<phim>> of course. Why'd you need me to tell-"
<br>
<<scarred_inmate 0 cap>> shoves the <<person>> against the wall. There's a shard of broken glass in <<person1>><<his>> hand. "Don't talk back."<<ggstress>><<stress 12>>
<br>
The <<person2>><<person>> throws up <<his>> hands. "E-easy, easy! I didn't mean nothing by it."
<br><br>
<<link [[Tell the scarred inmate to calm down|Prison Scarred Pair Calm]]>><</link>>
<br>
<<link [[Remain silent|Prison Scarred Pair Silent]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
<<gagged_speech "Pl-please don't hurt <<person2>><<him>>,">>
<<person1>>
<<elseif $speech_attitude is "bratty">>
<<gagged_speech "Put the shiv down you crazy prick,">> you say.
<<else>>
<<gagged_speech "You're overreacting,">> you say. <<gagged_speech "Stop it.">>
<</if>>
<br><br>
<<scarred_inmate 0 cap>> pulls the <<person2>><<person>> away from a wall, and slams a hand against your <<bottom>>. "My <<bitch>> needs punishment more than you," <<person1>><<he>> says. "Spank <<phim>> and I won't hurt you."
<br><br>
The <<person2>><<person>> hesitates, until <<scarred_inmate 0>> presses the shiv against <<his>> back. <<He>> spanks your <<bottom>>.<<gpain>><<pain 4>>
<br><br>
<<link [[Next|Prison Scarred Pair Spank]]>><</link>>
<br><<effects>>
"Harder! I want to see some fucking tears." The <<person2>><<person>> obliges, until <<he>> almost looks ready to cry <<himself>>.<<ggpain>><<pain 8>>
<br><br>
At last, <<scarred_inmate 0>> pulls the <<person2>><<person>> away from you. "Get the fuck out."
<br><br>
"You too." <<scarred_inmate 0 cap>> slices through <<his>> cord with the shiv. "Go."
<br><br>
<span class="green">You've gained <<scarred_inmate 0 apo>> protection.</span><<set $prison.protection to "scarred">>
<br><br>
<<prison_unbind>>
<<link [[Next|Prison Walkway]]>><<endevent>><</link>>
<br><<effects>>
<<scarred_inmate 0 cap>> screeches laughter, and punches the <<person2>><<person>> in the gut. <<He>> keels over, and <<scarred_inmate 0>> delivers a flurry of blows on <<his>> back.
<br><br>
"Much better." <<He>> kicks the <<person2>><<person>>'s limp body onto the walkway outside, then slices through <<his>> cord. "Go."
<br><br>
<span class="green">You've gained <<scarred_inmate 0 apo>> protection.</span><<set $prison.protection to "scarred">>
<br><br>
<<prison_unbind>>
<<link [[Help <<him>> to medical (0:05)|Prison Scarred Pair Help]]>><<prison_hope 1>><<trauma -6>><<pass 5>><<tiredness 3>><</link>><<ghope>><<gtiredness>><<ltrauma>>
<br>
<<link [[Ignore|Prison Walkway]]>><<endevent>><</link>>
<br><<effects>>
The <<person2>><<person>> is still conscious, and medical isn't far away. Still, <<he>> can't stand under <<his>> own weight. Your muscles are aching when you arrive.
<br><br>
<<generate_methodical_guard 2 cap>><<person3>>
<<methodical_guard 2 cap>> doesn't spare a glance, but gestures at an empty bed.
<br><br>
<<person2>>
The inmate tries to speak as you lay <<him>> down, but can't form the words.
<br><br>
<<link [[Next|Prison Walkway]]>><<endevent>><</link>>
<br><<effects>>
<<bind>>
You turn and grasp the bars of the cell. <<His>> hands are a blur as <<he>> ties them down, binding you in seconds. "Been waiting for this," <<he>> says,
<<if $worn.lower.name is "naked">>
<<if $worn.under_lower.name is "naked">>
running a finger over your <<bottom>>.
<<else>>
tugging down your $worn.under_lower.name.
<</if>>
<<else>>
<<if $worn.under_lower.name is "naked">>
tugging down your $worn.lower.name.
<<else>>
tugging down your $worn.lower.name and $worn.under_lower.name.
<</if>>
<</if>>
<<if playerChastity()>>
<<set _altType to setup.clothes.genitals[clothesIndex('genitals', $worn.genitals)].altDamage>>
<<He>> grasps your $worn.genitals.name, and pulls.
<br><br>
"Fuck," <<he>> says as the
<<switch _altType>>
<<case "parasite">> parasite is squeezed against your genitals. "How'd I get this thing off?"<<garousal>><<arousal 200 "genitals">>
<<case "plastic">> plastic digs into your skin. "How'd I get this off?"<<gpain>><<pain 4>>
<<default>> metal digs into your skin. "How'd I get this off?"<<gpain>><<pain 4>>
<</switch>>
<br><br>
<<set $worn.genitals.integrity -= 100>>
<<if $worn.genitals.integrity lte 0>>
<<He>> retrieves a variety of tools from behind a loose stone.
<<if _altType is "parasite">>
A screwdriver. A shiv. Scissors. <<He>> isn't gentle, <span class="red">and manages to cut through the _altType with the scissors.</span>
<<else>>
A screwdriver. A hammer. Pliers. <<He>> isn't gentle, <span class="red">and manages to bite through the _altType with the pliers.</span>
<</if>>
<br><br>
<<set $worn.genitals.type.push("broken")>>
<<genitalsruined>>
<<He>> spanks you in delight, and crouches behind you.
<br><br>
<<link [[Next|Prison Scarred Molestation 2]]>><</link>>
<br>
<<else>>
<<He>> retrieves a variety of tools from behind a loose stone.
<<if _altType is "parasite">>
A screwdriver. A shiv. Scissors.
<<else>>
A screwdriver. A hammer. Pliers.
<</if>>
<<He>> isn't gentle, but none work. <<He>> contents <<himself>> with spanking you raw, before untying <<his>> cord. "Go."<<ggpain>><<ggtrauma>><<ggstress>><<pain 8>><<stress 12>><<trauma 12>>
<<prison_unbind>>
<br><br>
<span class="green">You've gained <<scarred_inmate 0 apo>> protection.</span><<set $prison.protection to "scarred">>
<br><br>
<<link [[Next|Prison Walkway]]>><<endevent>><</link>>
<br>
<</if>>
<<else>>
<br><br>
<<link [[Next|Prison Scarred Molestation 2]]>><</link>>
<br>
<</if>><<effects>>
<<if $NPCList[0].penis isnot "none">>
You feel <<his>> breath on your
<<if $player.penisExist>>
<<penis>>
<<else>>
pussy
<</if>>
a moment, then <<he>> rises, and rests <<his>> <<print $NPCList[0].penisdesc>> against your back.
<br><br>
<<else>>
<<if $player.penisExist>>
<<He>> grasps your <<penis>>, and orients it towards the ground. "I wanna pull it all the way back," <<he>> says. "Fuck you from behind, but that didn't work with the last one."
<br><br>
<<else>>
<<He>> runs a finger over your pussy. "Hold still until I'm done," <<he>> says.
<br><br>
<</if>>
<</if>>
<<link [[Next|Prison Scarred Rape]]>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<if $NPCList[0].penis isnot "none">>
<<set $NPCList[0].penis to 0>>
<<else>>
<<set $NPCList[0].vagina to 0>>
<</if>>
<<set $position to "doggy">>
<</if>>
<<effects>>
<<effectsman>>
<<if $alarm is 1>>
<<set $alarm to 0>>
Another inmate investigates your cry, <span class="purple">but leaves upon seeing <<scarred_inmate 0>>.</span>
<br><br>
<</if>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Prison Scarred Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Prison Scarred Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> gives your <<bottom>> a final smack, then unties <<his>> cord. "Good <<bitch>>," <<he>> says. "Go."
<br><br>
<<tearful>> you leave the cell.
<br><br>
<<clotheson>>
<span class="green">You've gained <<scarred_inmate 0 apo>> protection.</span><<set $prison.protection to "scarred">>
<br><br>
<<endcombat>>
<<prison_unbind>>
<<link [[Next|Prison Walkway]]>><</link>>
<br>
<<else>>
<<He>> delivers a hard smack to your <<bottom>>. "That what you want?" <<he>> says, delivering blow after blow.<<ggpain>><<gtrauma>><<gstress>><<pain 8>><<trauma 6>><<stress 6>>
<br><br>
<<He>> abuses you without relent, until <<his>> arms, or something else, tires, and <<he>> unties <<his>> cord. "Go. Fucking go."
<br><br>
<<tearful>> you leave the cell.
<br><br>
<<clotheson>>
<br><br>
<span class="green">You've gained <<scarred_inmate 0 apo>> protection.</span><<set $prison.protection to "scarred">>
<br><br>
<<endcombat>>
<<prison_unbind>>
<<link [[Next|Prison Walkway]]>><</link>>
<br>
<</if>><<effects>>
<<bind>>
You turn as instructed. <<scarred_inmate 0 cap>> has your hands bound behind you in a moment.
<<if $worn.neck.type.includes("leash")>>
<<He>> takes hold of your leash.
<<else>>
<<He>> bites through the cord, then ties the remainder to your collar.
<<attach_leash>>
<</if>>
"Let's go for a walk."
<br><br>
<<He>> tries to tug you from the cell.
<br><br>
<<link [[Go along with it|Prison Scarred Walk]]>><</link>>
<br>
<<link [[Resist|Prison Scarred Resist]]>><</link>>
<br><<effects>>
You refuse to budge.
<<if $prison.scarred gte 80>>
<<scarred_inmate 0 cap>> snarls in frustration. "You're such a brat. Fine." <<He>> wrenches the cord off your collar. "Go."<<llove>><<prison_rep scarred -5>>
<br><br>
<<prison_detach_leash>>
<span class="green">You've gained <<scarred_inmate 0 apo>> protection.</span><<set $prison.protection to "scarred">>
<br><br>
<<prison_unbind>>
<<link [[Next|Prison Walkway]]>><<endevent>><</link>>
<<else>>
<<scarred_inmate 0 cap>> snarls.
<br><br>
<<link [[Next|Prison Scarred Fight]]>><<set $fightstart to 1>><</link>>
<br>
<</if>><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Prison Scarred Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Prison Scarred Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<scarred_inmate 0 cap>> falls onto <<his>> bed and rests <<his>> forearm on <<his>> face.<<glove>><<prison_rep scarred 1>>
<br><br>
<<tearful>> you escape the cell.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Prison Walkway]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
<<scarred_inmate 0 cap>> staggers backward, and trips onto <<his>> bed.<<llove>><<prison_rep scarred -1>><<grespect>><<prison_inmates 1>>
<br><br>
<<tearful>> you escape the cell.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Prison Walkway]]>><</link>>
<br>
<<else>>
You're too hurt to keep fighting. <<scarred_inmate 0 cap>> steadies you with your leash, and pulls you from the cell.
<br><br>
<<endcombat>>
<<link [[Next|Prison Scarred Walk]]>><<generate_scarred_inmate 0>><<person1>><</link>>
<br>
<</if>>
<<set $daily.prison.scarredDone to true>><<effects>>
<<scarred_inmate 0 cap>> bashes the railing with <<his>> fist as <<he>> pulls you along the walkway, drawing attention. An amused group of inmates gathers at the base of the stairs.
<br><br>
"Who wants to see me ride my <<bitch>>?" asks <<scarred_inmate 0>>. There's a murmur of assent. "You heard em, slut. Bend over." <<He>> yanks the leash, pulling you to your knees.
<br><br>
<<Hes>> on your back at once, forcing your body down. "Go on then," <<he>> says. "Giddy up."
<br><br>
<<if $prison.scarred_level is 3>>
<<link [[Next|Prison Scarred Walk 2]]>><</link>>
<br>
<<else>>
<<link [[Next|Prison Scarred Yard]]>><</link>>
<br>
<</if>><<effects>>
<<scarred_inmate 0 cap>> rides you down the length of the prison block, giving your <<bottom>> periodic smacks. The other inmates watch, amused by the spectacle. Some ask if they can ride you in a different way. <<scarred_inmate 0 cap>> considers this, but decides to keep you for <<himself>>.<<lrespect>><<prison_inmates -1>>
<br><br>
<<He>> spanks you one last time, then climbs from your back. "Now everyone knows you're mine," <<he>> says, untying the cord.
<br><br>
<span class="green">You've gained <<scarred_inmate 0 apo>> protection,</span> <span class="red">but next time could be dangerous.</span><<set $prison.scarred_level to 4>><<set $prison.protection to "scarred">>
<br><br>
<<prison_unbind>>
<<prison_detach_leash>>
<<link [[Next|Prison Block]]>><<clotheson>><<endevent>><</link>>
<br><<effects>>
<<scarred_inmate 0 cap>> rides you down the length of the prison block, giving your <<bottom>> periodic smacks. The other inmates follow behind as <<he>> directs you outside.
<br><br>
<<He>> drives you to the centre of the yard, then pulls back on your leash. Yet more inmates walk over, and a circle forms around you. <<scarred_inmate 0 cap>> climbs off your back, but keeps your leash tight. <<He>> sits on the grass, pulls you over <<his>> lap, and delivers a sharp spank.<<gpain>><<pain 4>>
<br><br>
The other inmates watch with increasing lechery. They look between you, <<scarred_inmate 0>>, and each other, weighing their chances. <<He>> doesn't seem to notice. <span class="purple">If you cum, you'll excite the whole crowd.</span>
<br><br>
<<if $worn.face.type.includes("gag")>>
<span class="blue">With your mouth gagged, you can't warn <<him>>.</span>
<br>
<<else>>
<<link [[Warn|Prison Scarred Yard Warn]]>><</link>>
<br>
<</if>>
<<link [[Remain silent|Prison Scarred Yard Rape]]>><<set $molestationstart to 1>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"They're gonna rape me if you're not careful," you say.
<<elseif $speech_attitude is "bratty">>
"They're gonna cuck you if we're not careful," you say.
<<else>>
"They're gonna rape me if we're not careful," you say.
<</if>>
<br><br>
<<if $prison.scarred gte 85>>
<<scarred_inmate 0 cap>> glances around, <span class="green">then pulls you back towards the prison block.</span> "Let's find somewhere private."
<br><br>
One of the inmates tries to grope you, but <<scarred_inmate 0>> gives <<him>> a bloody nose.
<br><br>
<<link [[Next|Prison Scarred Yard End]]>><</link>>
<br>
<<else>>
<<scarred_inmate 0 cap>> <span class="red">smacks your <<bottom>>.</span> "There's no wriggling out of this, bitch."
<br><br>
<<link [[Next|Prison Scarred Yard Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<effects>>
<<scarred_inmate 0 cap>> leads you back to <<his>> cell, lies on <<his>> bed, and tries to pull you on top.
<br><br>
<<endevent>>
<<generate_scarred_inmate 0>>
<<link [[Go along with it|Prison Scarred Sex]]>><<set $sexstart to 1>><</link>><<promiscuous1>>
<br>
<<link [[Refuse|Prison Scarred Sex Refuse]]>><<prison_rep scarred -1>><</link>><<llove>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<npcspank>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or $orgasmdown gte 1>>
<span id="next"><<link [[Next|Prison Scarred Yard Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Prison Scarred Yard Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> pulls you to your feet. "Lucky sods, getting a free show." <<He>> smacks your <<bottom>> hard enough to jolt you forwards.<<lrespect>><<glove>><<prison_rep scarred 1>><<prison_inmates -1>>
<br><br>
<<tearful>> you take a deep breath. That was dangerous.
<br><br>
<<clotheson>>
<span class="green">You've gained <<scarred_inmate 0 apo>> protection.</span><<set $prison.protection to "scarred">>
<br><br>
<<endcombat>>
<<prison_unbind>>
<<prison_detach_leash>>
<<link [[Next|Prison Yard]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
You shove <<scarred_inmate 0>> to the dirt. The watching inmates laugh.<<llove>><<grespect>><<prison_rep scarred -1>><<prison_inmates 1>>
<br><br>
<<tearful>> you escape the yard.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Prison Block]]>><</link>>
<br>
<<else>>
<<scarred_inmate 0 cap>> punches an onlooker who got too close. The onlooker's friend tries to retaliate. <<scarred_inmate 0 cap>> punches that one as well. But there's another, and another. They wrestle <<him>> to the ground, while others advance on you.
<br><br>
<<endcombat>>
<<link [[Next|Prison Scarred Inmate Rape]]>><<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>><<person1>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Prison Scarred Inmate Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Prison Scarred Inmate Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Others jostle for a turn, until a whistle pierces the din.
<br><br>
<<tearful>> you struggle to your feet.
<span class="green">You've gained <<scarred_inmate 0 apo>> protection.</span><<set $prison.protection to "scarred">>
<br><br>
<<clotheson>>
<<endcombat>>
<<generate_veteran_guard 0>><<person1>>
"You're disturbing the peace and tranquillity of this institution," <<veteran_guard 0>> says. <<He>> rests a hand on your shoulder. "You're coming with me."
<br><br>
<<link [[Go quietly|Prison Punishment]]>><<endevent>><</link>>
<br>
<<link [[Fight|Prison Punishment Fight]]>><<set $fightstart to 1>><</link>>
<br>
<<else>>
The crowd backs away, shocked by your power.<<gggrespect>><<prison_inmates 10>>
<br><br>
<<clotheson>>
<span class="green">You've gained <<scarred_inmate 0 apo>> protection.</span><<set $prison.protection to "scarred">>
<br><br>
<<endcombat>>
<<tearful>> you get your bearings. You see <<generate_scarred_inmate 0>><<person1>><<scarred_inmate 0>> lying in the mud.
<br><br>
<<link [[Help <<him>>|Prison Scarred Inmate Help]]>><<prison_rep scarred 3>><</link>><<gglove>><<gghope>><<prison_hope 3>>
<br>
<<link [[Walk away|Prison Yard]]>><<prison_inmates 3>><<endevent>><</link>><<ggrespect>>
<br>
<</if>><<effects>>
You help <<scarred_inmate 0>> up, and take <<him>> to medical.
<<generate_methodical_guard 1>><<person2>><<methodical_guard 1 cap>> points at a bed without looking.
<br><br>
"The fucks," <<scarred_inmate 0>> says as <<he>> lies down. "They better enjoy their last days."
<br><br>
<<Hes>> still laughing as the door shuts behind you.
<br><br>
<<prison_unbind>>
<<prison_detach_leash>>
<<link [[Next|Prison Walkway]]>><<endevent>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 50>><<promiscuity1>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Prison Scarred Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Prison Scarred Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Best <<bitch>> in the house," <<he>> says as <<he>> fiddles with your bindings. "You can go."<<glove>><<prison_rep scarred 1>>
<br><br>
<<tearful>> you leave the cell.
<br><br>
<<clotheson>>
<span class="green">You've gained <<scarred_inmate 0 apo>> protection.</span><<set $prison.protection to "scarred">>
<br><br>
<<endcombat>>
<<prison_unbind>>
<<prison_detach_leash>>
<<link [[Next|Prison Walkway]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
You shove <<scarred_inmate 0>> away from you.<<llove>><<prison_rep scarred -1>>
<br><br>
<<tearful>> you escape the cell.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Prison Walkway]]>><</link>>
<br>
<<else>>
"Fucking tease," <<scarred_inmate 0>> says while fiddling with your bindings. "Go."
<br><br>
<<tearful>> you leave the cell.
<br><br>
<<clotheson>>
<span class="green">You've gained <<scarred_inmate 0 apo>> protection.</span><<set $prison.protection to "scarred">>
<br><br>
<<endcombat>>
<<prison_unbind>>
<<prison_detach_leash>>
<<link [[Next|Prison Walkway]]>><</link>>
<br>
<</if>><<effects>>
<<generate2>>
<<if $speech_attitude is "meek">>
<<gagged_speech "Wh-what's wrong?">> you ask. <<gagged_speech "You can tell me.">>
<<elseif $speech_attitude is "bratty">>
<<gagged_speech "Not used to seeing you like this,">> you say. <<gagged_speech "What's wrong?">>
<<else>>
<<gagged_speech "What's wrong?">> you ask. <<gagged_speech "You can tell me.">>
<</if>>
<br><br>
"Fuck off," <<he>> says.
<<if $worn.face.type.includes("gag")>>
<<He>> looks at your $worn.face.name. <span class="blue">"Come back when you can use your mouth."</span>
<br><br>
<<link [[Next|Prison Walkway]]>><<endevent>><</link>>
<br>
<<else>>
"Wait." <<He>> rests <<his>> hands on <<his>> knees, then rises to <<his>> feet. "I need you for something. I have a visitor, but I don't want to see <<person2>><<him>>. Could you go so <<he>> fucks off?"
<br><br>
<<person1>>
<<link [[Agree|Prison Scarred Sibling Agree]]>><<prison_rep scarred 25>><</link>><<ggglove>>
<br>
<<link [[Refuse|Prison Scarred Sibling Refuse]]>><</link>>
<br>
<</if>><<effects>>
"Fine," <<he>> says. "You can fuck off too." <<He>> buries <<his>> head once again.
<br><br>
<<link [[Next|Prison Walkway]]>><<endevent>><</link>>
<br><<effects>>
<<generate_methodical_guard 2>><<person3>>
You walk towards the visitor room, down a concrete corridor, and find <<methodical_guard 2>> stood waiting beside a metal door.
<br><br>
"Not who I was expecting," <<he>> says.
<br><br>
<<if $speech_attitude is "meek">>
"S-sorry," you say. "I was sent in <<person1>><<his>> place."
<<elseif $speech_attitude is "bratty">>
"I was sent in <<person1>><<his>> place," you say.
<<else>>
"I was sent in <<person1>><<his>> place," you say.
<</if>>
<br><br>
<<methodical_guard 2 cap>> writes something on <<person3>><<his>> clipboard. "One minute." <<He>> opens the door.
<br><br>
<<link [[Next|Prison Scarred Sibling 2]]>><</link>>
<br><<effects>>
You enter a small room, with a chair in front of a microphone and window. There's a <<person2>><<person>> on the other side of the glass. <<He>> looks disappointed to see you.
<br><br>
"Sorry," <<he>> says. "I didn't think my <<person1>><<sister_npc>> would come, but I hoped..."
<br><br>
<<link [[Be honest|Prison Scarred Sibling 3]]>><<set $phase to 1>><</link>>
<br>
<<link [[Tell a white lie|Prison Scarred Sibling 3]]>><<set $phase to 0>><</link>>
<br><<effects>>
<<if $phase is 1>>
<<if $speech_attitude is "meek">>
"Your <<sister_npc>> didn't want to come," you say. "I'm sorry."
<<elseif $speech_attitude is "bratty">>
"Your <<sister_npc>> asked me to come instead," you say.
<<else>>
"Your <<sister_npc>> asked me to come instead," you say.
<</if>>
<<else>>
<<if $speech_attitude is "meek">>
"Your <<sister_npc>> is sick I'm afraid," you say. "So <<he>> asked me to come instead."
<<elseif $speech_attitude is "bratty">>
"Your <<sister_npc>> got beat up," you say. "So <<he>> asked me to come instead."
<<else>>
"Your <<sister_npc>> is sick," you say. "So <<he>> asked me to come instead."
<</if>>
<</if>>
<br><br>
<<set $NPCList[0].name_known to 1>>
<<save_scarred_inmate>>
The <<person2>><<person>> nods. "I understand. Tell <<scarred_inmate 0>> we're looking forward to seeing <<person1>><<him>> again. We know <<hes>> ashamed, but <<he>> doesn't have to be. We're not ashamed of <<him>>. We'd visit more, but it's hard to get out here."
<br><br>
<<person2>><<He>> pauses a moment. "Tell <<person1>><<him>> it's not <<his>> fault <<if $pronoun is "m">>dad<<else>>mum<</if>>... was the way <<he>> was."
<br><br>
<<link [[Next|Prison Scarred Sibling 4]]>><</link>>
<br><<effects>>
<<scarred_inmate 0 cap>> is waiting for you in <<his>> cell. You relay the message.
<br><br>
"I'm not ashamed," <<he>> insists. "I just can't be fucked to deal with family. Thanks though." <<He>> lies back on <<his>> bed with an arm resting on <<his>> scarred face.
<br><br>
<span class="green">You've gained <<scarred_inmate 0 apo>> protection.</span><<set $prison.protection to "scarred">>
<br><br>
<<link [[Next|Prison Walkway]]>><<endevent>><</link>>
<br><<effects>>
"Suit yourself," <<person1>><<he>> says. "You'll be begging me for it later."
<br><br>
<span class="green">You've gained <<scarred_inmate 0 apo>> protection.</span><<set $prison.protection to "scarred">>
<br><br>
<<prison_unbind>>
<<prison_detach_leash>>
<<link [[Next|Prison Walkway]]>><<endevent>><</link>>
<br><<widget "prison_init">>
<<if !$prison>>
<<set $prison to {}>>
<<set $prison.guards to 50>>
<<set $prison.inmates to 0>>
<<set $prison.hope to 0>>
<<set $prison.reb to 0>>
<<set $prison.cell_trouble to 0>>
<<set $prison.prayer_trouble to 0>>
<<set $prison.relaxed to 0>>
<<set $prison.anxious to 0>>
<<set $prison.veteran to 0>>
<<set $prison.methodical to 0>>
<<set $prison.scarred to 0>>
<<set $prison.tattooed to 0>>
<<set $prison.shirt to 1>>
<<set $prison.trousers to 1>>
<<if $player.gender_appearance is "m">>
<<set $prison.briefs to 1>>
<<set $prison.vest to 1>>
<<else>>
<<set $prison.panties to 1>>
<<set $prison.bra to 1>>
<</if>>
<<set $prison.punishments to ["free use","nude","blindfold","topless","leash","underwear","cuffs","bottomless","gag","bindings","rut"]>>
<<set $prison.active_punishments to []>>
<<set $prison.punishment_intro to 0>>
<<set $prison.attention to 0>>
<<set $prison.attention_level to 0>>
<<set $prison.scarred_level to 0>>
<<set $prison.tattooed_level to 0>>
<<set $prison.job to "laundry">>
<<set $prison.shock to 1>>
<<set $prison.teeth to 0>>
<<set $prison.pills to 0>>
<<set $prison.medical_intro to 0>>
<<set $prison.spire_intro to 0>>
<<set $prison.hours_worked to 9>>
<<set $prison.work_check to 1>>
<<set $prison.kylar to 0>>
<<set $prison_wren_intro to 1>>
<<set $prison_wren_boat_intro to 1>>
<<set $wardrobe_location to "prison">>
<<wardrobeSelection true>>
<<uppersend 86 $wardrobe_location>>
<<if maleChance() gte 100>>
<<underuppersend 22 $wardrobe_location>>
<<underuppersend 22 $wardrobe_location>>
<<underlowersend 4 $wardrobe_location>>
<<underlowersend 4 $wardrobe_location>>
<<elseif maleChance() lte 0>>
<<underuppersend 12 $wardrobe_location>>
<<underuppersend 12 $wardrobe_location>>
<<underlowersend 1 $wardrobe_location>>
<<underlowersend 1 $wardrobe_location>>
<<else>>
<<underuppersend 22 $wardrobe_location>>
<<underuppersend 12 $wardrobe_location>>
<<underlowersend 4 $wardrobe_location>>
<<underlowersend 1 $wardrobe_location>>
<</if>>
<</if>>
<<if C.npc.Kylar.state is "prison" and $prison.kylar is 0>>
<<set $prison_kylar_timer to 2>>
<</if>>
<<set $prison.morning to 1>>
<</widget>>
<<widget "prison_attention">>
<<if _args[0] and (!$daily.prison.attentionDay or $prison.schedule is "revolt")>>
<<set $prison.attention += (_args[0] * 10)>>
<</if>>
<</widget>>
<<widget "prison_end">>
<<set $prison.active_punishments to []>>
<<set $prison.hours_worked to 9>>
<<set $prison.work_check to 1>>
<<set $prison.schedule to "lockdown">>
<<unset $prison_punished_days>>
<</widget>>
<<widget "cell_trouble">>
<<if _args[0]>>
<<set $prison.cell_trouble += _args[0]>>
<<set $prison.cell_trouble to Math.clamp($prison.cell_trouble, 0, 10)>>
<</if>>
<</widget>>
<<widget "prison_rep">>
<<if _args[0] and _args[1]>>
<<set $prison[_args[0]] += _args[1]>>
<</if>>
<</widget>>
<<widget "prison_guards">>
<<if _args[0]>>
<<set $prison.guards += _args[0]>>
<<set $prison.guards = Math.clamp($prison.guards, 0, 100)>>
<</if>>
<</widget>>
<<widget "prison_inmates">>
<<if _args[0]>>
<<set $prison.inmates += _args[0]>>
<<set $prison.inmates = Math.clamp($prison.inmates, 0, 100)>>
<</if>>
<</widget>>
<<widget "prison_hope">>
<<if _args[0]>>
<<if $prison.attention_level gte 1>>
<<set _prison_hope to $prison.attention_level>>
<<else>>
<<set _prison_hope to 1>>
<</if>>
<<set _prison_hope *= _args[0]>>
<<set $prison.hope += _prison_hope>>
<<set $prison.hope = Math.clamp($prison.hope, 0, 100)>>
<</if>>
<</widget>>
<<widget "prison_reb">>
<<if _args[0]>>
<<if $prison.attention_level gte 1>>
<<set _prison_reb to $prison.attention_level>>
<<else>>
<<set _prison_reb to 1>>
<</if>>
<<set _prison_reb *= _args[0]>>
<<set $prison.reb += _prison_reb>>
<<set $prison.reb = Math.clamp($prison.reb, 0, 100)>>
<</if>>
<</widget>>
<<widget "effects_prison">>
<<if $prison.work_check isnot 1 and Time.hour gte 7>>
<<set $prison.work_check to 1>>
<<set $prison.hours_worked to 0>>
<</if>>
<<if $prison.schedule is "hunt">>
<span class="red">You are being hunted.</span>
<<elseif $prison.schedule is "revolt">>
<span class="red">The inmates are revolting.</span>
<<else>>
<<switch Time.hour>>
<<case 6>>
<<if $prison.morning is 1>>
<<set $prison.schedule to "wake">>
Breakfast is being served in the canteen.
<<else>>
<<set $prison.schedule to "hunt">>
<</if>>
<<case 7 8 9 10 11>>
<<set $prison.schedule to "work">>
<<if $prison.job is "laundry">>
<span class="red">You are expected in the laundry room.</span>
<<elseif $prison.job is "spire">>
<span class="red">You are expected on the spire.</span>
<<elseif $prison.job is "medical">>
<span class="red">You are expected in the medical room.</span>
<</if>>
<<case 12>>
<<set $prison.schedule to "lunch">>
Lunch is being served in the canteen.
<<case 13>>
<<set $prison.schedule to "yard">>
The inmates are being encouraged into the yard.
<<case 14 15 16 17>>
<<set $prison.schedule to "work">>
<<if $prison.job is "laundry">>
<span class="red">You are expected in the laundry room.</span>
<<elseif $prison.job is "spire">>
<span class="red">You are expected on the spire.</span>
<<elseif $prison.job is "medical">>
<span class="red">You are expected in the medical room.</span>
<</if>>
<<case 18>>
<<set $prison.schedule to "dinner">>
Dinner is being served in the canteen.
<<case 19>>
<<set $prison.schedule to "free time">>
<span class="teal">Free time.</span>
<<default>>
<<set $prison.schedule to "lockdown">>
<span class="red">Lockdown.</span>
<</switch>>
<</if>>
<br>
<<if $prison.schedule is "revolt">>
<span class="pink">But the warden is coming:</span>
<<else>>
Attention level:
<<switch $prison.attention_level>>
<<case 0>>
<span class="blue">Zero</span>
<<case 1>>
<span class="purple">One</span>
<<case 2>>
<span class="pink">Two</span>
<<case 3>>
<span class="red">Three</span>
<</switch>>
<<if $prison.protection is "scarred">>
| <span class="green">You are under the scarred inmate's protection.</span>
<<elseif $prison.protection is "tattooed">>
| <span class="green">You are under the tattooed inmate's protection.</span>
<</if>>
<<if $prison.hours_worked is 8>>
| The guards expect <span class="blue">another hour</span> of work from you today.
<<elseif $prison.hours_worked gte 9>>
| <span class="green">You've finished work for the day.</span>
<<else>>
| The guards expect <span class="purple"><<number `($prison.hours_worked - 9) / -1`>></span> more hours work from you today.
<</if>>
<</if>>
<<statbar 0 $prison.attention 100>>
<br>
<</widget>>
<<widget "prison_work">>
<<if _args[0]>>
<<set $prison.hours_worked += _args[0]>>
<<else>>
<<set $prison.hours_worked += 1>>
<</if>>
<</widget>>
<<widget "prison_day">>
<<if $prison>>
<<if $prison_job_change isnot undefined>>
<<set $prison.job to $prison_job_change>>
<<unset $prison_job_change>>
<</if>>
<<set $prison.morning to 0>>
<<set $prison.evening to 0>>
<<if $prison_punished_days gte 1>>
<<set $prison_punished_days -= 1>>
<</if>>
<<set $prison.work_check to 0>>
<<if $location is "prison">>
<<cell_trouble -1>>
<<set $prison.time -= 1>>
<<set $stat_police.prison += 1>>
<</if>>
<<if $prison.kylar is "active">>
<<npcincr Kylar lust 10>>
<<unset $prison_kylar_cell>>
<</if>>
<<if $prison_kylar_timer gte 1>>
<<set $prison_kylar_timer -= 1>>
<</if>>
<<if $prison.kylar is "solitary" and $prison_kylar_timer lte 0>>
<<unset $prison_kylar_timer>>
<<set $prison.kylar to "active">>
<</if>>
<</if>>
<</widget>>
/*Argument is the NPC slot they fill or should fill. */
<<widget "generate_relaxed_guard">>
<<if $prison_intro is 1>>
<<loadNPC _args[0] "relaxed_guard">>
<<else>>
<<generateRole 0 "relaxed" "guard">>
<<saveNPC 0 "relaxed_guard">>
<</if>>
<</widget>>
<<widget "generate_anxious_guard">>
<<if $prison_intro is 1>>
<<loadNPC _args[0] "anxious_guard">>
<<else>>
<<generateRole 1 "anxious" "guard">>
<<saveNPC 1 "anxious_guard">>
<</if>>
<</widget>>
<<widget "generate_veteran_guard">>
<<if $prison_intro is 1>>
<<set $_id to _args[0]>>
<<loadNPC $_id "veteran_guard">>
<<if $per_npc.veteran_guard and !$per_npc.veteran_guard.description>>
<!-- Fix for the veteran guard being saved over as an empty NPCList object in some saves -->
<<clearsinglenpc $_id>>
<<generateRole $_id "veteran" "guard">>
<<if $per_npc.veteran_guard.name_known is 1>>
<<set $NPCList[$_id].name_known to 1>>
<<set $NPCList[$_id].fullDescription to $NPCList[0].name>>
<</if>>
<<clearNPC "veteran_guard">>
<<saveNPC $_id "veteran_guard">>
<<prison_feat_check>>
<</if>>
<<else>>
<<generateRole 2 "veteran" "guard">>
<<saveNPC 2 "veteran_guard">>
<</if>>
<</widget>>
<<widget "generate_methodical_guard">>
<<if $prison_intro is 1>>
<<loadNPC _args[0] "methodical_guard">>
<<else>>
<<generateRole 3 "methodical" "guard">>
<<saveNPC 3 "methodical_guard">>
<</if>>
<</widget>>
<<widget "generate_scarred_inmate">>
<<if $prison_intro is 1>>
<<set $_id to _args[0]>>
<<loadNPC $_id "scarred_inmate">>
<<if $per_npc.scarred_inmate and !$per_npc.scarred_inmate.description>>
<!-- Fix for the scarred inmate being saved over as an empty NPCList object in some saves -->
<<clearsinglenpc $_id>>
<<generateRole $_id "scarred" "inmate">>
<<if $per_npc.scarred_inmate.name_known is 1>>
<<set $NPCList[$_id].name_known to 1>>
<<set $NPCList[$_id].fullDescription to $NPCList[0].name>>
<</if>>
<<clearNPC "scarred_inmate">>
<<saveNPC $_id "scarred_inmate">>
<</if>>
<<else>>
<<generateRole 4 "scarred" "inmate">>
<<saveNPC 4 "scarred_inmate">>
<</if>>
<</widget>>
<<widget "generate_tattooed_inmate">>
<<if $prison_intro is 1>>
<<loadNPC _args[0] "tattooed_inmate">>
<<else>>
<<generate6>>
<<set $NPCList[5].description to "tattooed">>
<<set $NPCList[5].role to "inmate">>
<<npcClothesType $NPCList[0] "prison">>
<<saveNPC 5 "tattooed_inmate">>
<</if>>
<</widget>>
<<widget "save_relaxed_guard">>/*The right NPC fill $NPCList[0] slot */
<<if $NPCList[0].role is "guard">>
<<set $NPCList[0].fullDescription to $NPCList[0].name>>
<<npcClothesType $NPCList[0] "security">>
<<clearNPC "relaxed_guard">>
<<saveNPC 0 "relaxed_guard">>
<<prison_feat_check>>
<</if>>
<</widget>>
<<widget "save_anxious_guard">>
<<if $NPCList[0].role is "guard">>
<<set $NPCList[0].fullDescription to $NPCList[0].name>>
<<npcClothesType $NPCList[0] "security">>
<<clearNPC "anxious_guard">>
<<saveNPC 0 "anxious_guard">>
<<prison_feat_check>>
<</if>>
<</widget>>
<<widget "save_veteran_guard">>
<<if $NPCList[0].role is "guard">>
<<set $NPCList[0].fullDescription to $NPCList[0].name>>
<<npcClothesType $NPCList[0] "security">>
<<clearNPC "veteran_guard">>
<<saveNPC 0 "veteran_guard">>
<<prison_feat_check>>
<</if>>
<</widget>>
<<widget "save_methodical_guard">>
<<if $NPCList[0].role is "guard">>
<<set $NPCList[0].fullDescription to $NPCList[0].name>>
<<npcClothesType $NPCList[0] "security">>
<<clearNPC "methodical_guard">>
<<saveNPC 0 "methodical_guard">>
<<prison_feat_check>>
<</if>>
<</widget>>
<<widget "save_scarred_inmate">>
<<if $NPCList[0].role is "inmate">>
<<set $NPCList[0].fullDescription to $NPCList[0].name>>
<<npcClothesType $NPCList[0] "prison">>
<<clearNPC "scarred_inmate">>
<<saveNPC 0 "scarred_inmate">>
<<prison_feat_check>>
<</if>>
<</widget>>
<<widget "save_tattooed_inmate">>
<<if $NPCList[0].role is "inmate">>
<<set $NPCList[0].fullDescription to $NPCList[0].name>>
<<npcClothesType $NPCList[0] "prison">>
<<clearNPC "tattooed_inmate">>
<<saveNPC 0 "tattooed_inmate">>
<<prison_feat_check>>
<</if>>
<</widget>>
<<widget "prison_feat_check">>
<<if $prison_intro is 1 and $per_npc.scarred_inmate.name_known is 1 and $per_npc.relaxed_guard.name_known is 1 and $per_npc.anxious_guard.name_known is 1 and $per_npc.veteran_guard.name_known is 1 and $per_npc.methodical_guard.name_known is 1>>
<<earnFeat "More than a Number">>
<</if>>
<</widget>>
<<widget "relaxed_guard">><<silently>>
<<if $NPCList[_args[0]].name_known is 1>>
<<set _text_output to $NPCList[_args[0]].name>>
<<else>>
<<if _args[1] is "cap" or _args[1] is "capo">>
<<set _text_output to "the relaxed guard".toUpperFirst()>>
<<else>>
<<set _text_output to "the relaxed guard">>
<</if>>
<</if>>
<<if _args[1] is "apo" or _args[1] is "capo">>
<<set _text_output += "'s">>
<</if>>
<</silently>><span class="relaxed"><<print _text_output>></span><</widget>>
<<widget "anxious_guard">><<silently>>
<<if $NPCList[_args[0]].name_known is 1>>
<<set _text_output to $NPCList[_args[0]].name>>
<<else>>
<<if _args[1] is "cap" or _args[1] is "capo">>
<<set _text_output to "the anxious guard".toUpperFirst()>>
<<else>>
<<set _text_output to "the anxious guard">>
<</if>>
<</if>>
<<if _args[1] is "apo" or _args[1] is "capo">>
<<set _text_output += "'s">>
<</if>>
<</silently>><span class="anxious"><<print _text_output>></span><</widget>>
<<widget "veteran_guard">><<silently>>
<<if $NPCList[_args[0]].name_known is 1>>
<<set _text_output to $NPCList[_args[0]].name>>
<<else>>
<<if _args[1] is "cap" or _args[1] is "capo">>
<<set _text_output to "the veteran guard".toUpperFirst()>>
<<else>>
<<set _text_output to "the veteran guard">>
<</if>>
<</if>>
<<if _args[1] is "apo" or _args[1] is "capo">>
<<set _text_output += "'s">>
<</if>>
<</silently>><span class="veteran"><<print _text_output>></span><</widget>>
<<widget "methodical_guard">><<silently>>
<<if $NPCList[_args[0]].name_known is 1>>
<<set _text_output to $NPCList[_args[0]].name>>
<<else>>
<<if _args[1] is "cap" or _args[1] is "capo">>
<<set _text_output to "the methodical guard".toUpperFirst()>>
<<else>>
<<set _text_output to "the methodical guard">>
<</if>>
<</if>>
<<if _args[1] is "apo" or _args[1] is "capo">>
<<set _text_output += "'s">>
<</if>>
<</silently>><span class="methodical"><<print _text_output>></span><</widget>>
<<widget "tattooed_inmate">><<silently>>
<<if $NPCList[_args[0]].name_known is 1>>
<<set _text_output to $NPCList[_args[0]].name>>
<<else>>
<<if _args[1] is "cap" or _args[1] is "capo">>
<<set _text_output to "the tattooed inmate".toUpperFirst()>>
<<else>>
<<set _text_output to "the tattooed inmate">>
<</if>>
<</if>>
<<if _args[1] is "apo" or _args[1] is "capo">>
<<set _text_output += "'s">>
<</if>>
<</silently>><span class="tattooed"><<print _text_output>></span><</widget>>
<<widget "scarred_inmate">><<silently>>
<<if $NPCList[_args[0]].name_known is 1>>
<<set _text_output to $NPCList[_args[0]].name>>
<<else>>
<<if _args[1] is "cap" or _args[1] is "capo">>
<<set _text_output to "the scarred inmate".toUpperFirst()>>
<<else>>
<<set _text_output to "the scarred inmate">>
<</if>>
<</if>>
<<if _args[1] is "apo" or _args[1] is "capo">>
<<set _text_output += "'s">>
<</if>>
<</silently>><span class="scarred"><<print _text_output>></span><</widget>>
<<widget "prison_sleep_options">>
<<generateSleepLinks "Prison Sleep">>
<<link [[Climb out of bed|Prison Cell]]>><<storeon "prison bed">><<set $wardrobe_location to "prison">><<wardrobeSelection>><<loadTempHairStyle>><</link>>
<br><br>
<</widget>>
<<widget "prison_list">>
2. <span class="red">Penance</span> /*free use */
<br>
3. <span class="pink">Judgement</span>/*nude */
<br>
4. <span class="purple">See no evil</span> /*blindfold */
<br>
5. <span class="blue">Devotion</span> /*topless */
<br>
6. <span class="lblue">Discipline</span> /*leash */
<br>
7. <span class="teal">Atonement</span> /*underwear */
<br>
8. <span class="lblue">Bondage</span> /*cuffs */
<br>
9. <span class="blue">Chastisement</span> /*bottomless */
<br>
10. <span class="purple">Speak no evil</span> /*gag */
<br>
11. <span class="pink">Do no evil</span> /*bindings */
<br>
12. <span class="red">Damnation</span> /*rut */
<br><br>
<</widget>>
<<widget "prison_list_dark">>
2. <span class="black">Penance</span> /*free use */
<br>
3. <span class="black">Judgement</span>/*nude */
<br>
4. <span class="black">See no evil</span> /*blindfold */
<br>
5. <span class="black">Devotion</span> /*topless */
<br>
6. <span class="black">Discipline</span> /*leash */
<br>
7. <span class="black">Atonement</span> /*underwear */
<br>
8. <span class="black">Bondage</span> /*cuffs */
<br>
9. <span class="black">Chastisement</span> /*bottomless */
<br>
10. <span class="black">Speak no evil</span> /*gag */
<br>
11. <span class="black">Do no evil</span> /*bindings */
<br>
12. <span class="black">Damnation</span> /*rut */
<br><br>
<</widget>>
<<widget "prison_list_result">>
<<switch $prison_punishment_number>>
<<case 2>>
<span class="red">Penance</span><<set $prison_punishment to "free use">>
<<case 3>>
<span class="pink">Judgement</span><<set $prison_punishment to "nude">>
<<case 4>>
<span class="purple">See no evil</span><<set $prison_punishment to "blindfold">>
<<case 5>>
<span class="blue">Devotion</span><<set $prison_punishment to "topless">>
<<case 6>>
<span class="lblue">Discipline</span><<set $prison_punishment to "leash">>
<<case 7>>
<span class="teal">Atonement</span><<set $prison_punishment to "underwear">>
<<case 8>>
<span class="lblue">Bondage</span><<set $prison_punishment to "cuffs">>
<<case 9>>
<span class="blue">Chastisement</span><<set $prison_punishment to "bottomless">>
<<case 10>>
<span class="purple">Speak no evil</span><<set $prison_punishment to "gag">>
<<case 11>>
<span class="pink">Do no evil</span><<set $prison_punishment to "bindings">>
<<default>>
<span class="red">Damnation</span><<set $prison_punishment to "rut">>
<</switch>>
<</widget>>
<<widget "prison_list_speech">>
<<if _args[0] is "end">>
<<switch $prison_punishment>>
<<case "free use">>
<span class="red">"Penance."</span>
<<case "nude">>
<span class="pink">"Judgement."</span>
<<case "blindfold">>
<span class="purple">"See no evil."</span>
<<case "topless">>
<span class="blue">"Devotion."</span>
<<case "leash">>
<span class="lblue">"Discipline."</span>
<<case "underwear">>
<span class="teal">"Atonement."</span>
<<case "cuffs">>
<span class="lblue">"Bondage."</span>
<<case "bottomless">>
<span class="blue">"Chastisement."</span>
<<case "gag">>
<span class="purple">"Speak no evil."</span>
<<case "bindings">>
<span class="pink">"Do no evil."</span>
<<default>>
<span class="red">"Damnation."</span>
<</switch>>
<<else>>
<<switch $prison_punishment>>
<<case "free use">>
<span class="red">"Penance,"</span>
<<case "nude">>
<span class="pink">"Judgement,"</span>
<<case "blindfold">>
<span class="purple">"See no evil,"</span>
<<case "topless">>
<span class="blue">"Devotion,"</span>
<<case "leash">>
<span class="lblue">"Discipline,"</span>
<<case "underwear">>
<span class="teal">"Atonement,"</span>
<<case "cuffs">>
<span class="lblue">"Bondage,"</span>
<<case "bottomless">>
<span class="blue">"Chastisement,"</span>
<<case "gag">>
<span class="purple">"Speak no evil,"</span>
<<case "bindings">>
<span class="pink">"Do no evil,"</span>
<<default>>
<span class="red">"Damnation,"</span>
<</switch>>
<</if>>
<</widget>>
<<widget "destination_prison">>
<<switch $bus>>
<<case "walkway">>
<<link [[Next|Prison Walkway]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<case "cell_block">>
<<link [[Next|Prison Block]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<case "medical">>
<<link [[Next|Prison Medical]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<case "shower">>
<<link [[Next|Prison Shower]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<case "canteen">>
<<link [[Next|Prison Canteen]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<case "laundry">>
<<link [[Next|Prison Laundry]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<case "spire">>
<<link [[Next|Prison Spire]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<case "library">>
<<link [[Next|Prison Library]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<case "chapel">>
<<link [[Next|Prison Chapel]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<case "yard">>
<<link [[Next|Prison Yard]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<default>>
<<link [[Next|Prison Cell]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</switch>>
<</widget>>
<<widget "destination_prison_walkway">>
<<if $prison.schedule is "lockdown" or $prison.schedule is "wake" or Time.hour is 6>>
You are escorted back to your cell.
<br><br>
<<link [[Next|Prison Cell]]>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Prison Walkway]]>><<endevent>><</link>>
<br>
<</if>>
<</widget>>
<<widget "prison_punishment_end">>
<<if $prison.schedule is "lockdown">>
You return to the walkway. A few prisoners look up. <<relaxed_guard 1 cap>><<person2>> blows on a whistle, alerting others.
<<else>>
You return to the walkway. You hear movement in the cells, and a groan of metal as inmates lean against the bars, peering into the gloom. <<relaxed_guard 1 cap>><<person2>> blows on a whistle as <<he>> slams on the lights, waking the others.
<</if>>
<br><br>
<</widget>>
<<widget "prison_guard_watch">>
<<switch _args[0]>>
<<case "relaxed">>
<<generate_relaxed_guard 0>><<person1>><<relaxed_guard 0 cap>> glances at you.
<<case "anxious">>
<<generate_anxious_guard 0>><<person1>><<anxious_guard 0 cap>>'s eyes flick over you.
<<case "veteran">>
<<generate_veteran_guard 0>><<person1>><<veteran_guard 0 cap>> watches you.
<<default>>
<<generate_methodical_guard 0>><<person1>><<methodical_guard 0 cap>> scrutinises you.
<</switch>>
<<if $prison.active_punishments.includes("free use") and $worn.neck.name isnot "free use collar" and $worn.neck.name isnot "free use collar with leash">>
"Where's your collar?" <<he>> asks. "Best come with me."
<<set $phase to 1>>
<<elseif $prison.active_punishments.includes("nude") and ($worn.upper.name isnot "naked" or $worn.lower.name isnot "naked" or $worn.under_upper.name isnot "naked" or $worn.under_lower.name isnot "naked")>>
"Aren't you supposed to be naked?" <<he>> asks. "Come with me."
<<set $phase to 1>>
<<elseif $prison.active_punishments.includes("blindfold") and !$worn.face.type.includes("blindfold")>>
"Where's your blindfold?" <<he>> asks. "Best come with me."
<<set $phase to 1>>
<<elseif $prison.active_punishments.includes("topless") and ($worn.upper.name isnot "naked" or $worn.under_upper.name isnot "naked")>>
"You're supposed to be topless," <<he>> says. "Come with me."
<<set $phase to 1>>
<<elseif $prison.active_punishments.includes("bottomless") and ($worn.lower.name isnot "naked" or $worn.under_lower.name isnot "naked")>>
"You're supposed to be bottomless," <<he>> says. "Come with me."
<<set $phase to 1>>
<<elseif $prison.active_punishments.includes("leash") and $worn.neck.collared isnot 1>>
"Where's your leash?" <<he>> asks. "Come with me."
<<set $phase to 1>>
<<elseif $prison.active_punishments.includes("underwear") and ($worn.upper.name isnot "naked" or $worn.lower.name isnot "naked")>>
"That doesn't look like underwear," <<he>> says. "Come with me."
<<set $phase to 1>>
<<elseif $prison.active_punishments.includes("cuffs") and !$worn.feet.type.includes("shackle")>>
"Where is your shackle?" <<he>> asks. "Come with me."
<<set $phase to 1>>
<<elseif $prison.active_punishments.includes("gag") and !$worn.face.type.includes("gag")>>
"Where's your gag?" <<he>> asks. "Come with me."
<<set $phase to 1>>
<<elseif $prison.active_punishments.includes("bindings") and ($leftarm isnot "bound" or $rightarm isnot "bound")>>
"Your arms aren't supposed to be free," <<he>> says. "Come with me."
<<set $phase to 1>>
<<elseif $worn.feet.type.includes("shackle") and !$prison.active_punishments.includes("cuffs")>>
"Where'd you get that?" <<he>> asks, looking at your shackle. <<He>> pulls a key from <<his>> pocket.
<<set $phase to 2>>
<<elseif $worn.neck.type.includes("leash") and !$prison.active_punishments.includes("leash")>>
"You're not supposed to be leashed," <<he>> says, pulling a pair of pliers from <<his>> pocket.
<<set $phase to 3>>
<<elseif !$prison.active_punishments.includes("blindfold") and $worn.face.type.includes("blindfold")>>
"Time to remove that blindfold," <<he>> says. You hear <<him>> walk closer.
<<set $phase to 4>>
<<elseif !$prison.active_punishments.includes("gag") and $worn.face.type.includes("gag")>>
"Time to remove that gag," <<he>> says, walking closer.
<<set $phase to 5>>
<<else>>
<<switch _args[0]>>
<<case "relaxed">>
<<He>> shrugs and shifts <<his>> focus back to <<his>> game.
<<case "anxious">>
<<He>> looks down and mutters something under <<his>> breath, nodding.
<<case "veteran">>
<<He>> sneers and turns <<his>> nose up at you, but otherwise leaves you be.
<<default>>
<<He>> looks away, seeming satisfied.
<</switch>>
<<set $phase to 0>>
<</if>>
<br><br>
<<if $phase is 5>>
<<link [[Let <<him>> remove the gag|Prison Remove Gag]]>><</link>>
<br>
<<elseif $phase is 4>>
<<link [[Let <<him>> remove the blindfold|Prison Remove Blindfold]]>><</link>>
<br>
<<elseif $phase is 3>>
<<link [[Let <<him>> remove the leash|Prison Remove Leash]]>><</link>>
<br>
<<elseif $phase is 2>>
<<link [[Let <<him>> remove the $worn.feet.name|Prison Remove Cuffs]]>><</link>>
<br>
<<elseif $phase is 1>>
<<prison_repunishment_options>>
<<else>>
<<destination_prison>>
<</if>>
<</widget>>
<<widget "prison_guard_greet">>
<<switch _args[0]>>
<<case "relaxed">>
<<set $daily.prison.prisonRelaxedGreet to true>>
<<generate_relaxed_guard 0>><<person1>><<relaxed_guard 0 cap>> glances up as you approach.
<<if $prison.relaxed gte 45>>
<<He>> grins. "My favourite <<girl>>. Feeling lucky today?"
<br><br>
<<He>> looks between you and the dice in <<his>> hand expectantly, still smiling.
<<elseif $prison.relaxed gte 30>>
<<He>> grins. "I was starting to get bored." <<He>> chuckles and leans back, rolling <<his>> dice in <<his>> palm.
<<else>>
"You're looking miserable as ever," <<he>> chuckles, tossing <<his>> dice in the air.
<<if random(1, 20) is 1>>
<<He>> fails to catch them. You watch one plink off <<his>> head and onto the floor.
<br>
"I deserved that," <<he>> admits, rubbing <<his>> forehead.<<trauma -2>><<ltrauma>>
<</if>>
<</if>>
<<case "anxious">>
<<set $daily.prison.anxiousGreet to true>>
<<generate_anxious_guard 0>><<person1>><<anxious_guard 0 cap>> startles at the sound of your footsteps.
<<if $prison.anxious gte 45>>
<<He>> calms down when <<he>> sees you. A smile flashes on <<his>> face briefly, before <<he>> straightens it into a stern look.
<br><br>
"Don't do anything stupid," <<he>> says.
<<switch random(0, 2)>>
<<case 2>>
"Dunno what I'd do if specs had you pulled."
<<case 1>>
"Or else the warden will have both our asses."
<<default>>
"It's dangerous up here. No screwing around."
<</switch>>
<<elseif $prison.anxious gte 30>>
<<He>> sighs when <<he>> sees you. "Oh, good.
<<if random(0, 1) is 1>>
This job's a bitch alone."
<<else>>
The birds are all ornery today. At least I won't have to deal with 'em."<<stress 1>><<gstress>>
<</if>>
<<else>>
<<He>> looks surprised when <<he>> sees you.
<<switch random(0, 1)>>
<<case 1>>
"Huh, they don't usually last so long."<<stress 1>><<gstress>>
<<default>>
"I thought you would've transferred by now." <<He>> furrows <<his>> brow and mumbles, "I would have, anyway."
<</switch>>
<</if>>
<<case "veteran">>
<<set $daily.prison.veteranGreet to true>>
<<generate_veteran_guard 0>><<person1>>
<<if $prison.veteran gte 45>>
Someone claps you on the shoulder. It's <<veteran_guard 0>>. <<He>> passes without looking at you.
<<elseif $prison.veteran gte 30>>
Something smacks your <<bottom>>. You look over your shoulder to see <<veteran_guard 0>> turned away, a barely concealed smile on <<his>> lips.
<<else>>
<<veteran_guard 0 cap>> regards you with a smirk. "Still kicking?
<<switch random(0, 2)>>
<<case 2>>
You lost me a bet, <<girl>>."
<<case 1>>
Tougher than you look."
<<default>>
We'll see if it sticks."<<stress 1>><<gstress>>
<</switch>>
<</if>>
<<default>>
<<generate_methodical_guard 0>><<person1>><<methodical_guard 0 cap>> gives you a passing glance.
<</switch>>
<br><br>
<<destination_prison>>
<</widget>>
<<widget "prison_repunishment_options">>
<<link [[Go quietly|Prison Repunishment]]>><<set $prison.hours_worked to 0>><</link>>
<br>
<<if $prison.shock is 1>>
<<link [[Fight|Prison Punishment Shock]]>><<set $prison.hours_worked to 0>><</link>>
<br>
<<else>>
<<link [[Fight|Prison Punishment Fight]]>><<set $fightstart to 1>><<set $prison.hours_worked to 0>><</link>>
<br>
<</if>>
<</widget>>
<<widget "prison_punishment_init">>
<<set $prison_punished_days to 2>>
<<set $prison.active_punishments.push($prison_punishment)>>
<<unset $prison_punishment>>
<<unset $prison_punishment_number>>
<<if $prison.active_punishments.includes("nude")>>
<<if !$prison.active_punishments.includes("topless")>>
<<set $prison.active_punishments.push("topless")>>
<</if>>
<<if !$prison.active_punishments.includes("bottomless")>>
<<set $prison.active_punishments.push("bottomless")>>
<</if>>
<<if !$prison.active_punishments.includes("underwear")>>
<<set $prison.active_punishments.push("underwear")>>
<</if>>
<<elseif $prison.active_punishments.includes("topless") and $prison.active_punishments.includes("bottomless")>>
<<if !$prison.active_punishments.includes("nude")>>
<<set $prison.active_punishments.push("nude")>>
<</if>>
<<if !$prison.active_punishments.includes("underwear")>>
<<set $prison.active_punishments.push("underwear")>>
<</if>>
<</if>>
<</widget>>
<<widget "events_prison_triggered">>
<<if $prison_event_trigger is "one">>
<<if $leftarm is "bound" and $rightarm is "bound">>
<span class="blue">It's hard to defend yourself with your arms bound.</span>
<br>
<<else>>
<<link [[Shove|Prison Shove]]>><</link>><<physiquedifficulty 1 16000>>
<br>
<</if>>
<<link [[Stay still|Prison Still]]>><</link>><<difficulty 50>>
<br>
<<elseif $prison_event_trigger is "two">>
<<if $worn.feet.type.includes("shackle")>>
<span class="blue">It's hard to defend yourself with your ankle cuffed.</span>
<br>
<<else>>
<<link [[Kick|Prison Kick]]>><</link>><<athleticsdifficulty 1 1000>>
<br>
<</if>>
<<link [[Endure|Prison Endure]]>><<trauma 6>><<stress 6>><<arousal 600>><</link>><<difficulty 70>><<gtrauma>><<gstress>><<garousal>>
<br>
<<elseif $prison_event_trigger is "three">>
<<set $skulduggerydifficulty to random(500, 1000)>>
<<link [[Hide|Prison Hide]]>><</link>><<skulduggerydifficulty>>
<br>
<<link [[Confront|Prison Confront]]>><<pain -8>><</link>><<llpain>>
<br>
<<elseif $prison_event_trigger is "hunt">>
<<link [[Go quietly|Prison Punishment]]>><</link>>
<br>
<<if $prison.shock is 1>>
<<link [[Fight|Prison Punishment Shock]]>><</link>>
<br>
<<else>>
<<link [[Fight|Prison Punishment Fight]]>><<set $fightstart to 1>><</link>>
<br>
<</if>>
<<else>>
<<link [[Next|Prison Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<<unset $prison_event_trigger>>
<</widget>>
<<widget "events_prison">>
<<if $prison.schedule is "hunt">>
<<set $prison.schedule to "free time">>
<<generate_anxious_guard 0>>
<<person1>>
"I've found <<phim>>," shouts <<anxious_guard 0>> from behind. You turn, and see the guard marching towards you.
<br><br>
<<set $prison.hours_worked to 0>>
<<set $prison_event_trigger to "hunt">>
<<set $prison.morning to 1>>
<<elseif $prison.schedule is "revolt">>
<<prison_attention 1>>
Anarchy reigns throughout the prison.
<br><br>
<<elseif ($worn.neck.name is "free use collar" or $worn.neck.name is "free use collar with leash") and random(1, 2) is 2>>
<<set _rng to random(1, 5)>>
<<switch _rng>>
<<case 1>>
<<generate1>><<person1>>
A <<person>> wearing a torn inmate's uniform grasps your collar, and leans forward to read it.
<br><br>
<<set $prison_event_trigger to "one">>
<<case 2>>
<<generate1>><<generate2>><<person1>>
<<if $leftarm is "bound" and $rightarm is "bound">>
A <<person2>><<person>> steps in front of you, while a <<person1>><<person>> grasps your hair from behind.
<<else>>
A <<person2>><<person>>, steps in front of you, while a <<person1>><<person>> grasps your arms from behind.
<</if>>
"It's our turn, slut."
<br><br>
<<set $prison_event_trigger to "two">>
<<case 3>>
<<generate1>><<generate2>><<generate3>><<person1>>
You hear approaching voices.
<<if random(1, 2) is 2>>
"Let's find that free use slut," says one.
<<else>>
"Let's find that whore the guards marked for us," says one.
<</if>>
<br>
<<if random(1, 2) is 2>>
"Good plan," says another.
<<else>>
"Almost makes being locked up worth it," says another.
<</if>>
<br>
<<if random(1, 2) is 2>>
<<if $NPCList[2].penis isnot "none">>
"I'm itching to empty my cum in something," says a third.
<<else>>
"Can't wait. My pussy's aching," says a third.
<</if>>
<<else>>
"I'd make that one my bitch, but it's too much hassle," says a third.
<</if>>
<br><br>
<<set $prison_event_trigger to "three">>
<<case 4>>
Eyes are drawn to the "free use" sign hanging around your neck. No one acts, but you know they want to.<<ggattention prison>><<prison_attention 2>>
<br><br>
<<default>>
A rowdy group of inmates approach.
<<if $leftarm is "bound" and $rightarm is "bound">>
You want to cover the "free use" sign with your hand, but they're bound too tight. Their hungry eyes take in your collar, then swarm over your body.<<gggattention prison>><<prison_attention 3>><<gstress>><<stress 6>>
<<else>>
You cover the "free use" sign with your hand.
<</if>>
<br><br>
<</switch>>
<<elseif $worn.face.type.includes("blindfold")>>
<<set _rng to random(1, 5)>>
You can't see where you're going.
<<switch _rng>>
<<case 1>>
You walk right into something, and fall back on your <<bottom>>. Laughter surrounds you.<<gattention prison>><<prison_attention 1>><<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<<case 2>>
<<generate1>><<person1>>
<<if currentSkillValue('skulduggery') gte random(1, 1000)>>
<<if $leftarm is "bound" and $rightarm is "bound">>
<<if $worn.feet.type.includes("shackle")>>
<span class="green">You hear light footsteps behind.</span> You can't defend yourself with your arms bound. You try to hasten away, <span class="red">but your shackle slows you.</span> You're helpless to resist as <<he>> grasps your <<breasts>>.
<<set $prison_event_trigger to "rape">>
<<else>>
<span class="green">You hear light footsteps behind.</span> Someone's trying to sneak up on you. You hasten away before <<he>> accomplishes any devilry.
<<endevent>>
<</if>>
<<else>>
<span class="green">You hear light footsteps behind.</span> Someone's trying to sneak up on you. You turn and smack <<him>> before <<he>> accomplishes any devilry.
<<endevent>>
<</if>>
<<else>>
<span class="red">Someone sneaks up on you,</span> and grasps your <<breasts>>. You twist and bat <<him>> away.<<ggattention prison>><<prison_attention 2>><<gtrauma>><<trauma 6>><<gstress>><<stress 6>><<garousal>><<arousal 600 "breasts">>
<<endevent>>
<</if>>
<br><br>
<<case 3>>
You trip, and land with your <<bottom>> stuck in the air.<<gpain>><<gattention prison>><<pain 4>><<prison_attention 4>>
<br><br>
<<case 4>>
You walk deliberately, careful not to trip.
<br><br>
<<default>>
You stumble, but manage to stay on your feet.
<br><br>
<</switch>>
<<elseif $exposed gte 2 and random(1, 2) is 2>>
<<set _rng to random(1, 5)>>
<<switch _rng>>
<<case 1>>
A mass of rowdy inmates are coming your way, <span class="pink">and there's nowhere to hide.</span> <<covered>><<gggattention prison>><<prison_attention 3>><<gstress>><<stress 6>>
<br><br>
<<case 2>>
<<generate1>><<generate2>>
You hide around a corner for a <<fullGroup>> to pass.
<<endevent>>
<br><br>
<<case 3>>
Eyes are drawn to your nudity. <<covered>><<ggattention prison>><<prison_attention 2>><<gstress>><<stress 6>>
<br><br>
<<case 4>>
<<generate1>><<generate2>>
You hide around a corner for a <<fullGroup>> to pass, <span class="purple">but they turn your way instead.</span> <<covered>> You endure their leers.<<gattention prison>><<prison_attention 1>><<gstress>><<stress 6>>
<<endevent>>
<br><br>
<<default>>
A mass of rowdy inmates are coming your way. You turn and escape in the other direction.<<gattention prison>><<prison_attention 1>><<gstress>><<stress 6>>
<br><br>
<</switch>>
<<elseif $exposed is 1 and random(1, 4) is 4>>
<<set _rng to random(1, 5)>>
<<switch _rng>>
<<case 1>>
You're self-conscious about your state of dress, being the only one attired so.<<gstress>><<stress 6>>
<br><br>
<<case 2>>
Inmates keep leering at your bare skin. <<covered>><<gattention prison>><<prison_attention 1>><<gstress>><<stress 6>>
<br><br>
<<case 3>>
<<generate1>><<person1>>
<<if $worn.lower.name isnot "naked">>
A <<person>> seizes the hem of your $worn.lower.name, and tugs, pulling it taut against your crotch.
<<elseif $worn.under_lower.name isnot "naked">>
A <<person>> seizes the hem of your $worn.under_lower.name, and tugs, pulling it taut against your crotch.
<<else>>
A <<person>> gropes your <<bottom>> as <<he>> passes.
<</if>>
<<if currentSkillValue('physique') gte random(1, $physiquemax)>>
You swat <<him>> away from you, <span class="green">and your hand connects with <<his>> face.</span> <<He>> staggers away.
<<else>>
You swat <<him>> away from you, <span class="red">but <<he>> dodges your blow.</span> At least you got <<his>> mitts off.<<gattention prison>><<prison_attention>><<gstress>><<stress 6>>
<</if>>
<<endevent>>
<br><br>
<<case 4>>
<<generate1>><<person1>>A <<person>> looks you over and calls you a whore as <<he>> passes.<<gattention prison>><<prison_attention 1>><<gstress>><<stress 6>>
<<endevent>>
<br><br>
<<default>>
<<generate1>><<person1>>
A <<person>> points at you from some distance away, and the inmates around <<him>> laugh. <<covered>> <<gattention prison>><<prison_attention 1>><<gstress>><<stress 6>>
<<endevent>>
<br>
<</switch>>
<<else>>
<<set _rng to random(1, 10)>>
<<switch _rng>>
<<case 1>>
<<generate1>><<generate2>><<person1>>
<<if $beauty gte random(1, $beautymax)>>
A <<fullGroup>> openly leer as they walk by.<<gattention prison>><<prison_attention 1>>
<<else>>
A <<fullGroup>> walk by, but pay you no mind.
<</if>>
<<endevent>>
<br><br>
<<case 2>>
<<generate1>><<person1>>
<<if $worn.neck.type.includes("leash")>>
A <<person>> grasps your leash and tugs, pulling you forward before you tug the length away from <<him>>.<<ggattention prison>><<prison_attention 2>>
<<else>>
A <<person>> grins. "The collar suits you," <<he>> says as <<he>> passes. "Bet you wore one on the outside."<<gattention prison>><<prison_attention 1>>
<</if>>
<<endevent>>
<br><br>
<<case 3>>
<<if $worn.feet.type.includes("shackle")>>
You trip over broken stonework. You can't control your feet very well in the $worn.feet.name, and fall to the ground with your <<bottom>> in the air.<<gpain>><<gattention prison>><<pain 4>><<prison_attention 6>>
<<else>>
You trip over broken stonework, but manage to right yourself.
<</if>>
<br><br>
<<case 4>>
<<if $worn.face.type.includes("gag")>>
<<generate1>><<person1>>A <<person>> leers at your <<bottom>>. "You wouldn't mind if I had a feel, would you?" <<he>> asks. <span class="purple">You can't respond with the $worn.face.name in your mouth.</span> "Didn't think so."
<br><br>
<<He>> reaches around your waist, and gropes your rear.
<<if $leftarm is "bound" and $rightarm is "bound">>
With your arms bound, all you can do is try to twist away, but <<he>> holds you firm.<<ggattention prison>><<prison_attention 2>><<gtrauma>><<trauma 6>><<gstress>><<stress 6>><<garousal>><<arousal 600 "bottom">>
<br><br>
<<He>> gives you a parting smack, and walks away.
<<else>>
<<gattention prison>><<prison_attention 1>><<gstress>><<stress 6>><<garousal>><<arousal 600 "bottom">>
<br><br>
<</if>>
<<else>>
<<generate1>><<person1>>
A <<person>> leers at your <<bottom>> as <<he>> walks by.<<gstress>><<stress 6>>
<</if>>
<br><br>
<<endevent>>
<<case 5>>
You feel a tremor underfoot.
<br><br>
<<case 6>>
<<generate1>><<person1>>A <<person>> stares at you from a distance. <<He>> doesn't look away when you make eye contact.<<gattention prison>><<prison_attention 1>>
<<endevent>>
<br><br>
<<case 7>>
Inmates cluster in groups of three or four, lost in furtive discussions.
<<if $skulduggery lt 400>>
You catch snippets of intrigue.<<gskulduggery>><<skulduggery 1>>
<<else>>
You catch snippets of intrigue. Amateur stuff.
<</if>>
<br><br>
<<case 8>>
<<if $hallucinations gte 2>>
The shadows have a life of their own.<<gstress>><<stress 6>>
<<else>>
The weak electric lights flicker.
<</if>>
<br><br>
<<case 9>>
You hear a screech far above.
<br><br>
<<default>>
<<if $beauty gte random(1, $beautymax)>>
Your looks draw attention.<<gattention prison>><<prison_attention 1>>
<<else>>
No one pays you any attention.
<</if>>
<br><br>
<</switch>>
<</if>>
<</widget>>
<<widget "events_prison_attention">>
<<set $prison.attention to 0>>
<<set $daily.prison.attentionDay to true>>
<<if $prison.schedule is "revolt">>
The riotous noise quells. An inmate staggers by, and collapses. You find it hard to remain on your feet yourself. <span class="red">Something is wrong.</span>
<br><br>
<<link [[Next|Prison Warden]]>><</link>>
<br>
<<elseif $prison.attention_level is 0>>
<<generate_scarred_inmate 0>>
<<generate_tattooed_inmate 1>>
<<generate3>><<generate4>><<generate5>><<generate6>><<person3>>
"I see <<phim>>, boss," says a <<personsimple>>'s voice. You turn. <<tattooed_inmate 0 cap>> walks towards you, flanked by a <<person3>><<person>> and <<person4>><<person>>.
<br><br>
<<person2>><<He>> stops several feet away, and examines you from head to toe. "I need a new <<bitch>>," <<he>> says. There's not an inch of space free of the ink covering <<his>> visible body. "The old's all used up."
<br><br>
"You heard the boss," the <<person3>><<person>> says. <<He>> also wears tattoos, though far less than <<his>> boss. <<if $awareness gte 300>><span class="blue"><<He>> speaks in an odd monotone, as if <<his>> mind were elsewhere.</span><</if>> "Come 'ere."
<br><br>
<<link [[Go quietly|Prison Attention Quiet]]>><<set $prison.attention_level to 1>><<set $prison.attention to 0>><</link>>
<br>
<<link [[Refuse|Prison Attention Refuse]]>><<set $prison.attention_level to 1>><<set $prison.attention to 0>><</link>>
<br>
<<elseif $prison.protection is "scarred">>
<<generate_veteran_guard 0>><<generate_scarred_inmate 1>><<person1>><<generate3>><<generate4>>
<<set $prison.protection to 0>>
<<if $leftarm is "bound" and $rightarm is "bound">>
A harsh voice rings out. "Prisoner," <<veteran_guard 0>> says. "Lean against the wall!"
<<else>>
A harsh voice rings out. "Prisoner," <<veteran_guard 0>> says. "Hands against the wall!"
<</if>>
<<He>> marches closer, baton at the ready. <span class="green">Then <<he>> pauses,</span> and looks over your shoulder.
<br><br>
<<scarred_inmate 1 cap>> arrives at your side. <<person3>>A <<person>> and <<person4>><<person>> flank <<person2>><<him>>. "Just the <<bitch>> I wanted to see," <<he>> says, giving your <<bottom>> a slap. <<He>> looks at <<veteran_guard 0>>. "What you want with <<phim>> anyway? Should I let the other guards know?"
<br><br>
<<veteran_guard 0 cap>> sneers, and walks away.
<br><br>
"See you later, slut," <<scarred_inmate 1>> says. <span class="red">You've lost the scarred inmate's protection.</span>
<br><br>
<<destination_prison>>
<<elseif $prison.attention_level gte 1>>
<<generate_veteran_guard 0>><<person1>>
<<set $prison.protection to 0>>
<<if $leftarm is "bound" and $rightarm is "bound">>
A harsh voice rings out. "Prisoner," <<veteran_guard 0>> says. "Lean against the wall!"
<<else>>
A harsh voice rings out. "Prisoner," <<veteran_guard 0>> says. "Hands against the wall!"
<</if>>
<<He>> marches closer, baton at the ready. <span class="pink"><<He>> has something devious in mind.</span>
<br><br>
<<link [[Do as instructed|Prison Attention]]>><</link>>
<br>
<<link [[Fight|Prison Attention Fight Refuse]]>><</link>>
<br>
<<if $prison.kylar is "active">>
<<if $worn.face.type.includes("gag")>>
<span class="blue">Kylar would rescue you, but you can't call them with your mouth gagged.</span>
<br>
<<else>>
<<link [[Call Kylar|Prison Attention Kylar]]>><<set $prison.attention_level to 1>><<set $prison.attention to 0>><<set $prison.kylar to "solitary">><<set $prison_kylar_timer to 3>><</link>>
<br>
<</if>>
<<elseif $prison.kylar is "solitary">>
<span class="blue">Kylar can't help you from solitary.</span>
<br>
<</if>>
<</if>>
<</widget>>
<<widget "prison_laundry_options">>
<<endevent>>
<<if Time.hour is 12>>
<<generate_relaxed_guard 0>><<person1>>"Shift over," <<relaxed_guard 0>> shouts. "Lunch time."
<br><br>
You shuffle from the room with the other inmates.
<br><br>
<<link [[Next|Prison Block]]>><<endevent>><</link>>
<br>
<<elseif Time.hour is 18>>
<<generate_relaxed_guard 0>><<person1>>"Shift over," <<relaxed_guard 0>> shouts. "Dinner time."
<br><br>
You shuffle from the room with the other inmates.
<br><br>
<<link [[Next|Prison Block]]>><<endevent>><</link>>
<br>
<<else>>
<<prisonicon "laundry_work">><<link [[Work hard (1:00)|Prison Laundry Work Hard]]>><<handheldon>><<prison_work 1>><<pass 1>><<advancetohour>><</link>><<note "Will give opportunities to reduce suspicion" "green">>
<br>
<<socialiseicon>><<link [[Socialise with inmates (1:00)|Prison Laundry Work Socialise]]>><<handheldon>><<prison_work 1>><<pass 1>><<advancetohour>><</link>><<note "Will give opportunities to raise respect" "green">>
<br>
<<if !$daily.prison.prisonRelaxedSpoke>>
<<socialiseicon>><<link [[Speak with guard|Prison Laundry Work Chat]]>><<handheldon>><</link>><<note "Will give opportunities to raise love" "green">>
<br>
<</if>>
<<refuseicon>><<link [[Stop|Prison Laundry]]>><<handheldon>><</link>>
<br>
<</if>>
<</widget>>
<<widget "prison_medical_options">>
<<endevent>>
<<if Time.hour is 12>>
<<generate_methodical_guard 0>><<person1>>"Lunch time," <<methodical_guard 0>> says. <<He>> pulls a prayer book from <<his>> pocket, and walks towards the door.
<br><br>
<<link [[Next|Prison Medical]]>><<endevent>><</link>>
<br>
<<elseif Time.hour is 18>>
<<generate_methodical_guard 0>><<person1>>"Dinner time," <<methodical_guard 0>> says. <<He>> pulls a prayer book from <<his>> pocket, and walks towards the door.
<br><br>
<<link [[Next|Prison Medical]]>><<endevent>><</link>>
<br>
<<else>>
<<prisonicon "medical_work">><<link [[Assist (1:00)|Prison Medical Work Hard]]>><<handheldon>><<prison_work 1>><<pass 1>><<advancetohour>><</link>>
<br>
<<if !$daily.prison.methodicalSpoke>>
<<socialiseicon>><<link [[Speak with guard|Prison Medical Work Chat]]>><<handheldon>><</link>>
<br>
<</if>>
<<refuseicon>><<link [[Stop|Prison Medical]]>><<handheldon>><</link>>
<br>
<</if>>
<</widget>>
<<widget "prison_spire_options">>
<<endevent>>
<<if Time.hour is 12>>
<<generate_anxious_guard 0>><<person1>>"Lunch," <<anxious_guard 0>> says. <<He>> takes a deep breath, and runs for the staircase down.
<br><br>
<<link [[Next|Prison Spire]]>><<endevent>><</link>>
<br>
<<elseif Time.hour gte 18>>
<<generate_anxious_guard 0>><<person1>>"Dinner," <<anxious_guard 0>> says. <<He>> takes a deep breath, and runs for the staircase down.
<br><br>
<<link [[Next|Prison Spire]]>><<endevent>><</link>>
<br>
<<elseif $prison.anxious gte 60 and $per_npc.anxious_guard.name_known isnot 1>>
<<beastNEWinit 2 "hawk">><<person1>>
You hear a cry. A scrap between two <<beastsplural>> has turned sour. One holds the other down, and looks to be trying to throttle <<bhim>> with <<person2>><<bhis>> talons.
<<endevent>>
<br><br>
<<generate_anxious_guard 0>><<person1>>
"No no no," <<anxious_guard 0>> says. <<He>> takes a deep breath, and leaves the safety of the cabin. "Br-break it up you two," <<he>> says. "I said break it up."
<br><br>
The endangered creature struggles free, but the other turns its eyes on <<anxious_guard 0>>. <<He>> turns at once, but isn't fast enough. Wings flap, and the creature lifts <<him>> from the ground.
<br><br>
<<link [[Next|Prison Spire Precipice]]>><<handheldon>><</link>>
<br>
<<else>>
<<ind>><<link [[Work (1:00)|Prison Spire Work Hard]]>><<prison_work 1>><<pass 1>><<advancetohour>><</link>>
<br>
<<if !$daily.prison.anxiousSpoke>>
<<socialiseicon>><<link [[Speak with guard|Prison Spire Work Chat]]>><<handheldon>><</link>>
<br>
<</if>>
<<refuseicon>><<link [[Stop|Prison Spire]]>><<handheldon>><</link>>
<br>
<</if>>
<</widget>>
<<widget "prison_teeth">>
<<if _args[0]>>
<<set $prison.teeth += _args[0]>>
<</if>>
<</widget>>
<<widget "prison_teeth_text">>
<<if _args[0] and $statdisable is "f">>
| <span class="gold">You've gained <<number _args[0]>> shark's teeth.</span>
<</if>>
<</widget>>
<<widget "prison_birds">>
<<if _args[0]>>
<<set $prison.birds += _args[0]>>
<</if>>
<</widget>>
<<widget "prison_birds_text">>
<<if $statdisable is "f">>
| <span class="green">+ Watchers</span>
<</if>>
<</widget>>
<<widget "prison_unbind">>
<<if !$prison.active_punishments.includes("bindings")>>
<<set $rightboundcarry to 0>>
<<set $leftboundcarry to 0>>
<<set $leftarm to 0>>
<<set $rightarm to 0>>
<</if>>
<<if !$prison.active_punishments.includes("cuffs")>>
<<remove_shackle>>
<</if>>
<</widget>>
<<widget "prison_detach_leash">>
<<if !$prison.active_punishments.includes("leash")>>
<<detach_leash>>
<</if>>
<</widget>>
<<widget "prison_bondage_removal">>
<<if $worn.face.type.includes("gag") or $worn.face.type.includes("blindfold")>><<set _punishments_removed to true>>
<<set $worn.face.type.push("broken")>>
<<faceruined>>
<</if>>
<<if $worn.feet.type.includes("shackle")>><<set _punishments_removed to true>>
<<set $worn.feet.type.push("broken")>>
<<feetruined>>
<</if>>
<<if $worn.neck.cursed is 1>><<set _punishments_removed to true>>
<<set $worn.neck.type.push("broken")>>
<<neckruined>>
<</if>>
<<if $leftarm is "bound" or $rightarm is "bound">>
<<set _punishments_removed to true>>
<</if>>
<<unbind>>
<</widget>>
<<widget "gagged_speech">><<silently>>
<<set _text_output to '"'>>
<<if _args[0]>>
<<if $worn.face.type.includes("gag")>>
<<if $speech_attitude is "meek">>
<<set _text_output += "Mmmmmmhr">>
<<elseif $speech_attitude is "bratty">>
<<set _text_output += "Mmhhrrr">>
<<else>>
<<set _text_output += "Mmmmhhrr">>
<</if>>
<<set _text_output += _args[0].slice(-1)>>
<<else>>
<<set _text_output += _args[0]>>
<</if>>
<</if>>
<<set _text_output += '"'>>
<</silently>><<print _text_output>><</widget>>
<<widget "passout_prison">>
<<if isPregnancyEnding()>>
<<if $bus is "canteen">>
<<pregnancyPassout "prisonCanteen">>
<<elseif $bus is "yard">>
<<pregnancyPassout "prisonYard">>
<<else>>
<<pregnancyPassout "prison">>
<</if>>
<<else>>
<<link [[Everything fades to black...|Passout Prison]]>><</link>>
<</if>>
<</widget>>
<<widget "passout_rut">>
<<if $rut_entry is "rope">>
<<set $bus to "cell_block">>
<<passout_prison>>
<<else>>
<<link [[Everything fades to black...|Passout Rut]]>><</link>>
<</if>>
<</widget>>
<<widget "prison_revolt_options">>
You have the inmates' attention. A thought flashes through your mind. A desire for insurrection.
<br><br>
<<if $prison.shock is 1>>
<<if $prison.hope lt 80>>
<<if $prison.reb lt 80>>
<span class="red">The inmates don't feel it at all. They're so hopeless and downtrodden the shock collars aren't needed.</span>
<br>
<<else>>
The inmates feel it as well, <span class="red">but don't believe they can actually change things. They're probably right, due to the shock collars.</span>
<br>
<</if>>
<<else>>
<<if $prison.reb lt 80>>
The inmates are optimistic, <span class="red">but don't feel their chains tightly enough to revolt. It doesn't matter anyway due to the shock collars.</span>
<br>
<<else>>
The inmates are feverish with the same desire, <span class="red">but the shock collars render this pointless.</span>
<br>
<</if>>
<</if>>
<<else>>
<<if $prison.hope lt 80>>
<<if $prison.reb lt 80>>
The shock collars are non-functioning, <span class="red">but the inmates are too hopeless and downtrodden to revolt.</span>
<br>
<<else>>
The shock collars are non-functioning, and the inmates rebellious, <span class="red">but they're too pessimistic for any major revolt.</span>
<br>
<</if>>
<<else>>
<<if $prison.reb lt 80>>
The shock collars are non-functioning, and the inmates optimistic, <span class="red">but they don't feel their chains tightly enough to revolt.</span>
<br>
<<else>>
<span class="green">The stage is set.</span> However, be sure you know what you're doing. A revolt without a plan will never end well.
<br>
<<link [[Incite revolt|Prison Revolt]]>><</link>>
<br>
<</if>>
<</if>>
<</if>>
<<link [[Not right now|Prison Revolt Refuse]]>><<pain -4>><<trauma -6>><<stress -6>><</link>><<lpain>><<ltrauma>><<lstress>>
<br>
<</widget>>
<<widget "rut_end">>
<<unset $rut>>
<<unset $rut_entry>>
<</widget>>
<<widget "remove_punishments">>
<<if $worn.neck.name is "collar with leash" or $worn.neck.name is "free use collar with leash">>
<<set _punishments_removed to true>>
<</if>>
<<detach_leash>>
<<if $worn.feet.type.includes("shackle")>><<set _punishments_removed to true>>
<<set $worn.feet.type.push("broken")>>
<<feetruined>>
<</if>>
<<if $worn.face.type.includes("blindfold") or $worn.face.type.includes("gag")>><<set _punishments_removed to true>>
<<set $worn.face.type.push("broken")>>
<<faceruined>>
<</if>>
<<if $worn.neck.name is "free use collar">><<set _punishments_removed to true>>
<<set $worn.neck.type.push("broken")>>
<<neckruined>>
<<neckwear 1>>
<</if>>
<<if $leftarm is "bound" or $rightarm is "bound">>
<<set _punishments_removed to true>>
<</if>>
<<unbind>>
<</widget>>
<<widget "prison_map">>
<<if $options.images is 1>>
<br>
<div id="prison_map">
<<if Weather.isSnow>>
<img src="img/misc/prison_map_winter.gif">
<<else>>
<img src="img/misc/prison_map.gif">
<</if>>
<<if $rut isnot undefined>>
<img id="prison_map_rut" src="img/misc/prison_rut.gif">
<<if random(1, 1000) is 1000>>
<div id="prison_map_hide">
<img id="prison_map_rut_overlay" src="img/misc/prison_rut_eye.png">
<<timed 1s>>
<<replace #prison_map_hide>>
<</replace>>
<</timed>>
</div>
<</if>>
<</if>>
<<if _args[0] and _args[0] isnot "rut">>
<img id="prison_map_overlay" @src="'img/misc/prison_map_' + _args[0] + '.png'">
<<elseif _args[0] is "rut">>
<img id="prison_map_rut_overlay" src="img/misc/prison_rut_overlay.png">
<</if>>
</div>
<</if>>
<</widget>>
<<widget "prisoncrimeUp">>
<<if $prison.time gte 0>>
<<crimeUp `$prison.time * 250` "resisting" "escape">>
<</if>>
<<if _args[0] is "kylar">>
<<crimeUp 1000 "obstruction" "kylarPrison">>
<</if>>
<</widget>><<effects>>
You run around the edge of the yard.<<if Weather.precipitation isnot "none">> The <<print Weather.precipitation>> lands on your skin.<</if>>
<<if $rng gte 81>>
The sky twirls above.
<<elseif $rng gte 61>>
<<if $prison.schedule is "yard">>
The other inmates pay you little mind.
<<else>>
You think you see a face watching you from a high window, but you must be imagining things.
<</if>>
<<elseif $rng gte 41>>
A blast of warm air erupts from a vent, almost blowing you over.
<<elseif $rng gte 21>>
<<if $prison.schedule is "yard">>
You think you feel the ground tremble, but no one else reacts.
<<else>>
You feel the ground tremble.
<</if>>
<<else>>
You see a winged silhouette far above, and feel watched.
<</if>>
<<physique 2>><<athletics 4>><<pass 30>>
<br><br>
<<link [[Next|Prison Yard]]>><</link>>
<br><<effects>><<wearProp "weight">>
You warm up yourself up, load the barbell, and lift. Your muscles soon ache.
<<physique 6>>
<<pass 30>>
<br><br>
<<if random(1, 4) is 4 and $prison.schedule is "yard">>
<<generate1>><<person1>>
A <<person>> walks up to the bar, and holds <<his>> hands under it. "Go on," <<he>> says. "Give it all you got."
<br><br>
<<link [[Give it all you got|Prison Yard Give]]>><<tiredness 6>><</link>><<gtiredness>><<ggphysique>>
<br>
<<link [[Tell <<him>> to go away|Prison Yard Tell]]>><</link>>
<br>
<<elseif currentSkillValue('physique') gte 15000 and $prison.schedule is "yard">>
No one's lifting heavier than you.
<br><br>
<<link [[Show off|Prison Yard Show]]>><</link>><<physiquedifficulty 10000 20000>>
<br>
<<link [[Stop|Prison Yard]]>><<handheldon>><</link>>
<br>
<<else>>
<<link [[Next|Prison Yard]]>><<handheldon>><</link>>
<br>
<</if>><<effects>>
You push yourself harder than you normally would while the <<person>> shouts encouragement, until your arms hang limp.
<<if $rng gte $prison.inmates>>
<<He>> lowers the barbell, <span class="pink">trapping you.</span>
<br><br>
"Now how's about you help me?" <<he>> asks, pressing <<his>> groin against your face.
<br><br>
<<link [[Next|Prison Exercise Rape]]>><<handheldon>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<He>> lifts the barbell off, and helps you to your feet.
<br><br>
<<link [[Next|Prison Yard]]>><<endevent>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<npcoral>>
<<set $position to "missionary">>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Prison Exercise Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Prison Exercise Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> leaves barbell atop you, and walks away.
<br><br>
<<tearful>> you catch your breath. Strength recovered, you push up the barbell, freeing yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<destination_prison>>
<br>
<<elseif $enemyhealth lte 0>>
The <<person>> backs out of reach, and watches you warily. "You're harder than you look."<<grespect>><<prison_inmates 1>>
<br><br>
<<tearful>> you catch your breath. Strength recovered, you pushed up the barbell, freeing yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<destination_prison>>
<<else>>
<<set $rescued += 1>>
The <<person>> flees at the sound of a heavy pair of footsteps.
<br><br>
<<clotheson>>
<<endcombat>>
<<generate_veteran_guard 0>><<person1>>
You're still stuck beneath the barbell when <<veteran_guard 0>> arrives. "You're disturbing the peace and tranquillity of this institution," <<veteran_guard 0>> says, looking down at you. <<He>> lifts the barbell, freeing you, then rests a hand on your shoulder. "You're coming with me."
<br><br>
<<link [[Go quietly|Prison Punishment]]>><<endevent>><</link>>
<br>
<<link [[Fight|Prison Punishment Fight]]>><<set $fightstart to 1>><</link>>
<br>
<</if>><<effects>>
"Suit yourself," the <<person>> says, walking away.
<br><br>
<<link [[Next|Prison Yard]]>><<endevent>><</link>>
<br><<effects>>
You add more weights to the barbell, and lift.
<<if $physiqueSuccess>>
It's a strain, <span class="green">but you manage to hold it for a few moments.</span> No one reacts, but you know they saw.<<prison_inmates 1>><<grespect>>
<br><br>
<<else>>
<span class="red">You feel a pain in your back,</span> and release the weights. You hope no one saw.<<ggpain>><<pain 8>>
<br><br>
<</if>>
<<link [[Next|Prison Yard]]>><<handheldon>><</link>>
<br><<effects>>
You line up in front of the massive pile of clothes. <<generate_relaxed_guard 0>><<person1>><<relaxed_guard 0 cap>> remains seated, playing with <<his>> dice and seeming oblivious to the inmates.
<br><br>
<<endevent>>
<<prison_laundry_options>><<effects>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You can't sort laundry with your arms bound, so the inmates use you as a "mule", ferrying baskets across the room on your hands and knees.
<br><br>
<<else>>
You focus on sorting and folding laundry, loading and unloading the machines.
<br><br>
<</if>>
<<rng 3>>
<<switch $rng>>
<<case 1>>
<<generate_relaxed_guard 0>><<person1>><<relaxed_guard 0 cap>> rises from <<his>> stool. <<He>> throws and catches <<his>> dice as <<he>> paces up and down the length of the room.
<br><br>
<<He>> stops to observe you for a moment, and seems satisfied.<<lsuspicion>><<prison_guards 1>>
<br><br>
<<prison_laundry_options>>
<<case 2>>
<<generate_relaxed_guard 0>><<generate2>><<person2>>The <<person>> beside you shakes a pair of trousers. Several shark's teeth fall out. <<He>> slips them into <<his>> pocket.
<br><br>
<<link [[Inform the guard|Prison Laundry Work Inform]]>><<prison_guards 1>><<prison_inmates -1>><</link>><<lrespect>><<lsuspicion>>
<br>
<<link [[Demand half|Prison Laundry Work Demand]]>><</link>><<difficulty 50>>
<br>
<<set $skulduggerydifficulty to 600>>
<<if $leftarm is "bound" and $rightarm is "bound">>
<span class="blue">You could take it for yourself, if your arms weren't bound.</span>
<br>
<<else>>
<<link [[Steal|Prison Laundry Work Steal]]>><</link>><<skulduggerydifficulty>>
<br>
<</if>>
<<link [[Ignore|Prison Laundry Work Ignore]]>><</link>>
<br>
<<default>>
One pair of trousers is heavier than usual. You find two shark's teeth in a pocket.
<br><br>
<<link [[Inform the guard|Prison Laundry Work Inform 2]]>><<prison_guards 1>><</link>><<lsuspicion>>
<br>
<<set $skulduggerydifficulty to 200>>
<<link [[Keep|Prison Laundry Work Keep]]>><</link>><<skulduggerydifficulty>>
<br>
<</switch>>
<<if $leftarm isnot "bound" and $rightarm isnot "bound">>
<<wearProp "laundry">>
<</if>><<effects>>
You approach <<generate_relaxed_guard 0>><<relaxed_guard 0>> and drop the teeth onto the table in front of <<person1>><<him>>. <<relaxed_guard 0 cap>> nods, but doesn't look up.
<br><br>
<<prison_laundry_options>><<effects>>
You take the teeth into your possession.
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<span class="green">No one notices.</span><<prison_teeth_text 2>><<prison_teeth 2>>
<br><br>
<<else>>
<span class="red"><<generate_relaxed_guard 0>><<relaxed_guard 0 cap>><<person1>> slams the dice onto the table,</span> marches over, and relieves you of your find. "Eyes like a hawk," <<he>> says before returning to <<his>> stool.<<gsuspicion>><<prison_guards -1>>
<br><br>
<</if>>
<<skulduggeryuse>>
<<prison_laundry_options>><<effects>>
You inform <<relaxed_guard 0>> of the <<persons>> acquisition. The <<person>> scowls at you as the teeth are confiscated.
<br><br>
<<prison_laundry_options>><<effects>>
<<if $speech_attitude is "meek">>
<<gagged_speech "H-hey,">> you say. <<gagged_speech "Could you spare some of those teeth?">>
<<elseif $speech_attitude is "bratty">>
<<gagged_speech "Cut me in,">> you say. <<gagged_speech "Or the guard hears.">>
<<else>>
<<gagged_speech "Don't be greedy,">> you say, holding out your hand.
<</if>>
<br><br>
<<if random(1, 2) is 2>>
The <<person>> sighs, and fishes the teeth from <<his>> pocket. <span class="green"><<He>> hands you a couple.</span><<prison_teeth_text 2>><<prison_teeth 2>>
<br><br>
<<else>>
The <<person>> fishes the teeth from <<his>> pocket, looks at them a moment, <span class="red">then eats them.</span> "Dunno what you're talking about." <<He>> grins.
<br><br>
<</if>>
<<prison_laundry_options>><<effects>>
You wait until the <<person>> bends over to lift a box, then slip your hand into <<his>> pocket.
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<span class="green">You liberate the teeth, leaving <<him>> none the wiser.</span><<prison_teeth_text 2>><<prison_teeth 2>>
<br><br>
<<else>>
<span class="red"><<He>> catches your hand,</span> and gives your face a light slap. "Nice try."<<gpain>><<pain 2>>
<br><br>
<</if>>
<<skulduggeryuse>>
<<prison_laundry_options>><<effects>>
You ignore the <<person>>'s acquisition, and return to work.
<br><br>
<<prison_laundry_options>><<effects>>
You chat with the other inmates. <<generate_relaxed_guard 0>><<generate2>><<person2>><<relaxed_guard 0 cap>> doesn't seem bothered.
<br><br>
<<rng 10>>
<<switch $rng>>
<<case 1>>
"Where does all this laundry come from anyway?" a <<person>> muses. "There's no end to it."
<<case 2>>
"Don't need many guards," a <<person>> says. <<He>> taps <<his>> collar. "They say they got us disciplined."
<<case 3>>
"One of them birds gave me a tooth once," a <<person>> says. "Like it was a gift. No joke."
<<case 4>>
<<if $prison.shock is 1>>
"They made the collar shock me when I first arrived," a <<person>> says. "Wasn't nice."
<<else>>
"Do you think we could take them?" a <<person>> asks in a hushed voice. "The guards. They can't shock us anymore."
<</if>>
<<case 5>>
"Getting me a new pair of shoes," a <<person>> says. "Next time the smuggler visits."
<<case 6>>
"Might be a trick to it," a <<person>> says. "But there's a way out. Always is."<<gskulduggery>><<skulduggery 1>>
<<case 7>>
"That big door in the yard," a <<person>> says. "I saw someone come through once. You can see a beach on the other side. Would be nice if they let us go for a swim. Not like we'd be able to go anywhere."
<<case 8>>
"I'm telling you," a <<person>> says. "These walls are funny."
<<case 9>>
"Best to keep your head down," a <<person>> says. "Though drawing attention would help you change opinions more easily."
<<default>>
<</switch>>
<<endevent>>
<br><br>
<<rng 3>>
<<switch $rng>>
<<case 1>>
<<generate_relaxed_guard 0>><<generate2>><<person2>>A <<person>> rests <<his>> hand on your <<bottom>>.
<br><br>
<<link [[Endure|Prison Laundry Work Endure]]>><<trauma 6>><<stress 6>><<arousal 600 "bottom">><</link>><<gtrauma>><<gstress>><<garousal>>
<br>
<<link [[Shove|Prison Laundry Work Shove]]>><<prison_inmates 1>><<prison_guards -1>><</link>><<gsuspicion>><<grespect>>
<br>
<<link [[Squeeze back|Prison Laundry Work Squeeze]]>><<prison_inmates 1>><<gattention prison>><</link>><<promiscuous1>><<prison_attention 1>><<grespect>>
<br>
<<case 2>>
They enjoy your jokes.<<grespect>><<prison_inmates 1>>
<br><br>
<<prison_laundry_options>>
<<case 3>>
<<generate1>><<generate2>><<person1>>
A couple of inmates swap stories, bragging about their exploits.
<br><br>
<<link [[Make something up|Prison Laundry Work Brag]]>><</link>><<englishdifficulty 1 1000>>
<br>
<<if $fame.scrap gte 400>>
<<link [[Tell a story of your daring|Prison Laundry Work Daring]]>><</link>><<note "Combat fame" "green">>
<br>
<</if>>
<<link [[Ignore|Prison Laundry Work Chat Ignore]]>><</link>>
<br>
<</switch>><<effects>>
You make up a story, one of boldness and daring.
<<if $englishSuccess>>
<<rng 5>>
<<switch $rng>>
<<case 1>>
"A giant slug?!" asks a <<person>>. "Who'd have thought."
<<case 2>>
"All the way in?" asks a <<person>>. "Who'd have thought."
<<case 3>>
"That's fucked up," says a <<person>>. "Nice one."
<<case 4>>
"I bet they felt that!" says a <<person>>.
<<default>>
"No less than they deserved," says a <<person>>.
<</switch>>
<<grespect>><<prison_inmates 1>>
<br><br>
<<else>>
<span class="red">But maybe you went too far.</span>
<br><br>
<<rng 5>>
<<switch $rng>>
<<case 1>>
"A giant what?!" says a <<person>>. "Pull the other one."
<<case 2>>
"There's no way you got it all in," says a <<person>>.
<<case 3>>
"If that's true," says a <<person>>. "Then I'm the emperor of France."
<<case 4>>
"I've heard some porkies in my time," says a <<person>>. "But that one takes the biscuit."
<<default>>
"Yeah right," says a <<person>> with a dismissive shake of <<his>> head.
<</switch>>
<br><br>
<</if>>
<<prison_laundry_options>><<effects>>
You recall one of your exploits,
<<rng 2>>
<<switch $rng>>
<<case 1>>
about one of the many fights you've won.
<br><br>
"I think I've heard of you," says a <<person>>. "They call you <<underworld_nickname>>."<<grespect>><<prison_inmates 1>>
<br><br>
<<default>>
about one of the many assaults you've thwarted.
<br><br>
The inmates seem impressed.<<grespect>><<prison_inmates 1>>
<br><br>
<</switch>>
<<prison_laundry_options>><<effects>>
You ignore their game, and continue working.
<br><br>
<<prison_laundry_options>><<effects>>
You stay focused on sorting laundry. The <<person>> gives your <<bottom>> a squeeze, and then a slap, jolting you forward a little.
<br><br>
<<prison_laundry_options>><<effects>>
You shove the <<person>>, pushing <<him>> over. The other inmates laugh.
<br><br>
"None of that," <<relaxed_guard 0>> says, aroused enough to look over, but not to stand.
<br><br>
<<prison_laundry_options>><<effects>>
You rest your hand on the <<persons>> ass in turn. <<He>> gives you a squeeze, and you return the favour.
<<promiscuity1>>
<<if $analdisable is "f" and random(1, 3) is 3>>
<<if $worn.lower.name is "naked">>
<<if $worn.under_lower.name is "naked">>
<<He>> presses a finger against your anus.
<<else>>
<<He>> slips <<his>> hand down your $worn.under_lower.name, and presses a finger against your anus.
<</if>>
<<else>>
<<He>> slips a hand down your $worn.lower.name, and presses a finger against your anus.
<</if>>
<br><br>
<<link [[Move away|Prison Laundry Work Anus Refuse]]>><</link>>
<br>
<<if hasSexStat("promiscuity", 4)>>
<<link [[Allow|Prison Laundry Work Anus]]>><<prison_attention 3>><</link>><<promiscuous3>><<ggattention prison>><<ggarousal>>
<br>
<</if>>
<<else>>
<<prison_laundry_options>>
<</if>><<effects>>
/* $NPCList[0] is relaxed quard, [1] is a random inmate, currently active as <<person>>, as generated on :: Prison Laundry Work Socialise */
The <<person>> inserts <<his>> finger, pushing deeper.
<<if $player.penisExist>>
You shiver as <<he>> reaches your prostate.
<</if>>
No one seems to have noticed <<his>> violating you in the middle of the room.
<<promiscuity3>>
<<arousal 3000 "genitals">>
<<if $arousal gte 10000>>
<<orgasm>>
You lean forward, out of breath, as the <<person>> withdraws <<his>> hand. <<person1>><<relaxed_guard 0 cap>> looks over with a frown.<<gsuspicion>><<gattention prison>><<prison_attention 1>><<prison_guards -1>>
<<else>>
<<person1>><<relaxed_guard 0 cap>> stirs, and the <<person2>><<person>> withdraws <<his>> hand.
<</if>>
<br><br>
<<prison_laundry_options>><<effects>>
You step away from the <<person>>. <<He>> takes the hint, though gives your <<bottom>> a final smack.
<br><br>
<<prison_laundry_options>><<effects>>
<<generate_relaxed_guard 0>><<relaxed_guard 0 cap>><<person1>> looks up as you approach. "You should be working," <<he>> says. "But I'll overlook it. Fancy a game?" <<He>> rattles the dice in <<his>> hand.
<br><br>
<<gameicon "dice">><<link [[Play|Prison Laundry Work Play]]>><<set $daily.prison.prisonRelaxedSpoke to true>><<prison_rep relaxed 1>><</link>><<glove>>
<br>
<<if $prison_job_change is undefined>>
<<if $prison.guards gte 60>>
<<socialiseicon "ask">><<link [[Ask to work in medical|Prison Laundry Work Medical]]>><</link>>
<br>
<<else>>
<<insufficientStat "trust" "to work in medical">>
<br>
<</if>>
<<if $prison.guards gte 80>>
<<socialiseicon "ask">><<link [[Ask to work on the spire|Prison Laundry Work Spire]]>><</link>>
<br>
<<else>>
<<insufficientStat "trust" "to be allowed on the spire">>
<br>
<</if>>
<</if>>
<<getouticon>><<link [[Leave|Prison Laundry Work]]>><<endevent>><</link>>
<br><<effects>>
<<relaxed_guard 0 cap>> glances at you. "That should be fine," <<he>> says. "I'll give specs a heads up. <span class="gold">You start work there tomorrow.</span>"
<br><br>
<<set $prison_job_change to "medical">>
<<prison_laundry_options>><<effects>>
<<relaxed_guard 0 cap>> glances at you. "If you're sure," <<he>> says. "Always need hands up there. <span class="gold">You start work there tomorrow.</span>"
<br><br>
<<set $prison_job_change to "spire">>
<<prison_laundry_options>><<effects>>
<<if $prison.relaxed gte 60 and $NPCList[0].name_known isnot 1>>
"You know," <<relaxed_guard 0>> says. "I don't think I properly introduced myself.
<<set $NPCList[0].name_known to 1>>
<<save_relaxed_guard>>
I'm <<relaxed_guard 0>>. Don't tell specs I got informal." <<He>> bounces the dice between <<his>> hands.
<</if>>
"Shall we make this interesting?" <<he>> asks. "You win, and I'll let you chill for an hour. But if I win..." <<He>> pauses.
<<if $leftarm is "bound" and $rightarm is "bound">>
"You spend it as my footstool. Not like you're good for much else at the moment."
<<set $phase to 2>>
<<else>>
<<if $worn.face.type.includes("gag")>>
<<rng 2>>
<<else>>
<<rng 3>>
<</if>>
<<switch $rng>>
<<case 1>>
"You spend it on your hands and knees, carrying laundry with your mouth."
<<set $phase to 1>>
<<case 2>>
"You spend it as my footstool. They won't let me put my feet up otherwise."
<<set $phase to 2>>
<<case 3>>
<<if $NPCList[0].penis isnot "none">>
"You suck me off."
<<else>>
"You eat me out."
<</if>>
<<set $phase to 3>>
<</switch>>
<</if>>
<br><br>
<<link [[Accept challenge|Prison Laundry Work Challenge]]>><<prison_rep relaxed 3>><</link>><<gglove>>
<br>
<<link [[Play normally|Prison Laundry Work Normal]]>><</link>>
<br><<effects>>
<<He>> rolls first.
<<set _die_1 to random(1, 6)>>
<<set _die_2 to random(1, 6)>>
<div id="die_text">
<span id="die_1">
<<if $options.images is 1>>
<img src="img/misc/die_roll.gif">
<<else>>
?
<</if>>
</span>
+
<span id="die_2">
<<if $options.images is 1>>
<img src="img/misc/die_roll.gif">
<<else>>
?
<</if>>
</span>
<br>
=
<br>
<span id="die_result">
</span>
<span id="prison_list_result">
</span>
</div>
<<timed 1s>>
<<replace "#die_1">>
<<if $options.images is 1>>
<img @src="'img/misc/die_' + _die_1 + '.png'">
<<else>>
_die_1
<</if>>
<</replace>>
<</timed>>
<<timed 2s>>
<<replace "#die_2">>
<<if $options.images is 1>>
<img @src="'img/misc/die_' + _die_2 + '.png'">
<<else>>
_die_2
<</if>>
<</replace>>
<</timed>>
<<set $relaxed_roll to (_die_1 + _die_2)>>
<<timed 3s>>
<span id="die_text"><<print $relaxed_roll>></span>
<br><br>
<</timed>>
<<link [[Next|Prison Laundry Work Challenge 2]]>><</link>>
<br><<effects>>
Your turn.
<<set _die_1 to random(1, 6)>>
<<set _die_2 to random(1, 6)>>
<div id="die_text">
<span id="die_1">
<<if $options.images is 1>>
<img src="img/misc/die_roll.gif">
<<else>>
?
<</if>>
</span>
+
<span id="die_2">
<<if $options.images is 1>>
<img src="img/misc/die_roll.gif">
<<else>>
?
<</if>>
</span>
<br>
=
<br>
<span id="die_result">
</span>
<span id="prison_list_result">
</span>
</div>
<<timed 1s>>
<<replace "#die_1">>
<<if $options.images is 1>>
<img @src="'img/misc/die_' + _die_1 + '.png'">
<<else>>
_die_1
<</if>>
<</replace>>
<</timed>>
<<timed 2s>>
<<replace "#die_2">>
<<if $options.images is 1>>
<img @src="'img/misc/die_' + _die_2 + '.png'">
<<else>>
_die_2
<</if>>
<</replace>>
<</timed>>
<<set $your_roll to (_die_1 + _die_2)>>
<<timed 3s>>
<span id="die_text"><<print $your_roll>></span>
<br><br>
<</timed>>
<<link [[Next|Prison Laundry Work Challenge 3]]>><</link>>
<br><br><<effects>>
<<if $relaxed_roll is $your_roll>>
"Draw," <<relaxed_guard 0>> says. "Rematch?"
<br><br>
<<link [[Rematch|Prison Laundry Work Challenge]]>><<unset $relaxed_roll>><<unset $your_roll>><</link>>
<br>
<<link [[Play normally|Prison Laundry Work Normal]]>><<unset $relaxed_roll>><<unset $your_roll>><</link>>
<br>
<<elseif $your_roll gte $relaxed_roll>>
<<prison_work 1>>
"You win," <<relaxed_guard 0>> says. "Feel free to put your feet up. Don't leave the laundry room though. I'll mark you down as present. <span class="green">Consider it an extra hour of free time.</span>"
<br><br>
<<unset $relaxed_roll>>
<<unset $your_roll>>
<<prison_laundry_options>>
<<else>>
"You lose," <<relaxed_guard 0>> says with a smirk.
<<switch $phase>>
<<case 1>>
"Get on your knees."
<br><br>
You spend the next hour crawling between the machines and table, carrying clothes in your mouth. It is incredibly inefficient. But that's not the point.
<br><br>
The other inmates are amused.<<lrespect>><<prison_inmates -1>><<ggattention prison>><<prison_attention 3>><<gstress>><<garousal>><<stress 6>><<arousal 600>>
<br><br>
<<prison_work 1>>
<<pass 1>><<advancetohour>>
<<prison_laundry_options>>
<<case 2>>
"Get on your knees."
<br><br>
You spend the next hour with <<relaxed_guard 0 apo>> feet resting on your back. <<He>> seems pretty happy. So do the inmates.<<lrespect>><<prison_inmates -1>><<gattention prison>><<prison_attention 1>><<gstress>><<garousal>><<stress 6>><<arousal 600>>
<br><br>
<<prison_work 1>>
<<pass 1>><<advancetohour>>
<<prison_laundry_options>>
<<default>>
"Get on your knees."
<br><br>
<<He>> grasps the back of your hair, and pulls your face against <<his>> groin.
<br><br>
<<link [[Next|Prison Laundry Oral]]>><<set $sexstart to 1>><</link>>
<br>
<</switch>>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<He>> <<npcUndressText $NPCList[0] "lower" "self">>,
<<npcRevealText $NPCList[0] "lower">>.
<br><br>
<<npcoral>>
<<set $enemytrust -= 100>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Prison Laundry Oral Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Prison Laundry Oral]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Now get back to work," <<he>> says. "All of you."<<ggattention prison>><<prison_attention 3>><<glove>><<prison_rep relaxed 1>>
<br><br>
<<tearful>> you stand.
<br><br>
<<clotheson>>
<<endcombat>>
<<prison_laundry_options>>
<<elseif $enemyhealth lte 0>>
<<He>> leans back too far, and falls from <<his>> stool, striking and breaking a pipe. Hot steam billows over <<his>> face. <<He>> shouts and falls backward in pain.<<llove>><<gsuspicion>><<greb>><<ggrespect>><<prison_rep relaxed -1>><<prison_guards -1>><<prison_reb 1>><<prison_inmates 3>>
<br><br>
<<tearful>> you step back. The other inmates pull you into the crowd, hiding you from <<relaxed_guard 0 apo>> retaliation. <<He>> pushes through the throng, trying to find you, but soon calms. <<He>> sits with a huff. "Maybe I deserved that."
<br><br>
<<clotheson>>
<<endcombat>>
<<prison_laundry_options>>
<<else>>
"Fine," <<relaxed_guard 0>> says. "But don't push your luck in the future."<<lllove>><<ggsuspicion>><<prison_rep relaxed -3>><<prison_guards -3>>"
<br><br>
<<tearful>> you climb to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<prison_laundry_options>>
<</if>><<effects>>
<<He>> shrugs, and rolls the dice.
<br><br>
<<if random(1, 2) is 2>>
You win. "Congratulations," <<he>> says. "Now get back to work."
<br><br>
<<else>>
You lose. "Bad luck," <<he>> says. "Now get back to work."
<br><br>
<</if>>
<<prison_work 1>>
<<pass 1>><<advancetohour>>
<<link [[Next|Prison Laundry Work Hard]]>><<endevent>><</link>>
<br><<effects>>
<<generate_methodical_guard 0>><<person1>>
<<if $prison.methodical gte 1 and $NPCList[0].name_known isnot 1>>
<<methodical_guard 0 cap>> acknowledges your arrival with a sniff. <<He>> doesn't have time for more. <span class="red">A loud crack</span> echoes as the cupboard bursts open. A dark shape hurls across the room.
<br><br>
"Shut the door!" <<methodical_guard 0>> shouts. "Shut it!"
<br><br>
The creature jumps into <<methodical_guard 0 apo>> desk, leaving stacks of paper strewn across the floor.
<br><br>
<<link [[Catch the creature|Prison Medical Catch]]>><</link>><<athleticsdifficulty 1 1000>>
<br>
<<link [[Watch|Prison Medical Watch]]>><</link>>
<br>
<<elseif $prison.medical_intro is 1>>
<<methodical_guard 0 cap>> acknowledges your arrival with a sniff.
<<endevent>>
<br><br>
<<prison_medical_options>>
<<else>>
<<set $prison.medical_intro to 1>>
<<methodical_guard 0 cap>> prods a bandaged patient's foot as you approach. The patient yelps in pain. "Serves you right," <<methodical_guard 0>> says, jotting something down. <<He>> notices you. "Ah. You wanted to work here? Fine. Just do as I say, and stay away from the cupboard."
<<endevent>>
<br><br>
<<prison_medical_options>>
<</if>><<effects>>
You run at the creature, grasping a dislodged cupboard drawer as you do.
<<if $athleticsSuccess>>
<span class="green">You manage to trap the creature beneath it.</span>
<br><br>
"Thank you," <<methodical_guard 0>> says. <<He>> looks at the paper strewn across the floor, and sighs. "I need your assistance cleaning this up."<<prison_rep methodical 5>><<glove>>
<br><br>
<<else>>
You almost catch it, <span class="red">but bump your knee on a bed,</span> and fall to the ground clutching your leg.<<gpain>><<pain 4>>
<br><br>
<<methodical_guard 0 cap>> makes <<his>> own attempt. <<He>> manages to catch it, but not before several inmates have been spooked from their beds.
<br><br>
<<methodical_guard 0 cap>> looks at the strewn paper with an exasperated expression. "I need your assistance-" <<he>> pants. "Cleaning this up."
<br><br>
<</if>>
<<link [[Next|Prison Medical Clean]]>><</link>>
<br><<effects>>
You stay out of the way as <<methodical_guard 0>> chases the creature with a wooden box. <<He>> manages to catch it, but not before several inmates have been spooked from their beds.
<br><br>
<<methodical_guard 0 cap>> looks at the strewn paper with an exasperated expression. "I need your assistance-" <<he>> pants. "Cleaning this up."
<br><br>
<<link [[Next|Prison Medical Clean]]>><</link>>
<br><<effects>><<wearProp "papers">>
<<pass 30>>
<<generate_scarred_inmate 1>>
You help <<methodical_guard 0>> right the desk, and sort through the paper while <<he>> restores the furniture elsewhere. Records of the various inmates. Turns out <<scarred_inmate 1>> is allergic to nuts.
<br><br>
You're sorting through the last of the paper, when you find another interesting sheet. <<methodical_guard 0 capo>> humourless face stares from the top.
<<set $NPCList[0].name_known to 1>>
<<save_methodical_guard>>
"Name: <<methodical_guard 0>>-" The <<personsimple "normal">> <<himself>> snatches it before you can read further. "Thank you," <<he>> says. "You can go."
<br><br>
<<link [[Next|Prison Medical]]>><<endevent>><</link>>
<br><<effects>>
<<generate_methodical_guard 0>><<person1>>You help <<methodical_guard 0>> move patients, take vitals, and apply bandages. <<He>> only speaks when necessary, and gives little heed to the patients' comfort.
<br><br>
<<rng 6>>
<<switch $rng>>
<<case 1>>
"Painkillers are suitable for this one," <<he>> says. <<He>> pulls a bottle from <<his>> pocket, but has trouble opening it. "Would you mind? Just the one, actually." The jar pops open. There are shark's teeth inside.
<<generatev2>><<person2>>
<br><br>
The patient, a <<person>>, tugs your <<if $exposed gte 2>>arm<<else>>sleeve<</if>>. "Hurts it does. Could you slip me something extra? <<person1>><<He>> won't notice."
<br><br>
<<set $skulduggerydifficulty to 300>>
<<link [[Slip something extra|Prison Medical Work Slip]]>><<handheldon>><</link>><<skulduggerydifficulty>>
<br>
<<set $skulduggerydifficulty to 700>>
<<link [[Slip something extra, and something for yourself|Prison Medical Work Extra]]>><<handheldon>><</link>><<skulduggerydifficulty>>
<br>
<<link [[Refuse|Prison Medical Work Slip Refuse]]>><<handheldon>><</link>>
<br>
<<case 2>>
<<if currentSkillValue('tending') gte random(1, 1000)>>
"Apply the ointment to the rash. You already have? Then help me with- Oh. That's done as well." <span class="green"><<methodical_guard 0 cap>> is impressed by your ability.</span><<glove>><<lsuspicion>><<prison_rep methodical 1>><<prison_guards 1>>
<br><br>
<<else>>
"Apply the ointment to the rash. No, on the leg. The other leg. No, <span class="red">not <i>there.</i></span>" <<methodical_guard 0 cap>> is unimpressed with your assistance.
<br><br>
<</if>>
<<prison_medical_options>>
<<case 3>>
<<generate2>><<person2>>
One of the patients smacks your <<bottom>> as you turn away.
<br><br>
<<link [[Get angry|Prison Medical Work Angry]]>><<handheldon>><<prison_inmates 1>><<prison_guards -1>><</link>><<gsuspicion>><<grespect>>
<br>
<<link [[Ignore|Prison Medical Work Angry Ignore]]>><<handheldon>><<prison_guards 1>><<trauma 6>><<stress 6>><<pain 1>><</link>><<gpain>><<gtrauma>><<gstress>><<lsuspicion>>
<br>
<<case 4>>
The cupboard rattles of its own accord, until <<methodical_guard 0>> stills it with a thwack.
<br><br>
<<prison_medical_options>>
<<case 5>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You're conscious of the patients' eyes on you as you struggle to accomplish your tasks with bound arms. They don't hide their amusement.<<lrespect>><<prison_inmates -1>><<gstress>><<stress 6>>
<br><br>
<<prison_medical_options>>
<<else>>
<<generate2>><<person2>>
One of the patients watches you with lascivious eyes as you work.
<<if $NPCList[1].penis isnot "none">>
A bulge forms in <<his>> bedsheet, above <<his>> groin. "Hey nurse," <<he>> says as you draw closer. "There's an emergency. It's my cock." <<He>> forces a cough. "You need to help me cum, or I'll get sicker."
<<else>>
"Hey nurse," <<he>> says as you draw closer. "There's an emergency. It's my pussy." <<He>> forces a cough. "You need to help me cum, or I'll get sicker."
<</if>>
<br><br>
<<link [[Ignore|Prison Medical Work Handjob Ignore]]>><<handheldon>><</link>>
<br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Give handjob|Prison Medical Work Handjob]]>><<handheldon>><<prison_hope 1>><</link>><<promiscuous2>><<ghope>>
<br>
<</if>>
<<if !$worn.face.type.includes("gag")>>
<<link [[Scare|Prison Medical Work Handjob Scare]]>><<handheldon>><<prison_reb 1>><<prison_inmates 1>><</link>><<defianttext>><<greb>><<grespect>>
<br>
<</if>>
<</if>>
<<default>>
The lights flicker.
<<if $hallucinations gte 2 and random(1, 10) is 10>>
For a moment, all the beds are filled with gangrel monstrosities. They leak from the covers, and seep over and through the floor. You blink, and the image is gone.<<gstress>><<stress 6>>
<<else>>
It soon stops, but the light seems more dim.
<</if>>
<br><br>
<<prison_medical_options>>
<</switch>>
<<wearProp "first aid">><<effects>>
You ignore the lascivious patient, and endure <<his>> gaze as you continue working.
<br><br>
<<prison_medical_options>><<effects>>
<<handstat>>
<<if $speech_attitude is "meek">>
<<gagged_speech "I-if that's the only cure,">> you say. <<gagged_speech "Then it's what I must do.">>
<<elseif $speech_attitude is "bratty">>
<<gagged_speech "You're disgusting,">> you say. <<gagged_speech "But I suppose it can't be helped.">>
<<else>>
<<gagged_speech "If that's what it takes,">> you say. <<gagged_speech "I suppose it can't be helped.">>
<</if>>
You reach beneath the sheet, and find the <<person>>'s
<<if $NPCList[1].penis isnot "none">>
<<bodyliquid "rightarm" "semen">>
<<print $NPCList[1].penisdesc>>. <<Hes>> already pulled down <<his>> underwear. With a clinical demeanor, you take <<his>> length between thumb and forefinger, and rub <<him>> up and down.
<br><br>
<<He>> shuts <<his>> eyes and moans as you work, moving faster and adding more fingers, but keeping your expression neutral and disinterested the whole time. If anything, this turns <<him>> on even more, and <<he>> soon writhes and ejaculates over your arm.
<<else>>
<<bodyliquid "rightarm" "goo">>
pussy. <<Hes>> already pulled down <<his>> underwear. With a clinical demeanor, you push your thumb against <<his>> clit, and rub in a circular motion.
<br><br>
<<He>> shuts <<his>> eyes and moans as you work, moving faster and adding more fingers, but keeping your expression neutral and disinterested the whole time. If anything, this turns <<him>> on even more, and <<he>> soon writhes in climax against your fingers.
<</if>>
<br><br>
"Thanks nurse," <<he>> sighs. "I'm feeling better already. If only I were allowed a cigarette."
<<promiscuity2>>
<<prison_medical_options>><<effects>>
"I have a better medicine," you say. "It must be injected directly into your
<<if $NPCList[1].penis isnot "none">>
balls.
<<else>>
clitoris.
<</if>>
You'll need multiple doses. Let me find the biggest needle-"
<br><br>
"N-no!" the <<person>> gasps. "I'm feeling better already. Honest!"
<br><br>
You continue working, free from <<his>> lascivious gaze.
<br><br>
<<prison_medical_options>><<effects>>
<<if $speech_attitude is "meek">>
<<gagged_speech "Y-you shouldn't behave like that!">> you protest.
<<elseif $speech_attitude is "bratty">>
<<gagged_speech "Keep your mitts off,">> you say. <<gagged_speech "Or you'll lose them.">>
<<else>>
<<gagged_speech "Keep your mitts off,">> you say.
<</if>>
<br><br>
The <<person2>><<person>> grins. "Can't blame a <<personsimple>> for wanting a feel."
<br><br>
<<methodical_guard 0 cap>><<person1>> smacks <<his>> clipboard against the bedframe. "No drama," <<he>> says. "Thank you."
<br><br>
<<prison_medical_options>><<effects>>
You attend to your duties. <<methodical_guard 0 cap>> appreciates the lack of disruption.
<br><br>
<<prison_medical_options>><<effects>>
You slip the <<person2>><<person>> an extra tooth. "Thank you kindly," <<he>> says.<<famegood 1>><<grespect>><<prison_inmates 1>><<ghope>><<prison_hope 1>>
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<span class="green"><<methodical_guard 0 cap>> is too busy fussing to notice.</span>
<br><br>
<<skulduggeryuse>>
<<prison_medical_options>>
<<else>>
<span class="red"><<methodical_guard 0 cap>> snatches the teeth from the <<person2>><<persons>> hand.</span> "You can go without," <<person1>><<he>> says, before piercing you with <<his>> gaze.<<gsuspicion>><<prison_guards -1>>
<br><br>
<<skulduggeryuse>>
<<prison_medical_options>>
<</if>><<effects>>
You slip the <<person2>><<person>> an extra tooth, and a couple for yourself. "Thank you kindly," <<he>> says.<<famegood 1>><<grespect>><<prison_inmates 1>><<ghope>><<prison_hope 1>><<prison_teeth_text 2>><<prison_teeth 2>>
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<span class="green"><<methodical_guard 0 cap>> is too busy fussing to notice.</span>
<br><br>
<<skulduggeryuse>>
<<prison_medical_options>>
<<else>>
<span class="red"><<methodical_guard 0 cap>> snatches the teeth from the <<person2>><<persons>> hand.</span> "You can go without," <<person1>><<he>> says, before piercing you with <<his>> gaze. <<gsuspicion>><<prison_guards -1>>
<br><br>
<<skulduggeryuse>>
<<He>> tugs off <<his>> gloves. "I can't overlook this. Come with me."
<br><br>
<<link [[Go quietly|Prison Punishment]]>><<endevent>><</link>>
<br>
<<link [[Refuse|Prison Medical Work Punishment Refuse]]>><</link>>
<br>
<</if>><<effects>>
<<if $prison.shock is 1>>
<<methodical_guard 0 cap>> sighs, and reaches into <<his>> shirt pocket. <span class="red">A terrible jolt runs through you,</span> emanating from your neck. It only lasts a moment, but it's enough to make you fall to the ground, and twitch.<<gtrauma>><<ggstress>><<gggpain>><<trauma 4>><<stress 4>><<pain 4>>
<br><br>
You're too hurt to resist as <<methodical_guard 0>> cuffs you, and drags you from medical.<<grespect>><<prison_inmates 1>>
<<bind>>
<br><br>
<<link [[Next|Prison Punishment]]>><<endevent>><</link>>
<<else>>
<<methodical_guard 0 cap>> reaches into <<his>> pocket, then frowns. <<He>> turns to the next patient, and pretends nothing happened.
<br><br>
<<prison_medical_options>>
<</if>><<effects>>
You administer a single tooth as instructed. The <<person2>><<person>> sighs, but doesn't complain.
<br><br>
<<prison_medical_options>><<effects>>
<<generate_methodical_guard 0>><<person1>><<methodical_guard 0 cap>> doesn't look at you. "I'm too busy to chat," <<he>> says. "And you should be too."
<br><br>
<<if $prison_job_change is undefined>>
<<socialiseicon "ask">><<link [[Ask to work in the laundry room|Prison Medical Work Laundry]]>><</link>>
<br>
<<if $prison.guards gte 80>>
<<socialiseicon "ask">><<link [[Ask to work on the spire|Prison Medical Work Spire]]>><</link>>
<br>
<<else>>
<<insufficientStat "trust" "to be allowed on the spire">>
<br>
<</if>>
<</if>>
<<getouticon>><<link [[Leave|Prison Medical Work]]>><<endevent>><</link>>
<br><<effects>>
"I'll send the word over," <<methodical_guard 0>> says. <span class="gold">"You start work in the laundry room tomorrow."</span>
<<set $prison_job_change to "laundry">>
<br><br>
<<prison_medical_options>>
<<set $daily.prison.methodicalSpoke to true>><<effects>>
<<methodical_guard 0 cap>> hesitates. "Few inmates are trusted on the spire," <<he>> says. "And fewer still want to work there. Fine. <span class="gold">You start work there tomorrow.</span>"
<<set $prison_job_change to "spire">>
<br><br>
<<prison_medical_options>>
<<set $daily.prison.methodicalSpoke to true>><<effects>>
<<generate_anxious_guard 0>><<person1>>
<<anxious_guard 0 cap>> sighs in relief.
<<endevent>>
<br><br>
<<prison_spire_options>><<set $outside to 0>><<effects>>
<<generate_anxious_guard 0>><<person1>><<anxious_guard 0 cap>> stays in the safety of the cabin, and expects you to perform the more dangerous tasks.
<<endevent>>
<br><br>
<<rng 5>>
<<switch $rng>>
<<case 1>>
<<beastNEWinit 5 "hawk">>
You carry a basket of fish with both hands. The <<beastsplural>> watch you, like statues, until the basket touches the floor. You turn and run as the creatures descend in a feeding frenzy.<<gstress>><<prison_birds 1>><<prison_birds_text>>
<br><br>
<<prison_spire_options>>
<<wearProp "basket of fish">>
<<case 2>>
<<beastNEWinit 5 "hawk">><<person1>>
Small gems litter the ground around the beacon. Shark's teeth. You are expected to collect them.
<br><br>
<<set $skulduggerydifficulty to 800>>
<<link [[Be sneaky|Prison Spire Work Hard Sneak]]>><</link>><<skulduggerydifficulty>>
<br>
<<link [[Be quick|Prison Spire Work Hard Quick]]>><</link>><<athleticsdifficulty 800>>
<br>
<<case 3>>
<<generate_anxious_guard 0>><<person1>>
<<set $hawk_loot to either("cigar", "beer bottle", "knife", "mobile phone", "packet of sweets")>>
"Contraband," <<anxious_guard 0>> says, pointing at a <<endevent>><<beastNEWinit 1 "hawk">><<person1>><<beasttype>> sat alone near the tower's edge. <<bHes>> holding a $hawk_loot in <<bhis>> <<if $monster is 1>>hand<<else>>beak<</if>>.
<br><br>
<<link [[Next|Prison Spire Work Get]]>><</link>>
<br>
<<case 4>>
<<beastNEWinit 2 "hawk">><<person1>>
The <<beastsplural>> journey between the tower and ocean, searching for pieces of driftwood and bringing them to the top of the beacon. This wood is sometimes discarded at once, thrown to splinter against the platform floor.
<br><br>
You clean up after them. They're too busy to pay you any attention.
<br><br>
<<prison_spire_options>>
<<default>>
<<generate_anxious_guard 0>><<person1>>
"Not much need doing right now," <<anxious_guard 0>> says. "Just help me keep an eye out."
<br><br>
<<socialiseicon>><<link [[Chat|Prison Spire Work Chat 2]]>><<prison_rep anxious 1>><</link>><<glove>>
<br>
<<investigateicon>><<link [[Search for teeth|Prison Spire Work Search]]>><</link>><<difficulty 70>>
<br>
<<daydreamicon>><<link [[Daydream|Prison Spire Work Daydream]]>><<stress -6>><</link>><<lstress>>
<br>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled"))>>
<<birdicon "sing">><<link [[Sing|Prison Spire Work Sing]]>><<transform bird 1>><<prison_rep anxious 1>><<prison_birds 1>><</link>><<prison_birds_text>><<if $prisonSingIntro>><<glove>><</if>><<harpy>>
<br>
<</if>>
<</switch>><<effects>>
<<if $prison.birds gte random(1, 30) and random(1, 5) isnot 5>>
You approach the <<beasttype>>. <<bHe>> observes you. Then <<bhe>> takes to the air, <span class="green">leaving the $hawk_loot behind.</span>
<br><br>
<<endevent>>
<<generate_anxious_guard 0>>
You return the $hawk_loot to <<anxious_guard 0>>. "That wasn't so bad," <<person1>><<he>> says.<<glove>><<lsuspicion>><<prison_rep anxious 1>><<prison_guards 1>>
<br><br>
<<prison_spire_options>>
<<if $hawk_loot is "mobile phone">>
<<wearProp "phone" 0 "mobile">>
<<else>>
<<wearProp $hawk_loot>>
<</if>>
<<unset $hawk_loot>>
<<else>>
You approach the <<beasttype>>. <<bHe>> observes you, and curls <<bhis>> wings around the $hawk_loot.
<<if $monster is 1>>
"I keep," <<bhe>> says. "Go back to master." <<bHe>> sounds agitated.
<<else>>
<<bHe>> squawks, agitated.
<</if>>
<br><br>
<<link [[Soothe|Prison Spire Work Soothe]]>><</link>><<tendingdifficulty 1 1000>>
<br>
<<link [[Give up|Prison Spire Work Give Up]]>><<prison_birds 1>><<prison_guards -1>><</link>><<gsuspicion>><<prison_birds_text>>
<br>
<</if>><<effects>>
<<if $tendingSuccess>>
You sing, <span class="green">and a soothing, melodic tune emerges from somewhere deep.</span> The <<beasttype>> curls up, and falls asleep.
<br><br>
<<endevent>>
<<generate_anxious_guard 0>>
You return the $hawk_loot to <<anxious_guard 0>>. "Dunno how you do it," <<he>> says.<<glove>><<lsuspicion>><<prison_rep anxious 1>><<prison_guards 1>>
<br><br>
<<prison_spire_options>>
<<if $hawk_loot is "mobile phone">>
<<wearProp "phone" 0 "mobile">>
<<else>>
<<wearProp $hawk_loot>>
<</if>>
<<unset $hawk_loot>>
<<else>>
"Won't you be a good birdy?" you ask.
<<if $monster is 1>>
<span class="red"><<bHe>> laughs,</span> unimpressed.
<<else>>
<<bHe>> continues to watch you, <span class="red">unimpressed.</span>
<</if>>
<br><br>
<<link [[Take by force|Prison Spire Work Force]]>><</link>><<difficulty 50>>
<br>
<<link [[Give up|Prison Spire Work Give Up]]>><<prison_birds 1>><<prison_guards -1>><</link>><<gsuspicion>><<prison_birds_text>>
<br>
<</if>><<effects>>
You reach for the $hawk_loot.
<<if $monster is 1>>
The <<beasttype>> tries to pull it away, but you grasp it firm.
<<else>>
The <<beasttype>> tries to pull it away with <<bhis>> beak, but you grasp it firm.
<</if>>
<<if random(1, 2) is 2>>
After a brief tug of war, <span class="green"><<bhe>> yields,</span> and takes to the air.
<br><br>
<<endevent>>
<<generate_anxious_guard 0>>
You return the $hawk_loot to <<anxious_guard 0>>. "Dunno how you do it," <<he>> says.<<glove>><<lsuspicion>><<prison_rep anxious 1>><<prison_guards 1>>
<br><br>
<<prison_spire_options>>
<<if $hawk_loot is "mobile phone">>
<<wearProp "phone" 0 "mobile">>
<<else>>
<<wearProp $hawk_loot>>
<</if>>
<<unset $hawk_loot>>
<<else>>
After a brief tug of war, you manage to get the upper hand. The <<beasttype>> screeches, <span class="red">and lunges after <<bhis>> treasure.</span>
<br><br>
<<link [[Next|Prison Spire Work Fight]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<set $enemyanger += 200>>
<<set $enemytrust -= 100>>
<</if>>
<<effects>>
<<effectsman>>
<br><br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Prison Spire Work Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Prison Spire Work Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<bHe>> takes to the sky, leaving you to pick yourself off the ground. <<bHes>> forgotten about the $hawk_loot.
<br><br>
<<tearful>> you return to the cabin.
<br><br>
<<clotheson>>
<<endcombat>>
<<endevent>>
<<generate_anxious_guard 0>>
<<anxious_guard 0 cap>> awaits you. "Don't worry." <<He>> grins. "I'll delete the footage."<<gstress>><<stress 6>><<gattention prison>><<prison_attention 1>><<glove>><<lsuspicion>><<prison_rep anxious 1>><<prison_guards 1>>
<br><br>
<<prison_spire_options>>
<<if $hawk_loot is "mobile phone">>
<<wearProp "phone" 0 "mobile">>
<<else>>
<<wearProp $hawk_loot>>
<</if>>
<<unset $hawk_loot>>
<<else>>
The <<beasttype>> drops the $hawk_loot as <<bhe>> launches into a panicked flight.
<br><br>
<<tearful>> you return to the cabin.
<br><br>
<<endevent>>
<<generate_anxious_guard 0>>
You return the $hawk_loot to <<anxious_guard 0>>. "Dunno how you do it," <<he>> says.<<glove>><<lsuspicion>><<prison_rep anxious 1>><<prison_guards 1>>
<br><br>
<<prison_spire_options>>
<<if $hawk_loot is "mobile phone">>
<<wearProp "phone" 0 "mobile">>
<<else>>
<<wearProp $hawk_loot>>
<</if>>
<<unset $hawk_loot>>
<</if>><<effects>>
<<endevent>>
<<generate_anxious_guard 0>><<person1>>
<<anxious_guard 0 cap>> looks frustrated. "Well," <<he>> says. "I'm not going near it. Maybe we can snatch it when it naps." <<He>> doesn't sound keen.
<br><br>
<<unset $hawk_loot>>
<<prison_spire_options>><<effects>>
<<if $speech_attitude is "meek">>
<<gagged_speech "I-I'm too scared,">> you say. <<gagged_speech "You'll have to do it.">>
<<elseif $speech_attitude is "bratty">>
<<gagged_speech "You go,">> you say. <<gagged_speech "You're getting paid.">>
<<else>>
<<gagged_speech "I'm sorry,">> you say. <<gagged_speech "But no.">>
<</if>>
<br><br>
<<anxious_guard 0 cap>> takes a deep breath, and leaves the cabin.
<br><br>
<<He>> returns to the cabin, $hawk_loot in hand, <<his>> clothes ruffled. <<He>> slumps in front of the monitors.
<br><br>
<<unset $hawk_loot>>
<<prison_spire_options>><<effects>>
You walk slowly, hoping not to attract notice, crouching to pick up the glittering teeth.
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<span class="green">The <<beastsplural>> are too busy preening and grooming to pay you any attention.</span>
<br><br>
<<endevent>>
"Nice work," <<generate_anxious_guard 0>><<anxious_guard 0>> says.
<<if $prison.anxious gte 60>>
"You can keep a couple, but don't tell the others."<<prison_teeth_text 2>><<prison_teeth 2>>
<</if>>
<<lsuspicion>><<prison_guards 1>>
<br><br>
<<skulduggeryuse>>
<<prison_spire_options>>
<<else>>
<<person1>>
<span class="red">One <<beasttype>> lounging on the beacon turns <<bhis>> head to face you.</span>
<<if $monster is 1>>
<<bHe>> hops to ground. "Taking what isn't yours?" <<bhe>> says. "Drop them."
<<else>>
<<bHe>> hops to the ground and paces towards you, eyes on the shark's teeth.
<</if>>
<br><br>
<<skulduggeryuse>>
<<link [[Drop the teeth|Prison Spire Work Drop]]>><<prison_guards -1>><</link>><<gsuspicion>>
<br>
<<link [[Threaten|Prison Spire Work Threaten]]>><</link>><<physiquedifficulty 10000 20000>>
<br>
<</if>><<effects>>
The <<beasttype>> waits for you to return to the cabin before collecting the teeth.
<br><br>
<<prison_spire_options>><<effects>>
<<if $speech_attitude is "meek">>
<<gagged_speech "I-I'm just doing what I'm told,">> you say. <<gagged_speech "Don't get in the way.">>
<<elseif $speech_attitude is "bratty">>
<<gagged_speech "Best be gone,">> you say. <<gagged_speech "Or I'll break your brittle bones.">>
<<else>>
<<gagged_speech "I'm working,">> you say. <<gagged_speech "Don't get in my way.">>
<</if>>
<br><br>
<<if $physiqueSuccess>>
The <<beasttype>> sizes you up, <span class="green">then flies back to the beacon.</span>
<br><br>
<<endevent>>
"Nice work," <<generate_anxious_guard 0>><<anxious_guard 0>> says once you're back in the cabin.
<<if $prison.anxious gte 60>>
"You can keep a couple, but don't tell the others."<<prison_teeth_text 2>><<prison_teeth 2>>
<</if>>
<<lsuspicion>><<prison_guards 1>>
<br><br>
<<else>>
The <<beasttype>> sizes you up, <span class="red">then steps closer.</span>
<<if $monster is 1>>
"Maybe I'll throw you in the sea," <<bhe>> says. "You look light enough."
<</if>>
<br><br>
<<bHe>> beats <<bhis>> wings and launches at you, colliding with your chest and knocking you prone.<<gstress>><<gpain>><<stress 6>><<pain 4>>
<br><br>
<<if $monster is 1>>
<<bHe>> gathers the scattered teeth as you struggle to stand, then flies back to the beacon.
<<else>>
<<bHe>> takes each of the scattered teeth in <<bhis>> beak, swallowing them before moving to the next. <<bHe>> flies back to the beacon as you stagger to your feet.
<</if>>
<<gsuspicion>><<prison_guards -1>>
<br><br>
<</if>>
<<prison_spire_options>><<effects>>
You run around the beacon, scooping the teeth without stopping.
<<if $athleticsSuccess>>
<<beastNEWinit 5 hawk>><<person1>>
The <<beastsplural>> cease their grooming to watch you, <span class="green">but you're back in the cabin</span> before they can summon the energy to give chase.
<br><br>
<<endevent>>
"Nice work," <<generate_anxious_guard 0>><<anxious_guard 0>> says once you're back in the cabin.
<<if $prison.anxious gte 60>>
"You can keep a couple, but don't tell the others."<<prison_teeth_text 2>><<prison_teeth 2>>
<</if>>
<<lsuspicion>><<prison_guards 1>>
<br><br>
<<prison_spire_options>>
<<else>>
<<person1>>
The <<beastsplural>> cease their grooming to watch you. In your haste, <span class="red">you trip over piece of driftwood.</span><<gstress>><<gpain>><<stress 6>><<pain 4>>
<br><br>
<<if $monster is 1>>
The <<beastsplural>> burst into laugher.
<<else>>
The <<beastsplural>> screech in mirth.
<</if>>
One hops off the beacon, landing a few feet away from you.
<<if $monster is 1>>
"Taking what isn't yours?" <<bhe>> says. "Drop them."
<<else>>
<<bHe>> eyes up the shark's teeth.
<</if>>
<br><br>
<<link [[Drop the teeth|Prison Spire Work Drop]]>><<prison_guards -1>><</link>><<gsuspicion>>
<br>
<<link [[Threaten|Prison Spire Work Threaten]]>><</link>><<physiquedifficulty 10000 20000>>
<br>
<</if>><<set $outside to 0>><<effects>>
<<generate_anxious_guard 0>><<person1>><<anxious_guard 0 cap>> keeps <<his>> eyes fixed on the creatures outside. "What is it?"
<br><br>
<<if $prison_job_change is undefined>>
<<socialiseicon "ask">><<link [[Ask to work in the laundry room|Prison Spire Work Laundry]]>><</link>>
<br>
<<if $prison.guards gte 60>>
<<socialiseicon "ask">><<link [[Ask to work in medical|Prison Spire Work Medical]]>><</link>>
<br>
<<else>>
<<insufficientStat "trust" "to work in medical">>
<br>
<</if>>
<</if>>
<<getouticon>><<link [[Leave|Prison Spire Work]]>><<endevent>><</link>>
<br><<effects>>
"Safer sorting laundry," <<anxious_guard 0>> says. <span class="gold">"You start work there tomorrow."</span>
<<set $prison_job_change to "laundry">>
<br><br>
<<prison_spire_options>>
<<set $daily.prison.anxiousSpoke to true>><<effects>>
"Safer if you don't catch something," <<anxious_guard 0>> says. <span class="gold">"You start work in medical tomorrow."</span>
<<set $prison_job_change to "medical">>
<br><br>
<<prison_spire_options>>
<<set $daily.prison.anxiousSpoke to true>><<effects>>
You chat with <<anxious_guard 0>>.
<<rng 5>>
<<switch $rng>>
<<case 1>>
"I can't believe they stuck me up here," <<he>> says. "I'm afraid of heights as well."
<<case 2>>
"Used to just use inmates for this," <<he>> says. "But they kept going missing."
<<case 3>>
"This is new," <<he>> says, tapping the concrete wall. "Can't imagine this without it."
<<case 4>>
"Not many inmates allowed up here," <<he>> says. "For your safety."
<<default>>
"Like to see specs try to handle this job," <<he>> says. "Probably high on shark's teeth right now."
<</switch>>
<br><br>
<<prison_spire_options>><<effects>>
You search for shark's teeth near the edge of the tower, away from the beacon. You search beneath scattered driftwood, and within the platform's shattered surface.
<<rng 10>>
<<if $rng lte 1>>
You upturn a shell, <span class="green">and find several gems beneath.</span><<prison_teeth 10>><<prison_teeth_text 10>>
<<elseif $rng lte 7>>
<span class="green">You manage to find a few.</span><<prison_teeth 3>><<prison_teeth_text 3>>
<<else>>
You find some actual shark's teeth, but none of the coveted gems.
<</if>>
<br><br>
<<prison_spire_options>><<effects>>
<<clearsinglenpc 0>><<beastNEWinit 5 "hawk">><<person2>>
You sit and watch the <<beastsplural>>, and let your mind wander.
<br><br>
<<rng 5>>
<<switch $rng>>
<<case 1>>
The <<beastsplural>> have made their homes on the roof of the beacon. Nests of driftwood hang over the edges.
<<case 2>>
<<if !Weather.isOvercast>>
You can see the coast on the horizon, and the unnatural blotch that is the town. You try to pick out landmarks.
<<elseif Weather.precipitation is "rain">>
Rain hammers the windows, almost obscuring the edge of the platform.
<<else>>
You could see the ocean from here, if the air were clearer.
<</if>>
<<case 3>>
A <<beasttype>> lands in front of the cabin, and watches you through the window. <<anxious_guard 0 cap>> smacks the glass to scare <<bhim>> away.
<<case 4>>
A pair of <<beastsplural>> scrap over something wet and red, until a third swoops in and steals the prize.
<<default>>
<<clearsinglenpc 0>><<generate_anxious_guard 0>>
You lurch, as if the spire itself moved. <<person1>><<anxious_guard 0 cap>> sits upright. "Happens sometimes," <<he>> says. "N-nothing to worry about."<<gstress>><<stress 6>>
<</switch>>
<br><br>
<<prison_spire_options>><<effects>>
<<clearsinglenpc 0>><<beastNEWinit 5 "hawk">><<person2>>
You approach the tower's edge. The <<beastsplural>> glance at you.
<br><br>
<<if $prison.birds gte 30>>
You sing. All of the watchers sing along to your symphony. The waves carry your glamorous song to the mainland. You hope someone can hear it. <<trauma -3>><<ltrauma>>
<<elseif $prison.birds gte 20>>
You sing. Most of the watchers join in. Many across the island immerse themselves in your combined verse. <<stress -3>><<lstress>>
<<elseif $prison.birds gte 10>>
You sing. Some of the watchers pick up your song. They are the melodies to your longing rhythm. <<stress -3>><<lstress>>
<<else>>
You sing. Your sole, dulcet voice sears through the ocean. The watchers keep a wary eye on you, but they seem fond of your soothing tune.
<</if>>
<br><br>
<<clearsinglenpc 0>><<generate_anxious_guard 0>><<person1>>
<<if !$prisonSingIntro>>
<<set $prisonSingIntro to 1>>
"You're surprisingly good at this," <<anxious_guard 0>> says. <<He>> pats your shoulder. "Should do it more often."
<<else>>
<<anxious_guard 0 cap>> watches with a smile.
<</if>>
<br><br>
<<prison_spire_options>><<effects>>
<<if $phase is 1>>
You strut across the yard like you own it, giving suggestive looks, and lewd compliments. Some inmates flirt back, others just watch with hungry eyes.
<<promiscuity2>>
<<else>>
You spring across the yard, giving bawdy compliments and checking out toned physiques. The inmates take notice, and leer back.
<<promiscuity1>>
<</if>>
You have their attention.
<br><br>
<<link [[Ask for teeth|Prison Yard Flirt Teeth]]>><</link>>
<br>
<<link [[Encourage those working out|Prison Yard Flirt Encourage]]>><</link>>
<br>
<<if ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled"))>>
<<link [[Incite lust|Prison Yard Flirt Fix]]>><</link>><<demon>>
<</if>><<effects>>
<<generate1>><<person1>>
<<if $speech_attitude is "meek">>
"D-does anyone have spare teeth?" you ask. "I could really use them."
<<elseif $speech_attitude is "bratty">>
"Any of you scum have some teeth to spare?" you ask. "I could use them."
<<else>>
"I'm a little short on teeth," you say. "Could anyone help me out?"
<</if>>
<br><br>
<<if $rng gte 81>>
<<set _rng to random(7, 15)>>
<span class="green">A <<person>> throws you a small brown bag.</span> <<prison_teeth _rng>><<prison_teeth_text _rng>>
<br><br>
<<wearProp "brown bag">>
<<link [[Next|Prison Yard]]>><<endevent>><</link>>
<br>
<<elseif $rng gte 41>>
<<set _rng to random(7, 15)>>
<<if $exposed gte 1>>
A <<person>> leers at your <<lewdness>>, <span class="green">then throws you a small brown bag.</span> <<prison_teeth _rng>><<prison_teeth_text _rng>>
<br><br>
<<wearProp "brown bag">>
<<link [[Next|Prison Yard]]>><<endevent>><</link>>
<br>
<<else>>
A <<person>> leers at you. "Aye," <<he>> says. "If you earn it first. I know somewhere quiet."
<br><br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Accept|Prison Yard Flirt Accept]]>><</link>><<promiscuous3>>
<br>
<<else>>
<<insufficientStat "promiscuity" "to take up such an offer">>
<br>
<</if>>
<<link [[Refuse|Prison Yard]]>><<endevent>><</link>>
<br>
<</if>>
<<else>>
A <<person>> leers at you. "Aye," <<he>> says. "If you earn it first. I know somewhere quiet."
<br><br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Accept|Prison Yard Flirt Accept]]>><</link>><<promiscuous3>>
<br>
<<else>>
<<insufficientStat "promiscuity" "to take up such an offer">>
<br>
<</if>>
<<link [[Refuse|Prison Yard]]>><<endevent>><</link>>
<br>
<</if>><<set $bus to "cell_block">><<effects>>
You take the <<person>> by the hand, and lead <<him>> into the prison block. Other inmates try to tag along, but <<he>> shouts them off while grabbing your arm.
<<promiscuity3>>
<<He>> leads you to <<his>> cell, and shoves you onto the bed.
<br><br>
<<link [[Next|Prison Yard Flirt Sex]]>><<set $sexstart to 1>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Prison Yard Flirt Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Prison Yard Flirt Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The <<person>> leans back, a relieved look on <<his>> face. "I needed that," <<he>> says. "Not enough sluts in here."<<ghope>><<prison_hope 1>>
<br><br>
<<set _rng to random(7, 15)>>
"Here," <<he>> says, rummaging around <<his>> cell. <span class="green"><<He>> grabs a small brown bag and throws it to you.</span> <<prison_teeth _rng>><<prison_teeth_text _rng>>
<br><br>
<<tearful>> you leave the cell.
<br><br>
<<clotheson>>
<<endcombat>>
<<wearProp "brown bag">>
<<link [[Next|Prison Block]]>><<handheldon>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
The <<person>> holds a bedsheet between <<him>> and you, as if that would offer protection. "Fuck," <<he>> says. "I get it. Just leave me alone okay?"<<grespect>><<prison_inmates 1>>
<br><br>
<<tearful>> you leave the cell.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Prison Block]]>><</link>>
<br>
<<else>>
"You gotta be careful in here," <<he>> says. "Not everyone's as nice as me."<<lrespect>><<prison_inmates -1>>
<br><br>
<<tearful>> you leave the cell.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Prison Block]]>><</link>>
<br>
<</if>><<effects>>
<<generate1>><<person1>>
<<if $rng gte 51>>
You sit on a <<persons>> back, one leg resting on the other, shouting encouragement as <<he>> does push-ups. The others look jealous, but you can't sit on all of them at once.
<<else>>
You march between inmates doing bench presses,
<<if $speech_attitude is "meek">>
telling everyone to do their best.
<<elseif $speech_attitude is "bratty">>
shouting encouragements.
<<else>>
encouraging them as best you can.
<</if>>
They seem to appreciate it.
<</if>>
<br><br>
<<link [[Next|Prison Yard]]>><<endevent>><</link>>
<br><<effects>>
<<generate1>><<person1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>>
You strut toward a group of chatting inmates, your <<if $transformationParts.demon.tail isnot "hidden">>tail flicking<<else>><<bottom>> thrusting<</if>> just so. You draw them into your eyes, and drown them there.
<br><br>
You walk by, towards the prison block. They follow behind. You know they won't be able to hold back long.
<br><br>
You laugh as a pair of arms grasp you from behind.
<br><br>
<<link [[Next|Prison Yard Flirt Gang]]>><<set $sexstart to 1>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 50>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Prison Yard Flirt Gang Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Prison Yard Flirt Gang]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
You leave them lying on the grass, spent. <<tearful>> you lick your fingers.<<gghope>><<prison_hope 3>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Prison Yard]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
You leave them lying on grass, defeated. <<tearful>> you strut away.<<ggrespect>><<prison_inmates 3>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Prison Yard]]>><</link>>
<br>
<<else>>
They blink, as if awakening from a dream. <<tearful>> you strut away.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Prison Yard]]>><</link>>
<br>
<</if>><<effects>>
<<He>> reaches into <<his>> pocket, and produces a white, translucent gem between thumb and forefinger. "We call these shark's teeth," <<he>> says. "The birds here fish them from the water. Sometimes they end up down here."
<br><br>
<<He>> puts the tooth away. "If you find some, <span class="gold">find me in the yard on Fridays, after lunch.</span>" <<He>> smiles. "I'll make it worth your while."
<br><br>
<<if $phase is "intro">>
<span class="gold">"The name's Wren,"</span> <<he>> says as <<he>> brushes past you. "Until we meet again."
<br><br>
<</if>>
<<if isPubfameTaskAccepted("wren") and !$pubfame.seen.includes("prisonWren")>>
<<set $pubfame.seen.pushUnique("prisonWren")>>
<<= $phase is "intro" ? "This is the person that 'Mickey' wanted you to deliver the letter to." : "'Mickey' wanted you to deliver the letter to Wren.">> However, <span class="red">the guards confiscated the letter alongside your personal belongings.</span>
<br><br>
<</if>>
<<link [[Next|Prison Yard]]>><<endevent>><</link>>
<br><<effects>>
<<npc "Wren">><<person1>>
Wren smiles at you. "If you've got teeth," <<he>> says. "I have some goodies from the outside."
<br><br>
<span class="gold">You have<<tendingicon "sharks_teeth">><<number $prison.teeth>> shark's <<= $prison.teeth gt 1 ? "teeth" : "tooth">>.</span>
<br><br>
<<prisonicon "clothingselection">><<link [[Clothing selection|Prison Wren Clothes]]>><</link>>
<br><br>
<<if !$prison.hammer>>
Small hammer: <span class="gold">20</span> teeth
<br>
<<if $prison.teeth gte 20>>
<<prisonicon "hammer">><<link [[Buy|Prison Wren Hammer]]>><<prison_teeth -20>><<set $prison.hammer to 1>><</link>>
<<else>>
<span class="blue">You need more teeth.</span>
<</if>>
<br><br>
<</if>>
<<if $prison.mirror isnot 1>>
Mirror: <span class="gold">30</span> teeth
<br>
<<if $prison.teeth gte 30>>
<<prisonicon "mirror">><<link [[Buy|Prison Wren Mirror]]>><<prison_teeth -30>><<set $prison.mirror to 1>><</link>>
<<else>>
<span class="blue">You need more teeth.</span>
<</if>>
<br><br>
<</if>>
<<if $prison.code isnot 1>>
Code to the locked room in medical: <span class="gold">50</span> teeth
<br>
<<if $prison.teeth gte 50>>
<<prisonicon "code">><<link [[Buy|Prison Wren Code]]>><<prison_teeth -50>><<set $prison.code to 1>><</link>>
<<else>>
<span class="blue">You need more teeth.</span>
<</if>>
<br><br>
<</if>>
<<if $prison.poster isnot "man">>
Poster of a sexy gentleman: <span class="gold">50</span> teeth
<br>
<<if $prison.teeth gte 50>>
<<prisonicon "man">><<link [[Buy|Prison Wren Poster]]>><<set $poster_choice to "man">><<set $phase to 0>><</link>>
<<else>>
<span class="blue">You need more teeth.</span>
<</if>>
<br><br>
<</if>>
<<if $prison.poster isnot "woman">>
Poster of a sexy lady: <span class="gold">50</span> teeth
<br>
<<if $prison.teeth gte 50>>
<<prisonicon "woman">><<link [[Buy|Prison Wren Poster]]>><<set $poster_choice to "woman">><<set $phase to 0>><</link>>
<<else>>
<span class="blue">You need more teeth.</span>
<</if>>
<br><br>
<</if>>
<<if $prison.poster isnot "puppy">>
Poster of a cute puppy: <span class="gold">50</span> teeth
<br>
<<if $prison.teeth gte 50>>
<<prisonicon "puppy">><<link [[Buy|Prison Wren Poster]]>><<set $poster_choice to "puppy">><<set $phase to 0>><</link>>
<<else>>
<span class="blue">You need more teeth.</span>
<</if>>
<br><br>
<</if>>
<<if !$prison.rope>>
Rope: <span class="gold">100</span> teeth
<br>
<<if $prison.teeth gte 100>>
<<prisonicon "rope">><<link [[Buy|Prison Wren Rope]]>><<prison_teeth -100>><<set $prison.rope to 1>><</link>>
<<else>>
<span class="blue">You need more teeth.</span>
<</if>>
<br><br>
<</if>>
<<if $prison.yard_key is 1 and $prison.yard_door is 1>>
You have no more use for your large iron key. Wren offers you <span class="gold">200</span> teeth for it.
<br>
<<lockicon "iron key">><<link [[Sell|Prison Wren Yard Key]]>><<set $prison.yard_key to 0>><<prison_teeth 200>><</link>>
<br><br>
<</if>>
<<socialiseicon "ask">><<link [[Ask about escape|Prison Wren Ask]]>><</link>>
<br><br>
<<getouticon>><<link [[Leave|Prison Yard]]>><<endevent>><</link>>
<br><<set $wardrobe_location to "prison">>
<<wardrobeSelection true>>
<<set _clothingInfo = [
{
index:1,
name:"panties",
category:"under_lower",
teeth:5,
},
{
index:4,
name:"briefs",
category:"under_lower",
teeth:5,
},
{
index:12,
name:"bra",
category:"under_upper",
teeth:5,
},
{
index:22,
name:"vest",
category:"under_upper",
teeth:5,
},
{
index:85,
name:"shirt",
category:"upper",
teeth:10,
},
{
index:77,
name:"trousers",
category:"lower",
teeth:10,
},
{
index:86,
name:"jumpsuit",
category:"upper",
teeth:15,
},
]>>
<<if $pickedColor is undefined>>
<<set $pickedColor = {}>>
<<for _i, _item range _clothingInfo>>
<<set _colorOptions = setup.clothes[_item.category].find(ele => ele.index === _item.index).colour_options.filter(item => item !== "custom");>>
<<set _rngPickedColor = _colorOptions[Math.floor(Math.random() * _colorOptions.length)]>>
<<set $pickedColor[_item.name] = _rngPickedColor>>
<</for>>
<</if>>
<<set _colorClass = function(color) {
if (color !== undefined) return "icon-" + color.replace(" ", "-");
}>>
<span class="gold">You have<<tendingicon "sharks_teeth">><<number $prison.teeth>> shark's <<= $prison.teeth gt 1 ? "teeth" : "tooth">>.</span>
<br><br>
<<for _i, _item range _clothingInfo>>
<<set _iconFile = setup.clothes[_item.category].find(ele => ele.index === _item.index).iconFile>>
<<set _icon to "clothes/"+_iconFile>>
<<set _negTeeth to -_item.teeth>>
<span class="capitalize">_item.name</span>: <span class="gold">_item.teeth</span> teeth
<br>
<<if $prison.teeth gte _item.teeth>>
<span @class="_colorClass($pickedColor[_item.name])"><<icon _icon>></span>
<<capture _item _negTeeth _iconName>>
<<link [[Buy|Prison Wren Clothes Buy]]>>
<<set $phase to _item.name>>
<<prison_teeth _negTeeth>>
<<switch _item.category>>
<<case "under_lower">>
<<underlowersend _item.index $wardrobe_location $pickedColor[_item.name]>>
<<case "under_upper">>
<<underuppersend _item.index $wardrobe_location $pickedColor[_item.name]>>
<<case "lower">>
<<lowersend _item.index $wardrobe_location>>
<<case "upper">>
<<uppersend _item.index $wardrobe_location>>
<</switch>>
<</link>>
<</capture>>
<<else>>
<span class="blue">You need more teeth.</span>
<</if>>
<br><br>
<</for>>
<<getouticon>><<link [[Leave|Prison Wren]]>><<unset $pickedColor>><<endevent>><</link>>
<br><<effects>>
<<switch $phase>>
<<case "panties" "briefs">>
"They'll be sent to your cell," Wren says. "I don't think the staff even bother to order their own. Everyone comes to me."
<<case "bra" "vest">>
"It'll be sent to your cell," Wren says. "I'm basically an underwear <<= $pronoun is "m" ? "salesman" : "saleswoman">>."
<<case "shirt">>
"It'll be sent to your cell," Wren says. "I like the old fashioned style. Might be why I enjoy the estate so much."
<<case "trousers">>
"They'll be sent to your cell," Wren says. "Don't worry if they get a little muddy."
<<case "jumpsuit">>
"It'll be sent to your cell," Wren says. "I hear the prison has a ton of these, but they only give the one to newcomers."
<</switch>>
<br><br>
<<link [[Next|Prison Wren Clothes]]>><<endevent>><</link>>
<br><<effects>><<wearProp "note">>
Wren passes you a note with a four-digit number written down. "Dunno what they keep in there," <<he>> says. "Must be important though. Careful not to get caught. If you are caught, we've never met."
<br><br>
<<link [[Next|Prison Wren]]>><<endevent>><</link>>
<br><<effects>><<wearProp "rope">>
"Strong and long," Wren says. It looks like <<he>> wants to say something else, but <<he>> contents <<himself>> with a smirk.
<br><br>
<<link [[Next|Prison Wren]]>><<endevent>><</link>>
<br><<effects>><<wearProp "key" 0 "iron">>
Wren hands you the teeth. "Good to have a spare." <<He>> smiles.
<br><br>
<<link [[Next|Prison Wren]]>><<endevent>><</link>>
<br><<effects>>
Wren hands you a shard of reflective glass. "Watch the edges," <<he>> says. "I don't carry bandages."
<br><br>
<span class="gold">You now have a mirror. You can use it in your cell.</span>
<br><br>
<<link [[Next|Prison Wren]]>><<endevent>><</link>>
<br><<effects>><<wearProp "hammer" 0 "small">>
Wren hands you a small hammer, barely the size of your thumb. "Hope you weren't expecting bigger," <<he>> says. "Can't bring in whatever I like."
<br><br>
<span class="gold">You now have a small hammer.</span>
<br><br>
<<link [[Next|Prison Wren]]>><<endevent>><</link>>
<br><<effects>>
<<if $prison.poster and $phase isnot 1>>
"I'll be taking the old one back," <<he>> says. "Consider it a favour. Too much garnish attracts the gawkers."
<br><br>
<<He>> rolls the teeth in <<his>> palm. "You still in?"
<br><br>
<<link [[Replace your poster|Prison Wren Poster]]>><<set $phase to 1>><</link>>
<br>
<<link [[Nevermind|Prison Wren]]>><<unset $poster_choice>><</link>>
<br>
<<else>>
"I'll have it put up in your cell," Wren says. "Free of charge."
<br><br>
<<if $phase is 1>>
<span class="gold">The poster on your cell wall has been replaced.</span>
<<else>>
<span class="gold">You now have a poster on your cell wall.</span>
<</if>>
<br><br>
<<link [[Next|Prison Wren]]>><<prison_teeth -50>><<set $prison.poster to $poster_choice>><<unset $poster_choice>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<generate_relaxed_guard 1>>
"People don't escape from here," Wren says. "Only one person can steer a ship through the mist, and <<person2>><<hes>> not a mercenary. The watchers keep an eye out for swimmers. Doesn't matter anyway, as you can't reach the water. Best wait for the system to process you. Don't attract attention to yourself in the meantime."
<br><br>
<<person1>>
"That said," <<he>> continues. "If you could reach the water, and the birds weren't willing or able to stop you, a strong swimmer might be able to make it." <<He>> shrugs. "Fun to think about."
<br><br>
<<link [[Ask <<him>> how <<he>> gets in and out|Prison Wren Ask 2]]>><</link>>
<br>
<<link [[Leave|Prison Wren]]>><<endevent>><</link>>
<br><<effects>>
Wren smiles. "That's <<= $prison_wren_boat_intro is 1 ? "my" : "our">> secret."
<br><br>
<<link [[Next|Prison Wren]]>><<endevent>><</link>>
<br><<widget "pubfameChange">>
<<set $_goal to _args[0]>>
<<set $_fame to _args[1]>>
<<set _amcFame to $_fame + "Fame">>
<!-- Formula: a random number between 80 and 150, plus a second number between 5 and 50.
This second number is higher if fame is low and it's being raised, OR if fame is high and it's being lowered.
The number is negative if fame is being lowered.
Finally, the number is 20% higher if the change is temporary. -->
<<set $_fameChange to random(80,150)>>
<<if $_goal.includes("Lower")>>
<<set $_fameChange += (Math.round(Math.sqrt($fame[$_fame])) + 5)>>
<<set $_fameChange *= -1>>
<<else>>
<<set $_fameChange += (Math.round(Math.sqrt($fame[$_fame]) - 50) * -1)>>
<</if>>
<<if $_goal.includes("temp")>>
<<set $_fameChange to Math.round($_fameChange * 1.2)>>
<</if>>
<<if $fame[$_fame] + $_fameChange gt 2000 * _amcFame>>
<<set $_fameChange to (2000 * _amcFame) - $fame[$_fame]>>
<<elseif $fame[$_fame] + $_fameChange lt 0>>
<<set $_fameChange to $fame[$_fame] * -1>>
<</if>>
<<set $fame[$_fame] += $_fameChange>>
<<if $_goal.includes("temp")>>
<<set $fameDecay[$_fame] to $_fameChange / 14>>
<<set $fameDecayTimer[$_fame] to 14>>
<<else>>
<<set $fameDecayTimer[$_fame] to 0>>
<</if>>
<</widget>>
<<widget "pubfameComplete">>
<<set $_task to _args[0]>>
<<if _args[1]>>
<<set $_modifier to _args[1]>>
<</if>>
<<if isPubfameTaskAccepted($_task)>>
<<set $pubfame.status to "done">>
<span class="gold"><<switch $pubfame.task>>
<<case "river">>
River seems to be doing alright.
<<case "gwylan">>
You have the snow globe.
<<case "temple">>
You have the book with the password.
<<case "office">>
You delivered the letter to the office building.
<<case "wren">>
You gave Wren the letter.
<<case "hospital">>
<<if $_modifier is "asylum">>
<<set $_report to true>><<set $pubfame.detail to "asylum">>
This isn't the keycard 'Mickey' asked for, but you think they'll still like it. You can report back to them that their favour is complete once you get out of here.
<<elseif $_modifier is "asylumEarly">>
<<set $_report to true>><<set $pubfame.detail to "asylum">>
You still have the keycard from the asylum. It's not the keycard Mickey asked for, but you think they'll still like it. You can report back to them that their favour is complete right now.
<<else>>
You <<if $_modifier is "steal">>steal a<<else>>have the<</if>> keycard.
<</if>>
<<case "niki">>
<<run delete $photo.pubfame>>
The contact's photo has been obtained.
<<case "morgan">>
<<if $_modifier is "steal">>
You steal a strange flash drive. This must be the USB stick you were looking for.
<<else>>
You have the USB.
<</if>>
<<case "bailey">>
<<set $_report to true>>
<<if $_modifier is "list">>
You removed 'Mickey' from the list. You can report back to them that their favour is done.
<<elseif $_modifier is "clear">>
You deleted the list, which included 'Mickey'. You can report back to them that their favour is done, <span class="purple">but you worry about what Bailey might do in retaliation.</span>
<<else>>
'Mickey' was nowhere on Bailey's computer. You can report back to them that their favour is done.
<</if>>
<<case "briar">>
<<if $_modifier is "failure">>
<<set $_report to true>>
You hacked Briar's computer for 'Mickey,' <span class="red">but it's hard to feel relieved.</span>
<<elseif $_modifier is "punish">>
<<set $_report to true>>
You hacked Briar's computer for 'Mickey,' <span class="purple">but you don't think Briar will be happy to see you at the brothel anytime soon.</span>
<<else>>
You hacked Briar's computer.
<</if>>
<<case "remy">>
<<set $_report to true>>
<<if $_modifier is "betray">>
The contact didn't give you a package. You should still report back to 'Mickey' that their favour is done, <span class="purple">but that's not your main concern right now.</span>
<<set $pubfame.detail to "remyBetray">>
<<else>>
You have the package. You can report back to 'Mickey' that their favour is done.
<</if>>
<<case "compound">>
All four cameras have been set.
<<default>>
<<set $_report to true>>
You feel accomplished, though you don't know why. You can report back to 'Mickey' that their favour is done, you guess. <span class="black"><i>(This is a bug that happened on "<<print $passage>>" with task "<<print $pubfame.task>>", please inform Vrelnir.)</i></span>
<</switch>>
<<if !$_report>>
You can report back to 'Mickey' that their favour is done.
<</if>></span>
<<if !$combat and !_args[2]>>
<br><br>
<</if>>
<</if>>
<</widget>>
<<widget "pubfameOptions">>
<<set $pubfame.tasklist to []>>
<<set $pubfameTemp to $pubfameTemp isnot undefined ? $pubfameTemp : true>>
<<set $pubfameLower to $pubfameLower isnot undefined ? $pubfameLower : true>>
<<set _pubfameOptions to {
"Sex fame": "sex",
"Prostitution fame": "prostitution",
"Rape fame": "rape",
"Bestiality fame": "bestiality",
"Exhibitionism fame": "exhibitionism",
"Combat fame": "scrap",
"Kindness fame": "good",
"Business fame": "business",
"Socialite fame": "social"
/* "Pimp fame": "pimp" */
}>>
<<if $photo_known gte 2>>
<<set _pubfameOptions["Modelling fame"] to "model">>
<</if>>
<<if playerNormalPregnancyTotal() gt 0>>
<<set _pubfameOptions["Pregnancy fame"] to "pregnancy">>
<</if>>
<<if $pregnancyStats.npcChildren gt 0>>
<<set _pubfameOptions["Impregnation fame"] to "impreg">>
<</if>>
<label><<radiobutton "$pubfameTemp" true autocheck>> Temporary</label> |
<label><<radiobutton "$pubfameTemp" false autocheck>> Permanent</label>
<br><br>
<label><<radiobutton "$pubfameLower" true autocheck>> Lower</label> |
<label><<radiobutton "$pubfameLower" false autocheck>> Raise</label>
<br><br>
<<listbox "$pubfameTarget" autoselect>>
<<optionsfrom _pubfameOptions>>
<</listbox>>
<br><br>
<<link [[Confirm|Pub Fame Favour]]>>
<<set $pubfame.goal to $pubfameTemp is true ? "temp" : "perm">>
<<set $pubfame.goal += $pubfameLower is true ? "Lower" : "Raise">>
<<set $pubfame.target to $pubfameTarget>>
<</link>>
<</widget>>
<<widget "pubfameDifficulty">>
<<if ($pubfame.goal.includes("Raise") and ["sex","prostitution","rape","bestiality","exhibitionism","pregnancy"].includes($pubfame.target))
or ($pubfame.goal.includes("Lower") and ["scrap","good","business","social","model","pimp"].includes($pubfame.target))>>
<<set _difficulty to 0>>
<<elseif ($pubfame.goal is "permRaise" and $pubfame.target is "scrap")
or ($pubfame.goal is "permLower" and $pubfame.target is "exhibitionism")>>
<<set _difficulty to 3>>
<<elseif ($pubfame.goal is "permLower" and ["sex","prostitution","rape","bestiality","pregnancy"].includes($pubfame.target))
or ($pubfame.goal is "permRaise" and ["good","business","social","model","pimp"].includes($pubfame.target))
or ($pubfame.goal is "tempRaise" and $pubfame.target is "scrap")
or ($pubfame.goal is "tempLower" and $pubfame.target is "exhibitionism")>>
<<set _difficulty to 2>>
<<else>>
<<set _difficulty to 1>>
<</if>>
<<if _difficulty is 0 or _difficulty is 1>>
<<set $pubfame.tasklist.pushUnique(
"river",
"gwylan",
"temple",
"office"
)>>
<</if>>
<<if _difficulty is 1 or _difficulty is 2>>
<<set $pubfame.tasklist.pushUnique(
"wren",
"hospital",
"morgan"
)>>
<<if $photo_known gte 2>>
<<set $pubfame.tasklist.pushUnique("niki")>>
<</if>>
<</if>>
<<if _difficulty is 2 or _difficulty is 3>>
<<set $pubfame.tasklist.pushUnique(
"bailey",
"briar",
"remy",
"compound"
)>>
<</if>>
<<if $pubfame.tasklist.includes($pubfame.history)>>
<<set $pubfame.tasklist.delete($pubfame.history)>>
<</if>>
<<set $pubfame.task to $pubfame.tasklist[random(1,$pubfame.tasklist.length)-1]>>
<</widget>>
<<widget "generateMickey">>
<<if _args[0] is undefined>>
<<set _m to 1>>
<<else>>
<<set _m to _args[0]>>
<</if>>
<<set _n to (_m - 1)>>
<<if !$per_npc or !$per_npc.hacker>>
<<set _strapIgnore to true>>
<<generateNPC _m t>>
<<set $NPCList[_n].role to "hacker">>
<<set $NPCList[_n].fullDescription to `'Mickey'`>>
<<set $NPCList[_n].insecurity to "skill">>
<<set $NPCList[_n].lactation to 0>>
/* unused for now, reserved in case there will be content involving their "true" identity */
<<set $mickeyPronoun to $NPCList[_n].pronoun>><<set $NPCList[_n].pronoun to "t">>
<<set $mickeyName to $NPCList[_n].name>><<set $NPCList[_n].name to `'Mickey'`>>
<<generatePronouns $NPCList[_n]>>
<<set $NPCList[_n].traits to ["brooding", "watchful", "skulduggerous"]>>
<<set $NPCList[_n].skills to {security:980,athletics:150}>>
<<saveNPC _n "hacker">>
<<else>>
<<loadNPC _n "hacker">>
<</if>>
<!-- <<npcClothesType $NPCList[_n] "coldHoodie">> -->
<</widget>>
<<widget "pubfameRemyPassword">><<silently>>
<!-- almost: two of the words will be correct; one will be wrong -->
<!-- wrong: at least one of the words will be wrong; the others may or may not be correct -->
<!-- default: all three words are correct -->
<<if $pubfame and $pubfame.task is "remy">>
<<set _text_output to "in the ">>
<<set $_wrong to random(0,2)>>
<<set $_possible to [
["field","forest","park","yard","moor","garden"],
["at","for","under","before","past","during"],
["sunset","sunrise","daybreak","midnight","high noon","afternoon"]
]>>
<<switch _args[0]>>
<<case "almost">>
<<if $pubfame.remy.password[2] is "the blood moon">>
<<set $_possible[0].delete($pubfame.remy.password[0])>>
<<set $_result to [
$_possible[0][random(4)],
$pubfame.remy.password[1],
$pubfame.remy.password[2]
]>>
<<else>>
<<set $_result to clone($pubfame.remy.password)>>
<</if>>
<<case "wrong">>
<<set $_result to [
$_possible[0][random(5)],
$_possible[1][random(5)],
$_possible[2][random(5)]
]>>
<<default>>
<<set $_result to clone($pubfame.remy.password)>>
<<set $_correct to true>>
<</switch>>
<<if !$_correct and $_result[0] is $pubfame.remy.password[0] and $_result[1] is $pubfame.remy.password[1] and $_result[2] is $pubfame.remy.password[2]>>
<!-- I don't know why, but just checking if the arrays themselves are the same doesn't work. -->
<<set $_possible[$_wrong].delete($_result[$_wrong])>>
<<set $_result[$_wrong] to $_possible[$_wrong][random(4)]>>
<</if>>
<<set _text_output += $_result[0] + ", " + $_result[1] + " " + $_result[2]>>
<<if _args[1] is "cap">><<capitalise>><</if>>
<<else>>
<<set _text_output to "<span class='black'><i>pubfameRemyPassword widget was called on passage $passage when Remy task is not active. Please inform Vrelnir.</i></span>">>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "pubfameReset">>
<<run delete $pubfame[$pubfame.task]>>
<<run delete $pubfame.target>>
<<run delete $pubfame.goal>>
<<run delete $pubfame.task>>
<<run delete $pubfame.detail>>
<<set $pubfame.status to "finished">>
<</widget>><<effects>>
"Am I interrupting?" You hear a <<nnpc_gender "Landry">>'s voice, and the <<persons>> grip loosens. You turn to the voice. It's Landry.
<<stress -3>><<lstress>>
<br><br>
"Yeah, you are," the <<person>> grunts. "Piss off."
<br><br>
Landry looks over the <<persons>> face for a moment. "I recognise you," <<nnpc_he "Landry">> says.
<br>
"You should. I come here more often than I-"
<br>
Landry cuts <<him>> off. "March 3rd, 2009. Nightingale Street." All the colour fades from the <<persons>> face. "So you know what I'm talking about. I wasn't there myself, but I've heard the stories. You were the talk of the town.<<if Time.month is 3 and Time.monthDay is 3>> Happy anniversary, by the way.<</if>>"
<br><br>
"I-I..." The <<person>> jabs a finger at Landry. "You're not with the fuzz. You won't turn me in."
<br>
"You don't know that." Landry smiles. It isn't a nice smile. "And either way, we both know you're not hiding from the police. So how about you let <<phim>> go, and I won't tip off the Elk about your latest haunt." You're suddenly very thankful Landry is on your side.
<br><br>
The <<person>> looks between you and Landry. You. Landry. You again. Landry tilts <<nnpc_his "Landry">> head in your direction. Finally <span class="green"><<he>> releases you</span>. "Fine. Shit, fine. You <<pher>> lover? You picked a damn slutty one."
<br><br>
Landry waits until <<hes>> stomped back to the bar, before glancing around. A few people are staring at the commotion. "Come with me," <<nnpc_he "Landry">> says. "I want to talk in private." <<nnpc_He "Landry">> sets off to your usual table, and you follow.
<br><br>
<<link [[Next|Pub Fame Intro 2]]>><</link>><<effects>>
"Reputation isn't always a good thing," Landry says as you sit down. "Word's spread about you. You're notorious. That's why that drunkard went for you. You remember what <<he>> said, right?"
<<endevent>><<npc Landry>><<person1>>
<br><br>
<<if $speech_attitude is "meek">>
"I-I didn't mean to become notorious," you say, looking down at the table. "It just sort of... happened."
<br><br>
"I can't imagine you'd want a reputation like that," <<he>> says. "Luckily, on the subject of reputation,
<<elseif $speech_attitude is "bratty">>
"It's not like I wanted this," you grumble. "People keep flapping their lips."
<br><br>
"Rumours spread far too quickly," <<he>> agrees. "Luckily, on the subject of rumours,
<<else>>
"I didn't try to become famous," you say. "Things just keep happening to me."
<br><br>
"That tends to happen in this town," <<he>> says. "The sorts of things that make people famous are all too common. Luckily, on the subject of fame,
<</if>>
I think I can help you." <<He>> pauses.
<<if $mickeyPub gte 2>>
"Well, not me directly. A friend of ours. They mentioned paying you back." <<He>> checks to make sure nobody's nearby, then jerks a thumb toward a door behind the table. "Why not say hello?"
<br><br>
You make your way to the door. You try to twist the handle, but it's locked, so you settle for knocking. A few seconds pass. "Landry?" a voice on the other side says.
<br><br>
"No," you say. "But <<he>> sent me here."
<br><br>
The voice gasps. "You!" You hear a complex set of locks unlocking, before the door opens an inch. <span class="teal">It's 'Mickey,' the hacker from the orphanage.</span>
<br><br>
<<link [[Next|Pub Fame Intro 3]]>><</link>>
<<else>>
<<set $mickeyPub to 1>><<set $pubfame.intro to 1>>
<<if $pub_hack_job gte 1>>
"Well, not me directly. Remember Mickey? The hacker I pointed you to for the police password. They should be able to get things done."
<br><br>
<<else>>
"Well, not me. But I think I know someone. <span class="teal">This orphan at the home on Domus Street.</span> A computer whiz. Mickey, or Mckay, something like that."
<br><br>
You know who Landry's referring to, but you've never spoken. They keep to themselves.
<br><br>
"Best hope," Landry continues. "Is to find this orphan. If you can get them to come work with me, they'll be able to hook you up. There'll be some money in it for you, too. Just don't step on Bailey's toes." <<He>> smiles. "But you knew that."
<br><br>
<</if>>
<<landryoptions>>
<<getouticon>><<link [[Leave|Pub]]>><<endevent>><</link>>
<</if>><<effects>><<run delete $pubfame.intro>><<set $mickeyPub to 2>><<money 50000>>
"I had a feeling you'd be back," Landry says. "Mickey's got themselves set up. Strange one. They said you'd have a bag of SD cards?"
<br><br>
<<He>> accepts the bag of SD cards and trades you a handful of bills. "By the way, here's a £500 thank you for bringing me some talent." <<He>> checks to make sure nobody's nearby, then jerks a thumb toward a door behind the table. "I won't take up your time. I know you didn't come here for me. Why not say hello?"
<br><br>
You make your way to the door. You try to twist the handle, but it's locked, so you settle for knocking. A few seconds pass. "Landry?" a voice on the other side says.
<br><br>
"No," you say. "But <<he>> sent me here."
<br><br>
The voice gasps. "You!" You hear a complex set of locks unlocking, before the door opens an inch. <span class="teal">It's 'Mickey,' the hacker from the orphanage.</span>
<br><br>
<<link [[Next|Pub Fame Intro 3]]>><<set $phase to 1>><</link>><<effects>><<generateMickey 2>>
<<set $pubfame.status to "ready">>
<<if $phase is 1>>
"Here I am," 'Mickey' says.
<<else>>
"Been a while," 'Mickey' says.
<</if>>
"Good to see you again. Landry told you?"
<br><br>
<<if $speech_attitude is "meek">>
"I think so," you reply. "Something about you wanting to talk?
<<elseif $speech_attitude is "bratty">>
"<<He>> said you had something to say," you reply. "What's the deal?
<<else>>
"About you wanting to talk? Yeah," you say. "What is it?
<</if>>
<<if !hasSexStat("exhibitionism", 3)>>
You're not going to make me strip again, are you?"
<br><br>
"Don't worry," they say. "Nothing important to me this time. Not worried about bugs."
<<else>>
Do you want me to strip again?"
<br>
"No need," they say. "Nothing important to me this time. Not worried about bugs. Are you? You can if you want. I have a Faraday cage still. Just inside."
<br>
"I'll pass," you say.
<br><br>
"Good-good."
<</if>>
Mickey sizes you up. "Now, the meat of the matter. You have a reputation. People know you. Know the bad things about you.
<<if $fame.sex gte 400 or $fame.rape gte 400 or $fame.prostitution gte 400 or $fame.bestiality gte 400>>
You know what people call you in the underworld? <span class="pink"><<underworld_nickname "cap">>.</span>" Mickey shakes their head.
<<if $fame.scrap gte 400>>
"Good name. But it has bad implications. Implications you really don't want. Not in this town."
<br><br>
You frown. "I see.
<<else>>
"Bad name to have. Especially in this town. They look at you, and see an easy target."
<br><br>
You grimace. "That's not good.
<</if>>
<<else>>
You know what people call you around town? <span class="pink"><<overworld_nickname "cap">>.</span>" Mickey shakes their head. "That has implications. Implications you don't want. Not in this town."
<br><br>
You frown. "I see.
<</if>>
What does that have to do with you?"
<br>
"Simple. I can help you. I still owe you, after all."
<br>
"But you got me the password to the police database. Isn't that enough?"
<br><br>
Mickey opens the door just a little more, just enough to pat you on the shoulder. "You got me away from Bailey," they say. "Before <<nnpc_he "Bailey">> figured out what I was up to. I don't think I can ever pay you back for that." They retreat back behind the door. "Besides, it won't be for free."
<br><br>
<<link [[Next|Pub Fame Intro 4]]>><</link>><<effects>>
"So, you want to be less well known. I can help. Take down info of you on the net. Stories, articles. Purge pictures of your face, alter search results." Mickey frowns. "It's not perfect. Physical copies exist, and people gossip offline too. But it will help."
<br><br>
"People don't forget things very easily. They'll remember after a while. If I do all I can, they might actually forget. Focus on someone else instead. But I'll need more in return." They rub their chin. "I could make you more famous, too. Improve your social standing in the business world, or your reputation as a fighter. Or other things."
<br><br>
You hear Landry's chair creak loudly as <<he>> leans back, and Mickey's eyes widen. They shut the door, making barely a sound. You turn around in confusion to see a <<generate3>><<person3>><<person>> approaching. <<He>> looks around, confused, before seemingly deciding <<hes>> better off elsewhere and leaving.
<br><br>
Landry coughs once the <<person>> is gone, and Mickey opens the door again. "Come to me if you want my help. Well, go to Landry. <<person1>><<He>>'ll send you to me." Just like that, they close the door again.
<br>
You walk back to Landry's table. "The offer's out now," <<he>> says. "I did my part."
<br><br>
<span class="gold">Mickey can help lower or raise your fame in exchange for favours. Temporarily changing your fame results in easier favours, but your fame will slowly return to its original value. Permanent changes require harder favours.</span>
<br><br>
<<endevent>><<npc Landry>><<person1>>
<<if $replayScene is undefined>>
<<landryoptions>>
<</if>>
<<getouticon>><<link [[Leave|Pub]]>><<endevent>><</link>><<effects>>
<<if $phase isnot 1>>
<<generateMickey 2>>
Landry glances around, before tilting <<his>> head to a door near the back. You knock. "It's me."
<br><br>
'Mickey' inches the door open.
<</if>>
<<if $pubfame.status is "done">>
<<if $pubfame.detail is "briarWindow">>
<<set $pubfame.detail to 0>>
"Did you jump out the fucking window?"
<<elseif $pubfame.detail is "hiding">>
<<set $pubfame.detail to 0>>
"Oh. You." They stare at you for a few seconds. "I'm not mad. About you telling them about me." You feel like they're lying. "Anyway. You did what I asked?"
<<else>>
<<if $phase is 1>>
"Anything else?"
<<else>>
"You did what I asked?"
<</if>>
<</if>>
<br><br>
<<link [[Tell Mickey it's done|Pub Fame Done]]>><<set $pub_task_stat++>><</link>>
<<elseif $pubfame.status is "accepted">>
<<if $pubfame.detail is "hiding">>
<<set $pubfame.detail to 0>>
"Oh. You." They stare at you for a few seconds. "I'm not mad. About you telling them about me." You feel like they're lying. "Anyway. You did what I asked?"
<<else>>
"You did what I asked?"
<</if>>
<br><br>
<<socialiseicon "ask">><<link [[Ask for a reminder|Pub Fame Remind]]>><</link>>
<br>
<<refuseicon>><<link [[Drop the job|Pub Fame Decline]]>><<set $phase to 1>><</link>>
<<else>>
<<if $pubfame.detail is "hiding">>
"Oh. You." They stare at you for a few seconds. "I'm not mad. About you telling them about me." You feel like they're lying. "Anyway. What do you want?"
<<else>>
<<set _hello to [
"Pick your poison.",
"What can I do for you?",
"What are you here for, then?",
"Pick carefully, I don't have all day.",
"The usual? Sorry. I've always wanted to say that.",
"Landry, I ordered twelve whole minutes- oh, you.\" They rub the back of their head. \"Didn't hear you."
]>>
<<if $phase isnot 1>>
<<set _hello.pushUnique(
"Hey.",
"Good to see you again.",
"I missed you.\" They pause. \"Forget I said that."
)>>
<</if>>
<<silently>>
<<overworld_nickname>><<if !_text_output.includes("some orphan")>><<set _hello.pushUnique("Hello again, <span class='teal'><<overworld_nickname>></span>.")>><</if>>
<<if $fame.scrap gte 400>><<set _hello.pushUnique("Hello again, <span class='pink'><<underworld_nickname>></span>.")>><</if>>
<</silently>>
"<<print _hello.random()>>"
<</if>>
<br><br>
<<pubfameOptions>>
<</if>>
<br><br>
<<link [[Back to Landry|Pub Landry]]>><<unset $pubfameTemp>><<unset $pubfameLower>><<unset $pubfameTarget>><<set $phase to 1>><</link>><<effects>>
<<if $pubfame.goal.includes("Raise") and ($fame[$pubfame.target] gte (2000 * $AMCTraits[$pubfame.target + "Fame"]) or $pubfame.target is "pregnancy" and $fame.pregnancy gte playerNormalPregnancyTotal() * 250)>>
<<set _failed to 1>>
Mickey shakes their head. "<span class="teal">That wouldn't do you any good.</span> You're already about as well known as you can be in the <<fameProse $pubfame.target>> department. Trying to boost that wouldn't do anything. Pick again."
<<elseif $pubfame.goal.includes("Lower") and $fame[$pubfame.target] lte 0>>
<<set _failed to 1>>
Mickey shakes their head. "<span class="teal">That wouldn't do you any good.</span> You're already about as unknown as you can be in the <<fameProse $pubfame.target>> department. Trying to lower that wouldn't do anything. Pick again."
<<elseif $pubfame.goal.includes("Raise") and $fame[$pubfame.target] lt 30>>
<<set _failed to 1>>
Mickey shakes their head. "<span class="red">Sorry.</span> You need to get your name out more for me to do that. I just don't have enough to work with right now." They shrug. "If you're at least <span class="teal">obscure</span>, I can help you out. Pick again."
<<elseif $pubfame.goal.includes("temp") and $fameDecayTimer[$pubfame.target] gte 1>>
<<set _failed to 1>>
Mickey shakes their head. "<span class="red">Sorry.</span> I changed your <<fameProse $pubfame.target>> reputation too recently. Messing with the rumour mill any more would backfire. Can't help you there." They shrug. "You can permanently <<if $pubfame.goal.includes("Lower")>>lower<<else>>boost<</if>> it now, if you want. But nothing temporary. Not yet. Pick again."
<br><br>
<span class="gold">You can temporarily change your <<fameProse $pubfame.target>> fame again
<<if $fameDecayTimer[$pubfame.goal] gt 1>>in <<number $fameDecayTimer[$pubfame.goal]>> days<<else>>tomorrow<</if>>.</span>
<<elseif $pubfame.goal.includes("Raise") and ["sex","rape","bestiality","exhibitionism"].includes($pubfame.target)>>
Mickey blinks. "You want me to boost your <<fameProse $pubfame.target>> fame? That can only hurt you." They shrug. "If you say so. Should be easy, so <span class="green">I have an easy favour for you.</span>"
<<elseif $pubfame.goal.includes("Lower") and ["scrap","good","business","social","pimp"].includes($pubfame.target)>>
Mickey blinks. "You want me to lower your <<fameProse $pubfame.target>> fame? That can only hurt you." They shrug. "If you say so. Should be easy, so <span class="green">I have an easy favour for you.</span>"
<<elseif $pubfame.goal.includes("Raise") and $pubfame.target is "prostitution">>
Mickey raises an eyebrow. "You want me to boost your <<fameProse $pubfame.target>> fame? What, you want to raise your prices?" They shrug. "If you say so. Should be easy, so <span class="green">I have an easy favour for you.</span>"
<<elseif $pubfame.goal.includes("Raise") and ["pregnancy", "impreg"].includes($pubfame.target)>>
Mickey raises an eyebrow. "You want me to boost your <<fameProse $pubfame.target>> fame? You're that desperate for a family?" They wince. "Sorry. That was insensitive. Should be easy, so <span class="green">I have an easy favour for you.</span>"
<<elseif $pubfame.goal.includes("Lower") and $pubfame.target is "model">>
Mickey raises an eyebrow. "You want me to lower your <<fameProse $pubfame.target>> fame? Stardom getting to you?" They shrug. "If you say so. Should be easy, so <span class="green">I have an easy favour for you.</span>"
<<elseif $pubfame.goal is "permRaise" and $pubfame.target is "scrap">>
Mickey sucks in a breath through their teeth. "Permanently raising your <<fameProse $pubfame.target>> fame. That'll be hard. <span class="pink">I'll need a big favour in return.</span> Don't feel pressured to accept."
<<elseif $pubfame.goal is "permLower" and $pubfame.target is "exhibitionism">>
Mickey sucks in a breath through their teeth. "Permanently dropping your <<fameProse $pubfame.target>> fame. That'll be hard. <span class="pink">I'll need a big favour in return.</span> Don't feel pressured to accept."
<<elseif $pubfame.goal is "permLower" and ["sex","prostitution","rape","bestiality","pregnancy","impreg"].includes($pubfame.target)>>
"Permanently lower your <<fameProse $pubfame.target>> fame, got it." Mickey looks you in the eye. "This will be tricky, so <span class="purple">I have a tougher favour for you.</span> Hope you don't mind."
<<elseif $pubfame.goal is "permRaise" and ["good","business","social","model","pimp"].includes($pubfame.target)>>
"Permanently boost your <<fameProse $pubfame.target>> fame, got it." Mickey looks you in the eye. "This will be tricky, so <span class="purple">I have a tougher favour for you.</span> Hope you don't mind."
<<elseif $pubfame.goal is "tempRaise" and $pubfame.target is "scrap">>
"Temporarily boost your <<fameProse $pubfame.target>> fame, got it." Mickey looks you in the eye. "This will be tricky, so <span class="purple">I have a tougher favour for you.</span> Hope you don't mind."
<<elseif $pubfame.goal is "tempLower" and $pubfame.target is "exhibitionism">>
"Temporarily lower your <<fameProse $pubfame.target>> fame, got it." Mickey looks you in the eye. "This will be tricky, so <span class="purple">I have a tougher favour for you.</span> Hope you don't mind."
<<elseif $pubfame.goal.includes("Raise")>>
"Temporarily boost your <<fameProse $pubfame.target>> fame, got it." Mickey nods. "<span class="blue">I have an idea for what I want you to do.</span>"
<<elseif $pubfame.goal.includes("Lower")>>
"Temporarily lower your <<fameProse $pubfame.target>> fame, got it." Mickey nods. "<span class="blue">I have an idea for what I want you to do.</span>"
<<else>> <!-- all conditions should be met in the above if statements -->
<<set _failed to 1>>
"Uh..." Mickey frowns. "Sorry, not sure what you mean. Can't help you. Pick again." <span class="black"><i>(This is a bug that happened with goal "<<print $pubfame.goal>>" and target "<<print $pubfame.target>>", please inform Vrelnir.)</i></span>
<</if>>
<br><br>
<<if _failed isnot 1>>
<<unset $pubfameTemp>><<unset $pubfameLower>><<unset $pubfameTarget>>
<<pubfameDifficulty>>
<<set $pubfame[$pubfame.task] to {}>>
<<switch $pubfame.task>>
<<case "river">>
"You know River? The maths teacher at the school. Check on <<nnpc_him "River">>, make sure <<nnpc_hes "River">> doing okay. Don't tell <<nnpc_him "River">> about me, just tell me how <<nnpc_he "River">> is." Mickey rubs their arm. "<<nnpc_He "River">> helped me once. I care about <<nnpc_him "River">>."
<<if $soup_kitchen_known isnot 1 and !Time.schoolTerm>>
<<set $soup_kitchen_known to 1>>
<br><br>
"You can find <<nnpc_him "River">> at the soup kitchen by the temple," Mickey adds. "If school is out, you can go there. Between <span class="gold"><<ampm 18 00>> and <<ampm 21 00>></span>."
<br><br>
<span class="gold">You've discovered the soup kitchen on Wolf Street.</span>
<</if>>
<<case "gwylan">>
"There's a snow globe with an important code on the bottom." Mickey crosses their arms. "Yes, I'm serious. The contact didn't have anything else to write on. And they were in a hurry. Find the snow globe and bring it to me. <span @class="$forest_shop_intro isnot 1 ? 'gold' : ''">There's a shop by the outskirts of the forest,</span> it probably ended up there. That place collects anything."
<<case "temple">>
"I'm looking for a password to crack an abandoned account," Mickey says. "At least 64 characters long, randomised. They were paranoid. Brute force won't cut it. I think they left the password in a book. In the temple on Wolf Street. I can't go myself, but you can. Understand? Good. I think the book had to do with architecture."
<<if $temple_rank is undefined or $temple_rank is "prospective">>
<br><br>
"<span class="gold">Ask the head <<nnpc_title "Jordan">> for help if you're not part of the temple,</span>" they add. "Jordan, <<nnpc_his "Jordan">> name is. <<nnpc_Hes "Jordan">> helpful."
<</if>>
<<case "office">>
Mickey disappears behind the door for a moment. They return with an envelope the size of your hand. "I need you to deliver this somewhere," they say. "The office building in High Street. Fifteen stories tall. That one. Give this to the manager, don't say who it's from. Tell them to bring it to the basement. They'll understand."
<<if $officejobintro isnot 1>>
<br><br>
"If you're not a worker there," they add. "Just bring it to the kiosk. Or anywhere. It'll get where it needs to be."
<</if>>
<<case "wren">>
"You heard of Wren the smuggler? <<nnpc_Hes "Wren">> who I need you to talk to. Need you to deliver a message." Mickey hands you a Manila envelope. "Give <<nnpc_him "Wren">> this, say it was from the old man. Landry knows Wren, but I can't ask Landry. Don't want Wren knowing Landry and I are connected."
<<if !$pubfame.seen.includes("oldman")>>
<<set $pubfame.seen.pushUnique("oldman")>>
<br><br>
"Who's the old man?" you ask.
<br><br>
"Fake identity. Don't want <<nnpc_him "Wren">> knowing anything about me. Simple as that."
<</if>>
<<if $wren_intro is undefined>>
<br><br>
"<span class="gold"><<nnpc_He "Wren">> hangs out at Remy's estate,</span>" Mickey adds. "In the moor just out of town. You should be able to get in without meeting Remy <<nnpc_himself "Remy">>. Hopefully. Remy's bad news.
<<if $catsuit_found isnot true>>Might also be able to find Wren at the docks, late at night.<</if>>
Don't know more than that."
<</if>>
<<case "hospital">>
"I need a keycard for the hospital," Mickey says. "Not for me. For Landry. I owe <<him>> a favour myself. <<He>> helped me out. This'll help me repay it."
<br><br>
<<if $rng % 3 is 0>>
"I bought them fish and chips when they asked for it," Landry calls from <<his>> table. "That's all they owe me for."
<br><br>
Mickey flushes bright red, and clears their throat. "Hospital keycard. Get in, steal it, get out." They regain their composure. "Snag one off a receptionist, if you can.
<<else>>
Mickey gives you a look. "Get in, steal a card, get out. Snag one off a receptionist, if you can.
<</if>>
<span @class="$hospitalintro isnot 1 ? 'gold' : ''">The doc, Harper, <<nnpc_he "Harper">> has problems.</span> But you shouldn't need to see <<nnpc_him "Harper">>. Thankfully."
<<case "morgan">>
"I'm sorry for this one," Mickey says. "There's a USB drive I need. It's in the sewer system. I'm sorry." They shake their head. "Don't bother searching for it. <span @class="$sewersintro isnot 1 ? 'gold' : ''">There's someone down there.</span> <<nnpc_Hes "Morgan">> probably found it already. Try to get <<nnpc_him "Morgan">> to give it to you. Or take it from <<nnpc_him "Morgan">>. Either one works. I'm so sorry."
<<if $sewersintro isnot 1>>
<br><br>
Mickey examines your expression for a moment. "I don't mean the normal sewers," they clarify. "There's an older system down below. You should be able to access it from the main sewers network."
<</if>>
<<case "niki">>
<<generatev3>><<person3>><<set _modelHair to ["black","black","brown","brown","red","blue","purple"]>>
<<if $pronoun is "f">>
<<set _modelHair.push("blonde","blonde")>>
<<else>>
<<set _modelHair.push("blond","blond","no")>>
<</if>>
<<set $pubfame.niki.hair to _modelHair.pluck()>>
"Saw you enter Niki's studio," Mickey says. "Niki has photos I want destroyed. Not of me. An associate. Needed some cash, regrets it now. <span class="gold">A <<person>>, with $pubfame.niki.hair hair.</span> Find them, destroy them. Doesn't matter how." They pause. "Destroy the photos. Not the <<personsimple>>."
<<saveNPC 2 "pubfame_model">><<clearsinglenpc 2>>
<<case "bailey">>
Mickey sighs. "Sorry to dump this on you. But I need you to hack Bailey's computer again. Need to make sure <<nnpc_he "Bailey">> didn't remember me and add me to a list of some kind." They give you a USB drive. "Same as last time. Wait until <<nnpc_hes "Bailey">> using it, distract <<nnpc_him "Bailey">>, plug this in. You know how dangerous Bailey can be. Don't get caught." They pause. "Please don't get caught."
<<case "briar">>
"Briar," Mickey says. "Nasty piece of work. But <<nnpc_he "Briar">> knows things. Important things." They give you a USB drive. "Go to the brothel. Hack <<nnpc_his "Briar">> computer with this while it's logged on. There's something I'm looking for. Plug it in, wait, take it out and leave. Don't get caught. <<nnpc_Hes "Briar">> ruthless."
<br><br>
They think for a moment. "You'll want a distraction. Or a clean getaway. Preferably both."
<<if $brothelknown isnot 1>>
<<set $brothelknown to 1>>
<br><br>
Mickey examines your expression for a moment. "You don't know who Briar is, do you. <<nnpc_He "Briar">> runs the brothel just down the road. Be careful around <<nnpc_him "Briar">>. Not as bad as Bailey. But still very bad." They tap their chin. "<<nnpc_He "Briar">> could get you a fake id, though. Since Bailey's holding your papers. Might come in handy for you. Think about it."
<br><br>
<span class="gold">You can now access the brothel on Harvest Street.</span>
<</if>>
<<case "remy">>
<<set $pubfame.remy.password to [
["field","forest","park","yard","moor","garden"][random(5)],
["at","for","under","before","past","during"][random(5)],
["sunset","sunrise","daybreak","midnight","high noon","afternoon"][random(5)]
]>>
<<if $rng is 1>>
<<set $pubfame.remy.password[1] to "under">><<set $pubfame.remy.password[2] to "the blood moon">>
<</if>>
<<set $pubfame.remy.attempts to 0>>
"You know Remy?" Mickey asks. "<span @class="$ridingschoolintro is undefined ? 'gold' : ''"><<nnpc_He "Remy">> has a riding school in the countryside</span>. One of Landry's contacts will be there. Ask them where the flowers bloom. They'll say <span class="gold"><<pubfameRemyPassword>></span>. Got that?"
<br><br>
At your nod, they continue. "Meet up with them, tell them the old man sent you. Take the package, bring it back to me. If they don't give you a package, tell me. Don't just not go and say you didn't get a package. I'll know."
<br><br>
<<if !$pubfame.seen.includes("oldman")>>
<<set $pubfame.seen.pushUnique("oldman")>>
"Who's the old man?" you ask.
<br><br>
"Fake identity. Don't want them knowing anything about me. Simple as that."
<br><br>
<</if>>
Mickey gives you a stern look. "Be careful. If they're with Remy, they could be dangerous. Remy's bad news. Don't let them trick you. <span class="gold"><<pubfameRemyPassword 0 "cap">></span>."
<<case "compound">>
<<set $pubfame.compound.cameras to []>>
Mickey disappears behind the door for a moment. They emerge with what looks like four rocks. "These are cameras," they explain. They tap a discolouration on one side, and you see it's actually a very well-hidden lens. "Highly compressed. Cutting edge. Scatter them in the compound. The one on Elk, just down the road. One in each building. One in the courtyard."
<br><br>
They give the disguised cameras to you. Despite looking and feeling like rocks, they're surprisingly light. "Not all at once," they say. "Well, maybe. But it doesn't need to be all at once. If they're onto you, run. Save it for another day."
<<if $compoundcard isnot 2>>
<br><br>
<<set $compoundcard to 1>>
They duck behind the door again, before handing you an odd card. "To get in," they say. "You'll need this to be granted access." They look you over. "Don't get caught. Their interrogations are brutal."
<</if>>
<</switch>>
<br><br>
<<link [[Accept|Pub Fame Accept]]>><<set $pubfame.status to "accepted">><</link>>
<br>
<<link [[Decline|Pub Fame Decline]]>><<set $pubfame.status to "finished">><<set $phase to 0>><</link>>
<<else>>
<<pubfameOptions>>
<br><br>
<<link [[Back to Landry|Pub Landry]]>><<set $phase to 1>><</link>>
<</if>><<effects>>
<<if $rng gte 81>>
"Good-good," Mickey says. "Come back when you finish it. I'll-"
<br><br>
Landry leans back in <<his>> chair, making a loud creak. Mickey cuts themselves off and closes the door right as a <<generate3>><<person3>><<person>> walks into the area.
<br><br>
You walk back to Landry's table, just in time to catch Landry shooing <<him>> away. <<He "Landry">> turns back to you. "What's your plan now?" <<he>> asks.
<<else>>
"Good-good," Mickey says. "Come back when you finish it. I'll <<if $pubfame.goal.includes("Raise")>>boost<<else>>lower<</if>> your reputation then." They close the door.
<br><br>
You walk back to Landry's table. "What's your plan now?" <<he>> asks.
<</if>>
<br><br>
<<if $asylumkeycard is 1>>
<<pubfameComplete "hospital" "asylumEarly">>
<</if>>
<<endevent>><<npc Landry>><<person1>>
<<landryoptions>>
<<getouticon>><<link [[Leave|Pub]]>><<endevent>><</link>><<effects>>
<<if $pubfame.task is "niki">><<run delete $photo.pubfame>><<clearNPC "pubfame_model">><</if>>
<<if $pubfame.task is "briar" and $per_npc.pubfame_distract>><<clearNPC "pubfame_distract">><</if>>
<<pubfameReset>><<set $pubfame.timer to 1>>
<<if $phase is 1>>
You tell Mickey you're dropping your current favour.
<</if>>
"Shame," Mickey says. "If that's all, I have things to do."
<br><br>
<<if !$pubfame.declined and $phase is 0>>
<<set $pubfame.declined to true>>
They start to close the door. "Wait," you say. "Can I accept a different favour?"
<br><br>
Mickey sighs. "Fine. But just this once. After this, if you refuse my offer, that's it."
<br><br>
<<link [[Next|Pub Fame]]>><<run delete $pubfame.timer>><<set $pubfame.status to "ready">><<set $phase to 1>><</link>>
<<else>>
They close the door. You walk back to Landry's table. "What's your plan now?" <<he>> asks.
<br><br>
<<endevent>><<npc Landry>><<person1>>
<<landryoptions>>
<<getouticon>><<link [[Leave|Pub]]>><<endevent>><</link>>
<</if>><<effects>>
Mickey sighs. "Fine. But listen carefully. I won't tell you again." They pause. "Well, I would. Because I need you to help me. But I don't want to tell you again."
<br><br>
<<switch $pubfame.task>>
<<case "river">>
"You know River? The maths teacher at the school. Check on <<nnpc_him "River">>, make sure <<nnpc_hes "River">> doing okay. Don't tell <<nnpc_him "River">> about me, just tell me how <<nnpc_he "River">> is." Mickey rubs their arm. "<<nnpc_He "River">> helped me once. I care about <<nnpc_him "River">>."
<<case "gwylan">>
"There's a snow globe with an important code on the bottom." Mickey crosses their arms. "Yes, I'm serious. The contact didn't have anything else to write on. And they were in a hurry. Find the snow globe and bring it to me. <span @class="$forest_shop_intro isnot 1 ? 'gold' : ''">There's a shop by the outskirts of the forest,</span> it probably ended up there. That place collects anything."
<<case "temple">>
"I'm looking for a password to crack an abandoned account," Mickey says. "At least 64 characters long, randomised. They were paranoid. Brute force won't cut it. I think they left the password in a book. In the temple on Wolf Street. I can't go myself, but you can. Understand? Good. I think the book had to do with architecture."
<<if $temple_rank is undefined or $temple_rank is "prospective">>
<br><br>
"<span class="gold">Ask the head <<nnpc_title "Jordan">> for help if you're not part of the temple,</span>" they add. "Jordan, <<nnpc_his "Jordan">> name is. <<nnpc_Hes "Jordan">> helpful."
<</if>>
<<case "office">>
"The envelope I gave you. I need you to deliver it to somewhere," they say. "The office building in High Street. Fifteen stories tall. That one. Give this to the manager, don't say who it's from. Tell them to bring it to the basement. They'll understand."
<<if $officejobintro isnot 1>>
<br><br>
"If you're not a worker there," they add. "Just bring it to the kiosk. Or anywhere. It'll get where it needs to be."
<</if>>
<<case "wren">>
"Wren the smuggler. <<nnpc_Hes "Wren">> who I need you to talk to. Need you to deliver a message. You still have the envelope? Give it to <<nnpc_him "Wren">>, say it was from the old man. Landry knows Wren, but I can't ask Landry. Don't want Wren knowing Landry and I are connected."
<<case "hospital">>
"I need a keycard for the hospital," Mickey says. "Not for me. For Landry. I owe <<him>> a favour myself. <<He>> helped me out. This'll help me repay it."
<br><br>
Mickey gives you a look. "Get in, steal a card, get out. Snag one off a receptionist, if you can.
<span @class="$hospitalintro isnot 1 ? 'gold' : ''">The doc, Harper, <<nnpc_he "Harper">> has problems.</span> But you shouldn't need to see <<nnpc_him "Harper">>. Thankfully."
<<case "morgan">>
"I'm sorry for this one," Mickey says. "There's a USB drive I need. It's in the sewer system. I'm sorry." They shake their head. "Don't bother searching for it. <span @class="$sewersintro isnot 1 ? 'gold' : ''">There's someone down there.</span> <<nnpc_Hes "Morgan">> probably found it already. Try to get <<nnpc_him "Morgan">> to give it to you. Or take it from <<nnpc_him "Morgan">>. Either one works. I'm so sorry."
<<if $sewersintro isnot 1>>
<br><br>
Mickey examines your expression for a moment. "I don't mean the normal sewers," they clarify. "There's an older system. Down below. You should be able to access it from the main sewers network."
<</if>>
<<case "niki">>
<<loadNPC 2 "pubfame_model">><<person3>>
"Niki has photos I want destroyed," Mickey says. "Not of me. An associate. Needed some cash, regrets it now. <span class="gold">A <<person>>, with $pubfame.niki.hair hair.</span> Find them, destroy them. Doesn't matter how." They pause. "Destroy the photos. Not the <<personsimple>>."
<<clearsinglenpc 2>>
<<case "bailey">>
Mickey sighs. "Sorry to dump this on you. But I need you to hack Bailey's computer again. Need to make sure <<nnpc_he "Bailey">> didn't remember me and add me to a list of some kind." They give you a USB drive. "Same as last time. Wait until <<nnpc_hes "Bailey">> using it, distract <<nnpc_him "Bailey">>, plug this in. You know how dangerous Bailey can be. Don't get caught." They pause. "Please don't get caught."
<<case "briar">>
"Briar," Mickey says. "Nasty piece of work. But <<nnpc_he "Briar">> knows things. Important things." They give you a USB drive. "Go to the brothel. Hack <<nnpc_his "Briar">> computer with this while it's logged on. There's something I'm looking for. Plug it in, wait, take it out and leave. Don't get caught. <<nnpc_Hes "Briar">> ruthless."
<br><br>
They think for a moment. "You'll want a distraction. Or a clean getaway. Preferably both."
<<case "remy">>
"You know Remy?" Mickey asks. "<span @class="$ridingschoolintro is undefined ? 'gold' : ''"><<nnpc_He "Remy">> has a riding school in the countryside</span>. One of Landry's contacts will be there. Ask them where the flowers bloom. They'll say <span class="gold"><<pubfameRemyPassword>></span>. Got that?"
<br><br>
At your nod, they continue. "Meet up with them, tell them the old man sent you. Take the package, bring it back to me. If they don't give you a package, tell me. Don't just not go and say you didn't get a package. I'll know."
<br><br>
Mickey gives you a stern look. "Be careful. If they're with Remy, they could be dangerous. Remy's bad news. Don't let them trick you. <span class="gold"><<pubfameRemyPassword 0 "cap">></span>."
<<case "compound">>
"The compound," Mickey says. "The one on Elk. I gave you the cameras. The ones that look like rocks? Hide them around. One in each building. One in the courtyard. Not all at once. Well, maybe. But it doesn't need to be all at once. If they're onto you, run. Save it for another day."
<<default>> <!-- all conditions should be met in the above cases -->
Mickey frowns. "What did I ask you to do again?" They shake their head. "Never mind. Consider it done, I guess." <span class="black"><i>(This is a bug that happened with task "<<print $pubfame.task>>", please inform Vrelnir.)</i></span>
<</switch>>
<br><br>
<<link [[Next|Pub Fame]]>><<set $phase to 1>><</link>><<effects>>
<<set $pubfame.history to $pubfame.task>>
<<switch $pubfame.task>>
<<case "river">>
"How was River?" Mickey asks. "Doing alright?"
<br><br>
<<if $speech_attitude is "meek">>
"<<nnpc_He "River">> seemed to be doing fine," you say.
<br><br>
Mickey nods. "Good-good. Glad to hear."
<<elseif $speech_attitude is "bratty">>
You grin. "<<nnpc_He "River">> was doing good-good."
<br><br>
"Good-goo-" Mickey cuts themselves off halfway through and pouts at you. They shake their head after a few seconds. "Glad to hear."
<<else>>
"<<nnpc_He "River">> was doing fine," you say.
<br><br>
Mickey nods. "Good-good. Glad to hear."
<</if>>
<<case "gwylan">>
"You got the snow globe?" Mickey asks. You nod and hand the snow globe over. Mickey inspects the bottom, and types something into a computer just behind the door. "Good-good. One less loose end."
<br><br>
"What's the code for?" you ask, curious.
<br><br>
<<if $rng gte 51>>
"Updated link to a webpage on the dark web," they answer. "Thought it went down for the longest time. Turns out I was using the wrong URL."
<<else>>
"Sorry," they say. "Top secret. Knowing would put you in danger anyway."
<</if>>
<<case "temple">>
"You got the book? The right one?" Mickey asks. You nod and hand the book over.
<<if $pubfame.detail is "templeBack">>
They open to the front cover and scowl. "You said this was the right one."
<br><br>
"Other cover," you say.
<br><br>
They pause, flip to the back cover and sigh. "Sorry. Should've checked." They nod and set the book on a desk just inside the room.
<<else>>
They open to the front cover, nod, and set the book on a desk just inside the room.
<</if>>
"Good-good. I can get in now."
<<case "office">>
"You gave the letter to the office?" Mickey asks. You nod. "Good-good. I'd rather not show my face there. Not because it's dangerous. It's just too crowded."
<<case "wren">>
"You gave <<nnpc_him "Wren">> my message?" Mickey asks. You nod. "Thank you. Now <<nnpc_he "Wren">> knows."
<<if $pubfame.detail is "wrenOldman">>
<br><br>
<<if $speech_attitude is "meek">>
"W-Wren also knows the other thing," you say. "<<nnpc_He "Wren">> knows that you're the old man."
<<elseif $speech_attitude is "bratty">>
"You can drop the old man thing, by the way," you say. "<<nnpc_He "Wren">> figured it out."
<<else>>
"Also, <<nnpc_he "Wren">> figured out you're the old man," you say.
<</if>>
<br><br>
Mickey mutters something under their breath. "Not good-good. Well, nothing for it. Hope <<nnpc_he "Wren">> doesn't spill."
<<elseif $pubfame.detail is "wrenLandry">>
<br><br>
<<if $speech_attitude is "meek">>
"W-Wren also knows you're with Landry," you say.
<<elseif $speech_attitude is "bratty">>
"<<nnpc_He "Wren">> knows your other secret too," you say. "Your connection to Landry."
<<else>>
"Also, <<nnpc_he "Wren">> figured out you're connected to Landry," you say.
<</if>>
<br><br>
Mickey swears under their breath and hits the wall with their fist. "Is there anything <<nnpc_he "Wren">> doesn't know about me? This is bad."
<br><br>
"I think you can trust <<nnpc_him "Wren">>," you say. "<<nnpc_He "Wren">> went out of <<nnpc_his "Wren">> way to keep it a secret from <<nnpc_his "Wren">> friends."
<br><br>
"Hope you're right," Mickey says, not looking hopeful.
<</if>>
<<case "hospital">>
"You got the keycard?" Mickey asks.
<<if $pubfame.detail is "asylum">>
<<set $asylumkeycard to 0>>
You produce the asylum keycard and show it to them. Their eyes widen. "Wait, that's- how did you get that?"
<br><br>
They snatch it from your hand and examine it from all angles. "This is amazing. This is better than the hospital one. It's not what I asked for. But I'll gladly take it. Thank you." They creep out of the door and pull you into an awkward, one-armed hug.
<<trauma -12>><<lltrauma>>
<br><br>
"You still owe me the normal card," Landry calls from <<his>> table.
<br><br>
"Quiet," Mickey says, barely looking at <<him>>. You can hear Landry chuckling.
<<else>>
You produce the keycard and show it to them. "Good-good. Give it to Landry on your way out."
<br><br>
"Why couldn't <<pshe>> give it to me on <<pher>> way to you?" Landry calls from <<his>> table. "Why'd you need <<phim>> to go to you first?"
<br><br>
Mickey blushes again. "Just- here, I'll take it." They snatch it out of your hand. "<<He>>'ll get it when I decide <<he>> does." You can hear Landry chuckling.
<</if>>
<<case "morgan">>
Mickey looks at you. "Did you...?" You produce the USB, and they sigh. "Sorry to make you go through that." They place it on a desk just inside the room. "Glad I got hold of this."
<br><br>
"What's in it?" you ask, curious.
<br><br>
<<if $rng is 100>>
"Cat<<girl>> hentai," they say without a hint of shame. You hear Landry spit <<his>> drink over the table.
<<elseif $rng gte 51>>
"Project of mine," they say. "Program to make my IP more secure. Multiple layers of proxies. Had to throw it away to stop it from being found. That's where it ended up."
<<else>>
"Sorry," they say. "Top secret. Knowing would put you in danger anyway."
<</if>>
<<case "niki">>
"You got the pictures?" Mickey asks. You hand the photo over, and Mickey squints. "No way to know if that's the only one. I'll trust you. But if there's more out there, it's my neck. Not yours."
<<clearNPC "pubfame_model">>
<<case "bailey">>
"You got into <<nnpc_his "Bailey">> computer?" Mickey asks. You nod and give Mickey the USB back. "Was I on it?"
<br><br>
<<if $pubfame.detail is "baileyWiped">>
You tell Mickey that Bailey had them on a list of missing orphans, and was planning to send people out to search the town for them. You wiped the entire list for good measure. Bailey knew the list was wiped, but couldn't remember who all was on it.
<br><br>
Mickey looks at you with something approaching admiration. "You just saved a lot of people like me. Thank you." They creep out of the door and pull you into an awkward, one-armed hug.
<<trauma -12>><<lltrauma>>
<<if $pain gte 40>><<pain -20>><<lpain>><</if>>
<<elseif $pubfame.detail is "baileyList">>
You tell Mickey that Bailey had them on a list of missing orphans, and was planning to send people out to search the town for them. Mickey was removed from it. "Good thing you caught that when you did," they mutter. "Hope <<nnpc_he "Bailey">> relies on the list and not <<nnpc_his "Bailey">> memory."
<br><br>
"I'll keep an eye out for <<nnpc_his "Bailey">> people," Landry calls from <<his>> table. "Advance warning, if nothing else."
<<else>>
You tell Mickey there was no mention of them anywhere in Bailey's files. "Good-good," they say. "Better to make sure."
<</if>>
<<case "briar">>
"You got into <<nnpc_his "Briar">> computer?" Mickey asks. You nod and give them the USB back. "Good-good. I'll pour over this for a few days. See what I can uncover."
<<if !$pubfame.seen.includes("questionBriar")>>
<<set $pubfame.seen.pushUnique("questionBriar")>>
<br><br>
"What's on-"
<br><br>
"Don't finish that question," they say, looking at you. "That information's too dangerous. I'm not telling you. For your own sake."
<</if>>
<<case "remy">>
"You got the package?" Mickey asks.
<<if $pubfame.detail is "remyBetray">>
<br><br>
"Landry's contact betrayed me," you say. "There was no package."
<br><br>
Mickey winces. "Sorry," they say. "But good to know. That person can't be trusted. That info is as useful as the package would've been. I'll tell Landry later."
<<else>>
You hand over the box to Mickey, and they inspect it from all angles. They hold it to their ear, shake it, and smile. "Good-good. I can use this."
<<if !$pubfame.seen.includes("questionRemy")>>
<<set $pubfame.seen.pushUnique("questionRemy")>>
<br><br>
"What's in-"
<br><br>
"Don't finish that question," they say, looking at you. "That information's too dangerous. I'm not telling you. For your own sake."
<</if>>
<</if>>
<<case "compound">>
Mickey checks the computer by the door. "Camera one online. Camera two online. Three and four, online. Good job."
<<default>> <!-- all conditions should be met in the above cases -->
Mickey frowns. "What did I ask you to do again?" They shake their head. "Never mind. Consider it done, I guess." <span class="black"><i>(This is a bug that happened with task "<<print $pubfame.task>>", please inform Vrelnir.)</i></span>
<</switch>>
<br><br>
Mickey types something into a computer near the door. "You wanted me to
<<if $pubfame.goal.includes("temp")>>temporarily<<else>>permanently<</if>>
<<if $pubfame.goal.includes("Lower")>>lower<<else>>boost<</if>>
your <<fameProse $pubfame.target>> fame?" You nod in confirmation, and they type some more. "I'll get on it. Thanks for your work. I could use your help again in a few days. If you need mine."
<br><br>
<<pubfameChange $pubfame.goal $pubfame.target>>
<<set $pubfame.timer to $pubfame.goal.includes("temp") ? 1 : 3>>
<<set $pubfame.tasksDone.pushUnique($pubfame.task)>>
<<pubfameReset>>
<<if $pub_task_stat % 3 is 0>>
<<set _qList to ["name","gender","hacker","good","leighton"]>><<set _qOptions to []>>
<<set _qOptions.pushUnique(_qList.pluck(),_qList.pluck())>>
Mickey starts to close the door, but opens it again. "You look like you have a question. What is it?"
<br><br>
<<if _qOptions.includes("name")>>
<<link [[''Is Mickey your real name?''|Pub Fame Question]]>><<set $phase to random(2,3)>><</link>>
<br>
<</if>>
<<if _qOptions.includes("gender")>>
<<link [[''Are you a boy or a girl?''|Pub Fame Question]]>><<set $phase to random(2,3)>><</link>>
<br>
<</if>>
<<if _qOptions.includes("hacker")>>
<<link [[''Can you teach me to be a hacker?''|Pub Fame Question]]>><<set $phase to random(2,3)>><</link>>
<br>
<</if>>
<<if _qOptions.includes("good")>>
<<link [[''Why do you say 'good-good' so much?''|Pub Fame Question]]>><<set $phase to random(3,4)>><</link>>
<br>
<</if>>
<<if _qOptions.includes("leighton")>>
<<link [[''What did Leighton do to you?''|Pub Fame Question]]>><<set $phase to 5>><</link>>
<br>
<</if>>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Seduce|Pub Fame Question]]>><<set $phase to 1>><</link>><<promiscuous2>>
<br>
<</if>>
<<link [[Nothing to ask|Pub Fame Question]]>><<set $phase to 0>><</link>>
<<else>>
<<endevent>><<npc Landry>><<person1>>
You walk back to Landry's table. "What's your plan now?" <<he>> asks.
<br><br>
<<landryoptions>>
<<getouticon>><<link [[Leave|Pub]]>><<endevent>><</link>>
<</if>><<effects>>
<<switch $phase>>
<<case 0>>
You shake your head, and Mickey blinks in surprise. "Oh. I thought you wanted to..." They remain silent for a moment, before giving you a grateful smile and closing the door.
<br><br>
<<endevent>><<npc Landry>><<person1>>
You walk back to Landry's table. "What's your plan now?" <<he>> asks.
<<case 1>>
You lean against the wall and gently brush Mickey's arm with your hand. "Your room seems pretty private," you say, licking your lips. "I bet we could get up to all kinds of trouble together."
<<if $control lt $controlmax>>
<<if $promiscuity lte 39>>
<<set $promiscuity += 2>>
Performing such a lewd act excites you and <span class="green">restores your sense of</span>-
<<control 25>><<arousal 200>><<set $stress -= 600>><<combattrauma -60>>
<<elseif $promiscuity gte 40>>
Performing such a lewd act excites you, but does nothing to lift the cloud hanging over you. <span class="pink">You need to do something more</span>-
<<arousal 200>>
<</if>>
<<else>>
<<if $promiscuity lte 39>>
<<set $promiscuity += 1>>
You already feel in control, but performing such a lewd act <span class="green">soothes</span> and excites-
<<control 25>><<arousal 200>><<set $stress -= 600>><<combattrauma -60>>
<<elseif $promiscuity gte 40>>
You already feel in control and the act is <span class="pink">too tame to soothe</span>, but it does-
<<arousal 200>>
<</if>>
<</if>>
<br><br>
"No," they flatly answer. They close the door, and you hear the sound of a complex lock setting into place. Well, at least you tried.
<br><br>
<<endevent>><<npc Landry>><<person1>>
You walk back to Landry's table. "Swing and a miss," <<he>> chuckles. "So, what's your plan now?"
<<case 2>>
"No," they flatly answer. They close the door, and you hear the sound of a complex lock setting into place. That's all you'll get out of them.
<br><br>
<<endevent>><<npc Landry>><<person1>>
You walk back to Landry's table. "What's your plan now?" <<he>> asks.
<<case 3>>
"Good question," Mickey says. They stare at you for a moment, before closing the door.
<br><br>
"So... what is it?" you awkwardly ask the door.
<br><br>
Mickey's voice comes through. "I said you could ask a question. Never said I would answer." You hear the sound of a complex lock setting into place. That's all you'll get out of them.
<br><br>
<<endevent>><<npc Landry>><<person1>>
You walk back to Landry's table. "What's your plan now?" <<he>> asks.
<<case 4>>
"Extra good," they say, as if that answers anything. Without expanding on that, they close the door. You hear the sound of a complex lock setting into place. That's all you'll get out of them.
<br><br>
<<endevent>><<npc Landry>><<person1>>
You walk back to Landry's table. "What's your plan now?" <<he>> asks.
<<case 5>>
They smile bitterly.
<<if $schoolfameblackmail isnot undefined>>
"Same thing <<nnpc_hes "Leighton">> doing to you."
<<else>>
"<<nnpc_Hes "Leighton">> ruthless. I hope you never find out."
<</if>>
They shake their head. "I'm done talking about this." They shut the door with more force than necessary, and you hear the sound of a complex lock setting into place. That's all you'll get out of them.
<br><br>
<<endevent>><<npc Landry>><<person1>>
You walk back to Landry's table. "What's your plan now?" <<he>> asks.
<</switch>>
<br><br>
<<landryoptions>>
<<getouticon>><<link [[Leave|Pub]]>><<endevent>><</link>><<effects>>
<<set $pubfame.status to "hidingKnown">>
Landry clicks <<his>> tongue. "Sorry, <span class="red">our friend is out of commission for the moment</span>. Needs to lie low, keep some nasty folk off their trail. Someone spilt important information about them."
<<stress 12>><<ggstress>>
<br><br>
<<He>> shakes <<his>> head before you can say anything. "Don't apologise. I've let worse secrets out in the past. They should be free to help <span class="gold"><<if $pubfame.timer gt 1>>in <<number $pubfame.timer>> days<<else>>tomorrow<</if>></span>."
<br><br>
<<landryoptions>>
<<getouticon>><<link [[Leave|Pub]]>><<endevent>><</link>>
<br><<widget "landryoptions">>
<<if $blackmoney gte 1>>
<<highicon>><<link [[Sell stolen goods|Pub Sell]]>><<handheldon>><</link>>
<br>
<</if>>
<<if $spray lt $spraymax and $money gte 250000>>
<<peppersprayicon>><<link [[Buy pepper spray charge (£2500)|Pub Spray]]>><<handheldon>><<spray 1>><<money -250000 "pubPepperSpray">><</link>>
<br>
<</if>>
<<if $loft_kylar is undefined and $loft_independentLab is undefined and $loft_known is 1>>
<<if $sciencetrait gte 2 and $money gte 5000000>>
<<link [[Set up the orphanage loft lab (£50000 1:00)|Pub Orphanage Lab]]>><<money -5000000 "orphanageUpgrades">><<set $loft_independentLab to 1>><<set $loft_upgrade += 1>><<pass 60>><</link>>
<<elseif $sciencetrait gte 2>>
You don't have the <<printmoney 5000000>> for the orphanage loft lab.
<</if>>
<br>
<</if>>
<<if crimeSumCurrent() gte 500 and !$pubtask>>
<<socialiseicon "ask">><<link [[Ask for help covering your tracks|Pub Task]]>><<handheldon>><</link>>
<br>
<</if>>
<<if $police_hack is 1>>
<<policeicon>><<link [[Ask for help breaking into the police computer|Pub Hack]]>><<handheldon>><</link>>
<br>
<<elseif $police_hack is 4 and $money gte 30000>>
<<policeicon>><<link [[Ask for updated police password (£300)|Pub Hack]]>><<money -30000 "pub">><<handheldon>><</link>>
<br>
<<elseif $pub_hack_job is 3 and $hacker_tasks.length gte 2>>
<<socialiseicon>><<link [["Pass on the hacker's message"|Pub Hack]]>><<set $pub_hack_job to 4>><<handheldon>><</link>>
<br>
<</if>>
<<if $pubtask2 is 1>>
<<crimeicon "black box">><<link [[Hand over the black box|Pub Box]]>><<set $pub_task_stat++>><<handheldon>><</link>>
<br>
<</if>>
<<if $estate_fence is "quest" and _estate_asked isnot true>>
<<mooricon "remy">><<link [[Ask about breaking into the Remy Estate|Pub Estate]]>><<handheldon>><</link>>
<br>
<</if>>
<<if $pubfame>>
<<if $pubfame.status is "ready">>
<<socialiseicon "ask">><<link [[Ask for help with your fame|Pub Fame]]>><<set $phase to 0>><<handheldon>><</link>>
<br>
<<elseif $pubfame.status is "hiding">>
<<socialiseicon "ask">><<link [[Ask for help with your fame|Pub Fame Hiding]]>><<handheldon>><</link>>
<br>
<<elseif $pubfame.status is "accepted">>
<<socialiseicon>><<link [[Talk to Mickey about your favour|Pub Fame]]>><<set $phase to 0>><<handheldon>><</link>>
<br>
<<elseif $pubfame.status is "done">>
<<socialiseicon>><<link [[Report your completed favour to Mickey|Pub Fame]]>><<set $phase to 0>><<handheldon>><</link>>
<br>
<<elseif $pubfame.intro and $hacker_tasks.length gte 2>>
<<socialiseicon "ask">><<link [[Ask for help with your fame|Pub Fame Return]]>><<handheldon>><</link>>
<br>
<</if>>
<</if>>
<<if $lockpickTrainingSet lt 5>>
<<link [[Ask to buy a lockpick training set|Pub Lockpick Training Set]]>><</link>>
<br>
<<else>>
You already have the best lockpick training set.
<br>
<</if>>
<br>
<</widget>><<set $outside to 0>><<set $location to "pub">><<effects>><<set $bus to "harvest">>
<<if $exposed gte 1>>
You are hiding in a trolley to conceal your <<lewdness>>. Everyone's too busy or intoxicated to notice you.
<br><br>
<<link [[Look for something to cover with|Pub Exposed]]>><</link>>
<br>
<<link [[Sneak out the back|Industrial alleyways]]>><</link>>
<br>
<<else>>
<<if $pubbooze is "herbal">>
<<wearProp "beer mug">>
<<set $pubbooze to 0>>
The bartender pours a glass of a locally produced spirit. The pub seems more colourful after drinking it.
<<elseif $pubbooze is "booze">>
<<wearProp "beer mug">>
<<set $pubbooze to 0>>
The bartender pours a glass of a cheap and popular beverage.
<<else>>
You enter the pub. It's busy as always.
<</if>>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "pub">>
<</if>>
<br><br>
<<if $averyPub is 1 and (Time.dayState is "day" or Time.dayState is "dusk")>>
<<npc Avery>><<person1>>
<<loadNPC 1 avery_sidepiece>><<person2>>
You try to remain inconspicuous, looking for Avery. You quickly spot the <<person>> and Avery at the bar, having an animated chat.
You now recognise that the <span class="red"><<person>> is from the orphanage.</span>
<br><br>
Avery leans in and places a hand on <<his>> thigh, causing <<him>> to tense up. The <<person>> stands up suddenly, and excuses <<himself>> to the restrooms.
<br><br>
<<link [[Go to the restrooms|Avery Dismissal Restroom]]>><</link>>
<br>
<<link [[Go to the bar|Avery Dismissal Bar]]>><</link>>
<br>
<<elseif ($fame.bestiality gte 400 or $fame.rape gte 400 or $fame.prostitution gte 400 or $fame.sex gte 400 or $fame.exhibitionism gte 400) and !$pubfame>>
<<set $pubfame to {seen: [], tasksDone: []}>><<set $fameDecay to {}>><<set $fameDecayTimer to {}>>
<<generate1>><<person1>>
A hand lands on your shoulder from behind. "You've been busy," a <<person>> says in your ear. You can smell the alcohol on <<his>> breath. "Don't think I don't recognise you. You're the talk of the town.
<<if $fame.bestiality gte 400>>
Bit surprising not seeing a buncha mutts fucking you raw, though."
<<elseif $fame.sex gte 400 or $fame.rape gte 400 or $fame.prostitution gte 400>>
Bit surprising not seeing you being fucked raw, though."
<<else>>
Bit surprising seeing you all covered up, though."
<</if>>
<<stress 3>><<gstress>>
<br><br>
<<His>> grip tightens. "I reckon it's time I got my slice of the pie. <<if $fame.prostitution gte 400>>Hope you don't mind that I'm not paying for it.<<elseif $fame.rape gte 400>>You like it rough, right? That's what I've heard.<</if>> Come 'ere, sweetheart."
<br><br>
<<link [[Next|Pub Fame Intro]]>><</link>>
<<elseif $pubwhore gte 10 and $pubattack isnot 1>>
<<set $pubattack to 1>>
<span class="red">A black sack is thrown over your head</span> and two pairs of arms grab you from behind. They drag you out of the pub and into a waiting van.
<br><br>
<<link [[Next|Brothel Punishment]]>><</link>>
<br>
<<elseif $pubwhore gte 20>>
<<set $pubwhore to 10>>
<<generate1>><<generate2>><<person1>> A <<person>> shoves you against the wall. A <<person2>><<person>> stands beside <<person1>><<him>>. The pub staff and clientele look away. "<span class="red">Boss sent us,</span>" the <<person1>><<person>> says. "Says you've been naughty. We're gonna bring you in." <<He>> glances at the bar. "And don't try nothing. No one's gonna help you."
<br><br>
<<if $money gte 50000>>
<<link [[Bribe (£500)|Pub Accost]]>><<set $phase to 0>><</link>>
<br>
<</if>>
<<link [[Fight|Pub Accost Fight]]>><<set $fightstart to 1>><</link>>
<br>
<<link [[Go with them|Pub Accost]]>><<set $phase to 1>><</link>>
<br>
<<else>>
<<socialiseicon "ask">><<link [[Ask for Landry|Pub Landry]]>><<endevent>><</link>>
<br>
<<if playerIsPregnant() and playerAwareTheyArePregnant()>>
<span class="blue">You can't bring yourself to drink while you know you're with child.</span>
<br>
<<else>>
<<if $money gte 1000>>
<<foodicon "beer">><<link [[Drink booze (£10 0:05)|Pub]]>><<endevent>><<money -1000 "pubAlcohol">><<set $pubbooze to "booze">><<alcohol 120>><<pass 5>><</link>><<ggalcohol>>
<br>
<</if>>
<<if $money gte 2000>>
<<foodicon "beerbottle">><<link [[Drink herbal booze (£20 0:05)|Pub]]>><<endevent>><<money -2000 "pubAlcohol">><<set $pubbooze to "herbal">><<pass 5>><<alcohol 60>><<hallucinogen 20>><</link>><<galcohol>><<ghallucinogens>>
<br>
<</if>>
<</if>>
<<if $farm>>
<<if $farm.tower gte 1 and !$farm.tower_guard and $farm.tower_guard_can_hire>>
<<investigateicon>><<link [[Look for a guard for your farm (0:30)|Pub Guard]]>><<endevent>><<pass 30>><</link>>
<br>
<</if>>
<</if>>
<br>
<<if !($weekly.theft.pub || $weekly.pubMusic)>>
<<if !$per_npc.pubMusic>>
<<generate2>><<person2>><<saveNPC 1 pubMusic>><<endevent>>
<</if>>
You see a <<loadNPC 1 pubMusic>><<person2>><<person>> playing music in the corner.<br>
<<birdicon "sing">><<link [[Approach|Pub Music]]>><<handheldon>><<set $pubdrink to 0>><</link>>
<br><br>
<</if>>
<<generate1>><<person1>>You see a <<person>> sitting alone.
<br>
<<brothelicon>><<link [[Flirt (0:05)|Pub Flirt]]>><<handheldon>><<if !($weekly.theft.pub || $weekly.pubMusic)>><<clearsinglenpc 1>><</if>><<pass 5>><<set $pubdrink to 0>><</link>><<promiscuous1>>
<br>
<<investigateicon>><<link [[Look for someone else (0:01)|Pub]]>><<endevent>><<pass 1>><</link>>
<br>
<<if Time.weekDay is 1 and Time.hour gte 21 and C.npc.Whitney.state is "active">>
<br>
Some delinquents occupy a table, drowning the room in revelry.
<<if $weekly.whitneyPub>>
<span class="purple">You shouldn't provoke them further.</span>
<<else>>
You spot Whitney among them.
<<if C.npc.Whitney.love gte 10>>
<span class="teal"><<nnpc_He "Whitney">> eyes you from <<nnpc_his "Whitney">> seat.</span>
<<else>>
<span class="blue">If <<nnpc_he "Whitney">> notices you, <<nnpc_he "Whitney">> doesn't show it.</span>
<</if>>
<br>
<<ind>><<link [[Approach|Whitney Pub Approach]]>><<endevent>><<set $weekly.whitneyPub to 1>><<set $phase to 0>><</link>>
<</if>>
<br>
<</if>>
<br>
<<harvesticon>><<link [[Leave|Harvest Street]]>><<endevent>><</link>>
<br>
<</if>>
<</if>><<set $outside to 0>><<set $location to "pub">><<effects>><<set $bus to "harvest">>
You enter the pub. The interior has a cosy, rustic look. Old farm tools decorate the walls, a nod to the long-standing agricultural businesses nearby.
<<if Time.dayState is "night">>
Despite the hour, the place teems with activity. Getting a table must be difficult.
<<else>>
The place teems with activity. Getting a table must be difficult.
<</if>>
<br><br>
<<npc Landry>><<person1>>
<<if $pronoun is "m">>
"I've not seen you around," says a man's voice beside you. <<He>> has short black hair, a grey sweater and dark trousers. Not someone you'd normally look twice at, least of all in a place like this. "Would you like to join me? I have a proposition for you."
<br><br>
<<else>>
"I've not seen you around," says a woman's voice beside you. <<He>> has shoulder-length black hair, a grey cardigan and dark trousers. Not someone you'd normally look twice at, least of all in a place like this. "Would you like to join me? I have a proposition for you."
<br><br>
<</if>>
Deciding there's no chance of danger in public like this, you agree. <<He>> leads you to a small area adjacent to the main room, partially shielded from view. Oddly the tables here are empty. <<He>> sits at a small table, and you follow suit. You realise <<he>> has a slender build, concealed by <<his>> somewhat plain and baggy clothing.
<br><br>
"I'll be frank," <<he>> says. "I know you need money. Don't ask me how I know, word gets around. I think I can help you. If you come across any jewellery or other items you don't know what to do with, I can take them off your hands. I'll pay well."
<br><br>
<<He>> looks over your shoulder, as if making sure you're still alone. "As well as can be expected, anyway. We might also be able to help each other out from time to time. That's all I have to say." <<He>> stands up and puts out <<his>> hand. "Keep me in mind at least. Ask one of the staff when you want to speak with me, they'll know where to find me. My name's Landry."
<<set $pubintro to 1>>
<br><br>
<<link [[Leave|Pub]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "pub">><<effects>><<set $bus to "harvest">>
<<if $phase is 1>>
<<endevent>><<npc Landry>><<person1>>
You walk back to Landry's table. "What's your plan now?" <<he>> asks.
<<else>>
<<npc Landry>><<person1>>You ask the bartender for Landry, who nods and beckons you over to your usual table. You've barely sat down when Landry arrives and sits opposite you.
<br><br>
"What have you got for me?" <<he>> asks.
<<if $pubfame>>
<<if $pubfame.status is "finished">>
"If you're looking for our friend, they're busy. Should be ready to see you <span class="gold"><<if $pubfame.timer gt 1>>in <<number $pubfame.timer>> days<<else>>tomorrow<</if>></span>."
<<elseif $pubfame.status is "hidingKnown">>
"If you're looking for our friend, they're still lying low. Should be ready to see you <span class="gold"><<if $pubfame.timer gt 1>>in <<number $pubfame.timer>> days<<else>>tomorrow<</if>></span>."
<</if>>
<</if>>
<</if>>
<br><br>
<<landryoptions>>
<<getouticon>><<link [[Leave|Pub]]>><<endevent>><</link>>
<br><<wearProp "pepperspray">>
<<set $outside to 0>><<set $location to "pub">><<effects>><<set $bus to "harvest">>
You put the money on the table. Landry swaps it with a small canister.
<<gspray>>
<br><br>
<<if $pubspray isnot 1>>
<<set $pubspray to 1>>
"Sorry about the cost," <<he>> says. "Ingredients are hard to find."
<br><br>
<</if>>
<<landryoptions>>
<<getouticon>><<link [[Leave|Pub]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "pub">><<effects>><<set $bus to "harvest">>
You put the goods on the table. Landry appraises them with the relaxed demeanour of someone accustomed to their work.
<<if $blackmoney lt 100>>
"Good job. You know where to find me if you get anything else."
<br><br>
<<elseif $blackmoney lt 500>>
"Quite the haul. You know where to find me if you get anything else."
<br><br>
<<else>>
"This is quite the haul. I hope you haven't bitten off more than you can chew. You know where to find me if you need help covering your tracks."
<br><br>
<</if>>
You make <<if $mathsTraitBuffs.stolen is 1>><<printmoney `$blackmoney * 100 * (1 + ($mathstrait/4))`>><<else>><<printmoney `$blackmoney * 100`>><</if>>.
<<if $mathsTraitBuffs.stolen is 1>><<money `$blackmoney * 100 * (1 + ($mathstrait/4))` "pubStolenGoods">><<else>><<money `$blackmoney * 100` "pubStolenGoods">><</if>><<set $blackmoney to 0>>
<br><br>
<<getouticon>><<link [[Pub]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "pub">><<effects>><<set $bus to "harvest">>
<<if $pubstage is undefined>>
<<set $pubstage to 1>><<set $pubtask to "forest">>
"I can help you," Landry says, reclining. "But I need you to do something for me. And no, it's not about money. I was expecting a package that never arrived, I need you to find it for me. Good thing I know exactly where to find it, it had a GPS tracker. <span class="gold">It's deep in the forest beside the town.</span>"
<br><br>
"Get it for me and I'll prevent any of your past misdemeanours being pinned on you. It's a small black box. You shouldn't get it confused with any rocks or twigs. Oh, and do be careful. People disappear in there all the time."
<<elseif $pubstage is 1>>
<<set $pubstage to 2>><<set $pubtask to "moor">>
"I can help again," Landry says, reclining. "But I have another job for you. Another package failed to arrive. <span class="gold">This one was lost on the moor</span>, some distance from town. You'll need to leave on the Harvest road to reach it."
<br><br>
"Get it for me and I'll prevent any of your past misdemeanours being pinned on you. It's another small black box. Oh, and do be careful. I don't believe the tales of monsters, but there's a sensible reason behind some superstitions."
<<elseif $pubstage is 2>>
<<unset $pubstage>><<set $pubtask to "sewers">>
"I can help you, yes," Landry says, reclining. "But I need you to do something for me. Of course, it's not about money. I was expecting yet another package that didn't arrive. I need you to fetch it for me. Fortunately, I know exactly where to find it, thanks to the GPS tracker on it. <span class="gold">It's deep in the old sewers below town.</span>"
<br><br>
"Get it for me and I'll prevent any of your past misdemeanours being pinned on you. You probably guessed it; it's a small black box. You shouldn't get it confused with any puddles or grime. Oh, and do be careful. People get swept downstream all the time."
<</if>>
<br><br>
<<link [[Leave|Pub]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "pub">><<effects>><<set $bus to "harvest">>
"That's it! You're a lifesaver." <<He>> examines the box more closely. "I hope it wasn't too much trouble. Don't worry, I'll fulfil my side of things. You'll be clean as can be." <<He>> stands. "Now if you'll excuse me, I've some favours to call in."
<br><br>
<<unset $pubtask>>
<<unset $pubtask2>>
<<unset $pubtasksetting>>
<<crimeDown 10000>>
<<link [[Leave|Pub]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "pub">><<effects>><<set $bus to "harvest">><<set $phase to 1>>
<<if $police_hack is 1>>
<<if $pubfame and !$pubfame.intro>>
"Hacking a police computer?" Landry asks, reclining. "I like your style.
<<if $pubfame.status is "hiding">>
<<set $pubfame.status to "hidingKnown">>
I can't help you there, and unfortunately <span class="red">our friend is out of commission for the moment</span>. Needs to lie low, keep some nasty folk off their trail. Someone spilt important information about them."
<<stress 12>><<ggstress>>
<br><br>
<<He>> shakes <<his>> head before you can say anything. "Don't apologise. I've said worse under torture. They'll be able to hook you up once they're back in business. Should be fine <span class="gold"><<if $pubfame.timer gt 1>>in <<number $pubfame.timer>> days<<else>>tomorrow<</if>></span>."
<br><br>
<<link [[Leave|Pub]]>><<endevent>><</link>>
<<elseif $pubfame.status is "hidingKnown">>
I can't help you there, and unfortunately our friend is still lying low. They'll be able to hook you up once they're back in business, though."
<br><br>
<<link [[Leave|Pub]]>><<endevent>><</link>>
<<else>>
<<set $police_hack to 4>>
I can't help you here, but I think I know who can." <<He>> checks to make sure nobody's nearby, then jerks a thumb toward a door behind the table. "<span class="teal">Our mutual friend should be able to hook you up.</span>"
<br><br>
You knock on the door. "It's me."
<br><br>
'Mickey' inches it open. "Hey. I overheard you and Landry. A police password? Easy. But it'll cost you. <<printmoney 30000>>." They raise an eyebrow at your expression. "What? I need cash too. Favours don't pay for everything."
<br><br>
<<if $money gte 30000>>
<<link [[Deal (£300)|Pub Hack Deal Mickey]]>><<set $police_hack to 5>><<set $phase to 1>><<money -30000 "pub">><</link>>
<br>
<<link [[No deal|Pub Hack Deal Mickey]]>><<set $police_hack to 4>><<set $phase to 2>><</link>>
<<else>>
You don't have enough.
<<link [[Next|Pub Hack Deal Mickey]]>><<set $police_hack to 4>><<set $phase to 2>><</link>>
<</if>>
<</if>>
<<else>>
"Hacking a police computer?" Landry asks, reclining. "I like your style. But if you're looking for my help with cyber stuff, you're out of luck." <<He>> rubs <<his>> chin in thought. "There is someone.
<<if $pubfame and $pubfame.intro>>
Remember Mickey? The hacker I pointed you to for your fame issue. They should be able to get things done."
<<else>>
<span class="teal">This orphan at the home on Domus Street.</span> A computer whiz. Mickey, or Mckay, something like that."
<br><br>
You know who Landry's referring to, but you've never spoken. They keep to themselves.
<br><br>
"Best hope," Landry continues. "Is to find this orphan. If you can get them to come work with me, there'll be some money in it for you. Just don't step on Bailey's toes." <<He>> smiles. "But you knew that."
<</if>>
<br><br>
<<link [[Deal|Pub Hack Deal]]>><<set $police_hack to 2>><<if $pub_hack_job lte 1>><<set $pub_hack_job to 1>><</if>><<set $phase to 1>><</link>>
<br>
<<link [[No deal|Pub Hack Deal]]>><<set $phase to 2>><</link>>
<br>
<</if>>
<<elseif $police_hack is 4>>
"Sure," Landry says. "Give me 10 minutes."
<br><br>
You watch the other bar customers for a while. Landry soon returns.
<br>
"Here you are," Landry says. "One new police master password. And our mutual friend says hi."
<br><br>
<<set $police_hack to 5>>
<<link [[Leave|Pub]]>><<endevent>><</link>>
<br>
<<else>>/*Was elseif $pub_hack_job is 4*/
"Mickey showed up," Landry says. "Strange one. Said you'd have a bunch of SD cards for me to take?"
<br><br>
You hand over the SD memory cards. In return Landry gives you an envelope. Inside is money and a card with a word scrawled on it.
<br><br>
"Thanks. That's the police master password, along with a £500 thank you for bringing me some talent. I may have new kinds of work in the future."
<br><br>
"There's also this," <<he>> says, holding out a USB stick. "A virus. Wipes computer systems clean. Should be able to cause some trouble. Or make old trouble disappear. Good luck."
<br><br>
<<money 50000 "pub">><<set $police_hack to 5>><<set $mickeyPub to 2>>
<<link [[Leave|Pub]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "pub">><<effects>><<set $bus to "harvest">>
<<if $phase is 1>>
"Excellent. Good hunting."
<<elseif $phase is 2>>
"Then I can't help you. Good luck with that computer."
<</if>>
<br><br>
<<link [[Next|Pub]]>><<endevent>><</link>><<effects>>
<<if $phase is 1>>
"Great." Mickey abruptly closes the door, before opening it again. "Sorry. I'll be a few minutes. I wasn't just taking your money." They shut the door again.
<br><br>
You watch the other bar customers for a while. Mickey soon returns.
<br>
"Here," they say. They give you an envelope with a card, with a word scrawled on it. They also give you a USB stick. "This is a virus. Use it to wipe the whole system. Only if you need to. You'll need a new password if you do."
<<elseif $phase is 2>>
Mickey abruptly closes the door. "Talk to Landry if you change your mind," they say through the door.
<</if>>
<br><br>
<<link [[Next|Pub]]>><<endevent>><</link>><<effects>>
Landry glances around the corner when you mention the estate. <<He>> waits until you finish, observing you with a cool expression. "<span class="pink">£2000,</span>" <<he>> says. "Not for me. For the specialist. It's a risk, messing with aristocracy. But <<nnpc_he Wren>> will get you in."
<br><br>
<<set _estate_asked to true>>
<<if $money gte 200000>>
<<link [[Pay (£2000)|Pub Estate Pay]]>><<money -200000 "pub">><</link>>
<br>
<<else>>
You can't afford the expense.
<br>
<</if>>
<br>
<<landryoptions>>
<<getouticon>><<link [[Leave|Pub]]>><<endevent>><</link>>
<br><<effects>>
You push the money across the table.
<<set $estate_fence to "landry">>
<<if currentSkillValue('skulduggery') gte 200>>
It disappears up Landry's sleeve.
<<else>>
It's gone in a moment.
<</if>>
"I'll make the call," <<he>> says. "They should be done by the time you arrive."
<br><br>
<<landryoptions>>
<<getouticon>><<link [[Leave|Pub]]>><<endevent>><</link>>
<br><<effects>>
<<generate1>><<set $NPCList[0].skills.security to random(1, 600)>><<npcClothesName $NPCList[0] "wildsFlannel">>
<<generate2>><<person2>>
You ask the landlord if <<he>> knows anyone in need of work. <<He>> nods at a <<person1>><<person>>
<<if $NPCList[0].traits.includes("relaxed")>>
sat alone, reclining near the window. <<He>> looks up as you walk over. "How can I help you?" <<he>> asks, gesturing at the seat opposite.
<br><br>
<<if $speech_attitude is "meek">>
"I-I need security to help guard my farm," you say. "Someone who's okay working nights."
<<elseif $speech_attitude is "bratty">>
"I'm looking to employ security for my farm," you say. "It's a night job. You interested?"
<<else>>
"I'm searching for security for my farm," you say. "Someone who wants to work nights."
<</if>>
<br><br>
The <<person>> regards you over <<his>> drink. "Sounds interesting," <<he>> says. "It'll cost you."
<br><br>
<<elseif $NPCList[0].traits.includes("sociable")>>
sat with friends, chatting. You have to tap <<his>> shoulder to get <<his>> attention.
<br><br>
<<He>> agrees to sit with you at another table. "So what's this about?" <<he>> says.
<br><br>
<<if $speech_attitude is "meek">>
"I-I need security to help guard my farm," you say. "Someone who's okay working nights."
<<elseif $speech_attitude is "bratty">>
"I'm looking to employ security for my farm," you say. "It's a night job. You interested?"
<<else>>
"I'm searching for security for my farm," you say. "Someone who wants to work nights."
<</if>>
<br><br>
"Security? Bet that's boring, but a job's a job."
<br><br>
<<elseif $NPCList[0].traits.includes("brooding")>>
sat alone in a dark corner. <<Hes>> already watching you.
<br><br>
You take the seat opposite <<him>>.
<<if $speech_attitude is "meek">>
"I-I need-"
<<elseif $speech_attitude is "bratty">>
"I'm looking-"
<<else>>
"I'm searching-"
<</if>>
<br>
"I'll do it," the <<person>> interrupts. <<He>> laughs. "Don't look at me like that. You're not so inconspicuous. Let's discuss my terms."
<br><br>
<<else>>
trying to chat up a <<print maleChance($pronoun) gte random(1, 100) ? "boy" : "girl">> at the bar. <<His>> quarry walks away, leaving <<him>> leaning against the counter. You take the now vacant seat.
<br><br>
"You're not half bad either," the <<person>> says, looking you up and down.
<br><br>
<<if $speech_attitude is "meek">>
"I-I need security to help guard my farm," you say. "Someone who's okay working nights."
<<elseif $speech_attitude is "bratty">>
"I'm looking to employ security for my farm," you say. "It's a night job. You interested?"
<<else>>
"I'm searching for security for my farm," you say. "Someone who wants to work nights."
<</if>>
<br><br>
"A farm?" <<he>> asks, then shrugs. "As long as I don't need to get muddy. I'm skint."
<br><br>
<</if>>
<<guard_terms>>
<br><br>
<<link [[Accept|Pub Guard Accept]]>><<famebusiness 2>><</link>>
<br>
<<link [[Refuse|Pub]]>><<endevent>><</link>>
<br><<effects>>
<<if $NPCList[0].traits.includes("relaxed")>>
"Here's to a long business relationship," the <<person>> says, knocking back <<his>> drink. "The name's <span class="gold"><<print $NPCList[0].name>></span>. Just point me in the right direction."
<br><br>
You give directions to the farm. "Alright. I'll arrive at dusk, and hold the post until dawn. Easy enough."
<br><br>
<<He>> stumbles a little on the way out of the pub.
<br><br>
<<elseif $NPCList[0].traits.includes("sociable")>>
"Sounds grand," the <<person>> says. "Call me <span class="gold"><<print $NPCList[0].name>></span>. So where is this farm of yours?"
<br><br>
You give directions. "Got it. I'll be there late afternoon. Wonder when I'll get to scare away my first fox."
<br><br>
<<He>> rises, and returns to <<his>> friends.
<br><br>
<<elseif $NPCList[0].traits.includes("brooding")>>
"Alright," the <<person>> says. "I'm <span class="gold"><<print $NPCList[0].name>></span>." <<He>> rises to <<his>> feet. "I know the way." <<He>> leaves the pub.
<br><br>
<<else>>
The <<person>> hesitates, then nods. "Could be fun," <<he>> says. "You can call me <span class="gold"><<print $NPCList[0].name>></span>. Plenty of time to get to know each other. Where's this farm?
<br><br>
You give <<him>> directions. "No bus service out there," <<he>> complains. "But I'll get there for the night shift."
<br><br>
<<He>> swaggers from the pub.
<br><br>
<</if>>
<<saveNPC 0 "farm_tower_guard">>
<<set $farm.tower_guard to clone($NPCList[0].name)>>
<<set $farm.tower_guard_unpaid to 1>>
<<set $farm.tower_guard_skill to clone($NPCList[0].skills.security)>>
<<earnFeat "To Watch the Fields">>
<<link [[Next|Pub]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "pub">><<effects>>
<<generate1>><<person1>>
You scan the room for anything you can cover up with.
<br><br>
<<switch random(1, 3)>>
<<case 3>>
Your efforts are cut short by an approaching <<person>>. You pull your head back in as <<he>> loads the trolley with dirty dishes. Miraculously, <<he>> doesn't notice you.
<br><br>
A bundle of cleaning rags land in your lap. They smell of whisky, but they're better than nothing. You wrap them around your body and sneak to safety.
<<towelup>>
<br><br>
<<link [[Next|Pub]]>><<endevent>><</link>>
<br>
<<case 2>>
Before you can make a move, the trolley rattles into motion. You quickly duck back inside.
<br><br>
Cautiously, you poke your head out as you roll past the bar. A sweater sits abandoned on a barstool. You can't tell if the owner's nearby.
<br><br>
<<set $skulduggerydifficulty to 600>>
<<link [[Swipe it|Pub Exposed Sweater]]>><</link>><<skulduggerydifficulty>>
<br>
<<link [[Leave it|Pub Exposed Kitchen]]>><</link>>
<br>
<<case 1>>
By the bar, a <<person>> folds a stack of towels, until <<hes>> called away. The towels are left unguarded.
<br><br>
<<link [[Go for the towels|Pub Exposed Bar]]>><<endevent>><</link>>
<br>
<<link [[Keep looking|Pub Exposed No Towels]]>><</link>>
<br>
<</switch>><<set $outside to 0>><<set $location to "pub">><<effects>>
The pub's din fades as you're pushed along. The squeak of the trolley is joined by shuffling feet and clattering plates. You must be in the kitchen.
<br><br>
Suddenly, <span class="pink">the cloth covering your trolley lifts up.</span> You come face-to-face with a <<person>>. <<He>> shrieks.<<stress 12>><<ggstress>>
<br><br>
Panicked, you escape through the back. The <<person>> hurls obscenities after you, but doesn't give chase.
<br><br>
<<link [[Next|Industrial alleyways]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "pub">><<effects>>
You wait until you're just inches away, then reach for the sweater.
<<silently>><<skulduggerycheck>><</silently>>
<<if $skulduggerysuccess is 1>>
<span class="green">Nobody stops you.</span> You whisk it into the trolley, get dressed, and sneak out before anyone notices.
<<if $pronoun is "f">>
<<upperwear 29>>
<<else>>
<<upperwear 24>>
<</if>>
<br><br>
<<skulduggeryuse>>
<<link [[Next|Pub]]>><<endevent>><</link>>
<<else>>
Just as your fingers brush the fabric, <span class="red">someone snatches your wrist.</span> You're pulled from your hiding spot by a <<person>>. "You little sneak," <<he>> snarls. "What do you think you-"
<br><br>
Shock replaces <<his>> anger when <<he>> sees your <<lewdness>>. <<His>> grip loosens enough for you to break free. You flee the pub in a panic.<<trauma 6>><<stress 6>><<gtrauma>><<gstress>>
<br><br>
<<skulduggeryuse>>
<<link [[Next|Harvest Street]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "pub">><<effects>>
<<generate1>><<generate2>>
You keep low and make your way to the bar. Just as the towels are within reach, a mug slams down overhead, startling you.
<br><br>
"You, <<girl>>," calls a voice. You peek over the bar to find a <<person1>><<person>> and <<person2>><<person>>. They slide their empty glasses to you. "How about a refill?"
<br><br>
They can't tell you're exposed from behind the bar, but you'll look suspicious if you refuse.
<br><br>
<<link [[Serve them|Pub Exposed Bar Serve]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>
<br>
<<link [[Refuse|Pub Exposed Bar Refuse]]>><</link>><<difficulty 50>>
<br><<set $outside to 0>><<set $location to "pub">><<effects>><<wearProp "tray">>
<<if $player.gender_appearance is "f" and $worn.upper.exposed gte 2 and $worn.under_upper.exposed gte 1>>
You top off a tray of drinks, holding it to your chest as you make your way over. The froth ought to hide your <<breasts>>. You hope.
<<else>>
You top off a tray of drinks and hold it low, just above your <<genitals>>, as you make your way over.
<</if>>
<br><br>
They grab a pair of glasses and empty them before you even have a chance to escape. You're forced to stand still and watch them down glass after glass. One clumsy grab could spell disaster.
<<if $player.gender_appearance is "f" and $worn.upper.exposed gte 2 and $worn.under_upper.exposed gte 1>>
Even worse, at the rate they're going, you're losing cover rapidly.
<</if>>
<br><br>
Three drinks in, the <<person>> excuses <<himself>> to use the restroom. Seizing the distraction, you snatch the towels and slip away from the bar.
<<towelup>>
<br><br>
<<link [[Next|Pub]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "pub">><<effects>>
You crouch low behind the bar.
<<if $speech_attitude is "meek">>
"S-sorry," you say. "I'm a bit busy."
<<elseif $speech_attitude is "bratty">>
"I'm on break," you lie. "Piss off."
<<else>>
"I can't," you say. "Ask someone else."
<</if>>
<br><br>
<<if random(1)>>
There's a pause. Then, <span class="green">the <<person>> sighs.</span> "Gonna have a talk with <<pher>> boss," <<he>> mutters.
<br><br>
Up above, you hear chairs creak as the pair depart. You're free to snatch the towels and slip away.
<<towelup>>
<br><br>
<<link [[Next|Pub]]>><<endevent>><</link>>
<br>
<<else>>
"You what?" the <<person>> scoffs. <span class="red">The bar creaks above you as <<he>> leans over.</span> "Who do you think you're-"
<br><br>
A gasp cuts <<him>> off. "<<pShes>>-" <<he>> stammers. "<<pShes>> naked!" You can't tell if <<hes>> appalled or excited. You don't stick around to find out. Cheers chase after you as you flee onto the street.<<trauma 6>><<stress 6>><<gtrauma>><<gstress>>
<br><br>
<<link [[Next|Harvest Street]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "pub">><<effects>>
You continue your scan over the room. Before you can find anything suitable, <span class="purple">the trolley rattles into motion.</span> You wrench your head back under the cover.
<br><br>
<<link [[Next|Pub Exposed Kitchen]]>><</link>>
<br><<set $outside to 0>><<set $location to "pub">><<effects>>
<<if $skulduggery gte 1000>>
"Not sure why you're here but hey," <<he>> shrugs. "I'll take the money."
<<elseif $skulduggery gte 900>>
"Oho, very close, but not quite." <<he>> says. "This here is a lockpick training set straight from the lockpick lawyer himself, best of the best."
<<elseif $skulduggery gte 700>>
"For you, master would be the next step," <<he>> says. "But of course, you can just buy the best one and be done with it. I recommend that."
<<elseif $skulduggery gte 500>>
"We have a fledgling thief in our hands!" <<he>> says grinning. "Advanced is next but the more advanced the better."
<<elseif $skulduggery gte 300>>
"Alright, you've got the bare basics down," <<he>> says. "The intermediate set would be the next step for you but the harder it is the better."
<<else>>
"Here to start learning the basics?" <<he>> motions to his collection. "Feel free to peruse. Just remember, the more challenging it is, the better."
<</if>>
<br><br>
<<if $lockpickTrainingSet lt 5 and $money gte 800000>>
<<link [["Buy the Lockpick Lawyer Training Set (£8000)"|Pub Landry]]>><<set $lockpickTrainingSet to 5>><<money -800000>><</link>><<if $AMCTraits.skulduggery is 2>><span class="lustful">Trains up to SSS</span><<else>><span class="green">Trains up to S</span><</if>>
<br>
<<elseif $lockpickTrainingSet lt 5>>
You don't have the £8000 to afford the Lockpick Lawyer Training Set.
<br>
<</if>>
<<if $lockpickTrainingSet lt 4 and $money gte 400000>>
<<link [["Buy the Master Training Set (£4000)"|Pub Landry]]>><<set $lockpickTrainingSet to 4>><<money -400000>><</link>><span class="teal">Trains up to A+</span>
<br>
<<elseif $lockpickTrainingSet lt 4>>
You don't have the £4000 to afford the Master Training Set.
<br>
<</if>>
<<if $lockpickTrainingSet lt 3 and $money gte 200000>>
<<link [["Buy the Advanced Training Set (£2000)"|Pub Landry]]>><<set $lockpickTrainingSet to 3>><<money -200000>><</link>><span class="lblue">Trains up to B+</span>
<br>
<<else>>
You don't have the £2000 to afford the Advanced Training Set.
<br>
<</if>>
<<if $lockpickTrainingSet lt 2 and $money gte 100000>>
<<link [["Buy the Intermediate Training Set (£1000)"|Pub Landry]]>><<set $lockpickTrainingSet to 2>><<money -100000>><</link>><span class="blue">Trains up to C+</span>
<br>
<<elseif $lockpickTrainingSet lt 2>>
You don't have the £1000 to afford the Intermediate Training Set.
<br>
<</if>>
<<if $lockpickTrainingSet lt 1 and $money gte 50000>>
<<link [["Buy the Basic Training Set (£500)"|Pub Landry]]>><<set $lockpickTrainingSet to 1>><<money -50000>><</link>><span class="purple">Trains up to D+</span>
<br>
<<elseif $lockpickTrainingSet lt 1>>
You don't have the £500 to afford the Basic Training Set.
<br>
<</if>>
<<link [[Back|Pub Landry]]>><</link>><<set $outside to 0>><<set $location to "pub">><<effects>>
The <<person2>><<person>> is playing <<print either("an old wooden guitar", "a weathered keyboard","a tambourine")>>. You listen to <<him>> play, absentmindedly tapping your foot to the beat.
<br><br>
There's a half-filled tip jar on the table next to <<him>>.
<br><br>
<<set $skulduggerydifficulty to 400>>
<<if $money gte 100>>
<<highicon>><<link [[Give a small tip (£1)|Pub Music Tip]]>><<set $phase to 6>><<money -100 "pub">><</link>><br>
<</if>>
<<if $money gte 500>>
<<highicon>><<link [[Give a reasonable tip (£5)|Pub Music Tip]]>><<set $phase to 12>><<money -500 "pub">><</link>><br>
<</if>>
<<if $money gte 3000>>
<<highicon>><<link [[Give a generous tip (£30)|Pub Music Tip]]>><<set $phase to 24>><<money -3000 "pub">><</link>><br>
<</if>>
<<crimeicon "mark">><<link [[Steal when <<hes>> not looking|Pub Music Steal]]>><</link>><<skulduggerydifficulty>><br>
<<getouticon>><<link [[Leave|Pub]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "pub">><<effects>>
<<set $weekly.pubMusic to true>>
<<set _money to $phase is 6 ? "some change" : $phase is 12 ? "a few bills" : "a wad of cash">>
<<set _reacts to $phase is 6 ? "gives you a curt nod" : $phase is 12 ? "gives you a slight smile" : "looks shocked and thanks you profusely. A warm glow of pride fills you">>
You pull out _money and put it into the jar. The <<person>> _reacts. <<= $phase is 24 ? "<<llstress>><<lltrauma>>" : "<<lstress>><<ltrauma>>">><<trauma `-$phase`>><<stress `-$phase`>><<famegood $phase/3>>
<<clearNPC pubMusic>>
<br><br>
<<link [[Leave|Pub]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "pub">><<effects>>
<<set $weekly.theft.pub to true>>
<<silently>><<skulduggerycheck>><</silently>>
<<if $skulduggerysuccess is 1>>
You wait for an opportune moment, then slip your hand into the jar. You quickly pull out <<set $_tip to random(5,100)>><<moneyGain $_tip true true>> and shove it into your pocket. <span class="green">The <<person>> doesn't notice a thing.</span><<crime "thievery">>
<br><br>
<<skulduggeryuse>>
<<link [[Leave|Pub]]>><<endevent>><</link>>
<<else>>
<span class="red">"Hey!" The music abruptly stops as the <<person>> scowls at you.</span> "The fuck do you think you're doing? Put that back!"
<br><br>
<<link [[Try to bluff your way out|Pub Music Bluff]]>><</link>><<englishdifficulty 1 1000>>
<</if>><<set $outside to 0>><<set $location to "pub">><<effects>>
You withdraw your hand and give <<him>> a scandalised look.
<br><br>
<<if $speech_attitude is "meek">>
"I'm just trying to give you a tip?" you say. "Please don't treat me like that." You give <<him>> a baleful look.
<<elseif $speech_attitude is "bratty">>
"If that's how you treat everyone who gives you a tip, I'm not surprised you're not making much." You sneer at <<him>>. "I'll keep my money to myself, then."
<<else>>
"I'm just trying to give you a tip," you say. "Why are you treating me like this?"
<</if>>
<br><br>
<<if $englishSuccess>>
<span class="green">The <<person>> looks at you and stutters. "S-sorry, then."</span> <<He>> goes back to playing, but <<he>> keeps <<his>> eye on the jar.
<<clearNPC pubMusic>>
<br><br>
<<link [[Next|Pub]]>><</link>>
<<else>>
<span class="red">The <<person>>'s scowl deepens.</span> "Don't lie to me, you dirty thief." <<He>> puts down <<his>> instrument, grabs you by the arm, and pulls you over <<his>> lap. "Looks like someone has to put you in your place.
<<endevent>><<loadNPC 0 pubMusic>>
<br><br>
<<link [[Next|Pub Music Spank]]>><<set $molestationstart to 1>><</link>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<npcspank>><<npcidlegenitals>>
<<set $enemyanger += 150>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or $enemyanger lte 0>>
<span id="next"><<link [[Next|Pub Music Spank Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Pub Music Spank]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "pub">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
The <<person>> shudders in pleasure, a wet spot forming on <<his>> trousers. The crowd snaps pictures as you wrest yourself free from <<his>> grip. <<tearful>> you flee through the back door.
<<elseif $enemyhealth lte 0>>
The <<person>> loses <<his>> grip on you as <<he>> yells out in pain. The crowd moves out of your way as you grab the jar from <<him>>. <<tearful>> you flee through the back door.
<br><br>
You count the tips in the jar. You make <<set $_tip to random(5,100)>><<moneyGain $_tip true true>>. <<crime "thievery">>
<<else>>
The <<person>> lands one last slap on your stinging cheek. "And that, <<if maleChance() is 100>>gentlemen<<elseif maleChance() is 0>>ladies<<else>>ladies and gentlemen<</if>>, is what happens to brats who try to steal from good people who are just trying to make an honest living." The crowd cheers. Several shoot you dirty looks as you stand back up. <<tearful>> you skulk out the back to avoid the judgemental stares. <<famegood -10>><<famesocial -5>>
<</if>>
<<silently>><<clotheson>><</silently>>
<<endcombat>>
<<clearNPC pubMusic>>
<br><br>
<<link [[Next|Industrial alleyways]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "pub">><<effects>>
You give Landry a list of materials and tools you'll need delivered to the orphanage loft.
<br><br>
<<He>> gives the list a read, their expression going from furrowed eyebrows to an amused smirk. "Oleoresin Capsicum, Ethanol and Nitrogen canisters? You're trying to make a pepper spray lab, aren't you? Under Bailey's nose no less."
<br><br>
<<He>> leans back. "It'll cost you, but consider it done. I'll have some of my people over and quickly set it up. I trust you'll be able to teach the orphans how to operate the lab."
<br><br>
<<link [[Next|Pub Landry]]>><</link>><<set $outside to 0>><<set $location to "pub">><<effects>><<set $bus to "harvest">>
You sit near the <<person>> and smile at <<him>>.
<<if $rng gte 81>>
<<set $pubnpc to 1>>
<<He>> smiles back. You chat with <<him>> for a few minutes, laughing more loudly than you need to and making sure to mention you're single.
<<promiscuity1>>
"I'm a married <<personsimple>> myself," <<he>> says, but sounds sad about the fact.
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Seduce (0:01)|Pub Seduce]]>><<pass 1>><</link>><<promiscuous2>>
<br>
<<if $money gte 500>>
<<link [[Offer a drink (0:20) (£5)|Pub Drink]]>><<money -500 "pub">><<pass 20>><<set $pubdrink to 2000>><</link>>
<br>
<</if>>
<</if>>
<<link [[Say goodbye|Pub]]>><<endevent>><</link>>
<br>
<<elseif $rng gte 61>>
<<set $pubnpc to 2>>
<<He>> smiles back. You chat with <<him>> for a few minutes, laughing more loudly than you need to and making sure to mention you're single.
<br><br>
<<promiscuity1>>
"Me too," <<he>> says. "I'm waiting for someone special."
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Seduce (0:01)|Pub Seduce]]>><<pass 1>><</link>><<promiscuous2>>
<br>
<<if $money gte 500>>
<<link [[Offer a drink (0:20) (£5)|Pub Drink]]>><<pass 20>><<money -500 "pub">><<set $pubdrink to 2000>><</link>>
<br>
<</if>>
<</if>>
<<link [[Say goodbye|Pub]]>><<endevent>><</link>>
<br>
<<elseif $rng gte 41>>
<<set $pubnpc to 3>>
<<He>> glances at you once, then stares into <<his>> cup. You try to make small talk despite <<his>> lack of engagement. You make a point to mention that <<he>> looks good, and you're single.
<<promiscuity1>>
<<He>> doesn't say anything, or even look up, but you can tell <<hes>> blushing.
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Seduce (0:01)|Pub Seduce]]>><<pass 1>><</link>><<promiscuous2>>
<br>
<<if $money gte 500>>
<<link [[Offer a drink (0:20) (£5)|Pub Drink]]>><<pass 20>><<money -500 "pub">><<set $pubdrink to 2000>><</link>>
<br>
<</if>>
<</if>>
<<link [[Say goodbye|Pub]]>><<endevent>><</link>>
<br>
<<elseif $rng gte 21>>
<<set $pubnpc to 4>>
<<He>> looks bemused. You chat with <<him>> for a few minutes, making sure to mention that you're single. <<He>> doesn't say much, and seems happy to let you lead the conversation.
<br><br>
<<promiscuity1>>
"Can I buy you a drink?" <<he>> says.
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Seduce (0:01)|Pub Seduce]]>><<pass 1>><</link>><<promiscuous2>>
<br>
<</if>>
<<if playerIsPregnant() and playerAwareTheyArePregnant()>>
<span class="blue">You can't bring yourself to drink while you know you're with child.</span>
<<else>>
<<link [[Accept (0:20)|Pub Drink]]>><<alcohol 200>><<pass 20>><<set $pubdrink to 2000>><</link>><<ggalcohol>>
<</if>>
<br>
<<link [[Say goodbye|Pub]]>><<endevent>><</link>>
<br>
<<else>>
<<set $pubnpc to 5>>
<<He>> glances at you once, then stares into <<his>> cup. You try to make small talk despite <<his>> lack of engagement. You make a point to mention that <<he>> looks good, and you're single.
<<promiscuity1>>
<<He>> rubs <<his>> temple. "Why can't I get any peace? Piss off."
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Seduce (0:01)|Pub Seduce]]>><<pass 1>><</link>><<promiscuous2>>
<br>
<<if $money gte 500>>
<<link [[Offer a drink (0:20) (£5)|Pub Drink]]>><<pass 20>><<money -500 "pub">><<set $pubdrink to 2000>><</link>>
<br>
<</if>>
<</if>>
<<link [[Say goodbye|Pub]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "pub">><<effects>><<set $bus to "harvest">>
You lean over and whisper something into the <<persons>> ear.
<<promiscuity2>>
<<set $seductiondifficulty to (6000 - $pubdrink)>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>><span class="gold">You feel more confident in your powers of seduction.</span><</if>><<seductionskilluse>>
<br><br>
<<if $seductionrating gte $seductionrequired>>
<<if $pubnpc is 1>>
The <<person>> looks at you aghast, but then looks around the pub. "I mean. It's not like anyone would find out. And I do have needs." <<He>> seems conflicted, until <<he>> runs <<his>> eyes over your body. "We can't use my place, but I have an idea."
<br><br>
<<He>> leads you outside to <<his>> car. <<He>> double checks that no one is watching, then motions you inside. You can feel <<him>> tremble as <<he>> touches you.
<br><br>
<<link [[Touch back|Pub Sex 1]]>><<set $sexstart to 1>><</link>>
<br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Demand £20 first|Pub Demand]]>><<set $phase to 1>><</link>><<promiscuous3>>
<br>
<<link [[Demand £50 first|Pub Demand]]>><<set $phase to 2>><</link>><<promiscuous3>>
<br>
<<link [[Demand £100 first|Pub Demand]]>><<set $phase to 3>><</link>><<promiscuous3>>
<br>
<</if>>
<<elseif $pubnpc is 2>>
<<set $NPCList[0].virginity to setup.NPCVirginityTypesVirgin>>
<<His>> eyes grow wide as you speak. "I-I," <<he>> gulps. "You're lovely but, this would... I've never done stuff like this before. I-if you're sure, my parents are away. We could go to my place."
<br><br>
<<set $location to "town">>
<<He>> drives you to <<his>> home on Danube Street, and shows you to <<his>> room. "Now that you're here," <<he>> says. "I can't wait." <<He>> puts an arm around you and pulls you closer.
<br><br>
<<pass 10>>
<<link [[Embrace|Pub Sex 2]]>><<set $sexstart to 1>><</link>>
<br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Demand £20 first|Pub Demand]]>><<set $phase to 1>><</link>><<promiscuous3>>
<br>
<<link [[Demand £50 first|Pub Demand]]>><<set $phase to 2>><</link>><<promiscuous3>>
<br>
<<link [[Demand £100 first|Pub Demand]]>><<set $phase to 3>><</link>><<promiscuous3>>
<br>
<</if>>
<<elseif $pubnpc is 3>>
<<He>> doesn't respond. It looks like <<he>> may have stopped breathing. You turn to leave thinking it a failure when <<he>> reaches out and grabs your arm. "No," <<he>> says. "I mean yes. I'll go with you."
<br><br>
<<set $location to "town">>
You walk to the park, to a secluded spot surrounded by bushes. "This spot is fine. I'm not waiting any longer." <<He>> lunges for you.
<br><br>
<<pass 10>>
<<link [[Catch|Pub Sex 3]]>><<set $sexstart to 1>><</link>>
<br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Demand £20 first|Pub Demand]]>><<set $phase to 1>><</link>><<promiscuous3>>
<br>
<<link [[Demand £50 first|Pub Demand]]>><<set $phase to 2>><</link>><<promiscuous3>>
<br>
<<link [[Demand £100 first|Pub Demand]]>><<set $phase to 3>><</link>><<promiscuous3>>
<br>
<</if>>
<<elseif $pubnpc is 4>>
<<He>> considers for a moment. "You're very forward. Alright, it might be fun."
<br><br>
You leave the pub together. "I know just the place," <<he>> says, turning toward the forest.
<br><br>
<<link [[Next (0:10)|Pub Journey]]>><<pass 10>><</link>>
<br>
<<else>>
<<He>> stares at you. "Don't tease me, <<girl>>, it's cruel. Wait, you're serious?" <<He>> glances around the room. "Toilets, last cubicle. I'll be there in a minute."
<br><br>
You go to the last cubicle as instructed. Barely twenty seconds later the <<person>> arrives. "We need to be quiet," <<he>> says. "If they catch me again they'll ban me from the pub." <<He>> starts pawing at your chest.
<br><br>
<<link [[Paw back|Pub Sex 5]]>><<set $sexstart to 1>><</link>>
<br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Demand £20 first|Pub Demand]]>><<set $phase to 1>><</link>><<promiscuous3>>
<br>
<<link [[Demand £50 first|Pub Demand]]>><<set $phase to 2>><</link>><<promiscuous3>>
<br>
<<link [[Demand £100 first|Pub Demand]]>><<set $phase to 3>><</link>><<promiscuous3>>
<br>
<</if>>
<</if>>
<<else>>
<<if $pubnpc is 1>>
<<He>> looks at you aghast, "I could never!" <<He>> stands and puts on <<his>> coat. "Thank you for the company." <<He>> leaves the pub without looking back.
<br><br>
<i>Maybe buying some drinks would have endeared you to <<him>>.</i>
<br><br>
<<link [[Next|Pub]]>><<endevent>><</link>>
<br>
<<elseif $pubnpc is 2>>
<<His>> eyes grow wide as you speak. <<He>> doesn't know where to look. "You're very nice. But I want my first time to be special. I hope I haven't upset you." <<He>> doesn't tarry on the way out.
<br><br>
<i>Maybe buying some drinks would have endeared you to <<him>>.</i>
<br><br>
<<link [[Next|Pub]]>><<endevent>><</link>>
<br>
<<elseif $pubnpc is 3>>
<<He>> freezes in place. Nothing you say or do makes <<him>> move an inch. You'll have to try elsewhere.
<br><br>
<i>Maybe buying some drinks would have endeared you to <<him>>.</i>
<br><br>
<<link [[Next|Pub]]>><<endevent>><</link>>
<br>
<<elseif $pubnpc is 4>>
<<He>> laughs. "You're an interesting one. I think you need another drink."
<br><br>
<<if playerIsPregnant() and playerAwareTheyArePregnant()>>
<span class="blue">You can't bring yourself to drink while you know you're with child.</span>
<<else>>
<<link [[Accept (0:20)|Pub Drink]]>><<alcohol 200>><<pass 20>><<set $pubdrink += 2000>><</link>><<ggalcohol>>
<</if>>
<br>
<<link [[Refuse|Pub]]>><<endevent>><</link>>
<br>
<<else>>
<<He>> laughs. "I know your type. You'd bleed me dry you would. Go torment some other fool."
<br><br>
<i>Maybe buying some drinks would have endeared you to <<him>>.</i>
<br><br>
<<link [[Next|Pub]]>><<endevent>><</link>>
<br>
<</if>>
<</if>><<set $outside to 0>><<set $location to "pub">><<effects>><<set $bus to "harvest">>
<<if $pubnpc is 1>>
<<if $pubdrink gte 8000>>
"I'm pushing it," <<he>> says. "One more, then I have to hit the road."
<br><br>
You leave to buy <<his>> drink, but <<he>> glances at <<his>> watch when you return. "Shit! I need to get home now." <<He>> races from the building. You might have waited too long.
<br><br>
<<link [[Next|Pub]]>><<endevent>><</link>>
<br>
<<elseif $pubdrink gte 6000>>
<<He>> seems unsure, "Okay. I can make it a quick one."
<br><br>
You leave to buy <<his>> drink. <<He>> talks about <<his>> married life. "Things haven't been so great in, you know, the bedroom. Not since our last kid."
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Seduce (0:01)|Pub Seduce]]>><<pass 1>><</link>><<promiscuous2>>
<br>
<<if $money gte 500>>
<<link [[Offer a drink (£5)|Pub Drink]]>><<money -500 "pub">><<set $pubdrink += 2000>><</link>>
<br>
<</if>>
<</if>>
<<link [[Say goodbye|Pub]]>><<endevent>><</link>>
<br>
<<elseif $pubdrink gte 4000>>
"I shouldn't," <<he>> says. "But I will."
<br><br>
You return with the drink. <<He>> continues talking about <<his>> children, and how well they're doing at school.
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Seduce (0:01)|Pub Seduce]]>><<pass 1>><</link>><<promiscuous2>>
<br>
<<if $money gte 500>>
<<link [[Offer a drink (0:20) (£5)|Pub Drink]]>><<money -500 "pub">><<pass 20>><<set $pubdrink += 2000>><</link>>
<br>
<</if>>
<</if>>
<<link [[Say goodbye|Pub]]>><<endevent>><</link>>
<br>
<<elseif $pubdrink gte 2000>>
<<He>> smiles more broadly. "That'd be kind of you. Just don't tell my <<spouse>>!"
You return with <<his>> drink, and find <<him>> looking through some photos. "These are my kids," <<he>> says, sharing them with you. <<He>> seems genuinely proud of them.
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Seduce (0:01)|Pub Seduce]]>><<pass 1>><</link>><<promiscuous2>>
<br>
<<if $money gte 500>>
<<link [[Offer a drink (0:20) (£5)|Pub Drink]]>><<money -500 "pub">><<pass 20>><<set $pubdrink += 2000>><</link>>
<br>
<</if>>
<</if>>
<<link [[Say goodbye|Pub]]>><<endevent>><</link>>
<br>
<</if>>
<<elseif $pubnpc is 2>>
<<if $pubdrink gte 8000>>
"No," <<he>> says. "Thank you, but I'm at my limit. You've been very kind though, I hope I see you again." You might have waited too long.
<br><br>
<<link [[Next|Pub]]>><<endevent>><</link>>
<br>
<<elseif $pubdrink gte 6000>>
"I don't think I've ever drank this much!" <<he>> says.
<br><br>
You buy <<him>> a drink, then sit down to chat. "My friends make fun of me for being single for so long. Sometimes I do feel lonely."
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Seduce (0:01)|Pub Seduce]]>><<pass 1>><</link>><<promiscuous2>>
<br>
<<if $money gte 500>>
<<link [[Offer a drink (£5)|Pub Drink]]>><<money -500 "pub">><<set $pubdrink += 2000>><</link>>
<br>
<</if>>
<</if>>
<<link [[Say goodbye|Pub]]>><<endevent>><</link>>
<br>
<<elseif $pubdrink gte 4000>>
"Okay," <<he>> says. "But you have one this time too."
<br><br>
You buy <<him>> a drink, then sit down to chat. "I got in trouble a lot. But those actual delinquents were scary."
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Seduce (0:01)|Pub Seduce]]>><<pass 1>><</link>><<promiscuous2>>
<br>
<<if $money gte 500>>
<<link [[Offer a drink (0:20) (£5)|Pub Drink]]>><<money -500 "pub">><<pass 20>><<set $pubdrink += 2000>><</link>>
<br>
<</if>>
<</if>>
<<link [[Say goodbye|Pub]]>><<endevent>><</link>>
<br>
<<elseif $pubdrink gte 2000>>
<<He>> smiles again. "You're so kind."
<br><br>
You buy <<him>> a drink, then sit down to chat. "I graduated last year," <<he>> says. "Are the teachers still the same? I used to get in so much trouble."
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Seduce (0:01)|Pub Seduce]]>><<pass 1>><</link>><<promiscuous2>>
<br>
<<if $money gte 500>>
<<link [[Offer a drink (0:20) (£5)|Pub Drink]]>><<money -500 "pub">><<pass 20>><<set $pubdrink += 2000>><</link>>
<br>
<</if>>
<</if>>
<<link [[Say goodbye|Pub]]>><<endevent>><</link>>
<br>
<</if>>
<<elseif $pubnpc is 3>>
<<if $pubdrink gte 8000>>
<<He>> nods, saying nothing.
<br><br>
You leave to buy <<his>> drink, but when you return <<hes>> gone. There's a note on the table that reads "Thank you." You might have waited too long.
<br><br>
<<link [[Next|Pub]]>><<endevent>><</link>>
<br>
<<elseif $pubdrink gte 6000>>
<<He>> glances at you as <<he>> nods. You think you see a smile.
<br><br>
You give <<him>> <<his>> drink and try to coax <<him>> out <<his>> shell. You joke a bit, and <<he>> laughs.
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Seduce (0:01)|Pub Seduce]]>><<pass 1>><</link>><<promiscuous2>>
<br>
<<if $money gte 500>>
<<link [[Offer a drink (£5)|Pub Drink]]>><<money -500 "pub">><<set $pubdrink += 2000>><</link>>
<br>
<</if>>
<</if>>
<<link [[Say goodbye|Pub]]>><<endevent>><</link>>
<br>
<<elseif $pubdrink gte 4000>>
<<He>> glances at you this time as <<he>> nods.
<br><br>
You give <<him>> <<his>> drink and try to coax <<him>> out <<his>> shell. You ask <<him>> some simple questions, and manage to get a few nods in response.
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Seduce (0:01)|Pub Seduce]]>><<pass 1>><</link>><<promiscuous2>>
<br>
<<if $money gte 500>>
<<link [[Offer a drink (0:20) (£5)|Pub Drink]]>><<money -500 "pub">><<pass 20>><<set $pubdrink += 2000>><</link>>
<br>
<</if>>
<</if>>
<<link [[Say goodbye|Pub]]>><<endevent>><</link>>
<br>
<<elseif $pubdrink gte 2000>>
<<He>> doesn't look up, but nods.
<br><br>
You give <<him>> <<his>> drink and try to coax <<him>> out <<his>> shell. <<He>> still won't speak, but seems happy to listen.
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Seduce (0:01)|Pub Seduce]]>><<pass 1>><</link>><<promiscuous2>>
<br>
<<if $money gte 500>>
<<link [[Offer a drink (0:20) (£5)|Pub Drink]]>><<money -500 "pub">><<pass 20>><<set $pubdrink += 2000>><</link>>
<br>
<</if>>
<</if>>
<<link [[Say goodbye|Pub]]>><<endevent>><</link>>
<br>
<</if>>
<<elseif $pubnpc is 4>>
<<wearProp "beer mug">>
<<if $pubdrink gte 8000>>
You nod and <<he>> stands to get another. By the time <<he>> returns, you're drooped on the table, everything spinning.
<br><br>
"Actually," <<he>> says. "I think you've had enough. Let's get you home."
<br><br>
<<link [[Next (0:10)|Pub Journey]]>><<handheldon>><<pass 10>><</link>>
<br>
<<elseif $pubdrink gte 6000>>
<<He>> buys you yet another glass of liquor.
<br><br>
<<He>> starts asking questions about you. Innocent enough, where you go to school. Where you live. "One for the road?" <<he>> asks.
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Seduce (0:01)|Pub Seduce]]>><<handheldon>><<pass 1>><</link>><<promiscuous2>>
<br>
<</if>>
<<link [[Accept (0:20)|Pub Drink]]>><<handheldon>><<alcohol 200>><<pass 20>><<set $pubdrink += 2000>><</link>><<ggalcohol>>
<br>
<<link [[Say goodbye|Pub]]>><<endevent>><</link>>
<br>
<<elseif $pubdrink gte 4000>>
<<He>> buys you another glass of liquor. This time it goes down a bit easier.
<br><br>
<<He>> talks a bit more now, telling you about <<his>> work on a farm. <<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled")) and $livestock_intro isnot undefined>>You're not sure how to feel about it<<else>>It sounds difficult<</if>>. <<He>> offers you another drink.
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Seduce (0:01)|Pub Seduce]]>><<handheldon>><<pass 1>><</link>><<promiscuous2>>
<br>
<</if>>
<<link [[Accept (0:20)|Pub Drink]]>><<handheldon>><<alcohol 200>><<pass 20>><<set $pubdrink += 2000>><</link>><<ggalcohol>>
<br>
<<link [[Say goodbye|Pub]]>><<endevent>><</link>>
<br>
<<elseif $pubdrink gte 2000>>
<<He>> buys you a glass of liquor. The bartender didn't ask what <<he>> wanted, seeming to know already. It's strong stuff.
<br><br>
<<He>> encourages you to say what's on your mind, and doesn't speak much. "Would you like another?" <<he>> asks once your glass is empty.
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Seduce (0:01)|Pub Seduce]]>><<handheldon>><<pass 1>><</link>><<promiscuous2>>
<br>
<</if>>
<<link [[Accept (0:20)|Pub Drink]]>><<handheldon>><<alcohol 200>><<pass 20>><<set $pubdrink += 2000>><</link>><<ggalcohol>>
<br>
<<link [[Say goodbye|Pub]]>><<endevent>><</link>>
<br>
<</if>>
<<else>>
<<if $pubdrink gte 8000>>
<<He>> nods, saying nothing.
<br><br>
You leave to buy <<his>> drink, but when you return <<his>> head lies on the table, snoring. You might have overdone it.
<br><br>
<<link [[Next|Pub]]>><<endevent>><</link>>
<br>
<<elseif $pubdrink gte 6000>>
<<He>> nods, "Saves me the pennies."
<br><br>
You leave to buy <<his>> drink. <<He>> doesn't look up this time. <<He>> rambles about loneliness and how <<hes>> unappreciated.
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Seduce (0:01)|Pub Seduce]]>><<pass 1>><</link>><<promiscuous2>>
<br>
<<if $money gte 500>>
<<link [[Offer a drink (£5)|Pub Drink]]>><<money -500 "pub">><<set $pubdrink += 2000>><</link>>
<br>
<</if>>
<</if>>
<<link [[Say goodbye|Pub]]>><<endevent>><</link>>
<br>
<<elseif $pubdrink gte 4000>>
<<He>> glares at you again, "Go on then."
<br><br>
You leave to buy <<his>> drink, feeling <<his>> eyes on you the whole time. <<He>> speaks this time, and complains about problems at work.
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Seduce (0:01)|Pub Seduce]]>><<pass 1>><</link>><<promiscuous2>>
<br>
<<if $money gte 500>>
<<link [[Offer a drink (0:20) (£5)|Pub Drink]]>><<money -500 "pub">><<pass 20>><<set $pubdrink += 2000>><</link>>
<br>
<</if>>
<</if>>
<<link [[Say goodbye|Pub]]>><<endevent>><</link>>
<br>
<<elseif $pubdrink gte 2000>>
<<He>> glares at you, suspicious. "I'm not going to say no to a free drink. But don't get any ideas."
<br><br>
You leave to buy <<his>> drink, feeling <<his>> eyes on you the whole time. <<He>> still refuses to speak, <<his>> gaze buried in <<his>> cup.
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Seduce (0:01)|Pub Seduce]]>><<pass 1>><</link>><<promiscuous2>>
<br>
<<if $money gte 500>>
<<link [[Offer a drink (0:20) (£5)|Pub Drink]]>><<money -500 "pub">><<pass 20>><<set $pubdrink += 2000>><</link>>
<br>
<</if>>
<</if>>
<<link [[Say goodbye|Pub]]>><<endevent>><</link>>
<br>
<</if>>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<if $phase lte 0>>
<<set $enemytrust += 100>>
<<else>>
<<set $enemytrust -= 50>>
<</if>>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Pub Sex 1 Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Pub Sex 1]]>><</link>></span><<nexttext>>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<if $phase lte 0>>
<<set $enemytrust += 100>>
<<else>>
<<set $enemytrust += 50>>
<</if>>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Pub Sex 2 Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Pub Sex 2]]>><</link>></span><<nexttext>>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<if $phase lte 0>>
<<set $enemytrust += 100>>
<</if>>
<<set $enemyarousal += 400>>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Pub Sex 3 Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Pub Sex 3]]>><</link>></span><<nexttext>>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<if $phase lte 0>>
<<set $enemytrust += 100>>
<</if>>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Pub Sex 5 Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Pub Sex 5]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "pub">><<effects>>
<<if $enemyhealth lte 0>>
<<tearful>> you knock <<him>> back against one of the doors. It gives way and <<he>> tumbles out, letting you escape before <<he>> can get back up.
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"I really, really needed that," <<he>> says, stroking your hair. "Let's keep this between just the two of us, though." <<He>> glances at <<his>> watch. "I need to get home quick, or I won't have time to wash your scent off." <<He>> opens a door for you to get out. "I won't forget you." <<tearful>> you leave the car.
<<if $phase is 1>>
<br><br>
You've made <<printmoney 2000>><<money 2000 "pubProstitution">>.
<<set $pubwhore += 1>><<set $prostitutionstat += 1>><<fameprostitution 1>>
<<elseif $phase is 2>>
<br><br>
You've made <<printmoney 5000>><<money 5000 "pubProstitution">>.
<<set $pubwhore += 1>><<set $prostitutionstat += 1>><<fameprostitution 1>>
<<elseif $phase is 3>>
<br><br>
You've made <<printmoney 10000>><<money 10000 "pubProstitution">>.
<<set $pubwhore += 1>><<set $prostitutionstat += 1>><<fameprostitution 1>>
<</if>>
<<else>>
"Alright. I knew I was out of practice. Just go so I can get home in time to wash." <<He>> opens a door for you to leave. <<tearful>> you leave the car.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Harvest Street]]>><</link>><<set $outside to 0>><<set $location to "town">><<effects>>
<<if $enemyhealth lte 0>>
<<tearful>> you knock <<him>> onto <<his>> bed and dash out the room, down the stairs and out onto the street.
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"That was amazing," <<he>> pants. "Why haven't I done this before?" <<He>> rolls onto <<his>> side to face you. "I'd like you to stay, but my parents will be home soon. I hope I see you again." <<tearful>> you leave the room. <<He>> stares after you in longing.
<<if $phase is 1>>
<br><br>
You've made <<printmoney 2000>><<money 2000 "pubProstitution">>.
<<set $pubwhore += 1>><<set $prostitutionstat += 1>><<fameprostitution 1>>
<<elseif $phase is 2>>
<br><br>
You've made <<printmoney 5000>><<money 5000 "pubProstitution">>.
<<set $pubwhore += 1>><<set $prostitutionstat += 1>><<fameprostitution 1>>
<<elseif $phase is 3>>
<br><br>
You've made <<printmoney 10000>><<money 10000 "pubProstitution">>.
<<set $pubwhore += 1>><<set $prostitutionstat += 1>><<fameprostitution 1>>
<</if>>
<<else>>
"Did I do something wrong?" <<he>> asks. "I knew this was a mistake. Please leave. I need to be alone." <<tearful>> you leave <<him>> in peace.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Danube Street]]>><</link>><<set $outside to 0>><<set $location to "town">><<effects>>
<<if $enemyhealth lte 0>>
<<tearful>> you knock <<him>> into a bush and run, escaping between the hedges.
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"I'm sorry!" <<he>> exclaims. "I didn't mean to cum so soon!" Face red with shame, <<he>> gathers <<his>> clothing and runs. <<tearful>> you climb to your feet.
<<if $phase is 1>>
<br><br>
You've made <<printmoney 2000>><<money 2000 "pubProstitution">>.
<<set $pubwhore += 1>><<set $prostitutionstat += 1>><<fameprostitution 1>>
<<elseif $phase is 2>>
<br><br>
You've made <<printmoney 5000>><<money 5000 "pubProstitution">>.
<<set $pubwhore += 1>><<set $prostitutionstat += 1>><<fameprostitution 1>>
<<elseif $phase is 3>>
<br><br>
You've made <<printmoney 10000>><<money 10000 "pubProstitution">>.
<<set $pubwhore += 1>><<set $prostitutionstat += 1>><<fameprostitution 1>>
<</if>>
<<else>>
<<He>> doesn't say anything. <<He>> nods, eyes downcast. <<tearful>> you bid <<him>> goodbye.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Park]]>><</link>><<set $outside to 0>><<set $location to "pub">><<effects>>
<<if $enemyhealth lte 0>>
You knock <<him>> into the stall door, which <<he>> crashes through. <<tearful>> you leap over <<him>> on the way out.
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"You're a fine lay, but I'm tired. Go slut it up somewhere else." <<He>> slaps your ass as you leave.
<<if $phase is 1>>
<br><br>
You've made <<printmoney 2000>><<money 2000 "pubProstitution">>.
<<set $pubwhore += 1>><<set $prostitutionstat += 1>><<fameprostitution 1>>
<<elseif $phase is 2>>
<br><br>
You've made <<printmoney 5000>><<money 5000 "pubProstitution">>.
<<set $pubwhore += 1>><<set $prostitutionstat += 1>><<fameprostitution 1>>
<<elseif $phase is 3>>
<br><br>
You've made <<printmoney 10000>><<money 10000 "pubProstitution">>.
<<set $pubwhore += 1>><<set $prostitutionstat += 1>><<fameprostitution 1>>
<</if>>
<<else>>
"What? Fucking in the toilets not good enough for ya?" <<He>> laughs. "I'm joking, <<girl>>. Now get going." <<tearful>> you leave the toilets.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Pub]]>><</link>><<location "forest">><<effects>><<set $forest to 0>>
<<if $drunk gt 0>>
<<if $rng gte 51 and !Time.isBloodMoon()>>
<<set $location to "town">>
You walk with <<him>>. <<He>> has to grab your shoulders to steady you more than once, but you manage to climb onto the back seat of <<his>> car. The journey doesn't take long. "This is your home right?" <<he>> asks. "It's not my place to say but you should be more careful in the future. There are creeps who prey on cute <<girls>> like you." <<He>> helps you to the front door, only going back to <<his>> car once you're safe inside.
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br>
<<else>>
<<rngWraith>>
<<if _wraithEvent and $wraith.state is "haunt">>
<<set _hallucinogenAmount to (C.npc["Ivory Wraith"].lust * 15)>><<set _drugAmount to 140 + (C.npc["Ivory Wraith"].lust * 12)>>
You disappear with <<him>> into the forest. Shortly after <<he>> turns to you. "I always loved this forest," <<he>> says. "I have something for you." <<He>> holds out <<his>> hand, showing you a pink pill. "You'll like it. I promise."
<br><br>
<<link [[Eat the pill|Pub Wraith Mimic Hallucinogen]]>><<hallucinogen _hallucinogenAmount>><<drugs _drugAmount>><</link>>
<br>
<<if $hallucinations gte 1>>
<<link [[Refuse|Pub Wraith Mimic Refuse]]>><</link>>
<<else>>
<<link [[Refuse|Pub Pill Refuse]]>><</link>>
<</if>>
<br>
<<elseif $cow isnot 6 or random(1, 2) is 2>>
You disappear with <<him>> into the forest. Shortly after <<he>> turns to you. "I always loved this forest," <<he>> says. "I have something for you." <<He>> holds out <<his>> hand, showing you a pink pill. "You'll like it. I promise."
<br><br>
<<link [[Eat the pill|Pub Pill]]>><<drugs 180>><</link>>
<br>
<<link [[Refuse|Pub Pill Refuse]]>><</link>>
<br>
<<else>>
You disappear with <<him>> into the forest. Shortly after <<he>> turns to you. "I always loved this forest," <<he>> says. "I have something for you." <<He>> holds out <<his>> hand, showing you a white pill. "You'll like it. I promise."
<br><br>
<<link [[Eat the pill|Pub White Pill]]>><<drugs 180>><</link>>
<br>
<<link [[Refuse|Pub White Pill Refuse]]>><</link>>
<br>
<</if>>
<</if>>
<<else>>
<<rngWraith>>
<<if _wraithEvent and $wraith.state is "haunt">>
<<set _hallucinogenAmount to 200 + (C.npc["Ivory Wraith"].lust * 4)>><<set _drugAmount to 140 + (C.npc["Ivory Wraith"].lust * 4)>>
You disappear with <<him>> into the forest. Shortly after <<he>> turns to you. "I always loved this forest," <<he>> says. "I have something for you." <<He>> holds out <<his>> hand, showing you a pink pill. "You'll like it. I promise."
<br><br>
<<link [[Eat the pill|Pub Wraith Mimic Hallucinogen]]>><<hallucinogen _hallucinogenAmount>><<drugs _drugAmount>><</link>>
<br>
<<if $hallucinations gte 1>>
<<link [[Refuse|Pub Wraith Mimic Refuse]]>><</link>>
<<else>>
<<link [[Refuse|Pub Pill Refuse]]>><</link>>
<</if>>
<br>
<<elseif $cow isnot 6 or random(1, 2) is 2>>
You disappear with <<him>> into the forest. Shortly after <<he>> turns to you. "I always loved this forest," <<he>> says. "I have something for you." <<He>> holds out <<his>> hand, showing you a pink pill. "You'll like it. I promise."
<br><br>
<<link [[Eat the pill|Pub Pill]]>><<drugs 180>><</link>>
<br>
<<link [[Refuse|Pub Pill Refuse]]>><</link>>
<br>
<<else>>
You disappear with <<him>> into the forest. Shortly after <<he>> turns to you. "I always loved this forest," <<he>> says. "I have something for you." <<He>> holds out <<his>> hand, showing you a white pill. "You'll like it. I promise."
<br><br>
<<link [[Eat the pill|Pub White Pill]]>><<drugs 180>><</link>>
<br>
<<link [[Refuse|Pub White Pill Refuse]]>><</link>>
<br>
<</if>>
<</if>><<location "forest">><<effects>>
You take the pill into your hand and swallow it. Its effects become apparent as the world spins around you. The <<person1>><<person>> grabs you as you fall. "Let's get you home," <<he>> says. <span class="pink">"Remy's waiting."</span> Your consciousness fades.
<br><br>
<<link [[Next|Pub White Pill Van]]>><</link>>
<br><<location "forest">><<effects>>
You shake your head. The <<person>> smiles. "You'll like it," <<he>> says. "I promise. All the troubles of the world will flow away." <<He>> holds the pill closer.
<br><br>
<<link [[Eat the pill|Pub White Pill]]>><</link>>
<br>
<<link [[Refuse again|Pub Pill Refuse]]>><</link>>
<br><<set $location to "town">><<set $outside to 0>><<effects>>
You awaken on a hard surface. You take a look around, and find you're in the back of a moving van. Though still dazed, you stagger to your feet and try the doors. They don't budge. There's no way out.
<br><br>
<<link [[Next|Street Van Journey]]>><<pass 60>><</link>><<location "forest">><<effects>>
You swallow the pill. A daze descends on you and a perverse warmth grows in your belly. "Nice, isn't it. Now come here."
<br><br>
<<link [[Nod|Pub Sex 4]]>><<set $sexstart to 1>><</link>><<promiscuous1>>
<br>
<<if $rng gte 81>>
<<link [[Refuse|Pub Sex 4]]>><<stress 6>><<set $molestationstart to 1>><</link>><<gstress>>
<br>
<<else>>
<<link [[Refuse|Pub Refuse 2]]>><<stress 6>><</link>><<gstress>>
<br>
<</if>>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Demand £20 first|Pub Demand]]>><<set $phase to 1>><</link>><<promiscuous3>>
<br>
<<link [[Demand £50 first|Pub Demand]]>><<set $phase to 2>><</link>><<promiscuous3>>
<br>
<<link [[Demand £100 first|Pub Demand]]>><<set $phase to 3>><</link>><<promiscuous3>>
<br>
<</if>><<location "forest">><<effects>>
<<He>> shrugs and puts it away. "It's all the same to me. Now come here."
<br><br>
<<link [[Nod|Pub Sex 4]]>><<set $sexstart to 1>><</link>><<promiscuous1>>
<br>
<<if $rng gte 81>>
<<link [[Refuse|Pub Sex 4]]>><<stress 6>><<set $molestationstart to 1>><</link>><<gstress>>
<br>
<<else>>
<<link [[Refuse|Pub Refuse 2]]>><<stress 6>><</link>><<gstress>>
<br>
<</if>>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Demand £20 first|Pub Demand]]>><<set $phase to 1>><</link>><<promiscuous3>>
<br>
<<link [[Demand £50 first|Pub Demand]]>><<set $phase to 2>><</link>><<promiscuous3>>
<br>
<<link [[Demand £100 first|Pub Demand]]>><<set $phase to 3>><</link>><<promiscuous3>>
<br>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<promiscuity1>>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<if $phase lte 0>>
"No <<bitch>>, this is happening. I didn't walk out here for fresh air." <<He>> grabs you.
<br><br>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Pub Sex 4 Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Pub Sex 4]]>><</link>></span><<nexttext>>
<</if>><<location "forest">><<effects>>
"Suit yourself," <<he>> says. "I'd be careful if I were you. You don't want to get lost in here." <<He>> heads back to town.
<br><br>
<<link [[Next|Forest]]>><<set $forest to 0>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
<<if $enemyhealth lte 0>>
You push <<him>> backwards and <<he>> trips over a branch. <<tearful>> you lose <<him>> between the trees.
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Thanks babe. I'll let my friends know who to see if they need a slut." <<He>> saunters into the woods. <<tearful>> you climb to your feet.
<<if $phase is 1>>
<br><br>
You've made <<printmoney 2000>><<money 2000 "pubProstitution">>.
<<set $pubwhore += 1>><<set $prostitutionstat += 1>><<fameprostitution 1>>
<<elseif $phase is 2>>
<br><br>
You've made <<printmoney 5000>><<money 5000 "pubProstitution">>.
<<set $pubwhore += 1>><<set $prostitutionstat += 1>><<fameprostitution 1>>
<<elseif $phase is 3>>
<br><br>
You've made <<printmoney 10000>><<money 10000 "pubProstitution">>.
<<set $pubwhore += 1>><<set $prostitutionstat += 1>><<fameprostitution 1>>
<</if>>
<<else>>
"Make up your damn mind," <<he>> says, exasperated. <<He>> picks up <<his>> jacket and heads into the forest. <<tearful>> you climb to your feet.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest]]>><</link>><<effects>>
<<def 1>>
<<if $speech_attitude is "meek">>
"You just need to pay me," you say, "and you can do what you like with me."
<<elseif $speech_attitude is "bratty">>
"Right. Now pay up," you say, "or you aren't getting anything."
<<else>>
"Just pay me and we can get started," you say.
<</if>>
<<promiscuity3>>
<<if $phase is 1>>
<<set $seductiondifficulty to (7000 - $pubdrink)>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>><span class="gold">
You feel more confident in your powers of seduction.</span>
<</if>>
<<seductionskilluse>>
<br><br>
<<elseif $phase is 2>>
<<set $seductiondifficulty to (9000 - $pubdrink)>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>><span class="gold">You feel more confident in your powers of seduction.</span><</if>><<seductionskilluse>>
<br><br>
<<else>>
<<set $seductiondifficulty to (12000 - $pubdrink)>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>><span class="gold">You feel more confident in your powers of seduction.</span><</if>><<seductionskilluse>>
<br><br>
<</if>>
<<if $seductionrating gte $seductionrequired>>
<<if $pubnpc is 1>>
"Is this what I've come to? Hiring hookers in my car?" <<He>> sighs. "I'll pay you. I'll just say I was robbed."
<br><br>
<<link [[Next|Pub Sex 1]]>><<set $sexstart to 1>><</link>>
<br>
<<elseif $pubnpc is 2>>
<<He>> looks hurt. "Oh. I didn't realise you were a prostitute. I thought you just liked me. I'm such an idiot." <<He>> sits on the bed. "I'll hire you. B-but only because I'd hate to drag you here for no reason." <<He>> reaches for you.
<br><br>
<<link [[Next|Pub Sex 2]]>><<set $sexstart to 1>><</link>>
<br>
<<elseif $pubnpc is 3>>
<<He>> desperately rummages in <<his>> pockets for the money, cobbling it together from change. <<He>> dumps it on the ground and lunges once more.
<br><br>
<<link [[Next|Pub Sex 3]]>><<set $sexstart to 1>><</link>>
<br>
<<elseif $pubnpc is 4>>
"You're a wily one," <<he>> says. "I'll pay you. Fair warning though, not everyone appreciates independent whores. You need to watch yourself."
<br><br>
<<link [[Next|Pub Sex 4]]>><<set $sexstart to 1>><</link>>
<br>
<<else>>
<<He>> laughs. "So that's your game is it. Get a <<personsimple>> all hot and bothered then take advantage of their weakness. I can respect that." <<He>> pulls you closer. "But we're doing this my way."
<br><br>
<<link [[Next|Pub Sex 5]]>><<set $sexstart to 1>><</link>>
<br>
<</if>>
<<else>>
<<set $phase to 0>>
<<if $pubnpc is 1>>
<<if $rng gte 81>>
"So that's how it is? You going to blackmail me next?" <<Hes>> incensed. "If I'm taking a fall, I'm getting something out of it." <<He>> grips your arm and pulls you closer.
<br><br>
<<set $phase to 0>>
<<link [[Next|Pub Sex 1]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
"Is this what I've come to? Hiring hookers in my car?" <<he>> says. "Please leave, I need to think about my decisions. Go."
<br><br>
<<link [[Next|Harvest Street]]>><<endevent>><</link>>
<</if>>
<<elseif $pubnpc is 2>>
<<if $rng gte 81>>
<<He>> looks hurt. "Oh. I didn't realise you were a prostitute. I thought you just liked me. But you manipulated me." <<His>> fists clench. "You think I'm an idiot don't you. I'll show you who's the idiot." <<He>> grabs you.
<br><br>
<<set $phase to 0>>
<<link [[Next|Pub Sex 2]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<He>> looks hurt. "Oh. I didn't realise you were a prostitute. I thought you just liked me. I'm such an idiot." <<He>> sits on the bed. "Please leave before my parents get home. I don't want them to see you."
<br><br>
<<link [[Next|Danube Street]]>><<endevent>><</link>>
<</if>>
<<elseif $pubnpc is 3>>
<<if $rng gte 81>>
<<He>> empties <<his>> pockets but uncovers only pieces of string. <<He>> lunges for you anyway.
<br><br>
<<set $phase to 0>>
<<link [[Next|Pub Sex 3]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<He>> empties <<his>> pockets but uncovers only pieces of string. <<He>> looks at you pleadingly.
<br><br>
<<set $phase to 0>>
<<link [[Pity fuck|Pub Sex 3]]>><<set $sexstart to 1>><<set $phase to 0>><</link>>
<br>
<<link [[Leave|Park]]>><<endevent>><</link>>
<br>
<</if>>
<<elseif $pubnpc is 4>>
<<if $rng gte 81>>
"You're a wily one," <<he>> says. "But I don't think you're in a position to demand anything."
<br><br>
<<set $phase to 0>>
<<link [[Next|Pub Sex 4]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
"You're a wily one," <<he>> says. "But I think I'll pass. Be careful. Not everyone appreciates independent whores."
<br><br>
<<link [[Leave|Forest]]>><<endevent>><</link>>
<br>
<</if>>
<<else>>
<<if $rng gte 81>>
<<He>> laughs. "So that's your game is it. Get a <<personsimple>> all hot and bothered then take advantage of their weakness. But you've made a mistake. I'm not leaving without cooling off."
<br><br>
<<set $phase to 0>>
<<link [[Next|Pub Sex 5]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<He>> laughs. "So that's your game is it. Get a <<personsimple>> all hot and bothered then take advantage of their weakness. I can respect that. I'm not falling for it though. Go find some other fool to torment."
<br><br>
<<link [[Leave|Pub]]>><<endevent>><</link>>
<br>
<</if>>
<</if>>
<</if>><<set $outside to 0>><<set $location to "pub">><<effects>>
<<if $phase is 0>><<money -50000>>
They take the money, careful not to let anyone else see. "What a shame we couldn't find you," the <<person>> says. "Be careful, <<girl>>. This won't buy our incompetence for long." They turn and leave.
<br><br>
<<endevent>>
<<link [[Next|Pub]]>><</link>>
<br>
<<else>>
<<set $location to "brothel">>
They lead you out onto the street. They stay close to you, making sure you have no opportunity to escape. You arrive at the Brothel, and they push you down the staircase beside it. They push you along a corridor lined with doors on both sides until you come to an open one at the end. They push you through.
<br><br>
You enter a small room. Briar is there, flanked by two more thugs.<<endevent>> <<npc Briar>><<person1>>"I tried to warn you," <<he>> says. <<His>> thugs pick you up by the legs, dropping your head and chest to the ground.
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
Your $worn.lower.name slip down your thighs, baring your <<undies>>.
<</if>>
Briar pulls a lever and a hole opens in the wall a few feet off the ground.
<br><br>
The thugs push your legs through, then your <<bottom>>, until your back half hangs out the other side. Briar manipulates the lever a bit, and the hole tightens around your waist. <<He>> kneels in front of you and lifts your chin. "You're going to pay me back the only way you can." <<He>> stands up and leaves the room, taking <<his>> thugs with <<him>>.
<<set $leftarm to "bound">><<set $rightarm to "bound">>
<br><br>
<<endevent>>
You feel something prod your behind.
<br><br>
<<set $punishmenthole to 10>>
<<link [[Next|Brothel Punishment Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Pub Accost Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Pub Accost Fight]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "pub">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation "short">>
You break free in their moment of weakness. <<tearful>> you flee down the road.
<br><br>
<<clotheson>>
<<endcombat>>
<<harvestquick>>
<<elseif $enemyhealth lte 0>>
You knock the pair out of the way and escape the pub. <<tearful>> you flee down the road.
<<ltrauma>><<lstress>><<trauma -6>><<stress -12>>
<br><br>
<<clotheson>>
<<endcombat>>
<<harvestquick>>
<<else>>
You're too battered to continue to fight. "Nice try," the <<person1>><<person>> says. "Now you come with us."
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Pub Accost]]>><<set $phase to 1>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>><<sydneySchedule>>
You are in the school canteen.
<<if Time.schoolDay>>
<<if $schoolstate is "early">>
The room is empty.
<<elseif $schoolstate is "late">>
The room is empty.
<<elseif $schoolstate is "lunch">>
The room is packed with students chatting and eating their lunch.
<<else>>
The room is empty, aside from a small group of students chatting around one of the tables.
<</if>>
<<else>>
The room is empty.
<</if>>
<br><br>
<<if $exposed gte 1>>
<<if $schoolstate is "lunch">>
You hide beneath a counter to conceal your <<nudity>>. You hear the bustle of students mere feet away.
<br><br>
<<elseif Time.schoolDay and $schoolstate isnot "early" and $schoolstate isnot "late">>
You hide beneath a counter to conceal your <<nudity>>. You should be able to sneak out if you're quick.
<br><br>
<<else>>
<<exhibitionclassroom>>
<</if>>
<</if>>
<<if $stress gte $stressmax>>
<<if isPregnancyEnding()>>
<<pregnancyPassout "schoolCanteen">>
<<else>>
<<link [[Everything fades to black...|School Passout]]>><</link>>
<</if>>
<<else>>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "canteen">>
<</if>>
<<if Time.schoolDay>>
<<if $schoolstate is "early">>
<<elseif $schoolstate is "late">>
<<elseif $schoolstate is "lunch">>
<<run statusCheck("Robin")>>
<<if _robin_location is "school" and ($robinReunionScene is "dungeon" or $robinReunionScene is "dungeonRobin") and $exposed lte 0>>
<<npc Robin>><<person1>>
<<if $robinReunionScene is "dungeon">><<set $robinPostMortem to true>><</if>>
You hear a gasp from one of the tables. Turning in the direction of the sound, you spot Robin at a packed table, mouth agape.
A framed picture of the two of you sits nearby them. <<He>> jumps up and sprints towards you.
<br><br>
<<if $robinReunionScene is "dungeon">>
"I don't believe it!" <<he>> squeals before burying <<himself>> in your chest. "I-I thought you were gone forever!"
<br>
Eventually, Robin calms down a bit. <<He>> looks at you with misty eyes.
"We need to talk about this at home," <<he>> says, sniffling. "Wh-when you're ready, of course."
<<else>>
"I don't believe it!" <<he>> squeals before burying <<himself>> in your chest. "I thought you'd never escape!"
<br>
Eventually, Robin calms down a bit. <<He>> looks at you with misty eyes.
"We both made it home," <<he>> says, sniffling. "I'm so happy to have you back."
<</if>>
<br><br>
<<unset $robinReunionScene>>
<<if C.npc.Kylar.state is "active">>
<<if C.npc.Kylar.rage gte 60>>
You open your mouth to respond, but before you get the chance, Kylar squeezes between the two of you.
<<nnpc_He "Kylar">> shoves Robin out of the way.
<br>
"I-I was worried about you too," <<nnpc_he "Kylar">> says. "I lost track of you."<<stress 3>><<gstress>>
<br><br>
You tell the two of them that you're fine. Kylar nods along, but <<nnpc_he "Kylar">> glares at Robin the whole time.
<<if C.npc.Robin.dom gte 80>>
Robin takes notice, and <<he>> turns to face Kylar with a serious expression, arms crossed.
<br>
"Will you stop that?" <<he>> demands, causing Kylar to jolt in surprise.
"You're being a bother. <<pShes>> clearly under a lot of stress right now, so please, either behave yourself or leave my <<friend>> alone!"
<br>
Robin huffs as <<he>> finishes, breathing heavily. Kylar looks astonished.
<<nnpc_He "Kylar">> gapes at Robin for a moment, then sticks <<nnpc_his "Kylar">> tongue out and scurries back to <<nnpc_his "Kylar">> table.
<br><br>
Eventually, Robin starts to calm down. <<He>> looks embarrassed.
"S-sorry, that was rude," <<he>> mumbles. "I should apologise to <<nnpc_him "Kylar">>."
<<He>> glances towards Kylar's table, where <<nnpc_he "Kylar">> stabs <<nnpc_his "Kylar">> food with more resentment than usual.
"M-maybe later, though."
<br>
<<He>> gives you a nervous smile and a wave as <<he>> returns to <<his>> table.
<<else>>
Robin doesn't seem to notice. If <<he>> does, <<hes>> too worried about you to care.
<br><br>
After a while, the two finish fussing over you and return to their respective tables.
<</if>>
<<else>>
You tell Robin that you're fine. <<He>> nods and gives you one last squeeze, then walks back to <<his>> table.
<br>
Kylar watches from across the canteen. A hint of worry is spread across <<nnpc_his "Kylar">> face.<<npcincr Kylar rage 1>><<gksuspicion>>
<</if>>
<<else>>
You tell Robin that you're fine. <<He>> nods and gives you one last squeeze, then walks back to <<his>> table.
<</if>>
<br><br>
<<link [[Next|Canteen]]>><<endevent>><</link>>
<br>
<<else>>
<<if C.npc.Robin.init is 0>>
<<set $robindebt to 0>><<set $robindebtlimit to 5>>
<<npc Robin>><<initnpc Robin>><<person1>>You hear a voice shout behind you. "Hey!" It's Robin. <<Hes>> another resident at the orphanage.
<<Hes>> always looked up to you, despite being about the same age.
<<He>> runs towards you and fails to slow down in time, colliding with you and almost spilling <<his>> food tray.
You hold <<his>> arm to steady <<him>>. "Thanks," <<he>> says, looking embarrassed though still smiling.
<br><br>
"I didn't see you this morning. Remember, <span class="gold">you can visit me in my room at home</span> anytime you want.
I've been waiting to show you something. I'm so excited!"
<<He>> gives you a one-armed hug, carefully balancing <<his>> tray with the other arm, before running off to find a seat.
<br><br>
<<endevent>>
<<foodicon "eat">><<link [[Eat with Robin (0:20)|Canteen Lunch Robin]]>><<stress -6>><<trauma -2>><<pass 20>><<set $daily.school.lunchEaten to 1>><<npcincr Robin love 1>><</link>><<ltrauma>><<lstress>>
<br>
<<elseif _robin_location is "school" and C.npc.Robin.init is 1 and $daily.school.lunchEaten isnot 1 and $exposed lte 0>>
<<if C.npc.Robin.cdquest is 5 and C.npc.Robin.trauma lte 20>>
You see Robin eating lunch, <<npc Robin>><<person1>><<he>> seems to have attracted a bit of attention.<<endevent>>
<br>
<<foodicon "eat">><<link [[Eat with Robin (0:20)|Canteen Lunch Robin CD 1]]>><<stress -6>><<trauma -2>><<pass 20>><<set $daily.school.lunchEaten to 1>><<npcincr Robin love 1>><</link>><<ltrauma>><<lstress>>
<br>
<<else>>
<<rng>>
<<if $rng gte 96>>
<<npc Robin>><<person1>>You see Robin trying to eat <<his>> lunch while a group of delinquents harass <<him>>.<<endevent>>
<br>
<<ind>><<link [[Intervene (0:20)|Canteen Lunch Intervene]]>><<set $daily.school.lunchEaten to 1>><<npcincr Robin love 5>><</link>>
<br><br>
<<elseif $rng gte 91 and C.npc.Whitney.dom gte 16 and C.npc.Whitney.state isnot "dungeon">>
You see Robin eating lunch.
<br>
<<foodicon "eat">><<link [[Eat with Robin (0:20)|Canteen Robin Whitney]]>><<stress -6>><<trauma -2>><<pass 20>><<set $daily.school.lunchEaten to 1>><<npcincr Robin love 1>><</link>><<ltrauma>><<lstress>>
<br>
<<elseif $rng gte 80 and C.npc.Robin.trauma gte 10>>
You see Robin eating lunch alone like normal but today <<npc Robin>><<person1>><<he>> looks especially upset.
<br>
<<foodicon "eat">><<link [[Eat with Robin (0:20)|Canteen Lunch Robin Dolp]]>><<stress -6>><<trauma -2>><<pass 20>><<set $daily.school.lunchEaten to 1>><<npcincr Robin love 1>><</link>><<ltrauma>><<lstress>>
<br>
<<else>>
You see Robin eating lunch.
<br>
<<foodicon "eat">><<link [[Eat with Robin (0:20)|Canteen Lunch Robin]]>><<stress -6>><<trauma -2>><<pass 20>><<set $daily.school.lunchEaten to 1>><<npcincr Robin love 1>><</link>><<ltrauma>><<lstress>>
<br>
<</if>>
<</if>>
<</if>>
<<set _kylarLocation to getKylarLocation()>>
<<if $exposed lte 0 && _kylarLocation.area is "canteen">>
Kylar sits alone, stabbing food with a fork.
<br>
<<foodicon "eat">><<link [[Eat with Kylar (0:20)|Canteen Lunch Kylar]]>><<pass 20>><<set $daily.school.lunchEaten to 1>><<npcincr Kylar love 1>><<npcincr Kylar rage -1>><</link>><<glove>><<lksuspicion>>
<br>
<</if>>
<<if C.npc.Sydney.init is 1 and _sydney_location is "canteen" and $exposed lte 0>>
Sydney sits in an isolated corner with a stack of books and papers.
<br>
<<foodicon "eat">><<link [[Eat with Sydney (0:15)|Canteen Lunch Sydney]]>><<stress -6>><<trauma -2>><<pass 15>><<set $daily.school.lunchEaten to 1>><<npcincr Sydney love 1>><</link>><<glove>><<lstress>>
<br>
<</if>>
<<if $daily.school.lunchEaten isnot 1 and $exposed lte 0>>
<br>
<<foodicon "eat">><<link [[Eat lunch (0:10)|Canteen Lunch]]>><<pass 10>><<stress -6>><<set $daily.school.lunchEaten to 1>><</link>><<lstress>>
<br>
<</if>>
<</if>>
<<elseif $daily.school.canteenApproach isnot 1 and $exposed lte 0>>
<<ind>><<link [[Approach the students|Canteen Students]]>><</link>>
<br>
<</if>>
<<if def $milkshake and $milkshake gt 0>>
<<foodicon "milkshake">><<link [[Drink your milkshake (0:10)|Canteen Milkshake]]>><<pass 10>><<set $milkshake -= 1>><<stress -5>><</link>><<lstress>>
<br>
<</if>>
<</if>>
<<if $exposed gte 1 and $schoolstate is "lunch">>
<<if $leftarm isnot "bound" and $rightarm isnot "bound">>
<<ind>><<link [[Cover yourself with a tray and try to leave|Canteen Tray]]>><</link>>
<br>
<</if>>
<<ind>><<link [[Wait until the coast is clear|Canteen Wait]]>><</link>>
<br>
<<else>>
<<getouticon>><<link [[Leave the canteen (0:01)|Hallways]]>><<pass 1>><</link>>
<br>
<</if>>
<</if>><<switch $robinexit>>
<<case "leave">>
<<if Time.hour gte 13 and Time.minute gte 5>>
"I'm already late to class, so I really need to get going now. Don't forget to come to class soon!"
<<else>>
"I'll see you in class. Don't be late!"
<</if>>
Robin waves goodbye and leaves.
<br><br>
<<case "library">>
<<if Time.hour gte 13 and Time.minute gte 5>>
"I'm already late to class, so I really need to get going now. Don't forget to come to class after you're done!"
<<else>>
"Okay! Good luck with whatever you need to do in the library. Don't be late to class, okay?"
<</if>>
Robin waves goodbye and leaves.
<br><br>
<<case "whitney leave">>
"I'll see you later, then. Try not to run into Whitney again, okay?" Robin waves goodbye and leaves.
<br><br>
<<case "whitney concern">>
"If you say so..." Robin still looks concerned, but <<nnpc_he "Robin">> waves goodbye as <<nnpc_he "Robin">> leaves the canteen.
<br><br>
<<default>>
<</switch>>
<<if C.npc.Kylar.state is "active">>
<<switch $kylarexit>>
<<case "jealous robin" "jealous both">>
<<if $robinromance is 1 and C.npc.Robin.dom gte 50 and C.npc.Kylar.love gte 60>>
Once Robin's gone, Kylar marches to your table, grabs your face and roughly kisses you in the same spot. "You don't need <<if $kylarexit is "jealous robin">><<nnpc_him "Robin">><<else>>them<</if>>," <<nnpc_he "Kylar">> hisses. "<<if $kylarexit is "jealous both">>Neither of them. <</if>>You only need me." <<nnpc_He "Kylar">> kisses your other cheek just as roughly before walking away.
<<else>>
Kylar glares after <<nnpc_him "Robin">>, but Robin gives no sign of noticing.
<</if>>
<br><br>
<<case "rage">>
<<npc Kylar>><<person1>>
<span class="red">You stagger as you rise to your feet.</span> You feel light-headed. "Are you okay?" you hear Kylar say through thickening fog. "You need the nurse." <<He>> puts an arm around your shoulder and steers you towards the door. You black out.
<br><br>
<<case "rage robin">>
<<npc Kylar>><<person1>><<npc Robin 2>>
<span class="red">You stagger as you rise to your feet.</span> You feel light-headed. "Are you okay?" you hear Robin say through thickening fog. <<person2>><<His>> concerned face swims before you as your vision grows fuzzy.
<br><br>
"<<pShe>> needs the nurse," Kylar says. <<person1>><<He>> puts an arm around your shoulder and steers you towards the door despite Robin's <<print C.npc.Robin.dom gte 10 ? "protests" : "feeble protests">>. You black out.
<br><br>
<<default>>
<</switch>>
<</if>>
<<unset $kylarexit>>
<<unset $robinexit>>
<<switch $phase2>>
<<case "library">>
<<link [[Go to the library (0:02)|School Library]]>><<pass 2>><<endevent>><</link>>
<<case "basement">>
<<link [[Next|Kylar Basement]]>><<endevent>><</link>>
<<default>>
<<link [[Next|Canteen]]>><<endevent>><</link>>
<</switch>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<cleareventpool>>
<<addinlineevent "canteen_1">>
<<if $cool gte 160>>
You sit down to eat. The other students at the table vie for your attention.<<stress -6>><<trauma -6>><<lstress>><<ltrauma>>
<<elseif $cool lt 40>>
You sit down to eat. The other students quickly vacate the table, not wanting to be seen with you.<<stress 6>><<trauma 4>><<gstress>><<gtrauma>>
<<else>>
You sit down to eat. No one pays you much attention.
<</if>>
<br><br>
<<canteenlunchoptions>>
<</addinlineevent>>
<<addinlineevent "canteen_2">>
<<generates1>><<generates2>><<person1>>
You sit down to eat. A <<person>> approaches you and taps you on the shoulder. "I made a lunch for you," <<he>> says, handing you a small brown paper bag. "Enjoy!" <<He>> drops the bag on the table in front of you and walks away, smiling.
<br><br>
<<link [[Eat it|Canteen Lunch Sandwich]]>><<set $phase to 1>><</link>>
<br>
<<link [[Throw it away|Canteen Lunch Sandwich]]>><<set $phase to 0>><<status -5>><</link>><<lcool>>
<br>
<</addinlineevent>>
<<addinlineevent "canteen_3">>
<<generatey1>><<person1>>
You sit down and begin eating your lunch. Your thoughts begin to drift as you poke your food. Suddenly, an icy shock jolts you from your daydream. Cold liquid streams down your head and back, soaking your clothes. You flinch and spring to your feet. As you turn, you come face to face with a <<person>>.
<br><br>
"Oops," <<he>> says sarcastically. "I didn't mean to spill my drink." Laughter erupts around you, the sound only growing louder as your wet clothes cling to your body.<<stress 6>><<status -1>><<gstress>><<lcool>><<wet_upper>>
<br><br>
<<tearful>> you get up from your seat.
<br><br>
<<endevent>>
<<canteenlunchoptions>>
<</addinlineevent>>
<<addinlineevent "canteen_4">>
You head towards one of the empty tables, relieved to have found a free spot. Just as you are about to sit down, a group of students rushes in, filling every seat at the table in an instant. Their smug expressions tell you it was not by accident.
<br><br>
You have no choice but to turn away. The noise of the giggling group fades as you search for another place, but you can still feel their eyes on your back and the sting of rejection.<<stress 6>><<gstress>>
<br><br>
<<canteenlunchoptions>>
<</addinlineevent>>
<<addinlineevent "canteen_5">>
You find a seat at one of the few empty tables.
<<if $cool gte 160>>
As you sit down, you feel several eyes on you. A couple of students glance your way. Their eyes drift toward the empty seats next to you, as if they were hoping you'd invite them over to sit with you.
<br><br>
A few tables over, some other students are staring at you. They look like they want to come over, but no one moves. They seem too nervous, as if they don't want to bother you.<<status 1>><<gcool>>
<br><br>
You focus on finishing your food.
<<elseif $cool gte 40>>
From the corner of your eye, you catch a few students whispering to each other while throwing quick looks your way. One student's gaze meets yours. They all talk loud enough for you to hear.
<br><br>
"Does <<pshe>> think <<pshes>> better than us or something?"
<br>
"Yeah, <<pshe>> never sits with anyone. It's like <<pshe>> thinks <<pshes>> too good for us."
<br>
"Who does <<pshe>> even hang out with?"
<br><br>
You glance down on your plate, trying to focus on your food.<<stress 6>><<gstress>>
<<else>>
<<generatey1>><<person1>>
As soon as you start eating, a voice booms from across the room. It's a <<person>> who you recognise from one of your classes, standing with <<his>> friends. They all stare directly at you.
<br><br>
"Everyone, look! It's that loner eating all alone again!"
<br><br>
Laughter starts, rippling through the entire canteen. You try to focus on finishing your lunch, although the weight of everyone's eyes on you makes it hard for you to enjoy it.<<stress 6>><<status -1>><<gstress>><<lcool>>
<</if>>
<br><br>
<<endevent>>
<<canteenlunchoptions>>
<</addinlineevent>>
<<if $fame.sex gte 400>>
<<addinlineevent "canteen_6">>
<<generatey1>><<generatey2>>
You find a seat at the far edge of the canteen. As you start eating, a group of students sits at the table next to you. You glance over, but don't recognise any of them as your classmates. They talk animatedly, sharing jokes about other people in the canteen, their voices just loud enough for you to overhear.
<br><br>
One of them, a <<person1>><<person>>, looks in your direction and whispers something to <<his>> friend. <<He>> pulls out <<his>> phone and smirks as <<his>> eyes land on you again. The phone goes from one student to another. You hear someone mention the word "slut", but decide not to pay too much attention to them as you carry on with your meal.<<stress 6>><<gstress>>
<br><br>
<<endevent>>
<<canteenlunchoptions>>
<</addinlineevent>>
<</if>>
<<addinlineevent "canteen_7">>
You find an empty table and sit down.
<<if $cool gte 160>>
Before you can even take a bite, someone calls out your name from across the room. Glancing up, you spot a few classmates waving you over, their faces lit with friendly smiles. You raise a hand, signalling politely that you'd prefer to stay where you are. Even as you sit alone, you can't help but enjoy the brief moment of attention.<<stress -6>><<lstress>>
<<else>>
<<generatey1>><<person1>>
A small group of students nearby turns around and glances your way, some of them giggling at the sight of you eating all by yourself. A <<person>> catches your eye, <<his>> lips curling into a sneer as <<he>> mouths the word "loser". Your face heats up, and you quickly drop your gaze to your tray. You poke at your food, hoping for their laughter to stop.<<stress 6>><<gstress>>
<</if>>
<br><br>
<<endevent>>
<<canteenlunchoptions>>
<</addinlineevent>>
<<if $cool lte 40>>
<<addinlineevent "canteen_8">>
As you sit alone, picking at your food, you hear a soft shuffle beside you. A student passes by, dropping something on your table without saying a word. It's a crumpled note. You unfold it and see hastily scrawled words: "You don't belong here."
<br><br>
You glance around, but the student is nowhere in sight. Nobody else seems to be paying attention to you either. Still, you can't help feeling watched, unsure if the laughter you hear coming from other tables is directed at you.<<stress 6>><<gstress>>
<br><br>
<<canteenlunchoptions>>
<</addinlineevent>>
<</if>>
<<addinlineevent "canteen_9">>
<<generatey1>><<person1>>
You sit down at the table, quietly starting your meal.
<br><br>
"Hey!"
<br><br>
You glance up, surprised, and spot a <<person>> from one of your classes. "Why are you eating all by yourself? Come, sit with us!" <<He>> waves you over, smiling. As you look toward the table, you spot even more classmates. They smile at you, their expressions welcoming. The initial feeling of isolation fades and is replaced by a sudden sense of belonging.
<br><br>
<<link [[Accept|Canteen Lunch Invite]]>><<set $phase to 0>><</link>>
<br>
<<link [[Decline|Canteen Lunch Invite]]>><<set $phase to 1>><</link>>
<br>
<</addinlineevent>>
<<if C.npc.Whitney.state is "active" and C.npc.Whitney.init is 1>>
<<addinlineevent "canteen_whitney_taste">>
<<npc Whitney>><<person1>>
You sit alone. Just as you were about to start your meal, the doors to the canteen swing open. You glance up and see a group of rowdy students entering. Among them, you spot Whitney. One of <<his>> friends notices you and nudges <<him>>. Whitney smirks as <<his>> eyes land on you, and soon the group approaches your table, surrounding it.
<br><br>
"Lonely over here, huh?" Whitney mocks, leaning in close. "Your food isn't the only thing a slut like you could be putting <<pher>> lips on."
<br><br>
One of <<his>> friends flicks a piece of bread from your tray.
<br><br>
"Hey, looks like you've got something on your mouth. Wanna give me a taste?"<<npcincr Whitney lust 5>><<glust>>
<br><br>
Whitney's face gets dangerously close to yours. You can feel <<his>> breath hit your skin. Just as <<his>> lips are about to touch your mouth, <<he>> draws back.
<br><br>
"Come on, let the slut eat. We don't want to be seen with that loser anyway." They all turn their backs on you, leaving you alone again.
<br><br>
<<endevent>>
<<canteenlunchoptions>>
<</addinlineevent>>
<<if ($wolfgirl gte 6 or ($transformationParts.wolf.tail isnot "hidden" and $transformationParts.wolf.tail isnot "disabled")) or ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled")) or ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled")) or ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled")) or ($fox gte 6 or ($transformationParts.fox.tail isnot "hidden" and $transformationParts.fox.tail isnot "disabled"))>>
<<addinlineevent "canteen_whitney_dog_bowl">>
<<npc Whitney>><<person1>>
You sit alone, idly poking at your lunch, when a shadow looms over your table.
<br><br>
It's Whitney, accompanied by a couple of <<his>> goons.
<br><br>
"Found you. I was looking for you, slut." <<He>> smirks. "I've got a little present for you."
<br><br>
One of <<his>> friends hands <<him>> something. It's a dog bowl, and they've already filled it with a bit of today's canteen food. It looks messy, as if it was hastily thrown together.
<br><br>
Whitney's grin spreads wider. "If you wanna dress like an animal, you're gonna eat like one."
<br><br>
<<He>> places the bowl on the ground, just in front of <<his>> feet. "Your lunch is served. Come on, bitch. Crawl."
<br><br>
<<link [[Comply|Canteen Lunch Whitney Dog Bowl]]>><<set $phase to 0>><<stress 6>><<status -5>><<npcincr Whitney dom 1>><</link>><<gstress>><<lcool>><<gdom>>
<br>
<<link [[Refuse|Canteen Lunch Whitney Dog Bowl]]>><<set $phase to 1>><<npcincr Whitney dom -1>><</link>><<ldom>>
<br>
<</addinlineevent>>
<</if>>
<<if $watersportsdisable is "f">>
<<addinlineevent "canteen_whitney_fake_pee">>
<<npc Whitney>><<person1>>
You sit down to eat. Other students move away from the table as a familiar blonde approaches.
<br><br>
Whitney and <<his>> friends surround you, taking their seats at the table. "This is our table today," <<he>> says. "Don't think about moving, I want to keep a close eye on my slut."
<br><br>
<<His>> friends have already started to dig into their lunches. You catch one of them eyeing you out of the corner of your eye.<<stress 6>><<gstress>>
<br><br>
<<link [[Next|Canteen Lunch Whitney Fake Pee]]>><</link>>
<br>
<</addinlineevent>>
<</if>>
<<if ($cow gte 6 or $player.breastsize gte 8 or $milk_volume gte 2000) and $lactating gte 1 and $breastfeedingdisable is "f" and C.npc.Whitney.love gte 20>>
<<addinlineevent "canteen_whitney_milking">>
<<npc Whitney>><<person1>>
You sit down to eat. You notice other students whispering to each other as a group of people approach the table. <span class="red">It's Whitney and <<his>> friends.</span>
<br><br>
<<He>> grabs your cup of milk, dumping it onto the ground. "Hey, slut," <<he>> says. "It's time you put those jugs to use."
<br><br>
<<He>> thrusts the empty cup towards you.
<br><br>
<<link [[Take the cup|Canteen Lunch Whitney Milking]]>><<set $phase to 0>><</link>>
<br>
<<link [[Ignore <<him>>|Canteen Lunch Whitney Milking]]>><<set $phase to 1>><</link>>
<br>
<</addinlineevent>>
<</if>>
<</if>>
<<if C.npc.Kylar.state is "active">>
<<addinlineevent "canteen_kylar_gaze">>
<<npc Kylar>><<person1>>
<<if C.npc.Kylar.love gte 60>>
You sit down to eat your lunch. Halfway through your meal, you spot Kylar on the other side of the room. <<He>> is staring intently at you without a hint of subtlety. It's hard to tell from the distance, but it feels like <<he>> isn't even blinking. <<He>> continues to watch you as <<he>> eats <<his>> lunch.
<br><br>
Embarrassed by the scrutiny, you turn away, still feeling the weight of <<his>> eyes locked onto you.
<<else>>
You sit down to eat your lunch. As your eyes wander across the room, you notice Kylar staring at you. The moment your eyes meet, <<he>> quickly averts <<his>> gaze and focuses on eating <<his>> food again. It seems like <<he>> is pretending that <<he>> isn't watching you.
<br><br>
You lower your gaze and focus on your own food again. Occasionally you can feel Kylar's eyes darting back towards you as you eat.
<</if>>
<<stress 6>><<gstress>>
<br><br>
<<endevent>>
<<canteenlunchoptions>>
<</addinlineevent>>
<<addinlineevent "canteen_kylar_harass">>
<<npc Kylar>><<person1>>
You sit at an empty table, ready to eat your lunch. After a few minutes, someone approaches. It's Kylar, holding <<his>> own tray.
"M-mind if I sit with you?" <<he>> asks. <<He>> doesn't wait for an answer before sliding into the seat next to you.
<br><br>
You try to finish your meal in peace, but Kylar's gaze lingering on your face makes it impossible for you to relax.<<stress 6>><<gstress>>
<br><br>
Soon, the two of you finish your lunch. You're the first one to rise from your seat.
<br><br>
<<if C.npc.Kylar.rage gte 60>>
<<He>> grabs your wrist with surprising strength, almost causing you to drop your plate.
"No," <<he>> says, eyes boring into you intensely. "Stay with me. Just a little longer."
<br><br>
<<link [[Stay (0:10)|Canteen Lunch Kylar Harass]]>><<set $phase to 0>><<pass 10>><<npcincr Kylar love 1>><<npcincr Kylar rage -1>><</link>><<glove>><<lksuspicion>>
<br>
<<link [[Shake <<him>> off|Canteen Lunch Kylar Harass]]>><<set $phase to 1>><<npcincr Kylar rage 1>><</link>><<gksuspicion>>
<br>
<<else>>
"Thank you for letting me sit with you," Kylar mumbles, a faint blush spreading across <<his>> cheeks. You wave <<him>> goodbye and leave the table.
<br><br>
<<endevent>>
<<canteenlunchoptions "Kylar">>
<</if>>
<</addinlineevent>>
<</if>>
<<runeventpool>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<generatey1>>
<<if $rng gte 51>>
You approach the students. A <<person1>><<person>> looks up at you suspiciously. "What do you want?"
<br><br>
<<link [[Flirt|Canteen Students Flirt]]>><</link>><<promiscuous1>>
<br>
<<link [[Leave|Canteen]]>><<endevent>><</link>>
<<else>>
You approach the students. They don't seem interested in speaking with you. "Get outta here, you nosy fuck," says a <<person1>><<person>> with a dismissive gesture.
<br><br>
<<endevent>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure)>>
<<set $daily.school.canteenApproach to 1>>
<<generatey1>>As you turn to leave, a <<person1>><<person>> puts <<his>> hand on your shoulder.
"I've a better idea," <<he>> says. "How about you show us your <<print ($player.gender_appearance is "m" ? "cock" : "cunt")>>?"
The others laugh as the <<person>> forces you to the ground.
<br><br>
<<link [[Next|Canteen Students Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<set $daily.school.canteenApproach to 1>>
<<link [[Next|Canteen]]>><<endevent>><</link>>
<br>
<</if>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<npcidlegenitals>><<npcstrip>>
<<enableSchoolRescue "Whitney" "delinquency">>
<<set $timer to 20>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate "<span class='red'>No one comes to your aid, likely due to your reputation as a delinquent.</span>">>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $alarm is 1 and $rescue gte 2>>
<span id="next"><<link [[Next|Whitney Rescue]]>><<set $whitneyRescueExit to "canteen">><</link>></span><<nexttext>>
<<elseif _combatend or ($timer lte 0)>>
<span id="next"><<link [[Next|Canteen Students Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Canteen Students Molestation]]>><</link>></span><<nexttext>>
<</if>><<if $enemyhealth lte 0>>
<<He>> recoils in pain, a glint of fear in <<his>> eyes.
"I think you've had enough," <<he>> says, acting confident, but betrayed by the quiver in <<his>> voice. <<tearful>> you walk away.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Canteen]]>><</link>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<His>> friends laugh. "I think you enjoyed that a little too much," one says. The <<person>> tries to defend <<himself>>. <<tearful>> you walk away.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Canteen]]>><</link>>
<<elseif $alarm is 1 and $rescue is 1>>
The <<person>> is interrupted by <<his>> friends. "Come on, we don't want to get in trouble." <<He>> hesitates, then relents in <<his>> assault.
<<He>> shoves you away. <<tearful>> you pick yourself off the ground.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Canteen]]>><</link>>
<<elseif $timer lte 0>>
Seeming to grow bored, the <<person>> shoves you away. <<tearful>> you pick yourself off the ground.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Canteen]]>><</link>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You lean seductively against the table and address the <<person>>. "You look tense, anything I can do to help?"
<<promiscuity1>>
<<if $cool gte 160>>
<<He>> checks you out, and blushes. "Would you... like to go somewhere private?" <<He>> clearly has lewd intentions.
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Accept|Canteen Student Encounter]]>><<set $sexstart to 1>><</link>><<promiscuous2>>
<br>
<</if>>
<<link [[Refuse|Canteen]]>><<endevent>><</link>>
<<elseif $cool lt 40>>
<<set $daily.school.canteenApproach to 1>>
The group burst into laughter, except the <<person>>, who looks mortified. "Fuck off. And don't speak to me again."
<br><br>
<<link [[Next|Canteen]]>><<endevent>><</link>>
<br><br>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure)>>
<<He>> checks you out, and blushes. "Would you... like to go somewhere private?" <<He>> clearly has lewd intentions.
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Accept|Canteen Student Encounter]]>><<set $sexstart to 1>><</link>><<promiscuous2>>
<br>
<</if>>
<<link [[Refuse|Canteen]]>><<endevent>><</link>>
<<else>>
<<set $daily.school.canteenApproach to 1>>
<<He>> blushes and looks away from you. <<His>> friends start laughing at <<his>> sudden reticence.
<br><br>
<<link [[Next|Canteen]]>><<endevent>><</link>>
<</if>>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>>
You and the <<person>> find a storeroom for some privacy.
<<set $daily.school.canteenApproach to 1>> <<promiscuity2>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Canteen Student Encounter Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Canteen Student Encounter]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"That was great," <<he>> says, panting. "See you around." <<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $enemyhealth lte 0>>
The <<person>> staggers from the storeroom, looking confused and dejected. <<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $finish is 1>>
The <<person>> looks dejected as <<he>> fixes <<his>> clothing and leaves the storeroom.
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<<link [[Next|Canteen]]>><</link>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You reach above the counter and take a tray. Holding it in front of you, you take a deep breath, and stand.
You walk around the edge of the room, trying to act as if nothing is amiss. Fortunately, no one pays you any attention, and you arrive at the door.
<br><br>
<<if $rng gte 51>>
You go through, and dart for safety beneath the nearby staircase.
<<gstress>><<stress 2>>
<br><br>
<<link [[Next|Hallways]]>><</link>>
<<else>>
As you reach for the handle however, the doors suddenly open, knocking you onto your back and sending your protective tray sprawling away from you.
Worse, the sound of the collision got the attention of the rest of the room.
<br><br>
For a moment, the room goes silent, as everyone notices the underdressed <<girl>> on the floor, <<lewdness>> on display.
Your daze is cruelly lifted when the room erupts into a jeering cheer. On the verge of panic, you flee from the room, chased by the jeers and whistles.
<<gtrauma>><<gstress>><<lcool>><<trauma 6>><<stress 6>><<status -10>>
<br><br>
<<link [[Next|Hallways]]>><</link>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You wait, huddled beneath the counter as the students eat their lunches, so close yet unaware of your presence.
The bell rings and your hear the room clearing. When it seems safe, you tentatively leave the safety of your hiding place.
You peek through the door to make sure the hall is empty before exiting the canteen.
<br><br>
<<link [[Next|Hallways]]>><</link>>
<br>
<<if $schoolstate is "lunch">>
<<set _time_left to 60 + random(3) - Time.minute>>
<!-- give up to 3 extra minutes for students to leave the canteen -->
<<pass _time_left>>
<<schooleffects>>
<</if>><<wearProp "milkshake">>
You drink the milkshake you bought from the cafe. It's deliciously creamy, and each sip helps melt away the stress of school.
<br><br>
<<link [[Next|Canteen]]>><<clotheson>><</link>><<effects>>
<<if $phase is 0>>
You toss the lunch in a nearby bin, deciding to eat the canteen food. You don't trust food prepared by a stranger. The rest of your meal is uneventful.
<br><br>
The <<person>> scowls across the canteen. <<lcool>>
<br><br>
<<endevent>>
<<canteenlunchoptions>>
<<else>>
You open the paper bag, finding a simple sandwich and a bag of crisps. You take a bite into the sandwich.
<br><br>
<<if $fame.sex gte random(1,2000) or $cool lt 40>>
<<wearProp "sandwich" 0 "questionable">>
<<if $NPCList[0].penis isnot "none" or $NPCList[1].penis isnot "none">>
<<if $ejactrait is 1>>
<span class="lewd">It tastes delicious.</span> You peel the bread away in wonder, and find a white, gooey substance coating the ham and cheese. It's cum.
<<arousal 600>><<garousal>>
<<else>>
<span class="pink">It tastes strange.</span> You peel the bread away in confusion, and find a white, gooey substance coating the ham and cheese.<<if $awarelevel gte 1>> It's cum.<</if>>
<<stress 6>><<gstress>>
<</if>>
<br><br>
You hear giggling from a nearby table. The <<person>>, along with a <<person2>><<person>>, whisper to each other while watching you.
<br><br>
<<if hasSexStat("promiscuity", 4) or $ejactrait is 1>>
<<link [[Finish it|Canteen Lunch Sandwich Finish]]>><<set $phase to 1>><</link>><<if $ejactrait is 1>><<ejacTrait>><</if>><<if hasSexStat("promiscuity", 4)>><<promiscuous4>><</if>>
<<else>>
<<insufficientStat "promiscuity" "to continue eating, now that you know what's in it">>
<</if>>
<br>
<<link [[Throw it at <<him>>|Canteen Lunch Sandwich Throw]]>><</link>><<athleticsdifficulty>>
<br>
<<link [[Throw it in the garbage|Canteen Lunch Sandwich Garbage]]>><<handheldon>><</link>><<lcool>>
<br>
<<else>>
<span class="pink">A sticky strand trails from the bread.</span> You peel it back to find a clear splatter, right in the centre. They spat in your food.<<stress 6>><<gstress>>
<br><br>
You hear giggling from a nearby table. The <<person>>, along with a <<person2>><<person>>, watch and whisper.
<br><br>
<<if hasSexStat("promiscuity", 4) or $submissive gte 1500>>
<<link [[Finish it|Canteen Lunch Sandwich Finish]]>><<set $phase to 0>><</link>><<if $submissive gte 1500>><<submissivetext>><</if>><<if hasSexStat("promiscuity", 4)>><<promiscuous4>><</if>>
<<else>>
<<insufficientStat "custom" "to continue eating, now that you know what's in it" "blue" "promiscuous or defiant">>
<</if>>
<br>
<<link [[Throw it at <<him>>|Canteen Lunch Sandwich Throw]]>><</link>><<athleticsdifficulty>>
<br>
<<link [[Throw it in the garbage|Canteen Lunch Sandwich Garbage]]>><<handheldon>><</link>><<lcool>>
<br>
<</if>>
<<else>>
<<wearProp "sandwich" 0 "ham">>
Plain ham and cheese, unbuttered. It's not particularly amazing, but better than the canteen food. You see the <<person>> smile and wave from another table.
<<stress -6>><<trauma -6>><<lstress>><<ltrauma>>
<br><br>
<<canteenlunchoptions>>
<br>
<</if>>
<</if>><<effects>>
You make a show of eating the sandwich, taking the time to make eye contact with the <<person1>><<person>> as you slowly take another bite. <<He>> and <<his>> friend's eyes are locked on you, and their attention goads you on.
<<if $phase is 1 and $ejactrait is 1>>
It tastes so good, you don't even need to pretend to enjoy it.
<<elseif $phase is 0 and $submissive gte 1500>>
You cast your gaze down in feigned humiliation.
<</if>>
<<if hasSexStat("promiscuity", 4)>>
<<promiscuity4>>
<<else>>
<<arousal 600>><<garousal>>
<br><br>
<</if>>
<<if $phase is 1>>
A bit of the fluid drips onto your lips, but you lick it back up, leaving the two in awe.
<<bodyliquid "mouth" "semen">>
<<else>>
A string of saliva clings to your lips. You lap it up, leaving the two in awe.
<</if>>
Finished, you get up and leave the canteen.
<<status 1>><<gcool>><<famesex 10>>
<br><br>
<<link [[Next|Hallways]]>><<endevent>><</link>>
<br><<effects>>
You pick up what's left of the sandwich and take aim, throwing it as hard as you can at the <<person1>><<person>>.
<br><br>
<<if $athleticsSuccess>>
The sandwich flies across the room and <span class="green">hits <<him>> in the face</span>, before slowly falling away. "Ew, gross!" the <<person>> shouts, furiously wiping <<his>> cheek with <<his>> shirt. The <<person2>><<person>> laughs, and the <<person1>><<person>> stands up and flees the canteen.
<<stress -6>><<trauma -6>><<status 1>><<lstress>><<ltrauma>><<gcool>>
<<else>>
The sandwich flies across the room and <span class="red">lands face up on <<his>> table</span>, revealing the contents for the <<fullGroup>> to see. They look up from the sandwich, pointing and laughing at you as you stand up and leave.
<<status -10>><<lcool>>
<</if>>
<br><br>
<<endevent>>
<<canteenlunchoptions>><<effects>><<wearProp "brown bag">>
You throw the remainder of the sandwich in the brown bag, standing up and making your way to a nearby bin. You drop the lewd lunch in, as the <<person1>><<person>> jeers at you.<<status -5>><<lcool>>
<br><br>
At least the crisps are untouched.
<br><br>
<<endevent>>
<<canteenlunchoptions>><<if $phase is 0>> /* Accept */
<<if $rng gte 51>>
With your plate in hand, you weave through the crowded canteen to sit with your classmates. Just as you reach their table, a sudden jolt sends your tray flying from your hands. Your lunch scatters across the floor.
"You didn't think we'd actually let you sit here, did you? Get fucking lost, loser," the <<person>> says, a mocking grin on <<his>> face.
<br><br>
The table erupts into laughter.<<stress 6>><<status -5>><<gstress>><<lcool>>
<<else>>
Tray in hand, you make your way to the group. You feel a sense of relief as you slide into the seat next to the <<person>> who had waved you over. Almost immediately, the conversation with your classmates flows, and you find yourself engaging in lively discussions about classes. It seems like everyone is enthusiastic to talk to you.
<br><br>
As you all share jokes about teachers, a sense of belonging settles in, making lunch break far more enjoyable than you'd expected.<<stress -12>><<status 5>><<llstress>><<gcool>>
<</if>>
<<else>> /* Decline */
You ignore the gesture and focus on finishing your lunch alone.
<</if>>
<br><br>
<<endevent>>
<<canteenlunchoptions>><<if $phase is 0>> /* Comply */
Heat rises to your cheeks as you get up from your seat and lower yourself onto your hands and knees. Laughter echoes around you. You begin crawling towards Whitney. <<He>> and <<his>> goons revel in the display. The other students nearby watch the scene, some snickering, others gawking in disbelief.
<br><br>
You keep your eyes on the ground as you reach the dog bowl and begin taking slow bites of the food. Whitney reaches down. <<His>> hand strokes your hair with a mockingly gentle touch. "What a good pet you are."<<npcincr Whitney lust 5>><<glust>>
<br><br>
After a few more bites, Whitney yanks the bowl away, barely hiding <<his>> amusement. "Now, I didn't expect you'd enjoy this so much. Figures that you really are more of a dirty animal than I thought."
<br><br>
The group turns around and leaves. You get up on your feet again and continue your meal, trying to ignore the whispers around you.
<br><br>
<<endevent>>
<<canteenlunchoptions>>
<<else>> /* Refuse */
You turn your eyes away from Whitney and <<his>> group, clearly showing you have no intention of complying.
<br><br>
Whitney's smile fades, eyes narrowing. "So you've got some fight in you, huh? Don't worry, I'll beat that attitude out of you."
<br><br>
<<link [[Next|Canteen Lunch Whitney Dog Bowl Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<if $delinquency lt 400>><<enable_rescue>><</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate "<span class='red'>No one comes to your aid, likely due to your reputation as a delinquent.</span>">>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Canteen Lunch Whitney Dog Bowl Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Canteen Lunch Whitney Dog Bowl Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyhealth lte 0>>
Whitney takes a couple steps back, breathing heavily as <<he>> tries to catch <<his>> breath. "I'll remember this, you fucking slut."
<br><br>
<<He>> and <<his>> friends turn around, leaving the scene.
<br><br>
You sit down and finish the rest of your lunch.
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Whitney pants through <<his>> orgasm, but grabs your chin and forces you to look up at <<him>>. "This better have taught you to never reject a gift, you ungrateful bitch."<<trauma 6>><<npcincr Whitney lust -20>><<gtrauma>><<llust>>
<br><br>
<<He>> releases your face and pushes you back. The group laughs as they exit the canteen.
<<else>>
"Hey! Break it up!"
<br><br>
You hear the voice of a teacher. The crowd that had gathered starts to dispense, as do Whitney and <<his>> friends.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<canteenlunchoptions>><<effects>>
Whitney and <<his>> friend chat, their voices fading into the din of the canteen. You poke at your food, not paying much attention to the conversation at hand.
<br><br>
<<if C.npc.Whitney.dom gte 16>>
Whitney wraps <<his>> arm around your shoulders, <<his>> hand landing on your <<chest>>. <<His>> fingers brush over your <<nipples>>.<<arousal 600 "breasts">><<npcincr Whitney lust 5>><<garousal>><<glust>>
<<elseif C.npc.Whitney.dom gte 8>>
Whitney harshly jabs <<his>> elbow into your arm as <<he>> laughs at a friend's bad joke. You're pretty sure <<he>> did it on purpose.<<pain 4>><<gpain>>
<<else>>
Whitney leans against you as <<he>> talks, willfully ignoring any of your attempts to join the conversation.
<</if>>
<br><br>
You try to get a few words in edgewise, but end up drowned out by <<his>> friends. Resigned to being ignored, you return to eating your food.
<br><br>
Just as you put your last bite in your mouth, you feel a growing wetness on your crotch. When you lean back to look under the table, you can see Whitney pouring the water from <<his>> bottle onto your crotch.<<wet_lower>>
<br><br>
Whitney cocks an eyebrow. "Something wrong?" <<he>> asks with a knowing grin.
<br><br>
<<link [[Remain sitting|Canteen Lunch Whitney Fake Pee End]]>><<set $phase to 0>><</link>>
<br>
<<link [[Try to leave|Canteen Lunch Whitney Fake Pee End]]>><<set $phase to 1>><</link>>
<br><<effects>>
Whitney's friends turn to look at you.
<br><br>
<<if $phase is 0>>
<<if $speech_attitude is "meek">>
"N-no. There's nothing wrong," you whimper. You look down at the table, avoiding all the eyes boring into you.
<<elseif $speech_attitude is "bratty">>
You cross your arms. "I've got no idea what you're talking about. Why would something be wrong?"
<<else>>
You shake your head, leaning forward to rest your arms on the table, hunching over to try and hide the wet fabric pressed to your legs.
<</if>>
<br><br>
Whitney glances at <<his>> friends and nods at you. Two of them get out of their seats, each grabbing one of your arms to force you to stand up.
<<elseif $phase is 1>>
You get up to leave, surreptitiously holding your empty lunch tray against your crotch.
<br><br>
Whitney looks at <<his>> friends, and nods towards you. Two stand up to grab you by the arms, forcing you to reveal the damp spot on your <<bottoms>>.
<</if>>
<br><br>
Whitney's eyes lock onto your wet crotch as <<he>> lets out a laugh. "Holy shit, did you piss yourself?!" <<he>> shouts, and the room grows quiet, heads swivelling in your direction.
<br><br>
The silence is near deafening, then laughter erupts. Whitney's friends join in, and their grasp on you weakens as they cackle.<<trauma 6>><<status -5>><<gtrauma>><<lcool>>
<br><br>
<<if $speech_attitude is "meek">>
Tears well in your eyes, and you manage to break free. You turn and run for the school halls.
<<elseif $speech_attitude is "bratty">>
You yank your arms out of their grasp and grit your teeth as you storm out of the canteen.
<<else>>
Eventually <<his>> friends let you go, rendered helpless by their own laughter. Your face burns bright red as you leave the canteen.
<</if>>
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<if $phase is 0>> /* Take the cup */
You take the cup, staring at it for a moment.
<br><br>
"Are you shy?" Whitney jeers. "Let me help."
<br><br>
One of <<his>> friends takes the cup, preventing it from being dropped.
<<elseif $phase is 1>> /* Ignore */
You turn your attention back to your food, wanting to eat your meal.
<br><br>
Whitney grabs your shirt, pulling you to be face to face with <<him>>. "Did I fucking stutter?" <<he>> sneers.
<br><br>
"Maybe <<pshe>> needs some help!" one of <<his>> friends goads.
<</if>>
<br><br>
<<He>> pulls your <<allTopsUnderwear>> up, causing your <<breasts>> to be exposed to everyone. You hear the whispering become louder.<<stress 6>><<gstress>>
<br><br>
<<He>> lets go of your _top.name to
<<if C.npc.Whitney.dom gte 10>>
take your breasts into <<his>> hands. "It's selfish to keep these to yourself," <<he>> says, massaging
<<else>>
grab your hands, bringing them up to your breasts. <<He>> laces <<his>> fingers between yours to massage
<</if>>
your breasts. Milk starts to bud and leak from your nipples.<<arousal 1000 "breasts">><<garousal>><<upperstrip>><<underupperstrip>>
<br><br>
<<link [[Let <<him>> continue|Canteen Lunch Whitney Milking 2]]>><<npcincr Whitney dom 1>><</link>><<gdom>>
<br>
<<link [[Push <<him>> off|Canteen Lunch Whitney Milking Strip]]>><<clotheson>><<set $molestationstart to 1>><<npcincr Whitney dom -1>><</link>><<ldom>>
<br><<effects>>
Whitney positions your breasts over the cup, continuing to massage them to encourage the leaking milk. "You really are like a cow!" <<he>> laughs.<<arousal 1000 "breasts">><<garousal>>
<br><br>
Once the cup is full, a <<generatey2>><<person2>><<person>> puts it on the table.
<br><br>
<<link [[Wait|Canteen Lunch Whitney Milking 3]]>><<set $phase to 0>><</link>>
<br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Drink the milk|Canteen Lunch Whitney Milking 3]]>><<set $phase to 1>><</link>><<promiscuous3>>
<br>
<</if>><<effects>><<person1>>
<<if $phase is 0>> /* Wait */
Whitney grabs the cup and brings it to <<his>> lips, drinking it with noisy gulps. <<He>> slams the cup back down on the table and wipes the corner of <<his>> mouth clean. "Just what I needed. Thanks, slut," <<he>> says, turning to leave the canteen.<<npcincr Whitney lust 5>><<glust>>
<<elseif $phase is 1>> /* Drink the milk */
You grab the cup and bring it to your lips to drink. Whitney's eyes lock on your lips.<<promiscuity3>>
<<He>> takes the cup as you finish it, licking the rim where your lips just were. "Thanks for putting on such a good show, slut," <<he>> praises, turning to leave the canteen.<<npcincr Whitney lust 5>><<glust>>
<</if>>
<br><br>
<<clotheson>>
<<endevent>>
<<canteenlunchoptions>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<npcstrip>><<npcidlegenitals>>
You shove Whitney away from you, causing <<him>> to stagger. <<He>> glares at you. "Well, if you aren't going to give me your milk, I'll take your shirt instead!" <<he>> snaps, lunging at you.
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($worn.upper.type.includes("naked") and $worn.under_upper.type.includes("naked"))>>
<span id="next"><<link [[Next|Canteen Lunch Whitney Milking Strip Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Canteen Lunch Whitney Milking Strip]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyhealth lte 0>>
Whitney stumbles back. <<His>> friends catch <<him>> before <<he>> falls. <<He>> scoffs. "Whatever, I bet it tastes rotten anyway," <<he>> grumbles, turning to walk away.
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Whitney groans as <<he>> orgasms. <<He>> lets go of you. "My slut knows how to work me. That's good enough for me. Let's go," <<he>> says, turning to leave with <<his>> friends in tow.<<npcincr Whitney lust -20>><<llust>>
<<elseif $alarm is 1 and $rescue is 1>>
<<set _possibleRescuer to []>>
<<if $delinquency lt 400>>
<<set _possibleRescuer.push("Doren")>>
<<else>>
<<set _possibleRescuer.push("student")>>
<</if>>
<<if C.npc.Robin.init is 1 and C.npc.Robin.trauma lte 10 and C.npc.Robin.dom gte 75>>
<<set _possibleRescuer.push("Robin")>>
<</if>>
<<if C.npc.Kylar.state isnot "prison">>
<<set _possibleRescuer.push("Kylar")>>
<</if>>
<<sydneySchedule>>
<<if C.npc.Sydney.init is 1 and ["canteen", "library"].includes(_sydney_location) and C.npc.Sydney.love gte 25 and Time.minute lte 25>>
<<set _possibleRescuer.push("Sydney")>>
<</if>>
<<set _rescuer to _possibleRescuer.random()>>
<<switch _rescuer>>
<<case "Robin">>
<<npc Robin 2>>
Food splatters against the back of Whitney's head, causing <<him>> to pause. The food tray falls off of <<his>> head as <<he>> backs away to look around.
<br><br>
Robin stands at <<person2>><<his>> table. <<He>> holds a cup in <<his>> hand as if ready to throw it as well.
<br><br>
Whitney grits <<person1>><<his>> teeth. "The nuisance finally found <<person2>><<his>> spine, huh?" <<person1>><<He>> rolls up <<his>> sleeves. "Seems like <<person2>><<he>> needs a reminder of <<his>> place."
<br><br>
Robin's face falls as Whitney begins approaching <<him>>. <<He>> drops the cup on the table, spilling the liquid inside as <<he>> turns to run with Whitney hot on <<his>> heels.<<npcincr Robin dom -1>><<ldom>>
<<case "Kylar">>
<<npc Kylar 2>>
"H-hey!" Kylar shouts as <<person2>><<he>> grabs the back of Whitney's shirt and pulls in an attempt to get <<person1>><<him>> off of you.
<br><br>
Everything and everyone freezes as there's an audible rip.
<br><br>
Whitney lets go of you and turns to face Kylar with a glare. <<He>> clenches <<his>> fists. "You have three seconds to run."
<br><br>
Kylar's face pales, realising <<person2>><<he>> has Whitney's full attention. <<He>> stumbles back before running out.
<br><br>
True to <<person1>><<his>> word, after three seconds Whitney gives chase, leaving you alone to pick yourself up.
<br><br>
You decide not to stick around in case Whitney comes back. You take care of your tray and leave the canteen.
<<case "Sydney">>
<<npc Sydney 2>>
Whitney lets out a yell as a ruler bounces off of <<person1>><<his>> head. <<He>> turns to look at the direction it came from. Sydney stands at <<person2>><<his>> table with wide eyes.
<br><br>
Whitney grits <<person1>><<his>> teeth. "You'll pay for that, book fucker!" <<he>> shouts.
<br><br>
Sydney collects <<person2>><<his>> books
<<run statusCheck("Sydney")>>
<<if _sydneyStatus.includes("corrupt")>>
one by one. "You would like to see that, wouldn't you?" <<he>> teases. <<He>> doesn't allow time for a response as <<he>> turns and leaves the canteen.
<<else>>
and leaves before Whitney can catch <<him>>. You can barely catch a glimpse of <<his>> flushed face.
<</if>>
<br><br>
Whitney pushes off of you. "Whatever, I'm no longer in the mood for you," <<person1>><<he>> scoffs, turning to leave the canteen.
<<case "Doren">>
<<npc Doren 2>>
"That's enough, that's enough! Whitney, leave that poor <<lass>> alone!" Doren's voice booms through the room, quieting any conversation.
<br><br>
Whitney pauses, turning to look at Doren. <<He>> glances back at you, considering <<his>> options before letting you go with a scoff. "Whatever."
<br><br>
"You're lucky I'm not giving you detention for this." Doren scolds <<him>>. <<person2>><<He>> turns <<his>> attention to you, giving you a helping hand back up onto your feet. "Are you alright?"
<br><br>
<<if $pain gte 60>>
You shake your head, tears welling in your eyes.
<br><br>
Doren's eyes soften as <<he>> wraps a protective arm around you as <<he>> guides you out of the canteen. "Come on, let's get you to the nurse."
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Doren 1>><<person1>>
<<link [[Next|Canteen Lunch Whitney Milking Rescue]]>><</link>>
<<exit>>
<<else>>
You nod, giving a quick thanks. You go to pick up your food tray to take care of it before leaving, but you're stopped by Doren.
<br><br>
"Go ahead and go, I've got this for you," <<he>> says in a gentle tone, giving you a small smile.
<br><br>
You thank <<him>> before leaving the canteen.
<</if>>
<<default>>
<<generatey2>>
Whitney pauses as a small wet ball smacks against <<person1>><<his>> head. <<He>> looks up with a glare. "Who did that?!"
<br><br>
A <<person2>><<person>> sits at a nearby table, a straw in <<his>> hand. <<He>> sticks the remaining paper into <<his>> mouth. "I did. You look like a desperate slut. Knock it off," <<he>> says before firing another spitball at Whitney.
<br><br>
Whitney raises <<person1>><<his>> hand up so as to not be hit in the face. <<He>> grits <<his>> teeth as <<he>> lets go of you.
<br><br>
You hear small bouts of snickers turning into sparse giggling, it then turns into an uproar of laughter.
<br><br>
Whitney's face turns red with rage as <<he>> stomps over to the <<person2>><<person>> and grabs <<his>> shirt.
<br><br>
The room falls silent once more.
<br><br>
"How about you and I go find out how long a person can last in a locker?" Whitney snarls, pulling the <<person2>><<person>> behind <<person1>><<him>> as <<he>> marches out of the canteen.
<br><br>
Not wanting to face Whitney's wrath after <<hes>> done, you quickly pick yourself up and leave the canteen as well.
<</switch>>
<<else>>
Whitney stands up with your shirt in hand, a grin plastered on <<his>> face. "Thanks, slut," <<he>> says, turning to leave the canteen.<<silently>><<clotheson>><</silently>><<upperruined>><<underupperruined>>
<br><br>
You catch the eyes of a few students staring at your exposed breasts.<<stress 6>><<gstress>>
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<canteenlunchoptions>><<effects>>
<<if $per_npc.school_nurse>>
<<loadNPC 1 school_nurse>>
<<else>>
<<generate2>>
<<saveNPC 1 school_nurse>>
<</if>>
Doren knocks on the door to the infirmary before walking you in. "I have a student who needs some painkillers."
<br><br>
The nurse looks at <<person1>><<him>> before looking at you. "Alright, go wait in one of the beds while I get the painkillers." <<person2>><<He>> waves you off before searching for <<his>> key.
<br><br>
Doren brings you over to one of the beds, supporting you as you get up onto it. "You should be careful. Especially around Whitney. Alright?" <<person1>><<He>> gently pats your shoulder before leaving you alone in the infirmary.
<br><br>
The nurse soon returns, painkillers in hand. "Here, these should help but they'll probably make you tired. Try to take it easy," <<person2>><<he>> says as <<he>> hands you the pills.
<br><br>
You take the pills, staying on the bed for a few minutes until they kick in.<<pain -4>><<tiredness 3>><<lpain>><<gtiredness>>
<br><br>
"Rest if you need it, but don't miss your next class," <<he>> says as <<he>> returns to <<his>> seat.
<br><br>
<<link [[Next|School Infirmary]]>><<endevent>><</link>>
<br><<effects>>
<<if $phase is 0>> /* Stay */
You sit down again. Kylar smiles widely. <<He>> starts up another conversation, asking you questions that seem a bit too personal and giving you unnervingly intense compliments.
<br><br>
"Time just flies with you," Kylar says, finally getting up from <<his>> seat. "S-see you around!"
<br><br>
<<He>> quickly rushes out of the canteen, almost bumping into several other students on <<his>> way out. You get up from your seat.
<br><br>
<<endevent>>
<<canteenlunchoptions "Kylar">>
<<else>> /* Shake off */
You free your arm from <<his>> grip. Your wrist still hurts from the intensity of <<his>> hold on you.
<br><br>
Kylar is about to open <<his>> mouth again, but quickly shuts it. It seems like <<he>> is biting <<his>> lip to stop <<himself>> from saying something.
<br><br>
You quickly rush out of the canteen.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<set $outside to 0>><<schooleffects>><<effects>>
<<if $physiqueSuccess>>
<span class="green">You wrench your arm free of the <<persons>> grip.</span> You dodge <<his>> second attempt and flee the room.
<br><br>
<<link [[Next|School Pool Entrance]]>><<endevent>><</link>>
<br>
<<else>>
You try to wrench your arm free of the <<persons>> grip, <span class="red">but you are not strong enough.</span> "I know just how to punish a pervert," <<he>> says. "You've seen us undressed, so now we see you. Strip."
<br><br>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Strip|School Changing Room Strip]]>><<set $phase to 0>><</link>><<exhibitionist5>>
<br>
<<else>>
<<link [[Strip|School Changing Room Strip]]>><<trauma 6>><<stress 6>><<set $phase to 1>><</link>><<gtrauma>><<gstress>>
<br>
<</if>>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Seduce|School Changing Room Seduce]]>><</link>><<promiscuous3>>
<br>
<</if>>
<<link [[Refuse|School Changing Room Refuse Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<set $outside to 0>><<schooleffects>><<effects>>
<<endevent>>
<<if $changingRoomGender is "boys">>
<<generatesm1>>
<<else>>
<<generatesf1>>
<</if>>
<<person1>>
"I can't help it," you say. "You're all so hot."
<<promiscuity1>>
Some of the $changingRoomGender blush. The <<person>> seems less impressed. "I know just how to punish a pervert," <<he>> says. "You've seen us undressed, so now we see you. Take off your clothes."
<br><br>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Strip|School Changing Room Strip]]>><<set $phase to 0>><</link>><<exhibitionist5>>
<br>
<<else>>
<<link [[Strip|School Changing Room Strip]]>><<trauma 6>><<stress 6>><<set $phase to 1>><</link>><<gtrauma>><<gstress>>
<br>
<</if>>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Seduce|School Changing Room Seduce]]>><</link>><<promiscuous3>>
<br>
<</if>>
<<link [[Refuse|School Changing Room Refuse Molestation]]>><<set $molestationstart to 1>><</link>>
<br><<set $outside to 0>><<schooleffects>><<effects>>
"I-I'm sorry," you say. "I get the rooms muddled."
<br><br>
"You think I'll believe that?" the <<person>> laughs. "I know just how to punish a pervert. You've seen us undressed, so now we see you. Take off your clothes."
<br><br>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Strip|School Changing Room Strip]]>><<set $phase to 0>><</link>><<exhibitionist5>>
<br>
<<else>>
<<link [[Strip|School Changing Room Strip]]>><<trauma 6>><<stress 6>><<set $phase to 1>><</link>><<gtrauma>><<gstress>>
<br>
<</if>>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Seduce|School Changing Room Seduce]]>><</link>><<promiscuous3>>
<br>
<</if>>
<<link [[Refuse|School Changing Room Refuse Molestation]]>><<set $molestationstart to 1>><</link>>
<br><<set $outside to 0>><<schooleffects>><<effects>>
<<set _genderAppearance to $player.gender_appearance is "m" ? "boy" : "girl">>
<<if $phase is 1>>
You <<nervously>> remove your clothing. Some $changingRoomGender blush and look away, but most are at least curious. A crowd forms around you. You're soon bare in front of them.
<<covered>>
<br><br>
<<else>>
<<flaunting>> you <<nervously>> remove your clothing. You make eye contact with as many $changingRoomGender as you can as you undress. Many blush and look away, but a crowd still forms around you. You're soon bare in front of them.
<<covered>><<exhibitionism5>>
<</if>>
<<strip>>
<<if $player.gender is $player.gender_appearance or playerChastity("hidden")>>
The <<person>> snatches your clothes away. "If you want them back," <<he>> says. "You better do what we say."
<br><br>
The other $changingRoomGender shout suggestions.
<<if $worn.neck.collared is 1>>
The <<person>> ignores them, and picks up your leash. "Perfect," <<he>> says. "Time for walkies. Get on your knees like a good dog."
<br><br>
<<link [[Get on knees (0:10)|School Changing Room Knees]]>><<pass 10>><<status -10>><<trauma 6>><<stress 6>><</link>><<lcool>><<gtrauma>><<gstress>>
<br>
<<link [[Refuse|School Changing Room Naked Refuse]]>><</link>>
<br>
<<else>>
"Everyone get your phones," <<he>> says to the $changingRoomGender around <<him>>. "Make sure you get lots of evidence." <<He>> looks back at you. "Time for your punishment. Bend over."
<br><br>
<<link [[Bend over (0:10)|School Changing Room Bend]]>><<pass 10>><<status -10>><<trauma 6>><<stress 6>><</link>><<lcool>><<gtrauma>><<gstress>>
<br>
<<link [[Refuse|School Changing Room Naked Refuse]]>><</link>>
<br>
<</if>>
<<elseif $player.penisExist and $player.vaginaExist>>
<<if $schoolrep.herm gte 5 and !$worn.face.type.includes("mask")>>
The $changingRoomGender break into excitement as your <<genitals_are>> revealed. "I knew it," the <<person>> says, reaching forward to seize your clothes. "You're the school freak."
<br><br>
<<elseif $schoolrep.herm gte 3 and !$worn.face.type.includes("mask")>>
The $changingRoomGender break into excitement as they see your <<genitals>>. "You're the freak I keep hearing about," the <<person>> says, reaching forward to seize your clothes. "I didn't believe it."
<br><br>
<<else>>
The $changingRoomGender gape at your <<genitals>>, too stunned to speak. The <<person>> is first to shake free of <<his>> stupor. "You're a freak," <<he>> says as <<he>> seizes your clothes.
<br><br>
<</if>>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Seduce|School Changing Room Crossdress Seduce]]>><</link>><<promiscuous3>>
<br>
<</if>>
<<link [[Say that's just the way you are|School Changing Room Crossdress Honest]]>><</link>>
<br>
<<link [[Blame a curse (0:05)|School Changing Room Herm Explain]]>><<set $phase to 0>><<pass 5>><<status -10>><</link>><<lcool>>
<br>
<<link [[Blame strange science (0:05)|School Changing Room Herm Explain]]>><<set $phase to 1>><<pass 5>><<status -10>><</link>><<lcool>>
<br>
<<schoolrep herm 1>>
<<else>>
<<if $schoolrep.crossdress gte 5 and !$worn.face.type.includes("mask")>>
"So the rumours are true," the <<person>> says, satisfied. "You're really a <<gender>>. Why do you do it? Are you just a pervert?"
<<elseif $schoolrep.crossdress gte 3 and !$worn.face.type.includes("mask")>>
The <<person>> gapes. "You're the crossdresser I keep hearing about," <<he>> says. "Why do you do it? Are you just a pervert?"
<<else>>
The <<person>> gapes. "You're not a _genderAppearance?" <<he>> says. "Why were you dressed as one?"
<</if>>
<br><br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Seduce|School Changing Room Crossdress Seduce]]>><</link>><<promiscuous3>>
<br>
<</if>>
<<link [["Say you like dressing as a " + _genderAppearance|School Changing Room Crossdress Honest]]>><<set $sceneGenderAppearance to _genderAppearance>><</link>>
<br>
<<link [[Say you were forced to (0:05)|School Changing Room Crossdress Forced]]>><<set $sceneGenderAppearance to _genderAppearance>><<pass 5>><<status -10>><</link>><<lcool>>
<br>
<<schoolrep crossdress 1>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<npcidlegenitals>><<npcstrip>>
<<enableSchoolRescue "delinquency">>
<<if $changingRoomGender is "boys">>
<<set $audienceforceboy to 1>>
<<else>>
<<set $audienceforcegirl to 1>>
<</if>>
"You're getting stripped," the <<person>> says. "Whether you want it or not." <<He>> hesitates, but the other $changingRoomGender cheer <<him>> on.
<br><br>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($worn.upper.type.includes("naked") and $worn.lower.type.includes("naked") and $worn.under_lower.type.includes("naked") or $worn.upper.type.includes("naked") and $worn.lower.type.includes("naked") and playerChastity())>>
<span id="next"><<link [[Next|School Changing Room Refuse Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|School Changing Room Refuse Molestation]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<set _genderAppearance to $player.gender_appearance is "m" ? "boy" : "girl">>
<<if $alarm is 1 and $rescue is 1>>
<<set $rescued += 1>>
<<endevent>><<npc Mason>><<person1>>Mason rushes in to investigate the scream. The $changingRoomGender back away and pretend they had no part in it.
<<if $exposed gte 1>>
<<He>> wraps towels around you and escorts you from the room.
<<else>>
<<He>> escorts you from the room.
<</if>>
<<if ($player.gender is "m" and $changingRoomGender is "girls") or ($player.gender is "f" and $changingRoomGender is "boys") and $genderknown.includes("Mason")>>
"You shouldn't be in the $changingRoomGender' changing room," <<he>> says once you're alone. "That doesn't make what they did okay, but you need to be more careful in the future."
<<gdelinquency>><<detention 1>>
<<elseif $player.penisExist and $player.vaginaExist and $genderknown.includes("Mason")>>
<<He>> stops once you're alone, but struggles to look you in the eye. "You need to hide your uniqueness," <<he>> says. "I know that isn't fair, but people can be cruel. Be careful."
<<elseif ($player.gender_appearance is "m" and $changingRoomGender is "girls") or ($player.gender_appearance is "f" and $changingRoomGender is "boys")>>
"You shouldn't be in the $changingRoomGender' changing room," <<he>> says once you're alone. "That doesn't make what they did okay, but you need to be more careful in the future."
<<gdelinquency>><<detention 1>>
<<else>>
"What they were doing isn't okay," <<he>> says once you're alone. "I'll have a word with them."
<<lcool>><<status -10>>
<</if>>
<br><br>
<<tearful>> you watch the teacher return to <<his>> class.
<br><br>
<<clothesontowel>>
<<endcombat>>
<<link [[Next|School Pool Entrance]]>><</link>>
<<elseif $enemyhealth lte 0>>
You knock the <<person>> against a locker. The other $changingRoomGender try to grab you, but you shove them away. <<tearful>> you escape the room.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|School Pool Entrance]]>><</link>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation "short">>
You shake free of the <<persons>> weakened grip. The other $changingRoomGender try to grab you, but you shove them away. <<tearful>> you escape the room.
<br><br>
<<clothesontowel>>
<<endcombat>>
<<link [[Next|School Pool Entrance]]>><</link>>
<<else>>
<<strip>>
<<if $player.gender is $player.gender_appearance or playerChastity("hidden")>>
The <<person>> backs away from you, your clothes in hand. "If you want them back," <<he>> says. "You better do what we say."
<br><br>
The other $changingRoomGender shout suggestions.
<<if $worn.neck.collared is 1>>
The <<person>> ignores them, and picks up your leash. "Perfect," <<he>> says. "Time for walkies. Get on your knees like a good dog."
<br><br>
<<link [[Get on knees (0:10)|School Changing Room Knees]]>><<pass 10>><<status -10>><<trauma 6>><<stress 6>><</link>><<lcool>><<gtrauma>><<gstress>>
<br>
<<link [[Refuse|School Changing Room Naked Refuse]]>><</link>>
<br>
<<else>>
"Everyone get your phones," <<he>> says to the $changingRoomGender around <<him>>. "Make sure you get lots of evidence." <<He>> looks back at you. "Time for your punishment. Bend over."
<br><br>
<<link [[Bend over (0:10)|School Changing Room Bend]]>><<pass 10>><<status -10>><<trauma 6>><<stress 6>><</link>><<lcool>><<gtrauma>><<gstress>>
<br>
<<link [[Refuse|School Changing Room Naked Refuse]]>><</link>>
<br>
<</if>>
<<elseif $player.penisExist and $player.vaginaExist>>
The <<person>> backs away from you, your clothes in hand.
<<if $schoolrep.crossdress gte 5 and !$worn.face.type.includes("mask")>>
The $changingRoomGender murmur in excitement. "I knew it," the <<person>> says. "You're the school freak."
<br><br>
<<elseif $schoolrep.crossdress gte 3 and !$worn.face.type.includes("mask")>>
The $changingRoomGender murmur in excitement. "You're the freak I keep hearing about," the <<person>> says. "I didn't believe it."
<br><br>
<<else>>
The $changingRoomGender gape at your <<genitals>>, too stunned to speak. The <<person>> is first to shake free of <<his>> stupor. "You're a freak," <<he>> says.
<br><br>
<</if>>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Seduce|School Changing Room Crossdress Seduce]]>><</link>><<promiscuous3>>
<br>
<</if>>
<<link [[Say that's just the way you are|School Changing Room Crossdress Honest]]>><</link>>
<br>
<<link [[Blame a curse (0:05)|School Changing Room Herm Explain]]>><<set $phase to 0>><<pass 5>><<status -10>><</link>><<lcool>>
<br>
<<link [[Blame strange science (0:05)|School Changing Room Herm Explain]]>><<set $phase to 1>><<pass 5>><<status -10>><</link>><<lcool>>
<br>
<<schoolrep herm 1>>
<<else>>
The <<person>> backs away from you, your clothes in hand.
<<if $schoolrep.crossdress gte 5 and !$worn.face.type.includes("mask")>>
"So the rumours are true," the <<person>> says, satisfied. "You're really a <<gender>>. Why do you do it? Are you just a pervert?"
<<elseif $schoolrep.crossdress gte 3 and !$worn.face.type.includes("mask")>>
The <<person>> gapes. "You're the crossdresser I keep hearing about," <<he>> says. "Why do you do it? Are you just a pervert?"
<<else>>
The <<person>> gapes. "You're not a _genderAppearance?" <<he>> says. "Why were you dressed as one?"
<</if>>
<br><br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Seduce|School Changing Room Crossdress Seduce]]>><</link>><<promiscuous3>>
<br>
<</if>>
<<link [["Say you like dressing as a " + _genderAppearance|School Changing Room Crossdress Honest]]>><<set $sceneGenderAppearance to _genderAppearance>><</link>>
<br>
<<link [[Say you were forced to (0:05)|School Changing Room Crossdress Forced]]>><<set $sceneGenderAppearance to _genderAppearance>><<pass 5>><<status -10>><</link>><<lcool>>
<br>
<<schoolrep crossdress 1>>
<</if>>
<</if>><<set $outside to 0>><<schooleffects>><<effects>>
<<set $seductiondifficulty to 4000>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>><span class="gold">You feel more confident in your powers of seduction.</span><</if>><<seductionskilluse>>
<br><br>
"You only want to look?" you purr. "How about we both strip down?"
<<promiscuity3>>
<<if $seductionrating gte $seductionrequired>>
The <<person>> tries to respond, but just stammers. You begin to undress <<him>>.
<br><br>
<<link [[Next|School Changing Room Seduce Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<else>>
"No chance," the <<person>> says. "You're the one getting ogled now."
<br><br>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Strip|School Changing Room Strip]]>><<set $phase to 0>><</link>><<exhibitionist5>>
<br>
<<else>>
<<link [[Strip|School Changing Room Strip]]>><<trauma 6>><<stress 6>><<set $phase to 1>><</link>><<gtrauma>><<gstress>>
<br>
<</if>>
<<link [[Refuse|School Changing Room Refuse Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<if $changingRoomGender is "boys">>
<<set $audienceforceboy to 1>>
<<else>>
<<set $audienceforcegirl to 1>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|School Changing Room Seduce Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|School Changing Room Seduce Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The <<person>> lies on the ground, <<his>> face bright red. <<tearful>> you saunter from the room. You feel the $changingRoomGender' hungry gaze on your back.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $enemyhealth lte 0>>
You knock the <<person>> against a locker. <<tearful>> you escape the room. You feel the $changingRoomGender' hungry gaze on your back.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $finish is 1>>
The <<person>> looks embarrassed as <<he>> fixes <<his>> clothing. <<tearful>> you leave the room. You feel the $changingRoomGender' hungry gaze on your back.
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<br><br>
<<link [[Next|School Pool Entrance]]>><</link>><<set $outside to 0>><<schooleffects>><<effects>>
You drop to your knees. "Good doggy," the <<person>> says. <<He>> looks at the other $changingRoomGender. "Let's go."
<br><br>
<<He>> leads you to the entrance of the changing rooms, then through the doors leading into the rest of the school. You're naked on your hands and knees, with a collar around your neck and the leash held by the <<person>>. The other $changingRoomGender surround you and jeer. Now and then one gropes or spanks you.
<br><br>
You are being led down a corridor when you run into the first group of students. "Oh my god," you hear one say, before any speech is drowned out by laughter. They join the procession. Soon there's a crowd marching around the school, revolving around the naked <<girl>> with the collar and leash.
<<fameexhibitionism 50 "pic">>
<br><br>
<<endcombat>>
<<link [[Next|School Changing Room Knees 2]]>><</link>>
<br><<set $outside to 0>><<schooleffects>><<effects>>
<<npc Leighton>><<person1>>
Leighton's voice appears behind the group. It's not long before the crowd has dissipated. The headteacher arrives beside you, and stares down. <<He>> found your clothes somewhere, and drops them on top of you. <<He>> walks away, smiling.
<<if !playerChastity("hidden")>>
<<set $genderknown.pushUnique("Leighton")>>
<</if>>
<br><br>
<<clothesontowel>>
<<endevent>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<br><<set $outside to 0>><<schooleffects>><<effects>>
You lean against the lockers and bend over. The <<person>> walks beside you, and leans on your back. "Make sure you get this," <<he>> says. There's silence for a moment, then a loud smack as something hits your <<bottom>>. Then another. <<Hes>> spanking you with a pool float. It's made of foam, but <<he>> whips it against your skin with such speed that the pain makes you jolt.
<<gpain>><<pain 10>>
<br><br>
<<fameexhibitionism 50 "pic">>
"Someone else have a go," <<he>> says after a while. Someone does. They aren't as effective, but the <<person>> leans against the lockers and pulls your hair back. <<He>> leans close. "This is what happens to <<if $exposed gte 2 and $player.penisExist and $player.vaginaExist>>freaks<<elseif $player.gender_appearance is "f">>girls<<else>>boys<</if>> who come in here," <<he>> says. Another jolt of pain. "Consider yourself lucky I'm so nice. Some wanted much worse." <<He>> glances at your body, and regret darkens <<his>> face. <<He>> stands up. "That's enough. <<pShes>> learnt <<pher>> lesson." <<He>> throws your clothes at you. <<tearful>> you take your clothing and leave the room.
<br><br>
<<clothesontowel>>
<<endcombat>>
<<link [[Next|School Pool Entrance]]>><</link>>
<br><<set $outside to 0>><<schooleffects>><<effects>>
The <<person>> shrugs. "Fine," <<he>> says. "Everyone. Let's show <<phim>> out."
<br><br>
Groping hands fondle you all over, and push you towards an open window. It's small and near the ceiling, but the $changingRoomGender lift you and push you through, head first. You tumble to the ground on the other side. The window clicks shut above you. You're not even on school grounds any more.
<<covered>>
<br><br>
<<endcombat>>
<<link [[Next|Oxford Street]]>><<clotheson>><<upperruined>><<lowerruined>><<underruined>><<set $eventskip to 1>><</link>>
<br><<set $outside to 0>><<schooleffects>><<effects>>
<<set $seductiondifficulty to 6000>>
<<seductioncheck>>
<br><br>
<<if $player.penisExist and $player.vaginaExist>>
"Don't be shy," you purr. "I know you want this 'freak.'"
<<else>>
"I can be your <<gender>>," you purr. "If you want."
<</if>>
<br><br>
<<if $seductionrating gte $seductionrequired>>
<<He>> tries to respond, but stammers. You begin to undress <<him>>.
<br><br>
<<link [[Next|School Changing Room Crossdress Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<else>>
<<if $player.penisExist and $player.vaginaExist>>
"N-no I don't," <<he>> stammers. "You're a freak, and need to be treated as one." <<He>> looks around at the other $changingRoomGender. "What should we do with it?"
<<else>>
"N-no," <<he>> says, "But if you want to be treated like a <<gender>>, that's fine. What should we do with <<pher>>?"
<</if>>
<br><br>
The other $changingRoomGender shout suggestions.
<<if $worn.neck.collared is 1>>
The <<person>> ignores them, and picks up your leash. "Perfect," <<he>> says. "Time for walkies. Get on your knees like a good dog."
<br><br>
<<link [[Get on knees (0:10)|School Changing Room Knees]]>><<pass 10>><<status -10>><<trauma 6>><<stress 6>><</link>><<lcool>><<gtrauma>><<gstress>>
<br>
<<link [[Refuse|School Changing Room Naked Refuse]]>><</link>>
<br>
<<else>>
"Everyone get your phones," <<he>> says to the $changingRoomGender around <<him>>. "Make sure you get lots of evidence." <<He>> looks back at you. "Time for your punishment. Bend over."
<br><br>
<<link [[Bend over (0:10)|School Changing Room Bend]]>><<pass 10>><<status -10>><<trauma 6>><<stress 6>><</link>><<lcool>><<gtrauma>><<gstress>>
<br>
<<link [[Refuse|School Changing Room Naked Refuse]]>><</link>>
<br>
<</if>>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<if $changingRoomGender is "boys">>
<<set $audienceforceboy to 1>>
<<else>>
<<set $audienceforcegirl to 1>>
<</if>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|School Changing Room Crossdress Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|School Changing Room Crossdress Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The <<person>> lies on the ground, <<his>> face bright red. <<tearful>> you saunter from the room. The other $changingRoomGender' laugh at <<him>>, but you can feel their hungry gaze on your back.
<<elseif $enemyhealth lte 0>>
You knock the <<person>> against a locker. <<tearful>> you escape the room. The other $changingRoomGender' laugh at <<him>>, but you can feel their hungry gaze on your back.
<<elseif $finish is 1>>
The <<person>> looks embarrassed as <<he>> fixes <<his>> clothing. <<tearful>> you leave the room. The other $changingRoomGender' laugh at <<him>>, but you can feel their hungry gaze on your back.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|School Pool Entrance]]>><</link>><<set $outside to 0>><<schooleffects>><<effects>>
<<if $player.penisExist and $player.vaginaExist>>
<<if $speech_attitude is "meek">>
"Th-this is just the way I am," you say. "Please don't hate me."
<<elseif $speech_attitude is "bratty">>
"I'm just great like this," <<he>> says. "You lot are the freaks."
<<else>>
"This is just how I am," you say.
<</if>>
<br><br>
The $changingRoomGender laugh. "What should we do with it?" the <<person>> asks.
<br><br>
<<else>>
<<if !$sceneGenderAppearance>><<set $sceneGenderAppearance to $changingRoomGender is "boys" ? "girl" : "boy">><</if>>
<<if $speech_attitude is "meek">>
"I like dressing as a $sceneGenderAppearance," you say. "It makes me feel pretty."
<<elseif $speech_attitude is "bratty">>
"I dress how I want," you say. "And I like dressing as a $sceneGenderAppearance."
<<else>>
"I like dressing as a $sceneGenderAppearance," you say.
<</if>>
<br><br>
The $changingRoomGender laugh. "You really are a pervert," the <<person>> says. "What should we do with <<phim>> I wonder."
<br><br>
<</if>>
<<unset $sceneGenderAppearance>>
The other $changingRoomGender shout suggestions.
<<if $worn.neck.collared is 1>>
The <<person>> ignores them, and picks up your leash. "Perfect," <<he>> says. "Time for walkies. Get on your knees like a good dog."
<br><br>
<<link [[Get on knees (0:10)|School Changing Room Knees]]>><<pass 10>><<status -10>><<trauma 6>><<stress 6>><</link>><<lcool>><<gtrauma>><<gstress>>
<br>
<<link [[Refuse|School Changing Room Naked Refuse]]>><</link>>
<br>
<<else>>
"Everyone get your phones," <<he>> says to the $changingRoomGender around <<him>>. "Make sure you get lots of evidence." <<He>> looks back at you. "Time for your punishment. Bend over."
<br><br>
<<link [[Bend over (0:10)|School Changing Room Bend]]>><<pass 10>><<status -10>><<trauma 6>><<stress 6>><</link>><<lcool>><<gtrauma>><<gstress>>
<br>
<<link [[Refuse|School Changing Room Naked Refuse]]>><</link>>
<br>
<</if>><<set $outside to 0>><<schooleffects>><<effects>>
<<if !$sceneGenderAppearance>><<set $sceneGenderAppearance to $changingRoomGender is "boys" ? "girl" : "boy">><</if>>
<<if $speech_attitude is "meek">>
"I-I didn't want to dress like a $sceneGenderAppearance," you say. "I forgot my uniform."
<<elseif $speech_attitude is "bratty">>
"Some idiot made me dress this way."
<<else>>
"I had no choice," you say. "I forgot my uniform."
<</if>>
<br><br>
The $changingRoomGender enjoy a laugh at your expense. "We're not letting you in here looking like a $sceneGenderAppearance," <<he>> says. "It's distracting." <<He>> blushes and throws you your clothes.
<br><br>
<<unset $sceneGenderAppearance>>
<<clotheson>>
<<endevent>>
<<link [[Next|School Pool Entrance]]>><</link>>
<br><<set $outside to 0>><<schooleffects>><<effects>>
<<if $phase is 0>>
<<if $speech_attitude is "meek">>
"I-I was cursed," you say. "Please don't hate me."
<<elseif $speech_attitude is "bratty">>
"I was cursed by foul sorcery," you say. "Stay back, or you'll be cursed too!"
<<else>>
"I was cursed," you say. "By evil magic."
<</if>>
<br><br>
Some of the $changingRoomGender step back. The <<person>> stands <<his>> ground, but <<his>> voice quivers. "C-curses aren't real," <<he>> says. "Right?" <<He>> glances around for support, but no one gives it.
<br><br>
<<He>> throws you your clothes, as if afraid of a disease. "You should dress like a <<print $changingRoomGender.slice(0, -1)>> if you're gonna come in here," <<he>> says. "And stay away from me."
<br><br>
<<else>>
<<if $speech_attitude is "meek">>
"A strange experiment made me like this," you say. "Please don't hate me."
<<elseif $speech_attitude is "bratty">>
"I'm a scientific experiment gone right," you say.
<<else>>
"I'm a scientific experiment gone wrong," you say.
<</if>>
<br><br>
The $changingRoomGender laugh. "They can't do that," the <<person>> says, looking around <<him>> for support. "Can they?" One of the $changingRoomGender shrugs, and the <<person>> turns back to you. <<He>> throws you your clothes. "It doesn't matter. We're not letting you in here looking like a <<gender>>. It's distracting."
<br><br>
<</if>>
<<clotheson>>
<<endevent>>
<<link [[Next|School Pool Entrance]]>><</link>>
<br><<set $outside to 0>><<schooleffects>><<effects>>
You watch the $changingRoomGender dress, oblivious to your gaze. Your heart beats faster with the fear of being caught.
<<promiscuity1>>
<<if hasSexStat("exhibitionism", 3)>>
<<skinicon "masturbate">><<link [[Masturbate (0:01)|School Changing Room Masturbation]]>><<pass 1>><<set $masturbationstart to 1>><</link>>
<br>
<</if>>
<<refuseicon>><<link [[Stop|School Pool Entrance]]>><</link>><<set $outside to 0>><<schooleffects>><<effects>>
<<flaunting>> you enter the changing room. The response to a naked <<girl>> arriving is mixed. Some grab whatever they can to cover with. Some freeze on the spot. Others cheer and whistle. All stare at you.
<<exhibitionism5>>
<<link [[Flaunt (0:05)|School Changing Room Flaunt]]>><<pass 5>><<status 1>><<arousal 600>><</link>><<gcool>><<garousal>>
<br>
<<if hasSexStat("promiscuity", 5)>>
<<link [[Goad|School Changing Room Goad]]>><<set $sexstart to 1>><</link>><<promiscuous5>>
<br>
<</if>><<set $outside to 0>><<schooleffects>><<effects>>
You march into the middle of the room and twirl.
<<if $speech_attitude is "meek">>
"I'm naked and exposed in front of you," you say. "I hope I look nice."
<<elseif $speech_attitude is "bratty">>
"You're so easy to enthral," you say.
<<else>>
"It's rude to stare," you say.
<</if>>
<<if $changingRoomGender is "boys">><<generatesm1>><<else>><<generatesf1>><</if>>
A <<person1>><<person>> reaches out to touch, but you slap <<his>> hand away.
<br><br>
You continue teasing them. The $changingRoomGender become more noisy, and daring. Until Mason shouts from the pool, "Is everything okay in there?" The spell breaks, and they back away from you. You saunter from the room.
<br><br>
<<link [[Next|School Pool Entrance]]>><<endevent>><</link>>
<br><<if $sexstart is 1>>
<<if $changingRoomGender is "boys">>
<<generatesm1>><<generatesm2>><<generatesm3>><<generatesm4>><<generatesm5>><<generatesm6>>
<<else>>
<<generatesf1>><<generatesf2>><<generatesf3>><<generatesf4>><<generatesf5>><<generatesf6>>
<</if>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<if $changingRoomGender is "boys">>
<<set $audienceforceboy to 1>>
<<else>>
<<set $audienceforcegirl to 1>>
<</if>>
You march into the middle of the room.
<<if $speech_attitude is "meek">>
"Y-you can do whatever you like to me," you say.
<<elseif $speech_attitude is "bratty">>
"What are you waiting for," you say. "I don't have all day."
<<else>>
"Don't keep me waiting $changingRoomGender," you say.
<</if>>
They don't need much convincing.
<<promiscuity5>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|School Changing Room Goad Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|School Changing Room Goad]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Is everything okay in there?" Mason shouts from the pool. <<tearful>> you saunter from the room. You feel the $changingRoomGender' thirsty gaze on your back.
<<elseif $enemyhealth lte 0>>
You knock the <<person>> against a locker. <<tearful>> you escape the room. You feel the $changingRoomGender' thirsty gaze on your back.
<<elseif $finish is 1>>
"Is everything okay in there?" Mason shouts from the pool. <<tearful>> you leave the room. You feel the $changingRoomGender' thirsty gaze on your back.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<br><br>
<<link [[Next|School Pool Entrance]]>><</link>><<set $outside to 0>><<schooleffects>><<effects>>
You run past the laughing <<person>> and away from the changing rooms.
<br><br>
<<fameexhibitionism 1>>
<<endevent>>
<<link [[Next|Hallways]]>><</link>><<effects>>
<<if $masturbationstart is 1>>
<<set $masturbationstart to 0>>
<<set $masturbationstat += 1>>
<<masturbationstart>>
Exposed yet hidden, you ogle the undressed $changingRoomGender. You think about what they'd do if they caught you, naked as you are. Your hands wander.
<<exhibitionism3>>
<<set $timer to random(1, 100)>>
<<set $mouth to "disabled">>
<</if>>
<<masturbationeffects>>
<<masturbationactions>>
<<if $corruptionMasturbation>>
<span class="red">The slime in your ear will not allow you to stop.</span>
<</if>>
<div id="masturbationButtons">
<<if $timer lte 0>>
<div id="next"><<link [[Continue|School Changing Room Masturbation Caught]]>><</link>><<nexttext>></div>
<<else>>
<div id="next"><<link [[Continue|$passage]]>><</link>><<nexttext>></div>
<</if>>
<<masturbationStopControls>>
</div>
<br><br><br><br><br><<effects>>
One of the $changingRoomGender glances in your direction. You back away from the door, your heart pounding.
<br><br>
<<endmasturbation>>
<<clotheson>>
<<endcombat>>
<<link [[Next|School Pool Entrance]]>><</link>><<effects>>
<<endmasturbation>>
<<endcombat>>
<<if $changingRoomGender is "boys">>
<<generatesm1>>
<<else>>
<<generatesf1>>
<</if>>
<<person1>>
<<if $rng gte 81>>
You hear a thud from behind. A <<person>> stands gaping at you, <<his>> bag on the floor beside <<him>>. <<He>> blinks free of <<his>> shock and grins."Guys!" <<he>> shouts. "You have an audience." The changing room falls silent.
<br><br>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Enter|School Changing Room Exhibitionism]]>><<detention 3>><</link>><<gdelinquency>><<exhibitionist5>>
<br>
<</if>>
<<link [[Run|School Changing Room Run]]>><</link>>
<br>
<<else>>
You hear a thud from behind. A <<person>> stands gaping at you, <<his>> bag on the floor beside <<him>>. Blushing, <<he>> grabs <<his>> bag and runs the way <<he>> came.
<<gstress>><<stress 3>>
<br><br>
<<clotheson>>
<<link [[Next|School Pool Entrance]]>><</link>>
<</if>><<widget "changingRoomSetup">>
<<unset $lastChangingRoom>>
<<outfitChecks>>
<<set _changingRoomGenderType to _args[0]>>
<<if ["School Boy Changing Room", "School Girl Changing Room"].includes($passage)>>
<<if $previousClothes is undefined>><<set $previousClothes to clone($worn)>><</if>>
<<run Object.entries($worn).forEach(([slot, item]) => {
const previousItem = $previousClothes[slot];
if (item.name isnot previousItem.name or item.colour isnot previousItem.colour or item.accessory_colour isnot previousItem.accessory_colour) {
if (["upper", "under_upper"].includes(slot)) _justChangedUpperClothes to true;
if (["lower", "under_lower"].includes(slot)) _justChangedLowerClothes to true;
_justChangedClothes to true;
}
})>>
<<set $previousClothes to clone($worn)>>
<</if>>
<<set _stayedInLocker to ["School Boy Changing Room", "School Girl Changing Room", "School Pool Wardrobe"].includes($passagePrev)>>
<<set _studentsKnow to ($schoolrep.crossdress gte 5 or $schoolrep.herm gte 5) and $changingroomstate isnot "empty">>
/* Base setup, may have unique overrides later */
<<set _allowedToChange to [_args[0], "h"].includes(_studentsKnow ? $player.gender : $player.gender_appearance)>>
/* Specific changing room overrides */
<<if _args[0] is "f">>
<<set _genderChance to 100 - maleChance()>>
<<if !$daily.school.changingRoomPregnancyFame>><<set $daily.school.changingRoomPregnancyFame to $player.gender_appearience is "m" ? random(500, 1500) : random(200, 1000)>><</if>>
<<if $fame.pregnancy gte $daily.school.changingRoomPregnancyFame or
playerBellyVisible() or
($forcedcrossdressingdisable is "f" and $whitneyCrossdressSwimwear gte 1 and $player.gender_appearance is "f")>>
<<set _allowedToChange to true>>
<</if>>
<<if $daily.school.changingRoomGirlAllowed and $changingroomstate isnot "empty">>
<<set _studentsKnow to true>>
<<set _allowedToChange to true>>
<</if>>
<<else>>
<<set _genderChance to maleChance()>>
<</if>>
<<set _seenGender to (_studentsKnow ? $player.gender : $player.gender_appearance)>> <!-- If they know you crossdress, then they won't judge you by appearance -->
<<set _isCrossdressing to $player.gender isnot "h" and $player.gender isnot $player.gender_appearance>>
<<set _uncomfortable to ($backgroundTraits.includes("crossdresser") and $player.gender is _args[0])>>
<<set _notStartedLesson to Time.hour is 14 and Time.minute lte 5>>
<<set _finishedLesson to Time.hour is 15 or (Time.hour is 14 and Time.minute gte 58)>>
<</widget>>
<<widget "schoolChangingRoomEmpty">>
<<if $changingroomstate is "empty" and $poolroomstate isnot "empty">>
It's currently empty, though you can hear activity in the pool proper. <<if $poolroomstate is "own">>Your lesson is in session.<</if>>
<<changingRoomFeelings 1>>
<br><br>
<<schoolPoolSwap>>
<<raidLockers>>
<<schoolChangingRoomLinks>>
<<elseif $changingroomstate is "empty">>
It's empty.
<<changingRoomFeelings 2>>
<br><br>
<<if ["changingRoom", "party", "rape"].includes($weekly.schoolNightPoolParty) and Time.dayState is "night">>
<span class="blue">You can hear the sounds of people talking and water splashing coming from the pool.</span>
<<if $weekly.schoolNightPoolParty is "changingRoom">>
<br>
<<ind>><<link [[Peek inside|School Night Pool Party Peek]]>><</link>>
<</if>>
<br><br>
<</if>>
<<schoolChangingRoomLinks>>
<</if>>
<</widget>>
<<widget "schoolChangingRoomLinks">>
<<if $exposed gte 2 and hasSexStat("exhibitionism", 5) and $poolroomstate isnot "empty">>
<<swimmingicon>><<link [[Enter the pool room|School Pool]]>><<set $lastChangingRoom to $passage>><<set $justEntered to true>><<unset $previousClothes>><</link>><<if $swimall isnot 1>><<gdelinquency>><</if>>
<<elseif $exposed gte 2 and $swimall isnot 1 and $poolroomstate isnot "empty">>
<span class="pink">You can't enter the pool while so exposed!</span>
<<elseif $weekly.schoolNightPoolParty is "rape" and Time.dayState is "night">>
<span class="purple">You shouldn't provoke them further.</span>
<<else>>
<<swimmingicon>><<link [[Enter the pool room|School Pool]]>><<set $lastChangingRoom to $passage>><<set $justEntered to true>><<unset $previousClothes>><</link>>
<</if>>
<br>
<<if $earSlime.forcedCommando isnot undefined and !$worn.under_lower.type.includes("naked")>>
<span class="red">The slime in your ear refuses to allow you to leave with <<underwearTypeText>> on.</span>
<<elseif $exhibitionism lte 75 and $exposed gte 1>>
<span class="pink">You can't go out while so exposed!</span>
<<elseif $exposed gte 1>>
<<getouticon>><<link [[Leave|School Pool Entrance Exhibitionism]]>><<unset $previousClothes>><</link>>
<<else>>
<<getouticon>><<link [[Leave|School Pool Entrance]]>>
<<if $daily.whitney.whitneyCrossdressSwimwear>><<run $daily.whitney.whitneyCrossdressSwimwear.push(`${$changingRoomGender} exit`)>><</if>><<unset $previousClothes>>
<</link>>
<</if>>
<<schoolpoolclothes _store_location>>
<<lockericon>><<link [[Locker|School Pool Wardrobe]]>><</link>>
<<exitAll>>
<</widget>>
<<widget "destination_pool">>
<<if $changingRoomGender is "boys">>
<<link [[Next|School Boy Changing Room]]>><<endevent>><</link>>
<<else>>
<<link [[Next|School Girl Changing Room]]>><<endevent>><</link>>
<</if>>
<</widget>>
<<widget "changingRoomFeelings">>
<<if $schoolrep.crossdress lt 3 and _args[0] is undefined>>
<<if $backgroundTraits.includes("crossdresser") and $player.gender isnot _changingRoomGenderType>>
<<if !$daily.school.changingRoomStressRelief>>
<span class="green">You feel good about that.</span><<lstress>><<stress -3>><<set $daily.school.changingRoomStressRelief to true>>
<<else>>
You feel good about that.
<</if>>
<<elseif $NudeGenderDC isnot -1 and !_uncomfortable>>
You feel naughty.
<</if>>
<<elseif _uncomfortable>>
<br><br>
<<switch _args[0]>>
<<case 1>>Even alone, being in the $changingRoomGender' changing room makes you <span class="red">uncomfortable.</span>
<<case 2>>Even so, being in the $changingRoomGender' changing room makes you <span class="red">uncomfortable.</span>
<<default>>Being in the $changingRoomGender' changing room makes you <span class="red">uncomfortable.</span>
<</switch>><<gstress>><<stress 1>>
<<elseif $NudeGenderDC isnot -1 and _isCrossdressing>>
/* Intentional lack of br */
<<switch _args[0]>>
<<case 1>>Even alone, being here makes you feel naughty, as well as worried you'll be caught.
<<case 2>>Even so, being here makes you feel naughty.
<<default>> /* Intentional blank, this one is handled outside the widget */
<</switch>>
<</if>>
<</widget>>
<<widget "eventsSchoolChangingRoomsBoys">>
<<if $daily.school.changingRoomBoyEvent is Time.date.timeStamp or random(0, 100) gte 25>><<exit>><</if>>
/* These events make use non-widget usages of "he", "his", etc. These are intentional and should not be changed */
<<cleareventpool>>
<<if $poolroomstate is "own" and $worn.under_lower.name is "naked" and ($worn.lower.name is "naked" or $worn.lower.name.includes("towel"))>>
<<if $worn.lower.name.includes("towel")>>
<<if _genderChance gt 0 and $player.penisExist and !playerChastity("hidden")>>
<<addinlineevent "schoolChangingRoomBoysEvent">>
<<if $worn.genitals.name is "chastity parasite" or (!playerChastity("penis") and $parasite.penis.name)>>
<<set _chastity to "parasite covered">>
<<elseif playerChastity("cage")>>
<<set _chastity to "caged">>
<<else>>
<<set _chastity to "">>
<</if>>
One of your classmates yanks your towel off your hips while your hands are out of the way, exposing your <<genitals>> in front of your classmates.
<<lowerstrip>>
<<if $player.penissize is 4>>
The changing room erupts into laughter and a few students make crude comments about your <<EZbig>><<if _chastity>> but _chastity<</if>> <<EZpenis>> as you rush to cover yourself.
<<elseif $player.penissize lte 1>>
The changing room erupts into laughter at your newly exposed <<EZsmall>><<if _chastity>> and _chastity<</if>> <<genitals>>. <<Penisremarkquote>> says one of the boys as you clasp your hands over your <<EZsmall>> <<EZpenis>> in shame.
<<status -5>><<lcool>>
<<else>>
The changing room erupts into laughter and a few students make crude comments about your<<if _chastity>> _chastity<</if>> <<EZpenis>> as you rush to cover yourself.
<</if>>
<<incgpenisinsecurity>><<trauma 5>><<gtrauma>>
<</addinlineevent>>
<</if>>
<<else>> /* $worn.lower.name is "naked" */
<<addinlineevent "schoolChangingRoomBoysEvent">>
<<if _genderChance gt 0 and random(0, 100) gte 75 and $player.penisExist and !playerChastity("hidden")>>
<<if $worn.genitals.name is "chastity parasite" or (!playerChastity("penis") and $parasite.penis.name)>>
<<set _chastity to "parasite covered">>
<<elseif playerChastity("cage")>>
<<set _chastity to "caged">>
<<else>>
<<set _chastity to "">>
<</if>>
One of your classmates grabs both of your arms and tugs them behind your back as he yells for everyone to look.
<<if $player.penissize is 4>>
The changing room erupts into laughter and a few students make crude comments about your <<EZbig>><<if _chastity>> but _chastity<</if>> <<genitals>>.
<br><br>
Having had their fun, the boy lets you go, and the room goes back to how it was. You still hear the odd whisper about your unusual size mixed in with the general murmuring between students.
<<elseif $player.penissize lte 1>>
The changing room erupts into laughter at your newly exposed <<EZsmall>> <<genitals>>.
<br><br>
<<Penisremarkquote>> says one of the boys, before your arms are released and you quickly clasp your hands over your <<EZsmall>><<if _chastity>> and _chastity<</if>> <<EZpenis>> in shame.
<<status -5>><<lcool>>
<<else>>
The changing room erupts into laughter and a few students make crude comments about your <<genitals>>.
<br><br>
Having had their fun, the boy lets you go, and the room goes back to how it was.
<</if>>
<<trauma 5>><<gtrauma>><<incgpenisinsecurity>>
<<else>>
<br><br>
One of the boys whips your naked backside with a towel, and the changing room erupts into laughter. "If you don't want us using your butt for target practise you should <<print ["cover it", "get dressed", "put something over it", "put something on", "put your clothes on"].pluck()>>" says the boy.
<<pain 2>><<gpain>>
<</if>>
<</addinlineevent>>
<</if>>
<</if>>
<<addinlineevent "schoolChangingRoomBoysEvent">>
A couple of the more confident boys are comparing their penis sizes. No one pays you any mind.
<br><br>
"Dude, nice cock!" You hear one of the boys across the room compliment a peer. "Who do you think is bigger?" He and his friend <<= either("hold their shafts next to each other and compare lengths", "boast about who's bigger", "brag about how they can satisfy their partners")>>. Eventually they put on their <<if Time.minute gte 45>>clothes and leave the changing room<<else>>swim trunks and head into the pool room<</if>>.
<</addinlineevent>>
<<if $malevictimchance gt 0>>
<<if _finishedLesson>>
<<addinlineevent "schoolChangingRoomBoysEvent">>
One of the guys asks around the room to see if anyone has an extra pair of underwear. He claims that someone broke into his locker and took his. No one offers to help, leaving him to nervously put his shorts on and leave the locker room.
<</addinlineevent>>
<</if>>
<<addinlineevent "schoolChangingRoomBoysEvent">>
One of the larger boys rips a towel away from one of your smaller classmates. The bully <<= either("twists it into a rattail and whips it at the boy's naked body", "holds the towel over his head as he mocks the boy's size")>>. The smaller guy's almost in tears by the time he returns the towel. Thankfully, no one interrupts you as you get changed.
<</addinlineevent>>
<<if _notStartedLesson>>
<<addinlineevent "schoolChangingRoomBoysEvent">>
On the other side of the room, a group of popular boys start picking on a nerdy boy. They give him a massive wedgie, lifting him off the ground by his underwear. The fabric eventually tears, leaving the nerdy boy mortified and naked on the cold floor as the others leave the locker room. Thankfully, they leave you alone.
<</addinlineevent>>
<</if>>
<</if>>
<<if $player.breastsize gte 3>>
<<addinlineevent "schoolChangingRoomBoysEvent">>
One of the boys changing nearby looks you over and teases, "If your pecs get any bigger, we may need to make you use the girls' locker room." The others chuckle and smirk.
<<if $player.gender is "f" and $NudeGenderDC gte 0 and !_studentsKnow>>
They do not know you are actually a girl. <<if _uncomfortable>><<gstress>><<stress 1>><</if>>
<<else>>
<<stress 5>><<gstress>>
<</if>>
<</addinlineevent>>
<<if _genderChance gt 0>>
<<addinlineevent "schoolChangingRoomBoysEvent">>
<<generatesm1>><<person1>>
You feel a hand grope your <<breasts>> from behind. Spinning in place, you see a <<person>> with a grin on his face.
<<endevent>>
<<if $player.breastsize gte 9>>
"Damn, you're huge! I'd love to make those boobs jiggle some time."
<<elseif $player.breastsize gte 6>>
"Wow, you have a big breasts! I'd love to see how you work it some time."
<<else>>
"Nice breasts. I'd love to try them out some time!"
<</if>>
He gives you a wink
<<arousal 300 "bottom">>
<<if $arousal gte $arousalmax>>
just as you're pushed over the edge.
<<garousal>>
<br><br>
<<orgasm>>
"Someone's clearly pent up," he laughs.
<<if $adultshopunlocked and random(1)>>
"You should get yourself a stroker from the adult shop, those are fun."
<<else>>
"I'm sure you could find others to help you out."
<</if>>
<<elseif $arousal gte $arousalmax / 2>>
and walks away, leaving you feeling aroused. <<garousal>>
<<else>>
and walks away, leaving you feeling flustered. <<garousal>>
<</if>>
<</addinlineevent>>
<</if>>
<</if>>
<<if !$player.vaginaExist>>
<<addinlineevent "schoolChangingRoomBoysEvent">>
While changing one of your nearby classmates gestures towards <<if _bottomless>>your penis<<else>>the bulge in your <<exposedlower>><</if>>.
<<if $player.penissize gte 3>>
"I bet you get all the attention!"
<<elseif $player.penissize gte 1>>
"Looks like you've got a decent package. Does it get a lot of action?"
<<else>>
"I don't think you're going to impress anyone with that little thing."
<</if>>
<br><br>
<<if _uncomfortable>>
You give a sheepish response and do your best to end the conversation as quickly as possible. <<stress 5>><<gstress>>
<<else>>
You give a polite response and make some casual small talk while you finish getting changed.
<</if>>
<</addinlineevent>>
<</if>>
<<if _genderChance gt 0>>
<<addinlineevent "schoolChangingRoomBoysEvent">>
<<generatesm1>><<person1>>
<<set _infront to random(1)>>
<<if _infront>>
As you walk around the changing room, a <<person>> just in front of you suddenly stops and bends over, causing you to bump into his ass.
<<else>>
While bending down towards your locker, a <<person>> approaches you from behind and grabs your hips. He grinds his crotch against your ass for a moment before letting go.
<</if>>
<<endevent>>
<<arousal 300 "genitals">>
<<if $arousal gte $arousalmax>>
Before he can say anything, you're pushed over the edge. <<garousal>>
<br><br>
<<orgasm>>
He stares at you for a moment before walking away.
<<elseif _infront and (!$player.penisExist or playerChastity("penis") or $player.penissize lte 0)>>
"Oops, sorry!" He pauses, grinding his ass against your crotch. "Hey, <<print either("are you all locked up under there", "you got a tiny dick or what")>>?" he says playfully. He gives you a wink, then walks away. <<garousal>>
<<else>>
"Oops, sorry, I didn't see you there. I'm so clumsy," he says playfully. You suspect it wasn't an accident. <<garousal>>
<</if>>
<</addinlineevent>>
<</if>>
<<if _eventpool.length>>
<br><br>
<<set $daily.school.changingRoomBoyEvent to Time.date.timeStamp>>
<<runeventpool>>
<<set _eventOccured to true>>
<br><br>
<</if>>
<</widget>>
<<widget "eventsSchoolChangingRoomsGirls">>
<<if $daily.school.changingRoomGirlEvent is Time.date.timeStamp or random(0, 100) gte 25>><<exit>><</if>>
/* These events make use non-widget usages of "she", "her", etc. These are intentional and should not be changed */
<<cleareventpool>>
<<addinlineevent "schoolChangingRoomGirlsEvent">>
A couple of the more confident girls are comparing their breast sizes. No one pays you any mind.
"Dang, you've got a nice pair!" You hear one of the girls across the room compliment a peer. "How do you think they compare to mine?" She cups her breasts, pushing them up. She and her friend <<= either("squish their chests together and giggle", "argue good-naturedly over who's bigger", "admire each other's breasts")>>. Eventually, they put on their <<if Time.minute gte 45>>clothes and leave the changing room<<else>>swimsuits and head into the pool room<</if>>.
<</addinlineevent>>
<<if $malevictimchance lt 100>>
<<if _finishedLesson>>
<<addinlineevent "schoolChangingRoomGirlsEvent">>
One of the girls asks around the room to see if anyone has an extra pair of panties. She claims that someone broke into her locker and took hers. No one offers to help, leaving her to nervously put her skirt on and leave the locker room.
<</addinlineevent>>
<</if>>
<<if _notStartedLesson>>
<<addinlineevent "schoolChangingRoomGirlsEvent">>
On the other side of the room, a group of popular girls giggles as they cut holes in a nerdy girl's swimsuit. Their unaware victim pulls on her swimsuit, only to squeak in embarrassment when she realises that her nipples are exposed. The popular girls burst into laughter and exit the locker room, leaving the mortified girl covering her breasts. Thankfully, they leave you alone.
<</addinlineevent>>
<</if>>
<</if>>
<<if $worn.over_lower.name is "naked" and $worn.lower.name is "naked" and $worn.under_lower.name isnot "naked" and $worn.under_lower.reveal gte 500>>
<<addinlineevent "schoolChangingRoomGirlsEvent">>
"Ooh, those are pretty," one of your classmates says, running a finger along the waistband. "<<= either("I'll have to pick some up myself", "I bet they'd look even better on my bedroom floor", "I bet what's underneath is even nicer")>>." She gives you a suggestive look, but leaves you alone to get changed. <<arousal 100>><<garousal>><<if _uncomfortable>><<stress 5>><</if>>
<</addinlineevent>>
<</if>>
<<if $player.breastsize lte 2>>
<<addinlineevent "schoolChangingRoomGirlsEvent">>
One of the girls changing nearby looks you over and teases, "If your breasts get any smaller, we may need to make you use the boys' locker room." The others giggle and smirk.
<<if $player.gender is "m" and $NudeGenderDC gte 0 and !_studentsKnow>>
They do not know you are actually a boy. <<if _uncomfortable>><<gstress>><<stress 1>><</if>>
<<else>>
<<gstress>><<stress 5>>
<</if>>
<</addinlineevent>>
<</if>>
<<if $player.breastsize lte 2 and $worn.over_upper.name is "naked" and $worn.upper.name is "naked" and $worn.under_upper.name.includes("bra")>>
<<addinlineevent "schoolChangingRoomGirlsEvent">>
One of the girls changing nearby pulls and snaps your bra strap. "Do you even need one of these with your small boobs?" She laughs as she leaves to get changed.
<<if $player.gender is "m" and $NudeGenderDC gte 0 and !_studentsKnow>>
They do not know you are actually a boy. <<if _uncomfortable>><<gstress>><<stress 1>><</if>>
<<else>>
<<gstress>><<stress 5>>
<</if>>
<</addinlineevent>>
<</if>>
<<if _genderChance gt 0>>
<<addinlineevent "schoolChangingRoomGirlsEvent">>
<<generatesf1>><<person1>>
You feel a hand grope your <<bottom>> from behind. Spinning in place, you see a <<person>> with a grin on her face.
<<endevent>>
<<if $player.bottomsize gte 6>>
"Damn, you're thick! I'd love to make that ass jiggle some time."
<<elseif $player.bottomsize gte 4>>
"Wow, you have a tight ass! I'd love to see how you work it some time."
<<else>>
"Nice ass. I'd love to try it out some time!"
<</if>>
She gives you a wink
<<arousal 300 "bottom">>
<<if $arousal gte $arousalmax>>
just as you're pushed over the edge.
<<garousal>>
<br><br>
<<orgasm>>
"Someone's clearly pent up," she laughs.
<<if $adultshopunlocked and random(1)>>
"You should get yourself a dildo from the adult shop, those are fun."
<<else>>
"I'm sure you could find others to help you out."
<</if>>
<<elseif $arousal gte $arousalmax / 2>>
and walks away, leaving you feeling aroused. <<garousal>>
<<else>>
and walks away, leaving you feeling flustered. <<garousal>>
<</if>>
<</addinlineevent>>
<</if>>
<<if _genderChance gt 0>>
<<addinlineevent "schoolChangingRoomGirlsEvent">>
<<generatesf1>><<person1>>
As you walk around the changing room, a <<person>> walking just a few paces in front of you suddenly stops and bends over, causing you to bump into her ass.
<<endevent>>
<<arousal 300 "genitals">>
<<if $arousal gte $arousalmax>>
Before she can say anything, you're pushed over the edge. <<garousal>>
<br><br>
<<orgasm>>
She stares at you for a moment before walking away.
<<elseif ($player.penisExist and !playerChastity("penis") and $player.penissize gte 2) or playerHasStrapon()>>
"Oops, sorry!" She pauses, grinding her ass against your crotch. "Hey, what are you hiding under there?" she says playfully. She gives you a wink, then walks away. <<garousal>>
<<else>>
"Oops, sorry, I didn't see you there. I'm so clumsy," she says playfully. You suspect it wasn't an accident. <<garousal>>
<</if>>
<</addinlineevent>>
<</if>>
<<if _eventpool.length>>
<br><br>
<<set $daily.school.changingRoomGirlEvent to Time.date.timeStamp>>
<<runeventpool>>
<<set _eventOccured to true>>
<br><br>
<</if>>
<</widget>>
<<widget "schoolPoolSwap">>
<<if $schoolrep.crossdress gte 1 and !$weekly.schoolPoolSwap and currentSkillValue('skulduggery') gte 400>>
<br>
<<if Time.minute lte 40>>
<span class="lblue">An idea strikes you.</span> Perhaps you could distract from your reputation as a crossdresser.
<br>
<<link [[Swap the boys' and girls' clothes (0:20)|School Changing Swap]]>><<schoolrep crossdress -1>><<pass 20>><<detention 12>><<set $weekly.schoolPoolSwap to true>><</link>><<ggdelinquency>>
<br>
<<else>>
<span class="lblue">An idea strikes you.</span> Perhaps you could distract from your reputation as a crossdresser.
<br>
You peek into the pool. The lesson will end soon. You'd need more time to prepare.
<br>
<</if>>
<</if>>
<</widget>>
<<widget "raidLockers">>
<<if $panty_thief gte 1>>
<<if $daily.lockerMason is 2>>
<span class="blue">Mason keeps poking <<nnpc_his Mason>> head in. You won't be able to raid any more lockers today.</span>
<br>
<<elseif Time.minute lte 47>>
<span class="clothes-white"><<icon "clothes/thong.png">></span><<link [[Raid a locker (0:10)|School Changing Room Locker]]>><<pass 10>><<arousal 600>><</link>><<garousal>>
<br>
<<else>>
<span class="blue">The lesson will be over soon. There's no time to raid a locker.</span>
<br>
<</if>>
<</if>>
<</widget>>
<<widget "schoolpoolclothesreset">>
<<storereturn _args[0]>>
<<wardrobeSelection true>>
<<wearoutfit>>
<</widget>>
<<widget "schoolpoolclothes">>
<<if $wearoutfittext isnot undefined>>
<br><br>
<span class="purple">
<<switch $wearoutfittext>>
<<case 1>>
You gather your clothing from the bench and carefully put them on.
<<case 2>>
You put away the clothing into your locker.
<<default>>
You change into your <<print $wearoutfittext.toLowerCase()>>.
<</switch>>
</span>
<<unset $wearoutfittext>>
<</if>>
<<storeon _args[0] "check">>
<<if _store_check is 1>>
<<set _clothes to clothingInStorage(_args[0])>>
<<if _clothes.length gt 0>>
<br><br>
<<if _clothes.length gt 2>>
Your clothes are gathered in a neat pile next to the lockers.
<br>
<<elseif _clothes.length is 2>>
Your _clothes[0].name and _clothes[1].name are lying on the bench next to the lockers.
<br>
<<else>>
Your _clothes[0].name is lying on the bench next to the lockers.
<br>
<</if>>
<<clothingicon _clothes[0] _clothes[0].slot>><<link [[Put on|$passage]]>><<storeload _args[0]>><<set $eventskip to 1>><<set $wearoutfittext to 1>><</link>>
<br>
<<lockericon "put in">><<link [[Put away|$passage]]>><<storeon _args[0] "return">><<set $eventskip to 1>><<set $wearoutfittext to 2>><</link>>
<</if>>
<</if>>
<br><br>
//Swimming sets://
<br>
<<listswimoutfits $wardrobe_location _args[0] true>>
<br>
//Normal sets://
<br>
<<listoutfitsPassage $wardrobe_location _args[0] true>>
<br>
<</widget>>
<<widget "schoolpoolundress">>
<<set _store_location to "school pool">>
<<if $player.gender_appearance is "m">>
<<set _store_location += " boys">>
<<set $schoolpoolundress to "boys">>
<<else>>
<<set _store_location += " girls">>
<<set $schoolpoolundress to "girls">>
<</if>>
<<if clothingInStorage(_store_location).length is 0>>
<<storesave _store_location>>
<<else>>
<<strip>>
<<returnCarried>>
<<set $schoolpoolundress to "wardrobe">>
<</if>>
<</widget>>
<<widget "schoolclothesreset">>
<<storeon "school pool boys" "return">>
<<storeon "school pool girls" "return">>
<</widget>>
<<widget "schoolPoolEntranceExposed">>
You peek around the corner. You see $changingRoomGender in various states of undress. They'd spot you if you tried to enter.
<br><br>
<<ind>><<link [[Watch (0:05)|School Changing Room Watch]]>><<pass 5>><</link>><<promiscuous1>>
<br>
<<if hasSexStat("exhibitionism", 3)>>
<<skinicon "masturbate">><<link [[Masturbate (0:01)|School Changing Room Masturbation]]>><<pass 1>><<set $masturbationstart to 1>><</link>><<exhibitionist3>>
<br>
<</if>>
<<if hasSexStat("exhibitionism", 5)>>
<<ind>><<link [[Enter (0:05)|School Changing Room Exhibitionism]]>><<pass 5>><<detention 3>><</link>><<gdelinquency>><<exhibitionist5>>
<br>
<</if>>
<<getouticon>><<link [[Leave|School Pool Entrance]]>><</link>>
<</widget>>
<<widget "schoolPoolEntranceMistake">>
<<set $daily.school.changingRoomEntered to Time.hour>>
<<if $player.gender_appearance isnot _changingRoomGenderType and $NudeGenderDC isnot -1>>
It's full of $changingRoomGender in various states of undress who, thinking you're a <<girl>>, hastily cover up as you enter.
<<else>>
It's full of $changingRoomGender in various states of undress who hastily cover up as you enter.
<</if>>
Many look about to die from embarrassment, but some are angry and shoo you out.
<<detention 3>><<gdelinquency>>
<br><br>
<<link [[Next|School Pool Entrance]]>><</link>>
<</widget>>
<<widget "schoolPoolEntranceCaught">>
<<if $changingRoomGender is "boys">><<generatesm1>><<else>><<generatesf1>><</if>><<person1>>
<<if $player.gender_appearance isnot _changingRoomGenderType and $NudeGenderDC isnot -1>>
It's full of $changingRoomGender in various states of undress who, thinking you're a <<girl>>, hastily cover up as you enter.
<<else>>
It's full of $changingRoomGender in various states of undress who hastily cover up as you enter.
<</if>>
Many look angry. A <<person>> drops <<his>> bag and steps forward. "You pervert," <<he>> says. "You can't keep barging in here." <<He>> grabs your arm.
<<detention 3>><<gdelinquency>>
<br><br>
<<link [[Try to escape|School Changing Room Escape]]>><</link>><<physiquedifficulty 4000 14000>>
<br>
<<link [[Flirt|School Changing Room Flirt]]>><</link>><<promiscuous1>>
<br>
<<link [[Apologise|School Changing Room Apologise]]>><</link>>
<</widget>><<set $outside to 0>><<set $location to "pool">>
<<set $changingRoomGender to "boys">> /* Used for the wardrobe exit and other elements, do not remove */
<<set $wardrobe_location to "schoolBoys">>
<<set _store_location to "school pool boys">>
<<set _earSlimeEnableSwimwear to true>>
<<schoolpoolclothesreset _store_location>>
<<schooleffects>><<effects>>
You are in the $changingRoomGender' changing room.
<<if $arousal gte $arousalmax>>
<<orgasmLocation "boyChangingRoom">>
<</if>>
<<changingRoomSetup "m">>
<<schoolChangingRoomEmpty>> /* Bare in mind that <<schoolChangingRoomLinks>> makes use of <<exitAll>> */
<<if _justChangedClothes>>
It's full of $changingRoomGender in various states of undress.
<<cleareventpool>>
<<set _genitalText to $player.vaginaExist and (_bottomless or _justChangedLowerClothes) and $NudeGenderDC gte 0>>
<<set _breastText to (_topless and $player.perceived_breastsize gte 3) or $player.perceived_breastsize gte 6>>
<<if _genitalText>>
<br><br>
You do your best to block the view of your <<pussy>><<if !_bottomless>> while changing<</if>>.
<<if $player.gender isnot _changingRoomGenderType and _studentsKnow>>
<<addinlineevent "schoolChangingRoomBoysComment">>
One of the boys gives you a strange look. "What's the point of getting changed here if you're just going to hide like that? It's so weird." <<gstress>><<stress 2>>
<</addinlineevent>>
<<else>>
<<addinlineevent "schoolChangingRoomBoysComment">>
"What are you hiding for? <<print either("You got a tiny dick or what?", "You got a monster cock or something? C'mon, let it all hang out,", "You go and get yourself locked up?")>>" He snickers to himself, but doesn't pry further. <<incgpenisinsecurity>>
<</addinlineevent>>
<</if>>
<</if>>
<<if _breastText>>
<<if !_genitalText>><br><br><</if>>
<<if $player.perceived_breastsize gte 9>>
You spot a number of the $changingRoomGender openly staring at your <<if _topless>>exposed <</if>><<breasts>>.
<<else>>
While you're at your locker, you overhear some of the $changingRoomGender whispering about your <<if _topless>>exposed <</if>><<breasts>>.
<</if>>
<<if $lactating is 1 and _topless>>
<<addinlineevent "schoolChangingRoomBoysComment">>
"Bro," one of them says, "is that milk coming out of your nipples?" He sounds morbidly fascinated.
<</addinlineevent>>
<</if>>
<</if>>
<<if _studentsKnow>>
<<if _isCrossdressing>>
<<addinlineevent "schoolChangingRoomBoysComment">>
One of them approaches you, eyeing you up and down. "Wow, you <<print either("really ", "kinda ", "almost ", "")>>look like a <<girl>> wearing that."
<</addinlineevent>>
<<elseif $player.gender isnot "h">>
<<addinlineevent "schoolChangingRoomBoysComment">>
"What's with those clothes?" one of them asks you. "I thought you were supposed to be a crossdresser."
<</addinlineevent>>
<<else>>
<<addinlineevent "schoolChangingRoomBoysComment">>
One of them sidles up to you. "So, I have to know... have you ever been in the girls' changing room?" he asks. "<<print either("Please tell me they compare boob sizes!", $player.perceived_breastsize gte 3 ? "With tits like that, I'm sure you fit right in.<<set _breastInsecurity to true>>" : "I bet they'd all laugh at a flatty like you.<<set _breastInsecurity to true>>")>>"
<</addinlineevent>>
<</if>>
<</if>>
<<if _breastText>>
<<if _studentsKnow>>
<<addinlineevent "schoolChangingRoomBoysComment">>
"Damn, did you come in here <<print either("just to make us drool", "to show off those tits", "to look for a new boyfriend")>> or what?"
<</addinlineevent>>
<<else>>
<<addinlineevent "schoolChangingRoomBoysComment">>
"Damn, I've <<print either("seen girls with", "had girlfriends with", "slept with girls that had", "fucked girls with")>> smaller tits than you."
<</addinlineevent>>
<</if>>
<</if>>
<<if playerBellyVisible()>>
<<if _studentsKnow>>
<<addinlineevent "schoolChangingRoomBoysComment">>
One of them eyes your belly. "Should you even be allowed in here if you're pregnant?" He doesn't push the matter further and leaves you alone.
<</addinlineevent>>
<<else>>
<<addinlineevent "schoolChangingRoomBoysComment">>/* Intended usage of he */
One of them pokes your belly and snickers. "<<print either("How much did you eat last night?", "Are you smuggling a watermelon in here?", "I know beer bellies are a thing, but this is next level, dude.")>>"
<br><br>
You try to ignore his teasing, but he's relentless. His friend finally drags him away from you, <<= either("giving you an apologetic look", "mouthing an apology", "giving him a stern lecture about appropriate behaviour")>>. <<famepregnancy 1>>
<</addinlineevent>>
<</if>>
<</if>>
<<if _eventpool.length and $daily.school.changingRoomBoyComment isnot Time.date.timeStamp>>
<<set $daily.school.changingRoomBoyComment to Time.date.timeStamp>>
<<if !_breastText or !_genitalText>><br><br><</if>>
<<runeventpool>>
<<if _breastText or _breastInsecurity>><<incgbreastinsecurity>><</if>>
<<elseif _genitalText or _breastText>>
<<if _breastText or _breastInsecurity>><<incgbreastinsecurity>><</if>>
<</if>>
<br><br>
<<schoolChangingRoomLinks>>
<<elseif _allowedToChange or _stayedInLocker>>
It's full of $changingRoomGender in various states of undress.
<<eventsSchoolChangingRoomsBoys>>
<<if !_eventOccured>>
<<if playerBellyVisible()>>
<br><br>
Some of the $changingRoomGender look at you uncomfortably, mostly to your <<print playerAwareTheyArePregnant() ? "pregnant belly" : "pregnant looking belly">>. It's clearly making them think you're a girl. <<gstress>>
<<elseif $player.penisExist and $player.vaginaExist>>
<br><br>
<<generatesm1>><<person1>>
<<switch $schoolrep.herm>>
<<case 0>> No one gives you a second glance, unaware of your hermaphroditism.
<<case 1>> A <<person>> glances at your crotch. <<He>> whispers something to <<his>> friend, who shakes <<his>> head<<print either (", unconvinced", " sceptically", " doubtfully", " and rolls <<his>> eyes", " and laughs")>>. <span class="purple">Rumours about your genitalia are beginning to spread.</span>
<<case 2>> A <<person>> glances at your crotch. <<He>> whispers something to <<his>> friend, who <<print either ("shakes <<his>> head, unconvinced", "appears convinced", "nods thoughtfully", "eyes you warily", "snickers")>>. <span class="purple">Rumours about your genitalia are beginning to spread.</span>
<<case 3>> Some glance at your crotch. A few <<print either("point at you and whisper to their friends", "make rude gestures", "stare for an uncomfortably long period of time", "look as though they're going to say something, but remain quiet", "ask intrusive questions about what's in your pants")>>. <span class="pink">They've heard the rumours.</span>
<<case 4>> Some glance at your crotch. A <<person>> points at you and <<print either("laughs", "cracks a rude joke", "elbows <<his>> friend", "mocks you")>> as you head to your locker. <span class="pink">They've heard the rumours.</span>
<<case 5>> Many glance at your crotch, openly whispering and pointing at you. A few <<print either("make snide comments", "laugh", "jeer", "mock you", "catcall you")>> as you pass them on the way to your locker. <span class="red">They've heard the rumours, and you suspect everyone else has too.</span>
<</switch>>
<<endevent>>
<<elseif $player.gender isnot $player.gender_appearance and $NudeGenderDC isnot -1>>
<<if $schoolrep.crossdress gte 3>>
<br><br>
Some of the $changingRoomGender look at you uncomfortably. A few keep their eyes glued on you as you head to your locker. <span class="pink">They <<if $schoolrep.crossdress gte 5>>know<<else>>suspect<</if>> the rumours of you crossdressing are true.</span> <<gstress>>
<<elseif _stayedInLocker and $player.gender_appearance isnot _changingRoomGenderType>>
<br><br>
/* Occurs when the player gender_appearance changes after changing clothes, could probably be expanded on */
Some of the $changingRoomGender stare at you, their expressions mixed with curiosity and confusion.
/*
Something like this might work here and the other similar bits of text, tho would need limiting to once per Time.date.timeStamp
But <<print either("none of them asks you to leave", "another boy/girl bumps into them; they turn away from you and chase after him/her", "their friends shout for them to hurry up, and they soon leave the changing room", "they get distracted by a particularly loud slam of the locker doors from somewhere else in the changing room")>>.
*/
<<elseif $schoolrep.crossdress lt 3>>
<br><br>
No one gives you a second glance, not realising you're a <<gender>>. <<changingRoomFeelings>>
<</if>>
<<elseif _stayedInLocker and $player.gender_appearance isnot _changingRoomGenderType and $NudeGenderDC isnot -1>>
<br><br>
/* Occurs when the player gender_appearance changes after changing clothes, could probably be expanded on */
Some of the $changingRoomGender stare at you, their expressions mixed with curiosity and confusion.
<</if>>
<<changingRoomFeelings 0>>
<br><br>
<</if>>
<br><br>
<<schoolChangingRoomLinks>>
<<else>>
<<if $exposed gte 2 and _genderChance isnot 0>>
<<schoolPoolEntranceExposed>>
<<else>>
<<cleareventpool>>
/* ToDo: Could also include events relating to the player being locked in chastity and/or having various sized penises/breasts, dialog unique to males, focus on the players breast */
<<if $daily.school.changingRoomBoyNotAllowed and _genderChance>>
<<addevent "schoolPoolEntranceCaught">>
<<else>>
<<addevent "schoolPoolEntranceMistake">>
<</if>>
<<runeventpool>>
<<set $daily.school.changingRoomBoyNotAllowed to true>>
<</if>>
<</if>><<set $outside to 0>><<set $location to "pool">>
<<set $changingRoomGender to "girls">> /* Used for the wardrobe exit and other elements, do not remove */
<<set $wardrobe_location to "schoolGirls">>
<<set _store_location to "school pool girls">>
<<set _earSlimeEnableSwimwear to true>>
<<schoolpoolclothesreset _store_location>>
<<schooleffects>><<effects>>
You are in the $changingRoomGender' changing room.
<<if $arousal gte $arousalmax>>
<<orgasmLocation "girlChangingRoom">>
<</if>>
<<changingRoomSetup "f">>
<<schoolChangingRoomEmpty>> /* Bare in mind that <<schoolChangingRoomLinks>> makes use of <<exitAll>> */
<<if _justChangedClothes>>
It's full of $changingRoomGender in various states of undress.
<<cleareventpool>>
<<set _genitalText to $player.penisExist and (_bottomless or _justChangedLowerClothes) and $NudeGenderDC gte 0>>
<<set _breastText to (_topless and $player.perceived_breastsize lte 1) or $player.perceived_breastsize lte 3 or ($player.gender is "m" and _studentsKnow)>>
<<if _genitalText>>
<br><br>
You do your best to block the view of your <<penis>><<if !_bottomless>> while changing<</if>>.
<<if $player.gender isnot _changingRoomGenderType and _studentsKnow>>
<<addinlineevent "schoolChangingRoomGirlsComment">>
One of the girls gives you a strange look. "What's the point of getting changed here if you're just going to hide like that? It's so weird." <<gstress>><<stress 2>>
<</addinlineevent>>
<<else>>
<<addinlineevent "schoolChangingRoomGirlsComment">>/* Intended usage of She */
One of the girls gives you a concerned glance. "Are you okay?" she asks. "Don't be shy, it's just us girls here."
<</addinlineevent>>
<</if>>
<</if>>
<<if _breastText>>
<<if !_genitalText>><br><br><</if>>
While you're at your locker, you overhear some of the $changingRoomGender whispering about your <<if _topless>>exposed <</if>><<breasts>>.
<<if $player.gender is "m" and _studentsKnow>>
<<if $player.breastsize gte 3>>
<<addinlineevent "schoolChangingRoomGirlsComment">>
One of them marvels at your chest. "I had no idea a boy could have <<breasts>> like that!" <<if $lactating is 1>> She reaches out to touch your lactating nipples, then quickly draws her hand back. "That can't be milk, can it?" She squints and gets a closer look. "It is!" she says, sounding morbidly fascinated.<</if>>
<</addinlineevent>>
<<else>>
<<addinlineevent "schoolChangingRoomGirlsComment">>
"No wonder you're so flat," one of them says. "<<= either("Boys like you must be jealous, huh?", "I bet you're jealous of all this, aren't you?")>>" She smirks as she cups her own breasts, squeezing them together to show off her cleavage.
<</addinlineevent>>
<</if>>
<<else>>
<<addinlineevent "schoolChangingRoomGirlsComment">>
One of them calls out to you, "Damn, I've <<print either("seen boys with", "had boyfriends with", "slept with boys that had", "fucked boys with")>> bigger tits than you." She and her friends giggle to each other as they leave the locker room.
<</addinlineevent>>
<</if>>
<</if>>
<<if _studentsKnow>>
<<if _isCrossdressing>>
<<addinlineevent "schoolChangingRoomGirlsComment">>
One of them approaches you, eyeing you up and down. "Wow, you <<print either("really ", "kinda ", "almost ", "")>>look like a <<girl>> wearing that."
<</addinlineevent>>
<<elseif $player.gender isnot "h">>
<<addinlineevent "schoolChangingRoomGirlsComment">>
"What's with those clothes?" one of them asks you. "I thought you were supposed to be a crossdresser."
<</addinlineevent>>
<<else>>
<<addinlineevent "schoolChangingRoomGirlsComment">>/* Intended usage of She */
One of them sidles up to you. "So, I have to know... have you ever been in the boys' changing room?" she asks. "<<print either("Please tell me they compare dick sizes! <<incgpenisinsecurity>>", $player.perceived_breastsize gte 3 ? "I bet they loved getting an eyeful of those tits!<<set _breastInsecurity to true>>" : "I'm sure a flatty like you fit right in.<<set _breastInsecurity to true>>")>>"
<</addinlineevent>>
<</if>>
<</if>>
<<if playerBellyVisible()>>
<<if $player.gender isnot "f" and _studentsKnow>>
/* Not sure if these should be brought in line with the "eventsschoolhallways" widgets "fame_crossdress" event for males */
<<addinlineevent "schoolChangingRoomGirlsComment">>/* Intended usage of She */
One of them pokes your belly. "So what's your secret?" she asks. "<<print either("Did you get yourself pregnant?", $player.gender is "m" ? "I've never heard of a pregnant boy before." : "Did you literally fuck yourself?", "How does a boy even get pregnant?")>>"
<br><br>
She keeps probing you for answers. Her friend finally drags her away from you, <<= either("giving you an apologetic look", "mouthing an apology", "giving her a stern lecture about appropriate behaviour")>>. <<famepregnancy 1>>
<</addinlineevent>>
<</if>>
<<addinlineevent "schoolChangingRoomGirlsComment">>/* Intended usage of She */
One of them approaches you and touches your belly without asking. "<<= either("Your baby bump's so cute!", "I bet your baby's going to be adorable,", "I can't believe you're pregnant! It must be nice, huh?")>>" she coos. "<<print either("Who's your baby daddy? Does he go to school with us?", "When are you due, anyway?", "How are you holding up? I hear morning sickness is a bitch", "How's the little one doing?")>>" You answer her questions as best as you can, chatting for a few moments. She eventually leaves you alone and finishes changing. <<famepregnancy 1>>
<</addinlineevent>>
<<elseif $schoolrep.crossdress gte 3 and $forcedcrossdressingdisable is "f" and $whitneyCrossdressSwimwear gte 1>>
<<if $worn.genitals.origin is "Whitney">>
<<addinlineevent "schoolChangingRoomGirlsComment">>/* Intended usage of She */
One of them points at your $worn.genitals.name. "What's it like knowing Whitney has your key?" She laughs.
<<if $player.penissize lt 0>>
"It's not like you'll ever need it, if it's as small as <<nnpc_his "Whitney">> friends say." <<incgpenisinsecurity>>
<<else>>
"I bet it's driving you mad, not being able to touch it."
<</if>>
<</addinlineevent>>
<</if>>
<<addinlineevent "schoolChangingRoomGirlsComment">>/* Intended usage of She */
One of them nudges you to get your attention. "I heard Whitney's forcing you to change here," she says with a giggle. "<<print either("What are you, <<nnpc_his 'Whitney'>> bitch?", "Do you do anything <<nnpc_he 'Whitney'>> asks you to do?", "Didn't <<nnpc_he 'Whitney'>> ask you to wear panties too? What's it feel like?")>>" She teases you a bit more before finally leaving you be.
<</addinlineevent>>
<<elseif $fame.pregnancy gte $daily.school.changingRoomPregnancyFame>>
/* Not sure if these should be brough in line with the "eventsschoolhallways" widgets "fame_crossdress" event for males */
<<if $player.gender is "m" and _studentsKnow>>
<<addinlineevent "schoolChangingRoomGirlsComment">>/* Intended usage of She */
"You're lucky <<if $fame.pregnancy gte 1000>>you keep getting pregnant,<<else>>you've been pregnant,<</if>> you know," she says. "You wouldn't be allowed in otherwise."<<famepregnancy 1>>
<</addinlineevent>>
<</if>>
<</if>>
<<if _eventpool.length and $daily.school.changingRoomGirlComment isnot Time.date.timeStamp>>
<<set $daily.school.changingRoomGirlComment to Time.date.timeStamp>>
<<if !_breastText or !_genitalText>><br><br><</if>>
<<runeventpool>>
<<if _breastText or _breastInsecurity>><<incgbreastinsecurity>><</if>>
<<elseif _genitalText or _breastText>>
<<if _breastText or _breastInsecurity>><<incgbreastinsecurity>><</if>>
<</if>>
<br><br>
<<schoolChangingRoomLinks>>
<<elseif _allowedToChange or _stayedInLocker>>
It's full of $changingRoomGender in various states of undress.
<<eventsSchoolChangingRoomsGirls>>
<<if !_eventOccured>>
<<if ($player.gender is "m" and ($fame.pregnancy gte $daily.school.changingRoomPregnancyFame or playerBellyVisible()) or
($player.gender isnot "m" and $player.gender_appearance is "m" and $fame.pregnancy gte $daily.school.changingRoomPregnancyFame))>>
<br><br>
<<if playerBellyVisible()>>
No one gives you a second glance, not realising you're a <<gender>> due to your <<print playerAwareTheyArePregnant() ? "pregnancy" : "pregnant looking belly">>.
<<else>>
<<if $player.gender_appearance is "m">>
Some of the $changingRoomGender look at you with a conflicted expression before ignoring you
<<else>>
No one gives you a second glance, not realising you're a <<gender>>
<</if>>
due to all the gossip about your last pregnancy.
<</if>>
<<changingRoomFeelings>>
<<elseif $player.penisExist and $player.vaginaExist>>
<br><br>
<<generatesf1>><<person1>>
<<switch $schoolrep.herm>>
<<case 0>> No one gives you a second glance, unaware of your hermaphroditism.
<<case 1>> A <<person>> glances at your crotch. <<He>> whispers something to <<his>> friend, who shakes <<his>> head<<print either (", unconvinced", " sceptically", " doubtfully", " and rolls <<his>> eyes", " and laughs")>>. <span class="purple">Rumours about your genitalia are beginning to spread.</span>
<<case 2>> A <<person>> glances at your crotch. <<He>> whispers something to <<his>> friend, who <<print either ("shakes <<his>> head, unconvinced", "appears convinced", "nods thoughtfully", "eyes you warily", "snickers")>>. <span class="purple">Rumours about your genitalia are beginning to spread.</span>
<<case 3>> Some glance at your crotch. A few <<print either("point at you and whisper to their friends", "make rude gestures", "stare for an uncomfortably long period of time", "look as though they're going to say something, but remain quiet", "ask intrusive questions about what's in your pants")>>. <span class="pink">They've heard the rumours.</span>
<<case 4>> Some glance at your crotch. A <<person>> points at you and <<print either("laughs", "cracks a rude joke", "elbows <<his>> friend", "mocks you")>> as you head to your locker. <span class="pink">They've heard the rumours.</span>
<<case 5>> Many glance at your crotch, openly whispering and pointing at you. A few <<print either("make snide comments", "laugh", "jeer", "mock you", "catcall you")>> as you pass them on the way to your locker. <span class="red">They've heard the rumours, and you suspect everyone else has too.</span>
<</switch>>
<<endevent>>
<<elseif $player.gender isnot $player.gender_appearance and $NudeGenderDC isnot -1>>
<<if $schoolrep.crossdress gte 3 and $forcedcrossdressingdisable is "f" and $whitneyCrossdressSwimwear gte 1>>
<br><br>
Some of the $changingRoomGender snigger at you. <span class="red">They clearly know that you're being forced to change in here.</span> <<gstress>>
<<elseif $schoolrep.crossdress gte 3>>
<br><br>
Some of the $changingRoomGender look at you uncomfortably. A few keep their eyes glued on you as you head to your locker. <span class="pink">They <<if $schoolrep.crossdress gte 5>>know<<else>>suspect<</if>> the rumours of you crossdressing are true.</span> <<gstress>>
<<elseif _stayedInLocker and $player.gender_appearance isnot _changingRoomGenderType>>
<br><br>
/* Occurs when the player gender_appearance changes after changing clothes, could probably be expanded on */
Some of the $changingRoomGender stare at you, their expressions mixed with curiosity and confusion.
<<elseif $schoolrep.crossdress lt 3>>
<br><br>
No one gives you a second glance, not realising you're a <<gender>>. <<changingRoomFeelings>>
<</if>>
<<elseif $daily.school.changingRoomGirlAllowed>>
<br><br>
<<switch $daily.school.changingRoomGirlAllowed>>
<<case "whitneyForced">>
Some of the $changingRoomGender snigger at you. <span class="red">They clearly know that you're being forced to change in here.</span> <<gstress>>
<</switch>>
<<elseif _stayedInLocker and $player.gender_appearance isnot _changingRoomGenderType and $NudeGenderDC isnot -1>>
<br><br>
/* Occurs when the player gender_appearance changes after changing clothes, could probably be expanded on */
Some of the $changingRoomGender stare at you, their expressions mixed with curiosity and confusion.
<</if>>
<<changingRoomFeelings 0>>
<br><br>
<</if>>
<br><br>
<<schoolChangingRoomLinks>>
<<else>>
<<if $exposed gte 2 and _genderChance isnot 0>>
<<schoolPoolEntranceExposed>>
<<else>>
<<cleareventpool>>
/* ToDo: Could also include events relating to the player being locked in chastity and/or having various sized penises/breasts, dialog unique to females, focus on the players penis and breast */
<<if $daily.school.changingRoomGirlNotAllowed and _genderChance isnot 0>>
<<addevent "schoolPoolEntranceCaught">>
<<else>>
<<addevent "schoolPoolEntranceMistake">>
<</if>>
/* Example event that could maybe fit here, though i'm unhappy with how well this fits, leaving this problem to future me
<<if false and $player.gender_appearance is "m" and $forcedcrossdressingdisable is "f" and $whitneyCrossdressSwimwear gte 1>>
<<addinlineevent "schoolPoolEntranceWhitney" 100>>
<<generatesf1>><<person1>>
It's full of $changingRoomGender in various states of undress who hastily cover up as you enter. Many look about to die from embarrassment, but before anyone can react, you recognise two of Whitney's goons walk right up to you, the first to reach you silences everyone by slapping you hard. <<ggpain>><<pain 10>>
<br><br>
<<if $whitneyCrossdressSchool gte 1>>
"What the hell are you doing in here dressed like that," <<he>> shouts. "Aren't you grateful with all the attention Whitney gives you, only for you to break <<nnpc_his "Whitney">> rule so openly."
<<else>>
"What the hell are you doing in here without being dressed like you should be," <<he>> shouts. "Aren't you grateful with all the attention Whitney gives you, only for you be so stupid?"
<</if>>
<br><br>
"Now you better at least have the swimwear that was given to you or Whitney is going to be having some fun later." <<He>> says after dragging you to the nearest locker. Finally turning to address the other girls. "Don't worry about this slut,
<<if $worn.genitals.origin is "Whitney">>
<<phis>> <<if $player.penissize lt 0>>useless thing<<else>>penis<</if>> is all locked up down there, so <<pshe>> is mostly trained at this point."
<<else>>
<<pshe>> won't dare do anything or Whitney will make sure it can't happen again."
<</if>><<gstress>><<stress 5>>
<br><br>
<<link [[Next|$passage]]>><<endevent>><<set $daily.school.changingRoomGirlAllowed to "whitneyForced">><<schoolrep crossdress 1>><</link>>
<</addinlineevent>>
<</if>>*/
<<runeventpool>>
<<set $daily.school.changingRoomGirlNotAllowed to true>>
<</if>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You peek around the corner, out of the changing rooms and into the hall outside. There's no one there. Conscious of your <<lewdness>>, you step out, and shiver.
<br><br>
<<link [[Next|School Pool Entrance]]>><</link>><<effects>>
<<earnFeat "Wrong Size">>
The locks prove no obstacle. You dash between the changing rooms, carrying armfuls of clothes, making sure the coast is clear each time. You've soon replaced every student's clothing.
<br><br>
<<if $schoolrep.crossdress gte 2>>
<span class="green">The rumours of your crossdressing won't seem so interesting now.</span>
<<else>>
<span class="green">Word of your crossdressing exploits are sure to be drowned out.</span>
<</if>>
<br><br>
The students continue their lesson, unaware of what awaits.
<br><br>
<<link [[Wait to witness the results|School Changing Wait]]>><<control 25>><<trauma -12>><<stress -12>><</link>><<ggcontrol>><<lltrauma>><<llstress>>
<br>
<<ind>><<link [[Leave|School Pool Entrance]]>><</link>><<effects>>
<<set _temp_minute to (60 - Time.minute)>>
<<pass _temp_minute>>
You wait outside the changing rooms, until the sound of lockers opening and closing fills the room. They become more rapid and panicked. It isn't long before you hear murmurs.
<br><br>
<<link [[Peek on the boys|School Changing Swap Boys]]>><</link>>
<br>
<<link [[Peek on the girls|School Changing Swap Girls]]>><</link>><<effects>>
You slip into the changing room. They're so bewildered they don't notice you hide inside an empty locker.
<br><br>
"I think someone misplaced their clothes. Wait. This is a skirt. What the hell?"
<br>
"Hey, have you seen my trousers?"
<br>
"This shirt is way too small for me, did it shrink?"
<br><br>
An uproar builds. Most of the boys seem flustered, but a couple seem fascinated.
<br><br>
"What are we supposed to do now? We can't walk through the halls in our swim trunks!"
<br>
One of the smaller boys speaks up. "Well-" he swallows. "These clothes follow the dress code. We shouldn't get in trouble if we-"
<br><br>
He's cut off as a larger boy shoves him against a closed locker.
<br><br>
<<link [[Next|School Changing Swap Boys 2]]>><</link>><<effects>>
"If you're so eager," the larger boy says. "You first."
<br><br>
The smaller boy stammers for a moment. All eyes are on him. You stifle a giggle as he pulls a skirt over his swim trunks. One of the boys encourages him, and then another joins. The tension in the room drops.
<br><br>
"Hey, you don't look half bad in that." A firm slap to the rear reddens his face even further. He is pushed towards the door. "Wh-what about the rest of you?"
<br>
"You have to keep watch. Make sure no one comes in."
<br><br>
The other boys begin to get dressed. Some of them take to it better than others. The largest boy looks ridiculous. Another rips three shirts before finding a fit.
<br><br>
One by one, the boys exit the changing room. They are hesitant at first, but soon enough, you are left alone in the room.
<br><br>
<<link [[Next|Hallways]]>><</link>><<effects>>
You slip into the changing room. They're so bewildered they don't notice you hide inside an empty locker.
<br><br>
"Where's my skirt?"
<br>
"Are these boys' trousers?"
<br>
"I don't remember my shirt being this big on me."
<br>
One of the girls screams. "Those pervs stole our clothes and replaced them!"
<br>
"Can we tell Mason?"
<br>
"We can't just walk out in our swimsuits!"
<br><br>
The girls continue to discuss their next course of action.
<br><br>
<<link [[Next|School Changing Swap Girls 2]]>><</link>><<effects>>
"If it's only for a few minutes," one girl says. "We might be able to get away with wearing these clothes outside-"
<br>
"Are you kidding? The guys are probably right outside, waiting to take pictures of us!"
<br>
"I don't have time for this. I have a date tonight."
<br><br>
One of the girls pulls on a pair of boys' trousers a few sizes too big for her, along with a mismatched shirt. She waddles over to the door, holding the trousers by the waist. The other girls watch in stunned silence as she strides out the locker room. A few moments later she speaks from the hallway.
<br><br>
"No one's out here. It's empty."
<br><br>
The remaining girls look at each other, waiting to see who will make the next move.
<br><br>
"Screw it. Better than just a towel."
<br>
One by one, they wear the boys' clothing. After a few more moments of silence, they exit the changing room in a group.
<br><br>
<<link [[Next|Hallways]]>><</link>><<schooleffects>><<effects>>
You successfully pick one of the lockers, and rummage inside.
<<if $skulduggery lt 100>>
<<skulduggeryskilluse>><<skulduggery 5>>
<<else>>
<span class="blue">There's nothing more you can learn from locks this simple.</span>
<br><br>
<</if>>
<<if $locker_suspicion is undefined>>
<<set $locker_suspicion to 0>>
<<set $panties_held to 0>>
<</if>>
<<set _colour to either("blue", "green", "red", "black", "pink", "purple", "yellow", "white", "orange", "striped", "dotted")>>
<<if $rng gte 11>>
<<if $changingRoomGender is "boys">>
<<set _apparelArr to ["panties", "briefs", "boxer shorts", "g-string", "boxer briefs", "swimshorts"]>>
<<else>>
<<set _apparelArr to ["boxer shorts", "boyshorts", "lace panties", "briefs", "thong", "panties", "bikini bottoms"]>>
<</if>>
<<set _apparel to either(_apparelArr)>>
You find a <<= !["thong", "g-string"].includes(_apparel) ? "pair of " : "">> _colour _apparel.
<<if _apparel is _apparelArr[0]>>
You're not sure what they're doing in a <<print ($changingRoomGender is "boys" ? "boy's" : "girl's")>> locker.
<<elseif _apparel is _apparelArr[_apparelArr.length]>>
Someone must be planning on a swim after school.
<</if>>
<br>
<<link [[Take|School Pool Locker Take]]>><<crimeUp 10 "petty">><<locker_suspicion 1>><<set $panties_held += 1>><<set $stat_panties_stolen += 1>><</link>><<crime "petty">><<gsuspicion>>
<<else>>
There's no underwear here. The owner must have arrived without any.<<garousal>><<arousal 600>>
<</if>>
<br>
<<if $changingRoomGender is "boys">>
<<link [[Leave|School Boy Changing Room]]>><</link>>
<<else>>
<<link [[Leave|School Girl Changing Room]]>><</link>>
<</if>><<effects>>
<<if $locker_suspicion gte random(21, 30) and $daily.lockerMason isnot 1>>
<<set $daily.lockerMason to 2>>
<span class="red">You hear the door to the pool open</span> as you snatch the goods, followed by wet footsteps. There's no time to hide anywhere else. You enter the locker, closing it behind you.
<br><br>
<<npc Mason>><<person1>>
You peer through the slits. Mason walks into view. Water drips from <<nnpc_his "Mason">> sleek body.
<<He>> stops beside a locker several feet away, unlocks it, and throws it open. <<He>> repeats this with the next, and the next. <span class="red"><<Hes>> going to find you.</span>
<br><br>
<<link [[Run|School Pool Locker Run]]>><</link>><<athleticsdifficulty 1 1000>>
<br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Ambush|School Pool Locker Ambush]]>><<detention 7>><<npcincr Mason lust 5>><</link>><<promiscuous2>><<ggdelinquency>><<glust>>
<br>
<</if>>
<<elseif $locker_suspicion gte random(11, 20) and $daily.lockerMason isnot 1>>
<<set $daily.lockerMason to 1>>
<span class="red">You hear the door to the pool open</span> as you snatch the goods, followed by wet footsteps. There's no time to hide anywhere else. You enter the locker, closing it behind you.
<br><br>
You peer through the slits. Mason walks into view. Water drips from <<nnpc_his "Mason">> sleek body.
<<nnpc_He "Mason">> walks right past you, towards the entrance, and looks around the corner. "Thought I'd catch the thief this time," <<nnpc_he "Mason">> mutters as <<nnpc_he "Mason">> turns back. <<nnpc_He "Mason">> enters the pool, closing the door behind <<nnpc_him "Mason">>.
<br><br>
You emerge from your hiding place. <span class="pink">Your thieving has been noticed.</span>
<br><br>
<<destination_pool>>
<<else>>
You snatch the goods, and close the locker.
<br><br>
<<destination_pool>>
<</if>><<effects>>
<<if $athleticsSuccess>>
You burst from the locker and sprint for the exit. "Stop!" You hear Mason pursue, <span class="green">but <<he>> can only run so fast with bare wet feet.</span> You run into the hallways, and hide beneath a stairwell. You don't think <<he>> saw your face.
<br><br>
Leighton emerges from <<nnpc_his Leighton>> office a moment later, almost bumping into the swimming teacher.
<br><br>
<<if C.npc.Mason.pronoun is C.npc.Leighton.pronoun and (maleChance(C.npc.Mason.pronoun) is (C.npc.Mason.pronoun is "m" ? 0 : 100))>>
"Did a student run by?" Mason asks.
<br>
"No," Leighton replies. "You're getting the floor wet."
<br>
"S-sorry." Mason scurries back to the pool.
<br><br>
<<else>>
<<if $pronoun is "m">>
"Did a student-" Mason begins. <<He>> follows Leighton's leering eyes, and covers <<his>> trunks with <<his>> hands as if <<he>> were naked.
<<else>>
"Did a student-" Mason begins. <<He>> follows Leighton's leering eyes, and covers <<his>> swimsuit with <<his>> hands as if <<he>> were naked.
<</if>>
"I, ah, sorry to bother you <<print (C.npc.Leighton.pronoun is "f" ? "ma'am" : "sir")>>." The headteacher leers at Mason's ass as <<he>> scurries back to the pool.
<br><br>
<</if>>
You wait until Leighton disappears around a corner, then return to the changing rooms.
<br><br>
<<endevent>>
<<destination_pool>>
<<else>>
You burst from the locker and sprint for the exit. "Stop!" You hear Mason pursue. <span class="red"><<Hes>> fast,</span> even with bare wet feet, <span class="red">and cuts you off before the exit.</span>
<br><br>
You run into <<him>>, but <<he>> steadies you with toned arms. "Got you," <<he>> pants. "The legendary underwear thief. What do you have to say for yourself?"<<ggdelinquency>><<detention 6>>
<br><br>
<<if $exposed gte 1>>
<<covered>> <<He>> notices your state of dress, and just how close your body is. <<He>> steps back and averts <<his>> eyes, blushing.<<glust>><<npcincr Mason lust 5>>
<br><br>
<</if>>
<<link [[Apologise|School Pool Locker Apologise]]>><<sub 1>><<detention -1>><</link>><<ldelinquency>>
<br>
<<link [[Argue|School Pool Locker Argue]]>><<def 1>><</link>>
<br>
<<link [[Say nothing|School Pool Locker Nothing]]>><</link>>
<br>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"I-I'm very sorry," you say. "I'll be good from now on."
<<elseif $speech_attitude is "bratty">>
"You got me," you say. "You won't catch me up to no good again."
<<else>>
"Sorry," you say. "I won't steal anymore."
<</if>>
<br><br>
"I'll have to tell the head," Mason replies.
<<if $exposed gte 1>>
<<if $genderknown.includes("Mason")>>
<<if $player.gender is "m" and $changingRoomGender is "girls">>
"Y-you should go back to the boys' room, and get dressed."
<<elseif $player.gender is "f" and $changingRoomGender is "boys">>
"Y-you should go back to the girls' room, and get dressed."
<<else>>
"Y-you should get dressed."
<</if>>
<<else>>
<<if $player.gender_appearance is "m" and $changingRoomGender is "girls">>
"Y-you should go back to the boys' room, and get dressed."
<<elseif $player.gender_appearance is "f" and $changingRoomGender is "boys">>
"Y-you should go back to the girls' room, and get dressed."
<<else>>
"Y-you should get dressed."
<</if>>
<</if>>
<<else>>
<<if $genderknown.includes("Mason")>>
<<if $player.gender is "m" and $changingRoomGender is "girls">>
"Let's not meet in the girls' changing room again."
<<elseif $player.gender is "f" and $changingRoomGender is "boys">>
"Let's not meet in the boys' changing room again."
<<else>>
"I hope <<nnpc_he Leighton>> goes easy on you."
<</if>>
<<else>>
<<if $player.gender_appearance is "m" and $changingRoomGender is "girls">>
"Let's not meet in the girls' changing room again."
<<elseif $player.gender_appearance is "f" and $changingRoomGender is "boys">>
"Let's not meet in the boys' changing room again."
<<else>>
"I hope <<nnpc_he Leighton>> goes easy on you."
<</if>>
<</if>>
<</if>>
<<He>> returns to <<his>> class.
<br><br>
<<endevent>>
<<destination_pool>><<effects>>
<<if $speech_attitude is "meek">>
"I-I'm not stealing anything," you plead. "H-honest."
<<elseif $speech_attitude is "bratty">>
"You have no proof," you say.
<<else>>
"How do you know I'm the thief?" you say.
<</if>>
<br><br>
Mason seems unconvinced.
<<if $exposed gte 1>>
<<if $genderknown.includes("Mason")>>
<<if $player.gender is "m" and $changingRoomGender is "girls">>
"Y-you shouldn't be in the girls' room in the first place, least of all dressed like that. Go get changed."
<<elseif $player.gender is "f" and $changingRoomGender is "boys">>
"Y-you shouldn't be in the boys' room in the first place, least of all dressed like that. Go get changed."
<<else>>
"I- I have to tell the head," <<he>> replies. "You should get dressed."
<</if>>
<<else>>
<<if $player.gender_appearance is "m" and $changingRoomGender is "girls">>
"Y-you shouldn't be in the girls' room in the first place, least of all dressed like that. Go get changed."
<<elseif $player.gender_appearance is "f" and $changingRoomGender is "boys">>
"Y-you shouldn't be in the boys' room in the first place, least of all dressed like that. Go get changed."
<<else>>
"I- I have to tell the head," <<he>> replies. "You should get dressed."
<</if>>
<</if>>
<<else>>
<<if $genderknown.includes("Mason")>>
<<if $player.gender is "m" and $changingRoomGender is "girls">>
"You shouldn't be in the girls' room in the first place."
<<elseif $player.gender is "f" and $changingRoomGender is "boys">>
"You shouldn't be in the boys' room in the first place."
<<else>>
"I'll have to tell the head," <<he>> replies. "I hope <<nnpc_he Leighton>> goes easy on you."
<</if>>
<<else>>
<<if $player.gender_appearance is "m" and $changingRoomGender is "girls">>
"Let's not meet in the girls' changing room again."
<<elseif $player.gender_appearance is "f" and $changingRoomGender is "boys">>
"Let's not meet in the boys' changing room again."
<<else>>
"I'll have to tell the head," <<he>> replies. "I hope <<nnpc_he Leighton>> goes easy on you."
<</if>>
<</if>>
<</if>>
<br><br>
<<He>> returns to <<his>> class.
<br><br>
<<endevent>>
<<destination_pool>><<effects>>
<<if $speech_attitude is "meek">>
You avert your eyes, but say nothing.
<<elseif $speech_attitude is "bratty">>
You glare at Mason, but say nothing.
<<else>>
You stare at Mason, but say nothing.
<</if>>
<br><br>
"I'll have to tell the head," Mason says.
<<if $exposed gte 1>>
<<if $genderknown.includes("Mason")>>
<<if $player.gender_appearance is "m" and $changingRoomGender is "girls">>
"Y-you should go back to the boys' room, and get dressed."
<<elseif $player.gender_appearance is "f" and $changingRoomGender is "boys">>
"Y-you should go back to the girls' room, and get dressed."
<<else>>
"Y-you should get dressed."
<</if>>
<<else>>
<<if $player.gender_appearance is "m" and $changingRoomGender is "girls">>
"Y-you should go back to the boys' room, and get dressed."
<<elseif $player.gender_appearance is "f" and $changingRoomGender is "boys">>
"Y-you should go back to the girls' room, and get dressed."
<<else>>
"Y-you should get dressed."
<</if>>
<</if>>
<<else>>
<<if $genderknown.includes("Mason")>>
<<if $player.gender is "m" and $changingRoomGender is "girls">>
"Let's not meet in the girls' changing room again."
<<elseif $player.gender is "f" and $changingRoomGender is "boys">>
"Let's not meet in the boys' changing room again."
<<else>>
"I hope <<nnpc_he Leighton>> goes easy on you."
<</if>>
<<else>>
<<if $player.gender_appearance is "m" and $changingRoomGender is "girls">>
"Let's not meet in the girls' changing room again."
<<elseif $player.gender_appearance is "f" and $changingRoomGender is "boys">>
"Let's not meet in the boys' changing room again."
<<else>>
"I hope <<nnpc_he Leighton>> goes easy on you."
<</if>>
<</if>>
<</if>>
<<He>> returns to <<his>> class.
<br><br>
<<endevent>>
<<destination_pool>><<effects>>
Mason throws open your locker, but you're ready. "Aha," <<he>> says. "Got y-" You grasp <<his>> shoulders, and pull <<him>> against you. The door shuts behind <<him>>.
<<promiscuity2>>
It's a tight fit.
<<if $NPCList[0].penis isnot "none">>
<<if $NPCList[0].pronoun is "m" or $NPCList[0].breastsize is 0>>
Your <<breastsizedesc>> <<if $exposed gte 1>>bare<</if>> <<breastssimple>> press against Mason's chest.
<<elseif $player.breastsize lte 1>>
Mason's <<print $NPCList[0].breastsdesc>> press against your chest.
<<elseif $NPCList[0].breastsize gte $player.breastsize>>
Mason's <<print $NPCList[0].breastsdesc>> press against yours.
<<if $NPCList[0].breastsize gt $player.breastsize>><<Hes>> bigger<<if $NPCList[0].breastsize - $player.breastsize lt 2>>, but not by much<</if>>.<</if>>
<<else>>
Your <<breasts>> press against Mason's. You're bigger<<if $player.breastsize - $NPCList[0].breastsize lt 2>>, but not by much<</if>>.
<</if>>
<<if C.npc.Mason.lust gte 40>>
You can feel <<his>> hard nipples <<if $pronoun is "f">>through <<his>> swimsuit<<else>>on your body<</if>>.
<</if>>
<<if $exposed gte 2>><<npcincr Mason lust 10>><<gglust>><<else>><<npcincr Mason lust 5>><<glust>><</if>>
<br><br>
<<if $mason_count gte 1>><<His>> eyes widen when <<he>> recognises you. "You're the underwear thief?"<</if>>
<<He>> gropes for the door, but you raise a leg in <<his>> way, and <<he>> gropes your thigh by mistake.
<br><br>
<<if C.npc.Mason.lust gte 40>>
You glance between <<his>> legs. <span class="lewd"><<His>> <<if $pronoun is "f">>swimsuit strains<<else>>trunks strain<</if>> to contain <<his>> erection.</span><<garousal>><<arousal 600>>
<br><br>
<<link [[Let Mason go|School Pool Locker Go]]>><</link>>
<br>
<<if hasSexStat("promiscuity", 4)>>
<<link [[Grab it|School Pool Locker Penis]]>><<detention -7>><</link>><<promiscuous4>><<lldelinquency>>
<br>
<</if>>
<<else>>
<<He>> reaches for the door again, this time with more care, and manages to open it. <<His>> body rubs against yours as <<he>> squeezes out.
<br><br>
<<link [[Next|School Pool Locker End]]>><</link>>
<br>
<</if>>
<<else>>
The teacher's ass presses against your crotch, and <<his>> <<print ($NPCList[0].breastsize gt 0 ? $NPCList[0].breastsdesc : "chest")>> against the locker wall.
<<if $player.penisExist>>
Your <<penissize>> <<if $exposed gte 2>>naked<</if>> penis pushes against <<him>>.
<<else>>
Your <<breastsizedesc>> <<if $exposed gte 1>>bare<</if>> <<breastssimple>> pushing into <<his>> back.
<</if>>
<<if $exposed gte 1>><<npcincr Mason lust 10>><<gglust>><<else>><<npcincr Mason lust 5>><<glust>><</if>>
<br><br>
<<if $mason_count gte 1>><<He>> looks back at you, and <<his>> eyes widen as <<he>> recognises you. "You're the underwear thief?"<</if>>
<<He>> tries to reach for the door, but it's an awkward and compromising position.
<br><br>
<<if C.npc.Mason.lust gte 40>>
You look over <<his>> shoulder, <span class="pink">at the wetness between <<his>> thighs.</span> That's not just water.<<garousal>><<arousal 600>>
<br><br>
<<link [[Let Mason go|School Pool Locker Go]]>><</link>>
<br>
<<if hasSexStat("promiscuity", 4)>>
<<link [[Finger Mason's pussy|School Pool Locker Pussy]]>><<detention -7>><</link>><<promiscuous4>><<lldelinquency>>
<br>
<</if>>
<<else>>
<<He>> reaches for the door again, and this time manages to push it open. <<His>> body rubs against yours as <<he>> squeezes out.
<br><br>
<<link [[Next|School Pool Locker End]]>><</link>>
<br>
<</if>>
<</if>><<effects>>
"Th-this is unacceptable behaviour," <<he>> says, blushing. "Stealing is bad enough."
<br><br>
<<if $exposed gte 1>>
<<covered>> <<He>> notices your state of dress. <<He>> averts <<his>> eyes, blushing harder.<<glust>><<npcincr Mason lust 5>>
<br><br>
<</if>>
<<link [[Apologise|School Pool Locker Apologise]]>><<sub 1>><<detention -1>><</link>><<ldelinquency>>
<br>
<<link [[Argue|School Pool Locker Argue]]>><<def 1>><</link>>
<br>
<<link [[Say nothing|School Pool Locker Nothing]]>><</link>>
<br><<effects>>
You emerge from the locker behind Mason. "Th-this is unacceptable behaviour," <<he>> says, blushing. "Stealing is bad enough."
<br><br>
<<if $exposed gte 1>>
<<covered>> <<He>> notices your state of dress. <<He>> averts <<his>> eyes, blushing harder.<<glust>><<npcincr Mason lust 5>>
<br><br>
<</if>>
<<link [[Apologise|School Pool Locker Apologise]]>><<sub 1>><<detention -1>><</link>><<ldelinquency>>
<br>
<<link [[Argue|School Pool Locker Argue]]>><<def 1>><</link>>
<br>
<<link [[Say nothing|School Pool Locker Nothing]]>><</link>>
<br><<effects>>
You lower your hand beneath your raised thigh, and touch <<his>> cock through <<his>> <<print ($pronoun is "m" ? "trunks" : "swimsuit")>>. <<He>> tries to squirm away, but there's nowhere to go.
<<if $speech_attitude is "meek">>
"Following a student into a locker," you tease. "Then getting hard! Naughty teacher."
<<elseif $speech_attitude is "bratty">>
"Being bullied by a student makes you hard?" you tease. "You're such a pervy teacher."
<<else>>
"Hard already?" you tease. "And with a student! Naughty teacher."
<</if>>
<br><br>
"I-it's not like that," <<he>> says, fumbling for the door handle. <span class="pink">You hear footsteps.</span> Mason freezes.
<br><br>
<<link [[Next|School Pool Locker Penis 2]]>><</link>>
<br><<effects>>
<<if $changingRoomGender is "boys">>
<<generateym2>><<person2>>
<<else>>
<<generateyf2>><<person2>>
<</if>>
You watch through the slits as a <<person>> rushes in, and opens the locker next door. <<He>> must be late for the lesson.
<br><br>
<<if $speech_attitude is "meek">>
"What would <<he>> think if <<he>> caught you molesting a student?" you whisper. The <<person>> glances at your locker, before continuing to undress. "I-I'll be good."
You <<person1>><<print ($pronoun is "m" ? "tug down Mason's trunks" : "pull aside Mason's swimsuit")>>, <span class="pink">revealing <<his>> <<print $NPCList[0].penisdesc>>.</span>
"If you are."
<<elseif $speech_attitude is "bratty">>
"Best be a good <<nnpc_gendery "Mason">>, and keep quiet," you whisper.
You <<person1>><<print ($pronoun is "m" ? "tug down Mason's trunks" : "pull aside Mason's swimsuit")>>, <span class="pink">revealing <<his>> <<print $NPCList[0].penisdesc>>.</span>
"You wouldn't want to be caught molesting a student, would you?"
<<else>>
"We'll be in trouble if we're caught," you whisper.
You <<person1>><<print ($pronoun is "m" ? "tug down Mason's trunks" : "pull aside Mason's swimsuit")>>, <span class="pink">revealing <<his>> <<print $NPCList[0].penisdesc>>.</span>
"Don't worry. I'll be discreet."
<</if>>
<br><br>
<<link [[Next|School Pool Locker Penis 3]]>><</link>>
<br><<effects>>
Mason struggles to remain silent as you pump <<his>> cock with your hand.
<br><br>
<<if $player.vaginaExist and ($exposed gte 2 or $player.gender_appearance is "f" or $genderknown.includes("Mason"))>>
<<set _huge to $NPCList[0].penissize gte 3 ? "huge":"">>
<<set _isVirgin to ($player.virginity.vaginal is true)>>
<<set _virgin to _isVirgin ? "virgin":"">>
<<set _unknownHerm to (!$genderknown.includes("Mason") and $player.penisExist)>>
<<set _visibleBalls to ($exposed gte 2 and $player.ballsExist)>>
<<if $speech_attitude is "meek">>
"I'm so helpless," you tease. "Trapped in here with teacher's _huge thing so close."
You angle <<his>> cock towards your pussy<<if _visibleBalls>> as you lift your balls to give Mason a better look at it<</if>>.
"<<if _unknownHerm>>Did you know I have a pussy? <</if>>There's nothing to stop you from plunging that _huge cock into my <<print (_isVirgin ? "virgin" : "helpless")>> pussy...<<if _isVirgin>> But, you wouldn't take my virginity, would you?<</if>>"
<<elseif $speech_attitude is "bratty">>
"How's that feel?" you say. "Or do you want to fuck me properly?"
You angle <<his>> cock towards your pussy<<if _visibleBalls>> as you lift your balls to give Mason a better look at it<</if>>.
"<<if _unknownHerm>>Did you know I have a pussy? <<if _isVirgin>>I haven't even used it yet. Do you wanna be my first?<</if>> <</if>>Would you like that?
Being forced to defile a student's _virgin womb<<if $NPCList[0].penissize gte 3>> with your huge cock<</if>>?"
<<else>>
"You're getting me all warm," you say, angling <<his>> cock towards your pussy.
<<if _visibleBalls>>You lift your balls, exposing your pussy to Mason.<</if>>
"<<if _unknownHerm>>Did you know I have a pussy? <<if _isVirgin>>I haven't even used it yet. Do you wanna be my first?<</if>> <</if>>Just knowing you could grab my hips and
force your _huge cock into my _virgin pussy at any moment <<print ($player.penisExist ? "is getting me so hard" : "is driving me wild")>>."
<</if>>
<<if $exposed gte 2>>
<br><br>
"Look," you say, pushing the head of <<his>> cock against your pussy and rubbing it with your lips. You spread it open and hold <<his>> cock at the entrance.
<<print either(
`"If you cum right now, it's gonna go right inside my pussy. You don't even need to ask first."`,
`<<His>> precum oozes from <<his>> tip and drools into your pussy. "Look at how my pussy eats up your precum. Can't you give me more?"`,
`"Look at how much precum you're leaking. Are you about to pump a huge load into me? Am I gonna be able to take it all? Can you let me see it?"`
)>>
<</if>>
<<set $genderknown.push("Mason")>>
<<else>>
<<if $speech_attitude is "meek">>
"I'm so helpless," you tease. "Trapped in here with a teacher. Being forced to perform such a depraved act."
<<elseif $speech_attitude is "bratty">>
"Imagine what the school would think," you tease. "If they knew you liked being bullied by a student like this."
<<else>>
"Imagine what the school would think," you tease. "If they knew you made students service you in such depraved ways."
<</if>>
<</if>>
<br><br>
At that, Mason's body shudders, and <<his>> <<print $NPCList[0].penisdesc>> twitches in your palm. You aim <<his>> penis away from you and begin to stroke it much more quickly.
<span class="lewd">Thick ropes of cum</span> erupt from the tip, splattering against the locker wall.<<lllust>><<npcincr Mason lust -10>><<ldom>><<npcincr Mason dom -2>>
<br><br>
<<link [[Next|School Pool Locker Hand End]]>><</link>>
<br><<effects>>
You reach around Mason's waist, and touch <<his>> pussy through <<his>> <<print ($pronoun is "m" ? "trunks" : "swimsuit")>>. <<He>> tries to squirm away, but there's nowhere to go.
<<if $speech_attitude is "meek">>
"Following a student into a locker," you tease. "Then getting wet! Naughty teacher."
<<elseif $speech_attitude is "bratty">>
"Being bullied by a student makes you wet?" you tease. "You're such a pervy teacher."
<<else>>
"Wet already?" you tease. "And with a student! Naughty teacher."
<</if>>
<br><br>
"I-it's not like that," <<he>> says, fumbling for the door handle. <span class="pink">You hear footsteps.</span> Mason freezes.
<br><br>
<<link [[Next|School Pool Locker Pussy 2]]>><</link>><<effects>>
<<if $changingRoomGender is "boys">>
<<generateym2>><<person2>>
<<else>>
<<generateyf2>><<person2>>
<</if>>
You watch through the slits as a <<person>> rushes in, and opens the locker next door. <<He>> must be late for the lesson.
<br><br>
<<if $speech_attitude is "meek">>
"What would <<he>> think if <<he>> caught you molesting a student?" you whisper. The <<person>> glances at your locker, before continuing to undress. "I-I'll be good."
You <<person1>><<print ($pronoun is "m" ? "tug down Mason's trunks" : "pull aside Mason's swimsuit")>>, <span class="pink">revealing <<his>> pussy.</span>
"If you are."
<<elseif $speech_attitude is "bratty">>
"Best be a good <<nnpc_gendery "Mason">>, and keep quiet," you whisper.
You <<person1>><<print ($pronoun is "m" ? "tug down Mason's trunks" : "pull aside Mason's swimsuit")>>, <span class="pink">revealing <<his>> pussy.</span>
"You wouldn't want to be caught molesting a student, would you?"
<<else>>
"We'll be in trouble if we're caught," you whisper.
You <<person1>><<print ($pronoun is "m" ? "tug down Mason's trunks" : "pull aside Mason's swimsuit")>>, <span class="pink">revealing <<his>> pussy.</span>
"Don't worry. I'll be discreet."
<</if>>
<br><br>
<<link [[Next|School Pool Locker Pussy 3]]>><</link>>
<br><<effects>>
Mason struggles to remain silent as you slide your fingers into <<his>> slit.
<<if $player.penisExist and $player.penissize gte 1 and ($exposed gte 2 or $player.gender_appearance is "m" or $genderknown.includes("Mason"))>>
<<set _isVirgin to ($player.virginity.penile is true)>>
<<set _huge to $player.penissize gte 3 ? "huge":"">>
<<if $speech_attitude is "meek">>
"I'm so helpless," you tease. "Trapped in here with a teacher. Forced to do perverted things."
<<elseif $speech_attitude is "bratty">>
"How's that feel?" you say. "Or do you want to fuck me properly?"
<<else>>
"You're getting me all warm," you say. "Just knowing you could take my cock inside you at any moment is driving me wild."
<</if>>
<br><br>
<<if $exposed lt 2>>
You thrust your pelvis against <<his>> butt.
<<else>>
<<if $player.penissize gte 3>>
You grind your <<penissize>> cock between <<his>> legs, rubbing along <<his>> pussy without pushing into it, all while you continue pumping your fingers into <<him>>.
"It's like you're riding my cock. Can you imagine
<<else>>
You grind your cock between <<his>> cheeks and continue pumping your fingers into <<him>>.
"You're so wet. Can you imagine
<</if>>
<<if $speech_attitude is "meek">>this _huge thing<<elseif $speech_attitude is "bratty">>my _huge cock<<else>>this _huge dick<</if>>
going inside you?<<if _isVirgin>> I've never done that before. Do you really want to take a student's virginity with your pussy?<</if>>"
<br><br>
You position the head of your cock directly against Mason's pussy.
<</if>>
<<if $speech_attitude is "meek">>
"What would people think<<if $exposed gte 2>> if you made a student cum inside you<</if>>?"
<<elseif $speech_attitude is "bratty">>
"Are you <<if $exposed gte 2>>really that<</if>> desperate for a student's cum? <<if $exposed lt 2>>Just take out my cock and push yourself onto it<<else>>You can just push yourself down on my _huge cock<</if>> if you want it so bad."
<<else>>
"What's gonna happen when you get my cock inside you? Are you gonna make me cum inside you?"
<</if>>
<<else>>
<<if $speech_attitude is "meek">>
"I'm so helpless," you tease. "Trapped in here with a teacher. Being forced to perform such a depraved act."
<<elseif $speech_attitude is "bratty">>
"Imagine what the school would think," you tease. "If they knew you liked being bullied by a student like this."
<<else>>
"Imagine what the school would think," you tease. "If they knew you made students service you in such depraved ways."
<</if>>
<</if>>
<br><br>
At that, Mason's body shudders, <span class="lewd">and lewd fluid runs over your finger.</span> A soft moan escapes <<his>> lips. You're reminded that <<hes>> not much older than you.<<lllust>><<npcincr Mason lust -10>><<ldom>><<npcincr Mason dom -2>>
<br><br>
<<link [[Next|School Pool Locker Hand End]]>><</link>><<effects>>
<<earnFeat "Mason's Shame">>
<<person2>>
The <<person>> finishes changing, and rushes to the pool.
<<person1>>
With the way clear, Mason stumbles from the locker, and rests against a bench. <<His>> face is bright red.
<br><br>
<<if $speech_attitude is "meek">>
"I'll be a good <<girl>>," you say. "I won't tell anyone how naughty you are."
<<elseif $speech_attitude is "bratty">>
"Best keep this to yourself," you say. "You wouldn't want the school knowing how perverted you are."
<<else>>
"Let's keep this between us," you say. "Including my thieving."
<</if>>
<br><br>
Mason can't bring <<himself>> to meet your gaze. "You're terrible," <<he>> says. <<He>> sounds conflicted. "I'll let you off with a warning." <<He>> adjusts <<his>> swimwear, and returns to <<his>> class.
<br><br>
<<endevent>>
<<destination_pool>><<effects>>
<<if $phase is 2>>
<<if $earSlime.corruption gte (currentSkillValue('willpower') / 10)>>
<<set $earSlime.defyCooldown += 2>>
The slime tries to assert control. <span class="red">It overpowers your will,</span> forcing you to turn around and leave the <<if $daily.earSlimeSkipLesson is "swimming">>pool<<else>>classroom<</if>>.
<<ggwillpower>><<willpower 1>>
<br><br>
<<if $daily.earSlimeSkipLesson is "swimming">>
<<link [[Next|$lastChangingRoom]]>><<endevent>><</link>>
<<else>>
<<link [[Next|Hallways]]>><<endevent>><</link>>
<</if>>
<<else>>
You try to ignore the command from the slime and continue on. It tries <span class="green">but fails</span> to force you out of the <<if $daily.earSlimeSkipLesson is "swimming">>pool<<else>>classroom<</if>>.
<br><br>
<<link [[Next|$lessonPassage]]>><<unset $lessonPassage>><<endevent>><</link>>
<<set $daily.earSlimeSkipLesson to "failed">>
<</if>>
<<elseif $phase is 1>>
You ignore the command from the slime and continue on.
<br><br>
<<link [[Next|$lessonPassage]]>><<unset $lessonPassage>><<endevent>><</link>>
<<set $daily.earSlimeSkipLesson to "ignored">>
<<else>>
You follow the ear slime's command and leave the <<if $daily.earSlimeSkipLesson is "swimming">>pool<<else>>classroom<</if>>.
<br><br>
<<if $daily.earSlimeSkipLesson is "swimming">>
<<link [[Next|$lastChangingRoom]]>><<endevent>><</link>>
<<else>>
<<link [[Next|Hallways]]>><<endevent>><</link>>
<</if>>
<</if>><<effects>>
<<if $phase is 1>>
<<if $earSlime.defyCooldown>>
<<if $earSlime.growth gte 100>>
<<set $earSlime.defyCooldown += 2>>
You ignore the command from the slime and continue on to class. However, <span class="red">it doesn't stop you, knowing that it can punish you in other ways.</span>
<<else>>
You try to defy the slime's demand and continue on to class. However, <span class="teal">it's still worn out from overpowering you earlier.</span> It tries <span class="green">but fails</span> to force your steps in the opposite direction.
<</if>>
<br><br>
<<link [[Next|$lessonPassage]]>><<unset $lessonPassage>><<endevent>><</link>>
<<set $daily.earSlimeSkipLesson to "failed">>
<<elseif $earSlime.corruption gte (currentSkillValue('willpower') / 10)>>
<<set $earSlime.defyCooldown += 4>>
The slime tries to assert control. <span class="red">It overpowers your will,</span> forcing you to turn around. You leave the <<if $daily.earSlimeSkipLesson is "swimming">>pool<<else>>classroom<</if>> and start masturbating.
<<ggwillpower>><<willpower 1>>
<br><br>
<<link [[Next|School Lesson 2 Slime Masturbation]]>><<set $masturbationstart to 1>><</link>>
<<else>>
You try to ignore the command from the slime and continue on to class. It tries <span class="green">but fails</span> to force you out of the <<if $daily.earSlimeSkipLesson is "swimming">>pool<<else>>classroom<</if>> and start masturbating.
<br><br>
<<link [[Next|$lessonPassage]]>><<unset $lessonPassage>><<endevent>><</link>>
<<set $daily.earSlimeSkipLesson to "failed">>
<</if>>
<<else>>
You follow the ear slime's command. You leave the <<if $daily.earSlimeSkipLesson is "swimming">>pool<<else>>classroom<</if>> and start masturbating.
<br><br>
<<link [[Next|School Lesson 2 Slime Masturbation]]>><<set $masturbationstart to 1>><</link>>
<</if>><<effects>>
<<if $masturbationstart is 1>>
<<set $masturbationstart to 0>>
<<set $masturbationstat += 1>>
<<silently>><<masturbationstart>><</silently>>
<<set $corruptionMasturbation to true>>
<<if $earSlime.growth gte 200 and $earSlime.promiscuity gte 4>>
<<set $corruptionMasturbationCount to random(8, 16)>>
<<elseif $earSlime.growth gte 100>>
<<set $corruptionMasturbationCount to random(4, 8)>>
<<elseif $earSlime.growth gte 50>>
<<set $corruptionMasturbationCount to random(2, 4)>>
<<else>>
<<set $corruptionMasturbationCount to random(1, 2)>>
<</if>>
<<set $masturbationAudienceMutualAllowed to true>>
<</if>>
<<if $masturbationAudience gte 10 and $corruptionMasturbationCount gt 1>>
<<set $corruptionMasturbationCount to 1>>
<</if>>
<<if masturbationAudienceCalc()>>
<<masturbationAudienceIncrement "student">>
<</if>>
<<masturbationeffects>>
<<masturbationactions>>
<<masturbationControls "studentAudience|corruptionMasturbation">><<effects>>
<<set _masturbationAudience to $masturbationAudience>>
<<if !_masturbationAudience>>
<<endmasturbation>>
<<clotheson>>
<<endcombat>>
The moment you feel the influence of the ear slime weaken,
<<if $exposed gte 1>>
you hide the best you can<<if $daily.earSlimeSkipLesson is "swimming">> and quickly return to the changing room<</if>>.
<<else>>
you quickly dress the best you can<<if $daily.earSlimeSkipLesson is "swimming">>, then return to the changing room<</if>>.
<</if>>
<br><br>
<<if $daily.earSlimeSkipLesson is "swimming">>
<<link [[Next|$lastChangingRoom]]>><<endevent>><</link>>
<<else>>
<<link [[Next|Hallways]]>><<endevent>><</link>>
<</if>>
<<elseif $earSlime.growth gte 200 and $earSlime.promiscuity gte 4>>
<<endmasturbation>>
You feel the influence of the ear slime change. Remembering the slime's command, you look towards the
<<if _masturbationAudience gte 10>>
large crowd of students.
<<set $slimeAudience to true>>
<<elseif _masturbationAudience gte 7>>
crowd of students.
<<set $slimeAudience to true>>
<<elseif _masturbationAudience gte 4>>
group of students.
<<elseif _masturbationAudience gte 2>>
pair of students.
<<else>>
student.
<</if>>
<br><br>
You remove your clothes before looking to the student<<if _masturbationAudience gte 2>>s<</if>>. "Rape me!" you shout.
<<clothesstrip>>
<br><br>
There is a brief silence before you are approached.
<br><br>
<<link [[Next|School Lesson 2 Slime Rape]]>><<set $molestationstart to 1>><</link>>
<<else>>
<<endmasturbation>>
The moment you feel the influence of the ear slime weaken, you run. Finding a spot to hide, you tidy yourself up.
<<clotheson>>
<<endcombat>>
<<if $daily.earSlimeSkipLesson is "swimming">>
<<link [[Next|$lastChangingRoom]]>><<endevent>><</link>>
<<else>>
<<link [[Next|Hallways]]>><<endevent>><</link>>
<</if>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<maninit>>
<<npc_attempt_sex>>
<<set $audienceforceteen to 1>>
<<set $enemytrust -= 150>>
<<set $enemyanger += 150>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<if $slimeAudience>>
<<audience>>
<</if>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|School Lesson 2 Slime Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|School Lesson 2 Slime Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<set _pass15 to true>>
<<ejaculation>>
You lie on the ground, panting, naked and surrounded. The crowd isn't quite done. They take more pictures as you lie there, a strange haze clouding your mind.
<br><br>
They slowly lose interest. <<tearful>> you struggle to your feet.
<<if $rapeavoid is 0 and $stress gte 1000>>
<span class="green">You feel the slime in your head help calm you before its influence fades.</span><<if $stress gte 5000>><<lllstress>><<else>><<llstress>><</if>><<stress `$stress / -200`>>
<<else>>
You feel the slime's influence fade.
<</if>>
<br><br>
<<else>>
You dash through the perplexed crowd. A few chase after you, but you're able to hide before they catch you.
<br><br>
<<tearful>> you wince. The slime punishes you for your defiance.
<<corruption -3>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><<llcorruption>><<ggpain>><<ggtrauma>><<ggstress>>
<br><br>
<</if>>
<<clotheson>>
<<endcombat>>
<<unset $slimeAudience>>
<<if $daily.earSlimeSkipLesson is "swimming">>
<<link [[Next|$lastChangingRoom]]>><<endevent>><<if _pass15>><<pass 15>><</if>><</link>>
<<else>>
<<link [[Next|Hallways]]>><<endevent>><<if _pass15>><<pass 15>><</if>><</link>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $phase is 1>>
<<He>> sits with you for a few minutes, and helps you fill in some holes in your understanding. You feel like you understand the material better.
<br><br>
<<link [[Next|English Lesson]]>><<endevent>><</link>>
<br>
<<elseif $phase is 0>>
<<He>> nods and moves on.
<br><br>
<<link [[Next|English Lesson]]>><<endevent>><</link>>
<br>
<</if>>
<<endnpc>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $phase is 0>>
You slowly creep up to the outbuilding, and manage to deliver the note and get away without incident. It takes a few minutes however, and when you arrive back at class Doren chides you for lollygagging.
<br><br>
<<link [[Next|English Lesson]]>><<endevent>><</link>>
<<elseif $phase is 1>>
<<if $rng gte 51>>
You briskly walk up to the outbuilding, and manage to deliver the note and get away without incident.
<br><br>
<<link [[Next|English Lesson]]>><<endevent>><</link>>
<<else>>
<<beastNEWinit 1 dog>>
You briskly walk up to the outbuilding and deliver the note, but turn to find the <<beasttype>> advancing on you.
<br><br>
<<if $monster is 1 or $bestialitydisable is "f">>
<<link [[Next|English Outbuilding Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You manage to flee back to the classroom, though not unscathed.<<beastescape>>
<br><br>
<<integritycheck>><<towelup>>
<<link [[Next|English Lesson]]>><<endevent>><</link>>
<</if>>
<!-- Modified for Beast People -->
<</if>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|English Outbuilding Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|English Outbuilding Molestation]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $alarm is 1 and $rescue is 1>>
<<if $NPCList[0].stance is "top">>
<<set $rescued += 1>>
<<clothesontowel>>
<<saveNPC 0 english_dog>>
<<endcombat>>
<<loadNPC 0 english_dog>>
A caretaker emerges from the outbuilding to see what the fuss is about, stopping at the sight of the <<beasttype>> humping you, mouth agape.
<<generate2>><<person2>>
<<He>> breaks free from <<his>> stupor and drags the <<beasttype 0>> off the top of you. <<He>> seems almost as embarrassed as you are, and says nothing as <<he>> locks the creature in the kennel and returns to the outbuilding. <<tearful>> you to return to the classroom.
<<famebestiality 10>>
<br><br>
<<link [[Next|English Lesson]]>><<clearNPC english_dog>><<endevent>><</link>>
<br>
<<else>>
<<set $rescued += 1>>
<<clothesontowel>>
A caretaker emerges from the outbuilding to see what the fuss is about. "Bad <<beasttype>>! Bad!" The <<beasttype>> backs off, ears and tail drooping. "I'm so sorry, <<bhes>> just a bit too friendly," the caretaker says, returning the <<beasttype>> to <<bhis>> kennel. "No harm done though, right?"
<br><br>
<<endcombat>>
<<generate1>><<person1>>
<<He>> heads back to the outbuilding. <<tearful>> you to return to the classroom.
<br><br>
<<link [[Next|English Lesson]]>><<endevent>><</link>>
<br>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
The <<beasttype>> grunts in satisfaction, and leaves you lying on the grass. <<tearful>> you dust yourself off and head back to the classroom.
<br><br>
<<clothesontowel>>
<<endcombat>>
<<link [[Next|English Lesson]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
The <<beasttype>> yelps and flees, <<bhis>> tail between <<bhis>> legs. <<tearful>> you dust yourself off and head back to the classroom.
<br><br>
<<clothesontowel>>
<<endcombat>>
<<link [[Next|English Lesson]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You shout out to Doren for help, and try to explain that you're being harassed. The <<person>> looks shocked, <<his>> eyes widen and <<his>> lip trembles, as if on the verge of tears. <<endevent>><<npc Doren>><<person1>>Doren puts <<his>> hands on <<his>> hips and gives you a level stare. "You're not gonna fool me that easily, <<lass>>. You should sit over here, away from the innocent."
<br><br>
Doren makes you sit alone on the other side of the room. You got away at least.
<br><br>
<<link [[Next|English Lesson]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<He>> runs <<his>> hand further up your thigh, with no regard for how you feel about it.
<<if playerChastity() and $worn.under_lower.type.includes("naked")>>
<<if $worn.genitals.name is "chastity parasite">>
<<He>> stops when <<he>> feels the flesh of your $worn.genitals.name. "Ew, What's this? It's attached to you." <<He>> smirks. "I'd best be careful, I don't want to catch anything from you." <<He>> doesn't bother you for the rest of the lesson.
<<else>>
<<He>> stops when <<he>> feels the metal of your $worn.genitals.name. "What's this? I heard slaves are sometimes forced to wear these things, are you someone's property?" <<He>> smirks. "I'd best be careful, I don't want to offend anyone." <<He>> doesn't bother you for the rest of the lesson.
<</if>>
<<elseif $worn.under_lower.type.includes("naked")>>
<<fameexhibitionism 1>>
<<He>> suddenly recoils, blushing. "You aren't wearing any underwear?! You really are a pervert." <<He>> doesn't bother you for the rest of the lesson.
<<else>>
<<He>> traces the outline of your $worn.under_lower.name with a finger, from your waist to your groin. <<He>> moves slowly, clearly enjoying the moment. <<He>> takes things no further though, withdrawing <<his>> hand and acting like nothing happened.
<</if>>
<<garousal>><<arousal 200>>
<<if $worn.genitals.name is "chastity parasite">>
<<gstress>><<stress 6>>
<</if>>
<br><br>
<<link [[Next|English Lesson]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
The <<person1>><<person>> yelps in shock. Doren looks up, and looks at <<him>>. The <<person>> is too embarrassed to complain however, instead looking at <<his>> feet and mumbling an apology before sitting back at <<his>> desk.
<<promiscuity2>>
<<link [[Next|English Lesson]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
"What's the matter <<sir>>," you say. "Jealous?" The giggling becomes laughter.
<<promiscuity3>>
"You lot have a strange idea of humour," Doren says, shaking <<his>> head.
<br><br>
<<endevent>>
<<link [[Next|English Lesson]]>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You stare down at your hands and try to ignore the laughter. Doren looks at the <<person2>><<person>>. "You know I don't like giving detention," <<person1>><<he>> says. "But you're making it hard for me to avoid." <<person2>>The <<person>> looks away, smirking.
<br><br>
<<if $dorenhonest isnot 1>>
<<person1>>Doren looks back at you. "I'd like to speak to you outside. Come on." You follow <<him>> from the classroom, keeping your head bowed and knowing everyone must be staring at you.
<br><br>
<<He>> shuts the door behind you and speaks in an uncharacteristically quiet tone. "Is everything alright <<lass>>, or is there something you want to tell me about?"
<br><br>
<<link [[Be honest|English Events Honest]]>><<npcincr Doren love 1>><<stress 6>><<trauma -6>><</link>><<gstress>><<ltrauma>>
<br>
<<link [[Say you're fine|English Events Fine]]>><</link>>
<br>
<<else>>
<<endevent>>
<<link [[Next|English Lesson]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<set $dorenhonest to 1>>
You tell Doren that you've been attacked numerous times, and that you don't feel able to cope. Saying it out loud makes you feel dizzy. You don't go into details, but make it clear how trapped you feel.
<br><br>
You realise you're sat on the floor, being held up by Doren's arm. You don't remember falling. "It's okay <<lass>>, I've got you." <<He>> pulls a phone out of <<his>> pocket and calls someone. "Hello? Yes. I need someone to cover my class. Yes, it's an emergency. No. Goodbye." <<He>> puts the phone away.
<br><br>
<<He>> helps you to your feet. "I want to take you somewhere they can help, okay?" <<He>> takes your hand and together you walk away from class. <<He>> leads you outside to <<his>> parked car. "Climb aboard. It's not a long trip."
<br><br>
<<link [[Climb aboard (0:05)|English Events Police]]>><<pass 5>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You put on a brave face and tell <<him>> you're fine. "Okay. If you say so," <<he>> says. "Now let's get back to class before they break a window."
<br><br>
<<endevent>>
<<link [[Next|English Lesson]]>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
Doren drives to Barb Street and pulls up outside the police station. "I know this is hard for you, but you need to tell them what you told me." You leave the car and enter the station.
<br><br>
<<generatePolice 3>><<person3>>A <<person>> sits at the desk, wearing an officer's uniform. <<He>> doesn't glance up as you enter. Doren knocks on the surface, hard enough that a pencil rolls onto the floor. <<person1>>"We've got a crime to report," <<he>> says. "Maybe several."
<br><br>
The officer looks up. "There's a queue," <<person3>><<he>> says.
<br><br>
Doren looks around the empty room. "Doesn't look like a queue to me."
<br><br>
"A backlog then," the officer replies. "We can't help you for three years."
<br><br>
"Three years!?" Doren slams <<person1>><<his>> fist into the desk, knocking over a mug this time. "This <<girl>> was ra..." <<He>> catches <<himself>>. "<<pShe>> was attacked. More than once. You're telling me you can't do anything?"
<br><br>
"We can. In three years." <<person3>><<He>> types something into <<his>> computer. "We already have you on record. We'll contact you when we're ready to take your report. Have a nice day."
<br><br>
<<link [[Next|Doren Intro]]>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You shake your head. Doren looks at Kylar. "Hey, doodler," <<he>> says. "I need help up front."
<br><br>
<<endevent>><<npc Kylar>><<person1>>
Kylar scowls, but doesn't argue. <<He>> gives you a longing look as Doren makes <<him>> move.
<<set $kylarenglishstate to "watching">>
<br><br>
<<endevent>>
<<link [[Next|English Lesson]]>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You nod. "Alright," Doren says. <<He>> doesn't sound convinced.
<br><br>
<<endevent>>
<<link [[Next|English Lesson]]>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>><<wearProp "open textbook" "green" "English">>
<<if $phase is 0>> /* Tell Doren */
<<if C.npc.Doren.love gte 10>>
Doren shakes <<his>> head, and passes you <<his>> copy of the book.<br>
"I'll let you off this time," <<he>> says. "But next time be prepared."
<<else>>
Doren shakes <<his>> head, and passes you <<his>> copy of the book.<br>
"Not good enough," <<he>> says. "Next time be better prepared." <<detention 1>><<gdelinquency>>
<</if>>
<<elseif $phase is 1>> /* Ask friends for help */
<<if $kylarenglishstate is "active">> /* Active Kylar will always help */
Kylar passes you a copy of the book. "Here you are, my love." <<status -10>><<lcool>>
<br><br>
You read out a passage.
<br><br>
Doren nods and moves along to the next student.
<<elseif ($cool - random(1,$coolmax)) gte 0>> /* Cooler you are, the greater the chance other students will help */
You look to the other students nearby. A friend quietly slips you <<pher>> book.
<br><br>
You quickly read out a passage.
<br><br>
Doren nods and points to the next person.
<<else>>
No one helps. After a few moments, Doren takes pity.
<br><br>
"I think <<pshes>> trying to indicate," Doren says, "that <<pshes>> forgotten <<pher>> book. Can someone help <<phim>> out?"
<br><br>
No one responds. Doren looks disappointed and finally hands you <<his>> copy of the book. "Class. I expected better."
<br><br>
"There you are," <<he>> sighs. "Go on." <<status -5>><<lcool>>
<br><br>
You read out a passage and Doren moves along to the next person.
<</if>>
<<elseif $phase is 2>> /* Make up something */
<<if currentSkillValue('english') gte 700>>
<<set $skulduggerydifficulty to 200>><<skulduggerycheck "silent">>
<<if $skulduggerysuccess is 1>>
You pretend to read, while making up a fake passage, imitating the tone, diction and metre of the original text.
<<if hasSexStat("promiscuity", 4) or hasSexStat("exhibitionism", 4)>>
Just for fun, you read the leading <<print $player.gender_appearance is "m"? "boy" : "girl">> in an exaggeratedly sexual manner
making some sentences sound overtly seductive, while making others sound like bawdy double-entendres.
<br><br>
The classmates enjoy this, but Doren seems suspicious and cuts you short to move on to the next student. <<gcool>><<status 3>>
<<elseif $purity lte 400 or $awareness gte 500>>
Just for fun, you add bawdy wordplays and lewd innuendos. A few students laugh at your additions. <<gcool>><<status 2>>
<br><br>
Doren seems a little suspicious, but continues to the next student.
<<else>>
Doren doesn't notice, though the following student seems confused about what part comes next.
<</if>>
<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
<br><br>
You got away with it. <<skulduggeryskilluse>>
<</if>>
<<else>>
<<generates2>><<person1>>
You pretend to read, while making up a fake passage, imitating the original text. However, you lack the confidence to carry it off.
Feeling the whole class's eyes on you, you start to hesitate and fumble before stalling completely.
<br><br>
"Were you making that up, <<lass>>?" Doren asks.
<br><br>
<<if $speech_attitude is "meek">>
"Sorry <<sir>>." You stare down at your desk. <<status -5>><<lcool>>
<br><br>
Doren shakes <<his>> head sadly. "You need to do better." <<detention 1>><<gdelinquency>>
<<elseif $speech_attitude is "bratty">>
"No," you say. "I wasn't."
<br><br>
"<<pShe>> is, <<sir>>," a <<person2>><<person>> says. "None of that is in the book."
<br><br>
"Who asked you?" You glare at <<him>>. <<He>> shrinks back. <<status 2>><<gcool>>
<br><br>
"Stop that right now!" <<person1>>Doren looks at you.
<<if $delinquency gte 400>>
"I know about you, <<lass>>. But in my class I expect better."
<<else>>
"I expected better of you, <<lass>>"
<</if>><<detention 3>><<gdelinquency>>
<<else>>
Before you can think what to say, a <<person2>><<person>> answers. "<<pShe>> is, <<person1>><<sir>>. None of that is in the book."
<br><br>
Doren looks at you.
<<if $delinquency gte 400>>
"Come on, <<lass>>. I expect better in my class."
<<else>>
"I'd expect better of you, <<lass>>"
<</if>><<detention 2>><<gdelinquency>>
<</if>>
<br><br>
<<person1>>Doren shakes <<his>> head and points to the next student. "Carry on."
<</if>>
<<elseif currentSkillValue('english') gte 250 and ((currentSkillValue('english') + currentSkillValue('skulduggery')) gte 500)>>
You pretend to read, while making up a fake passage. Doren soon catches on to what you're doing.
<br><br>
"Good imagination," <<he>> says. "But can you read the real text please, <<lass>>."
<br><br>
"I- I don't have my book."
<br><br>
"That's no good is it?" <<detention 2>><<gdelinquency>>
<br><br>
Doren points to another student. The student nods and continues with the reading.
<<else>>
You start making up something. You think you're doing okay and that it sounds like the real story, but soon a number of students are laughing at you,
<<if $kylarenglishstate is "active">>
Kylar looks embarrassed for you,
<</if>>and an annoyed Doren cuts you off. <<status -5>><<lcool>>
<br><br>
"Can you read it properly now, <<lass>>."
<br><br>
"I- I don't have my book."
<br><br>
"I see. " <<detention 2>><<gdelinquency>>
<br><br>
Doren points to another student. "I trust you have your book?"
<br><br>
The student nods and continues with the reading.
<</if>>
<<elseif $phase is 3>> /* Refuse */
You refuse to read.
<br><br>
Doren is annoyed, but some students look at you with new respect. <<detention 3>><<gdelinquency>><<gcool>><<status 2>>
<br><br>
The next student continues with the reading.
<</if>><br><br>
<<endevent>>
<<link [[Next|English Lesson]]>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>><<silently>><<clotheson>><</silently>>
<<set _fix to setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1 ? "smooth out" : "tug up">>
<<if $phase is "cover">>
You hastily _fix your $worn.lower.name, but the damage is done.
<br><br>
<<englishNudeReactions>>
<br><br>
Doren silences the class with a glare and gives the <<person1>><<person>> detention. Your classmates settle down, but your cheeks are still red with embarrassment. <<gstress>><<stress 6>><<gtrauma>><<trauma 6>>
<<elseif $phase is "flaunt">>
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
You hike your $worn.lower.name further up your thigh before finally smoothing <<lowerit>> down.
<<else>>
You run your fingers along the waistband of your $worn.lower.name before finally tugging <<lowerit>> up.
<</if>>
The students around you cheer as they get a better view of your <<undies 2>>. You give them a wink.
<<if $worn.under_lower.type.includes("naked")>>
<<exhibitionism5>>
<<else>>
<<exhibitionism3>>
<</if>>
<<englishNudeReactions>>
<br><br>
Doren takes notice of the commotion and approaches. "What's going on?" <<nnpc_he Doren>> asks.
<br><br>
<<if $speech_attitude is "meek">>
"I-It's nothing," you answer.
<<elseif $speech_attitude is "bratty">>
"Nothing," you answer.
<<else>>
"It's nothing," you answer.
<</if>>
<br><br>
<<if $delinquency gte 400>>
"Disrupting my class is not nothing," says Doren. "I have my eye on you, <<lass>>." <<nnpc_He Doren>> gives you detention.
<<else>>
Doren is unconvinced. "I expected an honest answer, <<lass>>." <<nnpc_He Doren>> shakes <<nnpc_his Doren>> head and gives you detention for disrupting class.
<</if>>
"Settle down, everyone. Back to our lesson." <<detention 3>><<gdelinquency>>
<</if>>
<br><br>
<<link [[Next|English Lesson]]>><<endevent>><</link>><<npc Doren>><<generate2>><<person2>>
<<if random(0, 99) lt $straponchance and $NPCList[0].penis is "none">><<npcstrapon 0>><</if>>
<<set $outside to 0>><<set $location to "forest">>
You are being chased, but no matter how fast you run, it is not enough. You hear your pursuer closing in. Your lungs heave and your legs burn with exertion, but <span class="red">there is no escape</span>.
<br><br>
A <<personsimple>> grabs your arm and yanks you to the ground. <<His>> laughter rings in your ears as <<he>> rips your clothes off. You fight back, to no avail.
<<if $NPCList[0].penis is "none">>
<<He>> hovers above you, <<his>> pussy dripping onto <<print $player.penisExist ? "your <<penis 1>>" : "yours">>.
<<set $phase to $player.penisExist ? "penetrate dick" : "trib">>
<<else>>
<<He>> lines <<his>> $NPCList[0].penisdesc up with your <<print $player.vaginaExist ? "pussy" : "ass">>.
<<set $phase to $player.vaginaExist ? "penetrate pussy" : "penetrate ass">>
<</if>>
<<He>> <<print $asphyxiaLvl gte 1 ? "crushes <<his>> hand against your windpipe. You can't breathe" : "pins you to the floor. You can't move">>. You can only lay there as <<he>>
<<switch $phase>>
<<case "penetrate dick">>
sinks down onto you,
<<if $player.virginity.penile is true>>
causing <span class="red">your foreskin to separate from your glans, forever robbing you of your purity.</span>
<<else>>
swallowing you to the hilt.
<</if>>
<<case "penetrate pussy">>
thrusts into you,
<<if $player.virginity.vaginal is true>>
<span class="red">tearing your hymen and forever robbing you of your purity.</span>
<<else>>
rough and punishing.
<</if>>
<<case "penetrate ass">>
thrusts into you,
<<if $player.virginity.anal is true>>
<span class="red">violating you in a way you hadn't conceived of.</span>
<<else>>
violating your ass.
<</if>>
<<case "trib">>
smashes <<his>> pussy against yours.
<</switch>>
<<gstress>><<gtrauma>><<stress 6>><<trauma 6>>
<br><br>
<<link [[Next|English Dream 2]]>><</link>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<span class="green">You wake with a scream</span>. <<tearful>> you frantically search for your assailant, but you only see your classmates. They exchange worried looks at your outburst. <<lcool>><<status -1>>
<br><br>
Doren rushes over, looking even more concerned. "What happened? Are you alright?"
<br><br>
You stare back at <<person1>><<him>> with empty eyes, unable to shake off the nightmare. It's hard to believe that you're safe.
<br><br>
<<link [[Say you are fine|English Dream 3]]>><<set $phase2 to 0>><<stress 3>><</link>><<gstress>>
<br>
<<link [[Break down|English Dream 3]]>><<set $phase2 to 1>><<stress -6>><<trauma -12>><<status -3>><</link>><<lstress>><<lltrauma>><<lcool>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $phase2 is 0>>
<<if $speech_attitude is "meek">>
You avert your eyes, clenching your fists to hide your trembling. "I-I'm fine. J-just a little stressed, I guess."
<<elseif $speech_attitude is "bratty">>
You hold <<his>> gaze and swallow back your fear, clenching your fists to hide your trembling. "I'm fine. Just a bit stressed, that's all."
<<else>>
You shake your head, clenching your fists to hide your trembling. "I'm fine. Just stressed."
<</if>>
<<gstress>>
<br><br>
Doren is not convinced, but <<he>> doesn't press the matter. "If you say so, <<lass>>. I recommend you see the nurse after class."
<br><br>
<<link [[Next|English Lesson]]>><<endevent>><</link>>
<<else>>
<<if $speech_attitude is "meek">>
As Doren looks at you with genuine concern, you fall apart. You begin to sob openly in the middle of class.
<<elseif $speech_attitude is "bratty">>
You do your best to remain stoic, but tears begin to trickle down your face.
<<else>>
As Doren looks at you with genuine concern, tears begin to roll down your face.
<</if>>
It feels good to let it out. <<lltrauma>><<lstress>>
<br><br>
"<<pShes>> crying," a student <<print $cool gte 160 ? "murmurs" : $cool lte 80 ? "snickers" : "says">>. You hear the rest of the class talking about you. <<lcool>><<status -1>>
<br><br>
"Settle down, everyone," Doren says, <<his>> voice stern. The class quiets down, but a few people continue whispering.
<br><br>
<<if $dorenhonest isnot 1>>
Doren looks back at you. "I'd like to speak to you outside. Come on." You follow <<him>> from the classroom, keeping your head bowed. You know everyone must be staring at you.
<br><br>
<<He>> shuts the door behind you and speaks in an uncharacteristically quiet tone. "Is everything alright, <<lass>>, or is there something you want to tell me about?"
<br><br>
<<link [[Be honest|English Events Honest]]>><<npcincr Doren love 1>><<stress 6>><<trauma -6>><</link>><<gstress>><<ltrauma>>
<br>
<<link [[Say you're fine|English Events Fine]]>><</link>>
<<else>>
<<link [[Next|English Lesson]]>><<endevent>><</link>>
<</if>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $schoolstate is "third">>
<<classRoomEarSlime "english">>
<<if $worn.upper.type.includes("naked") and $worn.lower.type.includes("naked")>>
<<outfitChecks>>
/*Check for when the pc is only wearing an overcoat*/
<<if $worn.under_upper.name isnot "naked" and $worn.under_lower.name isnot "naked">>
<<set _naked to ($worn.under_upper.type.includes("swim") or $worn.under_lower.type.includes("swim")) ? "only wearing swimwear" : "only wearing underwear">>
<<else>>
<<set _naked to "not wearing anything">>
<</if>>
<br><br>
<<npc Doren>><<person1>>
Doren laughs. "Something wrong? You can't attend my lesson without a uniform. Not my rules. Leighton might have something spare."
<br><br>
<!--<<link [[Hang up coat|]]>><<endevent>><</link>>
<br><br> good starting point for when you can go to class naked-->
<<link [[Next|Hallways]]>><<endevent>><</link>>
<br><br>
<<exit>>
<</if>>
<<if $rightarm is "bound" or $leftarm is "bound" or $feetuse is "bound">>
Doren looks concerned. "<<= $player.gender_appearance is "m" ? "Lad" : "Lass">>, who tied you up like that? Are you okay? Leighton should have something to cut you free. Go see the head."
<br><br>
<<link [[Next|Hallways]]>><<endevent>><</link>>
<br><br>
<<exit>>
<</if>>
<<if !$worn.upper.type.includes("school") or !$worn.lower.type.includes("school")>>
<<npc Doren>><<person1>>
Doren laughs. "You can't attend my lesson without a uniform. Not my rules. Leighton might have something spare."
<br><br>
<<link [[Next|Hallways]]>><<endevent>><</link>>
<br><br>
<<exit>>
<</if>>
<<if $daily.school.attended.english>>
You rejoin the English lesson,
<<if $worn.over_upper.name isnot "naked" or $worn.over_lower.name isnot "naked" or $worn.over_head.name isnot "naked">>
hang your coat at the back of the class
<<undressOverClothes "englishClassroom">>
<</if>>
and take your seat.
<br><br>
<<englishstart>>
<<exit>>
<</if>>
<<if Time.minute lte 5>>
You enter the English classroom.
<<npc Doren>><<person1>>
Doren is preparing at the front of the room while the seats fill.
<<if $worn.over_upper.name isnot "naked" or $worn.over_lower.name isnot "naked" or $worn.over_head.name isnot "naked">>
<<undressOverClothes "englishClassroom">>
You hang your coat at the back of the class and take your seat.
<</if>>
<br><br>
<<englishstart>>
<<exit>>
<</if>>
You
<<if $worn.over_upper.name isnot "naked" or $worn.over_lower.name isnot "naked" or $worn.over_head.name isnot "naked">>
hang your coat at the back of the class and
<<undressOverClothes "englishClassroom">>
<</if>>
enter the English classroom.
<<npc Doren>><<person1>>
Doren cuts off mid-sentence and smiles at you.
<<if $daily.school.englishExcused>>
<<run delete $daily.school.englishExcused>>
"Don't worry, <<lass>>. You're in the clear."
<<else>>
"Better late than never! Sit down, you've got lost time to make up for."
<<gdelinquency>>
<<detention 1>>
<</if>>
<br><br>
You take a seat as Doren continues.
<br><br>
<<englishstart>>
<<exit>>
<</if>>
<<if $schoollesson is 1>>
<<if $daily.school.englishInterrupted is 1>>
<<npc Doren>><<person1>>You enter the English classroom. Doren stops speaking abruptly and looks your way. "Hah! I'm glad you're eager to study in my class, but don't you have another lesson to be at? I have to mark you down for detention or Leighton'll give me another talking to." <<He>> shoos you out the door.
<<gdelinquency>>
<br><br>
<<detention 1>>
<<link [[Next|Hallways]]>><<endevent>><</link>>
<<else>>
<<npc Doren>><<person1>>You enter the English classroom. Doren stops speaking abruptly and looks your way. "Something I can do for you, <<lass>>?" It seems you've interrupted the lesson.
<br><br>
<<set $daily.school.englishInterrupted to 1>>
<<link [[Apologise|English Classroom Apology]]>><<trauma 1>><<stress 1>><</link>><<gstress>><<gtrauma>>
<br>
<<if $trauma gte 1>>
<<link [[Mock|English Classroom Mock]]>><<status 1>><<stress -12>><</link>><<lstress>><<gcool>><<gdelinquency>>
<br>
<</if>>
<</if>>
<<elseif $schoolstate is "afternoon" and $englishPlay is "ongoing">>
The English classroom is full of students rehearsing for various stage plays.
<br><br>
<<if $englishPlayLate>>
<<link [[Sign up for a play|English Play Late Signup]]>><</link>>
<br><br>
<</if>>
You spot Sydney near a group of students.
<<if !$englishPlayLate>>
<<set _kylarLocation to getKylarLocation()>>
<<if _kylarLocation.area is "english" and _kylarLocation.state is "dual_rehearsal">>
<span class="blue">Kylar is with <<nnpc_him "Sydney">>.</span>
<br>
<<link [[Rehearse with Kylar and Sydney (2:00)|English Play Rehearse Both]]>><<pass 30>><<englishskill 18>><</link>><<gggenglish>><<gggreadiness>>
<<elseif $englishPlayRoles.SydneyKnown and $englishPlayRoles.Player isnot "none">>
<br>
<<link [[Rehearse with Sydney (2:00)|English Play Rehearse Sydney]]>><<pass 2 hours>><<englishskill 18>><<npcincr Sydney love 5>><</link>><<gggenglish>><<ggreadiness>><<gglove>>
<<elseif $englishPlayRoles.SydneyKnown>>
<br>
<<link [[Help Sydney rehearse (2:00)|English Play Rehearse Sydney No Role]]>><<pass 2 hours>><<englishskill 12>><<npcincr Sydney love 5>><</link>><<ggenglish>><<gglove>>
<<elseif $englishPlayRoles.Player isnot "none">>
<br>
<<link [[Approach Sydney|English Play Intro Sydney]]>><</link>>
<</if>>
<br>
<<if _kylarLocation.area is "english" and _kylarLocation.state is "rehearsal">>
Kylar stands alone in a corner. Others seem to be avoiding <<nnpc_him "Kylar">>.
<br>
<<link [[Approach Kylar|English Play Intro Kylar]]>><</link>>
<br>
<</if>>
<</if>>
<br>
<<link [[Help other students rehearse (2:00)|English Play Rehearse Others]]>><<pass 2 hours>><<englishskill 6>><<status 8>><<trauma -12>><</link>><<genglish>><<ggcool>><<lltrauma>>
<br>
<<link [[Leave the room (0:01)|Hallways]]>><<pass 1>><</link>>
<br>
<<else>>
You are in the English classroom. Bookshelves line the walls.
<br><br>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "emptyClassroom">>
<</if>>
<<storeon "englishClassroom" "check">>
<<if _store_check is 1>>
<<storeon "englishClassroom">>
You take your coat at the back of the class.
<br><br>
<</if>>
<<exhibitionclassroom>>
<<emptyClassroomMasturbationIntro>>
<<getouticon>><<link [[Leave the room (0:01)|Hallways]]>><<pass 1>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<set $daily.school.attended.english to true>>
<<if Time.weekDay is 6 and Time.minute gte 37>>
<<npc Doren>><<person1>>
"It's that time of week," Doren announces, lifting a booklet-filled tray from beneath <<his>> desk. <<He>> walks around the room, placing one in front of each student. "Don't worry. I'm sure you'll all do great."<<gstress>><<stress 6>>
<br><br>
<<if $arousal gte $arousalmax>>
<<set _teacher to "Doren">>
<<orgasmLocation "classroom">>
<</if>>
<<exam english>>
<br><br>
There's a shuffle of paper as students open the first page. Doren prowls the aisles.
<br><br>
<<endevent>>
<<exam_cheat english>>
<<if !$daily.earSlimeCheatExam and numberOfEarSlime() and earSlimeMakingMundaneRequests() and random(0,200) gte 150 - $earSlime.corruption>>
<<set $daily.earSlimeCheatExam to true>>
<span @class="$earSlime.startedThreats ? 'lewd' : 'lblue'">You feel the slime in your head command you to cheat in the exam.</span> It promises rewards if you comply<<if $earSlime.startedThreats>>, and threatens consequences if you do not<</if>>.
<br><br>
<<link [[Obey|English Exam]]>><<set $phase to 4>><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 2>><</link>><<gcorruption>><<lpain>><<lltrauma>><<lstress>>
<br>
<<if $earSlime.startedThreats>>
<<link [[Defy|English Exam]]>><<set $phase to 6>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><</link>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>>
<<else>>
<<link [[Ignore|English Exam]]>><<set $phase to 5>><</link>>
<</if>>
<br>
<<else>>
<<link [[Focus|English Exam]]>><<stress 6>><<set $phase to 0>><<set $exam_chance += 5>><</link>><<gstress>><<passPercent 5>>
<br>
<<link [[Try to relax|English Exam]]>><<set $phase to 1>><</link>>
<br>
<<link [[Cheat|English Exam]]>><<set $phase to 2>><</link>><<skulduggerydifficulty>>
<br>
<<if $kylarenglishstate is "active">>
<<link [[Copy Kylar|English Exam]]>><<set $phase to 3>><<npcincr Kylar lust 3>><<set $exam_chance += 5>><</link>><<glust>> <<passPercent 5>>
<br>
<</if>>
<</if>>
<<elseif $kylarenglishstate is "active">>
<<if Time.minute lte 5>>
The English lesson begins. How do you want to conduct yourself?
<br><br>
<<else>>
The English lesson continues. How do you want to conduct yourself?
<br><br>
<</if>>
<<if $arousal gte $arousalmax>>
<<set _teacher to "Doren">>
<<orgasmLocation "classroom">>
<</if>>
<<englishicon>><<link [[Focus on the lesson|English Lesson Focus]]>><</link>><<gstress>><<genglish>>
<br>
<<socialiseicon>><<link [[Socialise with classmates|English Lesson Socialise]]>><</link>><<ltrauma>><<lstress>><<gharass>>
<br>
<<daydreamicon>><<link [[Daydream|English Lesson Daydream]]>><</link>><<lstress>> <<lharass>>
<br>
<<if $tiredness gte (C.tiredness.max / 5) * 3>>
<<bedicon "zzz">><<link [[Sleep at your desk|English Lesson Sleep]]>><</link>><<ltiredness>>
<br>
<</if>>
<<if hasSexStat("exhibitionism", 5)>>
<<skinicon "masturbate">><<link [[Masturbate|English Lesson Masturbate]]>><<set $masturbationstart to 1>><<npcincr Kylar lust 5>><</link>><<exhibitionist5>><<glust>>
<br>
<</if>>
<<else>>
<<if Time.minute lte 5>>
The English lesson begins. How do you want to conduct yourself?
<br><br>
<<classgrades>>
<<else>>
The English lesson continues. How do you want to conduct yourself?
<br><br>
<</if>>
<<if $arousal gte $arousalmax>>
<<set _teacher to "Doren">>
<<orgasmLocation "classroom">>
<</if>>
<<englishicon>><<link [[Focus on the lesson|English Lesson Focus]]>><</link>><<gstress>><<genglish>>
<br>
<<socialiseicon>><<link [[Socialise with classmates|English Lesson Socialise]]>><</link>><<gcool>><<ltrauma>><<lstress>><<gharass>>
<br>
<<daydreamicon>><<link [[Daydream|English Lesson Daydream]]>><</link>><<lstress>> <<lharass>>
<br>
<<if $tiredness gte (C.tiredness.max / 5) * 3>>
<<bedicon "zzz">><<link [[Sleep at your desk|English Lesson Sleep]]>><</link>><<ltiredness>>
<br>
<</if>>
<<if hasSexStat("exhibitionism", 4)>>
<<skinicon "masturbate">><<link [[Masturbate|English Lesson Masturbate]]>><<set $masturbationstart to 1>><</link>><<exhibitionist4>>
<br>
<</if>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
Embarrassed, you apologise and leave.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You mock the teacher. "Sorry for interrupting <<sir>>, please don't eat me!" Laughter erupts among the seated students.
<br><br>
Doren also laughs. "Go to your class, or I just might!" <<He>> holds the door open for you.
<<gdelinquency>>
<br><br>
<<detention 1>>
<<link [[Next|Hallways]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $kylarenglishstate is "active">>
You focus on listening to the teacher and studying the material. You think you're making progress, despite Kylar's distractions.
<br><br>
<<else>>
You focus on listening to the teacher and studying the material. It's hard going, but you think you're making progress.
<br><br>
<</if>>
<<towelup>>
<<advancelesson>>
<<englishskill _lesson_progress>>
<<stress _lesson_progress>>
<<if $phase is 1>>
<<lessonEnd "englishClassroom">>
<<else>>
<<lessonEvents "english">>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<towelup>>
<<if $kylarenglishstate is "active">>
You do the bare minimum of work, focusing instead on trying to endear yourself to your classmates. Kylar's presence makes this difficult.
<<elseif $cool gte ($coolmax / 5 * 2)>>
You do the bare minimum of work, focusing instead on trying to endear yourself to your classmates. You soon become the centre of attention.
<<elseif $cool gte ($coolmax / 5)>>
You do the bare minimum of work, focusing instead on trying to endear yourself to your classmates.
<<else>>
You do the bare minimum of work, focusing instead on trying to endear yourself to your classmates. Most avoid interacting with you.
<</if>>
<br><br>
<<if $kylarenglishstate is "active">>
<<else>>
<<status 1>>
<</if>>
<<advancelesson>>
<<set _stress to _lesson_progress * -1>>
<<stress _stress>>
<<set _trauma to _lesson_progress * -0.5>>
<<trauma _trauma>>
<<if $phase is 1>>
<<lessonEnd "englishClassroom">>
<<else>>
<<lessonEvents "english" 2>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<towelup>>
<<if $kylarenglishstate is "active">>
You stare out the window and daydream. Kylar sketches you in <<nnpc_his "Kylar">> sketchbook.
<<elseif $trauma gte (($traumamax / 10) * 7)>>
You keep to yourself, afraid that one wrong move will result in the whole class molesting you.
<<elseif $trauma gte (($traumamax / 10) * 2)>>
You focus on your own thoughts, trying to keep the creeping anxiety at bay.
<<else>>
You don't really pay attention to the lesson, instead idly staring out the window and thinking about what you'll do after school.
<</if>>
<br><br>
<<advancelesson>>
<<set _stress to _lesson_progress * -1>>
<<stress _stress>>
<<set _tiredness to _lesson_progress * -0.5>>
<<tiredness _tiredness>>
<<if $phase is 1>>
<<lessonEnd "englishClassroom">>
<<else>>
<<lessonEvents "english" 0.5>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You rest your head on the desk while Doren <<print either("discusses the proper use of adverbs", "animatedly reads aloud from a book", "talks about the symbolism of yellow curtains", "shares examples of different types of poems", "leads two students in a reenactment of a play")>>. Your eyes soon close, just for a moment, before you open them again. You struggle to stay awake, but the desk is just too comfy.
<br><br>
<<towelup>>
<<tiredness -12>>
<<advancelesson>>
<<if $phase is 1>>
<<lessonEnd "englishClassroom" "sleep">>
<<else>>
<<eventsenglishsleep>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if C.npc.Kylar.love gte 90>>
You pick up your things to move to another seat. Kylar rests a hand on your thigh. <<His>> hand clutches a knife. "Wh-where are you going, my love?" <<he>> says. "We already have our seats."
<br><br>
<<link [[Next|English Lesson]]>><<endevent>><</link>>
<br>
<<else>>
<<set $kylarenglishstate to "watching">>
You pick up your things and move to another seat. Kylar doesn't follow, but starts stabbing <<his>> hand with a pen.
<br><br>
<<link [[Next|English Lesson]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You stretch languidly, lifting your $worn.upper.name and exposing your midriff. It's a bit much for the <<person>> and <<he>> looks away, blushing.
<<exhibitionism1>>
<<if $robinhistory is "seat">>
<<if C.npc.Robin.dom gte 30>>
Robin tugs down your $worn.upper.name. "Someone's gonna see you!" <<nnpc_he Robin>> says as <<nnpc_he Robin>> covers your midriff.
<<else>>
Robin blushes as well, though <<nnpc_he Robin>> tries <<nnpc_his Robin>> best to ignore you.
<</if>>
<br><br>
<</if>>
<<link [[Next|History Lesson]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You shift in your seat and lift up your skirt, revealing your <<undies>>.
<<if !$worn.under_lower.type.includes("naked")>>
<<exhibitionism2>>
<<else>>
<<exhibitionism4>>
<</if>>
<<if $robinhistory is "seat" and C.npc.Robin.dom gte 30>>
Robin interrupts, and pulls your skirt back down. "Someone will see!" <<nnpc_he Robin>> says. The <<person>> smiles and looks away.
<br><br>
<<elseif $rng gte 51>>
It's too much for the <<person>>. <<He>> looks away, blushing.
<br><br>
<<else>>
<<if $robinhistory is "seat">>
Robin looks away.
<</if>>
The <<person>> is mesmerised by your display, and can't take <<his>> eyes off of you. <<Hes>> so fixated on you, <<he>> doesn't notice Winter call for <<him>> to answer a question.
<br><br>
Flustered, <<he>> gets the answer wrong. It was an easy one. The class laugh at <<him>>.
<br><br>
<<if $winterromance is 1>>
<!-- note: impossible condition. winterromance and winterpunish unused -->
<<npc Winter>> Winter looks at you as if aware of what you were doing. <<He>> shakes <<his>> head. You think you can see a faint smile on <<his>> lips.
<<set $winterpunish += 1>>
<br><br>
<</if>>
<</if>>
<<link [[Next|History Lesson]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $phase lte 1>><<pass 10>>
You jump from your chair and
<<if $phase is 1>>rush to the teacher to explain your situation. Winter tenses with anger, but it's not directed at you. You <</if>>
dash out of the class to the bathroom. Closing yourself in an empty cubicle, you strip off the clothes and brush away the itching powder.
You also rub it off your reddening skin.
<br><br>
When you feel confident that you got it all, you put your clothes back on and head back to the classroom.
<br><br>
<<if $schoolstate isnot "fourth">>
By the time you get back, class is wrapping up.
<<if $phase is 0>>
Winter stands by the door, arms crossed.
<br>
"You certainly took your time getting back. Perhaps in detention you can tell the Head what was so important."
<<else>>
<br><br>
The other students shoot you sullen looks as they filter into the hall. They must have got in trouble while you were away.
<</if>>
<br><br>
<<link [[Next|Hallways]]>><<endevent>><</link>>
<br>
<<else>>
The class falls silent as you walk in.
<<if $phase is 0>>
Winter glares.
<br>
"Glad you could join us. Perhaps in detention you can tell the Head what was so important."
<br><br>
<<else>>
The whole class glowers at you. They must have got in trouble while you were away.
<br><br>
Winter waves you to your chair.
<</if>>
<br><br>
<<link [[Next|History Lesson]]>><<endevent>><</link>>
<br>
<</if>>
<<elseif $phase is 2>>/*strip*/
Sitting in your seat, you remove and move aside your clothing in order to wipe away the offending powder.
You feel the eyes of a few other students on you, but Winter has already moved onto the next topic and pretends not to
<<if $worn.under_lower.type.includes("naked")>>
notice. Until, while adjusting your $worn.lower.name, the class are distracted by your exposed <<genitals>>.
<br>
One student wolf-whistles, and a laugh breaks out across the room.
<br><br>
"Cover yourself," Winter demands. "The Head will talk to you about this in detention."
<<detention 2>>
<<elseif $worn.under_upper.type.includes("naked") and $player.breastsize gte 1>>
notice. Until, while adjusting your $worn.upper.name you flash your <<breasts>>.
One student wolf-whistles and laughter breaks out across the room.
<br><br>
"Cover those up," Winter demands. "The Head will talk to you about this in detention."
<<detention 2>>
<<else>>notice, maybe assuming some kind of wardrobe malfunction after the earlier activity.
<</if>>
<br><br>
The itching soon subsides.
<br><br>
<<link [[Next|History Lesson]]>><<endevent>><</link>>
<br>
<<else>>
The itching takes a long time to subside.
<<pain 5>><<stress 20>>
<br><br>
<<link [[Next|History Lesson]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $uncomfortable.nude is false>>
You walk out from behind the screen. You are greeted by laughter as the class sees what you're wearing, though they are quickly silenced by a stern look from Winter. You don't mind, and flaunt as much as you can get away with.
<<else>>
You <<nervously>> walk out from behind the screen. You are greeted by laughter as the class sees what you're wearing, though they are quickly silenced by a stern look from Winter. You're too embarrassed by the way your classmates look at you to learn anything, but the segment is over soon enough.
<</if>>
<br><br>
<<link [[Next|History Lesson]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
This is ridiculous, there's no way you're wearing that. Winter glares at you as you take your seat.
<br><br>
<<link [[Next|History Lesson]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $uncomfortable.underwear is false>>
You proudly walk out from behind the screen, the clothes barely hiding your <<genitals>>. The class falls silent as they see how little you're wearing.
<<if $fame.exhibitionism gte 400>> You doubt this is the first time any of them have seen you so thinly attired.<</if>>
<br><br>
Winter smiles in satisfaction. You model the outfit as <<he>> describes the ceremonies it was used in, which all seem to have had a risqué element. You welcome your classmates' looks and continue posing in an inviting way. The segment is over sooner than you'd like.
<<else>>
You <<nervously>> walk out from behind the screen. The class falls silent as they see how little you're wearing. Winter smiles in satisfaction. You model the outfit as <<he>> describes the ceremonies it was used in, which all seem to have had a risqué element. You're too embarrassed by the way your classmates look at you to learn anything, but the segment is over soon enough.
<</if>>
<br><br>
<<link [[Next|History Lesson]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $speech_attitude is "bratty">>
You stare with a blank expression. Without warning, you smack your hand into the pile of books <<he>> is holding, sending them flying everywhere.
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<br><br>
The <<person>> is standing, stunned and surrounded by books, as Winter walks in.
"What are you doing?" Winter glares at <<him>> from the door. "Pick those books up, right now."
<br><br>
"But-"
<br><br>
"Explain it to the head in detention later. Right now I want those books handed out."
<br><br>
Other students smile at you as the <<person>> scrambles around picking books off the floor.
<<gcool>><<status 1>>
<br><br>
You smile sweetly as <<he>> hands you your book.
<<lstress>><<stress -1>>
<br><br>
<<skulduggeryuse>>
<<link [[Next|History Lesson]]>><<endevent>><</link>>
<br>
<<else>>
<br><br>
"What are you doing?" Winter glares at you from the door. "Pick those up, right now."
<br><br>
"But-"
<br><br>
"You can explain it to the head in detention later."
<<detention 2>><<stress 2>><<gstress>><<gdelinquency>>
<br><br>
<<skulduggeryuse>>
<<link [[Next|History Lesson]]>><<endevent>><</link>>
<br>
<</if>>
<<else>>
You point behind <<him>>. "I think Leighton saw that."
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<br><br>
The <<persons>> face pales.
<br>
As <<he>> looks over <<his>> shoulder toward the door, you grab another book from the top of <<his>> pile. "Thanks."
<br><br>
<<Hes>> still gaping in shock as Winter walks back in.
<br>
"You dropped a book," Winter tuts at <<him>>. "Do be more careful."
<br>
The class smirk and whisper as the <<person>> has to crouch down and pick the book back up.
<<stress -2>><<lstress>>
<br>
<<skulduggeryuse>>
<<link [[Next|History Lesson]]>><<endevent>><</link>>
<br>
<<else>>
<br><br>
The <<person>> scoffs. "You think I was born yesterday? You better pick up your book."
<br>
<<skulduggeryuse>>
<<link [[Pick it up|History Events Pick]]>><<trauma 2>><<stress 2>><<status -10>><</link>><<gtrauma>><<gstress>><<lcool>>
<br>
<<link [[Leave it|History Events Leave]]>><<stress 2>><<detention 2>><</link>><<gdelinquency>><<gstress>>
<br>
<</if>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You lean down to pick up the book. As you do, the <<person>> grabs the back of your head and pushes your face against <<his>> crotch.
<<if $robinhistory is "seat" and C.npc.Robin.dom gte 50>>
You try to push <<him>> away, but <<he>> holds you firm. Until a book collides with <<his>> head. <<He>> staggers back as all heads turn to the culprit. Robin.
<br><br>
"Fucker," the <<person>> says. <<He>> clutches <<his>> temple. "You'll pay for that." Robin glares, defiant.
<br><br>
Winter returns before the situation escalates. <<nnpc_His Winter>> gaze flicks to the battered book on the floor. "Pick that up," <<nnpc_he Winter>> commands the <<person>>. "Maybe you can learn to respect school property in detention."
<br><br>
The <<person>> doesn't argue, but throws another evil look at Robin.
<br><br>
<<link [[Next|History Lesson]]>><<endevent>><</link>>
<br>
<<elseif $cool lt 39>>
<<if $robinhistory is "seat">>
<br><br>
"Leave <<phim>> alone!" Robin shouts before another student gags <<nnpc_him Robin>>.
<br><br>
<<elseif $robinhistory is "active">>
<br><br>
You glance in Robin's direction, but you can't see <<nnpc_him Robin>> through the gathering crowd.
<br><br>
<</if>>
You try to push the assailant away, but <<he>> holds you firm, <<if $pronoun is "m">> and undoes <<his>> fly.<<else>> and lifts up <<his>> skirt. <<Hes>> not wearing underwear. <</if>> "Someone go distract the teacher," <<he>> says.
Much of the class closes around to watch.
<br><br>
<<link [[Next|History Lesson Molestation]]>><<set $molestationstart to 1>><<set $phase to 2>><</link>>
<br>
<<elseif $cool lt 119>>
<<if $robinhistory is "seat">>
<br><br>
"Leave <<phim>> alone!" Robin shouts before another student gags <<nnpc_him Robin>>.
<br><br>
<<elseif $robinhistory is "active">>
<br><br>
You glance in Robin's direction, but you can't see <<nnpc_him Robin>> through the gathering crowd.
<br><br>
<</if>>
You try to push the assailant away, but <<he>> holds you firm, <<if $pronoun is "m">> and undoes <<his>> fly.<<else>> and lifts up <<his>> skirt. <<Hes>> not wearing underwear.<</if>>
<br><br>
<<link [[Next|History Lesson Molestation]]>><<set $molestationstart to 1>><<set $phase to 1>><</link>>
<br>
<<else>>
<<if $robinhistory is "seat">>
<br><br>
"Leave <<phim>> alone!" Robin shouts before another student gags <<nnpc_him Robin>>.
<br><br>
<<elseif $robinhistory is "active">>
<br><br>
You glance in Robin's direction, but you can't see <<nnpc_him Robin>> through the gathering crowd.
<br><br>
<</if>>
You push the assailant away as laughter emerges from the rest of the class. "I really am clumsy!" The <<person>> says, now grinning. "No need to be so aggressive though." <<He>> continues <<his>> task, and Winter soon returns.
<br><br>
<<link [[Next|History Lesson]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
Not trusting the <<persons>> intentions, you refrain from leaning over to pick up the book. <<He>> tilts <<his>> head and displays a mock frown. "What's wrong? Worried I might do something naughty?" <<His>> friends laugh.
<br><br>
The classroom door starts to open, and the <<person>> continues <<his>> task as Winter enters. The teacher sees the textbook on the floor and glares at you. "Pick that up immediately. You should treat school property with more respect." The <<person>> throws an infuriating smile your way as you pick up the book.
<br><br>
<<link [[Next|History Lesson]]>><<endevent>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<npcoral>>
<<if $phase is 1>>
<<set $timer to 6>><<enable_rescue>>
<<elseif $phase is 2>>
<<set $timer to 24>><<set $rescue to 0>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<if $rescue is 0 and $alarm is 1>>
<<set $alarm to 0>>
<span class="red">No one comes to your aid. Winter must be distracted.</span>
<br><br>
<</if>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or $timer lte 0>>
<span id="next"><<link [[Next|History Lesson Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|History Lesson Molestation]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<famerape 10>>
<<if $robinhistory is "seat">>
<<He>> shoves you to the ground. Robin is released as well, and rushes to your side as the rest of the class returns to their seats. Footsteps can be heard outside.
<br><br>
"It's okay," <<nnpc_he Robin>> says. <<nnpc_He Robin>> searches <<nnpc_his Robin>> pocket for a tissue. Winter enters, and Robin turns to <<nnpc_him Winter>>.
<br><br>
"<<personname>> assaulted my friend," Robin says, pointing at the <<person>>.
<br><br>
Winter points at the door, and the <<person>> marches out, giving you a wink before disappearing.
<br><br>
<<else>>
Satisfied, the <<person>> shoves you to the ground. The rest of the class rushes back to their seats, as footsteps can be heard approaching. You know you'll be in trouble if you're caught lying on the floor. <<tearful>> you struggle into your seat just before Winter returns.
<br><br>
<</if>>
<<clothesontowel>>
<<endcombat>>
<<link [[Next|History Lesson]]>><</link>>
<<elseif $enemyhealth lte 0>>
<<if $robinhistory is "seat">>
The <<person>> recoils in pain. <<He>> glares at you, and <<he>> and <<his>> friends look like they've a mind to punish you, but footsteps can be heard approaching the class. They think better of it.
<br><br>
They release Robin, and <<nnpc_he Robin>> rushes to your side. "It's okay," <<nnpc_he Robin>> says. Winter returns, and fixes Robin with <<nnpc_his Winter>> gaze. "<<personname>> assaulted my friend." Robin points at the <<person>>.
<br><br>
Winter points at the door, and the <<person>> marches out, still nursing an injury.
<br><br>
<<else>>
The <<person>> recoils in pain. <<He>> glares at you, and <<he>> and <<his>> friends look like they've a mind to punish you, but footsteps can be heard approaching the class. They think better of it. <<tearful>> you take your seat. Winter returns, with no knowledge of what just took place.
<br><br>
<</if>>
<<clothesontowel>>
<<endcombat>>
<<link [[Next|History Lesson]]>><</link>>
<<elseif $alarm is 1 and $rescue is 1>>
<<set $rescued += 1>>
<<if $robinhistory is "seat">>
You hear footsteps approach the classroom. The <<person>> shoves you away and returns to <<his>> desk. Robin is released as well. <<nnpc_He Robin>> rushes to your side.
<br><br>
"It's okay," <<nnpc_he Robin>> says.
<br><br>
Winter enters. <<nnpc_His Winter>> eyes rest on Robin. "I can't leave you alone for five minutes, can I?"
<br><br>
"<<personname>> assaulted my friend," Robin says, pointing at the <<person>>.
<br><br>
Winter points at the door, and the <<person>> marches out, giving you a wink before disappearing.
<br><br>
<<else>>
Footsteps can be heard rapidly approaching the classroom. The <<person>> pushes you away and returns to <<his>> desk, along with the rest of the class. <<tearful>> you take your seat. Winter arrives, looking angry. "I can't leave you alone for five minutes, can I?" Glad that the assault is over and not wanting Winter to know it was you who screamed, you keep your head down as the lesson continues.
<br><br>
<</if>>
<<clothesontowel>>
<<endcombat>>
<<link [[Next|History Lesson]]>><</link>>
<<else>>
<<if $robinhistory is "seat">>
You hear footsteps approach the classroom. The <<person>> shoves you away and returns to <<his>> desk. Robin is released as well. <<nnpc_He Robin>> rushes to your side.
<br><br>
"It's okay," <<nnpc_he Robin>> says. Winter enters with one of the <<persons>> friends in tow, looking diminished.
<br><br>
"Don't waste my time again," Winter says. "Or you'll never see the end of detention." <<nnpc_He Winter>> turns to you, then to Robin.
<br><br>
"<<personname>> assaulted my friend," Robin says, pointing at the <<person>>.
<br><br>
Winter points at the door, and the <<person>> marches out, giving you a wink before disappearing.
<br><br>
<<else>>
You hear footsteps approach the classroom. The <<person>> pushes you away and returns to <<his>> desk, along with the rest of the class. <<tearful>> you take your seat. Winter arrives, one of the <<persons>> friends in tow, looking diminished. "Don't waste my time again, or you'll never see the end of detention." Glad that the assault is over, you keep your head down as the lesson continues.
<br><br>
<</if>>
<<clothesontowel>>
<<endcombat>>
<<link [[Next|History Lesson]]>><</link>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You walk to the front of the classroom, and Winter gestures you to bend over the bottom part of the pillory. You do so, and <<he>> lifts over the rest of the device, locking you firmly in place. Your hands and head poke through small holes facing the class. The antique is bolted onto the floor, rendering you quite immobile.
<br><br>
<<bindtemp>>
<<if $rng gte 51>>
<<endevent>>
Before Winter can speak further, the door opens to reveal Leighton, who doesn't look twice at the <<girl>> in the pillory. <<npc Leighton>><<person1>><<He>> looks at Winter. "We need to talk." Winter nods, and leaves the room without a word.
<<endevent>>
<br><br>
<<if $robinhistory is "active" or $robinhistory is "seat">>
<<if C.npc.Robin.trauma gte 20>>
<<generates1>><<person1>>The class is silent for a few moments, as the sound of footsteps outside the room fade into nothingness. Then a <<person>> stands up, and saunters over to you. "Who thinks the lesson should continue?" <<he>> asks the rest of the class, smiling slyly. Encouraged by the rest of the class, <<he>> walks behind you.
<br><br>
Robin shakes and looks away.
<br><br>
<<link [[Next|History Lesson Pillory Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<<elseif C.npc.Robin.dom gte 60>>
<<generates1>><<person1>>The class is silent for a few moments, as the sound of footsteps outside the room fade into nothingness. Then a <<person>> stands up, and saunters over to you. "Who thinks the lesson should continue?" <<he>> asks the rest of the class, smiling slyly.
<br><br>
<<if random(1, 2) is 2>>
Robin tries to speak up, but the other students cheer over <<nnpc_his Robin>> voice. Encouraged, the <<person>> saunters behind you.
<br><br>
Before the situation can escalate, a book collides with the <<persons>> head. <<He>> staggers away from you. The class turns to the culprit. Robin glares across the room.
<br><br>
"Fucking <<bitch>>," the <<person>> shouts, marching across the room. Robin trembles a little, but remains defiant.
<br><br>
<<link [[Next|History Lesson Pillory Robin Save]]>><<unbindtemp>><</link>>
<br>
<<else>>
Robin tries to speak up, but another student restrains <<nnpc_him Robin>> from behind, and clamps a hand over <<nnpc_his Robin>> mouth. <<nnpc_He Robin>> squirms, but is unable to shake free.
<br><br>
<<link [[Next|History Lesson Pillory Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<<else>>
<<generates1>><<person1>>The class is silent for a few moments, as the sound of footsteps outside the room fade into nothingness. Then a <<person>> stands up, and saunters over to you. "Who thinks the lesson should continue?" <<he>> asks the rest of the class, smiling slyly.
<br><br>
Robin tries to speak up, but the other students cheer over <<nnpc_his Robin>> voice. Another student restrains <<nnpc_him Robin>> from behind, and clamps a hand over <<nnpc_his Robin>> mouth. Encouraged, the <<person>> saunters behind you.
<br><br>
<<link [[Next|History Lesson Pillory Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<<else>>
<<generates1>><<person1>>The class is silent for a few moments, as the sound of footsteps outside the room fade into nothingness. Then a <<person>> stands up, and saunters over to you. "Who thinks the lesson should continue?" <<he>> asks the rest of the class, smiling slyly. Encouraged by the rest of the class, <<he>> walks behind you.
<br><br>
<<link [[Next|History Lesson Pillory Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<<else>>
Winter lectures about the historical use of the pillory, as well as other archaic punishments. You wonder why <<he>> likes them so much. Before long, <<he>> releases you. "You've been a fine assistant," <<he>> says cheerfully, as you head back to your seat.<<unbindtemp>>
<br><br>
<<link [[Next|History Lesson]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
You hear rapid footsteps outside. Winter barges in. <<nnpc_His Winter>> gaze flicks to the dented book on the floor, then rests on the <<person>>.
<br><br>
"Out," <<nnpc_he Winter>> says. "I won't tolerate the destruction of school property."
<br><br>
The <<person>> tries to argue, but Winter won't hear it. <<He>> rubs <<his>> head as <<he>> leaves the room.
<br><br>
"I'm sorry," Winter sighs as <<nnpc_he Winter>> releases you from the pillory. "We won't have time for this now." <<nnpc_He Winter>> sounds disappointed. <<tearful>> you walk back to your desk.
<br><br>
<<if $robinhistory is "active">>
<<if $pain gte 20>>
Robin hands you a tissue, and tries to calm you down.<<lpain>><<pain -4>>
<br><br>
<</if>>
<</if>>
<<unbindtemp>>
<<link [[Next|History Lesson]]>><<endevent>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<npcspank>>
<<set $timer to 18>>
<<set $position to "wall">><<set $walltype to "cleanpillory">><<set $leftarm to "bound">><<set $rightarm to "bound">><<set $head to "bound">><<set $NPCList[0].lefthand to 0>>
<<enableSchoolRescue "delinquency">>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate "<span class='red'>No one comes to your aid, likely due to your reputation as a delinquent.</span>">>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or $timer lte 0>>
<span id="next"><<link [[Next|History Lesson Pillory Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|History Lesson Pillory Molestation]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<famerape 10>>
"I got a bit carried away there," you hear the <<person>> mutter as <<he>> heads back to <<his>> seat.
<br><br>
<<exposure>>
<<if $exposed gte 1>>
Winter returns to the class, and sees you in your undressed state. The teacher conceals your body with a towel while freeing you from the pillory. "Who's responsible for this?"
<br><br>
<<if C.npc.Robin.trauma gte 20 or $robinhistory is "missing">>
Everyone looks at the <<person>>, who shrinks lower into <<his>> seat.
<<else>>
Robin stands and points. "It was <<him>>," <<nnpc_he Robin>> says. The other students murmur agreement as the <<person>> shrinks in <<his>> seat.
<</if>>
<br><br>
Winter glares at <<him>>. "Stay behind after class." <<tearful>> you walk back to your desk and ease yourself down.
<br><br>
<<else>>
<<endevent>><<npc Winter>><<person1>>Winter returns to the class. "Sorry, but we won't have time for this now," <<he>> says as <<he>> releases you from the pillory. <<He>> sounds genuinely disappointed. <<tearful>> you walk back to your desk, and ease yourself down.
<br><br>
<</if>>
<<if C.npc.Robin.trauma gte 20 and $robinhistory is "seat">>
Robin shakes in <<nnpc_his Robin>> seat, and sobs.
<br><br>
<<elseif $robinhistory is "seat" and $pain gte 20>>
Robin tries to calm you down. <<nnpc_He Robin>> pulls out a tissue and dries your eyes.<<lpain>><<pain -4>>
<br><br>
<</if>>
<<clothesontowel>>
<<endcombat>>
<<link [[Next|History Lesson]]>><</link>>
<<elseif $enemyhealth lte 0>>
The <<person>> recoils in pain, and the class turns against <<him>>, laughing at <<his>> inability to properly molest a bound <<girl>>. <<He>> returns to <<his>> seat, looking diminished.
<br><br>
<<exposure>>
<<if $exposed gte 1>>
Winter returns to the class, and sees you in your undressed state. The teacher conceals your body with a towel while freeing you from the pillory. "Who's responsible for this?"
<br><br>
<<if C.npc.Robin.trauma gte 20 or $robinhistory is "missing">>
Everyone looks at the <<person>>, who shrinks lower into their seat.
<<else>>
Robin stands and points. "It was <<him>>," <<nnpc_he Robin>> says. The other students murmur agreement as the <<person>> shrinks in <<his>> seat.
<</if>>
<br><br>
Winter glares at <<him>>. "Stay behind after class." <<tearful>> you walk back to your desk and ease yourself down.
<br><br>
<<else>>
Winter returns to the class. "Sorry, but we won't have time for this now," <<nnpc_he Winter>> says as <<nnpc_he Winter>> releases you from the pillory. <<nnpc_He Winter>> sounds genuinely disappointed. <<tearful>> you walk back to your desk, and ease yourself down.
<br><br>
<</if>>
<<if C.npc.Robin.trauma gte 20 and $robinhistory is "seat">>
Robin shakes in <<nnpc_his Robin>> seat, and sobs.
<br><br>
<<elseif $robinhistory is "seat" and $pain gte 20>>
Robin tries to calm you down. <<nnpc_He Robin>> pulls out a tissue and dries your eyes.<<lpain>><<pain -4>>
<br><br>
<</if>>
<<clothesontowel>>
<<endcombat>>
<<link [[Next|History Lesson]]>><</link>>
<<elseif $alarm is 1 and $rescue is 1>>
<<set $rescued += 1>>
Footsteps can be heard rapidly approaching the classroom. The <<person>> rushes back to <<his>> desk. Winter arrives, looking angry. "I can't leave you alone for five minutes, can I?"
<br><br>
<<exposure>>
<<if $exposed gte 1>>
Winter conceals your body with a towel while freeing you from the pillory.
<br><br>
<<if C.npc.Robin.trauma gte 20 or $robinhistory is "missing">>
Everyone looks at the <<person>>, who shrinks lower into <<his>> seat.
<<else>>
Robin stands and points. "It was <<him>>," <<nnpc_he Robin>> says. The other students murmur agreement as the <<person>> shrinks in <<his>> seat.
<</if>>
<br><br>
Winter glares at <<him>>. "Stay behind after class." <<tearful>> you walk back to your desk and ease yourself down.
<br><br>
<<else>>
<<endevent>><<npc Winter>><<person1>>"Sorry, but we won't have time for this now." Winter says as <<he>> releases you from the pillory. <<He>> sounds genuinely disappointed. <<tearful>> you walk back to your desk, and ease yourself down.
<</if>>
<<if C.npc.Robin.trauma gte 20 and $robinhistory is "seat">>
Robin shakes in <<nnpc_his Robin>> seat, and sobs.
<br><br>
<<elseif $robinhistory is "seat" and $pain gte 20>>
Robin tries to calm you down. <<nnpc_He Robin>> pulls out a tissue and dries your eyes.<<lpain>><<pain -4>>
<br><br>
<</if>>
<<clothesontowel>>
<<endcombat>>
<<link [[Next|History Lesson]]>><</link>>
<<else>>
Footsteps can be heard approaching the classroom. The <<person>> rushes back to <<his>> desk. The door opens to reveal Winter.
<br><br>
<<exposure>>
<<if $exposed gte 1>>
The teacher conceals your body with a towel while freeing you from the pillory. "Who's responsible for this?"
Everyone looks at the <<person>>, who shrinks lower into their seat. "Stay behind after class." <<tearful>> you walk back to your desk, and ease yourself down.
<<else>>
<<endevent>><<npc Winter>><<person1>>"Sorry, but we won't have time for this now," <<he>> says as <<he>> releases you from the pillory. <<He>> sounds genuinely disappointed. <<tearful>> you walk back to your desk, and ease yourself down.
<</if>>
<<clothesontowel>>
<<endcombat>>
<<link [[Next|History Lesson]]>><</link>>
<</if>>
<<unbindtemp>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<npc Winter>><<person1>>You raise your hand, and Winter looks at you. You answer the question, and <<he>> gives you a curt nod before moving on. That's about as close as you'll get to praise in this class.
<br><br>
<<link [[Next|History Lesson]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $speech_attitude is "meek">>
"I-I can't... I can't tell you," you say, hunching to conceal the collar around your neck.
<br><br>
<<elseif $speech_attitude is "bratty">>
"Mind your own business," you say.
<br><br>
<<else>>
"I can't tell you," you say.
<br><br>
<</if>>
"Fine," says Winter. "Whatever it is, you can show Leighton in detention."
<br><br>
<<endevent>>
<<link [[Next|History Lesson]]>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $speech_attitude is "meek">>
"I-It's my collar," you say.
<br><br>
<<elseif $speech_attitude is "bratty">>
"It's a collar. What's it to you?" you say.
<br><br>
<<else>>
"It's just a collar," you say.
<br><br>
<</if>>
<<if $worn.neck.name is "collar with leash" or $worn.neck.name is "leather collar with leash" or $worn.neck.name is "Whitney's collar with leash">>
<<He>> reaches down and picks up the leash. "And this?
<<else>>
<<He>> slides a finger into the gap, and tugs. "Rather tight, isn't it?
<</if>>
<<if $worn.neck.name is "Whitney's collar" or $worn.neck.name is "Whitney's collar with leash">>
<<He>> reads the bold letters on your collar "Whitney's pet?" Pretty much the entire class is watching now. "Are you whitneys dog?" Someone giggles, which distracts Winter. "Quiet! Now, where was I..." <<He>> commences <<his>> droning.
<<else>>
What would possess you to wear such a thing?" Pretty much the entire class is watching now. "Do you like to roleplay as a dog?" Someone giggles, which distracts Winter. "Quiet! Now, where was I..." <<He>> commences <<his>> droning.
<br><br>
<</if>>
<<endevent>>
<<link [[Next|History Lesson]]>><</link>>
<br>f
<<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $speech_attitude is "meek">>
"Th-they're a growth on my head, <<sir>>. Like horns,"
<<elseif $speech_attitude is "bratty">>
"I'm a sinner, <<sir>>. So I grow horns,"
<<else>>
"I have horns, <<sir>>. They grow out of my head,"
<</if>>
you say, giving your horns a tug. "See?"
<br><br>
Winter raises <<his>> eyebrows. "How unusual," <<he>> says. You can't tell if <<he>> believes you. "Carry on with your work, please."
<br><br>
<<endevent>>
<<link [[Next|History Lesson]]>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $speech_attitude is "meek">>
"S-sorry. These are my ears, <<sir>>. They grow like this,"
<<elseif $speech_attitude is "bratty">>
"You like my ears, <<sir>>? When you're wild, they can grow like this,"
<<else>>
"They're my ears, <<sir>>. They grow like this,"
<</if>>
you say, giving your ears a tug. "See?"
<br><br>
Winter raises <<his>> eyebrows. "How unusual," <<he>> says. You can't tell if <<he>> believes you. "Carry on with your work, please."
<br><br>
<<endevent>>
<<link [[Next|History Lesson]]>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $speech_attitude is "meek">>
"I-it's nothing," you say. "It was just a s-silly prank."
<br>
<<elseif $speech_attitude is "bratty">>
"It's a costume," you say. "It's quirky. It's fun. Don't you have a sense of humour?"
<br>
<<else>>
"It's a costume," you say. "I forgot to take it off."
<br>
<</if>>
Winter sighs. "Explain it to Leighton in detention."
<<detention 2>><<gdelinquency>>
<br><br>
<<endevent>>
<<link [[Next|History Lesson]]>><</link>>
<br><<effects>><<person1>>
<<if $speech_attitude is "meek">>
"R-Robin is innocent," you protest.
<<elseif $speech_attitude is "bratty">>
You rest your hand on Robin's arm, stopping <<him>> from rising as you fix Winter with your gaze. "You're gonna believe that?" you ask. "I didn't think you were stupid."
<<else>>
"Robin didn't do it," you say. "You can't punish <<him>>."
<</if>>
<br><br>
"Don't talk back," Winter says. <<nnpc_He Winter>> still sends Robin out, but Robin seems calmed by your support anyway.
<br><br>
Another aeroplane lands in Winter's hair soon after, suggesting Robin really wasn't the culprit, and Winter lets <<him>> back in. <<He>> smiles as <<he>> takes the seat beside you.
<br><br>
<<link [[Next|History Lesson]]>><<endevent>><</link>>
<br><<effects>>
You stay quiet as Robin leaves the room. Another aeroplane lands in Winter's hair soon after, suggesting Robin wasn't the culprit, and Winter lets <<him>> back in. <<Hes>> shaking a little when <<he>> takes the seat beside you.
<br><br>
<<link [[Next|History Lesson]]>><<endevent>><</link>>
<br><<effects>>
You stay silent.
<<if $robinromance is 1>>
<<if C.npc.Robin.dom gte 40>>
Robin takes your hand in <<person1>><<his>> own. "Our personal lives are none of your business," <<he>> says, squeezing.
<br><br>
"Come on," the <<person2>><<person>> persists. "You can tell me."
<br><br>
A textbook thuds onto the desk. The <<person>> looks up, and meets Winter's gaze. <<He>> slumps back into <<his>> seat.
<br><br>
<<else>>
Robin glances at you, and hesitates, before speaking. "Yes," <<person1>><<he>> says. "We're going out."
<br><br>
The <<person2>><<person>> leans closer. "How about a kiss to prove it?"
<br><br>
Robin blushes, but is rescued when a textbook thuds onto the desk. The <<person>> looks up, and meets Winter's gaze. <<He>> slumps back into <<his>> seat.
<br><br>
<</if>>
<<else>>
<<if C.npc.Robin.dom gte 50>>
Robin shakes <<person1>><<his>> head. "<<pShes>> my best friend," <<he>> says. "But that's none of your business."
<br><br>
The <<person2>><<person>> looks at you. "Just a friend?" <<he>> persists. "Is that true?"
<br><br>
A textbook thuds onto the desk. The <<person>> looks up, and meets Winter's gaze. <<He>> slumps back into <<his>> seat.
<br><br>
<<else>>
Robin shakes <<person1>><<his>> head. "No, we're not."
<br><br>
The <<person2>><<person>> looks at you. "What about you? Is <<person1>><<he>> lying?"
<br><br>
A textbook thuds onto the desk. The <<person2>><<person>> looks up, and meets Winter's gaze. <<He>> slumps back into <<his>> seat.
<br><br>
<</if>>
<</if>>
<<link [[Next|History Lesson]]>><<endevent>><</link>>
<br><<effects>><<person1>>
<<if $speech_attitude is "meek">>
"Y-yes," you say. "I'm <<his>> <<girlfriend>>."
<<elseif $speech_attitude is "bratty">>
"Of course we're going out," you say. "You jealous?"
<<else>>
"Yeah," you say. "We're a thing."
<</if>>
<br><br>
<<if C.npc.Robin.dom gte 20>>
Robin smiles and nods. "I couldn't be happier," <<he>> says. <<person2>>The <<person>> frowns and returns to <<his>> desk.
<br><br>
<<else>>
Robin smiles and blushes at your words. <<He>> nods, and looks at <<his>> lap. The <<person2>><<person>> frowns and returns to <<his>> desk.
<br><br>
<</if>>
<<link [[Next|History Lesson]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"N-no," you say. "We're not a couple."
<<elseif $speech_attitude is "bratty">>
"What gave you that idea?" you ask. "Of course we're not going out."
<<else>>
"Nope," you say. "We aren't going out."
<</if>>
<br><br>
<<if C.npc.Robin.dom gte 20>>
Robin nods. "<<pShes>> my friend," <<person1>><<he>> says. "That's all."
<<else>>
Robin looks uncomfortable, but nods.
<</if>>
<br><br>
"Aww," the <<person2>><<person>> says, amused. "But you two are so cute." <<He>> looks at you. "Come on. Just a peck on the cheek."
<<if random(1, 2) is 2>>
A textbook thuds onto the desk. The <<person>> looks up, and meets Winter's piercing gaze. <<He>> slumps back into <<his>> seat.
<br><br>
<<link [[Next|History Lesson]]>><<endevent>><</link>>
<br>
<<else>>
<br><br>
<<link [[Peck|History Robin Peck]]>><<npcincr Robin love 1>><<npcincr Robin lust 1>><</link>><<glove>><<glust>>
<br>
<<link [[Refuse|History Robin Peck Refuse]]>><</link>>
<br>
<</if>>
<br><<effects>><<person1>>
<<if $speech_attitude is "meek">>
"Y-yes," you say. "I'm <<his>> <<girlfriend>>."
<<elseif $speech_attitude is "bratty">>
"Of course we're going out," you say. "You jealous?"
<<else>>
"Yeah," you say. "We're a thing."
<</if>>
<br><br>
<<if C.npc.Robin.dom gte 20>>
"Wait," Robin says. "That's not true. I'm not ready yet." The <<person2>><<person>> laughs at Robin's uncertainty, but attracts Winter's ireful gaze, and slinks back to <<his>> desk.
<br><br>
Robin is quiet for a while.
<br><br>
<<else>>
Robin gasps. "W-wait," <<he>> says. "That's not-" <<He>> attracts Winter's ireful gaze, and falls silent. The <<person2>><<person>> laughs and slinks back to <<his>> desk.
<br><br>
<</if>>
<<link [[Next|History Lesson]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"N-no," you say. "We're not a couple."
<<elseif $speech_attitude is "bratty">>
"What gave you that idea?" you ask. "Of course we're not going out."
<<else>>
"Nope," you say. "We aren't going out."
<</if>>
<br><br>
<<person1>>
<<if C.npc.Robin.dom gte 20>>
Robin turns to you, confused. "What do you mean?" <<he>> asks. "Of course we're going out. Why would you say we're not?"
<br><br>
Before you can respond, Robin opens <<his>> mouth again.
<<if $cool gte 160>>
"Am I that embarrassing?" <<he>> asks. <<He>> looks like <<hes>> holding back tears.
<br><br>
The <<person2>><<person>> leans closer, and whispers too quiet for Robin to hear. "How about you ditch this loser, and meet me in the-"
<br><br>
A textbook thuds against the desk. The <<person>> looks up to find Winter's gaze piercing <<him>>. <<He>> slumps back into <<his>> chair.
<br><br>
<<else>>
"I-I'm trying to be better," <<he>> says. <<He>> looks like <<hes>> holding back tears.
<br><br>
"Looks like you two have some relationship issues," the <<person2>><<person>> interrupts. "I'll leave you to it." <<He>> slinks back to <<his>> desk.
<br><br>
<</if>>
<<else>>
"W-What?" Robin says, <<his>> voice quivering. "Th-that's not true!" <<He>> stumbles over <<his>> words, and instead looks away.
<br><br>
"Looks like you two have some relationship issues," the <<person2>><<person>> says. "I'll leave you to it." <<He>> slinks back to <<his>> desk.
<br><br>
<</if>>
<<link [[Apologise to Robin|History Robin Apologise]]>><<npcincr Robin love 1>><</link>><<glove>>
<br>
<<link [[Say nothing|History Lesson]]>><<endevent>><</link>>
<Br><<effects>>
<<if $speech_attitude is "meek">>
"I-I'm sorry," you tell Robin. "I just d-don't want the attention."
<<elseif $speech_attitude is "bratty">>
"I didn't mean that," you tell Robin. "Just don't want the attention."
<<else>>
"I'm sorry," you say. "I just don't want the attention."
<</if>>
<br><br>
Robin nods, but can't meet your eyes.
<br><br>
<<link [[Next|History Lesson]]>><<endevent>><</link>>
<br><<effects>>
You turn your gaze towards Robin. <<person1>><<His>> cheeks are red, but <<he>> doesn't protest as you lean in and plant a kiss on <<his>> cheek.
<<if random(1, 2) is 2>>
Satisfied, the <<person2>><<person>> slinks back to <<his>> seat.
<br><br>
<<person1>>
Robin's face remains red for a while, and <<he>> struggles to remain focused on the lesson. You catch <<him>> smiling more than once.
<br><br>
<<link [[Next|History Lesson]]>><<endevent>><</link>>
<br>
<<else>>
"Not good enough," the <<person2>><<person>> says. "On the lips."
<br><br>
<<link [[Kiss|History Robin Peck 2]]>><</link>><<promiscuous1>><<kissvirginitywarning>>
<br>
<<link [[Refuse|History Robin Peck Refuse]]>><</link>>
<br>
<</if>><<effects>>
You hold Robin's chin, and turn <<person1>><<him>> to face you. You give <<him>> a peck on the lips. <<His>> eyes are shut when you pull away, lost in the moment.
<<takeKissVirginity "Robin" "romantic">><<promiscuity1>>
"Nice," the <<person2>><<person>> says. <<He>> looks at Robin. "You enjoyed that a lot." Robin's eyes flutter open, and <<person1>><<he>> looks away, <<his>> blush deepening.
<br><br>
Satisfied, the <<person2>><<person>> returns to <<his>> desk.
<br><br>
<<link [[Next|History Lesson]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"N-no," you say. "I'm not doing that."
<<elseif $speech_attitude is "bratty">>
"Fuck off," you say. "Leave us alone."
<<else>>
"Leave us alone," you say.
<</if>>
<br><br>
The <<person2>><<person>> opens <<his>> mouth to respond, but a textbook slams into the desk. <<He>> looks up, and meets Winter's piercing gaze.
<br><br>
<<He>> slumps back into <<his>> seat.
<br><br>
<<link [[Next|History Lesson]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<set _robin to statusCheck("Robin")>>
<<if _robin_location is "school">>
<<set $robinhistory to "active">>
<<else>>
<<set $robinhistory to "missing">>
<</if>>
<<if $schoolstate is "fourth">>
<<classRoomEarSlime "history">>
<<if $worn.upper.type.includes("naked") and $worn.lower.type.includes("naked")>>
<<outfitChecks>>
/*Check for when the pc is only wearing an overcoat*/
<<if $worn.under_upper.name isnot "naked" and $worn.under_lower.name isnot "naked">>
<<set _naked to ($worn.under_upper.type.includes("swim") or $worn.under_lower.type.includes("swim")) ? "only wearing swimwear" : "only wearing underwear">>
<<else>>
<<set _naked to "not wearing anything">>
<</if>>
<<if $worn.over_upper.name isnot "naked" and $worn.over_lower.name isnot "naked">>
As you go to hang your <<print _middleOutfit ? "$worn.over_upper.name" : "$worn.over_upper.name and $worn.over_lower.name">>, you remember that you're _naked underneath.
<</if>>
<br><br>
<<npc Winter>><<person1>>
Winter speaks during your brief hesitation. "You can't have believed I wouldn't notice. Go see the head."
<br><br>
<!--<<link [[Hang up coat|]]>><<endevent>><</link>>
<br><br> good starting point for when you can go to class naked-->
<<link [[Next|Hallways]]>><<endevent>><</link>>
<br><br>
<<elseif $worn.upper.type.includes("school") and $worn.lower.type.includes("school") and $rightarm isnot "bound">>
<<if $daily.school.attended.history>>
You rejoin the history lesson,
<<if $worn.over_upper.name isnot "naked" or $worn.over_lower.name isnot "naked" or $worn.over_head.name isnot "naked">>
hang your coat at the back of the class
<<undressOverClothes "historyClassroom">>
<</if>>
and take your seat.
<br><br>
<<link [[Next|History Lesson]]>><<endevent>><</link>>
<br>
<<elseif Time.minute lte 5>>
You enter the history classroom.
<<npc Winter>><<person1>>
Winter is preparing at the front of the room while the seats fill.
<<if $worn.over_upper.name isnot "naked" or $worn.over_lower.name isnot "naked" or $worn.over_head.name isnot "naked">>
<<undressOverClothes "historyClassroom">>
You hang your coat at the back of the class.
<</if>>
<<if _robin_location is "school">>
<<if $withRobin>>
<<unset $withRobin>>
Robin hurries to sit down, pointing at the empty seat beside <<nnpc_him Robin>>.
<<else>>
Robin waves you over, and points at an empty seat beside <<nnpc_him Robin>>.
<</if>>
<br><br>
<<if random(1, 2) is 2>>
<<endevent>>
<<npc Robin>><<generatey2>><<person2>>
You approach, but a <<person>> sits there before you arrive.
<br><br>
<<if C.npc.Robin.dom gte 20>>
"Excuse me," Robin says. "My <<friend>> was going to sit there."
<br><br>
<<if random(1, 2) is 2>>
"I got here first," the <<person2>><<person>> replies, refusing to budge.
<br><br>
<<link [[Ask the student to move|History Robin Move]]>><</link>>
<br>
<<link [[Find a new seat|History Robin New]]>><</link>>
<br>
<<else>>
"Fine," the <<person2>><<person>> replies. <<He>> grabs <<his>> bag and stands. You sit beside Robin.
<br><br>
<<link [[Next|History Lesson]]>><<endevent>><<set $robinhistory to "seat">><</link>>
<br>
<</if>>
<<else>>
<<person1>>
Robin lowers <<his>> head.
<br><br>
<<link [[Ask the student to move|History Robin Move]]>><</link>>
<br>
<<link [[Find a new seat|History Robin New]]>><</link>>
<br>
<</if>>
<<else>>
<<link [[Next|History Lesson]]>><<endevent>><<set $robinhistory to "seat">><</link>>
<br>
<</if>>
<<else>>
<br><br>
<<link [[Next|History Lesson]]>><<endevent>><</link>>
<br>
<</if>>
<<else>>
<<print $withRobin ? "You and Robin" : "You">> enter the history classroom.
<<npc Winter>><<person1>>
Winter cuts off mid-sentence and looks at you.
<<if $daily.school.historyExcused>>
<<run delete $daily.school.historyExcused>>
"Excused tardiness," <<he>> says simply, pointing to your seat.
<<else>>
<<He>> taps <<his>> watch and points to your seat.
<<gdelinquency>>
<<detention 1>>
<</if>>
<br><br>
<<if $withRobin>>
<<unset $withRobin>>
Robin looks mortified and quickly sits down.
<</if>>
You
<<if $worn.over_upper.name isnot "naked" or $worn.over_lower.name isnot "naked" or $worn.over_head.name isnot "naked">>
hang your coat at the back of the class and
<<undressOverClothes "historyClassroom">>
<</if>>
take your seat as Winter continues.
<br><br>
<<link [[Next|History Lesson]]>><<endevent>><</link>>
<br>
<</if>>
<<elseif $rightarm is "bound" or $leftarm is "bound" or $feetuse is "bound">>
Winter looks at your bindings. "Whatever that's about you need to sort it out before you enter my class. <<print $withRobin ? "You, help your friend out" : "Go see the head">>."
<<if $withRobin>>
Robin hastens to undo your bindings for you.<<unbind>><<unset $withRobin>>
<br><br>
<<link [[Next|History Lesson]]>><<endevent>><</link>>
<<else>>
<br><br>
<<link [[Next|Hallways]]>><<endevent>><</link>>
<</if>>
<br><br>
<<else>>
<<npc Winter>><<person1>>
Winter looks at your clothing. "You can't have believed I wouldn't notice. Go see the head."
<<if $withRobin>><<unset $withRobin>>Robin gives you a mournful look as you leave.<</if>>
<br><br>
<<link [[Next|Hallways]]>><<endevent>><</link>>
<br><br>
<</if>>
<<elseif $schoolstate is "lunch">>
<<classRoomEarSlime "history">>
<<print $withRobin ? "You and Robin" : "You">> enter the history classroom.
<<if $withRobin is "hurt">>
<<npc Robin>><<person1>>
You find Robin sitting at <<his>> desk, <<his>> head buried in <<his>> hands. <<He>> raises <<his>> head to look at you. It looks like <<hes>> been crying. "I don't wanna talk about it," <<he>> whispers. "You can kiss who you like. I just- I thought we-" <<He>> shakes <<his>> head. "Never mind. I'm just going to study. You should too."
<br><br>
<<He>> opens <<his>> history textbook, refusing to engage further. You give up trying to talk to <<him>>.
<br><br>
<<unset $withRobin>><<endevent>>
<<elseif $withRobin is "yes">>
<<npc Robin>><<person1>>
<<if !$worn.upper.type.includes("school") and !$worn.lower.type.includes("school")>>
Robin glances at your clothes. "I don't think Winter will let you attend class like that... do you have a spare uniform in your pool locker? If not, the <<nnpc_title "Leighton">> might have one!" Robin sits down at <<his>> desk and pulls <<his>> textbook out of <<his>> bookbag.
<<elseif !$worn.handheld.type.includes("bookbag")>>
Robin sits down at <<his>> desk and pulls <<his>> textbook out of <<his>> bookbag. <<He>> glances over at you. "Oh, did you forget your bookbag in your locker? You should go grab it! I think the school library sells backpacks too, if you don't have anything to carry your books in."
<<else>>
"I wonder what we'll learn in class today?" Robin muses. <<He>> sits down at <<his>> desk and pulls <<his>> textbook out of <<his>> bookbag. "I'm going to get a head start on the material now."
<</if>>
<<unset $withRobin>><<set $robinhistory to "seat">><<endevent>>
<<elseif _robin_location is "school" and $daily.school.lunchEaten is 1>>
Robin is already here.
<<if $robin.timer.hurt gte 1>>
<<nnpc_He Robin>> avoids looking at you.
<<elseif C.npc.Robin.trauma gte 20>>
<<nnpc_He Robin>> stares out the window.
<<elseif $robinromance is 1>>
<<nnpc_He Robin>> smiles and waves you over.
<<else>>
<<nnpc_He Robin>> smiles and waves.
<</if>>
<<set $robinhistory to "seat">>
<<else>>
No one else has arrived yet.
<</if>>
<br><br>
You could use the extra time to study.
<<classgrades>>
<<schoolperiodtext>>
<<outfitChecks>>
<<if _overNaked and _middleNaked>>
<!-- Should be changed once naked classes are a thing -->
You don't think you should study while not being properly dressed.
<br>
<<elseif !$worn.handheld.type.includes("bookbag")>>
<span class="blue">You can't study without your bookbag.</span>
<br>
<<else>>
<<historyicon>><<link [[Study history|History Classroom Study]]>><</link>><<gstress>><<ghistory>>
<</if>>
<br>
<<getouticon>><<link [[Leave|Hallways]]>><</link>>
<br>
<<elseif $schoollesson is 1>>
<<if $daily.school.historyInterrupted is 1>>
<<npc Winter>><<person1>>You enter the history classroom. Winter stops speaking abruptly and looks your way. "Every time you interrupt me, you damage your fellow student's chances. I'll mark you down for detention." <<He>> guides you to the door.
<<gdelinquency>>
<br><br>
<<detention 1>>
<<link [[Next|Hallways]]>><<endevent>><</link>>
<<else>>
<<npc Winter>><<person1>>You enter the history classroom. Winter stops speaking abruptly and looks your way. "And what can I do for you?" It seems you've interrupted the lesson.
<br><br>
<<set $daily.school.historyInterrupted to 1>>
<<link [[Apologise|History Classroom Apology]]>><<trauma 1>><<stress 1>><</link>><<gstress>><<gtrauma>>
<br>
<<if $trauma gte 1>>
<<link [[Mock|History Classroom Mock]]>><<status 1>><<stress -12>><</link>><<lstress>><<gcool>><<gdelinquency>>
<br>
<</if>>
<</if>>
<<else>>
You are in the History classroom. It has a stuffy atmosphere.
<br><br>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "emptyClassroom">>
<</if>>
<<storeon "historyClassroom" "check">>
<<if _store_check is 1>>
<<storeon "historyClassroom">>
You take your coat at the back of the class.
<br><br>
<</if>>
<<exhibitionclassroom>>
<<emptyClassroomMasturbationIntro>>
<<getouticon>><<link [[Leave the room (0:01)|Hallways]]>><<pass 1>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<set $daily.school.attended.history to true>>
<<if Time.weekDay is 6 and Time.minute gte 37>>
<<npc Winter>><<person1>>
"Time to prove you've been paying attention," Winter says, placing a stack of booklets on <<his>> desk. "Form an orderly queue. Anyone who begins before I give the go ahead will be disciplined."<<gstress>><<stress 6>>
<br><br>
<<if $arousal gte $arousalmax>>
<<set _teacher to "Winter">>
<<orgasmLocation "classroom">>
<</if>>
<<exam history>>
<br><br>
You return to your desk, and await Winter's signal. "Begin."
<br><br>
<<endevent>>
<<exam_cheat history>>
<<if !$daily.earSlimeCheatExam and numberOfEarSlime() and earSlimeMakingMundaneRequests() and random(0,200) gte 150 - $earSlime.corruption>>
<<set $daily.earSlimeCheatExam to true>>
<span @class="$earSlime.startedThreats ? 'lewd' : 'lblue'">You feel the slime in your head command you to cheat in the exam.</span> It promises rewards if you comply<<if $earSlime.startedThreats>>, and threatens consequences if you do not<</if>>.
<br><br>
<<link [[Obey|History Exam]]>><<set $phase to 3>><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 2>><</link>><<gcorruption>><<lpain>><<lltrauma>><<lstress>>
<br>
<<if $earSlime.startedThreats>>
<<link [[Defy|History Exam]]>><<set $phase to 5>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><</link>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>>
<<else>>
<<link [[Ignore|History Exam]]>><<set $phase to 4>><</link>>
<</if>>
<br>
<<else>>
<<link [[Focus|History Exam]]>><<stress 6>><<set $phase to 0>><<set $exam_chance += 5>><</link>><<gstress>><<passPercent 5>>
<br>
<<link [[Try to relax|History Exam]]>><<set $phase to 1>><</link>>
<br>
<<link [[Cheat|History Exam]]>><<set $phase to 2>><</link>><<skulduggerydifficulty>>
<</if>>
<br>
<<else>>
<<if Time.minute lte 5>>
The history lesson begins. How do you want to conduct yourself?
<br><br>
<<classgrades>>
<<else>>
The history lesson continues. How do you want to conduct yourself?
<br><br>
<</if>>
<<if $arousal gte $arousalmax>>
<<set _teacher to "Winter">>
<<orgasmLocation "classroom">>
<</if>>
<<historyicon>><<link [[Focus on the lesson|History Lesson Focus]]>><</link>><<gstress>><<ghistory>>
<br>
<<socialiseicon>><<link [[Socialise with classmates|History Lesson Socialise]]>><</link>><<gcool>><<ltrauma>><<lstress>><<gharass>>
<br>
<<daydreamicon>><<link [[Daydream|History Lesson Daydream]]>><</link>><<lstress>> <<lharass>>
<br>
<<if $tiredness gte (C.tiredness.max / 5) * 3>>
<<bedicon "zzz">><<link [[Sleep at your desk|History Lesson Sleep]]>><</link>><<ltiredness>>
<br>
<</if>>
<<if hasSexStat("exhibitionism", 5)>>
<<if $robinhistory is "seat">>
<<if C.npc.Robin.dom gte 60>>
<<skinicon "masturbate">><<link [[Masturbate|History Lesson Masturbate Robin]]>><</link>>
<br>
<<else>>
<<skinicon "masturbate">><<link [[Masturbate|History Lesson Masturbate]]>><<set $masturbationstart to 1>><</link>><<exhibitionist5>>
<br>
<</if>>
<<else>>
<<skinicon "masturbate">><<link [[Masturbate|History Lesson Masturbate]]>><<set $masturbationstart to 1>><</link>><<exhibitionist4>>
<br>
<</if>>
<</if>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
Embarrassed, you apologise and leave.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You mock the teacher. "Sorry for interrupting <<sir>>, I got you muddled with the skeleton in the science room." Laughter erupts among the seated students.
<br><br>
Winter sighs. "Is this really what passes for humour today?" <<He>> guides you to the exit and shuts the door behind you.
<<gdelinquency>>
<br><br>
<<detention 1>><<npcincr Winter love -1>>
<<link [[Next|Hallways]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You focus on listening to the teacher and studying the material.
<<if $robinhistory is "seat">>
Robin is eager to help.
<</if>>
It's hard going, but you think you're making progress.
<br><br>
<<towelup>>
<<advancelesson>>
<<historyskill _lesson_progress>>
<<stress _lesson_progress>>
<<if $phase is 1>>
<<lessonEnd "historyClassroom">>
<<else>>
<<lessonEvents "history">>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<towelup>>
<<if $robinhistory is "seat" and $daily.robin.historyChat isnot 1>>
<<set $daily.robin.historyChat to 1>>
<<npc Robin>><<person1>>
<<if C.npc.Robin.trauma gte 20>>
You try to strike up a conversation, but <<hes>> busy struggling to focus on the lesson instead.
<<elseif $robin.stayup is 2>>
You try to strike up a conversation with Robin, but <<hes>> trying <<his>> best not to fall asleep.
<<elseif $robinromance is 1>>
You try to strike up a conversation with Robin. <<He>> stays focused on the lesson, but nudges your hand beneath the desk. You wrap your fingers around <<his>>, and <<he>> squeezes.
<<elseif C.npc.Robin.love gte 50>>
You try to strike up a conversation with Robin. <<He>> nods and occasionally smiles at you, but <<hes>> more focused on the lesson.
<<else>>
You try to strike up a conversation with Robin. <<He>> nods as you speak, but <<hes>> more focused on the lesson.
<</if>>
<<endevent>>
<<else>>
<<if $cool gte ($coolmax / 5 * 2)>>
You do the bare minimum of work, focusing instead on trying to endear yourself to your classmates. You soon become the centre of attention.
<<elseif $cool gte ($coolmax / 5)>>
You do the bare minimum of work, focusing instead on trying to endear yourself to your classmates.
<<else>>
You do the bare minimum of work, focusing instead on trying to endear yourself to your classmates. Most avoid interacting with you.
<</if>>
<</if>>
<br><br>
<<status 1>>
<<advancelesson>>
<<set _stress to _lesson_progress * -1>>
<<stress _stress>>
<<set _trauma to _lesson_progress * -0.5>>
<<trauma _trauma>>
<<if $phase is 1>>
<<lessonEnd "historyClassroom">>
<<else>>
<<lessonEvents "history" 2>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<towelup>>
<<if $trauma gte (($traumamax / 10) * 7)>>
You keep to yourself, afraid that one wrong move will result in the whole class molesting you.
<<elseif $trauma gte (($traumamax / 10) * 2)>>
You focus on your own thoughts, trying to keep the creeping anxiety at bay.
<<else>>
You don't really pay attention to the lesson, instead idly staring out the window and thinking about what you'll do after school.
<</if>>
<br><br>
<<advancelesson>>
<<set _stress to _lesson_progress * -1>>
<<stress _stress>>
<<set _tiredness to _lesson_progress * -0.5>>
<<tiredness _tiredness>>
<<if $phase is 1>>
<<lessonEnd "historyClassroom">>
<<else>>
<<lessonEvents "history" 0.5>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You rest your head on the desk while Winter <<print either("elaborates on the significance of 1912", "drones on about something", "talks about the history of the town", "goes into detail on periodic garb", "lectures at the front of the room")>>. Your eyes soon close, just for a moment, before you open them again. You struggle to stay awake, but the desk is just too comfy.
<br><br>
<<towelup>>
<<tiredness -12>>
<<advancelesson>>
<<if $phase is 1>>
<<lessonEnd "historyClassroom" "sleep">>
<<else>>
<<eventshistorysleep>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<run statusCheck("Robin")>>
<<wearProp "open textbook" "yellow" "history">>
<<if $robinhistory is "seat">>
You sit beside Robin and read a history textbook.
<<else>>
You take a seat and read a history textbook.
<<if _robin_location is "school" and $daily.school.lunchEaten isnot 1>>
Robin is the next to arrive, and takes the seat beside you.
<<set $robinhistory to "seat">>
<</if>>
<</if>>
<br><br>
<<npc Winter>><<person1>>The classroom soon fills and Winter arrives to begin the lesson.
<br><br>
<<if $worn.upper.type.includes("school") and $worn.lower.type.includes("school") and $rightarm isnot "bound" and $leftarm isnot "bound" and $feetuse isnot "bound">>
<<link [[Next|History Lesson]]>><<endevent>><</link>>
<br>
<<elseif $rightarm is "bound" or $leftarm is "bound" or $feetuse is "bound">>
Winter looks at your bound limbs. "You need to sort that out before attending my class. Go see the head."
<br><br>
<<link [[Next|Hallways]]>><<endevent>><</link>>
<br><br>
<<else>>
Winter looks at your clothing. "You can't have believed I wouldn't notice. Go see the head."
<br><br>
<<link [[Next|Hallways]]>><<endevent>><</link>>
<br><br>
<</if>>
<!-- option to study only appears at lunchtime and lasts until the next hour -->
<<set _time_to_pass to 60 - Time.minute>>
<<pass _time_to_pass>>
<<schooleffects>>
<!-- add stress every 5 minutes -->
<<set _stress to Math.trunc(_time_to_pass / 5)>>
<<stress _stress>>
<!-- gain history skill with same efficiency as studying in the library -->
<<set _history to _time_to_pass / 20>>
<<historyskill _history>><<effects>>
<<if $speech_attitude is "meek">>
"E-excuse me," you say. "I was going to sit there. C-can you move?"
<<elseif $speech_attitude is "bratty">>
"I'm sitting there," you say.
<<else>>
"I was going to sit there," you say. "Do you mind moving?"
<</if>>
<br><br>
<<if random(1, $coolmax) gt $cool>>
"Nope," the <<person2>><<person>> sneers. "What you gonna do about it?"
<<if $submissive lte 500>>
Your fists clench.
<</if>>
Other students turn to watch.
<br><br>
<<link [[Find another seat|History Robin New]]>><</link>>
<br>
/* <<if $submissive gte 1500>> */
<<link [[Beg|History Robin Beg]]>><<sub 1>><</link>><<submissivetext>>
<br>
/* <</if>> */
/* <<if $submissive lte 500>> */
<<link [[Get physical|History Robin Fight]]>><<def 1>><</link>><<defianttext>>
<br>
/* <</if>> */
<<else>>
The <<person2>><<person>> nods. "Sure." <<He>> grabs <<his>> bag and looks for another seat.
<br><br>
<<link [[Next|History Lesson]]>><<set $robinhistory to "seat">><<endevent>><</link>>
<br>
<</if>><<effects>>
You find another seat. Robin gives you a sad wave from the other side of the room once you're settled.
<br><br>
<<link [[Next|History Lesson]]>><<endevent>><</link>>
<br><<effects>>
You grasp the <<person2>><<persons>> shirt and nearly drop to your knees. "P-please," you say, pouring everything into your words and stance. "I have to sit by Robin."
<br><br>
The <<person>> shifts in discomfort. "Fine," <<he>> says. "Get off me." <<He>> grabs <<his>> bag and finds another seat.
<br><br>
Robin looks concerned as you sit.
<br><br>
<<link [[Next|History Lesson]]>><<set $robinhistory to "seat">><<endevent>><</link>>
<br><<effects>>
You grasp the <<persons>> collar, and pull <<him>> closer. <<He>> tries to steady <<himself>> against <<his>> desk, but loses <<his>> grip.
<br><br>
"Get off my seat," you say. You release <<him>>, and <<he>> almost falls to the carpet.
<br><br>
"F-fine," <<he>> says while grabbing <<his>> bag. "You're crazy."
<br><br>
<<person1>>Robin gives you a concerned look as you sit beside <<him>>.
<br><br>
<<link [[Next|History Lesson]]>><<set $robinhistory to "seat">><<endevent>><</link>>
<br><<effects>>
The <<person>> uses <<his>> purchase to lift your <<print $worn.upper.name>>, <span class="purple">flashing your <<undertop>></span>. <<He>> throws a cautious glance at a distracted River, then cuts the power, letting your clothing fall back into place.
<br><br>
<<link [[Next|Housekeeping Lesson]]>><<endevent>><</link>>
<br><<effects>>
You call for the teacher. The <<person>> recoils from you as River's attention snaps in your direction.
<br><br>
The <<person>> is sent outside for their misbehaviour, and River scrutinises the rest of the class more oppressively than before.
<br><br>
<<link [[Next|Housekeeping Lesson]]>><<endevent>><</link>>
<br><<effects>>
You shove the <<person>> away from you, almost knocking <<him>> off <<his>> feet. <<His>> vacuum cleaner clatters to the floor, drawing River's attention.
<br><br>
The teacher's eyes find you at once, and promise consequences.
<br><br>
<<link [[Next|Housekeeping Lesson]]>><<endevent>><</link>>
<br><<effects>>
You continue cleaning, and do your best to ignore the <<person>>, even as <<he>>
<<if $worn.lower.skirt_down is 1>>
lifts your skirt.
<<else>>
tugs down your bottoms.
<</if>>
<<He>> ducks beneath the counter for a peek, but a hard thud makes <<him>> jump. <<He>> rubs <<his>> head as <<he>> rises, and finds River glaring at <<him>>.
<br><br>
<<He>> leaves you alone for the rest of the lesson.
<br><br>
<<link [[Next|Housekeeping Lesson]]>><<endevent>><</link>>
<br><<effects>>
<<if $rng lte 20>>
You move away from the <<person>>, into the open, and busy yourself cleaning a breadbin. The <<person>> follows,
<<if $worn.lower.skirt_down is 1>>
<span class="red">grasping your <<print $worn.lower.name>> with <<his>> vacuum cleaner and lifting the hem.</span><<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<<else>>
<span class="red">grasping your <<print $worn.lower.name>> with <<his>> vacuum cleaner and tugging down them down your legs.</span><<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<</if>>
<br><br>
<<He>> puts so much exertion into it that <<he>> falls on <<his>> face. Your hasten to cover your <<undies>> before anyone else sees.
<br><br>
River catches the <<person>> on the ground, and sends <<him>> outside.
<<else>>
You move away from the <<person>>, into the open, and busy yourself cleaning a bread bin. The <<person>> follows, <span class="green">but isn't brave enough to harass you where River might see.</span>
<</if>>
<br><br>
<<link [[Next|Housekeeping Lesson]]>><<endevent>><</link>>
<br><<effects>>
You ignore the pair, and focus on cleaning.
<<if $rng gte 51>>
<span class="red">The <<person1>><<person>> appears on your left</span> a moment later, followed by the <<person2>><<person>> on your right. Before you can act, the <<person1>><<person>> turns on <<his>> vacuum cleaner and assaults your <<print $worn.upper.name>>, while the <<person2>><<person>> does the same to your <<print $worn.lower.name>>.<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
Your clothing bunches up at the mouths of the vacuum cleaners on one side, while being pulled taut on the other. They jerk the cleaners this way and that, making you stumble, leaving you exposed to their groping free hands.
<br><br>
"Stop this at once!" River shouts across the room. The pair release the vacuum cleaners, letting them hang off your clothing. "Out. Now!" River watches the pair leave while you turn off the offending machines.
<<else>>
When you next glance over your shoulder, you see the pair harassing someone else. <span class="green">River promptly sends them outside.</span>
<</if>>
<br><br>
<<link [[Next|Housekeeping Lesson]]>><<endevent>><</link>>
<br><<effects>>
You avoid the pair, but they follow you around the room. They pick up the pace, forcing you to move faster as well, until River notices the chase.
<br><br>
"Detention. All three of you. This class is important, and I won't tolerate mockery."
<br><br>
<<link [[Next|Housekeeping Lesson]]>><<endevent>><</link>>
<br><<effects>>
"You," River says, pointing in your general direction. "The store room. Now."
<br><br>
You escape the gazes of the leering students, shutting the door behind you. River's hand appears a few moments later, and deposits a replacement for your ruined clothing on a counter.
<br><br>
You dress, and enter the classroom once more. River avoids looking your way.
<br><br>
<<schoolspareclothes>>
<<link [[Next|Housekeeping Lesson]]>><<endevent>><</link>>
<br><<effects>>
You balance the pans in order of size, and carry them across the room to the sinks, making sure not to bump into anyone during the journey. Once there, you clean them without issue.
<br><br>
It takes a couple more trips from each student to transform the mountain into ordered, spotless stacks. River never takes <<npc "River">><<person1>><<his>> eyes off the class.
<br><br>
<<link [[Next|Housekeeping Lesson]]>><<endevent>><</link>>
<br><<effects>>
You grab your share of pots and pans, balance them in your arms, then rush across the room.
<<if $housekeepingSuccess>>
You weave between the other students, <span class="green">and make it to the sinks in one piece.</span> You clean them without issue, and return to the dirty mountain before any other student.
<br><br>
You make a much bigger dent in the pile than anyone else. River shows no acknowledgement, but some of the other students take notice. A <<generatey1>><<person1>>stressed-looking <<person>> smiles at you. Less work for them.<<gcool>><<status 1>>
<<else>>
You try to weave between the other students, <span class="red">but collide with a <<generatey1>><<person1>><<person>>.</span> You both fall to the ground.<<gstress>><<gpain>><<stress 6>><<pain 4>>
<br><br>
River eyes you both. The <<person>> springs to <<his>> feet, and hastens to gather the fallen pots. You do likewise.
<</if>>
<br><br>
It takes several trips each, but you and the class manage to turn the mountain into ordered, spotless stacks.
<br><br>
<<link [[Next|Housekeeping Lesson]]>><<endevent>><</link>>
<br><<effects>>
It's hard not to feel self-conscious while being watched by River and the entire class,
<<if $housekeepingSuccess>>
but you manage to retrieve a stack of pots from the pile, and carry them to the sinks. A little bubbly water and some scrubbing, and all the pots are clean.
<br><br>
River stares at you as if disappointed. <span class="green">Then nods.</span> The rest of the class join in, and together you soon have the pots and pans clean.
<<else>>
and the stack of pots you retrieve from the pile wobbles as you walk. You almost lose your footing as <span class="red">they tumble to the floor.</span><<gstress>><<stress 6>>
<br><br>
A student's laughter is silenced by a look from River. "As I thought," River says, returning <<his>> attention to you. "You haven't been listening. You can sit this one out. The rest of you, get to work."
<br><br>
The other students manage to clean the pots and pans, and look worn out by the end.
<</if>>
<br><br>
<<link [[Next|Housekeeping Lesson]]>><<endevent>><</link>>
<br><<effects>>
You approach the pile of dirty pots and pans. Under River's gaze, you stack large pots on top of smaller ones. They tumble as soon as you try to move them.
<br><br>
"Oops!" you say. "I guess I can't clean." The class laughs. River bristles.
<br><br>
You sit out while the class clean the pots and pans. They look worn out by the end.
<br><br>
<<link [[Next|Housekeeping Lesson]]>><<endevent>><</link>>
<br><<effects>>
You do your best to carry the oversized stack across the room.
<<if $housekeepingSuccess>>
It teeters and sways above, <span class="green">but you manage to prevent it falling.</span> Someone cheers. River's eyes dart around the room, searching for the culprit.<<gcool>><<status 1>>
<br><br>
With the class's help, the rest of the cleaning is easier.
<<else>>
It teeters and sways above. You jerk around, preventing each collapse, only to cause another sway in a different direction. <span class="red">You become more desperate, until at last it comes tumbling down.</span><<gstress>><<stress 6>>
<br><br>
River tuts. "You've made an intolerable mess. See Leighton after school."<<gdelinquency>><<detention 10>>
<br><br>
You sit out while the rest of the class finish cleaning.
<</if>>
<br><br>
<<link [[Next|Housekeeping Lesson]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"Please <<sir>>," you say. "This is too much for me."
<<elseif $speech_attitude is "bratty">>
"You can't expect anyone to carry this," you say. "It must break a health and safety rule."
<<else>>
"This is too much for one person to carry," you say.
<</if>>
<br><br>
"Detention," River says. "No talking back." <<He>> removes the extra pans from your stack, at least.
<br><br>
You clean the pile of pots and pans with the rest of the class. Everyone looks worn out by the time it's done.
<br><br>
<<link [[Next|Housekeeping Lesson]]>><</link>>
<br><<effects>>
<<if $housekeepingSuccess>>
You rush to the sinks, and start filling each of them with warm, soapy water. Then you rush over to the mountain of pots and pans, and begin carrying them to the filling bowls.
<br><br>
You fill each sink with dirty pots and pans, turn off taps before water overflows, and scrub like your life depended on it.
<br><br>
River and the class watch, <span class="green">amazed,</span> as you transform the pile of dirty pots and pans into a set of neat stacks, each one spotless.
<br><br>
You sit down. "Satisfactory," River says, turning away. The rest of the class seem glad to not have to clean anything themselves.<<gcool>><<status 1>>
<<else>>
<span class="red">It's a disaster.</span> It takes you too long to clean the first batch. You trip carrying the second batch, spilling pots and pans all over the floor.
<br><br>
River approaches the sinks, and turns off a tap you left on, moments before the water overflowed. "That's enough," <<he>> says. "It's clear you haven't been paying attention. The rest of you, finish the job."<<gdelinquency>><<detention 1>>
<br><br>
The rest of the class clean the pots and pans, and look worn out by the time they're done.
<</if>>
<br><br>
<<link [[Next|Housekeeping Lesson]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"That's too much," you say. "You're being cruel."
<<elseif $speech_attitude is "bratty">>
"You're taking the piss," you say.
<<else>>
"This can't be part of the curriculum," you say.
<</if>>
<br><br>
Heads swivel in River's direction, awaiting <<his>> response. <<He>> frowns. "Very well. See Leighton after school. Perhaps you'll respect the head where you won't respect me."
<br><br>
You sit out while the rest of the class clean the pots and pans. They look worn out by the time they're done.
<br><br>
<<link [[Next|Housekeeping Lesson]]>><<endevent>><</link>>
<br><<effects>>
<<npc "River" 2>><<person2>>
River's attention is easy to attract. <<He>> sees your concern at once, and sends the delinquents out. One gives you an evil look as they pass.
<br><br>
The <<person1>><<person>> gives you a grateful smile, but is too shy to do more.
<br><br>
<<link [[Next|Housekeeping Lesson]]>><<endevent>><</link>>
<br><<effects>>
You
<<if $worn.under_lower.type.includes("naked")>>
<<if $worn.lower.skirt_down is 1>>
lift your <<print $worn.lower.name>>, revealing your <<genitals>>.
<<else>>
pull down your <<print $worn.lower.name>>, revealing your <<genitals>>.
<</if>>
<<else>>
<<if $worn.lower.skirt_down is 1>>
lift your <<print $worn.lower.name>> and pull your <<print $worn.under_lower.name>> aside, revealing your <<genitals>>.
<<else>>
pull down your <<print $worn.lower.name>>, revealing your <<genitals>>.
<</if>>
<</if>>
<br><br>
<<schoolrep_naked>>
<<if $player.penisExist and $player.vaginaExist>>
"What kind of a freak are you?" the <<person1>><<person>> says, as the <<person2>><<person>> covers <<his>> mouth with <<his>> hand. The <<person3>><<person>> looks transfixed.
<<elseif $player.penisExist>>
<<if $player.gender_appearance is "f">>
All three laugh. "That wasn't what I was expecting," the <<person1>><<person>> says. "You're some kind of pervert."
<<else>>
All three leer at you. "Nice," the <<person1>><<person>> says.
<</if>>
<<else>>
<<if $player.gender_appearance is "m">>
All three laugh. "That wasn't what I was expecting," the <<person1>><<person>> says. "You're some kind of pervert."
<<else>>
All three leer at you. "Nice," the <<person1>><<person>> says.
<</if>>
<</if>>
<br><br>
You cover yourself. The trio look ready to pressure you further, until River's voice draws their attention. They back away from you, for now.
<br><br>
<<link [[Next|Housekeeping Lesson]]>><<endevent>><</link>>
<br><<effects>>
You punch the <<person1>><<person>> in the jaw, making <<him>> stagger away from you. The <<person2>><<person>> and <<person3>><<person>> laugh at this turn, drawing River's attention.
<br><br>
"Unacceptable violence," River says. "See Leighton after school."<<gdelinquency>><<detention 40>>
<br><br>
<<link [[Next|Housekeeping Lesson]]>><<endevent>><</link>>
<br><<effects>>
You call for River, who directs their attention your way at once. "Out. All three of you."
<br>
"Teacher's pet," the <<person1>><<person>> says. "I bet you fuck all the teachers."
<br>
"To Leighton's office. Now."
<br><br>
The rest of the lesson is uneventful.
<br><br>
<<link [[Next|Housekeeping Lesson]]>><<endevent>><</link>>
<br><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<<set $timer to 10>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $timer is 7>>
Someone tries to open the door.
<br><br>
<<elseif $timer lte 6>>
Someone hammers on the door.
<br><br>
<</if>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0) or $timer lte 0>>
<span id="next"><<link [[Next|Housekeeping Rubbish Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Housekeeping Rubbish Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Much of the class watches, transfixed, as all three collapse around you.
<br><br>
<<clothesontowel>>
<<endcombat>>
<<npc "Leighton">><<npc "River" 2>><<person2>>
Leighton shoulder-barges through the door. River follows. <<He>> observes the scene, no sign of comprehension on <<his>> face. Then <<he>> faints.
<br><br>
Leighton catches <<him>>, while keeping <<person1>><<his>> eyes fixed on the trio. "I want all three of you in my office," <<he>> says. "Go on."
<br><br>
They're too exhausted to implicate you. Leighton wakes River with a jar of smelling salts. The older teacher appears to have no memory of what <<person2>><<he>> just witnessed. <<tearful>> you make yourself unseen.
<br><br>
The rest of the lesson is less eventful.
<br><br>
<<link [[Next|Housekeeping Lesson]]>><<endevent>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
The <<person1>><<person>> charges at you, but trips over a chair leg, landing in a rubbish bin. <<His>> friends try to pull <<him>> out.
<br><br>
<<clothesontowel>>
<<endcombat>>
<<npc "Leighton">><<npc "River" 2>>
Leighton barges through the classroom door before they succeed. River follows behind, scans the class for a moment, then locks onto the three students struggling with the rubbish. <<tearful>> you make yourself unseen.
<br><br>
"You three," Leighton says as River opens <<person2>><<his>> mouth. "Come with me." River nods assent.
<br><br>
The rest of the class is uneventful.
<br><br>
<<link [[Next|Housekeeping Lesson]]>><<endevent>><</link>>
<br>
<<else>>
You fall to the ground, too hurt to continue fighting. The trio take advantage at once.
<br><br>
<<saveNPC 0 "housekeeping_rubbish_1">>
<<saveNPC 1 "housekeeping_rubbish_2">>
<<saveNPC 2 "housekeeping_rubbish_3">>
<<endcombat>>
<<loadNPC 0 "housekeeping_rubbish_1">>
<<loadNPC 1 "housekeeping_rubbish_2">>
<<loadNPC 2 "housekeeping_rubbish_3">>
<<clearNPC "housekeeping_rubbish_1">>
<<clearNPC "housekeeping_rubbish_2">>
<<clearNPC "housekeeping_rubbish_3">>
<<link [[Next|Housekeeping Rubbish Endure]]>><</link>>
<br>
<</if>><<effects>>
<<clothesruined>>
You endure as the three tear the clothing from you body, and drop the tattered remains into several bins. <<covered>>
<br><br>
Someone tries the door handle, but the <<person1>><<person>> seems unconcerned.
<br><br>
"Get <<phim>> on the counter," <<he>> says. Two pairs of arms shove your chest against it, then haul your legs after them. The <<person1>><<person>> grasps your neck, pinning you down. "Gimme that spatula."
<br><br>
<<link [[Next|Housekeeping Rubbish Endure 2]]>><</link>>
<br><<effects>>
The door thuds.
<br><br>
You shiver as the <<person>> spreads cream over your back, while the <<person2>><<person>> fetches a bowl of strawberries from the fridge. They place them on the cream, then rush back to their seats.
<br><br>
<<endevent>>
<<npc "Leighton">><<npc "River" 2>><<person1>>
Leighton shoulder-barges through the door, and grins when <<he>> sees you. River follows after. <<person2>><<He>> sways, and leans on the doorframe for support.
<br><br>
"I'll deal with this," Leighton says. River looks grateful. <<His>> eyes remain closed.
<br><br>
<<link [[Next|Housekeeping Rubbish Endure 3]]>><</link>>
<br><<effects>>
<<person1>>
You jolt as Leighton swipes a finger over your <<bottom>>, as if striking a match. <<He>> sucks it with a thoughtful expression. "Get up," <<he>> says, grasping your arm and giving you little choice in the matter.
<br><br>
<<covered>> Leighton pushes you through the room. River's eyes are still shut, but much of the class watches.<<gtrauma>><<trauma 6>><<stress 6>>
<br><br>
<<link [[Next|Housekeeping Rubbish Endure 4]]>><</link>>
<br><<effects>>
You travel through the hallways, Leighton directing you with a shoulder on your arm. Cream drips behind you, but Leighton seems unconcerned by the mess.
<br><br>
<<He>> pushes you towards the cafeteria. It's often empty at this time of day, but you hear voices within. You hesitate, until Leighton jabs your through the doors.
<br><br>
Several members of non-teaching staff sit chatting around a table. Their heads turn to regard you, and their jaws drop. You keep your eyes fixed ahead as Leighton marches you by.<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<<link [[Next|Housekeeping Rubbish Endure 5]]>><</link>>
<br><<effects>>
You don't meet anyone else on your journey. Leighton directs you to <<his>> office, then through it, to <<his>> private parking space. "Stand there," <<he>> says, before rummaging in <<his>> boot. <<He>> produces a large camera. "This is standard procedure," <<he>> says, looking through the lens. "Won't take a moment."
<br><br>
<<link [[Remain still|Housekeeping Rubbish Still]]>><<fameexhibitionism 5 "pic">><</link>>
<br>
<<link [[Crouch to cover as much of yourself as possible|Housekeeping Rubbish Crouch]]>><<fameexhibitionism 2 "pic">><</link>>
<br>
<<link [[Show your middle finger|Housekeeping Rubbish Finger]]>><<fameexhibitionism 5 "pic">><<trauma 6>><</link>><<gtrauma>>
<br>
<<if hasSexStat("exhibitionism", 4)>>
<<link [[Strike a pose|Housekeeping Rubbish Pose]]>><<fameexhibitionism 10 "pic">><</link>><<exhibitionist4>>
<br>
<</if>><<effects>>
You remain still as Leighton snaps a photograph, then another. <<He>> circles around you like a vulture, taking pictures and closing in, until <<he>> at last seems satisfied.
<br><br>
<<link [[Next|Housekeeping Rubbish Endure 6]]>><</link>>
<br><<effects>>
You crouch as Leighton snaps a photograph, then another. <<He>> circles around you like a vulture, taking pictures and closing in, until <<he>> at last seems satisfied.
<br><br>
<<link [[Next|Housekeeping Rubbish Endure 6]]>><</link>>
<br><<effects>>
You stick your middle finger out at Leighton. <<He>> looks around <<his>> camera for a moment, amused, before <<he>> starts snapping pictures.
<br><br>
<<He>> circles around you like a vulture, taking pictures and closing in, until <<he>> at last seems satisfied.
<br><br>
<<link [[Next|Housekeeping Rubbish Endure 6]]>><</link>>
<br><<effects>>
You pose with one hand your hip, and the other making a peace sign. You can tell Leighton's smiling even behind <<his>> camera.
<<exhibitionism4>>
<<He>> circles around you like a vulture, taking pictures and closing in.
<br><br>
<<link [[Next|Housekeeping Rubbish Endure 6]]>><</link>>
<br><<effects>>
"Done," <<he>> says. <<He>> reaches for something on the other side of <<his>> car. "That wasn't so bad, was it." <<He>> emerges with a hose, and unleashes a torrent in your direction.
<br><br>
The force knocks you off your feet, and washes away the cream in moments. Leighton stops the flow.<<wash>><<gpain>><<gstress>><<pain 4>><<stress 6>>
<br><br>
"I've a towel inside," <<he>> says. "As well as a change of clothes. Come on, hurry up."
<br><br>
<<link [[Next|Housekeeping Rubbish Endure 7]]>><<schoolspareclothes>><</link>>
<br><<effects>>
You return to your lesson. Some of the students looks surprised to see you. River doesn't look your way.
<br><br>
<<link [[Next|Housekeeping Lesson]]>><<endevent>><</link>>
<br><<effects>>
You read the dull text aloud without issue, or deviance. River seems satisfied, and continues prowling down the aisles, until the need to pick on a student strikes <<him>> again.
<br><br>
<<link [[Next|Housekeeping Lesson]]>><<endevent>><</link>>
<br><<effects>>
You speak with a theatric cadence, putting a lot more energy into the reading than necessary. You pause, allowing anticipation to build, before continuing.
<br><br>
<<if $rng gte 81>>
<span class="red">River slams your book shut.</span> "Do you think this is a joke?" <<he>> asks. "See Leighton after school." <<He>> must be in a bad mood.<<gdelinquency>><<detention 10>>
<<else>>
The rest of the class sit up in their chairs, and no longer look so bored. "Stop there," River says. "That was an interesting reading." <<His>> tone gives away nothing.<<gcool>><<status 1>>
<</if>>
<br><br>
<<link [[Next|Housekeeping Lesson]]>><<endevent>><</link>>
<br><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Housekeeping Bin Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Housekeeping Bin Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
You leave all four in a pile. <<tearful>> you collect yourself.
<br><br>
<<clothesontowel>>
<<endcombat>>
<<link [[Next|Housekeeping Bin Fight Win]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
All four back away from you, shocked by your viciousness.
<br><br>
<<tearful>> you adopt an aggressive pose. You make it clear that you're not to be messed with.
<br><br>
<<clothesontowel>>
<<endcombat>>
<<link [[Next|Housekeeping Bin Fight Win]]>><</link>>
<<else>>
You fall to the ground, too hurt to continue. The <<person1>><<person>> yanks you to your feet, and grins at the others.
<br><br>
<<saveNPC 0 "housekeeping_bin_1">>
<<saveNPC 1 "housekeeping_bin_2">>
<<saveNPC 2 "housekeeping_bin_3">>
<<saveNPC 3 "housekeeping_bin_4">>
<<endcombat>>
<<loadNPC 0 "housekeeping_bin_1">>
<<loadNPC 1 "housekeeping_bin_2">>
<<loadNPC 2 "housekeeping_bin_3">>
<<loadNPC 3 "housekeeping_bin_4">>
<<clearNPC "housekeeping_bin_1">>
<<clearNPC "housekeeping_bin_2">>
<<clearNPC "housekeeping_bin_3">>
<<clearNPC "housekeeping_bin_4">>
<<link [[Next|Housekeeping Bin Passive]]>><</link>>
<</if>><<effects>>
<<npc "River">><<person1>>
River returns with an angry look on <<his>> face. The sight of the four delinquents out of their seats doesn't improve this. "In the old days I'd cane you myself," <<he>> says. "I'll refer you to Leighton instead. Get in your seats."
<br><br>
The class is particularly wary of River for the rest of the lesson.
<br><br>
<<link [[Next|Housekeeping Lesson]]>><<endevent>><</link>>
<br><<effects>>
<<clothesruined>>
The delinquents tear the clothes from your body, and throw them in separate containers. The <<person1>><<person>> and <<person2>><<person>> grasp you by the thighs, and haul you into a large bin.
<br><br>
The lid slams shut, smacking your <<bottom>>. You grope for the door, and push it, but something is holding it shut from the other side.
<br><br>
<<link [[Next|Housekeeping Bin 2]]>><</link>>
<br><<effects>>
You tremble as you undress in front of everyone, and place your clothes in a neat pile. It's to no avail. The delinquents rip up your clothes in front of you, and throw them in separate containers.
<br><br>
<<clothesruined>>
The <<person1>><<person>> and <<person2>><<person>> grasp you by the thighs, and haul you into a large bin.
<br><br>
The lid slams shut, smacking your <<bottom>>. You grope for the door, and push it, but something is holding it shut from the other side.
<br><br>
<<link [[Next|Housekeeping Bin 2]]>><</link>>
<br><<effects>>
<<fameexhibitionism 10>>
You hear laughter from outside. The occasional shove almost knocks you on your back. Your eyes adjust to the dark, but you can only make out a faint sliver of light around the door.
<br><br>
You hear River's voice. Even muffled and inaudible, you can hear anger. The bin is shoved again, then rumbles as if in movement. The voices fade.
<br><br>
You still can't open the door.
<br><br>
<<endevent>>
<<link [[Bang on the wall|Housekeeping Bin Bang]]>><<detention 6>><</link>><<gdelinquency>>
<br>
<<link [[Search for a tool to help|Housekeeping Bin Tool]]>><</link>>
<br><<effects>>
<<npc "River">><<person1>>
You bang on the side of the bin with all your might. The rumble stops, then River's face appears at the entrance, along with blinding light.
<br><br>
<<He>> averts <<his>> eyes at the sight of your nudity. "Out!" <<he>> shouts, almost covering the trembling in <<his>> voice. "Out right now!"
<br><br>
<<He>> grasps your arm, and marches you through the gawking class, to the large cupboard. <<He>> pulls you through and shuts the door, leaving you alone. <<His>> hand appears a few moments later, and deposits a replacement for your ruined clothing on a counter.
<br><br>
You dress, and enter the classroom once more. River avoids looking your way.
<br><br>
<<schoolspareclothes>>
<<link [[Next|Housekeeping Lesson]]>><<endevent>><</link>>
<br><<set $location to "alley">><<set $bus to "industrial">><<set $outside to 1>><<effects>>
You feel around in the dark, looking for anything that might help you, but there's nothing. The voices fade to silence, but the rumbling continues.
<br><br>
<<generate1>><<generate2>><<generate3>><<person1>>
You hear traffic. The door opens a few moments later, and you shield your eyes from the light.
<br><br>
"Well what do we have here?" says an unfamiliar <<personsimple>>'s voice.
<br>
"A pervert," says another stranger.
<br><br>
Your eyes adjust, and you see a <<fullGroup>> grinning down at you. Their arms reach in, and drag you into the waiting alley.
<br><br>
<<link [[Next|Housekeeping Bin Rape]]>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Housekeeping Bin Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Housekeeping Bin Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Two of the assailants discuss taking you somewhere, but they decide against it, and walk away.
<<elseif $enemyhealth lte 0>>
The <<person>> screams as <<he>> twists <<his>> ankle in a drain, distracting the other two. You seize the opportunity and run, soon losing them in the maze alleys.
<</if>>
<br><br>
<<tearful>> you get your bearings. You're somewhere in the industrial alleyways. You can tell from the smell alone.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Industrial alleyways]]>><</link>>
<br><<effects>>
You tug your skirt between your thighs, covering yourself.
<br><br>
<<endevent>>
<<npc "River">><<person1>>
River notices the distracted students. You climb to your feet and continue handing out sheets before you attract <<his>> ire.
<br><br>
<<link [[Next|Housekeeping Lesson]]>><<endevent>><</link>>
<br><<effects>>
You stick out your middle finger, and glare at the <<person>>. <<He>> retaliates with a similarly rude gesture.
<br><br>
"Out!" River shouts across the room. "Leighton's office. Now!" The <<person>>'s gesture evaporates, and a look of horror dawns on <<his>> face.
<br><br>
River couldn't see you or your gesture behind the desks. You rise and continue handing out sheets before you attract the teacher's ire.
<br><br>
<<link [[Next|Housekeeping Lesson]]>><<endevent>><</link>>
<br><<effects>>
You lean back and flip your skirt up further, giving everyone a better view. The <<person>> leans closer, transfixed.
<<exhibitionism2>>
<<Hes>> so transfixed <<he>> doesn't notice River arrive behind <<him>>. You cover yourself, fast. River looks at you, then at the outstretched leg the <<person>> forgot to withdraw.
<br><br>
River leads the <<person>> outside by the ear.
<br><br>
<<link [[Next|Housekeeping Lesson]]>><<endevent>><</link>>
<br><<effects>>
You lean back and flip your skirt up further, giving everyone a better view. The <<person>> leans closer, transfixed.
<<exhibitionism5>>
<<Hes>> so transfixed <<he>> doesn't notice River arrive behind <<him>>. You cover yourself, fast. River looks at you, then at the outstretched leg the <<person>> forgot to withdraw.
<br><br>
River leads the <<person>> outside by the ear.
<br><br>
<<link [[Next|Housekeeping Lesson]]>><<endevent>><</link>>
<br><<effects>>
You laugh as you rise to your feet, though not too loud, else River would hear.
<br><br>
You hand out the rest of the sheets without further incident.
<br><br>
<<link [[Next|Housekeeping Lesson]]>><<endevent>><</link>>
<br><<effects>>
River glances at you, then glares at the <<person1>><<person>>. "Leighton's office. Now."
<br><br>
You hand out the rest of the sheets without incident, but River becomes more stern. The students don't appreciate this.
<br><br>
<<link [[Next|Housekeeping Lesson]]>><<endevent>><</link>>
<br><<effects>>
<<if $physiqueSuccess>>
You resist the <<persons>> strength, <span class="green">and wrest yourself from <<his>> grip.</span> <<He>> shoves you angrily, just as River enters the room.
<br><br>
River delivers <<him>> to Leighton in person.
<br><br>
The class manage to clean all the cutlery, though River is unsatisfied with the results.
<<else>>
You try to resist the <<persons>> strength, <span class="red">but it's no use.</span> <<He>> shoves your head into the water, and holds you there.<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<<if $panicattacks gte 2>>
<span class="red">Panic seizes you.</span> Your arms flail, and your legs kick at the <<person>> with a desperate strength. You hear a scream, and <<his>> hand releases you.
<br><br>
You find yourself on top of the <<person>>, one fist hammering against <<his>> face. River grasps your arm, and separates the two of you.<<gdelinquency>><<detention 6>>
<br><br>
River sends the <<person>> to the nurse's office, and tells you to see Leighton after school. <<person1>><<He>> doesn't seem to expect you to help clean the cutlery. It passes in a blur.
<<elseif $panicattacks gte 1>>
<span class="red">Panic seizes you.</span> Your arms and legs flail wildly as you scream into the water. The <<person>>'s hand releases you, and you push yourself away from the sink. You slip to the ground, gulping in breath.
<br><br>
River arrives, and apprehends the <<person>>, dragging <<him>> from the room. You feel dizzy, too dizzy to stand. The other students give you strange looks.<<lcool>><<status -1>>
<br><br>
You're left to calm yourself as the rest of the class clean the cutlery. River is unsatisfied with the results.
<<else>>
You hear the <<persons>> laughter through the water, then <<he>> pulls you up by the hair, only to plunge you down once more.
<br><br>
<<His>> hand releases you, and you rise from the water to see River dragging <<him>> from the room.
<br><br>
River mops up the spilled water <<person1>><<himself>> when <<he>> returns. The class manage to clean all the cutlery, though River is unsatisfied with the results.
<</if>>
<</if>>
<br><br>
<<link [[Next|Housekeeping Lesson]]>><<endevent>><</link>>
<br><<effects>>
<<if $swimmingSuccess>>
You hold your breath, knowing that River will return soon. You've been in deeper water than this.
<br><br>
The <<persons>> hand releases you, and you rise from the water to see River dragging <<him>> from the room. <span class="green">You don't even need to gasp for air.</span>
<br><br>
River mops up the spilled water <<person1>><<himself>> when <<he>> returns.
<<else>>
You try to hold your breath, telling yourself that River will return soon, <span class="red">but it's no use.</span><<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<<if $panicattacks gte 2>>
<span class="red">Panic seizes you.</span> Your arms flail, and your legs kick at the <<person>> with a desperate strength. You hear a scream, and <<his>> hand releases you.
<br><br>
You find yourself on top of the <<person>>, one fist hammering against <<his>> face. River grasps your arm, and separates the two of you.<<gdelinquency>><<detention 6>>
<br><br>
River sends the <<person>> to the nurse's office, and tells you to see Leighton after school. <<person1>><<He>> doesn't seem to expect you to help clean the cutlery. It passes in a blur.
<<elseif $panicattacks gte 1>>
<span class="red">Panic seizes you.</span> Your arms and legs flail wildly as you scream into the water. The <<person>>'s hand releases you, and you push yourself away from the sink. You slip to the ground, gulping in breath.
<br><br>
River arrives, and apprehends the <<person>>, dragging <<him>> from the room. You feel dizzy, too dizzy to stand. The other students give you strange looks.<<lcool>><<status -1>>
<br><br>
You're left to calm yourself as the rest of the class clean the cutlery. River is unsatisfied with the results.
<<else>>
You hear the <<persons>> laughter through the water, then <<he>> pulls you up by the hair, only to plunge you down once more.
<br><br>
<<His>> hand releases you, and you rise from the water to see River dragging <<him>> from the room.
<br><br>
River mops up the spilled water <<person1>><<himself>> when <<he>> returns. The class manage to clean all the cutlery, though River is unsatisfied with the results.
<</if>>
<</if>>
<br><br>
<<link [[Next|Housekeeping Lesson]]>><<endevent>><</link>>
<br><<effects>>
You try to remain calm, and tell yourself that River will return soon. You hear the <<persons>> laughter through the water, then <<he>> pulls you up by the hair, only to plunge you down once more.
<br><br>
<<His>> hand releases you, and you rise from the water to see River dragging <<him>> from the room.
<br><br>
River mops up the spilled water <<person1>><<himself>> when <<he>> returns. The class manage to clean all the cutlery, though River is unsatisfied with the results.
<br><br>
<<link [[Next|Housekeeping Lesson]]>><<endevent>><</link>>
<br><<effects>>
<<generatey1>><<generatey2>>
<<person1>>
You enter the adjoining room, and shake down your clothes. A moment later a <<person>> enters, followed by a <<person2>><<person>>.
<br><br>
"We know what you were doing," the <<person1>><<person>> says while the <<person2>><<person>> closes in. "Better give us what we want, or everyone finds out."<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<<link [[Do as bid|Housekeeping Lesson Masturbate Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<link [[Refuse|Housekeeping Lesson Masturbate Rape Refuse]]>><<status -1>><</link>><<lcool>>
<br><<effects>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Housekeeping Lesson Masturbate Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Housekeeping Lesson Masturbate Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The pair leave you alone in the room.
<br><br>
<<tearful>> you climb to your feet.
<<elseif $enemyhealth lte 0>>
The pair back away from you. "Gonna tell everyone how I beat both of you?" you ask.
<br><br>
The <<person1>><<person>> snarls, but the <<person2>><<person>> jabs <<him>> in the side with an elbow. The <<person1>><<person>> throws you a dirty look, then the pair leave the room.
<<tearful>> you collect yourself.
<</if>>
<br><br>
<<clothesontowel>>
<<endcombat>>
<br><br>
You return to the classroom to find the flour spillage gone. Perhaps River grew impatient.
<br><br>
<<link [[Next|Housekeeping Lesson]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I'm in enough trouble already," you say. "I can't do something like that in here."
<<elseif $speech_attitude is "bratty">>
"Is that the best you can do?" you laugh. "Stop wasting my time."
<<else>>
"I'm not afraid of you," you say. "Do your worst."
<</if>>
<br><br>
The <<person1>><<person>> advances, but the <<person2>><<person>> interrupts <<him>> with a sharp elbow to the side. The pair leave you alone in the side room.
<br><br>
You return to the classroom yourself. The flour you spilled is already gone. Perhaps River got impatient.
<br><br>
<<link [[Next|Housekeeping Lesson]]>><<endevent>><</link>><span class="green">The cookbook's instructions are clear enough,</span> and with a little practice in a few different ways you get a grasp on how to cook something new.
<<learn_recipe $chosen_recipe>>
<br><br>
<<housekeeping 1 1000>>
<<if $location is "alex_cottage">>
<<link [[Next|Farm Kitchen]]>><</link>>
<<else>>
<<link [[Next|Kitchen]]>><</link>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>><<set $bus to "housekeeping_classroom">>
<<if $schoolstate is "second" and [3, 5].includes(Time.weekDay)>>
<!-- Note: until we separate the NPC introductions out of the <<npc>> widget, we must pay attention to where we use <<npc River>> in this passage. -->
<!-- It would save several lines to simply put it here, but we can't. -->
<<classRoomEarSlime "housekeeping">>
<<if $worn.upper.type.includes("naked") and $worn.lower.type.includes("naked")>>
<<outfitChecks>>
/*Check for when the pc is only wearing an overcoat*/
<<if $worn.under_upper.name isnot "naked" and $worn.under_lower.name isnot "naked">>
<<set _naked to ($worn.under_upper.type.includes("swim") or $worn.under_lower.type.includes("swim")) ? "only wearing swimwear" : "only wearing underwear">>
<<else>>
<<set _naked to "not wearing anything">>
<</if>>
<<if $worn.over_upper.name isnot "naked" and $worn.over_lower.name isnot "naked">>
As you go to hang your <<print _middleOutfit ? "$worn.over_upper.name" : "$worn.over_upper.name and $worn.over_lower.name">>, you remember that you're _naked underneath.
<</if>>
<br><br>
<<npc River>><<person1>>
River's eyes narrow as you glance at <<him>>. "You can't be trying to attend my lesson without a uniform. Go see the head."
<br><br>
<<pubfameComplete "river">>
<!--<<link [[Hang up coat|]]>><<endevent>><</link>>
<br><br> good starting point for when you can go to class naked-->
<<link [[Next|Hallways]]>><<endevent>><</link>>
<br><br>
<<elseif $worn.upper.type.includes("school") and $worn.lower.type.includes("school") and $rightarm isnot "bound">>
<<if $daily.school.attended.housekeeping>>
You rejoin the housekeeping lesson,
<<if $worn.over_upper.name isnot "naked" or $worn.over_lower.name isnot "naked" or $worn.over_head.name isnot "naked">>
hang your coat at the back of the class
<<undressOverClothes "mathsClassroom">>
<</if>>
and take your seat.
<<elseif Time.minute lte 5>>
You enter the housekeeping classroom.
<<npc River>><<person1>>
River is preparing at the front of the room while the seats fill.
<<if $worn.over_upper.name isnot "naked" or $worn.over_lower.name isnot "naked" or $worn.over_head.name isnot "naked">>
<<undressOverClothes "mathsClassroom">>
You hang your coat at the back of the class and take your seat.
<</if>>
<<else>>
You enter the housekeeping classroom.
<<npc River>><<person1>>
River cuts off mid-sentence to regard you.
<<if $daily.school.mathsExcused>>
<<run delete $daily.school.mathsExcused>>
"Sit down and try to catch up." <<He>> doesn't mention your tardiness.
<<else>>
"You're late. Maybe some time in detention will prevent future tardiness."
<<gdelinquency>>
<<detention 1>>
<</if>>
<br><br>
You
<<if $worn.over_upper.name isnot "naked" or $worn.over_lower.name isnot "naked" or $worn.over_head.name isnot "naked">>
hang your coat at the back of the class and
<<undressOverClothes "mathsClassroom">>
<</if>>
take a seat as River continues.
<</if>>
<br><br>
<<pubfameComplete "river">>
<<link [[Next|Housekeeping Lesson]]>><<endevent>><</link>>
<br>
<<elseif $rightarm is "bound" or $leftarm is "bound" or $feetuse is "bound">>
<<npc River>><<person1>>
River's eyes narrow as <<he>> sees your bound <<boundBodyParts>>.
"And another one. Look, whatever silly game you're playing needs to stop. You're not coming in here tied up like that. Go see the head."
<br><br>
<<pubfameComplete "river">>
<<link [[Next|Hallways]]>><<endevent>><</link>>
<br><br>
<<else>>
<<npc River>><<person1>>
River's eyes narrow as you enter. "You can't attend my lesson without a uniform. Go see the head."
<br><br>
<<pubfameComplete "river">>
<<link [[Next|Hallways]]>><<endevent>><</link>>
<br><br>
<</if>>
<<elseif $schoollesson is 1 and [3, 5].includes(Time.weekDay)>>
<<npc River>><<person1>>
<<if $daily.school.housekeepingInterrupted is 1>>
You enter the housekeeping classroom. River stops speaking abruptly and looks your way. "You again? Get out." <<He>> shuts the door on you.
<<detention 1>><<gdelinquency>>
<br><br>
<<link [[Next|Hallways]]>><<endevent>><</link>>
<<else>>
<<set $daily.school.housekeepingInterrupted to 1>>
You enter the housekeeping classroom. River stops speaking abruptly and looks your way. "Yes, what is it?" It seems you've interrupted the lesson.
<br><br>
<<pubfameComplete "river">>
<<link [[Apologise|Maths Classroom Apology]]>><<trauma 1>><<stress 1>><</link>><<gstress>><<gtrauma>>
<br>
<<if $trauma gte 1>>
<<link [[Mock|Maths Classroom Mock]]>><<status 1>><<stress -12>><</link>><<lstress>><<gcool>><<gdelinquency>>
<br>
<</if>>
<</if>>
<<else>>
You are in the housekeeping classroom. A large portion is dedicated to a kitchen.
<br><br>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "emptyClassroom">>
<</if>>
<<storeon "housekeepingClassroom" "check">>
<<if _store_check is 1>>
<<storeon "housekeepingClassroom">>
You take your coat at the back of the class.
<br><br>
<</if>>
<<exhibitionclassroom>>
/* Commented out because it looks really weird with the kitchen UI. Maybe something unique could be done here?
<<emptyClassroomMasturbationIntro>> */
River allows students to use the kitchen while lessons aren't in session, though woe betide those who don't clean up after themselves.
<br><br>
<<ingredients_supplied "salt" "vegetable_oil" "bottle_of_milk" "white_wine" "flour" "oats" "sugar">>
<<ingredients_exceptions>>
<br><br>
<<kitchen_display_all>>
<<getouticon>><<link [[Leave the room (0:01)|Hallways]]>><<handheldon>><<pass 1>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<set $daily.school.attended.housekeeping to true>>
<<if Time.weekDay is 5 and Time.minute gte 37>>
"Everyone to the kitchen," River says. "It's time for an exam."<<gstress>><<stress 6>>
<br><br>
<<npc River>><<person1>>
<<housekeeping_exam_select>>
<<if $chosen_recipe isnot "none">>
<<exam "housekeeping">>
<</if>>
<br><br>
<<if $chosen_recipe is "none">>
River gestures for you to approach. "You know all this already," <<he>> says. "Set up the projector for me. Choose any recipe, the class needs each of them."
<br><br>
You approach the projector. Beside it are a number of slides, each containing instructions for a particular dish. What sort of recipe should the class be tested on?
<br><br>
<<link [[Something sweet|Housekeeping Exam Assistant Sweet]]>><</link>>
<br>
<<link [[Something savoury|Housekeeping Exam Assistant Savoury]]>><</link>>
<br>
<<link [[Something spicy|Housekeeping Exam Assistant Spicy]]>><</link>>
<br>
<<else>>
Students take their places in the kitchen as River fiddles with a projector. The recipe for <<recipe_name $chosen_recipe "difficulty">> is displayed on a board. "You have twenty minutes. Go."
<br><br>
<<endevent>>
<<if $arousal gte $arousalmax>>
<<set _teacher to "River">>
<<orgasmLocation "classroom">>
<</if>>
<<link [[Focus|Housekeeping Exam]]>><<stress 6>><<set $phase to 0>><<set $exam_chance += 5>><</link>><<gstress>><<passPercent 5>>
<br>
<<link [[Try to relax|Housekeeping Exam]]>><<set $phase to 1>><</link>>
<br>
<</if>>
<<else>>
<<if Time.minute lte 5>>
The housekeeping lesson begins. How do you want to conduct yourself?
<br><br>
<<else>>
The housekeeping lesson continues. How do you want to conduct yourself?
<br><br>
<</if>>
<<if $arousal gte $arousalmax>>
<<set _teacher to "River">>
<<orgasmLocation "classroom">>
<</if>>
<<icon "housekeeping.png">><<link [[Focus on the lesson|Housekeeping Lesson Focus]]>><</link>><<gstress>><<ghousekeeping>>
<br>
<<socialiseicon>><<link [[Socialise with classmates|Housekeeping Lesson Socialise]]>><</link>><<gcool>><<ltrauma>><<lstress>><<gharass>>
<br>
<<daydreamicon>><<link [[Daydream|Housekeeping Lesson Daydream]]>><</link>><<lstress>><<lharass>>
<br>
<<if $tiredness gte (C.tiredness.max / 5) * 3>>
<<bedicon "zzz">><<link [[Sleep at your desk|Housekeeping Lesson Sleep]]>><</link>><<ltiredness>>
<br>
<</if>>
<<if hasSexStat("exhibitionism", 4)>>
<<skinicon "masturbate">><<link [[Masturbate|Housekeeping Lesson Masturbate]]>><<set $masturbationstart to 1>><</link>><<exhibitionist4>>
<br>
<</if>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
Embarrassed, you apologise and leave.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You mock the teacher. "Sorry for interrupting <<sir>>, I'll let you get back to putting your class to sleep." Laughter erupts among the seated students.
<br><br>
River is not so amused. "You've made a mistake. Get out."
<<gdelinquency>>
<br><br>
<<detention 1>><<npcincr River love -1>>
<<link [[Next|Hallways]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<towelup>>
You focus on listening to the teacher and studying the material. It's hard going, but you think you're making progress.
<br><br>
<<advancelesson>>
<<housekeeping _lesson_progress>>
<<stress _lesson_progress>>
<<if $phase is 1>>
<<lessonEnd "housekeepingClassroom">>
<<else>>
<<lessonEvents "housekeeping">>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<towelup>>
<<if $cool gte ($coolmax / 5 * 2)>>
You do the bare minimum of work, focusing instead on trying to endear yourself to your classmates. You soon become the centre of attention.
<<elseif $cool gte ($coolmax / 5)>>
You do the bare minimum of work, focusing instead on trying to endear yourself to your classmates.
<<else>>
You do the bare minimum of work, focusing instead on trying to endear yourself to your classmates. Most avoid interacting with you.
<</if>>
<br><br>
<<status 1>>
<<advancelesson>>
<<set _stress to _lesson_progress * -1>>
<<stress _stress>>
<<set _trauma to _lesson_progress * -0.5>>
<<trauma _trauma>>
<<if $phase is 1>>
<<lessonEnd "housekeepingClassroom">>
<<else>>
<<lessonEvents "housekeeping" 2>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<towelup>>
<<if $trauma gte (($traumamax / 10) * 7)>>
You keep to yourself, afraid that one wrong move will result in the whole class molesting you.
<<elseif $trauma gte (($traumamax / 10) * 2)>>
You focus on your own thoughts, trying to keep the creeping anxiety at bay.
<<else>>
You don't really pay attention to the lesson, instead idly staring out the window and thinking about what you'll do after school.
<</if>>
<br><br>
<<advancelesson>>
<<set _stress to _lesson_progress * -1>>
<<stress _stress>>
<<if $phase is 1>>
<<lessonEnd "housekeepingClassroom">>
<<else>>
<<lessonEvents "housekeeping" 0.5>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You rest your head on the desk while River <<print either("demonstrates a sewing technique", "enthuses about the importance of kitchen hygiene", "explains the finer points of a particular recipe", "lectures about household finances")>>. Your eyes soon close, just for a moment, before you open them again. You struggle to stay awake, but the desk is just too comfy.
<br><br>
<<towelup>>
<<tiredness -12>>
<<advancelesson>>
<<if $phase is 1>>
<<lessonEnd "housekeepingClassroom" "sleep">>
<<else>>
<<eventshousekeepingsleep>>
<</if>><<widget "mathsWhitneyGropeOrgasm">>
<<set $_accident to _args[0] is "accident">>
<span class="lewd">You <<if $_accident>>accidentally<</if>>
<<if $speech_attitude is "meek">>
moan into your hand
<<elseif $speech_attitude is "bratty">>
hiss through your teeth
<<else>>
groan
<</if>>
as you orgasm, loud enough for the entire class to hear you.</span>
<<silently>><<orgasm>><</silently>>
<br><br>
Whitney pulls <<person1>><<his>> hand out of your $worn.lower.name a split second before every other head in the room turns towards you.
<<if hasSexStat("exhibitionism", 3)>>Spurred on by the attention, your<<else>>Your<</if>>
<<if $worn.genitals.name is "chastity parasite">>
<<if $semen_volume is 0 or $semen_amount lt 0.1 or $femaleclimax or _deniedOrgasm>>
<<penis>> spasms within its prison
<<else>>
<<penis>> fires several ropes of cum within its prison
<</if>>
<<elseif $player.penisExist>>
<<if $semen_volume is 0 or $semen_amount lt 0.1 or $femaleclimax or _deniedOrgasm>>
<<penis>> flexes against
<<else>>
<<penis>> fires several ropes of cum against
<</if>>
the front of your $worn.lower.name
<<else>>
<<pussy>> soaks the front of your $worn.lower.name
<</if>>
<<if $speech_attitude is "meek">>
while you <<if $_accident>>pointlessly<</if>> cover your face with both hands. Peeking through your fingers,
<<elseif $speech_attitude is "bratty">>
while you try to ignore the other students. Cursing under your breath,
<<else>>
and you shut your eyes. Quickly reopening them,
<</if>>
you realise you cut River off mid-sentence; <<person2>><<he>> clears <<his>> throat pointedly as the colour drains from <<his>> face.
<br><br>
"Don't interrupt in the middle of the lesson," <<he>> manages to stammer without making eye contact.
<</widget>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $phase is 0>>
You turn and give the delinquents a stern talking to.
<<if $cool gte (($coolmax / 5) * 2)>>
They recoil as if stung, and stop the harassment.
<<else>>
They don't seem impressed; one sticks out their tongue at you, but they stop harassing you.
<</if>>
<br><br>
River gives you an angry look for disrupting <<nnpc_his "River">> class.
<<else>>
Not wanting to cause a fuss, you decide to put up with it. Fortunately, they don't take things too far, content to poke you with rulers when River isn't looking.
<</if>>
<br><br>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $phase is 0>>
"Very good. I knew you'd get it," <<he>> says, looking at the rest of the class pointedly. When <<he>> turns <<his>> back, other students look at you like you just insulted them.
<<else>>
<<He>> looks at you blankly for a moment. "Liar. Maybe detention will teach you to quit playing dumb." <<He>> returns to <<his>> lecturing.
<</if>>
<br><br>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You turn and bite River's hand. You feel your fangs sink into <<his>> flesh.
<br><br>
<<He>> screams and lurches away from you, clutching <<his>> injury. <<He>> stares at you with wide eyes, seemingly lost for words. Most of the class look amused.
<<if $whitneymaths is "active" or $whitneymaths is "seat">>
Especially Whitney.
<</if>>
"You... Det..." the teacher stammers. "Detention." <<He>> walks to the front of the class, taking a detour around you, and rummages in <<his>> desk for a bandage.
<br><br>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $phase is 1>>
You accept her proposal.
<br>
"Let's see then how deep can it go!" she says.
<br>
You remove your cloths from the waist below. Your classmates are already looking at you and trying to get to a better position.
<<if $worn.lower.type.includes("naked")>>
<br>
A cheer erupts from the class as they see you're not wearing any underwear.
<<if $beauty gte($beautymax / 7) * 2>>
A few even whistles after seeing your
<<if playerChastity("hidden")>>
$worn.genitals.name.
<<else>>
<<if $player.penisExist and playerChastity("cage")>>caged<</if>>
<<if $player.penisExist>>penis<</if>>
<<if $player.penisExist and $player.vaginaExist>>and<</if>>
<<if $player.vaginaExist>>cute pussy<</if>>.
<</if>>
<</if>>
<</if>>
<br>
The girl hands you the ruler. You walk to River's desk and sit on it legs fully spread so your classmates can clearly see your
<<if $player.penisExist>>asshole<<else>>vagina<</if>>.
<br>
With one hand you push two fingers into your
<<if $player.penisExist>>asshole<<else>>vagina<</if>> and start spreading it as much as you can.
<<if $player.bodyliquid.anus.semen gte 1 or $player.bodyliquid.vagina.semen gte 1>>
<br>
A bit of cum drips from your nether regions onto the desk. "Ah, I see you have been used quite recently." says the girl.
<br>
You do not mind her and continue.
<</if>>
<br><br>
<<if $arousal gte ($arousalmax / 5) * 3>>
<<if $player.vaginaExist>>
You are already completely wet and it takes not much effort to insert the tip of the ruler in your vagina.
<<else>>
It takes not much effort to insert the tip of the ruler in your asshole.
<</if>>
You start pushing it inside.
<!-- The $vaginalstat is used here to determine how loose and used the heroine is-->
<<if $vaginalstat gte 30>>
The ruler slides in easily as if it was meant to be. You have obviously taken much bigger things.
<<else>>
The ruler slides in, you feel it scratching your insides, but it doesn't hurt at all.
<</if>>
<br>
Your classmates are enthralled and not a single sound escapes them as they watch your presentation.
<br>
You keep pushing and almost the whole ruler is inside of you now.
<<if hasSexStat("deviancy", 3) and $player.vaginaExist>>
<br><br>
You feel that the ruler has hit your cervix. It just needs a bit more and it would be fully inside you.
<br><br>
<<if hasSexStat("deviancy", 4)>>
<<link [[Force it|Maths RulerB]]>><<set $phase to 1>><</link>><<deviant3>>
<br>
<</if>>
<</if>>
<<elseif $arousal gte ($arousalmax / 10) * 3>>
<<if $player.vaginaExist>>
You are a bit wet and it takes a small effort to insert the tip of the ruler in your vagina.
<<else>>
It takes a bit effort to insert the tip of the ruler in your asshole.
<</if>>
You start pushing it inside.
<<if $vaginalstat gte 30>>
The ruler slides in easily as if it was meant to be. You have obviously taken much bigger things.
<<else>>
The ruler slides in, you feel it scratching your insides and it hurts a little bit.
<</if>>
<br>
Your classmates are enthralled and not a single sound escapes them as they watch your presentation.
<br>
You keep pushing and more than half of the ruler is inside of you now.
<br>
You think this should suffice for the bet.
<br>
Your classmates are amazed.
<br>
"Huh, I didn't think you would do it, but a bet is a bet."
The girl nods admiringly and hands you the money.
<<money 4000>><<fameexhibitionism 3>>
<br><br>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<<elseif $arousal gte ($arousalmax / 20) * 3>>
<<if $player.vaginaExist>>
You are barely wet and it takes some effort to insert the tip of the ruler in your vagina.
<<else>>
It takes some effort to insert the tip of the ruler in your asshole.
<</if>>
You start pushing it inside.
<<if $vaginalstat gte 30>>
The ruler slides in easily as if it was meant to be. You have obviously taken much bigger things.
<<else>>
The ruler slowly slides in, you feel it scratching your insides and it hurts, but you force it nonetheless.
<</if>>
<br>
Your classmates are enthralled and not a single sound escapes them as they watch your presentation.
<br>
You keep pushing and almost half of the ruler is inside of you now.
<br>
You think this should suffice for the bet.
<br>
Your classmates are amazed.
<br>
"Huh, I didn't think you would do it, but a bet is a bet."
The girl nods admiringly and hands you the money.
<<money 4000>><<fameexhibitionism 3>>
<br><br>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<</if>>
<<elseif $phase is 2>>
You refuse which causes most of the class members to sigh in deject as they have expected something else.
<br><br>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $phase is 1>>
You take a deep breath and start forcing the ruler inside of your womb through your cervix.
<br>
The ruler is not so wide so slowly but surely it starts sliding even deeper. You can feel your cervix stretching and opening up as it accepts the foreign object.
<br>
After a grunt from you and one final push the ruler is completely inside of you now, your fingers enter your vagina pushing it even deeper just to show everyone you could still do more if you wanted to.
<br>
<br>
You look up triumphantly and proud.
<br>
<br>
<<set $deviancy += 1>>
You feel in control performing such a lewd act <span class="green">soothes</span> and it excites you.
<<control 25>><<arousal 100 "genitals">><<set $stress -= 300>><<combattrauma -30>><<ltrauma>><<lstress>><<garousal>>
<br>
<br>
Your classmates are amazed. You didn't think you would be able to push it so deep and neither did they.
<br>
The girls jaw is completely dropped and she needs a moment to collect herself.
<br>
"Huh, I didn't think you would do it nor in such extent, but a bet is a bet."
<br>
The girl nods admiringly and hands you the money.
<br>
You take the money and dig deep in your pussy and pull out the ruler. It is messy with your vaginal fluids and tip is a bit bloody as proof of your insane act.
<br><br>
You decide to keep it.
<<set $itemruler is 1>>
<<money 4000>><<fameexhibitionism 3>>
<br><br>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You remain still on your seat, and endure River's rude tugging. It doesn't take long for <<him>> to give up. "I don't know how these are stuck on, but I want them gone," <<he>> says. <<He>> continues <<his>> march down the classroom, leaving your ears and scalp sore.
<br><br>
<<endevent>>
<<link [[Next|Maths Lesson]]>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You feign shock at River's collapse and join in the laughter. <<npc River>><<person1>><<He>> soon comes to and looks around with bleary eyes. <<He>> fixes you with a gaze, but doesn't say anything. <<He>> climbs to <<his>> feet and continues the lesson as if nothing happened.
<br><br>
<<endevent>>
<<link [[Next|Maths Lesson Daydream]]>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $phase is 1>>
You break the seal and open the envelope. There's a note inside, with the head's computer username and password. That might be useful, but you'll probably be in trouble for tampering with the letter.
<<set $headpasswordknown to 1>>
<br><br>
<<endevent>>
<</if>>
You deliver the note without incident, but on the way back to class you are hounded by a group of delinquents.
<<if $cool lt ($coolmax / 10) and $mathsnote gte 2>>
<<generatey1>><<generatey2>><<generatey3>><<generatey4>>
What starts with verbal teasing soon becomes physical.
<br><br>
<<link [[Next|Maths Note Molestation]]>><<set $molestationstart to 1>><<set $phase to 2>><</link>>
<br>
<<elseif $cool lt ($coolmax / 5) and $mathsnote gte 1>><<set $mathsnote to 2>>
<<generatey1>><<generatey2>><<generatey3>><<generatey4>>
What starts with verbal teasing soon becomes physical.
<br><br>
<<link [[Next|Maths Note Molestation]]>><<set $molestationstart to 1>><<set $phase to 1>><</link>>
<br>
<<else>>
<<set $mathsnote to 1>>
They tease you a little but fortunately don't take things too far. You arrive at the classroom.
<<gtrauma>><<gstress>><<trauma 2>><<stress 2>>
<br><br>
<<link [[Next|Maths Lesson]]>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<enableSchoolRescue "Whitney" "Leighton" "delinquency">>
<<if $phase is 1>>
<<npcstrip>><<set $timer to 15>>
<<elseif $phase is 2>>
<<hand_gag 0 left>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate "<span class='red'>No one comes to your aid, likely due to your reputation as a delinquent.</span>">>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or $timer is 1>>
<span id="next"><<link [[Next|Maths Note Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Maths Note Molestation]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $enemyhealth lte 0>>
The <<group>> recoil in pain. <<tearful>> you seize the chance to escape.
<br><br>
<<clotheson>>
<<endcombat>>
<<if !$worn.upper.type.includes("naked") and !$worn.lower.type.includes("naked")>>
<<else>>
You make a detour to the toilets and find some towels to cover up with before anyone sees you.<<towelup>>
<</if>>
Shaken, you walk back to the classroom.
<br><br>
<<link [[Next|Maths Lesson]]>><</link>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"See ya later loser," says the <<person1>><<person>>.
<br><br>
<<clotheson>>
<<endcombat>>
<<if !$worn.upper.type.includes("naked") and !$worn.lower.type.includes("naked")>>
<<else>>
You make a detour to the toilets and find some towels to cover up with before anyone sees you.<<towelup>>
<</if>>
<<tearful>> you walk back to the classroom.
<br><br>
<<link [[Next|Maths Lesson]]>><</link>>
<<elseif $rescue gte 2 and $alarm is 1>><<set $rescued += 1>>
An angry voice echoes from down the hall. "Let my <<girl>> go." It's Whitney<<if $whitneymaths isnot "active" and $whitneymaths isnot "seat">>, flanked by <<nnpc_his "Whitney">> friends<</if>>. Your assailants tense up.<<status 1>><<gcool>>
<br><br>
The <<group>> share nervous glances with each other, weighing their odds.
<<if $delinquency lt 400 and $pillory.tenant.special.name isnot "Leighton">>
Before they can reach a decision, a second voice breaks the silence, scaring them into a sprint. They leave you on the ground.
<br><br>
<<clotheson>>
<<endcombat>>
You look up to find Leighton fast approaching, <<nnpc_his "Leighton">> glare fixed on Whitney.
<<npc Leighton>><<endevent>>
"You again. I should've known."
<br><br>
"Get your hands off me. You don't know shit!" Whitney protests as <<nnpc_hes "Whitney">> dragged to the head's office.
<br><br>
<<if !$worn.upper.type.includes("naked") and !$worn.lower.type.includes("naked")>>
<<else>>
You make a detour to the toilets and find some towels to cover up with before anyone sees you.<<towelup>>
<</if>>
<<tearful>> you hurry back to the classroom.
<<set $whitneymaths to "sent">>
<br><br>
<<link [[Next|Maths Lesson]]>><</link>>
<br>
<<else>>
Finally, the <<person1>><<person>> shoves you to Whitney. "Dunno what you see in this loser," <<he>> scoffs. <<He>> slinks away, <<his>> buddies following suit.
<br><br>
Whitney rolls <<nnpc_his "Whitney">> eyes. "Poseurs."
<<if $whitneymaths is "seat" or $whitneymaths is "active">>
There's a brief moment of silence. Unprompted, Whitney gives you an indignant shove. "Shut up. I got bored."
<<set $whitneymaths to "sent">>
<<set $whitneyRescueAlone to true>>
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Whitney>><<person1>>
<<link [[Next|Whitney Rescue 2]]>><<set $whitneyRescueExit to "hallways">><<set $whitneyRescueSpecial to "mathsNote">><</link>>
<br>
<</if>>
<<elseif $rescue is 1 and $alarm is 1>><<set $rescued += 1>>
<<endevent>><<npc Leighton>><<person1>>Leighton rounds a corner, having heard your scream. The <<group>>'s demeanour changes immediately, and they are harried back to <<his>> office.
<br><br>
<<clotheson>>
<<endcombat>>
<<if !$worn.upper.type.includes("naked") and !$worn.lower.type.includes("naked")>>
<<else>>
You make a detour to the toilets and find some towels to cover up with before anyone sees you.<<towelup>>
<</if>>
<<tearful>> you walk back to the classroom.
<br><br>
<<link [[Next|Maths Lesson]]>><</link>>
<<else>>
"See ya later loser," says the <<person1>><<person>>.
<br><br>
<<clotheson>>
<<endcombat>>
<<if !$worn.upper.type.includes("naked") and !$worn.lower.type.includes("naked")>>
<<else>>
You make a detour to the toilets and find some towels to cover up with before anyone sees you.<<towelup>>
<</if>>
<<tearful>> you walk back to the classroom.
<br><br>
<<link [[Next|Maths Lesson]]>><</link>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $phase is 3>>
You do your best to ignore the fondling. River is distracted on the other side of the room, and the <<person>> becomes more bold.
<br><br>
<<link [[Next|Maths Event3 Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<<elseif $phase is 2>>
You do your best to ignore the fondling. The <<person>> continues to covertly grope and squeeze your butt while acting as though nothing is amiss. You feel a little violated, but put up with it for the sake of peace.
<br><br>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<<elseif $phase is 1>>
You shift your chair away from the <<person>>, beyond the reach of their fondling. Unfortunately, River gets the wrong idea. "I asked you to help a fellow student, don't try to weasel out of it. Maybe detention will teach you to respect your colleagues." The <<person>> gives you a mocking smile.
<br><br>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<npcstrip>>
<<set $timer to 10>>
<<enable_rescue>>
<<set $enemyhealthmax to 1>><<set $enemyhealth to $enemyhealthmax>>
<<healthMultiplier>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or $timer lte 0>>
<span id="next"><<link [[Next|Maths Event3 Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Maths Event3 Molestation]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<person1>>
<<if $alarm is 1>><<set $rescued += 1>>
You cry for help, causing River and the rest of the class turn to you. River fixes the <<person>> with a glare. "Assaulting another student? This is utterly unacceptable. You can sit alone," the <<person>> is moved to the other side of the room.
<<status -10>><<lcool>>
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clothesontowel>>
<<endcombat>>
<<link [[Next|Maths Lesson]]>><</link>>
<<elseif $enemyhealth lte 0>>
The <<person>> yells in pain, causing River and the rest of the class to turn to you. River glares at you, and talks over your attempt at an explanation. "Assaulting another student? This is utterly unacceptable. You can sit alone." You got away from the <<person>>, at least.<<detention 2>><<gdelinquency>>
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clothesontowel>>
<<endcombat>>
<<link [[Next|Maths Lesson]]>><</link>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The <<person>> groans in satisfaction, causing River to turn and look. "This behaviour is completely unacceptable. I'm separating you two." <<tearful>> you move seats. You got away from the <<person>>, at least.<<detention 3>><<gdelinquency>>
<<clothesontowel>>
<<endcombat>>
<<link [[Next|Maths Lesson]]>><</link>>
<<else>>
River turns back to the class, and the <<person>> ceases their groping.
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clothesontowel>>
<<endcombat>>
<<link [[Next|Maths Lesson]]>><</link>>
<</if>><<effects>>
You nudge Whitney and lean forward. Whitney notices the <<persons>> antics, grabs the offending hand, and pulls <<him>> from <<his>> chair.
<br><br>
They tussle on the ground for a moment, to the amusement of the rest of class, but River is quick to break them up. <<nnpc_He "River">> sends Whitney to the head's office and the handsy student to the other side of the classroom.
<br><br>
Whitney grins at you on the way out.
<br><br>
<<set $whitneymaths to "sent">>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<br><<effects>>
<<if $whitneymaths is "seat">>
<<npc Whitney>><<person1>>
Once outside, Whitney rests <<his>> forearm on the wall above you. "All alone with me," <<he>> says, leaning in to kiss your neck. "What a shame."
<br><br>
/* <<if $submissive lte 500>> */
<<link [[Take charge|Maths Event4 Take]]>><<npcincr Whitney love 1>><<npcincr Whitney dom -1>><<def 1>><</link>><<defianttext>><<promiscuous1>><<glove>><<ldom>>
<br>
/* <</if>> */
<<link [[Allow|Maths Event4 Allow]]>><<npcincr Whitney love 1>><<npcincr Whitney dom 1>><<sub 1>><<stress 6>><<arousal 600>><</link>><<glove>><<gdom>><<gstress>><<garousal>>
<br>
<<link [[Push away|Maths Event4 Push]]>><<npcincr Whitney love -1>><<npcincr Whitney dom -1>><<def 1>><</link>><<llove>><<ldom>>
<br>
<<else>>
<<generatey1>><<generatey2>>
<<if $rng gte 81>>
As you wait in the corridor, a <<fullGroup>> walk up to you. They stand either side of you, preventing you from moving away.
<br><br>
<<link [[Next|Maths Event4 Molestation]]>><<set $molestationstart to 1>><</link>>
<<else>>
As you wait in the corridor, a <<fullGroup>> eye you up as they pass by. The <<person1>><<person>> grins at you. <<catcall>><<gtrauma>><<gstress>><<trauma 1>><<stress 1>>
<br><br>
A few minutes later River emerges from the class. "It seems I made a mistake. Come back in."
<br><br>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<br>
<</if>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<npcidlegenitals>>
<<enableSchoolRescue "Whitney">>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate "<span class='red'>No one comes to your aid.</span>">>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $enemyhealth lte 0 or $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Maths Event4 Molestation Finish]]>><</link>></span><<nexttext>>
<<elseif $alarm is 1 and $rescue gte 1>>
<span id="next"><<link [[Next|Whitney Rescue]]>><<set $whitneyRescueSpecial to "mathsSent">><<set $whitneyRescueExit to "hallways">><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Maths Event4 Molestation]]>><</link>></span><<nexttext>>
<</if>><<if $enemyhealth lte 0>>
You manage to fend off the pair.
<br><br>
<<clotheson>>
<<endcombat>>
<<if !$worn.upper.type.includes("naked") and !$worn.lower.type.includes("naked")>>
<<else>>
You go to the toilets and find some towels to cover up with before anyone sees you.<<towelup>>
<</if>>
<<tearful>> you gather yourself.
<br><br>
A few minutes later River emerges from the class. "It seems I made a mistake. Come back in."
<br><br>
<<link [[Next|Maths Lesson]]>><</link>>
<br>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Thanks for getting us off, slut." Panting, they walk away.
<br><br>
<<clotheson>>
<<endcombat>>
<<if !$worn.upper.type.includes("naked") and !$worn.lower.type.includes("naked")>>
<<else>>
You go to the toilets and find some towels to cover up with before anyone sees you.<<towelup>>
<</if>>
<<tearful>> you gather yourself. A few minutes later River emerges from the class. "It seems I made a mistake. Come back in."
<br><br>
<<link [[Next|Maths Lesson]]>><</link>>
<br>
<</if>><<effects>>
Whitney licks and bites your neck and <<his>> hands assault your clothes.
<br><br>
<<link [[Next|Maths Event4 Sex]]>><<set $sexstart to 1>><</link>>
<br><<effects>>
You push and pull away from Whitney. <<He>> doesn't relent, and you're forced to shove <<him>>. "Suit yourself," <<he>> says. "Slut."
<br><br>
A few minutes later River emerges from the class. "It seems I made a mistake. Come back in." You enter the class, but Whitney finds <<himself>> blocked by River's arm. "You can stay out."
<br><br>
Whitney glares at River as the door shuts behind you.
<br><br>
<<set $whitneymaths to "sent">>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<br><<effects>>
Whitney's eyes open in surprise as you shove <<him>> against the opposite wall and assault <<him>> with your tongue. <<His>> shock subsides, and <<he>> kisses back while groping at your clothes. <<takeKissVirginity "Whitney" `($whitneyromance is 1?"loveInterest":"romantic")`>>
<<promiscuity1>>
<<link [[Next|Maths Event4 Sex]]>><<set $sexstart to 1>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>><<promiscuity5>>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Maths Event4 Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Maths Event4 Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<earnFeat "Delinquent Antics">>
Whitney leans against the wall, face red and panting.
<br><br>
<<tearful>> you lean against the wall yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Whitney>><<person1>>
A few minutes later River emerges from the class. "It seems I made a mistake. Come back in." You enter the class, but Whitney finds <<himself>> blocked by River's arm. "You can stay out."
<br><br>
Whitney glares at River as the door shuts behind you.
<br><br>
<<set $whitneymaths to "sent">>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
You shove Whitney against the wall opposite. <<He>> glares at you, but doesn't say anything.
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Whitney>><<person1>>
A few minutes later River emerges from the class. "It seems I made a mistake. Come back in." You enter the class, but Whitney finds <<himself>> blocked by River's arm. "You can stay out."
<br><br>
Whitney glares at River as the door shuts behind you.
<br><br>
<<set $whitneymaths to "sent">>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<br>
<<elseif $alarm is 1 and $rescue is 1>>
The classroom door bursts open. River steps through, eyes livid. Grasping Whitney by the collar, the maths teacher hauls <<him>> away from you. Whitney staggers to a stop, eyeing up <<his>> new opponent with clenched fists. After a moment however, <<he>> relaxes. "Whatever," <<he>> says. "Later, slut."
<br><br>
<<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Whitney>><<person1>>
<<if $exposed gte 1>>
River returns to the room a moment, then reappears with some towels for you to cover with.
<br><br>
<</if>>
You follow river into the classroom, and take your seat.
<br><br>
<<set $whitneymaths to "sent">>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<br>
<<else>>
Whitney's reluctant to stop, but <<he>> respects your wishes and steps back. <<He>> leans against the wall opposite, eyeing you up.
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Whitney>><<person1>>
A few minutes later River emerges from the class. "It seems I made a mistake. Come back in." You enter the class, but Whitney finds <<himself>> blocked by River's arm. "You can stay out."
<br><br>
Whitney glares at River as the door shuts behind you.
<br><br>
<<set $whitneymaths to "sent">>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
You turn to face Whitney, lean in, and kiss. <<He>> kisses back, wrapping <<his>> arms around you and pulling you closer, almost violently. <<takeKissVirginity "Whitney" `($whitneyromance is 1?"loveInterest":"romantic")`>>
<br><br>
<<if random(1, 2) gte 2>>
<<endevent>><<npc River>><<person1>>
Someone giggles. River turns, dropping <<his>> pen when <<he>> sees Whitney and you. "Whitney!" <<he>> shouts, though <<his>> voice trembles a little. "That's assault! Get out, right now!"
<br><br>
<<endevent>><<npc Whitney>><<person1>>
Whitney doesn't argue. <<He>> grins as <<he>> pulls away from you, stands, and swaggers from the room.
<br><br>
<<set $whitneymaths to "sent">>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<br>
<<else>>
River turns back to the class, but Whitney doesn't stop.
<br><br>
<<link [[Keep kissing|Maths Whitney Keep]]>><</link>>
<br>
<<link [[Pull away|Maths Whitney Pull]]>><<npcincr Whitney love -1>><</link>><<llove>>
<br>
<</if>><<effects>>
<<endevent>><<npc River>><<person1>>
River sees Whitney and you, dropping <<his>> pen in shock. "Whitney!" <<he>> shouts, though <<his>> voice trembles a little. "That's assault! Get out, right now!"
<br><br>
<<endevent>><<npc Whitney>><<person1>>
Whitney doesn't argue. <<He>> grins as <<he>> pulls away from you, stands, and swaggers from the room.
<br><br>
<<set $whitneymaths to "sent">>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>><<effects>>
You pull away from Whitney. <<He>> tries to pull you back, but notices River and decides against it, instead reclining in <<his>> chair.
<br><br>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<br><<effects>>
<<if random(1, 2) is 2>>
You keep your head down and continue working. Whitney wraps <<his>> hand around your head and tries to pull you into a kiss.
<br><br>
<<link [[Kiss|Maths Whitney Makeout]]>><<npcincr Whitney love 1>><<npcincr Whitney dom 1>><</link>><<glove>><<gdom>>
<br>
<<link [[Resist|Maths Whitney Resist]]>><<npcincr Whitney love -1>><<npcincr Whitney dom -1>><</link>><<llove>><<ldom>>
<br>
<<else>>
You keep your head down. Whitney continues to play with your hair as <<he>> gazes out the window.
<br><br>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
You resist Whitney, but <<he>> doesn't give up. <<He>> pulls you harder, just as River turns to the class.
<br><br>
"Out!" the teacher says. "Out this instant." Whitney doesn't argue. <<His>> chair legs screech across the floor as <<he>> stands and leaves the room.
<br><br>
<<set $whitneymaths to "sent">>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<br><<effects>>
You unfurl the paper, and see a brief, scrawled message.
<br><br>
<<if $rng gte 51>>
<<if $whitneypantiescheck is 1>>
<i>"You're not wearing <<if $player.gender_appearance is "f">>panties<<else>>underwear<</if>>, right? Show me."</i>
<<elseif $whitneypantiescheck is 2>>
<i>"You're wearing panties, right? Show me."</i>
<<else>>
<i>"Show me your <<if $player.gender_appearance is "f">>panties<<else>>underwear<</if>>, slut."</i>
<</if>>
<br><br>
<<if $whitneypantiescheck gte 1>>
<<if !$worn.under_lower.type.includes("naked") and ($whitneypantiescheck is 1 or $worn.under_lower.gender isnot "f")>>
<span class="pink">Whitney won't be happy if <<he>> finds out you've ignored <<his>> demand.</span>
<br><br>
<<set $skulduggerydifficulty to 300>>
<<link [[Try to trick Whitney|Maths Whitney Undies Trick]]>><</link>><<skulduggerydifficulty>>
<br>
<</if>>
<</if>>
<<link [[Show|Maths Whitney Undies Show]]>><</link>><<exhibitionist1>>
<br>
<<link [[Ignore|Maths Whitney Undies Ignore]]>><</link>>
<br>
<<else>>
<i>"How's my slut doing?"</i>
<br><br>
<<link [[Respond politely|Maths Whitney Respond]]>><<set $phase to 0>><</link>>
<br>
<<link [[Respond flirtatiously|Maths Whitney Respond]]>><<set $phase to 1>><<npcincr Whitney lust 1>><</link>><<promiscuous1>><<glust>>
<br>
<<link [[Respond aggressively|Maths Whitney Respond]]>><<set $phase to 2>><<def 1>><<npcincr Whitney dom -1>><</link>><<ldom>>
<br>
<<link [[Just throw the paper back|Maths Whitney Throw]]>><</link>>
<br>
<<link [[Bin it|Maths Whitney Bin]]>><</link>>
<br>
<</if>>
<br><br><<effects>>
<<set _wearingSkirt to (clothingData('lower', $worn.lower, "skirt") is 1)>>
<<unset $whitneypantiesmaths>> <!-- this will be set to "seen" if whitney sees something to be angry about, and will stay undefined if they are happy. -->
<<if $worn.under_lower.type.includes("naked")>>
<<if _wearingSkirt>>
You lift your skirt at the thigh, high enough to show your waistline, confirming that you're not wearing underwear beneath. You cover yourself quickly.
<<else>>
You pull your $worn.lower.name down a little, confirming that you're not wearing underwear beneath. You cover yourself quickly.
<</if>>
<<exhibitionism1>>
"Nice," Whitney says, prompting River to turn and glare.
<<elseif $whitneypantiescheck is 1>> <!-- whitney sees underwear, and they are expecting you to NOT be wearing underwear -->
<<if _wearingSkirt>>
You lift your skirt at the thigh, high enough to show your waistline, showing your $worn.under_lower.name beneath. You cover yourself quickly.
<<else>>
You pull your $worn.lower.name down a little, showing your $worn.under_lower.name beneath. You cover yourself quickly.
<</if>>
<<exhibitionism1>>
Whitney glares at you, but doesn't say anything. This won't be the end of it.
<<set $whitneypantiesmaths to "seen">>
<<elseif $whitneypantiescheck is 2>> <!-- whitney sees underwear, and they are expecting you to be wearing feminine underwear -->
<<if _wearingSkirt>>
You lift your skirt at the thigh, high enough to show your waistline, showing your $worn.under_lower.name beneath. You cover yourself quickly.
<<else>>
You pull your $worn.lower.name down a little, showing your $worn.under_lower.name beneath. You cover yourself quickly.
<</if>>
<<exhibitionism1>>
<<if $worn.under_lower.gender is "f">>
"Nice and cosy," Whitney says, prompting River to turn and glare.
<<else>>
Whitney glares at you, but doesn't say anything. This won't be the end of it.
<<set $whitneypantiesmaths to "seen">>
<</if>>
<<else>> <!-- whitney sees underwear, and they only asked to see underwear -->
<<if _wearingSkirt>>
You lift your skirt at the thigh, high enough to show your $worn.under_lower.name.
<<else>>
You pull your $worn.lower.name down a little, low enough to show your $worn.under_lower.name.
<</if>>
You cover yourself quickly.<<exhibitionism1>>
"Nice," Whitney says, prompting River to turn and glare.
<</if>>
<br><br>
<<link [[Next|Maths Lesson]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<if clothingData('lower', $worn.lower, "skirt") is 1>>
You lift your skirt to your waistline, and try to hoist up your $worn.under_lower.name, hoping to give the impression that you're wearing nothing beneath.
<<else>>
You pull your $worn.lower.name and $worn.under_lower.name down a little, hoping to give the impression that you're wearing nothing beneath.
<</if>>
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<span class="green">"Nice,"</span> Whitney says, fooled. River turns and glares at <<him>>.
<<unset $whitneypantiesmaths>>
<<else>>
<span class="red">Whitney glares at you.</span> <<He>> saw through the ruse. <<He>> doesn't say anything, but this won't be the end of it.
<<set $whitneypantiesmaths to "seen">>
<</if>>
<br><br>
<<skulduggeryuse>>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<br><<effects>>
You ignore Whitney's demand and turn to face the front of the class. <<He>> barrages you with more crumpled paper, then starts throwing pens. You do your best to ignore <<him>>.
<br><br>
<<if $whitneypantiescheck gte 1>>
<<set $whitneypantiesmaths to "refused">>
<</if>>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<br><<effects>><<wearProp "pen">>
<<if $phase is 0>>
You write a brief but polite response, wait until you're sure River's back is turned, then throw the paper back at Whitney.
<br><br>
<<He>> catches it in one hand and unfurls it. <<His>> friends lean over to read it. One of them whispers something. Whitney chucks the paper over <<his>> shoulder, looking bored.
<br><br>
<<elseif $phase is 1>>
You write a brief but suggestive response, wait until you're sure River's back is turned, then throw the paper back at Whitney. <<promiscuity1>>
<<He>> catches it in one hand and unfurls it. <<His>> friends lean over to read it. One of them whispers something as Whitney grins. <<He>> whispers back to <<his>> friend, who writes something on <<his>> behalf.
<br><br>
Whitney throws the paper once more, just as River turns. The teacher snatches it from the air, and drops it in the bin without reading it.
<<nnpc_He "River">> points at the door.
With an exasperated sigh, Whitney rises to <<his>> feet and leaves the room.
<br><br>
<<set $whitneymaths to "sent">>
<<else>>
You write a curt message telling Whitney to leave you alone, wait until you're sure River's back is turned, then throw the paper back.
<br><br>
<<He>> catches it in one hand and unfurls it. <<His>> friends lean over to read it. One of them whispers something. Whitney chucks the paper over <<his>> shoulder and sticks <<his>> tongue out at you.
<br><br>
<</if>>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<br><<effects>>
<<if $rng gte 81>>
You throw the crumpled paper back at Whitney, but River turns as you do. <<endevent>><<npc River>><<person1>><<He>> fixes you with a glare.<<detention 1>><<gdelinquency>>
<br><br>
<<endevent>><<npc Whitney>><<person1>>
Whitney looks amused as the paper bounces off <<his>> head.
<br><br>
<<else>>
You throw the crumpled paper back at Whitney. <<He>> doesn't react as it bounces off <<his>> head, but fixes you with a stare while running <<his>> tongue along <<his>> top lip.
<br><br>
<</if>>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<br><<effects>>
You throw the paper in the bin. Whitney continues to stare at you.
<br><br>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<br><<effects>>
Whitney barrages you whenever River's back is turned. You do your best to ignore it. The floor around you is soon littered with the <<person2>><<persons>> stationery.
<br><br>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<br><<effects>>
You put your hand up. "Yes?" River says when <<endevent>><<npc River>><<person1>><<he>> spots you.
<br><br>
<<if $speech_attitude is "meek">>
"Wh-Whitney's bullying me," you say.
<<elseif $speech_attitude is "bratty">>
"Whitney's ruining my concentration," you say.
<<else>>
"Whitney keeps throwing pens at me," you say.
<</if>>
<br><br>
River gestures at the door without even looking at Whitney, who stands with a theatric sigh and saunters from the room.
<br><br>
<<set $whitneymaths to "sent">>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<br><<effects>>
Some of Whitney's ammo lands on your desk. You throw it back. Whitney deflects it with <<his>> arms, and follows it up with a protractor.
<br><br>
This continues for a while, the two of you pelting stationery across the room whenever River's back is turned, until one of <<his>> shots flies wide and bounces off River's back. <<endevent>><<npc River>><<person1>><<He>> sends Whitney out, but seems aware of your involvement.
<br><br>
<<set $whitneymaths to "sent">>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"B-but," you stutter. "We might get in trouble."
<<elseif $speech_attitude is "bratty">>
"I'm not getting in trouble just because you're horny," you say. "Sort yourself out."
<<else>>
"Not in the middle of class," you say. "We'll get in trouble."
<</if>>
<br><br>
Whitney tries to pressure you into changing your mind, but you remain resolute until <<he>> gives up.
<br><br>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<set $position to "doggy">>
You don't want to, but decide complying with Whitney is the easiest option. While River is distracted on the other side of class, you slip beneath Whitney's desk. You'll need to be quick, or River will notice.
<br><br>
Whitney <<npcUndressText `C.npc.Whitney` "lower" "self">> once you're underneath,
<<set $enemyanger to 70>>
<<if C.npc.Whitney.penis isnot "none">>
revealing <<his>> penis. <<Hes>> already erect.
<<elseif npcHasStrapon(0)>>
revealing <<his>> <<= $NPCList[0].penisdesc>>. You can see <<him>> glistening with arousal.
<<else>>
revealing <<his>> pussy.
<</if>>
<<He>> grasps your hair and pulls you closer.
<br><br>
<<npcoral>><<set $NPCList[0].lefthand to "hair">><<set $head to "grappled">><<set $NPCList[0].mouth to "none">><<set $enemyhealthmax to 10>><<set $enemyhealth to 10>>
<<healthMultiplier>>
<<set $timer to 10>>
<<enable_rescue>>
<</if>>
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $position to "doggy">>
You make sure that River is distracted on the other side of the room, then slip beneath the desk. You'll need to be quick, or River will notice.
<br><br>
Whitney <<npcUndressText `C.npc.Whitney` "lower" "self">> once you're underneath,
<<set $enemyanger to 70>>
<<if C.npc.Whitney.penis isnot "none">>
revealing <<his>> penis. <<Hes>> already erect. You lean forward, and run your tongue from base to tip, letting <<him>> feel your breath against <<his>> skin.
<<elseif npcHasStrapon(0)>>
revealing <<his>> <<= $NPCList[0].penisdesc>>. You can see <<him>> glistening with arousal. You run your tongue over <<his>> labia, then up the length of <<his>> strap.
<<else>>
revealing <<his>> pussy. You run your tongue over <<his>> labia, letting <<him>> feel your breath against <<his>> skin.
<</if>>
<<He>> reaches beneath the desk and grasps your hair.
<<if $phase is 2>>
<<promiscuity1>>
<<elseif $phase is 1>>
<<promiscuity4>>
<<else>>
<br><br>
<</if>>
<<npcoral>><<set $NPCList[0].lefthand to "hair">><<set $head to "grappled">><<set $NPCList[0].mouth to "none">><<set $enemyhealthmax to 10>><<set $enemyhealth to 10>>
<<healthMultiplier>>
<<set $timer to 10>>
<<enable_rescue>>
<</if>>
<<effects>>
<<if $timer gte 8>>
<span class="blue">River is distracted on the other side of the room.</span>
<<elseif $timer gte 4>>
<span class="purple">River is walking this way, but is distracted by other students' work.</span>
<<elseif $timer gte 1>>
<span class="pink">River has noticed your empty seat.</span>
<<else>>
<span class="red">River is close!</span>
<</if>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<set $enemyarousal += 20>>
<<actionsman>>
<<if _combatend or $timer lte 0>>
<span id="next"><<link [[Next|Maths Whitney Oral Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Maths Whitney Oral]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<npcincr Whitney lust -20>><<earnFeat "Delinquent Antics">>
<<if $NPCList[0].penis isnot "none">>
<<He>> forces your face into <<his>> crotch, making sure you catch every last drop.
<<else>>
<<He>> forces your face into <<his>> crotch, making sure you can't breathe until <<hes>> done cumming.
<</if>>
<br><br>
<<He>> releases <<his>> grip on your hair, and you climb out from under <<his>> desk. <<He>> reclines in <<his>> seat, a smile on <<his>> face and <<his>> eyes shut.<<llust>>
<br><br>
<<clotheson>>
<<endcombat>>
<<npc River>><<person1>>
"Whitney!" River shouts across the room. "I will not tolerate napping in class."
<br><br>
"Come on, <<sir>>," Whitney replies, opening one eye. <<endevent>><<npc Whitney>><<person1>>"I've just been <<if $NPCList[0].penis isnot "none">>sucked off<<else>>eaten out<</if>>."
<br><br>
<<endevent>><<npc River>><<person1>>
River steadies <<himself>> against a nearby desk as a murmur of laughter erupts across the room. The teacher steels <<himself>>, and silences the class with a glare, before turning back to Whitney. "Go see Leighton. Now!"
<br><br>
<<endevent>><<npc Whitney>><<person1>>Whitney rises to <<his>> feet. "Sure," <<he>> yawns. "I got what I came for." <<He>> swaggers from the room.
<br><br>
<<tearful>> you watch <<him>> leave.
<br><br>
<<set $whitneymaths to "sent">>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<<elseif $enemyhealth lte 0>>
Whitney shouts in pain and kicks you out from under the desk. The noise attracts attention, and everyone in class looks over. Including River.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc River>><<person1>>
"Are you assaulting a student?" <<he>> says, glaring at Whitney. "Out. Right now."
<br><br>
<<endevent>>
<<npc Whitney>><<person1>>
"Fucking fine," Whitney says with a frustrated sneer. <<He>> stomps from the room without looking at you.
<br><br>
<<tearful>> you return to your desk.
<br><br>
<<set $whitneymaths to "sent">>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<<elseif $alarm is 1 and $rescue is 1>>
<<set $rescued += 1>>
Your cry attracts attention, and everyone in class looks over. Including River.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc River>><<person1>>
"Are you assaulting a student?" <<he>> says, glaring at Whitney. "Out. Right now."
<br><br>
<<endevent>>
<<npc Whitney>><<person1>>
"Fucking fine," Whitney says with a frustrated sneer. <<He>> stomps from the room without looking at you.
<br><br>
<<tearful>> you return to your desk.
<br><br>
<<set $whitneymaths to "sent">>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<<elseif $finish is 1>>
Whitney kicks you out from beneath the desk. <<tearful>> you scramble to your seat before anyone notices.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<<else>>
"Whitney," River shouts across the room. "Whatever you're up to, stop it. Where's your friend?"
<br><br>
<<tearful>> you pull away from Whitney's crotch.
<<clotheson>>
<<endcombat>>
<<npc Whitney>><<person1>>
You try to scramble back to your seat, but Whitney tugs your hair in an attempt to pull you back against <<his>> crotch.
<br><br>
<<link [[Allow|Maths Whitney Oral Allow]]>><<detention 6>><<npcincr Whitney love 1>><<npcincr Whitney lust 1>><<npcincr Whitney dom 1>><</link>><<ggdelinquency>><<glove>><<glust>><<gdom>>
<br>
<<link [[Refuse|Maths Whitney Oral Refuse 2]]>><</link>>
<br>
<</if>><<effects>>
You go along with Whitney's recklessness, getting a faceful of <<if $NPCList[0].penis isnot "none">>cock<<else>>pussy<</if>>.
Through the gap above <<his>> thigh you see River arrive. <<endevent>><<npc River>><<person1>><<His>> breath catches in <<his>> throat when <<he>> sees you. "De-deten..." <<he>> manages. <<He>> sways on the spot, and collapses.
<br><br>
<<endevent>><<npc Whitney>><<person1>>
"Fucking nice," Whitney says, standing and dragging you with <<him>>. Unsure what just happened, the rest of the class watch as Whitney pushes you down on <<his>> desk.
<br><br>
<<link [[Next|Maths Whitney Sex]]>><<set $sexstart to 1>><</link>>
<br><<effects>>
You pull away from Whitney's grasp and climb back to your seat.
<<if $speech_attitude is "meek">>
"I-I dropped my pen," you stutter.
<<elseif $speech_attitude is "bratty">>
"I was picking up my pen," you say. "Surely that's allowed."
<<else>>
"I dropped my pen," you say.
<</if>>
River eyes you with suspicion, but doesn't say anything.
<br><br>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<br><<effects>>
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>>
Some students react with embarrassed horror, other crowd closer, eager to see what Whitney intends.
<</if>>
<<effects>>
<<effectsman>><<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Maths Whitney Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Maths Whitney Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<earnFeat "Delinquent Antics">>
Whitney climbs off you. <<tearful>> you drop off the desk.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $enemyhealth lte 0>>
You shove Whitney away from you. <<tearful>> you drop off the desk.
<br><br>
<<clotheson>>
<<endcombat>>
<<else>>
Whitney climbs off you. <<tearful>> you drop off the desk.
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<<npc River>><<person1>>River comes to <<his>> senses, and pulls <<himself>> off the floor. "Go see Leighton," <<he>> says, addressing Whitney with a level stare. "Right now."
<br><br>
Whitney swaggers from the room, a smug smile on <<nnpc_his "Whitney">> face.
<br><br>
<<set $whitneymaths to "sent">>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>><<effects>>
You ignore Whitney's jabbing as best you can, until River notices <<his>> relocation and sends <<him>> to <<his>> original seat.
<br><br>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"Ex-excuse me," you say, putting up your hand. River turns. "Whitney keeps poking me."
<<elseif $speech_attitude is "bratty">>
"Hey teacher," you say. River turns. "Could you send Whitney out? <<He>> keeps stabbing me with a protractor."
<<else>>
"Teacher," you say, putting up your hand. River turns. "Whitney keeps stabbing me."
<</if>>
<br><br>
River points at the door. Whitney shoots you an evil look as <<he>> leaves the room.
<br><br>
<<set $whitneymaths to "sent">>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<br><<effects>>
Whitney tries to jab you again, but you swivel around and stab at <<his>> arm with your own protractor compass. You jab at each other for a few moments, until River hears the scuffle and sends Whitney back to <<his>> seat.
<br><br>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<br><<effects>>
Whitney pulls the <<person2>><<person>> over the desk, scattering stationery over the floor. <<His>> rear sticks out, facing the class.
<br><br>
<<if $pronoun is "f">>
With a flourish, Whitney flicks up the <<persons>> skirt, baring <<his>> pale pink panties to the class.
<<else>>
Whitney tugs down the <<persons>> shorts, baring pale blue briefs to the class.
<</if>>
Someone laughs. "P-please don't," the <<person>> manages as Whitney grasps the rim of <<his>> underwear.
<br><br>
Whitney ignores <<his>> pleading, and exposes <<him>> to the class.
<br><br>
<<link [[Next|Maths Whitney Watch 2]]>><</link>>
<br><<effects>>
"I can see <<his>> ass and <<if $NPCList[1].penis isnot "none">>penis<<else>>pussy<</if>>!"
<br>
"How humiliating."
<br>
"Keep going, Whitney. Punish the <<if $pronoun is "m">>pervert<<else>>slut<</if>>."
<br>
The <<person>> covers <<his>> face and sobs.
<br><br>
The bully glances at the door, then releases the <<person>>. <<He>> hastens to cover <<himself>> as Whitney returns to the seat beside you, wearing a satisfied smile.
<br><br>
River arrives in the class soon after. The <<person2>><<persons>> face remains red, though the sobs have subsided.
<br><br>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"St-stop," you say. "Don't bully <<person2>><<him>>."
<<elseif $speech_attitude is "bratty">>
"I can look after myself," you say. "Put <<person2>><<him>> down."
<<else>>
"Put <<person2>><<him>> down," you say. "Don't hurt <<him>>."
<</if>>
<br><br>
<<person1>>
Whitney considers a moment,
<<if C.npc.Whitney.dom gte 10>>
<span class="red">then tightens <<his>> grip</span> and pulls the <<person2>><<person>> over the desk, scattering stationery over the floor. <<His>> rear sticks out, facing the class.
<br><br>
<<if $pronoun is "f">>
With a flourish, Whitney flicks up the <<persons>> skirt, baring <<his>> pale pink panties to the class.
<<else>>
Whitney tugs down the <<persons>> shorts, baring <<his>> pale blue briefs to the class.
<</if>>
Someone laughs. "P-please don't," the <<person2>><<person>> manages as Whitney grasps the rim of <<his>> underwear.
<br><br>
Whitney pauses, then releases <<him>>. "You're lucky my <<girlfriend>> is so soft," <<person1>><<he>> says as the <<person2>><<person>> hastens to cover <<himself>>.
<<else>>
<span class="green">then releases <<his>> grip.</span> The <<person2>><<person>> backs away from the bully, but Whitney is uninterested.
<</if>>
<br><br>
<<person1>><<He>> sits down beside you, just before River returns to class.
<br><br>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I'll feel safer if you show <<person2>><<him>> who's boss," you say.
<<elseif $speech_attitude is "bratty">>
"What are you waiting for?" you say. "You're not gonna go easy on <<person2>><<him>>, are you?"
<<else>>
"Show <<person2>><<him>> what happens to people who disrespect me," you say.
<</if>>
<br><br>
Whitney grins and pulls the <<person2>><<person>> over the desk, scattering stationery over the floor. <<His>> rear sticks out, facing the class.
<br><br>
<<if $pronoun is "f">>
With a flourish, Whitney flicks up the <<persons>> skirt, baring <<his>> pale pink panties to the class.
<<else>>
Whitney tugs down the <<persons>> shorts, baring <<his>> pale blue briefs to the class.
<</if>>
Someone laughs. "P-please don't," the <<person>> manages as Whitney grasps the rim of <<his>> underwear.
<br><br>
Whitney ignores <<his>> pleading, and exposes <<him>> to the class.
<br><br>
<<if $NPCList[1].penis isnot "none" and $analdisable isnot "f">>
<<link [[Next|Maths Whitney Watch 2]]>><</link>>
<<else>>
<<link [[Next|Maths Whitney Encourage 2]]>><</link>>
<</if>>
<br><<effects>>
"I can see <<his>> ass and <<if $NPCList[1].penis isnot "none">>penis<<else>>pussy<</if>>!"
<br>
"How humiliating."
<br>
"Keep going, Whitney. Punish the <<if $pronoun is "m">>pervert<<else>>slut<</if>>."
<br>
The <<person>> covers <<his>> face and sobs.
<br><br>
Whitney releases the <<person2>><<person>>, but only to duck and pick up a pen from the floor. "Your punishment's not over," <<person1>><<he>> says, leaning an arm on the <<person2>><<persons>> back.
<br><br>
<<person1>><<He>> presses the tip of the pen against the <<person2>><<persons>> <<if $NPCList[1].penis isnot "none">>ass<<else>>pussy<</if>>, prodding and pushing, until it slides in. The <<person>> yelps, much to the delight of the watching students. Others try to ignore what's happening, horrified but too afraid to intervene. One of Whitney's friends guards the door, making sure no one leaves to tell River.
<br><br>
<<link [[Next|Maths Whitney Encourage 3]]>><</link>>
<br><<effects>>
Whitney inserts more pens into the helpless <<person>>, who sobs and bears it. The torment ends when footsteps are heard outside the class. Everyone rushes back to their seats. Everyone but the <<person>>, who seems too stricken by fear to move.
<br><br>
At last <<he>> stirs, pulling the pens from <<his>> body and hurrying to cover <<himself>>. <<His>> legs give out and <<he>> collapses to the floor. River returns to find <<him>> crying on <<his>> knees, picking up <<his>> stationery with shaking fingers.
<br><br>
"Who did this?" River asks, <<nnpc_his "River">> cold eyes glancing around the room, boring into each student. <<nnpc_He "River">> helps the victim pick up <<his>> things, but <<he>> won't speak up, nor will any of the witnesses. River's eyes settle on Whitney, who can't contain a smirk.
<br><br>
River sends Whitney out while glaring at you and Whitney's other friends. "You're not off the hook either," <<nnpc_he "River">> says, before turning back to the whiteboard.
<br><br>
<<set $whitneymaths to "sent">>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<br><<effects>>
You struggle to keep yourself covered. Whitney doesn't push you too far, but seems disappointed. "Fine," <<he>> says, reclining with <<his>> arms behind <<his>> head.
<br><br>
<<endevent>><<npc River>><<person1>>
River almost swoons when <<he>> sees Whitney without a shirt, and needs to steady <<himself>> on <<his>> desk. "O-out," <<he>> manages. "And put your shirt on."
<br><br>
<<endevent>>
<<npc Whitney>><<person1>>
Whitney rolls <<his>> eyes, but rises to <<his>> feet. <<He>> doesn't wear the shirt, instead slinging it over <<his>> shoulder as <<he>> swaggers from the room.
<br><br>
<<set $whitneymaths to "sent">>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<br><<effects>>
<<upperstrip>>
Whitney tugs your shirt up and off your body, revealing your <<undertop>> to the room.
<<if $player.gender is "f" or $player.gender_appearance is "f" or $player.gender is "h">>
<<exhibitionism3>>
<<else>>
<br><br>
<</if>>
<<npc River 2>><<person2>>
Whitney's friends cheer, prompting River to turn. <<He>> almost swoons when <<he>> sees Whitney and you, and steadies <<himself>> against <<his>> desk.
<br><br>
"What's wrong, <<sir>>?" Whitney asks, wrapping an arm around your waist. "It's hot in here. We're just trying to get comfortable. To help us focus."
<br><br>
River recovers enough to speak. "P-put your shirts on," <<he>> manages. "And you, Whitney, should leave. Now."
<br><br>
Whitney rises to <<person1>><<his>> feet, but refuses to wear the shirt, instead slinging it over <<his>> shoulder as <<he>> swaggers from the room.
<br><br>
<<set $whitneymaths to "sent">>
<<link [[Next|Maths Lesson]]>><<clotheson>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You slide a hand behind Whitney's back.
<<set _whitney to C.npc.Whitney>>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<span class="green">You deftly navigate your way to <<his>> <<if $pronoun is "m">>belt<<else>>bra<</if>> without alerting <<him>>.</span>
<<promiscuity2>>
<<skulduggeryuse>>
<<if $pronoun is "m">>
<<run npcMakeNaked($NPCList[0], "lower")>>
You smoothly tug the belt free from <<his>> trousers, letting them fall to the floor. <span class="lewd"><<Hes>> not wearing underwear.</span>
<<if _whitney.penis isnot "none">>
<<if _whitney.penissize lte 1>>
Giggles erupt at the sight of <<his>> <<print _whitney.penisdesc>>.
<<elseif _whitney.penissize is 2>>
The class gawks at <<his>> <<print _whitney.penisdesc>>.
<<else>>
The class breaks out into excited whispers at the sight of <<his>> <<print _whitney.penisdesc>>.
<</if>>
<<else>>
The class gawks at <<his>> exposed pussy.
<</if>>
<<else>>
<<run npcMakeNaked($NPCList[0], "upper")>>
You smoothly unhook the bra and whisk it away, <span class="lewd">liberating <<his>> <<print _whitney.breastsdesc>>.</span> Some blush and turn away, others gawk.
<</if>>
River takes one look before collapsing at <<nnpc_his "River">> desk.
<br><br>
<<link [[Taunt|Maths Whitney Shirt Expose Taunt]]>><<npcincr Whitney dom -3>><<npcincr Whitney lust 10>><</link>><<lldom>><<glust>>
<br>
<<link [[Stay silent|Maths Whitney Shirt Expose Silent]]>><</link>>
<br>
<<else>>
<span class="red">You feel <<him>> tense up as your fingers brush <<his>> exposed skin.</span>
<br><br>
<<skulduggeryuse>>
<<His>> hands shoot from the hem of your $worn.upper.name to your shoulders. <<He>> shoves you against your desk.
<br><br>
"You wanna show some skin that bad?" <<he>> snickers. "Fine by me."
<br><br>
<<run npcMakeNaked($NPCList[0], "upper")>>
<<link [[Next|Maths Whitney Shirt Forced]]>><<set $molestationstart to 1>><<set $whitneyShirtRiver to "awake">><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
At first, Whitney's too busy fumbling with your $worn.upper.name to notice <<his>> exposure. Once <<he>> does,
<<if C.npc.Whitney.dom gte 10>>
<<he>> freezes.
<br><br>
<<He>> jerks away, hands shooting <<if $pronoun is "m">>down<<else>>up<</if>> to cover <<himself>>. <<He>> stops when <<he>> notices the leering crowd, and instead holds them at <<his>> sides. <<He>> shoots you a withering look, then grabs you by the collar and pulls you out of your seat.
<<else>>
<<he>> shrugs.
<br><br>
<<He>> folds <<his>> hands behind <<his>> head and reclines against the desk, shameless in <<his>> exposure. Not content to leave it there, <<he>> starts to strut about the classroom. <<He>> makes sure you get a good eyeful more than the rest of the class.<<arousal 200>><<garousal>>
<</if>>
<br><br>
<<link [[Next|Maths Whitney Shirt Expose End]]>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if C.npc.Whitney.dom gte 10>>
"Real funny, slut," <<he>> growls, pressing <<his>> lips to your ear. "I've got a sense of humour too, you know. Watch your ass." <<He>> bites your ear before shoving you back into your seat.<<stress 6>><<npcincr Whitney lust 15>><<gstress>><<gglust>>
<br><br>
<<He>> fixes <<his>> clothes before storming outside, showing no reaction to the class' lewd stares.
<<else>>
<<set _generate_partner to 1>> <!-- partner is a misnomer, we're just using it to generate someone attracted to whitney -->
<<generatey2>>
Through with basking in the attention, <<he>> flaunts <<his>> way to the door. <<He>> only stops to <<print either("shove", "kick", "slap", "snarl at")>> a handsy <<person2>><<person>>.
<br><br>
<<person1>><<He>> gives you a parting wink over <<his>> shoulder and mouths "You're next," as <<he>> saunters out of the class.<<stress 2>><<npcincr Whitney lust 5>><<gstress>><<glust>>
<</if>>
<<set $whitneymaths to "sent">>
<br><br>
The door slams shut, startling River out of <<nnpc_his "River">> stupor. It takes <<nnpc_him "River">> a minute to reign the class in and resume the lesson.
<br><br>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You clear your throat. Whitney, too busy fumbling with your $worn.upper.name to notice <<his>> exposure, snaps to attention.
<<if $speech_attitude is "meek">>
You don't say a word, and silently gesture at <<his>> <<if $pronoun is "m">>crotch<<else>>chest<</if>>.
<<elseif $speech_attitude is "bratty">>
You dangle <<his>> <<if $pronoun is "m">>belt<<else>>bra<</if>> on one finger, smirking. "Still too hot?"
<<else>>
"I think you should worry about yourself first," you giggle.
<</if>>
<br><br>
<<His>> face flushes, and <<his>> breath quickens. <<His>> eyes burn with anger and lust.
<br><br>
"Alright, slut. Your turn." <<He>> lunges for you!
<br><br>
<<run npcMakeNaked($NPCList[0], "upper")>>
<<if $pronoun is "m">>
<<run npcMakeNaked($NPCList[0], "lower")>>
<</if>>
<<link [[Next|Maths Whitney Shirt Forced]]>><<set $molestationstart to 1>><<set $whitneyShirtRiver to "conked">><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<npcidlegenitals>><<npcstrip>>
The class forms a ring around you as Whitney bears down on you.
<<if $whitneyShirtRiver is "awake">>
You faintly make out River's voice amidst the chaos.
<<set $timer to 10>>
<</if>>
<<controlloss>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or
($whitneyShirtRiver is "awake" and $timer lte 0) or
($worn.upper.type.includes("naked") and $worn.lower.type.includes("naked") and $worn.under_upper.type.includes("naked") and $worn.under_lower.type.includes("naked"))
>>
<span id="next"><<link [[Next|Maths Whitney Shirt Forced Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Maths Whitney Shirt Forced]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> pushes off you and saunters out the class with a satisfied smirk. <<He>> doesn't bother to get dressed.<<npcincr Whitney lust -20>><<llust>>
<br><br>
<<if $whitneyShirtRiver is "awake">>
River harries the crowd into their seats.
<<else>>
River comes to <<nnpc_his "River">> senses.
<</if>>
It takes <<nnpc_him "River">> a minute to reign the class in and resume the lesson. <<nnpc_He "River">> avoids looking at you.
<<elseif $enemyhealth lte 0>>
You shove Whitney away. <<He>> leers at you, then laughs. "Whatever. You don't need my help to slut it up, anyway." <<He>> throws <<his>> clothes back on before storming outside.
<br><br>
<<if $whitneyShirtRiver is "awake">>
River harries the crowd into their seats.
<<else>>
River comes to <<nnpc_his "River">> senses.
<</if>>
It takes <<nnpc_him "River">> a minute to reign the class in and resume the lesson.
<<elseif $whitneyShirtRiver is "awake" and $timer lte 0>>
River finally breaks through the crowd. <<nnpc_He "River">> grabs Whitney by the wrist, covering <<nnpc_his "River">> eyes with one hand.
<br><br>
When River returns, <<nnpc_his "River">> face is red, and <<nnpc_hes "River">> panting. Whitney isn't with <<nnpc_him "River">>. <<nnpc_He "River">> struggles to get the class under control.
<<else>>
Whitney raises your clothes overhead, like a trophy. <<He>> keeps you pinned with <<his>> free hand. The class celebrates <<his>> victory.<<trauma 6>><<stress 6>><<npcincr Whitney dom 3>><<gtrauma>><<gstress>><<ggdom>>
<br><br>
<<if $whitneyShirtRiver is "awake">>
River finally breaks through the crowd. <<nnpc_He "River">> grabs Whitney by the wrist, covering <<nnpc_his "River">> eyes with one hand.
<<else>>
The clamour wakes River from <<nnpc_his "River">> stupor. <<nnpc_He "River">> hastens to grab Whitney, covering <<nnpc_his "River">> eyes with one hand.
<</if>>
Whitney drops the clothes atop you as <<hes>> dragged from the room.
<br><br>
When River returns, <<nnpc_his "River">> face is red, and <<nnpc_hes "River">> panting. Whitney isn't with <<nnpc_him "River">>. <<nnpc_He "River">> struggles to get the class under control.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<set $whitneymaths to "sent">>
<<unset $whitneyShirtRiver>>
<<if $exposed gte 1>>
<<towelup>>
<</if>>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<br><<person1>>
<<if $speech_attitude is "meek">>
"O-okay," you whisper back, blushing.
<<elseif $speech_attitude is "bratty">>
"I'd like to see you try," you whisper back, thrusting gently against <<his>> hand.
<<else>>
"You're on," you whisper back, parting your legs slightly.
<</if>>
<br><br>
<<if !playerChastity() or $worn.genitals.name is "chastity parasite">>
<<He>> slides <<his>> hand beneath your $worn.lower.name and
<<if $worn.genitals.name is "chastity parasite">>
grabs your chastity parasite.
<<elseif $player.penisExist>>
grabs your penis.
<<else>>
thrusts two fingers into your pussy.
<</if>>
<<if $speech_attitude is "meek">>
You clasp a hand over your mouth to stop yourself from crying out.
<<elseif $speech_attitude is "bratty">>
You clench your jaw to stop yourself from crying out.
<<else>>
You bite your lip to stop yourself from crying out.
<</if>>
<br><br>
<<if $worn.genitals.name is "chastity parasite">>
Your thighs twitch a little as <<he>> begins to squeeze it beneath the desk.
<<if $player.penissize gte 1>>
<<He>> keeps <<his>> palm over the parasite, alternating between squeezing and rubbing it
<<else>>
Using <<his>> finger and thumb, <<he>> alternates between squeezing and rubbing it
<</if>>
as aggressively as <<he>> can without drawing attention to <<himself>><<if $player.vaginaExist>>, pausing occasionally to thrust a couple fingers into your <<pussy>><</if>>.
You struggle to control your breathing as waves of pleasure flow though you. Whitney
<<elseif $player.penisExist>>
Your thighs twitch a little as <<he>> begins to <<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>milk<<else>>stroke<</if>> you beneath the desk. <<He>> keeps <<his>> grip tight and moves <<his>> hand up and down your shaft as quickly as <<he>> can without drawing attention to <<himself>><<if $player.vaginaExist>>, pausing occasionally at the bottom of <<his>> strokes to thrust a couple fingers into your <<pussy>><</if>>. You struggle to control your breathing as <<he>>
<<else>>
Your thighs twitch a little as <<he>> begins to finger you beneath the desk. <<He>> pistons two fingers in and out of your quim as quickly as <<he>> can without drawing attention to <<himself>>, pausing occasionally to grind <<his>> thumb against your clit. You struggle to control your breathing as <<he>>
<</if>>
looks back and forth between River's back and your face, clearly savouring the effect <<hes>> having on you.
<<ggarousal>>
<br><br>
It doesn't take <<him>> long to bring you to the edge. As <<he>> does, <<he>> leans even closer, <<his>> breath warm against your ear. "Cum for me, bitch," <<he>> whispers. "Let me hear it."
<br><br>
<<arousal 10000>>
<<link [[Keep quiet|Maths Whitney Grope Stifle]]>><<stress 6>><</link>><<gstress>>
<<if $worn.genitals.name is "chastity parasite">>
<<willpowerdifficulty 300 1000>>
<<else>>
<<willpowerdifficulty 1 550>>
<</if>>
<br>
<<link [[Let it out|Maths Whitney Grope Moan]]>><<stress -3>><</link>><<lstress>>
<br>
<<else>>
/* ToDo: Sex toy varient? */
<<He>> slides <<his>> hand beneath your <<print $worn.lower.name>>. and makes contact with your <<print $worn.genitals.name>>.
<<if $worn.genitals.origin is "Whitney">>
"Oh, right." <<He>> rolls <<his>> eyes. "As if that pathetic <<if $player.penissize lt 0>>little<</if>> thing deserves any attention anyway."
<<else>>
"Is that a..." <<he>> whispers, gently rapping <<his>> knuckles against it. "Tch. You're no fun."
<</if>>
<br><br>
<<He>> leans back in <<his>> seat with a shrug. "Your loss, slut. I'll just have to work it out of you later." <<npcincr Whitney lust 5>><<glust>>
<br><br>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<</if>><<if $willpowerSuccess>>
<span class="green">You manage to restrain yourself</span>, <span class="lewd">
<<silently>><<orgasm>><</silently>>
<<if $worn.genitals.name is "chastity parasite">>
<<if $semen_volume is 0 or $semen_amount lt 0.1 or $femaleclimax or _deniedOrgasm>>
your <<penis>> spasming within its prison.
<<else>>
your <<penis>> firing several ropes of cum within its prison.
<</if>>
<<elseif $player.penisExist>>
silently
<<if $semen_volume is 0 or $semen_amount lt 0.1 or $femaleclimax or _deniedOrgasm>>
flexing against
<<else>>
firing several ropes of cum onto
<</if>>
Whitney's hand.
<<else>>
silently squirting all over Whitney's hand.
<</if>></span>
<br><br>
<<person1>><<He>> continues to
<<if $worn.genitals.name is "chastity parasite">>
squeeze<<if $player.vaginaExist>> and finger<</if>>
<<elseif $player.penisExist>>
stroke<<if $player.vaginaExist>> and finger<</if>>
<<else>>
finger
<</if>>
you until you're spent. With a smirk, <<he>> wipes <<his>> hand on your $worn.lower.name, then grabs your hair and forces your mouth against <<hers>>.
<br><br>
Both your and Whitney's gazes are brought back to the front of the room by the sound of River clearing <<person2>><<his>> throat pointedly. The colour drains from <<his>> face as <<he>> points at Whitney. "Leighton's office. Now."
<br><br>
Whitney rolls <<person1>><<his>> eyes before standing and sauntering out of the room. Despite having just came, you can't help but feel a little horny as you watch <<him>> leave.
<<arousal 600>><<garousal>>
<<set $whitneymaths to "sent">>
<<else>>
You try to keep quiet, <span class="red">but it's too much for you</span>.
<<mathsWhitneyGropeOrgasm "accident">>
The other students murmur among themselves as you sink into your chair, embarrassed.
<<trauma 6>><<stress 6>><<detention 3>><<gtrauma>><<gstress>><<gdelinquency>>
<br><br>
Whitney leans back in <<person1>><<his>> seat with a smug grin on <<his>> face.
<<npcincr Whitney dom 1>><<gdom>>
<</if>>
<br><br>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<br><<mathsWhitneyGropeOrgasm>>
The other students murmur among themselves as you try to recover.
<<trauma 6>><<detention 3>><<gtrauma>><<gdelinquency>>
<br><br>
Whitney rests <<person1>><<his>> head on <<his>> hand, occasionally throwing smug looks your way.
<<npcincr Whitney dom 1>><<npcincr Whitney lust 5>><<gdom>><<glust>>
<br><br>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<br><<if $speech_attitude is "meek">>
"N-no... Please stop..." you whisper back.
<<elseif $speech_attitude is "bratty">>
You glare at <<him>>.
<<else>>
"Please don't," you whisper back.
<</if>>
<br><br>
<<He>> rolls <<his>> eyes and retracts <<his>> hand. "Whatever, slut," <<he>> whispers as <<he>> leans back in <<his>> seat. "You're going to make it up to me later, though."
<<glust>>
<br><br>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<br><<set _whitney to statusCheck("Whitney")>>
<<set _whitneyLower to $NPCList[0].clothes.lower.name.includes("skirt") ? "skirt" : "pants">>
"I'd rather make you moan," you whisper back. You <<handtext>> slide a hand under <<his>> <<npcClothesText _whitney "lower">>, and your fingers meet <<his>> <<if _whitney.penis isnot "none">>cock<<else>>pussy<</if>>; <span class="lewd"><<hes>> not wearing underwear.</span>
<br><br>
Whitney retracts <<his>> hand with a smirk. "Yeah, I'll bet."
<<He>> spreads <<his>> legs and <<print (_whitneyLower is "skirt" ? "hikes up" : "unzips")>> <<his>> _whitneyLower, exposing <<his>> <<print (_whitney.penis isnot "none" ? $NPCList[0].penisdesc + (_whitney.vagina isnot "none" ? " and pussy" : "") : "pussy")>>.
<br><br>
<<if _whitney.penis isnot "none">>
You wrap your fingers around <<his>> shaft and stroke <<him>> with short, quick motions, <<if _whitney.vagina isnot "none">>occasionally pausing to thrust a finger into <<his>> pussy in an attempt to<<else>>trying to<</if>>
<<else>>
You grind your thumb against <<his>> clit in quick circles, trying to
<</if>>
get <<him>> to cum as quickly as possible; River could turn around and see you at any moment.
You can feel Whitney getting close to cumming, <<his>> <<if _whitney.penis isnot "none">>cock leaking precum at a steady rate and bucking in your grip<<else>>pussy soaking your hand<</if>>.
<br><br>
<<if currentSkillValue("handskill") gte random(1, 600)>>
<span class="green">You manage to bring Whitney over the edge</span> just before River finishes <<nnpc_his "River">> demonstration on the whiteboard, and lean back in your seat to watch the fruits of your labour.
<br><br>
Keeping your arm low, you continue pumping Whitney's
<<if _whitney.penis isnot "none">>
<<npcPenis>> until, accompanied by a loud moan, several ropes of <<his>> cum shoot into the air and land across the desks, and students, in front of you. Murmurs of shock and disgust begin immediately, but Whitney doesn't seem to care.
<<else>>
<<npcVagina>> until, accompanied by a loud moan, a large dark spot forms on the front of <<his>> _whitneyLower.
<</if>>
<<npcincr Whitney lust -20>><<lllust>>
<br><br>
<<person2>>
Distracted by the noise, River sighs and turns around. "Quiet down, class. I'm almost finished."
<br><br>
"But <<sir>>," a <<generates3>><<person3>><<person>> interjects, "Whitney-"
<br><br>
"Quiet," River snaps. "You're disrupting the lesson." The <<person3>><<person>> doesn't respond, likely knowing better than to argue with River.
<<if _whitney.penis isnot "none">>
<<He>> gives Whitney a miserable look while trying to wipe the cum off <<his>> clothes.
<</if>>
<br><br>
"Nice work, slut," Whitney whispers as the lesson resumes. "I should have you do that more often."
<<lstress>>
<<else>>
River turns back towards the class <span class="red">before you can bring Whitney over the edge</span>. You barely manage to get your hand out of Whitney's _whitneyLower before River starts walking around the room to pass out worksheets.
<br><br>
As <<he>> sits back down at <<his>> desk, you realise that there's no way you could get away with touching Whitney again right now.
<br><br>
"Nice try, bitch," Whitney whispers as <<he>> leans back in <<his>> seat with a smug grin on <<his>> face.
<<stress 6>><<npcincr Whitney dom 2>><<npcincr Whitney lust 5>><<gstress>><<gdom>><<glust>>
<</if>>
<br><br>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<br><<schooleffects>><<effects>>
<<if $phase is 1>>
You take the saliva-coated pen and bring it back up to your lips. Levelling your gaze with <<his>>, you <<oraltext>> suck the tip of the pen into your mouth. <<promiscuity2>>
Whitney's brows raise in surprise at the lewd display, but <<he>> seems into it. <<His>> line of sight drifts down to your mouth as you curl your tongue around the barrel.
<br><br>
Whitney lazily rests <<his>> cheek in <<his>> hand as <<he>> watches you, enjoying the show. You continue to thoroughly molest the writing utensil with your slick tongue for a few more moments before giving it a final kiss at the top. You flash <<him>> a
<<if $speech_attitude is "meek">>
demure look
<<else>>
cheeky grin
<</if>>
as you pull it away from your lips.
<br><br>
"If you wanna lick something so bad, all you gotta do is ask." <<He>> smirks, hand snaking around your waist.
<br><br>
River shoots <<him>> a narrow glance in warning as <<person2>><<he>> clears <<his>> throat. Whitney rolls <<person1>><<his>> eyes, but drops the matter before it can escalate.
<br><br>
You manage to find a clean pen to continue taking notes. You may have missed the explanation, but you do feel better after blowing off a little steam.
<<lstress>><<stress -3>>
<<else>>
You gingerly accept the violated pen from a very smug Whitney. By the time you fetch a clean one, River has moved on to the next topic.
<<gstress>><<stress 6>>
<</if>>
<br><br>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>><<set _cum to C.npc.Whitney.penis is "none" ? "juices" : "cum">>
<<if $phase is 0>>
You hold up your still-dripping hand. With a mischievous grin, you stick a finger in your mouth. You take your time, licking your fingers one at a time until you have lapped up all of Whitney's _cum. When finished, you give <<him>> a wink.
<br><br>
"Such a slut," <<he>> whispers with a smirk.
<<elseif $phase is 1>>
You wipe Whitney's _cum off on your clothes in disgust. You get most of it, but now your clothes are sticky.
<br><br>
Whitney smirks with contentment. <<stress 6>><<npcincr Whitney dom 2>><<npcincr Whitney lust 3>><<gstress>><<gdom>><<glust>>
<<else>>
You wipe Whitney's _cum off on <<his>> <<npcClothesText $NPCList[0] "lower">>. <<He>> makes a noise of disgust and shoots you a dirty look.
<br><br>
"What?" you whisper, grinning at <<him>>. "<<print either("You can dish it out, but you can't take it? Pussy","I thought you'd be into that","You don't like it? Now you know how I feel, asshole","Try thinking before you act next time")>>." <<He>> scowls and looks away from you. <<lstress>><<ldom>><<stress -6>><<npcincr Whitney dom -2>>
<</if>>
<br><br>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<set _start to true>>
<<elseif $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set _start to true>>
<</if>>
<<if _start>>
<<if $phase is 0>> /*grudgingly */
<<set $enemyanger to 50>>
You try to get away with just <<= $NPCList[0].penis is "none" ? "some light licking" : "licking the tip">>, but <<he>> shoves your lips against <<= $NPCList[0].penis is "none" ? "<<his>> entrance" : "it">>.
<<elseif $phase is 1>>/*enthusiastic */
You tease <<= $NPCList[0].penis is "none" ? "<<his>> clit" : "the head of <<his>> cock">> with the tip of your tongue.
<<promiscuity4>>
<<elseif $phase is 2>>/*lovingly */
You <<= $NPCList[0].penis is "none" ? "plant quick kisses on <<his>> labia" : "kiss the base of <<his>> cock, working your way up the shaft">>. <<He>> eases <<his>> grip on your hair.
<<promiscuity1>>
<<else>>/*refuse*/
<<set $enemyanger to 70>>
You try to pull away from <<him>>, but <<his>> grip on your head tightens.
<</if>>
<br><br>
<<npcoral>><<set $NPCList[0].lefthand to "hair">><<set $NPCList[0].righthand to "none">><<set $head to "grappled">><<set $NPCList[0].mouth to "none">><<set $enemyhealthmax to 10>><<set $enemyhealth to 10>>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Whitney Maths Oral Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Whitney Maths Oral]]>><</link>></span><<nexttext>>
<</if>><<npc Whitney>><<npc River 2>><<person1>>
<<if $enemyhealth lte 0>>
Whitney grimaces as <<he>> shoves you away, but in doing so, <<he>> falls off the desk. The class titters as Whitney tumbles to the floor. <<ldom>><<npcincr Whitney dom -1>><<llust>><<npcincr Whitney lust -10>>
<br><br>
"You better watch yourself, slut," <<he>> curses. "Next time I won't be so kind."
<br><br>
River returns right after. <<person2>><<He>> looks around the room and notices something is off, but can't place what. <<He>> looks at Whitney's disgruntled expression with suspicion and keeps an eye on <<person1>><<him>> for the rest of the lesson.
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<npcincr Whitney lust -20>>
Whitney takes <<his>> time, enjoying the last of <<his>> orgasm before rising from your desk and fixing <<his>> clothes.
<br><br>
<<He>> leans down to whisper in your ear, breath hot against your skin. "Don't forget," <<he>> says with a smirk, "you're mine whenever I want you, slut." <<gdom>><<llust>>
<br><br>
River returns right after. <<person2>><<He>> looks around the room and notices something is off, but can't place what. <<He>> looks at Whitney's self-satisfied expression with suspicion and keeps an eye on <<person1>><<him>> for the rest of the lesson.
<<elseif $finish is 1>>
Whitney rolls <<his>> eyes but releases your head. "Fine, whatever. You can make it up to me later. You better be grateful, slut."
<br><br>
River returns right after. <<person2>><<He>> looks around the room and notices something is off, but can't place what. <<He>> looks at Whitney's smug expression with suspicion and keeps an eye on <<person1>><<him>> for the rest of the lesson.
<<elseif $alarm is 1 and $rescue is 1>>
One of Whitney's goons calls out from the front of the classroom, "River's coming!"
<br><br>
Whitney curses before roughly shoving you away. <<He>> falls into <<his>> seat a split second before River enters the room.
<br><br>
"What's going on in here?" asks River, looking around the room. Several fingers point at <<= $cool gte 160 ? "Whitney" : "you">>. "I should have guessed. Detention again, <<= $cool gte 160 ? "Whitney" : "young <<lady>>">>."
<<if $cool gte 160>>
Whitney rolls <<his>> eyes and looks away, a sour expression on <<his>> face. <<ldom>><<npcincr Whitney dom -1>>
<<else>>
You clench your fists in frustration under the desk. <<gdelinquency>><<detention 1>>
<</if>>
<</if>>
<<silently>><<clotheson>><</silently>>
<<endcombat>>
<br><br>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $schoolstate is "second" and ![3, 5].includes(Time.weekDay)>>
<!-- Note: until we separate the NPC introductions out of the <<npc>> widget, we must pay attention to where we use <<npc River>> in this passage. -->
<!-- It would save several lines to simply put it here, but we can't. -->
<<classRoomEarSlime "maths">>
<<if $worn.upper.type.includes("naked") and $worn.lower.type.includes("naked")>>
<<outfitChecks>>
/*Check for when the pc is only wearing an overcoat*/
<<if $worn.under_upper.name isnot "naked" and $worn.under_lower.name isnot "naked">>
<<set _naked to ($worn.under_upper.type.includes("swim") or $worn.under_lower.type.includes("swim")) ? "only wearing swimwear" : "only wearing underwear">>
<<else>>
<<set _naked to "not wearing anything">>
<</if>>
<<if $worn.over_upper.name isnot "naked" and $worn.over_lower.name isnot "naked">>
As you go to hang your <<print _middleOutfit ? "$worn.over_upper.name" : "$worn.over_upper.name and $worn.over_lower.name">>, you remember that you're _naked underneath.
<</if>>
<br><br>
<<npc River>><<person1>>
River's eyes narrow as you glance at <<him>>. "You can't be trying to attend my lesson without a uniform. Go see the head."
<br><br>
<<pubfameComplete "river">>
<!--<<link [[Hang up coat|]]>><<endevent>><</link>>
<br><br> good starting point for when you can go to class naked-->
<<link [[Next|Hallways]]>><<endevent>><</link>>
<br><br>
<<elseif $worn.upper.type.includes("school") and $worn.lower.type.includes("school") and $rightarm isnot "bound">>
<<if $daily.school.attended.maths>>
You rejoin the maths lesson,
<<if $worn.over_upper.name isnot "naked" or $worn.over_lower.name isnot "naked" or $worn.over_head.name isnot "naked">>
hang your coat at the back of the class
<<undressOverClothes "mathsClassroom">>
<</if>>
and take your seat.
<<elseif Time.minute lte 5>>
You enter the maths classroom.
<<npc River>><<person1>>
River is preparing at the front of the room while the seats fill.
<<if $worn.over_upper.name isnot "naked" or $worn.over_lower.name isnot "naked" or $worn.over_head.name isnot "naked">>
<<undressOverClothes "mathsClassroom">>
You hang your coat at the back of the class and take your seat.
<</if>>
<<else>>
You enter the maths classroom.
<<npc River>><<person1>>
River cuts off mid-sentence to regard you.
<<if $daily.school.mathsExcused>>
<<run delete $daily.school.mathsExcused>>
"Sit down and try to catch up." <<He>> doesn't mention your tardiness.
<<else>>
"You're late. Maybe some time in detention will prevent future tardiness."
<<gdelinquency>>
<<detention 1>>
<</if>>
<br><br>
You
<<if $worn.over_upper.name isnot "naked" or $worn.over_lower.name isnot "naked" or $worn.over_head.name isnot "naked">>
hang your coat at the back of the class and
<<undressOverClothes "mathsClassroom">>
<</if>>
take a seat as River continues.
<</if>>
<br><br>
<<pubfameComplete "river">>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<br>
<<elseif $rightarm is "bound" or $leftarm is "bound" or $feetuse is "bound">>
<<npc River>><<person1>>
River's eyes narrow as <<he>> sees your bound <<boundBodyParts>>.
"And another one. Look, whatever silly game you're playing needs to stop. You're not coming in here tied up like that. Go see the head."
<br><br>
<<pubfameComplete "river">>
<<link [[Next|Hallways]]>><<endevent>><</link>>
<br><br>
<<else>>
<<npc River>><<person1>>
River's eyes narrow as you enter. "You can't attend my lesson without a uniform. Go see the head."
<br><br>
<<pubfameComplete "river">>
<<link [[Next|Hallways]]>><<endevent>><</link>>
<br><br>
<</if>>
<<elseif $schoollesson is 1 and ![3, 5].includes(Time.weekDay)>>
<<npc River>><<person1>>
<<if $daily.school.mathsInterrupted is 1>>
You enter the maths classroom. River stops speaking abruptly and looks your way. "You again? Get out." <<He>> shuts the door on you.
<<detention 1>><<gdelinquency>>
<br><br>
<<link [[Next|Hallways]]>><<endevent>><</link>>
<<else>>
<<set $daily.school.mathsInterrupted to 1>>
You enter the maths classroom. River stops speaking abruptly and looks your way. "Yes, what is it?" It seems you've interrupted the lesson.
<br><br>
<<pubfameComplete "river">>
<<link [[Apologise|Maths Classroom Apology]]>><<trauma 1>><<stress 1>><</link>><<gstress>><<gtrauma>>
<br>
<<if $trauma gte 1>>
<<link [[Mock|Maths Classroom Mock]]>><<status 1>><<stress -12>><</link>><<lstress>><<gcool>><<gdelinquency>>
<br>
<</if>>
<</if>>
<<else>>
You are in the maths classroom. Charts and graphs cover the walls.
<br><br>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "emptyClassroom">>
<</if>>
<<storeon "mathsClassroom" "check">>
<<if _store_check is 1>>
<<storeon "mathsClassroom">>
You take your coat at the back of the class.
<br><br>
<</if>>
<<exhibitionclassroom>>
<<emptyClassroomMasturbationIntro>>
<<getouticon>><<link [[Leave the room (0:01)|Hallways]]>><<pass 1>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<set $daily.school.attended.maths to true>>
<<mathsWhitneyAttendChance>>
<<if Time.weekDay is 6 and Time.minute gte 37>>
River walks up and down the aisles, placing a white exam booklet in front of each student.<<gstress>><<stress 6>>
<br><br>
<<exam maths>>
<br><br>
<<npc River>><<person1>>
There's a shuffle of paper as students open the first page. River will brook no talking. <<He>> sits at the front of the room, cold eyes staring at no one in particular, but observing everyone.
<<if $whitneymaths is "active">>
Even Whitney is silent, but this doesn't stop <<nnpc_him "Whitney">> bouncing a rubber off your back with an underarm throw.
<<elseif $whitneymaths is "seat">>
Even Whitney is silent, but this doesn't stop <<nnpc_him "Whitney">> groping you beneath the desk.<<garousal>><<arousal 300 "bottom">><<arousal 300 "genitals">>
<</if>>
<br><br>
<<endevent>>
<<if $arousal gte $arousalmax>>
<<set _teacher to "River">>
<!-- Note: There should be special text if Whitney is directly involved in the player's orgasm -->
<<orgasmLocation "classroom">>
<</if>>
<<exam_cheat maths>>
<<if !$daily.earSlimeCheatExam and numberOfEarSlime() and earSlimeMakingMundaneRequests() and random(0,200) gte 150 - $earSlime.corruption>>
<<set $daily.earSlimeCheatExam to true>>
<span @class="$earSlime.startedThreats ? 'lewd' : 'lblue'">You feel the slime in your head command you to cheat in the exam.</span> It promises rewards if you comply<<if $earSlime.startedThreats>>, and threatens consequences if you do not<</if>>.
<br><br>
<<link [[Obey|Maths Exam]]>><<set $phase to 6>><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 2>><</link>><<gcorruption>><<lpain>><<lltrauma>><<lstress>>
<br>
<<if $earSlime.startedThreats>>
<<link [[Defy|Maths Exam]]>><<set $phase to 8>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><</link>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>>
<<else>>
<<link [[Ignore|Maths Exam]]>><<set $phase to 7>><</link>>
<</if>>
<br>
<<else>>
<<link [[Focus|Maths Exam]]>><<stress 6>><<set $phase to 0>><<set $exam_chance += 5>><</link>><<gstress>><<passPercent 5>>
<br>
<<link [[Try to relax|Maths Exam]]>><<set $phase to 1>><</link>>
<br>
<<link [[Cheat|Maths Exam]]>><<set $phase to 2>><</link>><<skulduggerydifficulty>>
<br>
<<if $whitneymaths is "active">>
<<link [[Catch Whitney's rubber|Maths Exam]]>><<set $phase to 3>><</link>><<dancedifficulty 1 1000>>
<br>
<<elseif $whitneymaths is "seat">>
<<if hasSexStat("promiscuity", 3)>>
<<if C.npc.Whitney.penis isnot "none">>
<<link [[Satisfy Whitney with a handjob|Maths Exam]]>><<set $phase to 4>><<npcincr Whitney love 1>><<npcincr Whitney lust 1>><</link>><<skill_difficulty `currentSkillValue("handskill")` "Hand Skill" 1 1000>><<ghandskill>><<glove>><<glust>>
<br>
<</if>>
<<if C.npc.Whitney.vagina isnot "none">>
<<link [[Satisfy Whitney with your fingers|Maths Exam]]>><<set $phase to 5>><<npcincr Whitney love 1>><<npcincr Whitney lust 1>><</link>><<skill_difficulty `currentSkillValue("handskill")` "Hand Skill" 1 1000>><<ghandskill>><<glove>><<glust>>
<br>
<</if>>
<</if>>
<<link [[Retaliate|Whitney Maths Exam]]>><<def 1>><</link>><<physiquedifficulty 1 $physiquemax>>
<br>
<</if>>
<</if>>
<<else>>
<<if Time.minute lte 5>>
The maths lesson begins. How do you want to conduct yourself?
<br><br>
<<classgrades>>
<<else>>
The maths lesson continues. How do you want to conduct yourself?
<br><br>
<</if>>
<<if $arousal gte $arousalmax>>
<<set _teacher to "River">>
<<orgasmLocation "classroom">>
<</if>>
<<mathicon>><<link [[Focus on the lesson|Maths Lesson Focus]]>><</link>><<gstress>><<gmaths>>
<br>
<<if $whitneymaths is "seat">>
<<socialiseicon>><<link [[Chat with Whitney|Maths Lesson Socialise]]>><</link>><<gcool>><<ltrauma>><<lstress>><<glove>><<gharass>>
<br>
<<else>>
<<socialiseicon>><<link [[Socialise with classmates|Maths Lesson Socialise]]>><</link>><<gcool>><<ltrauma>><<lstress>><<gharass>>
<br>
<</if>>
<<daydreamicon>><<link [[Daydream|Maths Lesson Daydream]]>><</link>><<lstress>><<lharass>>
<br>
<<if $tiredness gte (C.tiredness.max / 5) * 3>>
<<bedicon "zzz">><<link [[Sleep at your desk|Maths Lesson Sleep]]>><</link>><<ltiredness>>
<br>
<</if>>
<<if $whitneymaths is "seat" and hasSexStat("exhibitionism", 5)>>
<<skinicon "masturbate">><<link [[Masturbate|Maths Lesson Masturbate]]>><<set $masturbationstart to 1>><<npcincr Whitney lust 1>><</link>><<exhibitionist5>><<glust "Whitney">>
<br>
<<elseif hasSexStat("exhibitionism", 4)>>
<<skinicon "masturbate">><<link [[Masturbate|Maths Lesson Masturbate]]>><<set $masturbationstart to 1>><</link>><<exhibitionist4>>
<br>
<</if>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
Embarrassed, you apologise and leave.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You mock the teacher. "Sorry for interrupting <<sir>>, I'll let you get back to putting your class to sleep." Laughter erupts among the seated students.
<br><br>
River is not so amused. "You've made a mistake. Get out."
<<gdelinquency>>
<br><br>
<<detention 1>><<npcincr River love -1>>
<<link [[Next|Hallways]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<towelup>>
You focus on listening to the teacher and studying the material. It's hard going, <<if $whitneymaths is "seat">>particularly with Whitney distracting you,<</if>> but you think you're making progress.
<br><br>
<<advancelesson>>
<<mathsskill _lesson_progress>>
<<stress _lesson_progress>>
<<if $phase is 1>>
<<lessonEnd "mathsClassroom">>
<<else>>
<<lessonEvents "maths">>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<towelup>>
<<if $whitneymaths is "seat">>
You do the bare minimum of work, focusing instead on chatting with Whitney and <<nnpc_his "Whitney">> friends. <<npcincr Whitney love 1>><<glove>>
<<elseif $cool gte ($coolmax / 5 * 2)>>
You do the bare minimum of work, focusing instead on trying to endear yourself to your classmates. You soon become the centre of attention.
<<elseif $cool gte ($coolmax / 5)>>
You do the bare minimum of work, focusing instead on trying to endear yourself to your classmates.
<<else>>
You do the bare minimum of work, focusing instead on trying to endear yourself to your classmates. Most avoid interacting with you.
<</if>>
<br><br>
<<status 1>>
<<advancelesson>>
<<set _stress to _lesson_progress * -1>>
<<stress _stress>>
<<set _trauma to _lesson_progress * -0.5>>
<<trauma _trauma>>
<<if $phase is 1>>
<<lessonEnd "mathsClassroom">>
<<else>>
<<lessonEvents "maths" 2>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<towelup>>
<<if $trauma gte (($traumamax / 10) * 7)>>
You keep to yourself, afraid that one wrong move will result in the whole class molesting you.
<<if $whitneymaths is "seat">>Whitney doesn't seem to notice you, as <<nnpc_he "Whitney">> watches students mill about in the yard.<</if>>
<<elseif $trauma gte (($traumamax / 10) * 2)>>
You focus on your own thoughts, trying to keep the creeping anxiety at bay.
<<if $whitneymaths is "seat">>Whitney seems more interested in watching birds than listening to River's lesson.<</if>>
<<else>>
You don't really pay attention to the lesson, instead idly staring out the window and thinking about what you'll do after school.
<<if $whitneymaths is "seat">>Whitney has the same idea.<</if>>
<</if>>
<br><br>
<<advancelesson>>
<<set _stress to _lesson_progress * -1>>
<<stress _stress>>
<<set _tiredness to _lesson_progress * -0.5>>
<<tiredness _tiredness>>
<<if $phase is 1>>
<<lessonEnd "mathsClassroom">>
<<else>>
<<lessonEvents "maths" 0.5>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You rest your head on the desk while River <<print either("writes equations across the board", "calls a student up to the front of the room", "talks about the useful applications of trigonometry", "lectures at the front of the room", "rattles off some important formula")>>. Your eyes soon close, just for a moment, before you open them again. You struggle to stay awake, but the desk is just too comfy.
<br><br>
<<towelup>>
<<tiredness -12>>
<<advancelesson>>
<<if $phase is 1>>
<<lessonEnd "mathsClassroom" "sleep">>
<<else>>
<<eventsmathssleep>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $phase is 1>>
You raise your hand. Sirris points at you, and you give your answer. <<He>> smiles as you speak. "Well done! It's clear you've been doing your homework."
<br><br>
<<else>>
You keep quiet. You might be wrong anyway.
<br><br>
<</if>>
<<link [[Next|Science Lesson]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $phase is 0>>
Sirris' concern is clearly not assuaged, but <<he>> nods and moves on.
<br><br>
<<link [[Next|Science Lesson]]>><<endevent>><</link>>
<<elseif $phase is 1>>
Despair overtakes you and you burst into tears. Sirris says something, but you can't make it out. You lose consciousness.
<br><br>
<<endevent>>
<<ambulance>>
<<elseif $phase is 2>>
Sirris spends a couple of minutes helping you fill some holes in your understanding. When it's over, you feel like you understand the material much better.
<br><br>
<<link [[Next|Science Lesson]]>><<endevent>><</link>>
<<elseif $phase is 3>>
Sirris nods and moves on.
<br><br>
<<link [[Next|Science Lesson]]>><<endevent>><</link>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $scienceprogression gte 4 and $delinquency gte 1000>>
Sirris smiles at you. "This part of the lesson is on human anatomy. I need you to remove your clothing, all of it. Don't be embarrassed, this is important for the lesson."
<br><br>
<<link [[Refuse|Science Refusal]]>><<detention 1>><</link>><<gdelinquency>>
<br>
<<if $uncomfortable.nude is false>>
<<link [[Undress|Science Undress]]>><<schoolrep_naked>><<strip>><<set $phase to 4>><<npcincr Sirris dom 1>><<scienceskill>><<arousal 600>><</link>><<garousal>><<gscience>>
<br>
<<else>>
<<link [[Undress|Science Undress]]>><<schoolrep_naked>><<strip>><<set $phase to 4>><<npcincr Sirris dom 1>><<scienceskill>><<stress 1>><</link>><<gstress>><<gscience>>
<br>
<</if>>
<<elseif $scienceprogression gte 3 and $delinquency gte 600>>
Sirris turns to the class. "Okay, can you quiet down please." The class shows <<him>> no acknowledgement. Sirris smiles at you. "This part of the lesson is on human anatomy. I need you to remove your clothing, all of it. Don't be embarrassed, this is important for the lesson."
<br><br>
<<link [[Refuse|Science Refusal]]>><<detention 1>><</link>><<gdelinquency>>
<br>
<<if $uncomfortable.nude is false>>
<<link [[Undress|Science Undress]]>><<schoolrep_naked>><<strip>><<set $phase to 3>><<npcincr Sirris dom 1>><<scienceskill>><<arousal 600>><<set $scienceprogression to 4>><</link>><<garousal>><<gscience>>
<br>
<<else>>
<<link [[Undress|Science Undress]]>><<schoolrep_naked>><<strip>><<set $phase to 3>><<npcincr Sirris dom 1>><<scienceskill>><<stress 1>><<set $scienceprogression to 4>><</link>><<gstress>><<gscience>>
<br>
<</if>>
<<elseif $scienceprogression gte 2 and $delinquency gte 400>>
Sirris smiles at you. "This part of the lesson is on human anatomy. I need you to remove your clothing, all of it. Don't be embarrassed, this is important for the lesson."
<br><br>
<<link [[Refuse|Science Refusal]]>><<detention 1>><</link>><<gdelinquency>>
<br>
<<if $uncomfortable.nude is false>>
<<link [[Undress|Science Undress]]>><<schoolrep_naked>><<strip>><<set $phase to 2>><<npcincr Sirris dom 1>><<scienceskill>><<arousal 600>><<set $scienceprogression to 3>><</link>><<garousal>><<gscience>>
<br>
<<else>>
<<link [[Undress|Science Undress]]>><<schoolrep_naked>><<strip>><<set $phase to 2>><<npcincr Sirris dom 1>><<scienceskill>><<stress 1>><<set $scienceprogression to 3>><</link>><<gstress>><<gscience>>
<br>
<</if>>
<<elseif $scienceprogression gte 1 and $delinquency gte 10>>
Sirris smiles at you. "I need you to undress for this part. Don't worry, you can keep your underwear on."
<br><br>
<<if !$worn.under_lower.type.includes("naked")>>
<<link [[Refuse|Science Refusal]]>><<detention 1>><</link>><<gdelinquency>>
<br>
<<if $uncomfortable.underwear is false>>
<<link [[Undress|Science Undress]]>><<upperstrip>><<lowerstrip>><<set $phase to 1>><<npcincr Sirris dom 1>><<scienceskill>><<arousal 600>><<set $scienceprogression to 2>><</link>><<garousal>><<gscience>>
<br>
<<else>>
<<link [[Undress|Science Undress]]>><<upperstrip>><<lowerstrip>><<set $phase to 1>><<npcincr Sirris dom 1>><<scienceskill>><<stress 1>><<set $scienceprogression to 2>><</link>><<gstress>><<gscience>>
<br>
<</if>>
<<else>>
<<if $uncomfortable.nude is false>>
You speak clearly, making sure the whole class hears. "I'm not wearing any."
<<else>>
You speak as quietly as possible, making sure only Sirris can hear. "I'm... I'm not wearing any."
<br>
<</if>>
<<if $delinquency gte 400>>
<<He>> blushes slightly. "That's against school rules you know. I'm still going have to ask you to strip, it's important for the lesson."
<br><br>
<<link [[Refuse|Science Refusal]]>><<detention 1>><</link>><<gdelinquency>>
<br>
<<if $uncomfortable.nude is false>>
<<link [[Undress|Science Undress]]>><<schoolrep_naked>><<strip>><<set $phase to 2>><<npcincr Sirris dom 1>><<scienceskill>><<stress 1>><<arousal 300>><<set $scienceprogression to 2>><</link>><<garousal>><<gscience>>
<br>
<<else>>
<<link [[Undress|Science Undress]]>><<schoolrep_naked>><<strip>><<set $phase to 2>><<npcincr Sirris dom 1>><<scienceskill>><<stress 1>><<trauma 1>><<set $scienceprogression to 2>><</link>><<gtrauma>><<gstress>><<gscience>>
<br>
<</if>>
<<else>>
<<He>> blushes slightly and averts <<his>> eyes from you. "Oh. T-take your seat please."
<<gstress>><<gtrauma>>
<br><br>
<<link [[Sit back down|Science Lesson]]>><<stress 1>><<trauma 1>><<endevent>><</link>>
<br>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Strip anyway|Science Undress]]>><<strip>><<schoolrep_naked>><<set $phase to 5>><<set $scienceprogression to 2>><<scienceskill>><</link>><<gscience>><<exhibitionist5>>
<br>
<</if>>
<</if>>
<</if>>
<<else>>
Sirris smiles at you. "Don't worry, we're not going to do anything invasive." <<He>> turns to the class. "Okay, can you quiet down a bit please..."
<br><br>
<<He>> talks about various bones and organs, pointing to parts of your body to demonstrate their location. After a short while, <<he>> thanks you and sends you back to your seat.
<<gscience>><<scienceskill>>
<br><br>
<<link [[Next|Science Lesson]]>><<endevent>><<set $scienceprogression to 1>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $phase is 3>>
This is going too far. You dress yourself with shaking fingers, doing your best to ignore the disappointed heckling from the class. You walk back to your seat. Sirris doesn't say anything, but refusing a teacher won't reflect well on you.
<br><br>
<<link [[Next|Science Lesson]]>><<clotheson>><<endevent>><</link>>
<br>
<<elseif $phase is 4>>
This is going too far. You dress yourself with shaking fingers, doing your best to ignore the disappointed heckling from the class. You walk back to your seat. Sirris doesn't say anything, but refusing a teacher won't reflect well on you.
<br><br>
<<link [[Next|Science Lesson]]>><<clotheson>><<endevent>><</link>>
<br>
<<else>>
You walk back to your seat. Sirris doesn't say anything, but refusing a teacher won't reflect well on you.
<br><br>
<<link [[Next|Science Lesson]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $phase is 1>>
You <<nervously>> remove your clothing,
which immediately grabs the classroom's attention. Sirris continues with the lesson, pointing to parts of your body and explaining various functions. <<if playerBellyVisible()>><<He>> spends some amount of time talking about your belly and the baby inside. <</if>>It's hard to pay attention to what <<he>> is saying with all these eyes on you, your <<lewdness>> on display.
<br><br>
<<person1>>Sirris finishes <<his>> demonstration. "Thank you for your help. You can take your seat. Don't forget your clothes." You dress yourself with shaking fingers and take your seat amongst your classmates, pulse still racing.
<br><br>
<<link [[Next|Science Lesson]]>><<clotheson>><<endevent>><</link>>
<br>
<<elseif $phase is 2>>
<<if !playerChastity("hidden")>>
<<push_nnpc_genderknown true>>
<</if>>
You <<nervously>> remove your clothing, which immediately grabs the classroom's attention. Sirris continues with the lesson, pointing to parts of your body and explaining various functions. <<if playerBellyVisible()>><<He>> spends some amount of time talking about your belly and the baby inside. <</if>>It's hard to pay attention to what <<he>> is saying with all these eyes on you, your <<lewdness>> on display.<<generates2>><<person2>>A <<person>> leans forward, eyes wide and almost falling out of <<his>> seat.
<br><br>
<<person1>>Sirris finishes <<his>> demonstration. "Thank you for your help. You can take your seat. Don't forget your clothes." You dress yourself with shaking fingers and take your seat amongst your classmates, pulse still racing.
<br><br>
<<link [[Next|Science Lesson]]>><<clotheson>><<endevent>><</link>>
<br>
<<elseif $phase is 3>>
<<if !playerChastity("hidden")>>
<<push_nnpc_genderknown true>>
<</if>>
You <<nervously>> remove your clothing, which immediately grabs the classroom's attention. Sirris continues with the lesson, pointing to parts of your body and explaining various functions. <<if playerBellyVisible()>><<He>> spends some amount of time talking about your belly and the baby inside. <</if>>It's hard to pay attention to what <<he>> is saying with all these eyes on you, your <<lewdness>> on display.<<generates2>><<person2>>A <<person>> leans forward, eyes wide and almost falling out of <<his>> seat.
<br><br>
<<person1>>Sirris finishes <<his>> demonstration. "Thank you for your help. There's one more thing I need you to do however. Could you climb onto my desk and spread your legs? I'd like to talk a bit about reproductive organs."
<br><br>
<<person2>>The <<person>> looks like <<hes>> about to start salivating. The rest of the class look no less excited at the prospect.
<br><br>
<<if $uncomfortable.nude is false>>
<<link [[Climb atop the desk|Science Undress Desk]]>><<npcincr Sirris dom 1>><<scienceskill>><<arousal 600>><<set $scienceprogression to 4>><</link>><<garousal>><<gscience>>
<br>
<<else>>
<<link [[Climb atop the desk|Science Undress Desk]]>><<npcincr Sirris dom 1>><<scienceskill>><<stress 1>><<trauma 1>><<set $scienceprogression to 4>><</link>><<gtrauma>><<gstress>><<garousal>><<gscience>>
<br>
<</if>>
<<link [[Refuse|Science Refusal]]>><<clotheson>><<detention 1>><</link>><<gdelinquency>>
<br>
<<elseif $phase is 4>>
<<if !playerChastity("hidden")>>
<<push_nnpc_genderknown true>>
<</if>>
You <<nervously>> remove your clothing, which immediately grabs the classroom's attention. Sirris continues with the lesson, pointing to parts of your body and explaining various functions. <<if playerBellyVisible()>><<He>> spends some amount of time talking about your belly and the baby inside. <</if>>It's hard to pay attention to what <<he>> is saying with all these eyes on you, your <<lewdness>> on display.<<generates2>><<person2>>A <<person>> leans forward, eyes wide and almost falling out of <<his>> seat.
<br><br>
<<person1>>Sirris finishes <<his>> demonstration. "Thank you for you help. There's one more thing I need you to do however. Could you climb onto my desk and spread your legs? I'd like to talk a bit about reproductive organs."
<br><br>
<<person2>>The <<person>> looks like <<hes>> about to start salivating. The rest of the class look no less excited at the prospect.
<br><br>
<<if $uncomfortable.nude is false>>
<<link [[Climb atop the desk|Science Undress Desk]]>><<npcincr Sirris dom 1>><<scienceskill>><<stress 1>><<arousal 600>><<set $scienceprogression to 4>><</link>><<garousal>><<gscience>>
<br>
<<else>>
<<link [[Climb atop the desk|Science Undress Desk]]>><<npcincr Sirris dom 1>><<scienceskill>><<stress 1>><<trauma 1>><<set $scienceprogression to 4>><</link>><<gtrauma>><<gstress>><<garousal>><<gscience>>
<br>
<</if>>
<<link [[Refuse|Science Refusal]]>><<clotheson>><<detention 1>><</link>><<gdelinquency>>
<br>
<<elseif $phase is 5>>
<<if !playerChastity("hidden")>>
<<push_nnpc_genderknown true>>
<</if>>
<<flaunting>> you <<nervously>> remove your clothing, which immediately grabs the classroom's attention. Sirris is blushing furiously now, but <<he>> does <<his>> best to continue with the lesson, pointing to parts of your body and explaining various functions. It's hard to pay attention to what <<he>> is saying with all these eyes on you, your <<lewdness>> proudly displayed.<<generates2>><<person2>>A <<person>> leans forward, eyes wide and almost falling out of <<his>> seat.
<<exhibitionism5>>
<<person1>>Sirris finishes <<his>> demonstration. "Thank you for your help. You can take your seat. Don't forget your clothes."
You dress and take your seat, still woozy with power at having commanded everyone's attention so easily.
<br><br>
<<link [[Next|Science Lesson]]>><<clotheson>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $phase is 3>>
You do as instructed, and spread your legs, exposing yourself to the room. Sirris looks increasingly flustered, but continues regardless.
<<arousal 2000>>
<<if playerChastity()>>
<<if $worn.genitals.name is "chastity parasite">>
"As you can see, <<pshe>> is wearing a... parasite of some kind. It looks rather secure, but I'll attempt to move it for a better look..." <<person1>><<He>> starts tugging on your $worn.genitals.name, this way and that, rubbing it against your <<genitals 1>>. A small moan escapes your lips, and the class erupts into laughter. Sirris recoils from the parasite, and stammers. "We'll... just talk about another area of the body. OK class, listen closely."
<<else>>
"As you can see, <<pshe>> is wearing a $worn.genitals.name, but we should be able to move it slightly for a better look..." <<person1>><<He>> starts tugging on your $worn.genitals.name, this way and that, rubbing it against your <<genitals 1>>. A small moan escapes your lips, and the class erupts into laughter. Sirris recoils from the <<if playerChastity("cage")>>cage<<else>>belt<</if>>, and stammers. "We... This will do. OK class, listen closely."
<</if>>
<br><br>
<<elseif $player.vaginaExist>>
<<if $player.penisExist>>
<<person1>><<He>> gently takes hold of the end of your penis with <<his>> thumb and forefinger. Your classmates crowd round for a closer look, shoving each other for a better position. "As you can see, <<pshe>> is someone who is rather unique in having both a penis and a vagina."
<br><br>
<<person2>>"<<pShes>><<if $player.penissize lt 0>> not<</if>> getting hard!" exclaims the <<person>>, redoubling your humiliation. Sirris ignores the interjection and continues.
<br><br>
<</if>>
<<if (setup.bodyliquid.combined("vagina")) gte 7>>
<<person1>><<He>> produces a speculum. As soon as <<he>> inserts it into your vagina, cum and sexual fluids squirt out and quickly pool on <<his>> desk. Your classmates crowd round for a closer look, shoving each other for a better position.
<br>
"Is that cum, <<sir>>?!"
<br>
"Haven't you ever washed that?"
<br>
"How many guys have you fucked!?"
<br>
"<<pShe>> probably washed it out this morning!"
<br>
"Need a refill?"
<br><br>
Sirris is silent, probably lost for words.
<<bodyliquid "vagina" "all" -2>>
<br><br>
<<elseif (setup.bodyliquid.combined("vagina")) gte 3>>
<<person1>><<He>> produces a speculum and inserts it into your vagina, before opening it and giving the class a clear view of your cervix. Some cum and sexual fluids drool out and start to pool on <<his>> desk. Your classmates crowd round for a closer look, shoving each other for a better position.
<br>
"Is that normal, <<sir>>?"
<br>
"That looks like cum!"
<br><br>
Sirris is silent.
<br>
<<else>>
<<person1>><<He>> produces a speculum and inserts it into your vagina, before opening it and giving the class a clear view of your cervix. Your classmates crowd round for a closer look, shoving each other for a better position.
<br><br>
<</if>>
<<person2>>"<<pShes>> getting wet!" exclaims the <<person>>, redoubling your humiliation. Sirris ignores the interjection and commences <<person1>><<his>> explanation of female anatomy, using your displayed womanhood as a prop.
<br><br>
<<else>>
<<person1>><<He>> gently takes hold of the end of your penis with <<his>> thumb and forefinger. Your classmates crowd round for a closer look, shoving each other for a better position.
<br><br>
<<if $wolfgirl gte 4 and !["hidden", "disabled"].includes($transformationParts.wolf.pubes)>>
"<<pShes>> really hairy!" one girl says. "Is that normal, <<sir>>?"
<br><br>
<</if>>
<<person2>>"<<pShes>><<if $player.penissize lt 0>> not<</if>> getting hard!" exclaims the <<person>>, redoubling your humiliation. Sirris ignores the interjection and commences <<person1>><<his>> explanation of male anatomy, using your displayed manhood as a prop.
<br><br>
<</if>>
<<person1>>Sirris soon finishes <<his>> demonstration. "Thank you for your help. You can take your seat. Don't forget your clothes." You dress yourself with shaking fingers and take your seat amongst your classmates, pulse still racing.
<br><br>
<<link [[Next|Science Lesson]]>><<clotheson>><<endevent>><</link>>
<br>
<<else>>
You do as instructed, and spread your legs, exposing yourself to the room. Sirris looks increasingly flustered, but continues regardless.
<<arousal 2000>>
<<if playerChastity()>>
<<if $worn.genitals.name is "chastity parasite">>
"As you can see, <<pshe>> is wearing a... parasite of some kind. It looks rather secure, but I'll attempt to move it for a better look..." <<person1>><<He>> starts tugging on your $worn.genitals.name, this way and that, rubbing it against your <<genitals 1>>. A small moan escapes your lips, and the class erupts into laughter. Sirris recoils from the parasite, and stammers. "We'll... just talk about another area of the body. OK class, listen closely."
<<else>>
"As you can see, <<pshe>> is wearing a $worn.genitals.name, but we should be able to move it slightly for a better look..." <<person1>><<He>> starts tugging on your $worn.genitals.name, this way and that, rubbing it against your <<genitals 1>>. A small moan escapes your lips, and the class erupts into laughter. Sirris recoils from the belt, and stammers. "We... This will do. OK class, listen closely."
<</if>>
<br><br>
<<elseif $player.vaginaExist>>
<<if $player.penisExist>>
<<person1>><<He>> gently takes hold of the end of your penis with <<his>> thumb and forefinger. Your classmates crowd round for a closer look, shoving each other for a better position. "As you can see, <<pshe>> is someone who is rather unique in having both a penis and a vagina.
<br><br>
<<person2>>"<<pShes>><<if $player.penissize lt 0>> not<</if>> getting hard!" exclaims the <<person>>, redoubling your humiliation. Sirris ignores the interjection and continues.
<br><br>
<</if>>
<<person1>><<He>> produces a speculum and inserts it into your vagina, before opening it and giving the class a clear view of your cervix. Your classmates crowd round for a closer look, shoving each other for a better position.
<br><br>
<<person2>>"<<pShes>> getting wet!" exclaims the <<person>>, redoubling your humiliation. Sirris ignores the interjection and commences <<person1>><<his>> explanation of female anatomy, using your displayed womanhood as a prop.
<br><br>
<<else>>
<<person1>><<He>> gently takes hold of the end of your penis with <<his>> thumb and forefinger. Your classmates crowd round for a closer look, shoving each other for a better position.
<br><br>
<<person2>>"<<pShes>><<if $player.penissize lt 0>> not<</if>> getting hard!" exclaims the <<person>>, redoubling your humiliation. Sirris ignores the interjection and commences <<person1>><<his>> explanation of male anatomy, using your displayed manhood as a prop.
<br><br>
<</if>>
The jostling continues, becoming more violent with each passing moment. Sirris is forced away as the class surround you, <<person1>><<his>> protests ignored. Not content to simply watch any longer, hands reach out from all around.
<br><br>
<<link [[Next|Science Undress Molestation]]>><<endevent>><<set $molestationstart to 1>><</link>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<generates1>><<generates2>><<generates3>><<generates4>><<generates5>><<generates6>><<maninit>><<npcstrip>>
<<set $timer to 10>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $enemyhealth lte 0>>
<span id="next"><<link [[Next|Science Undress Molestation Finish Defiant]]>><</link>></span><<nexttext>>
<<elseif $timer gte 1>>
<span id="next"><<link [[Next|Science Undress Molestation]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Science Undress Molestation Finish]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<endcombat>>
<<npc Leighton>><<person1>>Leighton's stern voice resonates through the room, and the students back off. Sirris must have summoned <<him>> when <<endevent>><<npc Sirris>><<person1>><<he>> lost control of the class. Leighton doesn't stick around once order is restored, leaving Sirris to cover and console you. <<tearful>> you do your best to put on a brave face and return to your seat.
<br><br>
<<clothesontowel>>
<<link [[Next|Science Lesson]]>><<endevent>><</link>><<effects>>
<<endcombat>>
<<stress -10>><<status 15>>
You stand triumphant, the last of the students subdued.<<llstress>><<ggcool>>
<br><br>
<<clotheson>>
<<npc "Leighton">><<person1>>Leighton swings the door open and storms through with Sirris in tow. <<He>> surveys the room of students clutching their sides, before resting <<his>> gaze upon you.
<<detention 24>>
"I expect to see you in my office after school," <<he>> exclaims. "There will be consequences."<<gggdelinquency>>
<br><br>
<<He>> turns <<his>> attention to Sirris. "I hope I don't have to return. Control your class." <<He>> walks away.
<br><br>
<<link [[Next|Science Lesson]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<generates1>><<generates2>>
<<if $scienceterrariumprogression is 4 and currentSkillValue('science') gte 700>>
Something shatters on the other side of the room, and is followed by a cheer from the students. Sirris, looking distraught, heads over to inspect the damage while the noise and chaos in the classroom turns up a notch.
<br><br>
A <<fullGroup>> move to either side of you. They inconspicuously move closer, and you feel a hand grope your butt. The <<person1>><<person>> presses <<his>> mouth to your ear and whispers. "You think you're better than us because you get high marks? I bet we could teach you a thing or two."
<br><br>
<<link [[Put up with it|Science Terrarium Endure]]>><<set $phase to 4>><<trauma 1>><<stress 1>><<arousal 100 "bottom">><<scienceskill 1>><</link>><<gtrauma>><<gstress>><<garousal>><<gscience>>
<br>
<<link [[Move away|Science Terrarium Escape]]>><</link>>
<<elseif $scienceterrariumprogression is 3 and currentSkillValue('science') gte 500>>
Something shatters on the other side of the room, and is followed by a cheer from the students. Sirris, looking distraught, heads over to inspect the damage while the noise and chaos in the classroom turns up a notch.
<br><br>
A <<fullGroup>> move to either side of you. They inconspicuously move closer, and you feel a hand grope your butt.
<br><br>
<<link [[Put up with it|Science Terrarium Endure]]>><<set $phase to 3>><<trauma 1>><<stress 1>><<arousal 100 "bottom">><<scienceskill 1>><</link>><<gtrauma>><<gstress>><<garousal>><<gscience>>
<br>
<<link [[Move away|Science Terrarium Escape]]>><</link>>
<<elseif $scienceterrariumprogression is 2 and currentSkillValue('science') gte 400>>
A <<fullGroup>> move to either side of you. They inconspicuously move closer, and you feel a hand grope your butt.
<br><br>
<<link [[Put up with it|Science Terrarium Endure]]>><<set $phase to 2>><<trauma 1>><<stress 1>><<arousal 100 "bottom">><<scienceskill 1>><</link>><<gtrauma>><<gstress>><<garousal>><<gscience>>
<br>
<<link [[Move away|Science Terrarium Escape]]>><</link>>
<<elseif $scienceterrariumprogression is 1 and currentSkillValue('science') gte 300>>
A <<fullGroup>> move to either side of you. They inconspicuously move closer, and you feel a hand grope your butt.
<br><br>
<<link [[Put up with it|Science Terrarium Endure]]>><<set $phase to 1>><<trauma 1>><<stress 1>><<arousal 100 "bottom">><<scienceskill 1>><</link>><<gtrauma>><<gstress>><<garousal>><<gscience>>
<br>
<<link [[Move away|Science Terrarium Escape]]>><</link>>
<<else>>
A <<fullGroup>> move to either side of you. They inconspicuously move closer, and you feel a hand grope your butt.
<br><br>
<<link [[Put up with it|Science Terrarium Endure]]>><<set $scienceterrariumprogression to 1>><<trauma 1>><<stress 1>><<arousal 100 "bottom">><<scienceskill 1>><</link>><<gtrauma>><<gstress>><<garousal>><<gscience>>
<br>
<<link [[Move away|Science Terrarium Escape]]>><</link>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $phase is 4>>
<<if $rng gte 75>>
You do your best to ignore the molestation, and focus on the task in front of you. Another hand joins the first. You don't react to the fondling, not wanting to give them the satisfaction.
<br><br>
Without giving any warning, they grab you by the shins and haul you up and into the terrarium, before slamming the lid, trapping you. You push against the lid, but it won't budge; they quickly flipped the latch to prevent your escape. Others start gathering around now, to gawk at you through the glass.
<br><br>
<<if $swarmdisable is "t">>
<<link [[Shatter the glass|Science Terrarium Shatter]]>><<detention 6>><<pain 20>><<stress 6>><<trauma 6>><</link>><<gtrauma>><<gstress>><<ggdelinquency>>
<br>
<<link [[Endure it|Science Terrarium Imprisoned]]>><<status -10>><</link>><<lcool>>
<<else>>
With an evil grin, the <<person2>><<person>> kneels and opens the cupboard beneath the terrarium. <<He>> lifts out a number of jars filled with thick, long worms. <<person1>>The <<person>> grabs a couple of the jars. Together, they move them to the grating atop your prison, about to pour them in.
<br><br>
<<link [[Shatter the glass|Science Terrarium Shatter]]>><<detention 6>><<pain 20>><<stress 6>><<trauma 6>><</link>><<gtrauma>><<gstress>><<ggdelinquency>>
<br>
<<link [[Endure it|Science Terrarium Swarm]]>><<set $molestationstart to 1>><</link>>
<</if>>
<<elseif $rng gte 51>>
You do your best to ignore the molestation, and focus on the task in front of you. Another hand joins the first. You don't react to the fondling, not wanting to give them the satisfaction.
<br><br>
<<person1>>The <<person>> whispers into your ear. "I can tell you're getting hot and bothered. Don't try to hide it. You want to be fucked." As the <<group>> become more aggressive with their fondling, you can't continue to ignore them.
<br><br>
<<link [[Next|Science Terrarium Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You do your best to ignore the molestation, and focus on the task in front of you. Another hand joins the first. You don't react to the fondling, not wanting to give them the satisfaction.
<br><br>
Eventually, the <<group>> tire and move away, allowing you to continue unmolested.
<br><br>
<<link [[Next|Science Lesson]]>><<endevent>><</link>>
<br>
<</if>>
<<elseif $phase is 3>>
<<if $rng gte 51>>
<<set $scienceterrariumprogression to 4>>
You do your best to ignore the molestation, and focus on the task in front of you. Another hand joins the first. You don't react to the fondling, not wanting to give them the satisfaction.
<br><br>
<<person1>>The <<person>> whispers into your ear. "I can tell you're getting hot and bothered. Don't try to hide it." As the <<group>> become more aggressive with their fondling, you can't continue to ignore them.
<br><br>
<<link [[Next|Science Terrarium Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You do your best to ignore the molestation, and focus on the task in front of you. Another hand joins the first. You don't react to the fondling, not wanting to give them the satisfaction.
<br><br>
Eventually, the <<group>> tire and move away, allowing you to continue unmolested.
<br><br>
<<link [[Next|Science Lesson]]>><<endevent>><</link>>
<br>
<</if>>
<<elseif $phase is 2>>
<<if $rng gte 51>>
<<set $scienceterrariumprogression to 3>>
You do your best to ignore the molestation, and focus on the task in front of you. Another hand joins the first. You don't react to the fondling, not wanting to give them the satisfaction.
<br><br>
<<person1>>The <<person>> whispers into your ear. "I can tell you're getting hot and bothered. Don't try to hide it." As the <<group>> become more aggressive with their fondling, you can't continue to ignore them.
<br><br>
<<link [[Next|Science Terrarium Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You do your best to ignore the molestation, and focus on the task in front of you. Another hand joins the first. You don't react to the fondling, not wanting to give them the satisfaction.
<br><br>
Eventually, the <<group>> tire and move away, allowing you to continue unmolested.
<br><br>
<<link [[Next|Science Lesson]]>><<endevent>><</link>>
<br>
<</if>>
<<elseif $phase is 1>>
<<if $rng gte 51>>
<<set $scienceterrariumprogression to 2>>
You do your best to ignore the molestation, and focus on the task in front of you. Another hand joins the first. You don't react to the fondling, not wanting to give them the satisfaction.
<br><br>
<<person1>>The <<person>> whispers into your ear. "I can tell you're getting hot and bothered. Don't try to hide it." As the <<group>> become more aggressive with their fondling, you can't continue to ignore them.
<br><br>
<<link [[Next|Science Terrarium Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You do your best to ignore the molestation, and focus on the task in front of you. Another hand joins the first. You don't react to the fondling, not wanting to give them the satisfaction.
<br><br>
Eventually, the <<group>> tire and move away, allowing you to continue unmolested.
<br><br>
<<link [[Next|Science Lesson]]>><<endevent>><</link>>
<br>
<</if>>
<<else>>
You do your best to ignore the molestation, and focus on the task in front of you. Another hand joins the first. You don't react to the fondling, not wanting to give them the satisfaction.
<br><br>
Eventually, the <<group>> tire and move away, allowing you to continue unmolested.
<br><br>
<<link [[Next|Science Lesson]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You move away from the terrarium. You don't like being bullied away from an activity, but there's nothing to be done for now.
<br><br>
<<link [[Next|Science Lesson]]>><<endevent>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<if $phase is 1>>
<<set $timer to 6>><<npcstrip>><<enable_rescue>>
<<elseif $phase is 2>>
<<set $timer to 12>><<npcstrip>><<enable_rescue>>
<<elseif $phase is 3>>
<<set $timer to 18>><<npcstrip>><<set $rescue to 0>>
<<elseif $phase is 4>>
<<set $timer to 24>><<set $rescue to 0>>
<</if>>
<</if>>
<<effects>>
<<if $rescue is 0 and $alarm is 1>><<set $alarm to 0>>
<span class="red">Sirris can't hear you over the cacophony made by the other students!</span>
<br><br>
<</if>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or $timer lte 0>>
<span id="next"><<link [[Next|Science Terrarium Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Science Terrarium Molestation]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Satisfied, the pair leave you to recoup what remains of your dignity.
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clothesontowel>>
<<endcombat>>
<<link [[Next|Science Lesson]]>><</link>>
<<elseif $enemyhealth lte 0>>
Recoiling in pain, the <<person2>><<person>> bursts into tears and the <<person1>><<person>> shouts at you. "You'll get yours, bitch!" They decide to leave you alone, for now.
<br><br>
<<clothesontowel>>
<<endcombat>>
<<link [[Next|Science Lesson]]>><</link>>
<<elseif $alarm is 1 and $rescue is 1>>
<<set $rescued += 1>>
Sirris notices the commotion and rushes over. The pair cease their assault and leave you to recoup what remains of your dignity, giving you a mocking smirk as they do. Sirris is about to say something, but is interrupted by a bang on the other side of the room.
<<lcool>>
<br><br>
<<clothesontowel>>
<<endcombat>>
<<link [[Next|Science Lesson]]>><</link>>
<<else>>
Sirris notices the commotion and rushes over. The pair cease their assault and leave you to recoup what remains of your dignity, giving you a mocking smirk as they do. Sirris is about to say something, but is interrupted by a bang on the other side of the room.
<br><br>
<<clothesontowel>>
<<endcombat>>
<<link [[Next|Science Lesson]]>><</link>>
<</if>><<effects>>
Summoning all your strength, you bash the side of the terrarium, shattering it and sending shards of glass in all directions. The <<fullGroup>> take cover along with the rest of the audience, as you climb out of the remains of the vessel.
<<bruise full>><<set $worn.upper.integrity -= 10>><<set $worn.lower.integrity -= 10>><<set $worn.under_lower.integrity -= 10>>
<<endevent>>
<<npc Sirris>><<person1>>Sirris rushes over to find you standing alone, bleeding and surrounded by the broken remains of the terrarium.
<br><br>
"Are you alright? Why did you do this?! How am I going to explain this to the head?" <<He>> wrings <<his>> hands, clearly distraught. "Everyone stay away from this area until I clean it up."
<br><br>
You spend the rest of the lesson having glass removed by the school nurse.
<br><br>
<<exposure>>
<<towelup>>
<<advancetohour>>
<<link [[Next|Hallways]]>><<endevent>><</link>>
<br><br><<effects>>
<<endevent>><<npc Sirris>><<person1>>
You are jeered at for a few minutes before Sirris comes over to see what the fuss is about. <<He>> stands dumbfounded for a moment, mouth agape, before coming to <<his>> senses and freeing you. You climb out, more than a little shaken by the ordeal.
<br><br>
<<link [[Next|Science Lesson]]>><<endevent>><</link>>
<br><<set $outside to 1>><<set $location to "school">><<effects>><<set $bus to "danube">>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<molested>>
<<controlloss>>
<<set $combat to 1>>
<<set $enemytype to "swarm">>
<<swarminit "worms" "jar" "held above the terrarium" "fall into the terrarium" "block" 0 10>>
<<set $timer to 24>>
<<set $phase to 2>>
<</if>>
<<if $phase is 2>>
<<set $phase to 1>>
The pair of students sit to spectate.
<br><br>
<<else>>
<<if $orgasmdown gte 1 and $phase is 1>>
<<set $phase to 0>>
"I can't believe it," the <<person1>><<person>> shouts with joy, "You're cumming from this?" Your audience look ecstatic. You feel utterly humiliated.
<<combattrauma 10>>
<<else>>
The assembled crowd is enjoying the show.
<</if>>
<br><br>
<</if>>
<<audience>>
<<swarmeffects>>
<<swarm>>
<<swarmactions>>
<<if $stress gte $stressmax or $timer lte 0>>
<span id="next"><<link [[Next|Science Terrarium Swarm Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Science Terrarium Swarm]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $timer lte 0>>
<<endevent>>
<<npc Sirris>><<person1>>
Sirris arrives to investigate the commotion. <<His>> eyes widen in horror at the spectacle, before <<he>> releases you from the terrarium. <<tearful>> you haul yourself out of your prison, worms cascading off of you. Sirris helps you cover up, <<he>> looks even more shaken than you.
<br><br>
<<clothesontowel>>
<<endcombat>>
<<link [[Next|Science Lesson]]>><</link>>
<<else>>
It's all just too much for you. You pass out.
<br><br>
<<endcombat>>
<<link [[Next|School Passout]]>><<pass 1 hour>><</link>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $phase is 0>>
<<if $delinquency gte 400>>
Sirris doesn't believe you, thinking it a trick due to your reputation as a delinquent.
<br><br>
The students spend the lesson insulting and poking you whenever Sirris isn't looking, and are altogether a nuisance.
<<gtrauma>><<gstress>><<trauma 2>><<stress 2>>
<br><br>
<<else>>
Sirris has the delinquents move to the other side of the classroom. They don't seem too bothered, and soon find someone else to pick on.
<br><br>
<</if>>
<<elseif $phase is 1>>
The students spend the lesson insulting and poking you whenever Sirris isn't looking, and are altogether a nuisance.
<br><br>
<</if>>
<<link [[Next|Science Lesson]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $phase is 0>>
You focus on the task at hand, and feel more confident in your abilities as a result.
<br><br>
<<link [[Next|Science Lesson]]>><<endevent>><</link>>
<br>
<<elseif $phase is 1>>
You joke around with your partner. You endear yourself to them and have a good time.
<br><br>
<<link [[Next|Science Lesson]]>><<endevent>><</link>>
<br>
<<elseif $phase is 2>>
You drop the box, its contents audibly shattering as it hits the ground. The delinquents roar with laughter as you struggle to fix your $worn.lower.name. Suitably covered, you lift the box and resume your journey. Fortunately the delinquents torment you no further, content to laugh at your back.
<br><br>
<<endevent>>
<<npc Sirris>><<person1>>Sirris hears the distinct tinkling of broken glass as you arrive back at the classroom, where your fellow students are dissecting dead critters. <<He>> looks disappointed. "Don't worry about it, but I'll have to mark you down for detention whether it was your fault or not. Leighton takes the destruction of school property very seriously."
<br><br>
You don't get to join the other students. Sirris has you take the box to the bins. By the time you get back, this part of the lesson is over.
<br><br>
<<link [[Next|Science Lesson]]>><<endevent>><</link>>
<br>
<<elseif $phase is 3>>
You do your best to ignore them, but they take it as a challenge and step up their game.
<br><br>
<<link [[Next|Science Dissection Molestation]]>><<handheldon>><<set $molestationstart to 1>><</link>>
<<elseif $phase is 4>>
<<person1>>The <<person>> mocks you. "Look, <<pshes>> inviting us!" Just as you get the box on the ground, <<he>> tackles you from behind, clasping <<his>> hand around your mouth.
<br><br>
<<link [[Next|Science Dissection Molestation]]>><<set $molestationstart to 1>><</link>>
<</if>>
<br><br><<if $molestationstart is 1>>
<<if $phase is 3>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<npcstrip>><<set $timer to 20>>
<<elseif $phase is 4>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<hand_gag 0 left>>
<</if>>
<<enableSchoolRescue "Whitney" "Leighton" "delinquency">>
<</if>>
<<effects>>
<<if $timer gte 5>>
You keep walking back to the classroom, doing your best to ignore the harassment.
<br><br>
<<elseif $timer gte 2>>
You keep walking back to the classroom, doing your best to ignore the harassment. You're almost there.
<br><br>
<<elseif $timer is 1>>
You see the classroom up ahead.
<br><br>
<</if>>
<<effectsman>>
<<alarmstate "<span class='red'>No one comes to your aid, likely due to your reputation as a delinquent.</span>">>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($timer lte 1 and $phase is 3)>>
<span id="next"><<link [[Next|Science Dissection Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Science Dissection Molestation]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Their lust spent, they realise the weight of what they've done, and flee the scene lest they be caught. <<tearful>> you head towards the classroom.
<br><br>
<<clotheson>>
<<endcombat>>
<<if !$worn.upper.type.includes("naked") and !$worn.lower.type.includes("naked")>>
<<else>>
You make a detour to the toilets and find some towels to cover up with before anyone sees you.<<towelup>>
<</if>>
You arrive back at the classroom and deliver your cargo, safe and sound. The rest of the class is busy dissecting frogs. Lacking a partner, you get one all to yourself.
<<gscience>><<scienceskill>>
<br><br>
<<link [[Next|Science Lesson]]>><</link>>
<<elseif $enemyhealth lte 0>>
The <<group>> back off. "You'll get yours, <<bitch>>." They leave you alone, trying to conceal their injuries. <<tearful>> you head towards the classroom.
<br><br>
<<endcombat>>
<<if !$worn.upper.type.includes("naked") and !$worn.lower.type.includes("naked")>>
<<else>>
You make a detour to the toilets and find some towels to cover up with before anyone sees you.<<towelup>>
<</if>>
You arrive back at the classroom and deliver your cargo, safe and sound. The rest of the class is busy dissecting frogs. Lacking a partner, you get one all to yourself.
<<gscience>><<scienceskill>>
<br><br>
<<link [[Next|Science Lesson]]>><<endevent>><</link>>
<<elseif $rescue gte 2 and $alarm is 1>><<set $rescued += 1>>
An angry voice echoes from down the hall. "Let my <<girl>> go." It's Whitney, flanked by <<nnpc_his "Whitney">> friends. Your assailants tense up.<<status 1>><<gcool>>
<br><br>
The <<group>> share nervous glances with each other, weighing their odds.
<<if $delinquency lt 400 and $pillory.tenant.special.name isnot "Leighton">>
Before they can reach a decision, a second voice breaks the silence, scaring them into a sprint. They leave you on the ground.
<br><br>
<<clotheson>>
<<endcombat>>
You look up to find Leighton fast approaching, <<nnpc_his "Leighton">> glare fixed on Whitney.
<<npc Leighton>><<endevent>>
"You again. I should've known."
<br><br>
"Get your hands off me. You don't know shit!" Whitney protests as <<nnpc_hes "Whitney">> dragged to the head's office. <<tearful>> you hurry back to class.
<br><br>
<<if !$worn.upper.type.includes("naked") and !$worn.lower.type.includes("naked")>>
<<else>>
You make a detour to the toilets and find some towels to cover up with before anyone sees you.<<towelup>>
<</if>>
You arrive back at the classroom and deliver your cargo, safe and sound. The rest of the class is busy dissecting frogs. Lacking a partner, you get one all to yourself.
<<gscience>><<scienceskill>>
<br><br>
<<link [[Next|Science Lesson]]>><</link>>
<br>
<<else>>
Finally, the <<person1>><<person>> shoves you to Whitney. "Dunno what you see in this loser," <<he>> scoffs. <<He>> slinks away, <<his>> buddies following suit.
<br><br>
Whitney rolls <<nnpc_his "Whitney">> eyes. "Poseurs."
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Whitney>><<person1>>
<<link [[Next|Whitney Rescue 2]]>><<set $whitneyRescueExit to "hallways">><<set $whitneyRescueSpecial to "scienceDissection">><</link>>
<br>
<</if>>
<<elseif $rescue is 1 and $alarm is 1>><<set $rescued += 1>>
<<endevent>><<npc Leighton>><<person1>>Leighton rounds a corner, having heard your scream. The <<group>>'s demeanour changes immediately, and they are harried back to <<his>> office. <<tearful>> you head back to the classroom.
<br><br>
<<clotheson>>
<<endcombat>>
<<if !$worn.upper.type.includes("naked") and !$worn.lower.type.includes("naked")>>
<<else>>
You make a detour to the toilets and find some towels to cover up with before anyone sees you.<<towelup>>
<</if>>
You arrive back at the classroom and deliver your cargo, safe and sound. The rest of the class is busy dissecting frogs. Lacking a partner, you get one all to yourself.
<<gscience>><<scienceskill>>
<br><br>
<<link [[Next|Science Lesson]]>><</link>>
<<else>>
With the classroom in sight, the <<group>> take their leave. You hear their laughter long after they pass from view. <<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<if !$worn.upper.type.includes("naked") and !$worn.lower.type.includes("naked")>>
<<else>>
You make a detour to the toilets and find some towels to cover up with before anyone sees you.<<towelup>>
<</if>>
You arrive back at the classroom and deliver your cargo, safe and sound. The rest of the class is busy dissecting frogs. Lacking a partner, you get one all to yourself.
<<gscience>><<scienceskill>>
<br><br>
<<link [[Next|Science Lesson]]>><</link>>
<</if>><<set $outside to 0>><<set $location to "pool">><<schooleffects>><<effects>>
You swim to the side of the pool and turn around. Mason kneels and cuts through your bindings. "There. I hope another student didn't do this to you." <<He>> steps away.
<br><br>
<<endevent>>
<<link [[Next|Swimming Lesson]]>><</link>>
<br><<set $outside to 0>><<set $location to "pool">><<schooleffects>><<effects>>
<<if $speech_attitude is "meek">>
"N-no," you say. "I should stay tied up."
<<elseif $speech_attitude is "bratty">>
"Did I ask for help?" you say, glaring at the teacher.
<<else>>
"I'm fine. Thanks," you say.
<</if>>
<br><br>
Mason looks confused. "If you're sure. I don't think there's a rule forbidding bound <<if $rightarm is "bound" or $leftarm is "bound">>arm<<else>>limb<</if>>s while swimming. Just be careful, okay?"
<br><br>
<<endevent>>
<<link [[Next|Swimming Lesson]]>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You decide to give the <<person>> a closer view, and kick <<him>> in the face. <<He>> flinches, but isn't fast enough to dodge the blow. Your foot connects with <<his>> jaw and <<he>> falls out of <<his>> chair. <<His>> friends are laughing at <<him>> now.
<br><br>
<<endevent>>
<<npc Sirris>><<person1>>Sirris looks at you from across the class and sighs. "See Leighton after school," <<he>> says.
<br><br>
<<endevent>>
<<link [[Next|Science Lesson]]>><</link>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $schoolstate is "first">>
<<classRoomEarSlime "science">>
<<if $worn.upper.type.includes("naked") and $worn.lower.type.includes("naked")>>
<<outfitChecks>>
/*Check for when the pc is only wearing an overcoat*/
<<if $worn.under_upper.name isnot "naked" and $worn.under_lower.name isnot "naked">>
<<set _naked to ($worn.under_upper.type.includes("swim") or $worn.under_lower.type.includes("swim")) ? "only wearing swimwear" : "only wearing underwear">>
<<else>>
<<set _naked to "not wearing anything">>
<</if>>
<<if $worn.over_upper.name isnot "naked" and $worn.over_lower.name isnot "naked">>
As you go to hang your <<print _middleOutfit ? "$worn.over_upper.name" : "$worn.over_upper.name and $worn.over_lower.name">>, you remember that you're _naked underneath.
<</if>>
<br><br>
<<npc Sirris>><<person1>>
Sirris looks at you while you stand there. "What are you staring into space for? You can't just be wearing nothing under that coat, can you?" You don't say anything, and Sirris lowers <<his>> voice. "The head might have a spare uniform if you need one."
<br><br>
<!--<<link [[Hang up coat|]]>><<endevent>><</link>>
<br><br> good starting point for when you can go to class naked-->
<<link [[Next|Hallways]]>><<endevent>><</link>>
<br><br>
<<elseif $worn.upper.type.includes("school") and $worn.lower.type.includes("school") and $rightarm isnot "bound">>
<<if $daily.school.attended.science>>
You rejoin the science lesson,
<<if $worn.over_upper.name isnot "naked" or $worn.over_lower.name isnot "naked" or $worn.over_head.name isnot "naked">>
hang your coat at the back of the class
<<undressOverClothes "scienceClassroom">>
<</if>>
and take your seat.
<br><br>
<<link [[Next|Science Lesson]]>><<endevent>><</link>>
<br>
<<elseif Time.minute lte 5>>
<<if $daily.sydney.scienceWalk>>
<<run delete $daily.sydney.scienceWalk>>
You enter the science classroom with Sydney.
<<else>>
You enter the science classroom.
<</if>>
<<npc Sirris>><<person1>>
Sirris is preparing at the front of the room while the seats fill.
<<if $worn.over_upper.name isnot "naked" or $worn.over_lower.name isnot "naked" or $worn.over_head.name isnot "naked">>
<<undressOverClothes "scienceClassroom">>
You hang your coat at the back of the class and take your seat.
<</if>>
<br><br>
<<link [[Next|Science Lesson]]>><<endevent>><</link>>
<br>
<<else>>
<<if $daily.sydney.scienceWalk>>
<<run delete $daily.sydney.scienceWalk>>
You enter the science classroom with Sydney.
<<npc Sirris>><<person1>>
<<if $daily.school.scienceExcused is true>>
<<run delete $daily.school.scienceExcused>>
Sirris cuts off mid-sentence to regard you. "Excused tardiness, for both of you. Please take a seat." <<He>> smiles at you.
<<else>>
Sirris cuts off mid-sentence to regard you. "I'm sorry, but I'll have to record your tardiness. Both of you." Sydney looks ashamed.
<<gdelinquency>><<lspurity>>
<br><br>
<<detention 1>>
<</if>>
<<else>>
You enter the science classroom.
<<npc Sirris>><<person1>>
<<if $daily.school.scienceExcused is true>>
<<run delete $daily.school.scienceExcused>>
Sirris cuts off mid-sentence to regard you. "Excused tardiness, please take a seat." <<He>> smiles at you.
<<else>>
Sirris cuts off mid-sentence to regard you. "I'm sorry, but I'll have to record your tardiness."
<<gdelinquency>>
<br><br>
<<detention 1>>
<</if>>
<</if>>
You
<<if $worn.over_upper.name isnot "naked" or $worn.over_lower.name isnot "naked" or $worn.over_head.name isnot "naked">>
hang your coat at the back of the class and
<<undressOverClothes "scienceClassroom">>
<</if>>
take a seat as Sirris continues.
<br><br>
<<link [[Next|Science Lesson]]>><<endevent>><</link>>
<br>
<</if>>
<<elseif $rightarm is "bound" or $leftarm is "bound" or $feetuse is "bound">>
Sirris notices your bound <<if $rightarm is "bound" or $leftarm is "bound">>arms<</if>><<if ($rightarm is "bound" or $leftarm is "bound") and $feetuse is "bound">> and <</if>><<if $feetuse is "bound">>legs<</if>>. "Is this some kind of experiment? The results would be really hazardous. I can't let you do science like that. Go see the head."
<br><br>
<<link [[Next|Hallways]]>><<endevent>><</link>>
<br><br>
<<else>>
<<npc Sirris>><<person1>>
Sirris looks at your outfit as you enter. "Where's your uniform? I'm not allowed to teach you without one, you know. The head might have some spares."
<br><br>
<<link [[Next|Hallways]]>><<endevent>><</link>>
<br><br>
<</if>>
<<elseif $schoolstate is "morning">>
<<classRoomEarSlime "science">>
You enter the science classroom. No one else has arrived yet. You could use the extra time to study.
<br><br>
<<classgrades>>
<<schoolperiodtext>>
<<outfitChecks>>
<<if _overNaked and _middleNaked>>
<!-- Should be changed once naked classes are a thing -->
You don't think you should study while not being properly dressed.
<br>
<<elseif !$worn.handheld.type.includes("bookbag")>>
<span class="blue">You can't study without your bookbag.</span>
<br>
<<else>>
<<scienceicon>><<link [[Study science|Science Classroom Study]]>><</link>><<gstress>><<gscience>>
<</if>>
<br>
<<getouticon>><<link [[Leave|Hallways]]>><</link>>
<br>
<<elseif $schoollesson is 1>>
<<if $daily.school.scienceInterrupted is 1>>
<<npc Sirris>><<person1>>You enter the science classroom. Sirris cuts off mid-sentence as you enter, looking surprised, then annoyed. "You again? You can't just keep interrupting like this, shoo!" <<He>> shuts the door on you.
<<gdelinquency>>
<br><br>
<<detention 1>>
<<link [[Next|Hallways]]>><<endevent>><</link>>
<<else>>
<<npc Sirris>><<person1>>You open the door to the science classroom. Sirris cuts off mid-sentence as you enter, looking surprised. "Can I help you?" It seems you've interrupted the lesson.
<br><br>
<<if C.npc.Sydney.init is 1 and $schoolstate is "second" and $sydneyScience isnot 1>>
You spot Sydney right at the front of the class. <<nnpc_He "Sydney">> looks to you with confusion.
<br><br>
<</if>>
<<set $daily.school.scienceInterrupted to 1>>
<<link [[Apologise|Science Classroom Apology]]>><<trauma 1>><<stress 1>><</link>><<gstress>><<gtrauma>>
<br>
<<if $trauma gte 1>>
<<link [[Mock|Science Classroom Mock]]>><<status 1>><<stress -12>><</link>><<lstress>><<gcool>><<gdelinquency>>
<br>
<</if>>
<</if>>
<<else>>
You are in the science classroom. The equipment is kept securely locked away when not in use.
<br><br>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "emptyClassroom">>
<</if>>
<<storeon "scienceClassroom" "check">>
<<if _store_check is 1>>
<<storeon "scienceClassroom">>
You take your coat at the back of the class.
<br><br>
<</if>>
<<exhibitionclassroom>>
<<emptyClassroomMasturbationIntro>>
<<getouticon>><<link [[Leave the room (0:01)|Hallways]]>><<pass 1>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
Embarrassed, you apologise and leave.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You mock the teacher. "A white lab coat is a good idea <<sir>>, it'll hide the stains." Laughter erupts among the seated students.
<<if C.npc.Sydney.init is 1 and $schoolstate is "second" and $sydneyScience isnot 1>>
<<run statusCheck("Sydney")>>
<<if _sydneyStatus.includes("corrupt")>>
Even Sydney struggles to not burst into laughter.
<<else>>
Sydney's eyes widen in shock.
<</if>>
<<lspurity>>
<</if>>
<br><br>
Sirris looks exasperated. "Right. I'll have to inform the head of your behaviour, you know. Please, just go."
<<gdelinquency>>
<br><br>
<<detention 1>><<npcincr Sirris love -1>>
<<link [[Next|Hallways]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<wearProp "open textbook" "blue" "science">>
<<if $worn.over_upper.name isnot "naked" or $worn.over_lower.name isnot "naked" or $worn.over_head.name isnot "naked">>
<<undressOverClothes "scienceClassroom">>
You hang your coat at the back of the class, take your seat and read a science textbook.
<<else>>
You take a seat and read a science textbook.
<</if>>
<br><br>
<<npc Sirris>><<person1>>The classroom soon fills and Sirris arrives to begin the lesson.
<br><br>
<<if $worn.upper.type.includes("school") and $worn.lower.type.includes("school") and $rightarm isnot "bound" and $leftarm isnot "bound" and $feetuse isnot "bound">>
<<link [[Next|Science Lesson]]>><<endevent>><</link>>
<br>
<<elseif $rightarm is "bound" or $leftarm is "bound" or $feetuse is "bound">>
Sirris notices your bound <<if $rightarm is "bound" or $leftarm is "bound">>arms<</if>><<if ($rightarm is "bound" or $leftarm is "bound") and $feetuse is "bound">> and <</if>><<if $feetuse is "bound">>legs<</if>>. "Is this some kind of experiment? The results would be really dangerous. I can't let you do science like that. Go see the head."
<br><br>
<<link [[Next|Hallways]]>><<endevent>><</link>>
<br><br>
<<else>>
Sirris looks at your outfit as <<he>> enters. "Where's your uniform? I'm not allowed to teach you without one, you know. The head might have some spares."
<br><br>
<<link [[Next|Hallways]]>><<endevent>><</link>>
<br><br>
<</if>>
<<schooleffects>>
<<set _time_to_pass to 60 - Time.minute>>
<<if Time.hour is 7>>
<!-- lesson starts at 9 -->
<<set _time_to_pass += 60>>
<</if>>
<<pass _time_to_pass>>
<<schooleffects>>
<!-- add stress every 5 minutes -->
<<set _stress to Math.trunc(_time_to_pass / 5)>>
<<stress _stress>>
<!-- improve science grade with same efficiency as studying in the library -->
<<set _science to _time_to_pass / 20>>
<<scienceskill _science>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<set $daily.school.attended.science to true>>
<<if Time.weekDay is 6 and Time.minute gte 37>>
<<npc Sirris>><<person1>>
"It's time for the Friday exam," Sirris says, handing out booklets. "Don't be nervous."<<gstress>><<stress 6>>
<br><br>
<<if $arousal gte $arousalmax>>
<<set _teacher to "Sirris">>
<<orgasmLocation "classroom">>
<</if>>
<<exam science>>
<br><br>
There's a shuffle of paper as students open the first page. "No talking during the exam," Sirris adds as <<he>> sits at the front of the room. "Even if you've finished. It won't take long."
<br><br>
<<endevent>>
<<exam_cheat science>>
<<if !$daily.earSlimeCheatExam and numberOfEarSlime() and earSlimeMakingMundaneRequests() and random(0,200) gte 150 - $earSlime.corruption>>
<<set $daily.earSlimeCheatExam to true>>
<span @class="$earSlime.startedThreats ? 'lewd' : 'lblue'">You feel the slime in your head command you to cheat in the exam.</span> It promises rewards if you comply<<if $earSlime.startedThreats>>, and threatens consequences if you do not<</if>>.
<br><br>
<<link [[Obey|Science Exam]]>><<set $phase to 3>><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 2>><</link>><<gcorruption>><<lpain>><<lltrauma>><<lstress>>
<br>
<<if $earSlime.startedThreats>>
<<link [[Defy|Science Exam]]>><<set $phase to 5>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><</link>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>>
<<else>>
<<link [[Ignore|Science Exam]]>><<set $phase to 4>><</link>>
<</if>>
<br>
<<else>>
<<link [[Focus|Science Exam]]>><<stress 6>><<set $phase to 0>><<set $exam_chance += 5>><</link>><<gstress>><<passPercent 5>>
<br>
<<link [[Try to relax|Science Exam]]>><<set $phase to 1>><</link>>
<br>
<<link [[Cheat|Science Exam]]>><<set $phase to 2>><</link>><<skulduggerydifficulty>>
<</if>>
<br>
<<elseif $schoolevent is 0 and $schooleventtimer lte 0 and Time.weekDay isnot 6 and Time.minute lte 30>><<set $schoolevent += 1>><<set $schooleventtimer to 14>>
<<npc Sirris>><<person1>>"The headteacher has asked to be involved with the lesson today," Sirris says. "I know you'll all be on your best behaviour." The door opens as <<he>> finishes, and Leighton steps in.
<br><br>
<<endevent>><<npc Leighton>><<person1>><<He>> strides to the front of the class. "Thank you Sirris," <<he>> says. "Why don't you take a break?"
<br><br>
Sirris looks perplexed. "I thought you'd want my help, I've prepared-"
<br><br>
"Don't you worry. I've prepared my own plan for the lesson. Now go relax in that cafe you like."
<br><br>
<<endevent>><<npc Sirris>><<person1>>
Sirris opens <<his>> mouth to argue, but thinks better of it. "Be good," <<he>> whispers to the class on <<his>> way out.
<br><br>
<<endevent>><<npc Leighton>><<person1>>
<<link [[Next|Penis Inspection]]>><<pass 5>><</link>>
<br>
<<elseif $schoolevent is 1 and $schooleventtimer lte 0 and Time.weekDay isnot 6 and Time.minute lte 30>><<set $schoolevent += 1>><<set $schooleventtimer to 14>>
<<npc Sirris>><<person1>>"The headteacher has once again asked to take charge of the lesson," Sirris says.<<endevent>><<npc Leighton>><<person1>> "I don't know why <<hes>> taken an interest, but <<he>> seemed satisfied last time."
<br><br>
The door swings open and Leighton steps in, a smile on <<his>> face. "Thank you Sirris," <<he>> says. "I'll take it from here."
<br><br>
"Are you sure I can't assist?" Sirris asks.
<br><br>
"I'll be fine. You have a very cute class."
<br><br>
<<endevent>><<npc Sirris>><<person1>>
"O-okay." Sirris turns to the class as <<he>> leaves. "Be good," <<he>> whispers.
<br><br>
<<endevent>><<npc Leighton>><<person1>>
<<link [[Next|Pussy Inspection]]>><<pass 5>><</link>>
<br>
<<elseif $schoolevent is 2 and $schooleventtimer lte 0 and Time.weekDay isnot 6 and Time.minute lte 30>><<set $schoolevent += 1>><<set $schooleventtimer to 14>>
<<npc Sirris>><<person1>>"The headteacher has asked to take over today's lesson," Sirris says. "I hope it's not because I'm doing my job improperly."
<br><br>
<<endevent>><<npc Leighton>><<person1>>
"You're doing fine," Leighton says as <<he>> enters. "I'm just conducting government-mandated health checks."
<br><br>
"I can help with that, I have-"
<br><br>
Leighton raises <<his>> arm and Sirris fall quiet. "Go take a break. Your class will be in one piece when you return."
<br><br>
<<endevent>><<npc Sirris>><<person1>>
Sirris looks at the class as <<he>> leaves. "I won't be long," <<he>> whispers.
<br><br>
<<endevent>><<npc Leighton>><<person1>>
<<link [[Next|Breast Inspection]]>><<pass 5>><</link>>
<br>
<<elseif $stress gte $stressmax and isPregnancyEnding()>>
<<pregnancyPassout "schoolScience">>
<<else>>
<<if Time.minute lte 5>>
The science lesson begins. How do you want to conduct yourself?
<br><br>
<<classgrades>>
<<else>>
The science lesson continues. How do you want to conduct yourself?
<br><br>
<</if>>
<<if $arousal gte $arousalmax>>
<<set _teacher to "Sirris">>
<<orgasmLocation "classroom">>
<</if>>
<<scienceicon>><<link [[Focus on the lesson|Science Lesson Focus]]>><</link>><<gstress>><<gscience>>
<br>
<<socialiseicon>><<link [[Socialise with classmates|Science Lesson Socialise]]>><</link>><<gcool>><<ltrauma>><<lstress>><<gharass>>
<br>
<<daydreamicon>><<link [[Daydream|Science Lesson Daydream]]>><</link>><<lstress>> <<lharass>>
<br>
<<if $tiredness gte (C.tiredness.max / 5) * 3>>
<<bedicon "zzz">><<link [[Sleep at your desk|Science Lesson Sleep]]>><</link>><<ltiredness>>
<br>
<</if>>
<<if hasSexStat("exhibitionism", 4)>>
<<skinicon "masturbate">><<link [[Masturbate|Science Lesson Masturbate]]>><<set $masturbationstart to 1>><</link>><<exhibitionist4>>
<br>
<</if>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<towelup>>
<<if $cool gte ($coolmax / 5 * 2)>>
You do the bare minimum of work, focusing instead on trying to endear yourself to your classmates. You soon become the centre of attention.
<<elseif $cool gte ($coolmax / 5)>>
You do the bare minimum of work, focusing instead on trying to endear yourself to your classmates.
<<else>>
You do the bare minimum of work, focusing instead on trying to endear yourself to your classmates. Most avoid interacting with you.
<</if>>
<br><br>
<<status 1>>
<<advancelesson>>
<<set _stress to _lesson_progress * -1>>
<<stress _stress>>
<<set _trauma to _lesson_progress * -0.5>>
<<trauma _trauma>>
<<if $phase is 1>>
<<lessonEnd "scienceClassroom">>
<<else>>
<<lessonEvents "science">>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<towelup>>
<<if $trauma gte (($traumamax / 10) * 7)>>
You keep to yourself, afraid that one wrong move will result in the whole class molesting you.
<<elseif $trauma gte (($traumamax / 10) * 2)>>
You focus on your own thoughts, trying to keep the creeping anxiety at bay.
<<else>>
You don't really pay attention to the lesson, instead idly staring out the window and thinking about what you'll do after school.
<</if>>
<br><br>
<<advancelesson>>
<<set _stress to _lesson_progress * -1>>
<<stress _stress>>
<<set _tiredness to _lesson_progress * -0.5>>
<<tiredness _tiredness>>
<<if $phase is 1>>
<<lessonEnd "scienceClassroom">>
<<else>>
<<lessonEvents "science" 2>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<towelup>>
You focus on listening to the teacher and studying the material. It's hard going, but you think you're making progress.
<br><br>
<<advancelesson>>
<<scienceskill _lesson_progress>>
<<stress _lesson_progress>>
<<if $phase is 1>>
<<lessonEnd "scienceClassroom">>
<<else>>
<<lessonEvents "science" 0.5>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You rest your head on the desk while Sirris <<print either("lectures about anatomy", "puts on a video about human reproduction", "enthusiastically talks about nature", "calls a student up to the front of the room")>>. Your eyes soon close, just for a moment, before you open them again. You struggle to stay awake, but the desk is just too comfy.
<br><br>
<<towelup>>
<<tiredness -12>>
<<advancelesson>>
<<if $phase is 1>>
<<lessonEnd "scienceClassroom" "sleep">>
<<else>>
<<eventssciencesleep>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<set $timer to 18>>
<<enableSchoolRescue "delinquency">>
<<if $swimall is 1>>
<<npcexpose>>
<</if>>
The <<person2>><<person>> continues to fondle your butt while the <<person1>><<person>> bends down to your chest.
<<if $worn.upper.exposed gte 2 and $worn.under_upper.exposed gte 1>>
Without breaking eye contact, <<he>> gently licks your <<nipple>> with the tip of <<his>> tongue.
<<elseif $worn.upper.exposed gte 2>>
Without breaking eye contact, <<he>> gently licks your <<nipple>> through your $worn.under_upper.name with the tip of <<his>> tongue.
<<else>>
Without breaking eye contact, <<he>> gently licks your <<nipple>> through your $worn.upper.name with the tip of <<his>> tongue.
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate "<span class='red'>Mason ignores you, likely due to your reputation as a delinquent.</span>">>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or $timer lte 0>>
<span id="next"><<link [[Next|Events Swimming Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Events Swimming Molestation]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "pool">><<schooleffects>><<effects>>
The <<person2>><<person>> continues to fondle your butt while the <<person1>><<person>> bends down to your chest.
<<if $worn.upper.exposed gte 2 and $worn.under_upper.exposed gte 1>>
Without breaking eye contact, <<he>> gently licks your <<nipple>> with the tip of <<his>> tongue.
<<elseif $worn.upper.exposed gte 2>>
Without breaking eye contact, <<he>> gently licks your <<nipple>> through your $worn.under_upper.name with the tip of <<his>> tongue.
<<else>>
Without breaking eye contact, <<he>> gently licks your <<nipple>> through your $worn.upper.name with the tip of <<his>> tongue.
<</if>>
<<He>> is soon interrupted however. When Mason finishes dealing with the commotion, both move away from you, the <<person2>><<person>> giving a parting pinch as <<he>> does.
<br><br>
<<link [[Next|Swimming Lesson]]>><<endevent>><</link>>
<br><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The pair come to their senses after a moment, and swim away from you, looking a little guilty.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Swimming Lesson]]>><</link>>
<<elseif $enemyhealth lte 0>>
The <<person1>><<person>> recoils in pain and glares at you. <<He>> swims away, taking the <<person2>><<person>><<person1>> with <<him>>.
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Swimming Lesson]]>><</link>>
<<elseif $alarm is 1 and $rescue is 1>>
<<set $rescued += 1>>
<<if $delinquency gte 200>>
Your cry attracts Mason's attention. "I knew it would have something to do with you. Stop harassing the other students." The teacher gives your protests no heed.
<<gdelinquency>><<detention 1>>
<<else>>
Your cry attracts Mason's attention. The teacher glares at the pair and herds them away from you.
<</if>>
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Swimming Lesson]]>><</link>>
<<else>>
Mason finishes breaking up the fight, and the pair leave you alone.
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Swimming Lesson]]>><</link>>
<</if>><<set $outside to 0>><<set $location to "pool">><<schooleffects>><<effects>>
The <<person>> shrugs, then tosses the fabric into the skimmer, where it vanishes with a tearing noise.
<<underlowerruined>><<underupperruined>>
<br><br>
<<link [[Next|Swimming Lesson]]>><<endevent>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<if $swimall is 1>>
<<npcexpose>>
<</if>>
<<enableSchoolRescue "delinquency">>
The <<person>> swims right up to you.
<br><br>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate "<span class='red'>Mason ignores you, likely due to your reputation as a delinquent.</span>">>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Events Swimming Molestation Single Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Events Swimming Molestation Single]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Here you go." <<He>> tosses your clothes to the side. You swim over and restore your dignity. When you turn, the <<person>> is gone.
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Swimming Lesson]]>><</link>>
<<elseif $enemyhealth lte 0>>
The <<person>> recoils in pain and glares at you. <<He>> tries to swim away, but you grab the clothes still held in <<his>> hand. You win the ensuing battle, and quickly dress. When you turn, the <<person>> is gone.
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Swimming Lesson]]>><</link>>
<<elseif $alarm is 1 and $rescue is 1>>
<<set $rescued += 1>>
<<if $delinquency gte 200>>
Your cry attracts Mason's attention. "I knew it would have something to do with you. Stop harassing the other students. And put your clothes back on, for heaven's sake." The <<person>> is nowhere to be seen, but they left your clothes floating on the water.
<<gdelinquency>><<detention 1>>
<<else>>
Your cry attracts Mason's attention. The teacher glares at the <<person>>. "Give those clothes back, right now. You're in serious trouble. Get changed and go to the head's office." You dress before any more attention is attracted to your predicament.
<</if>>
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Swimming Lesson]]>><</link>>
<</if>><<set $outside to 0>><<set $location to "pool">><<schooleffects>><<effects>>
<<flaunting>> you stretch languidly as you approach the platform, hiding nothing. You <<swimmingtext>> dive into the water to the sound of whistles and applause.
<<gswimming>><<exhibitionism5>><<swimmingskilluse>>
<br><br>
<<link [[Next|Swimming Lesson]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "pool">><<schooleffects>><<effects>>
You decide to just get it over with.
<<if $leftarm is "bound" and $rightarm is "bound">>
Bound and unable to cover yourself, you instead face away from your audience. You jump backwards into the water, which is not what you are supposed to do but Mason won't fault you given the circumstance.
<<else>>
You cover your <<lewdness>> as you approach the platform, intensely aware of all the eyes probing you. You jump into the water, not a spectacular performance but Mason won't fault you given the circumstance.
<</if>>
Once concealed beneath the water, Mason manages to regain some control over the class, and pulls most attention away from you.
<br><br>
<<link [[Next|Swimming Lesson]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "pool">><<schooleffects>><<effects>>
Overwhelmed, you turn and flee from the room, chased by jeers and laughter.
<br><br>
<<if $player.gender_appearance is "m">>
<<link [[Next|School Boy Changing Room]]>><<endevent>><</link>>
<<else>>
<<link [[Next|School Girl Changing Room]]>><<endevent>><</link>>
<</if>><<set $outside to 0>><<set $location to "pool">><<schooleffects>><<effects>>
You swim right up to the <<person>>, and tell <<him>> to leave you alone. "S-sorry," <<he>> says, staring at <<his>> feet.<<endevent>><<npc Mason>><<person1>> You turn away, and see Mason staring at you disapprovingly. "I don't want to catch you picking on the other students again," <<he>> says. <<He>> refuses to hear your side of the story.
<br><br>
<<link [[Next|Swimming Lesson]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "pool">><<schooleffects>><<effects>>
<<if $rng gte 81>>
You try to ignore the <<person>>, but <<he>> persists, moving closer to you as <<he>> becomes more confident. <<He>> soon works up the courage to reach out and touch you.
<br><br>
<<link [[Next|Events Swimming Stalk Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
The <<person>> continues to follow for a short while, before becoming distracted by someone else.
<br><br>
<<link [[Next|Swimming Lesson]]>><<endevent>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<if $swimall is 1>>
<<npcexpose>>
<</if>>
<<enableSchoolRescue "delinquency">>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate "<span class='red'>Mason ignores you, likely due to your reputation as a delinquent.</span>">>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Events Swimming Stalk Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Events Swimming Stalk Molestation]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> swims away without a word.
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Swimming Lesson]]>><</link>>
<<elseif $enemyhealth lte 0>>
The <<person>> recoils in pain and backs away from you. <<tearful>> you seize the chance and escape.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Swimming Lesson]]>><</link>>
<<elseif $alarm is 1 and $rescue is 1>>
<<set $rescued += 1>>
<<if $delinquency gte 200>>
Your cry attracts Mason's attention. "I knew it would have something to do with you. Stop harassing the other students," the <<person>> goes along with it, not wanting to get in trouble.
<<gdelinquency>><<detention 1>>
<<else>>
Your cry attracts Mason's attention. The teacher glares at the <<person>>. "You're in serious trouble, get changed and go to the head's office," the <<person>> looks about to cry.
<</if>>
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Swimming Lesson]]>><</link>>
<</if>><<set $outside to 0>><<set $location to "pool">><<schooleffects>><<effects>>
<<if $swimmingSuccess>>
You disappear beneath the water and swim away from them. They try to keep up, but tire and instead hunt for easier prey.
<br><br>
<<link [[Next|Swimming Lesson]]>><<endevent>><</link>>
<br>
<<else>>
<<if $exposed gte 1>>
You try to swim away, <span class="red">but they catch up</span>, grabbing and surrounding you. The <<person>> grins at you. "This pervert think <<pshe>> can expose <<pherself>> in public without consequences. Let's teach <<phim>> a lesson."
<br><br>
<<link [[Next|Events Swimming Nude Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You try to swim away, <span class="red">but they catch up</span>, grabbing and surrounding you. The <<person>> grins at you. "How ungrateful!" <<He>> runs <<his>> fingers along the seam of your $worn.under_lower.name. "I think I know how to remind you of your place."
<br><br>
<<link [[Next|Events Swimming Strip Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<</if>><<set $outside to 0>><<set $location to "pool">><<schooleffects>><<effects>>
They continue to harass you for a short while, before going after someone else.
<br><br>
<<link [[Next|Swimming Lesson]]>><<endevent>><</link>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<if $swimall is 1>>
<<npcexpose>>
<</if>>
<<enableSchoolRescue "delinquency">>
<<set $timer to 20>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate "<span class='red'>Mason ignores you, likely due to your reputation as a delinquent.</span>">>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or $timer lte 0>>
<span id="next"><<link [[Next|Events Swimming Nude Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Events Swimming Nude Molestation]]>><</link>></span><<nexttext>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<npcstrip>>
<<if $swimall is 1>>
<<npcexpose>>
<</if>>
<<enableSchoolRescue "delinquency">>
<<set $timer to 20>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate "<span class='red'>Mason ignores you, likely due to your reputation as a delinquent.</span>">>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or $timer lte 0 or ($worn.under_upper.type.includes("naked") and $worn.under_lower.type.includes("naked"))>>
<span id="next"><<link [[Next|Events Swimming Strip Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Events Swimming Strip Molestation]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The <<person1>><<person>> and <<person2>><<person>> high five each other, then leave you lying in the water.
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Swimming Lesson]]>><</link>>
<<elseif $enemyhealth lte 0>>
The trio recoil in pain and back away from you. <<tearful>> you seize the chance and escape.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Swimming Lesson]]>><</link>>
<<elseif $alarm is 1 and $rescue is 1>>
<<set $rescued += 1>>
<<if $delinquency gte 200>>
Your cry attracts Mason's attention. "I knew it would have something to do with you. Stop harassing the other students." The trio go along with it, struggling to suppress their smiles.
<<gdelinquency>><<detention 1>>
<<else>>
Your cry attracts Mason's attention. The teacher glares at the trio. "You're in serious trouble, get changed and go to the head's office." The group leave the pool, chatting and laughing.
<</if>>
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Swimming Lesson]]>><</link>>
<<elseif $timer lte 0>>
You hear Mason's voice. "What's happening over there?" They play innocent. "Nothing!" the <<person3>><<person>> says. Mason looks at them with suspicion, but doesn't say anything else. Your attackers move away from you, not wanting to get in trouble.
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Swimming Lesson]]>><</link>>
<<else>>
The <<person1>><<person>> holds your clothing above <<his>> head. When you swim over to try to get it back, <<he>> throws it to the <<person2>><<person>>, who throws it to the <<person3>><<person>>, the three of them laughing all the while. "This is fun, but I've got an idea," the <<person>> says. Instead of throwing your clothing to one of <<his>> friends, <<he>> chucks it into a nearby skimmer, where it disappears with a tearing noise. "There. Maybe you'll show us some respect in the future." Satisfied, they swim away to find someone else to harass, leaving you naked in the middle of the pool.
<<set $stealtextskip to 1>>
<br><br>
<<stealclothes>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Swimming Lesson]]>><</link>>
<br>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The <<person1>><<person>> and <<person2>><<person>> high five each other, then leave you lying in the water.
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Swimming Lesson]]>><</link>>
<<elseif $enemyhealth lte 0>>
The trio recoil in pain and back away from you. <<tearful>> you seize the chance to escape.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Swimming Lesson]]>><</link>>
<<elseif $alarm is 1 and $rescue is 1>>
<<set $rescued += 1>>
<<if $delinquency gte 200>>
Your cry attracts Mason's attention. "I knew it would have something to do with you. Stop harassing the other students." The trio go along with it, struggling to suppress their smiles.
<<gdelinquency>><<detention 1>>
<<else>>
Your cry attracts Mason's attention. The teacher glares at the trio. "You're in serious trouble, get changed and go to the head's office." The group leave the pool, chatting and laughing.
<</if>>
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Swimming Lesson]]>><</link>>
<<else>>
You hear Mason's voice. "What's happening over there?" They play innocent. "Nothing!" the <<person3>><<person>> says. Mason looks at them with suspicion, but doesn't say anything else. Your attackers move away from you, not wanting to get in trouble.
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Swimming Lesson]]>><</link>>
<</if>><<set $outside to 0>><<set $location to "pool">><<schooleffects>><<effects>>
<<if $delinquency gte 400>>
<<endevent>><<npc Mason>><<person1>>You shove the pair aside. They cry out in surprise, attracting Mason's attention. "I knew it would have something to do with you. Stop harassing the other students." <<He>> doesn't give your protests any heed.
<<gdelinquency>><<detention 1>>
<br><br>
<<link [[Next|Swimming Lesson]]>><<endevent>><</link>>
<br>
<<else>>
<<endevent>><<npc Mason>><<person1>>You shove the pair aside. They cry out in surprise, attracting Mason's attention. <<He>> looks at the pair. "You two again. Stop harassing the other students." <<He>> herds them away from you.
<br><br>
<<link [[Next|Swimming Lesson]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "pool">><<schooleffects>><<effects>>
<<if $phase is 1>>The <<person>>
<<if $rng gte 80>>
dives elegantly
<<elseif $rng gte 60>>
bellyflops painfully
<<elseif $rng gte 40>>
dives competently
<<elseif $rng gte 20>>
jumps quickly
<<else>>
splashes clumsily
<</if>>
into the water.
<<if $rng gte 60>>
A number of people <<if $rng lt 80>>sarcastically<</if>>
applaud.
<</if>>
<<if $rng % 4 is 0 and $swimall is 1>>
Several blush while staring at the <<person>>'s genitals.
<<elseif $rng % 4 is 0>>
Unfortunately, <<he>> lost <<his>> swimwear during the dive. A couple of students start to harass <<him>>.
<</if>>
<br><br>
You continue with your swim.
<br><br>
<<link [[Next|Swimming Lesson]]>><<endevent>><</link>>
<br>
<<elseif $phase is 2>>/*secret dive*/
Mason starts to demonstrate a swimming technique by the poolside.
<<if $awareness gte 200 or ($rng % 3 is 0)>>
<<if $awareness gte 300 or currentSkillValue('skulduggery') gte 400>>
Detecting that Mason is trying to distract you from something,
<<else>>
<<if $rng % 2>>Hearing a noise behind you,<<else>>Noticing Mason's glance behind you,<</if>>
<</if>>you turn around to see the <<person>> climbing naked onto the diving board.
<br><br>
<<link [[Look away|Events Swimming NPC Nude Dive]]>><<set $phase to 1>><</link>>
<br>
<<link [[Watch|Events Swimming NPC Nude Dive]]>><<set $phase to 2>><</link>><<garousal>>
<br>
<<link [[Attract attention|Events Swimming NPC Nude Dive]]>><<set $phase to 3>><</link>><<gcool>>
<br>
<<else>>
It's interesting. A moment later, you hear a splash behind you.
<br>
It seems the <<person>> dived while no one was looking. How odd.
<br><br>
You continue with your swim.
<br><br>
<<link [[Next|Swimming Lesson]]>><<endevent>><</link>>
<br>
<</if>>
<<elseif $phase is 3>>The <<person>> climbs naked onto the diving board, and then
<<if $rng gte 80>>
dives elegantly
<<elseif $rng gte 60>>
bellyflops painfully
<<elseif $rng gte 40>>
dives competently
<<elseif $rng gte 20>>
jumps quickly
<<else>>
splashes clumsily
<</if>>
into the water. <<if $rng gte 60>>A number of people applaud.<</if>>
<<if hasSexStat("exhibitionism", 3) and $exposed isnot 2>>
<br><br>
Imagining yourself exposed like that excites you.
<<garousal>><<arousal 3>>
<</if>>
<br><br>
<<link [[Next|Swimming Lesson]]>><<endevent>><</link>>
<br>
<<else>>
Gravity briefly inverts sending <<him>> flailing into the roof before dropping <<him>> haplessly into the pool. (This is an error, please report)/*error*/
<br><br>
<<link [[Next|Swimming Lesson]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "pool">><<schooleffects>><<effects>>
<<rng>>
<<if $rng gte 80>>
<<set _dives_into to "dives elegantly into">>
<<elseif $rng gte 60>>
<<set _dives_into to "dives into">>
<<elseif $rng gte 40>>
<<set _dives_into to "bellyflops painfully against">>
<<elseif $rng gte 20>>
<<set _dives_into to "jumps quickly into">>
<<else>>
<<set _dives_into to "splashes clumsily into">>
<</if>>
<<if $phase is 1>>
You look back to Mason and continue listening. A moment later, you hear a splash behind. The <<person>> dived while no one was looking.
<br><br>
Mason soon finishes and you continue with your swim.
<<elseif $phase is 2>>
Your eyes explore the <<persons>> naked body as <<he>> creeps along the board and then _dives_into the pool.
<<arousal 300>>
<br><br>
Soon after, Mason finishes the demonstration and you continue with your swim.
<<elseif $phase is 3>>
"Teacher! Look at that <<personsimple>>!" you shout, pointing. "<<Hes>> not wearing anything!"<<status 1>>
<br>
The entire class turn around to gawk at the <<person>>.
<<if $rng % 2>>
Resolute, <<he>> sets <<his>> jaw, and walks to the end of the diving board. After a brief hesitation, <<he>> _dives_into the water.
<<else>>
<<He>> turns bright red and runs away.
<</if>>
<<if hasSexStat("exhibitionism", 3) and $exposed isnot 2>>
<br><br>
Imagining yourself exposed like that excites you.
<<garousal>><<arousal 300>>
<</if>>
<</if>>
<br><br>
<<link [[Next|Swimming Lesson]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "pool">><<schooleffects>><<effects>>
<<switch $phase>>
<<case "Hiss">>
You scratch the <<personsimple>>'s hand. "<<= $speech_attitude is "bratty" ? "Get your hands off me" : "Don't touch me">>," you hiss.
<br><br>
"Ouch! I was just curious..." The <<personsimple>> pouts and swims away.
<<case "Whack">>
You swing your tail irritably, whacking away the <<personsimple>>'s hand. "<<= $speech_attitude is "bratty" ? "Stop bothering me, or I'll headbutt you" : "Don't touch me">>." You scowl at <<him>>.
<br><br>
"Ouch, you jerk. I was just curious." The <<personsimple>> frowns and swims away.
<<case "Splash">>
You flap your wings wildly, splashing water on the <<personsimple>>. "<<= $speech_attitude is "bratty" ? "Do that again, and I'll slap you" : "Don't touch me">>." You glare at <<him>>.
<br><br>
The <<personsimple>> coughs. "What the fuck? You weirdo, I got water in my nose!" <<He>> shoots you a glare before swimming away.
<<case "Growl">>
You bare your <<if $transformationParts.traits.fangs isnot "disabled">>fangs<<else>>teeth<</if>> at the <<personsimple>>, letting out a low growl. "<<= $speech_attitude is "bratty" ? "Take your hands off me, or I'll bite you" : "Don't touch me">>," you snarl.
<br><br>
"Okay, okay. Geez. I was just curious." The <<personsimple>> looks at you strangely before swimming away.
<<case "Wiggle">>
You shake your butt provocatively. "Hey, you missed my ass," you purr. "It's over here." You wrap the length of your tail around the <<personsimple>>'s hand and pull it close. <<garousal>><<arousal 200 "bottom">>
<br><br>
Lust flashes through the <<personsimple>>'s eyes, and <<he>> eagerly gropes your <<bottom>>. You clutch the side of the pool as you press back into <<his>> hands. You glance over your shoulder to find <<his>> cheeks flushed with arousal.
<<if $NPCList[0].penis isnot "none">>
<<His>> rock-hard $NPCList[0].penisdesc <<= $swimall is 1 ? "is on full display, impossible to hide when swimming nude" : "strains against the front of <<his>> swimsuit">>.
<<else>>
<<Hes>> fondling <<his>> $NPCList[0].breastdesc as surreptitiously as <<he>> can. The stiff buds of <<his>> nipples <<= $swimall isnot 1 and $NPCList[0].pronoun is "f" ? "visibly poke through <<his>> swimsuit" : "are on full display">>.
<</if>>
<br><br>
A classmate notices and loudly points out how hard <<he>> is, and <<he>> pulls away from you as if <<hes>> been burned. You smile with satisfaction and swim off, leaving <<him>> to explain <<himself>> to Mason.
<<default>>
<<set _tf to checkTFparts()>>
You stay silent and try to ignore the <<personsimple>>. <<He>> grabs your tail again and <<= _tf.birdTail ? "ruffles the feathers" : "swishes it around in the water">>. <<He>> harasses you for a few more moments before losing interest and swimming off. <<gstress>><<stress 6>>
<</switch>>
<br><br>
<<link [[Next|Swimming Lesson]]>><<endevent>><</link>><!-- no effects, this is included not called -->
<<if $exposed gte 2 and $swimall is 1>>
<<set $cstate to "fine">>
<<elseif $exposed gte 2 and $swimall isnot 1>>
<<if $swimnudecounter is 0>>
<<set $cstate to "naked">>
<<else>>
<<set $cstate to "fine">>
<</if>>
<<elseif $swimall is 1>>
<<if $exposed gte 2>>
<<set $cstate to "fine">>
<<else>>
<<set $cstate to "clothed">>
<</if>>
<<elseif ($worn.under_lower.type.includes("swim") or $worn.lower.type.includes("swim"))
and ($worn.under_upper.type.includes("swim") or $worn.upper.type.includes("swim") or ($worn.under_upper.type.includes("naked") and $worn.upper.type.includes("naked") and ($player.gender_appearance is "m" or $daily.swimCrossdressPermission)))
and (($worn.upper.type.includes("naked") or $worn.upper.type.includes("swim")) and ($worn.lower.type.includes("naked") or $worn.lower.type.includes("swim")))>>
<<set $cstate to "fine">>
<<else>>
<<set $cstate to "wrong">>
<</if>>
<<if $cstate is "nakedfirst">>
<<npc Mason>><<person1>>
<<schoolpoolexposed>>
<!-- no asking to swin naked here, you're late -->
<!-- detention 6 already is in the widget -->
<<else>>
<<npc Mason>><<person1>>You enter the swimming pool room.
<br><br>
<<if $rng gte 50>>
Mason and the class are in the water.
<<elseif $rng gte 25>>
Mason stands by the pool explaining something to the class.
<<elseif $rng gte 5 or $swimall is 1>>
Mason is demonstrating a swimming technique by the poolside.
<<else>>
The class is in the pool but Mason is nowhere to be seen. After a moment <<he>> enters through a side door with a
<<print either("swimsuit", "pair of swim shorts")>> in <<his>> hand. <<He>> hands it to a <<generatey2>><<person2>><<person>><<person1>> in the water before
<<he>> turns to you.
<</if>>
<<rng>>
<<if $daily.school.swimmingExcused>>
<<run delete $daily.school.swimmingExcused>>
"There you are," <<he>> says. "You've been excused, but you're a bit too late to join in."
<br><br>
<<He>> nods to a seat in the corner. "Why don't you take a seat over there?"
<br><br>
<<link [[Sit and wait|School Swimming Late Wait]]>><<endevent>><</link>>
<br>
<<if $exposed lte 0>>
<<maleicon>><<link [[Boys' changing room|School Boy Changing Room]]>><<detention 1>><<endevent>><</link>><<gdelinquency>>
<br>
<<femaleicon>><<link [[Girls' changing room|School Girl Changing Room]]>><<detention 1>><<endevent>><</link>><<gdelinquency>>
<<elseif $exposed gte 1>>
<<maleicon>><<link [[Grab some towels and enter the boys' changing room|School Boy Changing Room]]>><<towelupm>><<detention 1>><<endevent>><</link>><<gdelinquency>>
<br>
<<femaleicon>><<link [[Grab some towels and enter the girls' changing room|School Girl Changing Room]]>><<towelup>><<detention 1>><<endevent>><</link>><<gdelinquency>>
<</if>>
<<elseif (($delinquency gte 800 and $rng lte 90) or ($delinquency gte 500 and $rng lte 50) or $daily.school.swimmingLate) and $swimall isnot 1>>
<!-- Note Mason won't do this if they are naked. Or will they? -->
"You again," <<he>> says. "I've had enough. You're Leighton's problem. Class dismissed."<<detention 2>>
<<He>> grabs your arm and guides you toward the exit<<if $exposed is 1>> without regard for your modesty<</if>>.
<<if $exposed gte 2 and ($rightarm is "bound" or $leftarm is "bound")>>
On the way out <<he>> picks up a towel from the rack and puts it around your waist.
<!-- Note: Mason's stressed so they will miss towelling up breasts -->
"I don't even want to know how you got yourself bound up," <<he>> exclaims, "you can explain that to Leighton, too."<<detention 1>>
<br><br>
<<link [[Next|School Swimming Late Detention]]>><<endevent>><<pass 2>><<towelupm>><</link>>
<<elseif $exposed gte 2>>
On the way out <<he>> picks up a towel from the rack. "Put this on," <<he>> says.
<br><br>
<<link [[Put on the towel (0:02)|School Swimming Late Detention]]>><<endevent>><<pass 2>><<towelup>><</link>>
<!-- TODO: refuse -->
<<else>>
<br><br>
<<link [[Next|School Swimming Late Detention]]>><<endevent>><<pass 2>><</link>>
<</if>>
<<elseif $rng gte 25>>
"Glad you could join us," <<he>> says. "I'm afraid you are too late to
participate.<<if $cstate isnot "fine">> And you are not even dressed
<<if $swimall is 1>><<detention 5>>'properly'<!-- Mason may be a bit miffed having to teach naked because of you --><<else>><<detention 1>>properly<</if>>.<</if>>"
<<He>> points to a chair in the corner. "Sit there and be still."<<detention 1>><<gdelinquency>>
<br><br>
<<link [[Sit and wait|School Swimming Late Wait]]>><<endevent>><</link>>
<br>
<<if $exposed lte 0>>
<<maleicon>><<link [[Boys' changing room|School Boy Changing Room]]>><<detention 1>><<endevent>><</link>><<gdelinquency>>
<br>
<<femaleicon>><<link [[Girls' changing room|School Girl Changing Room]]>><<detention 1>><<endevent>><</link>><<gdelinquency>>
<<elseif $exposed gte 1>>
<<maleicon>><<link [[Grab some towels and enter the boys' changing room|School Boy Changing Room]]>><<towelupm>><<detention 1>><<endevent>><</link>><<gdelinquency>>
<br>
<<femaleicon>><<link [[Grab some towels and enter the girls' changing room|School Girl Changing Room]]>><<towelup>><<detention 1>><<endevent>><</link>><<gdelinquency>>
<</if>>
<<elseif $rng gte 10>>
"I'm glad you could join as after all," <<he>> says. "The <<nnpc_title "Leighton">> will want a word with you."
<br><br>
<<He>> points to the exit door.<<detention 1>><<gdelinquency>>
<br><br>
<<link [[Leave (0:02)|School Pool Entrance]]>><<pass 2>><<endevent>><</link>>
<br>
<<if $exposed gte 1>>
<<maleicon>><<link [[Grab some towels and enter the boys' changing room|School Boy Changing Room]]>><<towelupm>><<detention 1>><<endevent>><</link>><<gdelinquency>>
<br>
<<femaleicon>><<link [[Grab some towels and enter the girls' changing room|School Girl Changing Room]]>><<towelup>><<detention 1>><<endevent>><</link>><<gdelinquency>>
<</if>>
<<else>>
<<He>> shakes <<his>> head <<print either("tiredly", "with resignation")>>. "Not sure why you bothered to show this late." <<He>> points towards the changing rooms.<<detention 1>>
<br><br>
<<if $exposed lte 0>>
<<maleicon>><<link [[Boys' changing room|School Boy Changing Room]]>><<endevent>><</link>>
<br>
<<femaleicon>><<link [[Girls' changing room|School Girl Changing Room]]>><<endevent>><</link>>
<<elseif $exposed gte 1>>
<<maleicon>><<link [[Grab some towels and enter the boys' changing room|School Boy Changing Room]]>><<towelupm>><<endevent>><</link>>
<br>
<<femaleicon>><<link [[Grab some towels and enter the girls' changing room|School Girl Changing Room]]>><<towelup>><<endevent>><</link>>
<</if>>
<</if>>
<</if>><<set $outside to 0>><<set $location to "pool">><<schooleffects>><<effects>>
You sit down on the chair.
<<if $exposed gte 2>>
<<if $swimall isnot 1>>
<<if hasSexStat("exhibitionism", 5)>>
Your exposed <<genitalsandbreasts is are>> on display for the whole class.<<arousal 600>>
<<else>>
You cover your exposed <<genitalsandbreasts>> with your hands.<<arousal 300>><<stress 1>>
<</if>>
<<else>>
While your exposed <<genitalsandbreasts is are>> on display for the whole class, the same
is true for everyone else here.<<arousal 100>>
<</if>>
<</if>>
You feel the stares of your classmates.<<stress 1>><<status 1>><<gcool>><!-- rulebreaker bonus -->
<br><br>
<<if $stress gte $stressmax>>
<<link [[Everything fades to black...|School Passout]]>><</link>>
<<else>>
<<link [[Wait|School Swimming Late Wait End]]>><<stress 1>><<advancetohour>><</link>><<gstress>>
<br>
<<if $exposed lte 0>>
<<maleicon>><<link [[Boys' changing room|School Boy Changing Room]]>><<detention 1>><</link>><<gdelinquency>>
<br>
<<femaleicon>><<link [[Girls' changing room|School Girl Changing Room]]>><<detention 1>><</link>><<gdelinquency>>
<<elseif $exposed gte 1>>
<<maleicon>><<link [[Grab some towels and enter the boys' changing room|School Boy Changing Room]]>><<towelupm>><<detention 1>><</link>><<gdelinquency>>
<br>
<<femaleicon>><<link [[Grab some towels and enter the girls' changing room|School Girl Changing Room]]>><<towelup>><<detention 1>><</link>><<gdelinquency>>
<</if>>
<</if>><<set $outside to 0>><<set $location to "pool">><<schooleffects>><<effects>>
The bell rings, signifying the end of the lesson.<<if $swimall is 1>> Mason hands out towels to each student as they pass, trying to avoid eye contact.<</if>>
<br><br>
<<if $exposed lte 0>>
<<maleicon>><<link [[Boys' changing room|School Boy Changing Room]]>><</link>>
<br>
<<femaleicon>><<link [[Girls' changing room|School Girl Changing Room]]>><</link>>
<<elseif $exposed gte 1>>
<<maleicon>><<link [[Grab some towels and enter the boys' changing room|School Boy Changing Room]]>><<towelupm>><</link>>
<br>
<<femaleicon>><<link [[Grab some towels and enter the girls' changing room|School Girl Changing Room]]>><<towelup>><</link>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You are in the school hallways.<<pass 2>>
<<if Time.hour gte 15>>
Classes have just ended and the hallways are full of students on their way out.
<<else>>
You hear speaking behind the various classroom doors, but some classes have just ended and students are streaming out.
<</if>>
<br><br>
Mason holds you fast and drags you towards Leighton's office.
<br><br>
<<if $exposed gte 1>>
You're steered round a corner and into a corridor full of <<peopley>>. <<covered>>
A nearby <<persony>> looks at you and <<if $exposed gte 2>>gasps in shock<<else>>snickers<</if>>.<<stress 1>>
Others have a similar reaction. As the noise grows more turn to look, until everyone is watching you.
<br><br>
<<else>>
Most students ignore you, but a <<generatey1>><<person1>><<person>> points at you. "Someone's visiting Leighton," <<he>> stage whispers
to <<his>> friends.<<stress 1>>
<br><br>
<</if>>
<<if $stress gte $stressmax>>
<<link [[Everything fades to black...|School Passout]]>><<endevent>><</link>>
<<else>>
<<link [[Walk|School Swimming Late Detention 2]]>><<endevent>><<set $phase to 1>><</link>>
<br>
<<if $exposed gte 2 and hasSexStat("exhibitionism", 5)>>
<<link [[Flaunt|School Swimming Late Detention Flaunt]]>><<endevent>><</link>><<exhibitionist5>>
<br>
<<elseif $exposed gte 1 and hasSexStat("exhibitionism", 4)>>
<<link [[Flaunt|School Swimming Late Detention Flaunt]]>><<endevent>><</link>><<exhibitionist4>>
<br>
<</if>>
<<if hasSexStat("exhibitionism", 4) and ($rightarm isnot "bound" or $leftarm isnot "bound") and $exposed lt 2>>
<<checkdroptowel>>
<<if _exlevel gte 2>>
<<link [[Drop the towel and flaunt|School Swimming Late Detention Flaunt]]>><<droptowel>><<endevent>><</link>><<exhibitionist5>>
<br>
<<elseif _exlevel>>
<<link [[Drop the towel and flaunt|School Swimming Late Detention Flaunt]]>><<droptowel>><<endevent>><</link>><<exhibitionist4>>
<br>
<</if>>
<</if>>
<<if $feetuse isnot "bound">>
<<link [[Run away|School Swimming Late Detention 2]]>><<endevent>><<set $phase to 2>><</link>><<athleticsdifficulty 100 600>>
<</if>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<flaunting>> you march down the corridor like it was a catwalk. Some look away, going red in the face.
Most though are keen to take in the sight of the <<if $worn.lower.type.includes("naked") and $worn.under_lower.type.includes("naked")>>naked<<else>>nearly naked<</if>> <<girl>> marching down the centre.
<br><br>
"Feel free to look," you announce. "There's no shame in it."<<status 5>><<arousal 50>>
<br><br>
<<if $exposed gte 2>>
<<exhibitionism5>>
<<fameexhibitionism 50>>
<<npc Mason>><<person1>>Mason is trying <<his>> best to shield your body with <<hers>>.
<br><br>
<<link [[Walk|School Swimming Late Detention 2]]>><<endevent>><<set $phase to 1>><</link>>
<br>
<<if $feetuse isnot "bound">>
<<link [[Try to bolt|School Swimming Late Detention 2]]>><<endevent>><<set $phase to 2>><</link>><<athleticsdifficulty 1 400>>
<br>
<<link [[Try to duck|School Swimming Late Detention 2]]>><<endevent>><<set $phase to 2>><</link>><<dancedifficulty 100 600>>
<</if>>
<<else>>
<<exhibitionism4>>
<<fameexhibitionism 25>>
<<npc Mason>><<person1>>Mason tightens <<his>> grip and pushes you along, trying <<his>> best to shield your body with <<hers>>.
<br><br>
<<link [[Walk|School Swimming Late Detention 2]]>><<endevent>><<set $phase to 1>><</link>>
<br>
<<if $feetuse isnot "bound">>
<<link [[Try to bolt|School Swimming Late Detention 2]]>><<endevent>><<set $phase to 2>><</link>><<athleticsdifficulty 200 1000>>
<</if>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $phase is 2 and $danceSuccess>>
With quick feet you duck out of Mason's grip and weave your way between the other students. Mason gives chase, but you
manage to hide in a nearby maintenance cupboard.
<br><br>
<<link [[Next (0:10)|Hallways]]>><<pass 10>><</link>>
<<elseif $phase is 2 and $athleticsSuccess>>
With a sudden jolt you escape Mason's grip and dive between the other students. Mason gives chase, but you
manage to hide in a nearby maintenance cupboard.
<br><br>
<<link [[Next (0:10)|Hallways]]>><<pass 10>><</link>>
<<else>>
<<if $phase is 2>>
You try to break free, but Mason's grip is too firm.<<gpain>><<pain 4>>
<br><br>
<</if>>
You are in the school hallways in front of Leighton's Office.<<pass 2>>
<<if Time.hour gte 15>>
Classes have just ended and the hallway is full of students.
<<else>>
You hear speaking behind the various classroom doors, but some classes have just ended and students are streaming out.
<</if>>
<<if $exposed gte 1>><<covered>><</if>>
<br><br>
<<if $carried.upper.name isnot "naked" or $carried.lower.name isnot "naked">> <!-- Detention scene doesn't account for you being naked, put the towel back on if you took it off -->
You put your towel back on just before
<<silently>><<clotheson>><</silently>>
<</if>>
Mason opens the Head's Office's door and pushes you in.<!-- Mason would accompany you but "School Detention" assumes you're alone -->
<br><br>
<<link [[Enter|School Detention]]>><</link>>
<br>
<<if $phase is 1 and $feetuse isnot "bound">>
<<link [[Run away|School Swimming Late Detention 2]]>><<endevent>><<set $phase to 2>><</link>><<athleticsdifficulty 200 800>>
<</if>>
<</if>><<set $outside to 0>><<set $location to "pool">><<schooleffects>><<effects>>
<<unset $previousClothes>>
<<set _masonCanUnlock to playerChastity() and $worn.genitals.origin is "Winter" and C.npc.Mason.chastityKeyCarried and !$weekly.masonChastityRemovalDeclined and !$daily.masonChastityRemovalDeclined
and getVisibleClothesList().find(o => o === V.worn.genitals) and (C.npc.Mason.love gte 10 or C.npc.Mason.lust gte 15)>>
<<if Time.minute lt 45 and $schoolstate is "fifth">>
<<classRoomEarSlime "swimming">>
<</if>>
<<if $poolroomstate is "own">>
<<if Time.minute gte 45>>
<<if $daily.school.attended.swimming>>
You enter the swimming pool room.
<br><br>
The lesson has just ended. A few stragglers are still on their way to the changing rooms. Mason is gathering up towels that have been left behind.
<br><br>
<<if $exposed lte 0>>
<<maleicon>><<link [[Boys' changing room|School Boy Changing Room]]>><</link>>
<br>
<<femaleicon>><<link [[Girls' changing room|School Girl Changing Room]]>><</link>>
<<elseif $exposed gte 1>>
<<maleicon>><<link [[Grab some towels and enter the boys' changing room|School Boy Changing Room]]>><<towelupm>><</link>>
<br>
<<femaleicon>><<link [[Grab some towels and enter the girls' changing room|School Girl Changing Room]]>><<towelup>><</link>>
<</if>>
<<else>>
<<include "School Swimming Late">>
<<set $daily.school.swimmingLate to true>><!-- still a missed lesson -->
<</if>>
<<elseif $exposed gte 2 and $swimall is 1>>
<<npc Mason>><<person1>>
<<if $daily.school.attended.swimming>>
You rejoin the swimming lesson.
<<schoolpoolmasoncheck>>
<<if _masonCanUnlock>>
<<include "Mason Chastity Prompt">>
<<else>>
<br><br>
<<link [[Next|Swimming Lesson]]>><<endevent>><</link>>
<</if>>
<br>
<<elseif Time.minute lte 5>>
You enter the swimming pool room.
Mason stands by the pool, covering <<his>> body as <<he>> tries to encourage students to stretch while the rest of the class pours in.
<<schoolpoolmasoncheck>>
<<if _masonCanUnlock>>
<<include "Mason Chastity Prompt">>
<<else>>
<br><br>
<<link [[Next|Swimming Lesson]]>><<endevent>><</link>>
<</if>>
<br>
<<else>>
You enter the swimming pool room.
Mason and the class are already in the water.
<<if $daily.school.swimmingExcused>>
<<run delete $daily.school.swimmingExcused>>
"There you are," <<he>> says, beckoning. "Don't worry, you've been excused. Come on in!"
<<else>>
"Glad you could join us!" <<he>> says, beckoning.
<<gdelinquency>><<detention 1>>
<</if>>
<br><br>
<<schoolpoolmasoncheck>>
<<if _masonCanUnlock>>
<<include "Mason Chastity Prompt">>
<<else>>
You climb into the water as Mason continues the lesson.
<br><br>
<<link [[Next|Swimming Lesson]]>><<endevent>><</link>>
<</if>>
<br>
<</if>>
<<elseif $exposed gte 2 and $swimall isnot 1>>
<<npc Mason>><<person1>>
<<schoolpoolexposed>>
<<if hasSexStat("exhibitionism", 5) and $swimall isnot 1>>
<<socialiseicon "ask">><<link [[Ask to swim naked|School Pool Ask Naked]]>><<fameexhibitionism 15>><<endevent>><<set $swimnudecounter += 1>><</link>><<exhibitionist5>>
<br>
<</if>>
<<elseif $swimall is 1>>
<<npc Mason>><<person1>>
<<if $daily.school.attended.swimming>>
You rejoin the swimming lesson.
<<schoolpoolmasoncheck>>
<br>
<<else>>
You enter the swimming pool room.
Mason stands by the pool, encouraging students to stretch while waiting for the rest of the class.
<</if>>
<<if $exposed gte 2>>
<br>
<<if _masonCanUnlock>>
<<include "Mason Chastity Prompt">>
<<else>>
<br><br>
<<link [[Next|Swimming Lesson]]>><<endevent>><</link>>
<</if>>
<<else>>
<br><br>
<<He>> glares at you. "So, thanks to a certain someone, I'm not allowed to let you in the pool unless you're all nude."
<br><br>
<<link [[Swim naked|Swimming Lesson]]>><<schoolpoolundress>><<endevent>><</link>>
<</if>>
<<elseif ($worn.under_lower.type.includes("swim") or $worn.lower.type.includes("swim"))
and ($worn.under_upper.type.includes("swim") or $worn.upper.type.includes("swim") or ($worn.under_upper.type.includes("naked") and $worn.upper.type.includes("naked") and ($player.gender_appearance is "m" or $daily.swimCrossdressPermission)))
and (($worn.upper.type.includes("naked") or $worn.upper.type.includes("swim")) and ($worn.lower.type.includes("naked") or $worn.lower.type.includes("swim")))>>
<<npc Mason>><<person1>>
<<if $daily.school.attended.swimming>>
You rejoin the swimming lesson.
<<schoolpoolmasoncheck>>
<<if _masonCanUnlock>>
<<include "Mason Chastity Prompt">>
<<else>>
<br><br>
<<link [[Next|Swimming Lesson]]>><<endevent>><</link>>
<</if>>
<br>
<<elseif Time.minute lte 5>>
You enter the swimming pool room.
Mason stands by the pool, encouraging students to stretch while waiting for the rest of the class.
<<schoolpoolmasoncheck>>
<<if _masonCanUnlock>>
<<include "Mason Chastity Prompt">>
<<else>>
<br><br>
<<link [[Next|Swimming Lesson]]>><<endevent>><</link>>
<</if>>
<br>
<<else>>
You enter the swimming pool room.
Mason and the class are already in the water.
<<if $daily.school.swimmingExcused>>
<<run delete $daily.school.swimmingExcused>>
"There you are," <<he>> says, beckoning. "Don't worry, you've been excused. Come on in!"
<<else>>
"Glad you could join us!" <<he>> says, beckoning.
<<gdelinquency>><<detention 1>>
<</if>>
<br><br>
<<schoolpoolmasoncheck>>
<<if _masonCanUnlock>>
<<include "Mason Chastity Prompt">>
<<else>>
You climb into the water as Mason continues the lesson.
<br><br>
<<link [[Next|Swimming Lesson]]>><<endevent>><</link>>
<</if>>
<br>
<</if>>
<<else>>
You enter the swimming pool room.
<<npc Mason>><<person1>>
<<if $daily.school.swimmingExcused>>
"You've been excused, but you still need to dress out.
<<else>>
"You can't swim dressed like that!
<</if>>
<<if _masonCanUnlock>>
<<include "Mason Chastity Prompt">>
<<else>>
Go get changed."
<br><br>
<<if hasSexStat("exhibitionism", 5) and $swimall isnot 1>>
<<socialiseicon "ask">><<link [[Ask to swim naked|School Pool Ask Naked]]>><<fameexhibitionism 15>><<endevent>><<set $swimnudecounter += 1>><</link>><<exhibitionist5>>
<br>
<</if>>
<<if $player.gender is "f" or ($player.gender is "h" and $player.gender_appearance is "f")>>
<<if !$daily.swimCrossdressPermission>>
<<socialiseicon>><<link [[Say you only have a boy's swimming costume|School Pool Wrong]]>><</link>>
<br>
<</if>>
<<else>>
<<if !$daily.swimCrossdressPermission>>
<<socialiseicon>>
<<if ($worn.upper.type.includes("naked") and $worn.under_upper.type.includes("naked")) and
($worn.lower.type.includes("swim") or ($worn.lower.type.includes("naked") and $worn.under_lower.type.includes("swim")))>>
<<link [[Say you only have a boy's swimming costume|School Pool Wrong]]>><<set $phase to 1>><</link>>
<<else>>
<<link [[Say you only have a girl's swimming costume|School Pool Wrong]]>><</link>>
<</if>>
<br>
<</if>>
<</if>>
<<socialiseicon>><<link [[Say you don't have anything to change into|School Pool Spare]]>><</link>>
<br><br>
<<maleicon>><<link [[Boys' changing room|School Boy Changing Room]]>><<endevent>><</link>>
<br>
<<femaleicon>><<link [[Girls' changing room|School Girl Changing Room]]>><<endevent>><</link>>
<br><br>
<</if>>
<</if>>
<<elseif $poolroomstate is "other">>
<<if $exposed gte 1>>
<<npc Mason>><<person1>>
<<schoolpoolexposed>>
<<else>>
You step into the pool room.
<<if $daily.school.swimmingInterrupted is 1>>
<<npc Mason>><<person1>>Mason ceases <<his>> activity and looks your way. "I've got a class to teach.
Stop bothering us." <<He>> points to the door.
<<gdelinquency>>
<br><br>
<<detention 1>>
<<maleicon>><<link [[Boys' changing room|School Boy Changing Room]]>><<endevent>><</link>>
<br>
<<femaleicon>><<link [[Girls' changing room|School Girl Changing Room]]>><<endevent>><</link>>
<br>
<<else>>
<<npc Mason>><<person1>>
Mason ceases <<his>> activity and smiles at you. "Are you lost? Or is there something you need to tell me?"
It seems you've interrupted the lesson.
<br><br>
<<set $daily.school.swimmingInterrupted to 1>>
<<link [[Apologise|Swimming Classroom Apology]]>><<trauma 1>><<stress 1>><</link>><<gstress>><<gtrauma>>
<br>
<<if $trauma gte 1>>
<<link [[Mock|Swimming Classroom Mock]]>><<status 1>><<stress -12>><</link>><<lstress>><<gcool>><<gdelinquency>>
<br>
<</if>>
<</if>>
<</if>>
<<elseif $weekly.schoolNightPoolParty is "party" and Time.hour is 6>>
<<schoolnightpoolpartyend>>
<<elseif ["changingRoom", "party"].includes($weekly.schoolNightPoolParty) and Time.dayState is "night">>
<<if $weekly.schoolNightPoolParty is "changingRoom">>
<<generates1>><<generates2>>
As you enter the pool room, you are met with a flood of naked bodies. All around you, the room is filled with the sounds of moans, kissing, and wet bodies gyrating together.
<br><br>
You recognise a couple faces in the orgy as <<= $delinquency gte 400 ? "fellow" : "known">> delinquents from your classes. A few others appear to be average students. There are, however, some faces you don't think you have seen before. Are they even from your school?
<br><br>
Despite being immersed in carnal acts, it doesn't take long for someone to spot you. Someone yelps and points at you, and soon the whole room is staring at you.
<br><br>
"Wait, who invited <<phim>>?" a <<person1>><<person>> screams.
<br><br>
"Not me!" a <<person2>><<person>> answers, <<his>> voice strained.
<br><br>
<<if $speech_attitude is "meek">>
"I... I saw you coming in," you say, your timid voice echoing in the pool room. "I saw you jumping the fence and... I got curious, and wanted to know what you were doing."
<<elseif $speech_attitude is "bratty">>
"I just followed you," you say, your loud voice echoing in the pool room. "You guys are really shitty at sneaking around. Anyway, I came in to see what the fuss was about."
<<else>>
"I just saw you guys coming in," you say. Your voice echoes in the pool room. "Noticed some of you jumping the fence, and I wanted to know what that was about."
<</if>>
<br><br>
<<if hasSexStat("promiscuity", 5) or hasSexStat("exhibitionism", 5)>>
<<link [[Ask if you can stay|School Night Pool Party]]>><</link>>
<<else>>
<span class="blue">You're not promiscuous or exhibitionist enough to stay.</span>
<</if>>
<br>
<<if $changingRoomGender is "boys">>
<<link [[Excuse yourself|School Boy Changing Room]]>><<endevent>><<set $eventskip to 1>><</link>>
<<else>>
<<link [[Excuse yourself|School Girl Changing Room]]>><<endevent>><<set $eventskip to 1>><</link>>
<</if>>
<br>
<<else>>
<<outfitChecks>>
<<if $drunk gte random(480, 1000) or $stress gte $stressmax>>
<<set $weekly.schoolNightPoolParty to false>>
A sudden wave of dizziness hits you, and soon it's like the whole room is spinning. <<if $stress gte $stressmax>>You've pushed yourself too much, and<<else>>You barely have time to wonder if all the alcohol has finally caught up to you before<</if>> your vision goes black.
<br><br>
You pass out.
<br><br>
<<link [[Next|School Night Pool Party Drunk]]>><<if $stress gte $stressmax>><<set $stress -= 2000>><</if>><</link>>
<br>
<<else>>
You're at the school pool. The delinquents are throwing a secret party. The chlorinated scent of the pool isn't enough to overpower the smell of alcohol and cum.
<br><br>
<<if !_fullyNaked>>
<<generates1>><<person1>>
A <<person>> spots you and staggers over. "What are you doing 'ere dressed like an idiot?" <<He>> laughs, tugging at your clothes, though <<he>> doesn't seem to mean any harm. "No clothes allowed! Come back after you've taken everything o-off." <<He>> leaves you alone and drunkenly walks back to <<his>> group of friends by the poolside.
<<else>>
Some students are chatting among themselves.<br>
<<socialiseicon>><<link [[Socialise|School Night Pool Party Socialise]]>><</link>>
<br><br>
All over the pool room, scenes of sexual debauchery unravel.<br>
<<investigateicon>><<link [[Look around (0:10)|School Night Pool Party Around]]>><<pass 10>><</link>>
<</if>>
<br><br>
<<maleicon>><<link [[Boys' changing room|School Boy Changing Room]]>><<endevent>><</link>>
<br>
<<femaleicon>><<link [[Girls' changing room|School Girl Changing Room]]>><<endevent>><</link>>
<br>
<</if>>
<</if>>
<<else>><!-- $poolroomstate is "empty" -->
You are in the swimming pool room. It's saturated with the smell of chlorine.
<br><br>
<<if $poolswim isnot undefined>>
<<unset $poolswim>>
You spend some time swimming.
<br><br>
<<water>>
<</if>>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "emptySwimClassroom">>
<</if>>
<<exhibitionclassroom>>
<<swimicon>><<link [[Practise swimming (0:30)|School Pool]]>><<pass 30>><<stress -6>><<tiredness 6>><<set $poolswim to 0>><<physique 3>><<swimmingskilluse>><<slimeEventEnd "swimming">><</link>><<gswimming>><<lstress>><<gtiredness>>
<br>
<<maleicon>><<link [[Boys' changing room|School Boy Changing Room]]>><<endevent>><</link>>
<br>
<<femaleicon>><<link [[Girls' changing room|School Girl Changing Room]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "pool">><<schoolpoolundress>><<schooleffects>><<effects>><<exposure>>
<<set _masonCanUnlock to playerChastity() and $worn.genitals.origin is "Winter" and C.npc.Mason.chastityKeyCarried and !$weekly.masonChastityRemovalDeclined and !$daily.masonChastityRemovalDeclined
and getVisibleClothesList().find(o => o === V.worn.genitals) and (C.npc.Mason.love gte 10 or C.npc.Mason.lust gte 15)>>
<<if $swimnudecounter lte 1>>
<<npc Mason>>
<<if $speech_attitude is "meek">>
"May I swim naked?" you ask. "The water feels nice."
<<elseif $speech_attitude is "bratty">>
"I'm swimming naked," you announce.
<<else>>
"Can I swim naked?" you ask.
<</if>>
<br><br>
<<schoolpoolmasoncheck>>
<<person1>><<His>> blush deepens as the class breaks into excitement. "F-fine," <<he>> says. <<He>> turns and does <<his>>
best to quiet the other students.
<<elseif $swimnudecounter lte 2>>
<<npc Mason>><<generatey2>>
<<if $speech_attitude is "meek">>
"May I swim naked?" you ask. "The water feels nice."
<<elseif $speech_attitude is "bratty">>
"I'm swimming naked," you announce.
<<else>>
"Can I swim naked?" you ask.
<</if>>
<br><br>
<<person1>><<His>> blush deepens as the class breaks into excitement. "A-again?" <<he>> squeaks. Before <<he>> can turn around,
a <<person2>><<person>> also leaves the changing rooms naked.
<br><br>
<<person2>>"It's unfair if only <<pshe>> gets to swim naked," <<he>> says. Mason is too stunned to respond, and lets you both enter the pool.
<<elseif $swimnudecounter lte 3>>
<<npc Mason>><<generatey2>><<generatey3>><<generatey4>>
You leave, only to see a <<person2>><<person>>, a <<person3>><<person>> and a <<person4>><<person>> are already in the room naked,
much to the enjoyment of the students in the pool and horror of Mason.
<br><br>
<<person1>>Mason's blush deepens even further as the class applauds a fourth student willing to bare it all. "More of you?"
<<he>> says, shaking <<his>> head.
<br><br>
<<if $speech_attitude is "meek">>
"I guess everyone wanted to join in," you say.
<<elseif $speech_attitude is "bratty">>
"Looks like you're outnumbered," you say.
<<else>>
"I'm not the only one who hates these swimsuits," you say.
<</if>>
<<elseif $swimnudecounter lte 4>>
<<npc Mason>><<generatey2>><<generatey3>><<generatey4>>
You enter the pool, only to see that even more students than last time are already there, naked, with a few more coming out behind you.
Maybe half the class are attending naked.
<br><br>
A <<person2>><<person>> waves at you, <<his>> legs kicking in the water at the edge, while <<person1>> Mason tries <<his>>
best to distract the clothed students from the gaggle of nude swimmers.
<<if $cool gte 80>>
<br><br>
Several of them are doing stretches at the edge of the pool, and a <<person3>><<person>> spots you,
and points you out to a <<person4>><<person>>, who both wave at you.
<</if>>
<<else>>
<<npc Mason>><<generatey2>><<generatey3>>
<<person1>>Almost the entire class is now swimming naked. A few holdouts, including a <<person2>><<person>> and a <<person3>><<person>>,
struggle to avoid looking as Mason tries to teach.
<</if>>
<br><br>
<<if _masonCanUnlock>>
<<include "Mason Chastity Prompt">>
<<else>>
<<person1>><<He>> does little to temper their excitement.
<<if $exposed gte 2>>
<<flaunting>> you feel their eyes on you as you slip into the water.
<<else>>
<<flaunting>> you feel their eyes on you as you <<nervously>> strip down to your <<lewdness>>, before slipping into the water. <<covered>>
<</if>>
<<exhibitionism5>>
<<link [[Next|Swimming Lesson]]>><<endevent>><</link>>
<</if>><<set $outside to 0>><<set $location to "pool">><<schooleffects>><<effects>><<set $swimall to 1>><<underlowerstrip>><<underupperstrip>>
Leighton demands the students strip. They do so. Then <<he>> turns and stares at Mason.
<br>
"E-even me?"
<br>
"You've lost control of your class. Be thankful I'm not firing you."
<br>
Once done, Leighton takes the swimwear and puts it in a hamper.
<br>
"Not a single one of you will swim with clothes, do you understand?" <<He>> turns to Mason. "Including you. Not with this class."
<br>
"Why?" one of the students asks.
<br>
"Blame your classmates. They wanted to skinny dip during class, now they can."
<br><br>
<<link [[Next|Swimming Lesson]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "pool">><<schooleffects>><<effects>><<set $phase to 0>>
<<set $daily.school.attended.swimming to true>>
<<if $daily.whitney.whitneyCrossdressSwimwear and Object.values($worn).find(item => item.type.includes("swim") and item.gender is "m")>>
<<run $daily.whitney.whitneyCrossdressSwimwear.push("boys swimwear")>>
<</if>>
<<if $swimnudecounter gte 10 and $swimall isnot 1>>
<<npc Leighton>><<person1>> Leighton storms into the pool room, furious. "Mason!" <<he>> shouts. "Explain this! Why is this class swimming naked?"
<br><br>
<<endevent>><<npc Mason>><<person1>>
"I-I can't..." Mason turns to you, but is lost for words. Leighton follows <<his>> gaze.
<br><br>
<<endevent>><<npc Leighton>><<person1>>
"Of course," <<he>> snarls. "Everyone out of the pool."
<br><br>
<<link [[Next|Pool Leighton Nude Punishment]]>><<pass 5>><</link>>
<<elseif $stress gte $stressmax>>
<<if isPregnancyEnding()>>
<<pregnancyPassout "schoolPool">>
<<else>>
You've pushed yourself too much.
<br><br>
<<link [[Everything fades to black...|Mason CPR]]>><<passout>><</link>>
<</if>>
<<else>>
<<if Time.weekDay is 6 and Time.minute gte 37>>
<<npc Mason>><<person1>>
"Time to show off your progress," Mason says, taking out a clipboard and a pen. "Take your positons. Any false starts will get a penalty."<<gstress>><<stress 6>>
<br><br>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "swimClassroom">>
<</if>>
<br><br>
You take your positon, and await Mason's signal. "Ready, set, go!"
<br><br>
<<endevent>>
<<link [[Focus|Swimming Exam]]>><<stress 6>><<set $phase to 0>><</link>><<gstress>>
<br>
<<link [[Try to relax|Swimming Exam]]>><<set $phase to 1>><</link>>
<br>
<<link [[Cheat|Swimming Exam]]>><<set $phase to 2>><</link>><<set $skulduggerydifficulty to 500>><<skulduggerydifficulty>>
<br>
<<else>>
<<if Time.minute lte 5>>
<<if $swimall is 1 and $exposed gte 2>>
You don't bother worrying about your <<lewdness>>, everyone is naked at this point.
<br><br>
<<elseif $exposed gte 1>>
You keep your <<lewdness>> hidden beneath the surface of the water, but you still feel vulnerable and exposed.
The rest of the class sneak looks when they think you can't see them.
<br><br>
<</if>>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "swimClassroom">>
<</if>>
The swimming lesson begins, how do you want to conduct yourself?
<br><br>
<<else>>
<<if $swimall is 1 and $exposed gte 2>>
You don't bother worrying about your <<lewdness>>, everyone is naked at this point.
<br><br>
<<elseif $exposed gte 1>>
The water helps conceal you, but you still feel exposed. The rest of the class sneak looks when they think you can't see them.
<br><br>
<</if>>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "swimClassroom">>
<</if>>
The swimming lesson continues. How do you want to conduct yourself?
<br><br>
<</if>>
<<water>>
<<swimmingicon>><<link [[Focus on the lesson|Swimming Lesson Focus]]>><</link>><<gstress>><<gswimming>><<gtiredness>>
<br>
<<socialiseicon>><<link [[Socialise with classmates|Swimming Lesson Socialise]]>><</link>><<gcool>><<ltrauma>><<lstress>><<gharass>>
<br>
<<if $exposed gte 2 and hasSexStat("exhibitionism", 5)>>
<<swimicon "back">><<link [[Practise your backstroke|Swimming Lesson Naked Backstroke]]>><</link>><<gswimming>><<gtiredness>><<exhibitionist5>>
<br>
<</if>>
<<daydreamicon>><<link [[Daydream|Swimming Lesson Daydream]]>><</link>><<lstress>><<ltiredness>> <<lharass>>
<br>
<<if hasSexStat("exhibitionism", 4)>>
<<skinicon "masturbate">><<link [[Masturbate|Swimming Lesson Masturbate]]>><<set $masturbationstart to 1>><</link>><<exhibitionist4>>
<br>
<</if>>
<</if>>
<</if>><<set $outside to 0>><<set $location to "pool">><<set $daily.swimCrossdressPermission to true>><<set _alreadyWearing to false>><<schooleffects>><<effects>>
You speak in a low voice, so only the teacher will hear you.
<<if $player.gender is "f" or ($player.gender is "h" and $player.gender_appearance is "f") or $phase is 1>>
<<if $player.gender_appearance is "f" or $genderknown.includes("Mason") or $phase is 1>>
<<set $phase to 0>>
"I only have a pair of boy's shorts, <<sir>>."
<br><br>
<<He>> blushes. "Oh. That's better than nothing.
<<if ($worn.upper.type.includes("naked") and $worn.under_upper.type.includes("naked")) and
($worn.lower.type.includes("swim") or ($worn.lower.type.includes("naked") and $worn.under_lower.type.includes("swim")))>>
Go ahead." You join the rest of the class.<<set _alreadyWearing to true>>
<<else>>
Go get changed." <<He>> turns back to <<his>> class.
<</if>>
<<else>>
"I only have a pair of boy's shorts, <<sir>>."
<br><br>
<<He>> looks at you blankly. "I don't see the..." <<He>> blushes as realisation dawns on <<his>> youthful face.
"Oh. That's better than nothing, and it's not like you have a problem dressing as a boy.
<<if ($worn.upper.type.includes("naked") and $worn.under_upper.type.includes("naked")) and
($worn.lower.type.includes("swim") or ($worn.lower.type.includes("naked") and $worn.under_lower.type.includes("swim")))>>
Go ahead." You join the rest of the class.<<set _alreadyWearing to true>>
<<else>>
Go get changed." <<He>> turns back to <<his>> class.
<</if>>
<<set $genderknown.pushUnique("Mason")>>
<</if>>
<br><br>
<<else>>
<<if $player.gender_appearance is "m" or $genderknown.includes("Mason")>>
"I only have a girl's suit, <<sir>>."
<br><br>
<<He>> blushes. "Oh. That's better than nothing. Go get changed." <<He>> turns back to <<his>> class.
<<else>>
"I only have a girl's suit, <<sir>>."
<br><br>
<<He>> looks at you blankly. "I don't see the..." <<He>> blushes as realisation dawns on <<his>> youthful face.
"Oh. That's better than nothing, and it's not like you have a problem dressing as a girl. Go get changed." <<He>> turns back to <<his>> class.
<<set $genderknown.pushUnique("Mason")>>
<</if>>
<br><br>
<</if>>
<<if _alreadyWearing>>
<<link [[Next|Swimming Lesson]]>><<endevent>><</link>>
<<else>>
<<maleicon>><<link [[Boys' changing room|School Boy Changing Room]]>><<endevent>><</link>>
<br>
<<femaleicon>><<link [[Girls' changing room|School Girl Changing Room]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "pool">><<schooleffects>><<effects>>
"I don't have a swimming costume, <<sir>>."
<br><br>
<<He>> sighs and climbs out the pool. "Come on, we might have some spares."
<br><br>
<<He>> takes you into a small room and rummages inside a cupboard.
<<if $rng gte 81 and $delinquency gte 200>>
"I'm sorry but we don't have anything to spare. You'll have to swim naked."
<br><br>
<<He>> doesn't wait for you to give voice to your anxiety. "The rest of the class will be distracted, just quietly slip into the water.
No one will be able to see anything once you're in."
<br><br>
<<link [[Accept|School Pool Nude]]>><<schoolpoolundress>><<endevent>><<exposure>><</link>>
<br>
<<link [[Refuse (0:05)|School Pool Refuse]]>><<pass 5>><<detention 6>><<endevent>><</link>><<ggdelinquency>>
<<elseif $rng gte 41 or $forcedcrossdressingdisable is "t">>
<<if $player.gender_appearance is "f">>
<<He>> produces a bundle of fabric and passes it to you.
<br><br>
"Don't be long!" <<he>> says, before leaving you alone in the room.
<br><br>
You unfurl the fabric to reveal a rather tattered swimsuit.
<br><br>
<<link [[Get changed|School Pool Crossdress]]>><<schoolpoolundress>><<spareschoolswimsuit>><<endevent>><<exposure>><<set $phase to 1>><</link>>
<<else>>
<<He>> produces a bundle of fabric and passes it to you.
<br><br>
"Don't be long!" <<he>> says, before leaving you alone in the room.
<br><br>
You unfurl the fabric to reveal a rather tattered pair of swim shorts.
<br><br>
<<link [[Get changed|School Pool Crossdress]]>><<schoolpoolundress>><<spareschoolswimshorts>><<endevent>><<exposure>><<set $phase to 0>><</link>>
<!-- A crossdressing girl may now have her assets on display, "School Pool Crossdress" will handle that -->
<</if>>
<<elseif $rng gte 1>>
<<if $player.gender_appearance is "f">>
<<He>> produces a bundle of fabric and passes it to you.
<br><br>
"Don't be long!" <<he>> says, before leaving you alone in the room.
<br><br>
You unfurl the fabric to reveal a rather tattered pair of boy's swim shorts. You rummage in the cupboard yourself, but find not a scrap of clothing.
It's the shorts or nothing.
<br><br>
<<link [[Wear the shorts|School Pool Crossdress]]>><<schoolpoolundress>><<spareschoolswimshorts>><<endevent>><<exposure>><<set $phase to 0>><</link>>
<br>
<<link [[Skip the lesson (0:05)|School Pool Refuse]]>><<pass 5>><<detention 6>><<endevent>><</link>><<ggdelinquency>>
<<else>>
<<He>> produces a bundle of fabric and passes it to you.
<br><br>
"Don't be long!" <<he>> says, before leaving you alone in the room.
<br><br>
You unfurl the fabric to reveal a rather tattered girl's swimsuit. You rummage in the cupboard yourself, but find not a scrap of clothing.
It's the swimsuit or nothing.
<br><br>
<<link [[Wear the swimsuit|School Pool Crossdress]]>><<schoolpoolundress>><<spareschoolswimsuit>><<endevent>><<exposure>><<set $phase to 1>><</link>>
<br>
<<link [[Skip the lesson (0:05)|School Pool Refuse]]>><<pass 5>><<detention 6>><<endevent>><</link>><<ggdelinquency>>
<</if>>
<</if>><<set $outside to 0>><<set $location to "pool">><<schooleffects>><<effects>>
Embarrassed, you apologise and leave.
<br><br>
<<maleicon>><<link [[Boys' changing room|School Boy Changing Room]]>><<endevent>><</link>>
<br>
<<femaleicon>><<link [[Girls' changing room|School Girl Changing Room]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "pool">><<schooleffects>><<effects>>
You mock the teacher. "Sorry for interrupting <<sir>>. I just wanted to see you in
<<if $pronoun is "f">>that tight swimsuit<<else>>those tight shorts<</if>>." A few of the students laugh, others start blushing.
<br><br>
Mason also blushes. "I-I'll pretend I didn't hear that." <<He>> points to the changing rooms, before quickly looking away from you.
<<gdelinquency>>
<br><br>
<<detention 1>><<npcincr Mason love -1>>
<<maleicon>><<link [[Boys' changing room|School Boy Changing Room]]>><<endevent>><</link>>
<br>
<<femaleicon>><<link [[Girls' changing room|School Girl Changing Room]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "pool">><<schooleffects>><<effects>>
You <<nervously>> undress and tuck your clothes away inside the cupboard. You open the door slightly and peek through the gap.
Thirty or so students, plus the teacher. You'll get in trouble if you don't join them, but can you really expose yourself in front of so many people?
<br><br>
<<link [[This was a mistake!|School Pool Refuse]]>><</link>>
<br>
<<link [[I have no choice|School Pool Nude Entry]]>><</link>><<set $outside to 0>><<set $location to "pool">><<schooleffects>><<effects>>
There's no way you're doing this. You leave the pool, clothes on and dignity intact, but refusing a teacher will have consequences.
<br><br>
<<link [[Next|School Pool Entrance]]>><</link>><<set $outside to 0>><<set $location to "pool">><<schooleffects>><<effects>>
<!-- phase 0 is shorts, 1 is a swimsuit, 2 is internal looping -->
<!-- Note that the gender_appearance may have changed with the ersatz swimwear and the player may have crossdressed before and isn't anymore -->
<<if $player.gender_appearance isnot $player.gender and $NudeGenderDC gt 0>>
<<if $phase is 2>>
<<set $phase to 0>>
You steel yourself and walk through the door, <<lewdness>> on display. You manage to get beneath the flimsy protection of the water,
but not before the rest of the class become aware of your state.
<<garousal>><<arousal 600>>
<br><br>
<<link [[Next|Swimming Lesson]]>><</link>>
<br>
<<elseif $exposed gte 1>>
You <<nervously>> undress and tuck your clothes away inside the cupboard, before slipping on the tattered <<if $phase is 1>>swimsuit<<else>>swim shorts<</if>>.
<<if $player.breastsize gt 0>>You look down at your <<breasts>>; there's no way you'll pass as a boy.<</if>> You open the door slightly and peek through the gap.
Thirty or so students, plus the teacher. You'll get in trouble if you don't join them, but can you really expose yourself in front of so many people?
<br><br>
<<link [[This was a mistake!|School Pool Refuse]]>><</link>>
<br>
<<link [[I have no choice|School Pool Crossdress]]>><<set $phase to 2>><</link>>
<<elseif $exposed lte 0>>
You <<nervously>> undress and tuck your clothes away inside the cupboard, before slipping on the tattered <<if $phase is 1>>swimsuit<<else>>swim shorts<</if>>.
<br><br>
You enter the pool room proper. A couple of heads turn, but no one gives you a second glance as you climb into the water.
<br><br>
<<link [[Next|Swimming Lesson]]>><</link>>
<br>
<</if>>
<<else>>
You slip the tattered <<if $phase is 1>>swimsuit<<else>>swim shorts<</if>> on and store your clothes in the cupboard, before heading out for the lesson.
<br><br>
<<link [[Next|Swimming Lesson]]>><</link>>
<</if>><<set $outside to 0>><<set $location to "pool">><<schooleffects>><<effects>>
You steel yourself and walk through the door, doing your best to cover your displayed <<nudity>>.
You manage to get beneath the flimsy protection of the water, but not before the rest of the class become aware of your state.
<<garousal>><<arousal 600>>
<br><br>
<<link [[Next|Swimming Lesson]]>><</link>>
<br><<set $outside to 0>><<set $location to "pool">><<schooleffects>><<water>><<effects>>
<<if $exposed lte 0 or $swimall is 1>>
You focus on following Mason's instructions and exerting yourself. It's hard going, but you think you're making progress.
<<physique 3>><<swimmingskilluse>>
<<elseif $exposed gte 1>>
You focus on following Mason's instructions and exerting yourself. Doing so while keeping your body concealed beneath the water proves to be difficult.
<<physique 3>><<swimmingskilluse>>
<</if>>
<br><br>
<<advancelesson>>
<<stress _lesson_progress>>
<<tiredness _lesson_progress>>
<<if $phase is 1>>
<<set $phase to 0>>
<<if $swimall is 1>>
The bell rings, signifying the end of the lesson.
<<if playerBellyVisible()>>
You climb out of the pool once Mason gives the go ahead, and <<nnpc_he "Mason">> sticks close by to assist you. Despite everyone being naked, no one seems concerned. A <<generatey1>><<person1>><<person>> hands out towels to the other students as they pass, trying to avoid eye contact.<<endevent>>
<<else>>
You climb out of the pool. Despite everyone being naked, no one seems concerned. Mason hands out towels to each student as they pass, trying to avoid eye contact.
<</if>>
<br><br>
<<elseif $exposed gte 1>>
The bell rings, signifying the end of the lesson.
<<if playerBellyVisible()>>
You wait as the other students leave, climbing out of the pool once Mason gives the go ahead, and <<nnpc_he "Mason">> sticks close by to assist you.
<<else>>
You wait as the other students leave.
<</if>>
Some students linger, doubtlessly hoping to get a nice view when you climb out, but Mason herds them away, giving you some privacy.
<br><br>
<<elseif $exposed lte 0>>
The bell rings, signifying the end of the lesson.
<<if playerBellyVisible()>>
You climb out of the pool once Mason gives the go ahead, and <<nnpc_he "Mason">> sticks close by to assist you.
<<else>>
You climb out of the pool.
<</if>>
<br><br>
<</if>>
<<if $exposed lte 0>>
<<maleicon>><<link [[Boys' changing room|School Boy Changing Room]]>><</link>>
<br>
<<femaleicon>><<link [[Girls' changing room|School Girl Changing Room]]>><</link>>
<br><br>
<<elseif $exposed gte 1>>
<<maleicon>><<link [[Grab some towels and enter the boys' changing room|School Boy Changing Room]]>><<towelupm>><</link>>
<br>
<<femaleicon>><<link [[Grab some towels and enter the girls' changing room|School Girl Changing Room]]>><<towelup>><</link>>
<br><br>
<</if>>
<<else>>
<<if $exposed gte 1>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (8900 - $allure)>>
<<eventsswimming>>
<<else>>
<<eventsswimmingsafe>>
<</if>>
<<elseif $exposed lte 0>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (8900 - ($allure / 5))>>
<<eventsswimming>>
<<else>>
<<eventsswimmingsafe>>
<</if>>
<</if>>
<</if>>
<<if Time.minute gte 5 and Time.minute lte 57>>
<<else>>
<<if $player.gender_appearance is "m">>
<<loitericon>><<link [[Wait for the girls to leave (0:06)|School Pool]]>><<pass 6>><</link>>
<br><br>
<</if>>
<<if $player.gender_appearance is "f">>
<<loitericon>><<link [[Wait for the boys to leave (0:06)|School Pool]]>><<pass 6>><</link>>
<br><br>
<</if>>
<</if>><<set $outside to 0>><<set $location to "pool">><<schooleffects>><<water>><<effects>>
You pay little attention to the lesson, instead opting to practise your backstroke.
<<swimmingskilluse>>
<br><br>
Your classmates gasp as they see you swimming on your back completely naked, showing off your <<if playerBellyVisible()>>pregnant belly<<if $player.penisExist and $player.vaginaExist>>,<<else>> and<</if>><</if>> <<genitals>> in the air for everyone to see.
<<exhibitionism5>>
Mason seems displeased by your choice of activity.
<<if $player.penisExist>>
<<if $player.vaginaExist>>
Some of both the <<peopley>> stare in awe of your unique set of genitals.
<<elseif $player.penissize lte 0>>
Some of the girls giggle at the sight, a few smirk. <<incgpenisinsecurity>>
<<elseif $player.penissize is 4>>
Some of the girls giggle at the sight, and a few of the boys scowl.
<<if random(1,5) gte 4>>
A couple of the boys let their eyes linger a little more than the others.
<</if>>
<<incgpenisinsecurity>>
<<else>>
Some of the students let their gaze linger a little on your naked body, and a few of the girls giggle a little at the sight.
<</if>>
<<else>>
Some of the boys giggle at the sight, and a few of the girls scowl.
<<if random(1,5) gte 4>>
A couple of the girls let their eyes linger a little more than the others.
<</if>>
<</if>>
<br><br>
<<status 1>>
<<advancelesson>>
<<set _stress to _lesson_progress * -1>>
<<stress _stress>>
<<set _trauma to _lesson_progress * -0.5>>
<<trauma _trauma>>
<<if $phase is 1>>
<<set $phase to 0>>
<<if $swimall is 1>>
The bell rings, signifying the end of the lesson. You climb out of the pool<<if playerBellyVisible()>> once Mason gives the go ahead, and <<nnpc_he "Mason">> sticks close by to assist you<</if>>. Despite everyone being naked, no one seems concerned. Mason hands out towels to each student as they pass, trying to avoid eye contact.
<br><br>
<<elseif $exposed gte 1>>
The bell rings, signifying the end of the lesson. You wait as the other students leave. Some students linger,
doubtlessly hoping to get a nice view when you climb out, but Mason herds them away, giving you some privacy.
You climb out of the pool<<if playerBellyVisible()>> once Mason gives the go ahead, and <<nnpc_he "Mason">> sticks close by to assist you<</if>>.
<br><br>
<<elseif $exposed lte 0>>
The bell rings, signifying the end of the lesson. You climb out of the pool<<if playerBellyVisible()>> once Mason gives the go ahead, and <<nnpc_he "Mason">> sticks close by to assist you<</if>>.
<br><br>
<</if>>
<<if $exposed lte 0>>
<<maleicon>><<link [[Boys' changing room|School Boy Changing Room]]>><</link>>
<br>
<<femaleicon>><<link [[Girls' changing room|School Girl Changing Room]]>><</link>>
<br><br>
<<elseif $exposed gte 1>>
<<maleicon>><<link [[Grab some towels and enter the boys' changing room|School Boy Changing Room]]>><<towelupm>><</link>>
<br>
<<femaleicon>><<link [[Grab some towels and enter the girls' changing room|School Girl Changing Room]]>><<towelup>><</link>>
<br><br>
<</if>>
<<else>>
<<if $exposed gte 1>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (8900 - ($allure / 2))>>
<<eventsswimming>>
<<else>>
<<eventsswimmingsafe>>
<</if>>
<<elseif $exposed lte 0>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (8900 - ($allure / 10))>>
<<eventsswimming>>
<<else>>
<<eventsswimmingsafe>>
<</if>>
<</if>>
<</if>><<set $outside to 0>><<set $location to "pool">><<schooleffects>><<water>><<effects>>
<<if $exposed gte 1 and $swimall isnot 1>>
You pay little attention to the lesson, instead chatting with your fellow students. Some look away bashfully when you try to engage,
but you catch them looking now and then.
<br><br>
<<elseif $exposed lte 0>>
You pay little attention to the lesson, instead chatting with your fellow students.
<br><br>
<</if>>
<<status 1>>
<<advancelesson>>
<<set _stress to _lesson_progress * -1>>
<<stress _stress>>
<<set _trauma to _lesson_progress * -0.5>>
<<trauma _trauma>>
<<if $phase is 1>>
<<set $phase to 0>>
<<if $swimall is 1>>
The bell rings, signifying the end of the lesson. You climb out of the pool. Despite everyone being naked, no one seems concerned. Mason hands out towels to each student as they pass, trying to avoid eye contact.
<br><br>
<<elseif $exposed gte 1>>
The bell rings, signifying the end of the lesson. You wait as the other students leave. Some students linger,
doubtlessly hoping to get a nice view when you climb out, but Mason herds them away, giving you some privacy.
You climb out of the pool<<if playerBellyVisible()>> once Mason gives the go ahead, and <<nnpc_he "Mason">> sticks close by to assist you<</if>>.
<br><br>
<<elseif $exposed lte 0>>
The bell rings, signifying the end of the lesson. You climb out of the pool<<if playerBellyVisible()>> once Mason gives the go ahead, and <<nnpc_he "Mason">> sticks close by to assist you<</if>>.
<br><br>
<</if>>
<<if $exposed lte 0>>
<<maleicon>><<link [[Boys' changing room|School Boy Changing Room]]>><</link>>
<br>
<<femaleicon>><<link [[Girls' changing room|School Girl Changing Room]]>><</link>>
<br><br>
<<elseif $exposed gte 1>>
<<maleicon>><<link [[Grab some towels and enter the boys' changing room|School Boy Changing Room]]>><<towelupm>><</link>>
<br>
<<femaleicon>><<link [[Grab some towels and enter the girls' changing room|School Girl Changing Room]]>><<towelup>><</link>>
<br><br>
<</if>>
<<else>>
<<if $exposed gte 1>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (8900 - ($allure * 2))>>
<<eventsswimming>>
<<else>>
<<eventsswimmingsafe>>
<</if>>
<<elseif $exposed lte 0>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (8900 - ($allure / 2))>>
<<eventsswimming>>
<<else>>
<<eventsswimmingsafe>>
<</if>>
<</if>>
<</if>><<set $outside to 0>><<set $location to "pool">><<schooleffects>><<water>><<effects>>
<<if $trauma gte (($traumamax / 10) * 7)>>
You keep to yourself, afraid that one wrong move will result in the whole class molesting you.
<<elseif $trauma gte (($traumamax / 10) * 2)>>
You focus on your own thoughts, trying to keep the creeping anxiety at bay.
<<else>>
<<if $swimall is 1>>
As vulnerable as everyone is, you don't really pay attention to the lesson, instead idly paddling and showing off your <<lewdness>>. You wonder if anyone cares.
<<elseif $exposed gte 1>>
Vulnerable as you are you don't really pay attention to the lesson, instead idly paddling and keeping your <<lewdness>> covered.
<<elseif $exposed lte 1>>
You don't really pay attention to the lesson, instead idly paddling and thinking about what you'll do after school.
<</if>>
<</if>>
<br><br>
<<status 1>>
<<advancelesson>>
<<set _stress to _lesson_progress * -1>>
<<stress _stress>>
<<set _trauma to _lesson_progress * -0.5>>
<<trauma _trauma>>
<<set _tiredness to _lesson_progress * -0.5>>
<<tiredness _tiredness>>
<<if $phase is 1>>
<<set $phase to 0>>
<<if $swimall is 1>>
The bell rings, signifying the end of the lesson. You climb out of the pool<<if playerBellyVisible()>> once Mason gives the go ahead, and <<nnpc_he "Mason">> sticks close by to assist you<</if>>. Despite everyone being naked, no one seems concerned. Mason hands out towels to each student as they pass, trying to avoid eye contact.
<br><br>
<<elseif $exposed gte 1>>
The bell rings, signifying the end of the lesson. You wait as the other students leave. Some students linger,
doubtlessly hoping to get a nice view when you climb out, but Mason herds them away, giving you some privacy.
You climb out of the pool<<if playerBellyVisible()>> once Mason gives the go ahead, and <<nnpc_he "Mason">> sticks close by to assist you<</if>>.
<br><br>
<<elseif $exposed lte 0>>
The bell rings, signifying the end of the lesson. You climb out of the pool<<if playerBellyVisible()>> once Mason gives the go ahead, and <<nnpc_he "Mason">> sticks close by to assist you<</if>>.
<br><br>
<</if>>
<<if $exposed lte 0>>
<<maleicon>><<link [[Boys' changing room|School Boy Changing Room]]>><</link>>
<br>
<<femaleicon>><<link [[Girls' changing room|School Girl Changing Room]]>><</link>>
<br><br>
<<elseif $exposed gte 1>>
<<maleicon>><<link [[Grab some towels and enter the boys' changing room|School Boy Changing Room]]>><<towelupm>><</link>>
<br>
<<femaleicon>><<link [[Grab some towels and enter the girls' changing room|School Girl Changing Room]]>><<towelup>><</link>>
<br><br>
<</if>>
<<else>>
<<if $exposed gte 1>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (8900 - ($allure / 2))>>
<<eventsswimming>>
<<else>>
<<eventsswimmingsafe>>
<</if>>
<<elseif $exposed lte 0>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (8900 - ($allure / 10))>>
<<eventsswimming>>
<<else>>
<<eventsswimmingsafe>>
<</if>>
<</if>>
<</if>><<widget "emptyClassroomMasturbationIntro">>
<<if $schoolstate.includes("noschool") or $schoolstate is "early" or $schoolstate is "late">>
The hallway, usually filled with the sounds of people walking and talking, is now in complete silence.
<<set _exhibLevel to 2>><<set _exhibNeeded to 15>>
<<if $exhibitionism gte _exhibNeeded>>
<br><br>
<span class="lewd">A lewd thought strikes you.</span>
<<if $exposed gte 2>>
Since you're already naked, maybe you could push things a bit further.
<<else>>
No one would notice if you had some fun in this empty classroom, right?
<</if>>
<</if>>
<<elseif ["morning", "lunch", "afternoon"].includes($schoolstate)>>
You can still hear the muffled sounds from the hallway.
<<if $schoolstate is "morning">>
People coming and going. Students greeting each other. Still, it should be a while before anyone comes in.
<<elseif $schoolstate is "lunch">>
People coming and going. Students talking to each other. Still, it should be a while before anyone comes in.
<<else>> <!-- afternoon -->
People going home. Students saying goodbye to each other. Still, no one should come in anymore.
<</if>>
<<set _exhibLevel to 3>><<set _exhibNeeded to 35>>
<<if $exhibitionism gte _exhibNeeded>>
<br><br>
<span class="lewd">A lewd thought strikes you.</span>
It's risky, but maybe you could have some fun before
<<if $schoolstate is "morning">>classes begin<<elseif $schoolstate is "lunch">>lunch ends<<else>>school closes<</if>>.
<</if>>
<</if>>
<br><br>
<<if $exhibitionism gte _exhibNeeded>>
<<if $exposed gte 2>>
<<skinicon "masturbate">><<link [[Masturbate|Empty Classroom Masturbation]]>><<set $masturbationstart to 1>><<exhibitionismN _exhibLevel>><</link>><<exhibitionist _exhibLevel>>
<<else>>
<<skinicon "strip">><<link [[Strip|Empty Classroom Strip]]>><<exhibitionismN _exhibLevel>><</link>><<exhibitionist _exhibLevel>>
<</if>>
<br>
<</if>>
<</widget>>
<<widget "emptyClassroomCaughtOrgasm">>
<<if $arousal gte 9000>>
The shock sets your heart racing, and it pushes you over the edge<<if $masturbationorgasm gte 1>> one last time<</if>>.
<<orgasm>><<set $masturbationorgasm += 1>>
<</if>>
<</widget>>
<<widget "emptyClassroomMasturbationDescription">>
<<set $_caught to _args[0]>> /* true or false */
<<set $_stood to ($_caught ? "stand" : "stood")>>
<<if _masturbation_semen gt 0>>
<<if _masturbation_semen gte 1000>>
Your cum covers the desks, forming large pools and numerous trails that all point back to where you $_stood. <<if !$_caught>>People will find it very hard to believe it all came from one person.<</if>>
<<elseif _masturbation_semen gte 500>>
Your cum lands across a number of desks, leaving numerous trails that all point back to where you $_stood. <<if !$_caught>>People will find it hard to believe it all came from one person.<</if>>
<<elseif _masturbation_semen gte 250>>
Your cum manages to land a good distance from where you $_stood, covering multiple desks along the way.
<<elseif _masturbation_semen gte 100>>
The desk near the front is covered in your cum.
<<else>>
There's a bit of your cum on the desk near the front.
<</if>>
<</if>>
<<if _masturbation_milk gt 0>>
<<if _masturbation_milk gte 1000>>
Your milk covers the desks near the front, and you wouldn't be surprised if some was found further back, too.
<<elseif _masturbation_milk gte 500>>
Your milk is all over the desks near the front.
<<elseif _masturbation_milk gte 250>>
Your milk has sprayed over a number of the desks.
<<elseif _masturbation_milk gte 100>>
The desk closest to where you $_stood has been sprayed with your milk.
<<else>>
The desk closest to where you $_stood is covered with drops of your milk.
<</if>>
<</if>>
<</widget>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You walk to the middle of the classroom. You can already feel
<<if $player.penisExist and $player.vaginaExist>>
your cock hardening and your pussy getting wet
<<elseif $player.penisExist>>
your cock getting hard
<<elseif $player.vaginaExist>>
your pussy getting wet
<</if>>
in anticipation of what you're about to do.
<br><br>
Piece by piece, you let your clothes fall to the floor. Soon, you're standing naked. <<clothesstrip>>
<br><br>
<<if $schoolstate.includes("noschool") or $schoolstate is "early" or $schoolstate is "late">>
The prevailing silence only serves to embolden you. Still, despite how empty the school looks, there should still be guards patrolling the building.
For a moment, you wonder what a guard would do if they caught you, but the thought only increases your arousal.
<br><br>
<<else>>
The sounds of the hallway remind you of how risky this is, but that only serves to increase your arousal.
<<if $arousal gte 10000>>
You begin to imagine what someone might do if they caught you, and that thought alone pushes you over the edge.
<<orgasm>>
<<elseif $arousal gte 9000>>
You begin to imagine what someone might do if they caught you, and that thought alone almost sends you over the edge.
<br><br>
<<else>>
A shiver goes up your spine as you begin to imagine what someone might do if they caught you.
<br><br>
<</if>>
<</if>>
You wonder if you should take things further.
<<set _exhibLevel to (Time.dayState is "night" ? 3 : 4)>>
<<if $exhibitionism gte (Time.dayState is "night" ? 35 : 55)>>
<<if $exhibitionism lt 55>> <!-- if exhibitionism gte 35 and lt 55 and it's not night -->
<span class="blue">You feel more confident doing this at night.</span>
<</if>>
<br><br>
<<skinicon "masturbate">><<link [[Masturbate|Empty Classroom Masturbation]]>><<set $masturbationstart to 1>><<exhibitionismN _exhibLevel>><</link>><<exhibitionist _exhibLevel>>
<br>
<<else>>
<span class="blue">However, you are not exhibitionistic enough to go through with it.</span> <<if hasSexStat("exhibitionism", 3)>>Maybe you should come back at night.<</if>>
<br><br>
<</if>>
<<dressasyouwereicon>><<link [[Get dressed and leave (0:01)|Hallways]]>><<pass 1>><<clotheson>><<set $eventskip to 1>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $masturbationstart is 1>>
<<set $masturbationstart to 0>>
<<set $masturbationstat += 1>>
<<set $timer to 50>><<set _justStarted to true>>
You move to the front of the classroom, leaving your clothes behind. Facing the empty desks, you ponder what you're about to do, and what others would think if they knew.
You shiver, not wanting or being able to hold back anymore.
<br><br>
<<masturbationstart>>
<<set $phase to 1>>
<<else>>
<<set $phase to 0>>
<</if>>
<<masturbationeffects>>
<<masturbationactions>>
<<if ["first","second","third","fourth","fifth"].includes($schoolstate)>>
<<set _interruption to "Empty Classroom Masturbation Finish">>
<<elseif $timer lte 0>>
<<if $schoolstate.includes("noschool") or $schoolstate is "early" or $schoolstate is "late">>
<<set _interruption to "Empty Classroom Masturbation Guard">>
<<elseif Time.hour lte 14>>
<<set _interruption to "Empty Classroom Masturbation Student">>
<<else>> <!-- lunch -->
<<set _interruption to "Empty Classroom Masturbation Janitor">>
<</if>>
<</if>>
<<if $corruptionMasturbation>>
<span class="red">The slime in your ear will not allow you to stop.</span>
<</if>>
<div id="masturbationButtons">
<<if _interruption>>
<div id="next"><<link [[Continue|_interruption]]>><<set $finish to 0>><</link>><<nexttext>></div>
<<else>>
<div id="next"><<link [[Continue|Empty Classroom Masturbation]]>><</link>><<nexttext>></div>
<</if>>
<<masturbationStopControls>>
</div>
<br><br><br><br><br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $finish is 0>>
You are interrupted by the sound of the school bell. Class will be starting any minute now.
You gather your clothes and hastily get dressed. You're lucky no one caught you. Still, the excitement was worth the risk.
<<elseif $phase is 1>>
<!-- Silly bullshit if players decide to stop masturbating immediately after they just started. -->
Actually, you are able to hold back. You gather your clothes and hastily get dressed. You're lucky no one caught you, although you barely took a risk at all. Still, the excitement was probably worth the risk? Maybe next time you'll go a bit further.
<<else>>
Deciding you've had enough, you gather your clothes and hastily get dressed. You're lucky no one caught you. Still, the excitement was worth the risk.
<</if>>
<br><br>
<<endmasturbation>>
<<endcombat>>
<<silently>><<clothesontowel>><</silently>>
<br><br>
<<if _masturbation_semen gt 0 or _masturbation_milk gt 0>>
You look back at the classroom and survey the results of your work.
<<emptyClassroomMasturbationDescription>>
<br><br>
<</if>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<generates1>><<person1>><<saveNPC 0 "masturbation_classroom_NPC">>
<<set _rng to random(1,3)>>
<<switch _rng>>
<<case 1>>
You hear the door opening. Startled, you look to find an equally stunned student looking back at you.
You both freeze in place for a moment.
<br><br>
<<emptyClassroomCaughtOrgasm>>
<<set _masturbation_semen to $masturbation_semen>><<set _masturbation_milk to $masturbation_milk>>
<<if _masturbation_semen gt 0 or _masturbation_milk gt 0>>
You look around the classroom and notice what you've done to it.
<<emptyClassroomMasturbationDescription true>>
<br><br>
<</if>>
There is no way you could explain yourself.
<br><br>
"S-Sorry!" <<He>> finally shouts, closing the door before you can say anything. You decide it's best to get dressed and leave, before others come to see what happened.
<<silently>><<clothesontowel>><</silently>>
<br><br>
<<endmasturbation>>
<<endcombat>>
<br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<case 2>>
You hear the door opening. Startled, you look to find an equally stunned student looking back at you.
You both freeze in place for a moment.
<br><br>
<<emptyClassroomCaughtOrgasm>>
<<endmasturbation>>
<<endcombat>>
<<loadNPC 0 "masturbation_classroom_NPC">><<person1>>
<<if _masturbation_semen gt 0 or _masturbation_milk gt 0>>
You look around the classroom and notice what you've done to it.
<<emptyClassroomMasturbationDescription true>>
<br><br>
<</if>>
There is no way you could explain yourself.
<br><br>
Breaking out from <<his>> stupor, the <<person>> steps into the classroom, closing the door behind <<him>>.
"Well, if the pervert wants to have some fun, I think I can help." You have nowhere to run.
<br><br>
<<link [[Next|Empty Classroom Student Molestation]]>><<set $molestationstart to 1>><<set $phase to 1>><</link>>
<br>
<<default>>
You hear the sound of a camera going off. Startled, you look at the door to find a <<person>> with <<his>> cellphone in hand.
You didn't even hear the door open.
<br><br>
<<emptyClassroomCaughtOrgasm>>
<<endmasturbation>>
<<endcombat>>
<<loadNPC 0 "masturbation_classroom_NPC">><<person1>>
<<if _masturbation_semen gt 0 or _masturbation_milk gt 0>>
You quickly glance around the classroom and notice what you've done to it.
<<emptyClassroomMasturbationDescription true>>
<br><br>
<</if>>
There is no way you could explain yourself.
<br><br>
"Now now, no need to panic," the <<person>> says, stepping into the classroom and closing the door behind <<him>>.
"If you let me have some fun with you," <<he>> says deliberately, "then I will delete the photo. If not, then I'll do whatever I want with it. I won't force you, though. It's your choice."
<<He>> grins. <<if $beauty gte ($beautymax * 3/7)>>"You make quite a pretty picture, too."<</if>>
<br><br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Submit|Empty Classroom Student Molestation]]>><<set $sexstart to 1>><<set $phase to 2>><</link>><<promiscuous3>>
<br>
<</if>>
<<link [[Refuse|Empty Classroom Masturbation Student 2]]>><</link>><<llcool>>
<br>
<</switch>>
<!-- Clearing the NPC here is good because this code runs last during page generation, and it'll always be run, so the NPC is cleared after it's been used -->
<<clearNPC "masturbation_classroom_NPC">><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
The <<person1>><<person>> doesn't seem pleased, but <<he>> also doesn't come closer.
"Suit yourself." As <<he>> leaves the classroom, however, you can hear <<him>> talking to someone. "Hey, you would not believe who I just saw..." <<status -10>><<llcool>>
<br><br>
You decide it's best to get dressed and leave, before others come to see what happened.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<controlloss>>
<<maninit>>
<<elseif $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
The <<person1>><<person>> smiles, coming closer. "Better make this fast, before someone else comes in," <<he>> says, with <<his>> hands reaching to you.
<br><br>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Empty Classroom Student Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Empty Classroom Student Molestation]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $enemyhealth lte 0>>
<<He>> backs off for a moment, shocked by your aggression. <<tearful>> you flee to safety.
<br><br>
<<if $phase is 2>>
"I'm keeping the photo, crazy <<bitch>>!" <<status -10>><<llcool>><<fameexhibitionism 5 "pic">>
<br><br>
<</if>>
<<clotheson>>
<<endcombat>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<if $phase is 1>>
"You might wanna be more careful in the future," the <<person1>><<person>> says, as <<he>> redresses. "Or not. It was fun," <<he>> adds, before leaving.
<br><br>
Trying to shake off the feeling of violation, you put on your clothes and hastily leave the classroom.
<<else>>
As you redress, the <<person1>><<person>> shows you the picture <<he>> took on <<his>> phone.
<<He>> presses a couple buttons, and soon the picture is gone.
<br><br>
"There," <<he>> proclaims. "All gone. Nice doing business with you." <<He>> grins, taking <<his>> leave. You follow soon after.
<</if>>
<br><br>
<<silently>><<clothesontowel>><</silently>>
<<endcombat>>
<</if>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
"<<print either("You've gotta be kidding me!", "Are you serious?", "What the fuck are you doing in here?")>>"
<br><br>
Startled by the voice, you look to the door to find a janitor there, staring at you.
<<emptyClassroomCaughtOrgasm>>
<<endmasturbation>>
<<endcombat>>
<<generate1>><<person1>>
<<if _masturbation_semen gt 0 or _masturbation_milk gt 0>>
You quickly glance around the classroom and notice what you've done to it.
<<emptyClassroomMasturbationDescription true>>
<br><br>
<</if>>
"Who do you think is going to have to clean up your mess after you've had your fun, you pervert?"
<<He>> walks up to you, grabbing your arm before you can try and run away. "Go play with your <<if $player.penisExist>><<if $player.penissize lte 1>>pathetic <</if>>cock<<else>>cunt<</if>> somewhere else!"
<<He>> pulls you towards the door, and shoves you outside of the classroom, where a crowd of students have gathered to see what the commotion is about.
<br><br>
The janitor tosses your clothing at you and closes the door behind you. Several students are now gawking at you, waiting to see what you'll do.
<<schoolrep_naked>> <!-- Note for future development: Find a way to detect whether or not the player's schoolrep has changed, and then write a line for the students reacting to it -->
<<endevent>>
<br><br>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Flaunt|Empty Classroom Students Flaunt]]>><<exhibitionism5>><</link>><<exhibitionist5>>
<br>
<</if>>
<<if hasSexStat("promiscuity", 5)>>
<<link [[Goad|Empty Classroom Students Goad]]>><<promiscuity5>><</link>><<promiscuous5>>
<br>
<</if>>
<<link [[Run|Empty Classroom Students Run]]>><</link>>
<br>You dash through the hallway, bumping into a couple of students on the way. This seems to break their stupor, and you hear shouts and cheers from behind you.
<br><br>
You do your best to ignore them, however, and soon find a place to hide.
<br><br>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<br><<generates1>><<person1>>
You keep your head up as you start to slowly walk down the hallway. You're careful with your movement, being all the more enticing with each step.
A <<person>> reaches to touch you, but you playfully slap <<his>> hand away.
<br><br>
A couple of students pull out their phones, and you stop to pose for a moment so they can take pictures.
<<fameexhibitionism 5 "pic">>
Having so much attention focused on your <<genitals>> arouses you even further.
<br><br>
Your gambit pays off. The crowd is totally mesmerised, too under your spell to try anything beyond just looking.
Once you've rounded a corner, you hide from the students until you're sure they're no longer looking for you.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<generates1>><<generates2>><<generates3>><<generates4>>
<<person1>>
<<if $speech_attitude is "meek">>
You put your hands behind your back and look down at the floor. "Aww... I was so close, too..."
<<if $player.penisExist>>
You gently touch the head of your cock, playing with the precum.
<<else>>
You slowly rub your pussy, doing your best to draw attention to it.
<</if>>
You look up without raising your head, and lock eyes with a <<person>> who looks more curious than the rest.
<<elseif $speech_attitude is "bratty">>
<<if $player.penisExist>>
You put one hand on your hip and the other on your hard cock, squeezing up the shaft and letting your precum fall on the floor.
<<else>>
You put both hands on your hips, and stand with your legs slightly apart, emphasising your wet pussy.
<</if>>
"Damn, I wasn't done yet. What am I gonna do now?" You lock eyes with a <<person>> who looks more curious than the rest.
<<else>>
You smile, putting your hands behind your back, and your legs slightly apart. "Damn, I was so close to cumming."
<<if $player.penisExist>>
You thrust your hips forward a little, causing your cock to bounce.
<<else>>
You slowly rub your pussy with your fingers, doing your best to draw attention to it.
<</if>>
You lock eyes with a <<person>> who looks more curious than the rest. "Maybe I could get some help?"
<</if>>
<br><br>
The <<personsimple>> steps forward and reaches out to touch your <<chest>>. Eager for their own turns, the rest of the students crowd around you.
<br><br>
Their hands are all over you in a matter of seconds, busily rubbing and groping every sensitive part of you they can reach. A <<person2>><<person>>'s fingers even find their way into your mouth.
<br><br>
"What kind of students would we be if we refused to help someone in need?" the <<person1>><<person>> muses, hand already moving towards <<his>> waistband.
<br><br>
<<link [[Next|Empty Classroom Students Gangbang]]>><<set $sexstart to 1>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Empty Classroom Students Gangbang Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Empty Classroom Students Gangbang]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $finish is 1>>
The crowd backs away from you as you stand up. You wonder if they might start doing things to each other, but they don't seem comfortable with the idea.
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The other students lie around you in a satisfied pile.
<<elseif $enemyhealth lte 0>>
You knock the students away from you. They get the hint, and cease pestering you.
<</if>>
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
"And what do we have here?" Startled, you look to the door to find one of the school's security guards standing there.
<br><br>
<<emptyClassroomCaughtOrgasm>>
<<endmasturbation>>
<<endcombat>>
<<generate1>><<person1>>
<<if _masturbation_semen gt 0 or _masturbation_milk gt 0>>
You look around the classroom and notice what you've done to it.
<<emptyClassroomMasturbationDescription true>>
<br><br>
<</if>>
There's no way you can explain yourself.
<br><br>
<<if random(1,4) gte 4>>
<<if _masturbation_semen + _masturbation_milk gte 1000>>"Wow, you really did a number on this place."<<else>>"Guess I got lucky."<</if>> <<He>> smiles, stepping into the classroom and closing the door behind <<him>>. "Good thing I don't have to clean these rooms."
Before you can think of running, <<hes>> already by your side, grabbing your arm.
<br><br>
<<link [[Next|Empty Classroom Guard Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<if _masturbation_semen + _masturbation_milk gte 1000>>"Wow, you really did a number on this place,"<<else>>"I swear I always get the worst shifts,"<</if>> <<he>> mumbles, stepping into the classroom.
Before you can think of running, <<hes>> already by your side, grabbing your arm.
"Now, you pervert, you're coming with me."
<br><br>
You try to free your arm, but <<he>> is much stronger, dragging you naked through the school hallway and out to the entrance gates.
<<He>> opens them with <<his>> free hand, before throwing you out, and tossing your clothes out after you.
"And be grateful I didn't call the cops," <<he>> says, locking the gate once more and going back inside.
<br><br>
<<link [[Next|Oxford Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<controlloss>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Empty Classroom Guard Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Empty Classroom Guard Molestation]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $enemyhealth lte 0>>
<<He>> backs off for a moment, shocked by your aggression. <<tearful>> you flee to safety.
<br><br>
<<set $stealtextskip to 1>>
<<stealclothes>>
<<endcombat>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Now you better get your ass out of here fast," the guard says as <<he>> dresses.
"And if I see you around again, you won't be getting off the hook with just that."
<br><br>
<<He>> leaves, and you decide it's best you do the same.
<br><br>
<<clothesontowel>>
<<endcombat>>
<</if>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<br><<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>>
<<npc Leighton>><<person1>>As you try to leave, Leighton lays an arm on your shoulder. "Isn't there something you're forgetting?" <<He>> tries to steer you back towards the school.
<br><br>
<<link [[Go to detention|School Detention]]>><<endevent>><</link>>
<br>
<<link [[Run away|School Leave Run]]>><<detention 6>><</link>><<ggdelinquency>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<npc Leighton>><<person1>><<rng>>
<<set $daily.school.detentionAttended to 1>>
<<if $detention lte 10>>
<<if $rng gte 50>>
You enter Leighton's office. <<He>> takes <<his>> seat in front of <<his>> desk and beckons you to sit at a small desk in the corner.
<br><br>
"It's only a minor infringement, I won't keep you long." <<He>> turns to <<his>> computer and seemingly forgets about you.
<br><br>
Ten minutes pass, and <<he>> looks at the clock on the wall. "That should do it." <<He>> gestures for you to leave.
<<pass 10>>
<br><br>
<<else>>
You enter Leighton's office. <<He>> sits at <<his>> desk and looks up at you.
<<if $delinquency gte 400>>
"Every day the same faces," <<he>> sighs. "So what now?"
<<else>>
"You? What did you do to end up here?"
<</if>>
<br><br>
<<He>> looks at <<his>> computer screen for a moment. Clicks a few times.
<br><br>
<<if $delinquency gte 400>>"Looks like only a minor infringement today." <<He>> stares you down. "How kind of you. Well... <<else>>"Looks like it's only a minor infringement," <<he>> says. "<</if>>Might as well make yourself useful. Deliver these notes to staff and bring back any replies. Shouldn't take 10 minutes."
<br><br>
Sure enough, 10 minutes later you're back in Leighton's office with a couple of replies. Leighton nods and gestures for you to leave.
<<pass 10>>
<br><br>
<</if>>
<<link [[Next|Hallways]]>><<endevent>><</link>>
<<elseif $detention lte 20>>
You enter Leighton's office. <<He>> takes <<his>> seat in front of <<his>> desk, then points at the whiteboard opposite <<him>>. "Write 'I will obey the rules,' repeatedly. Don't stop until I say stop."
<br><br>
<<if $rightarm is "bound" or $leftarm is "bound" or $feetuse is "bound">>
You turn to show Leighton your bound <<if $rightarm is "bound" or $leftarm is "bound">>arms<</if>><<if ($rightarm is "bound" or $leftarm is "bound") and $feetuse is "bound">> and <</if>><<if $feetuse is "bound">>legs<</if>>. <<His>> eyes flash. For a moment you think you see lust. "How did that happen?" <<he>> asks, walking behind you. "Actually, never mind. I don't want to know."
<br><br>
<span class = "green">You feel your limbs come loose.</span><<unbind>>
<br><br>
"Now get on with it," <<he>> says.
<br><br>
<</if>>
<<link [[Work diligently (0:20)|School Detention Lines]]>><<set $phase to 0>><<tiredness 4>><<pass 20>><</link>><<gtiredness>>
<br>
<<link [[Work slowly (0:40)|School Detention Lines]]>><<set $phase to 1>><<pass 40>><</link>>
<<elseif $detention lte 30>>
<<generates2>>
<<if $rng gte 51>>
<<wearProp "marker">>
You enter Leighton's office. A <<person2>><<person>> stands sheepishly in the corner. "Two of you today." <<person1>>Leighton says, taking the seat at <<his>> desk. <<He>> points at the whiteboard opposite <<him>>. "Write 'I will obey the rules,' repeatedly. Both of you. Don't stop until I say stop."
<br><br>
<<if $rightarm is "bound" or $leftarm is "bound" or $feetuse is "bound">>
You turn to show Leighton your bound <<if $rightarm is "bound" or $leftarm is "bound">>arms<</if>><<if ($rightarm is "bound" or $leftarm is "bound") and $feetuse is "bound">> and <</if>><<if $feetuse is "bound">>legs<</if>>. <<His>> eyes flash. For a moment you think you see lust. "How did that happen?" <<he>> asks, walking behind you. "Actually, never mind. I don't want to know."
<br>
<span class = "green">You feel your limbs come loose.</span><<unbind>>
<br>
"Now get on with it," <<he>> says.
<br><br>
<</if>>
Shortly after you start writing on the board, you feel someone groping your butt. The <<person2>><<person>> is clearly a pervert.
<br><br>
<<link [[Endure it (0:30)|School Detention Grope]]>><<set $phase to 0>><<pass 30>><<trauma 3>><<stress 3>><<arousal 300 "bottom">><</link>><<gtrauma>><<gstress>><<garousal>>
<br>
<<link [[Tell Leighton|School Detention Grope]]>><<set $phase to 1>><</link>>
<br>
<<else>>
You enter the office to find Leighton sitting at <<his>> desk, a <<person2>><<person>> sitting opposite looking sorry for <<himself>>. Leighton pauses and turns to you as you enter, cutting off an angry lecture. "Ah, there you are, young <<lady>>. Today you get to see what happens to naughty <<personsimple>>s who break the rules." The <<person>> slumps down in <<his>> chair. It seems <<he>> knows what this means. "<<He>> was caught touching another student inappropriately during <<his>> maths lesson. Isn't that right?"
<br><br>
The <<person>> whimpers quietly in assent.
<br><br>
Leighton gets to <<person1>><<his>> feet, gesturing to the <<person2>><<personsimple>> to do the same. "<<if $pronoun is "m">>Pull down those shorts<<else>>Lift up that skirt<</if>>, if you please."
<br><br>
The <<person>> does as told, still whimpering. <<Hes>> wearing a pair of red <<if $pronoun is "m">>briefs<<else>>panties<</if>>. <<He>> tugs at them, obviously uncomfortable with you watching. <<Hes>> looking at everything in the room except for you. Leighton nods at <<him>>, smirking. "Now, over the desk. You know how this goes."
<br><br>
The <<person>> bends over the desk, trembling slightly. <<His>> ass is right in your face. Leighton takes a moment to admire the <<personsimple>>'s body before retrieving a large wooden paddle from <<person1>><<his>> desk drawer and thwacking it against <<his>> palm. "Are you ready?" <<he>> asks the <<person2>><<person>>, who mumbles in response. Leighton raises the paddle.
<br><br>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Masturbate|School Detention Paddle Masturbate]]>><<set $masturbationstart to 1>><</link>><<exhibitionist5>>
<br>
<</if>>
<<link [[Do nothing|School Detention Paddle Watch]]>><<stress 6>><<trauma 6>><<arousal 300>><</link>><<gstress>><<gtrauma>><<garousal>>
<br>
<<link [[Intervene|School Detention Paddle Intervene]]>><<status 5>><<delinquency 12>><</link>><<gcool>><<ggdelinquency>>
<br>
<</if>>
<<elseif $detention lte 40>>
<<if $rng gte 51>>
You enter Leighton's office. "I have something special I need you to do today." <<He>> points out the window, at <<his>> car. "It needs a wash. I left everything you'll need out there, I'll keep an eye on you from here. You'll want to strip down to your underwear for this job, no sense getting your clothes wet and dirty."
<br><br>
You look at <<him>> with incredulity. <<He>> chuckles. "Don't worry, it's an enclosed area so no one else will see you. Now, hop to it."
<br><br>
<<if $rightarm is "bound" or $leftarm is "bound" or $feetuse is "bound">>
You turn to show Leighton your bound <<if $rightarm is "bound" or $leftarm is "bound">>arms<</if>><<if ($rightarm is "bound" or $leftarm is "bound") and $feetuse is "bound">> and <</if>><<if $feetuse is "bound">>legs<</if>>. <<His>> eyes flash. For a moment you think you see lust. "How did that happen?" <<he>> asks, walking behind you. "Actually, never mind. I don't want to know."
<br>
<span class = "green">You feel your limbs come loose.</span><<unbind>>
<br><br>
"You'll need your hands to clean my car," <<he>> says.
<br><br>
<<if $worn.under_lower.type.includes("naked")>>
"There's something else too," you say.
<</if>>
<</if>>
<<if $worn.under_lower.type.includes("naked")>>
You avoid looking <<him>> in the eyes. "I'm n-not wearing any underwear," you say.
<br><br>
You think you catch a smile start to form on <<his>> face, but it's gone so fast you may have imagined it. "I'll overlook that rule violation, but you still need to wash my car. Maybe next time you'll dress appropriately for school."
<br><br>
<</if>>
<<link [[Strip and wash the car (0:40)|School Detention Car]]>><<pass 40>><<trauma 4>><<stress 4>><<arousal 400>><<upperstrip>><<lowerstrip>><</link>><<gtrauma>><<gstress>><<garousal>>
<br>
<<link [[Refuse|School Detention Refuse]]>><<set $detention += 40>><<detention 6>><</link>><<ggdelinquency>>
<br>
<<else>>
<<generateyv2>>
You enter the office to find Leighton sitting at <<person1>><<his>> desk, a <<person2>><<person>> sitting opposite looking sorry for <<himself>>. Leighton pauses and turns to you as you enter, cutting off an angry lecture.
<br><br>
"Ah, there you are, young <<lady>>. Today you'll be helping me teach this troublemaker a lesson." The <<person>> slumps down in <<his>> chair. It seems <<he>> knows what this means. "<<He>> was caught masturbating in the <<personsimple>>s' changing rooms during <<his>> swimming lesson. Isn't that right?" The <<person>> whimpers slightly in assent.
<br><br>
Leighton stands, gesturing for the <<person>> to do the same. "<<if $pronoun is "m">>Pull down those shorts<<else>>Lift up that skirt<</if>>, if you please."
<br><br>
The <<person>> does as instructed, still whimpering. <<Hes>> wearing a pair of red <<if $pronoun is "m">>briefs<<else>>panties<</if>>.
<br><br>
"Now, let's get started, shall we?" Leighton grabs the <<person>> and pushes <<him>> over the desk, <<his>> butt quivering in fear. The <<nnpc_title "Leighton">> withdraws a large wooden paddle from <<person1>><<his>> desk and hands it to you. It feels heavy in your hands - a blow from this would really hurt!
<br><br>
<<set $skulduggerydifficulty to 600>>
<<link [[Paddle hard|School Detention Paddle Hard]]>><<def 1>><<set $phase to 0>><<npcincr Leighton love 1>><<npcincr Leighton dom 1>><<status -10>><</link>><<if $speech_attitude is "bratty" or $sadism_level gte 1>><<garousal>><<else>><<gstress>><</if>><<lcool>>
<br>
<<link [[Pretend to paddle|School Detention Paddle Gentle]]>><</link>><<skulduggerydifficulty>>
<br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Pull their underwear down|School Detention Paddle Hard]]>><<set $phase to 1>><<npcincr Leighton love 3>><<npcincr Leighton dom 1>><</link>><<promiscuous3>>
<br>
<</if>>
<<link [[Refuse|School Detention Paddle Refuse]]>><<npcincr Leighton love -1>><<npcincr Leighton dom -1>><<status 5>><<delinquency 12>><</link>><<ggdelinquency>><<gcool>>
<</if>>
<<elseif $detention lte 50>>
<<if $delinquency gte random(1, 1000)>>
You enter the office to find Leighton sitting at <<his>> desk, holding a large wooden paddle. <<He>> taps it against <<his>> palm, looking impatient. "You've been a very naughty <<girl>>, but I think I know just the way to get through to you." <<He>> leers at your $worn.lower.name. "Take that off."
<br><br>
You do as told, hands trembling.<<lowerstrip>>
<br><br>
<<if $worn.under_lower.name is "naked" and !playerChastity("hidden")>>
<<set $genderknown.pushUnique("Leighton")>>
Leighton gets to <<his>> feet, eyes wide as <<he>> ogles your <<genitals>>. "Oh my, you are a naughty<<if $player.gender is "m">> boy,<<elseif $player.penisExist and $player.vaginaExist and $player.gender_appearance is "m">>... um, boy...<<elseif $player.penisExist and $player.vaginaExist and $player.gender_appearance is "f">>... um, girl...<<else>> girl,<</if>> aren't you? Showing off to your <<nnpc_title "Leighton">> like this."
<<if $player.penisExist and $player.penissize isnot 2>>
<<if $player.penissize gte 3>>
<<He>> licks <<his>> lips hungrily. "Especially being so... gifted."
<<stress 6>><<trauma 6>><<gstress>><<gtrauma>>
<<if $player.penissize is 3 and $player.penisExist and $player.vaginaExist>>
<<insecurity "penis_big" 1>><<ginsecurity "penis_big">>
<<elseif $player.penissize is 4>>
<<insecurity "penis_big" 1>><<ginsecurity "penis_big">>
<</if>>
<<elseif $player.penissize lte 1>>
<<He>> stifles a laugh. "Especially being so... shall we say, under-developed."
<<stress 6>><<trauma 6>><<gstress>><<gtrauma>>
<<if $player.penissize is 1>>
<<insecurity "penis_small" 1>><<ginsecurity "penis_small">>
<<else>>
<<insecurity "penis_small" 2>><<ginsecurity "penis_small">>
<</if>>
<</if>>
<<else>>
<<stress 6>><<trauma 6>><<gstress>><<gtrauma>>
<</if>>
<br><br>
<<He>> smirks and shakes <<his>> head. "You couldn't be more deserving of this. Now, come here."
<<else>>
Leighton gets to <<his>> feet, eyes wide as <<he>> ogles your thighs. "That's it. Now, come here."
<</if>>
<br><br>
As you approach Leighton, <<he>> grabs you and pushes you over the desk, paddle in hand.
<br><br>
<<link [[Next|School Detention Paddle 1]]>><<set $phase to 0>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You enter Leighton's office. <<He>> sits at <<his>> desk and beckons you over. When you're close, <<he>> grabs you by the arms and bends you over <<his>> knee.
<br><br>
<<link [[Next|School Detention Spank]]>><<set $phase to 2>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<<elseif $detention lte 60>>
<<if $delinquency gte random(1, 1000)>>
You enter the office to find Leighton sitting at <<his>> desk, holding a large wooden paddle. <<He>> taps it against <<his>> palm, looking impatient. "You've been a very naughty <<girl>>, but I think I know just the way to get through to you." <<He>> leers at your $worn.lower.name. "Take that off."
<br><br>
You do as told, hands trembling.<<lowerstrip>>
<<if $worn.under_lower.name is "naked" and !playerChastity("hidden")>>
<<set $genderknown.pushUnique("Leighton")>>
Leighton gets to <<his>> feet, eyes wide as <<he>> ogles your <<genitals>>. "Oh my, you are a naughty<<if $player.gender is "m">> boy,<<elseif $player.penisExist and $player.vaginaExist and $player.gender_appearance is "m">>... um, boy...<<elseif $player.penisExist and $player.vaginaExist and $player.gender_appearance is "f">>... um, girl...<<else>> girl,<</if>> aren't you? Showing off to your <<nnpc_title "Leighton">> like this."
<<if $player.penisExist and $player.penissize isnot 2>>
<<if $player.penissize gte 3>>
<<He>> licks <<his>> lips hungrily. "Especially being so... gifted."
<<stress 6>><<trauma 6>><<gstress>><<gtrauma>>
<<if $player.penissize is 3 and $player.penisExist and $player.vaginaExist>>
<<insecurity "penis_big" 1>><<ginsecurity "penis_big">>
<<elseif $player.penissize is 4>>
<<insecurity "penis_big" 1>><<ginsecurity "penis_big">>
<</if>>
<<elseif $player.penissize lte 1>>
<<He>> stifles a laugh. "Especially being so... shall we say, under-developed."
<<stress 6>><<trauma 6>><<gstress>><<gtrauma>>
<<if $player.penissize is 1>>
<<insecurity "penis_small" 1>><<ginsecurity "penis_small">>
<<else>>
<<insecurity "penis_small" 2>><<ginsecurity "penis_small">>
<</if>>
<</if>>
<<else>>
<<stress 6>><<trauma 6>><<gstress>><<gtrauma>>
<</if>>
<br><br>
<<He>> smirks and shakes <<his>> head. "You couldn't be more deserving of this. Now, come here."
<<else>>
Leighton gets to <<his>> feet, eyes wide as <<he>> ogles your naked thighs. "That's it. Now, come here."
<</if>>
<br><br>
As you approach Leighton, <<he>> grabs you and pushes you over the desk, paddle in hand.
<br><br>
<<link [[Next|School Detention Paddle 1]]>><<set $phase to 1>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You enter Leighton's office. <<He>> sits at <<his>> desk and beckons you over. When you're close, <<he>> grabs you by the arms and bends you over <<his>> knee.
<br><br>
<<link [[Next|School Detention Spank]]>><<set $phase to 1>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<<elseif $detention lte 70>>
<<if $delinquency gte random(1, 1000)>>
/* Leighton paddling PC while other watches */
<<generates2>><<person1>>
You enter the office to find Leighton sitting at <<his>> desk, a <<person2>><<person>> sitting opposite, looking sorry for <<himself>>. Leighton pauses and turns to you as you enter, cutting off an angry lecture. "It's your lucky day, young <<print $pronoun is "m" ? "man" : "lady">>. Today you can observe what happens to naughty <<girls>> who break the rules."
<br><br>
The <<person>> looks relieved, turning to watch Leighton yell at you. "What are you waiting for?" demands Leighton. "Get your clothes off, <<girl>>."
<br><br>
You do as you're told, feeling the <<persons>> gaze on you the entire time. When you're finished, your clothes lie in a pile at your feet. Leighton stands up, eyes wandering all over your naked body, then <span class="lewd">pulls a large wooden paddle from <<person1>><<his>> desk drawer.</span><<stress 2>><<gstress>>
<<clothesstrip>><<schoolrep_naked>>
<<if !playerChastity("hidden")>>
<<set $genderknown.pushUnique("Leighton")>>
<</if>>
<br><br>
"Now get over here." As you approach Leighton, <<he>> grabs you and pushes you over the desk.
<br><br>
<<silently>>
<<person2>>
<<person>><<set $paddle_other_student to _text_output>>
<</silently>>
<<saveNPC 1 paddle_other_student_1>>
<<endevent>>
<<npc Leighton>><<person1>>
<<link [[Next|School Detention Paddle 2]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You enter Leighton's office.
"Lock the door," <<he>> demands. "You're in big trouble."
You comply.
"Give me your clothes. All of them. Now. I'm searching them for drugs. And yes, I'm serious."
<br><br>
<<if $rightarm is "bound" or $leftarm is "bound" or $feetuse is "bound">>
You roll your eyes and turn to show <<him>> your bound <<if $rightarm is "bound" or $leftarm is "bound">>arms<</if>><<if ($rightarm is "bound" or $leftarm is "bound") and $feetuse is "bound">> and <</if>><<if $feetuse is "bound">>legs<</if>>.
<<His>> eyes flash. For a moment you think you see lust. "How did you..? Never mind." <<He>> walks over to you. "I really don't want to know."
<br><br>
You feel your limbs come loose.<<unbind>>
<br><br>
"Continue," <<he>> says. "Your clothes."
<br><br>
<</if>>
<<if $worn.upper.name isnot "naked">>
You remove your $worn.upper.name and your $worn.lower.name and hand them to <<him>>. <<He>> makes a show of searching through them.
<<else>>
You remove your $worn.lower.name and hand them to <<him>>. <<He>> makes a show of searching through them.
<</if>>
<br><br>
<<upperstrip>><<lowerstrip>>
<<if !$worn.under_lower.type.includes("naked")>>
"I said everything," <<he>> states, pointing at your $worn.under_lower.name.
"Hurry up."
<br>
Hiding any feelings, you strip your<<if !$worn.under_upper.type.includes("naked")>> $worn.under_lower.name and $worn.under_upper.name handing <<underlowerit>> to <<him>>.<<else>> $worn.under_lower.name and hand <<underlowerit>> to <<him>>.<</if>> <<He>> examines <<underlowerit>> closely.
"Drugs," <<he>> says. "I smell drugs."
<<He>> holds your $worn.under_lower.name to <<his>> nose and inhales deeply several times. "I'm confiscating these for drug testing."
<br><br>
<<underlowerruined>><<underupperruined>><<set $phase to 4>>
<<else>>
"No underwear?" <<he>> comments. "That's against the rules,
<<if $NudeGenderDC gt 0>>
<<if $player.gender is "m">>
young man."
<<elseif $player.penisExist and $player.vaginaExist>>
<<if $player.gender_appearance is "m">>
young... man?"
<<else>>
young... lady?"
<</if>>
<<else>>
young lady."
<</if>>
<<else>>
<<if $player.gender_appearance is "m">>
young man."
<<else>>
young lady."
<</if>>
<</if>>
<br><br>
<</if>>
<<if playerChastity()>>
<<He>> does a double-take. "Oh, you're wearing <<if $worn.genitals.name is "chastity parasite">>a... parasite?<<else>>a $worn.genitals.name.<</if>>
Okay, let me see that." <<He>> crouches by you, closely examining and probing around your $worn.genitals.name with <<his>> fingers.<<if $worn.genitals.name is "chastity parasite">> It squirms in response to the touch.<<garousal>><<arousal 200 "genitals">><br><br><</if>> "Doesn't feel like you're hiding anything," <<he>> says.
<br><br>
<</if>>
<<He>> sits back at <<his>> desk and beckons you over. When you're close, <<he>> grabs you by the arms and bends you over <<his>> knee.
<br><br>
<<link [[Next|School Detention Spank]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<<else>>
<<generates2>><<generates3>><<generates4>>
You enter the office to find Leighton sitting at <<his>> desk. Three students are sitting opposite, looking <<print either (`bored`,`sorry for themselves`,`bitter`)>>. Leighton pauses and faces you as you enter, cutting off an angry lecture.
<br><br>
"It's your lucky day," Leighton says to the other students, before turning to you with an evil grin.
<br><br>
"Take off your clothes and place your hands on my desk," <<he>> demands. You reluctantly do as told, feeling the stares of the other students on you as you strip. <span class="lewd">Leighton pulls a large wooden paddle from <<his>> desk drawer.</span><<stress 2>><<gstress>>
<<clothesstrip>><<schoolrep_naked>>
<<if !playerChastity("hidden")>>
<<set $genderknown.pushUnique("Leighton")>>
<</if>>
<br><br>
<<He>> gets to <<his>> feet, eyes wide as <<he>> ogles your nudity.
<<if playerChastity()>>
A moment later they narrow at the sight of your <<if $worn.genitals.name is "chastity parasite">>parasite<<else>>$worn.genitals.name<</if>>. The others are similarly surprised.
<br><br>
"<<if $worn.genitals.name is "chastity parasite">>Ew, what is that?<<else>><<pShes>> wearing a $worn.genitals.name?<</if>>" the <<person3>><<person>> says as the other two gawk.
<<stress 6>><<trauma 6>><<gstress>><<gtrauma>>
<br><br>
"Let me see that." Leighton says as <<person1>><<he>> crouches by you, closely examining and probing around your $worn.genitals.name with <<his>> fingers.<<if $worn.genitals.name is "chastity parasite">> It squirms in response to the touch.<<garousal>><<arousal 200 "genitals">><br><br><</if>> "Doesn't feel like you're hiding anything," <<he>> says.
<<He>> stands up and presses <<his>> hand against your back, shoving you against the desk.
<<elseif $player.penisExist and $player.penissize gte 3>>
<<He>> licks <<his>> lips hungrily at the sight of your <<penis>>. The others are equally enthralled.
<br><br>
<<Penisremarkquote>> the <<person3>><<person>> says as the other two giggle.
<<stress 6>><<trauma 6>><<gstress>><<gtrauma>>
<<if $player.penissize is 3 and $player.penisExist and $player.vaginaExist>>
<<insecurity "penis_big" 1>><<ginsecurity "penis_big">>
<<elseif $player.penissize is 4>>
<<insecurity "penis_big" 1>><<ginsecurity "penis_big">>
<</if>>
<br><br>
"That's quite enough," Leighton interjects, an amused smile on <<person1>><<his>> lips.
<br><br>
<<He>> turns back to you and presses <<his>> hand against your back, shoving you against the desk.
<<elseif $player.penisExist and $player.penissize lte 1>>
<<He>> stifles a laugh as <<his>> gaze falls on your <<penis>>. The others aren't so considerate.
<br><br>
<<Penisremarkquote>> the <<person3>><<person>> jeers as the other two giggle.
<<stress 6>><<trauma 6>><<gstress>><<gtrauma>>
<<if $player.penissize is 1>>
<<insecurity "penis_small" 1>><<ginsecurity "penis_small">>
<<else>>
<<insecurity "penis_small" 2>><<ginsecurity "penis_small">>
<</if>>
<br><br>
"That's quite enough," Leighton interjects, an amused smile on <<person1>><<his>> lips.
<br><br>
<<He>> turns back to you and presses <<his>> hand against your back, shoving you against the desk.
<<else>>
Once you're exposed, Leighton presses a hand against your back and shoves you against the desk.
<</if>>
<br><br>
"Today you will observe what happens to those who break the rules," <<he>> announces to the other students. <<He>> raises the paddle.
<br><br>
<<silently>>
<<person2>><<person>><<set $paddle_other_student_A to _text_output>>
<<person3>><<person>><<set $paddle_other_student_B to _text_output>>
<<person4>><<person>><<set $paddle_other_student_C to _text_output>>
<</silently>>
<<saveNPC 1 paddle_other_student_1>>
<<saveNPC 2 paddle_other_student_2>>
<<saveNPC 3 paddle_other_student_3>>
<<endevent>>
<<npc Leighton>><<person1>>
<<link [[Next|School Detention Paddle 3]]>><<set $molestationstart to 1>><</link>>
<</if>>
<<set $detention to 0>><<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>>
You shake off <<his>> hand and run for the exit, escaping onto the street.
<br><br>
<<link [[Next|Oxford Street]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<wearProp "marker">>
<<if $phase is 0>>
You get to work, hoping to get out of here quickly. Twenty minutes pass before Leighton speaks again. "That should do it." <<He>> gestures for you to leave.
<<elseif $phase is 1>>
You start leisurely writing on the board. Leighton looks up at you occasionally, pursing <<his>> lips in annoyance. Eventually, <<he>> looks at <<his>> watch. "That's enough, I don't have all day. Next time put some work into it and we'll both be out of here sooner." <<He>> gestures for you to leave.
<</if>>
<br><br>
<<link [[Next|Hallways]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $phase is 0>>
You decide not to make a fuss, and allow the <<person>> to continue groping you while you continue writing on the board. <<He>> is careful not to be too blatant about it, but by the time Leighton lets you out your face is flushed red.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><</link>>
<br>
<<elseif $phase is 1>>
<<if $delinquency gte 400>>
You yelp and jump away from the <<person>>, clutching your backside and making it clear to Leighton what just happened. <<person1>>Leighton gives you a level stare. "I'm not going to fall for your tricks." <<He>> looks at the <<person2>><<person>>. "You're done here, leave." The <<person>> wastes no time in vacating the room.
<br><br>
<<person1>>Once alone, Leighton grabs you by the arms and bends you over <<his>> knee.
<br><br>
<<endevent>>
<<link [[Next|School Detention Spank]]>><<handheldon>><<npc Leighton>><<person1>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You yelp and jump away from the <<person>>, clutching your backside and making it clear to Leighton what just happened. <<person1>> <<He>> looks at the <<person2>><<person>>, then back at you.<<person1>> "You're done here, leave." Something in <<his>> voice precludes argument, and you scurry from the room. You think you hear a muffled cry behind you as you walk down the hall.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><</link>>
<br>
<</if>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<npcspank>><<npcidlegenitals>>
<<if $phase is 2>>
<<set $enemyanger += 100>>
<<elseif $phase is 1>>
<<set $enemyanger += 150>>
<<else>>
<<set $enemyanger += 200>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or $enemyanger lte 0>>
<span id="next"><<link [[Next|School Detention Spank Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|School Detention Spank]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $phase is 4>><<underruined>><</if>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Clarity returns to <<his>> eyes and <<he>> stands abruptly, realising what just happened. "Don't breathe a word of this to anyone. Leave." <<tearful>> you walk from the room.
<br><br>
<<earnFeat "Leighton's Nightmare">>
<<clotheson>>
<<endcombat>>
<<link [[Next|Hallways]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
<<He>> recoils in pain and you squirm from <<his>> grip.
<br><br>
<<if $worn.lower.type.includes("naked") and $worn.upper.type.includes("naked")>>
<<upperon>><<upperruined>><<loweron>><<lowerruined>>
<<He>> shouts after you as you flee down the corridor. "Hey, <<bitch>>, forget something?"
<br>
You were unable to rescue your clothes on the way out. <<tearful>> you keep running.
<br><br>
<<else>>
<<He>> shouts after you as you flee down the corridor. "You've made things much worse for yourself, <<bitch>>. Mark my words." <<tearful>> you keep running.
<<clotheson>>
<</if>>
<<endcombat>>
<<link [[Next|Hallways]]>><</link>>
<br>
<<else>>
<<He>> releases you. "I took no pleasure in that. I hope you've learnt your lesson." <<He>> gestures for you to leave. <<tearful>> you do so.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Hallways]]>><</link>>
<br>
<</if>><<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>><<wearProp "sponge">>
You leave the office and walk to the set of double doors leading outside. You <<nervously>> remove your clothing and leave it lying just inside the doorway. You cover your <<undies>> with a hand before walking over to the car. Leighton watches you as promised, with a blank expression on <<his>> face.
<br><br>
You find a bucket of soapy water containing a sponge and get to work, starting with the side opposite Leighton. You wonder if stripping was really necessary, you manage to avoid getting wet without difficulty.
<br><br>
You keep your <<lewdness>> covered as best you can as you move round the car. You're close to finishing when Leighton opens the window. "Good job, but you missed a spot," <<he>> says, pointing next to your thighs.
<br><br>
<<link [[Crouch|School Detention Car2]]>><<set $phase to 0>><</link>>
<br>
<<if $worn.under_lower.type.includes("naked")>>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Bend over|School Detention Car2]]>><<set $phase to 2>><</link>><<exhibitionist5>>
<br>
<</if>>
<<elseif !$worn.under_lower.type.includes("naked")>>
<<if hasSexStat("exhibitionism", 3)>>
<<link [[Bend over|School Detention Car2]]>><<set $phase to 1>><</link>><<exhibitionist3>>
<br>
<</if>>
<</if>><<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>>
You leave the office, but rather than head toward your punishment, you make for the exit. This will have consequences later, but for now you're in the clear.
<br><br>
<<endevent>>
<<oxfordquick>><<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>>
<<if $phase is 0>>
You crouch to clean off the dirt <<he>> pointed to. "That'll do it. You can leave now," <<he>> says, shutting the blinds. You dress and leave the premises.
<br><br>
<<link [[Next|Oxford Street]]>><<clotheson>><<endevent>><</link>>
<<elseif $phase is 1>>
You bend over to clean off the dirt, sticking your <<bottom>> out toward Leighton. You feel it wiggle as you rub the car. Leighton's face reddens. "T-that will be all. You can go now." <<He>> stammers, shutting the blinds. You dress and leave the premises.
<<exhibitionism3>>
<<link [[Next|Oxford Street]]>><<clotheson>><<endevent>><</link>>
<<elseif $phase is 2>>
You bend over to clean off the dirt, sticking your bare <<bottom>> out toward Leighton. You feel it wiggle as you rub the car. Leighton's face reddens. "M-make sure to get it all." <<He>> stammers, shutting the window and retreating out of sight.
<<exhibitionism3>>
Pleased with yourself, you spend another minute polishing the troublesome spot. You make sure to put an extra wiggle in your hips, in case Leighton is still secretly watching.
<<if random(0, 100) lt 5 and ($bestialitydisable is "f" or $monster is 1)>>
<<endevent>><<wearProp "sponge">>
<<beastNEWinit 1 dog>>
You get so focused on picturing <<nnpc_his "Leighton">> embarrassed face, sounds of soft and rapid steps behind you elude your attention, until there's a sudden weight on your bent back and a growl in your ear.
<br><br>
<<link [[Next|School Detention Car Surprise Dog]]>><<handheldon>><<set $molestationstart to 1>><</link>>
<<else>>
Eventually done with your task, you dress and leave the premises.
<br><br>
<<link [[Next|Oxford Street]]>><<clotheson>><<endevent>><</link>>
<</if>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<set $position to "doggy">>
<<set $NPCList[0].stance to "top">>
<<set $enemyanger to 40>>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
/* Leighton won't be too quick to save you */
<<if $alarm is 1 and $rescue is 1 and random(0, 100) lt 33 or ($enemyarousal gte $enemyarousalmax) or ($enemyhealth lte 0)>>
<span id="next"><<link [[Next|School Detention Car Surprise Dog Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|School Detention Car Surprise Dog]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
The <<beasttype>> grunts in satisfaction, then trots off. You're left lying on the ground. <<tearful>> you dust yourself off.
<<famebestiality 10>>
<<elseif $enemyhealth lte 0>>
The <<beasttype>> yelps and flees, <<bhis>> tail between <<bhis>> legs. <<tearful>> you dust yourself off.
<<else>>
<<set $rescued += 1>>
<<npc Leighton 2>>
A sharp whistle stops the <<beasttype>> in <<bhis>> tracks. "That'll be enough." The window to Leighton's office is open again and <<person2>><<he>> is back, watching you impassively.
<<if $NPCList[0].stance is "top">>
<<famebestiality 5>>
"Unless you'd rather to continue?" Your face flushes. <<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<</if>>
<br><br>
Following another whistle from Leighton the <<beasttype>> backs away, then reluctantly trots off towards <<bhis>> owner's office. You're left lying on the ground. <<tearful>> you dust yourself off.
<</if>>
<br>
<<endcombat>>
<<npc Leighton>><<person1>>
"I hope this was a valuable lesson for you, young <<lady>>." Leighton fixes you with <<his>> stare. "Do try to remember it next time you think of getting cheeky with your superiors."
<br><br>
<<He>> shuts the blinds before you can answer, leaving you all alone.
<<clotheson>>
<<link [[Next|Oxford Street]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $phase is 1>>
You hold the paddle in one hand, reaching out with the other to pull down <<person2>><<persons>> <<if $pronoun is "m">>briefs<<else>>panties<</if>>. <<He>> yelps in surprise as <<his>> bare butt comes into view. You feel a surge of arousal at the sight. <<promiscuity3>>
"Oh my," says Leighton, glee evident in <<person1>><<his>> voice. "This is shaping up to be quite the punishment!"
<br><br>
<</if>>
You raise the paddle high and bring it down on the <<person2>><<persons>><<if $phase is 1>> bare<</if>> butt with all your might. <<He>> turns <<his>> head around to look at you, betrayal in <<his>> eyes. You feel a twinge of <<if $submissive lte 500 or $sadism_level gte 1>>arousal,<<arousal 1000>><<else>>guilt,<<stress 12>><</if>> but Leighton forces the <<persons>> head down to the desk, snapping you out of it.
<br><br>
"That's it, hit <<him>> harder!" exclaims Leighton, eyes wide with lust. "Make <<him>> squirm!"
<br><br>
<<set _defiance_arousal to ($sadism / 40)>>
<<arousal _defiance_arousal>>
<<if $arousal gte ($arousalmax * 0.8)>>
<<sadism _args[0]>>
<</if>>
You oblige, bringing the paddle down on the <<personsimple>>'s other cheek this time. <<He>> jerks <<his>> whole body on the desk, but Leighton presses down on the small of <<his>> back, holding <<him>> down.
<<if $arousal gte 8000>>
<<if $player.penisExist and $player.vaginaExist>>
The sensation is overwhelming. You feel your <<penis>> press against your $worn.lower.name, and your <<pussy>> is soaked. Your hands start to tremble and your knees begin to quake.
<<elseif $player.penisExist>>
Your <<penis>> is fully erect now, throbbing underneath your $worn.lower.name as you beat your classmate again and again.
<<elseif $player.vaginaExist>>
Your body quivers with excitement as you beat your classmate again and again, your drenched <<pussy>> seeping through your $worn.lower.name and threatening to give you away.
<</if>>
Leighton is too focused on the <<person>> to notice, however.
<</if>>
<br><br>
The sound of paddle meeting<<if $phase is 1>> bare<</if>> flesh echoes around the room, mixing with the <<personsimple>>'s sobs.
<<if $phase is 1>>
<<His>> butt is an angry red colour, nasty welts all along <<his>> buttocks where you hit <<him>>.
<</if>>
By the end, the <<person>> is left a sobbing mess, holding onto the desk for support.
<br><br>
"Good <<girl>>," Leighton says to you, smiling as <<nnpc_he "Leighton">> takes the paddle back. "I think <<hes>> learnt <<his>> lesson now<<if $fame.scrap gte 400>>. It seems the rumours I heard about you were true, you really don't hold back<</if>>."
<br><br>
<<link [[Next|School Detention Paddle Other End]]>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You lift the paddle a little and swing it down upon <<person2>><<persons>> upturned ass, stopping just shy of <<his>> cheek. <<He>> yelps in surprise, but then turns to you, looking relieved. You do the same to <<his>> other cheek. <<He>> flinches and cries out, but you know <<hes>> not in any real pain.
<br><br>
<<skulduggeryuse>>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<span class="green">Leighton looks pleased,</span> getting out <<person1>><<his>> camera and snapping pictures as you pretend to beat your classmate. The <<person2>><<person>> makes a show of yelping and wriggling, so you put a hand on the small of <<his>> back, holding <<him>> down to the desk. "P-please stop!" <<he>> sobs dramatically.
<br><br>
"Beg all you want," snarls Leighton, <<person1>><<his>> camera snapping the whole scene. "We all know you deserve this. Isn't that right?" <<He>> turns to you expectantly.
<br>
"You've been a very bad <<person2>><<personsimple>>," you agree, hitting <<him>> a few more times. The <<person>> cries out with each strike until Leighton is finally satisfied.
<br>
"Good <<girl>>," Leighton says to you, smiling as <<nnpc_he "Leighton">> takes the paddle back. "I think <<person2>><<hes>> learnt <<his>> lesson now<<if $fame.scrap gte 400>>. It seems the rumours I heard about you were true, you really don't hold back<</if>>."
<br><br>
<<link [[Next|School Detention Paddle Other End]]>><<set $phase to 2>><</link>>
<br>
<<else>>
<span class="red">Leighton shakes <<person1>><<his>> head and snatches the paddle back.</span> "No, no, don't go easy on <<person2>><<him>>," <<person1>><<he>> says, concealing a smirk. "Here, let me show you how it's done." The <<nnpc_title "Leighton">> pushes you against the desk next to the <<person2>><<person>>, then <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>lifts your skirt<<else>>tugs down your $worn.lower.name<</if>>, baring your <<bottom>>.
<br><br>
<<silently>>
<<person2>><<person>><<set $paddle_other_student to _text_output>>
<</silently>>
<<saveNPC 1 paddle_other_student_1>>
<<endevent>>
<<npc Leighton>><<person1>>
<<link [[Next|School Detention Double Paddle]]>><<set $molestationstart to 1>><</link>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<person2>>
<<if $speech_attitude is "meek">>
You stare at into the <<persons>> pleading eyes, and you're overcome with guilt. "N-no," you say, gently laying the paddle on the desk. "This is wrong."
<<elseif $speech_attitude is "bratty">>
"This is fucked up," you scoff, shoving the paddle back into Leighton's hands. "Find someone else to do your dirty work, you old creep."
<<else>>
"This is sick," you say, handing the paddle back to Leighton. "I want no part in it."
<</if>>
<br><br>
The <<person>> relaxes over the desk, looking relieved. Scowling, Leighton rounds on you. "Fine. If you won't spank <<him>>, you can join <<him>>! Get over the desk, I'll teach you to disobey me."
<br><br>
<<person1>><<He>> shoves you against the desk next to the <<person2>><<person>>, who trembles beside you, too terrified to move. You hear the sound of Leighton smacking the paddle against <<person1>><<his>> palm behind you.
<br><br>
<<silently>>
<<person2>><<person>><<set $paddle_other_student to _text_output>>
<</silently>>
<<saveNPC 1 paddle_other_student_1>>
<<endevent>>
<<npc Leighton>><<person1>>
<<link [[Next|School Detention Double Paddle]]>><<set $molestationstart to 1>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
Leighton brings the paddle down on the <<persons>> upturned butt. <<He>> cries out in pain, looking at you with pleading eyes. "Stop!" <<he>> exclaims. "Don't let <<nnpc_him "Leighton">> do this to me!"
<br><br>
The <<persons>> pleas only serve to encourage Leighton. <<person1>><<He>> brings the paddle down again and again, clearly enjoying the way the <<person2>><<personsimple>> struggles and cries. "Beg all you want, we all know you deserve this."
<br><br>
The <<personsimple>> tries to respond, but any words are lost in the yelps and cries coming out of <<his>> mouth. <<His>> butt is almost in your face now, every blow from the paddle making it ripple inside <<his>> <<if $pronoun is "m">>briefs<<else>>panties<</if>>. Leighton pauses, pulling the <<personsimple>>'s <<if $pronoun is "m">>briefs<<else>>panties<</if>> up between <<his>> cheeks to admire <<person1>><<his>> handiwork. An angry red covers the <<person2>><<personsimple>>'s buttocks. If <<hes>> ashamed to let you see <<his>> ass, <<he>> doesn't show it. <<His>> attention is clearly on the pain in <<his>> butt.
<br><br>
"I think that should be enough, don't you?" asks Leighton, giving the <<persons>> bare cheek a light spank.
<br><br>
<<link [[Nod|School Detention Paddle Other End]]>><<set $phase to 2>><</link>>
<br>
<<link [[Harder|School Detention Paddle Harder]]>><<npcincr Leighton love 1>><<control 10>><<status -10>><<arousal 500>><</link>><<gcontrol>><<garousal>><<lcool>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
Leighton raises <<person1>><<his>> eyebrows at you. "You're enjoying this, aren't you?" <<He>> chuckles and turns to the <<person2>><<person>>. "You heard <<phim>>, we're going to really make you sorry."
<br><br>
The <<person>> glares at you through <<his>> tears, lying limp over Leighton's desk. <<He>> doesn't speak, but <<he>> doesn't need to. <<Hes>> clearly furious. Leighton raises the paddle, not bothering to fix the <<personsimple>>'s underwear, bringing it down hard on <<his>> exposed buttocks. <<He>> cries out and tries to stand, but Leighton leans <<person1>><<his>> weight against the small of the <<person2>><<personsimple>>'s back. "You're not getting off that easy. I'm going to give you six more. Count them!"
<br><br>
"O-one!" cries the <<person>>, trying in vain to push Leighton off <<him>>.
<br>
"Two! Three! F-four! OW! Five!" Leighton doesn't go easy on the <<personsimple>>. <<person1>><<He>> glances at you after every hit, trying to gauge your reaction. Finally, <<he>> delivers the final blow. "FUCK! Six!" Leighton lets go of the <<person2>><<person>> who lies still, sobbing.
<br>
"Was that so bad?" asks Leighton, putting the paddle back in the desk. "If you're a good <<personsimple>>, it'll be the last paddling you'll have to get."
<br>
The <<person>> nods, but <<hes>> not really listening. <<He>> stands up and fixes <<his>> clothing, not looking at you, before stumbling out of the room.
<br><br>
Once <<he>> leaves, Leighton gives you a light slap on the butt.
<<if $arousal gte 8000>>
"Looks like you enjoyed that," <<person1>><<he>> says with a pointed glance at the <<if $player.penisExist and calculatePenisBulge()>>bulge<<else>>wet patch<</if>> in your $worn.lower.name.
<<else>>
"Let that be a warning," <<person1>><<he>> says with a smirk.
<</if>>
"Now run along. I've work to do. I trust I won't be seeing you here again for a long while."
<br><br>
<<He>> ushers you out of <<his>> office and back into the hallway.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<person1>>
Leighton raises the paddle to strike,
<<if $speech_attitude is "meek">>
but you throw yourself between <<him>> and the <<person2>><<person>>.
<br>
"Just because you're the <<nnpc_title "Leighton">> doesn't give you the right to pick on us," you say with as much bravery as you can muster.
<<elseif $speech_attitude is "bratty">>
but you grab <<his>> arm, daring <<him>> to try something.
<br>
"Do your worst," you spit. "I'll hit back twice as hard."
<<else>>
but you stand up and put your arm out, stopping <<him>>.
<br>
"Stop!" you shout. "You can't do this!"
<</if>>
<br><br>
Leighton fixes you with a glare. "I'm the <<nnpc_title "Leighton">>, young <<lady>>. I can do whatever I want. If you don't want to watch, then you can join <<person2>><<him>>."
<br><br>
The <<person>> gives you a commiserating look, but <<he>> seems grateful that you tried. <<His>> relief is short-lived, however, as Leighton grabs you by the scruff of your neck, pushing you over the desk and raising the paddle over your <<bottom>>.
<br><br>
<<silently>>
<<person2>><<person>><<set $paddle_other_student to _text_output>>
<</silently>>
<<saveNPC 1 paddle_other_student_1>>
<<endevent>>
<<npc Leighton>><<person1>>
<<link [[Next|School Detention Double Paddle]]>><<set $molestationstart to 1>><</link>>
<br><<effects>>
<<if $masturbationstart is 1>>
<<set $masturbationstart to 0>>
<<set $masturbationstat += 1>>
You feel a
<<if ($fallenangel gte 2 or ($transformationParts.fallenAngel.wings isnot "hidden" and $transformationParts.fallenAngel.wings isnot "disabled")) or $trauma gte ($traumamax / 5) * 3>>
twisted sense of vindication
<<elseif $sadism_level gte 1>>
sadistic thrill
<<else>>
guilty, yet pleasurable sensation
<</if>>
as Leighton brings the paddle down on the <<person2>><<persons>> upturned ass.
<br><br>
<<if $worn.genitals.name is "chastity parasite">>
Unable to help yourself, you reach down your $worn.lower.name and squeeze with your $worn.genitals.name, waves of pleasure quickly following<<if $player.vaginaExist>>, your pussy soaking through the fabric of your $worn.lower.name<</if>>. <<arousal 1000>><<ggarousal>>
<<elseif playerChastity("cage")>>
Unable to help yourself, you reach down your $worn.lower.name and tug on your $worn.genitals.name, frustrated that you're unable to touch your <<penis>>.<<if $player.vaginaExist>>You instead start to rub your vagina, it quickly soaking through the fabric of your $worn.lower.name.<</if>>
<<elseif playerChastity("hidden")>>
Unable to help yourself, you reach down your $worn.lower.name and tug on your $worn.genitals.name, frustrated that you're unable to touch your <<genitals>>.
<<else>>
Unable to help yourself, you reach down your $worn.lower.name and fumble with your <<genitals>>. You're already
<<if $player.penisExist and $player.vaginaExist>>
hard and wet, precum mingling with your juices.
<<elseif $player.penisExist>>
hard, precum oozing from the tip of your penis.
<<else>>
wet, your pussy soaking through the fabric of your $worn.lower.name.
<</if>>
Leaning forward against the desk, you continue, feeling waves of pleasure wash over you in time with the panicked <<personsimple>>'s yelps.
<</if>>
<<exhibitionism5>>
<<masturbationstart>>
<<set $timer to 20>>
<<set $mouth to "disabled">>
<</if>>
<<masturbationeffects>>
<<masturbationactions>>
<<if $orgasmdown gte 1>>
You can't help but let a moan slip as you climax. Fortunately, the combined sounds of Leighton's lecturing, the <<persons>> sobbing and the paddle against <<his>> ass drown your cries out.
<<elseif random(1, 2) is 1>>
The sounds of the paddle striking <<persons>> cheeks turn you on as you fondle yourself. You're sure Leighton will notice soon, but that doesn't stop you.<<arousal 100 "genitals">><<garousal>>
<<else>>
The <<person>> cries out, eyes screwed shut as <<his>> ass turns a deeper shade of red. You feel waves of pleasure coursing through you at the sight.<<arousal 100>><<garousal>>
<</if>>
<br><br>
<<masturbationControls "timer|detentionPaddle">><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $timer lte 0 and $orgasmdown gte 1>>
<<if $worn.under_lower.exposed gte 1 and $worn.lower.exposed gte 2 and !playerChastity("hidden")>>
<<set $genderknown.pushUnique("Leighton")>>
<</if>>
Leighton sets the paddle down, satisfied with the <<persons>> suffering. "There. Have you learnt your lesson?" The <<person>> sniffles and nods.
You hasten to stop touching yourself before either of them notice, <span class="pink">but you can't control your spasms.</span> You end up crying out loudly in pleasure. Leighton and the <<person>> immediately turn their heads towards you.<<stress 6>><<gstress>>
<br><br>
The <<persons>> face is a mixture of shock and disgust, but Leighton gives no reaction. <<person1>><<He>> turns back to the <<person2>><<person>>.
<br>
"You're done here," Leighton says. "Get out of my office."
<br><br>
The <<person>> stares vacantly for a moment, still stunned by your display. <<He>> eventually shakes out of <<his>> stupor and scurries out of the room, though not before giving you one last disapproving glare. You're sure you'll be hearing about this for a while yet.<<status -10>><<lcool>>
<br><br>
<<clotheson>>
<<endmasturbation>>
<<endcombat>>
<<npc Leighton>><<person1>>
<<if $schoolfameblackmail isnot undefined>>
"As for you," <<he>> says, turning to you, eyes glazed over with lust. "You're a dirty little slut, touching yourself in front of me like that. You've got me all worked up now. I think you owe me a little release." <<He>> pulls you to your feet and shoves you against the desk.
<br><br>
<<link [[Next|School Detention Paddle Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
"As for you," <<nnpc_he "Leighton">> says, fixing you with a stern glare. "Such overt acts of vulgarity are inexcusable. <span class="red">Perhaps another day of detention will help drill that into your thick skull.</span>"<<detention 6>><<ggdelinquency>>
<br><br>
<<nnpc_He "Leighton">> walks back behind <<nnpc_his "Leighton">> desk and motions for you to leave. You comply.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><</link>>
<br>
<</if>>
<<else>>
Leighton gives the <<person>> one last spank with <<person1>><<his>> hand before putting the paddle down and taking a breath. <<He>> looks flustered with the effort, face flushed slightly. "For your sake, I hope you've learnt your lesson," <<he>> says to the <<person2>><<person>>. "I don't want to see you in here again. Now get out of my office."
<br><br>
The <<person>> doesn't need to be told twice. <<He>> <<if $pronoun is "m">>pulls up his shorts<<else>>tugs down her skirt<</if>> and runs out of the door, tears falling down <<his>> face.
<br><br>
<<clotheson>>
<<endmasturbation>>
<<endcombat>>
"As for you," <<nnpc_he "Leighton">> says with a smirk, turning to you. "I'm glad you enjoyed the show. I know I did." <<nnpc_He "Leighton">> winks at you knowingly, before showing you out of the office.
<br><br>
<<link [[Next|Hallways]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
Leighton puts the paddle down on the desk and gives the <<person2>><<person>> one last spank with the palm of <<person1>><<his>> hand. The slap echoes around the room. "Fix your clothes, and get out of my office. If I have to see either of you in here again, it'll be much worse for you."<<stress 2>><<gstress>>
<br><br>
<<switch $phase>>
<<case 0>>
The <<person2>><<person>> gives you a scornful glare as <<he>> <<if $pronoun is "m">>pulls up <<his>> shorts<<else>>straightens <<his>> skirt<</if>> and staggers out the door, rubbing <<his>> sore behind.
<<case 1>>
The <<person2>><<person>> struggles to meet your gaze as <<he>> <<if $pronoun is "m">>pulls up <<his>> shorts<<else>>straightens <<his>> skirt<</if>>, <<his>> expression one of utter humiliation. <<He>> staggers out of the office, not uttering a word.
<<case 2>>
The <<person2>><<person>> gives you a grateful smile as <<he>> <<if $pronoun is "m">>pulls up <<his>> shorts<<else>>straightens <<his>> skirt<</if>> and exits the office.<<stress -6>><<trauma -6>><<lstress>><<ltrauma>>
<</switch>>
<br><br>
<<link [[Next|Hallways]]>><<endevent>><</link>>
<br>
/* player and other student spanked */<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<npcspank>><<npcidlegenitals>>
<<set $spankobject to "paddle">>
<<set $enemyanger += 200>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<if $schoolfameblackmail isnot undefined and random(1, 10) is 1>>
Leighton leans in close and whispers, quietly enough that the <<print $paddle_other_student>> can't hear. "We both know you're getting off on this, naughty <<girl>>." <<He>> punctuates <<his>> remark with a painful smack.<<violence 5>><<combattrauma 10>><<ggstress>><<ggtrauma>><<ggpain>>
<<elseif $enemyanger lte 0>>
Leighton takes a step back, drumming <<his>> fingers against the paddle. "I think you've learnt your lesson," <<he>> says with a smug grin.
<<else>>
<<switch random(1, 12)>>
<<case 1>>
The <<print $paddle_other_student>> cries out next to you, face buried against the desk.<<combattrauma 3>><<gtrauma>>
<<case 2>>
Leighton alternates between spanking you and the <<print $paddle_other_student>>, eyes wide with lust.<<violence 2>><<gstress>><<gtrauma>><<gpain>>
<<case 3>>
"You've both been bad, and now you'll both pay the price," says Leighton, the paddle coming down hard on the <<print $paddle_other_student>>.<<combattrauma 3>><<gtrauma>>
<<case 4>>
Leighton focuses <<his>> attention on the <<print $paddle_other_student>>, giving you a slight reprieve.<<violence -3>><<lpain>>
<<case 5>>
Leighton focuses on you, sparing no sympathy as <<he>> paddles you without mercy.<<violence 5>><<combattrauma 5>><<ggstress>><<ggtrauma>><<ggpain>>
<<case 6>>
<<if $worn.under_lower.exposed gte 1>>
Your bare butt stings more and more with each blow of the paddle, the skin turning an angry shade of red.<<violence 4>><<ggpain>>
<<else>>
Leighton laughs as the paddle connects with your <<bottom>>. "Be thankful I'm letting you keep your clothes on."<<violence 2>><<gpain>>
<</if>>
<<case 7>>
<<if $delinquency gte 800>>
"This is what brats like you deserve," Leighton sneers, bringing the paddle down hard.<<violence 4>><<gpain>>
<<elseif currentSkillValue('physique') gte $physiquesize * 0.75>>
Leighton laughs, enjoying your degradation. "Not so tough now, are you?"<<combattrauma 4>><<gtrauma>>
<<else>>
Leighton tuts as <<he>> prepares another strike. "You'll be a good <<girl>> from now on, won't you?"<<combattrauma 2>><<gtrauma>>
<</if>>
<<case 8>>
<<if $pain gte 100>>
Leighton sneers. "There's no use crying, you'll still get what's coming to you."<<combattrauma 2>><<gtrauma>>
<<elseif $masochism_level gte 3>>
You can't help but squirm pleasurably at the painful sensation. Leighton snickers at the sight. "You're a filthy little whore, you love this, don't you?"<<combattrauma 2>><<gtrauma>>
<<elseif $masochism_level gte 1>>
The pain turns you on, making your
<<if $player.penisExist and $player.vaginaExist>>
<<penis>> erect and <<pussy>> wet
<<elseif $player.penisExist>>
<<penis>> stiffen against the desk
<<else>>
fluids seep onto the desk
<</if>>
as Leighton brings the paddle down again.<<violence 2>><<gpain>>
<<else>>
You wince as Leighton gives your <<bottom>> a painful whack.<<violence 2>><<gpain>>
<</if>>
<<case 9 10 11 12>>
Leighton continues to punish you and the <<print $paddle_other_student>>.
<</switch>>
<</if>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or $enemyanger lte 0>>
<span id="next"><<link [[Next|School Detention Double Paddle Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|School Detention Double Paddle]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<unset $paddle_other_student>><<unset $spankobject>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<loadNPC 1 paddle_other_student_1>>
<<person1>>
The paddle clatters to the ground as Leighton's orgasm subsides, steadying <<himself>> against the desk. Clarity returns to <<his>> eyes and <<he>> stands abruptly, realising what just happened. <<He>> looks flustered as <<he>> picks the paddle up off the floor.
<br><br>
"Don't breathe a word of this to anyone," <<he>> says through laboured breaths. "That goes for both of you."
<br><br>
<<tearful>> you nod. The <<person2>><<person>> wordlessly sobs beside you, <<his>> face down against the desk. You wonder if <<he>> even noticed what happened.
<br><br>
<<earnFeat "Leighton's Nightmare">>
<<clotheson>>
<<endcombat>>
<<npc Leighton>>
<<loadNPC 1 paddle_other_student_1>><<clearNPC paddle_other_student_1>>
<<person1>>
<<link [[Next|School Detention Paddle Other End]]>><<set $phase to 1>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
<<loadNPC 1 paddle_other_student_1>>
Leighton recoils in pain, and you squirm free from <<his>> grip.
<br><br>
<<He>> shouts after you as you flee down the corridor. "You've made things much worse for yourself, <<bitch>>. Mark my words." <<tearful>> you keep running, leaving the <<person2>><<person>> to <<his>> fate.
<br><br>
<<clotheson>>
<<endcombat>>
<<clearNPC paddle_other_student_1>>
<<link [[Next|Hallways]]>><</link>>
<br>
<<else>>
<<loadNPC 1 paddle_other_student_1>>
Leighton takes a step back, looking satisfied. "That's a good <<girl>>. Don't you see how much easier things would be if you just did as you were told?"
<br>
<<if $speech_attitude is "meek">>
<<tearful>> you mumble, "Yes, <<sir>>."
<<elseif $speech_attitude is "bratty">>
<<tearful>> you grit your teeth.
<<else>>
<<tearful>> you nod.
<</if>>
<br><br>
Leighton looks smug. "And you?" <<he>> asks the <<person2>><<person>>, who only sobs quietly in response.
<<clotheson>>
<<endcombat>>
<<npc Leighton>>
<<loadNPC 1 paddle_other_student_1>><<clearNPC paddle_other_student_1>>
<<link [[Next|School Detention Paddle Other End]]>><<set $phase to 1>><</link>>
<br>
<</if>>
/* player spanked, no observers */<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<npcspank>><<npcidlegenitals>>
<<set $spankobject to "paddle">>
<<if $phase is 0>>
<<set $enemyanger += 100>>
<<else>>
<<set $enemyanger += 150>>
<</if>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<if $schoolfameblackmail isnot undefined and random(1, 10) is 1>>
Leighton grabs a handful of your hair and yanks your head back, bringing <<his>> lips to your ear. "We both know you're getting off on this, naughty <<girl>>." <<He>> punctuates <<his>> remark with a painful smack.<<violence 5>><<combattrauma 10>><<ggstress>><<ggtrauma>><<ggpain>>
<<elseif $enemyanger lte 0>>
Leighton takes a step back, drumming <<his>> fingers against the paddle. "I think you've learnt your lesson," <<he>> says with a smug grin.
<<else>>
<<switch random(1, 12)>>
<<case 1>>
Leighton sets the paddle down for a moment and cups a hand under your chin, forcing your head up. "Hold that expression," <<he>> commands as <<he>> snaps a picture.<<violence -2>><<combattrauma 10>><<gtrauma>><<lpain>>
<<case 2>>
Leighton takes a short break to catch <<his>> breath, giving you a moment of relief.<<violence -2>><<lpain>>
<br>
<<if $delinquency gte 800>>
That is, until <<his>> palm suddenly smacks against your <<bottom>>. <<He>> smirks. "No rest for the wicked, I'm afraid."<<violence 4>><<gstress>><<gtrauma>><<gpain>>
<<else>>
"Don't look so relieved," <<he>> laughs. "I'm not done with you yet."
<</if>>
<<case 3>>
Leighton reels <<his>> arm back, preparing to deliver a harsh smack.<<set $stress += 12>><<gstress>>
<<case 4>>
Leighton's grip falters, and <<he>> drops the paddle on <<his>> foot. You hear <<him>> curse under <<his>> breath.<<set $stress -= 6>><<lstress>>
<<case 5>>
Leighton doesn't let up, bullying your <<bottom>> with a vicious barrage of whacks.<<violence 5>><<combattrauma 5>><<ggstress>><<ggtrauma>><<ggpain>>
<<case 6>>
<<if $worn.under_lower.exposed gte 1>>
Your bare butt stings more and more with each blow of the paddle, the skin turning an angry shade of red.<<violence 4>><<ggpain>>
<<else>>
Leighton snickers as the paddle connects with your <<bottom>>. "Be thankful I'm letting you keep your clothes on."<<violence 2>><<gpain>>
<</if>>
<<case 7>>
<<if $delinquency gte 800>>
"This is what brats like you deserve," Leighton sneers, bringing the paddle down hard.<<violence 4>><<gpain>>
<<elseif currentSkillValue('physique') gte $physiquesize * 0.75>>
Leighton laughs, enjoying your degradation. "Not so tough now, are you?"<<combattrauma 4>><<gtrauma>>
<<else>>
Leighton tuts as <<he>> prepares another strike. "You'll be a good <<girl>> from now on, won't you?"<<combattrauma 2>><<gtrauma>>
<</if>>
<<case 8>>
<<if $pain gte 100>>
Leighton sneers. "There's no use crying, you'll still get what's coming to you."<<combattrauma 2>><<gtrauma>>
<<elseif $masochism_level gte 3>>
You can't help but squirm pleasurably at the painful sensation. Leighton snickers at the sight. "You're a filthy little whore. You love this, don't you?"<<combattrauma 2>><<gtrauma>>
<<elseif $masochism_level gte 1>>
The pain turns you on, making your
<<if $player.penisExist and $player.vaginaExist>>
<<penis>> erect and <<pussy>> wet
<<elseif $player.penisExist>>
<<penis>> stiffen against the desk
<<else>>
fluids seep onto the desk
<</if>>
as Leighton brings the paddle down again.<<violence 2>><<gpain>><<garousal>>
<<else>>
You wince as Leighton gives your <<bottom>> a painful whack.<<violence 2>><<gpain>>
<</if>>
<<case 9 10 11 12>>
Leighton continues to punish you.
<</switch>>
<</if>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or $enemyanger lte 0>>
<span id="next"><<link [[Next|School Detention Paddle 1 Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|School Detention Paddle 1]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<unset $spankobject>>
<<if $enemyarousal gte $enemyarousalmax>>
The paddle clatters to the ground as Leighton's orgasm subsides, steadying <<himself>> against the desk. Clarity returns to <<his>> eyes and <<he>> stands abruptly, realising what just happened.
<br><br>
"Don't breathe a word of this to anyone," <<he>> pants. "Leave." <<tearful>> you walk from the room.
<br><br>
<<earnFeat "Leighton's Nightmare">>
<<clotheson>>
<<endcombat>>
<<link [[Next|Hallways]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
<<He>> recoils in pain and you squirm from <<his>> grip.
<br><br>
<<He>> shouts after you as you flee down the corridor. "You've made things much worse for yourself, <<bitch>>. Mark my words." <<tearful>> you keep running.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Hallways]]>><</link>>
<br>
<<else>>
Leighton places the paddle down next to you on the desk. "That's a good <<girl>>. Don't you see how much easier things would be if you just did as you were told?"
<br>
<<clotheson>>
<<endcombat>>
<<npc Leighton>><<person1>>
<<if $pain gte 60>>
You start to push yourself off the desk, but Leighton places a hand on your shoulder, holding you in place. "Just a moment. I have something for you."<<stress 2>><<gstress>>
<br><br>
<<He>> walks behind <<his>> desk and fishes around in a drawer, then pulls out a tube of numbing cream. "If you promise to be a good <<girl>>, I'll make you feel better. How does that sound?"
<br><br>
<<link [[Agree|School Detention Paddle Cream]]>><<set $phase to 0>><<pain -25>><<stress 6>><<arousal 1000 "bottom">><</link>><<lllpain>><<gstress>><<ggarousal>>
<br>
<<link [[Refuse|School Detention Paddle Cream Refuse]]>><<set $phase to 0>><</link>>
<br>
<<else>>
"I trust I won't be seeing you in my office again any time soon." <<He>> sits at <<his>> desk and motions at the door.
<br>
<<tearful>> you leave the office.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><</link>>
<br>
<</if>>
<</if>>
/* player spanked, 1 observer */<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<npcspank>><<npcidlegenitals>>
<<set $spankobject to "paddle">>
<<set $enemyanger += 200>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<if $schoolfameblackmail isnot undefined and random(1, 10) is 1>>
Leighton leans in close and whispers, quietly enough that the <<print $paddle_other_student>> can't hear. "We both know you're getting off on this, naughty <<girl>>." <<He>> punctuates <<his>> remark with a painful smack.<<violence 5>><<combattrauma 10>><<ggstress>><<ggtrauma>><<ggpain>>
<<elseif $enemyanger lte 0>>
Leighton takes a step back, drumming <<his>> fingers against the paddle. "I think you've learnt your lesson," <<he>> says with a smug grin.
<<else>>
<<switch random(1, 12)>>
<<case 1>>
The <<print $paddle_other_student>> leans closer to get a better view.
<<case 2>>
"Beat <<phim>> harder, I want to see <<phim>> scream!" cries the <<print $paddle_other_student>>. Leighton complies with a smirk, bringing the paddle down hard.<<violence 3>><<gstress>><<gtrauma>><<gpain>>
<<case 3>>
You see the flash of a camera behind you as the <<print $paddle_other_student>> takes a picture of your humiliation.<<combattrauma 2>><<fameexhibitionism 2 "pic">><<gtrauma>>
<<case 4>>
Leighton looks over <<his>> shoulder at the <<print $paddle_other_student>>. <<He>> smirks. "Maybe I'll let our friend have a go with you when I'm done."<<set $stress += 6>><<gstress>>
<<case 5>>
Leighton doesn't let up, bullying your <<bottom>> with a vicious barrage of whacks. The <<print $paddle_other_student>> watches with excitement.<<violence 5>><<combattrauma 5>><<ggstress>><<ggtrauma>><<ggpain>>
<<case 6>>
<<if $worn.under_lower.exposed gte 1>>
Your bare butt stings more and more with each blow of the paddle, the skin turning an angry shade of red.<<violence 4>><<ggpain>>
<<else>>
Leighton laughs as the paddle connects with your <<bottom>>. "Be thankful I'm letting you keep your clothes on."<<violence 2>><<gpain>>
<</if>>
<<case 7>>
<<if $delinquency gte 800>>
"This is what brats like you deserve," Leighton sneers, bringing the paddle down hard.<<violence 4>><<gpain>>
<<elseif currentSkillValue('physique') gte $physiquesize * 0.75>>
Leighton laughs, enjoying your degradation. "Not so tough now, are you?"<<combattrauma 4>><<gtrauma>>
<<else>>
Leighton tuts as <<he>> prepares another strike. "You'll be a good <<girl>> from now on, won't you?"<<combattrauma 2>><<gtrauma>>
<</if>>
<<case 8>>
<<if $pain gte 100>>
Leighton sneers. "There's no use crying, you'll still get what's coming to you."<<combattrauma 2>><<gtrauma>>
<<elseif $masochism_level gte 3>>
You can't help but squirm pleasurably at the painful sensation. Leighton snickers at the sight. "You're a filthy little whore, you love this, don't you?"<<combattrauma 2>><<gtrauma>>
<<elseif $masochism_level gte 1>>
The pain turns you on, making your
<<if $player.penisExist and $player.vaginaExist>>
<<penis>> erect and <<pussy>> wet
<<elseif $player.penisExist>>
<<penis>> stiffen against the desk
<<else>>
fluids seep onto the desk
<</if>>
as Leighton brings the paddle down again.<<violence 2>><<gpain>>
<<else>>
You wince as Leighton gives your <<bottom>> a painful whack.<<violence 2>><<gpain>>
<</if>>
<<case 9 10 11 12>>
Leighton continues to punish you as the <<print $paddle_other_student>> watches.
<</switch>>
<</if>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or $enemyanger lte 0>>
<span id="next"><<link [[Next|School Detention Paddle 2 Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|School Detention Paddle 2]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<unset $paddle_other_student>><<unset $spankobject>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<loadNPC 1 paddle_other_student_1>>
Clarity returns to Leighton's eyes and <<he>> stands abruptly, realising what just happened. The <<person2>><<person>> stares slack-jawed at the scene.
<br><br>
Leighton notices <<his>> gawking and fixes <<him>> with a glare. "Don't even think about telling anyone about this, or it'll be your ass up here next time. Understood?" The <<person>> quickly nods.
<br><br>
"And you," Leighton breathes, turning back to you. "Get out of my office. I don't want to see you in here again."
<br><br>
<<earnFeat "Leighton's Nightmare">>
<<endcombat>>
<<clearNPC paddle_other_student_1>>
<<tearful>> you get dressed and step out into the hallway.
<br><br>
<<link [[Next|Hallways]]>><<clotheson>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
<<loadNPC 1 paddle_other_student_1>>
You wrench your arms free from Leighton's grip and shove <<him>> away. The <<person2>><<person>> looks shocked and slightly impressed.<<status 2>><<gcool>>
<br><br>
You take advantage of the confusion and flee into the corridor, Leighton angrily shouting after you. "Hey, <<bitch>>, forget something?"
<br>
You were unable to rescue your clothes on the way out. <<tearful>> you keep running.
<br><br>
<<endcombat>>
<<clearNPC paddle_other_student_1>>
<<link [[Next|Hallways]]>><<clotheson>><<clothesruined>><</link>>
<br>
<<else>>
Leighton places the paddle down next to you on the desk. "That's a good <<girl>>. Don't you see how much easier things would be if you just did as you were told?"
<br>
<<endcombat>>
<<npc Leighton>>
<<loadNPC 1 paddle_other_student_1>><<clearNPC paddle_other_student_1>>
The <<person2>><<person>> looks at you, licking <<his>> lips. "You sure showed <<phim>>, <<person1>><<sir>>!"
<br><br>
<<if $pain gte 60>>
Leighton ignores <<person2>><<him>>, instead fixating on your pained expression. <<person1>><<He>> walks behind <<his>> desk and fishes around in a drawer, then pulls out a tube of numbing cream. "If you promise to be a good <<girl>>, I'll make you feel better. How does that sound?"
<br><br>
<<link [[Agree|School Detention Paddle Cream]]>><<set $phase to 1>><<pain -25>><<stress 6>><<arousal 1000 "bottom">><</link>><<lllpain>><<gstress>><<ggarousal>>
<br>
<<link [[Refuse|School Detention Paddle Cream Refuse]]>><<set $phase to 1>><</link>>
<br>
<<else>>
"Quite," Leighton concurs with a smirk. "I'm sure <<pshes>> learnt <<pher>> lesson. At least I hope so, for <<pher>> sake."
<br><br>
Once you're dressed, <<person1>><<he>> leads you out of <<his>> office. You do your best to ignore the <<person2>><<persons>> smug grin as you step into the hallway.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<clotheson>><</link>>
<br>
<</if>>
<</if>>
/* player spanked, 3 observers */<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<npcspank>><<npcidlegenitals>>
<<set $spankobject to "paddle">>
<<set $detentionAudienceComments to []>>
<<set $enemyanger += 200>>
<</if>>
<<if $mouthaction is "apologise" and !$detentionAudienceComments.includes("apologise")>>
<<set _audienceComment to "apologise">><<set $detentionAudienceComments.pushUnique("apologise")>>
<<elseif $orgasmdown gte 1 and !$detentionAudienceComments.includes("orgasm")>>
<<set _audienceComment to "orgasm">><<set $detentionAudienceComments.pushUnique("orgasm")>>
<<elseif $mouthaction is "moan" and !$detentionAudienceComments.includes("moan")>>
<<set _audienceComment to "moan">><<set $detentionAudienceComments.pushUnique("moan")>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<if _audienceComment>>
<<switch _audienceComment>>
<<case "apologise">>
The <<print $paddle_other_student_A>> mimics your apology in a mocking tone. The other two burst into laughter.<<set $stress += 12>><<combattrauma 5>><<status -10>><<gstress>><<gtrauma>><<lcool>>
<<case "orgasm">>
The students watch, mouths agape, as you shudder in climax. "Is <<pshe>> seriously cumming from getting <<pher>> ass beaten?" the <<print $paddle_other_student_B>> gawks.
<br>
"Fucking perv," the <<print $paddle_other_student_C>> snickers.
<br>
They continue to jeer as they raise their phones, taking pictures of your lewd display. Leighton smirks in satisfaction.<<combattrauma 5>><<famesex 12 "pic">>
<<case "moan">>
The <<print $paddle_other_student_A>> nudges the <<print $paddle_other_student_C>>, sporting a wide grin. "Listen! <<pShes>> getting off on this!" They all burst into laughter.<<combattrauma 3>><<gtrauma>>
<</switch>>
<<elseif $schoolfameblackmail isnot undefined and random(1, 10) is 1>>
Leighton leans in close and whispers, quietly enough that the other students can't hear. "We both know you're getting off on this, naughty <<girl>>." <<He>> punctuates <<his>> remark with a painful smack.<<violence 5>><<combattrauma 10>><<ggstress>><<ggtrauma>><<ggpain>>
<<elseif $enemyanger lte 0>>
Leighton takes a step back, drumming <<his>> fingers against the paddle. "I think you've learnt your lesson," <<he>> says with a smug grin.
<<else>>
<<switch random(1, 12)>>
<<case 1>>
The <<print $paddle_other_student_B>> points at you and whispers something to the <<print $paddle_other_student_C>>. They both giggle.<<combattrauma 3>><<gtrauma>>
<<case 2>>
"Beat <<phim>> harder, I want to see <<phim>> scream!" cries the <<print $paddle_other_student_A>>, the others eagerly nodding in agreement. Leighton complies with a smirk, bringing the paddle down hard.<<violence 3>><<gstress>><<gtrauma>><<gpain>>
<<case 3>>
The three students raise their phones, laughing and snapping pictures.<<combattrauma 3>><<fameexhibitionism 6 "pic">><<gtrauma>>
<<case 4>>
Leighton peers over <<his>> shoulder at the other students. <<He>> smirks. "Maybe I'll let them have a turn with you when I'm done. Bet that'd teach you a lesson."<<set $stress += 18>><<ggstress>>
<<case 5>>
Leighton doesn't let up, bullying your <<bottom>> with a vicious barrage of whacks. The other students cheer as <<he>> finishes with a stinging whack.<<violence 5>><<combattrauma 5>><<ggstress>><<ggtrauma>><<ggpain>>
<<case 6>>
<<if $worn.under_lower.exposed gte 1>>
Your bare butt stings more and more with each blow of the paddle, the skin turning an angry shade of red.<<violence 4>><<ggpain>>
<<else>>
Leighton laughs as the paddle connects with your <<bottom>>. "Be thankful I'm letting you keep your clothes on."<<violence 2>><<gpain>>
<</if>>
<<case 7>>
<<if $delinquency gte 800>>
"This is what brats like you deserve," Leighton sneers, bringing the paddle down hard.<<violence 4>><<gpain>>
<<elseif currentSkillValue('physique') gte $physiquesize * 0.75>>
Leighton laughs, enjoying your degradation. "Not so tough now, are you?"<<combattrauma 4>><<gtrauma>>
<<else>>
Leighton tuts as <<he>> prepares another strike. "You'll be a good <<girl>> from now on, won't you?"<<combattrauma 2>><<gtrauma>>
<</if>>
<<case 8>>
<<if $pain gte 100>>
Leighton sneers. "There's no use crying, you'll still get what's coming to you."<<combattrauma 2>><<gtrauma>>
<<elseif $masochism_level gte 3>>
You can't help but squirm pleasurably at the painful sensation. Leighton snickers at the sight. "You're a filthy little whore, you love this, don't you?"<<combattrauma 2>><<gtrauma>>
<<elseif $masochism_level gte 1>>
The pain turns you on, making your
<<if $player.penisExist and $player.vaginaExist>>
<<penis>> erect and <<pussy>> wet
<<elseif $player.penisExist>>
<<penis>> stiffen against the desk
<<else>>
fluids seep onto the desk
<</if>>
as Leighton brings the paddle down again.<<violence 2>><<gpain>><<garousal>>
<<else>>
You wince as Leighton gives your <<bottom>> a painful whack.<<violence 2>><<gpain>>
<</if>>
<<case 9 10 11 12>>
Leighton continues to punish you as your schoolmates watch.
<</switch>>
<</if>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or $enemyanger lte 0>>
<span id="next"><<link [[Next|School Detention Paddle 3 Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|School Detention Paddle 3]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<unset $paddle_other_student_A>><<unset $paddle_other_student_B>><<unset $paddle_other_student_C>>
<<unset $spankobject>><<unset $detentionAudienceComments>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The students erupt into laughter. You're not sure if it's directed at you or Leighton, but the <<nnpc_title "Leighton">> seems unamused regardless. <<He>> smacks the paddle against the desk, promptly shutting them up.
<br><br>
"If any of you little shits breathe a word about this to anyone," <<he>> growls through laboured breaths, "It'll be your asses up here next time. Understood?" They quickly nod in assent.
<br><br>
"And you," Leighton says, turning <<his>> attention back to you. "Get out of my office." <<tearful>> you get dressed and scurry into the hallway.
<br><br>
<<earnFeat "Leighton's Nightmare">>
<<endcombat>>
<<clearNPC paddle_other_student_1>><<clearNPC paddle_other_student_2>><<clearNPC paddle_other_student_3>>
<br><br>
<<link [[Next|Hallways]]>><<clotheson>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
You wrench your arms free from Leighton's grip and shove <<him>> away. The other students laugh and cheer at the spectacle, equal parts amused and impressed by your audacity.<<status 5>><<gcool>>
<br><br>
You take advantage of the confusion and flee into the corridor, Leighton angrily shouting after you. "Hey, <<bitch>>, forget something?"
<br>
You were unable to rescue your clothes on the way out. <<tearful>> you keep running.
<br><br>
<<endcombat>>
<<clearNPC paddle_other_student_1>><<clearNPC paddle_other_student_2>><<clearNPC paddle_other_student_3>>
<<link [[Next|Hallways]]>><<clotheson>><<clothesruined>><</link>>
<br>
<<else>>
Leighton places the paddle down next to you on the desk. "That's a good <<girl>>. Don't you see how much easier things would be if you just did as you were told?"
<br>
<<endcombat>>
<<npc Leighton>>
<<loadNPC 1 paddle_other_student_1>><<clearNPC paddle_other_student_1>>
<<loadNPC 2 paddle_other_student_2>><<clearNPC paddle_other_student_2>>
<<loadNPC 3 paddle_other_student_3>><<clearNPC paddle_other_student_3>>
The <<person2>><<person>> looks at you, licking <<his>> lips. "You sure showed <<phim>>, <<person1>><<sir>>!" <<person2>><<His>> friends laugh in response.
<br><br>
<<if $pain gte 60>>
Leighton ignores them, instead fixating on your pained expression. <<person1>><<He>> walks behind <<his>> desk and fishes around in a drawer, then pulls out a tube of numbing cream. "If you promise to be a good <<girl>>, I'll make you feel better. How does that sound?"
<br><br>
<<link [[Agree|School Detention Paddle Cream]]>><<set $phase to 2>><<pain -25>><<stress 6>><<arousal 1000 "bottom">><</link>><<lllpain>><<gstress>><<ggarousal>>
<br>
<<link [[Refuse|School Detention Paddle Cream Refuse]]>><<set $phase to 1>><</link>>
<br>
<<else>>
"Quite," Leighton concurs with a smirk. "I'm sure <<pshes>> learnt <<pher>> lesson. At least I hope so, for <<pher>> sake."
<br><br>
Once you're dressed, <<person1>><<he>> leads you out of <<his>> office. You do your best to ignore the other students' taunting remarks as you step into the hallway.
<br><br>
<<link [[Next|Hallways]]>><<clotheson>><<endevent>><</link>>
<br>
<</if>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You manage to whimper slightly in assent, and Leighton begins<<if $phase is 0>>, <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>flicking up your $worn.lower.name<<else>>tugging down your $worn.lower.name<</if>><<if !$worn.under_lower.type.includes("naked")>> and pulling aside your $worn.under_lower.name<</if>><</if>>. <<He>> starts on your right cheek, massaging the cream into your skin in slow circles. "That's it, this is much better, isn't it?"
<br><br>
<<if $speech_attitude is "meek">>
"Yes, <<sir>>," you mumble, squirming from the sensation.
<<elseif $speech_attitude is "bratty">>
You don't want to admit it, but it is soothing. You give a grunt of acknowledgement.
<<else>>
You nod, feeling a sense of relief.
<</if>>
The pain in your <<bottom>> is very much still there, but it lessens the more Leighton touches you. <<He>> moves to your left side, and you gasp as the cold cream makes contact with your hot cheek. Eventually the pain there recedes, too.
<br><br>
<<if $phase is 2>>
<<set _detentionStudent to random(1, 3)>>
The other students exchange mocking remarks as they leer at your exposed ass,
<<if $uncomfortable.nude is true>>
but you grit your teeth and bear it.
<<else>>
but you hardly mind.
<</if>>
The <<personselect _detentionStudent>><<person>> is noticeably silent, however.
<br><br>
<<elseif $phase is 1>>
You hear a stifled moan behind you. You peer over your shoulder at the <<person2>><<person>>, eyes half-open with a hand shamelessly down <<his>> <<if $pronoun is "m">>shorts<<else>>skirt<</if>>.<<stress 2>><<gstress>>
<br>
If Leighton notices, <<nnpc_he "Leighton">> gives no indication.
<br><br>
<</if>>
<<if playerChastity("anus")>>
Leighton continues to caress your sore behind, <<person1>><<his>> fingers eventually slipping between your cheeks. <<He>> gives a quiet, curious murmur when <<he>> brushes <<his>> thumb over your anal shield. "Is this to protect you or keep you under control?" <<he>> snickers.<<stress 6>><<trauma 6>><<gstress>><<gtrauma>>
<br><br>
After a while, Leighton withdraws <<his>> hand and gives your ass one last light pat. "I hope that teaches you to follow the rules, young <<lady>>."
<br><br>
With that, you fix your clothing, heading back out into the hallway.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<clotheson>><</link>>
<br>
<<elseif $analdisable is "f">>
Leighton seems to be enjoying <<person1>><<himself>> a little too much as <<he>> rubs your sore butt. <<His>> fingers begin to prod against your anus with each pass over.
<br><br>
<<if $phase is 2>>
The other students continue to ridicule you as Leighton fondles your <<bottom>>. Except the <<personselect _detentionStudent>><<person>>. <<He>> remains eerily quiet, until suddenly crying out, "Y-yes! Finger <<pher>> asshole!"
<br><br>
The moment the words leave <<his>> lips, <<his>> face turns red, and <<he>> stares down in shame. The others are only momentarily shocked and soon begin poking fun at <<his>> outburst.
<br><br>
Leighton stops massaging you and turns around to face the <<person>>. "How obscene," <<person1>><<he>> tuts before addressing the other two. "You two may leave. It looks like your friend needs some special discipline."
<br><br>
The two stop laughing, giving the <<personselect _detentionStudent>><<person>> a worried look before shuffling out of the office. Leighton locks the door behind them.
<br><br>
<<saveNPC _detentionStudent detention_paddle_student>>
<<endevent>>
<<loadNPC 0 detention_paddle_student>>
<<person1>>
<<link [[Next|School Detention Paddle Cream 2]]>><</link>>
<br>
<<elseif $phase is 1>>
The moaning behind you grows louder, until the <<person2>><<person>> finally cries out, "Y-yes! Finger <<pher>> asshole!"
<br><br>
Immediately realising what <<he>> just said, the <<person>> gasps and covers <<his>> mouth. "My, my," Leighton chuckles. "Someone's eager." The <<person>> stares down in shame.
<br><br>
<<saveNPC 1 detention_paddle_student>>
<<endevent>>
<<loadNPC 0 detention_paddle_student>>
<<person1>>
<<link [[Next|School Detention Paddle Cream 2]]>><</link>>
<br>
<<else>>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Enjoy it|School Detention Paddle Cream Leighton]]>><<set $phase to 2>><<arousal 5000 "genitals">><<npcincr Leighton love 1>><<npcincr Leighton dom 1>><</link>><<promiscuous3>><<ggarousal>>
<br>
<</if>>
<<link [[Let it happen|School Detention Paddle Cream Leighton]]>><<set $phase to 1>><<stress 6>><<trauma 6>><<arousal 2000 "genitals">><<moleststat>><<npcincr Leighton dom 1>><</link>><<gstress>><<gtrauma>><<garousal>>
<br>
<<link [[Ask Leighton to stop|School Detention Paddle Cream Leighton]]>><<set $phase to 0>><<stress 6>><<trauma 6>><<arousal 2000 "genitals">><<moleststat>><<npcincr Leighton dom -1>><</link>>
<br>
<</if>>
<<else>>
After a while, Leighton withdraws <<person1>><<his>> hand and gives your ass one last light pat. "I hope that teaches you to follow the rules, young <<lady>>."
<br><br>
With that, you fix your clothing, heading back out into the hallway.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<clotheson>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You expect Leighton to reprimand the <<person>>, but instead <<nnpc_he "Leighton">> holds <<nnpc_his "Leighton">> arm out, eyebrow raised as <<nnpc_he "Leighton">> offers the tube. "If you're so eager, perhaps you'd like to help us out?" <<nnpc_he "Leighton">> asks. "For a little... extra credit?"
<br><br>
The <<person>> looks just as shocked as you are, but it doesn't take long for <<him>> to come to <<his>> senses. "Y... yes, of course, <<nnpc_title "Leighton">>!" <<he>> says as <<he>> clambers to <<his>> feet.
<br><br>
<<He>> eagerly snatches the tube of cream and begins rubbing it into <<his>> palms. Leighton disappears from your view for a moment, and you hear the door lock behind you, followed by the sound of <<nnpc_him "Leighton">> rummaging through a drawer. When Leighton returns, <<nnpc_hes "Leighton">> holding a camera.
<br>
You feel the <<persons>> hands hovering above your cheeks, but they don't make contact. It appears <<hes>> lost <<his>> nerve. "What are you waiting for?" Leighton demands. "Get to work."
<br>
"I-I don't know if I should do this," <<he>> stammers. "It's just too-"
<br>
Leighton slams <<nnpc_his "Leighton">> palm against the desk, cutting <<him>> off. "Either do as you're told, or next time, you can take <<pher>> place."
<br><br>
The <<person>> gulps and nods. Suddenly, you feel a pair of hands on your bottom. You gasp at the sensation. <<His>> motions are much clumsier than Leighton's, rubbing around your anus with a lustful fervour.
<br><br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Enjoy it|School Detention Paddle Cream 3]]>><<set $phase to 2>><<arousal 5000 "genitals">><<npcincr Leighton love 1>><<npcincr Leighton dom 1>><</link>><<promiscuous3>><<ggarousal>>
<br>
<</if>>
<<link [[Let it happen|School Detention Paddle Cream 3]]>><<set $phase to 1>><<stress 6>><<trauma 6>><<arousal 2000 "genitals">><<npcincr Leighton dom 1>><<moleststat>><</link>><<gstress>><<gtrauma>><<garousal>>
<br>
<<link [[Ask to stop|School Detention Paddle Cream 3]]>><<set $phase to 0>><<stress 6>><<trauma 6>><<arousal 2000 "genitals">><<npcincr Leighton dom -1>><<moleststat>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $phase is 0>>
You say that you feel better now and you're ready to leave. The <<person>> sighs, sounding equal parts disappointed and relieved, and steps away from you.
<br><br>
You start to get up, <span class="red">but someone grabs your shoulders and forces you back against the desk.</span> You look up to see Leighton shooting the <<person>> a stern glare.
<br>
"I told you to do as you're told, or else," <<nnpc_he "Leighton">> growls. "There are far worse punishments than a paddling, you know."
<br>
There's a heavy silence in the room. Finally, you hear footsteps, and once more you feel someone grasp your <<bottom>>.
<br>
"Sorry," you hear the <<person>> quietly whimper.<<gstress>><<gtrauma>>
<<set $detentionPaddleForced to true>>
<<elseif $phase is 1>>
Despite your discomfort, you think better of talking back to the <<nnpc_title "Leighton">>. You bite your lip and clench your eyes shut as the <<persons>> fingers assault your <<bottom>>.
<<else>>
You sigh in contentment as the <<persons>> fingers trail along your <<bottom>>, and you spread your legs a little to allow <<him>> easier access. <<promiscuity3>>
You hear a chuckle, and you look up to find Leighton smirking, <<nnpc_his "Leighton">> camera raised.
<</if>>
<br><br>
The <<person>> continues to rub your ass, <<his>> fingers treading dangerously close to your anus. <<He>> seems reluctant to go any further.
<br><br>
Leighton notices the <<personsimple>>'s hesitation. "You can do better than that," <<nnpc_he "Leighton">> tuts. "I certainly wouldn't want to punish you for your lack of enthusiasm."
<br><br>
The <<person>> pauses, <<if $phase is 0>>sniffles<<else>>takes a deep breath<</if>>, and presses <<his>> hand against your <<bottom>>.
<br><br>
<<if $NPCList[0].penis isnot "none">>
"No, no, no," Leighton groans, still unsatisfied. "All the way."
<<if $phase is 2>>
<br><br>
You give <<him>> a little encouragement and press your butt against <<his>> groin. You can feel <<his>> <<print $NPCList[0].penisdesc>> beneath <<his>> <<if $pronoun is "m">>shorts<<else>>skirt<</if>> already erect.
<br><br>
The <<person>> gasps and flinches away. The room is silent for a moment, until you hear the sound of fabric rustling as <<he>> <<if $pronoun is "m">>lowers his shorts<<else>>lifts her skirt<</if>>.
<br>
<<He>> takes another deep breath, and you soon feel something prodding your anus.
<br><br>
<<link [[Next|School Detention Paddle Cream Sex]]>><<set $sexstart to 1>><<set $phase to 0>><</link>>
<br>
<<else>>
After another long period of silence, you hear the sound of fabric rustling as the <<person>> <<if $pronoun is "m">>lowers his shorts<<else>>lifts her skirt<</if>>.
<br><br>
Leighton chuckles darkly as the <<person>> tentatively takes position behind you. You feel <<his>> <<print $NPCList[0].penisdesc>> against your butt.
<br><br>
<<link [[Next|School Detention Paddle Cream Sex]]>><<set $molestationstart to 1>><<set $phase to 0>><</link>>
<br>
<</if>>
<<else>>
<<link [[Next|School Detention Paddle Cream Sex]]>><<if $phase is 2>><<set $sexstart to 1>><<else>><<set $molestationstart to 1>><</if>><<set $phase to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<if $phase is 1>>
<<set $NPCList[0].lefthand to "anusentrance">><<set $anususe to 1>>
<<else>>
<<set $anususe to "penis">><<set $NPCList[0].penis to "anusentrance">><<set $anusstate to "entrance">><<set $speechanusentrance to 1>>
<<set $NPCList[0].location.genitals = "genitals">><<set $anustarget to 0>>
<</if>>
<<elseif $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<if $phase is 1>>
<<set $NPCList[0].lefthand to "anusentrance">><<set $anususe to 1>>
<<elseif $phase is 0>>
<<set $anususe to "penis">><<set $NPCList[0].penis to "anusentrance">><<set $anusstate to "entrance">><<set $speechanusentrance to 1>>
<<set $NPCList[0].location.genitals = "genitals">><<set $anustarget to 0>>
<</if>>
<</if>>
<<set $position to "doggy">>
<<effects>>
<<effectsman>><<man>>
<<switch random(1, 6)>>
<<case 1, 2>>
Leighton sits at <<nnpc_his "Leighton">> desk, leaning close to observe your expression.
<<case 3, 4>>
"You like how that feels, young <<lady>>?" asks Leighton. <<nnpc_His "Leighton">> breath is hot against your face as <<nnpc_he "Leighton">> stares into your eyes.
<<case 4, 5>>
<<person1>>"<<Hes>> good at this, isn't <<he>>?" says Leighton with a smirk, looking up at the <<person>>.
<<case 6>>
"Hold that expression," Leighton commands, raising <<nnpc_his "Leighton">> camera.<<famesex 2 "pic">>
<</switch>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|School Detention Paddle Cream Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|School Detention Paddle Cream Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<if $detentionPaddleForced>>
Staring down at <<his>> feet, the <<person>> straightens <<his>> clothes and backs away from you. You follow suit, pushing yourself off the desk and getting dressed.
<br><br>
Leighton smirks, holding <<nnpc_his "Leighton">> camera up and tapping it with one finger. "Let's keep this between us, shall we?" You both nod wordlessly.
<br><br>
<<tearful>> you and the <<person>> stagger out of the office, unable to meet each other's gaze.
<br><br>
<<else>>
"Th-that was amazing!" the <<person>> pants, <<his>> nervousness all but gone.
<<if $fame.sex gte 400>>
"I heard <<pshe>> lets anyone fuck <<phim>>. I've always wanted to have a go!"
<br><br>
"Mind your language," Leighton mutters. <<nnpc_He "Leighton">> doesn't sound the slightest bit bothered.
<<elseif $cool gte 240>>
"I've wanted to do that for a while. I've always had a bit of a crush..." <<He>> trails off, staring at <<his>> feet and giggling.
<br><br>
"How cute," Leighton mutters. <<nnpc_He "Leighton">> doesn't sound particularly interested.
<<elseif $cool lte 80>>
<<He>> gives you a smug look. "You're welcome, by the way. I doubt your sorry ass gets much attention."<<trauma 2>><<gtrauma>>
<br><br>
"Mind your language," Leighton mutters. <<nnpc_He "Leighton">> doesn't sound the slightest bit bothered.
<<else>>
<<He>> stares at you and licks <<his>> lips. "Bet <<pshe>> enjoyed it, too."<<if $consensual isnot 1>><<trauma 6>><<gtrauma>><</if>>
<br><br>
"Mhm. Quite," Leighton mutters. <<nnpc_He "Leighton">> doesn't sound particularly interested.
<</if>>
<<nnpc_He "Leighton">> scrolls through the pictures on <<nnpc_his "Leighton">> camera, before addressing you.
<br><br>
"I hope you've both learnt a valuable lesson," <<nnpc_he "Leighton">> says. <<nnpc_He "Leighton">> holds up <<nnpc_his "Leighton">> camera and smiles. "A lesson I'd suggest you keep to yourselves."
<br><br>
<<tearful>> you and the <<person>> are led out of the office. <<He>> winks as <<he>> disappears down the hallway.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Hallways]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
You shove the <<person>> off of you and scamper away from the desk.
<br><br>
Leighton makes a grab for you, but you're already out the door. <<nnpc_He "Leighton">> shouts after you as you flee down the corridor. "Hey, <<bitch>>, forget something?"
<br>
You were unable to rescue your clothes on the way out. <<tearful>> you keep running.
<br><br>
<<endcombat>>
<<link [[Next|Hallways]]>><<clotheson>><<clothesruined>><</link>>
<br>
<<else>>
The <<person>> sighs, sounding equal parts disappointed and relieved, and steps away from you.
<br><br>
Leighton frowns, scrolling through the pictures on <<nnpc_his "Leighton">> camera. "Good enough, I suppose," <<nnpc_he "Leighton">> mutters, before looking up at you. "Go on, you've wasted enough of my time. Try not to end up here again."
<br><br>
<<tearful>> you get dressed and leave the office with the <<person>>. <<He>> shoots an awkward glance in your direction, then blushes and scurries down the hall.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Hallways]]>><</link>>
<br>
<</if>>
<<unset $detentionPaddleForced>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $phase is 0>>
You tell Leighton that you feel better now and you're ready to leave. <span class="red"><<He>> presses a hand against the small of your back, holding you down.</span>
<br>
"Now, now," <<he>> tuts. "As your <<nnpc_title "Leighton">>, I know what's best for you. Hold still."
<br>
Stuck in such a vulnerable position, there's little else you can do besides let Leighton have <<his>> way.<<gstress>><<gtrauma>>
<br><br>
<<elseif $phase is 1>>
Despite your discomfort, you think better of talking back to the <<nnpc_title "Leighton">>. You bite your lip and clench your eyes shut as Leighton's fingers assault your <<bottom>>.
<br><br>
<<else>>
You sigh in contentment as Leighton's fingers brush against your anus, and you spread your legs a little to allow <<him>> easier access. You think you hear <<him>> chuckling behind you. <<promiscuity3>>
<</if>>
<<if $phase is 2>>Taking your invitation<<else>>Without warning<</if>>, Leighton slides <<his>> finger inside you, the soothing cream acting as lubricant. You gasp at the sensation, <<if $phase is 2>>but it isn't unpleasant<<else>>feeling utterly violated<</if>>. <<His>> finger moves in and out, <<if $player.penisExist>>rubbing against your prostate<<else>>causing you to shudder and moan involuntarily<</if>>.
<<if $arousal gte 8000>>
<br>
<<if $player.penisExist and $player.vaginaExist>>
Your penis and pussy both react to the stimulation,
<<elseif $player.penisExist>>
Your penis is fully erect now,
<<else>>
Your pussy is practically dripping now,
<</if>>
<<if $phase is 2>>
but you're enjoying this too much to pull away.
<<else>>
much to your shame.
<</if>>
Judging by Leighton's dark laughter behind you, <<he>> notices.<<if $phase isnot 2>><<trauma 6>><<gtrauma>><</if>>
<</if>>
<br><br>
After a while, Leighton removes <<his>> finger and gives your ass one last light pat. "I hope that'll teach you to follow the rules, young <<lady>>." With that, you fix your clothing, heading back out into the hallway.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<clotheson>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
Leighton sighs and shakes <<his>> head as <<he>> places the tube back in its drawer. "So ungrateful," <<he>> mutters under <<his>> breath, then looks up at you. "You're done here. Go."
<br><br>
<<tearful>> you fix your clothes and leave<<if $phase gte 1>>, doing your best to ignore the <<if $phase is 1>><<person2>><<persons>><<else>>other students'<</if>> taunting remarks<</if>>.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<clotheson>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<set $position to "doggy">>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or $enemyanger lte 0>>
<span id="next"><<link [[Next|School Detention Paddle Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|School Detention Paddle Rape]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Good <<girl>>," <<he>> says, sitting at <<his>> desk. "I trust you'll behave yourself from now on?"
<br><br>
<<clotheson>>
<<endcombat>>
<<tearful>> you leave the office.
<br><br>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You knock the <<nnpc_title "Leighton">> away from you, who staggers and falls.
<br><br>
<<tearful>> you flee the office, hearing <<him>> laugh behind you.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<set $englishPlayLate to 7>>
You opt to stay put, rather than take a role in the play. A decent amount of students think differently, and sign their names.
<br><br>
<<if $kylarenglishstate is "watching">>
Kylar takes notice of your decision to stay out of the play. <<nnpc_He "Kylar">> doesn't seem as eager to participate now.
<br><br>
<<elseif $kylarenglishstate is "active">>
Kylar remains silent for a couple of seconds. "Yeah, I guess it's kind of silly," <<nnpc_he "Kylar">> says with a hint of disappointment.
<br><br>
<</if>>
"For those of you not interested," Doren speaks up. "<span class="gold">You have a week to change your mind.</span> Just come by after school and sign up."
<br><br>
<span class="gold">English Theatre play added to journal. You have a week to sign up, or you can just help other students rehearse in the English classroom after school.</span>
<br><br>
<<endevent>>
<<link [[Next|English Lesson]]>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<set $phase to 0>><<set _playPronoun to ($player.gender_appearance is "m" ? "Mr" : "Mrs")>>
You get up from your seat and walk towards Doren. You don't have to wait long.
<<if $kylarenglishstate isnot "absent">>
Kylar quickly jumps out of <<nnpc_his "Kylar">> seat as well, rushing to the line and moving right behind you.
<</if>>
<br><br>
"You're participating too? Glad to hear. We'll set you up for a play called 'The Rich Heart of Christmas.'
It's about a pair of young lovebirds who fall for each other, much to the dismay of one of their rich parents, while the other kid is quite literally a beggar. Which character would you like to play?"
<br><br>
<<if playerBellyVisible()>>
Doren pauses, looking down at your belly. "The role of Taylor would be an especially good fit for you. We might be able to work that baby bump into the plot."
<br><br>
<</if>>
<<link [[Play the role of Cass, the young beggar|English Play Role Select]]>><<set $phase to 1>><</link>>
<br>
<<link [[Play the role of Taylor, the scion from a wealthy family|English Play Role Select]]>><<set $phase to 2>><</link>>
<br>
<<link [["Play the role of " + _playPronoun + " Sterling, Taylor's parent, who opposes their love"|English Play Role Select]]>><<set $phase to 3>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You sign up to take the role of
<<switch $phase>>
<<case 1>>
Cass, the impoverished beggar, who's in love with Taylor, the rich scion.
<<set $englishPlayRoles to {
Player: "Cass",
Kylar: "Taylor",
Sydney: "Sterling",
KylarKnown: false,
KylarCount: 0,
SydneyKnown: false,
SydneyCount: 0
}>>
<<case 2>>
Taylor, the lovebird from a rich family, who's in love with Cass, the beggar.
<<set $englishPlayRoles to {
Player: "Taylor",
Kylar: "Sterling",
Sydney: "Cass",
KylarKnown: false,
KylarCount: 0,
SydneyKnown: false,
SydneyCount: 0
}>>
<<case 3>>
<<set _playPronoun to ($player.gender_appearance is "m" ? "Mr" : "Mrs")>>
<<print _playPronoun>> Sterling, Taylor's rich parent, who opposes the relationship between Taylor and Cass.
<<set $englishPlayRoles to {
Player: "Sterling",
Kylar: "Taylor",
Sydney: "Cass",
KylarKnown: false,
KylarCount: 0,
SydneyKnown: false,
SydneyCount: 0
}>>
<</switch>>
<<if C.npc.Kylar.state is "prison">>
<<set $englishPlayRoles.Kylar to "none">>
<</if>>
<br><br>
"Great!" Doren says. "Here's a booklet for the play, it includes your dialogue as well as your partners'.
<span class="blue">I highly encourage you to meet up with them and rehearse your lines together</span>, you don't want to be disconnected from them! I'll let them know to work with you once they've been given a role."
<br><br>
<<if $kylarenglishstate isnot "absent">>
Kylar approaches the teacher's desk once you step away. <<nnpc_He "Kylar">> looks at you, blushing, before writing <<nnpc_his "Kylar">> name down on the paper.
<br><br>
<</if>>
<span class="gold">English Theatre play added to journal. You may practise your lines by yourself or with your partners for better results. You can meet your partners in the English classroom after school.</span>
<br><br>
<<endevent>>
<<link [[Next|English Lesson]]>><</link>>
<br><<schooleffects>><<effects>>
<<set $phase to 0>><<set _playPronoun to ($player.gender_appearance is "m" ? "Mr" : "Mrs")>>
You walk to the front of the room, where all the play signups are posted. There's only one with any openings.
It's titled "The Rich Heart of Christmas," and seems to be about a pair of young lovebirds who fall for each other, much to the dismay of one of their parents. One of them is rich, and the other is a beggar.
<br><br>
Which role would you like to sign up for?
<br><br>
<<link [[Play the role of Cass, the young beggar|English Play Late Role]]>><<set $phase to 1>><</link>>
<br>
<<link [[Play the role of Taylor, the scion from a wealthy family|English Play Late Role]]>><<set $phase to 2>><</link>>
<br>
<<link [["Play the role of " + _playPronoun + " Sterling, Taylor's parent, who opposes their love"|English Play Late Role]]>><<set $phase to 3>><</link>>
<br>
<<link [[Step away|English Classroom]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<schooleffects>><<effects>><<wearProp "pen">>
<<unset $englishPlayLate>>
You sign up to take the role of
<<switch $phase>>
<<case 1>>
Cass, the impoverished beggar, who's in love with Taylor, the rich scion.
<<set $englishPlayRoles to {
Player: "Cass",
Kylar: "Taylor",
Sydney: "Sterling",
KylarKnown: false,
KylarCount: 0,
SydneyKnown: true,
SydneyCount: 0
}>>
<<case 2>>
Taylor, the lovebird from a rich family, who's in love with Cass, the beggar.
<<set $englishPlayRoles to {
Player: "Taylor",
Kylar: "Sterling",
Sydney: "Cass",
KylarKnown: false,
KylarCount: 0,
SydneyKnown: true,
SydneyCount: 0
}>>
<<case 3>>
<<set _playPronoun to ($player.gender_appearance is "m" ? "Mr" : "Mrs")>>
<<print _playPronoun>> Sterling, Taylor's rich parent, who opposes the relationship between Taylor and Cass.
<<set $englishPlayRoles to {
Player: "Sterling",
Kylar: "Taylor",
Sydney: "Cass",
KylarKnown: false,
KylarCount: 0,
SydneyKnown: true,
SydneyCount: 0
}>>
<</switch>>
<<if C.npc.Kylar.state is "prison">>
<<set $englishPlayRoles.Kylar to "none">>
<</if>>
<br><br>
<<if $englishPlayRoles.Kylar isnot "none">>
<<set $englishPlayRoles.KylarKnown to true>>
<<run statusCheck("Kylar")>>
<<npc Kylar>><<person1>>
As soon as you put the pen down, someone else snatches it and signs their name, right under yours. It's Kylar. You didn't even see <<him>> in the room before.
<<if _kylarStatus.includes("Rage")>>
<<He>> takes a heavy breath as <<he>> looks at you. "We can spend more time together this way. Right?" <<He>> steps closer to you. "<span class="gold">I'll be outside in the usual spot</span>. We should start rehearsing right away."
<<else>>
<<He>> gives you a nervous smile as <<he>> puts the pen back. "I thought it would be fun. I'll... be <span class="gold">in the rear courtyard</span>. We should start rehearsing."
<</if>>
<br><br>
<<He>> looks uncomfortable with the amount of people in the English classroom, especially with several students now staring directly at <<him>>. <<He>> takes a step back, before leaving the room as quietly as possible.
<br><br>
<<endevent>><<npc Sydney>><<person1>>
"That's all the motivation I need," says another voice. You turn around to see Sydney approaching. "I couldn't decide whether I actually wanted to sign up, but now it's the last one available. If both you and Kylar are in, well..."
<br><br>
<<He>> pulls out a red marker, and signs <<his>> name on the same piece of paper, finishing by putting a smile next to it. "<span class="gold">I'll be here after school each day</span>, if you want to rehearse. We should get Kylar to rehearse with us, too!"
<br><br>
You grab a rehearsal booklet, and look down at the paper. <span class="blue">Kylar has signed up as $englishPlayRoles.Kylar, and Sydney is playing as $englishPlayRoles.Sydney.</span>
<<else>>
<<npc Sydney>><<person1>>
<<if $sydneyromance is 1>>
A pair of hands sneak up on you, covering your eyes and making you jump. "Guess who!" A voice giggles. You immediately recognise it. You free yourself and turn around to see Sydney.
<<else>>
"That's all the motivation I need," says another voice. You turn around to see Sydney approaching.
<</if>>
"I couldn't decide whether I actually wanted to sign up, but now it's the last one available. If you're in, well..."
<br><br>
<<He>> pulls out a red marker, and signs <<his>> name on the same piece of paper, finishing by putting a smile next to it. "<span class="gold">I'll be here after school each day</span>, if you want to rehearse."
<br><br>
You grab a rehearsal booklet, and look down at the paper. <span class="blue">Sydney is playing as $englishPlayRoles.Sydney.</span>
<</if>>
<br><br>
<span class="gold">English Theatre play added to journal. You may practise your lines by yourself or with your partners for better results.</span>
<br><br>
<<link [[Next|English Classroom]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<schooleffects>><<effects>>
<<set $englishPlayRoles.KylarKnown to true>>
<<npc Kylar>><<person1>>
You approach Kylar. <<He>> looks extremely uncomfortable, but lightens up when <<he>> sees you.
<br><br>
"H-Hey," Kylar says, gently grabbing your arm. "I got a surprise for you. We'll be performing together for the stage play." <<He>> pulls a small booklet from <<his>> bag and shows it to you.
<br><br>
<<switch $englishPlayRoles.Kylar>>
<<case "Sterling">>
<<set _playPronoun to (C.npc.Kylar.pronoun is "m" ? "Mr" : "Mrs")>>
"I'll be playing the parent, _playPronoun Sterling," <<he>> says. "There's always someone getting in the way, but love always wins in the end, don't you think?" <<He>> draws closer to you before coming to <<his>> senses and withdrawing. "Sorry."
<<default>>
"I get to play as that rich kid, Taylor, who falls in love with someone." <<He>> blushes deeply and looks you in the eyes. "I... still don't know who, though."
<</switch>>
<br><br>
<<He>> looks down timidly. "Say, maybe we should spend some time together? T-To practise, I mean." <<Hes>> about to say something else, but stops <<himself>>.
<<if Weather.precipitation isnot "none">>
"Just... come see me, alright? <span class="gold">I'll be in the library.</span> There's... a lot of people in here. Too many."
<<else>>
"Just... come see me outside, alright? <span class="gold">I'll be in the rear courtyard.</span> There's... a lot of people in here. Too many."
<</if>>
<br><br>
<<He>> exits, looking back at you one last time.
<br><br>
<<endevent>>
<<link [[Next|English Classroom]]>><<set $eventskip to 1>><</link>>
<br><<schooleffects>><<effects>>
<<set $englishPlayRoles.SydneyKnown to true>>
<<npc Sydney>><<person1>>
You approach Sydney. <<He>> looks excited about something, and smiles upon seeing you.
"You're not going to believe it. I signed up for the Christmas stage play, and it looks like we'll be performing together!
<<switch $englishPlayRoles.Sydney>>
<<case "Sterling">>
<<set _playPronoun to (C.npc.Sydney.pronoun is "m" ? "Mr" : "Mrs")>>
I get to be the villain, that rich kid's sibling!" <<He>> stops for a moment, opening the booklet and quickly shuffling through the pages. "No, that's not right... the parent, _playPronoun Sterling!" <<He>> gives you a nervous smile. "I... need to give it a few more reads..."
<<default>>
I'll be playing that poor little beggar kid, Jazz... or, Jake?" <<He>> opens <<his>> booklet and takes a quick glance at it. "Cass! That's it!" <<He>> tries to laugh it off. "I won't mess it up, promise."
<</switch>>
<br><br>
You spend some time talking to Sydney about the role. "Oh! Speaking of which." <<His>> eyes light up. "We should practice our lines together! <span class="gold">I'll be here in the English classroom after school most days.</span>"
<br><br>
<<endevent>>
<<link [[Next|English Classroom]]>><<set $eventskip to 1>><</link>>
<br><<schooleffects>><<effects>>
You open your booklet and prepare to practise. You read through the lines, trying your best to memorise your dialogue, as well as the other characters' lines in order to know when to speak.
<br><br>
<<set _chair to Furniture.get('chair')>>
<<if _chair is undefined or _chair is null>>
<<set _chair to Furniture.get('chair','chair')>>
<</if>>
<<if $location is "home" and _chair.type.includes("comfy")>>
You settle back in your <span class="green">comfortable</span> chair as you recite your lines.<<set $englishPlayReadiness += 6>>
<<else>>
You shift around on your chair, <span class="red">unable to get comfortable.</span> <<if $location is "home">>If you purchase a comfier desk chair, it may be easier to focus on your lines.<<else>>A comfortable desk chair might help.<</if>> <<set $englishPlayReadiness += 3>>
<</if>>
<<playReadiness>>
<br><br>
<<link [[Next|Bedroom]]>><</link>>
<br><<schooleffects>><<effects>><<set $bus to "rehearsal">>
<<run statusCheck("Kylar")>>
<<switch $englishPlayRoles.KylarCount>>
<<case 0>>
You start by reading your lines out loud, and then wait for Kylar to read <<hers>>. <<He>> doesn't seem to need much help. Instead, <<he>> manages to rehearse <<his>> dialogue down to a T, likely due to the play being rather short.
<br><br>
"I'm so excited to be able to perform with you. We'll leave them awestruck, you'll see."
<<case 1>>
You and Kylar start rehearsing together. You recite your lines while <<he>> tries to maintain direct eye contact with you. When it's finally <<his>> turn, <<he>> gestures in a sophisticated manner as <<he>> verbalises, and speaks with a thick accent.
<br><br>
You raise an eyebrow at the passionate acting. "D-Don't laugh, okay?" <<he>> nervously says as <<he>> finishes.
<<case 2>>
You start rehearsing with Kylar. You stutter frequently while speaking your lines, but you eventually manage to get it right. On Kylar's turn, <<he>> looks a bit confused and ends up switching the order of the lines more than a couple of times, periodically looking at the script with a puzzled expression.
<br><br>
You eventually realise your scripts are switched and laugh together at your own silliness.
<<case 3>>
<<switch $englishPlayRoles.Player>>
<<case "Cass">>
You and Kylar rehearse together. You recite a poetically passionate part of the script to <<him>>. <<He>> tenses a bit, and <<his>> eyes dart around nervously. You stare at <<him>> with a puzzled expression, quickly bringing <<him>> back to <<his>> senses.
<br><br>
"I-I'm sorry," <<he>> stutters. "But hearing you say stuff like t-that in front of me is just..." <<His>> cheeks flush, and it looks like <<hes>> back to daydreaming.
<<case "Taylor">>
You and Kylar rehearse together. You don't have any issues with the script until you start rehearsing the romantic parts with an imaginary figure, since the third person in the cast isn't currently present. Kylar crosses <<his>> arms and frowns the entire time as you recite your lines.
<br><br>
"The other role should be mine," <<he>> hisses, but quickly calms down. "I-I would do it better than <<nnpc_him "Sydney">>. I'm sure of it."
<<case "Sterling">>
You and Kylar start the rehearsal. About half way through, Kylar suddenly stops. You ask <<him>> what the problem is and <<he>> sighs.
<br><br>
"I j-just don't want to have to say that kind of thing to <<nnpc_him "Sydney">>," <<he>> says, raising <<his>> palm to <<his>> face. "I-I know it's just a play, but it's still awkward, you know?" <<He>> sighs again. "I wish I could say it to you instead."
<</switch>>
<<default>>
<<playLinePool>>
You open your rehearsal booklet and act out part of the play with Kylar.
<br>
"<<print _englishPlayLinePool[$englishPlayRoles.Player].pluck()>>"
<br>
...
<br>
"<<print _englishPlayLinePool[$englishPlayRoles.Kylar].pluck()>>"
<br>
<</switch>>
<<set $englishPlayReadiness += 10>><<playReadiness>>
<<set $englishPlayRoles.KylarCount += 1>>
<br><br>
By the time you're done, the school has started to close. You walk outside with Kylar.
<br><br>
<<kylaroptions "notext">><<schooleffects>><<effects>><<set $bus to "rehearsal">>
<<run statusCheck("Sydney")>>
<<npc Sydney>><<person1>>
<<switch $englishPlayRoles.SydneyCount>>
<<case 0>>
You open your rehearsal booklet and act out part of the play with Sydney. "Thanks for this. I asked some of the initiates for help, but I don't think they care much." <<He>> pulls out <<his>> booklet.
You begin to rehearse your lines with Sydney. There isn't much dialogue for either of you, as the play is rather short. Sydney gets distracted by some of the text, but delivers <<his>> lines with joyful enthusiasm nonetheless.
<br><br>
"I may have to write some of these on my hand to remember them..."
<<case 1>>
<<switch $englishPlayRoles.Player>>
<<case "Cass">>
You begin to rehearse with Sydney. "I simply cannot believe this! My own child, charmed by a filthy beggar? We leave at once, Taylor. You will explain this once we get home." Sydney looks uncomfortable with <<his>> own words.
<br><br>
Sydney repeats the line a few times.
<<if $englishtrait gte 3 or $submissive lte 500>>
You give <<him>> a few pointers on speaking with a condescending voice.
<<else>>
Without someone to respond as Taylor, there isn't much to do but skip ahead.
<</if>>
<<case "Sterling">>
You rehearse as Sterling. "I simply cannot believe this! My own child, charmed by a filthy beggar? We leave at once, Taylor. You will explain this once we get home."
<br><br>
Sydney sheepishly looks away. "To witness such a heart-breaking dispute on Christmas Eve, I cannot bear to watch! No, that wasn't good, let me try again..."
<<case "Taylor">>
<<set _playPronoun to (C.npc.Kylar.pronoun is "m" ? "father" : "mother")>>
You rehearse as Taylor. "Please _playPronoun, listen! What I feel for Cass is no mere interest! We were truly meant to be together!" You take Sydney by the arm to emphasise the line.
<br><br>
Sydney sheepishly looks away. "To witness such a heart-breaking dispute on Christmas Eve, I cannot bear to watch! No, that wasn't good, let me try again..."
<</switch>>
<<case 2>>
You begin to rehearse with Sydney. You're both getting more comfortable in your roles.
<<if _sydneyStatus.includes("corrupt")>>
"The play itself is a little... cheesy. But I like the message behind it. I just wish it took some risks. Like, maybe Cass actually knocked Taylor up, and Sterling's attitude turns into a shotgun wedding kind of thing."
<br><br>
Sydney pauses for a moment. "Wanna throw Doren for a loop and improv?"
<<else>>
"This is pretty fun. I'm glad the school can still run innocent little plays like this. The Christmas spirit will be good for everyone."
<</if>>
<<case 3>>
You and Sydney rehearse together. During a particularly tough line, you bite your tongue.
<<if _sydneyStatus.includes("corrupt")>>
<<He>> giggles.
<br><br>
"Glad you have me here to give you some private lessons," <<he>> manages between giggles. "You'd better try harder, or I'll have to punish you properly," <<he>> says, sticking <<his>> tongue out. "I'm just kidding. Mostly," <<he>> finishes, giving you a little wink.
<<else>>
<<He>> looks to you with concern.
<br><br>
"Are you okay?" <<he>> asks as <<he>> walks over to you. "Please be a little more careful!" <<he>> says, squeezing your cheek.
<</if>>
<<default>>
<<playLinePool>>
You open your rehearsal booklet and act out part of the play with Sydney.
<br>
"<<print _englishPlayLinePool[$englishPlayRoles.Player].pluck()>>"
<br>
...
<br>
"<<print _englishPlayLinePool[$englishPlayRoles.Sydney].pluck()>>"
<br>
<</switch>>
<<set $englishPlayReadiness += 10>><<playReadiness>>
<<set $englishPlayRoles.SydneyCount += 1>>
<br><br>
By the time you're done, the school has started to close. You walk outside with Sydney.
<br><br>
<<sydneyOptionsLeave>><<schooleffects>><<effects>><<set $bus to "rehearsal">>
<<run statusCheck("Sydney")>>
<<npc Sydney>><<person1>>
<<switch $englishPlayRoles.SydneyCount>>
<<case 0>>
You grab a rehearsal booklet and act out part of the play with Sydney. "Thanks for this. I asked some of the initiates for help, but I don't think they care much." <<He>> pulls out <<his>> booklet.
You begin to help Sydney rehearse <<his>> lines. There isn't much dialogue, as the play is rather short. Sydney gets distracted by some of the text, but delivers <<his>> lines with joyful enthusiasm nonetheless.
<br><br>
"I may have to write some of these on my hand to remember them..."
<<case 1>>
You grab a rehearsal booklet, and take on the role of Sterling. "I simply cannot believe this! My own child, charmed by a filthy beggar? We leave at once, Taylor. You will explain this once we get home."
<br><br>
Sydney sheepishly looks away. "To witness such a heart-breaking dispute on Christmas Eve, I cannot bear to watch! No, that wasn't good, let me try again..."
<<default>>
<<playLinePool>>
You grab a rehearsal booklet and help Sydney act out part of the play.
<<set _tempRole to (random(0,1) ? "Taylor" : "Sterling")>>
You take the role of _tempRole.
<br>
"<<print _englishPlayLinePool[_tempRole].pluck()>>"
<br>
...
<br>
"<<print _englishPlayLinePool[$englishPlayRoles.Sydney].pluck()>>"
<br>
<</switch>>
<<set $englishPlayRoles.SydneyCount += 1>>
<br><br>
By the time you're done, the school has started to close. You walk outside with Sydney.
<br><br>
<<sydneyOptionsLeave>><<schooleffects>><<effects>>
You approach a group of students and offer to help them rehearse.
<<if $cool gte 240>>
They eagerly accept your help. In fact, it's a bit overwhelming. You end up having your attention split between several groups and have trouble slipping into so many different roles. It's nice having so much positive attention, though. <<stress -12>><<lstress>>
<<elseif $cool gte 120>>
One group gladly accepts your help. They're happy to have someone to bounce dialogue off of.
<<else>>
Most of them ignore you. However, you help a student with no group rehearse a role after some time of searching.
<</if>>
<br><br>
By the time you're done, the school has started to close. You walk outside with the other students.
<br><br>
<<link [[Leave|Oxford Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<schooleffects>><<effects>>
<<set $englishPlayDoubleRehearsal to true>>
<<run statusCheck("Sydney")>><<run statusCheck("Kylar")>>
<<npc Sydney 1>><<npc Kylar 2>>
You approach Kylar and Sydney. They haven't noticed you yet. Sydney is giving Kylar instructions.
<br><br>
<<switch $englishPlayRoles.Player>>
<<case "Cass">>
"Let me hear some real desperation in it. 'Please <<if C.npc.Sydney.pronoun is "m">>father<<else>>mother<</if>>, listen! What I feel for Cass is no mere interest! We were truly meant to be together!' You're about to be taken away from the love of your life. I'm about to rob you of them."
<br><br>
Kylar sees you standing behind Sydney, and frowns. "Yeah, that's right. I think I can do that." <<He "Kylar">> locks eyes with you.
"Please <<if C.npc.Sydney.pronoun is "m">>father<<else>>mother<</if>>, listen! What I feel for Cass is no mere interest! We were truly meant to be together!"
<<He "Kylar">> shoves past Sydney and stiffly grabs you by the arm.
<br><br>
Sydney looks taken aback. "That was perfect! Do it just like that on stage." <<He "Sydney">> turns to you and smiles.
<<case "Taylor">>
"You need to put some real disappointment into it. 'My own <<if $player.gender_appearance is "m">>son<<else>>daughter<</if>>, with a filthy beggar!' Direct it right at me. I'm the one that's ruining everything for you. I've stolen someone from you."
<br><br>
Kylar sees you standing behind Sydney, and very slightly grins. "Yeah, that's right. I think I can do that." <<He "Kylar">> locks eyes with you.
"My own <<if $player.gender_appearance is "m">>son<<else>>daughter<</if>>, charmed by a filthy beggar?! We leave at once, Taylor! You will explain this once we get home."
<<He "Kylar">> shoves past Sydney and stiffly grabs you by the arm.
<br><br>
Sydney looks taken aback. "That was perfect! Do it just like that on stage." <<He "Sydney">> turns to you and smiles.
<<case "Sterling">>
"Let me hear some real desperation in it. 'Please <<if $player.gender_appearance is "m">>father<<else>>mother<</if>>, listen! What I feel for Cass is no mere interest! We were truly meant to be together!' You're about to be taken away from the love of your life."
<br><br>
Kylar looks away nervously. "I... don't know. I thought the last one was good enough."
<br><br>
"Sure, it was 'good enough.' But 'good enough' isn't... good enough." Sydney stops to think for a moment. "Remember that time your parents told you that you couldn't-" Kylar freezes up at <<his "Sydney">> words. Sydney takes the hint and stops, before turning to meet your gaze.
<br><br>
<</switch>>
"I'm glad you're here. Now we can all rehearse together." You notice that Sydney has the word "$englishPlayRoles.Sydney" written on <<his "Sydney">> forehead.
<br><br>
<<link [[Ask about the writing|English Play Rehearse Both Ask]]>><</link>>
<br>
<<link [[Rehearse|English Play Rehearse Both 2]]>><<pass 30>><</link>>
<br><<schooleffects>><<effects>>
<<if $speech_attitude is "meek">>
"Wh- why do you have that written on you?"
<<elseif $speech_attitude is "bratty">>
"What's with the label? Wait, how the fuck did you even write that on yourself?"
<<else>>
"Why do you have '$englishPlayRoles.Sydney' written on your forehead?"
<</if>>
<br><br>
<<He "Sydney">> blinks. "Oh, Kylar was having trouble remembering my part. So I had <<him "Kylar">> write it on me so <<he "Kylar">> can always see it."
<br><br>
Kylar looks away. You have doubts as to whether Kylar was actually forgetting Sydney's role, or just didn't care.
<br><br>
<<link [[Rehearse|English Play Rehearse Both 2]]>><<pass 30>><</link>>
<br><<schooleffects>><<effects>>
<<run statusCheck("Sydney")>><<run statusCheck("Kylar")>>
You start to rehearse with Kylar and Sydney. Kylar seems placid for the most part, but any lines directed towards you are delivered with emotion and grace. Sydney seems to be enjoying <<nnpc_himself "Sydney">>.
<br><br>
<<switch $englishPlayRoles.Player>>
<<case "Cass">>
Part of the play requires you to spend a particularly heartfelt moment with Taylor. Kylar looks at you eagerly.
<br><br>
<<link [[Give it your all|English Play Rehearse Both 3]]>><<pass 30>><<stress 6>><<npcincr Kylar rage -5>><<set $phase to 1>><</link>><<gstress>><<llksuspicion>>
<br>
<<link [[Half-ass it|English Play Rehearse Both 3]]>><<pass 30>><<stress -12>><<set $phase to 2>><</link>><<llstress>>
<br>
<<case "Taylor">>
Part of the play requires you to spend a particularly heartfelt moment with Cass. Kylar looks at you and Sydney with a hint of disgust.
<br><br>
<<link [[Give it your all|English Play Rehearse Both 3]]>><<pass 30>><<stress 6>><<npcincr Kylar rage 5>><<npcincr Sydney love 2>><<set $phase to 1>><</link>><<gstress>><<glove "Sydney">><<ggksuspicion>>
<br>
<<link [[Half-ass it|English Play Rehearse Both 3]]>><<pass 30>><<stress -12>><<set $phase to 2>><</link>><<llstress>>
<br>
<<case "Sterling">>
Part of the play requires Taylor and Cass to spend a particularly heartfelt moment with one another. Sydney and Kylar look at each other with a moment of brief hesitation.
<br><br>
<<link [[Encourage Kylar|English Play Rehearse Both 3]]>><<pass 30>><<npcincr Kylar love 2>><<set $phase to 1>><</link>><<glove "Kylar">>
<br>
<<link [[Encourage Sydney|English Play Rehearse Both 3]]>><<pass 30>><<npcincr Sydney love 2>><<npcincr Kylar rage 2>><<set $phase to 2>><</link>><<glove "Sydney">><<gksuspicion>>
<br>
<<link [[Encourage both|English Play Rehearse Both 3]]>><<pass 30>><<set $phase to 3>><</link>>
<br>
<</switch>><<schooleffects>><<effects>>
<<run statusCheck("Sydney")>><<run statusCheck("Kylar")>>
<<switch $englishPlayRoles.Player>>
<<case "Cass">>
<<if $phase is 1>>
You make a true effort to get your emotion across. Kylar's face turns beet red as you profess your love for Taylor to Sterling.
<br><br>
Sydney claps when you're done. "That was great! The audience will love that, I'm sure."
<<else>>
You dismissively tell Sterling that you love Taylor, putting no body language or emotion in. Kylar looks disappointed.
<br><br>
Sydney's arms go slack. "Come on, you can do better than that! Tell Taylor you love <<him "Kylar">> like you mean it!"
<</if>>
<<case "Taylor">>
<<if $phase is 1>>
You make a true effort to get your emotion across. Sydney's face turns red as you profess your love for Cass to Sterling. Kylar's fists clench, crushing <<his "Kylar">> script.
<br><br>
Sydney claps when you're done. "That was great! The audience will love that, I'm sure."
<<else>>
You dismissively tell Sterling that you love Cass, putting no body language or emotion in. Kylar lightens up a bit.
<br><br>
<<if _sydneyStatus.includes("corrupt")>>
Sydney's arms go slack. "Come on, you can do better than that! Tell Cass you love m- er, <<him "Sydney">> like you mean it!"
<<else>>
Sydney looks around awkwardly. "I'm... not that hard to act with, am I?"
<</if>>
<</if>>
<<case "Sterling">>
<<if $phase is 1>>
You give Kylar a nudge.
<<if $speech_attitude is "meek">>
"Don't worry, I won't take it personally if you put some emotion in," you say.
<<elseif $speech_attitude is "bratty">>
"Go on, pretend it's me standing there," you say.
<<else>>
"You can do it! Give it your all!"
<</if>>
<br><br>
Kylar smiles. "Alright, I can do it." <<He "Kylar">> takes a deep breath, before professing <<his "Kylar">> love dramatically. <<He "Kylar">> never makes eye contact with Sydney, and frequently looks to you while speaking.
<br><br>
Sydney claps. "Great job, Kylar. But I'm over here. You've got the tone really well, just try to say it more directly."
<<elseif $phase is 2>>
You step closer to Sydney.
<<if _sydneyStatus.includes("corrupt")>>
<<if $speech_attitude is "meek">>
"You... you can pull it off, you have a way with words," you say.
<<elseif $speech_attitude is "bratty">>
"You can do dirty talk, let's see you be romantic for once instead," you say.
<<else>>
"Use some of that new vocabulary," you say.
<</if>>
<br><br>
Sydney grins. <<He "Sydney">> puts on a show, adding improvised lewd dialogue to the script and getting uncomfortably close to Kylar. You can't help but giggle at the display.
Kylar's left stammering, unable to deliver the responding dialogue.
<<else>>
<<if $speech_attitude is "meek">>
"I... I think it's okay if it's just acting, so don't worry about being proper and all that," you say.
<<elseif $speech_attitude is "bratty">>
"Don't be a prude, it's just acting," you say.
<<else>>
"It's for the show, do your best!" you say.
<</if>>
<br><br>
Sydney nods. <<He "Sydney">> professionally delivers the line, putting in just enough emotion and body language. Kylar half-heartedly delivers the responding dialogue.
<</if>>
<<else>>
You take both Kylar and Sydney by the shoulder, pulling them in for a huddle.
<<if $speech_attitude is "meek">>
"It might be awkward, but... it's for the show, right? I know you can both do it," you say.
<<elseif $speech_attitude is "bratty">>
"Time to kiss and make up, lovebirds," you say. "You're Cass and Taylor. Act like it."
<<else>>
"It's just acting. Picture each other as someone else if you have to," you say.
<</if>>
<br><br>
They both steel themselves. Sydney starts, giving an emotional display while taking Kylar by the arm.
Kylar gives the responding dialogue, and performs well enough, but fails to keep eye contact with Sydney the whole time.
<</if>>
<</switch>>
<br><br>
<<generates3>>
<<if $englishPlayRoles.Player is "Sterling">>
Another group of students approach your group, drawn over by the commotion. One of them, a <<person3>><<person>>,
<<if $phase is 1>>
steps up to Kylar. "That was quite the performance, you little freak. Who knew you had it in you?" The other students laugh. "Why don't you come join our group instead?"
<br><br>
<<link [[Bully Kylar|English Play Rehearse Both Students]]>><<npcincr Kylar love -5>><<npcincr Sydney love -1>><<status 5>><<set $phase2 to 1>><</link>><<ggcool>><<lllove "Kylar">><<llove "Sydney">>
<br>
<<link [[Defend Kylar|English Play Rehearse Both Students]]>><<status -5>><<npcincr Kylar love 2>><<set $phase2 to 2>><</link>><<lcool>><<glove "Kylar">>
<br>
<<link [[Remain silent|English Play Rehearse Both Students]]>><<npcincr Kylar love -1>><<set $phase2 to 3>><</link>><<llove "Kylar">>
<br>
<<elseif $phase is 2>>
steps up to Sydney. "That was quite the performance. What are you doing hanging around with
<<if $cool lte 120>>
these two losers?" <<Hes>> pointing to you and Kylar. The other students laugh. "Why don't you come join our group instead?"
<br><br>
Sydney starts to respond. "Don't call them losers-"
<br>
"-don't call <<phim>> a loser." Kylar's own retort overlaps with Sydney's as the two speak in unison. They blink and glance at each other, before returning to stare the <<person>> down.
<br><br>
<<He>> laughs nervously, taking a step back. "I guess it's a full group of freaks, then. Come on, let's go." <<He>> leaves, getting playful shoves from the other students.
<br><br>
Sydney and Kylar turn back to you. Sydney clears <<his "Sydney">> throat. "We should finish up here. It's starting to get late." Kylar nods in agreement.
<br><br>
<<link [[Next|English Play Rehearse Both 4]]>><<endevent>><<pass 30>><</link>>
<br>
<<else>>
that loser?" <<Hes>> pointing to Kylar. The other students laugh. "Why don't you come join our group instead?"
<br><br>
<<link [[Bully Kylar|English Play Rehearse Both Students]]>><<npcincr Kylar love -5>><<npcincr Sydney love -1>><<status 1>><<set $phase2 to 1>><</link>><<gcool>><<lllove "Kylar">><<llove "Sydney">>
<br>
<<link [[Defend Kylar|English Play Rehearse Both Students]]>><<status -5>><<npcincr Kylar love 2>><<set $phase2 to 2>><</link>><<lcool>><<glove "Kylar">>
<br>
<<link [[Remain silent|English Play Rehearse Both Students]]>><<npcincr Kylar love -1>><<set $phase2 to 3>><</link>><<llove "Kylar">>
<br>
<</if>>
<<else>>
steps up to Kylar and Sydney. "That was quite a performance, you two." <<He>> throws both of <<his>> arms over their shoulders. "Why don't you two ditch this loser and come rehearse with us instead? We'll take good care of you." The other students laugh.
<br><br>
"Don't call <<phim>> a loser," Kylar and Sydney say in unison. They blink and glance at each other, before returning to stare the <<person>> down.
<br><br>
<<He>> laughs nervously, taking a step back. "I guess it's a full group of freaks, then. Come on, let's go." <<He>> leaves, getting playful shoves from the other students.
<br><br>
Sydney and Kylar turn back to you. Sydney clears <<his "Sydney">> throat. "We should finish up here. It's starting to get late." Kylar nods in agreement.
<br><br>
<<link [[Next|English Play Rehearse Both 4]]>><<endevent>><<pass 30>><</link>>
<br>
<</if>>
<<else>>
Another group of students approach your group. One of them, a <<person3>><<person>>, steps up to you.
<<if $phase is 1>>
"That was quite the performance." <<He>> throws an arm over your shoulder. "What are you doing hanging around with these losers?" <<Hes>> pointing to Kylar and Sydney. The other students laugh.
<br><br>
<<link [[Defend them|English Play Rehearse Both Students]]>><<status -5>><<npcincr Kylar love 2>><<npcincr Sydney love 2>><<set $phase2 to 2>><</link>><<lcool>><<glove "Kylar">><<glove "Sydney">>
<br>
<<link [[Remain silent|English Play Rehearse Both Students]]>><<set $phase2 to 3>><</link>>
<br>
<<else>>
"What a sorry fucking performance," <<he>> says. "Why are you wasting their time?" <<He>> points to Kylar and Sydney. "How about you two ditch this loser, and-"
<br><br>
"Don't call <<phim>> a loser," Kylar and Sydney say in unison. They blink and glance at each other, before returning to stare the <<person>> down.
<br><br>
<<He>> laughs nervously, taking a step back. "I guess it's a full group of freaks, then. Come on, let's go." <<He>> leaves, getting playful shoves from the other students.
<br><br>
Sydney and Kylar turn back to you. Sydney clears <<his "Sydney">> throat. "We should finish up here. It's starting to get late." Kylar nods in agreement.
<br><br>
<<link [[Next|English Play Rehearse Both 4]]>><<endevent>><<pass 30>><</link>>
<br>
<</if>>
<</if>><<schooleffects>><<effects>>
<<run statusCheck("Sydney")>><<run statusCheck("Kylar")>>
<<if $englishPlayRoles.Player is "Sterling">>
<<if $phase2 is 1>>
<<if $speech_attitude is "meek">>
You nod your head. "M-maybe you should go, Kylar."
<<elseif $speech_attitude is "bratty">>
You roughly place a hand on Kylar's head. "You're holding us back."
<<else>>
You nod. "It's not like we asked for you to join this group, Kylar."
<</if>>
<br><br>
Kylar's face turns dark. Sydney gives you a light smack on the back of the head, before staring down the <<person>>.
<<if _sydneyStatus.includes("corrupt")>>
"Don't talk to <<him "Kylar">> that way. Nobody asked for your input. Get lost."
<br><br>
The <<person3>><<person>> sneers, taking a step back. "I guess it's a full group of freaks, then. Come on, let's go." <<He>> leaves, getting playful shoves from the other students.
<<else>>
"Our group is fine as it is, thanks. If you'll excuse us, we're busy rehearsing."
<br><br>
The <<person3>><<person>> frowns. "Whatever. I was trying to do you a favour." <<He>> leaves, getting playful shoves from the other students.
<</if>>
<br><br>
Sydney clears <<his "Sydney">> throat. "We should finish up here. It's starting to get late." Kylar's fists clench.
<<elseif $phase2 is 2>>
You cross your arms.
<<if $speech_attitude is "meek">>
"T-that was mean. You shouldn't say such things."
<<elseif $speech_attitude is "bratty">>
"Piss off, no one asked you."
<<else>>
"That was rude. You shouldn't say things like that."
<</if>>
<br><br>
Sydney nods, stepping forward.
<<if _sydneyStatus.includes("corrupt")>>
"Don't talk to <<him "Kylar">> that way. Nobody asked for your input. Get lost."
<<else>>
"Our group is fine as it is, thanks. If you'll excuse us, we're busy rehearsing."
<</if>>
<br><br>
The <<person3>><<person>> sneers, taking a step back. "I guess it's a full group of freaks, then. Come on, let's go." <<He>> leaves, getting playful shoves from the other students.
<br><br>
Sydney clears <<his "Sydney">> throat. "We should finish up here. It's starting to get late." You think you see Kylar smile at both of you for a brief moment, but you're not sure.
<<else>>
You fold your arms and stay silent. The <<person>> pulls Kylar closer. "Come on, why don't we-"
<br><br>
Sydney quickly steps forward, pulling the <<persons>> hand off of Kylar.
<<if _sydneyStatus.includes("corrupt")>>
"Don't talk to <<him "Kylar">> that way. Nobody asked for your input. Get lost."
<br><br>
The <<person3>><<person>> sneers, taking a step back. "I guess it's a full group of freaks, then. Come on, let's go." <<He>> leaves, getting playful shoves from the other students.
<<else>>
"Our group is fine as it is, thanks. If you'll excuse us, we're busy rehearsing."
<br><br>
The <<person3>><<person>> frowns. "Whatever. I was trying to do you a favour." <<He>> leaves, getting playful shoves from the other students.
<</if>>
<br><br>
Sydney clears <<his "Sydney">> throat. "We should finish up here. It's starting to get late." Kylar looks at Sydney with an emotion that's hard to place.
<</if>>
<<else>>
<<if $phase2 is 2>>
You slip out of <<his>> grasp.
<<if $speech_attitude is "meek">>
"P-please don't talk about my friends that way," you say.
<<elseif $speech_attitude is "bratty">>
"Fuck off, those are my friends," you bark.
<<else>>
"These are my friends, please don't talk about them that way," you say.
<</if>>
<br><br>
The <<person3>><<person>> frowns. "Whatever. I was trying to do you a favour." <<He>> leaves, getting playful shoves from the other students.
<br><br>
Sydney clears <<his "Sydney">> throat. "Thanks for that. We should finish up here. It's starting to get late." Kylar nods in agreement.
<<else>>
<<if $speech_attitude is "meek">>
You sink down, trying to make yourself appear as small as possible while remaining silent. "Aww, no need to be shy, <<girl>>. Come on, we'll take care of-"
<<elseif $speech_attitude is "bratty">>
You cross your arms, giving <<him>> an unimpressed look. "No need to be so intense, <<girl>>. Come on, we'll take care of-"
<<else>>
You shift around uncomfortably, staying quiet. "No need for the hesitation, <<girl>>. Come on, we'll take care of-"
<</if>>
<br><br>
Without warning, Sydney and Kylar each grab one of <<his>> arms, pulling <<him>> away from you. <<He>> recoils, and looks like <<hes>> about to say something, but is met with Kylar and Sydney staring <<him>> down.
<br><br>
<<He>> sneers. "I guess it's a full group of freaks, then. Come on, let's go." <<He>> leaves, getting playful shoves from the other students.
<br><br>
Sydney clears <<his "Sydney">> throat. "Thanks for that. We should finish up here. It's starting to get late." Kylar nods in agreement.
<</if>>
<</if>>
<br><br>
<<link [[Next|English Play Rehearse Both 4]]>><<endevent>><<pass 30>><</link>>
<br><<schooleffects>><<effects>>
<<run statusCheck("Sydney")>>
<<npc Sydney>><<person1>>
The three of you give the play one more read through, playing it out as if it were the real thing. Few students remain in the classroom, allowing you to be more direct and speak with purpose.
<<set $englishPlayReadiness += 15>><<playReadiness>>
<br><br>
By the time you're done, the school has started to close. You head outside with Kylar and Sydney.
<br><br>
<<link [[Next|English Play Rehearse Both Oxford]]>><</link>>
<br><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "rehearsal">>
<<run statusCheck("Sydney")>><<run statusCheck ("Kylar")>>
You emerge onto Oxford Street. There's an eclectic mix of buildings, but most notable is the school.
<<if Weather.precipitation is "rain">>
The street is busy despite the rain.
<<elseif Weather.isFreezing>>
The street is busy despite the cold.
<<else>>
Students are hanging out nearby.
<</if>>
<br><br>
<<if $syndromekylar gte 1 and $sydneyromance is 1>>
Kylar and Sydney both look like they want to say something to you, but seem hesitant. After a moment, they both begin walking.
"I should head home-" they both say in perfect unison.
<br><br>
They stop and stare at each other. They both take a few steps, and then stop. They seem unsure of what to do. You tilt your head at them questioningly.
<br><br>
Kylar speaks up as <<he "Kylar">> looks to you. "W-we both live on the same street."
<br><br>
<<link [[Walk with them (0:20)|English Play Both Walk]]>><<pass 20>><</link>>
<br>
<<link [[Leave|Oxford Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
Kylar looks at <<his "Kylar">> watch. "I need to go," <<he>> says. <<He>> looks as though <<he>> wants to say something else, but stops upon locking eyes with Sydney. <<He>> turns away and starts walking.
<br><br>
Sydney nudges you.
<<if _sydneyStatus.includes("corrupt")>>
"I'm kind of worried about <<him>>. I think we should follow <<him>>, just to make sure <<he>> gets home alright."
<<else>>
"W-we should... make sure <<he>> gets home okay."
<</if>>
<<person1>>
<br><br>
<<link [[Walk with Kylar (0:20)|English Play Kylar Walk]]>><<pass 20>><</link>>
<br>
<<set $skulduggerydifficulty to 600>>
<<link [[Follow Kylar from a distance (0:20)|English Play Kylar Follow]]>><<pass 20>><</link>><<skulduggerydifficulty>>
<br>
<<link [[Let Kylar leave|English Play Dont Follow]]>><</link>>
<br>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>>
<<run statusCheck("Sydney")>>
<<if _sydneyStatus.includes("corrupt")>>
"I guess it would be kind of creepy to just follow <<nnpc_him "Kylar">>,"
<<else>>
"A-are you sure? Alright, if you say so,"
<</if>>
Sydney concedes.
<br><br>
<<sydneyOptionsLeave>><<effects>>
You start to walk with them in an attempt to ease the awkwardness. You end up between them.
"Th-thanks," Kylar mutters, giving both you and Sydney awkward glances. "It's... nice to have company." The three of you walk all the way to Danube Street. As you walk, Sydney starts to look progressively more nervous.
<br><br>
<<link [[Next|English Play Kylar Manor]]>><</link>>
<br><<effects>>
<<run statusCheck("Sydney")>>
You and Sydney try to catch up to Kylar.
<<if $syndromekylar gte 1>>
<<nnpc_He "Kylar">> quickly notices you, and slows down to let you catch up.
<br><br>
"Th-thanks," <<nnpc_he "Kylar">> mutters, giving Sydney awkward glances. "It's... nice to have company." <<npcincr Kylar rage 1>><<gksuspicion>>
<br><br>
The three of you walk all the way to Danube Street. As you walk, Sydney starts to look progressively more nervous.
<br><br>
<<link [[Next|English Play Kylar Manor]]>><</link>>
<br>
<<else>>
The moment Kylar notices you following, <span class="red"><<nnpc_he "Kylar">> breaks into a sprint towards Danube Street</span>. <<npcincr Kylar rage 1>><<gksuspicion>>
<br><br>
<<if _sydneyStatus.includes("corrupt")>>
"The Hell's gotten into <<nnpc_him "Kylar">>?" Sydney asks.
<<else>>
"Oh no, this looks bad, we look like stalkers now!" Sydney says.
<</if>>
"What do we do?"
<br><br>
<<link [[Chase|English Play Kylar Chase]]>><</link>><<athleticsdifficulty 1 600>>
<br>
<<link [[Let Kylar go|English Play Dont Follow]]>><</link>>
<br>
<</if>><<effects>>
<<run statusCheck("Sydney")>>
You sprint after Kylar. After a moment's hesitation, Sydney follows suit.
<br><br>
<<if $athleticsSuccess>>
You're fast. <span class="green">Just fast enough to keep pace.</span> Sydney starts to lag behind.
<br><br>
You reach Danube Street in time to see Kylar disappear behind an ornate archway. As you get closer, you see that it leads to a large, seemingly abandoned manor house. It's overgrown with vines and weeds.
<br><br>
Sydney catches up, putting <<his>> hands on <<his>> knees and panting.
<<if _sydneyStatus.includes("corrupt")>>
"I... fucking hate running..."
<<else>>
"You're... phew... fast."
<</if>>
<<He>> takes a moment to compose <<himself>>, looking at the archway. "There's no way... <<nnpc_he "Kylar">> still lives here?" You follow Sydney's gaze, noticing a symbol of the temple carved into a stone pillar attached to the gate.
<br><br>
<<link [["\"Still?\""|English Play Manor Talk]]>><</link>>
<br>
<<else>>
You're fast, but Kylar's faster. <<nnpc_He "Kylar">> disappears down an alleyway near Nightingale Street. You turn the corner, but there's <span class="red">no sign of <<nnpc_him "Kylar">></span>.
<br><br>
Sydney catches up, putting <<his>> hands on <<his>> knees and panting.
<<if _sydneyStatus.includes("corrupt")>>
"I... fucking hate running..."
<<else>>
"You're... phew... fast."
<</if>>
<<He>> takes a moment to compose <<himself>>. "Did Kylar get away?" You nod in response.
<br><br>
Sydney looks down. "I wish I knew what was going on with <<nnpc_him "Kylar">>. <<nnpc_He "Kylar">> wasn't like this before..." a look of sadness washes over <<him>>.
<br><br>
<<He>> shakes it off, and looks around.
<<set $bus to "nightingale">>
<<sydneyOptionsLeave>>
<</if>><<effects>>
<<run statusCheck("Sydney")>>
<<if $speech_attitude is "meek">>
"Okay, but... we should wait, so <<nnpc_he "Kylar">> doesn't see us,"
<<elseif $speech_attitude is "bratty">>
"Sure, but let's give <<nnpc_him "Kylar">> a taste of what being stalked is like,"
<<else>>
"Okay, but let's wait a moment. We shouldn't let <<nnpc_him "Kylar">> see us,"
<</if>>
you say. Sydney hesitates for a moment, but nods in agreement.
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
You stick to crowds and alleyways, and stay just out of sight. <span class="green">You manage to tail Kylar all the way to Danube Street.</span>
<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">That was too easy. You didn't learn anything.</span>
<br><br>
<</if>>
Sydney follows your movements, and almost blows your cover when <<he>> trips on an uneven section of pavement.
<<if _sydneyStatus.includes("corrupt")>>
"Where'd you learn to shadow someone that well? I'll have to start looking over my shoulder," <<he>> says after playfully flicking your cheek.
<<else>>
"I hope we didn't look suspicious. We really are like a couple of stalkers," <<he>> says with a nervous laugh.
<</if>>
<br><br>
You see Kylar disappear behind an ornate archway. As you get closer, you see that it leads to a large, seemingly abandoned manor house. It's overgrown with vines and weeds.
Sydney takes a moment to compose <<himself>>, looking at the archway. "There's no way... <<nnpc_he "Kylar">> still lives here?" You follow Sydney's gaze, noticing a symbol of the temple carved into a stone pillar attached to the gate.
<br><br>
<<link [["\"Still?\""|English Play Manor Talk]]>><</link>>
<br>
<<else>>
You try to stick to crowds and stay out of sight. However, <span class="red">Kylar seems to be on to you</span>. <<nnpc_He "Kylar">> crosses a busy street, and by the time you find an opening to cross, <<nnpc_hes "Kylar">> gone. <<npcincr Kylar rage 1>><<gksuspicion>>
<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">That was too easy. You didn't learn anything.</span>
<br><br>
<</if>>
Sydney catches up to you after a moment.
"Did you lose track of <<nnpc_him "Kylar">>?" You nod in response. "That's alright, we were probably overstepping our bounds a little. If Kylar can lose us that easily, I'm sure <<nnpc_he "Kylar">> got home alright."
<br><br>
Sydney seems to notice the time.
<<set $bus to "nightingale">>
<<sydneyOptionsLeave>>
<</if>><<effects>><<set $bus to "danube">>
You eventually reach the manor. Sydney looks shocked when you and Kylar stop. "Don't tell me... you actually still live here, Kylar?"
<br><br>
Kylar looks down and nods. Sydney examines the manor from a distance, noticing the temple's symbol on a pillar by the entrance.
<<if $kylar_parents_trust gte 80>>
"It was a mess for so long, but it's starting to look... lived in."
<<elseif $kylar_parents_trust gte 40>>
"I thought someone else was getting ready to move in, it's been a mess for so long, but it looks like someone's been cleaning up."
<<else>>
"It's all... run down, how do you..."
<</if>>
<br><br>
Without responding, Kylar starts walking the main path. <<nnpc_He "Kylar">> looks back at you one last time, before disappearing into the manor.
The emotion on Sydney's face is hard to read.
<br><br>
<<link [["\"Still?\""|English Play Manor Talk]]>><</link>>
<br><<effects>><<set $bus to "danube">>
"What do you mean 'still'?" you ask Sydney.
<br><br>
"Kylar and I, when we were younger, we..." <<nnpc_He "Sydney">> pauses for a moment. "Our parents knew each other. We... saw each other a lot. I used to come over, it was... nice."
<br><br>
<<He>> examines the temple symbol on the pillar again. "Eventually, I just wasn't allowed to come over anymore. My <<sydneyOtherParent>> said... no, nevermind. That's not important."
<<set $sydneySeen.pushUnique("Kylar manor")>>
<br><br>
<<nnpc_He "Sydney">> stays quiet for a long moment, before shaking it off and smiling at you.
<<sydneyOptionsLeave>><<set $outside to 0>><<set $location to "town">><<effects>>
You arrive at the town hall. Several rows of seats span across the main room, all facing towards the large stage at the other side.
<br><br>
<<if C.npc.Robin.init is 1 and getRobinLocation() is "englishPlay">>
<<npc Robin>><<person1>>
<<if $fromRobinRoom>>
<<unset $fromRobinRoom>>
Robin tells you to wait for <<him>> as <<he>> rushes into a side room to change. After several minutes, <<he>> emerges, dressed up as a well-decorated Christmas tree.
<<if C.npc.Robin.trauma gte 40>>
"Look at what they're making me wear. It's not a very intensive part, so I think I'll be okay."
<<else>>
"Look at what they're making me wear. Very stylish, don't you think?"
<</if>>
<<else>>
As you approach the stairs leading up to the stage, you find a highly decorated Christmas tree standing in your way. You clear your throat, and the tree turns around to reveal a person in a costume. It's Robin.
<br><br>
<<if C.npc.Robin.trauma gte 40>>
"Oh. H-hi! I... thought I'd participate. Look at what they're making me wear. It's not a very intensive part, so I think I'll be okay."
<<else>>
"Oh, hello!" <<he>> laughs. "Look at what they're making me wear. Very stylish, don't you think?"
<</if>>
<</if>>
You make small talk with <<him>>.
<<if $englishPlayRoles.Player isnot "none">>
<<He>> will be participating in a different play. "It sucks, but I think I'm going to be missing your show. Still, good luck out there!"
<<else>>
If you stick around, you'll see <<his>> play. "I'm glad you decided to come. Wish me luck up there!"
<</if>>
<<endevent>>
<br><br>
<</if>>
<<if $englishPlayRoles.Player isnot "none">>
<<npc Doren>><<person1>>
You walk upstage to meet Doren, who's talking to some of <<his>> colleagues. "Glad you could make it," <<he>> says as <<he>> turns to face you.
"Your partners got here not a moment ago. <<if $englishPlayKylarReplace>>We had to find a last minute replacement for Kylar. <</if>>You should go talk to them so you can get ready to perform."
<br><br>
Several people are entering the auditorium, and the seats begin to fill. It won't be long until the show begins.
<<endevent>>
<br><br>
<<link [[Go Backstage|English Play Backstage]]>><</link>>
<br>
<<else>>
<<if Time.hour is 17>>
You find a seat near the front. Many more people have started to enter the auditorium. It won't be long until the show begins.
<<else>>
You quietly find a seat as one of the plays draws to a close. It won't be long until the next one begins.
<</if>>
Staying to watch performances will endear you to other students.
<br><br>
<<link [[Watch a performance (0:20)|English Play Watch]]>><<trauma -2>><<tiredness 2>><<status 1>><<pass 20>><</link>><<ltrauma>><<gtiredness>><<gcool>>
<br>
<<link [[Leave the town hall (0:01)|Cliff Street]]>><<pass 1>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
You are in the backstage area. Countless props and accessories line the counters and walls, and many students pace nervously while wearing an array of different clothes and costumes. You spot your partners for the play preparing in a corner.
<br><br>
<<if !$englishPlayKylarTalk>>
<<if $englishPlayRoles.Kylar is "none" or $englishPlayKylarReplace>>
<<switch $englishPlayRoles.Player>>
<<case "Cass" "Sterling">>
<<set $englishPlayRoles.Kylar to "Taylor">>
<<default>>
<<set $englishPlayRoles.Kylar to "Sterling">>
<</switch>>
<<set $englishPlayRoles.KylarKnown to false>>
<<set $englishPlayKylarReplace to true>>
<<link [["Talk to the student playing as " + $englishPlayRoles.Kylar|English Play Kylar Talk Replace]]>><</link>>
<br>
<<elseif !$englishPlayRoles.KylarKnown>>
<<link [["Talk to the student playing as " + $englishPlayRoles.Kylar|English Play Kylar Talk]]>><</link>>
<br>
<<else>>
<<link [[Talk to Kylar|English Play Kylar Talk]]>><</link>>
<br>
<</if>>
<</if>>
<<if !$englishPlaySydneyTalk>>
<<if !$englishPlayRoles.SydneyKnown>>
<<link [["Talk to the student playing as " + $englishPlayRoles.Sydney|English Play Sydney Talk]]>><</link>>
<br>
<<else>>
<<link [[Talk to Sydney|English Play Sydney Talk]]>><</link>>
<br>
<</if>>
<</if>>
<br>
<<if $englishPlayRoles.KylarKnown and $englishPlayRoles.SydneyKnown>>
<<link [[Prepare to perform|English Play Prep]]>><</link>>
<br>
<</if>><<effects>>
<<set $englishPlayKylarTalk to true>>
<<npc Kylar>><<person1>>
<<run statusCheck("Kylar")>>
<<if $englishPlayRoles.KylarKnown>>
You notice Kylar sitting alone in a corner.
<<else>>
<<set $englishPlayRoles.KylarKnown to true>>
You approach the student playing as $englishPlayRoles.Kylar. Upon getting closer, you recognise <<him>>. It's Kylar.
<</if>>
<<His>> orderly hairstyle and clean dress shirt give <<him>> an unusually formal appearance.
<br><br>
<<He>> paces frantically while whispering to <<himself>>. "Why would I sign up to do this..." <<he>> murmurs quietly. "All those people will see me acting like an idiot, they'll laugh and-" <<He>> looks at you. "I can't do this."
<br><br>
<<link [[Reassure Kylar|English Play Kylar Talk 2]]>><<set $phase to 1>><</link>>
<br>
<<link [[Be dismissive|English Play Kylar Talk 2]]>><<set $phase to 2>><<npcincr Kylar rage 5>><</link>><<ggksuspicion>>
<br><<effects>>
<<if $phase is 1>>
<<if $speech_attitude is "meek">>
"Don't give up, please," you say. "We're all counting on you for this, don't let us down!"
<<elseif $speech_attitude is "bratty">>
"Stop freaking out," you say. "You want this to go well, don't you? Get your shit together, we need you to give it your all."
<<else>>
"Hold it together, Kylar," you say. "We can do this, but we need you to be in control out there."
<</if>>
<br><br>
<<He>> quickly comes to <<his>> senses. <<He>> stares deeply into your eyes and smiles. "Thank you for believing in me," <<he>> says. "I won't let you down."
<<else>>
<<if $speech_attitude is "meek">>
"Don't mess it up, please," you say. "If you get nervous you're going to ruin the show."
<<elseif $speech_attitude is "bratty">>
"Don't go on stage then," you tell <<him>>. "Tell Doren you're sick, maybe <<he>> can find a last minute replacement for you."
<<else>>
"I don't know what to tell you," you say. "You can't back down now, so you better make sure you don't screw this up."
<</if>>
<br><br>
"It's okay," <<he>> says, staring at <<his>> feet and clenching <<his>> fists. "You don't have to worry about me, I won't cause trouble."
<</if>>
<br><br>
<<link [[Next|English Play Backstage]]>><<endevent>><</link>>
<br><<effects>>
<<set $englishPlayKylarTalk to true>>
<<set $englishPlayRoles.KylarKnown to true>>
<<generates1>>
<<saveNPC 0 actor_replacement>>
You take notice of a <<person1>><<person>> resting by one of the tables. <<Hes>> talking to someone else.
Rather than a costume, <<he>> simply wears <<his>> regular school uniform.
<br><br>
<<He>> chats with <<his>> friend, sharing jokes and laughing together, before finally taking notice of you. <<He>> doesn't pay you much mind at first, so you clear your throat to get <<his>> attention. "What the hell do you want?" <<he>> yells. "I practised for the stupid play, now get off me."
<br><br>
<<link [[Next|English Play Backstage]]>><<endevent>><</link>>
<br><<effects>>
<<set $englishPlaySydneyTalk to true>>
<<npc Sydney>><<person1>>
<<run statusCheck("Sydney")>>
<<if $englishPlayRoles.SydneyKnown>>
You spot a distressed Sydney peeking through the curtains, fiddling with <<his>> necklace nervously.
<<else>>
<<set $englishPlayRoles.SydneyKnown to true>>
You spot a distressed student peeking through the curtains, fiddling with <<his>> necklace nervously. Upon getting closer, you recognise <<him>>. It's Sydney.
<</if>>
<<if $englishPlayRoles.Sydney is "Cass">>
Already in character, <<his>> messy hair rests on top of <<his>> ragged clothes.
<<else>>
<<His>> vibrant hair and radiant clothes make <<him>> stand out among the other students.
<</if>>
<<Hes>> clearly taking the role, and the costume, seriously.
<br><br>
<<if _sydneyStatus.includes("corrupt")>>
"There's a lot of people out there," <<he>> says. "You think my <<sydneymum>> is here already?" <<He>> steps away from the curtain. "I've got the shakes. It's embarrassing. I thought I was finally getting more confident, but I still can't overcome basic stage fright."
<<else>>
"I didn't think there'd be so many people," <<he>> says. "You think my <<sydneymum>> is here already? This is scarier than I thought."
<</if>>
<br><br>
<<link [[Comfort Sydney|English Play Sydney Talk 2]]>><<set $phase to 1>><</link>>
<br>
<<link [[Scare Sydney|English Play Sydney Talk 2]]>><<set $phase to 2>><</link>>
<br><<effects>>
<<run statusCheck("Sydney")>>
<<if $phase is 1>>
<<if $speech_attitude is "meek">>
"Oh, don't worry. If I'm being honest, I'm pretty scared too," you tell <<him>>. "But we have to be brave! Give them a show they won't forget."
<<elseif $speech_attitude is "bratty">>
"Don't give me that nonsense. Look at me," you say. "You're about to go out there, you're going to give an amazing performance, and you're going to make your <<sydneymum>> proud, understood?"
<<else>>
"I get that you're nervous, but you can't back down now," you tell <<him>>. "You've been practising so much for this day, I know you're ready for this."
<</if>>
<br><br>
<<if _sydneyStatus.includes("corrupt")>>
"Alright, consider me motivated," <<he>> says. "I've been reading it over so many times. I've got this. Thanks for the reassurance. Let's knock 'em dead."
<<else>>
"Y-you're right." <<He>> laughs. "I've been going over it so many times, I know I can do this. Besides, I have nothing to worry about as long as you're out there with me."
<</if>>
<<else>>
<<if $speech_attitude is "meek">>
"I just hope they're not too mean," you say. "I heard they plan on booing us off stage if they don't like us."
<<elseif $speech_attitude is "bratty">>
"Those people looked pretty pissed back there," you say. "Don't get your lines wrong, or we'll be taking a beating on our way out."
<<else>>
"You better not mess it up, then," you warn <<him>>. "If they start throwing rotten fruit at us, get to cover."
<</if>>
<br><br>
<<if _sydneyStatus.includes("corrupt")>>
Sydney stares at you incredulously. "Oh, you're so fucking funny. If we screw up at least you'll still get a comedy award." <<He>> gives you a playful shove.
<<else>>
Sydney goes pale as <<he>> stares at you in horror. You notice a few drops of sweat dripping from <<his>> forehead. "Wait, you're kidding, right?"
<</if>>
<</if>>
<br><br>
<<link [[Next|English Play Backstage]]>><<endevent>><</link>>
<br><<effects>>
<!-- ToDo: Once homemaking is in, add a new factor to the play. The player has the option to prepare their own costume beforehand. -->
You prepare to perform. You put on your designated costume, which consists of
<<upperundress "play_upper">>
<<lowerundress "play_lower">>
<<switch $englishPlayRoles.Player>>
<<case "Cass">>
a torn puffer jacket and equally torn pair of slacks that aren't quite your size.
<<upperwear 71>><<set $worn.upper.colour to "teal">><<set $worn.upper.integrity -= 90>>
<<lowerwear 88>><<set $worn.lower.integrity -= 60>>
<<case "Taylor">>
a freshly pressed peacoat and trousers to denote your upbringing.
<<upperwear 49>><<set $worn.upper.colour to "wine">>
<<lowerwear 23>><<set $worn.lower.colour to "black">>
<<case "Sterling">>
a shadbelly coat and crisp trousers to denote your high status.
<<upperwear 64>>
<<lowerwear 47>><<set $worn.lower.colour to "black">>
<</switch>>
Booklet in hand, you go through your lines one last time. You clear your throat and read them to yourself.
<br><br>
"Alright, you're up next," Doren says. "Show them what you've been working on, and good luck out there." Your partners go first. You follow closely as they disappear through the curtains.
<br><br>
You take a deep breath and step through the curtain. You're immediately greeted by the blinding lights and the cheers of the crowd. The main hall seems like it's tripled in size from where you're standing.
<br><br>
The stage is yours.
<br><br>
<<link [[Act one|English Play Act One]]>><<pass 5>><</link>>
<br><<effects>>
<<set $englishPlayPronouns to {
Cass: "",
Taylor: "",
Sterling: ""
}>>
<<set $englishPlayPronouns[$englishPlayRoles.Player] to $player.gender_appearance>>
<<set $englishPlayPronouns[$englishPlayRoles.Sydney] to C.npc.Sydney.pronoun>>
<<npc Sydney 1>>
<<if $englishPlayKylarReplace>>
<<loadNPC 1 actor_replacement>>
<<set $englishPlayPronouns[$englishPlayRoles.Kylar] to $NPCList[1].pronoun>>
<<else>>
<<npc Kylar 2>>
<<set $englishPlayPronouns[$englishPlayRoles.Kylar] to C.npc.Kylar.pronoun>>
<</if>>
As the cheers die down and the silence begins to settle, you proceed to introduce your character.
<<switch $englishPlayRoles.Player>>
<<case "Cass">>
You greet the audience as Cass, a poor and homeless teen whose only relative is a sickly mother. Everything took a dramatic turn when you met Taylor, a well-mannered and kind-hearted scion who'd change your life for the best. Taylor's <<sterlingFather>>, however, would not make things easy.
<<case "Taylor">>
You introduce yourself to the audience as Taylor, a fine young individual, heir to a powerful business. Raised to learn the values of honesty and loyalty, the monotony of your life was changed when you met Cass, an impoverished teenage <<cassBoy>> with whom you were enraptured, despite belonging to two opposing worlds. Your <<sterlingFather>>, however, would never approve of such a union.
<<case "Sterling">>
You present yourself to the audience as <<sterlingTitle>> Sterling, a ruthless business owner who has thrived within the town and has managed to become one of its wealthiest citizens. Despite your tenacious mind for business, there is nothing more valuable to you than your family. Your comfortable life of luxury is suddenly threatened as you discover that your <<taylorSon>>, Taylor, has an affair with a peasant <<cassBoy>> named Cass.
<</switch>>
<br><br>
Sydney and <<if $englishPlayKylarReplace>>the <<person2>><<person>><<else>>Kylar<</if>> introduce themselves as $englishPlayRoles.Sydney and $englishPlayRoles.Kylar, respectively.
<<switch $englishPlayRoles.Player>>
<<case "Cass">>
The performance begins as you plan a stealthy escape with Taylor on Christmas Eve.
<br><br>
The script calls for a romantic speech.
<<if hasSexStat("promiscuity", 2)>>
<span class="lewd">A lewd idea strikes you.</span>
<<else>>
<<insufficientStat "promiscuity" "to break script">>
<</if>>
<br>
<<link [[Stick to the script|English Play Act One Script]]>><</link>>
<br>
<<if hasSexStat("promiscuity", 2)>>
<<if $englishPlayKylarReplace>>
<<link [[Cop a feel|English Play Act One Break]]>><</link>><<promiscuous2>>
<<else>>
<<link [[Cop a feel|English Play Act One Break]]>><<npcincr Kylar rage -3>><<npcincr Kylar lust 1>><</link>><<llksuspicion>><<glust "Kylar">><<promiscuous2>>
<</if>>
<</if>>
<br>
<<case "Taylor">>
The performance begins as you plan a stealthy escape with Cass on Christmas Eve.
<br><br>
The script calls for a romantic speech. The first line is Sydney's.
<<if hasSexStat("promiscuity", 2)>>
<span class="lewd">A lewd idea strikes you.</span>
<<else>>
<<insufficientStat "promiscuity" "to break script">>
<</if>>
<br>
<<link [[Stick to the script|English Play Act One Script]]>><</link>>
<br>
<<if hasSexStat("promiscuity", 2)>>
<<if $englishPlayKylarReplace>>
<<link [[Cop a feel|English Play Act One Break]]>><</link>><<promiscuous2>>
<<else>>
<<link [[Cop a feel|English Play Act One Break]]>><<npcincr Kylar rage 5>><<npcincr Sydney lust 2>><</link>><<ggksuspicion>><<gslust>><<promiscuous2>>
<</if>>
<</if>>
<br>
<<case "Sterling">>
The performance begins as you catch wind of your <<taylorSon>> vanishing with the peasant <<cassBoy>>.
<br><br>
From just offstage, you can hear <<if $englishPlayKylarReplace>>the <<person2>><<person>><<else>>Kylar<</if>> struggling to give the opening romantic speech to Sydney. Sydney, however, seems undaunted.
<br><br>
The script calls for you to barge through the door to the lovers' hideout, after a short monologue.
<br>
<<link [[Stick to the script|English Play Act One Script]]>><</link>>
<br>
<<link [[Kick the door prop down|English Play Act One Break]]>><</link>><<athleticsdifficulty 1 700>>
<br>
<</switch>><<effects>><<run statusCheck("Kylar")>><<run statusCheck("Sydney")>>
<<switch $englishPlayRoles.Player>>
<<case "Cass">>
<<if $englishPlayReadiness gte 70>>
"When I'm passed on the street by the everyman of the town, I'm seen as someone with nothing. It's true, I have little in this world. But so long as I have you, Taylor, my one true love, I will ask for nothing more."
<br>
<span class="green">You delivered the romantic speech masterfully, adding more words and emotion than the script called for.</span> The audience applauds you. <<set $englishPlayApproval += 30>><<ggapproval>>
<br><br>
<<if $englishPlayKylarReplace>>
The <<person2>><<persons>> face flushes deep red. <<He>> clearly wasn't expecting such a performance, and stumbles over <<his>> words trying and get on your level.
<br>
"My dearest Cass. The distance between us in society is vast, and yet I feel so close to you. All the riches in the world would be nothing without you in my life."
<<else>>
Kylar's face flushes deep red, and <<person2>><<hes>> left stammering for a moment as <<he>> tries to remember that <<hes>> playing a character. <<npcincr Kylar rage -2>><<lksuspicion>>
<br>
"M-my dearest Cass. The distance between us in society is vast, and yet I feel so c-close to you. All the riches in the world would be nothing without you in my life."
<</if>>
<<elseif $englishPlayReadiness gte 26>>
"I have so little in this world. But so long as I have you, Taylor, I will ask for nothing more."
<br>
<span class="teal">You delivered the romantic speech successfully.</span> <<set $englishPlayApproval += 20>><<gapproval>>
<br><br>
<<if $englishPlayKylarReplace>>
The <<person2>><<person>> responds in kind.
<br>
"My dearest Cass. The distance between us in society is vast, and yet I feel so close to you. All the riches in the world would be nothing without you in my life."
<<else>>
Kylar looks at you longingly for a moment, enraptured by your words. <<person2>><<He>> takes a moment to remember that <<he>> has a character to play.
<br>
"M-my dearest Cass. The distance between us in society is vast, and yet I feel so c-close to you. All the riches in the world would be nothing without you in my life."
<</if>>
<<else>>
"I, uh... I don't have a lot to say... I mean, I don't have a lot, but, I'm... glad to be here?"
<br>
<span class="red">You botched the line.</span> The audience isn't impressed. <<set $englishPlayApproval += 10>><<lapproval>><<stress 6>><<trauma 12>><<gstress>><<ggtrauma>>
<br><br>
<<if $englishPlayKylarReplace>>
The <<person2>><<person>> sighs in frustration, before giving the response.
<br>
"My dearest Cass. The distance between us in society is vast, and yet I feel so close to you. All the riches in the world would be nothing without you in my life."
<<else>>
Kylar's fists clench at your failed attempt. <<person2>><<He>> seems to have taken it personally. <<npcincr Kylar rage 1>><<gksuspicion>>
<br>
"M-my dearest Cass. Why are you so nervous? Am I truly so hard to confide in?"
<</if>>
<</if>>
<br><br>
The show continues as Cass and Taylor make their escape. The act ends as you sit for your moonlit Christmas dinner with Taylor, only for <<sterlingTitle>> Sterling to barge through the door.
<<case "Taylor">>
"I have so little in this world. But so long as I have you, Taylor, I will ask for nothing more,"
<<if _sydneyStatus.includes("corrupt")>>
Sydney says, pulling you surprisingly close. "Won't you give yourself to me? Or must I beg?" <span class="lewd">That wasn't in the script.</span>
<<else>>
Sydney says, taking you gently by the hands.
<</if>>
<br><br>
<<if $englishPlayReadiness gte 70>>
"My dearest Cass. The distance between us in class and caste is vast, and yet you remain my greatest treasure. My diamond in the rough."
<span class="green">You deliver the romantic speech masterfully, adding more words and emotion than the script called for.</span> The audience applauds you. <<set $englishPlayApproval += 30>><<ggapproval>>
<br><br>
<<if _sydneyStatus.includes("corrupt")>>
Sydney seems caught off guard by your performance, even after <<person1>><<his>> own improvisation.
<<else>>
Sydney has trouble concealing <<person1>><<his>> blush.
<</if>>
<<npcincr Sydney lust 2>><<gslust>>
<br><br>
<<elseif $englishPlayReadiness gte 26>>
"My dearest Cass. The distance between us in society is vast, and yet I feel so close to you. All the riches in the world would be nothing without you in my life."
<br>
<span class="teal">You deliver the romantic speech successfully.</span> <<set $englishPlayApproval += 20>><<gapproval>>
<br><br>
<<else>>
"Hey, uh... no problem, S- uh, Cass. Poor people can be cute."
<span class="red">You botched the line.</span> The audience isn't impressed. <<set $englishPlayApproval += 10>><<lapproval>><<stress 6>><<trauma 12>><<gstress>><<ggtrauma>>
<br><br>
Sydney stares at you blankly for a moment, before trying to hurry the show along.
<</if>>
The show continues as Cass and Taylor make their escape. The act ends as you sit for your moonlit Christmas dinner with Cass, only for your <<sterlingFather>>, <<sterlingTitle>> Sterling, to barge through the door.
<<case "Sterling">>
<<if $englishPlayReadiness gte 70>>
You wait and listen for Sydney to say a specific line, before entering the stage.
<br>
"Taylor... I raised you better than this. I will not stand for my family being sullied by beggar filth!" you yell to yourself, storming onto the stage and barging through the door with vigour.
<br>
<span class="green">You deliver the monologue masterfully, adding more words and emotion than the script called for.</span> The audience applauds you. <<set $englishPlayApproval += 30>><<ggapproval>>
<<elseif $englishPlayReadiness gte 26>>
You wait and listen for Sydney to say a specific line, before entering the stage.
<br>
"Taylor... after all I have given you, you run of with a peasant? I will not stand for this!" you yell to yourself, marching on stage and barging through the door.
<br>
<span class="teal">You deliver the monologue successfully.</span> <<set $englishPlayApproval += 20>><<gapproval>>
<<else>>
You awkwardly walk onto the stage in the middle of Cass and Taylor's speech. They pause, before pretending not to see you.
"Taylor, with this no- uh. With this simple peasant, you've sullied..." You try and speak over them, until they eventually give up.
<br>
<span class="red">You botched the entrance and the monologue.</span> The audience isn't impressed. <<set $englishPlayApproval += 10>><<lapproval>><<stress 6>><<trauma 12>><<gstress>><<ggtrauma>>
<</if>>
<br><br>
The act ends as soon as you interrupt Cass and Taylor's dinner by moonlight.
<</switch>>
<br><br>
<<link [[Act two|English Play Act Two]]>><<pass 5>><</link>>
<br><<effects>><<run statusCheck("Kylar")>><<run statusCheck("Sydney")>>
<<switch $englishPlayRoles.Player>>
<<case "Cass">>
You get much closer to <<if $englishPlayKylarReplace>>the <<person2>><<person>><<else>>Kylar<</if>> than you're supposed to, wrapping your arms around <<person2>><<him>>. You make a subtle grab towards <<his>> genitals. "Why don't we just... skip the dinner. I'm hungry for something else," you say. <<promiscuity2>>
<<if $englishPlayKylarReplace>>
<<He>> hesitates before escaping your grasp and delivering the response. "My dearest Cass. The distance between us in society is vast, and yet I feel so close to you. All the riches in the world would be nothing without you in my life."
<<else>>
<<if _kylarStatus.includes("Lust")>>
<<He>> makes no attempt to escape your grasp. "My dearest Cass. The distance between us..." <<He>> pauses. "I need to be closer to you." Kylar begins to fondle you back, until a piercing glare from Doren shuts both of you down. <<arousal 50>><<garousal>>
<<else>>
<<He>> makes no attempt to escape your grasp. "My dearest Cass. The distance between us..." <<He>> fails to deliver the rest of the line, but no one seems to notice.
<</if>>
<<npcincr Kylar lust 2>><<glust "Kylar">>
<</if>>
<br>
<span class="lewd">You hear whistles and cheers from the audience.</span> <<set $englishPlayApproval += 15>><<gapproval>>
<br>
<<if _sydneyStatus.includes("corrupt")>>
You see Sydney giggling just offstage.
<<else>>
Sydney glares at you from offstage. <<npcincr Sydney love -1>><<npcincr Sydney purity -1>><<llove "Sydney">><<lspurity>>
<</if>>
<br><br>
The show continues as Cass and Taylor make their escape. The act ends as you sit for your moonlit Christmas dinner with Taylor, only for <<sterlingTitle>> Sterling to barge through the door.
<<case "Taylor">>
"I have so little in this world. But so long as I have you, Taylor, I will ask for nothing more,"
<<if _sydneyStatus.includes("corrupt")>>
Sydney says, pulling you surprisingly close. "Won't you give yourself to me? Or must I beg?" <span class="lewd">That wasn't in the script.</span>
<<else>>
Sydney says, taking you gently by the hands.
<</if>>
<br><br>
You pull <<person1>><<him>> in. You make a subtle grab towards <<his>> genitals. "Why don't we just... skip the dinner. I'm hungry for something else," you say. <<promiscuity2>>
<<if _sydneyStatus.includes("corrupt")>>
Sydney takes the hint, and shamelessly fondles you back. "Fine by me. Come on, we can do it right on your <<sterlingFather>>'s bed." You hear someone in the audience cackle. It sounds a lot like Sirris.
<<else>>
Sydney freezes up, before trying to play along. "T-Taylor, we can't... n-not here. Come on, we should at least have dinner first!"
<</if>>
<<npcincr Sydney lust 2>><<gslust>>
<br>
After successfully getting the play back on track, <span class="lewd">you hear whistles and cheers from the audience.</span> <<set $englishPlayApproval += 15>><<gapproval>>
<<if !$englishPlayKylarReplace>>
<br>
<span class="red">You also see Kylar glaring at you from offstage.</span><<ggksuspicion>>
<</if>>
<br><br>
The show continues as Cass and Taylor make their escape. The act ends as you sit for your moonlit Christmas dinner with Cass, only for your <<sterlingFather>>, <<sterlingTitle>> Sterling, to barge through the door.
<<case "Sterling">>
<<if $athleticsSuccess>>
You forgo the monologue entirely, storming onto the stage with vigour. You deliver a vicious kick right to the centre of the door prop. <span class="green">It flies off its hinges,</span> noisily clattering to the ground.
<br><br>
Sydney and <<if $englishPlayKylarReplace>>the <<person2>><<person>><<else>>Kylar<</if>> look to you with genuine surprise, causing them to halt their lines immediately. You add heavy breathing to your performance for effect.
<br>
The audience didn't expect this, <span class="teal">but based on their cheers, they seemed to enjoy it.</span> <<set $englishPlayApproval += 15>><<gapproval>>
<br>
<<else>>
You forgo the monologue entirely, storming onto the stage. You attempt to kick the door down, <span class="red">but it holds steady.</span> You kick again. Nothing.
<br><br>
After an agonisingly embarrassing moment, you settle for just opening the door. <span class="red">The audience isn't impressed.</span> Some of them laugh at your expense. <<set $englishPlayApproval += 10>><<lapproval>><<stress 6>><<trauma 12>><<gstress>><<ggtrauma>>
<</if>>
<br><br>
The act ends as soon as you interrupt Cass and Taylor's dinner by moonlight.
<</switch>>
<br><br>
<<link [[Act two|English Play Act Two]]>><<pass 5>><</link>>
<br><<effects>><<run statusCheck("Kylar")>><<run statusCheck("Sydney")>>
The play resumes after a brief change in props. The curtain opens once more, to the well-decorated site of Cass and Taylor's moonlit dinner. A small Christmas Tree sits at the end of the stage.
<br><br>
<<switch $englishPlayRoles.Player>>
<<case "Cass">>
Sydney steps forward, fists clenched in mock anger. "I simply cannot believe this! My own <<taylorSon>>, charmed by a filthy beggar? We leave at once, Taylor. You will explain this once we get home."
<br><br>
<<if $englishPlayKylarReplace>>The <<person2>><<person>><<else>>Kylar<</if>> steps in front of you, arm outstretched in a protective stance. "Please <<sterlingFather>>, listen! What I feel for Cass is no mere interest! We were truly meant to be together!" <<if !$englishPlayKylarReplace>>Kylar puts much more emotion into the line than expected.<</if>>
<br><br>
Your line is simple. You take a step back and fold in anguish, contemplating at the audience. "To witness such a heart-breaking dispute on Christmas Eve, I cannot bear to watch!"
<<case "Taylor">>
<<if $englishPlayKylarReplace>>
The <<person2>><<person>> steps forward, fists clenched in mock anger.
<<else>>
Kylar steps forward, fists clenched in anger. <<if _kylarStatus.includes("Rage")>>You suspect the anger is genuine.<</if>>
<</if>>
"I simply cannot believe this! My own <<taylorSon>>, charmed by a filthy beggar? We leave at once, Taylor. You will explain this once we get home." <<if !$englishPlayKylarReplace>>Kylar puts much more emotion into the line than expected.<</if>>
<br><br>
Your line is simple. You step forward as well, putting an arm up in front of Sydney in a protective gesture. "Please <<sterlingFather>>, listen! What I feel for Cass is no mere interest! We were truly meant to be together!"
<br><br>
Sydney takes a step back and folds in anguish, contemplating at the audience. "To witness such a heart-breaking dispute on Christmas Eve, I cannot bear to watch!"
<<case "Sterling">>
Your line is simple. You step forward, fists clenched in mock anger. "I simply cannot believe this! My own <<taylorSon>>, charmed by a filthy beggar? We leave at once, Taylor. You will explain this once we get home."
<br><br>
<<if $englishPlayKylarReplace>>
The <<person2>><<person>> steps forward as well, arm outstretched in a protective stance in front of Sydney. "Please <<sterlingFather>>, listen! What I feel for Cass is no mere interest! We were truly meant to be together!"
<<else>>
Kylar steps forward as well. <<person2>><<He>> is supposed to stand in front of Sydney protectively, but remains purely focused on you. "Please <<sterlingFather>>, listen! What I feel for Cass is no mere interest. We were truly meant to be together." Kylar's voice is barely above a whisper.
<</if>>
<br><br>
Sydney takes a step back and folds in anguish, contemplating at the audience. "To witness such a heart-breaking dispute on Christmas Eve, I cannot bear to watch!"
<</switch>>
<br><br>
As the play reaches its climax, a daring idea strikes you.
<br>
<<link [[Follow the script|English Play Act Two Script]]>><</link>>
<br>
<<link [[Break character|English Play Act Two Break]]>><</link>><<if $englishPlayRoles.Player isnot "Sterling">><<promiscuous1>><</if>>
<br><<effects>><<run statusCheck("Kylar")>><<run statusCheck("Sydney")>>
<<switch $englishPlayRoles.Player>>
<<case "Cass">>
<<if $englishPlayReadiness gte 100>>
"Please <<sterlingSir>>, I beg that you listen," you interject. "I am aware, as a beggar my words are as worthless as I am, but please, listen to what I have to say. During my whole life, I have lived alongside my sickly mother, scraping off whatever we could find to survive, and I am afraid she is not long for this world. Taylor is..." You pause to sob for effect, and manage to force out tears. "Taylor is all I have left! Please..." You collapse to your knees, your vision blurred. "Don't take <<person2>><<him>> from me. Just this once, let me spend the night with the person I love."
<br><br>
The audience observes in stunned silence, watching the scene unfold. You think you hear someone in the back beginning to sob. <span class="green">They're loving it.</span> <<set $englishPlayApproval += 30>><<ggapproval>>
<br><br>
<<if $englishPlayKylarReplace>>
The <<person2>><<person>> gives you a small clap.
<<else>>
Kylar blushes deeply at your words. <<npcincr Kylar rage -2>><<lksuspicion>>
<br><br>
<</if>>
Sydney begins to shake in excitement, wiping away a tear of <<person1>><<his>> own. "I-I understand," <<he>> says, astonished by your flawless delivery. "I am glad to see my <<taylorSon>> has found someone as wonderful as you. You have my blessing, Cass." <<He>> reaches out, helping you stand.
<<elseif $englishPlayReadiness gte 70>>
"Please <<sterlingSir>>, I beg that you listen," you interject. "I am aware, as a beggar my words are mud, but listen to what I have to say. During my whole life, I have lived alongside my sickly mother, scraping off whatever we could find to survive, and I am afraid she may not stay in this world with me for much longer. The only other comfort in my life is Taylor. Which is why I'm begging you, just this once, to let me spend the night with the person I love."
<br><br>
The audience observes in silence, watching the scene unfold. <span class="teal">You have their full attention.</span> <<set $englishPlayApproval += 20>><<gapproval>>
<br><br>
<<if $englishPlayKylarReplace>>
The <<person2>><<person>> stares ahead absently.
<<else>>
Kylar blushes at your words.
<</if>>
Sydney gives you a subtle nod of approval. "I understand," <<person1>><<he>> says. "I'm glad to see my <<taylorSon>> has found someone as wonderful as you."
<<else>>
"H-hey now, listen here," you say, unsure of how to continue. "I'm no filthy beggar! Well... I am, but that doesn't mean
<<if $englishPlayKylarReplace>>
I don't love... uh, Taylor.
<<else>>
I don't love Kyl... uh, Taylor.
<</if>>
So bugger off, will you?"
<br><br>
Both Sydney and <<if $englishPlayKylarReplace>>the <<person2>><<person>><<else>>Kylar<</if>> sigh loudly in aggravation. The audience jeers at you and yells for you to get off the stage. <span class="red">You lack preparation, and it shows.</span> <<set $englishPlayApproval += 10>><<lapproval>><<stress 6>><<trauma 12>><<gstress>><<ggtrauma>>
<</if>>
<<case "Taylor">>
<<if $englishPlayReadiness gte 70>>
<<if $englishPlayReadiness gte 100>>
"No, <<sterlingFather>>, listen!" you demand. "I've spent my entire life living the way you had told me to live, with the choices you had made for me. But this cannot go further. Tonight, I choose for myself, and my choice is to be with Cass, because I love <<person1>><<him>>." That's where your line is meant to end. But you're inspired, and keep going. "If you wish to hate me for this, then disown me! I'll abandon the Sterling name, and take on Cass' name instead! Thus can you spare yourself from the shame of having a <<taylorSon>> wed to a beggar! That's all that's important to you, right?!"
<br><br>
The crowd gives a round of applause. You hear a loud cheer coming from one side of the audience. <span class="green">They're loving it.</span> <<set $englishPlayApproval += 30>><<ggapproval>>
<br><br>
<<else>>
"No, <<sterlingFather>>, listen!" you demand. "I've spent my entire life living the way you had told me to live. This cannot go further. Tonight, I choose for myself, and my choice is to be with Cass, because I love <<person1>><<him>>. If you wish to hate me for this, then I can't stop you, but know that this is all that I want."
<br><br>
The crowd gives a round of applause. <span class="teal">You have their full attention.</span> <<set $englishPlayApproval += 20>><<gapproval>>
<br><br>
<</if>>
<<if _sydneyStatus.includes("corrupt")>>
Sydney smiles gleefully. "I didn't know you loved me so much. Thank you, my love. You've opened my eyes."
<<else>>
Sydney smiles gleefully. "I did not know you cared for me so much, my love. I feel blessed to have you!"
<</if>>
<br><br>
<<if $englishPlayKylarReplace>>
The <<person2>><<person>> looks off to the distance, before suddenly remembering where <<he>> is. <<He>> turns to you and nods in approval. Your performance was enough to distract the crowd from <<him>>.
<<else>>
<<if _kylarStatus.includes("MaxRage") or (_kylarStatus.includes("Rage") and _kylarStatus.includes("Love") and $sydneyromance is 1)>>
Kylar stands silently on stage. <<person2>><<He>> stares into the void, before quickly reaching for <<his>> back pocket. <span class="red"><<He>> pulls out a knife, and begins marching towards Sydney.</span>
<br><br>
"I've had it with you," Kylar growls. "It's all your fault. We were nice and happy, just the two of us... but you had to show your ugly face here. I won't let you take <<phim>> from me."
<br><br>
<<if _sydneyStatus.includes("corrupt")>>
Sydney gives a small chuckle. "What, planning to strike me down? Wait until the press hears about it. Business owner <<sterlingTitle>> Sterling stabs a young beggar in cold blood on Christmas Eve!"
<<person1>><<Hes>> putting on a brave face for the sake of the play, but you can tell <<hes>> genuinely nervous when <<he>> takes a step back. "I've lost everything I have in this world. So go on. Take my life, too."
<<else>>
Sydney takes a step back in shock, before staring Kylar down. "W-what, planning to strike me down? Wait until the press hears about it. Business owner <<sterlingTitle>> Sterling stabs a young beggar in cold blood on Christmas Eve!"
<<person1>><<He>> fails to hide the slight tremble in <<his>> voice. "I've lost everything I have in this world. So go on. Take my life, too."
<</if>>
<br><br>
<span class="red">Kylar lunges forward</span>, but before you get a chance to do anything, Sydney takes another step back. Right into the Christmas tree. It tips back, then forward again, falling right on top of <<person1>><<him>> and Kylar mid-charge, and knocking them both down with it. The knife clatters to the ground, and the audience gasps.
<br><br>
You rush to their side, and Doren looks like <<nnpc_hes "Doren">> about to run on stage, too. Kylar is completely stunned, but Sydney manages to give you and Doren a thumbs up and mouths the words "Play along!" <span class="green">You know exactly what to do.</span>
<br><br>
You fall to your knees. "No... no! I've never wanted for anything in my life, but on Christmas Eve, I have my one desire taken from me! Cass... <<sterlingFather>>..." you add in some fake sobs for effect.
"Is this what it's like to be a beggar, Cass? To lose everything and be left with nothing?" You pick up the knife. "Then, I will join you in nothingness, my love..."
<br><br>
<<wearProp "knife" 0 "sharp">>
With a dramatic motion, you slip the knife in between your torso and arm in a fake stab. You let out a cry of anguish, and fall to the floor. The stage lights dim, and the curtains begin to close.
<br><br>
<span class="gold">The audience raises to their feet and gives a standing ovation. The entire hall erupts with cheers.</span> <<set $englishPlayApproval += 40>><<gggapproval>><<set _tragedyAhAhAhAh to true>>
<<elseif _kylarStatus.includes("Rage") or (_kylarStatus.includes("Sus") and _kylarStatus.includes("Love") and $sydneyromance is 1)>>
"W-With this whore?!" Kylar exclaims. "Why? <<person1>><<He>> will never love you the way I do! Why can't you see that?" <<npcincr Kylar rage 5>><<ggksuspicion>>
<br><br>
The audience watches feverishly, not realising that Kylar is going off-script.
"I keep trying over and over again, to prove to you how much I love you, but you just brush me aside and treat me like trash. It... breaks my heart..." Kylar continues. <<person2>><<His>> voice becomes shaky and <<he>> starts to tear up.
<br><br>
<span class="gold">The audience raises to their feet and gives a standing ovation.</span> Sydney watches in disbelief, before joining in on the round of applause. Kylar looks bewildered, but eventually simmers down. <<set $englishPlayApproval += 20>><<gapproval>>
<br><br>
The three of you manage to salvage the play, with <<sterlingTitle>> Sterling giving a half-hearted reconciliation once Cass begs to spend just one night with Taylor.
<<else>>
Kylar's hands begin to tremble, and <<person2>><<his>> face begins to contort in anger. <<He>> tries <<his>> best to simmer down. "I-I see... Taylor. Then, please, enjoy your evening with... <<person1>><<him>>." Kylar turns <<person2>><<his>> gaze over to Sydney, but avoids eye contact. <<npcincr Kylar rage 5>><<ggksuspicion>>
<</if>>
<</if>>
<<else>>
"Well, whatever you have to say, I don't care, <<sterlingFather>>," you manage, unable to remember your line. "I love Syd... I mean, Cass, alright? So just leave us be will you?"
<br><br>
Sydney and <<if $englishPlayKylarReplace>>the <<person2>><<person>><<else>>Kylar<</if>> stand around awkwardly, unsure as to how they should continue. <span class="red">The crowd jeers loudly, insulting you and the play. You lack preparation, and it shows.</span> <<set $englishPlayApproval += 10>><<lapproval>><<stress 6>><<trauma 12>><<gstress>><<ggtrauma>>
<</if>>
<<case "Sterling">>
<<if $englishPlayReadiness gte 100>>
"My <<taylorSon>>, you're right," you say, resting your hands on <<if $englishPlayKylarReplace>>the <<person2>><<persons>><<else>>Kylar's<</if>> shoulders. "Ever since I brought you into this world, I wished for nothing but for you to find true happiness. But in my self-centred pursuit of success, I never realised I was merely seeking my own fulfilment. I too was raised under the strict guidance of a shortsighted parent, and I shall not make the same mistake. Please, forgive your fool of a <<sterlingFather>>, and continue with my blessing."
<br><br>
You added a lot to the line, much more than the script called for. <span class="green">You hear many of the viewers gushing at your perfect performance.</span> <<set $englishPlayApproval += 30>><<ggapproval>>
<br><br>
<<if $englishPlayKylarReplace>>
"T-thank you <<sterlingFather>>," <<he>> says, impressed by your performance. "It truly brings joy to my heart to receive your blessing."
<<else>>
"T-thank you <<sterlingFather>>," says Kylar, touched by your performance. "It truly brings joy to my heart to receive your blessing." <<person2>><<He>> looks at Sydney with contempt, as if <<person1>><<his>> presence was ruining the scene.
<</if>>
<<elseif $englishPlayReadiness gte 70>>
"My <<taylorSon>>, you're right," you say, resting your hands on <<if $englishPlayKylarReplace>>the <<person2>><<persons>><<else>>Kylar's<</if>> shoulders. "Ever since your birth, I wished for nothing but for you to find true happiness. But in my pursuit of success, I never realised I was merely seeking my own fulfilment. I too was raised under the strict guidance of a shortsighted parent, and I won't make the same mistake. I will leave you be."
<br><br>
You pulled the line off well. <span class="teal">You hear a couple of the viewers gushing at your performance.</span> <<set $englishPlayApproval += 20>><<gapproval>>
<br><br>
<<if $englishPlayKylarReplace>>
"Thank you <<sterlingFather>>," <<he>> says, impressed by your performance. "It truly brings joy to my heart to receive your blessing."
<<else>>
"Thank you <<sterlingFather>>," says Kylar, impressed by your performance. "It truly brings joy to my heart to receive your blessing." <<person2>><<He>> completely ignores Sydney.
<</if>>
<<else>>
<<if $englishPlayKylarReplace>>
"Look... Taylor."
<<else>>
"Look Ky... Taylor."
<</if>>
you stop yourself. "I really don't want you to be sad, so go join your pal... I really don't mind it at all."
<br><br>
The audience jeers. Some of them throw rude words your way, berating your lacklustre performance. <span class="red">You lack preparation, and it shows.</span> <<set $englishPlayApproval += 10>><<lapproval>><<stress 6>><<trauma 12>><<gstress>><<ggtrauma>>
<br><br>
<<if $englishPlayKylarReplace>>
"Thank you <<sterlingFather>>, that's really nice of you," <<he>> says. <<He>> manages to sound even worse than you. Most of the audience stares at their phones with complete disinterest in the play at this point. "Damn, you're really shit at this," the <<person>> mutters under <<his>> breath.
<<else>>
Kylar gives you a bemused look. "W-what?" <<person2>><<he>> asks in confusion. Your fiasco has thrown <<him>> off. "I-I mean, thank you <<sterlingFather>>. It means the world to me." Sydney covers <<person1>><<his>> face in shame.
<</if>>
<</if>>
<</switch>>
<br><br>
<<if _tragedyAhAhAhAh>>
Doren rushes on stage as soon as the curtains fully close, lifting up the tree and checking Kylar and Sydney for injuries.
<br><br>
<<link [[Curtain call|English Play Curtain Call Early]]>><<handheldon>><<pass 10>><</link>>
<br>
<<else>>
The act ends with <<sterlingTitle>> Sterling's departure from the scene.
The curtains drop, giving everyone a few precious moments to recover. The time to rest is short-lived, as the curtains open once again to let the final act commence.
<br><br>
<<link [[Act three|English Play Act Three]]>><<handheldon>><<pass 5>><</link>>
<br>
<</if>><<effects>><<run statusCheck("Kylar")>><<run statusCheck("Sydney")>>
<<switch $englishPlayRoles.Player>>
<<case "Cass">>
"I'm afraid it's too late for that, <<sterlingTitle>> Sterling. You see, Taylor and I have already fucked!" You stick your tongue out.
<<if $pregnancyspeechdisable is "f">>
"That's right, we've fucked so much, we're expecting a baby!" you declare.
<<if playerBellyVisible()>>
You pat your <<bellyDescription "pc">> for emphasis.
<<elseif !playerCanBreedWith($NPCList[1])>>
You don't bother to question the logistics.
<</if>>
<</if>>
The crowd cheers in response to the lewd twist. <<set $englishPlayApproval += 15>><<gapproval>><<promiscuity1>>
<<if $englishPlayKylarReplace>>
"What the fuck are you talking about?" the <<person2>><<person>> spits. "Stick to the script, you idiot."
<<else>>
Kylar is taken by surprise, but decides to go along. "T-That's right!" <<he>> stammers. <<if $pregnancyspeechdisable is "f">>"We're having so many babies, we'll have to buy a mansion to house them all!"<</if>>
<</if>>
<br><br>
<<if _sydneyStatus.includes("corrupt")>>
Sydney seems confused at first, but manages to follow your game. "Taylor, you <<bastard>>! Is this how you repay everything I've done for you!? I hereby disown you, Taylor. You are my <<taylorSon>> no longer!" <<he>> proclaims. Sydney leaves, throwing profanities around and cursing your name playfully.
<<else>>
Sydney is left in utter shock. "Y-You did what?!" <<person1>><<He>> tries to come to <<his>> senses and improvise a follow-up. "I mean... how could you! Well, embrace this heathen if you wish, I'm out!" Sydney pouts before leaving the stage in a hurry. <<npcincr Sydney love -2>><<llove "Sydney">>
<</if>>
<<npcincr Sydney purity -2>><<lspurity>>
<<case "Taylor">>
"There is nothing you can do now, <<sterlingFather>>," you declare. "For Cass and I have already been engaged. We are to be married by early next year!" You stick your tongue out.
<<if $pregnancyspeechdisable is "f">>
"In fact, we're expecting a baby!" you declare.
<<if playerBellyVisible()>>
You pat your <<bellyDescription "pc">> for emphasis.
<<elseif !playerCanBreedWith($NPCList[1])>>
You don't bother to question the logistics.
<</if>>
<</if>>
The crowd cheers you on, thanks to the more interesting spin you give to the play. <<set $englishPlayApproval += 20>><<gapproval>><<promiscuity1>>
<<if _sydneyStatus.includes("corrupt")>>
Sydney laughs, willing to follow your game. "That's right. Get used to seeing this face, because you'll be seeing it a lot more from now on!" <<he>> taunts. "I hope you're expecting many grandchildren."
<<else>>
Sydney looks around in confusion. "We... we did?" <<person1>><<he>> asks. "I mean, yes, we did! We love each other, and now there's nothing you can do to separate us. Suck on that, <<sterlingTitle>> Sterling!"
<</if>>
<br><br>
<<if $englishPlayKylarReplace>>
The <<person2>><<person>> looks at you both in confusion. "Do neither of you dumb fucks know your own lines? Perfect," <<he>> says before retreating backstage.
<<else>>
<<if _kylarStatus.includes("MaxRage") or (_kylarStatus.includes("Rage") and _kylarStatus.includes("Love") and $sydneyromance is 1)>>
Kylar stands silently on stage. <<person2>><<He>> stares into the void, before quickly reaching for <<his>> back pocket. <span class="red"><<He>> pulls out a knife, and begins marching towards Sydney.</span>
<br><br>
"I've had it with you," Kylar growls. "It's all your fault. We were nice and happy, just the two of us... but you had to show your ugly face here. I won't let you take <<phim>> from me."
<br><br>
<<if _sydneyStatus.includes("corrupt")>>
Sydney gives a small chuckle. "What, planning to strike me down? Wait until the press hears about it. Business owner <<sterlingTitle>> Sterling stabs a young beggar in cold blood on Christmas Eve!"
<<person1>><<Hes>> putting on a brave face for the sake of the play, but you can tell <<hes>> genuinely nervous when <<he>> takes a step back. "I've lost everything I have in this world. So go on. Take my life, too."
<<else>>
Sydney takes a step back in shock, before staring Kylar down. "W-what, planning to strike me down? Wait until the press hears about it. Business owner <<sterlingTitle>> Sterling stabs a young beggar in cold blood on Christmas Eve!"
<<person1>><<He>> fails to hide the slight tremble in <<his>> voice. "I've lost everything I have in this world. So go on. Take my life, too."
<</if>>
<br><br>
<span class="red">Kylar lunges forward</span>, but before you get a chance to do anything, Sydney takes another step back. Right into the Christmas tree. It tips back, then forward again, falling right on top of <<person1>><<him>> and Kylar mid-charge, and knocking them both down with it. The knife clatters to the ground, and the audience gasps.
<br><br>
You rush to their side, and Doren looks like <<nnpc_hes "Doren">> about to run on stage, too. Kylar is completely stunned, but Sydney manages to give you and Doren a thumbs up and mouths the words "Play along!" <span class="green">You know exactly what to do.</span>
<br><br>
You fall to your knees. "No... no! I've never wanted for anything in my life, but on Christmas Eve, I have my one desire taken from me! Cass... <<sterlingFather>>..." you add in some fake sobs for effect.
"Is this what it's like to be a beggar, Cass? To lose everything and be left with nothing?" You pick up the knife. "Then, I will join you in nothingness, my love..."
<br><br>
<<wearProp "knife" 0 "sharp">>
With a dramatic motion, you slip the knife in between your torso and arm in a fake stab. You let out a cry of anguish, and fall to the floor. The stage lights dim, and the curtains begin to close.
<br><br>
<span class="gold">The audience raises to their feet and gives a standing ovation. The entire hall erupts with cheers.</span> <<set $englishPlayApproval += 40>><<gggapproval>><<set _tragedyAhAhAhAh to true>>
<<elseif _kylarStatus.includes("Rage") or (_kylarStatus.includes("Sus") and _kylarStatus.includes("Love") and $sydneyromance is 1)>>
"W-With this whore?!" Kylar exclaims. "Why? <<person1>><<He>> will never love you the way I do! Why can't you see that?" <<npcincr Kylar rage 5>><<ggksuspicion>>
<br><br>
The audience watches feverishly, not realising that Kylar is going off-script.
"I keep trying over and over again, to prove to you how much I love you, but you just brush me aside and treat me like trash. It... breaks my heart..." Kylar continues. <<person2>><<His>> voice becomes shaky and <<he>> starts to tear up.
<br><br>
<span class="gold">The audience raises to their feet and gives a standing ovation.</span> Sydney watches in disbelief, before joining in on the round of applause. Kylar looks bewildered, but eventually snaps out of it. <<set $englishPlayApproval += 20>><<gapproval>>
<br><br>
<<person2>><<He>> looks at you both, mortified. Not knowing how to respond, <<person2>><<he>> makes a run for it and rushes backstage.
<<else>>
Kylar looks at you both, mortified. Not knowing how to respond, <<person2>><<he>> makes a run for it and rushes backstage. <<npcincr Kylar rage 10>><<gggksuspicion>>
<</if>>
<</if>>
<<case "Sterling">>
"I'm afraid I cannot allow that, my <<taylorSon>>," you say in a serious tone. "For you see, Cass here is actually... your long lost sibling!"
<br><br>
The audience gasps, taken completely by surprise. <<if !$englishPlayKylarReplace>>Kylar begins to tremble in horror.<</if>> <<set $englishPlayApproval += 15>><<gapproval>>
<br><br>
<<if _sydneyStatus.includes("corrupt")>>
Sydney chuckles and plays along. "It's true. It is I, <<taylorSibling>>. I will return to the family, to reclaim the fortune that I rightfully own!"
<<else>>
Sydney looks around in panic. "W-What?!" Sydney exclaims. "My long lost... huh?"
<</if>>
<br><br>
<<if $englishPlayKylarReplace>>
The <<person2>><<person>> glares at you with a look of contempt. "That's not how the play goes, you smartass," <<he>> spits. "Get out."
<<else>>
In a desperate attempt to fix the derailed play, Kylar interrupts. "Y-You are mistaken, <<sterlingFather>>! My only sibling died many years ago, in an accident caused by your carelessness! Now leave us be!"
<</if>>
<br><br>
You retreat backstage. With the play now in shambles, you leave Kylar and Sydney to survive the crowd on their own.
<</switch>>
<br><br>
<<if _tragedyAhAhAhAh>>
Doren rushes on stage as soon as the curtains fully close, lifting up the tree and checking Kylar and Sydney for injuries.
<br><br>
<<link [[Curtain call|English Play Curtain Call Early]]>><<pass 10>><</link>>
<br>
<<else>>
The act ends with <<sterlingTitle>> Sterling's departure from the scene.
The curtains drop, giving everyone a few precious moments to recover. The time to rest is short-lived, as the curtains open once again to let the final act commence.
<br><br>
<<link [[Act three|English Play Act Three]]>><<pass 5>><</link>>
<br>
<</if>><<effects>><<run statusCheck("Kylar")>><<run statusCheck("Sydney")>>
<<set $phase to 0>>
<<switch $englishPlayRoles.Player>>
<<case "Cass">>
<<if $englishPlayKylarReplace>>
You stand with the <<person2>><<person>> on stage for the final act, this time without Sydney. It's up to <<him>> to deliver the final line.
<br><br>
<<He>> faces you. "That was rough back there, but I'm glad that we're finally alone and at peace."
As a final sign-off, the scene is now meant to end with a kiss. You remember Doren mentioning that a real kiss is not necessary, but the audience may respond more favourably towards it.
<br><br>
<<link [[Avoid kiss|English Play Act Three No Kiss]]>><</link>>
<br>
<<link [[Kiss cheek|English Play Act Three Kiss]]>><<set $phase to 1>><</link>>
<br>
<<link [[Kiss lips|English Play Act Three Kiss]]>><</link>><<kissvirginitywarning>>
<br>
<<else>>
You stand with Kylar on stage for the final act, this time without Sydney. It's up to Kylar to deliver the final line.
<br><br>
<<person2>><<He>> faces you. "The night was long my love, but we are alone at last. It matters not if my <<sterlingFather>> opposes our union. Come whatever may, I shall never leave your side."
<br><br>
As a final sign-off, the scene is now meant to end with a kiss. You remember Doren mentioning that a real kiss is not necessary, but the audience may respond more favourably towards it.
<br><br>
<<link [[Avoid kiss|English Play Act Three No Kiss]]>><<npcincr Kylar rage 5>><</link>><<ggksuspicion>>
<br>
<<link [[Kiss Kylar's cheek|English Play Act Three Kiss]]>><<set $phase to 1>><</link>>
<br>
<<link [[Kiss Kylar's lips|English Play Act Three Kiss]]>><<npcincr Kylar rage -5>><</link>><<llksuspicion>><<kissvirginitywarning>>
<br>
<</if>>
<<case "Taylor">>
The final act has begun, and Sydney stands by your side.
<<if $englishPlayKylarReplace>>
The <<person2>><<person>> won't be taking part in this last segment.
<<else>>
Kylar won't be taking part in this last segment.
<<if !isLoveInterest("Kylar")>>
You glance towards backstage just to be sure <<person2>><<he>> isn't watching. <span class="green">Doren gives you a thumbs up.</span>
<</if>>
<</if>>
Sydney must now deliver the final line.
"You mustn't worry, my dear Taylor. For as long as our love for each other remains true, nothing else will matter. I care not about what people may think of our union, for the only solace I need tonight is your love."
<br><br>
As a final sign-off, the scene is now meant to end with a kiss. You remember Doren mentioning that a real kiss is not necessary, but the audience may respond more favourably towards it.
<br><br>
<<link [[Avoid kiss|English Play Act Three No Kiss]]>><</link>>
<br>
<<link [[Kiss Sydney's cheek|English Play Act Three Kiss]]>><<npcincr Sydney love 1>><<set $phase to 1>><</link>><<glove "Sydney">>
<br>
<<link [[Kiss Sydney's lips|English Play Act Three Kiss]]>><<npcincr Sydney love 5>><</link>><<gglove "Sydney">>
<br>
<<case "Sterling">>
Your role isn't present for the final act, so you remain backstage. You'll have to wait until the show is finished. You see Sydney and <<if $englishPlayKylarReplace>>the <<person2>><<person>><<else>>Kylar<</if>> disappear behind the curtains.
<br><br>
You wait patiently as the play continues, but you begin to grow curious. The performers go quiet. You peek through the curtains to the stage.
You move the heavy curtains aside, ever so slightly, just enough to give you a good look at the stage. You spot <<if $englishPlayKylarReplace>>the <<person2>><<person>><<else>>Kylar<</if>> and Sydney standing nervously next to each other, avoiding eye contact.
<br><br>
You remember this part. The final act calls for a kiss between Cass and Taylor. <span class="blue">Sydney locks eyes with you.</span> Doren mentioned that a real kiss is not necessary, but the audience may respond more favourably towards it.
<br><br>
<<if $englishPlayKylarReplace>>
<<link [[Encourage|English Play Act Three Kiss]]>><<npcincr Sydney purity -2>><</link>><<lspurity>><<gapproval>>
<br>
<<else>>
<<link [[Encourage|English Play Act Three Kiss]]>><<npcincr Kylar love -2>><<npcincr Sydney purity -2>><</link>><<llove "Kylar">><<lspurity>><<gapproval>>
<br>
<</if>>
<<link [[Do nothing|English Play Act Three No Kiss]]>><</link>><<lapproval>>
<br>
<</switch>><<effects>><<run statusCheck("Kylar")>><<run statusCheck("Sydney")>>
<<switch $englishPlayRoles.Player>>
<<case "Cass">>
<<if $englishPlayKylarReplace>>
<<if $phase is 1>>
You opt to keep things friendly, with a cheek kiss being more than enough. The <<person2>><<person>> seems delighted at your show of affection, <span class="teal">and the audience seems to think much the same</span>. <<set $englishPlayApproval += 10>><<gapproval>>
<<else>>
You approach the <<person1>><<person>> in order to give the audience the proper kiss they're waiting for. "Oh, fuck yeah," the <<person2>><<person>> says. <<He>> brings you closer for a kiss, <span class="green">much to the crowd's approval.</span>
<<He>> gives you a firm spank for good measure right after disengaging from the kiss.
<<takeKissVirginity $NPCList[1] "consensual">>
<<set $englishPlayApproval += 20>><<ggapproval>>
<</if>>
<<else>>
<<if $phase is 1>>
You opt to keep things friendly, with a cheek kiss being more than enough. Kylar is delighted at your show of affection, <span class="teal">and the audience seems to think much the same</span>. <<set $englishPlayApproval += 10>><<gapproval>>
<<else>>
<<if _kylarStatus.includes("Love")>>
You think it's time to give the audience a real show, and judging by Kylar's gaze, <<person2>><<he>> thinks the same. You turn to give the audience a clear view of your lips meeting Kylar's. <<He>> grows bolder, and pushes <<his>> tongue into your mouth. This persists for one too many moments, prompting you to finally pull away. The audience roars in excitement. <span class="green">They seemed to love every second of it.</span>
<<else>>
Kylar decides to go for your cheek, but you surprise <<person2>><<him>> by turning <<his>> face to yours and kissing <<his>> lips. Shocked at first, <<he>> quickly becomes accustomed to it. <<He>> slowly pulls away from you, only to close <<his>> eyes and kiss you again. <span class="green">The crowd gives a loud cheer</span>. They can tell this was no act.
<</if>>
<<takeKissVirginity "Kylar" `($kylarenglish gte 1?"loveInterest":"romantic")`>>
<<if _npcKissVirginTemp>>
<br><br>
"Th-that was my first kiss," <<he>> whispers, <<his>> eyes shining. "It was better than I could've ever dreamed."
<</if>>
<<set $englishPlayApproval += 20>><<ggapproval>>
<</if>>
<</if>>
<<case "Taylor">>
<<if $phase is 1>>
<<if _sydneyStatus.includes("corrupt")>>
Sydney looks at you expectantly. You march right up to <<person1>><<him>> and plant a kiss on <<his>> cheek. <<He>> lets out a quiet laugh as you hold <<him>> for a moment, before disengaging. "You owe me a real one later." <span class="teal">The audience fawns over the tenderness on display.</span>
<<elseif $sydneyromance is 1>>
The sudden moment of silence has Sydney on edge. You take advantage of the situation to bring <<person1>><<him>> closer to you for a kiss on the cheek. <<He>> wraps <<his>> arms around you and giggles. You keep <<him>> held tight against you for a few moments, before finally letting <<him>> go. <span class="teal">The audience fawns over the tenderness on display</span>. Despite how innocent your show of affection is, having so many people watching is enough to make Sydney blush.
<<else>>
The sudden moment of silence has Sydney on edge. You take advantage of the situation to bring <<person1>><<him>> closer to you for a kiss on the cheek. Sydney gasps in shock. You keep <<him>> held tight against you for a few moments, before finally letting <<him>> go. <span class="teal">The audience fawns over the tenderness on display</span>. Despite how innocent your show of affection is, having so many people watching is enough to make Sydney blush.
<</if>>
<<set $englishPlayApproval += 10>><<gapproval>>
<<else>>
<<if _sydneyStatus.includes("corrupt")>>
Sydney grasps your hips and pulls you closer. "Now come here, my love." <<person1>><<He>> leans forward and takes you. Your lips connect, and <<he>> grows bolder by the second. <<He>> pushes into your mouth and <<his>> tongue meets yours, showing no regard to the <span class="green">roaring crowd watching you</span>. <<He>> pulls back once <<hes>> had <<his>> fill. "I think I could get used to performing more often," <<he>> coos.
<<else>>
Sydney stands restless in front of you. "So... how shou-" You cut <<person1>><<him>> off by pulling <<him>> towards you and kissing <<him>> directly on the lips. Sydney's eyes widen in shock as your lips meet, <span class="green">the crowd cheering in celebration</span>. You disengage, and Sydney takes a step back trying to process what happened. If <<his>> blush is anything to go off of, <<he>> found it quite enjoyable.
<</if>>
<<takeKissVirginity "Sydney" `($sydneyromance is 1?"loveInterest":"romantic")`>>
<<if _npcKissVirginTemp>>
<br><br>
<<if _sydneyStatus.includes("corrupt")>>
"One hell of a first kiss, too," <<he>> whispers.
<<else>>
"That was my first kiss," <<he>> whispers to you. "And everyone saw it..." <<He>> looks away with a shy smile.
<</if>>
<<npcincr Sydney love 10>><<gglove "Sydney">>
<</if>>
<<set $englishPlayApproval += 20>><<ggapproval>>
<</if>>
<<case "Sterling">>
You rapidly nod your head at Sydney. <<person1>><<He>> takes the hint, and braces <<himself>>.
<br><br>
Sydney takes a deep breath, before quickly shifting over to <<if $englishPlayKylarReplace>>the <<person2>><<person>><<else>>Kylar<</if>>
<<if _sydneyStatus.includes("corrupt") and C.npc.Sydney.virginity.kiss isnot true and (C.npc.Kylar.virginity.kiss isnot true or $englishPlayKylarReplace)>>
and grabbing <<person2>><<him>> by the shirt. Sydney goes all-in, and kisses <<him>> right on the lips.
<br><br>
<span class="green">The crowd cheers them on.</span>
<<if $englishPlayKylarReplace>>
The <<person2>><<person>> appears completely shocked, but pleased.
<<else>>
<span class="red">Kylar looks utterly disgusted and horrified.</span>
<</if>>
<<else>>
and planting a kiss on <<person2>><<his>> cheek, taking <<him>> by surprise.
<br><br>
<span class="green">The crowd cheers them on</span>,
<<if $englishPlayKylarReplace>>
and the <<person2>><<person>> seems satisfied, but was clearly hoping for more.
<<else>>
but Kylar appears to be completely repulsed.
<</if>>
<</if>>
<<set $englishPlayApproval += 20>><<gapproval>>
<</switch>>
<br><br>
The play comes to a close. All that remains is for the actors to take a bow.
<br><br>
<<link [[Curtain call|English Play Curtain Call]]>><<pass 5>><</link>>
<br><<effects>><<run statusCheck("Kylar")>><<run statusCheck("Sydney")>>
<<switch $englishPlayRoles.Player>>
<<case "Cass">>
<<if $englishPlayKylarReplace>>
The <<person2>><<person>> brings <<himself>> closer to you, but you dodge out of the way of <<his>> kiss, instead trying your best to keep your distance from <<him>>. "You stale bitch," <<he>> spits. "Try giving the audience a bit of a show, yeah?"
<<else>>
Kylar brings <<person2>><<himself>> closer to you, but you dodge out of the way of <<his>> kiss, instead trying your best to keep your distance from <<him>>. Kylar seems distraught, but decides not to push things further.
<</if>>
<<case "Taylor">>
<<if _sydneyStatus.includes("corrupt")>>
Sydney draws closer and goes for a kiss, but you dodge just in time to avoid it. You manage to keep <<person1>><<him>> at bay, but Sydney seems disappointed. "Oh, you killjoy," <<he>> whispers. <<He>> brings you closer to <<him>> and holds on tightly. "For the record, you owe me a smooch." <<He>> giggles.
<<else>>
Sydney awaits nervously for you to make a move. Rather than a kiss, you bring <<person1>><<him>> closer to you for a quick hug. You hold Sydney for what feels like an uncomfortable eternity, before finally letting go. You hear a couple of slow claps amidst the audience, their boredom nearly palpable.
<</if>>
<<case "Sterling">>
You simply stare at the pair.
<br><br>
Sydney takes a deep breath, before quickly shifting over to <<if $englishPlayKylarReplace>>the <<person2>><<person>><<else>>Kylar<</if>> and performing an incredibly obvious fake kiss about seven inches to the left of <<person2>><<his>> face.
<br><br>
<<if $englishPlayKylarReplace>>
<<He>> looks disappointed, throwing up <<his>> arms in protest.
<<else>>
Kylar looks extremely relieved.
<</if>>
<</switch>>
<span class="red">The audience seems disappointed.</span>
<br><br>
The play comes to a close. All that remains is for the actors to take a bow.
<br><br>
<<link [[Curtain call|English Play Curtain Call]]>><<pass 5>><</link>>
<br><<effects>>
<<switch $englishPlayRoles.Player>>
<<case "Cass">>
Moments later, Sydney emerges from behind the curtain. You stand side by side with both of them and bow to the audience.
<<case "Taylor">>
As the play concludes, it doesn't take long for <<if $englishPlayKylarReplace>>the <<person2>><<person>><<else>>Kylar<</if>> to appear from backstage to stand with you and Sydney. You bow at the audience.
<<case "Sterling">>
With the play finally over, you step out from behind the curtains to join Sydney and <<if $englishPlayKylarReplace>>the <<person2>><<person>><<else>>Kylar<</if>> on stage. You stand next to each other and bow at the audience.
<</switch>>
<<if $englishPlayApproval lte 50>>
<span class="red">You're met with jeers and a few sympathetic claps.</span> <<stress 12>><<trauma 6>><<ggstress>><<gtrauma>>
<<elseif $englishPlayApproval lte 75>>
<span class="teal">You are welcomed by an excited round of applause.</span> <<stress -6>><<lstress>>
<<else>>
<span class="green">You're met with a standing ovation.</span> <<trauma -24>><<lltrauma>>
<</if>>
<br><br>
You walk with the two of them backstage, where you're greeted by Doren.
<<npc Doren 3>><<person3>>
<<if $englishPlayApproval lte 50>>
<<He>> looks at you with a comforting smile. "Just keep in mind, this wasn't about giving the most memorable of performances, but to bring the families together and remind them of the festivities." <<He>> glances at the audience uncomfortably. "All that matters is that you tried."
<<elseif $englishPlayApproval lt 75>>
"Really great job out there!" <<he>> says. "I can tell they loved every second of it. If we're lucky, the <<nnpc_title "Leighton">> may allow us to do more of these next year. Thank you all so much for participating." <<npcincr Doren love 1>>
<<else>>
"I cannot believe it," <<he>> says. "Your performance out there was second to none, it was perfect!" Doren beams with pride. "Now come here, you've made me so proud!" <<He>> grasps the three of you between <<his>> arms, giving you a tight hug. <<npcincr Doren love 3>>
<</if>>
<<if $englishPlayApproval gte 75>>
<<set $englishPlayWell to 1>>
<<earnFeat "Rich Hearts">>
<<status 40>><<gggcool>>
<<famesocial 40>>
<</if>>
<br><br>
You say your goodbyes and step down from the stage to let the next group take place. Some of the viewers give you compliments as you pass, while others have less gentle remarks to give you.
<br><br>
<<link [[Next|English Play Curtain Call 2]]>><</link>>
<br><<effects>><<run statusCheck("Kylar")>><<run statusCheck("Sydney")>>
Sydney turns to you. "Nice job back there," <<person1>><<he>> says.
<<if $englishPlayApproval lte 50>>
"All things considered, it could have been a lot worse."
<<elseif $englishPlayApproval lte 75>>
"I think we did good. All of us."
<<else>>
"I don't think we could have done any better."
<</if>>
<br><br>
<<He>> tries to continue, but is abruptly interrupted by Sirris, who hugs <<him>> from behind. "I can't believe my eyes! My little Syd, a full-fledged performer!" <<nnpc_he "Sirris">> says, overflowing with enthusiasm. "Don't tell your friends, but you were the best one up there, by far," <<nnpc_he "Sirris">> laughs.
The two continue to converse until Sirris starts to lead Sydney out. Sydney hesitates. "Actually, <<sydneyMum>>, I'd like to stay and watch the other plays, if that's okay." Sirris looks surprised, but agrees. Sydney waves you off as <<he>> finds a seat in the audience.
<br><br>
<<if $englishPlayKylarReplace>>
You expected the <<person2>><<person>> to give <<his>> final thoughts on the play, but <<hes>> nowhere to be found. <<He>> must have left right away.
<<elseif !$englishPlayKylarLeave>>
Kylar glances at Sydney, before turning to you. "I really need to get going," <<person2>><<he>> says. "I had a lot of fun today... but I'm also glad it's finally over. Talk to you soon, okay?" <<He>> hugs you, before heading for the exit and leaving in a hurry.
<</if>>
<<storeon "play_upper">>
<<storeon "play_lower">>
<<endevent>>
<<clearNPC actor_replacement>>
<br><br>
You could leave now, but staying to support your fellow students will endear you to them.
<br>
<<link [[Stay and watch a performance (0:20)|English Play Watch]]>><<trauma -2>><<tiredness 2>><<status 1>><<pass 20>><</link>><<ltrauma>><<gtiredness>><<gcool>>
<br><br>
<<link [[Leave the town hall (0:01)|Cliff Street]]>><<englishplayfinish>><<pass 1>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>><<run statusCheck("Kylar")>><<run statusCheck("Sydney")>>
<<npc "Doren" 3>><<person3>>
Once <<he>> verifies that Kylar and Sydney are okay, and confiscates the knife, <<he>> helps them both stand. "We'll talk after. First, you need to take your bows." <<He>> walks just offstage, and signals for the curtains to open again.
<br><br>
<span class="gold">The crowd erupts into cheers again. You can't see a single person still sitting, all of them standing.</span> You take your bow, and Sydney follows. Kylar stays stiff as a board, <<person2>><<his>> face completely unreadable.
<br><br>
You all head backstage, where Doren greets you again. <<person3>><<He>> immediately throws <<his>> arms around the three of you.
"Warn me next time before you do something like that! I thought you were really about to get skewered, <<nnpc_lass "Sydney">>," <<he>> says to Sydney. Sydney looks unsure of it, <<person1>><<himself>>.
<br><br>
<<if $englishPlayApproval gte 75>>
"That was incredible. You've completely turned the meaning of the play on its head, and it worked. You were born for the stage, all of you."
<<set $englishPlayWell to 1>>
<<earnFeat "Rich Hearts">>
<<status 40>><<gggcool>>
<<famesocial 40>>
<<else>>
"The performance itself was rough, up until the end. You blew the crowd away when it counted most, so great work!"
<</if>>
<br><br>
Doren releases you, and Kylar bolts without a word. A few moments later, you hear the doors slam open and shut again. Doren looks with concern, but lets you and Sydney leave.
<br><br>
<<link [[Next|English Play Curtain Call 2]]>><<set $englishPlayKylarLeave to true>><</link>>
<br><<effects>>
<<if !$englishPlayWatch>>
<<set $englishPlayWatch to 0>>
<</if>>
<<set $englishPlayWatch ++>>
<<switch $englishPlayWatch>>
<<case 1>>
<<randomPlay>>
<<if $englishPlayRoles.Player is "none" and !$englishPlaySydneyWatch and Time.hour lte 20>>
<br><br>
Sydney's play is up next.
<</if>>
<<case 2>>
<<if $englishPlayRoles.Player is "none" and !$englishPlaySydneyWatch>>
<<set $englishPlaySydneyWatch to true>>
<<npc Sydney>><<person1>><<run statusCheck("Sydney")>>
Sydney participates in a play about a beggar and a rich scion who fall in love, much to the dismay of the rich kid's parent.
<br><br>
<<He>> plays the part of the beggar, and
<<if _sydneyStatus.includes("corrupt")>>
catches the other actors off guard as <<he>> goes off script.
<<if $pregnancyspeechdisable is "f">>
<<if C.npc.Sydney.gender is "m">>
<<He>> boldly proclaims that <<he>> got <<his>> lover pregnant, right to the parent's face.
<<else>>
<<He>> boldly proclaims that the rich scion got <<him>> pregnant, right to the parent's face.
<</if>>
<<else>>
<<He>> boldly proclaims that <<he>> and <<his>> lover have already eloped and consummated.
<</if>>
The audience erupts into cheers and hollers at the unexpected twist. The other actors take a moment to catch on, but play along with the act.
<br><br>
<<if $sydneyromance is 1 and isLoveInterest("Sydney")>>
You know it's just for the show, but part of you can't help but feel jealous at the display, especially as Sydney kisses the other actor on the cheek.
<<else>>
You can't help but be amused at the display.
<</if>>
<<else>>
sticks to the script, doing <<his>> best to put emotion and grace into the role.
It goes as you expect, with the parent of the rich scion finally approving of the relationship. The other actor kisses Sydney on the cheek to end the performance. Sydney's face goes bright red.
<br><br>
<<if $sydneyromance is 1 and isLoveInterest("Sydney")>>
You know it's just for the show, but part of you can't help but feel jealous at the display.
<<else>>
You can't help but be amused at Sydney's embarrassment.
<</if>>
<</if>>
<<else>>
<<randomPlay>>
<</if>>
<<case 3>>
<<randomPlay>>
<<if !$englishPlayRobinWatch and C.npc.Robin.init is 1 and getRobinLocation() is "englishPlay" and Time.hour lte 20>>
<br><br>
Robin's play is up next.
<</if>>
<<case 4>>
<<if !$englishPlayRobinWatch and C.npc.Robin.init is 1 and getRobinLocation() is "englishPlay">>
<<set $englishPlayRobinWatch to true>>
<<npc Robin>><<person1>>
Robin takes part in a play about a Christmas ceasefire during a fictional future war. <<He>> plays as a Christmas tree prop.
<br><br>
Robin's character dies first. You commend <<him>> on <<his>> ability to make convincing tree death sounds.
<<else>>
<<randomPlay>>
<</if>>
<<default>>
<<randomPlay>>
<</switch>>
<<endevent>>
<br><br>
<<if Time.hour gte 21>>
As the final performances play out, and the last students start taking their bows, much of the audience has already started to get up and leave. The hall is filled with a cacophony of applause and chatter.
<br><br>
<<if C.npc.Robin.init is 1 and $robinmissing is 0 and $englishPlayRobinWatch>>
<<link [[Leave with Robin (0:10)|English Play Leave Robin]]>><<englishplayfinish>><<pass 1>><<npcincr Robin love 2>><</link>><<glove "Robin">>
<br>
<</if>>
<<if $englishPlayRoles.Player isnot "none" or $englishPlaySydneyWatch>>
<<link [[Wait for Sydney (0:10)|English Play Wait Sydney]]>><<englishplayfinish>><<pass 1>><<npcincr Sydney love 2>><</link>><<glove "Sydney">>
<br>
<</if>>
<<link [[Leave with other students (0:10)|English Play Leave Students]]>><<englishplayfinish>><<status 5>><<pass 10>><</link>><<ggcool>>
<br><br>
<<link [[Leave alone (0:01)|Cliff Street]]>><<englishplayfinish>><<pass 1>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<link [[Watch more (0:20)|English Play Watch]]>><<trauma -2>><<tiredness 2>><<status 1>><<pass 20>><</link>><<ltrauma>><<gtiredness>><<gcool>>
<br><br>
<<link [[Leave the town hall (0:01)|Cliff Street]]>><<englishplayfinish>><<pass 1>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
<<npc Robin>><<person1>>
You join the audience in applause, waiting for Robin to come out from backstage.
<br><br>
<<He>> eventually emerges, and smiles as soon as <<he>> sees you. "Hey! Sorry it took me so long, that costume was a pain. How did I do?"
<br><br>
<<link [[Talk (0:15)|English Play Robin Normal]]>><<npcincr Robin love 1>><<pass 15>><</link>><<glove>>
<br>
<<link [[Reassure (0:15)|English Play Robin Reassure]]>><<npcincr Robin love 1>><<npcincr Robin trauma -2>><<pass 15>><</link>><<glove>><<lrtrauma>>
<br>
<<if $robinromance is 1>>
<<link [[Reward for performance (0:15)|English Play Robin Lewd]]>><<pass 15>><<npcincr Robin love 1>><</link>><<promiscuous1>><<glove>>
<br>
<</if>><<set $location to "home">><<set $outside to 0>><<effects>>
You talk to Robin about some of the other plays. <<He>> doesn't even notice that you dodged the question and happily talks with you all the way back to the orphanage.
<br><br>
<<robinoptions>><<set $location to "home">><<set $outside to 0>><<effects>>
<<if $speech_attitude is "meek">>
"Y-you did good! Really good, you're the best tree out there," you say, waving your hands in front of <<his>> face.
<<elseif $speech_attitude is "bratty">>
"You're the cutest little damn tree in the world," you say, ruffling <<his>> hair.
<<else>>
"You make a pretty good tree," you say. "The best."
<</if>>
<<He>> blushes in response. The two of you walk back to the orphanage together.
<br><br>
<<robinoptions>><<set $location to "home">><<set $outside to 0>><<effects>>
"You did pretty good as a tree," you say, pulling Robin closer.
<<if C.npc.Robin.gender is "f">>
"Why not show me how well you can get pollinated?"
<<else>>
"Why not show me how sturdy that wood is?"
<</if>>
<<promiscuity1>>
<<He>> deeply blushes, not saying another word as you walk all the way back to the orphanage. As soon as you get to <<his>> room, you pounce on <<him>>.
<br><br>
<<link [[Next|English Play Robin Sex]]>><<set $sexstart to 1>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 200>><<npckiss>><<set $enemyarousalmax to 500>>
<<set $enemyarousalmax to $enemyarousalmax * ($npcArousalMult / 100)>>
You climb atop Robin, pushing <<him>> down onto the bed. <<He>> gasps as your lips meet. <<takeKissVirginity "Robin" `($robinromance is 1?"loveInterest":"romantic")`>>
<br><br>
<</if>>
<<set $enemyanger to 0>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|English Play Robin Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|English Play Robin Sex]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Robin clings to you. "I'm so lucky to have you," <<he>> says, burying <<his>> face in your neck.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $enemyhealth lte 0>>
"Not so rough!" Robin says.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $finish is 1>>
<<clotheson>>
<<endcombat>>
<</if>>
<<npc Robin>><<person1>>
<<robinoptions>><<effects>><<run statusCheck("Sydney")>><<set $corruptionEvent to 1>>
<<npc Sydney>><<person1>>
You wait around for Sydney. Eventually, you spot <<him>> in the crowd. <<He>> seems to be looking for you, too. You wave <<him>> over.
<br><br>
<<He>> <<if _sydneyStatus.includes("corrupt")>>quickly<<else>>clumsily<</if>> makes <<his>> way through the crowd.
"I'm glad I'm not the only one who stayed until the very end. Did you enjoy the other plays?
<<if _sydneyStatus.includes("corrupt")>>
I can't believe how much libido some of the actors had. I swear, it's all some of the other students can think about."
<<else>>
I feel so bad for Doren, having to deal with so many troublemakers, and... heathens."
<</if>>
<br><br>
<<link [[Talk|English Play Leave Sydney]]>><<set $phase to 1>><<npcincr Sydney love 1>><</link>><<glove>>
<br>
<<if _sydneyStatus.includes("corrupt")>>
<<link [[Praise|English Play Leave Sydney]]>><<set $phase to 2>><<npcincr Sydney love 1>><<npcincr Sydney purity -5>><</link>><<glove>><<llspurity>>
<br>
<<else>>
<<link [[Praise|English Play Leave Sydney]]>><<set $phase to 2>><<npcincr Sydney love 1>><<npcincr Sydney purity 5>><</link>><<glove>><<ggspurity>>
<br>
<</if>>
<<if $sydneyromance is 1>>
<<link [[Pull Sydney backstage|English Play Backstage Sydney Pull]]>><<npcincr Sydney purity -2>><<npcincr Sydney lust 5>><</link>><<lspurity>><<gslust>><<promiscuous1>><<sydneyWarning>>
<br>
<</if>><<effects>><<run statusCheck("Sydney")>>
<<if _sydneyStatus.includes("corrupt")>>
"Libido, huh? I'll show you libido."
<<else>>
"Why not try to fit in, then? We can be heathens, too."
<</if>>
Before <<he>> can answer, You take Sydney by the hand, and pull <<him>> through the backstage door. <<takeHandholdingVirginity "Sydney" "romantic">> <<promiscuity1>>
<<if $corruptionRollover is 1>>
<<unset $corruptionRollover>>
<<His>> face turns bright red as you pin <<him>> against the door. "Here? Right now? This..." <<He>> looks around, to make sure you're really alone. "My heart is pounding. I... okay. I can do this." <span class="lewd"><<He>> seems like <<hes>> opened <<his>> eyes to lewdity.</span>
<<elseif _sydneyStatus.includes("corrupt")>>
<<He>> smiles. "Think anyone's listening? We could give them another show."
<<else>>
<<His>> face turns bright red. "H-here?! What if someone hears-" You shush <<him>> with a kiss. <<takeKissVirginity "Sydney" `($sydneyromance is 1?"loveInterest":"romantic")`>>
<</if>>
<br><br>
<<sydneyLewd>>
<br><br>
<<link [[Next|English Play Backstage Sydney Sex]]>><<set $sexstart to 1>><</link>>
<br><<run statusCheck("Sydney")>><<set $corruptionEvent to 1>>
<<if $sexstart is 1>>
<<set $daily.sydney.sex = ($daily.sydney.sex || 0) + 1>><<set $sydney.sexTotal += 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 500>>
<<set $enemyarousalmax to 600>>
<<if _sydneyStatus.includes("corrupt")>>
<<set $enemyarousalmax += 100>>
<<elseif _sydneyStatus.includes("pure")>>
<<set $enemyarousalmax -= 100>>
<</if>>
<<if _sydneyChastity and C.npc.Sydney.chastity.anus.includes("shield")>>
<<set $enemyarousalmax -= 100>>
<</if>>
<<set $enemyarousalmax to $enemyarousalmax * ($npcArousalMult / 100)>>
<</if>>
<<set $enemyanger to -10>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|English Play Backstage Sydney Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|English Play Backstage Sydney Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>><<run statusCheck("Sydney")>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<if $corruptionRollover is 1>>
<<unset $corruptionRollover>>
"Th-that was incredible," <<he>> murmurs. "I want... I want to do it again. And... again." <<He>> gazes into your eyes. "<span class="lewd">I feel like a whole world just opened up.</span>"
<<else>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
"Was... was this part of the performance?" <<He>> giggles.
<<default>>
"Thanks for giving me a private show," <<he>> giggles.
<</switch>>
<</if>>
<<if _sydneyChastity and $sydneyChastityKnown>>
<<sydneyChastityMessage>><<npcincr Sydney lust 3>><<ggslust>>
<<else>>
<<npcincr Sydney lust -20>><<lllslust>>
<</if>>
<<npcincr Sydney purity -2>><<lspurity>>
<br>
<<sydneyFinish>>
<<tearful>> you stand up. Sydney separates from you despite reluctance.
<<elseif $enemyhealth lte 0>>
<<if $corruptionRollover is 1>>
<<unset $corruptionRollover>>
Sydney lets out a pained moan, and quickly covers <<his>> mouth to stifle it. "Th-that was..." <<He>> gazes into your eyes. "I think I like it when you're rough with me. <span class="lewd">I feel like a whole world just opened up.</span>"
<<else>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 2>>
Sydney lets out a pained moan, and quickly covers <<his>> mouth to stifle it. <<He>> looks down in shame. "I... I think I've had enough..."
<<else>>
"H-hey! Stop! Please!" Sydney quickly separates from you. "Th-that really hurt... I mean, I still kind of liked it, but..." <<His>> face flushes, and <<he>> looks away. "M...maybe we can finish this some other time..."
<</if>>
<<case "corrupt" "corruptLust">>
Sydney backs away from you, breathing heavily. "I love it when you're rough with me," <<he>> says, "but we should save the rest for later."
<<default>>
"Ouch! Okay, not so rough!" <<He>> quickly backs away from you. "I think we need to set some guidelines on how much I can take..."
<</switch>>
<</if>>
<<npcincr Sydney lust 5>><<gglust>>
<br><br>
<<tearful>> you stand up. Sydney does the same.
<<else>>
<<if $corruptionRollover is 1>>
<<unset $corruptionRollover>>
"S...stop? But we..." <<he>> pouts, disappointed. "Can we... finish this later? Please? I... <span class="lewd">I feel like a whole world just opened up.</span> I want to finish this."
<<else>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 2>>
"S...stop? But I... I'm..." <<he>> stammers off while still clinging on to you. "O-okay..."
<<else>>
Sydney looks at you nervously. "I didn't... do anything wrong, did I?"
<</if>>
<<case "corrupt">>
Sydney pouts, but steps away from you. "We need to finish this later," <<he>> says. "Please?"
<<case "corruptLust">>
Sydney groans and pouts. "You're so mean! But fine. We're finishing this later, though."
<<default>>
"Oh. Okay, we can stop." <<He>> looks disappointed for a brief moment, but still smiles at you.
<</switch>>
<</if>>
<<npcincr Sydney lust 5>><<npcincr Sydney purity 2>><<gglust>><<gspurity>>
<br><br>
<<tearful>> you stand up. Sydney does the same.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Sydney>><<person1>>
<<link [[Next|English Play Leave Sydney]]>><<set $phase to 3>><</link>>
<br><<effects>><<run statusCheck("Sydney")>>
<<if $phase is 1>>
You talk with Sydney about the other performances on the way out. It seems like most of the students enjoyed themselves.
<<elseif $phase is 2>>
<<if $englishPlayRolePlayed isnot "none">>
"You did pretty great out there yourself. I couldn't have asked for a better partner."
<br><br>
<<He>> looks down bashfully, before hugging you in joy. "Thank you."
<<else>>
<<if _sydneyStatus.includes("corrupt")>>
"That was quite the twist you added. That wasn't in the script, right?" you ask.
<br><br>
<<He>> looks at you proudly. "That was all me. Maybe I was born for the stage after all!"
<<else>>
"I'm glad you were able to keep things professional, at least," you say. "You're at a much higher standard than the other actors."
<br><br>
<<He>> looks down bashfully, before hugging you in joy. "Thank you."
<</if>>
<</if>>
<<else>>
You and Sydney sneak out from backstage, making last minute fixes to your clothes and trying to hide your obvious signs of arousal.
<</if>>
<br><br>
The two of you step out onto Cliff Street.
<<set $bus to "cliff">>
<<sydneyOptionsLeave>><<effects>>
You linger with a group of students. They laugh and chat about some of the more interesting performances with you.
<br><br>
<<generates1>>
One of them, a <<person1>><<person>>, seems to take an interest in you.
<<if $englishPlayRolePlayed isnot "none">>
<<if $englishPlayApproval gte 90>>
"You stole the show," <<he>> says. "You were great. Why not stick around with us for a while? Backstage is clearing out, I could... reward you."
<<elseif $englishPlayApproval gte 75>>
"You did great," <<he>> says. "Why not stick around with us for a while? Backstage is clearing out, I could... reward you."
<<else>>
"Don't feel too bad about that performance," <<he>> says. "No one was really taking this seriously. Say, backstage is starting to clear out, I know how I could make you feel better."
<</if>>
<<else>>
"We all really appreciate the support from our fellow students," <<he>> says. "Say, why not stick around for a while? Tha backstage area's starting to clear out, I could show you just how much I appreciate it."
<</if>>
<br><br>
<<link [[Refuse and leave|Cliff Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<link [[Accept|English Play Backstage Lewd]]>><<set $sexstart to 1>><</link>><<promiscuous1>>
<br>
<<if hasSexStat("promiscuity", 4)>>
<<link [[Invite the whole group to join!|English Play Backstage Lewd]]>><<set $phase2 to 1>><<set $sexstart to 1>><</link>><<promiscuous4>>
<br>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<if $phase2 is 1>>
<<generates2>><<generates3>><<generates4>><<famesex 10>>
"Just you? Why not everyone?" you say, putting your hands on your hips. Some of the students whistle and cheer. "I like the way you think!"
<br><br>
You slip backstage with the group, and lock the door behind you. <<promiscuity4>>
<<else>>
You grab the <<person>> by the arm, and the two of you head backstage. You lock the door behind you. <<promiscuity1>>
<</if>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 50>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|English Play Backstage Lewd Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|English Play Backstage Lewd]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"That was great," the <<person1>><<person>> says, panting. "I'm glad we can help each other out like this." <<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $enemyhealth lte 0>>
The <<person1>><<person>> staggers from the room,
<<if $phase2 is 1>>
followed by <<his>> friends. They all look confused and dejected.
<<else>>
confused and dejected.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $finish is 1>>
The
<<if $phase2 is 1>>
<<person1>><<person>> looks dejected as <<he>> fixes <<his>> clothing and leaves the room.
<<else>>
group looks dejected as they fix their clothing and leave the room.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<br><br>
Everyone is being ushered out of the town hall.
<br><br>
<<link [[Next|Cliff Street]]>><<set $eventskip to 1>><</link>>
<br><<widget "exam">>
<<switch _args[0]>>
<<case "science">>
<<set $exam_chance to $science_exam>><<set $_teacher_name to "Sirris">>
<<case "maths">>
<<set $exam_chance to $maths_exam>><<set $_teacher_name to "River">>
<<case "english">>
<<set $exam_chance to $english_exam>><<set $_teacher_name to "Doren">>
<<case "history">>
<<set $exam_chance to $history_exam>><<set $_teacher_name to "Winter">>
<<case "housekeeping">>
<<set $exam_chance to $housekeeping / (2 * setup.plants[$chosen_recipe].difficulty)>>
<<set $_teacher_name to "River">>
<<default>>
<<run throw new Error("Invalid argument passed to 'exam' widget: ", _args[0])>>
<</switch>>
Understanding: <span class="black"><<print Math.trunc($exam_chance)>>%</span>
<br>
<<if C.npc[$_teacher_name].love gte 10>>
<<set $exam_chance += 5>>
<span class="green">$_teacher_name's love:</span> <span class="black">+5%</span>
<br>
<</if>>
<<if $delinquency lte 400>>
<<set $exam_chance += 5>>
<span class="green">Model student:</span> <span class="black">+5%</span>
<br>
<</if>>
<<if _args[0] is "maths">>
<<if $whitneymaths is "active">>
<<set $exam_chance -= 5>>
<span class="pink">Whitney's distractions:</span> <span class="black">-5%</span>
<br>
<<elseif $whitneymaths is "seat">>
<<set $exam_chance -= 10>>
<span class="red">Whitney's distractions:</span> <span class="black">-10%</span>
<br>
<</if>>
<</if>>
<<if $drunk gte 1>>
<<set _drunk to Math.ceil($drunk / 50)>>
<<set $exam_chance -= _drunk>>
<span class="purple">Drunk:</span> <span class="black">-_drunk%</span>
<br>
<</if>>
<<if $anxiety gte 2>>
<<set $exam_chance -= 20>>
<span class="red">Very anxious:</span> <span class="black">-20%</span>
<br>
<<elseif $anxiety gte 1>>
<<set $exam_chance -= 10>>
<span class="red">Anxious:</span> <span class="black">-10%</span>
<br>
<</if>>
<<if $arousal gte 8000>>
<<set $exam_chance -= 10>>
<span class="lewd">Horny:</span> <span class="black">-10%</span>
<br>
<<elseif $arousal gte 6000>>
<<set $exam_chance -= 5>>
<span class="lewd">Aroused:</span> <span class="black">-5%</span>
<br>
<</if>>
Pass chance: <<print Math.trunc($exam_chance)>>%
<</widget>>
<<widget "exam_result">>
<<set $_subject to _args[0]>>
<<if $exam_chance gte V[$_subject + '_exam_difficulty']>>
<<if V[$_subject + 'trait'] gte 4>>
<<school_skill_up $_subject>>
<<school_mark $_subject>> printed and circled on the front, with <span class="green">"Distinction"</span> written beside it in green ink.<<ggcontrol>><<control 25>><<ldelinquency>><<detention -6>>
<<distinction_stat>>
<<else>>
<<school_skill_up $_subject>>
<<school_mark $_subject>> printed and circled on the front. <span class="green">You've improved your mark!</span>
<br>
<<school_skill_up_text $_subject>>
<</if>>
<<else>>
<<school_mark $_subject>> printed and circled on the front. The expected mark.
<</if>>
<<unset $exam_chance>>
<</widget>>
<<widget "exam_difficulty">>
<<set $science_exam_difficulty to random(1, 100)>>
<<set $maths_exam_difficulty to random(1, 100)>>
<<set $english_exam_difficulty to random(1, 100)>>
<<set $history_exam_difficulty to random(1, 100)>>
<</widget>>
<<widget "school_mark">>
<<set $_trait to V[_args[0] + 'trait']>>
<<if (_args[0] is "english" and $AMCTraits.english is 2) or (_args[0] is "maths" and $AMCTraits.maths is 2) or (_args[0] is "science" and $AMCTraits.science is 2) or (_args[0] is "history" and $AMCTraits.history is 2)>>
<<set _AMCmod to 2>>
<<else>>
<<set _AMCmod to 1>>
<</if>>
<<switch Math.clamp($_trait,-1,4 * _AMCmod)>>
<<case 8>> an <span class="lustful">SSS</span>
<<case 7>> an <span class="gold">SS</span>
<<case 6>> an <span class="yellow">S+</span>
<<case 5>> an <span class="yellow">S</span>
<<case 4>> an <span class="green">A*</span>
<<case 3>> an <span class="teal">A</span>
<<case 2>> a <span class="lblue">B</span>
<<case 1>> a <span class="blue">C</span>
<<case 0>> a <span class="purple">D</span>
<<default>> a <span class="red">F</span>
<</switch>>
<</widget>>
<<widget "school_skill_up">>
<<school_skill_change _args[0] 1>>
<</widget>>
<<widget "school_skill_down">>
<<school_skill_change _args[0] -1>>
<</widget>>
<<widget "school_skill_change">>
<!-- args[0] is the school subject, while args[1] is the change in value (1 or -1) -->
<<set $_skill to _args[0]>>
<<set $_change to _args[1]>>
<<set $_trait to $_skill + "trait">>
<<if ($_skill is "english" and $AMCTraits.english is 2) or ($_skill is "maths" and $AMCTraits.maths is 2) or ($_skill is "science" and $AMCTraits.science is 2) or ($_skill is "history" and $AMCTraits.history is 2)>>
<<set _AMCmod to 2>>
<<else>>
<<set _AMCmod to 1>>
<</if>>
<<set V[$_trait] to Math.clamp(V[$_trait] + $_change, -1, 4 * _AMCmod)>>
<<set V[$_skill] to [0,100,200,400,700,1000,1250,1500,1750,2000][V[$_trait] + 1]>>
<<set V[$_skill + '_exam'] to 0>>
<</widget>>
<<widget "exam_cheat">>
<<set $_trait to V[_args[0] + 'trait']>>
<<set $skulduggerydifficulty to [100,200,400,700,1100,1100][Math.clamp($_trait + 1, 0, 5)]>>
<</widget>>
<<widget "science_skill_up_text">>
<<school_skill_up_text "science">>
<</widget>>
<<widget "maths_skill_up_text">>
<<school_skill_up_text "maths">>
<</widget>>
<<widget "english_skill_up_text">>
<<school_skill_up_text "english">>
<</widget>>
<<widget "history_skill_up_text">>
<<school_skill_up_text "history">>
<</widget>>
<<widget "school_skill_up_text">>
<<set $_subject to _args[0].toUpperFirst()>>
<<set $_trait to V[_args[0] + 'trait']>>
<<if $_trait lt 1>>
Keep at it, and you're sure to benefit.
<<else>>
<<set $_colour to ["","blue", "lblue", "teal", "green", "yellow", "yellow", "gold", "lustful"][$_trait]>>
<<set $_traitname to ["", "Passable", "Decent", "Good", "Excellent", "Outstanding", "Exceptional", "Exemplary", "Superlative"][$_trait] + " " + $_subject>>
<span class="gold">
You've gained the <span @class="$_colour">$_traitname</span> trait,
</span>
<<switch _args[0]>>
<<case "science">>
<<switch $_trait>>
<<case 8>> making pain almost a non-factor. <!-- Superlative Science -->
<<case 7>> making pain incredibly easy to cope with. <!-- Exemplary Science -->
<<case 6>> making pain very easy to cope with. <!-- Exceptional Science -->
<<case 5>> making pain easy to cope with. <!-- Outstanding Science -->
<<case 4>> making pain much easier to cope with. <!-- Excellent Science -->
<<case 3>> making pain easier to cope with. <!-- Good Science -->
<<case 2>> making pain moderately easier to cope with. <!-- Decent Science -->
<<case 1>> making pain slightly easier to cope with. <!-- Passable Science -->
<</switch>>
<<case "maths">>
<<switch $_trait>>
<<case 8>> letting you make 200% more from tips and negotiated fees. <!-- Superlative Maths -->
<<case 7>> letting you make 175% more from tips and negotiated fees. <!-- Exemplary Maths -->
<<case 6>> letting you make 150% more from tips and negotiated fees. <!-- Exceptional Maths -->
<<case 5>> letting you make 125% more from tips and negotiated fees. <!-- Outstanding Maths -->
<<case 4>> letting you make 100% more from tips and negotiated fees. <!-- Excellent Maths -->
<<case 3>> letting you make 75% more from tips and negotiated fees. <!-- Good Maths -->
<<case 2>> letting you make 50% more from tips and negotiated fees. <!-- Decent Maths -->
<<case 1>> letting you make 25% more from tips and negotiated fees. <!-- Passable Maths -->
<</switch>>
<<case "english">>
<<switch $_trait>>
<<case 8>> making speech actions nine times as effective. <!-- Superlative English -->
<<case 7>> making speech actions eight times as effective. <!-- Exemplary English -->
<<case 6>> making speech actions seven times as effective. <!-- Exceptional English -->
<<case 5>> making speech actions six times as effective. <!-- Outstanding English -->
<<case 4>> making speech actions five times as effective. <!-- Excellent English -->
<<case 3>> making speech actions four times as effective. <!-- Good English -->
<<case 2>> making speech actions three times as effective. <!-- Decent English -->
<<case 1>> making speech actions (plead, moan, demand, apologise, mock, tease) twice as effective. <!-- Passable English -->
<</switch>>
<<case "history">>
<<switch $_trait>>
<<case 8>> teaching you more secret paths around town. <!-- Superlative History -->
<<case 7>> teaching you more secret paths around town. <!-- Exemplary History -->
<<case 6>> teaching you more secret paths around town. <!-- Exceptional History -->
<<case 5>> teaching you more secret paths around town. <!-- Outstanding History -->
<<case 4>> teaching you more secret paths around town. <!-- Excellent History -->
<<case 3>> teaching you more secret paths around town. <!-- Good History -->
<<case 2>> teaching you more secret paths around town. <!-- Decent History -->
<<case 1>> teaching you secret paths around town. <!-- Passable History -->
<</switch>>
<</switch>>
<</if>>
<<if ($_subject is "English" and $AMCTraits.english is 2) or ($_subject is "Maths" and $AMCTraits.maths is 2) or ($_subject is "Science" and $AMCTraits.science is 2) or ($_subject is "History" and $AMCTraits.history is 2)>>
<<set _AMCmod to 2>>
<<else>>
<<set _AMCmod to 1>>
<</if>>
<<if $_trait lt 4 * _AMCmod and ($passage is "Science Exam" or $passage is "Maths Exam" or $passage is "English Exam" or $passage is "History Exam")>>
However, the next exam will be harder.
<</if>>
<</widget>><<schooleffects>><<effects>><<wearProp "pen">>
<<set _time_temp to (59 - Time.minute)>>
<<pass _time_temp>>
<<npc Sirris>><<person1>>
<<switch $phase>>
<<case 0>>
You focus on the exam, doing your best to tune out the scribbling and groans of other students.
<<case 1>>
You take a deep breath, and try not to let the pressure get to you.
<<case 2 3 5>>
<<if $phase is 5>>
<<if $earSlime.corruption gte (currentSkillValue('willpower') / 10)>>
<<skulduggerycheck>><<set _cheating to true>>
The slime tries to assert control. <span class="red">It overpowers your will,</span> forcing you to look for ways to cheat in the exam.
<<else>>
You attempt to ignore the command from the slime and focus on the exam. You feel it try, <span class="green">but fail,</span> to force you to cheat, however, it is still a distraction. <<set $exam_chance -= 5>><<passPercent -5>>
<</if>>
<<else>>
<<skulduggerycheck>><<set _cheating to true>>
<<if $phase is 3>>You follow the <<= numberOfEarSlime() gte 2 ? "slimes'" : "slime's">> command and look for ways to cheat in the exam.<</if>>
<</if>>
<<if _cheating>>
You watch Sirris. <<Hes>> supposed to keep an eye on the room, but spends more time looking out the window. You should be able to copy your neighbours if you're
<<if $skulduggerysuccess is 1>>
careful. <span class="green">You manage to glean a few answers to some of the tougher questions.</span>
<<set $exam_chance += 10>><<passPercent 10>>
<<else>>
care-
<br><br>
<span class="red">"Focus on your own paper,"</span> Sirris says, looking right at you. <<He>> wasn't as distracted as <<he>> appeared.
<<gstress>><<stress 6>><<set $exam_chance -= 10>><<passPercent -10>><<ggdelinquency>><<detention 5>>
<</if>>
<br><br>
<<skulduggeryuse true>>
<</if>>
<<case 4>>
You ignore the <<= numberOfEarSlime() gte 2 ? "slimes'" : "slime's">> command, and focus on doing your best to tune out the scribbling and groans of other students.
<</switch>>
<br><br>
Sirris looks at <<his>> watch now and then. "And done," <<he>> says. "I hope that wasn't too bad." Some students continue to scribble, but Sirris zips around the room in <<his>> haste to retrieve the booklets.
<br><br>
The class are allowed to chat while Sirris marks the papers. They make up for the period of silence with more noise than usual, though some are too nervous to talk.
<br><br>
The bell rings. Sirris stands by the door, smiling as <<he>> hands the booklets back to passing students. <<He>> holds out yours,
<<exam_result "science">>
<br><br>
You join the throng of students in the hallway.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><</link>>
<br><<schooleffects>><<effects>><<wearProp "pencil">>
<<set _time_temp to (59 - Time.minute)>>
<<pass _time_temp>>
<<npc River 1>><<person1>>
<<generatey2>> <!-- student who doesn't stop writing when the exam is over -->
<<switch $phase>>
<<case 0 7>>
<<if $phase is 7>>You ignore the <<= numberOfEarSlime() gte 2 ? "slimes'" : "slime's">> command, and<<else>>You<</if>>
<<if $whitneymaths is "active">>
try to focus on the exam, but Whitney's frequent distractions make it difficult to concentrate.
<<elseif $whitneymaths is "seat">>
try to focus on the exam, but Whitney's sporadic groping makes it difficult to concentrate. <<garousal>><<arousal 300 "genitals">><<arousal 300 "bottom">>
<<else>>
focus on the exam, doing your best to tune out the scribbling and groans of other students.
<</if>>
<<case 1>>
<<if $whitneymaths is "active">>
You take a deep breath, and try not to let Whitney's frequent distractions bother you.
<<elseif $whitneymaths is "seat">>
You take a deep breath, and try not to let Whitney's sporadic groping bother you. <<garousal>><<arousal 150 "genitals">><<arousal 150 "bottom">>
<<else>>
You take a deep breath, and try not to let the pressure get to you.
<</if>>
<<case 2 6 8>>
<<if $phase is 8>>
<<if $earSlime.corruption gte (currentSkillValue('willpower') / 10)>>
<<skulduggerycheck>><<set _cheating to true>>
The slime tries to assert control. <span class="red">It overpowers your will,</span> forcing you to look for ways to cheat in the exam.
<<else>>
You attempt to ignore the command from the slime and focus on the exam. You feel it try, <span class="green">but fail,</span> to force you to cheat, however, it is still a distraction. <<set $exam_chance -= 5>><<passPercent -5>>
<</if>>
<<else>>
<<skulduggerycheck>><<set _cheating to true>>
<<if $phase is 6>>You follow the <<= numberOfEarSlime() gte 2 ? "slimes'" : "slime's">> command and look for ways to cheat in the exam.<</if>>
<</if>>
<<generatey3>><<person3>>
<<if _cheating>>
You glance sideways. The <<person>> beside you seems confident. You cover your glances with innocuous movements,
<<if $skulduggerysuccess is 1>>
hoping to avoid River's gaze. <span class="green">You manage to glean a few answers to some of the tougher questions.</span>
<<set $exam_chance += 10>><<passPercent 10>>
<<else>>
hoping to-
<br><br>
<span class="red">"Eyes in front,"</span> River says, piercing you with <<person1>><<his>> gaze. <<He>> doesn't say another word on the matter, but you know your paper will be under thorough scrutiny.
<<gstress>><<stress 6>><<set $exam_chance -= 10>><<passPercent -10>><<ggdelinquency>><<detention 5>>
<</if>>
<br><br>
<<skulduggeryuse true>>
<</if>>
<<case 3>>
<<npc Whitney 3>>
<<if $danceSuccess>>
You glance behind you as Whitney throws, <span class="green">and manage to snatch the rubber from the air.</span>
Deprived of <<person3>><<his>> projectile, Whitney can only glower.
<<set $exam_chance += 5>><<passPercent 5>>
<<else>>
You glance behind you as Whitney throws, hoping to snatch the rubber from the air.
<br><br>
<span class="red">"Eyes in front,"</span> River says, piercing you with <<person1>><<his>> gaze. <<He>> doesn't say another word on the matter, but you know your paper will be under thorough scrutiny.
<<gstress>><<stress 6>><<passPercent -10>><<set $exam_chance -= 10>>
<br><br>
Whitney stops harassing you, but you just know <<person3>><<hes>> smirking.
<</if>>
<<default>>
<<if $phase is 4 or $phase is 5>>
<<npc Whitney 3>><<person3>>
You <<npcUndressText `C.npc.Whitney` "lower">>,
<<if $phase is 4>>
and wrap your fingers around <<his>> <<print C.npc.Whitney.penisdesc>>.
<<else>>
and press your fingers against <<his>> clit.
<</if>>
You <<handtext>> stroke <<him>>.
<br><br>
<<if currentSkillValue("handskill") gte random(1, 1000)>>
You need to finish <<him>> quick, before River notices.
<<if $phase is 4>>
<<He>> has the sense not to make a noise, but shudders as <<he>> <span class="green">climaxes over your hand.</span><<bodyliquid "leftarm" "semen">>
<<else>>
<<He>> has the sense not to make a noise, but shudders as <<he>> <span class="green">climaxes.</span>
<</if>>
<<passPercent 5>><<set $exam_chance += 5>>
<br><br>
<<He>> leans back, content, allowing you to work through the booklet.
<<else>>
You know you need to finish <<him>> quick, before River notices, but it's difficult with such limited movement.
<br><br>
<span class="red">"Stop fidgeting,"</span> River says, piercing you with <<person1>><<his>> gaze. You pull your hand away, leaving you to endure Whitney's sporadic groping. <<garousal>><<arousal 300 "genitals">><<arousal 300 "bottom">>
<</if>>
<</if>>
<</switch>>
<br><br>
River watches throughout, casting an occasional glance at the clock on the wall. "Put down your pens," <<person1>><<he>> says. A <<person2>><<person>> keeps writing, until River shoots <<him>> a sharp look.
<br><br>
River directs the class to solve some "fun" puzzles at the back of your textbooks while <<person1>><<he>> marks the exam. It only takes a few minutes.
<br><br>
The marked booklet lands on your desk,
<<exam_result "maths">>
<br><br>
<!-- Add text for interacting with Whitney here, if they are present? -->
The bell rings. You shuffle with the other students into the throng of the hallway.
<br><br>
<<link [[Next|Hallways]]>><<if $whitneymaths>><<set $whitneymaths to "absent">><</if>><<endevent>><</link>>
<br><<schooleffects>><<effects>><<wearProp "pen">>
<<set _time_temp to (59 - Time.minute)>>
<<pass _time_temp>>
<<npc Doren>><<person1>>
<<switch $phase>>
<<case 0>>
You focus on the exam, doing your best to tune out the scribbling and groans of other students.
<<case 1>>
You take a deep breath, and try not to let the pressure get to you.
<<case 2 4 6>>
<<if $phase is 6>>
<<if $earSlime.corruption gte (currentSkillValue('willpower') / 10)>>
<<skulduggerycheck>><<set _cheating to true>>
The slime tries to assert control. <span class="red">It overpowers your will,</span> forcing you to look for ways to cheat in the exam.
<<else>>
You attempt to ignore the command from the slime and focus on the exam. You feel it try, <span class="green">but fail,</span> to force you to cheat, however, it is still a distraction. <<set $exam_chance -= 5>><<passPercent -5>>
<</if>>
<<else>>
<<skulduggerycheck>><<set _cheating to true>>
<<if $phase is 4>>You follow the <<= numberOfEarSlime() gte 2 ? "slimes'" : "slime's">> command and look for ways to cheat in the exam.<</if>>
<</if>>
<<if _cheating>>
Doren's back is often turned to you, but <<his>> path is unpredictable.
<<if $skulduggerysuccess is 1>>
<<He>> could turn at any moment, <span class="green">but you manage to read your neighbour's papers with daring glances.</span>
<<set $exam_chance += 10>><<passPercent 10>>
<<else>>
You wait until <<he>> passes, then sneak a glance at your neighbour. Doren spins, <span class="red">and smacks <<his>> hand against your desk.</span>
<br><br>
"Got the fly," <<he>> says. <<Hes>> sparing you the embarrassment of being caught cheating, but your paper will be under extra scrutiny.<<gstress>><<stress 6>><<set $exam_chance -= 10>><<passPercent -10>><<ggdelinquency>><<detention 5>>
<</if>>
<br><br>
<<skulduggeryuse true>>
<</if>>
<<case 3>>
<<npc Kylar 2>><<person2>>
You glance at Kylar's booklet. <<He>> notices and, eager to please, keeps <<his>> arm from obscuring your view as <<he>> writes. <<He>> has creative answers to the tougher questions.
<<case 5>>
You ignore the <<= numberOfEarSlime() gte 2 ? "slimes'" : "slime's">> command, and focus on doing your best to tune out the scribbling and groans of other students.
<</switch>>
<br><br>
Doren prowls throughout, then lifts the tray on <<person1>><<his>> desk. <<He>> walks around the room, gathering the booklets.
<br><br>
"Won't be long," <<he>> says, tearing through the first paper with a red pen. <<Hes>> unbothered by the chatter that erupts. <<Hes>> soon finished.
<br><br>
Your marked booklet skids in front of you,
<<exam_result "english">>
<br><br>
<!-- Add text for interacting with Kylar here, if they are present? -->
The bell rings. You shuffle with the other students into the throng of the hallway.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><</link>>
<br><<schooleffects>><<effects>><<wearProp "pen">>
<<set _time_temp to (59 - Time.minute)>>
<<pass _time_temp>>
<<npc Winter>><<person1>>
<<switch $phase>>
<<case 0>>
You focus on the exam, doing your best to tune out the scribbling and groans of other students.
<<case 1>>
You take a deep breath, and try not to let the pressure get to you.
<<case 2 3 5>>
<<if $phase is 5>>
<<if $earSlime.corruption gte (currentSkillValue('willpower') / 10)>>
<<skulduggerycheck>><<set _cheating to true>>
The slime tries to assert control. <span class="red">It overpowers your will,</span> forcing you to look for ways to cheat in the exam.
<<else>>
You attempt to ignore the command from the slime and focus on the exam. You feel it try, <span class="green">but fail,</span> to force you to cheat, however, it is still a distraction. <<set $exam_chance -= 5>><<passPercent -5>>
<</if>>
<<else>>
<<skulduggerycheck>><<set _cheating to true>>
<<if $phase is 3>>You follow the <<= numberOfEarSlime() gte 2 ? "slimes'" : "slime's">> command and look for ways to cheat in the exam.<</if>>
<</if>>
<<if _cheating>>
Winter occupies <<himself>> with a book, and doesn't seem to be paying attention.
<<if $skulduggerysuccess is 1>>
You know that isn't true. There are moments, here and there, where the teacher's attention is taken. You glance at your neighbours during those moments, <span class="green">and manage to glean a few answers to the tougher questions.</span>
<<set $exam_chance += 10>><<passPercent 10>>
<<else>>
You take the chance, and look at your neighbour's paper.
<br><br>
<<if $robinhistory is "seat">>
<span class="red">Robin nudges you.</span> "You shouldn't cheat!"
<br><br>
Winter glances up. "No talking." You won't be able to get away with it now.<<gstress>><<stress 6>><<set $exam_chance -= 10>><<passPercent -10>>
<<else>>
<span class="red">"No cheating,"</span> Winter says without looking up. You know <<he>> was referring to you, though <<he>> gives no indication.<<gstress>><<stress 6>><<set $exam_chance -= 10>><<passPercent -10>><<ggdelinquency>><<detention 5>>
<</if>>
<</if>>
<br><br>
<<skulduggeryuse true>>
<</if>>
<<case 4>>
You ignore the <<= numberOfEarSlime() gte 2 ? "slimes'" : "slime's">> command, and focus on doing your best to tune out the scribbling and groans of other students.
<</switch>>
<br><br>
Winter thumbs through the pages of <<person1>><<his>> book while the students work. <<He>> thuds it shut. "Done," <<he>> announces.
<br><br>
You form into another orderly queue. Winter marks each booklet as <<he>> receives them, <<his>> red pen ablur. Yours is no different. <<He>> hands it back to you,
<<exam_result "history">>
<br><br>
<!-- Add text for interacting with Robin here, if they are present? -->
The bell rings, and you join the throng of students in the hallway.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><</link>>
<br><<schooleffects>><<effects>>
<<set _time_temp to (59 - Time.minute)>>
<<pass _time_temp>>
<<npc Mason>><<person1>>
<<set _swimdiff to 0>>
<<switch $phase>>
<<case 0>>
You focus on the exam, exerting yourself and ignoring the other students.<<set _swimdiff += 100>><<tiredness 4>>
<<case 1>>
You take a deep breath, and try not to let the pressure get to you.
<<case 2>>
<<skulduggerycheck>>
Mason has many students to watch, and there's some leeway for "accidents".
<<if $skulduggerysuccess is 1>>
You wait for your chances. There are moments, here and there, where the teacher's attention is taken. You sneak in a few splashes into the others' faces or sneakily get in their way, <span class="green">and manage to sabotage your competitors.</span>
<<set _swimdiff += -200>>
<<else>>
You take the chance, and try to sabotage your competitors.
<br><br>
<span class="red">"Stop that!"</span> Mason shouts. You flinch, shrinking under their intense glare.<<gstress>><<stress 6>><<set _swimdiff += 200>><<ggdelinquency>><<detention 5>>
<</if>>
<br><br>
<<skulduggeryuse true>>
<</switch>>
<br><br>
Mason keeps watch and writes down notes in <<his>> clipboard while the students swim. <<He>> whistles. "Stop!" <<he>> announces.
<br><br>
You all gather around Mason as <<he>> reads out the results.
<br><br>
<<set _swimmingdifficultymax to 1000 + _swimdiff>>
<<swimmingdifficulty 900 _swimmingdifficultymax 0>>
<<if $swimmingSuccess is 1>>
You puff your chest out in pride, <span class="green">you're easily the best among your class.</span><<stress -18>><<trauma -18>><<tiredness 4>><<lllstress>><<llltrauma>><<gtiredness>>
<<else>>
<<set _swimmingdifficultymax to 800 + _swimdiff>>
<<swimmingdifficulty 500 _swimmingdifficultymax 0>>
<<if $swimmingSuccess is 1>>
You beam in happiness, <span class="green">you're among the best in class.</span><<stress -12>><<trauma -12>><<tiredness 4>><<llstress>><<lltrauma>><<gtiredness>>
<<else>>
<<set _swimmingdifficultymax to 250 + _swimdiff>>
<<swimmingdifficulty 100 _swimmingdifficultymax 0>>
<<if $swimmingSuccess is 1>>
You're in the middle of the pack, not bad.<<stress -6>><<trauma -6>><<tiredness 4>><<lstress>><<ltrauma>><<gtiredness>>
<<else>>
<span class="red">You're among the worst.</span><<stress 6>><<trauma 6>><<tiredness 4>><<gstress>><<gtrauma>><<gtiredness>>
<</if>>
<</if>>
<</if>>
<br><br>
<<if $swimall is 1>>
<<if playerBellyVisible()>>
The bell rings, signifying the end of the lesson. You climb out of the pool once Mason gives the go ahead, and <<nnpc_he "Mason">> sticks close by to assist you. Despite everyone being naked, no one seems concerned. A <<generatey1>><<person1>><<person>> hands out towels to the other students as they pass, trying to avoid eye contact.<<endevent>>
<<else>>
The bell rings, signifying the end of the lesson. You climb out of the pool. Despite everyone being naked, no one seems concerned. Mason hands out towels to each student as they pass, trying to avoid eye contact.
<</if>>
<br><br>
<<elseif $exposed gte 1>>
<<if playerBellyVisible()>>
The bell rings, signifying the end of the lesson. You wait as the other students leave, climbing out of the pool once Mason gives the go ahead, and <<nnpc_he "Mason">> sticks close by to assist you. Some students linger, doubtlessly hoping to get a nice view when you climb out, but Mason herds them away, giving you some privacy.
<<else>>
The bell rings, signifying the end of the lesson. You wait as the other students leave. Some students linger,
doubtlessly hoping to get a nice view when you climb out, but Mason herds them away, giving you some privacy.
<</if>>
<br><br>
<<elseif $exposed lte 0>>
<<if playerBellyVisible()>>
The bell rings, signifying the end of the lesson. You climb out of the pool once Mason gives the go ahead, and <<nnpc_he "Mason">> sticks close by to assist you.
<<else>>
The bell rings, signifying the end of the lesson. You climb out of the pool.
<</if>>
<br><br>
<</if>>
<<endevent>>
<<if $exposed lte 0>>
<<maleicon>><<link [[Boys' changing room|School Boy Changing Room]]>><</link>>
<br>
<<femaleicon>><<link [[Girls' changing room|School Girl Changing Room]]>><</link>>
<br><br>
<<elseif $exposed gte 1>>
<<maleicon>><<link [[Grab some towels and enter the boys' changing room|School Boy Changing Room]]>><<towelupm>><</link>>
<br>
<<femaleicon>><<link [[Grab some towels and enter the girls' changing room|School Girl Changing Room]]>><<towelup>><</link>>
<br><br>
<</if>>
<<if Time.minute gte 5 and Time.minute lte 57>>
<<else>>
<<if $player.gender_appearance is "m">>
<<loitericon>><<link [[Wait for the girls to leave (0:05)|School Pool]]>><<pass 5>><</link>>
<br><br>
<</if>>
<<if $player.gender_appearance is "f">>
<<loitericon>><<link [[Wait for the boys to leave (0:05)|School Pool]]>><<pass 5>><</link>>
<br><br>
<</if>>
<</if>><<schooleffects>><<effects>>
<<set _time_temp to (59 - Time.minute)>>
<<pass _time_temp>>
<<npc River 1>><<person1>>
<<generatey2>> <!-- student who doesn't stop cooking when the exam is over -->
<<switch $phase>>
<<case 0>>
You focus on following the recipe, putting all you've learned to the test.
<<case 1>>
You try to relax as you work on the recipe, putting you at odds with the frantic rushing of the other students.
<</switch>>
<<if $exam_chance gte random(1, 100)>>
Your creation comes together into <span class="green">something edible.</span>
<<set _exam_pass to true>>
<<else>>
<span class="red">Something goes wrong however,</span> and your ingredients transform into unrecognisable slop.
<<set _exam_pass to false>>
<</if>>
<br><br>
River roams the room, giving sharp corrections to anyone misusing ingredients, or making a mess. "One minute," <<he>> warns, propelling a final spur of activity from the students. "Stop." A <<person2>><<person>> keeps working, until <<he>> notices the teacher's glare.
<br><br>
<<person1>>River strides down the length of the room, <<his>> eyes consuming each student's creation in turn. <<He>> stops at the far end, turns around, then walks the way <<he>> came. This time, <<he>> announces whether each student passed, or failed.
<br><br>
<<if _exam_pass is true>>
<<He>> pauses before you, scrutinising your <<recipe_name $chosen_recipe>>, before making <<his>> announcement. <span class="green">"Pass."</span>
<br><br>
<<set _prop to setup.plants[$chosen_recipe].handheld>>
<<wearProp _prop>>
<<learn_recipe $chosen_recipe>>
<<else>>
You know the result before River announces it. <span class="red">"Fail,"</span> <<he>> says without slowing. There'll be another chance to learn the recipe.<<ghousekeeping>><<housekeeping 1>>
<<if random(1, 2) is 2>>
<<wearProp "slop">>
<<else>>
<<wearProp "burnt">>
<</if>>
<</if>>
<br><br>
The bell rings. You shuffle with the other students into the throng of the hallway.
<br><br>
<<link [[Next|Hallways]]>><<unset $exam_chance>><<unset $chosen_recipe>><<endevent>><</link>>
<br><<effects>>
<<generatey2>> <!-- student who doesn't stop cooking when the exam is over -->
You choose a sweet recipe for the exam projector. River looks at it, and nods. You trail behind <<him>> as <<he>> roams the room, giving sharp corrections to anyone misusing ingredients, or making a mess.<<gcontrol>><<control 10>>
<br><br>
"One minute," River warns, propelling a final spur of activity from the students. "Stop." A <<person2>><<person>> keeps working, until <<he>> notices the teacher's glare.
<br><br>
<<person1>>You follow River as <<he>> strides down the room, <<his>> eyes consuming each student's creation in turn. <<He>> stops at the far end, and turns to you to confer. <<Hes>> undecided on a few of the dishes, and wants your opinion.
<br><br>
<<link [[Be lenient|Housekeeping Exam Assistant Lenient]]>><</link>>
<br>
<<link [[Be strict|Housekeeping Exam Assistant Strict]]>><</link>>
<br><<effects>>
<<generatey2>> <!-- student who doesn't stop cooking when the exam is over -->
You choose a savoury recipe for the exam projector. River looks at it, and nods. You trail behind <<him>> as <<he>> roams the room, giving sharp corrections to anyone misusing ingredients, or making a mess.<<gcontrol>><<control 10>>
<br><br>
"One minute," River warns, propelling a final spur of activity from the students. "Stop." A <<person2>><<person>> keeps working, until <<he>> notices the teacher's glare.
<br><br>
<<person1>>You follow River as <<he>> strides down the room, <<his>> eyes consuming each student's creation in turn. <<He>> stops at the far end, and turns to you to confer. <<Hes>> undecided on a few of the dishes, and wants your opinion.
<br><br>
<<link [[Be lenient|Housekeeping Exam Assistant Lenient]]>><</link>>
<br>
<<link [[Be strict|Housekeeping Exam Assistant Strict]]>><</link>>
<br><<effects>>
<<generatey2>> <!-- student who doesn't stop cooking when the exam is over -->
You choose a spicy recipe for the exam projector. River looks at it, and nods. You trail behind <<him>> as <<he>> roams the room, giving sharp corrections to anyone misusing ingredients, or making a mess.<<gcontrol>><<control 10>>
<br><br>
"One minute," River warns, propelling a final spur of activity from the students. "Stop." A <<person2>><<person>> keeps working, until <<he>> notices the teacher's glare.
<br><br>
<<person1>>You follow River as <<he>> strides down the room, <<his>> eyes consuming each student's creation in turn. <<He>> stops at the far end, and turns to you to confer. <<Hes>> undecided on a few of the dishes, and wants your opinion.
<br><br>
<<link [[Be lenient|Housekeeping Exam Assistant Lenient]]>><</link>>
<br>
<<link [[Be strict|Housekeeping Exam Assistant Strict]]>><</link>>
<br><<effects>>
<<set _time_temp to (59 - Time.minute)>>
<<pass _time_temp>>
You emphasise the strong aspects of the student's work, and portray the mistakes as a consequence of healthy experimentation. River appears unconvinced, but gives the students in question a <span class="green">pass</span> as <<he>> strides by.
<br><br>
The bell rings. You shuffle with the other students into the throng of the hallway.
<br><br>
<<link [[Next|Hallways]]>><<unset $exam_chance>><<unset $chosen_recipe>><<endevent>><</link>>
<br><<effects>>
<<set _time_temp to (59 - Time.minute)>>
<<pass _time_temp>>
You argue that River should keep standards high, and that anything else would be doing the students a disservice. <<He>> nods, and gives the students in question a curt <span class="red">fail</span> as <<he>> passes them by.
<br><br>
The bell rings. You shuffle with the other students into the throng of the hallway.
<br><br>
<<link [[Next|Hallways]]>><<unset $exam_chance>><<unset $chosen_recipe>><<endevent>><</link>>
<br><<widget "schoolfameboard">>
You see a large group of students up ahead. They're gathered around an announcement board, but you can't see what they're looking at. They murmur with excitement.
<br><br>
<<generatey1>><<generatey2>><<person1>>A <<person>> turns and falls silent when <<he>> sees you. <<He>> stares at you. A <<person2>><<person>> spots you next, and whispers to <<his>> friend. More and more turn to look at you. The group parts and reveals the board.
<br><br>
<span class="red">It's covered with pictures of you.</span>
<<if $fame.rape gte $fame.sex>>
<<if $fame.bestiality gte 1000>>
Being raped. By so many different people. Even animals appear to ravage you in some of them.
<<else>>
Being raped. By so many different people.
<</if>>
<<else>>
<<if $fame.bestiality gte 1000>>
Being fucked. By so many different people. Even animals appear to ravage you in some of them.
<<else>>
Being fucked. By so many different people.
<</if>>
<</if>>
<<if $fame.sex gte $fame.rape and $fame.bestiality lt 1000>>
You stare at the board. You feel angry.
<<gtrauma>><<trauma 6>>
<br><br>
<<if hasSexStat("promiscuity", 5)>>
<<link [[Take control|School Fame Gangbang]]>><<generatey3>><<generatey4>><<generatey5>><<generatey6>><<set $sexstart to 1>><</link>><<promiscuous5>>
<br>
<</if>>
<<link [[Look away|School Fame Away]]>><<set $cool to 1>><</link>><<lllcool>>
<br>
<<else>>
You stare at the board. You don't feel anything.
<<lllcool>><<gtrauma>><<trauma 6>><<set $cool to 0>>
<br><br>
<<endevent>>
<<npc Leighton>><<person1>>Leighton pushes through the crowd. "There's nothing to see here," <<he>> says. "I'm sure you have better places to be." The crowd disperses. Some students sneak pictures from the wall and hide them in their bags.
<br><br>
Leighton starts tearing them down, but <<he>> puts them in <<his>> own pocket. <<He>> doesn't acknowledge you. <<He>> removes the last of the pictures and leaves you stood alone in the corridor.
<br><br>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<</widget>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You follow <<person1>> into <<his>> office and stand in front of <<his>> desk while <<he>> takes <<his>> seat. <<He>> reclines and examines you.
<br><br>
"I have something interesting," <<he>> says, an odd smile on <<his>> face. "Pictures. Of you. Doing such lewd things. Pictures that everyone in school could see." <<He>> leans forward and pulls a camera from a drawer. "Unless you cooperate. All I want is a little photoshoot. No one has to see a thing."
<br><br>
<<if $headblackmailed is 1>>
"Doesn't feel good to be blackmailed, does it?" <<he>> sneers. "I'm going to enjoy putting you to work."
<br><br>
<<else>>
<</if>>
<<link [[Accept|School First Shoot]]>><</link>>
<br>
<<link [[Refuse|School Shoot Refuse]]>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You turn away from Leighton, but <<he>> steps forward and grasps your shoulder. "You better do as I say, believe me," <<he>> says, quiet enough that only you can hear. "Or things will be difficult for you."
<br><br>
<<link [[Enter|School Fame Blackmail]]>><</link>>
<br>
<<link [[Shake off|Hallways]]>><<set $schoolfamerefused to 1>><<endevent>><<set $eventskip to 1>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You nod, and the headteacher smiles. "Lock the door," <<he>> says. You do so. <<He>> stands and walks in front of <<his>> desk. "Now <<girl>>, I want you to smile. That's all."
<br><br>
<<He>> takes a picture. Then another from a different angle. This continues for several minutes. <<He>> asks you to strike specific poses, but nothing lewd. "There," <<he>> says. <<He>> sounds satisfied. "That'll be all. For today. I want you to return every school day. Whatever time you wish, but if you miss a day, I'll make sure you regret it." <<He>> opens the door and ushers you out.
<br><br>
<<endevent>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $speech_attitude is "meek">>
"N-no," you say. "I won't let you abuse me." You flee from the room.
<br><br>
<<elseif $speech_attitude is "bratty">>
"Pervert," you say. "Do your worst." You march from the room.
<<else>>
"I don't care what you have," you say. You leave the room.
<</if>>
<br><br>
<<endevent>>
<<set $schoolfamerefused to 1>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<pass 20>>
Leighton retrieves <<his>> camera from the drawer and leers at you.
<<if $rng gte 61>>
"Let's see some skin," <<he>> says. "Strip."
<br><br>
<<strip>>
You <<nervously>> remove your clothing. You feel <<his>> eyes taking in your exposed body. "Good," <<he>> says. "Worth every penny." <<He>> brings the camera up to <<his>> eyes and takes a picture. Then another. <<He>> circles around you, snapping from different angles.
<br><br>
<<fameexhibitionism 10 "pic">>
<<else>>
"I never get bored of that outfit," <<he>> says. <<He>> brings the camera up to <<his>> eyes and takes a picture. <<He>> circles around you, snapping from different angles. <<He>> occasionally stops to adjust your clothing, opening a button on your shirt or tugging down your $worn.lower.name to show more of your hips.
<br><br>
<</if>>
<<if $pain gte 60>>
<<He>> makes no mention of your tears.
<br><br>
<</if>>
<<rng>>
<<if $rng gte 61>>
<<He>> asks you to bend over, kneel, and other suggestive poses.
<<fameexhibitionism 10 "pic">>
<<else>>
<<He>> asks you to adopt various poses, but nothing too lewd.
<</if>>
After a while <<he>> puts down <<his>> camera. "Don't go anywhere just yet," <<he>> says. <<He>> steps beside you, and strokes your hair with <<his>> left hand.
<<rng>>
<<if $rng gte 81>>
<<He>> lets go with reluctance. You can tell <<he>> wants you.
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Allow it|Head's Office Photoshoot Sex]]>><<set $sexstart to 1>><<set $phase to 0>><</link>><<promiscuous2>>
<br>
<<link [[Offer sex for money|Head's Office Photoshoot Seduce]]>><</link>><<promiscuous2>>
<br>
<<else>>
<<insufficientStat "promiscuity" "to allow it">>
<br>
<</if>>
<<link [[Leave|Head's Office Photoshoot Leave]]>><</link>>
<br>
<<else>>
<<He>> turns away. "That'll be all," <<he>> says. "Here." <<He>> hands you <<moneyGain 50>>.
<br><br>
<<clotheson>>
You count the money as you leave the office.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><</link>>
<br>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 50>>
You put your hands on your hips. "Why are you looking at pictures?" you ask. "I'm right here." The crowd falls quiet and stares. You can tell they're hungry for you. You grasp the <<person1>><<persons>> arm and pull <<him>> closer. It emboldens the others.
<<famesex 30>><<promiscuity5>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|School Fame Gangbang Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|School Fame Gangbang]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<endevent>>
<<npc Leighton>><<person1>>Leighton pushes through the crowd. "There's nothing to see here," <<he>> says. "I'm sure you have better places to be." The crowd disperses. Some students sneak pictures from the wall and hide them in their bags.
<br><br>
Leighton starts tearing them down, but <<he>> puts them in <<his>> own pocket. <<He>> doesn't acknowledge you. <<He>> removes the last of the pictures and leaves you stood alone in the corridor.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<if $finish is 1>>
The crowd backs away from you. "Careful now," you say. "Or we'll all get detention together." You think some of them would like that, but they cease all the same.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<clotheson>>
<<endcombat>>
<<elseif $enemyhealth lte 0>>
You knock the students away from you. "Careful now," you say. "Or we'll all get detention together." You think some of them would like that, but they cease all the same.
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<<npc Leighton>><<person1>>Leighton pushes through the crowd. "Stop this at once," <<he>> snarls. "Or I'll inform your parents." The crowd disperses. Some students sneak pictures from the wall and hide them in their bags.
<br><br>
Leighton starts tearing them down. <<He>> gives you an irritated look. You wink. "Nice try," you say, and leave <<him>> stood stunned in the corridor.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $speech_attitude is "meek">>
"I-I need money," you say. "You can take pictures if you give me some."
<<elseif $speech_attitude is "bratty">>
"I bet you still want to perv on me with that camera," you say. "How about we come to an arrangement?"
<<else>>
"I know you still want pictures of me," you say. "I'll do it for cash."
<</if>>
<<exhibitionism4>>
<<Hes>> taken aback. <<He>> runs <<his>> fingers along <<his>> desk. "I'll give you £50 per shoot. Once every school day. I'm not made of money," <<he>> says. "Clear off for now, I'm busy." You leave <<his>> office.
<br><br>
<<endevent>>
<<set $schoolfameconsensual to 1>>
<<set $schoolfameblackmail to 0>>
<<link [[Next|Hallways]]>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $speech_attitude is "meek">>
"D-don't show anyone those pictures," you say. "And don't take any more."
<<elseif $speech_attitude is "bratty">>
"The photoshoots stop," you say. "I'll keep quiet about the pictures if you do."
<<else>>
"No more photoshoots. I'll keep quiet about the pictures if you do."
<</if>>
<br><br>
<<set $headblackmailed to 1>>
<<set $headphotoshoot to 1>>
"Fine," <<he>> sighs. "I underestimated you. Now fuck off."
<br><br>
<<set $schoolfameboard to 1>>
<<endevent>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $speech_attitude is "meek">>
"I-I need money," you say. "You can take pictures if you give me some and promise not to share any."
<<elseif $speech_attitude is "bratty">>
"You're not gonna be sharing those pictures of me," you say. "And you're paying me for the photoshoots."
<<else>>
"I know you still want pictures of me," you say. "Keep them to yourself and I'll do it for cash."
<</if>>
<<exhibitionism4>>
<<Hes>> taken aback. <<He>> runs <<his>> fingers along <<his>> desk. "I'll give you £50 per shoot. Once every school day. I'm not made of money," <<he>> says. "Clear off for now, I'm busy." You leave <<his>> office.
<br><br>
<<endevent>>
<<set $headblackmailed to 1>>
<<set $headphotoshoot to 1>>
<<set $schoolfameboard to 1>>
<<set $schoolfameconsensual to 1>>
<<set $schoolfameblackmail to 0>>
<<link [[Next|Hallways]]>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<pass 20>>
Leighton retrieves <<his>> camera from the drawer and leers at you.
<<if $rng gte 61>>
"Let's see some skin," <<he>> says. "Strip."
<br><br>
<<if !hasSexStat("exhibitionism", 4)>>
You hesitate, and <<he>> smiles. "Better me than the whole school. I'll ask one more time. Strip."
<<else>>
<</if>>
<br><br>
<<strip>>
You <<nervously>> remove your clothing. You feel <<his>> eyes taking in your exposed body. "Good," <<he>> says. "I don't mind you covering, it's cute." <<He>> brings the camera up to <<his>> eyes and takes a picture. Then another. <<He>> circles around you, snapping from different angles.
<br><br>
<<fameexhibitionism 10 "pic">>
<<else>>
"I never get bored of that outfit," <<he>> says. <<He>> brings the camera up to <<his>> eyes and takes a picture. <<He>> circles around you, snapping from different angles. <<He>> occasionally stops to adjust your clothing, opening a button on your shirt or tugging down your $worn.lower.name to show more of your hips.
<br><br>
<</if>>
<<if $pain gte 60>>
<<He>> makes no mention of your tears.
<br><br>
<</if>>
<<rng>>
<<if $rng gte 61>>
<<He>> asks you to bend over, kneel, and other suggestive poses.
<<fameexhibitionism 10 "pic">>
<<else>>
<<He>> asks you to adopt various poses, but nothing too lewd.
<</if>>
After a while <<he>> puts down <<his>> camera. "Don't go anywhere just yet," <<he>> says. <<He>> steps beside you, and strokes your hair with <<his>> left hand.
<<rng>>
<<if $rng gte 81>>
Without warning, <<he>> seizes your hair and throws you over <<his>> desk, sending papers and knick-knacks crashing to the floor.
<br><br>
<<link [[Next|Head's Office Blackmail Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<He>> turns away. "That'll be all. Don't forget. I want to see you every school day."
<br><br>
<<clotheson>>
<<tearful>> you leave the office.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<set $position to "doggy">>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Head's Office Blackmail Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Head's Office Blackmail Rape]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "school">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Good <<girl>>," <<he>> says, sitting at <<his>> desk. "Remember, I want to see you every school day."
<br><br>
<<clotheson>>
<<endcombat>>
<<tearful>> you leave the office.
<br><br>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You knock the headteacher away from you, who staggers and falls.
<br><br>
<<tearful>> you flee the office, hearing <<him>> laugh behind you.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<set $seductiondifficulty to 8000>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>><span class="gold">You feel more confident in your powers of seduction.</span><</if>><<seductionskilluse>>
<br><br>
<<if $seductionrating gte $seductionrequired>>
"I underestimated you," Leighton says. "How much is your ass worth? £100?" <<He>> doesn't wait for a response.
<<promiscuity2>>
<<link [[Next|Head's Office Photoshoot Sex]]>><<set $sexstart to 1>><<set $phase to 1>><</link>>
<br>
<<else>>
"I'm already paying you," <<he>> says.
<br><br>
You shake <<his>> hand away. "For a photoshoot. Give it," you demand. <<He>> chuckles and hands you £50. You count it as you leave the office.
<br><br>
<<clotheson>>
<<link [[Next|Hallways]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You shake <<his>> hand away. "Money," you demand. <<He>> chuckles and hands you £50. You count it as you leave the office.
<br><br>
<<clotheson>>
<<link [[Next|Hallways]]>><<endevent>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<He>> eagerly bends you over <<his>> desk as <<his>> free hand roughly swipes away the papers and books onto the floor.<<promiscuity2>>
<</if>>
<<set $position to "doggy">>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Head's Office Photoshoot Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Head's Office Photoshoot Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "school">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Good <<girl>>," <<he>> says. "Remember, I want to see you every school day."
<<if $phase is 1>>
<<He>> hands you <<printmoney 15000>><<money 15000 "prostitution">>.
<<elseif $phase is 0>>
<<He>> hands you <<printmoney 5000>><<money 5000 "prostitution">>.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<tearful>> you leave the office, counting the money. A couple of students spot you leaving and whisper to each other.
<br><br>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
You knock the headteacher away from you. <<He>> staggers and falls.
<br><br>
<<tearful>> you flee the office, hearing <<him>> laugh behind you.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
"Fine," <<he>> says. "You shouldn't tease your betters like that. Someone will hurt you, and you'll deserve it." <<He>> hands you <<printmoney 5000>><<money 5000 "prostitution">>.
<br><br>
<<clotheson>>
<<endcombat>>
<<tearful>> you leave the office, counting the money.
<br><br>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if !["early", "late", "earlynoschool", "latenoschool", "daynoschool"].includes($schoolstate)>>
You are in the school hallways.
<<if $schoolstate is "morning">>
Students and faculty already move through the corridors,
<<if $cool lt 40>>
giving you a wide berth,
<</if>>
although school has not officially begun.
<br><br>
<<if ($mathstrait gte 3 and $englishtrait gte 3 and $historytrait gte 3 and $sciencetrait gte 3) and $school_desk_dolp is undefined>>
<span class="blue">You groan at the thought of sitting in the uncomfortable classroom chairs all day and wonder if you can ask Leighton about replacements.</span>
<<set $school_desk_dolp to 0>>
<br><br>
<</if>>
<<elseif $schoolstate is "afternoon">>
Some students and faculty remain despite school finishing, as the facilities stay open for a couple of hours.
<<elseif $schoolstate is "lunch">>
It is crowded with students on their lunch break.
<<else>>
You hear speaking behind the various classroom doors.
<</if>>
<br><br>
<<if $exposed gte 1>>
You dart between storerooms, hide beneath stairwells and avoid popular areas to keep your <<lewdness>> hidden.
<br><br>
<</if>>
<<else>>
The school hallways are empty.
<<if ["intro", "discover", "admission", "notPaid"].includes($weekly.schoolNightPoolParty) and Time.dayState is "night">>
<span class="blue">You can hear some sounds coming from the pool room.</span>
<</if>>
<br><br>
<</if>>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "schoolHallway">>
<</if>>
<<schoolperiodtext>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $forcedcrossdressingdisable is "t">><<unset $whitneyskirtmaths>><</if>>
<<if $whitneypantiesmaths or $whitneyskirtmaths>>
<<if $whitneypantiesmaths is "seen" and ($worn.under_lower.type.includes("naked") or ($whitneypantiescheck is 2 and $worn.under_lower.gender is "f"))>>
<<unset $whitneypantiesmaths>>
<!-- Adding this as a failsafe; If the player triggered this scene but somehow invalidated its conditions, skip the branches where Whitney is blatantly incorrect.
Admittedly, this approach isn't perfect either, but it's better than being obviously wrong. Either way, this should only matter in very strange, non-recurring cases. -->
<</if>>
<<if $whitneypantiesmaths is "seen">>
You've barely stepped into the hallway when <<npc Whitney>><<person1>>Whitney and <<his>> friends surround you. "You've been a bad <<girl>>." <<He>> grins. <<His>> friends look excited.
<<if $whitneypantiescheck is 1>>
"I said no <<if $player.gender_appearance is "f">>panties<<else>>underwear<</if>>, and I meant it," <<he>> sneers.
<<elseif $whitneypantiescheck is 2>>
"I said you should wear panties, and I meant it," <<he>> sneers.
<</if>>
<<set _maleClothes to Object.keys($worn).filter((slot) => {
return $worn[slot].gender is "m" and !["genitals", "under_upper"].includes(slot);
})>>
<<if $forcedcrossdressingdisable is "t" or !$whitneyskirtcheck>>
<<elseif $whitneyCrossdressSchool and _maleClothes.length>>
"You're clearly wearing boy's clothes<<if clothingData('lower', $worn.lower, "skirt") isnot 1>> and not bothering with a skirt<</if>>," <<he>> sneers.
<<elseif clothingData('lower', $worn.lower, "skirt") isnot 1>>
"You're not even wearing a skirt," <<he>> sneers.
<<elseif $worn.lower.reveal lte 200>>
"That skirt isn't anywhere near short enough," <<he>> sneers.
<</if>>
<<whitneyRulePunishment>>
<<elseif $whitneyskirtmaths>>
<<set _wearingSkirt to (clothingData('lower', $worn.lower, "skirt") is 1)>>
<<set _maleClothes to Object.keys($worn).filter((slot) => {
return $worn[slot].gender is "m" and !["genitals", "under_upper", "under_lower"].includes(slot);
})>>
<<set _whitneyMadAtSkirt to $whitneyskirtcheck gte 1 and (!_wearingSkirt or $worn.lower.reveal lte 200)>>
<<set _whitneyMadAtClothes to $whitneyCrossdressSchool gte 1 and _maleClothes.length>>
You've barely stepped into the hallway when <<npc Whitney>><<person1>>Whitney and <<his>> friends surround you. "You've been a bad <<girl>>." <<He>> grins. <<His>> friends look excited.
<br><br>
"Sluts don't dress like that.
<<if _whitneyMadAtClothes>>
I said no boy's clothes, and I meant it.
<<if _whitneyMadAtSkirt>>
I said short skirts, and I meant that too.
<</if>>
<<elseif _whitneyMadAtSkirt>>
I said short skirts, and I meant it.
<</if>>
Whitney chides.
<<whitneyRulePunishment>>
<<else>>
You've barely stepped into the hallway when <<npc Whitney>><<person1>>Whitney and <<his>> friends surround you. "I think you have something to hide," <<he>> says, smiling as <<he>> feels beneath your $worn.lower.name.
<br><br>
<<if $worn.under_lower.type.includes("naked") or ($whitneypantiescheck is 2 and $worn.under_lower.gender is "f")>>
"Hmm," <<he>> continues. "I guess you're a good <<girl>> after all. You should cooperate next time."
<br><br>
<<He>> and <<his>> friends saunter away.
<br><br>
<<endevent>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<whitneyRulePunishment true>>
<</if>>
<</if>>
<<unset $whitneypantiesmaths>>
<<unset $whitneyskirtmaths>>
<<elseif $stress gte $stressmax>>
<<if isPregnancyEnding()>>
<<pregnancyPassout "schoolHallways">>
<<else>>
<<link [[Everything fades to black...|School Passout]]>><</link>>
<</if>>
<<elseif !["early", "late", "earlynoschool", "latenoschool", "daynoschool"].includes($schoolstate) and $danger gte (9900 - $allure) and $eventskip is 0>>
<<if $exposed gte 1>>
<<eventschoolhallwaysexposed>>
<<else>>
<<eventsschoolhallways>>
<</if>>
<<else>>
<<schoolperiod>>
<<if !["early", "late", "earlynoschool", "latenoschool", "daynoschool"].includes($schoolstate) and $exposed gte 1>>
<<schoolicon "courtyard">><<link [[Sneak to rear courtyard (0:05)|School Rear Courtyard]]>><<pass 5>><</link>>
<br>
<<swimmingicon>><<link [[Sneak to pool (0:03)|School Pool Entrance]]>><<pass 3>><</link>>
<br>
<<schoolicon "library">><<link [[Sneak to library (0:05)|School Library]]>><<pass 5>><</link>>
<br>
<<bathroomicon "toilet">><<link [[Sneak to toilets (0:05)|School Toilets]]>><<pass 5>><</link>>
<br>
<<else>>
<<if $schoolstate is "afternoon" and $detention gte 1 and $daily.school.detentionAttended isnot 1 and $pillory.tenant.special.name isnot "Leighton">>
<<schoolicon "headdesk">><<link [[Go to detention|School Detention]]>><</link>>
<br>
<<if $headdrive gte 1 and $headnodetention isnot 1 and $headmoney isnot 1 and $headphotoshoot isnot 1>>
<<schoolicon "headdesk">><<link [[Blackmail Leighton|Head's Office Blackmail]]>><<npc Leighton>><<person1>><<set $phase to 1>><</link>><<crime "coercion">>
<br>
<</if>>
<br>
<</if>>
Hallway
<br>
<<lockericon>><<link [[Lockers|School Lockers]]>><</link>>
<br><br>
Outside
<br>
<<exiticon>><<link [[Front courtyard (0:02)|School Front Courtyard]]>><<pass 2>><</link>>
<br>
<<schoolicon "courtyard">><<link [[Rear courtyard (0:02)|School Rear Courtyard]]>><<pass 2>><</link>>
<br>
<<stairsicon "up">><<link [[Roof (0:02)|School Roof]]>><<pass 2>><</link>>
<br><br>
Facilities
<br>
<<foodicon "eat">><<link [[Canteen (0:01)|Canteen]]>><<pass 1>><</link>>
<br>
<<if ["intro", "discover", "admission", "notPaid"].includes($weekly.schoolNightPoolParty) and Time.dayState is "night">>
<<swimmingicon>><<link [[Pool (0:01)|School Night Pool Party Changing Room]]>><<pass 1>><</link>>
<<else>>
<<swimmingicon>><<link [[Pool (0:01)|School Pool Entrance]]>><<pass 1>><</link>>
<</if>>
<br>
<<schoolicon "library">><<link [[Library (0:02)|School Library]]>><<pass 2>><</link>>
<br>
<<if $schoolstate is "afternoon" and $detention gte 1 and $daily.school.detentionAttended isnot 1>>
<<else>>
<<schoolicon "headdesk">><<link [[Head's office (0:02)|Head's Office]]>><<pass 2>><</link>>
<br>
<</if>>
<<schoolicon "infirmary">><<link [[Infirmary (0:02)|School Infirmary]]>><<pass 2>><<set $phase to 0>><</link>>
<br>
<<bathroomicon "toilet">><<link [[Toilets (0:02)|School Toilets]]>><<pass 2>><</link>>
<br><br>
Classrooms
<br>
<<scienceicon>><<link [[Science classroom (0:01)|Science Classroom]]>><<set $justEntered to true>><<pass 1>><</link>>
<br>
<<mathicon>><<link [[Maths classroom (0:01)|Maths Classroom]]>><<set $justEntered to true>><<pass 1>><</link>>
<br>
<<englishicon>><<link [[English classroom (0:01)|English Classroom]]>><<set $justEntered to true>><<pass 1>><</link>>
<br>
<<historyicon>><<link [[History classroom (0:01)|History Classroom]]>><<set $justEntered to true>><<pass 1>><</link>>
<br>
<<icon "housekeeping.png">><<link [[Housekeeping classroom (0:01)|Housekeeping Classroom]]>><<set $justEntered to true>><<pass 1>><</link>>
<br>
<</if>>
<</if>>
<<set $eventskip to 0>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $rng gte 81>>
<<generatey1>><<generatey2>><<generatey3>>
<<if $schoolrep.herm gte 5>>
A <<person1>><<person>> spots you first, and whispers to <<his>> friends. As you pass, three of them grab you and shove you against a locker. The others goad them on, encouraging them to punish the "freak".
<br><br>
<<elseif $schoolrep.crossdress gte 5>>
A <<person1>><<person>> spots you first, and whispers to <<his>> friends. You overhear "crossdresser" and "pervert". As you pass, three of them grab you and shove you against a locker.
<br><br>
<<else>>
A <<person1>><<person>> spots you first, and whispers to <<his>> friends. As you pass, three of them grab you and shove you against a locker.
<</if>>
<br><br>
<<link [[Next|Hallways Low Status Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<generatey1>>A <<person1>><<person>> spots you first, and whispers to <<his>> friends. They move away from you as you approach, as if you're infectious.<<trauma 6>><<stress 6>>
<br><br>
<<endevent>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<npcstrip>><<npcidlegenitals>>
<<set $timer to 15>>
<<enableSchoolRescue "Whitney" "delinquency">>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate "<span class='red'>No one comes to your aid, likely due to your reputation as a delinquent.</span>">>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $alarm is 1 and $rescue gte 2>>
<span id="next"><<link [[Next|Whitney Rescue]]>><<set $whitneyRescueExit to "hallways">><</link>></span><<nexttext>>
<<elseif _combatend or $timer lte 1 or
($worn.upper.type.includes("naked") and $worn.lower.type.includes("naked") and $worn.under_lower.type.includes("naked")) or
($worn.upper.type.includes("naked") and $worn.lower.type.includes("naked") and playerChastity())
>>
<span id="next"><<link [[Next|Hallways Low Status Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Hallways Low Status Molestation]]>><</link>></span><<nexttext>>
<</if>><<if $enemyhealth lte 0>>
They back off for a moment, shocked by your aggression. <<tearful>> you flee to safety.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Don't forget, this is all you're good for. Come on, let's go before someone thinks <<pshes>> with us." <<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<<elseif $alarm is 1 and $rescue is 1>>
Your screaming seems to have impacted them. "Come on, we might catch something from this thing," the <<person1>><<person>> shoves you away, and the group leave you lying there. <<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<<elseif $timer lte 0>>
Adult voices approach, and the <<person1>><<person>> shoves you away before two teachers walk into view. <<tearful>> you pick yourself off the ground.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<<else>>
The <<fullGroup>> back off from you, your clothes in their hands. Completely surrounded, you crouch and try to keep your <<lewdness>> concealed.
<br><br>
"Oh my god, you stripped <<phim>> naked!"
<br><br>
"<<pShes>> so embarrassed, look at <<phim>> squirm!"
<br><br>
<<if $speech_attitude is "meek">>
"P-please give me my clothes back. It's cold," you say, kneeling and pressing your face against the ground.
<br><br>
"Now that's just pathetic," the <<person1>><<person>> says. "Why would you debase yourself further?" <<He>> drops your clothes on top of you. "Come on, this wretch is making me ill." <<tearful>> you clutch your clothing and find a quiet space to dress.
<br><br>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Hallways]]>><</link>>
<<elseif $speech_attitude is "bratty">>
You glare at the students. "Give me back my clothes, this instant," you say with surprising confidence given your predicament.
<br><br>
The <<person1>><<person>> laughs. "Oh no! We'd better do what <<pshe>> says!" <<He>> throws your clothing at a ceiling light, where it catches and remains suspended. "There you go!"
<br><br>
The students enjoy watching you jump and reach above you, whilst trying to keep yourself covered. You manage to knock the light askew, and your clothes come tumbling on top of you. <<tearful>> you clutch your clothing and find a quiet space to dress.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Hallways]]>><</link>>
<<else>>
"Come on," says the <<person1>><<person>>. "I think that put <<phim>> in <<pher>> place." They leave you, taking your clothes with them. <<tearful>> you look around. You're alone.
<br><br>
<<set $stealtextskip to 1>>
<<stealclothes>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Hallways]]>><</link>>
<</if>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $rng gte 81>>
You hear the <<person>> breathing behind you as you walk down the empty corridor, but <<he>> doesn't do anything.
<br><br>
<<endevent>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You hear the <<person>> breathing behind you as you walk down the empty corridor. You're halfway through when <<he>> quickens <<his>> pace and grabs you from behind. "Try calling for help," <<he>> says. "No one will come."
<br><br>
<<link [[Next|Hallways High Delinquency Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<enableSchoolRescue "Whitney">>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate "<span class='red'>No one comes to your aid, likely due to your reputation as a delinquent.</span>">>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $enemyarousal gte $enemyarousalmax or $enemyhealth lte 0>>
<span id="next"><<link [[Next|Hallways High Delinquency Molestation Finish]]>><</link>></span><<nexttext>>
<<elseif $alarm is 1 and $rescue gte 1>>
<span id="next"><<link [[Next|Whitney Rescue]]>><<set $whitneyRescueExit to "hallways">><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Hallways High Delinquency Molestation]]>><</link>></span><<nexttext>>
<</if>><<if $enemyhealth lte 0>>
You shove <<him>> against a locker, giving you a chance to escape. <<tearful>> you flee to safety.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"If you tell anyone, I'll say you attacked me. And who're they gonna believe?" <<tearful>> you struggle to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<</if>><<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>>
<<rng>>
<<promiscuity1>>
<<if $rng gte 75>>
Smiling, you look over your shoulder, "Thanks!" you purr.
<<elseif $rng gte 50>>
You stick out your <<bottom>>, give it a little wiggle, and look over your shoulder.
<<elseif $rng gte 37>>
You turn to face the <<person>> and giggle, "That was nice!"
<<elseif $rng gte 25>>
You turn to face the <<person>> and giggle, "You like it?"
<<else>>
You wink at the <<person>>.
<</if>>
<br><br>
<<rng>>
<<if $rng gte 75>>
<<He>> locks eyes with you briefly, and grins. You blush and hurry on. <<arousal 500>><<garousal>>
<<elseif $rng gte 50>>
<<He>> avoids eye contact and hurries on.
<<elseif $rng gte 25>>
"You're welcome!" <<He>> replies, and smacks your <<bottom>> as <<he>> walks away. <<pain 5>><<gpain>><<arousal 500 "bottom">><<garousal>>
<<else>>
<<He>> shoots you an angry look and mumbles, "Stupid slut!" as <<he>> turns away. <<gtrauma>><<trauma 6>>
<</if>>
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>>
You slap the <<person>> before <<he>> can get away, wiping the smirk off <<his>> face.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>>
<<if $rng gte 81>>
You make small talk. <<He>> seems nice enough, but when you turn to leave <<he>> grabs your arm. "I know a place we won't be disturbed,"
<<if $schoolrep.herm gte 5 and $NudeGenderDC gt 0>>
<<he>> says, running <<his>> eyes down your body and over your crotch. "I hear you have a secret."
<<elseif $schoolrep.crossdress gte 5 and $player.gender isnot $player.gender_appearance and $NudeGenderDC gt 0>>
<<he>> says, running <<his>> eyes down your body and over your crotch. "I hear you have a secret."
<<else>>
<<he>> says, running <<his>> eyes down your body.
<</if>>
<br><br>
<<if !hasSexStat("promiscuity", 2)>>
<<insufficientStat "promiscuity" "to take up such an offer">>
<br><br>
<<else>>
<<link [[Accept|Hallways Encounter Sex]]>><<set $sexstart to 1>><</link>><<promiscuous2>>
<br>
<</if>>
<<link [[Refuse|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You make small talk. <<He>> seems nice enough.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>>
You and the <<person>> find a storeroom for some privacy.
<<promiscuity2>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Hallways Encounter Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Hallways Encounter Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"That was great," <<he>> says, panting. "See you around." <<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $enemyhealth lte 0>>
The <<person>> staggers from the storeroom, looking confused and dejected. <<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $finish is 1>>
The <<person>> looks dejected as <<he>> fixes <<his>> clothing and leaves the storeroom.
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>><<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>>
<<if $rng gte 81>>
You crouch and peek through a classroom window. It's empty. Once inside you stand beside the door and listen for the voices to pass, but one of the groups stops nearby. "Maybe we could use this room." They're going to come inside.
<br><br>
You look around for a place to hide, but there's nowhere.
<br><br>
<<link [[Climb out the window|Hallways Exposed Window]]>><</link>>
<br>
<<link [[Let yourself be found|Hallways Exposed Classroom Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You crouch and peek through a classroom window. It's empty. Once inside you stand beside the door and listen for the voices to pass.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>>
You start checking the lockers, and soon find one that has been left unlocked. You hide inside.
<br><br>
<<if $rng gte 81>>
You peek through the slits and see two groups of students pass right by you. <<generatey1>><<person1>>"I almost forgot," a <<person>> says. "I need to get something from my locker." <<He>> walks back to your hiding place, and reaches to open it.
<br><br>
<<He>> faces <<his>> friends as the locker door swings open, and fails to spot you stood exposed right in front of <<him>>. "It's just my homework." You duck as <<he>> probes above you, still not looking. <<He>> grabs a folder and pulls away, shutting the door after <<him>>. You hadn't realised you were holding your breath.
<<gstress>><<garousal>><<stress 6>><<arousal 600>>
<br><br>
Once their voices subside, you gently push the door. It doesn't budge. You push harder. It still doesn't move. <<He>> locked it this time. Though your movement is restricted, you feel around the darkness for something that could help, and realise there's a cool draught around your feet. Investigating further, you find that the back of the locker is missing, and you can feel the brick wall of the school. The lower portion of which is coming loose.
<br><br>
<<endevent>>
<<if $tentacledisable is "f" and $hallucinations gte 2>>
<<link [[Kick through|Hallways Exposed Tentacles]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You break away the brickwork, and the draught increases in strength. Knocking away all the loose bricks leaves a hole maybe just big enough for you. You put one leg through, then the other, then slowly wiggle your way further down.
<br><br>
<<link [[Next|Industrial Drain]]>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<else>>
You peek through the slits and see two groups of students pass right by you. You wait for their voices to fade.
<br><br>
<<link [[Leave|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>>
You run to the window and throw it open. You don't have enough time to be sure, but it looks safe. You climb out and drop to the pavement below.
<br><br>
<<link [[Next|Industrial alleyways]]>><<endevent>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<generatey1>><<generatey2>><<generatey3>><<generatey4>><<maninit>>
<<enableSchoolRescue "Whitney" "delinquency">>
A group of four students enter the room. They stop for a moment to behold you, before deciding they want to do more than just look.
<br><br>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate "<span class='red'>No one comes to your aid, likely due to your reputation as a delinquent.</span>">>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $alarm is 1 and $rescue gte 2>>
<span id="next"><<link [[Next|Whitney Rescue]]>><<set $whitneyRescueExit to "classroom">><</link>></span><<nexttext>>
<<elseif _combatend>>
<span id="next"><<link [[Next|Hallways Exposed Classroom Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Hallways Exposed Classroom Molestation]]>><</link>></span><<nexttext>>
<</if>><<if $enemyhealth lte 0>>
They back off for a moment, shocked by your aggression. <<tearful>> you flee to safety.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"What did you expect? Hanging around like that." <<tearful>> you rise to your feet and watch them leave.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<<elseif $alarm is 1 and $rescue is 1>>
The <<person1>><<person>> loses <<his>> nerve. "Come on, we don't want to get caught," <<he>> says as <<he>> shoves you away. <<tearful>> you rise to your feet and watch them leave.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<set $combat to 1>>
<<set $enemytype to "tentacles">>
<<molested>>
<<controlloss>>
<<tentaclestart 4 15>>
You break away the brickwork, and the draught increases in strength. Knocking away all the loose bricks leaves a hole maybe just big enough for you. You put one leg through, then the other, then slowly wiggle your way further down. You're wondering if the school has a basement when something strokes your <<bottom>>.
<br><br>
<</if>>
<<statetentacles>>
<<effects>>
<<effectstentacles>>
<<tentacles>>
<<actionstentacles>>
<<if $tentacles.active lte ($tentacles.max / 2)>>
<span id="next"><<link [[Next|Hallways Exposed Tentacles Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Hallways Exposed Tentacles]]>><</link>></span><<nexttext>>
<</if>><<effects>>
The tentacles withdraw from you, leaving you hanging there. Without their support, the rest of the wall gives way, and you tumble down. <<tearful>> you struggle to your feet and look around.
<<clotheson>>
<<endcombat>>
<<link [[Next|Industrial Drain]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<if !$worn.upper.type.includes("naked")>>
You turn toward the <<person>>, and in one motion, <<pullup>> your $worn.upper.name. <<He>> gapes at you. "Touch me," you say.
<<else>>
You turn toward the <<person>>, and thrust out your chest. "Touch me," you say.
<</if>>
<br>
<<promiscuity4>>
"Fuck me," you say.
<br>
The <<person>> gawks, as if not believing <<his>> eyes. <<He>> glances around, then reaches out and cups your <<breasts>> in both hands. <<if !$worn.under_upper.type.includes("naked")>><<He>> feels you up through the fabric of your $worn.under_upper.name.<<else>><<He>> feels up your bare flesh.<</if>>
<br><br>
<<He>> becomes more aggressive.
<br><br>
<<link [[Next|Hallways Slime Rape]]>><<set $sexstart to 1>><</link>>
<br><<effects>>
<<if !$worn.upper.type.includes("naked")>>
You turn toward the <<person>>, and in one motion, <<pullup>> your $worn.upper.name. <<He>> gapes at you. "T-touch," you say. "Touch me."
<<else>>
You turn toward the <<person>>, and thrust out your chest. "T-touch," you say. "Touch me."
<</if>>
<br><br>
The <<person>> gawks, as if not believing <<his>> eyes. <<He>> glances around, then reaches out and cups your <<breasts>> in both hands. <<if !$worn.under_upper.type.includes("naked")>><<He>> feels you up through the fabric of your $worn.under_upper.name.<<else>><<He>> feels up your bare flesh.<</if>>
<br><br>
<<He>> becomes more forceful.
<br><br>
<<link [[Next|Hallways Slime Rape]]>><<set $molestationstart to 1>><</link>>
<br><<effects>>
<<if $earSlime.defyCooldown>>
<<if $earSlime.growth gte 100>>
<<set $earSlime.defyCooldown += 2>>
You turn away from the <<person>>, and feel a jolt of pain as the slime punishes you for defiance. However, <span class="red">it doesn't stop you, knowing that it can punish you in other ways.</span>
<<else>>
You turn away from the <<person>>, and feel a jolt of pain as the slime punishes you for defiance, however, <span class="teal">it's still worn out from overpowering you earlier.</span> You feel it try, <span class="green">but fail,</span> to force you to turn to the <<person>>.
<</if>>
<br><br>
<<endevent>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $earSlime.corruption gte (currentSkillValue('willpower') / 10)>>
<<if hasSexStat("exhibitionism", 4) and $earSlime.growth lt 100>>
<<set $earSlime.defyCooldown += 4>>
<<else>>
<<set $earSlime.defyCooldown += 8>>
<</if>>
You turn away from the <<person>>, and feel a jolt of pain as the slime punishes you for defiance. It tries to force you to turn to the <<person>>, <span class="red">and you fail</span> to resist its influence.
<<ggwillpower>><<willpower 3>>
<<if !$worn.upper.type.includes("naked")>>
In one motion, <<pullup>> your $worn.upper.name. <<He>> gapes at you. "T-touch," you say. "Touch me."
<<else>>
You thrust out your chest. "T-touch," you say. "Touch me."
<</if>>
<br><br>
The <<person>> gawks, as if not believing <<his>> eyes. <<He>> glances around, then reaches out and cups your <<breasts>> in both hands. <<if !$worn.under_upper.type.includes("naked")>><<He>> feels you up through the fabric of your $worn.under_upper.name.<<else>><<He>> feels up your bare flesh.<</if>>
<br><br>
<<He>> becomes more forceful.
<br><br>
<<link [[Next|Hallways Slime Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
The slime tries to assert control, but you fight it, and manage to wrench yourself away from the <<person>>.
<br><br>
<<endevent>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
<<clothesstrip>>
You turn toward the <<person>>. You begin to strip. <<He>> gawks as you discard each article of clothing, until you're stood naked in the middle of the hallway. <<He>> glances around, as if looking for someone to confirm what <<hes>> seeing.
<br>
<<promiscuity5>>
"Fuck me," you say.
<<He>> steps closer, and reaches out to grope. You feel the slime urge you to moan.
<br><br>
The <<person>> becomes more aggressive.
<br><br>
<<link [[Next|Hallways Slime Rape]]>><<set $sexstart to 1>><</link>>
<br><<effects>>
<<clothesstrip>>
You turn toward the <<person>>. You begin to strip. <<He>> gawks as you discard each article of clothing, until you're stood naked in the middle of the hallway. <<He>> glances around, as if looking for someone to confirm what <<hes>> seeing.
<br><br>
<<He>> steps closer, and reaches out to grope. You feel the slime urge you to stay still.
<br><br>
The <<person>> becomes more forceful.
<br><br>
<<link [[Next|Hallways Slime Rape]]>><<set $molestationstart to 1>><</link>>
<br><<effects>>
<<if $earSlime.defyCooldown>>
<<if $earSlime.growth gte 100>>
<<set $earSlime.defyCooldown += 2>>
You move away from the <<person>>, and feel a jolt of pain as the slime punishes you for defiance. However, <span class="red">it doesn't stop you, knowing that it can punish you in other ways.</span>
<<else>>
You move away from the <<person>>, however, <span class="teal">it's still worn out from overpowering you earlier.</span> You feel it try, <span class="green">but fail,</span> to force you to strip.
<</if>>
<br><br>
<<endevent>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $earSlime.corruption gte (currentSkillValue('willpower') / 10)>>
<<if hasSexStat("exhibitionism", 4) and $earSlime.growth lt 100>>
<<set $earSlime.defyCooldown += 4>>
<<else>>
<<set $earSlime.defyCooldown += 8>>
<</if>>
The slime tries to assert control. <span class="red">It overpowers your will,</span> forcing you to turn toward the <<person>> and strip.
<<ggwillpower>><<willpower 3>>
<br><br>
<<He>> gawks as you discard each article of clothing, until you're stood naked in the middle of the hallway. <<He>> glances around, as if looking for someone to confirm what <<hes>> seeing.
<br><br>
<<He>> steps closer, and reaches out to grope. You feel the slime urge you to stay still.
<br><br>
The <<person>> becomes more forceful.
<br><br>
<<link [[Next|Hallways Slime Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
The slime tries to assert control, <span class="green">but you fight it,</span> and manage to wrench yourself away from the <<person>>.
<<gwillpower>><<willpower 1>>
<br><br>
<<endevent>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<enableSchoolRescue "Whitney" "delinquency">>
<<elseif $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<enableSchoolRescue "Whitney" "delinquency">>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $alarm is 1 and $rescue gte 2>>
<span id="next"><<link [[Next|Whitney Rescue]]>><<set $whitneyRescueSlime to true>><<set $whitneyRescueExit to "hallways">><</link>></span><<nexttext>>
<<elseif _combatend>>
<span id="next"><<link [[Next|Hallways Slime Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Hallways Slime Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> looks away awkwardly as <<he>> puts <<his>> clothes back on. "Are you okay?" <<he>> asks. You don't respond. <<He>> shrugs, turns and walks away.
<br><br>
Your knees buckle as the slime's influence departs. <<tearful>> you steady yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
You shove the <<person>> against a locker. <<tearful>> you turn and run. You almost trip as the slime punishes you for defiance.
<<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<<else>>
<<set $rescued += 1>>
A crowd gathers at the end of the hall, watching. The <<person>> notices, and steps away from you. "<<pShe>> a-asked for it," <<he>> stammers. "Honest." <<He>> turns and runs.
<br><br>
You feel a jolt of pain as the slime punishes you for defiance.
<<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"You like them?" you say, thrusting your chest forward to put more emphasis on your <<breasts>>.
<<elseif $speech_attitude is "bratty">>
"Wanna beg for a touch?" you say, cupping your <<breasts>>.
<<else>>
"Jealous?" you say, giving your <<breasts>> a little shake.
<</if>>
<<exhibitionism1>>
<<if $rng gte 51>>
The <<person>> tries to speak, but stutters, taken aback by your forwardness. <<He>> turns and scurries away.
<br><br>
<<else>>
The <<person>> leers, and takes a step closer. <<Hes>> dissuaded when <<randomteacher>> enters the corridor from an adjoining room. <<He>> turns and walks away.
<br><br>
<</if>>
<<endevent>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>><<effects>>
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
You lift the hem of your $worn.lower.name, just short of showing off your <<undies>>.
<<if $speech_attitude is "meek">>
"You think I'm cute?" you ask.
<<elseif $speech_attitude is "bratty">>
"You're all talk," you say.
<<else>>
"You look okay too," you say.
<</if>>
<<else>>
You lean against a locker.
<<if $speech_attitude is "meek">>
"You think I'm cute?" you ask.
<<elseif $speech_attitude is "bratty">>
"You're all talk," you say. "Wanna prove me wrong?"
<<else>>
"You look okay too," you say.
<</if>>
<</if>>
<<promiscuity1>>
<<if $rng gte 51>>
The <<person>> tries to speak, but stutters, taken aback by your forwardness. <<He>> turns and scurries away.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<<else>>
The <<person>> leers at your body, and takes a step closer. "Let's go somewhere together," <<he>> says. <<His>> intentions are clear.
<br><br>
<<link [[Refuse|Hallways Cupboard Refuse]]>><</link>>
<br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Accept|Hallways Cupboard Sex]]>><<set $sexstart to 1>><<set $phase to 0>><</link>><<promiscuous2>>
<br>
<</if>>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"I'm sorry," you say. "I'm not interested."
<<elseif $speech_attitude is "bratty">>
"Nice try," you say. "Piss off."
<<else>>
"You're not that good," you say.
<</if>>
<br><br>
<<if $rng gte 51>>
The <<person>> considers, then turns away from you. <<He>> mutters something about a "tease".
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<<else>>
"No you don't," <<he>> sneers. "I'm not someone you can toy around with." <<He>> gives your arm a rough tug.
<<gpain>><<pain 1>><<gstress>><<stress 6>>
<br><br>
<<link [[Refuse again|Hallways Cupboard Refuse 2]]>><<detention 1>><</link>><<gdelinquency>>
<br>
<<link [[Give in|Hallways Cupboard Sex]]>><<set $sexstart to 1>><<set $phase to 1>><</link>><<promiscuous1>>
<br>
<</if>><<effects>>
You shove the <<person>> away from you. "Crazy fuck," <<he>> says. "I'm telling the <<nnpc_title "Leighton">> you shoved me."
<br><br>
<<endevent>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<enable_rescue>>
<<if $phase is 0>>
<<He>> pulls you towards a cupboard. Other students giggle as you pass. <<He>> pushes you in first, and closes the door behind <<him>>.
<<promiscuity2>>
<<else>>
<<He>> grips your arm tight as <<he>> pulls you towards a cupboard. Other students giggle as you pass. <<He>> shoves you through first, and closes the door behind <<him>>. <<He>> keeps you away from the entrance, as if afraid you'll try to escape.
<<promiscuity1>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Hallways Cupboard Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Hallways Cupboard Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Thanks <<girl>>," <<he>> says as <<he>> adjust <<his>> clothing. <<He>> leaves the cupboard.
<br><br>
<<clotheson>>
<<endcombat>>
<<tearful>> you follow suit.
<br><br>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<<elseif $enemyhealth lte 0>>
You shove <<him>> aside, giving you the chance you need.
<br><br>
<<tearful>> you escape the cupboard.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<<elseif $finish is 1>>
"Fucking tease," <<he>> says as <<he>> adjusts <<his>> clothing. <<He>> leaves the cupboard.
<br><br>
<<clotheson>>
<<endcombat>>
<<tearful>> you follow suit.
<br><br>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<<else>>
<<set $rescued += 1>>
Someone bashes on the door. "What's going on in there?" says a strong voice. It's Doren.
<br><br>
The <<person>> fixes <<his>> clothing and opens the door. "I ain't done nothing," <<he>> says. Doren isn't fooled. The <<person>> finds <<himself>> grabbed by the arms and hauled away.
<br><br>
<<clotheson>>
<<endcombat>>
<<tearful>> you leave the cupboard.
<br><br>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<</if>><<effects>>
You lift the hem of your $worn.lower.name, giving the <<person>> a brief glimpse of your <<undies>>.
<<if $speech_attitude is "meek">>
"Oops!" you say. "Clumsy me."
<<elseif $speech_attitude is "bratty">>
"Like what you saw?" you say. "I bet you did."
<<else>>
"Like what you see?" you say.
<</if>>
<<exhibitionism2>>
<<if $rng gte 51>>
The <<person>> blushes and averts <<his>> eyes. <<He>> tries to speak, but stutters, taken aback by your forwardness. <<He>> turns and scurries away.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<<else>>
The <<person>> gapes a moment, then smiles and takes a step closer. "Let's go somewhere together," <<he>> says. <<His>> intentions are clear.
<br><br>
<<link [[Refuse|Hallways Cupboard Refuse]]>><</link>>
<br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Accept|Hallways Cupboard Sex]]>><<set $sexstart to 1>><<set $phase to 0>><</link>><<promiscuous2>>
<br>
<</if>>
<</if>><<effects>>
You lift the hem of your $worn.lower.name, giving the <<person>> a brief glimpse of your <<genitals>>.
<<if $speech_attitude is "meek">>
"Oops!" you say. "Clumsy me."
<<elseif $speech_attitude is "bratty">>
"Like what you saw?" you say. "I bet you did."
<<else>>
"Like what you see?" you say.
<</if>>
<<exhibitionism4>>
<<if $rng gte 51>>
The <<person>> blushes and averts <<his>> eyes. <<He>> looks like <<he>> wants to say something, but instead turns and scurries away.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<<else>>
The <<person>> gapes, then glances around to check if anyone saw what you did. No one seems to. <<He>> leers at your body and takes a step closer. "Let's go somewhere together," <<he>> says. <<His>> intentions are clear.
<br><br>
<<link [[Refuse|Hallways Cupboard Refuse]]>><</link>>
<br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Accept|Hallways Cupboard Sex]]>><<set $sexstart to 1>><<set $phase to 0>><</link>><<promiscuous2>>
<br>
<</if>>
<br><br>
<</if>><<effects>>
<<if $phase is 0>>
<<WhitneyParasite>>
<<else>>
<<if $physiqueSuccess>>
With a burst of strength, you throw off the <<group>> and prepare for a fight.
<br><br>
<<link [[Fight|Bully Parasite Fight]]>><<set $molestationstart to 1>><</link>>
<<else>>
<<physiquedifficulty 1 10000 true>>
<<if $physiqueSuccess>>
Horrified and enraged, you struggle for your freedom. You throw one of Whitney's cronies off you, shocking the others with your brawn. Another replaces them though, and then another, until they have enough for Whitney to plant a firm punch into your abdomen, robbing you of your strength.
<<pain 10>><<gpain>>
<<else>>
Horrified, you struggle against the <<group>>, hoping you can break their grip just enough to slip out and away to safety. Unfortunately, you aren't strong enough to escape the grip of this many strong hands. Your pathetic attempt at struggling earns you a
<<if playerBellySize(true) gte 8>>
kick to the shin
<<else>>
punch to the gut
<</if>>
from Whitney, and a slap across the face for even daring to resist.
<<pain 15>><<ggpain>>
<</if>>
<br><br>
<<WhitneyParasite>>
<</if>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<set $outside to 0>><<schooleffects>><<effects>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<npcidlegenitals>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
"You're getting stripped, bitch," the <<person>> says. "Whether you want it or not."
<br><br>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0) or ($worn.upper.type.includes("naked") and $worn.lower.type.includes("naked") and $worn.under_lower.type.includes("naked") and $worn.under_upper.type.includes("naked"))>>
<span id="next"><<link [[Next|Bully Parasite Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bully Parasite Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyhealth lte 0>>
You bask in the thrill of victory as your foes whimper in pain on the hallway floor. Having an audience for your feat of combat prowess certainly doesn't hurt your ego or your reputation either.
<<status 15>><<ggcool>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation "short">>
<<tearful>> you leave Whitney and <<person1>><<his>> friends panting on the floor.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<<else>>
<<if $worn.upper.type.includes("naked") and $worn.lower.type.includes("naked") and $worn.under_lower.type.includes("naked") and $worn.under_upper.type.includes("naked")>>
Having stripped you the gang relent, but they're still far from done with you.
<<else>>
Having beaten you into submission the gang relent, but they're still far from done with you.
<</if>>
<br><br>
<<endcombat>>
<<npc Whitney>><<person1>>
<<WhitneyParasite>>
<</if>><<effects>>
<<generatey1>><<generatey2>><<generatey3>><<generatey4>><<person1>>
With a serene grace, you step out into the open. The students stop at the sight of you, and their mouths gape as you pass them by.<<fameexhibitionism 6>>
<br><br>
<<if random(1, 2) is 2>>
You pick up your feet after rounding the corner, as your grace gives way to a thrilling fear. You duck into a maintenance cupboard, close it behind you, and sink to the ground with your back to the door. That felt strange.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<span class="red">They follow,</span> surround you, and trap you against the wall. <<covered>>
<br><br>
<<if hasSexStat("promiscuity", 5)>>
<<link [[Goad|Hallways Exposed Goad]]>><</link>><<promiscuous5>>
<br>
<</if>>
<<link [[Tell them to let you go|Hallways Exposed Tell]]>><<def 1>><</link>>
<br>
<<link [[Remain silent|Hallways Exposed Silent]]>><</link>>
<br>
<</if>><<effects>>
<<if $willpowerSuccess>>
<span class="green">You push the thoughts away,</span> and crouch in the corner until the students pass.
<br><br>
<<else>>
<span class="red">You recoil in horror,</span> fall to the ground, and scramble into the corner. The students pass without noticing you, but your heart is left pounding.<<gpain>><<gtrauma>><<gstress>><<pain 4>><<trauma 6>><<stress 6>>
<br><br>
<</if>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"Pl-please let me go," you say.
<<elseif $speech_attitude is "bratty">>
"Get out of my way," you say. "Or else."
<<else>>
"Please let me go," you say.
<</if>>
<br><br>
<<if random(1, 2) is 2>>
They hesitate. <span class="green">Then a <<person>> steps aside,</span> allowing you to pass.
<br><br>
You pick up your feet after rounding the corner, as your grace gives way to a thrilling fear. You duck into a maintenance cupboard, close it behind you, and sink to the ground with your back to the door. That felt strange.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<span class="red">"Not gonna happen,"</span> says a <<person>>. <<He>> and a <<person2>><<person>> grasp your arms, and tug you away from the wall. Someone puts out a leg, tripping you. You fall to your knees. <<gpain>><<gtrauma>><<gstress>><<pain 4>><<trauma 6>><<stress 6>>
<br><br>
You know they want to take it further, but none are willing to make the next move.
<br><br>
<<link [[Stay still|Hallways Exposed Still]]>><</link>><<difficulty 50>>
<br>
<<link [[Kick|Hallways Exposed Kick]]>><</link>><<physiquedifficulty 1 8000>>
<br>
<</if>><<effects>>
<<if random(1, 2) is 2>>
They hesitate. <span class="green">Then a <<person>> steps aside,</span> allowing you to pass.
<br><br>
You pick up your feet after rounding the corner, as your grace gives way to a thrilling fear. You duck into a maintenance cupboard, close it behind you, and sink to the ground with your back to the door. That felt strange.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
A <<fullGroup>> <span class="red">grasp your arms,</span> and tug you away from the wall. Someone puts out a leg, tripping you. You fall to your knees. <<gpain>><<gtrauma>><<gstress>><<pain 4>><<trauma 6>><<stress 6>>
<br><br>
You know they want to take it further, but none are willing to make the next move.
<br><br>
<<link [[Stay still|Hallways Exposed Still]]>><</link>><<difficulty 50>>
<br>
<<link [[Kick|Hallways Exposed Kick]]>><</link>><<physiquedifficulty 1 8000>>
<br>
<</if>><<effects>>
<<if $phase is 1>>
"That <<nnpc_gendery "Whitney">>," Doren mutters, shaking <<his>> head.
<<else>>
"What happened to your clothes <<lass>>?" asks Doren.
<</if>>
"Here." <<He>> tugs the shirt off <<his>> back, exposing <<his>>
<<if $pronoun is "m">>
thick chest.
<<else>>
sports bra.
<</if>>
<<He>> hands it to you without looking. <<He>> doesn't seem bothered by <<his>> own exposure. "Just until we get to the staff room. We'll get you a spare uniform there."
<br><br>
The pair of you draw some odd looks on the walk over. The staff room is small, with several chairs around a table in the middle. Doren rummages in a cupboard, then places a neatly-folded uniform on the table.
<br><br>
"Just leave the shirt anywhere," <<he>> says. "I've got spare kit." <<He>> leaves you to dress.
<br><br>
<<link [[Next|Hallways]]>>
<<set $eventskip to 1>>
<<endevent>>
<<if $worn.upper.exposed gte 1>>
<<upperwear 5>>
<</if>>
<<if $worn.lower.exposed gte 1>>
<<if $player.gender_appearance is "f">>
<<lowerwear 7>>
<<else>>
<<lowerwear 6>>
<</if>>
<</if>>
<</link>><<effects>>
<<if random(1, 2) is 2>>
You remain still as the group goad each other into assaulting you.
<br><br>
"What's of interests up there?" says a deep voice. It's Doren.
<<endevent>><<npc Doren>><<person1>>
The students jerk into movement, any plans they had abandoned. They shuffle away.
<br><br>
Doren stops at the sight of you, and averts <<his>> eyes.
<br><br>
<<link [[Next|Hallways Exposed Doren]]>><<set $phase to 0>><</link>>
<<else>>
You remain still as the group goad each other into assaulting you. The <<person1>><<person>> makes the first move. <<He>> crouches beside you, puts an arm around your waist, and <span class="red">gives your <<bottom>> a sharp smack.</span>
<br><br>
<<link [[Next|Hallways Exposed Gang]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<effects>>
<<if $physiqueSuccess>>
The <<person>> makes the first move, and crouches behind you. <span class="green">You thwart <<his>> plans with a swift kick to the groin.</span> <<He>> cries out in pain, and falls onto <<his>> side.
<br><br>
The crowd laugh as their focus shifts from you to <<him>>. You scramble to your feet, rush around the corner, and duck into a maintenance cupboard. You close it behind you and sink to the ground with your back to the door. That felt strange.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
The <<person>> makes the first move, and crouches behind you. You try to kick <<him>> away, <span class="red">but <<he>> bats your leg aside,</span> giving <<him>> clear access to your <<bottom>>. <<He>> gives you a sharp smack.
<br><br>
<<link [[Next|Hallways Exposed Gang]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"You caught me," you say. "I'm a nasty pervert. I need to be punished, don't you think?"
<<elseif $speech_attitude is "bratty">>
"Any of you perverts gonna make the first move," you say. "Or do I have to do everything?"
<<else>>
"You caught me," you say. "What are you gonna do now?"
<</if>>
<<promiscuity4>>
The <<person>> makes the first move, stepping closer. You grasp <<his>> arm and tug <<him>> the rest of the way.
<br><br>
<<link [[Next|Hallways Exposed Gang]]>><<set $sexstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
/* Calling both rescue widgets is intentional. */
<<enable_rescue>><<enableSchoolRescue "Whitney">>
<<elseif $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<enable_rescue>><<enableSchoolRescue "Whitney">>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Hallways Exposed Gang Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Hallways Exposed Gang]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<endcombat>>
"What's that ruckus?" says a deep voice. It's Doren.
<<npc Doren>><<person1>>
The students jerk into movement, any plans they had abandoned. They shuffle away.
<br><br>
<<clotheson>>
Doren stops at the sight of you, and averts <<his>> eyes.
<br><br>
<<link [[Next|Hallways Exposed Doren]]>><<set $phase to 0>><</link>>
<br><br>
<<elseif $enemyhealth lte 0>>
The students back away from you, giving you the chance you need. <<tearful>> you dash around the corner. You take cover in a maintenance cupboard, close it, and sink to the ground with your back against the door.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $finish is 1>>
The students give you space. Some are more reluctant than others.
<br><br>
<<tearful>> you walk away. Your grace is replaced by a thrilling fear once around the corner. You take cover in a maintenance cupboard, close it, and sink to the ground with your back against the door.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<set $rescued += 1>>
<<if $rescue gte 2>>
A shout from down the hall spurs the students into running. You're grabbed from behind before you can do the same, and find yourself face-to-face with Whitney. <<nnpc_He "Whitney">> looks mad.<<status 1>><<gcool>>
<br>
"What the fuck happened?" <<nnpc_he "Whitney">> demands. "Are you-"
<br><br>
A deep voice cuts <<nnpc_him "Whitney">> off. "What's that ruckus?" It's Doren.
<<npc Doren>><<person1>>
<<His>> eyes flick over you, then to Whitney. <<He>> frowns. "Let <<phim>> go, <<nnpc_lass "Whitney">>."
<br><br>
Whitney gapes at Doren, then sneers. "Whatever, <<if $pronoun is "m">>wolfman<<else>>you hairy old mop<</if>>. You deal with <<phim>>." <<nnpc_He "Whitney">> shoves you to Doren, who instinctively recoils. <<nnpc_He "Whitney">> leaves without looking back.
<<clotheson>>
<<endcombat>>
<<npc Doren>><<person1>>
<<link [[Next|Hallways Exposed Doren]]>><<set $phase to 1>><</link>>
<br>
<<else>>
"What's that ruckus?" says a deep voice. It's Doren.
<<npc Doren>><<person1>>
The students jerk into movement, any plans they had abandoned. They shuffle away.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Doren>><<person1>>
Doren stops at the sight of you, and averts <<his>> eyes.
<br><br>
<<link [[Next|Hallways Exposed Doren]]>><<set $phase to 0>><</link>>
<br>
<</if>>
<</if>><<effects>>
You give the <<persons>> ass a swift spank as you pass, eliciting laughter from other students. <<He>> bolts upright and glares at you, <<his>> face flushing.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<if $willpowerSuccess>>
<span class="green">You push the thoughts away,</span> and manage to keep your hands firm at your side until the <<person>> is out of reach.
<br><br>
<<else>>
You try to push the thoughts from your mind, <span class="red">but your hand springs to life of its own accord.</span> You manage to snatch it with the other, preventing disaster, but you draw some funny looks.<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<</if>>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<if $physiqueSuccess>>
You grab the <<person1>><<persons>> arm and pull as you kick at <<his>> shin. <span class="green"><<He>> curses and pulls back, almost toppling from the force.</span> <<His>> friend, the <<person2>><<person>>, throws a punch, but it fails to connect.
<br><br>
The pair consider you a moment, then the <<person1>><<person>> turns and stomps away. The <<person2>><<person>> follows behind.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You grab the <<person1>><<persons>> arm and pull as you kick at <<his>> shin. <span class="red">Your kicks fail to have much impact.</span>
<<if !playerBellySize(true) gte 8>>
<<He>> delivers a solid punch to your gut, knocking the breath from you.<<gpain>><<pain 4>>
<</if>>
<br><br>
<<He>> shoves you into the classroom, and bends you over the teacher's desk before you can recover. The <<person2>><<person>> closes the door behind.
<br><br>
<<link [[Next|Hallways Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<effects>>
You let the <<person1>><<person>> shove you into the classroom, and bend you over the teacher's desk. The <<person2>><<person>> closes the door behind.
<br><br>
<<link [[Next|Hallways Rape]]>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<set $NPCList[0].lefthand to "mouth">><<set $mouthuse to "lefthand">>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Hallways Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Hallways Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
They leave you lying on the desk.
<br><br>
<<tearful>> you return to your feet. You brush yourself down.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $enemyhealth lte 0>>
You kick the <<person1>><<person>> away from you. <<His>> friend seems unwilling to approach alone.
<br><br>
<<tearful>> you flee the room.
<br><br>
<<clotheson>>
<<endcombat>>
<<else>>
<<set $rescued += 1>>
<<npc Leighton 3>>
A fist raps the door.
<br><br>
"Fuck," says the <<person1>><<person>>. "Quick, get-"
<br><br>
Before <<he>> or <<his>> friend can do anything else, the door opens, revealing Leighton.
<br><br>
"W-we can explain," the <<person1>><<person>> says, fumbling with <<his>> clothes. "We-"
<br><br>
Leighton ignores <<him>>. "Leave," <<person3>><<he>> says, looking at you. <<tearful>> you shuffle past <<him>>. The <<person2>><<person>> tries to follow, but is blocked by Leighton's outstretched arm. "You two stay."
<br><br>
The door thuds shut behind you.
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
You turn an empty plastic box upside down, climb atop it, and throw open the window.
<<if random(1, 2) is 2>>
You try to pull yourself through, <span class="red">but your hips get stuck.</span> You hear the door open behind you, followed by voices.<<gstress>><<stress 6>>
<br><br>
"What the fuck," says a <<personsimple>>. "Did this idiot actually get stuck in a window?"
<br><br>
"They have a nice arse at least," replies another.
<<if random(1, 2) is 2>>
A groping hand feels up your <<bottom>>, and you hear someone stand on the box behind you.
<br><br>
<<link [[Next|Hallways Exposed Storeroom Window Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
A hard spank follows, shunting you forward.<<gpain>><<pain 4>>
<br><br>
"Good idea," laughs the first. "Let's help <<him>> out!" Another smack, then another, until at last you're forced through to the other side.<<gpain>><<pain 4>><<gtrauma>><<trauma 6>><<gstress>><<stress 6>>
<br><br>
<<link [[Next|School Rear Courtyard]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<else>>
You pull yourself through, and land on the grass outside before the door opens. You're in a space sometimes used by delinquents, but it's empty for now.
<br><br>
<<link [[Next|School Rear Courtyard]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<set $position to "wall">><<set $leftarm to "bound">><<set $rightarm to "bound">><<set $head to "bound">>
<<set $timer to 10>>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or $timer lte 0>>
<span id="next"><<link [[Next|Hallways Exposed Storeroom Window Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Hallways Exposed Storeroom Window Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The <<person>> gives your <<bottom>> a final smack, forcing you through the window. You land on overgrown grass.
<br><br>
<<tearful>> you rise to your feet. You're in an excluded area sometimes used by delinquents. There's no one around for now.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $enemyhealth lte 0>>
The force from your kick forces you the rest of the way through the window. You land on overgrown grass.
<br><br>
<<tearful>> you rise to your feet. You're in an excluded area sometimes used by delinquents. There's no one around for now.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $alarm is 1 and $rescue is 1>>
<<npc Doren 3>>
<br><br>
"I'm on my way!" you hear from up ahead. Doren rounds the corner, and frowns when <<he>> sees you.
<<if $player.gender_appearance is "f" and $worn.upper.exposed gte 1>>
<<He>> averts <<his>> eyes when <<he>> notices your exposed <<undertop>>
<br><br>
"What you got yourself into <<lass>>?" <<he>> asks as <<he>> approaches. "Here." <<He>> takes hold of your arms, and with seemingly little effort, pulls you the rest of the way through the window.
<br><br>
"Let me get you something to, ah, cover with." You wait for <<him>> on the grass. The pair in the storeroom have scarpered, and there's no one else around.
<br><br>
Doren returns with some towels. <<He>> keeps <<his>> eyes averted as <<he>> hands them to you. It looks like <<hes>> blushing a little.
<br><br>
<<else>>
<br><br>
"What you got yourself into <<lass>>?" <<he>> asks as <<he>> approaches. "Here." <<He>> takes hold of your arms, and with seemingly little effort, pulls you the rest of the way through the window.
<br><br>
It's only now that <<he>> notices your state of dress. <<He>> averts <<his>> eyes. "Let me get you something to, ah, cover with." You wait for <<him>> on the grass. The pair in the storeroom have scarpered, and there's no one else around.
<br><br>
Doren returns with some towels. <<He>> keeps <<his>> eyes averted as <<he>> hands them to you. It looks like <<hes>> blushing a little.
<br><br>
<</if>>
<<He>> leaves you to cover yourself. <<tearful>> you do.
<br><br>
<<clothesontowel>>
<<endcombat>>
<<else>>
You manage to pull yourself the rest of the way through the window. You land on overgrown grass.
<br><br>
<<tearful>> you rise to your feet. You're in an excluded area sometimes used by delinquents. There's no one around for now.
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<<link [[Next|School Rear Courtyard]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<covered>> You open the door, revealing a surprised <<person>>. <<His>> surprise turns to shock when <<he>> notices your state of dress. A <<person2>><<person>> peeks over <<person1>><<his>> shoulder, and is no less surprised.
<br><br>
<<if random(1, 2) is 2>>
You try to march by, but the <<person2>><<person>> smacks your <<bottom>> as you pass.<<gstress>><<stress 6>><<garousal>><<arousal 600 "bottom">>
<br><br>
"Where'd your clothes go?" <<he>> asks, following behind, before quickly rushing up to block your path. <<He>> steps forward, forcing you to take a step back. "Maybe we can help."
<br><br>
<<link [[Accept help|Hallways Exposed Storeroom Help]]>><</link>>
<br>
<<link [[Slap|Hallways Exposed Storeroom Slap]]>><<detention 18>><</link>><<ggdelinquency>>
<br>
<<else>>
You march by the pair. They're too shocked to react.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
The pair push you back into the storage room.
<<if random(1, 2) is 2>>
The <<person1>><<person>> closes the door while the <<person2>><<person>> shoves you in. They approach with menacing intent.<<person1>>
<br><br>
<<link [[Next|Hallways Exposed Storeroom Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
The <<person1>><<person>> scans a set of shelves, and retrieves a couple of cricket bats. "That's us sorted," <<he>> says. "A-as for you..." <<He>> continues searching, this time crouching and rummaging in a cardboard box. The <<person2>><<person>> leers at you openly.
<br><br>
"Aha," the <<person1>><<person>> says. <<He>> hands you a set of towels.<<towelup>>
<br><br>
"Be more careful in the future," the <<person2>><<person>> laughs as the pair walk away.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate "With the door shut, no one can hear your cry.">>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Hallways Exposed Storeroom Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Hallways Exposed Storeroom Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
They leave you lying on the storeroom floor.
<br><br>
<<tearful>> you struggle to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<else>>
You shove the <<person>> into a set of shelves. <<He>>, and the shelves, fall to the ground with a crash while the <<person2>><<person>> watches with a dumbfounded expression.
<br><br>
<<tearful>> you seize your chance. You escape down the hall before they recover.
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
You slap the grin off the <<person2>><<persons>> face, and shove by. "I'm telling the head you hit me!" <<He>> shouts after you. <<His>> friend laughs, you're not sure at whom.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>><<effects>>
<<if $worn.lower.type.includes("naked") or $phase gte 1>>
<<set $worn.under_lower.integrity -= 20>>
<<set _wornname to $worn.under_lower.name>>
<<set _wornintegrity to $worn.under_lower.integrity>>
<<else>>
<<set $worn.lower.integrity -= 15>>
<<set _wornname to $worn.lower.name>>
<<set _wornintegrity to $worn.lower.integrity>>
<</if>>
<<if $phase gte 1>>
You pull away from the locker with all of your strength, uncomfortably stretching your _wornname <<print $phase is 1 ? "between your cheeks" : "against your <<genitals>>">>.
<</if>>
<<if $physiqueSuccess>>
<<if _wornintegrity gt 0>>
<<if $phase gte 1>>
Eventually it comes free, albeit a little worse for wear.
<<else>>
You pull on your _wornname and eventually it comes free, albeit a little worse for wear.
<</if>>
<<stress -5>><<lstress>>
<br>
<<else>>
<<if $phase is 2>>
After a short while, it tears free, much to the delight of students watching the scene. You quickly try to cover up while they point and laugh.
<<elseif $phase is 1>>
After a short while, it tears free! You quickly try to cover up while other students point and laugh.
<<else>>
You proceed to pull on your _wornname, and it tears free from your body!
<</if>>
<<stress 5>><<gstress>>
<br><br>
<<integritycheck>><<exposure>>
<br>
<</if>>
<<lockereventnext>>
<<else>>
<<if _wornintegrity gt 0>>
<<if $phase gte 1>>
You hear a loud tear, but it remains wedged in the locker!
<<else>>
You pull on your _wornname and hear a loud tear, but it remains wedged in the locker!
<</if>>
<<stress 2>><<gstress>>
<br>
<<if hasSexStat("exhibitionism", 3)>>
<<covered>>
<br>
<</if>>
<<lockereventpassages>>
<<else>>
You pull on your _wornname.
<br><br>
<<integritycheck>><<exposure>>
<<if !$worn.under_lower.type.includes("naked")>>
<span class="red">Your $worn.under_lower.name <<underlowerplural>> still stuck to the locker!</span><<stress 5>><<gstress>>
<br><br>
<<set $phase to 0>>
<<if hasSexStat("exhibitionism", 3)>>
<<covered>>
<br>
<</if>>
<<lockereventpassages>>
<<else>>
<br>
<<lockereventnext>>
<</if>>
<</if>>
<</if>><<effects>>
<<set _unlockChance to random($lock, 500)>>
<<if currentSkillValue('skulduggery') gte _unlockChance>>
You successfully pick the lock <<if !$worn.under_lower.type.includes("naked") or !$worn.lower.type.includes("naked")>>and fix your clothing<</if>>.
<<stress -5>><<lstress>>
<br><br>
<<lockereventnext>>
<br>
<<else>>
You nervously try to open the locker but it remains closed tight.<<stress 2>><<gstress>>
<br><br>
<<set $lock to $lock + 50>>
<<lockereventpassages>>
<</if>><<effects>>
<<outfitChecks>>
<<if _overOutfit>>
You <<nervously>> remove your stuck $worn.over_upper.name, leaving it attached to the locker. Many of the other students around watch you closely, while a few whistle at the sight.
<<overupperruined>><<overlowerruined>>
<<if $exposed gte 2>>
<<fameexhibitionism 40>>
<<else>>
<<fameexhibitionism 20>>
<</if>>
<<elseif !$worn.lower.type.includes("naked")>>
You <<nervously>> remove your stuck $worn.lower.name, leaving it attached to the locker. Many of the other students around watch you closely, while a few whistle at the sight.
<<fameexhibitionism 20>><<exhibitionism1>>
<<lowerruined>>
<<else>>
You <<nervously>> remove your stuck $worn.under_lower.name, leaving it attached to the locker. Many of the other students around watch you closely, while a few whistle at the sight.
<<fameexhibitionism 40>><<exhibitionism2>>
<<underlowerruined>>
<</if>>
<<lockereventnext>><<effects>>
<<set $danger to random(1, 10000)>>
<<if $danger gte (9900 - $allure) and $rng gte 50>>
You nod. The <<person2>><<person>> hunches down and slowly brings <<his>> hand down, letting it rest gently on your belly. The <<person3>><<person>>, however, grabs your arms from behind, restraining you. "You dumb slut!" says the <<person1>><<person>>. "Is this also how you got knocked up in the first place?" They laugh at you.
<br><br>
<<link [[Next|Hallways Pregnant Touch Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<famepregnancy 3>>
You nod. The <<person2>><<person>> hunches down and slowly brings <<his>> hand down, letting it rest gently on your belly. The <<person3>><<person>> in the group does the same. They continue caressing your belly, all the while they ask you as many questions as they can think of.
<br><br>
"Thank you," the <<person1>><<person>> says. "Take good care of your baby!" The group leaves satisfied. They continue to talk about your baby as they leave. <<stress -2>><<trauma -2>><<lstress>><<ltrauma>>
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
You turn away from the group, making it clear that you'd rather be left alone. They seem disappointed, but they desist on their request.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<enableSchoolRescue "Whitney" "delinquency">>
<<set $leftarm to "grappled">><<set $rightarm to "grappled">><<set $NPCList[0].lefthand to "arms">><<set $NPCList[0].righthand to "arms">>
"Don't worry, we'll be careful with your belly," says the <<person2>><<person>>.
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Hallways Pregnant Touch Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Hallways Pregnant Touch Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Fucking this bitch was so easy," the <<person3>><<person>> says. "No wonder she wound up pregnant!" You hear them laugh as they leave. <<tearful>> you gather yourself and get up.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
The students back away from you, giving you the chance you need. <<tearful>> you dash around the corner. You take cover in a maintenance cupboard, close it, and sink to the ground with your back against the door.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<set $rescued += 1>>
<<if $rescue gte 2>>
A shout from down the hall spurs the students into running. You're grabbed from behind before you can do the same, and find yourself face-to-face with Whitney. <<nnpc_He "Whitney">> looks mad.<<status 1>><<gcool>>
<br>
"What the fuck happened?" <<nnpc_he "Whitney">> demands. "Are you-"
<br><br>
A deep voice cuts <<nnpc_him "Whitney">> off. "What's that ruckus?" It's Doren.
<<npc Doren>><<person1>>
<<His>> eyes flick over you, then to Whitney. <<He>> frowns. "Let <<phim>> go, <<nnpc_lass "Whitney">>."
<br><br>
Whitney gapes at Doren, then sneers. "Whatever, <<if $pronoun is "m">>wolfman<<else>>you hairy old mop<</if>>. You deal with <<phim>>." <<nnpc_He "Whitney">> shoves you to Doren, who instinctively recoils. <<nnpc_He "Whitney">> leaves without looking back.
<<clotheson>>
<<endcombat>>
<<npc Doren>><<person1>>
<<link [[Next|Hallways Exposed Doren]]>><<set $phase to 1>><</link>>
<br>
<<else>>
"What's that ruckus?" says a deep voice. It's Doren.
<<npc Doren>><<person1>>
The students jerk into movement, any plans they had abandoned. They shuffle away.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Doren>><<person1>>
Doren stops at the sight of you, and averts <<his>> eyes.
<br><br>
<<link [[Next|Hallways Exposed Doren]]>><<set $phase to 0>><</link>>
<br>
<</if>>
<</if>>ToDo: Pregnancy: Unreachable passage. Needs proper conditions to access, and the first part will likely be moved to event generation.
Also, unique punishment from Leighton? Something to make this event more impactful
Event should be a framework; different students should have different reactions to being knocked up.
<<effects>><<generates1>><<person1>>
You look around just in time to notice a <<person>> marching towards you, the anger in their face is clear as day. "Hey, you!" <<he>> calls out. "I'm talking to you asshole, come here!"
<br><br>
The <<person>> grasps your collar tightly. "My parents took me to see a doc because I was feeling sick. Guess what they told me? I'm pregnant, you knocked me up you bastard!" <<he>> yells. You notice a few students turning to look at the scene. They watch silently, amused by your current predicament.
<br><br>
<<fameimpreg 1>>
"I'm going to have to raise your god damn baby now, so you better fork over some cash to help me pay for the baby essentials right now, or I'm telling the principal!"
<<link [[Pay up (£2000)|Hallways Pregnant Student Pay]]>><<money -200000 "pregnantStudent">><</link>>
<br>
<<link [[Refuse|Hallways Pregnant Student Refuse]]>><<detention 50>><</link>><<gggdelinquency>>
<br>
/* <<if $submissive gte 1500>> */
<<link [[Plead|Hallways Pregnant Student Plead]]>><<sub 1>><</link>><<submissivetext>>
<br>
/* <</if>> */<<effects>>
<<He>> snatches the money out of your hands. "You irresponsible fuck! L-Learn to take responsibility for..." Tears begin to run down <<his>> face. <<He>> turns around and leaves in a rush.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"B-But... It's your baby!" you argue. "You should take care of it!"
<<elseif $speech_attitude is "bratty">>
"Tough shit," you tell <<him>>. "Guess it's time for you to learn to be a mommy, good luck."
<<else>>
"Look, I'm very sorry for you," you explain. "It was my mistake, but I can't help you right now."
<</if>>
<br><br>
The <<person1>><<person>> looks at you with incredulity. "Are you fucking kidding me!?" <<His>> face goes red in anger. "Fine! I'll go tell the principal, then we'll see how much you really care!" <<He>> marches towards Leighton's office, angrily shoving anyone who gets in <<his>> way.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
"Please no!" you beg. "I... I'm an orphan! Our caretaker makes us pay a lot. <<nnpc_Hes "Bailey">> very scary and I can't afford to spend a single penny if I want to make it through the day. Please understand!" your voice begins to sound shaky and fearful.
<br><br>
The <<person1>><<person>> looks at you with concern, <<his>> anger begins to turn into sadness. "Just... just go" <<he>> mutters. "You make me sick..." <<he>> says as tears begin to well in <<his>> eyes. <<He>> shoves you back and leaves without saying anything else.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<if $phase is 0>> /* Help */
<<generateyv1>><<person1>>
It takes you some time to pick the lock, but you eventually manage.<br>
<<if $skulduggery lt 100>>
<<skulduggeryskilluse>><<skulduggery 5>>
<<else>>
<span class="blue">There's nothing more you can learn from locks this simple.</span>
<br><br>
<</if>>
When the door finally opens, a grateful <<person>> emerges. "Thank you so much. <<print either("It was so dark in there!","It was so cramped in there!","I'm bursting for a wee!","That was kind of scary!","Bullies are the worst.")>>"
<br>
The <<person>> gives you a broad smile and dashes away. <<lstress>><<stress -2>>
<br><br>
<<link [[Next|Hallways]]>><<famegood 3>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<elseif $phase is 1>> /* Teacher */
You go to the staff room and get the attention of a teacher.
<br>
<<if $delinquency gte 400>>
The teacher is sceptical because of your reputation, but you
<<else>>
You
<</if>> quickly explain the situation, and tell the teacher the right locker number.
<br><br>
"Thanks so much for letting me know," the teacher <<print either("says warmly.","smiles earnestly.","nods efficiently.","sighs.","says sarcastically.","scowls.","licks their lips.","rubs their hands together.")>>
"I'll be right on it."
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<famegood 1>><<delinquency -1>><<set $eventskip to 1>><</link>>
<br>
<<elseif $phase is 2>> /* Extort money */
<<set _extort to either(500,500,500,500,1000,1000,1000,2000,2000,5000)>>
You get close to the locker and whisper through the grate.<br>
"How much do you want to get out of there?"
<br><br>
"Please. I really need to get out! I am-"<br>
"Yes," you interrupt. "And I'm asking: How. Much. Do you want to get out?"<br>
"How much? I really w- Oh! Oh, right. Oh."
<br><br>
A <<printmoney _extort>> note slips through the edge of the locker.<br>
"There."
<br><br>
It takes some time to pick the lock, but you eventually get them out.<br>
"Thanks, for getting me out. I guess."
<br><br>
<<if $skulduggery lt 100>>
<<skulduggeryskilluse>><<skulduggery 5>>
<<else>>
<span class="blue">There's nothing more you can learn from locks this simple.</span>
<br><br>
<</if>>
<<link [[Next|Hallways]]>><<money _extort>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>> /* Ignore */
You walk away.
<<if $delinquency gte 800 or $submissive lte 850>>
Someone stupid enough to let themself get locked into a locker is beyond help.
<<elseif $delinquency gte 600>>
Whoever locked them in there probably had their reasons.
<<elseif $stress gte (($stressmax / 5) * 2)>>
We all have problems.
<<elseif $speech_attitude is "meek">>
Whoever locked them in there might still be around.
<<elseif $cool gte 140>>
Nerds these days are beyond help. They can deal with their own problems.
<</if>>
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
<<if $phase is 0>> /* Intervene */
<<person1>>You approach the <<person>>.
<br>
<<if $speech_attitude is "meek">>
<<set _skulcheck_hi to random(400,700)>>
<<set _skulcheck_lo to random(100,300)>>
<<if currentSkillValue('physique') gte (($physiquesize / 7) * 5)>>
<<person2>>"Please leave <<him>> alone," you say. "It's not nice."
<br><br>
The <<person1>><<person>> glares at you, and then takes in your build and obvious muscle.
<br><br>
"Uh, okay," <<he>> says, intimidated by your build but confused by your meekness. "I'm... sorry?"
<<elseif currentSkillValue('skulduggery') gte _skulcheck_hi>><<set _oops to either(500,500,500,500,1000,1000,1000,2000,2000)>>
As <<he>> passes by, you skilfully steal <<his>> <<print either("phone","book","tablet")>>.
<br><br>
You move near some other students, letting <<him>> get some distance before you call out.<br>
"Hey," you shout. "Hey! HEY! You dropped this."
<br><br>
You don't move, making <<him>> walk all the way back to you.<br>
"I saw it fall out," you lie, turning it over in your hands but not quite giving it back yet. "You need to be careful. But look. You got lucky. I think it's okay."
<br><br>
"Thanks," <<he>> says, holding out <<his>> hand. "Can I have it?"
<br><br>
"I thought for sure it was gonna get messed up," you say.<br>
In the distance, you see the <<person2>><<person>> disappear out of sight around a corner. You hold out the <<person1>><<person>>'s property.<br>
"Make sure you look after it properly this time."
<br><br>
"Sure. Thanks." <<He>> takes it.
<br><br>
With the <<person2>><<person>> gone, the <<person1>><<person>> looks lost for a moment. Finally <<he>> walks back the way <<he>> came.<br>
Somehow, you also ended up with <<printmoney _oops>> from <<his>> pocket. Nice. <<money _oops>><<lstress>><<stress -2>>
<<elseif currentSkillValue('athletics') gte 500>>
As <<he>> passes, you snatch <<his>> bag and run in the opposite direction.
<br><br>
"Hey!" <<He>> chases.
<br><br>
In passing, you throw <<his>> bag in the staff-room and keep running for the courtyard.<br>
There's no way <<he>>'ll catch up to the <<person2>><<person>> now.
<<elseif currentSkillValue('skulduggery') gte _skulcheck_lo>>
As <<he>> passes you, you sneakily open <<his>> bag and then trip <<him>>, making <<him>> fall flailing to the floor, scattering <<his>> belongings everywhere. A student nearby laughs.
<br><br>
"Oh my god, I'm so sorry!" you shout loudly, attracting even more attention. "I'll help you get everything. Why was your bag wide open? Your stuff has gone everywhere!"
<br><br>
<<He>> scowls, but also reddens, embarrassed in front of the growing crowd. You start helping pick things up.
<br><br>
"Oh my!" you exclaim, holding out something. <<if $NPCList[0].penis isnot "none">>"Is this a fleshlight?!"<<else>>"Is this a pregnancy test?!"<</if>>
<br><br>
"What?! No!" <<he>> says, <<his>> face reddening deeply. "<<if $NPCList[0].penis isnot "none">>It's a torch! It's just a torch?<<else>>It's literally a calculator!<</if>>"
<br><br>
In the distance, you can see the <<person2>><<person>> disappearing out of sight around a corner, so you help the <<person1>><<person>> finish packing.
Red-faced and head down, <<he>> rushes away, <<his>> intended victim long-forgotten.<<lstress>><<stress -2>>
<<elseif $cool gte 120>><<generates3>><<generates4>>
<<person2>>"Please leave <<him>> alone," you say. "It's not nice."
<br><br>
The <<person1>><<person>> glares at you and grabs your <<top>>.<br>
"Is that right? Well, mind your own dam-"
<br><br>
"Hey!" Some of your friends run over, led by a <<person3>><<person>> and a <<person4>><<person>>. The <<person1>><<person>> tries to back down, but the <<person4>><<person>> grabs <<person1>><<him>> by the hair.
<br><br>
Your friends roughly interrogate <<him>>, until long after the <<person2>><<person>> is safely away.
<<elseif $delinquency lte 300>>
<<person2>>"Please leave <<him>> alone," you say. "It's not nice."
<br><br>
The <<person1>><<person>> glares at you and grabs your <<top>>.<br>
"Is that right? Well, mind your own dam-"
<br><br>
You scream for help.<br>
This doesn't do wonders for your reputation in the school, but a number of teachers soon show up.<<lstress>><<stress -2>><<lcool>><<status -5>>
<br><br>
The <<person>> backs off, and you are confident the <<person2>><<person>> got away.
<<else>><<pass 2>>
You get in between the <<person1>><<person>> and <<his>> victim.
<br><br>
"Please stop that. It's not right."
<br><br>
<<He>> looks you up and down and then lunges at you.
<<if currentSkillValue('physique') gte (($physiquesize / 7) * 3)>>You are slightly stronger, so <<he>> can't get control of the struggle, and you eventually break free.
<<else>><<He>> is stronger and meaner, and soon has you pinned and is trying to grope you.
<</if>>Eventually a teacher appears and breaks things up. By now, the <<person2>><<person>> is long gone.
<br><br>
With a scowl, the <<person1>><<person>> walks away. At least you saved the <<person2>><<person>>. <<gpain>><<pain 3>>
<</if>>
<<elseif $speech_attitude is "bratty">>
<<person2>>"Leave <<him>> alone, creep," you say. "Walk away."
<br><br>
<<if currentSkillValue('physique') gte (($physiquesize / 7) * 5)>>
The <<person1>><<person>> looks you up and down.
<br><br>
"Sorry. I didn't mean anything by it." The <<person>> looks away. "Sorry."
<br><br>
<<He>> walks quickly away, clearly intimidated by your attitude and physique. <<gcool>><<status 1>>
<<elseif $delinquency gte 600>>
"Shit!" The <<person1>><<person>> holds up <<his>> hands. "I am so sorry. I had no idea <<person2>><<he>> was friends with you."
<br><br>
The <<person1>><<person>> quickly steps away, clearly intimidated by your reputation around the school.<<gcool>><<status 1>>
<<elseif $cool gte 120>><<generates3>><<generates4>>
The <<person1>><<person>> glares at you, <<his>> face twisting into a smile.<br>
"Okay, sure," <<he>> says grabbing your <<top>> and pulling you in. "You'll do instead."
<br><br>
A hand appears around <<his>> throat. <<His>> body jerks back, and <<he>> is pressed against a wall by a <<person3>><<person>>. "Leave <<phim>> the fuck alone, creep."
<br><br>
A group of your friends converge in a protective shield around you.<br>
"Fucking weirdo." A <<person4>><<person>> you sometimes have lunch with stands with you. "Wanna try anything else?"
<br><br>
The <<person1>><<person>> runs away, while your friends gather around and make sure you are okay. <<llstress>><<stress -8>>
<<elseif currentSkillValue('physique') gte (($physiquesize / 7) * 3)>>
The <<person1>><<person>> looks you up and down and then shoves you hard, but you shove back harder, knocking <<him>> to the floor.
<br><br>
"Wanna try me?" you ask.
<br><br>
With a scowl, the <<person>> gets up and walks back down the corridor.<<gcool>><<status 1>>
<<elseif (currentSkillValue('athletics') gte 500 or currentSkillValue('danceskill') gte 500)>>
The <<person1>><<person>> looks you up and down and then tries to grab you. However, with your speed and dexterity, you slip away.
<br><br>
"Fucking, stop that!" <<He>> lunges for a grab, but you effortlessly pirouette and shove, sending <<him>> sprawling into the wall. <<He>> crashes to the floor.
<br><br>
"I can do this all day, moron." You smile. <<lstress>><<stress -4>>
<br><br>
With a scowl, the <<person>> gets up and walks back down the corridor.
<<else>><<pass 1>>
The <<person1>><<person>> looks you up and down and then grabs you. Neither of you are very strong, but what you lack in strength you make up for in meanness. You easily hold your own and soon break free.
<br><br>
By now, the <<person2>><<person>> is long gone.
<br><br>
With a scowl, the <<person1>><<person>> walks away. You find yourself smiling. <<lstress>><<gpain>><<stress -4>><<pain 2>>
<</if>>
<<else>>
<<person2>>"Stop that," you say. "Leave <<him>> alone."
<br><br>
<<if currentSkillValue('physique') gte (($physiquesize / 7) * 5)>>
The <<person1>><<person>> looks you up and down.<br>
"Sorry. I didn't mean anything by it." The <<person>> lowers <<his>> head. "We're cool."
<br><br>
<<He>> dashes away, clearly intimidated by you. <<gcool>><<status 1>>
<<elseif $delinquency gte 600>>
"Sure." The <<person1>><<person>> holds up <<his>> hands. "I didn't know <<person2>><<he>> was your friend."
<br><br>
The <<person1>><<person>> walks away, clearly intimidated by your reputation around the school.<<gcool>><<status 1>>
<<elseif $cool gte 120>><<generates3>><<generates4>>
The <<person1>><<person>> looks confused.<br>
"Why would you interfere with our love?" <<He>> grabs your <<top>> and pulls you in. "It's because you want me for yourself."
<br><br>
You yell and try to break free.
<br><br>
"Go on, fight," <<he>> says. "It's more fun when you fight!"
<br><br>
A hand appears around <<his>> throat. <<He>> jerks back and is thrown against a wall by a <<person3>><<person>>.<br>
"Leave <<phim>> the fuck alone, creep."
<br><br>
A group of your friends converge in a protective shield around you.<br>
"Fucking weirdo." A <<person4>><<person>> you know from class stands with you, glaring at the <<person1>><<person>>. "Wanna try something?"<br>
The <<person>> runs away, while your friends make sure you are okay. <<llstress>><<stress -8>>
<<elseif currentSkillValue('physique') gte (($physiquesize / 7) * 3)>>
The <<person1>><<person>> looks you up and down and then tries to shove you, but you grab onto <<him>>.<br>
There are a few a moments of scuffle, but you're stronger and able to overpower <<him>>.
<br><br>
With a frustrated yell, the <<person>> twists free, scowls at you, and walks away.<<gpain>><<pain 2>><<gcool>><<status 1>>
<<elseif (currentSkillValue('athletics') gte 500 or currentSkillValue('danceskill') gte 500)>>
The <<person1>><<person>> looks you up and down and then tries to grab you. However, with your speed and dexterity, you slip away.<br>
You smile. "Let's dance."
<br><br>
"Fucking, stop that!" <<He>> lunges for a grab, but you effortlessly pirouette and <<he>> loses balance and slams into the wall.<br>
A few students around are watching. With a scowl, the <<person>> goes for a low tackle and this time ends up kissing a locker.<br>
Some people around are laughing.<<gcool>><<status 2>>
<br><br>
Bursting into tears, humiliated, <<he>> gets up and runs away down the corridor. You want to feel bad, but can't quite help laughing too. <<llstress>><<stress -8>>
<<else>><<pass 1>>
The <<person1>><<person>> looks you up and down and then lunges at you. Neither of you are very strong, and you are stuck scuffling for a while, but you eventually break free.
<br><br>
By now, the <<person2>><<person>> is long gone, and a crowd is watching. A teacher appears, drawn by the crowd.<br>
With a scowl, the <<person1>><<person>> walks away. At least you saved the <<person2>><<person>>. <<gpain>><<pain 3>>
<</if>>
<</if>>
<br><br><<famegood 2>>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<elseif $phase is 1>> /* Teacher */
You rush to alert a teacher about the situation.
<br><br>
<<if $delinquency gte 800>>
"I don't know what your game is," the teacher snaps, "but I'm not interested. Get out of here."
<br><br>
By the time you get back, the <<person1>><<person>> and the <<person2>><<person>> have disappeared from sight. <<gstress>><<stress 2>>
<<elseif $delinquency gte 400>>
The teacher looks sceptical, given your reputation, but does go to help.
<br><br>
By the time you get back, the teacher is marching the <<person1>><<person>> down the hallway. <<lstress>><<stress -2>><<famegood 1>>
<<else>>
The teacher listens with concern, then rushes away to help.
<br><br>
By the time you get back, the teacher is marching the <<person1>><<person>> down the hallway. <<lstress>><<stress -2>>
<br><br>
The teacher gives you a big thumbs up as you approach. Some nearby students snicker, and you overhear one of them calling you a teacher's pet. <<lcool>><<status -5>><<famegood 2>>
<</if>>
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<<else>> /* Ignore */
You ignore it.
<<if $delinquency gte 800 or $submissive lte 850>>
People need to learn to look after themselves.
<<elseif $stress gte (($stressmax / 5) * 3)>>
You don't feel like you can handle more stress today.
<<elseif $speech_attitude is "meek">>
If you tried to intervene <<person1>><<he>> might come after you.
<<elseif $physique lt ($physiquesize / 7) * 3>>
It's not like you're strong enough to stop them.
<<elseif $cool gte 140>>
<<person2>>In a school like this, surely the <<person>>'s friends will look out for <<him>>.
<</if>>
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>><<generatey1>><<person1>>
<<if $athleticsSuccess>>
<span class="green">You manage to grab your $worn.lower.name just as someone tugs it downward.</span>
<br><br>
Whirling around, you catch the culprit, a <<person1>><<person>>, red-handed. You yank your <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>skirt<<else>>pants<</if>> free, shooting <<him>> a dirty look. Looking annoyed at <<his>> failure, the student runs away. You fix your clothing.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<<else>>
<span class="red">You hold on as hard as you can, but your <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>skirt is<<else>>pants are<</if>> yanked out of your grip,</span> <<if !$worn.under_lower.type.includes("naked")>>along with your <<underbottoms>>, <</if>> exposing your <<if $worn.genitals.type.includes("chastity")>><<print $worn.genitals.name>><<else>>bare butt<</if>> to everyone.
<<schoolrep_naked>>
<br><br>
<<link [[Next|Hallways Pantsed]]>><<endevent>><</link>>
<</if>><<effects>>
<<set $pantsed to {}>>
<<set $pantsed.lower to $worn.lower.name>>
<<set $pantsed.underlower to $worn.under_lower.name>>
<<set $pantsed.lowerintegrity to $worn.lower.integrity>>
<<set $pantsed.underlowerintegrity to $worn.under_lower.integrity>>
<<set $pantsed.lowerintegrity -= 20>>
<<set $pantsed.underlowerintegrity -= 20>>
<<exposure>>
<<if $phase is 1>>
Not seeking to get yourself hurt, you stand there and let them do whatever they want to.
<br><br>
<</if>>
The group of students fight to pull down your <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>skirt<<else>>pants<</if>>, hands tugging it in every direction. Your stomach lurches at the sound of fabric ripping, but it's too late.
<br><br>
<<link [[Next|Hallways Pantsed Reveal]]>><</link>><<effects>><<generatey1>><<person1>><<underlowerstrip>><<lowerstrip>><<integritycheck no_text>>
<<if $pantsed.lowerintegrity lte 0 and $pantsed.underlowerintegrity lte 0>>
/* both bottoms and underwear (if any) get destroyed */
<<if playerChastity()>>
One of the students pulls hard, ripping your $pantsed.lower <<if $pantsed.underlower isnot "naked">> and your $pantsed.underlower <</if>> entirely off your body, but your <<print $worn.genitals.name>> stays in place.
<br><br>
"Look, every..." your tormentor cuts off, your torn $pantsed.lower in <<his>> hand, when <<he>> sees your <<if $worn.genitals.name is "chastity parasite">>sealed penis<<else>>protected genitals<</if>>. All the other students look curiously at it, a few laugh nervously.
<<schoolrep_naked>>
<br><br>
Red-faced, you run off down the hallway while the other students look on in confusion.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<underlowerruined>><<lowerruined>><<unset $pantsed>><<set $eventskip to 1>><</link>>
<<else>>
One of the students pulls hard, ripping your $pantsed.lower <<if $pantsed.underlower isnot "naked">> and your $pantsed.underlower <</if>> entirely off your body, leaving you completely naked on the bottoms.
<br><br>
"Look, everyone!" your tormentor shouts.
<br><br>
Before you can do anything, the hallway erupts with cheers, screams, and laughter. You're surrounded by your classmates, who can all see your naked genitals and exposed ass.
<<schoolrep_naked>>
<br><br>
The pantser holds your torn clothes in <<his>> hand. "I guess I don't know my own strength," <<he>> says, laughing.
<br><br>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Flaunt|Hallways Pantsed Flaunt]]>><<set $phase to 4>><</link>><<exhibitionist5>>
<br>
<</if>>
<<link [[Run|Hallways Pantsed Run]]>><<trauma 2>><<stress 6>><<set $phase to 4>><</link>><<gstress>><<gtrauma>>
<</if>>
<<elseif $pantsed.underlowerintegrity lte 0 and $pantsed.underlower isnot "naked">>
/* only underwear got destroyed */
<<if playerChastity()>>
One of the students pulls hard, yanking your $pantsed.lower down to your feet and ripping your $pantsed.underlower to shreds.
<br><br>
"Look, every..." your tormentor cuts off when <<he>> sees your <<if $worn.genitals.name is "chastity parasite">>sealed penis<<else>>protected genitals<</if>>. All the other students look curiously at it. A few laugh nervously.
<<schoolrep_naked>>
<br><br>
You quickly pull your $pantsed.lower up, hiding your $worn.genitals.name from the other students. You run off red-faced, the other students looking after you in confusion.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<clotheson>><<underlowerruined>><<unset $pantsed>><<set $eventskip to 1>><</link>>
<<else>>
One of the students pulls hard, yanking your $pantsed.lower down to your feet and ripping your $pantsed.underlower to shreds.
<br><br>
"Look, everyone!" your tormentor shouts.
<br><br>
Before you can do anything, the hallway erupts with cheers, screams, and laughter. You're surrounded by your classmates, who can all see your naked genitals and exposed ass.
<<schoolrep_naked>>
<br><br>
The pantser holds your torn underwear in <<his>> hand. "I guess I don't know my own strength," <<he>> says, laughing.
<br><br>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Flaunt|Hallways Pantsed Flaunt]]>><<set $phase to 2>><</link>><<exhibitionist5>>
<br>
<</if>>
<<link [[Run|Hallways Pantsed Run]]>><<trauma 2>><<stress 6>><<set $phase to 2>><</link>><<gstress>><<gtrauma>>
<</if>>
<<elseif $pantsed.lowerintegrity lte 0>>
/* only bottoms get destroyed and player is wearing underwear */
<<if playerChastity()>>
One of the students pulls hard, ripping your $pantsed.lower to shreds and yanking your $pantsed.underlower down to your feet, but your <<print $worn.genitals.name>> stays in place.
<br><br>
"Look, every..." your tormentor cuts off when <<he>> sees your <<if $worn.genitals.name is "chastity parasite">>sealed penis<<else>>protected genitals<</if>>. All the other students look curiously at it. A few laugh nervously.
<<schoolrep_naked>>
<br><br>
You quickly pull your $pantsed.underlower up, hiding your $worn.genitals.name from the other students. You run off red-faced, the other students looking after you in confusion.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<clotheson>><<lowerruined>><<unset $pantsed>><<set $eventskip to 1>><</link>>
<<else>>
One of the students pulls hard, ripping your $pantsed.lower to shreds and yanking your $pantsed.underlower down to your feet, leaving you completely naked below the waist.
<br><br>
"Look, everyone!" your tormentor shouts.
<br><br>
Before you can react, the hallway erupts with cheers, screams, and laughter. You're surrounded by your classmates, who can all see your naked genitals and exposed ass.
<<schoolrep_naked>>
<br><br>
The pantser holds your ripped bottoms in <<his>> hand. "I guess I don't know my own strength," <<he>> says, laughing.
<br><br>
With your bottoms ripped off, there's no way to cover yourself. Several students in the crowd are pulling out phones, taking videos and pictures of your bottomless ordeal.
<br><br>
<<if hasSexStat("exhibitionism", 4)>>
<<link [[Flaunt|Hallways Pantsed Flaunt]]>><<set $phase to 1>><</link>><<exhibitionist4>>
<br>
<</if>>
<<link [[Run|Hallways Pantsed Run]]>><<trauma 2>><<stress 6>><<set $phase to 1>><</link>><<gstress>><<gtrauma>>
<</if>>
<<else>>
<<underlowerstrip>><<lowerstrip>>
<<if playerChastity()>>
One of the students pulls hard, yanking your $pantsed.lower <<if $pantsed.underlower isnot "naked">>and your $pantsed.underlower<</if>> down to your feet.
"Look, every..." your tormentor cuts off when <<he>> sees your <<if $worn.genitals.name is "chastity parasite">>sealed penis<<else>>protected genitals<</if>>. All the other students look curiously at it. A few laugh nervously.
<<schoolrep_naked>>
<br><br>
You quickly pull your clothes back up, hiding your $worn.genitals.name from the other students. You run off red-faced, the other students looking after you in confusion.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<unset $pantsed>><<clotheson>><<set $eventskip to 1>><</link>>
<<elseif $pantsed.underlower is "naked">>
One of the students pulls hard, yanking your $pantsed.lower down to your feet.
"Look, everyone!" your tormentor shouts. "<<pShes>> not wearing underwear!" Before you can do anything, the hallway erupts with cheers, screams, and laughter. You're surrounded by your classmates, who can all see your naked genitals and exposed ass.
<<schoolrep_naked>>
<br><br>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Flaunt|Hallways Pantsed Flaunt]]>><<set $phase to 3>><</link>><<exhibitionist5>>
<br>
<</if>>
<<link [[Run|Hallways Pantsed Run]]>><<trauma 2>><<stress 6>><<set $phase to 3>><</link>><<gstress>><<gtrauma>>
<<else>>
One of the students pulls hard, yanking your $pantsed.lower and your $pantsed.underlower down to your feet.
<br><br>
"Look, everyone!" your tormentor shouts.
<br><br>
Before you can react, the hallway erupts with cheers, screams, and laughter. You're surrounded by your classmates, who can all see your naked genitals and exposed ass.
<<schoolrep_naked>>
<br><br>
<<if hasSexStat("exhibitionism", 4)>>
<<link [[Flaunt|Hallways Pantsed Flaunt]]>><<set $phase to 3>><</link>><<exhibitionist4>>
<br>
<</if>>
<<link [[Run|Hallways Pantsed Run]]>><<trauma 2>><<stress 6>><<set $phase to 3>><</link>><<gstress>><<gtrauma>>
<</if>>
<</if>><<effects>>
<<if $phase lt 4>>
You put on your most casual face.
<br><br>
"What? What's everyone looking at?" you say innocently. "Is there something on my face?"
<br><br>
The other students laugh and cheer as you feign ignorance.
You turn around, letting everyone get a look at your fully naked butt and exposed <<genitals>>.<<ggarousal>><<arousal 1200>>
<br><br>
Several students have their phones out, recording your whole display. You realise that most of the school will see this soon. You are surrounded by your peers, seeing you in this state of undress.
<br><br>
"What's going on?" you hear one of the teachers shout over the crowd. The crowd quickly begins to disperse.
<<if $phase is 1>>
You quickly bend over, pull up your $pantsed.underlower and run in the opposite direction.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<unset $pantsed>><<set $eventskip to 1>><<clotheson>><<lowerruined>><</link>>
<<else>>
You quickly bend over, pull up your bottoms, fix your clothing and walk in the opposite direction.
<br><br>
<<if $phase is 2>>
<<link [[Next|Hallways]]>><<endevent>><<unset $pantsed>><<set $eventskip to 1>><<clotheson>><<underlowerruined>><</link>>
<<else>>
<<link [[Next|Hallways]]>><<endevent>><<unset $pantsed>><<set $eventskip to 1>><<clotheson>><</link>>
<</if>>
<</if>>
<<else>>
You put on your most innocent face. "What? Is there something on my face?" you say. The crowd laughs.
<br><br>
You spin around in mock confusion, showing everyone your fully exposed <<genitals>> and naked butt.<<ggarousal>><<arousal 1200>>
<br><br>
You look down, pretending to notice your nudity for the first time. "Oh! Silly me, did I forget to wear my pants again?"
<br><br>
The rest of the students are roaring with cheers and laughter. Most of them have their phones out, capturing your entire bottomless performance.
<br><br>
"What's going on?" you hear one of the teachers shout over the crowd. The crowd quickly begins to disperse. Left without a means to cover yourself, you run off in the opposite direction.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<unset $pantsed>><<set $eventskip to 1>><<lowerruined>><<underlowerruined>><</link>>
<</if>><<effects>>
<<if $phase is 1>>
You pull your $pantsed.underlower up, but that still leaves you pantless in front of all your peers. You run off down the hallway, the laughter and cheers following you all the way.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<clotheson>><<unset $pantsed>><<lowerruined>><<set $eventskip to 1>><</link>>
<<elseif $phase is 2>>
You pull your $pantsed.lower up, letting the pantser keep your underwear. You run off down the hallway, the laughter and cheers following you all the way.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<clotheson>><<unset $pantsed>><<underlowerruined>><<set $eventskip to 1>><</link>>
<<elseif $phase is 3>>
You pull your <<if $pantsed.underlower isnot "naked">>$pantsed.underlower and <</if>>$pantsed.lower up and run off down the hallway, the laughter and cheers following you all the way.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<clotheson>><<unset $pantsed>><<set $eventskip to 1>><</link>>
<<else>>
Unable to do anything else, you run off down the hallway. Cheers and laughter follow you as you run off, the other students watching your naked ass until you turn a corner out of sight.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<unset $pantsed>><<lowerruined>><<underlowerruined>><<set $eventskip to 1>><</link>>
<</if>><<effects>>
<<if $phase is 0>> /* Intervene */
<<if $speech_attitude is "meek">>
You take a deep breath and cautiously approach them from behind. "Um, excuse me? I don't... think that's your locker...?"
<<elseif $speech_attitude is "bratty">>
"Hey!" You stomp up to them from behind. "What the fuck do you think you're doing? That's not your locker."
<<else>>
"What are you two doing?" you ask as you approach them from behind. "That's not your locker."
<</if>>
<br><br>
The two delinquents simultaneously turn to look at you, then at each other.
<br><br>
<<link [[Next|Hallways Delinquent Lockers 2]]>><</link>>
<br>
<<else>> /* Ignore them */
You simply give them a wide berth, and continue on your way.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><<clearNPC locker_key_owner>><</link>>
<br>
<</if>><<effects>>
<<if $whitneyromance is 1 and C.npc.Whitney.love gte 25>>
<<if $cool gte 240>>
The <<person1>><<person>> and <<person2>><<person>> look at you again with nervous, placating grins.
<br><br>
"Oh, wow, you're totally right! We must've gotten them mixed up, eh? Oops!"
<br><br>
The <<person1>><<person>> doesn't even bother to sound genuine, but the <<person2>><<person>> puts the dirty magazine back in the locker, and the <<person1>><<person>> shuts the door and locks it again.
<br><br>
<<He>> tosses the key to you, and they both immediately make themselves scarce.
<br><br>
You relax now that the delinquents have left. You look at the key in your hand, then at the locker it belongs to.
<br><br>
<<link [[Raid the locker yourself|Hallways Delinquent Lockers End]]>><<set $phase to 0>><<crimeUp 1 "petty">><</link>><<crime "petty">>
<br>
<<link [[Find the locker's owner and return their key|Hallways Delinquent Lockers End]]>><<endevent>><<set $phase to 1>><</link>>
<br>
<<else>>
They shoot you annoyed looks, and the <<person2>><<person>> scoffs.
<br><br>
"Fucking killjoy," <<he>> mutters as <<he>> returns the dirty mag. The <<person1>><<person>> rolls <<his>> eyes and slams the locker shut. <<He>> doesn't bother locking it, and shoves the key into <<his>> pocket.
<br><br>
The two of them skulk off, glaring at you as they do, but at least they don't pick a fight.
<br><br>
You relax now that the delinquents have left, and continue on to your destination.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><<clearNPC locker_key_owner>><</link>>
<br>
<</if>>
<<else>>
They both start laughing.
<br><br>
"'That's not your locker'!" the <<person1>><<person>> mocks. "I've got the key for it, don't I? How do you know it's not mine, huh?"
<br><br>
"Seems like the <<girl>>'s trying to play hero." The <<person2>><<person>> grabs you and shoves you against another locker. "Why don't we teach this goodie two-shoes a lesson about how <<pshe>> ought to be treating <<pher>> betters?"
<br><br>
<<saveNPC 0 key_bully_0>><<saveNPC 1 key_bully_1>>
<<endevent>>
<<loadNPC 0 key_bully_0>><<loadNPC 1 key_bully_1>>
<<clearNPC key_bully_0>><<clearNPC key_bully_1>>
<<link [[Next|Hallways Delinquent Lockers Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<if $delinquency lt 400>><<enable_rescue>><</if>>
The delinquents close in on you.
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate "<span class='red'>No one comes to your aid, likely due to your reputation as a delinquent.</span>">>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Hallways Delinquent Lockers Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Hallways Delinquent Lockers Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The two of them lean against a locker, still recovering from their orgasms.
<br><br>
<<tearful>> you wriggle away and attempt to make your escape. You notice the locker key lying on the floor. It must have fallen during the action.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Leave it there|Hallways Delinquent Lockers End]]>><<set $phase to 2>><</link>>
<br>
<<link [[Find the locker's owner and return their key|Hallways Delinquent Lockers End]]>><<set $phase to 1>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
"Fuck!"
<br><br>
The delinquents stagger away from you, looking surprised that you put up more of a fight than they expected.
<br><br>
"You stupid fucking slut...!"
<br><br>
The <<person1>><<person>> and the <<person2>><<person>> exchange frustrated looks, before running off down the hall.
<br><br>
<<tearful>> you notice the locker key on the floor, forgotten.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Raid the locker yourself|Hallways Delinquent Lockers End]]>><<set $phase to 0>><<crimeUp 1 "petty">><</link>><<crime "petty">>
<br>
<<link [[Find the locker's owner and return their key|Hallways Delinquent Lockers End]]>><<set $phase to 1>><</link>>
<br>
<<else>>
Having heard your scream, a teacher comes rushing around a nearby corner. "What's going on here?"
<br><br>
The delinquents curse, and one of them gives you one last kick before they both run away.<<pain 4>><<gpain>>
<br><br>
The teacher makes sure you're alright before letting you go. <<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><<clearNPC locker_key_owner>><</link>>
<br>
<</if>><<effects>>
<<if $phase is 0>> /* Raid the locker yourself */
You open the locker yourself and examine its contents. Besides the explicit magazine, there's not much besides a couple school textbooks and bits of rubbish. However, you do find some loose change that totals to <<rng 1 5>><<moneyGain $rng true true>>.
<<elseif $phase is 1>> /* Find the locker's owner and return their key */
<<loadNPC 0 locker_key_owner>><<person1>>
You look for the <<person>> that the key belongs to and return it to <<him>>. <<Hes>> very grateful, and thanks you multiple times before going on <<his>> way. <<status 1>><<gcool>>
<<else>> /* Leave it there */
You don't want to risk getting noticed and grabbed at again. You sneak away while you have the chance.
<</if>>
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><<clearNPC locker_key_owner>><</link>>
<br><<effects>>
You ignore the group and keep moving down the hallway.
<<set $danger to random(1, 10000)>>
<<if $danger gte (9900 - $allure)>>
<span class="red">It's no use.</span> A few moments later, the group surrounds you.
<br><br>
<<if $phase is 0>>
"Hey, look! Someone left trash lying around," says a <<person1>><<person>>, taking a step towards you.
<br><br>
"Well, we can't have that," says a <<person2>><<person>>, moving up behind you. "Trash belongs in the trash bin!" The group bursts into laughter.
<br><br>
Hands reach for you, and you're helpless to resist the students as they pick you up and carry you over to a nearby trash can. Hoisting your ankles high into the air, <span class="pink">they shove you head first into the trash.</span> The smell of the garbage is awful, making you gag. <<ggstress>><<stress 6>>
<br><br>
You can hear them laughing and jeering as you struggle inside the trash can. Some of them even kick the bin a few times, and the echo is painfully loud in the enclosed space.
<br><br>
<<outfitChecks>>
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
To make matters worse, you feel the hem of your <<bottoms>> slide up your thighs, letting the students <span class="lewd">get a good look at your <<undies>>.</span> The laughter redoubles. <<gstress>><<stress 3>>
<<if !_underwear>> <<schoolrep_naked>> <</if>>
<br><br>
<</if>>
<<link [[Next|Hallways Group End]]>><</link>>
<br>
<<elseif $phase is 1>>
<<outfitChecks>>
A <<person1>><<person>> in front of you steps forward and <<pullsdown>> your <<bottoms>> before you can react, exposing your <<undies>> to the whole group. Blushing, you try to cover yourself as the students cheer. <<gstress>><<stress 3>>
<br><br>
You reach out to try and wrestle your <<bottoms>> away from the <<person>>, but several people behind you step forward and grab the rear waistband of your <<undies>>, then pull sharply upward. <span class="pink">Their combined strength is enough to lift you off the floor!</span>
<br><br>
You yelp and struggle, but the <<person>> prevents you from freeing yourself. You feel your <<undies>> wedge up painfully against your <<genitals>> and through the cheeks of your <<bottom>>. <<gpain>><<pain 2>>
<br><br>
Keeping a firm grip on your <<undies>>, the students behind you drop and catch you a few times, causing a great deal of suffering and damaging your <<undies>>. <<ggpain>><<pain 6>>
<br><br>
<<link [[Next|Hallways Group End]]>><<set $phase to 6>><</link>>
<br>
<</if>>
<<else>>
They follow you for a bit longer, then turn away and enter a classroom together. <span class="green"> It seems you were just imagining things.</span>
<br><br>
<<link [[Next|Hallways]]>><<pass 1>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
<<if $phase is 1>>
You join the students as they sneak up behind the dorky <<person3>><<personsimple>>. <<He>> turns in surprise just as the <<person1>><<person>> shouts, "I think this trash belongs in the bin!"
<br><br>
You and a <<person2>><<person>> reach out and grab the <<person3>><<person>>, lifting <<him>> up and carrying <<him>> over to a nearby trash can, to the cheers of the group. It's a collective effort, but you manage to shove <<him>> head first into the bin.
<br><br>
The <<personsimple>> flails and kicks <<his>> legs frantically,
<<if $NPCList[$index].clothes.lower.name.includes("skirt")>>
causing <<his>> $NPCList[$index].clothes.lower.name to flip up and <span class="lewd">expose <<his>> <<if $pronoun is "m">>briefs<<else>>panties<</if>> for everyone to see.</span>
<<else>>
to no effect.
<</if>>
It's pretty hilarious.
<br><br>
The <<person2>><<person>> takes pictures while some of the others kick the trash bin, much to everyone's amusement.
<br><br>
<<elseif $phase is 2>>
You hang back as the students sneak up behind the dorky <<person3>><<personsimple>>. <<Hes>> caught completely by surprise when a <<person2>><<person>> grabs <<person3>><<him>> from behind as the <<person1>><<person>> shouts, "I think this trash belongs in the bin!"
<br><br>
You watch on as the group of popular students pick up the now-terrified <<person3>><<personsimple>> and carry <<him>> over to a nearby trash can, then lift <<his>> legs up into the air and shove <<him>> into it head first.
<br><br>
The <<person>> flails and kicks <<his>> legs frantically,
<<if $NPCList[$index].clothes.lower.name.includes("skirt")>>
causing <<his>> $NPCList[$index].clothes.lower.name to flip up and <span class="lewd">expose <<his>> <<if $pronoun is "m">>briefs<<else>>panties<</if>> for everyone to see.</span>
<<else>>
to no effect.
<</if>>
You feel bad for <<him>>.
<br><br>
The <<person2>><<person>> takes pictures while some of the others kick the trash bin, much to the group's amusement and the <<person3>><<persons>> misery.
<br><br>
<<elseif $phase is 3>>
You join the students as they surround the suddenly wary <<person3>><<personsimple>>. You take the lead, stepping forward to yank <<person3>><<his>> $NPCList[$index].clothes.lower.name down to the floor in one swift motion, <span class="lewd">exposing <<his>> <<if $pronoun is "m">>briefs<<else>>panties<</if>> for everyone to see.</span>
<br><br>
The blushing <<personsimple>> tries to cover <<himself>>, leaning down to pick up <<his>> $NPCList[$index].clothes.lower.name, giving you and two other students the opportunity to grab the rear waistband of <<his>> <<if $pronoun is "m">>briefs.<<else>>panties.<</if>>
<br><br>
With a collective effort, you hoist the <<person>> up into the air by <<his>> <<if $pronoun is "m">>briefs<<else>>panties<</if>>, causing <<him>> to yelp. <<He>> looks ridiculous, hanging there by <<his>> underwear.
<br><br>
You and the two holding <<him>> up drop and catch <<him>> a few times, forcing the tearing fabric deeper and deeper into <<his>> crotch as <<he>> struggles.
<br><br>
<<elseif $phase is 4>>
You stand back as the students surround the suddenly wary <<person3>><<personsimple>>. The <<person1>><<person>> grabs <<person3>><<him>> while a <<person2>><<person>> yanks <<person3>><<his>> $NPCList[$index].clothes.lower.name down to the floor, <span class="lewd">exposing <<his>> <<if $pronoun is "m">>briefs<<else>>panties<</if>> for everyone to see.</span>
<br><br>
The blushing <<personsimple>> desperately tries to cover <<himself>>, leaning down to pick up <<his>> $NPCList[$index].clothes.lower.name, giving several students the opportunity to grab the rear waistband of <<his>> <<if $pronoun is "m">>briefs.<<else>>panties.<</if>>
<br><br>
The popular students hoist the <<person3>><<person>> by <<his>> <<if $pronoun is "m">>briefs,<<else>>panties,<</if>> causing <<him>> to yelp in terror. <<He>> looks miserable as <<he>> hangs there, and you can't help but feel guilty.
<br><br>
The students drop and catch <<him>> a few times, forcing the tearing fabric deeper and deeper into <<his>> crotch as <<he>> wails in pain.
<br><br>
<<elseif $phase is 5>>
You can't let this happen. You step between your peers and the orphan <<person3>><<personsimple>> before they can do anything.
<<if $speech_attitude is "meek">>
"No, d-don't! We can just leave <<him>> alone," you say.
<<elseif $speech_attitude is "bratty">>
"What the hell is wrong with you guys?" you say, putting your hands on your hips. "Just leave <<him>> alone."
<<else>>
"No, don't! <<He>> already has enough going on," you say.
<</if>>
<br><br>
The group pauses, and the leader protests, but you stand firm and eventually they agree to call off their prank. As they walk away, you hear a <<person2>><<person>> grumbling about how you're no fun.
<br><br>
<</if>>
<<link [[Next|Hallways Group End]]>><</link>>
<br><<effects>>
<<if $phase is 0>>
After a minute or so, the group of popular students gets bored of their game. They let go of your legs, causing the trash can to tumble over. One <<person3>><<personsimple>> gives the bin a final kick, then the group wanders off. <<gpain>><<pain 2>>
<br><br>
You gingerly crawl out of the trash can, your ears ringing. You clean off as much of the trash as you can, then fix your clothes. <<lcool>><<gstress>><<gtrauma>><<status -6>><<stress 6>><<trauma 6>>
<br><br>
<<elseif $phase is 1 or $phase is 2>>
When the group gets bored, <<if $phase is 1>> you <<else>> they <</if>> let go of the <<person3>><<persons>> leg and let the trash can tumble over with <<him>> inside.
<br><br>
<<He>> crawls out of the garbage, fixes <<his>> clothes, then hurries away from the jeering group.
<br><br>
<<elseif $phase is 3>>
After repeating the cycle of bouncing, the <<persons>> <<if $pronoun is "m">>briefs<<else>>panties<</if>>
<<if random(1,2) is 1>>
finally give out, tearing off in your hand. The <<personsimple>> falls to the floor, <span class="lewd">naked from the waist down.</span>
<br><br>
The students around you jeer and catcall the <<person>> as <<he>> looks up at you, horrified.
<br><br>
<<else>>
have begun to stretch out significantly. Seeing an opportunity to humiliate the <<personsimple>> further, the <<person1>><<person>> grabs the rear waistband from your hand and pulls it over <<person3>><<his>> head, before letting go.
<br><br>
The elastic loudly snaps back against the <<personsimple>>'s eyebrows. <<He>> founders for a moment as the group of popular students laugh and take photos, before managing to push it off.
<br><br>
<</if>>
Finding <<himself>> free, the <<person>> quickly grabs up <<his>> $NPCList[$index].clothes.lower.name and sprints down the hall, out of sight. A <<person2>><<person>> congratulates you on your technique.
<br><br>
<<elseif $phase is 4>>
After the students repeat the cycle of torment, the <<persons>> <<if $pronoun is "m">>briefs<<else>>panties<</if>>
<<if random(1,2) is 1>>
finally give out, tearing off in the students' hands. The <<personsimple>> falls to the floor, <span class="lewd">naked from the waist down.</span>
<br><br>
The students around <<him>> jeer and catcall the <<personsimple>> as <<he>> looks up with tears in <<his>> eyes.
<br><br>
<<else>>
have begun to stretch out significantly. Seeing an opportunity to humiliate the <<personsimple>> further, the <<person1>><<person>> pulls the rear waistband over <<person3>><<his>> head and lets go.
<br><br>
The elastic snaps back loudly against the <<personsimple>>'s eyebrows. <<He>> founders for a moment as the group of popular students laugh and take photos, before managing to push it off.
<br><br>
<</if>>
Finding <<himself>> free, the <<person>> quickly grabs up <<his>> $NPCList[$index].clothes.lower.name and sprints down the hall away from the group, and you.
<br><br>
<<elseif $phase is 5>>
You watch the group leave, then turn to the <<person3>><<person>>. You tell <<him>> to watch out for popular people like that, and that you won't always be here to protect <<him>>.
<br><br>
<<He>> thanks you for your kindness and hurries off to <<his>> next class. <<ghope>>
<br><br>
<<elseif $phase is 6>>
<<outfitChecks>>
<<if _bottomUnder.integrity lte 40>>
After a few more moments of brutal mistreatment, <span class="red">your <<undies>> are torn to scraps.</span> You fall to the ground with a jolt, <span class="lewd">exposed from the waist down.</span> <<gpain>><<gstress>><<pain 3>><<stress 2>>
<<schoolrep_naked>>
<br><br>
A beat of surprise later, the popular students start jeering and catcalling as they stand above you, clutching the remains of your <<undies>>. <<lcool>><<status -6>>
<br><br>
<<else>>
After a few more humiliating bounces, the popular students take turns snapping photos and laugh at your expense as you struggle uselessly. <<lcool>><<gstress>><<status -6>><<stress 4>>
<br><br>
Finally bored of tormenting you, the students holding you up abruptly release your underwear. Taken by surprise, you stumble and fall on your face, <span class="lewd">your <<bottom>> sticking up in the air.</span> The laughter redoubles. <<ggpain>><<pain 6>>
<br><br>
<</if>>
While the <<person>> is distracted, you hastily free your <<bottoms>> and sprint down the hall. Once out of sight, you stop and fix your clothing as best you can. <<gstress>><<gtrauma>><<stress 6>><<trauma 6>>
<br><br>
/* Set at the end so we can still reference the PC's underwear in the passage */
<<set _bottomUnder.integrity -= 40>>
<</if>>
<<link [[Next|Hallways]]>><<pass 2>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
You take a turn down the next side hallway, then break into a quick jog. You take several twists and turns as you move through the school, avoiding the group pursuing you.
<br><br>
By the time you've looped back around to where you started, you're certain that you've lost them.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if Time.schoolDay and !["early","late"].includes($schoolstate)>>
<<if $per_npc.school_nurse>>
You are in the school infirmary. The cabinets are filled with drugs and medical supplies. The beds are unoccupied.
<br><br>
<<if $phase is 1>>
The nurse writes in <<his>> journal, stopping every now and then to glance at you.
<<else>>
<<loadNPC 0 school_nurse>><<person1>>
The nurse stops writing in <<his>> journal and looks up at you. "Is there something I can help you with?"
<<set $phase to 1>>
<</if>>
<<else>>
<<generate1>><<saveNPC 0 school_nurse>>
You enter the school infirmary. The interior is the same as you remember it. It's small and clean, lined with cabinets full with drugs and medical supplies. A couple of beds sit near the back of the room, hidden behind curtains. Students who feel unwell come here to rest.
<br><br>
The nurse, a <<person1>><<person>>, sits at <<his>> desk and writes in <<his>> journal. <<He>> stops to look up when <<he>> hears you enter. "Can I help you?"
<</if>>
<br><br>
<<school_infirmary_options>>
<<else>>
You are alone in the school infirmary. The cabinets are filled with drugs and medical supplies.
<br>
The beds are unoccupied, but trying to sleep in them now might be a bad idea. You'll get in trouble if you're caught.
<br><br>
<<if $weekly.theft.infirmaryDrugs is "stolen">>
<span class="blue">You've already stolen some drugs. You should wait for a restock before taking any more.</span>
<<elseif $weekly.theft.infirmaryDrugs is "failed">>
<span class="purple">The lock on the cabinet is broken. You won't be able to break in until it's fixed.</span>
<<else>>
<<schoolicon "infirmary">><<link [[Rummage through the cabinets|School Infirmary Drugs]]>><</link>>
<</if>>
<br>
<<getouticon>><<link [[Leave|Hallways]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $speech_attitude is "meek">>
"I-I don't feel so good," you say, your gaze downcast. "May I have something to help with the pain, please?"
<<elseif $speech_attitude is "bratty">>
"Can't you see I'm in pain?" you ask impatiently. "I need pills or something."
<<else>>
"I'm in pain. Is there anything that could help me?" you ask.
<</if>>
<br><br>
<<if $daily.infirmaryPainkiller is 1>>
"Still sore? But I already gave you a pill." <<He>> shakes <<his>> head. "Sorry, <<girl>>. I'm not allowed to prescribe you any more."
<br><br>
<<school_infirmary_options>>
<<else>>
The nurse beckons for you to come closer. You do so. <<He>> swivels <<his>> chair to face you and cups a hand under your chin, tilting your head this way and that as <<he>> examines you from top to toe.
<br><br>
<<if $pain gte 40>>
<<He>> frowns and nods. "Yeah, I can tell you've had it rough."
<br><br>
<<He>> walks over to the cabinet, unlocking it with a click. <<He>> rummages around until <<he>> pulls out a small glass bottle. <<He>> pops it open and shakes it. A white pill falls into <<his>> palm.
<br><br>
"This should make the pain go away. You might feel a little drowsy, though. Do you think you can handle it?"
<br><br>
<<link [[Take it|School Infirmary Painkiller Take]]>><<tiredness 18>><<pain -20>><<set $daily.infirmaryPainkiller to 1>><</link>><<lllpain>><<gggtiredness>>
<br>
<<link [[Decline|School Infirmary Painkiller Decline]]>><</link>>
<br>
<<else>>
<<He>> furrows <<his>> brow. "You don't look like you're in pain." You open your mouth to protest, but <<he>> holds up <<his>> hand dismissively. "Come back when you really have it bad. It's not a good idea to stuff your body with drugs."
<br><br>
<<school_infirmary_options>>
<</if>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<wearProp "solo cup">>
The nurse hands you the pill, along with a cup of water. You down them both. Almost immediately you feel a great relief, though your eyelids feel a bit heavier.
<br><br>
The nurse watches you for a moment, then jots something down in <<his>> journal. <<He>> returns to <<his>> desk without another word.
<br><br>
<<school_infirmary_options>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
The nurse shrugs. "Suit yourself." <<He>> places the bottle back in the cabinet, locking it shut before returning to <<his>> work.
<br><br>
<<school_infirmary_options>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $speech_attitude is "meek">>
"May I take a nap here?" you ask. "I feel so tired..."
<<elseif $speech_attitude is "bratty">>
You approach one of the beds and yank back the curtain. "I'm here to sleep."
<<else>>
"Can I take a nap here?" you ask.
<</if>>
<br><br>
<<if ["first","second","third","fourth","fifth"].includes($schoolstate)>>
<<if $daily.infirmaryBed is 1>>
The nurse shakes <<his>> head. "Leighton would have my head if I let you stay any longer." <<He>> turns away. "You're just gonna have to tough it out, sweetheart. Sorry."
<br><br>
<<school_infirmary_options>>
<<else>>
The nurse gets up from <<his>> desk and walks over to you. <<He>> cups a hand under your chin, tilting your head upwards. <<He>> narrows <<his>> eyes, <<his>> gaze boring into you as <<he>> scrutinises your expression.
<br><br>
<<if $tiredness gte (C.tiredness.max / 5) * 3>>
Finally, <<he>> steps away from you and sighs. "You folks should sleep at night instead of partying. Alright. I can see you're tired." <<He>> glances at <<his>> watch. "I'll wake you up in half an hour. That ought to get you through the rest of the school day."
<br><br>
<<link [[Accept (0:30)|School Infirmary Bed]]>><<set $phase to 1>><</link>><<ltiredness>><<gdelinquency>>
<br>
<<link [[Decline|School Infirmary Bed Decline]]>><</link>>
<br>
<<else>>
Finally, <<he>> steps away from you and shakes <<his>> head. "You don't look tired. Looks more like you're just fishing for an excuse to skip class."
<br><br>
<<He>> sits back at <<his>> desk, dismissing your protests with a wave over <<his>> shoulder. "Go back to class before you get in any more trouble, and quit wasting my time."
<br><br>
<<school_infirmary_options>>
<br>
<</if>>
<</if>>
<<elseif $schoolstate is "morning">>
"You're tired already?" the nurse asks in disbelief. "Did you get any sleep last night?"
<br><br>
<<He>> starts to lecture you, but <<he>> soon gives up with a sigh. <<He>> glances at <<his>> watch.
<br><br>
<<if Time.hour is 8 and Time.minute gte 30>>
"Class is supposed to start soon, isn't it? Pop by if you're still feeling tuckered out by then. But you best believe I'm not letting you sleep through class before the school day's even started, young <<lady>>."
<br><br>
<<He>> returns to <<his>> work. <<His>> tone offers no room for argument.
<br><br>
<<school_infirmary_options>>
<br>
<<else>>
"I'll give you thirty minutes. That should be enough to get you through the day."
<br><br>
<<link [[Accept (0:30)|School Infirmary Bed]]>><<set $phase to 0>><</link>><<ltiredness>>
<br>
<<link [[Decline|School Infirmary Bed Decline]]>><</link>>
<br>
<</if>>
<<elseif $schoolstate is "lunch">>
The nurse looks at <<his>> watch,
<<if Time.minute gte 30>>
and frowns. "You'd be late to class."
<<if $daily.infirmaryBed is 1>>
<<He>> gives you a stern look. "I already bent the rules for you once today. You'll just have to tough it out, <<girl>>."
<br><br>
<<school_infirmary_options>>
<<else>>
<<He>> looks up at you. "Hold still."
<br><br>
The nurse rises from <<his>> desk and walks over to you. <<He>> cups a hand under your chin and tilts your head upwards. <<He>> narrows <<his>> eyes, staring deeply into yours.
<br><br>
<<if $tiredness gte (C.tiredness.max / 5) * 3>>
Finally, <<he>> steps away from you and sighs. "You folks should spend less time partying. Alright. I can see you're tired." <<He>> glances at <<his>> watch. "I'll wake you up in half an hour. That ought to get you through the rest of the school day."
<br><br>
<<link [[Accept (0:30)|School Infirmary Bed]]>><<set $phase to 1>><</link>><<ltiredness>><<gdelinquency>>
<br>
<<link [[Decline|School Infirmary Bed Decline]]>><</link>>
<br>
<<else>>
Finally, <<he>> steps away from you and shakes <<his>> head. "You don't look tired. Looks more like you're just fishing for an excuse to skip class." <<He>> sits back at <<his>> desk, dismissing your protests with a wave over <<his>> shoulder. "Go get yourself ready for class, and quit wasting my time."
<br><br>
<<school_infirmary_options>>
<</if>>
<</if>>
<<else>>
and nods. "Fine. I'll wake you up in half an hour."
<br><br>
<<link [[Accept (0:30)|School Infirmary Bed]]>><<set $phase to 0>><</link>><<ltiredness>>
<br>
<<link [[Decline|School Infirmary Bed Decline]]>><</link>>
<br>
<</if>>
<<else>>
The nurse rolls <<his>> eyes. "This isn't a daycare. Go home if you need a rest." <<He>> returns to <<his>> work, shaking <<his>> head.
<br><br>
<<school_infirmary_options>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<pass 30>><<tiredness -12>>
You lie down on a spare bed. The mattress is too firm and the blanket is too thin, but it's better than nothing.
<br><br>
The nurse makes a note in <<his>> journal.
<<if $phase is 1>><<set $daily.infirmaryBed to 1>>
"I'll have to inform the teaching staff about your visit," <<he>> says. "It'll still count as truancy, but at least they'll know where you were."
<<else>>
"Alright, <<girl>>," <<he>> says. "Sleep tight."
<</if>>
<<He>> draws the curtain shut around you. You close your eyes and rest.
<br><br>
As promised, the nurse wakes you up after thirty minutes of much needed rest. <<He>> also gives you a pill to keep you on your toes for some time.
<br><br>
<<school_infirmary_options>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
The nurse nods. "If you say so. Just don't push yourself, <<girl>>."
<br><br>
<<He>> returns to <<his>> work.
<br><br>
<<school_infirmary_options>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You walk up to one of the glass cabinets. Countless bottles of pills and assorted medication line the shelves.
<<if $skulduggery gte 100 and !$weekly.theft.infirmaryDrugs>>
<span class="blue">If you were alone, you might be able to snatch some for yourself.</span>
<</if>>
<br><br>
<<if $delinquency gte 200 or $weekly.theft.infirmaryDrugs>>
The sound of the nurse clearing <<his>> throat behind you snaps you back to reality. <<He>> watches you with a glare, <<his>> arms crossed. You sheepishly back away from the cabinet.
<br><br>
<<if $weekly.theft.infirmaryDrugs is "failed">>
"Some punk tried breaking in. Broke the lock, too," <<he>> explains. "Sorry if I'm a little on edge."<<stress 2>><<gstress>>
<<elseif $weekly.theft.infirmaryDrugs is "stolen">>
"Some punk broke in and got ahold of some drugs," <<he>> huffs. "I'm not keen on getting another earful from the <<nnpc_title "Leighton">>, so keep your mitts away from that cabinet."
<<else>>
"Don't even think about it," <<he>> warns in a deadpan tone. "It's locked for a reason."
<</if>>
<br><br>
<<He>> goes back to work, keeping a watchful eye on you.
<<else>>
The nurse doesn't pay you any mind as you back away from the cabinet.
<</if>>
<br><br>
<<school_infirmary_options>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You approach the cabinets. They're locked up tight. Behind the glass, you see several bottles of pills stacked on top of each other.
<br><br>
<<set $skulduggerydifficulty to 400>>
<<schoolicon "infirmary">><<link [[Break in (0:01)|School Infirmary Steal Drugs]]>><<pass 1>><</link>><<skulduggerydifficulty>><<crime "trespassing">>
<br>
<<getouticon>><<link [[Leave it alone|School Infirmary]]>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<<wearProp "pill bottle">>
<span class="green">You break into the cabinet with ease.</span> You scan the contents for anything worth taking.
<br><br>
<<if ($sciencetrait gte 3 and random(1, 5) is 5) or random(1, 10) is 10>>
Your eyes are drawn to a pink glass bottle, hidden at the back of a shelf. There's no label. The pills don't look like any you've seen before.
<<set $blackmoney += 300>><<crimeUp 300 "thievery">>
<<elseif $sciencetrait gte 2 and random(1, 10) gte 6>>
A bottle on the top shelf catches your eye. It's unremarkable, but you recognise the drugs for their hallucinogenic properties. Someone on the black market may be interested.
<<set $blackmoney += 300>><<crimeUp 300 "thievery">>
<<elseif $sciencetrait gte 1 and random(1, 10) gte 6>>
You grab a box of a specialised allergy medicine. Not the kind you can pick up at a pharmacy. Someone may be willing to pay for them.
<<set $blackmoney += 200>><<crimeUp 200 "thievery">>
<<elseif $sciencetrait gte 1>>
You settle on some bottles of high-quality painkillers from a recognised brand. Someone may be willing to pay for them.
<<set $blackmoney += 150>><<crimeUp 150 "thievery">>
<<else>>
You're unfamiliar with most of the products, so you grab a handful of medication. Someone may be willing to pay for them.
<<set $blackmoney += 100>><<crimeUp 100 "thievery">>
<</if>>
<br><br>
Satisfied with your haul, you close the cabinet door. It clicks shut.
<<set $weekly.theft.infirmaryDrugs to "stolen">>
<<else>>
You try to pry open the cabinets, <span class="red">but the lock proves too complex for you.</span> Worse yet, you hear a snap within the mechanism. You must've broken something.<<stress 2>><<gstress>><<crimeUp 50 "destruction">><<crime "destruction">>
<<set $weekly.theft.infirmaryDrugs to "failed">>
<</if>>
<br><br>
<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">That was too easy. You didn't learn anything.</span>
<br><br>
<</if>>
<<link [[Next|School Infirmary]]>><<handheldon>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You wake up in an unfamiliar bed. Thin curtains surround you, hiding the rest of the room. You must have been taken to the school infirmary.
<br><br>
<<if $trauma lt ($traumamax / 10) * 9>>
Heaving a sigh of relief, you close your eyes and let your body rest.
<br><br>
<<link [[Sleep|School Infirmary Wakeup]]>><</link>>
<br>
<<else>>
You try to sit up, but your body stays glued to the bed. Beyond the curtains, you hear a voice.
<<if $per_npc.school_nurse>>
It sounds like the school nurse.
<</if>>
Slipping in and out of consciousness, you only catch snippets of what's being said.
<br><br>
"... please, the <<girl>>'s showing clear signs of..."
<br>
"... 'unprofessional?' Oh, blow it out your..."
<br>
"... just send someone to pick <<phim>> up as soon..."
<br><br>
You try to listen on, but you can feel your mind giving out. You fall back into a deep sleep.
<br><br>
<<link [[Sleep|School Infirmary Asylum]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
/* overrides random outcome if it's too late for anyone else to be at school, or if the pc meets conditions for unlocking Harper's therapy but hasn't yet done so */
<<if Time.hour gte 17 or ($trauma gt ($traumamax / 10) * 2 and $psych is 0 and !$schoolPsych)>>
<<set _infirmaryVisitor to "nurse">>
<<else>>
<<set _possibleVisitors to []>>
<<set _possibleVisitors.push("none")>>
<<set _possibleVisitors.push("nurse")>>
<<if $dorenintro gte 1 and ["morning","lunch","third","afternoon"].includes($schoolstate)>>
<<set _possibleVisitors.push("Doren")>>
<</if>>
<<if $soup_kitchen_init gte 1 and ["morning","lunch","second","afternoon"].includes($schoolstate)>>
<<set _possibleVisitors.push("River")>>
<</if>>
<<if $museumhorseintro gte 1 and ["morning","lunch","fourth","afternoon"].includes($schoolstate)>>
<<set _possibleVisitors.push("Winter")>>
<</if>>
<<if C.npc.Robin.init is 1 and C.npc.Robin.trauma lte 10>>
<<set _possibleVisitors.push("Robin")>>
<</if>>
<<if $kylarenglish gte 1 and C.npc.Kylar.state isnot "prison">>
<<set _possibleVisitors.push("Kylar")>>
<</if>>
<<if C.npc.Whitney.init is 1 and C.npc.Whitney.state isnot "dungeon">>
<<set _possibleVisitors.push("Whitney")>>
<</if>>
<<set _infirmaryVisitor to _possibleVisitors.random()>>
<</if>>
You don't know how much time has passed by the time you wake up, but your head feels clearer. You draw the curtain aside and get out of the bed.
<br><br>
<<switch _infirmaryVisitor>>
<<case "nurse">>
<<if $per_npc.school_nurse>>
<<loadNPC 0 school_nurse>><<person1>>
The nurse sits at <<his>> desk, reading something.
<<else>>
<<generate1>><<person1>>
<<saveNPC 0 school_nurse>>
A <<person>> sits at the front desk, reading something. It's the school nurse.
<</if>>
<<He>> puts down <<his>> printouts when <<he>> realises you're awake.
<br><br>
"Easy there, <<girl>>," <<he>> says. "Take your time if you're still giddy."
<br><br>
You have a short conversation. The nurse enquires about the reason for your breakdown, so you feed <<him>> generic excuses of being too tired and stressed about school.
<<if $trauma lte ($traumamax / 10) * 2>>
It's enough to satisfy <<him>>. <<He>> makes a quick note in <<his>> journal, then tucks it in <<his>> pocket.
<<else>>
<br><br>
The nurse jots something down in <<his>> journal, brow furrowed. "Sounds like you've been having a rough time, sweetheart."
<<if $psych is 0 and !$schoolPsych>><<set $schoolPsych to 1>>
<br><br>
<<He>> rummages through <<his>> desk drawer, then hands you a small card. "Doctor Harper - Psychiatric Specialist" is emblazoned across the top in crisp letters. Underneath is an address to the civic hospital on Nightingale Street.
<br><br>
"<span class="gold"><<nnpc_He "Harper">> holds private therapy sessions every Friday</span>," the nurse explains. "Do yourself a favour and give <<nnpc_him "Harper">> a visit <<if Time.weekDay is 6>>later<<else>>sometime<</if>>, okay?"
<<else>>
<<He>> sighs. "Can't be helped, I guess. Just try not to push yourself, okay?"
<</if>>
<</if>>
<br><br>
<<if Time.hour gte 17>>
<<He>> glances at <<his>> watch. "Right, you ought to hurry on home." <<He>> looks back to you. "It wouldn't do to let you out by yourself after your episode. How about a ride?"
<br><br>
<<link [[Accept|School Infirmary Nurse Accept]]>><</link>>
<br>
<<link [[Refuse|School Infirmary Nurse Refuse]]>><</link>>
<br>
<<else>>
"Alright then," <<he>> says.
<<if ["first","second","third","fourth","fifth"].includes($schoolstate)>>
"Best not keep your teachers waiting, <<girl>>. Off to class."
<<else>>
"Off you get. I'm busy."
<</if>>
<br><br>
<<He>> ushers you out of the infirmary and into the hall.
<br><br>
<<link [[Leave|Hallways]]>><<endevent>><<infirmary_excused>><</link>>
<br>
<</if>>
<<case "Doren">>
<<npc Doren>><<person1>>
A tall figure stands in front of the bed. <<His>> back is turned, but the red mane tumbling past <<his>> shoulders is unmistakable. It's Doren. <<He>> turns at the sound of you stirring, then kneels beside you.
<br><br>
"You got us all startled, <<lass>>. Are you feeling better? Should I contact the orphanage?"
<br><br>
You tell Doren you're fine. <<He>> looks relieved. Before <<he>> can ask any more questions, you excuse yourself and slip out of the infirmary.
<br><br>
<<if $schoolstate is "third">>
You hear Doren call your name from behind. <<Hes>> caught up before you have a chance to turn.
<br>
"We can still make it back to class if we hurry." <<He>> pauses. "If you feel up to it, that is."
<br><br>
<<link [[Go to class|School Infirmary Doren]]>><<set $phase to 1>><</link>>
<br>
<<link [[Just leave|School Infirmary Doren]]>><<set $phase to 0>><<npcincr Doren dom -1>><</link>>
<br>
<<else>>
<<link [[Leave|Hallways]]>><<endevent>><<infirmary_excused>><</link>>
<br>
<</if>>
<<case "River">>
<<npc River>><<person1>>
River sits at the nurse's desk, drumming <<his>> fingers along the desktop. <<He>> turns to face you, <<his>> gaze as stern as ever.
<br><br>
"Up all night partying, were we?" <<He>> shakes <<his>> head disapprovingly. "To the point of collapsing in broad daylight."
<br><br>
You tell River that you must have spent too much time studying. <<His>> expression leaves you wondering if <<he>> really believes you.
<br><br>
<<if $schoolstate is "second">>
River follows you out into the hall, and waves you towards the maths room. "Come on, now. If we're lucky, the class will still be in one piece."
<br><br>
<<link [[Go with River|School Infirmary River]]>><<set $phase to 1>><</link>>
<br>
<<link [[Just leave|School Infirmary River]]>><<set $phase to 0>><<npcincr River dom -1>><<detention 1>><</link>><<gdelinquency>>
<br>
<<else>>
Not wanting to answer any questions, you quietly excuse yourself.
<br><br>
<<link [[Leave|Hallways]]>><<endevent>><<infirmary_excused>><</link>>
<br>
<</if>>
<<case "Winter">>
<<npc Winter>><<person1>>
Winter stands in front of the nurse's desk. <<He>> speaks in a quiet, explicative voice. <<He>> stops talking as soon as <<he>> sees you awake.
<br><br>
"Good to see you up and running. I wouldn't appreciate my assistant falling ill."
<br><br>
You endure Winter's mild scolding and promise to take better care of yourself.
<br><br>
<<if $schoolstate is "fourth">>
<<He>> scrutinises you. <<He>> looks like <<hes>> about to say something, but settles for a sigh. <<He>> nods at the nurse, then ushers you out the door.
<br><br>
"Poor health is no excuse to neglect your studies," <<he>> says once you're alone. <<He>> starts towards <<his>> classroom, beckoning for you to follow. "Come along."
<br><br>
<<link [[Go with Winter|School Infirmary Winter]]>><<set $phase to 1>><</link>>
<br>
<<link [[Just leave|School Infirmary Winter]]>><<set $phase to 0>><<npcincr Winter dom -1>><<detention 1>><</link>><<gdelinquency>>
<br>
<<else>>
<<He>> reminds that you're always welcome at the museum, then resumes <<his>> conversation with the nurse. You take the opportunity to slip out of the infirmary.
<br><br>
<<link [[Leave|Hallways]]>><<endevent>><<infirmary_excused>><</link>>
<br>
<</if>>
<<case "Robin">>
<<npc Robin>><<person1>>
You see Robin gazing out a window. <<He>> rushes towards you the moment <<he>> realises you're awake.
<br><br>
<<if C.npc.Robin.dom gte 20>>
"You got me scared, you know." <<He>> takes your hand in <<his>> own and gives it a gentle squeeze. <<takeHandholdingVirginity "Robin" `($robinromance is 1 ?'romantic':'consensual')`>>
<<else>>
"Thank goodness you're okay," <<he>> sighs, resting <<if $robinromance is 1>><<his>> head<<else>>a hand<</if>> on your shoulder.
<</if>>
"What happened?"
<br><br>
You assure <<him>> that you must have fainted from a lack of sleep. <<He>> seems to believe you, though <<his>> eyes are full of genuine concern.
<br><br>
<<if ["morning","lunch","afternoon"].includes($schoolstate) or C.npc.Robin.dom gte 20>>
<<He>> suggests you both should go back to the orphanage together.
<br><br>
<<if ["morning","lunch"].includes($schoolstate)>>
"I can get back in time for class," <<he>> reassures you. "But you need to rest."
<br><br>
<<elseif $schoolstate isnot "afternoon">>
"I don't mind missing class," <<he>> says. "This is more important."
<br><br>
<</if>>
<<link [[Go home with Robin (0:25)|School Infirmary Robin Accept]]>><<pass 25>><<npcincr Robin love 1>><<npcincr Robin dom 1>><</link>><<glove>><<gdom>>
<br>
<<link [[Refuse|School Infirmary Robin Refuse]]>><</link>>
<br>
<<else>>
<<He>> looks at the clock and frowns.
<br><br>
<<if $schoolstate is "fourth">>
"We should get to class." <<He>> gives you a concerned look. "Do you think you can make it?"
<br><br>
<<link [[Go to class with Robin|School Infirmary Robin History]]>><<set $phase to 1>><</link>>
<br>
<<link [[Stay here|School Infirmary Robin History]]>><<set $phase to 0>><</link>>
<br>
<<else>>
"I need to get back to class," <<he>> says. "Are you gonna be okay?"
<br><br>
You tell Robin you'll be fine. <<He>> nods and gives you a hug before leaving. You stay in bed a little longer before doing the same.
<br><br>
<<link [[Leave|Hallways]]>><<endevent>><<infirmary_excused>><</link>>
<</if>>
<</if>>
<<case "Kylar">>
<<npc Kylar>><<person1>>
<<run statusCheck("Kylar")>>
You almost trip over something. As you right yourself, Kylar pops up from the floor, <<his>> sketchbook tucked under <<his>> arm. You gasp in surprise.
<br><br>
<<if _kylarStatus.includes("Rage")>>
"What happened? Who were you with? Did they do this to you? Who was it?"
<br>
<<His>> breaths are heavy, and <<he>> inches closer with each question. The nurse has to forcibly separate <<him>> from you. <<Hes>> told to wait outside. Reluctantly, <<he>> complies.
<br><br>
The nurse has a short talk with you, then leads you out into the hallway. The moment you're alone, Kylar's back on you.
<br><br>
"We've been away from each other for so long, it's gotten you all worried. That's it, right?" <<He>> holds your arm tight and tries to drag you down the hallway. "C-come on. Let's go for a walk."
<<if $schoolstate isnot "afternoon">>
<br>
You mention that you'll be late for class. The only acknowledgement Kylar gives is a giggle.
<</if>>
<br><br>
<<link [[Go with Kylar (0:30)|School Infirmary Kylar Accept]]>><<pass 30>><<npcincr Kylar love 1>><<npcincr Kylar rage -1>><</link>><<glove>><<lksuspicion>>
<br>
<<link [[Resist|School Infirmary Kylar Refuse]]>><<npcincr Kylar rage 3>><</link>><<gksuspicion>>
<br>
<<elseif _kylarStatus.includes("Sus")>>
"D-don't worry! It's just me!" <<he>> exclaims, before looking away with a sour expression. "Or would you prefer someone else with you, watching you sleep..."
<br><br>
The nurse gently questions you on your health. Kylar looks irritated, but keeps quiet in a corner of the room. Soon enough, the nurse discharges you from the infirmary.
<br><br>
"They shouldn't ask such personal questions," Kylar mutters once you're outside. <<He>> grabs your arm and nods down the hallway. "L-let's go for a walk. Just me and you. That'll make you feel better, won't it?"
<<if $schoolstate isnot "afternoon">>
<br>
You mention that you'll be late for class. Kylar's smile doesn't falter. "They won't notice we're gone." <<He>> tugs on your arm.
<</if>>
<br><br>
<<link [[Go with Kylar (0:30)|School Infirmary Kylar Accept]]>><<pass 30>><<npcincr Kylar love 1>><<npcincr Kylar rage -1>><</link>><<glove>><<lksuspicion>>
<br>
<<link [[Refuse|School Infirmary Kylar Refuse]]>><<npcincr Kylar rage 3>><</link>><<gksuspicion>>
<br>
<<else>>
"S-sorry! I was just passing by when I heard you were here," <<he>> explains. "I wanted to check up on you."
<br><br>
The nurse questions you on your health. Kylar listens anxiously from a corner of the room. Soon enough, you're discharged from the infirmary.
<br><br>
"I'm glad you're okay," Kylar says once you're outside. "If something happened to you..."
<br>
<<He>> clings to your arm, resting <<his>> head on your shoulder. <<He>> suggests the two of you take a walk.
<br><br>
<<if $schoolstate is "afternoon">>
<<link [[Go with Kylar (0:30)|School Infirmary Kylar Accept]]>><<pass 30>><<npcincr Kylar love 1>><<npcincr Kylar rage -1>><</link>><<glove>><<lksuspicion>>
<br>
<<link [[Resist|School Infirmary Kylar Refuse]]>><<npcincr Kylar rage 3>><</link>><<gksuspicion>>
<br>
<<else>>
You remind <<him>> that you'll be late for class. Kylar's smile fades, and <<he>> withdraws <<his>> hand. "Oh... right."
<<if $schoolstate is "third">>
A quick look at <<his>> watch, and <<he>> perks back up. "D-do you want to walk to class together?"
<br><br>
<<link [[Go with Kylar|School Infirmary Kylar English]]>><<set $phase to 0>><<npcincr Kylar love 1>><<npcincr Kylar rage -1>><</link>><<glove>><<lksuspicion>>
<br>
<<link [[Refuse|School Infirmary Kylar English]]>><<set $phase to 1>><<npcincr Kylar love -1>><<npcincr Kylar rage 1>><</link>><<llove>><<gksuspicion>>
<br>
<<else>>
<<He>> bids you a sheepish goodbye. You watch <<him>> depart down a corridor, stealing glances at you over <<his>> shoulder.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<infirmary_excused>><</link>>
<br>
<</if>>
<</if>>
<</if>>
<<case "Whitney">>
<<npc Whitney>><<person1>>
<<if ($whitneyromance is 1 and C.npc.Whitney.dom gte 15) or $whitneyromance isnot 1>>
The smell of smoke taints the room's antiseptic atmosphere. Whitney sits atop the nurse's desk, surrounded by <<his>> cronies.
<br><br>
"Well well, look who's up." <<He>> crunches <<his>> cigarette against the desk and swaggers towards you. "Listen up, slut. You put that pretty mouth of yours to good use now or else." <<He>> places a hand on <<his>> crotch and palms it.
<br><br>
<<if hasSexStat("promiscuity", 5)>>
<<link [[Suggest fucking with the curtains open|School Infirmary Whitney Sex Open]]>><<set $sexstart to 1>><<trauma 3>><<npcincr Whitney love 1>><<npcincr Whitney dom 1>><</link>><<promiscuous5>><<gtrauma>><<glove>><<gdom>>
<br>
<</if>>
<<if hasSexStat("promiscuity", 4)>>
<<link [[Suggest fucking behind the curtains|School Infirmary Whitney Sex Closed]]>><<set $sexstart to 1>><<npcincr Whitney dom 1>><</link>><<promiscuous4>><<gdom>>
<br>
<</if>>
<<if $whitneyromance is 1>>
<<link [[Comply lovingly|School Infirmary Whitney Oral]]>><<set $sexstart to 1>><<npcincr Whitney love 1>><<npcincr Whitney dom 1>><</link>><<promiscuous1>><<glove>><<gdom>>
<br>
<</if>>
<<link [[Comply grudgingly|School Infirmary Whitney Oral]]>><<set $molestationstart to 1>><<trauma 6>><<stress 6>><<npcincr Whitney dom 1>><</link>><<gtrauma>><<gstress>><<gdom>>
<br>
<<link [[Refuse|School Infirmary Whitney Refuse]]>><<npcincr Whitney dom -1>><</link>><<ldom>>
<br>
<<else>>
You see Whitney pacing back and forth across the room. The nurse keeps a constant eye on <<him>>. Once <<he>> realises that you're awake, <<he>> rushes to your side.
<br><br>
"What the fuck happened to you, slu..."
<br>
"Language!" the nurse scolds <<him>>. Whitney rolls <<his>> eyes.
<br><br>
You tell Whitney that you must have blacked out due to exhaustion, or maybe stress. <<He>> studies you from head to toe. <<He>> grumbles under <<his>> breath, then storms out of the infirmary. After a quick chat with the nurse, you do the same.
<br><br>
<<link [[Leave|Hallways]]>><<endevent>><<infirmary_excused>><</link>>
<br>
<</if>>
<<default>>
There's nobody here.
<br><br>
Not wanting to explain the circumstances of your passing out to the nurse, you quietly leave.
<br><br>
<<link [[Leave|Hallways]]>><<infirmary_excused>><</link>>
<br>
<</switch>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $phase is 1>>
Doren keeps you close as <<he>> walks you to class. <<He>> tells you to visit <<him>> after school if you need to talk, before gently pushing you through the door.
<br><br>
<<if C.npc.Kylar.state is "active" and $kylarenglish gte 1>>
You spot Kylar sat near the back of the class. <<nnpc_His "Kylar">> eyes go wide when <<nnpc_he "Kylar">> sees you. Smiling, <<nnpc_he "Kylar">> beckons for you to sit next to <<nnpc_him "Kylar">>.
<br><br>
<<link [[Sit next to Kylar|School Infirmary Doren 2]]>><<set $kylarenglishstate to "active">><<set $phase to 0>><<npcincr Kylar love 1>><<npcincr Kylar rage -1>><</link>><<glove>><<lksuspicion>>
<br>
<<link [[Sit somewhere else|School Infirmary Doren 2]]>><<set $kylarenglishstate to "watching">><<set $phase to 1>><<npcincr Kylar love -5>><<npcincr Kylar rage 5>><</link>><<lllove>><<ggksuspicion>>
<br>
<<else>>
You find an open desk and take a seat.
<br><br>
<<link [[Next|English Lesson]]>><<endevent>><</link>>
<br>
<</if>>
<<else>>
You tell Doren you don't think you can make it to class. <<He>> nods.
<br><br>
"That's alright. Best not to work yourself to the bone." <<He>> pats you on the back before leaving.
<br><br>
<<link [[Leave|Hallways]]>><<endevent>><<infirmary_excused>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $phase is 1>>
You ignore Kylar and find a seat far away from <<nnpc_his "Kylar">>. You can't see <<nnpc_him "Kylar">> from this angle, but you know <<nnpc_hes "Kylar">> staring.<<stress 2>><<gstress>>
<<else>>
<<run statusCheck("Kylar")>>
You take a seat next to Kylar.
<<if _kylarStatus.includes("Rage")>>
<<nnpc_He "Kylar">> immediately bombards you with questions. Where you were, why you were late, who you were with. Before you can answer, Doren gets into a lecture, drawing your attention to the front of the class.
<br><br>
Kylar keeps a critical eye on you. You pretend not to notice.<<stress 2>><<gstress>>
<<else>>
<<nnpc_He "Kylar">> smiles and scoots closer to you as Doren begins <<his>> lecture.
<</if>>
<</if>>
<br><br>
<<link [[Next|English Lesson]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $phase is 1>>
River doesn't say a word until you arrive outside the maths room. You hear rowdy voices on the other side of the door. River sighs and shakes <<his>> head before entering. The class falls silent.
<br><br>
<<silently>><<mathsWhitneyAttendChance>><</silently>>
<<if $whitneymaths is "seat">>
You walk the aisles in search of an open desk. Before you can find one, someone grabs your arm and forces you into the seat next to them. It's Whitney. <<nnpc_He "Whitney">> winks at you.
<<else>>
You find an open desk and take a seat.
<</if>>
<br><br>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<br>
<<else>>
You ignore River and bolt in the opposite direction. <<He>> calls after you, but you pay <<him>> no mind. <<He>> doesn't pursue.
<br><br>
<<link [[Leave|Hallways]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>><<run statusCheck("Robin")>>
<<if $phase is 1>>
Winter has a quiet chat with you during your walk to the classroom. <<He>> does most of the talking. Once you arrive, <<he>> holds the door open and motions for you to enter.
<br><br>
<<if _robin_location is "school">>
You spot Robin sat near the front of the class. <<nnpc_His "Robin">> eyes light up as you take a seat beside <<nnpc_him "Robin">>. <<nnpc_He "Robin">> opens <<nnpc_his "Robin">> mouth to speak, but the sound of Winter's voice silences <<nnpc_him "Robin">>.
<<set $robinhistory to "seat">>
<<else>>
You find an open desk and take a seat.
<</if>>
<br><br>
<<link [[Next|History Lesson]]>><<endevent>><</link>>
<br>
<<else>>
You ignore Winter and bolt in the opposite direction. By the time <<he>> notices your absence, you're long gone.
<br><br>
<<link [[Leave|Hallways]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 1>><<set $location to "town">><<schooleffects>><<effects>>
You leave school and walk through the town with Robin<<if $robinromance is 1>>, <<his>> arm hooked around yours<</if>>.
<br><br>
<<if C.npc.Robin.dom gte 40>>
<<Hes>> lively today, constantly trying to make you smile over the course of your journey. More often than not, <<he>> succeeds.
<<else>>
<<He>> casts a glance at you every now and then, but otherwise seems content to walk with you in comfortable silence.
<</if>>
<<trauma -6>><<stress -6>><<ltrauma>><<lstress>>
<br><br>
Once you're home, Robin leads you straight to your room.
<<if ["afternoon","late"].includes($schoolstate)>>
<<He>> reminds you to visit <<him>> if you need to talk, before heading to <<his>> own room.
<<else>>
"I should get back to class." <<He>> hugs you. "We'll talk later.
<<if C.npc.Robin.dom gte 20>>
You get some rest, okay?"
<<else>>
I hope you feel better by then."
<</if>>
<br><br>
<<He>> gently shuts the door behind <<him>> as <<he>> leaves.
<</if>>
<br><br>
<<link [[Next|Bedroom]]>><<endevent>><<infirmary_excused>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $schoolstate isnot "afternoon">>
<<if $delinquency lte 0 and C.npc.Robin.dom gte 10>>
Robin giggles. "You're such a model student," <<he>> teases. "You wouldn't miss class if your life depended on it, would you?"
<<else>>
Robin nods. "I understand. You could get in trouble for skipping class."
<</if>>
<br><br>
<<He>> helps you out of bed and sees you out the infirmary. <<He>> gives you a parting hug and a wave as <<he>> disappears down the hallway.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<infirmary_excused>><</link>>
<br>
<<else>>
Robin nods. "That's okay. Just get some rest. You'll come see me when you get home, right?"
<br><br>
<<He>> gives you a hug, then leaves. You stay in bed a little longer before stepping out into the hallway.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $phase is 1>>
Robin helps you to your feet and leads you out of the infirmary. <<He>> holds your arm tight as you walk down the hallway together.
<br><br>
Winter doesn't look up when you enter. <<He>> wordlessly motions for you both to sit down. You take a seat beside to Robin as Winter continues <<nnpc_his "Winter">> lecture.
<br><br>
<<link [[Next|History Lesson]]>><<endevent>><<set $robinhistory to "seat">><</link>>
<br>
<<else>>
Robin nods. "That's okay. I'll tell Winter you're feeling sick." <<He>> frowns. "I hope you don't get in trouble..."
<br><br>
<<He>> gives you a hug, then bids you farewell. You stay in bed a little longer before stepping out into the hallway.
<br><br>
<<link [[Leave|Hallways]]>><<endevent>><<infirmary_excused>><</link>>
<br>
<</if>><<set $outside to 1>><<set $location to "town">><<schooleffects>><<effects>>
<<run statusCheck("Kylar")>>
<<if $speech_attitude is "meek">>
You smile. "I'd love to-"
<<elseif $speech_attitude is "bratty">>
You shrug. "I guess I could-"
<<else>>
You nod. "Yeah, let's-"
<</if>>
<br><br>
Before you can finish, Kylar takes your arm and starts down the hallway. You're still woozy, so <<he>> practically drags you along. You stumble to keep up.
<br><br>
<<if _kylarStatus.includes("MaxRage")>>
<<His>> grip on your arm is almost painful as <<he>> leads you through the town. <<He>> looks ready to lash out at any moment. Passersby give the two of you a wide berth, shooting concerned glances your way.<<stress 6>><<gstress>>
<<elseif _kylarStatus.includes("Rage")>>
<<His>> grip on your arm is almost painful as <<he>> leads you through the town. <<His>> eyes dart about the streets nervously. "Too many people," <<he>> mutters. <<He>> drags you between alleys, away from their gazes.<<stress 4>><<gstress>>
<<elseif _kylarStatus.includes("Sus")>>
<<Hes>> happy to walk with you, but <<he>> tenses up at any passersby. <<He>> mutters something under <<his>> breath, but you can't make it out.<<stress 2>><<gstress>>
<<else>>
<<Hes>> happy to walk with you, rubbing up against your arm as you walk.
<br><br>
At one point, <<his>> hand begins to dip downwards, inching close to your hand. You feel <<his>> fingers brush against your palm. <<He>> gasps and retracts <<his>> arm, whispering an apology.
<br><br>
<<set _kylarWalkHandhold to true>>
<<link [[Take Kylar's hand|School Infirmary Kylar Walk]]>><<set $phase to 1>><<npcincr Kylar love 1>><<npcincr Kylar lust 1>><<npcincr Kylar rage -3>><</link>><<glove>><<glust>><<lksuspicion>><<handholdingvirginitywarning>><<NPCvirginitywarning "Kylar" "handholding">>
<br>
<<link [[Just keep walking|School Infirmary Kylar Walk]]>><<set $phase to 0>><</link>>
<br>
<</if>>
<<if !_kylarWalkHandhold>>
<br><br>
<<link [[Next|School Infirmary Kylar Walk]]>><<set $phase to 0>><</link>>
<br>
<</if>><<set $outside to 1>><<schooleffects>><<effects>><<run statusCheck("Kylar")>>
<<if $phase is 1>>
You entwine your arm around Kylar's and grasp <<his>> hand. It clenches tight around yours.
<<takeHandholdingVirginity "Kylar" "romantic">>
You glance at <<him>>. <<Hes>> looking away from you, but <<hes>> smiling.
<br><br>
<</if>>
<<if Time.hour gte 17>>
You don't stray far from school, opting for a quiet stroll down Oxford Street. After some time, Kylar checks <<his>> watch.
<br><br>
"S-sorry. I have to go." <<He>> pulls away from you and hurries down a corner, leaving you alone outside the school.
<br><br>
<<link [[Next|Oxford Street]]>><<endevent>><</link>>
<br>
<<elseif $schoolstate is "afternoon">>
<<if Weather.precipitation isnot "none">>
<<set $location to "arcade">><<set $bus to "starfish">>
Kylar leads you through town, sticking to back alleys to avoid the <<print Weather.precipitation>>. You soon arrive at the arcade.
<br><br>
"I like it here," <<he>> says. "Everyone's too distracted to bother you."
<br><br>
You're pulled inside, past the bustle of patrons, to a secluded cabinet in the corner of the room. Kylar pops a coin in the slot.
<br><br>
<<kylaroptions>>
<<else>>
<<set $location to "park">><<set $bus to "park">>
Your walk with Kylar is short and quiet. You soon arrive at the park.
<br><br>
"I like coming here to get away from everyone," <<he>> says. <<He>> gives your arm a tug. "Come on."
<br><br>
<<He>> leads you to a bench, where the two of you take a seat. <<He>> rests <<his>> head on your shoulder.
<br><br>
<<kylaroptions>>
<</if>>
<<else>>
You don't stray far from school, opting for a quiet stroll down Oxford Street. After some time, Kylar checks <<his>> watch.
<br><br>
"We should get back." <<He>> looks sad. "I wish we could just be alone forever..."
<br><br>
<<He>> disappears beyond the front gate,
<<if _kylarStatus.includes("Rage")>>
muttering under <<his>> breath
<<elseif _kylarStatus.includes("Sus")>>
gazing over <<his>> shoulder
<<else>>
waving at you
<</if>>
as <<he>> goes.
<br><br>
<<link [[Next|School Front Courtyard]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<run statusCheck("Kylar")>>
<<if _kylarStatus.includes("Rage")>>
Kylar's eyes narrow. <<He>> takes a step closer. You're backed up against the wall. "Come on," <<he>> repeats. "Let's go for a walk."<<stress 2>><<gstress>>
<br><br>
You
<<if $speech_attitude is "meek">>
look down
<<elseif $speech_attitude is "bratty">>
cross your arms
<<else>>
swallow nervously
<</if>>
and tell <<him>> that
<<if $schoolstate is "afternoon">>
you're busy.
<<else>>
you can't skip class.
<</if>>
Kylar doesn't say anything. <<He>> reaches into <<his>> pocket, but <<he>> stops at the sound of footsteps coming down the hallway. <<He>> mumbles incoherently before scurrying down the hall.
<br><br>
You quickly depart in the other direction.
<<elseif _kylarStatus.includes("Sus")>>
Kylar pouts, but refrains from making a scene. "Okay," <<he>> says, <<his>> tone bitter. "Maybe another time."
<br><br>
<<He>> shuffles down the hallway, giving you strange looks over <<his>> shoulder.
<<else>>
Kylar smiles. It looks strained. "Th-that's okay," <<he>> says. "Maybe another time."
<br><br>
<<He>> disappears down the hallway, <<his>> gaze glued to the floor.
<</if>>
<br><br>
<<link [[Leave|Hallways]]>><<endevent>><<infirmary_excused>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $phase is 1>>
Kylar tenses, but nods.
<br><br>
"Another time," you hear <<him>> mumble as <<he>> walks away.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<infirmary_excused>><</link>>
<br>
<<else>>
Kylar smiles as <<he>> leads you down the hallway. <<Hes>> cheerful, making small talk as you go, your breakdown all but forgotten.
<br><br>
You soon arrive at Doren's class. <<nnpc_He "Doren">> greets you with a gentle hand on your shoulder. "Got a call from the nurse," <<nnpc_he "Doren">> says. "Hope you're feeling better, <<lass>>."
<br><br>
Kylar ignores <<nnpc_him "Doren">> and leads you towards the back of the class. You find a pair of empty desks and take a seat next with Kylar.
<br><br>
<<link [[Next|English Lesson]]>><<endevent>><<set $kylarenglishstate to "active">><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You refuse to comply with Whitney's whims. A cruel spark lights up in <<his>> eyes. The atmosphere is heavy, and it feels like <<he>> is going to force <<himself>> on you.
<<if $whitneyromance is 1>>
Instead, <<he>> sighs indignantly and shows <<his>> squad to get out of the infirmary.
<br><br>
"Consider yourself lucky. If we weren't going out, I'd rape your ass without giving it a second thought," <<he>> whispers in your ear and forces a kiss on your lips before you can react. It tastes like tobacco<<if isLoveInterest("Whitney")>>, but you don't mind in the slightest.<<arousal 100 "mouth">><<garousal>><<else>>.<<stress 2>><<gstress>><</if>>
<br><br>
Whitney follows <<his>> friends outside. Before long, you leave the infirmary, too.
<br><br>
<<link [[Leave (0:01)|Hallways]]>><<endevent>><<pass 1>><<infirmary_excused>><</link>>
<br>
<<else>>
Without so much as a moment's hesitation, <<he>> pins you to the bed.
<br><br>
<<link [[Next|School Infirmary Whitney Sex Open]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<enable_rescue>>
<<maninit>>
<<set $enemyanger += 100>>
<<elseif $sexstart is 1>>
<<set $sexstart to 0>>
<<set $consensual to 1>>
<<neutral 1>>
<<enable_rescue>>
<<maninit>>
<<if $speech_attitude is "meek">>
"W-well, I don't mind going even f-further..." you stutter while opening your legs a tad more.
<<elseif $speech_attitude is "bratty">>
"What a shame. And here I was hoping for something more than just that." You lick your upper lip and spread your legs.
<<else>>
"You sure my mouth will suffice?" you ask in a coquettish tone, opening your legs a bit.
<</if>>
<<promiscuity5>>
Whitney breaks into a broad smile and joins you on the bed. The thought of having sex in front of <<his>> friends makes your heart flutter with anticipation.
<br><br>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|School Infirmary Whitney Sex Open Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|School Infirmary Whitney Sex Open]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $alarm is 1 and $rescue is 1>>
<<set $rescued += 1>>
You hear footsteps approaching from outside the infirmary. Whitney curls <<his>> lip and shoves off of you.
<br><br>
"This isn't over, slut," <<he>> spits. <<He>> storms out of the room with <<his>> friends. Shortly after, the nurse appears in the doorway.
<br><br>
<<tearful>> you dismiss the nurse's concerns, hoping to put the experience behind you. You're soon led out into the hallway.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<if $consensual is 1>>
"You were made for this, slut," <<he>> says. <<He>> gives your <<bottom>> a loud smack, eliciting a chuckle from the crowd.<<llust>><<npcincr Whitney lust -20>>
<br><br>
After a brief respite, <<he>> gets up from the bed and leaves the infirmary with <<his>> friends without even looking back at you.
<<else>>
Whitney lies on top of your pliant body for a moment, basking in the afterglow of <<his>> orgasm. Once <<his>> breathing evens out, <<he>> stands up.<<llust>><<npcincr Whitney lust -20>>
<br><br>
"Warned you, stupid whore."
<br><br>
With that, <<he>> leaves the infirmary with a sneer across <<his>> face. <<His>> friends follow suit.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
You decide to leave before the nurse gets back.
<<elseif $enemyhealth lte 0>>
You heave Whitney away, <<his>> head clanging against the metal bedframe. <<He>> curses loudly.<<npcincr Whitney dom -1>><<ldom>>
<br><br>
Whitney rises to <<his>> feet, sporting a cocky smirk. "This bitch is rabid," <<he>> says to <<his>> friends. "Bet <<pshes>> here to get <<pher>> shots. Let's get out of here before we catch something." They leave the room, laughing.
<br><br>
<<clotheson>>
<<endcombat>>
Seeing the dishevelled state you've left the room in, you decide to leave before you have to explain it to the nurse.
<<else>>
Whitney shoves you off with a sigh.
<br><br>
"Whatever, slut." <<He>> saunters away, glaring over <<his>> shoulder. "Keep acting like a tease. See where it gets you." <<He>> departs with <<his>> cronies, leaving you alone in the infirmary.
<br><br>
<<clotheson>>
<<endcombat>>
You decide to leave before the nurse gets back.
<</if>>
<br><br>
<<link [[Leave (0:01)|Hallways]]>><<pass 1>><<infirmary_excused>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<set $consensual to 1>>
<<neutral 1>>
<<enable_rescue>>
<<maninit>>
<<if $speech_attitude is "meek">>
"I can do more than that, if we're behind the curtains..." you mumble.
<<elseif $speech_attitude is "bratty">>
"I have a better idea." You beckon to <<him>>. "Come here and close the curtains, if you're interested."
<<else>>
"Let's close the curtains, and I'll show you a much better time," you say.
<</if>>
<<promiscuity4>>
Whitney breaks into a smile and joins you on the bed. Once hidden behind the curtains, the two of you get down to the main course.
<br><br>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|School Infirmary Whitney Sex Closed Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|School Infirmary Whitney Sex Closed]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $alarm is 1 and $rescue is 1>>
<<set $rescued += 1>>
You hear footsteps approaching from outside the infirmary. Whitney curls <<his>> lip and shoves off of you.
<br><br>
"This isn't over, slut." <<He>> throws the curtain open and storms out of the room with <<his>> friends. Shortly after, the nurse appears in the doorway.
<br><br>
<<tearful>> you dismiss the nurse's concerns, hoping to put the experience behind you. You're soon led out into the hallway.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Fuck, that was good," <<he>> sighs, stroking your thigh in a gentle fashion.<<llust>><<npcincr Whitney lust -20>>
<br><br>
After a brief respite, <<he>> opens a curtain, gets up from the bed and leaves the infirmary with <<his>> friends without even looking back at you.
<br><br>
<<clotheson>>
<<endcombat>>
You decide to leave before the nurse gets back.
<<elseif $enemyhealth lte 0>>
You heave Whitney away, sending <<him>> stumbling through the curtain. <<His>> friends watch in bemusement.<<npcincr Whitney dom -1>><<ldom>>
<br><br>
Whitney rises to <<his>> feet, sporting a cocky smirk. "This bitch is rabid," <<he>> says to <<his>> friends. "Bet <<pshes>> here to get <<pher>> shots. Let's get out of here before we catch something." They leave the room, laughing.
<br><br>
<<clotheson>>
<<endcombat>>
Seeing the dishevelled state you've left the room in, you decide to leave before you have to explain it to the nurse.
<<else>>
Whitney shoves you off with a sigh.
<br><br>
"Whatever, slut." <<He>> yanks the curtain open and stomps away, glaring over <<his>> shoulder. "Keep acting like a tease. See where it gets you." <<He>> departs with <<his>> cronies, leaving you alone in the infirmary.
<br><br>
<<clotheson>>
<<endcombat>>
You decide to leave before the nurse gets back.
<</if>>
<br><br>
<<link [[Leave (0:01)|Hallways]]>><<pass 1>><<infirmary_excused>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<enable_rescue>>
<<maninit>>
You hang your head and nod. Satisfied with your response, Whitney comes closer and grasps the back of your head. <<He>> forces your face against <<his>> crotch.
<br><br>
<<npcoral>><<set $NPCList[0].lefthand to "hair">><<set $enemyanger += 70>>
<<elseif $sexstart is 1>>
<<set $sexstart to 0>>
<<set $consensual to 1>>
<<neutral 1>>
<<enable_rescue>>
<<maninit>>
You give Whitney a sultry smile and show <<him>> your tongue, ready for servicing. <<promiscuity1>>
Pleased by your response, Whitney comes closer and guides your head towards <<his>> crotch.
<br><br>
<<npcoral>><<set $NPCList[0].lefthand to "hair">>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|School Infirmary Whitney Oral Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|School Infirmary Whitney Oral]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $alarm is 1 and $rescue is 1>>
<<set $rescued += 1>>
You hear footsteps approaching from outside the infirmary. Whitney curls <<his>> lip and shoves off of you.
<br><br>
"This isn't over, slut," <<he>> spits. <<He>> storms out of the room with <<his>> friends. Shortly after, the nurse appears in the doorway.
<br><br>
<<tearful>> you dismiss the nurse's concerns, hoping to put the experience behind you. You're soon led out into the hallway.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>> <<He>> grips at your hair and tries to catch <<his>> breath. Once <<his>> breathing becomes steady, <<he>> lets go of you.<<llust>><<npcincr Whitney lust -20>>
<br><br>
"Good fucking job, slut.
<<if $whitneyromance is 1>>
See you next time."
<<else>>
We're doing this again real soon."
<</if>>
<br><br>
With that, <<he>> turns around and leaves the infirmary. <<His>> friends follow suit.
<br><br>
<<clotheson>>
<<endcombat>>
<<tearful>> you leave before the nurse gets back.
<<elseif $enemyhealth lte 0>>
You heave Whitney away, <<his>> head clanging against the metal bedframe. <<He>> curses loudly.<<npcincr Whitney dom -1>><<ldom>>
<br><br>
Whitney rises to <<his>> feet, sporting a cocky smirk. "This bitch is rabid," <<he>> says to <<his>> friends. "Bet <<pshes>> here to get <<pher>> shots. Let's get out of here before we catch something." They leave the room, laughing.
<br><br>
<<clotheson>>
<<endcombat>>
Seeing the dishevelled state you've left the room in, you decide to leave before you have to explain it to the nurse.
<<else>>
Whitney shoves you off with a sigh.
<br><br>
"Whatever, slut." <<He>> yanks the curtain open and stomps away, glaring over <<his>> shoulder. "Keep acting like a tease. See where it gets you." <<He>> departs with <<his>> cronies, leaving you alone in the infirmary.
<br><br>
<<clotheson>>
<<endcombat>>
<<tearful>> leave before the nurse gets back.
<</if>>
<br><br>
<<link [[Leave (0:01)|Hallways]]>><<pass 1>><<infirmary_excused>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
The nurse nods, leading you outside. You climb into the passenger seat of <<his>> car.
<br><br>
The ride passes in silence. <<He>> doesn't need directions to the orphanage. After a short drive, <<he>> parks outside.
<br><br>
"Here you are," <<he>> says, unlocking the door. You hop out onto the sidewalk. The nurse calls after you. "Remember, take it easy."
<br><br>
<<He>> waits until you reach the doorstep before driving off.
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
The nurse frowns, then shrugs. "Suit yourself. I can't just leave you here, though." <<He>> grabs your arm and pulls you from the bed. "Up you get."
<br><br>
<<He>> leads you out towards the front gate, locking it shut behind <<him>>. "Remember, take it easy."
<br><br>
You're left alone outside the school.
<br><br>
<<link [[Next|Oxford Street]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "hospital">><<effects>>
<<npc Harper>><<person1>>
When you wake up, you're somewhere new, in a different bed. It looks like a hospital room.
<br><br>
Beside the bed stands a person in a white coat, speaking with another blurry figure. Your head is still cloudy, and you can't make out what they're saying.
<br><br>
The two of them talk for some time, until one leaves, and the other turns around. Your vision starts to clear, giving you a good look at the <<personsimple>>.
<<if $hospitalintro is 0>><<set $hospitalintro to 1>>
<br><br>
<<He>> smiles at you. "Hello, I'm Doctor Harper." <<He>> takes a seat by your bedside and pulls <<his>> blond fringe away from <<his>> eyes. <<He>> looks young, can't be older than 25. <<He>> holds a clipboard in <<his>> hands.
<<else>>
It's Doctor Harper. <<He>> smiles as <<he>> pulls out <<his>> clipboard.
<</if>>
<br><br>
"You blacked out at school, I'm told," <<he>> starts. "I'm sure it's nothing to worry about, but I'd like to ask you a few questions."
<br><br>
<<link [[Next|Hospital Bed Examination]]>><</link>>
<br><<widget "penisinspection">>
You notice Leighton holding a camera as the girls move their chairs. "Now then," <<he>> says. "Today we're going to inspect the boys and make sure
they're fit and healthy. We're going to move down the line and one by one, each boy will pull down their shorts and show us their penis."
<br><br>
<<if maleChance() is 100>>
<<generateym4>><<generateym5>>The girls erupt with gasps and giggles. The boys shift uncomfortably. A <<person3>><<person>> stood near Leighton
turns pale, and looks like <<hes>> about to cry. The door opens and a <<person4>><<person>> and <<person5>><<person>> enter, both of them grinning.
"Ah," Leighton says. "My help has arrived."
<br><br>
<<else>>
<<generateyf4>><<generateyf5>>The girls erupt with gasps and giggles. The boys shift uncomfortably. A <<person3>><<person>> stood near Leighton
turns pale, and looks like <<hes>> about to cry. A <<person4>><<person>> and <<person5>><<person>> who had sat at the back, disinterested, pick up
their chairs and barge their way to the front.
<br><br>
<</if>>
Leighton turns to the pair. <<person1>>"You two are enthusiastic. I'll need help taking measurements. Go look in Sirris' desk for a tape measure,"
<<he>> says to the <<person4>><<person>>. <<He>> looks giddy with excitement as <<he>> rushes over to the desk. "You," Leighton says to the
<<person5>><<person>>. "Bring me a clipboard and paper."
<br><br>
"I want to use the tape measure," <<he>> says.
<br><br>
"Talk back again and you can wait outside."
<br><br>
The <<person>> pouts, but does as instructed.
<br><br>
<</widget>>
<<widget "penisinspection2">>
Leighton turns to the <<person3>><<person>>. "You're up first. There's nothing to be shy about. This is a medical inspection. Now, pull down your shorts."
<br><br>
The <<person>> clenches <<his>> fists at <<his>> side and stares at <<his>> feet, unmoving. "You just need a little help," Leighton says, grasping the hem of
<<his>> shorts. The <<person>> tenses as <<his>> shorts are tugged down. The girls' excitement is renewed as the top of <<his>> penis comes into view, but
Leighton doesn't stop there, tugging <<his>> shorts down until the whole length is visible.
<br><br>
<<person1>>"There we go," Leighton says, stepping back. "You have a beautiful penis. I don't know why you are so ashamed." <<He>> raises the camera and takes
a picture. "For your records." <<He>> kneels in front of the boy and takes a close-up shot. <<person3>>"Take <<his>> measurements while I see to the next."
<br><br>
The <<person4>><<person>> kneels in front of the <<person3>><<person>> and takes <<his>> penis in <<person4>><<his>> hand. <<He>> presses the tape against
<<person3>><<his>> skin and the <<person5>><<person>> notes down the measurement. The <<person4>><<person>> holds the penis far longer than needed, taking in the feel
of it against <<his>> fingers. The <<person3>><<person>> starts to shake, you're surprised <<he>> doesn't burst into tears.
<br><br>
<</widget>>
<<widget "penisinspectionstudents">>
<<if $player.penissize gte 4>>
The <<person4>><<person>> crouches before you next. <<He>> seems enthralled by your size. "I didn't know they could get so big<<if $player.penisExist and $player.vaginaExist and !$player.ballsExist>>... It almost completely hides the pussy behind it<</if>>."
<br><br>
<<elseif $player.penissize gte 2>>
The <<person4>><<person>> crouches before you next, and gasps. "This is the cutest one yet," <<he>> says.
<br><br>
<<elseif $player.penissize is 1>>
The <<person4>><<person>> crouches before you next. <<Hes>> smirking. "It's like a small sausage<<if $player.penisExist and $player.vaginaExist and !$player.ballsExist>>, and it's too small to hide the pussy behind it<</if>>!"
<br><br>
<<else>>
The <<person4>><<person>> crouches before you next. <<Hes>> smirking. "I didn't know they could get so small<<if $player.penisExist and $player.vaginaExist>>, it looks rather cute in front of that pussy<</if>>."
<br><br>
<</if>>
The <<person5>><<person>> crouches next to <<person4>><<him>>. <<person5>> "Yeah." <<He>> leans closer, until <<his>> mouth hovers an inch away from you.
You feel <<his>> breath on your <<penis>>.
<<if $player.penissize gte 0>>
The attention alone was almost too much, this pushes you over the edge. You feel your penis start to erect, growing with every pulse.
<<garousal>><<arousal 600>>
<br><br>
"It's getting bigger!" the <<person4>><<person>> exclaims. The girls' giggling is renewed, and some of the boys lean forward to look.
<br><br>
<<person5>>"It happened when I breathed on it," the <<person>> says. <<He>> inhales, then blows onto you. The <<person4>><<person>> joins in,
<<if playerChastity()>>
and they soon have you straining against your $worn.genitals.name.
<<else>>
and they soon have you fully erect.
<<if $player.penissize gte 4>>
You feel a blush creep over your cheeks when you reach your full size. Your penis casts a shadow on their faces big enough to make their jaws drop.
<</if>>
<</if>>
<<else>>
The attention alone was not enough, you need more to go over the edge.
"It's not getting bigger!" the <<person4>><<person>> exclaims. The girls' giggling is halted, and some of the boys lean forward to look.
<br><br>
<<person5>>"Nothing happened when I breathed on it," the <<person>> says. <<He>> inhales, then blows onto you. The <<person4>><<person>> joins in, but they can't get you aroused enough.
<</if>>
<br><br>
<</widget>>
<<widget "pussyinspection">>
Leighton pulls out <<person1>><<his>> camera and a look of dread appears on the girls' faces. "First," <<he>> addresses the girls. "I need your underwear." <<He>> holds out
<<his>> free hand to the <<person2>><<person>> stood beside <<person1>><<him>>, who looks mortified. "Don't tarry, or I'll keep you after school." The
<<person2>><<person>> shuts <<his>> eyes and holds the front of <<his>> skirt down with one hand while <<he>> lifts it at <<his>> side. <<He>> pulls <<his>> panties
down <<his>> legs and steps out of them. Leighton snatches them from <<his>> hand.
<br><br>
"Climb on the desk." The headteacher says, <<person1>><<his>> expression blank. <<person2>>The <<person>> does so, still holding down the front of <<his>> skirt.
"Lift your skirt," Leighton says, as if it were a normal thing to ask. "Or you'll get detention. You have a perfect record, what would your parents say?" The
<<person>> trembles as <<he>> raises <<his>> skirt. Leighton steps in front of <<him>> and takes a picture. The <<person>> doesn't open <<his>> eyes.
<br><br>
"Next," Leighton says. The <<person>> drops <<his>> skirt and climbs from the desk. <<He>> reaches for <<his>> underwear with a shaky hand,
but Leighton holds them out of reach. "I'll be keeping these," <<person1>><<he>> says. "They'll be tested for health problems."
<br><br>
<</widget>>
<<widget "pussyinspectionherm">>
<<if !$genderknown.includes("Leighton")>>
"Young <<= $NudeGenderDC lt 0 and $player.gender_appearance is "f" ? "lady" : "man">>," Leighton says. "We've already had penis inspection-" <<He>> pauses,
<<if $player.penissize lte 0>>
noticing the pussy below your <<if playerChastity("cage")>>caged<</if>> <<penis>>. You wince as <<he>> gropes and inspects you further.
<<elseif $player.ballsExist>>
and reaches forward. You wince as <<he>> lifts your <<testicles>> and inspects you further.
<<else>>
noticing your lack of <<testicles>>. You wince as <<he>> gropes and inspects you further.
<</if>>
<br><br>
"A hermaphrodite!" <<he>> exclaims. "Quite the rarity. I apologise for the mistake.<<if $player.penissize gte 3>> You are quite well-endowed, after all.<</if>>"
<<if $player.penissize lte 0>>
<br> /* just one line break, the text is too short in this case for two */
<<He>> aims the camera at your genitals, and mutters, "Shame about the size, though," seemingly to <<himself>>.
<<else>>
<br><br>
<<He>> aims the camera at your genitals, then stops and looks back up. "Ah, hmm. I'll need you to lift your <<if playerChastity("cage")>>ahem... device,<<else>>penis<</if>> so I may properly inspect your pussy." Blushing,
<</if>>
<<else>>
"Ah yes," Leighton says.
<<if $player.penissize lte 0>>
"The hermaphrodite."
<br>
<<He>> aims the camera at your genitals, and mutters, "Shame about the size, though," seemingly to <<himself>>.
<<else>>
"The hermaphrodite. Please lift your penis so I may properly inspect your pussy." Complying,
<</if>>
<</if>>
<<if $player.penissize gte 1>>
<<if $player.ballsExist>>
<<if $player.penissize gte 3 and !playerChastity("cage")>>
you lift up your <<penis>> with one hand and your <<testicles>> with the other,
<<else>>
you lift up your <<if playerChastity("cage")>>$worn.genitals.name<<else>><<penis>><</if>> and <<testicles>> with one hand,
<</if>>
<<else>>
<<if playerChastity("cage")>>
you lift your $worn.genitals.name,
<<elseif $player.penissize gte 3>>
you lift your <<penis>> with both hands,
<<else>>
you lift your <<penis>> with one hand,
<</if>>
<</if>>
exposing your <<pussy>> to the class.
<</if>>
<br><br>
<</widget>>
<<widget "inspectionexpect">>
<<if _args[0]>>
<<set _expectedGender to _args[0]>>
<<set _oppositeGender to (_args[0] is "m"? "f" : "m")>>
<<set _hasGenitals to (_args[0] is "m"? $player.penisExist : $player.vaginaExist)>>
<</if>>
<<set $inspection.expect to ($inspection.gender_appearance is _expectedGender? "join" : "sit")>>
<<if $genderknown.includes("Leighton")>>
<<set $inspection.expect to (_hasGenitals? "join" : "sit")>>
<</if>>
<<if ($schoolrep.crossdress gte 4 or $schoolrep.herm gte 4) and $cool lte 240>>
<<if $inspection.expect is "sit">> /* students cant override leighton setting expectation to join */
<<set $inspection.expect to (_hasGenitals? "join" : "sit")>>
<</if>>
<</if>>
<</widget>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<generateym2>><<generateym3>>
<<set $inspection to {}>>
<<set $inspection.gender_appearance to $player.gender_appearance>> /* this locks in the player's gender appearance so logic remains consistent during this scene .*/
<<inspectionexpect "m">>
Leighton pushes Sirris' desk to the side, clearing the front of the room. The students look at each other, wondering what the headteacher has planned. "Could all the boys line up at the front of the class please?"
<br><br>
<<if $genderknown.includes("Leighton")>>
<<if ($player.penisExist and $player.vaginaExist) or ($player.gender is "m" and $inspection.gender_appearance is "f")>>
You catch a brief glance from Leighton. <span class="purple">You're reminded that <<he>> knows your secret.</span> <<Hes>> expecting you to join the line.
<<else>>
You are expected to <<if $inspection.expect is "join">>join the line<<else>>remain seated<</if>>.
<</if>>
<br><br>
<<elseif $schoolrep.herm gte 4 or ($schoolrep.crossdress gte 4 and $player.gender is "m" and $inspection.gender_appearance is "f")>>
<<if $inspection.gender_appearance is "f">>
Leighton expects you to remain seated.
<span class="purple"><<He>> doesn't know about your secret, but your classmates do.</span>
<<if $cool lte 120>>
They'll notice if you don't get in line, and with your reputation, you're certain that they wouldn't hesitate to rat you out.
<<elseif $cool gte 240>>
They'll notice if you don't get in line, but you're popular enough that nobody wants to rat you out.
<<else>>
They'll notice if you don't get in line, and <span class="pink">might</span> rat you out.
<</if>>
<<else>>
You are expected to join the line.
<</if>>
<br><br>
<<elseif hasSexStat("exhibitionism", 3) or $inspection.gender_appearance is "m">>
You are expected to <<if $inspection.expect is "join">>join the line<<else>>remain seated<</if>>.
<br><br>
<</if>>
<<set $inspection.choice to "">>
<<if $inspection.expect is "join">>
<<link [[Join the line|Penis Inspection 1]]>><<set $inspection.choice to "join">><</link>>
<br>
<<link [[Stay seated|Penis Inspection 1]]>><<set $inspection.choice to "sit">><<stress 2>><</link>><<gstress>><<gdelinquency>>
<br>
<<else>>
<<if hasSexStat("exhibitionism", 3)>>
<<link [[Join the line|Penis Inspection 1]]>><<set $inspection.choice to "join">><</link>><<exhibitionist3>><<if !$player.penisExist>><<gdelinquency>><</if>>
<br>
<</if>>
<<link [[Stay seated|Penis Inspection 1]]>><<set $inspection.choice to "sit">><</link>>
<br>
<</if>>
<br><<switch $inspection.choice>>
<<case "join">>
You stand up with the boys and walk to the front, taking a position in the middle of the line.
<br><br>
<<if $inspection.gender_appearance is "f">>
<<exhibitionism3>>
Leighton walks down towards the front of the line. <<He>> notices you in passing.
<<if $genderknown.includes("Leighton")>>
<<if $player.gender is "f">>
<<He>> furrows <<his>> brow and beckons to you. You tentatively take a step forward. "These checkups are very important, young <<= $NudeGenderDC lt 0 and $player.gender_appearance is "m" ? "man" : "lady">>, and I don't have time to waste on horseplay."
<<He>> points at a chair. "Unless you'd like to spend the afternoon in detention, sit down. Now."<<stress 6>><<gstress>>
<br>
You're not given a choice, so you do as you're told and step away from the line, joining the girls.
<<set $inspection.choice to "sit">>
<<else>>
You think you catch a glimpse of a knowing smirk, but it's gone in an instant, <<his>> expression turning impassive.
<</if>>
<<else>>
Although <<he>> looks confused at a girl standing in line, <<he>> doesn't seem to particularly care.
/* pc is doubted, but Leighton doesn't care and they are allowed to join the line. if they're lying, Leighton will be annoyed but not upset.*/
<</if>>
<br><br>
<<penisinspection>>
<<link [[Next|Penis Inspection 2]]>><</link>>
<br>
<<else>>
"Good. Girls, move your chairs closer. It's important that you watch closely."
<br><br>
<<penisinspection>>
<<link [[Next|Penis Inspection 2]]>><</link>>
<br>
<</if>>
<<case "sit">>
You remain with the girls as the boys line up at the front of the room.
<<if $inspection.gender_appearance is "m">>
<<if $genderknown.includes("Leighton") and $player.gender is "f">>
<<if $schoolrep.crossdress gte 4>>
A couple of girls give you odd looks, but the rest barely react to your presence. You suspect they're well aware of your secret.
<br><br>
<<else>>
Confused murmurs echo around you as you take your seat. One of the boys scoffs. "How come he doesn't have to-"
<br><br>
"Quiet down," Leighton interrupts. "I'm not interested in <<phim>> today."
<br><br>
The boy scowls and discreetly flips you off.
Others shoot you dirty looks, grumbling their displeasure at your presumed special treatment.<<status -5>><<lcool>>
<br><br>
<</if>>
<<penisinspection>>
<<link [[Next|Penis Inspection 2]]>><</link>>
<br>
<<else>>
/* pc is forced to join and reveal themselves whether they have a penis or not */
<br><br>
Leighton looks at the line of boys, then over at you.
"Young man, all boys are expected to participate in these health check-ups. I don't recall saying you were exempt."<<stress 2>><<gstress>>
<br>
You don't have a choice, so you stand up and join the boys in the line.
<br><br>
<<set $inspection.choice to "forced">>
<<penisinspection>>
<<link [[Next|Penis Inspection 2]]>><</link>>
<br>
<</if>>
<<else>>
<<if $player.gender is "f">>
"Good. Girls, move your chairs closer. It's important that you watch closely."
<br><br>
<<penisinspection>>
<<link [[Next|Penis Inspection 2]]>><</link>>
<br>
<<elseif $genderknown.includes("Leighton")>>
<br><br>
Leighton looks at the line of boys, then over at you. "All 'boys' are expected to participate in these health check-ups. You didn't think I'd forget about you, did you?"<<stress 2>><<gstress>>
<br>
You don't have a choice, so you stand up and join the boys in the line.
<<if $cool lte 240>>
<<if $schoolrep.crossdress gte 4>>
<br>
"Finally got what's coming to you, weirdo," someone hisses as you pass.<<trauma 6>><<stress 6>><<gtrauma>><<gstress>>
<<elseif $schoolrep.herm gte 4>>
<br>
"Always wanted to go to a freak show," someone sneers as you pass.<<trauma 6>><<stress 6>><<gtrauma>><<gstress>>
<<else>>
The rest of the class watch in bemusement. They think you're just another girl.
<</if>>
<</if>>
<br><br>
<<set $inspection.choice to "forced">>
<<penisinspection>>
<<link [[Next|Penis Inspection 2]]>><</link>>
<<elseif ($schoolrep.crossdress gte 4 or $schoolrep.herm gte 4)>>
<<if $cool + random(1,120) lte 240>>
<br><br>
<<generatey4>><<person4>>
<<if $pronoun is "f">>
You sneak a glance at your classmates. Most are oblivious, but you notice the <<person>> seated next to you whispering to <<his>> friend, peering at you out of the corner of <<his>> eye.
A grin stretches across <<his>> face as you lock eyes with <<him>>, and <<he>> suddenly shoots out of <<his>> seat, hand raised.
<br><br>
<<else>>
A <<person>> in line bumps into your chair. <<He>> starts to mumble an apology, but <<he>> trails off when <<he>> meets your gaze.
Recognition flashes across as <<his>> face, and <<his>> once apologetic expression morphs into a vengeful sneer.
<br><br>
<</if>>
"Excuse me, <<nnpc_title "Leighton">>!" <<he>> calls out, commanding the attention of the class.
Leighton fixes <<him>> with a glare for the interruption, but the <<person>> continues, pointing at you.
<<if $player.penisExist and $player.vaginaExist>>
"That thing's got a pussy and a cock. <<pShe>> needs to be checked too, right?"
<<else>>
"That 'girl' is just a boy playing dress-up. It's not fair that he gets to skip out."
<</if>>
<br><br>
<<person1>>Leighton furrows <<his>> brow as <<he>> addresses you. "Trying to lie your way out of health inspections, are you? You're lucky your fellows are so astute. Get in line, now."<<stress 2>><<gstress>>
<br><br>
<<set $inspection.choice to "forced">>
<<else>>
A couple of girls give you odd looks, but the rest barely react to your presence. You suspect they're well aware of your secret.
<br><br>
<</if>>
<<penisinspection>>
<<link [[Next|Penis Inspection 2]]>><</link>>
<br>
<<else>>
"Good. Girls, move your chairs closer. It's important that you watch closely."
<br><br>
<<penisinspection>>
<<link [[Next|Penis Inspection 2]]>><</link>>
<br>
<</if>>
<</if>>
<<default>>
ERROR
<</switch>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<generateyf2>><<generateyf3>>
<<set $inspection to {}>>
<<set $inspection.gender_appearance to $player.gender_appearance>> /* this locks in the player's gender appearance so logic remains consistent during this scene .*/
<<inspectionexpect "f">>
Leighton clears Sirris' desk. "Could all the girls form an orderly line please? Boys, form a semicircle with your chairs around the desk."
<br><br>
<<if $genderknown.includes("Leighton")>>
<<if ($player.penisExist and $player.vaginaExist) or ($player.gender is "f" and $inspection.gender_appearance is "m") or $leightonParasitePenisInspection>>
You catch a brief glance from Leighton. <span class="purple">You're reminded that <<he>> knows your secret.</span> <<Hes>> expecting you to join the line.
<<else>>
You are expected to <<if $inspection.expect is "join">>join the line<<else>>remain seated<</if>>.
<</if>>
<br><br>
<<elseif $schoolrep.herm gte 4 or ($schoolrep.crossdress gte 4 and $player.gender is "f" and $inspection.gender_appearance is "m")>>
<<if $inspection.gender_appearance is "m">>
Leighton expects you to remain seated.
<span class="purple"><<He>> doesn't know about your secret, but your classmates do.</span>
<<if $cool lte 120>>
They'll notice if you don't get in line, and with your reputation, you're certain that they wouldn't hesitate to rat you out.
<<elseif $cool gte 240>>
They'll notice if you don't get in line, but you're popular enough that nobody wants to rat you out.
<<else>>
They'll notice if you don't get in line.
<</if>>
<<else>>
You are expected to join the line.
<</if>>
<br><br>
<<elseif hasSexStat("exhibitionism", 3) or $inspection.gender_appearance is "f">>
You are expected to <<if $inspection.expect is "join">>join the line<<else>>remain seated<</if>>.
<br><br>
<</if>>
<<set $inspection.choice to "">>
<<if $inspection.expect is "join">>
<<link [[Join the line|Pussy Inspection 1]]>><<set $inspection.choice to "join">><</link>>
<br>
<<link [[Stay seated|Pussy Inspection 1]]>><<set $inspection.choice to "sit">><</link>><<gstress>><<gdelinquency>>
<br>
<<else>>
<<if hasSexStat("exhibitionism", 3)>>
<<link [[Join the line|Pussy Inspection 1]]>><<set $inspection.choice to "join">><</link>><<exhibitionist3>><<if !$player.vaginaExist>><<gdelinquency>><</if>>
<br>
<</if>>
<<link [[Stay seated|Pussy Inspection 1]]>><<set $inspection.choice to "sit">><</link>>
<br>
<</if>><<effects>><<switch $inspection.choice>>
<<case "join">>
You join the line of girls forming at the front of the class.
<br><br>
<<if $inspection.gender_appearance is "m">>
<<if $genderknown.includes("Leighton")>>
<<if $player.gender is "m">>
When Leighton notices you, <<he>> furrows <<his>> brow and beckons to you. You tentatively take a step forward.
"These checkups are very important, young <<= $NudeGenderDC lt 0 and $player.gender_appearance is "f" ? "lady" : "man">>, and I don't have time to waste on horseplay."
<<He>> points at a chair. "Unless you'd like to spend the afternoon in detention, sit down. Now."<<stress 6>><<gstress>>
<br>
You're not given a choice, so you do as you're told and take a seat with the boys. Once you're seated, Leighton proceeds with the inspection.
<<set $inspection.choice to "sit">>
<<else>>
You think you catch a glimpse of a knowing smirk on Leighton's face, but it's gone in an instant, <<his>> expression turning impassive.
<</if>>
<<else>>
Leighton walks down towards the front of the line. <<person1>><<He>> notices you in passing.
Although <<he>> looks confused at a boy standing in line, <<he>> doesn't seem to particularly care.
/* pc is doubted, but Leighton doesn't care and they are allowed to join the line. if they're lying, Leighton will be annoyed but not upset.*/
<</if>>
<br><br>
<</if>>
<<pussyinspection>>
<<link [[Next|Pussy Inspection 2]]>><</link>>
<br>
<<case "sit">>
You carry your chair to the front of the class with the boys.
<<if $inspection.gender_appearance is "f">>
<<if $genderknown.includes("Leighton") and !$player.vaginaExist>> /* ie Leighton knows player doesn't have a pussy */
<<if $schoolrep.crossdress gte 4>>
A couple of them give you odd looks, but the rest barely react to your presence. You suspect they're well aware of your secret.
<br><br>
<<else>>
Confused murmurs echo around you as you take your seat. One of the girls huffs indignantly. "How come <<pshe>> doesn't have to-"
<br>
"Quiet down," Leighton interrupts. "I'm not interested in <<phim>> today."
<br>
The girl pouts but refrains from arguing with the headteacher. Others shoot you dirty looks, grumbling their displeasure at your presumed special treatment.<<status -5>><<lcool>>
<br><br>
<</if>>
<<pussyinspection>>
<<link [[Next|Pussy Inspection End]]>><</link>>
<br>
<<else>>
/* pc is forced to join and reveal themselves whether they have a pussy or not */
<br><br>
Leighton looks at the line of girls, then over at you. "Young lady, all girls are expected to participate in these health check-ups. I don't recall saying you were exempt."<<stress 2>><<gstress>>
<br>
You don't have a choice, so you stand up and join the girls in the line.
<br><br>
<<set $inspection.choice to "forced">>
<<pussyinspection>>
<<link [[Next|Pussy Inspection 2]]>><</link>>
<</if>>
<<else>>
<<if $player.gender is "m">>
<br><br>
<<pussyinspection>>
<<link [[Next|Pussy Inspection End]]>><</link>>
<br>
<<elseif $genderknown.includes("Leighton")>>
<br><br>
Leighton looks at the line of girls, then over at you. "All 'girls' are expected to participate in these health check-ups. You didn't think I'd forget about you, did you?"<<stress 2>><<gstress>>
<br>
You don't have a choice, so you stand up and join the girls in the line.
<<if $schoolrep.crossdress gte 4>>
"Finally got what's coming to you, weirdo," someone hisses as you pass.<<trauma 6>><<stress 6>><<gtrauma>><<gstress>>
<<elseif $schoolrep.herm gte 4>>
"Always wanted to go to a freak show," someone sneers as you pass.<<trauma 6>><<stress 6>><<gtrauma>><<gstress>>
<<else>>
The rest of the class watch in bemusement. They think you're just another boy.
<</if>>
<br><br>
<<set $inspection.choice to "forced">>
<<pussyinspection>>
<<link [[Next|Pussy Inspection 2]]>><</link>>
<<elseif ($schoolrep.crossdress gte 4 or $schoolrep.herm gte 4) and $cool lte 120>>
<br><br>
<<generatey4>><<person4>>
<<if $pronoun is "m">>
You sneak a glance at your classmates. Most are oblivious, but you notice the <<person>> seated next to you whispering to <<his>> friend, peering at you out of the corner of <<his>> eye.
A grin stretches across <<his>> face as you lock eyes with <<him>>, and <<he>> suddenly shoots out of <<his>> seat, hand raised.
<br><br>
<<else>>
As you take a seat, a <<person>> in line bumps into your chair. <<He>> starts to mumble an apology, but <<he>> trails off when <<he>> meets your gaze.
Recognition flashes across as <<his>> face, and <<his>> once apologetic expression morphs into a vengeful sneer.
<br><br>
<</if>>
"Excuse me, <<nnpc_title "Leighton">>!" <<he>> calls out, commanding the attention of the class.
Leighton fixes <<him>> with a glare for the interruption, but the <<person>> continues, pointing at you.
<<if $player.penisExist and $player.vaginaExist>>
"That thing's got a pussy and a cock. <<pShe>> needs to be checked too, right?"
<<else>>
"That 'boy' is just a girl playing dress-up. It's not fair that she gets to skip out."
<</if>>
<br><br>
<<person1>>Leighton furrows <<his>> brow as <<he>> addresses you.
"Trying to lie your way out of health inspections, are you? You're lucky your fellows are so astute. Get in line, now."<<stress 2>><<gstress>>
<<set $inspection.choice to "forced">>
<br><br>
<<pussyinspection>>
<<link [[Next|Pussy Inspection 2]]>><</link>>
<br>
<<else>>
<br><br>
<<pussyinspection>>
<<link [[Next|Pussy Inspection End]]>><</link>>
<br>
<</if>>
<</if>>
<<default>>
ERROR
<</switch>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<generateyf2>><<generateym3>>
"Everyone form a line at the front of the class," Leighton says. You stand with the other students. Most look worried. "Today is a very important health check," the headteacher says as <<he>> pulls <<his>> camera out. "Unbutton your shirts."
<br><br>
A well-endowed <<person2>><<person>> stood beside <<person1>><<him>> starts sobbing.
<br><br>
<<link [[Comply|Breast Inspection Comply]]>><</link>>
<br>
<<if $player.gender_appearance is "f" or $player.breastsize gte 2>>
<<if hasSexStat("exhibitionism", 4)>>
<<link [[Flaunt|Breast Inspection Flaunt]]>><</link>><<exhibitionist4>>
<br>
<</if>>
<<else>>
<<link [[Flaunt|Breast Inspection Flat Flaunt]]>><</link>><<exhibitionist1>>
<br>
<</if>>
<<link [[Protest|Breast Inspection Protest]]>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<fameexhibitionism 50 "pic">>
<<if $player.gender is "f" and $player.penisExist and $earSlime.growth gte 100 and $earSlime.forus is "impregnation">><<set $leightonParasitePenisInspection to true>><</if>>
<<if $player.penissize gte 4>>
You <<nervously>> pull down your $worn.lower.name as instructed, exposing your <<genitals>> to the room. The class erupts into excitement. The <<person5>><<person>> clutches <<his>> hands to <<his>> face and giggles. <<Penisremarkquote>> <<he>> says.<<incggpenisinsecurity>>
<br><br>
"Settle down," Leighton says. "Some boys are just big like this." <<person1>><<He>> steps back and takes a picture, then crouches in front of you to take another.
<<elseif $player.penissize gte 2>>
You <<nervously>> pull down your $worn.lower.name as instructed, exposing your <<genitals>> to the room. You feel everyone's eyes on a place so delicate. Leighton steps back and takes a picture, then crouches in front of you to take another.
<<elseif $player.penissize is 1>>
You <<nervously>> pull down your $worn.lower.name as instructed, exposing your <<genitals>> to the room. <<Penisremarkquote>> the <<person5>><<person>> giggles. <<incggpenisinsecurity>>
<br><br>
Leighton steps back and takes a picture, then crouches in front of you to take another.
<<else>>
You <<nervously>> pull down your $worn.lower.name as instructed, exposing your <<genitals>> to the room. The class erupts into giggles. The <<person5>><<person>> raises <<his>> hand to <<his>> mouth to stifle a laugh. <<Penisremarkquote>> the <<person4>><<person>> says.<<incggpenisinsecurity>>
<br><br>
"Settle down," Leighton says. "Some boys are just small like this." <<person1>><<He>> steps back and takes a picture, then crouches in front of you to take another.
<</if>>
<<if $player.virginity.penile is true and $player.penissize gte 0>>
"You're still a virgin," <<person1>><<he>> says. "Saving yourself for marriage? Maybe you'll make one of the girls here very happy." You cringe in embarrassment. The giggling recommences, and some usually shy girls smile at you.
<<elseif $player.penissize lt 0>>
"How unusual," <<person1>><<he>> says. "I've never seen one this small. You must be a virgin. I doubt this could even get erect." The giggling redoubles. You feel like you're about to cry.
<<else>>
"I see you have some experience," <<person1>><<he>> says. "I've inspected enough that I can tell." You cringe in embarrassment as the girls start whispering amongst themselves.
<</if>>
<br><br>
<<if playerChastity()>>
"What's that?" the <<person4>><<person>> asks, looking at your $worn.genitals.name.
<br><br>
"That's to stop <<phim>> being naughty," Leighton replies. "Just take <<pher>> measurement the best you can."
<br><br>
<<elseif $player.penisExist and $player.vaginaExist>>
<<if !$genderknown.includes("Leighton")>>
"Oh, what's this hiding under your penis?"
Leighton questions as <<person1>><<he>> grabs your penis and <<if $player.ballsExist>>lifts your balls<<else>>moves it aside<</if>>, revealing your <<pussy>>.
"A hermaphrodite! Quite the rarity, indeed."
<<schoolrep_naked>>
<br><br>
"What's that?" the <<person4>><<person>> asks, trying to take a look.
<br><br>
"Someone who isn't quite a boy or girl, but rather a mix of both," Leighton replies.
<<if playerBellyVisible()>>
"It explains why <<pshe>> has a baby bump despite having a penis."
<<elseif $player.perceived_breastsize gte 8>>
"It explains why <<pshe>> has such huge breasts."
<<elseif $player.perceived_breastsize gte 3>>
"It explains why <<pshe>> has breasts."
<<else>>
"It's a bit odd, I would have expected <<phim>> to have breasts."
<</if>>
<<else>>
You feel Leighton's knuckles brush against your <<pussy>> as <<he>> fondles your <<if $player.ballsExist>>testes<<else>>shaft<</if>>. <<He>> smirks.
<br><br>
"Don't worry," <<he>> says. "I've no interest in that side of you." The <<person4>><<person>> and <<person5>><<person>> share a
<<if $schoolrep.herm gte 4>>
knowing giggle.
<<elseif $schoolrep.herm gte 2>>
curious hum.
<<else>>
confused murmur.
<</if>>
Leighton ignores them. "For now."
<<stress 2>><<gstress>>
<</if>>
<br><br>
<</if>>
<<if !playerChastity("hidden")>>
<<push_nnpc_genderknown true>>
<</if>>
<<penisinspectionstudents>>
"Would you two stop that?" Leighton interjects. "There are more penises to inspect." At last, the pair leave you alone and you pull your $worn.lower.name back up.
<<if $inspection.choice is "forced">>
<br>
"As for you," <<person1>><<he>> starts, giving you a cold look.
"Trying to pull one over on your <<nnpc_title "Leighton">> - during a government mandated inspection, no less? Perhaps some time in detention will teach you some responsibility."<<detention 3>><<gdelinquency>>
<</if>>
<br><br>
<<link [[Next|Penis Inspection End]]>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<fameexhibitionism 50 "pic">>
<<if $player.penissize gte 4>>
Confident, you tug down your $worn.lower.name, lean back, and place your hands on your hips. You feel everyone's eyes on your <<penis>>. The class erupts into excitement. The <<person5>><<person>> clutches <<his>> hands to <<his>> face and giggles. <<Penisremarkquote>> <<he>> says.<<incggpenisinsecurity>>
<br><br>
"Settle down," Leighton says. "Some boys are just big like this." <<person1>><<He>> steps back and takes a picture, then crouches in front of you to take another.
<<elseif $player.penissize gte 2>>
Confident, you tug down your $worn.lower.name, lean back, and place your hands on your hips. You feel everyone's eyes on you. Leighton steps back and takes a picture, then crouches in front of you to take another.
<br><br>
<<elseif $player.penissize is 1>>
Confident, you tug down your $worn.lower.name, lean back, and place your hands on your hips. You feel everyone's eyes on your <<penis>>. <<Penisremarkquote>> the <<person5>><<person>> giggles.<<incggpenisinsecurity>>
<br><br>
Leighton steps back and takes a picture, then crouches in front of you to take another.
<<else>>
Confident, you tug down your $worn.lower.name, lean back, and place your hands on your hips. You feel everyone's eyes on your <<penis>>. The class erupts into giggles. The <<person5>><<person>> raises <<his>> hand to <<his>> mouth to stifle a laugh. <<Penisremarkquote>> the <<person4>><<person>> says. <<incggpenisinsecurity>>
<br><br>
"Settle down," Leighton says. "Some boys are just small like this, and some are even proud of it." <<person1>><<He>> steps back and takes a picture, then crouches in front of you to take another.
<</if>>
You enjoy the attention.
<<if $speech_attitude is "meek">>
"Does it look nice?" you ask.
<<elseif $speech_attitude is "bratty">>
"I usually charge for pictures, you know," you say.
<<else>>
"You're going to be enjoying those later, aren't you," you say.
<</if>>
<<exhibitionism4>>
<<if $player.virginity.penile is true and $player.penissize gte 0>>
"You're still a virgin," <<person1>><<he>> says, ignoring your words. "Saving yourself for marriage? Maybe you'll make one of the girls in here very happy." You stand proud. The giggling recommences, and some usually shy girls smile at you.
<<elseif $player.penissize lt 0>>
"How unusual," <<person1>><<he>> says, ignoring your words. "I've never seen one this small. You must be a virgin. I doubt this could even get erect." The giggling redoubles. You feel like you're about to cry.
<<else>>
"I see you have some experience," <<person1>><<he>> says, ignoring your words. "I've inspected enough that I can tell." You stand proud as the girls start whispering amongst themselves.
<</if>>
<br><br>
<<if playerChastity()>>
"What's that?" the <<person4>><<person>> asks, looking at your $worn.genitals.name.
<br><br>
"That's to stop <<phim>> being naughty," Leighton replies. "Just take <<pher>> measurement as best you can."
<br><br>
<<elseif $player.penisExist and $player.vaginaExist>>
<<if !$genderknown.includes("Leighton")>>
"Oh, what's this hiding under your penis?"
Leighton questions as <<person1>><<he>> grabs your penis and <<if $player.ballsExist>>lifts your balls<<else>>moves it aside<</if>>, revealing your <<pussy>>.
"A hermaphrodite! Quite the rarity, indeed."
<<schoolrep_naked>>
<br><br>
"What's that?" the <<person4>><<person>> asks, trying to take a look.
<br><br>
"Someone who isn't quite a boy or girl, but rather a mix of both," Leighton replies.
<<if playerBellyVisible()>>
"It explains why <<pshe>> has a baby bump despite having a penis"
<<elseif $player.perceived_breastsize gte 8>>
"It explains why <<pshe>> has such huge breasts."
<<elseif $player.perceived_breastsize gte 3>>
"It explains why <<pshe>> has breasts."
<<else>>
"It's a bit odd, I would have expected <<phim>> to have breasts."
<</if>>
<<else>>
You feel Leighton's knuckles brush against your <<pussy>> as <<he>> fondles your <<if $player.ballsExist>>testes<<else>>shaft<</if>>. <<He>> smirks.
<br><br>
"Don't worry," <<he>> says. "I've no interest in that side of you." The <<person4>><<person>> and <<person5>><<person>> share a
<<if $schoolrep.herm gte 4>>
knowing giggle.
<<elseif $schoolrep.herm gte 2>>
curious hum.
<<else>>
confused murmur.
<</if>>
Leighton ignores them. "For now."
<<stress 2>><<gstress>>
<</if>>
<br><br>
<</if>>
<<if !playerChastity("hidden")>>
<<push_nnpc_genderknown true>>
<</if>>
<<penisinspectionstudents>>
"Would you two stop that?" Leighton interjects. "There are more penises to inspect." At last, the pair leave you alone and you pull your $worn.lower.name back up.
<<if $inspection.choice is "forced">>
<br>
"As for you," <<person1>><<he>> starts, giving you a cold look. "Trying to pull one over on your <<nnpc_title "Leighton">> - during a government mandated inspection, no less? Perhaps some time in detention will teach you some responsibility."<<detention 3>><<gdelinquency>>
<</if>>
<br><br>
<<link [[Next|Penis Inspection End]]>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You duck under Leighton's arm and flee the room, chased by laughter.
<br><br>
<<endevent>><<npc Sirris>><<person1>>
You run down the hallways, angry and frustrated at Leighton and the class. You run round a corner and collide with Sirris. You both tumble to the ground.
<<pain 10>>
<br><br>
"No running," Sirris says, rubbing <<his>> back. "Aren't you supposed to-" <<He>> sees something in your appearance that changes <<his>> demeanour.
"What's wrong?" <<He>> helps you up. You try to speak, but struggle to form the words. "It's okay," Sirris says. "I'm on my way to the staff room.
Going to wait for the head to finish. You're welcome to join me if you like."
<br><br>
You follow Sirris to the staff room. It's small, with several chairs around a table in the middle. "Take a seat," <<he>> says as <<he>> sits.
<br><br>
You spend the next few minutes sat in silence while Sirris reads an old newspaper. You feel a need to stand up and run, as if you're still in the
classroom. Slowly though, your pulse slows and you start to feel more at ease. Sirris puts the paper back on the table. "I feel guilty sat here when
I should be working," <<he>> says. "Let's go check on them."
<br><br>
You don't like the idea of returning to class, but you follow <<him>> back to the classroom and arrive in time to see Leighton leaving.
<<endevent>><<npc Leighton>><<person1>><<He>> greets Sirris with a curt nod. "Good timing. You're doing a fine job," <<he>> says, before turning <<his>> attention to you. "I'll be seeing you in detention."
<br><br>
You follow Sirris into the classroom, prepared to face your peers. You're surprised when people barely look in your direction. The girls chat,
still excited, while the boys sit quietly and avoid looking at each other. Your flight was just a footnote in the entire experience.
<br><br>
<<unset $inspection>>
<<endevent>>
<<link [[Next|Science Lesson]]>><</link>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
Leighton continues working down the line, leaving a trail of ashamed boys in <<person1>><<his>> wake. "Don't tell anyone about this," <<he>> says
as the last boy finishes covering himself back up. <<He>> taps the camera. "It's our secret."
<br><br>
Sirris enters the room. "Just in time," Leighton says. "Everyone, take your seats. Thank you Sirris, you have a very well-endowed," <<he>> coughs.
"Sorry. Well-behaved class."
<br><br>
<<He>> leaves Sirris to drag <<endevent>><<npc Sirris>><<person1>><<his>> desk back into position. The girls chat, still excited, while the
boys sit quietly and avoid looking at each other.
<br><br>
<<unset $inspection>>
<<endevent>>
<<link [[Next|Science Lesson]]>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<fameexhibitionism 50 "pic">>
<<if !playerChastity("hidden")>>
<<push_nnpc_genderknown true>>
<</if>>
<<schoolrep_naked>>
You tug down your $worn.lower.name, revealing your <<pussy>> to the room.
The class fall silent as they behold you. You put your hands on your hips and lean back, proud. Some of the boys blush and look away.
Others stare hungrily.
<br><br>
The <<person4>><<person>> isn't paying attention, <<his>> eyes still transfixed on the previous boy in the line-up. <<He>> kneels in front
of you before turning to look. <<He>> gasps and falls backwards when <<he>> sees your <<genitals>>.
"Young <<= $NudeGenderDC lt 0 and $player.gender_appearance is "m" ? "man" : "lady">>," Leighton says, <<person1>><<his>> voice stern. "You're violating all sorts of rules right now. Sit down."
<br><br>
<<if $speech_attitude is "meek">>
"But I want to be looked at too," you say. You turn and lean forward, sticking your rear out towards the class.
<<elseif $speech_attitude is "bratty">>
"Why?" you ask. "Never seen one before?"
<<else>>
"Don't you think I'm cute?" you say. You turn and lean forward, sticking your rear out towards the class.
<</if>>
<<exhibitionism4>>
<<if playerChastity()>>
"What's that?" the <<person4>><<person>> asks, looking at your $worn.genitals.name.
<br><br>
"That's to stop <<= $NudeGenderDC lt 0 ? "<<phim>>" : "him">> being naughty," Leighton replies. "Don't mind it, it's not hiding a penis, so it's not your business right now."
<br><br>
"I'll be seeing you in detention," <<person1>><<he>> tells you. "Don't be late."<<detention 4>><<gdelinquency>>
<br><br>
<<elseif $delinquency gte 400>>
<br><br>
Leighton's eyes narrow into slits. <<Hes>> thoroughly unimpressed by your display.
"As I recall I specifically said this was a penis inspection. Now, it might just be me, but you don't seem to have one of those. How do you figure we settle that issue?"
The look in <<his>> eyes suggests <<he>> has an idea of <<his>> own.
<br><br>
"You," Leighton says, pointing at a boy who's already had his turn. "Come here." The boy quietly obeys.
Stood in front of you, Leighton looks at you with challenging eyes. "This is a boy," <<he>> says.
In a swift motion, <<he>> pulls the boy's shorts down, revealing his penis. The boy stifles a whimper.
<br>
"And this is a penis." <<He>> seems to find some pleasure in the boy's uncomfortable situation.
Enough to calm down, anyways. You cover yourself up slowly, ignoring your classmates' snickering.<<trauma 6>><<stress 6>><<gtrauma>><<gstress>>
<br><br>
"Don't think I'm done with you just yet," Leighton adds as you finish getting dressed.
"Wasting my time, during a government mandated inspection, even." <<person1>><<He>> gives you a sly smile.
<br>
"Any young adult such as yourself should know better. I'll be seeing you in my office after school."
<<detention 3>><<gdelinquency>><<schoolrep_naked>>
<br><br>
<<else>>
"Just sit down. Girls will be inspected another day. Wait your turn." Many of the girls look nervous all of a sudden.
<<if maleChance() gt 0>>
One of the boys raises his voice in protest. It seems he liked the view. A simple glare from Leighton is enough to force him into silence, though.
<br><br>
<</if>>
You pull your $worn.lower.name back up and take your seat. Your pulse races.
<br><br>
<<if $inspection.gender_appearance is "f" and $inspection.choice is "join">>
Leighton shakes <<person1>><<his>> head, annoyed that <<he>> let this happen.
<</if>>
"May I use this chance to remind you all," Leighton starts, "That these inspections are government mandated and not a chance for the more... morally challenged here to show off their parts."
<br>
Although Leighton didn't name you specifically, the entire class looks your way.
<br><br>
<</if>>
<<link [[Next|Penis Inspection End]]>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<fameexhibitionism 50 "pic">>
<<schoolrep_naked>>
<<if !playerChastity("hidden")>>
<<push_nnpc_genderknown true>>
<</if>>
You <<nervously>> pull down your $worn.lower.name as instructed, exposing your <<pussy>> to the room. The class erupts into excitement.
<<if maleChance() gt 0>>
Several of the boys move as close to you as they can to get a good look.
<<if $schoolrep.crossdress gte 4>>
Despite most of them already knowing about your secret, some look at you with eager surprise.
<</if>>
<</if>>
<br><br>
The <<person4>><<person>> frowns and points at your crotch with apprehension. "Um, <<pshe>> doesn't have one," <<he>> tells Leighton.
<br>
Leighton rolls <<person1>><<his>> eyes. "Yes, I can see that." <<He>> waves <<his>> hand at you impatiently. "Put your clothes back on and sit down."
<br><br>
Despite your embarrassment, you comply, hurriedly rushing back to sit with the girls. They give you odd looks, but they quickly lose interest and turn their attention back to the front of the class.
<br><br>
<<link [[Next|Penis Inspection End]]>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<schoolrep_naked>>
<<if !playerChastity("hidden")>>
<<push_nnpc_genderknown true>>
<</if>>
As Leighton prepares <<person1>><<his>> camera, you watch the <<person4>><<person>> lick <<his>> lips in anticipation, <<his>> eyes locked on your groin. <<He>> kneels in front of you. "How come you didn't want to come up?" <<he>> whispers, giggling. "You're not shy about your size, are you?"
<br><br>
You grit your teeth in annoyance. Leighton forcing you to come up was bad enough, but having to endure these remarks is just humiliating. You've had enough of it.
<br><br>
Acting on impulse,
<<if !$worn.under_lower.type.includes("naked")>>
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
you grab the hem of your skirt in one hand and your $worn.under_lower.name in the other, swiftly pulling both aside and flashing your <<pussy>>.
<<else>>
you hook your thumbs around the waist of your $worn.lower.name and $worn.under_lower.name, pulling them both down, low enough to you bare your <<pussy>>.
<</if>>
<<else>>
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
you grab the hem of your skirt and swiftly yank it up, flashing your <<pussy>>.
<<else>>
you hook your thumbs around the waist of your $worn.lower.name and pull them down, low enough to bare your <<pussy>>.
<</if>>
<</if>>
<<exhibitionism4>>
The <<person>> gasps and drops the tape measure, taken aback by your assertiveness. <<His>> shock is only amplified once <<he>> fully takes in the sight before <<him>>. Leighton's expression is impassive, though you notice a glint in <<person1>><<his>> eyes.
<br><br>
"Not quite what you were expecting, was it?" you taunt the <<person4>><<person>>. You give your hips a little thrust, your <<pussy>> inches from <<his>> face. <<He>> flinches and yelps once more, though <<his>> gaze doesn't falter.
<br><br>
Drawn by the commotion, the rest of the class vies for a peek, but you quickly cover yourself before anyone else can see. The <<person5>><<person>> stares at <<his>> friend in confusion.
<br><br>
"What's the matter?" <<he>> asks. "Did you get his measurement yet?"
"Go on. Take his measurement," Leighton commands. "We don't have all day."
<br>
The <<person4>><<person>> begins sputtering unintelligibly. "Th-there's nothing there. I-I mean, he's a- I mean, she-"
<br>
"<<pShe>> doesn't have what we're look for," Leighton finishes. <<person1>><<He>> turns to you. "It appears you weren't needed after all. Go take a seat."
<br><br>
You do as told, winking at the <<person4>><<person>> as you return to your seat. Still blushing, <<he>> directs <<his>> attention to the next boy in line, though you catch <<him>> stealing curious glances at you for the remainder of the inspection.
<<person1>>
<br><br>
<<link [[Next|Penis Inspection End]]>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<penisinspection2>>
This process continues down the line. Leighton takes pictures and the pair take measurements. Most don't take it as badly as the
<<person3>><<person>>, but they all look embarrassed.
<<if $inspection.choice is "join">>
<<if $player.penisExist>>
Leighton soon arrives beside you, and looks at you expectantly.
<<if $player.vaginaExist>>
<<if $schoolrep.herm gte 4>>
Your face flushes as you realise most people already know what is in your $worn.lower.name.
<<else>>
Your face flushes as you think about the secret hidden in your $worn.lower.name.
<</if>>
<</if>>
<br><br>
<<link [[Expose yourself|Penis Inspection Expose]]>><<stress 6>><<trauma 6>><</link>><<gstress>><<gtrauma>>
<br>
<<if hasSexStat("exhibitionism", 4)>>
<<link [[Flaunt|Penis Inspection Flaunt]]>><</link>><<exhibitionist4>>
<br>
<</if>>
<<link [[Run away|Penis Inspection Run Away]]>><<detention 4>><<status -10>><</link>><<gdelinquency>><<lcool>>
<br>
<<else>>
Leighton soon arrives beside you, and looks at you expectantly.
<<if $schoolrep.crossdress gte 4>>
Your face flushes as you realise most people already know what is in your $worn.lower.name.
<<else>>
Your face flushes as you think about the secret hidden in your $worn.lower.name.
<</if>>
<br><br>
<<if hasSexStat("exhibitionism", 4)>>
<<link [[Flaunt|Penis Inspection Flaunt No Penis]]>><</link>><<exhibitionist4>>
<br>
<<else>>
Your knees start to feel weak as you realise what you've gotten yourself into. Losing your nerve, you look towards the door.
<br><br>
<</if>>
<<link [[Run away|Penis Inspection Run Away]]>><<detention 4>><<status -10>><</link>><<gdelinquency>><<lcool>>
<br>
<</if>>
<<elseif $inspection.choice is "forced">>
<br><br>
<<person1>>
<<if $player.penisExist>>
<<if ($schoolrep.herm gte 4 or $schoolrep.crossdress gte 4) and $inspection.gender_appearance is "f">>
You notice people shooting you dirty looks. They know your secret. The boy next to you jabs you in the side and starts to say something, but he falls silent when he sees Leighton approaching, his gaze dropping to his feet.
<br><br>
Leighton comes to a stop in front of you.
<<else>>
Leighton slowly proceeds down the line, until <<he>> finally arrives in front of you.
<</if>>
<<if $genderknown.includes("Leighton")>>
<<if $player.penisExist and $player.vaginaExist>>
<<He>> regards you with a dark smirk. "Surely you didn't think I would have forgotten about your... peculiar little package deal, did you?"
<<He>> seems eager to 'inspect' you.
<<elseif $player.gender is "m" and $inspection.gender_appearance is "f">>
<<His>> expression fails to hide <<his>> contempt. "Now then," <<he>> says. "Your little... preferences aside, nobody is allowed to skip the health checks. Not you, not anyone."
<</if>>
<br><br>
<</if>>
<<He>> looks at you with demanding eyes.
"Today, if you wouldn't mind too greatly," <<he>> says mockingly.
<<else>>
Leighton walks down the line until <<he>> reaches you. "Your turn," <<he>> demands.
"But I don't have a-" You try to explain your situation to Leighton, but <<he>> doesn't listen to you.
<br>
"Either you follow instructions, or you can visit me in detention every day for the rest of the week," <<he>> says in a dark tone.
<</if>>
<br><br>
<<if !$player.penisExist>>
<<if $speech_attitude is "bratty" and hasSexStat("exhibitionism", 3)>>
<<link [[Comply indignantly|Penis Inspection Forced Defiant]]>><</link>><<exhibitionist3>><<defianttext>>
<br>
<</if>>
<<link [[Expose yourself|Penis Inspection Forced]]>><<trauma 6>><<stress 6>><</link>><<gstress>><<gtrauma>>
<br>
<<else>>
<<link [[Expose yourself|Penis Inspection Expose]]>><<stress 6>><<trauma 6>><</link>><<gstress>><<gtrauma>>
<br>
<<if hasSexStat("exhibitionism", 4)>>
<<link [[Flaunt|Penis Inspection Flaunt]]>><</link>><<exhibitionist4>>
<br>
<</if>>
<</if>>
<<link [[Run away|Penis Inspection Run Away]]>><<detention 4>><<status -10>><</link>><<gdelinquency>><<lcool>>
<br>
<<else>>
<<if $player.penisExist>>
<<if $schoolrep.herm gte 4 or $schoolrep.crossdress gte 4>>
You notice people shooting you a questioning glance. They know your secret.
<<else>>
You feel more conscious of the secret beneath your $worn.lower.name as time goes on.
<</if>>
<</if>>
<br><br>
<<link [[Next|Penis Inspection End]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
Leighton continues down the line, and one by one the girls climb the desk for their inspection. Leighton keeps all the panties, and soon
has a bundle of them in <<person1>><<his>> hand.
<<if $worn.under_lower.type.includes("naked")>>
<<if $player.penisExist>>
You feel more conscious of your <<penis>> and lack of underwear as the headteacher draws closer.
<<else>>
You feel more conscious of your lack of underwear as the headteacher draws closer.
<</if>>
<<elseif $player.penisExist>>
You feel more conscious of your <<penis>> as the headteacher draws closer.
<</if>>
<br><br>
<<if $inspection.choice is "forced">>
It's soon your turn. Leighton barely conceals <<his>> smirk as you approach. "Ah, the shy one."
<<if $genderknown.includes("Leighton") and $player.penisExist and $player.vaginaExist>>
<<He>> leans in close and whispers, low enough that the rest of the class won't hear. "Don't be afraid of showing off. There are plenty of folks who'd love a glimpse at what you've got down there."
<<elseif $genderknown.includes("Leighton") and $player.gender is "f">>
/*crossdressing case*/
<<He>> gives you a critical look. "As I said, participation is mandatory from all girls in the class, regardless of their... predilections."
<<else>>
<<He>> leers at your crotch. "Hiding something special down there? I suppose we'll find out soon enough."
<</if>>
<br>
<<if !$player.vaginaExist>>
You tell Leighton that <<hes>> making a mistake. <<He>> narrows <<his>> eyes and crosses <<his>> arms. "Is that so? Then prove it."
<<else>>
<<He>> holds out <<his>> hand expectantly.
<</if>>
<<else>>
It's soon your turn, Leighton holds out <<his>> hand expectantly.
<</if>>
<br><br>
<<if !$player.vaginaExist>>
<<if $inspection.choice is "forced">>
<<if hasSexStat("exhibitionism", 3) and $submissive lte 850>>
<<link [[Comply angrily|Pussy Inspection Forced Defiant]]>><</link>><<exhibitionist3>><<defianttext>>
<br>
<<else>>
<<link [[Comply|Pussy Inspection Forced]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>
<br>
<</if>>
<<else>>
<<if hasSexStat("exhibitionism", 4)>>
<<link [[Flaunt|Pussy Inspection Flaunt No Pussy]]>><</link>><<exhibitionist4>>
<br>
<<else>>
Your knees start to feel weak as you realise what you've gotten yourself into. Losing your nerve, you look towards the door.
<br><br>
<</if>>
<</if>>
<<else>>
<<if hasSexStat("exhibitionism", 4)>>
<<link [[Flaunt|Pussy Inspection Flaunt]]>><</link>><<exhibitionist4>>
<br>
<</if>>
<<link [[Comply|Pussy Inspection Comply]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>
<br>
<</if>>
<<link [[Run away|Pussy Inspection Run]]>><<status -10>><<detention 4>><</link>><<lcool>><<gdelinquency>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You refuse to comply, darting away from Leighton and through the classroom doors. You hide in a nearby maintenance cupboard and peek
through a gap, waiting for Leighton to leave. <<He>> does so just as Sirris arrives back. They exchange brief words, then Sirris enters
the class and Leighton heads back to <<his>> office, carrying a bag <<he>> didn't arrive with.
<br><br>
Once Leighton is out of sight you leave your hiding place and walk back to class. The boys talk and laugh with each other. The girls
aren't speaking much, and shift their legs uncomfortably.
<br><br>
<<unset $inspection>>
<<endevent>>
<<link [[Next|Science Lesson]]>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<fameexhibitionism 50 "pic">>
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
<<if $worn.under_lower.type.includes("naked")>>
Wasting no time, you climb atop the desk and lift your skirt to your chin.
You cock your head. "I'm not wearing panties," you say, trying to sound apologetic.
You lean back and spread your legs, giving the whole class a look.
<<else>>
You lift your skirt and pull down your $worn.under_lower.name, then hand <<if $worn.under_lower.plural>>them<<else>>it<</if>> to Leighton.<<underlowerruined undefined "given">>
Wasting no time, you climb atop the desk and pull your $worn.lower.name off your legs, placing <<if $worn.lower.plural>>them<<else>>it<</if>> to one side.
<<if $worn.lower.plural>>They<<else>>It<</if>> would only get in the way.
You lean back and spread your legs, giving the whole class a look.
<</if>>
<<else>>
<<if $worn.under_lower.type.includes("naked")>>
You cock your head and put one foot on the other. "I'm not wearing panties," you say, sounding apologetic.
Nevertheless you pull off your $worn.lower.name and place <<if $worn.lower.plural>>them<<else>>it<</if>> to one side.
You then climb atop the desk and spread your legs, giving the whole class a look.
<<else>>
Wasting no time, you climb atop the desk and pull off your $worn.lower.name, placing <<if $worn.lower.plural>>them<<else>>it<</if>> to one side.
Your $worn.under_lower.name <<if $worn.under_lower.plural>>come<<else>>comes<</if>> next.
You slip <<if $worn.under_lower.plural>>them<<else>>it<</if>> off, and hand <<if $worn.under_lower.plural>>them<<else>>it<</if>> to Leighton.<<underlowerruined undefined "given">>
You lean back and spread your legs, giving the whole class a look.
<</if>>
<</if>>
<<exhibitionism4>>
<<schoolrep_naked>>
<<if !playerChastity("hidden")>>
<<push_nnpc_genderknown true>>
<</if>>
The class erupts into whispering when they see your <<penis>>.
<<if maleChance() gte 80>>
Some of the boys look away, but most lean forward in amazement.
<<elseif maleChance() gte 40>>
Some of the boys look away, but others lean forward in amazement.
<<elseif maleChance() gt 0>>
Most of the boys look away, but a few lean forward in amazement.
<</if>>
<<if $inspection.gender_appearance is "m" and $inspection.choice is "join">>
Leighton shakes <<his>> head, annoyed that <<he>> let this happen.
<</if>>
"Young <<= $NudeGenderDC lt 0 and $player.gender_appearance is "f" ? "lady" : "man">>," Leighton says. "We've already had penis inspection. I don't appreciate you making light of these health check-ups."
<br><br>
"I know," you say. "But seeing as I'm already here..." You make peace signs with your hands and give your hips a slight shake, making your <<penis>> jiggle. Leighton pauses, then smiles and takes a picture.
<br>
"I'll overlook it this one time. If anyone else is feeling funny: don't, please."
<br>
<<if playerChastity()>>
<<He>> doesn't mention your $worn.genitals.name.
<</if>>
<br><br>
"Good," Leighton says. "Next." You put your clothes back on and take your place in the line, your heart still thumping.
<br><br>
<<link [[Next|Pussy Inspection End]]>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<fameexhibitionism 30 "pic">>
<<set _crotchlessPantiesId to 17>>
<<if $worn.under_lower.type.includes("naked") and $worn.under_lower.index isnot _crotchlessPantiesId>>
<<if $speech_attitude is "bratty">>
"Not wearing any panties," you say flippantly. A couple students giggle. Leighton breaks <<his>> sight on you and scans the room.
<br><br>
"Very well," Leighton announces. "I'll overlook it, this time. Get on the desk."
<<else>>
<<if $speech_attitude is "meek">>
You stare between your feet. "I-I'm not wearing any panties," you whisper.
<<else>>
"I'm not wearing any panties, <<sir>>," you admit. Leighton raises an eyebrow in response.
<</if>>
<br><br>
"Not wearing any?" Leighton announces. You hear someone giggle. "I'll overlook it. Get on the desk."
<</if>>
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
You climb atop the desk and lift your skirt just above your <<genitals>>.
<<else>>
You climb atop the desk and pull down your $worn.lower.name.
<</if>>
<<else>>
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
You lift your skirt and pull down your $worn.under_lower.name, then hand them to Leighton.<<underlowerruined undefined "given">> You climb atop the desk and lift your skirt just above your <<genitals>>.
<<else>>
You climb atop the desk and pull down your $worn.lower.name. Your $worn.under_lower.name come next. You slip them off your legs, and hand them to Leighton.<<underlowerruined undefined "given">>
<</if>>
<</if>>
<<if maleChance() gt 0>>
You feel the boys' eyes on you, taking it in.
<</if>>
<br><br>
<<if !$player.penisExist and $leightonParasitePenisInspection and !playerChastity("hidden")>>
"Odd," Leighton laughs, "I recall taking a picture of a hermaphrodite in this class. I thought it was you, but it must be a different student."
<br><br>
<<elseif $player.penisExist and $player.vaginaExist and !playerChastity("hidden")>>
<<pussyinspectionherm>>
<<schoolrep_naked>>
The girls next to you sneak glances at your penis before blushing and looking away.
<br><br>
<</if>>
<<if !playerChastity("hidden")>>
<<push_nnpc_genderknown true>>
<</if>>
You look away as Leighton takes a picture.
<<if playerChastity("hidden")>>
Leighton doesn't mention your $worn.genitals.name.
<<elseif $player.bodyliquid.vagina.semen + $player.bodyliquid.vaginaoutside.semen gte 2>>
<br><br>
"My, my, look at that," Leighton laughs. "You're dripping. You've been making friends.<<if playerBellyVisible() and $pregnancyspeechdisable is "f">> You even have the belly to show the results.<</if>>"
<br>
You feel your cheeks flush as <<he>> takes another picture.
<br><br>
<<elseif $player.bodyliquid.vagina.goo + $player.bodyliquid.vaginaoutside.goo + $player.bodyliquid.vagina.nectar + $player.bodyliquid.vaginaoutside.nectar gte 2>>
<br><br>
"My, my, look at that!" Leighton laughs. "You're dripping! What have you been up to?!<<if playerBellyVisible() and $pregnancyspeechdisable is "f">> You even have the belly to show the results.<</if>>"
<br>
You feel your cheeks flush as <<he>> takes another picture.
<br><br>
<<elseif $vaginaWetness gte 75>>
<br><br>
"My, my, look at that!" Leighton laughs. "You're dripping! What have you been up to?!"
<br>
You feel your cheeks flush as <<he>> takes another picture.
<br><br>
<<elseif playerHasButtPlug()>>
<br><br>
Leighton frowns. "I'm unimpressed with that, <<girl>>. Detention."<<gdelinquency>><<detention 1>>
<br>
You feel your cheeks flush as <<he>> takes another picture.
<br><br>
<</if>>
<<if $inspection.choice is "forced">>
"All done. That wasn't so bad, was it?" Leighton says with a smile. "I hope you've learnt your lesson about telling the truth. If not, we'll have plenty of time to correct that in detention."<<detention 3>><<gdelinquency>>
<br>
<<if $speech_attitude is "meek">>
Resisting the urge to cry,
<<elseif $speech_attitude is "bratty">>
Biting back any smart remarks,
<<else>>
Staring down at your feet,
<</if>>
you drop from the desk and take your place in the line.
<<elseif $inspection.gender_appearance is "m">>
<<if $player.penisExist and $player.vaginaExist>>
"I nearly overlooked your... unique situation, what with your state of dress," Leighton says.
"Good thing you came up on your own. You almost missed your inspection." <<He>> laughs as <<he>> beckons the next student forward.
<br>
You drop from the desk and take your place in line.
<<else>>
<<schoolrep_naked>>
"It's unusual for a girl to dress like that, you know," Leighton says.
"Good thing you came up on your own. You almost missed your inspection." <<He>> laughs as <<he>> beckons the next student forward.
<br>
You drop from the desk and take your place in line. Some of your classmates give you odd looks.
<</if>>
<<else>>
"Good," Leighton says. "Next." You drop from the desk and take your place in the line.
<</if>>
<br><br>
<<link [[Next|Pussy Inspection End]]>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<fameexhibitionism 50 "pic">>
<<if $worn.under_lower.type.includes("naked")>>
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
You grip the hem of your skirt and flash Leighton. "No panties," you say, sounding apologetic.
<<else>>
You tug down the hem of your $worn.lower.name and flash Leighton. "No panties," you say, sounding apologetic.
<</if>>
<</if>>
Wasting no time, you climb atop the desk and pull your $worn.lower.name off your legs, placing it to one side. It would only get in the way.
<<if !$worn.under_lower.type.includes("naked")>>
Your $worn.under_lower.name come next. You slip them off, and hand them to Leighton.<<underlowerruined undefined "given">>
<</if>>
You lean back and spread your legs, giving the whole class a look. <<exhibitionism4>>
<<if !$player.penisExist and $leightonParasitePenisInspection and !playerChastity("hidden")>>
"Odd," Leighton laughs, "I recall taking a picture of a hermaphrodite in this class. I thought it was you, but it must be a different student."
<br><br>
<<elseif $player.penisExist and $player.vaginaExist>>
<<pussyinspectionherm>>
<<schoolrep_naked>>
You catch the girls next to you glancing at your <<penis>> before blushing and looking away. <<if $player.penissize gte 1>>The attention causes blood to rush to your penis, and you feel yourself beginning to harden in your grip.<<arousal 500>><<garousal>><</if>>
<br><br>
<</if>>
<<if !playerChastity("hidden")>>
<<push_nnpc_genderknown true>>
<</if>>
<<if playerChastity()>>
<<He>> doesn't mention your $worn.genitals.name.
<<elseif setup.bodyliquid.combined("vagina") gte 2>>
You put one hand between your legs, spread your pussy wide open, and then squeeze, making cum run down both legs. With the
other hand you make a peace sign to the camera.
<<fameexhibitionism 10 "pic">>
<<elseif $player.penisExist and $player.vaginaExist>>
Letting go of your erection, you put one hand between your legs<<if $player.ballsExist>>, lift your <<testicles>> out of the way,<</if>> and spread your pussy wide open, while making a peace sign with the other hand.
<<else>>
You put one hand between your legs and spread your pussy wide open, while making a peace sign with the other hand.
<</if>>
Leighton pauses, then smiles as <<he>> takes a picture.
<<if maleChance() gt 0>>
The boys stare in awe at your display, and lean forward for a closer look.
<</if>>
<br><br>
<<if $inspection.choice is "forced">>
"All done. That wasn't so bad, was it? You even looked like you were having fun!" Leighton laughs before adding,
"I'd excuse you for trying to sneak your way out of participating earlier, but rules are rules, I'm afraid."<<detention 2>><<gdelinquency>>
/*lighter punishment for the pc's enthusiastic compliance*/
<<elseif $inspection.gender_appearance is "m">>
<<if $player.penisExist and $player.vaginaExist>>
"I nearly overlooked your... unique situation, what with your state of dress," Leighton says.
"Good thing you came up on your own. You almost missed your inspection." <<He>> laughs as <<he>> beckons the next student forward.
<br>
You put your clothes back on and take your place in the line, your heart still thumping.
<<else>>
<<schoolrep_naked>>
"It's unusual for a girl to dress like that, you know," Leighton says.
"Good thing you came up on your own. You almost missed your inspection." <<He>> laughs as <<he>> beckons the next student forward.
<br>
You put your clothes back on and take your place in the line, your heart still thumping. Some of your classmates give you odd looks.
<</if>>
<<else>>
"Good," Leighton says. "Next."
<br>
You put your clothes back on and take your place in the line, your heart still thumping.
<</if>>
<br><br>
<<link [[Next|Pussy Inspection End]]>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<fameexhibitionism 30 "pic">>
<<if $worn.under_lower.type.includes("naked")>>
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
You climb atop the desk and lift your skirt just above your <<genitals>>.
<<else>>
You climb atop the desk and pull down your $worn.lower.name.
<</if>>
<<else>>
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
You lift your skirt and pull down your $worn.under_lower.name down to your ankles. You climb atop the desk and lift your skirt just above your <<genitals>>.
<<else>>
You climb atop the desk and pull down your $worn.lower.name. Your $worn.under_lower.name come next. You slip them down to your ankles.
<</if>>
<</if>>
<<if $inspection.gender_appearance is "f">>
<<schoolrep_naked>>
The class murmurs at the unexpected sight of your <<penis>>.
<</if>>
<<if !playerChastity("hidden")>>
<<push_nnpc_genderknown true>>
<</if>>
Leighton instinctively snaps a picture, then furrows <<his>> brow after a moment's thought.
"Oh. So you are a boy." <<He>> mutters a halfhearted apology, but doesn't seem particularly bothered by <<his>> mistake. "Go take a seat, then."
<br>
You glance at Leighton's camera. <<He>> notices your gaze and feigns a reassuring smile.
"I suppose we won't be needing that picture then, will we? Not to worry, I'll delete it after the inspection."
<br>
You doubt the sincerity of Leighton's promise, but you decide not to press the issue. You readjust your clothes and trudge back to your seat among the boys.
<br><br>
<<link [[Next|Pussy Inspection End]]>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You silently fume as you stare at the camera in Leighton's hand. You're not even supposed to be up here, yet <<hes>> going to humiliate you in front of the whole class. You grit your teeth at the injustice.
<br><br>
Overcome with emotion, you
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1 and !$worn.under_lower.type.includes("naked")>>
grasp the hem of your skirt in one hand, your $worn.under_lower.name in the other. You yank them aside in a blur, exposing your <<penis>>.
<<elseif setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
grasp the hem of your skirt with both hands, yanking it up and exposing your <<penis>>.
<<elseif !$worn.under_lower.type.includes("naked")>>
hook your fingers around the waistband of your $worn.lower.name and $worn.under_lower.name, tugging them both down in one daring motion.
<<else>>
hook your fingers around the waistband of your $worn.lower.name, tugging them down in one daring motion.
<</if>>
<<exhibitionism4>>
<<if !playerChastity("hidden")>>
<<push_nnpc_genderknown true>>
<</if>>
Amidst the shocked whispers of your peers, Leighton leers at your crotch in awe, taken aback by your boldness. <<He>> quickly comes to <<his>> senses and fumbles for <<his>> camera, but you cover yourself back up before <<he>> catches anything.
<br><br>
"See that? I haven't got what you're looking for. Now may I please sit down?"
<br>
Leighton frowns, defeated, but without cause to hold you any longer, <<he>> sighs and shoos you back to your chair.
<<if $inspection.gender_appearance is "f">>
<<schoolrep_naked>>
The boys give you odd looks as you settle into your seat. You're not sure if they're impressed by your brazen display, or if they just weren't expecting what was beneath your $worn.lower.name.
<</if>>
<br>
Once the class settles down, Leighton carries on with the inspection.
<br><br>
<<link [[Next|Pussy Inspection End]]>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
Leighton continues to work <<his>> way down the line. As the last girl climbs off the desk <<he>> draws an opaque bag from
<<his>> pocket and pushes the panties inside. "There you are," <<he>> says as the door opens and Sirris enters. "Just in time."
Sirris looks at the bag but says nothing as Leighton leaves.
<br><br>
"Right," Sirris says to the class. "Where were we?" The boys talk and laugh with each other. The girls don't speak much,
and shift their legs uncomfortably.
<br><br>
<<unset $inspection>>
<<endevent>>
<<link [[Next|Science Lesson]]>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<pain 1>>
The <<person2>><<person>> undoes the buttons on <<his>> shirt, and holds it open so that no one but Leighton and <<person1>><<his>>
camera can see. The headteacher takes a picture. "Good," <<he>> says, moving down the line. Most students look uncomfortable as it
approaches their turn, and relieved following. Even boys who are used to being seen topless while swimming fidget and blush under Leighton's gaze.
<br><br>
<<He>> soon arrives beside you. You follow the <<person2>><<persons>> lead and hold open your shirt so that only Leighton can see.
You feel your <<nipples>> stand on end. <<person1>><<He>> takes a picture.
<<if $player.breastsize gte 8>>
<<if $player.gender_appearance is "m">>
<<if $genderknown.includes("Leighton") and $player.gender isnot "m">>
"You might be the biggest in the class." <<He>> smirks. "Very impressive for a 'boy'."
<<insecurity "breasts_big" 20>><<ginsecurity "breasts_big">><<fameexhibitionism 30 "pic">>
<<else>>
"You might be the biggest in the class," <<he>> says. "Very impressive for a boy."
<<insecurity "breasts_big" 20>><<ginsecurity "breasts_big">><<fameexhibitionism 30 "pic">>
<</if>>
<<else>>
"You might be the biggest in the class," <<he>> says.
<<insecurity "breasts_big" 20>><<ginsecurity "breasts_big">><<fameexhibitionism 30 "pic">>
<</if>>
<<elseif $player.breastsize gte 6>>
<<if $player.gender_appearance is "m">>
"Nice pair," <<he>> says.
<<if $player.gender is "m">>
<<insecurity "breasts_big" 20>><<ginsecurity "breasts_big">>
<</if>>
<<fameexhibitionism 30 "pic">>
<<else>>
"Nice pair," <<he>> says.
<<if $player.gender is "m">>
<<insecurity "breasts_big" 20>><<ginsecurity "breasts_big">>
<</if>>
<<fameexhibitionism 30 "pic">>
<</if>>
<<elseif $player.breastsize gte 1>>
<<if $player.gender_appearance is "m">>
"Cute pair," <<he>> says.
<<insecurity "breasts_small" 20>><<ginsecurity "breasts_small">><<fameexhibitionism 30 "pic">>
<<else>>
"Cute pair," <<he>> says.
<<insecurity "breasts_small" 20>><<ginsecurity "breasts_small">><<fameexhibitionism 30 "pic">>
<</if>>
<<else>>
<<if $player.gender_appearance is "m">>
<<fameexhibitionism 10>>
<<else>>
"Don't be ashamed about being flat," <<he>> says while leering at you.
<<insecurity "breasts_small" 30>><<ginsecurity "breasts_small">><<fameexhibitionism 30 "pic">>
<</if>>
<</if>>
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<<link [[Next|Breast Inspection End]]>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
"No," you say, looking right at Leighton. <<His>> eyes widen slightly as <<he>> looks at you, but <<he>> seems more bemused than angry.
<<if $speech_attitude is "meek">>
"I-I mean..." Leighton marches towards you. With an effort of will you look <<him>> in the eyes. "This is wrong. Y-you're just a pervert!"
<<elseif $speech_attitude is "bratty">>
"That's right." Leighton marches closer. You stand your ground. "You're a pervert. You belong behind bars!"
<<else>>
"I said it." Leighton marches towards you. "This has nothing to do with health. You just want to take humiliating pictures!"
<</if>>
<br><br>
<<if $cool gte 160>>
<<famegood 30>>
"I see," the headteacher says. "Does anyone else feel this way?"
<br><br>
<span class="green">A <<person3>><<person>> speaks up.</span> "You shouldn't treat us like this," <<he>> says. "I'll tell my parents."
<br><br>
The <<person2>><<person>> suppresses <<his>> tears and speaks next. "I'm not going to show you any more of me."
<br><br>
<<person1>>The whole class starts clamouring. Accusing the headteacher of all sorts of nasty things. Leighton's mouth gapes,
then becomes a sneer. "Fucking brats. This is for your own good. But if you're going to be like that, fine." <<He>> strides to
the door. <<He>> turns and looks right at you before slamming the door behind <<him>>.
<<ggdelinquency>><<detention 6>>
<br><br>
Everyone cheers. A group of thankful students surrounds you. Others return to their seats, looking relieved. A few look disappointed,
but if so they keep it to themselves. <<endevent>><<npc Sirris>><<person1>>Sirris is surprised by the atmosphere when <<he>> returns.
"I don't know what Leighton gets up to in here," <<he>> says. "But it seems to have gone down well. Now, where were we?"
<<gcool>><<ltrauma>><<lstress>><<status 1>><<trauma -6>><<stress -12>>
<br><br>
<<link [[Next|Science Lesson]]>><<endevent>><</link>>
<br>
<<else>>
"I see," the headteacher says. "Does anyone else feel this way?" <span class="red">No one is willing to meet <<his>> gaze.</span>
"No? I didn't think so. I'll see you in detention, <<girl>>. But first." <<He>> tears open your shirt with both hands, exposing your <<breasts>>.
<<if $player.breastsize gte 5>>
<<if $player.gender_appearance is "m">>
<<if $genderknown.includes("Leighton") and $player.gender isnot "m">>
"Nice pair," <<he>> says with relish while holding your shirt open. "Especially for a 'boy'."
<<He>> steps back and takes a picture with one motion before you can cover yourself.
<<fameexhibitionism 30 "pic">>
<<else>>
"Nice pair," <<he>> says with relish while holding your shirt open. "Especially for a boy."
<<He>> steps back and takes a picture with one motion before you can cover yourself.
<<fameexhibitionism 30 "pic">>
<</if>>
<<else>>
"Impressive pair," <<he>> says with relish while holding your shirt open. <<He>> steps back and takes a picture
with one motion before you can cover yourself.
<<fameexhibitionism 30 "pic">>
<</if>>
<<elseif $player.breastsize gte 2>>
<<if $player.gender_appearance is "m">>
<<if $genderknown.includes("Leighton") and $player.gender isnot "m">>
"Nice pair," <<he>> says with relish while holding your shirt open. "Especially for a 'boy'." <<He>> steps back and takes a
picture with one motion before you can cover yourself.
<<fameexhibitionism 30 "pic">>
<<else>>
"Nice pair," <<he>> says with relish while holding your shirt open. "Especially for a boy." <<He>> steps back and takes a
picture with one motion before you can cover yourself.
<<fameexhibitionism 30 "pic">>
<</if>>
<<else>>
"Nice pair," <<he>> says with relish while holding your shirt open. <<He>> steps back and takes a picture with one motion
before you can cover yourself.
<<fameexhibitionism 30 "pic">>
<</if>>
<<else>>
<<if $player.gender_appearance is "m">>
"I don't know what's got you so riled," <<he>> says while holding your shirt open.
<<He>> steps back and takes a picture with one motion.
<<fameexhibitionism 10 "pic">>
<<else>>
"I know why you're behaving this way," <<he>> says while holding your shirt open. "You're ashamed about being flat."
<<He>> steps back and takes a picture with one motion before you can cover yourself.
<<fameexhibitionism 30 "pic">>
<</if>>
<</if>>
<<gdelinquency>><<detention 4>><<gtrauma>><<gstress>><<garousal>><<trauma 6>><<stress 6>><<arousal 600>>
<br><br>
<<link [[Next|Breast Inspection End]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
The <<person2>><<person>> undoes the buttons on <<his>> shirt, and holds it open so that no one but Leighton and
<<person1>><<his>> camera can see. The headteacher takes a picture. "Good," <<he>> says, moving down the line.
Most students look uncomfortable as it approaches their turn, and relieved following. Even boys who are used to being seen
topless while swimming fidget and blush under Leighton's gaze.
<br><br>
<<He>> soon arrives beside you.
<<if $player.breastsize gte 8>>
You open your shirt wide so that everyone can see. Your <<breasts>> tumble out.
<<if $player.gender_appearance is "m">>
<<if $genderknown.includes("Leighton") and $player.gender isnot "m">>
"You might be the biggest in the class," <<he>> says. "Very impressive for a 'boy'."
<<insecurity "breasts_big" 20>><<ginsecurity "breasts_big">><<fameexhibitionism 40 "pic">>
<<else>>
"You might be the biggest in the class," <<he>> says. "Very impressive for a boy."
<<insecurity "breasts_big" 20>><<ginsecurity "breasts_big">><<fameexhibitionism 40 "pic">>
<</if>>
<<else>>
"You might be the biggest in the class," <<he>> says.
<<insecurity "breasts_big" 20>><<ginsecurity "breasts_big">><<fameexhibitionism 40 "pic">>
<</if>>
<<elseif $player.breastsize gte 6>>
You open your shirt wide so that everyone can see your <<breasts>>.
<<if $player.gender_appearance is "m">>
"Nice pair," <<he>> says.
<<if $player.gender is "m">><<insecurity "breasts_big" 20>><<ginsecurity "breasts_big">><</if>><<fameexhibitionism 40 "pic">>
<<else>>
"Nice pair," <<he>> says.
<<if $player.gender is "m">><<insecurity "breasts_big" 20>><<ginsecurity "breasts_big">><</if>><<fameexhibitionism 40 "pic">>
<</if>>
<<elseif $player.breastsize gte 1>>
You open your shirt wide so that everyone can see your <<breasts>>.
<<if $player.gender_appearance is "m">>
"Cute pair," <<he>> says.
<<insecurity "breasts_small" 20>><<ginsecurity "breasts_small">><<fameexhibitionism 40 "pic">>
<<else>>
"Cute pair," <<he>> says.
<<insecurity "breasts_small" 20>><<ginsecurity "breasts_small">><<fameexhibitionism 40 "pic">>
<</if>>
<<else>>
You open your shirt wide so that everyone can see your <<breasts>>.
<<if $player.gender_appearance is "m">>
<<fameexhibitionism 15 "pic">>
<<else>>
"Don't be ashamed about being flat," <<he>> says while leering at you.
<<insecurity "breasts_small" 30>><<ginsecurity "breasts_small">><<fameexhibitionism 40 "pic">>
<</if>>
<</if>>
<br><br>
<<if $speech_attitude is "meek">>
"I like being seen," you whisper. <<He>> takes several pictures before moving to the next student.
<<elseif $speech_attitude is "bratty">>
"You look like you want to touch them," you whisper. "In front of everyone." <<He>> hesitates, then takes several pictures before
moving to the next student.
<<else>>
"I like showing them off," you whisper. <<He>> takes several pictures before moving to the next student.
<</if>>
<<exhibitionism4>>
<<link [[Next|Breast Inspection End]]>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
The <<person2>><<person>> undoes the buttons on <<his>> shirt, and holds it open so that no one but Leighton and <<person1>><<his>>
camera can see. The headteacher takes a picture. "Good," <<he>> says, moving down the line. Most students look uncomfortable as it
approaches their turn, and relieved following. Even boys who are used to being seen topless while swimming fidget and blush under Leighton's gaze.
<br><br>
<<He>> soon arrives at you. You hold your shirt open wide, making no attempt to hide from the rest of the class. Leighton hesitates
a moment before taking a picture.
<br><br>
<<if $speech_attitude is "meek">>
"You can take more if you like," you whisper.
<<elseif $speech_attitude is "bratty">>
"I know you want to see more of me," you whisper.
<<else>>
"Like what you see?" you whisper.
<</if>>
<<exhibitionism1>>
<<fameexhibitionism 20 "pic">>
Leighton doesn't respond, but kneels to take a second picture, something <<he>> didn't do to any other student.
<br><br>
<<link [[Next|Breast Inspection End]]>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
Leighton continues down the line, taking pictures. <<He>> occasionally reaches and gropes their chest before continuing. <<He>> reaches
the end of the line and puts <<his>> camera away as the last student covers up.
<br><br>
<<endevent>><<npc Leighton>><<generatey2>><<person1>>
The students start to relax, but it's not over. "One more thing," Leighton says. <<He>> puts <<his>> hand on a <<person2>><<persons>>
shoulder and, gripping, steers <<him>> in front of the other students. <<person1>>"It's important to check for lumps," the headteacher
continues. <<He>> stands behind the <<person2>><<person>> and reaches around <<him>> to undo the buttons on <<his>> shirt once more.
The <<person>> reaches up as if to stop <<person1>><<him>>, but thinks better of it and drops <<person2>><<his>> arms. <<He>> looks resigned.
<br><br>
<<if $pronoun is "m">>
Soon <<his>> sleek chest is exposed in front of everyone. <<person1>>Leighton reaches up and rests <<his>> hands on it.
<<else>>
Soon <<his>> breasts are exposed in front of everyone. <<He>> shuts <<his>> eyes as if enduring pain. <<person1>>Leighton reaches up
and rests <<his>> hands on them.
<</if>>
<<He>> starts fondling <<person2>><<him>>. <<person1>>When <<his>> fingers brush against <<person2>><<his>> nipples <<he>> jerks
and tries to pull away, but Leighton pulls <<him>> back and leans in close. <<person1>>"You'll stand where I tell you to," <<he>> whispers.
<br><br>
Some students try to look away, but Leighton announces that all will look or suffer detention. <<He>> continues molesting the
<<person2>><<person>> in front of everyone for several minutes, until footsteps are heard outside. <<person1>><<He>> pulls <<his>>
hands away. "Everyone back to your seats." The <<person2>><<person>> does <<his>> shirt back up with trembling fingers.
<br><br>
<<person1>>The door opens and Sirris enters. "You're back sooner than I expected," Leighton says. "But the inspection is finished."
<<He>> leaves before Sirris responds.
<br><br>
"My desk is in order this time," Sirris says, smiling. "Right, where were we?"
<br><br>
<<endevent>>
<<link [[Next|Science Lesson]]>><</link>>
<br>/**
Widget for determining Kylar related options
*/
<<widget "kylarLibrary">>
<<if $exposed gt 0>>
<<exit>>
<</if>>
<<set $_kylarLocation to getKylarLocation()>>
<<if $_kylarLocation.area is "library">>
<<switch $_kylarLocation.state>>
<<case "library" "stalking">>
<<if C.npc.Sydney.love gte 75 and _sydney_location is "library" and !$daily.kylar.libraryInteract>>
Kylar sits at a desk, glancing towards Sydney, scribbling something.
<br>
<<furnitureicon "deskAntique">><<link [[Approach Kylar|Kylar Library Jealousy]]>><<set $kylar_text_trigger to true>><</link>>
<br><br>
<<else>>
Kylar sits at a desk, scribbling something.
<br>
<<furnitureicon "deskAntique">><<link [[Approach Kylar|Kylar Library]]>><<set $kylar_text_trigger to true>><</link>>
<</if>>
<br><br>
<<case "english">>
Kylar isn't here. There's a note on the desk <<nnpc_he "Kylar">> usually sits at. It reads "<span class="gold">Meet me in the English classroom.</span>"
<br><br>
<<default>>
<<if $options.debugdisable>>
Kylar is in a state of being at the desk <<he "Kylar">> usually sits at, and not there. There is a problem with the space-time continuity!
<br>
<span class="red">You reflect on the problem and inform Vrelnir that Kylar has the wrong library state for <<his "Kylar">> location.</span>
<</if>>
<</switch>>
<</if>>
<</widget>>
<<widget "kylarLibraryStalkChat1">>
<<if $speech_attitude is "bratty">>
"Stealing a glance at Sydney?" you say with a sneer. "Something up with you?" You place a hand on your hip as Kylar avoids your gaze.
<<elseif $speech_attitude is "meek">>
"K-Kylar, I s-saw you staring at Sydney..." you say. "I-Is something wrong?" You clasp your hands together at your chest. Kylar avoids your gaze.
<<else>>
"I saw you staring at Sydney," you say. "Why is that?"
<</if>>
<br><br>
"Y-You... S-Sydney..." <<He>> pauses, meeting your eyes. "W-What do you see in <<nnpc_him "Sydney">>? What does <<nnpc_he "Sydney">> have that I don't?
Why do you spend so much time talking to <<nnpc_him "Sydney">> and not me?!" <<he>> yells, <<his>> voice quivering.
/* Add chance for Sydney to shout at Kylar for yelling */
<<sydneySchedule>>
<<if _sydney_location is "library">>
<br><br>
"Be quiet, you are in a library!" Sydney shouts from the desk.
<br><br>
<</if>>
Kylar grabs your hands tightly and looks at you with a crazed expression. You wince and yank your hands out of <<his>> grasp. <<gpain>>
<br><br>
Kylar looks at you and frowns. <<He>> mutters something, then sits down and stares at <<his>> sketchbook. <<npcincr "Kylar" "rage" 5>><<ggksuspicion>>
<br><br>
<</widget>>
<<widget "kylarLibraryStalkTease1">>
You lean closely to Kylar and raise your hand to whisper something lewd into <<his>> ear, but stop when you notice <<him>> staring at Sydney instead of you.
<<if $speech_attitude is "bratty">>
You frown and snap your fingers. "You're looking at Sydney and not me?" Kylar jumps. <<He>> scrambles back on to <<his>> seat and turns to you.
<<elseif $speech_attitude is "meek">>
You pout and stare Kylar down. "W-Why aren't you paying attention to me?" Your words startle <<him>>, returning <<his>> attention to you.
<<else>>
You frown. "Why are you looking at <<nnpc_him "Sydney">> now?" Kylar almost jumps. <<He>> turns <<his>> face towards you.
<</if>>
<br><br>
"Y-You... S-Sydney..." <<He>> pauses, trying to avoid looking at you. Suddenly, <<he>> whips <<his>> head around to look at you.
"W-What do you see in <<nnpc_him "Sydney">>? What does <<nnpc_he "Sydney">> have that I don't? Why do you spend so much time talking to <<nnpc_him "Sydney">> and not me?!" <<he>> yells, <<his>> voice quivering.
/* Add chance for Sydney to shout at Kylar for yelling */
<<sydneySchedule>>
<<if _sydney_location is "library">>
<br><br>
"Be quiet, you are in a library!" Sydney shouts from the desk.
<br><br>
<</if>>
Kylar grabs your hands tightly and looks at you with a crazed expression. You wince and yank your hands out of <<his>> grasp. <<pain 2>><<gpain>>
<br><br>
Kylar looks at you and frowns. <<He>> mutters something, then sits down, and stares at <<his>> sketchbook. <<npcincr "Kylar" "rage" 5>><<ggksuspicion>>
<</widget>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>><<set $bus to "schoollibrary">>
You are in the school library.
<<if Time.schoolDay>>
/* indev - double <br> replaced with single */
<<if $schoolstate is "early">>
The library is devoid of people, it being so early in the day.
<br>
<<elseif $schoolstate is "late">>
The library is devoid of people, students and teachers having gone home for the day.
<br>
<<elseif $schoolstate is "lunch">>
The room is packed with students using their lunch break to catch up with homework.
<br>
<<else>>
Several students are present, working at the desks and searching among the bookshelves.
<br>
<</if>>
<<else>>
The library is devoid of people.
<br>
<</if>>
/*indev - Extra library description*/
A large desk sits near the back of the library, with a sign reading "Book Rental + Clothing" hanging above.
<br>
There are several shelves with typical academic literature. You see books on engineering, biology, social sciences and language learning. Everything that is useful in catching up.
<br>
Next to it is a small basket with returned and not yet sorted books.
<<if (Time.monthName is "November" and Time.monthDay gte 24) or Time.monthName is "December">>
You notice a strange, olive-coloured book tucked amidst the rest.
<</if>>
<<if currentSkillValue('english') lt 200>>
You wonder if there may be something more interesting here if you were one of those bookworms.
<</if>>
/* Just some hints and tips for the player */
<<if Time.schoolDay and $schoolstate isnot "early" and $schoolstate isnot "late" and random(1, 3) is 1>>
<br><br>
You overhear some students talking to each other.
<br>
<<if $rng gte 96>>
"Did you know that some nerds sneak into the library at night in order to study?"
<br>
"Don't be ridiculous, as if someone would be such a dork."
<<elseif $rng gte 91>>
"It's awful! I just know that I totally failed the exam."
<br>
"I told you to study properly!"
<<elseif $rng gte 86>>
"I couldn't concentrate at all at the exam since my anxiety always goes through the roof..."
<br>
"I usually just rub one out at the toilets beforehand in order to relax."
<br>
"Weirdo."
<<elseif $rng gte 81>>
"How do you manage to get good grades but still have so much free time left?"
<br>
"That's easy! I study each day for a short period of time. You see, the human brain can't handle too much information at once so it's more effective to spread out your study time."
<br>
"I always work through the night before a test..."
<<elseif $rng gte 76>>
"Winter once mentioned that there is a secret path connecting the school toilets to the sewer."
<br>
"I wouldn't know. I never pay attention in class."
<<elseif $rng gte 71>>
"Do you know that <<girl>> who went missing for a month?"
<br>
"The one living at the orphanage?"
<br>
"Yeah, that one. I have no idea what happened to <<phim>>, but <<pshe>> changed completely. Sometimes <<pshe>> screams in terror for no apparent reason. Some even think <<pshe>> can see things others don't."
<br>
"Like ghosts? Do you believe that, too?"
<br>
"Of course not! Ghosts only exist in movies or games."
<<elseif $rng gte 66>>
"Did you know that you learn more when you're naked?"
<br>
"For the last time, I will never take off my clothes when we study together."
<<elseif $rng gte 61>>
"What's with those dorky glasses?"
<br>
"They help me to focus in class."
<br>
"How would that even work? Do you even need to wear them?"
<br>
"No, but whenever I wear them, I feel like a nerd and subconsciously act like one thereby paying more attention to the teacher."
<br>
"Have you tried feeling more like a normal person?"
<<elseif $rng gte 56>>
"Why in the world do we have to pay to take books home? We'd all do so much better with easier access to the material."
<br>
"I don't know, but you'd better make sure to return them on time. The librarian's assistant is a terror."
<br>
"I heard about <<nnpc_him "Sydney">>. Isn't <<nnpc_he "Sydney">> one of the teachers' kids?"
<br>
"Apparently. Last time I returned a book late, I couldn't get the marker off my skin for days..."
<<elseif $rng gte 51>>
"You ever try reading that red book? The one with the lovers?"
<br>
"What?"
<br>
"I tried a few pages, and ended up reading the whole thing. I swear it felt like a spiritual experience. I can't stop thinking about it."
<br>
"...What?"
<<elseif $rng gte 46>>
"What's up with the moon on the last day of the month? It gets all red, and everyone acts weird."
<br>
"It's only real if you let it be. Watch your back, because you're not the only one watching it."
<br>
"I see you're having a moment. I'll ask later."
<<elseif $rng gte 41>>
"Hey, did you know that cum is actually brain tissue?"
<br>
"Are you being serious?"
<br>
"Yeah. You know, every time you jerk off, your brain shrinks a little."
<br>
"I can see that."
<<elseif $rng gte 36>>
"Did you know that sex makes you dumb?"
<br>
"You think so?"
<br>
"Yeah, it's a proven fact. The more you fuck, the more airheaded you get."
<br>
"I see... just like a certain student I could mention."
<<elseif $rng gte 31>>
"Hey, have you heard about masturbation? They say it's dangerous!"
<br>
"Really?"
<br>
"Yes. If you do it too often, you'll go blind!"
<br>
"Is that why you're wearing these colours?"
<<elseif $rng gte 26>>
"Did you see that student recently? You-know-who, the talk of the school."
<br>
"No... doesn't seem to attend class much."
<br>
"Not exactly the sharpest knife in the drawer, huh?"
<br>
"Never was, but recently their brain slipped below their belt."
<<elseif $rng gte 21>>
<<rngWraith>>
<<if _wraithEvent>>
<<silently>><<speechWraith "lines">><</silently>>
"_line1"
<br>
"_line2"
<br>
Those weren't students.
<<trauma 6>><<gtrauma>>
<<else>>
"?chatter1"
<br>
"?chatter2"
<br>
They're just chattering. Nothing useful.
<</if>>
<<else>>
But they're too far for you to hear them properly.
<</if>>
<</if>>
<br><br>
<<if $exposed gte 1>>
<<if Time.schoolDay and $schoolstate isnot "early" and $schoolstate isnot "late">>
You hide between the bookshelves, doing your best to conceal your <<nudity>>.
<br><br>
<<else>>
<<exhibitionclassroom>>
<</if>>
<</if>>
<<sydneySchedule>>
<<if $stress gte $stressmax>>
<<link [[Everything fades to black...|School Passout]]>><</link>>
<<elseif _sydney_location is "library" and ($sydneyLeightonConfront is 1 or $leightonAssaulted is 1) and $exposed lte 0 and C.npc.Leighton.init is 1 and $pillory.tenant.special.name isnot "Leighton" and !$sydneyLeightonConfrontTimer>>
<<unset $sydneyLeightonConfront>><<set $sydneyLeightonConfrontTimer to 7>><<set $corruptionEvent to 1>>
<<if ($bookStolenKnown isnot undefined and $bookStolenKnown gte 3) or $libraryMoneyStolen gte 1000 or $leightonAssaulted is 1>>
<<if $leightonAssaulted is 1>>
<<set $leightonAssaulted to 2>>
<</if>>
<<npc "Sydney">><<person1>>
You hear footsteps behind you, and feel a hand on your shoulder. "Perfect timing." It's Leighton. "It seems you just can't learn your lesson. I should get the police involved with how often you've been stealing from us, but I'll settle for a more... homely punishment instead."
<br><br>
<<nnpc_He "Leighton">> begins to lead you towards the rental counter. "Your friend will be sharing in your punishment.<<if $studyBooks.stolen.count gte 1>><<set $studyBooks.stolen.science to 0>><<set $studyBooks.stolen.maths to 0>><<set $studyBooks.stolen.english to 0>><<set $studyBooks.stolen.history to 0>><<unset $sydneyStolenKnown>> Oh, and I'll be taking that stolen <<if $studyBooks.stolen.count gt 1>>books<<else>>book<</if>> back.<<set $studyBooks.stolen.count to 0>><</if>>"
<br><br>
A few students linger, but a glare from Leighton hurries them out. Leighton locks the door behind them.
<br><br>
<<link [[Next|Sydney Leighton Spank]]>><<set $phase to 4>><</link>>
<br>
<<else>>
You see Leighton stood in front of Sydney's counter. <<nnpc_He "Leighton">> seems to be harshly scolding <<nnpc_him "Sydney">> for something. After a moment, <span class="red">Leighton grabs <<nnpc_his "Sydney">> arm and begins to raise <<nnpc_his "Leighton">> voice.</span>
<br><br>
<<link [[Intervene|Sydney Leighton Intervene]]>><<npcincr Sydney love 1>><</link>><<glove>>
<br>
<<link [[Ignore|Sydney Leighton Ignore]]>><<stress 12>><<npcincr Sydney love -10>><<npcincr Sydney purity -5>><</link>><<ggstress>><<llllove>><<llspurity>><<sydneyWarning>>
<br>
<</if>>
<<else>>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "library">>
<</if>>
<<if $exposed gte 1 and Time.schoolDay and $schoolstate isnot "early" and $schoolstate isnot "late">>
<<else>>
<<if _sydney_location is "library" and ($sydneySeen is undefined or !$sydneySeen.includes("library")) and $exposed lte 0>>
<<if $sydneySeen>>Sydney<<else>>A student<</if>> sits at the rental counter, shuffling papers and stamping cards.
<br>
<<schoolicon "library desk">><<link [[Counter|Sydney Library Intro]]>><</link>>
<br><br>
<<elseif _sydney_location isnot "library">>
<<schoolicon "library desk">><<link [[Counter|Library Rental Counter]]>><<set $counterApproach to 1>><</link>>
<br><br>
<<elseif _sydney_location is "library" and $exposed lte 0>>
Sydney sits at the desk of the rental counter, shuffling papers and stamping cards.
<br>
<<schoolicon "library desk">><<link [[Approach Sydney|Library Rental Counter]]>><<set $counterApproach to 1>><</link>>
<br><br>
<</if>>
<<if $exposed lte 0 and Time.schoolDay and ($schoolstate is "morning" or $schoolstate is "afternoon" or $schoolstate is "lunch") and $mathsproject is "ongoing" and $mathslibrarystudent isnot 1 and $mathslibraryknown isnot 1>>
You see a student working on a solution for the maths competition.
<br>
<<icon "projectMaths.png">><<link [[Approach|Maths Library Student]]>><</link>>
<br><br>
<</if>>
<!-- Kylar in the library -->
<<kylarLibrary>>
<<projectoptions>>
<<if $exposed gte 1>>
<<scienceicon>><<link [[Study science (0:20)|Library Study Exposed]]>><<pass 20>><<set $phase to 1>><</link>><<gscience>>
<br>
<<mathicon>><<link [[Study maths (0:20)|Library Study Exposed]]>><<pass 20>><<set $phase to 2>><</link>><<gmaths>>
<br>
<<englishicon>><<link [[Study English (0:20)|Library Study Exposed]]>><<pass 20>><<set $phase to 3>><</link>><<genglish>>
<br>
<<historyicon>><<link [[Study history (0:20)|Library Study Exposed]]>><<pass 20>><<set $phase to 4>><</link>><<ghistory>>
<br>
<<else>>
<<scienceicon>><<link [[Study science (0:20)|Library Study]]>><<pass 20>><<set $phase to 1>><</link>><<gscience>>
<br>
<<mathicon>><<link [[Study maths (0:20)|Library Study]]>><<pass 20>><<set $phase to 2>><</link>><<gmaths>>
<br>
<<englishicon>><<link [[Study English (0:20)|Library Study]]>><<pass 20>><<set $phase to 3>><</link>><<genglish>>
<br>
<<historyicon>><<link [[Study history (0:20)|Library Study]]>><<pass 20>><<set $phase to 4>><</link>><<ghistory>>
<br>
<</if>>
/*indev - scarlet book possible to be taken. English 200+ required*/
<<if currentSkillValue('english') gte 300 and $studyBooks.stolen.RaulAndJanet is 0>>
<<scarleticon>><<link [[Take "Raul and Janet" from the basket (0:01)|ScarletBook1]]>><<pass 1>><<set $scarletExitPassage to "School Library">><</link>>
<br>
<<elseif currentSkillValue('english') gte 200 and $studyBooks.stolen.RaulAndJanet is 0>>
<<scarleticon>><<link [[Take the medium-sized scarlet book from the basket (0:01)|ScarletBook1]]>><<pass 1>><<set $scarletExitPassage to "School Library">><</link>>
<br>
<</if>>
<<if (Time.monthName is "November" and Time.monthDay gte 24) or Time.monthName is "December" and $studyBooks.stolen.pinch is 0>>
<<oliveicon>><<link [[Take the olive-coloured book from the basket (0:01)|Olive Book 1]]>><<set $oliveExitPassage to "School Library">><<pass 1>><</link>>
<br>
<</if>>
<br>
<</if>>
<<getouticon>><<link [[Leave the library (0:01)|Hallways]]>><<pass 1>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>><<sydneySchedule>><<rngWraith 1>>
<<if $phase is 1>><<scienceskill>>
<<wearProp "open textbook" "blue" "science">>
You settle down at a desk with a science textbook and read through the material.
<<elseif $phase is 2>><<mathsskill>>
<<wearProp "open textbook" "red" "maths">>
You settle down at a desk with a maths textbook and read through the material.
<<elseif $phase is 3>><<englishskill>>
<<wearProp "open textbook" "green" "English">>
You settle down at a desk with an English textbook and read through the material.
<<elseif $phase is 4>><<historyskill>>
<<wearProp "open textbook" "yellow" "history">>
You settle down at a desk with a history textbook and read through the material.
<</if>>
<br><br>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure) and Time.schoolDay and $schoolstate isnot "early" and $schoolstate isnot "late">>
<<if $rng gte 51>>
<<generatey1>><<generatey2>>While you are minding your own business, a <<fullGroup>> start harassing you.
<br><br>
<<link [[Ignore them|School Library Harass]]>><<handheldon>><<set $phase to 0>><<trauma 2>><<stress 2>><</link>><<gtrauma>><<gstress>>
<br>
<<link [[Ask the librarian for help|School Library Harass]]>><<handheldon>><<set $phase to 1>><<status -10>><</link>><<lcool>>
<br>
<<if C.npc.Sydney.init is 1 and $sydneySeen.includes("library") and _sydney_location is "library">>
<<link [[Ask Sydney for help|School Library Harass]]>><<handheldon>><<set $phase to 2>><</link>>
<br>
<</if>>
<<elseif _wraithEvent>>
After some time, you begin to feel anxious. You move to replace your textbook in the bookshelf.
<br><br>
You catch a brief glimpse of a pale face through the gaps on the other side. <<stress 12>><<ggstress>><<trauma 4>><<gtrauma>>
<br><br>
<<link [[Next|School Library]]>><<endevent>><</link>>
<br>
<<else>>
<<outfitChecks>>
<<set _bottom.integrity -= 10>>
<<if _bottom.integrity lte 0>>
As you rise from the chair, you hear a tear. Your <<bottoms>> <<is _bottom>> caught on the desk. You try to free <<= _bottom.plural ? "them" : "it">>, but <<= _bottom.plural ? "they are" : "it is">> torn clean off your body, exposing your <<= _bottomUnder?.name || "<<undies>>">>.
<<integritycheck no_text>>
<br><br>
<<else>>
As you rise from the seat, you hear a tear. Your <<bottoms>> <<is _bottom>> caught on the desk.
<br><br>
<</if>>
<<link [[Next|School Library]]>><<endevent>><</link>>
<br>
<</if>>
<<else>>
<<link [[Next|School Library]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>><<rngWraith 1>><<slimeEventEnd "study">>
<<if $phase is 1>>
<<wearProp "open textbook" "blue" "science">>
You settle down at a desk with a science textbook and read through the material. Being sat here in the school library with your <<lewdness>> on display feels naughty, even with no one around. It keeps you alert and focused.
<<gscience>><<scienceskill>><<garousal>><<arousal 300>>
<<elseif $phase is 2>>
<<wearProp "open textbook" "red" "maths">>
You settle down at a desk with a maths textbook and read through the material. Being sat here in the school library with your <<lewdness>> on display feels naughty, even with no one around. It keeps you alert and focused.
<<gmaths>><<mathsskill>><<garousal>><<arousal 300>>
<<elseif $phase is 3>>
<<wearProp "open textbook" "green" "English">>
You settle down at a desk with an English textbook and read through the material. Being sat here in the school library with your <<lewdness>> on display feels naughty, even with no one around. It keeps you alert and focused.
<<genglish>><<englishskill>><<garousal>><<arousal 300>>
<<elseif $phase is 4>>
<<wearProp "open textbook" "yellow" "history">>
You settle down at a desk with a history textbook and read through the material. Being sat here in the school library with your <<lewdness>> on display feels naughty, even with no one around. It keeps you alert and focused.
<<ghistory>><<historyskill>><<garousal>><<arousal 300>>
<</if>>
<br><br>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - ($allure / 2))>>
<<if $rng gte 51>>
<<generate1>><<person1>>You fumble the book as you try to place it on its shelf. It thumps against the floor. "That better not be another cat," a voice responds from the corridor outside. You take cover behind the shelf and peek between the books. A <<person>> wearing a security uniform enters. "Who's there?"
<br><br>
<<if $earSlime.growth gte 200 - ($earSlime.promiscuity * 10) and $exposed gte 1>>
<span class="lewd">You feel the slime in your head command you to expose yourself and ask <<him>> to rape you.</span> <span class="red">It expects to be obeyed.</span>
<br><br>
<<link [[Obey|Library Study Exposed Slime Obey]]>><<handheldon>><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 2>><</link>><<gcorruption>><<lpain>><<lltrauma>><<lstress>>
<br>
<<link [[Defy|Library Study Exposed Slime Defy]]>><<handheldon>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><</link>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>>
<br>
<<else>>
<<if $exposed gte 2>>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Show yourself|Library Study Show]]>><<handheldon>><<set $phase to 0>><</link>><<exhibitionist5>>
<br>
<</if>>
<<elseif $exposed is 1>>
<<if hasSexStat("exhibitionism", 2)>>
<<link [[Show yourself|Library Study Show]]>><<handheldon>><<set $phase to 1>><</link>><<exhibitionist2>>
<br>
<</if>>
<</if>>
<<link [[Stay hidden (0:10)|Library Study Hide]]>><<stress 3>><<pass 10>><</link>><<gstress>>
<</if>>
<br>
<<elseif _wraithEvent>>
After some time, you begin to feel anxious. You move to replace your textbook in the bookshelf.
<br><br>
You catch a brief glimpse of a pale face through the gaps on the other side. <<stress 12>><<ggstress>><<trauma 4>><<gtrauma>>
<br><br>
<<link [[Next|School Library]]>><<endevent>><</link>>
<br>
<<else>>
<<generate1>><<generate2>>A <<fullGroup>> walk along the street outside the window. They will see you if they look through.
<<if $earSlime.growth gte 200 and $earSlime.exhibitionism gte 3>>
<span class="red">You know the ear slimes wouldn't let you do anything but risk exposing yourself.</span>
<br><br>
<<link [[Next|Library Study Risk]]>><</link>>
<<else>>
<br><br>
<<link [[Risk it|Library Study Risk]]>><</link>>
<br>
<<link [[Hide (0:20)|Library Study Pair Hide]]>><<pass 20>><</link>>
<</if>>
<br>
<</if>>
<<else>>
<<link [[Next|School Library]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $rng gte 81>>
You ignore the pair, and keep studying. The <<person1>><<person>> glances over <<his>> shoulder and spots you. <<He>> grabs the <<person2>><<persons>> arm and they both grin at you through the glass. <<covered>> You feel your face flush.
<<gstress>><<garousal>><<stress 3>><<arousal 600>><<fameexhibitionism 2>>
<br><br>
They move on, still smiling.
<br><br>
<<else>>
You ignore the pair, and keep studying. They don't notice you.
<br><br>
<</if>>
<<link [[Next|School Library]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You take cover in the darkness behind the librarian's desk. The pair stop by the window, turn and start to chat. You wait until they move on.
<br><br>
<<endevent>>
<<link [[Next|School Library]]>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You remain hidden. <<He>> patrols through the library, but you're able to avoid <<him>>. <<He>> frowns over <<his>> shoulder as <<he>> leaves the room.
<br><br>
<<endevent>>
<<link [[Next|School Library]]>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You step out from your hiding place. The <<persons>> jaw drops when <<he>> sees you.
<<if $phase is 0>>
<<exhibitionism5>>
<<else>>
<<exhibitionism2>>
<</if>>
<<if $rng gte 51>>
"Y-you aren't supposed to be here," <<he>> stammers. "Y-you need to come with me."
<br><br>
<<link [[Comply|Library Study Comply]]>><</link>>
<br>
<<link [[Refuse (0:20)|Library Study Refuse]]>><<pass 20>><</link>>
<br>
<<else>>
"What a treat," <<he>> says. <<He>> thumbs <<his>> baton as <<he>> steps closer, then lunges for you.
<br><br>
<<link [[Next|Library Exposed Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<effects>>
Following the slime's command, you step out from your hiding place. The <<persons>> jaw drops when <<he>> sees you.
<br><br>
"Rape me," you say, causing <<him>> to briefly freeze.
<br><br>
"What a treat, I was already planning on doing so," <<he>> replies. <<He>> thumbs <<his>> baton as <<he>> steps closer, then lunges for you.
<br><br>
<<link [[Next|Library Exposed Molestation]]>><<set $molestationstart to 1>><<set $libraryStudyEarSlime to true>><</link>><<effects>>
<<set $earSlime.defyCooldown += 4>>
You remain hidden. <<He>> patrols through the library, but you're able to avoid <<him>>. <<He>> frowns over <<his>> shoulder as <<he>> leaves the room.
You feel a jolt of pain as the slime punishes you for your defiance. However, <span class="red">it doesn't stop you, knowing that it can punish you in other ways.</span>
<br><br>
<<endevent>>
<<link [[Next|School Library]]>><</link>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<if $libraryStudyEarSlime>>
<<npc_attempt_sex>>
<<set $enemytrust -= 150>>
<<set $enemyanger += 150>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Library Exposed Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Library Exposed Molestation]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"You're lucky I don't turn you in," <<he>> says. "They'd eat a <<girl>> like you alive." <<He>> whistles as <<he>> leaves the library.
<br><br>
<<tearful>> you struggle to your feet.
<br><br>
<<if $libraryStudyEarSlime and $rapeavoid is 0 and $stress gte 1000>>
<span class="green">You feel the slime in your head help calm you.</span><<if $stress gte 5000>><<lllstress>><<else>><<llstress>><</if>><<stress `$stress / -200`>>
<br><br>
<</if>>
<<clotheson>>
<<endcombat>>
<<link [[Next|School Library]]>><</link>>/*Point links wherever you want the player to end up*/
<<elseif $enemyhealth lte 0>>
<<He>> stumbles away from you and fumbles for <<his>> baton. It slips from <<his>> fingers. "Fuck," <<he>> says, then runs from the library.
<br><br>
<<tearful>> you listen to <<his>> footsteps fade.
<br><br>
<<if $libraryStudyEarSlime>>
<span class="red">You feel the slime in your head punish you for not doing as it asked.</span>
<<pain 12>><<stress 12>><<trauma 18>><<ggpain>><<ggtrauma>><<ggstress>><<set $earSlime.defyCooldown += 4>>
<br><br>
<</if>>
<<clotheson>>
<<endcombat>>
<<link [[Next|School Library]]>><</link>>
<</if>>
<<unset $libraryStudyEarSlime>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You nod and walk to the <<persons>> side with nary a care. <<He>> blushes and looks away. "I-I'll escort you from the premises," <<he>> says. "P-please."
<br><br>
You follow <<him>> down the corridor toward the entrance. "H-here," <<he>> says at the school gates. <<He>> hands you some towels. "You'll catch a cold." <<He>> locks the gate behind you.
<br><br>
<<towelup>>
<<endevent>>
<<link [[Next|Oxford Street]]>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<He>> chases you down the aisles. You avoid <<him>> with ease. <<He>> seems afraid of touching you, lest <<he>> come in contact with something <<he>> shouldn't. After some time <<he>> stops, panting. "I-if anyone asks," <<he>> says. "I never saw you." <<He>> leaves the room.
<br><br>
<<endevent>>
<<link [[Next|School Library]]>><</link>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $phase is 0>>
<<if $rng gte 81>>
The <<person1>><<person>> looks at the <<person2>><<person>> and smiles. "<<pShe>> thinks <<pshe>> can ignore us." <<person1>><<He>> gags you with <<his>> hand.
<br><br>
<<link [[Next|School Library Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You ignore their pestering until they tire and leave you alone.
<br><br>
<<link [[Next|School Library]]>><<endevent>><</link>>
<</if>>
<<elseif $phase is 1>>
<<generate3>><<person3>>You shout for help. Several people arrive to investigate, including the librarian. <<He>> glares at the pair. "You two again. Out."
<br>
<<person2>>The <<person>> looks indignant. "We're just play-"
<br>
The librarian interrupts. "I said OUT." The pair comply, leaving you in peace.
<br><br>
<<person3>>The librarian asks if you're okay, and you <<= isPregnancyEnding() ? "shake your head" : "nod">>.
<<if isPregnancyEnding()>>
<<pregnancyPassout "schoolLibrarian">>
<<else>>
Assured that you're fine, <<he>> returns to <<his>> duties.
<br><br>
<<link [[Next|School Library]]>><<endevent>><</link>>
<</if>>
<<elseif $phase is 2>>
<<run statusCheck("Sydney")>>
You shout for Sydney. The <<person2>><<person>> sneers. "Oh no, not Sydney, <<nnpc_hes "Sydney">> gonna write on us, whatever will we do?" The two begin to laugh.
<br>
However, they're cut off by the thwap of a ruler against skin. The <<person1>><<person>> cries out in pain. You turn to see Sydney's furious gaze, just in time for it to again bounce off of the <<person2>><<persons>> head.
<br>
"That fucking hurt! I'm telling."
<br>
<<if _sydneyStatus.includes("corrupt")>>
Sydney grins. "Oh, really? Who do you think the <<nnpc_title "Leighton">> will believe? Get out. Now."
<<else>>
Sydney glares. "You're causing a fuss in a library. You're the one at fault. Leave immediately."
<</if>>
<br>
The pair grumble, leaving the library while nursing their fresh bruises. You manage to overhear "Fucking teacher's pet religious shitstain" from the <<person1>><<person>>.
<br><br>
<<if $sydneyromance is 1>>
<<if _sydneyStatus.includes("corrupt")>>
As you turn, Sydney grabs you behind the head, pulling you into a kiss. <<takeKissVirginity "Sydney" `($sydneyromance is 1?"loveInterest":"romantic")`>>
<br><br>
<<nnpc_He "Sydney">> pulls away after a moment.
<<else>>
You feel Sydney's arms wrap around you.
<</if>>
"I hope they didn't hurt you." You spend some time reassuring <<nnpc_him "Sydney">>, but <<nnpc_he "Sydney">> still seems hesitant to leave your side. After some time, <<nnpc_he "Sydney">> returns to the rental counter, looking back over <<nnpc_his "Sydney">> shoulder a few times.
<br><br>
<<else>>
"Are you alright?" Sydney puts a hand on your shoulder. You nod, but Sydney seems hesitant to leave your side. After a moment, <<nnpc_he "Sydney">> returns to the rental counter, looking back over <<nnpc_his "Sydney">> shoulder a few times.
<br><br>
<</if>>
<<link [[Next|School Library]]>><<endevent>><</link>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<npcidlegenitals>><<hand_gag 0 left>>
<<enableSchoolRescue "delinquency">>
<<set $timer to 20>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate "<span class='red'>No one comes to your aid, likely due to your reputation as a delinquent.</span>">>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or $timer lte 0>>
<span id="next"><<link [[Next|School Library Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|School Library Molestation]]>><</link>></span><<nexttext>>
<</if>><<if $enemyhealth lte 0>>
They recoil in pain, a glint of fear in their eyes. "Fucking psycho!" They leave you in peace. <<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|School Library]]>><</link>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<person1>>The <<person>> looks at the <<person2>><<person>>. "I came first, pay up!"
<br><br>
The <<person>> shakes <<his>> head. "No way, I started shuddering before you."
<br><br>
They leave you slumped over the desk. They're still arguing as their voices fade. <<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|School Library]]>><</link>>
<<elseif $alarm is 1 and $rescue is 1>>
<<set $rescued += 1>>
<<endevent>>
The librarian, startled by your cries, arrives to investigate.
<br><br>
The pair cease their assault and flee between the bookshelves, as the librarian rushes over to you.
<<clotheson>>
<<endcombat>>
<<exposure>>
<<generate1>><<person1>>
<<if $exposed gte 1>>
<<He>> gives you some towels to cover up with.<<towelup>>
<</if>>
"Are you OK?" <<he>> asks.
<<if $stress gte $stressmax>>
Your consciousness is already slipping away, however.
<br><br>
<<endevent>>
<<if isPregnancyEnding()>>
<<pregnancyPassout "schoolLibrarian">>
<<else>>
<<ambulance>>
<</if>>
<<elseif $pain gte 100 and $willpowerpain is 0>>
You try to speak, but instead burst into tears. You feel the librarian's arms around you as your consciousness begins to slip away.
<br><br>
<<endevent>>
<<if isPregnancyEnding()>>
<<pregnancyPassout "schoolLibrarian">>
<<else>>
<<ambulance>>
<</if>>
<<elseif $pain gte 20>>
<<tearful>> you nod and smile at the librarian through your tears. Once assured that you're unhurt, <<he>> returns to <<his>> duties.
<<endevent>>
<br><br>
<<link [[Next|School Library]]>><</link>>
<<else>>
<<tearful>> you nod and smile at the blushing librarian. Once assured that you're unhurt, <<he>> returns to <<his>> duties.
<br><br>
<<endevent>>
<<link [[Next|School Library]]>><</link>>
<</if>>
<<elseif $timer lte 0>>
Seeming to grow bored, the pair leave you alone. <<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|School Library]]>><</link>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<sydneySchedule>>
<<if $counterApproach is 1>>
<<unset $counterApproach>>
<<set _counterApproach to 1>>
You approach the rental counter.
<<elseif $schoolShopAction is undefined>>
You are at the library's rental counter.
<</if>>
<<switch _sydney_location>>
<<case "library">>
<<sydneyLibrary>>
<<case "science">>
A sign hangs from the front. <span class="blue">"In class"</span>.
<br><br>
<<getouticon>><<link [[Leave|School Library]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<case "canteen">>
A sign hangs from the front. <span class="blue">"At canteen"</span>.
<br><br>
<<getouticon>><<link [[Leave|School Library]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<case "class">>
A sign hangs from the front. <span class="blue">"In class"</span>.
<br><br>
<<getouticon>><<link [[Leave|School Library]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<default>>
<<if Time.schoolDay and $schoolstate isnot "early" and $schoolstate isnot "late" and _counterApproach is 1>>
No one's there. You ring the bell. No one responds.
<<if Time.hour lt 8 and $sydneyLate is 1 and $sydneySeen and $sydneySeen.includes("library")>>
It seems Sydney is late<<if $sydneySeen.includes("science")>> again<</if>>.
<</if>>
<</if>>
<<if !Time.schoolDay or $schoolstate is "early" or $schoolstate is "late">>
<br><br>
<<bookRentalOptions>>
<</if>>
<<if !$weekly.theft.schoolLibraryMoney>>
<br>
<<shopicon "register">><<link [[Examine the cash register|School Library Register]]>><</link>>
<br>
<</if>>
<br>
<<getouticon>><<link [[Leave|School Library]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</switch>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<sydneySchedule>><<run statusCheck("Sydney")>>
You
<<switch $bookRent>>
<<case "return">>
return the<<if $book_rent_timer lt 0>><<set $recentReturnTimer to 14>> overdue<</if>>
<<switch $phase>>
<<case 6>>
<<wearProp "book" 0 "olive">>
<<if $per_npc.pinch isnot undefined>>
copy of "How <<if $per_npc.pinch.pronoun is "m">>Mr<<else>>Ms<</if>> Pinch Groped Christmas"
<<clearNPC "pinch">>
<<else>>
olive-coloured book.
<</if>>
<<set $studyBooks.rented.pinch to 0>>
<<set $studyBooks.rented.count -= 1>>
<<case 5>>
<<wearProp "book" 0 "scarlet">>
copy of "Raul and Janet".
<<set $studyBooks.rented.RaulAndJanet to 0>>
<<set $studyBooks.rented.count -= 1>>
<<case 4>>
history textbook.
<<set $studyBooks.rented.history to 0>>
<<set $studyBooks.rented.count -= 1>>
<<case 3>>
English textbook.
<<set $studyBooks.rented.english to 0>>
<<set $studyBooks.rented.count -= 1>>
<<case 2>>
maths textbook.
<<set $studyBooks.rented.maths to 0>>
<<set $studyBooks.rented.count -= 1>>
<<case 1>>
science textbook.
<<set $studyBooks.rented.science to 0>>
<<set $studyBooks.rented.count -= 1>>
<<default>>
<<set _colour to $studyBooks.rented is "science" ? "blue" : $studyBooks.rented is "history" ? "yellow" : $studyBooks.rented is "maths" ? "red" : "green">>
<<wearProp "textbook" _colour $studyBooks.rented>>
$studyBooks.rented textbook.
<</switch>>
<<set _rentPrice to Math.round(2000 * (1 + ($studyBooks.rented.count * $studyBooks.rented.count)))>>
<<set _fullRefund to _rentPrice / 100>>
<<set _partialRefund to _rentPrice / 200>>
<<if _sydney_location is "library">>
<<if $book_rent_timer lt 0>>
<<if C.npc.Sydney.love lt 10>>
"Late. But at least it isn't damaged. Please try to be more punctual on returns." Sydney writes something down, frowning. <<bookCriminal>>
<<elseif $sydneyromance is 1>>
<<if _sydneyStatus.includes("corrupt")>>
"I wish you'd stay on top of your rentals as well as you stay on top of me," <<he>> says while blushing. <<bookCriminal>>
<<else>>
"I wish I could make exceptions for you, but... <<nnpc_Title "Leighton">> Leighton scares me." <<bookCriminal>>
<</if>>
<<else>>
"Late." Sydney looks up. "I know you know better." <<bookCriminal>>
<</if>>
<<elseif $book_rent_timer is 14>>
"That was... fast." Sydney fumbles around with the register for a moment, before handing you <<moneyGain _fullRefund>>.
<<elseif $book_rent_timer gt 7>>
"Done early?" Sydney fumbles around with the register for a moment, before handing you <<moneyGain _partialRefund>>.
<<else>>
"Thanks for being punctual!" Sydney happily takes the book from you, before returning it to its place.
<</if>>
<<if $studyBooks.rented.count lte 0>>
<<unset $bookOverdue>>
<<set $book_rent_timer to 0>>
<</if>>
<br><br>
<<sydneyOptions>>
<<else>>
<<set $bookReturnedAbsent to 1>>
<<set $book_rent_timer to 0>>
<br><br>
<<bookRentalOptions>>
<br>
<<getouticon>><<link [[Leave|School Library]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<case "rent">>
rent
<<if $phase is 6>>
<<wearProp "book" 0 "olive">>
the strange, olive-coloured book.
<<switch _sydneyStatus>>
<<case "corrupt" "corruptLust">>
Sydney snickers. "I thought this book was for kids. Dunno what it's doing here. But hey, knock yourself out."
<<default>>
Sydney smiles. "Oh, I love this old book! <<nnpc_Brother "Jordan">> Jordan used to read it to me every year around Christmastime."
<</switch>>
<br><br>
<<He>> slides the book towards you, but stops, staring down at the cover with a frown. "That's weird..." <<He>> starts to thumb through the pages, before shaking <<his>> head and handing it to you. "Enjoy."
<<elseif $phase is 5>>
<<wearProp "book" 0 "scarlet">>
a copy of "Raul and Janet".
<<switch _sydneyStatus>>
<<case "pure">>
<<if $sydneyromance is 1>>
Sydney smiles at you. "Romance on your mind? I wish it had a happier ending." <<He>> looks down, face flushed. "Do.... do you think we'll get a happy ending?"
<<else>>
Sydney looks down at the book and frowns. "A good love story, but I never really got what they were doing near the end. Why did they have to-" <<He>> cuts <<himself>> off. "Oh! Sorry, don't want to spoil it. Enjoy!"
<</if>>
<<case "pureLust">>
Sydney's cheeks turn red. "An... interesting read!<<if $sydneyromance is 1>> Maybe... maybe you can read it to me, sometime.<</if>>" <<He>> slides the book back to you, avoiding eye contact.
<<case "corrupt">>
Sydney looks down at the book and grins. "Such a sinful read. Don't have too much fun, now."
<<case "corruptLust">>
Sydney looks down at the book and grins. "Such a sinful read. Don't have too much fun, now." <<He>> hands the book back to you<<if $sydneyromance is 1>>, and gently places <<his>> hand on yours when you reach for it. "Maybe we can re-enact Act 3 Scene V sometime." <<arousal 1000>><<garousal>><<else>>.<</if>>
<<default>>
Sydney looks down at the book and frowns. "A story full of love and sin." <<if $temple_rank>><<He>> leans in and whispers. "Jordan's actually a big fan of this book, but don't tell <<nnpc_him "Jordan">> I told you! <<nnpc_He "Jordan">> says it's a good cautionary tale of the consequences of lust."<</if>> <<He>> hands the book back to you. "Enjoy."
<</switch>>
<<else>>
a
<<switch $phase>>
<<case 1>>
<<wearProp "textbook" "blue" "science">>
science
<<case 2>>
<<wearProp "textbook" "yellow" "history">>
maths
<<case 3>>
<<wearProp "textbook" "red" "maths">>
English
<<case 4>>
<<wearProp "textbook" "green" "English">>
history
<</switch>>
textbook.
<<if $sydneyromance is 1>>
Sydney smiles at you. "Look at you, putting the extra work in! I'm proud of you."
<<else>>
Sydney smiles. "Thanks for your rental!"
<</if>>
<</if>>
<<set $book_rent_timer to 14>>
<br><br>
<<sydneyOptions>>
<<case "renew">>
renew your rented
<<if $studyBooks.rented.count gt 1>>
books.
<<else>>
book.
<</if>>
<<set $book_rent_timer to 14>>
Sydney smiles. "Thanks for staying on top of this.<<if $sydneyromance is 1 and _sydneyStatus.includes("corrupt")>> Now if only you'd stay on top of me.<</if>>"
<br><br>
<<sydneyOptions>>
<<case "deposit">>
put down a deposit for your rented
<<if $studyBooks.rented.count gt 1>>
books.
<<else>>
book.
<</if>>
Sydney smiles. "Thanks for depositing, it's definitely easy to forget renewing your books every 2 weeks.<<if $sydneyromance is 1 and _sydneyStatus.includes("corrupt")>> I'll make sure you never forget our nights though.<</if>>"
<br><br>
<<sydneyOptions>>
<<case "steal">>
steal
<<if $phase is 6>>
<<wearProp "book" 0 "olive">>
an olive-coloured book.
<<elseif $phase is 5>>
<<wearProp "book" 0 "scarlet">>
a copy of "Raul and Janet".
<<else>>
a $studyBooks.stolen.last textbook.
<</if>>
<<set $bookStolen to 1>>
<br><br>
<<bookRentalOptions>>
<br>
<<getouticon>><<link [[Leave|School Library]]>><<endevent>><<set $eventskip to 1>><<crimeUp 20 "thievery">><</link>><<crime "thievery">>
<br>
<<case "cancelDeposit">>
change your mind and decide to not put down a deposit. Sydney smiles. "That's okay, just let me know if you decide to deposit afterall."
<br><br>
<<sydneyOptions>>
<<default>>
<</switch>>
<br><br>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<sydneySchedule>><<run statusCheck("Sydney")>>
You return the stolen
<<if $phase is 6>>
<<wearProp "book" 0 "olive">>
<<if $per_npc.pinch isnot undefined>>
copy of "How <<if $per_npc.pinch.pronoun is "m">>Mr<<else>>Ms<</if>> Pinch Groped Christmas"
<<clearNPC "pinch">>
<<else>>
olive-coloured book.
<</if>>
<<elseif $phase is 5>>
<<wearProp "book" 0 "scarlet">>
copy of "Raul and Janet".
<<else>>
$studyBooks.stolen.last textbook.
<</if>>
<<if _sydney_location is "library">>
<<if $bookStolenKnown isnot undefined>>
<<switch $bookStolenKnown>>
<<case 1>>
"That's...!" Sydney looks aghast as you hand the book over. "You found it!" Before you can interject, Sydney pulls you into a hug from over the counter.
"I was so afraid of being punished by <<nnpc_Title "Leighton">> Leighton. You've really saved my <<if _sydneyStatus.includes("corrupt")>>ass<<else>>skin<</if>>." <<npcincr Sydney love 5>><<gglove>>
<<case 2>>
<<set $recentReturnTimer to 14>>
"That book is in the record as stolen. This is the second time you've returned one of those..." Sydney stands up with a look of sudden understanding and frowns at you. "I'm disappointed. But thank you for returning it and being honest." <<bookCriminal>>
<<default>>
<<set $recentReturnTimer to 14>>
Sydney looks to be on the verge of tears. "Why do you keep doing this?! You understand that the <<nnpc_title "Leighton">> will hold me responsible for all this, right?" <<npcincr Sydney love -10>><<lllove>>
<</switch>>
<<set $bookStolenKnown += 1>>
<<unset $sydneyStolenKnown>>
<<else>>
Sydney looks at you, confused. "That book was never checked out. Did you just find it lying around?"
<</if>>
<<if $returnBook is "science">>
<<set $studyBooks.stolen.science to 0>><<set $studyBooks.stolen.count -= 1>><<set $returnBook to "">>
<</if>>
<<if $returnBook is "maths">>
<<set $studyBooks.stolen.maths to 0>><<set $studyBooks.stolen.count -= 1>><<set $returnBook to "">>
<</if>>
<<if $returnBook is "english">>
<<set $studyBooks.stolen.english to 0>><<set $studyBooks.stolen.count -= 1>><<set $returnBook to "">>
<</if>>
<<if $returnBook is "history">>
<<set $studyBooks.stolen.history to 0>><<set $studyBooks.stolen.count -= 1>><<set $returnBook to "">>
<</if>>
<<if $returnBook is "RaulAndJanet">>
<<set $studyBooks.stolen.RaulAndJanet to 0>><<set $studyBooks.stolen.count -= 1>><<set $returnBook to "">>
<</if>>
<<if $returnBook is "pinch">>
<<set $studyBooks.stolen.pinch to 0>><<set $studyBooks.stolen.count -= 1>><<set $returnBook to "">>
<</if>>
<br><br>
<<sydneyOptions>>
<<else>>
<<if $returnBook is "science">>
<<set $studyBooks.stolen.science to 0>><<set $studyBooks.stolen.count -= 1>><<set $returnBook to "">>
<</if>>
<<if $returnBook is "maths">>
<<set $studyBooks.stolen.maths to 0>><<set $studyBooks.stolen.count -= 1>><<set $returnBook to "">>
<</if>>
<<if $returnBook is "english">>
<<set $studyBooks.stolen.english to 0>><<set $studyBooks.stolen.count -= 1>><<set $returnBook to "">>
<</if>>
<<if $returnBook is "history">>
<<set $studyBooks.stolen.history to 0>><<set $studyBooks.stolen.count -= 1>><<set $returnBook to "">>
<</if>>
<<if $returnBook is "RaulAndJanet">>
<<set $studyBooks.stolen.RaulAndJanet to 0>><<set $studyBooks.stolen.count -= 1>><<set $returnBook to "">>
<</if>>
<<if $returnBook is "pinch">>
<<set $studyBooks.stolen.pinch to 0>><<set $studyBooks.stolen.count -= 1>><<set $returnBook to "">>
<</if>>
<<unset $sydneyStolenKnown>>
<br><br>
<<bookRentalOptions>>
<br>
<<getouticon>><<link [[Leave|School Library]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>>How much are you going to deposit? (£)
<br>
<<numberbox "_depositAmount" 1>>
<br><br>
<div id="depositExit">
<<link "Deposit">>
<<set _depositAmount = Math.clamp(_depositAmount * 100, 1, $money)>>
<<replace #depositExit>><<depositLibraryExitConfirm>><</replace>>
<</link>>
</div>
<<link [[Back|Book Rental]]>><<set $bookRent to "cancelDeposit">><</link>><<set $outside to 0>><<schooleffects>><<effects>><<set $lock to 0>>
<<handheldon 1>>
The school lockers are notoriously easy to break into, though thankfully, you've yet to have anything stolen from yours.
<<if ["early", "late", "earlynoschool", "latenoschool", "daynoschool"].includes($schoolstate)>>
During school there may be valuables left inside the other students' lockers.
<<elseif currentSkillValue('skulduggery') gte $lock>>
<span class="green">The locks look easy to pick.</span>
<<else>>
<span class="red">The locks look beyond your ability to pick.</span><<skulduggeryrequired>>
<</if>>
<br><br>
<<if clothingInStorage("locker").length lt 1>>
<span class="blue">You can keep your bookbag or another handheld item inside your locker.</span>
<br>
<<lockerclothes>>
<<lockerclothes2>>
/*kind of a hacky solution to allow players to swap out their current handheld item for the stored handheld item instead of sending it back to the wardrobe but hey, it's effective and doesn't fuck w how the other storage locations work.*/
<</if>>
<<if !["early", "late", "earlynoschool", "latenoschool", "daynoschool"].includes($schoolstate)>>
<<if currentSkillValue('skulduggery') gte $lock>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span>
<br><br>
<<else>>
<<lockicon "pick">><<link [[Break into a locker (0:15)|School Lockers Sneak]]>><<handheldon>><<pass 15>><<crimeUp 30 "petty">><</link>><<crime "petty">>
<br>
<</if>>
<</if>>
<</if>>
<<getouticon>><<link [[Leave (0:01)|Hallways]]>><<pass 1>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<wearProp "lockpick">>
You successfully pick the locks.
<<if $skulduggery lt 100>>
<<skulduggeryskilluse>><<skulduggery 5>>
<<else>>
<span class="blue">There's nothing more you can learn from locks this simple.</span>
<br><br>
<</if>>
<<cleareventpool>>
<<if $condomLvl gt 1>>
<<addinlineevent "Condom...will you poke" 0.25>>
You find a condom tucked away behind a few books.
<br><br>
<<link [[Take it|School Lockers Condom Steal]]>><<handheldon>><<crimeUp 2 "petty">><</link>><<crime "petty">>
<br>
<<link [[Sabotage it|School Lockers Condom Sabotage]]>><<handheldon>><<arousal 20>><<trauma -20>><</link>><<garousal>><<llltrauma>><<promiscuous1>>
<br>
<<link [[Leave|School Lockers]]>><<handheldon>><</link>>
<br>
<</addinlineevent>>
<</if>>
<<addinlineevent "Bus Fare" 0.3>>
<<wearProp "silver coin">>
You find <<moneyGainDisplay 6 true true>> worth of coins scattered around. Probably meant for bus fare.
<br><br>
<<link [[Take it|School Lockers]]>><<handheldon>><<crimeUp 1 "petty">><<money _money_gain>><</link>><<crime "petty">>
<br>
<<link [[Leave|School Lockers]]>><<handheldon>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "PensPencils" 0.2>>
There's nothing of interest inside the lockers. Just some pens and pencils strewn around.
<br><br>
<<link [[Leave|School Lockers]]>><<handheldon>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "SmolMonies" 0.2>>
<<wearProp "wallet">>
A bit of rummaging uncovers <<moneyGainDisplay 30 true true>>.
<br><br>
<<link [[Take it|School Lockers]]>><<handheldon>><<crimeUp 5 "petty">><<money _money_gain>><</link>><<crime "petty">>
<br>
<<link [[Leave|School Lockers]]>><<handheldon>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "Worthless" 0.4>>
You rummage through the belongings, but find nothing of value.
<br><br>
<<link [[Leave|School Lockers]]>><<handheldon>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "Caught" 0.3>>
<<generatey1>>You are rummaging through some belongings when you hear a voice behind you. "Hey, that's my locker!" The voice belongs to a <<person1>><<person>>, who looks angry at your intrusion.
<br><br>
<<link [[Apologise|School Lockers Apology]]>><<status -10>><<handheldon>><</link>><<lcool>>
<br>
<<link [[Lie|School Lockers Lie]]>><<detention 3>><<handheldon>><</link>><<gdelinquency>>
<br>
<<link [[Fight|School Lockers Fight]]>><<set $fightstart to 1>><<handheldon>><</link>>
<br>
<</addinlineevent>>
<<if C.npc.Kylar.init is 1 >>
<<addinlineevent "KylarLocker" 0.015>>
<<if C.npc.Kylar.state is"prison">>
You open the locker. The inside is nearly completely bare and a thin layer of dust coats the bottom. Checking the adjacent locker numbers, you realise this is probably Kylar's locker. It seems the police cleaned it out for evidence.
<br><br>
<<else>>
The first thing you see is your own face, staring back up at you from a piece of paper. The sight makes you jump back in surprise. <<gstress>><<stress 10>>
<br><br>
Calming yourself, you step closer to examine the locker and realise it's Kylar's shrine, consisting of a lewd statuette with a pencil portrait of your face taped to its head. Flowers circle the base and several portraits dot the sides of the locker, each depicting you in excruciating detail. You're not sure when they were drawn.
<<if isLoveInterest("Kylar")>>
<br><br>
You gently close <<nnpc_his "Kylar">> locker and step away, unwilling to steal from your <<print C.npc.Kylar.pronoun is "f" ? "girlfriend" : "boyfriend">>.
<br><br>
<</if>>
<</if>>
You close the locker.
<br><br>
<<link [[Next|School Lockers]]>><<handheldon>><</link>>
<</addinlineevent>>
<</if>>
<<if C.npc.Whitney.init is 1 >>
<<addinlineevent "WhitneyLocker" 0.015>>
<<if C.npc.Whitney.state is "dungeon">>
You open the locker. Dust motes puff out from the inside and you barely stop yourself from sneezing at the onslaught. Once the urge to sneeze abates, you begin picking through the dusty mess of discarded exam papers and cigarette cartons only to find a lost persons poster. Whitney's face is stamped on it; this was Whitney's locker.
<br><br>
With nothing to steal, you close the locker.
<<else>>
Opening the door, a wave of stale air hits you, making you wince. Inside the locker is a mess of wrappers, crumpled up paper, and stray cigarettes. Tucked against the back is a discarded homework assignment covered in doodles and chicken scratch. Even with the smudged lead, you can clearly make out the name "Whitney" at the top.
<br><br>
<<if isLoveInterest("Whitney")>>
You cast a quick glance around and close the locker hurriedly. No sense in provoking Whitney's temper.
<<else>>
You close the locker.
<</if>>
<</if>>
<br><br>
<<link [[Next|School Lockers]]>><<handheldon>><</link>>
<</addinlineevent>>
<</if>>
<<if C.npc.Robin.init is 1 >>
<<addinlineevent "RobinLocker" 0.015>>
The interior of the locker is surprisingly bare. There's little in the way of decoration and the only items inside are a few short pencils and a binder you instantly recognise as Robin's. The sheer bareness of the locker heavily reminds you of Robin's own room back at the orphanage.
<br><br>
<<if isLoveInterest ("Robin")>>
With a small smile at the reminder of your <<print C.npc.Robin.pronoun is "f" ? "girlfriend" : "boyfriend">>, you close the locker.
<<else>>
You close the locker.
<</if>>
<br><br>
<<link [[Leave|School Lockers]]>><<handheldon>><</link>>
<</addinlineevent>>
<</if>>
<<if C.npc.Sydney.init is 1 >>
<<addinlineevent "SydneyLocker" 0.015>>
<<wearProp "pen">>
As soon as you open the door, something clatters to the floor. You crouch down to pick it up; it's a red pen with the cap still firmly attached. A quick scan of the locker reveals dozens more neatly stacked into boxes against the walls of the lockers, alongside textbooks and a small umbrella. A cross hangs at the back and you realise the locker likely belongs to Sydney.
<br><br>
<<if isLoveInterest ("Sydney")>>
You quietly marvel at Sydney's collection of pens before closing the locker.
<<else>>
You close the locker.
<</if>>
<br><br>
<<link [[Leave|School Lockers]]>><<handheldon>><</link>>
<</addinlineevent>>
<</if>>
<<runeventpool>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You look down at your feet in shame. "S-sorry. I just wanted a look."
<br><br>
The <<person>> is not impressed, but doesn't seem as angry. "Just piss off," <<he>> says, looking through <<his>> belongings. Probably checking if anything is missing.
<br><br>
<<link [[Next|School Lockers]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You feign confusion. "Your locker? I thought this was mine. Silly me."
<br><br>
"Your locker is nowhere near here, I'm not stupid," <<he>> says, looking through <<his>> belongings. Probably checking if anything is missing.
<br><br>
<<link [[Next|School Lockers]]>><<endevent>><</link>>
<br><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<enableSchoolRescue "Whitney">>
<<set $enemytrust -= 100>>
<<set $enemyhealthmax -= 100>>
<<set $enemyhealth -= 100>>
<<set $enemyanger += 100>>
<<npcidlegenitals>>
"Oh yeah," you say. "What are you gonna do about it?" <<He>> runs and collides with you, sending you both tumbling to the ground.
<br><br>
<<set $timer to 10>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $alarm is 1 and $rescue gte 1>>
<span id="next"><<link [[Next|Whitney Rescue]]>><<set $whitneyRescueExit to "hallways">><</link>></span><<nexttext>>
<<elseif _combatend or $timer lte 0>>
<span id="next"><<link [[Next|School Lockers Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|School Lockers Fight]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The climax seems to have robbed <<him>> of <<his>> remaining anger. "Just don't do it again," <<he>> says, looking sheepish. <<He>> closes <<his>> locker and walks away. <<tearful>> you rise to your feet.
<<elseif $enemyhealth lte 0>>
"N-no more! You win," <<he>> says tearfully as <<he>> flees the scene. <<tearful>> you stand tall and triumphant.
<<ltrauma>><<lstress>><<gcool>><<trauma -6>><<stress -12>><<status 1>>
<<elseif $timer lte 0>>
<<if $pillory.tenant.special.name isnot "Leighton">>
Leighton storms onto the scene, and physically separates the two of you.
<<endevent>><<npc Leighton>><<person1>>
"This is completely unacceptable," <<he>> says, looking at you. "I'll see you in my office after school, perhaps I can teach you how to act civil."
<<else>>
Winter storms onto the scene. The <<person1>><<person>> flees at <<nnpc_his "Winter">> arrival.
<<endevent>><<npc Winter>><<person1>>
"How barbaric," <<he>> tuts, looking at you. "I've half a mind to take your punishment into my own hands, but I'll let the <<nnpc_title "Leighton">> sort you out once <<nnpc_hes "Leighton">> back."
<</if>>
<<gdelinquency>><<detention 4>>
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|School Lockers]]>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<wearProp "condom">>
You quickly pocket the condom. You need it more than they do. <<gcondoms 1>>
<br><br>
<<link [[Next|School Lockers]]>><<handheldon>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<wearProp "condom">>
You find a small pin in the locker, and use the tip to poke a tiny hole in the condom. <<promiscuity1>>
<<link [[Next|School Lockers]]>><<handheldon>><</link>>
<br><<widget "lockerclothes">>
<<if !$possessed>>
<<storeactions "lockers">>
<<wardrobeSelection true>>
<<set _store_location to "lockers">>
<<storeon _store_location "check">>
<<if _store_check is 1>>
<<set _clothes to clothingInStorage(_store_location)>>
<<if _clothes.length gt 0>>
Your _clothes[0].name is safely tucked inside your locker.
<br><br>
<<if $worn.handheld.name is "naked">>
<<lockericon>>
<<link [[`Take out your ${_clothes[0].name}`|$passage]]>><<set $eventskip to 1>><<storeload "lockers">><</link>>
<<else>>
<<lockericon>>
<<link [[`Swap out your ${$worn.handheld.name}`|$passage]]>><<set $eventskip to 1>><<handheldundress "lockers2">><<storeload "lockers">><</link>>
<</if>>
<br>
<</if>>
<</if>>
<<unset $wearoutfittext>>
<</if>>
<</widget>>
<<widget "lockerclothes2">>
<<if !$possessed>>
<<storeactions "lockers2">>
<<wardrobeSelection true>>
<<set _store_location to "lockers2">>
<<storeon _store_location "check">>
<<if _store_check is 1>>
<<set _clothes to clothingInStorage(_store_location)>>
<<if _clothes.length gt 0>>
<br>
Your _clothes[0].name is safely tucked inside your locker.
<br><br>
<<if $worn.handheld.name is "naked">>
<<lockericon>>
<<link [[`Take out your ${_clothes[0].name}`|$passage]]>><<set $eventskip to 1>><<storeload "lockers2">><</link>>
<<else>>
<<lockericon>>
<<link [[`Swap out your ${$worn.handheld.name}`|$passage]]>><<set $eventskip to 1>><<handheldundress "lockers">><<storeload "lockers2">><</link>>
<</if>>
<br>
<</if>>
<</if>>
<<unset $wearoutfittext>>
<</if>>
<</widget>><<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>><<set $bus to "schoolfrontcourtyard">>
<<if !["early", "late", "earlynoschool", "latenoschool", "daynoschool"].includes($schoolstate)>>
<<if $schoolstate is "morning">>
You are in the courtyard in front of the school. Many students have already gathered and started socialising, despite school not officially beginning yet.
<br><br>
<<elseif $schoolstate is "afternoon">>
You are in the courtyard in front of the school. Some students are running around and playing, as the facilities stay open for a couple of hours.
<<if Time.weekDay is 6 and $framed is "whitney" and C.npc.Whitney.state isnot "pillory">>
<br>
You hear some shouts and arrive just in time to see a scuffle as <span class="gold">Whitney is dragged out of the school in handcuffs by several police officers.</span><<imprison_whitney>>
<<elseif Time.weekDay is 6 and $framed is "leighton" and $pillory.tenant.special.name isnot "Leighton">>
<br>
You hear some loud protests and arrive just in time to see <span class="gold">Leighton being led away by police.</span><<imprison_leighton>>
<<elseif $detention gte 1 and $daily.school.detentionAttended isnot 1 and $headnodetention isnot 1 and $pillory.tenant.special.name isnot "Leighton">>
<span class="purple">You see the head guarding the gate.</span> You're meant to be in detention, so if you leave that way, you'll be apprehended.
<<elseif $bullytimer gte 1 and $bullytimeroutside gte 1 and $daily.whitney.bullyGate isnot 1 and C.npc.Whitney.init is 1 and !["dungeon", "pillory"].includes(C.npc.Whitney.state)>>
<span class="purple">You see Whitney hanging out by the gate.</span>
<</if>>
<br><br>
<<elseif $schoolstate is "lunch">>
You are in the courtyard in front of the school. It is crowded with students on their lunch break.
<br><br>
<<else>>
You are in the courtyard in front of the school. It's mostly empty while class is in session.
<br><br>
<</if>>
<<if $exposed gte 1>>
You hide behind a shed, keeping your <<lewdness>> hidden.
<br><br>
<</if>>
<<else>>
You are in the courtyard in front of the school.
<<if Weather.precipitation is "rain">>
It is empty, bar rivulets of rainwater.
<<elseif Weather.isSnow>>
It is empty, the snow coating the ground lending to a picturesque stillness.
<<else>>
It is empty.
<</if>>
<br><br>
<</if>>
<<schoolperiodtext>>
<<if ["intro", "discover"].includes($weekly.schoolNightPoolParty) and Time.hour gte 21 and $passagePrev is "hallway">><<set $weekly.schoolNightPoolParty to "admission">><</if>>
<<if $stress gte $stressmax>>
<<if isPregnancyEnding()>>
<<pregnancyPassout "school">>
<<else>>
<<link [[Everything fades to black...|School Passout]]>><</link>>
<</if>>
<<elseif $adultshopintro is undefined and $adultshopunlocked is undefined and $adultshopintrosirris is undefined and $schoolstate is "afternoon" and Time.weekDay is 6 and $exposed lte 0>>
<<set $adultshopintrosirris to 1>>
Sirris rushes from the main building, both arms clutching a large cardboard box. <<npc Sirris>><<person1>><<He>> seems eager about something. <<He>> stops by <<his>> car, and awkwardly fumbles for the keys jangling in <<his>> pocket.
<br><br>
<<link [[Offer to help|School Sirris Help]]>><<npcincr Sirris love 1>><</link>><<glove>>
<br>
<<link [[Just watch|School Sirris Watch]]>><</link>>
<<elseif ["intro", "discover"].includes($weekly.schoolNightPoolParty) and Time.hour gte 21>>
<<generateSecurity 1>><<person1>>
A beam of light shines on you. A security guard approaches, torch in hand.
<br><br>
"What, another one?" <<He>> must have already caught <<if $weekly.schoolNightPoolParty is "discover">>the delinquents<<else>>some students<</if>>. "Well, whatever. Just pay up."
<br><br>
<<He>> holds <<his>> hand in front of you.
<<if $schoolNightPoolParty gte 1>>
You stare at <<him>> in confusion. "Didn't anyone tell you? It's 100 quid. Now."
<<else>>
"100 quid. Now."
<</if>>
<br><br>
<<if $money gte 10000>>
<<link [[Pay (£100)|School Night Pool Party Pay]]>><<set $phase to 0>><<money -10000 "schoolPoolParty">><</link>>
<<else>>
<span class="blue">You can't afford it.</span>
<</if>>
<br>
<<link [[Refuse|School Night Pool Party Pay]]>><<set $phase to 1>><</link>>
<br>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure) and $eventskip is 0>>
<<eventsschoolcourtyard>>
<<else>>
<<if !["early", "late", "earlynoschool", "latenoschool", "daynoschool"].includes($schoolstate) and $exposed gte 1>>
<<sneakicon>><<link [[Sneak behind the school (0:05)|School Rear Courtyard]]>><<pass 5>><</link>>
<br>
<<else>>
<<entranceicon>><<link [[Enter the school (0:01)|Hallways]]>><<pass 1>><</link>>
<br>
<<schoolicon "courtyard">><<link [[Rear courtyard (0:02)|School Rear Courtyard]]>><<pass 2>><</link>>
<br><br>
<<if $schoolstate is "afternoon" and $detention gte 1 and $daily.school.detentionAttended isnot 1 and $headnodetention isnot 1 and $pillory.tenant.special.name isnot "Leighton">>
<<oxfordicon>><<link [[Leave the school|School Leave Stop]]>><<schoolclothesreset>><</link>>
<br>
<<elseif $schoolstate is "afternoon" and $bullytimer gte 1 and $bullytimeroutside gte 1 and $daily.whitney.bullyGate isnot 1 and C.npc.Whitney.init is 1 and !["dungeon", "pillory"].includes(C.npc.Whitney.state)>>
<<oxfordicon>><<link [[Leave the school|School Leave Whitney]]>><<schoolclothesreset>><</link>>
<br>
<<elseif Time.schoolDay and Time.hour gte 7 and Time.hour lte 16>>
<<oxfordicon>><<link [[Leave the school (0:01)|Oxford Street]]>><<schoolclothesreset>><<pass 1>><</link>>
<br>
<<else>>
<<oxfordicon>><<link [[Leave the school|School Gate Exit]]>><<schoolclothesreset>><</link>>
<br>
<</if>>
<</if>>
<</if>>
<</if>>
<<set $eventskip to 0>><<set $outside to 1>><<set $location to "school_rear_courtyard">><<schooleffects>><<effects>><<set $bus to "schoolrearcourtyard">>
<<if !["early", "late", "earlynoschool", "latenoschool", "daynoschool"].includes($schoolstate)>>
<<if $schoolstate is "morning">>
You are in the courtyard behind the school. Some students have already gathered and started socialising, despite school not officially beginning yet.
<br><br>
<<elseif $schoolstate is "afternoon">>
You are in the courtyard behind the school. Some students are running around and playing, as the facilities stay open for a couple of hours.
<br><br>
<<elseif $schoolstate is "lunch">>
You are in the courtyard behind the school. It is crowded with students on their lunch break.
<br><br>
<<else>>
You are in the courtyard behind the school. It's mostly empty while class is in session.
<br><br>
<</if>>
<<if $exposed gte 1>>
You hide behind a shed, keeping your <<lewdness>> hidden.
<br><br>
<</if>>
<<else>>
The rear courtyard is empty.
<br><br>
<</if>>
<<schoolperiodtext>>
<<if ["intro", "discover"].includes($weekly.schoolNightPoolParty) and Time.hour gte 21 and $passagePrev is "hallway">><<set $weekly.schoolNightPoolParty to "admission">><</if>>
<<if $stress gte $stressmax>>
<<link [[Everything fades to black...|School Passout]]>><</link>>
<<elseif ["intro", "discover"].includes($weekly.schoolNightPoolParty) and Time.hour gte 21>>
<<generateSecurity 1>><<person1>>
A beam of light shines on you. A security guard approaches, torch in hand.
<br><br>
"What, another one?" <<He>> must have already caught <<if $weekly.schoolNightPoolParty is "discover">>the delinquents<<else>>some students<</if>>. "Well, whatever. Just pay up."
<br><br>
<<He>> holds <<his>> hand in front of you.
<<if $schoolNightPoolParty gte 1>>
You stare at <<him>> in confusion. "Didn't anyone tell you? It's 100 quid. Now."
<<else>>
"100 quid. Now."
<</if>>
<br><br>
<<if $money gte 10000>>
<<link [[Pay (£100)|School Night Pool Party Pay]]>><<set $phase to 0>><<money -10000 "schoolPoolParty">><</link>>
<<else>>
<span class="blue">You can't afford it.</span>
<</if>>
<br>
<<link [[Refuse|School Night Pool Party Pay]]>><<set $phase to 1>><</link>>
<br>
<<elseif $town_projects.green is 1 || ($tending gte 400 && ($town_projects.green lt 2 || $town_projects.green is undefined))>>
<<set $town_projects.green to 2>>
You almost tread on an adder. It slips into a patch of tall, wild grass surrounding a large oak. Students avoid the area, as it's home to all sorts of pests. <span class="teal">An idea strikes you.</span> If the grass were cleared, there'd be a lot more room for students.
<br><br>
<i>You could enquire about the green at the town hall.</i>
<br><br>
<<link [[Next|School Rear Courtyard]]>><</link>>
<br>
<<elseif $town_projects.green is 3>>
<<set $town_projects.green to 4>>
Something is different. The wild grass around the oak has been cleared, creating a green area and changing the atmosphere of the whole courtyard. <span class="green">Students now have a nice area to spend lunch.</span>
<br><br>
<<earnFeat "School Green">>
<<link [[Next|School Rear Courtyard]]>><</link>>
<br>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure) and $eventskip is 0>>
<<eventsschoolcourtyard>>
<<else>>
<<if !["early", "late", "earlynoschool", "latenoschool", "daynoschool"].includes($schoolstate) and $exposed gte 1>>
<<schoolicon>><<link [[Sneak into the school (0:03)|Hallways]]>><<pass 3>><</link>>
<br>
<<schoolicon>><<link [[Sneak in front of the school (0:05)|School Front Courtyard]]>><<pass 5>><</link>>
<br><br>
<<fenceicon>><<link [[Climb over the fence to the industrial district (0:02)|School Rear Fence Exit]]>><<pass 2>><</link>>
<br>
<<else>>
<<if $exposed lte 0>>
<<set _kylarLocation to getKylarLocation()>>
<<if _kylarLocation.area is "rear_courtyard">>
Kylar sits on a stump and stares at the ground.
<br>
<<schoolicon "stump">><<link [[Approach|Kylar Courtyard]]>><<set $kylar_text_trigger to true>><</link>>
<br><br>
<<elseif _kylarLocation.area is "english">>
Kylar isn't here. You look around, and catch a glimpse of <<nnpc_him "Kylar">> through one of the school's windows. <span class="gold">It looks like <<nnpc_hes "Kylar">> in the English classroom.</span>
<br><br>
<</if>>
<</if>>
<<if $exposed lte 0 and $schoolstate is "lunch">>
<<schoolicon "stump">><<link [[Relax on a stump (0:10)|School Stump]]>><<stress -1>><<pass 10>><<tiredness -1>><</link>><<ltiredness>><<lstress>>
<br>
<<if $town_projects.green gte 4>>
<<socialiseicon>><<link [[Socialise on the green (0:10)|School Green]]>><<trauma -1>><<stress -1>><<pass 10>><<status 1>><</link>><<gcool>><<ltrauma>><<lstress>>
<br>
<</if>>
<</if>>
<<if $schoolstate is "lunch" and $panty_thief gte 1>>
<<crimeicon "mark">><<link [[Look for the underwear thief (0:10)|School Panty]]>><<pass 10>><</link>>
<br>
<</if>>
<<entranceicon>><<link [[Enter the school (0:01)|Hallways]]>><<pass 1>><</link>>
<br>
<<schoolicon "courtyard">><<link [[Front courtyard (0:02)|School Front Courtyard]]>><<pass 2>><</link>>
<br><br>
<<fenceicon>><<link [[Climb over the fence to the industrial district (0:02)|School Rear Fence Exit]]>><<pass 2>><</link>>
<br>
<</if>>
<<if $historytrait gte 1>>
<<if $parktunnelintro gte 1>>
<<parkicon>><<link [[Secret tunnel to park (0:05)|Park]]>><<pass 5>><</link>>
<br>
<<else>>
<<parkicon>><<link [[Secret tunnel to park (0:05)|Park Tunnel]]>><<pass 5>><</link>>
<br>
<</if>>
<</if>>
<</if>>
<</if>>
<<set $eventskip to 0>><<effects>>
You sit at a table on the school green, beneath the boughs of an oak.
<<if $cool gte 240>>
Other students move to sit near you.
<<elseif $cool gte 120>>
The other students are happy to have you join them.
<<else>>
The other students tolerate you, eased by the gentle swaying of the branches above.
<</if>>
Some are eating their lunch.
<br><br>
<<if $rng gte 67>>
<<generatey1>><<person1>>A <<person>> is trying to climb the tree while <<his>> friends watch. The lowest branch is almost out of reach, but <<he>> manages to grasp it. <<He>> hauls <<himself>> up, reaches for another, then slips and tumbles to the grass below. <<His>> friends laugh.
<br><br>
<<link [[Show them how it's done|School Green Climb]]>><<endevent>><</link>><<athleticsdifficulty 600 1000>>
<br>
<<link [[Ignore|School Rear Courtyard]]>><<endevent>><</link>>
<br>
<<elseif $rng gte 33>>
<<generatey1>><<generatey2>><<person1>>
A <<person>> shoves a <<person2>><<person>>. The <<person>> shoves <<person1>><<him>> back.
<br><br>
"Fight! Fight! Fight! Fight!" The cry goes up. More students arrive to watch as they exchange uncoordinated blows.
<br><br>
<<link [[Stop the fight|School Green Stop]]>><</link>>
<br>
<<person1>>
<<link [["Cheer on the " + $description + " combatant"|School Green Cheer 1]]>><<status 1>><</link>><<gcool>>
<br>
<<person2>>
<<link [["Cheer on the " + $description + " combatant"|School Green Cheer 2]]>><<status 1>><</link>><<gcool>>
<br>
<<link [[Ignore|School Rear Courtyard]]>><<endevent>><</link>>
<br>
<<else>>
<<generatey1>><<person1>>
The wind blows through the carnations surrounding the green. A <<person>> crouches beside them, and picks one.
<br><br>
<<if !$plants_known.includes("carnation")>>
<<icon "tending/carnation.png">> <<link [[Search for seeds|School Green Seeds]]>><<set $plants_known.push("carnation")>><</link>>
<br>
<<else>>
<<icon "tending/carnation.png">> <<link [[Pick carnations|School Green Pick]]>><<stress -6>><</link>><<lstress>>
<br>
<</if>>
<<getouticon>><<link [[Ignore|School Rear Courtyard]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
You crouch beside the <<person1>><<person>>. <<He>> smiles at you, and helps search among the flowers for seedlings.
<br><br>
You find a bunch, enough to grow your own.
<br><br>
<span class="gold">You can now grow <<icon "tending/carnation.png">> carnations.</span>
<br><br>
<<link [[Next|School Rear Courtyard]]>><<endevent>><</link>>
<br><<effects>><<wearProp "carnation">>
You join the <<person>> in picking <<icon "tending/carnation.png">> carnations. <<He>> smiles at you, but doesn't speak, as you search for flowers in bloom.
<br><br>
<<tending_pick carnation 5 30>>
<br><br>
<<link [[Next|School Rear Courtyard]]>><<endevent>><</link>>
<br><<effects>>
The pair back off a moment and eye each other, waiting for another attack.
<br><br>
You step between them, interrupting the fight. Someone in the audience boos.
<br><br>
<<link [[Say they should stop before someone gets hurt|School Green Stop Kind]]>><<famegood 6>><</link>>
<br>
<<link [[Say they should stop because it's against the rules|School Green Stop Rules]]>><<status -5>><<detention -7>><</link>><<lcool>><<ldelinquency>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"Pl-please stop," you say. "I don't want anyone getting hurt."
<<elseif $speech_attitude is "bratty">>
"You idiots should stop," you say. "Before someone trips and gets hurt."
<<else>>
"You should stop," you say. "Or you'll hurt yourselves."
<</if>>
<br><br>
The pair hesitate for a moment, then the <<person1>><<person>> shoves you aside and launches a punch at the <<person2>><<person>>. You tried, at least.
<br><br>
<<link [[Next|School Rear Courtyard]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"Y-you should stop fighting," you say. "You're breaking the rules."
<<elseif $speech_attitude is "bratty">>
"Stop fighting before you get us all in trouble," you say.
<<else>>
"Fighting is against the rules," you say.
<</if>>
<br><br>
Others join in booing you, and a pair of arms emerges from the crowd to pull you aside. The pair continue to scrap. You tried, at least.
<br><br>
<<link [[Next|School Rear Courtyard]]>><<endevent>><</link>>
<br><<effects>>
The <<person1>><<person>> grabs the <<person2>><<persons>> arms. They push against each other. You cheer on the <<person1>><<person>>. With a renewed strength, <<he>> gains momentum, and pushes the <<person2>><<person>> to the ground.
<br><br>
The other students cheer for the champion.
<br><br>
<<link [[Next|School Rear Courtyard]]>><<endevent>><</link>>
<br><<effects>>
The pair tumble to the ground, with the <<person1>><<person>> on top. You cheer the <<person2>><<person>> on. With a renewed strength, <<he>> flips the <<person1>><<person>> onto <<his>> back, and pins <<him>> there.
<br><br>
The other students cheer for the champion.
<br><br>
<<link [[Next|School Rear Courtyard]]>><<endevent>><</link>>
<br><<effects>>
You approach the tree,
<<if $physiquesize gte 12000>>
and jump for the branch overhead.
<<else>>
and examine the trunk for anything you could grasp. You climb until you reach the lowest branch.
<</if>>
You haul yourself atop it, and shimmy along until another is within reach. Students watch from below.
<br><br>
<<if $athleticsSuccess>>
You grasp the branch with one hand, then the other, and haul yourself higher. You keep climbing from branch to branch, <span class="green">until you reach the top.</span>
<br><br>
<<npc Doren>><<person1>>
The students cheer at your success. Doren pokes <<his>> head from the staff room window. "Nicely done <<lass>>," <<he>> shouts. "Now get down before you get in trouble."<<gcool>><<status 1>><<ltrauma>><<trauma -6>>
<br><br>
<<link [[Next|School Rear Courtyard]]>><<endevent>><</link>>
<br>
<<else>>
You grasp the branch with one hand, then the other, <span class="red">only for the branch to snap.</span> You fall to the grass below.<<gpain>><<gstress>><<pain 4>><<stress 6>>
<br><br>
The other students laugh, but make sure you're okay.
<br><br>
<<link [[Next|School Rear Courtyard]]>><</link>>
<br>
<</if>><<set $outside to 1>><<effects>><<set $lock to 200>>
The school gate is shut and sealed by a sturdy padlock.
<br><br>
<<if currentSkillValue('skulduggery') gte $lock>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span>
<br><br>
<<else>>
<<wearProp "lockpick">>
<span class="green">The lock looks easy to pick.</span>
<br><br>
<<lockicon "pick">><<link [[Pick it (0:10)|School Front Courtyard]]>><<handheldon>><<pass 10>><<crimeUp 5 "trespassing">><</link>><<crime "trespassing">>
<br>
<</if>>
<<else>>
<span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>>
<br><br>
<</if>>
<<getouticon>><<link [[Leave|Oxford Street]]>><<handheldon>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $changingRoomGender>><<set _cameFrom to ($changingRoomGender is "boys" ? "m" : "f")>><</if>>
<<unset $audienceforcegirl>>
<<unset $audienceforceboy>>
<<unset $changingRoomGender>>
<<unset $previousClothes>>
<<if $forcedcrossdressingdisable is "t">>
<<elseif $whitneyCrossdressSwimwear and $daily.school.attended.swimming and $daily.whitney.whitneyCrossdressSwimwear>>
/* Always has a 10% chance of occuring, but it can only occur right after ending the lesson */
<<if $daily.whitney.whitneyCrossdressSwimwear.includesAny("boys entrance", "boys swimwear", "boys exit") and C.npc.Whitney.dom gte 18 and Math.max(10, $bullytimer) gte $rng and !["dungeon", "pillory"].includes(C.npc.Whitney.state) and _cameFrom>>
<<set $bullytimer to 0>>
<<npc Whitney>><<person1>>
You bump into Whitney.
<<if $daily.whitney.whitneyCrossdressSwimwear.includes("boys exit")>>
<<His>> expression darkens. "I just caught you leaving the boys' changing room when I clearly told you to use the girls' one," <<he>> says.
<<else>>
<<He>> frowns at you. "A certain someone told me that you broke one of my rules. Was there something wrong with
<<if $daily.whitney.whitneyCrossdressSwimwear.includesAll("boys swimwear", "boys entrance")>>
changing in the girls' changing room or wearing girl's swimwear?" <<he>> asks.
<<elseif $daily.whitney.whitneyCrossdressSwimwear.includes("boys swimwear")>>
wearing girl's swimwear?" <<he>> asks.
<<else>>
changing in the girls changing room?" <<he>> asks.
<</if>>
<</if>>
"I guess I'll have to beat it into you."
<br><br>
<<His>> friends block the exit.
<br><br>
<<link [[Next|Bully Changing Room Fight]]>><<set $fightstart to 1>><</link>>
<br><br>
<<exit>>
<</if>>
<<run delete $daily.whitney.whitneyCrossdressSwimwear>>
<<elseif $whitneyCrossdressSwimwear and !$daily.school.attended.swimming>>
<<set $daily.whitney.whitneyCrossdressSwimwear to []>>
<</if>>
<<if $changingroomstate is "empty">>
You are outside the school changing rooms. You need to pass through them to access the pool.
<<else>>
You are outside the school changing rooms. You need to pass through them to access the pool. You hear chatter from both sides.
<<if $NudeGenderDC isnot -1 and _studentsKnow>>
<<if $schoolrep.crossdress gte 4>>
<br><br>
<<print ($changingroomstate is "own" ? "Your classmates know" : "Everyone knows")>> you should be using the <<print ($player.gender is "m" ? "boys'" : "girls'")>> changing room.
<<if _uncomfortableGender>>Doing so would make you uncomfortable.<</if>>
<<elseif $player.gender isnot $player.gender_appearance>>
<br><br>
You would look out of place if you entered the <<print ($player.gender_appearance is "m" ? "girls'" : "boys'")>> changing room now.
<<elseif _cameFrom and _seenGender isnot _cameFrom>>
<br><br>
You would look out of place if you re-entered the <<print (_cameFrom is "m" ? "boys'" : "girls'")>> changing room now.
<</if>>
<</if>>
<</if>>
<br><br>
<<if $exposed gte 1>>
A stack of towels sits on a trolley beside the door.
<br><br>
<<towelicon>><<link [[Grab some towels|School Pool Entrance]]>><<towelup>><</link>>
<br><br>
<</if>>
<<changingRoomSetup "m">>
<<maleicon>><<link [[Boys' changing room|School Boy Changing Room]]>>
<<if $daily.whitney.whitneyCrossdressSwimwear>><<run $daily.whitney.whitneyCrossdressSwimwear.push("boys entrance")>><</if>>
<</link>><<if _uncomfortable>><<gstress>><</if>><<if !_allowedToChange and $changingroomstate isnot "empty">><<gdelinquency>><</if>>
<br>
<<changingRoomSetup "f">>
<<femaleicon>><<link [[Girls' changing room|School Girl Changing Room]]>>
<<if $daily.whitney.whitneyCrossdressSwimwear>><<run $daily.whitney.whitneyCrossdressSwimwear.push("girls entrance")>><</if>>
<</link>><<if _uncomfortable>><<gstress>><</if>><<if !_allowedToChange and $changingroomstate isnot "empty">><<gdelinquency>><</if>>
<br><br>
<<if $changingroomstate isnot "empty" and $player.gender_appearance isnot $player.gender>>
<<if $player.gender_appearance is "m">>
<<loitericon>><<link [[Wait for the girls to leave (0:06)|School Pool Entrance]]>><<pass 6>><</link>>
<br><br>
<<elseif $player.gender_appearance is "f">>
<<loitericon>><<link [[Wait for the boys to leave (0:06)|School Pool Entrance]]>><<pass 6>><</link>>
<br><br>
<</if>>
<</if>>
<<getouticon>><<link [[Leave (0:01)|Hallways]]>><<pass 1>><</link>>
<br><<set $outside to 1>><<set $location to "town">><<effects>>
You haul yourself over the fence and drop down on the other side.
/*
* "I'm tired of this mother fucking fence
* and this mother fucking ripping of clothing.
* Options to not rip clothing"
* -- Skullky, 2020
*/
<<if !$daily.school.fenceHop>>
<<if !$fenceFamiliarity>>
<<set $fenceFamiliarity to 0>>
<<elseif $fenceFamiliarity lt 20>>
<<set $fenceFamiliarity++>>
<</if>>
<<transform "cat" 1>>
<<set $daily.school.fenceHop to 1>>
<</if>>
/* chance to hop the fence based on athletics or fence familiarity, capped at 95% */
<<set _fencehop to Math.max(($fenceFamiliarity - 1) * 5, currentSkillValue("athletics") / 11)>>
/* find the top-most slot that is not naked */
<<set _slots to ["over_lower", "lower", "under_lower"]>>
<<set _cloth to _slots.find(c => !V.worn[c].type.includes("naked"))>>
/* find the bottom slot that is not naked, and if it's the same as the top one (but not under_lower) - pc is going commando */
<<set _commando to _slots.reverse().find(c => !V.worn[c].type.includes("naked")) === _cloth and _cloth isnot "under_lower">>
<<if ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled"))>>
With unmatched grace and elegance, you land on all fours.
<<elseif _cloth isnot undefined and _fencehop lte $rng>>
/* has clothes, failed the check */
<<if _fencehop gte 95>>
As chance would have it, your impeccable skills at hopping fences alone are not enough to conquer the fence. You fumble while getting down.
<<elseif _fencehop gte 50>>
Your skill at hopping fences still has room to grow, and the sound of ripping fabric reminds you of this.
<</if>>
<<set $worn[_cloth].integrity -= 20>>
<<if $worn[_cloth].integrity lte 0>>
You feel strangely cold. You look back at the fence, and see your <<print $worn[_cloth].name>> hanging from one of the spikes!
<<else>>
Your <<print $worn[_cloth].name>> catches on a spike and tears slightly as you climb over.
<</if>>
<<elseif _cloth isnot undefined>>
/* has clothes, succeeded the check */
<<if _fencehop gte 95>>
You are familiar enough with hopping fences that you hop this one without issues.
<<elseif _fencehop gte 50>>
You've spent a little bit of time hopping fences, and the practice pays off as you manage to get over this one without any complications.
<<else>>
Through sheer dumb luck, you manage to get over the fence without hurting yourself or tearing your clothing.
<</if>>
<<elseif _fencehop lte $rng>>
/* naked, failed */
A moment later, you feel a sharp pain in your <<print either("shoulder", "back", "butt")>>. The old fence didn't leave you unscratched.<<pain 8>><<stress 6>><<ggpain>><<gstress>>
<</if>>
<<if _commando>>
<br>
A breeze caresses your <<genitals>>, making you shiver<<if Weather.BodyTemperature.state is "cold">>. It's getting really cold.<<stress 6>><<gstress>><<elseif hasSexStat("exhibitionism", 2)>> <span class="lewd">with excitement</span>.<<arousal 150>><<garousal>><<else>>.<</if>>
<</if>>
<<integritycheck>>
<br><br>
<<link [[Next|School Rear Courtyard]]>><</link>>
<br><br><<set $outside to 1>><<set $location to "town">><<effects>>
You haul yourself over the fence and drop down on the other side.
/*
* "I'm tired of this mother fucking fence
* and this mother fucking ripping of clothing.
* Options to not rip clothing"
* -- Skullky, 2020
*/
<<if !$daily.school.fenceHop>>
<<if !$fenceFamiliarity>>
<<set $fenceFamiliarity to 0>>
<<elseif $fenceFamiliarity lt 20>>
<<set $fenceFamiliarity++>>
<</if>>
<<transform "cat" 1>>
<<set $daily.school.fenceHop to 1>>
<</if>>
/* chance to hop the fence based on athletics or fence familiarity, capped at 95% */
<<set _fencehop to Math.max(($fenceFamiliarity - 1) * 5, currentSkillValue("athletics") / 11)>>
/* find the top-most slot that is not naked */
<<set _slots to ["over_lower", "lower", "under_lower"]>>
<<set _cloth to _slots.find(c => !V.worn[c].type.includes("naked"))>>
/* find the bottom slot that is not naked, and if it's the same as the top one (but not under_lower) - pc is going commando */
<<set _commando to _slots.reverse().find(c => !V.worn[c].type.includes("naked")) === _cloth and _cloth isnot "under_lower">>
<<if ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled"))>>
With unmatched grace and elegance, you land on all fours.
<<elseif _cloth isnot undefined and _fencehop lte $rng>>
/* has clothes, failed the check */
<<if _fencehop gte 95>>
Despite your skill at hopping fences, you fumble while getting down.
<<elseif _fencehop gte 50>>
Your skill at hopping fences still has room to grow, and the sound of ripping fabric reminds you of this.
<</if>>
<<set $worn[_cloth].integrity -= 20>>
<<if $worn[_cloth].integrity lte 0>>
You feel strangely cold. You look back at the fence, and see your <<print $worn[_cloth].name>> hanging from one of the spikes!
<<else>>
Your <<print $worn[_cloth].name>> catches on a spike and tears slightly as you climb over.
<</if>>
<<elseif _cloth isnot undefined>>
/* has clothes, succeeded the check */
<<if _fencehop gte 95>>
You are familiar enough with hopping fences that you hop this one without issues.
<<elseif _fencehop gte 50>>
You've spent a little bit of time hopping fences, and the practice pays off as you manage to get over this one without any complications.
<<else>>
Through sheer dumb luck, you manage to get over the fence without hurting yourself or tearing your clothing.
<</if>>
<<elseif _fencehop lte $rng>>
/* naked, failed */
A moment later, you feel a sharp pain in your <<print either("shoulder", "back", "butt")>>. The old fence didn't leave you unscratched.<<pain 8>><<stress 6>><<ggpain>><<gstress>>
<</if>>
<<if _commando>>
<br>
A breeze caresses your <<genitals>>, making you shiver<<if Weather.BodyTemperature.state is "cold">>. It's getting really cold.<<stress 6>><<gstress>><<elseif hasSexStat("exhibitionism", 2)>> <span class="lewd">with excitement</span>.<<arousal 150>><<garousal>><<else>>.<</if>>
<</if>>
<<integritycheck>>
<br><br>
<<link [[Next|Industrial alleyways]]>><</link>>
<br><br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if Time.schoolDay and $schoolstate isnot "early" and $schoolstate isnot "late" and $pillory.tenant.special.name isnot "Leighton">>
<<npc Leighton>><<person1>>
You knock on the <<nnpc_title "Leighton">>'s door. You hear <<his>> voice on the other side. "Enter."
<br><br>
<<if $worn.upper.type.includes("school") and $worn.lower.type.includes("school") and $leftarm isnot "bound" and $rightarm isnot "bound" and $feetuse isnot "bound" or Time.hour gte 14>>
<<if $daily.school.headInterrupted isnot 1>>
Leighton looks up from <<his>> desk as you enter. "How can I help you?"
<br><br>
<<if $headdrive is 1 and $headnodetention isnot 1 and $headmoney isnot 1>>
<<ind>><<link [[Blackmail|Head's Office Blackmail]]>><</link>><<crime "coercion">>
<br>
<</if>>
<<if $schoolfameblackmail gte 1>>
<<if $schoolfameboard is 1>>
<<if $schoolfameconsensual is 1>>
<<photographystudioicon>><<link [[Photoshoot (0:20)|Head's Office Photoshoot]]>><<set $schoolfameblackmail to 0>><</link>>
<br>
<<elseif hasSexStat("exhibitionism", 4) and $schoolfameblackmail gte 3>>
<<photographystudioicon>><<link [[Offer to do photoshoots for money|Head's Office Photoshoot Offer]]>><<set $schoolfameblackmail to 0>><<set $schoolfameconsensual to 1>><</link>><<exhibitionist4>>
<br>
<</if>>
<<else>>
<<photographystudioicon>><<link [[Photoshoot (0:20)|Head's Office Photoshoot Blackmail]]>><<set $schoolfameblackmail to 0>><<trauma 6>><<stress 6>><<npcincr Leighton dom 1>><</link>><<gtrauma>><<gstress>>
<br>
<</if>>
<</if>>
<<if $school_desk_dolp isnot undefined>>
<<if $school_desk_dolp lt 2>>
<<ind>><<link [[Offer to buy new desks and chairs|Head's Office Buy Chair Dolp]]>><<pass 10>><</link>>
<br>
<</if>>
<</if>>
<br>
<<getouticon>><<link [[Leave the office (0:01)|Hallways]]>><<endevent>><<pass 1>><<set $daily.school.headInterrupted to 1>><</link>>
<<else>>
<<if $exposed gte 1>>
<<fameexhibitionism 1>>
<</if>>
<<if $headnodetention isnot 1>>
Leighton looks up from <<his>> desk as you enter. "You again? It's rude to keep bothering me without purpose. I'll have to flag you for punishment if this isn't important."
<br><br>
<<else>>
Leighton looks up from <<his>> desk as you enter. "We have nothing to discuss. Get out."
<br><br>
<</if>>
<<if $headdrive is 1 and $headnodetention isnot 1 and $headmoney isnot 1>>
<<ind>><<link [[Blackmail|Head's Office Blackmail]]>><</link>><<crime "coercion">>
<br>
<</if>>
<<if $schoolfameblackmail gte 1>>
<<if $schoolfameboard is 1>>
<<if $schoolfameconsensual is 1>>
<<photographystudioicon>><<link [[Photoshoot (0:20)|Head's Office Photoshoot]]>><<set $schoolfameblackmail to 0>><</link>>
<br>
<<elseif hasSexStat("exhibitionism", 4) and $schoolfameblackmail gte 3>>
<<photographystudioicon>><<link [[Offer to do photoshoots for money|Head's Office Photoshoot Offer]]>><<set $schoolfameblackmail to 0>><<set $schoolfameconsensual to 1>><</link>><<exhibitionist4>>
<br>
<</if>>
<<else>>
<<photographystudioicon>><<link [[Photoshoot (0:20)|Head's Office Photoshoot Blackmail]]>><<set $schoolfameblackmail to 0>><<trauma 6>><<stress 6>><<npcincr Leighton dom 1>><</link>><<gtrauma>><<gstress>>
<br>
<</if>>
<</if>>
<br>
<<getouticon>><<link [[Leave the office (0:01)|Hallways]]>><<endevent>><<pass 1>><<detention 1>><</link>><<gdelinquency>>
<</if>>
<<else>>
Leighton looks up from <<his>> desk as you enter. "Oh. This won't do at all."
<<if $rightarm is "bound" or $leftarm is "bound" or $feetuse is "bound">>
<br><br>
"How did you get yourself in this state," <<he>> mutters as <<he>> walks behind you. <span class="green">You feel your limbs fall free.</span>
<br><br>
<<unbind>>
<<if (!$worn.upper.type.includes("school") or !$worn.lower.type.includes("school")) and $schoolstate isnot "fifth">> /*clothes don't matter for swim*/
"These clothes won't do either." <<He>> pulls some clothing out of a drawer. "Here you go."
<br><br>
<<else>>
<<link [[Next|Hallways]]>><<endevent>><</link>>
<br><br>
<</if>>
<<else>>
<<He>> pulls some clothing out of a drawer. "Here you go."
<br><br>
<</if>>
<<if !$worn.upper.type.includes("school") and !$worn.lower.type.includes("school") and $schoolstate isnot "fifth">>
<<if $player.gender_appearance is "m">>
<<if $rng gte 51 or $forcedcrossdressingdisable is "t">>
<<set $clothingselector to "m">>
<<He>> hands you a worn-looking school shirt and a pair of school shorts. "You can get changed in the storeroom. I'll have your clothes sent to the pool for you to collect after school." <<He>> turns back to <<his>> computer and leaves you to change.
<br><br>
<<link [[Get changed and leave (0:01)|Hallways]]>><<schoolspareclothes>><<endevent>><<pass 1>><</link>>
<br>
<<link [[Refuse to wear the boys' uniform |Head's Office Refusal]]>><<detention 1>><</link>><<gdelinquency>><<if !$genderknown.includes("Leighton")>><<note "Leighton will be suspicious" "pink">><</if>>
<br>
<<else>>
<<set $clothingselector to "f">>
<<He>> hands you a worn-looking school shirt and skirt. <<He>> speaks before you can articulate any apprehension. "I know it's a girl's uniform, but it's all I have. Wear your own uniform if you don't want this to happen in the future." <<He>> turns back to <<his>> computer and leaves you to change.
<br><br>
<<link [[Get changed and leave (0:01)|Hallways]]>><<schoolspareclothes>><<endevent>><<pass 1>><</link>>
<br>
<<link [[Refuse to wear the girls' uniform |Head's Office Refusal]]>><<detention 1>><</link>><<gdelinquency>>
<br>
<</if>>
<<else>>
<<if $rng gte 51 or $forcedcrossdressingdisable is "t">>
<<set $clothingselector to "f">>
<<He>> hands you a worn-looking school shirt and a school skirt. "You can get changed in the storeroom. I'll have your clothes sent to the pool for you to collect after school." <<He>> turns back to <<his>> computer and leaves you to change.
<br><br>
<<link [[Get changed and leave (0:01)|Hallways]]>><<schoolspareclothes>><<endevent>><<pass 1>><</link>>
<br>
<<link [[Refuse to wear the girls' uniform |Head's Office Refusal]]>><<detention 1>><</link>><<gdelinquency>><<if !$genderknown.includes("Leighton")>><<note "Leighton will be suspicious" "pink">><</if>>
<br>
<<else>>
<<set $clothingselector to "m">>
<<He>> hands you a worn-looking school shirt and pair of shorts. <<He>> speaks before you can articulate any apprehension. "I know it's a boy's uniform, but it's all I have. Wear your own uniform if you don't want this to happen in the future." <<He>> turns back to <<his>> computer and leaves you to change.
<br><br>
<<link [[Get changed and leave (0:01)|Hallways]]>><<schoolspareclothes>><<endevent>><<pass 1>><</link>>
<br>
<<link [[Refuse to wear the boys' uniform |Head's Office Refusal]]>><<detention 1>><</link>><<gdelinquency>>
<br>
<</if>>
<</if>>
<<elseif !$worn.lower.type.includes("school") and $schoolstate isnot "fifth">>
<<if $player.gender_appearance is "m">>
<<if $rng gte 51 or $forcedcrossdressingdisable is "t">>
<<set $clothingselector to "m">>
<<He>> hands you a worn-looking pair of school shorts. "You can get changed in the storeroom. I'll have your clothes sent to the pool for you to collect after school." <<He>> turns back to <<his>> computer and leaves you to change.
<br><br>
<<link [[Get changed and leave (0:01)|Hallways]]>><<schoolspareclothes>><<endevent>><<pass 1>><</link>>
<br>
<<link [[Refuse to wear the boys' uniform |Head's Office Refusal]]>><<detention 1>><</link>><<gdelinquency>><<if !$genderknown.includes("Leighton")>><<note "Leighton will be suspicious" "pink">><</if>>
<br>
<<else>>
<<set $clothingselector to "f">>
<<He>> hands you a worn-looking school skirt. <<He>> speaks before you can articulate any apprehension. "I know it's a girl's uniform, but it's all I have. Wear your own uniform if you don't want this to happen in the future." <<He>> turns back to <<his>> computer and leaves you to change.
<br><br>
<<link [[Get changed and leave (0:01)|Hallways]]>><<schoolspareclothes>><<endevent>><<pass 1>><</link>>
<br>
<<link [[Refuse to wear the girls' uniform |Head's Office Refusal]]>><<detention 1>><</link>><<gdelinquency>>
<br>
<</if>>
<<else>>
<<if $rng gte 51 or $forcedcrossdressingdisable is "t">>
<<set $clothingselector to "f">>
<<He>> hands you a worn-looking school skirt. "You can get changed in the storeroom. I'll have your clothes sent to the pool for you to collect after school." <<He>> turns back to <<his>> computer and leaves you to change.
<br><br>
<<link [[Get changed and leave (0:01)|Hallways]]>><<schoolspareclothes>><<endevent>><<pass 1>><</link>>
<br>
<<link [[Refuse to wear the girls' uniform |Head's Office Refusal]]>><<detention 1>><</link>><<gdelinquency>><<if !$genderknown.includes("Leighton")>><<note "Leighton will be suspicious" "pink">><</if>>
<br>
<<else>>
<<set $clothingselector to "m">>
<<He>> hands you a worn-looking pair of school shorts. <<He>> speaks before you can articulate any apprehension. "I know it's a boy's uniform, but it's all I have. Wear your own uniform if you don't want this to happen in the future." <<He>> turns back to <<his>> computer and leaves you to change.
<br><br>
<<link [[Get changed and leave (0:01)|Hallways]]>><<schoolspareclothes>><<endevent>><<pass 1>><</link>>
<br>
<<link [[Refuse to wear the boys' uniform |Head's Office Refusal]]>><<detention 1>><</link>><<gdelinquency>>
<br>
<</if>>
<</if>>
<<elseif !$worn.upper.type.includes("school") and $schoolstate isnot "fifth">>
<<He>> hands you a worn-looking school shirt. "You can get changed in the storeroom. I'll have your clothes sent to the pool for you to collect after school." <<He>> turns back to <<his>> computer and leaves you to change.
<br><br>
<<link [[Get changed and leave (0:01)|Hallways]]>><<schoolspareclothes>><<endevent>><<pass 1>><</link>>
<br>
<</if>>
<</if>>
<<else>>
The office is empty.
<br><br>
<<if $headpasswordknown is 1 and $headdrive isnot 1>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You think you'd be able to break into Leighton's computer, <span class="blue">if your arms weren't bound.</span>
<br><br>
<<else>>
<<techicon "computer">><<link [[Break into computer|Head's Computer]]>><</link>>
<</if>>
<br><br>
<</if>>
<<if $pub_hack_job is 3 and not $hacker_tasks.includes("leighton")>>
<<investigateicon>><<link [[Search for strongbox|Head's Stash]]>><</link>>
<br><br>
<</if>>
<<getouticon>><<link [[Leave the office (0:01)|Hallways]]>><<pass 1>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<set _offeredclothing to ($clothingselector is "m" ? "the boys' uniform" : "the girls' uniform")>>
<<if $speech_attitude is "meek">>
"B-But this is _offeredclothing," you say.
<<elseif $speech_attitude is "bratty">>
"I won't wear _offeredclothing!" you say.
<<else>>
<<if $player.gender is $clothingselector and !$backgroundTraits.includes("crossdresser")>><!-- Crossdresser trait makes PC distressed by not crossdressing and so goes to "I can't" -->
"Are you sure you don't have a <<print ($clothingselector is "f" ? "pair of shorts" : "skirt")>>?" you ask.
<<else>>
"But I can't wear _offeredclothing!" you say.
<</if>>
<</if>>
<br><br>
<<if ($player.gender_appearance is $clothingselector) and !$genderknown.includes("Leighton") and !playerChastity("hidden")>> <!-- Leighton didn't expect this and checks the PC's records for their sex -->
<<He>> looks slightly confused for a moment, before turning back to <<his>> computer to look something up. <<He>> skims briefly before
<<if $player.penisExist and $player.vaginaExist>><!-- implication: PC's ambiguous sex is recorded as medical information -->
gasping at what <<he>> finds.
<<elseif $backgroundTraits.includes("crossdresser")>><!-- deliberately ambiguous implication: PC has been crossdressing for long enough for it to be on file -->
smirking at what <<he>> finds.
<<else>>
quirking a brow at what <<he>> finds and typing something in.
<</if>>
<<He>> looks back up and says, "I'm sorry, but this uniform is all I have. Now, get dressed."
<<set $genderknown.pushUnique("Leighton")>><<if $player.penisExist and $player.vaginaExist>><<detention -1>><</if>> <!-- Leighton is too surprised to be angry at herm PC right now -->
<<elseif $player.gender is $clothingselector and $genderknown.includes("Leighton")>>
<<He>> looks at you sternly and scoffs. "If you want to dress as a <<print ($clothingselector is "m" ? "girl" : "boy")>>, that's your prerogative, but perhaps you should come dressed like it next time. Now, get dressed."
<<else>>
<<He>> looks at you sternly. "Don't talk back. I told you to get dressed. Now, get dressed."
<</if>>
<br><br>
<<link [[Wear the clothes and leave (0:01)|Hallways]]>><<schoolspareclothes>><<pass 1>><<endevent>><</link>>
<br>
<<link [[Walk out|Hallways]]>><<detention 3>><<endevent>><</link>><<gdelinquency>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>><<person1>>
<<if $school_desk_dolp is 0>>
You offer to buy new chairs and desks for the classrooms, Leighton laughs for a moment before <<he>> realizes that you are serious.
"Well," <<he>> says, "Let's see, we can use some new furniture for sure."
<br><br>
<<He>> pulls out diffrent pieces of paper from the cabinets behind <<his>> desk
and flips through a couple before finding what <<he>> is looking for. "The total will be <span class="blue">£10,000</span> for all of the classrooms."<br><br>
<<set $school_desk_dolp to 1>>/*first time reading check */
<<else>>
Leighton looks at you in amusement "Are you going to pay this time or are you just going to annoy me more about it?" <<He>> sighs and gets the papers out from the cabinet
"Remember, the total is <span class="blue">£10,000</span> for the desk and chairs for all of the classrooms."
<br><br>
<</if>>
<br><br>
<<if $money gte 1000000>>
<<ind>><<link [[Pay for chairs and desks (£10,000)|Head's Office Brought Chair Dolp]]>><<pass 10>><<set $money -= 1000000>><<set $school_desk_dolp to 2>><<famebusiness 100>><<status 100>><</link>><<gggcool>>
<br>
<<else>>
<span class="blue">You can't afford such an expense.</span>
<br>
<</if>>
<<getouticon>><<link [[Leave the office (0:01)|Hallways]]>><<endevent>><<pass 1>><<set $daily.school.headInterrupted to 1>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>><<person1>>
<<effects>>
You hand over the money. Leighton counts it with a big smile, then squirrels it away in <<his>> desk. You're handed a mountain of paperwork, and it takes some time to fill out.
<br><br>
"Don't worry, this money will get into the right hands," <<he>> says with a big smile on <<his>> face. "The whole faculty thanks you for your donation. Now, get out."
<br><br>
You leave the office, hoping you weren't just robbed.
<br><br>
<<getouticon>><<link [[Leave the office (0:01)|Hallways]]>><<endevent>><<pass 1>><<set $daily.school.headInterrupted to 1>><</link>>
<br><<sydneySchedule>>
<<if isPregnancyEnding()>>
<<pregnancyPassout "school">>
<<elseif _sydney_location is "library" and (C.npc.Sydney.init isnot 1 or ($sydneySeen and !$sydneySeen.includes("libRescue")) or $rng gte 20)>>
<<pass 1 hour>>
You remain unconscious for a time. You hear a short gasp, and feel yourself being lifted before slipping back into unconsciousness.
<br><br>
<<trauma 6>><<set $stress -= 2000>>
<<link [[Next|Sydney Library Rescue]]>><</link>>
<<else>>
<<unset $passoutReason>>
<<pass 1 hour>>
You remain unconscious for a time.
<br><br>
<<set $danger to random(1, 10000)>>
<<if $danger gte (9900 - $allure)>>
<<if Time.schoolDay and $schoolstate isnot "early" and $schoolstate isnot "late">>
<<if $rng gte 81>>
<<link [[Next|School Passout Exhibit]]>><<upperruined>><<lowerruined>><<underruined>><</link>>
<<elseif $rng gte 1>>
<<link [[Next|School Passout Rape]]>><<set $molestationstart to 1>><</link>>
<</if>>
<<else>>
<<if $rng gte 51>>
<<link [[Next|School Passout Gang Rape]]>><<set $molestationstart to 1>><</link>>
<<elseif $rng gte 1>>
<<link [[Next|School Passout Gang Rape]]>><<set $molestationstart to 1>><</link>>
<</if>>
<</if>>
<<trauma 6>><<set $stress -= 2000>>
<<else>>
<<if C.npc.Kylar.rage gte 96 and C.npc.Kylar.state is "active">>
<<link [[Wake up|Kylar Basement]]>><<pass 1 hour>><</link>>
<br>
<<elseif Time.schoolDay and $schoolstate isnot "early" and $schoolstate isnot "late">>
<<link [[Next|School Passout Infirmary]]>><</link>>
<br>
<<else>>
<<ambulance>>
<</if>>
<<trauma 6>><<set $stress -= 2000>>
<</if>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $phase is 0>>
You feel metallic clamps on your wrists, knees and ankles. You open your eyes, and find yourself outside the science classroom, bound and attached to the wall with your legs splayed, your <<lewdness>> on display. There's a strange sensation of fullness in your anus. You try to struggle free, but you're locked up tight.
<br><br>
A group of students round the corner and stop when they see you, eyes wide. You feel your face turn red as they behold you. They walk past, giggling and whispering to one another.<<lcool>><<gtrauma>><<gstress>><<stress 1>><<trauma 1>><<status -10>>
<br><br>
<<generatey1>><<generatey2>>
A minute passes before a <<fullGroup>> round the corner. They initially react like the first group but, proving to be more inquisitive, they approach you.
<br><br>
"There's a button here," says the <<person>>. "What do you think it does?" <<He>> raises <<his>> arm and hovers a finger over it.
<br><br>
<<link [[Ask them not to press it|School Passout Exhibit]]>><<set $phase to 1>><<status -10>><</link>><<lcool>>
<br>
<<link [[Remain silent|School Passout Exhibit]]>><<set $phase to 2>><</link>>
<<elseif $phase is 1>>
<<if $cool gte ($coolmax / 10 * 6)>>
<<He>> looks taken aback, and exchanges a nervous look with <<his>> friend, before backing off.
<br><br>
"Could you help me down?" you plead. <<person1>>Standing on <<his>> toes, the <<person>> reaches up and flips a switch, releasing you. You fall onto your hands and knees, the object in your butt slipping out as you do. You begin to stand up but, aware of your lewd state, you crouch instead. The pair still look amused at the situation, but the <<person2>><<person>> pulls some towels out of <<his>> bag and hands them to you. They wordlessly leave, smiling back at you as they do.
<br><br>
That could have been much worse, but you know the whole school will hear about it.
<br><br>
<<towelup>>
<<link [[Next|Hallways]]>><<endevent>><</link>>
<<else>>
<<He>> looks taken aback, but pauses only a moment before giving you an evil grin and pressing the button.
<br><br>
The fullness inside you starts vibrating against your <<prostate>>, softly at first, but growing in intensity, and creating an audible buzzing. The <<person>> steps back, smiling mischievously, as you try not to react to the sensation.
<br><br>
<<arousal 2000 "genitals">>
<<if $arousal gte $arousalmax>>
<<orgasm>><<exhibitorgasm>>
<</if>>
The buzzing comes to an abrupt stop. A shameful part of you feels disappointed, but the <<person2>><<person>> reaches for the button yet again. This time, the contraption doesn't give you time to warm up, sending violent shock waves through you. You involuntarily jerk, delighting the <<fullGroup>>.
<br><br>
<<arousal 2000 "genitals">>
<<if $arousal gte $arousalmax>>
<<orgasm>><<exhibitorgasm>>
<</if>>
Its purpose apparently served, the restraints release you. You drop to your hands and knees, the object in your butt slipping out as you do. The pair exchange a worried glance before bolting down the corridor, leaving you exposed on the floor.
<br><br>
<<link [[Next|Hallways]]>><<set $stress -= 500>><<endevent>><</link>>
<br>
<</if>>
<<elseif $phase is 2>>
<<He>> presses the button.
<br><br>
The fullness inside you starts vibrating against your <<prostate>>, softly at first, but growing in intensity, and creating an audible buzzing. The <<person>> steps back, smiling mischievously, as you try not to react to the sensation.
<br><br>
<<arousal 2000 "genitals">>
<<if $arousal gte $arousalmax>>
<<orgasm>><<exhibitorgasm>>
<</if>>
The buzzing comes to an abrupt stop. A shameful part of you feels disappointed, but the <<person2>><<person>> reaches for the button yet again. This time, the contraption doesn't give you time to warm up, sending violent shock waves through you. You involuntarily jerk, delighting the <<fullGroup>>.
<br><br>
<<arousal 2000 "genitals">>
<<if $arousal gte $arousalmax>>
<<orgasm>><<exhibitorgasm>>
<</if>>
Its purpose apparently served, the restraints release you. You drop to your hands and knees, the object in your butt slipping out as you do. The pair exchange a worried glance before bolting down the corridor, leaving you exposed on the floor.
<br><br>
<<link [[Next|Hallways]]>><<set $stress -= 500>><<endevent>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<generatey1>><<generatey2>><<maninit>><<person1>>
<<if random(1) is 0>>
<<hand_gag 0 left>>
"Shhh, <<pshes>> waking up." A <<fullGroup>> stand over you. You're lying in a shed on the school grounds. Before you can speak, the <<person1>><<person>> smothers your mouth with <<his>> hand. "Now's our chance, no one will know!"
<<else>>
"Shhh, <<pshes>> waking up." A <<fullGroup>> stand over you. You're lying in a shed on the school grounds.
Before you can speak,
<<person1>>
<<if $NPCList[0].penis isnot "none">>
the <<person>> bends down and covers your mouth with one hand, whilst
<<if $pronoun is "m">>
unzipping <<his>> fly
<<else>>
lifting <<his>> skirt
<</if>>,
revealing <<his>> erection. <<He>> points it towards your face as <<he>> removes <<his>> hand from your mouth, as <<he>> lowers onto you.
<br><br>
Before you can move to do anything about this, the <<person2>><<person>> drops onto your midriff, knocking the wind from you, and grabbing onto your hands to stop you from fighting.
<<He>> <<if $pronoun is "f">>giggles mischievously<<else>>chuckles softly<</if>>.
"You're not going anywhere, <<girl>>."
<br><br>
This leaves you powerless to stop the <<person1>><<person>> pressing <<his>> penis against your mouth.
<<set $NPCList[0].penis to "mouthentrance">><<set $NPCList[0].location.genitals = "head">>
<<set $mouthuse to "penis">><<set $mouthstate to "entrance">><<set $mouthtarget to 0>>
<<else>>
The <<person>> bends down, covering your mouth with <<his>> hand. <<He>> straddles your face, and begins lowering <<himself>>, so that <<he>> is kneeling above your face,
with <<his>> knees holding your face upwards, looking up under <<his>> skirt. <<He>> lifts up <<his>> skirt, revealing <<his>> moist pussy. You know what's coming.
<br><br>
Before you can move to do anything about this, the <<person2>><<person>> drops onto your midriff, knocking the wind from you, and grabbing onto your hands to stop you from fighting.
<<He>> <<if $pronoun is "f">>giggles mischievously<<else>>chuckles softly<</if>>.
"You're not going anywhere, <<girl>>."
<br><br>
<<if $facesitdisable is "f">>
You are powerless to stop the <<person1>><<person>>. You watch as <<his>> pussy draws closer and closer.
<<He>> removes <<his>> hand from over your mouth, only for it to be replaced by <<his>> wet pussy as <<he>> sits on your face.
<<set $NPCList[0].vagina to "facesit">><<set $NPCList[_n].location.genitals = "head">>
<<set $mouthuse to "facesit">><<set $mouthstate to "vagina">><<set $mouthtarget to 0>>
<<else>>
This leaves you powerless to stop the <<person1>><<person>> pressing <<his>> pussy against your mouth.
<<set $NPCList[0].vagina to "mouth">><<set $NPCList[0].location.genitals to "head">>
<<set $mouthuse to "othervagina">><<set $mouthstate to "othervagina">><<set $mouthtarget to 0>>
<</if>>
<</if>>
<<if random(1) is 0>>
<<set $NPCList[1].lefthand to "arms">>
<<else>>
<<set $NPCList[1].righthand to "arms">>
<</if>>
<<set $leftarm to "grappled">><<set $rightarm to "grappled">>
<<disablearms>><<violence 2>><<bruise leftarm>><<bruise rightarm>>
<<set $position to "missionary">>
<</if>>
<br><br>
<<enableSchoolRescue "Whitney" "Leighton">>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|School Passout Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|School Passout Rape]]>><</link>></span><<nexttext>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<generate1>><<generate2>><<maninit>><<set $leftarm to "bound">><<set $rightarm to "bound">><<set $feetuse to "bound">>
You awaken in the science classroom, bent over a desk. Straps tie down your arms and legs, restricting your movement.
<<if $worn.handheld.type.includes("bookbag")>>
Your $worn.handheld.name is on the floor. Someone has clearly rifled through it, but nothing appears to be missing.
<<elseif $worn.handheld.name isnot "naked" and !$worn.handheld.name.includes("balloon")>>
Your $worn.handheld.name is on the floor.
<</if>>
<br><br>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|School Passout Gang Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|School Passout Gang Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>><<set $stress -= 500>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Don't try to tell on us. No one will believe you." The pair leave you lying on the hard floor. <<tearful>> you struggle to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|School Rear Courtyard]]>><</link>>
<<elseif $enemyhealth lte 0>>
The <<group>> recoil in pain. <<tearful>> you seize the opportunity and escape from the shed.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|School Rear Courtyard]]>><</link>>
<<elseif $rescue gte 1 and $alarm is 1>><<set $rescued += 1>>
<<if $rescue is 2>>
The door flies open. Whitney barges in, <<nnpc_his "Whitney">> buddies stand behind <<nnpc_him "Whitney">>.
<<if $pillory.tenant.special.name isnot "Leighton">>
<<nnpc_He "Whitney">> looks between you and the two students, then scowls. You can't tell who <<nnpc_his "Whitney">> anger is directed at.<<status 1>><<gcool>>
<br><br>
Before things can escalate, another figure steps into the doorway. It's Leighton.
<<npc Leighton 3>>
"Whatever's going on here, it's over. I expect the lot of you in my office-"
<br><br>
Whitney slugs the <<person1>><<person>> in the face before Leighton can finish. Egged on by <<nnpc_his "Whitney">> friends, a brawl quickly ensues, with Leighton angrily trying to reign them all in.
<br><br>
<<tearful>> you take advantage of the confusion and slip outside.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|School Rear Courtyard]]>><</link>>
<br>
<<else>>
The <<fullGroup>> cry out as Whitney's goons descend on them. You seize the opportunity to scurry outside.<<status 1>><<gcool>>
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Whitney>><<person1>>
<<link [[Next|Whitney Rescue 2]]>><<set $whitneyRescueExit to "courtyard">><</link>>
<br>
<</if>>
<<else>>
<<endevent>>
<<npc Leighton>>Leighton barges into the shed. Eyes wide with panic, the <<group>> stumble over their words as they try to explain themselves. Leighton is having none of it, and drags them from the building by the scruff of their necks. <<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|School Rear Courtyard]]>><</link>>
<</if>>
<</if>><<effects>><<set $feetuse to 0>><<set $stress -= 500>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Satisfied, the pair leave you tied to the desk. <<tearful>> you manage to work yourself free.<<unbind>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Science Classroom]]>><</link>>
<<elseif $enemyhealth lte 0>>
Deciding you're more trouble than you're worth, the pair leave you tied to the desk. <<tearful>> you manage to work yourself free.<<unbind>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Science Classroom]]>><</link>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You <<nervously>> poke your head outside. There's no one around. You leave the relative safety of the toilets, your <<lewdness>> on display.
<<if $phase is 1>>
<<exhibitionism3>>
<<elseif $phase is 2>>
<<exhibitionism4>>
<</if>>
<<link [[Next|Hallways]]>><</link>>
<<set $eventskip to 0>><<set $outside to 0>><<effects>><<set $lock to 200>>
The school gate is shut and sealed by a sturdy padlock.
<br><br>
<<if currentSkillValue('skulduggery') gte $lock>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span>
<br><br>
<<else>>
<<wearProp "lockpick">>
<span class="green">The lock looks easy to pick.</span>
<br><br>
<<lockicon "pick">><<link [[Pick it (0:10)|Oxford Street]]>><<handheldon>><<pass 10>><<crimeUp 5 "trespassing">><</link>><<crime "trespassing">>
<br>
<</if>>
<<else>>
<span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>>
<br><br>
<</if>>
<<getouticon>><<link [[Leave|School Front Courtyard]]>><<handheldon>><</link>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<</if>>
<<effects>>
<<effectsman>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Rear Courtyard Dog Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Rear Courtyard Dog]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "school">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
Satisfied, the <<beasttype>> bounds away from you.
<<tearful>> you rise to your feet.
<br><br>
<<else>>
The <<beasttype>> whimpers and flees.
<<tearful>> you rise to your feet.
<br><br>
<</if>>
<<clotheson>>
<<endcombat>>
<<courtyard>><<effects>><<set $outside to 0>>
<<set $parktunnelintro to 1>>
You search for the old tunnel you read about. You find it behind an outbuilding, obscured by trees and moss. You peer into the dark, and see a distant light at the end. You walk through and try to ignore the damp smell, until you emerge back into the light. You're in the park.
<br><br>
<<parkquick>><<effects>><<set $outside to 0>>
<<set $schooldrainintro to 1>>
There's a shaft hidden beneath the rubber flooring that should lead to the town's storm drain system. You peel back the floor and open the hatch, before climbing down into the dark. The sound of running water grows stronger.
<br><br>
<<link [[Next|Commercial Drain]]>><</link>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You enter the username and password you discovered in the note and log into Leighton's computer. You find nothing at first, just boring spreadsheets, until you find a folder simply titled "D".
<br><br>
It contains thousands of images of a <<nnpc_gendery "Darryl">> with black hair in various states of undress. <<nnpc_He "Darryl">> looks distressed in some of the pictures but <<nnpc_his "Darryl">> expression is blank in others. The pictures are arranged in order of date and appear to be from several years ago. Whatever was happening went on for many months.
<br><br>
Leighton makes an appearance in the later pictures, sometimes posing with <<nnpc_him "Darryl">>, but other times groping and fondling. From <<nnpc_his "Darryl">> outfit, it looks like <<nnpc_he "Darryl">> was a student here.
<br><br>
<<link [[Copy to flash drive|Head's Computer Flash]]>><</link>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You copy the files. Now to decide what to do with them.
<br><br>
On your way out, you notice a shirt folded on a small table, with a sheet of paper sat atop it. It's a letter addressed to Leighton. It says the shirt is a new school uniform design.
<br><br>
<<set $headdrive to 1>>
<<link [[Wear the shirt and leave|Hallways]]>><<upperwear 20>><<endevent>><</link>>
<br>
<<link [[Just leave|Hallways]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
Looking under the head's desk, you find a small but solid box with a door. It's almost a safe. You pull, but the door doesn't move. It's locked. The lock looks very solid: it will take some time to pick.
<br><br>
<<set $skulduggerydifficulty to 1000>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span>
<br><br>
<<else>>
<<wearProp "lockpick">>
<<link [[Pick the lock (0:30)|Head's Stash 2]]>><<handheldon>><<pass 30>><</link>><<skulduggerydifficulty>>
<br>
<</if>>
<<link [[Leave it alone|Head's Office]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You settle under the desk and set to work on the lock.
<br><br>
<<skulduggerycheck>>
<br><br>
<<if $skulduggerysuccess is 1>><<set $hacker_tasks.pushUnique("leighton")>>
It takes some time and is far more complex than you expected. You are just about to give up when the door suddenly pops loose.
You open the drawer and find a number of cameras and lenses as well as a box full of memory cards. Quite a collection.
<br>
You scoop the memory cards into your bag.
<br><br>
<<skulduggeryuse>>
<<if $hacker_tasks.length gte 2>>
<span class="green">You have completed the hacker's tasks. You should talk to Landry.</span>
<br><br>
<</if>>
<<link [[Next|Head's Office]]>><<endevent>><</link>>
<<else>>
It is far more complex than you expected. After nearly half an hour of fruitless poking and prodding at the lock, you give up.
<span class="teal">Now you have a feel for the lock, you could try again.</span>
<br><br>
<<skulduggeryuse>>
<<set $skulduggerydifficulty -= 200>>
<<link [[Try again (0:30)|Head's Stash 2]]>><<pass 30>><</link>><<skulduggerydifficulty>>
<br>
<<link [[Give up|Head's Office]]>><<endevent>><</link>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $phase is 1>>
Leighton looks up from <<his>> desk as you enter. "How can I help you?"
<br><br>
<</if>>
<<if $speech_attitude is "bratty">>
You give <<him>> a wicked smile. "I've been on your computer," you say. "I've seen what you keep there. I made copies."
<br><br>
<<elseif $speech_attitude is "meek">>
You can't bring yourself to look <<him>> in the eye. "I-I've seen what you did to that student. On your computer," you manage to say. "I-I made copies."
<br><br>
<<else>>
"I've been on your computer," you say. "I've seen what you did to that student. I made copies."
<br><br>
<</if>>
<<crimeUp 1000 "coercion">>
<<He>> stares at you, not moving a muscle. Then <<he>> glances at the door, and sizes you up. <<He>> seems to think better of whatever <<he>> was planning however, and sighs. "What do you want?"
<br><br>
<<npcincr Leighton dom -10>>
<<npcincr Leighton love -10>>
<<link [[Your watch|Head's Office Money]]>><</link>>
<br>
<<link [[No detention|Head's Office No Detention]]>><</link>>
<br>
<<if $schoolfameboard isnot 1 and $schoolfameblackmail isnot undefined>>
<<link [[No more photoshoots|Head's Office No Photoshoots]]>><</link>>
<br>
<<if hasSexStat("exhibitionism", 4)>>
<<link [[Pay me for photoshoots|Head's Office Pay Photoshoots]]>><</link>><<exhibitionist4>>
<</if>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
"My watch?" <<he>> says. "But this is a genuine... Fuck." <<He>> removes <<his>> watch and chucks it at you. "This had better be the last I hear of it, or you'll pay dearly. Now get out."
<br><br>
This watch should be worth a fair bit if you could find a buyer.
<<ggcontrol>>
<br><br>
<<set $blackmoney += 5000>><<set $headmoney to 1>><<set $headblackmailed to 1>><<control 25>><<endevent>><<def 3>>
<<link [[Next|Hallways]]>><</link>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
"That's it?" <<he>> says. "Fine. Less work for me anyway. This had better be the last I hear of it, or you'll pay dearly."
<br><br>
You leave the office. That's one less problem to worry about.
<<ggcontrol>>
<br><br>
<<set $headnodetention to 1>><<set $headblackmailed to 1>><<control 25>><<endevent>><<def 3>>
<br><br>
<<link [[Next|Hallways]]>><</link>><<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>>
You hand River the shades. "Good. You'll get them back, the way you dress outside school is your par-" <<He>> catches <<himself>> mid-sentence. "Here, you abide by the rules." <<He>> marches away from you.
<br><br>
<<generatey2>><<person2>>"I thought <<pshe>> was cooler than that," you hear a <<person>> say to <<his>> friend.
<br><br>
<<endevent>>
<<courtyard>><<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>>
You turn away from River and show <<him>> your middle finger. The watching students cheer you on. River is lost for words. "Y-you little... You'll be punished for this, I'll make sure you won't be able to sit for a week!" <<He>> marches away from you.
<br><br>
<<endevent>>
<<courtyard>><<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>>
<<if $speech_attitude is "meek">>
"B-but I don't have any on," you say.
<<elseif $speech_attitude is "bratty">>
"You're out of luck. I'm not wearing any," you say.
<<else>>
"But I'm not wearing any," you say.
<</if>>
<br><br>
"What a pervert!" the <<person>> exclaims. <<He>> kicks your glasses over to you. "Here, I don't want anything to do with them. I might catch something." <<He>> saunters off. Fortunately, your glasses appear undamaged.
<<clotheson>>
<<endevent>>
<<courtyard>><<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>>
You <<pulldown>> your $worn.lower.name, revealing your $worn.under_lower.name.
<<if playerChastity() and $worn.under_lower.type.includes("naked")>>
"What is that?" <<he>> asks, crouching for a closer look. "Is that a keyhole?" You decide <<hes>> seen enough and cover back up. "You really are a weirdo. Here." <<He>> kicks your glasses to your feet. "I don't want to catch anything." <<He>> saunters off.
<br><br>
Fortunately your glasses appear undamaged.
<<clotheson>>
<br><br>
<<elseif $worn.under_lower.gender isnot $player.gender_appearance and $worn.under_lower.gender isnot "n">>
<<if $player.gender_appearance is "m">>
"You're wearing panties!" <<he>> exclaims. "I knew you were a pervert, but this is a bit much. Here." <<He>> kicks your glasses to you. "I regret touching them now." <<He>> saunters off.
<br><br>
Fortunately your glasses appear undamaged.
<<clotheson>>
<br><br>
<<else>>
"You're wearing boy's underwear!" <<he>> exclaims. "I knew you were a pervert, but this is a bit much. Here." <<He>> kicks your glasses to you. "I regret touching them now." <<He>> saunters off.
<br><br>
Fortunately your glasses appear undamaged.
<<clotheson>>
<br><br>
<</if>>
<<else>>
<<He>> eyes up your exposed underwear. "Nice. See, that wasn't so bad, was it," <<he>> says as <<he>> throws your glasses at you. You manage to catch them. "See ya around <<bitch>>, wear some better undies next time."
<<clotheson>>
<</if>>
<<endevent>>
<<courtyard>><<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>>
<<if $speech_attitude is "meek">>
"N-no," you say, unable to make eye contact. "I don't want to."
<<elseif $speech_attitude is "bratty">>
"Fuck off pervert, I'll buy new glasses," you say.
<<else>>
"I'll just buy new glasses," you say.
<</if>>
<br><br>
"Suit yourself," <<he>> responds, and crunches your glasses underfoot. "Later loser." <<He>> saunters off.
<br><br>
<<faceruined>>
<<endevent>>
<<courtyard>><<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>>
You shove the <<person>> in <<his>> chest. <<He>> loses balance and falls backwards with a yelp<<if $schoollesson isnot 1>>, drawing the attention of other students<</if>>. "C-crazy nerd, I'm telling the head you shoved me!" <<He>> staggers away, leaving your glasses undamaged.
<<clotheson>>
<<endevent>>
<<courtyard>><<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>>
You look into the <<persons>> eyes pleadingly. "Please," you say with a sob.<<if $schoollesson isnot 1>> Some other students turn their heads in your direction.<</if>> "D-don't break my glasses. I really need them." <<He>> hesitates, glancing around uncomfortably. "Useless crybaby. Fine, you get away this time." <<He>> scoffs and saunters off, leaving your glasses undamaged.
<<clotheson>>
<<endevent>>
<<courtyard>><<set $outside to 1>><<set $location to "school_rear_courtyard">><<schooleffects>><<effects>>
<<if $schoolstate is "lunch" or $schoolstate is "morning" or $schoolstate is "afternoon">>
You lean back on the stump. You close your eyes and listen to the murmuring of students in the courtyard.
<<else>>
You lean back on the stump. You close your eyes and listen to the chirping of birds.
<</if>>
<br><br>
<<if $danger gte (9900 - $allure)>>
<<eventsschoolstump>>
<<else>>
<<if $schoolstate isnot "late">>
<<link [[Keep relaxing (0:10)|School Stump]]>><<pass 10>><<stress -1>><<tiredness -1>><</link>><<ltiredness>><<lstress>>
<br>
<</if>>
<<link [[Stop|School Rear Courtyard]]>><</link>>
<</if>><<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>>
You turn away from the pervert and shut your eyes. "You're no fun," <<he>> says. You peek a few moment's later. <<Hes>> gone.
<br><br>
<<endevent>>
<<if $schoolstate isnot "late">>
<<link [[Keep relaxing (0:10)|School Stump]]>><<pass 10>><<stress -1>><<tiredness -1>><</link>><<ltiredness>><<lstress>>
<br>
<</if>>
<<link [[Stop|School Rear Courtyard]]>><</link>><<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>>
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
You lift your $worn.lower.name, exposing your <<undies>>. <<He>> whistles at you and leans into the fence for a closer look.
<<else>>
You pull down your $worn.lower.name, exposing your <<undies>>. <<He>> whistles at you and leans into the fence for a closer look.
<</if>>
You wink at <<him>> and cover up before anyone else can see. <<He>> leaves with a smile on <<his>> face.<<fameexhibitionism 1>>
<<exhibitionism2>>
<<endevent>>
<<if $schoolstate isnot "late">>
<<link [[Keep relaxing (0:10)|School Stump]]>><<pass 10>><<stress -1>><<tiredness -1>><</link>><<ltiredness>><<lstress>>
<br>
<</if>>
<<link [[Stop|School Rear Courtyard]]>><</link>><<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>>
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
You lift your $worn.lower.name, exposing your <<undies>>. <<He>> whistles at you and leans into the fence for a closer look.
<<else>>
You pull down your $worn.lower.name, exposing your <<undies>>. <<He>> whistles at you and leans into the fence for a closer look.
<</if>>
<<flaunting>> you wink at <<him>> and cover up before anyone else can see. <<He>> leaves with a smile on <<his>> face.
<<fameexhibitionism 1>>
<<exhibitionism5>>
<<endevent>>
<<if $schoolstate isnot "late">>
<<link [[Keep relaxing (0:10)|School Stump]]>><<pass 10>><<stress -1>><<tiredness -1>><</link>><<ltiredness>><<lstress>>
<br>
<</if>>
<<link [[Stop|School Rear Courtyard]]>><</link>><<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>>
You find a secluded space behind an outbuilding. You make sure you weren't followed, then <<pullup>> your $worn.upper.name and fix your $worn.under_upper.name.
<br><br>
<<endevent>>
<<courtyard>><<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>>
You <<pullup>> your $worn.upper.name, exposing your <<breasts>>. The <<person>> and <<his>> friends fall silent and ogle you as you fix your $worn.under_upper.name.
<<pain -4>><<exhibitionism4>>
<<endevent>>
<<courtyard>><<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>>
You do your best to ignore the <<person>> and <<his>> friends.
<br><br>
<<endevent>>
<<courtyard>><<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>>
You storm over to the <<person>>. <<He>> turns to you just in time to see you shove <<him>>, making <<him>> flinch. <<He>> stumbles and falls against a wall. <<His>> friends are laughing at <<him>> now.
<br><br>
<<endevent>>
<<courtyard>><<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>>
You walk over to the <<person1>><<person>>, and sit beside <<him>>.
<<if $phase is 0>>
<<He>> gulps down <<his>> mouthful. "H-hi," <<he>> says.
<<elseif $phase is 1>>
<<His>> smile broadens. "Hi," <<he>> says.
<<elseif $phase is 2>>
<<He>> turns to you. "Y-yes?" <<he>> mumbles.
<<elseif $phase is 3>>
<<He>> smirks at you. "Hey babe," <<he>> says. "What can I do for you?"
<<else>>
<<He>> stares at <<his>> lap with great intensity.
<</if>>
<br><br>
<<if $speech_attitude is "meek">>
"Y-your friend said you like me," you say, leaning closer. <<He>> must be able to feel your breath on <<his>> face. "You're cute too."
<<elseif $speech_attitude is "bratty">>
"I saw you looking at me," you say, leaning closer. <<He>> must be able to feel your breath on <<his>> face. "Don't worry, I'm used to it."
<<else>>
"Your friend told me a secret," you say, leaning closer. <<He>> must be able to feel your breath on <<his>> face. "I like you too."
<</if>>
<<promiscuity1>>
<<if $phase is 0>>
<<He>> opens <<his>> mouth to speak, but burps instead. <<He>> clutches <<his>> face in embarrassment and runs for safety. <<His>> friend follows, laughing.
<<elseif $phase is 1>>
<<He>> holds out a hand, which you take. You sit together for a little while as <<his>> friend gently pokes fun at you both.
<<elseif $phase is 2>>
"Th-thank you," <<he>> says. <<He>> gives you a nervous smile. <<His>> friend sits on <<his>> other side, and encourages <<him>> to be more assertive through the use of pokes. <<person2>><<He>> has mild success.
<<elseif $phase is 3>>
"Of course you like me," <<he>> says, grinning. <<Hes>> leaning at an odd angle. "Who wouldn't like-" <<he>> begins, before losing <<his>> balance. <<He>> tumbles to the ground, <<his>> legs flailing in the air.
<<if $pronoun is "f">>
<<His>> skirt tumbles down <<his>> legs and you glimpse <<his>> plain white panties.
<</if>>
<br><br>
<<He>> climbs to <<his>> feet and tries to laugh it off, but is too embarrassed to look at you.
<<else>>
<<He>> nods at <<his>> lap while turning a deeper shade of red. You try to bring <<him>> out of <<his>> shell, but <<hes>> too shy. <<His>> friend finds <<his>> awkwardness humorous.
<</if>>
<br><br>
<<endevent>>
<<courtyard>><<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>>
You ignore the pair, and continue on your way.
<br><br>
<<endevent>>
<<courtyard>><<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>>
You march over to the pair, who look at you. You must look angry, given their startled expressions.
<br><br>
<<if $speech_attitude is "meek">>
"I-I'm Robin's," you say. "St-stay away!"
<<elseif $speech_attitude is "bratty">>
"Robin's mine," you say, clutching the <<person1>><<persons>> collar. "Forget it at your peril." You release and shove <<him>> away.
<<else>>
"Robin's not available," you say. "Don't you forget it."
<</if>>
<br><br>
"We're only joking around," the <<person2>><<person>> says in <<his>> friend's defence.
<<if $cool gte 240>>
"We know Robin's your territory. We're not gonna mess with you." The <<person1>><<person>> nods. They seem sincere.
<<gcool>><<status 1>>
<br><br>
<<endevent>>
<<courtyard>>
<<elseif $cool gte 120>>
<<if $cool gte random(1, 240)>>
"We know Robin's your territory. We're not gonna mess with you." The <<person1>><<person>> nods. They seem sincere.
<<gcool>><<status 1>>
<br><br>
<<endevent>>
<<courtyard>>
<<else>>
"You wanna start something?"
<br><br>
<<link [[Fight them both|Courtyard Crush Fight]]>><<set $fightstart to 1>><</link>>
<br>
<<link [[Walk away|Courtyard Crush Robin Walk]]>><<stress 6>><</link>><<lstress>>
<</if>>
<<else>>
"You're fucking crazy. Back off before you get fucked up."
<br><br>
<<link [[Fight them both|Courtyard Crush Fight]]>><<set $fightstart to 1>><</link>>
<br>
<<link [[Walk away|Courtyard Crush Robin Walk]]>><<stress 6>><</link>><<lstress>>
<</if>><<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>>
You ignore them. You know Robin wouldn't appreciate you antagonising people over this.
<br><br>
<<endevent>>
<<courtyard>><<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>>
You walk away. The pair jeer at you, but you know Robin wouldn't like you starting fights.
<br><br>
<<endevent>>
<<courtyard>><<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>>
You march over to the pair, who look at you. You must look angry, given their startled expressions.
<br><br>
<<if $speech_attitude is "meek">>
"I-I'm Whitney's," you say. "St-stay away!"
<<elseif $speech_attitude is "bratty">>
"Whitney's mine," you say, clutching the <<person1>><<persons>> collar. "Forget it at your peril." You release and shove <<him>> away.
<<else>>
"Whitney's not available," you say. "Don't you forget it."
<</if>>
<br><br>
"We're only joking around," the <<person2>><<person>> says in <<his>> friend's defence.
<<if $cool gte 240>>
"We know Whitney's your territory. We're not gonna mess with you." The <<person1>><<person>> nods. They seem sincere.
<<gcool>><<status 1>>
<br><br>
<<endevent>>
<<courtyard>>
<<elseif $cool gte 120>>
<<if $cool gte random(1, 240)>>
"We know Whitney's your territory. We're not gonna mess with you." The <<person1>><<person>> nods. They seem sincere.
<<gcool>><<status 1>>
<br><br>
<<endevent>>
<<courtyard>>
<<else>>
"You wanna start something?"
<br><br>
<<link [[Fight them both|Courtyard Crush Fight]]>><<set $fightstart to 1>><<def 1>><</link>>
<br>
<<link [[Walk away|Courtyard Crush Whitney Walk]]>><<stress 6>><</link>><<lstress>>
<</if>>
<<else>>
"You're fucking crazy. Back off before you get fucked up."
<br><br>
<<link [[Fight them both|Courtyard Crush Fight]]>><<set $fightstart to 1>><<def 1>><</link>>
<br>
<<link [[Walk away|Courtyard Crush Whitney Walk]]>><<stress 6>><</link>><<lstress>>
<</if>><<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>>
You ignore them. The <<person1>><<person>> has no chance with Whitney anyway.
<br><br>
<<endevent>>
<<courtyard>><<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>>
You walk away. The pair jeer at you, but you know neither have a chance with Whitney.
<br><br>
<<endevent>>
<<courtyard>><<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>>
You march over to the pair, who look at you. You must look angry, given their startled expressions.
<br><br>
<<if $speech_attitude is "meek">>
"I-I'm Sydney's," you say. "St-stay away!"
<<elseif $speech_attitude is "bratty">>
"Sydney's mine," you say, clutching the <<person1>><<persons>> collar. "Forget it at your peril." You release and shove <<him>> away.
<<else>>
"Sydney's not available," you say. "Don't you forget it."
<</if>>
<br><br>
"We're only joking around," the <<person2>><<person>> says in <<his>> friend's defence.
<<if $cool gte 240>>
"We know Sydney's your territory. We're not gonna mess with you." The <<person1>><<person>> nods. They seem sincere.
<<gcool>><<status 1>>
<br><br>
<<endevent>>
<<courtyard>>
<<elseif $cool gte 120>>
<<if $cool gte random(1, 240)>>
"We know Sydney's your territory. We're not gonna mess with you." The <<person1>><<person>> nods. They seem sincere.
<<gcool>><<status 1>>
<br><br>
<<endevent>>
<<courtyard>>
<<else>>
"You wanna start something?"
<br><br>
<<link [[Fight them both|Courtyard Crush Fight]]>><<set $fightstart to 1>><</link>>
<br>
<<link [[Walk away|Courtyard Crush Sydney Walk]]>><<stress 6>><</link>><<lstress>>
<</if>>
<<else>>
"You're fucking crazy. Back off before you get fucked up."
<br><br>
<<link [[Fight them both|Courtyard Crush Fight]]>><<set $fightstart to 1>><</link>>
<br>
<<link [[Walk away|Courtyard Crush Sydney Walk]]>><<stress 6>><</link>><<lstress>>
<</if>><<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>>
You ignore them. You know Sydney would want you to forgive them.
<br><br>
<<endevent>>
<<courtyard>><<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>>
You walk away. The pair jeer at you, but you know Sydney would want you to forgive them.
<br><br>
<<endevent>>
<<courtyard>><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<<enableSchoolRescue "Leighton">>
You lunge at the <<person1>><<person>>, and tumble to the ground together. The <<person2>><<person>> joins in.<<person1>>
<br><br>
The commotion attracts a crowd.
<br><br>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Courtyard Crush Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Courtyard Crush Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
They lie on the floor as they come to their senses, enduring mockery from the audience.
<br><br>
<<tearful>> you bask in your sordid victory.
<<gcool>><<status 1>>
<br><br>
<<clotheson>>
<<endcombat>>
<<courtyard>>
<<elseif $enemyhealth lte 0>>
They lie on the ground, trying to hold back tears and enduring mockery from the audience.
<<gcool>><<status 1>>
<br><br>
<<tearful>> you bask in victory.
<br><br>
<<clotheson>>
<<endcombat>>
<<courtyard>>
<<elseif $rescue is 1 and $alarm is 1>>
A whistle blows from the school entrance. The audience disperses as Leighton marches closer. The <<fullGroup>> are grasped by the arm and dragged away. They afford you one last evil look.
<<lcool>><<status -1>><<ggdelinquency>><<detention 6>>
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<courtyard>>
<<else>>
<<tearful>> you fall to the ground. You're too hurt to continue fighting.
<<lcool>><<status -1>>
<br><br>
The audience jeers at you for a while, though they soon grow bored.
<br><br>
<<clotheson>>
<<endcombat>>
<<courtyard>>
<</if>><<effects>>
Your blush deepens as you turn and walk away, chased by their jeering laughter.
<br><br>
<<endevent>>
<<courtyard>><<effects>>
You stand your ground.
<<if $speech_attitude is "meek">>
"Did you like how I looked?" you giggle. "It was so exciting!"
<<elseif $speech_attitude is "bratty">>
"I'd suggest you lot try it," you say. "But I doubt you're brave enough."
<<else>>
"When you look as good as this," you say. "You want to flaunt it."
<</if>>
<<exhibitionism5>>
The students are taken aback by your response. You turn and strut away.
<br><br>
<<endevent>>
<<courtyard>><<effects>>
The <<person2>><<person>> tries to grab you again, but you bat <<his>> arm away. The others close in.
<br><br>
<<link [[Next|Courtyard Herm Fight]]>><<set $fightstart to 1>><</link>><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Courtyard Herm Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Courtyard Herm Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation "short">>
All three of them collapse to the ground, the energy drained from them.
<br><br>
<<tearful>> you walk away.
<br><br>
<<clotheson>>
<<endcombat>>
<<courtyard>>
<<elseif $enemyhealth lte 0>>
They back away from you, intimidated by your ferocity.
<br><br>
<<tearful>> you walk away.
<br><br>
<<clotheson>>
<<endcombat>>
<<courtyard>>
<<elseif $alarm is 1 and $rescue is 1>><<set $rescued += 1>>
"Stop this at once," says a firm voice. Sirris leans from a staff room window.
<br>
"<<pShe>> started-"
<br>
"I won't hear it," Sirris continues. "Go see Leighton. Right now."
<br>
The bullies share a worried glance, but do as they're bid.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Sirris>><<person1>>
<<if $exposed gte 1>>
Sirris holds out a towel and looks away. You cover yourself as fast as you can.
<br><br>
<<towelup>>
<</if>>
<<if $schoolrep.crossdress gte 5>>
"Are you okay?" Sirris asks once you're dressed. "Don't let them get to you." <<He>> smiles. "You're not doing anything wrong."<<ltrauma>><<trauma -6>><<lstress>><<stress -6>>
<<else>>
"Are you okay?" Sirris asks once you're dressed. "Don't let them get to you." <<He>> smiles. "There's nothing wrong with you."<<ltrauma>><<trauma -6>><<lstress>><<stress -6>>
<</if>>
<br><br>
<<endevent>>
<<courtyard>>
<<else>>
You fall to the ground, too hurt to continue fighting.<<fameexhibitionism 20>>
<br><br>
<<if $exposed gte 2>>
They stand around you, staring at your exposed genitals.
<br>
<<if $schoolrep.crossdress gte 5>>
"It's true," the <<person1>><<person>> shouts. "A crossdressing pervert!"
<<else>>
"It's true," the <<person1>><<person>> shouts. "A freak!"
<</if>>
<br>
"I'm getting a picture."
<br><br>
They point their phone cameras at you. You lie, helpless, as they take as many pictures as they please.
<br><br>
At last satisfied, the three swagger away.
<<else>>
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
<<if $worn.under_lower.type.includes("naked")>>
The <<person1>><<person>> crouches beside you, grasps the hem of your skirt, and lifts it. <span class="pink">Your <<genitals 1>> are revealed.</span>
<<else>>
The <<person1>><<person>> crouches beside you, and lifts the hem of your skirt. <<He>> pulls aside your $worn.under_lower.name, <span class="pink">revealing your <<genitals 1>></span>
<</if>>
<<elseif $worn.lower.set isnot $worn.upper.set>>
<<if $worn.under_lower.type.includes("naked")>>
The <<person1>><<person>> crouches beside you, grasps the hem of your $worn.lower.name, and tugs it down. <span class="pink">Your <<genitals 1>> are revealed.</span>
<<else>>
The <<person1>><<person>> crouches beside you, and tugs down your $worn.lower.name. <<He>> pulls aside your underwear, <span class="pink">revealing your <<genitals 1>></span>
<</if>>
<<else>>
<<if $worn.under_lower.type.includes("naked")>>
The <<person1>><<person>> crouches beside you, and starts peeling the $worn.upper.name off your body, <span class="pink">revealing your <<undertop>> and <<genitals 1>>.</span>
<<else>>
The <<person1>><<person>> crouches beside you and peels the $worn.upper.name off your body, <span class="pink">revealing your <<undertop>> and $worn.under_lower.name.</span> <<He>> pulls your underwear aside next, <span class="pink">baring your <<genitals 1>>.</span>
<</if>>
<</if>>
<br><br>
They stand around you, staring at your exposed genitals.
<br>
<<if $schoolrep.crossdress gte 5>>
"It's true," the <<person1>><<person>> shouts. "A crossdressing pervert!"
<<else>>
"It's true," the <<person1>><<person>> shouts. "A freak!"
<</if>>
<br>
"I'm getting a picture."
<br><br>
They point their phone cameras at you. You lie, helpless, as they take as many pictures as they please.
<br><br>
At last satisfied, the three swagger away.
<</if>>
<br><br>
<<tearful>> you stagger to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<courtyard>>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
You throw back your head, and scream. The three back away from you.
<<elseif $speech_attitude is "bratty">>
"Oi, teachers!" you shout. "A little help."
<<else>>
"I'm being bullied!" you shout. "Somebody help."
<</if>>
<br><br>
The <<person1>><<person>> looks around, and smirks when no one comes. "So you're a coward-"
<br><br>
"Stop this at once," interrupts a firm voice. Sirris leans from a staff room window.
<br>
"<<pShe>> started-"
<br>
"I won't hear it," Sirris continues. "Go see Leighton. Right now."
<br>
The bullies share a worried glance, but do as they're told.
<br><br>
<<endevent>>
<<npc Sirris>><<person1>>
<<if $exposed gte 1>>
Sirris holds out a towel and looks away. You cover yourself as fast as you can.
<br><br>
<<towelup>>
<</if>>
<<if $schoolrep.crossdress gte 5>>
"Are you okay?" Sirris asks once you're dressed. "Don't let them get to you." <<He>> smiles. "You're not doing anything wrong."<<ltrauma>><<trauma -6>><<lstress>><<stress -6>>
<<else>>
"Are you okay?" Sirris asks once you're dressed. "Don't let them get to you." <<He>> smiles. "There's nothing wrong with you."<<ltrauma>><<trauma -6>><<lstress>><<stress -6>>
<</if>>
<br><br>
<<endevent>>
<<courtyard>><<effects>>
<<fameexhibitionism 3>>
Blushing with shame,
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
<<if $worn.under_lower.type.includes("naked")>>
you lift your skirt, <span class="pink">revealing your <<genitals 1>></span>.
<<else>>
you lift your skirt and pull aside your $worn.under_lower.name, <span class="pink">revealing your <<genitals 1>></span>.
<</if>>
<<elseif $worn.upper.set isnot $worn.lower.set>>
<<if $worn.under_lower.type.includes("naked")>>
you tug down your $worn.lower.name, <span class="pink">revealing your <<genitals 1>></span>.
<<else>>
you tug down your $worn.lower.name and pull aside your underwear, <span class="pink">revealing your <<genitals 1>></span>.
<</if>>
<<else>>
<<if $worn.under_lower.type.includes("naked")>>
you peel off your $worn.upper.name, <span class="pink">revealing your <<undertop>> and <<genitals 1>></span>.
<<else>>
you peel off your $worn.upper.name, <span class="pink">revealing your <<undertop>> and $worn.under_lower.name.</span> You pull your underwear aside, <span class="pink">baring your <<genitals 1>></span>
<</if>>
<</if>>
<br><br>
The <<fullGroup>> each stare at your crotch, astonishment on their faces.
<br>
"It's true!"
<br>
<<if $schoolrep.herm gte 5>>
"<<pShes>> a freak."
<<else>>
"<<pShes>> a pervert."
<</if>>
<br>
"I'm gonna tell everyone."
<br><br>
You cover yourself and leave before they get any ideas. They don't stop you.
<br><br>
<<endevent>>
<<courtyard>><<effects>>
<<fameexhibitionism 3>>
<<flaunting>>
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
<<if $worn.under_lower.type.includes("naked")>>
you lift your skirt, <span class="pink">revealing your <<genitals 1>></span>.
<<else>>
you lift your skirt and pull aside your $worn.under_lower.name, <span class="pink">revealing your <<genitals 1>></span>.
<</if>>
<<elseif $worn.upper.set isnot $worn.lower.set>>
<<if $worn.under_lower.type.includes("naked")>>
you tug down your $worn.lower.name, <span class="pink">revealing your <<genitals 1>></span>.
<<else>>
you tug down your $worn.lower.name and pull aside your underwear, <span class="pink">revealing your <<genitals 1>></span>.
<</if>>
<<else>>
<<if $worn.under_lower.type.includes("naked")>>
you peel off your $worn.upper.name, <span class="pink">revealing your <<undertop>> and <<genitals 1>></span>.
<<else>>
you peel off your $worn.upper.name, <span class="pink">revealing your <<undertop>> and $worn.under_lower.name.</span> You pull your underwear aside, <span class="pink">baring your <<genitals 1>></span>
<</if>>
<</if>>
The <<fullGroup>> each stare at your crotch, astonishment on their faces.
<br>
"It's true!"
<br>
<<if $schoolrep.herm gte 5>>
"<<pShes>> a freak."
<<else>>
"<<pShes>> a pervert."
<</if>>
<br>
"I'm gonna tell everyone."
<br><br>
<<if $schoolrep.herm gte 5>>
<<if $speech_attitude is "meek">>
"It's okay to be jealous," you say.
<<elseif $speech_attitude is "bratty">>
"I'm not a freak," you say. "I'm magnificent."
<<else>>
"You're just jealous," you say.
<</if>>
<<else>>
<<if $speech_attitude is "meek">>
"I just like looking like this," you say.
<<elseif $speech_attitude is "bratty">>
"Harsh words," you say, giving them a twirl. "But you can't keep your eyes off."
<<else>>
"A pervert?" you say. "It's not my jaw on the floor."
<</if>>
<</if>>
<br><br>
You cover yourself, and leave them staring in awe.
<br><br>
<<endevent>>
<<courtyard>><<effects>>
"I was wondering," you say, the words forming on their own. "Could I-" You bite your lip. "Could we have some private time?" You nod at the bike shed.
<br><br>
The <<person>> stammers an incoherent response, so you take <<his>> hand and pull <<him>> behind the shed.
<br><br>
<<link [[Next|Courtyard Hypnosis Sex]]>><<set $sexstart to 1>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Courtyard Hypnosis Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Courtyard Hypnosis Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The <<person>> leans against the wall, and slumps to the ground.
<br><br>
<<tearful>> you saunter away. You're not quite sure what happened, but you feel better.
<br><br>
<<clotheson>>
<<endcombat>>
<<courtyard>>
<<elseif $enemyhealth lte 0>>
You shove the <<person>> away from you. <<He>> hits the wall, and slumps to the ground.
<br><br>
<<tearful>> you run. You're not quite sure what happened.
<br><br>
<<clotheson>>
<<endcombat>>
<<courtyard>>
<<elseif $alarm is 1 and $rescue is 1>><<set $rescued += 1>>
<<generatey2>><<generatey3>><<person2>>
A <<person>> and <<person3>><<person>> arrive to investigate. They gawk when they see you and the <<person1>><<person>>, and it's enough to send <<him>> running.
<br><br>
<<covered>> <<tearful>> you run to safety. You're not quite sure what happened.
<br><br>
<<clotheson>>
<<endcombat>>
<<courtyard>>
<<else>>
The <<person>> backs away from you. "D-did I do something wrong?" <<he>> asks. <<tearful>> you run. You're not quite sure what happened yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<courtyard>>
<</if>><<effects>>
<<if $willpowerSuccess>>
You ignore the urging voice.
<<if $speech_attitude is "meek">>
"S-sorry to bother you," you say. "I was daydreaming."
<<elseif $speech_attitude is "bratty">>
"What you looking at?" you ask.
<<else>>
"Sorry to bother you," you say. "I was daydreaming."
<</if>>
You walk away from the <<person>> before <<he>> responds.
<br><br>
<<else>>
You try to ignore the urging voice, <span class="red">but it's a struggle.</span> You manage to tear yourself away from the <<person>> before you say anything, and almost stumble as you escape.
<br><br>
You hide around the corner, and the coercive feelings dissipate. Your strange behaviour was noticed by others.<<lcool>><<status -10>><<gtrauma>><<trauma 6>><<gstress>><<stress 6>>
<br><br>
<</if>>
<<endevent>>
<<courtyard>><<effects>>
You ignore them. Whatever it is, you don't want to know.
<br><br>
<<endevent>>
<<courtyard>><<effects>>
You approach the pair.
<<if $speech_attitude is "meek">>
"P-people keep looking at me funny," you say. "Why?"
<<elseif $speech_attitude is "bratty">>
"What's so funny?" you ask.
<<else>>
"Why are people looking at me funny?" you ask.
<</if>>
<br><br>
The <<person2>><<person>> and <<person3>><<person>> look at each other, then the <<person2>><<person>> shows you <<his>> phone. A short clip plays. <span class="pink">Of you, naked,</span> in what looks like Niki's studio.
<br><br>
You're aware of all the other students looking at their phones. How many of them are watching you?
<br><br>
<<link [[Walk away|Courtyard Footage Walk]]>><<status -10>><</link>><<lcool>>
<br>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Own it|Courtyard Nude Footage Own]]>><</link>><<exhibitionist5>>
<</if>><<effects>>
You approach the pair.
<<if $speech_attitude is "meek">>
"P-people keep looking at me funny," you say. "Why?"
<<elseif $speech_attitude is "bratty">>
"What's so funny?" you ask.
<<else>>
"Why are people looking at me funny?" you ask.
<</if>>
<br><br>
The <<person2>><<person>> and <<person3>><<person>> look at each other, then the <<person2>><<person>> shows you <<his>> phone. A short clip plays. <span class="pink">Of you, getting gangbanged,</span> in what looks like Niki's studio.
<br><br>
You're aware of all the other students looking at their phones. How many of them are watching you?
<br><br>
<<link [[Walk away|Courtyard Footage Walk]]>><<status -20>><</link>><<llcool>>
<br>
<<if hasSexStat("promiscuity", 5)>>
<<link [[Own it|Courtyard Assault Footage Own]]>><</link>><<promiscuous5>>
<</if>><<effects>>
You snatch the phone away, and climb atop a nearby table. "Hey!" you shout. "Everyone!" Heads turn. Some look surprised or bemused, but others bear knowing looks.
<br><br>
"You wanna see me naked?" You let the sentence hang a moment. "You can." You look down at the phone, and read the website address aloud.
<<famemodel 20>>
<<fameexhibitionism 20>>
<<exhibitionism5>>
You feel cathartic as you step down from the table.
<<if $pain gte 20>>
Though you're still crying.
<</if>>
<br><br>
<<wearProp "phone" 0 "mobile">>
<<courtyard>><<effects>>
You snatch the phone away, and climb atop a nearby table. "Hey!" you shout. "Everyone!" Heads turn. Some look surprised or bemused, but others bear knowing looks.
<br><br>
"You wanna see me getting fucked from all sides?" You let the sentence hang a moment. "You can." You look down at the phone, and read the website address aloud.
<<famemodel 20>>
<<famerape 20>>
<<promiscuity5>>
You feel cathartic as you step down from the table.
<<if $pain gte 20>>
Though you're still crying.
<</if>>
<br><br>
<<wearProp "phone" 0 "mobile">>
<<courtyard>><<effects>>
You try to ignore the sinking feeling in your chest as you walk away.
<<if $pain gte 20>>
You can't help but cry.
<<else>>
You feel like crying.
<</if>>
<br><br>
<<endevent>>
<<courtyard>><<effects>>
You nod. "Great!" the <<person>> says. "I'll wait behind the school during lunch break. Bring me as many as you can!"
<br><br>
<<set $panty_thief to 1>>
<<saveNPC 0 "panty_thief">>
<<endevent>>
<<courtyard>><<effects>>
You turn away. "Shit," the <<person>> says. "I'll be behind the school during lunch break if you change your mind."
<br><br>
<<set $panty_thief to 1>>
<<saveNPC 0 "panty_thief">>
<<endevent>>
<<courtyard>><<effects>>
<<loadNPC 0 "panty_thief">><<person1>>
You walk along the fence, searching for the underwear-obsessed <<person>>. You find <<him>> lurking in an adjacent alley, near some bins. <<He>> leans against the fence. "Got anything for me?"
<br><br>
<<if $panties_held gte 2>>
You have $panties_held pairs of stolen underwear.
<<elseif $panties_held gte 1>>
You have a pair of stolen underwear.
<<else>>
You aren't carrying any stolen underwear.
<</if>>
<br><br>
<<if $panties_held gte 1>>
<<link [[Sell|School Panty Sell]]>><</link>>
(<span class="gold">£<<print ($panties_held * 10)>></span>)
<br>
<</if>>
<<link [[Leave|School Rear Courtyard]]>><<endevent>><</link>><<effects>>
<<if $panties_held gte 100>>
It'll take too long to push all this underwear through the fence, so you hurl it over the top in bundles. The <<person>> faces up as the clothing rains on <<him>>, eyes shut in contentment.
<br><br>
"Thank you," <<he>> says. "Here."
<<elseif $panties_held gte 20>>
It'll take too long to push all this underwear through the fence, so you hurl it over the top in bundles. The <<person>> catches most of them, but doesn't seem to mind picking the rest off the floor. "I'm in bliss," <<he>> says. "Here."
<<elseif $panties_held gte 5>>
You push the underwear through the gap in the fence. The <<person>> puts one on <<his>> head, and gathers the rest in <<his>> arms. "A good haul," <<he>> says. "Here."
<<elseif $panties_held gte 2>>
You push the underwear through the gap in the fence. The <<person>> gathers them in <<his>> arms. "Excellent. Here."
<<else>>
You push the underwear through the gap in the fence. The <<person>> snatches and unfurls it. "Nice. Here."
<</if>>
<br><br>
You've made <<moneyGain `$panties_held * 10`>>.
<<set $panties_held to 0>>
<br><br>
"I'll be here during your lunch break if you get your hands on more."
<br><br>
<<link [[Next|School Rear Courtyard]]>><<endevent>><</link>><<effects>>
"Oh thank you," Sirris says. "Could you unlock the car for me? My keys are in my pocket."
<br><br>
You reach inside as Sirris balances the box on the car's roof. Your fingers clutch something plastic. Part of the key chain? You pull it out.
<<if $awareness gte 200>>
<span class="pink">It's a small pink vibrator.</span>
<<else>>
It's a small pink object. Your finger presses a button, <span class="pink">and it begins to vibrate.</span>
<</if>>
<br><br>
"Oh!" Sirris says. "Wrong pocket. Sorry." You return the item, walk around to the other pocket, and fish out the key.
<br><br>
"Thank you," Sirris says as you unlock the door. <<He>> lays the box on the passenger seat. "I'm on my way to my shop. It's not open, we're still getting things ready. If you wanted to help more, <span class="gold">you can find us on Elk Street on Friday afternoons.</span> I'm sure we'd open sooner if you did."
<br><br>
<<He>> climbs into <<his>> car, and drives away.
<br><br>
<<link [[Next|School Front Courtyard]]>><<endevent>><</link>><<effects>>
You watch Sirris awkwardly balance the cardboard box on roof of <<his>> car while fishing in <<his>> pocket for the key. <<He>> manages to get the door open, but the base of the box gives way as <<he>> lifts it.
<<if $awareness gte 200>>
<span class="purple">A large purple dildo rolls out,</span> and bounces on the floor.
<<else>>
A long, thick purple object rolls out, and bounces on the floor.
<</if>>
<br><br>
Sirris lays the box on the passenger seat, before retrieving the rogue object. <<He>> jumps into the driver's seat, and drives towards Elk Street.
<br><br>
<<link [[Next|School Front Courtyard]]>><<endevent>><</link>><<effects>>
You turn and run through the courtyard,
<<if $athleticsSuccess>>
<span class="green">leaving the <<person>> behind.</span> <<He>> doesn't bother to chase, instead lazing against the wall.
<br><br>
<<endevent>>
<<courtyard>>
<<else>>
but the <<person>> rushes after you, <span class="red">and tackles you to the ground.</span>
<br><br>
<<He>> grins, an evil glint in <<his>> eyes.
<br><br>
<<link [[Next|Courtyard Guard Quiet]]>><</link>>
<</if>><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $enemyhealth lte 0>>
<span id="next"><<link [[Next|Courtyard Guard Fight Finish]]>><</link>></span><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Courtyard Guard Fight Finish]]>><</link>></span><<nexttext>>
<<elseif $pain gte 100 and $willpowerpain is 0>>
<span id="next"><<link [[Next|Courtyard Guard Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Courtyard Guard Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
You give <<him>> a swat on the rear with <<his>> own baton. <<tearful>> you leave <<him>> spent on the ground.
<br><br>
<<clotheson>>
<<endcombat>>
<<courtyard>>
<<elseif $enemyhealth lte 0>>
<<He>> backs away, fumbling for <<his>> walkie-talkie. "I need back up," <<he>> says. "Come in? Anyone there?"
<br><br>
<<tearful>> you leave <<him>> to fumble with the device.
<br><br>
<<clotheson>>
<<endcombat>>
<<courtyard>>
<<else>>
<<tearful>> you fall to the ground. You're too hurt to continue fighting.
<br><br>
The <<person>> advances on you, an evil glint in <<his>> eyes.
<br><br>
<<link [[Next|Courtyard Guard Quiet]]>><</link>>
<</if>><<effects>>
The <<person>> grasps your shoulders, and shoves you against the wall. "Need to search you for contraband," <<he>> says, binding your wrists with cord. "Standard procedure." <<He>> grasps your hips, and pulls your <<bottom>> towards <<him>>. "Hands on the wall!" You're left in a bent over position.
<br><br>
<<He>> gropes and prods your body, fondling your <<breasts>> and <<genitals>>. Seeming satisfied, <<he>> pulls you upright and shoves you toward the gate.
<br><br>
"You're lucky I don't get the police involved," <<he>> says. <<He>> kicks you through and closes it behind you. "You can keep the cord." <<if $worn.handheld.name isnot "naked">><<He>> smirks. "And I'll be keeping this." <<He>> holds up your $worn.handheld.name. "I think that's a fair trade, yeah?"<</if>><<bind>>
<br><br>
<<endcombat>>
<<clotheson>>
<<link [[Next|Oxford Street]]>><<endevent>><</link>><<effects>>
The <<person>> escorts you through the front gate, and shuts it behind you. "Anything you want to do here," <<he>> says. "You can do in school hours." <<He>> walks away.
<br><br>
<<link [[Next|Oxford Street]]>><<endevent>><</link>><<effects>>
<<if $englishSuccess>>
<<if $speech_attitude is "meek">>
"S-sorry for intruding," you say. "I forgot my books, and I need them for homework or I'll get in trouble."
<<elseif $speech_attitude is "bratty">>
"I'm a student here," you say. "I got stuff to do, even out of hours."
<<else>>
"I won't be long," you say. "I just need to pick something up for homework."
<</if>>
<br><br>
The <<person>> hesitates, <span class="green">then nods.</span> "Just go careful," <<he>> says. <<He>> turns away.
<br><br>
<<endevent>>
<<courtyard>>
<<else>>
<<if $speech_attitude is "meek">>
"I-I'm not up to mischief," you say. "I'm just here for-"
<<elseif $speech_attitude is "bratty">>
"What, you frightened I'll smash windows?" you ask. "Get you in trouble?"
<<else>>
"I'm here for honest reasons," you say. "I just need-"
<</if>>
<br><br>
The <<person>> <span class="red">shakes <<his>> head.</span> "Rules are rules. I'll escort you outside."
<br><br>
<<link [[Leave|Courtyard Guard Leave]]>><</link>>
<br>
<<link [[Refuse|Courtyard Guard Refuse]]>><<crimeUp 20 "trespassing">><</link>><<crime "trespassing">>
<</if>><<effects>>
The <<person>> studies your face. "I'll have to report you to the authorities," <<he>> says. "That's the rule." <<He>> turns away.
<br><br>
<<endevent>>
<<courtyard>><<effects>>
<<set $mathschance = Math.clamp($mathschance, 0, 100)>>
<<if $mathschance is 0>>
The maths competition booklet lies on the desk in front of you. The task ahead is daunting. You have <span class="red">no</span> chance of winning the competition.
<<elseif $mathschance lte 20>>
The maths competition booklet and the little progress you've made lie on the desk in front of you. You have a <span class="pink">$mathschance%</span> chance of winning the competition.
<<elseif $mathschance lte 40>>
Your groundwork for the maths competition lies on the desk in front of you. You have a <span class="purple">$mathschance%</span> chance of winning the competition.
<<elseif $mathschance lte 60>>
Your solution for the maths competition lies on the desk in front of you. There's a lot of room for improvement. You have a <span class="blue">$mathschance%</span> chance of winning the competition.
<<elseif $mathschance lte 80>>
Your solution for the maths competition lies on the desk in front of you. It's not complete, but it represents an impressive effort. You have a <span class="lblue">$mathschance%</span> chance of winning the competition.
<<elseif $mathschance lte 99>>
Your solution for the maths competition lies on the desk in front of you. You know it's wrong, but it's impressive all the same. You have a <span class="teal">$mathschance%</span> chance of winning the competition.
<<else>>
Your solution for the maths competition lies on the desk in front of you. You weren't supposed to solve it, but you're confident you have. You have a <span class="green">$mathschance%</span> chance of winning the competition.
<</if>>
<<set _baseTime to 120>>
<<set _chair to Furniture.get('chair')>>
<<if _chair is undefined or _chair is null>>
<<set _chair to Furniture.get('chair','chair')>>
<</if>>
<<if _chair.name is "chair">>
<<set _timeMult1 to 1>>
<<elseif _chair.name is "stools">>
<<set _timeMult1 to 0.91>>
<<elseif _chair.name is "wooden chairs">>
<<set _timeMult1 to 0.83>>
<<elseif _chair.name is "swivel chairs">>
<<set _timeMult1 to 0.75>>
<<elseif _chair.name is "shell chairs">>
<<set _timeMult1 to 0.67>>
<<elseif _chair.name is "armchairs">>
<<set _timeMult1 to 0.58>>
<<elseif _chair.name is "egg armchairs">>
<<set _timeMult1 to 0.5>>
<</if>>
<<set _desk to Furniture.get('desk')>>
<<if _desk is undefined or _desk is null>>
<<set _desk to Furniture.get('desk','desk')>>
<</if>>
<<if _desk.name is "basic desk">>
<<set _timeMult2 to 1>>
<<elseif _desk.name is "glass desk">>
<<set _timeMult2 to 0.83>>
<<elseif _desk.name is "mid-century modern desk">>
<<set _timeMult2 to 0.67>>
<<elseif _desk.name is "antique desk">>
<<set _timeMult2 to 0.5>>
<</if>>
<<set _finalTime to Math.round((_baseTime * _timeMult1) * _timeMult2)>>
<<set _timeString to getTimeString(_finalTime)>>
<br><br>
You have <span class="gold">$mathsinfo</span> insights.
<br>
<<if $stimdealerknown is 1>>
You have <span class="gold">$mathsstim</span> stimulants.
<br>
<</if>>
<br>
<<icon "projectMaths.png">><<link [["Work on solution (" + _timeString + ")"|Maths Project Work]]>><<if ($location is "home" or $location is "alex_cottage") and _chair.type.includes("comfy")>><<set $mathschance += 5>><<else>><<set $mathschance += 1>><</if>><<mathsskill 2>><<pass _finalTime>><<stress 12>><</link>><<gstress>><<gmaths>>
<br>
<<if $mathsstim gte 1 and playerIsPregnant() and playerAwareTheyArePregnant()>>
<span class="blue">You can't bring yourself to take stimulants while you know you're with child.</span>
<br>
<<elseif $mathsstim gte 1>>
<<pillicon "stimulant">><<link [["Use stimulant (" + _timeString + ")"|Maths Project Stim]]>><<if ($location is "home" or $location is "alex_cottage") and _chair.type.includes("comfy")>><<set $mathschance += 20>><<else>><<set $mathschance += 16>><</if>><<set $mathsstim -= 1>><<set $mathsstimused += 1>><<mathsskill 40>><<pass _finalTime>><</link>><<gggmaths>>
<br>
<</if>>
<<if $mathsinfo gte 1>>
<<investigateicon>><<link [["Use a mathematical insight (" + _timeString + ")"|Maths Project Work]]>><<set $mathsinfo -= 1>><<if ($location is "home" or $location is "alex_cottage") and _chair.type.includes("comfy")>><<set $mathschance += 12>><<else>><<set $mathschance += 8>><</if>><<mathsskill 40>><<pass _finalTime>><</link>><<ggmaths>>
<br>
<</if>>
<br>
<<if $location is "home">>
<<getouticon>><<link [[Stop|Bedroom]]>><</link>>
<br>
<<elseif $location is "alex_cottage">>
<<getouticon>><<link [[Stop|Farm Bedroom]]>><</link>>
<br>
<<else>>
<<getouticon>><<link [[Stop|School Library]]>><</link>>
<br>
<</if>><<wearProp "pencil">>
<<effects>>
You sit down and get to work.
<<set _chair to Furniture.get('chair')>>
<<if _chair is undefined or _chair is null>>
<<set _chair to Furniture.get('chair','chair')>>
<</if>>
<<if _chair.type.includes("comfy")>>
Your <span class="green">comfortable</span> chair makes it easier to concentrate on the project.
<<else>>
Your <span class="red">uncomfortable</span> chair makes it hard to concentrate, but you muddle through.
<</if>>
<<if $mathschance lte 9>>
You hardly know where to begin - the mathematical symbols are a whole new language. <span class="gold">There must be a way to make things easier.</span>
<<elseif $mathschance lte 24>>
You have a basic understanding of what you need to do, but the amount of work remaining is daunting.
<<elseif $mathschance lte 44>>
You've probably done enough to be in with a chance, but the project isn't complete by any means.
<<elseif $mathschance lte 69>>
The project is definitely passable at this point, and you have a hard time imagining that any other student has worked this hard on it.
<<else>>
It's painstaking work, but you go over the project in detail, catching anything that could be considered a mistake.
<</if>>
<<if $location is "home">>
<<if Time.hour lte 3>>
The orphanage is dead silent as you work.
<<elseif Time.hour lte 5>>
As you work, the sky slowly brightens and the sun rises above the horizon.
<<elseif Time.hour lte 7 and Time.schoolDay>>
You do your best to ignore Bailey's knocking and instead keep working while the other residents head off to school.
<<elseif Time.hour lte 7>>
You do your best to ignore the sound of the other orphanage residents heading out for the day.
<<elseif Time.hour lte 12 and Time.schoolDay>>
You may be skipping school, but you aren't having much fun as you work.
<<elseif Time.hour lte 12>>
You listen to the sounds of the bustling town outside as you work.
<<elseif Time.hour lte 14 and Time.schoolDay>>
You work, though your concentration is often broken by the sound of the other residents of the orphanage arriving home from school.
<<elseif Time.hour lte 14>>
The orphanage grows noisy as its residents arrive home.
<<elseif Time.hour lte 16>>
The orphanage is alive with shouting and footsteps as the afternoon fades into the evening.
<<elseif Time.hour lte 18>>
The orphanage grows quiet as the residents wind down for the night.
<<elseif Time.hour lte 20>>
The sky grows dark as you work. The sun dips below the horizon.
<<elseif Time.hour lte 21>>
The orphanage is quiet at this hour, but you're still startled out of your work by the occasional sound of footsteps past your door.
<<elseif Time.hour lte 23>>
The orphanage is dead silent as you work.
<<else>>
You watch the clock as you work, continuing through midnight and into the next day.
<</if>>
<<elseif $location is "alex_cottage">>
<<if Time.hour lte 2>>
Time speeds by, and you're late to notice that midnight has passed and the next day has begun.
<<elseif Time.hour lte 3>>
The cottage is silent.
<<elseif Time.hour lte 5>>
You're so focused on your work that the sun catches you by surprise when it rises above the horizon.
<<elseif Time.hour lte 12 and Time.schoolDay>>
You may be skipping school, but you're still learning a lot as you work.
<<elseif Time.hour lte 12>>
The day flies by as you work.
<<elseif Time.hour lte 18>>
The sounds of the farm grow quiet as its residents wind down for the night, but you're still working as quickly as ever.
<<elseif Time.hour lte 20>>
You're so focused on your work that the sun catches you by surprise when it dips below the horizon.
<<else>>
The farm is silent at this hour. You focus on your work.
<</if>>
<<else>>
<<if Time.schoolDay>>
<<if Time.hour lte 6>>
You work through the night, occasionally ducking below the desk to avoid security.
<<elseif Time.hour lte 7>>
Morning light bleeds through the library windows as you work.
<<elseif Time.hour lte 8>>
Other students arrive as you work. Some work on their own projects.
<<elseif Time.hour lte 11>>
You may be skipping your lessons, but you aren't having much fun as you work.
<<elseif Time.hour lte 12>>
You work as the library fills with other students arriving to pursue their own solutions.
<<elseif Time.hour lte 14>>
You may be skipping your lessons, but you aren't having much fun as you work.
<<elseif Time.hour lte 16>>
You work as the library fills with other students staying late to pursue their own solutions.
<<elseif Time.hour lte 18>>
You listen to the sounds of the bustling town outside as you work.
<<elseif Time.hour lte 21>>
The remaining daylight dims as you work.
<<else>>
You work through the night, occasionally ducking below the desk to avoid security.
<</if>>
<<else>>
<<if Time.hour lte 6>>
You work through the night, occasionally ducking below the desk to avoid security.
<<elseif Time.hour lte 7>>
Morning light bleeds through the library windows as you work.
<<elseif Time.hour lte 8>>
Morning light bleeds through the library windows as you work.
<<elseif Time.hour lte 11>>
You listen to the sounds of the bustling town outside as you work.
<<elseif Time.hour lte 12>>
You listen to the sounds of the bustling town outside as you work.
<<elseif Time.hour lte 14>>
You listen to the sounds of the bustling town outside as you work.
<<elseif Time.hour lte 16>>
You listen to the sounds of the bustling town outside as you work.
<<elseif Time.hour lte 18>>
You listen to the sounds of the bustling town outside as you work.
<<elseif Time.hour lte 21>>
The remaining daylight dims as you work.
<<else>>
You work through the night, occasionally ducking below the desk to avoid security.
<</if>>
<</if>>
<</if>>
<br><br>
<<if $mathsproject is "ongoing">>
<<link [[Next|Maths Project]]>><<handheldon>><</link>>
<br>
<<else>>
You glance at the time. You suddenly realise that <span class="red">the maths competition has already ended.</span>
<br><br>
It would be silly to continue your work at this point. You dump the now obsolete project in a bin, feeling somewhat bitter over the wasted effort.
<br><br>
<<if $location is "home">>
<<link [[Next|Bedroom]]>><<handheldon>><</link>>
<<elseif $location is "alex_cottage">>
<<link [[Next|Farm Bedroom]]>><<handheldon>><</link>>
<<else>>
<<link [[Next|School Library]]>><<handheldon>><</link>>
<</if>>
<br>
<</if>><<effects>><<wearProp "notebook">>
You take the stimulant, sit down, and get to work.
<<set _chair to Furniture.get('chair')>>
<<if _chair is undefined or _chair is null>>
<<set _chair to Furniture.get('chair','chair')>>
<</if>>
<<if ($location is "home" or $location is "alex_cottage") and _chair.type.includes("comfy")>>
Between the drugs and your <span class="green">comfortable</span> chair, it's easier than ever to concentrate on the project.
<<else>>
Your focus is heightened, but the minor aches and pains from your <span class="red">uncomfortable</span> chair makes the stimulant marginally less effective.
<</if>>
<<if $mathschance lte 9>>
The maths is completely new to you, but with the stimulant sharpening your mind, you figure out the basics.
<<elseif $mathschance lte 24>>
With the help of the stimulant, you can see all the steps you'll need to complete the project.
<<elseif $mathschance lte 44>>
The groundwork of the project has been laid, and now you're ready to fill in the rest.
<<elseif $mathschance lte 69>>
Although your project is satisfactory, you can see plenty more to improve.
<<else>>
At this point, all that's left is to polish out the little flaws until the project is perfect.
<</if>>
<<if $location is "home">>
<<if Time.hour lte 2>>
Time speeds by, and you're late to notice that midnight has passed and the next day has begun.
<<elseif Time.hour lte 3>>
The orphanage is silent.
<<elseif Time.hour lte 5>>
You're so focused on your work that the sun catches you by surprise when it rises above the horizon.
<<elseif Time.hour lte 7 and Time.schoolDay>>
Your focus on your work is unbreakable, even by Bailey hammering on the door to wake you for school.
<<elseif Time.hour lte 7>>
You can hear the other residents of the orphanage waking up and leaving for the day, but it's easy to ignore them.
<<elseif Time.hour lte 12 and Time.schoolDay>>
You may be skipping school, but you're still learning a lot as you work.
<<elseif Time.hour lte 12>>
The day flies by as you work.
<<elseif Time.hour lte 14 and Time.schoolDay>>
You hear the other residents of the orphanage arriving home from school, but it doesn't break your concentration.
<<elseif Time.hour lte 14>>
You're aware of the other residents of the orphanage arriving home for the evening, but you keep working regardless.
<<elseif Time.hour lte 16>>
You have no trouble shutting out the sounds of the orphanage's activity as the afternoon fades into evening.
<<elseif Time.hour lte 18>>
The sounds of the orphanage grow quiet as the other residents wind down for the night, but you're still working as quickly as ever.
<<elseif Time.hour lte 20>>
You're so focused on your work that the sun catches you by surprise when it dips below the horizon.
<<else>>
The orphanage is silent at this hour. You focus on your work.
<</if>>
<<elseif $location is "alex_cottage">>
<<if Time.hour lte 2>>
Time speeds by, and you're late to notice that midnight has passed and the next day has begun.
<<elseif Time.hour lte 3>>
The cottage is silent.
<<elseif Time.hour lte 5>>
You're so focused on your work that the sun catches you by surprise when it rises above the horizon.
<<elseif Time.hour lte 12 and Time.schoolDay>>
You may be skipping school, but you're still learning a lot as you work.
<<elseif Time.hour lte 12>>
The day flies by as you work.
<<elseif Time.hour lte 18>>
The sounds of the farm grow quiet as its residents wind down for the night, but you're still working as quickly as ever.
<<elseif Time.hour lte 20>>
You're so focused on your work that the sun catches you by surprise when it dips below the horizon.
<<else>>
The farm is silent at this hour. You focus on your work.
<</if>>
<<else>>
<<if Time.schoolDay>>
<<if Time.hour lte 6>>
You work through the night. The occasional need to duck below your desk to avoid security does nothing to break your concentration.
<<elseif Time.hour lte 7>>
You barely notice the morning light creeping through the library windows as you work.
<<elseif Time.hour lte 8>>
Other students arrive as you work. You ignore them.
<<elseif Time.hour lte 11>>
You may be skipping school, but you're still learning a lot as you work.
<<elseif Time.hour lte 12>>
You work as the library fills with other students arriving to pursue their own solutions. You find it easy to ignore them.
<<elseif Time.hour lte 14>>
You may be skipping school, but you're still learning a lot as you work.
<<elseif Time.hour lte 16>>
You are not distracted by the other students staying late to pursue their own solutions.
<<elseif Time.hour lte 18>>
The day flies by as you work.
<<elseif Time.hour lte 21>>
You barely notice the sky darkening as you work.
<<else>>
You work through the night. The occasional need to duck below your desk to avoid security does nothing to break your concentration.
<</if>>
<<else>>
<<if Time.hour lte 6>>
You work through the night. The occasional need to duck below your desk to avoid security does nothing to break your concentration.
<<elseif Time.hour lte 7>>
You barely notice the morning light creeping through the library windows as you work.
<<elseif Time.hour lte 8>>
You barely notice the morning light creeping through the library windows as you work.
<<elseif Time.hour lte 11>>
The day flies by as you work.
<<elseif Time.hour lte 12>>
The day flies by as you work.
<<elseif Time.hour lte 14>>
The day flies by as you work.
<<elseif Time.hour lte 16>>
The day flies by as you work.
<<elseif Time.hour lte 18>>
The day flies by as you work.
<<elseif Time.hour lte 21>>
You barely notice the dimming light outside the library windows as you work.
<<else>>
You work through the night. The occasional need to duck below your desk to avoid security does nothing to break your concentration.
<</if>>
<</if>>
<</if>>
<br><br>
<<if $mathsstimused is 2 or $mathsstimused gte 4 and $rng gte 75>>
You sit back and admire your work. You feel a strange heat just beneath your skin. It grows and spreads through your body, concentrated on your loins. Lewd fantasies force themselves into your mind. Within moments, your cheeks are flushed and you find yourself squirming with desire. That dose must have been contaminated by a concentrated aphrodisiac.
<<gggarousal>><<arousal 10000>><<drugs 500>>
<br><br>
Your hands wander between your legs in an instinctive attempt to satisfy your burning desire. But the stimulation from touching yourself is too strong to bear. The pleasure shoots through you, painfully intense. Your hands recoil, and your whole body convulses as your vision whites out. The aftershocks leave you trembling. There's no way you'll be able to use your hands to comfort yourself.
<br><br>
You consider leaving your room for some fresh air. But your mind is so overwhelmed by desire. You can only imagine what will happen when someone finds you in your defenceless state. And the alternative, staying here and trying to endure the arousal until it fades, feels like it might be even worse.
<br><br>
<<if $location is "home">>
<<link [[Endure (4:00)|Maths Project Endure Home]]>><<handheldon>><<pass 240>><<stress 24>><</link>><<ggstress>>
<br>
<<link [[Go outside|Maths Project Outside Home]]>><<handheldon>><</link>>
<br>
<<elseif $location is "alex_cottage">>
<<link [[Endure (4:00)|Maths Project Endure Home]]>><<handheldon>><<pass 240>><<stress 24>><</link>><<ggstress>>
<br>
<<link [[Go outside|Maths Project Outside Home]]>><<handheldon>><</link>>
<br>
<<else>>
<<link [[Endure (4:00)|Maths Project Endure Library]]>><<handheldon>><<pass 240>><<stress 24>><</link>>
<br>
<<link [[Go outside|Maths Project Outside Library]]>><<handheldon>><</link>>
<br>
<</if>>
<<elseif $mathsstimused is 3 or $mathsstimused gte 4 and $rng gte 50 and $location isnot "alex_cottage">>
You sit back and admire your work, but something is wrong. The objects in <<if $location is "home">>your room<<else>>the library<</if>> begin to shift and warp, becoming covered in strange patterns. You lose your sense of balance and find yourself wobbling. You almost fall over. That dose must have been contaminated with a concentrated hallucinogen. The knowledge does nothing to make the experience less real.
<<hallucinogen 500>>
<br><br>
<<if $location is "home">>You try to lie down, but before you can make it to your bed<<else>>You decide to go for a walk to clear your head, but the moment you rise from your chair,<</if>> your surroundings become twisted and unfamiliar. Dark, threatening shapes shift around you as you stumble forward in search of something familiar to cling to. Grotesque creatures with giant eyes and countless thrashing tongues watch you from afar, gibbering in guttural sounds that echo across the landscape. The floor begins to liquefy, and you struggle to move through it as you sink to your ankles, then your knees, then your waist. Finally, it gives way all at once and you find yourself falling, tumbling end-over-end through a black void.
<br><br>
<<if $location is "home">>
<<set $bus to "residential">>
<<else>>
<<set $bus to "industrial">>
<</if>>
<<link [[Next|Maths Project Void]]>><<handheldon>><</link>>
<br>
<<elseif $mathsstimrobin isnot 1 and Time.schoolDay and Time.dayState isnot "night" and $robinmissing is 0 and C.npc.Robin.init is 1 and $location is "home">>
<<set $mathsstimrobin to 1>>
<<npc Robin>><<person1>>
You sit back and admire your work. You feel a strange heat just beneath your skin. Your vision blurs, and everything fades to black.
<<ggarousal>><<arousal 1800>><<drugs 120>><<hallucinogen 120>>
<br><br>
You awaken to someone shaking your arm. You're still in your room, lying on your bed. Robin sits beside you, frowning.
<br><br>
"You were lying on the floor outside," <<he>> says. <<He>> sounds concerned. "Are you okay?"
<br><br>
<<if $robinromance is 1>>
That strange heat hasn't left your body. Robin is so close.
<br><br>
<<link [[Pull Robin on top of you|Maths Project Robin Sex]]>><<handheldon>><<set $sexstart to 1>><</link>><<promiscuous1>>
<br>
<</if>>
<<link [[Say you're fine|Maths Project Robin]]>><<handheldon>><</link>>
<br>
<<else>>
You sit back and admire your work. You feel a strange heat just beneath your skin.
<<ggarousal>><<arousal 1800>><<drugs 120>><<hallucinogen 120>>
<br><br>
<<if $mathsproject is "ongoing">>
<<link [[Next|Maths Project]]>><<handheldon>><</link>>
<br>
<<else>>
You glance at the time. You suddenly realise that <span class="red">the maths competition has already ended.</span>
<br><br>
It would be silly to continue your work at this point. You dump the now obsolete project in a bin, feeling somewhat bitter over the wasted effort.
<br><br>
<<if $location is "home">>
<<link [[Next|Bedroom]]>><<handheldon>><</link>>
<<elseif $location is "alex_cottage">>
<<link [[Next|Farm Bedroom]]>><<handheldon>><</link>>
<<else>>
<<link [[Next|School Library]]>><<handheldon>><</link>>
<</if>>
<br>
<</if>>
<</if>><<effects>>
You tell Robin you're fine, and thank <<him>> for bringing you to your bed. <<He>> doesn't look relieved, but <<he>> nods and stands up. <<He>> turns as <<he>> reaches the door. "Make sure you go to a doctor if you're feeling ill," <<he>> says. "I'll go with you if you like."
<br><br>
<<link [[Next|Bedroom]]>><<endevent>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 500>>
<<set $enemyarousalmax to 600>>
<<set $enemyarousalmax to $enemyarousalmax * ($npcArousalMult / 100)>>
<</if>>
<<set $enemyanger to 0>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Maths Project Robin Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Maths Project Robin Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<npcincr Robin lust -20>>
Robin clings to you and smiles.
<<elseif $enemyhealth lte 0>>
"Ow!" Robin says. <<Hes>> still smiling.
<<elseif $finish is 1>>
Robin clings to you and smiles.
<</if>>
<br><br>
"Thank you for looking out for me," you say. You kiss <<his>> forehead and <<he>> nuzzles your neck. You lie together for a few moments, until <<he>> climbs to <<his>> feet.
<br><br>
<<He>> turns as <<he>> reaches the door. "I'm glad you're okay, but make sure you go to a doctor if you're feeling ill," <<he>> says. "I'll go with you if you like."
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Bedroom]]>><</link>>
<br><<effects>>
<<generate1>><<person1>>
The fall abruptly ends as you land against a cold brick wall. You recognise the sky and the surrounding buildings, though they still don't seem quite right. You've somehow ended up outside<<if $exposed gte 1>> - and without getting dressed first!<<else>>.<</if>>
<br><br>
As you try and fail to balance yourself, a <<person>> rounds the corner and notices the difficulty you're having.
<br><br>
"Poor thing. Here, let me help you walk home."
<br><br>
You can't find the words to protest as <<he>> takes you by the shoulder and guides you into a nearby alley. The sounds of the city fade as you arrive at a secluded dead end. Then, <<he>> shoves you against the wall. Your lucidity returns as the <<person>> bears down on you.
<br><br>
<<link [[Next|Maths Project Void Rape]]>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Maths Project Void Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Maths Project Void Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> dumps you on the floor and glances around, before leaving without a word.
<br><br>
<<tearful>> you try to stagger to your feet. You slip back to the ground.
<<else>>
You manage to shove <<him>> against the alley wall and stagger into the open.
<br><br>
<<tearful>> you lean against a street light, but lose your balance and tumble to the ground.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<generate1>><<person1>>A <<person>> wearing a white coat crouches in front of you. You didn't see <<him>> coming. <<He>> holds a cotton bud in one hand. <<He>> grasps your cheeks with the other, forcing your mouth open. <<He>> pushes the bud into your mouth, and rubs it against the inside of your cheek. <<He>> drops the bud into a small bag, which <<he>> seals shut. <<He>> leaves without a word.
<br><br>
<<endevent>>
You stagger once more to your feet. You remain stood this time. The world is returning to normal. Mostly.
<br><br>
<<destinationeventend>><<effects>>
You lie down on your bed and hope you can endure the experience. Doing anything productive right now is out of the question. It's a struggle to even think straight, but you do your best to distract yourself by counting things. It's going well until you glance at the clock and realise only a couple of minutes have passed.
<br><br>
Your muscles ache from the tension by the time the aches fade. You realise that your teeth have been clenched too. You're still aroused and frustrated. At least you can think straight again.
<br><br>
<<if $location is "home">>
<<link [[Next|Bedroom]]>><</link>>
<br>
<<else>>
<<link [[Next|Farm Bedroom]]>><</link>>
<br>
<</if>><<effects>>
You lean back in your chair and hope you can endure the experience. Doing anything productive right now is out of the question. It's a struggle to even think straight, but you do your best to distract yourself by counting things. It's going well until you glance at the clock and realise only a couple of minutes have passed.
<br><br>
By the time the drug's effects begin to fade your muscles ache from the tension. You realise that your teeth have been clenched too. You're still aroused and frustrated. At least you can think straight again.
<br><br>
<<link [[Next|School Library]]>><</link>>
<br><<effects>><<set $bus to "residential">>
<<generate1>><<person1>>
You stumble outside, leaning against a wall for support. <<if $exposed gte 1>>The air is cold against your skin. You were in such a hurry that you didn't even get dressed, but you're past the point of caring. If it means that someone notices you sooner, all the better.<<else>>The stimulation of your clothes brushing against your <<genitals_are 1>> almost too much to bear, forcing you to stop every few steps as you convulse with pleasure.<</if>> At first, no one else notices, until a <<person>> walking on the same side of the street spots you and casts a leer up and down your body. You try to speak to <<him>>.
<br><br>
"P-please..."
<br><br>
<<He>> doesn't wait for clarification. After glancing around to make sure no one is watching, <<he>> grabs your arm and pulls you down an alleyway. Your reflexive scream of protest comes out as a lewd moan.
<br><br>
<<His>> hand explores between your legs, and the pleasure overwhelms you once more. But this time the spasms don't stop the stimulation. You can only thrash helplessly as <<his>> fingers continue their work.
<br><br>
"You're a naughty one, aren't you?" <<he>> says. "Don't worry. I know just what you need."
<br><br>
<<link [[Next|Maths Project Outside Rape]]>><<set $molestationstart to 1>><</link>>
<br><<effects>>
<<generate1>><<person1>>
You stumble outside, leaning against a wall for support. <<if $exposed gte 1>>The air is cold against your skin. You were in such a hurry that you didn't even get dressed, but you're past the point of caring. If it means that someone notices you sooner, all the better.<<else>>The stimulation of your clothes brushing against your <<genitals_are 1>> almost too much to bear, forcing you to stop every few steps as you convulse with pleasure.<</if>> At first, no one else notices, until a <<person>> notices and casts a leer up and down your body. You try to speak to <<him>>.
<br><br>
"P-please..."
<br><br>
<<He>> doesn't wait for clarification. After glancing around to make sure no one is watching, <<he>> grabs your arm and pulls you down into the foliage. Your reflexive scream of protest comes out as a lewd moan.
<br><br>
<<His>> hand explores between your legs, and the pleasure overwhelms you once more. But this time the spasms don't stop the stimulation. You can only thrash helplessly as <<his>> fingers continue their work.
<br><br>
"You're a naughty one, aren't you?" <<he>> says. "Don't worry. I know just what you need."
<br><br>
<<link [[Next|Maths Project Outside Rape]]>><<set $molestationstart to 1>><</link>>
<br><<effects>><<set $bus to "industrial">>
<<generate1>><<person1>>
You stumble from the library, through the corridors, and outside. <<if Time.schoolDay and Time.hour gte 8 and Time.hour lte 17>>You leave through the front gate, leaning against a wall for support. <<else>>You haul yourself over the fence, then lean against the wall for support.<</if>> <<if $exposed gte 1>>The air is cold against your skin. Your <<lewdness>> is exposed, but you're past the point of caring. If it means that someone notices you sooner, all the better.<<else>>The stimulation of your clothes brushing against your <<genitals_are 1>> almost too much to bear, forcing you to stop every few steps as you convulse with pleasure.<</if>> At first, no one else notices, until a <<person>> walking on the same side of the street spots you and casts a leer up and down your body. You try to speak to <<him>>.
<br><br>
"P-please..."
<br><br>
<<He>> doesn't wait for clarification. After glancing around to make sure no one is watching, <<he>> grabs you and pulls you down an alleyway. Your reflexive scream of protest comes out as a lewd moan.
<br><br>
<<His>> hand explores between your legs, and the pleasure overwhelms you once more. But this time the spasms don't stop the stimulation. You can only thrash helplessly as <<his>> fingers continue their work.
<br><br>
"You're a naughty one, aren't you?" <<he>> says. "Don't worry. I know just what you need."
<br><br>
<<link [[Next|Maths Project Outside Rape]]>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Maths Project Outside Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Maths Project Outside Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> dumps you on the floor and glances around before leaving without a word.
<br><br>
<<tearful>> you stagger to your feet.
<<else>>
You manage to shove <<him>> against the alley wall and stagger into the open.
<br><br>
<<tearful>> you lean against a street light.
<</if>>
You still feel sensitive and frustrated, but your thoughts have cleared somewhat.
<br><br>
<<clotheson>>
<<endcombat>>
<<if $location is "alex_cottage">>
<<link [[Next|Farm Work]]>><</link>>
<<else>>
<<destinationeventend>>
<</if>><<effects>>
<<generate1>><<person1>>You approach the figure lurking in the shadows. Now closer, you can see a <<person>> hiding behind the heavy coat.
<br><br>
<<link [[Ask to buy stimulant|Stim Dealer Buy]]>><</link>>
<br>
<<if $mathsstimstolen is 0>>
<<set $skulduggerydifficulty to 600>>
<<elseif $mathsstimstolen is 1>>
<<set $skulduggerydifficulty to 800>>
<<elseif $mathsstimstolen is 2>>
<<set $skulduggerydifficulty to 1000>>
<<else>>
<<set $skulduggerydifficulty to 1200>>
<</if>>
<<link [[Steal stimulant|Stim Dealer Steal]]>><</link>><<skulduggerydifficulty>>
<br>
<<if $hallucinations gte 1>>
<<link [[Get caught stealing on purpose|Stim Dealer Steal]]>><<set $skulduggerydifficulty to 10000>><<trauma -60>><</link>><<dangerousText>><<llltrauma>>
<br>
<</if>>
<<link [[Walk away|Oxford Street]]>><<endevent>><</link>>
<br><<effects>>
The <<person>> looks at you with a wry smile.
<br><br>
<<if $mathsstimbought is 0>>
"You here for a study aid?" <<he>> asks. "£500 for a dose. It'll help, trust me."
<br><br>
<<if $money gte 50000>>
<<link [[Buy|Stim Dealer Buy 2]]>><<set $mathsstimbought += 1>><<set $mathsstim += 1>><<money -50000 "schoolStimulant">><</link>>
<br>
<</if>>
<<elseif $mathsstimbought is 1>>
"I'm afraid supplies are running low," <<he>> says. "£2000 per dose."
<br><br>
<<if $money gte 200000>>
<<link [[Buy|Stim Dealer Buy 2]]>><<set $mathsstimbought += 1>><<set $mathsstim += 1>><<money -200000 "schoolStimulant">><</link>>
<br>
<</if>>
<<else>>
"Supplies are scarce," <<he>> says. "Very scarce. £5000 per dose. Don't try to negotiate. There are plenty of rich brats looking to impress mummy and daddy."
<br><br>
<<if $money gte 500000>>
<<link [[Buy|Stim Dealer Buy 2]]>><<set $mathsstimbought += 1>><<set $mathsstim += 1>><<money -500000 "schoolStimulant">><</link>>
<br>
<</if>>
<</if>>
<<link [[Walk away|Oxford Street]]>><<endevent>><</link>>
<br><<effects>>
You exchange your money for a small bag of bright coloured pills. "One dose," the <<person>> says. <<He>> turns and walks deeper into the alley, then disappears around a corner.
<br><br>
<<link [[Next|Oxford Street]]>><<endevent>><</link>>
<br><<effects>>
<<if $mathsstimcaught isnot 1>>
You wait for a group of students to approach the dealer, then slip in among them in order to get close. The other students give you a few confused glances, but the dealer is too distracted to notice you're not one of them. While they're doing business together you slip a hand into the dealer's coat.
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>><<set $mathsstim += 1>><<set $mathsstimstolen += 1>>
You grasp a bag of pills, holding your breath as it crinkles softly between your fingers. The dealer remains oblivious. You stick around just long enough to avoid arousing any suspicion with too hasty a departure, then slip away into another passing crowd, your stolen drugs safely tucked away.
<<else>>
<<set $mathsstimcaught to 1>>
The dealer glances at you, then shoves you away. The other students are confused, but the dealer's eyes remain locked on yours, narrowed above a nasty smirk.
<br><br>
"You just made a big mistake," <<he>> says. <<He>> looks at the other students. "The rest of you listen up. First person to make <<phim>> scream gets a freebie. Hurry, before I change my mind."
<br><br>
The other students turn towards you, weighing their options. They hesitate just long enough for you to break into a run and make your escape, but you're certain that this isn't the end of it. The dealers around here will be looking out for you from now on.
<</if>>
<br><br>
<<skulduggeryuse>>
<<endevent>>
<<link [[Next|Oxford Street]]>><</link>>
<br>
<<else>>
The dealers are on the lookout for you now, so you have to be more careful. You wait for a student to approach the dealer, and watch from a distance. As the dealer leaves, you follow behind. The next time the dealer turns into an alleyway, you hurry after and prepare to make your move.
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>><<set $mathsstim += 1>><<set $mathsstimstolen += 1>>
You reach into the dealer's coat and grab a bag of pills. Then, you run. You don't stop to check if you were noticed. Any hesitation could go very badly.
<br><br>
<<skulduggeryuse>>
<<endevent>>
<<link [[Next|Oxford Street]]>><</link>>
<br>
<<else>>
<<set $mathsstimcaught to 1>><<generate2>><<generate3>>
But as soon as you turn the corner you skid to a stop. The dealer is there, facing you, stood shoulder-to-shoulder with hired muscle. You turn to flee, but the way back is blocked by more rough-looking people.
<br><br>
"We've heard all about you," the dealer sneers. "Time for a lesson."
<br><br>
The dealer's goons close in.
<br><br>
<<skulduggeryuse>>
<<link [[Go quietly|Maths Abduction]]>><<set $phase to 0>><</link>>
<br>
<<link [[Scream|Maths Abduction]]>><<set $phase to 1>><</link>>
<br>
/* <<if $submissive gte 1500>> */
<<link [[Beg|Maths Beg]]>><<sub 1>><</link>><<submissivetext>>
<br>
/* <</if>> */
<</if>>
<</if>><<effects>>
<<if $mathsstimbeg isnot 1>><<set $mathsstimbeg to 1>>
You drop to your knees and rest your forehead on the ground. "P-please," you sob. "Don't hurt me. I don't have any money and I really need it."
<br><br>
The goons shift uncomfortably. "<<pShes>> just a little thing," one of them says. "<<pShe>> worth the fuss?"
<br><br>
"Don't let us catch you again," the dealer says. "Or all the crying in the world won't save you." They depart, leaving you alone in the alley.
<br><br>
<<link [[Next|Oxford Street]]>><<endevent>><</link>>
<br>
<<else>>
You drop to your knees and rest your forehead on the ground. "P-please," you sob. "Don't hurt me. I don't have any money and I really need it."
<br><br>
The dealer barks laughter. "We're not falling for that," <<he>> says, nodding to <<his>> goons. You're grabbed from behind. Your <<bind>>arms are bound, and you are pushed down the alleyway until you come to a black car with an open boot. They shove you in, and slam it shut behind you.
<br><br>
<<link [[Next|Maths Boot]]>><</link>>
<br>
<</if>><<effects>>
<<if $phase is 0>>
Your arms are bound<<print $worn.handheld.name isnot "naked" ? "causing you to drop your $worn.handheld.name" : ",">> and you are pushed down the alleyway until you come to a black car with an open boot. They shove you in, and slam it shut behind you.
<<else>>
You scream. One of the goons steps forward and gags your mouth with <<his>> hand. Two more grasp your arms, and bind them behind your back. You are pushed down the alleyway until you come to a black car with an open boot. They shove you in, and slam it shut behind you.
<</if>>
<br><br>
<<bind>>
<<link [[Next|Maths Boot]]>><</link>>
<br><<effects>><<set $outside to 0>>
You're bound in the darkness. The engine roars to life, and you feel the car move.
<br><br>
<<link [[Wait (0:30)|Maths Boot Wait]]>><<pass 30>><<stress 6>><<trauma 6>><</link>><<gtrauma>><<gstress>>
<br>
<<link [[Struggle (0:30)|Maths Boot Struggle]]>><<pass 30>><<tiredness 6>><<stress 18>><<trauma 6>><</link>><<gtrauma>><<ggstress>><<gtiredness>>
<br><<effects>><<set $location to "moor">>
The sounds of the town diminish and disappear, but the journey continues. It's hard to judge how much time passes, locked away in darkness. The car comes to a stop, and the engine falls silent. You hear many voices. The <<person>> throws the boot open. <<Hes>> not alone. A gang of <<people>> stand beside <<him>>, watching you.
<br><br>
"Nice."
<br>
"<<pShe>> tried to steal from you? But <<pshe>> looks so sweet."
<br>
"You're a lucky <<girl>>."
<br><br>
The <<person>> drags you from the boot. You get a glimpse of your surroundings before the <<people>> close in.
<<if Time.dayState is "night">>
You see long grass and wild flowers in the light of a nearby building. It's too dark to make out anything more, but you're somewhere outside town.
<<else>>
You're on top of a hill, beside an old building. A rocky plain of grass and wild flowers stretches out in all directions. You're a long way from town.
<</if>>
<br><br>
The gang shove you towards the building, and through its doors.
<br><br>
<<if $leftarm isnot "bound" or $rightarm isnot "bound">>
They don't notice your arms are free.
<br><br>
<</if>>
<<link [[Next|Maths Abduction 2]]>><</link>>
<br><<effects>><<set $location to "moor">>
You struggle against the bindings wrapped tight around your arms. You're persistent. Something comes loose. You keep struggling until you can pull your arms free.
<br><br>
<<unbind>>You feel the boot of the car, but can find no way to open it.
<br><br>
<<link [[Wait|Maths Boot Wait]]>><</link>>
<br><<effects>><<set $location to "moor">>
Inside is a table covered with cider cans and playing cards. As if a game were interrupted. They push you past it, and onto a bed next to a pile of stacked crates.
<br><br>
"Three at a time," the <<person>> says "There's enough <<girl>> for all of us. First though." <<He>> crouches, and pulls a pair of ankle cuffs out from beneath the bed. They snap shut around your legs. A short chain connects them.<<shackle_feet>>
<br><br>
<<He>> tugs the chain to make sure they're on firm, then climbs on top of you.
<br><br>
<<link [[Next|Maths Abduction Rape]]>><<set $molestationstart to 1>><<set $mathsab to 0>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<if $pain gt 90>>
"<<pShes>> gonna pass out," you hear someone say. "Give <<phim>> a dose." A hand yanks your head back by your hair, and another forces a pink pill into your mouth.
<<garousal>><<lpain>><<drugs 60>><<set $pain to 90>>
<br><br>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate "<span class='red'>No one comes to your aid.</span>">>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Maths Abduction Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Maths Abduction Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<tearful>> you prepare for more abuse.
<br><br>
<<if $mathsab is 0>>
"I've got an idea," the <<person1>><<person>> says.
<</if>>
<<else>>
<<if $worn.feet.name is "ankle cuffs">>
You shove them away from you, but your bound legs and the sheer number of <<group>> prevents escape.
<br><br>
<<else>>
You shove them away from you, but the sheer number of <<group>> prevents escape.
<br><br>
<</if>>
<<tearful>> you prepare for more abuse.
<br><br>
<<if $mathsab is 0>>
"<<pShe>> has such spirit," the <<person1>><<person>> says. "Can't wait to see <<phim>> broken."
<</if>>
<</if>>
<<if $mathsab is 0>><<set $mathsab += 1>>
<<if $leftarm is "bound" or $rightarm is "bound">>
<<He>> produces a knife, and slices through the material binding your arms.
<</if>>
"Everyone get your phones ready," <<he>> says, sitting behind you. <<He>> grabs your arms. "Smile, <<girl>>, if you know what's good for you."
<br><br>
<<endcombat>>
<<link [[Smile and make peace signs with your fingers|Maths Abduction Smile]]>><<fameexhibitionism 50 "pic">><<trauma 6>><<stress -6>><</link>><<gtrauma>><<lstress>>
<br>
<<link [[Frown and make "fuck you" signs with your fingers|Maths Abduction Frown]]>><<fameexhibitionism 50 "pic">><<trauma -6>><<stress 6>><</link>><<gstress>><<ltrauma>>
<br>
<<link [[Cover your face|Maths Abduction Cover]]>><<trauma 6>><<stress 6>><<pain 6>><</link>><<gtrauma>><<gstress>><<gpain>>
<br>
<<elseif $mathsab is 1>><<set $mathsab += 1>>
"Someone put an ad up with one of those pictures," the <<person>> says. "We might be able to get something for <<phim>>."
<br><br>
<<endcombat>>
<<generate1>><<generate2>><<generate3>>
Three more <<people>> climb on the bed, eager for their turn.
<br><br>
<<link [[Next|Maths Abduction Rape]]>><<set $molestationstart to 1>><</link>>
<<elseif $mathsab is 2>><<set $mathsab += 1>>
The <<person1>><<person>> checks <<his>> phone. "We got someone interested already," <<he>> says. "Let's make the most of <<phim>> while we can."
<br><br>
<<endcombat>>
<<generate1>><<generate2>><<generate3>>
Three more <<people>> climb on the bed, eager for their turn.
<br><br>
<<link [[Next|Maths Abduction Rape]]>><<set $molestationstart to 1>><</link>>
<<elseif $mathsab is 3>><<set $mathsab += 1>>
"Do we have to sell <<phim>> off?" the <<person1>><<person>> asks. "We could keep <<phim>> chained up here. Not like anyone would find out."
<br><br>
"You'd get bored of <<phim>> within a week," the <<person>> responds, checking <<his>> phone. "The buyer's already on their way. They sound like a nasty piece of work."
<br><br>
<<endcombat>>
<<generate1>><<generate2>><<generate3>>
Three more <<people>> climb on the bed, eager for their turn.
<br><br>
<<link [[Next|Maths Abduction Rape]]>><<set $molestationstart to 1>><</link>>
<<else>>
"How about you pose for us again?" the <<person>> says. "Something for us to remember you by."
<br><br>
<<endcombat>>
<<link [[Smile and make peace signs with your fingers|Maths Abduction Smile 2]]>><<famerape 50 "pic">><<trauma 6>><<stress -6>><</link>><<gtrauma>><<lstress>>
<br>
<<link [[Frown and make "fuck you" signs with your fingers|Maths Abduction Frown 2]]>><<famerape 50 "pic">><<trauma -6>><<stress 6>><</link>><<gstress>><<ltrauma>>
<br>
<<link [[Cover your face|Maths Abduction Cover 2]]>><<trauma 6>><<stress 6>><<pain 6>><</link>><<gtrauma>><<gstress>><<gpain>>
<br>
<</if>><<effects>><<set $location to "moor">>
<<if $pain gte 40>>
<<set $mathsab1 to "tearsmile">>
You smile through your tears, face your palms towards your audience, and make a v sign with your index and middle finger. Everyone starts taking pictures.
<br><br>
"Such a slut."
<br>
"Aww, <<pshes>> crying already."
<br>
"I wonder how long <<pshe>> will keep it up."
<br>
<<else>>
<<set $mathsab1 to "smile">>
You smile, face your palms towards your audience, and make a v sign with your index and middle finger. Everyone starts taking pictures.
<br><br>
"Such a slut."
<br>
"It's almost like <<pshe>> hasn't just been raped."
<br>
"I wonder how long that smile will last."
<br>
<</if>>
<br>
<<generate1>><<generate2>><<generate3>>
"That's enough of that," a <<person1>><<person>> says. "It's my turn." <<He>> shoves you back on the bed.
<br><br>
<<link [[Next|Maths Abduction Rape]]>><<set $molestationstart to 1>><</link>>
<br><<effects>><<set $location to "moor">>
<<if $pain gte 40>>
<<set $mathsab1 to "tearfrown">>
You let your anger show, though you can't stop your tears. You face your palms towards your body, and make a v sign with your index and middle finger. Everyone starts taking pictures.
<br><br>
"<<pShe>> won't resist for long."
<br>
"Aww, <<pshes>> trying to be tough."
<br>
"So feisty for someone in <<pher>> position."
<br>
<<else>>
<<set $mathsab1 to "frown">>
You let your anger show, face your palms towards your body, and make a v sign with your index and middle finger. Everyone starts taking pictures.
<br><br>
"<<pShe>> won't resist for long."
<br>
"Let's rape <<phim>> until <<pshe>> likes it."
<br>
"So feisty."
<br>
<</if>>
<br>
<<generate1>><<generate2>><<generate3>>
"That's enough of that," a <<person1>><<person>> says. "It's my turn." <<He>> shoves you back on the bed.
<br><br>
<<link [[Next|Maths Abduction Rape]]>><<set $molestationstart to 1>><</link>>
<br><<effects>><<set $location to "moor">>
<<if $pain gte 40>>
<<set $mathsab1 to "tearcover">>
You cover your tearful face with your hands. Someone smacks your head, but everyone starts taking pictures anyway.
<br><br>
"Aww, <<pshes>> shy."
<br>
"<<pShes>> trying to hide."
<br>
"Maybe <<pshe>> doesn't want <<pher>> school friends to see <<phim>> crying."
<br>
<<else>>
<<set $mathsab1 to "cover">>
You cover your face with your hands. Someone smacks your head, but everyone starts taking pictures anyway.
<br><br>
"Aww, <<pshes>> shy."
<br>
"<<pShes>> trying to hide."
<br>
"Maybe <<pshe>> thinks <<pher>> school friends will see the pictures."
<br>
<</if>>
<br>
<<generate1>><<generate2>><<generate3>>
"That's enough of that," a <<person1>><<person>> says. "It's my turn." <<He>> shoves you back on the bed.
<br><br>
<<link [[Next|Maths Abduction Rape]]>><<set $molestationstart to 1>><</link>>
<br><<effects>><<set $location to "moor">>
<<if $pain gte 40>>
<<set $mathsab2 to "tearsmile">>
You smile through your tears, face your palms towards your audience, and make a v sign with your index and middle finger. Everyone starts taking pictures.
<br><br>
"<<pShes>> a trooper."
<br>
"Still putting on a brave face."
<br>
"It's like <<pshes>> been trained already."
<br>
<<else>>
<<set $mathsab2 to "smile">>
You smile, face your palms towards your audience, and make a v sign with your index and middle finger. Everyone starts taking pictures.
<br><br>
"<<pShes>> a trooper."
<br>
"Still putting on a brave face."
<br>
"<<pShes>> gonna make a fantastic sex slave."
<br>
<</if>>
<br>
<<mathsphone>>
<<generate1>><<person1>>A <<person>> chains your ankles to the bed. They jeer at you a bit longer, but then lose interest. Seems they're finished with you for now.
<br><br>
<<endevent>>
<<link [[Next|Maths Abduction 3]]>><</link>>
<br><<effects>><<set $location to "moor">>
<<if $pain gte 40>><<set $mathsab2 to "tearfrown">>
You let your anger show, though you can't stop your tears. You face your palms towards your body, and make a v sign with your index and middle finger. Everyone starts taking pictures.
<br><br>
"Gotta hand it to <<phim>>, <<pshes>> tough."
<br>
"I hope the buyer knows what they're getting into."
<br>
"I used to break sluts like <<phim>> all the time back in the day."
<br>
<<else>>
<<set $mathsab2 to "frown">>
You let your anger show, face your palms towards your body, and make a v sign with your index and middle finger. Everyone starts taking pictures.
<br><br>
"Gotta hand it to <<phim>>, <<pshes>> tough."
<br>
"I hope the buyer knows what they're getting into."
<br>
"I used to break sluts like <<phim>> all the time back in the day."
<br>
<</if>>
<br>
<<mathsphone>>
<<generate1>><<person1>>A <<person>> chains your ankles to the bed. They jeer at you a bit longer, but then lose interest. Seems they're finished with you for now.
<br><br>
<<endevent>>
<<link [[Next|Maths Abduction 3]]>><</link>>
<br><<effects>><<set $location to "moor">>
<<if $pain gte 40>><<set $mathsab2 to "tearcover">>
You cover your tearful face with your hands. Someone smacks your head, but everyone starts taking pictures anyway.
<br><br>
"Trying to save face after all this."
<br>
"<<pShes>> trying to be tough."
<br>
"We've taken so many pictures, I hope <<pshe>> doesn't think no one will recognise <<phim>>."
<br>
<<else>>
<<set $mathsab2 to "cover">>
You cover your face with your hands. Someone smacks your head, but everyone starts taking pictures anyway.
<br><br>
"Trying to save face after all this."
<br>
"<<pShes>> trying to be tough."
<br>
"We've taken so many pictures, I hope <<pshe>> doesn't think no one will recognise <<phim>>."
<br>
<</if>>
<br>
<<mathsphone>>
<<generate1>><<person1>>A <<person>> chains your ankles to the bed. They jeer at you a bit longer, but then lose interest. Seems they're finished with you for now.
<br><br>
<<endevent>>
<<link [[Next|Maths Abduction 3]]>><</link>>
<br><<effects>><<set $location to "moor">>
<<generate1>><<generate2>><<person1>>
You curl up on the bed as most of the gang return to their game of cards. Others just drink and chat. At one point a van pulls up outside, tall enough that you see its roof through the window. It's not here to pick you up, however. Some of the gang carry boxes off the back, and stack them with the others.
<br><br>
"We're gonna need to push these harder," a <<person>> comments. "Or find someone new to sell to."
<br><br>
<<person2>>
"I don't like this whole thing," a <<person>> responds. "Don't you ever feel watched while carrying them?"
<br><br>
<<person1>>
"By who?" the <<person>> scoffs. "The police would shake us down if they knew. Not just watch."
<br><br>
<<person2>>
"Not them," the <<person>> says. "That's the trouble."
<br><br>
<<endevent>>
No one notices a few bags spill from one of the boxes. <span class="gold">You've gained 3 doses of stimulant.</span>
<<set $mathsstim += 3>>
<br><br>
<<link [[Next (0:30)|Maths Abduction 4]]>><<pass 30>><</link>>
<br><<effects>><<set $location to "moor">>
<<unset $mathsab>><<unset $mathsab1>><<unset $mathsab2>>
<<npc Bailey>><<generate2>><<generate3>><<generate4>><<generate5>>
You hear a car pull up outside. Four doors open and close. <<person2>>"That'll be the buyer," a <<person>> says. They step away from their game of cards and leave the building.
<br><br>
"You came in a hurry," you hear <<him>> say. "We haven't had a chance to clean-"
<br><br>
"Show me the <<girl>>," a familiar voice interrupts. <span class="purple">It's Bailey.</span>
<br><br>
<<person2>>Bailey follows the <<person>> into the building. <<person1>>Three rough-looking people enter with <<him>>.
<br><br>
<<link [[Next|Maths Abduction 5]]>><</link>>
<br><<effects>><<set $location to "moor">>
Bailey glances at you, then turns to the <<person2>><<person>>. "Five thousand."
<br><br>
"That's right," the <<person>> replies, holding out <<his>> hand. One of Bailey's goons, a <<person3>><<person>>, approaches you, unlocks the chain tying you to the bed, and pulls you to your feet.<<if $worn.feet.name is "ankle cuffs">><<remove_shackle>><</if>>
<br><br>
"You misunderstand," Bailey says. The goons flanking <<person1>><<him>>, a <<person4>><<person>> and <<person5>><<person>>, pull pistols from their jackets. "You used my property. You're paying for it."
<br><br>
The <<person2>><<person>> gapes. "You're a brave fucker," <<he>> spits. <<Hes>> incensed, but <<he>> looks around the room. <<His>> colleagues stand way back, their hands in the air. <<He>> sighs, then gestures where the table stood.
<br><br>
<<person1>>Bailey walks over, lifts a decaying rug, and opens the trap door <<he>> finds beneath. <<He>> pulls out a rucksack. Inside are rolls of banknotes. <<He>> counts them, then stuffs about half into <<his>> pockets. <<He>> drops the bag back through the hole.
<br><br>
"Five thousand." <<He>> repeats. "Good doing business with you."
<br><br>
<<link [[Next (0:30)|Maths Abduction 6]]>><</link>>
<br><<effects>><<set $location to "moor">>
<<clothesontowel>><<earnFeat "Sour Dealing">>
The journey home through the countryside is uneventful. You sit in the middle seat, between the <<person4>><<person>> and <<person5>><<person>>. They don't look at you. Bailey drives, with the <<person3>><<person>> sat beside <<person1>><<him>>.
<br><br>
<<link [[Thank for the rescue|Maths Abduction Thank]]>><</link>>
<br>
<<link [[Get angry you were called property|Maths Abduction Insist]]>><</link>>
<br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Tease the goons|Maths Abduction Tease]]>><</link>><<promiscuous3>>
<br>
<</if>>
<<link [[Remain silent|Maths Abduction Silent]]>><</link>>
<br><<effects>><<set $location to "town">>
"Thanks for rescuing me," you say. The <<person5>><<person>> smiles at you. No one else responds.
<br><br>
<<link [[Ask if Bailey is angry with you|Maths Abduction Ask]]>><</link>>
<br>
<<link [[Remain silent|Maths Abduction Silent]]>><</link>>
<br><<effects>><<set $location to "town">>
<<person1>>
"Are you upset with me?" you ask, looking at Bailey through the rearview mirror.
<br><br>
"No," <<he>> says. "That will change if you don't be quiet."
<br><br>
No one says anything else as Bailey drives you into town, and back to the orphanage.
<br><br>
<<link [[Next|Domus Street]]>><<endevent>><<set $eventskip to 1>><<set $stress -= 200>><</link>>
<br><<effects>><<set $location to "town">>
<<person1>>
"I'm not your property," you say, glaring at Bailey through the rearview mirror.
<br><br>
"You are until you pay your debt," <<he>> responds, keeping <<his>> eyes on the road. "As far as anyone cares."
<br><br>
No one says anything else as Bailey drives you into town, and back to the orphanage.
<br><br>
<<link [[Next|Domus Street]]>><<endevent>><<set $eventskip to 1>><<set $stress -= 200>><</link>>
<br><<effects>><<set $location to "town">>
You rest your hands on the <<person4>><<person>> and <<person5>><<persons>> thighs, with one finger on their groins. You begin to stroke.
<<promiscuity3>>
The <<person4>><<person>> blushes, but doesn't react. The <<person5>><<person>> rests <<his>> own hand on your thigh, and mimics your movements.
<br><br>
"You paying for that?" Bailey says. <<person1>><<His>> eyes remain locked on the road. The <<person5>><<person>> grasps your arm and pushes it away from <<his>> crotch. <<He>> looks out the window, as if nothing happened.
<br><br>
No one says anything else as Bailey drives you into town, and back to the orphanage.
<br><br>
<<link [[Next|Domus Street]]>><<endevent>><<set $eventskip to 1>><<set $stress -= 200>><</link>>
<br><<effects>><<set $location to "town">>
You remain silent as Bailey drives you into town, and back to the orphanage.
<br><br>
<<link [[Next|Domus Street]]>><<endevent>><<set $eventskip to 1>><<set $stress -= 200>><</link>>
<br><<effects>>
<<generatey1>><<person1>>You approach the student, a <<person>>, working on their solution. <<Hes>> too focused to notice you. You might learn something if you could get close enough to read.
<br><br>
<<link [[Distract with your body|Maths Library Student Seduce]]>><<set $mathslibrarystudent to 1>><</link>><<exhibitionist1>>
<br>
<<link [[Leave|School Library]]>><<endevent>><</link>>
<br><<effects>>
<<outfitChecks>>
You saunter up to the <<person>>, and lean over <<his>> desk. <<if _shirtless>><<His>> eyes are drawn to your <<= $worn.under_upper.name isnot "naked" ? "$worn.under_upper.name" : "bare chest">><<else>><<He>> gets a good look down your deliberately dishevelled _top.name<</if>>. You <<if _bottomIsSkirt and _skirtExposed>>lift up the side of<<else>>pull down<</if>> your _bottom.name just far enough to <<if $worn.under_lower.type.includes("naked")>>hint at your lack of underwear<<else>>reveal a glimpse of your $worn.under_lower.name<</if>>.
<<exhibitionism1>>
<<if $speech_attitude is "meek">>
"Do you want to keep looking at me?" you ask. "I don't mind."
<<elseif $speech_attitude is "bratty">>
"I'll let you stare," you say. "This time."
<<else>>
"It's so hot in here," you say.
<</if>>
<br><br>
<<set $seductiondifficulty to 8000>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>><span class="gold">You feel more confident in your powers of seduction.</span><</if>><<seductionskilluse>>
<br><br>
<<if $seductionrating gte $seductionrequired>><<set $mathslibraryknown to 1>><<set $mathsinfo += 1>>
<<He>> nods as you put on your show. You read over <<his>> project, keeping your eyes on it even as you sway your <<bottom>> around. You lean in so close you're almost touching <<him>>.
<br><br>
The <<person>> reaches out to grab you. You glide out from between <<his>> arms. You've memorised everything you'll need. You leave with a playful wave.<<note "+ Mathematical insight" "green">>
<br><br>
<<else>>
<<He>> blushes, picks up <<his>> work, and moves to a different seat.
<br><br>
<</if>>
<<link [[Next|School Library]]>><<endevent>><</link>>
<br><<effects>>
You rush to the staff room and knock on the door. Doren answers it. "Can I help you, <<lass>>?"
<br><br>
"There's a student lying in the hall," you say. "I think they're on something."
<br><br>
You show Doren to the student. "You're right," the teacher says. "I'll take <<him>> to the nurse. Good on you for watching out for your fellows."
<br><br>
Doren picks up the pen and paper, lifts the <<person>> with ease, and carries <<him>> away.
<br><br>
<<endevent>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
You read the <<persons>> work, and spot some useful calculations. You finish copying them for yourself just as a librarian rounds the corner. <<generate2>><<person2>><<He>> rushes to the <<person1>><<persons>> side.
<br><br>
<<person2>><<He>> eyes you with suspicion as you leave, but doesn't say anything.
<br><br>
<<endevent>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
You rifle through the <<person1>><<persons>> pockets. <<He>> mumbles something about tentacles and tries to squirm away, but <<hes>> in no state to stop you. You find a bag of bright-coloured pills just as a librarian rounds the corner. <<generate2>><<person2>><<He>> rushes to the <<person1>><<persons>> side.
<br><br>
<<person2>><<He>> eyes you with suspicion as you leave, but doesn't say anything.
<br><br>
<<endevent>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
You enter the town hall. Rows of chairs face the stage opposite you. There's a projector set up. You recognise others from your class, holding their solutions close to their chests. Leighton and River stand beside the stage, talking with two people wearing suits. You don't recognise them.
<br><br>
You can enter your solution, or just watch. Taking part will make the teachers think better of you whether you win or not.
<br><br>
<<set $mathschance = Math.clamp($mathschance, 0, 100)>>
<<link [[Enter the competition (3:00)|Maths Competition Enter]]>><<pass 3 hours>><</link>><<note "$mathschance% chance of winning." "gold">>
<br>
<<link [[Just watch (3:00)|Maths Competition Watch]]>><<set $mathschancestart to $mathschance>><<pass 3 hour>><</link>>
<br>
<<link [[Leave (0:05)|Cliff Street]]>><<pass 5>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
You take a seat. More students arrive, some carrying papers, others here to watch. Leighton instructs the entrants to sit in the front row.
<br><br>
<<npc Leighton>><<person1>>
The <<nnpc_title "Leighton">> climbs the stage and taps the microphone. River stands beside <<him>>. "Thank you, <<if maleChance() is 100>>boys and gentlemen<<elseif maleChance() is 0>>girls and ladies<<else>>boys and girls, ladies and gentlemen<</if>>, for coming," <<he>> says. "I'll be brief. Myself, River and two guests from outside town will judge. Each contestant will present their solution on stage."
<br><br>
A nervous murmur erupts from the front row. River frowns. "Did I forget to mention that part?"
<br><br>
<<generatey2>><<person2>>
Each student presents their solution in turn. Some are more nervous than others to talk in front of a crowd. One, a <<person>>, tries to flee the room. <<His>> friends stop <<him>>, and convince <<him>> to go through with it.
<br><br>
The last student climbs down from the stage. Leighton, River, and the two guests confer for a moment. They award the prize to the <<person>>, who seems almost as nervous to receive the prize as they were to present their work.
<br><br>
Leighton herds you and the other students from the hall. You might have learned something.
<<gmaths>><<mathsskill 6>>
<br><br>
<<set $mathsproject to "done">>
<<mathsprojectfinish>>
<<link [[Next|Cliff Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
<<if $leftarm is "bound" or $rightarm is "bound" or $feetuse is "bound">><<unbind>>
Your bindings come loose. "You can't enter the competition like that," River says from behind, before rushing off to help someone else.
<br><br>
<</if>>
Leighton instructs you and the other entrants to sit in the front row.
<<if C.npc.Whitney.state is "active" and C.npc.Whitney.init is 1>>
<<set $mathsprojectwhitney to 1>>
<<npc Whitney>><<person1>>Before you can make it however, you feel someone's hand on your <<bottom>>. You turn right to face the culprit, but a hand snakes around your left shoulder and snatches your solution from your grip. It's Whitney.
<br><br>
You try to take it back, but <<he>> shoves you away. "So this is what you've been up to," <<he>> says, looking at the paper. "What a waste of time. Maybe I should tear it up."
<<gstress>><<stress 6>>
<br><br>
<<link [[Get angry|Maths Competition Angry]]>><<npcincr Whitney dom -1>><</link>><<ldom>>
<br>
<<link [[Beg|Maths Competition Beg]]>><<npcincr Whitney dom 1>><<sub 1>><</link>><<gdom>>
<br>
<<link [[Call for help|Maths Competition Help]]>><<npcincr Whitney love -1>><</link>><<llove>>
<br>
<<else>>
You take a seat, and wait as the rest fill.
<br><br>
<<link [[Next|Maths Competition Intro]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>>
<<if $speech_attitude is "meek">>
"That's not fair," you say. "I worked really hard on it."
<<elseif $speech_attitude is "bratty">>
"Don't," you say. "Or else."
<<else>>
"Give it back," you say. "Or I'll make you regret it."
<</if>>
<br><br>
Whitney laughs. "That mouth is gonna get you in trouble," <<he>> says. <<He>> looks thoughtfully at the paper, then hands it to you. "You'll make it up to me later."
<br><br>
You continue to the front row and find an empty seat. You glance around, worried that Whitney followed you. You see <<him>> sitting with <<his>> friends on the other side of the hall, in the second row.
<br><br>
<<endevent>>
<<link [[Next|Maths Competition Intro]]>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
<<if $speech_attitude is "meek">>
"P-please, no," you say. "I worked so hard on it."
<<elseif $speech_attitude is "bratty">>
"Don't you dare," you say. "I worked really hard on that."
<<else>>
"Please don't," you say. "I worked really hard on that."
<</if>>
<br><br>
Whitney laughs. "Poor you," <<he>> says. <<He>> looks thoughtfully at the paper, then hands it to you. "You'll make it up to me later."
<br><br>
You continue to the front row and find an empty seat. You glance around, worried that Whitney followed you. You see <<him>> sitting with <<his>> friends on the other side of the hall, in the second row.
<br><br>
<<endevent>>
<<link [[Next|Maths Competition Intro]]>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
You call to River, who pierces Whitney with <<nnpc_his "River">> blue eyes.
<br><br>
"I'm only joking around," Whitney scoffs as <<he>> makes a paper aeroplane from your solution. <<He>> throws it at you. "You're gonna make it up to me later."
<br><br>
You continue to the front row and find an empty seat. You glance around, worried that Whitney followed you. You see <<him>> sitting with <<his>> friends on the other side of the hall, in the second row.
<br><br>
<<endevent>>
<<link [[Next|Maths Competition Intro]]>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
More students arrive, some carrying papers, others here to watch. Leighton instructs the other entrants to sit in the front row.
<br><br>
<<npc Leighton>><<person1>>
The <<nnpc_title "Leighton">> climbs the stage and taps the microphone. River stands beside <<him>>. "Thank you, <<if maleChance() is 100>>boys and gentlemen<<elseif maleChance() is 0>>girls and ladies<<else>>boys and girls, ladies and gentlemen<</if>>, for coming," <<he>> says. "This is a fuller audience than we expected. I'll be brief. Myself, River and two guests from outside town will judge. Each contestant will present their solution on stage, and use the projector to display their work."
<<if $anxiety gte 2>>
You feel a little sick.
<<ggstress>><<stress 18>>
<<elseif $anxiety gte 1>>
You feel anxious.
<<gstress>><<stress 6>>
<</if>>
<br><br>
A nervous murmur erupts from the front row. River frowns. "Did I forget to mention that part?"
<br><br>
<<generatey2>><<person2>>
The first student to be called up, a <<person>>, tries to flee the room. <<Hes>> stopped by <<his>> friends and convinced to go through with it. <<He>> trips over <<his>> words and drops <<his>> papers twice, but <<hes>> smiling at the end of it.
<br><br>
The next student is more confident. Leighton calls the entrants up one by one, working down the row. You'll be the last. Not a single student's solution is anything like another's.
<br><br>
<<endevent>>
Leighton points at you. <<if $anxiety gte 1>>You swallow your nerves and climb the stage.<<else>>You climb the stage.<</if>>
<br><br>
<<link [[Next|Maths Competition Stage]]>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
You stand beside the projector and look at the audience. There are a mixture of students and older strangers.
<<if $mathsprojectwhitney is 1>>
<<npc Whitney>><<person1>>
Whitney sits to one side. <<His>> expression is blank, but <<his>> friends are smirking.
<<else>>
<</if>>
<br><br>
<<endevent>>
<<npc Leighton>><<person1>>
"Don't tarry," Leighton says. "We're pressed for time." A photographer sets up their equipment nearby, getting ready to take pictures of the winner.
<br><br>
<<endevent>>
<<link [[Proceed|Maths Competition Proceed]]>><</link>>
<br>
<<if hasSexStat("exhibitionism", 3)>>
<<link [[Tease|Maths Competition Flirt]]>><<set $mathschance += 10>><</link>><<exhibitionist3>><<note "+ Success Chance" "gold">>
<br>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>>
You knock your paper on the floor. It slides along, and rests in front of Leighton. "Oops," you say. You saunter to the edge of the stage, turn around, and bend over. You pretend to have difficulty picking it up, and wiggle your <<bottom>> at the audience during your "attempts."
<<exhibitionism3>>
You hear giggling from the crowd. You look between your legs. River and the two guests avert their eyes. River looks pale. Leighton leans forward and stares.
<br><br>
You pick up the paper and return to the microphone.
<br><br>
<<link [[Next|Maths Competition Proceed]]>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
<<npc River>><<person1>>
<<if $mathschancestart is 0>>
You do your best to sound smart, using what little you remember from the booklet. Your paper is little more than a collection of doodles, but you show it with the projector regardless. The judges don't seem impressed.
<<elseif $mathschancestart lte 20>>
You present your solution. It's more a collection of ideas than anything solid, but people have presented worse.
<<elseif $mathschancestart lte 40>>
You present your solution. The judges look bored for the most part, but one of the suited guest raises their eyebrows. You hope that's a good thing.
<<elseif $mathschancestart lte 60>>
Your solution for the maths competition lies on the desk in front of you. There's a lot of room for improvement.
<<elseif $mathschancestart lte 80>>
Your solution for the maths competition lies on the desk in front of you. It's not complete, but it represents an impressive effort.
<<elseif $mathschancestart lte 99>>
You present your solution. The suited guests keep glancing at each other. They look impressed. River looks a little proud.
<<else>>
You present your solution. The suited guests keep glancing at each other. They look impressed. River looks a little proud. As you continue the suited guests break into a quiet discussion. River looks awed. Leighton seems to be staring at something beneath your waistline.
<br><br>
River shakes <<his>> head. "It's a good thing you went last," <<he>> says.
<</if>>
<br><br>
<<endevent>>
<<if $mathsprojectwhitney is 1 and $worn.lower.name isnot "naked">>
<<if $worn.lower.set is $worn.upper.set and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt isnot 1>>
You pass the judges on the way down from the stage. You take your seat and wait for their decision.
<br><br>
<<link [[Next|Maths Competition End]]>><</link>>
<br>
<<else>>
<<link [[Next|Maths Competition Exposure]]>><</link>>
<br>
<</if>>
<<else>>
You pass the judges on the way down from the stage. You take your seat and wait for their decision.
<br><br>
<<link [[Next|Maths Competition End]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>>
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
You feel a tug on your $worn.lower.name. You look down just in time to see it flare up, pulled by some invisible force. You push down the front of the hem fast enough to prevent your <<undies>> being revealed, but you feel cool air on your <<bottom>>.
<br><br>
You hear giggles and murmuring from the audience. <<npc River>><<person1>>River puts <<his>> hands over <<his>> eyes. One of the suited guests raises a hand to their mouth. The other looks away, blushing. Leighton is smiling.
<br><br>
You realise how little you managed to keep down. Enough to keep your privates concealed, but everyone can see what you're wearing beneath. You feel blood rush to your face.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<<endevent>>
<<npc Whitney>><<person1>>
<<if $worn.under_lower.name is "naked">>
"No underwear," Whitney says. "Perfect." <<Hes>> tugging at the air, as if holding something.
<br><br>
<<else>>
"Nice underwear," Whitney says. "And you're so eager to show it off." <<Hes>> tugging at the air, as if holding something.
<br><br>
<</if>>
You feel around with your free hand and find it. A wire is attached to your skirt. It must be looped around something in the rafters. The tugging at the back and sides suggests there are more than one.
<br><br>
Whitney's friends line up behind <<him>> and grasp at the air, trying to find the wire. They are preparing for a mighty pull.
<br><br>
<<link [[Protect your dignity|Maths Competition Protect Skirt]]>><<stress 6>><</link>><<gstress>>
<br>
<<link [[Finish the presentation|Maths Competition Finish Skirt]]>><<stress 12>><<trauma 6>><<set $mathschance += 10>><</link>><<gtrauma>><<ggstress>><<note "+ Success Chance" "gold">>
<br>
<<else>>
You feel a tug on your $worn.lower.name. You look down just in time to see it lurch down, pulled by some invisible force. You grab the front of the hem fast enough to prevent your <<undies>> being revealed, but you feel cool air on your <<bottom>>.
<br><br>
You hear giggles and murmuring from the audience. <<npc River>><<person1>>River puts <<his>> hands over <<his>> eyes. One of the suited guests raises a hand to their mouth. The other looks away, blushing. Leighton is smiling.
<br><br>
You realise how little you managed to keep up. Enough to keep your privates concealed, but everyone can see what you're wearing beneath. You feel blood rush to your face.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<<endevent>>
<<npc Whitney>><<person1>>
<<if $worn.under_lower.name is "naked">>
"No underwear," Whitney says. "Perfect." <<Hes>> tugging at the air, as if holding something.
<br><br>
<<else>>
"Nice underwear," Whitney says. "And you're so eager to show it off." <<Hes>> tugging at the air, as if holding something.
<br><br>
<</if>>
You feel around with your free hand and find it. A wire is attached to your bottoms. It must be looped around something beneath the stage. The tugging at the back and sides suggests there are more than one.
<br><br>
Whitney's friends line up behind <<him>> and grasp at the air, trying to find the wire. They are preparing for a mighty pull.
<br><br>
<<link [[Protect your dignity|Maths Competition Protect Shorts]]>><<stress 6>><</link>><<gstress>>
<br>
<<link [[Finish the presentation|Maths Competition Finish Shorts]]>><<stress 12>><<trauma 6>><<set $mathschance += 10>><</link>><<gtrauma>><<ggstress>><<note "+ Success Chance" "gold">>
<br>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>>
<<set $mathsexposed to "safe">>
You grasp the hem of your $worn.lower.name with both hands as Whitney and <<his>> friends tug. You manage to prevent them from revealing your <span class="pink"><<undies>></span> to the audience, but the fabric covering you becomes even tighter.
<br><br>
The audience is alive with excitement. Some look away, but most stare in astonishment, or pull phones from their pockets. Leighton sits on the edge of <<endevent>><<npc Leighton>><<person1>><<his>> seat. <<endevent>><<npc River>><<person1>>River remains completely still, hands covering <<his>> eyes.
<br><br>
The photographer now darts around in front of the stage, taking pictures of the struggle from every angle. Perhaps waiting for the moment you're exposed in front of everyone.
<br><br>
<<endevent>><<npc Whitney>><<person1>>
Whitney and friends stop pulling for a moment, but only to reposition in the aisle so they can put their backs into it. The force almost lifts you off the ground.
<br><br>
You feel a slackness as one of the wires snaps, soon followed by the others. Whitney and <<his>> friends fall backwards. You almost fall over yourself. Your skirt floats back where it belongs. You spend a few moments removing the hooks.
<br><br>
<<endevent>><<npc Leighton>><<person1>>"That's enough," Leighton says. "Time to wrap up."
<br><br>
<<if $speech_attitude is "meek">>
"B-but I haven't finished," you say.
<<elseif $speech_attitude is "bratty">>
"I'm not done yet," you say.
<<else>>
"But I still need to-" you begin to protest. Leighton interrupts.
<br><br>
<</if>>
"I said that's enough," <<he>> says. "I have places to be."
<br><br>
You pass the judges on the way down from the stage. You take your seat and wait for their decision.
<br><br>
<<link [[Next|Maths Competition End]]>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
<<set $mathsexposed to "safe">>
You grasp the hem of your $worn.lower.name with both hands as Whitney and <<his>> friends tug. You prevent them from revealing your <span class="pink"><<undies>></span> to the audience, but the fabric covering you becomes even tighter.
<br><br>
The audience is alive with excitement. Some look away, but most stare in astonishment, or pull phones from their pockets. Leighton sits on the edge of <<endevent>><<npc Leighton>><<person1>><<his>> seat. <<endevent>><<npc River>><<person1>>River remains completely still, hands covering <<his>> eyes.
<br><br>
The photographer now darts around in front of the stage, taking pictures of the struggle from every angle. Perhaps waiting for the moment you're exposed in front of everyone.
<br><br>
<<endevent>><<npc Whitney>><<person1>>
Whitney and friends stop pulling for a moment, but only to reposition in the aisle so they can put their backs into it. The force almost forces you to the ground.
<br><br>
You feel a slackness as one of the wires snaps, soon followed by the others. Whitney and <<his>> friends fall backwards. You almost fall over yourself. You pull your $worn.lower.name back where it belongs. You spend a few moments removing the hooks.
<br><br>
<<endevent>><<npc Leighton>><<person1>>"That's enough," Leighton says. "Time to wrap up."
<br><br>
<<if $speech_attitude is "meek">>
"B-but I haven't finished," you say.
<<elseif $speech_attitude is "bratty">>
"I'm not done yet," you say.
<<else>>
"But I still need to-" you begin to protest. Leighton interrupts.
<</if>>
<br><br>
"I said that's enough," <<he>> says. "I have places to be."
<br><br>
You pass the judges on the way down from the stage. You take your seat and wait for their decision.
<br><br>
<<link [[Next|Maths Competition End]]>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
<<if $worn.under_lower.type.includes("naked")>>
<<fameexhibitionism 60 "pic">><<set $mathsexposed to "genitals">>
<<else>>
<<fameexhibitionism 30 "pic">><<set $mathsexposed to "undies">>
<</if>>
You keep your skirt held down with one hand and continue with the presentation. Whitney's friends join in the tugging. Your $worn.lower.name becomes tighter, until just a finger of fabric protects your <<genitals>> from the audience.
<br><br>
Leighton and most of the crowd sit on the edge of their seats. <<endevent>><<npc River>><<person1>>River keeps <<his>> eyes covered, but the guests watch with horrified expressions. With a final tug, your $worn.lower.name <<lowerplural>> torn free from your grip, <span class="pink">exposing you to the crowd.</span>
<br><br>
Gasps and laughter fill the hall. Some look away, but most stare in astonishment, or pull phones from their pockets. River might have fainted.
<br><br>
<<if $player.penisExist and $player.vaginaExist and !playerChastity("hidden")>>
"<<pShe>> has both!" someone shouts.
<br>
"I can't believe it."
<br>
"Wait, so where does the pussy start and where does the penis end?"
<br>
"Quick, take a picture! No one will believe otherwise!"
<br>
"Do you think <<pshe>> can fuck <<pherself>>?"
<br>
<<if playerBellyVisible()>>
"That belly... did <<pshe>> literally impregnate <<pherself>>?"
<br>
<<famepregnancy 1>>
<</if>>
<<schoolrep herm 1>>
<<elseif $player.gender isnot $player.gender_appearance and !playerChastity("hidden") and $NudeGenderDC gt 0>>
<<if $player.gender is "m">>
"He's a boy!" someone shouts.
<br>
"Is he some kind of pervert?"
<br>
"I bet he's doing this on purpose."
<br>
<<else>>
"She's a girl!" someone shouts.
<br>
"Is she some kind of slut?"
<br>
"I bet she's doing this on purpose."
<br>
<</if>>
<br><<schoolrep crossdress 1>>
<</if>>
With a shaking voice you try to talk through your solution as if nothing is amiss. <<if $worn.under_lower.type.includes("naked")>> As if your <<genitals>> does not have the attention of everyone in the room. <</if>>The photographer darts around in front of the stage, taking pictures of you from every angle.
<br><br>
You reach the end of your presentation. The audience cheers and applauds. You feel around for the hooks, and remove them one by one. Your skirt falls back into place, covering your <<undies>>. Whitney leans back and smirks.
<br><br>
<<endevent>><<npc Leighton>><<person1>>
"Very good," Leighton says. <<He>> shakes River awake.
<br><br>
Heart still thumping, you step down from the stage. You take your seat and wait for judges' decision.
<br><br>
<<endevent>>
<<link [[Next|Maths Competition End]]>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
<<if $worn.under_lower.type.includes("naked")>>
<<fameexhibitionism 60 "pic">><<set $mathsexposed to "genitals">>
<<else>>
<<fameexhibitionism 30 "pic">><<set $mathsexposed to "undies">>
<</if>>
You keep your clothes held up with one hand and continue with the presentation. Whitney's friends join in the tugging. Your $worn.lower.name becomes tighter, until just a finger of fabric protects your <<genitals>> from the audience.
<br><br>
Leighton and most of the crowd sit on the edge of their seats. <<endevent>><<npc River>><<person1>>River keeps <<his>> eyes covered, but the guests watch with horrified expressions. With a final tug, your $worn.lower.name <<lowerplural>> torn free from your grip, <span class="pink">exposing you to the crowd.</span>
<br><br>
Gasps and laughter fill the hall. Some look away, but most stare in astonishment, or pull phones from their pockets. River might have fainted.
<br><br>
<<if $player.penisExist and $player.vaginaExist and !playerChastity("hidden")>>
"<<pShe>> has both!" someone shouts.
<br>
"I can't believe it."
<br>
"Wait, so where does the pussy start and where does the penis end?"
<br>
"Quick, take a picture! No one will believe otherwise!"
<br>
"Do you think <<pshe>> can fuck <<pherself>>?"
<br>
<<if playerBellyVisible()>>
"That belly... did <<pshe>> literally impregnate <<pherself>>?"
<br>
<<famepregnancy 1>>
<</if>>
<<schoolrep herm 1>>
<<elseif $player.gender isnot $player.gender_appearance and !playerChastity("hidden") and $NudeGenderDC gt 0>>
<<if $player.gender is "m">>
"He's a boy!" someone shouts.
<br>
"Is he some kind of pervert?"
<br>
"I bet he's doing this on purpose."
<br>
<<else>>
"She's a girl!" someone shouts.
<br>
"Is she some kind of slut?"
<br>
"I bet she's doing this on purpose."
<br>
<</if>>
<br><<schoolrep crossdress 1>>
<</if>>
With a shaking voice you try to talk through your solution as if nothing is amiss. <<if $worn.under_lower.type.includes("naked")>> As if your <<if $player.penisExist>><<penis>><<else>><<pussy>><</if>> does not have the attention of everyone in the room. <</if>>The photographer darts around in front of the stage, taking pictures of you from every angle.
<br><br>
You reach the end of your presentation. The audience cheers and applauds. You crouch to feel around for the hooks, and remove them one by one. You pull your $worn.lower.name into place, covering your <<undies>>. Whitney leans back and smirks.
<br><br>
<<endevent>><<npc Leighton>><<person1>>
"Very good," Leighton says. <<He>> shakes River awake.
<br><br>
Heart still thumping, you step down from the stage. You take your seat and wait for judges' decision.
<br><br>
<<endevent>>
<<link [[Next|Maths Competition End]]>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
<<endevent>>
<<npc Leighton>><<person1>>
Leighton, River and the two guests confer on stage for a moment.
<<if $mathschance gte 1 and $mathschancestart is 0>>
Leighton seems to be arguing with the others.
<<if $mathschance gte $rng>>
River throws up <<nnpc_his "River">> hands in exasperation as Leighton steps up to the microphone and clears <<his>> throat.
<<else>>
<<He>> shakes <<his>> head, then steps up to the microphone and clears <<his>> throat.
<br><br>
<</if>>
<</if>>
"We've made a decision," <<he>> says.
<<if $mathschance gte $rng>>
<span class="green">"The winner is the student with the <<haircolourtext>> hair." <<He>> points at you.</span> "Come on up."
<br><br>
You climb the stage and shake Leighton's hand as <<he>> smiles for a waiting photographer. <<He>> hands you the trophy. There's <<printmoney 200000>><<money 200000 "schoolProject">> inside.
The audience cheers and applauds.
<<npcincr River love 5>><<llltrauma>><<trauma -120>><<famebusiness 100 "pic">>
<br><br>
<<if $mathsexposed isnot undefined>>
<<endevent>><<npc River>><<person1>>River struggles to look you in the eye. "I expect you to get an A* on every exam from now on," <<he>> says. "You've proven capable." <<He>> and Leighton herd you and the other students from the building. A few people try to grope you on the way out.
<<llldelinquency>><<detention -54>>
<br><br>
<<else>>
<<endevent>><<npc River>><<person1>>River smiles. "I expect you to get an A* on every exam from now on," <<he>> says. "You've proven capable." <<He>> and Leighton herd you and the other students from the building.
<<llldelinquency>><<detention -54>>
<br><br>
<</if>>
<<set $mathsproject to "won">><<set $mathsprojectwon to 1>><<earnFeat "Maths Competition Winner">>
<<mathsprojectfinish>>
<<link [[Next|Cliff Street]]>><<unset $mathsexposed>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<generate2>>
<span class="red"><<He>> announces that a <<person2>><<person>> is the winner.</span> <<He>> rushes up to accept <<his>> trophy.
<br><br>
<<if $mathsexposed isnot undefined>>
Leighton herds you and the other students from the hall. "I appreciate your effort," River says to you on the way out. <<nnpc_He "River">> struggles to look you in the eye.
<<lldelinquency>><<detention -18>>
<br><br>
A few people try to grope you on the way out.
<br><br>
<<else>>
Leighton herds you and the other students from the hall. "I appreciate your effort," River says to you on the way out, before being pulled away by one of the suited guests.
<<lldelinquency>><<detention -18>>
<br><br>
<</if>>
<<set $mathsproject to "done">>
<<mathsprojectfinish>>
<<link [[Next|Cliff Street]]>><<unset $mathsexposed>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>>
You are on the school roof, a wide expanse overlooking both the front and rear yards.
<<if $schoolstate is "lunch">>
<<if $NPCName[$NPCNameList.indexOf("Whitney")].init is 1 and !["dungeon", "pillory"].includes(C.npc.Whitney.state) and $daily.whitney.roofLeave isnot true>>
Whitney leans against one of the railings, flanked by friends and
<<if Weather.precipitation is "rain">>
sheltered from the wind-swept rain by a nearby wall.
<<else>>
watching the grounds below.
<</if>>
<br><br>
<<else>>
<<if Weather.precipitation is "rain">>
Groups of students chat in groups, huddled in the few dry spots.
<br><br>
<<else>>
Groups of students chat in groups, eating from lunchboxes.
<</if>>
<br><br>
<</if>>
<<elseif $schoollesson is 1>>
There's no one around. You see movement through the windows of various classrooms.
<br><br>
<<elseif $schoolday is 1>>
<<if $schoolstate is "morning">>
Students chat in groups,
<<if Weather.precipitation is "rain">>
huddling near walls for shelter from the wind-swept rain.
<<else>>
making the most of their free time before lessons begin.
<</if>>
<br><br>
<<elseif $schoolstate is "afternoon">>
Students chat in groups,
<<if Weather.precipitation is "rain">>
huddling near walls for shelter from the wind-swept rain.
<<else>>
relieved that lessons are over.
<</if>>
<br><br>
<<else>>
There's no one around.
<br><br>
<</if>>
<<else>>
There's no one around.
<br><br>
<</if>>
<<if $exposed gte 1>>
You hide behind a corner, concealing your <<lewdness>>.
<br><br>
<</if>>
<<if $schoolstate is "lunch" and $NPCName[$NPCNameList.indexOf("Whitney")].init is 1 and !["dungeon", "pillory"].includes(C.npc.Whitney.state) and !$whitney_roof>>
<<whitney_roof_events>>
<<else>>
<<link [[Hallways (0:01)|Hallways]]>><<endevent>><<pass 1>><</link>>
<br>
<</if>><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Whitney Roof Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Whitney Roof Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Whitney leans against the railing to catch <<his>> breath. <<His>> friends are too bemused by <<his>> state to interfere with your escape.
<<llust>><<npcincr Whitney lust -20>>
<br><br>
<<tearful>> you rush from the roof.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Hallways]]>><<endevent>><</link>>
<<elseif $enemyhealth lte 0>>
Whitney falls against the railing, and <<his>> friends back away from your outburst. They don't interfere with your escape.
<br><br>
<<tearful>> you rush from the roof.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|School Roof]]>><<endevent>><</link>>
<<else>>
<<tearful>> you fall to the ground, too hurt to keep fighting.
<br><br>
<<clotheson>>
<<endcombat>><<npc Whitney>><<person1>>
<br><br>
Whitney lifts you to your feet, an evil glint in <<his>> eye.
<br><br>
<<link [[Next|Whitney Roof Railing]]>><</link>>
<</if>><<effects>>
Whitney pushes your waist against the railing, and presses against you from behind. "Feel that, slut?" <<he>> asks, grinding <<his>> crotch against your <<bottom>>. "That's your fault."<<garousal>><<arousal 600>>
<br><br>
Several students below look up. You're not so high they can't tell who you are.
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Grind back|Whitney Roof Railing Grind]]>><<npcincr Whitney lust 5>><</link>><<promiscuous2>><<glust>>
<br>
<</if>>
<<link [[Let Whitney do what <<he>> wants| Whitney Roof Railing Let]]>><<arousal 600>><</link>><<garousal>>
<br>
<<link [[Ask Whitney to let you go|Whitney Roof Railing Ask]]>><</link>>
<br><<effects>>
You grind against Whitney, raising your <<bottom>> in time with <<his>> thrusts. <<His>> friends crowd in for a closer look. <<promiscuity2>>
"See?" Whitney asks. <<He>> holds your hips in <<his>> grip as you bounce up and down. "Don't you lot get any funny ideas. Just watch."
<br><br>
<<if $NPCName[$NPCNameList.indexOf("Whitney")].love gte 5>>
<<link [[Next|Whitney Roof Railing 2]]>><</link>>
<br>
<<else>>
<<link [[Next|Whitney Roof Railing End]]>><</link>>
<br>
<</if>><<effects>>
You remain passive, only moving to stay steady as Whitney thrusts against you with unpredictable force. <<His>> friends crowd in for a closer look.
<br><br>
<<if $NPCName[$NPCNameList.indexOf("Whitney")].love gte 5>>
<<link [[Next|Whitney Roof Railing 2]]>><</link>>
<br>
<<else>>
<<link [[Next|Whitney Roof Railing End]]>><</link>>
<br>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"Please let me go," you say. "Everyone down there can see us. They'll get the wrong impression."
<<elseif $speech_attitude is "bratty">>
"Get the fuck away from me," you say. "Everyone down there is gonna think I'm as perverted as you."
<<else>>
"Let me go," you say. "People down there will think we're doing something more obscene than we really are."
<</if>>
<br><br>
Whitney answers with a violent thrust against your <<bottom>>, making you jolt. "That's the point," Whitney says. "I want everyone to know who they should come to if they want a piece of you."
<br><br>
<<if $NPCName[$NPCNameList.indexOf("Whitney")].love gte 5>>
<<link [[Next|Whitney Roof Railing 2]]>><</link>>
<br>
<<else>>
<<link [[Next|Whitney Roof Railing End]]>><</link>>
<br>
<</if>><<effects>>
Whitney continues thrusting. <<He>> grasps your hair and tilts your head back as <<his>> friends reach for phones.
<br><br>
You look down, and see you've caught the attention of students below.
<br><br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Moan|Whitney Roof Railing Moan]]>><<arousal 600>><</link>><<promiscuous3>><<garousal>>
<br>
<</if>>
<<link [[Endure|Whitney Roof Railing Endure]]>><</link>>
<br><<effects>>
You close your eyes and moan aloud. One of Whitney's friends laughs, but is soon silenced by another. They're trying to record everything.
<<promiscuity3>>
"You getting this?" Whitney asks, inviting <<his>> friends closer with a motion from one hand.
<br><br>
<<if $NPCName[$NPCNameList.indexOf("Whitney")].love gte 10>>
<<link [[Next|Whitney Roof Railing 3]]>><</link>>
<br>
<<else>>
<<link [[Next|Whitney Roof Railing End]]>><</link>>
<br>
<</if>><<effects>>
You endure Whitney's incessant thrusting, and the gazes of the students below. Whitney leans over you, and smiles at the crowd.
<br><br>
"Enjoying the show, perverts?" <<he>> shouts. <<He>> licks your cheek. "This slut is mine, get your own."
<br><br>
<<if $NPCName[$NPCNameList.indexOf("Whitney")].love gte 10>>
<<link [[Next|Whitney Roof Railing 3]]>><</link>>
<br>
<<else>>
<<link [[Next|Whitney Roof Railing End]]>><</link>>
<br>
<</if>><<effects>>
Whitney steps to your side and pulls you into a standing position. <<He>> leans against the railing, both of you in full view of the crowd below. Anyone who enters the yard stops to see what's seized everyone's attention.
<br><br>
<<He>> grasps the back of your neck, and leans in for a kiss.
<br><br>
<<link [[Shove|Whitney Roof Railing Shove]]>><<npcincr Whitney love -1>><</link>><<llove>>
<br>
<<link [[Kiss|Whitney Roof Railing Kiss]]>><<arousal 600>><<npcincr Whitney love 1>><</link>><<kissvirginitywarning>><<glove>><<garousal>>
<br><<effects>>
You shove Whitney away from you, and wrench yourself free of <<his>> grasp. <<He>> laughs it off, but watches you with possessive eyes as you walk away.
<br><br>
<<link [[Next|School Roof]]>><<endevent>><</link>>
<br><<effects>>
Whitney's lips meet yours. <<He>> sucks your tongue into <<his>> mouth, and kneads it with <<his>> own.<<takeKissVirginity "Whitney" `($whitneyromance is 1?"loveInterest":"romantic")`>>
<br><br>
You hear the false clicks of the phones around you as Whitney's friends take pictures. <<He>> pulls away. The crowd below are still watching.
<br><br>
<<if $arousal gte $arousalmax>>
"That'll be all, slut," Whitney says, slapping your <<bottom>> into motion. The impact sends ripples of sensation up your spine. <<orgasm>>
You lean against the railing to steady your legs. "You're such a slut," Whitney says, bending you over.
<br><br>
<<link [[Next|Whitney Roof Railing Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
"That'll be all, slut," Whitney says, slapping your <<bottom>> into motion. <<He>> eyes you as you walk away.
<br><br>
<<link [[Next|School Roof]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<if $arousal gte $arousalmax>>
Whitney steps to your side, takes a selfie with your <<bottom>> in the background, then gives it a firm smack. The impact sends ripples of sensation up your spine. <<orgasm>>
You lean against the railing to steady your legs. "You're such a slut," Whitney says, bending you over.
<br><br>
<<link [[Next|Whitney Roof Railing Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
Whitney steps to your side, takes a selfie with your <<bottom>> in the background, then gives it a firm smack. "I'm done for now. Fuck off before I do something invasive."
<br><br>
<<link [[Next|School Roof]]>><<endevent>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<enableSchoolRescue "delinquency">>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Whitney Roof Railing Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Whitney Roof Railing Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Whitney gives your <<bottom>> another smack, and sends you on your way.<<llust>><<npcincr Whitney lust -10>>
<br><br>
<<tearful>> you stagger across the roof.
<br><br>
<<elseif $enemyhealth lte 0>>
Whitney falls against the railing, and steadies <<himself>> to prevent a fall.
<br><br>
<<tearful>> you flee across the roof. <<His>> friends are too amused to stop you.
<br><br>
<<else>>
<<set $rescued += 1>>
"Whitney!" barks a voice from below. It sounds like Doren. "I know that's you." The teacher emerges from the hallways beneath you, and looks up, but Whitney has already backed away from view.
<br><br>
<<He>> lights a cigarette. "Another time, slut."
<br><br>
<<tearful>> you walk across the roof.
<br><br>
<</if>>
<<clotheson>>
<<endcombat>>
<<link [[Next|School Roof]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"What would you like me to do?" you ask.
<<elseif $speech_attitude is "bratty">>
"Be more specific," you say.
<<else>>
"What do you mean?" you ask.
<</if>>
<br><br>
"Pose for us," Whitney replies. "Or strut like you're on a catwalk. Anything to get our juices flowing."
<br><br>
<<link [[Strike a cute pose|Whitney Roof Show Pose]]>><</link>>
<br>
<<link [[Strut like you're on a catwalk|Whitney Roof Show Strut]]>><</link>><<exhibitionist1>>
<br>
<<if hasSexStat("exhibitionism", 2)>>
<<link [[Strike an erotic pose|Whitney Roof Show Erotic]]>><</link>><<exhibitionist2>>
<</if>><<effects>>
You spread your legs and lean to the side with one hand on your hip, one eye closed as if winking, and your other hand making a peace sign.
<br><br>
Whitney's friends reach for their phones. Whitney just leans back and admires the view.
<br><br>
<<if $attractiveness gte 5000>>
<<famemodel 5>>
<<internet_photo "whitney_roof_cute">>
<</if>>
"That's all, slut." Whitney says once <<his>> friends have taken some pictures. "Go bother someone else."
<br><br>
<<link [[Next|School Roof]]>><<endevent>><</link>>
<br><<effects>>
You put your hands on your hips, and strut up and down the rooftop. Whitney's friends reach for their phones and follow along, filming you as you go. You draw attention from others on the roof as well.<<exhibitionism1>>
You reach the other end, spin on one foot, and strut back to Whitney. <<He>> remained where <<he>> stood, watching as <<his>> friends followed behind you. <<He>> remains unmoving when you reach <<him>>, and just watches with <<his>> arms folded.
<br><br>
<<link [[Blow a kiss|Whitney Roof Show Blow]]>><<npcincr Whitney love 1>><<npcincr Whitney lust 1>><</link>><<glust>><<glove>>
<br>
<<link [[Demand payment|Whitney Roof Show Demand]]>><</link>>
<br>
<<link [[Walk away|Whitney Roof Show Away]]>><</link>>
<br><<effects>>
You bend over theatrically and blow Whitney a kiss. <<He>> recoils just as theatrically, as if struck. You turn and strut away.
<br><br>
<<link [[Next|School Roof]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
You reach out a tentative hand. "That'll be £10 please."
<<elseif $speech_attitude is "bratty">>
You hold out your hand. "Ahem."
<<else>>
"That'll be £10," you say, holding out your hand.
<</if>>
<br><br>
Whitney pokes an elbow into the friend stood beside <<him>>. The friend looks reluctant, but hands Whitney a £10 note.
<br><br>
Whitney moves <<his>> hand as if to pass the money to you, but drops it mid-way, letting it fall to the ground. "Oops," <<he>> says. "Clumsy me." <<He>> wears a devious grin.
<br><br>
<<link [[Crouch and retrieve the money|Whitney Roof Show Crouch]]>><</link>>
<br>
<<link [[Walk away|Whitney Roof Show Away]]>><</link>>
<br><<effects>>
As soon as your head is level with Whitney's waist, <<he>> grasps the back of your head. You fall to your knees as <<he>> presses your head against <<his>> crotch.
<br><br>
<<link [[Next|Whitney Roof Show Oral]]>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<npcoral>>
<<enableSchoolRescue "delinquency">>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Whitney Roof Show Oral Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Whitney Roof Show Oral]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Whitney leans against the railing, and lights a cigarette.<<llust>><<npcincr Whitney lust -10>>
<br><br>
<<tearful>> you stagger away.
<br><br>
<<elseif $enemyhealth lte 0>>
Whitney shoves you away, and nurses <<his>> injuries.
<br><br>
<<tearful>> you walk away. <<His>> friends don't interfere.
<br><br>
<<else>>
<<set $rescued += 1>>
"I know that's you, Whitney!" shouts a voice from below. Doren emerges from the hallways, striding into the yard and looking up at the roof. Whitney has already put space between <<himself>> and the edge.
<br><br>
"Another time, slut," <<he>> says. <<tearful>> you stagger away.
<br><br>
<</if>>
<<clotheson>>
<<endcombat>>
<<link [[Next|School Roof]]>><<endevent>><</link>>
<br><<effects>>
You turn and walk away from Whitney, through <<his>> leering friends. You feel <<his>> eyes on your <<bottom>>.
<br><br>
<<link [[Next|School Roof]]>><<endevent>><</link>>
<br><<effects>>
You turn on the spot, and bend over, sticking your <<bottom>> into the air. You wiggle it, and cast a look over your shoulder. Whitney's friends scramble for their phones.<<exhibitionism2>>
<<if $worn.lower.skirt_down is 1>>
<<if $worn.under_lower.type.includes("naked")>>
<<if hasSexStat("exhibitionism", 5)>>
Your skirt flares in the breeze. You could escalate the situation, <span class="pink">but you're not wearing underwear.</span>
<br><br>
<<link [[Lift skirt|Whitney Roof Show Erotic Pantiless]]>><</link>><<exhibitionist5>>
<br>
<<else>>
Your skirt flares in the breeze. You tug it down, feeling a blush creep across your face. <span class="pink">You're not wearing underwear.</span><<gstress>><<stress 6>>
<br><br>
<</if>>
<<else>>
<<if hasSexStat("exhibitionism", 3)>>
Your skirt flares in the breeze. You could escalate the situation.
<br><br>
<<link [[Lift skirt|Whitney Roof Show Erotic Panties]]>><</link>><<exhibitionist3>>
<br>
<<else>>
Your skirt flares in the breeze. You tug it down before anyone gets a glimpse of your <<print $worn.under_lower.name>>.
<br><br>
<</if>>
<</if>>
<<else>>
Whitney's friends step closer, taking pictures as they do.
<br><br>
<</if>>
<<if $attractiveness gte 5000>>
<<famemodel 5>>
<<internet_photo "whitney_roof_erotic">>
<</if>>
<<link [[Stop|Whitney Roof Show Stop]]>><</link>>
<br><<effects>>
You reach for the hem of your skirt, give your audience a teasing flare, then pull it up entirely, exposing your <<genitals>> and <<bottom>>.<<exhibitionism5>>
Whitney's interest is piqued. <<His>> friends gasp, and jostle their phones to get a close up picture.
<br><br>
<<link [[Let them|Whitney Roof Show Erotic Pantiless Let]]>><</link>>
<br>
<<link [[Snatch a phone and run|Whitney Roof Show Erotic Pantiless Snatch]]>><<set $blackmoney += 40>><<crimeUp 40 "petty">><</link>><<gcrime "petty">>
<br><<effects>>
You give Whitney's friends time to get some good pictures from multiple angles before letting your skirt fall back into place, and standing upright.
<br><br>
"Thanks for the show," Whitney says. "That did the trick. Now fuck off before these idiots lose control."
<br><br>
<<fameexhibitionism 10>>
<<internet_photo "whitney_roof_erotic_pantiless">>
<<link [[Next|School Roof]]>><<endevent>><</link>>
<br><<effects>><<wearProp "phone" 0 "mobile">>
<<generatey2>><<person2>>
You give your <<bottom>> a provocative wiggle, and a sharp spank, luring your audience closer. Closer. A <<person>> pushes <<his>> phone right up to your <<genitals>> for a close up shot.
<br><br>
You reach out and snatch the <<person>>'s phone, and launch into a sprint. The <<person>> remains motionless for a second, shocked, giving you time to escape.
<br><br>
As you escape down the stairwell, you hear the <<persons>> colleagues laughing at <<him>>, Whitney among them.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><</link>>
<br><<effects>>
You reach for the hem of your skirt, give your audience a teasing flare, then pull it up entirely, exposing your <<undies>>. <<exhibitionism3>>
Whitney leans back and lights a cigarette, but <<his>> friends crowd for a closer look, phones at the ready.
<br><br>
<<fameexhibitionism 5>>
<<internet_photo "whitney_roof_erotic_panties">>
<<link [[Next|Whitney Roof Show Erotic Panties 2]]>><</link>>
<br><<effects>>
"Alright," Whitney says. "Give my <<girl>> some space." <<His>> friends step back as Whitney strides forward. <<He>> pulls your skirt over your <<bottom>>, and spanks you, jolting you upright.
<br><br>
"Get going slut, before I lose control of my dogs." <<He>> leans back against the railing.
<br><br>
<<link [[Next|School Roof]]>><<endevent>><</link>>
<br><<effects>>
You stand upright, and walk away. You feel the eyes of Whitney and <<his>> friends on your <<bottom>>.
<br><br>
<<link [[Next|School Roof]]>><<endevent>><</link>>
<br><<effects>>
You turn and run back down the stair well. Whitney's friends give chase, until Whitney shouts. "Leave the slut alone. <<pShe>>'ll be back."
<br><br>
<<link [[Next|Hallways]]>><<endevent>><</link>>
<br><<effects>>
Two of Whitney's friends take you by the arms, and pull you the rest of the way to Whitney.
<br><br>
Whitney flicks a cigarette butt off the roof, then grabs your chin. <<He>> turns your face this way, and that, examining each of your cheeks. <<He>> tries to open your mouth, like <<hes>> examining a horse.<<gstress>><<stress 6>>
<br><br>
<<link [[Cooperate|Whitney Roof Grope Cooperate]]>><<npcincr Whitney love 1>><<npcincr Whitney lust 10>><<arousal 600>><</link>><<glove>><<glust>>
<br>
<<link [[Pull away|Whitney Roof Grope Pull]]>><</link>><<physiquedifficulty 1 16000>>
<br><<effects>>
You allow Whitney to stare into your mouth, and turn you around to face <<his>> friends. <<He>> reaches around you, and places <<his>> hands over your <<breasts>>.
<br><br>
<<His>> friends leer openly as <<he>> gropes you in front of them, one hand travelling down your stomach to rest atop your <<genitals>>. <<He>> presses <<his>> fingers against you, feeling the shape beneath the fabric.
<br><br>
<<link [[Cooperate|Whitney Roof Grope Cooperate 2]]>><</link>>
<br>
<<link [[Bite|Whitney Roof Grope Bite]]>><<npcincr Whitney love -1>><<npcincr Whitney dom -1>><<control 10>><</link>><<llove>><<ldom>><<gcontrol>>
<br><<effects>>
Whitney leans closer, flutters <<his>> tongue against your cheek, then shoves you away from <<him>>. "Thanks slut," <<he>> says. "Now I know how much I should charge for you." <<He>> turns back to the railing, and hurls verbal abuse at a student passing below.
<br><br>
<<link [[Next|School Roof]]>><<endevent>><</link>>
<br><<effects>>
You chomp down on Whitney's fingers. With a pained cry, <<he>> backs away from you, almost falling over the railing.
<br><br>
<<generatey2>>
One of <<his>> friends can't contain <<person2>><<his>> laughter. Whitney silences <<him>> with a glare, but saves the nastier look for you. <<person1>><<He>> looks ready to retaliate, but instead turns to face the yard.
<br><br>
<<link [[Next|School Roof]]>><<endevent>><</link>>
<br><<effects>>
<<if $physiqueSuccess>>
You pull away from Whitney. <<He>> tries to grab your waist, but you kick <<him>> in the shin and put some distance between you.<<llove>><<ldom>><<npcincr Whitney love -1>><<npcincr Whitney dom -1>>
<br><br>
Whitney's gaze flicks between <<his>> friends, as if daring them to laugh. They remain silent. Whitney scowls, but turns away from you and faces the yard.
<br><br>
<<link [[Next|School Roof]]>><<endevent>><</link>>
<br>
<<else>>
You try to pull away from Whitney, <span class="red">but <<he>> grasps your wrists and pulls you against <<him>>.</span> "Did I say you could leave, slut?" <<he>> asks. <<He>> forces your mouth open with one hand and pushes the fingers of the other inside.<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<<link [[Cooperate|Whitney Roof Grope Cooperate 2]]>><</link>>
<br>
<<link [[Bite|Whitney Roof Grope Bite]]>><<npcincr Whitney love -1>><<npcincr Whitney dom -1>><<control 10>><</link>><<llove>><<ldom>><<gcontrol>>
<br>
<</if>><<effects>>
<<person1>>
You walk up to Whitney, attracting <<his>> attention at once. "What do you want, slut?" <<he>> asks. The <<person2>><<person>> struggles impotently in Whitney's grip.
<br><br>
<<link [[Tell Whitney to stop bullying|Whitney Roof Bully Stop]]>><</link>>
<br>
<<link [[Help Whitney convince|Whitney Roof Bully Throw]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "bratty">>
"Do you really think hurting this one is a good use of your time?" you ask.
<<elseif $speech_attitude is "meek">>
"Please don't hurt <<person2>><<him>>," you say.
<<else>>
"Put <<person2>><<him>> down before you hurt <<person2>><<him>>," you say.
<</if>>
<br><br>
Whitney pretends to consider a moment, then shoves the <<person>> hard against the railing. "I haven't hurt anyone. Yet." <<person1>><<He>> pushes the <<person2>><<person>> even further, making <<him>> lurch with vertigo.
<br><br>
The <<person>> produces <<his>> key from <<his>> shirt pocket. Whitney releases <<him>>, throws the key to one of <<person1>><<his>> friends, then lights a cigarette. Both the key and <<person2>><<person>> seem to be forgotten.
<br><br>
<<set $whitneyRoofKey to true>><<saveNPC 1 locker_key_owner>>
<<link [[Next|School Roof]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "bratty">>
"Do it," you say, flashing the <<person2>><<person>> an evil smile. "I want to hear <<him>> hit the ground."
<<elseif $speech_attitude is "meek">>
"Please do what <<person1>><<he>> says," you say, giving the <<person2>><<person>> a pleading look.
<<else>>
"Whitney will do it," you say, giving the <<person2>><<person>> a level look. <<person1>>"<<Hes>> crazy."
<</if>>
<br><br>
Whitney flashes you a thankful grin. Your words, and Whitney's aggression, reach the <<person2>><<person>>. <<He>> reaches into <<his>> pocket, and produces a key.
<br><br>
Whitney throws the key at one of <<person1>><<his>> friends, puts the <<person2>><<person>> down, and lights a cigarette as if the <<person>> and key are already forgotten.
<br><br>
<<set $whitneyRoofKey to true>><<saveNPC 1 locker_key_owner>>
<<link [[Next|School Roof]]>><<endevent>><</link>>
<br><<effects>>
Whitney's friends pay you no attention as you join their circle around Whitney. "On the count of three," <<person1>><<he>> says. "I push you over."
<br><br>
"One." <<He>> pushes the <<person2>><<person>> further over the edge. The <<person>>'s knuckles turn white as <<he>> grips the railing.
<br>
"Two." <<person1>><<He>> gives the <<person2>><<person>> a violent shove. The victim's arms flail.
<br>
<<if $rng gte 51>>
<<npc "Doren" 3>>
"Three!" Whitney grasps the <<person2>><<person>> with <<person1>><<his>> other hand, and hurls the student off the roof. <<person2>><<He>> screams as <<he>> falls, but you don't hear <<him>> hit the floor. The scream is replaced with a sob.
<br><br>
Whitney's friends rush to the railing to observe, pushing you with them. You arrive to see Doren below, holding the <<person2>><<person>> in <<person3>><<his>> arms.
<br><br>
"You've crossed a line Whitney," Doren says as <<he>> rights the <<person2>><<person>> to <<his>> feet, <<person3>><<his>> voice uncharacteristically cold.
<br><br>
"Nah," Whitney replies, lighting a cigarette. "I knew you were there."
<br><br>
"Detention," says Doren. "You need help." Whitney is already turning away.
<br><br>
<<else>>
<<npc "Sirris" 3>>
"Th-"
<br>
"Whitney!" shouts a voice from below. It sounds like Sirris. "I know that's you! Let the <<person2>><<personsimple>> down!"
<br><br>
Whitney considers a moment, as if wondering how to interpret the teacher's words. Then <<person1>><<he>> pulls the <<person2>><<person>> away from the precipice, and lights a calm cigarette.
<br><br>
<</if>>
<<link [[Next|School Roof]]>><<endevent>><</link>>
<br><<effects>>
You turn, and leave the <<person2>><<person>> to squirm in Whitney's grasp.
<br><br>
<<link [[Next|School Roof]]>><<endevent>><</link>>
<br><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
You scramble to get away, but Whitney snatches you before you can get too far.
<br><br>
<<if $delinquency lt 400>><<enable_rescue>><</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate "<span class='red'>No one comes to your aid, likely due to your reputation as a delinquent.</span>">>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Whitney Roof Bully Mean Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Whitney Roof Bully Mean Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation "short">>
Whitney stumbles against the railing, dazed and flushed.<<npcincr Whitney lust -20>><<llust>>
<br><br>
<<tearful>> you bolt for safety. <<His>> friends seem more interested in Whitney and don't pursue you.
<<elseif $enemyhealth lte 0>>
You manage to throw Whitney off and bolt for safety. No one follows you.
<br><br>
<<tearful>> you come to a stop.
<<elseif $alarm is 1 and $rescue is 1>>
"Oi! What's going on up there?" Doren shouts from the ground below.
<br><br>
One of Whitney's friends peeks over the railing. "Nothing!"
<br><br>
"Is that a cigarette in your mouth, <<nnpc_gendery "Whitney">>?" Doren sounds livid. "Stay right there, I'm coming up!"
<br><br>
"Idiot!" Whitney smacks <<his>> friend, then turns to you. "Don't let me catch you up here again, slut." <<He>> and <<his>> friends rush downstairs.<<set $daily.whitney.roofLeave to true>>
<br><br>
<<tearful>> you pick yourself up.
<br><br>
<<endcombat>>
<<clotheson>>
<<link [[Next|School Roof]]>><<set $eventskip to 1>><</link>>
<<exit>>
<<else>>
Wracked with pain, you curl up uselessly on the ground.
<br><br>
Whitney shoves <<his>> foot into your gut for good measure. "Fucking crybaby. You have ten seconds to get the fuck out of my sight before I toss you over the railing."
<br><br>
<<tearful>> you stagger to your feet and make your leave. The delinquents jeer at you as you walk away.<<status -5>><<lcool>>
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
You walk up to Whitney. <<He>> doesn't look pleased. "<<= either (`What the hell do you think you're doing up here, slut?`,`Who invited you, slut?`,`You fucking lost or something, slut?`)>>" You open your mouth to reply, but Whitney cuts you off. "Don't answer that. Since you're already here, I'll put you to good use."
<br><br>
<<He>> pushes on your shoulders, forcing you down to your knees. <<His>> friends eagerly take out their phones.
<br><br>
Whitney takes a long drag on <<his>> cigarette, then holds the lit end over you. "Hands out."
<br><br>
<<link [[Comply|Whitney Roof Bully Ashtray 2]]>><<sub 1>><<trauma 6>><<status -5>><<npcincr Whitney dom 1>><</link>><<gtrauma>><<lcool>><<gdom>>
<br>
<<link [[Refuse|Whitney Roof Bully Mean Fight]]>><<set $fightstart to 1>><<def 1>><<npcincr Whitney dom -1>><</link>><<ldom>>
<br><<effects>><<outfitChecks>>
<<if $speech_attitude is "meek">>
Fearful of Whitney's wrath, you
<<elseif $speech_attitude is "bratty">>
You sneer at the request, but you know you're outnumbered. You reluctantly
<<else>>
You hesitate, but you
<</if>>
cup your palms to catch the ashes when <<he>> taps them off.
<br><br>
Thankfully they don't hurt, but it is humiliating. "Pathetic," Whitney says over the laughter of <<his>> friends.
<br><br>
<<if C.npc.Whitney.lust gte 60>>
<<He>> crouches down and lifts your <<allTops>>, revealing your <<undertop>>. Whitney takes a drag and blows the smoke against your chest. "Nice view, though," <<he>> says as <<he>> rises. <<His>> friends take pictures of your <<upperstrip>><<lewdness>>.<<silently>><<clotheson>><</silently>>
<br><br>
<</if>>
<<He>> returns to smoking and socialising with <<his>> friends like you're not even there. You start to get up, but Whitney kicks you back into place. "Where do you think you're going, ashtray? I'm not done."
<br><br>
<<link [[Next|Whitney Roof Bully Ashtray End]]>><<set _timeLeft to 60 - Time.minute>><<pass _timeLeft>><</link>>
<br><<effects>>
You spend the remainder of the lunch hour on your knees next to Whitney, catching cigarette ashes in your hands.
<<if C.npc.Whitney.dom gte 10>>
Some of <<his>> gang look like they want to participate, though none of them have the courage to ask Whitney for permission.
<<else>>
<br><br>
A couple of delinquents ask Whitney for permission to use your services, too. "It'll cost you," <<he>> says with a smirk, adding more ash to the pile in your hands. They don't pursue it.
<</if>>
<br><br>
The bell rings. Your arms ache from keeping them elevated for so long. Whitney takes one last pull on <<his>> fag before stubbing it out on your arm.<<tiredness 5>><<pain 4>><<gtiredness>><<gpain>>
<br><br>
"If I catch you up here again, expect another handful of ash. Later, loser." <<He>> kicks you onto your back and heads into the school. <<His>> friends follow suit.<<npcincr Whitney lust 5>><<glust>>
<br><br>
<<tearful>> you climb to your feet and dust the ashes off your hands.
<br><br>
<<link [[Next|School Roof]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>><<outfitChecks>>
You walk up to the delinquents. Whitney's smile drops.
<br><br>
<<if $speech_attitude is "meek">>
"Wh-what's so funny?" you ask sheepishly.
<<elseif $speech_attitude is "bratty">>
"Don't tell me you're up here having a good time without me." You smirk.
<<else>>
"What's so funny, then?" you ask.
<</if>>
<br><br>
Whitney grabs you and yanks you close. "You lost, slut? The gloryholes are that way." This earns <<him>> some more snickers. "Actually, I'm glad you're here. You can help me out with something."
<br><br>
<<if $worn.under_lower.type.includes("naked")>>
<<link [[Next|Whitney Roof Bully Sell Panty End]]>><<set $phase to 0>><</link>>
<br>
<<else>>
Whitney spins you around to face <<his>> friends and <<= _bottomIsSkirt ? "flips up your skirt" : "yanks down your pants">>, revealing your <<undies>>. "Highest bidder gets the slut's <<undies>>." <<lowerstrip>>
<br><br>
<<link [[Endure|Whitney Roof Bully Sell Panty 2]]>><<set $phase to 0>><<sub 1>><<stress 6>><<trauma 6>><<npcincr Whitney dom 1>><</link>><<gstress>><<gtrauma>><<gdom>>
<br>
<<if hasSexStat("exhibitionism", 3)>>
<<link [[Upsell|Whitney Roof Bully Sell Panty 2]]>><<set $phase to 1>><<sub 1>><<npcincr Whitney dom 1>><<npcincr Whitney love 1>><</link>><<exhibitionist3>><<gdom>><<glove>>
<br>
<</if>>
<<link [[Run|Whitney Roof Bully Mean Fight]]>><<set $fightstart to 1>><<def 1>><<npcincr Whitney dom -1>><</link>><<ldom>>
<br>
<</if>><<effects>>
A <<generates2>><<person2>><<person>> chimes in first. "£1!"
<br><br>
Another shouts, "£5!" A few more rifle through their wallets.
<br><br>
<<if $phase is 1>>
<<generates3>><<generates4>>
<<flaunting>> you tease at your <<undies>>, revealing just a little more skin.<<exhibitionism3>>
<<if $speech_attitude is "meek">>
"Come on, <<group>>," you coo. "A-aren't they cute? I promise they're worth every penny..."
<<elseif $speech_attitude is "bratty">>
"I didn't realise Whitney's friends would be so damned cheap," you scoff. "Come on, <<group>>. This cute little number could be all yours for the right price."
<<else>>
"Come on, <<group>>," you coo. "Don't you like what you see? They're worth every penny."
<</if>>
<br><br>
Whitney's friends grow frantic. A <<person3>><<person>> holds up a crumpled wad of banknotes with a shaky hand. "£26!" <<he>> stutters.
<br><br>
A taller <<person4>><<personsimple>> snatches the cash out of the <<person3>><<persons>> hand and shouts, "£56!"
<br><br>
"Sold!" Whitney eagerly counts the money as you step out of your underwear and hand it to the bidder. The tall <<person4>><<personsimple>> seems pleased by <<his>> investment.
<<else>>
<<if $speech_attitude is "meek">>
You fidget nervously as Whitney's friends continue bidding on your <<undies>>. You try not to look at them.
<<elseif $speech_attitude is "bratty">>
You glare at Whitney's friends as they continue bidding on your <<undies>>, hoping to discourage them. They don't seem to notice.
<<else>>
You watch as Whitney's friends continue bidding on your <<undies>>.
<</if>>
<br><br>
The highest bid only goes to £15. "Cheapskates," Whitney mumbles as <<person1>><<he>> counts the cash. <<He>> tears off your <<undies>> and hands them to the winner.
<</if>>
<<if $whitneypantiescheck gte 2 and $worn.under_lower.gender is "f">>
<<set $whitneySellPantiesCheck to true>>
<</if>>
<<underlowerruined>>
<br><br>
<<link [[Next|Whitney Roof Bully Sell Panty End]]>><<set $phase to 1>><</link>>
<br><<effects>><<outfitChecks>>
<<person1>>
<<if $phase is 0>> /* No underwear */
Whitney spins you around to face <<his>> friends and <<= _bottomIsSkirt ? "flips up your skirt" : "yanks down your pants">>. "Highest bidder gets the slut's panti..." Whitney trails off mid-sentence as <<his>> friends start to whistle and jeer at your <<genitals>>.
<<else>> /* After selling the underwear */
The rest of <<his>> gang start to whistle and jeer at your newly exposed <<genitals>>.
<</if>>
<br><br>
<<set _genderUnknown to $player.gender isnot $player.gender_appearance and !$genderknown.includes("Whitney")>>
<<if _genderUnknown and !playerChastity("hidden") and $NudeGenderDC gt 0>>
<<set $genderknown.pushUnique("Whitney")>><<set _whitneyGenderUnknown is true>>
<<if $player.penisExist and $player.vaginaExist>>
"You have both?" Whitney says incredulously. "How is that even possible?<<if $schoolrep.herm gte 3>> I mean, I've heard rumours, but...<</if>>" <<He>> looks surprised, but not disappointed.
<<else>>
"No shit?" Whitney says incredulously. "That's what you got under there?" <<He>> looks surprised, but not disappointed.
<</if>>
<br><br>
<<if playerChastity()>>
<<if $worn.genitals.origin is "Whitney">>
<<He>> grasps your <<= $worn.genitals.name>> and smirks. "At least I know you're following orders." <<He>> laughs it off.
<<else>>
<<He>> grasps your <<= $worn.genitals.name>> and gives it a fruitless tug. "And you got it fucking locked up?" After a frustrated huff, <<he>> laughs it off.
<</if>>
<<else>>
<<He>> laughs it off.
<</if>>
<<elseif playerChastity()>>
<<if $worn.genitals.origin is "Whitney">>
Whitney grasps your <<= $worn.genitals.name>> and smirks. "At least I know you're following orders." <<He>> laughs it off.
<<else>>
Whitney sneers when <<he>> sees your <<= $worn.genitals.name>>. "What the fuck is that?" <<He>> gives it a fruitless tug. <<if $player.penisExist and $worn.genitals.name is "chastity parasite">><<arousal 600 "genitals">><<garousal>><</if>>
<br><br>
"What does a slut like you have it locked up for?" After a frustrated huff, <<he>> laughs it off.
<</if>>
<<elseif $phase is 1>> /* After selling the underwear */
Whitney's eyes linger on your exposed <<genitals>>. "You look much better like this, anyway."
<<if C.npc.Whitney.lust gte 60>>
<<His>> hand slips down to grope you. "Easier access."<<arousal 600 "genitals">><<garousal>>
<</if>>
<</if>>
<<if $phase is 0>> /* No underwear */
<<= playerChastity() or _whitneyGenderUnknown ? '"Well, then.' : 'Whitney laughs. "Oops.'>> Sorry, <<= C.npc.Whitney.pronoun is "m" ? "lads" : "girls">>. Looks like <<pshes>> fresh out of inventory."
<br><br>
<<if $whitneypantiescheck gte 1>>
<<if $speech_attitude is "meek">>
"B-but," you stutter, "you told me not to wear any..."
<<elseif $speech_attitude is "bratty">>
"What the hell did you expect?" you baulk. "You told me not to wear any!"
<<else>>
"Well, yeah," you say. "You told me I wasn't allowed to wear them."
<</if>>
<br><br>
Whitney rolls <<his>> eyes. "Yeah, yeah, good on you for following the rules." <<He>> shoves you to the ground. "Doesn't make you any less of a spineless slut, though. Now piss off downstairs. I'm done with you for now."
<<else>>
Whitney shoves you to the ground. "You really are a worthless slut. Now piss off downstairs. I'm done with you for now."
<</if>>
<br><br>
<<tearful>> you pick yourself up and fix your clothes. The delinquents snicker at you as you walk away.
<br><br>
<<else>> /* After selling the underwear */
<br><br>
<<He>> takes out a cigarette from <<his>> shirt pocket and smacks your rear.
<<if $whitneypantiescheck is 1 and $whitneySellPantiesCheck isnot true>>
"You're lucky I don't punish you for wearing those in the first place. Follow the fucking rules. Now fuck off downstairs before I change my mind."
<<else>>
"I'm done with you for now. Fuck off downstairs."
<<unset $whitneySellPantiesCheck>>
<</if>>
<<npcincr Whitney lust 5>><<glust>>
<br><br>
<<tearful>> you make your leave. The delinquents snicker at you as you walk away.
<br><br>
<<clotheson>>
<</if>>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<widget "scienceprojectstart">>
<<set $sciencelichentemple to 0>>
<<set $sciencelichenpark to 0>>
<<set $sciencelichenlake to 0>>
<<set $sciencelichendrain to 0>>
<<set $sciencelichentempleready to 0>>
<<set $sciencelichenparkready to 0>>
<<set $sciencelichenlakeready to 0>>
<<set $sciencelichendrainready to 0>>
<<set $scienceshroomwolf to 0>>
<<set $scienceshroomheart to 0>>
<<set $scienceshroomwolfready to 0>>
<<set $scienceshroomheartready to 0>>
<<set $sciencephallusready to 0>>
<<set $sciencephallus to 0>>
<<set $sciencephalluspenis to 0>>
<<set $sciencephallusclit to 0>>
<<set $sciencefaircheat to 0>>
<</widget>>
<<widget "scienceprojectfinish">>
<<unset $sciencelichentemple>>
<<unset $sciencelichenpark>>
<<unset $sciencelichenlake>>
<<unset $sciencelichendrain>>
<<unset $sciencelichentempleready>>
<<unset $sciencelichenparkready>>
<<unset $sciencelichenlakeready>>
<<unset $sciencelichendrainready>>
<<unset $scienceshroomwolf>>
<<unset $scienceshroomheart>>
<<unset $scienceshroomwolfready>>
<<unset $scienceshroomheartready>>
<<unset $sciencephallus>>
<<unset $sciencephallusready>>
<<unset $sciencephalluspenis>>
<<unset $sciencephallusclit>>
<<unset $sciencefaircheat>>
<<unset $sciencelichenchance>>
<<unset $scienceshroomchance>>
<<unset $sciencephalluschance>>
<<unset $scienceprojectwarning>>
<</widget>>
<<widget "mathsprojectstart">>
<<set $mathschance to 0>>
<<if $mathsstim is undefined>>
<<set $mathsstim to 0>>
<</if>>
<<set $mathsstimused to 0>>
<<set $mathsstimbought to 0>>
<<set $mathsstimstolen to 0>>
<<set $mathsinfo to 0>>
<</widget>>
<<widget "mathsprojectfinish">>
<<unset $mathschance>>
<<unset $mathsprojectdays>>
<<unset $mathsstimused>>
<<unset $mathsstimbought>>
<<unset $mathslibraryknown>>
<<unset $mathsdruggedstudent>>
<<unset $mathsinfo>>
<<unset $mathsstimstolen>>
<<unset $mathsstimrobin>>
<<unset $mathsstimbeg>>
<<unset $mathsprojectwhitney>>
<<unset $mathschancestart>>
<<unset $river_help>>
<<unset $mathsprojectwarning>>
<</widget>>
<<widget "englishplaystart">>
<<set $englishPlayReadiness to 0>>
<<set $englishPlayApproval to 0>>
<<set $englishPlayRoles to {
Player: "none",
Kylar: "none",
Sydney: "none",
KylarKnown: false,
KylarCount: 0,
SydneyKnown: false,
SydneyCount: 0
}>>
<</widget>>
<<widget "englishplayfinish">>
<<unset $englishPlayDays>>
<<unset $englishPlayReadiness>>
<<unset $englishPlayWarning>>
<<set $englishPlayRolePlayed to $englishPlayRoles.Player>>
<<unset $englishPlayRoles>>
<<unset $englishPlayKylarReplace>>
<<unset $englishPlayKylarTalk>>
<<unset $englishPlaySydneyTalk>>
<<unset $englishPlaySydneyWatch>>
<<unset $englishPlayRobinWatch>>
<<unset $englishPlayWatch>>
<<unset $randomPlayPool>>
<<unset $englishPlayPronouns>>
<<unset $englishPlayKylarLeave>>
<<set $englishPlay to "done">>
<</widget>>
<<widget "projectoptions">>
<<if $scienceproject is "ongoing">>
<<icon "projectScience.png">><<link [[Work on science project|Science Project]]>><</link>>
<br>
<</if>>
<<if $mathsproject is "ongoing">>
<<icon "projectMaths.png">><<link [[Work on maths project|Maths Project]]>><</link>>
<br>
<</if>>
<<if $englishPlay is "ongoing" and $englishPlayRoles.Player isnot "none" and $location is "home">>
<<icon "projectEnglish.png">><<link [[Rehearse your role (2:00)|English Play Rehearse Alone]]>><<pass 2 hours>><<englishskill 6>><</link>><<genglish>><<greadiness>>
<br>
<</if>>
<</widget>>
<<widget "scienceprojectchance">>
<<set $sciencelichenchance to $sciencelichenparkready * 25 + $sciencelichenlakeready * 25 + $sciencelichendrainready * 25 + $sciencelichentempleready * 25>>
<<set $scienceshroomchance to $scienceshroomwolfready * 10 + $scienceshroomheartready * 10>>
<<set $sciencephalluschance to $sciencephallusready * 10>>
<</widget>>
<<widget "mathsphone">>
They compare the pictures they've taken. Two of them push their phones in front of you.
<br><br>
<<if $mathsab1 is "smile">>
The first picture shows you smiling, with your hands making peace signs. If you didn't know better, you wouldn't realise the picture was taken under duress.
<<elseif $mathsab1 is "frown">>
The first picture shows you frowning, and making offensive gestures at the camera with your hands.
<<elseif $mathsab1 is "cover">>
The first picture shows you covering your face. You don't think anyone could tell it was you.
<<elseif $mathsab1 is "tearsmile">>
The first picture shows you smiling, with your hands making peace signs. Tears wet your face, and the smile is far from genuine.
<<elseif $mathsab1 is "tearfrown">>
The first picture shows you frowning, tearful and angry. You're making offensive gestures at the camera with your hands.
<<elseif $mathsab1 is "tearcover">>
The first picture shows you covering your face. Tears run down from beneath your hands.
<</if>>
You look far more dishevelled in the second, taken some time later. You're coated in something slick and glistening.
<<if $mathsab2 is "smile">>
Your face is smiling, but there's something strange about the look in your eyes.
<<elseif $mathsab2 is "frown">>
Your face is angry, defiant.
<<elseif $mathsab2 is "cover">>
Your face is covered.
<<elseif $mathsab2 is "tearsmile">>
Your face is smiling, but the tears betray what's really happening.
<<elseif $mathsab2 is "tearfrown">>
Your face is tearful, but angry and defiant.
<<elseif $mathsab2 is "tearcover">>
Your face is covered, but the tears are unmistakable.
<</if>>
<br><br>
<</widget>>
<<widget "greadiness">>
<<if $statdisable is "f">> |
<span class="green">+ Readiness</span>
<</if>>
<</widget>>
<<widget "ggreadiness">>
<<if $statdisable is "f">> |
<span class="green">+ + Readiness</span>
<</if>>
<</widget>>
<<widget "gggreadiness">>
<<if $statdisable is "f">> |
<span class="green">+ + + Readiness</span>
<</if>>
<</widget>>
<<widget "gapproval">>
<<if $statdisable is "f">> |
<span class="teal">+ Approval</span>
<</if>>
<</widget>>
<<widget "ggapproval">>
<<if $statdisable is "f">> |
<span class="teal">+ + Approval</span>
<</if>>
<</widget>>
<<widget "gggapproval">>
<<if $statdisable is "f">> |
<span class="teal">+ + + Approval</span>
<</if>>
<</widget>>
<<widget "lapproval">>
<<if $statdisable is "f">> |
<span class="red">- Approval</span>
<</if>>
<</widget>>
<<widget "llapproval">>
<<if $statdisable is "f">> |
<span class="red">- - Approval</span>
<</if>>
<</widget>>
<<widget "lllapproval">>
<<if $statdisable is "f">> |
<span class="red">- - - Approval</span>
<</if>>
<</widget>>
<<widget "playReadiness">>
<<set $englishPlayReadiness = Math.clamp($englishPlayReadiness, 0, 100)>>
<<if $englishPlayReadiness is 0>>
<span class="black">You haven't even started rehearsing.</span>
<<elseif $englishPlayReadiness lte 10>>
<span class="pink">You need constant re-reads, and most of the lines twist your tongue.</span>
<<elseif $englishPlayReadiness lte 25>>
<span class="purple">Some bits are complicated, but you're slowly getting the hang of it.</span>
<<elseif $englishPlayReadiness lte 55>>
<span class="blue">You now have a much better grasp on the play, and you can remember some of the lines by heart.</span>
<<elseif $englishPlayReadiness lte 69>>
<span class="lblue">You have most of the dialogue figured out, save for a few of the most problematic lines.</span>
<<elseif $englishPlayReadiness lte 99>>
<span class="teal">You feel prepared to play your part. You can remember your lines and deliver them naturally.</span>
<<else>>
<span class="green">You've memorised the entire play, and are confident in your performance.</span>
<</if>>
<</widget>>
<<widget "playLinePool">>
<<set _englishPlayLinePool to {
Cass: [
"To witness such a heart-breaking dispute on Christmas Eve, I cannot bear to watch!",
"I am aware, as a beggar my words are as worthless as I am, but listen to what I have to say.",
"During my whole life, I have lived alongside my poor sickly mother...",
"The only other comfort in my life is Taylor. Which is why I'm begging you, just this once, to let me spend the night with the person I love."
],
Taylor: [
"Please, listen! What I feel for Cass is no mere interest! We were truly meant to be together!",
"I have spent my entire life living the life you had told me to live, with the choices you had made for me.",
"If you wish to hate me for this, then I can't stop you, but know that this is all that I want.",
"It truly brings joy to my heart to receive your blessing."
],
Sterling: [
"I simply cannot believe this... my own child, charmed by a filthy beggar? We leave at once, Taylor. You will explain this once we get home.",
"Ever since I brought you into this world, I wished nothing but for you to find true happiness.",
"I too was raised under the strict guidance of a shortsighted parent...",
"...but in my self-centred pursuit of success, I never realised I was merely seeking my own fulfilment."
]
}>>
<</widget>>
<<widget "randomPlay">><<silently>>
<<generates1>><<person1>>
<<if !$randomPlayPool>>
<<set $randomPlayPool to [
"The play turns out to be a mess, with the lead <<actor>> not having learned <<his>> lines. Doren, disappointed, jumps in as a replacement and cuts it short.",
"The romantic play turns out to have been an excuse for the two main characters to make out on stage. Doren has to split them apart and force them to continue their lines.",
"The play is about vampires, with the students being in heavy make-up for it. You're sure you'll spot some of them in the restrooms later, trying to wash it all off.",
"The play finished quickly, with the lead <<actor>> having gotten sick.",
"The play gets ended early by Doren, due to the <<actor>> <<actorAroused>>",
"The play is based on some children's story, but due to its grim nature you assume it's the original German version of it.",
"The actors forgot most of their lines during this play and decided to improvise. Once they start exclusively cracking jokes and breaking character, Doren steps in and makes them read from the script.",
"The lead <<actor>> does a wonderful job during the play, being very happy to show off <<his>> homemade costume. It's very clear that Doren did not approve said costume beforehand.",
"As an unexpected twist, the lead <<actor>> strips during the final act. Doren doesn't get a chance to intervene, as the play is already over.",
"The play follows the story of a great battle, with the actors wearing makeshift medieval armour.",
"The actors act in a short play about a housewife who, having been disillusioned with her husband, leaves him to seek more out of life.",
"During the play, one of the actors' costumes rips, flashing everyone in the room. Doren quickly throws a blanket onto <<him>> and hurries <<him>> backstage.",
"The play draws out, as one of the students decides to go on a monologue much longer than what was written in the script.",
"During the play, one of the students screams out after another <<actor>> touches <<him>>, forcing Doren to end the play early and send the other student home.",
"In the midsts of the play, an <<actor>> has an issue with <<his>> wardrobe, causing <<his>> clothing to slip down and flash the entire audience.",
"Halfway through the play, one of the students in the background sees <<his>> chance and pulls down <<his>> pants. Doren tackles <<him>>, and the rest of the play somehow finishes as planned.",
"The play portrays the struggle of a family during the 1920s, the actors dressed in dirty clothing and rags.",
"The play ends up being a dark comedy about a dysfunctional family gathering together for the holidays.",
"The students act in a political satire about a mayor being caught in a sex scandal. It draws special interest from a few members of the audience.",
"The students, while trying to act serious during a comedy routine, struggle not to break character. However, the performance is received well.",
"A romantic comedy turns overly sexual as two students hide under the blankets for a scene. They're very obviously having public coitus.",
"The play seems to be going fine until the lead <<actor>> pulls <<his>> pants down in the middle of a soliloquy. Doren covers <<him>> with a blanket, escorting <<him>> off of the stage."
]>>
<</if>>
<<set _randomPlay to $randomPlayPool.pluck()>>
<</silently>><<print _randomPlay>><</widget>>
<<widget "sterlingTitle">><<silently>>
<<set _text_output to ($englishPlayPronouns.Sterling is "m" ? "Mr" : "Mrs")>>
<</silently>><<print _text_output>><</widget>>
<<widget "sterlingFather">><<silently>>
<<set _text_output to ($englishPlayPronouns.Sterling is "m" ? "father" : "mother")>>
<</silently>><<print _text_output>><</widget>>
<<widget "sterlingSir">><<silently>>
<<set _text_output to ($englishPlayPronouns.Sterling is "m" ? "sir" : "madam")>>
<</silently>><<print _text_output>><</widget>>
<<widget "taylorSon">><<silently>>
<<set _text_output to ($englishPlayPronouns.Taylor is "m" ? "son" : "daughter")>>
<</silently>><<print _text_output>><</widget>>
<<widget "taylorSibling">><<silently>>
<<set _text_output to ($englishPlayPronouns.Taylor is "m" ? "brother" : "sister")>>
<</silently>><<print _text_output>><</widget>>
<<widget "cassBoy">><<silently>>
<<set _text_output to ($englishPlayPronouns.Cass is "m" ? "boy" : "girl")>>
<</silently>><<print _text_output>><</widget>><<effects>>
<<set _baseTime1 to 180>>
<<set _baseTime2 to 60>>
<<set _chair to Furniture.get('chair')>>
<<if _chair is undefined or _chair is null>>
<<set _chair to Furniture.get('chair','chair')>>
<</if>>
<<if _chair.name is "chair">>
<<set _timeMult1 to 1>>
<<elseif _chair.name is "stools">>
<<set _timeMult1 to 0.91>>
<<elseif _chair.name is "wooden chairs">>
<<set _timeMult1 to 0.83>>
<<elseif _chair.name is "swivel chairs">>
<<set _timeMult1 to 0.75>>
<<elseif _chair.name is "shell chairs">>
<<set _timeMult1 to 0.67>>
<<elseif _chair.name is "armchairs">>
<<set _timeMult1 to 0.58>>
<<elseif _chair.name is "egg armchairs">>
<<set _timeMult1 to 0.5>>
<</if>>
<<set _desk to Furniture.get('desk')>>
<<if _desk is undefined or _desk is null>>
<<set _desk to Furniture.get('desk','desk')>>
<</if>>
<<if _desk.name is "basic desk">>
<<set _timeMult2 to 1>>
<<elseif _desk.name is "glass desk">>
<<set _timeMult2 to 0.83>>
<<elseif _desk.name is "mid-century modern desk">>
<<set _timeMult2 to 0.67>>
<<elseif _desk.name is "antique desk">>
<<set _timeMult2 to 0.5>>
<</if>>
<<set _finalTime1 to Math.round((_baseTime1 * _timeMult1) * _timeMult2)>>
<<set _finalTime2 to Math.round((_baseTime2 * _timeMult1) * _timeMult2)>>
<<set _timeString1 to getTimeString(_finalTime1)>>
<<set _timeString2 to getTimeString(_finalTime2)>>
<<if $sciencelichenknown is 1>>
You have an ongoing project on lichen. It has a <<print ($sciencelichenparkready * 25 + $sciencelichenlakeready * 25 + $sciencelichendrainready * 25 + $sciencelichentempleready * 25)>>% chance of winning the fair.
<br>
<</if>>
<<if $sciencelichentemple is 1 and $sciencelichentempleready lt 1>>
<<scienceicon "pink lichen">><<link [["Add pink lichen(" + _timeString1 + ")"|Science Project Lichen]]>><<set $phase to 0>><<pass _finalTime1>><<scienceskill 18>><</link>><<gggscience>>
<br>
<</if>>
<<if $sciencelichenpark is 1 and $sciencelichenparkready lt 1>>
<<scienceicon "white lichen">><<link [["Add white lichen(" + _timeString1 + ")"|Science Project Lichen]]>><<set $phase to 1>><<pass _finalTime1>><<scienceskill 18>><</link>><<gggscience>>
<br>
<</if>>
<<if $sciencelichendrain is 1 and $sciencelichendrainready lt 1>>
<<scienceicon "violet lichen">><<link [["Add violet lichen(" + _timeString1 + ")"|Science Project Lichen]]>><<set $phase to 2>><<pass _finalTime1>><<scienceskill 18>><</link>><<gggscience>>
<br>
<</if>>
<<if $sciencelichenlake is 1 and $sciencelichenlakeready lt 1>>
<<scienceicon "purple lichen">><<link [["Add purple lichen(" + _timeString1 + ")"|Science Project Lichen]]>><<set $phase to 3>><<pass _finalTime1>><<scienceskill 18>><</link>><<gggscience>>
<br>
<</if>>
<<if $scienceshroomknown is 1>>
<br>
You have an ongoing project on mushrooms. It has a <<print ($scienceshroomwolfready * 10 + $scienceshroomheartready * 10)>>% chance of winning the fair.
<br>
You've measured $scienceshroomheartready/5 heartshrooms.
<br>
You've measured $scienceshroomwolfready/5 wolfshrooms.
<br>
<</if>>
<<if $scienceshroomheart gt $scienceshroomheartready>>
<<tendingicon "mushrooms">><<link [["Add heart shroom (" + _timeString2 + ")"|Science Project Shroom]]>><<set $phase to 0>><<pass _finalTime2>><<scienceskill 6>><</link>><<ggscience>>
<br>
<</if>>
<<if $scienceshroomwolf gt $scienceshroomwolfready>>
<<tendingicon "wolfshrooms">><<link [["Add wolf shroom (" + _timeString2 + ")"|Science Project Shroom]]>><<set $phase to 1>><<pass _finalTime2>><<scienceskill 6>><</link>><<ggscience>>
<br>
<</if>>
<<if $sciencephallusknown is 1>>
<br>
You have an ongoing project on phallus size. It has a <<print ($sciencephallusready * 10)>>% chance of winning the fair.
<br>
<<if $sciencephallus gt $sciencephallusready>>
<<icon "projectScience.png">><<link [["Add phallus (" + _timeString2 + ")"|Science Project Phallus]]>><<set $phase to 0>><<pass _finalTime2>><<scienceskill 6>><</link>><<ggscience>>
<br>
<</if>>
<</if>>
<br>
You can only submit one project to the fair.
<br><br>
<<if $location is "home">>
<<getouticon>><<link [[Stop|Bedroom]]>><</link>>
<br>
<<elseif $location is "alex_cottage">>
<<getouticon>><<link [[Stop|Farm Bedroom]]>><</link>>
<br>
<<else>>
<<getouticon>><<link [[Stop|School Library]]>><</link>>
<br>
<</if>><<effects>>
<<if $phase is 0>>
<<set $sciencelichentempleready += 1>>
<<wearProp "lichen" "light pink">>
You measure the pink lichen. You note down its weight, its volume, where you found it and describe what it looks like. You note that it smells of strawberries. You feel warm.
<<garousal>><<arousal 600>>
<<elseif $phase is 1>>
<<set $sciencelichenparkready += 1>>
<<wearProp "lichen" "white">>
You measure the white lichen. You note down its weight, its volume, where you found it and describe what it looks like. You note that it smells of soot. You sneeze.
<<elseif $phase is 2>>
<<set $sciencelichendrainready += 1>>
<<wearProp "lichen" "violet">>
You measure the violet lichen. You note down its weight, its volume, where you found it and describe what it looks like. You note that it smells of the sea. You feel strange and agitated.
<<ggarousal>><<arousal 3000>>
<<else>>
<<set $sciencelichenlakeready += 1>>
<<wearProp "lichen" "purple">>
You measure the purple lichen. You note down its weight, its volume, where you found it and describe what it looks like. You note that it smells sweet. Your hand is shaking by the end.
<<drugs 180>>
<</if>>
<br><br>
<<if $scienceproject is "ongoing">>
<<link [[Next|Science Project]]>><<handheldon>><<set $phase to 0>><</link>>
<br>
<<else>>
You glance at the time. You suddenly realise that <span class="red">the science competition has already ended.</span>
<br><br>
It would be silly to continue your work at this point. You dump the now obsolete project in a bin, feeling somewhat bitter over the wasted effort.
<br><br>
<<if $location is "home">>
<<link [[Next|Bedroom]]>><<handheldon>><</link>>
<<elseif $location is "alex_cottage">>
<<link [[Next|Farm Bedroom]]>><<handheldon>><</link>>
<<else>>
<<link [[Next|School Library]]>><<handheldon>><</link>>
<</if>>
<br>
<</if>><<effects>>
<<if $phase is 0>>
<<set $scienceshroomheartready += 1>>
<<wearProp "mushroom">>
You measure the heartshrooms. You note down the weight, volume, where you found them and describe what they look like. You note that they smell refreshing. You feel more energetic by the end.
<<ltiredness>><<tiredness -6>>
<<else>>
<<set $scienceshroomwolfready += 1>>
<<wearProp "wolfshroom">>
You measure the wolfshroom. You note down the weight, volume, where you found them and describe what they look like. You note that they smell sweet. Your hand is shaking by the end.
<<ggarousal>><<arousal 3000>>
<</if>>
<br><br>
<<if $scienceproject is "ongoing">>
<<link [[Next|Science Project]]>><<handheldon>><<set $phase to 0>><</link>>
<br>
<<else>>
You glance at the time. You suddenly realise that <span class="red">the science competition has already ended.</span>
<br><br>
It would be silly to continue your work at this point. You dump the now obsolete project in a bin, feeling somewhat bitter over the wasted effort.
<br><br>
<<if $location is "home">>
<<link [[Next|Bedroom]]>><<handheldon>><</link>>
<<elseif $location is "alex_cottage">>
<<link [[Next|Farm Bedroom]]>><<handheldon>><</link>>
<<else>>
<<link [[Next|School Library]]>><<handheldon>><</link>>
<</if>>
<br>
<</if>><<effects>>
<<set $sciencephallusready += 1>>
You add the phallus measurements to your project. You incorporate the answers the owner gave you about their lifestyle.
<br><br>
The things you do for school.
<br><br>
<<if $scienceproject is "ongoing">>
<<link [[Next|Science Project]]>><<set $phase to 0>><</link>>
<br>
<<else>>
You glance at the time. You suddenly realise that <span class="red">the science competition has already ended.</span>
<br><br>
It would be silly to continue your work at this point. You dump the now obsolete project in a bin, feeling somewhat bitter over the wasted effort.
<br><br>
<<if $location is "home">>
<<link [[Next|Bedroom]]>><</link>>
<<elseif $location is "alex_cottage">>
<<link [[Next|Farm Bedroom]]>><</link>>
<<else>>
<<link [[Next|School Library]]>><</link>>
<</if>>
<br>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>>
<<npc Leighton>><<generates2>><<person1>><<scienceprojectchance>>
You enter the town hall. It's full of other students setting up their projects. You recognise others from your class. Most have investigated plants, and the room almost feels like a garden. You can enter a project, or just watch. Taking part will make the teachers think better of you whether you win or not.
<br><br>
<<if $sciencelichenknown is 1>>
<<link [[Enter lichen project (3:00)|Science Fair Lichen]]>><<pass 3 hour>><</link>><<note "$sciencelichenchance% chance of winning" "gold">>
<br>
<</if>>
<<if $scienceshroomknown is 1>>
<<link [[Enter mushroom project (3:00)|Science Fair Mushroom]]>><<pass 3 hour>><</link>><<note "$scienceshroomchance% chance of winning" "gold">>
<br>
<</if>>
<<if $sciencephallusknown is 1>>
<<link [[Enter phallus project (3:00)|Science Fair Phallus]]>><<pass 3 hour>><</link>><<note "$sciencephalluschance% chance of winning" "gold">>
<br>
<</if>>
<<link [[Don't enter (3:00)|Science Fair Watch]]>><<pass 3 hour>><</link>>
<br>
<<link [[Leave (0:05)|Cliff Street]]>><<pass 5>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
<<set $phase to 0>>
<<if $sciencelichenchance is 0>>
You don't have a lichen project. You draw some lichen and write down everything you know about the subject. That will have to do. A <<person2>><<person>> with a flower display beside yours looks over and smirks.
<<elseif $sciencelichenchance lt 100>>
You set up your lichen display and step back to admire it. It could be better, but it's not the worst in the room. A <<person2>><<person>> with a flower display beside yours looks over and smirks.
<<else>>
You set up your lichen display and step back to admire it. It couldn't be better. A <<person2>><<person>> with a flower display beside yours looks irritated.
<</if>>
<br><br>
Leighton walks on stage and taps the microphone. Sirris stands beside <<person1>><<him>>. "Thank you, <<peopley>>, for coming," <<he>> says. "I've seen some fine work already. Sirris and I will judge. Be patient."
<br><br>
Leighton and Sirris leave the stage and circle around the room. Leighton criticises the projects. Sirris observes, but gives words of encouragement if Leighton was particularly scathing. Still, some students are left tearful by the headteacher's remarks.
<br><br>
The teachers draw closer. The <<person2>><<person>> with the flower display bobs on <<his>> heels, brimming with confidence.
<br><br>
<<set $skulduggerydifficulty to 400>>
<<link [[Sabotage <<him>>|Science Fair Sabotage]]>><</link>><<skulduggerydifficulty>><<note "$sciencelichenchance% chance of winning" "gold">>
<br>
<<link [[Play fair|Science Fair Fair]]>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
<<set $phase to 1>>
<<if $scienceshroomchance is 0>>
You don't have a mushroom project. You draw some mushrooms and write down everything you know about them. That will have to do. A <<person2>><<person>> with a flower display beside yours looks over and smirks.
<<elseif $scienceshroomchance lt 100>>
You set up your mushroom display and step back to admire it. It could be better, but it's not the worst in the room. A <<person2>><<person>> with a flower display beside yours looks over and smirks.
<<else>>
You set up your mushroom display and step back to admire it. It couldn't be better. A <<person2>><<person>> with a flower display beside yours looks irritated.
<</if>>
<br><br>
Leighton walks on stage and taps the microphone. Sirris stands beside <<person1>><<him>>. "Thank you, <<peopley>>, for coming," <<he>> says. "I've seen some fine work already. Sirris and I will judge. Be patient."
<br><br>
Leighton and Sirris leave the stage and circle around the room. Leighton criticises the projects. Sirris observes, but gives words of encouragement if the headteacher was particularly scathing. Still, some students are left tearful by the headteacher's remarks.
<br><br>
The teachers draw closer. The <<person2>><<person>> with the flower display bobs on <<his>> heels, brimming with confidence.
<br><br>
<<set $skulduggerydifficulty to 400>>
<<link [[Sabotage <<him>>|Science Fair Sabotage]]>><</link>><<skulduggerydifficulty>><<note "+ Success Chance" "gold">>
<br>
<<link [[Play fair|Science Fair Fair]]>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
<<set $phase to 2>>
<<if $sciencephalluschance is 0>>
You don't have a phallus project. You decide to draw some cocks on a piece of paper. That will have to do. A <<person2>><<person>> with a flower display beside yours looks over and snickers.
<<elseif $scienceshroomchance lt 100>>
You set up your phallus display and step back to admire it. It could be better, but it's not the worst in the room. A <<person2>><<person>> with a flower display beside yours looks over and gapes.
<<else>>
You set up your phallus display and step back to admire it. It couldn't be better. A <<person2>><<person>> with a flower display beside yours looks horrified. You're not sure if it's the subject matter or quality that upsets them.
<</if>>
<br><br>
Leighton walks on stage and taps the microphone. Sirris stands beside <<person1>><<him>>. "Thank you, <<peopley>>, for coming," <<he>> says. "I've seen some fine work already. Sirris and I will judge. Be patient."
<br><br>
Leighton and Sirris leave the stage and circle around the room. Leighton criticises the projects. Sirris observes, but gives words of encouragement if the headteacher was particularly scathing. Still, some students are left tearful by the headteacher's remarks.
<br><br>
The teachers draw closer. The <<person2>><<person>> with the flower display bobs on <<his>> heels, brimming with confidence.
<br><br>
<<set $skulduggerydifficulty to 400>>
<<link [[Sabotage <<him>>|Science Fair Sabotage]]>><</link>><<skulduggerydifficulty>><<note "+ Success Chance" "gold">>
<br>
<<link [[Play fair|Science Fair Fair]]>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
You find a spare display board and drag it behind your own. You pin blank pieces of paper to it and write "Pretty flowers!" on each of them. Then you wait for your chance.
<br><br>
The <<person2>><<person>> starts chatting with the display owner to their other side. You creep over with the new display board and try to place it in front of <<his>> own.
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<<set $sciencefaircheat += 10>>
<span class="green"><<He>> doesn't notice.</span> And <<he>> doesn't look behind when <<he>> stops chatting.
<br><br>
<<skulduggeryuse>>
<<person1>>Leighton and Sirris arrive to find the display pretty, but vacuous. Leighton comments as much before moving on. The <<person2>><<person>> looks confused and angry, until <<he>> turns. <<His>> face turns white. In <<his>> haste to move the fake board <<he>> trips and tumbles to the ground. <<He>> scrambles to <<his>> feet and tries to plead <<his>> case to Sirris, who seems sympathetic. Leighton doesn't care.
<<else>>
<span class="red">You bump the display, jostling <<his>> project and drawing <<his>> attention.</span> <<His>> mouth gapes when <<he>> sees you. <<He>> guards <<his>> display more vigilantly from then on.
<<status -10>><<lcool>>
<br><br>
<<skulduggeryuse>>
<<person2>>Leighton and Sirris arrive to examine the <<persons>> project. Not even Leighton can find much wrong with it. <<person1>><<He>> comments as much before moving on. The <<person2>><<person>> looks relieved as the teachers approach yours.
<</if>>
<br><br>
<<link [[Next|Science Fair Display]]>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
<<person2>>Leighton and Sirris arrive to examine the <<persons>> project. Not even Leighton can find much wrong with it. <<person1>><<He>> comments as much before moving on. The <<person2>><<person>> looks relieved as the teachers approach yours.
<br><br>
<<link [[Next|Science Fair Display]]>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
<<person1>>
Leighton and Sirris examine your project.
<<if $phase is 0>>
<<if $sciencelichenchance gte 100>>
Even Leighton seems impressed. "I've never seen colours like this in lichen," <<he>> says. Sirris beams at you.
<<elseif $sciencelichenchance gte 20>>
Leighton yawns. "Lichen? How boring," <<he>> says. Sirris seems happier with it.
<<else>>
They don't seem impressed. "It's like you made it just now," Leighton says. "You didn't even collect any lichen. What a waste of time."
<</if>>
<<elseif $phase is 1>>
<<if $scienceshroomchance gte 100>>
Even Leighton seems impressed. "You've been thorough," <<he>> says. "Must have been a lot of work, finding these mushroom samples." Sirris beams at you.
<<elseif $scienceshroomchance gte 20>>
Leighton yawns. "Mushrooms grow in the forest," <<he>> says. "Who knew." Sirris seems more impressed.
<<else>>
They don't seem impressed. "I think the mushrooms went to your head," Leighton says. "What a waste of time."
<</if>>
<<elseif $phase is 2>>
<<if $sciencephalluschance gte 100>>
"This is... different," Leighton says.
<br><br>
"It's for science," Sirris says. "<<pShe>> should be commended for originality."
<br><br>
Leighton nods, and reads one of the papers stuck to your board. "I can get behind this. Though I'm not sure people count as wildlife."
<<elseif $sciencephalluschance gte 20>>
"This is... different," Leighton says.
"It's for science," Sirris says. "<<pShe>> should be commended for originality."
Leighton nods, and reads one of the papers stuck to your board. "I can get behind this. Though I'm not sure people count as wildlife."
<br><br>
<<else>>
They stand and stare for a few moments. "So," Leighton says. "You decided to submit crudely drawn cocks to the science fair?" You nod. Sirris looks embarrassed.
<br><br>
<</if>>
<</if>>
<br><br>
<<link [[Flirt|Science Fair Flirt]]>><</link>><<note "+ Success Chance" "gold">>
<br>
<<link [[Explain your project|Science Fair Explain]]>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
<<set $seductiondifficulty to 4000>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>><span class="gold">You feel more confident in your powers of seduction.</span><</if>><<seductionskilluse>>
<br><br>
You look Leighton in the eyes. "You must know much more about it than me," you whisper. "Maybe you can teach me in private?" Sirris looks away and blushes.
<br><br>
<<if $seductionrating gte $seductionrequired>>
<<set $sciencefaircheat += 10>>
<span class="green">Leighton leans close.</span> "Maybe you could use some-" <<He>> pauses. "Personal tuition." <<He>> glances around as if remembering where <<he>> is and coughs. "That's enough," <<he>> says. They move on to the next project.
<br><br>
<<else>>
<span class="red">Leighton laughs.</span> "Nice try," <<he>> says. They move on to the next project.
<br><br>
<</if>>
<<link [[Next|Science Fair Finish]]>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
You explain your project. Sirris listens and reads, while Leighton stares at you. "That's enough," <<he>> interrupts. They move on to the next project.
<br><br>
<<link [[Next|Science Fair Finish]]>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
<<person1>>
Leighton and Sirris examine the remaining projects. One is just an essay taped to a board. Another looks more like an art project.
<br><br>
The public roam between the displays, asking questions and flirting inappropriately with students.
<<if $phase is 2>>
Yours attracts a lot of attention for its subject. A lot of inappropriate flirting too.
<</if>>
<br><br>
The teachers confer on the stage, then Leighton steps up to the microphone. "We've made a decision," <<he>> says.
<<if $phase is 0 and $sciencelichenchance + $sciencefaircheat gte $rng>>
"The trophy goes to the <span class="green">student with the lichen project.</span>" Sirris waves at you. "Come on up."
<br><br>
You climb the stage and shake Leighton's hand as <<he>> smiles at a waiting photographer. <<He>> hands you the trophy. There's <<printmoney 50000>><<money 50000 "schoolProject">> inside.
The audience cheers and applauds. The <<person2>><<person>> looks upset, but claps along.
<<npcincr Sirris love 5>><<llltrauma>><<trauma -120>><<famebusiness 100 "pic">>
<br><br>
<<endevent>><<npc Sirris>><<person1>>Sirris follows you off the stage. "I'm so happy you took to the project with such enthusiasm," <<he>> says. <<He>> and Leighton herd you and the other students from the building.
<<llldelinquency>><<detention -54>>
<br><br>
<<set $scienceproject to "won">><<set $scienceprojectwon to 1>><<earnFeat "Science Fair Winner">>
<<scienceprojectfinish>>
<<link [[Next|Cliff Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<elseif $phase is 1 and $scienceshroomchance + $sciencefaircheat gte $rng>>
"The trophy goes to the <span class="green">student with the mushroom project.</span>" Sirris waves at you. "Come on up."
<br><br>
You climb the stage and shake Leighton's hand as <<he>> smiles at a waiting photographer. <<He>> hands you the trophy. There's <<printmoney 50000>><<money 50000 "schoolProject">> inside.
The audience cheers and applauds. The <<person2>><<person>> looks upset, but claps along.
<<npcincr Sirris love 5>><<llltrauma>><<trauma -120>><<famebusiness 100 "pic">>
<br><br>
A group of students surround you as you climb down from the stage. They want to hear the story of how you collected the mushrooms that only grow deep in the woods, deeper than the bravest of them have ventured. Leighton herds you and the other students from the hall.
<<lldelinquency>><<detention -18>><<ggcool>><<status 18>>
<br><br>
<<set $scienceproject to "won">><<set $scienceprojectwon to 1>><<earnFeat "Science Fair Winner">>
<<scienceprojectfinish>>
<<link [[Next|Cliff Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<elseif $phase is 2 and $sciencephalluschance + $sciencefaircheat gte $rng>>
"The trophy goes to the <span class="green">student with the phallus project.</span>" Murmuring fills the hall. Sirris waves at you. "Come on up."
<br><br>
You climb the stage and shake Leighton's hand as <<he>> smiles at a waiting photographer. <<He>> hands you the trophy. There's <span class="gold">£500</span> inside. The audience cheers and applauds.
<<if $sciencephalluschance is 0>>
The <<person2>><<person>> looks upset. <<His>> fists clench. "No," <<he>> shouts. "I won't accept this. All <<pshe>> did was draw some privates." <<He>> marches up the stage. "Give me that trophy!" <<He>> tries to wrestle it from your grip.
<br><br>
<<link [[Let <<him>> take it|Science Fair Take]]>><</link>>
<br>
<<link [[Wrestle|Science Fair Wrestle]]>><</link>><<physiquedifficulty 4000 14000>>
<br>
<<else>>
The <<person2>><<person>> looks upset, but claps along.
<<npcincr Sirris love 5>><<llltrauma>><<trauma -120>><<famebusiness 100 "pic">><<famesex 100 "pic">><<money 50000 "schoolProject">>
<br><br>
The photographer accosts you as you leave the stage, wanting to know more about how you acquired your data. Leighton herds you and the other students from the hall.
<<lldelinquency>><<detention -18>>
<br><br>
<<set $scienceproject to "won">><<set $scienceprojectwon to 1>><<earnFeat "Science Fair Winner">>
<<scienceprojectfinish>>
<<link [[Next|Cliff Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<else>>
<span class="red"><<He>> announces that the <<person2>><<person>> with a flower display is the winner.</span> <<He>> rushes up to accept <<his>> trophy.
<br><br>
Leighton herds you and the other students from the hall. "Thank you for taking part," Sirris says to you on the way out. "It's good practice."
<<lldelinquency>><<detention -18>>
<br><br>
<<set $scienceproject to "done">>
<<scienceprojectfinish>>
<<link [[Next|Cliff Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>>
The <<person>> snatches the trophy and runs from the hall. The audience boos, probably unaware of why you won.
<<npcincr Sirris love 5>><<llltrauma>><<trauma -120>><<famebusiness 100 "pic">><<famesex 100 "pic">>
<br><br>
The photographer accosts you as you leave the stage, wanting to know more about how you acquired your data. Leighton herds you and the other students from the hall.
<<lldelinquency>><<detention -18>>
<br><br>
<<set $scienceproject to "won">><<set $scienceprojectwon to 1>><<earnFeat "Science Fair Winner">>
<<scienceprojectfinish>>
<<link [[Next|Cliff Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
<<if $physiqueSuccess>>
You try to keep hold of the trophy, and manage to <span class="green">push the <<person>> to the ground.</span> "It's not fair!" <<he>> shouts. <<He>> scrambles to <<his>> feet and runs from the hall.
<<money 50000 "schoolProject">><<npcincr Sirris love 5>><<llltrauma>><<trauma -120>><<famebusiness 100 "pic">><<famesex 100 "pic">>
<br><br>
The photographer accosts you as you leave the stage, wanting to know more about how you acquired your data. Leighton herds you and the other students from the hall.
<<lldelinquency>><<detention -18>>
<br><br>
<<set $scienceproject to "won">><<set $scienceprojectwon to 1>><<earnFeat "Science Fair Winner">>
<<scienceprojectfinish>>
<<link [[Next|Cliff Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You try to keep hold of the trophy, <span class="red">but the <<person>> is stronger.</span> <<He>> twists it from your grip and run from the hall. The audience boos, probably unaware of why you won.
<<llltrauma>><<trauma -120>><<famebusiness 100 "pic">><<famesex 100 "pic">>
<br><br>
The photographer accosts you as you leave the stage, wanting to know more about how you acquired your data. Leighton herds you and the other students from the hall.
<<lldelinquency>><<detention -18>>
<br><br>
<<set $scienceproject to "won">><<set $scienceprojectwon to 1>><<earnFeat "Science Fair Winner">>
<<scienceprojectfinish>>
<<link [[Next|Cliff Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>>
You walk among the students and examine their projects. Some are more impressive than others. One is just an essay taped to a board. Another looks more like an art project.
<br><br>
The public are allowed in. They roam between the displays, asking questions and flirting inappropriately with students.
<br><br>
Leighton walks on stage and taps the microphone. Sirris stands beside <<him>>. "Thank you, <<if maleChance() is 100>>boys and gentlemen<<elseif maleChance() is 0>>girls and ladies<<else>>boys and girls, ladies and gentlemen<</if>>, for coming," <<he>> says. "I've seen some fine work already. Sirris and I will judge. Be patient."
<br><br>
Leighton and Sirris leave the stage and begin to circle around the room. Leighton criticises the projects. Sirris observes, but gives words of encouragement if Leighton was particularly scathing. Still, some students are left tearful by the headteacher's remarks.
<br><br>
After conferring they announce that a <<person2>><<person>> with a flower display is the winner.
<br><br>
Leighton herds you and the other students from the hall. You might have learned something.
<<gscience>><<scienceskill 6>>
<br><br>
<<set $scienceproject to "done">>
<<scienceprojectfinish>>
<<link [[Next|Cliff Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
When nothing else happens, you carefully follow them.
<br><br>
<<link [[Next|School Rear Courtyard]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<if $phase is 0>> /* Pay */
<<set $weekly.schoolNightPoolParty to "admission">>
<<if $schoolNightPoolParty gte 1>>
Still a bit confused, you give <<him>> the money.
<<else>>
You hand over the money.
<</if>>
<br><br>
The guard quickly pockets it. "Good. Don't make too much of a mess. I don't wanna have to explain anything in the morning."
<br><br>
You instinctively nod in response, but the guard is already on <<his>> way.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>> /* Refuse */
<<set $weekly.schoolNightPoolParty to "notPaid">>
<<set $schoolBlocked to true>>
The guard frowns. "If you're not paying, then you're leaving. C'mon."
<br><br>
Before you can react, <<he>> grabs you by the arm and pulls you toward the school gate. You are unceremoniously thrown out.
<br><br>
<<if $schoolNightPoolParty gte 1>>
<<if $money gte 10000>>
You guess you can't be too surprised. If you want to get inside the school when your classmates are throwing a pool party, you'll need to pay up.
<<else>>
You'll need to scrape up some more money before the next secret pool party.
<</if>>
<<else>>
You have no idea what all that was about.
<</if>>
<br><br>
<<link [[Next|Oxford Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "pool">><<effects>>
<<generates1>><<generates2>>
As you approach the changing rooms, you notice the lights for the <<= $NPCList[0].pronoun is "m" ? "boy's" : "girl's">> changing room has been left on. Getting closer, you hear some sounds coming from within. It seems someone is using the room.
<br><br>
<<link [[Peek|School Night Pool Party Changing Room 2]]>><<set $phase to 1>><</link>>
<br>
<<link [[Wait for them to leave|School Night Pool Party Changing Room 2]]>><<set $phase to 0>><</link>>
<br><<effects>>
<<set $weekly.schoolNightPoolParty to "changingRoom">>
<<set _onlyHeterosexuality to ($maleChanceMale is 0 and $NPCList[0].pronoun is "m") or ($maleChanceFemale is 100 and $NPCList[0].pronoun is "f")>>
<<set _onlyHomosexuality to ($maleChanceMale is 100 and $NPCList[0].pronoun is "m") or ($maleChanceFemale is 0 and $NPCList[0].pronoun is "f")>>
<<set _unableAttracted to ($NPCList[0].pronoun is $NPCList[1].pronoun and _onlyHeterosexuality) or ($NPCList[0].pronoun isnot $NPCList[1].pronoun and _onlyHomosexuality)>>
<<if $phase is 0>> /* Wait for them to leave */
You wait to the side of the changing room's entrance. When it grows quiet inside, you carefully peek inside and confirm that it's empty.
<<else>> /* Peek */
You carefully peek inside the changing room. There are two students inside, a <<person1>><<person>> and a <<person2>><<person>>.
<br><br>
<<switch random(1,4)>>
<<case 1>>
You watch as they both strip nude. Instead of changing into some kind of swimwear, the pair walk into the pool room, fully naked.
<<case 2>>
The former is already naked, while the latter is in the process of removing <<his>> <<= $NPCList[0].pronoun is "m" ? "underwear" : "panties">>.
<br><br>
<<if _unableAttracted>>
The two of them chat idly as the <<person2>><<person>> finishes undressing.
<<else>>
<<if $NPCList[1].penis isnot "none">>
As <<his>> cock comes into view, you notice that <<hes>> already hard. A bit of precum leaks from the tip. The <<person1>><<person>> playfully strokes the <<person2>><<persons>> dick, but the teasing doesn't last long.
<<else>>
As <<his>> pussy comes into view, you think you can notice it already dripping a little. The <<person1>><<person>> playfully runs <<his>> fingers over the <<person2>><<persons>> cunt, but the teasing doesn't last long.
<</if>>
<</if>>
<br><br>
Soon, they both walk into the pool room, leaving their clothes behind.
<<case 3>>
<<if _unableAttracted>>
The <<person1>><<person>> is reading a dirty magazine, and you can see <<his>> <<= $NPCList[0].penis isnot "none" ? "cock rapidly hardening" : "face flushing lewdly">>.
<br><br>
The <<person2>><<person>> waits for <<him>> to finish, staring towards the pool as <<he>> idly touches <<himself>>. When the <<person1>><<person>> is fully aroused, they both run into the pool room.
<<else>>
The former is on <<person1>><<his>> knees, servicing the latter.
<br><br>
<<if $NPCList[1].penis isnot "none">>
<<He>> gently licks the <<person2>><<persons>> cock, running a tongue up the length of <<his>> shaft before focusing on the tip. Precum leaks out, and the <<person1>><<person>> gladly laps it up, savouring the taste.
<<else>>
<<He>> gently licks the <<person2>><<persons>> pussy, focusing on <<his>> stiff clit before shifting <<person1>><<his>> attention to the lewd fluid dripping from the <<person2>><<persons>> aroused cunt. <<person1>><<He>> gladly laps it up, savouring the taste.
<</if>>
<br><br>
<<He>> stops before the <<person2>><<person>> can cum and climbs to <<his>> feet. The <<person2>><<person>> whimpers at the loss of contact, but after exchanging a few whispered words, they both run into the pool room.
<</if>>
<<case 4>>
Both of them are fully naked. The <<person1>><<person>> heads into the pool room, while the <<person2>><<person>> hangs back.
<br><br>
With a furtive glance in the direction of the pool, <<he>> leans against the locker. <<He>> quickly
<<if $NPCList[1].penis isnot "none">>
wraps a hand around <<his>> hard cock, pumping it up and down in a rhythmic motion. Precum leaks from the tip. With <<his>> free hand, <<he>> pinches <<his>> nipples, stimulating one at a time.
<<else>>
slides <<his>> hand towards <<his>> dripping pussy, slipping two fingers inside. As <<he>> thrusts in and out in a rhythmic motion, <<he>> grinds <<his>> palm against <<his>> clit. With <<his>> free hand, <<he>> massages <<his>> breasts, stimulating one at a time.
<</if>>
<br><br>
Before <<he>> can cum, <<he>> stops abruptly. Still visibly aroused, <<he>> enters the pool room.
<</switch>>
<</if>>
<br><br>
<<if $NPCList[0].pronoun is "m">>
<<link [[Next|School Boy Changing Room]]>><<endevent>><<set $eventskip to 1>><</link>>
<<else>>
<<link [[Next|School Girl Changing Room]]>><<endevent>><<set $eventskip to 1>><</link>>
<</if>>
<br><<effects>>
<<generates1>><<generates2>>
Carefully approaching the door to the pool room, you peek inside and are greeted by a scene of pure debauchery. The whole room is packed with students immersed in all kinds of sexual acts.
<br><br>
Near the centre of the pool, two students exchange a deep kiss, their hands moving furiously under the water. To the left, a <<person1>><<person>> sits on the edge of the pool, while <<his>> partner runs a tongue down <<his>> <<= $NPCList[0].penis isnot "none" ? "cock" : "cunt">>. <<He>> moans in ecstatic bliss.
<br><br>
To the right, a <<person2>><<person>> watches the scenes unfolding before <<him>> while eagerly masturbating. It doesn't take long for <<him>> to cum.
<br><br>
Some of the students, however, seem to just be talking among themselves. Some are breathing hard, as if recovering from <<= $awarelevel gte 1 ? "an orgasm" : "some physical exertion">>.
<br><br>
<<link [[Enter the pool room|School Pool]]>><<endevent>><</link>>
<br>
<<if $changingRoomGender is "boys">>
<<link [[Leave|School Boy Changing Room]]>><<endevent>><<set $eventskip to 1>><</link>>
<<else>>
<<link [[Leave|School Girl Changing Room]]>><<endevent>><<set $eventskip to 1>><</link>>
<</if>>
<br><<set $outside to 0>><<set $location to "pool">><<schooleffects>><<effects>>
<<noClothingCheck>>
<<if $speech_attitude is "meek">>
You look down. "Can... can I stay?"
<<elseif $speech_attitude is "bratty">>
You take a moment to look around. "Well, I want in. You won't say no, right?"
<<else>>
You take a moment to look around. "Can I join? I won't tell, of course."
<</if>>
<br><br>
<<if $cool gte 160>>
<<set $weekly.schoolNightPoolParty to "party">>
/* Maybe can track how many parties the players have attended */
<<set $schoolNightPoolParty to ($schoolNightPoolParty || 0) + 1>>
Their expressions soften with your words, and you can feel the tension in the room relaxing.
<br><br>
"Sure, you can stay," a <<person1>><<person>> says.
<<if _nude>>
"Just jump in and have fun!"
<<else>>
"But no clothes allowed. C'mon, go take everything off!"
<</if>>
The room cheers.
<br><br>
<<if _nude>>
<<link [[Next|School Pool]]>><<endevent>><</link>>
<br>
<<else>>
<<maleicon>><<link [[Boys' changing room|School Boy Changing Room]]>><<endevent>><</link>>
<br>
<<femaleicon>><<link [[Girls' changing room|School Girl Changing Room]]>><<endevent>><</link>>
<br>
<</if>>
<<else>>
<<set $weekly.schoolNightPoolParty to "rape">>
Their expressions harshen at your words, and you can feel the tension in the room increasing.
<br><br>
Suddenly, a <<person1>><<person>> gives you a creepy smile. "Oh, you want in? Sure, let's get you in. Grab <<phim>>!"
<br><br>
Two students grab you by the arms, pulling you towards the pool. You are thrown inside, and quickly surrounded by the nearby students.
<br><br>
<<generates3>><<generates4>><<generates5>><<generates6>>
<<link [[Next|School Night Pool Party Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|School Night Pool Party Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|School Night Pool Party Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
With the group satisfied, they open up space for you to swim to the pool side. There, two students violently pull you out of the pool, with one giving you a slap on the ass.<<pain 4>><<gpain>>
<br><br>
"You better keep that mouth shut, slut, unless you wanna go another round," the <<person1>><<person>> hollers, causing the others to laugh.
<br><br>
Beaten and abused, you squirm your way out of the pool room.
<<else>>
You manage to disentangle yourself from their grasp and quickly swim to the pool side. You pull yourself out of the pool,
<<athleticsdifficulty 1 800 true>>
<<if $athleticsSuccess>>
nearly slipping on the wet tile as you run back into the changing rooms.
<<else>>
and <span class="red">slip and fall on the wet tile.</span> You pick yourself up, embarrassed and in pain, and run back to the changing room as the group laughs behind you.<<pain 4>><<trauma 6>><<gpain>><<gtrauma>>
<</if>>
<br><br>
"C'mon, didn't you want to stay?" you hear the <<person1>><<person>> shout, followed by more laughter. You don't stop.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<if $player.gender_appearance is "m">>
<<link [[Next|School Boy Changing Room]]>><<endevent>><<set $eventskip to 1>><</link>>
<<else>>
<<link [[Next|School Girl Changing Room]]>><<endevent>><<set $eventskip to 1>><</link>>
<</if>>
<br><<effects>>
<<generatey1>><<person1>>
<<set $phase2 to random(1,5)>>
<<switch $phase2>>
<<case 1>>
You approach a rough group talking among themselves by the poolside. A <<person>> greets you, a beer in hand.
<<if playerBellyVisible()>>
<<He>> automatically goes to hand it to you, but quickly apologises. "Sorry, I forgot you're pregnant..."
<<else>>
<<He>> holds it out for you to take.
<</if>>
<<case 2>>
You approach a laid-back group sitting by themselves. A <<person>> nods
<<if playerBellyVisible()>>
and goes to offer you a beer. <<He>> stops when <<he>> notices your belly, giving you an awkward smile.
<<else>>
and offers you some beer.
<</if>>
<<case 3>>
You approach a rowdy group sitting by themselves in a circle. A <<person>> acknowledges you and
<<if playerBellyVisible()>>
sips from <<his>> drink, eyeing your pregnant belly. "I'd offer you one, but something tells me that's not a great idea." <<He>> grins at you.
<<else>>
offers a drink.
<</if>>
<<case 4>>
You approach a loud group by the poolside, still in the water. A <<person>> recognises you and
<<if playerBellyVisible()>>
gives you a high five. No one offers you a drink. Some people are morbidly fascinated by your belly.
<<else>>
passes you a beer.
<</if>>
<<case 5>>
You approach a small group by the middle of the pool. A <<person>> notices
<<if playerBellyVisible()>>
your belly and asks if you miss drinking.
<<else>>
you and offers a beer.
<</if>>
<</switch>>
<br><br>
<<if playerIsPregnant() and playerAwareTheyArePregnant()>>
<span class="blue">You can't bring yourself to drink while you know you're with child.</span>
<<else>>
<<foodicon "beerbottle">><<link [[Drink (0:10)|School Night Pool Party Socialise 2]]>><<set $phase to 0>><<pass 10>><<status 3>><<stress -6>><<alcohol 60>><<wearProp "beer bottle">><</link>><<ggcool>><<llstress>>
<</if>>
<br>
<<socialiseicon>><<link [[Just talk (0:10)|School Night Pool Party Socialise 2]]>><<set $phase to 1>><<pass 10>><<status 1>><<stress -2>><</link>><<gcool>><<lstress>>
<br>
<<getouticon>><<link [[Leave|School Pool]]>><<endevent>><</link>>
<br><<effects>>
<<if $phase is 0>> /* Accept */
You take up the offer and sip from the bottle.
<<else>> /* Decline */
You thank <<him>>, but decline the offer. The <<person>> shrugs.
<</if>>
<br><br>
<<switch $phase2>>
<<case 1>>
They all tell stories about their various misdeeds.
<br><br>
<<if $delinquency lt 400>>
You listen to their talk with morbid curiosity, not sure if you should be impressed or horrified.
<<else>>
You frequently interject, telling them about your own exploits. They seem impressed.<<status 5>><<gcool>>
<</if>>
<<case 2>>
They all tell stories about times they played hooky.
<br><br>
<<if $delinquency lt 400>>
You're impressed they even manage to get passing grades. Or maybe they just don't.
<<else>>
You tell them stories about your own misdeeds. They pay close attention. A few mention that you should cut classes together, though you suspect they're too drunk to remember it tomorrow.
<</if>>
<<case 3>>
They talk about their various sexual adventures. Their naked bodies make it easy to see that most are aroused, and some are even playfully touching themselves as they listen.
<br><br>
<<if hasSexStat("promiscuity", 5)>>
You add your own stories, which they listen with great interest. By the end, some are openly masturbating.<<status 5>><<gcool>>
<<else>>
You blush upon hearing their stories. There is no way some of those things are true, is there?
<</if>>
<<arousal 600>><<garousal>>
<<case 4>>
You sit on the edge of the pool, with your legs dangling in the water.
<<if hasSexStat("exhibitionism", 5)>>
You keep your legs wide open, proudly displaying your <<genitals>> to the group. They ogle you with great interest.<<status 5>><<gcool>>
<br><br>
<<if $player.penisExist and $player.penissize gte 4>>
"That's a monster dick if I ever saw one," one of them says. <<He>> doesn't sound disparaging though, and starts bragging about how easily <<he>> could take your dick. <<His>> friends laugh and call <<him>> a size queen.<<acceptance "penis_big" 10>><<gacceptance>>
<<elseif $player.penisExist and $player.penissize lte 1>>
"Your cock is so cute," one of them says. <<He>> doesn't sound condescending, though. <<He>> absentmindedly starts touching <<himself>> while staring at your dick. <<acceptance "penis_small" 10>><<gacceptance>>
<<else>>
A few give lewd comments and compliment you.
<</if>>
<<arousal 600>><<garousal>>
<<else>>
You keep your legs together, but that doesn't stop some of them from trying to sneak a look at you.<<stress 6>><<gstress>>
<</if>>
<<case 5>>
They all talk about their fetishes, and you can see most are aroused.
<br><br>
<<if hasSexStat("deviancy", 5)>>
You talk about your various encounters with <<if $bestialitydisable is "t">>monsters<<else>>beasts<</if>>. They listen with a mixture of fascination and horror.<<status 5>><<gcool>>
<<else>>
You remain quiet, not having much to add to the conversation, but enjoying their stories.
<</if>>
<<arousal 600>><<garousal>>
<</switch>>
<br><br>
<<link [[Next|School Pool]]>><<endevent>><</link>>
<br><<effects>>
<<if Time.hour is 6>>
<<schoolnightpoolpartyend>>
<<exit>>
<</if>>
<<set $phase2 to random(1,4)>>
<<switch $phase2>>
<<case 1>>
<<generatey1>><<npcClothesType $NPCList[0] "naked">>
You spot a <<person1>><<person>> sitting by <<himself>>, slowly masturbating, seemingly to nothing in particular. Maybe <<he>> could use some help?
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<brothelicon>><<link [[Approach (0:20)|School Night Pool Party Around Sex]]>><<pass 20>><<set $sexstart to 1>><</link>><<promiscuous2>>
<br>
<</if>>
<<case 2>>
<<generatey1>><<npcClothesType $NPCList[0] "naked">>
<<generatey2>><<npcClothesType $NPCList[1] "naked">>
<<generatey3>><<npcClothesType $NPCList[2] "naked">>
You spot a <<person1>><<person>> and a <<person2>><<person>> sitting on the pool edge. Their legs are wide open, and their faces contorted in an expression of pure pleasure. Moving a bit, you notice why: a <<person3>><<person>>, still inside the pool, is alternating <<his>> mouth between the two students' genitals.
<br><br>
<<if hasSexStat("promiscuity", 3)>>
<<brothelicon>><<link [[Approach (0:20)|School Night Pool Party Around Sex]]>><<pass 20>><<set $sexstart to 1>><</link>><<promiscuous3>>
<br>
<</if>>
<<case 3>>
<<generatey1>><<npcClothesType $NPCList[0] "naked">>
<<generatey2>><<npcClothesType $NPCList[1] "naked">>
<<generatey3>><<npcClothesType $NPCList[2] "naked">>
You spot a small group of three students sneaking glances at you. It seems they want to approach, but are either too shy or too scared to do so.
<br><br>
<<if hasSexStat("promiscuity", 4)>>
<<brothelicon>><<link [[Approach (0:20)|School Night Pool Party Around Sex]]>><<pass 20>><<set $sexstart to 1>><</link>><<promiscuous4>>
<br>
<</if>>
<<case 4>>
<<generatey1>><<npcClothesType $NPCList[0] "naked">>
<<generatey2>><<npcClothesType $NPCList[1] "naked">>
<<generatey3>><<npcClothesType $NPCList[2] "naked">>
<<generatey4>><<npcClothesType $NPCList[3] "naked">>
<<generatey5>><<npcClothesType $NPCList[4] "naked">>
You spot a <<person1>><<person>> inside the pool, calling you out with a devious smile. Some of <<his>> friends are also looking at you.
<br><br>
<<if hasSexStat("promiscuity", 5)>>
<<brothelicon>><<link [[Approach (0:20)|School Night Pool Party Around Sex]]>><<pass 20>><<set $sexstart to 1>><</link>><<promiscuous5>>
<br>
<</if>>
<</switch>>
<<investigateicon>><<link [[Keep looking around (0:10)|School Night Pool Party Around]]>><<pass 10>><<endevent>><</link>>
<br>
<<getouticon>><<link [[Stop looking around|School Pool]]>><<endevent>><</link>>
<br><<if $sexstart is 1>>
<<switch $phase2>>
<<case 1>>
You reach out to <<him>>. With a seductive smile, you ask if the <<person>> needs some "help". <<He>> smiles back. "Sure, let's see what you can do."<<promiscuity2>>
<<case 2>>
You jump into the pool and swim to the <<person3>><<persons>> side. With a seductive smile, you ask if <<hes>> inclined to share. <<He>> smiles back. "Be my guest. My jaw was starting to get tired anyway."<<promiscuity3>>
<<saveNPC 0 night_pool_receiver>><<saveNPC 2 night_pool_oral>>
<<endevent>>
<<set $phase2 to 2>>
<<loadNPC 0 night_pool_receiver>><<clearNPC night_pool_receiver>>
<<case 3>>
"I noticed you all have been checking me out," you say, giving them a seductive smile. "You do know you can do more than just look, right?" You don't have to wait for an answer. Without a word, three pairs of hands are quickly groping all of your body.<<promiscuity4>>
<<case 4>>
You jump into the water and swim towards <<him>>. You expect them to greet you first, but the group isn't interested in wasting any time. They quickly surround you, their hands reaching all over your body.<<promiscuity5>>
<</switch>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<if $phase2 is 2>><<person1>><<silently>><<npcoral>><</silently>><</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate "<span class='red'>No one comes to your aid, likely due to your reputation as a delinquent.</span>">>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|School Night Pool Party Around Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|School Night Pool Party Around Sex]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<switch $phase2>>
<<case 1>>
<<if $enemyhealth lte 0>>
"Ouch!" The <<person1>><<person>> backs away from you. "Fuck! Why did you even come to me, then?" You don't bother answering. Instead, you get up and leave <<him>> behind.
<<elseif $enemyarousal gte $enemyarousalmax and $consensual is 1>>
<<ejaculation>>
"Yeah, you know your stuff alright." The <<person1>><<person>> chuckles. "C'mon, you can go. I'll need some time to recover."
<<else>>
<<if $enemyarousal gte $enemyarousalmax>><<ejaculation>><</if>>
"Let this be a lesson, slut," the <<person1>><<person>> says. "Don't go offering yourself if you can't take it." <<He>> laughs.<<status -5>><<lcool>>
<</if>>
<<case 2>>
<<loadNPC 1 night_pool_oral>><<clearNPC night_pool_oral>>
<<if $enemyhealth lte 0>>
You push the <<person1>><<person>> away, and manage to swim far from the trio. "You're a crazy-ass slut!" you hear the <<person2>><<person>> shout after you.
<<elseif $enemyarousal gte $enemyarousalmax and $consensual is 1>>
<<ejaculation>>
"Not bad." The <<person2>><<person>> laughs. "Maybe I should get you to do that on me. Not now, though," <<he>> adds, giving you a wink.
<<else>>
<<if $enemyarousal gte $enemyarousalmax>><<ejaculation>><</if>>
The <<person2>><<person>> laughs. "Shouldn't have tried it if you can't take it," <<he>> says, before going back to play with the other two.<<status -5>><<lcool>>
<</if>>
<<case 3>>
<<if $enemyhealth lte 0>>
You manage to disentangle yourself from the trio, and you run away from them. They don't pursue you.
<<elseif $enemyarousal gte $enemyarousalmax and $consensual is 1>>
<<ejaculation>>
"We should have invited you from the start," the <<person1>><<person>> says. "Especially now that we know you can take a good pounding. Or three." The group laughs.
<<else>>
<<if $enemyarousal gte $enemyarousalmax>><<ejaculation>><</if>>
"Fucking slut," the <<person1>><<person>> shouts. "Let that be a warning. Don't bother coming over if you can't take us." The group laughs.<<status -5>><<lcool>>
<</if>>
<<case 4>>
<<if $enemyhealth lte 0>>
You manage to create a gap in the group, taking the opportunity to escape. "Come back here, you bitch!" the <<person1>><<person>> shouts, but the group doesn't come after you.
<<elseif $enemyarousal gte $enemyarousalmax and $consensual is 1>>
<<ejaculation>>
As you catch your breath, the group quickly disperses, seemingly losing all interest in you now that they've gotten what they wanted.
<<else>>
<<if $enemyarousal gte $enemyarousalmax>><<ejaculation>><</if>>
You try to regain your breath as the students around you laugh. "C'mon, bitch, don't pretend you didn't want this," the <<person1>><<person>> says, before the group disperses.<<status -5>><<lcool>>
<</if>>
<</switch>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|School Pool]]>><<endevent>><</link>>
<br><<set $outside to 1>><<set $location to "alley">><<effects>><<set $bus to "industrial">>
<<set _hour to clone(Time.hour)>>
<<for _i to 0; _i lt 12; _i++>>
<<set _hour++>>
<<if _hour % 24 gte 6 and _hour % 24 lte 9>>
<<set _multi to _hour - Time.hour>>
<<pass `1 * _multi` hour>><<tiredness `-12 * _multi`>><<effects>>
<<break>>
<</if>>
<</for>>
As you come to your senses, you can feel
<<if Weather.precipitation isnot "none">>
<<if Weather.precipitation is "rain">>
raindrops
<<else>>
snowflakes
<</if>>
landing on
<<else>>
the sun hitting
<</if>>
your skin.
<br><br>
Opening your eyes, you take in your surroundings. You're inside the alley behind school, and the <<if Weather.precipitation isnot "none">>faint daylight<<else>>rising sun<</if>> indicates it's some time past 06:00. Once the party was over, someone must have carried you out of school and left you there.
<br><br>
You just wish they had gotten your clothes too: you're totally naked!<<ruined>>
<br><br>
<<link [[Next|Industrial alleyways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<if $per_npc.pinch>>
<<loadNPC 0 "pinch">>
<<person1>>
<<else>>
<<generate1>><<person1>>
<<if $NPCList[0].gender is "m">>
<<set $NPCList[0].penisdesc to "tiny penis">>
<<set $NPCList[0].penissize to 1>>
<</if>>
<<set $NPCList[0].fullDescription to ($NPCList[0].pronoun is "m" ? "Mr" : "Ms") + " Pinch">>
<<set $NPCList[0].name to $NPCList[0].fullDescription>>
<<set $NPCList[0].name_known to 1>>
<<npcClothesName $NPCList[0] "robinGiftChristmas">>
<<saveNPC 0 "pinch">>
<</if>>
<<wearProp "book" 0 "olive">>
<<if $oliveExitPassage is "School Library">>
You take the olive book from the basket.
<<else>>
You settle in bed with the olive book.
<</if>>
The title, written in stylised white letters, reads "How <<personname>> Groped Christmas".
<br><br>
<<if $englishtrait gte 3>>
You know the book very well. It's a classic Christmas tale, with more than half a century's worth of history. It teaches the general populace of the values of the festivity. You can't help but notice that this version seems different compared to other versions you've heard of.
<br><br>
<<link [[Read (0:20)|Olive Book 2]]>><<handheldon>><<pass 20>><<stress -6>><<englishskill>><</link>><<genglish>><<lstress>>
<br>
<<elseif $englishtrait gte 2>>
You know the book well. And who wouldn't? It's a classic Christmas story. You can't help but notice that this version seems different compared to other versions you've heard of.
<br><br>
<<link [[Read (0:20)|Olive Book 2]]>><<handheldon>><<pass 20>><<stress -6>><<englishskill>><</link>><<genglish>><<lstress>>
<br>
<<elseif $englishtrait gte 1>>
You know the book. It's a classic Christmas story.
<br><br>
<<link [[Read (0:20)|Olive Book 2]]>><<handheldon>><<pass 20>><<englishskill>><</link>><<genglish>>
<br>
<<elseif $englishtrait gte 0>>
The title sounds familiar to you, but you can't quite place it.
<br><br>
<<link [[Read (0:20)|Olive Book 2]]>><<handheldon>><<pass 20>><<englishskill>><</link>><<genglish>>
<br>
<<else>>
You open the book on a random page. It looks like the same dumb Christmas story you hear every year. Uninterested, you set it back down.
<br><br>
<</if>>
<<link [[Put the book away|$oliveExitPassage]]>><<handheldon>><<unset $oliveExitPassage>><<pinchEnd>><</link>>
/*indev scarlet book event. English: 300-399*/<<wearProp "open book" 0 "olive">>
You're reading "How <<personname>> Groped Christmas".
<br><br>
The book tells the story of "<<personname>>", a vile and bitter young <<personsimple>>. Peevish as <<he>> is pervish, <<he>> lives in seclusion in a cold and lonely fortress, isolated from the rest of the world.
<br><br>
Just south of the castle is a bustling town, with many upbeat residents showing cheer and excitement for the Christmas festivities.
<br><br>
Fed up with it all, <<personname>>'s plan is to "defile" their Christmas spirit. <<His>> wicked ways know no bounds, and no limits.
<br><br>
<<if $englishtrait gte 1>>
Despite the notable differences, this still remains a Christmas classic. Regardless of what version or copy you read, reading this old tale makes you feel warm inside.
<br><br>
<<link [[Continue reading (0:20)|Olive Book 3]]>><<pass 20>><<englishskill>><</link>><<genglish>>
<br>
<<else>>
Nothing interesting. Just the same dumb Christmas story you hear every year.
<br><br>
<</if>>
<<link [[Put the book away|$oliveExitPassage]]>><<handheldon>><<unset $oliveExitPassage>><<pinchEnd>><</link>>You're reading "How <<personname>> Groped Christmas".
<br><br>
Fed up with it all, <<personname>>'s plan is to "defile" their Christmas spirit. <<His>> wicked ways know no bounds, and no limits.
<br><br>
<<He>> dons a Santa Claus outfit and heads down the tower, carrying a large linen sack. Upon reaching the town, <<he>> infiltrates the first home via the chimney and proceeds to rob the poor family blind of all their presents.
<br><br>
A <<print ($player.gender_appearance is "f" ? "lovely" : "handsome")>> <<lass>> by the name of Lew awakens to the thievery, but <<personname>> deceives <<phim>>. But <<personname>> does not leave it there...
<br><br>
<<if $englishtrait gte 2>>
<<if $christmas_book_read gte 1>>
You shiver with anticipation, knowing what's to come.
<<else>>
You don't remember this part of the book. Part of you wants to stop, but a perverse curiosity eggs you on.
<</if>>
<br><br>
<<link [[Continue reading (0:20)|Olive Book 4]]>><<pass 20>><<stress -6>><<englishskill>><<arousal 1200>><</link>><<genglish>><<lstress>><<ggarousal>>
<br>
<<else>>
The story is interesting. You think to return to it later.
<br><br>
<</if>>
<<link [[Put the book away|$oliveExitPassage]]>><<handheldon>><<unset $oliveExitPassage>><<pinchEnd>><</link>>
<br>You're reading "How <<personname>> Groped Christmas".
<br><br>
Away <<he>> goes to other homes, and repeats <<his>> deeds there. Once satisfied, <<his>> sordid needs take precedence. <<He>> returns to the first home <<he>> ransacked, Lew fast asleep in <<pher>> bedroom, and the rest is left unspoken.
<br><br>
A wicked, nasty deed, followed up by one even nastier. <<personname>>'s heart is a dumpheap, overflowing with all sorts of rubbish imaginable.
<br><br>
<<He>> returns to the tower after a hefty climb, satisfied with <<himself>>. As the sun rises, <<he>> expects tears, and jeers, but is shocked when <<he>> instead receives... singing. And not just any singing, but one of which <<he>> will never forget.
<br><br>
Realising <<his>> grave mistake, <<he>> rushes to town in a much more cheerful tune to return the stolen gifts. They have something else in mind for dear <<personname>>, however.
<br><br>
It is there <<he>> learns the most valuable lesson of Christmas. And it is there where it is said that a certain part of <<him>> grew over three sizes that day.
<br><br>
With each telling of the story, it takes different meanings. A once innocent tale has taken a turn for the worse, now more than ever in this darker version. This book seems to have taught you to believe what the true message is behind the old, happy tale - purity and innocence, defiled by debauchery and depravity. You feel a mix of jealousy, lust and anger. And some part of you likes the feelings.
<br><br>
<<oliveicon>><<link [[Read the whole book (0:20)|Olive Book Full]]>><<handheldon>><<pass 20>><<stress -6>><<englishskill>><</link>><<if !$christmas_book_read>><<note "???" "blue">><<else>><<genglish>><<lstress>><<garousal>><</if>>
<br>
<<if $bus is "schoollibrary">>
<<if Time.schoolDay>>
<<if $schoolstate is "lunch" and hasSexStat("exhibitionism", 5)>>
<<skinicon "masturbate">><<link [[Masturbate|Library Masturbation]]>><<handheldon>><<set $masturbationstart to 1>><</link>><<exhibitionist5>>
<br>
<<elseif hasSexStat("exhibitionism", 3) and ["early", "late"].includes($schoolstate)>>
<<skinicon "masturbate">><<link [[Masturbate|Library Masturbation]]>><<handheldon>><<set $masturbationstart to 1>><</link>><<exhibitionist3>>
<br>
<<elseif hasSexStat("exhibitionism", 4)>>
<<skinicon "masturbate">><<link [[Masturbate|Library Masturbation]]>><<handheldon>><<set $masturbationstart to 1>><</link>><<exhibitionist4>>
<br>
<</if>>
<<elseif hasSexStat("exhibitionism", 2)>>
<<skinicon "masturbate">><<link [[Masturbate|Library Masturbation]]>><<handheldon>><<set $masturbationstart to 1>><</link>><<exhibitionist2>>
<br>
<</if>>
<</if>>
<<if $arousal gte ($arousalmax / 5) * 2>>
<<if $christmas_book_read gte 2>>
<<daydreamicon>><<link [[Imagine yourself as Lew|Olive Book Lew]]>><<handheldon>><<pass 30>><<arousal 600>><<set $phase to 2>><</link>><<garousal>>
<br>
<</if>>
<<if $christmas_book_read gte 3>>
<<daydreamicon>><<link [[Imagine yourself as Pinch|Olive Book Pinch]]>><<pass 30>><<arousal 600>><<set $phase to 2>><<handheldon>><</link>><<garousal>>
<br>
<</if>>
<</if>>
<<getouticon>><<link [[Put the book away|$oliveExitPassage]]>><<handheldon>><<unset $oliveExitPassage>><<pinchEnd>><</link>>
<br><<pinchStart>>
<<set $outside to 0>><<set $location to "tower">><<effects>>
Among folks down at the forestside town,
<br>
<span class="black">One common feeling was shared all around.</span>
<br><br>
They all liked Christmas.
<br>
<span class="black">They liked it a lot!</span>
<br>
Except <<personname>>.
<br>
<span class="black"><<personname>>... did not.</span>
<br><br>
<<personname>> hated Christmas! <<He>> bashed the whole season!
<br>
<span class="black">Now, please don't ask why. No one quite knows the reason.</span>
<br><br>
<<if $NPCList[0].penis isnot "none">>
It could be, perhaps, that <<his>> shoes were too tight.
<br>
<span class="black">It could be <<his>> head wasn't screwed on just right.</span>
<br>
But I think that the most likely reason of all,
<br>
<span class="black">May have been <<his>> cock was two sizes too small.</span>
<<else>>
It could be the townsfolk had given <<him>> fright.
<br>
<span class="black">It could be <<his>> get-up had itched just a smite.</span>
<br>
But I think the answer that sounds the most right
<br>
<span class="black">Would be that <<his>> quim was two sizes too tight.</span>
<</if>>
<br><br>
But whatever the reason, <<his>> <<if $NPCList[0].penis isnot "none">>schlong or <<his>> shoes<<else>>cunt or <<his>> clothes<</if>>,
<br>
<span class="black"><<He>> looked down with a frown at the bright little town</span>
<br>
<<if $NPCList[0].penis isnot "none">>
And soaked in <<his>> hatred, and simmered and stewed
<<else>>
And the bright little people <<he>> thoroughly loathed
<</if>>
<br>
<span class="black">From <<his>> great gloomy spire, <<he>> grumbled and groused.</span>
<br><br>
<<link [[Keep reading|Olive Book Full 2]]>><</link>>
<br><<set $outside to 0>><<set $location to "tower">><<effects>>
"They'll have their gifts, their songs, their feasts,
<br>
<span class="black">their stupid, sappy cheer.</span>
<br>
I just can't stand it in the least,
<br>
<span class="black">And it gets worse every year!"</span>
<br><br>
"I'd stifle their spirit," <<he>> grumbled aloud,
<br>
<span class="black">"I'd stomp on their cheer if I only knew how!"</span>
<br><br>
Then <<he>> stopped...
<br>
<span class="black">And <<he>> paused...</span>
<br>
And <<he>> grinned ear-to-ear.
<br>
<span class="black">In <<his>> dirty mind popped a nasty idea!</span>
<br><br>
Using needles and fleece (and some knickers <<he>>'d nicked)
<br>
<span class="black"><<He>> cobbled together a quick Santa hat.</span>
<br>
With a red suit to boot, <<he>> looked just like Saint Nick!
<br>
<span class="black"><<He>> topped off the look with a big empty sack.</span>
<br><br>
"I'll steal all their presents! They won't know what hit 'em!"
<br>
<span class="black"><<He>> said as <<he>> hopped in <<his>> ramshackle sleigh,</span>
<br>
"They'll rubbish their Christmas as soon as I lift 'em!"
<br>
<span class="black">Then <<he>> plunged to the town without a delay.</span>
<br><br>
<<link [[Keep reading|Olive Book Full 3]]>><</link>>
<br><<set $outside to 0>><<set $location to "riding_school">><<effects>>
<<set Time.setTime(22, 0)>>
The windows were dark, no one knew <<he>> was coming,
<br>
<span class="black">They were all fast asleep - and ripe for the plucking!</span>
<br><br>
<<He>> climbed up the roof, empty bag in <<his>> hand,
<br>
<span class="black">When <<he>> came to house on the edge of the land.</span>
<br><br>
"Stop number one," <<he>> said with a hiss
<br>
<span class="black">As <<he>> slid down the chimney, 'twasn't a cinch.</span>
<br>
If Mr Claus could, so could <<personname>>!
<br><br>
<<link [[Keep reading|Olive Book Full 4]]>><</link>>
<br><<set $outside to 0>><<set $location to "riding_school">><<effects>>
<<His>> filthy face popped out the fireplace
<br>
<span class="black">Where the stockings were hung in a row.</span>
<br>
<<He>> sneered as <<he>> pinched them, one at a time,
<br>
<span class="black">"These ought to be the first to go!"</span>
<br><br>
In a deed that would leave the devil aghast,
<br>
<span class="black"><<He>> pinched every present, down to the last.</span>
<br>
Card games and consoles and new mobile phones,
<br>
<span class="black">Board games and toys, even clothes that were sewn!</span>
<br><br>
Each of them greedily stuffed in the bag
<br>
<span class="black">Slung over <<his>> shoulder, proud of <<his>> snag!</span>
<br><br>
<<link [[Keep reading|Olive Book Full 5]]>><</link>>
<br><<set $outside to 0>><<set $location to "riding_school">><<effects>>
<<set Time.setTime(22, 10)>>
As <<he>> pinched the last gift, <<he>> heard a loud gasp.
<br>
<span class="black">Caught in the act, <<he>> twirled 'round in a flash.</span>
<br>
A <<girl>>, a <<lass>> by the name of Lew,
<br>
<span class="black">Hurried downstairs and came into view.</span>
<br><br>
"Why are you taking our presents?" <<pshe>> asked.
<br>
<span class="black">"Please, tell me, <<if $pronoun is "m">>Santa<<else>>Mrs<</if>> Claus!"</span>
<br>
So dastardly clever, <<he>> spun <<phim>> a ruse
<br>
<span class="black">With just the slightest pause.</span>
<br><br>
"There's faulty craftsmanship on these,
<br>
<span class="black">So I'm taking them back to my shop.</span>
<br>
A simple repair, with my expertise,
<br>
<span class="black">And I'll bring them back, quick as a swap!"</span>
<br><br>
<<link [[Keep reading|Olive Book Full 6]]>><</link>>
<br><<set $outside to 0>><<set $location to "riding_school">><<effects>>
<<His>> fib fooled the <<lass>>, reluctant as <<pshe>> was,
<br>
<span class="black"><<pShe>> returned to bed shortly afterward.</span>
<br>
<<pHer>> naive belief in the so-called "right cause"
<br>
<span class="black">Left the jolly impostor utterly floored.</span>
<br><br>
<<He>> crumpled to the chimney, sack in <<his>> hand,
<br>
<span class="black">Stuffing it all the way up.</span>
<br>
<<He>> sidled <<his>> way up the length of the shaft
<br>
<span class="black">Giddier than a young pup.</span>
<br><br>
Then <<he>> did the same to the other houses,
<br>
<span class="black">Thoroughly thieving, not leaving a trace.</span>
<br>
Not even a slight crumb left for the mouses,
<br>
<span class="black">All the town's merriment, turned to disgrace!</span>
<br><br>
<<link [[Keep reading|Olive Book Full 7]]>><</link>>
<br><<set $outside to 0>><<set $location to "riding_school">><<effects>>
<<set Time.setTime(23, 45)>>
A quarter to midnight, the town soundly dreaming,
<br>
<span class="black">In old Pinch's head was a sinister scheming.</span>
<br>
<<His>> sack big and bulging, <<his>> work nearly done,
<br>
<span class="black"><<personname>> stopped and smirked. "Why not have some fun?"</span>
<br><br>
One last heinous act before <<he>> was through,
<br>
<span class="black"><<He>> oozed <<his>> way back to the home of poor Lew.</span>
<br>
<<He>> snuck up the stairs where the <<girl>> soundly slept,
<br>
<span class="black">Closer and closer <<his>> pernicious paws crept.</span>
<br><br>
<i>You turn the page, but a thought intrudes.
<br>
What if instead of ill-fated Lew,
<br>
What if, perchance, the victim were you?</i>
<br><br>
<<link [[Imagine yourself in helpless Lew's stead|Olive Book Lew]]>><<set $phase to 1>><</link>>
<br>
<<link [[Ignore the feeling, just read on ahead|Olive Book Lew]]>><<set $phase to 0>><</link>>
<br><<if $phase is 2>>
<<pinchStart>>
<<set Time.setTime(23, 45)>>
<</if>>
<<set $outside to 0>><<set $location to "riding_school">><<effects>>
<<set $pinchArousal += 1000>>
<<if $phase gte 1>>
<<becomePinch "Lew">>
As Pinch licked <<his>> lips and wiggled <<his>> fingers,
<br>
<span class="black">Over the bedroom, an evil air lingered.</span>
<br><br>
<<if $player.gender_appearance is "f">>
For the last gift of Christmas to be taken
<br>
<span class="black">Is the gift of taking an untaken maiden.</span>
<<else>>
For there's but one gift to bring a sicko joy
<br>
<span class="black">And that is the gift of an unsullied boy.</span>
<</if>>
<br>
A precious gift, the purest - virginity
<br>
<span class="black">Clean and pristine, all share an affinity.</span>
<br><br>
A familiar shape loomed over Lew
<br>
<span class="black">And pinched off the covers, <<his>> vices ensue.</span>
<br>
"So cosy and safe," a creaking voice said.
<br>
<span class="black">"I can't help myself. I must have you in bed!"</span>
<br><br>
<<link [[Next|Olive Book Lew Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<<if $christmas_book_read lte 1>>
<<set $christmas_book_read to 2>>
<</if>>
<<else>>
<i>You shake your head to clear out your thoughts
<br>
And look to the book for where you left off.</i>
<br><br>
And then came a deed so deeply obscene,
<br>
<span class="black">We need not précis, it would leave you unclean.</span>
<br><br>
<<if $player.gender_appearance is "f">>
For the last gift of Christmas to be taken
<br>
<span class="black">Is the gift of taking an untaken maiden.</span>
<<else>>
For there's but one gift to bring a sicko joy
<br>
<span class="black">And that is the gift of an unsullied boy.</span>
<</if>>
<br>
A precious gift, the purest - virginity
<br>
<span class="black">Clean and pristine, all share an affinity.</span>
<br><br>
<<link [[Keep reading|Olive Book Full 8]]>><<set $phase to 0>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<set $pinchSpeech to 1>>
<<set $speechdisable to 1>>
<<hand_gag 0 left>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<if random(1, 4) is 1>>
<<He>> <<print either("cackles","whispers","rasps","sniggers","sneers")>>.
<<switch $pinchSpeech>>
<<case 1>>
"Do not fret. I am no threat."
<<case 2>>
"No partner is better than me. Wouldn't you agree?"
<<case 3>>
"I'm working up a sweat, but I'll have you wet."
<<case 4>>
"Needs you forget? I'm not done yet."
<</switch>>
<<if $pinchSpeech lte 3>>
<<set $pinchSpeech += 1>>
<<else>>
<<set $pinchSpeech to 1>>
<</if>>
<</if>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Olive Book Lew Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Olive Book Lew Molestation]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "riding_school">><<effects>>
<<if $player.virginity.anal isnot true or $player.virginity.vaginal isnot true>>
<<set $pinchPenile to true>>
<</if>>
<<if $player.virginity.penile isnot true>>
<<if $penisstate is "penetrated">>
<<set $pinchVaginal to true>>
<<else>>
<<set $pinchAnal to true>>
<</if>>
<</if>>
<<if $player.virginity.kiss isnot true>>
<<set $pinchKiss to true>>
<</if>>
<<unset $pinchSpeech>>
<<if $enemyarousal gte $enemyarousalmax>><<set $pinchArousal += 2000>>
<<ejaculation>>
<<He>> smiled and gave Lew a pat on the cheek,
<br>
<span class="black">Then leapt off the bed and left <<phim>> to weep.</span>
<br>
<<He>> croaked to <<himself>> as <<he>> crept <<his>> way out,
<br>
<span class="black">"Enjoy my gift - it's what the season's about!"</span>
<<elseif $enemyhealth lte 0>>
<<personname>> stumbled backwards and let out a hiss,
<br>
<span class="black">Though all things considered, <<he>> wasn't too pissed.</span>
<br>
In spite of Lew bravely defeating the beast,
<br>
<<if $player.virginity.vaginal isnot true or $player.virginity.penile isnot true>>
<span class="black"><<pHer>> virginity wasn't spared in the least.</span>
<<else>>
<span class="black"><<pHer>> innocence hadn't been spared in the least.</span>
<</if>>
<br><br>
"Whatever, you whore," Pinch snickered and sneered
<br>
<span class="black">As <<he>> clumsily rose from the floor.</span>
<br>
"Hope you like Christmas without any cheer!"
<br>
<span class="black">Then <<he>> scurried <<his>> way to the door.</span>
<</if>>
<br><br>
<<silently>><<endcombat>><</silently>>
<<link [[Keep reading|Olive Book Full 8]]>><<set $phase to 1>><</link>>
<br><<set $outside to 0>><<set $location to "tower">><<effects>>
<<set Time.setDate(new DateTime(Time.year, Time.month, 25, 0, 40))>>
<<set Weather.Temperature.set(-10)>>
<<set Weather.set("heavyPrecipitation")>>
<<if $phase is 1>>
<<unbecomePinch>>
<<loadNPC 0 "pinch">><<person1>>
<</if>>
<<His>> wicked itch scratched, <<he>> loaded the sleigh
<br>
<span class="black">With a pause to applaud <<his>> vulgar display.</span>
<br>
Then <<he>> zipped cross the plains, <<his>> passage back home,
<br>
<span class="black">And revelled the naughtiness up in <<his>> dome.</span>
<br><br>
"Serves those chumps right!" <<he>> creepily cackled.
<br>
<span class="black">"Come Christmas morning, they'll surely be baffled!"</span>
<br>
Ten-thousand feet up, up the side of <<his>> tower,
<br>
<span class="black"><<He>> skittered up top, waiting hour by hour.</span>
<br><br>
Soon daybreak broke out on the horizon
<br>
<span class="black">To which Pinch broke out in a horrible grin.</span>
<br><br>
<<link [[Keep reading|Olive Book Full 9]]>><</link>>
<br><<set $outside to 0>><<set $location to "tower">><<effects>>
<<set Time.setTime(5, 0)>>
"Those merry morons, I know just what they'll do,
<br>
<span class="black">Their mouths will hang open, a minute or two,</span>
<br>
And then the townsfolk will all cry 'Boohoo!'"
<br><br>
<span class="black">"Now there's a noise I can't wait to hear!"</span>
<br>
<<He>> sneered as <<he>> cupped <<his>> hand to <<his>> ear.
<br>
<span class="black"><<He>> soon heard a sound rising over the snow,</span>
<br>
It started out low, then it started to grow!
<br><br>
<span class="black">But wait just a minute! This sound wasn't sad.</span>
<br>
As a matter of fact, this sound sounded... glad!
<br>
<span class="black">All of the townsfolk, from tallest to small,</span>
<br>
Were singing - without any presents at all!
<br><br>
<<link [[Keep reading|Olive Book Full 10]]>><</link>>
<br><<set $outside to 0>><<set $location to "tower">><<effects>>
<<His>> dastardly deeds hadn't slowed down its progress,
<br>
<span class="black">Despite <<his>> worst efforts, Christmas came regardless!</span>
<br>
Pinching <<his>> fingers, ice-cold in the snow,
<br>
<span class="black"><<He>> stood and <<he>> puzzled and gazed down below.</span>
<br><br>
"This can't be! How? It came without presents!
<br>
<span class="black">You should be in tears, you annoying peasants!"</span>
<br><br>
As <<he>> puzzled and puzzled the puzzle <<he>> saw,
<br>
<span class="black"><<He>> had a great thought that <<he>> hadn't before.</span>
<br><br>
Maybe Christmas, <<he>> thought, doesn't come from a store.
<br>
<span class="gold">Maybe Christmas, perhaps, means a little bit more!</span>
<br><br>
Now that <<his>> heart didn't feel quite so tight
<br>
<span class="black"><<He>> rode to the town in the bright morning light.</span>
<br><br>
<i>A strange new sensation comes over you
<br>
As you turn the last page, but stop halfway through.
<br>
It seems like a happy ending's in store,
<br>
But the heat in your loins yearns for something... more.</i>
<br><br>
<<link [[Imagine yourself in <<his>> too-tight shoes|Olive Book Pinch]]>><</link>>
<br>
<<link [[The book's nearly done, just read the rest through|Olive Book Full 11]]>><</link>>
<br><<set $outside to 0>><<set $location to "riding_school">><<effects>>
<<set Time.setTime(6, 0)>>
<<He>> was so fed up living the life of a crook
<br>
<span class="black">That <<he>> rode back to town to return what <<he>> took!</span>
<br>
Their card games and consoles and new mobile phones,
<br>
<span class="black">Their board games and toys and those clothes that were sewn!</span>
<br><br>
<<He>> fell to <<his>> knees and confessed to <<his>> fault,
<br>
<span class="black"><<He>> nabbed all their things and put Christmas on halt!</span>
<br><br>
What happened then, well the townsfolk they say,
<br>
<span class="black"><<personname>> felt the goodness of people that day.</span>
<br><br>
There the true meaning of Christmas came through,
<br>
<span class="black">And this, <<he>>'ll attest, was very much true!</span>
<br><br>
<<link [[Next|Olive Book End]]>><<set $phase to 0>><</link>>
<br><<if $phase is 2>>
<<pinchStart>>
<<set Time.setDate(new DateTime(Time.year, Time.month, 25))>>
<</if>>
<<set $outside to 0>><<set $location to "riding_school">><<effects>>
<<endevent>>
<<becomePinch "Pinch">>
<<set Time.setTime(6, 0)>>
<<generate1>><<generate2>><<generate3>><<generate4>>
<<pinchHe>> was so fed up living the life of a crook
<br>
<span class="black">That <<pinchhe>> rode back to town to return what <<pinchhe>> took!</span>
<br>
Their card games and consoles and new mobile phones,
<br>
<span class="black">Their board games and toys and those clothes that were sewn!</span>
<br><br>
<<pinchHe>> fell to <<pinchhis>> knees and admitted <<pinchhis>> fault,
<br>
<span class="black"><<pinchHe>> nabbed all their things and put Christmas on halt!</span>
<br><br>
But from the townsfolk, <<pinchhe>> did not feel forgiveness.
<br>
<span class="black">The feelings <<pinchhe>> felt were a bit more vindictive!</span>
<br>
It turned out that <<he>> had been caught in the act
<br>
<span class="black">Of tainting their Christmas, and Lew, to be exact!</span>
<br><br>
<<link [[Next|Olive Book Pinch 2]]>><</link>>
<br><<set $outside to 0>><<set $location to "riding_school">><<effects>>
"<<pinchHe>> ruined our Christmas,"
<br>
<span class="black">Said the folks of the town,</span>
<br>
"<<pinchHe>> ought to be punished,
<br>
<span class="black">But punish <<pinchhim>> how?"</span>
<br><br>
The rack or the gallows, or maybe the stocks,
<br>
<span class="black">Or maybe just pelt <<pinchhim>> with sharp, pointy rocks?</span>
<br><br>
Then they got an idea. An awful idea!
<br>
<span class="lewd">The folks had a dreadful, awful idea!</span>
<br><br>
"I know what to do,"
<br>
<span class="black">A townsperson joked.</span>
<br>
They reached for <<pinchhis>> throat
<br>
<span class="black">But <<pinchhis>> groin was groped!</span><<arousal 2000>>
<br><br>
<<if $pinchPronoun is "m">>
His future looked grim,
<br>
<span class="black">His chances were slim.</span>
<br>
"Defile our Christmas?
<br>
<span class="black">NAY! Defile him!"</span>
<<else>>
She fearfully twitched,
<br>
<span class="black">She felt quite at risk.</span>
<br>
"Ruin our Christmas?
<br>
<span class="black">NAY! Ruin the bitch!"</span>
<</if>>
<br><br>
<<link [[Next|Olive Book Pinch Gangbang]]>><<set $molestationstart to 1>><</link>>
<br>
<<if $christmas_book_read lte 2>>
<<set $christmas_book_read to 3>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<set $speechdisable to 1>>
<<set $pinchSong to 3>>
<br>
"Let's give <<pinchhim>> a gift,
<br>
<span class="black">Some real holiday cheer!"</span>
<br>
Brayed a lecherous <<person1>><<if $pronoun is "m">>lad<<else>>lass<</if>>
<br>
<span class="black">To the cheers of <<his>> peers.</span>
<br><br>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<if $enemynomax gte 4>>
<<if $pinchSong gte 3>>
<<if $pinchSong is 3>>
They begin to sing.
<<else>>
They continue to sing.
<</if>>
<<set $pinchSong to 2>>
<br><br>
"You're a rapist, <<if $pinchPronoun is "m">>Mr<<else>>Missus<</if>> Pinch."
<br>
<span class="black">"You really are a tear."</span>
<br>
"Your sex skills are appalling, you're as intimate as a bear, <<if $pinchPronoun is "m">>Mr<<else>>Missus<</if>> Pinch."
<br>
<span class="black">"You're a bad egg, greasy as a rotten pear!"</span>
<br><br>
<<elseif $pinchSong is 2>>
They continue to sing.
<<set $pinchSong to 1>>
<br><br>
"You're a molester, <<if $pinchPronoun is "m">>Mr<<else>>Missus<</if>> Pinch."
<br>
<span class="black">"You vie for empty holes."</span>
<br>
"Your brain is utterly, sexually droll, you've semen in your soul, <<if $pinchPronoun is "m">>Mr<<else>>Missus<</if>> Pinch."
<br>
<span class="black">"I wouldn't fuck you with twenty-seven and a half metres of roll!"</span>
<br><br>
<<elseif $pinchSong is 1>>
They continue to sing.
<<set $pinchSong to 4>>
<br><br>
"You are rancid, <<if $pinchPronoun is "m">>Mr<<else>>Missus<</if>> Pinch."
<br>
<span class="black">"You have maggots in your ass."</span>
<br>
"You have all the subtle qualities of a bitch in heat, <<if $pinchPronoun is "m">>Mr<<else>>Missus<</if>> Pinch."
<br>
<span class="black">"Given a choice between the two of you, I'd take the bitch in heat!"</span>
<br><br>
<</if>>
<</if>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or $orgasmdown gte 1>>
<span id="next"><<link [[Next|Olive Book Pinch Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Olive Book Pinch Gangbang]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "riding_school">><<effects>>
<<unset $pinchSong>>
<<if $enemyarousal gte $enemyarousalmax>><<set $pinchArousal += 2000>>
<<ejaculation>>
Their climax was just the distraction <<pinchhe>> needed,
<br>
<span class="black"><<pinchHe>> slipped from their grip and swiftly retreated.</span>
<br><br>
<<pinchHe>> scrambled away, <<pinchhis>> feet in high gear,
<br>
<span class="black"><<pinchHis>> "clever" scheme having fell flat on its face.</span>
<br>
"Whatever," <<pinchhe>> sneered, "I'll get them next year!"
<br>
<span class="black">And then <<pinchhe>> was gone, with hardly a trace.</span>
<br><br>
Since that day, <<pinchhe>> became like a ghost.
<br>
<span class="black"><<pinchHe>> only cropped up in stories, at most.</span>
<br>
Though they'll never forget that fond memory
<br>
<span class="black">Of the lesson they taught <<pinchhim>> - and neither will <<pinchhe>>!</span>
<<elseif $enemyhealth lte 0>>
It seemed for the townsfolk <<pinchhis>> strength was too much
<br>
<span class="black">As they stumbled back in the snow.</span>
<br>
Or maybe they just deemed <<pinchhim>> too gross to touch.
<br>
<span class="black">Regardless, they let the creep go.</span>
<br><br>
From that day forth, they were mindful of danger
<br>
<span class="black">Every year onwards, come Christmas night.</span>
<br>
They hid their presents and distrusted strangers,
<br>
<span class="black">And made sure to lock their bedroom doors tight.</span>
<br><br>
Still to this day, near the holiday season
<br>
<span class="black">They tell tales of Pinch and the things <<pinchhe>> would do</span>
<br>
To careless young fools who trust without reason.
<br>
<span class="black">So don't be a fool, lest you get pinched, too!</span>
<<else>><<set $pinchArousal += 4000>>
<<if $pinchPronoun is "m">>Mr<<else>>Ms<</if>> Pinch's face flushed - <<pinchhe>> felt rather craven
<br>
<span class="black">To have mingled pleasure with such degradation!</span>
<br><br>
But once <<pinchhe>> cooled down, <<pinchhe>> didn't feel mad.
<br>
<span class="black">As a matter of fact, <<pinchhe>> felt rather... glad!</span>
<br>
<<pinchHe>> didn't resent them for their abuse.
<br>
<span class="black">In fact, it felt good being thoroughly used!</span>
<br><br>
Then <<pinchhe>> thought of something <<pinchhe>> hadn't before.
<br>
<span class="black">Maybe cumming, <<pinchhe>> thought, didn't just come from whores.</span>
<br>
<span class="gold">Maybe cumming, perhaps, meant a little bit more!</span>
<br><br>
<<pinchHe>> enjoyed <<pinchhis>> new role as a receptacle
<br>
<span class="black">For the town's lusty passion; <<pinchhe>> was but a hole.</span>
<br>
For the meaning of Christmas that <<pinchhe>> came to know
<br>
<span class="black">Is to give yourself up - your body and soul.</span>
<</if>>
<br><br>
<<silently>><<endcombat>><</silently>>
<<link [[Next|Olive Book End]]>><<set $phase to 1>><</link>>
<br><<set $outside to 0>><<effects>>
<<set _phase to $phase>>
<<set _pinchArousal to $pinchArousal>>
<<pinchEnd>>
You close the book, feeling
<<if $arousal gte ($arousalmax / 5) * 4>>
a lewd warmth in your belly.
<<elseif $arousal gte ($arousalmax / 5) * 2>>
oddly heated.
<<else>>
warm inside.
<</if>>
You shiver as you recount the events.<<arousal _pinchArousal>><<garousal>>
<br><br>
You liked it,
<<if _phase is 1>>
despite knowing that the <b>original story went differently</b>.
<<else>>
despite its unique spin on the old tale.
<</if>>
<br><br>
<<link [[Next|$oliveExitPassage]]>><<handheldon>><<unset $oliveExitPassage>><</link>>
<br><<widget "pinchStart">>
<<if $christmas_book_read is undefined>>
<<set $christmas_book_read to 1>>
<</if>>
<<if !$frozenValues>>
<<freezePlayerStats>>
<</if>>
<<set Time.setDate(new DateTime(Time.year, 12, 24, 21, 0))>>
<<set Weather.Temperature.set(-10)>>
<<set Weather.set("heavyPrecipitation")>>
<<set $pinchArousal to 0>>
<</widget>>
<<widget "becomePinch">>
<<visionPrepMorph>>
<<if _args[0] is "Lew">>
<<set $rightEyeColour to "light blue">>
<<set $leftEyeColour to "light blue">>
<<set $haircolour to "golden">>
<<set $hairColourStyle to "simple">>
<<set $hairfringecolour to "golden">>
<<set $hairFringeColourStyle to "simple">>
<<generalWear "upper" 74 "red">>
<<generalWear "lower" 65 "green">>
<<legswear 9>>
<<elseif _args[0] is "Pinch">>
<<set $player.gender to $per_npc.pinch.gender>>
<<set $player.sex to $per_npc.pinch.gender>>
<<if $player.sex is "f">>
<<set $vaginastate to 0>>
<<set $vaginause to 0>>
<<set $player.vaginaExist to true>>
<<set $player.penisExist to false>>
<<set $player.ballsExist to false>>
<<elseif $player.sex is "m">>
<<set $penisstate to 0>>
<<set $penisuse to 0>>
<<set $player.vaginaExist to false>>
<<set $player.penisExist to true>>
<<set $player.ballsExist to true>>
<<set $player.penissize to 1>>
<<else>>
<<set $vaginastate to 0>>
<<set $vaginause to 0>>
<<set $penisstate to 0>>
<<set $penisuse to 0>>
<<set $player.vaginaExist to true>>
<<set $player.penisExist to true>>
<<set $player.ballsExist to false>>
<<set $player.penissize to 1>>
<</if>>
<<set $player.breastsize to $per_npc.pinch.breastsize>>
<<set $pinchPronoun to $per_npc.pinch.pronoun>>
<<if $pinchPenile>>
<<takeVirginity "Lew" "penile">>
<<elseif $pinchVaginal>>
<<takeVirginity "Lew" "vaginal">>
<<elseif $pinchAnal>>
<<takeVirginity "Lew" "anal">>
<</if>>
<<if $pinchKiss>>
<<takeVirginity "Lew" "kiss">>
<</if>>
<<set $leftEyeColour to "red">>
<<set $rightEyeColour to "red">>
<<set $haircolour to "green">>
<<set $hairColourStyle to "simple">>
<<set $hairfringecolour to "green">>
<<set $hairFringeColourStyle to "simple">>
<<feetwear 18>>
<<headwear 8>>
<<upperwear 30>>
<<lowerwear 33>>
<<underlowerwear 30>>
<</if>>
<</widget>>
<<widget "unbecomePinch">>
/* used to avoid excessive cloning from `$frozenValues` mid scene */
<<if !$frozenValues>>
<<error {message:"You got so immersed in the story that you became a christmas tale character."}>>
<<exitAll>>
<</if>>
<<set $worn to clone($frozenValues.worn)>>
<<set $player to clone($frozenValues.player)>>
<<if $player.penisExist>>
<<set $penisstate to 0>>
<<set $penisuse to 0>>
<<else>>
<<set $penisstate to "none">>
<<set $penisuse to "none">>
<</if>>
<<if $player.vaginaExist>>
<<set $vaginastate to 0>>
<<set $vaginause to 0>>
<<else>>
<<set $vaginastate to "none">>
<<set $vaginause to "none">>
<</if>>
<<set $leftEyeColour to $frozenValues.leftEyeColour>>
<<set $rightEyeColour to $frozenValues.rightEyeColour>>
<<set $haircolour to $frozenValues.haircolour>>
<<set $hairfringecolour to $frozenValues.hairfringecolour>>
<<set $hairColourStyle to $frozenValues.hairColourStyle>>
<<set $hairColourGradient to $frozenValues.hairColourGradient>>
<<set $hairFringeColourStyle to $frozenValues.hairFringeColourStyle>>
<<set $hairFringeColourGradient to $frozenValues.hairFringeColourGradient>>
<<set $hairlength to $frozenValues.hairlength>>
<<set $parasite to clone($frozenValues.parasite)>>
<<set $pain to $frozenValues.pain>>
<<set $arousal to $frozenValues.arousal>>
<<set $tiredness to $frozenValues.tiredness>>
<<set $stress to $frozenValues.stress>>
<<set $trauma to $frozenValues.trauma>>
<<set $control to $frozenValues.control>>
<<set $angel to $frozenValues.angel>>
<<set $angelbuild to $frozenValues.angelbuild>>
<<set $fallenangel to $frozenValues.fallenangel>>
<<set $fallenbuild to $frozenValues.fallenbuild>>
<<set $demon to $frozenValues.demon>>
<<set $demonbuild to $frozenValues.demonbuild>>
<<set $wolfgirl to $frozenValues.wolfgirl>>
<<set $cat to $frozenValues.cat>>
<<set $cow to $frozenValues.cow>>
<<set $harpy to $frozenValues.harpy>>
<<set $fox to $frozenValues.fox>>
<<set $transformationParts to clone($frozenValues.transformationParts)>>
<<set $fame to clone($frozenValues.fame)>>
<<set $sexStats to clone($frozenValues.sexStats)>>
<<set $skulduggery to $frozenValues.skulduggery>>
<<set $purity to $frozenValues.purity>>
<<set $spray to $frozenValues.spray>>
<<set $skin to clone($frozenValues.skin)>>
<</widget>>
<<widget "pinchhe">>
<<silently>><<set _text_output to ($pinchPronoun is "m"? "he" : "she")>><</silently>>
<<print _text_output>>
<</widget>>
<<widget "pinchHe">><<silently>>
<<pinchhe>><<capitalise>>
<</silently>><<print _text_output>><</widget>>
<<widget "pinchhis">>
<<silently>><<set _text_output to ($pinchPronoun is "m"? "his" : "her")>><</silently>>
<<print _text_output>>
<</widget>>
<<widget "pinchHis">><<silently>>
<<pinchhis>><<capitalise>>
<</silently>><<print _text_output>><</widget>>
<<widget "pinchhim">>
<<silently>><<set _text_output to ($pinchPronoun is "m"? "him" : "her")>><</silently>>
<<print _text_output>>
<</widget>>
<<widget "pinchEnd">>
<<if $frozenValues and !$replayScene>>
<<set $_cbook_read to $christmas_book_read>>
<<unfreezePlayerStats>>
<<set $christmas_book_read to $_cbook_read>>
<</if>>
<<if ($studyBooks and $studyBooks.rented.pinch isnot 1 and $studyBooks.stolen.pinch isnot 1) or $studyBooks is undefined>>
<<clearNPC "pinch">>
<</if>>
<<endcombat>>
<</widget>><<wearProp "book" 0 "scarlet">>
<<if $scarletExitPassage is "School Library">>
You take a scarlet book from the basket. The title written in decorative gold letters says "Raul and Janet".
<<else>>
You settle in bed with the scarlet book titled "Raul and Janet".
<</if>>
<<if currentSkillValue('english') gte 600>>
You know the book very well. It's a classic English drama from 1616. It tells the tragic story of two lovers.
<br><br>
<<link [[Read (0:20)|ScarletBook2]]>><<handheldon>><<pass 20>><<stress -6>><<englishskill>><</link>><<genglish>><<lstress>>
<br>
<<elseif currentSkillValue('english') gte 500>>
It's a classic story of two lovers from the seventeenth century.
<br><br>
<<link [[Read (0:20)|ScarletBook2]]>><<handheldon>><<pass 20>><<stress -6>><<englishskill>><</link>><<genglish>><<lstress>>
<br>
<<elseif currentSkillValue('english') gte 400>>
You know that book. It tells the story of two lovers from the seventeenth century.
<br><br>
<<link [[Read (0:20)|ScarletBook2]]>><<handheldon>><<pass 20>><<englishskill>><</link>><<genglish>>
<br>
<<elseif currentSkillValue('english') gte 300>>
This title sounds familiar. Isn't that the one about those two lovers from middle ages?
<br><br>
<<link [[Read (0:20)|ScarletBook2]]>><<handheldon>><<pass 20>><<englishskill>><</link>><<genglish>>
<br>
<<else>>
You open the book on a random page. The text looks like it was written a hundred years ago. Some words sound ridiculous and incomprehensible. Did people really talk like that back then?
<br><br>
<</if>>
<<link [[Put the book away|$scarletExitPassage]]>><<handheldon>><<unset $scarletExitPassage>><</link>>
/*indev scarlet book event. English: 300-399*/<<wearProp "open book" 0 "scarlet">>
You're reading "Raul and Janet".
<br><br>
The book tells the story of two lovers from a few centuries ago. Raul is the son of a poor tailor, but instead of honest work, he prefers to search for adventures. Janet is a young, polite girl from a wealthy family and the daughter of a local baron and the ruler of the city. Despite the differences between them, they fall in love with each other.
<br><br>
<<if currentSkillValue('english') gte 400>>
You slowly delve into the text.
<br><br>
<<link [[Continue reading (0:20)|ScarletBook3]]>><<pass 20>><<englishskill>><</link>><<genglish>>
<br>
<<else>>
It seems to be some kind of romance for old lonely people. Nothing interesting.
<br><br>
<</if>>
<<link [[Put the book away|$scarletExitPassage]]>><<handheldon>><<unset $scarletExitPassage>><</link>>
/*indev scarlet book event. English 400-499*/You're reading "Raul and Janet".
<br><br>
The book tells the story of two lovers from the seventeenth century. Raul is the son of a poor tailor, but instead of honest work, he prefers to search for adventures. Janet is a young, polite girl from a wealthy family and the daughter of a local baron and the ruler of the city. Despite the differences between them, they fall in love with each other, but Janet's father is against their acquaintanceship, stating that the street boy is not the right fiancé for his daughter. One day, Raul convinces his beloved to run away together...
<br><br>
<<if currentSkillValue('english') gte 500>>
This is a tale of forbidden love, and although it does not end well, reading it gives you a strange joy.
<br><br>
<<link [[Continue reading (0:20)|ScarletBook4]]>><<pass 20>><<stress -6>><<englishskill>><<arousal 1200>><</link>><<genglish>><<lstress>><<ggarousal>>
<br>
<<else>>
The story is interesting. You think to return to it later.
<br><br>
<</if>>
<<link [[Put the book away|$scarletExitPassage]]>><<handheldon>><<unset $scarletExitPassage>><</link>>
<br>
/*indev scarlet book event. English: 500-599*/You're reading "Raul and Janet".
<br><br>
The book tells the story of two lovers from the seventeenth century. Raul is the son of a poor tailor, but instead of honest work, he prefers to search for adventures. Janet is a young, polite girl from a wealthy family and the daughter of a local baron and the ruler of the city. Despite the differences between them, they fall in love with each other, but Janet's father is against their acquaintanceship, stating that the street boy is not the right fiancé for his daughter. One day, Raul convinces his beloved to run away together.
<br><br>
As it turns out, the baron's fears were real. When Janet's father orders him to leave his daughter alone, the boy brutally kills him, burns the court, and returns to a girl who does not know what happened. They make love the same night.
<br><br>
With each act, the book becomes darker and scarier. Every time you read it, you envision an innocent, pure girl in a white dress and her dangerous and lustful lad. You feel a mix of jealousy, lust, and anger. And you like it.
<br><br>
<<if currentSkillValue('english') gte 600 and $arousal gte ($arousalmax / 5) * 2>>
You're not just reading a book anymore. All of the scenes and emotions are described so perfectly that you clearly feel like you are there. Like you are one of them.
<br><br>
<<else>>
You think this will be one of your favourite books. You plan to return to it more often.
<br><br>
<</if>>
<<scarleticon>><<link [[Continue reading (0:20)|ScarletBook4]]>><<pass 20>><<stress -6>><<englishskill>><<arousal 600>><</link>><<genglish>><<lstress>><<garousal>>
<br>
<<if $bus is "schoollibrary">>
<<if Time.schoolDay>>
<<if $schoolstate is "lunch" and hasSexStat("exhibitionism", 5)>>
<<skinicon "masturbate">><<link [[Masturbate|Library Masturbation]]>><<handheldon>><<set $masturbationstart to 1>><</link>><<exhibitionist5>>
<br>
<<elseif $schoolstate is "early" and hasSexStat("exhibitionism", 3)>>
<<skinicon "masturbate">><<link [[Masturbate|Library Masturbation]]>><<handheldon>><<set $masturbationstart to 1>><</link>><<exhibitionist3>>
<br>
<<elseif $schoolstate is "late" and hasSexStat("exhibitionism", 3)>>
<<skinicon "masturbate">><<link [[Masturbate|Library Masturbation]]>><<handheldon>><<set $masturbationstart to 1>><</link>><<exhibitionist3>>
<br>
<<elseif hasSexStat("exhibitionism", 4)>>
<<skinicon "masturbate">><<link [[Masturbate|Library Masturbation]]>><<handheldon>><<set $masturbationstart to 1>><</link>><<exhibitionist4>>
<br>
<</if>>
<<elseif hasSexStat("exhibitionism", 2)>>
<<skinicon "masturbate">><<link [[Masturbate|Library Masturbation]]>><<handheldon>><<set $masturbationstart to 1>><</link>><<exhibitionist2>>
<br>
<</if>>
<</if>>
<<if currentSkillValue('english') gte 600 and $arousal gte ($arousalmax / 5) * 2>>
<<daydreamicon>><<link [[Imagine yourself as Janet|ScarletBook5]]>><<handheldon>><<pass 30>><<arousal 600>><</link>><<garousal>>
<br>
<</if>>
<<getouticon>><<link [[Put the book away|$scarletExitPassage]]>><<handheldon>><<unset $scarletExitPassage>><</link>>
<br>
/*indev scarlet book event. English 600+*/<<callJanet>>
<i>
Lonely house outside the city.
<br>
Enter Janet.
<br><br>
</i>
<b>JANET:</b>
<br>
"Oh wh're art thee, mine own Belov'd One? Wh're art thee?<span class="black"> (Oh where are you, my Beloved One? Where are you?)</span>
<br>
I've been waiting h're f'r so longeth.<span class="black"> (I've been waiting here for so long.)</span>
<br>
This constant waiting maketh me crazy.<span class="black"> (This constant waiting makes me crazy.)</span>
<br>
What's stopping thee?"<span class="black"> (What's stopping you?)</span>
<br><br>
<i>Enter Raul.</i>
<br><br>
<b>RAUL:</b>
<br>
"Oh mine own ladybird<span class="black"> (Oh my Darling)</span>
<br>
I has't hath returned to thee.<span class="black"> (I have returned to you.)</span>
<br>
Prithee f'rgive me thee hadst to waiteth f'r so longeth<span class="black"> (Please forgive me you had to wait for so long)</span>
<br>
Th're w're things yond I hadst to doth but anon I am all yours."<span class="black"> (There were things I had to do but now I'm all yours.)</span>
<br><br>
<<link [[Continueth|ScarletBook6]]>><<arousal 1200>><</link>><b>JANET:</b>
<br>
"Oh mine own belov'd one!<span class="black"> (Oh my beloved one!)</span>
<br>
Cometh ov'r h're!<span class="black"> (Come over here!)</span>
<br>
Cometh to me!"<span class="black"> (Come to me!)</span>
<br><br>
<i>They kiss.</i>
<br><br>
<b>RAUL:</b>
<br>
"Oh Janet, mine own Loveth.<span class="black"> (Oh Janet, my Love.)</span>
<br>
How couldst I intermit thee?<span class="black"> (How could I resist you?)</span>
<br>
Let us waiteth nay longeth'r.<span class="black"> (Let us wait no longer.)</span>
<br>
Will thee beest mineth tonight?"<span class="black"> (Will you be mine tonight?)</span>
<br><br>
<<link [[To be|ScarletBook7aye]]>><</link>>
<br>
<<link [[Not to be|ScarletBook7nay]]>><</link>><b>JANET:</b>
<br>
"Oh aye!<span class="black"> (Oh yes!)</span>
<br>
Mine own Belov'd One! I am all yours!<span class="black"> (My Beloved One! I am all yours!)</span>
<br>
Taketh me anon!!"<span class="black"> (Take me now!)</span>
<br><br>
<i>They lie together.</i>
<br><br>
<<link [[Continueth|Loveth]]>><<set $sexstart to 1>><</link>><b>JANET:</b>
<br>
"Oh Raul, mine own Raul!<span class="black"> (Oh Raul, my Raul!)</span>
<br>
Curs'd our fate!<span class="black"> (Cursed our fate!)</span>
<br>
I loveth thee with all mine own heart.<span class="black"> (I love you with all my heart.)</span>
<br>
But we shalt not beest togeth'r.<span class="black"> (But we shall not be together.)</span>
<br>
Mine own fath'r that gent shall nev'r grant us his blessing."<span class="black"> (My father he will never grant us his blessing.)</span>
<br><br>
<b>RAUL:</b>
<br>
"Mine own belov'd Janet<span class="black"> (My beloved Janet)</span>
<br>
We doth not needeth his p'rmission any m're.<span class="black"> (We do not need his permission any more.)</span>
<br>
Moon shall beest our augurer.<span class="black"> (Moon will be our priest.)</span>
<br>
And the stars shall singeth us a wedding song tonight!"<span class="black"> (And the Stars will sing us a wedding song tonight!)</span>
<br><br>
<b>JANET:</b>
<br>
"Nay! What art thee declaring!<span class="black"> (No! What are you saying!)</span>
<br>
Passeth me mine own coat.<span class="black"> (Pass me my coat.)</span>
<br>
I needeth to seeth that gent anon.<span class="black"> (I need to see him now.)</span>
<br>
I'll wend anon and begeth that gent to heareth me."<span class="black"> (I'll go now and beg him to hear me.)</span>
<br><br>
<i>She gets up.</i>
<br><br>
<<link [[Continueth|ScarletBook7nay_page2]]>><<arousal 1200>><</link>><b>RAUL:</b>
<br>
"Thy fath'r shall not heareth thee."<span class="black"> (Your father will not hear you.)</span>
<br><br>
<b>JANET:</b>
<br>
"Wherefore art thee declaring this?"<span class="black"> (Why are you saying this?)</span>
<br><br>
<b>RAUL:</b>
<br>
"As dead can't heareth!<span class="black"> (As dead can't hear!)</span>
<br>
Tonight thee becometh mineth f'rev'r.<span class="black"> (Tonight you become mine forever.)</span>
<br>
And nothing shall setteth as apart ev'r again!"<span class="black"> (And nothing will set as apart ever again!)</span>
<br><br>
<i>He grabs her.</i>
<br><br>
<<link [[Continueth|Drama]]>><<set $molestationstart to 1>><</link>><<sleepJanet>><<pass 10>>
<<set $janet_book_read to 1>>
The vision slowly fades out.
You feel relaxed and a little jealous.
<<arousal 600>><<stress -6>><<garousal>><<lstress>>
<br><br>
You liked it, despite knowing that the <b>original story went differently</b>.
<br><br>
<<link [[Put the book away|$scarletExitPassage]]>><<handheldon>><<unset $scarletExitPassage>><</link>><<sleepJanet>><<pass 10>>
<<set $janet_book_read to 1>>
The vision slowly fades out.
You feel aroused and excited.
<<arousal 1200>><<ggarousal>>
<br><br>
You liked it, despite knowing that the <b>original story went differently</b>.
<br><br>
<<link [[Put the book away|$scarletExitPassage]]>><<handheldon>><<unset $scarletExitPassage>><</link>><b>RAUL:</b>
<br>
"Foolish thou art!<span class="black"> (Foolish you are!)</span>
<br>
If 't be true I cannot has't thee, nay one shall!"<span class="black"> (If I cannot have you, no one will!)</span>
<br><br>
<i>He draws a dagger.</i>
<br>
<i>The sound of oncoming horses outside.</i>
<br>
<i>Enter William, leader of guards.</i>
<br><br>
<b>WILLIAM:</b>
<br>
"Halt, thee bastard!<span class="black"> (Halt, you bastard!)</span>
<br>
We followeth thee from the court.<span class="black"> (We follow you from the court.)</span>
<br>
We did see what thee didst.<span class="black"> (We saw what you did.)</span>
<br>
Receiveth eft f'r justice!"<span class="black"> (Get ready for justice!)</span>
<br><br>
<<link [[Continueth|ScarletBook10]]>><<pass 10>><</link>>A duel begins between Raul and William. Raul has the upper hand, but the moment he is about to kill William, Janet stabs him with a dagger.
<br><br>
He gets furious and strikes her back, accidentally piercing her with a sword. He is shocked once he realises what he's done. William seizes the opportunity to finish his opponent with his blade.
<br><br>
The story ends with both would-be lovers looking into one another's eyes for the last time, before the darkness overwhelms them.
<br><br>
You slowly close the book. You feel moved, but relaxed.
<<sleepJanet>>
<<stress -12>><<llstress>>
<<set $janet_book_read to 1>>
<br>
It's time to get back to reality.
<br>
How long have you been here?
<br><br>
<<link [[Put the book away|$scarletExitPassage]]>><<handheldon>><<unset $scarletExitPassage>><<endcombat>><</link>>
/*indev*/<<effects>>
<<if $masturbationstart is 1>>
The words you have just read echo in your head. You can no longer ignore what you see when you close your eyes.
<br>
<<if Time.schoolDay>>
<<set $mouth to "disabled">>
<<if $schoolstate is "lunch" and hasSexStat("exhibitionism", 5)>>
The room is crowded, but you don't care any more. They may look at you, but they can't see what you see.
<<exhibitionism5>>
<<elseif $schoolstate is "early" and hasSexStat("exhibitionism", 3)>>
Nobody's here yet, and being alone in a place like this excites you even more.
<<exhibitionism3>>
<<elseif $schoolstate is "late" and hasSexStat("exhibitionism", 3)>>
Nobody's here anymore, and being alone in a place like this excites you even more.
<<exhibitionism3>>
<<elseif hasSexStat("exhibitionism", 4)>>
There are some people around. You wonder if they will notice.
<<exhibitionism4>>
<</if>>
<<elseif hasSexStat("exhibitionism", 2)>>
The dark hallways of the library stay empty and quiet. You could swear you can hear your own heartbeat rising.
<<exhibitionism2>>
<</if>>
<<set $masturbationstart to 0>>
<<set $masturbationstat += 1>>
<<masturbationstart>>
<</if>>
<<masturbationeffects>>
<<masturbationactions>>
<<masturbationControls>>
/*indev*/<<effects>>
<<if Time.schoolDay>>
<<if $schoolstate is "lunch">>
You open your eyes and see that few people were watching you all the time. You smile and say nothing.
<br><br>
<<elseif $schoolstate is "early">>
You begin thinking that every day at school should start this way.
<br><br>
<<elseif $schoolstate is "late">>
Who would have thought that studying late could be so fun?
<br><br>
<<else>>
You look around and try to stay unnoticed. Or maybe you're not?
<br><br>
<</if>>
<<else>>
You think it would be interesting to do this again someday, when there's people around.
<br><br>
<</if>>
<<endmasturbation>>
<<clotheson>>
<<endcombat>>
<<link [[Next|School Library]]>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<set _strapIgnore to 1>>
<<set $noBodyWriting to 1>>
<<generateNPC 1 a m m 17>><<person1>><<npcClothesName $NPCList[0] "neutralFormal">>
<<set $enemyno = 1>><<set $enemynomax = 1>>
<<maninit>>
<<set $crossdressing to 0>>
<<set $NPCList[0].insecurity to "weak">>
<<set $enemytrust += 500>>
<<set $NPCList[0].fullDescription to "Raul">>
<<set $NPCList[0].name to "Raul">>
<<set $NPCList[0].name_known to 1>>
<b>RAUL:</b>
<br>
"Mine own M'rning Star! Mine own Sunshine!<span class="black"> (My Morning Star! My Sunshine!)</span>
<br>
Thou art all mine own life!<span class="black"> (You are all my life!)</span>
<br>
W'rds cannot describeth how beauty thou art. <span class="black"> (Words cannot describe how beautiful you are.)</span>
<br>
Thy hair liketh rays of the moonlight. <span class="black"> (Your hair like rays of the moonlight.)</span>
<br>
Thy eyes liketh stars shining in the sky. <span class="black"> (Your eyes like stars shining in the sky.)</span>
<br>
Thy scent liketh a lonely f'rn floweth'r.<span class="black"> (Your scent like a lonely fern flower.)</span>
<br>
And thy toucheth. Warmeth liketh a candle flame. <span class="black"> (And your touch. Warm like a candle flame.)</span>
<br>
An angel thou art! Not a m'rtal!<span class="black"> (An angel you are! Not a mortal!)</span>
<br>
Yet as a m'rtal I shalt has't thee!"<span class="black"> (Yet as a mortal I shall have you!)</span>
<br><br>
<</if>>
<<set $pronoun to "m">>
<<set $enemyanger to 0>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Continueth|Loveth Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Continueth|Loveth]]>><</link>></span><<nexttext>>
<</if>><<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<b>RAUL:</b>
<br>
"Oh aye! Aye!<span class="black"> (Oh yes! Yes!)</span>
<br>
I did want this f'r so longeth!"<span class="black"> (I wanted this for so long!)</span>
<br>
<<elseif $enemyhealth lte 0>>
<b>RAUL:</b>
<br>
"I though thee did want this just as i didst!<span class="black"> (I thought you wanted this just as I did.)</span>
<br>
<i>They kiss.</i>
<<elseif $finish is 1>>
<</if>>
<br><br>
<<endcombat>>
<<link [[Continueth|ScarletBook8aye]]>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set _strapIgnore to 1>>
<<set $noBodyWriting to 1>>
<<generateNPC 1 a m m 17>><<person1>>
<<set $enemyno = 1>><<set $enemynomax = 1>>
<<maninit>>
<<set $crossdressing to 0>>
<<set $NPCList[0].insecurity to "weak">>
<<set $NPCList[0].fullDescription to "Raul">>
<<set $NPCList[0].name to "Raul">>
<<set $NPCList[0].name_known to 1>>
/*Reduce enemy's Health to half, so he can be defeated in battle*/
<<set $enemyhealthmax to 100 * $enemyno>>
<<set $enemyhealth to 100 * $enemyno>>
<<healthMultiplier>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Continueth|Drama Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Continueth|Drama]]>><</link>></span><<nexttext>>
<</if>><<if $enemyhealth lte 0>>
<b>Janet:</b>
<br>
"Nay! Receiveth off me!<span class="black"> (No! Get off me!)</span>
<br>
Toucheth not me, thee monst'r!"<span class="black"> (Don't touch me, you monster!)</span>
<br><br>
<i>She pushes him away.</i>
<br><br>
<<link [[Continueth|ScarletBook9]]>><</link>>
<br>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<b>RAUL:</b>
<br>
"Oh aye! Aye!<span class="black"> (Oh yes! Yes!)</span>
<br>
Anon thee shall beest mineth f'rev'r!"<span class="black"> (Now you will be mine forever!)</span>
<br>
<<link [[Continueth|ScarletBook8nay]]>><</link>>
<br>
<<elseif $finish is 1>>
<<link [[Continueth|ScarletBook8nay]]>><</link>>
<br>
<</if>>
<<endcombat>><<widget "callJanet">>
/*store players stats*/
<<if !$frozenValues>>
<<freezePlayerStats>>
<</if>>
/*morph player into Janet*/
<<visionPrepMorph>>
<<set $player.gender to "f">>
<<set $player.sex to "f">>
<<set $vaginastate to 0>>
<<set $vaginause to 0>>
<<set $penisuse to "none">>
<<set $penisstate to "none">>
<<set $leftEyeColour to "light blue">>
<<set $rightEyeColour to "light blue">>
<<set $haircolour to "platinumblond">>
<<set $hairfringecolour to "platinumblond">>
<<set $hairColourStyle to "simple">>
<<set $hairFringeColourStyle to "simple">>
<<set $hairlength to 400>>
<<set $player.breastsize to 5>>
<<set $player.penisExist to false>>
<<set $player.ballsExist to false>>
<<set $player.vaginaExist to true>>
/*change location and time*/
<<set Time.setTime(21, 0)>>
<<location "forest">>
/*give player clothes*/
<<feetwear 1>>
<<legswear 5>>
<<upperwear 7>>
<<underlowerwear 3>>
<</widget>>
<<widget "sleepJanet">>
<<if $frozenValues and !$replayScene>>
<<unfreezePlayerStats>>
<</if>>
<<endcombat>>
<</widget>><!-- DONE If you stay late, people quit showing up, so you have to wait (10 min at time, until PC gives up and leaves) -->
<!-- DONE Getting customers is based on how much you're charging and how "good" the PC is (fame/skill/something) If you charge too much no one shows up so you have to spend more time waiting than earning. 10 min time blocks.-->
<!-- DONE Random chance that janitor kicks you+queue out while this is going on, with sub-chance that he/she takes advantage of PC. -->
<!-- DONE Make janitor outcome based on fame / delinquency -->
<!-- SKIPPED Would make sense that the longer the queue, the more likely the janitor comes and kicks everyone out -->
<!-- DONE With high history perhaps you know other ways out that the janitor can't get to.
<!-- DONE Save janitor NPC for re-use -->
<!-- SKIPPED Sneaking out of the gloryhole should involve some more risk / complexity...? -->
<<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $school_gloryhole_intro is undefined>>
<<set $school_gloryhole_intro to 1>>
You noticed before a large area of missing tile from the wall at waist level, with a gap large enough behind for someone to stand in. You realise you can access the gap through an unused closet in the bathroom. <span class="green">This gives you an idea.</span>
<br><br>
<<link [[Next|School Gloryhole Start]]>><<endevent>><</link>>
<br>
<<else>>
You wait until no one else is around. Now is your chance to set up.
<br><br>
You think about how much you should charge for your services, <span class="green">given your skills and reputation.</span>
<br><br>
<<link [[Set up shop and charge £5 (0:10)|School Gloryhole]]>><<pass 10>><<set $school_gloryhole_price to 500>><<set $phase to 1>><</link>><<promiscuous4>>
<br>
<<link [[Set up shop and charge £10 (0:10)|School Gloryhole]]>><<pass 10>><<set $school_gloryhole_price to 1000>><<set $phase to 1>><</link>><<promiscuous4>>
<br>
<<link [[Set up shop and charge £20 (0:10)|School Gloryhole]]>><<pass 10>><<set $school_gloryhole_price to 2000>><<set $phase to 1>><</link>><<promiscuous4>>
<br>
<<if $janitor_check_decay gte 1>>
<span class="blue">
<<switch $janitor_check>>
<<case 1>>
The janitor is nowhere in sight.
<<case 2>>
The janitor is busy.
<<default>>
The janitor is headed your way.
<</switch>>
</span>
<<elseif $janitor_caught is 1>>
<<link [[Check for the janitor first|School Gloryhole Check]]>><<pass 10>><<set $skulduggerydifficulty to 0>><</link>><<skulduggerydifficulty>>
<</if>>
<br>
<<link [[Changed my mind; leave the toilets (0:01)|Hallways]]>><<pass 1>><<set $janitor_check_decay to 0>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $phase is 1>><<set $phase to 0>>
You scrawl out a sign "Oral Servicing, <<printmoney $school_gloryhole_price true>>" and tape it to the wall above the hole. You crawl into the space behind and wait.
<<else>>
You adjust your position in the gap behind the wall and wait for your next customer.
<</if>>
<br><br>
<<switch $schoolstate>>
<<case "morning" "lunch" "afternoon">>
<span class="green">Students mill around in the hallways outside. </span>
<<set _busy to 40>>
<<case "first" "second" "third" "fourth" "fifth">>
A few students walk around the halls with hall passes.
<<set _busy to 1>>
<<default>>
<span class="red">The hallway is silent. </span>
<<set _busy to 0>>
<</switch>>
<br><br>
<!-- Set event probability based on hallway business, sex fame, oral skill, and price -->
<<set _prob to (_busy + $fame.sex/50 + currentSkillValue("oralskill")/25 - 2*($school_gloryhole_price/100))>>
<<if _busy is 0>><<set _prob to 0>><</if>>
<<set _prob to Math.clamp(_prob, 0, 100)>>
<<set _rnd to random(0, 100)>>
<<if _prob gte 91>>
You hear a lot of jostling outside; there are several people in the antechamber talking excitedly. <span class="green">Perhaps you should raise your prices...</span>
<br><br>
<<elseif _prob lte 20>>
<<if _busy lte 1>>
It's quiet in the antechamber. <span class="red">Perhaps you should set up at another time...</span>
<br><br>
<<else>>
You hear a lot of incredulous snickering outside. <span class="red">Perhaps your price is too high...</span>
<br><br>
<</if>>
<</if>>
<<if _busy gte 1>>
<<set $rng to random(1,100)>>
<<if $janitor_check isnot undefined>>
<<set $rngmod to 0.05*$janitor_check*$janitor_check_sd*$janitor_check_decay>>
<<else>>
<<set $rngmod to 0>>
<</if>>
<!-- base 25% chance to happen, reduced by modifiers -->
<<if $rng lte 25*(1-$rngmod)>>
<<if $janitor_caught is undefined>>
<<set $janitor_caught to 1>>
<</if>>
<<if $NPCList[0].role isnot "janitor">>
<<generateRole 0 0 "janitor">><<npcClothesType $NPCList[0] "worker">><<person1>>
<</if>>
You hear a sudden commotion outside, then a voice, "What's going on in here?" <span class="pink">The janitor reaches in to haul you out of your spot.</span>
<br><br>
<<if $historytrait gte 2 and $schooldrainintro is 1>>
<<link [[Escape through the drain system! (0:02)|School Drain]]>><<pass 2>><</link>>
<br>
<</if>>
<<link [[Caught!|School Gloryhole Janitor Catch]]>><<stress 1>><</link>><<gstress>>
<br>
<<link [[Grope the janitor!|School Gloryhole Janitor Seduce]]>><</link>><<promiscuous2>>
<<else>>
<<if _rnd lte _prob>>
<<generatey1>><<person1>>
You hear footsteps approach, then giggling. A
<<if $NPCList[0].penis isnot "none">>
$NPCList[0].penisdesc pokes through the hole.
<<else>>
pussy appears at the hole.
<</if>>
<br><br>
<<link [[Engage|School Gloryhole Sex]]>><<pass 5>><<set $sexstart to 1>><<tiredness 3>><</link>><<gtiredness>>
<br>
<<link [[Sneak out (0:05)|Hallways]]>><<pass 5>><<unset $desperateaction>><<endevent>><</link>>
<br>
<<else>>
You hear footsteps outside, and chatter, but no one approaches the hole.
<br><br>
<<link [[Wait (0:10)|School Gloryhole]]>><<pass 10>><</link>>
<br>
<<link [[Sneak out (0:05)|Hallways]]>><<pass 5>><<unset $desperateaction>><<endevent>><</link>>
<br>
<</if>>
<</if>>
<<else>>
It is dead silent as you sit behind the hole.
<br><br>
<<link [[Wait (0:10)|School Gloryhole]]>><<pass 10>><</link>>
<br>
<<link [[Sneak out (0:05)|Hallways]]>><<pass 5>><<unset $desperateaction>><<endevent>><</link>>
<br>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<npcgloryhole>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|School Gloryhole Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|School Gloryhole Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<schooleffects>><<effects>>
<<set $punishmentposition to 0>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<set $gloryholestat += 1>><<set $prostitutionstat += 1>>
<<tearful>> you count the money <<he>> pushes through the hole. You've gained <<printmoney $school_gloryhole_price>>.
<<money $school_gloryhole_price "schoolGloryhole">>
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $enemyhealth lte 0>>
You hear a shout of pain from behind the wall, and the
<<if $NPCList[0].penis isnot "none">>
$NPCList[0].penisdesc disappears.
<<else>>
pussy disappears.
<</if>>
<br><br>
<<tearful>> you adjust your position behind the hole.
<br><br>
<<clotheson>>
<<endcombat>>
<<else>>
You hear the <<person>> whining on the other side of the wall.
<br><br>
<<tearful>> you adjust your position behind the hole.
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<<link [[Wait for another customer|School Gloryhole]]>><</link>>
<br>
<<link [[Sneak out (0:05)|Hallways]]>><<pass 5>><<unset $desperateaction>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
The <<person>> glares at you. "Look at the mess you're making in my bathrooms, <<girl>>! Do you know how long this will take to clean up all this spunk?"
<br><br>
<<if $delinquency gte 600>>
<span class="red"><<He>> grabs you by the ear and trots you into a nearby janitors' closest.</span> "I've heard about what a hassle you are in class from the teachers; since you seem to enjoy selling your body and making a mess of the school, you can share a piece with me."
<br><br>
<<He>> lunges at you.
<br><br>
<<link [[Next|Janitor Closet Rape]]>><<set $molestationstart to 1>><</link>>
<<elseif $fame.sex gte 1000>>
<span class="red"><<He>> grabs you by the hair and marches you into a nearby janitors' closest.</span> "I've seen pictures of you from my friends; since you seem to like slutting it up and making a mess of the school, you can pay me back with your ass."
<br><br>
<<He>> lunges at you.
<br><br>
<<link [[Next|Janitor Closet Rape]]>><<set $molestationstart to 1>><</link>>
<<else>>
<<switch random(1, 10)>>
<<case 1>>
<span class="red"><<He>> grabs you by the arm and pulls you into a nearby janitors' closest.</span> "Since you like selling your body and messing up my school, you can share a piece with me."
<br><br>
<<He>> lunges at you.
<br><br>
<<link [[Next|Janitor Closet Rape]]>><<set $molestationstart to 1>><</link>>
<<default>>
<<He>> shakes <<his>> head. "You're getting detention for this. Now get out of here."
<<gdelinquency>>
<br><br>
<<detention 1>>
<<tearful>> you run out of the bathroom.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><</link>>
<</switch>>
<</if>><<set $seductiondifficulty to 6000>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>>
<span class="gold">You feel more confident in your powers of seduction.</span>
<</if>>
<<seductionskilluse>>
Before the janitor grabs you, you reach out and place a firm hand on <<his>> <<if $pronoun is "m">>crotch<<else>>breasts<</if>>. <<promiscuity2>>
<<if $seductionrating gte $seductionrequired>>
The janitor takes a sharp breath of surprise as you grope <<him>>. You whisper in <<his>> ear, "I'm sorry, I've been a bad <<girl>>. Am I going to be punished?"
<br><br>
<<He>> hesitates for just a moment before <<he>> is on top of you.
<br><br>
<<link [[Next|Janitor Closet Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<else>>
The janitor takes a sharp breath of surprise as you grope <<him>>. "Why are you so angry?" you ask. "I can show you a good time."
<br><br>
<<He>> clears <<his>> throat before glaring at you. "You've made a big enough mess already. Don't make things worse." <<He>> grabs you by the arm and drags you out. <span class="green">At least you are not in too much trouble this time.</span>
<<gdelinquency>>
<br><br>
<<detention 1>>
<br><br>
<<link [[Next|Hallways]]>><<endevent>><</link>>
<br>
<</if>>Before you write up your sign for service, you remember what happened last time. You take a moment to step outside the bathroom and casually cast your eyes up and down the hall looking for the janitor.
<br><br>
<<generateRole 0 0 "janitor">><<npcClothesType $NPCList[0] "worker">><<person1>>
<<set $janitor_check_decay to 1>>
<<if $skulduggery gte 1000 >>
<<set $janitor_check_sd to 6>>
<<elseif $skulduggery gte 800>>
<<set $janitor_check_sd to 5>>
<<elseif $skulduggery gte 600>>
<<set $janitor_check_sd to 4>>
<<elseif $skulduggery gte 400>>
<<set $janitor_check_sd to 3>>
<<elseif $skulduggery gte 200>>
<<set $janitor_check_sd to 2>>
<<else>>
<<set $janitor_check_sd to 1>>
<</if>>
<<if $skulduggery lte $skulduggerydifficulty + 100>>
<<set $skulduggery += 3>>
<</if>>
<<switch random(2)>>
<<case 1>>
<<set $janitor_check to 1>>
You look up and down the hall a few times, but the janitor is nowhere in sight. You have no idea when <<he>> might return, but for the moment, the coast is clear. <<skulduggeryuse>>
<<case 2>>
<<set $janitor_check to 2>>
You see the janitor at the end of the hall. <<He>> appears to be grumbling to <<himself>> as <<he>> scrubs the floor. Apparently something was spilled, keeping <<him>> busy for a while. <<skulduggeryuse>>
<<default>>
<<set $janitor_check to 0>>
You see the janitor pushing a small cart with various cleaners on it. <<He>> is headed in your direction. It is likely <<he>> will notice you, but you could get lucky. <<skulduggeryuse>>
<</switch>>
<br><br>
<<link [[Next|School Gloryhole Start]]>><</link>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<enableSchoolRescue "Whitney">>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Janitor Closet Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Janitor Closet Rape]]>><</link>></span><<nexttext>>
<</if>><<schooleffects>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Don't go whining to no one," the <<person1>><<person>> says.
<<if $delinquency gte 600>>
"Not that they'll believe a <span class="red">delinquent</span> like you."
<<elseif $fame.sex gte 1500>>
"Not that they'll believe a <span class="red">whore</span> like you."
<<else>>
"Not that they'll believe you anyway."
<</if>>
<<He>> laughs as <<he>> shoves you out of the closet. <<tearful>> you stumble out into the hall.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Hallways]]>><</link>>
<<elseif $enemyhealth lte 0>>
<<person1>><<He>> recoils in pain, <span class="green">falling back into a pile of mop buckets and brooms.</span> <<tearful>> you use this as your chance to escape, slamming the door behind you.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Hallways]]>><</link>>
<<else>>
<<set $rescued += 1>>
The door flies open. The <<persons>> eyes widen in panic. "Shit! I-I can explain!" <<His>> shock subsides, however, when <<he>> sees Whitney stood in the doorway, flanked by <<nnpc_his "Whitney">> friends. "That's a relief. Just some brats."
<br><br>
Whitney responds with a swing at <<his>> face, knocking <<him>> into a shelf. <<nnpc_He "Whitney">> grabs you before the janitor can recover. You're dragged through the halls until <<nnpc_he "Whitney">> finally comes to a stop, panting.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Whitney>><<person1>>
<<link [[Next|Whitney Rescue 2]]>><<set $whitneyRescueExit to "hallways">><</link>>
<br>
<</if>><<if $sexstart is 1>>
/*Consensual encounter*/
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemyanger += 100>>
<<enableSchoolRescue "Whitney">>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Janitor Closet Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Janitor Closet Sex]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The janitor straightens <<his>> clothes and clears <<his>> throat. <<He>> tries to give you a stern look as <<he>> escorts you out. "You've made a big mess, and I don't have time to deal with you, so I'll let you off this time with a warning."
<<clotheson>>
<<endcombat>>
<<link [[Next|Hallways]]>><</link>>
<<elseif $enemyhealth lte 0>>
<<person1>><<He>> recoils in pain, <span class="green">falling back into a pile of mop buckets and brooms.</span> <<tearful>> you use this as your chance to escape, slamming the door behind you.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Hallways]]>><</link>>
<<elseif $finish is 1>>
The janitor looks dejected as <<he>> straightens <<his>> clothes and clears <<his>> throat. <<He>> tries to give you a stern look as <<he>> escorts you out. "You've made a big mess, and I don't have time to deal with you, so I'll let you off this time with a warning."
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Hallways]]>><</link>>
<<elseif $alarm is 1 and $rescue is 1>>
<<set $rescued += 1>>
The door flies open. The <<persons>> eyes widen in panic. "Shit! I-I can explain!" <<His>> shock subsides, however, when <<he>> sees Whitney stood in the doorway, flanked by <<nnpc_his "Whitney">> friends. "That's a relief. Just some brats."
<br><br>
Whitney responds with a swing at <<his>> face, knocking <<him>> into a shelf. <<nnpc_He "Whitney">> grabs you before the janitor can recover. You're dragged through the halls until <<nnpc_he "Whitney">> finally comes to a stop, panting.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Whitney>><<person1>>
<<link [[Next|Whitney Rescue 2]]>><<set $whitneyRescueExit to "hallways">><</link>>
<br>
<</if>>
<br><br><<widget "antechamber_vending_proposal_1">>
<!-- A person proposes to go into the toilets to copulate -->
<<set $phase to 0>>
<<generates1>><<person1>>
A <<person>> grabs the pack of condoms from behind.
<br><br>
"What are you going to use these for?" <<he>> asks. "I'll make it easy on ya. You can have these back if you come to the stall with me."
<br><br>
<<if hasSexStat("promiscuity", 4)>>
<<link [[Go to stall|Vending Machine Proposal Sex]]>><<set $sexstart to 1>><<set $phase to 1>><</link>><<promiscuous3>>
<br>
<<if $school_gloryhole_intro>>
<<link [[Use gloryhole|Vending Machine Gloryhole Sex]]>><</link>><<set $sexstart to 1>><<promiscuous3>>
<br>
<</if>>
<</if>>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Seduce|Vending Machine Proposal Seduce]]>><</link>><<promiscuous1>>
<br>
<</if>>
<<link [[Refuse|Vending Machine Proposal Reject]]>><</link>>
<</widget>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<unset $changingRoomGender>>
You are in the antechamber outside the school toilets.
<br><br>
<<if $stress gte $stressmax>>
<<if isPregnancyEnding()>>
<<pregnancyPassout "schoolToilets">>
<<else>>
<<link [[Everything fades to black...|School Passout]]>><</link>>
<</if>>
<<else>>
<<maleicon>><<link [[Boys' toilets|School Boy's Toilets]]>><</link>>
<br>
<<femaleicon>><<link [[Girls' toilets|School Girl's Toilets]]>><</link>>
<br><br>
<<if $historytrait gte 2 and $schooldrainintro isnot 1>>
<<sewericon>><<link [[Secret tunnel to drain system (0:02)|School Drain]]>><<pass 2>><</link>>
<br>
<<elseif $historytrait gte 2>>
<<sewericon>><<link [[Secret tunnel to drain system (0:02)|Commercial Drain]]>><<pass 2>><</link>>
<br>
<</if>>
<<if $brothel_basement_intro is 1 and hasSexStat("promiscuity", 4)>>
<<brothelicon "gloryhole">><<link [[Set up gloryhole in antechamber|School Gloryhole Start]]>><</link>><<promiscuous4>>
<br>
<</if>>
<<if $condomLvl gte 1>>
<<schoolVendingMachine>>
<br>
<</if>>
<br>
<<getouticon>><<link [[Leave the toilets (0:01)|Hallways]]>><<pass 1>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You hiss at the <<beasttype>>. <<bHe>> backs away from you, <<bhis>> ears turned back. You stare at <<bhim>> and unleash your deepest meow. <<bHe>> growls back, but <<bhis>> face relaxes. <<bHe>> leaps onto the windowsill and disappears behind it.
<br><br>
<<if $changingRoomGender is "boys">>
<<link [[Next|School Boy's Toilets]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<link [[Next|School Girl's Toilets]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<set $enemytrust -= 40>>
<<set $NPCList[0].stance to "top">><<set $head to "grappled">>
<</if>>
<<effects>>
<<effectsman>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|School Toilets Cat Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|School Toilets Cat]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "school">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
The <<beasttype>> grunts in satisfaction, and leaps out the window, leaving you lying on the floor.
<br><br>
<<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<if $changingRoomGender is "boys">>
<<link [[Next|School Boy's Toilets]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<link [[Next|School Girl's Toilets]]>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<elseif $enemyhealth lte 0>>
The <<beasttype>> yelps and flees through the window.
<br><br>
<<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<if $changingRoomGender is "boys">>
<<link [[Next|School Boy's Toilets]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<link [[Next|School Girl's Toilets]]>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $phase is 1>>
You tell them you went into the wrong room by mistake, and apologise. You leave the room before you get in trouble.
<br><br>
<<endevent>>
<<link [[Next|School Toilets]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $phase is 2>>
"Oh, I'm in the wrong room?" You walk up to the <<person1>><<person>>, as close as you can without touching <<him>>. "It's a good thing you're here. I should leave before someone takes advantage of my silliness."
<br><br>
"N-no, it's fine," the <<person>> says, averting <<his>> eyes and blushing. "We'll get out of your way." They leave the room, though the <<person3>><<person>> has to be pulled along by <<his>> wrist.
<<promiscuity1>>
<<endevent>>
<<link [[Next|School Toilets]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You walk right up to the <<person>> and place your hand on <<his>> groin. "Silly me. I think I need to be punished, don't you?"
<<promiscuity2>>
<<set $seductiondifficulty to 4000>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>><span class="gold">You feel more confident in your powers of seduction.</span><</if>><<seductionskilluse>>
<br>
<<if $seductionrating gte $seductionrequired>>
The <<person1>><<person>> looks <<= either("startled", "shocked", "surprised")>>, then smiles. "Well, maybe you're right. What do you say, <<= $NPCList[0].pronoun is "m" ? "boys" : "girls">>?" <<His>> face is bright red as <<he>> glances at <<his>> friends.
<br><br>
The <<person2>><<person>> looks <<= either("overwhelmed", "shy", "hesitant")>>, but quickly changes <<his>> tune when <<his>> friend immediately agrees.
<br><br>
"Definitely," the <<person3>><<person>> says, a <<= either("hungry", "lustful", "eager")>> look in <<his>> eyes. "Pervy <<girls>> like <<phim>> need to be taught a lesson."
<br><br>
<<link [[Seduce|School Toilets Sex]]>><<set $sexstart to 1>><</link>><<promiscuous2>>
<<else>>
"Ew, no!" The <<person1>><<person>> pushes your hand away, looking mortified.
<br><br>
"We're not interested," the <<person2>><<person>> says firmly. "None of us are."
<<if ($pronoun is "m" and maleChance($pronoun) lt 100) or ($pronoun is "f" and maleChance($pronoun) gt 0)>>
<<He>> gives <<his>> friend a sidelong glance.
<</if>>
<br><br>
The <<person3>><<person>> is the only one who looks unhappy with this decision. "I mean, some of us are..." <<he>> mutters under <<his>> breath. The <<person2>><<person>>
<<= ($pronoun is "m" and maleChance($pronoun) lt 100) or ($pronoun is "f" and maleChance($pronoun) gt 0) ? "looks crestfallen" : "rolls <<his>> eyes">>. "But whatever. Just get out of here, perv!"
<br><br>
You leave the room before you get in trouble.
<br><br>
<<link [[Next|School Toilets]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>>
<<enableSchoolRescue "Whitney">>
<</if>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<set $consensual to 0>>
<<controlloss>>
<<neutral 1>>
<<maninit>>
<<molested>>
The stall door swings open, and the <<person1>><<person>> drags you out to where <<his>> friends await.
<br><br>
<<enableSchoolRescue "Whitney">>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|School Toilets Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|School Toilets Sex]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $finish is 1>>
The <<person3>><<person>> doesn't look happy as the other two pull <<him>> away from you. <<tearful>> you wave them goodbye.
<br><br>
<<clotheson>>
<<endcombat>>
<<if $changingRoomGender is "boys">>
<<link [[Next|School Boy's Toilets]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<link [[Next|School Girl's Toilets]]>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<if $consensual is 1>>
The three avoid eye contact with each other as they fix their clothing. <<tearful>> you wave them goodbye.
<br><br>
<<else>>
The <<person1>><<person>> shoves you against the ground, and the three of them leave you lying there. The sound of their laughter soon disappears. <<tearful>> you struggle to your feet.
<br><br>
<</if>>
<<clotheson>>
<<endcombat>>
<<if $changingRoomGender is "boys">>
<<link [[Next|School Boy's Toilets]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<link [[Next|School Girl's Toilets]]>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<elseif $enemyhealth lte 0>>
The three recoil in pain, giving you a chance to escape. <<tearful>> you flee from the room.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|School Toilets]]>><<set $eventskip to 1>><</link>>
<<else>>
<<set $rescued += 1>>
The <<group>> look up as someone bursts into the room. It's Whitney.
<<if ($changingRoomGender is "boys" and C.npc.Whitney.pronoun isnot "m") or ($changingRoomGender is "girls" and C.npc.Whitney.pronoun isnot "f")>>
They startle at the sight of a <<nnpc_gendery "Whitney">> in the $changingRoomGender' toilets, but <<nnpc_he "Whitney">> ignores them. <<nnpc_He "Whitney">> grabs you and drags you outside.
<<else>>
<<nnpc_He "Whitney">> grabs you and drags you outside before they can react.
<</if>>
<br><br>
<<silently>>
<<if $changingRoomGender is "boys">>
<<storeactions "schoolboys">>
<<if _temp_clothes_present is 1>>
<<storeon "schoolboys" "delete">>
<</if>>
<<else>>
<<storeactions "schoolgirls">>
<<if _temp_clothes_present is 1>>
<<storeon "schoolgirls" "delete">>
<</if>>
<</if>>
<</silently>>
<<if _temp_clothes_present is 1>>
You were unable to recover your clothes on the way out.
<br><br>
<</if>>
<<clotheson>>
<<endcombat>>
<<npc Whitney>><<person1>>
<<link [[Next|Whitney Rescue 2]]>><<set $whitneyRescueExit to "hallways">><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $phase is 1>>
<<if $changingRoomGender is "boys">>
<<storeon "schoolboys" "delete">>
<<else>>
<<storeon "schoolgirls" "delete">>
<</if>>
You hear them leave the room, taking your clothes with them.
<br><br>
<<endevent>>
<<if $changingRoomGender is "boys">>
<<link [[Next|School Boy's Toilets]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<link [[Next|School Girl's Toilets]]>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<elseif $phase is 2>>
You call out. "Wait! Those are mine." The footsteps cease.
<br><br>
<<if $player.gender_appearance is "f" and $changingRoomGender is "boys">>
The <<person1>><<person>> speaks. "Girls aren't allowed in here. Open the door."
<br><br>
<<link [[Open it|School Toilets Sex]]>><<set $molestationstart to 1>><</link>>
<br>
<<if $speech_attitude is "bratty">>
<<link [[Demand|School Toilets Clothes]]>><<set $phase to 4>><</link>>
<br>
<<else>>
<<link [[Plead|School Toilets Clothes]]>><<set $phase to 5>><</link>>
<br>
<</if>>
<<elseif $player.gender_appearance is "m" and $changingRoomGender is "girls">>
The <<person1>><<person>> speaks. "Boys aren't allowed in here. Open the door."
<br><br>
<<link [[Open it|School Toilets Sex]]>><<set $molestationstart to 1>><</link>>
<br>
<<if $speech_attitude is "bratty">>
<<link [[Demand|School Toilets Clothes]]>><<set $phase to 4>><</link>>
<br>
<<else>>
<<link [[Plead|School Toilets Clothes]]>><<set $phase to 5>><</link>>
<br>
<</if>>
<<else>>
The <<person1>><<person>> speaks. "Oh? What will you do for us if we give them back?"
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Offer your body|School Toilets Sex]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<<if $money gte 1500>>
<<link [[Offer money (£15)|School Toilets Clothes]]>><<money -1500>><<set $phase to 3>><</link>>
<br>
<</if>>
<<if $speech_attitude is "bratty">>
<<link [[Demand|School Toilets Clothes]]>><<set $phase to 4>><</link>>
<br>
<<else>>
<<link [[Plead|School Toilets Clothes]]>><<set $phase to 5>><</link>>
<br>
<</if>>
<</if>>
<<elseif $phase is 3>>
You slip some money under the door, and after a brief pause the <<person>> speaks again. "Nice. Okay, we'll leave them where we found them. Come on." You hear them leave the room.
<br><br>
Once they're gone, you open the stall and peek out. Sure enough, your clothes are where you left them.
<br><br>
<<endevent>>
<<if $changingRoomGender is "boys">>
<<link [[Next|School Boy's Toilets]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<link [[Next|School Girl's Toilets]]>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<elseif $phase is 4>>
"Listen," you say. "Take my things and I'll find you and shove a rail spike up your worthless arseholes."
<br><br>
Something in your tone affects them. "Calm down, you fucking psycho. We're just messing with you." Once they're gone you peek out the stall, and see your clothes safely where you left them.
<br><br>
<<endevent>>
<<if $changingRoomGender is "boys">>
<<link [[Next|School Boy's Toilets]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<link [[Next|School Girl's Toilets]]>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<elseif $phase is 5>>
You try to plead with them, but it's no use. "If you won't play ball," the <<person1>><<person>> says. "Why should we?" They laugh as they leave the room. You peek out the stall, and see an empty space where your clothes once were.
<<if $changingRoomGender is "boys">>
<<storeon "schoolboys" "delete">>
<<else>>
<<storeon "schoolgirls" "delete">>
<</if>>
<br><br>
<<endevent>>
<<if $changingRoomGender is "boys">>
<<link [[Next|School Boy's Toilets]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<link [[Next|School Girl's Toilets]]>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<set $changingRoomGender to "boys">>
You are in the boy's toilets.
<<if $upperwet gte 1 or $lowerwet gte 1 or $underlowerwet gte 1 or $underupperwet gte 1>>
<div id="toilet-dry">
<<link "Dry your clothes">>
<<dry>>
<<dry_full>>
<<updatesidebarimg>>
<<updatesidebardescription>>
<<updateallure>>
<<if $upperwet lt 1 and $lowerwet lt 1 and $underlowerwet lt 1 and $underupperwet lt 1>>
<<replace #toilet-dry>>
You squeeze the water from your clothes.
<<effectswater>>
<br><br>
<</replace>>
<</if>>
<</link>>
<br>
</div>
<</if>>
<br><br>
<<if $stress gte $stressmax>>
<<link [[Everything fades to black...|School Passout]]>><</link>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure) and $eventskip isnot 1>>
<<eventsschooltoilets>>
<<else>>
<<storeactions "schoolboys">>
<<mirroricon>><<link [[Look in the mirror (0:02)|Simple Mirror]]>><<pass 2>><<set $previousPassage = $passage>><</link>>
<br>
<<skinicon "masturbate">><<link [[Masturbate|School Boy's Toilets Masturbation]]>><<set $masturbationstart to 1>><</link>>
<br>
<<if setup.bodyliquid.combined("face") gte 1 or $skin.left_cheek.pen is "pen" or $skin.right_cheek.pen is "pen" or $skin.forehead.pen is "pen" or $skin.left_cheek.pen is "mud" or $skin.right_cheek.pen is "mud" or $skin.forehead.pen is "mud" or $skin.left_cheek.pen is "lipstick" or $skin.right_cheek.pen is "lipstick" or $skin.forehead.pen is "lipstick">>
<<bathroomicon "sink">><<link [[Wash face (0:05)|School Boy's Wash]]>><<pass 5>><</link>>
<br>
<</if>>
<<if setup.bodyliquid.combined("mouth") gte 1>>
<<bathroomicon "sink">><<link [[Rinse mouth (0:05)|School Boy's Rinse]]>><<pass 5>><</link>>
<br>
<</if>>
<<pregnancyTest "School Boy's Toilets">>
<<storeon "schoolboys" "check">>
<<if _store_check isnot 1>>
<<getouticon>><<link [[Leave|Hallways]]>><</link>>
<<elseif $exposed gte 2 and hasSexStat("exhibitionism", 4)>>
<<getouticon>><<link [[Sneak out|Hallways Sneak]]>><<set $phase to 2>><</link>><<exhibitionist4>>
<<elseif $exposed is 1 and hasSexStat("exhibitionism", 3)>>
<<getouticon>><<link [[Sneak out|Hallways Sneak]]>><<set $phase to 1>><</link>><<exhibitionist3>>
<<elseif $exposed lte 0>>
<<getouticon>><<link [[Leave|Hallways]]>><</link>>
<</if>>
<</if>>
<</if>>
<<set $eventskip to 0>>
<<storecleanup>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<set $changingRoomGender to "girls">>
You are in the girl's toilets.
<<if $upperwet gte 1 or $lowerwet gte 1 or $underlowerwet gte 1 or $underupperwet gte 1>>
<div id="toilet-dry">
<<link "Dry your clothes">>
<<dry>>
<<dry_full>>
<<updatesidebarimg>>
<<updatesidebardescription>>
<<updateallure>>
<<if $upperwet lt 1 and $lowerwet lt 1 and $underlowerwet lt 1 and $underupperwet lt 1>>
<<replace #toilet-dry>>
You squeeze the water from your clothes.
<<effectswater>>
<br><br>
<</replace>>
<</if>>
<</link>>
<br>
</div>
<</if>>
<br><br>
<<if $stress gte $stressmax>>
<<link [[Everything fades to black...|School Passout]]>><</link>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure) and $eventskip isnot 1>>
<<eventsschooltoilets>>
<<else>>
<<storeactions "schoolgirls">>
<<mirroricon>><<link [[Look in the mirror (0:02)|Simple Mirror]]>><<pass 2>><<set $previousPassage = $passage>><</link>>
<br>
<<skinicon "masturbate">><<link [[Masturbate|School Girl's Toilets Masturbation]]>><<set $masturbationstart to 1>><</link>>
<br>
<<if setup.bodyliquid.combined("face") gte 1 or $skin.left_cheek.pen is "pen" or $skin.right_cheek.pen is "pen" or $skin.forehead.pen is "pen" or $skin.left_cheek.pen is "mud" or $skin.right_cheek.pen is "mud" or $skin.forehead.pen is "mud" or $skin.left_cheek.pen is "lipstick" or $skin.right_cheek.pen is "lipstick" or $skin.forehead.pen is "lipstick">>
<<bathroomicon "sink">><<link [[Wash face (0:05)|School Girl's Wash]]>><<pass 5>><</link>>
<br>
<</if>>
<<if setup.bodyliquid.combined("mouth") gte 1>>
<<bathroomicon "sink">><<link [[Rinse mouth (0:05)|School Girl's Rinse]]>><<pass 5>><</link>>
<br>
<</if>>
<<pregnancyTest "School Girl's Toilets">>
<<storeon "schoolgirls" "check">>
<<if _store_check isnot 1>>
<<getouticon>><<link [[Leave|Hallways]]>><</link>>
<<elseif $exposed gte 2 and hasSexStat("exhibitionism", 4)>>
<<getouticon>><<link [[Sneak out|Hallways Sneak]]>><<set $phase to 2>><</link>><<exhibitionist4>>
<<elseif $exposed is 1 and hasSexStat("exhibitionism", 3)>>
<<getouticon>><<link [[Sneak out|Hallways Sneak]]>><<set $phase to 1>><</link>><<exhibitionist3>>
<<elseif $exposed lte 0>>
<<getouticon>><<link [[Leave|Hallways]]>><</link>>
<</if>>
<</if>>
<</if>>
<<set $eventskip to 0>>
<<storecleanup>><<effects>>
<<if setup.bodyliquid.combined("face") gte 1>>
<<if $skin.left_cheek.pen is "pen" or $skin.right_cheek.pen is "pen" or $skin.forehead.pen is "pen">>
Bending over the sink, you wash the lewd fluid and ink from your face.
<<elseif $skin.left_cheek.pen is "lipstick" or $skin.right_cheek.pen is "lipstick" or $skin.forehead.pen is "lipstick">>
Bending over the sink, you wash the lewd fluid and lipstick from your face.
<<elseif $skin.left_cheek.pen is "mud" or $skin.right_cheek.pen is "mud" or $skin.forehead.pen is "mud">>
Bending over the sink, you wash the lewd fluid and mud from your face.
<<else>>
Bending over the sink, you wash the lewd fluid from your face.
<</if>>
<<elseif $skin.left_cheek.pen is "lipstick" or $skin.right_cheek.pen is "lipstick" or $skin.forehead.pen is "lipstick">>
Bending over the sink, you wash the lipstick from your face.
<<elseif $skin.left_cheek.pen is "mud" or $skin.right_cheek.pen is "mud" or $skin.forehead.pen is "mud">>
Bending over the sink, you wash the mud from your face.
<<else>>
Bending over the sink, you wash the ink from your face.
<</if>>
<<wash_face>>
<br><br>
<<link [[Next|School Boy's Toilets]]>><</link>>
<br><<effects>>
<<if setup.bodyliquid.combined("face") gte 1>>
<<if $skin.left_cheek.pen is "pen" or $skin.right_cheek.pen is "pen" or $skin.forehead.pen is "pen">>
Bending over the sink, you wash the lewd fluid and ink from your face.
<<elseif $skin.left_cheek.pen is "lipstick" or $skin.right_cheek.pen is "lipstick" or $skin.forehead.pen is "lipstick">>
Bending over the sink, you wash the lewd fluid and lipstick from your face.
<<elseif $skin.left_cheek.pen is "mud" or $skin.right_cheek.pen is "mud" or $skin.forehead.pen is "mud">>
Bending over the sink, you wash the lewd fluid and mud from your face.
<<else>>
Bending over the sink, you wash the lewd fluid from your face.
<</if>>
<<elseif $skin.left_cheek.pen is "lipstick" or $skin.right_cheek.pen is "lipstick" or $skin.forehead.pen is "lipstick">>
Bending over the sink, you wash the lipstick from your face.
<<elseif $skin.left_cheek.pen is "mud" or $skin.right_cheek.pen is "mud" or $skin.forehead.pen is "mud">>
Bending over the sink, you wash the mud from your face.
<<else>>
Bending over the sink, you wash the ink from your face.
<</if>>
<<wash_face>>
<br><br>
<<link [[Next|School Girl's Toilets]]>><</link>>
<br><<effects>>
You bend over the sink and rinse out your mouth.
<<wash_mouth>>
<br><br>
<<link [[Next|School Boy's Toilets]]>><</link>>
<br><<effects>>
You bend over the sink and rinse out your mouth.
<<wash_mouth>>
<br><br>
<<link [[Next|School Girl's Toilets]]>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<set $daily.vendingMachine.used to true>>
<<money -2000 "schoolCondoms">><<wearProp "condom">>
You insert the money into the machine and a 2-pack of condoms slides into a drawer.
<br><br>
<<cleareventpool>>
<<if Time.schoolTime>>
<<addevent "antechamber_vending_proposal_1" 1>>
<<if hasSexStat("promiscuity", 4)>>
<<addinlineevent "antechamber_vending_prom_1" 3>>
<<generate1>><<person1>>
A <<person>> enters the antechamber. <<He>> stares at you. You take the condoms and put them in your pocket while smiling at <<him>>.
<<gcondoms 2>>
<br><br>
<<link [[Back|School Toilets]]>><<endevent>><</link>>
<</addinlineevent>>
<<else>>
<<addinlineevent "antechamber_vending_1" 3>>
<<generate1>><<person1>>
A <<person>> enters the antechamber and looks in your direction. You wait until <<he>> has disappeared into the toilets.
You quickly take the package and put it in your pocket on the sly. <<gstress>><<stress 1>>
<<gcondoms 2>>
<br><br>
<<link [[Back|School Toilets]]>><<endevent>><</link>>
<</addinlineevent>>
<</if>>
<<else>>
<<addinlineevent "antechamber_vending_0">>
You take them.
<<gcondoms 2>>
<br><br>
<<link [[Back|School Toilets]]>><<endevent>><</link>>
<</addinlineevent>>
<</if>>
<<runeventpool>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<set $lock to 400>>
You examine the vending machine.
<br><br>
<<if currentSkillValue('skulduggery') gte $lock>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span>
<br><br>
<<else>>
<<wearProp "lockpick">>
<span class="green">The lock looks easy to pick.</span>
<br><br>
<<lockicon "pick">><<link [[Pick it (0:10)|Vending Machine Sneak]]>><<handheldon>><<pass 10>><<crimeUp 1 "petty">><</link>><<crime "petty">>
<br>
<</if>>
<<else>>
<span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>>
<br>
<</if>>
<<condomicon "machine">><<link [[Smash it (0:10)|Vending Machine Smash]]>><<handheldon>><<pass 10>><<crimeUp 5 "destruction">><<crimeUp 5 "petty">><</link>><<physiquedifficulty>> <<crimes "destruction" "petty">>
<br>
<<getouticon>><<link [[Back|School Toilets]]>><<handheldon>><</link>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<set $weekly.theft.vendingMachine.stolen to true>>
<<set $tip to random(1, 3) * 2000>>
<<set _condomsStolen to $daily.vendingMachine.used ? 0 : either(0, 0, 0, 0, 2, 2, 2, 4)>>
You deftly open the vending machine and count out the money inside. There's <<printmoney $tip>>.
<<if _condomsStolen>>There are also _condomsStolen condoms.<</if>>
<br><br>
<<if $skulduggery lt 500>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">There's nothing more you can learn from locks this simple.</span>
<br><br>
<</if>>
<<link [[Take them|School Toilets]]>><<money $tip>><<gcondoms _condomsStolen>><<crimeUp `$tip / 100 + _condomsStolen * 10` "petty">><</link>><<crime "petty">>
<br>
<<link [[Leave them|School Toilets]]>><</link>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<set $weekly.theft.vendingMachine.broken to true>>
<<set $tip to random(0, 3) * 2000>>
<<set _condomsStolen to $daily.vendingMachine.used ? 0 : either(0, 0, 0, 0, 2, 2, 2, 4)>>
<<if $physiqueSuccess>>
<<if $tip is 0>>
<<if _condomsStolen is 0>>
You kick the machine until you hear a crack. The lock breaks and the door opens. You search inside before realising that it's empty.
<<else>>
You kick the machine until you hear a crack. The lock breaks and the door opens. You look inside. There is no money, but you find _condomsStolen condoms.
<br><br>
<<link [[Take them and leave|School Toilets]]>><<gcondoms _condomsStolen>><<crimeUp `$tip / 100 + _condomsStolen * 10` "petty">><</link>><<crime "petty">>
<</if>>
<<else>>
You kick the machine until you hear a crack. The lock breaks and the door opens. You look inside and find <<printmoney $tip>><<if _condomsStolen>>, plus _condomsStolen condoms<</if>>.
<br><br>
<<link [[Take them and leave|School Toilets]]>><<money $tip>><<gcondoms _condomsStolen>><<crimeUp `$tip / 100 + _condomsStolen * 10` "petty">><</link>><<crime "petty">>
<</if>>
<<else>>
You kick the machine until you hear a crack. You try to open the door, but the lock is stuck. You give up and decide to try another day.
<</if>>
<br>
<<link [[Leave|School Toilets]]>><</link>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<set _npc to $NPCList[0]>>
<<set _bathroom to (_npc.gender is "f" ? "girls'" : "boys'") + " bathroom">>
You follow <<him>> into the _bathroom. You join <<him>> in the far stall.
<<if $phase is 1>>
<!-- Put condom on most likely target -->
<<if _npc.penis isnot "none" and !_npc.condom>>
<<giveNPCCondom>>
<<set $condoms += 1>>
<<elseif !$player.condom>>
<<equipPlayerCondom>>
<<set $condoms += 1>>
<</if>>
<</if>>
<br>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Vending Machine Proposal Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Vending Machine Proposal Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Thanks <<girl>>," <<he>> says. <<He>> throws the remaining condom to you. <<gcondoms 1>>
<br><br>
<<clotheson>>
<<endcombat>>
<<tearful>> you follow suit.
<br><br>
<<link [[Next|School Toilets]]>><</link>>
<<elseif $enemyhealth lte 0>>
You shove <<him>> back against the toilet, giving you the chance to escape.
<br><br>
<<tearful>> you run out of the stall.
<<set _wrongBathroom to ($player.gender_appearance is "f") isnot ($NPCList[0].gender is "f")>>
<<if _wrongBathroom>>
A couple <<print $NPCList[0].gender is "f" ? "girls" : "boys">> look askance as you run passed.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|School Toilets]]>><</link>>
<<elseif $finish is 1>>
"Fucking tease," <<he>> says as <<he>> adjusts <<his>> uniform. "I'll be keeping the condoms, <<bitch>>."
<br><br>
<<clotheson>>
<<endcombat>>
<<tearful>> you both leave the bathroom.
<br><br>
<<link [[Next|School Toilets]]>><</link>>
<<else>>
<<clotheson>>
<<endcombat>>
<<tearful>> you leave the stall.
<br><br>
<<link [[Next|School Toilets]]>><</link>>
<</if>>
<<set $phase to 0>><<if $sexstart is 1>>
You slide into the closet, disappearing from <<his>> view. You prepare yourself and position yourself in front of the hole.
<br>
<!-- Put condom on most likely target -->
<<set _npc to $NPCList[0]>>
<<if _npc.penis isnot "none" and !_npc.condom>>
<<giveNPCCondom>>
<<set $condoms += 1>>
<<elseif !$player.condom>>
<<equipPlayerCondom>>
<<set $condoms += 1>>
<</if>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<npcgloryhole>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Vending Machine Gloryhole Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Vending Machine Gloryhole Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<set $punishmentposition to 0>>
<<if $enemyarousal gte $enemyarousalmax>>
<<set $gloryholestat += 1>>
<<ejaculation>>
<<set _prop to "condom">>
<<tearful>> you take the condom <<he>> pushes through the hole.
"You'll probably need this more than me, you slut," <<he>> chirps as <<he>> walks away. <<gcondoms 1>>
<<elseif $enemyhealth lte 0>>
"What the fuck!? Fucking psycho," <<he>> shouts behind the wall. You hear them walking away.
<br><br>
<<tearful>> you adjust your position behind the hole.
<<else>>
You hear the <<person>> whining on the other side of the wall.
<br><br>
<<tearful>> you adjust your position behind the hole.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<if _prop>><<wearProp _prop>><</if>>
<<set $phase to 0>>
<<link [[Climb out (0:01)|School Toilets]]>><<pass 1>><<unset $desperateaction>><</link>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $player.perceived_breastsize gte $player.perceived_bottomsize>>
You hold your arms to support your <<breasts>> and arch forward. Giving <<him>> full view of your cleavage.
"Excuse me," you purr. "I think you have something that belongs to me."
<<else>>
With your back to <<him>>, you part your legs and lean against the vending machine.
"Oh no," you tease, "I was really hoping to use them later. Could you be so kind and give them back?"
<</if>>
<<promiscuity1>>
<br>
<<set $seductiondifficulty to 2000>>
<<seductioncheck>>
<br><br>
<<if $seductionrating gte $seductionrequired>>
<!-- Passed check -->
<<wearProp "condom">>
<<He>> pauses, unable to respond. The silence is eventually broken. "E-errm, yeah, here you go." <<He>> hands you back the condoms.
<<gcondoms 2>>
<br>
<<if hasSexStat("promiscuity", 4)>>
<br>
<<link [[Still accept their offer|Vending Machine Proposal Sex]]>><</link>><<handheldon>><<set $sexstart to 1>><<promiscuous3>>
<</if>>
<<else>>
<!-- Failed check -->
<<He>> laughs, "Yeah, I think I'll keep these. Don't embarrass yourself." <<He>> walks away.
<br>
<</if>>
<br>
<<set $phase to 0>>
<<link [[Back|School Toilets]]>><</link>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $submissive gte 750>>
You blush at <<his>> proposition.
<br><br>
<</if>>
<<He>> gives you a dejected frown, "Oh, I see."
<br><br>
<<if random(4) is 0>>
<!-- 20% -->
"Well, there's always next time. Here are your condoms back." <<He>> winks, before leaving.
<<gcondoms 2>>
<<else>>
<!-- 80% -->
"Well suit yourself, <<slut>>," <<he>> mutters as <<he>> leaves. <span class="blue">Taking your condoms with <<him>>.</span>
<</if>>
<br><br>
<<set $phase to 0>>
<<link [[Back|School Toilets]]>><</link>><<widget "eventsschooltoilets">>
<<rng>>
<<if Time.schoolDay and $schoolstate isnot "early" and $schoolstate isnot "late">>
<<if $exposed gte 1>>
<<if $changingRoomGender is "boys">>
<<generateym1>><<generateym2>><<generateym3>>
You hear voices approaching, and manage to hide in a stall before you're caught with your <<lewdness>> on display.
<br><br>
A <<fullGroup>> enter the room, chatting amongst themselves.
<<storeon "schoolboys" "check">>
<<if _store_check is 1 and maleChance() isnot 0>>
The voices suddenly stop. The <<person1>><<person>> breaks the silence. "Who would leave these clothes here? We should probably take them to lost and found." They have your clothes!
<br><br>
<<link [[Call out|School Toilets Clothes]]>><<set $phase to 2>><</link>>
<br>
<<link [[Remain silent|School Toilets Clothes]]>><<set $phase to 1>><</link>>
<br>
<<else>>
They soon leave, none the wiser.
<<gstress>><<garousal>><<stress 2>><<arousal 100>>
<br><br>
<<endevent>>
<<link [[Next (0:05)|School Boy's Toilets]]>><<set $eventskip to 1>><<pass 5>><</link>>
<br>
<</if>>
<<else>>
<<generateyf1>><<generateyf2>><<generateyf3>>
You hear voices approaching, and manage to hide in a stall before you're caught with your <<lewdness>> on display.
<br><br>
A <<fullGroup>> enter the room, chatting amongst themselves.
<<storeon "schoolgirls" "check">>
<<if _store_check is 1 and maleChance() isnot 100>>
The voices stop abruptly. The <<person1>><<person>> breaks the silence. "Who would leave these clothes here? We should probably take them to lost and found." They have your clothes!
<br><br>
<<link [[Call out|School Toilets Clothes]]>><<set $phase to 2>><</link>>
<br>
<<link [[Remain silent|School Toilets Clothes]]>><<set $phase to 1>><</link>>
<br>
<<else>>
They soon leave, none the wiser.
<<gstress>><<garousal>><<stress 2>><<arousal 100>>
<br><br>
<<endevent>>
<<link [[Next (0:05)|School Girl's Toilets]]>><<set $eventskip to 1>><<pass 5>><</link>>
<br>
<</if>>
<</if>>
<<elseif $whitney_toilet is 1 and C.npc.Whitney.state is "active" and $rng gte 51 and $daily.whitney.toiletCheck isnot 1>>
<<set $daily.whitney.toiletCheck to 1>>
<<if $player.penisExist and $player.vaginaExist>>
<<set _correctBathroom to (C.npc.Whitney.pronoun is "m" ? "boys" : "girls")>>
<</if>>
<<if $changingRoomGender is "boys" and $player.gender is "m" or $changingRoomGender is "girls" and $player.gender is "f" or ($player.penisExist and $player.vaginaExist) and $changingRoomGender isnot _correctBathroom>>
<<if $player.gender is C.npc.Whitney.pronoun>>
<<npc Whitney>><<person1>>
You bump into Whitney. <<His>> expression darkens. "What did I say about showing your face in here?" <<he>> says. "I guess I'll have to beat it into you."
<br><br>
<<His>> friends block the exit.
<br><br>
<<link [[Next|Bully Toilets Fight]]>><<set $fightstart to 1>><</link>>
<<else>>
<<generatey1>><<generatey2>><<generatey3>><<person1>>
A few of Whitney's friends enter the toilets. They smirk when they see you.
<br><br>
"Naughty," a <<person>> says. "Didn't you hear that you're not supposed to come here anymore? Or were you just looking for an excuse to get punished? You're in luck. Whitney said we can do whatever we want to you in here."
<br><br>
They close in around you.
<br><br>
/* <<if $submissive lte 500>> */
<<link [[Threaten|Bully Friends Threaten]]>><<def 1>><</link>><<defianttext>>
<br>
/* <<elseif $submissive gte 1500>> */
<<link [[Submit|Bully Friends Rape]]>><<set $molestationstart to 1>><<set $phase to 1>><<sub 1>><</link>><<submissivetext>>
<br>
/* <</if>> */
<<link [[Endure|Bully Friends Rape]]>><<set $phase to 0>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<<else>>
<<if $player.gender is C.npc.Whitney.pronoun>>
A couple of Whitney's friends enter the bathroom. They laugh and nudge each other. They make no aggressive moves, but they refuse to leave you alone.
<br><br>
"We're just here to make sure you <<if $player.gender is "m">>sit down to pee<<else>>know how to use the urinal<</if>>. Whitney's orders."
<br><br>
They stick to words. It seems Whitney hasn't given them permission to lay their hands on you. They soon grow bored and return to the hallway.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<<endevent>>
<<if $changingRoomGender is "boys">>
<<link [[Next|School Boy's Toilets]]>><<set $eventskip to 1>><</link>>
<<else>>
<<link [[Next|School Girl's Toilets]]>><<set $eventskip to 1>><</link>>
<</if>>
<<else>>
<<npc Whitney>><<person1>>
You bump into Whitney. <<Hes>> pleased to see you here.
<<if $worn.neck.name is "Whitney's collar with leash" or $worn.neck.name is "Whitney's collar">>
<<He>> glances over your collar and give you a smirk
<</if>>
<<if random(1, 100) gte 51>>
"Good timing, slut," <<he>> says. <<His>> friends are with <<him>>. <<He>> grasps your shoulders and tries to force you into a cubicle.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<<link [[Let it happen|Bully Toilets Sex]]>><<trauma 6>><<stress 6>><<sub 1>><<npcincr Whitney dom 1>><<set $molestationstart to 1>><</link>><<gtrauma>><<gstress>><<gdom>>
<br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Give oral|Bully Toilets Sex]]>><<sub 1>><<npcincr Whitney dom 1>><<set $sexstart to 1>><<npcincr Whitney love 1>><</link>><<promiscuous2>><<glove>><<gdom>>
<br>
<</if>>
<<link [[Fight|Bully Toilets Fight]]>><<set $fightstart to 1>><<def 1>><<npcincr Whitney dom -1>><</link>><<ldom>>
<br>
<<else>>
"Good slut." <<He>> smirks. "I'm glad you're following instructions." <<Hes>> alone. <<He>> smacks your <<bottom>> as <<he>> walks by.
<<gstress>><<stress 6>>
<br><br>
<<endevent>>
<<if $changingRoomGender is "boys">>
<<link [[Next|School Boy's Toilets]]>><<set $eventskip to 1>><</link>>
<<else>>
<<link [[Next|School Girl's Toilets]]>><<set $eventskip to 1>><</link>>
<</if>>
<</if>>
<</if>>
<</if>>
<<elseif $watersportsdisable is "f" and C.npc.Kylar.state is "active" and $kylarenglish gte 1 and C.npc.Kylar.lust gte 60 and $rng gte 51 and $daily.kylar.toilets isnot 1>>
<<set $daily.kylar.toilets to 1>>
<<npc Kylar>><<person1>>
As you walk into the <<print $changingRoomGender>>'s toilets, you hear footsteps behind you. You <<if $submissive lte 850>>turn around to see<<else>>pause before a hand lands on your shoulder. It's<</if>> Kylar. <<if $NPCList[0].pronouns.boy + "s" isnot $changingRoomGender>>You're not exactly sure what <<hes>> doing in here.<</if>>
<br><br>
"I-I, uh, need to use the toilet," <<he>> explains. When you don't respond, <<he>> continues. "With you?"
<br><br>
/* may want to make this promisc 2 if Kylar is not selected as an LI */
<<link [[Join Kylar (0:05)|School Toilets Kylar]]>><<npcincr Kylar lust 1>><</link>><<glust>><br>
<<link [[Push away|School Toilets Kylar Push]]>><<npcincr Kylar love -1>><<npcincr Kylar rage 1>><</link>><<llove>><<gksuspicion>>
<<else>>
<<if $changingRoomGender is "boys">>
<<generateym1>><<generateym2>><<generateym3>>
<<if $player.gender_appearance is "f">>
A <<fullGroup>> enter the room, chatting amongst themselves. They freeze upon seeing you. "What's a <<girl>> doing in here?" the <<person1>><<person>> says, the quiver in <<his>> voice betraying <<his>> nerves.
<br><br>
<<link [[Apologise and leave|School Toilets Encounter]]>><<set $phase to 1>><<stress 2>><</link>><<gstress>>
<br>
<<if maleChance() isnot 0>>
<<link [[Flirt|School Toilets Encounter]]>><<set $phase to 2>><</link>><<promiscuous1>>
<br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Seduce|School Toilets Seduce]]>><</link>><<promiscuous2>>
<br>
<</if>>
<</if>>
<<else>>
A <<fullGroup>> enter the room, chatting amongst themselves. They pay you no heed and soon leave.
<br><br>
<<endevent>>
<<link [[Next|School Boy's Toilets]]>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<else>>
<<generateyf1>><<generateyf2>><<generateyf3>>
<<if $player.gender_appearance is "m">>
A <<fullGroup>> enter the room, chatting amongst themselves. They freeze upon seeing you. "What's a <<girl>> doing in here?" the <<person1>><<person>> says, the quiver in <<his>> voice betraying <<his>> nerves.
<br><br>
<<link [[Apologise and leave|School Toilets Encounter]]>><<set $phase to 1>><<stress 2>><</link>><<gstress>>
<br>
<<if maleChance() isnot 100>>
<<link [[Flirt|School Toilets Encounter]]>><<set $phase to 2>><</link>><<promiscuous1>>
<br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Seduce|School Toilets Seduce]]>><</link>><<promiscuous2>>
<br>
<</if>>
<</if>>
<<else>>
A <<fullGroup>> enter the room, chatting amongst themselves. They pay you no heed and soon leave.
<br><br>
<<endevent>>
<<link [[Next|School Girl's Toilets]]>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<</if>>
<</if>>
<<else>>
<!-- Modified for Beast People -->
<<beastNEWinit 1 cat>>
<<if $monster is 1 or $bestialitydisable is "f">>
The quiet is broken by a low growl behind you. A large <<beasttype>> pounces on you from the shadows, forcing you to your knees.
<br><br>
<<if ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled"))>>
<<link [[Hiss|School Toilets Hiss]]>><</link>><<cat>>
<br>
<</if>>
<<link [[Fight|School Toilets Cat]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
The quiet is broken by a low growl behind you. A large cat pounces on you from the shadows. You manage to escape, but not without injury.
<<beastescape>>
<br><br>
<<link [[Next|School Toilets]]>><<endevent>><</link>>
<br>
<</if>>
<</if>>
<</widget>>
<<widget "eventschoolhallwaysexposed">>
<<rng>>
<<if $rng gte 81>>
You leave the safety of a storeroom and move down an empty corridor. You're halfway through when you hear voices up ahead. You try going back the way you came, but voices come from that direction too. You're trapped. You look around for somewhere to hide, but there's nothing but the lockers lining the walls between classrooms.
<br><br>
<<link [[Look through the classroom windows, one must be empty|Hallways Exposed Classroom]]>><</link>>
<br>
<<link [[Check the lockers, one must be unlocked|Hallways Exposed Lockers]]>><</link>>
<br>
<<elseif $rng gte 61>>
<<generatey1>><<generatey2>><<person1>>
You hear approaching footsteps, and hide in a storeroom. Your heart skips a beat when someone rattles the door handle.<<gstress>><<stress 6>>
<br><br>
"It's stuck," says a <<personsimple>>'s voice. "Gimme a sec."
<br><br>
You glance around the room. There's a small window, though you'd need to climb on something to reach, and you don't know what's on the other side.
<br><br>
<<link [[Climb out the window|Hallways Exposed Storeroom Window]]>><</link>>
<br>
<<link [[Just cover yourself and leave|Hallways Exposed Storeroom]]>><<fameexhibitionism 2>><<stress 6>><<trauma 6>><</link>><<gtrauma>><<gstress>>
<br>
<<else>>
<<if random(1, 2) is 2 and $hypnosis gte 1 and $hypnosisdisable is "f">>
You hide beneath a stairwell as a crowd descends. <<hypnosisicon>> <span class="blue">You feel something shift in your consciousness, as if you're entering a trance.</span> <<hypnosisicon>> You snap out of it to find yourself about to walk out into the open, with a strong urge to continue.
<br><br>
<<link [[Walk into the open|Hallways Exposed Hypnosis]]>><<hypnotised 1>><<trauma -6>><<stress -6>><</link>><<ltrauma>><<lstress>>
<br>
<<link [[Resist|Hallways Exposed Hypnosis Resist]]>><</link>><<willpowerdifficulty 1 `150 + ($hypnosis * 50)`>>
<br>
<<else>>
You hide beneath a stairwell as a crowd descends. The steps above you vibrate as they pass by.
<<gstress>><<stress 6>>
<br><br>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<</if>>
<</widget>>
<<widget "eventsschoolhallways">>
<<rng>>
<<set _fameRumour to []>>
<<run ["exhibitionism", "sex", "rape", "prostitution"].forEach(name => {if (V.fame[name] >= 400) T.fameRumour.push(name)})>>
<<if ($monsterchance gte 1 or $bestialitydisable is "f") and $fame.bestiality gte 400>>
<<set _fameRumour.push("bestiality")>>
<</if>>
<<if $halloween is 1 and !$halloween_lake>>
<<halloween_lake_invite>>
<<else>>
<<cleareventpool>>
<<if $bullytimer gte $rng and !["dungeon", "pillory"].includes(C.npc.Whitney.state)>>
/* If Whitney hasn't been introduced, eliminate all other events as options. Note: The intro will become mandatory by day 5 (when $bullytimer hits 100)*/
<<if $bullyevent is 0>> <<cleareventpool>> <</if>>
<<addinlineevent "whitney_hallways" 10>>
<<set $bullytimer to 0>>
<<schoolbully>>
<</addinlineevent>>
/* Run the eventpool with only Whitney's intro loaded, effectively giving it 100% weight */
<<if $bullyevent is 0>> <<runeventpool>> <<exit>> <</if>>
<</if>>
<<if $whitneyRoofKey is true>>
<<addinlineevent "whitney_locker_key" 10>>
<<unset $whitneyRoofKey>>
<<generates1>><<generates2>><<loadNPC 2 locker_key_owner>>
You're walking down the halls when you see a <<person1>><<person>> and a <<person2>><<person>> digging through a locker. You recognise them as a couple of Whitney's friends.
<br><br>
"Ha, check this out!" The <<person>> pulls out an explicit magazine.
<br><br>
"Damn, that <<person3>><<personsimple>> wasn't as innocent as <<he>> seemed, huh?"
<br><br>
You remember seeing Whitney on the roof bullying another student, and passing off the <<person>>'s locker key to <<nnpc_his "Whitney">> friends.
<br><br>
<<link [[Intervene|Hallways Delinquent Lockers]]>><<set $phase to 0>><</link>>
<br>
<<link [[Ignore them|Hallways Delinquent Lockers]]>><<set $phase to 1>><</link>>
<br>
<</addinlineevent>>
<</if>>
<<if Time.days gte 7 and C.npc.Kylar.init isnot 1 and $kylarignored isnot 1>>
/* If it's been four weeks, Kylar's primary intro becomes mandatory by eliminatiing all other events as options */
<<if Time.days gte 28>> <<cleareventpool>> <</if>>
<<addinlineevent "kylar_intro" 10>>
<<npc Kylar>><<initnpc Kylar>><<generatey2>><<generatey3>>Someone's bag lands in front of you. It spills its contents, scattering pens and books across the floor. You turn the corner and see its owner, a <<nnpc_gendery "Kylar">> held aloft by <<person1>><<his>> collar and pushed against a locker. <<He>> kicks the <<person2>><<person>> holding <<person1>><<him>>, but the <<person2>><<person>> just laughs. "That your best?" <<he>> says. <<He>> grasps the bullied <<nnpc_gendery "Kylar">>'s unkempt dark hair with <<his>> free hand. "Lucky you. Hurting me would be stupid."
<br><br>
Other students ignore what is happening, or watch in amusement.
<br><br>
<<link [[Intervene|Kylar Intro Intervene]]>><<npcset Kylar state "active">><<status -10>><<npcincr Kylar love 1>><</link>><<glove>><<lcool>>
<br>
<<link [[Watch but make sure <<person1>><<he>> is okay after|Kylar Intro Help]]>><<npcset Kylar state "active">><<npcincr Kylar love 1>><</link>><<glove>>
<br>
<<link [[Ignore|Kylar Intro Ignore]]>><<set $kylarignored to 1>><</link>>
<br>
<</addinlineevent>>
/* Run the eventpool with only Kylar's primary intro loaded, effectively giving it 100% weight */
<<if Time.days gte 28>> <<runeventpool>> <<exit>> <</if>>
<</if>>
<<if Time.days gte 14 and $kylarignored is 1 and C.npc.Kylar.state isnot "active" and C.npc.Kylar.state isnot "prison">>
/* If it's been five weeks, Kylar's secondary intro becomes mandatory by eliminating all other events as options */
<<if Time.days gte 35>> <<cleareventpool>> <</if>>
<<addinlineevent "kylar_intro_ignored" 10>>
<<npcset Kylar state "active">>
<<npc Kylar>><<person1>>You round a corner and bump into a <<nnpc_gendery "Kylar">>. <<He>> scowls and looks up at you, but then <<his>> face softens and <<his>> mouth gapes.
<br><br>
"I-I'm," <<he>> stutters. "I'm Kylar." You thought <<he>> was a younger student, but <<he>> seems your age.
<<switch $bodysize>>
<<case 0>>
Even with your small stature, <<hes>> only a little taller than you.
<<case 1>>
Even with your short height, <<hes>> a little shorter than you.
<<case 2>>
<<Hes>> just small.
<<case 3>>
<<Hes>> just quite short compared to you.
<</switch>>
<<He>> turns and runs the way <<he>> came.
<br><br>
<<endevent>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<br>
<</addinlineevent>>
/* Run the eventpool with only Kylar's secondary intro loaded, effectively giving it 100% weight */
<<if Time.days gte 35>> <<runeventpool>> <<exit>> <</if>>
<</if>>
<<set _kylarLocation to getKylarLocation()>>
<<if C.npc.Kylar.state is "active" and $kylar.timer.halls gte $rng and _kylarLocation.area isnot "english">>
<<addinlineevent "kylar_hallways" 10>>
<<set $kylar.timer.halls to 0>>
<<kylarhallways>>
<</addinlineevent>>
<</if>>
<<if $mathsproject is "ongoing" and $mathsdruggedstudent isnot 1 and $mathsprojectdays lt 20 and $stimdealerknown is 1>>
<<addinlineevent "maths_drugged_student" 10>>
<<set $mathsdruggedstudent to 1>>
<<generatey1>><<person1>>You see a <<person>> you recognise from maths. <<Hes>> sat on the floor, a pen and paper lying beside <<him>>. <<His>> pupils are dilated, and <<he>> stares into space. A partial solution to the maths competition problem is written on the paper.
<br><br>
<<link [[Get help|Maths Drugged Help]]>><<famegood 5>><<detention -6>><<trauma -6>><</link>><<ldelinquency>><<ltrauma>>
<br>
<<link [[Copy|Maths Drugged Copy]]>><<set $mathsinfo += 1>><</link>><<note "+ Mathematical Insight" "green">>
<br>
<<link [[Rob|Maths Drugged Rob]]>><<detention 6>><<set $mathsstim += 1>><</link>><<ggdelinquency>><<note "+ Stimulant" "green">>
<br>
<</addinlineevent>>
<</if>>
<<if fameSum("sex","rape","prostitution","bestiality") gte 4000 and $schoolfameblackmail is undefined>>
<<addinlineevent "fame_blackmail" 5>>
<<set $schoolfameblackmail to 0>>
<<npc Leighton>><<person1>>The headteacher emerges from <<his>> office and motions for you to enter. <<He>> wears a strange smile on <<his>> face.
<br><br>
<<link [[Enter|School Fame Blackmail]]>><</link>>
<br>
<<link [[Refuse|School Fame Blackmail Refuse]]>><<detention 1>><</link>><<gdelinquency>>
<br>
<</addinlineevent>>
<</if>>
<<if $schoolfameboard is undefined and ($schoolfameblackmail gte 3 or $schoolfamerefused is 1)>>
<<addinlineevent "fame_board" 5>>
<<set $schoolfameboard to 1>>
<<schoolfameboard>>
<</addinlineevent>>
<</if>>
<<if $schoolrep.herm gte 5 and !$worn.face.type.includes("mask") and $NudeGenderDC gt 0>>
<<addinlineevent "fame_herm">>
<<generatey1>><<generatey2>><<generatey3>> You hear whispering behind you.
<br><br>
<<if $player.gender_appearance is "m">>
<<if random(1, 2) is 2>>
"But he looks like a normal boy," says a <<person1>><<person>>.
<<else>>
"No way," says a <<person1>><<person>>. "He looks normal."
<</if>>
<br>
<<if random(1, 2) is 2>>
"Everyone's saying it," replies a <<person2>><<person>>. "He has a pussy too."
<<else>>
"He looks normal," replies a <<person2>><<person>>. "Until you see his crotch."
<</if>>
<br>
<<if random(1, 2) is 2>>
"What a freak," a <<person3>><<person>> adds. "They would have drowned him at birth in the past."
<<else>>
"I wonder what it's like," a <<person3>><<person>> adds. "Do you think he fucks himself?"
<</if>>
<br><br>
<<else>>
<<if random(1, 2) is 2>>
"But she looks like a normal girl," says a <<person1>><<person>>.
<<else>>
"No way," says a <<person1>><<person>>. "She looks normal."
<</if>>
<br>
<<if random(1, 2) is 2>>
"Everyone's saying it," replies a <<person2>><<person>>. "She has a cock too."
<<else>>
"She looks normal," replies a <<person2>><<person>>. "Until you see her crotch."
<</if>>
<br>
<<if random(1, 2) is 2>>
"What a freak," a <<person3>><<person>> adds. "They would have drowned her at birth in the past."
<<else>>
"I wonder what it's like," a <<person3>><<person>> adds. "Do you think she fucks herself?"
<</if>>
<br><br>
<</if>>
The three glance at you, and hurry away when they notice you looking.<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</addinlineevent>>
<</if>>
<<if $schoolrep.crossdress gte 5 and !$worn.face.type.includes("mask")>>
<<addinlineevent "fame_crossdress">>
<<generatey1>><<generatey2>><<generatey3>> You hear whispering behind you.
<br><br>
<<if $player.gender_appearance is "f">>
<<if $player.gender is "f">>
<<if !playerBellyVisible()>>
<<if random(1, 2) is 2>>
"She dresses like a boy?" a <<person1>><<person>> says. "She looks like a girl now."
<<else>>
"She's the one?" a <<person1>><<person>> says. "Who dresses like a boy? I wouldn't know it from looking at her."
<</if>>
<br>
<<if random(1, 2) is 2>>
"She doesn't dress up all the time," a <<person2>><<person>> replies. "I bet she only does it to trick people into sex."
<<else>>
"She looks just like a boy when she wants to," a <<person2>><<person>> replies. "I bet it's to trick people into sex."
<</if>>
<br>
<<if random(1, 2) is 2>>
"Whatever the reason," a <<person3>><<person>> adds. "She's a weirdo."
<<else>>
"That must be it," a <<person3>><<person>> adds. "She's a pervert."
<</if>>
<<else>>
<<if random(1, 2) is 2>>
"She dresses like a boy? How?" a <<person1>><<person>> asks. "She's obviously pregnant..."
<<else>>
"You sure she's the one that dresses like a boy?" a <<person1>><<person>> asks. "She couldn't crossdress even if she tried."
<</if>>
<br>
<<if random(1, 2) is 2>>
"Clearly, she doesn't dress like that all the time," a <<person2>><<person>> replies. "I bet she only does it to sneak into the boys' locker room."
<<else>>
"Maybe she only dresses up like a boy when she wants to," a <<person2>><<person>> replies. "I bet that's how she tricked someone into knocking her up."
<</if>>
<br>
<<if random(1, 2) is 2>>
"Whatever the reason," a <<person3>><<person>> adds, "she's a pervert."
<<else>>
"That must be it," a <<person3>><<person>> adds. "What a freak!"
<</if>>
<<schoolrep crossdress -3>>
<</if>>
<<else>>
<<if !playerBellyVisible()>>
<<if random(1, 2) is 2>>
"You sure she's a boy?" a <<person1>><<person>> asks. "She looks just like a girl."
<<else>>
"You must be getting muddled," a <<person1>><<person>> says. "No way that's a boy."
<</if>>
<br>
<<if random(1, 2) is 2>>
"No mistake. That's a boy," a <<person2>><<person>> replies. "I bet he does it to trick people into sex."
<<else>>
"That's the right one. He's a boy," a <<person2>><<person>> replies. "I bet he's trying to fuck the teachers."
<</if>>
<br>
<<if random(1, 2) is 2>>
"Whatever the reason," a <<person3>><<person>> adds. "He's a weirdo."
<<else>>
"That must be it," a <<person3>><<person>> adds. "He's a pervert."
<</if>>
<<else>>
<<if random(1, 2) is 2>>
"You sure she's actually a boy?" a <<person1>><<person>> asks. "She's totally pregnant. How could a boy be pregnant!?"
<<else>>
"You must be getting muddled," a <<person1>><<person>> says. "No way that's a boy. She's pregnant!"
<</if>>
<br>
<<if random(1, 2) is 2>>
"Yeah," a <<person2>><<person>> adds. "I've never heard of a boy getting knocked up before."
<<else>>
"You must be thinking of someone else. She's clearly a girl," a <<person2>><<person>> adds. "Seriously, you've gotta quit sleeping through science class."
<</if>>
<br>
<<if random(1, 2) is 2>>
"Still, though, look at that baby bump," a <<person3>><<person>> replies. "Even if she's not a boy, she's still a total slut."
<<else>>
"Either way," a <<person3>><<person>> replies. "you'd have to be totally shameless to still come to school like that."
<</if>>
<<schoolrep crossdress -3>>
<</if>>
<</if>>
<<else>>
<<if $player.gender is "m">>
<<if !playerBellyVisible()>>
<<if random(1, 2) is 2>>
"He dresses like a girl?" a <<person1>><<person>> says. "He looks like a boy now."
<<else>>
"He's the one?" a <<person1>><<person>> says. "Who dresses like a girl? I wouldn't know it from looking at him."
<</if>>
<br>
<<if random(1, 2) is 2>>
"He doesn't dress up all the time," a <<person2>><<person>> replies. "I bet he only does it to trick people into sex."
<<else>>
"He looks just like a girl when he wants to," a <<person2>><<person>> replies. "I bet it's to trick people into sex."
<</if>>
<br>
<<if random(1, 2) is 2>>
"Whatever the reason," a <<person3>><<person>> adds. "He's a weirdo."
<<else>>
"That must be it," a <<person3>><<person>> adds. "He's a pervert."
<</if>>
<<else>>
<<if random(1, 2) is 2>>
"He dresses like a girl?" a <<person1>><<person>> asks. "More like she dresses like a boy."
<<else>>
"He's the one?" a <<person1>><<person>> asks. "Don't you mean she's the one? Her belly's clear as day."
<</if>>
<br>
<<if random(1, 2) is 2>>
"Must be some sort of mistake," a <<person2>><<person>> replies. "If she was really a boy then she wouldn't be pregnant."
<<else>>
"That's clearly the wrong one. She's a girl," a <<person2>><<person>> replies. "Bet she got knocked up by one of the teachers or something."
<</if>>
<br>
<<if random(1, 2) is 2>>
"Whatever the reason," a <<person3>><<person>> adds, "She's a pervert."
<<else>>
"Either way," a <<person3>><<person>> adds, "you'd have to be totally shameless to still come to school like that."
<</if>>
<</if>>
<<else>>
<<if !playerBellyVisible()>>
<<if random(1, 2) is 2>>
"You sure he's a girl?" a <<person1>><<person>> asks. "He looks just like a boy."
<<else>>
"You must be getting muddled," a <<person1>><<person>> says. "No way that's a girl."
<</if>>
<br>
<<if random(1, 2) is 2>>
"No mistake. That's a girl," a <<person2>><<person>> replies. "I bet she does it to trick people into sex."
<<else>>
"That's the right one. She's a girl," a <<person2>><<person>> replies. "I bet she's trying to fuck the teachers."
<</if>>
<br>
<<if random(1, 2) is 2>>
"Whatever the reason," a <<person3>><<person>> adds. "She's a weirdo."
<<else>>
"That must be it," a <<person3>><<person>> adds. "She's a pervert."
<</if>>
<<else>>
<<if random(1, 2) is 2>>
Who does she think she's fooling??" a <<person1>><<person>> asks. "There's no way anyone would believe she's a guy with a baby bump like that..."
<<else>>
"You've gotta wonder if she knows," a <<person1>><<person>> says. "that there's no way she'd trick anyone into thinking she's a boy with a belly like that."
<</if>>
<br>
<<if random(1, 2) is 2>>
"Seriously," a <<person2>><<person>> replies. "I bet she only does it to sneak into the boys' locker room."
<<else>>
"No kidding," a <<person2>><<person>> replies. "I bet she only does it to trick people into fucking her."
<</if>>
<br>
<<if random(1, 2) is 2>>
"Whatever the reason," a <<person3>><<person>> adds. "She's a pervert."
<<else>>
"That must be it," a <<person3>><<person>> adds. "What a freak!"
<</if>>
<</if>>
<</if>>
<</if>>
<br><br>
The three glance at you, and hurry away when they notice you looking.<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</addinlineevent>>
<</if>>
<<if _fameRumour.length gt 0>>
<<addinlineevent "fame_rumour">>
/* Using random in case the player has fame in multiple categories */
<<set _selectedRumour to _fameRumour.random()>>
<<set _trauma to false>>
<<generatey1>><<generatey2>> As you walk down the hallway, you pass by a group of students.
<br><br>
<<if _selectedRumour is "bestiality">>
<<if $bestialitydisable is "f">>
<<if $cool gte 120>>
"I swear!" you overhear the <<person1>><<person>> saying. "I heard moans coming from the alley, then some dogs walked out from there!"<br>
"But you didn't look into the alley?"<br>
"There are things I prefer not to see."
<<else>>
"Yes, dogs!" the <<person1>><<person>> whispers. "About three of them, on top of <<phim>>, one after the other."<br>
"My god, that's disgusting!"<br>
"I think it's hot."<<set _trauma to true>>
<</if>>
<<else>>
<<if $cool gte 120>>
"You're kidding," a <<person1>><<person>> says. "No one would fuck a..."<br>
"I'm serious!" a <<person2>><<person>> says. "People have wild tastes."<br>
<<person1>><<He>> shakes <<his>> head. "Is that even legal?"
<<else>>
"<<pShe>> can't get people to like <<phim>>," a <<person1>><<person>> snickers. "That's why <<pshe>> fucks..." You can't make out the rest.
"No way." <<His>> friend gawks. "No one's that much of a freak."<br>
"You haven't met <<phim>>, have you?"<<set _trauma to true>>
<</if>>
<</if>>
<<elseif _selectedRumour is "exhibitionism">>
<<if $cool gte 120>>
"I'm serious!" you overhear the <<person1>><<person>> saying. "A lot of people have seen a student walking around naked, all over town!"<br>
"If they were naked, then how did people know they were a student?"<br>
"Well, I mean..."
<<else>>
"I saw it!" the <<person1>><<person>> whispers. "<<pShe>> was running around naked, and seemed to like the attention."<br>
"My god, what a pervert!"<br>
"I wish I had been there to see it too."<<set _trauma to true>>
<</if>>
<<elseif _selectedRumour is "sex">>
<<if $cool gte 120>>
"Did you know?" you overhear the <<person1>><<person>> saying. "I heard we have a slut at school."<br>
"Just one?" The group laugh.<br>
"Well, one bigger than the others."
<<else>>
"I'm telling you," the <<person1>><<person>> whispers. "<<pShes>> a total slut! Easiest bang of my life!"<br>
"Doesn't surprise me."<br>
"Maybe I should try my luck too."<<set _trauma to true>>
<</if>>
<<elseif _selectedRumour is "prostitution">>
<<if $cool gte 120>>
"It's true!" you overhear the <<person1>><<person>> saying. "I saw a student entering that shoddy building on Harvest Street."<br>
"Really? And who was it?"<br>
"Well, I couldn't see their face very well..."
<<else>>
"Can confirm it," the <<person1>><<person>> whispers. "<<pShe>> is a whore, and a really cheap one. Best five quid of my life!"<br>
"Five quid still sounds too much for <<phim>>." The group laugh.<br>
"Maybe I would give <<phim>> a penny or two."<<set _trauma to true>>
<</if>>
<<elseif _selectedRumour is "rape">>
<<if $cool gte 120>>
"I don't know the details," you overhear the <<person1>><<person>> saying. "But I heard a student has been assaulted."<br>
"A rape? In this town?" <<person2>><<He>> rolls <<his>> eyes. "Never heard that before."<br>
"Yeah, I guess you're right."
<<else>>
"Yeah, <<pshe>> was raped," the <<person1>><<person>> whispers. "And not by just a single person either."<br>
"That slut? I bet <<pshe>> was loving it." The group laugh.<br>
"Maybe we could have a turn sometime?"<<set _trauma to true>>
<</if>>
<</if>>
<br><br>
You move along. They couldn't be talking about you, could they?<<gstress>><<stress 2>><<if _trauma>><<gtrauma>><<trauma 2>><</if>>
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</addinlineevent>>
<</if>>
<<addinlineevent "hallways_students_rep">>
<<bodywritingExposureCheck>>
<<if _bodywriting_exposed is 1>>
You pass by a group of students. Your face flushes as one points at the <<tattoo _bodypart>> on your <<bodypart _bodypart>>. <<lcool>><<status -10>><<gtrauma>><<trauma 6>><<gstress>><<stress 10>>
<br><br>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<if $cool gte 400>>
You pass by a group of students. They drop their conversation and surround you, vying for your attention, each wanting to be seen with you. <<ltrauma>><<lstress>><<trauma -6>><<stress -12>>
<br><br>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $cool gte 160>>
You pass a group of students who smile and greet you. <<ltrauma>><<trauma -6>>
<br><br>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $cool gte 120>>
<<if $schoolrep.herm gte 5 and !$worn.face.type.includes("mask") and $NudeGenderDC gt 0>>
You pass by a group of students who break into whispers as you pass by. You hear something about a hermaphrodite.
<<elseif $schoolrep.crossdress gte 5 and !$worn.face.type.includes("mask") and $NudeGenderDC gt 0>>
You pass by a group of students who break into whispers as you pass by. You hear something about a crossdresser.
<<else>>
You pass by a group of students who completely ignore you. You might as well be invisible to them.
<</if>>
<br><br>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $cool gte 40>>
<<if $schoolrep.herm gte 5 and !$worn.face.type.includes("mask") and $NudeGenderDC gt 0>>
You pass a group of students who mock and call you a freak.
<<elseif $schoolrep.crossdress gte 5 and !$worn.face.type.includes("mask") and $NudeGenderDC gt 0>>
You pass a group of students who mock you for crossdressing.
<<else>>
You pass a group of students who mock and laugh at you.
<</if>>
<<gstress>><<stress 6>>
<br><br>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You see a group of students up ahead. With your reputation and no teachers near, you're afraid to go near them.
<br><br>
<<link [[Take a detour (0:05)|Hallways]]>><<set $eventskip to 1>><<pass 5>><</link>>
<br>
<<link [[Walk past them anyway|Hallways Low Status]]>><</link>><<gtrauma>><<gstress>>
<br>
<</if>>
<</if>>
<</addinlineevent>>
<<addinlineevent "hallways_students_passing">>
<<if playerBellyVisible() and random(1,2) is 1>>
<<rng>>
<<generates1>><<generates2>><<generates3>>A group of students approaches you, their eyes fixated on your belly.
<br><br>
"It's you!" says one of them, a <<person1>><<person>>. "You're that <<girl>> who got pregnant!"
<br>
"That's amazing," the <<person2>><<person>> adds. "Can I touch it? I'll be really careful, promise!"
<br><br>
<<link [[Let them (0:01)|Hallways Pregnant Touch]]>><<pass 1>><</link>>
<br>
<<link [[Leave|Hallways Pregnant Leave]]>><</link>>
<br>
<<elseif $delinquency gte 400>>
<<generatey1>><<person1>>A <<person>> gives you a creepy look as you walk by, and starts following you. There's no way <<he>> would try anything with people around, but you soon come to an empty corridor.
<br><br>
<<link [[Take a detour (0:05)|Hallways]]>><<set $eventskip to 1>><<endevent>><<pass 5>><</link>>
<br>
<<link [[Keep going anyways|Hallways High Delinquency]]>><</link>>
<br>
<<elseif $delinquency gte 10>>
<<generatey1>><<person1>>A <<person>> gives you a creepy look as you walk by, and starts following you. <<He>> stops following when a teacher walks into view. <<gstress>><<stress 2>>
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<generatey1>><<person1>>A <<person>> gives you a creepy look as you walk by. <<gstress>><<stress 1>>
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<</addinlineevent>>
<<addinlineevent "hallways_students_crowd">>
Crowds of students move back and forth. You move slowly, navigating through the corridors and trying not to bump into anyone.
<br><br>
<<if $cool gte 160>>
You are briefly blocked by a larger group. When one of them notices you, they gesture to the others to let you by. You move on when a path is made for you.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
Eventually you're blocked by a large group of lingering students, loudly talking to each other. You look for a way around them when suddenly you feel <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>a hand on your skirt's zipper.<<else>>hands on the waist of your bottoms.<</if>>
<br><br>
<<link [[Grab them|Hallways Pantsed Grab]]>><</link>><<athleticsdifficulty 1 1000>>
<br>
<<link [[Do nothing|Hallways Pantsed]]>><<set $phase to 1>><</link>>
<br>
<</if>>
<</addinlineevent>>
<<addinlineevent "hallways_students_bullying">>
<<generatey1>><<generatey2>> As you walk down the school hallways, you
<<if $cool gte 160>> /* "Cool" or higher */
<<generateyv3>> /* Makes the third a victim */
are joined by a group of popular students. They chat loudly with you about their classes, the latest gossip, and how their days are going.
<<if $speech_attitude is "meek">>
You let them do most of the talking.
<<elseif $speech_attitude is "bratty">>
You do the same, sharing your opinions and laughing along.
<<else>>
You nod along and make a few comments of your own.
<</if>>
<br><br>
After a minute, your group spots a lone dorky student up ahead as <<person3>><<he>> closes <<his>> locker. The <<person1>><<person>> next to you points to <<person3>><<him>>, and <<person1>><<he>> and the others quickly come up with a plan to humiliate the <<person3>><<person>>.
<br><br>
<span class="blue">You recognise their target from the orphanage.</span>
<br><br>
/* $phase is base-1 here so that it can properly carry over into End passage */
<<if random(1,2) is 1>>
<<link [[Join in on their prank|Hallways Group Popular]]>><<set $phase to 1>><<hope -2>><<status 2>><<stress -12>><</link>><<llhope>><<gcool>><<llstress>>
<br>
<<link [[Watch it play out|Hallways Group Popular]]>><<set $phase to 2>><<hope -1>><<stress 2>><</link>><<lhope>><<gstress>>
<br>
<<else>>
<<link [[Join in on their prank|Hallways Group Popular]]>><<set $phase to 3>><<hope -2>><<status 2>><<stress -12>><</link>><<llhope>><<gcool>><<llstress>>
<br>
<<link [[Watch it play out|Hallways Group Popular]]>><<set $phase to 4>><<hope -1>><<stress 2>><</link>><<lhope>><<gstress>>
<br>
<</if>>
<<link [[Stop them|Hallways Group Popular]]>><<set $phase to 5>><<hope 3>><<status -5>><<stress -6>><</link>><<gghope>><<lcool>><<lstress>>
<br>
<<else>>
<<generatey3>> /* Makes the third a bully */
<<outfitChecks>>
pass a group of popular students chatting and gossiping loudly. Their conversation dies down as you walk by, and you glance over your shoulder to see <span class="purple">that they've begun to follow you.</span>
<br><br>
You could lose them by taking off down a side hallway and looping around, but it would take some time.
<br><br>
<<link [[Lose them (0:06)|Hallways Group Escape]]>><<pass 6>><</link>>
<br>
<<link [[Just keep walking|Hallways Group Unpopular]]>><<set $phase to (_underwear ? random(0,1) : 0)>><</link>>
<br>
<</if>>
<</addinlineevent>>
<<addinlineevent "hallways_catcalled">>
<<generatey1>><<person1>>
<<if numberOfEarSlime() and $earSlime.growth gte 80 - ($earSlime.promiscuity * 10)>>
<<if $player.perceived_breastsize gte 6>>
A <<person>> shouts at you. "Nice cow tits." You feel your cheeks flush in embarrassment. <<insecurity "breasts_big" 1>><<ginsecurity "breasts_big">><<gtrauma>><<gstress>><<trauma 2>><<stress 2>>
<br><br>
<span class="lewd">You feel the slime in your head command you to bare yourself.</span> It promises rewards if you comply, and threatens consequences if you do not.
<br><br>
<<if hasSexStat("promiscuity", 4) and $submissive gte 1900>>
<<link [[Submit willingly|Hallways Slime Breasts Submit willingly]]>><<corruption 3>><<pain -8>><<stress -12>><<trauma -24>><<sub 2>><</link>><<promiscuous4>><<ggcorruption>><<llpain>><<llltrauma>><<llstress>>
<br>
<</if>>
<<link [[Obey|Hallways Slime Breasts Obey]]>><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 1>><</link>><<gcorruption>><<lpain>><<lltrauma>><<lstress>>
<br>
<<link [[Defy|Hallways Slime Breasts Defy]]>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><</link>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>>
<br>
<<else>>
A <<person>> shouts at you. <<schoolcatcall>> You feel your cheeks flush in embarrassment. <<gtrauma>><<gstress>><<trauma 2>><<stress 2>>
<br><br>
<span class="lewd">You feel the slime in your head command you to bare yourself.</span> It promises rewards if you comply, and threatens consequences if you do not.
<br><br>
<<if hasSexStat("promiscuity", 5) and $submissive gte 1900>>
<<link [["Submit willingly"|Hallways Slime Strip Submit willingly]]>><<corruption 3>><<pain -8>><<stress -12>><<trauma -24>><<sub 2>><</link>><<promiscuous5>><<ggcorruption>><<llpain>><<llltrauma>><<llstress>>
<br>
<</if>>
<<link [[Obey|Hallways Slime Strip Obey]]>><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 1>><</link>><<gcorruption>><<lpain>><<lltrauma>><<lstress>>
<br>
<<link [[Defy|Hallways Slime Strip Defy]]>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><</link>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>>
<br>
<</if>>
<<else>>
<<if $player.perceived_breastsize gte 6>>
A <<person>> shouts at you. "Nice cow tits." You feel your cheeks flush in embarrassment. <<insecurity "breasts_big" 1>><<ginsecurity "breasts_big">><<gtrauma>><<gstress>><<trauma 2>><<stress 2>>
<br><br>
<<link [[Flaunt breasts|Hallways Breast Tease]]>><</link>><<exhibitionist1>>
<br>
<<else>>
A <<person>> shouts at you. <<schoolcatcall>> You feel your cheeks flush in embarrassment. <<gtrauma>><<gstress>><<trauma 2>><<stress 2>>
<br><br>
<</if>>
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
<<if $worn.under_lower.type.includes("naked") and hasSexStat("exhibitionism", 4)>>
<<link [[Flash|Hallways Lewd Flash]]>><</link>><<exhibitionist4>>
<br>
<<elseif hasSexStat("exhibitionism", 2)>>
<<link [[Flash|Hallways Flash]]>><</link>><<exhibitionist2>>
<br>
<</if>>
<</if>>
<<link [[Flirt|Hallways Catcall Flirt]]>><</link>><<promiscuous1>>
<br>
<<link [[Ignore|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<</addinlineevent>>
<<addinlineevent "hallways_molestation">>
<<generatey1>><<person1>>
<<rng>>
<<if $rng gte 66>>
A <<person>> squeezes your <<bottom>> as you walk by.
<<elseif $rng gte 33>>
You cross a <<person>>. You feel <<his>> hand briefly grasp your <<bottom>>.
<<else>>
You feel a pat on your <<bottom>> just as you walk past a <<person>>.
<</if>>
<br><br>
<<if hasSexStat("promiscuity", 2) and $submissive gte 1500>>
<<link [[Flirt|Hallways Flirt Squeeze]]>><<trauma -6>><<arousal 100>><</link>><<ltrauma>><<garousal>><<promiscuous1>>
<br>
<</if>>
<<link [[Slap|Hallways Slap]]>><<trauma -6>><<stress -12>><<detention 1>><</link>><<gdelinquency>><<ltrauma>><<lstress>>
<br>
<<link [[Ignore|Hallways]]>><<endevent>><<set $eventskip to 1>><<trauma 1>><<stress 1>><</link>><<gtrauma>><<gstress>>
<br>
<</addinlineevent>>
<<addinlineevent "hallways_rape">>
<<generates1>><<generates2>><<person1>>A hand clamps over your mouth from behind, and an arm wraps around your waist. "Don't squirm," says the <<person>> responsible. "I just need your help with something." <<He>> tries to pull you into an empty classroom.
<<if $whitneyromance is 1>>
<br><br>
"I think," hesitates a <<person2>><<person>> from behind. "I think that's Whitney's <<girl>>."
<br>
"Fuck," the <<person1>><<person>> says, releasing you at once. "Don't tell <<nnpc_him "Whitney">> I touched you." The pair shove past you.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
A <<person2>><<person>> follows behind, and watches the hall for anyone who might intervene.
<br><br>
<<link [[Struggle|Hallways Rape Struggle]]>><</link>><<physiquedifficulty 1 16000>>
<br>
<<link [[Let it happen|Hallways Rape Let]]>><</link>>
<br>
<</if>>
<</addinlineevent>>
<<if !$worn.lower.type.includes("naked")>>
<<addinlineevent "hallways_locker">>
<<lockerevent>>
<</addinlineevent>>
<</if>>
<<addinlineevent "hallways_locker_victim">>
<<set $lock to 0>>
As you walk down the hallway, you hear something from one of the lockers. Moving closer, you can hear muffled banging and a voice from inside.
<br><br>
<span class="yellow">Someone is locked in there.</span>
<br><br>
<<link [[Pick the lock and help them out (0:10)|Hallways Locker Victim]]>><<pass 10>><<set $phase to 0>><</link>>
<br>
<<link [[Find a teacher to help them (0:03)|Hallways Locker Victim]]>><<pass 3>><<set $phase to 1>><</link>>
<br>
<<if $sadism gte 300 or $delinquency gte 600 or ($soldCount gte 1 and $money lt $rentmoney)>>
<<link [[Demand money to help (0:10)|Hallways Locker Victim]]>><<pass 10>><<set $phase to 2>><</link>><<if $soldCount gte 1 and $money lt $rentmoney>><<note "You need money for Bailey!" "red">><<else>><<note "Cash?" "gold">><</if>>
<br>
<</if>>
<<link [[Ignore them|Hallways Locker Victim]]>><<set $phase to 3>><</link>>
<</addinlineevent>>
<<addinlineevent "hallways_stalker">>
<<generatey1>><<person1>><<generateyv2>> A <<person>> is stalking a <<person2>><<person>> through the hallway. The <<person1>><<persons>> expression is intense, <<his>> intentions do not look friendly,
<<person2>><<print either("but the <<person>> hasn't noticed. Yet.","and the <<person>> looks terrified.","and the <<person>> looks intimidated.","but the <<person>> seems completely unaware.")>>
<br><br>
<span class = "red">There are no teachers in sight.</span>
<br><br>
<<link [[Intervene (0:02)|Hallways Stalker Intervention]]>><<set $phase to 0>><<pass 2>><</link>>
<br>
<<link [[Get a teacher's attention (0:01)|Hallways Stalker Intervention]]>><<pass 1>><<set $phase to 1>><</link>>
<br>
<<link [[Ignore it|Hallways Stalker Intervention]]>><<set $phase to 2>><</link>>
<br>
<</addinlineevent>>
<<if $hypnosis gte 1 and $hypnosisdisable is "f">>
<<addinlineevent "hallways_hypnosis">>
<<generatey1>><<person1>>You walk past a <<person>> bent over in front of <<his>> locker. <<hypnosisicon>> <span class="blue">You feel something shift in your consciousness, as if you're entering a trance.</span> <<hypnosisicon>> A lewd thought strikes you.
<br><br>
<<link [[Spank|Hallways Hypnosis Spank]]>><<def 1>><<hypnotised 1>><<trauma -6>><<stress -12>><<detention 3>><</link>><<gdelinquency>><<ltrauma>><<llstress>>
<br>
<<link [[Resist|Hallways Hypnosis Spank Resist]]>><</link>><<willpowerdifficulty 1 `150 + ($hypnosis * 50)`>>
<br>
<</addinlineevent>>
<</if>>
<<addinlineevent "hallways_talk">>
<<generatey1>>A <<person1>><<person>> walks up to you. "Hi," <<he>> says. Seems <<he>> wants to talk.
<br><br>
<<link [[Chat (0:05)|Hallways Encounter]]>><<pass 5>><<trauma -6>><<stress -12>><</link>><<ltrauma>><<lstress>>
<br>
<<link [[Ignore|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</addinlineevent>>
<<runeventpool>>
<</if>>
<</widget>>
<<widget "courtyard">>
<<if $bus is "schoolfrontcourtyard">>
<<link [[Next|School Front Courtyard]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<link [[Next|School Rear Courtyard]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<</widget>>
<<widget "lockerevent">>
<<generatey1>><<generatey2>><<person1>>
<<outfitChecks>>
<<if $cool gte 240 or $worn.under_lower.type.includes("naked") or _overOutfit>>
While walking through the halls you feel a tug on your $worn.lower.name.
You turn to see the culprit, a <<person>> hooking the fabric inside a nearby locker. <<He>> slams the locker door shut.<<stress 5>><<gstress>>
<br><br>
<<set $phase to 0>>
<<elseif $cool gte 120>>
While walking through the halls you feel a tug on the <<print setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1 ? "back hem" : "back waistband">>
of your $worn.under_lower.name. You turn to see the culprit, a <<person>> hooking the fabric inside a nearby locker.
<<He>> slams the locker door shut. It pulls uncomfortably tight against your <<bottom>>. <<pain 2>><<gpain>><<stress 5>><<gstress>>
<br><br>
<<set $phase to 1>>
<<else>>
While walking through the halls you feel a tug on the <<print setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1 ? "front hem" : "front waistband">>
of your $worn.under_lower.name. You look down to see the culprit, a <<person>> hooking the fabric inside a nearby locker.
<<He>> slams the locker door shut. It pulls uncomfortably tight against your <<genitals>>.<<pain 5>><<gpain>><<stress 5>><<gstress>>
<br><br>
<<set $phase to 2>>
<</if>>
"Oops," <<he>> says with a sly grin on <<his>> face before walking off.
<br><br>
<<set $lock to 100>>
<<lockereventpassages>>
<</widget>>
<<widget "lockereventpassages">>
<<if currentSkillValue('skulduggery') gte $lock>>
<<link [[Try to pick the lock (0:05)|Hallways Pick Locker Attempt]]>><<pass 5>><<stress 5>><</link>><<gstress>>
<br>
<<else>>
<span class="red">The lock is beyond your ability to pick.</span><<skulduggeryrequired>>
<br><br>
<</if>>
<<set _physiquemax to $physiquemax * 1.05>>
<<link [[Struggle free (0:01)|Hallways Locker Struggle Free Attempt]]>><<pass 1>><</link>><<physiquedifficulty 2000 _physiquemax>>
<<if _overOutfit and !_middleNaked and !_underNaked>>
<br>
<<link [[Strip (0:01)|Hallways Strip Locker Clothing]]>><<pass 1>><</link>>
<<elseif $worn.lower.type.includes("naked") and hasSexStat("exhibitionism", 3)>>
<br>
<<link [[Strip (0:01)|Hallways Strip Locker Clothing]]>><<pass 1>><</link>><<exhibitionist3>>
<<elseif !$worn.lower.type.includes("naked") and hasSexStat("exhibitionism", 2)>>
<br>
<<link [[Strip (0:01)|Hallways Strip Locker Clothing]]>><<pass 1>><</link>><<exhibitionist1>>
<</if>>
<</widget>>
<<widget "lockereventnext">>
<<if $worn.lower.type.includes("naked") and $worn.under_lower.type.includes("naked")>>
<<if hasSexStat("exhibitionism", 3)>>
<<flaunting>> you walk away, leaving your clothes behind.
<<else>>
<<tearful>> you stagger away, leaving your clothes behind.<<covered>>
<</if>>
<<elseif $worn.lower.type.includes("naked")>>
<<if hasSexStat("exhibitionism", 3)>>
<<flaunting>> you walk away.
<<else>>
<<tearful>> you run away.<<embarrassment>><<gtrauma>><<trauma 5>>
<</if>>
<<else>>
You walk away.
<</if>>
<br><br>
<<endevent>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<</widget>>
<<widget "eventsschoolcourtyard">>
<<cleareventpool>>
<<if !["early", "late", "earlynoschool", "latenoschool", "daynoschool"].includes($schoolstate)>>
<<set _whitney to C.npc.Whitney>>
<<if $exposed gte 1>>
<<addinlineevent "exposed_wave">>
Some students spot your head poking out and wave. You <<nervously>> wave back, your heart racing. You don't think they noticed anything odd. <<gstress>><<stress 6>><<garousal>><<arousal 600>>
<br><br>
<<endevent>>
<<courtyard>>
<</addinlineevent>>
<<else>>
<<if _whitney.love gte 20 and $whitneyromance isnot 1 and !["dungeon", "pillory"].includes(C.npc.Whitney.state)>>
<<addinlineevent "whitney_confession" 10>>
<<set $whitneyromance to 1>>
<<npc Whitney>><<person1>> Whitney approaches you, and shoves you against a wall. <<He>> looks angrier than usual.
<br><br>
<<takeKissVirginity "Whitney" "loveInterest">><br>
"Stupid slut," <<he>> says. <<He>> pins you with <<his>> arms.
<<if $worn.neck.name is "Whitney's collar with leash" or $worn.neck.name is "Whitney's collar">>
<<He>> gives your collar a rough tug.
<</if>>
"You've been asking for this, don't try to deny it." <<He>> kisses you with surprising tenderness. "You're my <<girlfriend>> now. You better be grateful." <<He>> kisses you again, this time biting your lip. <<He>> pulls away and leaves without looking back.
<<npcincr Whitney lust 5>><<glust>>
<br><br>
<<tearful>> you steady yourself. <<gstress>><<garousal>><<stress 6>><<arousal 600>>
<br><br>
<<if $loveInterest.primary is "None">>
<<set $loveInterest.primary to "Whitney">>
<span class = "gold">Whitney is now your love interest! It seems you don't have a choice in the matter.</span>
<br><br>
<<else>>
<span class = "gold">Whitney can now be claimed as your love interest! It seems you don't have a choice in the matter.
<br>
You can change your love interest in the "Attitudes" menu.</span>
<br><br>
<</if>>
<<endevent>>
<<courtyard>>
<</addinlineevent>>
<</if>>
<<if !["dungeon", "pillory"].includes(C.npc.Whitney.state) and $bullytimeroutside gte $rng and Time.hour gte 15 and _whitney.init is 1>>
<<addinlineevent "whitney_courtyard">>
<<set $bullytimeroutside to 0>>
<<schoolbullyoutside>>
<</addinlineevent>>
<</if>>
<<if $panty_thief is undefined and Time.days gte 7>>
<<addinlineevent "panty_theif">>
<<generate1>><<person1>><<npcClothesType $NPCList[0] "default">>
You hear the fence rattle nearby. You turn, and see a <<person>> staring at you. "Hey," <<he>> says. "Wanna make some money?"
<br>
<<if hasSexStat("promiscuity", 3) or $uncomfortable.prostituting is false>>
You start quoting a price, but <<he>> interrupts you.
<<else>>
<<if $speech_attitude is "meek">>
"I-I'm not a prostitute," you reply.
<<elseif $speech_attitude is "bratty">>
"Are you calling me a whore?" you ask. "Do you want to get smacked?"
<<else>>
"I'm not a prostitute," you reply.
<</if>>
<br>
<</if>>
"Nothing like that!" <<he>> says. "I need help from someone inside the school, that's all."
<br>
<<if $speech_attitude is "meek">>
"Wh-what is it you want then?"
<<elseif $speech_attitude is "bratty">>
"Spit it out then. I don't have all day."
<<else>>
"What is it you want then?"
<</if>>
<br><br>
<<He>> glances around. "Underwear. I need students' underwear for my collection. They won't let me through the gate, but you could go to the changing rooms during lessons and nab them from the lockers. <span class="gold">I'll give you £10 per pair."</span>
<br><br>
This <<personsimple>> is a weirdo, but you need the money.
<br><br>
<<link [[Accept|Events Panty Accept]]>><</link>>
<br>
<<link [[Refuse|Events Panty Refuse]]>><</link>>
<br>
<</addinlineevent>>
<</if>>
<<if $flyover_caught is "naked">>
<<addinlineevent "flyover_naked">>
<<unset $flyover_caught>>
<<generatey1>><<generatey2>><<generatey3>>
You hear laughter from a group of nearby students. A <<person1>><<person>> holds out <<his>> phone. <<His>> friends crowd behind <<him>>.
<br>
"I recognise <<phim>>," a <<person2>><<person>> says. "<<pShe>> goes to school here."
<br><br>
You stand on tiptoe to spy over the crowd. A video plays, of a person climbing the stairs to a flyover. Naked. <span class="lewd">It's you.</span>
<<ggarousal>><<ggstress>><<arousal 18>><<stress 18>>
<br><br>
"That's the bridge right outside school," a <<person3>><<person>> says as you watch yourself flee across. "What a pervert."
<br><br>
You try to walk away, but the <<person2>><<person>> turns and notices you. "It's <<phim>>!" <<he>> exclaims. The rest turn as well, an excited glimmer in their eyes.
<<schoolrep_naked>>
<br><br>
<<link [[Walk away|Courtyard Flyover Walk]]>><<status -10>><</link>><<lcool>>
<br>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Own it|Courtyard Flyover Own]]>><</link>><<exhibitionist5>>
<br>
<</if>>
<</addinlineevent>>
<</if>>
<<if $flyover_caught is "mask">>
<<addinlineevent "flyover_mask">>
<<unset $flyover_caught>>
<<generatey1>><<generatey2>><<generatey3>> You hear laughter from a group of nearby students. A <<person1>><<person>> holds out <<his>> phone. <<His>> friends crowd behind <<him>>.
<br>
"Play it again," a <<person2>><<person>> says. "I bet we can work out who it is."
<br><br>
You stand on tiptoe to spy over the crowd. A video plays, of a person climbing the stairs to a flyover. Naked. <span class="lewd">It's you.</span>
<br><br>
"That's the bridge right outside school," a <<person3>><<person>> says as you watch yourself flee across. "<<pShe>> must be a student here."
<br>
"What a pervert," the <<person2>><<person>> interjects. "Send me the video. Maybe I can work it out."
<br><br>
You leave before anyone notices your deepening blush. <<garousal>><<gstress>><<arousal 600>><<stress 6>>
<br><br>
<<endevent>>
<<courtyard>>
<</addinlineevent>>
<</if>>
<<if $schoolrep.herm gte 5 and !$worn.face.type.includes("mask") and $NudeGenderDC gt 0>>
<<addinlineevent "fame_herm_group">>
<<generatey1>><<generatey2>><<generatey3>> A <<fullGroup>> surround you.
<br><br>
"This is the one," the <<person1>><<person>> says. "The freak with a cock and pussy."
<br><br>
"Nice," says a <<person2>><<person>>, leering at your crotch. "How about you show us?" <<He>> makes a grab for your $worn.lower.name, but you dodge out of the way.
<br><br>
<<if playerBellyVisible() and $pregnancyspeechdisable is "f">>
"So, with that growing belly of <<phers>>," the <<person3>><<person>> questions, staring at your pregnant belly. "Do you think <<pshe>> got <<pherself>> pregnant with <<pher>> own semen?"
<br><br>
<<famepregnancy 1>>
<</if>>
You're still surrounded. The staff room is nearby. Perhaps a teacher would hear if you called for help.
<br><br>
<<link [[Fight|Courtyard Herm Resist]]>><<def 1>><</link>>
<br>
<<link [[Call for help|Courtyard Herm Call]]>><<set $rescued += 1>><<status -10>><<trauma -6>><<stress -6>><</link>><<lcool>><<ltrauma>><<lstress>>
<br>
<<link [[Show|Courtyard Herm Show]]>><<sub 1>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>
<br>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Flaunt|Courtyard Herm Flaunt]]>><</link>><<exhibitionist5>>
<br>
<</if>>
<</addinlineevent>>
<</if>>
<<if $schoolrep.crossdress gte 5 and $player.gender isnot $player.gender_appearance and !$worn.face.type.includes("mask") and $NudeGenderDC gt 0>>
<<addinlineevent "fame_crossdress_group">>
<<generatey1>><<generatey2>><<generatey3>> A <<fullGroup>> surround you.
<br><br>
"This is the one," the <<person1>><<person>> says. "They say <<pshes>> really a <<if $player.gender is "f">>girl<<else>>boy<</if>>."
<br><br>
<<if !playerBellyVisible()>>
"Nice," says a <<person2>><<person>>, leering at your crotch. "How about you show us?" <<He>> makes a grab for your $worn.lower.name, but you dodge out of the way.
<br><br>
You're still surrounded. The staff room is nearby. Perhaps a teacher would hear if you called for help.
<br><br>
<<link [[Fight|Courtyard Herm Resist]]>><<def 1>><</link>>
<br>
<<link [[Call for help|Courtyard Herm Call]]>><<set $rescued += 1>><<status -10>><<trauma -6>><<stress -6>><</link>><<lcool>><<ltrauma>><<lstress>>
<br>
<<link [[Show|Courtyard Herm Show]]>><<sub 1>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>
<br>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Flaunt|Courtyard Herm Flaunt]]>><</link>><<exhibitionist5>>
<br>
<</if>>
<<elseif $player.gender_appearance is "f">>
"You sure about that," a <<person2>><<person>> asks, looking at your belly. "She looks like a pregnant girl to me. Let's just leave her be; she wouldn't be able to crossdress right now anyway."
<br><br>
They all look at your belly one more time before walking away.
<<schoolrep crossdress -3>>
<br><br>
<<endevent>>
<<courtyard>>
<<else>>
"She's clearly not doing a good job crossdressing," says a <<person2>><<person>>, looking at your belly. "You're clearly pregnant, but how about you show us anyway?" <<He>> makes a grab for your $worn.lower.name, but you dodge out of the way.
<br><br>
You're still surrounded. The staff room is nearby. Perhaps a teacher would hear if you called for help.
<br><br>
<<link [[Fight|Courtyard Herm Resist]]>><<def 1>><</link>>
<br>
<<link [[Call for help|Courtyard Herm Call]]>><<set $rescued += 1>><<status -10>><<trauma -6>><<stress -6>><</link>><<lcool>><<ltrauma>><<lstress>>
<br>
<<link [[Show|Courtyard Herm Show]]>><<sub 1>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>
<br>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Flaunt|Courtyard Herm Flaunt]]>><</link>><<exhibitionist5>>
<br>
<</if>>
<</if>>
<</addinlineevent>>
<</if>>
<<if $worn.face.type.includes("cool") and $schoolstate isnot "afternoon">>
<<addinlineevent "courtyard_glasses_river">>
<<npc River>><<person1>> "You, <<girl>>. Stop." You hear River's voice behind you. You turn to see <<him>> marching closer. "Those are definitely not prescription glasses. Give them to me this instant." A group of students watch nearby.
<br><br>
<<link [[Hand them over|Events Shades Hand]]>><<status -10>><<trauma 6>><<faceruined>><<npcincr River dom 1>><</link>><<lcool>><<gtrauma>>
<br>
<<link [[Flip the bird|Events Shades Flip]]>><<status 1>><<trauma -6>><<detention 4>><<npcincr River dom -1>><<npcincr River love -1>><</link>><<gcool>><<ltrauma>><<gdelinquency>>
<br>
<</addinlineevent>>
<</if>>
<<if $worn.face.type.includes("glasses")>>
<<addinlineevent "courtyard_glasses">>
<<generatey1>><<person1>>A hand reaches from behind you and snatches the $worn.face.name from your face.
<br><br>
<<if $worn.face.name is "monocle">>
You turn and see a <<person>> holding it. "Where did you get this? It must be ancient," <<he>> says. <<He>> drops it on the ground. "Wow. It didn't break." <<He>> hovers <<his>> foot above it.
<<else>>
You turn and see a <<person>> holding them. "Where did you get these? They must be ancient," <<he>> says. <<He>> drops them on the ground. "Wow. They didn't break." <<He>> hovers <<his>> foot above them.
<</if>>
<<facestrip>>
"I could change that. Unless you convince me not to. Show me your <<print ($player.gender_appearance is "f" ? "knickers" : "undies")>>."
<br><br>
<<if $worn.under_lower.type.includes("naked")>>
<<link [[Say you're not wearing any|Glasses No Underwear]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>
<br>
<<else>>
<<link [[Show|Glasses Underwear]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>
<br>
<</if>>
/* <<if $submissive lte 850>> */
<<link [[Shove|Glasses Shove]]>><<stress -6>><<detention 5>><<def 1>><</link>><<defianttext>><<gdelinquency>><<lstress>>
<br>
/* <<elseif $submissive gte 1150>> */
<<link [[Plead|Glasses Plead]]>><<sub 1>><</link>><<submissivetext>>
<br>
/* <</if>> */
<<link [[Refuse|Glasses Refuse]]>><</link>>
<br>
<</addinlineevent>>
<</if>>
<<if $player.gender_appearance is "f" and $player.perceived_breastsize gte 3>>
<<addinlineevent "courtyard_bra">>
<<generates1>><<person1>>Footsteps approach from behind. Before you can turn, someone runs into you, almost pushing you over. Fingers grope at your back.
<<if $worn.under_upper.type.includes("naked") or $worn.under_upper.type.includes("sticky")>>
"I can't find a strap," the <<person>> responsible exclaims. "She's not wearing a bra or anything." <<He>> runs back to <<his>> giggling friends. Your cheeks flush. <<gpain>><<pain 1>><<trauma 6>><<stress 6>><<gtrauma>><<gstress>><<fameexhibitionism 3>><<incgbreastinsecurity>>
<br><br>
<<endevent>>
<<courtyard>>
<<elseif setup.clothes.under_upper[clothesIndex('under_upper', $worn.under_upper)].strap is 1>>
Your $worn.under_upper.name comes loose in your $worn.upper.name. They undid the strap.
<br><br>
The culprit, a <<person>>, runs back to <<his>> giggling friends. <<gpain>><<pain 1>><<trauma 6>><<stress 6>><<gtrauma>><<gstress>><<incgbreastinsecurity>>
<br><br>
<<link [[Find somewhere quiet to fix your clothes|Bra Strap Quiet]]>><</link>>
<br>
<<if hasSexStat("exhibitionism", 4)>>
<<link [[Fix your clothes right here|Bra Strap Exhibitionism]]>><</link>><<exhibitionist4>>
<br>
<</if>>
<<else>>
The <<person>> responsible shoves you away. "She's wearing a vest or something," <<he>> says. <<His>> friends look disappointed. <<gpain>><<pain 1>><<incgbreastinsecurity>>
<br><br>
<<link [[Turn the other cheek|Bra Strap Turn]]>><<stress 6>><</link>><<gstress>>
<br>
<<link [[Get angry|Bra Strap Angry]]>><<stress -6>><<detention 2>><<def 1>><</link>><<gdelinquency>><<lstress>>
<br>
<</if>>
<</addinlineevent>>
<</if>>
<<addinlineevent "courtyard_crush">>
<<cleareventpool>>
<<rng>>
<<if $beauty gte random(($beautymax / 2), ($beautymax + 1000))>>
<<addinlineevent "courtyard_crush_wingman">>
<<generatey1>><<generatey2>><<person2>> A <<person>> approaches you. "My friend likes you," <<he>> says.
<<if $rng gte 81>><<set $phase to 0>>
<<He>> points to a <<person1>><<person>> who sits on a bench, eating a sandwich. The <<person2>><<person>> pauses, waiting for your response.
<<ltrauma>><<trauma -6>>
<br><br>
<<elseif $rng gte 61>><<set $phase to 1>>
<<He>> points to a <<person1>><<person>> who sits on a bench, smiling at you. The <<person2>><<person>> pauses, waiting for your response.
<<ltrauma>><<trauma -6>>
<br><br>
<<elseif $rng gte 41>><<set $phase to 2>>
<<He>> points to a <<person1>><<person>> who sits on a bench, pretending not to look at you. The <<person2>><<person>> pauses, waiting for your response.
<<ltrauma>><<trauma -6>>
<br><br>
<<elseif $rng gte 21>><<set $phase to 3>>
<<He>> points to a <<person1>><<person>> who sits on a bench, reclining in what you think is a clumsy attempt at a seductive pose. The <<person2>><<person>> pauses, waiting for your response.
<<ltrauma>><<trauma -6>>
<br><br>
<<else>><<set $phase to 4>>
<<He>> points to a bench where a <<person1>><<person>> sits, staring at <<his>> lap. "<<Hes>> too shy to say anything." <<person2>><<He>> pauses, waiting for your response.
<<ltrauma>><<trauma -6>>
<br><br>
<</if>>
<<link [[Flirt (0:05)|Courtyard Crush Flirt]]>><<pass 5>><<status 1>><</link>><<promiscuous1>><<gcool>>
<br>
<<link [[Ignore|Courtyard Crush Ignore]]>><</link>>
<br>
<</addinlineevent>>
<</if>>
<<if $hypnosis gte 1 and $hypnosisdisable is "f">>
<<addinlineevent "courtyard_crush_hypnosis">>
<<generatey1>><<person1>> You see a <<person>> watching you from near the bike shed. <<He>> looks away when your eyes meet <<hers>>. It's hard to tell at this distance, but <<he>> might be blushing.
<br><br>
<<hypnosisicon>> <span class="blue">You feel something shift in your consciousness, as if you're entering a trance.</span> <<hypnosisicon>> Then you find yourself stood in front of the <<personsimple>>, a salacious offer on the tip of your tongue. <<He>> watches you, waiting and wearing a nervous expression.
<br><br>
A wordless voice urges you to continue.
<br><br>
<<link [[Offer|Courtyard Hypnosis Offer]]>><<hypnotised 1>><<trauma -6>><<stress -6>><</link>><<ltrauma>><<lstress>>
<br>
<<link [[Resist|Courtyard Hypnosis Resist]]>><</link>><<willpowerdifficulty 1 `150 + ($hypnosis * 50)`>>
<br>
<</addinlineevent>>
<</if>>
<<if $photo and $photo.nude_footage is 1>>
<<addinlineevent "courtyard_crush_photo_nude">>
<<set $photo.nude_footage to 0>>
<<generatey1>><<generatey2>><<generatey3>><<person1>> You notice a <<person>> watching you, an odd smirk on <<his>> face. <<He>> looks away.
<br><br>
You turn and catch a <<person2>><<person>> pointing at you. <<Hes>> stood beside a <<person3>><<person>>, a phone in <<person2>><<his>> hand.
<br><br>
<<link [[Investigate|Courtyard Nude Footage Investigate]]>><<trauma 6>><</link>><<gtrauma>>
<br>
<<link [[Ignore|Courtyard Footage Ignore]]>><<stress 12>><<status -10>><</link>><<lcool>><<ggstress>>
<br>
<</addinlineevent>>
<</if>>
<<if $photo and $photo.assault_footage is 1>>
<<addinlineevent "courtyard_crush_photo_assault">>
<<set $photo.assault_footage to 0>>
<<generatey1>><<generatey2>><<generatey3>><<person1>> You notice a <<person>> watching you, an odd smirk on <<his>> face. <<He>> looks away.
<br><br>
You turn and catch a <<person2>><<person>> pointing at you. <<Hes>> stood beside a <<person3>><<person>>, a phone in <<person2>><<his>> hand.
<br><br>
<<link [[Investigate|Courtyard Assault Footage Investigate]]>><<trauma 12>><</link>><<ggtrauma>>
<br>
<<link [[Ignore|Courtyard Footage Ignore]]>><<stress 12>><<status -20>><</link>><<llcool>><<ggstress>>
<br>
<</addinlineevent>>
<</if>>
<<addinlineevent "courtyard_crush_share">>
<<cleareventpool>>
<<generatey1>><<generatey2>> You overhear a <<fullGroup>> sharing their crushes.
<<rng>>
<<if C.npc.Robin.init is 1>>
<<addinlineevent "courtyard_crush_share_robin" 1>>
The <<person1>><<person>> admits to having a thing for Robin.
<br><br>
<<if $robinromance gte 1>>
You feel a twinge of jealousy.
<br><br>
<<link [[Get angry|Courtyard Crush Robin Angry]]>><<status 1>><<def 1>><</link>><<gcool>>
<br>
<<link [[Ignore|Courtyard Crush Robin Ignore]]>><<stress 6>><</link>><<gstress>>
<<else>>
You wonder if Robin knows <<nnpc_he "Robin">> has admirers.
<br><br>
<<endevent>>
<<courtyard>>
<</if>>
<</addinlineevent>>
<</if>>
<<if C.npc.Whitney.init is 1>>
<<addinlineevent "courtyard_crush_share_whitney" 3>>
The <<person1>><<person>> admits to having a thing for Whitney.<<if C.npc.Whitney.state is "dungeon">> <<He>> sighs, adding that <<he>> misses seeing <<nnpc_him "Whitney">> at school.<</if>>
<br><br>
<<if $whitneyromance gte 1>>
You feel a twinge of jealousy.
<br><br>
<<link [[Get angry|Courtyard Crush Whitney Angry]]>><<status 1>><<def 1>><</link>><<gcool>>
<br>
<<link [[Ignore|Courtyard Crush Whitney Ignore]]>><<stress 6>><</link>><<gstress>>
<br>
<<else>>
You suspect Whitney knows <<nnpc_he "Whitney">> has admirers<<if C.npc.Whitney.state is "dungeon">>, or if <<nnpc_he "Whitney">> would still care about it now<</if>>.
<br><br>
<<endevent>>
<<courtyard>>
<</if>>
<</addinlineevent>>
<</if>>
<<if C.npc.Sydney.init is 1>>
<<addinlineevent "courtyard_crush_share_sydney" 2>>
The <<person1>><<person>> admits to having a thing for Sydney.
<br><br>
<<if $sydneyromance gte 1>>
You feel a twinge of jealousy.
<br><br>
<<link [[Get angry|Courtyard Crush Sydney Angry]]>><<status 1>><<def 1>><</link>><<gcool>>
<br>
<<link [[Ignore|Courtyard Crush Sydney Ignore]]>><<stress 6>><</link>><<gstress>>
<br>
<<else>>
You wonder if Sydney knows <<nnpc_he "Sydney">> has admirers<<if C.npc.Sydney.purity gte 80>>, or if <<nnpc_he "Sydney">> would even understand<</if>>.
<br><br>
<<endevent>>
<<courtyard>>
<</if>>
<</addinlineevent>>
<</if>>
<<addinlineevent "courtyard_crush_share_unknown" 4>>
They laugh and look around, anxious. They're awful loud for people who don't want to be overheard.
<br><br>
<<endevent>>
<<courtyard>>
<</addinlineevent>>
<<runeventpool>>
<</addinlineevent>>
<<runeventpool>>
<</addinlineevent>>
<<addinlineevent "courtyard_recognized" 6>>
<<if $cool lt 120>>
<<generatey1>><<person1>>A <<person>> points at you and whispers to <<his>> friends. They burst into laughter. <<gstress>><<stress 6>>
<<else>>
Some students recognise you and wave. You wave back. <<lstress>><<stress -6>>
<</if>>
<br><br>
<<endevent>>
<<courtyard>>
<</addinlineevent>>
<</if>>
<<else>>
<<addinlineevent "courtyard_dog">>
<<beastNEWinit 1 dog>>
<<rng>>
<<cleareventpool>>
<<addinlineevent "courtyard_dog_molest">>
<<if $monster is 1 or $bestialitydisable is "f">>
You see a <<beasttype>> rummaging in litter behind the kitchen. <<bHis>> ears prick, and <<bhe>> bounds towards you.
<br><br>
<<link [[Next|Rear Courtyard Dog]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You see a dog rummaging in litter behind the kitchen. Its ears prick, and it bounds towards you.
<br><br>
You manage to escape, but not unscathed.
<<beastescape>>
<br><br>
<<endevent>>
<<courtyard>>
<</if>>
<</addinlineevent>>
<<addinlineevent "courtyard_dog_flee">>
You see a <<beasttype>> rummaging in litter behind the kitchen. <<bHe>> runs away as soon as <<bhe>> hears you.
<br><br>
<<endevent>>
<<courtyard>>
<</addinlineevent>>
<<runeventpool>>
<</addinlineevent>>
<<addinlineevent "courtyard_guard" 2>>
<<generate1>><<person1>> A security guard leans against a wall,
<<if Weather.precipitation is "rain">>
sheltered from the rain by an alcove.
<<elseif Weather.precipitation is "snow">>
sheltered from the snow by an alcove.
<<else>>
<<if Time.dayState is "night">>
watching bats swoop overhead.
<<else>>
watching birds flutter between trees.
<</if>>
<</if>>
<br><br>
<<rng>>
<<cleareventpool>>
<<addinlineevent "courtyard_guard_arrested">>
<<He>> spots you, and unfastens a baton while approaching. "Well well," <<he>> says. "You're not supposed to be here. Come with me."<<gstress>><<stress 6>>
<br><br>
<<link [[Go quietly|Courtyard Guard Quiet]]>><</link>>
<br>
<<link [[Run|Courtyard Guard Run]]>><</link>><<athleticsdifficulty 1 400>>
<br>
<<link [[Fight|Courtyard Guard Fight]]>><<set $fightstart to 1>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "couryard_guard_shooed">>
<<He>> spots you, and frowns. "I don't think you're supposed to be here," <<he>> says. "Best leave before you get in trouble."
<br><br>
<<link [[Leave|Courtyard Guard Leave]]>><</link>>
<br>
<<link [[Convince|Courtyard Guard Convince]]>><</link>><<englishdifficulty 1 600>>
<br>
<</addinlineevent>>
<<addinlineevent "courtyard_guard_unnoticed" 2>>
You're not supposed to be here, but <<hes>> distracted, and doesn't notice you.<<gstress>><<stress 6>>
<br><br>
<<endevent>>
<<courtyard>>
<</addinlineevent>>
<<runeventpool>>
<</addinlineevent>>
<</if>>
<<runeventpool>>
<</widget>>
<<widget "schoolbully">>
<<set _whitney to C.npc.Whitney>>
<<npc Whitney>><<person1>>
<<outfitChecks>>
<<if $bullyevent is 0>>
<<set $bullyevent += 1>>
Someone shoves you against a wall. You turn to face the culprit as <<he>> pins your arms with <<his>> own. It's Whitney, a popular but delinquent student.
"Don't get in my way again," <<he>> says, unbothered by the blonde fringe covering one eye. <<His>> friends flank <<him>>. "Or I'll put you in your place."
<<if ($player.gender is $player.gender_appearance) or $NudeGenderDC lte 0>>
<<He>> presses <<his>> knee into your crotch for a moment, then releases you.
<<else>>
<<He>> presses <<his>> knee into your crotch for a moment, and pauses with a frown before releasing you.
<</if>>
<<He>> and <<his>> friends leave, but you doubt that'll be the end of it.<<npcincr Whitney lust 5>><<glust>><<trauma 6>><<stress 6>><<gtrauma>><<gstress>>
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<elseif $whitneyReunionScene isnot undefined>>
<<unset $whitneyReunionScene>>
You're in the hallway when Whitney steps in front of your path. <<His>> goons flank you, preventing escape. "There you are, bitch," Whitney says, looking aggravated. "What? You didn't think I'd notice when my favourite slut goes missing?" You're unable to respond as <<he>> presses <<his>> lips against your mouth, kissing you.<<takeKissVirginity "Whitney" "loveInterest">>
<br><br>
Whitney's arm wraps around your waist as <<he>> holds the back of your head still. <<He>> leans forward, forcing you to bend backward. Jeers erupt from <<his>> goons as they watch in anticipation.
<br><br>
"Fuck <<phim>>!"
<br>
"Beat <<phim>>!"
<br>
"Take <<pher>> clothes!"
<br><br>
Whitney glares at you, <<his>> grip the only thing keeping you from falling. You swear you see the faintest trace of a tear in <<his>> eye.
<<if !$worn.neck.type.includes("naked")>>
<<if ($worn.neck.name isnot "Whitney's collar with leash") and ($worn.neck.name isnot "Whitney's collar")>>
<<He>> turns you around, you can feel <<him>> pull at your $worn.neck.name and lets out a tsk. <<He>> digs around in <<his>> pocket
and before you know it the $worn.neck.name falls to the ground and gets replaced by something else.
<<set $worn.neck.type.push("broken")>>
<<neckruined>>
<<neckwear 36>><<set $whitneycollar to 1>>
<</if>>
<<elseif ($worn.neck.name isnot "Whitney's collar with leash") and ($worn.neck.name isnot "Whitney's collar")>>
<<He>> lets out a loud sigh and turns you around, you can something get pulled around your neck and hear a lock click shut.
<<set $worn.neck.type.push("broken")>>
<<neckruined>>
<<neckwear 36>><<set $whitneycollar to 1>>
<<else>>
<</if>>
Before it goes any further, <<he>> drops you on the floor.
<br><br>
Whitney's breathing is heavier. <<He>> speaks, "Only... I get to kidnap you. Got it?" The group leaves with Whitney glancing back at you.
<<if $worn.neck.name is "Whitney's collar with leash" or $worn.neck.name is "Whitney's collar">>
<<He>> points at you "AND DON'T TAKE THAT OFF!, YOU ARE MINE"
<</if>>
<<npcincr Whitney dom 3>><<stress 6>><<gstress>><<ggdom>>
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<elseif $bullyevent is 1>>
<<set $bullyevent += 1>>
Whitney and <<his>> friends surround you, trapping you against the lockers. "You're in my way again. I think you need a time-out," <<he>> says as <<he>> opens the locker beside you. <<He>> tries to push you in.
<br><br>
<<link [[Let it happen (0:30)|Bully Locker]]>><<sub 1>><<npcincr Whitney dom 1>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>><<gdom>>
<br>
<<link [[Fight|Bully Fight]]>><<def 1>><<npcincr Whitney dom -1>><<set $fightstart to 1>><</link>><<ldom>>
<br>
<<elseif $bullyevent is 2>>
<<set $bullyevent += 1>>
<<if _shirtless>>
Whitney and <<his>> friends surround you, trapping you against the lockers. "Walking around without a shirt on?" <<he>> says. "I bet you love the way it makes older <<nnpc_gendery "Whitney">>s look at you." <<He>> turns to <<his>> friends. "Come on, we've got better things to do than entertain this slut." They leave without molesting you further.
<<npcincr Whitney lust 5>><<glust>><<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
Whitney and <<his>> friends surround you, trapping you against the lockers. "There's a toll for passing through." <<He>> jabs your chest and grips your _top.name. "Show us your tits and we'll call it even."
<br><br>
<<link [[Let it happen|Bully Top]]>><<npcincr Whitney dom 1>><<trauma 6>><<stress 6>><<sub 1>><</link>><<gtrauma>><<gstress>><<garousal>><<gdom>>
<br>
<<if hasSexStat("exhibitionism", 2)>>
<<link [[Flaunt|Bully Top Flaunt]]>><<npcincr Whitney dom 1>><<sub 1>><<npcincr Whitney love 1>><</link>><<exhibitionist2>><<glove>><<gdom>>
<br>
<</if>>
<<link [[Fight|Bully Fight]]>><<set $fightstart to 1>><<def 1>><<npcincr Whitney dom -1>><</link>><<ldom>>
<br>
<</if>>
<<elseif $bullyevent is 3>>
<<set $bullyevent += 1>>
Whitney and <<his>> friends surround you, trapping you against the lockers. "There's a toll for passing through." <<He>> grins evilly as <<he>> grasps your clothing. "Strip down to your underwear and we'll call it even."
<br><br>
<<if $worn.under_lower.type.includes("naked")>>
<<if $speech_attitude is "meek">>
You look at your feet. "I-I'm not... wearing...."
<<elseif $speech_attitude is "bratty">>
You glare at Whitney. "I wouldn't do what you say even if I was wearing underwear."
<<else>>
"But I'm not wearing underwear," you say.
<</if>>
<br><br>
<<He>> laughs. "This is what you get for being a slut. Strip."
<br><br>
<</if>>
<<link [[Let it happen|Bully Strip]]>><<trauma 6>><<stress 6>><<sub 1>><<npcincr Whitney dom 1>><</link>><<gtrauma>><<gstress>><<garousal>><<gdom>>
<br>
<<if $worn.under_lower.type.includes("naked") and hasSexStat("exhibitionism", 4)>>
<<link [[Flaunt|Bully Strip Flaunt]]>><<npcincr Whitney dom 1>><<sub 1>><<npcincr Whitney love 1>><</link>><<exhibitionist4>><<glove>><<gdom>>
<br>
<<elseif hasSexStat("exhibitionism", 3)>>
<<link [[Flaunt|Bully Strip Flaunt]]>><<npcincr Whitney dom 1>><<sub 1>><<npcincr Whitney love 1>><</link>><<exhibitionist3>><<glove>><<gdom>>
<br>
<</if>>
<<link [[Fight|Bully Fight]]>><<set $fightstart to 1>><<def 1>><<npcincr Whitney dom -1>><</link>><<ldom>>
<br>
<<elseif $bullyevent is 4>>
<<set $bullyevent += 1>>
Whitney and <<his>> friends surround you, trapping you against the lockers. "Look who it is." <<He>> grins evilly and grasps your clothing. "Strip."
<br><br>
<<if $worn.under_lower.type.includes("naked")>>
<<if $speech_attitude is "meek">>
You look at your feet. "I-I'm not... wearing...."
<<elseif $speech_attitude is "bratty">>
You glare at Whitney. "I wouldn't do what you say even if I was wearing underwear."
<<else>>
"But I-I'm not wearing underwear," you say.
<</if>>
<br><br>
<<He>> laughs. "This is what you get for being a slut. Strip."
<br><br>
<</if>>
<<link [[Let it happen|Bully Strip]]>><<trauma 6>><<stress 6>><<sub 1>><<npcincr Whitney dom 1>><</link>><<gtrauma>><<gstress>><<garousal>><<gdom>>
<br>
<<if $worn.under_lower.type.includes("naked") and hasSexStat("exhibitionism", 4)>>
<<link [[Flaunt|Bully Strip Flaunt]]>><<npcincr Whitney dom 1>><<sub 1>><<npcincr Whitney love 1>><</link>><<exhibitionist4>><<glove>><<gdom>>
<br>
<<elseif hasSexStat("exhibitionism", 3)>>
<<link [[Flaunt|Bully Strip Flaunt]]>><<npcincr Whitney dom 1>><<sub 1>><<npcincr Whitney love 1>><</link>><<exhibitionist3>><<glove>><<gdom>>
<br>
<</if>>
<<link [[Fight|Bully Fight]]>><<set $fightstart to 1>><<def 1>><<npcincr Whitney dom -1>><</link>><<ldom>>
<br>
<<elseif $bullyevent is 5>>
<<set $bullyevent += 1>>
Whitney and <<his>> friends surround you, trapping you against the lockers. "Just the slut I need," <<he>> says.
<<if $worn.neck.name is "Whitney's collar with leash" or $worn.neck.name is "Whitney's collar">>
<<He>> loops <<his>> finger through the loop of your collar, <<he>> also
<</if>>
puts <<his>> hand on your head and pushes down. "Get on your knees." <<His>> friends whisper to each other.
<br><br>
<<link [[Let it happen|Bully Oral]]>><<trauma 6>><<stress 6>><<sub 1>><<npcincr Whitney dom 1>><<set $molestationstart to 1>><</link>><<gtrauma>><<gstress>><<gdom>>
<br>
<<if hasSexStat("promiscuity", 4)>>
<<link [[Give oral|Bully Oral]]>><<sub 1>><<npcincr Whitney dom 1>><<set $sexstart to 1>><<npcincr Whitney love 1>><</link>><<promiscuous4>><<glove>><<gdom>>
<br>
<</if>>
<<link [[Fight|Bully Fight]]>><<set $fightstart to 1>><<def 1>><<npcincr Whitney dom -1>><</link>><<ldom>>
<br>
<<elseif $bullyevent is 6>>
<<if $pillory.tenant.special.name is "Leighton">>
<!-- does not increase bullyevent counter -->
You're not sure why, but you feel like Whitney and <<his>> gang might be taking advantage of Leighton's absence to do something that will land at least one of them in detention once the headteacher returns.
<br><br>
For better or worse, whatever they're doing apparently doesn't involve you... yet.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<<else>>
<<set $bullyevent += 1>>
Whitney rounds a corner and walks right into you, forcing you against a locker.
<<if $worn.neck.name is "Whitney's collar with leash" or $worn.neck.name is "Whitney's collar">>
<<He>> pulls the loop of your collar hard
<</if>>
"Just the <<bitch>> I need," <<he>> says while pressing a hand against your chest. "I've been sent to Leighton's office. I know I'm gonna be sat and lectured for ages. I'm not gonna be bored though, because you're going to be giving my <<if $NPCList[0].penis isnot "none">>cock<<else>>cunt<</if>> lots of attention." <<He>> grabs you by your collar and pulls. "You lot wait outside," <<he>> says to <<his>> friends.
<br><br>
<<link [[Let it happen (0:10)|Bully Detention]]>><<trauma 6>><<stress 6>><<sub 1>><<npcincr Whitney dom 1>><</link>><<gtrauma>><<gstress>><<garousal>><<gdom>>
<br>
<<link [[Fight|Bully Fight]]>><<set $fightstart to 1>><<def 1>><<npcincr Whitney dom -1>><</link>><<ldom>>
<br>
<</if>>
<<elseif $bullyevent is 7>>
<<set $bullyevent += 1>>
<<if $whitneyromance is 1>>
Whitney and <<his>> friends surround you. Whitney pins you against a locker and kisses you. <<He>> grips your hands in <<his>> own. <<He>> leans to your side as if to whisper something, but just gives your ear a little nip. <<He>> withdraws and gives you a suggestive look before leaving with <<his>> friends.
<<npcincr Whitney lust 5>><<glust>><<garousal>><<arousal 600 "mouth">>
<br><br>
<<link [[Ignore|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
/* <<if $submissive lte 500>> */
<<link [[Trip Whitney|Bully Trip]]>><<def 1>><<npcincr Whitney dom -1>><</link>><<defianttext>><<ldom>>
<br>
/* <</if>> */
<<else>>
Whitney and <<his>> friends surround you. Whitney lunges for you, making you stumble backwards as you <<= $leftarm is "bound" and $rightarm is "bound" ? "try to raise your bound arms" : "raise your arms to defend yourself">>. <<He>> stops short of you, however, and laughs. "You scare too easy. I just want to say hello." Unbalanced, you fall on your <<bottom>>. The laughter redoubles. "You're such a loser. Let's go guys, before <<pshe>> infects us." <<tearful>> you pick yourself off the floor.
<<npcincr Whitney lust 5>><<glust>>
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<elseif $bullyevent is 8>>
<<set $bullyevent += 1>>
Whitney and <<his>> friends surround you. <<He>> shoves you against a locker. "What will we do with you today?" <<he>> muses. "I know." <<He>> grins. "We'll... pet you." <<His>> friends laugh as <<he>> starts patting your head.
<<if $worn.neck.name is "Whitney's collar with leash" or $worn.neck.name is "Whitney's collar">>
"You have been such a good pet" <<He>> points at your collar
<</if>>
<br><br>
<<link [[Let it happen|Bully Pat]]>><<npcincr Whitney love 1>><<npcincr Whitney dom 1>><<arousal 600>><</link>><<garousal>><<glove>><<gdom>>
<br>
<<link [[Shake off|Bully Shake]]>><<stress 6>><</link>><<gstress>>
<br>
<<elseif $bullyevent is 9>>
<<set $bullyevent += 1>>
<<if _whitney.dom gte 20 and ($worn.neck.collared is 1 or $whitneyromance is 1)>>
<<if $worn.neck.collared is 1>>
<<if $worn.neck.name is "Whitney's collar with leash" or $worn.neck.name is "Whitney's collar">>
Whitney and <<his>> friends surround you. <<He>> shoves you against a locker and brushes <<his>> fingers over the collar around your neck. "Good to see you know your place," <<he>> says. "Pets don't wear clothes. Strip. Underwear too."
<br><br>
<<else>>
Whitney and <<his>> friends surround you. <<He>> shoves you against a locker and brushes <<his>> fingers over the collar around your neck. "I see that you are still collared," <<he>> says. "Unfortunatly this isnt mine. Strip Now!"
<br><br>
<</if>>
<<link [[Let it happen|Bully Strip 2]]>><<strip>><<trauma 6>><<stress 3>><<set $submissive += 1>><<npcincr Whitney dom 1>><</link>><<gtrauma>><<gstress>><<garousal>><<gdom>>
<br>
<<if hasSexStat("exhibitionism", 4)>>
<<link [[Flaunt|Bully Strip Flaunt 2]]>><<strip>><<npcincr Whitney dom 1>><<set $submissive += 1>><<npcincr Whitney love 1>><</link>><<exhibitionist4>><<glove>><<gdom>>
<br>
<</if>>
<<link [[Fight|Bully Fight]]>><<set $fightstart to 1>><<set $submissive -= 1>><<npcincr Whitney dom -1>><</link>><<ldom>>
<br>
<<else>>
Whitney and <<his>> friends surround you. <<He>> shoves you into one of <<his>> cronies, who shoves you into another. This repeats, and in the confusion, you feel something clamp around your neck. "How do you like my present?" <<he>> asks, breathing against your ear. "I think you suit it." <<He>> and <<his>> friends saunter off.
<<neckwear 35>><<set $whitneycollar to 1>>
<<npcincr Whitney lust 5>><<glust>><<garousal>><<arousal 600>>
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<else>>
Whitney and <<his>> friends shove you to the ground as they walk past. "Move, slut," <<he>> laughs without looking back. <<tearful>> you pick yourself up.
<<npcincr Whitney lust 5>><<glust>>
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<elseif $bullyevent is 10>>
<<set $bullyevent += 1>>
<<WhitneyPantyCheck>>
<<elseif $bullyevent is 11>>
<<set $bullyevent += 1>>
<<if $whitney_toilet is undefined and $genderknown.includes("Whitney") and _whitney.dom gte 18>>
Whitney and <<his>> friends surround you. Whitney smirks and grasps your shoulders.
<!-- dev note: Keep in mind that this scene uses player.gender directly and not player.gender_appearance. That's why we have to do complicated things. -->
<<if $player.gender is _whitney.pronoun>>
<<He>> tries to push you into the <<print ($player.gender is "m" ? "girl" : "boy")>>s' toilets.
<br><br>
"A new rule, slut," <<he>> says. "You're a failure of a <<print ($player.gender is "m" ? "boy" : "girl")>>. You don't deserve to use the same toilets as me."
<<He>> pushes you closer.
<<else>>
<!-- includes when player has both genitals -->
<<He>> tries to push you into the <<nnpc_gendery "Whitney">>s' toilets.
<br><br>
<!-- dev note: This scene is weird for herm PCs that normally choose the same toilets as Whitney. They aren't hiding from Whitney. How should Whitney's rule apply to herms? -->
<!-- dev note: This is ALSO weird for crossdresser PCs, because gender_appearance is what dictates getting thrown out of bathrooms, not gender, so they're ALSO already using the bathroom Whitney wants. -->
"A new rule, slut," <<he>> says. "No more hiding from me in the bathroom. You may be a <<if $player.gender is "m">>boy<<elseif $player.penisExist and $player.vaginaExist>>freak<<else>>girl<</if>>, but you're also mine. I want you nearby in case I feel like using you. That means you're using the <<nnpc_gendery "Whitney">>s' toilets from now on."
<br><br>
<<He>> pushes you closer.
<</if>>
<<if $worn.neck.name is "Whitney's collar with leash" or $worn.neck.name is "Whitney's collar">>
<<He>> glances over your collar and give you a smirk.
<</if>>
<br><br>
<<link [[Let it happen|Bully Toilets]]>><</link>>
<br>
<<link [[Fight|Bully Fight]]>><<set $fightstart to 1>><<def 1>><<npcincr Whitney dom -1>><</link>><<ldom>>
<<elseif $forcedcrossdressingdisable is "f" and $whitneyCrossdressSwimwear is 0 and _whitney.dom gte 18>>
Whitney and <<his>> friends surround you. Whitney smirks and grasps your shoulders. <<He>> tries to push you into the girls' changing room.
<br><br>
"A new rule, slut," <<he>> says. "I don't want to hear that you've been using the boys' changing room. That means no wearing swimwear meant for boys either. And because I'm so generous, you already got a girl's swimsuit, don't you?"
<br><br>
<<He>> pushes you closer. <<if $fame.crossdress gte 3>>"And don't you worry about those rumours. As long as you always look the part, I'll make sure everyone knows that you're meant to be in there."<</if>>
<br><br>
<<link [[Let it happen|Bully Changing Room]]>><</link>>
<br>
<<link [[Fight|Bully Fight]]>><<set $fightstart to 1>><<def 1>><<npcincr Whitney dom -1>><</link>><<ldom>>
<<else>>
Whitney and <<his>> friends surround you. <<He>> grasps your arms, pulls them above your head, and pushes you against a locker.
<br><br>
"How's my favourite slut doing?" <<he>> asks, pressing <<his>> body against yours.<<npcincr Whitney lust 5>><<glust>>
<br><br>
<<He>> shoves you aside before you can respond. <<He>> and <<his>> friends saunter away.
<br><br>
<<tearful>> you pick yourself off the floor.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<elseif $bullyevent is 12>>
<<set $bullyevent += 1>>
/* parasite bully event */
<<if $parasitedisable is "f">>
<<generatey2>><<person1>>
A pair of hands grab you from behind. Alarmed, you turn to face Whitney and <<his>> friends. "Hey, slut," <<he>> says. <<Hes>> hiding something behind <<his>> back. "I brought you a little present. I think you'll like it." <<He>> reveals a small bag. You watch in confusion as <<he>> gropes inside the bag for this thing with a weird mixture of amusement and revulsion on <<his>> face, adding to your apprehension. Eventually <<he>> manages to get a grip on whatever it is <<hes>> fishing around in there for and removes it from the bag. It's a parasite.
<br><br>
Your skin crawls at the sight, and a <<print hasSexStat("deviancy", 5) ? (["lewd", "delightfully <<EZdisgusting>>"].pluck()) : "<<EZdisgusting>>">> thought comes to mind. <<Hes>> not going to do what you think <<he>> is with that, is <<he>>?
<<if hasSexStat("deviancy", 5)>><<arousal 20>><<garousal>><<else>><<stress 20>><<gstress>><</if>>
<br><br>
<<link [[Let it happen|Bully Parasite]]>><<set $phase to 0>><<npcincr Whitney dom 1>><<sub 1>><</link>><<gdom>>
<br>
<<link [[Try to escape|Bully Parasite]]>><<set $phase to 1>><<npcincr Whitney dom -1>><</link>><<physiquedifficulty 1 $physiquemax>><<ldom>>
<<else>>
You see Whitney and <<his>> friends walking in your direction, talking amongst themselves. Whitney appears absorbed in the conversation and doesn't even seem to notice you.
<br><br>
<<if $player.breastsize gte 4>>
As <<he>> passes you, Whitney raises a hand up to your chest and palms one of your <<breasts>> without a glance in your direction.
<<stress 3>><<gstress>><<arousal 20 "breasts">><<garousal>>
<<else>>
<<He>> passes you without a glance, and then you feel a sharp spank to your ass.
<<pain 3>><<gpain>><<arousal 20 "bottom">><<garousal>>
<</if>>
<<npcincr Whitney lust 5>><<glust>>
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<elseif $bullyevent is 13>>
<<set $bullyevent += 1>>
A pair of hands grab you from behind and give you a shove.
<<if currentSkillValue('physique') gte random(4000,16000)>>
You barely manage to keep your footing.
<br><br>
A puff of smoke greets you as you turn to face your assailants. You cough and wave it away, giving way to Whitney's smiling face. <<He>> thrusts a stack of textbooks into your arms.
<br><br>
"I'm tired. Carry my books."
<br><br>
<<link [[Comply|Bully Textbooks]]>><<set $phase to 0>><<trauma 6>><<stress 3>><<sub 1>><<npcincr Whitney dom 1>><</link>><<gtrauma>><<gstress>><<gdom>>
<br>
<<link [[Fight|Bully Fight]]>><<set $fightstart to 1>><<def 1>><<npcincr Whitney dom -1>><</link>><<ldom>>
<br>
<<else>>
The force sends you tumbling down, face-first. You try to brace yourself, but something heavy thuds onto your back. You plummet to the ground, and end up sprawled out on the tile.<<pain 2>><<gpain>>
<br><br>
A burnt cigarette falls by your face, followed by a heel crunching it out. "Hey, slut," barks Whitney from above. "I'm tired. Carry my books."
<br><br>
<<link [[Comply|Bully Textbooks]]>><<set $phase to 1>><<trauma 6>><<stress 3>><<sub 1>><<npcincr Whitney dom 1>><</link>><<gtrauma>><<gstress>><<gdom>>
<br>
<<link [[Fight|Bully Fight]]>><<set $fightstart to 1>><<def 1>><<npcincr Whitney dom -1>><</link>><<ldom>>
<br>
<</if>>
<<elseif $bullyevent is 14>>
<<set $bullyevent += 1>>
Whitney rounds the corner ahead, flanked by <<his>> friends. <<He>> grins, and forces other students to move as <<he>> strides in a straight line towards you.
<br><br>
"I've been hearing things," <<he>> says, looking you up and down while wearing a stern expression. "Have you been sleeping around, slut?"
<<if $worn.neck.name is "Whitney's collar with leash" or $worn.neck.name is "Whitney's collar">>
<<He>> glances over your collar and give you a smirk. "Atleast you been wearing my mark"
<</if>>
<br><br>
<<link [[Say yes|Bully Accuse Yes]]>><<npcincr Whitney lust 5>><</link>><<promiscuous1>><<gglust>>
<br>
<<link [[Say no|Bully Accuse No]]>><</link>>
<br>
<<elseif $bullyevent is 15>>
<<set $bullyevent += 1>>
<<if !($whitneypantiescheck is 2 and $forcedcrossdressingdisable is "f" and _whitney.dom gte 18)>>
<<WhitneyPantyCheck>>
<<elseif !$whitneyskirtcheck>>
Whitney rounds the corner ahead, flanked by <<his>> friends. <<He>> grins, and forces other students to move as <<he>> strides in a straight line towards you.
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1 and $worn.lower.reveal gt 200>>
<<set $whitneyskirtcheck to 1>>
<br><br>
<<He>> looks down at your $worn.lower.name. "You look good in that. I think we should make it permanent. From now on, you're only wearing skirts." <<His>> friends laugh as they pass you by.
<<npcincr Whitney lust 5>><<glust>>
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<He>> seems to be holding a skirt in <<his>> hand.
<br><br>
"I've been thinking about a new rule," <<he>> says, looking at your $worn.lower.name. "You're wearing a skirt from now on. Makes it easier for me to check that you're wearing your panties.
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
I've even gone ahead and got you a shorter one to change into right here. Aren't I nice?"
<<else>>
I've even gone ahead and got you a short one to change into right here. Aren't I nice?"
<</if>>
<br><br>
<<link [[Comply|Bully Skirt]]>><<set $phase to 1>><<trauma 6>><<stress 3>><<sub 1>><<npcincr Whitney dom 1>><</link>><<gtrauma>><<gstress>><<gdom>>
<br>
<<link [[Fight|Bully Fight]]>><<set $fightstart to 1>><<def 1>><<npcincr Whitney dom -1>><</link>><<ldom>>
<br>
<</if>>
<<elseif $worn.genitals.name is "naked">>
A pair of hands grab you from behind and shove you into an empty classroom. You hear a click as the door is locked, and Whitney backs you into the corner.
<br><br>
<<if $whitneychastity is 1>>
<<He>> roughly places a hand on your groin, feeling for something. "Where's your cage, <<bitch>>? Need a new one?" <<arousal 10>><<garousal>>
<br><br>
<<link [[Say yes|Bully Chastity]]>>
<<if $player.penissize is -2>>
<<genitalswear 7 "pink">>
<<elseif $player.penissize lte 0>>
<<genitalswear 6 "pink">>
<<else>>
<<genitalswear 2>>
<</if>>
<<set $worn.genitals.origin to "Whitney">>
<<set $phase to 0>><<npcincr Whitney dom 1>>
<</link>><<gdom>>
<br>
<<link [[Say no|Bully Chastity]]>><<set $whitneychastity to 2>><<set $phase to 1>><<npcincr Whitney dom -1>><</link>><<ldom>>
<<else>>
<<He>> roughly places a hand on your groin. <<arousal 10>><<garousal>>
<br><br>
<<if $whitneychastity is 2>>
<<if $pregnancyspeechdisable is "f">>
"Still don't want to wear a cage? I don't want you knocking some poor slut up without my permission."
<<else>>
"Still don't want to wear a cage? I don't want you fucking anyone else without my permission."
<</if>>
<<else>>
<<if $pregnancyspeechdisable is "f">>
"I don't want you knocking some poor slut up without my permission. Lucky for you, I've got the perfect solution right here."
<<else>>
"I don't want you fucking anyone else without my permission. Lucky for you, I've got the perfect solution right here."
<</if>>
<</if>>
<br><br>
<<if $player.penissize is -2>>
<<He>> holds a flat pink chastity cage in <<his>> hands. "Your cock is so tiny that I doubt we'll have any trouble putting this on. Will you wear it for me?"
<<set _cageIndex to 7>>
<<set _cageColor to "pink">>
<<elseif $player.penissize lte 0>>
<<He>> holds a small and pink chastity cage in <<his>> hands. "With how small your cock is, I doubt we'll have any issues putting this on. Will you wear it for me?"
<<set _cageIndex to 6>>
<<set _cageColor to "pink">>
<<else>>
<<He>> holds a chastity cage in <<his>> hands. "With this, I can make sure you behave. Will you wear it for me?"
<<set _cageIndex to 2>>
<</if>>
<br><br>
<<link [[Say yes|Bully Chastity]]>>
<<set $worn.genitals.type.push("broken")>>
<<genitalsruined>>
<<genitalswear _cageIndex _cageColor>>
<<set $worn.genitals.origin to "Whitney">>
<<set $phase to 0>><<set $whitneychastity to 1>><<npcincr Whitney dom 1>>
<<if !$whitneychastity>><<npcincr Whitney love 1>><</if>>
<</link>><<gdom>><<if !$whitneychastity>><<glove>><</if>>
<br>
<<link [[Say no|Bully Chastity]]>><<set $whitneychastity to 2>><<set $phase to 1>><<npcincr Whitney dom -1>><</link>><<ldom>>
<</if>>
<br>
<<else>>
<<WhitneyPantyCheck>>
<</if>>
<<elseif $bullyevent is 16>>
<<set $bullyevent += 1>>
<<if $whitneyromance is 1 and $footdisable is "f">>
Someone throws an arm around your shoulder while you're walking. It's Whitney, with several of <<his>> friends clustering around you.
<br><br>
"Hey slut. I've decided you deserve a reward for being so good lately," <<he>> says.
<br><br>
Several of the group try to suppress their snickering around the two of you. Whitney is practically guiding where you're walking now.
<br><br>
"How about it?" <<he>> asks. "I think it's time I repaid you for all that effort, don't you?"
<<if $worn.neck.name is "Whitney's collar with leash" or $worn.neck.name is "Whitney's collar">>
<<He>> pulls the loop of your collar.
<</if>>
<br><br>
<<link [[Go along with it|Bully Foot Humiliation]]>><</link>>
<br>
<<link [[Reject the offer|Bully Foot Humiliation No]]>><<def 1>><<npcincr Whitney dom -1>><</link>><<ldom>>
<<else>>
Someone throws an arm around your shoulder while you're walking. It's Whitney, with several of <<his>> friends clustering around you.
<br><br>
Before you realise what's happening, Whitney turns and shoves you across the hall. You stumble into the lockers.<<gpain>><<violence 6>>
<br><br>
"Try staying out of the way next time!" Whitney calls as <<he>> and <<his>> group continue walking. You hear a few of them laughing.<<gstress>><<stress 6>>
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<</if>>
<<elseif $bullyevent is 17>>
<<set $bullyevent += 1>>
<<if $analingusdisablegiving is "f">>
Someone bumps into you from behind. Before you can react, you're slammed into the lockers, forced down into a sitting position.
<br><br>
Whitney looms over you, <<his>> gang forming an impenetrable phalanx. "You need to watch where you're going, slut."
<br><br>
<<if $speech_attitude is "meek">>
"Y-you walked into me," you protest. "You should be the one apologising..."
<<elseif $speech_attitude is "bratty">>
"You walked into me, you absolute minger!" you protest. "You should be the one down here apologising!"
<<else>>
"You walked into me," you protest. "You should be the one apologising."
<</if>>
<br><br>
Whitney scoffs. "Sounds like someone needs to learn how things work around here, wouldn't you say, <<if $malechance is 0>>girls<<else>>lads<</if>>?"
<br><br>
Whitney's friends hoot and holler as <<he>> turns around, <<if $pronoun is "m">>pulls <<his>> pants down to <<his>> knees<<else>>hikes up <<his>> skirt<</if>>, and thrusts <<his>> bare ass towards your face. <<if !$whitneyromance>>"Show some respect, bitch. Kiss my ass, and maybe I'll let you off easy."<<else>>"C'mon, bitch. Gimme a kiss to make it better."<</if>>
<br><br>
<<link [[Kiss|Bully Analingus Punishment]]>><<set $phase to 1>><<sub 1>><<status -10>><<stress 12>><<trauma 3>><</link>><<lcool>><<gstress>><<gtrauma>>
<br>
<<link [[Fight|Bully Fight]]>><<set $fightstart to 1>><<def 1>><<npcincr Whitney love -1>><<npcincr Whitney dom -1>><</link>><<llove>><<ldom>>
<br>
<<if hasSexStat("promiscuity", 3) and $awareness gte 200>>
<<link [[Take it further|Bully Analingus Punishment]]>><<set $phase to 2>><<sub 3>><<status -10>><<npcincr Whitney love 1>><<npcincr Whitney dom 3>><</link>><<promiscuous3>><<lcool>><<glove>><<ggdom>>
<br>
<</if>>
<<else>>
Someone bumps into you from behind. Before you can react, you're slammed into the lockers, forced down into a sitting position.
<br><br>
Whitney looms over you, <<his>> gang forming an impenetrable phalanx. "You need to watch where you're going, slut."
<br><br>
<<if $speech_attitude is "meek">>
"Y-you walked into me," you protest. "You should be the one apologising..."
<<elseif $speech_attitude is "bratty">>
"You walked into me, you absolute minger!" you protest. "You should be the one down here apologising!"
<<else>>
"You walked into me," you protest. "You should be the one apologising."
<</if>>
<br><br>
"This is my turf," <<he>> sneers down at you, "and I'll walk wherever I damn well please. Got it, whore?"
<br><br>
<<He>> and <<his>> friends turn and walk off without so much as a glance back.<<gstress>><<gtrauma>><<stress 6>><<trauma 2>>
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<</if>>
<<elseif $bullyevent is 18 and C.npc.Robin.init gte 1 and getRobinLocation() is "school" and $robinmissing is 0>>
<<set $bullyevent += 1>>
<<endevent>><<npc "Robin">><<person1>>
<<set _lower to C.npc.Robin.clothes.lower.name>>
You enter the hallway to the hustle and bustle of the school. As you turn a corner, you spot Whitney standing behind Robin. Before you can do anything, Whitney pulls Robin's _lower down, flashing <<his>> underwear to everyone nearby. <<gstress>><<garousal>><<stress 6>><<arousal 600>>
<br><br>
<<if C.npc.Robin.trauma lte 30>>
Robin is stunned for a moment, <<his>> face bright red and on the verge of tears. Whitney and <<nnpc_his "Whitney">> friends burst out laughing and walk away, high fiving each other.
<<else>>
<<His>> eyes begin to well up with tears. <<He>> begins to sob loudly, <<his>> face turning bright red.<<gstress>><<lldom>><<ggrtrauma>><<stress 6>><<npcincr "Robin" trauma 2>><<npcincr "Robin" dom -2>>
<br><br>
Whitney and <<nnpc_his "Whitney">> friends look shocked and back away from Robin. They dash down the hall before a teacher can catch wind of the commotion and investigate.
<</if>>
<br><br>
<<link [[Comfort (0:05)|Bully Pantsing Robin]]>><<npcincr "Robin" trauma -2>><<pass 5>><</link>><<llrtrauma>>
<br>
<<link [[Ignore|Hallways]]>><<endevent>><<set $eventskip to 1>><<stress 6>><</link>><<gstress>>
<<elseif $bullyevent is 19 and C.npc.Whitney.dom gte 18 and ($watersportsdisable is "f" or $pillory.tenant.special.name isnot "Leighton")>>
<<set $bullyevent += 1>>
You're walking down the hallway when someone <<= $worn.neck.type.includes("leash") ? "jerks your leash back" : $worn.neck.name isnot "naked" ? "hooks a finger into your $worn.neck.name" : "grabs your arm">>, stopping you in your tracks.
<br><br>
"And where do you think you're going, slut?" It's Whitney, with several of <<his>> goons trailing behind <<him>>. "Come on, step into my office." <<He>> herds you toward the <<nnpc_gendery "Whitney">>s' toilets.
<br><br>
<<if $watersportsdisable is "t">>
<<link [[Next|Bully Piss Rescue]]>><</link>>
<<else>>
<<link [[Go with it (0:15)|Bully Piss]]>><<set $phase to 0>><<pass 15>><<sub 1>><<npcincr Whitney dom 1>><</link>><<gdom>>
<br>
<<link [[Fight|Bully Fight]]>><<set $phase to 0>><<set $fightstart to 1>><<def 1>><<npcincr Whitney dom -1>><</link>><<ldom>>
<br>
<</if>>
<<else>>
<<set $bullyevent to 4>>
Someone grabs your hair from behind, tugging your head back. It's Whitney. <<He>> grins as <<his>> friends laugh.
<<if $worn.neck.name is "Whitney's collar with leash" or $worn.neck.name is "Whitney's collar">>
<<He>> glances over your collar and give you a smirk.
<</if>>
<<npcincr Whitney lust 5>><<glust>><<gstress>><<stress 6>><<gtrauma>><<trauma 6>>
<br><br>
<<link [[Endure|Bully Hair]]>><<npcincr Whitney dom 1>><</link>><<gdom>>
<br>
<<link [[Shove|Bully Hair Shove]]>><<pain 4>><<npcincr Whitney dom -1>><</link>><<ldom>><<gpain>><<ltrauma>><<trauma -6>>
<br>
<</if>>
<</widget>>
<<widget "WhitneyParasite">>
/* roll of the die where they place what parasite */
/* 2 kinds of parasite, 3 target locations */
<<set _parasite_type to ["urchin","slime"].random()>>
<<if playerChastity()>>
<<set _parasite_loc to ["bottom","nipples"].random()>>
<<else>>
<<set _parasite_loc to ["bottom","nipples","genitals"].random()>>
<</if>>
/* lets handle common events in one place */
<<if $worn.upper.type.includes("naked") and $worn.lower.type.includes("naked") and $worn.under_lower.type.includes("naked") or $worn.upper.type.includes("naked") and $worn.lower.type.includes("naked") and playerChastity()>>
<<WhitneyParasitePenisComment>>
<<else>>
"Get <<phim>> ready <<nnpc_gendery "Whitney">>s," Whitney commands to <<his>> friends. As <<he>> steps forward with the <<print hasSexStat("deviancy", 5) ? (["lewd", "delightfully <<EZdisgusting>>"].pluck()) : "<<EZdisgusting>>">> thing, your mind races, wondering what they're going to do with you. With your arms restrained and your body utterly helpless, you can do nothing to stop them as they
<<switch _parasite_loc>>
<<case "bottom">>
twist you around and bend you over, grab and
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
pull the hem of your skirt up and over your back,
<<else>>
yank your waistband down to your knees,
<</if>>
completely exposing your vulnerable hole to Whitney, the cool air, and everyone passing by.
<<case "nipples">>
<<if random(1, 4) is 4>>
grab and tear at your clothing with their hands, until what once kept your torso comfortably covered is torn to shreds. Your entire upper body is now exposed to Whitney, the cool air of the school hall, and every passer by.
<<upperruined>>
<<else>>
tug and fumble at your clothing until they have both of your <<nipples>> clearly exposed, much to the entertainment of the onlookers.
<</if>>
<<case "genitals">>
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
raise your skirt high above your waist
<<if not $worn.under_lower.exposed>>
<<if random(1, 4) is 4>>
and tear your $worn.under_lower.name off your hips entirely, <<underlowerruined>>
<<else>>
and remove your $worn.under_lower.name, <<underlowerstrip>>
<</if>>
<</if>>
<<else>>
yank your clothing down roughly,
<</if>>
exposing your <<genitals>> to Whitney, the cool air of the school hall, and everyone passing by.
<<set $genderknown.pushUnique("Whitney")>>
<<schoolrep_naked>>
/* lets comment on penis size if we have one */
<<set _iscrowd to 0>>
<<WhitneyParasitePenisComment>>
<</switch>>
<</if>>
<br><br>
<<set _parasitestate to 0>>
<<switch _parasite_loc>>
<<case "bottom">>
<<if !$parasite.bottom.name>>
With your <<bottom>> exposed, you can do nothing to stop a smirking Whitney as <<he>> brings the <<print _parasite_type>> directly in front of your vulnerable hole, where it immediately wriggles its way onto you. The squelching sounds it makes are as lewd as they are disgusting.
<<parasite bottom _parasite_type>>
<<set $parasite.bottom.origin to "Whitney">>
<<arousal 5 "bottom">><<garousal>>
<<set _parasitestate to "placed">>
<br><br>
<</if>>
<<case "nipples">>
<<if !$parasite.nipples.name>>
With your <<breasts>> exposed, you can do nothing to stop a smirking Whitney as <<he>> brings the <<print _parasite_type>> directly in front of your quivering chest, where it immediately latches onto you. The squelching sounds it makes are as lewd as they are disgusting.
<<parasite nipples _parasite_type>>
<<set $parasite.nipples.origin to "Whitney">>
<<arousal 5 "breasts">><<garousal>>
<<set _parasitestate to "placed">>
<br><br>
<</if>>
<<case "genitals">>
<<if !$player.vaginaExist and !$player.penisExist>>
/* i have no idea under what circumstances this would occur but cover your bases i guess */
"What the hell, where is your junk?" <<he>> says with confusion as <<he>> steps back from your strange sexless body.
"No no no, this is way too weird for me, I'm out of here," Whitney says as <<he>> tosses away the parasite and back off, clearly weirded out by your lack of genitals.
Regardless, the act of being forcibly exposed was kinda hot.
<<set _parasitestate to "sexless">>
<<else>>
With your <<genitals>> exposed and helpless you can do nothing to stop a smirking Whitney as <<he>> brings the <<print _parasite_type>> directly in front of your vulnerable place,
<<if $parasite.penis.name is "parasite" or $parasite.clit.name is "parasite">>
where it immediately falls to the floor.
"Oh, I see it doesn't want to share with what you already have."
<<set _parasitestate to "genitalsparasitealready">>
<<elseif ($player.penisExist and !$parasite.penis.name) or ($player.vaginaExist and !$parasite.clit.name and !$player.penisExist)>>
where it immediately latches onto you. The squelching sounds it makes are as lewd as they are disgusting.
<<if $player.penisExist>>
<<parasite penis _parasite_type>>
<<set $parasite.penis.origin to "Whitney">>
<<else>>
<<parasite clit _parasite_type>>
<<set $parasite.clit.origin to "Whitney">>
<</if>>
<<arousal 5 "genitals">><<garousal>>
<<set _parasitestate to "placed">>
<br><br>
<</if>>
<</if>>
<</switch>>
<<if _parasitestate isnot "sexless" and _parasitestate isnot "genitalsparasitealready">>
<<if _parasitestate is "placed">>
"Try not to enjoy yourself too much, slut," Whitney <<print ["taunts", "mocks"].pluck()>> as <<he>> saunters away, motioning for <<his>> friends to let go of you.
Free from their grip, you do your best to recover what little <<print ["shreds of dignity", "dignity",].pluck()>> you have left after being <<print ["violated", "humiliated",].pluck()>> in front of your fellow pupils.
<<else>>
"Oh, I see you're already covered with these things there. Guess I don't really have a use for this thing today then."
Mildly annoyed, <<he>> pelts a passing dorky student with the thing who promptly freaks out, before leaving you alone to sort yourself out after being forcibly exposed in front of your fellow students.
<</if>>
<</if>>
<<if _iscrowd is 1>>
Satisfied with having watched you be violated in such a humiliating way the crowd disperses, laughing and joking at your expense along the way. <<status -30>><<llcool>>
<</if>>
<br><br>
<<endevent>>
<<clotheson>>
<<link [[Next|Hallways]]>><<unset _parasite_type>><<unset _parasite_loc>><<set $eventskip to 1>><</link>>
<</widget>>
<<widget "WhitneyParasitePenisComment">>
<<if $player.penisExist>>
<<if $player.penissize is 4 or $player.penissize lte 1>>
A passing student stops and gawks at your exposed genitals before bursting into laughter.
<<Penisremarkstopquote>>
<<incgpenisinsecurity>>
<<if random(1, 5) isnot 5>>
<br><br>
The commotion attracts a small crowd of students, eager to enjoy your public humiliation.
<<arousal 20>><<stress 20>><<trauma 20>><<garousal>><<gstress>><<gtrauma>>
<<set _iscrowd to 1>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "schoolbullyoutside">>
<<if $whitneyReunionScene isnot undefined>>
<<npc Whitney>><<person1>>
<<unset $whitneyReunionScene>>
As you step into the courtyard, something grabs your arm. Before you can react, you're yanked backwards and find yourself face-to-face with Whitney. <<His>> goons flank you, preventing escape. "There you are, bitch," Whitney says, looking aggravated. "What? You didn't think I'd notice when my favourite slut goes missing?" You're unable to respond as <<he>> presses <<his>> lips against your mouth, kissing you.<<takeKissVirginity "Whitney" "loveInterest">>
<br><br>
Whitney's arm wraps around your waist as <<he>> holds the back of your head still. <<He>> leans forward, forcing you to bend backward. Jeers erupt from <<his>> goons as they watch in anticipation.
<br><br>
"Fuck <<phim>>!"
<br>
"Beat <<phim>>!"
<br>
"Take <<pher>> clothes!"
<br><br>
Whitney glares at you, <<his>> grip the only thing keeping you from falling. You swear you see the faintest trace of a tear in <<his>> eye.
<<if !$worn.neck.type.includes("naked")>>
<<if ($worn.neck.name isnot "Whitney's collar with leash") and ($worn.neck.name isnot "Whitney's collar")>>
<<He>> turns you around, you can feel <<him>> pull at your $worn.neck.name and lets out a tsk. <<He>> digs around in <<his>> pocket
and before you know it the $worn.neck.name falls to the ground and gets replaced by something else.
<<set $worn.neck.type.push("broken")>>
<<neckruined>>
<<neckwear 36>><<set $whitneycollar to 1>>
<</if>>
<<elseif ($worn.neck.name isnot "Whitney's collar with leash") and ($worn.neck.name isnot "Whitney's collar")>>
<<He>> lets out a loud sigh and turns you around, you can something get pulled around your neck and hear a lock click shut.
<<set $worn.neck.type.push("broken")>>
<<neckruined>>
<<neckwear 36>><<set $whitneycollar to 1>>
<<else>>
<</if>>
Before it goes any further, <<he>> drops you on the floor.
<br><br>
Whitney's breathing is heavier. <<He>> speaks, "Only... I get to kidnap you. Got it?" <<He>> roughly shoves you through the gate, not taking <<his>> eyes off you.
<<if $worn.neck.name is "Whitney's collar with leash" or $worn.neck.name is "Whitney's collar">>
<<He>> points at you "AND DON'T TAKE THAT OFF!, YOU ARE MINE"
<</if>>
<<npcincr Whitney dom 3>><<stress 6>><<gstress>><<ggdom>>
<br><br>
<<endevent>><<set $eventskip to 1>>
<<courtyard>>
<<elseif $bullyeventoutside is 0>>
<<set $bullyeventoutside += 1>>
<<npc Whitney>><<person1>>You walk round a corner, straight into Whitney and <<his>> gang. "Look who it is," <<he>> says. <<His>> friends crowd around, penning you in. "Good timing. We're just leaving school. You should come." <<He>> grabs your arm.
<<if $worn.neck.name is "Whitney's collar with leash" or $worn.neck.name is "Whitney's collar">>
<<He>> glances over your collar and give you a smirk.
<</if>>
<br><br>
<<link [[Let it happen (0:20)|Bully Theft]]>><<sub 1>><<npcincr Whitney dom 1>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>><<gdom>>
<br>
<<link [[Fight|Bully Outside Fight]]>><<def 1>><<npcincr Whitney dom -1>><<set $fightstart to 1>><</link>><<ldom>>
<br>
<<elseif $bullyeventoutside is 1>>
<<set $bullyeventoutside += 1>>
<<npc Whitney>><<person1>>You hear running footsteps approach. Whitney and <<his>> gang encircle you. "Look who it is," <<he>> says. "Just who I was looking for." <<He>> grabs your arm.
<<if $worn.neck.name is "Whitney's collar with leash" or $worn.neck.name is "Whitney's collar">>
<<He>> taps your collar and gives a satisfied grin.
<</if>>
<br><br>
<<link [[Let it happen (0:20)|Bully Light]]>><<sub 1>><<npcincr Whitney dom 1>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>><<gdom>>
<br>
<<link [[Fight|Bully Outside Fight]]>><<sub 1>><<npcincr Whitney dom -1>><<set $fightstart to 1>><</link>><<ldom>>
<br>
<<elseif $bullyeventoutside is 2>>
<<set $bullyeventoutside += 1>>
<<if $whitneyromance is 1>>
<<npc Whitney>><<person1>>Whitney marches towards you. <<He>> pushes you against a wall. <<His>> friends flank <<him>>. "Hey <<girl>>," <<he>> says. "Time for your duties." <<He>> grabs your arm.
<<if $worn.neck.name is "Whitney's collar with leash" or $worn.neck.name is "Whitney's collar">>
<<He>> glances over your collar and give you a smirk.
<</if>>
<br><br>
<<link [[Let it happen (0:20)|Bully Romance]]>><<sub 1>><<npcincr Whitney dom 1>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>><<gdom>>
<br>
<<link [[Fight|Bully Outside Fight]]>><<def 1>><<npcincr Whitney dom -1>><<set $fightstart to 1>><</link>><<ldom>>
<br>
<<else>>
<<npc Whitney>><<person1>>You hear running footsteps approach. Whitney slams into you, knocking you to the ground. <<He>> sits on your back and rests <<his>> shoes on your head. "This is comfy," <<he>> says. "Shame we can't stay." <<He>> stands up. "Later, slut."
<<if $worn.neck.name is "Whitney's collar with leash" or $worn.neck.name is "Whitney's collar">>
<<He>> glances over your collar and give you a smirk.
<</if>>
<<gtrauma>><<gstress>><<gpain>><<trauma 6>><<stress 6>><<pain 15>><<npcincr Whitney lust 5>><<glust>>
<br><br>
<<tearful>> you climb to your feet.
<br><br>
<<endevent>>
<<set $eventskip to 1>>
<<courtyard>>
<</if>>
<<elseif $bullyeventoutside is 3>>
<<set $bullyeventoutside += 1>>
<<npc Whitney>><<person1>>
You see Whitney as you approach the gate. <<He>> grins and pushes past one of <<his>> friends, moving towards you.
<br><br>
"Hey, <<girl>>," <<he>> says. "You're coming with us." <<He>> wraps an arm around your shoulder and tries to pull you through the gate. <<His>> friends flank you.
<<if $worn.neck.name is "Whitney's collar with leash" or $worn.neck.name is "Whitney's collar">>
<<He>> glances over your collar and give you a smirk.
<</if>>
<br><br>
<<link [[Let it happen (0:20)|Bully Strip Theft]]>><<sub 1>><<npcincr Whitney dom 1>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>><<gdom>>
<br>
<<link [[Fight|Bully Outside Fight]]>><<def 1>><<npcincr Whitney dom -1>><<set $fightstart to 1>><</link>><<ldom>>
<br>
<<elseif $bullyeventoutside is 4>>
<<set $bullyeventoutside += 1>>
<<npc Whitney>><<person1>>Someone grabs your hair. It's Whitney. "Come on slut," <<he>> says as <<he>> tugs. "You've got somewhere to be."
<<if $worn.neck.name is "Whitney's collar with leash" or $worn.neck.name is "Whitney's collar">>
<<He>> glances over your collar and give you a smirk.
<</if>>
<br><br>
<<link [[Let it happen (0:20)|Bully Whore]]>><<sub 1>><<npcincr Whitney dom 1>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>><<gdom>>
<br>
<<link [[Fight|Bully Outside Fight]]>><<def 1>><<npcincr Whitney dom -1>><<set $fightstart to 1>><</link>><<ldom>>
<br>
<<elseif $bullyeventoutside is 5>>
<<set $bullyeventoutside += 1>>
<<npc Whitney>><<person1>>
You see Whitney as you approach the gate. <<He>> grins and pushes past one of <<his>> friends, moving towards you.
<br><br>
"Hey, slut!" you hear <<him>> call out. <<His>> friends circle you and trap you in place. <<He>> continues, "Listen, slut, I have to do a little favour, so you're gonna help me. Let's take a walk." You feel <<his>> friends' hands on your back as they push you towards the school gate. You don't know where they're taking you or for what purpose.
<br><br>
<<link [[Let it happen (0:20)|Bully Dog Walk 1]]>><<sub 1>><<npcincr Whitney dom 1>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>><<gdom>>
<br>
<<link [[Fight|Bully Outside Fight]]>><<def 1>><<npcincr Whitney dom -1>><<set $fightstart to 1>><</link>><<ldom>>
<br>
<<else>>
<<set $bullyeventoutside to 0>>
<<npc Whitney>><<person1>>
Whitney looms around a corner and rests <<his>> arm on your shoulder. <<His>> friends appear a moment later, trapping you against the wall.
<br><br>
"Just the slut I wanted to see," <<he>> says.
<<if $worn.neck.name is "Whitney's collar with leash" or $worn.neck.name is "Whitney's collar">>
<<He>> glances over your collar and give you a smirk.
<</if>>
<<set $phase to 0>>
<<if $bodywritingLvl gte 2>>
<<set $_targetLocs to ["forehead","left_cheek","right_cheek","left_shoulder","right_shoulder"].filter(loc => $skin[loc].special is "Whitney" or !$skin[loc].pen or ["pen","lipstick","mud"].includes($skin[loc].pen))>>
<<set $_whitneyTattooedLocs to $_targetLocs.filter(loc => $skin[loc].special is "Whitney" and $skin[loc].pen is "tattoo")>>
<<set $_whitneyWritingLocs to $_targetLocs.filter(loc => $skin[loc].special is "Whitney")>>
<<set $_erasableWritingLocs to $_targetLocs.filter(loc => ["pen","lipstick","mud"].includes($skin[loc].pen))>>
<<set $_writableLocs to $_targetLocs.filter(loc => !$skin[loc].pen)>>
<<if $_whitneyTattooedLocs.length gte 1>>
<<set $_loc to $_whitneyTattooedLocs.random()>>
<<if ($_loc is "left_cheek" or $_loc is "right_cheek") and $worn.face.type.includes("mask")>>
<<He>> pulls your mask aside and
<<elseif ($_loc is "left_shoulder" or $_loc is "right_shoulder") and !($worn.upper.open is 1 or $worn.upper.name is "naked")>>
<<He>> jerks your <<allTops>> down and
<<else>>
<<He>>
<</if>>
examines your <span class="lewd">"<<print $skin[$_loc].writing>>" tattoo.</span>
"Good. Still labelled properly." <<He>> assaults your face with <<his>> tongue, then shoves you away. "Later, slut."
<<glove>><<npcincr Whitney love 1>><<gdom>><<npcincr Whitney dom 1>>
<<elseif $_whitneyWritingLocs.length gte 1>>
<<set $_loc to $_whitneyWritingLocs.random()>>
<<if $_loc is "forehead">>
<<He>> strokes your forehead.
<<elseif $_loc is "left_cheek" or $_loc is "right_cheek">>
<<if $worn.face.type.includes("mask")>>
<<He>> pulls your mask aside and strokes your cheek.
<<else>>
<<He>> strokes your cheek.
<</if>>
<<elseif $_loc is "left_shoulder" or $_loc is "right_shoulder">>
<<if !($worn.upper.open is 1 or $worn.upper.name is "naked")>>
<<He>> tugs your <<allTops>> down and strokes your shoulder.
<<else>>
<<He>> strokes your shoulder.
<</if>>
<</if>>
"Still labelled too. Good." <<He>> grasps your collar. "Let's make it permanent." <<He>> pulls you towards the street.
<<set $phase to 2>><<set $daily.whitney.writingTarget to $_loc>>
<br><br>
<<link [[Let it happen (0:20)|Bully Tattoo]]>><<sub 1>><<npcincr Whitney dom 1>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>><<gdom>>
<br>
<<link [[Fight|Bully Outside Fight]]>><<def 1>><<npcincr Whitney dom -1>><<set $fightstart to 1>><</link>><<ldom>>
<br>
<<elseif $_erasableWritingLocs.length gte 1>>
<<set $_loc to $_erasableWritingLocs.random()>>
<<bodywriting_clear $_loc>>
<<if $_loc is "forehead">>
<<He>> leans in and licks your forehead, then wipes it with <<his>> sleeve. "I've thought of something better." <<He>> pulls a pen from <<his>> pocket. "Hold still."
<<elseif $_loc is "left_cheek" or $_loc is "right_cheek">>
<<if $worn.face.type.includes("mask")>>
<<He>> leans in, pulls your mask aside, and licks your cheek. "I've thought of something better." <<He>> rubs your face with <<his>> sleeve while pulling a pen from <<his>> pocket. "Hold still."
<<else>>
<<He>> leans in and licks your cheek. "I've thought of something better." <<He>> rubs your face with <<his>> sleeve while pulling a pen from <<his>> pocket. "Hold still."
<</if>>
<<elseif $_loc is "left_shoulder" or $_loc is "right_shoulder">>
<<if $worn.over_upper.name is "naked" and ($worn.upper.open is 1 or $worn.upper.name is "naked")>>
<<He>> leans in and licks your shoulder, while pulling a pen from <<his>> pocket. "I've thought of something better." <<He>> rubs your shoulder with <<his>> sleeve. "Hold still."
<<else>>
<<He>> leans in, pulls your <<allTops>> aside, and licks your shoulder. "I've thought of something better." <<He>> pulls a pen from <<his>> pocket while rubbing your shoulder with <<his>> sleeve. "Hold still."
<</if>>
<</if>>
<<set $phase to 1>><<set $daily.whitney.writingTarget to $_loc>>
<<elseif $_writableLocs.length gte 1>>
<<set $_loc to $_writableLocs.random()>>
<<if $_loc is "forehead">>
<<He>> leans in and licks your forehead.
<<elseif $_loc is "left_cheek" or $_loc is "right_cheek">>
<<if $worn.face.type.includes("mask")>>
<<He>> leans in, pulls your mask aside, and licks your cheek.
<<else>>
<<He>> leans in and licks your cheek.
<</if>>
<<elseif $_loc is "left_shoulder" or $_loc is "right_shoulder">>
<<if $worn.over_upper.name is "naked" and ($worn.upper.open is 1 or $worn.upper.name is "naked")>>
<<He>> leans in and licks your shoulder.
<<else>>
<<He>> leans in, pulls your <<allTops>> aside, and licks your shoulder.
<</if>>
<</if>>
"I've decided to mark you properly." <<He>> pulls a pen from <<his>> pocket. "Hold still."
<<set $phase to 1>><<set $daily.whitney.writingTarget to $_loc>>
<<else>>
<<He>> grasps your hair, pulls your head back, and assaults your face with <<his>> tongue. <<He>> shoves you away before you can respond.
<br><br>
"Later, slut." <<He>> saunters away with <<his>> friends.
<</if>>
<<else>>
<<He>> grasps your hair, pulls your head back, and assaults your face with <<his>> tongue. <<He>> shoves you away before you can respond.
<br><br>
"Later, slut." <<He>> saunters away with <<his>> friends.
<</if>>
<<if $phase is 1>>
<br><br>
<<link [[Let it happen (0:20)|Bully Tattoo Write]]>><<sub 1>><<npcincr Whitney dom 1>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>><<gdom>>
<br>
<<link [[Fight|Bully Outside Fight]]>><<def 1>><<npcincr Whitney dom -1>><<set $fightstart to 1>><</link>><<ldom>>
<br>
<<elseif $phase is 0>>
<<if $whitneyromance isnot 1>>
<<gtrauma>><<trauma 6>>
<</if>>
<<gstress>><<stress 6>><<garousal>><<arousal 600 "mouth">><<glust>><<npcincr Whitney lust 1>>
<br><br>
<<endevent>><<set $eventskip to 1>>
<<courtyard>>
<</if>>
<</if>>
<</widget>>
<<widget "kylarhallways">>
<<run statusCheck("Kylar")>>
<<rng>>
<<if _kylarStatus.includes("Love")>>
<<if $rng gte 60>>
<<npc Kylar>><<person1>>Kylar appears beside you and clutches your arm. "Hey," <<he>> says, smiling. <<He>> spots a <<generatey2>><<person2>><<person>> watching, and waves at <<him>>. "This is my <<girlfriend>>," <<person1>><<he>> announces. More turn to look. Someone snickers.
<<status -10>><<lcool>>
<br><br>
<<He>> turns to you, "I want everyone to know how much we love each other." <<He>> hugs your arm tight, then strolls down the hallway.
<<glove>><<npcincr Kylar love 1>>
<br><br>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><<endevent>><</link>>
<br>
<<elseif $rng gte 30>>
<<npc Kylar>><<person1>>Kylar tugs on your arm. <<He>> nods towards an open cupboard.
<br><br>
<<link [[Go with Kylar (0:05)|Kylar Cupboard]]>><<pass 5>><</link>><<promiscuous1>>
<br>
<<link [[Refuse|Kylar Refuse]]>><<npcincr Kylar love -1>><<npcincr Kylar lust 5>><<npcincr Kylar rage 5>><</link>><<llove>><<gglust>><<ggksuspicion>>
<br>
<<elseif $rng gte 10>>
<<npc Kylar>><<person1>><<generatey2>>You hear Kylar up ahead. "It's true," <<he>> says. "<<pShes>> my <<girlfriend>>." <<Hes>> talking to a <<person2>><<person>> and <<his>> friends. They don't look convinced.
<br><br>
Kylar rushes over to you. "T-tell them," <<person1>><<he>> says. "Tell them it's true."
<br><br>
<<link [[Say it's true|Kylar True]]>><<npcincr Kylar love 5>><<npcincr Kylar rage -5>><<status -10>><</link>><<lcool>><<gglove>>
<br>
<<link [[Say it's a lie|Kylar Lie]]>><<npcincr Kylar love -5>><<npcincr Kylar rage 5>><<status 1>><</link>><<lllove>><<ggksuspicion>><<gcool>>
<br>
<<link [[Walk away|Kylar Walk 2]]>><<npcincr Kylar love -1>><<npcincr Kylar rage 1>><</link>><<llove>><<gksuspicion>>
<br>
<<if $syndromekylar gte 1>>
<<link [[Seize Kylar and kiss|Kylar Kiss]]>><<npcincr Kylar love 10>><<npcincr Kylar rage -10>><<status -20>><</link>><<kissvirginitywarning>><<llcool>><<ggglove>>
<br>
<</if>>
<<else>>
<<npc Kylar>><<person1>>You hear laughter. You walk around the corner and find a crowd. Kylar is there, <<his>> arms held up against the lockers by a <<generatey2>><<person2>><<person>>.<<person1>> Kylar's own locker is open beside <<him>>. The laughter redoubles when the crowd sees you.
<<gstress>><<stress 6>>
<br><br>
You step closer and see why. Inside Kylar's locker is a lewd statuette. A pencil portrait is stuck to the face. The drawing is good, and it's clear it's a picture of you. Flowers are arranged in a circular pattern at its base. It looks like a shrine.
<br><br>
<<link [[Bully Kylar|Kylar Bully]]>><<npcincr Kylar love -5>><<status 1>><</link>><<lllove>><<gcool>>
<br>
<<link [[Defend Kylar|Kylar Defend]]>><<npcincr Kylar love 5>><<status -10>><</link>><<lcool>><<gglove>>
<br>
<<link [[Walk away|Kylar Walk]]>><<npcincr Kylar love -1>><</link>><<llove>>
<br>
<</if>>
<<else>>
<<if $rng gte 50>>
You see a figure watching you from down the corridor.<<npc Kylar>><<person1>> It's Kylar. <<He>> hides when you look at <<him>>.
<br><br>
<<link [[Greet|Kylar Greet]]>><<npcincr Kylar love 1>><</link>><<glove>>
<br>
<<link [[Ignore|Hallways]]>><<set $eventskip to 1>><<endevent>><</link>>
<br>
<<else>>
<<npc Kylar>><<person1>>You hear laughter. You walk around the corner and find a crowd. Kylar is there, <<his>> arms held up against the lockers by a <<generatey2>><<person2>><<person>>.<<person1>> Kylar's own locker is open beside <<him>>. The laughter redoubles when the crowd sees you.
<<gstress>><<stress 6>>
<br><br>
You step closer and see why. Inside Kylar's locker is a lewd statuette. A pencil portrait is stuck to the face. The drawing is good, and it's clear it's a picture of you. Flowers are arranged in a circular pattern at its base. It looks like a shrine.
<br><br>
<<link [[Bully Kylar|Kylar Bully]]>><<npcincr Kylar love -5>><<status 1>><</link>><<lllove>><<gcool>>
<br>
<<link [[Defend Kylar|Kylar Defend]]>><<npcincr Kylar love 5>><<status -10>><</link>><<lcool>><<gglove>>
<br>
<<link [[Walk away|Kylar Walk]]>><<npcincr Kylar love -1>><</link>><<llove>>
<br>
<</if>>
<</if>>
<</widget>>
<<widget "eventsschoolstump">>
<<rng>>
<<if $rng gte 51>>
A gust of wind blows over you.
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
<<if $schoolstate is "lunch" or $schoolstate is "morning" or $schoolstate is "afternoon">>
The breeze lifts your $worn.lower.name and exposes your <<undies>> until you push the fabric back down between your thighs. You don't think anyone saw.
<<gstress>><<garousal>><<stress 1>><<arousal 600>>
<br><br>
<<else>>
The breeze lifts your $worn.lower.name and exposes your <<undies>> until you push the fabric back down between your thighs.
<br><br>
<</if>>
<<else>>
The air is cool on your skin.
<<lstress>><<stress -1>>
<br><br>
<</if>>
<<if $schoolstate isnot "late">>
<<link [[Keep relaxing (0:10)|School Stump]]>><<pass 10>><<stress -1>><<tiredness -1>><</link>><<ltiredness>><<lstress>>
<br>
<</if>>
<<link [[Stop|School Rear Courtyard]]>><</link>>
<br>
<<else>>
<<generate1>><<person1>>"Hey," a voice says in a hushed tone. "You on the stump." You open your eyes. A <<person>> stands on the other side of the fence, in an alley beside the school. "What you got under those clothes?"
<br><br>
<<link [[Ignore|School Stump Ignore]]>><<stress 1>><</link>><<gstress>>
<br>
<<if $worn.under_lower.type.includes("naked") or playerChastity()>>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Flash|School Stump Genital Flash]]>><</link>><<exhibitionist5>>
<br>
<</if>>
<<else>>
<<if hasSexStat("exhibitionism", 2)>>
<<link [[Flash|School Stump Flash]]>><</link>><<exhibitionist2>>
<br>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "WhitneyPantyCheck">>
<<if $whitneypantiescheck is 0 and C.npc.Whitney.dom gte 18>>
Whitney and <<his>> friends surround you. They shove you against the lockers. "New rule, slut." <<He>> grabs your $worn.lower.name. "No underwear."
<<if $worn.neck.name is "Whitney's collar with leash" or $worn.neck.name is "Whitney's collar">>
<<He>> glances over your collar and give you a smirk.
<</if>>
<br><br>
<<if $worn.under_lower.type.includes("naked")>>
<<if $speech_attitude is "meek">>
"I-I'm sorry," you mumble. "I d-don't have a-any..."
<<elseif $speech_attitude is "bratty">>
You shoot Whitney a look. "I'm already going commando."
<<else>>
"I-I'm not wearing any..."
<</if>>
<br><br>
"Good to know you're thinking ahead. I'll be checking up on you," <<he>> laughs. "Don't let me catch you wearing any."
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><<set $whitneypantiescheck to 1>><</link>>
<br>
<<else>>
<<link [[Let it happen|Bully Panties]]>><<trauma 6>><<stress 3>><<sub 1>><<npcincr Whitney dom 1>><<set $whitneyWilling to true>><</link>><<gtrauma>><<gstress>><<garousal>><<gdom>>
<br>
<<link [[Fight|Bully Fight]]>><<set $fightstart to 1>><<def 1>><<npcincr Whitney dom -1>><</link>><<ldom>>
<br>
<</if>>
<<elseif $whitneypantiescheck is 1>>
Whitney and <<his>> friends surround you. "Time for an inspection," <<he>> says, smiling as <<he>> feels beneath your $worn.lower.name.
<<if $worn.neck.name is "Whitney's collar with leash" or $worn.neck.name is "Whitney's collar">>
<<He>> glances over your collar and give you a smirk.
<</if>>
<br><br>
<<if $worn.under_lower.type.includes("naked")>>
<<if playerHasButtPlug()>>
<<His>> eyes widen as <<he>> feels the butt plug. "Well, that's a fun surprise." <<He>> grins.
<br><br>
<</if>>
"Good <<girl>>," <<he>> says.
<<if $forcedcrossdressingdisable is "f" and $player.gender is "m" and C.npc.Whitney.dom gte 18 and !playerChastity("hidden") and ($player.penissize lte 0 or playerChastity("cage"))>>
<<if $whitneypantiesoffered>>
"You know, my offer still stands, you could just wear panties."
<<elseif playerChastity("cage")>>
"You know, looking at that cage, you could just wear panties instead."
<<elseif $player.penissize lte 0>>
"You know, looking at how small you are, you could just wear panties instead."
<<else>>
"You know, looking at you now, you could just wear panties instead."
<</if>>
<br><br>
<<link [[Agree to wear panties|Bully Panties 2]]>><<unset $whitneypantiesoffered>><<set $whitneypantiescheck to 2>><<set $phase to 0>><</link>> <<if $statdisable is "f">> | <span class="pink">This may give Whitney other ideas</span><</if>>
<br>
<<link [[Refuse|Bully Panties 2]]>><<set $phase to 1>><<npcincr Whitney dom -1>><</link>><<ldom>>
<<else>>
"I'll check again later."
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<</if>>
<br>
<<else>>
<<whitneyRulePunishment true>>
<</if>>
<<elseif $whitneypantiescheck is 2>>
<<set _skirt to clothingData('lower', $worn.lower, "skirt") is 1>>
<<set _maleClothes to Object.keys($worn).filter((slot) => {
return $worn[slot].gender is "m" and !["genitals"].includes(slot);
})>>
<<if $forcedcrossdressingdisable is "f" and $whitneyCrossdressSchool gte 1 and _maleClothes.length>>
Whitney and <<his>> friends surround you. <<He>> frowns when <<he>> notices your <<print $worn[_maleClothes[0]].name>>.
"<<if !_skirt>>Ignoring the lack of a skirt, thought<<else>>Thought<</if>> I asked you to not wear any boy's clothes. Bad <<girl>>," Whitney chides.
<<whitneyRulePunishment>>
<<elseif $forcedcrossdressingdisable is "f" and $whitneyskirtcheck gte 1 and (!_skirt or $worn.lower.reveal lte 200)>>
Whitney and <<his>> friends surround you. <<He>> frowns when <<he>> notices your $worn.lower.name.
"Thought I asked you to wear a <<print (_skirt ? "shorter " : "")>> skirt. Bad <<girl>>," Whitney chides.
<<whitneyRulePunishment>>
<<else>>
Whitney and <<his>> friends surround you. "Time for an inspection," <<he>> says, smiling as <<he>> feels beneath your $worn.lower.name.
<<if $worn.under_lower.type.includes("naked")>>
<<if playerHasButtPlug()>>
<<His>> eyes widen as <<he>> feels the butt plug. "Well, that's a fun surprise." <<He>> grins.
<br><br>
<</if>>
<<WhitneyChastityCheck>>
"Thought I told you to wear some feminine underwear. Commando is still fine though, good <<girl>>," <<he>> says. "I'll check again later."
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<elseif $worn.under_lower.gender is "f">>
"Good <<girl>>. Hope the $worn.under_lower.name_simple <<if $worn.under_lower.plural is 1>>are<<else>>is<</if>> nice and tight," <<he>> says. "I'll check again later."
<br><br>
<<WhitneyChastityCheck>>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<whitneyRulePunishment true>>
<</if>>
<</if>>
<br><br>
<<else>>
Whitney and <<his>> friends surround you, and Whitney shoves you onto the floor. "Remember who owns you," <<he>> says before leaving. <<tearful>> you pick yourself up.
<<npcincr Whitney lust 5>><<glust>>
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<</widget>>
<<widget "WhitneyChastityCheck">>
<<if $worn.genitals.origin is "Whitney">>
<<if ($player.penissize lte 0 and $worn.genitals.name is "chastity cage") or ($player.penissize is -2 and $worn.genitals.name is "small chastity cage")>>
<<He>> inspects the $worn.genitals.name. "Your cock's looking a little small for the chastity cage you got on. Let's go ahead and fix that."
<br><br>
<<set $worn.genitals.type.push("broken")>>
<<genitalsruined>>
<<if $player.penissize is -2>>
<<He>> unlocks the cage and replaces it with a flat pink chastity cage before you're able to say anything. "All sorted."
<<genitalswear 7 "pink">>
<<else>>
<<He>> unlocks the cage and replaces it with a small pink chastity cage before you're able to say anything. "All sorted."
<<genitalswear 6 "pink">>
<</if>>
<<set $worn.genitals.origin to "Whitney">>
<<elseif $worn.genitals.integrity lte setup.clothes.genitals[clothesIndex('genitals',$worn.genitals)].integrity_max * 0.75>>
<<if $weekly.whitneyChastityReplace>>
<<He>> inspects the $worn.genitals.name. "Looking a little worn, huh? These cages don't grow on trees, I can't replace them every time you fuck them up."
<br><br>
<<else>>
<<set $weekly.whitneyChastityReplace to 1>>
<<He>> inspects the $worn.genitals.name. "Looking a little worn, huh? Better replace it for you."
<br><br>
<<He>> unlocks the cage and replaces it before you're able to say anything. "All sorted."
<<set $worn.genitals.integrity to setup.clothes.genitals[clothesIndex('genitals',$worn.genitals)].integrity_max>>
<</if>>
<<else>>
<<He>> inspects the $worn.genitals.name. "Good, you're looking after it."
<</if>>
<br><br>
<</if>>
<</widget>>
<<widget "whitney_roof_events">>
<<set $whitney_roof to 1>>
<<npc Whitney>><<person1>>
<<cleareventpool>>
<<if C.npc.Whitney.love gte 10 or $whitneyromance is 1>>
<<addinlineevent "whitney_roof_1">>
"If it isn't my slut," Whitney says, beckoning you closer. "Good timing. My friends and I are bored. Give us a show."
<<if $worn.neck.name is "Whitney's collar with leash" or $worn.neck.name is "Whitney's collar">>
<<He>> glances over your collar "You're mine after all".
<</if>>
<br><br>
<<link [[Ask what sort of show|Whitney Roof Show Ask]]>><</link>>
<br>
<<link [[Strike a cute pose|Whitney Roof Show Pose]]>><</link>>
<br>
<<link [[Strut like you're on a catwalk|Whitney Roof Show Strut]]>><</link>><<exhibitionist1>>
<br>
<<if hasSexStat("exhibitionism", 2)>>
<<link [[Strike an erotic pose|Whitney Roof Show Erotic]]>><</link>><<exhibitionist2>>
<</if>>
<</addinlineevent>>
<<addinlineevent "whitney_roof_2">>
Whitney spots you, strides closer, and seizes you by the wrist. "Just the slut I need," <<he>> says, pulling you to the railing. "I've some frustrations to take out."
<br><br>
<<link [[Go along with it|Whitney Roof Railing]]>><</link>>
<br>
<<link [[Fight|Whitney Roof Fight]]>><<set $fightstart to 1>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "whitney_roof_4">>
<<generateyv2>><<person2>>
You find Whitney bullying a <<person>>. <<person1>><<He>> holds <<person2>><<him>> by the collar, pushed against the railing.
<br><br>
"It's up to you," Whitney says. "You give me the key to your locker. Or I throw you over."
<br><br>
<<link [[Intervene|Whitney Roof Bully Intervene]]>><</link>>
<br>
<<link [[Watch|Whitney Roof Bully Watch]]>><</link>>
<br>
<<link [[Leave|Whitney Roof Bully Leave]]>><</link>>
<br>
<</addinlineevent>>
<<else>>
<<addinlineevent "whitney_roof_ashtray">>
Whitney lights a fresh cigarette. <<He>> scowls when <<he>> notices you, flipping you off as <<he>> turns away.
<br><br>
<<if playerIsPregnant() and playerAwareTheyArePregnant()>>
<span class="blue">It's probably best not to approach a group of smoking delinquents while you are with child.</span>
<<else>>
<<link [[Approach|Whitney Roof Bully Ashtray]]>><</link>>
<</if>>
<br>
<<link [[Leave|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "whitney_roof_sell_panty">>
Whitney's friends burst into laughter at something <<he>> says. <<He>> basks in the attention.
<br><br>
<<link [[Approach|Whitney Roof Bully Sell Panty]]>><</link>>
<br>
<<link [[Leave|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</addinlineevent>>
<<if $worn.handheld.type.includes("bookbag")>>
<<addinlineevent "whitney_roof_snatch">>
A <<generates2>><<person2>>delinquent sneaks up behind you and snatches your $worn.handheld.name. <<He>> runs the bag over to Whitney.
<br><br>
<<if $speech_attitude is "meek">>
"H-hey, w-wait a second!" you stutter after <<him>>. "Th-that's mine!"
<<else>>
"Hey! That's mine!" you shout after <<him>>.
<</if>>
<br><br>
"Yours?" Whitney says, taking the bag. "Looks like it's mine now. Got anything good in here?" You're forced to watch as Whitney upends your bag, dropping miscellaneous items to the ground.<<stress 6>><<trauma 6>><<gstress>><<gtrauma>>
<br><br>
<<person1>><<He>> seems disinterested by what <<he>> finds. "Guess not." <<He>> shrugs, then throws the bag off the roof as hard as <<he>> can.
<br><br>
<<if $rng gte 96>>
You're about to scurry down to reclaim it, but you notice that Whitney's aim is off. Or rather, spot-on. Your bag hooks on a flagpole, <span class="red">dangling well out of reach.</span><<handheldruined>>
<br><br>
Whitney's friends laugh and congratulate <<him>> for <<his>> unexpected feat. <<tearful>> you sneak down the stairwell while they're distracted.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<tearful>> you scurry down to the rear courtyard to reclaim it. Luckily there's no damage done.<<pass 3>>
<br><br>
<<link [[Next|School Rear Courtyard]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<</addinlineevent>>
<</if>>
<<addinlineevent "whitney_roof_mean">>
<<generates2>>
<<if $rng gte 56>>
One of Whitney's mates notices you. The <<person2>><<person>> elbows Whitney and points at you.
<br><br>
Whitney retches dramatically when <<person1>><<he>> sees you, garnering laughter from <<his>> audience. <<He>> goes back to ignoring you.<<trauma 6>><<status -5>><<gtrauma>><<lcool>>
<<elseif $rng gte 11>>
Whitney leans over the railing a little further, holding out a can of pop. <<His>> friends grasp <<his>> clothes to keep <<him>> anchored. <<He>> pauses to aim, then quickly dumps its contents onto an unsuspecting victim below. <<= either ("A shrill squeal","An indignant gasp","A bout of enraged swearing")>> quickly follows, sending the delinquents into a fit of laughter.
<<else>>
One of Whitney's friends shoves a <<person2>><<person>>, who then shoves back. They continue the back and forth until they're on each other, hurling punches and insults. A crowd quickly gathers. Whitney lights a cigarette and, clearly amused, watches them roll around on the ground. It's probably best to keep your distance from the brawl.
<</if>>
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</addinlineevent>>
<</if>>
<<addinlineevent "whitney_roof_3">>
You see Whitney's mouth move, but the wind snatches the words before they reach you. <<His>> friends hear <<him>> though, and turn your way. They walk closer, grinning.
<<if $worn.neck.name is "Whitney's collar with leash" or $worn.neck.name is "Whitney's collar">>
<<He>> glances over your collar and give you a smirk.
<</if>>
<br><br>
<<link [[Run|Whitney Roof Grope Run]]>><</link>>
<br>
<<link [[Approach|Whitney Roof Grope Approach]]>><</link>>
<br>
<</addinlineevent>>
<<runeventpool>>
<</widget>>
<<widget "whitneyRulePunishment">>
<<cleareventpool>>
<<addinlineevent "whitney_rulePunishment_1">>
<<if _args[0]>>"Bad <<girl>>," Whitney chides. <</if>><<He>> grins. "Guess I'll just have to take everything now."
<<set $bullyPunishment to "Bully Panties">>
<</addinlineevent>>
<<if $whitneypantiescheck>>
<<if $worn.under_lower.name isnot "naked" and $bullyPunishment isnot "Bully Panties Wedgie">>
<<addinlineevent "whitney_rulePunishment_2">>
<<if _args[0]>>"Oh, you naughty <<girl>>," Whitney chides. <</if>>"I'm gonna make you regret wearing those."
<<set $bullyPunishment to "Bully Panties Wedgie">>
<</addinlineevent>>
<</if>>
<<if $adultshopunlocked and $bullyPunishment isnot "Bully Panties Vibrator">>
<<addinlineevent "whitney_rulePunishment_3">>
<<if _args[0]>>"What a naughty <<girl>>," Whitney chides. <</if>>"If you want to
<<if $whitneyCrossdressSchool>>
wear boy clothes
<<elseif $whitneypantiescheck is 2>>
wear boy undies
<<else>>
cover your crotch
<</if>>
so bad, let me give you something else to wear down there."
<<set $bullyPunishment to "Bully Panties Vibrator">>
<</addinlineevent>>
<</if>>
<</if>>
<<runeventpool>>
<br><br>
<<link [[Let it happen|$bullyPunishment]]>><<trauma 6>><<stress 3>><<sub 1>><<npcincr Whitney dom 1>><<if $whitneypantiescheck is 0>><</if>><</link>><<gtrauma>><<gstress>><<garousal>><<gdom>>
<br>
<<link [[Fight|Bully Panties Fight]]>><<set $fightstart to 1>><<def 1>><<npcincr Whitney dom -1>><</link>><<ldom>>
<br>
<</widget>><<widget "schooleffects">>
<<if Time.schoolDay>>
<<if Time.hour lte 6>>
<<set $schoolstate to "early">><<set $schoollesson to 0>>
<<elseif Time.hour lte 8>>
<<set $schoolstate to "morning">><<set $schoollesson to 0>>
<<elseif Time.hour is 9>>
<<set $schoolstate to "first">><<set $schoollesson to 1>>
<<elseif Time.hour is 10>>
<<set $schoolstate to "second">><<set $schoollesson to 1>>
<<elseif Time.hour is 11>>
<<set $schoolstate to "third">><<set $schoollesson to 1>>
<<elseif Time.hour is 12>>
<<set $schoolstate to "lunch">><<set $schoollesson to 0>>
<<elseif Time.hour is 13>>
<<set $schoolstate to "fourth">><<set $schoollesson to 1>>
<<elseif Time.hour is 14>>
<<set $schoolstate to "fifth">><<set $schoollesson to 1>>
<<elseif Time.hour lte 16>>
<<set $schoolstate to "afternoon">><<set $schoollesson to 0>>
<<elseif Time.hour gte 17>>
<<set $schoolstate to "late">><<set $schoollesson to 0>>
<</if>>
<!-- changing room is in use a bit longer than school is in session. also include changing times before first, after fifth and during midday break -->
<<set $changingroomstate to "empty">>
<<if (Time.hour gt 8 or Time.hour is 8 and Time.minute gte 58) and (Time.hour lt 15 or Time.hour is 15 and Time.minute lte 4)>>
<<if Time.minute lte 4 or Time.minute gte 58>>
<<if Time.hour gte 14 and Time.minute gte 58>>
<<set $changingroomstate to "own">>
<<else>>
<<set $changingroomstate to "other">>
<</if>>
<</if>>
<</if>>
<<if $schoolpoolundress isnot undefined>>
<span class="yellow">Your clothes were moved to the <<print $schoolpoolundress is "wardrobe" ? "wardrobe" : $schoolpoolundress + "' changing room">>.</span>
<br>
<<unset $schoolpoolundress>>
<</if>>
<!-- pool room itself is in use during $schoolstate only -->
<<if $schoolstate is "fifth">>
<<set $poolroomstate to "own">>
<<elseif $schoollesson is 1>>
<<set $poolroomstate to "other">>
<<else>>
<<set $poolroomstate to "empty">>
<</if>>
<<else>>
<<if Time.hour lte 6>>
<<set $schoolstate to "earlynoschool">><<set $schoollesson to 0>>
<<elseif Time.hour gte 17>>
<<set $schoolstate to "daynoschool">><<set $schoollesson to 0>>
<<else>>
<<set $schoolstate to "latenoschool">><<set $schoollesson to 0>>
<</if>>
<<set $changingroomstate to "empty">>
<<set $poolroomstate to "empty">>
<</if>>
<</widget>>
<<widget "advancelesson">><!-- advances time during a lesson and sets $phase to 1 if the lesson has ended -->
<<set _time_left to 59 - Time.minute>>
<!-- the lesson ends at 59th minute to give time to walk to the next class -->
<<set _state to $schoolstate>>
<<schooleffects>>
<<if _state isnot $schoolstate>>
<!-- only happens if we somehow jumped into another lesson, abort! -->
<<set $phase to 1>>
<<elseif _time_left gte 23>>
<!-- make sure that there's at least a couple of minutes left for the next phase of a lesson -->
<<pass 20>>
<<else>>
<!-- end of the lesson -->
<<set $phase to 1>>
<<pass _time_left>>
<</if>>
<<schooleffects>>
<!-- an extra variable for use in adding learning points, stress, etc.
1 point per 5 minutes + 1 for being present at the end of the lesson -->
<<if $school_desk_dolp is 2>>
<<set _lesson_progress to (_time_left gte 20 ? 4 : Math.trunc(_time_left / 5)) + $phase + 2>>
<<else>>
<<set _lesson_progress to (_time_left gte 20 ? 4 : Math.trunc(_time_left / 5)) + $phase>>
<</if>>
<</widget>>
<<widget "lessonEnd">>
<<endevent>>
The bell rings, <<print _args[1] is "sleep" ? "startling you awake. You blearily" : "signifying the end of the lesson. You">>
<<storeon _args[0] "check">>
<<if _store_check is 1>>
<<storeon _args[0]>>
grab your coat and
<</if>>
leave the classroom.
<br><br>
<<delinquency -1 "bonus">>
<<if $weekly.schoolNightPoolParty is undefined and $rng gte 95>>
<<set $weekly.schoolNightPoolParty to "intro">>
<<generates1>><<person1>>
A couple students pass you in the hallway. You overhear a bit of the conversation.
<br><br>
"Yeah, <span class="gold">it's tonight</span>," a <<person>> says to <<his>> friends. "Just jump the fence, and you're golden."
<br><br>
As they leave, <<his>> words are muffled by the ambient sounds of the hallway.
<br><br>
<<endevent>>
<</if>>
<<if _args[0] is "mathsClassroom" and $whitneymaths isnot undefined>>
<!-- set whitney's state to "absent" after the lesson ends so that we can use mathsWhitneyAttendChance to put them back in class on the next day -->
<!-- Note: if you want to know whether or not Whitney attended maths class, but class has already ended, you'll need to change how this system works. -->
<<set $whitneymaths to "absent">>
<</if>>
<<if _args[0] is "historyClassroom" and $robinhistory isnot "missing" and $robinReunionScene isnot undefined>>
<<link [[Next|Robin After Class]]>><</link>>
<<else>>
<<link [[Next|Hallways]]>><</link>>
<</if>>
<</widget>>
<<widget "lessonEvents">>
<<set $_mod to _args[1] or 1>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (8900 - ($allure * $_mod))>> <!-- $_mod multiplies the effect that allure has on your odds of getting an unsafe event -->
<<switch _args[0]>>
<<case "maths">><<eventsmaths>>
<<case "science">><<eventsscience>>
<<case "history">><<eventshistory>>
<<case "english">><<eventsenglish>>
<<case "housekeeping">><<eventshousekeeping>>
<</switch>>
<<else>>
<<switch _args[0]>>
<<case "maths">><<eventsmathssafe>>
<<case "science">><<eventssciencesafe>>
<<case "history">><<eventshistorysafe>>
<<case "english">><<eventsenglishsafe>>
<<case "housekeeping">><<eventshousekeepingsafe>>
<</switch>>
<</if>>
<</widget>>
<<widget "schoolperiod">>
<<if $exposed lte 0>>
<<if $schoolstate is "morning" or ($schoolstate is "first" and Time.minute lte 58)>>
<<scienceicon>><<link [[Go to your science lesson (0:01)|Science Classroom]]>><<set $justEntered to true>><<pass 1>><</link>>
<br><br>
<<elseif $schoolstate is "first" or ($schoolstate is "second" and Time.minute lte 58)>>
<<if Time.weekDay is 3 or Time.weekDay is 5>>
<<icon "housekeeping.png">><<link [[Go to your housekeeping lesson (0:01)|Housekeeping Classroom]]>><<set $justEntered to true>><<pass 1>><</link>>
<br><br>
<<else>>
<<mathicon>><<link [[Go to your maths lesson (0:01)|Maths Classroom]]>><<set $justEntered to true>><<pass 1>><</link>>
<br><br>
<</if>>
<<elseif $schoolstate is "second" or ($schoolstate is "third" and Time.minute lte 58)>>
<<englishicon>><<link [[Go to your English lesson (0:01)|English Classroom]]>><<set $justEntered to true>><<pass 1>><</link>>
<br><br>
<<elseif $schoolstate is "third" or ($schoolstate is "lunch" and Time.minute lte 58)>>
<<foodicon "eat">><<link [[Join the masses in the canteen (0:01)|Canteen]]>><<pass 1>><</link>>
<br>
<<historyicon>><<link [[Wait in the history classroom (0:01)|History Classroom]]>><<set $justEntered to true>><<pass 1>><</link>>
<br><br>
<<elseif $schoolstate is "lunch" or ($schoolstate is "fourth" and Time.minute lte 58)>>
<<historyicon>><<link [[Go to your history lesson (0:01)|History Classroom]]>><<set $justEntered to true>><<pass 1>><</link>>
<br><br>
<<elseif $schoolstate is "fourth" or ($schoolstate is "fifth" and Time.minute lte 58)>>
<<swimmingicon>><<link [[Go to your swimming lesson (0:01)|School Pool Entrance]]>><<set $justEntered to true>><<pass 1>><</link>>
<br><br>
<</if>>
<</if>>
<</widget>>
<<widget "schoolperiodtext">>
<<if $schoolstate is "morning">>
Your science lesson starts at <<ampm 9 00>>.
<br><br>
<<elseif $schoolstate is "first" and Time.minute lte 58>>
Your science lesson started at <<ampm 9 00>>!
<br><br>
<<elseif $schoolstate is "first">>
<<if Time.weekDay is 3 or Time.weekDay is 5>>
Your housekeeping lesson starts at <<ampm 10 00>>.
<br><br>
<<else>>
Your maths lesson starts at <<ampm 10 00>>.
<br><br>
<</if>>
<<elseif $schoolstate is "second" and Time.minute lte 58>>
<<if Time.weekDay is 3 or Time.weekDay is 5>>
Your housekeeping lesson started at <<ampm 10 00>>!
<br><br>
<<else>>
Your maths lesson started at <<ampm 10 00>>!
<br><br>
<</if>>
<<elseif $schoolstate is "second">>
Your English lesson starts at <<ampm 11 00>>.
<br><br>
<<elseif $schoolstate is "third" and Time.minute lte 58>>
Your English lesson started at <<ampm 11 00>>!
<br><br>
<<elseif $schoolstate is "lunch">>
Your history lesson starts at <<ampm 13 00>>.
<br><br>
<<elseif $schoolstate is "fourth" and Time.minute lte 58>>
Your history lesson started at <<ampm 13 00>>!
<br><br>
<<elseif $schoolstate is "fourth">>
Your swimming lesson starts at <<ampm 14 00>>.
<br><br>
<<elseif $schoolstate is "fifth">>
Your swimming lesson started at <<ampm 14 00>>!
<br><br>
<</if>>
<</widget>>
<<widget "classgrades">>
<<if $schoolstate is "morning" or ($schoolstate is "first" and Time.minute lte 58)>>
<<if $sciencetrait gte 8>>
Your current science grade is <span class="lustful">SSS</span>. Why are you here? Just to flex?
<<elseif $sciencetrait gte 7>>
Your current science grade is <span class="gold">SS</span>. You'd probably rival a professor.
<<elseif $sciencetrait gte 6>>
Your current science grade is <span class="yellow">S+</span>. You're not sure if the teacher knows more than you.
<<elseif $sciencetrait gte 5>>
Your current science grade is <span class="yellow">S</span>. You'd probably qualify as a teaching assistant.
<<elseif $sciencetrait gte 4>>
Your current science grade is <span class="green">A*</span>. There is nothing more you can learn from this class.
<<elseif $sciencetrait gte 3>>
Your current science grade is <span class="teal">A</span>. You're one of the best but you can still achieve more.
<<elseif $sciencetrait gte 2>>
Your current science grade is <span class="lblue">B</span>. Your grade isn't the best, but it's not the worst either.
<<elseif $sciencetrait gte 1>>
Your current science grade is <span class="blue">C</span>. You've made some progress but still need to study more.
<<elseif $sciencetrait gte 0>>
Your current science grade is <span class="purple">D</span>. You still have a long way to go.
<<else>>
Your current science grade is <span class="red">F</span>. You're the worst student in your class.
<</if>>
<<elseif $schoolstate is "first" or ($schoolstate is "second" and Time.minute lte 58)>>
<<if $mathstrait gte 8>>
Your current maths grade is <span class="lustful">SSS</span>. Why are you here? Just to flex?
<<elseif $mathstrait gte 7>>
Your current maths grade is <span class="gold">SS</span>. You'd probably rival a professor.
<<elseif $mathstrait gte 6>>
Your current maths grade is <span class="yellow">S+</span>. You're not sure if the teacher knows more than you.
<<elseif $mathstrait gte 5>>
Your current maths grade is <span class="yellow">S</span>. You'd probably qualify as a teaching assistant.
<<elseif $mathstrait gte 4>>
Your current maths grade is <span class="green">A*</span>. There is nothing more you can learn from this class.
<<elseif $mathstrait gte 3>>
Your current maths grade is <span class="teal">A</span>. You're one of the best but you can still achieve more.
<<elseif $mathstrait gte 2>>
Your current maths grade is <span class="lblue">B</span>. Your grade isn't the best, but it's not the worst either.
<<elseif $mathstrait gte 1>>
Your current maths grade is <span class="blue">C</span>. You've made some progress but still need to study more.
<<elseif $mathstrait gte 0>>
Your current maths grade is <span class="purple">D</span>. You still have a long way to go.
<<else>>
Your current maths grade is <span class="red">F</span>. You're the worst student in your class.
<</if>>
<<elseif $schoolstate is "second" or ($schoolstate is "third" and Time.minute lte 58)>>
<<if $englishtrait gte 8>>
Your current english grade is <span class="lustful">SSS</span>. Why are you here? Just to flex?
<<elseif $englishtrait gte 7>>
Your current english grade is <span class="gold">SS</span>. You'd probably rival a professor.
<<elseif $englishtrait gte 6>>
Your current english grade is <span class="yellow">S+</span>. You're not sure if the teacher knows more than you.
<<elseif $englishtrait gte 5>>
Your current english grade is <span class="yellow">S</span>. You'd probably qualify as a teaching assistant.
<<elseif $englishtrait gte 4>>
Your current english grade is <span class="green">A*</span>. There is nothing more you can learn from this class.
<<elseif $englishtrait gte 3>>
Your current english grade is <span class="teal">A</span>. You're one of the best but you can still achieve more.
<<elseif $englishtrait gte 2>>
Your current english grade is <span class="lblue">B</span>. Your grade isn't the best, but it's not the worst either.
<<elseif $englishtrait gte 1>>
Your current english grade is <span class="blue">C</span>. You've made some progress but still need to study more.
<<elseif $englishtrait gte 0>>
Your current english grade is <span class="purple">D</span>. You still have a long way to go.
<<else>>
Your current english grade is <span class="red">F</span>. You're the worst student in your class.
<</if>>
<<elseif $schoolstate is "lunch" or ($schoolstate is "fourth" and Time.minute lte 58)>>
<<if $historytrait gte 8>>
Your current history grade is <span class="lustful">SSS</span>. Why are you here? Just to flex?
<<elseif $historytrait gte 7>>
Your current history grade is <span class="gold">SS</span>. You'd probably rival a professor.
<<elseif $historytrait gte 6>>
Your current history grade is <span class="yellow">S+</span>. You're not sure if the teacher knows more than you.
<<elseif $historytrait gte 5>>
Your current history grade is <span class="yellow">S</span>. You'd probably qualify as a teaching assistant.
<<elseif $historytrait gte 4>>
Your current history grade is <span class="green">A*</span>. There is nothing more you can learn from this class.
<<elseif $historytrait gte 3>>
Your current history grade is <span class="teal">A</span>. You're one of the best but you can still achieve more.
<<elseif $historytrait gte 2>>
Your current history grade is <span class="lblue">B</span>. Your grade isn't the best, but it's not the worst either.
<<elseif $historytrait gte 1>>
Your current history grade is <span class="blue">C</span>. You've made some progress but still need to study more.
<<elseif $historytrait gte 0>>
Your current history grade is <span class="purple">D</span>. You still have a long way to go.
<<else>>
Your current history grade is <span class="red">F</span>. You're the worst student in your class.
<</if>>
<</if>>
<br><br>
<</widget>>
<<widget "exhibitorgasm">>
<<if $orgasmdown gte 1>><<set $orgasmdown to 0>>
<<if $orgasmcurrent lte 0>>
<<elseif $orgasmcurrent lte 1>>
You spasm against the bindings.
<<if $enemyno gte 2>>
<<if $player.penisExist and $orgasmcount lte 23>>
The pair's eyes light up as you squirm. "<<pShes>> cumming!" the <<person>> exclaims, stepping back to avoid your discharge while staring in awe.
<<else>>
The pair's eyes light up as you squirm. "<<pShes>> cumming!" the <<person>> exclaims.
<</if>>
<<else>>
<<if $player.penisExist and $orgasmcount lte 23>>
<<else>>
<</if>>
<</if>>
<<elseif $orgasmcurrent is 2>>
You spasm again against the bindings.
<<if $enemyno gte 2>>
<<if $player.penisExist and $orgasmcount lte 23>>
"I didn't know it could happen more than once!" says the <<person>>.
<<else>>
"I didn't know it could happen more than once!" says the <<person>>.
<</if>>
<<else>>
<<if $player.penisExist and $orgasmcount lte 23>>
<<else>>
<</if>>
<</if>>
<<else>>
<</if>>
<br><br>
<</if>>
<</widget>><<widget "eventsscience">>
<<cleareventpool>>
<<if ($player.gender_appearance is "m" and $worn.legs.gender is "f") or ($player.gender_appearance is "f" and $worn.legs.gender is "m") and $worn.legs.name.includes("gym socks")>>
<<addinlineevent "scienceSocks" 1>>
A <<generates1>><<person1>><<person>> looks at your feet.
<<if $worn.legs.name is "girl's gym socks">>
"Why are you wearing girl's socks?" <<he>> asks loudly. "Do they make you feel pretty?"
<<else>>
"Why are you wearing boy's socks?" <<he>> asks loudly. "Do you think they'll make people forget you're a slut?"
<</if>>
<<His>> friends start laughing.
<br><br>
<<link [[Kick|Science Kick]]>><<stress -12>><<trauma -6>><<detention 3>><</link>><<gdelinquency>><<ltrauma>><<lstress>>
<br>
<<link [[Ignore|Science Lesson]]>><<stress 6>><<trauma 6>><<endevent>><</link>><<gtrauma>><<gstress>>
<br>
<</addinlineevent>>
<</if>>
<<addinlineevent "scienceChemicals" 1>>
The class conducts an experiment with chemicals.
<br><br>
A <<generates1>><<person1>><<person>> splashes your clothes with acid!
"Sorry, I slipped," <<he>> says, <<print either("smirking","smirking","smirking","gasping","panicking")>>.
<br><br>
<<set $worn.upper.integrity -= 20>>
<<set $worn.lower.integrity -= 20>>
<<set $worn.under_lower.integrity -= 20>>
<<integritycheck no_text>>
<<exposure>>
<<if !$worn.upper.type.includes("naked") and !$worn.lower.type.includes("naked")>>
It's not a very potent acid, but it does leave your clothing worse for wear.
<<else>>
The acid eats through your clothes, and you soon find yourself exposed in front of the entire class! You do your best to conceal your <<lewdness>> as Sirris rushes over with some towels.
<<if $exhibitionismaction is "excited">>
You let the class have a good look at your <<nudity>>.
<<else>>
You cover up and try to hide your exposed parts, but not before the rest of the class get a good look.
<</if>>
<<if $worn.lower.type.includes("naked") and $worn.under_lower.type.includes("naked")>>
<<schoolrep_naked>>
<</if>>
<<towelup>>
<</if>>
<br><br>
<<link [[Next|Science Lesson]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "scienceFront" 2>>
<<npc Sirris>><<person1>>Sirris asks you to come to the front of the class.
<br><br>
<<link [[Next|Science Event3]]>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "scienceTerrarium" 2>>
The class arrange themselves around the terrariums lining the edge of the room. You observe the plants contained within and try to identify the species.
<br><br>
<<link [[Next|Science Terrarium]]>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "scienceDelinquents" 2>>
A group of delinquents decide to pick on you.
<br><br>
<<link [[Ask the teacher for help|Science Pick]]>><<status -10>><</link>><<lcool>>
<br>
<<link [[Endure it|Science Pick]]>><<set $phase to 1>><<stress 2>><<trauma 2>><</link>><<gtrauma>><<gstress>>
<br>
<</addinlineevent>>
<<addinlineevent "scienceGroup" 2>>
Sirris asks everyone to group up into pairs.
<br><br>
<<rng>>
<<if $cool gte 80>>
You find a partner and together dissect <<print either("a sheep's eye","an insect","a worm","a frog")>>.
<br><br>
<<link [[Just focus on the dissection|Science Dissection]]>><<scienceskill>><</link>><<gscience>>
<br>
<<link [[Joke around with your partner|Science Dissection]]>><<trauma -1>><<stress -2>><<status 1>><<set $phase to 1>><</link>><<ltrauma>><<lstress>><<gcool>>
<br>
<<else>>
<<wearProp "box" 0 "closed">>
The other students avoid you, and you find yourself unable to find a partner. Sirris carries in a plastic box, but stops to speak to you when <<nnpc_he "Sirris">> sees that you're alone.
<br><br>
"I have a special job for you. There's another box like this one in the shed just next to the school entrance. Could you bring it here?"
<br><br>
You walk to the shed, which is unlocked, and find the box just inside. It's really heavy! You can barely lift it, but manage to carry it back into the school.
<<physique>>
<br><br>
<<if $rng gte 21>>
You arrive back at the classroom, where the rest of the class is busy dissecting frogs. Lacking a partner, you get one all to yourself.
<<gscience>><<scienceskill>>
<br><br>
<<link [[Next|Science Lesson]]>><<endevent>><</link>>
<br>
<<else>>
<<generatey1>><<generatey2>><<generatey3>>
You walk past three delinquents smoking in a corridor. You didn't see them coming due to the box blocking your view. They start hounding you down the hall.
<<person1>>The <<person>> grabs the hem of your $worn.lower.name and tries to tug them down!
<<if $worn.under_lower.type.includes("naked")>>
<span class="lewd">You shiver as you realise you aren't wearing any underwear!</span>
<</if>>
<br><br>
"Let's see what <<pshes>> got on under this," the <<person2>><<person>> and <<person3>><<person>> move closer, intending to join in.
<br><br>
You're unable to protect yourself while your arms are occupied by the box. You'll have to bend over to put the box down without breaking anything inside, but you feel that doing so would make you even more vulnerable.
<br><br>
<<link [[Drop the box and protect yourself|Science Dissection]]>><<handheldon>><<set $phase to 2>><<detention 2>><</link>><<gdelinquency>>
<br>
<<link [[Just endure it|Science Dissection]]>><<set $phase to 3>><<stress 2>><<trauma 2>><</link>><<gtrauma>><<gstress>>
<br>
<<link [[Bend over and put the box down gently|Science Dissection]]>><<handheldon>><<set $phase to 4>><</link>>
<</if>>
<</if>>
<</addinlineevent>>
<<runeventpool>>
<</widget>>
<<widget "eventssciencesafe">>
<<if $condomLvl isnot 0 and !$scienceCondomIntro>>
<<scienceCondomIntro>>
<<exit>>
<</if>>
<<if $scienceproject is "none" and Time.days gte 2 and $mathsprojectdays isnot (21 + (7 - Time.weekDay))>>
<<scienceProject>>
<<exit>>
<</if>>
<<cleareventpool>>
<<set $_linkSkip to false>>
<<addinlineevent "scienceBook" 2>>
<<npc Sirris>><<person1>>
Sirris asks the class to turn to page $rng of their textbook.
<<if $worn.handheld.name isnot "naked" and !$worn.handheld.type.includes("bookbag")>>
You realise too late that you forgot your bookbag.
<<if C.npc.Sirris.love gte 10>>
Sirris gently chides you, but passes you a spare copy of the textbook. "I'll excuse it this time, but please be more prepared in the future."
<<else>>
Sirris shakes <<his>> head. "I'm sorry, but I need you to be more prepared next time," <<he>> admonishes as <<he>> hands you a spare copy of the textbook. <<detention 1>><<gdelinquency>>
<</if>>
<<else>>
The classroom has a laid-back atmosphere; most of the students spend more time chatting than reading.
<</if>>
<</addinlineevent>>
<<addinlineevent "scienceVideo" 1>>
Sirris puts on a short video about <<print either("nature","space","magnetic fields","electrons","chemical bonds","Einstein","the pioneers of the scientific method","Isaac Newton","nuclear fusion","the role of enzymes","DNA")>>. The classroom has a laid-back atmosphere. Most students watch, but many carry on chatting.
<</addinlineevent>>
<<addinlineevent "scienceExperiment" 1>>
<<generates1>><<person1>>
<<switch random(1,4)>>
<<case 1 2>>
<<wearProp "science flask">>
The class conducts an experiment with chemicals. You're careful not to spill any.
<<case 3>>
<<wearProp "science flask">>
The class conducts an experiment with chemicals. A <<person>> accidentally spills chemicals down <<his>> clothes. The panicking <<personsimple>> flees from the class as <<his>> clothes start to dissolve.
<<case 4>>
A <<person>> <<print (random(1,5) is 1 ? "accidentally" : "'accidentally'")>> spills chemicals all over a <<generates2>><<person2>><<persons>> clothes. The panicking <<personsimple>> flees from the class as <<his>> clothes start to dissolve.
<</switch>>
<</addinlineevent>>
<<addinlineevent "scienceDelinquents" 1>>
Some delinquents pick on one of the nerdy students. Sirris has the offenders move to the other side of the classroom.
<</addinlineevent>>
<<addinlineevent "scienceSexTape" 1>>
Sirris puts on a video about human reproduction.
<<if Time.days gte 25 and $rng % 3 is 0>>/*1 in 3 chance, and won't happen too early*/
<br><br>
It doesn't seem like an educational film at all - it's graphic. Very graphic. Primarily just a 14 minute home-sex-tape. The only 'educational' input comes from Sirris periodically freezing the video to quiz students on which body parts are being licked, stroked, sucked, bitten or penetrated.
While the video never shows faces, you start to suspect that one of the participants is Sirris.
<br>
The entire class watches with rapt attention right up to the couple's panting orgasm.
<<garousal>><<arousal 200>>
<br><br>
"I know that was quite explicit," Sirris says. "But good scientists aren't squeamish. Humans are animals. And this is simply observing animal behaviour. And as well as knowing the facts and terminology, it's important that you understand what real sex is and what it looks like."
<<awarenessup 200 1>>
<<else>>
It has a strong educational focus, talking extensively about sexual health, STIs, <<if $pregnancyspeechdisable is "f">>pregnancy, <</if>>contraception and consent.
It goes into the basic mechanics of sex with some simple diagrams labelling the body parts and cell types involved.
<<awarenessup 100 1>>
<br><br>
The classroom has a laid-back atmosphere. Some students watch, but few with any real interest and many carry on chatting throughout.
<<if playerBellyVisible() and $pregnancyspeechdisable is "f">>You're constantly reminded of the situation you're currently in, and the precious life inside of you.<<lstress>><<stress -10>><</if>>
<</if>>
<</addinlineevent>>
<<addinlineevent "scienceQuestion" 1>>
<<npc Sirris>><<person1>>
Sirris asks the class a question. You think you know the answer.
<<set $_linkSkip to true>>
<br><br>
<<link [[Put your hand up|Science Event1]]>><<set $phase to 1>><<stress 1>><<scienceskill 1>><</link>><<gstress>><<gscience>>
<br>
<<link [[Keep your head down|Science Event1]]>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "scienceAnatomy" 1>>
<<if $player.gender_appearance is "m">><<generatesf1>><<else>><<generatesm1>><</if>>
Sirris looks around the room, glancing at you for a moment before asking a <<person1>><<personsimple>> to come to the front of the class.
<br><br>
Sirris smiles at the <<person>>.
<<rng>>
<<if $scienceprogression gte 2>>
<<He>> looks nervous. "This part of the lesson is on human anatomy. I need you to remove your clothing, all of it. Don't be embarrassed, this is important for the lesson."
<br><br>
<<if $rng lte 35>>
<<set $_studentLeaves to true>>
<<else>>
The <<personsimple>> <<print either("excitedly agrees", "cheerfully agrees", "casually agrees", "reluctantly agrees", "looks like <<he>> wants to cry, but nods meekly", "tearfully agrees")>>.
<<He>> strips, which immediately gets the entire class's full attention. The <<person>> stands naked at the front as the teacher points out numerous parts of <<his>> anatomy.
<<if $scienceprogression gte 3>>
Sirris then instructs <<him>> to climb on the desk and spread <<his>> legs. Sirris <<if $NPCList[0].penis isnot "none">>holds up the <<personsimple>>'s penis<<else>>uses a speculum<</if>> to give the excited class a clearer view.
<<if $scienceprogression gte 4>>
Things finally get a little out of control. The <<person>> squeals as some students get a bit 'handsy.' Finally regaining control,
<</if>>
<</if>>
Sirris brings the show to an end, inviting the <<person>> to dress and sit back down.
<br><br>
While you feel bad for the <<person>>, it definitely made the session more interesting and you think you learned something.
<<gscience>><<scienceskill>>
<</if>>
<<elseif $scienceprogression gte 1>>
"I need you to undress for this part. Don't worry, you can keep your underwear on."
<br><br>
<<if $rng lte 25>>
<<set $_studentLeaves to true>>
<<elseif $rng lte 35>>
<<set $_studentNotWearingUnderwear to true>>
<<else>>
The <<personsimple>> <<print either("excitedly agrees", "cheerfully agrees", "casually agrees", "reluctantly agrees", "looks like <<he>> wants to cry, but nods meekly", "tearfully agrees")>>.
<<He>> strips to <<his>> underwear, which immediately grabs the class's attention.
Sirris continues with the lesson, pointing to parts of the <<persons>> body and explaining various functions.
Sirris soon finishes the demonstration, inviting the <<person>> to dress, sit down and rejoin the class.
<br><br>
While you feel a little bad for the <<person>>, it definitely made the session more interesting and you think you learned something.
<<gscience>><<scienceskill>>
<</if>>
<<else>>
"Don't worry, we're not going to do anything invasive."
<br><br>
Over the next few minutes, Sirris talks about various bones and organs, pointing to parts of the <<persons>> body to demonstrate location. It's interesting.
<<gscience>><<scienceskill>>
<</if>>
<<if $_studentNotWearingUnderwear>>
The <<personsimple>> whispers something to Sirris.
<br><br>
Sirris turns bright red and quickly asks the <<person>> to sit back down. "On second thought, class, ah... We'll use the anatomy charts," Sirris says. "They're... clearer."
<<elseif $_studentLeaves>>
<<print either(
"The <<personsimple>> runs straight out of the room and does not return.",
"The <<personsimple>> adopts a neutral expression and wordlessly leaves the room.",
"The <<personsimple>> adopts a worried expression and asks to use the bathroom, then collects <<his>> things from <<his>> desk and leaves. <<He>> doesn't return."
)>>
<br><br>
"I suppose we'll have to make do with the old anatomy charts then," Sirris says. "Sorry class."
<</if>>
<</addinlineevent>>
<<addinlineevent "scienceHelp" 1>>
<<set $_linkSkip to true>>
<<if $dissociation gte 1>>
<<npc Sirris>><<person1>>Sirris approaches you. "Is everything okay?" <<he>> asks. "You don't look... well."
<br><br>
<<link [[I'm fine|Science Event2]]>><</link>>
<br>
<<link [[Break down|Science Event2]]>><<set $phase to 1>><</link>>
<br>
<<else>>
Sirris approaches you. "Is there anything I can help clarify for you?"
<br><br>
<<link [[Yes|Science Event2]]>><<set $phase to 2>><<scienceskill 1>><</link>><<gscience>>
<br>
<<link [[No|Science Event2]]>><<set $phase to 3>><</link>>
<br>
<</if>>
<</addinlineevent>>
<<addinlineevent "scienceMetals" 1>>
The class conducts an experiment with metals.
<<if $science gte 600>>
You have an easy time with the procedure and manage your time well. <<stress -3>><<lstress>>
<<else>>
You struggle with the directions, but manage to finish on time.
<</if>>
<</addinlineevent>>
<<addinlineevent "sciencePlants" 1>>
The class conducts an experiment with different plant life.
<<if $backgroundTraits.includes("plantlover")>>
You find the experiment trivial and spend your time ogling the bigger plants' stems. <<stress -3>><<arousal 200>><<lstress>><<garousal>>
<<elseif $science gte 600 or $tending gte 600>>
You have an easy time with the procedure and spend time admiring the various flora. <<stress -2>><<trauma -2>><<lstress>><<ltrauma>>
<<else>>
You struggle with the directions, but manage to finish on time.
<</if>>
<</addinlineevent>>
<<addinlineevent "scienceBird" 1>>
<<npc Sirris>><<person1>>
Sirris begins a lesson about avian habits and reproduction.
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled"))>>
You manage to suppress a squawk when a picture of the moor is shown in the presentation.
<<elseif $syndromebird gte 1>>
You smile, being reminded of Great Hawk's peculiar mating tendencies. <<arousal 200>><<garousal>>
<<elseif hasSexStat("deviancy", 3)>>
You begin to see a certain appeal in this lecture. <<arousal 200>><<garousal>>
<<else>>
You grimace at <<his>> in-depth explanation of a cloaca. <<trauma 3>><<gtrauma>>
<</if>>
<</addinlineevent>>
<<addinlineevent "scienceWolf" 1>>
<<npc Sirris>><<person1>>
Sirris begins a lesson about canine habits and reproduction.
<<if ($wolfgirl gte 6 or ($transformationParts.wolf.tail isnot "hidden" and $transformationParts.wolf.tail isnot "disabled"))>>
You lick your lips hungrily when Sirris gets to the section about common prey.
<<elseif $syndromewolves gte 1>>
You start to think of your pack, imagining yourself running through the forest alongside them. <<stress -3>><<lstress>>
<<elseif hasSexStat("deviancy", 3)>>
You begin to see a certain appeal in this lecture. <<arousal 200>><<garousal>>
<<else>>
You listen to the best of your ability, but the topic seems uninteresting.
<</if>>
<</addinlineevent>>
<<addinlineevent "scienceCat" 1>>
<<npc Sirris>><<person1>>
Sirris begins a lesson about feline habits and reproduction.
<<if ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled"))>>
You feel your tail swish and eyes sharpen when a picture of a mouse appears in the presentation.
<<elseif hasSexStat("deviancy", 3)>>
You begin to see a certain appeal in this lecture. <<arousal 200>><<garousal>>
<<else>>
You listen to the best of your ability, but the topic seems uninteresting.
<</if>>
<</addinlineevent>>
<<addinlineevent "scienceCow" 1>>
<<npc Sirris>><<person1>>
Sirris begins a lesson about bovine habits and reproduction.
<<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>
You barely manage to suppress a 'moo' when a field of soft, green grass appears in the presentation.
<<elseif $lactating gte 1 and $breastfeedingdisable is "f" and $milk_volume gte 1000>>
You feel that you have more in common with the cows than your fellow students. <<stress 3>><<gstress>>
<<elseif $lactating gte 1 and $breastfeedingdisable is "f">>
You begin to think that you and the cows have something in common.
<<elseif hasSexStat("deviancy", 4)>>
You begin to see a certain appeal in this lecture. <<arousal 200>><<garousal>>
<<else>>
You listen to the best of your ability, but the topic seems uninteresting.
<</if>>
<</addinlineevent>>
<<addinlineevent "scienceFox" 1>>
<<npc Sirris>><<person1>>
Sirris begins a lesson about vulpine habits and reproduction.
<<if ($fox gte 6 or ($transformationParts.fox.tail isnot "hidden" and $transformationParts.fox.tail isnot "disabled"))>>
You do your best to pay attention to the lesson, but your eyes continuously flicker to your classmates' stationry, feeling an intense urge to take their belongings.
<<elseif hasSexStat("deviancy", 3)>>
You begin to see a certain appeal in this lecture. <<arousal 200>><<garousal>>
<<else>>
You listen to the best of your ability, but the topic seems uninteresting.
<</if>>
<</addinlineevent>>
<<runeventpool>>
<<if $_linkSkip is false>>
<br><br>
<<link [[Next|Science Lesson]]>><<endevent>><</link>>
<</if>>
<</widget>>
<<widget "eventssciencesleep">>
<<cleareventpool>>
<<set $_linkSkip to false>>
<<addinlineevent "scienceCaught">>
<<npc Sirris>><<person1>>
There is a sharp tapping at your desk. You bolt upright, startled by the sound. You meet Sirris' stern gaze. <<He>> lets out a sigh. "Detention." <<ltiredness>><<detention 2>><<gdelinquency>>
<</addinlineevent>>
<<addinlineevent "scienceNotCaught">>
<<npc Sirris>><<person1>>
Your eyes snap open. You must have fallen asleep. You casually lift your head and stifle a yawn, pretending nothing happened. Sirris is still talking, none the wiser. <<ltiredness>>
<</addinlineevent>>
<<if random(1, 400) gte $cool and $worn.upper.name isnot "naked">>
<<addinlineevent "scienceIce">>
Something frigid trickles down your back, jerking you awake. <<willpowerdifficulty 1 300 no_text>>
<<if $willpowerSuccess>>
<span class="green">You manage to stifle a scream and remain calm</span>. After fishing discreetly in your $worn.upper.name, you find an extra ice cube from today's experiment. A <<generates1>><<person1>><<person>> behind you watches with disappointment at your placid reaction. You place the melting cube on the desk, and the lesson continues without further interruptions.
<<ltiredness>><<stress 6>><<gstress>>
<<else>>
<span class="red">You jump up from your desk and let out a scream</span>. An extra ice cube from today's experiment falls out of your $worn.upper.name. <<gstress>><<stress 6>>
<br><br>
A <<generates1>><<person1>><<person>> bursts out laughing.
<<if $submissive gte 1150>>
You hastily sit back down, red with embarrassment as the class stares at you.
<<elseif $submissive lte 850>>
You glare at <<him>> before sitting back down. The rest of the class stares at you.
<<else>>
You sit back down and try to ignore the stares from the rest of the class.
<</if>>
<br><br>
Sirris rushes over, looking concerned. "What happened?"
<br><br>
You and the <<person>> point at each other in unison. <br>
"<<pShe>> was sleeping in class!" <br>
"<<He>> put an ice cube down my back!"
<br><br>
<<if $delinquency gte 400>>
Sirris addresses you. "Is this true?"
<br><br>
"Yes, but..."
<br><br>
"No 'buts'. There will be no sleeping in my class," Sirris says before giving you detention and walking back to the front of the class. <<detention 6>><<gdelinquency>>
<<elseif $delinquency gte 200>>
Sirris silences you both with a frown. "Enough. You'll both have time to think about it in detention." <<nnpc_He Sirris>> gives you both detention and returns to the front of the class.
<<detention 4>><<gdelinquency>>
<<else>>
Sirris addresses the <<person>>. "Is this true?"
<br><br>
"Yeah, but..."
<br><br>
"No 'buts.' I'll have none of your antics in this class. That is how accidents happen," Sirris says sternly. <<nnpc_He Sirris>> gives the <<personsimple>> detention and returns to the front of the class.
<</if>>
<</if>>
<</addinlineevent>>
<</if>>
<<if random(1, 400) gte $cool>>
<<addinlineevent "scienceTattletale">>
<<npc Sirris>><<person1>>
"<<Sir>>," says a <<generates2>><<person2>><<person>>. "<<pShes>> sleeping in class!"
<br><br>
The voice of the <<personsimple>> wakes you. You raise your head from the desk and see the teacher looking back at you. Sirris shakes <<person1>><<his>> head. "Detention."
<br><br>
<<person2>>
<<if $submissive gte 1150>>
You bow your head in embarrassment while the <<person>> smiles, all too happy to get you in trouble.
<<elseif $submissive lte 850>>
You glare at the <<person>>. <<His>> smile falters under your withering gaze, as <<he>> realises telling the teacher might not have been the smartest idea.
<<else>>
You frown at the <<person>>. <<He>> smiles back, all too happy to get you in trouble.
<</if>>
<<ltiredness>><<detention 2>><<gdelinquency>>
<</addinlineevent>>
<</if>>
<<if $watersportsdisable is "f">>
<<addinlineevent "sciencePiss">>
You feel a warmth spread from your crotch and down your leg. Your head bolts upright. The sudden movement and distinct dripping sound are more than enough to get the attention of the whole class.<<underlowerwet 200>><<lowerwet 200>>
<br><br>
A <<generates1>><<person1>><<person>> points at the puddle beneath your feet. "Oh my god, <<pshe>> wet <<pherself>>!" The class erupts in a roar of laughter at your incontinence.
<br><br>
You lift your hand from a glass of warm water, but the damage is done. A <<generates2>><<person2>><<person>> next to you elbows <<his>> friend. "Told you it would work."
<br><br>
Sirris rushes over with a towel to help hide your indecency and clean up the mess. <<nnpc_He Sirris>> attempts to quell the situation by issuing immediate detention to the <<person>>, but that does not stop the laughter, nor the gossip that's sure to follow. <<ltiredness>><<lcool>><<status -15>><<gtrauma>><<trauma 6>><<gstress>><<stress 6>>
<</addinlineevent>>
<</if>>
<<if $sydneyScience is 1>>
<<addinlineevent "scienceSydneyWake">>
<<npc Sydney>><<person1>>
<<run statusCheck("Sydney")>>
<<if _sydneyStatus.includes("corrupt")>>
You feel a gentle pressure on your skin. It feels like someone is writing on you. You open your eyes and yawn just as it stops. Sirris is still lecturing and has not noticed.
<br><br>
Sydney smiles and waves to you, a pen in <<his>> hand.
<<if $bodywritingLvl gte 2>>
<<sydneyBodywritingLocation>>
<<if _writingFail isnot 1>>
"Good to see you're awake."
<br><br>
You glance down to find that your <<bodypart _bodypart>> now reads: <<sydneyBodywriting sleepyhead>>
<br><br>
<<else>>
"Good to see you're awake. Shame there wasn't enough room for me to write anything."
<</if>>
<<else>>
"Good to see you're awake. Too bad my pen ran out of ink.
<</if>>
<<else>>
Something probes your arm. You open your eyes to find Sydney casually poking you with a pen. <<He>> stops and gives you a smile when <<he>> sees you awake.
<br><br>
You casually lift your head and stifle a yawn, pretending nothing happened. You nod your gratitude to Sydney. Sirris is still talking, none the wiser.
<</if>>
<</addinlineevent>>
<</if>>
<<if $drunk gte 1>>
<<addinlineevent "scienceDrunk">>
<<npc Sirris>><<person1>>
There is a sharp tapping at your desk. You groan in protest as each tap sends sharp pangs through you. <<gpain>><<pain 6>>
<br><br>
You lift your head and gaze up at Sirris. <<He>> is not pleased with your inebriation.
<br><br>
"Have you learned nothing in class? If you are going to go out drinking, at least be responsible. Consider yourself fortunate I'm not removing you from class."
<br><br>
Sirris shakes <<his>> head in disappointment and returns to the front of the class.
<</addinlineevent>>
<</if>>
<<runeventpool>>
<<if $_linkSkip is false>>
<br><br>
<<link [[Next|Science Lesson]]>><<endevent>><</link>>
<</if>>
<</widget>>
<<widget "scienceCondomIntro">>
<<set $scienceCondomIntro to true>>
<<npc Sirris>><<person1>>
Sirris carries a large stack of small boxes to the front of the class. "I know for sure that some of your parents still haven't given you the talk. Or, some of you are like my <<if C.npc.Sydney.pronoun is "m">>son<<else>>daughter<</if>>, and think you'll be abstinent your whole life."
<<He>> starts passing the tiny boxes to the students in front, who begin passing them back in sequence. You hear a few students giggle as they inspect their boxes, while others show signs of intense embarrassment.
<br><br>
"These are condoms. You're in the primes of your lives and your hormones are raging, so you'll want to keep some of these around at all times. Not only will they make it less likely for you to have an unplanned kid on your hands, but they'll keep you clean." Sirris produces a large, conspicuously-shaped fruit from under <<his>> desk.
<br><br>
"They're very simple to put on. Tear the wrapper here, place against the tip, and roll down. Don't push this part down, though. That's called a reservoir tip, and it will prevent any fluid from leaking out." The motion of Sirris putting the condom on the fruit seems to have left some of the students flushed. <<arousal 200>><<garousal>>
<br><br>
"I don't expect any of you to stay abstinent, but I do expect you to stay safe. Please be sure to use these when the time comes. I paid for them out-of-pocket, so I better not see any of them in the trash unopened. If you run out, <span class="gold">you can buy more from the vending machines in the school toilets. The hospital's pharmacy on Nightingale Street also stocks condoms and other contraceptives</span>." You look down at the box of condoms. <<awarenessup 200 5>><<gcondoms 3>>
<br><br>
<i>Condoms will stop lewd fluids, preventing unintended insemination and keeping you clean, both inside and out. This will also help mitigate loss of purity, and lower arousal gains. However, they have a small chance to break, especially during intense sex. Combine with birth control for best results.</i>
<br><br>
<<link [[Next|Science Lesson]]>><<endevent>><</link>>
<</widget>>
<<widget "scienceProject">>
<<set $scienceproject to "ongoing">><<set $scienceprojectdays to (21 + (7 - Time.weekDay))>>
<<scienceprojectstart>>
"The science fair will be held in a few weeks," Sirris announces. "Taking part is optional, but it's a good opportunity to learn in a more practical way. The theme is local wildlife. I have a project idea for each of you, but you can come up with your own if you like."
<br><br>
Sirris asks the class to turn to page $rng of their textbook, then walks around the room handing out small cards. Yours reads: "Lichen grows in many places around town. What impact does the local environment have on the species that thrive?" It continues on to some variables you could test, and ends with: "Remember to ask permission before entering private property!"
<<set $sciencelichenknown to 1>>
<br><br>
Sirris arrives back at the front. "The fair will be held on a Saturday, at the town hall. I hope you'll be there even if you don't bring a project."
<br><br>
<span class="gold">Science project added to journal.</span>
<<if $sciencephallusknown isnot 1 and hasSexStat("promiscuity", 3)>>
<br><br>
<<set $sciencephallusknown to 1>>
A lewd thought comes to you as the other students discuss ideas. <span class="gold">You've conceived the "local phalli" science project.</span>
<</if>>
<br><br>
<<link [[Next|Science Lesson]]>><<endevent>><</link>>
<</widget>><<widget "eventsmaths">>
<<cleareventpool>>
<<if (($wolfgirl gte 4 and $transformationParts.wolf.ears isnot "hidden") or ($cat gte 4 and $transformationParts.cat.ears isnot "hidden") or ($fox gte 4 and $transformationParts.fox.ears isnot "hidden"))>>
<<addinlineevent "mathsTFears">>
<<npc River>><<person1>>River marches up and down the class. <<He>> stops beside you.
<<if $riverbite isnot 1>>
<<set $riverbite to 1>>
"That headband is against school regulations," <<he>> says, grabbing one of your <<if $wolfgirl gte 4>>wolf<<elseif $fox gte 4>>fox<<else>>cat<</if>> ears.
<<else>>
"You're still wearing that silly headband?" <<he>> says. "I thought I made myself clear." <<He>> grabs one of your <<if $wolfgirl gte 4>>wolf<<elseif $fox gte 4>>fox<<else>>cat<</if>> ears.
<</if>>
<<He>> tugs painfully.<<gpain>><<gstress>><<pain 2>><<stress 1>>
<br><br>
<<if !$worn.face.type.includes("gag")>>
<<link [[Bite|Maths Event Bite]]>><<npcincr River dom -1>><<npcincr River love -1>><<detention 6>><<stress -12>><<trauma -6>><<def 3>><</link>><<ggdelinquency>><<ltrauma>><<lstress>>
<br>
<</if>>
<<link [[Endure|Maths Event Endure]]>><<npcincr River dom 1>><<stress 6>><<trauma 6>><<pain 5>><<sub 2>><</link>><<gpain>><<gtrauma>><<gstress>>
<br>
<</addinlineevent>>
<</if>>
<<if $fame.exhibitionism gte 500 and $delinquency gte 500 and $mathrulerin is 0 and $worn.genitals.name isnot "chastity belt">>
<<addinlineevent "mathsTheRulerScene" 0>>
<!-- Note: This event is effectively in quarantine and cannot be reached in-game. Don't make it reachable and don't edit the event or its associated passages. -->
<<npc River>><<person1>>
You hear River's phone buzzing and without even checking it <<he>> suddenly says <<he>> needs to leave the classroom and will be back in a few minutes.
<br>
<<He>> gives the class some equations to solve while <<he>> is away.
<br><br>
After you don't hear <<his>> footsteps anymore a girl stands up and picks up a ruler from her desk.
<br>
"Hey you." She looks at you.
<br>
"I've heard you like to show yourself. How about a little something now?" she says. "In front of the whole class of course."
<br>
"I bet you to insert this ruler in your <<if $player.gender_appearance is "m">>asshole<<else>>pussy<</if>>.I'll give you £40 if you do."
<br><br>
<<link [[Accept the bet|Maths Ruler]]>><<set $phase to 1>><<status 10>><<if $player.gender_appearance is "m">><<arousal 1500 "anus">><<else>><<arousal 1500 "pussy">><</if>><<set $mathrulerin to 1>><</link>><<exhibitionist5>><<fameexhibitionism 3>><<garousal>>
<br>
<<link [[Refuse|Maths Ruler]]>><<stress 2>><<set $phase to 2>><<status -10>><<set $mathrulerin to 1>><</link>><<gstress>>
<br>
<</addinlineevent>>
<</if>>
<<if $whitneymaths is "active" or $whitneymaths is "seat">>
<<addinlineevent "mathsWhitneyShirt">>
<<npc Whitney>><<person1>>
"It's too hot," Whitney insists, pulling <<his>> shirt over <<his>> head,
<<if $pronoun is "f">>
leaving <<him>> with just a white bra covering <<his>> $NPCList[0].breastsdesc.
<<else>>
leaving <<him>> bare chested.
<</if>>
"Much better." Someone giggles.
<br><br>
<<if !$worn.upper.type.includes("naked") and $whitneymaths is "seat">>
<<He>> turns to face you, and grasps the hem of your $worn.upper.name. "Let me help you," <<he>> says, trying to pull it up.
<br><br>
<<if $player.gender isnot "m" or $player.gender_appearance isnot "m">>
You blush. <<if $worn.under_upper.type.includes("naked")>>You're not wearing anything underneath!<</if>>
<br><br>
<<if !$worn.under_upper.type.includes("naked") or hasSexStat("exhibitionism", 2)>>
<<link [[Allow|Maths Whitney Shirt Allow]]>><<npcincr Whitney love 1>><<npcincr Whitney dom 1>><<npcincr Whitney lust 1>><<detention 4>><</link>><<exhibitionist `($worn.under_upper.type.includes("naked") ? 3 : 1)`>><<gdelinquency>><<glove>><<gdom>><<glust>>
<br>
<</if>>
<<else>>
<<link [[Allow|Maths Whitney Shirt Allow]]>><<npcincr Whitney love 1>><<npcincr Whitney dom 1>><<npcincr Whitney lust 1>><<detention 4>><</link>><<gdelinquency>><<glove>><<gdom>><<glust>>
<br>
<</if>>
<<link [[Resist|Maths Whitney Shirt Resist]]>><<stress 6>><</link>><<gstress>>
<br>
<<if hasSexStat("promiscuity", 2)>>
<<set $skulduggerydifficulty to 300>>
<<link [[Expose <<him>> further|Maths Whitney Shirt Expose]]>><<def 1>><<npcincr Whitney lust 5>><<npcincr Whitney dom -1>><</link>><<skulduggerydifficulty>><<promiscuous2>><<ldom>><<glust>>
<br>
<</if>>
<<else>>
<<npc River 2>><<person2>>
River turns to investigate the source of the giggles. <<He>> almost swoons when <<he>> sees Whitney without a school shirt, and steadies <<himself>> against <<his>> desk. "O-out," <<he>> manages. "And put your shirt on."
<br><br>
Whitney rolls <<person1>><<his>> eyes, but rises to <<his>> feet. <<He>> doesn't wear the shirt, instead slinging it over <<his>> shoulder as <<he>> swaggers from the room.
<br><br>
<<set $whitneymaths to "sent">>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<br>
<</if>>
<</addinlineevent>>
<</if>>
<<if $whitneymaths is "active">>
<<addinlineevent "mathsWhitneyPen">>
<<npc Whitney>><<person1>><<generateyv2>>
A pen bounces off your head. It's Whitney. <<He>> reclines in <<his>> seat, rummaging through a neighbouring <<person2>><<persons>> pencil case for more stationery to chuck at you. The <<person>> is too cowed to stop <<person1>><<him>>.
<br><br>
<<link [[Tolerate it|Maths Whitney Tolerate]]>><<stress 6>><</link>><<gstress>>
<br>
<<link [[Notify River|Maths Whitney River]]>><<npcincr Whitney love -1>><<status -10>><</link>><<lcool>><<llove "Whitney">>
<br>
<<link [[Retaliate|Maths Whitney Retaliate]]>><<def 1>><<detention 1>><<trauma -6>><</link>><<gdelinquency>><<ltrauma>>
<br>
<</addinlineevent>>
<<addinlineevent "mathsWhitneyProtractor">>
River is demonstrating equations on the whiteboard. Whitney uses the opportunity to force a <<generatey1>><<person1>><<person>> behind you to relocate, before taking <<his>> seat.
<br><br>
<<endevent>><<npc Whitney>><<person1>>
Something jabs your waist. Whitney sits with an innocent smile and a protractor compass in <<his>> hand. You turn back to the front, and <<he>> jabs you again.<<gpain>><<pain 6>>
<br><br>
<<link [[Endure|Maths Whitney Protractor Endure]]>><<stress 6>><<pain 6>><</link>><<gstress>><<gpain>>
<br>
<<link [[Tell River|Maths Whitney Protractor Tell]]>><<status -10>><<mathsskill 6>><<npcincr Whitney love -1>><</link>><<llove>><<lcool>><<gmaths>>
<br>
<<link [[Retaliate|Maths Whitney Protractor Retaliate]]>><<detention 4>><<status 1>><<npcincr Whitney dom -1>><</link>><<gdelinquency>><<ldom>><<gcool>>
<br>
<</addinlineevent>>
<<addinlineevent "mathsWhitneyPaperBall">>
River gives the class some equations to solve while <<nnpc_he "River">> manages paperwork.
<br><br>
<<npc Whitney>><<person1>>
A crumpled ball of paper bounces off your head. You turn and see Whitney grinning at you along with a couple of other delinquents.
<br><br>
<<link [[Read it|Maths Whitney Read]]>><</link>>
<br>
<<link [[Throw it back|Maths Whitney Throw]]>><<def 1>><</link>>
<br>
<<link [[Throw it in the bin|Maths Whitney Bin]]>><</link>>
<br>
<</addinlineevent>>
<<elseif $whitneymaths is "seat">>
<<addinlineevent "mathsWhitneyOral">>
<<npc Whitney>><<person1>>
Whitney leans close, <<his>> breath tickling your ear as <<he>> speaks.
"My <<print C.npc.Whitney.penis isnot "none" ? "cock" : npcHasStrapon(0) ? "strap" : "pussy">> needs your mouth," <<he>> whispers. "Be a good <<girlfriend>> and get under the desk."
<br><br>
<<link [[Comply grudgingly|Maths Whitney Oral]]>><<set $phase to 0>><<trauma 6>><<stress 6>><<npcincr Whitney dom 1>><<sub 1>><<set $molestationstart to 1>><</link>><<gtrauma>><<gstress>><<gdom>>
<br>
<<if hasSexStat("promiscuity", 4)>>
<<link [[Comply enthusiastically|Maths Whitney Oral]]>><<set $phase to 1>><<npcincr Whitney dom 1>><<sub 1>><<set $sexstart to 1>><</link>><<promiscuous4>><<gdom>>
<br>
<</if>>
<<if $whitneyromance is 1>>
<<link [[Comply lovingly|Maths Whitney Oral]]>><<set $phase to 2>><<trauma 6>><<npcincr Whitney dom 1>><<npcincr Whitney love 1>><<sub 1>><<set $sexstart to 1>><</link>><<promiscuous1>><<gtrauma>><<glove>><<gdom>>
<br>
<</if>>
<<link [[Refuse|Maths Whitney Oral Refuse]]>><<stress 6>><<npcincr Whitney dom -1>><</link>><<gstress>><<ldom>>
<</addinlineevent>>
<<addinlineevent "mathsWhitneyJealous">>
You hear shouting outside the class. River leaves to investigate.
<br><br>
<<npc Whitney>><<generatey2>>
"You looking at my <<girlfriend>>?" Whitney says to your side. <<person1>><<Hes>> glaring at a <<person2>><<person>> behind you.
<br><br>
"N-no," the <<person>> replies. Whitney isn't impressed. <<person1>><<He>> jumps to <<his>> feet and lunges over the <<person2>><<persons>> desk, grasping <<him>> by the collar.
<br><br>
"<<pShes>> mine, <<person2>><<print $pronoun is "m" ? "pervert" : "slut">>," <<person1>><<he>> hisses. "Now I'm gonna make sure you remember it."
<br><br>
The <<person2>><<person>> looks <<print either("terrified","defiant","angry","scared","confused")>>.
<br><br>
<<link [[Watch|Maths Whitney Watch]]>><<npcincr Whitney dom 1>><</link>><<gdom>>
<br>
<<link [[Intervene|Maths Whitney Intervene]]>><<famegood 10>><<npcincr Whitney dom -1>><<trauma -6>><</link>><<ldom>><<ltrauma>>
<br>
<<link [[Encourage|Maths Whitney Encourage]]>><<npcincr Whitney love 1>><<detention 3>><</link>><<glove>><<gdelinquency>>
<br>
<</addinlineevent>>
<<addinlineevent "mathsWhitneyMakeout">>
River gives the class some equations to solve while <<nnpc_he "River">> manages paperwork.
<br><br>
<<npc Whitney>><<person1>>
Whitney leans back in <<his>> seat, looking bored. <<He>> reaches up to your head and twirls your hair between <<his>> fingers.
<br><br>
<<link [[Make out|Maths Whitney Makeout]]>><<npcincr Whitney love 1>><</link>><<glove>>
<br>
<<link [[Keep working|Maths Whitney Work]]>><<mathsskill 1>><</link>><<gmaths>>
<br>
<</addinlineevent>>
<<if $arousal gte 8000 and $daily.whitney.mathsGrope isnot 1>>
<<addinlineevent "mathsWhitneyGrope" 5>>
<<set $daily.whitney.mathsGrope to 1>>
<<npc Whitney>><<npc River 2>>
River begins explaining several mathematical concepts, demonstrating equations on the whiteboard as <<person2>><<he>> does so.
<br><br>
Whitney leans in close to you while River's back is turned. "Hey, slut, you look a little pent up," <<person1>><<he>> whispers. <<He>> gropes you through your $worn.lower.name. "Bet I can make you moan in the middle of class." <<arousal 300 "genitals">><<garousal>>
<br><br>
<<link [[Let it happen|Maths Whitney Grope Allow]]>><</link>><<gggarousal>>
<br>
<<link [[Deny|Maths Whitney Grope Deny]]>><<stress 6>><<npcincr Whitney love -1>><</link>><<gstress>><<llove>>
<br>
<<if $speech_attitude is "bratty">>
<<link [[Retaliate|Maths Whitney Grope Retaliate]]>><<npcincr Whitney dom -1>><</link>><<ldom>><<skill_difficulty `currentSkillValue("handskill")` "Hand Skill" 1 600>>
<br>
<</if>>
<</addinlineevent>>
<</if>>
<<if $trauma gte ($traumamax / 5) * 1>>
<<addinlineevent "mathsWhitneyPenLick">>
<<npc Whitney>><<npc River 2>><<wearProp "pen">>
River busies <<person2>><<himself>> with explaining at length one of the hardest problems that will appear on the next exam.
<br><br>
<<if $control gte ($controlmax / 5) * 3>>
You start to tap your pen against your lips nervously,
<<else>>
You begin chewing on your pen anxiously,
<</if>>
trying to focus on what <<hes>> saying, but Whitney abruptly snatches the pen out of your <<if $control gte ($controlmax / 5) * 3>>clammy<<else>>sweaty<</if>> grip.
<br><br>
Whitney makes rigid eye contact with you as <<person1>><<he>> licks a broad stripe up the entirety of your pen. <<He>> beams proudly as <<he>> hands the spit-covered pen back to you.
<br><br>
<<link [[Endure|Maths Whitney Pen Lick]]>><<npcincr Whitney dom 1>><<set $phase to 0>><</link>><<gdom>><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Tease|Maths Whitney Pen Lick]]>><<npcincr Whitney dom -1>><<npcincr Whitney love 1>><<npcincr Whitney lust 1>><<set $phase to 1>><</link>><<ldom>><<glove>><<glust>><<promiscuous2>>
<</if>>
<</addinlineevent>>
<</if>>
<<else>>
<<addinlineevent "mathsEvent1">>
River gives the class some equations to solve while <<nnpc_he "River">> manages paperwork.
<br><br>
A few delinquents use the opportunity to harass you.
<br><br>
<<link [[Tell them to stop|Maths Event1]]>><<detention 2>><</link>><<gdelinquency>>
<br>
<<link [[Endure it|Maths Event1]]>><<stress 2>><<set $phase to 1>><</link>><<gstress>>
<br>
<</addinlineevent>>
<</if>>
<<addinlineevent "mathsLowerLiftTease">>
<<npc River>><<generates2>><<wearProp "marker">>
River has you come to the front of the class to solve an equation on the whiteboard.
<<set $_skirt to setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt>>
As you write on the board, a <<person2>><<person>> reaches over with a ruler and <<print $_skirt is 1 ? "lifts up your skirt" : "tugs down your $worn.lower.name">>!
<br><br>
<<if $worn.under_lower.type.includes("naked")>>
A cheer erupts from the class as they see you're not wearing underwear.
<<if $_skirt is 1 and $panicattacks gte 1 and random(1, 2) is 2 and $controlled is 0>>
You need to respond, to whack the ruler away, <span class="red">but your body freezes in mortified panic.</span>
Thoughts dart half-formed as you wonder what horrible things the class have in store for you.
<br><br>
You hear them chatter, but you can't comprehend the words, only the clicks of phone cameras pointed at your <<bottom>> and <<if $player.penisExist>>hardening<</if>> <<genitals>>.
<br><br>
River turns to the class, and opens <<person1>><<his>> mouth to chide but is interrupted. "But <<sir>>, <<pshes>> not wearing any underwear!"
<br><br>
The class erupt in laughter as River looks at you. <<He>> steadies <<himself>> against the desk.
"That's against school rules," <<he>> says. "Back to your seat. And cover yourself. Now!"
<br><br>
It's enough to break your paralysis. You straighten your $worn.lower.name, and return to your seat.
<<gtrauma>><<gstress>><<gdelinquency>><<gcool>><<trauma 6>><<stress 6>><<detention 4>><<status 1>>
<<else>>
You brush the ruler away and fix your $worn.lower.name as your face heats up. River turns to the class to see what's causing the commotion.
Seeing the <<person>> holding the ruler, <<person1>><<he>> opens <<his>> mouth to chide but is interrupted. "But <<sir>>, <<pshes>> not wearing any underwear!"
<br><br>
The class erupts into another cheer as River looks at you. "Is this true? That's against school rules. Sit down."
<<gtrauma>><<gstress>><<gdelinquency>><<gcool>><<trauma 2>><<stress `($_skirt is 1 ? 2 : 4)`>><<detention 2>><<status 1>>
<<if $whitneymaths is "active" or $whitneymaths is "seat">>
<br><br>
Whitney smirks.
<</if>>
<</if>>
<<else>>
You brush the ruler away and fix your $worn.lower.name, but not before the class gets a good look at your <<print ($worn.under_lower.anus_exposed is 1 ? "bare ass" : $worn.under_lower.name)>>.
<<gtrauma>><<gstress>><<trauma 1>><<stress `($_skirt is 1 ? 1 : 2)`>>
<<if $whitneymaths is "active" and ($whitneypantiescheck is 1 or ($whitneypantiescheck is 2 and $worn.under_lower.gender isnot "f"))>>
<br><br>
Whitney glares at you, but doesn't say anything. This won't be the end of it.
<<set $whitneypantiesmaths to "seen">>
<</if>>
<</if>>
<br><br>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<</addinlineevent>><<addinlineevent "mathsMessageDelivery">>
<<rng>>
<<npc River>><<person1>>
River stands beside your table. "I need you to deliver a message for me. To the head." <<He>> hands you a sealed envelope.
<br><br>
You leave the classroom.
<br><br>
<<endevent>>
<<link [[Open the envelope|Maths Note]]>><<detention 6>><<set $phase to 1>><</link>><<ggdelinquency>>
<br>
<<link [[Just deliver it|Maths Note]]>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "mathsPartnerStudy">>
<<rng>>
<<if currentSkillValue('maths') lte 499>>
<<generates1>><<person1>>
River has a studious <<person>> help you with the material.
<<if $cool gte (($coolmax / 5) * 2)>>
<<He>> is happy to help, and your understanding of the material improves.<<lstress>><<stress -4>><<gmaths>><<mathsskill>>
<<elseif $cool gte ($coolmax / 5)>>
<<He>> doesn't seem particularly happy with the arrangement, but you do learn something.<<gmaths>><<mathsskill>>
<<else>>
<<He>> is clearly embarrassed to be seen with you; <<he>> never looks at you, and rarely speaks. You don't learn anything.
<</if>>
<br><br>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<br>
<<else>>
<<generates1>>
As you are doing well in this class, River has you sit with a <<person1>><<person>> who isn't doing so well, and instructs you to help them.
<<if $rng gt 40>>
The <<person>> is not at all happy with the arrangement. After a few minutes of trying to explain the material to them, you feel a hand grope your butt.
<br><br>
<<if $eventsmaths4 is 1 and $rng gte 71>>
<<link [[Ignore it|Maths Event3]]>><<trauma 2>><<stress 2>><<arousal 200 "bottom">><<set $phase to 3>><</link>><<gtrauma>><<gstress>><<garousal>>
<<else>>
<<set $eventsmaths4 to 1>>
<<link [[Ignore it|Maths Event3]]>><<trauma 2>><<stress 2>><<arousal 200 "bottom">><<set $phase to 2>><</link>><<gtrauma>><<gstress>><<garousal>>
<</if>>
<br>
<<link [[Move away|Maths Event3]]>><<detention 2>><<set $phase to 1>><</link>><<gdelinquency>>
<br>
<<if $whitneymaths is "seat">>
<<link [[Tell Whitney|Maths Event3 Whitney]]>><<npcincr Whitney dom 1>><</link>><<gdom "Whitney">>
<br>
<</if>>
<<else>>
The <<person>> is not at all happy with the arrangement, but they listen to you without incident.
<br><br>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<br>
<</if>>
<</if>>
<</addinlineevent>>
<<addinlineevent "mathsPenThrow">>
<<npc River>><<person1>><<generates2>>
While River's back is turned, someone throws a pen at <<his>> back. <<He>> stops speaking, and slowly turns to face the class. <<person2>>The <<person>> sat behind you points at you. "<<pShe>> did it!"
<br><br>
<<if $delinquency gte 400>>
<<if $whitneymaths is "seat">>
River looks at you. "I should have known it would be you. Wait outside." You know arguing won't help, so you stand to leave.<<gstress>><<stress 2>>
<br><br>
Whitney stands beside you. "Sit down," River says. Whitney ignores <<person1>><<him>> and leaves the class behind you.
<<else>>
River looks at you. "I should have known it would be you. Wait outside." You know arguing won't help, so you stand and leave.<<gstress>><<stress 2>>
<</if>>
<br><br>
<<link [[Next|Maths Event4]]>><<endevent>><</link>>
<<else>>
River is not fooled by the <<person2>><<person>>, and sends <<him>> out.
<br><br>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<</if>>
<</addinlineevent>>
<<runeventpool>>
<</widget>>
<<widget "eventsmathssafe">>
<<if $mathsproject is "none" and Time.days gte 23 and $scienceprojectdays isnot (21 + (7 - Time.weekDay))>>
<<set $mathsproject to "ongoing">><<set $mathsprojectdays to (21 + (7 - Time.weekDay))>>
<<mathsprojectstart>>
<<npc River>><<person1>><<generatey2>>"Everyone listen," River announces. <<He>> knocks on <<his>> desk. "That includes you at the back. I have something special for you today. We hold an annual competition for students in your year." This grabs a <<person2>><<person>> at the front's attention. <<He>> sits upright.
<<if $whitneymaths is "active" or $whitneymaths is "seat">>
Whitney is less impressed, and reclines in <<nnpc_his "Whitney">> seat with an open textbook resting on <<nnpc_his "Whitney">> face.
<</if>>
<br><br>
"You have a few weeks to solve it," River continues as <<person1>><<he>> hands out booklets. "Whoever provides the most intelligent answer wins. We don't expect anyone to find the solution. That's not the point." <<He>> places a black and white booklet in front of you. You open it. It's incomprehensible.
<br><br>
The <<person2>><<persons>> arm shoots up. "Yes?" River asks.
<br><br>
"You haven't covered this," the <<person>> says. <<His>> voice quivers. You're relieved that you're not alone.
<br><br>
River smiles. "Well observed," <<person1>><<he>> says. "You're all on equal footing. Even if you haven't paid attention in the past. Participation is optional. There's a reward for the winner, but don't prioritise it over your school work."
<br><br>
<<He>> hands out the last of the booklets. "The problem was made for this competition, so don't think you can find the answer somewhere. And don't ask your parents for help," <<he>> adds. <<He>> avoids looking in your direction. "We can always tell. The competition will be held at the town hall, where you will be judged. Good luck."
<br><br>
<span class="gold">Maths competition added to journal.</span>
<br><br>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<<exit>>
<</if>>
<<cleareventpool>>
<<set $_linkSkip to false>>
<<addinlineevent "mathsSafe1">>
<<npc River>><<person1>>
River gives the class some equations to solve while <<he>> manages paperwork.
<<if $whitneymaths is "seat" or $whitneymaths is "active">>
Even Whitney keeps quiet, though <<nnpc_he "Whitney">> might just be asleep.
<<else>>
Even the delinquents keep quiet, careful to avoid River's attention.
<</if>>
<</addinlineevent>>
<<addinlineevent "mathsSafe2">>
<<generates1>><<generates2>><<person1>><<set _coinflip to random(0,1)>>
River assigns a high-performing student, a <<person>>, to support one of the struggling delinquents near you.
<br><br>
<<rng>>
<<if $rng % 3 is 0>>
It goes well. Both students get along and seem to benefit from the arrangement.
<<else>>
It is a disaster. The delinquent, a <<person2>><<person>>, resents the <<person1>><<persons>> help, and soon starts bullying <<him>>. Out of the corner of your eye you watch as things escalate out of control.
<<if _coinflip>>
River calls an end to the session before things go too far.
<<else>>
River investigates when the <<person1>><<person>> screams.
<<if $rng % 2>>
River sends out the perpetrator.
<<else>>
Somehow the <<person1>><<person>> ends up being blamed and is given detention.
<</if>>
<</if>>
<</if>>
<</addinlineevent>>
<<addinlineevent "mathsSafe3">>
River demonstrates equations on a whiteboard and occasionally asks questions, picking on students <<nnpc_he "River">> thinks aren't paying attention.
<</addinlineevent>>
<<addinlineevent "mathsSafe4">>
<<if $whitneymaths is "seat" or $whitneymaths is "active">>
Whitney goads a <<generatey1>><<person1>><<person>> into flinging a pen at River's back. The <<person>> is sent out of the room after some argument.
<<else>>
Someone across the class flings a pen at River's back. After some argument, the perpetrator is sent out of the room and class resumes.
<</if>>
<</addinlineevent>>
<<addinlineevent "mathsSafe5">>
<<npc River>><<person1>>
River demonstrates equations on a whiteboard and occasionally asks questions, picking on students <<he>> thinks aren't paying attention. This time, <<he>> picks you.
<br><br>
<<if currentSkillValue('maths') gte 500>>
You know the answer, but answering such a tough question correctly will make the other students think you're strange.
<br><br>
<<set $_linkSkip to true>>
<<link [[Answer|Maths Event2]]>><<status -10>><</link>><<lcool>>
<br>
<<link [[Pretend you don't know|Maths Event2]]>><<detention 2>><<stress 2>><<set $phase to 1>><</link>><<gstress>><<gdelinquency>>
<<else>>
The question is quite difficult and beyond you, so you tell <<him>> you don't know.
<br><br>
"Of course you don't." Fortunately <<he>> doesn't belabour the point, and continues lecturing.
<<stress 20>><<ggstress>>
<</if>>
<</addinlineevent>>
<<addinlineevent "mathsSafe6">>
You're called up to the front to answer a question. You walk up and write your answer on the board. River seems satisfied. You sit back down, but feel a sharp pain. Standing up and reaching back, you feel a tack stuck in your <<bottom>>.
<<pain 2>><<stress 6>><<gpain>><<gstress>>
<br><br>
You remove it and sit back down.
<<if $whitneymaths is "active">>
You hear Whitney laugh behind you.
<<elseif $whitneymaths is "seat">>
Whitney wears an innocent smile.
<<else>>
You hear a couple of delinquents laughing behind you.
<</if>>
<</addinlineevent>>
<<addinlineevent "mathsSafe7">>
The class studies trigonometry, filling worksheets while River paces the room.
<<if $whitneymaths is "seat">>
Whitney starts a covert war with another student. They stab each other with compass points.
<<elseif $whitneymaths is "active">>
Whitney and the other delinquents covertly stab each other with compass points.
<<else>>
Some students covertly stab each other with compass points.
<</if>>
<</addinlineevent>>
<<addinlineevent "mathsSafe8">>
The class studies geometry, filling worksheets while River paces around the room, looking over shoulders and pointing out every little mistake.
<</addinlineevent>>
<<addinlineevent "mathsSafe9">>
<<generates1>><<generates2>>
A <<person1>><<person>> is called to the front of the class to solve an equation on the board. As <<he>> is writing, a <<person2>><<person>> leans forward and uses a ruler to flash the unwitting <<person1>><<personsimple>>'s underwear to the class.
<<if ($rng % 4) is 0>>
However it turns out the <<person>> isn't wearing any, leading to lots of cheering, and a detention for both the humiliated <<personsimple>> and the <<person2>><<person>> with the ruler.
<<else>>
The <<personsimple>> slaps away the ruler, and River fixes the <<person2>><<person>> with a glare.
<br><br>
The class goes on.
<</if>>
<</addinlineevent>>
<<addinlineevent "mathsSafe10">>
River demonstrates equations on a whiteboard before handing out worksheets for the class to complete.
<</addinlineevent>>
<<runeventpool>>
<<if !$_linkSkip>>
<br><br>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<</if>>
<</widget>>
<<widget "eventsmathssleep">>
<<cleareventpool>>
<<addinlineevent "mathsCaught">>
<<npc River>><<person1>>
"Excuse me, young <<lady>>. What do you think you are doing?" You bolt upright to find River next to your desk, frowning in disapproval. You fumble for a response, but <<hes>> having none of it. "Sleeping in class? That's detention for you." <<ltiredness>><<detention 2>><<gdelinquency>>
<br><br>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<</addinlineevent>>
<<addinlineevent "mathsNotCaught">>
<<npc River>><<person1>>
Your eyes snap open. You must have fallen asleep. You casually lift your head and stifle a yawn, pretending nothing happened. River has just called on another student to solve the equation on the board. You're grateful <<he>> didn't call on you. <<ltiredness>>
<br><br>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<</addinlineevent>>
<<if random(1, 400) gte $cool>>
<<addinlineevent "mathsTattletale">>
<<npc River>><<person1>>
"<<Sir>>," says a <<generates2>><<person2>><<person>>. "<<pShes>> sleeping in class!"
<br><br>
The voice of the <<personsimple>> wakes you. You raise your head from the desk and see the teacher looking back at you. "Sleeping in class is an automatic detention," River says, staring long enough to make you uncomfortable.
<br><br>
<<if $submissive gte 1150>>
You bow your head in embarrassment while the <<person>> smiles, all too happy to get you in trouble.
<<elseif $submissive lte 850>>
You glare at the <<person>>. <<His>> smile falters under your withering gaze, as <<he>> realises telling the teacher might not have been the smartest idea.
<<else>>
You frown at the <<person>>. <<He>> smiles back, all too happy to get you in trouble.
<</if>>
<<ltiredness>><<detention 2>><<gdelinquency>>
<br><br>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<</addinlineevent>>
<</if>>
<<addinlineevent "mathsLearn">>
<<npc River>><<person1>>
You doze off to the sound of River's voice. <<His>> voice breaks through your slumber at odd intervals, narrating your dreams. Your eyes open minutes later. You lift your head and stifle a yawn. Despite the nap, the complex diagrams on the board make sense. You actually learned something while you slept. <<ltiredness>><<gmaths>><<mathsskill>>
<br><br>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<</addinlineevent>>
<<addinlineevent "mathsLewdPhoto">>
Your eyes snap open. You must have fallen asleep. You casually lift your head and stifle a yawn, pretending nothing happened.
<br><br>
You turn your head when you hear a <<generates1>><<person1>><<person>> snickering. <<He>> stops when you look at <<him>>. With a quick glance over at the teacher to make sure no one's watching, <<he>> gives you a wicked grin and shows you <<his>> phone.
<br><br>
It takes a moment for you to tell what you're looking at. <<Hes>> managed to take a <<print $NPCList[0].penis isnot "none" ? "dick" : "tit">> pic of <<himself>> with you in it while you slept.
<br><br>
"Already sent that to all my friends," <<he>> whispers. <<lcool>><<status -1>><<ltiredness>>
<br><br>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<</addinlineevent>>
<<if $worn.face.type.includes("glasses")>>
<<addinlineevent "mathsGlasses">>
Your eyes snap open, but the world looks more blurred than it should. It only takes you a moment to notice your glasses are gone. You look around to see if they fell off while you slept,
<<if random(1, 10) gte 3>>
and you find them under your chair. You pick them up and put them back on.
<<else>>
but they are nowhere to be found. Someone must have taken them, but no one around you looks suspicious. <<faceruined>>
<</if>>
River continues to lecture without noticing.
<<ltiredness>>
<br><br>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<</addinlineevent>>
<</if>>
<<if ["seat","active"].includes($whitneymaths)>>
<<addinlineevent "mathsWhitneyWake">>
<<npc Whitney>><<person1>>
<<set _cum to C.npc.Whitney.penis is "none" ? "juices" : "cum">>
<<if C.npc.Whitney.dom lte 15>>
You feel something hit the back of your head. A moment later, you feel it again. You open your eyes and lift your head. Running your fingers through your hair, you find a spitball. You notice Whitney looking at you with a smirk. <<ltiredness>><<gdom>><<npcincr Whitney dom 1>>
<br><br>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<<else>>
Your eyes snap open as you feel something hot and wet on your hand. Whitney suppresses a moan as <<he>> <<print C.npc.Whitney.penis is "none" ? "grinds <<his>> clit against the heel of your palm" : "curls your fingers around <<his>> cock and jerks <<himself>> off">>. <<He>> releases your hand and slumps back in <<his>> seat, panting as <<he>> comes down from <<his>> orgasm. Your hand is covered in <<his>> _cum. River continues to elaborate on complex formulas and has not noticed anything.
<br><br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Lick your fingers|Whitney Maths Wake]]>><<set $phase to 0>><</link>><<glust>><<promiscuous3>>
<br>
<</if>>
<<link [[Wipe your hand on your clothes|Whitney Maths Wake]]>><<set $phase to 1>><</link>>
<br>
/* <<if $submissive lte 500>> */
<<link [[Wipe your hand on Whitney's clothes|Whitney Maths Wake]]>><<set $phase to 2>><</link>><<ldom>>
/* <</if>> */
<</if>>
<</addinlineevent>>
<<addinlineevent "mathsWhitneyOral">>
<<npc Whitney>><<person1>>
Your eyes snap open. Whitney sits on your desk. <<His>> <<= $pronoun is "m" ? "fly is unzipped" : "skirt is flipped up">>, exposing <<his>> <<= npcHasStrapon(0) ? $NPCList[0].penisdesc : $NPCList[0].penis isnot "none" ? "stiff cock" : "slick pussy">>.
<br><br>
"River had to step out for a bit," <<he>> says with a grin. "Least you can do is keep me entertained in the meantime."
<br><br>
Before you get a chance to respond, <<he>> places <<his>> hands on the back of your head and forces it down.
<br><br>
<<link [[Lick grudgingly|Whitney Maths Oral]]>><<set $phase to 0>><<trauma 6>><<stress 6>><<npcincr Whitney dom 1>><<sub 1>><<set $molestationstart to 1>><</link>><<gtrauma>><<gstress>><<gdom>>
<br>
<<if hasSexStat("promiscuity", 4)>>
<<link [[Lick enthusiastically|Whitney Maths Oral]]>><<set $phase to 1>><<npcincr Whitney dom 1>><<sub 1>><<set $sexstart to 1>><</link>><<promiscuous4>><<gdom>>
<br>
<</if>>
<<if $whitneyromance is 1>>
<<link [[Lick lovingly|Whitney Maths Oral]]>><<set $phase to 2>><<trauma 6>><<npcincr Whitney dom 1>><<npcincr Whitney love 1>><<sub 1>><<set $sexstart to 1>><</link>><<promiscuous1>><<gtrauma>><<glove>><<gdom>>
<br>
<</if>>
<<link [[Refuse|Whitney Maths Oral]]>><<set $phase to 3>><<set $molestationstart to 1>><<def 1>><<stress 6>><<npcincr Whitney dom -1>><</link>><<gstress>><<ldom>>
<</addinlineevent>>
<</if>>
<<if $drunk gte 1>>
<<addinlineevent "mathsDrunk">>
<<npc River>><<person1>>
"Excuse me, young <<lady>>. What do you think you are doing?" You groan as you lift your head and look up at River, stood next to your desk.
<br><br>
"Are you... intoxi-" River cannot bring <<himself>> to say it. <<He>> shakes <<his>> head in deep disapproval, looking scandalised. "Detention." <<ltiredness>><<detention 6>><<ggdelinquency>>
<br><br>
<<link [[Next|Maths Lesson]]>><<endevent>><</link>>
<</addinlineevent>>
<</if>>
<<runeventpool>>
<</widget>>
<<widget "mathsWhitneyAttendChance">>
<<if !$whitneymaths or $whitneymaths is "absent">>
<<if C.npc.Whitney.state is "active" and Time.minute lte 40>>
<<set _wearingSkirt to (clothingData('lower', $worn.lower, "skirt") is 1)>>
<<set _maleClothes to Object.keys($worn).filter((slot) => {
return $worn[slot].gender is "m" and !["genitals", "under_upper", "under_lower"].includes(slot);
})>>
<<set _whitneyMadAtSkirt to $forcedcrossdressingdisable is "f" and $whitneyskirtcheck gte 1 and (!_wearingSkirt or $worn.lower.reveal lte 200)>>
<<set _whitneyMadAtClothes to $forcedcrossdressingdisable is "f" and $whitneyCrossdressSchool gte 1 and _maleClothes.length>>
<<if !$whitneymaths>>
<!-- Whitney attending Maths class for the first time during the game -->
<<npc Whitney 1>><<person1>>
Whitney swaggers in. "So you decided to show up," River says, pointing at an empty seat at the front. "Tuck your shirt in."
<br><br>
<<set $whitneyskirtmaths to _whitneyMadAtSkirt or _whitneyMadAtClothes>>
<<if $whitneyromance is 1>>
<<set $whitneymaths to "seat">>
Whitney rolls <<his>> eyes, and instead takes a seat beside you.
<<if _whitneyMadAtClothes>>
<<He>> glares at you as <<he>> spots your
<<print $worn[_maleClothes[0]].name>><<if _whitneyMadAtSkirt and _maleClothes[0] isnot "lower">> and lack of a skirt<</if>>.
<<elseif _whitneyMadAtSkirt>>
<<He>> glares at you as <<he>> spots your $worn.lower.name.
<</if>>
<<else>>
<<set $whitneymaths to "active">>
Whitney rolls <<his>> eyes,
<<if _whitneyMadAtClothes>>
before glaring at you as <<he>> spots your
<<print $worn[_maleClothes[0]].name>><<if _whitneyMadAtSkirt and _maleClothes[0] isnot "lower">> and lack of a skirt<</if>>.
<<He>> takes a seat at the back.
<<elseif _whitneyMadAtSkirt>>
before glaring at you as <<he>> spots your $worn.lower.name. <<He>> takes a seat at the back.
<<else>>
and instead takes a seat at the back.
<</if>>
<</if>>
<<He>> tucks just the front of <<his>> shirt into <<his>> <<npcClothesText $NPCList[0] "lower">> as <<he>> sits.
<<endevent>>
<br><br>
<<else>>
<<set $_whitney_maths_chance to ((C.npc.Whitney.love / 3) + (C.npc.Whitney.dom * 3) + (C.npc.Whitney.lust / 3))>>
<<set $_whitney_tardy_modifier to (Time.minute lte 20 ? Time.minute : -Time.minute + 40) - 10>>
<!-- whitney_tardy_modifier starts out negative, becomes positive at 10 minutes late, peaks at 20 minutes late, and hits negative again at 30 minutes late -->
<<set $_whitney_maths_chance += $_whitney_tardy_modifier>>
<<if random(1, 100) lte $_whitney_maths_chance>>
<<npc Whitney 1>><<person1>>
<<set $whitneyskirtmaths to _whitneyMadAtSkirt or _whitneyMadAtClothes>>
<<if $whitneyromance is 1>>
<<set $whitneymaths to "seat">>
Whitney enters the class. <<He>> shoves past a <<generatey2>><<person2>><<person>> and sits beside you.
<<if _whitneyMadAtClothes>>
<<He>> glares at you as <<he>> spots your
<<print $worn[_maleClothes[0]].name>><<if _whitneyMadAtSkirt and _maleClothes[0] isnot "lower">> and lack of a skirt<</if>>.
<<elseif _whitneyMadAtSkirt>>
<<He>> glares at you as <<he>> spots your $worn.lower.name.
<</if>>
<<else>>
<<set $whitneymaths to "active">>
Whitney enters the class. <<He>>
<<if _whitneyMadAtClothes>>
glares at you when <<he>> spots your <<print $worn[_maleClothes[0]].name>><<if _whitneyMadAtSkirt and _maleClothes[0] isnot "lower">> and lack of a skirt<</if>>. <<He>> takes a seat at the back.
<<elseif _whitneyMadAtSkirt>>
glares at you when <<he>> spots your $worn.lower.name. <<He>> takes a seat at the back.
<<else>>
takes a seat at the back.
<</if>>
<</if>>
<<endevent>>
<br><br>
<<elseif $whitneymaths isnot undefined>>
<!-- if whitney HAS attended class before, but is not present now -->
<<set $whitneymaths to "absent">>
<</if>>
<</if>>
<<elseif $whitneymaths isnot undefined>>
<!-- if whitney HAS attended class before, but is unable to attend -->
<<set $whitneymaths to "absent">>
<</if>>
<</if>>
<</widget>><<widget "eventsenglish">>
<<if $halloween is 1 and $kylarenglishstate is "active" and $halloween_kylar is undefined>>
<<npc Kylar>><<person1>>
<<if Time.monthDay is 31>>
Kylar leans closer. "There's something I want to show you tonight," <<he>> whispers. "Meet me in the park, after <span class="gold"><<ampm 21 00>>.</span>"
<<else>>
Kylar leans closer. "There's something I want to show you on Halloween," <<he>> whispers. "Meet me in the park, after <span class="gold"><<ampm 21 00>>.</span>"
<</if>>
<br><br>
<<He>> wears a small smile for the rest of the lesson.
<<set $halloween_kylar to 1>>
<br><br>
<<link [[Next|English Lesson]]>><<endevent>><</link>>
<br>
<<exit>>
<</if>>
<<cleareventpool>>
<<if $goocount + $semencount gte Math.max(10, $nectarcount)>>
<<addinlineevent "englishSemen" 1>>
<<npc Doren>><<person1>>
Doren stops beside your desk. "You smell... odd," <<he>> says. "Almost like..."
<br><br>
<<generates2>><<person2>>A <<person>> cuts <<person1>><<him>> off. "<<pShe>> smells like cum <<sir>>." Giggling erupts around the class.
<br><br>
<<person1>>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Own it|English Events Own]]>><</link>><<promiscuous3>>
<br>
<</if>>
<<link [[Stare down in shame|English Events Stare]]>><<trauma 6>><<stress 6>><<status -10>><<npcincr Doren love 1>><</link>><<gtrauma>><<gstress>><<lcool>>
<br>
<</addinlineevent>>
<<elseif $nectarcount gte 5>>
/* This event was previously inaccessable when the above event was */
<<addinlineevent "englishNectar" 1>>
<<npc Doren>><<person1>>
Doren stops beside your desk. "You smell... odd," <<he>> says. "Is that perfume? Cologne?"
<br><br>
<<generates2>><<person2>>A <<person>> cuts <<person1>><<him>> off. "<<pShe>> smells sweet, <<sir>>. Really sweet." Some of the students sniff the air and chatter to themselves.
<br><br>
<<person1>>Doren shakes <<his>> head. "The fads you lot get into..." <<He>> goes back to teaching <<his>> lessons. Some students inch their desks slightly closer to yours, either to smell the nectar on your body or simply to appease their curiosity.
<<if $kylarenglishstate is "active">>
Kylar looks annoyed at them, but <<nnpc_he "Kylar">> clearly enjoys your smell too.<<npcincr Kylar lust 1>><<npcincr Kylar rage 1>><<glust>><<gksuspicion>>
<</if>>
<<status 1>><<gcool>>
<br><br>
<<link [[Next|English Lesson]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<</if>>
<<addinlineevent "englishGlue" 1>>
<<set $_genitals_exposed to ($worn.under_lower.type.includes("naked") and !playerChastity("hidden"))>>
<<set $_seat_glued to ($cool lt 40)>>
As you stand to hand your work in,
<<if $_seat_glued>>
<<set $worn.lower.integrity -= 30>>
<<if $worn.lower.integrity lte 0>>
your $worn.lower.name <<print ($worn.lower.plural ? "tear" : "tears")>> clean off of your body!
You look down in horror and see the remains attached to the chair. Someone put glue on your seat!
<<else>>
your $worn.lower.name <<print ($worn.lower.plural ? "tear" : "tears")>>. Someone put glue on your seat!
Fortunately, your $worn.lower.name survived, though certainly worse for wear.
<</if>>
<<else>>
<<set $worn.lower.integrity -= 10>>
<<if $worn.lower.integrity lte 0>>
your $worn.lower.name <<print ($worn.lower.plural ? "catch" : "catches")>> on the corner of your desk and <<print ($worn.lower.plural ? "tear" : "tears")>> clean off of your body!
You look down in horror and see the remains hanging from the desk.
<<else>>
your $worn.lower.name <<print ($worn.lower.plural ? "catch" : "catches")>> on the corner of your desk and <<print ($worn.lower.plural ? "tear" : "tears")>>.
Fortunately, your $worn.lower.name survived, though a bit worse for wear.
<</if>>
<</if>>
<<if $worn.lower.integrity lte 0>>
You cover your exposed <<undies>> as soon as you can, but for a moment you were completely exposed.
Doren rushes over with a towel, while your face flushes with humiliation.
<<if $_genitals_exposed>>
<<stress 12>><<trauma 12>><<ggstress>><<ggtrauma>>
<<if $player.gender isnot $player.gender_appearance and $NudeGenderDC gt 0>>
<br><br>
<<if $schoolrep.crossdress gte 3 or $schoolrep.herm gte 3>>
The other students <<print ($_seat_glued ? "look almost satisfied by" : "giggle at")>> your plight.
You overhear a few whispers while Doren is busy helping you,
and can make out something about <<print ($player.penisExist and $player.vaginaExist ? "your genitals" : "you crossdressing")>>. They saw, and they know the rumours are true.
<<else>>
The other students gasp, and the classroom fills with hushed whispers while Doren is busy helping you.
You can make out something about <<print ($player.penisExist and $player.vaginaExist ? "your genitals" : "you crossdressing")>>. They saw.
<</if>>
<<schoolrep_naked>>
<</if>>
<<set $genderknown.pushUnique("Doren")>>
<<else>>
<!-- Nothing happens if the player's genitals aren't exposed -->
<<stress 6>><<trauma 6>><<gstress>><<gtrauma>>
<</if>>
<<if $kylarenglishstate is "active" or $kylarenglishstate is "watching">>
<br><br>
Kylar blushes and looks away, but <<nnpc_he "Kylar">> clearly saw.<<npcincr Kylar lust 1>><<glust>>
<<if $_genitals_exposed>>
<<set $genderknown.pushUnique("Kylar")>>
<</if>>
<</if>>
<</if>>
<br><br>
<<integritycheck>>
<<link [[Next|English Lesson]]>><<towelup>><<endevent>><</link>>
<br>
<</addinlineevent>>
<<if $kylarenglishstate is "active">>
<<addinlineevent "englishKylarPoem" 1>>
<<npc Kylar>><<person1>>Doren calls Kylar up to the front of the class to recite <<his>> poem. It's a love poem, about you. <<He>> looks overjoyed to be sharing it.
<<status -10>><<lcool>>
<br><br>
<<if $player.penisExist and $genderknown.includes("Kylar")>>
Part of it makes bold claims about the prodigious girth of your penis. Your face heats up.<<status 1>><<gcool>>
<br><br>
<</if>>
Several students giggle and stare. A <<generates2>><<person2>><<person>> shunts <<his>> seat to put distance between you.
<br><br>
<<person1>>
Kylar sits back down and smiles, oblivious to the embarrassment <<he>> caused.
<br><br>
<<link [[Next|English Lesson]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<</if>>
<<addinlineevent "englishNote" 1>>
<<if currentSkillValue('english') gte 500>>
<<npc Doren>><<person1>>Doren approaches your desk. "I think you've sussed this material, so while the rest of the class works, I've got a message I need delivered to the caretaker's outbuilding." <<He>> hands you a note containing a list of theatre props. "Just slip it beneath the door."
<br><br>
<<endevent>>
<<if $outbuildingvisited is 1>>
You arrive at the outbuilding where the <<print $outbuildingBeast>> attacked you. Were you to take your time and be careful, you could avoid another such encounter. You would miss some of the lesson though.
<br><br>
<<link [[Be careful|English Outbuilding]]>><<set $phase to 0>><<detention 1>><</link>><<gdelinquency>>
<br>
<<link [[Risk it|English Outbuilding]]>><<set $phase to 1>><</link>>
<br>
<<else>>
<<set $outbuildingvisited to 1>>
<<beastNEWinit 1 dog>><<set $outbuildingBeast to $NPCList[0].type>>
You head to the outbuilding behind the school and slip the note beneath the door as instructed. As you turn however, you find a <<beasttype>> baring its teeth and advancing on you.
<br><br>
<<if $monster is 1 or $bestialitydisable is "f">>
<<link [[Next|English Outbuilding Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You manage to flee back to the classroom, though not unscathed.<<beastescape>>
<br><br>
<<integritycheck>><<towelup>>
<<link [[Next|English Lesson]]>><<endevent>><</link>>
<</if>>
<!-- Modified for Beast People -->
<</if>>
<<else>>
Doren takes a special interest in your progress, and doesn't give you a chance to relax.
<<gstress>><<genglish>><<stress 2>><<englishskill>>
<br><br>
<<link [[Next|English Lesson]]>><<endevent>><</link>>
<</if>>
<</addinlineevent>>
<<addinlineevent "englishRead" 1>>
<<npc Doren>><<person1>>Doren has the class reading the current study-text out loud. Each student needs to read a passage from the book. Doren sits at the front, listening and choosing the next reader.
A student near you finishes reading a passage. Now Doren points to you.
<br><br>
<<if $worn.handheld.name isnot "naked" and !$worn.handheld.type.includes("bookbag")>>
<<if $trauma gte (($traumamax / 5) * 3)>>
But due to the stress you've been under, you forgot your bookbag! <<gstress>><<stress 4>>
<<elseif $delinquency gte 666>>
Does <<he>> seriously expect you to read like these nerds? You haven't even brought your book.
<<elseif $tiredness gte (C.tiredness.max / 5) * 3>>
But you're so tired, you left your book in your locker.
<<else>>
But you forgot your bookbag today.
<</if>>
<br><br>
<<link [[Tell Doren you don't have your book|English Read Passage]]>><<set $phase to 0>><</link>>
<br>
<<link [[Look to classmates for help|English Read Passage]]>><<set $phase to 1>><</link>>
<br>
<<link [[Try to make something up|English Read Passage]]>><<set $phase to 2>><</link>>
<br>
<<if $speech_attitude is "bratty" or $delinquency gte 400>><<link [[Refuse to read|English Read Passage]]>><<set $phase to 3>><</link>><br><</if>>
<<else>>
You turn the page and begin reciting the passage aloud.
<<if $englishtrait gte 4>>
You add a dramatic flair to your reading, and the class hangs on every word. Doren compliments your diction. "You have a mighty fine gift there, <<lass>>.
<<if $englishPlay is "ongoing" and $englishPlayRoles.Player isnot "none">>
I'm looking forward to seeing you shine onstage."
<<elseif $englishPlay is "ongoing">>
It's a shame you didn't sign up for the play.
<<if $englishPlayLate>>There's still time, you know!<</if>>"
<<else>>
Have you ever considered a career in theatre?"
<</if>> <<npcincr Doren love 1>>
<<elseif $englishtrait is 3>>
Your voice is strong and clear as you breeze through the text. Doren gives you a nod of approval and moves on to the next student.
<<elseif $englishtrait is 2>>
You stutter when you reach some foreign phrases, but you manage to get through the reading decently enough.
<<elseif $englishtrait is 1>>
The text is too erudite for you, and you falter as you read. Doren corrects your mispronunciation of an unfamiliar word, and someone in the back of the room titters. <<lcool>><<status -1>>
<<else>>
You try to make it through the passage, but it's beyond your comprehension. Your classmates openly snicker as you fumble over the words. Doren reprimands the class but takes pity on you by moving on to the next person. You sink into your seat and console yourself with the knowledge that you at least remembered to bring your book to class. <<lcool>><<status -3>>
<</if>>
<br><br>
<<link [[Next|English Lesson]]>><<endevent>><</link>>
<</if>>
<</addinlineevent>>
<<addinlineevent "englishMolest" 1>>
<<if $delinquency gte 400>>
<<npc Doren>><<person1>>In a bid to keep the classroom ruckus down, Doren has the less controllable students separated, including you<<if $kylarenglishstate is "active">> and Kylar<</if>>. <<He>><<endevent>> seats you next to a quiet <<generates1>><<person1>><<person>> who never causes any trouble.
<br><br>
After a few minutes the <<persons>> pen rolls on the floor. <<He>> reaches down to pick it up, rests a hand on your thigh and leans in close. "No one will believe you." <<His>> hand travels up your thigh.
<<if $kylarenglishstate is "active">>
Until Kylar grabs <<his>> wrist and tugs <<him>> closer.
<br><br>
<<endevent>>
<<npc Kylar>><<person1>>"Mine," Kylar whispers. <<He>> flashes the knife in <<his>> pocket. There are no arguments.
<br><br>
<<link [[Next|English Lesson]]>><<endevent>><</link>>
<<else>>
<<He>> sits back down, but continues to molest you.
<br><br>
<<link [[Call for help|English Event2]]>><<detention 1>><</link>><<gdelinquency>>
<br>
<<link [[Endure it|English Event2 Molest]]>><<stress 4>><<trauma 4>><</link>><<gstress>><<gtrauma>>
<br>
<</if>>
<<elseif $kylarenglishstate is "active">>
Some delinquents take an interest in you. One tries to grope, but is cowed by a look from Kylar.
<br><br>
<<link [[Next|English Lesson]]>><</link>>
<br>
<<else>>
Some delinquents take an interest in you, and sneak gropes and fondles while the teacher isn't looking.
<<gtrauma>><<gstress>><<trauma 2>><<stress 2>>
<br><br>
<<link [[Next|English Lesson]]>><<endevent>><</link>>
<</if>>
<</addinlineevent>>
<<addinlineevent "englishTrip" 2>>
Doren asks you to demonstrate your grammar on the whiteboard. As you walk to the front of the classroom, a foot protrudes into your path and trips you up.
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
<<if $worn.under_lower.name is "naked" or $worn.under_lower.anus_exposed is 1>>
Your skirt flares up as you fall to your knees, revealing your bare butt to the whole class. You struggle to your feet, face turning red, as the class whistles and jeers.
<<stress 3>><<trauma 3>><<gstress>><<gtrauma>>
<br><br>
<<else>>
Your skirt flares up as you fall to your knees, revealing your $worn.under_lower.name to the whole class. You struggle to your feet, face turning red, as the class whistles and jeers.
<<stress 1>><<trauma 1>><<gstress>><<gtrauma>>
<br><br>
<</if>>
<<else>>
You fall forward onto your knees, and the class laughs as you struggle back to your feet.<<stress 1>><<gstress>>
<br><br>
<</if>>
<<link [[Next|English Lesson]]>><<endevent>><</link>>
<</addinlineevent>>
<<addinlineevent "englishBreeze" 2>>
<<generates1>><<person1>>A breeze blows through the classroom, rustling hair and lifting a <<person1>><<persons>> paper off <<his>> desk. It lands on the floor next to you. <<He>> walks over and bends to pick it up, almost sticking <<his>> butt in your face.
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Pinch|English Events Pinch]]>><</link>><<promiscuous2>>
<br>
<</if>>
<<link [[Avert your eyes|English Lesson]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<<runeventpool>>
<</widget>>
<<widget "eventsenglishsafe">>
<<if $englishPlay is "none" and Time.monthName is "November" and Time.monthDay gte 7 and C.npc.Kylar.init is 1 and C.npc.Sydney.init is 1>>
<<set $englishPlay to "ongoing">><<set $englishPlayDays to (14 + (7 - Time.weekDay))>>
<<englishplaystart>>
<<npc Doren>><<person1>>
"Right everyone, look and listen," Doren speaks, <<his>> voice commanding all students to keep quiet.
<br><br>
"As you all know, Christmas is right around the corner, and we'd like to celebrate the occasion by setting up a little show to end the semester and put everyone in a festive mood. I've been in contact with a theatre company I used to work with, and our <<nnpc_Title "Leighton">> has given us the green light to set up a series of plays you can perform."
<br><br>
"Participation is not mandatory, but highly encouraged. Besides, I'm sure your parents would love to see it," <<he>> giggles. "If anyone's interested in giving acting a try, come over here and write your name down on this paper here." <<He>> places a form down on <<his>> desk.
<br><br>
<<if $kylarenglishstate is "watching">>
Kylar watches you intently, as if waiting to see your reaction to Doren's announcement.
<br><br>
<<elseif $kylarenglishstate is "active">>
Kylar places <<nnpc_his "Kylar">> hand on your back. "It sounds fun," <<nnpc_he "Kylar">> whispers. "Could we give it a try?"
<br><br>
<</if>>
<<link [[Approach Doren's desk|English Play Intro Accept]]>><</link>>
<br>
<<link [[Stay seated|English Play Intro Ignore]]>><</link>>
<br>
<<exit>>
<</if>>
<<if $halloween is 1 and $kylarenglishstate is "active" and $halloween_kylar is undefined>>
<<npc Kylar>><<person1>>
<<if Time.monthDay is 31>>
Kylar leans closer. "There's something I want to show you tonight," <<he>> whispers. "Meet me in the park, after <span class="gold"><<ampm 21 00>>.</span>"
<<else>>
Kylar leans closer. "There's something I want to show you on Halloween," <<he>> whispers. "Meet me in the park, after <span class="gold"><<ampm 21 00>>.</span>"
<</if>>
<br><br>
<<He>> wears a small smile for the rest of the lesson.
<<set $halloween_kylar to 1>>
<br><br>
<<link [[Next|English Lesson]]>><<endevent>><</link>>
<br>
<<exit>>
<</if>>
<<cleareventpool>>
<<addinlineevent "englishTopic" 1>>
<<npc Doren>><<person1>>
Doren gets the class's attention.<br><br>
<<if Time.days % 42 gte 39>> /* every 6 weeks: day 39-41, 80-83, ... */
"We're almost done with this <<print either("topic","text","book","play")>> now," <<he>> says. "Time to finish it off. It will be on the exam."
<br><br>
The class break into small groups to review the topic, while Doren moves between the groups asking and answering questions.
<<if currentSkillValue('english') lte 300>><br><br>Your group is struggling, so Doren spends extra time with you.<<genglish>><<englishskill>><br><br>
<<elseif currentSkillValue('english') gte 700>>Doren listens to your group for a little while, nods and smiles.<br><br>"Excellent work! Carry on." <<lstress>><<stress -6>>
<</if>>
<<elseif Time.days % 42 lte 2>> /* every 6 weeks: day 1-2, 42-44, ... */
"Listen up," <<he>> says. "We're starting a new topic. <<print either("This one's fun. I think you're going to like it.","This module is one of my favourites. I really hope you like it too.","This one is tough - I'm not gonna lie - but it's worth the work. You can learn so much from it.")>>"
<br><br>
Doren outlines the upcoming content.
<<if currentSkillValue('english') lte 200>><<print either("It looks tough.","You barely understand a word.","You try to listen, but nothing goes in.")>><<gstress>><<stress 6>>
<<elseif currentSkillValue('english') gte 600>>It looks <<print either("interesting.","fun.","different, but in a good way.")>><<lstress>><<stress -6>>
<<else>>It looks okay.
<</if>>
<<else>>
<<generates2>><<generateyp3>>
<<if $rng % 3 == 0>>
<<set _has_feelings_towards to either("clearly has a crush on","is clearly into","obviously has the hots for","is obviously horny for","openly flirts with")>>
<<set _causing_a_consequence to either("making the scene rather awkward.","making the scene rather cute.","giving the scene sexual overtones.")>>
<<set _hilarity_ensues to either('A student coughs, "Get a room!"','Some students jeer and tease them.')>>
<<elseif $rng % 3 == 1>>
<<set _has_feelings_towards to either("openly despises","clearly can't stand","hates")>>
<<set _causing_a_consequence to either("making the scene very uncomfortable to watch.","making the scene far more tense.","making the whole scene quite confusing.")>>
<<set _hilarity_ensues to either('The audience watches in awkward silence.','Several students find this hilarious.','An awkward silence hangs over the room.')>>
<<else>>
<<set _has_feelings_towards to "works well with">>
<<set _causing_a_consequence to "and together they perform a faithful rendition of the scene.">>
<<set _hilarity_ensues to either("Most of the class pay attention.","The class watch with interest.","Most students watch, but a few doodle in their books.")>>
<</if>>
Under Doren's direction, a <<person2>><<person>> and a <<person3>><<person>> are asked to act out an important scene from the text you are studying.
The <<person>> _has_feelings_towards the <<person2>><<person>>, _causing_a_consequence<br>
_hilarity_ensues
<</if>>
<br><br>
<<link [[Next|English Lesson]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "englishRecite" 1>>
<<npc Doren>><<person1>>
<<if $rng % 3 == 0>>
The students take turns reciting verses of a poem. Doren sometimes recites a verse personally, <<his>> resounding voice commanding the class's attention.
<<elseif $rng % 3 == 1>>
The students take turns acting out scenes of a play. Doren encourages students to really commit to the role, occasionally giving <<his>> own booming rendition of an important line.
<<else>>
Doren plays the chief villain from the current study-book. The class need to play police interviewers, and take turns asking questions which Doren answers in character.
<</if>>
<br><br>
<<link [[Next|English Lesson]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "englishNature" 1>>
<<if Time.season is "summer" and Weather.precipitation is "none">>
<<npc Doren>><<generates2>><<person2>>
A student squeals as a wasp flies in a window and lands on <<his>> book. Doren holds up a calming hand.<br>
"Ignore it," <<person1>><<he>> says. "It'll be gone soon enough."<br>
It <<if $rng % 2 == 0>>stings someone<<else>>starts to fly around the room<</if>> and the class falls into chaos.
<<if $kylarenglishstate is "active">>One time, it comes toward you and Kylar leaps to your defence. <</if>>
<br><br>
Finally Doren chases it away, and the lesson can resume.
<<elseif Time.season is "summer">>
<<npc Doren>><<person1>><<wearProp "pen">>
"Poetry," Doren says. "Finds inspiration in the natural world."
<br>
"Look at that storm outside," <<he>> says. "Those brooding clouds. The growling thunder. Take a moment to reflect on what you see. What you feel. See that?"<br>
A few seconds pass, then a rumble of thunder.<br>
"The raw, animal fury of nature," Doren grins widely. "Now capture it. Adjectives, obviously, but don't neglect verbs."<br>
You write.
<<elseif Time.season is "winter">>
<<if $rng % 3 == 0>>
<<generates1>><<person1>>
A window won't close and is letting in a cold wind from outside. One student's fingers have turned blue.<br>
Doren sends a <<person>> to find the caretaker.
<br><br>
Students shiver as the lesson continues.
<<else>>
<<generates1>><<person1>>
The heating is set far too high and the room is incredibly hot. One student complains of feeling faint.<br>
Doren sends a <<person>> to find the caretaker.
<br><br>
The class sweat and fan themselves with books as Doren's lesson continues.
<</if>>
<<else>>
<<npc Doren>><<person1>>
"Poetry," Doren says. "Finds inspiration in the natural world."
<br>
<<if Time.season is "spring">>
<<He>> brings around some blossoms from the park. One student starts sneezing.
<<elseif Time.season is "autumn">>
<<He>> brings around some fallen leaves from the park in all different colours.
<</if>>
<br><br>
"Look at these," <<he>> says. "Take a moment to reflect on what you see. What you think. What you feel. And then write."<br>
You write.
<<wearProp "pen">>
<</if>>
<br><br>
<<link [[Next|English Lesson]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "englishGroups">>
Doren has the class split into small groups.
<<if $kylarenglishstate is "active">>
No one wants to group up with Kylar, so the pair of you work alone.<<endevent>><<npc Kylar>><<person1>> <<He>> is overjoyed.
<<glove>><<npcincr Kylar love 1>>
<<elseif $cool gte 160>>
People gravitate to you, wanting to be part of your group.
<<lstress>><<ltrauma>><<stress -4>><<trauma -2>>
<<elseif $cool lt 40>>
No one wants to group up with you, so you sit alone in the corner. Doren gives you extra attention as a result.
<<gtrauma>><<gstress>><<genglish>><<trauma 2>><<stress 2>><<englishskill>>
<<else>>
You join a group and work together on a small activity.
<</if>>
<br><br>
<<link [[Next|English Lesson]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<<if $kylarenglishstate is "active" and $rng % 5 == 0>> /* If Kylar is active, Kylar event will win 80% of the time. */
<<addinlineevent "kylarMove" 2>>
<<npc Doren>><<person1>> Doren approaches your table. "You okay there, <<lass>>?" <<he>> asks you. <<He>> glances at Kylar, who's absorbed in a sketch of you in <<nnpc_his "Kylar">> sketchbook.
<br><br>
<<link [[Shake your head|English Kylar Moved]]>><</link>>
<br>
<<link [[Nod|English Kylar Nod]]>><</link>>
<br>
<</addinlineevent>>
<<elseif Time.minute lte 40>> /* first session only, mostly only runs when Kylar inactive */
<<addinlineevent "englishCloset" 1>>
Doren goes to collect something from the supply closet at the back and is surprised to find
<<generates1>><<generateyp2>>a <<person1>><<person>> and a <<person2>><<person>>
<<if $awarelevel gte 1>>
<<if $purity gte ((1000/7) * 5)>>
<<print either("fooling around together","getting intimate with each other","doing some heavy petting")>>
<<else>>
<<print either("pawing at each other","doing the nasty","knocking boots","getting off with each other")>>
<</if>> in there.
<<else>>
<<if $rng%2 == 0>>
playing in there.
<br><br>
How odd. What kind of game could they possibly play in such a small space? Maybe they were fighting - they both look sweaty and dishevelled.
<br><br>
<<else>>
hiding in there.
<br><br>
How odd. Why would anyone hide in a supply closet? They both look sweaty and dishevelled. Maybe they were arguing.
<br><br>
<</if>>
<</if>>
Doren orders them to their seats. Someone whistles.
<br><br>
<<link [[Next|English Lesson]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<</if>>
<<addinlineevent "englishHelp" 1>>
<<npc Doren>><<person1>> Doren approaches your table and asks how you're getting on.
<br><br>
<<link [[Ask for help|English Event1]]>><<set $phase to 1>><<stress 2>><<englishskill>><</link>><<gstress>><<genglish>>
<br>
<<link [[Say you're fine|English Event1]]>><<set $phase to 0>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "englishAct" 1>>
<<npc Doren>><<person1>>
Doren asks a couple of students to act out a scene from the play you are studying.<br>
<<if $rng gte 38>>
They mostly clown around, playing for laughs and making the characters sound funny. Doren rolls <<his>> eyes, but laughs along.<br>
It's pretty funny. <<lstress>>
<<elseif $rng gte 34>>
They act it out excellently, really bringing the scene to life.<br>
<<if currentSkillValue('english') lt 700>>You learned something from it.<<genglish>><<englishskill>><<else>>You enjoyed it a lot.<</if>>
<<else>>
They flatly read out lines from the book.<br>
Doren tactfully moves the lesson forward before things start to drag.
<</if>>
<br><br>
<<link [[Next|English Lesson]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "englishExplain" 1>>
Doren explains and demonstrates
<<if $rng % 5 == 0>>
grammatical rules using the whiteboard.
<<elseif $rng % 5 == 1>>
rhetoric and persuasive language.
<<elseif $rng % 5 == 2>>
different vocabulary and diction - showing how skilful word use can add real power to your communication.
<<elseif $rng % 5 == 3>>
body language and voice techniques.<br>
"Sometimes it's less what you say, more how you say it."
<<else>>
different techniques of humour - giving examples where humour is used to diffuse tense situations, to undermine debate opponents, or just for comic effect.
<</if>>
<br><br>
<<link [[Next|English Lesson]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "englishWrite" 2>>
<<npc Doren>><<person1>><<wearProp "pen">>
<<if $rng % 2 == 0>>
Doren hands out worksheets for the class to complete. <<He>> doesn't mind the class talking amongst themselves while they work, resulting in a lively atmosphere.
<<else>>
Doren gives everyone 10 minutes to write a limerick.
<<if currentSkillValue('english') gte 400>>
<<if hasSexStat("promiscuity", 4)>>
You write a shockingly <<print either("filthy","dirty","blue","lewd")>> limerick about a sly <<girl>> from <<print either("Inchbare.","Glenridding.","Knutsford.")>><br>
Several students laugh when you read the final line. Doren winces, and quickly moves on to the next student.
<<gcool>><<status 1>>
<<elseif hasSexStat("promiscuity", 3)>>
You write a <<print either("rude","sexy","lewd")>>
<<if hasSexStat("exhibitionism", 3)>>
limerick about a <<girl>> who's allergic to clothes.
<<elseif $masochism_level gte 2>>
limerick about a mischievous <<girl>> from Bank (who desperately needed a spank).
<<elseif $arousal gte (($arousalmax / 5) * 3)>>
limerick about a <<girl>> from Wick.
<<elseif $skulduggery gte 500>>
limerick about a lusty young thief from Kilmarnock.
<<else>>
limerick.
<</if>><br>
Several students laugh when you read it out.
<<else>>
You write a
<<if $skulduggery gte 500>>
limerick about a thief who stole a gem.
<<elseif hasSexStat("exhibitionism", 3)>>
limerick about a <<girl>> who lost <<pher>> clothes.
<<elseif $money lte 50000>>
limerick about an orphan <<girl>> who won lots of money.<br>
You wish it was you.
<<else>>
passable limerick.
<</if>><br>
<<if currentSkillValue('english') gte 600>>
Doren <<print either("smiles","nods")>> approvingly and moves along to the next student.
<<else>>
Doren nods and moves along to the next student.
<</if>>
<</if>>
<<else>>
You struggle and do not manage to finish.<br>
Some of the other students made funny limericks.
<</if>>
<</if>>
<br><br>
<<link [[Next|English Lesson]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<<runeventpool>>
<</widget>>
<<widget "eventsenglishsleep">>
<<cleareventpool>>
<<pantsable>>
<<addinlineevent "englishCaught">>
<<npc Doren>><<person1>>
A gentle but firm tap on the head wakes you. You bolt upright and see Doren standing in front of you. <<His>> arms are crossed, but <<he>> doesn't say anything before moving back to the front of the class. There is a detention slip on your desk. <<ltiredness>><<detention 2>><<gdelinquency>>
<br><br>
<<link [[Next|English Lesson]]>><<endevent>><</link>>
<</addinlineevent>>
<<addinlineevent "englishNotCaught">>
<<npc Doren>><<person1>>
Your eyes snap open. You must have fallen asleep. You casually lift your head and stifle a yawn, pretending nothing happened. Doren asks the student next to you to read a passage.
<<if $worn.handheld.name isnot "naked" and !$worn.handheld.type.includes("bookbag")>>
Doren calls on you next, but you don't have your book with you. Doren shakes <<his>> head and moves on to the next student. <<detention 1>><<gdelinquency>>
<<else>>
You just manage to find your place as Doren calls on you next.
<</if>>
<br><br>
<<link [[Next|English Lesson]]>><<endevent>><</link>>
<</addinlineevent>>
<<if random(1, 400) gte $cool>>
<<addinlineevent "englishTattletale">>
<<npc Doren>><<person1>>
"<<Sir>>," says a <<generates2>><<person2>><<person>>. "<<pShes>> sleeping in class!"
<br><br>
The voice of the <<personsimple>> wakes you. You raise your head from the desk and see the teacher looking back at you. Doren doesn't say anything as <<person1>><<he>> drops a pink detention slip on your desk.
<br><br>
<<person2>>
<<if $submissive gte 1150>>
You bow your head in embarrassment while the <<person>> smiles, all too happy to get you in trouble.
<<elseif $submissive lte 850>>
You glare at the <<person>>. <<His>> smile falters under your withering gaze, as <<he>> realises telling the teacher might not have been the smartest idea.
<<else>>
You frown at the <<person>>. <<He>> smiles back, all too happy to get you in trouble.
<</if>>
<<ltiredness>><<detention 2>><<gdelinquency>>
<br><br>
<<link [[Next|English Lesson]]>><<endevent>><</link>>
<</addinlineevent>>
<</if>>
<<if _pantsable is 1 or _upskirt is 1>>
<<addinlineevent "englishPantsing">>
Your eyes snap open to the sound of laughter. It only takes you an instant to realise what happened. Your $worn.lower.name <<lowerhas>> been <<print _upskirt is 1 ? "flipped up" : "pulled down">>, <span class="lewd">exposing your <<undies 2>></span>. <<lowerstrip>>
<br><br>
<<link [[Cover yourself|English Pantsing]]>><<set $phase to "cover">><</link>><br>
<<if $worn.under_lower.type.includes("naked") and hasSexStat("exhibitionism", 5)>>
<<link [[Show off|English Pantsing]]>><<set $phase to "flaunt">><</link>><<exhibitionist5>>
<<elseif !$worn.under_lower.type.includes("naked") and hasSexStat("exhibitionism", 4)>>
<<link [[Show off|English Pantsing]]>><<set $phase to "flaunt">><</link>><<exhibitionist3>>
<</if>>
<</addinlineevent>>
<</if>>
<<if $trauma gte (($traumamax / 5) * 3)>>
<<addinlineevent "englishTrauma">>
<<link [[Next|English Dream]]>><<endevent>><</link>>
<</addinlineevent>>
<</if>>
<<if $kylarenglishstate is "active">>
<<addinlineevent "englishKylarWake">>
<<npc Kylar>><<person1>>
<<if C.npc.Kylar.rage gte 80>>
You wake with a start as something cold presses against you. The flat side of Kylar's knife is pressed against your cheek, and you're instantly awake. <<ltiredness>><<gstress>><<stress 6>> "You're awake, <<kylar_pet_name>>!" Kylar whispers, eyes bright and intense as <<he>> stares at you. <<He>> turns the knife and tenderly runs the sharp edge of it down your jawline. "Were you dreaming of me?"
<br><br>
You stay perfectly still, but your eyes dart to the front of the room. Kylar withdraws the knife, hiding it under <<his>> desk before Doren can notice anything. "I dream of you every night. We're going to-"
<br><br>
You're saved from engaging further when Doren calls on Kylar to read a passage aloud. You don't know whether <<nnpc_he Doren>> saw anything, but you're grateful nonetheless.
<<elseif C.npc.Kylar.rage gte 40>>
You wake with a start as you feel someone tugging at your <<bottoms>>. Kylar quickly pulls away from you. You catch a glimpse of a scrap of fabric in <<his>> hand, which <<he>> surreptitiously slips into <<his>> pocket.
<br><br>
<<set $worn.lower.integrity -= 10>>
<<if $worn.lower.integrity lte 0>>
You feel a breeze on your crotch, and you look down in horror to see the tattered remains of your <<bottoms>>. The remaining fabric falls to the floor, drawing the attention of your classmates. "Oh my god!" the student next to you shouts, and all heads swivel to look at you.
<<endevent>>
<br><br>
<<englishNudeReactions>>
<br><br>
Doren rushes over with a towel. "How did this happen? Never mind. Let's just get you covered," <<nnpc_he Doren>> says. The towel covers little, but will get you through the rest of the class. Despite Doren's presence, your classmates continue whispering about you.
<<towelup>>
<<else>>
Your <<bottoms>> <<lowerhas>> been cut. Despite looking worse for the wear, <<lowerit>> <<print $worn.lower.plural ? "remain" : "remains">> mercifully intact.
<</if>>
<<stress 6>><<gstress>><<npcincr Kylar lust 3>><<glust>>
<<elseif C.npc.Kylar.love gte 50>>
"M-<<kylar_pet_name>>?" You wake with a start to find Kylar staring at you. "You looked so <<print $player.gender_appearance is "m" ? "handsome" : "beautiful">> while you slept, I didn't want to wake you, but..." <<he>> whispers.
<br><br>
You nod your gratitude to Kylar and casually sit up straight, pretending nothing happened. Doren is still talking, none the wiser. Kylar smiles.
<<else>>
You wake with a start as you feel someone tugging at your <<bottoms>>. Kylar watches you intently.
<br><br>
You casually lift your head and stifle a yawn, pretending nothing happened. Kylar removes <<his>> hand when you sit up. Doren is still talking, none the wiser.
<</if>>
<br><br>
<<link [[Next|English Lesson]]>><<endevent>><</link>>
<</addinlineevent>>
<</if>>
<<if $drunk gte 1>>
<<addinlineevent "englishDrunk">>
<<npc Doren>><<person1>>
A gentle but firm tap on the head wakes you. You groan in protest as each tap sends sharp pangs through you. <<gpain>><<pain 3>>
<br><br>
When you rouse yourself, Doren's standing before you, <<his>> arms crossed. <<His>> expression softens when <<he>> notices your inebriation.
<br><br>
<<if $dorenintro gte 1>>
"I don't know what is going on with you, but I can't allow this." <<He>> gives you a concerned look, but gives you detention all the same.
<<else>>
"Have things really gotten that bad?" <<he>> asks in a soft voice. "I'm still going to have to give you detention, but remember, you can always come talk to me."
<</if>>
<<ltiredness>><<detention 6>><<ggdelinquency>>
<br><br>
<<link [[Next|English Lesson]]>><<endevent>><</link>>
<</addinlineevent>>
<</if>>
<<runeventpool>>
<</widget>>
<<widget "englishstart">>
<<endevent>>
<<set $_kylarLocation to getKylarLocation()>>
<<set $_isStalking to $_kylarLocation.area is "stalking">>
<<if $_kylarLocation.area is "english" or $_isStalking>>
<<npc Kylar>><<person1>>
<<set _kylar to statusCheck("Kylar")>>
<<if $kylarenglish is 0>>
<<set $kylarenglishstate to "watching">>
<<if $_isStalking>>
You take your seat. You see Kylar staring at you as <<he>> enters the room. <<He>> looks away immediately.
<<else>>
You feel Kylar stare at you as you take your seat, but <<he>> looks away whenever you glance at <<him>>.
<</if>>
<br><br>
<<if _kylar.love gte 30>>
Chair legs scrape across the ground. Kylar shuffles through the room, books clutched to <<his>> chest and eyes fixed on the empty seat beside you. <<He>> almost makes it. Then a <<generatey2>><<person2>><<person>> shoves <<person1>><<him>> aside and takes the seat for <<person2>><<himself>>.
<<if _kylar.love lt 60>>
Kylar glares at the <<person>>, but returns to <<person1>><<his>> original seat without a word.
<br><br>
<<else>>
<<He>> doesn't give Kylar a single glance.
<br><br>
Someone screams. <<person1>>Kylar remains stood, a <span class="red">knife</span> in <<his>> hand. <<He>> glares at the <<person2>><<person>> through <<person1>><<his>> dark fringe. The <<person2>><<person>> scrambles backwards over the desk, knocking it over and tumbling to the ground. The other students fall over each other trying to reach the door.
<br><br>
<<npc Doren 3>><<person3>>
Doren leaps onto <<his>> table and roars. The screams stop. The scrambling stops. Kylar drops the knife. Everyone stares at Doren, who climbs down and scoops up the weapon. <<He>> grips Kylar's arm. "You're being a right pain," <<he>> says. "Come on, let's not delay the class long." Kylar hangs <<person1>><<his>> head as <<hes>> pulled from the room.
<br><br>
The class breaks into nervous laughter as the door shuts. Doren soon returns, without Kylar. Students pester <<person3>><<him>> for information, but <<he>> won't say a word.
<br><br>
<<if $loveInterest.primary is "None">>
<<set $loveInterest.primary to "Kylar">>
<span class="gold">Kylar is now your love interest! You aren't sure if you agreed to this.</span>
<br><br>
<<else>>
<span class="gold">Kylar can now be claimed as your love interest! You aren't sure if you agreed to this. <br>You can change your love interest in the "Attitudes" menu.</span>
<br><br>
<</if>>
<<set $kylarenglish to 1>>
<<set $kylarenglishstate to "absent">>
<</if>>
<</if>>
<<elseif $kylarenglish is 1>>
<<if _kylar.love gte 60>>
<<set $kylarenglish to 2>><<set $kylarenglishstate to "active">>
<<if $_isStalking>>
You take your seat. You see Kylar staring at you as they enter the room.
<<else>>
You feel Kylar stare at you as you take your seat.
<</if>>
<<He>> stands and walks across the classroom, eyes fixed on the desk beside you.
No one stops <<him>>.
<<His>> breathing is heavy as <<he>> sits.
<br><br>
<<set $_specialOptions to true>>
<<link [[Sit somewhere else|English Kylar Move]]>><<npcincr Kylar love -5>><</link>><<lllove>>
<br>
<<link [[Stay seated|English Lesson]]>><<endevent>><<npcincr Kylar love 1>><<npcincr Kylar rage -1>><</link>><<glove>><<lksuspicion>>
<br>
<<else>>
<<set $kylarenglishstate to "absent">>
<</if>>
<<elseif $kylarenglish is 2>>
<<if _kylar.love gte 60>>
<<set $kylarenglishstate to "active">>
<<if $_isStalking>>
You take your seat. You see Kylar staring at you as they enter the room.
<<else>>
You feel Kylar stare at you as you take your seat.
<</if>>
<<He>> stands and walks across the classroom, eyes fixed on the desk beside you. <<His>> breathing is heavy as <<he>> sits.
<br><br>
<<set $_specialOptions to true>>
<<link [[Sit somewhere else|English Kylar Move]]>><<npcincr Kylar love -5>><</link>><<lllove>>
<br>
<<link [[Stay seated|English Lesson]]>><<endevent>><<npcincr Kylar love 1>><<npcincr Kylar rage -1>><</link>><<glove>><<lksuspicion>>
<br>
<<else>>
<<set $kylarenglishstate to "watching">>
<<if $_isStalking>>
You take your seat. You see Kylar staring at you as they enter the room. <<He>> looks away immediately.
<<else>>
You feel Kylar stare at you as you take your seat, but <<he>> looks away whenever you glance at <<him>>.
<</if>>
<br><br>
<</if>>
<<else>>
<<set $kylarenglish to 0>><<set $kylarenglishstate to "watching">>
You spot Kylar sat alone in the back corner. <<nnpc_He "Kylar">> meets your gaze, blushes and looks away.
<br><br>
<</if>>
<<else>>
<<set $kylarenglishstate to "absent">>
<</if>>
<<if !$_specialOptions>>
<<link [[Next|English Lesson]]>><<endevent>><</link>>
<br>
<</if>>
<</widget>>
<<widget "englishNudeReactions">>
<<generates1>><<generates2>><<person1>>
<<if playerChastity() and $worn.under_lower.type.includes("naked")>>
"What the fuck is <<pshe>> wearing? <<print $worn.genitals.name is "chastity parasite" ? "Is that a parasite?" : "Is <<pshe>> seriously so horny that <<pshe>> needs to be locked up? What a perv,">>" a <<person>> comments. <<He>> looks both fascinated and weirded out as <<he>> stares at your crotch.
<<elseif $worn.under_lower.type.includes("naked")>>
<<if $player.penisExist and $player.vaginaExist>>
"<<pShes>> got a dick and a cunt? <<print $schoolrep.herm gte 3 ? "I guess the rumours are true." : "What a freak!">>" A <<person>> snickers. <<He>> nudges <<his>> friend and points at you.
<<elseif $player.gender isnot $player.gender_appearance and $NudeGenderDC gt 0>>
"Is that a <<genitals 2>>? <<pShes>> actually a
<<genderswapPlayer>>
<<girl>>!" a <<person>> says. "<<print $schoolrep.crossdress gte 3 ? "I guess the rumours were true after all." : "I had no idea <<pshe>> was a crossdresser!">>"
<<genderswapPlayer>>
<<else>>
"<<pShes>> not wearing any underwear!" a <<person>> says. "What a perv."
<<if $player.penisExist and ($player.penissize gte 4 or $player.penissize lte 1)>>
<br><br>
<<Penisremarkquote>> a <<person2>><<person>> adds with a giggle.<<incggpenisinsecurity>>
<<elseif $vaginaWetness gte 75>>
<br><br>
"<<pShes>> dripping wet," a <<person2>><<person>> adds with a smirk. "Think <<pshes>> getting off on this?"
<<elseif setup.bodyliquid.combined("vagina") gte 2>>
<br><br>
"Is that cum leaking out of <<pher>> cunt?" a <<person2>><<person>> adds, looking <<print either("revolted", "queasy", "aroused in spite of <<himself>>", "intrigued")>>.
<<if playerBellyVisible()>>
"No wonder she got pregnant."
<<elseif $pregnancyspeechdisable is "f">>
"That <<bitch>> is gonna get knocked up, if <<pshes>> not already."
<<else>>
"What a slut."
<</if>>
<<elseif setup.bodyliquid.combined("anus") gte 2>>
<br><br>
"Is that cum leaking out of <<pher>> asshole?" a <<person2>><<person>> adds, looking <<print either("revolted", "queasy", "aroused in spite of <<himself>>", "intrigued")>>. "What a slut."
<</if>>
<</if>>
<<if ["watching","active"].includes($kylarenglishstate)>>
<br><br>
Kylar manages to tear <<nnpc_his "Kylar">> eyes away from you long enough to glower at the other students.
<<set $genderknown.pushUnique("Kylar")>>
<</if>>
<<schoolrep_naked>>
<<else>>
"Cute <<undies 2>>," a <<person>> says.
<</if>>
<</widget>><<widget "eventshistory">>
<<cleareventpool>>
<<addinlineevent "historyCritique">>
<<npc Winter>><<person1>>
You sense Winter reading over your shoulder.
<br>
<<if currentSkillValue("history") gte 600>>
"Good," <<he>> says with a nod. "Good work."<<stress -2>><<lstress>>
<br><br>
<<link [[Next|History Lesson]]>><<endevent>><</link>>
<<else>>
<<He>> tuts loudly. "I guess we need to go over that part again."
<br><br>
Someone nearby snickers.<<stress 2>><<gstress>>
<br><br>
<<link [[Next|History Lesson]]>><<endevent>><</link>>
<</if>>
<</addinlineevent>>
<<if $worn.neck.collared is 1>>
<<addinlineevent "historyCollar" 1>>
<<npc Winter>><<person1>>Winter stops beside your desk. "What is that around your neck?" <<he>> asks.
<br><br>
<<link [[Answer|History Lesson Collar]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>
<br>
<<link [[Conceal it|History Lesson Conceal]]>><<detention 3>><</link>><<gdelinquency>>
<br>
<</addinlineevent>>
<</if>>
<<if ($cat gte 6 and $transformationParts.cat.ears isnot "hidden") or ($wolfgirl gte 4 and $transformationParts.wolf.ears isnot "hidden") or ($fox gte 4 and $transformationParts.fox.ears isnot "hidden") or ($demon gte 6 and $transformationParts.demon.horns isnot "hidden")>>
<<addinlineevent "historyTF" 1>>
<<npc Winter>><<person1>>Winter stops beside your desk. "What are these on your head?" <<he>> asks.
<br><br>
<<if ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled"))>>
<<link [[Answer honestly|History Lesson Horns]]>><</link>>
<<else>>
<<link [[Answer honestly|History Lesson Ears]]>><</link>>
<</if>>
<br>
<<link [[Make excuse|History Lesson Excuse]]>><</link>>
<br>
<</addinlineevent>>
<</if>>
<<if $robinhistory is "seat">>
<<addinlineevent "historyRobin" 1>>
<<npc Robin>><<generatey2>><<person2>>
A paper aeroplane flies across the room, hitting Winter in the back.
<br><br>
<<person1>>"It was <<him>>," says a <<person2>><<person>>, pointing at Robin.
<br><br>
<<if random(1, 2) is 2>>
Winter glares at Robin. "Out. Now."
<br><br>
Robin freezes. "B-but I-I-"
<br><br>
"I won't tolerate that kind of behaviour in my classroom." Robin hangs <<person1>><<his>> head, and pushes <<his>> chair away from the desk.
<br><br>
<<link [[Defend Robin|History Robin Defend]]>><<npcincr Robin love 1>><<detention 1>><</link>><<gdelinquency>><<glove>>
<br>
<<link [[Stay quiet|History Robin Quiet]]>><<npcincr Robin dom -1>><</link>><<ldom>>
<br>
<<else>>
Winter glares at the <<person>>. "Out. Now." Thwarted, the <<person>> rises from <<his>> seat and leaves the room.
<br><br>
<<link [[Next|History Lesson]]>><<endevent>><</link>>
<br>
<</if>>
<</addinlineevent>>
<<addinlineevent "historyRobinAsk" 1>>
<<npc Robin>><<generatey2>><<person2>>
A <<person>> leans over Robin's desk, grinning. <<His>> friends watch <<him>>. <<He>> asks something, so quiet you can barely make out the words. "Are you still a virgin?"
<br><br>
<<if C.npc.Robin.dom gte 80>>
"That's none of your business," Robin answers.
<br><br>
<<else>>
Robin looks uncomfortable, and doesn't answer.
<br><br>
<</if>>
The <<person>> returns to <<his>> friends. "I wonder who took it," one says aloud. <<person1>>"Doesn't <<he>> seem so innocent?"
<br>
<<if $robinromance is 1>>
One of them whispers and points at you.
<<else>>
"Was it someone in this class?" another whispers.
<</if>>
<br>
More furtive whispering. You make out some. "I don't have a crush on <<him>>!"
<br>
<<rng 4>>
<<if $rng is 4>>
"I bet <<hes>> a great kisser."
<<elseif $rng is 3>>
"Liar."
<<elseif $rng is 2>>
"You should ask <<him>> out."
<<else>>
"<<Hes>> so cute. Especially when <<he>> blushes."
<</if>>
<br><br>
They continue to fawn as Robin sinks into <<his>> chair.
<br><br>
<<link [[Next|History Lesson]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "historyRobinGarment" 1>>
<<npc Robin 1>>
<<npc Winter 2>><<person2>>
Winter asks Robin to come to the front of the class. "I have some historical garments I need modelled. They're in your size."
<br><br>
<<if C.npc.Robin.trauma gte 20>>
Robin stares at the window, forcing Winter to repeat <<himself>>. Robin shuffles from <<person1>><<his>> seat and disappears behind the screen.
<br><br>
<<He>> reappears a few moments later, wearing a <<print either("dress", "soldier's uniform")>>. <<He>> stares at the carpet, and doesn't say a word.
<br><br>
Winter begins discussing the outfit, but Robin's demeanor makes the class uncomfortable. You included. Winter cuts the demonstration short.
<br><br>
"Please change and come with me," Winter says in a soft voice. Robin does as instructed, and follows Winter outside.
<br><br>
Winter returns without Robin a few minutes later. The lesson continues.
<br><br>
<<set $robinhistory to "missing">>
<<else>>
Robin nods, and walks behind the screen at the corner of the classroom.
<<if random(1, 2) is 2>>
<<person1>><<He>> reappears wearing a <<nnpc_gendery "Robin">>'s traditional outfit, and a genuine smile. The segment proves to be interesting.
Winter asks Robin to perform a small show to demonstrate the outfit's historical significance, acting appropriately per <<his>> attire.
<br><br>
Robin changes back, and sits beside you, still smiling.
<<else>>
Winter asks Robin to hurry up. Robin's head peeks around the screen for a moment.
<br><br>
"I-I don't know if I can wear this," <<person1>><<he>> replies. "It's for <<print ($pronoun is "m" ? "girls" : "boys")>>."
<br><br>
"Don't be bashful," Winter says. "We have a lot to cover."
<br><br>
Robin steps out, wearing an old
<<if $pronoun is "m">>
dress. The skirt is quite short.
<<else>>
soldier's uniform. It leaves a lot of <<his>> chest exposed.
<</if>>
<br><br>
The segment proves interesting, though Robin is uncomfortable.
Winter asks <<him>> to perform a small show to demonstrate the outfit's historical significance, acting appropriately per <<his>> attire.
Robin plays along, but is careful not to let the skimpy garment reveal too much.
<br><br>
Robin changes back, and sits beside you, looking relieved.
<</if>>
<</if>>
<br><br>
<<link [[Next|History Lesson]]>><<endevent>><</link>>
<</addinlineevent>>
<<addinlineevent "historyRobinAsk" 1>>
<<npc Robin>><<generatey2>><<person2>>
A <<person>> leans between you and Robin. "You two make such a cute couple," <<he>> teases with a grin. "Are you dating?"
<br><br>
<<if C.npc.Robin.trauma gte 20>>
Robin doesn't react. <<person1>><<He>> just stares down at <<his>> desk. <<He>> doesn't need this right now. You shoo the <<person2>><<person>> away.
<br><br>
<<link [[Next|History Lesson]]>><<endevent>><</link>>
<br>
<<else>>
<<if $robinromance is 1>>
<<link [[Say yes|History Robin Yes]]>><</link>>
<br>
<<link [[Say no|History Robin No Lie]]>><<npcincr Robin love -3>><<npcincr Robin dom -1>><</link>><<lllove>><<ldom>>
<br>
<<else>>
<<link [[Say yes|History Robin Yes Lie]]>><</link>>
<br>
<<link [[Say no|History Robin No]]>><</link>>
<br>
<</if>>
<<link [[Stay silent|History Robin Silent]]>><</link>>
<br>
<</if>>
<</addinlineevent>>
<</if>>
<<addinlineevent "historyTease" 1>>
<<generates1>><<person1>>You catch a normally shy <<person>> checking you out from across the room.
<br><br>
<<if hasSexStat("exhibitionism", 3) and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1 and !$worn.under_lower.type.includes("naked")>>
<<link [[Flash|History Flash]]>><</link>><<exhibitionist2>>
<br>
<<elseif hasSexStat("exhibitionism", 4) and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
<<link [[Flash|History Flash]]>><</link>><<exhibitionist4>>
<br>
<<else>>
<<link [[Tease|History Tease]]>><</link>><<exhibitionist1>>
<br>
<</if>>
<<link [[Ignore|History Lesson]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "historyReference" 1>>
Winter has the class practise sourcing information from the various bookshelves around the edge of the room. As you move between the shelves, you feel a tug on your $worn.lower.name and hear them tear. In the bustle of the classroom, someone must have closed a cupboard on <<if $worn.lower.plural is 1>>them<<else>>it<</if>> without you noticing.
<<set $worn.lower.integrity -= 10>>
<<integritycheck>>
<<exposure>>
<<if !$worn.lower.type.includes("naked")>>
<<gstress>><<stress 2>>
<br><br>
<<else>>
<br><br>
However, things are worse than you first assumed. You look down to find your <<undies>> completely exposed, much to the amusement of your classmates. You hasten to find a towel to cover yourself with, before your humiliation becomes too much to bear.
<<trauma 2>><<gtrauma>><<stress 2>><<gstress>>
<br><br>
<<towelup>>
<</if>>
<<link [[Next|History Lesson]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "historyModel" 1>>
<<npc Winter>><<person1>>Winter asks you to come to the front of the class. "I have some historical garments I need modelled, they're in your size."
<<He>> gestures to the screen at the corner of the room.
<br><br>
<<if $delinquency gte 400>>
Behind the screen you find a revealing traditional outfit. You hold it up for a closer look.
It won't leave much to the imagination; there's barely enough fabric to conceal your <<breasts>> and crotch.
It looks like it'll barely fit you, and the fabric is so taut you'll need to undress before putting it on.
<br><br>
<<link [[Put it on|History Events Revealing Dress]]>><<stress 6>><<trauma 6>><</link>><<gstress>><<gtrauma>>
<br>
<<link [[Refuse to wear it|History Events Refusal]]>><<detention 2>><</link>><<gdelinquency>>
<br>
<<elseif $delinquency gte 200>>
<<if $player.gender_appearance is "m">>
Behind the screen you find a traditional girl's outfit.
<<if $player.gender isnot "m" and $NudeGenderDC gt 0>>
The class thinks you're a boy, so if you wear this in front of them, they'll think you're crossdressing.
<</if>>
It looks like it'll barely fit you, and the fabric is taut so you'll need to undress before putting it on.
<br><br>
<<link [[Put it on|History Events Dress]]>><<stress 2>><<trauma 2>><</link>><<gstress>><<gtrauma>>
<br>
<<link [[Refuse to wear it|History Events Refusal]]>><<detention 1>><</link>><<gdelinquency>>
<br>
<<elseif $player.gender_appearance is "f">>
Behind the screen you find a traditional boy's outfit.
<<if $player.gender isnot "f" and $NudeGenderDC gt 0>>
The class thinks you're a girl, so if you wear this in front of them, they'll think you're crossdressing.
<</if>>
It looks like it'll barely fit you, and the fabric is taut so you'll need to undress before putting it on.
<br><br>
<<link [[Put it on|History Events Dress]]>><<stress 2>><<trauma 2>><</link>><<gstress>><<gtrauma>>
<br>
<<link [[Refuse to wear it|History Events Refusal]]>><<detention 1>><</link>><<gdelinquency>>
<br>
<</if>>
<<else>>
Behind the screen you find
<<if currentSkillValue('history') gte 500>>
<<print either("a 19th century American merchant's outfit","a 17th century Caribbean privateer outfit","some late Victorian merchant's garb","a replica WWI officer's uniform")>>.
<<elseif currentSkillValue('history') gte 300>>
<<print either("a bright, old-fashioned outfit","a pirate costume","clothes like people wear in old photos","a soldier costume")>>.
<<else>>
some <<print either("old outfit","traditional outfit","old-style clothes")>>.
<</if>>
<<if $cool lt 119 and $rng lte 33>>
Baggy, but not baggy enough to fit over your normal clothes. You quickly change.
It's an interesting segment, and you feel like you learned something. Winter has you change back before you get too warm.
<<ghistory>><<historyskill 1>>
<br><br>
As you take a seat, you feel itchy. It quickly rises to an irresistible need to scratch, but scratching only makes it worse and soon your whole body
feels like it's burning. You hear some students at the desk in the corner by the screen whispering and snickering, you see them watching you and smiling.
<br><br>
They put something in your clothes. Itching powder.
<br><br>
<<link [[Endure it|History Cleanup]]>><<endevent>><<pain 3>><<stress 20>><<set $phase to 3>><</link>><<gpain>><<ggstress>>
<br>
<<link [[Rush to toilet to clean off (0:10)|History Cleanup]]>><<endevent>><<detention 2>><<set $phase to 0>><<stress 10>><</link>><<gdelinquency>>
<br>
<<link [[Tell teacher and ask to go clean off (0:10)|History Cleanup]]>><<endevent>><<status -10>><<set $phase to 1>><</link>><<lcool>>
<br>
<<if hasSexStat("exhibitionism", 3)>>
<<link [[Strip and clean off there|History Cleanup]]>><<endevent>><<set $phase to 2>><</link>><<exhibitionist3>>
<<if $worn.under_lower.type.includes("naked") or ($worn.under_upper.type.includes("naked") and $player.breastsize gte 1)>><<gdelinquency>><</if>>
<br>
<</if>>
<<else>>
Baggy enough to easily fit over your other clothing. It's an interesting segment, and you feel like you learned something. Winter has you remove the outfit before you get too warm.<<ghistory>><<historyskill 1>>
<br><br>
<<link [[Next|History Lesson]]>><<endevent>><</link>>
<</if>>
<br>
<</if>>
<</addinlineevent>>
<<addinlineevent "historyTextbook" 1>>
<<generates1>><<person1>>Winter leaves a <<person>> to hand out textbooks while leaving the class on an errand. When the <<person>> gets to you, <<he>> pauses, <<his>> face curling in a smirk.
<br><br>
Rather than placing your book on your desk, <<he>> drops it on the floor beside you. "Oops, how clumsy of me. You'd better pick it up before the teacher gets back." The rest of the class turns to watch.
<br><br>
<<if currentSkillValue('skulduggery') gte 100>><<set $skulduggerydifficulty to 400>>
<<link [[Trick <<him>>|History Events Trick]]>><</link>><<skulduggerydifficulty>>
<br>
<</if>>
<<link [[Pick it up|History Events Pick]]>><<trauma 2>><<stress 2>><<status -10>><</link>><<gtrauma>><<gstress>><<lcool>>
<br>
<<link [[Leave it|History Events Leave]]>><<stress 2>><<detention 2>><</link>><<gdelinquency>><<gstress>>
<br>
<</addinlineevent>>
<<addinlineevent "historyPillory" 1>>
<<npc Winter>><<person1>>Winter gives the class a thin smile as <<he>> unveils the pillory in the corner of the room. "We're fortunate to have such a rare antique! I'll need somebody to help me demonstrate its use." <<He>> looks around the room. "Any volunteers?"
<br><br>
<<if currentSkillValue('history') gte 800>>
No one volunteers, of course. Winter looks at you. "To the front of the class, please."
<br><br>
<<link [[Refuse|History Lesson]]>><<detention 1>><<endevent>><</link>><<gdelinquency>>
<br>
<<link [[Go to the front of the class|History Lesson Pillory]]>><<historyskill>><<stress 2>><</link>><<ghistory>><<gstress>>
<br>
<<elseif currentSkillValue('history') gte 600>>
No one volunteers, of course. Winter looks at you. "To the front of the class, please."
<br><br>
<<link [[Refuse|History Lesson]]>><<endevent>><<detention 1>><</link>><<gdelinquency>>
<br>
<<link [[Go to the front of the class|History Lesson Pillory]]>><<historyskill>><<stress 2>><</link>><<ghistory>><<gstress>>
<br>
<<else>>
<<link [[Keep your head down|History Lesson]]>><<endevent>><</link>>
<br>
<<link [[Volunteer|History Lesson Pillory]]>><<historyskill>><<stress 2>><</link>><<ghistory>><<gstress>>
<br>
<</if>>
<</addinlineevent>>
<<runeventpool>>
<</widget>>
<<widget "eventshistorysafe">>
<<if $halloween is 1 and !$halloween_winter_key>>
<<set $halloween_winter_key to 1>>
<<npc Winter>><<person1>>Winter lectures to the class in <<his>> droning voice, but seems distracted. <<He>> looks in each of the room's cupboards, as if searching for something.
<br><br>
<<link [[Next|History Lesson]]>><<endevent>><</link>>
<br>
<<exit>>
<</if>>
<<cleareventpool>>
<<set $_linkSkip to false>>
<<addinlineevent "historyQuiet" 2>>
<<npc Winter>><<person1>>Winter has the class read in silence, and glares whenever <<he>> hears furtive whispering.
<</addinlineevent>>
<<addinlineevent "historyClothes" 1>>
<<generates1>><<person1>><<set _coinflip to random(0,1)>>
Winter calls a <<person>> to the front of the class and asks <<him>> to model some historical clothes.
<<if currentSkillValue('history') gte 700>>
The clothes look like <<print either("early-medieval servant's garb,", "Tudor-era court clothes for a noble family, possibly the St. Clairs,", "those worn by a medieval 'runner', or courier,", "a pre-industrial Naval uniform,", "stable-boy garb,")>> unless you are mistaken.
<<if $rng % 2>>However, judging by the <<print either("stitching,","colouring","hems","cut","'Made in Indonesia' label")>> these are only replicas.<<else>>As far as you can tell, these are genuine historical garments.<</if>>
<<elseif currentSkillValue('history') gte 300>>
They look like the stuff from <<print either("those plays you do in English where people say 'Hark!'","that TV show about posh old people in a huge house.","that TV show with all the beards and axes.","those old War photos.","those Roman things where everyone wears sheets.")>>
Winter gets unusually excited discussing the context of the clothes.
<<else>>
The clothes look really old-fashioned and Winter tells some great stories that really bring them to life.
<</if>>
<br><br>
Overall it is a fun, enjoyable and educational session.
<<ghistory>><<historyskill>><<lstress>><<stress -1>>
<br><br>
<<if _coinflip>>
The <<person>> seems to enjoy being the centre of attention and plays along enthusiastically with Winter's tales.
<<else>>
The <<person>>, however, seems uncomfortable with being the centre of attention. <<He>> looks like <<he>> would rather be somewhere else.
<</if>>
<</addinlineevent>>
<<if $robinhistory is "seat">>
<<addinlineevent "historyRobinAnswer" 1>>
<<npc Robin>><<person1>>
Winter calls upon the class to ask a tough question. No one knows the answer, so <<nnpc_he Winter>> picks on Robin.
<br><br>
<<if random(1, 2) is 2>>
"Correct," Winter says in response to Robin's answer. <<nnpc_He Winter>> sounds impressed.<<gdom>><<npcincr Robin dom 1>>
<<else>>
"Incorrect," Winter says. "Please pay more attention."<<ldom>><<npcincr Robin dom -1>>
<br><br>
Someone snickers. "As if you could do better," Winter snaps, silencing them.
<</if>>
<</addinlineevent>>
<</if>>
<<addinlineevent "historyAnswer" 1>>
Winter asks the class a question.
<<if currentSkillValue('history') gte 400>>
<<set $_linkSkip to true>>
You think you know the answer.
<br><br>
<<link [[Raise your hand|History Lesson Answer]]>><<stress 2>><<historyskill>><</link>><<ghistory>><<gstress>>
<br>
<<link [[Remain silent|History Lesson]]>><<endevent>><</link>>
<br>
<<else>>
You don't know the answer.
<</if>>
<</addinlineevent>>
<<addinlineevent "historySleeby" 1>>
<<generates1>><<person1>><<set _coinflip to random(0,1)>>
A <<person>> near you falls asleep in class.
<<if $rng % 2>>
<<He>> quietly dozes for a few minutes, waking up sharply when <<print either("Winter drops a pen.", "a girl's chair scrapes.","the class door opens.","a boy falls off his chair.","another student walks past.","the student behind gives a gentle nudge.")>>
<<He>> looks around in panic for a moment. You give <<him>> a subtle thumbs up, mouthing 'It's okay.'
<br>
<<He>> nods back in thanks.
<<gcool>><<status 1>>
<<else>>
Everything is fine until <<his>> head rolls back and <<he>> starts loudly snoring. Winter stops talking, glaring at the <<person>>.
<br>
"Wake <<him>> up," Winter commands.
<br>
<<if _coinflip>>Another student wakes<<else>>You wake<</if>> the <<personsimple>> up.
<br><br>
"Thank you for joining us," Winter smiles. "Perhaps you can tell the head what has you so tired in detention."
<br>
<<His>> cheeks flush.
<</if>>
<</addinlineevent>>
<<addinlineevent "historyLecture" 1>>
<<npc Winter>><<person1>>
Winter lectures to the class in <<his>> droning voice.
<<set $_linkSkip to true>>
<<if $tiredness lt 2000>>
It's a job to stay awake.
<br><br>
<<link [[Next|History Lesson]]>><<endevent>><<historyskill>><</link>><<ghistory>>
<br>
<<else>>
You do your best to stay awake, but you're so tired. You awaken several minutes later, fortunately Winter seems not to have noticed.
<br><br>
<<link [[Next|History Lesson]]>><<endevent>><<set $tiredness -= 200>><</link>><<ltiredness>>
<br>
<</if>>
<</addinlineevent>>
<<addinlineevent "historyMovie" 1>>
Winter shows the class some excerpts from a historical movie.
<<if $rng % 2>>
It's a boring old film that everyone has seen. It's educational, but even Winter seems uninspired by this.
<<else>>
It's a brand new film with some amazing effects. Winter highlights some of the good history in the film, along with a few amusing inaccuracies.
<br>
It's a fun session.
<<ghistory>><<historyskill>><<lstress>><<stress -1>>
<</if>>
<</addinlineevent>>
<<addinlineevent "historyBookshelf" 1>>
Winter has the class practise sourcing information from the various bookshelves around the edge of the room.
<</addinlineevent>>
<<addinlineevent "historyAncient" 1>>
Winter goes off on a tangent about the school, park and hospital being on the site of an ancient fortress. <<nnpc_He "Winter">> mentions rumours of underground lairs, murky dungeons and hidden escape tunnels.
<</addinlineevent>>
<<addinlineevent "historyTangent" 1>>
Winter goes off on a tangent about the history of the local transportation system. You don't know if you've ever listened to anything so boring.
<</addinlineevent>>
<<runeventpool>>
<<if $_linkSkip is false>>
<br><br>
<<link [[Next|History Lesson]]>><<endevent>><</link>>
<</if>>
<</widget>>
<<widget "eventshistorysleep">>
<<cleareventpool>>
<<set $_linkSkip to false>>
<<addinlineevent "historyCaught">>
You jump in your seat as a loud smack resounds off the desk. You bolt upright and see Winter standing in front of you, ruler in hand. "I'll not tolerate sleeping in my class. Detention." <<ltiredness>><<detention 2>><<gdelinquency>>
<</addinlineevent>>
<<addinlineevent "historyNotCaught">>
Your eyes snap open. You must have fallen asleep. You casually lift your head and stifle a yawn, pretending nothing happened. Winter is helping a student with period garments and has not noticed you. <<ltiredness>>
<</addinlineevent>>
<<addinlineevent "historyLewd">>
Your eyes snap open. You must have fallen asleep. You lift your head carefully to avoid attracting attention to your little nap. Winter is still talking and has not noticed anything.
<br><br>
<<if $awarelevel gte 1>>
Your hand feels sticky. Upon inspection, you find that it's covered in <<print maleChance() gt 0 or $dgchance gt 0 ? "cum.<<bodyliquid 'rightarm' 'semen'>>" : "lewd fluid.<<bodyliquid 'rightarm' 'goo'>>">> Did someone use your hand to get themselves off? You wipe your hand on your clothes and look around for the culprit, but no one seems to notice.
<<else>>
Your hand feels sticky. Upon inspection, you find that it's covered in <<print maleChance() gt 0 or $dgchance gt 0 ? "white<<bodyliquid 'rightarm' 'semen'>>" : "clear<<bodyliquid 'rightarm' 'goo'>>">> fluid. What happened while you slept? You wipe the stuff off onto your clothes.
<</if>>
<<ltiredness>><<stress 6>><<gstress>>
<</addinlineevent>>
<<if random(1, 400) gte $cool>>
<<addinlineevent "historyHomework">>
<<npc Winter>><<person1>>
Your eyes snap open. You must have fallen asleep. You casually lift your head and stifle a yawn, pretending nothing happened. Winter is walking between desks and collecting homework.
<br><br>
You look down in dismay at your homework. Someone has scribbled on it. Winter reaches your desk and holds out <<his>> hand. You have no choice but to turn in the edited homework. A few minutes later, <<he>> gives you a disapproving look as <<he>> shuffles through the papers. A <<generates2>><<person2>><<person>> next to you snickers under <<his>> breath. <<ltiredness>><<gstress>><<gtrauma>><<stress 6>><<trauma 6>>
<</addinlineevent>>
<</if>>
<<if random(1, 400) gte $cool>>
<<addinlineevent "historyTattletale">>
<<npc Winter>><<person1>>
"<<Sir>>," says a <<generates2>><<person2>><<person>>. "<<pShes>> sleeping in class!"
<br><br>
The voice of the <<personsimple>> wakes you. You raise your head from the desk and see the teacher looking back at you. Winter frowns. "I'll not tolerate sleeping in this class. You're welcome to think about that in detention."
<br><br>
<<if $submissive gte 1150>>
You bow your head in embarrassment while the <<person>> smiles, all too happy to get you in trouble.
<<elseif $submissive lte 850>>
You glare at the <<person>>. <<His>> smile falters under your withering gaze, as <<he>> realises telling the teacher might not have been the smartest idea.
<<else>>
You frown at the <<person>>. <<He>> smiles back, all too happy to get you in trouble.
<</if>>
<<ltiredness>><<detention 2>><<gdelinquency>>
<</addinlineevent>>
<</if>>
<<if setup.clothes.under_upper[clothesIndex('under_upper', $worn.under_upper)].strap is 1>>
<<addinlineevent "historyBra">>
Your eyes snap open. You must have fallen asleep. You sit up with discomfort. Your bra is out of place. You attempt to adjust it and discover it has been undone.
<br><br>
The <<generates1>><<person1>><<person>> behind you snickers. You try to ignore <<him>> and attempt to clasp your bra shut. It is not easy to be discreet.
<br><br>
You are mostly successful, but your efforts attract the attention of students nearby.
<<ltiredness>><<gtrauma>><<gstress>><<stress 6>><<trauma 6>>
<</addinlineevent>>
<</if>>
<<if ["active","seat"].includes($robinhistory)>>
<<addinlineevent "historyRobinWake">>
<<npc Robin>>
<<if C.npc.Robin.dom gte 50>>
You feel a gentle tug on your hair. It soothes you into a deeper sleep. When it stops, you open your eyes and sit up. You stifle a yawn and look around. Winter has not noticed you sleeping. <<ltiredness>>
<br><br>
Robin smiles and pats your hair. "About time you woke up, sleepyhead."
<br><br>
<<if $hairlength gte 500>>
<<set $hairtype to either("braid left","braid right","left fishtail","right fishtail","twin braids","twin fishtails")>>
You run your hands through your neatly braided hair.
<<else>>
You run your hands through your neatly combed hair.
<</if>>
<<lstress>><<ltrauma>><<gdom "Robin">><<trauma -6>><<stress -6>><<npcincr Robin dom 1>>
<<else>>
"Psst...psst...psst..." Your eyes snap open, and you see Robin trying to get your attention. <<He>> mouths, "Wake up."
<br><br>
You casually lift your head and stifle a yawn, pretending nothing happened. You nod your gratitude to Robin. Winter is still talking, none the wiser. <<ltiredness>>
<</if>>
<</addinlineevent>>
<</if>>
<<if $drunk gte 1>>
<<addinlineevent "historyDrunk">>
You jump in your seat as a loud smack resounds off the desk. Pain shoots through your muddled head as you bolt upright. <<gpain>><<pain 6>>
<br><br>
Winter stands in front of you with a ruler in hand. "Unbelievable. I'll not tolerate sleeping in my class, or intoxication for that matter. Detention."
<<ltiredness>><<detention 6>><<ggdelinquency>>
<</addinlineevent>>
<</if>>
<<runeventpool>>
<<if $_linkSkip is false>>
<br><br>
<<link [[Next|History Lesson]]>><<endevent>><</link>>
<</if>>
<</widget>><<widget "eventsswimming">>
<<outfitChecks>>
<<cleareventpool>>
<<set $_linkSkip to false>>
<<set _tf to checkTFparts()>>
<<if $leftarm is "bound" and $rightarm is "bound">>
<<addinlineevent "swimBound" 1>>
<<set $_linkSkip to true>>
<<npc Mason>><<person1>>
Mason motions for you to come closer. You <<if $feetuse is "bound">>butterfly <</if>>kick your way to the side of the pool.
"Why aren't you using your arms?" <<He>> notices your bindings. "Oh! Can you even get those off on your own? I think I have some scissors."
<br><br>
<<link [[Be freed|Events Swimming Freed]]>><<unbind>><</link>>
<br>
<<link [[Refuse|Events Swimming Freed Refuse]]>><</link>>
<br>
<</addinlineevent>>
<</if>>
<<addinlineevent "swimFight" 1>>
<<set $_linkSkip to true>>
<<generates1>><<generates2>>A fight breaks out on the other side of the pool.
As Mason swims over to break it up, a <<fullGroup>> swim up to you, and trap you between them.
The <<person1>><<person>> starts fondling your butt from behind while the <<person2>><<person>> speaks.
"You look lonely, <<bitch>>. Don't worry, we're here to keep you company."
<br><br>
<<link [[Shove them away|Swimming Lesson Shove]]>><</link>>
<br>
<<if $cool lt 80>>
<<link [[Endure it|Events Swimming Molestation]]>><<set $molestationstart to 1>><</link>><<gtrauma>><<gstress>><<garousal>>
<br>
<<else>>
<<link [[Endure it|Events Swimming Endure]]>><<trauma 2>><<stress 2>><<arousal 200 "bottom">><</link>><<gtrauma>><<gstress>><<garousal>>
<br>
<</if>>
<</addinlineevent>>
<<addinlineevent "swimDive" 1>>
<<set $_linkSkip to true>>
<<rng>>
<<npc Mason>><<generates2>><<person2>>
Mason points at a <<person>> near you. "You. Climb out, I want to see your diving technique."
<br><br>
<<if $rng % 5 == 0 and $swimnudecounter gte 3>>/*1 in 5 chance*/
The <<person>> swims to the edge and climbs out. <<He>> goes to the diving board. A number of people stop to watch.
<br><br>
<<link [[Next|Events Swimming NPC Dive]]>><<set $phase to 3>><</link>>
<<elseif $rng % 5 == 0>>
The <<person>> swims to the edge and whispers something to Mason. Mason flushes, says something back, and leaves. The <<person>> carries on swimming.
A few moments later you hear a loud whistle. Mason calls everyone to the edge.
<br><br>
"Class! Everyone here! It's time for a demonstration."
<br><br>
<<link [[Next|Events Swimming NPC Dive]]>><<set $phase to 2>><</link>>
<<elseif $rng % 10>>/*9 in 10 chance*/
The <<person>> swims to the edge and climbs out. <<He>> goes to the diving board. A number of people stop to watch.
<br><br>
<<link [[Next|Events Swimming NPC Dive]]>><<set $phase to 1>><</link>>
<<else>>
<<set $_linkSkip to false>>
The <<person>> refuses. Mason tries to persuade <<him>> and finally threatens <<him>> with detention, but <<he>> will not dive.
<</if>>
<</addinlineevent>>
<<if $worn.lower.type.includes("naked") and !_underOutfit>>
<<addinlineevent "swimNaked" 1>>
<<rng>>
<<npc Mason>><<person1>>Mason points at you. "Climb out, I want to see your diving technique."
<<if playerBellyVisible()>>
Face flushing, you remind <<him>> that you're <<if $exposed gte 1 and $swimall isnot 1>>naked and <</if>>pregnant.
<<He>> looks to your belly, embarrassed. "Oh, my mistake..." <<He>> pauses briefly. "Wouldn't want to hurt the baby."
<<elseif $swimall is 1 and $exposed gte 1>>
You climb out into the chilly air and walk to the edge of the diving platform. You dive <<swimmingtext>> into the water.
<br><br>
You come back up to the surface. Mason gives you a thumbs up, then directs <<his>> attention elsewhere.
<<gswimming>><<swimmingskilluse>>
<<elseif $exposed gte 1>>
Face flushing, you remind <<him>> that you're naked beneath the water. <<He>> looks away, embarrassed.
"You still need to dive," <<he>> says. "I'll try to distract the other students."
<br><br>
<<He>> stands beside the pool opposite the diving platform. "Everyone, it's time for a demonstration."
You wait until the class is facing away from you, then <<nervously>> climb out.
<<if $rng gte 81>>
<<set $_linkSkip to true>>
<<generates2>><<person2>>As you approach the diving platform however, a <<person>> turns. You cover your body as <<he>> shouts to <<his>> friends, attracting more attention. Mason tries to control the situation, but it's no use. The whole class is soon staring at you. <<gtrauma>><<trauma 2>><<gstress>><<stress 2>>
<br><br>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Flaunt|Events Swimming Flaunt]]>><</link>><<exhibitionist5>>
<br>
<</if>>
<<link [[Dive anyway|Events Swimming Lewd Dive]]>><<trauma 2>><<stress 2>><</link>><<gtrauma>><<gstress>>
<br>
<<link [[Run away|Event Swimming Run]]>><<detention 1>><</link>><<gdelinquency>>
<br>
<<else>>
You glance at the rest of the class, and see their backs still turned. You dive <<swimmingtext>> into the water.
<<gstress>><<stress 2>><<gswimming>><<swimmingskilluse>>
<</if>>
<<else>>
You climb out into the chilly air and walk to the edge of the diving platform. You dive <<swimmingtext>> into the water.
<br><br>
You come back up to the surface. Mason gives you a thumbs up, then directs <<his>> attention elsewhere.
You feel like something is amiss, and then you realise, your <<bottoms>> <<is _bottom>> gone!
<br><br>
<<if $school gte 1600 or $rng lt 80>>
Seeing your clothes floating several feet away, you quickly swim over and cover up. You glance around the pool. You don't think anybody noticed.
<<gstress>><<stress 2>><<gswimming>><<swimmingskilluse>>
<<else>>
<<set $_linkSkip to true>>
<<endevent>><<generates1>><<person1>><<underlowerstrip>>
You look around and see your clothes floating in the water. You swim towards them, but a <<person>> beats you to it.
<<He>> holds them out of your reach and smiles at you. "Stripping in public? Who'd have known a nerd like you would be so perverted."
<<He>> examines your exposed body, then checks if Mason is still distracted.
"I wanna have some fun with you. You better do what I want or you'll be spending the rest of the lesson naked."
<br><br>
<<link [[Accept|Events Swimming Molestation Single]]>><<set $molestationstart to 1>><</link>>
<br>
<<link [[Refuse|Events Swimming Refuse]]>><</link>>
<br>
<</if>>
<</if>>
<</addinlineevent>>
<</if>>
<<addinlineevent "swimStalk" 2>>
<<set $_linkSkip to true>>
<<generates1>><<person1>>A <<person>> seems to be following you around the pool. Whenever you look at <<him>> however, <<he>> averts <<his>> gaze.
<br><br>
<<link [[Confront|Events Swimming Stalk Confront]]>><<detention 1>><</link>><<gdelinquency>>
<br>
<<link [[Ignore|Events Swimming Stalk Ignore]]>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "swimHarass" 2>>
<<set $_linkSkip to true>>
<<generates1>><<generates2>><<generates3>>
A <<fullGroup>> start picking on you, following you and touching you beneath the water.
You could try to swim away from them, but it might make things worse if you fail.
<br><br>
<<link [[Swim away|Events Swimming Swim Away]]>><</link>><<swimmingdifficulty 1 800>>
<br>
<<link [[Endure it|Events Swimming Swim Endure]]>><<stress 2>><<trauma 2>><<arousal 100 "bottom">><<arousal 100 "genitals">><</link>><<gtrauma>><<gstress>><<garousal>>
<br>
<</addinlineevent>>
<<addinlineevent "swimSkimmer" 2>>
<<if $worn.under_lower.type.includes("naked")>>
You feel a sharp pain in your butt. You floated too close to a skimmer and were pinched by the flap.
You manage to not cry out and attract more attention to yourself.
<<gpain>><<gstress>><<stress 2>><<pain 5>>
<<else>>
As you tread water, you feel something tug at your $worn.under_lower.name_simple. You floated too close to a skimmer and are caught in its flap. <<set $worn.under_lower.integrity -= 4>>
<<integritycheck>>
<<exposure>>
<<if $worn.under_lower.type.includes("naked")>>
You move away, but as you do so, your clothing is cruelly ripped free from your body. It disappears through the skimmer in an instant, leaving you <<= $worn.under_upper.type.includes("naked") ? "completely bare" : "bare from the waist down">>.
<<else>>
You free yourself from the skimmer, leaving your $worn.under_lower.name_simple intact but worse for wear.
<</if>>
<</if>>
<</addinlineevent>>
<<if _tf.foxTail or _tf.wolfTail or _tf.catTail or _tf.cowTail or _tf.birdTail or _tf.demonTail>>
<<addinlineevent "swimTF" 1>>
<<set _linkText to _tf.catTail ? "Hiss" : _tf.cowTail ? "Whack" : _tf.birdTail ? "Splash" : "Growl">>
<<set _tftail to _tf.foxTail ? "<<fox>>" : _tf.catTail ? "<<cat>>" : _tf.cowTail ? "<<cow>>" : _tf.birdTail ? "<<harpy>>" : _tf.wolfTail ? "<<wolfgirl>>" : "<<demon>>">>
As you're swimming laps, a <<generates1>><<person1>><<person>> grabs your tail and pulls, causing you to let out an involuntary <<= _tf.foxTail ? "moan" : "yelp">>. <<gstress>><<stress 6>>
<br><br>
"What's this thing on your butt?" <<he>> says with a snicker. <<He>> gives it another tug as <<he>> tries to get a better look at it.
<<if _tf.foxTail>>
<<gggarousal>><<arousal 10000>>
<br><br>
Your thighs tremble with arousal as another jolt of pleasure shoots up your tailbone. The overstimulation is too much to bear. <<orgasm>> You clutch the side of the pool, yipping helplessly through the orgasm. The <<personsimple>> stares at you, as does the rest of the class.
<br><br>
"What's going on over there?" Mason calls out.
<br><br>
"N-nothing!" the <<person>> shouts back. <<He>> drops your tail and swims away, <<his>> face beet-red. Mason looks at you suspiciously, but doesn't pry further.
<<else>>
<<set $_linkSkip to true>>
<<gpain>><<pain 6>>
<br><br>
/* <<if $submissive lte 850>> */
<<link [[_linkText|Events Swimming Tail]]>><<set $phase to _linkText>><</link>><<lstress>><<print _tftail>>
<br>
/* <</if>> */
<<if _tf.demonTail>>
<<link [[Wiggle your butt seductively|Events Swimming Tail]]>><<set $phase to "Wiggle">><</link>><<demon>>
<br>
<</if>>
<<link [[Endure|Events Swimming Tail]]>><<set $phase to "Endure">><</link>><<gstress>>
<</if>>
<</addinlineevent>>
<</if>>
<<runeventpool>>
<<if $_linkSkip is false>>
<br><br>
<<link [[Next|Swimming Lesson]]>><<endevent>><</link>>
<</if>>
<</widget>>
<<widget "eventsswimmingsafe">>
<<npc Mason>><<person1>>
<<if $rng gte 21>>
Mason has the class practise <<print either("the front crawl", "the breaststroke", "the backstroke", "the butterfly stroke")>>.
<<He>> patrols the outskirts of the pool, giving pointers to those who seem to be struggling.
<br><br>
<<else>>
Mason has the class practise diving.
<<He>> watches from the outskirts of the pool, giving pointers to those who seem to be struggling.
<br><br>
<</if>>
<<if currentSkillValue('swimmingskill') lte 100>>
You're not very good at swimming, and struggle to even stay above the surface of the water.
<<elseif currentSkillValue('swimmingskill') lte 300>>
You're not a very fast swimmer, and need to take frequent breaks due to the strain on your muscles.
<<elseif currentSkillValue('swimmingskill') lte 500>>
You're not a bad swimmer, but you've a long way to go.
<<elseif currentSkillValue('swimmingskill') lte 900>>
You're a pretty good swimmer, among the best in the class.
<<else>>
You're a very good swimmer, easily the best in the class.
<</if>>
<br><br>
<<link [[Next|Swimming Lesson]]>><<endevent>><</link>>
<br>
<</widget>>
<<widget "schoolpoolexposed">>
<<if $schoolstate is "fifth" and $swimnudecounter gte 1>>
You step into the pool room. <<covered>>
<<schoolpoolmasoncheck>>
<<if _masonCanUnlock>>
<<include "Mason Chastity Prompt">>
<</if>>
<br><br>
<<else>>
<<generatey2>><<generatey3>>You take a deep breath, and walk into the pool room with your <<lewdness>> on display.
A <<person2>><<person>> sees you first. <<He>> clutches <<his>> hands to <<his>> face and squeals.
The rest of the class follow suit, with varying reactions ranging from glee to embarrassment and amusement to displeasure in the case of the more prudish students.
<<if $player.penisExist>>
<<if $player.penissize is 4>>
<<if maleChance() lt 100>>
The girls' eyes seem glued to your <<genitals>>, and a few start exchanging excited whispers with each other.
A few of the boys are clearly less than gleeful at your naked presence. <<if maleChance() gt 0>>Others seem interested.<</if>>
<<else>>
The boys stare your <<genitals>>, and a few start exchanging excited whispers with each other.
<</if>>
<<incgpenisinsecurity>>
<<status 10>><<gcool>>
<<elseif $player.penissize lte 1>>
A few of the girls exchange whispers and start giggling to themselves, and some of the boys are sporting rather smug expressions.
<<incgpenisinsecurity>>
<</if>>
<</if>>
<br><br>
<<person1>>Mason has <<his>> back to you. <<He>> turns, then quickly averts <<his>> eyes. "Your swimsuit," <<he>> manages. "Go get it."
<<detention 6>>
<br><br>
"Oh?" you say. You lift one hand to your brow, as if scanning the horizon. "I wonder where I left it." The class erupts into laughter.
<br><br>
Mason refuses to look at you. <<Hes>> blushing. "Get back in the changing room. P-please."
<br><br>
<</if>>
<<if !_masonCanUnlock or $schoolstate isnot "fifth">>
<<maleicon>><<link [[Boy's changing room|School Boy Changing Room]]>><<endevent>><</link>>
<br>
<<femaleicon>><<link [[Girl's changing room|School Girl Changing Room]]>><<endevent>><</link>>
<br>
<</if>>
<</widget>>
<<widget "schoolpoolmasoncheck">>
<<set _anyBound to $rightarm is "bound" or $leftarm is "bound" or $feetuse is "bound">>
<<if _anyBound>>
Mason instantly notices your bound <<boundBodyParts>>.
<<print [
`"It wouldn't be safe to let you swim like that."`,
`"T-that's a little too much."`,
`"Well... obviously it wouldn't be safe to let you swim like that."`,
`"I can't let you swim like that."`
].random()>>
<br><br>
<<He>> moves behind you and <span class="green">you feel your limbs fall free.</span><<unbind>>
<</if>>
<<if !C.npc.Mason.chastityKeyCarried and playerChastity() and $worn.genitals.origin is "Winter" and (C.npc.Mason.love gte 5 or C.npc.Mason.lust gte 10)
and getVisibleClothesList().find(o => o === V.worn.genitals)>>
<<if _anyBound>><<He>>
<<else>>Mason<</if>> cannot help but notice and stare at the $worn.genitals.name.
<<He>> stares hard enough that it briefly becomes uncomfortable before <<he>> catches <<himself>> and turns away with a blush.
<<set C.npc.Mason.chastityKeyCarried to 1>><<set $daily.masonChastityRemovalDeclined to 1>>
<</if>>
<</widget>><<widget "swimminglessoneffects">>
<<advancelesson>>
<<stress _lesson_progress>>
<<tiredness _lesson_progress>>
<<if $phase is 1>>
<<set $phase to 0>>
<<if $exposed gte 1 and $swimall isnot 1>>
The bell rings, signifying the end of the lesson. You wait as the other students leave. Some students linger, doubtlessly hoping to get a nice view when you climb out, but Mason herds them away, giving you some privacy. You climb out of the pool<<if playerBellyVisible()>> once Mason gives the go ahead, and <<nnpc_he "Mason">> sticks close by to assist you<</if>>.
<br><br>
<<elseif $exposed lte 0>>
The bell rings, signifying the end of the lesson. You climb out of the pool<<if playerBellyVisible()>> once Mason gives the go ahead, and <<nnpc_he "Mason">> sticks close by to assist you<</if>>.
<br><br>
<</if>>
<<if $exposed lte 0 or $swimall is 1>>
<<maleicon>><<link [[Boys' changing room|School Boy Changing Room]]>><</link>>
<br>
<<femaleicon>><<link [[Girls' changing room|School Girl Changing Room]]>><</link>>
<br><br>
<</if>>
<<if $exposed gte 1>>
<<link [[Grab some towels and enter the boy's changing room|School Boy Changing Room]]>><<towelupm>><</link>>
<br>
<<link [[Grab some towels and enter the girl's changing room|School Girl Changing Room]]>><<towelup>><</link>>
<br><br>
<</if>>
<<else>>
<<if $exposed gte 1>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (8900 - $allure)>>
<<eventsswimming>>
<<else>>
<<eventsswimmingsafe>>
<</if>>
<<elseif $exposed lte 0>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (8900 - ($allure / 5))>>
<<eventsswimming>>
<<else>>
<<eventsswimmingsafe>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "bookRentalOptions">>
<<if $studyBooks is undefined>>
<<set $studyBooks to {}>>
<<set $studyBooks.rented.count to 0>>
<<set $studyBooks.rented.science to 0>>
<<set $studyBooks.rented.maths to 0>>
<<set $studyBooks.rented.english to 0>>
<<set $studyBooks.rented.history to 0>>
<<set $studyBooks.rented.RaulAndJanet to 0>>
<<set $studyBooks.rented.pinch to 0>>
<<set $studyBooks.stolen.science to 0>>
<<set $studyBooks.stolen.maths to 0>>
<<set $studyBooks.stolen.english to 0>>
<<set $studyBooks.stolen.history to 0>>
<<set $studyBooks.stolen.RaulAndJanet to 0>>
<<set $studyBooks.stolen.pinch to 0>>
<</if>>
<<if (!Time.schoolDay or $schoolstate is "early" or $schoolstate is "late")>>
The library is eerily quiet.
<<else>>
There are a number of textbooks available for rental.
<<if $studyBooks.rented.count gte 1>>
Your current rental is <<if $book_rent_timer gt 0>>due back in <span class="gold">$book_rent_timer day<<if $book_rent_timer gt 1>>s<</if>>.</span><<elseif $book_rent_timer is 0>><span class="blue">due today.</span><<else>><span class="red">overdue.</span><</if>>
<<else>>
You have no rented books to return.
<</if>>
<</if>>
<br>
/* <<switch $studyBooks.rented>>
<<case "science" "maths" "English" "history">>
<<schoolicon "library">><<link [[`Return your ${$studyBooks.rented} textbook`|Book Rental]]>><<set $bookRent to "return">><</link>>
<br>
<<case "Raul and Janet">>
<<schoolicon "library">><<link [[Return "Raul and Janet"|Book Rental]]>><<set $phase to 5>><<set $bookRent to "return">><</link>>
<br>
<<case "Pinch">>
<<schoolicon "library">><<link [[Return the olive-coloured book|Book Rental]]>><<set $phase to 6>><<set $bookRent to "return">><</link>>
<br>
<<default>>
<</switch>> */
<<if $studyBooks.rented.science is 1>>
<<schoolicon "library">><<link [[Return your rented science textbook|Book Rental]]>><<set $bookRent to "return">><<set $phase to 1>><</link>>
<br>
<</if>>
<<if $studyBooks.rented.maths is 1>>
<<schoolicon "library">><<link [[Return your rented maths textbook|Book Rental]]>><<set $bookRent to "return">><<set $phase to 2>><</link>>
<br>
<</if>>
<<if $studyBooks.rented.english is 1>>
<<schoolicon "library">><<link [[Return your rented English textbook|Book Rental]]>><<set $bookRent to "return">><<set $phase to 3>><</link>>
<br>
<</if>>
<<if $studyBooks.rented.history is 1>>
<<schoolicon "library">><<link [[Return your rented history textbook|Book Rental]]>><<set $bookRent to "return">><<set $phase to 4>><</link>>
<br>
<</if>>
<<if $studyBooks.rented.RaulAndJanet is 1>>
<<schoolicon "library">><<link [[Return your rented copy of "Raul and Janet"|Book Rental]]>><<set $bookRent to "return">><<set $phase to 5>><</link>>
<br>
<</if>>
<<if $studyBooks.rented.pinch is 1>>
<<schoolicon "library">><<link [[Return the olive-coloured book|Book Rental]]>><<set $bookRent to "return">><<set $phase to 6>><</link>>
<br>
<</if>>
/* <<switch $studyBooks.stolen>>
<<case "science" "maths" "English" "history">>
<<schoolicon "library">><<link [[`Return your stolen ${$studyBooks.stolen} textbook`|Book Rental Return Stolen]]>><</link>>
<br>
<<case "Raul and Janet">>
<<schoolicon "library">><<link [[Return your stolen copy of "Raul and Janet"|Book Rental Return Stolen]]>><<set $phase to 5>><</link>>
<br>
<<case "Pinch">>
<<schoolicon "library">><<link [[Return the olive-coloured book|Book Rental Return Stolen]]>><<set $phase to 6>><</link>>
<br>
<<default>>
<</switch>> */
<<if $studyBooks.stolen.science is 1>>
<<schoolicon "library">><<link [[Return your stolen science textbook|Book Rental Return Stolen]]>><<set $returnBook to "science">><</link>>
<br>
<</if>>
<<if $studyBooks.stolen.maths is 1>>
<<schoolicon "library">><<link [[Return your stolen maths textbook|Book Rental Return Stolen]]>><<set $returnBook to "maths">><</link>>
<br>
<</if>>
<<if $studyBooks.stolen.english is 1>>
<<schoolicon "library">><<link [[Return your stolen english textbook|Book Rental Return Stolen]]>><<set $returnBook to "english">><</link>>
<br>
<</if>>
<<if $studyBooks.stolen.history is 1>>
<<schoolicon "library">><<link [[Return your stolen history textbook|Book Rental Return Stolen]]>><<set $returnBook to "history">><</link>>
<br>
<</if>>
<<if $studyBooks.stolen.RaulAndJanet is 1>>
<<schoolicon "library">><<link [[Return your stolen copy of "Raul and Janet"|Book Rental Return Stolen]]>><<set $returnBook to "RaulAndJanet">><</link>>
<br>
<</if>>
<<if $studyBooks.stolen.pinch is 1>>
<<schoolicon "library">><<link [[Return the olive-coloured book|Book Rental Return Stolen]]>><<set $returnBook to "pinch">><</link>>
<br>
<</if>>
<<sydneySchedule>>
<<if _sydney_location is "library">>
<<set _rentPrice to Math.round(2000 * (1 + ($studyBooks.rented.count * $studyBooks.rented.count)))>>
<<if $money gte _rentPrice>>
/* <<if $studyBooks.rented is "none">>
<<if $studyBooks.stolen.science isnot 1>>
<<scienceicon>><<link [[Rent a science textbook (£20)|Book Rental]]>><<money 2000 "libraryBooks">><<set $bookRent to "rent">><<set $phase to 1>><<set $studyBooks.rented to "science">><</link>><<note "+ Passive Science" "green">>
<br>
<</if>>
<<if $studyBooks.stolen.maths isnot 1>>
<<mathicon>><<link [[Rent a maths textbook (£20)|Book Rental]]>><<money 2000 "libraryBooks">><<set $bookRent to "rent">><<set $phase to 2>><<set $studyBooks.rented to "maths">><</link>><<note "+ Passive Maths" "green">>
<br>
<</if>>
<<if $studyBooks.stolen.english isnot 1>>
<<englishicon>><<link [[Rent an English textbook (£20)|Book Rental]]>><<money 2000 "libraryBooks">><<set $bookRent to "rent">><<set $phase to 3>><<set $studyBooks.rented to "English">><</link>><<note "+ Passive English" "green">>
<br>
<</if>>
<<if $studyBooks.stolen.history isnot 1>>
<<historyicon>><<link [[Rent a history textbook (£20)|Book Rental]]>><<money 2000 "libraryBooks">><<set $bookRent to "rent">><<set $phase to 4>><<set $studyBooks.rented to "history">><</link>><<note "+ Passive History" "green">>
<br>
<</if>>
<<if currentSkillValue('english') gte 300 and $studyBooks.stolen.RaulAndJanet isnot 1>>
<<scarleticon>><<link [[Rent "Raul and Janet" (£20)|Book Rental]]>><<money 2000 "libraryBooks">><<set $bookRent to "rent">><<set $phase to 5>><<set $studyBooks.rented to "Raul and Janet">><</link>>
<br>
<</if>>
<<if ((Time.monthName is "November" and Time.monthDay gte 24) or Time.monthName is "December") and $studyBooks.stolen.pinch isnot 1>>
<<oliveicon>><<link [[Rent the olive-coloured book (£20)|Book Rental]]>><<money 2000 "libraryBooks">><<set $bookRent to "rent">><<set $phase to 6>><<set $studyBooks.rented to "Pinch">><</link>>
<br>
<</if>>
<<else>>
<<if $money gte 1500 and $book_rent_timer lte 13 and $book_rent_timer gt 0>>
<<highicon>><<link [[Renew your book rental (£15)|Book Rental]]>><<money 1500>><<set $bookRent to "renew">><</link>>
<br>
<<elseif $money lt 1500>>
<span class=purple>You can't afford to renew your rental.</span>
<br>
<<else>>
<</if>>
<</if>> */
<<if $studyBooks.rented.science is 0 and $studyBooks.stolen.science is 0>>
<<scienceicon>><<link [["Rent a science textbook (£" + _rentPrice / 100 + ")"|Book Rental]]>><<handheldon>><<wearProp "bookscienceclosed">><<money `-_rentPrice` "libraryBooks">><<set $studyBooks.rented.count += 1>><<set $bookRent to "rent">><<set $phase to 1>><<set $studyBooks.rented.science to 1>><</link>><<note "+ Passive Science" "green">>
<br>
<</if>>
<<if $studyBooks.rented.maths is 0 and $studyBooks.stolen.maths is 0>>
<<mathicon>><<link [["Rent a maths textbook (£" + _rentPrice / 100 + ")"|Book Rental]]>><<handheldon>><<wearProp "bookmathsclosed">><<money `-_rentPrice` "libraryBooks">><<set $studyBooks.rented.count += 1>><<set $bookRent to "rent">><<set $phase to 2>><<set $studyBooks.rented.maths to 1>><</link>><<note "+ Passive Maths" "green">>
<br>
<</if>>
<<if $studyBooks.rented.english is 0 and $studyBooks.stolen.english is 0>>
<<englishicon>><<link [["Rent an English textbook (£" + _rentPrice / 100 + ")"|Book Rental]]>><<handheldon>><<wearProp "bookenglishclosed">><<money `-_rentPrice` "libraryBooks">><<set $studyBooks.rented.count += 1>><<set $bookRent to "rent">><<set $phase to 3>><<set $studyBooks.rented.english to 1>><</link>><<note "+ Passive English" "green">>
<br>
<</if>>
<<if $studyBooks.rented.history is 0 and $studyBooks.stolen.history is 0>>
<<historyicon>><<link [["Rent a history textbook (£" + _rentPrice / 100 + ")"|Book Rental]]>><<handheldon>><<wearProp "bookhistoryclosed">><<money `-_rentPrice` "libraryBooks">><<set $studyBooks.rented.count += 1>><<set $bookRent to "rent">><<set $phase to 4>><<set $studyBooks.rented.history to 1>><</link>><<note "+ Passive History" "green">>
<br>
<</if>>
<<if currentSkillValue('english') gte 300 and $studyBooks.rented.RaulAndJanet is 0 and $studyBooks.stolen.RaulAndJanet is 0>>
<<scarleticon>><<link [['Rent "Raul and Janet" (£' + _rentPrice / 100 + ')'|Book Rental]]>><<set $phase to 5>><<set $studyBooks.rented.count += 1>><<handheldon>><<wearProp "bookscarletclosed">><<money `-_rentPrice` "libraryBooks">><<set $bookRent to "rent">><<set $studyBooks.rented.RaulAndJanet to 1>><</link>>
<br>
<</if>>
<<if ((Time.monthName is "November" and Time.monthDay gte 24) or Time.monthName is "December") and $studyBooks.rented.pinch is 0 and $studyBooks.stolen.pinch is 0>>
<<oliveicon>><<link [["Rent the olive-coloured book (£" + _rentPrice / 100 + ")"|Book Rental]]>><<set $phase to 6>><<set $studyBooks.rented.count += 1>><<handheldon>><<wearProp "bookoliveclosed">><<money `-_rentPrice` "libraryBooks">><<set $bookRent to "rent">><<set $studyBooks.rented.pinch to 1>><</link>>
<br>
<</if>>
<<elseif $money lt _rentPrice and $studyBooks.rented.count is 0>>
<span class=purple>You can't afford to rent a textbook.</span>
<br>
<</if>>
<<if $studyBooks.rented.count gte 1>>
<<set _totalRentPrice to 0>>
<<for _i to 1; _i lte $studyBooks.rented.count; _i++>>
<<set _totalRentPrice += Math.round(2000 * (1 + (_i * _i)))>>
<</for>>
<<set _totalRentPriceDisplay to _totalRentPrice / 100>>
<<if $money gte _totalRentPrice and $book_rent_timer lte 13 and $book_rent_timer gt 0 and $book_rent_deposit lte 0>>
<<highicon>>
<<if $studyBooks.rented.count gt 1>>
<<link [["Renew your book rentals (£" + (_totalRentPrice/100) + ")"|Book Rental]]>><<money `-_totalRentPrice` "libraryBooks">><<set $bookRent to "renew">><</link>>
<<else>>
<<link [["Renew your book rental (£" + (_totalRentPrice/100) + ")"|Book Rental]]>><<money `-_totalRentPrice` "libraryBooks">><<set $bookRent to "renew">><</link>>
<</if>>
<br>
<<elseif $money lt _totalRentPrice>>
<<if $studyBooks.rented.count gt 1>>
<span class=purple>You can't afford to renew your rentals (£_totalRentPriceDisplay).</span>
<<else>>
<span class=purple>You can't afford to renew your rental (£_totalRentPriceDisplay).</span>
<</if>>
<br>
<</if>>
<<if $money gte 100>>
<<if $studyBooks.rented.count gt 1>>
<<link [[Deposit for your book rentals|Book Rental Deposit]]>><</link>>
<<else>>
<<link [[Deposit for your book rental|Book Rental Deposit]]>><</link>>
<</if>>
<br>
<<else>>
<span class=purple>You can't deposit with no money.</span>
<br>
<</if>>
<</if>>
<<else>>
<<if (!Time.schoolDay or $schoolstate is "early" or $schoolstate is "late")>>
<<if $studyBooks.stolen.count lt 6>>
/* <<if $studyBooks.rented isnot "science">>
<<scienceicon>><<link [[Steal a science textbook|Book Rental]]>><<set $bookRent to "steal">><<set $studyBooks.stolen to "science">><</link>><<crime "thievery">><<note "+ Passive Science" "green">>
<br>
<</if>>
<<if $studyBooks.rented isnot "maths">>
<<mathicon>><<link [[Steal a maths textbook|Book Rental]]>><<set $bookRent to "steal">><<set $studyBooks.stolen to "maths">><</link>><<crime "thievery">><<note "+ Passive Maths" "green">>
<br>
<</if>>
<<if $studyBooks.rented isnot "English">>
<<englishicon>><<link [[Steal an English textbook|Book Rental]]>><<set $bookRent to "steal">><<set $studyBooks.stolen to "English">><</link>><<crime "thievery">><<note "+ Passive English" "green">>
<br>
<</if>>
<<if $studyBooks.rented isnot "history">>
<<historyicon>><<link [[Steal a history textbook|Book Rental]]>><<set $bookRent to "steal">><<set $studyBooks.stolen to "history">><</link>><<crime "thievery">><<note "+ Passive History" "green">>
<br>
<</if>>
<<if currentSkillValue('english') gte 300 and $studyBooks.rented isnot "Raul and Janet">>
<<scarleticon>><<link [[Steal "Raul and Janet"|Book Rental]]>><<set $phase to 5>><<set $bookRent to "steal">><<set $studyBooks.stolen to "Raul and Janet">><</link>><<crime "thievery">>
<br>
<</if>>
<<if ((Time.monthName is "November" and Time.monthDay gte 24) or Time.monthName is "December") and $studyBooks.stolen isnot "Pinch">>
<<oliveicon>><<link [[Steal the olive-coloured book|Book Rental]]>><<set $phase to 6>><<set $bookRent to "steal">><<set $studyBooks.stolen to "Pinch">><</link>><<crime "thievery">>
<br>
<</if>> */
<<if $studyBooks.rented.science is 0 and $studyBooks.stolen.science is 0>>
<<scienceicon>><<link [[Steal a science textbook|Book Rental]]>><<set $studyBooks.stolen.count += 1>><<set $bookRent to "steal">><<set $studyBooks.stolen.last to "science">><<set $studyBooks.stolen.science to 1>><</link>><<crime "thievery">><<note "+ Passive Science" "green">>
<br>
<</if>>
<<if $studyBooks.rented.maths is 0 and $studyBooks.stolen.maths is 0>>
<<mathicon>><<link [[Steal a maths textbook|Book Rental]]>><<set $studyBooks.stolen.count += 1>><<set $bookRent to "steal">><<set $studyBooks.stolen.last to "maths">><<set $studyBooks.stolen.maths to 1>><</link>><<crime "thievery">><<note "+ Passive Maths" "green">>
<br>
<</if>>
<<if $studyBooks.rented.english is 0 and $studyBooks.stolen.english is 0>>
<<englishicon>><<link [[Steal an English textbook|Book Rental]]>><<set $studyBooks.stolen.count += 1>><<set $bookRent to "steal">><<set $studyBooks.stolen.last to "English">><<set $studyBooks.stolen.english to 1>><</link>><<crime "thievery">><<note "+ Passive English" "green">>
<br>
<</if>>
<<if $studyBooks.rented.history is 0 and $studyBooks.stolen.history is 0>>
<<historyicon>><<link [[Steal a history textbook|Book Rental]]>><<set $studyBooks.stolen.count += 1>><<set $bookRent to "steal">><<set $studyBooks.stolen.last to "history">><<set $studyBooks.stolen.history to 1>><</link>><<crime "thievery">><<note "+ Passive History" "green">>
<br>
<</if>>
<<if currentSkillValue('english') gte 300 and $studyBooks.rented.RaulAndJanet is 0 and $studyBooks.stolen.RaulAndJanet is 0>>
<<scarleticon>><<link [[Steal "Raul and Janet"|Book Rental]]>><<set $studyBooks.stolen.count += 1>><<set $phase to 5>><<set $bookRent to "steal">><<set $studyBooks.stolen.last to "Raul and Janet">><<set $studyBooks.stolen.RaulAndJanet to 1>><</link>><<crime "thievery">>
<br>
<</if>>
<<if ((Time.monthName is "November" and Time.monthDay gte 24) or Time.monthName is "December") and $studyBooks.rented.pinch is 0 and $studyBooks.stolen.pinch is 0>>
<<oliveicon>><<link [[Steal the olive-coloured book|Book Rental]]>><<set $studyBooks.stolen.count += 1>><<set $phase to 6>><<set $bookRent to "steal">><<set $studyBooks.stolen.last to "pinch">><<set $studyBooks.stolen.pinch to 1>><</link>><<crime "thievery">>
<br>
<</if>>
<<else>>
You've stolen all of the useful books.
<br>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "homeStudyOptions">>
<<if $studyBooks isnot undefined>>
/* <<switch $studyBooks.rented>>
<<case "science">>
<<link [[Study science (0:20)|$passage]]>><<set $study to 1>><<pass 20>><<set $phase to 1>><</link>><<gscience>>
<br>
<<case "maths">>
<<link [[Study maths (0:20)|$passage]]>><<set $study to 1>><<pass 20>><<set $phase to 2>><</link>><<gmaths>>
<br>
<<case "English">>
<<link [[Study English (0:20)|$passage]]>><<set $study to 1>><<pass 20>><<set $phase to 3>><</link>><<genglish>>
<br>
<<case "history">>
<<link [[Study history (0:20)|$passage]]>><<set $study to 1>><<pass 20>><<set $phase to 4>><</link>><<ghistory>>
<br>
<<case "Raul and Janet">>
<<scarleticon>><<link [[Read "Raul and Janet" (0:01)|ScarletBook1]]>><<pass 1>><<set $scarletExitPassage to $passage>><</link>>
<br>
<<case "Pinch">>
<<oliveicon>><<link [[Read the olive-coloured book (0:01)|Olive Book 1]]>><<pass 1>><<set $oliveExitPassage to $passage>><</link>>
<br>
<<default>>
<</switch>>
<<switch $studyBooks.stolen>>
<<case "science">>
<<link [[Study science (0:20)|$passage]]>><<set $study to 1>><<pass 20>><<set $phase to 1>><</link>><<gscience>>
<br>
<<case "maths">>
<<link [[Study maths (0:20)|$passage]]>><<set $study to 1>><<pass 20>><<set $phase to 2>><</link>><<gmaths>>
<br>
<<case "English">>
<<link [[Study English (0:20)|$passage]]>><<set $study to 1>><<pass 20>><<set $phase to 3>><</link>><<genglish>>
<br>
<<case "history">>
<<link [[Study history (0:20)|$passage]]>><<set $study to 1>><<pass 20>><<set $phase to 4>><</link>><<ghistory>>
<br>
<<case "Raul and Janet">>
<<scarleticon>><<link [[Read "Raul and Janet" (0:01)|ScarletBook1]]>><<pass 1>><<set $scarletExitPassage to $passage>><</link>>
<br>
<<case "Pinch">>
<<oliveicon>><<link [[Read the olive-coloured book (0:01)|Olive Book 1]]>><<pass 1>><<set $oliveExitPassage to $passage>><</link>>
<br>
<<default>>
<</switch>> */
<<set _chair to Furniture.get('chair')>>
<<if _chair is undefined or _chair is null>>
<<set _chair to Furniture.get('chair','chair')>>
<</if>>
<<if _chair.name is "chair">>
<<set _studyGain to 6>>
<<elseif _chair.name is "stools">>
<<set _studyGain to 7>>
<<elseif _chair.name is "wooden chairs">>
<<set _studyGain to 8>>
<<elseif _chair.name is "swivel chairs">>
<<set _studyGain to 9>>
<<elseif _chair.name is "shell chairs">>
<<set _studyGain to 10>>
<<elseif _chair.name is "armchairs">>
<<set _studyGain to 11>>
<<elseif _chair.name is "egg armchairs">>
<<set _studyGain to 12>>
<</if>>
<<if $studyBooks.rented.science is 1>>
<<link [[Study science (0:20)|$passage]]>><<set $study to 1>><<scienceskill _studyGain>><<pass 20>><<set $phase to 1>><</link>><<gscience>>
<br>
<</if>>
<<if $studyBooks.rented.maths is 1>>
<<link [[Study maths (0:20)|$passage]]>><<set $study to 1>><<mathsskill _studyGain>><<pass 20>><<set $phase to 2>><</link>><<gmaths>>
<br>
<</if>>
<<if $studyBooks.rented.english is 1>>
<<link [[Study English (0:20)|$passage]]>><<set $study to 1>><<englishskill _studyGain>><<pass 20>><<set $phase to 3>><</link>><<genglish>>
<br>
<</if>>
<<if $studyBooks.rented.history is 1>>
<<link [[Study history (0:20)|$passage]]>><<set $study to 1>><<historyskill _studyGain>><<pass 20>><<set $phase to 4>><</link>><<ghistory>>
<br>
<</if>>
<<if $studyBooks.rented.RaulAndJanet is 1>>
<<scarleticon>><<link [[Read "Raul and Janet" (0:01)|ScarletBook1]]>><<pass 1>><<set $scarletExitPassage to $passage>><</link>>
<br>
<</if>>
<<if $studyBooks.rented.Pinch is 1>>
<<oliveicon>><<link [[Read the olive-coloured book (0:01)|Olive Book 1]]>><<pass 1>><<set $oliveExitPassage to $passage>><</link>>
<br>
<</if>>
<<if $studyBooks.stolen.science is 1>>
<<link [[Study science (0:20)|$passage]]>><<set $study to 1>><<scienceskill _studyGain>><<pass 20>><<set $phase to 1>><</link>><<gscience>>
<br>
<</if>>
<<if $studyBooks.stolen.maths is 1>>
<<link [[Study maths (0:20)|$passage]]>><<set $study to 1>><<mathsskill _studyGain>><<pass 20>><<set $phase to 2>><</link>><<gmaths>>
<br>
<</if>>
<<if $studyBooks.stolen.english is 1>>
<<link [[Study English (0:20)|$passage]]>><<set $study to 1>><<englishskill _studyGain>><<pass 20>><<set $phase to 3>><</link>><<genglish>>
<br>
<</if>>
<<if $studyBooks.stolen.history is 1>>
<<link [[Study history (0:20)|$passage]]>><<set $study to 1>><<historyskill _studyGain>><<pass 20>><<set $phase to 4>><</link>><<ghistory>>
<br>
<</if>>
<<if $studyBooks.stolen.RaulAndJanet is 1>>
<<scarleticon>><<link [[Read "Raul and Janet" (0:01)|ScarletBook1]]>><<pass 1>><<set $scarletExitPassage to $passage>><</link>>
<br>
<</if>>
<<if $studyBooks.stolen.Pinch is 1>>
<<oliveicon>><<link [[Read the olive-coloured book (0:01)|Olive Book 1]]>><<pass 1>><<set $oliveExitPassage to $passage>><</link>>
<br>
<</if>>
<</if>>
<</widget>>
<!-- "upperruined" doesn't take sets into account, so use "strip" and destroy the carried towel parts -->
<<widget "droptowel">>
<<if _toweldrop is "both">>
<<generalStrip "upper">>
<<generalStrip "lower">>
<<elseif _toweldrop is "lower">>
<<generalStrip "lower">>
<<elseif _toweldrop is "upper">>
<<generalStrip "upper">>
<</if>>
<</widget>>
<!-- Will check if the pc can drop a towel to expose themselves. Returns its result in "_exlevel" and "_toweldrop".-->
<<widget "checkdroptowel">>
<<set _bottom to "nothing">>
<<set _top to "nothing">>
<<if hasSexStat("exhibitionism", 4)>>
<<if ($worn.lower.name is "towel skirt" or $worn.lower.name is "large towel bottom") and $worn.over_lower.exposed gte 2>>
<<if $worn.under_lower.exposed lt 1 or hasSexStat("exhibitionism", 5)>>
<<set _bottom to "strip">>
<</if>>
<</if>>
<<if ($worn.upper.name is "towel top" or $worn.upper.name is "large towel") and $worn.over_upper.exposed gte 2>>
<<if $worn.upper.one_piece isnot 1 or _bottom is "strip">>
<<set _top to "strip">>
<</if>>
<</if>>
<</if>>
<<if _bottom is "strip" and _top is "strip">>
<<set _exlevel to ($worn.under_lower.exposed lt 1 ? 1 : 2)>>
<<set _toweldrop to "both">>
<<elseif _bottom is "strip">>
<<set _exlevel to ($worn.under_lower.exposed lt 1 ? 1 : 2)>>
<<set _toweldrop to "lower">>
<<elseif _top is "strip">>
<<set _exlevel to 1>>
<<set _toweldrop to "upper">>
<<else>>
<<set _exlevel to 0>>
<<set _toweldrop to "none">>
<</if>>
<</widget>>
<<widget "school_infirmary_options">>
<<if $passage isnot "School Infirmary Ask Painkiller">>
<<schoolicon "infirmary">><<link [[Ask for a painkiller|School Infirmary Ask Painkiller]]>><</link>>
<br>
<</if>>
<<if $passage isnot "School Infirmary Ask Bed">>
<<bedroomicon>><<link [[Ask to use one of the beds|School Infirmary Ask Bed]]>><</link>>
<br>
<</if>>
<<if $passage isnot "School Infirmary Cabinet">>
<<pillicon>><<link [[Look inside a cabinet|School Infirmary Cabinet]]>><</link>>
<br>
<</if>>
<br>
<<getouticon>><<link [[Leave|Hallways]]>><<endevent>><</link>>
<br>
<</widget>>
<<widget "infirmary_excused">>
<<switch $schoolstate>>
<<case "first">>
<<set $daily.school.scienceExcused to true>>
<<case "second">>
<<set $daily.school.mathsExcused to true>>
<<case "third">>
<<set $daily.school.englishExcused to true>>
<<case "fourth">>
<<set $daily.school.historyExcused to true>>
<<case "fifth">>
<<set $daily.school.swimmingExcused to true>>
<</switch>>
<</widget>>
<<widget "enableSchoolRescue">>
/* Call with all applicable conditions for a rescue in any order. ex: <<enableSchoolRescue "Whitney" "delinquency">> for scenes where Whitney or low delinquency can save you, or <<enableSchoolRescue "Leighton">> for scenes where just Leighton can save you. */
/* Shouldn't be called without any arguments; just use the standard "enable_rescue" widget for those cases. */
<<if $drugged lte 0>>
<<set $_rescue to []>>
<<if _args.includes("Whitney") and C.npc.Whitney.dom gte random(10, 25) and C.npc.Whitney.state is "active" and $whitneyromance is 1>>
<<set $_rescue.push("Whitney")>>
<</if>>
/* There are no cases where Leighton being present and low delinquency are separate conditions for rescue, but there are some where both are required. ex: "Maths Note Molestation" */
<<if _args.includesAll("delinquency", "Leighton") and $delinquency lt 400 and $pillory.tenant.special.name isnot "Leighton">>
<<set $_rescue.push("Leighton")>>
<<elseif _args.includes("delinquency") and $delinquency lt 400>>
<<set $_rescue.push("delinquency")>>
<<elseif _args.includes("Leighton") and $pillory.tenant.special.name isnot "Leighton">>
<<set $_rescue.push("Leighton")>>
<</if>>
<<if $_rescue.includes("Whitney") and $_rescue.includes("delinquency", "Leighton")>>
/* Safe Whitney rescue */
<<set $rescue to 3>>
<<elseif $_rescue.includes("Whitney")>>
/* Lone Whitney rescue */
<<set $rescue to 2>>
<<elseif $_rescue.length gt 0 or !_args[0]>>
/* Safe rescue */
<<set $rescue to 1>>
<</if>>
<</if>>
<</widget>>/*
$weekly.theft.vendingMachine {
broken: boolean
stolen: boolean
}
$daily.vendingMachine {
used: boolean
}
*/
<<widget "schoolVendingMachine">>
<<set $weekly.theft.vendingMachine to $weekly.theft.vendingMachine || {}>>
<<set $daily.vendingMachine to $daily.vendingMachine || {}>>
<br>
There is a vending machine for condoms. They are subsidised by the Department of Youth.
<br>
<<if !$brothelVending>>
<<if $brotheljob and $fame.business gte 100>>
<<set $brothelVending to {status: "idea", products: 0, condoms: 0, lube: 0, condomsSold: 0, lubeSold: 0, condomsToRefill: 0, lubeToRefill: 0, weeksRent: 0, weeksEmpty: 0}>>
/* $brothelVending.status
idea - 1 PC has had the idea but not talked to Briar
asked - 2 Talked with Briar But not bought the machine
bought 2 - 4 Bought the vending machine but not installed it
sold - Briar sold the machine since it was empty for so long
set 3 - 8 Installed the vending machine
BITS of $brothelVending.products
bit 0 - 1 Talked to the pharmacy nurse about reselling condoms
bit 1 - 2 Talked to Sirris about selling lube */
<br>
Seeing the vending machine, <span class="pink">an idea strikes you</span>. You think it might be a good idea to set up a vending machine in the brothel's dressing room, so the staff can buy condoms or other useful items for their work. <span class="gold">You decide you'll talk to Briar about it.</span>
<br><br>
<</if>>
<</if>>
/* Suggestion:
When broken, the machine can be completely inoperable for a week.
When stolen, the machine can still be operated normally, but held cash is set to 0:
Each day the machine's stored wealth can be reset, and held cash could be randomly incremented.
If you purchase condoms, you could sneakily regain the cash you spent.
Optional: There could be more than 2 condoms in the machine.
*/
<<if $weekly.theft.vendingMachine.broken or $weekly.theft.vendingMachine.stolen>>
<span class="red">The vending machine is broken.</span>
<<else>>
<<if $daily.vendingMachine.used>>
A red display reads "<span class="red">Empty</span>".
<<else>>
<<if $money gte 2000>>
<<condomicon "machine">><<link [[Buy condoms (2-pack £20)|Vending Machine Buy]]>><</link>>
<<else>>
You can't afford them.
<</if>>
<</if>>
<<if !Time.schoolTime>>
<br>
<<condomicon "machine">><<link [[Rob|Vending Machine Rob]]>><</link>>
<</if>>
<</if>>
<</widget>>
<<widget "classRoomEarSlime">>
<<if _args[0] is $daily.earSlimeSkipLesson and $justEntered>>
You try to ignore the slime's command, but find yourself unable to enter the <<if $daily.earSlimeSkipLesson is "swimming">>pool<<else>>classroom<</if>>.
<br><br>
<<if $daily.earSlimeSkipLesson is "swimming">>
<<link [[Next|$lastChangingRoom]]>><<endevent>><</link>>
<<else>>
<<link [[Next|Hallways]]>><<endevent>><</link>>
<</if>>
<<unset $justEntered>>
<<exitAll>>
<<elseif _args[0] and !$daily.earSlimeSkipLesson and _args[0] isnot $weekly.earSlimeSkipLesson and numberOfEarSlime() and earSlimeMakingMundaneRequests() and $justEntered and random(0,200) gte 175 - $earSlime.corruption>>
<<set $daily.earSlimeSkipLesson to _args[0]>>
<<set $weekly.earSlimeSkipLesson to _args[0]>>
<span @class="$earSlime.startedThreats ? 'lewd' : 'lblue'">You feel the slime in your head command you to skip the _args[0] lesson.</span> It promises rewards if you comply<<if $earSlime.startedThreats>>, and threatens consequences if you do not<</if>>.
<br><br>
<<link [[Obey|School Lesson Slime]]>><<set $phase to 0>><<set $lessonPassage to $passage>><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 2>><</link>><<gcorruption>><<lpain>><<lltrauma>><<lstress>>
<br>
<<if $earSlime.startedThreats>>
<<link [[Defy|School Lesson Slime]]>><<set $phase to 2>><<set $lessonPassage to $passage>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><</link>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>>
<<else>>
<<link [[Ignore|School Lesson Slime]]>><<set $phase to 1>><<set $lessonPassage to $passage>><</link>>
<</if>>
<br>
<<unset $justEntered>>
<<exitAll>>
<<elseif _args[0] and !$daily.earSlimeSkipLesson and _args[0] isnot $weekly.earSlimeSkipLesson and numberOfEarSlime() and $justEntered and random(0,100) gte 95 - ($earSlime.growth / 25) and $earSlime.exhibitionism gte 2>>
<<if $earSlime.growth gte 200 and $earSlime.promiscuity gte 4>>
<span class="lewd">You feel the slime in your head command you to skip class, masturbate in the hallway, and ask to be raped if a crowd gathers.</span> <span class="red">It expects to be obeyed.</span>
<<else>>
<span class="lewd">You feel the slime in your head command you to skip class and masturbate in the hallway.</span> It promises rewards if you comply, and threatens consequences if you do not.
<</if>>
<br><br>
<<link [[Obey|School Lesson 2 Slime]]>><<set $phase to 0>><<set $lessonPassage to $passage>><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 2>><</link>><<gcorruption>><<lpain>><<lltrauma>><<lstress>>
<br>
<<link [[Defy|School Lesson 2 Slime]]>><<set $phase to 1>><<set $lessonPassage to $passage>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><</link>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>>
<br>
<<unset $justEntered>>
<<exitAll>>
<</if>>
<</widget>>
<<widget "depositLibraryExitConfirm">>
You are depositing <<printmoney _depositAmount>>, are you sure?
<br>
<<link [[Confirm|Book Rental]]>>
<<set $book_rent_deposit += _depositAmount>>
<<money `-_depositAmount`>>
<<set $bookRent to "deposit">>
<</link>>
<</widget>>
<<widget "eventshousekeeping">>
<<cleareventpool>>
<<addinlineevent "housekeeping_vacuum">>
River instructs the class on the operation of a vacuum cleaner. Each student has a device of their own, and are tasked with cleaning crumbs in the kitchen area.
<br><br>
<<if $housekeeping gte 1000>>
<<set _event_selection to random(1, 4)>>
<<elseif $housekeeping gte 700>>
<<set _event_selection to random(1, 3)>>
<<elseif $housekeeping gte 400>>
<<set _event_selection to random(1, 2)>>
<<else>>
<<set _event_selection to 1>>
<</if>>
<<if _event_selection is 4>>
<<generatey1>><<npc "River" 2>><<person1>>
A <<person>> eyes you up from across the room, but shifts <<his>> attention to <<his>> vacuum cleaner when you look <<his>> way. A grin spreads across <<his>> face, and <<he>> strides towards you.
<br><br>
<<He>> stops several feet away, points the vacuum cleaner in your direction, and turns it on.
<br><br>
The sound is deafening. The force almost pulls you off your feet. You see River shouting, but can't hear a word. The <<person>> slaps the side of the device, increasing its power.
<<set $worn.upper.integrity -= 20>>
<<set $worn.lower.integrity -= 20>>
<<set $worn.under_lower.integrity -= 20>>
<<set $worn.under_upper.integrity -= 20>>
<<integritycheck>>
<<exposure>>
<br><br>
<<if $exposed gte 1>>
The <<person>> grins with satisfaction as your clothing is consumed by the vacuum cleaner. <<covered>> River's face goes pale, and <<he>> covers <<person2>><<his>> eyes. <<He>> gestures at the <<person1>><<person>>. A couple of other students understand the intent, and restrain the <<person1>><<person>> before more damage can be done.
<br><br>
<<link [[Next|Housekeeping Vacuum Heavy 2]]>><</link>>
<br>
<<else>>
You feel your clothes tear, but they hold together as River marches towards the <<person>>, grasps <<him>> by the ear, shuts off the machine, and drags <<him>> from the room.
<br><br>
The rest of the lesson is less eventful.
<br><br>
<<link [[Next|Housekeeping Lesson]]>><<endevent>><</link>>
<br>
<</if>>
<<elseif _event_selection is 3>>
<<generatey1>><<generatey2>><<person1>>
You notice a <<person>> and <<person2>><<person>> eyeing you up from across the room. The <<person1>><<person>> smirks, then both start walking your way.
<br><br>
<<link [[Ignore|Housekeeping Vacuum Heavy Ignore]]>><</link>><<difficulty 50>>
<br>
<<link [[Avoid them|Housekeeping Vacuum Heavy Avoid]]>><<detention 1>><</link>><<gdelinquency>>
<br>
<<elseif _event_selection is 2>>
<<generatey1>><<person1>>
A <<person>>, seeming bored with the banality of the task, lunges at you with <<his>> vacuum turned up to max. The machine seizes the front of your shirt, pulling it taut against your back.<<gstress>><<stress 6>>
<br><br>
<<link [[Endure|Housekeeping Vacuum Medium Endure]]>><<trauma 6>><</link>><<gtrauma>>
<br>
<<link [[Call for the teacher|Housekeeping Vacuum Medium Call]]>><<status -1>><</link>><<lcool>>
<br>
<<link [[Shove|Housekeeping Vacuum Medium Shove]]>><<detention 2>><</link>><<gdelinquency>>
<br>
<<else>>
<<generatey1>><<person1>>
You feel a tug on your <<print $worn.lower.name>>. A <<person>> sucks the fabric into <<his>> cleaner. <<Hes>> keeping it beneath the counter, hidden from River and most of the class.
<br><br>
<<link [[Endure|Housekeeping Vacuum Light Endure]]>><<trauma 6>><</link>><<gtrauma>>
<br>
<<link [[Move|Housekeeping Vacuum Light Move]]>><</link>><<difficulty 80>>
<br>
<</if>>
<</addinlineevent>>
<<addinlineevent "housekeeping_pans">>
<<if $delinquency gte 800>>
<<set _event_selection to random(1, 4)>>
<<elseif $delinquency gte 600>>
<<set _event_selection to random(1, 3)>>
<<elseif $delinquency gte 400>>
<<set _event_selection to random(1, 2)>>
<<else>>
<<set _event_selection to 1>>
<</if>>
<<if _event_selection is 4>>
<<npc "River">><<person1>>
"You," River says, looking right at you. <<He>> gestures at a dirty pile of pots and pans. "I'd like you to demonstrate your cleaning prowess. Clean these. Alone." <<He>> looks at the clock on the wall. "You have twenty minutes."
<br><br>
<<link [[Hurry|Housekeeping Pans Hurry]]>><</link>><<housekeepingdifficulty 1 1000>>
<br>
<<link [[Refuse|Housekeeping Pans Refuse]]>><<detention 3>><</link>><<gdelinquency>>
<br>
<<elseif _event_selection is 3>>
<<npc "River">><<person1>>
River tasks the class with scrubbing pots and pans clean. They need to be collected from a haphazard pile first, then carried to the sinks.
<br><br>
You stack several pots on top of each other, but find River stood next to you when you turn. <<He>> gestures for you to wait, takes several more pans from the large pile, and dumps them onto yours.
<br><br>
"In normal situations it would be unwise to carry so much," <<he>> says. "But one must be ready for eventualities."
<br><br>
<<link [[Do your best|Housekeeping Pans Best 2]]>><</link>><<housekeepingdifficulty 1 600>>
<br>
<<link [[Protest|Housekeeping Pans Protest]]>><<detention 2>><</link>><<gdelinquency>>
<br>
<<elseif _event_selection is 2>>
<<npc "River">><<person1>>
River's eyes flick across the room. "We've pots and pans to clean," <<he>> says, gesturing a haphazard pile in the corner of the room. "We'll all take part, but I'd like someone to demonstrate first."
<br><br>
The teacher's gaze rests on you. "You. Show us how it's done."
<br><br>
<<link [[Do your best|Housekeeping Pans Best]]>><<stress 6>><</link>><<gstress>><<housekeepingdifficulty 1 400>>
<br>
<<link [[Feign incompetence|Housekeeping Pans Feign]]>><<status 1>><<detention 1>><</link>><<gdelinquency>><<gcool>>
<br>
<<else>>
River tasks the class with scrubbing clean pots and pans. They need to be collected from a haphazard pile first, then carried to the sinks.
<br><br>
<<link [[Be careful|Housekeeping Pans Careful]]>><</link>>
<br>
<<link [[Be swift|Housekeeping Pans Swift]]>><</link>><<housekeepingdifficulty 1 200>>
<br>
<</if>>
<</addinlineevent>>
<<addinlineevent "housekeeping_rubbish">>
<<if $cool lte 40>>
<<set _event_selection to random(1, 4)>>
<<elseif $cool lte 80>>
<<set _event_selection to random(1, 3)>>
<<elseif $cool lte 120>>
<<set _event_selection to random(1, 2)>>
<<else>>
<<set _event_selection to 1>>
<</if>>
River tasks the class with sorting rubbish into different containers. Cardboard, paper, glass, metal, and plastics each have their own, each brought in on wheels. There's also a container for generic rubbish that fits no other category.
<br><br>
<<if _event_selection is 4>>
<<npc "River">><<person1>>
A buzz sounds in River's pocket. <<He>> mutters something about interruptions. "I'm sorry class," <<he>> says. "I'll be a few minutes. Be on your best behaviour while I'm gone."
<br><br>
Several delinquents seize the opportunity as soon as it closes after <<him>>.
<<endevent>>
<<generatey1>><<generatey2>><<generatey3>><<generatey4>><<person1>>
They surround you.
<br><br>
"We're tired of sharing this class with human rubbish like you," a <<person>> says, grasping your <<print $worn.upper.name>>. "So we're going to take you outside."
<br><br>
Hands reach from all around, and try to tear off your clothes. There are four of them.<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<<link [[Be passive|Housekeeping Bin Passive]]>><</link>>
<br>
<<link [[Offer to undress yourself|Housekeeping Bin Undress]]>><</link>>
<br>
<<link [[Fight|Housekeeping Bin Fight]]>><<set $fightstart to 1>><</link>>
<br>
<<elseif _event_selection is 3>>
<<generatey1>><<generatey2>><<generatey3>><<person1>>
There's a knock on the classroom door. "River," says Leighton's voice. "A word."
<br><br>
River casts a cautious glance at the class, then walks outside. As soon as the door shuts, a <<person3>><<person>> rushes over and props a chair against it, trapping River outside.
<br><br>
A <<person1>><<person>> grabs your arm. "Teacher's gone," <<he>> announces to the room. A <<person2>><<person>> grasps your other arm. "Let's have some fun."
<br><br>
They try to tear off your clothes. Some of the class watch with mordid curiosity, others look away.
<br><br>
<<link [[Endure|Housekeeping Rubbish Endure]]>><<trauma 6>><<stress 6>><</link>>
<br>
<<link [[Fight|Housekeeping Rubbish Fight]]>><<set $fightstart to 1>><</link>>
<br>
<<elseif _event_selection is 2>>
<<generatey1>><<generatey2>><<generatey3>><<person1>>
Three delinquents, a <<person>>, <<person2>><<person>>, and <<person3>><<person>> surround you. "Show us your
<<if $player.gender_appearance is "m">>
cock,"
<<else>>
pussy,"
<</if>>
the <<person1>><<person>> says.
<br><br>
The other two stand either side of you, hemming you in.
<br><br>
<<link [[Do as bid|Housekeeping Rubbish Bid]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>
<br>
<<link [[Punch|Housekeeping Rubbish Punch]]>><<detention 1>><</link>><<gdelinquency>>
<br>
<<link [[Call River|Housekeeping Rubbish Call Self]]>><<status -1>><</link>><<lcool>>
<br>
<<else>>
<<generateyv1>><<person1>>
A group of delinquents make the task more exciting by picking on a <<person>>. <<Hes>> an unpopular student. Everyone looks the other way, and the <<person>> is too cowed to inform River.
<br><br>
<<link [[Call River yourself|Housekeeping Rubbish Call]]>><<famegood 10>><<status -1>><</link>><<lcool>>
<br>
<<link [[Ignore|Housekeeping Lesson]]>><<endevent>><</link>>
<br>
<</if>>
<</addinlineevent>>
<<addinlineevent "housekeeping_trip">>
<<generatey1>><<person1>>
River tasks you with handing out worksheets. You march between the rows of desks, handing each student a sheet, until a <<person>> interrupts by sticking out <<his>> leg. You trip.<<gpain>><<pain 4>><<gstress>><<stress 6>>
<br><br>
Instinct has you reach for the nearby counter to support yourself, but your hand only finds a loose bowl, which you bring with you. You land on your <<bottom>>, and the bowl lands on your head.
<br><br>
<<if $worn.lower.skirt_down is 1>>
Some of the students look your way. At a particular part of you. Your skirt has bunched up, revealing your <<undies>>.
<<if $worn.under_lower.type.includes("naked")>>
<<ggtrauma>><<trauma 12>><<schoolrep_naked>>
<<else>>
<<gtrauma>><<trauma 6>>
<</if>>
<br><br>
<<link [[Tug your skirt between your legs|Housekeeping Trip Tug]]>><</link>>
<br>
<<link [[Show them your middle finger|Housekeeping Trip Finger]]>><</link>>
<br>
<<if $worn.under_lower.type.includes("naked")>>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Show off|Housekeeping Trip Show Naked]]>><<fameexhibitionism 5>><</link>><<exhibitionist5>>
<br>
<</if>>
<<else>>
<<if hasSexStat("exhibitionism", 2)>>
<<link [[Show off|Housekeeping Trip Show Undies]]>><<fameexhibitionism 2>><</link>><<exhibitionist2>>
<br>
<</if>>
<</if>>
<<else>>
<<link [[Laugh it off|Housekeeping Trip Laugh]]>><</link>>
<br>
<<link [[Inform River|Housekeeping Trip Inform]]>><<status -1>><</link>><<lcool>>
<br>
<</if>>
<</addinlineevent>>
<<addinlineevent "housekeeping_sink">>
<<npc "River">><<person1>><<generatey2>>
River wheels in a bin full of dirty cutlery. "Roll up your sleeves," <<he>> says. "I expect everything to be clean by the end of the lesson. Get to work, I'll be back with the rest." The class stifles a collective groan.
<br><br>
You fill a sink with water.
<<if $rng gte 81>>
A <<person2>><<person>> sidles up to you, grasps the back of your head, and tries to push you face-first into the water.<<gtrauma>><<trauma 6>><<gstress>><<stress 6>>
<br><br>
<<link [[Struggle|Housekeeping Sink Struggle]]>><</link>><<physiquedifficulty 1 16000>>
<br>
<<link [[Hold your breath|Housekeeping Sink Breath]]>><</link>><<swimmingdifficulty 1 1000>>
<br>
<<link [[Try to stay calm|Housekeeping Sink Calm]]>><<stress 6>><</link>><<gstress>>
<br>
<<else>>
<<generateyv3>>
A <<person2>><<person>> tries to shove a <<person3>><<persons>> head in, but River arrives in time to prevent it.
<br><br>
The class manages to clean the cutlery, though River is unsatisfied with the results.
<br><br>
<<link [[Next|Housekeeping Lesson]]>><<endevent>><</link>>
<br>
<</if>>
<</addinlineevent>>
<<runeventpool>>
<</widget>>
<<widget "eventshousekeepingsafe">>
<<cleareventpool>>
<<addinlineevent "housekeeping_safe_1">>
<<npc "River">><<person1>>
River makes the class sit through an archaic video on domestic management. Some of the students laugh at it. River relocates to the back of the room, where <<he>> can keep an eye on both the video and students.
<br><br>
<<link [[Next|Housekeeping Lesson]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "housekeeping_safe_2">>
<<npc "River">><<person1>><<generatey2>>
River prowls between desks as the class reads from a textbook.
<<if $rng gte 5>>
<<He>> picks on you to stand up and read a section of the text aloud. It doesn't look difficult.
<br><br>
<<link [[Read it normally|Housekeeping Read Normal]]>><</link>>
<br>
<<link [[Read it theatrically|Housekeeping Read Theatric]]>><</link>><<difficulty 80>>
<br>
<<else>>
<<He>> picks on a <<person2>><<person>>, and asks <<him>> to read a section aloud. <<Hes>> too nervous, and keeps fumbling the words until River tells <<him>> to stop.
<br><br>
<<link [[Next|Housekeeping Lesson]]>><<endevent>><</link>>
<br>
<</if>>
<</addinlineevent>>
<<addinlineevent "housekeeping_safe_3">>
<<npc "River">><<person1>>
River demonstrates a recipe for the class. <<He>> puts a lot of emphasis on hygiene, and cleanliness. No one dares interrupt <<him>>.
<br><br>
<<link [[Next|Housekeeping Lesson]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "housekeeping_safe_4">>
<<npc "River">><<person1>>
River has the class write up a plan for a particular recipe. "It's important you know what you're doing before you start," <<he>> says. "There should be no surprises. No mistakes."
<br><br>
<<He>> peers over the shoulder of each student in turn, and offers frequent corrections.<<gstress>><<stress 6>>
<br><br>
<<link [[Next|Housekeeping Lesson]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "housekeeping_safe_5">>
<<npc "River">><<person1>>
River has the class watch a video demonstration of a recipe. <<He>> prowls the kitchen while it plays, scanning for any sign of dirt. Much of the class looks relieved for the teacher's attention to be directed elsewhere.
<br><br>
<<link [[Next|Housekeeping Lesson]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "housekeeping_safe_6">>
<<npc "River">><<person1>>
River asks the class to crowd around <<him>>, so <<he>> can demonstrate a stitch.
<br><br>
"Back to your desks," <<he>> announces once the demonstration is complete. "Time for your own practise."
<br><br>
Once everyone is seated, River roams between desks, looking over each student's shoulder and making sure no one slacks off.
<br><br>
<<link [[Next|Housekeeping Lesson]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<<runeventpool>>
<</widget>>
<<widget "canteenlunchoptions">>
<<if $exposed gte 1>>
<<link [[Run for the school halls|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<historyicon>><<link [[Go to your history lesson (0:01)|History Classroom]]>><<endevent>><<set $justEntered to true>><<pass 1>><</link>>
<br>
<<if _args[0] is "Kylar">>
<<set _kylarLocation to getKylarLocation()>>
<<if _kylarLocation.area is "rear_courtyard">>
<<schoolicon "courtyard">><<link [[Follow Kylar to the courtyard (0:03)|School Rear Courtyard]]>><<endevent>><<pass 3>><</link>>
<br>
<</if>>
<</if>>
<<schoolicon "library">><<link [[Go to the library (0:02)|School Library]]>><<endevent>><<pass 2>><</link>>
<br>
<<foodicon "eat">><<link [[Stay in the canteen|Canteen]]>><<endevent>><</link>>
<br>
<</if>>
<</widget>>
<<widget "schoolnightpoolpartyend">>
<<set $weekly.schoolNightPoolParty to false>>
The secret party starts coming to an end. The students, already tired and satisfied, start leaving the pool, heading towards the changing room. The whole place is left a mess of empty beer cans and sexual fluids, and you imagine neither the janitor nor the night guard will be very happy about that.
<br><br>
Still, not wanting to be left behind, you decide to leave the pool room too.
<br><br>
<<maleicon>><<link [[Boys' changing room|School Boy Changing Room]]>><<endevent>><</link>>
<br>
<<femaleicon>><<link [[Girls' changing room|School Girl Changing Room]]>><<endevent>><</link>>
<br>
<</widget>>
<<widget "eventshousekeepingsleep">>
<<cleareventpool>>
<<addinlineevent "housekeepingCaught">>
<<npc River>><<person1>>
A loud noise wakes you. You bolt upright to find River glaring at you. "Sleeping in class is an automatic detention." <<ltiredness>><<detention 2>><<gdelinquency>>
<br><br>
<<link [[Next|Housekeeping Lesson]]>><<endevent>><</link>>
<</addinlineevent>>
<<addinlineevent "housekeepingNotCaught">>
<<npc River>><<person1>>
Your eyes snap open. You must have fallen asleep. You're fortunate that River is too focused on <<his>> own words to notice a sleeping student, for now. <<ltiredness>>
<br><br>
<<link [[Next|Housekeeping Lesson]]>><<endevent>><</link>>
<</addinlineevent>>
<<if random(1, 400) gte $cool>>
<<addinlineevent "housekeepingTattletale">>
<<npc River>><<person1>>
"<<Sir>>!" shouts a <<generates2>><<person2>><<person>>, jolting you awake. "<<pShes>> sleeping in class!"
<br><br>
You raise your head to find River staring right at you. "Detention," River says, "You're lucky I'm not allowed to discipline you myself."
<br><br>
<<if $submissive gte 1150>>
You bow your head in embarrassment while the <<person>> smiles, all too happy to get you in trouble.
<<elseif $submissive lte 850>>
You glare at the <<person>>. <<His>> smile falters under your withering gaze, as <<he>> realises telling the teacher might not have been the smartest idea.
<<else>>
You frown at the <<person>>. <<He>> smiles back, all too happy to get you in trouble.
<</if>>
<<ltiredness>><<detention 2>><<gdelinquency>>
<br><br>
<<link [[Next|Housekeeping Lesson]]>><<endevent>><</link>>
<</addinlineevent>>
<</if>>
<<addinlineevent "housekeepingLearn">>
<<npc River>><<person1>>
You doze off to the sound of River's voice. You dream you're following a complicated recipe, and when you awake, River has finished talking through the same recipe using a whiteboard. You feel like you learned something. <<ltiredness>><<ghousekeeping>><<housekeeping 2>>
<br><br>
<<link [[Next|Housekeeping Lesson]]>><<endevent>><</link>>
<</addinlineevent>>
<<addinlineevent "housekeepingSewn">>
<<generatey1>><<person1>>
Your eyes snap open. You must have fallen asleep. You grope for your pen, only to find your sleeves have been sewn together. A <<person>> grins at you from a neighbouring desk.
<br><br>
It's a hasty job, and you're able to pull the extra thread apart, but not before River gives you detention for 'messing around.'<<ltiredness>><<gdelinquency>><<detention 2>>
<br><br>
<<link [[Next|Housekeeping Lesson]]>><<endevent>><</link>>
<</addinlineevent>>
<<if $drunk gte 1>>
<<addinlineevent "housekeepingDrunk">>
<<npc River>><<person1>>
"Is something the matter? You look less focused than normal." You groan as you lift your head and regard River, stood next to your desk.
<br><br>
"Are you... intoxi-" River cannot bring <<himself>> to say it. <<He>> shakes <<his>> head in deep disapproval, looking scandalised. "Detention." <<ltiredness>><<detention 6>><<ggdelinquency>>
<br><br>
<<link [[Next|Housekeeping Lesson]]>><<endevent>><</link>>
<</addinlineevent>>
<</if>>
<<runeventpool>>
<</widget>><<effects>>
You swim to be in the middle of the <<beastsplural>>. They all watch as you<<if $exposed gte 2>> give them a quick strip tease and <</if>> show off your <<genitals>>. You wiggle provocatively.
<<deviancy4>>
The lead <<beasttype>> swims up to you and mounts you.
<br><br>
<<clothesstrip>>
<<link [[Next|Sea Dolphins Sex]]>><<set $sexstart to 1>><<set $phase to 1>><</link>><<effects>>
You swim to be in the middle of the <<beastsplural>>. They all watch as you<<if $exposed gte 2>> strip and<</if>> show off your <<genitals>>.
<br><br>
The lead <<beasttype>> swims up to you and mounts you.
<br><br>
<<clothesstrip>>
<<link [[Next|Sea Dolphins]]>><<set $molestationstart to 1>><</link>><<effects>>
<<if $earSlime.defyCooldown>>
<<if $earSlime.growth gte 100>>
<<set $earSlime.defyCooldown += 2>>
You turn to swim away from the <<beastsplural>> and feel a jolt of pain as the slime punishes you for your defiance. However, <span class="red">it doesn't stop you, knowing that it can punish you in other ways.</span>
<<else>>
You turn and swim away from the <<beastsplural>>. The slime tries to overpower your will, and you feel a jolt of pain as it punishes you for your defiance. However, <span class="teal">it's still worn out from overpowering you earlier.</span> You feel it try, <span class="green">but fail,</span> to force your steps in the opposite direction.
<</if>>
<br><br>
<<endevent>>
<<destinationeventend>>
<br>
<<elseif $earSlime.corruption gte (currentSkillValue('willpower') / 10)>>
<<if hasSexStat("deviancy", 4) and $earSlime.growth lt 100>>
<<set $earSlime.defyCooldown += 4>>
<<else>>
<<set $earSlime.defyCooldown += 8>>
<</if>>
You turn and try to swim away from the <<beastsplural>>, <span class="red">but the slime overpowers your will.</span> It forces you to turn<<if $exposted gte 2>>, strip,<</if>> and present your naked genitals to them. You wiggle provocatively.
<<ggwillpower>><<willpower 3>>
<br><br>
<<clothesstrip>>
One of them starts rubbing against you while the other two prevent you from moving away.
<br><br>
<<link [[Next|Sea Dolphins]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You turn and swim away from the <<beastsplural>>. The slime tries to overpower your will, <span class="green">but you resist its influence.</span> The <<beastsplural>> don't give chase.
<<gwillpower>><<willpower 1>>
<br><br>
The slime retaliates with a jolt of pain.
<br><br>
<<endevent>>
<<destinationeventend>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<beastTrainGenerate>>
<<set $water to 1>>
<!-- <<set $claws to 0>> -->
<<if Time.dayState isnot "night" and $location is "beach">>
<<enable_rescue>>
<</if>>
<<if $bus isnot "sea">>
<span class="pink">The <<beastsplural>> push you out to sea.</span>
<</if>>
<<location "sea">>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Sea Dolphins Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Sea Dolphins]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyhealth lte 0>>
<<beastwound>>
<<if $combatTrain.length gt 0>>
The <<beasttype>> recoils in pain and fear, but another is eager for a go.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Sea Dolphins]]>><</link>>
<br>
<<else>>
The <<beasttype>> recoils in pain and fear.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Sea Dolphins Finish]]>><<set $finish to 1>><</link>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<if $combatTrain.length gt 0>>
Satisfied, the <<beasttype>> moves and another takes its turn.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Sea Dolphins]]>><</link>>
<br>
<<else>>
Satisfied, the <<beasttype>> moves away from you.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Sea Dolphins Finish]]>><<set $finish to 1>><</link>>
<</if>>
<<elseif $finish is 1>>
<<if $enemywounded is 1 and $enemyejaculated is 0>>
The <<beasttype>> whimpers and flees into the darkness of the sea.
<<elseif $enemywounded is 0 and $enemyejaculated is 1>>
The <<beasttype>> leaves you floating in the water.
<<elseif $enemywounded gte 2 and $enemyejaculated is 0>>
Feeling that you're more trouble than you're worth, the <<beastsplural>> flee into the sea.
<<elseif $enemywounded is 0 and $enemyejaculated gte 2>>
The <<beastsplural>> leave you spent and shivering in the water.
<<elseif $enemywounded gte 1 and $enemyejaculated gte 1>>
The <<beastsplural>> leave you spent and shivering in the water.
<</if>>
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<<elseif $alarm is 1 and $rescue is 1>>
<<set $rescued += 1>>
A whistle blows, startling the <<beastsplural>>. A lifeguard in a small boat races toward you. The <<beastsplural>> make a chittering noise, then flee away from the shore. Seeing them leave, the lifeguard heads back to the beach.
<br><br>
<<tearful>> you gather yourself.
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<</if>><<if $location isnot "sea">><<location "sea">><</if>><<effects>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<molested>>
<<controlloss>>
<<set $combat to 1>>
<<set $enemytype to "swarm">>
<<swarminit "eels" "swarm" "moving towards you" "encircle you" "fend off" 1 9>>
<<set $swimdistance to 15>>
<<set $water to 1>>
<</if>>
<<if $swimdistance gte 20>>
You need to start swimming toward the buoy!
<<elseif $swimdistance gte 10>>
The buoy is still a long way off.
<<elseif $swimdistance gte 5>>
You've passed halfway to the buoy.
<<elseif $swimdistance gte 1>>
You're almost at the buoy.
<<else>>
The buoy is within arm's reach!
<</if>>
<br><br>
<<swarmeffects>>
<<swarm>>
<<swarmactions>>
<<if $stress gte $stressmax or $swimdistance lte 0>>
<span id="next"><<link [[Next|Sea Eels Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Sea Eels]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $stress gte $stressmax>>
It's all just too much for you. You pass out.
<br><br>
<<if $upperoff isnot 0>>
<<upperruined>>
<</if>>
<<if $loweroff isnot 0>>
<<lowerruined>>
<</if>>
<<if $underloweroff isnot 0>>
<<underlowerruined>>
<</if>>
<<if $underupperoff isnot 0>>
<<underupperruined>>
<</if>>
<<endcombat>>
<<link [[Next|Passout Beach]]>><<pass 1 hour>><</link>>
<<else>>
<<tearful>> you haul yourself out of the water. The eels wriggle off of you to escape the open air. You cling to the buoy and hang above the writhing mass. The swarms soon dissipate and return to the depths.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<if Time.dayState isnot "night" and $location is "beach">>
<<enable_rescue>>
<</if>>
<<if $phase isnot 1>>
You try to pull away, but <<he>> won't let you!
<br><br>
<<else>>
<<set $NPCList[0].lefthand to "arms">>
<<set $leftarm to "grappled">>
<<set $rightarm to "grappled">>
<<hand_gag 0 right>>
<</if>>
<<elseif $sexstart is 1>>
<<set $sexstart to 0>>
<<promiscuity1>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>>
<<if Time.dayState isnot "night" and $location is "beach">>
<<enable_rescue>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Sea Beach Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Sea Beach Molestation]]>><</link>></span><<nexttext>>
<</if>><<water>><<effects>>
<<if $finish is 1>>
The <<person>> looks around for someone else to hassle.
<<elseif $enemyhealth lte 0>>
<<effects>>
<<He>> falls backwards into the water. By the time <<he>> recovers, you've disappeared into the crowds. <<tearful>> you gather yourself.
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<if $enemyanger gte ($enemyangermax / 5) * 3>>
Satisfied, <<he>> kicks you and swims away.
<<violence 3>>
<<elseif $enemyanger gte 1>>
Without a word, <<he>> leaves you floating in the water.
<<else>>
Smiling, <<he>> kisses you on the cheek. <<He>> leaves you floating in the water.
<</if>>
<br><br>
<<tearful>> you gather yourself.
<<elseif $alarm is 1 and $rescue is 1>>
<<set $rescued += 1>>
A whistle blows, startling the <<person>>. A lifeguard in a small boat races toward you. The <<person>> gives you an angry look, but leaves without further fuss. Seeing <<him>> leave, the lifeguard heads back to the beach. <<tearful>> you gather yourself.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<set $enemytrust -= 20>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Boat Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Boat Molestation]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Finished with you, they dump you unceremoniously into the sea.
<br><br>
<<stealclothes>>
<<elseif $enemyhealth lte 0>>
They recoil in pain. "Fuck, it's a violent one," says the <<person1>><<person>>. They push you off the boat.
<br><br>
<<stealclothes>>
<</if>>
<<tearful>> you swim to the surface.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Sea]]>><<set $eventskip to 1>><</link>>
<br><<if $location isnot "sea">><<location "sea">><</if>><<effects>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<set $combat to 1>>
<<molested>>
<<controlloss>>
<<if $tentacledisable is "f" and $hallucinations gte 1>>
<<set $enemytype to "tentacles">>
<<tentaclestart 2 15>>
<<set $tentacles[0].shaft to "leftarm">><<set $leftarm to "tentgrappled">><<set $lefttarget to "tentacles">>
<<set $tentacles[1].shaft to "rightarm">><<set $rightarm to "tentgrappled">><<set $righttarget to "tentacles">>
<span class="purple">A $tentacles[0].fullDesc and $tentacles[1].fullDesc emerge from the creature and restrain your arms.</span>
<br><br>
<<else>>
<<set $enemytype to "vore">>
<</if>>
<<set $vorestage to 1>>
<<set $vorestrength to 1>><<set $position to "doggy">>
<<if $hallucinations gte 1>>
<<set $voretentacles to 1>>
<<else>>
<<set $voretentacles to 0>>
<</if>>
<<resetLastOptions>>
<<getCombatDefaultsType>>
<</if>>
<<if $tentacledisable is "f" and $hallucinations gte 1 and $enemytype is "tentacles">>
<<voreeffects>><<effectstentacles>>
<<vore>><<tentacles>>
<<statetentacles>>
<br><br>
<<actionsvorentacles>>
<<else>>
<<voreeffects>>
<<vore>>
<<voreactions>>
<</if>>
<<if $stress gte $stressmax or $vorestage lte 0 or $vorestomach gte 5>>
<span id="next"><<link [[Next|Sea Vore Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Sea Vore]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $stress gte $stressmax or $vorestomach gte 5>>
It's all just too much for you. You pass out.
<br><br>
<<if $upperoff isnot 0>>
<<upperruined>>
<</if>>
<<if $loweroff isnot 0>>
<<lowerruined>>
<</if>>
<<if $underloweroff isnot 0>>
<<underlowerruined>>
<</if>>
<<if $underupperoff isnot 0>>
<<underupperruined>>
<</if>>
<<endcombat>>
<<link [[Next|Passout Beach]]>><<pass 1 hour>><</link>>
<<else>>
<<tearful>> you haul yourself out of the $vorecreature's maw. It decides against pursuing you further, and disappears back into the depths.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<</if>><<water>><<effects>>
You <<nervously>> remove your <<bottoms>>, exposing yourself beneath the water. Once removed, it's easy to untangle it from the seaweed.
<<exhibitionism1>>
<<destinationeventend>><<water>><<effects>>
You start to untangle yourself without undressing. It takes a minute to free yourself.
<br><br>
<<destinationeventend>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<set $NPCList[0].mouth to "underwater">>
<</if>>
<<underwater>><<effects>>
<<effectsman>><<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Sea Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Sea Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> leaves you alone, and you struggle to the surface for air.
<br><br>
<<stealclothes>>
<<tearful>> you cough and splutter.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<<elseif $enemyhealth lte 0>>
The <<person>> suddenly recoils from you. It looks like something is wrong with <<his>> diving mask. <<He>> swims away, and you struggle to the surface for air.
<br><br>
<<tearful>> you cough and splutter.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<</if>><<if $location isnot "sea">><<location "sea">><</if>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<set $combat to 1>>
<<set $enemytype to "tentacles">>
<<controlloss>>
<<molested>>
<<tentaclestart 8 15>>
<<set $tentacles[0].shaft to "waist">>
<</if>>
<<effects>>
<<effectstentacles>>
<<tentacles>>
<<statetentacles>>
<<actionstentacles>>
<<if $tentacles.active lte ($tentacles.max / 2)>>
<span id="next"><<link [[Next|Sea Tentacles Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Sea Tentacles]]>><</link>></span><<nexttext>>
<</if>><<water>><<effects>>
The creature loses interest in you, and returns to the depths. <<tearful>> you struggle to stay afloat.
<<clotheson>>
<<endcombat>>
<<destinationeventend>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<beastCombatInit>>
<<beastTrainGenerate>>
<<set $water to 1>>
<!-- <<set $claws to 0>> -->
<<if $phase isnot 1>>
<<if Time.dayState isnot "night" and $location is "beach">>
<<enable_rescue>>
<</if>>
You pet further and further down the $NPCList[0].type's belly. They take the hint, and swim closer to you in excitement.
<br>
<<deviancy3>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Sea Dolphins Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Sea Dolphins Sex]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyhealth lte 0>>
<<beastwound>>
<<if $combatTrain.length gt 0>>
The $NPCList[_na].type recoils in pain and fear, but the next takes its turn.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Sea Dolphins Sex]]>><</link>>
<<else>>
The $NPCList[_na].type recoils in pain and fear.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Sea Dolphins Sex Finish]]>><<set $finish to 1>><</link>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<if $combatTrain.length gt 0>>
Satisfied, the $NPCList[_na].type moves and the next takes its turn.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Sea Dolphins Sex]]>><</link>>
<<else>>
Satisfied, the $NPCList[_na].type moves away from you.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Sea Dolphins Sex Finish]]>><<set $finish to 1>><</link>>
<</if>>
<<elseif $finish is 1>>
<<if $consensual is 1>>
The <<beastsplural>> swim away from you.
<br><br>
<<else>>
<<if $enemywounded is 1 and $enemyejaculated is 0>>
The $NPCList[_na].type whimpers and flees into the darkness of the sea.
<<elseif $enemywounded is 0 and $enemyejaculated is 1>>
The $NPCList[_na].type leaves you floating in the water.
<<elseif $enemywounded gte 2 and $enemyejaculated is 0>>
Feeling that you're more trouble than you're worth, the <<beastsplural>> flee into the sea.
<<elseif $enemywounded is 0 and $enemyejaculated gte 2>>
The <<beastsplural>> leave you spent and shivering in the water.
<<elseif $enemywounded gte 1 and $enemyejaculated gte 1>>
The <<beastsplural>> leave you spent and shivering in the water.
<</if>>
<br><br>
<</if>>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<<elseif $alarm is 1 and $rescue is 1>>
<<set $rescued += 1>>
A whistle blows, startling the <<beastsplural>>. A lifeguard in a small boat races toward you. The <<beastsplural>> make a chittering noise, then flee away from the shore. Seeing them leave, the lifeguard heads back to the beach.
<br><br>
<<tearful>> you gather yourself.
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<</if>><<water>><<effects>>
<<set $squidcount += 1>>
You feel a thrill as you let the squid continue its devilish work.<<deviancy1>>
<<destinationeventend>><<water>><<effects>>
You pull the squid and its probing tentacles away from you.
<br><br>
<<destinationeventend>><<effects>>
<<generate1>><<generate2>><<generate3>><<person1>>
You call out. After a moment, the boat steers in your direction. Someone throws a lifebuoy, which splashes down nearby. You grab hold of it, and are soon pulled on deck.
<br><br>
A <<person1>><<person>> helps pull you aboard. <<covered>> A <<person2>><<person>> and <<person3>><<person>> work elsewhere on the ship. <<if $exposed gte 1>>They pretend not to leer at you.<</if>>
<br><br>
<<if $rng gte 51>>
<<person1>>"You look like you need help," the <<person>> says, looking you up and down. "No one rides for free, but it looks like you've got plenty to pay with." <<His>> ogling leaves no question as to the sort of payment <<he>> means.
<br><br>
<<link [[Accept|Sea Boat Accept]]>><</link>>
<br>
<<link [[Offer to dance for them instead|Sea Boat Dance]]>><</link>>
<br>
<<link [[Refuse|Sea Boat Refuse]]>><</link>>
<br>
<<else>>
<<dry>><<exposure>><<towelup>>
<<person1>>"Not what we were expecting to catch," the <<person>> laughs. "Get yourself indoors, I'll get you something warm. We'll be back in port in a jiffy."
<br><br>
<<pass 30>>
Your spend the journey sat in the ship's interior, a towel around your shoulders and a mug of tea warming your hands as the <<person>> regales you with tales of the high seas. The other crewmembers join in now and then, and scoff at some of <<his>> taller tales.
<<ltrauma>><<lstress>><<trauma -6>><<stress -6>>
<br><br>
You're soon back at the dock. They wave you goodbye as you climb ashore.
<br><br>
<<link [[Next|Docks]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
You nod. The <<person1>><<person>> doesn't wait before shoving you to the deck.
<br><br>
<<link [[Next|Sea Boat Rape]]>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Sea Boat Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Sea Boat Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<dry>>
They let you stay indoors and give you some towels to dry with, at least. You soon pull into the dock.
<br><br>
<<tearful>> you climb from the ship.
<br><br>
<<clothesontowel>>
<<endcombat>>
<<pass 30>>
<<link [[Next|Docks]]>><</link>>
<br>
<<else>>
You shove the <<person3>><<person>>, and <<he>> tumbles overboard. The <<person2>><<person>> rushes for another life buoy, while the <<person1>><<person>> reaches for a harpoon gun.
<br><br>
<<link [[Plead with them|Sea Boat Rape Plead]]>><</link>>
<br>
<<link [[Intimidate them|Sea Boat Rape Intimidate]]>><</link>>
<br>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"P-please stop," you plead. "I never wanted to fight."
<<elseif $speech_attitude is "bratty">>
"Calm down," you say. "No one has to know you got your asses kicked by a <<girl>> you met at sea."
<<else>>
"I don't want to fight," you say. "I just want to get back to shore."
<</if>>
<br><br>
<<dry>>The <<person1>><<person>> sneers at you, but winces and clutches <<his>> hips. "Fine. But don't you dare breathe a word of this to anyone."
<br><br>
You spend the rest of the voyage indoors. You find towels to dry yourself with. You soon pull into the dock.
<br><br>
<<tearful>> you climb ashore.
<br><br>
<<clothesontowel>>
<<endcombat>>
<<pass 30>>
<<link [[Next|Docks]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I-I'm not afraid of you," you say, surprised by your confidence.
<<elseif $speech_attitude is "bratty">>
"Your toys won't help," you say. "Either get me back to shore, or I'm taking your ship and sailing there myself."
<<else>>
"Give up while you still can," you say. "I only want to get back to shore."
<</if>>
<br><br>
<<dry>>
<<dry>>The <<person1>><<person>> sneers at you, but winces and clutches <<his>> hips. "Fine. But don't you dare breathe a word of this to anyone."
<br><br>
You spend the rest of the voyage indoors. You find towels to dry yourself with, and soon pull into the dock.
<br><br>
<<tearful>> you climb ashore.
<<pass 30>>
<br><br>
<<clothesontowel>>
<<endcombat>>
<<pass 30>>
<<link [[Next|Docks]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"W-wait," you say. "I can dance for you. I can entertain you that way."
<<elseif $speech_attitude is "bratty">>
"Not letting scum like you touch me," you say. "Sorry. You can look though. How about I give you a dance?"
<<else>>
"I can dance for you instead," you say.
<</if>>
<br><br>
The <<person1>><<person>> doesn't look impressed, but the <<person2>><<person>> chimes in. "Come on captain. We'll be port soon, with whores a-plenty. How many of them can dance for shit though?"
<br><br>
The <<person1>><<person>> grumbles, but is convinced. They clear a space for you in the ship interior, open some drinks, and sit on a bench opposite. The <<person3>><<person>> turns on an old radio, and fiddles with the signal until <<he>> finds music.<<person1>>
<br><br>
<<if $exposed gte 2>>
You're conscious of your <<nudity>>. It'll be difficult to dance without exposing yourself further. There's no way they'll give you towels before they're entertained.
<br><br>
<<link [[Stay covered|Sea Boat Dance 2]]>><<set $phase to 2>><</link>><<dancedifficulty 1 1000>>
<br>
<<link [[Expose yourself to make dancing easier|Sea Boat Dance 2]]>><<set $phase to 1>><<fameexhibitionism 3>><<trauma 6>><<stress 6>><</link>><<dancedifficulty 1 600>><<gtrauma>><<gstress>>
<<elseif $exposed gte 1>>
You're conscious of your <<nudity>>. It'll be difficult to dance without exposing yourself further. There's no way they'll give you towels before they're entertained.
<br><br>
<<link [[Stay covered|Sea Boat Dance 2]]>><<set $phase to 2>><</link>><<dancedifficulty 1 1000>>
<br>
<<link [[Expose yourself to make dancing easier|Sea Boat Dance 2]]>><<set $phase to 1>><<fameexhibitionism 3>><<trauma 6>><<stress 6>><</link>><<dancedifficulty 1 600>><<gtrauma>><<gstress>>
<<else>>
<<link [[Dance|Sea Boat Dance 2]]>><<set $phase to 0>><</link>><<dancedifficulty 1 600>>
<</if>><<effects>>
You dance for the three <<if $NPCList[0].pronoun is "f" and $NPCList[1].pronoun is "f" and $NPCList[2].pronoun is "f">>fisherwomen<<else>>fishermen<</if>>.
<<if currentSkillValue('danceskill') gte 800>>
You're confident in your abilities, and you think you know what they want to see.
<<elseif currentSkillValue('danceskill') gte 400>>
You think you're okay at this, but you hope their standards aren't too high.
<<elseif currentSkillValue('danceskill') gte 100>>
This isn't your first dance by any means, but it's a strange situation and you worry they won't like it.
<<else>>
You don't really know what you're doing, but do your best to be graceful. You hope it's enough.
<</if>>
<<if $phase is 0>>
<<dancedifficulty 1 600 true>>
<<elseif $phase is 1>>
<<dancedifficulty 1 600 true>>
They hoot as you expose your body for them, but you're not sure you could manage this and maintain dignity at the same time.
<<else>>
<<dancedifficulty 1 1000 true>>
Concealing your body at the same time proves difficult. You hope the coyness is worth something.
<</if>>
<<danceskilluse>>
<br><br>
<<if $danceSuccess>>
<<pass 5>>
<span class="green">You hold their attention.</span> They reach to grope more than once, but you gracefully weave out of the way. They're cheering by the time the music stops, and demand an encore.
<br><br>
<<covered>>
<<if $speech_attitude is "meek">>
"I-I danced for you," you say. "Please bring me to shore."
<<elseif $speech_attitude is "bratty">>
"That's my end of the agreement," you say. "You better uphold yours."
<<else>>
"I danced for you," you say. "As we agreed."
<</if>>
<br><br>
"Fine," the captain responds, finishing <<his>> drink.
<br><br>
They let you stay indoors and give you some towels to dry with. You soon pull into the dock.
<br><br>
<<tearful>> you climb from the ship.
<br><br>
<<dry>><<exposure>><<towelup>><<pass 30>>
<<endevent>>
<<link [[Next|Docks]]>><</link>>
<br>
<<else>>
Unfortunately you <span class="red">slip</span> on the wet floor. "Don't worry, <<girl>>," the <<person1>><<person>> says as <<his>> crew keels over laughing. "We'll help you up."
<br><br>
<<link [[Next|Sea Boat Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<effects>>
<<if $rng gte 51>>
"You've got some nerve," the <<person1>><<person>> says. "You're lucky I've a soft heart. Worse things could have found you, and I'm not talking about the fauna."
<br><br>
Despite <<his>> anger, <<he>> lets you stay indoors and even gives you towels to dry with. You soon pull into the dock.
<br><br>
<<tearful>> you climb from the ship.
<br><br>
<<dry>><<exposure>><<towelup>><<pass 30>>
<<endevent>>
<<link [[Next|Docks]]>><</link>>
<br>
<<else>>
The <<person1>><<person>> barks a laugh. "You'd best play along, <<girl>>," <<he>> says as the <<person2>><<person>> and <<person3>><<person>> step closer.<<person1>> "There are nastier devils than us out on the sea. And I'm not talking about the fauna."
<br><br>
<<link [[Next|Sea Boat Rape]]>><<set $molestationstart to 1>><</link>>
<br><br>
<</if>><<water>><<effects>>
You avoid attracting attention to yourself.
<br><br>
<<destinationeventend>><<water>><<effects>>
You reach into the seaweed,
<<if $rng gte 51 or ($museumAntiques.antiques.antiquecoppercompass isnot "found" and $museumAntiques.antiques.antiquecoppercompass isnot "talk" and $museumAntiques.antiques.antiquecoppercompass isnot "museum")>>
and wrap your fingers around something cold and hard. It's a compass. The glass is covered in grime, but beneath the point still turns north. Someone might be interested in this.
<<wearProp "copper compass">>
<<set $antiquemoney += 50>><<museumAntiqueStatus "antiquecoppercompass" "found">>
<br><br>
<<destinationeventend>>
<<else>>
but withdraw your fingers at a sharp, pinching pain. A crab hangs by one of its pincers.
<<gstress>><<gpain>><<pain 6>><<stress 6>>
<br><br>
<<destinationeventend>>
<</if>><<water>><<effects>>
You ignore the flotsam.
<br><br>
<<destinationeventend>>You've pushed yourself too much.
<br><br>
<<passout>>
<<set $danger to random(1, 10000)>>
<<if $danger gte (9900 - $allure)>>
<<if $rng gte 51>>
<<link [[Wake up|Pirate Intro]]>><</link>>
<br>
<<else>>
<<link [[Wake up|Beach Abduction]]>><<strip>><</link>>
<</if>>
<<else>>
<<ambulance>>
<</if>>
<<pass 1 hour>>
<<trauma 6>><<set $stress -= 2000>><<effects>>
<<if $struggle_start is 1>>
<<struggle_init>>
<<set $struggle.creature to "squid">>
<<struggle_creatures 2 2>>
<<set $combat to 1>>
<<controlloss>>
<<violence 1>>
<<molested>>
<<set $phase to 0>>
<<set $timer to random(3, 12)>>
<<unset $struggle_start>>
<</if>>
<<if $timer lte 0 and $phase isnot 1>>
<<set $phase to 1>>
<<struggle_add 1 1>>
<span class="pink">Another squid rises from the deep!</span>
<br><br>
<</if>>
<<struggle>>
<<if $struggle.done gte $struggle.number>>
<span id="next"><<link [[Next|Sea Struggle End]]>><</link>></span>
<br>
<<else>>
<span id="next"><<link [[Next|Sea Struggle]]>><</link>></span>
<br>
<</if>><<effects>>
The squid return to the deep. <<tearful>> you tread water.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Sea]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
You look down, beneath your treading feet. You see nothing, at first. The surface of the water is too tempestuous, and the depths too gloomy. Then the water shifts just so, and you see it. At an impossible depth, a colossal eye staring up at you.
<br><br>
A small wave washes over it, hiding it once more.
<br><br>
<<link [[Next|Sea]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
You resist the urge to look, until the feeling passes.
<br><br>
<<link [[Next|Sea]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
You swim toward the green rocks, your view of them disrupted by the waves.
<<if $swimmingSuccess>>
A sudden surge of water carries you the final stretch. <span class="green">You use the momentum to land atop a rock with your feet.</span>
<<else>>
A sudden surge of water carries you the final stretch, <span class="red">slamming you atop a rock.</span><<ggpain>><<gstress>><<pain 8>><<stress 6>>
<</if>>
<br><br>
You climb higher, using firm seaweed for purchase, careful not to slip. From up here you can see the entire island. It's not large, but in the middle are the remains of a circular wall. There's a shape in the centre, covered by seaweed.
<br><br>
<<link [[Next|Sea Chest 2]]>><</link>>
<br><<effects>>
<<set $lock to 600>>
You climb down, and investigate. It's a chest. You peel back loose seaweed, revealing an engraving.
<br><br>
"Keep yer mitts off our booty," it says. Beneath it is a picture of a jawless skull with tentacles instead of teeth.
<br><br>
<<if currentSkillValue('skulduggery') gte $lock>>
It's locked, <span class="green">but you think you could open it.</span>
<br><br>
<<link [[Open|Sea Chest Open]]>><</link>>
<br>
<<else>>
It's locked, <span class="red">and beyond your ability to pick.</span>
<br><br>
<</if>>
<<link [[Leave|Sea Chest Leave]]>><</link>>
<br><<effects>>
You leave the chest where it lies, and return to the water.
<br><br>
<<link [[Next|Sea]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
You open the lock, laying bare the treasure inside. A variety of stolen jewellery. It's still dry.
<<if $rng gte 100>>
Those look like actual diamonds. These could be worth a lot to a fence.
<<set $blackmoney += 1200>>
<<elseif $rng gte 51>>
They'd be worth a pretty penny to a fence.
<<set $blackmoney += 300>>
<<else>>
They might be worth something to a fence.
<<set $blackmoney += 50>>
<</if>>
<br><br>
<<if $museumAntiques.antiques.antiquecoralring isnot "found" and $museumAntiques.antiques.antiquecoralring isnot "talk" and $museumAntiques.antiques.antiquecoralring isnot "museum">>
<<wearProp "coral ring">>
<<set $antiquemoney += 800>><<museumAntiqueStatus "antiquecoralring" "found">>
There's also a ring, studded with blooms of coral. There's something vulgar about it. The metal looks like gold, but tarnished with age. This one belongs in a museum.
<br><br>
<</if>>
<<if $skulduggery lt 700>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">There's nothing more you can learn from locks this simple.</span>
<br><br>
<</if>>
<<pirate_watch 1>>
A breeze from the sea whips through your hair. <span class="blue">You shiver.</span>
<br><br>
You return to the water.
<br><br>
<<link [[Next|Sea]]>><<handheldon>><<set $eventskip to 1>><</link>>
<br><<effects>>
You wave at the pair as they draw closer.
<br><br>
"We swam out here for some privacy," the <<person1>><<person>> says. "But we don't mind a cutie like you joining us."
<br><br>
As <<he>> speaks, the <<person2>><<person>> swims around and behind you. <<Hes>> close enough to touch.
<br><br>
<<link [[Keep some distance|Sea Pair Distance]]>><<stress 6>><</link>><<difficulty 60>><<gstress>>
<br>
<<link [[Stay where you are|Sea Pair Stay]]>><</link>><<difficulty 40>>
<br><<effects>>
<<if $rng lt 41>>
You swim to the side, making it clear that you're wary of any funny business. <<person1>>"We don't mean no harm," the <<person>> laughs while the <<person2>><<person>> swims back to <<person1>> <<him>>. <span class="green">"But we won't be pushy."</span> They turn and swim away.
<br><br>
<<endevent>>
<<destinationeventend>>
<<else>>
You swim to the side, <span class="red">but the <<person1>><<person>> cuts off your escape.</span> "What's wrong?" <<he>> laughs. "Aren't we being friendly?"
<br><br>
The <<person2>><<person>> swims up to you, and
<<if random(1, 2) is 2>>
grasps your <<breasts>>.
<<if $player.gender_appearance is "f" and $worn.upper.exposed gte 2 and $worn.under_upper.exposed gte 1>>
"This slut's topless!" <<he>> shouts in excitement, squeezing them.<<gtrauma>><<gstress>><<ggarousal>><<trauma 6>><<stress 6>><<arousal 1200>><<incgbreastinsecurity>>
<br><br>
"Swimming out here exposed," the <<person1>><<person>> tuts. "You must be a real pervert. I know just what you need."
<br><br>
<<link [[Next|Sea Pair Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<He>> gropes and <<= _topless ? "pinches your bare nipples" : "squeezes them beneath the fabric">>.<<gtrauma>><<gstress>><<garousal>><<trauma 6>><<stress 6>><<arousal 600>><<incgbreastinsecurity>>
<br><br>
<<sea_pair_orgasm>>
<</if>>
<<else>>
grasps your <<genitals>>.
<<if $worn.genitals.chastity>>
<<set _material to setup.clothes.genitals[clothesIndex('genitals',$worn.genitals)].altDamage or "metal">>
"This slut's wearing something odd," <<he>> says. "It feels like <<print _material is "parasite" ? "something soft" : _material>>." <<He>> gives it a fruitless tug.
<br><br>
"I bet it's a chastity thing," the <<person1>><<person>> replies. "So <<pshe>> must be a pervert. Let's give <<phim>> what <<pshe>> really wants."
<br><br>
<<link [[Next|Sea Pair Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<elseif $worn.lower.exposed gte 2 and $worn.under_lower.exposed gte 1>>
"This slut's not wearing anything!" <<he>> says. You recoil from <<his>> groping fingers, but <<he>> pulls you against <<his>> body with <<his>> other hand, immobilising you.
<br><br>
"Swimming out here exposed," the <<person1>><<person>> tuts. "You must be a real pervert. I know just what you need."
<br><br>
<<link [[Next|Sea Pair Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<He>> gropes and squeezes it beneath the fabric.<<gtrauma>><<gstress>><<garousal>><<trauma 6>><<stress 6>><<arousal 600>><<incgbreastinsecurity>>
<br><br>
<<sea_pair_orgasm>>
<</if>>
<</if>>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"I-I'm practising swimming," you say. "I didn't mean to get in your way."
<br><br>
"Don't worry about that," the <<person2>><<person>> laughs. "We appreciated the visit."
<<elseif $speech_attitude is "bratty">>
"I'm practising swimming," you say. "I trust that's not a problem."
<br><br>
"Not at all," the <<person2>><<person>> laughs. "We'll leave you to it."
<<else>>
"I'm practising swimming," you say. "I don't mean to intrude."
<br><br>
"No intrusion at all," the <<person2>><<person>> laughs. "It's a free country."
<</if>>
<<He>> gives your <<bottom>> a swift spank before pulling away.<<gpain>><<garousal>><<pain 1>><<arousal 600>>
<br><br>
The pair disappear beyond the waves.
<br><br>
<<endevent>>
<<destinationeventend>><<effects>>
<<if $speech_attitude is "meek">>
"I-I'm looking for people w-who-" you say. "Who need help getting back to shore."
<br><br>
"A good samaritan!" the <<person2>><<person>> laughs. "We won't interfere."
<<elseif $speech_attitude is "bratty">>
"I'm looking for people need saving," you say. "You two alright?"
<br><br>
"We're fine," the <<person2>><<person>> laughs. "I hope your search is fruitless."
<<else>>
"I'm looking for anyone who needs help," you say. "Dragged away by the riptide."
<br><br>
"Ain't seen any in need of saving," the <<person2>><<person>> says. "But we won't stop you."
<</if>>
<<He>> gives your <<bottom>> a swift spank before pulling away.<<gpain>><<garousal>><<pain 1>><<arousal 600>>
<br><br>
The pair disappear behind the waves.
<br><br>
<<endevent>>
<<destinationeventend>><<effects>>
<<if $speech_attitude is "meek">>
"I-I'm looking for bad people," you say. "So I can teach them the error of their ways."
<br><br>
"Good luck on your search," the <<person2>><<person>> says. "We'll let you know if we find any ourselves."
<<elseif $speech_attitude is "bratty">>
"I'm looking for rapists to fuck up," you say. "Know any?"
<br><br>
"Not a one," the <<person2>><<person>> laughs. "But we know who to find if that changes."
<<else>>
"I'm keeping these waters safe," you say. "Lots of riffraff about."
<br><br>
"We don't know any riffraff," the <<person2>><<person>> laughs. "But we know who to find if we do."
<</if>>
<<He>> gives your <<bottom>> a swift spank before pulling away.<<gpain>><<garousal>><<pain 1>><<arousal 600>>
<br><br>
<<endevent>>
<<destinationeventend>><<effects>>
<<if $rng lt 61>>
You tread water, awaiting their approach. <span class="red">The <<person2>><<person>> swims behind you,</span> and
<<if random(1, 2) is 2>>
grasps your <<breasts>>.
<<outfitChecks>>
<<if $player.gender_appearance is "f" and _topless>>
"This slut's topless!" <<he>> shouts in excitement, squeezing them.<<gtrauma>><<gstress>><<ggarousal>><<trauma 6>><<stress 6>><<arousal 1200>><<incgbreastinsecurity>>
<br><br>
"Swimming out here exposed," the <<person1>><<person>> tuts. "You must be a real pervert. I know just what you need."
<br><br>
<<link [[Next|Sea Pair Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<He>> gropes and <<= _topless ? "pinches your bare nipples" : "squeezes them beneath the fabric">>.<<gtrauma>><<gstress>><<garousal>><<trauma 6>><<stress 6>><<arousal 600>><<incgbreastinsecurity>>
<br><br>
<<sea_pair_orgasm>>
<</if>>
<<else>>
grasps your <<genitals>>.
<<if $worn.genitals.chastity>>
<<set _material to setup.clothes.genitals[clothesIndex('genitals',$worn.genitals)].altDamage or "metal">>
"This slut's wearing something odd," <<he>> says. "It feels like <<print _material is "parasite" ? "something soft" : _material>>." <<He>> gives it a fruitless tug.
<br><br>
"I bet it's a chastity thing," the <<person1>> the <<person>> replies. "So <<pshe>> must be a pervert. Let's give <<phim>> what <<pshe>> really wants."
<br><br>
<<link [[Next|Sea Pair Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<elseif $worn.lower.exposed gte 2 and $worn.under_lower.exposed gte 1>>
"This slut's not wearing anything!" <<he>> says. You recoil from <<his>> groping fingers, but <<he>> pulls you against <<his>> body with <<his>> other hand, immobilising you.
<br><br>
"Swimming out here exposed," the <<person1>><<person>> tuts. "You must be a real pervert. I know just what you need."
<br><br>
<<link [[Next|Sea Pair Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<He>> gropes and squeezes it beneath the fabric.<<gtrauma>><<gstress>><<garousal>><<trauma 6>><<stress 6>><<arousal 600>><<incgbreastinsecurity>>
<br><br>
<<sea_pair_orgasm>>
<</if>>
<</if>>
<<else>>
You tread water, awaiting their approach. <span class="green">They stop some distance from you.</span>
<br><br>
<<sea_pair_orgasm>>
<</if>><<effects>>
<<if $swimmingSuccess>>
You turn and swim as fast as you can. You hear splashes behind you as the pair give chase, <span class="green">but they're unable to keep up.</span> The sound of their paddling diminishes, until they disappear behind the waves.
<br><br>
<<endevent>>
<<destinationeventend>>
<<else>>
You turn and swim as fast as you can. You hear splashes behind you as the pair give chase, gaining on you, <span class="red">until a pair of hands clutches your ankle.</span>
<br><br>
"What are you afraid of?" the <<person1>><<person>> laughs as <<he>> pulls you closer. "It's pretty private out here. Let's have some fun."
<br><br>
<<link [[Next|Sea Pair Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Sea Pair Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Sea Pair Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"See you around," the <<person1>><<person>> laughs. They swim away.
<br><br>
<<tearful>> you tread water.
<br><br>
<<else>>
The pair turn and swim away as fast as they can, throwing anxious glances over their shoulders.
<br><br>
<<tearful>> you tread water.
<br><br>
<</if>>
<<clotheson>>
<<endcombat>>
<<destinationeventend>><<location "seabeach">><<water>><<effects>>
You are swimming in the sea along the beach.
<<if Time.dayState is "day">>
<<if Weather.precipitation is "rain">>
The beach itself is mostly deserted due to the rain, but the violent waves have attracted surfers.
<<elseif Weather.isFreezing>>
The cold has kept most away, but the violent waves have attracted surfers.
<<elseif !Weather.isOvercast>>
It is awash with visitors, children build sandcastles and play in the water while their parents bask in the sun. A group of students are playing volleyball.
<<else>>
The clouds have driven away most would-be visitors, but there are still people strolling along the water's edge.
<</if>>
<<elseif Time.dayState is "dawn">>
<<if Weather.precipitation is "rain">>
The beach itself is mostly deserted due to the rain, but the violent waves have attracted surfers.
<<elseif Weather.isFreezing>>
The cold has kept most away, but the violent waves have attracted surfers.
<<elseif !Weather.isOvercast>>
It is a popular destination for joggers, some have dogs with them. A few families are setting up windbreakers. A group of students are playing volleyball.
<<else>>
It is a popular destination for joggers, some have dogs with them. Fog blocks your view of the ocean.
<</if>>
<<elseif Time.dayState is "dusk">>
<<if Weather.precipitation is "rain">>
The beach itself is mostly deserted due to the rain, but the violent waves have attracted surfers.
<<elseif Weather.isFreezing>>
The cold has kept most away, but the violent waves have attracted surfers.
<<elseif !Weather.isOvercast>>
Families are leaving as the sun sets. A group of students are playing volleyball.
<<else>>
It is mostly deserted, but some people are strolling along the water's edge.
<</if>>
<<elseif Time.dayState is "night">>
<<if !Weather.isOvercast && Weather.precipitation === "none">>
It appears deserted, save for a group of students who are drinking around a fire.
<<else>>
It appears deserted.
<</if>>
<</if>>
<br><br>
<<if $seaswim is 1>>
<<set $seaswim to 0>>
You spend some time swimming.
<<physique 3>><<swimmingskilluse>>
<<pass 30>>
<br><br>
<</if>>
<<if $exposed gte 1>>
You keep your <<lewdness>> hidden beneath the surface of the water.
<<if Time.dayState isnot "night">>
If you leave the water here, people would see you!
<</if>>
<br><br>
<</if>>
<<if $stress gte $stressmax>>
<<passoutbeach>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure) and $eventskip is 0>>
<<eventsseabeach>>
<<else>>
<<if $exposed lte 0 or Time.dayState is "night">>
<<beachicon>><<link [[Leave the water (0:02)|Beach]]>><<pass 2>><</link>>
<br>
<<elseif $exposed is 1 and hasSexStat("exhibitionism", 2)>>
<<beachicon>><<link [[Leave the water (0:02)|Beach Exposed]]>><<pass 2>><<set $phase to 1>><</link>><<exhibitionist2>>
<br>
<<elseif $exposed gte 2 and hasSexStat("exhibitionism", 5)>>
<<beachicon>><<link [[Leave the water (0:02)|Beach Exposed]]>><<pass 2>><<set $phase to 0>><</link>><<exhibitionist5>>
<br>
<<else>>
<<beachicon>><<insufficientStat "exhibitionism" "to leave the water in such an exposed state">>
<br>
<</if>>
<<swimicon "back">><<link [[Practise swimming (0:30)|Sea Beach]]>><<stress -6>><<tiredness 6>><<set $seaswim to 1>><<slimeEventEnd "swimming">><</link>><<gswimming>><<lstress>><<gtiredness>>
<br>
<<swimicon>><<link [[Swim out to sea (0:10)|Sea]]>><<pass 10>><<tiredness 2>><<set $sea to 0>><</link>><<gtiredness>><<swimmingdifficulty 1 100>>
<br><br>
<<searocks>><<swimmingdifficultytext0>>
<br>
<<seadocks>><<swimmingdifficultytext0>>
<br>
<</if>>
<</if>>
<<set $eventskip to 0>><<location "searocks">><<water>><<effects>>
You are swimming in the sea near some rocks, west of the beach.
<<if Time.dayState is "night">>
<<if Weather.precipitation is "rain">>
The dark water is hammered by rain all around you.
<<elseif Weather.precipitation is "snow">>
Dark water devours the falling snow.
<<else>>
The water is dark and foreboding.
<</if>>
<<else>>
<<if Weather.precipitation is "rain">>
The surface is agitated by the deluge of rain.
<<elseif Weather.precipitation is "snow">>
Snow settles on the dryer areas.
<<else>>
The water is calm and clear.
<</if>>
<</if>>
<br><br>
<<if $seaswim is 1>>
<<set $seaswim to 0>>
You spend some time swimming.
<<physique 3>><<swimmingskilluse>>
<<pass 30>>
<br><br>
<</if>>
<<if $exposed gte 1>>
You keep your <<lewdness>> hidden beneath the surface of the water.
<br><br>
<</if>>
<<if $stress gte $stressmax>>
<<passoutbeach>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure) and $eventskip is 0>>
<<eventssea>>
<<else>>
<<swimicon "leave">><<link [[Climb onto the rocks (0:02)|Rocks]]>><<pass 2>><</link>>
<br><br>
<<swimicon "back">><<link [[Practise swimming (0:30)|Sea Rocks]]>><<stress -6>><<tiredness 6>><<set $seaswim to 1>><<slimeEventEnd "swimming">><</link>><<gswimming>><<lstress>><<gtiredness>>
<br>
<<swimicon>><<link [[Swim out to sea (0:10)|Sea]]>><<pass 10>><<tiredness 2>><<set $sea to 0>><</link>><<gtiredness>><<swimmingdifficulty 1 100>>
<br><br>
<<seabeach>><<swimmingdifficultytext0>>
<br>
<</if>>
<</if>>
<<set $eventskip to 0>><<location "searocks">><<effects>>
You are on the rocks to the west of the beach. Most of them become covered by water depending on the tide. The rocks hide you from view of the town.
<br><br>
There's a sheltered space atop one of the rocks, above a deep pool.
<br>
<<if $smuggler_location is "beach" and $smuggler_timer is 0 and Time.dayState is "night" and Time.hour gte 18>>
<<smugglerdifficultytext>>
<</if>>
<<if $phase is 1>>
<<set $phase to 0>>
You search for pieces of seaweed long and sturdy enough to build an improvised garment. You find some suitable specimens and tie them together around your chest. It's fragile and revealing, and you don't think you could take it off without breaking it, but it's better than nothing.
<<plantupper>>
<br><br>
<<if $rng gte 91 and $parasite.nipples.name is undefined and $parasitedisable is "f">>
Your satisfaction is interrupted by a pinching sensation on your <<nipples>>. Shocked, you pull down your top to find the culprit. Two small sea urchins have latched to your teats. They massage and suck your nipples as if trying to nurse. They don't hurt at all, but the sensations are arousing you. You tug them in a bid to be free of their molestation, but they cling too tightly. What's more, touching them with any amount of force makes them suck more intensely. You'll need help to remove them.
<<parasite nipples urchin>><<garousal>><<arousal 600 "breasts">>
<br><br>
<</if>>
<</if>>
<<if $phase is 2>>
<<set $phase to 0>>
You search for pieces of seaweed long and sturdy enough to build an improvised garment. You find some suitable specimens and tie them together around your waist. It's fragile and revealing, and you don't think you could take it off without breaking it, but it's better than nothing.
<<plantlower>>
<br><br>
<<if $parasite.penis.name is "parasite" or $parasite.clit.name is "parasite">>
/* Prevents the 2 types of parasites from interacting */
<<elseif $rng gte 91 and $parasite.penis.name is undefined and $player.penisExist and $parasitedisable is "f" and !playerChastity("penis")>>
Your satisfaction is interrupted by a pinching sensation on your <<penis>>. Shocked, you lift your skirt to find the culprit. A small sea urchin has latched on. It massages and sucks as if trying to nurse. It doesn't hurt at all, but the sensations are making you feel shamefully aroused. You tug it in a bid to be free of its molestation, but it clings too tightly. What's more, touching it with any amount of force makes it suck more intensely. You'll need help to remove it.
<<parasite penis urchin>><<garousal>><<arousal 600 "genitals">>
<br><br>
<<elseif $rng gte 91 and $parasite.clit.name is undefined and $player.vaginaExist and $parasitedisable is "f" and !playerChastity("hidden") and !$player.penisExist>>
Your satisfaction is interrupted by a pinching sensation on your <<pussy>>. Shocked, you lift your skirt to find the culprit. A small sea urchin has latched onto your clit. It massages and sucks as if trying to nurse. It doesn't hurt at all, but the sensations are making you feel shamefully aroused. You tug it in a bid to be free of its molestation, but it clings too tightly. What's more, touching it with any amount of force makes it suck more intensely. You'll need help to remove it.
<<parasite clit urchin>><<garousal>><<arousal 600 "genitals">>
<br><br>
<</if>>
<</if>>
<<if $stress gte $stressmax>>
<<passoutbeach>>
<<else>>
<<storeactions "beachrocks">>
<<if $smuggler_location is "beach" and $smuggler_timer is 0 and Time.dayState is "night" and Time.hour gte 18>>
<<smugglerdifficultyactions>>
<br>
<</if>>
<<if $worn.upper.exposed gte 2 and $worn.under_upper.exposed gte 1
or $worn.upper.exposed gte 2 and $underupperwetstage gte 3
or $upperwetstage gte 3 and $worn.under_upper.exposed gte 1
or $upperwetstage gte 3 and $underupperwetstage gte 3>>
<<beachicon "seaweed">><<link [[Make a top out of seaweed (0:20)|Rocks]]>><<pass 20>><<set $phase to 1>><</link>>
<br>
<</if>>
<<if $worn.lower.exposed gte 2 and $worn.under_lower.exposed gte 1
or $worn.lower.exposed gte 2 and $underlowerwetstage gte 3
or $lowerwetstage gte 3 and $worn.under_lower.exposed gte 1
or $lowerwetstage gte 3 and $underlowerwetstage gte 3>>
<<beachicon "seaweed">><<link [[Make a skirt out of seaweed (0:20)|Rocks]]>><<pass 20>><<set $phase to 2>><</link>>
<br>
<</if>>
<<swimicon "down">><<link [[Slip into the pool (0:01)|Rocks Pool]]>><<pass 1>><</link>>
<br>
<br>
<<swimicon>><<link [[Swim into the sea (0:02)|Sea Rocks]]>><<pass 2>><</link>>
<br>
<</if>>
<<set $eventskip to 0>>
<<storecleanup>><<water>><<effects>><<location "searocks">>
You <<= $passagePrev.includes("Up") ? "break the pool's surface" : "slip into the pool">>, disturbing a school of small fish. It's warmer than the sea.
<br><br>
<<if $museumAntiques.antiques.antiquediamond isnot "found" and $museumAntiques.antiques.antiquediamond isnot "talk" and $museumAntiques.antiques.antiquediamond isnot "museum">>
Light catches on something far below. The pool is deep.
<br><br>
<<else>>
<</if>>
<<if $swarmdisable is "f" and hasSexStat("deviancy", 5) and $daily.rocksPoolInvite isnot 1>>
<<ind>><<link [[Invite the fish (0:05)|Rocks Swarm Invite]]>><<set $daily.rocksPoolInvite to 1>><<pass 5>><</link>><<deviant5>>
<br>
<</if>>
<<swimicon "dive">><<link [[Dive (0:01)|Rocks Dive]]>><<pass 1>><<set $phase to 0>><</link>>
<br>
<<swimicon "leave">><<link [[Climb out (0:01)|Rocks]]>><<pass 1>><</link>>
<br><<effects>>
<<if Time.dayState is "night">>
<<if !Weather.isOvercast>>
You swim toward the moonlight above, emerging in the cold night breeze.
<<else>>
Such is the darkness that it's hard to tell which way is up. You emerge into the cold night breeze before panic sets in.<<gstress>><<stress 6>>
<</if>>
<<else>>
You swim toward the light above, emerging in the cool sea breeze.
<</if>>
<br><br>
<<link [[Next|Rocks Pool]]>><</link>>
<br><<set $outside to 0>><<underwater>><<effects>>
<<if $phase is 0>>
You dive beneath the water.
<<if $museumAntiques.antiques.antiquediamond isnot "found" and $museumAntiques.antiques.antiquediamond isnot "talk" and $museumAntiques.antiques.antiquediamond isnot "museum">>
An unmistakable light glints below.
<<else>>
You see the shadowy outline of the cave below.
<</if>>
<<elseif $phase is 1>>
You swim deeper into the pool, startling fish as you pass.
<<elseif $phase is 2>>
You swim deeper into the pool. The urchins lining the walls close as you pass.
<<elseif $phase is 3>>
You swim deeper into the pool. Seaweed surrounds you, rising in tufts from the sides of the pool.
<<elseif $phase is 4>>
You swim deeper into the pool. The pool narrows.
<<elseif $phase is 5>>
You swim deeper into the pool. The seaweed thins.
<<elseif $phase is 6>>
You swim deeper into the pool. You've passed the halfway point.
<<elseif $phase is 7>>
<<if $hallucinations gte 2>>
You swim deeper into the pool. Sharp outcrops jut from the rocky walls, pointing downwards. Barbed teeth.
<<else>>
You swim deeper into the pool, avoiding sharp outcrops of rock.
<</if>>
<<elseif $phase is 8>>
You swim deeper into the pool. The walls become smoother, and darker.
<<elseif $phase is 9>>
You swim deeper into the pool. Jet black rock surrounds you.
<<if $museumAntiques.antiques.antiquediamond isnot "found" and $museumAntiques.antiques.antiquediamond isnot "talk" and $museumAntiques.antiques.antiquediamond isnot "museum">>
The light is close.
<<else>>
The cave is close.
<</if>>
<<elseif $phase is 10>>
You swim deeper,
<<if $museumAntiques.antiques.antiquediamond isnot "found" and $museumAntiques.antiques.antiquediamond isnot "talk" and $museumAntiques.antiques.antiquediamond isnot "museum">>
within arm's reach of the glint.
<<else>>
until you're level with the cave.
<</if>>
<</if>>
<br><br>
<<if $phase is 10>>
<<if $rng lte 10>>
<<if $voredisable is "f">>
<<if $museumAntiques.antiques.antiquediamond isnot "found" and $museumAntiques.antiques.antiquediamond isnot "talk" and $museumAntiques.antiques.antiquediamond isnot "museum">>
You reach for the light but the sand shifts under it. You swim upwards but feel something clamps down on your leg. You twist around to find a giant oyster intent on devouring you!
<br><br>
<<link [[Next|Sea Vore]]>><<set $molestationstart to 1>><<set $vorecreature to "oyster">><</link>>
<<else>>
As you move through the water, something clamps down on your leg. You twist around to find a giant oyster intent on devouring you!
<br><br>
<<link [[Next|Sea Vore]]>><<set $molestationstart to 1>><<set $vorecreature to "oyster">><</link>>
<</if>>
<<else>>
<<swimicon "up">><<link [[Swim up|Rocks Up]]>><<set $phase to 0>><</link>>
<br>
<<if $museumAntiques.antiques.antiquediamond isnot "found" and $museumAntiques.antiques.antiquediamond isnot "talk" and $museumAntiques.antiques.antiquediamond isnot "museum">>
<<ind>><<link [[Grasp it|Rocks Diamond]]>><<wateraction>><</link>><<loxygen>>
<br>
<<else>>
<<swimicon "back">><<link [[Swim inside|Beach Cave Entrance]]>><</link>>
<br>
<</if>>
<</if>>
<<else>>
<<swimicon "up">><<link [[Swim up|Rocks Up]]>><<set $phase to 0>><</link>>
<br>
<<if $museumAntiques.antiques.antiquediamond isnot "found" and $museumAntiques.antiques.antiquediamond isnot "talk" and $museumAntiques.antiques.antiquediamond isnot "museum">>
<<antiqueicon "diamond">><<link [[Grasp it|Rocks Diamond]]>><<wateraction>><</link>><<loxygen>>
<br>
<<else>>
<<swimicon "back">><<link [[Swim inside|Beach Cave Entrance]]>><</link>>
<br>
<</if>>
<</if>>
<<else>>
<<swimicon "up">><<link [[Swim up|Rocks Up]]>><<set $phase to 0>><</link>>
<br>
<<swimicon "down">><<link [[Swim deeper|Rocks Dive]]>><<wateraction>><<set $phase += 1>><</link>><<loxygen>>
<br>
<</if>><<underwater>><<effects>><<wearProp "diamond">>
<<set $antiquemoney += 2000>><<museumAntiqueStatus "antiquediamond" "found">>
You grasp the light, along with a handful of sand, and examine it. It's a white jewel, no bigger than a fingernail, but it might be worth something to a collector.
<br><br>
<<earnFeat "Spelunking">>
You plant your feet against the sand, and notice a cave leading away from the pool, lit by a dim blue light.
<br><br>
<<link [[Swim up|Rocks Up]]>><<handheldon>><<set $phase to 0>><</link>>
<br>
<<link [[Swim into the cave|Beach Cave Entrance]]>><<handheldon>><</link>>
<br><<effects>>
You float into the middle of the pool, and open your legs. The fish are cautious, swimming close, then darting back into the murk. Then you feel one brush against your <<bottom>>. Then against your <<breasts>>. More join them, and they're soon sliding against every inch of your skin.
<<deviancy5>>
<<link [[Next|Rocks Swarm]]>><<set $sexstart to 1>><</link>>
<br><<location "searocks">><<effects>>
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<set $combat to 1>>
<<set $enemytype to "swarm">>
<<swarminit "fish" "swarm" "moving towards you" "encircle you" "fend off" 6 6>>
<<set $water to 1>>
<<set $timer to 17>>
<</if>>
<br><br>
<<swarmeffects>>
<<swarm>>
<<swarmactions>>
<<if $orgasmdown gte 1>>
<span id="next"><<link [[Next|Rocks Swarm Finish]]>><</link>></span><<nexttext>>
<<elseif $timer lte 0>>
<span id="next"><<link [[Next|Rocks Swarm Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Rocks Swarm]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $orgasmdown gte 1>>
Your orgasmic convulsions startle the fish. They swim deep, leaving you to shudder in the water.
<br><br>
<<else>>
Satisfied, the fish swim into the depths, leaving you alone in the pool.
<br><br>
<</if>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Rocks Pool]]>><</link>><<location "seadocks">><<water>><<effects>>
You are swimming in the sea near the docks, east of the beach.
<<if Time.dayState is "night">>
<<if Weather.precipitation is "rain">>
The dark water is hammered by rain all around you.
<<elseif Weather.precipitation is "snow">>
Dark water devours snow all around you.
<<else>>
The water is dark and foreboding.
<</if>>
<<else>>
<<if Weather.precipitation is "rain">>
The surface is agitated by the deluge of rain.
<<elseif Weather.precipitation is "snow">>
The docks bustle with activity, workers wrapped warm against the cold.
<<else>>
The docks bustle with activity. The water is calm and clear.
<</if>>
<</if>>
<br><br>
<<if $seaswim is 1>>
<<set $seaswim to 0>>
You spend some time swimming.
<<physique 3>><<swimmingskilluse>>
<<pass 30>>
<br><br>
<</if>>
<<if $exposed gte 1>>
You keep your <<lewdness>> hidden beneath the surface of the water.
<br><br>
<</if>>
<<if $stress gte $stressmax>>
<<passoutbeach>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure) and $eventskip is 0>>
<<eventssea>>
<<else>>
<<if $earSlime.forcedCommando isnot undefined and $worn.under_lower.name isnot "naked">>
<span class="red">The slime in your ear refuses to allow you to climb onto the docks with swimwear on.</span>
<<else>>
<<docksicon>><<link [[Climb onto the docks (0:02)|Mer Street]]>><<pass 2>><</link>>
<</if>>
<br>
<<swimicon "back">><<link [[Practise swimming (0:30)|Sea Docks]]>><<stress -6>><<tiredness 6>><<set $seaswim to 1>><<slimeEventEnd "swimming">><</link>><<gswimming>><<lstress>><<gtiredness>>
<br>
<<swimicon>><<link [[Swim out to sea (0:10)|Sea]]>><<pass 10>><<tiredness 2>><<set $sea to 0>><</link>><<gtiredness>><<swimmingdifficulty 1 100>>
<br><br>
<<seabeach>><<swimmingdifficultytext0>>
<br>
<<seacliffs>><<swimmingdifficulty 1 100>>
<br>
<</if>>
<</if>>
<<set $eventskip to 0>><<location "seacliffs">><<water>><<effects>>
You are swimming in the sea at the base of some cliffs, east of the docks. A large storm drain exits above you, creating a waterfall.
<<if Time.dayState is "night">>
<<if Weather.precipitation is "rain">>
The dark water is hammered by rain all around you.
<<elseif Weather.precipitation is "snow">>
Dark water devours the snow.
<<else>>
The water is dark and foreboding.
<</if>>
<<else>>
<<if Weather.precipitation is "rain">>
The surface is agitated by the deluge of rain.
<<elseif Weather.precipitation is "snow">>
The water is calm beneath the snowy sky.
<<else>>
The water is calm and clear.
<</if>>
<</if>>
<br><br>
<<if $seaswim is 1>>
<<set $seaswim to 0>>
You spend some time swimming.
<<physique 3>><<swimmingskilluse>>
<<pass 30>>
<br><br>
<</if>>
<<if $exposed gte 1>>
You keep your <<lewdness>> hidden beneath the surface of the water.
<br><br>
<</if>>
<<if $stress gte $stressmax>>
<<passoutbeach>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure) and $eventskip is 0>>
<<eventssea>>
<<else>>
<<swimmingdifficulty 1 100 true>>
<<if $swimmingSuccess>>
<span class="green">You successfully swim against the tide.</span>
<br><br>
<<swimicon "back">><<link [[Practise swimming (0:30)|Sea Cliffs]]>><<stress -6>><<tiredness 6>><<set $seaswim to 1>><<slimeEventEnd "swimming">><</link>><<gswimming>><<lstress>><<gtiredness>><<swimmingdifficulty 1 100>>
<br>
<<swimicon>><<link [[Swim out to sea (0:10)|Sea]]>><<pass 10>><<tiredness 2>><<set $sea to 0>><</link>><<gtiredness>><<swimmingdifficulty 1 100>>
<br><br>
<<seadocks>><<swimmingdifficultytext0>>
<br>
<<else>>
You try to swim against the tide, but <span class="red">it's too strong for you.</span> You are swept out to sea.
<br><br>
<<link [[Next|Sea]]>><<set $sea to 0>><</link>>
<br>
<</if>>
<</if>>
<</if>>
<<set $eventskip to 0>><<location "sea">><<water>><<effects>>
<<if $sea is 0>>
You are swimming in the sea. You are near the beach outside town.
<<if Weather.dayState is "night">>
Lights glimmer across the water.
<<elseif Weather.dayState is "dawn">>
The shadows lengthen in the morning sun.
<<elseif Weather.dayState is "dusk">>
The shadows lengthen in the setting sun.
<<else>>
It bustles with activity.
<</if>>
<<physique>>
<br><br>
<<if $stress gte $stressmax>>
<<passoutsea>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure) and $eventskip is 0>>
<<eventsdeepsea>>
<<else>>
<<swimmingdifficulty 1 100 true>>
<<if $swimmingSuccess>>
<span class="green">You successfully swim against the tide.</span>
<br><br>
<<swimicon>><<link [[Swim further out (0:10)|Sea]]>><<set $sea += 10>><<pass 10>><<tiredness 2>><</link>><<gtiredness>><<swimmingdifficulty 1 100>>
<br>
<<swimicon "back">><<link [[Swim towards shore (0:10)|Sea Beach]]>><<pass 10>><<tiredness 2>><<set $sea to 0>><</link>><<gtiredness>><<swimmingdifficultytext0>>
<br>
<<else>>
You try to swim against the tide, <span class="red">but it's too strong for you.</span> You are swept further out to sea.
<br><br>
<<link [[Next|Sea]]>><<set $sea += 10>><</link>>
<br>
<</if>>
<</if>>
<</if>>
<<elseif $sea lte 20>>
You are swimming in the sea.
<<if Time.dayState is "night">>
You can see the town nearby, its light glimmering on the water.
<<else>>
You can see the town nearby.
<</if>>
<<physique>>
<br><br>
<<if $stress gte $stressmax>>
<<passoutsea>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure) and $eventskip is 0>>
<<eventsdeepsea>>
<<else>>
<<swimmingdifficulty 1 100 true>>
<<if $swimmingSuccess>>
<span class="green">You successfully swim against the tide.</span>
<br><br>
<<if $sea gte 40>>
<<swimicon>><<link [[Swim further out (0:10)|Sea]]>><<pass 10>><<tiredness 2>><<set $sea += 10>><</link>><<gtiredness>><<swimmingdifficulty 1 200>>
<br>
<<else>>
<<swimicon>><<link [[Swim further out (0:10)|Sea]]>><<pass 10>><<tiredness 2>><<set $sea += 10>><</link>><<gtiredness>><<swimmingdifficulty 1 100>>
<br>
<</if>>
<<swimicon "back">><<link [[Swim towards shore (0:10)|Sea]]>><<pass 10>><<tiredness 2>><<set $sea -= 10>><</link>><<gtiredness>><<swimmingdifficulty 1 100>>
<br>
<<else>>
You try to swim against the tide, <span class="red">but it's too strong for you.</span> You are swept further out to sea.
<br><br>
<<link [[Next|Sea]]>><<set $sea += 10>><</link>>
<br>
<</if>>
<</if>>
<</if>>
<<elseif $sea lte 50>>
You are swimming in the sea.
<<if Time.dayState is "night">>
<<if !Weather.isOvercast>>
The town glows against the night in the distance.
<<else>>
You can see the town in the distance. An orange glow lights the clouds above.
<</if>>
<<else>>
You can see the town in the distance.
<</if>>
<<physique>>
<br><br>
<<if $stress gte $stressmax>>
<<passoutsea>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure) and $eventskip is 0>>
<<eventsdeepsea>>
<<else>>
<<swimmingdifficulty 1 200 true>>
<<if $swimmingSuccess>>
<span class="green">You successfully swim against the tide.</span>
<br><br>
<<if $sea gte 40>>
<<swimicon>><<link [[Swim further out (0:10)|Sea]]>><<pass 10>><<tiredness 2>><<set $sea += 10>><</link>><<gtiredness>><<swimmingdifficulty 1 300>>
<br>
<<else>>
<<swimicon>><<link [[Swim further out (0:10)|Sea]]>><<pass 10>><<tiredness 2>><<set $sea += 10>><</link>><<gtiredness>><<swimmingdifficulty 1 200>>
<br>
<</if>>
<<swimicon "back">><<link [[Swim towards shore (0:10)|Sea]]>><<pass 10>><<tiredness 2>><<set $sea -= 10>><</link>><<gtiredness>><<swimmingdifficulty 1 100>>
<br>
<<else>>
You try to swim against the tide, <span class="red">but it's too strong for you.</span> You are swept further out to sea.
<br><br>
<<link [[Next|Sea]]>><<set $sea += 10>><</link>>
<br>
<</if>>
<</if>>
<</if>>
<<elseif $sea lte 99>>
You are swimming in the sea.
<<if Time.dayState is "night">>
<<if !Weather.isOvercast>>
You can see the town glowing on the horizon.
<<else>>
You can see the town on the horizon, lighting the clouds above.
<</if>>
<<else>>
You can see the town on the horizon.
<</if>>
<<physique>>
<br><br>
<<if $stress gte $stressmax>>
<<passoutsea>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure) and $eventskip is 0>>
<<eventsdeepsea>>
<<else>>
<<swimmingdifficulty 1 300 true>>
<<if $swimmingSuccess>>
<span class="green">You successfully swim against the tide.</span>
<br><br>
<<if $sea gte 90>>
<<swimicon>><<link [[Swim further out (0:10)|Sea]]>><<pass 10>><<tiredness 2>><<set $sea += 10>><</link>><<gtiredness>><<swimmingdifficulty 1 400>>
<br>
<<else>>
<<swimicon>><<link [[Swim further out (0:10)|Sea]]>><<pass 10>><<tiredness 2>><<set $sea += 10>><</link>><<gtiredness>><<swimmingdifficulty 1 300>>
<br>
<</if>>
<<if $sea lte 60>>
<<swimicon "back">><<link [[Swim towards shore (0:10)|Sea]]>><<pass 10>><<tiredness 2>><<set $sea -= 10>><</link>><<gtiredness>><<swimmingdifficulty 1 200>>
<br>
<<else>>
<<swimicon "back">><<link [[Swim towards shore (0:10)|Sea]]>><<pass 10>><<tiredness 2>><<set $sea -= 10>><</link>><<gtiredness>><<swimmingdifficulty 1 300>>
<br>
<</if>>
<<else>>
You try to swim against the tide, <span class="red">but it's too strong for you.</span> You are swept further out to sea.
<br><br>
<<link [[Next|Sea]]>><<set $sea += 10>><</link>>
<br>
<</if>>
<</if>>
<</if>>
<<elseif $sea gte 100>>
<<set $sea to 100>>
You are swimming in the sea.
<<if Time.dayState is "night">>
There's an island nearby, hidden by the night. You wouldn't see it if not for the lighthouse. The beam angles and arcs in irregular patterns.
<<else>>
There's an island nearby, dominated by a fortress and surrounded by jagged rocks.
<</if>>
<<physique>>
<br><br>
<<earnFeat "The Endless Deep">>
<<if $stress gte $stressmax>>
<<passoutsea>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure) and $eventskip is 0>>
<<eventsdeepsea>>
<<else>>
<<swimmingdifficulty 1 400 true>>
<<if $swimmingSuccess>>
<span class="green">You successfully swim against the tide.</span>
<br><br>
<<swimicon "back">><<link [[Swim towards shore (0:10)|Sea]]>><<pass 10>><<tiredness 2>><<set $sea -= 10>><</link>><<gtiredness>><<swimmingdifficulty 1 300>>
<br>
<<else>>
You try to swim against the tide, <span class="red">but it's too strong for you.</span> You are swept further out to sea.
<br><br>
<<link [[Next|Sea]]>><<set $sea += 10>><</link>>
<br>
<</if>>
<</if>>
<</if>>
<</if>>
<<set $eventskip to 0>><<widget "eventsseabeach">>
<<if Time.dayState isnot "night" and !Weather.isOvercast>>
<<if $rng gte 96>>
<<sea1>>
<<elseif $rng gte 81>>
<<seabeach1>>
<<elseif $rng gte 61>>
<<sea5>>
<<elseif $rng gte 36>>
<<seatangle>>
<<else>>
<<sea2>>
<</if>>
<<elseif Time.dayState isnot "night" and Weather.precipitation isnot "none">>
<<if $rng gte 96>>
<<sea1>>
<<elseif $rng gte 81>>
<<seabeach2>>
<<elseif $rng gte 71>>
<<searape>>
<<elseif $rng gte 51>>
<<sea5>>
<<elseif $rng gte 36>>
<<seatangle>>
<<else>>
<<sea2>>
<</if>>
<<elseif Time.dayState isnot "night">>
<<if $rng gte 81>>
<<sea1>>
<<elseif $rng gte 71>>
<<searape>>
<<elseif $rng gte 51>>
<<sea5>>
<<elseif $rng gte 36>>
<<seatangle>>
<<else>>
<<sea2>>
<</if>>
<<else>>
<<if $rng gte 95>>
<<if $swarmdisable is "f">><<sea3>><<else>><<sea1>><</if>>
<<elseif $rng gte 81>>
<<sea1>>
<<elseif $rng gte 61>>
<<sea5>>
<<else>>
<<sea2>>
<</if>>
<</if>>
<</widget>>
<<widget "eventssea">>
<<set _dangerevent to random(1, 100)>>
<<if _dangerevent lte 10>>
<<if $swarmdisable is "f">>
<<sea3>>
<<else>>
<<sea1>>
<</if>>
<<elseif _dangerevent lte 20>>
<<sea1>>
<<elseif _dangerevent lte 30>>
<<searape>>
<<elseif _dangerevent lte 50>>
<<sea5>>
<<elseif _dangerevent lte 60>>
<<seatangle>>
<<elseif _dangerevent lte 80>>
<<sea2>>
<<elseif _dangerevent lte 100>>
<<sea7>>
<</if>>
<</widget>>
<<widget "eventsdeepsea">>
<<set _dangerevent to random(1, 96)>>
<<if _dangerevent lte 10>>
<<if $swarmdisable is "f">>
<<sea3>>
<<else>>
<<sea1>>
<</if>>
<<elseif _dangerevent lte 20>>
<<sea1>>
<<elseif _dangerevent lte 30>>
<<sea4>>
<<elseif _dangerevent lte 40>>
<<seavore>>
<<elseif _dangerevent lte 50>>
<<sea5>>
<<elseif _dangerevent lte 60>>
<<seatentacles>>
<<elseif _dangerevent lte 70>>
<<sea6>>
<<elseif _dangerevent lte 80>>
<<seaflotsam>>
<<elseif _dangerevent lte 90>>
<<sea_struggle>>
<<elseif _dangerevent lte 91>>
<<sea_eye>>
<<elseif _dangerevent lte 96>>
<<sea_chest>>
<</if>>
<</widget>><<widget "seabeach1">>
<<rng>>
<<generate1>><<person1>>A <<person>> swims up to you and grabs your butt.<<if $worn.under_lower.type.includes("naked") and $worn.lower.type.includes("naked")>> "Not wearing anything down here? You're such a naughty <<girl>>."<</if>> <<He>> fondles you with increasing passion.
<br><br>
<<if $rng gte 81>>
<<link [[Pull away|Sea Beach Molestation]]>><<set $molestationstart to 1>><</link>>
<<else>>
<<link [[Pull away|Sea Beach Molestation Finish]]>><<set $finish to 1>><</link>>
<</if>>
<br>
<<link [[Allow it|Sea Beach Molestation]]>><<set $sexstart to 1>><</link>><<promiscuous1>>
<</widget>>
<<widget "seabeach2">>
<<rng>>
A large wave heads towards you. Before it reaches you however, a <<generate1>><<person1>><<person>> on a surf board plucks you from the water as <<he>> sails past. <<He>> holds down your arms with one hand and muzzles you with the other.
<br><br>
<<link [[Next|Sea Beach Molestation]]>><<set $molestationstart to 1>><<set $phase to 1>><</link>>
<</widget>>
<<widget "sea1">>
<<beastNEWinit 3 dolphin>>
<<rng>>
<<if $rng gte 81 and ($monster is 1 or $bestialitydisable is "f")>><!-- Modified for Beast People -->
Three <<beastsplural>> swim up to you and nudge you playfully. You pet them back, but they're persistent. One of them starts rubbing against you while the other two prevent you from moving away.
<br><br>
<<link [[Next|Sea Dolphins]]>><<set $molestationstart to 1>><</link>>
<br>
<<elseif $rng gte 25 and numberOfEarSlime() and ($monster is 1 or $bestialitydisable is "f") and ($earSlime.growth gte 80 - ($earSlime.deviancy * 10))>>
Three <<beastsplural>> swim up to you and nudge you playfully. You pet them back.
<br><br>
<span class="lewd">You feel the slime in your head command you to <<if $exposed gte 2>>strip and <</if>>present yourself to them.</span> It promises rewards if you comply, and threatens consequences if you do not.
<br><br>
<<if hasSexStat("deviancy", 4) and $submissive gte 1900>>
<<link [[Submit willingly|Sea Slime Dolphins Submit willingly]]>><<corruption 3>><<pain -8>><<stress -12>><<trauma -24>><<sub 2>><</link>><<deviant4>><<ggcorruption>><<llpain>><<llltrauma>><<llstress>>
<br>
<</if>>
<<link [[Obey|Sea Slime Dolphins Obey]]>><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 1>><</link>><<gcorruption>><<lpain>><<lltrauma>><<lstress>>
<br>
<<link [[Defy|Sea Slime Dolphins Defy]]>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><</link>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>>
<br>
<<else>>
Three <<beastsplural>> swim up to you and nudge you playfully. You pet them back.
<<lstress>><<ltrauma>><<stress -12>><<trauma -6>>
<br><br>
<<if hasSexStat("deviancy", 3) and ($monster is 1 or $bestialitydisable is "f")>><!-- Modified for Beast People -->
<<link [[Pet them lewdly|Sea Dolphins Sex]]>><<set $sexstart to 1>><</link>><<deviant3>>
<br>
<</if>>
<<destinationeventend>>
<</if>>
<</widget>>
<<widget "sea2">>
<<rng>>
A large wave rolls towards you.
<<if $uncladtest isnot 1>> /* unused. This outcome always happens */
You are pulled into the wave and sucked upwards, before floating back down on the other side. That was fun!<<lstress>><<stress -6>>
<<else>>
You are pulled into the wave and sucked upwards. The force tears your clothes away from your grip!
<<if $rng gte 81>>
After the wave has passed you look around for your missing clothing, but it's nowhere to be found. Your clothes lost, you become much more conscious of your <<nudity>>.
<<garousal>><<gstress>><<arousal 600>><<stress 6>>
<<set $unclad to 0>> /* unused */
<<if $uncladoutfit is 1>><<set $uncladoutfit to 0>>
<<upperruined>><<lowerruined>>
<</if>>
<<if $uncladupper is 1>><<set $uncladupper to 0>>
<<upperruined>>
<</if>>
<<if $uncladlower is 1>><<set $uncladlower to 0>>
<<lowerruined>>
<</if>>
<<if $uncladunder is 1>><<set $uncladunder to 0>>
<<underruined>>
<</if>>
<<handheldruined>>
<<else>>
After the wave has passed you look around for your missing clothing, and see it floating not far from you. You swim over to it, not feeling relief until it's recovered.
<</if>>
<</if>>
<br><br>
<<destinationeventend>>
<</widget>>
<<widget "sea3">>
<<rng>>
You feel something rub against your leg. You look down and see the culprit, an eel. More arrive; they twirl around you, their slimy caresses at once disgusting you and inciting shameful feelings. Swarms of them are rising from the depths beneath you. You look around and see a buoy not too far away. If you could swim to it, you could climb to safety.
<br><br>
<<link [[Next|Sea Eels]]>><<set $molestationstart to 1>><</link>>
<</widget>>
<<widget "sea4">>
<<generate1>><<generate2>>
A fishing boat turns towards you, and heads in your direction. The net envelops you, and you are hoisted onto the deck.
<br><br>
A <<fullGroup>> smile down at you. "We got ourselves a lively one," says the <<person1>><<person>>.
<br><br>
<<link [[Next|Boat Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<</widget>>
<<widget "sea5">>
<<if $bestialitydisable is "f">>
<<if $squidcount is 0>>
You feel something soft touch your <<genitals>>. You look beneath the water and see a small squid rubbing you with its tentacles.
<<garousal>><<arousal 600 "genitals">>
<br>
<<elseif $squidcount is 1>>
You feel something soft touch your <<breasts>>. You look beneath the water and see a small squid rubbing you with its tentacles.
<<garousal>><<arousal 600 "breasts">>
<br>
<<elseif $squidcount is 2>>
You feel something soft touch your <<breasts>>. You look beneath the water and see a small squid rubbing you with its tentacles.
<<garousal>><<arousal 600 "breasts">>
<br>
<<elseif $squidcount is 3>>
You feel something soft touch your <<bottom>>. You look beneath the water and see a small squid rubbing you with its tentacles.
<<garousal>><<arousal 600 "bottom">>
<br>
<<else>>
You feel something soft touch your skin. You look beneath the water and see a small squid rubbing you with its tentacles.
<<garousal>><<arousal 600>>
<br>
<</if>>
<br>
<<link [[Let it continue|Sea Squid]]>><</link>><<deviant1>>
<br>
<<link [[Pull it away|Sea Pull]]>><</link>>
<br>
<<else>>
<<sea2>>
<</if>>
<</widget>>
<<widget "sea6">>
A fishing boat passes by. No one on board notices you.
<br><br>
Perhaps they could help you get to shore.
<br><br>
<<link [[Call for help|Sea Boat Call]]>><</link>>
<br>
<<link [[Ignore|Sea Boat Ignore]]>><</link>>
<br>
<</widget>>
<<widget "seavore">>
<<if $voredisable is "f">>
<<set $rng to random(1,4)>>
<<if $rng lte 2>>
A large creature emerges from the depths, drawn by your scent. Before you even know it's there, it grabs your legs with its maw, gripping you tight.
<br><br>
<<link [[Next|Sea Vore]]>><<set $molestationstart to 1>><<set $vorecreature to "whale">><</link>>
<<else>>
As you move through the water, something clamps down on your leg. You twist around to find a giant oyster intent on devouring you!
<br><br>
<<link [[Next|Sea Vore]]>><<set $molestationstart to 1>><<set $vorecreature to "oyster">><</link>>
<</if>>
<<else>>
<<sea1>>
<</if>>
<</widget>>
<<widget "seatangle">>
<<if !$worn.lower.type.includes("naked")>>
Your waist becomes tangled in seaweed. It would be easier to untangle if you removed your <<bottoms>> first, and there's no one else around...
<br><br>
<<link [[Undress|Sea Tangle Undress]]>><</link>><<exhibitionist1>>
<br>
<<link [[Don't undress (0:01)|Sea Tangle]]>><<pass 1>><<stress 6>><</link>><<gstress>>
<br>
<<else>>
Your waist becomes tangled in seaweed. It takes a minute to free yourself.
<<pass 1>><<stress 1>><<gstress>>
<br><br>
<<destinationeventend>>
<br><br>
<</if>>
<</widget>>
<<widget "searape">>
<<generate1>><<person1>><<npcClothesType $NPCList[0] "beachDive">>
Something grabs you firmly by the ankle, and drags you beneath the water. A <<person>> rises from the murk, wearing a diving mask.
<br><br>
<<link [[Next|Sea Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</widget>>
<<widget "seatentacles">>
<<if $tentacledisable is "f" and $hallucinations gte 2>>
Something brushes against your leg, then grabs you by the waist. Several tentacles rise from the water.
<br><br>
<<link [[Next|Sea Tentacles]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<seavore>>
<</if>>
<</widget>>
<<widget "seaflotsam">>
Wood and detritus float by, covered in seaweed. You think you see something glint within.
<br><br>
<<link [[Reach in|Sea Flotsam Reach]]>><</link>>
<br>
<<link [[Ignore|Sea Flotsam Ignore]]>><</link>>
<br>
<</widget>>
<<widget "sea_struggle">>
<<if $bestialitydisable is "f">>
You feel something wrap around your leg. You peer beneath the water, and see a flurry of tentacles.
<br><br>
<<link [[Next|Sea Struggle]]>><<set $struggle_start to 1>><</link>>
<br>
<<else>>
<<seaflotsam>>
<</if>>
<</widget>>
<<widget "sea_eye">>
<<if $hallucinations gte 2>>
You feel something watching you from below. You're struck by a sudden terror.<<gstress>><<stress 6>>
<br><br>
<<link [[Look down|Sea Eye]]>><<awareness 1>><<stress 6>><</link>><<gstress>><<gawareness>>
<br>
<<link [[Don't look|Sea Eye Refuse]]>><</link>>
<br>
<<else>>
<<seaflotsam>>
<</if>>
<</widget>>
<<widget "sea_chest">>
A cluster of seaweed-covered rocks appear as you crest a wave, worn to smoothness by the sea.
<br><br>
<<link [[Investigate (0:10)|Sea Chest]]>><<pass 10>><</link>><<swimmingdifficulty 1 1000>>
<br>
<<link [[Ignore|Sea]]>><<set $eventskip to 1>><</link>>
<br>
<</widget>>
<<widget "sea7">>
<<generatey1>><<generatey2>><<person1>>
A <<person>> and <<person2>><<person>> tread water nearby. They must have swum out from the beach. They turn to look at you, share a grin, and swim closer.
<<if $exposed gte 1>>
<span class="lewd">You're conscious of your <<lewdness>> beneath the water.</span> Perhaps you could stay concealed.
<</if>>
<br><br>
<<link [[Greet|Sea Pair Greet]]>><</link>>
<br>
<<link [[Swim away|Sea Pair Swim]]>><</link>><<swimmingdifficulty 1 1000>>
<br>
<</widget>>
<<widget "passoutsea">>
<<if isPregnancyEnding()>>
<<pregnancyPassout "sea">>
<<else>>
<<link [[Everything fades to black|Passout Sea]]>><</link>>
<</if>>
<</widget>><<widget "seabeach">>
<<beachicon>><<link [[Swim to the beach (0:10)|Sea Beach]]>><<pass 10>><<tiredness 2>><</link>><<gtiredness>>
<</widget>>
<<widget "seabeachquick">>
<<beachicon>><<link [[Swim to the beach|Sea Beach]]>><</link>>
<</widget>>
<<widget "seabeacheventend">>
<<link [[Next|Sea Beach]]>><<set $eventskip to 1>><<endevent>><</link>>
<</widget>><<widget "seadocks">>
<<docksicon>><<link [[Swim to the docks (0:10)|Sea Docks]]>><<pass 10>><<tiredness 2>><</link>><<gtiredness>>
<</widget>>
<<widget "seadocksquick">>
<<docksicon>><<link [[Swim to the docks|Sea Docks]]>><</link>>
<</widget>>
<<widget "seadockseventend">>
<<link [[Next|Sea Docks]]>><<set $eventskip to 1>><<endevent>><</link>>
<</widget>><<widget "seacliffs">>
<<coastalpathicon>><<link [[Swim to the cliffs (0:10)|Sea Cliffs]]>><<pass 10>><<tiredness 2>><</link>><<gtiredness>>
<</widget>>
<<widget "seacliffsquick">>
<<coastalpathicon>><<link [[Swim to the cliffs|Sea Cliffs]]>><</link>>
<</widget>>
<<widget "seacliffseventend">>
<<link [[Next|Sea Cliffs]]>><<set $eventskip to 1>><<endevent>><</link>>
<</widget>><<widget "seamove">>
<<link [[Next (0:10)|Sea]]>><<pass 10>><<tiredness 2>><</link>><<gtiredness>>
<</widget>>
<<widget "seamovequick">>
<<link [[Next|Sea]]>><</link>>
<</widget>>
<<widget "seamoveeventend">>
<<link [[Next|Sea]]>><<set $eventskip to 1>><<endevent>><</link>>
<</widget>><<widget "searocks">>
<<beachicon "rocks">><<link [[Swim to the rocks (0:10)|Sea Rocks]]>><<pass 10>><<tiredness 2>><</link>><<gtiredness>>
<</widget>>
<<widget "searocksquick">>
<<beachicon "rocks">><<link [[Swim to the rocks|Sea Rocks]]>><</link>>
<</widget>>
<<widget "searockseventend">>
<<link [[Next|Sea Rocks]]>><<set $eventskip to 1>><<endevent>><</link>>
<</widget>>
<<widget "sea_pair_orgasm">>
<<if $arousal gte $arousalmax>>
It's too much for you. <<orgasm>>
"This slut came from a little touch!" The <<person2>><<person>> laughs before your spasms subside.
<br><br>
"Oh, this'll be fun." The <<person1>><<person>> swims closer.
<br><br>
<<link [[Next|Sea Pair Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
"So what brings you out here?" the <<person1>><<person>> asks. "I can't suppose you expected to meet a couple as fine as we."
<br><br>
<<link [[Say you're practising swimming|Sea Pair Practise]]>><<swimmingskilluse>><</link>><<gswimming>>
<br>
<<link [[Say you're making sure no one's been dragged out to sea|Sea Pair Dragged]]>><<famegood 2>><</link>>
<br>
<<link [[Say you're hunting rapists|Sea Pair Hunt]]>><<famescrap 2>><</link>>
<br>
<</if>>
<</widget>><<set $outside to 0>><<effects>><<set $lock to 0>>
<<if currentSkillValue('skulduggery') gte $lock>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span>
<<else>>
<<wearProp "lockpick">>
<span class="green">The lock looks easy to pick.</span>
<br><br>
<<lockicon "pick">><<link [[Pick it (0:10)|Bike Depot]]>><<pass 10>><<crimeUp 5 "trespassing">><</link>><<crime "trespassing">>
<</if>>
<br>
<<else>>
<span class="red">The lock looks beyond your ability to pick.</span>
<<skulduggeryrequired>>
<br><br>
<</if>>
<<getouticon>><<link [[Leave|Shopping Centre]]>><</link>><<set $outside to 0>><<set $location to "shopping_centre">><<effects>>
You are in the Bike Depot. It has a quite the stock of bikes.
<br><br>
<<if $phase is 4>>
<<if $bikeBroken isnot undefined>>
<<unset $bikeBroken>>
<</if>>
<<if $bike is 3>>
<<set _repairAmount to 12000 / 4>>
<<set $bikeDurability to Math.min($bikeDurability + _repairAmount, 12000)>>
<<elseif $bike is 2>>
<<set _repairAmount to 6000 / 4>>
<<set $bikeDurability to Math.min($bikeDurability + _repairAmount, 6000)>>
<<else>>
<<set _repairAmount to 3000 / 4>>
<<set $bikeDurability to Math.min($bikeDurability + _repairAmount, 3000)>>
<</if>>
Your bike has been given a tune-up, restoring _repairAmount minutes of usage time.
<br><br>
<<set $phase to 0>><<unset _repairAmount>>
<<elseif $phase is 3>>
Your high-end bike has been purchased and put outside of the shopping centre.
<br><br>
<<set $phase to 0>>
<<elseif $phase is 2>>
Your intermediate bike has been purchased and put outside of the shopping centre.
<br><br>
<<set $phase to 0>>
<<elseif $phase is 1>>
Your basic bike has been purchased and put outside of the shopping centre.
<br><br>
<<set $phase to 0>>
<</if>>
<<if Time.dayState is "night">>
You are alone in the darkness.
<br><br>
<<elseif $exposed gte 1>>
You hide in a cupboard to protect your dignity.
<br><br>
<</if>>
<<if $stress gte $stressmax>>
<<passoutshop>>
<<else>>
<<if Time.hour is 21>>
It's closing time. Security is herding everyone outside.
<<if $exposed gte 1>>
Panic swells within you as you realise how embarrassed you'll be should security find you exposed like this.
<</if>>
<br><br>
<<if $exposed lte 0>>
<<highicon>><<link [[Go outside|High Street]]>><</link>>
<br>
<<else>>
<<ind>><<link [["Hide until it's over (1:00)"|Bike Depot]]>><<pass 1 hour>><</link>>
<</if>>
<<else>>
<<if Time.dayState is "night" and Time.hour isnot 21 and !$weekly.theft.bikeDepot>>
<<shopicon "register">><<link [[Examine the cash register|Bike Depot Register]]>><</link>>
<br><br>
<<elseif $exposed lte 0 and Time.dayState isnot "night" and Time.hour isnot 21>>
<<if $bike lt 3>>
<<if $money gte 250000>>
<<bikeicon>><<link [[Purchase a high-end bike (£2500 0:05)|Bike Depot]]>><<pass 5>><<set $phase to 3>><<set $bike to 3>><<set $bikeDurability to 12000>><<if $bikeBroken isnot undefined>><<unset $bikeBroken>><</if>><<set $bikeLocation to "high">><<set $money -= 250000>><</link>>
<<else>>
<span class="red">You don't have the £2500 to purchase a high-end bike.</span>
<</if>>
<br>
<<elseif $bike is 3>>
You already have a high-end bike.
<br>
<</if>>
<<if $bike lt 2>>
<<if $money gte 100000>>
<<bikeicon>><<link [[Purchase an intermediate bike (£1000 0:05)|Bike Depot]]>><<pass 5>><<set $phase to 2>><<set $bike to 2>><<set $bikeDurability to 6000>><<if $bikeBroken isnot undefined>><<unset $bikeBroken>><</if>><<set $bikeLocation to "high">><<set $money -= 100000>><</link>>
<<else>>
<span class="red">You don't have the £1000 to purchase an intermediate bike.</span>
<</if>>
<br>
<<elseif $bike is 2>>
You already have an intermediate bike.
<br>
<</if>>
<<if $bike lt 1>>
<<if $money gte 50000>>
<<bikeicon>><<link [[Purchase a basic bike (£500 0:05)|Bike Depot]]>><<pass 5>><<set $phase to 1>><<set $bike to 1>><<set $bikeDurability to 3000>><<if $bikeBroken isnot undefined>><<unset $bikeBroken>><</if>><<set $bikeLocation to "high">><<set $money -= 50000>><</link>>
<<else>>
<span class="red">You don't have the £500 to purchase a basic bike.</span>
<</if>>
<br>
<<elseif $bike is 1>>
You already have a basic bike.
<br>
<</if>>
<br>
<<if $bikeSecurity is 1>>
<<bikeicon>><<link [[Browse through the security gear (0:05)|Bike Depot Security Gear]]>><<pass 5>><</link>>
<</if>>
<br>
<<if ($bike is 1 and $bikeDurability lt 3000) or ($bike is 2 and $bikeDurability lt 6000) or ($bike is 3 and $bikeDurability lt 12000)>>
<<if $money gte 20000>>
<<bikeicon>><<link [[Repair your bike (£200 0:20)|Bike Depot]]>><<pass 20>><<set $bikeLocation to "high">><<set $phase to 4>><</link>>
<<else>>
You don't have the £200 to repair your bike.
<</if>>
<</if>>
<br>
<</if>>
<<getouticon>><<link [[Leave|Shopping Centre]]>><</link>>
<br>
<</if>>
<</if>><<set $outside to 0>><<set $location to "shopping_centre">><<effects>>
You browse through the selection of security gears.
<br><br>
<<if $bikeSecurityGear lt 5>>
<<if $money gte 100000>>
<<link [[Purchase U-Lock with Alarm|Bike Depot]]>><<set $money -= 100000>><<set $bikeSecurityGear to 5>><</link>><<note "99.9% thief prevention">>
<<else>>
<span class="red">You don't have the £1000 to purchase a U-Lock with Alarm.</span>
<</if>>
<br>
<<elseif $bikeSecurityGear is 5>>
You already have a U-Lock with Alarm.
<br>
<</if>>
<<if $bikeSecurityGear lt 4>>
<<if $money gte 75000>>
<<link [[Purchase U-Lock|Bike Depot]]>><<set $money -= 75000>><<set $bikeSecurityGear to 4>><</link>><<note "80% thief prevention">>
<<else>>
<span class="red">You don't have the £750 to purchase a U-Lock.</span>
<</if>>
<br>
<<elseif $bikeSecurityGear is 4>>
You already have a U-Lock.
<br>
<</if>>
<<if $bikeSecurityGear lt 3>>
<<if $money gte 50000>>
<<link [[Purchase Heavy-Duty Chain Lock with Hardened Steel|Bike Depot]]>><<set $money -= 50000>><<set $bikeSecurityGear to 3>><</link>><<note "50% thief prevention">>
<<else>>
<span class="red">You don't have the £500 to purchase a heavy-duty chain lock with hardnened steel.</span>
<</if>>
<br>
<<elseif $bikeSecurityGear is 3>>
You already have a Heavy-Duty Chain Lock with Hardened Steel.
<br>
<</if>>
<<if $bikeSecurityGear lt 2>>
<<if $money gte 25000>>
<<link [[Purchase Standard Chain Lock|Bike Depot]]>><<set $money -= 25000>><<set $bikeSecurityGear to 2>><</link>><<note "30% thief prevention">>
<<else>>
<span class="red">You don't have the £250 to purchase a standard chain lock.</span>
<</if>>
<br>
<<elseif $bikeSecurityGear is 2>>
You already have a Standard Chain Lock.
<br>
<</if>>
<<if $bikeSecurityGear lt 1>>
<<if $money gte 10000>>
<<link [[Purchase Wheel Lock|Bike Depot]]>><<set $money -= 10000>><<set $bikeSecurityGear to 1>><</link>><<note "10% thief prevention">>
<<else>>
<span class="red">You don't have the £100 to purchase a wheel lock.</span>
<</if>>
<br>
<<elseif $bikeSecurityGear is 1>>
You already have a Wheel Lock.
<br>
<</if>>
<br>
<<getouticon>><<link [[Back|Bike Depot]]>><</link>><<widget "exitclothingshop">>
<div class="button-back-to-shop div-link">
<<if $clothes_choice and $shopDefaults.alwaysBackToShopButton is false>>
<<link "Back">><<unset $clothes_choice>><<updateclotheslist>><<set $retrieveShopCustomColor to {}>><</link>>
<<else>>
<<link "Back to shop">><<unset $clothes_choice>><<updateclothingshop>><<set _shopNameFilter to "">><<set $retrieveShopCustomColor to {}>><</link>>
<</if>>
</div>
<</widget>>
/*
args[0] should be "clothing", "forest" or "school"
args[1] is a slot: "upper", "lower", "under_upper", etc.
args[2] should be "outfits" or missing. Combination of "over_upper", "upper" or "under_upper" in args[1] with "outfits" provides respective outfits category
*/
<<widget "clothingShopv2">>
<br>
<<exitclothingshop>>
<<if _args[0]>>
<<set _shopLocation to _args[0]>>
<</if>>
<<if _args[1]>>
<<set $clothingShopSlot to _args[1]>>
<</if>>
<<set _outfits to _args[2] == "outfits" or _args[2] == true>>
<<if $shopClothingFilter is undefined>>
<<shopClothingFilterReset>>
<</if>>
<<if $shopItemsPerPage is undefined>>
<<set $shopItemsPerPage = 12>>
<</if>>
<<if $shopClothingFilter.active>>
<span class="green">The filter is currently active!</span>
<<link "Reset it">>
<<shopClothingFilterReset>>
<<updateclotheslist>>
<</link>>
<br><br>
<</if>>
<!-- Details about the selected item -->
<div class="clothing-details">
<<shopDetailsv2>>
</div>
<!-- Category tabs at the top of the list -->
<<set _iconName to clothingSlotToIconName($clothingShopSlot, _outfits)>>
<<shopCategoryTabs _iconName>>
<!-- Search bar -->
<<if !_shopNameFilter>>
<<set _shopNameFilter to "">>
<</if>>
<span class="searchButtons">
Search: <<textbox "_shopNameFilterTextbox" _shopNameFilter>>
<<button Clear>>
<<set _shopNameFilter to "">>
<<shopCategoryReplace `clothingSlotToIconName($clothingShopSlot, _outfits)`>>
<</button>>
</span>
<<set _unavailableItems to !!earSlimeCorruptionClothes() or ($earSlime.forcedCommando and $earSlime.forcedCommando gt 0) or ($earSlime.forcedDressing and $earSlime.forcedDressing.days) or playerBellySize() gte 12>>
<<if _unavailableItems>>
<label><<checkbox "$shopClothingFilter.availableOnly" false true autocheck>> Hide unavailable items</label>
<<else>>
<<set $shopClothingFilter.available to false>>
<</if>>
<<run $(() => {
var shopTimer = null;
$('#textbox--shopnamefiltertextbox').on('input change', e => {
T.shopNameFilter = shopSearchReplacer(e.target.value);
clearTimeout(shopTimer);
shopTimer = setTimeout(updateShop, 300);
});
$('#checkbox-shopclothingfilteravailableonly').on('change', e => {
updateShop();
});
var updateShop = () => {
new Wikifier (null, "<<shopCategoryReplace `clothingSlotToIconName($clothingShopSlot, _outfits)`>>");
$('#textbox--shopnamefiltertextbox').focus();
}
})>>
<!-- List of clothes -->
<<set _items = setup.clothes[$clothingShopSlot].filter(x => x.shop.includes(_shopLocation) and x.outfitSecondary is undefined
and ($clothingShopSlot === 'all'
or
(_outfits and x.outfitPrimary isnot undefined and Object.keys(x.outfitPrimary).some(secSlot => secSlot.includes("lower")))
or
(!_outfits and (x.outfitPrimary is undefined or Object.keys(x.outfitPrimary).every(secSlot => !secSlot.includes("lower")))))
and (_shopNameFilter is '' or x.name.includes(_shopNameFilter.toLowerCase()))
and (!V.shopClothingFilter.availableOnly or !(
(setup.clothingLayer.torso.includes(V.clothingShopSlot) and x.reveal < earSlimeCorruptionClothes() and !x.type.includesAny("school", "event")) or
(V.earSlime.forcedDressing and V.earSlime.forcedDressing.days gt 0 and x.gender isnot V.earSlime.forcedDressing.type and x.gender isnot "n" and !x.type.includesAny("event")) or
(playerBellySize() >= 12 and x.type.includes("constricting"))
))
)>>
<<set _items = applyClothingShopFilters(_items)>>
<<set _maxPage = Math.ceil(filterShopGroup(_items).length / $shopItemsPerPage)>>
<!-- Makes sure $shopPage is never showing a blank page -->
<<if $shopPage gte _maxPage>>
<<set $shopPage to 0>>
<</if>>
<div id="shop-list-pages" class="shop-list-pages">
<!-- Generate current page immediately -->
<<set _startingShopPage to $shopPage>>
<<generateshoppage _startingShopPage>>
<!-- Generate other pages in background after a delay, so that shop can be displayed sooner -->
<!-- Having all pages loaded allows for very fast shop catalogue navigation -->
<!-- Generate via <<repeat>> one by one to not cause a lag spike -->
<<timed 0.2s>>
<<set _ppre = _startingShopPage - 1>>
<<repeat 0.1s>>
<<if document.getElementById("shop-list-pages") eq null or _ppre lt 0>>
<<stop>>
<</if>>
<!-- Prepend pages before the current page -->
<<prepend '#shop-list-pages'>>
<<generateshoppage _ppre>>
<</prepend>>
<<set _ppre-->>
<</repeat>>
<!-- Append pages after the current page -->
<<set _papp = _startingShopPage + 1>>
<<repeat 0.1s>>
<<if document.getElementById("shop-list-pages") eq null or _papp gte _maxPage>>
<<stop>>
<</if>>
<<append '#shop-list-pages'>>
<<generateshoppage _papp>>
<</append>>
<<set _papp++>>
<</repeat>>
<</timed>>
</div>
<!-- Pages -->
<div id="shop-pagination" class="shop-pagination">
<<set _disabled = $shopPage > 0 ? "" : "disabled">>
<div @class="'div-link btn-pagination prev ' + _disabled">
<<link "Previous">>
<<if $shopPage > 0>>
<<set $shopPage -= 1>>
<<clothingshopChangePage>>
<</if>>
<</link>>
<div class="btn-pagination-arrow"><</div>
</div>
<div class="shop-pages no-numberify">
<<for _i = 0; _i < _maxPage; _i++>>
<<capture _i>>
<<set _active = _i == $shopPage ? "active" : "">>
<div @class="'div-link page ' + _active">
<<link "">>
<<set $shopPage = _i>>
<<clothingshopChangePage>>
<</link>>
</div>
<</capture>>
<</for>>
</div>
<div class="shop-pages-number hidden">
<<print ($shopPage + 1) + " out of " + _maxPage>>
</div>
<<set _disabled = $shopPage < _maxPage - 1 ? "" : "disabled">>
<div @class="'div-link btn-pagination next ' + _disabled">
<<link "Next">>
<<if $shopPage < _maxPage - 1>>
<<set $shopPage += 1>>
<<clothingshopChangePage>>
<</if>>
<</link>>
<div class="btn-pagination-arrow">></div>
</div>
</div>
<!-- Attach screen resize listener to replace circles in paginator with numbers when not enough space (22px per one circle is min) -->
<<run $(window).on('resize', () => {
let pagination = $('#shop-pagination');
let pages = $(pagination).find('.shop-pages');
let buttons = $(pagination).find('.btn-pagination');
let isEnoughSpace = (pagination.width() - buttons.outerWidth() * 2 - 32) / pages.children().length >= 22;
pages.toggleClass('hidden', !isEnoughSpace);
pagination.find('.shop-pages-number').toggleClass('hidden', isEnoughSpace);
})>>
<!-- Filters -->
<div class="filters-button no-numberify div-link">
<<if $options.images is 1>>
<span class="button-icon"><img src="img/misc/icon/filter.png"></span>
<<else>>
Filters
<</if>>
<<link "">>
<<replace '#filters'>><<loadFiltersMenu>><</replace>>
<<run linkifyDivs('#filters')>>
<<toggleclass '#filters' 'hidden'>>
<</link>>
</div>
<div id="filters" class="no-click-overlay no-numberify hidden" onclick="$(this).addClass('hidden')">
<!-- Don't load filters menu right away to not slow down shop loading -->
</div>
<!-- Options -->
<div class="clothingshop-options-button no-numberify div-link">
<<if $options.images is 1>>
<span class="button-icon"><img src="img/misc/icon/options.png"></span>
<<else>>
Opt.
<</if>>
<<link "">>
<<replace '#shop-options'>><<loadShopOptions>><</replace>>
<<run linkifyDivs('#shop-options')>>
<<toggleclass '#shop-options' 'hidden'>>
<</link>>
</div>
<div id="shop-options" class="no-click-overlay no-numberify hidden" onclick="$(this).addClass('hidden')">
<!-- Don't load options menu right away to not slow down shop loading -->
</div>
<!-- Help / Legend button -->
<<if !$shopDefaults.noHelp>>
<div class="shop-legend-button no-numberify div-link">
<<if $options.images is 1>>
<span class="button-icon"><img src="img/misc/icon/help.png"></span>
<<else>>
Help
<</if>>
<<link "">>
<<toggleclass '#shop-legend' 'hidden'>>
<<toggleclass '.shop-legend-button' 'active'>>
<</link>>
</div>
<<clothingShopLegend>>
<</if>>
<!-- Finishing JS logic -->
<<run linkifyDivs('#clothingShop-div')>>
<<numberify '#clothingShop-div'>>
<<run $(() => {
_maxW = Math.max($('.btn-pagination.next').width(), $('.btn-pagination.prev').width());
$('.btn-pagination.prev').width(_maxW);
$('.btn-pagination.next').width(_maxW);
})>>
<</widget>>
<<widget "clothingshopChangePage">>
<!-- Make selected page visible -->
<<run $('#shop-list-pages > div.clothing-shop-page').addClass('hidden no-numberify')>>
<<run $('#shop-list-pages > div.clothing-shop-page:nth-of-type(' + ($shopPage + 1) + ')').removeClass('hidden no-numberify')>>
<!-- Highlight selected page indicator -->
<<run $('#shop-pagination > .shop-pages > div.page').removeClass('active')>>
<<run $('#shop-pagination > .shop-pages > div.page:nth-of-type(' + ($shopPage + 1) + ')').addClass('active')>>
<!-- Activate/deactivate Prev/Next buttons -->
<<run $('#shop-pagination > .btn-pagination.prev').toggleClass('disabled', $shopPage <= 0)>>
<<run $('#shop-pagination > .btn-pagination.next').toggleClass('disabled', $shopPage >= _maxPage - 1)>>
<!-- Re-generate keyboard shortcuts -->
/*<<run Links.generateLinkNumbers($('#clothingShop-div'))>>*/
<!-- Change page number text on small screens -->
<<replace '#shop-pagination > .shop-pages-number'>><<print ($shopPage + 1) + " out of " + _maxPage>><</replace>>
<</widget>>
<<widget "generateshoppage">>
<<set _page = _args[0]>>
<<set _itemGroups to []>>
<<set _itemsOnPage = filterShopGroup(_items)>>
<<set _itemsOnPage = _itemsOnPage.slice(_page * $shopItemsPerPage, (_page + 1) * $shopItemsPerPage)>>
<<set _hidden = _page == $shopPage ? "" : " hidden">>
<<set _compact = $shopDefaults.compactMode ? "compact" : "">>
<<set _colCustomPrimary = getCustomColourStyle('primary')>>
<<set _colCustomSecondary = getCustomColourStyle('secondary')>>
<div @class="'clothing-shop-page page-' + _page + _hidden">
<<for _itemTemp range _itemsOnPage>>
<<set _item = clone(_itemTemp)>>
<<set $_realSlot to ($clothingShopSlot is "all" ? _item.realSlot : $clothingShopSlot)>>
<<set _itemData = setup.clothes[$_realSlot][clothesIndex($_realSlot,_item)]>>
<<set _locked = $specialClothes[_item.name.replace(/[- ]/g,"")] is "locked">>
<<set _unlocked = $specialClothes[_item.name.replace(/[- ]/g,"")] is "unlocked">>
<div class="clothing-item div-link">
<!-- Clothing icon -->
<div @class="'clothing-icon ' + _compact">
<<if $options.images is 1 and _itemData.shopGroup and _items.reduce((prev, curr) => {
if (!curr.shopGroup) return prev;
if (curr.shopGroup === _itemData.shopGroup) return prev + 1;
return prev;
},0) gt 1>><div class='fa-icon fa-plus clothing-icon-plus'></div>
<</if>>
<<if _locked and $options.images is 1>>
<img src="img/misc/icon/lock.png" class="clothing-locked">
<<else>>
<<if _item.colour_options.length gt 0>>
<<if $shopDefaults.colourItems is "default" and _item.colour_options.includes($shopDefaults.color)>>
<<set _item.colour to $shopDefaults.color>>
<<if $shopDefaults.color is "custom">>
<<set _item.colourCustom = _colCustomPrimary>>
<</if>>
<<else>>
<<set $_colours to clone(_item.colour_options)>>
<<run $_colours.delete("custom")>>
<<set _item.colour to $_colours.random()>>
<</if>>
<</if>>
<<if _item.accessory_colour_options.length gt 0>>
<<if $shopDefaults.colourItems is "default" and _item.accessory_colour_options.includes($shopDefaults.secColor)>>
<<set _item.accessory_colour to $shopDefaults.secColor>>
<<if $shopDefaults.secColor is "custom">>
<<set _item.accessory_colourCustom to _colCustomSecondary>>
<</if>>
<<else>>
<<set $_colours to clone(_item.accessory_colour_options)>>
<<run $_colours.delete("custom")>>
<<set _item.accessory_colour to $_colours.random()>>
<</if>>
<</if>>
<<clothingicon _item $_realSlot>>
<!-- Gender icon -->
<<if _item.gender isnot "n">>
<span class="clothing-gender">
<<if $shopDefaults.compactMode>>
<<if _item.gender is "m">>
<div class="male"></div>
<<elseif _item.gender is "f">>
<div class="female"></div>
<</if>>
<<else>>
<<if $options.images is 1>>
<<if _item.gender is "m">>
<img src="img/misc/icon/male.png" class="male">
<<elseif _item.gender is "f">>
<img src="img/misc/icon/female.png" class="female">
<</if>>
<<else>>
<<if _item.gender is "m">>
<span class="male blue bold">♂</span>
<<elseif _item.gender is "f">>
<span class="female pink bold">♀</span>
<</if>>
<</if>>
<</if>>
</span>
<</if>>
<</if>>
</div>
<div @class="'clothing-body ' + _compact">
<<if !$shopDefaults.compactMode>>
<div class="pricetag-placeholder"></div>
<</if>>
<span class="clothing-name">
<<if _locked>>
<span class="lblue">_itemData.name_cap</span><span class="black"> | Locked</span>
<<else>>
<<set _csslot = $_realSlot>>
<<capture _item _itemData _shopLocation _csslot _outfits>>
<<link _itemData.name_cap>>
<<set $clothes_choice = clothesIndex(_csslot,_item)>>
<<set $clothes_choice_reveal = _item.reveal>>
<<set $clothes_choice_integrity = _itemData.integrity_max>>
<<if ["over_upper", "upper", "under_upper"].includes(_csslot) and _itemData.outfitPrimary>><<set _outfits to true>><</if>>
<<unset $colouraction>>
<<unset $accessorycolouraction>>
<<run window.scrollTo(0, 0)>>
<<updateclotheslist _shopLocation _csslot _outfits>>
<</link>>
<</capture>>
<<set $_count to getOwnedClothingCount(_item.index, $_realSlot)>>
<<if $_count isnot 0>>
<span class="white">
|
<<if !_compact>>
Owned:
<</if>>
$_count
</span>
<</if>>
<<if _unlocked>>
<span class="gold"> | Unlocked</span>
<</if>>
<</if>>
</span>
<<if _locked>>
<div class="locked-hint">
<<specialClothesHint>>
<<print _specialClothesHint[_item.name.replace(/[- ]/g,"")]>>
</div>
<<else>>
<!-- Price tag -->
<span class="clothing-price"><<printmoney `getClothingCost(_item, $_realSlot)` true>></span>
<!-- Integrity, Reveal and Warmth indicators -->
<<if !$shopDefaults.compactMode>>
<<set $_intInf = getIntegrityInfo(_item.integrity_max)>>
<<set $_tooltip to `<span class="black">Clothing durability:</span> <i class="${$_intInf[1]} normal">${_item.integrity_max}</i>`>>
<div class="clothing-integrity" @tooltip="$_tooltip">
<<if $options.images is 1>>
<img class="clothing-stats-icon" src="img/misc/icon/integrity.png">
<<else>>
<span class="clothing-stats-text">I.</span>
<</if>>
<<for _i = 0; _i lt 7; _i++>>
<span @class="'stats-ball ' + (_i < $_intInf[0] ? 'bg-' + $_intInf[1] : '')"> </span>
<</for>>
</div>
<<set $_revInf = getRevealInfo(_item.reveal)>>
<<set $_tooltip to `<span class="black">Clothing exposure:</span> <i class="${$_revInf[1]} normal">${_item.reveal}</i>`>>
<div class="clothing-reveal" @tooltip="$_tooltip">
<<if $options.images is 1>>
<img class="clothing-stats-icon" src="img/misc/icon/reveal.png">
<<else>>
<span class="clothing-stats-text">R.</span>
<</if>>
<<for _i = 0; _i lt 7; _i++>>
<span @class="'stats-ball ' + (_i < $_revInf[0] ? 'bg-' + $_revInf[1] : '')"> </span>
<</for>>
</div>
<<set $_warmth = getTrueWarmth(_item)>>
<<set $_warInf = getWarmthInfo($_warmth * 0.5)>>
<<set $_tooltip to `<span class="black">Clothing warmth:</span> <i class="orange normal">${$_warmth}</i>`>>
<div class="clothing-warmth" @tooltip="$_tooltip">
<<if $options.images is 1>>
<img class="clothing-stats-icon" src="img/misc/icon/warmth.png">
<<else>>
<span class="clothing-stats-text">W.</span>
<</if>>
<<for _i = 0; _i lt 7; _i++>>
<span class="stats-ball" @style="(_i < $_warmth * 0.5 ? $_warInf : '')"> </span>
<</for>>
</div>
<</if>>
<<if !$shopDefaults.noTraits>>
<!-- Trait icons -->
<div class="clothing-traits">
<<for _i, _trait range _item.type>>
<<clothingtrait _trait>>
<</for>>
</div>
<</if>>
<</if>>
<<if $shopDefaults.compactMode>>
<div class="pricetag-placeholder"></div>
<</if>>
</div>
</div>
<</for>>
<!-- Empty slots for padding when there's not enough clothes to show -->
<<for _i = 0; _i < $shopItemsPerPage - _itemsOnPage.length; _i++>>
<div @class="'clothing-item-spacer ' + _compact"></div>
<</for>>
<!-- Make div-links generated here clickable. -->
<!-- Make sure to linkify ONLY this page, otherwise other, already linkified, divs will have two event handlers attached to them and will execute twice per click -->
<<run linkifyDivs('#shop-list-pages > .clothing-shop-page.page-' + _page)>>
</div>
<<run initializeTooltips()>>
<</widget>>
<<widget "updateclotheslist">>
<<set _shop = _args[0] or _shopLocation>>
<<set _slot = _args[1] or $clothingShopSlot>>
<<set _outf = _args[2] or _outfits>>
<<replace "#clothes-list">><<clothingShopv2 _shop _slot _outf>><</replace>>
<</widget>>
<<widget "clothingtrait">>
<<if _trait is "antitransparent" and $realisticTransparency is 0>>
<<continue>>
<</if>>
<<if $options.images is 1 and (_args[1] or _args[0] isnot "normal") and _shopLocation isnot "mirrorhair">>
<<set _traitObj to setup.shopDetails[_args[0]]>>
<<set _traitName to _traitObj.name>>
<<set _traitDesc to `<span class="black">` + _traitObj.desc + `</span>`>>
<<set _traitDetails to `<i class="green normal">` + (_traitObj.details isnot "none" ? " " + _traitObj.details : "") + `</i>`>>
<<set $_tooltip to _traitDesc + "<br>" + _traitDetails>>
<span @tooltip-title="_traitName" @tooltip="$_tooltip" tooltip-settings="{delay: 0}">
<img @src="'img/misc/icon/clothes/traits/' + _args[0] + '.png'" class="clothing-trait">
</span>
<<elseif _shopLocation is "mirrorhair">>
<<set _traitObj to setup.hairDetails[_args[0]]>>
<<set _traitObj.name to T.args[0].toUpperFirst()>>
<<if _args[1] is undefined>><span class="black"><<print _traitObj.desc>></span><</if>>
<</if>>
<</widget>>
<<widget "shopDetailsv2">>
<<unset _mannequinGenderOverride>>
<<if $clothes_choice and setup.clothes[$clothingShopSlot][$clothes_choice] is undefined>>
<<unset $clothes_choice>>
<<elseif $clothes_choice>>
<<set _temp_choice to clone(setup.clothes[$clothingShopSlot][$clothes_choice])>>
<<set _realSlot to ($clothingShopSlot is "all" ? _item.realSlot : $clothingShopSlot)>>
<<set _realIndex to _temp_choice.index>>
<!-- Unlocked text -->
<<if $specialClothes[_temp_choice.name.replace(/[- ]/g,"")] is "unlocked">>
<<specialClothesHint>>
<div class="unlocked-hint">
<span class="gold">Unlocked | </span><span class="grey"><<print _specialClothesHint[_temp_choice.name.replace(/[- ]/g,"")]>></span>
</div>
<br>
<</if>>
<<if _temp_choice.plural is 1>>
<<integrity $clothes_choice_integrity "cap">>
<<else>>
A <<integrity $clothes_choice_integrity>>
<</if>>
and <<reveal $clothes_choice_reveal>> <<print _temp_choice.name>>.
<<if _temp_choice.gender is "m">>
<span class="lblue">For boys.</span>
<<elseif _temp_choice.gender is "f">>
<span class="pink">For girls.</span>
<</if>>
<<print _temp_choice.description>> Costs <<printmoney `getClothingCost(_temp_choice,$clothingShopSlot)`>>.
<br>
<<set _truewarmth = getTrueWarmth(_temp_choice)>>
<<print setup.WeatherDescriptions.clothingWarmth(_truewarmth)>>
<br><br>
<<shoptraits>>
<<set _slimeSlots to setup.clothingLayer.torso>>
<<if $earSlime.forcedCommando and $earSlime.forcedCommando gt 0 and ($clothingShopSlot is "under_lower" or (_temp_choice.outfitPrimary and _temp_choice.outfitPrimary.under_lower)) and !_temp_choice.type.includesAny("swim", "dance", "naked")>>
<span class="red">The slime in your ear refuses to allow you to try on or buy the _temp_choice.name as it is forcing you to go commando.</span>
<br>
<<elseif _slimeSlots.includes($clothingShopSlot) and _temp_choice.reveal lt earSlimeCorruptionClothes() and !_temp_choice.type.includesAny("school","event")>>
<span class="red">The slime in your ear refuses to allow you to try on or buy the _temp_choice.name.</span>
<br>
<<elseif $earSlime.forcedDressing and $earSlime.forcedDressing.days and _item.gender isnot $earSlime.forcedDressing.type and _item.gender isnot "n" and !_item.type.includesAny("event")>>
<span class="red">The slime in your ear refuses to allow you to try on or buy the _temp_choice.name as it is only permitting more <<print $earSlime.forcedDressing.type is "f" ? "feminine" : "masculine">> clothing.</span>
<<else>>
<<if $earSlime.forcedCommando and $earSlime.forcedCommando gt 0 and !_temp_choice.type.includesAny("naked") and ($clothingShopSlot is "under_lower" or (_temp_choice.outfitPrimary and _temp_choice.outfitPrimary.under_lower))>>
<span class="red">The slime in your ear refuses to allow you to try on or wear the _temp_choice.name while not at an appropriate location.</span>
<br>
<<set _wearingBlocked to true>>
<<elseif _slimeSlots.includes($clothingShopSlot) and _temp_choice.reveal lt earSlimeCorruptionClothes() and (_temp_choice.type.includesAny("school") and !Time.schoolDay) and !_temp_choice.type.includesAny("event")>>
<span class="red">The slime in your ear refuses to allow you to try on or wear the _temp_choice.name when you don't have school today.</span>
<br>
<<set _wearingBlocked to true>>
<<else>>
<<set _wearingBlocked to false>>
<</if>>
<div class="clothing-colours-div">
<<set _hiddenMannequin = $options.images is 1 ? "" : "hidden">>
<!-- Item preview -->
<div id="mannequin" @class="'mannequin ' + _hiddenMannequin">
<<mannequin>>
</div>
<!-- Item colour selection -->
<<set _translate = $options.images is 1 ? "translate-colours-container" : "">>
<div @class="'colours-container ' + _translate">
<div @class="'mannequin-placeholder ' + _hiddenMannequin"></div>
<<if _temp_choice.colour_options.length gt 1>>
<<run _temp_choice.colour_options.pushUnique("random")>>
There's a range of colours to choose from:
<br>
<<printShopColourOptions>>
<</if>>
<<if _temp_choice.accessory_colour_options.length isnot 0>>
<<run _temp_choice.accessory_colour_options.pushUnique("random")>>
<br>
Secondary colour:
<br>
<<printShopColourOptions "secondary">>
<</if>>
</div>
</div>
<<run attachCustomColourHooks($clothingShopSlot)>>
<!-- Check if current clothing can be unequiped -->
<<unset _cursedPrevent>>
<<set _preventSlots to []>>
<<if $worn[_realSlot].cursed is 1>>
<<set _cursedPrevent to true>>
<<run _preventSlots.push(_realSlot)>>
<</if>>
<<set _wardrobeSlots to [_realSlot]>>
<<if _temp_choice.outfitPrimary isnot undefined>>
<<for _slot, _name range _temp_choice.outfitPrimary>>
<<run _wardrobeSlots.push(_slot)>>
<<if $worn[_slot].cursed is 1>>
<<set _cursedPrevent to true>>
<<run _preventSlots.push(_slot)>>
<</if>>
<</for>>
<</if>>
<!-- Check if selected clothes can't be worn by pregnant players -->
<<unset _preggyPrevent>>
<<if playerBellySize() gte 12 and _temp_choice.type.includes("constricting")>>
<<set _preggyPrevent to true>>
<</if>>
<span>Warmth:</span>
<<warmthscale>>
<div id="warmth-description">
<<warmth_description>>
</div>
<br>
<<if !$options.images and _temp_choice.shopGroup>>
<<link "Previous Style">>
<<set _groupIndex to _itemGroups[_temp_choice.shopGroup].indexOf($clothes_choice)>>
<<set _groupIndexMax to _itemGroups[_temp_choice.shopGroup].length - 1>>
<<set $clothes_choice to _groupIndex gt 0 ? _itemGroups[_temp_choice.shopGroup][_groupIndex - 1] : _itemGroups[_temp_choice.shopGroup][_groupIndexMax]>>
<<replace ".clothing-details">><<shopDetailsv2>><</replace>>
<<run linkifyDivs('.clothing-details')>>
<</link>> |
<<link "Next Style">>
<<set _groupIndex to _itemGroups[_temp_choice.shopGroup].indexOf($clothes_choice)>>
<<set $clothes_choice to _itemGroups[_temp_choice.shopGroup][_groupIndex + 1] ? _itemGroups[_temp_choice.shopGroup][_groupIndex + 1] : _itemGroups[_temp_choice.shopGroup][0]>>
<<replace ".clothing-details">><<shopDetailsv2>><</replace>>
<<run linkifyDivs('.clothing-details')>>
<</link>>
<br>
<</if>>
<<if $multipleWardrobes is "all">>
<span>Send items to:</span>
<div id="sendItemsTo">
<<sendItemsTo>>
</div>
<<else>>
<<set $wardrobes.shopReturn to "wardrobe">>
<</if>>
<<shopBuyItemStatus _wardrobeSlots>>
<<if _spaceLeft < 1>>
<span class="red">Your wardrobe is full.</span>
<br>
<<elseif Time.dayState is "night" and $passage isnot "Forest Shop">>
<<if $clothingShop.stolenClothes lte 20>>
<<if $worn[_realSlot].cursed is 1>>
<<printcursed>>
<<elseif _preggyPrevent>>
<<printpreggy _temp_choice>>
<<elseif !_wearingBlocked>>
<<link "Steal and wear">>
<<shopbuyv2 _realSlot "steal" "wear" _realIndex>><<crimeUp `getClothingCost(_temp_choice,$clothingShopSlot) / 100` "thievery">>
<<set $clothingShop.stolenClothes++>>
<<set $clothingShop.totalStolenClothes++>>
<<if $shopDefaults.disableReturn is false>>
<<unset $clothes_choice>>
<</if>>
<<updateclotheslist>>
<<updatesidebarimg>>
<<updatesidebarmoney>>
<<updatesidebardescription>>
<<updateallure>>
<<if $shopDefaults.disableReturn>>
<<updatewarmthscale>>
<<updatewarmthdescription>>
<</if>>
<<run updateMoment()>>
<</link>><<crime "thievery">>
<br>
<</if>>
<<link "Steal and take home">>
<<shopbuyv2 _realSlot "steal" "send" _realIndex>><<crimeUp `getClothingCost(_temp_choice,$clothingShopSlot) / 100` "thievery">>
<<set $clothingShop.stolenClothes++>>
<<set $clothingShop.totalStolenClothes++>>
<<if $shopDefaults.disableReturn is false>>
<<unset $clothes_choice>>
<</if>>
<<updateclotheslist>>
<<updatesidebarimg>>
<<run updateMoment()>>
<</link>><<crime "thievery">>
<br>
<<else>>
<span class="red">You can't carry any more clothes with you.</span> You should take them to your wardrobe.
<br>
<</if>>
<<elseif $money >= getClothingCost(_temp_choice,$clothingShopSlot)>>
<<if _cursedPrevent>>
<<printcursed>>
<<elseif _preggyPrevent>>
<<printpreggy _temp_choice>>
<</if>>
<div class="buy-buttons">
<<set _cantWear = (_cursedPrevent == true || _preggyPrevent == true || _wearingBlocked ? "disabled" : "div-link")>>
<div class="buy-button">
<div @class="'buy-button-inner ' + _cantWear">
<<if _cursedPrevent or _preggyPrevent or _wearingBlocked>>
Buy and wear
<<else>>
<<link "Buy and wear">>
<<clothingReset _realSlot>>
<<shopbuyv2 _realSlot "buy" "wear" _realIndex>>
<<money `-getClothingCost(_temp_choice,$clothingShopSlot)` "clothes">>
<<if $shopDefaults.disableReturn is "false">>
<<unset $clothes_choice>>
<</if>>
<<updateclotheslist>>
<<exposedcheck>>
<<updatesidebarimg>>
<<updatesidebarmoney>>
<<updatesidebardescription>>
<<updateallure>>
<<if $shopDefaults.disableReturn>>
<<updatewarmthscale>>
<<updatewarmthdescription>>
<</if>>
<<run updateMoment()>>
<</link>>
(<<printmoney `getClothingCost(_temp_choice,$clothingShopSlot)`>>)
<</if>>
</div>
</div>
<<if $buyMultiple is undefined>>
<<set $buyMultiple = 1>>
<</if>>
<div id="buy-send-home">
<<printbuysendhome>>
</div>
</div>
<<else>>
<span class="pink">You cannot afford this item.</span>
<br>
<</if>>
<<if _spaceLeft < 1>>
<<elseif _cursedPrevent != true and _preggyPrevent != true and !_wearingBlocked and $tryOn.tryingOn>>
<div class="try-buttons">
<div class="try-button div-link">
<<link "Try On">>
<<shopbuyv2 _realSlot "try" null _realIndex>>
<<updateclotheslist>>
<<exposedcheck>>
<<updatesidebarimg true>>
<<updatesidebardescription>>
<<updateallure>>
<<updatewarmthscale>>
<<updatewarmthdescription>>
<<run updateMoment()>>
<</link>>
</div>
<<if $tryOn.tryingOn[$clothingShopSlot] isnot null>>
<div class="try-button div-link">
<<link "Return">>
<<shopbuyv2 _realSlot "return" null _realIndex>>
<<updateclotheslist>>
<<exposedcheck>>
<<updatesidebarimg>>
<<updatesidebardescription>>
<<updateallure>>
<<updatewarmthscale>>
<<updatewarmthdescription>>
<<run updateMoment()>>
<</link>>
</div>
<</if>>
<<if $worn[$clothingShopSlot].name is _temp_choice.name and isConnectedToHood($clothingShopSlot)>>
<!-- If selected item is a hood or selected item has a secondary hood piece -->
<div class="try-button div-link"><<toggleHoodLink "shop">></div>
<br>
<</if>>
<<if _temp_choice.variable is $worn[$clothingShopSlot].variable and _temp_choice.altposition>>
<div class="try-button div-link toggleAltLink"><<toggleAltLink $clothingShopSlot "shop">></div>
<br>
<</if>>
<<if ["upper"].includes($clothingShopSlot) and $worn.lower.name isnot "naked" and $worn.upper.outfitPrimary is undefined and !setup.clothes.upper[clothesIndex("upper",$worn.upper)].notuck>>
<div class="try-button div-link"><<toggleUpperTuck>></div>
<br>
<</if>>
<<if ["face"].includes($clothingShopSlot) and $worn[$clothingShopSlot].name is _temp_choice.name>>
<div class="try-button div-link"><<toggleFaceLayer "shop">></div>
<br>
<</if>>
<<if ["lower"].includes($clothingShopSlot) and $worn.feet.name isnot "naked" and $worn.lower.name isnot "naked" and !setup.clothes.feet[clothesIndex("feet",$worn.feet)].notuck and !setup.clothes.lower[clothesIndex("lower",$worn.lower)].notuck>>
<div class="try-button div-link"><<toggleLowerTuck>></div>
<</if>>
<<if _temp_choice.variable is $worn[$clothingShopSlot].variable and _temp_choice.altsleeve and !($worn.upper.variable is "schoolcardigan" and $worn.upper.altposition isnot "alt")>>
<div class="try-button div-link"><<toggleAltSleeve>></div>
<br>
<</if>>
</div>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "printbuysendhome">>
<<set _clothingCost = getClothingCost(_temp_choice, $clothingShopSlot)>>
<<set _canAfford = ($money >= _clothingCost * $buyMultiple and _spaceLeft >= $buyMultiple) ? "" : "disabled">>
<div class="buy-button">
<div @class="'buy-button-inner buy-multiple div-link ' + _canAfford">
<<link `'Buy and send home × ' + $buyMultiple`>>
<<if $money >= _clothingCost * $buyMultiple and _spaceLeft >= $buyMultiple>>
<<clothingReset _realSlot>>
<<shopbuyv2 _realSlot "buy" "send" _realIndex $buyMultiple>>
<<money `-_clothingCost * $buyMultiple` "clothes">>
<<if $shopDefaults.disableReturn is false>>
<<unset $clothes_choice>>
<</if>>
<<updateclotheslist>>
<<updatesidebarimg>>
<<updatesidebarmoney>>
<<run updateMoment()>>
<</if>>
<</link>>
<span>(<span class="gold"><<printmoney `_clothingCost * $buyMultiple`>></span>)</span>
</div>
<div id="buy-multiple-slider" class="buy-multiple-slider">
<<numberslider "$buyMultiple" $buyMultiple 1 10 1>>
</div>
<!-- Update text of "Buy and send home" button -->
<!-- <<run $(() => { $('#buy-multiple-slider input').on('change', () => { new Wikifier (null, "<<updateclotheslist>>") }); })>> -->
<<run $(() => {
$('#buy-multiple-slider input').on('input change', () => {
let cost = getClothingCost(_temp_choice, $clothingShopSlot);
let el = $('#buy-send-home > .buy-button > .buy-button-inner > a');
let text = el.text().split(' ');
text.pop();
text.push($buyMultiple);
el.text(text.join(' '));
$('#buy-send-home > .buy-button > .buy-button-inner > span > span').text('£' + cost * $buyMultiple / 100);
$('#buy-send-home > .buy-button > .buy-button-inner').toggleClass('disabled', $money < cost * $buyMultiple || _spaceLeft < $buyMultiple);
});
})>>
</div>
<</widget>>
<<widget "updatebuysendhome">>
<<replace "#buy-send-home">><<printbuysendhome>><</replace>>
<<run linkifyDivs('#buy-send-home')>>
<<numberify '#buy-send-home'>>
<</widget>>
<<widget "printShopColourOptions">>
<<set _colourType = _args[0] == "secondary" ? "accessory_colour_options" : "colour_options">>
<!-- Reset colour to default if invalid -->
<<if _args[0] == "secondary" and !$accessorycolouraction>>
<<if setup.clothes[$clothingShopSlot][$clothes_choice][_colourType].includes($shopDefaults.secColor)>>
<<set $accessorycolouraction = $shopDefaults.secColor>>
<<else>>
<<set $accessorycolouraction = setup.clothes[$clothingShopSlot][$clothes_choice][_colourType][0]>>
<</if>>
<<elseif !$colouraction>>
<<if setup.clothes[$clothingShopSlot][$clothes_choice][_colourType].includes($shopDefaults.color)>>
<<set $colouraction = $shopDefaults.color>>
<<else>>
<<set $colouraction = setup.clothes[$clothingShopSlot][$clothes_choice][_colourType][0]>>
<</if>>
<</if>>
<<set _acc = _args[0] == "secondary" ? "secondary" : "primary">>
<!-- Generate button for each colour -->
<<set _highContrast = $shopDefaults.highContrast ? "colour-name-span-highcontrast" : "colour-name-span">>
<div @class="'colour-options-div no-numberify ' + _acc">
<<for _buttonName range _temp_choice[_colourType]>>
<<set _active = (_acc == "primary" ? $colouraction : $accessorycolouraction) == _buttonName ? "active" : "">>
<div @class="'colour-button div-link ' + _active">
<div @class="'bg-' + _buttonName.replace(/ /g, '-')">
<<if $options.images is 1>>
<<if _buttonName == "custom">>
<img src="img/misc/icon/custom.png">
<</if>>
<<if _buttonName == "random">>
<img src="img/misc/icon/random.png">
<</if>>
<</if>>
<span @class="'capitalize ' + _highContrast">_buttonName</span>
<<capture _buttonName _args[0] _acc>>
<<link "">>
<<if _buttonName == "random">>
<<if _temp_choice[_colourType].includes("custom")>>
<<set $customColors.color[_acc] to random(0, 360)>> /* 0,360 are min/max hue values, representing colours */
<<run updateHueSlider($customColors.color[_acc], _acc)>>
<<set _colour = "custom">>
<<else>>
<<set _colour = (_args[0] == "secondary" ? _temp_choice.accessory_colour_options : _temp_choice.colour_options).filter(x => x !== "random").pluck()>>
<</if>>
<<else>>
<<set _colour = _buttonName>>
<</if>>
<<if _args[0] == "secondary">>
<<set $accessorycolouraction = _colour>>
<<else>>
<<set $colouraction = _colour>>
<</if>>
<<if _colour == "custom">>
<<removeclass `".custom-colour." + _acc` "hidden">>
<<else>>
<<addclass `".custom-colour." + _acc` "hidden">>
<</if>>
<!-- Move .active class to the button that was pressed -->
<<run $('.colour-options-div.' + _acc + ' > .colour-button').removeClass('active').find('.bg-' + _colour).parent().addClass('active')>>
<<updatemannequin>>
<</link>>
<</capture>>
</div>
</div>
<</for>>
<!-- Update colour filters of custom colour button -->
<<run $(() => { updateCustomColour('primary'); updateCustomColour('secondary'); })>>
<!-- Set colouractions to default if they're undefined, set by clicking on respective buttons -->
<<if _acc == "primary" and $colouraction is undefined>>
<<run $(() => { $('.colour-options-div.primary > .colour-button > .bg-' + $shopDefaults.color + ' > a').click(); })>>
<</if>>
<<if _acc == "secondary" and $accessorycolouraction is undefined>>
<<run $(() => { $('.colour-options-div.secondary > .colour-button > .bg-' + $shopDefaults.secColor + ' > a').click(); })>>
<</if>>
</div>
<!-- Custom colour sliders -->
<<if _args[0] == "secondary">>
<<set _hidden = $accessorycolouraction == "custom" ? "" : " hidden">>
<<else>>
<<set _hidden = $colouraction == "custom" ? "" : " hidden">>
<</if>>
<<capture _acc>>
<div @class="'pt-1-em pc-c fw-wrap custom-colour ' + _acc + _hidden">
<div @class="'custom-colour-sliders ' + _acc">
/*<<set _varHue = "$customColors.color." + _acc>>
<<set _varBri = "$customColors.brightness." + _acc>>
<<set _varSat = "$customColors.saturation." + _acc>>*/
<<set _varCon = "$customColors.contrast." + _acc>>
/* <div class="colour-slider"><span class="colour-slider-caption">Hue</span><<numberslider _varHue $customColors.color[_acc] 0 360 1>></div>
<div class="colour-slider"><span class="colour-slider-caption">Brightness</span><<numberslider _varBri $customColors.brightness[_acc] 0 4 0.01>></div>
<div class="colour-slider"><span class="colour-slider-caption">Saturation</span><<numberslider _varSat $customColors.saturation[_acc] 0 4 0.01>></div>
<div class="colour-slider"><span class="colour-slider-caption">Contrast</span><<numberslider _varCon $customColors.contrast[_acc] 0 4 0.01>></div>*/
<<setShopCustomColors _acc>>
<<set $retrieveShopCustomColor[_acc] to true>>
<<shopclothingcustomcolourwheel _acc>>
<div class="colour-slider text-align-center elem-fill-available"><span class="colour-slider-caption">Contrast</span><<numberslider _varCon $customColors.contrast[_acc] 0 4 0.01>></div>
</div>
<div class="custom-colour-presets no-numberify preset-colour-options">
<div class="presets-dropdown">
<<if _preset_choice is undefined>><<set _preset_choice = {}>><</if>>
<<listbox "_preset_choice[_acc]" autoselect>>
<!-- Just... don't try to understand the next line. In short, it adds [L] to legacy preset names in dropdown -->
<<optionsfrom {...{'---': '---'}, ...Object.keys($customColors.presets).reduce((acc, val) => ({...acc, [($customColors.presets[val].ver >= 2 ? '' : '[L] ') + val]: val }), {})}>>
<</listbox>>
<<set _delDisabled = Object.keys($customColors.presets).includes(_preset_choice[_acc]) ? "" : "disabled">>
<div @class="'delete-preset div-link ' + _delDisabled">
<<if $options.images is 1>><img src="img/misc/icon/delete.png"><<else>>Del<</if>>
<<link "">>
<<if _preset_choice[_acc] and $customColors.presets[_preset_choice[_acc]] and confirm('Delete preset "' + _preset_choice[_acc] + '"?')>>
<<run delete $customColors.presets[_preset_choice[_acc]]>>
<<updateclotheslist>>
<<run updateMoment()>>
<</if>>
<</link>>
</div>
</div>
<div class="save-preset div-link">
<<if $options.images is 1>><img src="img/misc/icon/save.png"><<else>>Save<</if>>
<<link "">>
<<run saveCustomColourPreset(_acc)>>
<<updateclotheslist>>
<<run updateMoment()>>
<</link>>
</div>
/* import/export custom colour buttons */
<div class="import-export-buttons">
<div class="colour-button div-link ">
<div>
<img src="img/ui/import-preset-colour.png">
<span class="capitalize colour-name-span">import</span>
<<link "">>
<<run importCustomColour(_acc)>>
<<run updateMoment()>>
<</link>>
</div>
</div>
<div class="colour-button div-link active">
<div class="bg-custom-export">
<img src="img/ui/export-preset-colour.png">
<span class="capitalize colour-name-span">export</span>
<<link "">>
<<run exportCustomColour(_acc)>>
<</link>>
</div>
</div>
</div>
<div id="export-custom-colour-box"></div>
</div>
</div>
<</capture>>
<</widget>>
<<widget "setShopCustomColors">>
<<if $retrieveShopCustomColor[_acc] is true>>
<<set $retrieveShopCustomColor[_acc] to false>>
<<else>>
<<set $customColors.color[_acc] to 61>>
<<set $customColors.contrast[_acc] to 1.46>>
<<set $customColors.brightness[_acc] to 3.08>>
<<set $customColors.value[_acc] to 100>>
<<set $customColors.saturation[_acc] to 0.6016>>
<<set $customColors.sepia[_acc] to 0>>
<</if>>
<</widget>>
<<widget "printcursed">>
<span class="blue">You can't wear this item without first removing your
<<set _preventClothes = _preventSlots.map(x => $worn[x].name)>>
<<print formatList(_preventClothes)>>.</span>
<br>
<</widget>>
<<widget "printpreggy">>
<<if _args[0]>>
<<set _blockedItem to _args[0]>>
<<set _blockedItemWord to (_blockedItem.word isnot "n" ? _blockedItem.word : "")>>
<<if _blockedItem.type.includes("chest_bind")>>
<span class="red">Your pregnant body is too sensitive to wear _blockedItemWord _blockedItem.name.</span>
<<else>>
<span class="red">Your <<bellyDescription "pc">> is too large to wear _blockedItemWord _blockedItem.name.</span>
<</if>>
<<else>>
<span class="red">ERROR: No argument provided for widget printpreggy</span>
<</if>>
<br>
<</widget>>
<<widget "shopbuyv2">>
<<set _slot to _args[0]>>
<<set _action to _args[1]>>
<<set _subaction to _args[2]>>
<<set _choice_index to _args[3]>>
<<set _amount to _args[4]>>
<<set $clothes_choice_previous to $clothes_choice>>
<<if _choice_index isnot undefined>>
<<set $colouraction2 = $colouraction>>
<<set $accessorycolouraction2 = $accessorycolouraction>>
<</if>>
<<if _action isnot "reset">>
<<if _slot is "upper" or _slot is "lower">>
<<ShowUnderEquip "normal">>
<</if>>
<<if _slot is "over_upper" or _slot is "over_lower" or _slot is "over_head">>
<<ShowUnderEquip "over">>
<</if>>
<</if>>
<<if _action is "buy" or _action is "steal">>
You _action the <<print setup.clothes[_slot][_choice_index].name>>.
<br><br>
<<if $shopName is "school" and _action is "buy">>
<<set $schoolShopAction.push("buy")>>
<</if>>
<<elseif _action is "try">>
<<tryOnWear _slot _choice_index>>
<<if $shopName is "school">>
<<set $schoolShopAction.push("try")>>
<</if>>
<<elseif _action is "return">>
<<clothingReset _slot>>
<<if $shopName is "school">>
<<set $schoolShopAction.push("return")>>
<</if>>
<<elseif _action is "reset">>
<<unset $colouraction>>
<<unset $colouraction2>>
<<unset $accessorycolouraction>>
<<unset $accessorycolouraction2>>
<<set $shopDefaults.colorSet to null>>
<<set $shopDefaults.secColorSet to null>>
<</if>>
<<if _subaction is "wear">>
<<generalWear _slot _choice_index $colouraction2 $accessorycolouraction2>>
<<updateOwned _slot>>
<<if $shopName is "school">>
<<set $schoolShopAction.push("wear")>>
<</if>>
<<elseif _subaction is "send">>
<<set _loop to _amount or 1>>
<<for _s = 0; _s lt _loop; _s++>>
<<generalSend $wardrobes.shopReturn _slot _choice_index $colouraction2 $accessorycolouraction2>>
<</for>>
<</if>>
<</widget>>
<<widget "mannequin">>
<<if $options.images is 1>>
<<set _slot = _args[0] or _realSlot>>
<<set _index = _args[1] or _realIndex>>
<<set _item = setup.clothes[_slot][_index]>>
<<if _item.colour_options.length > 0>>
<<set _col = _args[2] or $colouraction or (_item.colour_options.includes($shopDefaults.color) ? $shopDefaults.color : _item.colour_options[0])>>
<<else>>
<<set _col = "">>
<</if>>
<<if _item.accessory_colour_options.length > 0>>
<<set _acc_col = _args[3] or $accessorycolouraction or (_item.accessory_colour_options.includes($shopDefaults.secColor) ? $shopDefaults.secColor : _item.accessory_colour_options[0])>>
<<else>>
<<set _acc_col = "">>
<</if>>
<<if _item>>
<!-- Set gender of the mannequin -->
<<if _mannequinGenderOverride>>
<<set _mannequinGender to _mannequinGenderOverride>>
<<else>>
<<if $shopDefaults.mannequinGenderFromClothes and _item.gender != "n">>
<<set _mannequinGender to _item.gender>>
<<else>>
<<if $shopDefaults.mannequinGender is "same">>
<<set _mannequinGender to $player.gender>>
<<elseif $shopDefaults.mannequinGender is "opposite">>
<<set _mannequinGender to ($player.gender is "f" ? "m" : "f")>>
<<else>>
<<set _mannequinGender to $shopDefaults.mannequinGender.first()>>
<</if>>
<</if>>
<</if>>
<<set $mannequinHasPenis to (_mannequinGender isnot "f")>>
<<if _item.type.includes("chest_bind")>>
<<set _breastImg to 0>>
<<else>>
<<set _breastImg to ($mannequinBreastsSize is undefined ? 3 : (_mannequinGender is "m" ? 0 : $mannequinBreastsSize))>>
<</if>>
<<set _clothed = (((_slot != "under_upper" and $options.neverNudeMenus) or (_slot == "under_upper" and !_item.type.includes("naked"))) and _breastImg >= 2) ? "_clothed" : "">>
<div class="mannequin-inner">
<<selectmodel "lighting" "shop">>
<<set _modeloptions.lights.gradient.enabled = false>>
<<set _modeloptions.lights.flat.enabled = false>>
<<rendermodel "lighting">>
<<selectmodel "main" "shop">>
<<set _modeloptions.tanningEnabled to false>>
<<set _modeloptions.mannequin to true>>
<<set _modeloptions.show_face to false>>
<<set _modeloptions.show_hair to false>>
<<set _modeloptions.breasts to _breastImg ? (_clothed ? "cleavage" : "default") : "">>
<<set _modeloptions.breast_size to _breastImg>>
<<set _modeloptions.crotch_visible to true>>
<<if $mannequinHasPenis>>
<<set _modeloptions.penis to "default">>
<</if>>
<<if $options.neverNudeMenus>>
<<if _slot != "under_upper" and (_mannequinGender == "f" or _mannequinGender == "h")>>
<<set _modeloptions.worn.under_upper.index to 12>>
<<set _modeloptions.worn.under_upper.colour to "pale white">>
<</if>>
<<if _slot != "under_lower" and (_item.set == _slot or _slot != 'under_upper')>>
<<if $mannequinHasPenis>>
<<set _modeloptions.worn.under_lower.index to 0>>
<<set _modeloptions.worn.under_lower.colour to "pale white">>
<</if>>
<</if>>
<</if>>
<!-- Draw primary and all secondary items -->
<<set _items_list = [{slot: _slot, item: _item}]>>
<<if _item.outfitPrimary>>
<<set _items_list = _items_list.concat(Object.keys(_item.outfitPrimary).map(s => { return {slot: s, item: setup.clothes[s].find(x => x.name == _item.outfitPrimary[s])} }))>>
<</if>>
<<for _clothing range _items_list>>
<<set _item = _clothing.item>>
<<set _slot = _clothing.slot>>
<<set _modeloptions.worn[_slot].index to clothesIndex(_slot, _item)>>
<<set _modeloptions.alt_override to 1>>
<<if _col>>
<<set _modeloptions.worn[_slot].colour to _col>>
<<if _col is "custom">>
<<set _modeloptions.filters["worn_" + _slot + "_custom"] =
getCustomClothesColourCanvasFilter($customColors.color.primary,
$customColors.saturation.primary,
$customColors.brightness.primary,
$customColors.contrast.primary);>>
<</if>>
<</if>>
<<if _acc_col>>
<<set _modeloptions.worn[_slot].accColour to _acc_col>>
<<if _acc_col is "custom">>
<<set _modeloptions.filters["worn_" + _slot + "_acc_custom"] =
getCustomClothesColourCanvasFilter($customColors.color.secondary,
$customColors.saturation.secondary,
$customColors.brightness.secondary,
$customColors.contrast.secondary);>>
<</if>>
<</if>>
<</for>>
<<if _slot is "handheld">>
<<set _position to setup.clothes.handheld[_modeloptions.worn.handheld.index]?.holdPosition>>
<<set _modeloptions.arm_right to _position is "right_cover" ? "cover" : _position is "idle" ? "idle" : "hold">>
<</if>>
<<rendermodel "canvas-mannequin">>
<!-- Mannequin gender toggle button -->
<div class="mannequin-buttons no-numberify">
<div class="div-link mannequin-gender-button">
<<if $options.images is 1>>
<<set _genderIcon = (_mannequinGender == "m" ? "male" : (_mannequinGender == "f" ? "female" : "unisex"))>>
<img @src="'img/misc/icon/' + _genderIcon + '.png'">
<<else>>
<span class="capitalize">_mannequinGender[0]</span>
<</if>>
<<link "">><<toggleMannequinGender>><</link>>
</div>
</div>
<<if _temp_choice.shopGroup and Array.isArray(_items) and _items.reduce((prev, curr) => {
if (!curr.shopGroup) return prev;
if (curr.shopGroup === _temp_choice.shopGroup) return prev + 1;
return prev;
},0) gt 1>>
<div class="mannequin-buttons-right no-numberify">
<<set _groupIndex to _itemGroups[_temp_choice.shopGroup].indexOf($clothes_choice)>>
<<link "<span class='fa-icon fa-left-arrow'></span>">>
<<set _groupIndex to _itemGroups[_temp_choice.shopGroup].indexOf($clothes_choice)>>
<<set _groupIndexMax to _itemGroups[_temp_choice.shopGroup].length - 1>>
<<set $clothes_choice to _groupIndex gt 0 ? _itemGroups[_temp_choice.shopGroup][_groupIndex - 1] : _itemGroups[_temp_choice.shopGroup][_groupIndexMax]>>
<<replace ".clothing-details">><<shopDetailsv2>><</replace>>
<<run linkifyDivs('.clothing-details')>>
/* The below widget ends up breaking the shop list when clicking fast enough */
/*<<updateclotheslist>>*/
<</link>>
_groupIndex
<<link "<span class='fa-icon fa-right-arrow'></span>">>
<<set _groupIndex to _itemGroups[_temp_choice.shopGroup].indexOf($clothes_choice)>>
<<set $clothes_choice to _itemGroups[_temp_choice.shopGroup][_groupIndex + 1] ? _itemGroups[_temp_choice.shopGroup][_groupIndex + 1] : _itemGroups[_temp_choice.shopGroup][0]>>
<<replace ".clothing-details">><<shopDetailsv2>><</replace>>
<<run linkifyDivs('.clothing-details')>>
/* The below widget ends up breaking the shop list when clicking fast enough */
/*<<updateclotheslist>>*/
<</link>>
</div>
<</if>>
</div>
<div class="div-link mannequin-gender-textbutton no-numberify">
Toggle gender
<<link "">><<toggleMannequinGender>><</link>>
</div>
<</if>>
<</if>>
<</widget>>
<<widget "toggleMannequinGender">>
<<if _mannequinGender is "f">>
<<set _mannequinGenderOverride to "m">>
<<else>>
<<if $player.penisExist and $player.vaginaExist and _mannequinGender is "m">> /* if player is herm, toggle mannequin through herm gender */
<<set _mannequinGenderOverride to "h">>
<<else>>
<<set _mannequinGenderOverride to "f">>
<</if>>
<</if>>
<<updatemannequin>>
<</widget>>
<<widget "updatemannequin">>
<<replace "#mannequin">><<mannequin _args[0] _args[1]>><</replace>>
<<run linkifyDivs('#mannequin')>>
<</widget>>
<<widget "updatesidebardescription">>
<<if $options.images>>
<<run updateCaptionTooltip()>>
<</if>>
<<if $options.clothingCaption or !$options.images>>
<<replace '#sidebar-look-description'>><<clothingCaptionText>><</replace>>
<</if>>
<</widget>>
<<widget "updatesidebarmoney">>
<<if $options.images>>
<<replace #stats>><<statsCaption>><</replace>>
<<else>>
<<replace #money-noimg>>You have <<printmoney $money true>><br><</replace>>
<</if>>
<</widget>>
<<widget "loadFiltersMenu">>
<div class="filters-div" onclick="event.stopPropagation()">
<div id="filter-buttons" class="filter-buttons-div">
<div class="filter-button button-apply div-link">
<<link "Apply and Close">>
<<set $shopClothingFilter.active = true>>
<<set $shopPage to 0>>
<<addclass '#filters' 'hidden'>>
<<updateclotheslist>>
<<run updateMoment()>>
<</link>>
</div>
<div class="filter-button button-reset div-link">
<<link "Reset All and Close">>
<<shopClothingFilterReset>>
<<updateclotheslist>>
<<run updateMoment()>>
<</link>>
</div>
<div class="filter-button button-toggle-traits div-link">
<<link "Select / Deselect All Traits">>
<<run toggleAllTraitsFilter()>>
<</link>>
</div>
</div>
<div class="filters">
<div id="filter-gender" class="filter-block">
<<if typeof $shopClothingFilter.gender isnot "object">>
<<set $shopClothingFilter.gender = { female: true, neutral: true, male: true }>>
<</if>>
<span class="bold gold">Gender</span>
<label><<checkbox "$shopClothingFilter.gender.female" false true autocheck>> Female</label>
<label><<checkbox "$shopClothingFilter.gender.neutral" false true autocheck>> Unisex</label>
<label><<checkbox "$shopClothingFilter.gender.male" false true autocheck>> Male</label>
</div>
<div id="filter-reveal" class="filter-block">
<<filterreveal>>
</div>
<div id="filter-warmth" class="filter-block">
<<if $shopClothingFilter.warmth is undefined>>
<<set $shopClothingFilter.warmth = { from: 0, to: 50 }>>
<</if>>
<span class="bold gold">Warmth</span>
<div class="filter-warmth-fromto">
<label>from <<numberbox "$shopClothingFilter.warmth.from" $shopClothingFilter.warmth.from>></label>
<label>to <<numberbox "$shopClothingFilter.warmth.to" $shopClothingFilter.warmth.to>></label>
</div>
</div>
<div id="filter-sort" class="filter-block">
<<if $shopClothingFilter.sorting is undefined>>
<<set $shopClothingFilter.sorting = { prop: "price", order: 'asc', enabled: false }>>
<</if>>
<span class="bold gold">Sorting</span>
<div class="filter-sorting">
<label>
by
<<listbox "$shopClothingFilter.sorting.prop" autoselect>>
<<option "Price" "price">>
<<option "Protection" "protection">>
<<option "Reveal" "reveal">>
<<option "Warmth" "warmth">>
<</listbox>>
</label>
<label>
order
<<listbox "$shopClothingFilter.sorting.order" autoselect>>
<<option "Ascending" "asc">>
<<option "Descending" "desc">>
<</listbox>>
</label>
<label>
<<checkbox "$shopClothingFilter.sorting.enabled" false true autocheck>>
Enable
</label>
</div>
</div>
<div id="filter-outfit" class="filter-block">
<<if $shopClothingFilter.outfit is undefined>>
<<set $shopClothingFilter.outfit = { index: "none" }>>
<</if>>
<<if $shopClothingFilter.outfit.index isnot "none" and $shopClothingFilter.outfit.index gte $outfit.length >>
<!-- shouldn't be possible since this ideally gets reset whenever we leave the shop, but I'll futureproof here - better safe than sorry -->
<<set $shopClothingFilter.outfit.index = "none">>
<</if>>
<span class="bold gold">Filter outfit</span>
<div class="filter-outfit">
<label>
Outfit:
<<listbox "$shopClothingFilter.outfit.index" autoselect>>
<<optionsfrom getFilterOutfitOptions()>>
<</listbox>>
</label>
</div>
</div>
<div id="filter-traits" class="filter-block">
<span class="bold gold">Traits</span>
<div class="traits-list">
<<set _traitsInThisShop = [...new Set(Object.keys(setup.clothes).flatMap(x => setup.clothes[x]).filter(x => x.shop.includes(_shopLocation)).flatMap(x => x.type))]>>
<<for _trait range _traitsInThisShop.sort()>>
<<set _traitObj to setup.shopDetails[_trait]>>
<div class="filters-trait-row">
<label>
<<set _checked = $shopClothingFilter.traits.includes(_trait) ? 'checked="checked"' : ''>>
<<clothingtrait _trait 'display_normal'>>
<<print '<input type="checkbox" @id="_trait" @value="_trait" ' + _checked + ' onclick="window.shopClothingFilterToggleTrait(this.value)">'>>
<<if !_traitObj.desc>>
<<print _traitObj.name>>
<<else>>
<<set _traitDesc to `<span class="black">` + _traitObj.desc + `</span>`>>
<<set _traitDetails to `<i class="green normal">` + (_traitObj.details isnot "none" ? " " + _traitObj.details : "") + `</i>`>>
<<set $_tooltip to _traitDesc + "<br>" + _traitDetails>>
<div class="tooltip-anchor" @tooltip="$_tooltip">
_traitObj.name
</div>
<</if>>
</label>
</div>
<</for>>
</div>
</div>
</div>
</div>
<<run initializeTooltips()>>
<</widget>>
<<widget "filterreveal">>
<<if $shopClothingFilter.reveal.from is undefined>>
<<set $shopClothingFilter.reveal.from = 0>>
<</if>>
<<if $shopClothingFilter.reveal.to is undefined>>
<<set $shopClothingFilter.reveal.to = 9999>>
<</if>>
<span class="bold gold">Reveal</span>
<div class="filter-reveal-fromto">
<label>from <<listbox "$shopClothingFilter.reveal.from" autoselect>><<optionsfrom getFilterRevealOptions('from')>><</listbox>></label>
<label>to <<listbox "$shopClothingFilter.reveal.to" autoselect>><<optionsfrom getFilterRevealOptions('to')>><</listbox>></label>
</div>
<<run $(() => { $('#filter-reveal select').on('change', (e) => { new Wikifier(null, "<<replace '#filter-reveal'>><<filterreveal>><</replace>>"); }) })>>
<</widget>>
<<widget "loadShopOptions">>
<div class="options-div" onclick="event.stopPropagation()">
<div id="options-buttons" class="options-buttons-div">
<div class="options-button button-apply div-link">
<<link "Save and Close">>
<<addclass '#shop-options' 'hidden'>>
<<updateclotheslist>>
<<run updateMoment()>>
<</link>>
</div>
</div>
<div class="options-body">
<<set _colorOptions to ["black", "blue", "brown", "green", "pink", "purple", "red", "tangerine", "teal", "white", "yellow", "silver", "gold", "bronze", "custom", "random"]>>
<br>
Default primary colour:
<br>
<<for _col range _colorOptions>>
<label>
<<radiobutton "$shopDefaults.color" _col autocheck>>
<span @class="_col">_col</span>
</label>
|
<</for>>
<br><br>
Default secondary colour:
<br>
<<for _col range _colorOptions>>
<label>
<<radiobutton "$shopDefaults.secColor" _col autocheck>>
<span @class="_col">_col</span>
</label>
|
<</for>>
<br><hr>
<label>
<<checkbox "$shopDefaults.disableReturn" false true autocheck>>
Don't return to catalogue after buying an item.
</label>
<br><hr>
<label>
<<checkbox "$shopDefaults.alwaysBackToShopButton" false true autocheck>>
Always show "Back to shop" button.
</label>
<br><hr>
<<if $shopDefaults.colourItems is undefined>>
<<set $shopDefaults.colourItems = "random">>
<</if>>
<label>
Colour items in catalogue:
<<listbox "$shopDefaults.colourItems" autoselect>>
<<option "Disable" "disable">>
<<option "Use random colours" "random">>
<<option "Use default colour" "default">>
<</listbox>>
</label>
<br><hr>
<label>
Amount of items on each page of catalogue:
<<listbox "$shopItemsPerPage" autoselect>>
<<optionsfrom [4, 6, 8, 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32]>>
<</listbox>>
</label>
<br><hr>
<div class="high-contrast-example">
<label>
<<checkbox "$shopDefaults.highContrast" false true autocheck>>
Use high contrast text on colour buttons.
</label>
Example:
<div class="colour-button"><div class="bg-pink"><span class="capitalize colour-name-span">pink</span></div></div>
<span style="margin-right:0.25em">vs</span>
<div class="colour-button"><div class="bg-pink"><span class="capitalize colour-name-span-highcontrast">pink</span></div></div>
</div>
<hr>
<label>
<<checkbox "$shopDefaults.mannequinGenderFromClothes" false true autocheck>>
Set mannequin's gender to that of a clothing item (fallback to setting below for unisex).
</label>
<br>
<label>
Gender of the mannequin:
<<listbox "$shopDefaults.mannequinGender" autoselect>>
<<option "Same as player" "same">>
<<option "Opposite of player" "opposite">>
<<option "Always male" "male">>
<<option "Always female" "female">>
<</listbox>>
</label>
<br>
<label>
Mannequin chest size:
<<listbox "$mannequinBreastsSize" autoselect>>
<<optionsfrom {"Flat": 0 , "Tiny": 1, "Small": 2, "Full": 3, "Large": 4, "Huge": 5}>>
<</listbox>>
</label>
<br><hr>
<label>
<<checkbox "$shopDefaults.compactMode" false true autocheck>>
Display less information to make catalogue more compact.
</label>
<br>
<label>
<<checkbox "$shopDefaults.noTraits" false true autocheck>>
Hide clothing trait icons.
</label>
<br>
<label>
<<checkbox "$shopDefaults.noHelp" false true autocheck>>
Don't show help / legend button in catalogue.
</label>
</div>
</div>
<</widget>>
<<widget "clothingShopLegend">>
<div id="shop-legend" class="shop-legend hidden">
<div class="legend-caption bold gold">Legend</div>
<br>
<<if $options.images is 1>>
<div>
<img src="img/misc/icon/integrity.png">
Integrity rating. How hard it is to tear clothing into scraps.
</div>
<div>
<img src="img/misc/icon/reveal.png">
Reveal rating. How alluring clothing makes you.
</div>
<div>
<img src="img/misc/icon/warmth.png">
Warmth rating. How good clothing protects you from cold.
</div>
<br>
<div class="legend-2em">
<img src="img/misc/icon/options.png">
Clothing shop options.
</div>
<div class="legend-2em">
<img src="img/misc/icon/filter.png">
Clothing shop filters.
</div>
<br>
<<else>>
I - Integrity rating. How hard it is to tear clothing into scraps.
<br>
R - Reveal rating. How alluring clothing makes you.
<br>
W - Warmth rating. How good clothing protects you from cold.
<</if>>
<div class="legend-warmth">
Warmth indicator:
<br>
<div class="legend-warmth-div">
<<warmthscale>>
</div>
<br>
Displays comfortable temperature range, depends on weather.
<br>
<div class="legend-colour-sample" style="background-color: dodgerblue"></div> - you will be too cold at this temperature
<br>
<div class="legend-colour-sample" style="background-color: lightskyblue"></div> - you will be a bit chilly at this temperature
<br>
<div class="legend-colour-sample" style="background-color: lemonchiffon"></div> - perfect temperature
<br>
<div class="legend-colour-sample" style="background-color: orange"></div> - you will be a bit too warm at this temperature
<br>
<div class="legend-colour-sample" style="background-color: orangered"></div> - you will be way too hot at this temperature
<br>
<div class="legend-icon"><img src="img/misc/icon/warmth_indicator.png"></div> - your warmth with your current clothes on
<br>
<div class="legend-icon"><img src="img/misc/icon/small_uarrow.png"></div> - warmth you'd have would you put other clothing on instead
</div>
</div>
<</widget>>
<<widget "warmthscale">>
<div class="warmth-scale-container">
<div class="warmth-scale-div"></div>
<img id="warmthIndicator" class="warmth-indicator" src="img/misc/icon/warmth_indicator.png" />
<img id="warmthIndicatorNew" class="warmth-indicator-arrow" src="img/misc/icon/small_uarrow.png" />
</div>
<<updatewarmthscale>>
<</widget>>
<<widget "updatewarmthdescription">>
<<replace '#warmth-description'>><<warmth_description>><</replace>>
<</widget>>
<<widget "sendItemsTo">>
<div class="returnOptions no-numberify">
<<for _label, _value range $wardrobes>>
<<if _value.unlocked and _value.shopSend>>
<<if $wardrobes.shopReturn is _label>>
<div class="try-button div-link">
<span class="gold"><<print _value.name>></span>
</div>
<<else>>
<div class="try-button div-link">
<<capture _label>>
<<link _value.name>>
<<set $wardrobes.shopReturn to _label>>
<<updateclotheslist>>
<<updatesidebardescription>>
<<updatewarmthscale>>
<<updatewarmthdescription>>
<<run updateMoment()>>
<</link>>
<</capture>>
</div>
<</if>>
<</if>>
<</for>>
</div>
<</widget>>
<<widget "sendItemsToDropdown">>
<<if $multipleWardrobes is "all">>
<label>Send to:
<<set _options to {}>>
<<for _label, _value range $wardrobes>>
<<if _value.unlocked and !$wardrobes[_label].isolated>>
<<set _options[_value.name] to _label>>
<</if>>
<</for>>
<<listbox '$wardrobes.shopReturn' autoselect>>
<<optionsfrom _options>>
<</listbox>>
</label>
<br>
<<else>>
<<set $wardrobes.shopReturn to "wardrobe">>
<</if>>
<</widget>>
/*If the player just goes to the shop and puts up their hood, make sure whatever they had on their head doesn't just disappear*/
<<widget "shopHoodCheck">>
<<if $tryOn.tryingOn.head is null and $tryOn.ownedStored.head.name isnot "naked" and $tryOn.ownedStored.head.name isnot $worn.head.name and $worn.head.hood is 1>>
<<wardrobeSend "head" $tryOn.ownedStored.head>>
<</if>>
<</widget>>
<<widget "shopCommandoCheck">>
<<if $earSlime.forcedCommando isnot undefined or ($worn.under_lower.type.includes("naked") and setup.clothes.under_lower.find(item => {
if (!item.shop.includes($shopName) or $money lt getClothingCost(item, "under_lower")) return false;
if (playerBellySize() >= 12 and item.type.includes("constricting")) return false;
if (V.earSlime.forcedDressing and V.earSlime.forcedDressing.days gt 0 and item.gender isnot V.earSlime.forcedDressing.type and item.gender isnot "n" and !item.type.includesAny("event")) return false;
return true;
}))>>
<<set $worn.under_lower.exposedType to "notBought">>
<</if>>
<</widget>><div id="clothingShop-div" class="main-shop-div">
<<clothingShop-main>>
</div><<widget "clothingShop-main">>
<<if $tryOn.autoReset isnot false>><<tryOnReset>><</if>><<unset $tempDisable>>
<<set $outside to 0>><<set $location to "shopping_centre">><<effects>>
<<set $shopName = "clothing">>
You are in the clothing shop. It has a large selection of ordinary clothes, but you'll need to go elsewhere if you're looking for something exotic.
<br><br>
<<if $phase is 1>>
<<set $phase to 0>>
You've bought an umbrella! <span class="yellow">Make sure to toggle it in the journal!</span>
<br><br>
<<elseif $phase is 2>>
<<set $phase to 0>>
You replaced your umbrella.
<br><br>
<</if>>
<<if $stress gte $stressmax>>
<<passoutshop>>
<<else>>
<<if Time.hour is 21>>
It's closing time. Security is herding everyone outside. <<if $exposed gte 1>>Panic swells within you as you realise how exposed you'll be should security find you in this state of dress.<</if>>
<br><br>
<<if $exposed lte 0>>
<<highicon>><<link [[Go outside|High Street]]>><</link>>
<br>
<<else>>
<<ind>><<link [["Hide until it's over (1:00)"|Clothing Shop]]>><<pass 1 hour>><</link>>
<</if>>
<<else>>
<div id="tryonstats-div"><<tryOnStats>></div>
<<unset $shopListStartCount>>
<<unset $clothes_choice>>
<<set $shopPage = 0>>
<<if Time.dayState is "night">>
You are alone in the darkness.
<br><br>
<<elseif $exposed gte 1>>
You are hiding within a clothing stand to protect your dignity.
<br><br>
<</if>>
<span>Warmth:</span>
<<warmthscale>>
<div id="warmth-description">
<<warmth_description>>
</div>
<br><br>
<<clothingcategoryicon "all">>
<<link "View All">><<replace "#clothingShop-div">><<AllShop>><</replace>><</link>>
<br><br>
<<if $debug is 1>>
<<clothingcategoryicon "overoutfit">>
<<link "View Over Outfits">><<replace "#clothingShop-div">><<OverOutfitShop>><</replace>><</link>>
<br><br>
<</if>>
<<clothingcategoryicon "outfit">>
<<link "View Outfits">><<replace "#clothingShop-div">><<OutfitShop>><</replace>><</link>>
<br>
<<clothingcategoryicon "upper">>
<<link "View Tops">><<replace "#clothingShop-div">><<TopShop>><</replace>><</link>>
<br>
<<clothingcategoryicon "lower">>
<<link "View Bottoms">><<replace "#clothingShop-div">><<BottomShop>><</replace>><</link>>
<br><br>
<<clothingcategoryicon "underoutfit">>
<<link "View Under Outfits">><<replace "#clothingShop-div">><<UnderOutfitShop>><</replace>><</link>>
<br>
<<clothingcategoryicon "underupper">>
<<link "View Under Tops">><<replace "#clothingShop-div">><<UnderTopShop>><</replace>><</link>>
<br>
<<clothingcategoryicon "underlower">>
<<link "View Under Bottoms">><<replace "#clothingShop-div">><<UnderBottomShop>><</replace>><</link>>
<br><br>
<<clothingcategoryicon "head">>
<<link "View Head Accessories">><<replace "#clothingShop-div">><<HeadShop>><</replace>><</link>>
<br>
<<clothingcategoryicon "face">>
<<link "View Face Accessories">><<replace "#clothingShop-div">><<FaceShop>><</replace>><</link>>
<br>
<<clothingcategoryicon "neck">>
<<link "View Neck Accessories">><<replace "#clothingShop-div">><<NeckShop>><</replace>><</link>>
<br><br>
<<clothingcategoryicon "handheld">>
<<link "View Handheld Items">><<replace "#clothingShop-div">><<HandheldShop>><</replace>><</link>>
<br>
<<clothingcategoryicon "hand">>
<<link "View Hand Accessories">><<replace "#clothingShop-div">><<HandsShop>><</replace>><</link>>
<br>
<<clothingcategoryicon "legs">>
<<link "View Legwear">><<replace "#clothingShop-div">><<LegsShop>><</replace>><</link>>
<br>
<<clothingcategoryicon "feet">>
<<link "View Shoes">><<replace "#clothingShop-div">><<FeetShop>><</replace>><</link>>
/*<br>
*<<clothingcategoryicon "strapon">> <!-- disable for now-->
*<<link "View Genital Wear">><<replace "#clothingShop-div">><<GenitalShop>><</replace>><</link>>*/
<br><br>
<<run linkifyDivs('.button-back-to-shop')>>
<<if $clothingrebuy is 1>>
<<rebuyicon "disable">><<link [[Disable automatic clothing rebuy|Rebuy Shop]]>><</link>>
<br>
<<else>>
<<rebuyicon "enable">><<link [[Enable automatic clothing rebuy|Rebuy Shop]]>><</link>>
<br>
<</if>>
<<if Time.dayState is "night" and Time.hour isnot $closinghour and !$weekly.theft.clothingShop>>
<<shopicon "register">><<link [[Examine the cash register|Clothing Shop Register]]>><</link>>
<br>
<</if>>
<br>
<<if Time.dayState is "night" or $tryOn.value is 0>>
<<if Time.dayState is "night" and $clothingShop.spotted is true and $clothingShop.stolenClothes gt 0>>
<<getouticon>>
<<link [[Leave|Clothing Shop Night Guard Found]]>>
<<shopClothingFilterReset>>
<<ShowUnderEquip "normal">>
<<ShowUnderEquip "over">>
<<buyTryOnClothes "wear" "steal">>
<<set $tryOn.autoReset to true>>
<<crimeUp `$tryOn.value / 100` "thievery">>
<<shopHoodCheck>>
<<shopCommandoCheck>>
<</link>>
<<else>>
<<getouticon>>
<<link [[Leave|Shopping Centre Top]]>>
<<shopClothingFilterReset>>
<<ShowUnderEquip "normal">>
<<ShowUnderEquip "over">>
<<buyTryOnClothes "wear" "steal">>
<<set $tryOn.autoReset to true>>
<<crimeUp `$tryOn.value / 100` "thievery">>
<<shopHoodCheck>>
<<shopCommandoCheck>>
<</link>>
<</if>>
<<if $tryOn.value gt 0>>
<<crime "thievery">>
<</if>>
<br><br>
<<elseif $tryOn.value isnot 0>>
<<ind>><<link "Return clothes">><<clothingReset>>
<<updatesidebarimg>>
<<updatesidebardescription>>
<<updateallure>>
<<updatewarmthscale>>
<<updatewarmthdescription>>
<<updateclothingshop>>
<<run updateMoment()>>
<</link>>
<br>
<<if $tryOn.value gt 0 and $tryOn.value lte $money>>
<<sendItemsToDropdown>>
<<ind>><<link "Buy clothes">><<buyTryOnClothes "wear">><<updateclothingshop>><</link>>
<br>
<<ind>><<link "Buy clothes and send to wardrobe">>
<<buyTryOnClothes "wardrobe">>
<<updatesidebarmoney>>
<<updatesidebarimg>>
<<updatesidebardescription>>
<<updateallure>>
<<updatewarmthscale>>
<<updatewarmthdescription>>
<<updateclothingshop>>
<<run updateMoment()>>
<</link>>
<br>
<</if>>
<<if $tryOn.value gt 0>>
<<getouticon>><<link [[Leave with stolen clothes|Stolen Clothing Shop Result]]>><<shopClothingFilterReset>><<shopHoodCheck>><<shopCommandoCheck>><</link>><<crime "thievery">>
<br>
<</if>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "clothingcategoryicon">>
<<icon `"clothes/categories/" + _args[0] + ".png"`>>
<</widget>><<set $outside to 0>><<effects>><<set $lock to 0>>
<<if currentSkillValue('skulduggery') gte $lock>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span>
<br><br>
<<else>>
<<wearProp "lockpick">>
<span class="green">The lock looks easy to pick.</span>
<br><br>
<<lockicon "pick">>
<<link [[Pick it (0:10)|Clothing Shop]]>>
<<handheldon>><<pass 10>><<crimeUp 5 "trespassing">>
<<if $clothingShop.ban gt 0 or crimeSumCurrent() gte 50000 or $clothingShop.rng gte $skulduggery>>
<<set $clothingShop.spotted to true>>
<</if>>
<<set $clothingShop.rng to random(0,1000)>>
<</link>><<crime "trespassing">>
<br>
<</if>>
<<else>>
<span class="red">The lock looks beyond your ability to pick.</span>
<<skulduggeryrequired>>
<br><br>
<</if>>
<<getouticon>><<link [[Leave|Shopping Centre Top]]>><<handheldon>><</link>>
<br><<set $outside to 0>><<effects>>
<<if $clothingrebuy is 1>>
Disabling clothing rebuy will deactivate the chips in all your clothing. They will no longer attempt to buy replacements when destroyed, and will not charge you anything.
<br><br>
Would you like to disable automatic clothing rebuy?
<br><br>
<<link [[Yes|Clothing Shop]]>><<set $clothingrebuy to 0>><</link>>
<br>
<<else>>
Enabling clothing rebuy will activate chips in all your clothing. When damaged beyond repair, the clothes automatically order a replacement. The cost is the price of the garment, plus an additional 50% service fee. This will not work if you don't have enough money, which will be deducted immediately.
<br><br>
Would you like to enable this?
<br><br>
<<link [[Yes|Clothing Shop]]>><<set $clothingrebuy to 1>><</link>>
<br>
<</if>>
<<link [[No|Clothing Shop]]>><</link>>
<br><<widget "updateclothingshop">>
<<run new Wikifier(null, '<<replace "#clothingShop-div">><<' + $shopName + "Shop-main>><</replace>>")>>
<<numberify '#clothingShop-div'>>
<</widget>>
<<widget "AllShop">>
<<set $outside to 0>><<effects>>
<<if $clothes_choice and $clothes_choice_previous>>
<<if $clothes_choice is $clothes_choice_previous>>
<<shopbuyv2 "all">>
<<else>>
<<shopbuyv2 "all" "reset">>
<</if>>
<<else>>
<<shopbuyv2 "all" "reset">>
<</if>>
<div id="clothes-list" class="clothes-list">
<<clothingShopv2 $shopName "all">>
</div>
<</widget>>
<<widget "OverOutfitShop">>
<<set $outside to 0>><<effects>>
<<if $clothes_choice and $clothes_choice_previous>>
<<if $clothes_choice is $clothes_choice_previous>>
<<shopbuyv2 "over_upper">>
<<else>>
<<shopbuyv2 "over_upper" "reset">>
<</if>>
<<else>>
<<shopbuyv2 "over_upper" "reset">>
<</if>>
<div id="clothes-list" class="clothes-list">
<<clothingShopv2 $shopName "over_upper" "outfits">>
</div>
<</widget>>
<<widget "OutfitShop">>
<<set $outside to 0>><<effects>>
<<if $clothes_choice and $clothes_choice_previous>>
<<if $clothes_choice is $clothes_choice_previous>>
<<shopbuyv2 "upper">>
<<else>>
<<shopbuyv2 "upper" "reset">>
<</if>>
<<else>>
<<shopbuyv2 "upper" "reset">>
<</if>>
<div id="clothes-list" class="clothes-list">
<<clothingShopv2 $shopName "upper" "outfits">>
</div>
<</widget>>
<<widget "TopShop">>
<<set $outside to 0>><<effects>>
<<if $clothes_choice and $clothes_choice_previous>>
<<if $clothes_choice is $clothes_choice_previous>>
<<shopbuyv2 "upper">>
<<else>>
<<shopbuyv2 "upper" "reset">>
<</if>>
<<else>>
<<shopbuyv2 "upper" "reset">>
<</if>>
<div id="clothes-list" class="clothes-list">
<<clothingShopv2 $shopName "upper" "non-outfits">>
</div>
<</widget>>
<<widget "BottomShop">>
<<set $outside to 0>><<effects>>
<<if $clothes_choice and $clothes_choice_previous>>
<<if $clothes_choice is $clothes_choice_previous>>
<<shopbuyv2 "lower">>
<<else>>
<<shopbuyv2 "lower" "reset">>
<</if>>
<<else>>
<<shopbuyv2 "lower" "reset">>
<</if>>
<div id="clothes-list" class="clothes-list">
<<clothingShopv2 $shopName "lower">>
</div>
<</widget>>
<<widget "UnderOutfitShop">>
<<set $outside to 0>><<effects>>
<<if $clothes_choice and $clothes_choice_previous>>
<<if $clothes_choice is $clothes_choice_previous>>
<<shopbuyv2 "under_upper">>
<<else>>
<<shopbuyv2 "under_upper" "reset">>
<</if>>
<<else>>
<<shopbuyv2 "under_upper" "reset">>
<</if>>
<div id="clothes-list" class="clothes-list">
<<clothingShopv2 $shopName "under_upper" "outfits">>
</div>
<</widget>>
<<widget "UnderTopShop">>
<<set $outside to 0>><<effects>>
<<if $clothes_choice and $clothes_choice_previous>>
<<if $clothes_choice is $clothes_choice_previous>>
<<shopbuyv2 "under_upper">>
<<else>>
<<shopbuyv2 "under_upper" "reset">>
<</if>>
<<else>>
<<shopbuyv2 "under_upper" "reset">>
<</if>>
<div id="clothes-list" class="clothes-list">
<<clothingShopv2 $shopName "under_upper" "non-outfits">>
</div>
<</widget>>
<<widget "UnderBottomShop">>
<<set $outside to 0>><<effects>>
<<if $clothes_choice and $clothes_choice_previous>>
<<if $clothes_choice is $clothes_choice_previous>>
<<shopbuyv2 "under_lower">>
<<else>>
<<shopbuyv2 "under_lower" "reset">>
<</if>>
<<else>>
<<shopbuyv2 "under_lower" "reset">>
<</if>>
<div id="clothes-list" class="clothes-list">
<<clothingShopv2 $shopName "under_lower">>
</div>
<</widget>>
<<widget "HeadShop">>
<<set $outside to 0>><<effects>>
<<if $clothes_choice and $clothes_choice_previous>>
<<if $clothes_choice is $clothes_choice_previous>>
<<shopbuyv2 "head">>
<<else>>
<<shopbuyv2 "head" "reset">>
<</if>>
<<else>>
<<shopbuyv2 "head" "reset">>
<</if>>
<div id="clothes-list" class="clothes-list">
<<clothingShopv2 $shopName "head">>
</div>
<</widget>>
<<widget "FaceShop">>
<<set $outside to 0>><<effects>>
<<if $clothes_choice and $clothes_choice_previous>>
<<if $clothes_choice is $clothes_choice_previous>>
<<shopbuyv2 "face">>
<<else>>
<<shopbuyv2 "face" "reset">>
<</if>>
<<else>>
<<shopbuyv2 "face" "reset">>
<</if>>
<div id="clothes-list" class="clothes-list">
<<clothingShopv2 $shopName "face">>
</div>
<</widget>>
<<widget "NeckShop">>
<<set $outside to 0>><<effects>>
<<if $clothes_choice and $clothes_choice_previous>>
<<if $clothes_choice is $clothes_choice_previous>>
<<shopbuyv2 "neck">>
<<else>>
<<shopbuyv2 "neck" "reset">>
<</if>>
<<else>>
<<shopbuyv2 "neck" "reset">>
<</if>>
<div id="clothes-list" class="clothes-list">
<<clothingShopv2 $shopName "neck">>
</div>
<</widget>>
<<widget "HandsShop">>
<<set $outside to 0>><<effects>>
<<if $clothes_choice and $clothes_choice_previous>>
<<if $clothes_choice is $clothes_choice_previous>>
<<shopbuyv2 "hands">>
<<else>>
<<shopbuyv2 "hands" "reset">>
<</if>>
<<else>>
<<shopbuyv2 "hands" "reset">>
<</if>>
<div id="clothes-list" class="clothes-list">
<<clothingShopv2 $shopName "hands">>
</div>
<</widget>>
<<widget "HandheldShop">>
<<set $outside to 0>><<effects>>
<<if $clothes_choice and $clothes_choice_previous>>
<<if $clothes_choice is $clothes_choice_previous>>
<<shopbuyv2 "handheld">>
<<else>>
<<shopbuyv2 "handheld" "reset">>
<</if>>
<<else>>
<<shopbuyv2 "handheld" "reset">>
<</if>>
<div id="clothes-list" class="clothes-list">
<<clothingShopv2 $shopName "handheld">>
</div>
<</widget>>
<<widget "LegsShop">>
<<set $outside to 0>><<effects>>
<<if $clothes_choice and $clothes_choice_previous>>
<<if $clothes_choice is $clothes_choice_previous>>
<<shopbuyv2 "legs">>
<<else>>
<<shopbuyv2 "legs" "reset">>
<</if>>
<<else>>
<<shopbuyv2 "legs" "reset">>
<</if>>
<div id="clothes-list" class="clothes-list">
<<clothingShopv2 $shopName "legs">>
</div>
<</widget>>
<<widget "FeetShop">>
<<set $outside to 0>><<effects>>
<<if $clothes_choice and $clothes_choice_previous>>
<<if $clothes_choice is $clothes_choice_previous>>
<<shopbuyv2 "feet">>
<<else>>
<<shopbuyv2 "feet" "reset">>
<</if>>
<<else>>
<<shopbuyv2 "feet" "reset">>
<</if>>
<div id="clothes-list" class="clothes-list">
<<clothingShopv2 $shopName "feet">>
</div>
<</widget>>
<<widget "GenitalShop">>
<<set $outside to 0>><<effects>>
<<if $clothes_choice and $clothes_choice_previous>>
<<if $clothes_choice is $clothes_choice_previous>>
<<shopbuyv2 "genitals">>
<<else>>
<<shopbuyv2 "genitals" "reset">>
<</if>>
<<else>>
<<shopbuyv2 "genitals" "reset">>
<</if>>
<div id="clothes-list" class="clothes-list">
<<clothingShopv2 $shopName "genitals">>
</div>
<</widget>>
<!-- Renders block of buttons for switching category -->
<<widget "shopCategoryTabs">>
<div id="shopCategories" class="shop-category-tabs no-numberify">
<<if $shopName isnot "stall">>
<div class="category-group">
<<set _active = _args[0] == "all" ? "active" : "">>
<div @class="'div-link category-tab ' + _active">
<<if $options.images is 1>>
<<clothingcategoryicon "all">>
<<else>>
<div class="category-icon-alt">OO</div>
<</if>>
<<link "">><<set $shopPage = 0>><<unset $clothes_choice>><<set _shopNameFilter to ''>><<replace "#clothingShop-div">><<AllShop>><</replace>><</link>>
</div>
</div>
<<if $debug is 1>>
<div class="category-group">
<<set _active = _args[0] == "overoutfit" ? "active" : "">>
<div @class="'div-link category-tab ' + _active">
<<if $options.images is 1>>
<<clothingcategoryicon "overoutfit">>
<<else>>
<div class="category-icon-alt">OO</div>
<</if>>
<<link "">><<set $shopPage = 0>><<unset $clothes_choice>><<set _shopNameFilter to ''>><<replace "#clothingShop-div">><<OverOutfitShop>><</replace>><</link>>
</div>
</div>
<</if>>
<div class="category-group">
<<if $shopName isnot "school">>
<<set _active = _args[0] == "outfit" ? "active" : "">>
<div @class="'div-link category-tab ' + _active">
<<if $options.images is 1>>
<<clothingcategoryicon "outfit">>
<<else>>
<div class="category-icon-alt">O</div>
<</if>>
<<link "">><<set $shopPage = 0>><<unset $clothes_choice>><<set _shopNameFilter to ''>><<replace "#clothingShop-div">><<OutfitShop>><</replace>><</link>>
</div>
<</if>>
<<set _active = _args[0] == "upper" ? "active" : "">>
<div @class="'div-link category-tab ' + _active">
<<if $options.images is 1>>
<<clothingcategoryicon "upper">>
<<else>>
<div class="category-icon-alt">U</div>
<</if>>
<<link "">><<set $shopPage = 0>><<unset $clothes_choice>><<set _shopNameFilter to ''>><<replace "#clothingShop-div">><<TopShop>><</replace>><</link>>
</div>
<<set _active = _args[0] == "lower" ? "active" : "">>
<div @class="'div-link category-tab ' + _active">
<<if $options.images is 1>>
<<clothingcategoryicon "lower">>
<<else>>
<div class="category-icon-alt">L</div>
<</if>>
<<link "">><<set $shopPage = 0>><<unset $clothes_choice>><<set _shopNameFilter to ''>><<replace "#clothingShop-div">><<BottomShop>><</replace>><</link>>
</div>
</div>
<div class="category-group">
<<if $shopName isnot "forest">>
<<set _active = _args[0] == "underoutfit" ? "active" : "">>
<div @class="'div-link category-tab ' + _active">
<<if $options.images is 1>>
<<clothingcategoryicon "underoutfit">>
<<else>>
<div class="category-icon-alt">UO</div>
<</if>>
<<link "">><<set $shopPage = 0>><<unset $clothes_choice>><<set _shopNameFilter to ''>><<replace "#clothingShop-div">><<UnderOutfitShop>><</replace>><</link>>
</div>
<</if>>
<<set _active = _args[0] == "underupper" ? "active" : "">>
<div @class="'div-link category-tab ' + _active">
<<if $options.images is 1>>
<<clothingcategoryicon "underupper">>
<<else>>
<div class="category-icon-alt">UU</div>
<</if>>
<<link "">><<set $shopPage = 0>><<unset $clothes_choice>><<set _shopNameFilter to ''>><<replace "#clothingShop-div">><<UnderTopShop>><</replace>><</link>>
</div>
<<set _active = _args[0] == "underlower" ? "active" : "">>
<div @class="'div-link category-tab ' + _active">
<<if $options.images is 1>>
<<clothingcategoryicon "underlower">>
<<else>>
<div class="category-icon-alt">UL</div>
<</if>>
<<link "">><<set $shopPage = 0>><<unset $clothes_choice>><<set _shopNameFilter to ''>><<replace "#clothingShop-div">><<UnderBottomShop>><</replace>><</link>>
</div>
<<if $location is "adult_shop">>
<<set _active = _args[0] == "genitals" ? "active" : "">>
/* Left here for future expansion */
/*<div @class="'div-link category-tab ' + _active">
<<if $options.images is 1>>
<<clothingcategoryicon "genitals">>
<<else>>
<div class="category-icon-alt">Fe</div>
<</if>>
<<link "">><<set $shopPage = 0>><<unset $clothes_choice>><<replace "#clothingShop-div">><<GenitalShop>><</replace>><</link>>
</div>*/
<</if>>
</div>
<</if>>
<div class="category-group">
<<if $shopName isnot "stall">>
<<set _active = _args[0] == "head" ? "active" : "">>
<div @class="'div-link category-tab ' + _active">
<<if $options.images is 1>>
<<clothingcategoryicon "head">>
<<else>>
<div class="category-icon-alt">He</div>
<</if>>
<<link "">><<set $shopPage = 0>><<unset $clothes_choice>><<set _shopNameFilter to ''>><<replace "#clothingShop-div">><<HeadShop>><</replace>><</link>>
</div>
<<set _active = _args[0] == "face" ? "active" : "">>
<div @class="'div-link category-tab ' + _active">
<<if $options.images is 1>>
<<clothingcategoryicon "face">>
<<else>>
<div class="category-icon-alt">Fa</div>
<</if>>
<<link "">><<set $shopPage = 0>><<unset $clothes_choice>><<set _shopNameFilter to ''>><<replace "#clothingShop-div">><<FaceShop>><</replace>><</link>>
</div>
<<if $shopName isnot "school">>
<<set _active = _args[0] == "neck" ? "active" : "">>
<div @class="'div-link category-tab ' + _active">
<<if $options.images is 1>>
<<clothingcategoryicon "neck">>
<<else>>
<div class="category-icon-alt">Ne</div>
<</if>>
<<link "">><<set $shopPage = 0>><<unset $clothes_choice>><<set _shopNameFilter to ''>><<replace "#clothingShop-div">><<NeckShop>><</replace>><</link>>
</div>
<</if>>
<<set _active = _args[0] == "handheld" ? "active" : "">>
<<if !["adult"].includes($shopName)>>
<div @class="'div-link category-tab ' + _active">
<<if $options.images is 1>>
<<clothingcategoryicon "handheld">>
<<else>>
<div class="category-icon-alt">Hd</div>
<</if>>
<<link "">><<set $shopPage = 0>><<unset $clothes_choice>><<set _shopNameFilter to ''>><<replace "#clothingShop-div">><<HandheldShop>><</replace>><</link>>
</div>
<</if>>
<<set _active = _args[0] == "hands" ? "active" : "">>
<div @class="'div-link category-tab ' + _active">
<<if $options.images is 1>>
<<clothingcategoryicon "hand">>
<<else>>
<div class="category-icon-alt">Ha</div>
<</if>>
<<link "">><<set $shopPage = 0>><<unset $clothes_choice>><<set _shopNameFilter to ''>><<replace "#clothingShop-div">><<HandsShop>><</replace>><</link>>
</div>
<<set _active = _args[0] == "legs" ? "active" : "">>
<div @class="'div-link category-tab ' + _active">
<<if $options.images is 1>>
<<clothingcategoryicon "legs">>
<<else>>
<div class="category-icon-alt">Le</div>
<</if>>
<<link "">><<set $shopPage = 0>><<unset $clothes_choice>><<set _shopNameFilter to ''>><<replace "#clothingShop-div">><<LegsShop>><</replace>><</link>>
</div>
<<set _active = _args[0] == "feet" ? "active" : "">>
<div @class="'div-link category-tab ' + _active">
<<if $options.images is 1>>
<<clothingcategoryicon "feet">>
<<else>>
<div class="category-icon-alt">Fe</div>
<</if>>
<<link "">><<set $shopPage = 0>><<unset $clothes_choice>><<set _shopNameFilter to ''>><<replace "#clothingShop-div">><<FeetShop>><</replace>><</link>>
</div>
<</if>>
</div>
</div>
<<run linkifyDivs('#shopCategories')>>
<</widget>>
<<widget "shopCategoryReplace">>
<<switch _args[0]>>
<<case "all">><<replace "#clothingShop-div">><<AllShop>><</replace>>
<<case "overoutfit">><<replace "#clothingShop-div">><<OverOutfitShop>><</replace>>
<<case "outfit">><<replace "#clothingShop-div">><<OutfitShop>><</replace>>
<<case "upper">><<replace "#clothingShop-div">><<TopShop>><</replace>>
<<case "lower">><<replace "#clothingShop-div">><<BottomShop>><</replace>>
<<case "underoutfit">><<replace "#clothingShop-div">><<UnderOutfitShop>><</replace>>
<<case "underupper">><<replace "#clothingShop-div">><<UnderTopShop>><</replace>>
<<case "underlower">><<replace "#clothingShop-div">><<UnderBottomShop>><</replace>>
<<case "head">><<replace "#clothingShop-div">><<HeadShop>><</replace>>
<<case "face">><<replace "#clothingShop-div">><<FaceShop>><</replace>>
<<case "neck">><<replace "#clothingShop-div">><<NeckShop>><</replace>>
<<case "hands">><<replace "#clothingShop-div">><<HandsShop>><</replace>>
<<case "legs">><<replace "#clothingShop-div">><<LegsShop>><</replace>>
<<case "feet">><<replace "#clothingShop-div">><<FeetShop>><</replace>>
<</switch>>
<</widget>><<set $outside to 0>><<effects>><<set $lock to 0>>
<<if currentSkillValue('skulduggery') gte $lock>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span>
<br><br>
<<else>>
<<wearProp "lockpick">>
<span class="green">The lock looks easy to pick.</span>
<br><br>
<<lockicon "pick">><<link [[Pick it (0:10)|Cosmetics Store]]>><<handheldon>><<pass 10>><<crimeUp 5 "trespassing">><</link>><<crime "trespassing">>
<br>
<</if>>
<<else>>
<span class="red">The lock looks beyond your ability to pick.</span>
<<skulduggeryrequired>>
<br><br>
<</if>>
<<getouticon>><<link [[Leave|Shopping Centre Top]]>><<handheldon>><</link>><<set $outside to 0>><<set $location to "shopping_centre">><<effects>>
You are in the cosmetics store. Several shelvings stand before you, filled with all kinds of colourful tubes, jars and boxes.
<br><br>
<<if Time.dayState is "night" and Time.hour isnot 21 and !$weekly.theft.cosmeticsShop>>
<<shopicon "register">><<link [[Examine the cash register|Cosmetics Store Register]]>><</link>>
<br><br>
<</if>>
<<cosmeticsicon>><<link [[Look at lipsticks|Cosmetics Lipstick]]>><</link>>
<br>
<<cosmeticsicon "eyeshadow">><<link [[Look at eyeshadows|Cosmetics Eyeshadow]]>><</link>>
<br>
<<cosmeticsicon "mascara">><<link [[Look at mascaras|Cosmetics Mascara]]>><</link>>
<br>
<<cosmeticsicon "blusher">><<link [[Look at blushers|Cosmetics Blusher]]>><</link>>
<br>
<<cosmeticsicon "dyes">><<link [[Look at hair dyes|Cosmetics Dyes]]>><</link>>
<br>
<<cosmeticsicon "sunscreen">><<link [[Look at sunscreen|Cosmetics Sunscreen]]>><</link>>
<br><br>
<<getouticon>><<link [[Leave|Shopping Centre Top]]>><</link>><<CosmeticsGenericDepartment "lipstick" "lipstick" "lipsticks" "lipstick" "" "#FF0000" 1000 "Cosmetics Lipstick" "A bunch of colourful lipsticks stand on a shelf." true true 20 `setup.colours.lipstick.map(c=>c.variable)`>><<CosmeticsGenericDepartment "eyeshadow" "eyeshadow" "eyeshadows" "eyeshadow" "" "#FF0000" 1500 "Cosmetics Eyeshadow" "Small boxes of sparkly eyeshadow lie before you." true true 20 `setup.colours.eyeshadow.map(c=>c.variable)`>><<CosmeticsGenericDepartment "mascara" "mascara" "mascaras" "mascara" "" "#FF0000" 1500 "Cosmetics Mascara" "There's a dozen mascaras lying before you. They're all black though." true true 20 `setup.colours.mascara.map(c=>c.variable)`>><<CosmeticsGenericDepartment "blusher" "blusher" "blushers" "blusher" "" "#FF0000" 1500 "Cosmetics Blusher" "Several blusher compacts lie before you. One of them looks like it would go well with your skin tone." true true 20 `setup.colours.blusher.map(c=>c.variable)`>><<CosmeticsGenericDepartment "hairdye" "hair dye" "hair dyes" "hair" "colour-hair" "#FD6064" 4000 "Cosmetics Dyes" "You come to the shelf with hair dyes." false true 1 `setup.colours.hair.filter(c=>c.dye).map(c=>c.variable)`>><<set _sunscreen to Skin.Sunscreen.bottle>>
<<set _sunscreen.durationHours to Math.floor(Skin.Sunscreen.duration / TimeConstants.secondsPerHour)>>
You come to a shelf with many bottles of sunscreen.
<<if Skin.Sunscreen.usesLeft gt 0>>
<<set _ownedBottles to Math.ceil(Skin.Sunscreen.usesLeft / _sunscreen.uses)>>
<br>
You already own <<print _ownedBottles>> bottle<<if _ownedBottles gt 1>>s<</if>>, with <<print Skin.Sunscreen.usesLeft>> use<<if Skin.Sunscreen.usesLeft gt 1>>s<</if>> left.
<</if>>
<br><br>
Each bottle costs <<printmoney _sunscreen.price>> and has <<print _sunscreen.uses>> uses. Each use lasts around <<print _sunscreen.durationHours>> hour<<if _sunscreen.durationHours isnot 1>>s<</if>>.
<br>
<<if Time.dayState is "night">>
<<link [[Steal a bottle|Cosmetics Sunscreen]]>>
<<crimeUp `_sunscreen.price / 100` "thievery">>
<<run Skin.Sunscreen.addUses(_sunscreen.uses)>>
<</link>><<crime "thievery">>
<br>
<<link [[Steal a bottle and apply right now|Cosmetics Sunscreen]]>>
<<crimeUp `_sunscreen.price / 100` "thievery">>
<<run Skin.Sunscreen.addUses(_sunscreen.uses)>>
<<run Skin.Sunscreen.apply()>>
<</link>><<crime "thievery">>
<<elseif $money gte _sunscreen.price>>
<<link [[Buy a bottle (<<printmoney _sunscreen.price>>)|Cosmetics Sunscreen]]>>
<<money `-_sunscreen.price` "cosmetics">>
<<run Skin.Sunscreen.addUses(_sunscreen.uses)>>
<</link>>
<br>
<<link [[Buy a bottle and apply right now (<<printmoney _sunscreen.price>>)|Cosmetics Sunscreen]]>>
<<money `-_sunscreen.price` "cosmetics">>
<<run Skin.Sunscreen.addUses(_sunscreen.uses)>>
<<run Skin.Sunscreen.apply()>>
<</link>>
<<else>>
<span class="purple">You can't afford the purchase.</span>
<</if>>
<br><br>
<<link [[Go back|Cosmetics Store]]>><</link>><<widget "CosmeticsGenericDepartment">>
<<if _args.length < 13>>
<div class="red">Error in passage "Cosmetics Generic Department". Missing arguments.<br><<print _args>></div>
<</if>>
<<set _itemType = _args[0]>>
<<set _itemSingular = _args[1]>>
<<set _itemPlural = _args[2]>>
<<set _cssClassOuter = _args[3]>>
<<set _cssClassInner = _args[4]>>
<<set _baseColour = _args[5]>>
<<set _price = _args[6]>>
<<set _passageCurrent = _args[7]>>
<<set _textIntro = _args[8]>>
<<set _canUseNow = _args[9]>>
<<set _isConsumable = _args[10]>>
<<set _usesPerBuy = _args[11]>>
<<set _availableColours = _args.slice(12)>>
<<if _availableColours.length === 1 && Array.isArray(_availableColours)>>
<<set _availableColours = _availableColours[0]>>
<</if>>
_textIntro
<<if _isConsumable isnot true>>
<<if $makeup.owned[_itemType].length > 0>>
<br>
You already own _itemPlural of the following colours:
<<for _i, _colour range $makeup.owned[_itemType]>>
<span class="grey-shadow"><span @class="_cssClassOuter + '-' + _colour.replace(/ /g, '-')"><span @class="_cssClassInner"><span @style="'color:' + _baseColour + ';'"><<print setup.colourName(_colour)>></span></span></span></span>
<<if _i < $makeup.owned[_itemType].length - 1>>, <</if>>
<</for>>.
<</if>>
<<else>>
<<set _owned = $makeup.owned[_itemType].filter(x => x.count > 0)>>
<<if _owned.length > 0>>
<br>
You already own _itemPlural of the following colours:
<<for _i, _item range _owned>>
<<if _item.count > 0>>
<span class="grey-shadow"><span @class="_cssClassOuter + '-' + _item.colour.replace(/ /g, '-')"><span @class="_cssClassInner"><span @style="'color:' + _baseColour + ';'"><<print setup.colourName(_item.colour)>></span></span></span></span>
× _item.count
<<if _i < _owned.length - 1>>, <</if>>
<</if>>
<</for>>.
<</if>>
<</if>>
<br><br>
<<if _isConsumable == false>>
<<set _availableColours = _availableColours.filter(x => !$makeup.owned[_itemType].includes(x))>>
<</if>>
<<if _availableColours.length == 0>>
You have collected all available colours of _itemPlural. There's nothing left for you to buy.
<br><br>
<<else>>
Each _itemSingular costs <<printmoney _price>><<if _usesPerBuy > 1>> and has _usesPerBuy uses<</if>>.
<br>
<<if $cosmeticsChoice is undefined>>
<<set $cosmeticsChoice = _availableColours[0]>>
<</if>>
<<for _i, _colour range _availableColours>>
<label><span class="grey-shadow"><span @class="_cssClassOuter + '-' + _colour.replace(/ /g, '-')"><span @class="_cssClassInner"><span @style="'color:' + _baseColour + ';'"><<print setup.colourName(_colour)>></span></span></span></span> <<print '<<radiobutton "$cosmeticsChoice" "'+_colour+'" ' + ($cosmeticsChoice is _colour ? "checked" : "") + '>>'>></label> |
<</for>>
<br><br>
<<if $money gte _price or Time.dayState is "night">>
<<set _buy = Time.dayState == "night" ? "Steal" : "Buy">>
<<if _isConsumable == true>>
<<set _usesText = _usesPerBuy > 1 ? " ("+_usesPerBuy+" uses)" : "">>
<<link [[_buy+_usesText|_passageCurrent]]>><<addConsumableCosmetics _itemType $cosmeticsChoice _usesPerBuy>><<if Time.dayState is "night">><<crimeUp `_price / 100` "thievery">><<else>><<money `-_price `"cosmetics">><</if>><</link>><<if Time.dayState is "night">><<crime "thievery">><</if>>
<br>
<<if _canUseNow == true>>
<<link [[_buy+_usesText+" and apply"+(_usesPerBuy > 1 ? " one" : "")+" right now"|_passageCurrent]]>><<addConsumableCosmetics _itemType $cosmeticsChoice _usesPerBuy-1>><<set $makeup[_itemType] = $cosmeticsChoice>><<if Time.dayState is "night">><<crimeUp `_price / 100` "thievery">><<else>><<money `-_price` "cosmetics">><</if>><</link>><<if Time.dayState is "night">><<crime "thievery">><</if>>
<br>
<</if>>
<<else>>
<<link [[_buy+" and send home"|_passageCurrent]]>><<set $makeup.owned[_itemType].push($cosmeticsChoice)>><<if Time.dayState is "night">><<crimeUp `_price / 100` "thievery">><<else>><<money `-_price` "cosmetics">><</if>><</link>><<if Time.dayState is "night">><<crime "thievery">><</if>>
<br>
<<if _canUseNow == true>>
<<link [[_buy+" and use right now"|_passageCurrent]]>><<set $makeup.owned[_itemType].push($cosmeticsChoice)>><<set $makeup[_itemType] = $cosmeticsChoice>><<if Time.dayState is "night">><<crimeUp `_price / 100` "thievery">><<else>><<money `-_price` "cosmetics">><</if>><</link>><<if Time.dayState is "night">><<crime "thievery">><</if>>
<br>
<</if>>
<</if>>
<<else>>
<span class="purple">You can't afford the purchase.</span>
<br><br>
<</if>>
<</if>>
<<link [[Go back|Cosmetics Store]]>><<unset $cosmeticsChoice>><</link>>
<</widget>>
<!-- for buying consumable makeup stuff. Usage <<addConsumableCosmetics "lipstick" "red" 20>> -->
<<widget "addConsumableCosmetics">><<script>>
let _args = T.args;
let $makeup = V.makeup;
let _itemType = _args[0];
let _colour = _args[1];
let _count = _args[2];
let done = false;
for (let i = 0; i < $makeup.owned[_itemType].length; i++) {
if ($makeup.owned[_itemType][i].colour == _colour) {
$makeup.owned[_itemType][i].count += _count;
done = true;
break;
}
}
if (!done) {
$makeup.owned[_itemType].push({"colour": _colour, "count": _count});
}
<</script>><</widget>><<set $outside to 0>><<effects>><<set $lock to 0>>
<<if currentSkillValue('skulduggery') gte $lock>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span>
<br><br>
<<else>>
<<wearProp "lockpick">>
<span class="green">The lock looks easy to pick.</span>
<br><br>
<<lockicon "pick">><<link [[Pick it (0:10)|Furniture Shop]]>><<handheldon>><<pass 10>><<crimeUp 5 "trespassing">><</link>><<crime "trespassing">>
<</if>>
<br>
<<else>>
<span class="red">The lock looks beyond your ability to pick.</span>
<<skulduggeryrequired>>
<br><br>
<</if>>
<<getouticon>><<link [[Leave|Shopping Centre Top]]>><<handheldon>><</link>><<set $outside to 0>><<set $location to "shopping_centre">><<effects>>
/* TODO: Turn this shop into an actual megastore where you can get lost and encounter tentacles. Tentakea?*/
You are in the furniture shop. Most of its stock is too large for your room.
<br><br>
<<if Time.dayState is "night">>
You are alone in the darkness.
<br><br>
<<elseif $exposed gte 1>>
You hide in a cupboard to protect your dignity.
<br><br>
<</if>>
<<if $stress gte $stressmax>>
<<passoutshop>>
<<else>>
<<if Time.hour is 21>>
It's closing time. Security is herding everyone outside.
<<if $exposed gte 1>>
Panic swells within you as you realise how embarrassed you'll be should security find you exposed like this.
<</if>>
<br><br>
<<if $exposed lte 0>>
<<highicon>><<link [[Go outside|High Street]]>><</link>>
<br>
<<else>>
<<ind>><<link [["Hide until it's over (1:00)"|Furniture Shop]]>><<pass 1 hour>><</link>>
<</if>>
<<else>>
<<if Time.dayState is "night" and Time.hour isnot 21 and !$weekly.theft.furnitureShop>>
<<shopicon "register">><<link [[Examine the cash register|Furniture Shop Register]]>><</link>>
<br><br>
<<elseif $exposed lte 0 and Time.dayState isnot "night" and Time.hour isnot 21>>
There's a few pieces in the catalogue that would fit.
<br>
<<furnitureicon "catalogue">><<link [[Catalogue|Furniture Shop Catalogue]]>><</link>>
<br><br>
<</if>>
<<if ($exposed lte 0 and Time.dayState isnot "night" and Time.hour isnot 21) or (Time.hour gte 21 and !$weekly.theft.furnitureShop)>>
Wallpaper and posters are stacked in a corner.
<br>
<<furnitureicon "wallpaper">><<link [[Paperhangings|Furniture Shop Papers]]>><</link>>
<br><br>
<</if>>
<<if $exposed lte 0 and Time.dayState isnot "night" and Time.hour isnot 21>>
<<link [[Furniture Moving Services|Furniture Shop Moving Services]]>><</link>>
<br>
<</if>>
<br>
<<getouticon>><<link [[Leave|Shopping Centre]]>><</link>>
<br>
<</if>>
<</if>><<effects>>
<<set $chosenFurnitureCategory to $chosenFurnitureCategory || "poster">>
<<dynamic "furnitureUpdate" "paper-update-container">>
<<getouticon>><<link [[Back|Furniture Shop]]>><<run delete $chosenFurnitureCategory>><</link>>
<br>
<<paperCatalogue>>
<br><<effects>>
<<set $chosenFurnitureCategory to $chosenFurnitureCategory || "bed">>
<<dynamic "furnitureUpdate" "furniture-update-container">>
<br>
<<getouticon>><<link [[Back|Furniture Shop]]>>
<<run delete $chosenFurnitureCategory>>
<<unset $furnitureDowngrade>>
<<handheldon>>
<</link>>
<br>
<<furnitureCatalogue>>
<br><<widget "furnitureUpdate">>
<<if $boughtfurniturename isnot undefined>>
You buy the <<= $boughtfurniturename is "plainwhite" ? "plain white wallpaper" : ["poster", "wallpaper"].includes($chosenFurnitureCategory) ? $boughtfurniturename.replace("_","") + " " + $chosenFurnitureCategory : $boughtfurniturename.replace("_","")>>. It'll be delivered by the time you get home.
<<run delete $boughtfurniturename>>
<<elseif ["poster", "wallpaper"].includes($chosenFurnitureCategory)>>
<<run Furniture.in('bedroom')>>
You approach the paperhangings corner. Samples of pre-made posters and wallpaper are on display. For an additional fee, you can have a custom design imprinted instead.
<<else>>
You skim through the furniture catalogue. "No Refunds!" is printed along the top.
<<wearProp "catalogue">>
<</if>>
<br><br>
<<switch $chosenFurnitureCategory>>
<<case "bed">>
You browse the beds. Some are sold as double beds, but they'd barely pass as single for a middle-aged adult.
<br>
<<case "table">>
You browse the tables. They're huge, but some of the corner tables might fit in your room.
<br>
<<case "chair">>
You browse the chairs. You could replace your desk chair and squeeze a second one in your room, alongside a small table.
<br>
<<case "wardrobe">>
You browse the wardrobes. Some are near-identical to your old wardrobe in size.
<br>
<<case "decoration">>
You browse the decorations. You struggle to find anything suitable for your room.
<br>
<<case "windowsill">>
You browse the miscellaneous goods. Odds and ends of dubious utility line the page.
<br>
<<case "desk">>
You browse the desks. A few appear to be small enough to replace your old desk.
<br>
<<case "shelf">>
You browse through the shelving units. There's only one you can get but it'll give you space for some new decorations.
<<case "plush">>
You'll need a shelf if you want any of these items.
<<default>>
/* Do nothing */
<</switch>>
<</widget>>
<<widget "furnitureCatalogue">>
<hr>
<div class="settingsHeader">Furniture</div>
<div id="furnitureContainer">
<<dynamic "furnitureLinks" "furnitureContainerHeader">>
<<dynamic "furnitureList" "furniture-menu-container">>
</div>
<</widget>>
<<widget "paperCatalogue">>
<hr>
<div class="settingsHeader">Paperhangings</div>
<div id="paperContainer">
<<dynamic "paperLinks" "paperContainerHeader">>
<<dynamic "paperList" "paper-menu-container">>
</div>
<</widget>>
<<widget "furnitureLinks">>
<<set _furnitureLinks to [
{ id: 'bed', label: 'Bed' },
{ id: 'table', label: 'Table' },
{ id: 'chair', label: 'Chairs' },
{ id: 'desk', label: 'Desks'},
{ id: 'wardrobe', label: 'Wardrobe' },
{ id: 'shelf', label: "Shelving Units"},
{ id: 'decoration', label: 'Decorations' },
{ id: 'plush', label: "Special"},
{ id: 'windowsill', label: 'Miscellaneous' },
]>>
<<for _i = 0; _i < _furnitureLinks.length; _i++>>
<<set _furniLink = _furnitureLinks[_i]>>
<div @class="$chosenFurnitureCategory is _furniLink.id ? 'furnitureTabSelected' : 'furnitureTab'">
<button
@class="($chosenFurnitureCategory is _furniLink.id ? 'selected' : '')"
@id="Dynamic.eventBinder(_furniLink.id)"
onclick="(id) => $chosenFurnitureCategory = id"
>_furniLink.label
</button>
</div>
<</for>>
<</widget>>
<<widget "paperLinks">>
<<set _furnitureLinks to [
{ id: 'poster', label: 'Posters' },
{ id: 'wallpaper', label: 'Wallpaper' },
]>>
<<for _i = 0; _i < _furnitureLinks.length; _i++>>
<<set _furniLink = _furnitureLinks[_i]>>
<div @class="$chosenFurnitureCategory is _furniLink.id ? 'furnitureTabSelected' : 'furnitureTab'">
<button
@class="($chosenFurnitureCategory is _furniLink.id ? 'selected' : '')"
@id="Dynamic.eventBinder(_furniLink.id)"
onclick="(id) => $chosenFurnitureCategory = id"
>_furniLink.label
</button>
</div>
<</for>>
<</widget>>
<<widget "furnitureList">>
<<set $currentFurnishing to Furniture.get($chosenFurnitureCategory)>>
<<if $chosenFurnitureCategory is "desk" and $currentFurnishing is null>>
<<set $currentFurnishing to Furniture.get('desk','desk')>>
<</if>>
Currently installed in your bedroom:
<<if $currentFurnishing>>
<<furnitureicon $currentFurnishing.iconFile>>
$currentFurnishing.nameCap
<br>
<span class="description">$currentFurnishing.description
<<if $currentFurnishing.type && $currentFurnishing.type.includesAny('comfy','double','starter','spacious','organiser')>>
<<if $chosenFurnitureCategory is "wardrobe">>
<<set _amount to $currentFurnishing.type.includes('organiser') ? 40 : $currentFurnishing.type.includes('spacious') ? 30 : 20>>
Can hold <span class="gold"><<= _amount>></span> of each item type.
<</if>>
<<if $currentFurnishing.type.includes('comfy')>>
<<= $chosenFurnitureCategory is 'bed' ? "Improves sleep quality." : "Makes working on projects at your desk more effective.">>
<</if>>
<<if $currentFurnishing.type.includes('double')>>Has enough space for a proper sleepover.<</if>>
<</if>>
</span>
<<else>>
Nothing.
<</if>>
<hr>
<<if !$furnitureDowngrade>>
<div id="furnitureContainer">
<<generateFurnitureShopStock>>
</div>
<<else>>
<div id="furnitureDowngrade">
<<furnitureDowngrade>>
</div>
<</if>>
<</widget>>
<<widget "paperList">>
<<set $currentFurnishing to Furniture.get($chosenFurnitureCategory)>>
Currently installed in your bedroom:
<<if $currentFurnishing>>
<<set _premade to ["vines", "tentacles", "plainwhite", "cowgirls", "cow_girls", "hearts", "trees", "crosses", "cowgirl", "cow_girl", "cat", "puppy"].includes($currentFurnishing.name)>>
<<set _icon to _premade ? $currentFurnishing.id + "_" + $currentFurnishing.name : ['dol', 'degrees of lewdity'].some(e => $currentFurnishing.name.toLowerCase().includes(e)) ? $chosenFurnitureCategory + "_dol" : $chosenFurnitureCategory is "poster" ? "poster" : "wallpaper_custom">>
<<furnitureicon _icon>>
<<set $_label to $currentFurnishing.nameCap is "Plainwhite" ? "Plain White" : $currentFurnishing.nameCap.replace("_","").toUpperFirst()>>
<<= $_label>>
<br>
<span class="description">
<<if $chosenFurnitureCategory is "wallpaper">>
<<switch $currentFurnishing.name>>
<<case "vines">>
Lewd green vines writhe on the walls.
<<case "tentacles">>
Purple tentacles slither on the walls.
<<case "plainwhite">>
Plain white wallpaper covers the walls.
<<case "wavywhite">>
The white wallpaper gradients to black in a wavy pattern.
<<case "hearts">>
Pink hearts cover the walls.
<<case "cowgirls" "cow_girls">>
Cowgirls dance on the walls.
<<case "trees">>
The green trees bring you a feeling of being in a forest.
<<case "crosses">>
Golden crosses cover the walls.
<<default>> /* Custom */
Images of $currentFurnishing.name cover the walls.
<<if _icon.includes("dol")>>
Somehow, they look familiar.
<<elseif $currentFurnishing.name.startsWith('<<')>>
<span class="black">You feel like you got caught cheating.</span>
<</if>>
<</switch>>
<<else>>
<<switch $currentFurnishing.name>>
<<case "cowgirl" "cow_girl">>
A cowgirl poster hangs on the wall.
<<case "cat">>
A poster of a cat hangs on the wall. The text below reads, "Hang in there!"
<<case "puppy">>
A puppy poster hangs on the wall.
<<default>> /* Custom */
A poster of $currentFurnishing.name hangs on the wall.
<<if _icon.includes("dol")>>
You feel an odd sense of familiarity.
<<elseif $currentFurnishing.name.startsWith('<<')>>
<span class="black">You feel like you got caught cheating.</span>
<</if>>
<</switch>>
<</if>>
</span>
<<else>>
Nothing.
<</if>>
<hr>
<div id="paperContainer">
<<generatePaperShopStock>>
</div>
<</widget>>
<<widget "generatePaperShopStock">>
<br>
<<set _availableHangings to $chosenFurnitureCategory is "wallpaper" ? ["vines", "tentacles", "plainwhite", "cowgirls", "cow_girls", "hearts", "trees", "crosses"] : ["cowgirl", "cow_girl", "cat", "puppy"]>>
<<if Time.dayState is "night" and Time.hour isnot 21 and $weekly.theft.furnitureShop>>
<span class="purple">You've already stolen from the store.</span> You should wait before taking anything else.
<br>
<<else>>
<<for $_key range _availableHangings>>
<<set $_icon to $chosenFurnitureCategory + "_" + $_key>>
<<set $_label to $_key is "plainwhite" ? "Plain White" : $_key.replace("_","").toUpperFirst()>>
<<set $_cost to Furniture.setPrice(Furniture.get($chosenFurnitureCategory, true).cost)>>
<<set $_isCurrent to !(!$currentFurnishing or $_key isnot $currentFurnishing.name)>>
<<if !$_isCurrent>>
<div class="furnitureBlock no-numberify">
<<furnitureicon $_icon>> $_label |
<<if Time.dayState is "night" and Time.hour isnot 21 and !$weekly.theft.furnitureShop>>
<<capture $_key>>
<<link [[Steal|Furniture Shop Papers]]>>
<<run Furniture.set($chosenFurnitureCategory, $chosenFurnitureCategory, {
name : $_key,
nameCap : $_key.toUpperFirst()
})>>
<<crimeUp 5 "petty">>
<<set $weekly.theft.furnitureShop to true>>
<</link>><<gcrime "petty">>
<</capture>>
<<elseif $money gte $_cost>>
<<capture $_key $_cost>>
<<link [["£" + $_cost/100|Furniture Shop Papers]]>>
<<money `-$_cost` "furniture">>
<<run Furniture.set($chosenFurnitureCategory, $chosenFurnitureCategory, {
name : $_key,
nameCap : $_key.toUpperFirst()
})>>
<<set $boughtfurniturename to $_key>>
<<run Furniture.wardrobeUpdate()>>
<</link>>
<</capture>>
<<else>>
<span class="red"><<print "£"+$_cost/100>></span>
<</if>>
</div>
<</if>>
<</for>>
<br><br>
<<set $_customCost to Furniture.setPrice(Furniture.get($chosenFurnitureCategory, true).cost) * 2>>
<<if Time.dayState isnot "night">>
<<capture $_customCost>>
<div class="furnitureBlock no-numberify">
<<if $money gte $_customCost>>
Custom: <<textbox "_customHanging" "">> |
<<link [['£' + $_cost / 50|Furniture Shop Papers]]>>
<<money `-$_customCost` "furniture">>
<<if _customHanging is "" or _customHanging is undefined>><<set _customHanging to "a custom design">><</if>>
<<set _normalisedName to Util.escape(_customHanging).replace(/\[/g, "[").replace(/\]/g, "]")>>
<<run Furniture.set($chosenFurnitureCategory, $chosenFurnitureCategory, {
name : _normalisedName,
nameCap : _normalisedName.toUpperFirst()
})>>
<<set $boughtfurniturename to "custom">>
<<run Furniture.wardrobeUpdate()>>
<</link>>
<br>
<<else>>
Custom | <span class="red"><<print "£"+$_cost/50>></span>
<</if>>
</div>
<</capture>>
<</if>>
<</if>>
<</widget>>
<<widget "generateFurnitureShopStock">>
<!-- TODO: Cache items belonging to a particular category. -->
<<for $_key, $_furnishing range setup.furniture>>
<<set $_isInCategory to $_furnishing.category.includes($chosenFurnitureCategory)>>
<<set $_isDefault to $_furnishing.type.includes('starter')>>
<<set $_isCurrent to !(!$currentFurnishing or $_key isnot $currentFurnishing.id)>>
<<set $_isShowing to $_furnishing.showCheck ? Furniture.showFn($_furnishing) : true>>
<<if $_isInCategory and !$_isDefault and !$_isCurrent and $_isShowing>>
<div class="furnitureBlock no-numberify">
<<furnitureicon $_furnishing.iconFile>> $_furnishing.nameCap |
<<if $_furnishing.type>>
<<if $_furnishing.type.includes('comfy')>> Comfortable | <</if>>
<<if $_furnishing.type.includes('single')>> Single | <</if>>
<<if $_furnishing.type.includes('double')>> Double | <</if>>
<<if $_furnishing.type.includes('spacious')>> Spacious | <</if>>
<<if $_furnishing.type.includes('organiser')>> Organiser | <</if>>
<</if>>
<<set $_cost to Furniture.setPrice($_furnishing.cost)>>
<<set $_name to $_furnishing.name>>
<<if $_furnishing.description>>
<<capture $_name>>
<mouse class="tooltip linkBlue">(?)<span>
$_furnishing.description
<<if $_furnishing.type && $_furnishing.type.includesAny('comfy','double','starter','spacious','organiser')>>
<br>
<<if $_furnishing.type.includes('starter')>><br>Can hold 20 of each item type.<</if>>
<<if $_furnishing.type.includes('spacious')>><br>Can hold 30 of each item type.<</if>>
<<if $_furnishing.type.includes('organiser')>><br>Can hold 40 of each item type.<</if>>
<<if $_furnishing.type.includes('comfy')>>
<<if $chosenFurnitureCategory is 'bed'>>
<br>Improves sleep quality.
<<else>>
<br>Makes studying at your desk more effective.
<</if>>
<</if>>
<<if $_furnishing.type.includes('double')>><br>Has enough space for a proper sleepover.<</if>>
<</if>>
</span></mouse> |
<</capture>>
<</if>>
<<if $money gte $_cost>>
<<capture $_key $_furnishing $_cost>>
<<link [["£" + $_cost/100|Furniture Shop Catalogue]]>>
<<if ($_furnishing.tier or 0) lt (nullable($currentFurnishing).tier or 0)>>
<<set $furnitureDowngrade to {
key: $_key,
cost: $_cost,
name: $_furnishing.name,
nameCap: $_furnishing.nameCap,
iconFile: $_furnishing.iconFile,
type: $_furnishing.type,
}>>
<<else>>
<<money `-$_cost` "furniture">>
<<run Furniture.set($_key, $chosenFurnitureCategory)>>
<<set $boughtfurniturename to $_furnishing.name>>
<<run Furniture.wardrobeUpdate()>>
<</if>>
<</link>>
<</capture>>
<<else>>
<span class="red"><<print "£"+$_cost/100>></span>
<</if>>
</div>
<</if>>
<</for>>
<<set _wardrobe to Furniture.get("wardrobe")>>
<<if $chosenFurnitureCategory is "wardrobe" and _wardrobe.tier is 2>>
You've purchased the best possible wardrobe.
<</if>>
<</widget>>
<<widget "furnitureDowngrade">>
<<furnitureicon $furnitureDowngrade.iconFile>>
<<print $furnitureDowngrade.nameCap>>
<<if $furnitureDowngrade.type && $furnitureDowngrade.type.includesAny('comfy','double','starter','spacious','organiser')>>
<<if $furnitureDowngrade.type.includes('starter')>><br>Can hold 20 of each item type.<</if>>
<<if $furnitureDowngrade.type.includes('spacious')>><br>Can hold 30 of each item type.<</if>>
<<if $furnitureDowngrade.type.includes('organiser')>><br>Can hold 40 of each item type.<</if>>
<<if $furnitureDowngrade.type.includes('comfy')>><br>Improves sleep quality.<</if>>
<<if $furnitureDowngrade.type.includes('double')>><br>Has enough space for a proper sleepover.<</if>>
<</if>>
| <span class="blue">This may be considered a downgrade to what you currently have.</span>
<br>
Do you still want to buy it?
<br>
<<button [[No|Furniture Shop Catalogue]]>>
<<unset $furnitureDowngrade>>
<</button>>
<<button [[Yes|Furniture Shop Catalogue]]>>
<<money `-$furnitureDowngrade.cost` "furniture">>
<<run Furniture.set($furnitureDowngrade.key, $chosenFurnitureCategory)>>
<<set $boughtfurniturename to $furnitureDowngrade.name>>
<<run Furniture.wardrobeUpdate()>>
<<unset $furnitureDowngrade>>
<</button>>
<</widget>>You are at the furniture moving services kiosk. Your furniture is current at the <<print $furnitureLocation>>.
<br><br>
<<furnitureMovePrice>>
<<if $furnitureLocation isnot "orphanage">>
<<if $money gte $furnitureMovePrice[0]>>
<<link [["Move to the Orphanage (£" + $furnitureMovePrice[0] / 100 + ")"|$passage]]>><<set $furnitureLocation to "orphanage">><<set $money -= $furnitureMovePrice[0]>><</link>>
<br>
<<elseif $money lt $furnitureMovePrice[0]>>
You don't have the £<<print $furnitureMovePrice[0] / 100>> to move to the Orphanage.
<br>
<</if>>
<</if>>
<<if $furnitureLocation isnot "farm cottage" and $farm_stage gte 7>>
<<if $money gte $furnitureMovePrice[1]>>
<<link [["Move to the Farm Cottage (£" + $furnitureMovePrice[1] / 100 + ")"|$passage]]>><<set $furnitureLocation to "farm cottage">><<set $money -= $furnitureMovePrice[1]>><</link>>
<br>
<<elseif $money lt $furnitureMovePrice[1]>>
You don't have the £<<print $furnitureMovePrice[1] / 100>> to move to the Farm Cottage.
<br>
<</if>>
<</if>>
<<if $furnitureLocation isnot "lake house" and $lakehouse isnot undefined>>
<<if $money gte $furnitureMovePrice[2]>>
<<link [["Move to the Lake House (£" + $furnitureMovePrice[2] / 100 + ")"|$passage]]>><<set $furnitureLocation to "lake house">><<set $money -= $furnitureMovePrice[2]>><</link>>
<br>
<<elseif $money lt $furnitureMovePrice[2]>>
You don't have the £<<print $furnitureMovePrice[2] / 100>> to move to the Lake House.
<br>
<</if>>
<</if>>
<<link [[Leave|Furniture Shop]]>><</link>><<set $outside to 0>><<effects>><<set $lock to 0>>
<<if currentSkillValue('skulduggery') gte $lock>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span>
<br><br>
<<else>>
<<wearProp "lockpick">>
<span class="green">The lock looks easy to pick.</span>
<br><br>
<<lockicon "pick">><<link [[Pick it (0:10)|Hairdressers]]>><<handheldon>><<pass 10>><<crimeUp 5 "trespassing">><</link>><<crime "trespassing">>
<br>
<</if>>
<<else>>
<span class="red">The lock looks beyond your ability to pick.</span>
<<skulduggeryrequired>>
<br><br>
<</if>>
<<getouticon>><<link [[Leave|Shopping Centre]]>><<handheldon>><</link>><<set $outside to 0>><<set $location to "shopping_centre">><<effects>>
You are in the hairdressers. Various hair products are available for sale. You can also have your hair cut or dyed.
<<if Time.dayState is "night">>
You are alone in the darkness.
<<elseif $exposed gte 1>>
You hide in a cupboard to protect your dignity.
<<else>>
There's a seat available.
<</if>>
<<if $hairgelBottles is undefined>>
<<set $hairgelBottles to 0>>
<</if>>
<br><br>
<<if $stress gte $stressmax>>
<<passoutshop>>
<<else>>
<<if Time.hour is 21>>
It's closing time. Security is herding everyone outside.
<<if $exposed gte 1>>
Panic swells within you as you realise how exposed you'll be should security find you in this state of dress.
<</if>>
<br><br>
<<if $exposed lte 0>>
<<highicon>><<link [[Go outside|High Street]]>><</link>>
<br>
<<else>>
<<ind>><<link [["Hide until it's over (1:00)"|Hairdressers]]>><<pass 1 hour>><</link>>
<</if>>
<<else>>
<<if Time.dayState is "night" and Time.hour isnot $closinghour>>
<<hairdressericon "gel">><<link [[Steal a bottle of hair gel|$passage]]>><<crimeUp `8 / 100` "petty">><<set $hairgelBottles += 1>><</link>><<crime "petty">>
<br>
<<hairdressericon "hairspray">><<link [[Steal a bottle of hair growth formula|$passage]]>><<crimeUp `50 / 100` "petty">><<set $sexStats.pills.pills["Hair Growth Formula"].owned++>><<set $sexStats.pills.boughtOnce to true>><</link>><<crime "petty">>
<br>
<<if !$weekly.theft.hairDressers>>
<<shopicon "register">><<link [[Examine the cash register|Hairdressers Register]]>><</link>>
<br><br>
<</if>>
<</if>>
<<if $exposed lte 1 and Time.dayState isnot "night" and Time.hour isnot 21>>
<<if $money gte 800>>
<<hairdressericon "gel">> <<link [[Purchase hair gel (£8)|Hairdressers Gel]]>><<money -800 "hairdressers">><<set $hairgelBottles += 1>><</link>> Owned: <span class="gold"><<= $hairgelBottles || 0>></span>
<br>
<<else>>
<<hairdressericon "gel">> <span class="blue">You can't afford any hair gel or growth formula.</span>
<br>
<</if>>
<<if $money gte 5000>>
<<hairdressericon "hairspray">> <<link [[Purchase hair growth formula (£50)|Hairdressers Gel]]>><<money -5000 "hairdressers">><<set $sexStats.pills.pills["Hair Growth Formula"].owned += 3>><<set $sexStats.pills.boughtOnce to true>><<set $phase to 1>><</link>> | Owned: <span class="gold"><<= $sexStats.pills.pills["Hair Growth Formula"].owned>></span>
<br>
<<elseif $money gte 800>>
<<hairdressericon "hairspray">> <span class="blue">You can't afford any hair growth formula.</span>
<br>
<</if>>
<<hairdressericon "chair">><<link [[Take a seat|Hairdressers Seat]]>><</link>>
<br><br>
<</if>>
<<getouticon>><<link [[Leave|Shopping Centre]]>><</link>>
<</if>>
<</if>><<generate1>><<person1>>You browse the hair products for sale. You decide on a tiny <<if $phase is 1>>canister<<else>>bottle<</if>> labelled "No muss, no fuss!"
<br><br>
The hairdresser makes small talk as <<he>> rings up your purchase. "That stuff's great," <<he>> says.
<<if $phase is 1>>
"The canister's small, so you'll only get <span class="teal">a small number of uses</span> out it, but you won't need to use it every day. You won't have to worry about your hair staying short. Not until you decide to get it cut again."
<<else>>
"The bottle's small, so you'll only get <span class="teal">one use</span> out it, of but it's got a rock-solid hold. You won't have to worry about your hair getting mussed up. Not until you decide to change up your 'do, at least."
<</if>>
<br><br>
<<He>> hands you your bag with a smile. "<<print either("Thanks for shopping with us!","Have a great day.","Take care.","Pleasure doing business with ya.","Come back soon!")>>"
<br><br>
<<if $phase is 1>>
You have <span class="gold"><<print $sexStats.pills.pills["Hair Growth Formula"].owned>></span> applications of hair growth formula left.
<<else>>
You have <span class="gold">$hairgelBottles</span> <<print ($hairgelBottles is 1) ? "bottle" : "bottles">> of hair gel.
<</if>>
<br><br>
<<link [[Next|Hairdressers]]>><<endevent>><</link>><<generate1>><<person1>>You take a seat, and a hairdresser soon appears behind you. "What'll it be, hun?" <<hairdressersPricelist>>
<<set $hairOption to $hairlength>>
<<set $fringeOption to $fringelength>>
<<set $dyeOption to "noChange">>
<<set $browsDyeOption to "noChange">>
<<set $twoToneDyeOption1 to "noChange">>
<<set $twoToneDyeOption2 to "noChange">>
<<set $twoToneHairDye to false>>
<<set $twoToneStyle to $hairColourGradient.style>>
<div id="currentCost" class="gold">
To pay: £0
</div>
<div id="hairDressers">
<<hairDressersOptions>>
</div>
<<hairdressersReset>><<hairdressersSession>>
<<link [[Leave|Hairdressers]]>><<endevent>><</link>>/*args[0]: dye name in colours.js */
<<widget "dyeSwatch">>
<div @class="'hair-'+_args[0]">
<div style="height: 25px; width: 100px; margin-top:5px; background-color: #fd6064; border:1px solid #ccc;" class="colour-hair"></div>
</div>
<</widget>>
<<widget "hairdressersPricelist">>
A sign by the mirror reads:
<br>
"Haircut: £30
<br>
Fringe trim: £30
<br>
Full head colouring: £60
<br>
Fringe or sides colouring: £50
<br>
Two-tone hair colouring: £250
<br>
Eyebrows colouring: £20"
<br><br>
<</widget>>
<<widget "hairDressersOptions">>
<<set _currentCost to 0>>
<<if not $dyedHairPart>>
<<set $dyedHairPart to "hair">>
<</if>>
<<if not $twoToneHairDye>>
<<set $twoToneHairDye to false>>
<</if>>
<<if not $twoToneDyeOption1>>
<<set $twoToneDyeOption1 to "red">>
<</if>>
<<if not $twoToneDyeOption2>>
<<set $twoToneDyeOption2 to "black">>
<</if>>
<<if not $twoToneStyle>>
<<set $twoToneStyle to $hairColourGradient.style>>
<</if>>
<<set _hiddenMannequin = $options.images is 1 ? "" : "hidden">>
<div id="hairDresserDiv">
<div id="mannequin" @class="'mannequin ' + _hiddenMannequin" style="height:unset">
<<mannequinHairdresser>>
</div>
<div>
<<if ($money gte _currentCost + 3000 or $hairOption isnot $hairlength) and $hairlength gt 100>>
<<if $hairOption isnot $hairlength>>
<<set _currentCost += 3000>>
<</if>>
Have your sides cut to your:
<br>
<<set _hairNames to ["Ears", "Chin", "Shoulders", "Upper chest", "Middle chest", "Upper stomach", "Navel", "Thighs", "Knees", "Ankles"]>>
<<set _hairOptions to {"Don't cut":$hairlength}>>
<<for _i to 9; _i gte 0; _i-->>
<<set $_length to (_i * 100) + 100>>
<<if $_length + 50 lt $hairlength>> /* + 50 to ensure its not cut too early */
<<set _hairOptions[_hairNames[_i]] to $_length>>
<</if>>
<</for>>
<<listbox "$hairOption" autoselect>>
<<optionsfrom _hairOptions>>
<</listbox>>
<br><br>
<<elseif $hairlength gt 100>>
You don't have enough money to cut your hair.
<br><br>
<</if>>
<<if ($money gte _currentCost + 3000 or $fringeOption isnot $fringelength) and $fringelength gte 100>>
<<if $fringeOption isnot $fringelength>>
<<set _currentCost += 3000>>
<</if>>
Have your fringe cut until it's:
<br>
<<set _fringeNames to ["Very short", "Short", "Standard", "Long"]>>
<<set _fringeOptions to {"Don't cut":$fringelength}>>
<<for _i to 3; _i gte 0; _i-->>
<<set $_length to (_i * 200) + 100>>
<<if $_length + 50 lt $fringelength>> /* + 50 to ensure its not cut too early */
<<set _fringeOptions[_fringeNames[_i]] to $_length>>
<</if>>
<</for>>
<<listbox "$fringeOption" autoselect>>
<<optionsfrom _fringeOptions>>
<</listbox>>
<br><br>
<<elseif $fringelength gte 100>>
You don't have enough money to cut your fringe.
<br><br>
<</if>>
<<set _dyeNames to ["Red", "Jet black", "Black", "Blond", "Soft Blond", "Platinum blond", "Golden", "Ashy blond", "Strawberry blond", "Dark Brown", "Brown", "Soft brown", "Light brown", "Burnt Orange", "Ginger", "Blood Orange", "Blue", "Deep Blue", "Neon Blue", "Green", "Dark Lime", "Toxic Green", "Teal", "Pink", "Bright Pink", "Hot pink", "Soft pink", "Crimson", "Purple", "Medium Purple", "Bright Purple", "White", "Snow white"]>>
<<set $hairdressersHairColour to ["red", "jetblack", "black", "blond", "softblond", "platinumblond", "golden", "ashyblond", "strawberryblond", "darkbrown", "brown", "softbrown", "lightbrown", "burntorange", "ginger", "bloodorange", "blue", "deepblue", "neonblue", "green", "darklime", "toxicgreen", "teal", "pink", "brightpink", "hotpink", "softpink", "crimson", "purple", "mediumpurple", "brightpurple", "white", "snowwhite"]>>
<<if $money gte _currentCost + 3000 or $dyeOption isnot "noChange" or $twoToneHairDye>>
<<if $dyeOption is "removeDye">>
<<set _currentCost += 3000>>
<<elseif not $twoToneHairDye and $dyeOption isnot "noChange">>
<<if $dyedHairPart is "hair">>
<<set _currentCost += 6000>>
<<else>>
<<set _currentCost += 5000>>
<</if>>
<<elseif $twoToneHairDye>>
<<set _currentCost += 25000>>
<</if>>
Have your hair dyed<<if $haircolour isnot $naturalhaircolour or $hairfringecolour is not $naturalhaircolour>> or cleared of hair dye<</if>>:
<br>
<label><<radiobutton "$dyedHairPart" "hair" autocheck>> Full head</label> |
<label><<radiobutton "$dyedHairPart" "fringe" autocheck>> Fringe</label> |
<label><<radiobutton "$dyedHairPart" "sides" autocheck>> Sides</label> |
<br>
<label><<checkbox "$twoToneHairDye" false true autocheck>> Request a two-tone colouring</label>
<br>
<<set _dyeOptions to {"Don't dye":"noChange"}>>
<<set _twotoneDyeOptions to {}>>
<<if $haircolour isnot $naturalhaircolour>>
<<set _dyeOptions["Remove dye"] to "removeDye">>
<</if>>
<<if $money gte _currentCost + 6000 or ($dyeOption isnot "noChange" and $dyeOption isnot "removeDye")>>
<<for _i to 0; _i lt _dyeNames.length; _i++>>
<<if ($haircolour is $hairdressersHairColour[_i] and $hairColourStyle is "simple") or $naturalhaircolour is $hairdressersHairColour[_i]>>
<<continue>>
<</if>>
<<set _dyeOptions[_dyeNames[_i]] to $hairdressersHairColour[_i]>>
<</for>>
<</if>>
<<for _i to 0; _i lt _dyeNames.length; _i++>>
<<set _twotoneDyeOptions[_dyeNames[_i]] to $hairdressersHairColour[_i]>>
<</for>>
<<if not $twoToneHairDye>>
<<listbox "$dyeOption" autoselect>>
<<optionsfrom _dyeOptions>>
<</listbox>>
<<if $dyeOption isnot "noChange"and $dyeOption isnot "removeDye">>
<<dyeSwatch $dyeOption>>
<br>
<<else>>
<br><br>
<</if>>
<<else>>
Style: <<listbox "$twoToneStyle" autoselect>>
<<option "Low Ombré" "low-ombre">>
<<option "High Ombré" "high-ombre">>
<<option "Split" "split">>
<<option "Face-framing highlights" "face-frame">>
<</listbox>>
<br>
First colour: <<listbox "$twoToneDyeOption1" autoselect>>
<<optionsfrom _twotoneDyeOptions>>
<</listbox>>
<<dyeSwatch $twoToneDyeOption1>>
<br>
Second colour: <<listbox "$twoToneDyeOption2" autoselect>>
<<optionsfrom _twotoneDyeOptions>>
<</listbox>>
<<dyeSwatch $twoToneDyeOption2>>
<br>
<br>
<</if>>
<<else>>
You don't have enough money to dye your <<print $dyedHairPart>>.
<br><br>
<</if>>
<<if $money gte _currentCost + 1000 or $browsDyeOption isnot "noChange">>
<<if $browsDyeOption is "removeDye">>
<<set _currentCost += 1000>>
<<elseif $browsDyeOption isnot "noChange">>
<<set _currentCost += 2000>>
<</if>>
Have your eyebrows dyed<<if $makeup.browscolour isnot $naturalhaircolour>> or cleared of hair dye<</if>>:
<br>
<<set _browsDyeOptions to {"Don't dye":"noChange"}>>
<<if $makeup.browscolour isnot $naturalhaircolour>>
<<set _browsDyeOptions["Remove dye"] to "removeDye">>
<</if>>
<<if $money gte _currentCost + 2000 or ($browsDyeOption isnot "noChange" and $browsDyeOption isnot "removeDye")>>
<<for _i to 0; _i lt _dyeNames.length; _i++>>
<<if $makeup.browscolour is $hairdressersHairColour[_i] or $naturalhaircolour is $hairdressersHairColour[_i]>>
<<continue>>
<</if>>
<<set _browsDyeOptions[_dyeNames[_i]] to $hairdressersHairColour[_i]>>
<</for>>
<</if>>
<<listbox "$browsDyeOption" autoselect>>
<<optionsfrom _browsDyeOptions>>
<</listbox>>
<<if $browsDyeOption isnot "noChange"and $browsDyeOption isnot "removeDye">>
<<dyeSwatch $browsDyeOption>>
<br>
<<else>>
<br><br>
<</if>>
<<else>>
You don't have enough money to dye your brow.
<br><br>
<</if>>
</div>
</div>
<<if _sydneyPresent>>
<<if (!_cancel or _currentCost gt 0) and $money gte _currentCost>>
<<link [[Continue|Sydney Hairdressers Session]]>>
<<money `-_currentCost` "hairdressers">>
<</link>>
<<elseif $money lt _currentCost>>
You don't have enough money to pay the hairdresser.
<br><br>
<<link [[Continue|Sydney Hairdressers Session]]>><</link>>
<br>
<</if>>
<<if _cancel>>
<br><br>
<<link [[Leave|Sydney Hairdressers Cancel]]>><<endevent>><</link>>
<</if>>
<<else>>
<<if $money lt _currentCost>>
You don't have enough money to pay the hairdresser.
<<elseif $twoToneHairDye and ($twoToneDyeOption1 eq $twoToneDyeOption2)>>
You need to select two different colours for two-tone hair colouring.
<<elseif _currentCost gt 0>>
<<link [[Pay hairdresser|Hairdressers Session]]>>
<<money `-_currentCost` "hairdressers">>
<</link>>
<</if>>
<br><br>
<<link [[Leave|Hairdressers]]>><<endevent>><</link>>
<</if>>
<</widget>>
<<widget "hairdressersSession">>
You hand over the money and <<he>> gets to work.
<br><br>
<<set _pass to 0>>
<<if $hairOption isnot $hairlength>>
The hairdresser starts snipping away, locks floating to the ground all around you. After a short while, <<he>> stands back while brandishing a mirror for you to examine <<his>> handiwork.
<br><br>
<<set $hairlength to clone($hairOption)>>
<<set _pass += 15>>
<<unset $hairOption>>
<</if>>
<<if $fringeOption isnot $fringelength>>
<<if _pass gt 0>>
<<He>> continues snipping away, and locks continue floating to the ground all around you. After a short while, <<he>> again stands back while brandishing a mirror for you to examine <<his>> handiwork further.
<<else>>
The hairdresser starts snipping away, locks floating to the ground all around you. After a short while, <<he>> stands back while brandishing a mirror for you to examine <<his>> handiwork.
<</if>>
<br><br>
<<set $fringelength to clone($fringeOption)>>
<<set _pass += 15>>
<<unset $fringeOption>>
<</if>>
<<if $browsDyeOption is "removeDye">>
<<if _pass gt 0>>
Then <<he>> asks you to tilt your head back. <<He>> applies a liquid smelling of artificial chemicals to your eyebrows. The hairdresser finishes the procedure by wiping your brows with soapy tissue and washing your face.
<<He>> brings up a mirror for you to see your eyebrows back in their natural $naturalhaircolour colour.
<<else>>
<<He>> applies a liquid smelling of artificial chemicals to your eyebrows. The hairdresser finishes the procedure by wiping your brows with soapy tissue and washing your face.
<<He>> brings up a mirror for you to see your eyebrows back in their natural $naturalhaircolour colour.
<</if>>
<br><br>
<<set $makeup.browscolour to clone($naturalhaircolour)>>
<<set _pass += 10>>
<<unset $browsDyeOption>>
<<elseif $browsDyeOption isnot "noChange">>
<<set $makeup.browscolour to clone($browsDyeOption)>>
<<if _pass gt 0>>
Then <<he>> asks you to tilt your head back. <<He>> applies selected eyebrow tint to a small brush and then brushes your eyebrows for a few minutes.
Soon <<he>> brings up a mirror for you to see your newly <<hairmapcolourtext $makeup.browscolour>> eyebrows.
<<else>>
The hairdresser begins to apply selected eyebrow tint to a small brush and then brushes your eyebrows for a few minutes.
Soon <<he>> brings up a mirror for you to see your newly <<hairmapcolourtext $makeup.browscolour>> eyebrows.
<</if>>
<br><br>
<<set _pass += 10>>
<<unset $browsDyeOption>>
<</if>>
<<if $dyeOption is "removeDye">>
<<if _pass gt 0>>
<<He>> finishes your requests by asking you to tilt your head back. <<He>> applies a liquid smelling of artificial chemicals to your <<print $dyedHairPart>>, then begins rinsing it out in a small basin.
<<He>> is soon blowing you dry and brandishing a mirror for you to see your <<print $dyedHairPart>> back in its natural $naturalhaircolour colour.
<<else>>
The hairdresser asks you to tilt your head back. <<He>> applies a liquid smelling of artificial chemicals to your <<print $dyedHairPart>>, then begins rinsing it out in a small basin.
<<He>> is soon blowing you dry and brandishing a mirror for you to see your <<print $dyedHairPart>> back in its natural $naturalhaircolour colour.
<</if>>
<br><br>
<<if $dyedHairPart is "sides" or $dyedHairPart is "hair">>
<<set $hairColourStyle to "simple">>
<<set $haircolour to clone($naturalhaircolour)>>
<</if>>
<<if $dyedHairPart is "fringe" or $dyedHairPart is "hair">>
<<set $hairFringeColourStyle to "simple">>
<<set $hairfringecolour to clone($naturalhaircolour)>>
<</if>>
<<set _pass += 15>>
<<unset $dyeOption>>
<<unset $dyedHairPart>>
<<elseif $dyeOption isnot "noChange" and not $twoToneHairDye>>
<<if $dyedHairPart is "sides" or $dyedHairPart is "hair">>
<<set $hairColourStyle to "simple">>
<<set $haircolour to clone($dyeOption)>>
<</if>>
<<if $dyedHairPart is "fringe" or $dyedHairPart is "hair">>
<<set $hairFringeColourStyle to "simple">>
<<set $hairfringecolour to clone($dyeOption)>>
<</if>>
<<if _pass gt 0>>
<<He>> finishes your requests by carefully applying your chosen colour. It's not long before <<he>> brandishes a mirror for you to see your newly <<if $dyedHairPart is "fringe">><<hairfringecolourtext>><<else>><<haircolourtext>><</if>> <<print $dyedHairPart>> from all angles.
<<else>>
The hairdresser begins carefully applying your chosen colour. It's not long before <<he>> brandishes a mirror for you to see your newly <<if $dyedHairPart is "fringe">><<hairfringecolourtext>><<else>><<haircolourtext>><</if>> <<print $dyedHairPart>> from all angles.
<</if>>
<br><br>
<<set _pass += 30>>
<<unset $dyeOption>>
<<unset $dyedHairPart>>
<<elseif $twoToneHairDye>>
<<set _gradient to {
style: $twoToneStyle,
colours: [$twoToneDyeOption1, $twoToneDyeOption2]
}>>
<<if $dyedHairPart is "sides" or $dyedHairPart is "hair">>
<<set $hairColourStyle to "gradient">>
<<set $haircolour to clone($twoToneDyeOption1)>> /* This is set as a 'fallback' color for combat renderer */
<<set $hairColourGradient to clone(_gradient)>>
<</if>>
<<if $dyedHairPart is "fringe" or $dyedHairPart is "hair">>
<<set $hairFringeColourStyle to "gradient">>
<<set $hairfringecolour to clone($twoToneDyeOption2)>> /* This is set as a 'fallback' color for combat renderer */
<<set $hairFringeColourGradient to clone(_gradient)>>
<</if>>
<<if _pass gt 0>>
Finally, the
<<else>>
The
<</if>>
hairdresser mixes the dyes in two separate bowls until they foam up. <<Hes>> left with bowls of gooey-looking liquids.
<br>
<<He>> partitions your hair into sections with an array of clips. Then, starting with the lighter colour, <<he>> applies the goo to your hair, coating each section individually.
<br><br>
You make small talk as you wait for the dyes to set. It's not too long before the hairdresser brandishes a mirror for you to see your newly <<haircolourtext>> <<print $dyedHairPart>> from all angles.
<br><br>
<<set _pass += 30>>
<<unset $dyeOption>>
<<unset $dyedHairPart>>
<</if>>
<<calchairlengthstage>>
<<pass _pass>>
<</widget>>
<<widget "hairDressersOptionsSydney">>
<<set $_sydney to C.npc.Sydney>>
<<set _currentCost to 0>>
<<set _currentCost += ($sydneyHairOption isnot $sydney.hair ? 3000 : 0)>>
<<set _currentCost += ($dyeOption is "removeDye" ? 3000 : ($dyeOption isnot "noChange" ? 6000 : 0))>>
<<if ($money gte _currentCost + 3000 or $sydneyHairOption isnot $sydney.hair)>>
Encourage Sydney to have <<his>> hair styled:
<br>
<<set _hairOptions to {"As it is":$sydney.hair}>>
<<if $sydney.hair is "ponytail">>
<<set _hairOptions["Loose"] to "loose">>
<<else>>
<<set _hairOptions["In a ponytail"] to "ponytail">>
<</if>>
<<cycle "$sydneyHairOption" autoselect>>
<<optionsfrom _hairOptions>>
<</cycle>>
<span class="grey">(Click to change)
<br>
Current style: $sydney.hair</span>
<<else>>
You don't have enough money to change Sydney's hair.
<</if>>
<br><br>
<<if $money gte _currentCost + ($_sydney.hairColour isnot "strawberryblond" ? 3000 : 6000) or $dyeOption isnot "noChange">>
Encourage Sydney to dye <<his>> hair<<if $_sydney.hairColour isnot "strawberryblond">> or cleared of hair dye<</if>>:
<br>
<<set _dyeOptions to {"Don't dye":"noChange"}>>
<<if $_sydney.hairColour isnot "strawberryblond">>
<<set _dyeOptions["Remove dye"] to "removeDye">>
<<else>>
<<set _dyeOptions["Black"] to "black">>
<</if>>
<<cycle "$dyeOption" autoselect>>
<<optionsfrom _dyeOptions>>
<</cycle>>
<span class="grey">(Click to change)
<br>
Current Colour: <<npcHairColour "Sydney">><<if _text_output is "strawberry blond">> (natural)<</if>></span>
<<else>>
You don't have enough money to dye Sydney's hair.
<</if>>
<br><br>
<</widget>>
<<widget "mannequinHairdresser">>
<<if $options.images is 1>>
<div class="mannequin-inner">
<<selectmodel "lighting" "hairdresser">>
<<set _modeloptions.lights.gradient.enabled = false>>
<<set _modeloptions.lights.flat.enabled = false>>
<<rendermodel "lighting">>
<<selectmodel "main" "hairdresser">>
<<set _modeloptions.mannequin to true>>
<<set _modeloptions.show_face to false>>
<<showlayer "brows">>
<<set _modeloptions.crotch_visible to true>>
<<set _modeloptions.brows to "top">>
<<set _modeloptions.brows_colour to ($makeup.browscolour != 0 ? $makeup.browscolour : $naturalhaircolour)>>
<<if $browsDyeOption isnot "noChange" and $browsDyeOption isnot "removeDye">>
<<set _modeloptions.brows_colour to $browsDyeOption>>
<</if>>
<<set _modeloptions.hair_colour = $haircolour>>
<<set _modeloptions.hair_fringe_colour = $hairfringecolour>>
<<set _modeloptions.hair_fringe_colour_gradient = $hairFringeColourGradient>>
<<set _modeloptions.hair_fringe_colour_style = $hairFringeColourStyle>>
<<set _modeloptions.hair_colour_gradient = $hairColourGradient>>
<<set _modeloptions.hair_colour_style = $hairColourStyle>>
<<if $twoToneHairDye>>
<<if !setup.colours.hair_map[$twoToneDyeOption1] or !setup.colours.hair_map[$twoToneDyeOption2]>>
<<set $twoToneDyeOption1 = $haircolour>>
<<set $twoToneDyeOption2 = $hairfringecolour>>
<</if>>
<<set _gradient = {
style: $twoToneStyle,
colours: [$twoToneDyeOption1, $twoToneDyeOption2]
}>>
<<if $dyedHairPart isnot "fringe">>
<<set _modeloptions.hair_colour = $twoToneDyeOption1>>
<<set _modeloptions.hair_colour_gradient = clone(_gradient)>>
<<set _modeloptions.hair_colour_style to "gradient">>
<</if>>
<<if $dyedHairPart isnot "sides">>
<<set _modeloptions.hair_fringe_colour = $twoToneDyeOption2>>
<<set _modeloptions.hair_fringe_colour_gradient = clone(_gradient)>>
<<set _modeloptions.hair_fringe_colour_style to "gradient">>
<</if>>
<<else>>
<<set _newColour = $dyeOption == "removeDye" ? $naturalhaircolour : $dyeOption>>
<<if _newColour isnot "noChange">>
<<if $dyedHairPart isnot "fringe">>
<<set _modeloptions.hair_colour = _newColour>>
<<set _modeloptions.hair_colour_style to "simple">>
<</if>>
<<if $dyedHairPart isnot "sides">>
<<set _modeloptions.hair_fringe_colour = _newColour>>
<<set _modeloptions.hair_fringe_colour_style to "simple">>
<</if>>
<</if>>
<</if>>
<<set _modeloptions.hair_sides_length to $hairOption != $hairlength ? convertHairLengthToStage("sides", $hairOption) : $hairlengthstage>>
<<set _modeloptions.hair_fringe_length to $fringeOption != $fringelength ? convertHairLengthToStage("fringe", $fringeOption) : $fringelengthstage>>
<<set _modeloptions.hair_fringe_type to $fringetype>>
<<set _modeloptions.hair_sides_type to $hairtype>>
<<rendermodel "canvas-mannequin">>
</div>
<</if>>
<</widget>><<set $outside to 0>><<set $location to "shopping_centre">><<effects>>
<<switch Time.dayState>>
<<case "day">>
You are on the top level of the shopping centre. It's not so busy up here, but you can hear a throng on the level below.
<<case "dusk">>
You are on the top level of the shopping centre. The shops are still open, but there are fewer people around as it nears closing time.
<<case "dawn">>
You are on the top level of the shopping centre. The shops are opening but it's not yet busy.
<<case "night">>
The building is closed for the night and seemingly deserted. It's probably illegal to be here right now.
<<default>>
You are on the top level of the shopping centre. Something seems wrong, as if the day state was incorrect.
<</switch>>
<br><br>
<<if $shop_phase is 1>>
<<unset $shop_phase>>
You search through the cart. The only thing that might help is a small waist apron.
<br><br>
<<link [[Take it|Shopping Centre Top]]>><<lowerwear 4>><</link>>
<br>
<<link [[Leave it|Shopping Centre Top]]>><</link>>
<br><br>
<<else>>
<<if $stress gte $stressmax>>
<<passoutshop>>
<<else>>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "shoppingCentre">>
<</if>>
<<if Time.hour is 21>>
It's closing time. Security is herding everyone outside. <<if $exposed gte 1>>Panic swells within you as you realise how exposed you'll be should security find you in this state of dress.<</if>>
<br><br>
<<if $exposed lte 0>>
<<highicon>><<link [[Go outside|High Street]]>><</link>>
<br>
<<else>>
<<ind>><<link [[Hide until it's over (1:00)|Shopping Centre Top]]>><<pass 1 hour>><</link>>
<</if>>
<<else>>
<<if $exposed gte 2>>
You feel so vulnerable with your privates exposed.
<<if $leftarm is "bound" and $rightarm is "bound">>
With your arms bound you can't even cover yourself.
<</if>>
<<if Time.dayState is "night">>
You must admit though that standing unclad in this often-crowded space is exhilarating. Still, you must find a way to fix your predicament.
<br><br>
<<if $clothingShop.ban gt 0 and $clothingShop.banExtension is true>>
<<shopicon "clothing">><<link [[Clothing shop (0:01)|Clothing Shop Sneak Guard]]>><<pass 1>><</link>>
<<else>>
<<shopicon "clothing">><<link [[Clothing shop (0:01)|Clothing Shop Sneak]]>><<pass 1>><</link>>
<</if>>
<br>
<<shopicon "tailor">><<link [[Tailor shop (0:01)|Tailor Shop Sneak]]>><<pass 1>><</link>>
<br>
<<cosmeticsicon>><<link [[Cosmetics shop (0:01)|Cosmetics Lock]]>><<pass 1>><</link>>
<br>
<<shopicon "toy">><<link [[Toy shop (0:01)|Toy Shop Lock]]>><<pass 1>><</link>>
<br>
<<shopicon "closed">><<link [[Empty shop (0:01)|EmptyStore]]>><<pass 1>><</link>>
<br>
<br>
<<stairsicon "down">><<link [[Main floor (0:02)|Shopping Centre]]>><<pass 2>><</link>>
<br>
<<stairsicon "up">><<link [[Roof (0:02)|Commercial rooftops]]>><<pass 2>><</link>>
<br><br>
<<else>>
You cower behind a maintenance door away from prying eyes. There's a staircase here leading to the roof. There's also a cart full of cleaning tools, perhaps you could find something to cover yourself in there?
<br><br>
<<ind>><<link [[Search cart (0:01)|Shopping Centre Top]]>><<pass 1>><<set $shop_phase to 1>><</link>>
<br>
<<stairsicon "up">><<link [[Roof (0:02)|Commercial rooftops]]>><<pass 2>><</link>>
<</if>>
<<elseif $exposed gte 1>>
You are dressed really inappropriately for public!
<<if $leftarm is "bound" and $rightarm is "bound">>
With your arms bound you can't even cover yourself.
<</if>>
<<if Time.dayState is "night">>
Fortunately there's no one around to see you in this state. Still, you must find a way to fix your predicament.
<br><br>
<<if $clothingShop.ban gt 0 and $clothingShop.banExtension is true>>
<<shopicon "clothing">><<link [[Clothing shop (0:01)|Clothing Shop Sneak Guard]]>><<pass 1>><</link>>
<<else>>
<<shopicon "clothing">><<link [[Clothing shop (0:01)|Clothing Shop Sneak]]>><<pass 1>><</link>>
<</if>>
<br>
<<shopicon "tailor">><<link [[Tailor shop (0:01)|Tailor Shop Sneak]]>><<pass 1>><</link>>
<br>
<<cosmeticsicon>><<link [[Cosmetics shop (0:01)|Cosmetics Store]]>><<pass 1>><</link>>
<br>
<<shopicon "toy">><<link [[Toy shop (0:01)|Toy Shop]]>><<pass 1>><</link>>
<br>
<<shopicon "closed">><<link [[Empty shop (0:01)|EmptyStore]]>><<pass 1>><<set $shopFloor to "top">><</link>>
<br>
<br>
<<stairsicon "down">><<link [[Main floor (0:02)|Shopping Centre]]>><<pass 2>><</link>>
<br>
<<stairsicon "up">><<link [[Roof (0:02)|Commercial rooftops]]>><<pass 2>><</link>>
<br><br>
<<else>>
<<if $clothingShop.ban gt 0>>
You are hiding behind a maintenance door. You're still banned from the clothing shop, and you think
you can hear the security guard inside. Your only options are to run to the rooftop or see if the tailor shop can help you.
<br>
<<else>>
You are hiding behind an ajar maintenance door. You know there's a clothing shop and a tailor nearby.
You could make a run for it, but you're bound to be seen. There's also a staircase to the roof.
<br><br>
<<shopicon "clothing">><<link [[Dash to the clothing shop (0:01)|Clothing Shop]]>><<pass 1>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>
<</if>>
<br>
<<shopicon "tailor">><<link [[Dash to the tailor shop (0:01)|Tailor Shop]]>><<pass 1>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>
<br>
<<stairsicon "up">><<link [[Roof (0:02)|Commercial rooftops]]>><<pass 2>><</link>>
<br><br>
<</if>>
<<elseif $earSlime.growth gt 50 and random(0,1000) lt Math.clamp(($exhibitionism / 3) + ($daily.earSlimeShoppingCentre or 0), 0, 10) and !$weekly.earSlimeShoppingCentre>>
<<earSlimeShoppingExhibitionism>>
<<else>>
<<if $earSlime.growth gt 50 and !$weekly.earSlimeShoppingCentre>>
<<set $daily.earSlimeShoppingCentre to ($daily.earSlimeShoppingCentre or 0) + 1>>
<</if>>
<<if Time.dayState is "night">>
<<if $clothingShop.ban gt 0 and $clothingShop.banExtension is true>>
<<shopicon "clothing">><<link [[Clothing shop (0:01)|Clothing Shop Sneak Guard]]>><<pass 1>><</link>>
<<else>>
<<shopicon "clothing">><<link [[Clothing shop (0:01)|Clothing Shop Sneak]]>><<pass 1>><</link>>
<</if>>
<br>
<<shopicon "tailor">><<link [[Tailor shop (0:01)|Tailor Shop Sneak]]>><<pass 1>><</link>>
<br>
<<cosmeticsicon>><<link [[Cosmetics shop (0:01)|Cosmetics Lock]]>><<pass 1>><</link>>
<br>
<<shopicon "toy">><<link [[Toy shop (0:01)|Toy Shop Lock]]>><<pass 1>><</link>>
<br>
<<shopicon "closed">><<link [[Empty shop (0:01)|EmptyStore]]>><<pass 1>><<set $shopFloor to "top">><</link>>
<br>
<<else>>
<<if $clothingShop.ban gt 0>>
<<shopicon "clothing">><<link [[Clothing shop (0:01)|Clothing Shop Guard]]>><<pass 1>><</link>>
<<else>>
<<shopicon "clothing">><<link [[Clothing shop (0:01)|Clothing Shop]]>><<pass 1>><</link>>
<</if>>
<br>
<<shopicon "tailor">><<link [[Tailor (0:01)|Tailor Shop]]>><<pass 1>><</link>>
<br>
<<cosmeticsicon>><<link [[Cosmetics shop (0:01)|Cosmetics Store]]>><<pass 1>><</link>>
<br>
<<shopicon "toy">><<link [[Toy shop (0:01)|Toy Shop]]>><<pass 1>><</link>>
<br>
/*Comment out when a new shop is added in its place, uncomment when required*/
/*Used to keep the `Go onto the roof` and `Go downstair` in lines with the lower floor*/
<<shopicon "closed">><<link [[Empty shop (0:01)|EmptyStore]]>><<pass 1>><<set $shopFloor to "top">><</link>>
<br>
<</if>>
<br>
<<stairsicon "up">><<link [[Go onto the roof (0:02)|Commercial rooftops]]>><<pass 2>><</link>>
<br>
<<stairsicon "down">><<link [[Go downstairs (0:02)|Shopping Centre]]>><<pass 2>><</link>>
<br><br>
<</if>>
<</if>>
<</if>>
<</if>><<widget "passoutshop">>
<<if isPregnancyEnding()>>
<<pregnancyPassout "shop">>
<<else>>
<<link [[Everything fades to black...|Passout Shop]]>><</link>>
<</if>>
<</widget>>You've pushed yourself too much.
<br><br>
<<passout>>
<<set $dangershop to 0>>
<<set $safeshop to 0>>
<<set $danger to random(1, 10000)>>
<<if $danger gte (9900 - $allure)>><<set $dangershop to random(1, 2)>><</if>>
<<if $danger lt (9900 - $allure)>><<set $safeshop to 1>><</if>>
<<if $dangershop is 1>>
<<link [[Wake up|Abduction Shop]]>><<set $phase to 0>><</link>>
<<elseif $dangershop is 2>>
<<link [[Wake up|Molestation Shop]]>><<set $molestationstart to 1>><</link>>
<</if>>
<<if $safeshop is 1>><<ambulance>><</if>>
<<pass 1 hour>>
<<trauma 6>><<set $stress -= 2000>><<set $outside to 0>><<effects>>
<<if $phase is 0>><<set $phase to 1>>
<<drugs 180>>
<<lowerruined>>
<<upperruined>>
<<underruined>>
<<handheldruined>>
<<underupperwear 1>>
<<underlowerwear 2>>
<<generate1>><<generate2>>
You feel light-headed as you regain consciousness. Your vision clears, and you find yourself facing out a window onto the High Street. You cannot move an inch, but you're stood upright. You feel straps against your skin, they must be holding you steady. They're also contorting your limbs into a specific pose; your hands are resting on your hips and your head is cocked to one side.
<br><br>
Once your bewilderment subsides, you notice you are wearing nothing but a string bikini. The implication suddenly dawns on you when a young blond woman stops in front of the window and stares. You feel blood rush to your face at the humiliation, but she moves on without a flicker of realisation on her face.
<br><br>
<<link [[Next|Abduction Shop]]>><<pass 1 hour>><<trauma 9>><</link>>
<<elseif $phase is 1>>
An hour passes without event. More people look at you through the window but none realise you aren't a mannequin. Most people just pass you by without a glance.
<br><br>
You feel less groggy now, and can even twitch a bit. You'll regain control of your body soon, but that still leaves the straps.
<br><br>
Your musing is interrupted by a gentle prod on your backside. A <<person1>><<person>> walks in front of you. <<His>> eyes explore up and down your body, lingering on your bikini bottoms. <<He>> reaches a hand out.
<br><br>
<<link [[Try to say stop|Abduction Shop]]>><<trauma 9>><<set $phase to 2>><</link>>
<br>
<<link [[Remain silent|Abduction Shop]]>><<trauma 9>><<set $phase to 3>><</link>>
<<elseif $phase is 2>>
You can barely murmur, but it's enough. Startled, the <<person>> cries out and runs away. A moment later you hear another voice<<person2>> laugh. "A mannequin spoke?" <<he>> says. "You have an overactive imagination." A pair of hands clasp round your shoulders and spin you to face the inside of the shop. You see the <<person1>><<person>> along with a <<person2>><<person>> watching you.
<br><br>
"Hey sexy doll." The <<person>> prods your waist. Prods a little too hard; the force upsets your balance and you fall to the ground. The <<person1>><<person>> bursts into laughter.
<br><br>
Looking somewhat sheepish, the <<person2>><<person>> picks you up and tries to put you back into position. It's not an easy job to get you stable. Thinking you an object, <<he>> callously manhandles you, gripping you by whichever part of your body <<he>> thinks will help until <<he>> gets you to stay upright.
<br><br>
<<arousal 200 "breasts">>
Satisfied, <<he>> and the <<person1>><<person>> leave you be.
<br><br>
<<link [[Next|Abduction Shop]]>><<pass 2 hours>><<trauma 18>><<set $phase to 4>><</link>>
<<elseif $phase is 3>>
<<lowerstrip>>
<<He>> prods your <<genitals>> through the thin fabric of the bikini. Curiosity unsated, <<he>> yanks the bikini bottoms, which easily come loose and fall to the ground. With your <<genitals>> exposed for all to see, <<he>> recommences <<his>> investigation into your private area. Before <<he>> becomes too confident a voice calls out. "What are you doing to that mannequin," it says. "You're such a pervert." Startled, the <<person>> ceases <<his>> adventure and moves away from you.
<br><br>
<<arousal 400 "genitals">>
<<link [[Next|Abduction Shop]]>><<pass 2 hours>><<trauma 18>><<set $phase to 5>><</link>>
<<elseif $phase is 5>>
<<set $phase to 0>>
You continue waiting, only now with your <<genitals>> on display. People react much the same way as before, only eyes now linger on your exposed <<genitals>>. A few people giggle.
<br><br>
After two hours you feel your focus has returned, but the tight straps and forced position have made you physically sore. You are considering trying to loosen your bonds when you are lifted from behind and carried into a back room.
<br><br>
<<endevent>><<generate1>><<person1>>
As you are placed on the ground your bearer is revealed to be a <<person>> in <<his>> thirties. <<He>> talks while undoing your bindings. "Sorry for the short notice! The missing mannequin has shown up, so your services are no longer needed. You did a fine job though! Your payment is on the table there. You can keep the bikini too, it looks good on you." After removing your bindings <<he>> leaves the room, shutting the door behind <<him>>.
<br><br>
True to <<his>> word, there's £15 on the table, along with a bottle of water, a muffin with some sort of fruit in it, and the bottoms that were stripped from you.
<br><br>
<<set $hunger -= 500>><<set $thirst -= 500>><<clotheson>><<endevent>>
<<commercialquick>>
<br>
<<shopicon>><<link [[Go into the shop|Clothing Shop]]>><</link>>
<br>
<<elseif $phase is 4>>
<<set $phase to 0>>
After two hours you feel your focus has returned, but the tight straps and forced position have made you physically sore. You are considering trying to surreptitiously loosen your bonds when you are lifted from behind and carried into a back room.
<br><br>
<<endevent>><<generate1>><<person1>>
As you are placed on the ground your bearer is revealed to be a <<person>> in <<his>> thirties. <<He>> talks while undoing your bindings. "Sorry for the short notice! The missing mannequin has shown up, so your services are no longer needed. You did a fine job though! Your payment is on the table there. You can keep the bikini too, it looks good on you." After removing your bindings <<he>> leaves the room, shutting the door behind <<him>>.
<br><br>
True to <<his>> word, there's £15 on the table, along with a bottle of water, a muffin with some sort of fruit in it, and the bottoms that were stripped from you.
<br><br>
<<set $hunger -= 500>><<set $thirst -= 500>><<endevent>>
<<commercialquick>>
<br>
<<if Time.dayState isnot "night">>
<<shopicon>><<link [[Go into the shop|Clothing Shop]]>><</link>>
<br>
<</if>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<generate1>><<generate2>><<tailorinit>>
<<upperruined>>
<<lowerruined>>
<<underruined>>
<<handheldruined>>
You awaken to find yourself suspended and naked in a small room. Your wrists are tied together by a thin rope which hangs on a hook attached to the ceiling. <<person1>>A <<person>> holds a tape measure up to your chest while<<person2>> a <<person>> fondles your <<bottom>>.
<<set $phase to 1>>
<</if>>
<<if $phase is 1>>
"Be still now dear." <<person1>><<He>> wraps the tape around your torso just beneath your armpits.
<<set $phase to 2>>
<<elseif $phase is 2>>
<<person1>><<He>> shifts the tape down your chest until it presses against your <<nipples>>.
<<set $phase to 3>><<arousal 50 "breasts">>
<<elseif $phase is 3>>
<<person1>><<He>> shifts the tape further down and takes a measurement of your midriff.
<<set $phase to 4>>
<<elseif $phase is 4>>
<<person1>><<He>> measures your <<bottom>>.
<<set $phase to 5>>
<<elseif $phase is 5>>
<<person1>><<He>> prods your <<genitals>> with one end of the tape. You jerk in response to the sensation of metal touching such a sensitive area. <<He>> starts measuring your legs.
<<set $phase to 6>><<arousal 50 "genitals">>
<<elseif $phase is 6>>
<<person1>>Satisfied, <<he>> drops the tape. "We have just the thing!"
<<set $phase to 7>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $alarm is 1 and _combatend is true>>
<<if $rescue is 1>>
<span id="next"><<link [[Next|Molestation Shop Alarm]]>><</link>></span><<nexttext>>
<<else>>
<<set $alarm to 0>>
<br><br>
<<if $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Molestation Shop Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0>>
<span id="next"><<link [[Next|Molestation Shop Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Molestation Shop]]>><</link>></span><<nexttext>>
<</if>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax and _combatend is true>>
<span id="next"><<link [[Next|Molestation Shop Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0 and _combatend is true>>
<span id="next"><<link [[Next|Molestation Shop Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Molestation Shop]]>><</link>></span><<nexttext>>
<</if>>Double-click this passage to edit it.<<effects>>
Their bodies shudder in unison as they reach orgasm.
<br><br>
<<if $enemyanger gte ($enemyangermax / 5) * 3>>
<<person2>>The <<person>> drops to <<his>> knees and leans against the wall, a rapturous look on <<his>> face.<<person1>> The <<person>> recovers quickly however. <<He>> speaks in a mocking tone as <<he>> unties you. "We were going to give you something nice to wear, but I don't see why we should if you're going to be so disrespectful." With that, <<he>> shoves you outside, slamming the door behind you.
<br><br>
<<elseif $enemyanger gte 1>>
<<person2>>The <<person>> drops to <<his>> knees and leans against the wall, a rapturous look on <<his>> face. <<person1>> The <<person>> recovers quickly however. <<He>> throws a couple of towels at you then shoves you out outside, slamming the door behind you.
<br><br>
<<upperwear 3>>
<<lowerwear 3>>
<<else>>
<<person2>>The <<person>> drops to <<his>> knees and leans against the wall, a rapturous look on <<his>> face.<<person1>> The <<person>> recovers quickly however. <<He>> smiles. "We have just the thing." After a brief rummage through an assortment of garments <<he>> produces a sundress. <<He>> cuts your bonds and throws the dress over your head before shoving you through the door.
<br><br>
<<unbind>>
<<upperwear 1>>
<</if>>
<<tearful>> you struggle to your feet. You know you're not out of danger yet.
<br><br>
<<endcombat>>
<<set $stress -= 1000>>
<<commercialquick>><<effects>>
"You ungrateful little trollop!" Angry, they lower you off the hook and shove you outside, slamming the door behind you. <<tearful>> you struggle to your feet.
<br><br>
<<stealclothes>>
<<clotheson>>
<<endcombat>><<set $stress -= 1000>>
<<commercialquick>><<set $outside to 0>><<set $location to "shopping_centre">><<effects>>
<<if Time.dayState is "day">>
You are on the main floor of the shopping centre. It's crowded with shoppers.
<<elseif Time.dayState is "dusk">>
You are on the main floor of the shopping centre. The shops are still open, but there are fewer people around as it nears closing time.
<<elseif Time.dayState is "dawn">>
You are on the main floor of the shopping centre. The shops are opening but it's not yet busy.
<<elseif Time.dayState is "night">>
You are on the main floor of the shopping centre. It's probably illegal to be here right now.
<</if>>
<br><br>
<<if Time.days is 0 and C.npc.Robin.init is 0 and $exposed lte 0 and Time.hour gte 17 and Time.hour lte 19>>
<<set $robindebt to 0>><<set $robindebtlimit to 5>>
<<npc Robin>><<initnpc Robin>><<person1>>
You see a familiar figure leaving one of the shops with a large box. <<He>> notices you at the same time. "Hey!" It's Robin. <<Hes>> another resident at the orphanage. <<Hes>> always looked up to you, despite being about the same age. <<He>> quickly fumbles around with the box, stuffing it in an oversized bag before approaching you. "I didn't expect to see you today," <<he>> says, <<his>> eyes shifting between you and the box.
<br><br>
"Don't peek! I wanted to surprise you with this when I got home. Remember, <span class="gold">you can visit me in my room</span> anytime you want. I can't wait to show you, I'm so excited!" <<He>> puts the box down and hugs you, then runs off with it before you can respond.
<br><br>
<<endevent>>
<<link [[Next|Shopping Centre]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $stress gte $stressmax>>
<<passoutshop>>
<<else>>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "shoppingCentre">>
<</if>>
<<if Time.hour is 21>>
It's closing time. Security is herding everyone outside. <<if $exposed gte 1>>Panic swells within you as you realise how exposed you'll be should security find you in this state of dress.<</if>>
<br><br>
<<if $exposed lte 0>>
<<highicon>><<link [[Go outside|High Street]]>><</link>>
<br>
<<else>>
<<ind>><<link [[Hide until it's over (1:00)|Shopping Centre]]>><<pass 1 hour>><</link>>
<</if>>
<<else>>
<<if $exposed gte 2>>
You feel so vulnerable with your privates exposed.
<<if $leftarm is "bound" and $rightarm is "bound">>
With your arms bound you can't even cover yourself.
<</if>>
<<if Time.dayState is "night">>
You must admit though that standing unclad in this often-crowded space is exhilarating. Still, you must find a way to fix your predicament.
<br><br>
<<else>>
<<trauma 9>>
Your face aflame with embarrassment, you run into the restroom.
<br><br>
<</if>>
<<elseif $exposed gte 1>>
You are dressed really inappropriately for public!
<<if $leftarm is "bound" and $rightarm is "bound">>
With your arms bound you can't even cover yourself.
<</if>>
<<if Time.dayState is "night">>
Fortunately there's no one around to see you in this state. Still, you must find a way to fix your predicament.
<br><br>
<<else>>
<<trauma 9>>
Your face aflame with embarrassment, you run into the restroom.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<</if>>
<</if>>
<<if Time.dayState is "night">>
<<hairdressericon>><<link [[Hairdressers (0:01)|Hairdressers Lock]]>><<pass 1>><</link>>
<br>
<<petshopicon>><<link [[Pet shop (0:01)|Pet Shop Lock]]>><<pass 1>><</link>>
<br>
<<shopicon "tattoo">><<link [[Tattoo parlour (0:01)|Tattoo Parlour Lock]]>><<pass 1>><</link>>
<br>
<<wardrobeicon>><<link [[Furniture shop (0:01)|Furniture Shop Lock]]>><<pass 1>><</link>>
<br>
<<bikeicon>><<link [[Bike Depot (0:01)|Bike Depot Lock]]>><<pass 1>><</link>>
<br>
<<supermarketicon>><<link [[Supermarket (0:01)|Supermarket Lock]]>><<pass 1>><</link>>
<br>
/*<<shopicon "closed">><<link [[Empty shop (0:01)|EmptyStore]]>><<pass 1>><</link>>
<br>*/
<br>
<<stairsicon "up">><<link [[Go upstairs (0:02)|Shopping Centre Top]]>><<pass 2>><</link>>
<br>
<<highicon>><<link [[Go outside (0:02)|Shopping Centre Entrance Sneak]]>><<pass 2>><</link>>
<br>
<<elseif $exposed gte 1>>
<<bathroomicon "toilet">><<link [[Restroom|Shopping Centre Restroom]]>><</link>>
<br>
<<elseif $earSlime.growth gt 50 and random(0,1000) lt Math.clamp(($exhibitionism / 3) + ($daily.earSlimeShoppingCentre or 0), 0, 10) and !$weekly.earSlimeShoppingCentre>>
<<earSlimeShoppingExhibitionism>>
<<else>>
<<if $earSlime.growth gt 50 and !$weekly.earSlimeShoppingCentre>>
<<set $daily.earSlimeShoppingCentre to ($daily.earSlimeShoppingCentre or 0) + 1>>
<</if>>
<<if $edenshopping is 0 and $money gte 5000>>
<<edenicon "supplies">><<link [[Buy Eden's supplies (0:30 £50)|Eden Supplies]]>><<pass 30>><<money -5000>><</link>>
<br>
<</if>>
<<if $edenfurniture is 1 and $edenpillow isnot 1>>
<<edenicon "rug">><<link [[Buy a rug and some pillows (0:10)|Shop Eden Pillows]]>><<pass 10>><</link>>
<br>
<</if>>
<<if $edenfurniture is 2 and $edencurtains isnot 1>>
<<ind>><<link [[Buy some curtains (0:10)|Shop Eden Curtains]]>><<pass 10>><</link>>
<br>
<</if>>
<<if $edenfurniture is 3 and $edenloveseat is 7 and !$edencushions>>
<<shopicon "tailor">><<link [[Buy some cushion materials (0:10)|Shop Eden Cushions]]>><<pass 10>><</link>>
<br>
<</if>>
<<if $valentines_eden is 1 and !$valentines_eden_bought>>
<<gifticon "valentine">><<link [[Find a Valentine's day gift for Eden (0:10)|Shop Eden Valentines]]>><<pass 10>><</link>>
<br>
<</if>>
<<if $halloween_eden is 1 and !$halloween_eden_bought>>
<<foodicon "sweets">><<link [[Buy sweets for Eden (0:10)|Shop Eden Sweets]]>><<pass 10>><</link>>
<br>
<</if>>
<<if $christmas_gift_eden is undefined and $christmas is 1 and $syndromeeden gte 1>>
<<checkforloveinterests>><<if isLoveInterest("Eden")>><<gifticon "love">><<else>><<gifticon "christmas">><</if>><<link [[Find a gift for Eden (0:10)|Shop Eden Gift]]>><<pass 10>><</link>>
<br>
<</if>>
<<if $christmas_gift is undefined and $christmas is 1>>
<<if $money gte 10000>>
<<gifticon "christmas">><<link [[Buy gifts for the orphans (0:40 £100)|Shop Gifts]]>><<pass 40>><<money -10000>><<set $christmas_gift to "clothes_unwrapped">><</link>>
<br>
<<else>>
You could buy gifts for the orphans here, <span class="blue">if you had more money.</span>
<br><br>
<</if>>
<</if>>
<<if $christmas_gift_robin is undefined and $christmas is 1 and C.npc.Robin.init is 1>>
<<checkforloveinterests>><<if isLoveInterest("Robin")>><<gifticon "love">><<else>><<gifticon "christmas">><</if>><<link [[Find a gift for Robin (0:10)|Shop Robin Gift]]>><<pass 10>><</link>>
<br>
<</if>>
<<if ($christmas_gift_robin isnot undefined or $christmas_gift isnot undefined) and $christmas_wrap is undefined>>
<<if $money gte 1000>>
<<gifticon "wrapping">><<link [[Buy wrapping paper (0:10 £10)|Shop Paper]]>><<pass 10>><<money -1000>><<set $christmas_wrap to 1>><</link>>
<br>
<<else>>
<br>
<span class="blue">You'll need £10 for wrapping paper.</span>
<br><br>
<</if>>
<</if>>
<<if ($brothelVending isnot undefined and $brothelVending.status is "asked") or ($brothelVending isnot undefined and $brothelVending.status is "sold")>>
<<if $money gte 200000>>
<<condomicon "machine">><<link [[Buy a vending machine (0:10 £2,000)|Shop Brothel VM]]>><<pass 10>><<money -200000>><<set $brothelVending.status to "bought">><</link>>
<br>
<<else>>
<br>
<span class="blue">You'll need £2,000 to buy a vending machine.</span>
<br><br>
<</if>>
<</if>>
<<hairdressericon>><<link [[Hairdressers (0:01)|Hairdressers]]>><<pass 1>><</link>>
<br>
<<petshopicon>><<link [[Pet shop (0:01)|Pet Shop]]>><<pass 1>><</link>>
<br>
<<shopicon "tattoo">><<link [[Tattoo parlour (0:01)|Tattoo Parlour]]>><<pass 1>><</link>>
<br>
<<wardrobeicon>><<link [[Furniture shop (0:01)|Furniture Shop]]>><<pass 1>><</link>>
<br>
<<bikeicon>><<link [[Bike Depot (0:01)|Bike Depot]]>><<pass 1>><</link>>
<br>
<<supermarketicon>><<link [[Supermarket (0:01)|Supermarket]]>><<pass 1>><</link>>
<br>
/*Comment out when a new shop is added in its place, uncomment when required*/
/*Used to keep the `Go Upstairs` and High Street` in lines with the top floor*/
/*<<shopicon "closed">><<link [[Empty shop (0:01)|EmptyStore]]>><<pass 1>><<set $shopFloor to "bottom">><</link>>
<br>*/
<br>
<<stairsicon "up">><<link [[Go upstairs (0:02)|Shopping Centre Top]]>><<pass 2>><</link>>
<br>
<<highicon>><<link [[High Street (0:02)|High Street]]>><<pass 2>><</link>>
<br>
<</if>>
<</if>>
<</if>><<effects>>
You walk around a few DIY shops, finding some foam cushions, cloth and batting for your project.
<br><br>
<<if $money gte 2000>>
<<shopicon "tailor">><<link [[Buy them (£20)|Shop Eden Cushions Buy]]>><<set $edencushions to 1>><<money -2000>><</link>>
<br>
<<refuseicon>><<link [[Don't buy them|Shopping Centre]]>><</link>>
<<else>>
Unfortunately, you can't seem to afford them.
<br><br>
<<link [[Next|Shopping Centre]]>><</link>>
<br>
<</if>><<effects>>
You decide to make your purchase.
<br><br>
<<link [[Next|Shopping Centre]]>><</link>>
<br><<effects>>
You once again find yourself walking around the furniture shops. You look over their selection of curtains and window decorations.
Most are too gaudy and you're sure Eden would use them as fuel for the fireplace instead. Finally, you settle on a humble, practical pair of curtains at the end of the aisle.
<br><br>
<<if $money gte 2000>>
<<link [[Buy them (£20)|Shop Eden Curtains Buy]]>><<set $edencurtains to 1>><<money -2000>><</link>>
<br>
<<link [[Don't buy them|Shopping Centre]]>><</link>>
<<else>>
Unfortunately, you can't seem to afford them.
<br><br>
<<link [[Next|Shopping Centre]]>><</link>>
<br>
<</if>><<effects>>
You decide to make your purchase.
<br><br>
<<link [[Next|Shopping Centre]]>><</link>>
<br><<effects>>
You walk around in a few furniture shops, browsing for the pillows and rug. Most of the designs are too modern and gaudy, and it's hard to find something you know Eden would like.
Eventually, you settle on something plain and practical you find in one of the stores.
<br><br>
<<if $money gte 4000>>
<<edenicon "rug">><<link [[Buy them (£40)|Shop Eden Pillows Buy]]>><<set $edenpillow to 1>><<money -4000>><</link>>
<br>
<<refuseicon>><<link [[Don't buy them|Shopping Centre]]>><</link>>
<<else>>
Unfortunately, you can't seem to afford them.
<br><br>
<<link [[Next|Shopping Centre]]>><</link>>
<br>
<</if>><<effects>>
You decide to make your purchase.
<br><br>
<<link [[Next|Shopping Centre]]>><</link>>
<br><<effects>>
You walk around, trying to find something that Eden might like. Eventually, you narrow down your possibilities to set of bath oils and a romance book.
<br><br>
<<if $money gte 3500>>
<<link [[Buy them (£35)|Shop Eden Valentines Buy]]>><<set $valentines_eden_bought to 1>><<money -3500>><</link>>
<br>
<<link [[Don't buy them|Shopping Centre]]>><</link>>
<<else>>
Unfortunately, you can't seem to afford them.
<br><br>
<<link [[Next|Shopping Centre]]>><</link>>
<br>
<</if>><<effects>>
You decide to buy romance book and bath oil set. Maybe you could prepare a bath for Eden on Valentine's day.
<br><br>
<<link [[Next|Shopping Centre]]>><</link>>
<br><<effects>>
You see a small hamper of sweets sitting on one of the shelves. It looks light enough to bring back to the cabin.
<br><br>
<<if $money gte 2000>>
<<link [[Buy it (£20)|Shop Eden Halloween]]>><<set $halloween_eden_bought to 1>><<money -2000>><</link>>
<br>
<<link [[Don't buy it|Shopping Centre]]>><</link>>
<<else>>
Unfortunately, you can't seem to afford it.
<br><br>
<<link [[Next|Shopping Centre]]>><</link>>
<br>
<</if>><<effects>>
You decide to buy the hamper.
<br><br>
<<link [[Next|Shopping Centre]]>><</link>>
<br><<effects>>
You walk around in the shopping centre, looking for something you think Eden would like. Your eyes are drawn to a cosy hunting jacket.
<br><br>
<<if $money gte 3000>>
<<link [[Buy it (£30)|Shop Eden Christmas]]>><<set $christmas_gift_eden to 1>><<money -3000>><</link>>
<br>
<<link [[Don't buy it|Shopping Centre]]>><</link>>
<br>
<<else>>
Unfortunately, you can't seem to afford it.
<br><br>
<<link [[Next|Shopping Centre]]>><</link>>
<br>
<</if>><<effects>>
You pass a sweet shop. You know the orphans would love that, but Bailey wouldn't allow it. Instead, you enter a clothing shop and gather garments in various sizes. You'll work out who's getting what later. You bring them to the register.
<br><br>
"My!" the clerk says. "Are you donating these?"
<br>
<<if $speech_attitude is "meek">>
"Y-yes," you say. "Kind of." You pay the required amount.
<<elseif $speech_attitude is "bratty">>
"No," you say. "Well, yeah. Kinda." You pay the required amount.
<<else>>
"Something like that." You smile. You pay the required amount.
<</if>>
<br><br>
The clerk thanks you. You leave the shop with several full bags. <<if $christmas_wrap is undefined>>Now you just need wrapping paper.<<else>>You can wrap it in your room.<</if>>
<br><br>
<<link [[Next|Shopping Centre]]>><</link>>
<br><<effects>>
You buy several tubes of wrapping paper. That should cover everything. You can wrap your gifts in your bedroom.
<br><br>
<<link [[Next|Shopping Centre]]>><</link>>
<br><<effects>>
You walk between shops, looking for something Robin would like. You find a few items you think would work.
<br><br>
<<if $money gte 1500>>
<<gifticon "shirt">><<link [[Shirt and shorts (Sensible £15)|Shop Robin Christmas]]>><<set $christmas_gift_robin to "shirt_unwrapped">><<money -1500 "robin">><</link>> <<if C.npc.Robin.pronoun is "f">><<note "Robin might need some convincing to wear this." "italic">><</if>>
<br>
<<gifticon "sundress">><<link [[Sundress (Sensible £15)|Shop Robin Christmas]]>><<set $christmas_gift_robin to "sundress_unwrapped">><<money -1500 "robin">><</link>> <<if C.npc.Robin.pronoun is "m">><<note "Robin might need some convincing to wear this." "italic">><</if>>
<br>
<<if $money gte 14000>>
<<gifticon "kimono">><<link [[Kimono (Exotic £140)|Shop Robin Christmas]]>><<set $christmas_gift_robin to "kimono_unwrapped">><<money -14000 "robin">><</link>>
<br>
<<else>>
<<set _moreExotic to true>>
<</if>>
<<if $money gte 42000>>
<<gifticon "tuxedo">><<link [[Tuxedo set (Exotic £420)|Shop Robin Christmas]]>><<set $christmas_gift_robin to "tuxedo_set_unwrapped">><<money -42000 "robin">><</link>> <<if C.npc.Robin.pronoun is "f">><<note "Robin might need some convincing to wear this." "italic">><</if>>
<br>
<<else>>
<<set _moreExotic to true>>
<</if>>
<<if $money gte 42000>>
<<gifticon "gothic">><<link [[Gothic gown (Exotic £420)|Shop Robin Christmas]]>><<set $christmas_gift_robin to "gothic_gown_unwrapped">><<money -42000 "robin">><</link>> <<if C.npc.Robin.pronoun is "m">><<note "Robin might need some convincing to wear this." "italic">><</if>>
<br>
<<else>>
<<set _moreExotic to true>>
<</if>>
<<if _moreExotic>>
<br>
There are other, more exotic, items for sale, but you can't afford them right now.
<br>
<</if>>
<br>
<<getouticon>><<link [[Leave|Shopping Centre]]>><</link>>
<br>
<<else>>
Unfortunately, you can't afford anything right now.
<br><br>
<<link [[Next|Shopping Centre]]>><</link>>
<br>
<</if>><<effects>>
<<switch $christmas_gift_robin>>
<<case "shirt_unwrapped">>You buy the shirt and baggy shorts. You think Robin will like them.
<<case "sundress_unwrapped">>You buy the sundress. You think Robin will like it.
<<case "kimono_unwrapped">>You buy the kimono. You think Robin will like it.
<<case "tuxedo_set_unwrapped">>You buy the tuxedo set. You think Robin will like it.
<<case "gothic_gown_unwrapped">>You buy the gothic gown. You think Robin will like it.
<</switch>>
<<if $christmas_wrap is undefined>>Now you just need wrapping paper.<<else>>You can wrap it in your room.<</if>>
<br><br>
<<link [[Next|Shopping Centre]]>><</link>><<effects>>
You decide to buy the hunting jacket. Hopefully it fits.
<br><br>
<<link [[Next|Shopping Centre]]>><</link>>
<!--Old passage to be removed at a later date--><<effects>>
You buy the sundress. You think Robin will like it. <<if $christmas_wrap is undefined>>Now you just need wrapping paper.<<else>>You can wrap it in your room.<</if>>
<br><br>
<<link [[Next|Shopping Centre]]>><</link>>
<br>
<!--Old passage to be removed at a later date--><<effects>>
You buy the kimono. You think Robin will like it. <<if $christmas_wrap is undefined>>Now you just need wrapping paper.<<else>>You can wrap it in your room.<</if>>
<br><br>
<<link [[Next|Shopping Centre]]>><</link>>
<br><<set $outside to 0>><<effects>><<set $lock to 100>>
<<if currentSkillValue('skulduggery') gte $lock>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span>
<br><br>
<<else>>
<<wearProp "lockpick">>
<span class="green">The lock looks easy to pick.</span>
<br><br>
<<lockicon "pick">><<link [[Pick it (0:10)|High Street]]>><<handheldon>><<pass 10>><<crimeUp 20 "trespassing">><</link>><<crime "trespassing">>
<br>
<</if>>
<<else>>
<span class="red">The lock looks beyond your ability to pick.</span>
<<skulduggeryrequired>>
<br><br>
<</if>>
<<shopicon>><<link [[Leave|Shopping Centre]]>><<handheldon>><</link>>
<br>You are alone in the restroom.
<br><br>
<<towelup>>
You find some towels. They make a poor substitute for actual clothing, but they'll keep you covered. You need to find something more solid as soon as you can.
<br><br>
<<link [[Leave through main door|Shopping Centre]]>><</link>>
<br>
<<link [[Leave through escape door|Commercial alleyways]]>><<set $eventskip to 1>><</link>>
<br><<set $outside to 1>><<effects>><<set $lock to 100>>
<<if currentSkillValue('skulduggery') gte $lock>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span>
<br><br>
<<else>>
<<wearProp "lockpick">>
<span class="green">The lock looks easy to pick.</span>
<br><br>
<<lockicon "pick">><<link [[Pick it (0:10)|Shopping Centre]]>><<handheldon>><<pass 10>><<crimeUp 20 "trespassing">><</link>><<crime "trespassing">>
<br>
<</if>>
<<else>>
<span class="red">The lock looks beyond your ability to pick.</span>
<<skulduggeryrequired>>
<br><br>
<</if>>
<<getouticon>><<link [[Leave|High Street]]>><<handheldon>><</link>>
<br><<set $outside to 0>>
You try to peek behind the shutters, but can't make anything out in the dark shop.
<br><br>
<<if $shopFloor is "bottom">>
<<link [[Leave|Shopping Centre]]>><</link>>
<<else>>
<<link [[Leave|Shopping Centre Top]]>><</link>>
<</if>>
<<unset $shopFloor>><<effects>>
You buy a vending machine. According to the instructions, it can dispense several kinds of products and can store up to <span class="blue">200</span> units of each one. It is not very complicated to install and program. You can go to the brothel and set it up in the dressing rooms.
<br><br>
<<link [[Next|Shopping Centre]]>><</link>>
<br><<effects>>
<<if Time.dayState is "day">>
The mall is crowded. People come and go from the different stores, and the corridors are packed with visitors.
<<else>>
The mall isn't too busy, but there's still people around. The last couple clients leave the half open stores, walking down the corridors towards the mall's entrance.
<</if>>
<<if $phase is 1>>
<<exhibitionism5>>
The idea of walking around naked makes your heart flutter. You can feel your arousal build up, and fear you might have an orgasm before even starting.<<arousal 2000>><<ggarousal>>
<<else>>
<br><br>
The idea of being exposed in such a public place makes your heart flutter. Fear and excitement fills you in equal measures.<<arousal 1000>><<garousal>>
<</if>>
<br><br>
<<if $worn.over_upper.name isnot "naked">>
<<if $worn.over_lower.name isnot "naked" and $worn.over_upper.outfitPrimary and $worn.over_upper.outfitPrimary.over_lower isnot $worn.over_lower.name>>
<<set _overLower to $worn.over_lower.name>>
<</if>>
You start by stripping your <<if _overLower>>and <<print _overLower>><</if>>, and begin your walk.
<<elseif $worn.over_lower.name isnot "naked">>
You start by stripping your $worn.over_lower.name, and begin your walk.
<<else>>
You try to calm down a little bit, and begin your walk.
<</if>>
<<overruined>>
<<exposure>>
<br><br>
<<if $worn.upper.name isnot "naked" and $worn.upper.outfitPrimary and $worn.upper.outfitPrimary.lower isnot $worn.lower.name>>
<<link [[Next|Shopping Centre Slime Exhibitionism Obey Outfit]]>><</link>>
<<elseif $worn.upper.name isnot "naked">>
<<link [[Next|Shopping Centre Slime Exhibitionism Obey Upper]]>><</link>>
<<elseif $worn.lower.name isnot "naked">>
<<link [[Next|Shopping Centre Slime Exhibitionism Obey Lower]]>><</link>>
<<else>>
<<link [[Next|Shopping Centre Slime Exhibitionism Obey Ending]]>><</link>>
<</if>><<effects>>
You notice a small alley coming up, as you walk down the corridor. Hastily, you pull your $worn.upper.name above your head, tossing it into the alley.
<<if $worn.under_upper.name isnot "naked" and $worn.under_upper.outfitPrimary and $worn.under_upper.outfitPrimary.under_lower isnot $worn.under_lower.name>>
Not wasting any time, you remove your $worn.under_upper.name in a quick motion, tossing it into a nearby garbage bin.
<<underupperruined>>
<</if>>
<<upperruined>>
<<exposure>>
<br><br>
<<if $player.gender_appearance is "m">>
For now, no one pays much attention to you. They assume you're just a boy with his chest bared, oblivious to the lewd thoughts running through your head. Your arousal builds up, as you think about what's to come.
<<elseif $worn.under_upper.name isnot "naked">>
Your $worn.under_upper.name being exposed, you begin to draw attention. Many stop on their tracks, openly ogling your breasts, while others try to look away, embarrassed by your display. Your arousal increases, and you know that's just the start.
<<else>>
Your <<chest>> now exposed, you begin to draw attention. Many stop on their tracks, openly ogling your breasts, while others try to look away, embarrassed by your display. Your arousal increases, and you know that's just the start.
<</if>>
<br><br>
<<link [[Next|Shopping Centre Slime Exhibitionism Obey Lower]]>><</link>><<effects>>
You turn around a corner, loosening your $worn.lower.name and letting them fall to your ankles. One more step and they are quickly left behind.
<<lowerruined>>
<<exposure>>
<<if $worn.under_upper.name isnot "naked" and $worn.under_upper.outfitPrimary and $worn.under_upper.outfitPrimary.under_lower isnot $worn.under_lower.name>>
<br><br>
Only a single piece of cloth now protects your privates. Still, you've already come too far. Not stopping to think, you lower your $worn.under_lower.name, stepping out of it once it falls to the ground.
<br><br>
<<underruined>>
<<exposure>>
<<if $player.gender_appearance is "m">>
Many stop on their tracks, openly watching you strip, while others try to look away, embarrassed by your display.
<<else>>
You hear someone in the crowd cheer your action.
<</if>>
<<elseif $worn.under_lower.name isnot "naked">>
<br><br>
Only your $worn.under_lower.name protects your privates.
<<if $player.gender_appearance is "m">>
Many stop on their tracks, openly watching you strip, embarrassed by your display.
<</if>>
<<else>>
Nothing protecting you from the ogling crowd at this point.
<</if>>
<br><br>
<<if $worn.under_upper.name isnot "naked">>
<<link [[Next|Shopping Centre Slime Exhibitionism Obey Under Outfit]]>><</link>>
<<else>>
<<link [[Next|Shopping Centre Slime Exhibitionism Obey Ending]]>><</link>>
<</if>><<effects>>
You notice a small alley coming up, as you walk down the corridor. With your hands trembling from the excitement, you hastily undo the top part of your <<outfit>>, letting it fall to the floor.
<<middleruined>>
<<exposure>>
<<if $worn.under_lower.name isnot "naked" and $worn.under_upper.name isnot "naked">>
<<if $worn.under_upper.outfitPrimary and $worn.under_upper.outfitPrimary.under_lower isnot $worn.under_lower.name>>
Your <<underoutfit>> now exposed, you begin to draw attention.
<<else>>
Your underwear now exposed, you begin to draw attention.
<</if>>
Many stop on their tracks, openly ogling your breasts, while others try to look away, embarrassed by your display. Your arousal increases, and you know that's just the start.
<<elseif $worn.under_lower.name isnot "naked">>
Many stop on their tracks, openly ogling your breasts, while others try to look away, embarrassed by your display. Your arousal increases, and you know that's just the start.
<<else>>
Your <<chest>> and genitals now exposed, you begin to draw attention. Many stop on their tracks, openly ogling you, while others try to look away, embarrassed by your display.
<</if>>
<br><br>
<<if $worn.under_upper.name isnot "naked" and $worn.under_upper.outfitPrimary and $worn.under_upper.outfitPrimary.under_lower isnot $worn.under_lower.name>>
<<link [[Next|Shopping Centre Slime Exhibitionism Obey Under Outfit]]>><</link>>
<<else>>
<<link [[Next|Shopping Centre Slime Exhibitionism Obey Ending]]>><</link>>
<</if>><<effects>>
Continuing your walk, a small crowd following behind you, your <<underoutfit>> is the next to fall to the ground.
<<underruined>>
<<exposure>>
<br><br>
Your <<chest>> and genitals now exposed, you begin to draw attention. Most are now openly ogling you, some cheer you, enjoying your display.
<br><br>
<<link [[Next|Shopping Centre Slime Exhibitionism Obey Ending]]>><</link>><<effects>>
<<if $worn.under_lower.name isnot "naked" and $worn.under_upper.name isnot "naked">>
Only your underwear now protects your <<breasts>>. Still, you've already come too far. Not stopping to think, you loosen your $worn.under_upper.name and $worn.under_lower.name, and throw them into a nearby bin.
<br><br>
You are now completely naked.
<<elseif $worn.under_upper.name isnot "naked">>
Only a single piece of cloth now protects your <<breasts>>. Still, you've already come too far. Not stopping to think, you loosen your $worn.under_upper.name, and throw it into a nearby bin.
<br><br>
You are now completely naked.
<<elseif $worn.under_lower.name isnot "naked">>
Only a single piece of cloth now protects your privates. Still, you've already come too far. Not stopping to think, you loosen your $worn.under_lower.name, stepping out of it once it falls to the ground.
<br><br>
You are now completely naked.
<</if>>
<<clothesruined>>
The sight of your exposed body drawing the attention of those around you. They admire you, catcall you, scorn you, shout at you, film and photograph you. But you barely register all of that, with your head filled only with excitement and arousal.
<<if $arousal gte $arousalmax>>
<<fameexhibitionism 15>>
Your lewd actions soon overwhelms you.
<<orgasm>>
As your orgasm subsides, you look around you.
<<else>>
<<fameexhibitionism 10>>
Suddenly, you come back to your senses.
<</if>>
A small crowd has formed around you, shouting all kinds of obscenities. A ruckus occurs in the middle of it, and two security guards come toward you.
<br><br>
Now free from the parasite's <<if $phase is 1>>suggestion<<else>>control<</if>>, you sprint in the opposite direction, turning back, you spot someone picking up your clothes as the guards shout and chase you, but you manage to leave them behind. You find a place to hide, having now lost your clothes.
<br><br>
<<link [[Next|$shoppingCentreExit]]>><<endevent>><<unset $shoppingCentreExit>><</link>><<effects>>
You ignore the slime's demand. You feel a spike of pain as the slime punishes you for defiance, causing you to stumble. However,
<<if $earSlime.growth gte 100>>
<span class="red">it doesn't stop you, knowing that it can punish you in other ways.</span>
<<if hasSexStat("exhibitionism", 5)>>
<span class="red">It seems particularly upset as it reminds you of previous actions.</span>
<<set $earSlime.defyCooldown += 24>>
<<else>>
<<set $earSlime.defyCooldown += 8>>
<</if>>
<<else>>
<span class="lewd">it doesn't stop you, making you wonder if it has something else in mind for you.</span>
<<set $earSlime.defyCooldown += 2>>
<</if>>
<br><br>
<<link [[Next|$shoppingCentreExit]]>><<unset $shoppingCentreExit>><</link>>
<br><<set $outside to 0>><<set $location to "shopping_centre">><<effects>><<set $lock to 200>>
<<if currentSkillValue('skulduggery') gte $lock>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span>
<br><br>
<<else>>
<<wearProp "lockpick">>
<span class="green">The lock looks easy to pick.</span>
<br><br>
<<lockicon "pick">><<link [[Pick it (0:10)|Pet Shop]]>><<handheldon>><<pass 10>><<crimeUp 10 "trespassing">><</link>><<crime "trespassing">>
<br>
<</if>>
<<else>>
<span class="red">The lock looks beyond your ability to pick.</span>
<<skulduggeryrequired>>
<br><br>
<</if>>
<<getouticon>><<link [[Leave|Shopping Centre]]>><<handheldon>><</link>>
<br><<set $outside to 0>><<set $location to "shopping_centre">><<effects>>
You are in the pet shop. <<if Time.dayState is "night">>Most of the animals are sleeping at the moment<<else>>A handful of the small animals turn to look in your direction<</if>>. They all look cute, but you doubt Bailey will let you keep any.
<br>
<<if $daily.seenPets isnot true and Time.dayState isnot "night" and $fame.bestiality gte 200 and $bestialitydisable is "f" and ($monsterchance lt 100 or $monsterhallucinations is "t")>>
<br>
<<set $daily.seenPets to true>><<generate1>><<person1>>
<<if $fame.bestiality gte 600>>
A <<person>> confronts you as you walk into the store. <<Hes>> wearing a nametag and the uniform of the place. <<His>> tone is polite, but firm.
"Those animals are under my responsibility, and I don't want you to touch them in any way. If you're not here to buy something, please leave." <<stress 12>><<ggstress>>
<br><br>
<<elseif $fame.bestiality gte 400>>
One of the workers has taken to following your every step. You can't evade <<his>> wary gaze. <<stress 6>><<gstress>>
<br><br>
<<else>>
The shopkeepers keep a close eye on you every time you get close to the animals. You're not sure why.
<br><br>
<</if>>
<<endevent>>
<<elseif $daily.seenPets isnot true and Time.dayState isnot "night">>
<br>
<<set $daily.seenPets to true>><<stress -10>>
You have a look around the shop, and pet some of the cats and dogs.
<<lstress>>
<br>
<<elseif Time.dayState is "night" and Time.hour isnot $closinghour and !$weekly.theft.petShop>>
<br>
<<shopicon "register">><<link [[Examine the cash register|Pet Shop Register]]>><</link>>
<br>
<</if>>
<<if $pregnancyStats.wolfToysUnlocked and Time.dayState isnot "night">>
<br>
<<if $player.inventory.childrenToys is undefined>>
<<set $player.inventory.childrenToys to []>>
<</if>>
<<if !$storedChildrenToys>><<set $storedChildrenToys to {}>><</if>>
<<toySelection>>
<<petshopicon "chew">> <<link [[Wolf Chew Toys|Pet Shop Item]]>><<set $selectedToy to clone(_toySelection["chewToy"])>><</link>>
<</if>>
<<if $farm_stage gte 7 and Time.dayState isnot "night">>
<br>
<<petshopicon "treat">><<link [[Dog treats (£1 each)|Pet Shop Treats]]>><</link>> | Owned: <span class="gold"><<= $kennel_treats || 0>></span>
<</if>>
<<if $pregnancyStats.parasiteDoctorEvents gte 2 and Time.dayState isnot "night">>
<<set _motherStatus to $sexStats.anus.pregnancy.parasiteBirthEvents + $sexStats.vagina.pregnancy.parasiteBirthEvents>>
<<set _container to $container.home>>
<br>
<<if $boughtItem isnot undefined>>
<<generate1>><<person1>>You ask the shop owner for the <span class="gold"><<print $boughtItem>>.</span> "Certainly, <<if $player.gender_appearance is "m">>sir<<else>>madam<</if>>," <<he>> says with a smile. "I will have it delivered to your home as soon as I can."<<endevent>>
<hr>
<<PetShopBoughtItem>>
<</if>>
<br>
__Capacity upgrades:__
<br>
<<if (_motherStatus is 0 and _container.upgrades.capacity lt 1) or (_motherStatus gt 0 and _container.upgrades.capacity lt 4)>>
<<if _motherStatus gte 0 and _container.upgrades.capacity is 0>>
<<if $money gte 20000>>
<<petshopicon "tank small">><<link [[Buy small fish tank £200|$passage]]>><<set $boughtItem to "Small Fish Tank">><</link>>
<br>
<<elseif _container.upgrades.capacity lt 1>>
You don't have £200 for the Small Fish Tank.
<br>
<</if>>
<</if>>
<<if _motherStatus gte 1>>
<<if $money gte 50000 and _container.upgrades.capacity lt 2>>
<<petshopicon "tank medium">><<link [[Buy fish tank £500|$passage]]>><<set $boughtItem to "Fish Tank">><</link>>
<br>
<<elseif _container.upgrades.capacity lt 2>>
You don't have £500 for the Fish Tank.
<br>
<</if>>
<<if $money gte 100000 and _container.upgrades.capacity lt 3>>
<<petshopicon "tank large">><<link [[Buy large fish tank £1,000|$passage]]>><<set $boughtItem to "Large Fish Tank">><</link>>
<br>
<<elseif _container.upgrades.capacity lt 3>>
You don't have £1,000 for the Large Fish Tank.
<br>
<</if>>
<<if $money gte 500000 and _container.upgrades.capacity lt 4>>
<<petshopicon "tank huge">><<link [[Buy huge fish tank £5,000|$passage]]>><<set $boughtItem to "Huge Fish Tank">><</link>>
<br>
<<elseif _container.upgrades.capacity lt 4>>
You don't have £5,000 for the Huge Fish Tank.
<br>
<</if>>
<</if>>
<<else>>
You have the best tank available.
<br>
<</if>>
<<if _motherStatus gte 1 and _container.upgrades.capacity gt 1>>
<br>
__Food upgrades:__
<br>
<<if _container.upgrades.foodStorage lt 3>>
<<if $money gte 50000 and _container.upgrades.foodStorage lt 1>>
<<petshopicon "feeder">><<link [[Buy small automatic feeder £500|$passage]]>><<set $boughtItem to "Small Automatic Feeder">><</link>>
<br>
<<elseif _container.upgrades.foodStorage lt 1>>
You don't have £500 for the Small Automatic Feeder.
<br>
<</if>>
<<if $money gte 150000 and _container.upgrades.foodStorage lt 2>>
<<petshopicon "feeder">><<link [[Buy automatic feeder £1,500|$passage]]>><<set $boughtItem to "Automatic Feeder">><</link>>
<br>
<<elseif _container.upgrades.foodStorage lt 2>>
You don't have £1,500 for the Automatic Feeder.
<br>
<</if>>
<<if $money gte 750000 and _container.upgrades.foodStorage lt 3>>
<<petshopicon "feeder">><<link [[Buy large automatic feeder £7,500|$passage]]>><<set $boughtItem to "Large Automatic Feeder">><</link>>
<br>
<<elseif _container.upgrades.foodStorage lt 3>>
You don't have £7,500 for the Large Automatic Feeder.
<br>
<</if>>
<<elseif _motherStatus gte 1>>
You have the best automatic feeder available.
<br>
<</if>>
<</if>>
<<if _container.upgrades.capacity gt 2>>
<br>
__Decoration upgrades:__
<br>
<<if _container.upgrades.luxury lt 1 or (_container.upgrades.capacity gt 3 and _container.upgrades.luxury lt 2)>>
<<if $money gte 500000 and _container.upgrades.luxury lt 1>>
<<petshopicon "decor">><<link [[Buy standard decorations £5,000|$passage]]>><<set $boughtItem to "Standard Decorations">><</link>>
<br>
<<elseif _container.upgrades.luxury lt 1>>
You don't have £5,000 for the Standard Tank Decorations.
<br>
<</if>>
<<if $money gte 1500000 and _container.upgrades.luxury lt 2 and _container.upgrades.capacity gt 3>>
<<petshopicon "decor exotic">><<link [[Buy exotic decorations £15,000|$passage]]>><<set $boughtItem to "Exotic Decorations">><</link>>
<br>
<<elseif _container.upgrades.luxury lt 2 and _container.upgrades.capacity gt 3>>
You don't have £15,000 for the Exotic Tank Decorations.
<br>
<</if>>
<<else>>
You have the best tank decorations available.
<br>
<</if>>
<</if>>
<<if $pregnancyStats.parasiteBook is 2>>
<br>
<<if $money gte 2000>>
<<assignmenticon>><<link [[Buy notebook (£20)|Pet Shop Book]]>><<money -2000 "petShop">><</link>>
<<else>>
You see a notebook available that you could use to collect info on your parasites. It costs £20. You can't afford it.
<</if>>
<br>
<</if>>
<</if>>
<br>
<<getouticon>><<link [[Leave|Shopping Centre]]>><</link>>
<br><<effects>>
You examine the range of dog treats on display.
<br><br>
<<if $kennel_treats is undefined>>
<<set $kennel_treats to 0>>
<</if>>
<<if $money gte 100>>
<<petshopicon "treat">><<link [[Buy 1 (£1)|Pet Shop Treats Buy]]>><<money -100 "petShop">><<set $kennel_treats += 1>><</link>>
<br>
<<else>>
<span class="blue">You can't afford any.</span>
<br>
<</if>>
<<if $money gte 1000>>
<<petshopicon "treat">><<link [[Buy 10 (£10)|Pet Shop Treats Buy]]>><<money -1000 "petShop">><<set $kennel_treats += 10>><</link>>
<br>
<</if>>
<<if $money gte 5000>>
<<petshopicon "treat">><<link [[Buy 50 (£50)|Pet Shop Treats Buy]]>><<money -5000 "petShop">><<set $kennel_treats += 50>><</link>>
<br>
<</if>>
<<if $money gte 10000>>
<<petshopicon "treat">><<link [[Buy 100 (£100)|Pet Shop Treats Buy]]>><<money -10000 "petShop">><<set $kennel_treats += 100>><</link>>
<br>
<</if>>
<<if $money gte 20000>>
<<petshopicon "treat">><<link [[Buy 200 (£200)|Pet Shop Treats Buy]]>><<money -20000 "petShop">><<set $kennel_treats += 200>><</link>>
<br>
<</if>>
<<if $money gte 50000>>
<<petshopicon "treat">><<link [[Buy 500 (£500)|Pet Shop Treats Buy]]>><<money -50000 "petShop">><<set $kennel_treats += 500>><</link>>
<br>
<</if>>
<<if $money gte 100000>>
<<petshopicon "treat">><<link [[Buy 1000 (£1000)|Pet Shop Treats Buy]]>><<money -100000 "petShop">><<set $kennel_treats += 1000>><</link>>
<br>
<</if>>
<br>
<<getouticon>><<link [[Don't buy any|Pet Shop]]>><</link>><<effects>><<wearProp "dog treat">>
You buy the treats, and have them sent to the farm. You have <span class="gold">$kennel_treats</span> in total.
<br><br>
<<link [[Next|Pet Shop]]>><</link>>
<br><<effects>><<wearProp "notebook">>
<<set $pregnancyStats.parasiteBook to 3>>
You find a high-quality notebook available that you could use to collect info on your parasites. It has individual pages to fill out for scientific study on animal species in the wild, but it would work just fine for parasites, you think. You purchase it.
<br><br>
<i>You can now view info about the parasites you've birthed, at any location where you look after them.</i>
<br><br>
<<link [[Next|Pet Shop]]>><<handheldon>><</link>>
<br><<widget "PetShopBoughtItem">>
<<if $boughtItem isnot undefined>>
<<set _container to $container.home>>
<<switch $boughtItem>>
<<case "Small Fish Tank">>
<<money -20000 "petShop">><<set _container.upgrades.capacity to 1>><<set _container.maxCount to 2>><<set _container.name to "Small Fish Tank">>
<<case "Fish Tank">>
<<money -50000 "petShop">><<set _container.upgrades.capacity to 2>><<set _container.maxCount to 3>><<set _container.name to "Fish Tank">>
<<case "Large Fish Tank">>
<<money -100000 "petShop">><<set _container.upgrades.capacity to 3>><<set _container.maxCount to 4>><<set _container.name to "Large Fish Tank">>
<<case "Huge Fish Tank">>
<<money -500000 "petShop">><<set _container.upgrades.capacity to 4>><<set _container.maxCount to 5>><<set _container.name to "Huge Fish Tank">>
<<case "Small Automatic Feeder">>
<<money -50000 "petShop">><<set _container.upgrades.foodStorage to 1>><<set _container.maxDaysWithoutFood to 7>><<set _container.feederName to "Small Automatic Feeder">>
<<case "Automatic Feeder">>
<<money -150000 "petShop">><<set _container.upgrades.foodStorage to 2>><<set _container.maxDaysWithoutFood to 14>><<set _container.feederName to "Automatic Feeder">>
<<case "Large Automatic Feeder">>
<<money -750000 "petShop">><<set _container.upgrades.foodStorage to 3>><<set _container.maxDaysWithoutFood to 30>><<set _container.feederName to "Large Automatic Feeder">>
<<case "Standard Decorations">>
<<money -500000 "petShop">><<set _container.upgrades.luxury to 1>><<set _container.decorations to "Standard Decorations">>
<<case "Exotic Decorations">>
<<money -1500000 "petShop">><<set _container.upgrades.luxury to 2>><<set _container.decorations to "Exotic Decorations">>
<</switch>>
<<unset $boughtItem>>
<</if>>
<</widget>>You take a look at the collection of <<print $selectedToy.set>>. They cost <span class="gold"><<print $selectedToy.costDisplay>></span> each.
<br><br>
<<if $selectedToy.options>>
<<for _i to 0; _i lt $selectedToy.options.length; _i++>>
<label>
<<radiobutton "$selectedToy.selectedOption" _i autocheck>>
<span @class="$selectedToy.options[_i].colour"><<print $selectedToy.options[_i].optionsName>></span>
</label> |
<</for>>
<br><br>
<</if>>
<<if $player.inventory.childrenToys.length gte 5>>
You can't have more than 5 toys with you at a time.
<br><br>
<<elseif $selectedToy.cost lte $money>>
<<link [[Buy|Pet Shop]]>><<buyToy>><</link>>
<br>
<<else>>
You can't afford this toy.
<br>
<</if>>
<<link [[Don't buy|Pet Shop]]>><<unset $selectedToy>><</link>><<effects>>
<<ShowUnderEquip "over">>
<<ShowUnderEquip "normal">>
<<if currentSkillValue('skulduggery') lt 100>>
A security guard watches the entrance. There's no other way out, so you put everything back before leaving.
<<clothingReset>>
<<else>>
<<rng>>
<<if crimeSumCurrent() gte 50000 or (crimeSumCurrent() gte 40000 and $rng * 20 gte currentSkillValue('skulduggery')) or (crimeSumCurrent() gte 25000 and $rng * 10 gte currentSkillValue('skulduggery'))
or (crimeSumCurrent() gte 10000 and $rng * 5 gte currentSkillValue('skulduggery'))>>
<<generateSecurity 1>><<person1>>
A security guard watches the entrance, and as you try to stroll by, <<he>> stops you.
<br><br>
"So. I've been keeping an eye on you," <<he>> continues, "I'm letting you go this time, but you're going to be
banned from the premises for a while. Hopefully this will help you learn why you shouldn't steal clothes."
<<if $clothingShop.banCount lt 4>>
<<set $clothingShop.ban to 7>>
<<elseif $clothingShop.banCount lt 8>>
<<set $clothingShop.ban to 10>>
<<else>>
<<set $clothingShop.ban to 14>>
<</if>>
<<crime "thievery">>
<<set $clothingShop.banCount++>>
<<else>>
A security guard watches the entrance, but you stroll by without arousing suspicion.
<<crime "thievery">>
<</if>>
<<set _crime to ($tryOn.value / 100)>>
<<crimeUp _crime "thievery">>
<</if>>
<br><br>
<<link [[Next|Shopping Centre Top]]>><<set $tryOn.autoReset to true>><<endevent>><</link>><<effects>>
<<generateSecurity 1>><<person1>>
A security guard watches the entrance and spots you. <<He>> says a few words to someone you can't see, then approaches you.
<br><br>
"Sorry, can't let you pass," <<he>> says. "You still have <<if $clothingShop.ban gt 1>><<number $clothingShop.ban>> days<<else>>another day<</if>>
till your ban is lifted."
<br><br>
<<link [[Next|Shopping Centre Top]]>><<endevent>><</link>><<effects>>
You spot a guard right by the entrance. It doesn't look like you'll be able to sneak past.
<br><br>
<<link [[Next|Shopping Centre Top]]>><</link>><<effects>>
<<generateSecurity 1>><<person1>>
<<set $clothingShop.banCount++>>
<<set $clothingShop.spotted to false>>
After making sure that you close the shop's door as quietly as you can, you turn around and are shocked to
find a security guard face to face with you. <<He>> places a hand on your shoulder before you can even think of running.
<br><br>
"What do we have here? A little rat thief, trying to make off with some fine embroidery?" <<he>> says with a
disapproving expression, "I'll be informing the owners of this situation."
<br><br>
<<He>> pulls out <<his>> phone and seems to call the shop owners.
<<if $clothingShop.ban gt 0>>
<<set $clothingShop.banExtension to true>>
<<set $clothingShop.ban += 7>>
"Aha! So you already have a ban in place," <<he>> continues, "They do have a rather strict banning policy,
so it's going to be a good while before you're going to be able to shop here."
<<else>>
<<if $clothingShop.banCount lt 4>>
<<set $clothingShop.ban to 7>>
<<elseif $clothingShop.banCount lt 8>>
<<set $clothingShop.ban to 10>>
<<else>>
<<set $clothingShop.ban to 14>>
<</if>>
"That should do it," <<he>> continues, "Well. You won't be entering this establishment for quite some time.
Hopefully this will teach you a lesson."
<</if>>
<br><br>
"Now follow me, I'll be escorting you out of here. You're lucky that I don't just take you straight to the pillory."
<<tryOnReset>>
<br><br>
<<link [[Run|Clothing Shop Night Guard Found Run]]>><</link>><<athleticsdifficulty 500>>
<br>
<<link [[Follow the guard|Clothing Shop Night Guard Found Follow]]>><</link>><<effects>>
You decide to run and hide.
<<if $athleticsSuccess>>
The security guard attempts to fully grab you, but you're able to avoid <<him>> just enough to get away.
You run to the rooftop with <<him>> shouting in the distance.
<br><br>
<<link [[Roof|Commercial rooftops]]>><<endevent>><</link>>
<<else>>
However, before being able to get past the security guard, <<he>> pulls on you hard enough for you to fall right on your ass.
<br><br>
"You'll regret trying to run from me," <<he>> says with a grin on <<his>> face. "There aren't any cameras here."
<br><br>
<<link [[Next|Clothing Shop Night Guard Molestation]]>><<set $molestationstart to 1>><</link>>
<</if>><<effects>>
<<He>> directs you towards the exit.
<<if random(0,100) gte 50>>
"You know what?" <<he>> questions, "There aren't any cameras in this spot."
<br><br>
You look at <<him>> with a worried expression just before <<he>> grabs hold of you.
<br><br>
<<link [[Next|Clothing Shop Night Guard Molestation]]>><<set $molestationstart to 1>><</link>>
<<else>>
You walk down the stairs in silence and as you reach the main entrance to the Shopping Centre,
the guard opens the door for you.
<br><br>
"I hope this is a good lesson for you." <<He>> smiles. "You should look for more honest ways of
earning money. Less trouble that way for everyone."
<br><br>
<<He>> locks the door as you leave.
<br><br>
<<link [[Leave|High Street]]>><<endevent>><</link>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<set $enemytrust -= 40>>
<<set $enemyanger += 40>>
<<set $NPCList[0].lefthand to "arms">>
<<set $leftarm to "grappled">>
<<set $rightarm to "grappled">>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Clothing Shop Night Guard Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Clothing Shop Night Guard Molestation]]>><</link>></span><<nexttext>>
<</if>><<if $enemyhealth lte 0>>
You're able to hurt <<him>> enough to get away. <<tearful>> you flee the shop.
<<clotheson>>
<<endcombat>>
<<link [[Roof|Commercial rooftops]]>><<endevent>><</link>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Well, that was fun," <<he>> says, "But I think it's time for you to leave."
<<clotheson>>
<<endcombat>>
<<link [[Leave|High Street]]>><<endevent>><</link>>
<</if>><<set $outside to 0>><<effects>><<set $lock to 200>>
The shutters protecting the supermarket windows would be liftable, if not for the padlock.
<br><br>
<<if currentSkillValue('skulduggery') gte $lock>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span>
<<else>>
<<wearProp "lockpick">>
<span class="green">The lock looks easy to pick.</span>
<br><br>
<<lockicon "pick">><<link [[Pick it (0:10)|Supermarket]]>><<handheldon>><<pass 10>><<crimeUp 5 "trespassing">><</link>><<crime "trespassing">>
<</if>>
<br>
<<else>>
<span class="red">The lock looks beyond your ability to pick.</span>
<<skulduggeryrequired>>
<br><br>
<</if>>
<<getouticon>><<link [[Leave|Shopping Centre]]>><<endevent>><</link>><<set $outside to 0>><<location "shopping_centre">><<effects>>
You are in the supermarket. All sorts of fresh ingredients line the shelves, or sit on display in fridges.
<br><br>
<<if Time.dayState is "night">>
You are alone in the darkness.
<br><br>
<<elseif $exposed gte 1>>
You crouch behind a display to protect your dignity.
<br><br>
<</if>>
<<if $stress gte $stressmax>>
<<passoutshop>>
<<else>>
<<if Time.hour is 21>>
It's closing time. Security is herding everyone outside.
<<if $exposed gte 1>>
Panic swells within you as you realise how embarrassed you'll be should security find you exposed like this.
<</if>>
<br><br>
<<if $exposed lte 0>>
<<highicon>><<link [[Go outside|High Street]]>><</link>>
<br>
<<else>>
<<ind>><<link [["Hide until it's over (1:00)"|Supermarket]]>><<pass 1 hour>><</link>>
<</if>>
<<else>>
<<if Time.dayState is "night" and Time.hour isnot 21>>
<<if !$weekly.theft.supermarket>>
<<shopicon "register">><<link [[Examine the cash register|Supermarket Register]]>><</link>>
<br><br>
<</if>>
<<supermarket_display>>
<<elseif $exposed lte 0 and Time.dayState isnot "night" and Time.hour isnot 21>>
<br><br>
<<supermarket_display>>
<</if>>
<<getouticon>><<link [[Leave|Shopping Centre]]>><</link>>
<br>
<</if>>
<</if>><<set $outside to 0>><<set $location to "shopping_centre">><<effects>>
You are in the tailor shop. It has cloth of various colours hanging on racks.
<br><br>
<<if $sewingKit isnot 1 and $debug is 1>>
Looks like the shop has a new machine for sale in the display.
<br><br>
<</if>>
<<if $sewingBought is 1>>
"Thank you for your purchase. I'll have this delivered to your room by the time you get back."
<br><br>
<<set $sewingBought to 0>>
<</if>>
<<set $tailor_cost to 0>>
<<set $outfitRepair to []>>
<<set _time to 0>>
<<set _outfitTime to 0>>
<<set _brokenOutfit to 0>>
<<for _active_clothes range Object.keys($worn)>>
<<if _active_clothes is "butt_plug">>
<<continue>>
<</if>>
<<if _active_clothes is "lower" or _active_clothes is "under_lower">>
<<if $worn[_active_clothes].one_piece is 1>>
<<if $worn[_active_clothes].integrity lt clothingData(_active_clothes,$worn[_active_clothes],'integrity_max')>>
<<set _outfitTime += 5>>
<</if>>
<<continue>>
<</if>>
<</if>>
<<if $worn[_active_clothes].integrity lt clothingData(_active_clothes,$worn[_active_clothes],'integrity_max') and $worn[_active_clothes].integrity gt 0 and clothingData(_active_clothes,$worn[_active_clothes],'integrity_max') gt 0>>
<<set $tailor_cost += Math.trunc(tailorClothingCost($worn[_active_clothes],_active_clothes) * (1 - $worn[_active_clothes].integrity / clothingData(_active_clothes,$worn[_active_clothes],'integrity_max')))>>
<<set _time += 5>>
<</if>>
<<if _brokenOutfit is 0>>
<<set _brokenOutfit to getOutfitPair()>>
<<if _brokenOutfit.length is 0>>
<<set _brokenOutfit to 1>>
<</if>>
<</if>>
<</for>>
<<if $stress gte $stressmax>>
<<passoutshop>>
<<else>>
<<if Time.hour is 21>>
It's closing time. Security is herding everyone outside. <<if $exposed gte 1>>Panic swells within you as you realise how exposed you'll be should security find you in this state of dress.<</if>>
<br><br>
<<if $exposed lte 0>>
<<highicon>><<link [[Go outside|High Street]]>><<endevent>><</link>>
<br>
<<else>>
<<ind>><<link [["Hide until it's over (1:00)"|Tailor Shop]]>><<pass 1 hour>><<endevent>><</link>>
<</if>>
<<else>>
<<if Time.dayState is "night">>
You are alone in the darkness.
<br><br>
<<if Time.hour isnot $closinghour and !$weekly.theft.tailor>>
<<shopicon "register">><<link [[Examine the cash register|Tailor Register]]>><</link>>
<br>
<</if>>
<<elseif $exposed gte 1>>
You are hiding behind bolts of cloth to protect your dignity.
<br><br>
<<if _brokenOutfit isnot 0 && _brokenOutfit isnot 1>>
<<generate1>><<person1>>You get the attention of the <<person>> working behind the counter and <<he>> tells you that <<he>> can help.
<<for _i = 0; _i lt _brokenOutfit.length; _i++>>
<<set _brokenOutfitTime to 15>><<set _tailorCostMod to .55>>
<<set _tailorCostMod += .43 * (1 - $worn[_brokenOutfit[_i].wornHalf].integrity / clothingData(_brokenOutfit[_i].wornHalf,$worn[_brokenOutfit[_i].wornHalf],'integrity_max'))>>
<<if _brokenOutfit[_i].brokenHalf.includes("under")>>
<<set _brokenOutfitTime += 5>><<set _tailorCostMod += .06>>
<<He>> tells you that your <<print _brokenOutfit[_i].name>> will take a little more time and effort if you're willing to take the risk. The repair will cost <<printmoney `Math.trunc(_brokenOutfit[_i].cost * _tailorCostMod)`>>.
<<else>>
<<He>> can repair your missing <<print _brokenOutfit[_i].name>> for <<printmoney `Math.trunc(_brokenOutfit[_i].cost * _tailorCostMod)`>>.
<</if>>
<br>
<<set _tempText to `Repair ` + _brokenOutfit[_i].name + ` (0:` + (_brokenOutfitTime lt 10 ? "0":"") + _brokenOutfitTime + `)`>>
<<capture _i>>
<<link [[_tempText|Fix Outfit]]>> <<set $outfitRepair to _brokenOutfit[_i]>><<pass _brokenOutfitTime>><<money `-Math.trunc(_brokenOutfit[_i].cost * _tailorCostMod)` "tailor">> <</link>>
<</capture>>
<br><br>
<</for>>
<<unset _tempText>>
<</if>>
<<else>>
<<generate1>><<person1>>"Welcome," the tailor says. "What services are you looking for today?
We offer repairs on clothes. We also offer a monthly service to repair by delivery."
<br><br>
<<if $tailor_cost gte 1 and $money gte $tailor_cost>>
<<He>> offers to fix what you're currently wearing for <<printmoney `Math.trunc($tailor_cost)`>>.
<br>
<<shopicon "tailor">><<print '<<link [[Fix clothes (0:'+(_time lt 10 ? "0":"")+_time+')|Fix Clothes]]>><<money '+ -$tailor_cost + ' "tailor">><<pass _time>><</link>>'>>
<br><br>
<<set _options to true>>
<<elseif $money lt $tailor_cost>>
You don't have enough cash to repair your current clothes. (<<printmoney `Math.trunc($tailor_cost)` "red">>)
<br><br>
<<set _options to true>>
<</if>>
<<if ($worn.upper.set is $worn.lower.set and $worn.lower.integrity lt clothingData('lower',$worn.lower,'integrity_max')) or ($worn.under_upper.set is $worn.under_lower.set and $worn.under_lower.integrity lt clothingData('under_lower',$worn.under_lower,'integrity_max'))>>
The tailor will repair the lower halves of outfits for free.
<br>
<<shopicon "tailor">><<print '<<link [[Fix clothes (0:'+(_outfitTime lt 10 ? "0":"")+_outfitTime+')|Fix Lower]]>><<pass _outfitTime>><</link>>'>>
<br><br>
<<set _options to true>>
<</if>>
<<if _brokenOutfit isnot 0 && _brokenOutfit isnot 1>>
<<He>> notices that your <<print _brokenOutfit[random(0,_brokenOutfit.length -1)].name>> is destroyed.
"It'll take a while but I can fit those to another half to make them whole." <<He>> pauses for a second to gauge your reaction. "Interested?"
<br><br>
<<set _secondUnderItem to false>><<set _secondOverItem to false>>
<<for _i = 0; _i lt _brokenOutfit.length; _i++>>
<<set _brokenOutfitTime to 15>><<set _tailorCostMod to .55>>
<<set _outfitSlot to _brokenOutfit[_i].wornHalf>>
<<set _integrityMax to Math.clamp(clothingData(_outfitSlot, $worn[_outfitSlot], 'integrity_max'), 1, 100_000)>>
<<set _tailorCostMod += Math.max(.43 * (1 - $worn[_outfitSlot].integrity / _integrityMax), 0)>>
<<if _brokenOutfit[_i].brokenHalf.includes("under")>>
<<set _brokenOutfitTime += 5>><<set _tailorCostMod += .06>>
<<if _secondUnderItem isnot true>>
<<set _secondUnderItem to true>>
"Ah, things like your <<print _brokenOutfit[_i].name>> take a little more time and effort to fix than other items." <<He>> stops to show you some specialised fabric <<he>> would need to use.
"If you're fine with that, I can replace it for <<printmoney `Math.trunc(_brokenOutfit[_i].cost * _tailorCostMod)`>>."
<<else>>
<<He>> can fix your <<print _brokenOutfit[_i].name>> for <<printmoney `Math.trunc(_brokenOutfit[_i].cost * _tailorCostMod)`>>.
<</if>>
<<elseif _brokenOutfit[_i].brokenHalf.includes("over")>>
<<set _brokenOutfitTime -= 5>><<set _tailorCostMod -= .08>>
<<if _secondOverItem isnot true>>
<<set _secondOverItem to true>>
"Repairs on <<print _brokenOutfit[_i].name>> are fairly simple for someone of my skill." <<He>> points to a few of the more complex items in the store as proof.
"This repair is relatively easy, so I can do it for <<printmoney `Math.trunc(_brokenOutfit.over.outfitCost * _tailorCostMod)`>>. Deal?"
<<else>>
The ease of the repair means <<he>> can patch up your <<print _brokenOutfit[_i].name>> for <<printmoney `Math.trunc(_brokenOutfit[_i].cost * _tailorCostMod)`>>.
<</if>>
<<else>>
<<He>> offers to replace your missing <<print _brokenOutfit[_i].name>> for <<printmoney `Math.trunc(_brokenOutfit[_i].cost * _tailorCostMod)`>>.
<</if>>
<br>
<<set _tempText to `Repair ` + _brokenOutfit[_i].name + ` (0:` + (_brokenOutfitTime lt 10 ? "0":"") + _brokenOutfitTime + `)`>>
<<capture _i>>
<<link [[_tempText|Fix Outfit]]>> <<set $outfitRepair to _brokenOutfit[_i]>><<pass _brokenOutfitTime>><<money `-Math.trunc(_brokenOutfit[_i].cost * _tailorCostMod)` "tailor">> <</link>>
<</capture>>
<br><br>
<</for>>
<<unset _tempText>><<unset _secondUnderItem>><<unset _secondOverItem>>
<<set _options to true>>
<</if>>
<<if _options isnot true>>
Your currently worn clothes are fully repaired already.
<br><br>
<</if>>
<<if $DoLPSpools is undefined>>
"If you're interested in learning," <<he>> continues. "There's sewing kits and spools for sale too."
<br>
<<if $money gte 10000>>
<<shopicon "tailor">><<link [[Buy a sewing kit (£100)|$passage]]>>
<<set $money -= 10000>>
<<set $DoLPSpools to 0>>
<</link>>
<<else>>
You can't afford the sewing kit. (<<printmoney `Math.trunc(10000)` "red">>)
<</if>>
<br><br>
<<else>>
"Remember to restock on spools," <<he>> continues. "A sewing kit's not much use without them."
<br>
<<if $money gte 500>>
<<shopicon "tailor">><<link [[Buy 5 spools (£5)|$passage]]>>
<<set $money -= 500>>
<<set $DoLPSpools += 5>>
<</link>>
<br>
<<if $money gte 1000>>
<<shopicon "tailor">><<link [[Buy 10 spools (£10)|$passage]]>>
<<set $money -= 1000>>
<<set $DoLPSpools += 10>>
<</link>>
<br>
<</if>>
<<if $money gte 2500>>
<<shopicon "tailor">><<link [[Buy 25 spools (£25)|$passage]]>>
<<set $money -= 2500>>
<<set $DoLPSpools += 25>>
<</link>>
<br>
<</if>>
<<if $money gte 5000>>
<<shopicon "tailor">><<link [[Buy 50 spools (£50)|$passage]]>>
<<set $money -= 5000>>
<<set $DoLPSpools += 50>>
<</link>>
<br>
<</if>>
<<if $money gte 10000>>
<<shopicon "tailor">><<link [[Buy 100 spools (£100)|$passage]]>>
<<set $money -= 10000>>
<<set $DoLPSpools += 100>>
<</link>>
<br>
<</if>>
<br>
<<else>>
You can't afford the spools. (<<printmoney `Math.trunc(500)` "red">>)
<br><br>
<</if>>
<</if>>
<<if $wardrobeRepair isnot undefined>>
You need to visit your wardrobe to collect your repaired clothes.
<<elseif $tailorMonthlyService is undefined>>
The tailor catches you looking at the small crate beside <<him>>. "Ah, you're in luck if you need our monthly service. We have a spot free as long as it's somewhere local."
<br>
/*<<link [[Ask how much they offer for old clothes|Tailor Monthly Discard]]>><</link>>*/
<br>
<<socialiseicon "ask">><<link [[Ask how much they charge to repair all clothes|Tailor Monthly Repair]]>><</link>>
<<elseif $tailorMonthlyService is "repair">>
You have a crate waiting to receive clothing for repair.
<<elseif $tailorMonthlyService is "discard">>
You have a crate waiting to receive clothing you want to sell.
<<elseif $tailorMonthlyService gt 0>>
You recently made use of this service and have to wait $tailorMonthlyService days before you can do so again.
<</if>>
<br><br>
<<if $sewingKit isnot 1 and $debug is 1>>
<<ind>><<link [[Approach the display cabinet|Tailor Shop Sewing Machine]]>><</link>>
<br><br>
<</if>>
<</if>>
<<getouticon>><<link [[Leave|Shopping Centre Top]]>><<endevent>><<unset $outfitRepair>><</link>>
<</if>>
<</if>>Your clothes have been fixed.
<br><br>
<<set _equip to setup.clothingLayer.all>>
<<for _i to 0; _i lt _equip.length; _i++>>
<<set $worn[_equip[_i]].integrity = clothingData(_equip[_i],$worn[_equip[_i]],'integrity_max')>>
<</for>>
<<link [[Back|Tailor Shop]]>><<endevent>><</link>>Your lower clothes have been fixed.
<br><br>
<<if $worn.upper.set is $worn.lower.set>>
<<set $worn.lower.integrity = getSetupClothing('lower', $worn.lower)?.integrity_max>>
<</if>>
<<if $worn.under_upper.set is $worn.under_lower.set>>
<<set $worn.under_lower.integrity = getSetupClothing('under_lower', $worn.under_lower)?.integrity_max>>
<</if>>
<<link [[Back|Tailor Shop]]>><<endevent>><</link>><<set $outside to 0>><<effects>><<set $lock to 0>>
<<if currentSkillValue('skulduggery') gte $lock>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span>
<br><br>
<<else>>
<<wearProp "lockpick">>
<span class="green">The lock looks easy to pick.</span>
<br><br>
<<lockicon "pick">><<link [[Pick it (0:10)|Tailor Shop]]>><<handheldon>><<pass 10>><<crimeUp 10 "trespassing">><</link>><<crime "trespassing">>
<br>
<</if>>
<<else>>
<span class="red">The lock looks beyond your ability to pick.</span>
<<skulduggeryrequired>>
<br><br>
<</if>>
<<getouticon>><<link [[Leave|Shopping Centre Top]]>><<endevent>><</link>>
<br><<effects>>
You approach the display, inside it lies a sewing machine. An advertisement poster hangs beside the display, it reads:
<br><br>
THE SEWINATOR-9000 <sup>tm</sup>
<br><br>
- Dog Chewed Your Undies? <span class="pink">~Tentacles~</span> Tore Your Clothes? No Problem!
<br><br>
- Can Fix Any Piece of Clothing in One minute!
<br><br>
- Requires <span class="green">No Skill</span>! Even Bailey Could Use It!
<br><br>
- Comes With a Lifetime Supply of Cloth For Repairs!
<br><br>
- Only <span class ="gold">£1000.00!</span>
<br><br>
<<if $money gte 100000>>
<<link [[Purchase sewing machine - Repair your clothes in your room! £1000|Tailor Shop]]>><<money -100000 "tailor">><<set $sewingKit to 1>><<set $sewingBought to 1>><<endevent>><</link>>
<br>
<</if>>
<<link [[Go back|Tailor Shop]]>><<endevent>><</link>>"Certainly <<if $player.gender_appearance is "m">>sir<<else>>madam<</if>>. We'll have the crate delivered. Fill it as soon as you're ready to sell them. Please bear in mind that we are not allowed to return any items. We will also only take items we can repair and resell."
<br><br>
<<set _value to 0>>
<<for _label, _items range $wardrobe>>
<<for _i to 0; _i lt _items.length; _i++>>
<<if setup.clothes[_label][clothesIndex(_label,_items[_i])].shop.length is 0>>
<<continue>>
<</if>>
<<if _items[_i].outfitSecondary isnot undefined>>
<<continue>>
<</if>>
<<set _value += Math.floor(getClothingCost(_items[_i]) * (_items[_i].integrity / clothingData(_label,_items[_i],'integrity_max')) / 3,_label)>>
<</for>>
<</for>>
You think it will earn you <<printmoney `_value + 5000`>> currently after getting the deposit back.
<br><br>
<<if $money gte 5000>>
<<shopicon "tailor">><<link [[Confirm the sale and pay the £50 deposit|Tailor Monthly Driver]]>>
<<money -5000 "tailor">>
<<set $tailorMonthlyService to "discard">>
<</link>>
<<else>>
You can't afford the deposit.
<br>
<</if>>
<br>
<<getouticon>><<link [[Back out of the sale|Tailor Shop]]>><<endevent>><</link>>"Certainly, <<if $player.gender_appearance is "m">>sir<<else>>madam<</if>>. We'll have the crate delivered. Fill it as soon as you're ready for repairs. Please bear in mind that it will take <span class="gold">a day</span> before we get them back to you.
Please make sure you don't buy too many new clothes once you send them to us, or our driver will have to take them back as a donation."
<br><br>
<<set _value to 0>>
<<for _label, _items range $wardrobe>>
<<for _i to 0; _i lt _items.length; _i++>>
<<set _value += Math.floor(tailorClothingCost(_items[_i],_label) * (1 - (_items[_i].integrity / clothingData(_label,_items[_i],'integrity_max'))) * 1.25,_label)>>
<</for>>
<</for>>
You think it will cost you
<<if _value gt 5000>>
<<printmoney `_value - 5000`>>
<<else>>
nothing
<</if>>
currently with the deposit reducing the cost.
<br><br>
<<if $money gte 5000>>
<<shopicon "tailor">><<link [[Confirm the repair and pay the £50 deposit|Tailor Monthly Driver]]>>
<<money -5000 "tailor">>
<<set $tailorMonthlyService to "repair">>
<</link>>
<<else>>
You can't afford the deposit.
<</if>>
<br>
<<getouticon>><<link [[Back out of the repair|Tailor Shop]]>><<endevent>><</link>>The tailor picks up the crate and carries it into the back of the shop.
<br><br>
<<link [[Next|Tailor Shop]]>><<endevent>><</link>><<if $exposed gte 1>>
You continue to hide while the tailor makes the needed repairs. After what feels like an eternity, <<he>> passed you back your <<print $outfitRepair.name>> and you slip it on.
<br><br>
<<else>>
You loiter around the shop until the tailor calls you over for a few minor adjustments.
Just like that, your <<print $outfitRepair.name>> is as good as new.
<br><br>
<</if>>
<<set $worn[$outfitRepair.wornHalf].integrity = clothingData($outfitRepair.wornHalf,$worn[$outfitRepair.wornHalf],'integrity_max')>>
<<set makeMissingOutfit($outfitRepair)>>
<<unset $outfitRepair>>
<<link [[Back|Tailor Shop]]>><<endevent>><</link>><<set $outside to 0>><<effects>><<set $lock to 0>>
<<if currentSkillValue('skulduggery') gte $lock>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span>
<br><br>
<<else>>
<<wearProp "lockpick">>
<span class="green">The lock looks easy to pick.</span>
<br><br>
<<lockicon "pick">><<link [[Pick it (0:10)|Tattoo Parlour]]>><<handheldon>><<pass 10>><<crimeUp 10 "trespassing">><</link>><<crime "trespassing">>
<br>
<</if>>
<<else>>
<span class="red">The lock looks beyond your ability to pick.</span>
<<skulduggeryrequired>>
<br><br>
<</if>>
<<getouticon>><<link [[Leave|Shopping Centre]]>><<handheldon>><</link>>
<br><<set $outside to 0>><<effects>><<set $lock to 0>>
You are in the tattoo parlour. The artists here can turn anything drawn on you into a tattoo. They also have a selection of tattoo designs available. Costs <<printmoney 50000>>.
<br><br>
<<if Time.dayState is "night">>
You are alone in the darkness.
<br><br>
<<elseif $exposed gte 1>>
You hide in a cupboard to protect your dignity.
<br><br>
<</if>>
<<if $stress gte $stressmax>>
<<passoutshop>>
<<else>>
<<if Time.hour is 21>>
It's closing time. Security is herding everyone outside. <<if $exposed gte 1>>Panic swells within you as you realise how exposed you'll be should security find you in this state of dress.<</if>>
<br><br>
<<if $exposed lte 0>>
<<highicon>><<link [[Go outside|High Street]]>><</link>>
<br>
<<else>>
<<ind>><<link [["Hide until it's over (1:00)"|Tattoo Parlour]]>><<pass 1 hour>><</link>>
<</if>>
<<else>>
<<if Time.dayState is "night" and Time.hour isnot $closinghour and !$weekly.theft.tattooParlour>>
<<shopicon "register">><<link [[Examine the cash register|Tattoo Parlour Register]]>><</link>>
<br><br>
<<elseif $exposed lte 1 and Time.dayState isnot "night" and Time.hour isnot 21>>
<<if $money lt 50000>>
You cannot afford a tattoo.
<br><br>
<<else>>
<<shopicon "tattoo">><<link [[Get a tattoo|Tattoo Choice]]>><</link>>
<br>
<<shopicon "tattoo">><<link [[Turn bodywriting into tattoo|Tattoo Bodywriting Choice]]>><</link>>
<br><br>
<</if>>
<</if>>
<<getouticon>><<link [[Leave|Shopping Centre]]>><</link>>
<br>
<</if>>
<</if>><<effects>>
<<for _active_bodypart range setup.bodyparts>>
<<set _part to $skin[_active_bodypart]>>
<<switch _part.pen>>
<<case "pen" "marker" "lipstick" "mud">>
You have
<<if _part.type is "text">>
<span class="pink">"<<print _part.writing>>"</span> written
<<else>>
<span class="pink">a _part.writing</span> drawn
<</if>>
on your <<bodypart _active_bodypart>>.
<<set _tooShy to (["left_bottom","right_bottom","pubic","breasts"].includes(_active_bodypart) and $exhibitionism lte 34)>>
<<set _deviant to ["bestiality", "Black Wolf", "Great Hawk"].includes(_part.special)>>
<<set _lewd to _part.lewd is 1>>
<<if $money lte 50000>>
<span class="red">You cannot afford to turn it into a tattoo.</span>
<<elseif (_deviant and !hasSexStat("deviancy", 3)) or (_lewd and !hasSexStat("promiscuity", 3))>>
<<set _lewdOrDeviant to (_deviant and !hasSexStat("deviancy", 3) ? "deviant" : "lewd")>>
<<if _tooShy>>
<span class="blue">You can't bear to show your <<bodypart _active_bodypart>> to the tattoo artist, and you're not _lewdOrDeviant enough to have such a thing made into a tattoo anyway.</span>
<<else>>
<span class="blue">You are not _lewdOrDeviant enough to have such a thing made into a tattoo.</span>
<</if>>
<<unset _lewdOrDeviant>>
<<elseif _tooShy>>
<span class="blue">You can't bear to show your <<bodypart _active_bodypart>> to the tattoo artist.</span>
<<else>>
<<capture _active_bodypart _part _deviant _lewd>>
| <<link [[Turn into tattoo (£500 1:00)|Tattoo Bodywriting]]>>
<<pass 60>><<money -50000 "tattoo">><<set $tattoo_bodypart to _active_bodypart>><<set $tattoo_parlour to clone(_part)>>
<<if _lewd or _deviant>><<control 50>><<else>><<control 25>><</if>>
<<set _part.pen to "tattoo">><<pain 6>>
<</link>><<if _lewd or _deviant>><<gggcontrol>><<else>><<ggcontrol>><</if>><<gpain>>
<</capture>>
<</if>>
<<unset _tooShy>><<unset _deviant>><<unset _lewd>>
<<case "tattoo">>
Your <<bodypart _active_bodypart>> is already tattooed.
<<case "brand">>
Your <<bodypart _active_bodypart>> is <span class="red">branded</span>.
<<case "magic">>
Your <<bodypart _active_bodypart>> has a magical <span class="pink">seal</span>.
<<default>>
Nothing is written on your <<bodypart _active_bodypart>>.
<</switch>>
<br>
<</for>>
<br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Think of a sentence to tattoo|Tattoo Bodywriting Write]]>><</link>>
<br>
<</if>>
<<link [[Back|Tattoo Parlour]]>><</link>>
<br><<effects>>
They have a board displaying a number of tattoo designs.
<br><br>
Location:<br>
<<for _active_bodypart range setup.bodyparts>>
<<if !$skin[_active_bodypart].writing>>
<<set _bodypart_detected to 1>>
<label>Your <<bodypart _active_bodypart>> <<capture _active_bodypart>><<radiobutton "$tattoo_bodypart" _active_bodypart>><</capture>></label>
<br>
<</if>>
<</for>>
<<if _bodypart_detected isnot 1>>
<span class="red">There's no room on your skin.</span>
<br>
<</if>>
<br>
<span class="pink">Girly</span> tattoos:
<br>
<label>Unicorn <span class="pink">♀</span> <<radiobutton "$tattoo_choice" "unicorn">></label> |
<label>Heart <span class="pink">♀</span> <<radiobutton "$tattoo_choice" "heart">></label> |
<label>Flower <span class="pink">♀</span> <<radiobutton "$tattoo_choice" "flower">></label> |
<label>Butterfly <span class="pink">♀</span> <<radiobutton "$tattoo_choice" "butterfly">></label> |
<label>Star <span class="pink">♀</span> <<radiobutton "$tattoo_choice" "star">></label> |
<br><br>
<span class="blue">Boyish</span> tattoos:
<br>
<label>Skull <span class="blue">♂</span> <<radiobutton "$tattoo_choice" "skull">></label> |
<label>Flame <span class="blue">♂</span> <<radiobutton "$tattoo_choice" "flame">></label> |
<br><br>
<span class="gold">Holy</span> tattoos:
<br>
<label>Cross <<radiobutton "$tattoo_choice" "cross">></label> |
<br><br>
<span class="lewd">Deviant</span> tattoos:
<br>
<<if hasSexStat("deviancy", 3)>>
<label>Paw print <<radiobutton "$tattoo_choice" "paw_print">></label> |
<<else>>
You're not deviant enough.
<</if>>
<br><br>
<span class="red">Tribal</span> tattoos:
<br>
<label>Triangle <<radiobutton "$tattoo_choice" "triangle">></label> |
<label>Square <<radiobutton "$tattoo_choice" "square">></label> |
<label>Circle <<radiobutton "$tattoo_choice" "circle">></label> |
<br><br>
<<link [[Get tattoo (£500 1:00)|Tattoo Get]]>><</link>><<gpain>>
<br>
<<link [[Back|Tattoo Parlour]]>><<unset $tattoo_bodypart>><<unset $writebodyaction>><</link>>
<br><<effects>>
<<if $tattoo_bodypart and $tattoo_choice>>
<<set $tattoo_parlour to clone(setup.bodywriting[$tattoo_choice])>>
<<add_bodywriting $tattoo_bodypart $tattoo_choice tattoo>><<pass 60>><<money -50000 "tattoo">>
<<pain 6>>
<<tattoo_parlour>>
<<link [[Next|Tattoo Parlour]]>><</link>>
<br>
<<elseif $tattoo_choice>>
<span class="blue">You must choose a body part to tattoo on.</span>
<br><br>
<<unset $tattoo_choice>>
<<link [[Next|Tattoo Choice]]>><</link>>
<br>
<<elseif $tattoo_bodypart>>
<span class="blue">You must choose what you want tattooed.</span>
<br><br>
<<unset $tattoo_bodypart>>
<<link [[Next|Tattoo Choice]]>><</link>>
<br>
<<else>>
<span class="blue">You must choose a bodypart and image.</span>
<br><br>
<<link [[Next|Tattoo Choice]]>><</link>>
<br>
<</if>><<effects>>
<<tattoo_parlour>>
<<link [[Next|Tattoo Parlour]]>><</link>>
<br><<effects>>
<<if $bodyWritingSelected is null>>
<<unset $bodyWritingSelected>>
<</if>>
<<if $bodyWritingSelected isnot undefined>>
You tell the tattoo artist to write
<<if isLoveInterest($skin[$bodyPartSelected].special)>>
"<span class="lewd"><<print $bodyWritingSelected>></span>"
<<elseif $skin[$bodyPartSelected].special isnot "none">>
"<span class="red"><<print $bodyWritingSelected>></span>"
<<elseif $skin[$bodyPartSelected].lewd is 1>>
"<span class="pink"><<print $bodyWritingSelected>></span>"
<<else>>
"<span class="purple"><<print $bodyWritingSelected>></span>"
<</if>>
on your <<bodypart $bodyPartSelected>>, and examine the result.
<<set _part to $skin[$bodyPartSelected]>>
<<set _lewd to _part.lewd is 1>>
<<set _deviant to ["bestiality", "Black Wolf", "Great Hawk"].includes(_part.special)>>
<br><br>
<<link [[Turn into tattoo (£500 1:00)|Tattoo Bodywriting]]>>
<<pass 60>>
<<money -50000 "tattoo">>
<<pain 6>>
<<if _lewd or _deviant>>
<<control 50>>
<<else>>
<<control 25>>
<</if>>
<<set $tattoo_bodypart to $bodyPartSelected>>
<<set $tattoo_parlour to clone(_part)>>
<<set _part.pen to "tattoo">>
<<unset $bodyWritingSelected>>
<<unset $bodyPartSelected>>
<<unset $bodywritingSet>>
<</link>><<gpain>><<if _lewd or _deviant>><<gggcontrol>><<else>><<ggcontrol>><</if>>
<br>
<<link [[Write something else|Tattoo Bodywriting Write]]>>
<<bodywriting_clear $bodyPartSelected>>
<<unset $bodyWritingSelected>>
<<unset $bodyPartSelected>>
<<unset $bodywritingSet>>
<</link>>
<<else>>
<<link [[Back|Tattoo Bodywriting Choice]]>><<unset $bodywritingSet>><</link>>
<br><br>
You think about what you'd like your tattoo to say.
<br><br>
__Body Writing__<br>
<<bodywriting>><br>
<<bodywritingOptions>>
<<set _bodyPartOptionsSkip to []>>
<<if !hasSexStat("exhibitionism", 3)>>
<<set _bodyPartOptionsSkip to _bodyPartOptionsSkip.concat(["left_bottom","right_bottom","pubic","breasts"])>>
<</if>>
<<bodywritingMenuLinks _bodyPartOptionsSkip>>
<</if>><<set $outside to 0>><<effects>><<set $lock to 200>>
<<if currentSkillValue('skulduggery') gte $lock>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span>
<br><br>
<<else>>
<<wearProp "lockpick">>
<span class="green">The lock looks easy to pick.</span>
<br><br>
<<lockicon "pick">><<link [[Pick it (0:10)|Toy Shop]]>><<handheldon>><<pass 10>><<crimeUp 15 "trespassing">><</link>><<crime "trespassing">>
<br>
<</if>>
<<else>>
<span class="red">The lock looks beyond your ability to pick.</span>
<<skulduggeryrequired>>
<br><br>
<</if>>
<<getouticon>><<link [[Leave|Shopping Centre Top]]>><<handheldon>><</link>>
<br><<set $outside to 0>><<effects>><<set $lock to 0>>
<<if $player.inventory.childrenToys is undefined>>
<<set $player.inventory.childrenToys to []>>
<</if>>
<<if !$storedChildrenToys>><<set $storedChildrenToys to {}>><</if>>
You are in the toy store. From floor to ceiling stand before you toys of all kinds, many in their own boxes, others ready to be played with.
<<if $pregnancyStats.humanToysUnlocked>>
You can't help but think about your children when being in here.
<</if>>
<<if random(0,200) gt 199 and Time.dayState isnot "night">>
<br><br>
You spot a kid zooming around in a vrelcar.
<<if !$daily.seenVrelcar>>
<<set $daily.seenVrelcar to true>>
<<trauma -60>><<lltrauma>>
<</if>>
<</if>>
<br><br>
<<if Time.dayState is "night">>
You are alone in the darkness.
<br><br>
<<elseif $exposed gte 1>>
You hide in a cupboard to protect your dignity.
<br><br>
<</if>>
<<if $stress gte $stressmax>>
<<passoutshop>>
<<else>>
<<if Time.hour is 21>>
It's closing time. Security is herding everyone outside. <<if $exposed gte 1>>Panic swells within you as you realise how exposed you'll be should security find you in this state of dress.<</if>>
<br><br>
<<if $exposed lte 0>>
<<highicon>><<link [[Go outside|High Street]]>><</link>>
<br>
<<else>>
<<ind>><<link [["Hide until it's over (1:00)"|Toy Shop]]>><<pass 1 hour>><</link>>
<</if>>
<<else>>
<<if Time.dayState is "night" and Time.hour isnot $closinghour and !$weekly.theft.toyShop>>
<<shopicon "register">><<link [[Examine the cash register|Toy Shop Register]]>><</link>>
<br><br>
<</if>>
<<toySelection>>
<<if $exposed lte 1 and Time.dayState isnot "night" and Time.hour isnot 21>>
<<if $pregnancyStats.humanToysUnlocked>>
/*Baby Toys*/
<<icon "childToys/babyrattle.png">><<link [[Baby rattle|Toy Shop Item]]>><<set $selectedToy to clone(_toySelection["babyRattle"])>><</link>>
<br>
<<icon "childToys/toycar.png">><<link [[Toy cars|Toy Shop Item]]>><<set $selectedToy to clone(_toySelection["toyCar"])>><</link>>
<br>
<<icon "childToys/dummy.png">><<link [[Dummies|Toy Shop Item]]>><<set $selectedToy to clone(_toySelection["dummy"])>><</link>>
<br>
<<icon "childToys/toybear.png">><<link [[Teddy bears|Toy Shop Item]]>><<set $selectedToy to clone(_toySelection["teddyBear"])>><</link>>
<br><br>
<</if>>
<</if>>
<<getouticon>><<link [[Leave|Shopping Centre Top]]>><</link>>
<br>
<</if>>
<</if>>You take a look at the collection of <<print $selectedToy.set>>. They cost <span class="gold"><<print $selectedToy.costDisplay>></span> each.
<br><br>
<<if $selectedToy.options>>
<<set _numberOnHand to {}>>
<<for _i to 0; _i lt $player.inventory.childrenToys.length; _i++>>
<<if $player.inventory.childrenToys[_i].set is $selectedToy.set>>
<<if _numberOnHand[$player.inventory.childrenToys[_i].name] is undefined>>
<<set _numberOnHand[$player.inventory.childrenToys[_i].name] to 1>>
<<else>>
<<set _numberOnHand[$player.inventory.childrenToys[_i].name]++>>
<</if>>
<</if>>
<</for>>
<<for _i to 0; _i lt $selectedToy.options.length; _i++>>
<label>
<<radiobutton "$selectedToy.selectedOption" _i autocheck>>
<span @class="$selectedToy.options[_i].colour">
<<print $selectedToy.options[_i].optionsName>>
(<<print (_numberOnHand[$selectedToy.options[_i].name] is undefined ? 0 : _numberOnHand[$selectedToy.options[_i].name])>>)
</span>
</label> |
<</for>>
<br><br>
<</if>>
<<if $player.inventory.childrenToys.length gte 5>>
You can't have more than 5 toys with you at a time.
<br><br>
<<elseif $selectedToy.cost lte $money>>
<<link [[Buy|Toy Shop]]>><<buyToy>><</link>>
<br>
<<else>>
You can't afford this toy.
<br>
<</if>>
<<link [[Don't buy|Toy Shop]]>><<unset $selectedToy>><</link>><<widget "toySelection">>
<<set _toySelection to {
"babyRattle":
{
set:"baby rattles", name:"baby rattle", cost:1000, costDisplay:"£10", selectedOption: 0, type:"human",
options: [
{"colour":"pink","name":"Pink baby rattle","name_lower":"pink baby rattle","optionsName":"Pink"},
{"colour":"blue","name":"Blue baby rattle","name_lower":"blue baby rattle","optionsName":"Blue"},
{"colour":"green","name":"Green baby rattle","name_lower":"green baby rattle","optionsName":"Green"},
{"colour":"red","name":"Red baby rattle","name_lower":"red baby rattle","optionsName":"Red"},
{"colour":"gold","name":"Yellow baby rattle","name_lower":"yellow baby rattle","optionsName":"Yellow"},
],
},
"teddyBear":
{
set:"teddy bears", name:"Teddy bear", name_lower: "teddy bear", cost:4000, costDisplay:"£40", selectedOption: 0, type:"human",
options: [
{"colour":"white","name":"Teddy bear","name_lower":"teddy bear","optionsName":"Teddy bear"},
{"colour":"blue","name":"Mr Teddy","name_lower":"Mr Teddy","optionsName":"Mr Teddy"},
{"colour":"pink","name":"Mrs Teddy","name_lower":"Mrs Teddy","optionsName":"Mrs Teddy"},
{"colour":"gold","name":"Clown","name_lower":"clown","optionsName":"Clown"},
{"colour":"green","name":"Green Robot","name_lower":"green robot","optionsName":"Green Robot"},
{"colour":"red","name":"Red Robot","name_lower":"red robot","optionsName":"Red Robot"},
{"colour":"light-pink","name":"Baby Doll","name_lower":"baby doll","optionsName":"Baby Doll"},
],
},
"toyCar":
{
set:"toy cars", name:"Toy car", name_lower: "toy car", cost:1500, costDisplay:"£15", selectedOption: 0, type:"human",
options: [
{"colour":"pink","name":"Pink mini toy car","name_lower":"pink mini toy car","optionsName":"Pink mini"},
{"colour":"blue","name":"Blue race toy car","name_lower":"blue race toy car","optionsName":"Blue race car"},
{"colour":"green","name":"Green race toy car","name_lower":"green race toy car","optionsName":"Green race car"},
{"colour":"red","name":"Hot rod toy car","name_lower":"hot rod toy car","optionsName":"Hot rod"},
{"colour":"white","name":"Limousine toy car","name_lower":"limousine toy car","optionsName":"Limousine"},
],
},
"chewToy":
{
set:"chew toys", name:"chew toy", cost:1500, costDisplay:"£15", selectedOption: 0, type:"wolf",
options: [
{"colour":"grey","name":"Chew Bone","name_lower":"chew bone","optionsName":"Chew Bone"},
{"colour":"blue","name":"Chew Ball","name_lower":"chew ball","optionsName":"Chew Ball"},
{"colour":"white","name":"Squeaky Sheep","name_lower":"squeaky sheep","optionsName":"Squeaky Sheep"},
{"colour":"gold","name":"Squeaky Chicken","name_lower":"squeaky chicken","optionsName":"Squeaky Chicken"},
{"colour":"softbrown","name":"Rope","name_lower":"rope","optionsName":"Rope"},
],
},
"dummy":
{
set:"dummies", name:"dummy", cost:500, costDisplay:"£5", selectedOption: 0, type:"human",
options: [
{"colour":"pink","name":"Pink dummy","name_lower":"pink dummy","optionsName":"Pink"},
{"colour":"blue","name":"Blue dummy","name_lower":"blue dummy","optionsName":"Blue"},
{"colour":"green","name":"Green dummy","name_lower":"green dummy","optionsName":"Green"},
{"colour":"red","name":"Red dummy","name_lower":"red dummy","optionsName":"Red"},
{"colour":"gold","name":"Yellow dummy","name_lower":"yellow dummy","optionsName":"Yellow"},
{"colour":"white","name":"White dummy","name_lower":"white dummy","optionsName":"White"},
{"colour":"white","name":"See through dummy","name_lower":"see through dummy","optionsName":"See through"},
],
},
}>>
<</widget>>
<<widget "buyToy">>
<<money `-$selectedToy.cost` "toyShop">>
<<if $selectedToy.options>>
<<set _selectedOption to $selectedToy.selectedOption>>
<<if $selectedToy.options[_selectedOption].name>>
<<set $selectedToy.name to clone($selectedToy.options[_selectedOption].name)>>
<<set $selectedToy.name_lower to clone($selectedToy.options[_selectedOption].name_lower)>>
<</if>>
<<if $selectedToy.options[_selectedOption].colour>>
<<set $selectedToy.colour to clone($selectedToy.options[_selectedOption].colour)>>
<</if>>
<<run delete $selectedToy.selectedOption>>
<<run delete $selectedToy.options>>
<</if>>
<<run $player.inventory.childrenToys.push(clone($selectedToy))>>
<<unset $selectedToy>>
<</widget>><<widget "tryOnInit">>
<<set $tryOn to {
"autoReset":true,
"value":0,
"showEquip": {"over_head": null, "over_upper": null, "over_lower": null},
"showUnderEquip": {"upper": null, "lower": null}
}>>
<</widget>>
<<widget "tryOnReset">>
<<set $tryOn to {
"autoReset":false,
"value":0,
"ownedStored":{
"face":clone($worn.face),
"feet":clone($worn.feet),
"over_head":clone($worn.over_head),
"head":clone($worn.head),
"hands":clone($worn.hands),
"handheld":clone($worn.handheld),
"legs":clone($worn.legs),
"lower":clone($worn.lower),
"over_lower":clone($worn.over_lower),
"neck":clone($worn.neck),
"under_lower":clone($worn.under_lower),
"under_upper":clone($worn.under_upper),
"upper":clone($worn.upper),
"over_upper":clone($worn.over_upper)
},
"tryingOn":{
"face":null,
"feet":null,
"head":null,
"over_head":null,
"hands":null,
"handheld":null,
"legs":null,
"lower":null,
"over_lower":null,
"neck":null,
"under_lower":null,
"under_upper":null,
"upper":null,
"over_upper":null
},
"type": {},
"showEquip": {"over_head": null, "over_upper":null, "over_lower": null},
"showUnderEquip": {"upper": null, "lower": null}
}>>
<</widget>>
<<widget "tryOnStats">>
<<if $debug is 1>>
<<if $tryOn.showEquip.over_head is null and $tryOn.showEquip.over_upper is null and $tryOn.showEquip.over_lower is null
and $worn.over_head.name isnot "naked" and $worn.over_upper.name isnot "naked" and $worn.over_lower.name isnot "naked" and $shopName isnot "stall">>
<<link "Show Normal Clothes">><<ShowUnderEquip "over" "hide">><<updatesidebarimg>><<updatetryonstats>><<numberify "#passages > .passage">><<run initializeTooltips()>><</link>>
<br>
<<elseif $tryOn.showEquip.over_head isnot null or $tryOn.showEquip.over_upper isnot null or $tryOn.showEquip.over_lower isnot null>>
<<link "Re-equip Over Clothes">><<ShowUnderEquip "over">><<updatesidebarimg>><<updatetryonstats>><<numberify "#passages > .passage">><<run initializeTooltips()>><</link>>
<br>
<</if>>
<</if>>
<<if $tryOn.showUnderEquip.upper is null and $tryOn.showUnderEquip.lower is null and $shopName isnot "stall">>
<<link "Show Under Clothes">><<ShowUnderEquip "normal" "hide">><<if $shopName is "school">><<set $schoolShopAction.push("under")>><</if>><<updatesidebarimg>><<updatetryonstats>><<numberify "#passages > .passage">><<run initializeTooltips()>><</link>>
<br><br>
<<elseif $tryOn.showUnderEquip.upper isnot null and $tryOn.showUnderEquip.lower isnot null>>
<<link "Re-equip Upper Clothes">><<ShowUnderEquip "normal">><<updatesidebarimg>><<updatetryonstats>><<numberify "#passages > .passage">><<run initializeTooltips()>><</link>>
<br><br>
<</if>>
<<set _slots to setup.clothingLayer.all>>
<<if _slots.map(x => $tryOn.tryingOn[x]).some(x => x != null)>>
Clothes you are trying on total to <<printmoney $tryOn.value>>. This includes:
<br>
<<if ["Clothing Shop","School Library Shop","Forest Shop","Adult Shop Store","Balloon Stand"].includes($passage)>>
<<set _slots to setup.clothingLayer.all>>
<ul>
<<for _tryon range _slots.map(x => [x, $tryOn.tryingOn[x]]).filter(x => x[1] != null && x[1].outfitSecondary is undefined)>>
<li>
<<if _tryon[1].colour isnot 0>>
<<set _colour = (new Wikifier(null, "<<clothescolour _tryon[0]>>")).output.textContent.trim()>>
<<set _custom_style = _tryon[1].colour == "custom" ? "color:" + _customRGB : "">>
<span style="display:inline-flex">(<span @class="_tryon[1].colour.replace(/ /g, '-')" @style="_custom_style"><<print _colour>></span>)</span>
<</if>>
<<print setup.clothes[_tryon[0]][clothesIndex(_tryon[0],_tryon[1])].name_cap>> with a price tag of <<printmoney `getClothingCost(_tryon[1],_tryon[0])`>>
<<capture _tryon[0]>>
| <<link [["Remove"|$passage]]>><<clothingReset _tryon[0]>>
<<updatesidebarimg>>
<<updatesidebardescription>>
<<updateallure>>
<<updatewarmthscale>>
<<updatewarmthdescription>>
<<updatetryonstats>>
<<updateclothingshop>>
<</link>>
<</capture>>
</li>
<</for>>
</ul>
<</if>>
<</if>>
<</widget>>
<<widget "updatetryonstats">>
<<replace "#tryonstats-div">><<tryOnStats>><</replace>>
<</widget>>
/*
_args[0] - "wear" or "wardrobe"
_args[0] - undefined or "steal"
*/
<<widget "buyTryOnClothes">>
<<if _args[0]>>
<<ShowUnderEquip "normal">>
<<ShowUnderEquip "over">>
<<set _equip to setup.clothingLayer.all>>
<<set _itemTypes to setup.clothingLayer.body>>
<<set _towels to ["towel top","large towel","towel skirt"]>>
<<if _args[1] isnot "steal">>
<<money `-$tryOn.value` "clothes">>
<</if>>
<<switch _args[0]>>
<<case "wear">>
<<for _i to 0; _i lt _equip.length; _i++>>
<<if $tryOn.ownedStored[_equip[_i]] isnot null and $tryOn.tryingOn[_equip[_i]] isnot null and $tryOn.ownedStored[_equip[_i]].name isnot "naked" and !_towels.includes($tryOn.ownedStored[_equip[_i]].name)>>
/*Send previously equipped clothes to wardrobe*/
<<wardrobeSend _equip[_i] $tryOn.ownedStored[_equip[_i]]>>
/*Make sure outfit parts don't get left behind*/
<<if $tryOn.ownedStored[_equip[_i]].outfitPrimary isnot undefined>>
<<for $_slot, $_item range $tryOn.ownedStored[_equip[_i]].outfitPrimary>>
<<if $_item isnot "broken" and $tryOn.ownedStored[$_slot].name isnot "naked" and !_towels.includes($tryOn.ownedStored[$_slot].name)>> /* NO SPLIT ADDED */
<<wardrobeSend $_slot $tryOn.ownedStored[$_slot]>>
<</if>>
<</for>>
<</if>>
<</if>>
<</for>>
<<case "wardrobe">>
<<for _i to 0; _i lt _equip.length; _i++>>
<<if $tryOn.tryingOn[_equip[_i]] isnot null>>
<<if $tryOn.tryingOn[_equip[_i]].name is $worn[_equip[_i]].name>>
<<wardrobeSend _equip[_i] $tryOn.tryingOn[_equip[_i]]>>
<</if>>
<</if>>
<</for>>
<<clothingReset>>
<</switch>>
<<set $tryOn.autoReset to true>>
<</if>>
<</widget>>
<<widget "clothingReset">>
<<if _args[0]>>
<<if $tryOn.ownedStored[_args[0]] isnot null>>
<<if Object.keys($tryOn.showUnderEquip).includes(_args[0]) and $tryOn.showUnderEquip[_args[0]] isnot null>>
<<ShowUnderEquip "normal">>
<<elseif Object.keys($tryOn.showEquip).includes(_args[0]) and $tryOn.showEquip[_args[0]] isnot null>>
<<ShowUnderEquip "over">>
<</if>>
<<if $worn[_args[0]].outfitSecondary isnot undefined and $worn[_args[0]].outfitSecondary[1] isnot "broken" and $worn[_args[0]].outfitSecondary[1] isnot "split">>
<<set _resetSlot to $worn[_args[0]].outfitSecondary[0]>>
<<else>>
<<set _resetSlot to _args[0]>>
<</if>>
<<unset _outfitPrimaryCR>>
<<set _outfitPrimaryCR to $worn[_resetSlot].outfitPrimary>>
<<if _outfitPrimaryCR isnot undefined>>
<<for _labelCR, _valueCR range _outfitPrimaryCR>>
<<if $worn[_labelCR].name is _valueCR>>
<<clothingResetOwnedReset _labelCR>>
<</if>>
<</for>>
<</if>>
<<clothingResetOwnedReset _resetSlot>>
<</if>>
<<else>>
<<set _equip to setup.clothingLayer.all>>
<<for _i to 0; _i lt _equip.length; _i++>>
<<if $tryOn.ownedStored[_equip[_i]] isnot null>>
<<set $worn[_equip[_i]] to clone($tryOn.ownedStored[_equip[_i]])>>
<</if>>
<</for>>
<<set $tryOn.autoReset to true>>
<</if>>
<</widget>>
<<widget "clothingResetOwnedReset">>
<<if $tryOn.ownedStored[_args[0]]>>
<<set $_.outfitSecondary to $tryOn.ownedStored[_args[0]].outfitSecondary>>
<<set $_.slot to false>>
<<set _wearStored to true>>
<<if $_.outfitSecondary isnot undefined>>
<<if $_.outfitSecondary[1] is $tryOn.ownedStored[$_.outfitSecondary[0]].name>>
<<set $_.slot to $_.outfitSecondary[0]>>
<</if>>
<</if>>
<<if $_.slot is false>>
<<set $_.slot to _args[0]>>
<<elseif $tryOn.tryingOn[$_.slot] isnot null>>
<<set _wearStored to false>>
<</if>>
<<if _wearStored>>
<<set $_.outfitPrimary to $tryOn.ownedStored[$_.slot].outfitPrimary>>
<<if $_.outfitPrimary isnot undefined>>
<<for _labelOCR, _valueOCR range $_.outfitPrimary>>
<<if _labelOCR isnot _args[0] and $tryOn.tryingOn[_labelOCR] isnot null>>
<<set _wearStored to false>>
<</if>>
<</for>>
<</if>>
<</if>>
<<if _wearStored>>
<<if $_.outfitPrimary isnot undefined>>
<<for _labelOCR, _valueOCR range $_.outfitPrimary>>
<<if $tryOn.ownedStored[_labelOCR].name is _valueOCR>>
<<set $worn[_labelOCR] to clone($tryOn.ownedStored[_labelOCR])>>
<<removeTryingOn _labelOCR>>
<</if>>
<</for>>
<</if>>
<<set $worn[$_.slot] to clone($tryOn.ownedStored[$_.slot])>>
<<removeTryingOn $_.slot>>
<<else>>
<<set $worn[_args[0]] to clone(setup.clothes[_args[0]][0])>>
<<removeTryingOn _args[0]>>
<</if>>
<</if>>
<</widget>>
<<widget "tryOnWear">>
<<set _slotTO = _args[0]>>
<<set _choice_indexTO = _args[1]>>
<<if _slotTO and _choice_indexTO>>
<<set $_items to {}>>
/*Finds the main piece of clothing and sets it colours*/
<<set $_items[_slotTO] to clone(setup.clothes[_slotTO][_choice_indexTO])>>
<<if $colouraction2 isnot undefined and $_items[_slotTO].colour_options.includes($colouraction2)>>
<<set $_items[_slotTO].colour to $colouraction2>>
<<if $_items[_slotTO].colour is "custom">>
<<set $_items[_slotTO].colourCustom to customColour($customColors.color.primary, $customColors.saturation.primary, $customColors.brightness.primary, $customColors.contrast.primary, $customColors.sepia.primary)>>
<</if>>
<</if>>
<<if $accessorycolouraction2 isnot undefined and $_items[_slotTO].accessory_colour_options.includes($accessorycolouraction2)>>
<<set $_items[_slotTO].accessory_colour to $accessorycolouraction2>>
<<if $_items[_slotTO].accessory_colour is "custom">>
<<set $_items[_slotTO].accessory_colourCustom to customColour($customColors.color.secondary, $customColors.saturation.secondary, $customColors.brightness.secondary, $customColors.contrast.secondary, $customColors.sepia.secondary)>>
<</if>>
<</if>>
/*Finds the secondary pieces of clothing and sets their colours*/
<<unset _outfitPrimaryTO>>
<<set _outfitPrimaryTO to $_items[_slotTO].outfitPrimary>>
<<if _outfitPrimaryTO isnot undefined>>
<<for _labelTO, _valueTO range _outfitPrimaryTO>>
<<for _i to 0; _i lt setup.clothes[_labelTO].length; _i++>>
<<if setup.clothes[_labelTO][_i].name is _valueTO>>
<<set $_items[_labelTO] to clone(setup.clothes[_labelTO][_i])>>
<<if $colouraction2 isnot undefined and $_items[_labelTO].colour_options.includes($colouraction2)>>
<<set $_items[_labelTO].colour to $colouraction2>>
<<if $_items[_labelTO].colour is "custom">>
<<set $_items[_labelTO].colourCustom to customColour($customColors.color.primary, $customColors.saturation.primary, $customColors.brightness.primary, $customColors.contrast.primary, $customColors.sepia.primary)>>
<</if>>
<</if>>
<<if $accessorycolouraction2 isnot undefined and $_items[_labelTO].accessory_colour_options.includes($accessorycolouraction2)>>
<<set $_items[_labelTO].accessory_colour to $accessorycolouraction2>>
<<if $_items[_labelTO].accessory_colour is "custom">>
<<set $_items[_labelTO].accessory_colourCustom to customColour($customColors.color.secondary, $customColors.saturation.secondary, $customColors.brightness.secondary, $customColors.contrast.secondary, $customColors.sepia.secondary)>>
<</if>>
<</if>>
<<break>>
<</if>>
<</for>>
<</for>>
<</if>>
/*Unequips the required slots*/
<<set _returnSlots to []>>
<<unset _unequipSlot>>
<<for _labelTO, _valueTO range $_items>>
<<if $worn[_labelTO].name is "naked">>
<<continue>>
<</if>>
<<if $worn[_labelTO].outfitSecondary isnot undefined>>
<<if $worn[_labelTO].outfitSecondary[1] isnot "broken" and $worn[_labelTO].outfitSecondary[1] isnot "split">>
<<set _unequipSlot to $worn[_labelTO].outfitSecondary[0]>>
<</if>>
<</if>>
<<if _unequipSlot is undefined>>
<<set _unequipSlot to _labelTO>>
<</if>>
<<set _returnSlots.push(_unequipSlot)>>
<<unset _outfitPrimaryTO>>
<<set _outfitPrimaryTO to $worn[_unequipSlot].outfitPrimary>>
<<if _outfitPrimaryTO isnot undefined>>
<<for _labelTO2, _valueTO2 range _outfitPrimaryTO>>
<<if _valueTO2 isnot "broken" and _valueTO2 isnot "split">>
<<set $worn[_labelTO2] to clone(setup.clothes[_labelTO2][0])>>
<<removeTryingOn _labelTO2>>
<<set _returnSlots.push(_labelTO2)>>
<</if>>
<</for>>
<</if>>
<<set $worn[_unequipSlot] to clone(setup.clothes[_unequipSlot][0])>>
<<removeTryingOn _unequipSlot>>
<</for>>
/*Equip items*/
<<for _labelTO, _valueTO range $_items>>
<<set $worn[_labelTO] to clone(_valueTO)>>
<<set $tryOn.tryingOn[_labelTO] to clone(_valueTO)>>
<<set $tryOn.value += getClothingCost($tryOn.tryingOn[_labelTO],_labelTO)>>
<<run clothesDataTrimmer($worn[_labelTO])>>
<<run clothesDataTrimmer($tryOn.tryingOn[_labelTO])>>
<</for>>
/*re-equip original clothes where needed*/
<<for _returnSlot range _returnSlots>>
<<if $worn[_returnSlot].name is "naked" and $tryOn.ownedStored[_returnSlot].name isnot "naked">>
<<if $tryOn.ownedStored[_returnSlot].outfitSecondary is undefined>>
<<set _reequip to true>>
<<unset _outfitPrimaryTO>>
<<set _outfitPrimaryTO to $tryOn.ownedStored[_returnSlot].outfitPrimary>>
<<if _outfitPrimaryTO isnot undefined>>
<<for _labelTO, _valueTO range _outfitPrimaryTO>>
<<if $worn[_labelTO].name isnot "naked">>
<<set _reequip to false>>
<</if>>
<</for>>
<</if>>
<<if _reequip>>
<<clothingReset _returnSlot>>
<</if>>
<</if>>
<</if>>
<</for>>
<</if>>
<</widget>>
<<widget "updateOwned">>
<<if _args[0]>>
<<if $worn[_args[0]].outfitSecondary is undefined>>
<<unset _outfitPrimaryUO>>
<<set _outfitPrimaryUO to $worn[_args[0]].outfitPrimary>>
<<if _outfitPrimaryUO isnot undefined>>
<<for _labelUO, _valueUO range _outfitPrimaryUO>>
<<if $worn[_labelUO].name is _valueUO>>
<<updateStoredSlot _labelUO>>
<</if>>
<</for>>
<</if>>
<<updateStoredSlot _args[0]>>
<</if>>
<</if>>
<</widget>>
<<widget "updateStoredSlot">>
<<if $tryOn.ownedStored[_args[0]].outfitSecondary isnot undefined and $tryOn.ownedStored[_args[0]].outfitSecondary[1] isnot "broken">>
<<set _updateSlot to $tryOn.ownedStored[_args[0]].outfitSecondary[0]>>
<<else>>
<<set _updateSlot to _args[0]>>
<</if>>
<<unset _outfitPrimaryUSS>>
<<set _outfitPrimaryUSS to $tryOn.ownedStored[_updateSlot].outfitPrimary>>
<<if _outfitPrimaryUSS isnot undefined>>
<<for _labelUSS, _valueUSS range _outfitPrimaryUSS>>
<<if _valueUSS isnot "broken" and _valueUSS isnot "split">>
<<set $tryOn.ownedStored[_labelUSS] to clone($worn[_labelUSS])>>
<</if>>
<</for>>
<</if>>
<<set $tryOn.ownedStored[_updateSlot] to clone($worn[_updateSlot])>>
<</widget>>
<<widget "removeTryingOn">>
<<if $tryOn.tryingOn[_args[0]] isnot null>>
<<set $tryOn.value -= getClothingCost($tryOn.tryingOn[_args[0]],_args[0])>>
<<set $tryOn.tryingOn[_args[0]] to null>>
<</if>>
<</widget>>
<<widget "wardrobeSend">>
<<if _args[0] and _args[1]>>
<<if $wardrobes.shopReturn is "wardrobe" or $wardrobes[$wardrobes.shopReturn] is undefined>>
<<set $_selectedWardrobe to $wardrobe>>
<<else>>
<<set $_selectedWardrobe to $wardrobes[$wardrobes.shopReturn]>>
<</if>>
<<if _args[1].name isnot "naked">>
<<set $_selectedWardrobe[_args[0]].push(clone(_args[1]))>>
<</if>>
<</if>>
<</widget>>
<<widget "ShowUnderEquip">>
<<if _args[0] is "over">>
<<set _slots to setup.clothingLayer.over>>
<<set _type to "showEquip">>
<<else>>
<<set _slots to ["upper", "lower"]>>
<<set _type to "showUnderEquip">>
<</if>>
<<if _slots>>
<<for _i to 0; _i lt _slots.length; _i++>>
<<if _args[1] is "hide" and $worn[_slots[_i]].cursed isnot 1 and $tryOn[_type][_slots[_i]] is null>>
<<unset _preventHide>><<unset _outfitPrimarySUE>>
<<set _outfitPrimarySUE to $worn[_slots[_i]].outfitPrimary>>
<<if _outfitPrimarySUE isnot undefined>>
<<for _labelSUE, _valueSUE range _outfitPrimarySUE>>
<<if $worn[_labelSUE].cursed is 1 or $tryOn[_type][_slots[_i]] isnot null and _valueSUE is $worn[_labelSUE].name>>
<<set _preventHide to true>>
<</if>>
<</for>>
<</if>>
<<if _preventHide isnot true>>
<<if _outfitPrimarySUE isnot undefined>>
<<for _labelSUE, _valueSUE range _outfitPrimarySUE>>
<<if _valueSUE is $worn[_labelSUE].name>>
<<set $tryOn[_type][_labelSUE] to clone($worn[_labelSUE])>>
<<set $worn[_labelSUE] to clone(setup.clothes[_labelSUE][0])>>
<</if>>
<</for>>
<</if>>
<<set $tryOn[_type][_slots[_i]] to clone($worn[_slots[_i]])>>
<<set $worn[_slots[_i]] to clone(setup.clothes[_slots[_i]][0])>>
<<if _args[0] is "normal">>
<<set $dontHide to true>>
<</if>>
<</if>>
<<elseif _args[1] is undefined>>
<<if $tryOn[_type][_slots[_i]] is null>>
<<continue>>
<</if>>
<<unset _outfitPrimarySUE>>
<<set _outfitPrimarySUE to $tryOn[_type][_slots[_i]].outfitPrimary>>
<<if _outfitPrimarySUE isnot undefined>>
<<for _labelSUE, _valueSUE range _outfitPrimarySUE>>
<<if $tryOn[_type] and $tryOn[_type][_labelSUE] and _valueSUE is $tryOn[_type][_labelSUE].name>>
<<set $worn[_labelSUE] to clone($tryOn[_type][_labelSUE])>>
<<set $tryOn[_type][_labelSUE] to null>>
<</if>>
<</for>>
<</if>>
<<set $worn[_slots[_i]] to clone($tryOn[_type][_slots[_i]])>>
<<set $tryOn[_type][_slots[_i]] to null>>
<<if _args[0] is "normal">>
<<set $dontHide to false>>
<</if>>
<</if>>
<</for>>
<</if>>
<</widget>><<widget "shoptraits">>
Traits:
<<for _trait range setup.clothingTraits>>
<<if _temp_choice.type.includes(_trait)>>
<<set _traitObj to setup.shopDetails[_trait]>>
<<if _traitObj>>
<div class="trait-description">
<<if _traitObj.desc>>
<<clothingtrait _trait 1>>
<br>
<</if>>
<<if !_traitObj.desc>>
<<print _traitObj.name>>
<<elseif _traitObj.details is "none">>
<div><<print _traitObj.name>> - <<print _traitObj.desc>></div>
<<else>>
<div>
<<set _traitDetails to `<i class="green normal">` + _traitObj.details + `</i>`>>
<<print _traitObj.name>><<print " "+"-"+" ">>
<span class="tooltip-anchor" @tooltip="_traitDetails">
_traitObj.desc
</span>
</div>
<</if>>
</div>
<</if>>
<</if>>
<</for>>
<br>
<<run initializeTooltips()>>
<</widget>>
<<widget "shopClothingFilterSettingsDefault">>
<<if $shopClothingFilter is undefined>>
<<set $shopClothingFilter to {
gender: "none",
traits: [],
reveal:{
lewd: true,
risqué: true,
seductive: true,
comfy: true,
tasteful: true,
smart: true,
unassuming: true
},
revealColour:{
lewd: "red",
risqué: "pink",
seductive: "purple",
comfy: "blue",
tasteful: "lblue",
smart: "teal",
unassuming: "green"
}
}>>
<<unset $shopClothingFilterTraits>>
<<unset $shopClothingFilterGender>>
<<unset $clothingTraitTypes>>
<</if>>
<</widget>>
<<widget "shopClothingFilterReset">>
<<if $shopClothingFilter is undefined>>
<<set $shopClothingFilter = {}>>
<</if>>
<<set $shopClothingFilter.gender = { female: true, neutral: true, male: true }>>
<<set $shopClothingFilter.reveal = { from: 0, to: 9999 }>>
<<set $shopClothingFilter.warmth = { from: 0, to: 50 }>>
<<set $shopClothingFilter.traits = []>>
<<set $shopClothingFilter.active = false>>
<<set $shopClothingFilter.sorting = { prop: "price", order: 'asc', enabled: false }>>
<<set $shopClothingFilter.outfit = { index: "none" }>>
<</widget>>
/*Args: slots used in an array*/
<<widget "shopBuyItemStatus">>
<<if _args[0]>>
<<if $wardrobes.shopReturn is "wardrobe" or $wardrobes[$wardrobes.shopReturn] is undefined>>
<<set _returnWardrobe to $wardrobe>>
<<else>>
<<set _returnWardrobe to $wardrobes[$wardrobes.shopReturn]>>
<</if>>
<<set _undamagedCount to 0>>
<<set _damagedCount to 0>>
<<set _space to _returnWardrobe.space>>
<<set _spaceLeft to clone(_space)>>
<<for _i to 0; _i lt _args[0].length; _i++>>
<<if _i is 0>>
<<for _j to 0; _j lt _returnWardrobe[_args[0][0]].length; _j++>>
<<if _returnWardrobe[_args[0][0]][_j].name is _temp_choice.name>>
<<set _undamagedCount++>>
<<if _returnWardrobe[_args[0][0]][_j].outfitPrimary isnot undefined>>
<<for _valueShop range _returnWardrobe[_args[0][0]][_j].outfitPrimary>>
<<if _valueShop is "broken" or _valueShop is "split">>
<<set _damagedCount++>>
<<set _undamagedCount-->>
<<break>>
<</if>>
<</for>>
<<else>>
<<set _damagedCount to -1>>
<</if>>
<</if>>
<</for>>
<</if>>
<<if _space - _returnWardrobe[_args[0][_i]].length lt _spaceLeft>>
<<set _spaceLeft to _space - _returnWardrobe[_args[0][_i]].length>>
<</if>>
Wardrobe <<print (_args[0][_i]).replace("_"," ")>> slots used: <<print _returnWardrobe[_args[0][_i]].length>> / _space.
<br>
<</for>>
<<if _undamagedCount gt 0>>
You own _undamagedCount of this item<<if _damagedCount gte 0>> unbroken<</if>>.
<br>
<</if>>
<<if _damagedCount gt 0>>
You own _damagedCount of this item that have been broken in some way.
<br>
<</if>>
<</if>>
<</widget>>
/*Args: slot, itemName, outfit*/
<<widget "shopFullImage">>
<<if _args[0] and _args[1] isnot undefined>>
<<set _shopFullImageVar to [_args[0], _args[1]]>>
<a value="Refresh" onclick="Wikifier.wikifyEval('<<replace #shopFullImage>><<shopFullImage $clothingShopSlot $clothes_choice>><</replace>>');">Refresh</a>
<br>
<div class="hideImageOverflow">
<div class="shopImg">
<<set _customPrimary to customColour($customColors.color.primary, $customColors.saturation.primary, $customColors.brightness.primary, $customColors.contrast.primary, $customColors.sepia.primary)>>
<<set _customSecondary to customColour($customColors.color.secondary, $customColors.saturation.secondary, $customColors.brightness.secondary, $customColors.contrast.secondary, $customColors.sepia.secondary)>>
<<shopFullImageSlot _args[0] _args[1]>>
</div>
</div>
<</if>>
<</widget>>
<<widget "shopFullImageSlot">>
<<if _args[0] and _args[1]>>
<<set $_slot to _args[0]>>
<<set $_item to _args[1]>>
<<if setup.clothes[$_slot][$_item].mainImage isnot 0>>
<<shopFullImagePart $_slot $_item "full" $colouraction _customPrimary>>
<</if>>
<<if setup.clothes[$_slot][$_item].breast_img is 1>>
<<switch $player.perceived_breastsize>>
<<case 12>>
<<set _breastSize to 6>>
<<case 8 9 10 11>>
<<set _breastSize to 5>>
<<case 6 7>>
<<set _breastSize to 4>>
<<case 4 5>>
<<set _breastSize to 3>>
<<case 3>>
<<set _breastSize to 2>>
<<case 0 1 2>>
<<set _breastSize to 1>>
<</switch>>
<<shopFullImagePart $_slot $_item `(_breastSize - 1)` $colouraction _customPrimary>>
<</if>>
<<if setup.clothes[$_slot][$_item].sleeve_img is 1>>
<<shopFullImagePart $_slot $_item "right" $colouraction _customPrimary>>
<<shopFullImagePart $_slot $_item "left" $colouraction _customPrimary>>
<</if>>
<<if setup.clothes[$_slot][$_item].leftImage is 1>>
<<shopFullImagePart $_slot $_item "left" $colouraction _customPrimary>>
<</if>>
<<if setup.clothes[$_slot][$_item].rightImage is 1>>
<<shopFullImagePart $_slot $_item "right" $colouraction _customPrimary>>
<</if>>
<<if setup.clothes[$_slot][$_item].accessory is 1>>
<<shopFullImagePart $_slot $_item "acc" $accessorycolouraction _customSecondary>>
<</if>>
<<set $_outfitPrimary to setup.clothes[$_slot][$_item].outfitPrimary>>
<<if $_outfitPrimary isnot undefined>>
<<for $_label, $_value range $_outfitPrimary>>
<<for $_i to 0; $_i < setup.clothes[$_label].length; $_i++>>
<<if setup.clothes[$_label][$_i].name is $_value>>
<<shopFullImageSlot $_label $_i>>
<<break>>
<</if>>
<</for>>
<</for>>
<</if>>
<</if>>
<</widget>>
/*_args[0] - slot, _args[1] - itemNo, _args[2] - file, _args[3] - colour, _args[4] - custom colour*/
<<widget "shopFullImagePart">>
<img @class="'clothes-'+ (typeof(_args[3]) == 'string' ? _args[3].replace(/ /g, '-') : '') + ' layer-' + _args[0]" @src="'img/clothes/' + _args[0] + '/' + setup.clothes[_args[0]][_args[1]].variable + '/' + _args[2] + '.png'" @style="(_args[3] is 'custom'? _args[4]:'')">
<</widget>>
<<widget "shopFullImageToggle">>
<<toggleclass #shopFullImage "hidden">>
<</widget>>
<<widget "specialClothesSetup">>
<<if $specialClothes is undefined>>
<<set $specialClothes to {
"witchdress":"locked",
"christmasdress":"locked",
"jinglebelldress":"locked",
"sleevelessjinglebelldress":"locked",
"serafuku":"locked",
"vampirejacket":"locked",
"slutshirt":"locked",
"christmasshirt":"locked",
"bellydancer'stop":"locked",
"christmastrousers":"locked",
"bellydancer'sbottoms":"locked",
"haremvest":"locked",
"harempants":"locked",
"loincloth":"locked",
"witchhat":"locked",
"broomstick":"locked",
"christmashat":"locked",
"chefhat":"locked",
"fedora":"locked",
"holypendant":"locked",
"darkpendant":"locked",
"stonependant":"locked",
"christmaslegwarmers":"locked",
"witchshoes":"locked",
"mummyfacewrap":"locked",
"mummytop":"locked",
"mummyskirt":"locked",
"cowbell":"locked",
"featheredhairclip":"locked",
"catsuit":"locked",
"holystole":"locked",
"minisnowman":"locked",
"cowbra":"locked",
"cowpanties":"locked",
"cowsocks":"locked",
"cowsleeves":"locked",
"bellydancer'sveil":"locked",
"rose":"locked",
"scarecrowshirt":"locked",
"scarecrowhat":"locked",
"skeletonmask":"locked",
"skeletonoutfit":"locked",
"classyvampirejacket":"locked",
"bellydancer'sshoes":"locked",
"futuristicbodysuit":"locked",
"daisy":"locked",
"esotericspectacles":"locked",
"spiritmask":"locked",
"ragtop":"locked",
"ragskirt":"locked",
"minipumpkin":"locked",
"gakuran":"locked",
"classicserafuku":"locked",
"sailorribbon":"locked",
"islandermask":"locked",
"sexynun'shabit":"locked",
"sexynun'sgloves":"locked",
"sexynun'sstockings":"locked",
"sexynun'sveil":"locked",
"sexynun'sornateveil":"locked",
"sexypriest'svestments":"locked",
"foxmask":"locked",
}>>
<</if>>
<!-- the following lines are for backwards compatibility with older saves. if you want to add a new item, add it above as well. -->
<!-- when adding new items, don't forget to also update $objectVersion.specialClothes in versionUpdate -->
<<if $specialClothes.cowbell is undefined>>
<<set $specialClothes.cowbell to "locked">>
<</if>>
<<if $specialClothes.featheredhairclip is undefined>>
<<set $specialClothes.featheredhairclip to "locked">>
<</if>>
<<if $specialClothes.catsuit is undefined>>
<<set $specialClothes.catsuit to "locked">>
<</if>>
<<if $specialClothes.holystole is undefined>>
<<set $specialClothes.holystole to "locked">>
<</if>>
<<if $specialClothes.minisnowman is undefined>>
<<set $specialClothes.minisnowman to "locked">>
<</if>>
<<if $specialClothes.cowbra is undefined>>
<<set $specialClothes.cowbra to "locked">>
<<set $specialClothes.cowpanties to "locked">>
<<set $specialClothes.cowsocks to "locked">>
<<set $specialClothes.cowsleeves to "locked">>
<</if>>
<<if $specialClothes["bellydancer'sveil"] is undefined>>
<<set $specialClothes["bellydancer'sveil"] to "locked">>
<</if>>
<<if $specialClothes["bellydancer'sshoes"] is undefined>>
<<set $specialClothes["bellydancer'sshoes"] to "locked">>
<</if>>
<<if $specialClothes["harempants"] is undefined>>
<<set $specialClothes["harempants"] to "locked">>
<</if>>
<<if $specialClothes["haremvest"] is undefined>>
<<set $specialClothes["haremvest"] to "locked">>
<</if>>
<<if $specialClothes.rose is undefined>>
<<set $specialClothes.rose to "locked">>
<</if>>
<<if $specialClothes.scarecrowshirt is undefined>>
<<set $specialClothes.scarecrowshirt to "locked">>
<<set $specialClothes.scarecrowhat to "locked">>
<</if>>
<<if $specialClothes.skeletonmask is undefined>>
<<set $specialClothes.skeletonmask to "locked">>
<<set $specialClothes.skeletonoutfit to "locked">>
<</if>>
<<if $specialClothes.classyvampirejacket is undefined>>
<<set $specialClothes.classyvampirejacket to "locked">>
<</if>>
<<if $specialClothes.futuristicbodysuit is undefined>>
<<set $specialClothes.futuristicbodysuit to "locked">>
<</if>>
<<if $specialClothes.daisy is undefined>>
<<set $specialClothes.daisy to "locked">>
<</if>>
<<if $specialClothes.esotericspectacles is undefined>>
<<set $specialClothes.esotericspectacles to "locked">>
<</if>>
<<if $specialClothes.spiritmask is undefined>>
<<set $specialClothes.spiritmask to "locked">>
<</if>>
<<if $specialClothes.ragtop is undefined>>
<<set $specialClothes.ragtop to "locked">>
<</if>>
<<if $specialClothes.ragskirt is undefined>>
<<set $specialClothes.ragskirt to "locked">>
<</if>>
<<if $specialClothes.minipumpkin is undefined>>
<<set $specialClothes.minipumpkin to "locked">>
<</if>>
<<if $specialClothes.gakuran is undefined>>
<<set $specialClothes.gakuran to "locked">>
<</if>>
<<if $specialClothes.sailorribbon is undefined>>
<<set $specialClothes.sailorribbon to $specialClothes.serafuku is "unlocked" ? "unlocked" : "locked">>
<<set $specialClothes.classicserafuku to $specialClothes.serafuku is "unlocked" ? "unlocked" : "locked">>
<</if>>
<<if $specialClothes.islandermask is undefined>>
<<set $specialClothes.islandermask to "locked">>
<</if>>
<<if $specialClothes.sleevelessjinglebelldress is undefined>>
<<set $specialClothes.sleevelessjinglebelldress to "locked">>
<</if>>
<<if $specialClothes.jinglebelldress is undefined>>
<<set $specialClothes.jinglebelldress to "locked">>
<</if>>
<<if $specialClothes["sexynun'shabit"] is undefined>>
<<set $specialClothes["sexynun'shabit"] to "locked">>
<<set $specialClothes["sexynun'sgloves"] to "locked">>
<<set $specialClothes["sexynun'sstockings"] to "locked">>
<<set $specialClothes["sexynun'sveil"] to "locked">>
<<set $specialClothes["sexynun'sornateveil"] to "locked">>
<<set $specialClothes["sexypriest'svestments"] to "locked">>
<</if>>
<<if $specialClothes.foxmask is undefined>>
<<set $specialClothes.foxmask to "locked">>
<</if>>
<<if $specialClothes.broomstick is undefined>>
<<set $specialClothes.broomstick to "locked">>
<</if>>
<</widget>>
<<widget "specialClothesUpdate">>
<<if $headdrive is 1>>
<<set $specialClothes["classicserafuku"] to "unlocked">>
<<set $specialClothes["serafuku"] to "unlocked">>
<<set $specialClothes["gakuran"] to "unlocked">>
<<set $specialClothes["sailorribbon"] to "unlocked">>
<</if>>
<<if $undergroundbrothelescaped>>
<<set $specialClothes["slutshirt"] to "unlocked">>
<</if>>
<<if $halloween is 1>>
<<set $specialClothes["witchdress"] to "unlocked">>
<<set $specialClothes["vampirejacket"] to "unlocked">>
<<set $specialClothes["witchhat"] to "unlocked">>
<<set $specialClothes["broomstick"] to "unlocked">>
<<set $specialClothes["witchshoes"] to "unlocked">>
<<set $specialClothes["mummyfacewrap"] to "unlocked">>
<<set $specialClothes["mummytop"] to "unlocked">>
<<set $specialClothes["mummyskirt"] to "unlocked">>
<<set $specialClothes["scarecrowshirt"] to "unlocked">>
<<set $specialClothes["scarecrowhat"] to "unlocked">>
<<set $specialClothes["skeletonmask"] to "unlocked">>
<<set $specialClothes["skeletonoutfit"] to "unlocked">>
<<set $specialClothes["classyvampirejacket"] to "unlocked">>
<<set $specialClothes["futuristicbodysuit"] to "unlocked">>
<<set $specialClothes["minipumpkin"] to "unlocked">>
<</if>>
<<if $christmas is 1>>
<<set $specialClothes["christmasdress"] to "unlocked">>
<<set $specialClothes["christmasshirt"] to "unlocked">>
<<set $specialClothes["christmastrousers"] to "unlocked">>
<<set $specialClothes["christmashat"] to "unlocked">>
<<set $specialClothes["christmaslegwarmers"] to "unlocked">>
<<set $specialClothes["minisnowman"] to "unlocked">>
<<set $specialClothes["jinglebelldress"] to "unlocked">>
<<set $specialClothes["sleevelessjinglebelldress"] to "unlocked">>
<</if>>
<<if $valentines is 1>>
<<set $specialClothes["rose"] to "unlocked">>
<</if>>
<<if $brothelshowdata.intro>>
<<set $specialClothes["bellydancer'stop"] to "unlocked">>
<<set $specialClothes["bellydancer'sbottoms"] to "unlocked">>
<<set $specialClothes["bellydancer'sveil"] to "unlocked">>
<<set $specialClothes["bellydancer'sshoes"] to "unlocked">>
<<set $specialClothes["harempants"] to "unlocked">>
<<set $specialClothes["haremvest"] to "unlocked">>
<</if>>
<<if $syndromeeden is 1 or $syndromewolves is 1>>
<<set $specialClothes["loincloth"] to "unlocked">>
<</if>>
<<if $chef_state gte 9>>
<<set $specialClothes["chefhat"] to "unlocked">>
<</if>>
<<if $fedora_unlock is 1>>
<<set $specialClothes["fedora"] to "unlocked">>
<</if>>
<<if $soup_kitchen_known is 1>>
<<set $specialClothes["holypendant"] to "unlocked">>
<</if>>
<<if $loft_known is 1>>
<<set $specialClothes["darkpendant"] to "unlocked">>
<</if>>
<<if $stone_pendant_found is 1>>
<<set $specialClothes["stonependant"] to "unlocked">>
<</if>>
<<if $livestock_intro isnot undefined>>
<<set $specialClothes["cowbell"] to "unlocked">>
<<set $specialClothes["cowbra"] to "unlocked">>
<<set $specialClothes["cowpanties"] to "unlocked">>
<<set $specialClothes["cowsocks"] to "unlocked">>
<<set $specialClothes["cowsleeves"] to "unlocked">>
<</if>>
<<if $syndromebird is 1>>
<<set $specialClothes["featheredhairclip"] to "unlocked">>
<</if>>
<<if $catsuit_found is true>>
<<set $specialClothes["catsuit"] to "unlocked">>
<</if>>
<<if $grace gte 100>>
<<set $specialClothes["holystole"] to "unlocked">>
<</if>>
<<if $plants_known.includes("daisy")>>
<<set $specialClothes["daisy"] to "unlocked">>
<</if>>
<<if $hookah_state gte 2>>
<<set $specialClothes["esotericspectacles"] to "unlocked">>
<</if>>
<<if ($fox gte 6 or ($transformationParts.fox.tail isnot "hidden" and $transformationParts.fox.tail isnot "disabled"))>>
<<set $specialClothes["spiritmask"] to "unlocked">>
<</if>>
<<if ($feats.currentSave["Pain Rider"] isnot undefined) and ($feats.currentSave["Submerged"] isnot undefined)>>
<<set $specialClothes["ragtop"] to "unlocked">>
<<set $specialClothes["ragskirt"] to "unlocked">>
<</if>>
<<if $islander_mask gte 100>>
<<set $specialClothes["islandermask"] to "unlocked">>
<</if>>
<<if ["monk"].includes($temple_rank)>>
<<set $specialClothes["sexynun'shabit"] to "unlocked">>
<<set $specialClothes["sexynun'sgloves"] to "unlocked">>
<<set $specialClothes["sexynun'sstockings"] to "unlocked">>
<<set $specialClothes["sexynun'sveil"] to "unlocked">>
<<set $specialClothes["sexynun'sornateveil"] to "unlocked">>
<<set $specialClothes["sexypriest'svestments"] to "unlocked">>
<</if>>
<<if $auriga_artefact isnot undefined>>
<<set $specialClothes["foxmask"] to "unlocked">>
<</if>>
<<if Object.values($specialClothes).every(item => item is "unlocked")>>
<<earnFeat "Curious Attire">>
<</if>>
<</widget>>
<<widget "specialClothesHint">>
<<if _specialClothesHint is undefined>>
<<set _specialClothesHint to {
"witchdress":"In stock from the 21st of October.",
"christmasdress":"In stock from the 18th of December.",
"jinglebelldress":"In stock from the 18th of December.",
"sleevelessjinglebelldress":"In stock from the 18th of December.",
"serafuku":"Discover the headteacher's secret.",
"vampirejacket":"In stock from the 21st of October.",
"slutshirt":"Survive slavery in an underground brothel.",
"christmasshirt":"In stock from the 18th of December.",
"bellydancer'stop":"Be offered the star role in a show at the brothel.",
"christmastrousers":"In stock from the 18th of December.",
"bellydancer'sbottoms":"Be offered the star role in a show at the brothel.",
"bellydancer'sveil":"Be offered the star role in a show at the brothel.",
"bellydancer'sshoes":"Be offered the star role in a show at the brothel.",
"haremvest":"Be offered the star role in a show at the brothel.",
"harempants":"Be offered the star role in a show at the brothel.",
"loincloth":"Befriend a lonely hunter, or join a pack of wolves.",
"witchhat":"In stock from the 21st of October.",
"broomstick":"In stock from the 21st of October.",
"christmashat":"In stock from the 18th of December.",
"chefhat":"Become famous for your cream buns.",
"fedora":"Eavesdrop as a bartender and learn about a criminal undertaking.",
"holypendant":"Discover the soup kitchen.",
"darkpendant":"Discover Bailey's fear.",
"stonependant":"Find beneath a loose stone at the temple.",
"cowbell":"Become livestock.",
"cowbra":"Become livestock.",
"cowpanties":"Become livestock.",
"cowsocks":"Become livestock.",
"cowsleeves":"Become livestock.",
"christmaslegwarmers":"In stock from the 18th of December.",
"witchshoes":"In stock from the 21st of October.",
"mummyfacewrap":"In stock from the 21st of October.",
"mummytop":"In stock from the 21st of October.",
"mummyskirt":"In stock from the 21st of October.",
"featheredhairclip":"Romance an avian.",
"catsuit":"Pillage a shipment.",
"holystole":"Requires sufficient devotion.",
"minisnowman":"In stock from the 18th of December.",
"rose":"In stock from the 7th of February.",
"scarecrowshirt":"In stock from the 21st of October.",
"scarecrowhat":"In stock from the 21st of October.",
"skeletonoutfit":"In stock from the 21st of October.",
"skeletonmask":"In stock from the 21st of October.",
"classyvampirejacket":"In stock from the 21st of October.",
"futuristicbodysuit":"In stock from the 21st of October.",
"daisy":"Find daisy seeds.",
"esotericspectacles":"Succeed a master.",
"spiritmask":"Become sufficiently foxy.",
"ragtop":"Demonstrate historical torture devices to completion.",
"ragskirt":"Demonstrate historical torture devices to completion.",
"minipumpkin":"In stock from the 21st of October.",
"gakuran":"Discover the headteacher's secret.",
"classicserafuku":"Discover the headteacher's secret.",
"sailorribbon":"Discover the headteacher's secret.",
"islandermask":"Build with foreign wood.",
"sexynun'shabit":"Progress through the temple's ranks.",
"sexynun'sgloves":"Progress through the temple's ranks.",
"sexynun'sstockings":"Progress through the temple's ranks.",
"sexynun'sveil":"Progress through the temple's ranks.",
"sexynun'sornateveil":"Progress through the temple's ranks.",
"sexypriest'svestments":"Progress through the temple's ranks.",
"foxmask":"Attend an exclusive party.",
}>>
<</if>>
<</widget>>
/*
Set first argument to true to also clear caches.
*/
<<widget "updatesidebarimg">>
<<if $options.images is 1>>
<<if $passage is "Start">>
<<startingPlayerImageUpdate>>
<<else>>
<!-- SugarCube doesn't check for element validity, so I'm checking myself here, as to not force callers of this to test. -->
<<if elementExists("#img")>>
<<replace "#img">><<canvasimg "mainCanvas">><</replace>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "earSlimeShoppingExhibitionism">>
<<set $shoppingCentreExit to $passage>>
<<set $weekly.earSlimeShoppingCentre to 1>>
<span class="lewd">You feel the slime in your head command you to expose yourself to the whole mall.</span> It doesn't promise anything now. It imposes its will, and expects you to obey.
<br><br>
<<if hasSexStat("exhibitionism", 5) and $submissive gte 1900>>
<<link [[Submit willingly|Shopping Centre Slime Exhibitionism Obey]]>><<corruption 5>><<pain -8>><<stress -12>><<trauma -24>><<sub 2>><<set $phase to 1>><</link>><<promiscuous5>><<ggcorruption>><<llpain>><<llltrauma>><<llstress>>
<br>
<</if>>
<<link [[Obey|Shopping Centre Slime Exhibitionism Obey]]>><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 1>><</link>><<gcorruption>><<lpain>><<lltrauma>><<lstress>>
<br>
/* Different than normal stat changes as the slime will never for the player to act */
<<link [[Defy|Shopping Centre Slime Exhibitionism Defy]]>><<corruption -1>><<pain 35>><<stress 18>><<trauma 12>><<def 1>><</link>><<llcorruption>><<ggpain>><<ggtrauma>><<ggstress>>
<br>
<</widget>>
<<widget "furnitureMovePrice">>
/*
Orphanage is $furnitureMovePrice[0]
Farm Cottage is $furnitureMovePrice[1]
Lake House is $furnitureMovePrice[2]
*/
<<if $furnitureLocation is "orphanage">>
/* Farm Cottage */
<<set $furnitureMovePrice[1] to 400000>>
/* Lake House */
<<set $furnitureMovePrice[2] to 200000>>
<<elseif $furnitureLocation is "farm cottage">>
/* Orphanage */
<<set $furnitureMovePrice[0] to 400000>>
/* Lake House */
<<set $furnitureMovePrice[2] to 500000>>
<<elseif $furnitureLocation is "lake house">>
/* Orphanage */
<<set $furnitureMovePrice[0] to 200000>>
/* Farm Cottage */
<<set $furnitureMovePrice[1] to 500000>>
<</if>>
<</widget>>
<<widget "supermarket_display">>
<<set _food_keys to Object.keys(setup.plants)>>
<<for _i to 0; _i lt _food_keys.length; _i++>>
<<set _type to _food_keys[_i]>>
<<if ["cocoa_powder","salt","sugar","vegetable_oil","red_wine","white_wine","oats","date","cherry","lime","rice"].includes(setup.plants[_food_keys[_i]].name)>>
<<tendingicon setup.plants[_food_keys[_i]].icon>>
<<print setup.plants[_food_keys[_i]].plural.toLocaleUpperFirst()>>
<br>
Owned: <span class="gold"><<print $plants[_type].amount>></span>
|
Supermarket stock: <span class="gold"><<print $plants[_type].supermarket>></span>
|
Price: <span class="gold">£<<print (setup.plants[_food_keys[_i]].plant_cost * 2 / 100).toFixed(2)>></span>
<br>
<<set _plant_cost to setup.plants[_food_keys[_i]].plant_cost>>
<<capture _type _plant_cost>>
<span class="no-numberify">
<<if Time.dayState is "night">>
<<if $plants[_type].supermarket gte 1>>
<<link [[Steal one|$passage]]>><<tending_give $plants[_type].name 1>><<crimeUp 1 "thievery">><<set $plants[_type].supermarket -= 1>><</link>>
<</if>>
<<if $plants[_type].supermarket gte 5>>
| <<link [[Steal five|$passage]]>><<tending_give $plants[_type].name 5>><<crimeUp 5 "thievery">><<set $plants[_type].supermarket -= 5>><</link>>
<</if>>
<<if $plants[_type].supermarket gte 10>>
| <<link [[Steal ten|$passage]]>><<tending_give $plants[_type].name 10>><<crimeUp 10 "thievery">><<set $plants[_type].supermarket -= 10>><</link>>
<</if>>
<<if $plants[_type].supermarket gte 100>>
| <<link [[Steal one hundred|$passage]]>><<tending_give $plants[_type].name 100>><<crimeUp 100 "thievery">><<set $plants[_type].supermarket -= 100>><</link>>
<</if>>
<<if $plants[_type].supermarket gte 1>>
<<crime "thievery">>
<</if>>
<<else>>
<<if $money gte _plant_cost * 2 and $plants[_type].supermarket gte 1>>
<<link [[Buy one|$passage]]>><<tending_give $plants[_type].name 1>><<money `-(_plant_cost * 2)` "supermarket">><<set $plants[_type].supermarket -= 1>><</link>>
<</if>>
<<if $money gte _plant_cost * 10 and $plants[_type].supermarket gte 5>>
| <<link [[Buy five|$passage]]>><<tending_give $plants[_type].name 5>><<money `-(_plant_cost * 10)` "supermarket">><<set $plants[_type].supermarket -= 5>><</link>>
<</if>>
<<if $money gte _plant_cost * 20 and $plants[_type].supermarket gte 10>>
| <<link [[Buy ten|$passage]]>><<tending_give $plants[_type].name 10>><<money `-(_plant_cost * 20)` "supermarket">><<set $plants[_type].supermarket -= 10>><</link>>
<</if>>
<<if $money gte _plant_cost * 200 and $plants[_type].supermarket gte 100>>
| <<link [[Buy one hundred|$passage]]>><<tending_give $plants[_type].name 100>><<money `-(_plant_cost * 200)` "supermarket">><<set $plants[_type].supermarket -= 100>><</link>>
<</if>>
<</if>>
</span>
<</capture>>
<br><br>
<</if>>
<</for>>
<hr>
<<for _i to 0; _i lt _food_keys.length; _i++>>
<<set _type to _food_keys[_i]>>
<<if setup.plants[_food_keys[_i]].type.includes("fish")>>
<<tendingicon setup.plants[_food_keys[_i]].icon>>
<<print setup.plants[_food_keys[_i]].plural.toLocaleUpperFirst()>>
<br>
Owned: <span class="gold"><<print $plants[_type].amount>></span>
|
Supermarket stock: <span class="gold"><<print $plants[_type].supermarket>></span>
|
Price: <span class="gold">£<<print (setup.plants[_food_keys[_i]].plant_cost * 2 / 100).toFixed(2)>></span>
<br>
<<set _plant_cost to setup.plants[_food_keys[_i]].plant_cost>>
<<set _type to _type>>
<<capture $plants[_type].amount>><<capture _plant_cost>><<capture $plants[_type].supermarket>>
<span class="no-numberify">
<<if Time.dayState is "night">>
<<if $plants[_type].supermarket gte 1>>
<<link [[Steal one|$passage]]>><<tending_give $plants[_type].name 1>><<crimeUp 1 "thievery">><<set $plants[_type].supermarket -= 1>><</link>>
<</if>>
<<if $plants[_type].supermarket gte 5>>
| <<link [[Steal five|$passage]]>><<tending_give $plants[_type].name 5>><<crimeUp 5 "thievery">><<set $plants[_type].supermarket -= 5>><</link>>
<</if>>
<<if $plants[_type].supermarket gte 10>>
| <<link [[Steal ten|$passage]]>><<tending_give $plants[_type].name 10>><<crimeUp 10 "thievery">><<set $plants[_type].supermarket -= 10>><</link>>
<</if>>
<<if $plants[_type].supermarket gte 100>>
| <<link [[Steal one hundred|$passage]]>><<tending_give $plants[_type].name 100>><<crimeUp 100 "thievery">><<set $plants[_type].supermarket -= 100>><</link>>
<</if>>
<<if $plants[_type].supermarket gte 1>>
<<crime "thievery">>
<</if>>
<<else>>
<<if $money gte _plant_cost * 2 and $plants[_type].supermarket gte 1>>
<<link [[Buy one|$passage]]>><<tending_give $plants[_type].name 1>><<money `-(_plant_cost * 2)` "supermarket">><<set $plants[_type].supermarket -= 1>><</link>>
<</if>>
<<if $money gte _plant_cost * 10 and $plants[_type].supermarket gte 5>>
| <<link [[Buy five|$passage]]>><<tending_give $plants[_type].name 5>><<money `-(_plant_cost * 10)` "supermarket">><<set $plants[_type].supermarket -= 5>><</link>>
<</if>>
<<if $money gte _plant_cost * 20 and $plants[_type].supermarket gte 10>>
| <<link [[Buy ten|$passage]]>><<tending_give $plants[_type].name 10>><<money `-(_plant_cost * 20)` "supermarket">><<set $plants[_type].supermarket -= 10>><</link>>
<</if>>
<<if $money gte _plant_cost * 200 and $plants[_type].supermarket gte 100>>
| <<link [[Buy one hundred|$passage]]>><<tending_give $plants[_type].name 100>><<money `-(_plant_cost * 200)` "supermarket">><<set $plants[_type].supermarket -= 100>><</link>>
<</if>>
<</if>>
</span>
<</capture>><</capture>><</capture>>
<br><br>
<</if>>
<</for>>
<hr>
<<for _i to 0; _i lt _food_keys.length; _i++>>
<<set _type to _food_keys[_i]>>
<<if setup.plants[_food_keys[_i]].type.includes("meat")>>
<<tendingicon setup.plants[_food_keys[_i]].icon>>
<<print setup.plants[_food_keys[_i]].plural.toLocaleUpperFirst()>>
<br>
Owned: <span class="gold"><<print $plants[_type].amount>></span>
|
Supermarket stock: <span class="gold"><<print $plants[_type].supermarket>></span>
|
Price: <span class="gold">£<<print (setup.plants[_food_keys[_i]].plant_cost * 2 / 100).toFixed(2)>></span>
<br>
<<set _plant_cost to setup.plants[_food_keys[_i]].plant_cost>>
<<set _type to _type>>
<<capture $plants[_type].amount>><<capture _plant_cost>><<capture $plants[_type].supermarket>>
<span class="no-numberify">
<<if Time.dayState is "night">>
<<if $plants[_type].supermarket gte 1>>
<<link [[Steal one|$passage]]>><<tending_give $plants[_type].name 1>><<crimeUp 1 "thievery">><<set $plants[_type].supermarket -= 1>><</link>>
<</if>>
<<if $plants[_type].supermarket gte 5>>
| <<link [[Steal five|$passage]]>><<tending_give $plants[_type].name 5>><<crimeUp 5 "thievery">><<set $plants[_type].supermarket -= 5>><</link>>
<</if>>
<<if $plants[_type].supermarket gte 10>>
| <<link [[Steal ten|$passage]]>><<tending_give $plants[_type].name 10>><<crimeUp 10 "thievery">><<set $plants[_type].supermarket -= 10>><</link>>
<</if>>
<<if $plants[_type].supermarket gte 100>>
| <<link [[Steal one hundred|$passage]]>><<tending_give $plants[_type].name 100>><<crimeUp 100 "thievery">><<set $plants[_type].supermarket -= 100>><</link>>
<</if>>
<<if $plants[_type].supermarket gte 1>>
<<crime "thievery">>
<</if>>
<<else>>
<<if $money gte _plant_cost * 2 and $plants[_type].supermarket gte 1>>
<<link [[Buy one|$passage]]>><<tending_give $plants[_type].name 1>><<money `-(_plant_cost * 2)` "supermarket">><<set $plants[_type].supermarket -= 1>><</link>>
<</if>>
<<if $money gte _plant_cost * 10 and $plants[_type].supermarket gte 5>>
| <<link [[Buy five|$passage]]>><<tending_give $plants[_type].name 5>><<money `-(_plant_cost * 10)` "supermarket">><<set $plants[_type].supermarket -= 5>><</link>>
<</if>>
<<if $money gte _plant_cost * 20 and $plants[_type].supermarket gte 10>>
| <<link [[Buy ten|$passage]]>><<tending_give $plants[_type].name 10>><<money `-(_plant_cost * 20)` "supermarket">><<set $plants[_type].supermarket -= 10>><</link>>
<</if>>
<<if $money gte _plant_cost * 200 and $plants[_type].supermarket gte 100>>
| <<link [[Buy one hundred|$passage]]>><<tending_give $plants[_type].name 100>><<money `-(_plant_cost * 200)` "supermarket">><<set $plants[_type].supermarket -= 100>><</link>>
<</if>>
<</if>>
</span>
<</capture>><</capture>><</capture>>
<br><br>
<</if>>
<</for>>
<br><br>
<</widget>><<set $outside to 0>><<set $location to "spa">><<effects>>
<<if !$daily.spaEvent>>
<<spa_event_select>>
<</if>>
<<switch Time.season>>
<<case "summer">>
<<set _price to 1000>>
<<case "winter">>
<<set _price to 6000>>
<<default>>
<<set _price to 2500>>
<</switch>>
You are in the spa on Danube Street. Large windows open onto a natural spring, and a corridor to the side leads to other facilities.
A sign reads: "Tanning beds available. <<printmoney _price>> per session. Price may change with the season."
<br><br>
<<if $openinghours is 1>>
<<if $daily.spaEvent is "party">>
<span class="purple">The spring is packed with bodies, and loud music plays.</span> Someone's hired the venue for a party.
<<else>>
Patrons relax in and around the many pools.
<</if>>
<<else>>
You can hear running water, but the establishment is otherwise quiet.
<</if>>
<br><br>
<<if $stress gte $stressmax>>
<<passoutshop>>
<<else>>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "spa">>
<</if>>
<<if Time.hour is $closinghour>>
It's closing time. The receptionist is herding everyone outside.<<if $exposed gte 1>>Panic swells within you as you realise how exposed you'll be should you be found in this state of dress.<</if>>
<br>
<<elseif $openinghours is 0>>
You are alone in the darkness.
<br><br>
<<elseif $exposed gte 1>>
<<if $uncomfortable.nude is false>>
You hide in a cupboard. The thought of being caught is thrilling, but you decide it would be wiser to stay put.
<<else>>
You hide in a cupboard to protect your dignity.
<</if>>
<br><br>
<</if>>
<<if $openinghours is 1 and $exposed lt 1>>
<<generate1>><<person1>>
<<if $spa_job gte 1>>
<<ind>><<link [[Work as a masseur (0:50)|Spa Work Start]]>><<endevent>><<money 1000 "spa">><</link>>
<br>
<<else>>
The receptionist, a <<person>>, looks up from <<his>> desk, and curls <<his>> nose. "Make it quick," <<he>> says. "Our clientele don't mix with riff-raff off the street."
<br><br>
<<socialiseicon "ask">><<link [[Ask for work|Spa Work Ask]]>><</link>>
<br>
<</if>>
<<if $money gte _price>>
<<set _tanning to Skin.getTanningFactor(true)>>
<<ind>><<link [[Tanning salon (<<printmoney _price>> 1:00)|Spa Tan]]>><<money `-_price` "spa">><</link>><<lstress>><<tanningGainOutput _tanning.result 60>>
<<else>>
<<ind>><span class="purple">You cannot afford the <<printmoney _price>> for tanning.</span>
<</if>>
<br>
<</if>>
<<if $openinghours is 0 and Time.hour isnot $closinghour and !$weekly.theft.spa>>
<<shopicon "register">><<link [[Examine the cash register|Spa Register]]>><</link>>
<br>
<</if>>
<br>
<<danubeicon>><<link [[Leave|Danube Street]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
The <<person1>><<person>> sniffs, but takes your money without complaint.
<<endevent>>
<br><br>
You enter a small room dominated by a tanning bed. There's a large window, but it's already covered by a curtain.
<br><br>
<<if $worn.under_lower.name isnot "naked">>
<<link [[Strip to your underwear (1:00)|Spa Tan Underwear]]>><<stress -6>><</link>>
<br>
<</if>>
<<link [[Strip naked (1:00)|Spa Tan Naked]]>><<stress -6>><</link>><<exhibitionist1>>
<br>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Strip naked, and open the curtains (1:00)|Spa Tan Curtains]]>><<stress -6>><</link>><<exhibitionist5>>
<br>
<</if>><<effects>>
<<upperstrip>>
<<lowerstrip>>
<<legsstrip>>
<<feetstrip>>
<<handsstrip>>
<<handheldstrip>>
<<neckstrip>>
<<headstrip>>
<<set Skin.tanningBonus = 1>>
<<set Skin.tanningBed to true>>
You leave your clothes in a neat pile, and climb onto the tanning bed, closing it after you.
<br><br>
Surrounded by a blue glow, you close your eyes and relax as the warmth seeps into your skin.
<br>
<<set _tanningModifiers to Skin.getTanningFactor(true)>>
<<tanningPenaltiesOutput _tanningModifiers>>
<br>
<<pass 60>>
<<if $rng gte 91>>
<<spa_tan_events>>
<<elseif $rng gte 81>>
Your session ends before you know it, and the lights fade. You dozed off.<<ltiredness>><<tiredness -6>>
<br><br>
<<link [[Next|Spa]]>><<clotheson>><</link>>
<br>
<<else>>
You relax until the session ends, and the lights fade.
<br><br>
<<link [[Next|Spa]]>><<clotheson>><</link>>
<</if>><<effects>>
<<strip>>
<<set Skin.tanningBonus = 1>>
<<set Skin.tanningBed to true>>
You strip naked, and leave your clothes in a neat pile.
<<exhibitionism1>>
Suitably unburdened, you climb onto the tanning bed, and close it after you.
<br><br>
Surrounded by a blue glow, you close your eyes and relax as the warmth seeps into your skin.
<br>
<<set _tanningModifiers to Skin.getTanningFactor(true)>>
<<tanningPenaltiesOutput _tanningModifiers>>
<br>
<<pass 60>>
<<if $rng gte 91>>
<<spa_tan_events>>
<<elseif $rng gte 81>>
Your session ends before you know it, and the lights fade. You dozed off.<<ltiredness>><<tiredness -6>>
<br><br>
<<link [[Next|Spa]]>><<clotheson>><</link>>
<br>
<<else>>
You relax until the session ends, and the lights fade.
<br><br>
<<link [[Next|Spa]]>><<clotheson>><</link>>
<</if>><<effects>>
<<generate1>><<person1>>
<<strip>>
<<set Skin.tanningBonus = 1>>
<<set Skin.tanningBed to true>>
<<if $daily.spaEvent is "party">>
You pull open the curtains, revealing the party outside. The partiers are too busy dancing and drinking to pay you any attention. For now.
<br><br>
<<flaunting>> you remove your clothes in plain view of anyone who cares to look. You hear an excited shout. A <<person>> in swimwear points at you, and you're soon the centre of attention. You climb onto the tanning bed, closing it after you.
<<else>>
You pull open the curtains, revealing a couple of dozen patrons lounging in the pools outside. A <<person>> glances over, but that's all the attention you get. For now.
<br><br>
<<flaunting>> you remove your clothes in plain view of anyone who cares to look. You feel eyes on you as you climb onto the tanning bed, closing it after you.
<</if>>
<<exhibitionism5>>
Surrounded by a blue glow, you feel your heart pump as the warmth seeps into your skin.
<br>
<<set _tanningModifiers to Skin.getTanningFactor(true)>>
<<tanningPenaltiesOutput _tanningModifiers>>
<br>
<<pass 60>>
<<endevent>>
<<if $rng gte 81>>
<<spa_tan_events>>
<<elseif $rng gte 71>>
Your session ends before you know it, and the lights fade. You dozed off.<<ltiredness>><<tiredness -6>>
<br><br>
<<link [[Next|Spa]]>><<clotheson>><</link>>
<br>
<<else>>
You relax until the session ends, and the lights fade.
<br><br>
<<link [[Next|Spa]]>><<clotheson>><</link>>
<</if>><<set $outside to 1>><<effects>><<set $lock to 200>>
<<openinghours>>
<<if currentSkillValue('skulduggery') gte $lock>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span>
<br><br>
<<else>>
<<wearProp "lockpick">>
<span class="green">The lock looks easy to pick.</span>
<br><br>
<<lockicon "pick">><<link [[Pick it (0:10)|Spa]]>><<handheldon>><<pass 10>><<crimeUp 20 "trespassing">><</link>><<crime "trespassing">>
<br>
<</if>>
<<else>>
<span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>>
<br><br>
<</if>>
<<getouticon>><<link [[Leave|Danube Street]]>><<handheldon>><</link>><<effects>>
The <<person>> scoffs. "Let me make this clear," <<he>> says, pushing <<his>> spectacles up <<his>> nose.
<<if $beauty gte ($beautymax / 7) * 6>>
<<spa_job_init>>
"Our clientele expect-"
<br><br>
<<He>> cuts off as <<he>> regards you, <span class="green">surprised by your beauty.</span> "Well," <<he>> continues. "Exceptions can be made for particularly... talented individuals. We might have a place for you."
<br><br>
<<He>> clears <<his>> throat. "Just do as the clients tell you. It's 50 minutes per session, but allow an hour. Pay is <span class="gold">£10</span> per hour. Plus tips. You can work when you like. Any questions?"
<br><br>
<<link [[Ask for advice|Spa Work Advice]]>><</link>>
<br>
<<link [[No|Spa Work No]]>><</link>>
<br>
<<else>>
"Our clientele expect a certain..." <<He>> pauses. "Standard. <span class="red">You don't meet them.</span> Good day."
<br><br>
<i><<He>> might feel differently were you particularly beautiful.</i>
<br><br>
<<link [[Say you have skilled hands|Spa Work Hands]]>><</link>>
<br>
<<link [[Leave|Danube Street]]>><<endevent>><</link>>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"C-can you give advice about how to be a masseur?" you ask.
<<elseif $speech_attitude is "bratty">>
"Do I get any training?" you ask. "You haven't asked about my experience."
<<else>>
"Do you have any tips for me?" you ask.
<</if>>
<br><br>
The <<person>> laughs. "No. As I said, just do as the client asks. You can start when you like." <<He>> turns back to <<his>> desk.
<br><br>
<<link [[Next|Spa]]>><<endevent>><</link>><<effects>>
You shake your head. "Good," the <<person>> says. "You can start when you like." <<He>> turns back to <<his>> desk.
<br><br>
<<link [[Next|Spa]]>><<endevent>><</link>>
<br><<effects>>
"Skilled hands?" the <<person>> asks. "We'll see." <<He>> reaches over the desk, grasps your hands in <<his>> own, and leans forward to observe them.
<<if currentSkillValue("handskill") gte 400>>
<<spa_job_init>>
<<He>> frowns. "Unexpected. <span class="green">Maybe there is a place for you.</span>" <<He>> pulls away.
<br><br>
<<He>> clears <<his>> throat. "Just do as the clients tell you. It's 50 minutes per session, but allow an hour. Pay is <span class="gold">£10</span> per hour. Plus tips. You can work when you like. Any questions?"
<br><br>
<<link [[Ask for advice|Spa Work Advice]]>><</link>>
<br>
<<link [[No|Spa Work No]]>><</link>>
<br>
<<else>>
<<He>> releases <<his>> grasp with a disdainful sneer. "You're not suitable. Good day." <<He>> turns back to <<his>> desk.
<br><br>
<i><span class="blue">C</span> Hand Skill or higher required.</i>
<br><br>
<<link [[Next|Spa]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<generate1>><<person1>>
You tear around the corner, and see the culprit, a <<person>>, up ahead. You rush after <<him>>,
<<if $athleticsSuccess>>
<span class="green">and manage to catch up.</span> You dive and throw your arms around <<his>> waist, dragging <<him>> to the ground.
<br><br>
It would seem <<he>> finds the situation awfully funny.
<br><br>
<<if $leftarm isnot "bound" or $rightarm isnot "bound">>
<<link [[Slap|Spa Tan Slap]]>><<def 1>><<trauma -6>><</link>><<ltrauma>>
<br>
<</if>>
<<link [[Turn the other cheek|Spa Tan Turn]]>><</link>>
<br>
<<else>>
<span class="red">but <<he>> has too great a lead.</span> <<He>> pushes through a pair of doors leading outside, and keeps going, hauling <<himself>> over the exterior wall.
<br><br>
You come to a stop beside the doors. The pools are around a corner, so you don't think anyone would see you. The spa is raised above the surrounding terrain however, and following would be a one-way trip. This wall faces the forest.
<br><br>
<<link [[Follow|Spa Tan Follow]]>><</link>>
<br>
<<link [[Ask someone for help instead|Spa Tan Help]]>><<endevent>><</link>>
<br>
<<set $skulduggerydifficulty to 500>>
<<link [[Search for towels instead|Spa Tan Sneak]]>><<endevent>><</link>><<skulduggerydifficulty>>
<</if>><<effects>>
<<covered>> You glance left and right. You don't see anyone. You dart outside, and haul yourself over the wall. You land on grass, surrounded by trees.
<br><br>
You hear the snap of twigs straight ahead, and you follow. The trees grow dense. You can't run, but neither can your quarry.
<br><br>
<span class="red">You hear a scream.</span> It came from up ahead.
<br><br>
<<if $awarelevel gte 2>>
You emerge in a clearing, and find the <<person>> dangling limp in the air. A green tendril curls around <<his>> leg. A monstrous plant, oozing thick slime and standing almost as tall as the surrounding trees holds <<him>>. Other tentacles rise from the undergrowth. Your clothes lie discarded on the ground.
<<if $awareness lt 400>>
<<gawareness>><<awareness 1>>
<</if>>
<<gstress>><<stress 6>>
<br><br>
<<link [[Grab your clothes and run|Spa Tan Grab]]>><</link>><<athleticsdifficulty 1 400>>
<br>
<<link [[Leave your clothes and run|Spa Tan Leave]]>><</link>>
<br>
<<link [[Rescue the thief|Spa Tan Rescue]]>><</link>><<athleticsdifficulty 300 1500>>
<br>
<<else>>
You emerge in a clearing, and find the <<person>> lying on the dirt. <<Hes>> unconscious. Maybe <<he>> tripped.
<br><br>
<<link [[Rob|Spa Tan Rob]]>><</link>><<crime "thievery">>
<br>
<<link [[Just take your clothes|Spa Tan Clothes]]>><</link>>
<br>
<</if>><<effects>>
<<athleticsdifficulty 1 400 true>>
<<if $athleticsSuccess>>
You retrieve your clothes, <span class="green">and escape between the trees before the monster reacts to you.</span>
<br><br>
<<clotheson>>
You run until you reach the spa. The wall is too high to climb from this side. You walk around the perimeter. The trees thin, and you emerge on Danube Street.
<br><br>
<<endevent>>
<<link [[Next|Danube Street]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You try to retrieve your clothes, <span class="red">but trip when a hidden tentacle rises from the grass.</span> It curls around your leg before you can recover, and hoists you into the air.<<gtrauma>><<gstress>><<gpain>><<trauma 6>><<stress 6>><<pain 4>>
<br><br>
The monster carries you and the <<person>> closer. A maw tears through its side. It means to eat you.<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<<link [[Next|Spa Tan Monks]]>><</link>>
<br>
<</if>><<effects>>
<<set $stealtextskip to 1>>
<<stealclothes>>
<<steal>>
You turn and run. You keep running, until you arrive at the spa.
<br><br>
The wall is too high to climb from this side. You walk around the perimeter. The trees thin, and you emerge on Danube Street.
<br><br>
<<endevent>>
<<link [[Next|Danube Street]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<athleticsdifficulty 1 1500 true>>
<<if $athleticsSuccess>>
You run toward the <<person>>, and jump. <span class="green">You grasp <<his>> limp arm just before the monster pulls it out of reach.</span> The monster pulls you and the thief closer, and higher, until you're right above.
<br><br>
You use your legs and one arm for purchase as you try to prise the <<person>> free. The tentacle's grip is firm, but not unyielding. You hear a rip. A maw tears open below. The monster means to eat you.
<br><br>
<<link [[Next|Spa Tan Monks Success]]>><</link>>
<br>
<<else>>
You run toward the <<person>>, and jump. <span class="red">The monster pulls the limp body out of reach.</span> Your fingers brush <<his>> hand, and then you fall.<<gtrauma>><<gstress>><<gpain>><<trauma 6>><<stress 6>><<pain 4>>
<br><br>
Another tentacle lies in wait beneath the grass. It curls around your ankle before you can recover, and hoists you into the air.
The monster carries you and the <<person>> closer. A maw tears through its side. It means to eat you.<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<<link [[Next|Spa Tan Monks]]>><</link>>
<br>
<</if>><<effects>>
<<generate2>><<generate3>><<generate4>><<generate5>><<generate6>>
<span class="green">You hear a sharp crack.</span> Then another. Thin, black tendrils emerge from the trees, wrapping around the monster's tentacles. Figures emerge from the forest. They're dressed as <<monks_and_nuns>>, and each holds a whip in hand, now tensed against the creature's limbs.
<br><br>
You and the <<person>> are pulled closer to the ground by the newcomers' heaving. A <<person2>><<monk>> rushes forward, and strikes the tentacle with a staff. It releases your ankle, and you tumble to the ground.<<lstress>><<stress -6>>
<br><br>
With a frightening speed, the monster squirms away, disappearing between the trees. The <<monks_and_nuns>> give chase, aside from one, who kneels beside you.
<br><br>
<<person2>>
<<if $temple_rank is "monk" or $temple_rank is "priest">>
"You should know better than to take on a beast like that alone," <<he>> says. <<He>> glances at the <<person1>><<person>>. "I'll see to <<him>>. Get dressed, and return to town." You'd forgotten how exposed you are. <<covered>>
<br><br>
<<elseif $temple_rank is "initiate">>
"You're a bit green to be witnessing this," <<he>> says. "Best not mention it to anyone." <<He>> glances at the <<person1>><<person>>. "I'll see to <<him>>. Get dressed, and return to town." You'd forgotten how exposed you are. <<covered>>
<br><br>
<<else>>
"It would be best if you kept what you saw here to yourself," <<he>> says. <<He>> glances at the <<person1>><<person>>. "I'll see to <<him>>. Get dressed, and return to town." You'd forgotten how exposed you are. <<covered>>
<br><br>
<</if>>
<<clotheson>>
You return to the spa. The wall is too high to climb from this side. You walk around the perimeter. The trees thin, and you emerge on Danube Street.
<br><br>
<<endevent>>
<<link [[Next|Danube Street]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<generate2>><<generate3>><<generate4>><<generate5>><<generate6>>
<span class="green">You hear a sharp crack.</span> Then another. Thin, black tendrils emerge from the trees, wrapping around the monster's tentacles. Figures emerge from the forest. They're dressed as <<monks_and_nuns>>, and each holds a whip in hand, now tensed against the creature's limbs.
<br><br>
The tentacle holding the <<person>> loosens, and you're able to pry <<him>> free. A <<person2>><<monk>> rushes forward and catches <<person1>><<him>> while you make a deft landing on the grass.<<gcontrol>><<control 10>><<lstress>><<stress -6>>
<br><br>
Another <<person2>><<monk>> rushes by, a staff in both hands, and strikes the main body of the monster. It squirms away with a frightening speed, disappearing between the trees. The <<monks_and_nuns>> give chase, aside from the <<monk>> holding the <<person1>><<person>>.
<br><br>
<<if $temple_rank is "monk" or $temple_rank is "priest">>
"That was daring of you," the <<person2>><<monk>> says. "But you shouldn't try to take on a beast like this alone. I'll see to the civilian. You get dressed, and return to town." You'd forgotten how exposed you are. <<covered>>
<br><br>
<<elseif $temple_rank is "initiate">>
"You're not ready for this," the <<person2>><<monk>> says. "But you handled yourself well. You might be ready soon. Still, best not mention it to anyone." <<He>> lays the <<person1>><<person>> on the grass. "I'll see to this one. You get dressed, and return to town." You'd forgotten how exposed you are. <<covered>>
<br><br>
<<else>>
"You weren't meant to see this," the <<person2>><<monk>> says. "But you handled yourself well. Have you considered joining the temple? We could use someone like you. Either way, keep what you saw here to yourself." <<He>> lays the <<person2>><<person>> on the grass. "I'll see to this one. Get dressed, and return to town." You'd forgotten how exposed you are. <<covered>>
<br><br>
<</if>>
<<clotheson>>
You return to the spa. The wall is too high to climb from this side. You walk around the perimeter. The trees thin, and you emerge on Danube Street.
<br><br>
<<endevent>>
<<link [[Next|Danube Street]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<clotheson>>
You get dressed, then rifle through the <<persons>> pockets.
<<if $rng gte 99>>
They're empty, but <<his>> watch looks valuable, if you could find a buyer.<<crimeUp 1000 "thievery">><<set $blackmoney += 1000>>
<<elseif $rng gte 81>>
You find <<moneyGain 100 true true "spa">> in cash.
<<elseif $rng gte 61>>
You find <<moneyGain 50 true true "spa">> in cash.
<<elseif $rng gte 41>>
You find <<moneyGain 20 true true "spa">> in cash.
<<elseif $rng gte 21>>
You find <<moneyGain 10 true true "spa">> in cash.
<<else>>
You find <<moneyGain 5 true true "spa">> in cash.
<</if>>
<br><br>
You return to the spa. The wall is too high to climb from this side. You walk around the perimeter. The trees thin, and you emerge on Danube Street.
<br><br>
<<endevent>>
<<link [[Next|Danube Street]]>><<set $eventskip to 1>><</link>><<effects>>
<<clotheson>>
You get dressed, and return to the spa. The wall is too high to climb from this side. You walk around the perimeter. The trees thin, and you emerge on Danube Street.
<br><br>
<<endevent>>
<<link [[Next|Danube Street]]>><<set $eventskip to 1>><</link>><<effects>>
You wipe away the <<persons>> smirk with a firm slap, then return to your room, covering your <<bottom>> with a hand.
<br><br>
<<clotheson>>
<<endevent>>
<<link [[Next|Spa]]>><</link>><<effects>>
You leave the <<person>> to <<his>> mirth, and return to your room, covering your <<bottom>> with a hand.
<br><br>
<<clotheson>>
<<endevent>>
<<link [[Next|Spa]]>><</link>><<effects>>
<<set $stealtextskip to 1>>
<<stealclothes>>
<<steal>>
<<covered>> You crouch and peek around the corner. There's no one around. <<tearful>> you creep down the hall. You hear voices up ahead.
<<generate1>><<generate2>>
Two members of staff, a <<fullGroup>>, chat in a staff room.
<br><br>
<<if $speech_attitude is "meek">>
"E-excuse me," you say, interrupting their conversation. "Someone took my clothes. Could you help?"
<<elseif $speech_attitude is "bratty">>
"Hey," you say, interrupting their conversation. "A thief ran off with my clothes. Could you give me a hand?"
<<else>>
"Hello," you say, interrupting their conversation. "Someone stole my clothes. Could you give me a hand?"
<</if>>
<br><br>
<<if $rng gte 51>>
The pair pause for a moment, then laugh. "Hold tight," the <<person>> says. <<He>> doesn't even pretend <<hes>> not ogling as <<he>> passes by, returning a moment later with some towels. "All we got, sorry. We don't have a staff uniform or anything."
<br><br>
You slip back to the tanning room, and tie a towel around your body.
<br><br>
<<towelup>>
<<link [[Next|Spa]]>><<endevent>><</link>>
<br>
<<else>>
The pair pause for a moment, then share a look. "Sure thing," the <<person>> says. "I'll just get you something." <<He>> looks away as <<he>> approaches, but as <<he>> passes, <span class="red"> wraps a hand around your mouth.</span>
<br><br>
<<link [[Next|Spa Tan Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<enable_rescue>><<set $leftarm to "grappled">><<set $rightarm to "grappled">><<hand_gag 0 left>><<set $NPCList[0].righthand to "arms">>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Spa Tan Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Spa Tan Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
You're shoved to the ground. A moment later a towel lands on top of you. The staff room door clicks shut.
<br><br>
<<tearful>> you tie the towel around your body.
<br><br>
<<clothesontowel>>
<<endcombat>>
<<link [[Next|Spa]]>><</link>>
<<elseif $enemyhealth lte 0>>
The <<person1>><<person>> staggers backwards, loses <<his>> footing, and smashes through a glass table. The noise attracts attention. <<generate3>>A <<person3>><<person>> arrives on the scene, <<his>> eyes flicking over the <<person1>><<personsimple>> lying on the floor, then over your <<nudity>>.
<br><br>
<<person3>><<He>> seems lost for words.
<br><br>
<<link [[Say you were attacked|Spa Tan Rape Attacked]]>><<stress 6>><<trauma -6>><</link>><<gstress>><<ltrauma>>
<br>
<<link [[Say the staff were helping you get a towel, but tripped|Spa Tan Rape Tripped]]>><<sub 1>><</link>>
<br>
<<else>>
<<set $rescued += 1>>
Your cry attracts attention. <<generate3>>A <<person3>><<person>> arrives on the scene, <<his>> eyes flicking over the <<group>>, then over your <<nudity>>.
<br><br>
<<person3>><<He>> seems lost for words.
<br><br>
<<link [[Say you were attacked|Spa Tan Rape Attacked]]>><<stress 6>><<trauma -6>><</link>><<gstress>><<ltrauma>>
<br>
<<link [[Say the staff were helping you get a towel, but tripped|Spa Tan Rape Tripped]]>><<sub 1>><</link>>
<br>
<</if>><<effects>>
You tell the <<person3>><<person>> what happened. Turns out <<hes>> the pair's superior. They deny any wrongdoing, but the <<person>> doesn't believe it. This is not, apparently, the first incident.
<br><br>
You walk away with a new set of clothes, a refund, and a fearful request that you don't tell anyone what happened here.
<br><br>
<<if $worn.upper.name is "naked">>
<<if $player.gender_appearance is "m">>
<<upperwear 4>>
<<else>>
<<upperwear 1>>
<</if>>
<</if>>
<<if $worn.lower.name is "naked">>
<<if $player.gender_appearance is "m">>
<<lowerwear 5>>
<<else>>
<</if>>
<</if>>
<<if $worn.under_upper.name is "naked">>
<<if $player.gender_appearance is "m">>
<<else>>
<<underupperwear 12>>
<</if>>
<</if>>
<<if $worn.under_lower.name is "naked">>
<<if $player.gender_appearance is "m">>
<<underlowerwear 4>>
<<else>>
<<underlowerwear 1>>
<</if>>
<</if>>
<<if Time.season is "summer">>
<<money 1000 "spa">>
<<elseif Time.season is "winter">>
<<money 6000 "spa">>
<<else>>
<<money 2500 "spa">>
<</if>>
<<endcombat>>
<<link [[Next|Spa]]>><</link>>
<br><<effects>>
The <<person3>><<person>> seems relieved, though not entirely convinced. <<He>> apologises for your lost clothing, and gives you some spares.
<br><br>
<<if $worn.upper.name is "naked">>
<<if $player.gender_appearance is "m">>
<<upperwear 4>>
<<else>>
<<upperwear 1>>
<</if>>
<</if>>
<<if $worn.lower.name is "naked">>
<<if $player.gender_appearance is "m">>
<<lowerwear 5>>
<<else>>
<</if>>
<</if>>
<<if $worn.under_upper.name is "naked">>
<<if $player.gender_appearance is "m">>
<<else>>
<<underupperwear 12>>
<</if>>
<</if>>
<<if $worn.under_lower.name is "naked">>
<<if $player.gender_appearance is "m">>
<<underlowerwear 4>>
<<else>>
<<underlowerwear 1>>
<</if>>
<</if>>
<<endcombat>>
<<link [[Next|Spa]]>><</link>>
<br><<effects>>
<<set $stealtextskip to 1>>
<<stealclothes>>
<<steal>>
You crouch and peek around the door. There's no one around. You sneak through the building. The other rooms are occupied, but one of the doors is ajar. You enter. You see a shape lying in the tanning bed. There's a towel on a rack beside it.
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
You lift the towel from the rack, <span class="green">and sneak away without being noticed.</span>
<br><br>
<<skulduggeryuse>>
<<link [[Next|Spa]]>><<towelup>><</link>>
<br>
<<else>>
<<generate1>><<person1>>As you lift the towel, <span class="red">a hand emerges from the bed and grasps your mouth.</span> "Trying to steal from me?" the <<person>> says as <<he>> climbs naked from the bed. "I'll teach you a lesson."
<br><br>
<<He>> bends you over <<his>> knees.
<br><br>
<<skulduggeryuse>>
<<link [[Next|Spa Tan Spank]]>><<set $molestationstart to 1>><</link>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<enable_rescue>>
<<npcspankgag>>
<<npcexpose>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Spa Tan Spank Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Spa Tan Spank]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The <<person>> lies back on the bed, exhausted. You snatch the towel. <<tearful>> you run.
<br><br>
<<clothesontowel>>
<<endcombat>>
<<link [[Next|Spa]]>><</link>>
<<elseif $enemyhealth lte 0>>
You shove the <<person>> back on <<his>> bed. You snatch the towel. <<tearful>> you run.
<br><br>
<<clothesontowel>>
<<endcombat>>
<<link [[Next|Spa]]>><</link>>
<<elseif $pain gte 100 and $willpowerpain is 0>>
"Let that be a lesson to you," the <<person>> says, giving your <<bottom>> a final smack before grasping your arm and pushing you to the door.
<br><br>
<<He>> keeps going, marching your exposed body down the hall. You're too hurt to resist.
<br><br>
<<He>> shoves you through another door, this one leading outside. There's no one around, but the pools are just around the corner. <<He>> doesn't take you that way however. Instead, <<he>> grasps your thighs, and hauls you up and over the exterior wall.
<br><br>
You land on grass, surrounded by trees. You look up. The wall is too high to climb from this side. "Good luck getting home," the <<person1>><<person>> laughs.<<gpain>><<pain 4>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest]]>><<set $forest to 0>><<set $eventskip to 1>><</link>>
<<else>>
<<set $rescued += 1>>
Your cry attracts attention. <<generate2>>A <<person2>><<person>> arrives on the scene, <<his>> eyes taking in the <<person1>><<person>>, and your pained expression.
<br><br>
<<person2>><<He>> seems lost for words. The <<person1>><<person>> releases you, and tries to stammer an explanation. <<He>> doesn't stop you covering with the towel, or leaving the room.
<br><br>
<<clothesontowel>>
<<endcombat>>
<<link [[Next|Spa]]>><</link>>
<</if>><<widget "spa_actions">>
How do you want to behave?
<br><br>
<<link [[Cute|Spa Work Cute]]>><<set $spa.behaviour to "cute">><</link>>
<br>
<<link [[Sophisticated|Spa Work Sophisticated]]>><<set $spa.behaviour to "sophisticated">><</link>>
<br>
<<link [[Alluring|Spa Work Alluring]]>><<set $spa.behaviour to "alluring">><</link>><<promiscuous1>>
<br>
<</widget>>
<<widget "spa_work">>
<<spa_init>>
<<generate1>><<person1>>
A <<person>> enters,
<<if $pronoun is "m">>
wearing a towel around <<his>> waist.
<<else>>
wearing a towel around <<his>> body.
<</if>>
<<rng 5>>
<<switch $rng>>
<<case 1>>
<<set $spa.personality to "hesitant">>
"Hello," <<he>> says. "I've not done this before. Do I just lie down?"
<br><br>
<<case 2>>
<<set $spa.personality to "tired">>
<<He>> <span class="lewd">pulls off <<his>> towel</span> and lies down with barely a glance in your direction.
<<if $awareness lte 100>>
<<awareness 1>><<gawareness>>
<</if>>
<<if $purity gte 990>>
<<gstress>><<stress 6>>
<</if>>
<br><br>
<<case 3>>
<<set $spa.personality to "rude">>
<<He>> eyes you up.
<<if $beauty gte 8000>>
"Nice," <<he>> says, before lying on the table.
<<else>>
"Was expecting better," <<he>> says, before lying on the table. "You better be good."<<gstress>><<stress 6>>
<</if>>
<br><br>
<<case 4>>
<<set $spa.personality to "lewd">>
"You're a treat," <<he>> says, leering at your body. "How about I lose the towel." <<He>> lets it drop to the floor, and puts <<his>> hands on <<his>> hips. "Like what you see?"
<<if $awareness lte 100>>
<<awareness 1>><<gawareness>>
<</if>>
<<if $purity gte 990>>
<<gstress>><<stress 6>>
<</if>>
<br><br>
<<He>> laughs, and lies on the table.
<br><br>
<<case 5>>
<<set $spa.personality to "polite">>
<<He>> nods at you, and lies on the table.
<br><br>
<</switch>>
<<spa_actions>>
<</widget>>
<<widget "spa_init">>
<<set $spa to {}>>
<<set $spa.behaviour to "cute">>
<</widget>>
<<widget "spa_end">>
<<unset $spa>>
<<set $masseur_stat += 1>>
<<famesocial 1>>
<<towelup>>
<<endevent>>
<<timeTrackingEnd "spa">>
/*<<effects>>*/
<<if between(Time.hour, 8, 20)>>
<<ind>><<link [[Next customer (0:50)|Spa Work]]>><</link>>
<br>
<<spaicon>><<link [[Lobby|Spa]]>><</link>>
<br>
<<danubeicon>><<link [[Leave|Danube Street]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
The spa empties as the establishment closes for the night.
<br><br>
<<link [[Next|Danube Street]]>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<</widget>>
<<widget "body_tip">>/*First arg: body part used. Second arg: $tipmod, or "add", relies on $tipmod being set previously if a string is used.*/
<<if typeof _args[1] is "number">>
<<set $tipmod to _args[1]>>
<</if>>
<<print '<<set $tipmod += (Math.trunc($' + _args[0] + 'skill / 100) / 10)>>'>>
<<tipset "body">>
<</widget>>
<<widget "spa_breasts_strip">>
"Not sure why I asked," the <<person>> scoffs. <<He>> lunges for you,
<<dancedifficulty 1 1100 true>>
<<if $danceSuccess>>
<span class="green">but you duck and twirl out of the way.</span>
<br><br>
<<link [[Slap|Spa Rude Slap]]>><<def 1>><<trauma -6>><<famescrap 1>><</link>><<ltrauma>>
<br>
<<link [[Remain polite|Spa Rude Polite]]>><</link>>
<br>
<<else>>
<span class="red">grasping your $worn.upper.name.</span>
<<if $worn.upper.open is 1 or $worn.upper.set isnot $worn.lower.set or $worn.upper.integrity lte 20>>
<<if $worn.under_upper.type.includes("naked")>>
<<fameexhibitionism 1>>
<<if $worn.upper.open is 1>>
<<He>> tugs it down,
<<elseif $worn.upper.integrity gt 20>>
<<He>> pulls it up,
<<else>>
<<He>> tears it off your body,
<<set $worn.upper.integrity -= 20>>
<<integritycheck>><<exposure>>
<</if>>
<span class="pink">revealing your <<breasts>>.</span><<ggtrauma>><<gstress>><<stress 6>><<trauma 12>>
<br><br>
"Nice," <<he>> says, releasing you after having a good look. <<covered>> <<He>> turns and leaves the room.
<br><br>
<<spa_end>>
<<else>>
<<if $worn.upper.open is 1>>
<<He>> tugs it down,
<<elseif $worn.upper.integrity gt 20>>
<<He>> pulls it up,
<<else>>
<<He>> tears it off your body,
<<set $worn.upper.integrity -= 20>>
<<integritycheck>><<exposure>>
<</if>>
<span class="pink">revealing your <<undertop>>.</span><<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<<link [[Next|Spa Rude Under Top]]>><</link>>
<br>
<</if>>
<<else>>
<<He>> tries to tear it from your body, but only damages the fabric before you manage to twist away.
<<set $worn.upper.integrity -= 20>>
<br><br>
<<He>> looks set to try again, but another member of staff bangs on the door. "Everything okay in there?"
<br>
"Yes," the <<person>> responds. "I'm just leaving." <<He>> shoots you one last look before exiting the room.
<br><br>
<<spa_end>>
<</if>>
<</if>>
<</widget>>
<<widget "spa_genitals_strip">>
"Not sure why I asked," the <<person>> scoffs. <<He>> lunges for you,
<<dancedifficulty 1 1100 true>>
<<if $danceSuccess>>
<span class="green">but you duck and twirl out of the way.</span>
<br><br>
<<link [[Slap|Spa Rude Slap]]>><<def 1>><<trauma -6>><<famescrap 1>><</link>><<ltrauma>>
<br>
<<link [[Remain polite|Spa Rude Polite]]>><</link>>
<br>
<<else>>
<<outfitChecks>>
<span class="red">and grasps your _bottom.name.</span>
<<if _bottom.outfitSecondary is undefined>>
<<set _broken to true>>
<<elseif _bottom.outfitSecondary[1] is "broken" or _bottom.outfitSecondary[1] is "split">>
<<set _broken to true>>
<</if>>
<<if _bottom.open is 1 or _broken or _bottom.integrity lte 20>>
<<if $worn.under_lower.type.includes("naked")>>
<<fameexhibitionism 1>>
<<if _bottomIsSkirt>>
<<He>> flips <<lowerit>> up,
<<elseif _bottom.integrity gt 20>>
<<He>> tugs <<lowerit>> down,
<<else>>
<<He>> tears <<lowerit>> off your body,
<<set _bottom.integrity -= 20>>
<<integritycheck>>
<</if>>
<span class="pink">revealing your <<genitals>>.</span><<ggtrauma>><<gstress>><<stress 6>><<trauma 12>>
<br><br>
<<spa_genitals_reaction>>
<<covered>> <<He>> turns and leaves the room.
<br><br>
<<spa_end>>
<<else>>
<<if _bottomIsSkirt>>
<<He>> flips <<lowerit>> up,
<<elseif _bottom.integrity gt 20>>
<<He>> tugs <<lowerit>> down,
<<else>>
<<He>> tears <<lowerit>> off your body,
<<set _bottom.integrity -= 20>>
<<integritycheck>>
<</if>>
<span class="pink">revealing your <<undies>>.</span><<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<<link [[Next|Spa Rude Under]]>><</link>>
<br>
<</if>>
<<else>>
<<He>> tries to tear it from your body, but only damages the fabric before you manage to twist away.
<<set _bottom.integrity -= 20>>
<br><br>
<<He>> looks set to try again, but another member of staff bangs on the door. "Everything okay in there?"
<br>
"Yes," the <<person>> responds. "I'm just leaving." <<He>> shoots you one last look before exiting the room.
<br><br>
<<spa_end>>
<</if>>
<</if>>
<</widget>>
<<widget "spa_genitals_reaction">>
<<if $player.gender_appearance is "m">>
<<if $player.penisExist>>
<<if $player.penissize gte 3>>
"Damn <<girl>>," <<he>> says. "Why are you so bashful with a monster like that?" <<He>> releases you after having a good look.
<<elseif $player.penissize lte 1>>
"No wonder you're so bashful," <<he>> laughs, releasing you after having a good look.
<<else>>
"Nice," <<he>> says, releasing you after having a good look.
<</if>>
<<else>>
<<He>> stares for a moment, dumbfounded.
<<if random(1, 2) is 2>>
"I'm more impressed than angry," <<he>> says, releasing you.
<<else>>
"That's a surprise," <<he>> says, releasing you.
<</if>>
<</if>>
<<else>>
<<if $player.vaginaExist>>
"Nice," <<he>> says, releasing you after having a good look.
<<else>>
<<He>> stares for a moment, dumbfounded.
<<if random(1, 2) is 2>>
"I'm more impressed than angry," <<he>> says, releasing you.
<<else>>
"That's a surprise," <<he>> says, releasing you.
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "spa_hand_failed">>
<<if $NPCList[0].penis isnot "none">>
<<handejacstat>><<ejacstat>><<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">>
<<His>> <<print $NPCList[0].penisdesc>> erupts over your hands while <<his>> body spasms and jerks.
<<else>>
<<if random(0,1) is 1>><<bodyliquid "rightarm" "goo">><<else>><<bodyliquid "leftarm" "goo">><</if>>
<<His>> body spasms and jerks.
<</if>>
<br><br>
<<He>> lies on the table for a few moments, gasping and resting an arm over <<his>> eyes. "Thanks," <<he>> manages. "Well earned."<<tipreceive>><<pass 50>>
<br><br>
<<He>> ties <<his>> towel around <<his>> waist, and walks from the room.
<br><br>
<<spa_end>>
<</widget>>
<<widget "spa_rape_failed">>
<<if $NPCList[0].penis isnot "none">>
<<if $player.vaginaExist or $analdisable is "f">>
<<He>> grasps your <<bottom>>, and tries to force <<his>> cock inside you.
<<else>>
<<He>> grasps your <<bottom>>
<</if>>
<<else>>
<<if $player.penisExist>>
<<He>> grasps your <<bottom>>, and tries to force your <<penis>> inside <<him>>.
<<else>>
<<He>> grasps your <<bottom>>.
<</if>>
<</if>>
<</widget>>
<<widget "spa_rob_options">>
You move your hands back up the <<persons>> back. <<He>> occasionally moans, but is otherwise quiet. Then <<he>> starts to snore.
<br><br>
<<if currentSkillValue('skulduggery') gte 100>>
<<if $rng gte 51>>
<<set $phase to 0>>
You spy a gold <<if $pronoun is "f">>necklace<<else>>chain<</if>> around <<his>> neck.
<<elseif $rng gte 2>>
<<set $phase to 1>>
You spy a gold ring on one of <<his>> fingers.
<<else>>
<<set $phase to 2>>
You spy a nice watch around <<his>> wrist. <span class="teal">It looks very valuable.</span>
<</if>>
<br><br>
<</if>>
<<link [[Keep working|Spa Tired Keep]]>><<handskill 5>><</link>><<ghandskill>>
<br>
<<link [[Take a break|Spa Tired Break]]>><<stress -6>><<tiredness -6>><</link>><<ltiredness>><<lstress>>
<br>
<<if currentSkillValue('skulduggery') gte 100>>
<<set $skulduggerydifficulty to 500>>
<<link [[Rob|Spa Tired Steal]]>><</link>><<skulduggerydifficulty>><<crime "thievery">>
<</if>>
<br>
<</widget>>
<<widget "spa_job_init">>
<<set $spa_job to 1>>
<<spa_event_select>>
<</widget>>
<<widget "spa_event_select">>
<<set _spa_event to random(1, 5)>>
<<if _spa_event is 5>>
<<set $daily.spaEvent to "party">>
<<else>>
<<set $daily.spaEvent to "normal">>
<</if>>
<</widget>>
<<widget "spa_tan_events">>
<<rngWraith 1>>
<<if _wraithEvent and $wraith.state is "haunt">>
The lights abruptly shut off, plunging you into total darkness. You try to force the bed open, but it remains fixed in place.
<br><br>
You begin to feel deathly cold. You try to scream, but no noise comes out. You hear <<if $wraith.seen gte 3>>familiar <</if>>laughter in the distance. <<stress 12>><<trauma 4>><<ggstress>><<gtrauma>>
<br><br>
The lights flicker back on, filling you with warmth and relief. You try to relax until the session ends, and the lights fade again.
<br><br>
<<link [[Next|Spa]]>><<pass 60>><<clotheson>><</link>>
<br>
<<else>>
<span class="red">You hear the door open.</span> You turn your head, and see a pair of legs rush in. They crouch a moment, then turn and leave the room.
<br><br>
You push open the tanning bed. <span class="pink">Your clothes are gone!</span><<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<<link [[Chase the culprit|Spa Tan Chase]]>><<pass 20>><</link>><<athleticsdifficulty 1 1400>>
<br>
<<link [[Ask for help|Spa Tan Help]]>><<pass 20>><</link>>
<br>
<<set $skulduggerydifficulty to 500>>
<<link [[Look for towels|Spa Tan Sneak]]>><<pass 20>><</link>><<skulduggerydifficulty>>
<</if>>
<</widget>><<effects>><<timeTrackingStart "spa">>
You walk down a corridor behind reception, past thin windows opening onto the spa proper.
<<if $daily.spaEvent is "party">>
Swimwear-clad clientele play games in and around the steaming pools.
<<else>>
Towel-clad clientele relax in or near the steaming pools.
<</if>>
<br><br>
<<if $leftarm is "bound" or $rightarm is "bound">>
<<generate1>><<person1>>"You can't work like that," a passing member of staff laughs when <<he>> seems your arm bindings. "Here." <<He>> frees you.
<br><br>
<<unbind>>
<<endevent>>
<</if>>
You enter the massage parlour, and await your client.
<br><br>
<<spa_work>><<effects>>
You push a button under the table, informing reception that you're ready for the next client.
<br><br>
<<spa_work>><<effects>>
<<switch $spa.personality>>
<<case hesitant>>
"That's right!" you say. "Just lie down, and I'll take care of the rest."
<br><br>
The <<person>> lies down as instructed, while you rub oil on your hands. You get to work, <<handtext>> kneading <<his>> back.<<ghandskill>><<handskill 5>>
<br><br>
<<Hes>> tense, but that soon changes. <<Hes>> thankful at the end of the session. <<body_tip hand 0.3>><<tipreceive>><<pass 50>>
<br><br>
<<spa_end>>
<<case tired>>
"You just relax," you say, rubbing oil between your hands. "I'll have-"
<br><br>
"Quiet," the <<person>> says. "I'm not paying you to talk."<<gstress>><<stress 6>>
<br><br>
<<body_tip hand 0.1>>
<<spa_rob_options>>
<<case rude>>
<<if $beauty gte 8000>>
"It's kind of you to say so," you say. "I hope you like what my hands can do too." <<body_tip hand 0.5>>
<<else>>
"Hey!" you say. "Mind my feelings."<<body_tip hand 0.3>>
<</if>>
You get to work, your hands <<handtext>> rubbing oil onto <<his>> body.
<br><br>
<<He>> grumbles and complains about <<his>> job, <<his>> home life, and just about everything. <<He>> seems calmer by the time you're done.<<ghandskill>><<handskill 5>>
<br><br>
<<if $beauty gte 8000>>
<<if $rng gte 71>>
<<if $player.gender_appearance is "f" and random(1, 2) is 2>>
<<set $phase2 to 0>>
<<He>> grins and leers at your <<breasts>> as <<he>> gives you a tip. <<tipreceive>><<pass 50>>
<br><br>
"How about you give me a peek?" <<he>> asks.
<br><br>
<<link [[Refuse|Spa Rude Refuse]]>><</link>>
<br>
<<if hasSexStat("exhibitionism", 4)>>
<<link [[Show|Spa Rude Show]]>><</link>><<exhibitionist4>>
<br>
<<link [[Ask for money|Spa Rude Money]]>><</link>><<exhibitionist4>>
<br>
<</if>>
<<else>>
<<set $phase2 to 1>>
<<He>> grins and leers at your crotch as <<he>> gives you a tip. <<tipreceive>><<pass 50>>
<br><br>
"How about you give me a peek?" <<he>> asks.
<br><br>
<<link [[Refuse|Spa Rude Refuse]]>><</link>>
<br>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Show|Spa Rude Show]]>><</link>><<exhibitionist5>>
<br>
<<link [[Ask for money|Spa Rude Money]]>><</link>><<exhibitionist5>>
<br>
<</if>>
<</if>>
<<else>>
<<He>> leaves you a tip. <<tipreceive>><<pass 50>>
<br><br>
<<spa_end>>
<</if>>
<<else>>
<<He>> leaves without a word.<<tipreceive>><<pass 50>>
<br><br>
<<spa_end>>
<</if>>
<<case lewd>>
"You're eager!" you say. "Just relax. I'll take care of everything."
<br><br>
"Everything?" the <<person>> says.
<<if $NPCList[0].penis isnot "none">>
"Even my erect cock?" <<He>> laughs. "I'm only kidding."
<<else>>
"Even my pussy?" <<He>> laughs. "I'm only kidding."
<</if>>
<<if $awareness lt 100>>
<<gawareness>><<awareness 1>>
<</if>>
<br><br>
<<if random(1, 2) is 2>>
<<He>> moans while you work, your hands <<handtext>> rubbing oil onto <<his>> back.<<ghandskill>><<handskill 5>>
<br><br>
<<He>> rolls to face the ceiling toward the end of the session, resting <<his>> head in <<his>> hands. You avert your eyes.
<br><br>
"Maybe I wasn't kidding," <<he>> says. "How much for a happy ending?"
<br><br>
<<link [[Refuse|Spa Lewd Hand Refuse]]>><</link>>
<br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Negotiate|Spa Lewd Hand Negotiate]]>><</link>><<promiscuous3>>
<br>
<<elseif $uncomfortable.prostituting is false>>
<<link [[Negotiate|Spa Lewd Hand Negotiate]]>><<set $desperateaction to 1>><</link>><<promiscuous3>>
<br>
<</if>>
<<else>>
<<He>> moans while you work, but doesn't try anything, and seems satisfied at the end of the session.<<handskill 5>><<ghandskill>>
<<body_tip hand 0.3>><br>
<<tipreceive>><<pass 50>>
<br><br>
<<spa_end>>
<</if>>
<<case polite>>
"I'm your masseur today," you say. "I hope I can make you comfy."
<br><br>
<<body_tip hand 0.5>>
You get the oil ready, and <<handtext>> knead the <<persons>> back. <<He>> seems happy to chat while you work.<<lstress>><<stress -6>>
<br><br>
<<He>> thanks you at the end of the session, and leaves a tip. <<tipreceive>><<pass 50>>
<br><br>
<<spa_end>>
<</switch>><<effects>>
<<switch $spa.personality>>
<<case hesitant>>
"That's right <<sir>>," you say. "When you're ready."
<br><br>
The <<person>> lies on <<his>> front, and you get to work, your hands <<handtext>> rubbing oil onto <<his>> back.
<<body_tip hand 0.1>>
<br><br>
<<He>> remains silent throughout the session, making it difficult to gauge how you're doing, but <<he>> does leave a tip. <<tipreceive>><<pass 50>><<ghandskill>><<handskill 5>>
<br><br>
<<spa_end>>
<<case tired>>
<<Hes>> in no mood to talk, so you just get to work, <<handtext>> rubbing oil onto <<his>> body.
<br><br>
<<body_tip hand 0.3>>
<<spa_rob_options>>
<<case rude>>
<<if $beauty gte 8000>>
"I'm glad you approve," you say. "Please relax." <<body_tip hand 0.5>>
<<else>>
"I'm sorry to disappoint," you say. "Please relax."<<body_tip hand 0.1>>
<</if>>
You get to work, your hands <<handtext>> rubbing oil onto <<his>> body.
<br><br>
<<He>> grumbles and complains about <<his>> job, <<his>> home life, and just about everything. <<He>> seems calmer by the time you're done.<<ghandskill>><<handskill 5>>
<br><br>
<<if $beauty gte 8000>>
<<if $rng gte 51>>
<<if $player.gender_appearance is "f" and random(1, 2) is 2>>
<<set $phase2 to 0>>
<<He>> grins and leers at your <<breasts>> as <<he>> gives you a tip. <<tipreceive>><<pass 50>>
<br><br>
"How about you give me a peek?" <<he>> asks.
<br><br>
<<link [[Refuse|Spa Rude Refuse]]>><</link>>
<br>
<<if hasSexStat("exhibitionism", 4)>>
<<link [[Show|Spa Rude Show]]>><</link>><<exhibitionist4>>
<br>
<<link [[Ask for money|Spa Rude Money]]>><</link>><<exhibitionist4>>
<br>
<</if>>
<<else>>
<<set $phase2 to 1>>
<<He>> grins and leers at your crotch as <<he>> gives you a tip. <<tipreceive>><<pass 50>>
<br><br>
"How about you give me a peek?" <<he>> asks.
<br><br>
<<link [[Refuse|Spa Rude Refuse]]>><</link>>
<br>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Show|Spa Rude Show]]>><</link>><<exhibitionist5>>
<br>
<<link [[Ask for money|Spa Rude Money]]>><</link>><<exhibitionist5>>
<br>
<</if>>
<</if>>
<<else>>
<<He>> leaves you a tip. <<tipreceive>><<pass 50>>
<br><br>
<<spa_end>>
<</if>>
<<else>>
<<He>> leaves without a word.<<tipreceive>><<pass 50>>
<br><br>
<<spa_end>>
<</if>>
<<case lewd>>
"Please relax," you say, doing your best to remain professional.
<br>
"I'll try," the <<person>> responds.
<<if $NPCList[0].penis isnot "none">>
"My erect cock's gonna make that difficult though."
<<else>>
"If I soak the table, that's your fault."
<</if>>
<<if $awareness lt 100>>
<<gawareness>><<awareness 1>>
<</if>>
<br><br>
<<if random(1, 2) is 2>>
<<He>> moans while you work, your hands <<handtext>> rubbing oil onto <<his>> back. <<He>> rolls onto <<his>> side mid-way through the session. You avert your eyes.
<br><br>
"You seem stiff," <<he>> says. "How about I give you a massage? Don't worry. I won't charge."
<br><br>
<<link [[Accept|Spa Lewd Accept]]>><<stress -6>><</link>><<lstress>>
<br>
<<link [[Refuse|Spa Lewd Refuse]]>><<handskill 5>><</link>><<ghandskill>>
<br>
<<else>>
<<He>> moans while you work, but doesn't try anything, and seems satisfied at the end of the session.<<handskill 5>><<ghandskill>>
<<body_tip hand 0.3>><br>
<<tipreceive>><<pass 50>>
<br><br>
<<spa_end>>
<</if>>
<<case polite>>
"Please relax," you say as you rub oil over your hands. <<He>> seems happy to oblige as you get to work, your hands <<handtext>> kneading <<his>> back.<<handskill 5>><<ghandskill>>
<br><br>
<<He>> thanks you at the end of the session.<<body_tip hand 0.5>><<tipreceive>><<pass 50>>
<br><br>
<<spa_end>>
<</switch>><<effects>>
<<switch $spa.personality>>
<<case hesitant>>
"That's right," you say. "But first, how about you lose that towel?"
<<promiscuity1>>
The <<person>> blushes. "M-my towel?" <<he>> stutters. "I-I didn't realise." <<He>> grasps the hem, but hesitates.
<br><br>
<<link [[Wait|Spa Hesitant Wait]]>><</link>>
<br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Strip your client|Spa Hesitant Strip]]>><</link>><<promiscuous2>>
<</if>>
<br>
<<case tired>>
You cover your hands in oil, and <<handtext>> knead <<his>> back. You work your way down <<his>> body, until your hands reach <<his>> ass.
<<promiscuity1>>
<<link [[Keep working|Spa Tired Work]]>><</link>>
<br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Grope|Spa Tired Grope]]>><</link>><<promiscuous3>>
<br>
<</if>>
<<case rude>>
<<if $beauty gte 8000>>
"You don't look so bad yourself," you whisper.<<body_tip hand 0.5>><<set $tip_add to ($tip + random(100, 1000))>>
<<else>>
"I'm better than good," you say.<<body_tip hand 0.3>><<set $tip_add to ($tip + random(100, 1000))>>
<</if>>
<<promiscuity1>>
The <<person>> chuckles, and closes <<his>> eyes. You oil up your hands, and <<handtext>> knead the <<persons>> back.<<ghandskill>><<handskill 5>>
<br><br>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure) and $eventskip is 0>>
<<rng>>
<<if $rng gte 81 and $analingusdisablegiving is "f">>
<<He>> sits up before the session is over, and pulls off <<his>> towel. <<He>> turns around and spreads <<his>> cheeks, drawing attention to <<his>> asshole.
<<set $phase to 1>>
<<else>>
<<He>> sits up before the session is over, and pulls off <<his>> towel, revealing <<his>>
<<if $NPCList[0].penis isnot "none">>
<<print $NPCList[0].penisdesc>>.
<<else>>
pussy.
<</if>>
<</if>>
<br><br>
<<body_tip hand 1>>
"How about you use that mouth of yours?" <<he>> asks. "I'll give you <<printmoney $tip>>."
<br><br>
<<pass 50>>
<<if hasSexStat("promiscuity", 4)>>
<<link [[Accept|Spa Oral Start]]>><</link>><<promiscuous4>>
<br>
<<elseif $uncomfortable.prostituting is false>>
<<link [[Accept|Spa Oral Start]]>><<set $desperateaction to 1>><</link>><<promiscuous4>>
<br>
<</if>>
<<link [[Refuse|Spa Oral Refuse]]>><</link>>
<br>
<<else>>
<<He>> sits up at the end of the session.
"I guess you weren't so bad," <<he>> says. "Here." <<tipreceive>><<pass 50>>
<br><br>
<<He>> exits the room.
<br><br>
<<spa_end>>
<</if>>
<<case lewd>>
"You'll be a real treat to work with," you say.
<<promiscuity1>>
"I bet," the <<person>> says. "Be rough with me."
You oil up your hands, and <<handtext>> knead the <<persons>> back.<<ghandskill>><<handskill 5>>
<br><br>
<<if random(1, 2) is 2>>
<<He>> moans while you work, and rolls to face the ceiling toward the end of the session, resting <<his>> head in <<his>> hands and staring at your body.
<br><br>
<<set $tipmod to 2>><<tipset>><<set $tip_add to ($tip + random(100, 1000))>>
"I'll give you <<printmoney $tip>> if you get naked too."
<br><br>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Accept|Spa Lewd Naked]]>><</link>><<exhibitionist5>>
<<else>>
<<insufficientStat "exhibitionism" "to take up such an offer">>
<</if>>
<br>
<<link [[Refuse|Spa Lewd Naked Refuse]]>><</link>>
<<else>>
<<He>> moans while you work, but doesn't try anything, and seems satisfied at the end of the session.<<handskill 5>><<ghandskill>>
<<body_tip hand 0.3>><br>
<<tipreceive>><<pass 50>>
<br><br>
<<spa_end>>
<</if>>
<<case polite>>
"I'm going to enjoy working on you," you say as you oil up your hands. "Just relax." You <<handtext>> knead <<his>> back.<<handskill 5>><<ghandskill>>
<<body_tip hand 0.1>>
<br><br>
<<promiscuity1>>
<<He>> seems satisfied at the end of the session. "Thank you," <<he>> says. "Here."<<tipreceive>><<pass 50>>
<br><br>
<span class="lewd">Maybe you could squeeze out a bigger tip.</span>
<br><br>
<<link [[Let your client leave|Spa Polite Leave]]>><</link>>
<br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Seduce for more|Spa Polite Seduce]]>><</link>><<promiscuous3>>
<br>
<<elseif $uncomfortable.prostituting is false>>
<<link [[Seduce for more|Spa Polite Seduce]]>><<set $desperateaction to 1>><</link>><<promiscuous3>>
<br>
<</if>>
<</switch>><<effects>>
You keep working, though unsure if the <<person>> will appreciate it. It's what you're being paid for, after all.
<br><br>
<<if $spa.behaviour is "sophisticated">>
The session over, you nudge <<him>> awake. "Thank you for your patronage," you say. <<He>> looks around, groggy. "We hope you enjoyed our service."
<<else>>
The session over, you nudge <<him>> awake. "Wake up lazy," you say. <<He>> looks around, groggy. "I hope you liked my service."
<</if>>
<br><br>
<<He>> nods, half awake, and climbs to <<his>> feet. You look away, and pass <<him>> <<his>> towel. <<tipreceive>><<pass 50>>
<br><br>
<<spa_end>><<effects>>
You sit on the stool in the corner, and lean against the wall to rest your eyes. When you open them, it's time to end the session.
<br><br>
<<if $spa.behaviour is "sophisticated">>
The session over, you nudge <<him>> awake. "Thank you for your patronage," you say. <<He>> looks around, groggy. "We hope you enjoyed our service."
<<else>>
The session over, you nudge <<him>> awake. "Wake up lazy," you say. <<He>> looks around, groggy. "I hope you liked my service."
<</if>>
<br><br>
<<He>> nods, half awake, and climbs to <<his>> feet. You look away, and pass <<him>> <<his>> towel. <<tipreceive>><<pass 50>>
<br><br>
<<spa_end>><<effects>>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<<earnFeat "Idle Hands">>
<<switch $phase>>
<<case 0>>
<span class="green">You pull the <<if $pronoun is "f">>necklace<<else>>chain<</if>> from the <<persons>> body,</span> and hide it away.
<<set $blackmoney += 80>><<crimeUp 80 "thievery">>
<<case 1>>
<span class="green">You pull the ring from the <<persons>> finger</span>, and hide it away.
<<set $blackmoney += 50>><<crimeUp 50 "thievery">>
<<case 2>>
<span class="green">You unfasten the watch,</span> and hide it away.
<<set $blackmoney += 3000>><<crimeUp 3000 "thievery">>
<</switch>>
<br><br>
<<skulduggeryuse>>
You continue working until it's time to end the session.
<<if $spa.behaviour is "sophisticated">>
You nudge the <<person>> awake. "Thank you for your patronage," you say. <<He>> looks around, groggy. "We hope you enjoyed our service."
<<elseif $spa.behaviour is "cute">>
You nudge the <<person>> awake. "Wake up lazy," you say. <<He>> looks around, groggy. "I hope you liked my service."
<<else>>
You stroke the <<person>> until <<he>> wakes. "Session's over," you whisper. "I hope I satisfied."
<</if>>
<br><br>
<<He>> nods, half awake, and climbs to <<his>> feet. You look away, and pass <<his>> towel. <<tipreceive>><<pass 50>>
<br><br>
<<spa_end>>
<<else>>
<<switch $phase>>
<<case 0>>
Your fingers have barely brushed against the <<persons>> neck <span class="red">when <<he>> stirs.</span>
<<case 1>>
Your fingers have barely brushed against the <<persons>> fingers <span class="red">when <<he>> stirs.</span>
<<case 2>>
Your fingers have barely brushed against the <<persons>> wrist <span class="red">when <<he>> stirs.</span>
<</switch>>
<<He>> casts a suspicious glance back at you, and doesn't doze again.<<body_tip hand 0.1>>
<br><br>
<<skulduggeryuse>>
You continue working until the end of the session.
<<if $spa.behaviour is "sophisticated">>
You nudge the <<person>> awake. "Thank you for your patronage," you say. <<He>> looks around, groggy. "We hope you enjoyed our service."
<<else>>
You nudge the <<person>> awake. "Wake up lazy," you say. <<He>> looks around, groggy. "I hope you liked my service."
<</if>>
<<tipreceive>><<pass 50>>
<br><br>
<<spa_end>>
<</if>><<effects>>
<<if $spa.behaviour is "sophisticated">>
"That's not why I'm here <<sir>>," you say. "Thank you for your patronage."
<<else>>
"I'm far too shy for such a thing," you say. "Sorry. I hope you enjoyed my service anyway."
<</if>>
<br><br>
<<if $rng gte 81>>
<<if $phase2 is 1>>
<<spa_genitals_strip>>
<<else>>
<<spa_breasts_strip>>
<</if>>
<<elseif $rng gte 41>>
The <<person>> rubs <<his>> chin a moment, then thumbs through <<his>> cash. "I can tip more generously," <<he>> says.
<br><br>
<<if hasSexStat("exhibitionism", 5) and $phase2 is 1>>
<<link [[Negotiate|Spa Rude Negotiate]]>><</link>><<exhibitionist5>>
<br>
<<elseif hasSexStat("exhibitionism", 4) and $phase2 is 0>>
<<link [[Negotiate|Spa Rude Negotiate]]>><</link>><<exhibitionist4>>
<br>
<</if>>
<<link [[Refuse|Spa Rude Refuse 2]]>><</link>>
<br>
<<else>>
The <<person>> rubs <<his>> chin a moment. "Not worth it," <<he>> mutters, before leaving the room.
<br><br>
<<spa_end>>
<</if>><<effects>>
<<if $rng gte 61>>
<<if $phase2 is 1>>
<<spa_genitals_strip>>
<<else>>
<<spa_breasts_strip>>
<</if>>
<<else>>
The <<person>> rubs <<his>> chin a moment. "Not worth it," <<he>> mutters, before leaving the room.
<br><br>
<<spa_end>>
<</if>><<effects>>
<<He>> grasps your $worn.under_upper.name with <<his>> other hand,
<<if $worn.under_upper.open is 1 or $worn.under_upper.set isnot $worn.under_lower.set or $worn.under_upper.integrity lte 20>>
<<fameexhibitionism 1>>
<<if $worn.under_upper.open is 1>>
and tugs it down your chest,
<<elseif $worn.under_upper.integrity gt 20>>
and pulls it up,
<<else>>
and tears it off your body,
<<set $worn.under_upper.integrity -= 20>>
<<integritycheck>><<exposure>>
<</if>>
<span class="pink">revealing your <<breasts>>.</span><<gtrauma>><<trauma 6>>
<br><br>
"Nice," <<he>> says, releasing you after having a good look. <<covered>> <<He>> turns and leaves the room.
<br><br>
<<spa_end>>
<<else>>
<<He>> tries to tear it from your body, but only damages the fabric before you manage to twist away.<<set $worn.under_upper.integrity -= 20>>
<br><br>
<<He>> looks set to try again, but another member of staff bangs on the door. "Everything okay in there?"
<br>
"Yes," the <<person>> responds. "I'm just leaving." <<He>> shoots you one last look before exiting the room.
<br><br>
<<spa_end>>
<</if>><<effects>>
The <<person>> approaches again, so you smack <<him>> across the face.
<br><br>
<<He>> staggers away from you, just as someone knocks on the door. "Is everything okay in there?"
<br>
The <<person>> rubs <<his>> face. "Yes. I'm just leaving." <<He>> shoots you one last look before exiting the room.
<br><br>
<<spa_end>><<effects>>
<<if $spa.behaviour is "sophisticated">>
"Thank you for your patronage <<sir>>," you repeat, opening the door. "I hope you enjoy the rest of your stay."
<<else>>
"You almost tripped into me there," you laugh, opening the door. "Have a nice day."
<</if>>
<br><br>
The <<person>> considers a moment, then exits the room, giving you a lingering look as <<he>> does.
<br><br>
<<spa_end>><<effects>>
<<if $phase2 is 1>>
<<pulldownall>>
<<else>>
<<pullupall>>
<</if>>
<<if $phase2 is 1>>
<<exhibitionism5>>
<<else>>
<<exhibitionism4>>
<</if>>
The <<person>> leers all the while. "Nice," <<he>> says, satisfied. <<He>> gives you a final lingering look, then exits the room.
<<if $phase is 1>>
<<tipreceive>>
<</if>>
<br><br>
<<spa_end>><<effects>>
<<if $spa.behaviour is "sophisticated">>
"It is customary to tip," you say. "Particularly for exceptional service."
<<else>>
"I like making customers happy," you say. "Especially those who tip generously."
<</if>>
<br><br>
<<if $rng gte 41>>
The <<person>> ponders a moment, then relents.
<<if $phase2 is 1>>
<<tipset 0.5>>
<<else>>
<<tipset 0.7>>
<</if>>
You negotiate a fee of <<printmoney $tip>>,
<<if $tipreaction is "low">>
less than you'd hoped.
<<else>>
which seems reasonable.
<</if>>
<br><br>
<<link [[Accept|Spa Rude Show]]>><<set $phase to 1>><</link>>
<br>
<<link [[Refuse|Spa Rude Refuse 2]]>><</link>>
<br>
<<else>>
<<if $phase2 is 1>>
<<spa_genitals_strip>>
<<else>>
<<spa_breasts_strip>>
<</if>>
<</if>><<effects>>
<<if $phase2 is 1>>
<<tipset 0.5>>
<<else>>
<<tipset 0.7>>
<</if>>
You negotiate a fee of <<printmoney $tip>>,
<<if $tipreaction is "low">>
less than you'd hoped.
<<else>>
which seems reasonable.
<</if>>
<br><br>
<<link [[Accept|Spa Rude Show]]>><<set $phase to 1>><</link>>
<br>
<<link [[Refuse|Spa Rude Refuse 2]]>><</link>>
<br><<effects>>
<<if $worn.lower.outfitSecondary is undefined>>
<<set _broken to true>>
<<elseif $worn.lower.outfitSecondary[1] is "broken" or $worn.lower.outfitSecondary[1] is "split">>
<<set _broken to true>>
<</if>>
<<He>> grasps your $worn.under_lower.name with <<his>> other hand,
<<if $worn.under_lower.open is 1 or _broken or $worn.under_lower.integrity lte 20>>
<<fameexhibitionism 1>>
<<if setup.clothes.under_lower[clothesIndex('under_lower', $worn.under_lower)].skirt is 1>>
and flips it up,
<<elseif $worn.under_lower.integrity gt 20>>
and tugs it down,
<<else>>
and tears it off your body,
<<set $worn.under_lower.integrity -= 20>>
<<integritycheck>><<exposure>>
<</if>>
<span class="pink">revealing your <<genitals>>.</span><<gtrauma>><<trauma 6>>
<br><br>
<<spa_genitals_reaction>>
<<covered>> <<He>> turns and leaves the room.
<br><br>
<<spa_end>>
<<else>>
<<He>> tries to tear it from your body, but only damages the fabric before you manage to twist away.
<<set $worn.under_lower.integrity -= 20>>
<br><br>
<<He>> looks set to try again, but another member of staff bangs on the door. "Everything okay in there?"
<br>
"Yes," the <<person>> responds. "I'm just leaving." <<He>> shoots you one last look before exiting the room.
<br><br>
<<spa_end>>
<</if>><<effects>>
You nod. The <<person>> smiles and stands.
<br><br>
<<link [[Lie down|Spa Lewd Lie]]>><</link>>
<br>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Strip first|Spa Lewd Strip]]>><</link>><<exhibitionist5>>
<br>
<</if>><<effects>>
<<if $spa.behaviour is "sophisticated">>
You shake your head. "I'm sorry <<sir>>," you say. "But that would be unprofessional of me."
<<else>>
You shake your head. "Sorry," you say. "It might make my boss upset."
<</if>>
<br><br>
The <<person>> shrugs, and lies back down. "Suit yourself."
<br><br>
<<Hes>> a bit quieter for the rest of the session, but seems satisfied at the end.<<body_tip hand 0.1>><<tipreceive>><<pass 50>>
<br><br>
<<spa_end>><<effects>>
You lie down on the table. "Please relax," the <<person>> says in a jovial tone while pressing <<his>> hands against your back.
<br><br>
It feels good. "I'm experienced," <<he>> says, as if reading your thoughts. <<His>> fingers wander a little further down your back than you think is necessary, but <<he>> doesn't take advantage.<<garousal>><<arousal 600>>
<br><br>
"Refreshing," <<he>> says at the end of the session. <<He>> seems satisfied. <<set $tipmod to 1>><<tipset>><<tipreceive>><<pass 50>>
<br><br>
<<spa_end>><<effects>>
<<passagestrip>>
<<exhibitionism5>>
The <<person>> watches all the while. You lie down on the table.
<br><br>
"Please relax," <<he>> says in a jovial tone, rubbing oil on <<his>> hands. <<He>> gets to work.
<br><br>
<<if random(1, 2) is 2>>
It feels good. "I'm experienced," <<he>> says, as if reading your thoughts. <<His>> fingers wander a little further down your back than you think is necessary, groping your <<bottom>>.<<garousal>><<arousal 600 "genitals">>
<br><br>
<<if $pronoun is "f">>
"That's that," <<he>> says, pulling away. You roll onto your side to stand, <span class="lewd">and <<he>> strikes,</span> pushing you onto your back. <<He>> swings a leg over you before you can react, straddling you. Your <<genitals>> brushes against <<his>> <<if $NPCList[0].penis isnot "none">>cock.<<else>>vagina.<</if>><<ggarousal>><<arousal 1200 "genitals">>
<br><br>
"There are other forms of massage," <<he>> says, grasping your shoulders and pressing <<his>> <<print $NPCList[0].breastsdesc>> against your body. <<He>> rubs <<his>> chest against yours,
<<if $NPCList[0].penis isnot "none">>letting <<his>> penis rest against you.<<else>>and <<his>> pussy kisses you each time <<he>> pulls <<himself>> forward.<</if>><<ggarousal>><<arousal 1200 "genitals">>
<br><br>
<<link [[Ask to stop|Spa Lewd Woman Stop]]>><</link>>
<br>
<<link [[Endure|Spa Lewd Woman]]>><<arousal 2400 "genitals">><</link>><<gggarousal>>
<br>
<<else>>
"That's that," <<he>> says, pulling away. You push yourself onto your knees to stand, <span class="lewd">and <<he>> strikes,</span> grasping your hips and hoisting your <<bottom>> into the air. Before you can react, <<hes>> climbed onto the table and pushed <<his>> pelvis against yours. Your <<genitals>> brushes against <<his>> <<if $NPCList[0].penis isnot "none">>cock.<<else>>vagina.<</if>><<ggarousal>><<arousal 1200 "genitals">>
<br><br>
"There are other forms of massage," <<he>> says, grasping your shoulders and humping you. <<if $NPCList[0].penis isnot "none" and ($player.vaginaExist or $analdisable is "f") and !playerChastity()>><<He>> doesn't try to penetrate, but it would be easy from such a position.<</if>><<ggarousal>><<arousal 1200 "genitals">>
<br><br>
<<link [[Ask to stop|Spa Lewd Man Stop]]>><</link>>
<br>
<<link [[Endure|Spa Lewd Man]]>><<arousal 2400 "genitals">><</link>><<gggarousal>>
<br>
<</if>>
<<else>>
It feels good. "I'm experienced," <<he>> says, as if reading your thoughts. <<His>> fingers wander a little further down your back than you think is necessary, but <<he>> doesn't take advantage.<<garousal>><<arousal 600>>
<br><br>
"Refreshing," <<he>> says at the end of the session. <<He>> seems satisfied. <<set $tipmod to 1>><<tipset>><<tipreceive>><<pass 50>>
<br><br>
<<clotheson>>
<<spa_end>>
<</if>><<effects>>
The <<person>> rubs oil over your chest, then continues rubbing <<his>> body against yours.
<<if $player.penisExist and $NPCList[0].penis is "none" and !playerChastity()>>
<<He>> needs to only back up a little, and your <<penis>> would enter <<him>>, but <<he>> doesn't take advantage.
<</if>>
<br><br>
<<if $arousal gte $arousalmax>>
<<orgasm>>
<<He>> laughs as your spasms subside. "I'd better not overdo it," <<he>> says <<he>> climbs off you. "Any longer and I might lose control. Thanks for humouring me."<<set $tipmod to 1.5>><<tipset>><<tipreceive>><<pass 50>>
<<else>>
<<He>> continues until the end of the session. "Any longer and I might lose control," <<he>> laughs as <<he>> climbs off you. "Thanks for humouring me."<<set $tipmod to 1.2>><<tipset>><<tipreceive>><<pass 50>>
<</if>>
<br><br>
<<clotheson>>
<<spa_end>><<effects>>
<<if $arousal gte $arousalmax>>
You open your mouth to speak, just as your body betrays you.<<orgasm>>
The <<person>> laughs, rubbing oil over your chest. "Were you trying to say something?" <<he>> says as you twitch beneath <<him>>. <<if $player.penisExist and !$femaleclimax and !_deniedOrgasm>>"You're getting my ass all slimy."<</if>>
<br><br>
<<He>> climbs off. "Thanks for humouring me. Commendable service, all round." <<He>> picks up <<his>> towel and leaves the room.
<<set $tipmod to 1.5>><<tipset>><<tipreceive>><<pass 50>>
<br><br>
<<clotheson>>
<<spa_end>>
<<else>>
<<if $speech_attitude is "meek">>
"P-please stop," you say. "I might get in trouble."
<<elseif $speech_attitude is "bratty">>
"Get off," you say. "You'll get me in trouble."
<<else>>
"Please cease," you say. "You'll get me in trouble."
<</if>>
<br><br>
The <<person>> laughs, and climbs off. "I wouldn't want that. Thanks for humouring me." <<set $tipmod to 1>><<tipset>><<tipreceive>><<pass 50>>
<br><br>
<<clotheson>>
<<spa_end>>
<</if>><<effects>>
The <<person>> rubs oil over your back, and continues to hump you.
<<if ($vagina is 1 or $analdisable is "f") and $NPCList[0].penis isnot "none" and !playerChastity()>>
<<He>> needs only to realign a little, and <<his>> <<print $NPCList[0].penisdesc>> would enter you, but <<he>> doesn't take advantage.
<</if>>
<br><br>
<<if $arousal gte $arousalmax>>
<<orgasm>>
<<He>> laughs as your spasms subside. "I'd better not overdo it," <<he>> says as <<he>> climbs off the table. "Any longer and I might lose control. Thanks for humouring me."<<set $tipmod to 1.5>><<tipset>><<tipreceive>><<pass 50>>
<<else>>
<<He>> continues massaging your back in this manner until the end of the session. "Any longer and I might lose control," <<he>> laughs as <<he>> climbs off the table. "Thanks for humouring me."<<set $tipmod to 1.2>><<tipset>><<tipreceive>><<pass 50>>
<</if>>
<br><br>
<<clotheson>>
<<spa_end>><<effects>>
<<if $arousal gte $arousalmax>>
You open your mouth to speak, just as your body betrays you.<<orgasm>>
The <<person>> laughs, rubbing oil over your back. "Were you trying to say something?" <<he>> says as you twitch against <<him>>. <<if ($vagina is 1 or $analdisable is "f") and $NPCList[0].penis isnot "none" and !playerChastity()>>"I'm sorely tempted to go all in."<</if>>
<br><br>
<<He>> climbs off the table as your spasms subside. "Thanks for humouring me. Commendable service, all round." <<He>> picks up <<his>> towel and leaves the room.
<<set $tipmod to 1.5>><<tipset>><<tipreceive>><<pass 50>>
<br><br>
<<clotheson>>
<<spa_end>>
<<else>>
<<if $speech_attitude is "meek">>
"P-please stop," you say. "I might get in trouble."
<<elseif $speech_attitude is "bratty">>
"Get off," you say. "You'll get me in trouble."
<<else>>
"Please cease," you say. "You'll get me in trouble."
<</if>>
<br><br>
The <<person>> laughs, and climbs off the table. "I wouldn't want that. Thanks for humouring me." <<set $tipmod to 1>><<tipset>><<tipreceive>><<pass 50>>
<br><br>
<<clotheson>>
<<spa_end>>
<</if>><<effects>>
You shake your head. "That's too lewd for me," you say. "Sorry."
<br><br>
"That's a shame," the <<person>> says as <<he>> rises to <<his>> feet. <<He>> throws <<his>> towel over <<his>> shoulder, and strides outside.<<body_tip hand 0.3>><<tipreceive>><<pass 50>>
<br><br>
<<spa_end>><<effects>>
<<body_tip hand 0.5>><<tip_neg>><<set $tip_add to ($tip + random(100, 1000))>>
<br><br>
The <<person>> rests on <<his>> elbow, watching you.
<br><br>
<<link [[Get to work|Spa Lewd Hand]]>><<handskill 5>><</link>><<ghandskill>>
<br>
<<link [[Refuse|Spa Lewd Hand Refuse 2]]>><<unset $desperateaction>><</link>>
<br><<effects>>
You shake your head. "Sorry," you say. "I need to get ready for the next customer."
<br><br>
The <<person>> sighs. "Alright. Thanks for the massage." <<He>> rises to <<his>> feet, throws <<his>> towel over <<his>> shoulder, and strides from the room.<<pass 50>>
<br><br>
<<spa_end>><<effects>>
<<set $prostitutionstat += 1>>
<<if $NPCList[0].penis isnot "none">>
<<if $NPCList[0].penissize gte 4>>
You grasp <<his>> <<print $NPCList[0].penisdesc>> with both hands to accommodate its size. You <<handtext>> pump it up and down. It was erect already, but it becomes even more engorged as you work.
<<elseif $NPCList[0].penissize gte 1>>
You grasp <<his>> <<print $NPCList[0].penisdesc>> with both hands, and <<handtext>> pump it up and down. It was erect already, but it becomes even more engorged as you work.
<<else>>
You grasp <<his>> <<print $NPCList[0].penisdesc>> between a forefinger and thumb, and <<handtext>> pump it up and down. You rub <<his>> glans with your other hand.
<</if>>
<<else>>
You grasp <<his>> clit between a forefinger and thumb, and press a finger between <<his>> lips. You <<handtext>> begin to tease.
<</if>>
<<promiscuity3>>
The <<person>> lies back and shuts <<his>> eyes.
"A-almost there," <<he>> says, <<his>> body twitching. "J-just a bit faster."
<br><br>
<<link [[Finish your client|Spa Lewd Hand Finish]]>><</link>>
<br>
<<link [[Demand more money|Spa Lewd Hand 2]]>><</link>><<skill_difficulty `currentSkillValue("handskill")` "Hand Skill" 1 600>>
<br><<effects>>
<<if $NPCList[0].penis isnot "none">>
<<handejacstat>><<ejacstat>><<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">>
You accelerate the pace, until <<his>> <<print $NPCList[0].penisdesc>> erupts over your hands while <<his>> body spasms and jerks.
<<else>>
<<if random(0,1) is 1>><<bodyliquid "rightarm" "goo">><<else>><<bodyliquid "leftarm" "goo">><</if>>
You accelerate the pace, until <<his>> body spasms and jerks. You feel <<his>> juices on your fingers.
<</if>>
<br><br>
<<He>> lies on the table for a few moments, gasping and resting an arm over <<his>> eyes. "Thanks," <<he>> manages. "Well earned."<<tipreceive>><<pass 50>>
<br><br>
<<He>> ties <<his>> towel around <<his>> waist, and walks from the room.
<br><br>
<<spa_end>><<effects>>
<<if currentSkillValue("handskill") gte random(1, 600)>>
You slow the pace, <span class="green">keeping <<him>> on the edge.</span>
<<if $spa.behaviour is "cute">>
"This is fun," you say. "I could do this all day."
<<else>>
"I like having you in my hand like this," you say. "I could go on all day."
<</if>>
<br><br>
"I-I'll pay more," the <<person>> stammers. "Just go a bit faster."<<body_tip hand add>><<set $tip_add to ($tip + random(500, 1500))>><<tip_up>>
<br><br>
<<link [[Finish|Spa Lewd Hand Finish]]>><</link>>
<br>
<<link [[Demand more money|Spa Lewd Hand 3]]>><</link>><<skill_difficulty `currentSkillValue("handskill")` "Hand Skill" 1 800>>
<br>
<<else>>
<<if random(1, 10) gte 4>>
You slow the pace, but the <<person>> humps against your fingers, <span class="red">and brings <<himself>> to completion.</span>
<<spa_hand_failed>>
<<else>>
You slow the pace, <span class="red">and the <<person>> loses control.</span> <<He>> grasps your arms, and pulls you onto the table.
<br><br>
<<link [[Next|Spa Lewd Rape]]>><<set $phase to 0>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<</if>><<effects>>
<<if currentSkillValue("handskill") gte random(1, 800)>>
<<He>> humps against your fingers, but you pull away just enough that <span class="green"><<he>> can't quite reach orgasm.</span>
<<He>> humps even harder, desperate to finish.
<br><br>
<<if $spa.behaviour is "cute">>
"Not so rough," you laugh. "Be good and I'll touch you again."
<<else>>
"I'm not finished with you yet," you purr.
<</if>>
<br><br>
The <<person>> falls back. "P-please," <<he>> says. "J-just finish me off!"<<body_tip hand add>><<set $tip_add to ($tip + random(500, 1500))>><<tip_up>>
<br><br>
<<link [[Finish|Spa Lewd Hand Finish]]>><</link>>
<br>
<<link [[Demand more money|Spa Lewd Hand 4]]>><</link>><<skill_difficulty `currentSkillValue("handskill")` "Hand Skill" 1 1100>>
<br>
<<else>>
<<if random(1, 10) gte 4>>
You slow the pace, but the <<person>> humps against your fingers, <span class="red">and brings <<himself>> to completion.</span>
<<spa_hand_failed>>
<<else>>
You slow the pace, <span class="red">and the <<person>> loses control.</span> <<He>> grasps your arms, and pulls you onto the table.
<br><br>
<<link [[Next|Spa Lewd Rape]]>><<set $phase to 0>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<</if>><<effects>>
<<if currentSkillValue("handskill") gte random(1, 1100)>>
You reach forward again, and brush your fingers against <<his>> genitals, not allowing <<him>> to calm down, <span class="green">or to cum.</span>
<<if $spa.behaviour is "cute">>
"I would," you say. "But I really need the money."
<<else>>
"You'll have to do better," you say.
<</if>>
<br><br>
"Y-yes," the <<person>> stammers. "A-anything. I can't take this any longer."<<body_tip hand add>><<set $tip_add to ($tip + random(500, 1500))>><<tip_up>>
<br><br>
Before you can consider your next move, the <<person>> loses control. <<He>> grasps <<his>>
<<if $NPCList[0].penis isnot "none">>
<<print $NPCList[0].penisdesc>>,
<<else>>
pussy,
<</if>>
intent on finishing <<himself>>.
<br><br>
<<link [[Allow it|Spa Lewd Hold Finish]]>><</link>>
<br>
<<link [[Hold your client's arms down|Spa Lewd Hold]]>><</link>>
<br>
<<else>>
<<if random(1, 10) gte 4>>
You slow the pace, but the <<person>> humps against your fingers, <span class="red">and brings <<himself>> to completion.</span>
<<spa_hand_failed>>
<<else>>
You slow the pace, <span class="red">and the <<person>> loses control.</span> <<He>> grasps your arms, and pulls you onto the table.
<br><br>
<<link [[Next|Spa Lewd Rape]]>><<set $phase to 0>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<</if>><<effects>>
The <<person>>
<<if $NPCList[0].penis isnot "none">>
ejaculates at once, <<his>> <<print $NPCList[0].penisdesc>> erupting on <<his>> own chest.
<<else>>
cums at once, letting out a high-pitched scream as <<his>> body shakes.
<</if>>
<<He>> lies back, exhausted.
<br><br>
<<He>> pulls <<himself>> to a sitting position, and wipes <<himself>> down. "T-thanks," <<he>> says. "Here." <<tipreceive>><<pass 50>>
<br><br>
<<He>> ties <<his>> towel around <<his>> waist, and walks from the room.
<br><br>
<<spa_end>><<effects>>
You grasp <<his>> wrists with your hands, and force them against the table, either side of <<his>> head. <<He>> resists, but you sit on <<his>> stomach and push <<him>> back down with your weight.
<br><br>
<<if ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled"))>>
"Masturbation is a sin," you say.
<<elseif $spa.behaviour is "cute">>
"Don't touch yourself," you say. "That's my job."
<<else>>
"I didn't say you could touch yourself," you say.
<</if>>
You bounce as <<he>> thrusts <<his>> pelvis into the air.
<br><br>
Your hands are occupied. You need to use something else.
<br><br>
<<link [[Use your thighs|Spa Lewd Thigh]]>><<thighskill 5>><</link>><<skill_difficulty `currentSkillValue("thighskill")` "Thigh Skill" 1 400>><<gthighskill>>
<br>
<<link [[Use your ass|Spa Lewd Bottom]]>><<bottomskill 5>><</link>><<skill_difficulty `currentSkillValue("bottomskill")` "Ass Skill" 1 400>><<gbottomskill>>
<br><<effects>>
<<if $NPCList[0].penis isnot "none">>
<<bodyliquid "thigh" "semen">><<thighejacstat>><<ejacstat>>
You <<thightext>> rub <<his>> <<print $NPCList[0].penisdesc>> hard between your thighs. <<His>> body trembles, and <<he>> ejaculates, splattering you with semen.
<<else>>
You <<thightext>> rub your thigh hard against <<his>> pussy. <<His>> body trembles and spasms beneath you as <<he>> cums.
<</if>>
<br><br>
<<He>> lies back as the jerking subsides, one arm over <<his>> face. "Th-thanks," <<he>> manages. "Here." <<tipreceive>><<pass 50>>
<br><br>
<<He>> sits up and wraps a towel around <<his>> waist before leaving the room.
<br><br>
<<spa_end>><<effects>>
<<if currentSkillValue("thighskill") gte random(1, 400)>>
You lie flat against the <<person>>,
<<if $NPCList[0].penis isnot "none">>
and <<thightext>> grasp <<his>> <<print $NPCList[0].penisdesc>> between your thighs. <<He>> thrusts against you as <<he>> half-heartedly strains against your grasp. You're careful not to squeeze <<his>> cock too tight, <span class="green">making sure <<he>> can't cum.</span>
<<else>>
and <<thightext>> push your thigh into <<his>> pussy. <<He>> rubs against you as <<he>> half-heartedly strains against your grasp. You're careful not to press too hard, <span class="green">making sure <<he>> can't cum.</span>
<</if>>
<br><br>
<<if $player.breastsize gte 1>>
You press your <<breasts>> against <<him>>.
<</if>>
<<if $spa.behaviour is "cute">>
"Does this feel good?" you ask, keeping <<him>> on a torturous edge. "I might finish you soon. I'm not sure."
<<else>>
"How does this feel?" you ask, keeping <<him>> on a torturous edge. "I can keep you like this as long as I want."
<</if>>
<br><br>
"P-please," the <<person>> begs. "Whatever you want! J-just let me cum!"<<body_tip thigh add>><<set $tip_add to ($tip + random(500, 1500))>><<tip_up>>
<br><br>
<<link [[Finish|Spa Lewd Thigh Finish]]>><</link>>
<br>
<<link [[Demand more money|Spa Lewd Thigh 2]]>><</link>><<skill_difficulty `currentSkillValue("thighskill")` "Thigh Skill" 300 700>>
<br>
<<else>>
<<if random(1, 10) gte 4>>
You lie flat against the <<person>>,
<<if $NPCList[0].penis isnot "none">>
<<bodyliquid "thigh" "semen">><<thighejacstat>><<ejacstat>>
and <<thightext>> grasp <<his>> <<print $NPCList[0].penisdesc>> between your thighs. <<He>> thrusts against you as <<he>> half-heartedly strains against your grasp, <span class="red">and manages to finish <<himself>>,</span> erupting over your legs.
<<else>>
and <<thightext>> push your thigh into <<his>> pussy. <<He>> rubs against you as <<he>> half-heartedly strains against your grasp, <span class="red">and manages to finish <<himself>>,</span> <<his>> body convulsing.
<</if>>
<<He>> lies back as the jerking subsides, one arm over <<his>> face. "Th-thanks," <<he>> manages. "Here." <<tipreceive>><<pass 50>>
<br><br>
<<He>> sits up and wraps a towel around <<his>> waist before leaving the room.
<br><br>
<<spa_end>>
<<else>>
You lie flat against the <<person>>,
<<if $NPCList[0].penis isnot "none">>
and <<thightext>> grasp <<his>> <<print $NPCList[0].penisdesc>> between your thighs.
<<else>>
and <<thightext>> press your thigh into <<his>> pussy.
<</if>>
<span class="red"><<He>> loses control,</span> and forces your arms away.
<<spa_rape_failed>>
<br><br>
<<link [[Next|Spa Lewd Rape]]>><<set $phase to 1>><<set $molestationstart to 1>><</link>>
<</if>>
<</if>><<effects>>
<<if currentSkillValue("thighskill") gte random(300, 700)>>
<<if $spa.behaviour is "cute">>
"Just a little more money," you say. "I promise."
<<else>>
"Just a little more money," you purr. "And I'll release you."
<</if>>
<br><br>
<span class="green">The <<person>> trembles as <<he>> nods.</span> "Y-y-yes," <<he>> says. "A-anything."
<<body_tip thigh add>><<set $tip_add to ($tip + random(500, 1500))>><<tip_up>>
<br><br>
You'd worry for <<his>> health if you kept this up,
<<if $NPCList[0].penis isnot "none">>
<<bodyliquid "thigh" "semen" 2>><<thighejacstat>><<ejacstat>>
so you <<thightext>> squeeze <<his>> <<print $NPCList[0].penisdesc>> between your thighs, and pump as hard as you can.
<<else>>
so you <<thightext>> press your thigh against <<his>> pussy, and rub as hard as you can.
<</if>>
<br><br>
The effect is immediate.
<<if $NPCList[0].penis isnot "none">>
<<His>> back arcs as <<his>> whole body convulses, covering your legs in a deluge of cum.
<<else>>
<<His>> back arcs as <<his>> whole body convulses.
<</if>>
<<He>> moans loud enough that you worry someone will investigate. It takes half a minute for <<him>> to come down to just the occasional twitch. <<Hes>> still out of breath.
<br><br>
<<link [[Next|Spa Lewd Torment End]]>><</link>>
<br>
<<else>>
<<if random(1, 10) gte 4>>
<<if $NPCList[0].penis isnot "none">>
<<bodyliquid "thigh" "semen">><<thighejacstat>><<ejacstat>>
The <<person>> thrusts against you as <<he>> half-heartedly strains against your grasp, <span class="red">and manages to finish <<himself>>,</span> erupting over your legs.
<<else>>
The <<person>> rubs against you as <<he>> half-heartedly strains against your grasp, <span class="red">and manages to finish <<himself>>,</span> <<his>> body convulsing.
<</if>>
<<He>> lies back as the jerking subsides, one arm over <<his>> face. "Th-thanks," <<he>> manages. "Here." <<tipreceive>><<pass 50>>
<br><br>
<<He>> sits up and wraps a towel around <<his>> waist before leaving the room.
<br><br>
<<spa_end>>
<<else>>
You try to keep the <<person>> on the edge a bit longer, <span class="red">but <<he>> loses control</span>, and forces your arms away.
<<spa_rape_failed>>
<br><br>
<<link [[Next|Spa Lewd Rape]]>><<set $phase to 1>><<set $molestationstart to 1>><</link>>
<</if>>
<</if>><<effects>>
<<if $NPCList[0].penis isnot "none">>
<<bodyliquid "bottom" "semen">><<bottomejacstat>><<ejacstat>>
You <<bottomtext>> rub your <<bottom>> hard against the <<persons>> <<print $NPCList[0].penisdesc>>, until <<he>> spasms and erupts over you.
<<else>>
You <<bottomtext>> grind your <<bottom>> hard against the <<persons>> pussy, until <<his>> body convulses in orgasm.
<</if>>
<br><br>
<<He>> lies back as the jerking subsides, one arm over <<his>> face. "Th-thanks," <<he>> manages. "Here." <<tipreceive>><<pass 50>>
<br><br>
<<He>> sits up and wraps a towel around <<his>> waist before leaving the room.
<br><br>
<<spa_end>><<effects>>
<<if currentSkillValue("bottomskill") gte random(1, 400)>>
You shunt yourself down <<his>> body,
<<if $NPCList[0].penis isnot "none">>
until you feel <<his>> <<print $NPCList[0].penisdesc>> against your <<bottom>>. You begin <<bottomtext>> bobbing up and down against <<his>> length, <span class="green">careful not to finish <<him>> too soon.</span>
<<else>>
and <<bottomtext>> grind your <<bottom>> against <<his>> pussy. <span class="green">You're careful not to finish <<him>> too soon.</span>
<</if>>
<br><br>
<<if $player.breastsize gte 1>>
You press your <<breasts>> against <<him>>.
<</if>>
<<if $spa.behaviour is "cute">>
"Does this feel good?" you ask, keeping <<him>> on a torturous edge. "I might finish you soon. I'm not sure."
<<else>>
"How does this feel?" you ask, keeping <<him>> on a torturous edge. "I can keep you like this as long as I want."
<</if>>
<br><br>
"P-please," the <<person>> begs. "Whatever you want! J-just let me cum!" <<body_tip bottom add>><<set $tip_add to ($tip + random(500, 1500))>><<tip_up>>
<br><br>
<<link [[Finish|Spa Lewd Bottom Finish]]>><</link>>
<br>
<<link [[Demand more money|Spa Lewd Bottom 2]]>><</link>><<skill_difficulty `currentSkillValue("bottomskill")` "Bottom Skill" 300 700>>
<br>
<<else>>
<<if random(1, 10) gte 4>>
You shunt yourself down <<his>> body,
<<if $NPCList[0].penis isnot "none">>
<<bodyliquid "bottom" "semen">><<bottomejacstat>><<ejacstat>>
until you feel <<his>> <<print $NPCList[0].penisdesc>> against your <<bottom>>. You begin <<bottomtext>> bobbing up and down against <<his>> length. <span class="red">It sends <<him>> over the edge.</span> <<He>> spasms, and <<his>> semen erupts onto you.
<<else>>
and <<bottomtext>> grind your <<bottom>> against <<his>> pussy. <span class="red">It sends <<him>> over the edge.</span> <<He>> spasms and moans as the orgasm runs through <<his>> body.
<</if>>
<br><br>
<<He>> lies back as the jerking subsides, one arm over <<his>> face. "Th-thanks," <<he>> manages. "Here." <<tipreceive>><<pass 50>>
<br><br>
<<He>> sits up and wraps a towel around <<his>> waist before leaving the room.
<br><br>
<<spa_end>>
<<else>>
You shunt yourself down <<his>> body,
<<if $NPCList[0].penis isnot "none">>
<<bodyliquid "bottom" "semen">><<bottomejacstat>><<ejacstat>>
until you feel <<his>> <<print $NPCList[0].penisdesc>> against your <<bottom>>. You begin <<bottomtext>> bobbing up and down against <<his>> length.
<<else>>
and <<bottomtext>> grind your <<bottom>> against <<his>> pussy.
<</if>>
<br><br>
<span class="red"><<He>> loses control,</span> and forces your arms away.
<<spa_rape_failed>>
<br><br>
<<link [[Next|Spa Lewd Rape]]>><<set $phase to 1>><<set $molestationstart to 1>><</link>>
<</if>>
<</if>><<effects>>
<<if currentSkillValue("bottomskill") gte random(300, 700)>>
<<if $spa.behaviour is "cute">>
"Just a little more money," you say. "I promise."
<<else>>
"Just a little more money," you purr. "And I'll release you."
<</if>>
<br><br>
<span class="green">The <<person>> trembles as <<he>> nods.</span> "Y-y-yes," <<he>> says. "A-anything."
<<body_tip bottom add>><<set $tip_add to ($tip + random(500, 1500))>><<tip_up>>
<br><br>
You'd worry for <<his>> health if you kept this up,
<<if $NPCList[0].penis isnot "none">>
<<bodyliquid "bottom" "semen" 2>><<thighejacstat>><<ejacstat>>
so you <<bottomtext>> squeeze <<his>> <<print $NPCList[0].penisdesc>> between your <<bottom>> cheeks, and pump as hard as you can.
<<else>>
so you <<bottomtext>> press your <<bottom>> against <<his>> pussy, and rub as hard as you can.
<</if>>
<br><br>
The effect is immediate.
<<if $NPCList[0].penis isnot "none" and !npcHasStrapon(0)>>
<<His>> back arcs as <<his>> whole body convulses, covering your ass in a deluge of cum.
<<else>>
<<His>> back arcs as <<his>> whole body convulses.
<</if>>
<<He>> moans loud enough that you worry someone will investigate. It takes half a minute for <<him>> to come down to just the occasional twitch. <<Hes>> still out of breath.
<br><br>
<<link [[Next|Spa Lewd Torment End]]>><</link>>
<br>
<<else>>
<<if random(1, 10) gte 4>>
<<if $NPCList[0].penis isnot "none">>
<<bodyliquid "bottom" "semen">><<bottomejacstat>><<ejacstat>>
The <<person>> thrusts between your cheeks, <span class="red">and manages to send <<himself>> over the edge,</span> <<his>> <<print $NPCList[0].penisdesc>> erupting over your <<bottom>>.
<<else>>
The <<person>> humps your <<bottom>>, <span class="red">and manages to send <<himself>> over the edge,</span> wracking <<his>> whole body with orgasmic convulsions.
<</if>>
<br><br>
<<He>> lies back as the jerking subsides, one arm over <<his>> face. "Th-thanks," <<he>> manages. "Here." <<tipreceive>><<pass 50>>
<br><br>
<<He>> sits up and wraps a towel around <<his>> waist before leaving the room.
<br><br>
<<spa_end>>
<<else>>
You try to keep the <<person>> on the edge, <span class="red">but <<he>> loses control,</span> grasping your arms and forcing them away.
<<spa_rape_failed>>
<br><br>
<<link [[Next|Spa Lewd Rape]]>><<set $phase to 1>><<set $molestationstart to 1>><</link>>
<</if>>
<</if>><<effects>>
You climb off the <<person>>, and <<he>> struggles to a sitting position.
<<if $spa.behaviour is "cute">>
"I hope you liked my massage," you say, holding out your hand.
<<else>>
"I'd love to do this again sometime," you say, holding out your hand.
<</if>>
<<He>> looks up at you, then down again, shaking <<his>> head.
<br><br>
"Bloody <<if $player.gender_appearance is "m">>incubus<<else>>succubus<</if>>," <<he>> mutters. "Fine. Here's your money." <<tipreceive>><<pass 50>>
<br><br>
<<He>> wraps <<his>> towel around <<his>> waist, and staggers from the room.
<br><br>
<<spa_end>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<if $daily.spaEvent isnot "party">>
<<enable_rescue>>
<</if>>
<<set $enemyarousal to ($enemyarousalmax * 0.9)>>
<<if $phase is 1>>
<<npc_attempt_sex>>
<</if>>
<<prop table>>
<</if>>
<<effects>>
<<effectsman>>
<<if $alarm is 1 and $rescue isnot 1>>
<span class="pink">Your cry is drowned out by the din of the party.</span>
<<set $alarm to 0>>
<br><br>
<</if>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Spa Lewd Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Spa Lewd Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> lies back on the table, one hand over <<his>> eyes. <<tearful>> you drop to the ground. "Here," <<he>> says. <<tipreceive "prostitution">><<pass 50>>
<br><br>
<<He>> ties the towel around <<his>> waist, and exits the room.
<<elseif $enemyhealth lte 0>>
You shove the <<person>> back against the table. <<He>> lunges for you. <<tearful>> you step back.
<br><br>
<<if $NPCList[0].penis isnot "none">>
Instead, <<he>> grasps <<his>> <<print $NPCList[0].penisdesc>> in <<his>> hand, and pumps it hard, ejaculating over the floor with a shudder.
<<else>>
Instead, <<he>> pushes a finger into <<his>> pussy, and pumps hard, until <<his>> body shudders into orgasm.
<</if>>
<br><br>
<<tearful>> you step away from the table. "Sorry," the <<person>> manages. "Here." <<tipreceive "prostitution">><<pass 50>>
<br><br>
<<He>> ties the towel around <<his>> waist, and exits the room.
<<elseif $alarm is 1 and $rescue is 1>>
<<set $rescued += 1>>
Someone bangs on the door. "Is everything okay in there?"
<br><br>
"Y-yes!" the <<person>> says, releasing you.
<<if $NPCList[0].penis isnot "none">>
<<He>> grasps <<his>> <<print $NPCList[0].penisdesc>> in <<his>> hand, and pumps it hard, ejaculating over the floor with a shudder.
<<else>>
<<He>> pushes a finger into <<his>> pussy, and pumps hard, until <<his>> body shudders into orgasm.
<</if>>
<br><br>
<<tearful>> you step away from the table. "Sorry," the <<person>> manages. "Here." <<tipreceive "prostitution">><<pass 50>>
<br><br>
<<He>> ties the towel around <<his>> waist, and exits the room.
<<else>>
The <<person>> fights <<his>> urges, and pulls away from you.
<<if $NPCList[0].penis isnot "none">>
<<He>> grasps <<his>> <<print $NPCList[0].penisdesc>> in <<his>> hand, and pumps it hard, ejaculating over the floor with a shudder.
<<else>>
<<He>> pushes a finger into <<his>> pussy, and pumps hard, until <<his>> body shudders into orgasm.
<</if>>
<br><br>
<<He>> lies back with an arm over <<his>> eyes, before tying the towel around <<his>> waist, and exiting the room. <<tearful>> you wipe down the table.<<pass 50>>
<</if>>
<br><br>
<<endcombat>>
<<clotheson>>
<<spa_end>><<effects>>
"Let me help," you say, reaching for <<his>> towel. <<He>> tries to step away from you, but you manage to grasp the fabric. The towel comes free as <<he>> moves,
<<if $pronoun is "f">>
<<if $NPCList[0].penis isnot "none">>
<span class="lewd">revealing <<his>> <<print $NPCList[0].breastsdesc>> and <<print $NPCList[0].penisdesc>>.</span>
<<else>>
<span class="lewd">revealing <<his>> <<print $NPCList[0].breastsdesc>> and pussy.</span>
<</if>>
<<else>>
<<if $NPCList[0].penis isnot "none">>
<span class="lewd">revealing <<his>> <<print $NPCList[0].penisdesc>>.</span>
<<else>>
<span class="lewd">revealing <<his>> pussy.</span>
<</if>>
<</if>>
<<promiscuity2>>
<<He>> gasps and covers <<himself>> with <<his>> hands. "Just lie on the table," you say. "I'll take care of you."
<br><br>
<<He>> hesitates again, then does so. You oil up your hands, and <<handtext>> get to work.<<ghandskill>><<handskill 5>>
<br><br>
<<body_tip hand 1>>
<<Hes>> much more comfortable by the end of the session, and leaves a tip. <<tipreceive>><<pass 50>>
<br><br>
<<spa_end>><<effects>>
<<if $rng gte 51>>
The <<person>> blushes harder as <<he>> lets the towel drop to the floor,
<<if $pronoun is "f">>
<<if $NPCList[0].penis isnot "none">>
<span class="lewd">revealing <<his>> <<print $NPCList[0].breastsdesc>> and <<print $NPCList[0].penisdesc>>.</span>
<<else>>
<span class="lewd">revealing <<his>> <<print $NPCList[0].breastsdesc>> and pussy.</span>
<</if>>
<<else>>
<<if $NPCList[0].penis isnot "none">>
<span class="lewd">revealing <<his>> <<print $NPCList[0].penisdesc>>.</span>
<<else>>
<span class="lewd">revealing <<his>> pussy.</span>
<</if>>
<</if>>
<br><br>
<<He>> covers <<himself>> with <<his>> hands, and lies face down on the table. You oil up your hands, and <<handtext>> get to work.<<ghandskill>><<handskill 5>>
<br><br>
<<body_tip hand 1>>
<<Hes>> much more comfortable by the end of the session, and leaves a tip. <<tipreceive>><<pass 50>>
<br><br>
<<spa_end>>
<<else>>
The <<person>> blushes harder, and can't work up the courage. <<He>> turns and leaves the room.
<br><br>
<<set $masseur_stat -= 1>>
<<money -1000 "spa">>
<<spa_end>>
<</if>><<effects>>
<<body_tip hand 0.3>>
<<spa_rob_options>><<effects>>
<<set $seductiondifficulty to 8000>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>>
<span class="gold">You feel more confident in your powers of seduction.</span>
<br><br>
<</if>>
<<seductionskilluse>>
You grasp the <<persons>> cheeks in both hands, and squeeze.
<<promiscuity3>>
<<if $seductionrating gte $seductionrequired>>
<<He>> glances over <<his>> shoulder, <span class="green">but doesn't stop you.</span> You incorporate your groping into the session, eliciting the occasional moan.
<br><br>
<<He>> pushes <<himself>> onto <<his>> back towards the end of the session, and points at <<his>>
<<if $NPCList[0].penis isnot "none">>
<<print $NPCList[0].penisdesc>>.
<<else>>
pussy.
<</if>>
"How about a happy ending?"
<br><br>
<<link [[Refuse|Spa Lewd Hand Refuse]]>><</link>>
<br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Negotiate|Spa Lewd Hand Negotiate]]>><</link>><<promiscuous3>>
<br>
<<elseif $uncomfortable.prostituting is false>>
<<link [[Negotiate|Spa Lewd Hand Negotiate]]>><<set $desperateaction to 1>><</link>><<promiscuous3>>
<br>
<</if>>
<<else>>
<<body_tip hand 0.1>>
<span class="red">"None of that nonsense," <<he>> says.</span> "I'm here for a massage, not a whore."
<br><br>
<<spa_rob_options>>
<</if>><<effects>>
<<if $phase is 1>>
You bend down and <<oral skill>> lick <<his>> asshole, circling the rim with the tip of your tongue.
<<He>> grunts and runs <<his>> fingers through your hair as you service <<him>>.
<br><br>
<<link [[Next|Spa Oral Anus]]>><</link>>
<<else>>
You kneel in front of the <<person>>. <<He>> grasps the back of your head.
<<promiscuity4>>
<<link [[Next|Spa Oral]]>><<set $sexstart to 1>><</link>>
<</if>>
<br><<effects>>
"I'm not that kind of <<girl>>," you say. "Sorry to disappoint."
<br><br>
<<if $rng gte 81>>
"That wasn't a request," the <<person>> says. <span class="red"><<He>> grasps your arm,</span> and pulls you onto the table.
<br><br>
<<link [[Next|Spa Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
The <<person>> shrugs. "Suit yourself." <<He>> fixes <<his>> towel, and exits the room.
<br><br>
<<spa_end>>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<npcoral>>
<<set $enemytrust -= 20>>
<<if $daily.spaEvent isnot "party">>
<<enable_rescue>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<if $alarm is 1 and $rescue isnot 1>>
<span class="pink">Your cry is drowned out by the din of the party.</span>
<<set $alarm to 0>>
<br><br>
<</if>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Spa Oral Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Spa Oral]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> ties <<his>> towel around <<his>> body. "Thanks love," <<he>> says. "Here." <<He>> exits the room. <<tipreceive "prostitution">>
<br><br>
<<tearful>> you wipe down the table.
<<elseif $enemyhealth lte 0>>
You shove the <<person>> away from you. <<He>> lunges for you, but misses and collides with a rack of towels.
<br><br>
Someone bangs on the door. "Is everything okay in there?"
<br><br>
"Y-yes," the <<person>> says. "Just finishing." <<He>> ties <<his>> towel around <<his>> body, and leaves the room.
<br><br>
<<tearful>> you wipe down the table.
<<elseif $alarm is 1 and $rescue is 1>>
<<set $rescued += 1>>
Someone bangs on the door. "Is everything okay in there?"
<br><br>
The <<person>> backs away from you. "Y-yes," <<he>> says. "Just finishing." <<He>> ties <<his>> towel around <<his>> body, and leaves the room.
<br><br>
<<tearful>> you wipe down the table.
<<else>>
"Fucking tease," the <<person>> says. "Don't think you're getting tipped." <<He>> ties <<his>> towel around <<his>> body, and exits the room.
<br><br>
<<tearful>> you wipe down the table.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<spa_end>><<set $outside to 0>><<effects>>
After a thorough tongue massage, <<he>> trembles and
<<if $NPCList[0].penis isnot "none" and !npcHasStrapon(0)>>
ejaculates
<<else>>
squirts
<</if>>
onto your face.
<<He>> gets up and wraps a towel around <<his>> waist. "Thanks love," <<he>> says. "Here." <<He>> exits the room. <<tipreceive>>
<br><br>
<<tearful>> you wipe down the table.
<br><br>
<<spa_end>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<if $daily.spaEvent isnot "party">>
<<enable_rescue>>
<</if>>
<<prop table>>
<</if>>
<<effects>>
<<effectsman>>
<<if $alarm is 1 and $rescue isnot 1>>
<span class="pink">Your cry is drowned out by the din of the party.</span>
<<set $alarm to 0>>
<br><br>
<</if>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Spa Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Spa Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> lies back on the table, one hand over <<his>> eyes. "Here," <<he>> says. <<tipreceive "prostitution">>
<br><br>
<<He>> ties the towel around <<his>> waist, and exits the room.
<br><br>
<<tearful>> you wipe down the table.
<<elseif $enemyhealth lte 0>>
You shove the <<person>> back against the table. <<He>> lunges for you, but you duck out of the way.
<br><br>
Someone bangs on the door. "Is everything okay in there?"
<br><br>
"Y-yes," the <<person>> says. "Just finishing." <<He>> ties the towel around <<his>> body, and exits the room.
<br><br>
<<tearful>> you wipe down the table.
<<else>>
<<set $rescued += 1>>
Someone bangs on the door. "Is everything okay in there?"
<br><br>
"Y-yes!" the <<person>> says. "Just finishing." <<He>> ties <<his>> towel around <<his>> body, and exits the room.
<br><br>
<<tearful>> you wipe down the table.
<</if>>
<br><br>
<<endcombat>>
<<clotheson>>
<<spa_end>><<effects>>
"I'd rather be the one looking," you say.
<br><br>
The <<person>> laughs, and rolls onto <<his>> back.
<br><br>
<<set $tipmod to 0>><<unset $tip_add>>
<<body_tip hand 0.1>>
<<He>> seems satisfied at the end of the session, despite your refusal, and leaves a tip.<<tipreceive>><<pass 50>>
<br><br>
<<spa_end>><<effects>>
"Let me think for a moment," you say, tapping your cheek. The <<person>> leans forward, a hopeful look on <<his>> face.
<br><br>
"Okay," you say. <<passagestrip>>
<<exhibitionism5>>
The <<person>> watches all the while. "Nice," <<he>> says. "There are other forms of massage, you know. Why don't you have a go without hands? I'll make it worth your while."
<br><br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Next|Spa Lewd Breasts]]>><<chestskill 5>><</link>><<promiscuous3>><<gchestskill>>
<br>
<<elseif $uncomfortable.prostituting is false>>
<<link [[Next|Spa Lewd Breasts]]>><<chestskill 5>><<set $desperateaction to 1>><</link>><<promiscuous3>><<gchestskill>>
<br>
<</if>>
<<link [[Refuse|Spa Lewd Breasts Refuse]]>><</link>>
<br><<effects>>
"I'll stick to my hands," you say. "You can look, but don't touch."
<br><br>
The <<person>> nods, disappointed but not upset. <<He>> seems satisfied by the end of the session. <<tipreceive>><<pass 50>>
<br><br>
<<clotheson>>
<<spa_end>><<effects>>
<<body_tip chest add>><<set $tip_add to ($tip + random(100, 1000))>>
You pour oil over your <<if $player.breastsize gte 1>><<breasts>><<else>>chest<</if>> and down your body, before rubbing it over you. You climb onto the table, and swing a leg over the <<person>>.
<br><br>
"Like this?" you ask, pressing your bodies together. <<He>> nods, so you rub <<him>> up and down<<if $player.breastsize gte 1>>, pressing your <<breasts>> against <<his>> body<</if>>.<<promiscuity3>>
<<if $NPCList[0].penis isnot "none">>
You sometimes slide too far back, and your <<bottom>> presses against <<his>> <<npcPenis>>
<</if>>
<br><br>
<<if random(1, 2) is 2>>
You continue massaging with your whole body, until <<he>> reaches forward <span class="purple">and grasps your <<breasts>>.</span>
<br><br>
<<link [[Endure|Spa Lewd Breasts Endure]]>><</link>><<garousal>><<gstress>>
<br>
<<link [[Tell your client to stop|Spa Lewd Breasts Stop]]>><</link>>
<br>
<<else>>
You continue massaging with your whole body until the end of the session. "Thanks love," <<he>> says, tying <<his>> towel around <<his>> body. "Here."<<tipreceive>><<pass 50>>
<br><br>
<<clotheson>>
<<spa_end>>
<</if>><<effects>>
<<body_tip chest add>><<set $tip_add to ($tip + random(100, 1000))>>
You continue working as best you can as the <<person>> massages your oiled <<breasts>>.
<<if random(1, 2) is 2>>
<<His>> hands trails down your abdomen, then reach around your hips. <<He>> grasps your <<bottom>> with both hands, and tries to push you against <<his>> pelvis.
<br><br>
"I need to fuck," <<he>> says. "You're driving me mad."
<br><br>
<<if hasSexStat("promiscuity", 5)>>
<<link [[Allow|Spa Sex]]>><<set $sexstart to 1>><</link>><<promiscuous5>>
<br>
<<elseif $uncomfortable.prostituting is false>>
<<link [[Allow|Spa Sex]]>><<set $sexstart to 1>><<set $desperateaction to 1>><</link>><<promiscuous5>>
<br>
<</if>>
<<link [[Climb off|Spa Lewd Breasts Stop]]>><</link>>
<br>
<<else>>
<<He>> keeps groping until the end of the session, leaving you feeling rather flushed.
<br><br>
"Thanks love," <<he>> says as <<he>> ties <<his>> towel around <<his>> waist. "Here." <<tipreceive>><<pass 50>>
<br><br>
<<clotheson>>
<<spa_end>>
<</if>><<effects>>
You grasp the <<persons>> arms, and push them away. "Look," you say. "Don't touch."
<br><br>
<<if random(1, 5) is 5>>
"Fuck that," the <<person>> says, reaching for your <<breasts>> again. "I can't hold back."
<br><br>
<<link [[Next|Spa Lewd Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
The <<person>> doesn't argue. <<He>> lies back, and closes <<his>> eyes as you continue working.
<br><br>
"Thanks love," <<he>> says at the end of the session. <<He>> ties <<his>> towel around <<his>> body. "Here."<<tipreceive>><<pass 50>>
<br><br>
<<clotheson>>
<<spa_end>>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>><<npc_attempt_sex>>
<<if $daily.spaEvent isnot "party">>
<<enable_rescue>>
<</if>>
<<set $enemyarousal to ($enemyarousalmax * 0.65)>>
<<promiscuity5>>
<<if $player.penisExist>>
<<body_tip penile add>><<set $tip_add to ($tip + random(100, 1000))>>
<</if>>
<<if $player.vaginaExist>>
<<body_tip vaginal add>><<set $tip_add to ($tip + random(100, 1000))>>
<</if>>
<<prop table>>
<</if>>
<<effects>>
<<effectsman>>
<<if $alarm is 1 and $rescue isnot 1>>
<span class="pink">Your cry is drowned out by the din of the party.</span>
<<set $alarm to 0>>
<br><br>
<</if>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Spa Lewd Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Spa Sex]]>><</link>></span><<nexttext>>
<</if>><<effects>>
The <<person>> closes the door behind <<him>>.
<br><br>
<<spa_end>><<effects>>
<<set $seductiondifficulty to 10000>>
<<seductioncheck>>
<br><br>
<<seductionskilluptext>>
<<seductionskilluse>>
You step in front of the <<person>>, preventing <<him>> from leaving the room. "Are you sure there's nothing I can do for you?" you ask, leaning against the door frame.
<<promiscuity3>>
<<if $seductionrating gte $seductionrequired>>
<<He>> hesitates, <span class="green">running <<his>> eyes over your body,</span> before shaking <<his>> head and breaking the spell. "I can't," <<he>> says. "My <<spouse>> would kill me."
<<if !$soup_kitchen_known>>
<<He>> looks in your eyes, but something makes <<him>> look away. "They're overburdened, but there's a soup kitchen on Wolf Street if you need help. It's in a grey building beside the temple. They're open between <span class="gold"><<ampm 18 00>> and <<ampm 21 00>></span>."
<br><br>
<span class="gold">You've discovered the soup kitchen on Wolf Street.</span>
<br><br>
<<set $soup_kitchen_known to 1>>
<<He>> pushes past you.
<<else>>
<<He>> pushes past you.
<</if>>
<br><br>
<<link [[Beg|Spa Polite Beg]]>><<sub 1>><<stress 6>><</link>><<gstress>>
<br>
<<link [[Let your client leave|Spa Polite Leave]]>><</link>>
<br>
<<else>>
The <<person>> hesitates, <span class="red">then shakes <<his>> head.</span> "I just wanted a massage," <<he>> says. "Thank you." <<He>> steps around you.
<br><br>
<<spa_end>>
<</if>><<effects>>
You grasp <<his>> arm.
<<if $speech_attitude is "meek">>
"P-please <<sir>>," you say. "I really need the money."
<<elseif $speech_attitude is "bratty">>
"Come on," you say. "I need the money."
<<else>>
"Please reconsider," you say. "I need the money."
<</if>>
<br><br>
<<if $submissive gte 1500 or $dissociation gte 1>>
<span class="sub">Something in your voice affects <<him>>.</span> <<He>> gives you <<moneyGain 100>> before leaving.
<<ltrauma>><<trauma -6>>
<<elseif $rng gte 91>>
<<He>> glances at you, then hands you <<moneyGain 100>> before leaving.
<<ltrauma>><<trauma -6>>
<<elseif $rng gte 71>>
<<He>> glances at you, then hands you <<moneyGain 60>> before leaving.
<<ltrauma>><<trauma -6>>
<<elseif $rng gte 51>>
<<He>> glances at you, then hands you <<moneyGain 30>> before leaving.
<<ltrauma>><<trauma -6>>
<<elseif $rng gte 31>>
<<He>> glances at you, then hands you <<moneyGain 10>> before leaving.
<<ltrauma>><<trauma -6>>
<<else>>
<<He>> shakes your arm free, and continues without a word.<<gtrauma>><<trauma 6>>
<</if>>
<br><br>
<<spa_end>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "barb">><<set $bikeStartCategory to "left">><<set $bikeStart to "barb">><<getTarget true>>
You are on Barb Street. Silver blocks of flats tower all around, most separated from the road by an empty canal. You can hear the sea. The police station is located here. There's also a dance studio.
<<if Time.dayState is "day">>
<<if Weather.precipitation is "rain">>
The few braving the rain walk quickly.
<<elseif Weather.isFreezing>>
Pedestrians fill the pavements, walking brisk against the cold.
<<else>>
Pedestrians fill the pavements, but the sound of traffic dominates.
<</if>>
<<elseif Time.dayState is "dawn">>
<<if Weather.precipitation is "rain">>
Rain cascades over the buildings, dripping over hurried bodies.
<<elseif Weather.isSnow>>
The night-settled snow has already been trodden away by heavy footfalls.
<<else>>
The street is already busy, even so early.
<</if>>
<<elseif Time.dayState is "dusk">>
<<if Weather.precipitation is "rain">>
People hurry through the rain, eager to be inside.
<<elseif Weather.isFreezing>>
People hurry through the cold, eager to be inside.
<<else>>
The sun has long since disappeared behind the towers, but the street remains busy.
<</if>>
<<elseif Time.dayState is "night">>
<<if Weather.precipitation is "rain">>
Lights from high windows pierce the dark rain.
<<elseif Weather.isSnow>>
Lights from high windows illuminate the snow.
<<else>>
Voices and occasional shouting emerge from nearby buildings despite the hour.
<</if>>
<</if>>
<<if $police_access_card is 1>>
Your <span class="teal">police access card</span> can open a door at the side of the station.
<<set $phase to 10>>
<<elseif currentSkillValue('skulduggery') gte 600 and ((Time.dayState isnot "night" and $rng lte 25) or (Time.dayState is "night" and $rng lte 20))>>
<<set $phase to 10>>
<br>
<span class="teal">With a thief's eye you see what others miss.</span> You notice a couple of police dragging
<<print either("a shackled","an unconscious","a struggling","a nubile","a naked","a heavily sedated","a gagged","a flirtatious")>> prisoner
from a side door and taking them <<print either("down a secluded alley.","into the back of a police car.","down steps to a secluded underground cell.")>>
The side door didn't close properly. It remains slightly open.
<br>
<<set $eventskip to 1>>
<</if>>
<<if $halloween is 1>>
Jack-o'-lanterns and other Halloween decorations leer through windows.
<</if>>
<<streeteffects>>
<br><br>
<<if $exposed gte 1>>
<<exhibitionism "street">>
<</if>>
<<if $arousal gte $arousalmax>>
<<orgasmstreet>>
<</if>>
<<if $stress gte $stressmax and !$possessed>>
<<passoutstreet>>
<<elseif $town_projects.bridge is 1 || ($history gte 100 && ($town_projects.bridge lt 2 || $town_projects.bridge is undefined))>>
You notice the remains of a bridge that once spanned the canal.
<<if $town_projects.bridge is 1>>
You saw the same ruin in your hookah dream. It must have been removed after the canal was drained.
<<else>>
You remember reading that it was removed after the canal was drained.
<</if>>
<<set $town_projects.bridge to 2>>
<br><br>
You see a <<generatey1>><<person1>><<person>> you recognise from the orphanage scurry into the canal, and emerge relieved on the other side. <span class="teal">An idea strikes you.</span> If the bridge were restored, those thugs would have a harder time harassing people.
<br><br>
<i>You could enquire about the bridge at the town hall.</i>
<br><br>
<<link [[Next|Barb Street]]>><<set $eventskip to 1>><</link>>
<<elseif $town_projects.bridge is 3>>
<<set $town_projects.bridge to 4>>
The mayor's office acted fast, and <span class="green">a newly constructed bridge spans the canal.</span> Crossing will be safer. Any orphans finding work here will be safer as well.
<br><br>
<<earnFeat "Bridging the Past">>
<<link [[Next|Barb Street]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if ($danger gte (9900 - $allure) or $eventforced) and $eventskip is 0>>
<<eventsstreet>>
<<else>>
<<if $options.mapTop is true>>
<<map "barb">>
<br>
<</if>>
Places of Interest
<br>
<<if $openinghours is 1>>
<<dancestudioicon>><<link [[Dance studio (0:01)|Dance Studio]]>><<pass 1>><</link>>
<br>
<<elseif Time.hour is $closinghour>>
<span class="blue">People are leaving the dance studio.</span> It must be closing time.
<br>
<<else>>
<<dancestudioicon>><<link [[Dance studio (0:01)|Dance Studio Lock]]>><<pass 1>><</link>>
<br>
<</if>>
<<if $exposed lte 0>>
<<policeicon>><<link [[Police station (0:02)|Police Station]]>><<endevent>><<pass 2>><</link>>
<br>
<</if>>
<<if $phase is 10>>
<<set $phase to 0>>
<<policeicon>><<link [[Sneak into police station side door (0:05)|Police Back Office]]>><<pass 5>><</link>>
<br>
<</if>>
<<if $town_projects.bridge gte 4>>
<<flatsicon>><<link [[Cross the bridge to the flats (0:01)|Flats]]>><<pass 1>><</link>>
<br>
<</if>>
<<if $exposed lte 0>>
<<flatsicon>><<link [[Cross the canal to the flats (0:01)|Flats Canal]]>><<pass 1>><</link>>
<br>
<</if>>
<<if $dorenintro gte 1 and $exposed lte 0>>
<<dooricon "doren">><<link [[Doren's flat (0:02)|Doren Entrance]]>><<pass 2>><</link>>
<br>
<</if>>
<<if $exposed gte 1 and Time.dayState isnot "night">>
<<else>>
<<add_link "Travel<br>">><<hideDisplay>>
<<domus>>
<<cliff>>
<<connudatus>>
<<if $exposed lte 0>>
<<buswait>>
<</if>>
<<bike>>
<<loiter>>
<</if>>
<<add_link "<br>Alternate Routes<br>">><<hideDisplay>>
<<residential>>
<<stormdrain>>
<br>
<<displayLinks>>
<<if $options.mapTop isnot true>>
<br>
<<map "barb">>
<</if>>
<</if>>
<</if>>
<<set $eventskip to 0>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Bondage Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bondage Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> shoves you against the ground. "Enjoy the rest of your adventure, <<bitch>>."
<br><br>
<<tearful>> you try to get your bearings.
<br><br>
<<clotheson>>
<<endcombat>>
<<set $eventskip to 1>>
<<destinationbondage>>
<<elseif $enemyhealth lte 0>>
You shove the <<person>> away from you and flee in a random direction.
<br><br>
<<tearful>> you try to get your bearings.
<br><br>
<<clotheson>>
<<endcombat>>
<<set $eventskip to 1>>
<<destinationbondage>>
<<else>>
<<set $rescued += 1>>
<<endcombat>>
<<generate1>><<generate2>><<person1>>
"What do you think you're doing?" a voice shouts.
<br><br>
"Leave the <<girl>> alone," says another. "Or you'll be sorry."
<br><br>
Your attacker flees, leaving you to slump to the ground. <<tearful>> you struggle to your feet.
<br><br>
<<clotheson>>
<<if $rng gte 51 and Time.dayState isnot "night" or $rng gte 76>>
A hand gropes at the back of your head, and <span class="green">your blindfold comes free.</span> You squint against the light.
<br><br>
"I can't believe what's become of some people," says a <<person>>.
<<if $leftarm is "bound" or $rightarm is "bound" or $feetuse is "bound">>
<<if $worn.face.type.includes("gag")>>
A <<person2>><<person>> beside <<him>> removes your gag and unties your <<if $rightarm is "bound" or $leftarm is "bound">>arms<</if>><<if ($rightarm is "bound" or $leftarm is "bound") and $feetuse is "bound">> and <</if>><<if $feetuse is "bound">>legs<</if>>.
<<else>>
A <<person2>><<person>> beside <<him>> unties your <<if $rightarm is "bound" or $leftarm is "bound">>arms<</if>><<if ($rightarm is "bound" or $leftarm is "bound") and $feetuse is "bound">> and <</if>><<if $feetuse is "bound">>legs<</if>>.
<</if>><<unbind>>
<<else>>
<<if $worn.face.type.includes("gag")>>
A <<person2>><<person>> beside <<him>> removes your gag.
<<else>>
A <<person2>><<person>> beside <<him>> watches you with a concerned expression.
<</if>>
<</if>>
<<set $worn.face.type.push("broken")>>
<<faceruined>>
"They have no shame."
<br><br>
The pair make sure you're uninjured before moving on.
<<ltrauma>><<lpain>><<lllstress>><<trauma -6>><<pain -6>><<stress -24>>
<br><br>
<<endevent>>
<<destinationeventend>>
<<else>>
<span class="red">Your scream has attracted something worse.</span>
<br><br>
"Such riffraff don't deserve a cutie like you," says a voice above you. Hands grasp your arms and pull you to your feet. They try to pull you somewhere.
<br><br>
"I know," says a second voice. "The absolute nerve. A toy like you is fit for only the best." Someone licks your neck.
<br><br>
<<link [[Next|Bondage Two Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Bondage Two Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bondage Two Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The pair leave you to slump against a wall. You think you're in an alley, but you can't be sure.
<br><br>
<<tearful>> you try to get your bearings.
<br><br>
<<clotheson>>
<<endcombat>>
<<set $eventskip to 1>>
<<destinationbondage>>
<<elseif $enemyhealth lte 0>>
You shove the pair away from you and stumble in a random direction.
<br><br>
<<tearful>> you try to get your bearings.
<br><br>
<<clotheson>>
<<endcombat>>
<<set $eventskip to 1>>
<<destinationbondage>>
<<else>>
<<set $rescued += 1>>
<<endcombat>>
<<generatePolice 1>><<person1>>You hear a police whistle. The pair back away from you, leaving you to slump against a wall. Another whistle, and you hear rapid footsteps as the pair flee.
<br><br>
<<clotheson>>
<<tearful>> you try to get your bearings. You hear more footsteps approaching.
<br><br>
<<if $exposed gte 1>>
"You're under arrest for public indecency," says an angry voice. "And for inciting indecency in others!" <<He>> grasps your arm and tries to drag you away.
<<crime "exposure">><<crimeUp 40 "exposure">>
<br><br>
<<if $worn.face.type.includes("gag")>>
Gagged as you are, you can't voice your protests.
<br><bR>
<</if>>
<<link [[Go willingly|Bondage Police Willing]]>><</link>>
<br>
<<if !$worn.face.type.includes("gag")>>
<<link [[Try to explain|Bondage Police Explain]]>><</link>><<englishdifficulty 0 1000>>
<br>
<</if>>
<<link [[Fight to escape|Bondage Police Fight]]>><<set $fightstart to 1>><<crimeUp 50 "resisting">><<crimeUp 50 "assault">><</link>><<crimes "resisting" "assault">>
<br>
<<else>>
"It's okay <<if $player.gender_appearance is "f">>miss<<else>>sir<</if>>," An authoritative voice says. "I'm a police officer. Do you require assistance?"
<br><br>
<<if $worn.face.type.includes("gag")>>
<<He>> must notice your gag, as <<he>> assumes you do need help.
<<else>>
You explain the situation.
<</if>>
<<blindfoldremove>>
"Who did this to you?" <<he>> asks. "Tell me as much as you can about when and where it happened. I'll file a report. Though with how busy we've been lately I can't guarantee it will be seen to in a timely manner."
<br><br>
<<link [[Give report (0:20)|Bondage Police Report]]>><<pass 20>><<stress 6>><<trauma -6>><</link>><<gstress>><<ltrauma>>
<br>
<<link [[Don't give report|Bondage Police No Report]]>><</link>>
<br>
<</if>>
<</if>><<effects>>
You're cuffed and dragged behind the police officer. <<He>> pushes you into the back of what you assume is a police car.
<br><br>
<<He>> opens the driver's door, but doesn't get inside. Instead you hear <<him>> speak. <<He>> gives a description of you.
<br><br>
<<if crimeSumCurrent() gte 5000>>
<<He>> laughs, and slaps the car above your seat. "Looks like I've bagged a naughty <<girl>>. Can't wait to hear what they do to <<phim>>." <<He>> climbs in, and you drive away.
<br><br>
"I knew you were bad news the moment I saw you," <<he>> says as <<he>> drives.
<br><br>
<<link [[Next|Hospital Arrest Sit]]>><</link>>
<<elseif crimeSumCurrent() gte 1000>>
"Alright," <<he>> says. "I'll bring <<phim>> in." <<He>> climbs in, and you drive away.
<br><br>
"I knew you were trouble," the <<person>> says as <<he>> drives. "It'll be the pillory for you, I wager."
<br><br>
<<link [[Next|Hospital Arrest Sit]]>><</link>>
<<else>>
"Roger," <<he>> says. "Looks like it's your lucky day." <<His>> hands reach in and remove your blindfold.
<<if $leftarm is "bound" or $rightarm is "bound" or $feetuse is "bound">>
<<if $worn.face.type.includes("gag")>>
<<He>> also removes your gag and unties your <<if $rightarm is "bound" or $leftarm is "bound">>arms<</if>><<if ($rightarm is "bound" or $leftarm is "bound") and $feetuse is "bound">> and <</if>><<if $feetuse is "bound">>legs<</if>>.
<<else>>
<<He>> also unties your <<if $rightarm is "bound" or $leftarm is "bound">>arms<</if>><<if ($rightarm is "bound" or $leftarm is "bound") and $feetuse is "bound">> and <</if>><<if $feetuse is "bound">>legs<</if>>.
<</if>><<unbind>>
<<else>>
<<if $worn.face.type.includes("gag")>>
<<He>> removes your gag.
<<else>>
<</if>>
<</if>>
<<set $worn.face.type.push("broken")>>
<<faceruined>>
You squint against the light.
<<ltrauma>><<lllstress>><<trauma -6>><<stress -24>>
<br><br>
"Someone important is looking out for you," <<he>> says. "Lucky you."
<br><br>
<<if $exposed gte 1>><<towelup>>
<<He>> gives you towels to cover with, and drives you back to the orphanage.
<<else>>
<<He>> drives you back to the orphanage.
<</if>>
<br><br>
<<endcombat>>
<<link [[Next|Orphanage]]>><</link>>
<br>
<</if>>
<br><<effects>>
<<if $englishSuccess>>
You manage to stammer out an explanation as you're dragged off. <span class="green">It gets through to <<him>>.</span> <<He>> sighs and releases your arm.
<br><br>
"You shouldn't have allowed yourself to get into this situation in the first place," <<he>> says. "I'll let you off this once. Be more careful in the future."
<br><br>
<<blindfoldremove>>
<<if $exposed gte 1>><<towelup>>
<<He>> gives you towels to cover with, and drives you back to the orphanage.
<<else>>
<<He>> drives you back to the orphanage.
<</if>>
<br><br>
<<endevent>>
<<link [[Next (0:15)|Orphanage]]>><<pass 15>><</link>>
<br>
<<else>>
You try to stammer out an explanation, <span class="red">but the police officer is too focused on getting you out of public.</span> <<He>> ignores you.
<br><br>
<<link [[Next|Bondage Police Willing]]>><</link>>
<br>
<</if>><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Bondage Police Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bondage Police Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
You hear the <<person>> slump against a wall. You seize the opportunity and run in a random direction.
<br><br>
<<tearful>> you try to get your bearings.
<br><br>
<<clotheson>>
<<endcombat>>
<<set $eventskip to 1>>
<<destinationbondage>>
<<elseif $enemyhealth lte 0>>
You catch the officer off-guard. You shove <<him>> to the ground and run away. <<His>> shouting voice quickly fades into the background noise of the city.
<br><br>
<<tearful>> you slump beside a wall. You got away.
<br><br>
<<clotheson>>
<<endcombat>>
<<set $eventskip to 1>>
<<destinationbondage>>
<<else>>
You fall to the ground, too hurt to continue fighting. "Indecent exposure, and now resisting arrest. There are consequences for this sort of misbehaviour."
<br><br>
<<clotheson>>
<<link [[Next|Bondage Police Willing]]>><</link>>
<</if>><<effects>>
The officer scribbles in <<his>> notepad as <<he>> listens. You're uncomfortable talking about it, but it does give you a catharsis.
<br><br>
Once finished <<he>> confirms that you're unhurt, then continues on <<his>> way.
<<lpain>><<pain -6>>
<br><br>
<<endevent>>
<<destinationeventend>><<effects>>
The officer confirms that you're unhurt, then continues on <<his>> way.
<<lpain>><<pain -6>>
<br><br>
<<endevent>>
<<destinationeventend>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<set $NPCList[0].stance to "top">>
<<enable_rescue>>
<</if>>
<<if $rescue is 0>>
You know you're being filmed, but you can't do anything about it.
<br><br>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Bondage Dog Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bondage Dog Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
Finished with you, the <<beasttype>> leaves you shivering on the ground.
<br><br>
<<if $rescue is 0>>
<<tearful>> you try to get your bearings. There's no sign of the person with camera.<<famebestiality 10>>
<<else>>
<<tearful>> you try to get your bearings. You hope no one saw you.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<set $eventskip to 1>>
<<destinationbondage>>
<<elseif $enemyhealth lte 0>>
The <<beasttype>> whimpers and flees.
<br><br>
<<if $rescue is 0>>
<<tearful>> you try to get your bearings. There's no sign of the person with the camera.
<<else>>
<<tearful>> you try to get your bearings. You hope no one saw that.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<set $eventskip to 1>>
<<destinationbondage>>
<<else>>
<<if $rapeavoid is 0>>
You hear footsteps approaching. Panicked, you struggle to pull away from the <<beasttype>>. It holds you in place.
<br><br>
"Well what do we have here," a voice says. "A bitch getting <<bred>> in the middle of the street."
<br><br>
<<if $worn.face.type.includes("gag")>>
You mumble through your gag, trying to ask for help. Not that you're sure that would do any good.
<br><br>
"Just getting my camera out," the voice continues. "I trust you won't protest? Good."
<br><br>
<<else>>
<<if $speech_attitude is "meek">>
"P-please help me," you say.
<<elseif $speech_attitude is "bratty">>
"Either help me," you say. "Or fuck off."
<<else>>
"Please help," you say.
<</if>>
<br><br>
"Sorry?" the voice asks. "I couldn't hear you over the sound of that <<beasttype>> hammering you. Don't worry though, I have my camera with me. Maybe I'll figure it out in post."
<br><br>
<</if>>
<<link [[Next|Bondage Dog Rape]]>><<set $rescue to 0>><</link>>
<br>
<<else>>
"Shoo!" shouts a voice. The <<beasttype>> pulls away from you as footsteps approach.
<br><br>
<<endcombat>>
<<clotheson>>
<<generate1>><<person1>>
<<if $rng gte 51 and Time.dayState isnot "night" or $rng gte 76>>
<<set $rescued += 1>>
Hands reach down and help you to your feet. "You okay there?" says the <<person>>.
<<blindfoldremove>>
<<He>> makes sure you're unhurt, then continues on <<his>> way.
<<lpain>><<pain -6>>
<br><br>
<<endevent>>
<<destinationeventend>>
<<else>>
<span class="red">Your scream attracted something worse.</span>
<br><br>
Before you can stand, a <<person>> climbs on top of you. "Hold still, <<girl>>," <<he>> says. "You owe me for saving you from that mutt."
<br><br>
<<link [[Next|Bondage Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<</if>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<beastTrainGenerate>>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<beast $enemyno>>
<br><br>
<<if $rescue is 0>>
<<audience>>
<</if>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Bondage Three Dogs Rape End]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bondage Three Dogs Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyhealth lte 0>>
<<beastwound>>
<<if $combatTrain.length gt 0>>
The <<beasttype>> recoils in pain and fear, but another is eager for a go.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Bondage Three Dogs Rape]]>><</link>>
<<else>>
The <<beasttype>> recoils in pain and fear.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Bondage Three Dogs Rape End]]>><<set $finish to 1>><</link>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<if $combatTrain.length gt 0>>
Satisfied, the dog moves and another takes its turn.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Bondage Three Dogs Rape]]>><</link>>
<<else>>
Satisfied, the <<beasttype>> moves away from you.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Bondage Three Dogs Rape End]]>><<set $finish to 1>><</link>>
<</if>>
<<elseif $finish is 1>>
<<if $enemyejaculated gte 1>><<famebestiality 1>>
The <<beastsplural>> seem satisfied. Their handler laughs. "Good <<bitch>>. Here's a few quid. Enough for a doggy whore."
<br><br>
You've gained <span class="gold">£5.</span>
<br><br>
<<else>>
The <<beastsplural>> pull against their leashes, dragging their controller along behind them.
<br><br>
<</if>>
<<if $rescue is 0>>
You hear the audience depart, still jeering. None stop to help you.
<<gtrauma>><<trauma 6>><<famebestiality 30>>
<br><br>
<</if>>
<<tearful>> you try to get your bearings.
<br><br>
<<clotheson>>
<<endcombat>>
<<set $eventskip to 1>>
<<destinationbondage>>
<<else>>
<<if $rng gte 51 and Time.dayState isnot "night" or $rng gte 76>>
<<set $rescued += 1>>
<<silently>><<beastsplural>><<set _beastspluraltext to _text_output>><</silently>>
<<endcombat>>
"Leave that <<girl>> alone," you hear someone shout. The _beastspluraltext are tugged away from you. You hear them being dragged away.
<br><br>
/* clearing up ghost dogs for old saves */
<<if $per_npc.three_dogs>>
<<clearNPC three_dogs>>
<</if>>
<<generate1>><<person1>>
Footsteps approach. A hand gropes at your blindfold. "It's okay," the voice says. "I got you."
<<blindfoldremove>>
"That was terrible," <<he>> says.
<<if $exposed gte 1>><<He>> wraps towels around you.<<towelup>><</if>>
"I don't mean to fuss, but will you be okay?"
<br><br>
<<He>> continues on <<his>> way once sure you're unhurt.
<<lpain>><<pain -6>>
<br><br>
<<endevent>>
<<destinationeventend>>
<<else>><<set $rescue to 0>>
<span class="red">Your scream has attracted something worse.</span>
<br><br>
You hear laughter, growing louder and coming from all directions. "What you got here?" says a voice. They sound amused.
<br><br>
"Just letting the <<beastsplural>> work off some steam," says the handler.
<br><br>
"Mind if we watch?" says a third voice.
<br><br>
"Be my guest."
<br><br>
You don't know how many people are around, but it sounds like a lot.
<<gtrauma>><<gstress>>
<br><br>
<<link [[Next|Bondage Three Dogs Rape]]>><</link>>
<br>
<</if>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<beastTrainGenerate>>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Bondage Two Wolf Rape End]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bondage Two Wolf Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyhealth lte 0>>
<<beastwound>>
<<if $combatTrain.length gt 0>>
The <<beasttype>> recoils in pain and fear, but another is eager for a go.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Bondage Two Wolf Rape]]>><</link>>
<<else>>
The <<beasttype>> recoils in pain and fear.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Bondage Two Wolf Rape End]]>><<set $finish to 1>><</link>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<if $combatTrain.length gt 0>>
Satisfied, the <<beasttype>> moves and another takes its turn.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Bondage Two Wolf Rape]]>><</link>>
<<else>>
Satisfied, the <<beasttype>> moves away from you.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Bondage Two Wolf Rape End]]>><<set $finish to 1>><</link>>
<</if>>
<<elseif $finish is 1>>
<<if $enemywounded is 1 and $enemyejaculated is 0>>
The <<beasttype>> whimpers and flees.
<<elseif $enemywounded is 0 and $enemyejaculated is 1>>
Satisfied, the <<beasttype>> leaves.
<<elseif $enemywounded gte 2 and $enemyejaculated is 0>>
Feeling that you're more trouble than you're worth, the <<beastsplural>> flee.
<<elseif $enemywounded is 0 and $enemyejaculated gte 2>>
The <<beastsplural>> leave you spent and shivering on the dirt.
<<elseif $enemywounded gte 1 and $enemyejaculated gte 1>>
The <<beastsplural>> leave you spent and shivering on the dirt.
<</if>>
<br><br>
<<tearful>> you try to get your bearings.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationbondage>>
<<elseif $alarm is 1 and $rescue is 1>>
<<set $rescue to 0>>
"Is everyone okay over there-" you hear someone begin. They're interrupted by the growling of a <<beasttype>>.
<br><br>
"Sh-shit!" the voice continues. "Don't eat me!" You hear the rapid falls of their feet as they run away. The <<beastsplural>> make no attempt to chase, content with their current prize.
<br><br>
<<link [[Next|Bondage Two Wolf Rape]]>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<br><br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Bondage Wolf Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bondage Wolf Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
Satisfied, the <<beasttype>> leaves you be. You hear <<bhis>> feet patter against the ground.
<br><br>
<<tearful>> you try to get your bearings.
<br><br>
<<clotheson>>
<<endcombat>>
<<set $eventskip to 1>>
<<destinationbondage>>
<<elseif $enemyhealth lte 0>>
You hear the patter of the <<beasttypes>> feet against the dirt as it flees.
<br><br>
<<tearful>> you try to get your bearings.
<br><br>
<<clotheson>>
<<endcombat>>
<<set $eventskip to 1>>
<<destinationbondage>>
<<elseif $alarm is 1 and $rescue is 1>>
<<if $syndromeeden gte 1>>
<<set _beasttype to $NPCList[0].type>>
The <<beasttypes>> ears prick. <<bHe>> backs away from you. You hear <<bhis>> feet against the dirt as it makes a panicked getaway.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Eden>>
<<person1>>
"What do we have here?" says a familiar voice. It's Eden.
<<blindfoldremove>>
<<if $edenfreedom gte 2 and $edendays gte 8 or $edenfreedom is 1 and $edendays gte 2>>
"I trusted you," <<he>> says. "This is what happens if you don't obey me. It's for your own protection." <<He>> pulls you to your feet. "Let's go home."
<br><br>
<<link [[Next (0:30)|Eden Recaptured]]>><<pass 30>><</link>>
<br>
<<elseif $edenfreedom gte 1>>
"I knew you'd end up like this. The town is dangerous, though I didn't expect to find a _beasttype so close to it," <<he>> says, helping you to your feet. "Let's go home."
<br><br>
<<He>> takes you back to <<his>> cabin.
<br><br>
<<endevent>>
<<link [[Next (0:30)|Eden Cabin]]>><<pass 30>><</link>>
<br>
<</if>>
<<else>>
<<set $rescue to 0>>
"Is everyone okay over there-" you hear someone begin. They're interrupted by the growling of the <<beasttype>>.
<br><br>
"Sh-shit!" the voice continues. "Don't eat me!" You hear the rapid falls of their feet as they run away. The <<beasttype>> makes no attempt to chase, content with <<bhis>> current prize.
<br><br>
<<link [[Next|Bondage Wolf Rape]]>><</link>>
<br>
<</if>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Bondage Sailor Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bondage Sailor Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Someone smacks your <<bottom>>. "That's a good <<girl>>," the <<person1>><<person>> says. "I'll keep an eye out for you next time I'm in port."
<br><br>
They laugh and leave you lying on the sandy ground.
<br><br>
<<tearful>> you try to get your bearings.
<br><br>
<<clotheson>>
<<endcombat>>
<<set $eventskip to 1>>
<<destinationbondage>>
<<elseif $enemyhealth lte 0>>
"Fuck," the <<person1>><<person>> shouts. "<<pShe>> doesn't look so fucking dangerous." You're off before <<he>> finishes, running in a random direction. You get away.
<br><br>
<<tearful>> you get your bearings.
<br><br>
<<clotheson>>
<<endcombat>>
<<set $eventskip to 1>>
<<destinationbondage>>
<<else>>
<<set $rescue to 0>>
<<person4>>"Stop hurting that <<girl>>," says a <<personsimple>>'s voice from some way away.
<br><br>
<<person1>>"Or fucking what?" responds the <<person1>><<person>>. "You gonna start something?" <<His>> friends laugh.
<br><br>
"I fucking thought so," the <<person>> continues. <<He>> leans close. "You hear that? No one's coming to help you. No one cares."
<br><br>
<<link [[Next|Bondage Sailor Rape]]>><</link>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<npcstrip>><<npcidlegenitals>>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Bondage Student Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bondage Student Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Still laughing amongst themselves, the students run off.
<<if $upperoff isnot 0 or $loweroff isnot 0 or $underupperoff isnot 0 or $underloweroff isnot 0>>
<<set $stealtextskip to 1>>
<<steal>>
They take your stripped clothes with them.
<</if>>
<<clotheson>>
<<if $exposed gte 1>>
<<covered>> You feel cool air against your bare skin as you listen, trying to figure out if anyone is watching you. You can't tell. <<tearful>> you try to get your bearings.
<br><br>
<<else>>
<<tearful>> you try to get your bearings.
<br><br>
<</if>>
<<tearful>> you recover.
<br><br>
<<endcombat>>
<<set $eventskip to 1>>
<<destinationbondage>>
<<elseif $enemyhealth lte 0>>
Their laughter comes to a quick end when you start fighting back. One stumbles backwards with a cry of pain, and the others back off.
<br><br>
"Screw you," the <<person1>><<person>> shouts. "Who'd want to see you naked anyway."
<br><br>
They retreat, jeering through grunts of pain and trying to save face.
<br><br>
<<tearful>> you try to get your bearings.
<br><br>
<<clotheson>>
<<endcombat>>
<<set $eventskip to 1>>
<<destinationbondage>>
<<else>>
<<endevent>>
<<generate1>><<generate2>><<person1>>
"Fucking brats," shouts a mature voice. "Leave <<phim>> alone." The invading hands withdraw, and you hear the feet of the <<group>> as they run away.
<br><br>
<<clotheson>>
You hear other footsteps get closer.
<<rng>>
<<if $rng gte 51 and Time.dayState isnot "night" or $rng gte 76>><<set $rescued += 1>>
"I'm gonna remove that blindfold," says a <<personsimple>> right beside you. "Here goes."
<<blindfoldremove>>
The <<person>> smiles at you. A <<person2>><<person>> stands beside <<person1>><<him>>, looking concerned. "I wouldn't believe such cruelty existed if I hadn't just seen it." They make sure you're unhurt, then continue on their way.
<<lpain>><<pain -6>>
<br><br>
<<endevent>>
<<destinationeventend>>
<<else>>
<span class="red">Your scream has attracted something worse.</span>
<br><br>
"Now that the rabble are out of the way," says <<personsimple>> above you. "Time for our fun." Hands grasp your arms and pull you to your feet. They grope more violently than the students.
<br><br>
<<link [[Next|Bondage Two Rape]]>><<set $molestationstart to 1>><</link>>
<</if>>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>>
<<set $stress -= 5000>>
<<bind>>
<<facewear 5>>
You wake up, but can't see a thing. You feel something wrapped around your face. You try to lift your hands to investigate, but find them tied behind your back. You can faintly hear the sounds of town, but muffled, as if you're inside.
<br><br>
<<generate1>><<generate2>><<person1>>
"<<pShes>> waking up," you hear a <<personsimple>> say.
<br><br>
"That's fine," someone responds. "<<pShe>> isn't gonna be able to remove that blindfold on <<pher>> own. Let's do it right here."
<br><br>
They grab you from both sides.
<br><br>
<<link [[Next|Street Wake Blindfold Rape]]>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Street Wake Blindfold Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Street Wake Blindfold Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
You hear a door open, and a breeze makes you shiver. The pair grasp your shoulders and shove you forward. You fall onto hard pavement.
<br><br>
An engine comes to life, and you hear the <<group>> drive away.
<br><br>
<<tearful>> you try to get your bearings. You might not be far from where you passed out, but it's hard to tell.
<br><br>
<<else>>
"Fucking <<bitch>>," the <<person1>><<person>> shouts as you shove <<him>> away from you. <<He>> collides with something hard. Whatever it was gives way, and you hear <<him>> fall to the floor. A breeze makes you shiver.
<br><br>
You run in the direction of the breeze, and fall down a small ledge. Stumbling, you run in a random direction.
<br><br>
You're not sure if they tried to give chase, but you got away. <<tearful>> you try to get your bearings. You might not be far from where you passed out, but it's hard to tell.
<br><br>
<</if>>
<<blindfoldintro>>
<<clotheson>>
<<endcombat>>
<<set $eventskip to 1>>
<<destinationbondage>><<widget "eventsbondage">>
<<rng>>
<<if $rng gte 91>>
Unable to see, you trip and fall to the ground.
<<if $leftarm is "bound" and $rightarm is "bound">>
With your arms bound, you can't even break your descent.
<<ggpain>><<pain 12>><<gstress>><<stress 6>>
<br><br>
<<set $eventskip to 1>>
<<destinationbondage>>
<<else>>
You manage to break your descent, but hurt your hands in doing so.
<<gpain>><<pain 6>><<gstress>><<stress 6>>
<br><br>
<<set $eventskip to 1>>
<<destinationbondage>>
<</if>>
<<elseif $rng gte 71>>
<<generate1>><<person1>>
"What happened to you?" says a voice behind you. Your heart skips a beat, though the voice sounds concerned rather than lustful. "Who would just tie someone up like this?
<<if $exposed gte 1>>
And without proper clothes too.
<</if>>
You poor thing, let me help."
<br><br>
<<if $leftarm is "bound" or $rightarm is "bound" or $feetuse is "bound">>
<<if $worn.face.type.includes("gag")>>
<<He>> removes your gag and blindfold, and unties your <<if $rightarm is "bound" or $leftarm is "bound">>arms<</if>><<if ($rightarm is "bound" or $leftarm is "bound") and $feetuse is "bound">> and <</if>><<if $feetuse is "bound">>legs<</if>>.
<<else>>
<<He>> removes blindfold and unties your <<if $rightarm is "bound" or $leftarm is "bound">>arms<</if>><<if ($rightarm is "bound" or $leftarm is "bound") and $feetuse is "bound">> and <</if>><<if $feetuse is "bound">>legs<</if>>.
<</if>><<unbind>>
<<else>>
<<if $worn.face.type.includes("gag")>>
<<He>> removes your gag and blindfold.
<<else>>
<<He>> removes your blindfold.
<</if>>
<</if>>
<<set $worn.face.type.push("broken")>>
<<faceruined>>
<<He>> continues on <<his>> way after making sure you aren't hurt.
<<ltrauma>><<lpain>><<lllstress>><<trauma -6>><<pain -6>><<stress -24>>
<br><br>
<<endevent>>
<<destinationeventend>>
<<elseif $rng gte 41>>
<<generate1>><<person1>>
A pair of hands grab you and pull you to the ground. "It's dangerous to walk around in such a helpless state you know," says a <<person>>.
<<if $exposed gte 1>>
"Though since you're dressed like this, I bet you were hoping to be attacked."
<<else>>
"What did you expect to happen?"
<</if>>
<br><br>
<<if $worn.face.type.includes("gag")>>
With your mouth gagged, you're unable to protest as <<he>> draws you closer.
<<else>>
<<He>> pays no mind to your protests as <<he>> draws you closer.
<</if>>
<br><br>
<<link [[Next|Bondage Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<elseif $rng gte 11>>
<<generate1>><<generate2>><<person1>>
"Got you," says a voice behind you.
<<if $worn.face.type.includes("gag")>>
Before you can react, <<he>> grasps you by the shoulders and drags you several feet.
<<else>>
Before you can react, <<he>> covers your mouth and drags you several feet.
<</if>>
A second pair of arms starts feeling you up.
<br><br>
<<link [[Next|Bondage Two Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<generatePolice 1>><<person1>>
<<if $exposed gte 1>>
"Halt!" shouts a nearby voice. "You're under arrest for public indecency. Have you no shame?"
<<crime "exposure">><<crimeUp 40 "exposure">>
<br><br>
<<if $worn.face.type.includes("gag")>>
Gagged as you are, you can't voice your protest.
<br><br>
<</if>>
<<link [[Go willingly|Bondage Police Willing]]>><</link>>
<br>
<<if !$worn.face.type.includes("gag")>>
<<link [[Try to explain|Bondage Police Explain]]>><</link>><<englishdifficulty 0 1000>>
<br>
<</if>>
<<link [[Fight to escape|Bondage Police Fight]]>><<set $fightstart to 1>><<crimeUp 50 "resisting">><<crimeUp 50 "assault">><</link>><<crimes "resisting" "assault">>
<br>
<<else>>
"Excuse me, <<psir>>," An authoritative voice calls. "It's dangerous to wander around like that. I am a police officer. Do you require assistance?"
<br><br>
<<if $worn.face.type.includes("gag")>>
<<He>> must notice your gag, as <<he>> assumes you do need help.
<<else>>
You explain the situation.
<</if>>
<<blindfoldremove>>
"Who did this to you?" <<he>> asks. "Tell me as much as you can about when and where it happened. I'll file a report. Though with how busy we've been lately I can't guarantee it will be seen to in a timely manner."
<br><br>
<<link [[Give report (0:20)|Bondage Police Report]]>><<pass 20>><<stress 6>><<trauma -6>><</link>><<gstress>><<ltrauma>>
<br>
<<link [[Don't give report|Bondage Police No Report]]>><</link>>
<br>
<</if>>
<</if>>
<</widget>>
<<widget "eventsbondagewest">>
<<if $rng gte 51>>
<<eventsbondage>>
<<elseif $rng gte 26>>
<<beastNEWinit 1 dog>>
You hear a <<beasttype>> barking.
<!-- Modified for Beast People -->
<<if $monster is 1 or $bestialitydisable is "f">>
A heavy weight presses against your back and forces you to the ground. You try to struggle to your knees, but the <<beasttype>> mounts you and holds you down.
<br><br>
<<link [[Next|Bondage Dog Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
It gets closer, until you hear it right beside you. You run.
<br><br>
You manage to escape, though not without injury.
<br><br>
<<set $eventskip to 1>>
<<destinationbondage>>
<</if>>
<<else>>
The sound of a speeding car is your only warning before you feel an impact against your
<<if ($player.gender is "f" or $player.gender is "h") and $player.gender_appearance is "f">>chest. It's a water balloon, which <span class = "red">explodes and soaks your upper body.</span>
<<if !$worn.upper.type.includes("swim") and !$worn.upper.type.includes("naked")>>
<<upperwet 200>>
<</if>>
<<if !$worn.under_upper.type.includes("swim") and !$worn.under_upper.type.includes("naked") and !$worn.under_upper.type.includes("chastity")>>
<<underupperwet 200>>
<</if>>
<<effectswater>>
<<if $exposed gte 1>>
There is a loud cheer from the car as it speeds away.
<br><br>
<</if>>
<<else>>
groin. It's a water balloon, which <span class = "red">explodes and soaks your lower body.</span>
<<if !$worn.lower.type.includes("swim") and !$worn.lower.type.includes("naked")>>
<<lowerwet 200>>
<</if>>
<<if !$worn.under_lower.type.includes("swim") and !$worn.under_lower.type.includes("naked") and !$worn.under_lower.type.includes("chastity")>>
<<underlowerwet 200>>
<</if>>
<<effectswater>>
<<if $exposed gte 1>>
There is a loud cheer from the car as it speeds away.
<br><br>
<</if>>
<</if>>
<<covered>> You just hope no one can see you.
<br><br>
<<destinationbondage>>
<</if>>
<</widget>>
<<widget "eventsbondageeast">>
<<if $rng gte 51>>
<<eventsbondage>>
<<elseif $rng gte 31>>
You hear the rumble of a van pulling up beside you. Its doors slide open. Two pairs of hands grab you, but they don't pull you inside. Instead, a choking mist sprays against your face. You feel a warmth in your groin and a fuzziness in your head.
<<drugs 120>><<hallucinogen 120>><<garousal>><<arousal 600>>
<br><br>
You hear the doors close and the van speed down the street. <<tearful>> you stagger away. You think you hear another set of footsteps somewhere behind you, that stop and start with yours. You're not sure if you're imagining it.
<br><br>
<<set $eventskip to 1>>
<<destinationbondage>>
<<elseif $rng gte 16>>
<<generatey1>><<generatey2>><<generatey3>><<generatey4>><<generatey5>><<person1>>
<<if $exposed gte 1>>
You hear a gaggle of students up ahead. They burst into laughter.
<br><br>
"Check out this pervert," you hear a <<personsimple>> shout. "Hey, pervert! You're out like that because you want to show off, right?"
<br><br>
<<if $worn.face.type.includes("gag")>>
With your mouth gagged, you can't object.
<<else>>
<<if $speech_attitude is "meek">>
"That's not true," you say. "People did this to me."
<<elseif $speech_attitude is "bratty">>
"Fuck off," you shout back. "Do I look like I'm having a good time?"
<<else>>
"No," you say. "I don't like this at all."
<</if>>
They aren't interested in your objections.
<br><br>
<</if>>
You hear something heavy thud against the ground beside you. Then another. Then one hits your leg. They're throwing rocks.
<<gpain>><<pain 6>>
<br><br>
They hound you, shoving when you unwittingly get to close too them. Someone shoves you to the ground. You hear a constant click of phone cameras. You curl up.
<<ggtrauma>><<ggstress>><<gpain>><<trauma 12>><<stress 12>><<pain 6>>
<br><br>
<<pass 5>>
They at last grow tired of the torment. One of them treads on you, pushing you into the mud, then their footsteps fade away.
<<fameexhibitionism 10>>
<br><br>
<<endevent>>
<<set $eventskip to 1>>
<<destinationbondage>>
<br>
<<else>>
You hear a gaggle of students up ahead. They burst into laughter.
<br><br>
"What are you doing?" you hear a <<personsimple>> shout. "You're just asking for trouble. I guess you won't mind if we help ourselves to your clothes."
<br><br>
They don't wait for a reply before closing in.
<br><br>
<<link [[Next|Bondage Student Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<<else>>
You hear hissing, and the clanking of metal. You're surrounded by factories.
<br><br>
You step forward, and find nothing but air beneath your foot. Your stomach lurches as you fall into a basin filled with a warm liquid.
<br><br>
<<if $leftarm is "bound" or $rightarm is "bound" or $feetuse is "bound">>
You sink to the bottom. Panic overcomes you as you fear you might drown, but the bindings around your <<if $rightarm is "bound" or $leftarm is "bound">>arms<</if>><<if ($rightarm is "bound" or $leftarm is "bound") and $feetuse is "bound">> and <</if>><<if $feetuse is "bound">>legs<</if>> tear apart as you struggle against them. You swim to the surface and climb onto the bank.
<<ggstress>><<stress 12>><<unbind>>
<br><br>
<<else>>
You swim to the surface and climb onto the bank.
<</if>>
You lift your hands to your blindfold, and it <span class="green">comes apart between your fingers.</span>
<<set $worn.face.type.push("broken")>>
<<faceruined>>
<<if $worn.face.type.includes("broken")>>
Your gag comes apart the same way.
<</if>>
You squint against the light.
<<lllstress>><<stress -24>>
<br><br>
<<outfitChecks>>
<<if _fullyNaked>>
You doubt your clothes would have fared better, were you wearing any.
<<else>>
<<if $worn.over_upper.name isnot "naked">><<set $worn.over_upper.integrity -= 80>><</if>>
<<if $worn.over_lower.name isnot "naked">><<set $worn.over_lower.integrity -= 80>><</if>>
<<if $worn.upper.name isnot "naked">><<set $worn.upper.integrity -= 80>><</if>>
<<if $worn.lower.name isnot "naked">><<set $worn.lower.integrity -= 80>><</if>>
<<if $worn.under_upper.name isnot "naked">><<set $worn.under_upper.integrity -= 80>><</if>>
<<if $worn.under_lower.name isnot "naked">><<set $worn.under_lower.integrity -= 80>><</if>>
You look down at your clothes, afraid they aren't faring better. They aren't.
<<integritycheck>>
<<exposure>>
<<if $exposed is 0>>
They manage to hold up, but feel much more fragile.
<<else>>
<<covered>>
<</if>>
<</if>>
<br><br>
<<destinationeventend>>
<</if>>
<</widget>>
<<widget "eventsbondagenorth">>
<<if $rng gte 51>>
<<eventsbondage>>
<<elseif $rng gte 26>>
Blindfolded as you are, you don't notice how close you're getting to the waterside until a wave slams into you, <span class="red">soaking you up to the waist!</span> <<if !$worn.lower.type.includes("swim") and !$worn.lower.type.includes("naked")>><<lowerwet 200>><</if>><<if !$worn.under_lower.type.includes("swim") and !$worn.under_lower.type.includes("naked") and !$worn.under_lower.type.includes("chastity")>><<underlowerwet 200>><</if>><<effectswater>>
<br><br>
<<set $eventskip to 1>>
<<destinationbondage>>
<<else>>
<<rng>>
<<if $dockstatus gte 30 and $rng gte 26 or $rng gte 76>>
You hear a number of voices approaching from ahead. You run in a different direction, but it doesn't help.
<br><br>
<<generate1>><<generate2>><<person1>>
"What is that?" says a <<personsimple>>'s voice.
<br><br>
"You ain't seen this happen before?" says another. "Come on, let's untie the poor <<girl>>."
<br><br>
Strong hands seize you from all sides, but they're careful not to hurt you.
<<blindfoldremove>>
A number of sailors stand in front of you. They wear grim expressions. <<covered>>
<br><br>
"We'd offer more help," a <<person>> says. "But we need to get back to work.
<<if $exposed gte 1>>
We don't have anything for you to cover with.
<</if>>
Sorry."
<br><br>
The <<person>> keeps stealing worried glances at you over <<his>> shoulder as <<he>> and <<his>> friends continue on their way.
<br><br>
<<endevent>>
<<destinationeventend>>
<<else>>
<<generate1>><<generate2>><<generate3>><<generate4>><<person1>>
The sound of cruel laughter up ahead makes you freeze up. You turn to flee, only to run into a wall.
<<gpain>><<pain 6>>
<br><br>
Strong hands grab you from all sides, lifting you off the ground.
<br><br>
"This is why I love it here," a <<person>> remarks. "Come on, let's have some fun!"
<br><br>
<<link [[Next|Bondage Sailor Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<</if>>
<</widget>>
<<widget "eventsbondagesouth">>
<<if $rng gte 51>>
<<eventsbondage>>
<<elseif $rng gte 31>>
<!-- Modified for Beast People -->
<<beastNEWinit 3 dog>>
<<if $monster is 1 or $bestialitydisable is "f">>
You hear several <<beastsplural>> barking. They're approaching fast, and soon surround you.
<br><br>
Someone laughs. "Their owner said I should let them work off their energy," the voice says. "I'd say this counts."
<br><br>
One of the <<beastsplural>> pushes you to the ground.
<br><br>
<<link [[Next|Bondage Three Dogs Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<generate1>><<person1>>
You hear several dogs barking. They're approaching fast, and soon surround you.
<br><br>
A <<person>> laughs. "Their owner said I should let them work off their energy," <<he>> says. "I'd say this counts."
<br><br>
You run in a random direction, the dogs biting at your heels. You manage to escape, though not without injury.<<beastescape>>
<br><br>
<<endevent>>
<<set $eventskip to 1>>
<<destinationbondage>>
<</if>>
<<elseif $rng gte 16>>
<<beastNEWinit 2 wolf>>
You freeze as you hear the twin growls of two wolves. They're close. A sudden impact against your legs knocks you to the ground. You feel a <<beasttype>> sniff at your prone body.
<<gstress>><<stress 6>>
<br><br>
<<rng>>
<<if $rng gte 51 and $syndromewolves gte 1>>
<<if $monster is 1>>
"<<pPackbrother>>...? Restrained?"
<</if>>
You feel <<bhis>> breath as jaws open beside your neck. Your blindfold tightens, then is torn away. You squint against the light.
<<lllstress>><<stress -24>>
<br><br>
<<set $worn.face.type.push("broken")>>
<<faceruined>>
<<if $leftarm is "bound" or $rightarm is "bound" or $feetuse is "bound">>
<<if $worn.face.type.includes("gag")>>
The <<beasttype>> removes your gag next, and makes quick work of the bindings around your <<if $rightarm is "bound" or $leftarm is "bound">>arms<</if>><<if ($rightarm is "bound" or $leftarm is "bound") and $feetuse is "bound">> and <</if>><<if $feetuse is "bound">>legs<</if>>.
<<else>>
The <<beasttype>> makes quick work of the bindings around your <<if $rightarm is "bound" or $leftarm is "bound">>arms<</if>><<if ($rightarm is "bound" or $leftarm is "bound") and $feetuse is "bound">> and <</if>><<if $feetuse is "bound">>legs<</if>> as well.
<</if>><<unbind>>
<<else>>
<<if $worn.face.type.includes("gag")>>
The <<beasttype>> removes your gag as well.
<<else>>
The <<beasttype>> sniffs you some more.
<</if>>
<</if>>
Then <<bhe>> licks your face. Your eyes adjusted, you recognise <<bhim>> as one of your packmates. You look around. You're still in town, though you can see the trees of the forest. You wonder how the <<beastsplural>> found you.
<br><br>
<<if $monster is 1>>
"Smelled <<ppackbrother>>, felt like danger coming. We had to help."
<</if>>
They lick your face one last time, then bound in the direction of the trees.
<br><br>
<<destinationeventend>>
<<else>>
<!-- Modified for Beast People -->
<<if $monster is 1 or $bestialitydisable is "f">>
<<link [[Next|Bondage Two Wolf Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You leap to your feet and run. The wolves give chase. Somehow you escape, though not without injury.<<beastescape>>
<br><br>
<<endevent>>
<<set $eventskip to 1>>
<<destinationbondage>>
<</if>>
<</if>>
<<else>>
<<beastNEWinit 1 wolf>>
A sudden impact from behind knocks you over. You struggle, but the sound of a <<beasttypes>> growl makes you hesitate. <<bHe>> sniffs you.
<<rng>>
<<if $rng gte 51 and $syndromewolves gte 1>>
<<if $monster is 1>>
"<<pPackbrother>>...? Restrained?"
<</if>>
You feel <<bhis>> breath as <<bhis>> jaws open beside your neck. Your blindfold tightens, then is torn away. You squint against the light.
<<lllstress>><<stress -24>>
<br><br>
<<set $worn.face.type.push("broken")>>
<<faceruined>>
<<if $leftarm is "bound" or $rightarm is "bound" or $feetuse is "bound">>
<<if $worn.face.type.includes("gag")>>
The <<beasttype>> removes your gag next, and makes quick work of the bindings around your <<if $rightarm is "bound" or $leftarm is "bound">>arms<</if>><<if ($rightarm is "bound" or $leftarm is "bound") and $feetuse is "bound">> and <</if>><<if $feetuse is "bound">>legs<</if>>.
<<else>>
The <<beasttype>> makes quick work of the bindings around your <<if $rightarm is "bound" or $leftarm is "bound">>arms<</if>><<if ($rightarm is "bound" or $leftarm is "bound") and $feetuse is "bound">> and <</if>><<if $feetuse is "bound">>legs<</if>> as well.
<</if>><<unbind>>
<<else>>
<<if $worn.face.type.includes("gag")>>
The <<beasttype>> removes your gag as well.
<<else>>
The <<beasttype>> sniffs you some more.
<</if>>
<</if>>
Then <<bhe>> licks your face. Your eyes adjusted, you recognise <<bhim>> as one of your packmates. You look around. You're still in town, though you can see the trees of the forest. You wonder how <<bhe>> found you.
<<if $monster is 1>>
"Smelled <<ppackbrother>>, felt like danger coming. Had to help."
<</if>>
<br><br>
<<bHe>> licks your face one last time, then bounds in the direction of the trees.
<br><br>
<<destinationeventend>>
<<else>>
<!-- Modified for Beast People -->
<<if $monster is 1 or $bestialitydisable is "f">>
Then mounts you.
<br><br>
<<link [[Next|Bondage Wolf Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<br><br>
You leap to your feet and run. The wolf gives chase. Somehow you escape, though not without injury.<<beastescape>>
<br><br>
<<endevent>>
<<set $eventskip to 1>>
<<destinationbondage>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "destinationbondage">>
<<switch $bus>>
<<case "nightingale">>
<<link [[Next|Bondage Nightingale]]>><<endevent "phaseless">><<set $eventskip to 1>><</link>>
<br>
<<case "domus">>
<<link [[Next|Bondage Domus]]>><<endevent "phaseless">><<set $eventskip to 1>><</link>>
<br>
<<case "elk">>
<<link [[Next|Bondage Elk]]>><<endevent "phaseless">><<set $eventskip to 1>><</link>>
<br>
<<case "high">>
<<link [[Next|Bondage High]]>><<endevent "phaseless">><<set $eventskip to 1>><</link>>
<br>
<<case "starfish">>
<<link [[Next|Bondage Starfish]]>><<endevent "phaseless">><<set $eventskip to 1>><</link>>
<br>
<<case "barb">>
<<link [[Next|Bondage Barb]]>><<endevent "phaseless">><<set $eventskip to 1>><</link>>
<br>
<<case "connudatus">>
<<link [[Next|Bondage Connudatus]]>><<endevent "phaseless">><<set $eventskip to 1>><</link>>
<br>
<<case "wolf">>
<<link [[Next|Bondage Wolf]]>><<endevent "phaseless">><<set $eventskip to 1>><</link>>
<br>
<<case "harvest">>
<<link [[Next|Bondage Harvest]]>><<endevent "phaseless">><<set $eventskip to 1>><</link>>
<br>
<<case "oxford">>
<<link [[Next|Bondage Oxford]]>><<endevent "phaseless">><<set $eventskip to 1>><</link>>
<br>
<<case "danube">>
<<link [[Next|Bondage Danube]]>><<endevent "phaseless">><<set $eventskip to 1>><</link>>
<br>
<<case "mer">>
<<link [[Next|Bondage Mer]]>><<endevent "phaseless">><<set $eventskip to 1>><</link>>
<br>
<<case "cliff">>
<<link [[Next|Bondage Cliff]]>><<endevent "phaseless">><<set $eventskip to 1>><</link>>
<br>
<<case "industrial">>
<<link [[Next|Bondage Industrial]]>><<endevent "phaseless">><<set $eventskip to 1>><</link>>
<br>
<<case "residential">>
<<link [[Next|Bondage Residential]]>><<endevent "phaseless">><<set $eventskip to 1>><</link>>
<br>
<<case "commercial">>
<<link [[Next|Bondage Commercial]]>><<endevent "phaseless">><<set $eventskip to 1>><</link>>
<br>
<<case "park">>
<<link [[Next|Bondage Park]]>><<endevent "phaseless">><<set $eventskip to 1>><</link>>
<br>
<<case "industrialdrain">>
<<link [[Next|Bondage Industrial]]>><<endevent "phaseless">><<set $eventskip to 1>><</link>>
<br>
<<case "residentialdrain">>
<<link [[Next|Bondage Residential]]>><<endevent "phaseless">><<set $eventskip to 1>><</link>>
<br>
<<case "commercialdrain">>
<<link [[Next|Bondage Commercial]]>><<endevent "phaseless">><<set $eventskip to 1>><</link>>
<br>
<</switch>>
<br><br>
<</widget>>
<<widget "blindfoldremove">>
<<if $leftarm is "bound" or $rightarm is "bound" or $feetuse is "bound">>
<<if $worn.face.type.includes("gag")>>
<<He>> removes your gag and blindfold, and unties your <<if $rightarm is "bound" or $leftarm is "bound">>arms<</if>><<if ($rightarm is "bound" or $leftarm is "bound") and $feetuse is "bound">> and <</if>><<if $feetuse is "bound">>legs<</if>>.
<<else>>
<<He>> removes your blindfold and unties your <<if $rightarm is "bound" or $leftarm is "bound">>arms<</if>><<if ($rightarm is "bound" or $leftarm is "bound") and $feetuse is "bound">> and <</if>><<if $feetuse is "bound">>legs<</if>>.
<</if>><<unbind>>
<<else>>
<<if $worn.face.type.includes("gag")>>
<<He>> removes your gag and blindfold.
<<else>>
<<He>> removes your blindfold.
<</if>>
<</if>>
<<set $worn.face.type.push("broken")>>
<<faceruined>>
You squint against the light.
<<ltrauma>><<lllstress>><<trauma -6>><<stress -24>>
<br><br>
<</widget>>
<<widget "blindfoldintro">>
<i>You've been left blindfolded in the middle of a public street! You need help to remove the device blocking your eyes. Someone's sure to notice you unless you hide.
<<if $worn.face.type.includes("gag")>>
With your mouth gagged, you won't be able to scream if accosted. Hopefully the attention you attract is benevolent.
<<else>>
If accosted, screaming for help may attract attention, though not necessarily of a nice sort. Screaming during the night is even more dangerous.
<</if>>
</i>
<br><br>
<</widget>><<effects>>
You hunch down and walk as fast as you dare. You keep near walls and stay well away from what you think are roads. You hope no one sees you in such a humiliating predicament, but at the same time you know you need help.
<br><br>
<<set $phase to 1>>/*Makes events always trigger*/
<<destinationbondage>><<effects>>
You hunch down beside a wall in what you hope is a sheltered position.
<br><br>
<<destinationbondage>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "wolf">>
You feel soil beneath your feet and hear <<if Time.hour gte 7 and Time.hour lte 20>>the distant sounds of the town.<<else>>a wolf howling disturbingly close.<</if>>
<br><br>
<<if $exposed gte 1>>
<<covered>>
<</if>>
<br><br>
<<if $stress gte $stressmax>><<set $phase to 0>>
<<passoutstreet>>
<<elseif !$worn.face.type.includes("blindfold")>>
<span class="green">The tattered blindfold falls to pieces around your head, freeing you.</span> You squint against the light.
<<ltrauma>><<lllstress>><<trauma -6>><<stress -24>>
<br><br>
<<endevent>>
<<destinationeventend>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure) and $eventskip isnot 1 or $phase is 1>><<set $phase to 0>>
<<eventsbondagesouth>>
<<else>>
<<link [[Run towards the sound of machinery (0:05)|Bondage Run]]>><<set $bus to "nightingale">><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<<link [[Run towards the sound of the sea (0:05)|Bondage Run]]>><<set $bus to "commercial">><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<<link [[Run towards the sound of traffic (0:05)|Bondage Run]]>><<set $bus to "danube">><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<<link [[Hide (0:05)|Bondage Hide]]>><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<</if>>
<</if>>
<<set $eventskip to 0>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "nightingale">>
You feel soil beneath your feet and hear <<if Time.hour gte 7 and Time.hour lte 20>>the distant sounds of the town.<<else>>a wolf howling disturbingly close.<</if>>
<br><br>
<<if $exposed gte 1>>
<<covered>>
<</if>>
<br><br>
<<if $stress gte $stressmax>><<set $phase to 0>>
<<passoutstreet>>
<<elseif !$worn.face.type.includes("blindfold")>>
<span class="green">The tattered blindfold falls to pieces around your head, freeing you.</span> You squint against the light.
<<ltrauma>><<lllstress>><<trauma -6>><<stress -24>>
<br><br>
<<endevent>>
<<destinationeventend>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure) and $eventskip isnot 1 or $phase is 1>><<set $phase to 0>>
<<eventsbondagesouth>>
<<else>>
<<link [[Run towards the sound of machinery (0:05)|Bondage Run]]>><<set $bus to "elk">><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<<link [[Run towards the sound of the sea (0:05)|Bondage Run]]>><<set $bus to "park">><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<<link [[Run towards the sound of traffic (0:05)|Bondage Run]]>><<set $bus to "wolf">><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<<link [[Hide (0:05)|Bondage Hide]]>><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<</if>>
<</if>>
<<set $eventskip to 0>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "danube">>
You feel soil beneath your feet and hear <<if Time.hour gte 7 and Time.hour lte 20>>the distant sounds of the town.<<else>>a wolf howling disturbingly close.<</if>>
<br><br>
<<if $exposed gte 1>>
<<covered>>
<</if>>
<br><br>
<<if $stress gte $stressmax>><<set $phase to 0>>
<<passoutstreet>>
<<elseif !$worn.face.type.includes("blindfold")>>
<span class="green">The tattered blindfold falls to pieces around your head, freeing you.</span> You squint against the light.
<<ltrauma>><<lllstress>><<trauma -6>><<stress -24>>
<br><br>
<<endevent>>
<<destinationeventend>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure) and $eventskip isnot 1 or $phase is 1>><<set $phase to 0>>
<<eventsbondagesouth>>
<<else>>
<<link [[Run towards the sound of machinery (0:05)|Bondage Run]]>><<set $bus to "wolf">><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<<link [[Run towards the sound of the sea (0:05)|Bondage Run]]>><<set $bus to "residential">><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<<link [[Run towards the sound of traffic (0:05)|Bondage Run]]>><<set $bus to "domus">><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<<link [[Hide (0:05)|Bondage Hide]]>><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<</if>>
<</if>>
<<set $eventskip to 0>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "park">>
You feel soil beneath your feet and hear <<if Time.hour gte 7 and Time.hour lte 20>>the distant sounds of the town.<<else>>a dog barking nearby.<</if>>
<br><br>
<<if $exposed gte 1>>
<<covered>>
<</if>>
<br><br>
<<if $stress gte $stressmax>><<set $phase to 0>>
<<passoutstreet>>
<<elseif !$worn.face.type.includes("blindfold")>>
<span class="green">The tattered blindfold falls to pieces around your head, freeing you.</span> You squint against the light.
<<ltrauma>><<lllstress>><<trauma -6>><<stress -24>>
<br><br>
<<endevent>>
<<destinationeventend>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure) and $eventskip isnot 1 or $phase is 1>><<set $phase to 0>>
<<eventsbondagesouth>>
<<else>>
<<link [[Run towards the sound of machinery (0:05)|Bondage Run]]>><<set $bus to "oxford">><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<<link [[Run towards the sound of the sea (0:05)|Bondage Run]]>><<set $bus to "starfish">><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<<link [[Run towards the sound of traffic (0:05)|Bondage Run]]>><<set $bus to "high">><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<<link [[Run away from the sounds of the town (0:05)|Bondage Run]]>><<set $bus to "nightingale">><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<<link [[Hide (0:05)|Bondage Hide]]>><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<</if>>
<</if>>
<<set $eventskip to 0>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "elk">>
You hear heavy trucks rumbling nearby and smell acrid chemicals.
<br><br>
<<if $exposed gte 1>>
<<covered>>
<</if>>
<br><br>
<<if $stress gte $stressmax>><<set $phase to 0>>
<<passoutstreet>>
<<elseif !$worn.face.type.includes("blindfold")>>
<span class="green">The tattered blindfold falls to pieces around your head, freeing you.</span> You squint against the light.
<<ltrauma>><<lllstress>><<trauma -6>><<stress -24>>
<br><br>
<<endevent>>
<<destinationeventend>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure) and $eventskip isnot 1 or $phase is 1>><<set $phase to 0>>
<<eventsbondageeast>>
<<else>>
<<link [[Run towards the sound of machinery (0:05)|Bondage Run]]>><<set $bus to "harvest">><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<<link [[Run towards the sound of the sea (0:05)|Bondage Run]]>><<set $bus to "industrial">><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<<link [[Run towards the sound of traffic (0:05)|Bondage Run]]>><<set $bus to "oxford">><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<<link [[Run away from the sounds of the town (0:05)|Bondage Run]]>><<set $bus to "nightingale">><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<<link [[Hide (0:05)|Bondage Hide]]>><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<</if>>
<</if>>
<<set $eventskip to 0>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "harvest">>
You hear heavy trucks rumbling nearby and smell acrid chemicals.
<br><br>
<<if $exposed gte 1>>
<<covered>>
<</if>>
<br><br>
<<if $stress gte $stressmax>><<set $phase to 0>>
<<passoutstreet>>
<<elseif !$worn.face.type.includes("blindfold")>>
<span class="green">The tattered blindfold falls to pieces around your head, freeing you.</span> You squint against the light.
<<ltrauma>><<lllstress>><<trauma -6>><<stress -24>>
<br><br>
<<endevent>>
<<destinationeventend>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure) and $eventskip isnot 1 or $phase is 1>><<set $phase to 0>>
<<eventsbondageeast>>
<<else>>
<<link [[Run towards the sound of the sea (0:05)|Bondage Run]]>><<set $bus to "mer">><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<<link [[Run towards the sound of traffic (0:05)|Bondage Run]]>><<set $bus to "industrial">><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<<link [[Run away from the sounds of the town (0:05)|Bondage Run]]>><<set $bus to "elk">><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<<link [[Hide (0:05)|Bondage Hide]]>><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<</if>>
<</if>>
<<set $eventskip to 0>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "oxford">>
You hear heavy trucks rumbling nearby and smell acrid chemicals.
<br><br>
<<if $exposed gte 1>>
<<covered>>
<</if>>
<br><br>
<<if $stress gte $stressmax>><<set $phase to 0>>
<<passoutstreet>>
<<elseif !$worn.face.type.includes("blindfold")>>
<span class="green">The tattered blindfold falls to pieces around your head, freeing you.</span> You squint against the light.
<<ltrauma>><<lllstress>><<trauma -6>><<stress -24>>
<br><br>
<<endevent>>
<<destinationeventend>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure) and $eventskip isnot 1 or $phase is 1>><<set $phase to 0>>
<<eventsbondageeast>>
<<else>>
<<link [[Run towards the sound of machinery (0:05)|Bondage Run]]>><<set $bus to "industrial">><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<<link [[Run towards the sound of the sea (0:05)|Bondage Run]]>><<set $bus to "starfish">><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<<link [[Run towards the sound of traffic (0:05)|Bondage Run]]>><<set $bus to "park">><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<<link [[Run away from the sounds of the town (0:05)|Bondage Run]]>><<set $bus to "nightingale">><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<<link [[Hide (0:05)|Bondage Hide]]>><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<</if>>
<</if>>
<<set $eventskip to 0>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "industrial">>
You hear heavy trucks rumbling nearby and smell acrid chemicals.
<br><br>
<<if $exposed gte 1>>
<<covered>>
<</if>>
<br><br>
<<if $stress gte $stressmax>><<set $phase to 0>>
<<passoutstreet>>
<<elseif !$worn.face.type.includes("blindfold")>>
<span class="green">The tattered blindfold falls to pieces around your head, freeing you.</span> You squint against the light.
<<ltrauma>><<lllstress>><<trauma -6>><<stress -24>>
<br><br>
<<endevent>>
<<destinationeventend>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure) and $eventskip isnot 1 or $phase is 1>><<set $phase to 0>>
<<eventsbondageeast>>
<<else>>
<<link [[Run towards the sound of machinery (0:05)|Bondage Run]]>><<set $bus to "harvest">><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<<link [[Run towards the sound of the sea (0:05)|Bondage Run]]>><<set $bus to "mer">><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<<link [[Run towards the sound of traffic (0:05)|Bondage Run]]>><<set $bus to "oxford">><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<<link [[Run away from the sounds of the town (0:05)|Bondage Run]]>><<set $bus to "elk">><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<<link [[Hide (0:05)|Bondage Hide]]>><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<</if>>
<</if>>
<<set $eventskip to 0>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "mer">>
You smell the sea and hear <<if Time.hour gte 7 and Time.hour lte 20>>the sound of distant dockwork.<<else>>waves breaking.<</if>>
<br><br>
<<if $exposed gte 1>>
<<covered>>
<br><br>
<</if>>
<<if $stress gte $stressmax>><<set $phase to 0>>
<<passoutstreet>>
<<elseif !$worn.face.type.includes("blindfold")>>
<span class="green">The tattered blindfold falls to pieces around your head, freeing you.</span> You squint against the light.
<<ltrauma>><<lllstress>><<trauma -6>><<stress -24>>
<br><br>
<<endevent>>
<<destinationeventend>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure) and $eventskip isnot 1 or $phase is 1>><<set $phase to 0>>
<<eventsbondagenorth>>
<<else>>
<<link [[Run towards the sound of machinery (0:05)|Bondage Run]]>><<set $bus to "harvest">><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<<link [[Run towards the sound of traffic (0:05)|Bondage Run]]>><<set $bus to "starfish">><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<<link [[Run away from the sounds of the town (0:05)|Bondage Run]]>><<set $bus to "elk">><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<<link [[Hide (0:05)|Bondage Hide]]>><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<</if>>
<</if>>
<<set $eventskip to 0>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "starfish">>
You smell the sea and hear <<if Time.hour gte 7 and Time.hour lte 20>>the sound of distant dockwork.<<else>>waves breaking.<</if>>
<br><br>
<<if $exposed gte 1>>
<<covered>>
<br><br>
<</if>>
<<if $stress gte $stressmax>><<set $phase to 0>>
<<passoutstreet>>
<<elseif !$worn.face.type.includes("blindfold")>>
<span class="green">The tattered blindfold falls to pieces around your head, freeing you.</span> You squint against the light.
<<ltrauma>><<lllstress>><<trauma -6>><<stress -24>>
<br><br>
<<endevent>>
<<destinationeventend>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure) and $eventskip isnot 1 or $phase is 1>><<set $phase to 0>>
<<eventsbondagenorth>>
<<else>>
<<link [[Run towards the sound of machinery (0:05)|Bondage Run]]>><<set $bus to "mer">><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<<link [[Run towards the sound of traffic (0:05)|Bondage Run]]>><<set $bus to "cliff">><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<<link [[Run away from the sounds of the town (0:05)|Bondage Run]]>><<set $bus to "park">><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<<link [[Hide (0:05)|Bondage Hide]]>><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<</if>>
<</if>>
<<set $eventskip to 0>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "cliff">>
You smell the sea and hear <<if Time.hour gte 7 and Time.hour lte 20>>the sound of distant dockwork.<<else>>waves breaking.<</if>>
<br><br>
<<if $exposed gte 1>>
<<covered>>
<br><br>
<</if>>
<<if $stress gte $stressmax>><<set $phase to 0>>
<<passoutstreet>>
<<elseif !$worn.face.type.includes("blindfold")>>
<span class="green">The tattered blindfold falls to pieces around your head, freeing you.</span> You squint against the light.
<<ltrauma>><<lllstress>><<trauma -6>><<stress -24>>
<br><br>
<<endevent>>
<<destinationeventend>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure) and $eventskip isnot 1 or $phase is 1>><<set $phase to 0>>
<<eventsbondagenorth>>
<<else>>
<<link [[Run towards the sound of machinery (0:05)|Bondage Run]]>><<set $bus to "starfish">><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<<link [[Run towards the sound of traffic (0:05)|Bondage Run]]>><<set $bus to "barb">><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<<link [[Run away from the sounds of the town (0:05)|Bondage Run]]>><<set $bus to "commercial">><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<<link [[Hide (0:05)|Bondage Hide]]>><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<</if>>
<</if>>
<<set $eventskip to 0>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "high">>
You smell the sea and hear <<if Time.hour gte 7 and Time.hour lte 20>>the sound of distant dockwork.<<else>>waves breaking.<</if>>
<br><br>
<<if $exposed gte 1>>
<<covered>>
<br><br>
<</if>>
<<if $stress gte $stressmax>><<set $phase to 0>>
<<passoutstreet>>
<<elseif !$worn.face.type.includes("blindfold")>>
<span class="green">The tattered blindfold falls to pieces around your head, freeing you.</span> You squint against the light.
<<ltrauma>><<lllstress>><<trauma -6>><<stress -24>>
<br><br>
<<endevent>>
<<destinationeventend>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure) and $eventskip isnot 1 or $phase is 1>><<set $phase to 0>>
<<eventsbondagenorth>>
<<else>>
<<link [[Run towards the sound of machinery (0:05)|Bondage Run]]>><<set $bus to "park">><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<<link [[Run towards the sound of the sea (0:05)|Bondage Run]]>><<set $bus to "cliff">><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<<link [[Run towards the sound of traffic (0:05)|Bondage Run]]>><<set $bus to "commercial">><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<<link [[Run away from the sounds of the town (0:05)|Bondage Run]]>><<set $bus to "wolf">><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<<link [[Hide (0:05)|Bondage Hide]]>><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<</if>>
<</if>>
<<set $eventskip to 0>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "commercial">>
You smell the sea and hear <<if Time.hour gte 7 and Time.hour lte 20>>the sound of distant dockwork.<<else>>waves breaking.<</if>>
<br><br>
<<if $exposed gte 1>>
<<covered>>
<br><br>
<</if>>
<<if $stress gte $stressmax>><<set $phase to 0>>
<<passoutstreet>>
<<elseif !$worn.face.type.includes("blindfold")>>
<span class="green">The tattered blindfold falls to pieces around your head, freeing you.</span> You squint against the light.
<<ltrauma>><<lllstress>><<trauma -6>><<stress -24>>
<br><br>
<<endevent>>
<<destinationeventend>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure) and $eventskip isnot 1 or $phase is 1>><<set $phase to 0>>
<<eventsbondagenorth>>
<<else>>
<<link [[Run towards the sound of machinery (0:05)|Bondage Run]]>><<set $bus to "high">><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<<link [[Run towards the sound of the sea (0:05)|Bondage Run]]>><<set $bus to "barb">><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<<link [[Run towards the sound of traffic (0:05)|Bondage Run]]>><<set $bus to "connudatus">><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<<link [[Run away from the sounds of the town (0:05)|Bondage Run]]>><<set $bus to "danube">><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<<link [[Hide (0:05)|Bondage Hide]]>><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<</if>>
<</if>>
<<set $eventskip to 0>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "connudatus">>
You feel pavement beneath your feet and hear <<if Time.hour gte 7 && Time.hour lte 20>>cars and pedestrians nearby.<<else>>the occasional car driving nearby.<</if>>
<br><br>
<<if $exposed gte 1>>
<<covered>>
<</if>>
<br><br>
<<if $stress gte $stressmax>><<set $phase to 0>>
<<passoutstreet>>
<<elseif !$worn.face.type.includes("blindfold")>>
<span class="green">The tattered blindfold falls to pieces around your head, freeing you.</span> You squint against the light.
<<ltrauma>><<lllstress>><<trauma -6>><<stress -24>>
<br><br>
<<endevent>>
<<destinationeventend>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure) and $eventskip isnot 1 or $phase is 1>><<set $phase to 0>>
<<eventsbondagewest>>
<<else>>
<<link [[Run towards the sound of machinery (0:05)|Bondage Run]]>><<set $bus to "commercial">><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<<link [[Run towards the sound of the sea (0:05)|Bondage Run]]>><<set $bus to "cliff">><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<<link [[Run towards the sound of traffic (0:05)|Bondage Run]]>><<set $bus to "residential">><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<<link [[Run away from the sounds of the town (0:05)|Bondage Run]]>><<set $bus to "danube">><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<<link [[Hide (0:05)|Bondage Hide]]>><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<</if>>
<</if>>
<<set $eventskip to 0>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "barb">>
You feel pavement beneath your feet and hear <<if Time.hour gte 7 && Time.hour lte 20>>cars and pedestrians nearby.<<else>>the occasional car driving nearby.<</if>>
<br><br>
<<if $exposed gte 1>>
<<covered>>
<</if>>
<br><br>
<<if $stress gte $stressmax>><<set $phase to 0>>
<<passoutstreet>>
<<elseif !$worn.face.type.includes("blindfold")>>
<span class="green">The tattered blindfold falls to pieces around your head, freeing you.</span> You squint against the light.
<<ltrauma>><<lllstress>><<trauma -6>><<stress -24>>
<br><br>
<<endevent>>
<<destinationeventend>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure) and $eventskip isnot 1 or $phase is 1>><<set $phase to 0>>
<<eventsbondagewest>>
<<else>>
<<link [[Run towards the sound of machinery (0:05)|Bondage Run]]>><<set $bus to "connudatus">><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<<link [[Run towards the sound of the sea (0:05)|Bondage Run]]>><<set $bus to "cliff">><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<<link [[Run towards the sound of traffic (0:05)|Bondage Run]]>><<set $bus to "domus">><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<<link [[Run away from the sounds of the town (0:05)|Bondage Run]]>><<set $bus to "danube">><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<<link [[Hide (0:05)|Bondage Hide]]>><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<</if>>
<</if>>
<<set $eventskip to 0>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "domus">>
You feel pavement beneath your feet and hear <<if Time.hour gte 7 && Time.hour lte 20>>cars and pedestrians nearby.<<else>>the occasional car driving nearby.<</if>>
<br><br>
<<if $exposed gte 1>>
<<covered>>
<</if>>
<br><br>
<<if $stress gte $stressmax>><<set $phase to 0>>
<<passoutstreet>>
<<elseif !$worn.face.type.includes("blindfold")>>
<span class="green">The tattered blindfold falls to pieces around your head, freeing you.</span> You squint against the light.
<<ltrauma>><<lllstress>><<trauma -6>><<stress -24>>
<br><br>
<<endevent>>
<<destinationeventend>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure) and $eventskip isnot 1 or $phase is 1>><<set $phase to 0>>
<<eventsbondagewest>>
<<else>>
<<link [[Run towards the sound of machinery (0:05)|Bondage Run]]>><<set $bus to "residential">><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<<link [[Run towards the sound of the sea (0:05)|Bondage Run]]>><<set $bus to "barb">><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<<link [[Run away from the sounds of the town (0:05)|Bondage Run]]>><<set $bus to "danube">><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<<link [[Hide (0:05)|Bondage Hide]]>><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<</if>>
<</if>>
<<set $eventskip to 0>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "residential">>
You feel pavement beneath your feet and hear <<if Time.hour gte 7 && Time.hour lte 20>>cars and pedestrians nearby.<<else>>the occasional car driving nearby.<</if>>
<br><br>
<<if $exposed gte 1>>
<<covered>>
<</if>>
<br><br>
<<if $stress gte $stressmax>><<set $phase to 0>>
<<passoutstreet>>
<<elseif !$worn.face.type.includes("blindfold")>>
<span class="green">The tattered blindfold falls to pieces around your head, freeing you.</span> You squint against the light.
<<ltrauma>><<lllstress>><<trauma -6>><<stress -24>>
<br><br>
<<endevent>>
<<destinationeventend>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure) and $eventskip isnot 1 or $phase is 1>><<set $phase to 0>>
<<eventsbondagewest>>
<<else>>
<<link [[Run towards the sound of machinery (0:05)|Bondage Run]]>><<set $bus to "connudatus">><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<<link [[Run towards the sound of the sea (0:05)|Bondage Run]]>><<set $bus to "barb">><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<<link [[Run towards the sound of traffic (0:05)|Bondage Run]]>><<set $bus to "domus">><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<<link [[Run away from the sounds of the town (0:05)|Bondage Run]]>><<set $bus to "danube">><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<<link [[Hide (0:05)|Bondage Hide]]>><<pass 5>><<stress 3>><</link>><<gstress>>
<br>
<</if>>
<</if>>
<<set $eventskip to 0>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "cliff">><<set $bikeStartCategory to "mid">><<set $bikeStart to "cliff">><<getTarget true>>
You are on Cliff Street. Several civic buildings are located here, including the town hall. The Ocean Breeze cafe looks out over the sea.
<<if $chef_state is 9 and Time.dayState isnot "night">>
A queue has formed outside its extravagant doors.
<<elseif $chef_state is 7 and $chef_rework lte 0>>
<span class="teal">The new building is finished.</span>
<<elseif $chef_state is 7 and $chef_rework lte 30>>
<span class="blue">It's surrounded by scaffolding, and construction materials litter the site.</span>
<<elseif $chef_state gte 2 and Time.dayState isnot "night">>
A queue has formed outside.
<<elseif $oceanbreezejob isnot 1>>
A sign on the window reads: "Help wanted."
<</if>>
There's a path leading down to the beach.
<<if Time.dayState is "day">>
<<if Weather.precipitation is "rain">>
Wind howls in from the sea.
<<elseif Weather.isFreezing>>
Wind howls in from the sea.
<<else>>
A gentle breeze blows in from the sea.
<</if>>
<<elseif Time.dayState is "dawn">>
<<if Weather.precipitation is "rain">>
Rain sweeps in from the sea.
<<elseif Weather.isFreezing>>
Icy wind howls in from the sea.
<<else>>
There's a lot of traffic. People are driving to work.
<</if>>
<<elseif Time.dayState is "dusk">>
<<if Weather.precipitation is "rain">>
Rain sweeps in from the sea, soddening people on their way home from work.
<<elseif Weather.isFreezing>>
Icy wind sweeps in from the sea, chilling people on their way home from work.
<<else>>
There's a lot of traffic. People are driving home from work.
<</if>>
<<elseif Time.dayState is "night">>
<<if Weather.precipitation is "rain">>
The sea roars below.
<<elseif Weather.isFreezing>>
The sea murmurs below.
<<else>>
The street is dark and quiet. Only the ocean can be heard.
<</if>>
<</if>>
<<streeteffects>>
<br><br>
<<if $exposed gte 1>>
<<exhibitionism "street">>
<<if $exposed is 1 and $topless is 0>>
<span class="lewd">This outfit might be fine on the nearby beach, but here it's too lewd!</span>
<br><br>
<</if>>
<</if>>
<<if $robinmissing is "pillory" and $robinPillory.active>> <!-- Robin is in pillory, or is scheduled to be -->
<<if Time.hour lt 15>>
<<if $robinPillory.known is 1>>
Robin will be locked in the pillory today at <<ampm 15 00>>.
<br><br>
<<else>>
The pillory is empty, but a crowd is starting to gather regardless.
<</if>>
<<else>>
You see Robin in the pillory. You are unsure when <<nnpc_he "Robin">> is scheduled for release.
<<set $robinPillory.known to 1>> <!-- known means you know that robin is in the pillory -->
<br><br>
<</if>>
<<else>>
<<if ndef $pillory.tenant>><<setup_pillory>><</if>>
<<set _endTime to new DateTime($pillory.tenant.endTime)>>
<<set _timeLeft to Time.date.compareWith(_endTime)>>
<<if $pillory.tenant.exists is 1>> /* If someone is in pillory... */
<<if _endTime.hours lt -2>> /* If sentence finished before today. */
<<clear_pillory>>
<<elseif _timeLeft.days lt 1>>
<<if $pillory.tenant.endTime <= Time.date.timeStamp>> /* If ending now? */
<<end_npc_pillory>>
<<else>> /* Sentence ongoing. */
<<npc_pillory>>
<</if>>
<<else>> /* Sentence ongoing to tomorrow. */
<<npc_pillory>>
<</if>>
<<elseif $rng lte 10 and !$daily.freedPillory>> /* Pillory empty gives 10% chance of new person */
<<new_npc_pillory>>
<</if>>
<</if>>
<<if $arousal gte $arousalmax>>
<<orgasmstreet>>
<</if>>
<<if $stress gte $stressmax and !$possessed>>
<<passoutstreet>>
<<elseif $chef_event gte random(1, 100) and $exposed lte 0 and !$possessed>>
<<rng>>
<<if $chef_sus gte 100>>
<<set $chef_sus to 30>>
<<generatePolice 1>><<person1>>A police car pulls up beside you, and <<person>> steps out. "You're in trouble <<girl>>," <<he>> says. "Heard some disturbing stories about your cream business. About you making a mockery of health and safety. We take that very seriously, so we did some tests." <<He>> opens the passenger door.
<br><br>
"Get in," <<he>> says. "Best do as I say."
<br><br>
<<link [[Get in|Chef Blackmail Car]]>><<sub 1>><</link>>
<br>
<<link [[Refuse|Chef Blackmail Car Refuse]]>><<crimeUp 3000 "resisting">><<def 1>><</link>><<crime "resisting">>
<<elseif $chef_sus gte 10 and $rng gte 51>>
<<generate1>><<person1>>"Hey you," a voice says to the side. "The chef." You turn to see a <<person>> leaning against a wall beside an alley. "Nice cream you have. Tastes good. I bet I can guess the ingredients though." <<He>> grins. "You're a naughty one. Not something you want the authorities to find out, that's for sure."
<br><br>
<<link [[Ask what <<he>> wants|Chef Blackmail Ask]]>><</link>>
<br>
<<link [[Refuse to be blackmailed|Chef Blackmail Refuse]]>><<def 1>><<set $chef_sus += 10>><</link>><<ggsuspicion>>
<br>
<<else>>
<<generate1>><<person1>>A <<person>> approaches you. "I tasted one of your buns," <<he>> says. "The cream is the best!" <<His>> eyes light up, and <<he>> scoops something off your arm. "You spilled some," <<he>> says. Before you can stop <<him>>, <<he>> licks it.
<br><br>
"So tasty," <<he>> says. "But it does remind me of something." Recognition flashes across <<his>> face for a moment, but then <<he>> shakes <<his>> head. "Sorry. Good luck with your baking."
<<gsuspicion>><<set $chef_sus += 2>>
<br><br>
<<endevent>>
<<link [[Next|Cliff Street]]>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if ($danger gte (9900 - $allure) or $eventforced) and $eventskip is 0>>
<<eventsstreet>>
<<else>>
<<if $options.mapTop is true>>
<<map "cliff">>
<br>
<</if>>
Places of interest
<br>
<<if $scienceproject is "ongoing" and $scienceprojectdays is 0 and Time.dayState is "day" and $exposed lte 0>>
<<scienceicon>><<link [[Attend science fair|Science Fair]]>><</link>>
<br>
<</if>>
<<if $mathsproject is "ongoing" and $mathsprojectdays is 0 and Time.dayState is "day" and $exposed lte 0>>
<<mathicon>><<link [[Attend maths competition|Maths Competition]]>><</link>>
<br>
<</if>>
<<if $englishPlay is "ongoing" and $englishPlayDays is 0 and Time.hour gte 17 and Time.hour lt 21 and $exposed lte 0>>
<<englishicon>><<link [[Attend stage plays|English Play Attend]]>><</link>>
<br>
<</if>>
<<if $robinmissing is "pillory" and $robinPillory.active and $exposed lte 0>>
<<if Time.hour gte 15 and Time.hour lte 22>>
<<pilloryicon>><<link [[Watch pillory (0:10)|Robin Pillory Watch]]>><<pass 10>><</link>>
<<elseif Time.hour gte 23>>
<<pilloryicon>><<link [[Watch pillory (0:10)|Robin Pillory Failure]]>><<pass 10>><</link>>
<</if>>
<br>
<<elseif $pillory.tenant.exists is 1 and $exposed lte 0>>
<<set _timeLeft to Time.date.compareWith($pillory.tenant.endTime)>>
<<if _timeLeft.hours eq 0 and _timeLeft.minutes lte 10>>
<span class="blue">A police officer starts trying to disperse the crowd.</span>
<br>
<<pilloryicon>><<link [[Watch (0:10)|Cliff Street]]>><<pass 10>><</link>>
<br>
<<else>>
<<pilloryicon>><<link [[Watch pillory (0:10)|Cliff Street Pillory]]>><<pass 10>><</link>>
<br>
<</if>>
<</if>>
<<if Time.dayState is "night" and $exposed lte 0>>
<<townhallicon>><<link [[Mayor's Office (0:01)|Town Hall Sneak]]>><<pass 1>><</link>>
<br>
<<elseif $exposed lte 0>>
<<townhallicon>><<link [[Mayor's Office (0:01)|Town Hall]]>><<pass 1>><</link>>
<br>
<</if>>
<<beachicon>><<link [[Beach (0:05)|Beach]]>><<pass 5>><</link>>
<br>
<<if $exhibitionismrun is "cliff" and !Weather.isOvercast>>
<<ind>><<link [[Take off your clothes (0:07)|Cliff Challenge]]>><</link>>
<br>
<</if>>
<<if $chef_state is 8 and Time.dayState is "dusk">>
<<cafeicon>><<link [[Attend opening event (5:00)|Chef Opening]]>><</link>>
<br>
<<elseif $chef_state is 7 and $chef_rework gte 1 and $chef_rework lte 30>>
<<elseif $chef_state is 7 and $chef_rework lte 0>>
<<if $exposed lte 0>>
<<cafeicon>><<link [[Cafe (0:01)|Ocean Breeze Rework]]>><<pass 1>><</link>>
<br>
<</if>>
<<elseif $openinghours is 1>>
<<if $exposed lte 0>>
<<cafeicon>><<link [[Cafe (0:01)|Ocean Breeze]]>><<pass 1>><</link>>
<br>
<<else>>
<</if>>
<<elseif Time.hour is $closinghour>>
<span class="blue">People are leaving the cafe.</span> It must be closing time.
<br>
<<else>>
<<cafeicon>><<link [[Cafe (0:01)|Ocean Breeze Lock]]>><<pass 1>><</link>>
<br>
<</if>>
<br>
<<if $exposed gte 1 and Time.dayState isnot "night">>
<<else>>
<<add_link "Travel<br>">><<hideDisplay>>
<<barb>>
<<starfish>>
<<connudatus>>
<<high>>
<<if $exposed lte 0>>
<<buswait>>
<</if>>
<<bike>>
<<loiter>>
<</if>>
<<add_link "<br>Alternate Routes<br>">><<hideDisplay>>
<<commercial>>
<<stormdrain>>
<<displayLinks>>
<<if $options.mapTop isnot true>>
<br>
<<map "cliff">>
<</if>>
<</if>>
<</if>>
<<set $eventskip to 0>>
<<set $chef_event to 0>><<effects>>
<<if $chef_rework>>
The cafe is currently being renovated, and the site is covered in construction workers.
<<elseif ($chef_state is 9 or $chef_rework is undefined) and $openinghours is 1>>
The cafe is full, with a line reaching out the door.
<<elseif $chef_state is 8 and Time.dayState is "dusk">>
Guests for the opening event are chatting outside the cafe.
<</if>>
People are going about their business, to and from the beach.
<br><br>
The note said to start at the cafe, but you need to find somewhere to put your clothes. There's a trashcan placed right next to the cafe entrance.
<br><br>
<<if hasSexStat("exhibitionism", 3)>>
<<link [[Strip|Cliff Challenge Strip]]>><</link>><<exhibitionist3>>
<br>
<<else>>
<<insufficientStat "exhibitionism" "to do this">>
<br>
<</if>>
<<link [[Leave|Cliff Street]]>><</link>><<set $challengetimer to 10>>
<<effects>><<strip>><<fameexhibitionism 7>>
You take off your clothes, getting naked in public in front of countless people. You bunch up your clothes and quickly shove them behind the trashcan.
<br><br>
The commotion starts immediately. You hear gasps and shouts and cheers from the people surrounding you.<<if hasSexStat("exhibitionism", 3)>><<garousal>><<arousal 600>><<else>><<gstress>><<stress 6>><</if>>
<br><br>
<<link [[Next|Cliff Challenge 2]]>><<pass 1>><</link>><<effects>>
<<if $chef_rework>>
Behind you, jeers are coming from the construction workers. You turn around and see that work has stopped, and all the workers are leering at your naked body.
<<elseif ($chef_state is 9 or $chef_rework is undefined) and $openinghours is 1>>
You turn and see that the entire cafe is staring at you, including a shocked-looking Sam. Several customers have gotten closer to the window to get a better look at your naked body.
<</if>>
You turn and take off, running down the street away from the cafe.
<br><br>
The seawall is to your left.
You pass by numerous people in swimsuits and summer clothes on their way to the beach. Most of them stop and gawk at you. Your running slows, as you have to manoeuvre between several people on the crowded sidewalks.
<br><br>
The air blows on your bare skin. You can feel it flowing between your legs, over your completely exposed <<genitals>> and bare ass.
<br><br>
<<link [[Next|Cliff Challenge 3]]>><<pass 1>><</link>><<effects>>
You leave the beach wall behind and are soon surrounded by people in suits and business wear. You are running naked outside the civic centre, with the city hall on your right.
<br><br>
People continue to shout and jeer at you. You have to run in between large crowds of public servants.<<if hasSexStat("exhibitionism", 3)>><<garousal>><<arousal 600>><<else>><<gstress>><<stress 6>><</if>>
<br><br>
<<link [[Next|Cliff Challenge 4]]>><<pass 1>><</link>><<effects>>
You pass city hall and turn right onto High Street. This part of town is even more crowded.
<br><br>
You pass by customers and drivers and store fronts and restaurants. Everyone on the street gets a good look at your naked run. Many are able to take out their phones and grab footage of your streak.<<if hasSexStat("exhibitionism", 3)>><<garousal>><<arousal 600>><<else>><<ggstress>><<stress 12>><</if>>
<br><br>
<<link [[Next|Cliff Challenge 5]]>><<pass 1>><</link>><<effects>>
You pass by the storefront and the office building, the most crowded part of High Street.
<br><br>
The noise is deafening as people shout and cars honk at you. It becomes difficult to weave through people as you make your way down the sidewalk. You're only halfway through your run.<<if hasSexStat("exhibitionism", 3)>><<garousal>><<arousal 600>><<else>><<ggstress>><<stress 12>><</if>>
<br><br>
<<link [[Next|Cliff Challenge 6]]>><<pass 1>><</link>><<effects>><<set $location to "alley">>
You reach the alley and take another right. The alley provides some brief privacy after the crowds on High Street.
<br><br>
You pass through quickly and take a final right back onto Cliff Street.
It's less crowded here, but there are still plenty of people and cars passing by to see your fully-exposed body. The cafe is straight ahead.
<br><br>
You run as fast as you can. You sprint across the crosswalk, forcing several cars to screech to a halt. You finish your streak as you return to the cafe.
<br><br>
<<link [[Next|Cliff Challenge 7]]>><<pass 1>><</link>><<effects>><<set $location to "town">>
Miraculously, your clothes are still there. You get dressed as quickly as you can.
<br><br>
Several people clap and cheer as you put your clothes on. You catch your breath as another box floats onto the sidewalk in front of you. There's <<moneyGain 1000>> and another note inside.
<br><br>
<i>You're truly someone we can work with. Will be in contact again soon.</i>
<br><br>
You hear a buzzing above you. Looking up, there's a small drone hovering above the street. The drone has a camera lens pointed directly at you. As soon as you notice it, it flies away.<<if hasSexStat("exhibitionism", 3)>><<garousal>><<arousal 600>><<else>><<ggstress>><<stress 12>><</if>>
<br><br>
You shudder and pocket the money.
<br><br>
<<set $exhibitionismrun to undefined>><<unset $exhibitionismrunon>><<clotheson>>
<<link [[Next|Cliff Street]]>><<pass 1>><</link>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "cliff">>
<<if $pillory.tenant.exists>>
You join the crowd around the pillory on Cliff Street.
<<npc_pillory_detail>>
<<if $stress gte ($stressmax / 10) * 3>>
<span class="gold">You are stressed.</span> Things are getting on top of you.
You watch some people throw fruit at <<the_pillory_person>>. It looks like fun. <span class="teal">You feel an urge to join in.</span>
<<if Time.dayState isnot "night">>
<br>
When the decent people are all in bed - you might dare do lewder things.
<</if>>
<br><br>
<</if>>
<<if Time.dayState is "night">>
<<if $stress gte ($stressmax / 10) * 3>>
<<if $pillory.tenant.fruitstock gte 1>>
<<link [[Throw fruit (0:02)|Cliff Street Prisoner]]>><<pass 2>><<set $phase to 0>><<stress -6>><<set $pillory.tenant.fruitstock -= 1>><</link>><<lstress>>
<br>
<<else>>
<span class="red">There is no fruit left to throw right now.</span>
<br>
<</if>>
<</if>>
<<if ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled")) and ($pillory.tenant.ass + $pillory.tenant.genital) gte 2>>
<<link [[Groom prisoner (0:05)|Cliff Street Prisoner]]>><<pass 5>><<set $phase to 1>><</link>>
<br>
<</if>>
<<if $pillory.tenant.lowerexposed gte 2 and $stress gte 4000 and $trauma gte (($traumamax / 5) * 1)>>
<<link [[Spank prisoner (0:05)|Cliff Street Prisoner]]>><<pass 5>><<set $phase to 2>><</link>><<llstress>><<ltrauma>>
<br>
<</if>>
<<if $pillory.tenant.lowerexposed lte 1 or (($pronoun is "m" and $pillory.tenant.upperexposed lte 1) or ($pronoun is "f" and $pillory.tenant.upperexposed lte 2)) and $stress gte 7000 and $trauma gte (($traumamax / 5) * 2)>>
<<link [[Expose prisoner (0:02)|Cliff Street Prisoner]]>><<pass 2>><<set $phase to 3>><</link>><<llstress>>
<br>
<</if>>
<<if $submissive lte 1000 or $fame.good gte 50 or $stat_police.pillory gte 1 or (($awareness + $purity) gte 1050)>>
<<if ($pillory.tenant.lowerexposed + $pillory.tenant.upperexposed) gte 1>>
<<link [[Cover prisoner (0:05)|Cliff Street Prisoner Night Help]]>><<pass 5>><<set $phase to 0>><</link>><<gstress>>
<br>
<</if>>
<<if $speech_attitude is "bratty" or $fame.good gte 150 or $stat_police.pillory gte 1 or (($awareness + $purity) gte 1400)>>
<<if $pillory.tenant.crowd gte 8>><<set $skulduggerydifficulty to 1350>> /* 50% chance of failure, even at max skulduggery */
<<elseif $pillory.tenant.crowd gte 6>><<set $skulduggerydifficulty to 1250>> /* 30% fail at max skul */
<<elseif $pillory.tenant.crowd gte 4>><<set $skulduggerydifficulty to 1100>> /* 10% chance of success, even at max skulduggery */
<<else>><<set $skulduggerydifficulty to 875>>
<</if>>
<<link [[Free prisoner (0:05)|Cliff Street Prisoner Night Help]]>><<pass 5>><<set $phase to 1>><</link>> <<crime "obstruction">><<skulduggerydifficulty>><<dangerousText>>
<br>
<<else>>
<span class="pink">You lack the resolve to attempt a rescue.</span>
<br>
<</if>>
<</if>>
<<else>> /* day */
<<if $stress gte ($stressmax / 5) * 2>>
<<if $pillory.tenant.fruitstock gte 1>>
<<link [[Throw fruit (0:02)|Cliff Street Prisoner]]>><<pass 2>><<set $phase to 0>><<stress -6>><<set $pillory.tenant.fruitstock -= 1>><</link>><<lstress>>
<br>
<<else>>
<span class="red">There is no fruit left to throw right now.</span>
<br>
<</if>>
<</if>>
<<if $pillory.tenant.lowerexposed lte 1 and $pillory.tenant.wedgied isnot 1 and ($stress gte 6000 or $trauma gte (($traumamax / 5) * 2))>>
<<link [[Wedgie (0:05)|Cliff Street Prisoner]]>><<set $pillory.tenant.wedgied to 1>><<pass 5>><<set $phase to 4>><<stress -12>><</link>><<llstress>><<ltrauma>>
<br>
<</if>>
<<if $submissive lte 1000 or $fame.good gte 50 or $stat_police.pillory gte 1 or (($awareness + $purity) gte 1050)>>
<<if ($pillory.tenant.lowerexposed + $pillory.tenant.upperexposed) gte 1>>
<<link [[Cover prisoner (0:05)|Cliff Street Prisoner]]>><<pass 5>><<set $phase to 5>><</link>><<gstress>>
<br>
<span class="teal">At this hour, you don't dare help more. Maybe under the cover of night.</span>
<br><br>
<<else>>
<span class="teal">At this hour, you don't dare help. Maybe under the cover of night.</span>
<br><br>
<</if>>
<</if>>
<</if>>
<<endevent>>
<<else>>
You're late to join the small crowd around the pillory on Cliff Street. It seems the person that was in it got released.
<br><br>
<</if>>
<<getouticon>><<link [[Leave|Cliff Street]]>><</link>>
<br><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "cliff">>
<<get_pillory_npc>><<person1>>
<<if $phase is 0>>
A box of rotten fruit lies nearby. You grab a piece and weigh it in your hand.
<br>
You throw it at <<the_pillory_person>>
<<if $rng gte 75>>
<<set $pillory.tenant.fruit += 1>>
<span class="teal">hitting <<him>> full in the face.</span> <<His>> expression is hilarious.
<<if currentSkillValue('physique') gte ($physiquesize / 7) * 4>>You put a lot of strength behind it, it must have hurt.<</if>>
<<llstress>><<stress -12>>
<br>
The crowd cheer and laugh.
<<else>>
but miss entirely.<<if currentSkillValue('physique') lte ($physiquesize / 7) * 3>> Some people nearby mock your feeble throw.<</if>>
<</if>>
<<elseif $phase is 1>>
You slurp up the cream from <<the_pillory_person>>'s ass and groin. The crowd watch, awed.
<<famesex 20>>
<<elseif $phase is 2>>
<<set $pillory.tenant.spank += 1>><<control 10>><<stress -24>><<trauma -12>>
You <<print either("viciously","resentfully","grimly","self-righteously","maniacally")>> spank <<the_pillory_person>>'s ass. Somehow,
<<print either("it gives you a sense of control and well-being.","it brings a growing sense of calm.","it makes the shadows draw back.")>>
<br>
Some of the crowd cheer you on.
<<elseif $phase is 3>><<control 10>><<stress -24>><<trauma -12>>
Approaching <<the_pillory_person>> from behind, you <<print either("smoothly","awkwardly","quickly")>>
<<if $pronoun is "m">>
<<if $pillory.tenant.upperexposed lte 1>>
<<set $pillory.tenant.upperexposed to 2>>displace <<his>> top, fully exposing <<his>> chest
<<if $pillory.tenant.lowerexposed lte 1>>and then<</if>>
<</if>>
<<if $pillory.tenant.lowerexposed lte 1>>pull <<his>>
<<if $pillory.tenant.lowerexposed is 0>>trousers and<</if>>
underpants to the floor, exposing <<his>> ass and <<his>>
<<if $pillory.tenant.person.gender is "m">>
$pillory.tenant.person.penisdesc
<<else>>
pussy
<</if>>
<<set $pillory.tenant.lowerexposed to 2>>
<</if>>
<<elseif $pronoun is "f">>
<<if $pillory.tenant.upperexposed lte 2>>
<<if $pillory.tenant.upperexposed lte 0>>displace <<his>> top and<</if>>
remove <<his>> bra, fully exposing <<his>> $pillory.tenant.person.breastsdesc
<<if $pillory.tenant.lowerexposed lte 1>>to all. Without hesitation, you then<</if>>
<<set $pillory.tenant.upperexposed to 3>>
<</if>>
<<if $pillory.tenant.lowerexposed lte 1>>
<<if $pillory.tenant.lowerexposed lte 0>>hitch up <<his>> skirt and pull <<his>> panties to the floor,
<<else>>pull <<the_pillory_person>>'s panties to the floor,<</if>>
fully exposing <<his>>
<<if $pillory.tenant.person.gender is "m">>
$pillory.tenant.person.penisdesc
<<else>>
pussy
<</if>>
and ass
<<set $pillory.tenant.lowerexposed to 2>>
<</if>>
<<else>> /* in case the game goes fully non binary */
tear off all their clothes, fully exposing them
<</if>>to the watching crowd. <<He>> yells in shock.
<br><br>
Some people <<print either("gasp, but","laugh, and","complain, but","fall silent, but","whistle, and","jeer, and","make lewd threats, and")>> more than a few cheer.
<<elseif $phase is 4>><<control 5>><<stress -20>><<trauma -4>><<set $pillory.tenant.broken += 1>>
Approaching from behind, you <<print either("cheekily","aggressively","quickly","vindictively","stealthily")>>
grab <<the_pillory_person>>'s <<if $pronoun is "m">>underpants<<else>>panties<</if>> and hoist them up hard.
<br>
<<His>> shocked squeal makes you laugh as you run off. As you rejoin the crowd, <<his>> sour expression makes you laugh again -
stuck in the pillory, <<he>> can't even fix it. <<He>> knows this and so does everyone watching.
<br>
Many in the crowd seem to share in your amusement.
<<elseif $phase is 5>><<stress 6>><<famegood 10>><<trauma -10>><<set $pillory.tenant.upperexposed to 0>><<set $pillory.tenant.lowerexposed to 0>>
The people watching fall quiet as they see you approach the pillory. <<The_pillory_person>> watches you warily, but relaxes when you start to restore <<his>> clothes
along with some fragment of <<his>> dignity.
<br><br>
When they realise what you are doing, the crowd jeer. Someone throws something at you which
<<if $rng % 3 == 0>>
<<athleticsdifficulty 0 500 f>>
<<if $athleticsSuccess>>
you successfully dodge.
<<else>>
hits you in the <<print either("chest.","face.","groin.","back of the head.","back.")>><<gpain>><<pain 3>>
<</if>>
<<else>>
misses, but not by much.
<</if>>
<br><br>
You quickly finish putting <<his>> clothes back in place and move away quickly.<br><br>
You sense lingering hostility from the crowd, but you feel good about what you did. <<ltrauma>>
<<else>>
You do something entirely unexpected. Few could explain what you have done. Fewer still could explain why. None will speak of this again. (Error: please report)
<</if>>
<<endevent>>
<br><br>
<<link [[Next|Cliff Street Pillory]]>><</link>>
<br><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "cliff">>
<<if $phase is 0>><<stress 6>><<famegood 10>><<trauma -10>><<set $pillory.tenant.upperexposed to 0>><<set $pillory.tenant.lowerexposed to 0>>
The people watching fall quiet as they see you approach the pillory. <<The_pillory_person>> watches you warily, but relaxes when you start to restore <<his>> clothes
along with some fragment of <<his>> dignity.
<br><br>
When they realise what you are doing, the crowd turn. You hear sinister grumbling behind, while you quickly finish putting <<his>> clothes back in place.
<br><br>
<<rng 12>>
<<if $rng gte $pillory.tenant.crowd>>
Before anyone can get too brazen, you quickly move away.<br>
You sense lingering hostility from some in the crowd,
<<if $speech_attitude is "bratty">>
but none of them have the balls to do anything.<br>
"What??" You shake your head, throw a 'wanker' sign at them and casually walk away. <<lstress>><<stress -10>><br><br>
You feel good about how that went. <<ltrauma>>
<<else>>
but you feel good about what you did.<br>
You efficiently leave the scene. <<ltrauma>>
<</if>>
<<endevent>>
<br><br>
<<link [[Next| Cliff Street]]>><</link>>
<br>
<<else>>
<<if $pillory.tenant.crowd gt 6>><<athleticsdifficulty 400 1000 f>><<else>><<athleticsdifficulty 0 500 f>><</if>>
"Watch out!" <<The_pillory_person>> says suddenly.
<<if $athleticsSuccess>>
Someone tries to grab you, but you slip their grip and dash away.<br>
You hear footsteps chasing you, but have no problem outrunning them.<br><br>
By the time you stop to catch your breath, you find yourself smiling. You feel good about what you did. <<lstress>><<stress -6>>
<<endevent>>
<br><br>
<<if $rng % 4 is 3>><<link [[Next| Starfish Street]]>><<set $eventskip to 1>><</link>>
<<elseif $rng % 3 is 2>><<link [[Next| High Street]]>><<set $eventskip to 1>><</link>>
<<elseif $rng % 3 is 1>><<link [[Next| Connudatus Street]]>><<set $eventskip to 1>><</link>>
<<else>><<link [[Next| Barb Street]]>><<set $eventskip to 1>><</link>>
<</if>>
<br>
<<else>>
Someone grabs you!
<<endevent>>
<br><br>
<<link [[Next|Cliff Street Prisoner Night Strip]]>><</link>>
<br>
<</if>>
<</if>>
<<elseif $phase is 1>>
Summoning all your confidence, you swagger toward the pillory like you're supposed to be there.<br><br>
Putting on a show, you grab <<the_pillory_person>>'s hair roughly, and pull <<his>> head back, to whisper in <<his>> ear.
<br><br>
"Sorry about that. I'm here to help. I'm gonna get you out of here, but this needs to look real."
<br><br>
"Okay everyone, show's over," you say loudly. "We're going back to the station. This one's got accomplices to snitch on.
That's right, scum, we've got more questions for you. And you better be feeling cooperative this time."
<<skulduggerycheck "silent">><<crimeUp 200 "obstruction">>
<<endevent>>
<br><br>
<<if $skulduggerysuccess is 1>>
<<link [[Next|Cliff Street Prisoner Escape]]>><</link>>
<<else>>
<<link [[Next|Cliff Street Prisoner Escape Fail]]>><</link>>
<</if>>
<br>
<<else>>
No one sees what you did. No one understands it. No one is capable of understanding. Like a glitch in the matrix you materialise back amid the crowd. (Error: please report)
<<endevent>>
<br><br>
<<link [[Next|Cliff Street Pillory]]>><</link>>
<br>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "cliff">>
<<generate1>><<generate2>>You turn to find a <<person1>><<person>> and a <<person2>><<person>> scowling at you.
<br><br>
"What did you do that for?" the <<person>> demands.
<br><br>
"It's obvious," the <<person1>><<person>> says. "<<pShe>> stopped the entertainment, because <<pshe>> wants to be the entertainment."
<br><br>
"Right!"
<br><br>
"So let's help <<phim>> out!"<br>
They tackle you to the ground tearing at your clothes.
<br><br>
<<link [[Next|Cliff Street Prisoner Night Molestation]]>><<set $molestationstart to 1>><<set $eventskip to 1>><</link>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<npcgangstrip>>
<<npcidlegenitals>>
<<set $rescue to 0>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate "<span class='red'>You hear laughter as people nearby mimic and mock your cries for help.</span>">>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($worn.upper.type.includes("naked") and $worn.lower.type.includes("naked") and ($worn.under_lower.type.includes("naked") or playerChastity()))>>
<span id="next"><<link [[Next|Cliff Street Prisoner Night Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Cliff Street Prisoner Night Molestation]]>><</link>></span><<nexttext>>
<</if>><<if $enemyhealth lte 0>>
They recoil in pain, allowing you to grab your clothes. <<tearful>> you get past them and escape into the darkness.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Cliff Street]]>><<set $eventskip to 1>><</link>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<if $enemyanger gte ($enemyangermax / 5) * 2>>
"Stupid slut." The <<person>> throws you against the pillory and slaps your ass hard. <<gpain>><<violence 6>><<bruise bottom>><<hitstat>>
<br><br>
"The day they lock you in here, we'll have some fun."
<<else>>
"Nice." Smiling, the <<person>> kisses you on the cheek, snatching away the last of your clothes.
<</if>>
<br><br>
<<tearful>> you rise to your feet and run away from the leering crowd.
<<set $stealtextskip to 1>>
<<stealclothes>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Cliff Street]]>><<set $eventskip to 1>><</link>>
<<else>> /* rescue is off, so getting here = stripped */
They walk away with your clothes, throwing them to the watching crowd, leaving you lying naked on the concrete. <<covered>> <<tearful>> you rise to your feet and run away from the leering crowd.
<<set $stealtextskip to 1>>
<<stealclothes>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Cliff Street]]>><<set $eventskip to 1>><</link>>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "cliff">>
<<get_pillory_npc>><<person1>> /* if anyone can think of a better escape scenario, feel free to add it */
The locks swiftly come open under your skilful touch, and the crowd nearby are none the wiser.<br>
"Play along," you whisper. "When we're clear of the crowd, head for the alleys."
<br><br>
"Okay, up you get, criminal," you bark, as you throw open the pillory mechanism and drag <<the_pillory_person>> to <<his>> feet.
<<if ($pillory.tenant.lowerexposed + $pillory.tenant.upperexposed) gte 1>>
<<if $pillory.tenant.person.pronoun is "f">>
"Come on, this isn't a titty bar. No one want to see all that. Sort those clothes out. ... Good.
<<else>>
"What are you a flasher? Cover that up! No one want to see that. Sort those clothes out. ... Good.
<</if>>
<<else>>
"What's the hold up? You were enjoying yourself there? Wanted to spend the night?
<</if>>
You know where the station is: get walking."
<br><br>
Once out of sight of the crowd, you disappear together into an alley.
<br><br>
<<if $pillory.tenant.special.name is "Leighton">>
"That was disgusting. I was framed," says <<the_pillory_person>> heatedly. "But thanks for getting me out."
<<npcincr Leighton love 10>>
<<elseif $pillory.tenant.special.name is "Whitney">>
"Th- Thanks," <<the_pillory_person>> scowls. "I'm gonna find the fucker who set me up for this."
<<npcincr Whitney love 5>>
<<else>>
"Thank you," <<the_pillory_person>> says, earnestly. "That was so horrible. You really helped me out."
<</if>>
<<set $daily.freedPillory to true>>
<<clear_pillory>>
<<endevent>><<famegood 15>>
<br><br>
<<link [[Next|Commercial alleyways]]>><<set $eventskip to 1>><</link>>
<br><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "cliff">>
<<generatePolice 2>><<generatePolice 3>><<generatePolice 4>><<person3>><<crimeUp 1000 "obstruction">>
"I'll get you out of here," you whisper.<br>
However, with so many people watching, it's hard to work on the locks. They won't open and the bindings won't loosen. A lockpick snaps and you fumble for another.
As time starts to stretch, you hear a rising murmur from the crowd. Starting to panic, you fail to notice as the crowd fall silent.
<br><br>
"It's a crime to help a criminal escape lawful punishment," a voice behind you states.
<br><br>
"And reckless damage to public property," another voice says. "Those locks."<br>
You turn around slowly. Three uniformed police stand behind you.
<br><br>
<<if crimeSumCurrent() gte 2000>>
"I recognise <<pher>> too," the <<person>> adds. "No doubt another tearaway, with a record as long as your arm."
<<else>>
"Such a shame," the <<person>> shakes <<his>> head. "<<pShe>> looks so innocent too."
<</if>>
<br><br>
"So what's going on here?" the officer in charge, a <<person2>><<person>>, asks.
<br><br>
"<<pShe>> told us <<pshe>> was one of your lot," a voice in the crowd shouts. "Police."
<br><br>
"Impersonating a police officer, too?" the <<person3>><<person>> sucks in air through <<his>> teeth. "Another crime."
<br><br>
"I think, <<girl>>," the <<person2>><<person>> says. "You're about to be in a spot of trouble."
<br><br>
<<link [[Apologise|Cliff Street Prisoner Escape Fail 2]]>><<set $phase to 0>><</link>><br>
<<link [[Run for it|Cliff Street Prisoner Escape Fail Run]]>><<crimeUp 500 "resisting">><</link>><<gcrime "resisting">><br>
<<link [[Try to talk your way out|Cliff Street Prisoner Escape Blag]]>><</link>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "cliff">>
<<athleticsdifficulty 600 1300 f>>
<<if $athleticsSuccess>>
You make a sudden break for the road, <span class="green">dodge a blow that comes out of nowhere</span> and keep running.
<br><br>
You quickly leave two of the officers behind, but the <<person4>><<person>> stays hard on your tail. You pound through the town streets, with the officer relentlessly close behind.
<br><br><<person4>>
<<rng>>
<<if $rng gte 80>> /* only 20% chance of escape for most */
Your lungs are burning and you're about to collapse, when you hear <<him>> trip on something and smack into a wall with a grunt.<br>
A rush of adrenaline carries you clear before <<he>> can recover.
<br><br>
Against all odds you escaped. You climb one last fence and find yourself in the Bus Station near Harvest Street.
<br><br>
<<endevent>>
<<link [[Next|Bus Station]]>><<pass 5>><</link>>
<<elseif $rng gte 60 and ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled")) and $birdFly gte 1>> /* harpies get a bit more chance */
Your lungs are burning and you're close to collapse, when you hear <<him>> trip on something and stagger.<br>
A rush of adrenaline boosts your lead. Dashing around a corner and speeding downhill, you spread your wings and soar into the sky.
<br><br>
Against all odds you escaped. Being able to fly sure is useful! After soaring over the town for a while, you land on the rooftop near the shopping mall in the Commercial district.
<br><br>
<<endevent>>
<<link [[Next|Commercial rooftops]]>><<pass 5>><</link>>
<<elseif $rng gte 40>>
After running half the town, the last officer <span class="green">finally seems to be tiring.</span> However, as you duck round a corner into an alley you find yourself facing <span class="red">a dead end.</span>
<br><br>
The <<person4>><<person>> quickly catches up, blocking your escape. "Got you," <<he>> pants.
<br><br>
You're about to give up when you notice an open hatch at the base of the wall. You have no idea what's inside, but it's that or face the police.
<br><br>
<<link [[Go through the hatch|Hospital Arrest Molestation]]>><<endevent>><<set $molestationstart to 1>><</link>>
<br>
<<link [[Surrender to the police|Cliff Street Prisoner Escape Fail 2]]>><<set $phase to 3>><</link>>
<br>
<<else>>
As hard as you run, you can't make any headway. The officer keeps closing in, and finally <span class="red">tackles you down.</span><br>
You smack heavily into the floor.
<br><br>
<<link [[Next|Cliff Street Prisoner Escape Fail 2]]>><<set $phase to 2>><</link>>
<br>
<</if>>
<<else>>
<<if playerBellySize(true) gte 8>>
You make a sudden break for the road, <span class="red">but the police were ready. One easily trips you.</span><<ggpain>><<pain 12>>
<<else>>
You make a sudden break for the road, <span class="red">but the police were ready. One rams a fist hard into your gut.</span><<ggpain>><<pain 12>><br>
You drop to your knees, gasping for breath.
<</if>>
<br><br>
<<link [[Next|Cliff Street Prisoner Escape Fail 2]]>><<set $phase to 1>><</link>>
<br>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "cliff">>
/* unlikely to pass, but needs some dice roll here. With high eloquence & skulduggery, you get up to an ~8% chance of really dumb cops */
<<rng 1000>>
<<if currentSkillValue('skulduggery') gte $rng>>/* chance rises with skul*/
<<rng 600 1200>> /* Rises from 0% to ~67% as $english rises from 600 to 1000 */
<<if currentSkillValue('english') gte $rng>><<set _eloquent to true>><<else>><<set _eloquent to false>><</if>>
<<rng>> /* fixed at 10% - would need 3 pretty dumb cops */
<<if $rng gte 91>><<set _dumb_cops to true>><<else>><<set _dumb_cops to false>><</if>>
<<if _dumb_cops and _eloquent>><<set _blag to true>><<else>><<set _blag to false>><</if>>
<<else>>
<<set _blag to false>>
<</if>>
<<if _blag is true>>
"Actually," you say, assertively. "I am supposed to be here. Chief sent me. I was testing the quality of these bindings. The shoddy workmanship on these is appalling. How many have escaped?"
<br><br>
"Uh- I don't. Think-" The <<person2>><<person>> looks confused.
<br><br>
"You don't know? Okay, I've heard enough," you declare. "I'm getting this one back into holding before anything can happen. Is this lock rusted up? My key keeps jamming."
<br><br>
"Oh, yeah, yeah, lock's a bit sticky," the <<person4>><<person>> says. "You have to-"
<br><br>
"Would you mind?"
<br><br>
"Sure. Sure."
<br><br>
You can't quite believe it as they release the prisoner for you, and let you both walk away - unaccompanied - toward the station. Once out of sight, you disappear together into an alley.
<br><br>
<<if $pillory.tenant.special.name is "Leighton">>
"That was disgusting. I was framed," says <<the_pillory_person>> heatedly. "But thanks for getting me out."
<<npcincr Leighton love 10>>
<<elseif $pillory.tenant.special.name is "Whitney">>
"Th- Thanks," <<the_pillory_person>> scowls. "I'm gonna find the fucker who set me up for this."
<<npcincr Whitney love 5>>
<<else>>
"Thank you," <<the_pillory_person>> says, earnestly. "That was so horrible. You really helped me out."
<</if>>
<<clear_pillory>>
<<endevent>><<famegood 15>>
<br><br>
<<link [[Next|Commercial alleyways]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
"Actually," you say, assertively. "I am supposed to be here. I was testing the quality of these bindings. The shoddy-"
<br><br>
"No." The <<person2>><<person>> shakes <<his>> head. "No."
<br><br>
"Listen, here, officer, I-"
<br><br>
"No. We're not buying it."
<br><br>
"Is that 'impersonating an officer of the law' again?" the <<person3>><<person>> asks. "Or misrepresenting your-"
<br><br>
"At this stage, it really doesn't matter," the <<person2>><<person>> eyes you up. "What matters is that this young <<lass>> has gone way off the rails.
<<text_pillory_release_fail_strip>>
<<link [[Next|Cliff Street Prisoner Escape Fail 3]]>><<set $phase to 10>><</link>>
<br>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "cliff">>
<<if $phase is 0>> /* apologised */ <<set $phase to 9>>
"I'm sorry," you say, quietly.
<br><br>
<<if crimeSumCurrent() gte 2000>>
"Sorry you got caught this time," the <<person3>><<person>> says snidely.
<<else>>
"It's too late for that now," the <<person3>><<person>> says firmly. "Crimes must be punished. The law demands it."
<</if>>
<br><br>
The <<person2>><<persons>> eyes run across your body. "It's sad to see a young <<lass>> go off the rails like this, but there's always a reason.
<<elseif $phase is 1>> /* punched */ <<set $phase to 10>>
"Is that assault with intent to resist arrest?" the <<person3>><<person>> asks. "Or obstructing an officer?"
<br><br>
"At this stage, it really doesn't matter," the <<person2>><<persons>> eyes run up and down your body. "What matters is that this young <<lass>> has gone way off the rails.
<<elseif $phase is 2>> /* tackled */ <<pass 5>><<set $phase to 11>>
By the time you recover your wits, the officer, a <<person4>><<person>> has you in a painful armlock and is marching you back to Cliff Street. <<gpain>><<pain 6>>
<br>
Your attempts to talk to <<him>> are met with stony silence.
<br><br>
A few minutes later, you are back at the pillory in Cliff Street facing three irritated police officers.
<br>
"'Wasting police resources'?" the <<person3>><<person>> asks. "Y'know. The running. That's another crime, right? Or maybe 'Evading-'"
<br><br>
"At this stage, it really doesn't matter," the <<person2>><<persons>> eyes run up and down your body. "What matters is that this young <<lass>> has gone way off the rails.
<<elseif $phase is 3>> /* surrendered */ <<pass 5>><<set $phase to 11>>
Before you can say anything, the officer puts you in a painful armlock, and starts marching you back to Cliff Street. <<gpain>><<pain 6>>
<br>
Your attempts to talk to <<person4>><<him>> are met with stony silence.
<br><br>
A few minutes later, you are back at the pillory in Cliff Street facing three irate police officers.
<br>
"'Wasting police resources'?" the <<person3>><<person>> asks. "Y'know, the-"
<br><br>
"Drop it," the <<person2>><<person>> openly eyes you up. "What matters is that this young <<lass>> has gone way off the rails.
<<else>> /* ?? */ <<set $phase to 10>>
You space out for a moment, unsure what you did or what the result was. (Error: please report)
<br><br>
"Are you listening to me <<lass>>?" the <<person2>><<person>> scowls. "You don't seem with it at all?
<</if>>
<<text_pillory_release_fail_strip>>
<<link [[Next|Cliff Street Prisoner Escape Fail 3]]>><</link>>
<br><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "cliff">>
<<bind>><<upperruined>><<underupperruined>>
The <<person4>><<person>> police officer forces your arms back in a painful armlock, while the other two cut away your upper clothing, leaving nothing but shreds.<<ggpain>><<gstress>><<pain 16>><<stress 10>><br>
You are soon completely topless.
<br><br>
The crowd leer as the two officers roughly grope your <<breasts>> while 'searching for drugs.'
<br><br>
"Nothing yet," the <<person2>><<person>> says. "Better keep going."
<br><br>
<<link [[Next|Cliff Street Prisoner Escape Fail 4]]>><</link>>
<br><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "cliff">>
<<clothesruined>><<get_pillory_npc>>
They proceed, cutting everything to shreds, soon leaving you
<<if playerChastity()>>
only your $worn.genitals.name, which they cannot remove.
<<else>>
completely naked.
<</if>><<gpain>><<ggstress>><<pain 8>><<stress 20>>
<br><br>
"No drugs," says the <<person2>><<person>>. "<<pShe>> must have ditched them somewhere."
<br><br>
"We could check," the <<person3>><<person>> hesitates. "... cavities?" <<gstress>><<stress 6>>
<br><br>
"Behave." The <<person4>><<person>> rolls <<his>> eyes. "So what now?"
<br><br>
"<<pShe>> was trying to let the other one out," the <<person3>><<person>> says. "So I guess <<pshe>> wants to swap places?"
<br><br>
"Is that right?" the <<person2>><<person>> asks you. "You wanna free this scumbag, and serve the rest of <<person1>><<his>> sentence? I'm happy to sub you in here, but it could get rough.
Due process would be to wrap a towel around you and get you to the station. You wait a while, go to court, have some judge get all wet-eyed about systemic injustice
or whatever and let you off with community service. But it's your call. What'll it be?"
<br><br>
<<link [[Swap with the pillory prisoner|Cliff Street Prisoner Escape Fail 5]]>><<if $phase lt 10>><<set $phase to 0>><<else>><<set $phase to 1>><</if>><</link>><br>
<<link [[Follow due process|Cliff Street Prisoner Escape Fail 5]]>><<if $phase gt 10>><<set $phase to 3>><<else>><<set $phase to 2>><</if>><</link>>
<br><<set $outside to 1>>
<<set $location to "town">><<set $bus to "cliff">>
<<effects>>
<<earnFeat "You're the Laughingstock">>
<<set _endTime to new DateTime($pillory.tenant.endTime)>>
<<set _timeLeft to Time.date.compareWith(_endTime, true)>>
<<set _hours to round(Math.clamp(_timeLeft / TimeConstants.secondsPerHour, 2, 27), 0)>>
<<person2>>
<<if $phase lte 1>>
<<if _hours gte 18>><<famegood 30>>"Wow!" The <<person>> looks taken aback. "That's- That's shockingly selfless. And I'm sure the public won't mind. Sure."
<<elseif _hours gte 12>><<famegood 20>>The <<person>> looks taken aback. "That's- That's actually rather honourable. And I'm sure the public won't mind. Sure."
<<else>><<famegood 10>>The <<person>> looks taken aback. "Okay. I never thought you'd follow through."
<</if>>
<<else>>
The <<person>> laughs in your face. "So much for the Good Samaritan! No. You're going in the pillory."
<</if>>
<br><br>
<<The_pillory_person>> is relieved to be released early and thanks you earnestly. <<famegood 5>>
The police officers force you into the pillory in <<his>> place, and clamp the mechanism down, locking your arms and head in place.
<br><br>
The <<person2>><<person>> gently pats your bare butt. "Have fun in there. Someone'll be along to let you out in <<number _hours>> hours.
<<if $phase is 3>><<set _bonus to random(2,4)>><<set _hours += _bonus>>No... <<Number _hours>> hours. <<Number _bonus>> bonus-hours for making us run. Enjoy!"
<<elseif $phase is 0>><<set _discount to random(2,4)>><<set _hours -= _discount>>Aw... Make it <<number _hours>> hours. You apologised, so <<number _discount>> hours off."
<<else>>If we remember."
<</if>><br><br>
The police officers walk away. The <<person4>><<person>> <<if $phase is 3>>who chased you down<</if>> blows you a kiss.
<<set $pillory.time to {
start: Time.date.timeStamp,
end: $pillory.tenant.endTime
}>>
<<set $pillory.audience to $pillory.tenant.crowd / 2>>
<<crimeDown 5000>>
<<clear_pillory>>
<<endevent>>
<br><br>
<<link [[Next|Pillory]]>><</link>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "connudatus">><<set $bikeStartCategory to "left">><<set $bikeStart to "connudatus">><<getTarget true>>
You are on Connudatus Street. The numerous clubs, bars and restaurants make it the town's most lively locale by night. During the day the street is lined by hawkers selling various wares.
<<if Time.dayState is "day">>
<<if Weather.precipitation is "rain">>
Shoppers huddle around roofed stalls.
<<elseif Weather.isFreezing>>
The street is crowded by shoppers, well-wrapped against the cold.
<<else>>
The street is crowded with shoppers.
<</if>>
<<elseif Time.dayState is "dawn">>
<<if Weather.precipitation is "rain">>
Vendors are setting up their stalls, getting the roofs up quick to escape the rain.
<<elseif Weather.isFreezing>>
Well-wrapped vendors are setting up their stalls.
<<else>>
Vendors are setting up their stalls.
<</if>>
<<elseif Time.dayState is "dusk">>
<<if Weather.precipitation is "rain">>
Vendors are taking down their stalls, hurrying to be out of the rain.
<<elseif Weather.isFreezing>>
Vendors are taking down their stalls, eager to be out of the cold.
<<else>>
Vendors are taking down their stalls. The restaurants are packed.
<</if>>
<<elseif Time.dayState is "night">>
<<if Weather.precipitation is "rain">>
The nightlife is in full swing, undeterred by the rain.
<<elseif Weather.isFreezing>>
The nightlife is in full swing, undeterred by the cold.
<<else>>
The nightlife is in full swing. Neon lights glow above.
<</if>>
<</if>>
<<streeteffects>>
<br><br>
<<if $exposed gte 1>>
<<if $exposed is 1 and $connudatus_stripped gte 1>>
Around half the street have stripped to their underwear, a trend you started. Your state of dress is nothing out of the ordinary.
<br><br>
<<else>>
<<exhibitionism "street">>
<</if>>
<</if>>
<<if $arousal gte $arousalmax>>
<<orgasmstreet>>
<</if>>
<<if currentSkillValue('skulduggery') gte 200 and $skulduggeryDintro isnot 1>>
<<set $skulduggeryDintro to 1>>
Your experience breaking the rules of society lets you look at the street in a new light. So many people with their valuables close at hand, and lightly guarded. <span class="gold">You can now rob people on Connudatus Street.</span>
<br><br>
<</if>>
<<if $stress gte $stressmax and !$possessed>>
<<passoutstreet>>
<<elseif $bartend_info is 1 and !$possessed>>
<<set $bartend_info to 2>>
<<generate1>><<person1>>
"Hey <<girl>>," says a voice by the club. A <<person>> leans against the wall. "Darryl had me wait for you. Says you got some trouble coming your way and need someone to walk you home."
<br><br>
<<link [[Accept (0:15)|Connudatus VIP Walk]]>><<pass 15>><</link>>
<br>
<<link [[Refuse|Connudatus VIP Refuse]]>><</link>>
<br>
<<elseif $per_npc.bartend and !$possessed>>
<<loadNPC 0 bartend>><<person1>>
<<if $rng gte 81>>
<<generate2>><<generate3>>
Three figures loom from the dark, blocking your path. One steps into the light cast by a street lamp. <span class="red">It's the <<person>> who harassed you in the club.</span>
<br><br>
"Boggles my mind," <<he>> snarls. "That trash like you think they can deny me. Time to learn your place. I even brought friends to help teach." <<He>> lunges for you.
<br><br>
<<elseif $rng gte 51>>
<<generate2>>
Two figures loom from the dark, blocking your path. One steps into the light cast by a street lamp. <span class="red">It's the <<person>> who harassed you in the club.</span>
<br><br>
"Boggles my mind," <<he>> snarls. "That trash like you think they can deny me. Time to learn your place. I even brought a friend to help teach." <<He>> lunges for you.
<br><br>
<<else>>
A figure looms from the dark, blocking your path. <<He>> steps into the light cast by a street lamp. <span class="red">It's the <<person>> who harassed you in the club.</span>
<br><br>
"Boggles my mind," <<he>> snarls. "That trash like you think they can deny me. Time to learn your place." <<He>> lunges for you.
<br><br>
<</if>>
<<link [[Next|Connudatus VIP Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<elseif $brothel_rivalry is undefined and C.npc.Darryl.love gte 10 and !$possessed>>
A car screeches to a halt in front of you. A door swings open, <span class="pink">and a strong pair of arms pull you in.</span>
<br><br>
<<link [[Next|Connudatus Briar Abduct]]>><<set $brothel_rivalry to 1>><<set $brothel_rivalry_timer to 7>><</link>>
<br>
<<elseif $rng gte 95 and Time.dayState is "day">>
<<generateyv1>><<person1>>
There's a noise from the market and some loud shouting. A market stall owner has just grabbed a <<person>>
<<if $rng % 2 == 0>>you recognise from the orphanage<<set $phase to 0>>
<<else>>you recognise from school<<set $phase to 10>>
<</if>>and is shouting angrily at <<him>>.
<br><br>
<<link [[Try to help (0:05)|Market Street Urchin Help]]>><<pass 5>><</link>>
<br>
<<link [[Ignore|Connudatus Street]]>><<endevent>><</link>>
<br>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if ($danger gte (9900 - $allure) or $eventforced) and $eventskip is 0>>
<<eventsstreet>>
<<else>>
<<if $options.mapTop is true>>
<<map "connudatus">>
<br>
<</if>>
Places of interest
<br>
<<if Time.dayState isnot "dawn" and Time.dayState isnot "day">>
<<if $exposed gte 1 and $stripclubintro is 1>>
<<stripclubicon>><<link [[Strip club (0:02)|Strip Club Exposed]]>><<pass 2>><</link>>
<br>
<<elseif $exposed lte 0>>
<<stripclubicon>><<link [[Strip club (0:02)|Strip Club]]>><<pass 2>><</link>>
<br>
<</if>>
<</if>>
<<if Time.dayState isnot "dusk" and Time.dayState isnot "night" and Time.hour isnot 6>>
<<stripclubicon>><<link [[Strip club (0:01)|Strip Club Lock]]>><<pass 1>><</link>>
<br>
<<elseif Time.hour is 6>>
<span class="blue">People are leaving the club.</span> It must be closing time.
<br>
<</if>>
<<if $skulduggeryDintro is 1 and $exposed lte 0>>
<<crimeicon "mark">><<link [[Look for a mark (0:20)|Connudatus Street Thievery]]>><<pass 20>><<crimeUp 1 "petty">><</link>><<crime "petty">>
<br>
<</if>>
<<if Time.dayState is "dawn" and $exposed lte 0 and $daily.stallRented isnot 1>>
<<if $money gte 1500>>
<<stallicon>><<link [[Rent a stall (0:20 £15)|Stall Rent]]>><</link>>
<br>
<<else>>
<span class="blue">You could rent a stall here if you had the money.</span>
<br>
<</if>>
<<elseif $daily.stallRented is 1 and Time.dayState isnot "night" and $exposed lte 0>>
<<stallicon "open">><<link [[Attend your stall (0:20)|Stall]]>><<pass 20>><</link>>
<br>
<</if>>
<<if (Time.dayState is "dawn" or $daily.stallRented is 1) and $money gte 3000 and $exposed lte 0>>
<<if $daily.stallRented is 1>>
<<set _string to "your">>
<<else>>
<<set _string to "a">>
<</if>>
<<stallicon>><<link [["Put down a deposit for " + _string + " stall (0:05 £30)"|Stall Deposit]]>><<pass 5>><</link>>
<br>
<</if>>
<<if Time.hour gte 6 and Time.hour lte 20 and $exposed lte 0>>
<<stallicon "open">><<link [[Explore the markets (0:30)|Connudatus Markets]]>><<pass 15>><</link>>
<br>
<</if>>
<<if Time.dayState is "night" and $exposed gte 2 and hasSexStat("exhibitionism", 4) and $daily.ex.connudatus isnot 1>>
<<ind>><<link [[Streak (0:05)|Streak Naked]]>><<pass 5>><<set $daily.ex.connudatus to 1>><</link>><<exhibitionist4>>
<br>
<<elseif Time.dayState is "night" and $exposed gte 1 and hasSexStat("exhibitionism", 2) and $daily.ex.connudatus isnot 1>>
<<ind>><<link [[Streak (0:05)|Streak Undies]]>><<pass 5>><<set $daily.ex.connudatus to 1>><</link>><<exhibitionist2>>
<br>
<</if>>
<br>
<<if $exposed gte 1 and Time.dayState isnot "night">>
<<else>>
<<add_link "Travel<br>">><<hideDisplay>>
<<barb>>
<<danube>>
<<cliff>>
<<wolf>>
<<if $exposed lte 0>>
<<buswait>>
<</if>>
<<bike>>
<<loiter>>
<</if>>
<<add_link "<br>Alternate routes<br>">><<hideDisplay>>
<<residential>>
<<commercial>>
<<stormdrain>>
<<displayLinks>>
<<if $options.mapTop isnot true>>
<br>
<<map "connudatus">>
<</if>>
<</if>>
<</if>>
<<set $eventskip to 0>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<if Time.dayState isnot "night">><<enable_rescue>><</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Connudatus VIP Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Connudatus VIP Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<if $pain gte 100 and $willpowerpain is 0>>
"It's not over yet, slut," the <<person1>><<person>> says, reaching into <<his>> coat. <span class="red"><<He>> pulls out a gag and blindfold.</span> You're too hurt to resist as <<he>> forces the former into your mouth, and ties them both around your head. You can't see a thing. Your arms are then pulled behind your back as <<he>> binds them in place.
<<facewear 6>>
<<bind>>
<br><br>
"Have fun," <<he>> laughs, shoving you into the street. You hear <<him>> walk away.
<br><br>
<<tearful>> you try to get your bearings.
<br><br>
<<blindfoldintro>>
<<clotheson>>
<<endcombat>>
<<clearNPC bartend>>
<<set $eventskip to 1>>
<<destinationbondage>>
<<else>>
"It's not over yet, slut," the <<person>> says, reaching into <<his>> coat. <span class="red"><<He>> pulls out a gag and blindfold.</span> <<He>> tries to jam the former into your mouth, <span class="green">but you manage to duck out of the way.</span>
<br><br>
<<tearful>> you run to safety.
<br><br>
<<clotheson>>
<<endcombat>>
<<clearNPC bartend>>
<<destinationeventend>>
<</if>>
<<elseif $enemyhealth lte 0>>
The <<person1>><<person>> loses <<his>> footing and tumbles into the street, just as a car approaches. It swerves to avoid <<him>>, and collides with a street light.
<br><br>
The driver emerges, furious, and shouts at the <<person>>. <<tearful>> you seize the opportunity and run to safety.
<br><br>
<<clotheson>>
<<endcombat>>
<<clearNPC bartend>>
<<destinationeventend>>
<<else>>
<<set $rescued += 1>>
A car pulls up, and <<generate4>><<person4>><<person>> climbs out. "Leave the <<girl>> alone," <<he>> says. "Or you're gonna get beat."
<br><br>
The <<person1>><<person>> glares at the <<person4>><<person>>, incensed. "Who the fuck do you think you are?" <<he>> says, releasing you and marching over.
<br><br>
<<tearful>> you exploit the resulting shouting match and run to safety.
<br><br>
<<clotheson>>
<<endcombat>>
<<clearNPC bartend>>
<<destinationeventend>>
<</if>><<effects>>
<<He>> shrugs. "As you wish," <<he>> says. "You go careful though." <<He>> stomps out <<his>> cigarette and walks away.
<br><br>
<<endevent>>
<<destinationeventend>><<effects>>
The <<person>> stomps out <<his>> cigarette and starts to walk. "You live at the orphanage, right?"
<br><br>
<<if $rng gte 51 and $per_npc.bartend>>
<<loadNPC 1 bartend>>
You're at the end of Connudatus Street when a figure looms out of the dark, blocking your path. It's the <<person2>><<person>> who harassed you earlier.
<br><br>
The <<person1>><<person>> steps between you and folds <<his>> arms. The <<person2>><<person>> stops in <<his>> tracks. <<He>> glares at the <<person1>><<person>>, but thinks better of starting a fight. <<person2>><<He>> slinks back into the dark.
<br><br>
"Probably the last we'll see of <<him>>," the <<person1>><<person>> says. "But I'll stick around to be safe."
<br><br>
The rest of the journey is uneventful. The <<person1>><<person>> walks fast, but doesn't know the exact location of the orphanage so you end up taking the lead. <<He>> walks you up to the orphanage proper before bidding farewell.
<br><br>
<<else>>
The journey is uneventful. <<He>> walks fast, but doesn't know the exact location of the orphanage so you end up taking the lead. <<He>> walks you up to the orphanage proper before bidding you farewell.
<br><br>
<</if>>
<<endevent>>
<<if $per_npc.bartend>>
<<clearNPC bartend>>
<</if>>
<<link [[Next|Orphanage]]>><</link>>
<br><<set $outside to 0>><<effects>>
<<npc Briar>><<generate2>><<generate3>><<person1>>
<<pass 5>>
The car lurches into motion before you can get your bearings. "Darling," says a familiar voice. "Do calm down." It's Briar. <<He>> sits opposite. A <<person2>><<person>> and <<person3>><<person>> sit either side of you.
<br><br>
"I hear you've met my... colleague, Darryl," <<person1>>Briar continues. <<He>> lounges across three seats. "I do worry about <<nnpc_him "Darryl">>. Could I ask a favour of you? Keep an eye on the people around <<nnpc_him "Darryl">>. The security, the clientele, that sort of thing. It would ease my mind."
<br><br>
The car pulls to a stop. You're on Domus Street. The <<person2>><<person>> opens a door. "This your home? How cosy. Have a good
<<if Time.dayState is "day">>
day."
<<elseif Time.dayState is "night">>
night."
<<elseif Time.dayState is "dusk">>
evening."
<<else>>
morning."
<</if>>
<br><br>
You leave the car, and it drives away.
<br><br>
<<link [[Next|Domus Street]]>><<endevent>><</link>><<effects>><<set $location to "market">>
<<set $danger to random(1, 10000)>>
<<if $danger gte (14000 - $allure)>>
<<connudatusMarketsLewdEvents>>
<<elseif $rng gte 51>>
<<connudatusMarketsStatusEvents>>
<<else>>
<<connudatusMarketsProductsEvents>>
<</if>><<effects>>
<<if $phase is 1>>
Disgusted by the creep, you decide to leave the stall and continue your walk. The <<person1>><<person>> still stares as you leave, but doesn't do anything otherwise.<<gstress>><<gtrauma>><<garousal>><<stress 6>><<trauma 3>><<arousal 600>>
<br><br>
<<link [[Next|Connudatus Street]]>><<pass 15>><<endevent>><</link>>
<<else>>
You pretend to ignore the <<personsimple>>, but gently swing your hips, rubbing your ass on <<his>> hand. <<He>> takes the hint and starts to openly fondle you.<<garousal>><<arousal 600>>
<br><br>
"You're quite the naughty <<girl>>, aren't you? How about you come with me and we get to know each other a little better?"
<br><br>
<<link [[Agree|Connudatus Markets Hook Up Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<link [[Decline|Connudatus Markets Hook Up Decline]]>><</link>>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 200>>
The two of you distance yourselves from the busy market, walking into the nearby alley. "Not a hotel room, but you don't mind, right?" the <<person1>><<person>> says, <<his>> hands already running over your body.
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Connudatus Markets Hook Up Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Connudatus Markets Hook Up Sex]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<if $consensual>>
"Always nice finding a willing slut," the <<person1>><<person>> says, as you both fix your clothes. "Thanks, <<girl>>, hope to see you around again sometime," <<he>> adds before leaving.
<<else>>
"That's what you get for fighting back, bitch," the <<person1>><<person>> says as <<he>> fixes <<his>> clothes. "Better be more careful next time," <<he>> adds, before leaving the alley.
<</if>>
<<elseif $enemyhealth lte 0>>
With a final push, you manage to free yourself from the <<person1>><<person>>'s grasp, running away from the alley. <<He>> shouldn't follow you to the busy streets.
<<else>>
<<He>> pulls away from you, mumbling something about "stupid tease" under <<his>> breath, before redressing and leaving the alley without looking back.
<</if>>
<br><br>
<<clotheson>>
<<tearful>> you walk back to the streets.
<br><br>
<<endcombat>>
<<link [[Next|Connudatus Street]]>><<pass 15>><<endevent>><</link>><<effects>>
The <<person1>><<person>> scoffs and removes <<his>> hand.
<br><br>
"Fucking slut. Think you can lead people on and just walk away? You better watch your back," <<he>> says before leaving.<<gstress>><<gtrauma>><<stress 6>><<trauma 3>>
<br><br>
<<link [[Next|Connudatus Street]]>><<pass 15>><<endevent>><</link>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "danube">><<set $bikeStartCategory to "left">><<set $bikeStart to "danube">><<getTarget true>>
You are on Danube Street. The houses here are spacious and stately.
<<if Weather.dayState is "day">>
<<if Weather.precipitation is "rain">>
The rain has driven people indoors.
<<elseif Weather.precipitation is "snow">>
The snow has kept most indoors.
<<else>>
You hear activity from the walled gardens.
<</if>>
<<elseif Weather.dayState is "dawn">>
<<if Weather.precipitation is "rain">>
People hurry through the rain, out of large homes and into expensive cars.
<<elseif Weather.precipitation is "snow">>
The large gardens look picturesque in the early morning snow.
<<else>>
You see movement through the windows.
<</if>>
<<elseif Weather.dayState is "dusk">>
<<if Weather.precipitation is "rain">>
The rainclouds above cast an early gloom.
<<elseif Weather.precipitation is "snow">>
Snow settles for the night.
<<else>>
They cast creepy shadows in the dimming light.
<</if>>
<<elseif Weather.dayState is "night">>
<<if Weather.precipitation is "rain">>
You make out splotches of light from windows, far from the road.
<<elseif Weather.precipitation is "snow">>
Light casts through ornate windows, over the snow.
<<else>>
Light from the windows does little to alleviate the darkness.
<</if>>
<</if>>
<<if $halloween is 1>>
Some homes host extravagant Halloween displays.
<</if>>
<<streeteffects>>
<br><br>
<<if $exposed gte 1>>
<<exhibitionism "street">>
<</if>>
<<if $arousal gte $arousalmax>>
<<orgasmstreet>>
<</if>>
<<if $stress gte $stressmax and !$possessed>>
<<passoutstreet>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if ($danger gte (9900 - $allure) or $eventforced) and $eventskip is 0>>
<<eventsstreet>>
<<else>>
<<if $options.mapTop is true>>
<<map "danube">>
<br>
<</if>>
Places of interest
<br>
<<foresticon>><<link [[Forest (0:10)|Forest]]>><<pass 10>><<set $forest to 0>><<set $eventskip to 1>><</link>>
<br>
<<if $exposed lte 0 and $openinghours is 1>>
<<spaicon>><<link [[Spa (0:02)|Spa]]>><<pass 2>><</link>>
<br>
<<elseif $openinghours is 0>>
<<spaicon>><<link [[Spa (0:02)|Spa Lock]]>><<pass 2>><</link>>
<br>
<</if>>
<<if $syndromekylar gte 1>>
<<kylarmanoricon>><<link [[Kylar's Manor (0:02)|Manor Garden]]>><<pass 2>><</link>>
<br>
<</if>>
<<if $exhibitionismrun is "danube" and $exposed lte 1>>
<<oakicon>><<link [[Oak behind spa (0:02)|Danube Challenge]]>><<pass 2>><</link>>
<br>
<</if>>
<<if Time.dayState is "night">>
<<dooricon "danube">><<link [[Approach one of the houses (0:02)|Danube House Lock]]>><<pass 2>><</link>>
<br>
<<elseif $exposed lte 0>>
<<dooricon "danube">><<link [[Knock on one of the houses (0:02)|Danube House Knock]]>><<pass 2>><</link>>
<br>
<</if>>
<br>
<<if $exposed gte 1 and Time.dayState isnot "night">>
<<else>>
<<add_link "Travel<br>">><<hideDisplay>>
<<domus>>
<<wolf>>
<<connudatus>>
<<if $exposed lte 0>>
<<buswait>>
<</if>>
<<bike>>
<<loiter>>
<</if>>
<<add_link "<br>Alternate routes<br>">><<hideDisplay>>
<<residential>>
<<stormdrain>>
<<displayLinks>>
<<if $options.mapTop isnot true>>
<br>
<<map "danube">>
<</if>>
<</if>>
<</if>>
<<set $eventskip to 0>><<set $outside to 1>><<set $location to "oak">><<effects>>
<<if $exhibitionismrunon is 0>>
You walk behind the spa, and find the oak the note mentioned. It stands at the edge of the forest. This is where you were told to strip. There's no one around.
<br><br>
<<if hasSexStat("exhibitionism", 3)>>
<<link [[Strip|Danube Challenge Strip]]>><<set $phase to 0>><</link>><<exhibitionist3>>
<br>
<<else>>
<<insufficientStat "exhibitionism" "to do this">>
<br>
<</if>>
<<link [[Leave|Danube Street]]>><</link>>
<br>
<<else>>
You return to the oak tree behind the Spa. No one's around, and you can't be seen from the main road. You look into the tree branches. You can't see the camera, but you know it's there.
<br><br>
<<if hasSexStat("exhibitionism", 3)>>
<<link [[Strip|Danube Challenge 2]]>><</link>><<exhibitionist3>>
<br>
<<else>>
<<insufficientStat "exhibitionism" "to do this">>
<br>
<</if>>
<<link [[Leave|Danube Street]]>><</link>>
<</if>><<set $challengetimer to 10>>
<<set $outside to 1>><<set $location to "oak">><<effects>>
<<strip>>
<<if $phase is 0>>
You <<nervously>> remove your clothing as the note said, until you're stood naked, here on the outskirts of town.
<<else>>
You take a deep breath and glance around. This is a lot of money. You <<nervously>> remove your clothing as the note said, until you're stood naked, here on the outskirts of town.
<</if>>
<<exhibitionism3>>
Something flashes in the oak's branches. A camera. <<covered>> You feel your face heat up, but notice something else above you. A small parachute floats down, carrying a little box. You catch it. There's a note inside.
<br><br>
<i>It was nice working with you.</i>
<br><br>
There's <<moneyGain 100>> behind the paper. You get dressed as fast as your shaking hands will allow. You don't think anyone saw you. Except the camera.
<br><br>
<<set $exhibitionismrun to undefined>><<set $exhibitionismrunon to 1>>
<<link [[Leave|Danube Street]]>><<clotheson>><</link>>
<br><<effects>><<strip>>
You quickly take off all your clothes. You take one last look around, making sure no one's there to see your nudity. There's a flash from the tree's branches, just like last time. But you're not done yet.
<br><br>
<<if hasSexStat("exhibitionism", 5)>>
<<skinicon "masturbate">><<link [[Masturbate|Danube Challenge Masturbate]]>><<set $masturbationstart to 1>><</link>><<exhibitionist5>>
<<else>>
<<skinicon "masturbate">><<link [[Masturbate|Danube Challenge Masturbate]]>><<set $masturbationstart to 1>><<trauma 6>><<stress 12>><</link>><<ggtrauma>><<ggstress>>
<</if>>
<br>
<<getouticon>><<link [[Leave|Danube Street]]>><<clotheson>><</link>>
<br><<strip>><<effects>>
<<if $masturbationstart is 1>>
<<set $masturbationstart to 0>>
<<set $masturbationstat += 1>>
Shivering, you begin to pleasure yourself.
<<exhibitionism5>>
<<masturbationstart>>
<</if>>
<<masturbationeffects>>
<<masturbationactions>>
<<masturbationControls "orgasmcurrent">><<effects>><<set $challengetimer to 10>>
<<if $orgasmcurrent gte 1>>
<<fameexhibitionism 1>><<generate1>><<person1>>
You finish and catch your breath. Your skin is covered in a thin layer of sweat. It's not long before another parachute carrying a box descends towards you, same as last time. You open the box to find <<moneyGain 300>> and another note.
<br><br>
<i>Another good job. Here's your cash. Will contact you again.</i>
<br><br>
You take the money. You see some movement out of the corner of your eye. You turn. Standing there, right next to the sauna's back door, is a <<person1>><<person>>. <<He>> stares at you in shock, a cigarette dangling limply from <<his>> mouth. You are standing completely naked in front of <<him>>, and <<he>> can see everything. <<if hasSexStat("exhibitionism", 5)>><<ggarousal>><<arousal 1200>><<else>><<gtrauma>><<gstress>><<trauma 6>><<stress 6>><</if>>
<br><br>
<<if $speech_attitude is "bratty">>
You pick up your clothes to cover yourself, then yell at the <<person1>><<person>>. "Hey, fuck off!" That snaps <<him>> out of it, and <<he>> quickly leaves.
<<else>>
You yelp. You grab your clothes and run off, finding a quiet place to put your clothes back on.
<</if>>
<<endmasturbation>>
<<endcombat>>
<<set $exhibitionismrun to undefined>><<set $exhibitionismrunon to 2>><<clotheson>>
<<link [[Leave|Danube Street]]>><<endevent>><</link>>
<<else>>
You stop what you're doing. You wait for another balloon or another camera flash, but nothing happens. After a few minutes, you put on your clothes and walk away. The note said to orgasm, and you stopped before you came.
<br><br>
<<endmasturbation>>
<<endcombat>>
<<link [[Next|Danube Street]]>><<clotheson>><</link>>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "domus">><<set $bikeStartCategory to "left">><<set $bikeStart to "domus">><<getTarget true>>
You are on Domus Street. The orphanage is here. The street is dominated by small homes similar in appearance.
<<if Time.dayState is "day">>
<<if Weather.precipitation is "rain">>
People walk quickly, driven by the rain.
<<elseif Weather.isFreezing>>
People walk brisk against the cold.
<<else>>
People tend to their gardens and go about their business all along the street.
<</if>>
<<elseif Time.dayState is "dawn">>
<<if Weather.precipitation is "rain">>
It's busy. People are on their way to work, wearing raincoats or carrying umbrellas.
<<elseif Weather.isFreezing>>
It's busy. People are on their way to work, bundled against the cold.
<<else>>
It's busy. People are on their way to work.
<</if>>
<<elseif Time.dayState is "dusk">>
<<if Weather.precipitation is "rain">>
People return to their homes, eager to be out of the rain.
<<elseif Weather.isFreezing>>
People return to their homes, eager to be out of the cold.
<<else>>
People return to their homes, tired after a long day.
<</if>>
<<else>>
<<if Weather.precipitation is "rain">>
The street is dark, and drenched with the patter of rain.
<<elseif Weather.isFreezing>>
The street is dark and silent in the snow.
<<else>>
The street is dark and silent, save the occasional engine.
<</if>>
<</if>>
<<if $halloween is 1>>
Jack-o'-lanterns, skeletons, and spiders decorate the houses.
<</if>>
<<if Weather.isSnow>>
Snowmen stand in gardens.
<</if>>
<<streeteffects>>
<br><br>
<<if $exposed gte 1>>
<<exhibitionism "street">>
<</if>>
<<if $arousal gte $arousalmax>>
<<orgasmstreet>>
<</if>>
<<if $tutorial is 0 and $debug is 0>><<set $tutorial to 1>>
<<generate1>><<person1>>As you leave the orphanage you bump into a <<person>> passing by. <<He>> staggers back and looks at you with anger, but <<his>> rage turns to lechery as <<he>> beholds you. "You're the cutest thing I've seen all week! Come 'ere."
<br><br>
<<link [[Next|Tutorial]]>><<set $molestationstart to 1>><<set $tutorialExit to "Domus Street">><</link>>
<<else>>
<<if $stress gte $stressmax and !$possessed>>
<<passoutstreet>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $halloween is 1 and Time.monthDay is 31 and Time.hour gte 19 and C.npc.Whitney.state isnot "dungeon" and C.npc.Whitney.init is 1 and $halloween_whitney_proposed isnot 1 and !$possessed>>
<<set $halloween_whitney_proposed to 1>>
<<halloweenwhitney>>
<<elseif $averyDismissalScene and $averyDismissalSceneWait isnot 1 and Time.weekDay is 7 and Time.hour is 20>>
<<loadNPC 0 avery_sidepiece>><<person1>>
<<if $averyDismissalScene is 1>>
You see a <<person>> standing outside the orphanage wearing a
<<if $pronoun is "f">>
fancy gown. <<He>> paces around, trying to get used to being in heels.
<<else>>
sharp suit. <<He>> paces around, and it looks like <<hes>> trying to work off <<his>> nerves.
<</if>>
<span class = "blue">You recognise <<him>> now. <<Hes>> Avery's new date.</span>
<br><br>
As if on cue, you see a familiar car stopping nearby.
The <<personsimple>> excitedly walks over to it<<if $pronoun is "f">>, almost tripping in the process<</if>>.
You see <<him>> give Avery a peck on the lips as <<he>> climbs onboard. The door shuts, and the new couple drives away.
<<else>>
You bump into a <<person>>. "Oh! Sorry!" <<He>> frantically apologises, looking you over. <<He>> seems to recognise you, and smiles.
"Ah! I'm glad I ran into you. I never got to thank you for warning me about Avery." <span class = "blue">You recognise <<him>> now. <<Hes>> the <<personsimple>> Avery tried to replace you with.</span>
<br><br>
"It's funny, had you not warned me that day, I'd actually be out on a date with <<nnpc_him "Avery">> right now. You really helped me dodge a bullet."
<<He>> suddenly hugs you.
<br><br>
"I can't thank you enough. I'll see you around the orphanage!" <<stress -6>><<lstress>>
<</if>>
<<unset $averyDismissalScene>>
<<clearNPC avery_sidepiece>>
<br><br>
<<endevent>>
<<destinationeventend>>
<<elseif $adultshopgrandopening is true and $adultshopopeningevent is undefined and Time.hour gte 6 and Time.hour lte 20>>
<<set $adultshopopeningevent to true>>
<<generate1>><<person1>>
"Excuse me," says a voice to your right. It's a <<person>>. <<He>> holds out a flyer. 'Sirris' adult shop' is written across the top, above a collection of sex toys.
<br><br>
<span class="gold">"We're hosting a grand opening event, today only.</span> We're open until <<ampm 21 00>>. Hope you can make it."
<br><br>
<<He>> crosses the street to hand out a flyer to another pedestrian.
<br><br>
<<endevent>>
<<destinationeventend>>
<<elseif ($danger gte (9900 - $allure) or $eventforced) and $eventskip is 0>>
<<eventsstreet>>
<<else>>
<<if $options.mapTop is true>>
<<map "domus">>
<br>
<</if>>
<<if $averydate is 1 and Time.hour is 20 and $averydatedone isnot 1>>
Avery waits for you by <<nnpc_his "Avery">> car.
<br>
<<ind>><<link [[Date (1:20)|Avery Date]]>><</link>>
<br><br>
<</if>>
Places of interest
<br>
<<homeicon>><<link [[Go home (0:01)|Orphanage]]>><<pass 1>><</link>>
<br>
<<if Time.dayState is "night">>
<<dooricon "domus">><<link [[Approach one of the houses (0:02)|Domus House Lock]]>><<pass 2>><</link>>
<br>
<<elseif $exposed lte 0>>
<<dooricon "domus">><<link [[Knock on one of the houses (0:02)|Domus House Knock]]>><<pass 2>><</link>>
<br>
<</if>>
<<if ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled")) and Time.dayState is "night" and hasSexStat("promiscuity", 2)>>
<<tficon "demon">><<link [[Climb through a window (0:30)|Domus Window]]>><<pass 30>><</link>><<demon>>
<br>
<</if>>
<<if $exposed gte 2 and Time.dayState isnot "night" and hasSexStat("exhibitionism", 5)>>
<<dooricon "domus">><<link [[Beg for clothing (0:02)|Domus House Nude]]>><<pass 2>><</link>><<exhibitionist5>>
<br>
<</if>>
<<if $exposed gte 1 and Time.dayState isnot "night">>
<<else>>
<<add_link "Travel<br>">><<hideDisplay>>
<<barb>>
<<danube>>
<<if $exposed lte 0>>
<<buswait>>
<</if>>
<<bike>>
<<loiter>>
<br>
<</if>>
<<add_link "<br>Alternate Routes<br>">><<hideDisplay>>
<<residential>>
<<stormdrain>>
<<displayLinks>>
<<if $options.mapTop isnot true>>
<br>
<<map "domus">>
<</if>>
<</if>>
<</if>>
<</if>>
<<set $eventskip to 0>><<set $location to "alley">>
<<street2>><<effects>>
A girl with long brown hair sits on a bench at the side of the road, a basket on her lap, and a cup of tea in one hand. She smiles as you approach.
<br><br>
"Hello," she says. "Don't mind me. I'm just waiting for someone. Someone about to get in a lot of trouble." She pauses. "I think you will meet them in time, but I can introduce you early if you like. If you're feeling adventurous."
<br><br>
<<link [[Test new Avery scene|Sneaky Picnic Test]]>><</link>> (Will permanently progress Avery's arc if not already at this point.)
<br>
<<link [[Decline|Sneaky Picnic Decline]]>><</link>>
<br><<effects>>
<<if !$worn.upper.type.includes("formal") or !$worn.lower.type.includes("formal")>>
"You'll need to dress the part," the girl says. "Here." She takes a bundle of clothing from a tentacle within her basket, and throws it on you. "There we go!"
<<if $player.gender_appearance is "f">>
<<upperwear 7>>
<<else>>
<<upperwear 15>><<lowerwear 16>>
<</if>>
<br><br>
<</if>>
<<set $avery_location to 3>>
<<npc Avery>><<person1>>"Here <<he>> comes!" the girl says, pulling a newspaper from the basket and hiding behind it. "Break a leg!"
<br><br>
<<link [[Next|Avery Date]]>><<endevent>><</link>>
<br><<effects>>
The girl smiles again. "Understood. I hope you have a pleasant day." She takes a bite from a cheese sandwich.
<br><br>
<<link [[Next|Domus Street]]>><<set $eventskip to 1>><</link>>
<br><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "elk">><<set $bikeStartCategory to "right">><<set $bikeStart to "elk">><<getTarget true>>
You are on Elk Street. There are roads leading to several large industrial complexes.
<<if Time.dayState is "day">>
<<if Weather.precipitation is "rain">>
Water pings off metal all around.
<<elseif Weather.isFreezing>>
The sound of machinery is muffled by the snow.
<<else>>
You hear the sound of machinery all around.
<</if>>
<<elseif Time.dayState is "dawn">>
<<if Weather.precipitation is "rain">>
You can't hear the rain behind the groaning of large machines, awaking from their slumber.
<<elseif Weather.precipitation is "snow">>
You hear muffled groans all around, large machines awaking from their slumber.
<<else>>
Large machines groan all around, awaking from their slumber.
<</if>>
<<elseif Time.dayState is "dusk">>
<<if Weather.precipitation is "rain">>
Workers hurry through the rain, done for the day.
<<elseif Weather.precipitation is "snow">>
Machines continue to rumble, the sound muffled by the snow.
<<else>>
The groaning of machinery is quieter at this hour, but never fades completely.
<</if>>
<<elseif Time.dayState is "night">>
<<if Weather.precipitation is "rain">>
An occasional metallic groan pierces the sound of the rain.
<<elseif Weather.precipitation is "snow">>
Though muffled by the snow, you can hear the sound of machinery even at this hour.
<<else>>
You hear the sound of machinery even at this hour.
<</if>>
<</if>>
<<streeteffects>>
<br><br>
<<if $exposed gte 1>>
<<exhibitionism "street">>
<</if>>
<<if $arousal gte $arousalmax>>
<<orgasmstreet>>
<</if>>
<<if $stress gte $stressmax and !$possessed>>
<<passoutstreet>>
<<elseif $compound_breakout is undefined and ($museumAntiques.antiques.antiquewhitecrystal is "found" or $museumAntiques.antiques.antiquewhitecrystal is "talk" or $museumAntiques.antiques.antiquewhitecrystal is "museum")>>
<<set $compound_breakout to 1>>
<<generate1>><<generate2>><<person1>>
A <<person>> in a white uniform runs across the road, forcing oncoming traffic to screech to a halt. <<He>> carries a long pole in both hands, with a small net on the end. A small creature runs ahead of <<him>>. <<He>> swings the net in an arc, but it finds empty space as the creature escapes down a drain.
<br><br>
<<He>> curses, then looks at the surrounding traffic and pedestrians observing <<him>>. "Nothing to see fo-" <<he>> begins, but a bang from within the nearby compound interrupts <<him>>. A plume of white smoke billows into the air, and two more small creatures dart through the fence. <<He>> takes off after one of them, net held aloft.
<br><br>
<<link [[Next|Elk Street]]>><<endevent>><</link>>
<br>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if ($danger gte (9900 - $allure) or $eventforced) and $eventskip is 0>>
<<eventsstreet>>
<<else>>
<<if $options.mapTop is true>>
<<map "elk">>
<br>
<</if>>
Places of interest
<br>
<<if $trash_unlocked is 1>>
<<landfillicon>><<link [[Landfill (0:10)|Trash]]>><<pass 10>><<set $trash to 0>><</link>>
<br>
<<else>>
<<landfillicon>><<link [[Landfill (0:05)|Trash Gate Enter]]>><<pass 5>><</link>>
<br>
<</if>>
<<if $daily.compoundState is 1>>
<span class="blue">The compound is prowled by guards.</span> They'll be less agitated tomorrow.
<br>
<<elseif $compoundcard is 2>>
<<if $wraithCompoundEvent>>
<<hallucinogen 5>>
<span class="pink">A faint mist hangs over the compound.</span>
<br>
<</if>>
<<compoundicon>><<link [[Sneak into the compound (0:02)|Elk Compound]]>><<pass 2>><<crimeUp 30 "trespassing">><</link>><<crime "trespassing">>
<br>
<<if $farm_stage gte 9 and $phials_held gte 1 and $exposed lte 0>>
<<compoundicon>><<link [[Approach the compound (0:01)|Elk Compound Approach]]>><<pass 1>><</link>>
<br>
<</if>>
<<elseif ($compoundcard is 1 or $farm_stage gte 9) and $exposed lte 0>>
<<compoundicon>><<link [[Approach strange compound (0:01)|Elk Compound Approach]]>><<pass 1>><</link>>
<br>
<</if>>
<<if $adultshopunlocked is undefined>>
<<if $adultshopgrandopening is true>>
<<shopicon "adult">><<link [[Attend the adult shop grand opening (1:00)|Adult Shop Opening]]>><<pass 10>><</link>>
<<else>>
<<shopicon "dilapidated">><<link [[Dilapidated Shop (0:01)|Dilapidated Shop]]>><<pass 1>><</link>>
<</if>>
<br>
<<elseif $exposed lte 0 or (Time.hour gte 21 or Time.weekDay is 1 or (Time.weekDay is 7 ? Time.hour lt 9 : Time.hour lt 16))>>
<<if $adultShop.ban gt 0>>
<<shopicon "adult">><<link [[Adult Shop (0:01)|Adult Shop Guard]]>><<pass 1>><</link>>
<br>
<<else>>
<<getadultshopstate>>
<<if $adultshopstate is "closed">>
<<shopicon "adult">><<link [[Adult Shop (0:01)|Adult Shop Lock]]>><<pass 1>><</link>>
<<else>>
<<adultshopentryevent>>
<</if>>
<br>
<</if>>
<</if>>
<br>
<<if $exposed gte 1 and Time.dayState isnot "night">>
<<else>>
<<add_link "Travel<br>">><<hideDisplay>>
<<nightingale>>
<<oxford>>
<<harvest>>
<<if $exposed lte 0>>
<<buswait>>
<</if>>
<<bike>>
<<loiter>>
<</if>>
<<add_link "<br>Alternate routes<br>">><<hideDisplay>>
<<industrial>>
<<stormdrain>>
<<displayLinks>>
<<if $options.mapTop isnot true>>
<br>
<<map "elk">>
<</if>>
<</if>>
<</if>>
<<set $eventskip to 0>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>>
<<ganginit>>You feel something probing your nethers. Hands reach out from all around.
<br>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate 1>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $alarm is 1 and _combatend is true>>
<<if $rescue is 1>>
<span id="next"><<link [[Next|Gang]]>><</link>></span><<nexttext>>
<<else>>
<<set $alarm to 0>>
<br><br>
<<if $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Gang]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0>>
<span id="next"><<link [[Next|Gang]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Gang]]>><</link>></span><<nexttext>>
<</if>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax and _combatend is true>>
<span id="next"><<link [[Next|Gang]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0 and _combatend is true>>
<span id="next"><<link [[Next|Gang]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Gang]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 1>><<effects>>
<<if $phase is 0>>
You take cover under a parked car. The footsteps grow louder and you soon see a pair of feet march past. Heart racing, you wait for the footsteps to fade before continuing.
<<garousal>>
<br><br>
<<arousal 50>>
<<endevent>>
<<destinationeventend>>
<</if>>
<<if $phase is 1>>
<<if $rng lte 80>>
<<arousal 50>>
You keep to the side of the road opposite the footsteps and soon see a <<person>> step into the glow of a street light. Fortunately <<he>> seems to be in a hurry and doesn't notice your skulking. Your heart continues to beat rapidly.
<<garousal>>
<br><br>
<<endevent>>
<<destinationeventend>>
<<else>>
<<arousal 50>>
You keep to the side of the road opposite the footsteps and soon see a <<person>> step into the glow of a street light.
<br><br>
Unfortunately the darkness isn't as concealing as you hoped. <<He>> spots you in your embarrassing state of dress. Ashamed, you break into a run, followed by <<his>> whistling.
<<trauma 2>><<garousal>><<gtrauma>>
<br><br>
<<endevent>>
<<destinationeventend>>
<</if>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<strangeman2init>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate 1>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $alarm is 1 and $rescue is 0 and _combatend is true>>
<<set $alarm to 0>>
<br><br>
<<if $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|StreetEx2 Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0>>
<span id="next"><<link [[Next|StreetEx2 Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|StreetEx2]]>><</link>></span><<nexttext>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax and _combatend is true>>
<span id="next"><<link [[Next|StreetEx2 Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0 and _combatend is true>>
<span id="next"><<link [[Next|StreetEx2 Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|StreetEx2]]>><</link>></span><<nexttext>>
<</if>><<widget "pantsdowntime">>
<<if $pantsdowntimer is 0>>
A crowd has quickly formed around you, spectating your humiliation.
<<elseif $pantsdowntimer is 1>>
It must have been more than a half an hour since Whitney left the scene. The crowd has grown in size since then.
<<elseif $pantsdowntimer is 2>>
It's been more than an hour since Whitney left you. The small crowd has grown into a large one.
<<elseif $pantsdowntimer is 3>>
It's been more than an hour and a half since Whitney left you. A huge crowd has formed, completely surrounding you. They've grown even bolder and louder.
<<elseif $pantsdowntimer is 4>>
It's been over two hours since Whitney left, and still hasn't returned. You wonder if <<nnpc_hes "Whitney">> ever going to come back. A huge crowd has formed, completely surrounding you. The crowd and traffic has reached its largest size. You are surrounded by cars and shoppers.
<<else>>
You've lost track of how long it's been since Whitney left. Everyone in town must have seen your exposed genitals and naked butt at this point. Somehow the crowd hasn't gotten any smaller.
<</if>>
<</widget>>
<<widget "pantsdownevents">>
<<switch $pantsdowntimer>>
<<case 1>>
<br><br>
Your heart is racing. You can feel the air between your legs and on your exposed butt. You get stares, shouts, and taunts. Most people only stay to look for a few seconds, many taking photos before moving on, but a few have stopped to stare.
<<case 2>>
<br><br>
You are starting to sweat, despite the cool air on your skin. There's no sign of Whitney yet, and a small crowd has formed around you. The strangers in front of you are staring directly at your <<genitals>>, while the ones behind you are getting an unobstructed view of your ass. So many pictures are being taken.
<<case 3>>
<br><br>
A larger crowd has now surrounded you. Almost everyone has their phones out, taking pictures and videos. You're so embarrassed, you wonder how long you can stand like that, with the whole city seeing you like this.
<<case 4>>
<br><br>
You are shaking with embarrassment. The crowd has grown larger. All you can hear are their taunts, jeers, and shouts. A few have even gotten bold enough to run up and give you a spank on your bare ass. It would be easy to end this, but obediently, you still haven't covered yourself.
<<case 5>>
<br><br>
You're so embarrassed you start to feel dizzy. All you can see and hear is the huge crowd that has formed around you. So many pictures and videos have been taken, the whole city must have seen you exposed like this.
<<case 6>>
<br><br>
You're in a daze, beyond embarrassed. You've lost track of time. The crowd has grown even larger and Whitney still hasn't returned. You wonder if you'll stand like that forever.
<</switch>>
<br><br>
<</widget>>
<<widget "pantsdowncomments">>
Someone in the crowd speaks.
<<rng 11>>
<<switch $rng>>
<<case 1>>
"What a delinquent, standing in the street exposed like that."
<<case 2>>
"Do you think <<pshes>> in trouble? Should we help <<phim>>?"
<<case 3>>
"I go to school with <<phim>>, I'm going to show these pictures to everyone!"
<<case 4>>
"<<pShe>> has a really great ass."
<<case 5>>
"<<pShe>> goes to my school, bet <<pshes>> never gonna show <<pher>> face again."
<<case 6>>
"I bet <<pshes>> enjoying this, getting off on us seeing <<pher>> like this."
<<case 7>>
"<<pHer>> bum looks very spankable."
<<case 8>>
"That's disgusting, what a pervert."
<<case 9>>
"I bet this is some sort of performance art."
<<case 10>>
"I just posted pics of <<pher>> online, <<pshes>> already got over a thousand views!"
<<case 11>>
"I can't stop staring at <<pher>> perfect bottom."
<</switch>>
<br><br>
<</widget>>
<<widget "pantsdowngender">>
Someone in the crowd speaks.
<<if $player.penisExist and (!$player.vaginaExist or $rng gte 51)>>
<<if $arousal gte 6000>>
<<rng 3>>
<<switch $rng>>
<<case 1>>
"Oh my god, <<pshes>> getting hard!"
<<case 2>>
"I knew <<pshe>> was a pervert, look at <<pher>> erection!"
<<case 3>>
"This is disgusting, <<pshes>> hard in the middle of the sidewalk."
<</switch>>
<<else>>
<<if $player.penissize lte 1>>
<<rng 3>>
<<switch $rng>>
<<case 1>>
"Is that a penis? I can barely tell!"
<<case 2>>
"<<pShe>> has such a cute little dick."
<<case 3>>
"What an embarrassing microdick!"
<</switch>>
<<else>>
<<rng 3>>
<<switch $rng>>
<<case 1>>
"<<pHer>> dick is pretty nice, actually."
<<case 2>>
"That's a longer cock than I expected."
<<case 3>>
"That's a very nice penis."
<</switch>>
<</if>>
<</if>>
<<else>>
<<if $arousal gte 6000>>
<<if $rng gte 51>>
"Oh my, <<pshes>> getting wet!"
<<else>>
"I can see how turned on <<pshe>> is, look at <<pher>> pussy!"
<</if>>
<<else>>
<<rng 5>>
<<switch $rng>>
<<case 1>>
"I can see <<pher>> whole pussy, <<pshes>> not even trying to cover it."
<<case 2>>
"Lift up your top! Let's see those titties."
<<case 3>>
"<<pShe>> has a very pretty pussy."
<<case 4>>
"I want to see <<pher>> boobs too!"
<<case 5>>
"Come over here, from this angle you get the best view of <<pher>> pussy."
<</switch>>
<</if>>
<</if>>
<br><br>
<</widget>>
<<widget "pantsdownlewd">>
<<rng 5>>
<<switch $rng>>
<<case 1>>
A food truck has pulled up on the street right next to you, taking advantage of the crowd you've gathered.
<br><br>
A line forms right next to you. Soon, even more people are drawn into the crowd, waiting to order. They all get a perfect view of you in your undressed state while they wait in line.
<br><br>
<<link [[Next|High Public Pants Down Stay]]>><</link>>
<<case 2>>
Traffic is slow on the street in front of you. You see a bus passing by you, full of passengers. A line of people crowd the windows, all eager to get a good look at you.
<br><br>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Flaunt|High Public Pants Down Flaunt]]>><</link>><<ggarousal>><<arousal 1200>><<exhibitionist5>>
<br>
<</if>>
<<if hasSexStat("exhibitionism", 5) and $player.breastsize gte 5 and $leftarm isnot "bound" and $rightarm isnot "bound">>
<<link [[Expose yourself further|High Public Pants Down Expose]]>><</link>><<ggarousal>><<arousal 1200>><<exhibitionist5>>
<br>
<</if>>
<<link [[Do nothing|High Public Pants Down Nothing]]>><</link>>
<<case 3>>
<<generatey1>>
A <<person1>><<person>> walks up to you with a lustful look in <<his>> eyes. Reaching out, <<he>> attempts to pull up your shirt and expose you further.
<br><br>
<<link [[Let <<him>>|High Public Pants Down ExLet]]>><<trauma 1>><<arousal 600>><</link>><<gtrauma>><<garousal>>
<br>
<<if $leftarm isnot "bound" and $rightarm isnot "bound">>
<<link [[Stop <<him>>|High Public Pants Down ExStop]]>><</link>><<athleticsdifficulty 1 1000>>
<<else>>
<span class="blue">With your arms bound, you can't stop <<him>>.</span>
<</if>>
<<case 4>>
<<generate1>>
A <<person1>><<person>> walks right up to you with a lustful look in <<his>> eye.
<br><br>
"This must be making you horny," <<he>> says, licking <<his>> lips. "I bet you get your kicks out of exposing yourself in public like this. Let's find out, shall we?" <<He>> reaches <<his>> hand to your genitals.
<br><br>
<<link [[Let <<him>>|High Public Pants Down MoLet]]>><<trauma 1>><<arousal 600>><</link>><<gtrauma>><<garousal>>
<br>
<<if $leftarm isnot "bound" and $rightarm isnot "bound">>
<<link [[Stop <<him>>|High Public Pants Down MoStop]]>><</link>><<athleticsdifficulty 1 1000>>
<<else>>
<span class="blue">With your arms bound, you can't stop <<him>>.</span>
<</if>>
<<case 5>>
<<generatey1>><<generatey2>>
A <<person1>><<person>> turns to <<his>> friend, a <<person2>><<person>>. "Take a picture of us together," <<he>> says.
<br><br>
The <<person1>><<person>> walks up to you and stands beside you. To your amazement, <<he>> <<if $NPCList[0].pronoun is "f">>lifts <<his>> skirt up and pulls <<his>><<else>>pulls <<his>> pants and<</if>> underwear down, exposing <<himself>> like you. You hear a cheer from the crowd around you. <<He>> poses next to you as <<his>> friend readies the camera.
<br><br>
<<link [[Just stand there|High Public Pants Down Stand]]>><</link>>
<br>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Pose|High Public Pants Down Pose]]>><</link>><<exhibitionist5>>
<br>
<<if $leftarm isnot "bound" and $rightarm isnot "bound">>
<<link [[Expose yourself further|High Public Pants Down PhExpose]]>><</link>><<exhibitionist5>>
<</if>>
<</if>>
<</switch>>
<<set $eventskip to 1>>
<</widget>><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>><<hand_gag 0 left>>
<<set $audienceforceteen to 1>>
You grab Whitney's hands and push them away. Whitney angrily tries to push past your hands, but you keep pushing back.
<br><br>
"If you don't wanna have fun, I'll just make you," <<he>> snorts.
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|High Public Pants Down Push End]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|High Public Pants Down Push]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyhealth lte 0>>
Whitney recoils in pain. <<He>> curses and runs off, leaving you alone once again.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|High Street]]>><<endevent>><</link>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation "short">>
Whitney moans as <<he>> comes. <<He>> pants for a few seconds.
<br><br>
"All right slut, I'll let you go this time. But soon enough I'll expose you in front of the whole town."
<br><br>
<<He>> walks off, leaving you alone again.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|High Street]]>><<endevent>><</link>>
<<else>>
Beaten and bruised, you can do nothing as Whitney does what <<he>> wants with you.
<br><br>
<<endcombat>>
<<npc Whitney>><<person1>>
<<link [[Next|High Public Pants Down Still]]>><</link>>
<</if>><<effects>>
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
<<set $skirt to 1>>
<<if $leftarm isnot "bound" and $rightarm isnot "bound">>
You gasp as <<he>> pulls up your skirt, entirely exposing you from the waist down.
<br><br>
"Hold this," <<he>> says, "And hold it up high." <<He>> puts the hem in your hands.
<br><br>
<<else>>
You gasp as <<he>> pulls down your skirt, entirely exposing you from the waist down.
<br><br>
<</if>>
<<else>>
<<He>> reaches down and slips <<his>> fingers into your <<bottoms>>. You gasp as <<he>> pulls your <<bottoms>> down.
<br><br>
<</if>>
<<if $worn.under_lower.type.includes("naked")>>
<<He>> smiles at your lack of underwear. "I'm proud of you, slut."<<glove>><<npcincr Whitney love 1>>
<br><br>
<<elseif $worn.under_lower.reveal gte 500>>
Whitney smiles at your skimpy underwear.
<br><br>
"These are cute. I like how much they show. But right now they're in the way."
<br><br>
<<He>> grabs your underwear and pulls them down too.
<br><br>
<<else>>
Whitney scoffs when <<he>> sees your underwear. "I'm disappointed in you, slut," <<he>> says <<if $worn.under_lower.plural isnot 1>>"This is so boring. It<<else>>"These are so boring. They<</if>> won't do at all." <<He>> slips <<his>> fingers into your underwear. Slowly, <<he>> pulls <<if $worn.under_lower.plural isnot 1>>it<<else>>them<</if>> down too.
<br><br>
<</if>>
<<link [[Next|High Public Pants Down Still 2]]>><</link>><<effects>><<lowerstrip>><<underlowerstrip>>
<<set $pantsdowntimer to 0>>
<<if Time.dayState is "day">>
You feel the sunlight shining on your bare butt.
<<else>>
You feel the breeze on your exposed genitals and naked ass.
<</if>>
<br><br>
<<if $leftarm isnot "bound" and $rightarm isnot "bound">>
<<if $speech_attitude is "meek">>
<<if $skirt is 1>>
Whitney steps back, admiring <<his>> work. You stand there obediently with your skirt held up<<if !$worn.under_lower.type.includes("naked")>> and your underwear around your ankles<</if>>. Your genitals and butt are exposed to the whole sidewalk.
<<else>>
Whitney steps back, admiring <<his>> work. You stand there obediently with your pants around your ankles, your genitals and butt exposed to the whole sidewalk.
<</if>>
<<elseif $speech_attitude is "bratty">>
<<if $skirt is 1>>
You let the skirt drop back down. "Nuh-uh, hold it up," <<he>> says. Whitney grabs the hem of your skirt again and forces it back into your hands.
<<else>>
You bend down to pull up your pants. Whitney smacks your hands away and pulls you up.
<br><br>
"Nuh-uh," <<he>> says. "I want you to stay right like this."
<</if>>
<<else>>
<<if $skirt is 1>>
Slowly, unsurely, you try to lower your skirt back down.
<br><br>
"Nope," <<he>> says, forcing your hands back up. "Hold it up, high as you can."
<<else>>
You cover your genitals with your hands, trying to get some modesty back.
<br><br>
"Nuh-uh, don't cover yourself," <<he>> says.
<br><br>
Whitney grabs your wrists and places both arms by your sides. "I want everyone to see everything."
<</if>>
<</if>>
<br><br>
<</if>>
You shudder as you feel the air on your most intimate areas. People turn and stare as they walk by. You immediately hear several cars honk at your exposure.
<br><br>
"Gonna go on a little shopping trip," <<he>> says. "I want you to stay right here, just like this, until I get back. Don't even think about leaving, I'll know if you do." <<He>> gropes your ass for a few seconds before walking off. You watch <<him>> turn a corner out of sight.
<br><br>
<<endevent>>
<<link [[Keep standing there|High Public Pants Down Stay]]>><<trauma 6>><<arousal 600>><<sub 1>><<npcincr Whitney dom 1>><</link>><<garousal>><<gtrauma>><<gdom>>
<br>
<<if $leftarm isnot "bound" and $rightarm isnot "bound">>
<<if $skirt is 1>>
<<link [[Let go of your skirt|High Public Pants Down Pull]]>><<clotheson>><<npcincr Whitney dom -1>><</link>><<ldom>>
<<else>>
<<link [[Pull your pants up|High Public Pants Down Pull]]>><<clotheson>><<npcincr Whitney dom -1>><</link>><<ldom>>
<</if>>
<<else>>
<<link [[Walk out of your clothes|High Public Pants Down Walk]]>><<trauma 1>><<stress 6>><</link>><<gtrauma>><<gstress>>
<</if>><<effects>>
As soon as Whitney is out of sight, you decide to yourself that you're not going to go through this humiliation.
<br><br>
You walk away from the scene, hoping you don't accidentally run into Whitney later.
<br><br>
<<link [[Next|High Street]]>><<unset $skirt>><</link>><<effects>>
You fix your clothing, deciding to end the humiliating ordeal. Several in the crowd groan when you cover yourself, but you pay no attention to them. You walk away from the scene, hoping not to run into Whitney.
<br><br>
<<link [[Next|High Street]]>><<unset $skirt>><</link>><<effects>><<set $pantsdownending to random(1,10)>>
<<if $pantsdownending gte 10 and $pantsdowntimer gte 1>>
<<unset $pantsdownending>>
<<unset $pantsdowntimer>>
<<npc Whitney>><<person1>>
After enough time has passed, Whitney returns, cigarette in hand.
<br><br>
<<He>> laughs as soon as <<he>> sees you're still standing there with your <<if $skirt is 1>>skirt held up<<else>>pants down<</if>>.
<br><br>
Whitney walks up to you. "You're still here?" <<he>> asks. "Honestly, I had forgotten about you, slut. Did you have fun standing out here with your bits all exposed?"
<br><br>
<<He>> points towards the crowd. "You've got a lot of fans enjoying the show." <<He>> gropes your bum again for several seconds as the crowd watches on in excitement. "You can put your clothes on now," <<he>> says. "You were a good slut today."<<gglove>><<npcincr Whitney love 2>>
<br><br>
<<if $whitneyromance is 1>>
Whitney turns to the crowd. "This is my <<girlfriend>>," <<he>> says. "I hope you all enjoyed the show. You can look all you want, but you should all know I'm the only one who gets to touch."
<br><br>
Whitney runs <<his>> finger along your exposed genitals, as if to illustrate the point further. You shudder from the arousal. Several people cheer.
<br><br>
<</if>>
<<He>> pats you on the head and walks away, leaving you alone once more. Red-faced, you fix your clothing, ending your humiliation.
<br><br>
<<link [[Next|High Street]]>><<endevent>><<clotheson>><<unset $skirt>><</link>>
<<elseif $pantsdowntimer gte 6>>
<<unset $pantsdownending>><<unset $pantsdowntimer>><<generatey2>><<person2>>
<<if Time.dayState is "night">>
<<if $leftarm isnot "bound" and $rightarm isnot "bound">>
Night has fallen, and there's still no sign of Whitney. The crowd has thinned as people have grown bored of your endeavours and gone home. You've been standing there with your genitals and bare butt exposed all day.
<br><br>
You decide that is enough, and starts fixing your clothing. The few remaining audience members clap as you get dressed. A <<person2>><<person>> speaks up.
<br><br>
"That was an amazing show," <<he>> says. "Will you be here again sometime soon?"<<gstress>><<stress 6>>
<br><br>
You ignore <<his>> comment and opt to walk away instead, feeling red-faced and embarrassed, but you can't help but feel a little thrilled as well. What you did here today was daring.
<br><br>
<<link [[Next|High Street]]>><<endevent>><<clotheson>><<unset $skirt>><</link>>
<<else>>
Night has fallen, and there's still no sign of Whitney. The crowd has thinned as people have grown bored of your endeavours and gone home. You've been standing there with your genitals and bare butt exposed all day.
<br><br>
You don't think Whitney is going to come back, but you can't fix your clothing with your arms bound like this. The only way you can go anywhere is if you leave your bottoms behind.
<br><br>
Taking a deep breath, you step out of your bottoms, leaving yourself completely naked from the waist down. There's less people around than during the day, but still plenty of people who can see your fully exposed genitals and naked butt, which you are unable to cover.
<br><br>
You run down the street, enduring the laughs and jeers as people see your naked areas.<<gtrauma>><<gstress>><<trauma 1>><<stress 6>>
<br><br>
<<link [[Next|High Street]]>><<endevent>><<unset $skirt>><<lowerruined>><<underlowerruined>><<clothesruinstat>><</link>>
<</if>>
<<else>>
You've lost track of how long you've been standing there.
<br><br>
You've gone from embarrassed to bored, and your feet are starting to hurt. Even the crowds seem to have lost interest in your display. You still get curious people coming by and taking pictures, but the energy has died down. You're not getting the shouts, jeers, and taunts like you did before.
<br><br>
Finally, deciding you've had enough, you <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>let your skirt drop<<else>>bend down and pull your bottoms up<</if>> and fix your clothing, finally covering yourself. A few people clap, as if you've just finished a show. Red-faced, you walk off, with Whitney nowhere to be seen.
<br><br>
<<link [[Next|High Street]]>><<endevent>><<clotheson>><<unset $skirt>><</link>>
<</if>>
<<else>>
<<set $danger to random(1, 17000)>>
<<if $danger gte (17000 - $allure) and $pantsdowntimer gte 1 and $eventskip isnot 1>>
<<pantsdownlewd>>
<<else>>
<<set $eventskip to 0>><<fameexhibitionism 1>>
<<if $arousal gte 10000>>
You can't take it anymore and cum, right in front of the whole crowd.
<br><br>
<<orgasm>>
<<if $femaleclimax or _deniedOrgasm>>
Your lack of ejaculation only makes the situation more humiliating. Some cheer and applaud, some whisper among themselves curiously, while the others voice their disgust yet keep watching. Your face turns crimson red.
<<gtrauma>><<gstress>><<trauma 1>><<stress 6>>
<<else>>
Your juices squirt onto the pavement. Some cheer and applaud, while others voice their disgust but keep watching. Your face turns crimson red. You've never been so humiliated.<<gtrauma>><<gstress>><<trauma 1>><<stress 6>>
<</if>>
<br><br>
<</if>>
<<if $skirt is 1>>
You are standing in public <<if $leftarm isnot "bound" and $rightarm isnot "bound">>holding your skirt up<<else>>with your skirt around your ankles<</if>>, exposing yourself to the whole street. <<pantsdowntime>>
<<else>>
You are standing on the public sidewalk with your bottoms around your ankles, exposing your <<genitals>> and naked butt to everyone passing by. <<pantsdowntime>>
<</if>>
<<pantsdownevents>>
<<if $rng gte 51>>
<<pantsdowngender>>
<<else>>
<<pantsdowncomments>>
<</if>>
<<link [[Wait (0:30)|High Public Pants Down Stay]]>><<arousal 600>><<stress 6>><<pass 30>><<set $pantsdowntimer += 1>><</link>><<garousal>><<gstress>>
<br>
<<if $leftarm isnot "bound" and $rightarm isnot "bound">>
<<link [[Leave|High Public Pants Down Leave]]>><</link>>
<<else>>
<<link [[Leave|High Public Pants Down Walk]]>><</link>><<note "You wouldn't be able to recover your clothes" "blue">>
<</if>>
<</if>>
<</if>><<effects>><<fameexhibitionism 10 "pic">>
Shuffling your feet awkwardly, you turn around and bend over, giving the whole bus a better view of your naked ass. You peek back, only to see that every passenger has their phone out.<<exhibitionism5>>
It's impossible to make out their words from within the bus, you can tell by their body language that they are excited. A few minutes pass, and half the passengers get off and join the crowd.
<br><br>
<<link [[Next|High Public Pants Down Stay]]>><<endevent>><</link>><<effects>><<fameexhibitionism 15 "pic">>
Feeling bold, you <<if $skirt is 1>>gather your skirt with one hand and lift up your $worn.upper.name with the other<<else>>lift up your $worn.upper.name<</if>>, exposing your naked <<if $worn.under_upper.type.includes("naked")>><<breasts>><<else>>bra<</if>>.<<exhibitionism5>>
The passengers in the bus go wild. They all have their phones out, getting as much footage as possible. A few minutes pass, and half the passengers get off and join the crowd.
<br><br>
<<link [[Next|High Public Pants Down Stay]]>><<endevent>><</link>><<effects>><<fameexhibitionism 5 "pic">>
You endure their gazes as they crowd the left side of the bus to get a good look at you.
<br><br>
Even as oncoming traffic passes by, some of them motion for the bus driver to stop. They are surprisingly successful, and the bus driver waits for them to finish. You notice half the passengers get off the bus early and join the crowd before the bus pulls away.
<br><br>
<<link [[Next|High Public Pants Down Stay]]>><<endevent>><</link>><<effects>><<fameexhibitionism 2>>
<<He>> pulls up your $worn.upper.name, exposing your <<if $worn.under_upper.type.includes("naked")>><<breasts>><<else>>$worn.under_upper.name<</if>> to the whole crowd. Everyone cheers at your further exposure.
<br><br>
The <<person1>><<person>> holds up your top for several minutes. You can feel the air on your exposed chest. Your audience rushes to take pictures of you, even more exposed than you were a few moments ago.<<ggstress>><<stress 12>>
<br><br>
After a while the <<person1>><<person>> lets your top fall back in place and walks off, laughing.
<br><br>
<<link [[Next|High Public Pants Down Stay]]>><<endevent>><</link>><<effects>>
<<if $athleticsSuccess>>
<span class="green">You grab <<his>> hand as <<he>> reaches for your shirt</span>. You're able to twist <<his>> wrist, causing <<him>> to yelp and quickly retract <<his>> hand.
<br><br>
"Stupid slut," <<he>> shouts. "You've already exposed yourself, why are you hiding your chest?"
<br><br>
In a fit of anger, <<he>> storms off. The crowd looks a little more wary of you, but most linger and keep taking photos.
<<else>>
<<fameexhibitionism 2>>
<span class="red">You try to grab <<his>> wrist, but <<he>> just swats your hands away</span>. You can't stop <<him>> from grabbing your $worn.upper.name and lifting it up, exposing your <<if $worn.under_upper.type.includes("naked")>><<breasts>><<else>>$worn.under_upper.name<</if>> to the whole crowd.
<br><br>
Your audience cheers and takes pictures of your exposed chest. Your face goes even redder as you're even further exposed in public.<<ggtrauma>><<trauma 2>>
<br><br>
After a few minutes the <<person1>><<person>> finally lets go of your top and walks away, laughing.
<</if>>
<br><br>
<<link [[Next|High Public Pants Down Stay]]>><<endevent>><</link>><<effects>><<fameexhibitionism 1 "pic">>
The <<person2>><<person>> snaps several photos of you two, exposed together in public.
<br><br>
"Go around and take a pic from behind," the <<person1>><<person>> says.
<br><br>
<<His>> friend walks around you both, making sure to snap as many pictures as <<person2>><<he>> can of you two. <<He>> turns <<his>> head to face the camera. The <<person2>><<person>> manages to snap a picture of both of your butts together.
<br><br>
"Thanks so much," <<he>> says, beaming with excitement. "This is going on all my socials!"
<br><br>
You think of something to say in response, but you decide to leave things be when the <<person1>><<person>> fixes <<his>> clothing and walks off with <<his>> friend.
<br><br>
<<link [[Next|High Public Pants Down Stay]]>><<endevent>><</link>><<effects>><<fameexhibitionism 2 "pic">>
You pose with the <<person1>><<person>> standing besides you, giving your best smile for the camera. <<He>> giggles in delight.<<exhibitionism5>>
"Thanks so much!" <<he>> says, beaming with excitement. "Let's do one from behind too!"
<br><br>
<<His>> friend walks behind you and the <<person1>><<person>>. <<He>> twists <<his>> head towards the camera. You twist your head too, while arching your butt out to give the camera a better angle. The delighted <<person2>><<person>> takes several pictures of the two of you.
<br><br>
Once all pictures are taken, the <<person1>><<person>> surprises you by throwing <<his>> arms around you and pulling you in for a hug.<<ltrauma>><<trauma -1>>
<br><br>
"You're so cool," <<he>> says. "These are going on all my socials!"
<br><br>
<<He>> fixes <<his>> clothing, and gives a thumbs up to the <<person2>><<person>>. You watch as they depart, leaving you alone once more.
<br><br>
<<link [[Next|High Public Pants Down Stay]]>><<endevent>><</link>><<effects>><<fameexhibitionism 2 "pic">>
Right before the <<person2>><<person>> takes the picture, you pull up your shirt, exposing your <<if $worn.under_upper.type.includes("naked")>><<breasts>><<else>>$worn.under_upper.name<</if>>. The <<person1>><<person>> squeals in delight.<<exhibitionism5>>
"Thanks so much," <<he>> says, beaming with excitement. "Let's do one from behind too!"
<br><br>
<<His>> friend walks around behind you and the <<person1>><<person>>. <<He>> twists <<his>> head to the camera. You twist your head too, while arching your butt out to give the camera a better angle. The delighted <<person2>><<person>> takes several pictures of the two of you.
<br><br>
Once finished, the <<person1>><<person>> throws <<his>> arms around you for a surprising hug.<<ltrauma>><<trauma -1>>
<br><br>
"You're so cool," <<he>> says. "These are going on all my socials!"
<br><br>
the <<person1>><<person>> fixes <<his>> clothing, and gives a thumbs up to <<his>> friend. You watch as <<he>> departs with <<his>> friend, leaving you alone once more.
<br><br>
<<link [[Next|High Public Pants Down Stay]]>><<endevent>><</link>><<effects>><<fameexhibitionism 2>>
You stand there as <<he>> <<if $player.penisExist and $player.vaginaExist>>strokes and fingers<<elseif $player.penisExist>>strokes<<else>>fingers<</if>> you in public.
<br><br>
You gasp for air as <<he>> expertly uses <<his>> fingers to pleasure you, bringing you closer and closer to climax. The <<person1>><<person>> laughs. "I knew it," <<he>> says as <<he>> speeds up. "You're enjoying this, aren't you?"
<br><br>
<<orgasm>>
<<if $femaleclimax or _deniedOrgasm>>
You spasm uncontrollably. The <<person1>><<person>> moves <<his>> hand away from you, cackling sarcastically at your lack of ejaculation. Cheers erupt among the crowd, mixed with bemused murmurs. "Nothing came out? I wonder what else you can give us to laugh at." <<He>> taunts.<<ggstress>><<stress 12>>
<<else>>
You spasm uncontrollably, spraying fluids all over the sidewalk. The <<person1>><<person>> grins as <<he>> finishes you off. Cheers erupt from the crowd. "Holy shit," <<he>> says. "You just came in front of all these people."<<ggstress>><<stress 12>>
<</if>>
<br><br>
Whistling, the <<person1>><<person>> walks away, leaving you alone once more. Your face turns crimson with embarrassment.
<br><br>
<<link [[Next|High Public Pants Down Stay]]>><<endevent>><</link>><<effects>>
<<if $athleticsSuccess>>
<span class="green">You grab <<his>> hand as <<he>> reach for your genitals</span>. You're able to twist <<his>> wrist, causing <<him>> to yelp and quickly retract <<his>> hand. "Stupid slut," <<he>> shouts. "You're just asking for it, standing out here like that!"
<br><br>
In a fit of anger, <<he>> storms off. The crowd looks a little more wary of you, but most linger, and keep taking photos.
<<else>>
<<fameexhibitionism 2>>
<span class="red"><<He>> swats your hands away</span>. "None of that now. You should expect this standing there in public like a pervert."
<br><br>
You're unable to stop <<him>> as <<he>> <<if $player.penisExist and $player.vaginaExist>>strokes and fingers<<elseif $player.penisExist>>strokes<<else>>fingers<</if>> you in public.
<br><br>
You gasp for air as <<he>> expertly uses <<his>> fingers, bringing you closer and closer to climax. The <<person1>><<person>> laughs. "I knew it," <<he>> says as <<he>> speeds up. "You're enjoying this, aren't you?"
<br><br>
<<orgasm>>
<<if $femaleclimax or _deniedOrgasm>>
You spasm uncontrollably. The <<person1>><<person>> moves <<his>> hand away from you, cackling sarcastically at your lack of ejaculation. Cheers erupt among the crowd, mixed with bemused murmurs. "Nothing came out? I wonder what else you can give us to laugh at." <<He>> taunts.<<ggtrauma>><<trauma 2>>
<<else>>
You spasm uncontrollably, spraying fluids all over the sidewalk. The <<person1>><<person>> grins as <<he>> finishes you off. Cheers erupt from the crowd. "Holy shit," <<he>> says. "You just came in front of all these people."<<ggtrauma>><<trauma 2>>
<</if>>
<br><br>
Whistling, the <<person1>><<person>> walks away, leaving you alone once more. Your face turns crimson with embarrassment.
<</if>>
<br><br>
<<link [[Next|High Public Pants Down Stay]]>><<endevent>><</link>><<effects>><<lowerruined>><<underlowerruined>><<clothesruinstat>>
With your arms bound, you have no feasible way of dressing yourself. You don't want to stand here and be leered at by the townsfolk, so you decide the best course of action is to step out of your clothing and kick it away from you, leaving you bottomless below the waist.
<br><br>
You are still in the middle of a crowded street. Your face bright red, you run down the street with your genitals and butt exposed. Laughter and cheering follows you as people witness your exposed state.
<br><br>
<<link [[Next|High Street]]>><<endevent>><<unset $skirt>><</link>><<effects>>
<<ejaculation>>
<<if $enemyanger gte ($enemyangermax / 5) * 3>>
<<He>> bashes your head against the pavement, then leaves you.
<<violence 3>>
<br><br>
<<elseif $enemyanger gte 1>>
Without a word, <<he>> saunters off.
<<else>>
<<He>> kisses you on the cheek, then saunters off.
<</if>>
<br><br>
<<underlowersteal>>
<<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>><<effects>>
<<He>> recoils in pain, giving you the chance you need to escape. <<tearful>> you keep running until your legs give out and you collapse against a wall.
<<stealclothes>>
<<clotheson>>
<<endcombat>>
<<destinationeventend>><<set $outside to 1>>
<<if $phase is 0>>
<<effects>>
You run with all the speed you can muster.
<<gathletics>><<athletics 1>>
<<pass 5>>
<<if $monster isnot 1 and $bestialitydisable is "t">>
<!-- Modified for Beast People -->
You manage to escape, but not unscathed.
<<trauma 18>><<pain 10>><<set $stress += 400>><<set $worn.lower.integrity -= 20>><<set $worn.upper.integrity -= 20>><<set $worn.under_lower.integrity -= 20>><<bruise leftarm>><<bruise full>>
<br><br>
<<endevent>>
<<destinationeventend>>
<<elseif $athleticsSuccess>>
You slowly gain distance on the <<beasttype>> and <<bhe>> eventually gives up the chase. You run a bit further, then stop to catch your breath.
<br><br>
<<endevent>>
<<destinationeventend>>
<<else>>
The <<beasttype>> is faster than you however. <<bHe>> quickly catches up to you and, grabbing your arm <<if $monster isnot 1>>in its teeth, drags<<else>> and dragging<</if>> you to the ground.
<br><br>
<<pain 8>><<set $phase2 to 1>>
<<link [[Next|StreetEx3]]>><<set $phase to 1>><<set $molestationstart to 1>><</link>>
<br><br>
<</if>>
<<elseif $phase is 1>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<if $phase2 is 1>>
<<set $enemyanger += 120>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate 1>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if $alarm is 1 and $rescue is 0 and _combatend is true>>
<<set $alarm to 0>>
<br><br>
<<if $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|StreetEx3 Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0>>
<span id="next"><<link [[Next|StreetEx3 Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|StreetEx3]]>><</link>></span><<nexttext>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax and _combatend is true>>
<span id="next"><<link [[Next|StreetEx3 Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0 and _combatend is true>>
<span id="next"><<link [[Next|StreetEx3 Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|StreetEx3]]>><</link>></span><<nexttext>>
<</if>>
<</if>><<beastejaculation>>
<<if $enemyanger gte ($enemyangermax / 5) * 3>>
<<bHe>> bites you on the thigh, then leaves you lying on the pavement.
<<violence 3>>
<<elseif $enemyanger gte 1>>
<<bHe>> barks then leaves you lying on the pavement.
<<else>>
<<bHe>> licks your <<genitals>> then darts away.
<<neutral 5 "genitals">>
<</if>>
<br><br>
<<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>><<effects>>
Deciding that <<he>> might have bitten off more than <<he>> can chew, <<he>> flees back into the darkness. <<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<generate1>><<generate2>><<maninit>><<set $leftarm to "bound">><<set $rightarm to "bound">><<handheldruined>>You wake up on a moth-eaten mattress in a small room you've never seen before. Your arms are bound behind your back. You aren't alone.
<br>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate 1>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $alarm is 1 and $rescue is 0>>
<<set $alarm to 0>>
<br><br>
<<if $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Abduction Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0>>
<span id="next"><<link [[Next|Abduction Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Abduction]]>><</link>></span><<nexttext>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Abduction Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0>>
<span id="next"><<link [[Next|Abduction Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Abduction]]>><</link>></span><<nexttext>>
<</if>><<ejaculation>>
<<if $enemyanger gte ($enemyangermax / 5) * 3>>
<<person1>>The <<person>> violently grabs your arms, drags you to the window and hurls you out. You fall a storey before hitting the ground.
<<violence 30>>
<br><br>
<<stealclothes>>
<<tearful>> you struggle to your feet.
<<clotheson>>
<br><br>
<<elseif $enemyanger gte 1>>
<<person1>>They carry you out the room and down a flight of stairs before unceremoniously dumping you outside.
<br><br>
<<stealclothes>>
<<tearful>> you struggle to your feet.
<<clotheson>>
<br><br>
<<else>>
<<unbind>>
<<if $brothelknown isnot 1>>
<<person1>>The <<person>> unties your bonds while the <<person2>><<person>> speaks, "There's a place for sluts like you." <<He>> seizes your arm and begins to write on it. <<He>> finishes quickly, it's the address of a building on Harvest Street.
<<set $brothelknown to 1>>
<span class="gold">You can now access the suspicious building on Harvest Street.</span>
<br><br>
<<else>>
<</if>>
<<clotheson>>
They escort you from the premises. <<tearful>> you try to work out your whereabouts. You think you're somewhere in the industrial district.
<br><br>
<</if>>
<<endcombat>>
<<set $stress -= 1000>><<set $eventskip to 1>>
<<industrialquick>><<effects>>
They recoil in pain. <<tearful>> you seize the opportunity and escape the room. You flee along a corridor, then down a flight of stairs before bursting through an exit door.
<br><br>
<<clotheson>>
<<endcombat>>
<<set $stress -= 1000>><<set $eventskip to 1>>
<<industrialquick>><<effects>>
You hasten your pace to escape the remarks.
<<gtrauma>><<gstress>>
<br><br>
<<trauma 3>><<stress 3>>
<<destinationeventend>><<set $outside to 1>><<effects>>
<<if $phase lte 1>>
You stay hidden.
<br><br>
The <<person3>><<person>> struggles while <<his>> clothes are torn aside.
<<if $phase is 0>>
Just metres from where you hide, the <<person1>><<person>> and <<person2>><<person>> brutally rape the <<person3>><<person>>, jeering, laughing and taking pictures all the while.
Between throating the <<personsimple>>, beating <<him>>, and biting <<his>> <<if $pronoun is "m">>nipples<<else>>breasts<</if>>, it's clear they get off on the brutality.
<br><br>
By the time they cum and stagger away, you feel shaken and
<<if $speech_attitude is "meek">>
weirdly aroused. Somewhere in your mind, you can't help imagining it was you, powerless and vulnerable to their animal lust. It fills you with horror and... something else.
<<gtrauma>><<garousal>><<trauma 3>><<stress 3>><<arousal 300>>
<<else>>
upset.
<<gtrauma>><<gstress>><<trauma 5>><<stress 3>><<pain 4>>
<</if>>
<br><br>
<<elseif $phase is 1>>
You can't bear to watch, but can't close your ears to the sounds. For what feels like hours, you hide in the bushes, face buried in the ground, as just metres away a helpless <<personsimple>> <<if $pronoun is $player.gender>>just like you <</if>>is brutally raped.
<<pain 5>>
<br><br>
<</if>>
The <<group>> tidy themselves up, sharing glances and satisfied smiles.
They take some photos of the <<person3>><<person>>, broken and used at their feet.
<br><br>
"Aww, come on, can we keep <<him>>, please!" you hear the <<person2>><<person>> say.
<br><br>
The <<person1>><<person>> mutters something inaudible.
<br><br>
"One of those police collars," the <<person2>><<person>> replies. "That would do it."
<br><br>
They strut away, still chatting.
<br><br>
<<if $rng lte 80>>
The <<person3>><<person>> lies prone on the floor, exposed and unresponsive.
<br><br>
<<set _earSlimeCommando to numberOfEarSlime() and $earSlime.forcedCommando isnot undefined>>
<<if $pronoun is "m">>
<<link [[Help him (0:10)|StreetEx4 Choice]]>><<set $phase to 0>><</link>>
<br>
<<link [[Steal his clothes|StreetEx4 Choice]]>>
<<set $phase to 1>><<lowerwear 6>><<upperwear 5>><<set $worn.upper.integrity to 100>><<set $worn.lower.integrity to 50>>
<<if !_earSlimeCommando>><<underlowerwear 1>><<set $worn.under_lower.integrity to 15>><</if>>
<</link>>
<br>
<<else>>
<<link [[Help her (0:10)|StreetEx4 Choice]]>><<set $phase to 0>><</link>>
<br>
<<link [[Steal her clothes|StreetEx4 Choice]]>>
<<set $phase to 1>><<lowerwear 7>><<upperwear 5>><<set $worn.upper.integrity to 100>><<set $worn.lower.integrity to 50>>
<<if !_earSlimeCommando>><<underlowerwear 1>><<set $worn.under_lower.integrity to 15>><</if>>
<</link>>
<br>
<</if>>
<<else>>
<<link [[Next|StreetEx4 Play]]>><</link>>
<</if>>
<<elseif $phase is 2>>
Best to get away while everyone is distracted. In your current situation you can't help.
<br><br>
<<endevent>>
<<destinationeventend>>
<<elseif $phase is 3>>
<<if $rng lte 30>>
You launch into action. The <<person1>><<person>> is holding the <<person3>><<persons>> throat with one hand, while struggling to get <<his>> underwear past <<his>> knees with the other, leaving <<person1>><<him>> lined up for a running <<if $NPCList[0].penis isnot "none">>punt to the cock.<<else>>cunt-punt.<</if>> <<He>> curls up with a blood-curdling howl.
<br><br>
The <<person2>><<person>> looks up. The surprise in <<his>> eyes turns to fury. As <<he>> starts to rise, the crazed <<person3>><<person>> attacks from below, kicking <<person2>><<him>> in the groin, and clawing <<his>> face. <<person3>><<He>> struggles free and limps away, leaving the <<person1>><<person>> in the foetal position, gasping.
<br><br>
The <<person3>><<person>> thanks you. Something in <<his>> eyes isn't right.
<br><br>
Without warning, <<he>> kicks the sobbing <<person1>><<person>> in the face, knocking <<him>> out cold. The <<person3>><<person>> strips the older <<person1>><<if $pronoun is "m">>man<<lowerwear 5>><<underlowerwear 4>><<upperwear 4>><<else>>woman<<underlowerwear 1>><<upperwear 1>><</if>> of <<his>> clothes and hands them to you.
<br><br>
"Thanks again."
<br><br>
<<endevent>>
<<destinationeventend>>
<<elseif $rng lte 80>>
<<if $rng lte (currentSkillValue('physique') / 200)>>
You launch into action. The <<person1>><<person>> is holding the <<person3>><<persons>> throat with one hand, while struggling to get <<his>> underwear past <<his>> knees with the other, leaving <<person1>><<him>> lined up for a running <<if $NPCList[0].penis isnot "none">>punt to the cock.<<else>>cunt-punt.<</if>> <<He>> curls up with a blood-curdling howl.
<br><br>
The <<person2>><<person>> looks upon just in time for a follow up kick to the face.
You grab the <<person3>><<person>> and as many of <<his>> discarded and tattered clothes as possible and escape the attackers. You're not sure if the <<person>> really sees you, but <<he>> is coherent enough to keep up with you. After a little hunting, you find <<his>> phone in a pocket and call an ambulance and police for <<him>>. When you see the flashing lights approach, you hide yourself and wait until you can move on.
<br><br>
Somewhere in the commotion, the <<person1>><<person>> and the <<person2>><<person>> got away.
<<pass 10>><<famegood 5>><<famescrap 10>>
<br><br>
<<endevent>>
<<destinationeventend>>
<<else>>
You launch into action. The <<person1>><<person>> holds the <<person3>><<persons>> throat with one hand, while struggling to get <<his>> underwear past <<his>> knees with the other, leaving <<person1>><<him>> lined up for a running <<if $NPCList[0].penis isnot "none">>punt to the cock.<<else>>cunt-punt.<</if>>
Unfortunately, you miss and fall over.
<br><br>
By the time you are back on your feet, both attackers are closing on you.
<br><br>
<<link [[Next|StreetEx4 Rape]]>><<set $phase to 0>><<set $molestationstart to 1>><</link>>
<</if>>
<<else>>
You launch into action. The <<person1>><<person>> holds the <<person3>><<persons>> throat with one hand, while struggling to get <<his>> underwear past <<his>> knees with the other, leaving <<person1>><<him>> lined up for a running <<if $NPCList[0].penis isnot "none">>punt to the cock.<<else>>cunt-punt.<</if>> <<He>> curls up with a blood-curdling howl.
<br><br>
The <<person2>><<person>> looks up. The surprise in <<his>> eyes turns to fury. As <<he>> starts to rise, <<he>> trips over the <<person3>><<person>> and falls into a bush, giving you a chance to grab the <<person>> and escape with <<him>>.
<br><br>
Just as you think you've got away, the <<person>> <span class="red">sticks <<his>> leg into yours,</span> tripping you and sending you sprawling face first into a tree.
<br><br>
Dazed on the ground, you see <<him>> standing over you. "You're <<if $beauty gte ($beautymax / 7) * 4>>beautiful,<<elseif $beauty lte ($beautymax / 7) * 2>>okay looking,<<else>>pretty,<</if>>" the <<person>> says. "Don't run. My friends'll want to play with you."
<br><br>
By the time you know what is happening, they have you. One has your arms, while the <<person>> cradles your face, looking into your eyes. "It's bad to poke your nose into other people's business," <<he>> says. "You hurt my friend."
<br><br>
<<person1>>"Think you can run around booting <<if $pronoun is "m">>guys in the balls<<else>>girls' pussies<</if>>, huh?" the <<person>> growls in your ear.
<br><br>
<<person3>>"Now they're going to hurt you," the <<person>> says. "But don't worry, it'll be painful and degrading, but only as much as sluts like <<if $pronoun is $player.gender>>us<<else>>you<</if>> deserve. And I'll be here with you."
<br><br>
<<link [[Next|StreetEx4 Rape]]>><<set $phase to 1>><<set $molestationstart to 1>><</link>>
<</if>>
<</if>><<if $phase is 0>>
<<pass 10>>
You use the <<person3>><<persons>> discarded and tattered clothes to cover <<him>> up as much as possible, comforting the traumatised <<personsimple>> and reassuring <<him>> that everything will be okay now.
<br>
<<He>> stares through you. You're not sure <<he>> sees you. Not really.
<br><br>
After a little hunting, you find <<his>> phone thrown in a bush. You use it to call an ambulance for <<him>>. As soon as you've made the call you hide yourself far away, and wait until you see the ambulance arrive to collect <<him>>.
<br><br>
You continue on your way.
<br><br>
<<famegood 5>>
<<endevent>>
<<destinationeventend>>
<<elseif $phase is 1>>
<<set $blackmoney += (25 + $rng)>>
You steal <<his>> clothes and a few other valuables.
<br><br>
It's nothing personal, it's just too good an opportunity to pass up. Whenever the <<person3>><<person>> gets rescued - tonight, tomorrow, whenever - everyone'll assume that the rapists took everything. Including <<his>> clothes.
<br><br>
<<He>> is that much more vulnerable now - but at least you have clothes to get around safe.
<br><br>
<<endevent>>
<<destinationeventend>>
<</if>>To your utter shock, the <<person3>><<person>> scrambles to <<his>> feet and dashes after the two.
<br><br>
"Hey!" <<he>> calls as <<he>> leapfrogs onto the <<person1>><<persons>> back. The <<personsimple>> yelps in surprise and stumbles. "That was amazing. So intense," the <<person3>><<person>> squeals in <<person1>><<his>> ear while hanging from <<his>> back. "C'mon, you two weren't really going to leave me there? Anything could have happened to me!"
<br><br>
"You would've enjoyed it, you <<person3>><<if $pronoun is "m">>big<<else>>little<</if>> slut." The <<person1>><<person>> tries to shake the <<person3>><<person>> off.
<br><br>
"Are we done already? Come on, let's go again. What kind of lazy, half-assed predators are you?"
<br><br>
"Insatiable," the <<person2>><<person>> shakes <<his>> head. "Get dressed, <<person3>><<personsimple>>. You're going to get us arrested."
<br><br>
"I was imagining someone was watching you abuse me," the <<person>> says. "Watching me bruised and naked on the floor, while you two animals degraded me and filled <<if $pronoun is "m">>my ass<<else>>me<</if>>. It was hot. Can we do it somewhere more public next time?"
<br><br>
"Are you trying to get us locked up?"
<br><br>
The <<person3>><<person>> looks serious. "You know I would never let that happen to you," <<he>> says. "If any of us gets to spend a night locked in the pillory, at the helpless mercy of the good townsfolk, it will be me!" <<He>> puts on <<his>> tattered clothes.
<br><br>
"You're crazy," the <<person1>><<person>> smiles.
<br><br>
"I'll visit you," the <<person2>><<person>> leers.
<br><br>
"You better."
<br><br>
"You're insane," the <<person1>><<person>> strokes the <<person3>><<personsimple>>'s cheek as they stroll away together. "I always said you were trouble."
<br><br>
"This <<if $player.gender is "m">>boy<<else>>girl<</if>> from my school was in that pillory once," you can hear the <<person>> saying. "I couldn't stop watching. It was so degrading." <<His>> voice grows inaudible as they disappear out of sight.
<br><br>
"A dog!" you hear the <<person1>><<person>> exclaim from somewhere further away. You hear the <<person3>><<person>> laughing.
<br><br>
<<destinationeventend>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<molested>>
<<set $enemyno to 2>><<set $enemynomax to 2>>
<<if $phase is 1>>
<<maninit>><<set $enemyanger += 150>><<set $enemytrust -= 50>>
<br><br>
"Fight them!" the <<person3>><<person>> shouts.
<<set $leftarm to "grappled">><<set $rightarm to "grappled">>
<<elseif $phase is 0>>
<<maninit>>
<br><br>
"What a lovely gift!" the <<person1>><<person>> says. "Much better than the other one."
<</if>>
<</if>>
<<if $phase is 1>>
<<set _coinflip to random(0,1)>><<rng>><<person3>>
<br>
<<if $orgasmdown gte 1>>
<<if _coinflip>>"See, <<girl>>, it's not so bad! You're cumming first."<<else>>"I think <<pshe>> likes it!"<</if>> the <<person>> calls out.
<<elseif $rng lte 35 and $enemyanger gte ($enemyangermax / 5) * 4>>
<<if _coinflip>>"<<pShes>> making you look like idiots. Are you gonna take that?"<<else>>"Someone wants a beating!"<</if>> the <<person>> calls out.
<<elseif $rng gte 66 and $pain gte 80>>
<<if _coinflip>>"I think you've broken <<phim>>!"<<else>>"<<pShes>> just pretending to cry! Hurt <<phim>>."<</if>> the <<person>> calls out.
<<elseif $rng gte 66 and $pain gte 40>>
<<if _coinflip>>"You haven't broken <<phim>> yet! <<pShes>> mocking you!"<<else>>"<<pShes>> just pretending to cry! Hurt <<phim>>."<</if>> the <<person>> calls out.
<<elseif ($vaginastate is "penetrated" or $anusstate is "penetrated") and $mouthstate is "penetrated">>
<<if _coinflip>>"Spitroast!"<<else>>"Almost airtight!"<</if>> the <<person>> calls out.
<<elseif $vaginastate is "imminent" or $penisstate is "imminent">>
<<if $angel gte 4>>"I think an angel's about to fall!"<<elseif $rng>>"Finish <<phim>>."<<else>>"Quit messing around and fuck <<phim>>."<</if>> the <<person>> calls out.
<<elseif $mouthstate is "imminent" or $mouthstate is "entrance">>
<<if _coinflip>>"<<pShe>> wants a taste. Give <<phim>> a taste."<<else>>"Open wide!"<</if>> the <<person>> calls out.
<<elseif $anusstate is "imminent">>
"Have you done anal before? <<if $rng>>This might hurt a bit!"<<else>>I guess we're about to see!"<</if>> the <<person>> calls out.
<<elseif $mouthstate is "penetrated">>
<<if _coinflip>>"I think <<pshes>> trying to say something!"<<else>>"Throat <<phim>>, now!"<</if>> the <<person>> calls out.
<<else>>
The <<person>> watches intently.
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate 1>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $alarm is 1 and _combatend is true>>
<<if $rescue is 0>>
<<set $alarm to 0>>
<br><br>
<<if $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|StreetEx4 Ejac]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0>>
<span id="next"><<link [[Next|StreetEx4 Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|StreetEx4 Rape]]>><</link>></span><<nexttext>>
<</if>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax and _combatend is true>>
<span id="next"><<link [[Next|StreetEx4 Ejac]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0 and _combatend is true>>
<span id="next"><<link [[Next|StreetEx4 Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|StreetEx4 Rape]]>><</link>></span><<nexttext>>
<</if>><<ejaculation>>
<<if $pain gte 80 and $enemyanger gte 20>>
They throw you into some bushes.
<<violence 3>>
<br><br>
<<if $phase is 1>>
"Why don't you treat me like that?" you hear the <<person3>><<person>> complain. "That's what I want."
<br><br>
<</if>>
They leave.
<br><br>
<<elseif $enemyanger gte 1>>
Without a word, the <<group>> leave.
<br><br>
<<if $phase is 1>>
The <<person3>><<person>> gives you a wink. "Laters."
<br><br>
<</if>>
<<else>>
<<if $phase is 1>>
You hear the <<person3>><<person>> theatrically yawn.
<br><br>
<</if>>
Smiling, the <<person1>><<person>> kisses you on the cheek. "That's a good <<girl>>."
<br><br>
They get up and leave you lying on the ground.
<br><br>
<</if>>
<<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>><<effects>>
They recoil in pain, giving you the chance you need.
<<if Time.dayState isnot "night">>
<<tearful>> you escape into the bushes.
<<else>>
<<tearful>> you escape into the darkness.
<</if>>
<br><br>
<<if $phase is 1>>
You hear the <<person3>><<person>> laughing loudly.
<br>
"You lost <<phim>>, you weak, slow idiots! What you gonna do now?"
<br><br>
<</if>>
<<clotheson>>
<<endcombat>>
<<destinationeventend>><<effects>>
<<if $speech_attitude is "meek">>
"Thank you, <<if $pronoun is "m">>sir,"<<else>>ma'am,"<</if>> you mutter.
<br>
You hasten away with your head down. It's not <<his>> fault. It's how people treat
<<if $NudeGenderDC is -1>>
<<gender_posture>>s
<<else>>
<<if $player.gender is "m">>boys<<elseif $player.gender is "f">>girls<<else>>freaks<</if>>
<</if>>
like you.
<<else>>
Head down, you hasten your pace to escape.
<</if>>
<<gstress>>
<br><br>
<<stress 3>>
<<destinationeventend>><<effects>>
You remain hidden, and hope no one looks down. The group remains unaware you're so close with your <<lewdness>> on display.
<br><br>
<<if $rng gte 51>>
They move on several minutes later. You peek out, and leave once sure the way is clear.
<br><br>
<<endevent>>
<<destinationeventend>>
<<else>>
A <<wallet>> falls from above, followed by an irritated voice. "Fuck. Let me get that."
<br><br>
There's nowhere to hide down here. If they come down, they'll see you.
<<gstress>><<stress 6>>
<br><br>
<<link [[Throw it back|Street Ex Throw]]>><</link>>
<br>
<<set $skulduggerydifficulty to 1000>>
<<link [[Unlock the basement door|Street Ex Unlock]]>><</link>><<skulduggerydifficulty>>
<br>
<<link [[Maintain your dignity as best you can|Street Ex Dignity]]>><</link>>
<br>
<</if>><<effects>><<wearProp "wallet">>
You throw the <<wallet>> up the staircase.
<<if $rng gte 51>>
It's met by silence at first, until a voice breaks it. "Who's down there?"
<<else>>
It's met by a cheer. "Thanks, whoever you are. I didn't know we had company. Why don't you come on up?"
<</if>>
<br><br>
<<link [[Make excuses|Street Ex Deceive]]>><<handheldon>><</link>>
<br>
<<link [[Tell the truth|Street Ex Truth]]>><<handheldon>><</link>>
<br>
<<link [[Remain silent|Street Ex Silent]]>><<handheldon>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I-I just came out to give your <<wallet>> back," you say. "I don't want any trouble."
<<elseif $speech_attitude is "bratty">>
"It's the middle of the night," you say. "Keep the noise down."
<<else>>
"Sorry," you say. "I need to get to bed."
<</if>>
<br><br>
"Cute voice," says the <<if $pronoun is "m">>man<<else>>woman<</if>>.
<<if $rng gte 51>>
A <<person1>><<person>> appears at the top of the stairwell, looking down at you. "And a cuter body. Guys, come look." The others stick their heads over the railing, looking down at you.
<<covered>><<fameexhibitionism 4>>
<br><br>
You walk up the stairs. At least you'll feel less trapped up there. The <<person>> grasps your arm and pulls you in front of <<him>>, exposing you to <<his>> friends.
<br><br>
"So you're some kind of pervert, exposing yourself for the thrill?" <<he>> whispers. "Don't worry. We'll help get you off."
<br><br>
<<link [[Next|Street Ex Gang Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
"You live here? I guess it's late. See ya around, helpful stranger." You hear them walk away, and breathe a sigh of relief.
<br><br>
<<endevent>>
<<destinationeventend>>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"I-I don't have any clothes," you say. "I'm hiding down here."
<<elseif $speech_attitude is "bratty">>
"I'm not dressed properly," you say. "And I'm not showing myself to strangers."
<<else>>
"I'm indecently dressed," you say. "Sorry, I can't."
<</if>>
<br><br>
"So you're some sort of pervert?" laughs the voice.
<<if $rng gte 51>>
A <<person1>><<person>> appears at the top of the stairwell. "Well would you look at that. <<pShes>> telling the truth." The others stick their heads over the railing, looking down at you. <<covered>><<fameexhibitionism 4>>
<br><br>
You walk up the stairs. At least you'll feel less trapped up there. The <<person>> grasps your arm and pulls you in front of <<him>>, exposing you to <<his>> friends.
<br><br>
"Don't worry. We'll help get you off," <<he>> whispers.
<br><br>
<<link [[Next|Street Ex Gang Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
"I should be so lucky. Good night, helpful stranger." <<He>> doesn't believe you. You hear the group walk away, and breathe a sigh of relief.
<br><br>
<<endevent>>
<<destinationeventend>>
<</if>><<effects>>
You remain silent. "Spooky," says the voice.
<<if $rng gte 51>>
A <<person1>><<person>> appears at the top of the stairwell, not so afraid as to avoid investigating. "It's a ghost! I guess being incorporeal means you can't wear clothes." The others stick their heads over the railing, looking down at you. <<covered>><<fameexhibitionism 4>>
<br><br>
You walk up the stairs. At least you'll feel less trapped up there. The <<person>> grasps your arm and pulls you in front of <<him>>, exposing you to <<his>> friends.
<br><br>
"So you're some kind of pervert, exposing yourself for the thrill?" <<he>> whispers. "Don't worry. We'll help get you off."
<br><br>
<<link [[Next|Street Ex Gang Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
"Let's not investigate any dark stairwells tonight." You hear the group walk away, and breathe a sigh of relief.
<br><br>
<<endevent>>
<<destinationeventend>>
<</if>><<effects>>
You fumble at the lock. It's as simple as they come, but it's dark and you have little time.
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
You <span class="green">successfully</span> open the door and dart through before anyone arrives to retrieve their <<wallet>>. You glimpse an old basement before you pull up the door behind you, plunging you into darkness.
<br><br>
You hear footsteps walk down the stairs, then back up. The group's voices fade soon after, and you breathe a sigh of relief. <<tearful>> you leave the empty basement, and continue your journey.
<<skulduggeryuse>>
<<destinationeventend>>
<br>
<<else>>
You <span class="red">fail</span> to open it before a <<person1>><<person>> appears at the top of the staircase.
<br><br>
"Nice," <<he>> says with surprising calm. "Guys, look what I found." The others stick their heads over the railing, looking down at you. <<covered>><<fameexhibitionism 4>>
<br><br>
You walk up the stairs. At least you'll feel less trapped up there. The <<person>> grasps your arm and pulls you in front of <<him>>, exposing you to <<his>> friends.
<br><br>
"So you're some kind of pervert, exposing yourself for the thrill?" <<he>> whispers. "Don't worry. We'll help get you off."
<br><br>
<<skulduggeryuse>>
<<link [[Next|Street Ex Gang Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Street Ex Gang Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Street Ex Gang Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Told you so. You should listen to me more often." The group leave you lying at the top of the stairs.
<br><br>
<<tearful>> you climb to your feet.
<<else>>
You shove the <<person1>><<person>> down the stairwell. The others are so awed they don't try to run after you as you make your escape.
<br><br>
You run around a corner and lean against a wall. <<tearful>> you catch your breath.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>><<effects>>
<<fameexhibitionism 4>>
<<wearProp "wallet">>
You lift the <<wallet>>, take a deep breath, and march up the stairs. <<covered>>
<br><br>
You find four people stood at the top. You seize their attention. A <<person1>><<person>> stands closest. "Nice," <<he>> says. "There's my <<wallet>>." <<if $leftarm is "bound" and $rightarm is "bound">>You flick it in <<his>> direction, which is all you can manage with your arms tied up.<<else>>You pass it to <<him>>, careful not to expose yourself in the process.<</if>>
<br><br>
"You've been a big help," <<he>> continues as if nothing abnormal were happening. <<His>> friends, on the other hand, leer at you openly. They form a circle around you. "So you're some kind of pervert, right? How about you stop hiding your assets. Let's see it all."
<br><br>
They close in around you. You don't think they'll take refusal well.
<br><br>
<<if $exposed gte 2>>
<<link [[Show yourself|Street Ex Dignity Show]]>><<handheldon>><<sub 1>><<stress 6>><<trauma 6>><<set $phase to 1>><</link>><<gstress>><<gtrauma>>
<br>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Flaunt|Street Ex Dignity Flaunt]]>><<handheldon>><<set $phase to 1>><</link>><<exhibitionist5>>
<br>
<</if>>
<<else>>
<<link [[Show yourself|Street Ex Dignity Show]]>><<handheldon>><<sub 1>><<stress 6>><<trauma 6>><<set $phase to 0>><</link>><<gstress>><<gtrauma>>
<br>
<<if hasSexStat("exhibitionism", 3)>>
<<link [[Flaunt|Street Ex Dignity Flaunt]]>><<handheldon>><<set $phase to 0>><</link>><<exhibitionist3>>
<br>
<</if>>
<</if>>
<<link [[Refuse|Street Ex Dignity Refuse]]>><<handheldon>><<def 1>><</link>>
<br><<effects>>
<<if $phase is 1>>
<<fameexhibitionism 10 "pic">>
<<else>>
<<fameexhibitionism 5 "pic">>
<</if>>
<<if $leftarm is "bound" and $rightarm is "bound">>
<<flaunting>> you turn your body, giving the <<person>> and <<his>> friends clear view of your body.
<<else>>
<<flaunting>> you move your arms out of the way, and hold them behind your back. The <<person>> and <<his>> friends now have clear view of your <<nudity>>.
<</if>>
<br><br>
They pull out their phones, and point the cameras at you.
<<gstress>><<stress 6>>
<br><br>
<<link [[Protest|Street Ex Dignity Protest]]>><<def 1>><</link>>
<br>
<<link [[Stay quiet|Street Ex Dignity Quiet]]>><<sub 1>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"Th-this isn't what I want," you say, covering your body once more. "Please don't film me."
<<elseif $speech_attitude is "bratty">>
"I didn't agree to cameras," you say, covering your body once more. "Put them away."
<<else>>
"Please don't," you say, covering your body once more. "I didn't agree to cameras."
<</if>>
<br><br>
"Your coyness is cute," the <<person>> says. "Don't pretend this isn't what you want."
<br><br>
They spend a few minutes filming you. You try not to make it easy for them, but there's only so much you can do. Someone slips their phone between your thighs, camera pointed up, at one point.
<<pass 3>>
<br><br>
"Thanks for playing along," says the <<person>>, satisfied at last. "Maybe you'll see yourself on the internet soon." Laughing, the group continue on. <<tearful>> you try to put it behind you.
<br><br>
<<destinationeventend>><<effects>>
<<if $phase is 1>>
<<fameexhibitionism 10 "vid">>
<<else>>
<<fameexhibitionism 5 "vid">>
<</if>>
They spend a few minutes filming you. They don't leave many angles, or any part of your body, unexplored.
<<pass 3>>
<br><br>
"Thanks for playing along," says the <<person>>, satisfied at last. "Maybe you'll see yourself on the internet soon." Laughing, the group continue on. <<tearful>> you try to put it behind you.
<br><br>
<<destinationeventend>><<effects>>
<<if $phase is 1>>
<<fameexhibitionism 30 "vid">>
<<else>>
<<fameexhibitionism 15 "vid">>
<</if>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You twirl with a flourish,
<<else>>
You part your arms with a flourish,
<</if>>
displaying everything to the <<person>> and <<his>> friends.
<<if $speech_attitude is "meek">>
"A-am I attractive?" you ask. "You can take pictures of me."
<<elseif $speech_attitude is "bratty">>
"Well?" you tease. "You idiots have phones, don't you?"
<<else>>
"How'd I look?" you tease. "Feel free to take pictures"
<</if>>
<<if $phase is 1>>
<<exhibitionism5>>
<<else>>
<<exhibitionism3>>
<</if>>
They pull out their phones, and film you from every angle. You strike various poses, using the nearby railing as a prop. You stick out your <<bottom>><<if $player.gender_appearance is "f">> and thrust out your <<breasts>><</if>>.
<br><br>
This continues for a few minutes, until the <<person>> seems satisfied. "Thanks for playing along," <<he>> says. "Maybe you'll see yourself on the internet soon." Laughing, the group continue on.
<<pass 3>>
<br><br>
Your knees are shaking.
<br><br>
<<destinationeventend>><<effects>>
<<if $speech_attitude is "meek">>
"P-please don't make me," you say.
<<elseif $speech_attitude is "bratty">>
"Why would I show myself to scum like you?" you say.
<<else>>
"I don't want to," you say.
<</if>>
<br><br>
"Suit yourself," the <<person>> shrugs. "This way suits us too."
<br><br>
<<link [[Next|Street Ex Gang Rape]]>><<set $molestationstart to 1>><</link>>
<br><<effects>>
<<fameexhibitionism 4>>
You take a deep breath. <<flaunting>> you march up the stairs. <<covered>><<promiscuity5>>
You find four people stood at the top. You seize their attention, stunning them for a moment. "See?" a <<person1>><<person>> says, the first to recover. "Told you so."
<<if $rng gte 71>>
<<He>> steps closer, and beckons <<his>> friends follow. They form a circle around you, penning you in. "Course, we aren't paying. I trust that won't be a problem?"
<br><br>
<<link [[Next|Street Ex Gang Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<He>> steps closer. "How much for the four of us?"
<br><br>
<<link [[£50|Street Ex Solicit Seduce]]>><<set $phase to 0>><</link>>
<br>
<<link [[£100|Street Ex Solicit Seduce]]>><<set $phase to 1>><</link>>
<br>
<<link [[£200|Street Ex Solicit Seduce]]>><<set $phase to 2>><</link>>
<br>
<<link [[£400|Street Ex Solicit Seduce]]>><<set $phase to 3>><</link>>
<br><br>
<</if>><<effects>>
<<if $phase is 0>>
<<set $seductiondifficulty to 4000>>
<<elseif $phase is 1>>
<<set $seductiondifficulty to 6000>>
<<elseif $phase is 2>>
<<set $seductiondifficulty to 8000>>
<<else>>
<<set $seductiondifficulty to 10000>>
<</if>>
<br><br>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>><span class="gold">You feel more confident in your powers of seduction.</span><</if>><<seductionskilluse>>
<br><br>
You offer yourself for
<<if $phase is 0>>
<span class="gold">£50.</span>
<<elseif $phase is 1>>
<span class="gold">£100.</span>
<<elseif $phase is 2>>
<span class="gold">£200.</span>
<<else>>
<span class="gold">£400.</span>
<</if>>
<<if $speech_attitude is "meek">>
"I-I hope you agree that's what I'm worth," you say.
<<elseif $speech_attitude is "bratty">>
"Take it or leave it," you say. "But hurry up. There are other desperate losers I could be milking for cash."
<<else>>
"I think that's fair," you say.
<</if>>
<<if $seductionrating gte $seductionrequired>>
They glance at each other. <span class="green">"Alright,"</span> the <<person>> says. "But you better be good."
<br><br>
<<link [[Next|Street Ex Solicit Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<else>>
They glance at each other. <span class="red">"Fuck that,"</span> the <<person>> says. "I don't see why we should pay a thing." They advance on you.
<br><br>
<<link [[Next|Street Ex Gang Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 20>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Street Ex Solicit Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Street Ex Solicit Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>><<set $prostitutionstat += 1>><<fameprostitution 4>>
<<ejaculation>>
<<if $enemyanger gte 1>>
They throw the money down the stairwell. "Go get it <<bitch>>," the <<person1>><<person>> laughs. "Actually work for it." They laugh as they walk down the street.
<<else>>
They drop the money beside you, then laugh as they continue down the street.
<</if>>
<br><br>
<<tearful>> you count the money.
<<if $phase is 0>>
You've made <<printmoney 5000>><<money 5000 "prostitution">>.
<<elseif $phase is 1>>
You've made <<printmoney 10000>><<money 10000 "prostitution">>.
<<elseif $phase is 2>>
You've made <<printmoney 20000>><<money 20000 "prostitution">>.
<<else>>
You've made <<printmoney 40000>><<money 40000 "prostitution">>.
<</if>>
<<elseif $enemyhealth lte 0>>
You shove the <<person1>><<person>> down the stairwell. The others are so awed they don't try to run after you as you make your escape.
<br><br>
You run around a corner and lean against a wall. <<tearful>> you catch your breath.
<<else>>
"Knew it was too good to be true," the <<person2>><<person>> says.
<br><br>
"It's not, this one's just a tease," the <<person1>><<person>> responds, looking at you. "We're keeping the money."
<br><br>
<<tearful>> you watch them walk down the street.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>><<effects>>
You stroll to a stop, cross your arms and turn around to face <<him>>. You hit <<him>> with a solid stare.
<br><br>
The <<person>> looks embarrassed, unable to meet your eye. <<He>> mutters something and shuffles away.
<<lstress>>
<br><br>
<<stress -3>>
<<destinationeventend>><<effects>>
You turn on <<him>>. <<anticatcall>>
<br><br>
<<if $rng lte 33>>
"I was just being friendly." <<His>> face flushes with embarrassment as <<he>> shuffles away.
<<elseif $rng lte 66>>
"Ha! You're funny," <<he>> unconvincingly laughs it off and shuffles away.
<<else>>
"I was just being friendly." <<His>> face darkens. <<His>> friend laughs and pulls <<him>> away.
<</if>>
<<llstress>><<ltrauma>>
<br><br>
<<trauma -3>><<stress -6>>
<<destinationeventend>><<effects>>
Feeling daring, you twirl on the spot. Your skirt flares up, giving the <<person>> an eyeful of your
<<if $worn.under_lower.name is "naked" and playerChastity()>>
$worn.genitals.name.
<<stress -6>><<arousal 300>>
<<exhibitionism5>>
<<elseif $worn.under_lower.type.includes("naked")>>
<<genitals>>.
<<stress -6>><<arousal 300>>
<<exhibitionism5>>
<<else>>
$worn.under_lower.name.
<<stress -6>><<arousal 300>>
<<exhibitionism2>>
<</if>>
<<destinationeventend>><<effects>>
<<outfitChecks>>
Feeling daring, you bend over and pull down your <<allBottoms>>. The <<person>> gets an eyeful of your
<<if $worn.under_lower.name is "naked" and playerChastity()>>
$worn.genitals.name.
<<stress -6>><<arousal 300>>
<<exhibitionism3>>
<<elseif $worn.under_lower.name is "naked" || !_bottomUnder>>
<<bottom>>.
<<stress -6>><<arousal 300>>
<<exhibitionism3>>
<<else>>
$worn.under_lower.name.
<<stress -6>><<arousal 300>>
<<exhibitionism2>>
<</if>>
<<destinationeventend>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<if Time.dayState isnot "night">>
<<enable_rescue>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Street Molestation Alarm]]>><</link>></span><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax and _combatend is true>>
<span id="next"><<link [[Next|Street Molestation Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0 and _combatend is true>>
<span id="next"><<link [[Next|Street Molestation Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Street Molestation]]>><</link>></span><<nexttext>>
<</if>><<effects>><<set $rescued += 1>>
<<He>> notices several heads turning in response to your cry, and relents in <<his>> assault before hurriedly making <<his>> escape. <<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>><<effects>>
<<ejaculation>>
<<if $enemyanger gte ($enemyangermax / 5) * 3>>
<<He>> throws you against the pavement.
<<violence 3>>
<<elseif $enemyanger gte 1>>
Without a word, <<he>> leaves.
<<else>>
Smiling, <<he>> kisses you on the cheek. "This is for you." <<He>> gets up and leaves you lying on the ground.
<br>
You've gained <<printmoney 500>><<money 500 "prostitution">>.
<</if>>
<br><br>
<<underlowersteal>>
<<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>><<effects>>
<<He>> recoils in pain, giving you the chance you need.
<<if Time.dayState isnot "night">>
<<tearful>> you escape into the crowds.
<<else>>
<<tearful>> you escape into the darkness.
<</if>>
<br><br>
<<stealclothes>>
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>><<effects>>
You struggle against the <<persons>> grasp, kicking <<his>> shins while trying to twist free.
<<if $physiqueSuccess>><<famescrap 2>>
<<if $physiquesize lte 10000>>
<<Hes>> bigger than you, but your foot connects with a solid thump. With a howl of pain, <span class="green"><<he>> releases <<his>> grip.</span> A few heads turn up and down the street. <<He>> slinks into the alley.
<<else>>
With a howl of pain, <span class="green"><<he>> releases <<his>> grip.</span> A few heads turn up and down the street. <<He>> slinks into the alley.
<</if>>
<br><br>
<<endevent>>
<<destinationeventend>>
<<else>>
<<if $physiquesize lte 10000>>
<<Hes>> bigger than you, <span class="red">and proves too strong.</span> <<He>> manages to wrestle you into the alley where <<his>> friend awaits.<<gpain>><<pain 6>>
<<else>>
<span class="red"><<He>> proves too strong,</span> and manages to wrestle you into the alley where <<his>> friend awaits.
<<gpain>><<pain 6>>
<</if>>
<br><br>
<<link [[Next|Street Pair]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<effects>>
You decide to conserve your strength. The <<person>> drags you into the alley, where <<his>> friend awaits.
<br><br>
<<link [[Next|Street Pair]]>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<if Time.dayState isnot "night">>
<<enable_rescue>>
<i>Attacking you during daylight hours is brazen of them. If only you could scream, someone would help.</i>
<br><br>
<</if>>
<<maninit>>
<<set $leftarm to "grappled">><<set $rightarm to "grappled">><<hand_gag 0 left>><<set $NPCList[0].righthand to "arms">>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate 1>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $alarm is 1 and _combatend is true>>
<<if $rescue is 1>>
<span id="next"><<link [[Next|Street Pair Alarm]]>><</link>></span><<nexttext>>
<<else>>
<<set $alarm to 0>>
<br><br>
<<if $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Street Pair Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0>>
<span id="next"><<link [[Next|Street Pair Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Street Pair]]>><</link>></span><<nexttext>>
<</if>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax and _combatend is true>>
<span id="next"><<link [[Next|Street Pair Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0 and _combatend is true>>
<span id="next"><<link [[Next|Street Pair Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Street Pair]]>><</link>></span><<nexttext>>
<</if>><<ejaculation>>
<<if $enemyanger gte ($enemyangermax / 5) * 3>>
<<He>> throws you against the pavement.
<<violence 3>>
<<elseif $enemyanger gte 1>>
Without a word, they leave.
<<else>>
Smiling, <<he>> kisses you on the cheek. "That's a good <<girl>>." They get up and leave you lying on the ground.
<</if>>
<br><br>
<<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>><<effects>>
They recoil in pain, giving you the chance you need.
<<if Time.dayState isnot "night">>
<<tearful>> you escape into the crowds.
<<else>>
<<tearful>> you escape into the darkness.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>><<effects>><<set $rescued += 1>>
Your cries attract the attention of the people passing by the alley's entrance. The pair cease their attack on you and walk in the opposite direction.
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<beastTrainGenerate>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate 1>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if $enemyarousal gte $enemyarousalmax and _combatend is true>>
<span id="next"><<link [[Next|Street Dogs Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0 and _combatend is true>>
<span id="next"><<link [[Next|Street Dogs Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Street Dogs]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<beastejaculation>>
<<if $combatTrain.length gt 0>>
Satisfied, the <<beasttype>> leaves you be. Another takes its place.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Street Dogs]]>><</link>>
<<else>>
Satisfied, the <<beasttype>> leaves you be.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Street Dogs End]]>><</link>>
<</if>><<effects>>
<<beastwound>>
<<if $combatTrain.length gt 0>>
The <<beasttype>> recoils in pain and fear, but another takes its place.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Street Dogs]]>><</link>>
<<else>>
The <<beasttype>> recoils in pain and fear.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Street Dogs End]]>><</link>>
<</if>><<effects>>
<<if $enemywounded is 1 and $enemyejaculated is 0>>
The <<beasttype>> whimpers and flees into the darkness.
<<elseif $enemywounded is 0 and $enemyejaculated is 1>>
The <<beasttype>> leaves you lying on the pavement.
<<elseif $enemywounded gte 2 and $enemyejaculated is 0>>
Feeling that you're more trouble than you're worth, the <<beastsplural>> flee into the darkness.
<<elseif $enemywounded is 0 and $enemyejaculated gte 2>>
The <<beastsplural>> leave you spent and shivering on the pavement.
<<elseif $enemywounded gte 1 and $enemyejaculated gte 1>>
The <<beastsplural>> leave you spent and shivering on the pavement. One is slowed by a limp.
<</if>>
<br><br>
<<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>><<effects>>
<<if $phase is 1>>
You agree to the transaction, and find a secluded spot in a nearby alley to conduct the exchange.
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
The <<person>> stares at you, eyes wide, as you lift the sides of your skirt and slip your $worn.under_lower.name down to your knees. You lift one leg out, then the other, and just like that you are naked beneath your skirt.
<br><br>
<<else>>
You ask the <<person>> to turn around while you take them off. When <<his>> back is turned, you remove your <<allBottoms>> and slip your $worn.under_lower.name off your legs. Feeling exposed, you quickly put your <<allBottoms>> back on.
<br><br>
<</if>>
You hand <<him>> the garment, which <<he>> takes with trembling hands. "It's still warm," <<he>> says, holding it against <<his>> face.
<<if $rng lte 50 and Time.dayState is "night">>
<<underlowerruined undefined "sold">>
<<He>> is about to hand you the money, when <<he>> hesitates. <<He>> goes back into <<his>> <<if $pronoun is "m">>wallet<<else>>purse<</if>> and pulls out more notes.
<br><br>
"£270 for the rest," <<he>> says. "For all your clothes. That's £300 for everything."
<br>
<<He>> holds the money in front of you.
<br><br>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Agree|Street Panties All]]>><<set $phase to 1>><</link>><<exhibitionist5>>
<<else>>
<<insufficientStat "exhibitionism" "to take up such an offer">>
<</if>>
<br>
<<link [[Refuse|Street Panties All]]>><<set $phase to 2>><</link>>
<br>
<<else>>
<<if ($player.bodyliquid.vagina.semen + $player.bodyliquid.vaginaoutside.semen + $player.bodyliquid.anus.semen + $player.bodyliquid.bottom.semen ) gte 3>>
The $worn.under_lower.name stick to <<his>> face. <<He>> smiles. "And covered in cum and juices."
<br><br>
<<He>> peels them off <<his>> face,
<<elseif $arousal gte ($arousalmax / 5) * 3>>
<<He>> notices the obvious damp patch and gives it a deep sniff. "Smells like arousal."
<br><br>
<<He>>
<<else>>
<<He>>
<</if>>
hands you the money and departs.
<<exhibitionism3>>
<<underlowerruined undefined "sold">>
<<money 3000 "prostitution">><<fameexhibitionism 1>>
<<endevent>>
<<destinationeventend>>
<</if>>
<<elseif $phase is 2>>
You give the <<person>> a coy smile. "But I'd need to be wearing some first." You walk away, leaving <<him>> speechless.
<<exhibitionism2>>
<<endevent>>
<<destinationeventend>>
<<elseif $phase is 3>>
You hasten your pace to escape the pervert.
<br><br>
<<stress 3>>
<<endevent>>
<<destinationeventend>>
<<elseif $phase is 4>>
<<outfitChecks>>
You give the <<person>> a coy smile. "But I'm not wearing any, <<print ["look.", "see?"].pluck()>>"
<br><br>
With a quick glance about and a wink
<<if _skirtExposed>>
you lift your skirt above your hips
<<else>>
you pull the front of your waistband down
<</if>>
and give the <<person>> a fleeting glimpse of your <<genitals>>.
<<if $player.gender_appearance isnot $player.gender and $NudeGenderDC gt 0>>
The <<person>> does a double take. While <<he>> definitely wasn't expecting such a flagrant act of exhibitionism, <<he>> also clearly was not expecting you to be a <<if $player.gender is "m">>boy<<elseif $player.gender is "h">>hermaphrodite<<else>>girl<<if $player.penisExist>> who's grown a penis<</if>><</if>>.
<<else>>
<<if Time.dayState is "day">>
The <<person>> gawks at you, stunned by your flagrant act of exhibitionism on a public street in broad daylight.
<<else>>
The <<person>> gawks at you, stunned by your flagrant act of exhibitionism on a public street.
<</if>>
<</if>>
Satisfied <<hes>> seen enough, you walk away, leaving the utterly speechless <<person>> in your wake.
<<exhibitionism4>>
<<endevent>>
<<destinationeventend>>
<</if>><<outfitChecks>>
<<if $phase is 1>>
You nod. <<He>> grins and steps back as you start to take off your clothes.
<br><br>
<<if $worn.over_upper.name isnot "naked" or $worn.over_lower.name isnot "naked">>
<<if $worn.over_upper.name is "naked">>
<<if $worn.lower.name is "naked">>
Soon, your exposed <<genitals>> tingles in the night breeze as you hand the <<person>> your $worn.over_lower.name.
<<else>>
You hand the <<person>> your $worn.over_lower.name.
<</if>>
<<elseif _overOutfit is false>>
<<if $worn.upper.name is "naked">>
Soon, your exposed <<breasts>> tingle in the night breeze as you hand the <<person>> your $worn.over_upper.name.
<<else>>
You hand over your $worn.over_upper.name to the <<person>>.
<</if>>
<<if $worn.lower.name is "naked">>
Next, your <<genitals_are>> exposed as you hand over your $worn.over_lower.name.
<<else>>
You hand over your $worn.over_lower.name.
<</if>>
<<else>>
<<if $worn.upper.name is "naked" and $worn.lower.name is "naked">>
Soon your exposed <<breasts>> and <<genitals>> tingle in the night breeze as the <<person>> takes your $worn.over_upper.name in <<his>> hands.
<<else>>
You hand over your $worn.over_upper.name to the <<person>>.
<</if>>
<</if>>
<</if>>
<<if $worn.upper.name is "naked">>
Soon, your exposed <<genitals>> tingles in the night breeze as you hand the <<person>> your $worn.lower.name.
<<elseif _middleOutfit is false>>
Soon, your exposed <<breasts>> tingle in the night breeze as you hand the <<person>> your $worn.upper.name. Next, your <<genitals_are>> exposed as you hand over your $worn.lower.name.
<<else>>
Soon your exposed <<breasts>> and <<genitals>> tingle in the night breeze as the <<person>> takes your $worn.upper.name in <<his>> hands.
<</if>>
<<if $worn.under_upper.name isnot "naked">>
Your $worn.under_upper.name comes off last. You flick it away, and it lands on the <<persons>> head.
<</if>>
<<underupperruined>><<upperruined>><<lowerruined>>
<<He>> stares intently at your naked body -
<<if hasSexStat("exhibitionism", 6)>>
dumbstruck - like all the others. You turn out your foot and hold your arms out to the side to give <<him>> a better view.
<br><br>
"Happy?" you ask. "Money now please."
<br><br>
<<else>>
making you instinctively cover up.
<br><br>
<<He>> smiles at you. "So lovely!"
<br><br>
<</if>>
<<His>> hands are shaking as <<he>> hands over <<moneyGain 300>>. <<He>> takes one last, long look at you before departing with your clothes, leaving you naked in the street.
<<exhibitionism5>>
<<fameexhibitionism 5>>
<<elseif $phase is 2>>
You shake your head.
<br><br>
"Okay." <<He>> smiles. "I had to ask."
<br><br>
<<He>> puts most of the money back in <<his>> wallet. <<He>> hands you the original <<moneyGain 30>> and departs, leaving you in the street with no underwear.
<<exhibitionism3>>
<<fameexhibitionism 1>>
<</if>>
<<destinationeventend>><<effects>>
<<if $phase is 1>>
The <<person>> takes you to a nearby alley. <<pulldownall>>
<br><br>
<<if playerChastity()>>
"Huh," <<he>> grunts at the sight of your $worn.genitals.name. "I was hoping for more of a show, but..." <<He>> gestures for you to continue. "Keep going."
<<elseif $player.penisExist and $player.vaginaExist>>
"I sure wasn't expecting that," <<he>> says, but doesn't ask you to stop. If anything <<he>> seems intrigued.
<<elseif $player.gender_appearance isnot $player.gender and $NudeGenderDC gt 0>>
"So, you're really a <<if $player.gender is "m">>boy<<else>>girl<</if>>?" the <<person>> says, but doesn't tell you to stop.
<</if>>
<br><br>
You squat while facing the wall, feeling a strange mixture of embarrassment and excitement. Soon, the flow starts, as pee <<if playerChastity()>>trickles through your <<genitalsintegrity>> $worn.genitals.name<<else>>leaves your <<genitals>><</if>>. It doesn't last long, but the grin on the <<person>>'s face tells you <<he>> is very much satisfied with your display.
<br><br>
"Thanks, <<girl>>," <<he>> says as <<he>> gives you the money. "Hope to see you again soon." <<He>> leaves you to get dressed.
<br><br>
<<exhibitionism4>>
<<money 3000 "prostitution">>
<<fameexhibitionism 3>>
<<endevent>>
<<destinationeventend>>
<<elseif $phase is 2>>
<<if $submissive gte 1500>>
You say something about not needing to go right now, and don't give the <<person>> a chance to reply. You hasten your steps to escape the pervert.
<<elseif $submissive lte 500>>
You don't even respond, and hasten your steps to escape the pervert.
<<else>>
You make up some poorly-explained excuse, and don't give the <<person>> any chance to reply. You hasten your steps to escape the pervert.
<</if>>
<br><br>
<<stress 3>>
<<endevent>>
<<destinationeventend>>
<</if>><<effects>><<outfitChecks>>
<<if $phase is 1>>
You agree to the transaction, and find a secluded spot in a nearby alley. You turn to face <<him>>. The <<person>> stares at you, eyes wide,
<<if _skirtExposed>>
as you lift your skirt up high,
<<if !$worn.under_lower.type.includes("naked")>>then slip your $worn.under_lower.name down to your knees.<<else>>baring yourself entirely.<</if>>
<<else>>
as you pull your <<allBottoms>> to the floor,
<<if !$worn.under_lower.type.includes("naked")>>then slip your $worn.under_lower.name down to your knees.<<else>>baring yourself entirely.<</if>>
<</if>>
A cool breeze passes over your exposed <<genitals>>.
<br><br>
<<if $player.gender_appearance is $player.gender>>
<<He>> stares for a moment, smiling, transfixed.
<<elseif $player.gender is "h" or $NudeGenderDC gt 0>>
"So it's true. They said you were actually a <<if $player.gender is "m">>boy."<<elseif $player.gender is "h">>hermaphrodite."<<else>>girl<<if $player.penisExist>> who's grown a penis<</if>>."<</if>>
<<else>>
<<He>> hums in thought, then smiles. "Not what I had in mind, but it'll do."
<</if>>
With trembling hands, <<he>> starts snapping pictures of your <<genitals>> from different angles.
<<if $player.vaginaExist>>
<<if $player.bodyliquid.anus.semen gte 3 and $player.virginity.vaginal is true>>
Suddenly <<his>> eyes widen and <<his>> camera snaps wildly.
<br>
<<if $player.penisExist and playerBellyVisible() and $pregnancyspeechdisable is "f">>
"Such a shot! Cum bubbling out of your asshole and running down over that perfect virgin pussy." <<He>> looks up at you in awe. "You are a virgin, right? Looks untouched. Unlike your ass..." <<He>> stops and looks at your belly. "Wait." <<He>> pauses. "You got yourself pregnant? While still being a virgin? How is that even possible?"
<br><br>
<<He>> continues to bombard you with similar questions. "Is it your own child, or someone else's?"
<<famepregnancy 1>>
<<elseif playerBellyVisible() and $pregnancyspeechdisable is "f">>
"Such a shot! Cum bubbling out of your asshole and running down over that perfect virgin pussy." <<He>> looks up at you in awe. "You are a virgin, right? Looks untouched. Unlike your ass..." <<He>> stops and looks at your belly. "Wait." <<He>> pauses. "You got pregnant? While still being a virgin? How is that even possible?"
<<famepregnancy 1>>
<<else>>
"Such a shot! Cum bubbling out of your asshole and running down over that perfect virgin pussy." <<He>> looks up at you in awe. "You are a virgin, right? Looks untouched. Unlike your ass..."
<</if>>
<br><br>
After few more snaps, <<he>> stops and browses through the photos on <<his>> phone.
<br>
"I can't believe I got these. These-" <<He>> smiles. "Are pure treasure."
<br><br>
<<elseif $fame.rape gte 400 and $player.virginity.vaginal is true>>
<br>
<<if $player.penisExist and playerBellyVisible() and $pregnancyspeechdisable is "f">>
"Wow. Half the town's watched you scream and squeal," <<he>> gasps. "Yet you managed to keep your legs closed. This pussy looks untouched..." <<He>> stops and looks at your belly. "Wait." <<He>> pauses. "You got yourself pregnant? While still being a virgin? How is that even possible?"
<br><br>
<<He>> continues to bombard you with similar questions. "Is it your own child, or someone else's?"
<<famepregnancy 1>>
<<elseif playerBellyVisible() and $pregnancyspeechdisable is "f">>
"Wow. Half the town's watched you scream and squeal," <<he>> gasps. "Yet you managed to keep your legs closed. This pussy looks untouched..." <<He>> stops and looks at your belly. "Wait." <<He>> pauses. "You got pregnant? While still being a virgin? How is that even possible?"
<<famepregnancy 1>>
<<else>>
"Wow. Half the town's watched you scream and squeal," <<he>> gasps. "Yet you managed to keep your legs closed. This pussy looks untouched!"
<</if>>
<br><br>
After a lot of camera snaps, <<he>> stops and browses through the photos on <<his>> phone.
<br>
"These pictures," <<he>> sighs. "Are treasures. These will last forever."
<br><br>
<<elseif $player.virginity.vaginal is true>><<He>> stops in shock.
<br>
<<if $player.penisExist and playerBellyVisible() and $pregnancyspeechdisable is "f">>
<<if $sexStats.vagina.pregnancy.totalBirthEvents is 0>>"Your hymen looks intact?" <</if>><<he>> gasps. "Lucky me, finding a virgin pussy. <<if currentSkillValue('physique') gte ($physiquesize / 7) * 4>>Good work..."<<else>>Watch out, girl..."<</if>> <<He>> stops and looks at your belly. "Wait." <<He>> pauses. "You got yourself pregnant? While still being a virgin? How is that even possible?"
<br><br>
<<He>> continues to bombard you with similar questions. "Is it your own child, or someone else's?"
<<famepregnancy 1>>
<<elseif playerBellyVisible() and $pregnancyspeechdisable is "f">>
<<if $sexStats.vagina.pregnancy.totalBirthEvents is 0>>"Your hymen looks intact?" <</if>><<he>> gasps. "Lucky me, finding a virgin pussy. <<if currentSkillValue('physique') gte ($physiquesize / 7) * 4>>Good work..."<<else>>Watch out, girl..."<</if>> <<He>> stops and looks at your belly. "Wait." <<He>> pauses. "How did you get yourself pregnant? While still being a virgin? How is that even possible?"
<<famepregnancy 1>>
<<else>>
<<if $sexStats.vagina.pregnancy.totalBirthEvents is 0>>"Your hymen looks intact?" <</if>><<he>> gasps. "Lucky me, finding a virgin pussy. <<if currentSkillValue('physique') gte ($physiquesize / 7) * 4>>Good work! You look like you can take care of yourself!"<<else>>Watch out, girl. Little thing like you will be lucky to last a week!"<</if>>
<</if>>
<br><br>
After a lot of camera snaps, <<he>> stops and browses through the photos on <<his>> phone.
<br>
"These pictures," <<he>> sighs. "Are treasures. These will last forever."
<br><br>
<<elseif $player.penisExist>>
<br>
"So what's it like having both of them!?" <<he>> exclaims. "Shit! I've never seen... So you can literally go fuck yourself?! You... wow..."
<<if playerBellyVisible() and $pregnancyspeechdisable is "f">>
<<He>> stops and looks at your belly. "Wait, so did someone else get you pregnant or did you do it to yourself?"
<<famepregnancy 1>>
<</if>>
<br><br>
After a lot of camera snaps, <<he>> stops and browses through the photos on <<his>> phone.
<br>
"That's something you don't see every day!" <<He>> smiles. "Thanks."
<br><br>
<<elseif $player.bodyliquid.vagina.semen gte 3>>
<br>
"That can't be cum?! It is just pouring out of that pussy!" <<He>> looks up at you in awe.
<<if playerBellyVisible() and $pregnancyspeechdisable is "f">>
"You filthy little cumdump! No wonder you got yourself pregnant."
<<famepregnancy 1>>
<<else>>
"You filthy little cumdump!"
<</if>>
<br><br>
After some more snaps, <<he>> stops and browses through the photos on <<his>> phone.
<br>
"This one-" <<He>> flashes a lewd photo at you. "This one is going on my wall!"
<br><br>
<<elseif $player.bodyliquid.anus.semen gte 3>>
<<His>> eyes widen.
<br>
"I just got a great shot of cum bubbling out your asshole." <<He>> looks up at you in awe.
<<if playerBellyVisible() and $pregnancyspeechdisable is "f">>
"Oh, so being pregnant wasn't the only reason you were walking so slow."
<<famepregnancy 1>>
<<else>>
"Now I get why you were walking slow!"
<</if>>
<br><br>
After few more snaps, <<he>> stops and browses through the photos on <<his>> phone.
<br>
"These-" <<He>> grins. "Will come in handy!"
<br><br>
<<elseif $player.bodyliquid.vagina.semen gte 1>>
<br>
"Nice! Cum seeping out of your pussy," <<he>> says. "You just let your boyfriend drain his balls right up in there?
<<if playerBellyVisible() and $pregnancyspeechdisable is "f">>
You better look after his child."
<<famepregnancy 1>>
<<else>>
<<if $pronoun is "m">>Good girl!<<else>>Not too bright, huh?<</if>>"
<</if>>
<br><br>
After few more snaps, <<he>> stops and browses through the photos on <<his>> phone.
<br>
"These-" <<He>> grins. "Will come in handy!"
<br><br>
<<elseif $player.bodyliquid.anus.semen gte 1>>
<br>
"Look at that! So you <<if $pronoun is "m">>let<<else>>make<</if>> your boyfriend cum in your ass?" <<he>> laughs.
<<if playerBellyVisible() and $pregnancyspeechdisable is "f">>
"Not like it's stopped you from getting pregnant."
<<famepregnancy 1>>
<<else>>
<<if $pronoun is "m">>"Dirty girl!"<<else>>"Smart girl. <<if $pregnancyspeechdisable is "f">>No getting pregnant that way.<</if>>"<</if>>
<</if>>
<br><br>
After few more snaps, <<he>> stops and browses through the photos on <<his>> phone.
<br>
"These-" <<He>> grins. "Will come in handy!"
<br><br>
<<elseif $arousal gte ($arousalmax / 5) * 3>>
<br>
"You're so wet," <<he>> says.
<<if playerBellyVisible() and $pregnancyspeechdisable is "f">>
"Is this turning you on, or is your pregnancy fucking with your hormones?"
<<famepregnancy 1>>
<<else>>
"Is this turning you on?"
<</if>>
<br><br>
After few more snaps, <<he>> stops and browses through the photos on <<his>> phone.
<br>
"These-" <<He>> grins. "Will come in handy!"
<br><br>
<<elseif $fame.rape gte 600>>
<br>
"They say you get off from being raped," <<he>> says.
<<if playerBellyVisible() and $pregnancyspeechdisable is "f">>
"Like, you do it deliberately, and considering the large belly you have... the more the merrier."
<<famepregnancy 1>>
<<else>>
"Like, you do it deliberately. The more the merrier."
<</if>>
<br>
<<He>> takes a few more snaps.
<br>
"That you need a rough pounding to even get off nowadays."
<br>
"Is that true?" <<He>> glances up at you.
<br><br>
You don't answer and <<he>> doesn't seem to care. After few more snaps, <<he>> stops and browses through the photos on <<his>> phone.
<br>
"These-" <<He>> grins. "Will come in handy!"
<br><br>
<<elseif $fame.sex gte 600>>
<br>
"They say you're quite the slut," <<he>> says.
<<if playerBellyVisible() and $pregnancyspeechdisable is "f">>
"That you can't get enough. That you always want to be pregnant."
<<famepregnancy 1>>
<<else>>
"That you can't get enough. You just love putting it about."
<</if>>
<br>
<<His>> camera clicks again.
<br>
"Is that true?"
<br><br>
You don't answer and <<he>> doesn't seem to care. After few more snaps, <<he>> stops and browses through the photos on <<his>> phone.
<br>
"These-" <<He>> grins. "Will come in handy!"
<br><br>
<<elseif $wolfgirl gte 4 and (!["hidden", "disabled"].includes($transformationParts.wolf.pubes) or !["hidden", "disabled"].includes($transformationParts.wolf.pits))>>
<br>
<<if playerBellyVisible() and $pregnancyspeechdisable is "f">>
"Wow," <<he>> says. "So hairy! Those wolf children in your belly?"
<<famepregnancy 1>>
<<else>>
"Wow," <<he>> says. "So hairy!"
<</if>>
<br><br>
After few more snaps, <<he>> stops and browses through the photos on <<his>> phone.
<br>
"These-" <<He>> grins. "Will come in handy!"
<br><br>
<<elseif $vaginalstat gte 101>>
<br>
"Wow!" <<he>> exclaims.
<<if playerBellyVisible() and $pregnancyspeechdisable is "f">>
"Looks like this cunt's either taken a lot of dick or you've given birth to too many children!"
<<famepregnancy 1>>
<<else>>
"Looks like this cunt's taken a lot of dick!"
<</if>>
<br><br>
After few more snaps, <<he>> stops and browses through the photos on <<his>> phone.
<br>
"These-" <<He>> grins. "Will come in handy!"
<br><br>
<<elseif $analstat gte 101>>
<br>
"Wow!" <<he>> exclaims. "That asshole looks like it's seen some use!"
<br><br>
After few more snaps, <<he>> stops and browses through the photos on <<his>> phone.
<br>
"These-" <<He>> grins. "Will come in handy!"
<br><br>
<<else>>
<br>
"These-" <<He>> finally grins. "Will come in very handy."
<br><br>
<</if>>
<<elseif $player.penisExist>>
<<if $player.virginity.penile is true>>
<<He>> stops for a moment and looks more closely.
<br>
"Wow. It doesn't look like you've ever even used that thing!" <<he>> gasps. "I've found the last pure boy in this town!"
<br><br>
After a lot more camera snaps, <<he>> stops and browses through the photos on <<his>> phone.
<br>
"These pictures," <<he>> sighs. "Are treasures. These will last forever."
<br><br>
<<elseif $player.virginity.anal is true>>
<br>
"Your ass looks intact," <<he>> comments. <<if currentSkillValue('physique') gte ($physiquesize / 7) * 4>>"You look like you can take care of yourself! In this town you might need to."<<else>>"You must be new around here. Skinny thing like you will be lucky to last a week in this town."<</if>>
<br><br>
After a lot of camera snaps, <<he>> stops and browses through the photos on <<his>> phone.
<br>
"These-" <<He>> grins. "Will come in handy!"
<br><br>
<<elseif $player.bodyliquid.anus.semen gte 3>>
<br>
"Wow! No cunt, but you can still whore your ass out, huh?" <<He>> looks up at you. "Now I get why you were walking funny - all that cum pouring out."
<br><br>
After few more snaps, <<he>> stops and browses through the photos on <<his>> phone.
<br>
"These-" <<He>> grins. "Will come in handy!"
<br><br>
<<elseif $arousal gte ($arousalmax / 5) * 3>>
<br>
"That dick looks rock hard," <<he>> says. "Is this turning you on?"
<br><br>
After few more snaps, <<he>> stops and browses through the photos on <<his>> phone.
<br>
"These-" <<He>> grins. "Will come in handy!"
<br><br>
<<elseif $fame.rape gte 600>>
<br>
"They say you get off on being raped," <<he>> says. "That you need a rough ass pounding to even get it up nowadays."
<br><br>
"Is that true?"
<br><br>
You don't answer and <<he>> doesn't seem to care. After few more snaps, <<he>> stops and browses through the photos on <<his>> phone.
<br>
"These-" <<He>> grins. "Will come in handy!"
<br><br>
<<elseif $fame.sex gte 600>>
<br>
"They say you're quite the rake," <<he>> says. "That you love putting it about."
<br><br>
"Is that true?"
<br><br>
You don't answer and <<he>> doesn't seem to care. After few more snaps, <<he>> stops and browses through the photos on <<his>> phone.
<br>
"These-" <<He>> grins. "Will come in handy!"
<br><br>
<<elseif $wolfgirl gte 4 and (!["hidden", "disabled"].includes($transformationParts.wolf.pubes) or !["hidden", "disabled"].includes($transformationParts.wolf.pits))>>
<br>
"Wow," <<he>> says. "So hairy!"
<br><br>
After few more snaps, <<he>> stops and browses through the photos on <<his>> phone.
<br>
"These-" <<He>> grins. "Will come in handy!"
<br><br>
<<elseif $analstat gte 101>>
<br>
"Wow!" <<he>> exclaims. "That asshole has seen some heavy use!"
<br><br>
After few more snaps, <<he>> stops and browses through the photos on <<his>> phone.
<br>
"These-" <<He>> grins. "Will come in handy!"
<br><br>
<<else>>
<br>
"These-" <<He>> finally grins. "Will come in very handy."
<br><br>
<</if>>
<</if>>
<<He>> hands you the money and departs.
<<exhibitionism4>>
<<money 5000>><<fameexhibitionism 3>>
<<endevent>>
<<destinationeventend>>
<<elseif $phase is 4>>
<br>
Well, <<he>> wants a collection of pictures of your <<if $player.gender_appearance is "m">>penis<<else>>pussy<</if>>.
<br> You have a lewd idea.
<br>
"I'll show you everything then," you say.
<br>
You lie down and spread your legs to give <<him>> a good view of your pussy lips.
<br>
<<He>> looks eagerly at you. You smile. The show is just getting started.
<br>
<br>
You place one hand on each of your labia and then slowly start spreading your <<if $arousal gte ($arousalmax / 5) * 3>>dripping wet<</if>> pussy.
<br>
<<His>> eyes widens and concentrates so hard on you that <<he>> forgets to take photos.
<br>
You continue spreading your pussy lips as much as you can <<if $player.bodyliquid.vagina.semen gte 1>> and some cum seeps out of you<</if>>.
<br>
<<He>> can see the entrance of your vagina slowly opening up.
<br>
<br>
<<if $vaginalstat gte 20>>
You push your fingers inside your vagina and start forcing it wide open. <<He>> can practically see inside of you now.
<br>
<<if $vaginalstat gte 35>>
You keep forcing your vagina to open up even more. <<He>> wanted to see everything after all!
<br>
You feel you can not stretch it anymore, but there's no need for it.
<br><br>
<<He>> can clearly see your cervix and the insides of your pussy <<if $arousal gte ($arousalmax / 5) * 3>>with all of its juices<</if>>. <<He>> is so amazed <<his>> jaw just simply drops.
<</if>>
<</if>>
<br><br>
After a short time <<he>> comes to <<his>> senses and places <<his>> phone as close as possible to your pussy and starts taking photos.
<br>
You are satisfied with <<his>> reaction and you keep yourself fully exposed for a few more moments.
<br>
<<He>> takes a few more shots and then steps back.
<br>
<br>
"These-" <<He>> grins and swallows hard. "Will be my most sacred treasures!"
<br>
"This was really worth it, here!"
<br>
<br>
<<He>> hands you even more money than agreed and departs.
<<exhibitionism5>>
<<money 15000>><<fameexhibitionism 3>>
<<endevent>>
<<destinationeventend>>
<<elseif $phase is 3>>
You hasten your pace to escape the pervert.
<br><br>
<<stress 3>>
<<endevent>>
<<destinationeventend>>
<</if>><<outfitChecks>>
<<effects>>
<<if $phase is 1 or $phase is 10>>
You climb into the back of the car, and the <<person>> drives into a secluded alley. <<He>> joins you on the back seat.
<<promiscuity2>>
<<link [[Next|Street Car Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<elseif $phase is 2>>
<<if $rng gte 81 and _middleOutfit is false and $worn.upper.exposed lte 1 and _overOutfit is false and $worn.over_upper.exposed lte 1>>
You hasten your pace to escape the pervert. However, <<he>> keeps pace with you, and waves <<his>> wad of cash again. "Okay. How about you just give me a little show? Take your shirt off."
<br><br>
<<stress 6>>
<<if $player.gender_appearance is "m" and $player.breastsize lte 2>>
<<link [[Take off your top|Street Car Strip]]>><<set $phase to 1>><</link>><<exhibitionist1>>
<br>
<<else>>
<<if hasSexStat("exhibitionism", 4)>>
<<link [[Take off your top|Street Car Strip]]>><<set $phase to 2>><</link>><<exhibitionist4>>
<br>
<</if>>
<</if>>
<<link [[Refuse again|Street Car]]>><<set $phase to 3>><</link>><<gstress>>
<br>
<<else>>
You hasten your pace to escape the pervert.
<br><br>
<<stress 3>>
<<endevent>>
<<destinationeventend>>
<</if>>
<<elseif $phase is 3>>
You hasten your pace to escape the pervert. This time <<he>> doesn't follow you.
<br><br>
<<stress 3>>
<<endevent>>
<<destinationeventend>>
<</if>><<effects>>
<<if $rng lte 15 and (crimeSumCurrent() gte 1000 or $fame.prostitution gte 400)>>
<<set $phase to 10>>
<</if>>
Following the slime's command, you climb into the back of the car, and the <<person>> drives into a secluded alley. <<He>> joins you on the back seat.
<<promiscuity2>>
<<link [[Next|Street Car Sex]]>><<set $sexstart to 1>><</link>><<effects>>
<<if $earSlime.defyCooldown>>
<<if $earSlime.growth gte 100>>
<<set $earSlime.defyCooldown += 2>>
You turn away from the <<person>> and hasten your pace to escape the pervert. You feel a jolt of pain as the slime punishes you for defiance, however, <span class="red">it doesn't stop you, knowing that it can punish you in other ways.</span>
<<else>>
You turn away from the <<person>> and hasten your pace to escape the pervert. You feel a jolt of pain as the slime punishes you for defiance, however, <span class="teal">it's still worn out from overpowering you earlier.</span> You feel it try, <span class="green">but fail,</span> to force your steps in the opposite direction.
<</if>>
<br><br>
<<endevent>>
<<destinationeventend>>
<<elseif $earSlime.corruption gte (currentSkillValue('willpower') / 10)>>
<<if hasSexStat("promiscuity", 4) and $earSlime.growth lt 100>>
<<set $earSlime.defyCooldown += 4>>
<<else>>
<<set $earSlime.defyCooldown += 8>>
<</if>>
<<if $rng lte 15 and (crimeSumCurrent() gte 1000 or $fame.prostitution gte 400)>>
<<set $phase to 10>>
<</if>>
You turn away from the <<person>>, and feel a jolt of pain as the slime punishes you for defiance. It tries to force you to stay still, <span class="red">and you fail</span> to resist its influence.
<<ggwillpower>><<willpower 3>>
<br><br>
Forced by the slime's urging, you climb into the back of the car, and the <<person>> drives into a secluded alley. <<He>> joins you on the back seat.
<br><br>
<<link [[Next|Street Car Sex]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You turn away from the <<person>> and hasten your pace to escape the pervert. You feel a jolt of pain as the slime punishes you for defiance, however, you feel it try, <span class="green">but fail,</span> to force your steps in the opposite direction.
<<gwillpower>><<willpower 1>>
<br><br>
<<endevent>>
<<destinationeventend>>
<</if>><<effects>>
<<if $phase is 1>>
After taking a look around to see if anyone else is watching, you <<nervously>> remove your <<allTops>>, exposing your <<breasts>>. A chill breeze makes your nipples stand on end.
<<exhibitionism1>>
<<He>> whistles at you. "Good slut. Here." <<He>> drops some notes out the window, then speeds away as you crouch to pick them up. You've earned <<printmoney 2000>><<money 2000 "prostitution">>.
<br><br>
<<endevent>>
<<destinationeventend>>
<<elseif $phase is 2>>
After taking a look around to see if anyone else is watching, you <<nervously>> remove your <<allTops>>. Your <<breasts>> <<if $player.breastsize gte 2>>flop out<<else>>are exposed<</if>> as you raise your shirt above your chest and a chill breeze makes your buds stand on end.
<<exhibitionism4>>
<<He>> whistles at you. "Good slut. Here." <<He>> drops some notes out the window, then speeds away as you crouch to pick them up. You've earned <<printmoney 3000>><<money 3000 "prostitution">>.
<br><br>
<<endevent>>
<<destinationeventend>>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 40>>
<<set $tipmod to 2>><<tipset>>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<neutral 1>>
<<maninit>>
<<molested>>
<<set $tipmod to 2>><<tipset>>
<</if>>
<<effects>>
<<effectsman>>
<<if $phase is 10 and $stealtarget isnot "" and $street_car_police isnot true>>
<<set $street_car_police to true>>
While searching <<his>> <<wallet>>, your hand brushes against <span class="red">a police badge.</span>
<</if>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $enemyarousal lt $enemyarousalmax and $enemyhealth gt 0 and $finish isnot 1>>
<span id="next"><<link [[Next|Street Car Sex]]>><</link>></span><<nexttext>>
<<elseif $phase is 10>>
<span id="next"><<link [[Next|Street Car Sex Police]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Street Car Sex Finish]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<unset $street_car_police>>
<<if $consensual is 1>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<set $prostitutionstat += 1>><<fameprostitution 1>>
"Here's your pay, whore." <<He>> drops some cash on you as <<he>> climbs back over to the driver's seat. "<<if $fame.prostitution gte 200>>Does this whore <<else>>Do you <</if>>need to be somewhere?" <<he>> asks.
<br><br>
<<tipreceive "prostitution">>
<<else>>
"Fine. I hope you don't expect anything." <<He>> shoves you out the car and drives away. <<tearful>> you struggle to your feet.
<br><br>
<</if>>
<<else>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<fameprostitution 1>><<set $prostitutionstat += 1>>
"Here's your pay, whore." <<He>> drops some cash on you as <<he>> climbs back over to the driver's seat. <<tearful>> you leave the car, and hear <<him>> drive away.
<br><br>
<<tipreceive "prostitution">>
<<elseif $finish is 1>>
"Fine. I hope you don't expect anything." <<He>> shoves you out the car and drives away. <<tearful>> you struggle to your feet.
<br><br>
<<else>>
You manage to knock the <<person>> backwards, giving you time to escape. <<tearful>> you escape the car and flee down the alley.
<br><br>
<</if>>
<</if>>
<<if ($consensual is 1) and ($enemyarousal gte $enemyarousalmax)>>
/* Have to save pronoun for next passage, where it get unset or if PC decideds to leave, advantaged of not having to move endcombat text to next passage. */
<<set $npcpronountemp to $pronoun>>
<<clotheson>>
<<endcombat>>
<<link [[Drop me off|Street Car Sex Dropoff]]>><<set $pronoun to $npcpronountemp>> <<unset $npcpronountemp>> <</link>>
<br>
<<set _leave to $bus.toUpperFirst()>>
<<if $bus isnot "park">>
<<set _leave += ($location is "alley" ? " alleyways" : " Street")>>
<</if>>
<<link [[Leave the car|_leave]]>><<unset $npcpronountemp>><<set $eventskip to 1>><</link>>
<<else>>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<</if>>"So where are we heading?" <<he>> asks, while <<he>> turns the keys in the ignition.
<<unset $pronoun>>
<br><br>
Residential
<br>
<<domusicon>><<link [[Drop me off by Domus Street (Home)|Domus Street]]>><<set $eventskip to 1>><</link>>
<br>
<<barbicon>><<link [[Drop me off by Barb Street (Studio)|Barb Street]]>><<set $eventskip to 1>><</link>>
<br>
<<danubeicon>><<link [[Drop me off by Danube Street (Mansions)|Danube Street]]>><<set $eventskip to 1>><</link>>
<br>
<<wolficon>><<link [[Drop me off by Wolf Street (Temple)|Wolf Street]]>><<set $eventskip to 1>><</link>>
<br><br>
Commercial
<br>
<<highicon>><<link [[Drop me off by High Street (Shopping centre)|High Street]]>><<set $eventskip to 1>><</link>>
<br>
<<connudatusicon>><<link [[Drop me off by Connudatus Street (Clubs)|Connudatus Street]]>><<set $eventskip to 1>><</link>>
<br>
<<clifficon>><<link [[Drop me off by Cliff Street (Cafe)|Cliff Street]]>><<set $eventskip to 1>><</link>>
<br>
<<nightingaleicon>><<link [[Drop me off by Nightingale Street (Hospital)|Nightingale Street]]>><<set $eventskip to 1>><</link>>
<br>
<<starfishicon>><<link [[Drop me off by Starfish Street (Beach)|Starfish Street]]>><<set $eventskip to 1>><</link>>
<br>
<<oxfordicon>><<link [[Drop me off by Oxford Street (School)|Oxford Street]]>><<set $eventskip to 1>><</link>>
<br><br>
Industrial
<br>
<<elkicon>><<link [[Drop me off by Elk Street|Elk Street]]>><<set $eventskip to 1>><</link>>
<br>
<<mericon>><<link [[Drop me off by Mer Street (Docks)|Mer Street]]>><<set $eventskip to 1>><</link>>
<br>
<<harvesticon>><<link [[Drop me off by Harvest Street (Pub)|Harvest Street]]>><<set $eventskip to 1>><</link>>
<br><br><<set $outside to 0>><<effects>>
<<unset $street_car_police>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<set $prostitutionstat += 1>><<fameprostitution 1>>
<<if crimeSumCurrent() gte 2000 and $rng % 2>>
<<if $enemyanger lt 1 and crimeSumCurrent() lte 4000 and $beauty gte ($beautymax / 7) * 5>>
The <<person1>><<person>> looks conflicted. Finally <<he>> speaks.
<br>
"Listen," <<he>> says. "I'm with the police. This was a sting operation. Targeting you. We know you've been committing crimes and prostitution is an easy way to get an arrest. So... so this."
<br><br>
"Look I..." <<he>> says. "You're a sweet, gorgeous <<if $player.gender_appearance is "m">>guy<<else>>girl<</if>>, and that was pretty good just now. I liked that. A lot. And no one else knows I caught you yet, so... We can just pretend I didn't, right."
<br><br>
<<if $stealtarget isnot "">>
"You already helped yourself to the money in my wallet, so we'll agree you've been paid."
<<else>>
"Here's your pay."
<<tipreceive "prostitution">>
<</if>>
<br><br>
"Be careful. The people after you may be closer than you think."
<br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<<else>>
The <<person1>><<person>> looks at you lovingly.
<br>
"What do I owe you for such amazing sex? Just name your price."
<br><br>
<<if currentSkillValue('skulduggery') gte 700>>
<span class="gold">Thanks to your knowledge of trickery and deceit, you smell a rat. The car. The person. Everything feels wrong. This feels like a setup.</span>
<br><br>
<</if>>
<<link [[Nothing|Street Car Sex Entrap]]>><<set $phase to 0>><</link>>
<br>
<<link [[£50|Street Car Sex Entrap]]>><<set $phase to 2>><</link>>
<br>
<<link [[£100|Street Car Sex Entrap]]>><<set $phase to 2>><</link>>
<br>
<<link [[£150|Street Car Sex Entrap]]>><<set $phase to 2>><</link>>
<br>
<<link [[£200|Street Car Sex Entrap]]>><<set $phase to 2>><</link>>
<br>
<<link [[£500|Street Car Sex Entrap]]>><<set $phase to 2>><</link>>
<br>
<</if>>
<<else>>
"That was great."
<br>
<<He>> smiles, strokes your cheek and then shows you a police badge.
<br>
"There's no cost involved, right? That'd be prostitution. A <<girl>> like you isn't a whore? I'd have to take you in for that."
<br><br>
/* <<if $submissive lte 500>> */
<<link [[Demand payment|Street Car Sex Entrap]]>><<set $phase to 3>><<crimeUp 50 "prostitution">><</link>><<crime "prostitution">>
<br>
/* <</if>> */
<<link [[No cost|Street Car Sex Entrap]]>><<set $phase to 0>><</link>>
<br>
<</if>>
<<elseif $finish is 1>>
"Fine. I hope you don't expect anything." <<He>> shoves you out the car and drives away. <<tearful>> you struggle to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<<else>> /*only triggers if event goes nonconsens and fight*/
<<if $rng % 2>>
You manage to knock the <<person>> backwards, giving you time to escape. <<tearful>> you escape the car and flee down the alley.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<<else>>
You manage to knock the <<person>> backwards, and try to escape, <span class="red">but the car doors won't open.</span>
<br>
The <<person>> grabs you and quickly puts you in an arm-lock.
<br><br>
"You just assaulted a police officer." <<He>> puts something on your arms, binding them behind you.
<br><br>
<<set $rightarm to "bound">><<handheldruined>><<set $leftarm to "bound">>
<<rng 50 100>>
<<if crimeSumCurrent() gt ($rng + ($enemyangermax - $enemyanger)) * 20>> /*more angry = more likely to arrest you for smaller crime value*/
"With your record, no one will ask too many awkward questions about how I caught you. I'll probably even get a bonus."
<br><br>
<<link [[Next|Street Car Sex Entrap]]>><<set $phase to 1>><</link>>
<br>
<<else>>
"It's your lucky day. I'm on thin ice already with the boss - if I haul you in there'll be too many questions."
<br><br>
"I should hurt you." <<He>> smiles viciously. "You're lucky I'm a police officer. I'll let you go. But I'll be keeping your clothes as 'evidence'."
<br><br>
<<He>> shoves you out of the car naked. With your arms still bound you're unable to stop yourself bashing into a wall.
<br><br>
"Have a nice walk home!" <<His>> car screeches away.<<upperruined>><<lowerruined>><<underruined>><<handheldruined>>
<<endcombat>>
<<destinationeventend>>
<</if>>
<</if>>
<</if>><<set $outside to 0>><<effects>>
<<if $phase is 0>>
"There's no charge, <<if currentSkillValue('skulduggery') gte 700 or $stealtarget isnot "">>Officer,<<else>><<if $pronoun is "m">>sir,<<else>>ma'am,<</if>><</if>>" you smile. "I'm not a prostitute!"
<br><br>
"Right..." <<he>> says. "Then I guess you better be on your way."
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<</if>>
<<if $phase gte 3>>
"You knew the deal. You said you'd pay. You can't arrest me for committing a crime you paid me to do! Pay up."
<br><br>
<<He>> holds up <<his>> hands: "Okay. Okay. It was worth a try."
<br><br>
You shake your head as <<he>> smiles innocently.
<br><br>
<</if>>
<<if $phase gte 2>>
"Take what you need from that bag beside you," <<he>> says. "It's all there."
<br><br>
You turn to get the bag, when the <<person>> roughly grabs you. You feel something lock around your arms, binding them behind you.
<<set $rightarm to "bound">><<handheldruined>><<set $leftarm to "bound">>
<br><br>
"Guess what?" <<he>> says. "You're under arrest. Prostitution."
<br><br>
<</if>>
<<if $phase gte 1>>
<<He>> leaves you bound in the back of the car, as <<he>> goes forward to drive.
<br><br>
"Sit back," <<he>> says. "Enjoy the ride."
<br><br>
<<clotheson>>
You sit <<if $submissive lte 500>>silently fuming.<<else>>in silence.<</if>> <<He>> taps the steering wheel in time to the music on the radio.
<br><br>
You notice <<him>> looking at you in the mirror. "Don't worry. It'll probably just be the pillory. Hardly a punishment at all. You'll be fine. Y'know it's my day off tomorrow. If you're still there I'll pay you a visit. Make sure you don't get cold," <<he>> leers at you in the mirror. "Would you like that? ...Sure you would."
<br><br>
<<He>> eventually drops you off at the station, where you are put in a holding cell.
<br><br>
"They'll be with you in a couple of hours," the <<person>> tells you as <<he>> leaves. "Have a nice day, citizen."
<br><br>
<<link [[Wait (2:00)|Police Cell]]>><<pass 2 hour>><<endcombat>><</link>>
<br>
<</if>><<effects>>
<<if $phase is 1>>
You wait until <<he>> looks at you again, then slowly trace your tongue across your upper lip. <<He>> looks at <<his>> feet and blushes.
<<promiscuity1>>
<<endevent>>
<<destinationeventend>>
<<elseif $phase is 2>>
You look away from the <<person>>, and continue on your journey.
<br><br>
<<endevent>>
<<destinationeventend>>
<</if>><<effects>>
You follow the slime's urging and approach the <<person>>.
<br><br>
"Can you bind my arms behind me with that rope?" you ask.
<br><br>
<<if $fame.exhibitionism gte 500>>
<<He>> takes another look at you before smirking and grabbing the rope. "Sure, I can help bind up a slut like yourself." <<He>> ties your arms tightly behind your back, admires <<his>> work with a leer, and leaves.
<<else>>
<<He>> looks between you and the rope. "Not sure why you would want me to do that, but sure." Grabbing the rope, <<he>> carefully binds your arms. "I hope you're sure about this. It's not safe being tied up in a town like this."
<</if>>
<<if $worn.handheld.name isnot "naked">><span class="red">You're unable to carry your $worn.handheld.name like this!</span> You're forced to leave it behind, but at least the slime is satisfied.<</if>>
<<bind>>
<br><br>
<<destinationeventend>><<effects>>
<<if $earSlime.defyCooldown>>
<<if $earSlime.growth gte 100>>
<<set $earSlime.defyCooldown += 2>>
You turn away from the <<person>> and hasten your pace while ignoring the slime's demand. You feel a jolt of pain as the slime punishes you for your defiance, however, <span class="red">it doesn't stop you, knowing that it can punish you in other ways.</span>
<<else>>
You turn away from the <<person>> and hasten your pace while ignoring the slime's demand. You feel a jolt of pain as the slime punishes you for your defiance, however, <span class="teal">it's still worn out from overpowering you earlier.</span> You feel it try, <span class="green">but fail,</span> to force your steps in the opposite direction.
<</if>>
<br><br>
<<endevent>>
<<destinationeventend>>
<<elseif $earSlime.corruption gte (currentSkillValue('willpower') / 10)>>
<<if hasSexStat("exhibitionism", 4) and $earSlime.growth lt 100>>
<<set $earSlime.defyCooldown += 4>>
<<else>>
<<set $earSlime.defyCooldown += 8>>
<</if>>
You turn away from the <<person>>, and feel a jolt of pain as the slime punishes you for your defiance. It tries to force you to stay still, <span class="red">and you fail</span> to resist its influence.
<<ggwillpower>><<willpower 3>>
<br><br>
You follow the slime's urging and approach the <<person>>.
<br><br>
"C-can you bind my arms behind me with that rope?" you ask.
<br><br>
<<if $fame.exhibitionism gte 500>>
<<He>> takes another look at you before smirking and grabbing the rope. "Sure, I can help bind up a slut like yourself." <<He>> ties your arms tightly behind your back, admires <<his>> work with a leer, and leaves.
<<else>>
<<He>> looks between you and the rope. "Not sure why you would want me to do that, but sure." Grabbing the rope, <<he>> carefully binds your arms. "I hope you're sure about this. It's not safe being tied up in a town like this."
<</if>>
<<if $worn.handheld.name isnot "naked">><span class="red">You're unable to carry your $worn.handheld.name like this!</span> You're forced to leave it behind, but at least the slime is satisfied.<</if>>
<<bind>>
<br><br>
<<endevent>>
<<destinationeventend>>
<br>
<<else>>
You turn away from the <<person>> and hasten your pace while ignoring the slime's demand. You feel a jolt of pain as the slime punishes you for your defiance. It tries, <span class="green">but fails,</span> to force your steps in the opposite direction.
<<gwillpower>><<willpower 1>>
<br><br>
<<endevent>>
<<destinationeventend>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
You drop to your knees, which the <<beasttype 0>> takes as an invitation.
<br><br>
<<set $phase to 1>>
<<set $enemyno to 1>>
<</if>>
<<effects>>
<<if $orgasmdown gte 1 and $phase is 1>>
<<set $phase to 0>>
"I knew it," the <<person2>><<person>> says, "You're a bitch, through and through." You feel utterly humiliated.
<<combattrauma 3>><<famebestiality 10>><<famebestiality 10>>
<<else>>
The <<person2>><<person>> and <<person3>><<person>> stand beside you, looking down at the spectacle.
<</if>>
<br><br>
<<effectsman>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Street Collar Dog Finish]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0>>
<span id="next"><<link [[Next|Street Collar Dog Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Street Collar Dog]]>><</link>></span><<nexttext>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<if $phase is 1>>
<!-- save the dog npc for after combat and shift the human npcs down one index -->
<<saveNPC 0 street_collar_dog>>
<<set $NPCList[0] to clone($NPCList[1])>>
<<set $NPCList[1] to clone($NPCList[2])>>
<<clearsinglenpc 2>>
<<maninit>>
They seem taken aback and angered by your refusal. "You need to learn your place," says the <<person2>><<person>> as <<he>> clenches <<his>> fist.
<br><br>
<<set $enemyanger += 100>>
<<else>>
<<maninit>>
<</if>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($phase is 1 and $pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Street Collar Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Street Collar Molestation]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 1>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<famebestiality 2>>
<<beastejaculation>>
<<person2>>"I hope your owner won't mind us <<if $pregnancyspeechdisable is "f">>breeding<<else>>fucking<</if>> you like that," says the <<person>>. They leave you lying on the pavement.
<<tearful>> you rise to your feet.
<<elseif $enemyhealth lte 0>>
The <<beasttype 0>> cowers and rolls over in submission.
<<tearful>> you escape into the darkness before anyone can react.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>><<if $enemyhealth lte 0>>
The pair recoil in pain, giving you the chance you need. <<tearful>> you escape into the darkness.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<<elseif $phase is 1 and $pain gte 100 and $willpowerpain is 0>>
<<loadNPC 0 street_collar_dog>>
You're too hurt to resist as they push you to the ground. The <<beasttype 0>> takes it as an invitation and mounts you. "That should do it," says the <<person2>><<person>>. They walk some distance away to sit on a bench, where they sit to observe you.
<br><br>
<<endcombat>>
<<loadNPC 0 street_collar_dog>>
<br><br>
<<link [[Next|Street Collar Dog 2]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<ejaculation>>
"Dress like a slut, get treated like one," says the <<person2>><<person>>. They leave you lying on the pavement. <<tearful>> you struggle to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<set $outside to 0>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Street Trio Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Street Trio Molestation]]>><</link>></span><<nexttext>>
<</if>><<if $enemyhealth lte 0>>
Shocked by your aggression they back off for a moment, giving you the chance you need. <<tearful>> you escape into the darkness.
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Dress like a slut, get treated like one," says the <<person>>. They leave you lying on the pavement. <<tearful>> you struggle to your feet.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<set $NPCList[0].stance to "top">>
<</if>>
<<effects>>
<<effectsman>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Street Collar Dog 2 Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Street Collar Dog 2]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 1>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<famebestiality 2>>
<<beastejaculation>>
<<tearful>> you rise to your feet and run.
<<elseif $enemyhealth lte 0>>
The <<beasttype 0>> cowers and rolls over in submission.
<<tearful>> you escape into the darkness before anyone can react.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<<clearNPC street_collar_dog>><<set $outside to 1>><<effects>>
You wake up by the side of the road, leaning against a wall. A <<generate1>><<person1>><<person>> stands above you, holding a camera.
<br><br>
<<if $exposed gte 2>>
You don't remember your predicament until you look down, and feel your face flush. <<covered>> "Oh I wouldn't worry about that," <<he>> says. "I've taken so many pictures already. Can't wait to show the <<if $pronoun is "m">>guys<<else>>girls<</if>>. Anyway, I've places to be."
<<gtrauma>><<trauma 6>>
<br><br>
<<fameexhibitionism 20 "pic">>
<<elseif $exposed gte 1>>
You don't remember your predicament until you look down, and feel your face flush. <<covered>> "Oh I wouldn't worry about that," <<he>> says. "I've taken so many pictures already. Can't wait to show the <<if $pronoun is "m">>guys<<else>>girls<</if>>. Anyway, I've places to be."
<<gtrauma>><<trauma 6>>
<br><br>
<<fameexhibitionism 10 "pic">>
<<else>>
"You alright? I almost called an ambulance, but I thought it might look bad," <<he>> says, giving a sheepish smile.
<br><br>
<<if $speech_attitude is "meek">>
"I-I'm fine," you say, looking at the pavement.
<br><br>
<<elseif $speech_attitude is "bratty">>
"I'm fine. Stop gawking," you say.
<br><br>
<<else>>
"I'm fine," you say, not sure if you're right.
<br><br>
<</if>>
"Splendid. Now if you don't mind, I'll be on my way."
<br><br>
<</if>>
<<He>> leaves you to dust yourself off.
<br><br>
<<destinationeventend>><<set $outside to 1>><<effects>>
You follow the <<beasttype>> down the alley. <<bHe>> rounds a corner.
<<if $stray_happiness lte random(1, 100) and random(1, 100) gte 98 and ($monster is 1 or $bestialitydisable is "f")>><!-- Modified for Beast People -->
You find <<bhim>> stood in the middle of the alley, looking at you. You hear a growl to your right and left. You're surrounded.
<br><br>
<<endevent>>
<<beastNEWinit 3 dog>>
<<link [[Next|Street Follow Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<elseif $rng gte 90>>
You find <<bhim>> stood beside a brown rug. The rug coughs and rolls over. <<generate2>><<person2>>It's a <<person>>, and <<he>> looks sick. The <<beasttype 0>> looks at you and whimpers. <<if $monster is 1>><<person2>>"<<Hes>> sick. I don't know how to help."<</if>>
<br><br>
You run from the alley. A <<generate3>><<person3>><<person>> stands nearby, reading something on <<his>> phone. You tug on <<his>> jacket. <<He>> turns. "What?" <<he>> asks, irritated.
<br><br>
You explain the situation and ask to borrow <<his>> phone. <<He>> eyes you with suspicion. "Alright. But you're gonna have to give me something of yours to hold so you won't run off." <<He>> steps back and beholds you. "Your <<bottoms>> will do."
<br><br>
You feel angry that <<he>> would ask such a thing. You don't know if the <<person2>><<person>> can afford a delay. <<person3>><<He>> waggles the phone in front of you.
<br><br>
<<link [[Strip (0:10)|Street Follow Strip]]>><<pass 10>><<trauma 6>><<stress 6>><<lowerstrip>><</link>><<gtrauma>><<gstress>>
<br>
<<link [[Snatch the phone (0:10)|Street Follow Snatch]]>><<pass 10>><<crimeUp 30 "thievery">><<trauma -6>><</link>><<crime "thievery">><<ltrauma>>
<br>
<<else>>
<<wearProp "wallet">>
You find <<bhim>> stood beside a ruined piece of leather. It's a wallet.
<<rng>>
<<if $rng gte 51>>
There's no money or identification inside, just some faded receipts.
<<elseif $rng gte 11>>
There's a <<moneyGain 5>> note inside.
<<else>>
There's <<moneyGain 100>> inside!
You look further but there's no identification.
<</if>>
<<if $monster is 1>>
"I'm glad to help," the <<beasttype>> says.
<<else>>
The <<beasttype>> barks happily.
<</if>>
<br><br>
<<if hasSexStat("deviancy", 2) and ($monster is 1 or $bestialitydisable is "f")>><!-- Modified for Beast People -->
<<link [[Reward <<bhim>>|Street Follow Sex]]>><<handheldon>><<set $sexstart to 1>><</link>><<deviant2>>
<br>
<</if>>
<<link [[Pet <<bhim>>|Street Follow Pet]]>><<handheldon>><<trauma -6>><<stress -12>><</link>><<ltrauma>><<lstress>>
<br>
<</if>><<set $outside to 1>><<effects>>
You turn away and continue your journey. You don't want to risk following <<beasttype>>s into strange alleys today.
<br><br>
<<destinationeventend>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<beastCombatInit>>
You drop to the ground and adopt a mating posture. <<bHis>> tail wags with greater vigour.<<deviancy2>>
<</if>>
<<effects>>
<<effectsman>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Street Follow Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Street Follow Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 1>><<effects>>
<<if $leftarm is "bound" and $rightarm is "bound">>
It's awkward with your arms bound, but you manage to lean down and pet the <<beasttype>>. <<bHe>> gives you one last happy bark then bounds away. You walk back to the street.
<<else>>
You pet the <<beasttype>>. <<bHe>> gives you one last happy bark then bounds away. You walk back to the street.
<</if>>
<br><br>
<<destinationeventend>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<beastTrainGenerate>>
<</if>>
<<effects>>
<<effectsman>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Street Follow Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Street Follow Rape]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 1>><<effects>>
The <<person3>><<person>> follows you into the alley where you <<nervously>> remove your clothing.
<<if $worn.under_lower.type.includes("naked") and playerChastity()>>
<<His>> eyes widen when <<he>> sees your $worn.genitals.name.
<<elseif $worn.under_lower.type.includes("naked")>>
<<His>> eyes widen when <<he>> sees your lack of underwear.
<</if>>
<<covered>> You make the exchange.
<br><br>
You phone an ambulance as the <<person>> leers at your body. You pass the phone back and hold your hand out for your clothes. <<He>> hesitates, but the <<beasttype 0>> barks behind <<person3>><<him>> and <<he>> reconsiders betraying you.
<br><br>
<<He>> leaves you in the alley with the <<beasttype 0>> and the <<person2>><<person>>, where you wait for the ambulance to arrive. You don't have to wait long. Two paramedics rush between the buildings and put <<him>> on a stretcher. They carry <<him>> to the waiting ambulance, and the <<beasttype 0>> follows. <<bHe 0>> gives you one last grateful bark then leaps into the vehicle as the doors shut.
<<ltrauma>><<trauma -6>>
<br><br>
<<famegood 10>>
<<endevent>>
<<clotheson>>
<<destinationeventend>><<set $outside to 1>><<effects>>
You seize the phone from the <<person3>><<person>> and dash into the alley. "Thief! Someone!" You hear <<him>> chase after you as you dial emergency services. The <<beasttype 0>> appears in front of you and runs past. Then you hear the <<person3>><<person>> cry out behind you. You glance back and see the <<beasttype 0>> holding the <<person3>><<persons>> ankle<<if $monster isnot 1>> in its mouth.<<else>>. "No! Have to help!"<</if>>
<br><br>
You call an ambulance as <<he>> struggles. You finish as <<he>> kicks the <<beasttype>> away and turns back to you, face red with anger. You throw <<him>> the phone, catching <<him>> off guard. <<He>> almost drops it. <<He>> starts marching towards you, but the <<beasttype>> growls at <<him>>. <<He>> considers a moment, then spits in your direction and leaves.
<br><br>
You wait with the <<beasttype>> and the <<person2>><<person>> for the ambulance to arrive. You don't have to wait long. Two paramedics rush between the buildings and put <<him>> on a stretcher. They carry <<him>> to the waiting ambulance, and the <<beasttype>> follows. <<bHe 0>> gives you one last grateful bark then leaps into the vehicle as the doors shut.
<br><br>
<<famegood 10>>
<<clotheson>><<wearProp "phone" 0 "mobile">>
<<destinationeventend>><<set $outside to 1>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
The <<beasttype>> barks in satisfaction, and bounds away.
<br><br>
<<tearful>> you rise to your feet.
<<elseif $enemyhealth lte 0>>
The <<beasttype>> whimpers and runs away.
<br><br>
<<tearful>> you gather yourself.
<<else>>
The <<beasttype>> backs away from you, <<bhis>> ears down. <<bHe>> gives a quiet bark then bounds away.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>><<effects>>
<<if $enemyhealth lte 0>>
<<beastwound>>
<<if $combatTrain.length gt 0>>
The <<beasttype>> recoils in pain and fear, but another is eager for a go.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Street Follow Rape]]>><</link>>
<<else>>
The <<beasttype>> recoils in pain and fear.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Street Follow Rape Finish]]>><<set $finish to 1>><</link>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<if $combatTrain.length gt 0>>
Satisfied, the <<beasttype>> moves and another takes its turn.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Street Follow Rape]]>><</link>>
<<else>>
Satisfied, the <<beasttype>> moves away from you.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Street Follow Rape Finish]]>><<set $finish to 1>><</link>>
<</if>>
<<else>>
<<if $enemywounded is 1 and $enemyejaculated is 0>>
The <<beasttype>> whimpers and flees deeper into the alleyways.
<<elseif $enemywounded is 0 and $enemyejaculated is 1>>
The <<beasttype>> leaves you lying on the concrete.
<<elseif $enemywounded gte 2 and $enemyejaculated is 0>>
Feeling that you're more trouble than you're worth, the <<beastsplural>> flee deeper into the alleyways.
<<elseif $enemywounded is 0 and $enemyejaculated gte 2>>
The <<beastsplural>> leave you spent and shivering on the concrete.
<<elseif $enemywounded gte 1 and $enemyejaculated gte 1>>
The <<beastsplural>> leave you spent and shivering on the concrete.
<</if>>
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<</if>><<set $outside to 1>><<effects>>
<<if $speech_attitude is "meek">>
"P-please don't," you whisper. "I have money."
<<elseif $speech_attitude is "bratty">>
"I know how this works," you whisper. "Just walk away."
<<else>>
"I know how this works," you whisper. "Just walk away."
<</if>>
<br><br>
You hold out the money. The <<person1>><<person>> takes it, glances around, then nods at the <<person2>><<person>>. <<person1>>"Seems you're not who we're looking for after all," <<he>> announces. "Thank you for cooperating." The officers climb back into their car and drive away.
<br><br>
<<destinationeventend>><<set $outside to 1>><<effects>>
<<if $physiqueSuccess>>
You shake off their hands and run. You hear a whistle blow behind you. The <<person3>><<person>> <span class="green">dodges out of your way.</span> You outpace the officers, and they soon give up.
<br><br>
<<endevent>>
<<destinationeventend>>
<<else>>
You shake off their hands and run. You hear a whistle blow behind you. Looking back, <span class="red">you run straight into the <<person3>><<person>> and fall to the floor.</span> Before you can recover, they have you.
<br><br>
<<link [[Next|Street Police Search Lewd]]>><<set $phase to 0>><</link>>
<br>
<</if>><<set $outside to 1>><<effects>>
<<if $physiqueSuccess>>
You shake off their hands and run. You hear a whistle blow behind you. The <<person3>><<person>> tries to grab you as you pass, <span class="green">but you avoid <<his>> grasp.</span> You outpace the officers, and they soon give up.
<br><br>
<<endevent>>
<<destinationeventend>>
<<else>>
You shake off their hands and run. You hear a whistle blow behind you. The <<person3>><<person>> tries to grab you as you pass, <span class="red">obstructing you just enough for the cops to catch up.</span>
<br><br>
<<link [[Next|Street Police Mid]]>><<set $phase to 0>><</link>>
<br>
<</if>><<set $outside to 1>><<effects>>
<<if $athleticsSuccess>>
You shake off their hands and run. You hear a whistle blow behind you. The <<person3>><<person>> tries to stop you, <span class="green">but you jump over <<his>> outstretched leg.</span> You outpace the officers, and they soon give up.
<br><br>
<<endevent>>
<<destinationeventend>>
<<else>>
You shake off their hands and run. You hear a whistle blow behind you. The <<person3>><<person>> puts out <<his>> leg, <span class="red">and you trip.</span>
<br><br>
<<link [[Next|Street Police Full]]>><<set $phase to 0>><</link>>
<br>
<</if>><<set $outside to 1>><<effects>>
<<if $athleticsSuccess>>
You shake off their hands and run. You hear a whistle blow behind you. The <<person3>><<person>> tries to stop you, <span class="green">but you jump over <<his>> outstretched leg.</span> You outpace the officers. A taser bolt <span class="green">sails harmlessly by your side</span> and they soon give up.
<br><br>
<<endevent>>
<<destinationeventend>>
<<else>>
You shake off their hands and run. You hear a whistle blow behind you. The <<person3>><<person>> tries to stop you, <span class="green">but you jump over <<his>> outstretched leg.</span> You are outpacing the officers when a taser bolt <span class="red">hits you square in the back.</span>
<br><br>
Your muscles violently lock up, sending you slamming to the ground, jerking helplessly. The officers soon tower over you.
<br>
"Nice. Is that full power?" the <<person1>><<person>> asks.
<br>
The <<person2>><<person>> checks <<his>> taser. "Half."
<br>
"Well turn it up," <<person1>><<he>> whispers. "Let's see the little <<if $player.gender_appearance is "m">>shit<<else>>bitch<</if>> squirm!"
<br>
"The suspect is still resisting!" the <<person2>><<person>> says loudly.
<br><br>
The burning sharply intensifies. Your muscles jerk painfully
<<if $watersportsdisable is "f">>
and you almost immediately piss yourself, warm urine
<<if playerChastity()>>
trickling through your rugged $worn.genitals.name
<</if>>
<<if $worn.under_lower.type.includes("naked")>>
<<if $worn.lower.type.includes("naked")>>
squirting in all directions.
<<else>>
soaking through your $worn.lower.name.
<<lowerwet 200>><<effects>>
<</if>>
<<else>>
soaking quickly through your $worn.under_lower.name and $worn.lower.name.
<<underlowerwet 200>><<lowerwet 200>><<effects>>
<</if>>
You are
<<else>>
and you become
<</if>>
aware of the <<person3>><<person>> laughing as <<his>> camera clicks.
<br><br>
The burning stops. You feel a clammy breath on your ear.
<br>
"Look at you!" the <<person1>><<person>> breathes. "That must be humiliating. Still wanna fight this?"
<br><br>
<<link [[Submit|Street Police Extreme]]>><<set $phase to 0>><</link>>
<br>
<<link [[Run|Street Police KO]]>><<crimeUp 300 "resisting">><</link>><<crime "resisting">>
<br>
<</if>>You shove the officer away and clamber to- <span class="red">Your muscles freeze as you are hit by another jolt.</span>
<br><br>
"Suspect is behaving suspiciously and resists legal search," the <<person2>><<person>> notes loudly. "You're under arrest!"
<br>
"Oh my god!" the <<person1>><<person>> shouts. "<<pShes>> got a concealed weapon!"
<br>
You feel a blinding impact on the back of your neck.
<br><br>
Everything goes dark...
<br><br>
You wake up some time later handcuffed in a holding cell.
<br><br>
<<link [[Wait (1:00)|Police Cell]]>><<pass 1 hour>><<set $leftarm to "bound">><<set $rightarm to "bound">><<handheldruined>><<endevent>><</link>>
<br><<set $outside to 1>><<effects>>
<<pass 3>>
<<if $policemolestation lt 1>><<set $policemolestation to 1>><</if>>
<<if $phase is 1>>
You nod your head in the affirmative. It's a split second decision but you know it's the right one. If you protest, or challenge, then the officers might arrest you and take you somewhere far less public. Far less safe.
<br><br>
<</if>>
Before you know it, you are stood with your feet apart and your arms <<if $leftarm isnot "bound" and $rightarm isnot "bound">>out wide<<else>>still bound behind you<</if>> as cold latex gloves pat down every inch of your body. A number of people stop what they are doing to watch you and the officers. You blush, feeling a little humiliated.
<br><br>
The hands quickly sweep your arms, legs and torso<<if $blackmoney gte 100>>, but they somehow miss the £<<print $blackmoney>> worth of stolen goods you are carrying<</if>>.
They focus much more attention on checking your chest and the area between your legs. You hear a click from the camera of the <<person3>><<person>>.
<br><br>
The two police back off. One winks.
<br><br>
<<person2>>"Okay, that's all. I guess you're not who we're looking for," the <<person>> announces. "Sorry for the inconvenience and thank you for your cooperation."
<br><br>
The officers climb back into their car and drive away.
<br><br>
You quickly tidy yourself up and leave.<<garousal>><<arousal 500>>
<br><br>
<<destinationeventend>><<set $outside to 1>><<effects>>
<<pass 3>>
<<if $policemolestation lt 2>><<set $policemolestation to 2>><</if>>
<<if $phase is 1>>
You nod your head in the affirmative. It's a split second decision but, in your gut, you know it's the right one. If you protest, or challenge, then the officers might just arrest you and take you somewhere far less public. Far less safe.
<br><br>
<</if>>
Before you know it, you are stood with your feet apart and your arms <<if $leftarm isnot "bound" and $rightarm isnot "bound">>out wide<<else>>still bound behind you<</if>> as cold latex gloves pat down every inch of your body. A number of people stop what they are doing to watch you and the officers. You blush, feeling a little humiliated.
<br><br>
The hands quickly sweep your arms and legs, focusing a surprising amount of attention on your chest, rear and crotch<<if $blackmoney gte 100>>, but somehow completely missing the £<<print $blackmoney>> of stolen goods you are carrying<</if>>.
<br><br>
<<if !$worn.over_upper.type.includes("naked") or !$worn.upper.type.includes("naked")>>
"What's this under your <<allTops>>," the <<person1>><<person>> demands firmly pinching your <<breasts>> through your <<allTops>>.
<br>
"There's nothing there," you say, confused.
<br>
"Better check," the <<person2>><<person>> says.
<br>
The <<person1>><<person>> slides <<his>> hands under your <<allTops>>, and starts roughly groping your <<breasts>>.
<br>
"I still can't tell..." <<he>> says, rubbing harder. This goes on for some time. You become flushed as your body starts to respond. A camera snaps somewhere nearby. "There's definitely something here. We need to get this <<allTops>> off."
<br>
<<elseif !$worn.over_lower.type.includes("naked") or !$worn.lower.type.includes("naked")>>
"What's this here under your <<allBottoms>>," the <<person1>><<person>> grabs your <<genitals>> through your <<allBottoms>>.
<br>
"That's my... I'm not hiding anything," you blush.
<br>
"Better check," the <<person2>><<person>> says.
<br>
The <<person1>><<person>> slides <<his>> hands underneath your <<allBottoms>>, and starts fondling your <<genitals>>.
<br><br>
"I still can't tell," <<he>> says, rubbing harder. This goes on for some time. You become flushed as your body starts to respond. A camera snaps somewhere nearby. "There's definitely something here. We need to get the <<allBottoms>> out of the way," <<he>> says finally.
<br>
<</if>>
"I don't think that's necessary," the <<person2>><<person>> says, winking at you. "<<pShe>> looks clean."
<br><br>
The two police back off - the <<person1>><<person>> smiles lewdly at you.
<br>
<<person2>>"Seems you're not who we're looking for," the <<person>> announces. "Thank you for cooperating."
<br>
The officers climb back into their car and drive away.
<br><br>
You quickly tidy yourself up and leave.<<gstress>><<ggarousal>><<stress 2>><<arousal 1000>>
<br><br>
<<destinationeventend>><<set $outside to 1>><<effects>>
<<pass 3>>
<<if $policemolestation lt 3>><<set $policemolestation to 3>><</if>>
<<if $phase is 1>>
You nod your head in the affirmative. It's a split second decision that you almost immediately question. But if you resist them, they'd arrest you and take you somewhere far, far worse. It's the least bad option.
<br><br>
"Record that the subject consented to the search," the <<person2>><<person>> states.
<<else>>
"Record that the subject resisted a legal search and assaulted a passerby," the <<person2>><<person>> states.
<br><br>
<</if>>
Before you know it, you are stood with your feet apart and your arms <<if $leftarm isnot "bound" and $rightarm isnot "bound">>out wide<<else>>still bound behind you<</if>> as cold latex gloves pat down every inch of your body. A number of people stop what they are doing to watch you and the officers. You blush, feeling a little humiliated.
<br><br>
The hands quickly sweep your arms and legs, focusing a surprising amount of attention on your chest, rear and crotch<<if $blackmoney gte 100>>, but somehow completely missing the £<<print $blackmoney>> of stolen goods you are carrying<</if>>.
<br><br>
<<if !$worn.lower.type.includes("naked") or !$worn.over_lower.type.includes("naked")>>
"What's this here under your <<allBottoms>>," the <<person1>><<person>> grabs your <<genitals>> through your <<allBottoms>>.
<br>
"That's my..." you blush. "I'm not hiding anything!"
<br>
"Check," the <<person2>><<person>> orders.
<br>
The <<person1>><<person>> slides <<his>> hands underneath your <<allBottoms>>, and starts fondling your <<genitals>>.
<br><br>
"I still can't tell," <<he>> says, rubbing harder. This goes on for some time. You become flushed as your body starts to respond. A camera snaps somewhere nearby. "There's definitely something here. We need to get the <<allBottoms>> out of the way," <<he>> says finally.
<br>
<</if>>
"Okay," the <<person2>><<person>> agrees. "Bring <<phim>> here."
<br><br>
<<link [[Next|Street Police Lite 2]]>><</link>>
<br><<set $outside to 1>><<effects>><<outfitChecks>>
They push you over the hood of the car and
<<if _skirtExposed>>
lift your <<allBottoms>> up over your back
<<else>>
pull your <<allBottoms>> down to your feet.
<</if>>
<br><br>
<<if playerChastity("hidden")>>
"Hmm," <<he>> says. "A $worn.genitals.name. The stolen goods are obviously under there. You keep watch. I'll call central to see if we have a tool to get that off."
<br>
"Sure."
<br><br>
For what feels like hours, but is probably only a minute or two, you are stuck there bent over a police car with your $worn.genitals.name on display to the world.
<br>
<<else>>
<<if !$worn.under_lower.type.includes("naked")>>
"That too." <<He>> points at your $worn.under_lower.name.
<br>
"Record that subject non-verbally consented to a partial strip search in situ."
<br>
A lie to convince spectators that this is legitimate.
<br>
Immediately your $worn.under_lower.name are pulled down to the ground, <span class="purple">exposing your <<genitals>>.</span>
<br><br>
<<else>>
"Record that no underwear was present," said quietly enough that it sounded like a procedural observation: loudly enough that everyone heard.
<br>
You hear gawkers commenting on your <span class="purple">exposed <<genitals>>.</span>
<br><br>
<<fameexhibitionism 4>>
<</if>>
<<if $player.bodyliquid.anus.semen + $player.bodyliquid.vagina.semen gte 2>>
<<famesex 2>>
"Jeez!" <<he>> loudly exclaims, wafting a hand in front of <<his>> nose.
<br>
"Record that a suspicious white fluid substance with a strong smell of semen was found all around the suspect's crotch," the <<person2>><<person>> states. "Possible evidence of prostitution."
<br>
The <<person1>><<person>> spreads your butt-cheeks and gapes you with <<his>> thumbs. A glob of cum runs down your leg.
<br>
The <<person2>><<person>> takes a photo for 'evidence.'
<br>
"Take a sample," the <<person1>><<person>> says. "I'll call central to see how we proceed."
<<elseif $player.bodyliquid.anus.goo + $player.bodyliquid.vagina.goo gte 2>>
"Jeez!" <<he>> loudly exclaims, wafting a hand in front of <<his>> nose.
<br>
"Record that a suspicious slimy substance with a strong acrid smell was found all around the suspect's crotch," the <<person2>><<person>> states. "Possibly illegal drugs being smuggled internally."
<br>
The <<person1>><<person>> spreads your butt-cheeks and gapes you with <<his>> thumbs. A trail of slime runs down your leg.
<br>
The <<person2>><<person>> takes a photo for 'evidence.'
<br>
"Take a sample," the <<person1>><<person>> says. "I'll call central to see how we proceed."
<<elseif $player.bodyliquid.anus.nectar + $player.bodyliquid.vagina.nectar gte 2>>
"Holy cow," <<he>> mutters, breathing in deeply.
<br>
"Record that a suspicious sticky substance with a notably sweet smell was found all around the suspect's crotch," the <<person2>><<person>> states. "Possibly... dessert smuggled out of a restaurant?"
<br>
The <<person1>><<person>> spreads your butt-cheeks and gapes you with <<his>> thumbs. A trail of nectar runs down your leg.
<br>
The <<person2>><<person>> takes a photo for 'evidence,' before scooping some up with <<his>> finger and sticking it in <<his>> mouth.
<br>
"Not on the job," the <<person1>><<person>> scolds. "I'll call central to see how we proceed."
<<elseif $player.gender isnot $player.gender_appearance and $NudeGenderDC gt 0>>
They look somewhat taken aback.
<<if $player.gender is "f">>
"Record that while subject pretends to be male, the subject is actually female."
<br>
The <<person2>><<person>> jabs a finger in your pussy. "Confirmed."
<br>
"A clever deception. I wonder if any girls matching this description are sought in connection with crimes in this area," the <<person1>><<person>> says. "You keep watch. I'll call central to see how we proceed."
<<elseif $player.gender is "m">>
"Record that while subject pretends to be female, the subject is actually male."
<br>
The <<person2>><<person>> grabs your cock and gives it a gentle tug. "Confirmed."
<br>
"A clever deception. I wonder if any boys matching this description are sought in connection with crimes in this area," the <<person1>><<person>> says. "You keep watch. I'll call central to see how we proceed."
<<elseif $player.penisExist and $player.vaginaExist>>
"Record that while subject pretends to be <<if $player.gender_appearance is "m">>male<<else>>female<</if>>, the subject is actually a hermaphrodite."
<br>
With one hand, the <<person2>><<person>> grabs your cock and gives it a pull, and with their other, <<he>> grabs you by the pussy and slides a finger inside. "Confirmed."
<br>
"A clever deception. I wonder if any <<if $player.gender_appearance is "m">>boys<<else>>girls<</if>> matching this description are sought in connection with crimes in this area," the <<person1>><<person>> says. "You keep watch. I'll call central to see how we proceed."
<</if>>
<<elseif $arousal gte ($arousalmax / 5) * 3>>
Hands roughly grope and probe you.
<br>
"Record that despite the situation the suspect was found in a state of high sexual arousal."
<br>
"Possible evidence of aphrodisiac abuse."
<br>
"You keep watch," the <<person1>><<person>> says. "I'll call central to see how we proceed."
<<else>>
Hands roughly grope and probe you.
<br>
"Record that no loot, nor evidence of criminal activity was found around the subject."
<br>
"Maybe it's not this one."
<br>
"You keep watch," the <<person1>><<person>> says. "I'll call central to see how we proceed."
<</if>>
<br><br>
For what feels like hours, but is probably only a minute or two, you are stuck there bent over a police car with your <<genitals>> on display to the world.
<</if>>
Several spectators jeer and comment. You hear camera clicks and glance back to see the <<person3>><<person>> crouched close behind taking photos while the <<person2>><<person>> pretends not to notice.
<br><br>
<<if $speech_attitude is "bratty">>
You try to kick out, but find your legs caught up in your clothes.
<br>
"Officer!" you cry.
<br>
The <<person2>><<person>> half-heartedly flaps the <<person3>><<person>> away.
<<fameexhibitionism 10 "pic">>
<<else>>
You quickly look away in shame.
After a while the <<person2>><<person>> half-heartedly flaps the <<person3>><<person>> away.
<<fameexhibitionism 15 "pic">>
<</if>>
<br><br>
The <<person1>><<person>> finally emerges. "Forget it. There's been a break-in out at one of the major farms. We need to go help out with that."
<br>
"Looks like you're free to go," the <<person2>><<person>> helps you to your feet. "Sorry for any inconvenience."
<br>
The officers jump into their car, turn on the sirens and speed away.
<br><br>
You hurriedly straighten your clothes and escape all the staring eyes, the judgemental and gloating faces.
<br>
<<ggstress>><<ggarousal>><<stress 5>><<arousal 1000>>
<br><br>
<<destinationeventend>><<outfitChecks>>
<<set $outside to 1>><<effects>>
<<pass 3>>
<<if $policemolestation lt 4>><<set $policemolestation to 4>><</if>>
<<if $phase is 1>>
You nod your head in the affirmative. It's a split second decision that you almost immediately regret. But whatever they do to you here, in front of witnesses, has to be better than what they'd do if they had you chained up in a cell somewhere. Lesser evil.
<br><br>
"Record that the subject freely consented to the search," the <<person2>><<person>> states.
<<else>>
"Record that the subject resisted a legal search and attempted to assault a citizen," the <<person2>><<person>> states.
<br><br>
<</if>>
Before you know it, cold latex gloves are patting you down as<<if $leftarm isnot "bound" and $rightarm isnot "bound">> your arms and legs are spread wide and you are pressed against a fence.<<else>>, with arms still bound behind you, you are pressed against a fence with your legs spread wide.<</if>>
<br>
Through the chain links, you see people stop what they are doing to watch you and the officers. Glancing backwards, you catch other members of the public observing the search. You blush, feeling humiliated as many eyes linger upon you.
<br>
The hands are soon cupping your rear and crotch, uncomfortable and invasive.
<br><br>
<<if !$worn.over_lower.type.includes("naked") or !$worn.lower.type.includes("naked")>>
"What's this here under your <<allBottoms>>," the <<person1>><<person>> demands, grabbing your <<if $player.penisExist>>cock<<else>>pussy<</if>> through your <<allBottoms>>.
<br>
"That's my..." you blush. "I'm not hiding anything!"
<br>
"We'll see," the <<person2>><<person>> says.
<</if>>
<br><br>
"Record that the subject non-verbally indicated consent to a full strip-search in situ."
<br>
You didn't but are not in a position to argue.
<br>
<<if !$worn.upper.type.includes("naked") or !$worn.upper.type.includes("naked")>>
<<if _middleOutfit or _overOutfit>>
With a tear, your <<allTops>> <<upperplural>> pulled down to your waist,
<<else>>
Your <<allTops>> <<upperplural>> torn from your body,
<</if>>
<<upperruined>><<overupperruined>>
<<if $worn.under_upper.name isnot "naked">>
baring your $worn.under_upper.name.
<<else>>
leaving you nude from the waist up.
<</if>>
<</if>>
The officers don't say anything as they feel your stomach and underarms, running their gloved hands through your hair and across your <<breasts>>.
<br><br>
A glance at one of them causes your stomach to fall. You close your eyes tight as they move to strip you entirely.
<<if playerChastity()>>
<<if !$worn.under_lower.type.includes("naked")>>
In seconds, you are stripped of your <<allBottomsUnderwear>> and next you feel a pull on your $worn.genitals.name. It doesn't budge. You feel momentary relief.
<<else>>
In seconds, you are stripped of your <<allBottoms>>, and next you feel a pull on your $worn.genitals.name. It doesn't budge. You feel momentary relief.
<</if>>
<br>
"I can't get this off," the <<person1>><<person>> says.
<br>
The <<person2>><<person>> glares at you. "What are you hiding in there, criminal?"
<br>
"No-Nothing!"
<br>
"You're about to be arrested!"
<br>
"But-"
<br>
"Cuff <<phim>>," the <<person>> says. "We'll get that thing off."
<br><br>
<<link [[Next|Street Police Mid Chastity]]>><</link>>
<br>
<<else>>
Murmurs from the onlookers reach your ears as you step out of your clothing entirely, now nude in public.
<<if hasSexStat("exhibitionism", 5)>>
While you generally enjoy the naughtiness of exposing yourself, this is entirely different. This is at the behest of these officers, not done for your own gratification.
<<elseif $exhibitionism lte 25>>
You feel unspeakable shame at being naked here in front of all these strange people.
<</if>>
<br><br>
<<link [[Next|Street Police Mid 2]]>><</link>>
<br>
<</if>><<set $outside to 1>>
<<set $leftarm to "bound">><<set $rightarm to "bound">><<handheldruined>>
<<overlowerruined>><<lowerruined>><<underruined>><<effects>>
"You won't get away with hiding your stolen loot in there," the <<person2>><<person>> growls.
Your arms are bound behind you by the <<person1>><<person>>, while the <<person2>><<person>> recruits members of the public to assist them. Moments later the two officers and six random members of the public are pulling you and your $worn.genitals.name in every direction, trying to get them loose. Next thing, you are on the floor as hands pull at you.
<br><br>
However, the members of the public are far more interested in copping a feel than in genuinely helping: the guy 'pinning your head' is actually just grinding his crotch on your face, you spot the <<person3>><<person>> groping your <<breasts>> while the unseen person 'trying to remove the $worn.genitals.name' is clearly just determined to get a finger up your ass.
<br>
Over the next few minutes they make little progress.
<br>
<<set $worn.genitals.integrity -= 30>>
Finally they give up, and you climb trembling to your feet.
<br><br>
As the cops scoop up your clothing, informing you and the crowd that they don't have enough evidence to arrest you now, but will be taking your clothes for forensic investigation, all you can feel is relief. It's over. You watch them climb into their car. The <<person2>><<person>> blows you a kiss through the open car window.
<br>
Incredibly, no one else notices. No one sees it. Suddenly, as the officers disappear around a corner, you realise why. They're all staring at the <<girl>> in a $worn.genitals.name, standing almost-naked and helplessly bound in the middle of a worked up crowd.
<br><br>
A <<personsimple>> grins wolfishly at you.
Horrified, you sprint away.
<<gtrauma>><<gstress>><<ggarousal>><<trauma 2>><<stress 5>><<arousal 1800>>
<br><br>
<<fameexhibitionism 30>>
<<destinationeventend>><<overlowerruined>><<lowerruined>><<underruined>>
<<set $outside to 1>><<effects>>
"Over here please" the <<person1>><<person>> instructs, forcing you over the car's hood. A pair of gloved hands spread your butt-cheeks.
<br>
<<if $player.bodyliquid.anus.semen + $player.bodyliquid.vagina.semen gte 5>>
<<famesex 2>><<fameexhibitionism 5>>
"Whew!" <<he>> loudly exclaims, wafting a hand in front of <<his>> nose. "Strong smell of cum."
<br><br>
"Record that copious amounts of semen was found all around the suspect's crotch," the <<person2>><<person>> states. "Almost certainly a whore."
<br>
The <<person1>><<person>> spreads your butt-cheeks and gapes you with <<his>> thumbs. Several globs of cum bubble out and run down your leg.
<br>
You hear an audible gasp from spectators, as well as lewd comments.
The <<person2>><<person>> takes a photo for 'evidence.'
<br>
<<elseif $player.bodyliquid.anus.semen + $player.bodyliquid.vagina.semen gte 2>>
<<famesex 2>>
"Jeez!" <<he>> loudly exclaims, wafting a hand in front of <<his>> nose.
<br>
"Record that a suspicious white fluid substance with a strong smell of semen was found all around the suspect's crotch," the <<person2>><<person>> states. "Possible evidence of prostitution."
<br>
The <<person1>><<person>> spreads your butt-cheeks and gapes you with <<his>> thumbs. A glob of cum runs down your leg.
<br>
The <<person2>><<person>> takes a photo for 'evidence.'
<br>
<<elseif $player.bodyliquid.anus.goo + $player.bodyliquid.vagina.goo gte 2>>
"Jeez!" <<he>> loudly exclaims, wafting a hand in front of <<his>> nose.
<br>
"Record that a suspicious slimy substance with a strong acrid smell was found all around the suspect's crotch," the <<person2>><<person>> states. "Possibly illegal drugs being smuggled internally."
<br>
The <<person1>><<person>> spreads your butt-cheeks and gapes you with <<his>> thumbs. A trail of slime runs down your leg.
<br>
The <<person2>><<person>> takes a photo for 'evidence.'
<br>
<<elseif $player.bodyliquid.anus.nectar + $player.bodyliquid.vagina.nectar gte 2>>
"Holy cow," <<he>> mutters, breathing in deeply.
<br>
"Record that a suspicious sticky substance with a notably sweet smell was found all around the suspect's crotch," the <<person2>><<person>> states. "Possibly... dessert smuggled out of a restaurant?"
<br>
The <<person1>><<person>> spreads your butt-cheeks and gapes you with <<his>> thumbs. A trail of nectar runs down your leg.
<br>
The <<person2>><<person>> takes a photo for 'evidence.'
<<elseif $player.gender isnot $player.gender_appearance and $NudeGenderDC gt 0>>
They look somewhat taken aback.
<<if $player.gender is "f">>
"Record that while subject pretends to be male, the subject is actually female."
<br>
The <<person2>><<person>> grabs you by the pussy and slides a finger inside. "Confirmed."
<br>
"A clever deception. I wonder if any girls matching this description are sought in connection with crimes in this area," <<person1>><<person>> says.
<br>
<<elseif $player.gender is "m">>
"Record that while subject pretends to be female, the subject is actually male."
<br>
The <<person2>><<person>> grabs your cock and gives it a pull. "Confirmed."
<br>
"A clever deception. I wonder if any boys matching this description are sought in connection with crimes in this area," <<person1>><<person>> says.
<br>
<<elseif $player.penisExist and $player.vaginaExist>>
"Record that while subject pretends to be <<if $player.gender_appearance is "m">>male<<else>>female<</if>>, the subject is actually a hermaphrodite."
<br>
With one hand, the <<person2>><<person>> grabs your cock and gives it a pull, and with their other, <<he>> grabs you by the pussy and slides a finger inside. "Confirmed."
<br>
"A clever deception. I wonder if any <<if $player.gender_appearance is "m">>boys<<else>>girls<</if>> matching this description are sought in connection with crimes in this area," <<person1>><<person>> says.
<br>
<</if>>
<</if>>
"Continue the search," the <<person2>><<person>> instructs.
<br>
Gloved hands wander all over your body, groping your chest, pressing between your butt to fondle your ass. More hands find your <<genitals>>, stroking and teasing while nominally looking for anything illegal. You feel your body react.
<br>
"I guess you like this?" the <<person1>><<person>> whispers to you. <<if $player.penisExist>>"Your cock is so stiff!"<<else>>"Your pussy is getting all wet!"<</if>>
<br><br>
<<if $arousal gte ($arousalmax / 5) * 3>>
"Record that despite the situation the suspect was found in a state of high sexual arousal."
<br>
"Possible evidence of aphrodisiac abuse."
<br>
<</if>>
You press your face into the hood of the car, humiliated to hear the watching crowd make comments about your body.
<br><br>
"Record that no loot, nor evidence of criminal activity was found around the subject."
<br>
"Maybe it's not this one."
<br>
<<link [[Next|Street Police Mid 3]]>><</link>>
<br><<set $outside to 1>><<effects>>
<<towelup>>
As you rise, they scoop up your clothing, but instead of handing it back, they inform you and the crowd that they will be taking your clothes for forensic investigation.
<br>
You watch in horror as they climb into the car. A window winds down and the <<person2>><<person>> hands you a couple of filthy towels.
<br>
As the officers disappear around a corner, you cover up and hurry away.
<<gtrauma>><<gstress>><<ggarousal>><<trauma 2>><<stress 2>><<arousal 1800>>
<br><br>
<<fameexhibitionism 30>>
<<destinationeventend>><<outfitChecks>>
<<set $outside to 1>><<effects>>
<<pass 3>>
<<if $policemolestation lt 5>><<set $policemolestation to 5>><</if>>
<<if $phase is 1>>
You shake your head in the affirmative. It's a split second decision but, in your gut, you know it's the right one. If you protest, or challenge, then the officers might just arrest you and take you somewhere private. Somewhere unsafe. Best to do what you're told and play along. Best to hope that they are telling the truth.
<br><br>
<</if>>
Before you know it, cold latex gloves are patting you down as your arms and legs are spread wide and you are pressed against a fence. Through the chain links, you see people stop what they are doing to watch you and the officers. Glancing backwards, you catch other members of the public observing the search. You blush, feeling humiliated as many eyes linger upon you. The hands are soon cupping your rear and crotch, uncomfortable and invasive.
<br><br>
<<if !$worn.upper.type.includes("naked")>>
<<if _middleOutfit>>
With a tear, your $worn.upper.name <<upperplural>> pulled down to your waist,
<<else>>
Your $worn.upper.name <<upperplural>> torn from your body,
<</if>>
<<upperruined>>
<<if $worn.under_upper.name isnot "naked">>
baring your $worn.under_upper.name.
<<else>>
leaving you nude from the waist up.
<</if>>
<</if>>
The officers don't say anything as they feel your stomach and underarms, running their gloved hands through your hair and across your <<nipples>>.
<br><br>
A glance at one of them causes your stomach to fall. You close your eyes tight as they move to strip you entirely.
<<if playerChastity()>>
<<if !$worn.under_lower.type.includes("naked")>>
In seconds, you are stripped of your $worn.lower.name and $worn.under_lower.name and next you feel a pull on your $worn.genitals.name. It doesn't budge. You feel momentary relief.
<<else>>
In seconds, you are stripped of your $worn.lower.name, and next you feel a pull on your $worn.genitals.name. It doesn't budge. You feel momentary relief.
<</if>>
<br>
"I can't get this off," the <<person1>><<person>> says.
<br>
The <<person2>><<person>> glares at you. "What are you hiding in there, criminal?"
<br>
"No-Nothing!"
<br>
"You're about to be arrested!"
<br>
"But-"
<br>
"Cuff <<phim>>," the <<person>> says. "We'll get that thing off."
<br><br>
<<link [[Next|Street Police Full Chastity]]>><</link>>
<br>
<<else>>
Murmurs from the onlookers reach your ears as you step out of your clothing entirely, now nude in public.
<br><br>
<<if hasSexStat("exhibitionism", 5)>>
While you generally enjoy the naughtiness of exposing yourself, this is entirely different. This is at the behest of these officers, not done for your own gratification.
<<elseif $exhibitionism lte 25>>
You feel unspeakable shame at being naked here in front of all these strange people.
<</if>>
<br><br>
<<link [[Next|Street Police Full 2]]>><</link>>
<br>
<</if>><<set $outside to 1>>
<<set $leftarm to "bound">><<set $rightarm to "bound">><<handheldruined>>
<<lowerruined>><<underruined>><<effects>>
"You won't get away with hiding your stolen loot in there," the <<person2>><<person>> growls.
<br>
As the <<person1>><<person>> binds your arms, the <<person2>><<person>> paces nearby. You are pushed to your knees.
<br><br>
The <<person2>><<person>> sits in front of you, pulls your face into <<his>> crotch and clamps your head between <<his>> thighs, while the <<person1>><<person>> kneels behind you, holding the hem of your $worn.genitals.name and rhythmically trying to pull it off. To anyone watching, it must look like you are being spit-roasted. Your $worn.genitals.name holds.
<br><br>
Next they recruit members of the public to assist. Soon the two officers and various members of the public are pulling you and your $worn.genitals.name in every direction. However, the general public are more interested in copping a feel than in genuinely helping the police: the guy 'holding your head' is actually just grinding his crotch in your face, the <<person3>><<person>> your age is mostly just groping your <<breasts>>, while some unseen person 'trying to remove the $worn.genitals.name' is clearly just trying to jam a thumb up your ass. Over the next few minutes they make little progress.
<br><br>
<<set $worn.genitals.integrity -= 40>>
Finally they give up, and you climb trembling to your feet.
<br><br>
As they scoop up your clothing - informing you that they don't have enough evidence to arrest you, but will be taking your clothes for forensic investigation - all you can feel is relief. It's over. You watch them climb into their car.
<br>
The <<person2>><<person>> blows you a kiss through the open car window.
<br><br>
Incredibly, no one else notices. No one sees it. Suddenly, as the officers disappear around a corner, you realise why. Everyone is staring at the <<girl>> in a $worn.genitals.name, standing almost-naked and helplessly bound in the middle of a worked up crowd.
<br><br>
A <<personsimple>> grins wolfishly at you.
Horrified, you sprint away.
<<gtrauma>><<gstress>><<ggarousal>><<trauma 2>><<stress 3>><<arousal 1800>>
<br><br>
<<fameexhibitionism 30>>
<<destinationeventend>><<lowerruined>><<underruined>>
<<set $outside to 1>><<effects>>
You burn with shame as gloved hands wander all over your body, pressing between your butt to fondle your ass. More hands find your <<genitals>>, stroking and teasing while nominally looking for anything illegal. You feel your body react.
<br><br>
"Do you like this?" the <<person1>><<person>> whispers to you.
<<if $player.penisExist>>
"Your cock is so stiff!"
<<else>>
"Your pussy is getting all wet!"
<</if>>
<br><br>
You hang your head in humiliation, hearing the watching crowd make comments about your body. Then the <<person2>><<person>> grabs your foot and lifts, opening up your crotch so the onlookers can get a better view. The other officer pretends this is normal procedure. You inhale sharply as the cool breeze ghosts across your most private areas.
<br><br>
The officers soon remove their gloves, complaining theatrically that the latex is inhibiting them from feeling for any evidence on your skin. If one were to think about their words critically, none of what they were saying makes any sense. No one challenges them, however, as they stroke every inch of your body.
<br><br>
<<link [[Next|Street Police Full 3]]>><</link>>
<br><<set $outside to 1>><<effects>>
The <<person1>><<person>> hops up onto a car hood while the <<person2>><<person>> shoves your face into the other's crotch. The <<person1>><<person>> explains to you and the crowd that your scalp needs a more detailed inspection. The <<person2>><<person>> presses <<his>> own crotch against your rear, using <<his>> hands to rub between your thighs. To the onlookers, it appears as if you are being spit-roasted by these members of law enforcement. This goes on for several minutes.
<br><br>
Then you find yourself and the <<person1>><<person>> on the ground in a classic sixty-nine pose, the officer fully clothed and carefully examining your <<genitals>> while the second officer rubs your shoulders and pushes your face into <<person2>><<his>> partner's groin.
<br><br>
Finally, you find yourself lying on your back while holding onto the back of your knees, with the officers squatting near your backside as they rub one nightstick across your asshole while the other toys with your <<genitals>>. By this point, they have even pulled over some of the crowd to ask their opinion as to whether they see any signs of contraband.
<br><br>
You are mortified, desiring to be anywhere but here with these two lewd cops. When they scoop up your clothing and inform you and the crowd that they need it for evidence, all you can think is that your freedom is at hand. It isn't till a few moments later, as the officers disappear around a corner, that you realise you are standing naked in the middle of a crowd. Horrified, you sprint away.
<<gtrauma>><<gstress>><<ggarousal>><<trauma 6>><<stress 3>><<arousal 1800>>
<br><br>
<<fameexhibitionism 50>>
<<destinationeventend>><<set $outside to 1>><<effects>>
<<pass 3>>
<<if $policemolestation lt 4>><<set $policemolestation to 4>><</if>>
<<if $phase is 1>>
You shake your head in the affirmative. It's a split second decision but, in your gut, you know it's the right one. If you protest, or challenge, then the officers might just arrest you and take you somewhere private. Somewhere unsafe. Best to do what you're told and play along. Best to hope that they are telling the truth.
<br><br>
<</if>>
Before you know it, cold latex gloves are patting you down as your arms and legs are spread wide and you are pressed up against a fence. Through the chain links, you see people stop what they are doing to watch you and the officers. Glancing backwards, you catch other members of the public observing the search. You blush, feeling humiliated as many eyes linger upon you. The hands are soon cupping your rear and crotch, uncomfortable and invasive.
<br><br>
<<if !$worn.upper.type.includes("naked") or !$worn.upper.type.includes("naked")>>
<<if _middleOutfit or _overOutfit>>
With a tear, your <<allTops>> <<upperplural>> pulled down to your waist,
<<else>>
Your <<allTops>> <<upperplural>> torn from your body,
<</if>>
<<upperruined>><<overupperruined>>
<<if $worn.under_upper.name isnot "naked">>
baring your $worn.under_upper.name.
<<else>>
leaving you nude from the waist up.
<</if>>
<</if>>
The officers don't say anything as they feel your stomach and underarms, running their gloved hands through your hair and across your <<nipples>>.
<br><br>
A glance at one of them causes your stomach to fall. You close your eyes tight as they move to strip you entirely.
<<if playerChastity()>>
<<if !$worn.under_lower.type.includes("naked")>>
In seconds, you are stripped of your <<allBottomsUnderwear>>, and next you feel a pull on your $worn.genitals.name. It doesn't budge. You feel momentary relief.
<<else>>
In seconds, you are stripped of your <<allBottoms>>, and next you feel a pull on your $worn.genitals.name. It doesn't budge. You feel momentary relief.
<</if>>
<br>
"I can't get this off," the <<person1>><<person>> says.
<br>
The <<person2>><<person>> glares at you. "What are you hiding in there, criminal?"
<br>
"No-Nothing!"
<br>
"You're about to be arrested!"
<br>
"But-"
<br>
"Cuff <<phim>>," the <<person>> says. "We'll get that thing off."
<br><br>
<<link [[Next|Street Police Extreme Chastity]]>><</link>>
<br>
<<else>>
Murmurs from the onlookers reach your ears as you step out of your clothing entirely, now nude in public.
<br><br>
<<if hasSexStat("exhibitionism", 5)>>
While you generally enjoy the naughtiness of exposing yourself, this is entirely different. This is at the behest of these officers, not done for your own gratification.
<<elseif $exhibitionism lte 25>>
You feel unspeakable shame at being naked here in front of all these strange people.
<</if>>
<br><br>
<<link [[Next|Street Police Extreme 2]]>><</link>>
<br>
<</if>><<set $outside to 1>>
<<set $leftarm to "bound">><<set $rightarm to "bound">><<handheldruined>>
<br><br>
<<overlowerruined>><<lowerruined>><<underruined>><<effects>>
"You won't get away with hiding your stolen loot in there," the <<person2>><<person>> growls furiously.
<br>
"I heard tasers can remove them," <<person1>><<person>> comments, while binding your arms. "The electric messes up the lock."
<br>
The <<person2>><<person>> paces nearby. "It's worth a try."
<br><br>
They push you to your knees and force your head down. You feel a sharp impact against your $worn.genitals.name. Suddenly painful waves of electric course through your body, focused on your most sensitive areas. Your body jerks uncontrollably.
<<ggarousal>><<arousal 10000>>
<br>
"It's not doing anything. Turn it up."
<br>
The sensations intensify.
<br>
<<arousal 2000>>
<<if $arousal gte $arousalmax>><<orgasm>>
You hear a mix of gasps and cheers from the onlookers, but there's nothing you can do to stop it.
<br><br>
<</if>>
"What about that button?"
<br>
The sensations become more focused.
<br>
<<arousal 4000>>
<<if $arousal gte $arousalmax>>
<<orgasm>>Some onlookers cheer, and you hear one or two remarks of disgust.
<br><br>
<</if>>
"This should do it!"
<br>
The sensations intensify again, but the $worn.genitals.name remain firmly attached.
<br>
<<arousal 6000>>
<<if $arousal gte $arousalmax>>
<<orgasm>>
"The <<if $player.gender_appearance is "m">>twisted little fuck<<else>>filthy slut<</if>> seems to be getting off on it!" the <<person>> comments.
<</if>>
<br>
"It's no good. It won't come off."
<br><br>
As they scoop up your clothing - informing you that they don't have enough evidence to arrest you, but will be taking your clothes for forensic investigation - all you can feel is relief. It's over. You watch them climb into their car. The <<person2>><<person>> laughs and blows you a kiss through the open car window.
<br>
Incredibly, no one else notices. As the officers disappear around a corner, you realise why: everyone is staring intently at the
<<if $player.gender_appearance is "m">>
nearly naked, helplessly bound boy standing in the middle of a worked up crowd with cum seeping through his $worn.genitals.name.
<br>
A <<personsimple>> grins wolfishly at you.
<<else>>
girl in a $worn.genitals.name, standing almost-naked and helplessly bound in the middle of a worked up crowd.
<br>
A <<personsimple>> grins wolfishly at you.
<</if>>
Horrified, you sprint away.
<<gtrauma>><<gstress>><<ggarousal>><<trauma 10>><<stress 8>><<arousal 3000>>
<br><br>
<<fameexhibitionism 40>>
<<destinationeventend>><<overlowerruined>><<lowerruined>><<underruined>>
<<set $outside to 1>><<effects>>
You burn with shame as gloved hands wander all over your body, pressing between your butt to fondle your ass. More hands find your <<genitals>>, stroking and teasing while nominally looking for anything illegal. You feel your body react.
<br><br>
"Do you like this?" the <<person1>><<person>> whispers to you.
<<if $player.penisExist>>
"Your cock is so stiff!"
<<else>>
"Your pussy is getting all wet!"
<</if>>
<br><br>
You hang your head in humiliation, hearing the watching crowd make comments about your body. Then the <<person2>><<person>> grabs your foot and lifts, opening up your crotch so the onlookers can get a better view. The other officer pretends this is normal procedure. You inhale sharply as the cool breeze ghosts across your most private areas.
<br><br>
The officers soon remove their gloves, complaining theatrically that the latex is inhibiting them from feeling for any evidence on your skin. If one were to think about their words critically, none of what they were saying makes any sense. No one challenges them, however, as they stroke every inch of your body.
<br><br>
<<link [[Next|Street Police Extreme 3]]>><</link>>
<br><<set $outside to 1>><<effects>>
The <<person1>><<person>> hops up onto a car hood while the <<person2>><<person>> shoves your face into the other's crotch. The <<person1>><<person>> explains to you and the crowd that your scalp needs a more detailed inspection. The <<person2>><<person>> presses <<his>> own crotch against your rear, using <<his>> hands to rub between your thighs. To the onlookers, it appears as if you are being spit-roasted by these members of law enforcement. This goes on for several minutes.
<br><br>
Then you find yourself and the <<person1>><<person>> on the ground in a classic sixty-nine pose, the officer fully clothed and carefully examining your <<genitals>> while the second officer rubs your shoulders and pushes your face into <<person2>><<his>> partner's groin.
<br><br>
Next, you find yourself lying on your back while holding onto the back of your knees, with the officers squatting near your backside as they rub one nightstick across your asshole while the other toys with your <<genitals>>. By this point, they have even pulled over some of the crowd to ask their opinion as to whether they see any signs of contraband.
<br><br>
<<link [[Next|Street Police Extreme 4]]>><</link>>
<br><<set $outside to 1>>
<<set $leftarm to "bound">><<set $rightarm to "bound">><<effects>>
<<pass 10>>
Finally, they bind your arms and force you to stand with your legs apart, while they line up citizen volunteers to aid in their body-search. With your arms bound, you can't even protect your modesty as these stranger's eyes pore over your naked flesh. Just when you think it can't get worse, the 'good citizens' grow bolder. Hands start to poke, prod, fondle and grope. Some earlier volunteers return to 'double-check.' The two officers overseeing this 'search' note down any observations.
<br><br>
Humiliated beyond words, you want to be anywhere but here. So when they finally declare the search complete, scoop up your clothing and inform you and the crowd that they need it for evidence, all you can think is that your freedom is at hand. It isn't till a few moments later, as the officers disappear around a corner, that you realise you are standing naked and still helplessly bound in the middle of an agitated crowd. Horrified, you sprint away.
<<gtrauma>><<ggstress>><<ggarousal>><<trauma 6>><<stress 20>><<arousal 2500>>
<br><br>
<<fameexhibitionism 50>>
<<destinationeventend>><<set $outside to 1>><<effects>>
<<physiquedifficulty 5000 16000 true>>
<<if $physiqueSuccess>>
You hold on to your <<allBottoms>> as the tentacle thrashes around. <span class="green">The tentacle slips free,</span> and retreats into the manhole.
<<gstress>><<stress 1>>
<br><br>
<<destinationeventend>>
<<else>>
<<outfitChecks>>
<<if _bottomIsSkirt and !!_bottomUnder>>
You hold onto your _bottomUnder.name as the tentacle thrashes around. <span class="red">The tentacle tears <<= _bottomUnder.plural is 1 ? "them" : "it">> from your grip,</span> and retreats into the manhole, still clutching the ruined fabric.
<<gtrauma>><<gstress>><<stress 6>><<trauma 6>>
<br><br>
You're left <<= _bottomUnder is $worn.under_lower ? "pantiless" : "bottomless">> in the middle of the street. You press your hand between your legs and hold your _bottom.name down, suddenly self-conscious.
<br><br>
<<set _bottomUnder.integrity to 0>>
<<integritycheck no_text>>
<<exposure>>
<<else>>
You hold on to your <<allBottoms>> as the tentacle thrashes around. <span class="red">The tentacle tears <<= $worn.over_lower.name isnot "naked" and ($worn.lower.name isnot "naked" or ($worn.lower.name is "naked" and $worn.under_lower.type.includes("covered"))) || _bottom.plural is 1 ? "them" : "it">> from your grip,</span> and retreats into the manhole, still clutching the ruined fabric.
<<gtrauma>><<gstress>><<stress 6>><<trauma 6>>
<br><br>
You're left bottomless in the middle of the street.
<<covered>>
<br><br>
<<overlowerruined>><<lowerruined>>
<<exposure>>
<</if>>
<<destinationeventend>>
<</if>><<set $outside to 1>><<effects>>
<<physiquedifficulty 5000 16000 true>>
You grab the tentacle and try to hold it still.<<deviancy1>>
<<if $physiqueSuccess>>
It thrashes against you, <span class="green">then slows to a rhythmic, thrusting movement.</span> Before you realise what it is doing, the tentacle ejaculates slime all over your hands.
<<bodyliquid "leftarm" "goo">><<bodyliquid "rightarm" "goo">>
<br><br>
Worn out, the slimy tentacle retracts as several more emerge from the manhole, wrapping around your limbs and waist and pulling you underground. You prove too heavy even for their combined strength, and plummet several feet through darkness.
<br><br>
Your fall is broken by something slimy and soft. It flees before your eyes adjust to the dark, taking the tentacles with it. You're in the drains, surrounded by stolen clothing and handbags.
<br><br>
<<set $eventskip to 1>>
<<investigateicon>><<link [[Search for valuables (0:10)|Street Tentacle Search]]>><<pass 10>><</link>>
<br>
<<destinationdrain>>
<<else>>
<<outfitChecks>>
As it thrashes against your grip, <span class="red">it gets under your leg and trips you.</span> It tears your
<<if _bottomIsSkirt and !!_bottomUnder>>
_bottomUnder.name off your body and retreats into the manhole, still clutching the ruined fabric.
<<gpain>><<pain 5>><<gtrauma>><<gstress>><<stress 6>><<trauma 6>>
<br><br>
You're left <<= _bottomUnder is $worn.under_lower ? "pantiless" : "bottomless">> in the middle of the street. You press your hand between your legs and hold your _bottom.name down, suddenly self-conscious.
<br><br>
<<set _bottomUnder.integrity to 0>>
<<integritycheck no_text>>
<<exposure>>
<<else>>
<<allBottoms>> off your body and retreats into the manhole, still clutching the ruined fabric.
<<gpain>><<pain 5>><<gtrauma>><<gstress>><<stress 6>><<trauma 6>>
<br><br>
You're left bottomless in the middle of the street.
<<covered>>
<br><br>
<<overlowerruined>><<lowerruined>>
<<exposure>>
<</if>>
<<destinationeventend>>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>>
You reach for the tentacle, and carefully touch it with your fingers. For a moment it stiffens, but it relaxes as you rub it and starts pulsing against your hand. <<deviancy3>>
You wrap your fingers around it and start stroking. The tentacle throbs and pulses in rhythm with your strokes. After a dozen strokes its pulses grow stronger, and shivers run through it. It ejaculates slime all over your hands.
<<arousal 3>>
<<bodyliquid "leftarm" "goo">><<bodyliquid "rightarm" "goo">>
<br><br>
Worn out, the slimy tentacle retracts as several more emerge from the manhole, wrapping around your limbs and waist and pulling you underground. You prove too heavy even for their combined strength, and plummet several feet through darkness.
<br><br>
Your fall is broken by something slimy and soft. It flees before your eyes adjust to the dark, taking the tentacles with it. You're in the drains, surrounded by stolen clothing and handbags.
<br><br>
<<set $eventskip to 1>>
<<investigateicon>><<link [[Search for valuables (0:10)|Street Tentacle Search]]>><<pass 10>><</link>>
<br>
<<destinationdrain>><!-- This scene assumes the player is wearing a type of skirt but no underwear, and that $phase is set to what the tentacle found under the skirt: -->
<!-- $phase 0: anus -->
<!-- $phase 1: pussy -->
<!-- $phase 2: penis -->
<<if $sexstart is 1>>
<!-- These variables keep track of anal and vaginal ejaculation. They are used at the end of the scene. -->
<<set $street_tantacle_ejac_vagina to false>>
<<set $street_tantacle_ejac_anus to false>>
<<if $phase is 0>>
You allow the tentacle to touch your anus.
You feel horny as it rubs and teases your hole.
<<arousal 3>><<deviancy5>>
<<elseif $phase is 1>>
You allow the tentacle to touch your <<pussy>>.
You feel horny as it rubs and pulses against your <<clit>>.
<<arousal 600 "genitals">><<deviancy5>>
<<elseif $phase is 2>>
You allow the tentacle to touch your <<penis>>.
You feel horny as it starts coiling around your shaft.
<<arousal 3 "genitals">><<deviancy5>>
<</if>>
<<set $sexstart to 0>>
<<set $enemytype to "tentacles">>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<set $enemytrust += 100>>
<<rng>>
<<if $rng lte 20>>
<!-- 20% chance of weak tentacle -->
<<tentaclestart 1 4>>
<<elseif $rng lte 40>>
<!-- 20% chance of strong tentacle -->
<<tentaclestart 1 20>>
<<else>>
<!-- 60% chance of above medium strength tentacle -->
<<tentaclestart 1 10>>
<</if>>
<!-- overwrite the random tentacle -->
<<set $position to "doggy">>
<<set _tentacle to $tentacles[0]>>
<<set _tentacle.size to random(1, 2)>>
<<rng>>
<<if $rng gte 95>>
<!-- 5% chance of impregnating tentacle -->
<<set _tentacle.size to 3>>
<<set _tentacle.baby to "tentacle">>
<<else>>
<<set _tentacle.baby to 0>>
<</if>>
<<if _tentacle.size is 3>>
<<set _tentacle.desc to "thick">>
<<set _tentacle.fullDesc to "thick tentacle">>
<<set _tentacle.type to "tentacle">>
<<elseif _tentacle.size is 1>>
<<set _tentacle.desc to "thin">>
<<set _tentacle.fullDesc to "thin tentacle">>
<<set _tentacle.type to "tentacle">>
<<else>>
<<set _tentacle.desc to "slimy">>
<<set _tentacle.fullDesc to "slimy tentacle">>
<<set _tentacle.type to "tentacle">>
<</if>>
<!-- Make tentacle start at the target body part -->
<<if $phase is 0>>
<<set $anususe to "tentaclerub">><<set $anusstate to "tentaclerub">><<set _tentacle.head to "anusrub">><<set $anustarget to "tentacles">>
<<elseif $phase is 1>>
<<set $vaginause to "tentaclerub">><<set $thighuse to "tentaclerub">><<set _tentacle.head to "vaginarub">><<set $vaginatarget to "tentacles">>
<<elseif $phase is 2>>
<<set $penisuse to "tentaclerub">><<set $thighuse to "tentaclerub">><<set _tentacle.head to "penisrub">><<set $penistarget to "tentacles">>
<</if>>
<<set _tentacle.shaft to "thighs">>
<</if>>
<<statetentacles>>
<<if $tentacles.active gte 1>>
<<effects>>
<<effectstentacles>>
<<tentacles>>
<!-- Show a flavour text for this specific scene, depending on if the action is going on underneath your skirt or not. -->
<<outfitChecks>>
<<if $tentacles[0].head is "vaginadeep" or $tentacles[0].head is "anusdeep" or $tentacles[0].head is "penisdeep" or $tentacles[0].head is "anus" or $tentacles[0].head is "vagina" or $tentacles[0].head is "penis">>
You're in the middle of the street, struggling to act normally.
<<if !_bottomless>>
You hope nobody will notice that beneath your <<allBottoms>> you're being fucked by a tentacle.
<<else>>
There's <span class="lewd">nothing</span> to stop anyone from notice that you're being fucked by a tentacle!
<</if>>
<<else>>
You're in the middle of the street, trying to act normal.
<<if !_bottomless>>
You hope nobody notices what the $tentacles[0].fullDesc is doing beneath your <<allBottoms>>.
<<else>>
There's <span class="lewd">nothing</span> to stop anyone from notice what the $tentacles[0].fullDesc is doing!
<</if>>
<</if>>
<br><br>
<<actionstentacles>>
<br>
<!-- keep track of ejaculation inside you during this scene -->
<<set $street_tantacle_ejac_vagina to $street_tantacle_ejac_vagina or $tentacles[0].head is "vaginadeep" or $vaginafucked is 1>>
<<set $street_tantacle_ejac_anus to $street_tantacle_ejac_anus or $tentacles[0].head is "anusdeep">>
<span id="next"><<link [[Next|Street Tentacle Sex]]>><</link>></span><<nexttext>>
<<else>>
Worn out, the slimy tentacle <<slithers>> back down your leg and disappears into the open manhole.
<br><br>
<<set $street_tantacle_ejac_vagina to $street_tantacle_ejac_vagina or $tentacles[0].head is "vaginadeep" or $vaginafucked is 1>>
<<set $street_tantacle_ejac_anus to $street_tantacle_ejac_anus or $tentacles[0].head is "anusdeep">>
<<if $street_tantacle_ejac_vagina>>
You feel a pleasurable warmth spreading deep in your womb.
<br>
You instinctively moan, despite still being in the middle of the street. Blushing you look around, but nobody seems to have noticed.
<<stress 2>><<trauma 2>><<gtrauma>><<gstress>>
<br><br>
<<elseif $street_tantacle_ejac_anus>>
You feel a pleasurable warmth spreading deep in your bowels.
<br>
You instinctively moan, despite still being in the middle of the street. Blushing you look around, but nobody seems to have noticed.
<<stress 2>><<trauma 2>><<gtrauma>><<gstress>>
<br><br>
<</if>>
<<clotheson>>
<<endcombat>>
<<unset $street_tantacle_ejac_vagina>>
<<unset $street_tantacle_ejac_anus>>
<<set $outside to 1>><<set $location to "town">><<effects>>
<<tearful>> you take a moment to gather yourself.
<br><br>
Just as you're about to leave, several more tentacles emerge from the manhole, wrapping around your limbs and waist and pulling you underground. You prove too heavy even for their combined strength, and plummet several feet through darkness.
<br><br>
Your fall is broken by something slimy and soft. It flees before your eyes adjust to the dark, taking the tentacles with it. You're in the drains, surrounded by stolen clothing and handbags.
<br><br>
<<set $eventskip to 1>>
<<investigateicon>><<link [[Search for valuables (0:10)|Street Tentacle Search]]>><<pass 10>><</link>>
<br>
<<destinationdrain>>
<</if>><<set $outside to 1>><<effects>>
You search among the stolen belongings. You find
<<if $rng gte 81>>
<<moneyGain 5 true false>>.
<<elseif $rng gte 61>>
<<moneyGain 10 true false>>.
<<elseif $rng gte 41>>
<<moneyGain 15 true false>>.
<<elseif $rng gte 21>>
<<moneyGain 20 true false>>.
<<else>>
<<moneyGain 25 true false>>.
<</if>>
<br><br>
<<destinationdrain>><<set $outside to 1>><<effects>>
You pull away from the tentacle, hoping to shake it off.
<<outfitChecks>>
<<if _bottomIsSkirt and !!_bottomUnder>>
<<set _bottomUnder.integrity -= 30>>
<<if _bottomUnder.integrity lte 0>>
It tears your _bottomUnder.name free as it retreats into the manhole, still clutching the ruined fabric.
<br><br>
You're left <<= _bottomUnder is $worn.under_lower ? "pantiless" : "bottomless">> in the middle of the street. You press your hand between your legs and hold your _bottom.name down, suddenly self-conscious.
<<integritycheck no_text>>
<<exposure>>
<<else>>
It retreats into the manhole, leaving your _bottomUnder.name torn but intact.
<</if>>
<<else>>
<<set _bottom.integrity -= 30>>
<<if _bottom.integrity lte 0>>
It tears your _bottom.name free as it retreats into the manhole, still clutching the ruined fabric.
<<integritycheck no_text>>
<<outfitChecks>>
<<if _bottomExposed>>
<br><br>
You're left bottomless in the middle of the street. <<covered>>
<</if>>
<<exposure>>
<<else>>
It retreats into the manhole, leaving your _bottom.name torn but intact.
<</if>>
<</if>>
<br><br>
<<destinationeventend>><<set $outside to 1>><<effects>>
<<if $athleticsSuccess>>
You run, leaping over <<if $bus is "park">>bins and through bushes<<else>>bins and parked cars<</if>>. You hear the pair pursue, <span class="green">but their footsteps soon fade.</span>
<br><br>
<<endevent>>
<<destinationeventend>>
<<else>>
You run, <span class="red">but you're not fast enough.</span> The pair pursue you.
<br><br>
<<link [[Next|Street Stalk Group Run]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<set $outside to 1>><<effects>><<rng>>
The figure gets closer.
<<if $fame.rape gte ($rng * 2) and $rng gte 15>>
<<person1>><<He>> stares at your face a moment, then looks over your shoulder and nods.
<br><br>
"<span class="red">It's <<phim>>,</span>" <<he>> says. The other figure grasps your shoulder from behind.
<br><br>
<<link [[Next|Street Fame Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<set _possibleFames to []>>
<<if $fame.scrap gte ($rng * 5)>>
<<set _possibleFames.push("scrap")>>
<</if>>
<<if $fame.good gte ($rng * 5)>>
<<set _possibleFames.push("good")>>
<</if>>
<<if $fame.business gte ($rng * 5)>>
<<set _possibleFames.push("business")>>
<</if>>
<<if $fame.social gte ($rng * 5)>>
<<set _possibleFames.push("social")>>
<</if>>
<<if $fame.model gte ($rng * 5)>>
<<set _possibleFames.push("model")>>
<</if>>
<<if _possibleFames.length is 0>>
<<set _fameSelected to "none">>
<<else>>
<<set _fameSelected to _possibleFames.random()>>
<</if>>
<<if _fameSelected is "none">>
<<person1>><<He>> stares at your face a moment, then looks over your shoulder and shakes <<his>> head.
<br><br>
"Not <<phim>>," <<he>> says. They leave together without another word.
<<gstress>><<stress 6>>
<br><br>
<<endevent>>
<<destinationeventend>>
<<else>>
Held in place, you shut your eyes and prepare for the worst, but the pair doesn't take it any further.
"Aren't you that <<girl>>
<<switch _fameSelected>>
<<case "scrap">>
<span class = "green">who kicks rapists' asses?</span>" the <<person1>><<person>> asks as <<he>> takes off <<his>> hood.
<br><br>
<<if $speech_attitude is "meek">>
"W-well, I fight back when I'm bullied," you mutter.
<<elseif $speech_attitude is "bratty">>
"Sounds like me all right," you say brashly.
<<else>>
"Sometimes I just don't have a choice," you say.
<</if>>
<br><br>
"I knew it!" the <<person2>><<person>> behind your back rests a hand on your shoulder.
The pair asks for your advice concerning self defence techniques. They listen intently to what you have to say, willing to absorb every single word of wisdom. When you stop speaking, they thank you for the valuable lesson, shake your hand and leave.
<br><br>
<<case "good">>
<span class = "green">who's been helping everyone out?</span>" the <<person1>><<person>> asks as <<he>> takes off <<his>> hood.
<br><br>
<<if $speech_attitude is "meek">>
"I-if you need any help, I'll help you, too," you mutter.
<<elseif $speech_attitude is "bratty">>
"So what? Helping others is not a crime," you say brashly.
<<else>>
"I can't just pass by when I see a person in need," you say.
<</if>>
<br><br>
"I knew it!" the <<person2>><<person>> behind your back rests a hand on your shoulder.
The pair tell you that you once helped a friend of theirs. After doing so many good deeds, you can't even remember doing anything like that, but you don't rule out the possibility. Once they thank you for what you did, they shake your hand and leave.
<br><br>
<<case "business">>
<span class = "green">who's an aspiring entrepreneur?</span>" the <<person1>><<person>> asks as <<he>> takes off <<his>> hood.
<br><br>
<<if $speech_attitude is "meek">>
"That's too big of a word to call someone like me," you mutter.
<<elseif $speech_attitude is "bratty">>
"Yep, that's me," you say brashly.
<<else>>
"I wouldn't go as far as call myself an entrepreneur," you say.
<</if>>
<br><br>
"I knew it!" the <<person2>><<person>> behind your back rests a hand on your shoulder.
The pair give you advice on how to make better profits in your line of business. Most of what they say is common knowledge, but you hear them out politely nonetheless. When they run out of tips, they wish you good luck, shake your hand and leave.
<br><br>
<<case "social">>
<span class = "green">who's been a social butterfly at all sorts of parties lately?</span>" the <<person1>><<person>> asks as <<he>> takes off <<his>> hood.
<br><br>
<<if $speech_attitude is "meek">>
"M...maybe I visited one or two," you mutter.
<<elseif $speech_attitude is "bratty">>
"Sorry, I'm really not in the mood for pictures," you say brashly.
<<else>>
"I get around every now and then, I suppose," you say.
<</if>>
<br><br>
"I knew it!" the <<person2>><<person>> behind your back rests a hand on your shoulder.
The pair gossip about the local elite. You remember a few names they mention, but since you were never particularly interested in the backstage politics, you mostly smile and nod. Once they exhaust their tattles, they shake your hand and leave.
<br><br>
<<case "model">>
<span class = "green">who's been <<if $fame.model gte 1000>>in magazine ads<<else>>on ad posters around the town<</if>> recently?</span>" the <<person1>><<person>> asks as <<he>> takes off <<his>> hood.
<br><br>
<<if $speech_attitude is "meek">>
"That... ma-maybe, yes..." you mutter staring at your feet.
<<elseif $speech_attitude is "bratty">>
"Why, yes, the camera loves me," you say with a bit of pride.
<<else>>
"I did a few photo shoots, I guess," you say.
<</if>>
<br><br>
"I knew it!" the <<person2>><<person>> behind your back rests a hand on your shoulder.
The pair compliment you on your appearance, and ask for your advice on becoming a model. They listen intently to what few tips you can offer, willing to absorb every single word of wisdom. When you stop speaking, they thank you for the valuable lesson, shake your hand and leave.
<br><br>
<<default>>
<</switch>>
You feel relieved and even happy. It would seem that your reputation precedes you. <<stress -6>><<trauma -12>><<lstress>><<ltrauma>>
<br><br>
<<endevent>>
<<destinationeventend>>
<</if>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<set $enemytrust -= 40>><<set $enemyanger += 30>>
<<if Time.dayState isnot "night">><<enable_rescue>><</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Street Fame Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Street Fame Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
They leave you lying in the gutter.
<br><br>
<<tearful>> you recover.
<<elseif $enemyhealth lte 0>>
The <<person1>><<person>> trips and falls into a gutter, grabbing the <<person2>><<person>> and pulling <<him>> down too.
<br><br>
<<tearful>> you seize the chance and run to safety.
<<else>>
<<set $rescued += 1>>
A <<generate3>><<person3>><<person>> looks over and witnesses the struggle. <<He>> pulls out <<his>> phone and starts dialling. The <<person1>><<person>> grabs the <<person2>><<persons>> arm and points, then together they run down a nearby alleyway.
<br><br>
<<tearful>> you struggle to your feet.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>><<if $athleticsSuccess>>
As your body gains speed, you kick off the ground and perform an elegant cartwheel, sticking the landing safely and with a smile.
<br><br>
<<endevent>>
<<destinationeventend>>
<<else>>
<<pain 18>><<bruise face>>
Your attempt to avoid the fall only makes matters worse. You land on your face hard, bruising your cheek and twisting your ankle. <<gggpain>>
<br><br>
<<link [[Get up|Street Heel Trip Finish]]>><</link>>
<br>
<</if>><<pain 12>>
You manage to brace yourself before impact, but still hit the ground hard.
<br><br>
<<link [[Get up|Street Heel Trip Finish]]>><</link>>
<br><<rng>>
<<if $rng lte 30>>
<<street1>>
<<elseif $rng lte 60>>
<<street2>>
<<else>>
Rising to your feet, you wonder if practising your foot skills would prevent such future accidents.
<br><br>
<<endevent>>
<<destinationeventend>>
<</if>><<effects>>
You run through the empty streets and alleys, rounding each corner in a bid to escape. The <<tower_creature_text>> keeps up, moving in great leaps.
<br><br>
<<if $athleticsSuccess>>
<span class="green">You manage to escape,</span> but not without injury.<<beastescape>>
<br><br>
<<endevent>>
<<destinationeventend>>
<<else>>
<span class="red">A great weight forces you to the ground</span> as the <<tower_creature_text>> leaps onto your back, winding you. You try to crawl away, but <<bhe>> holds you down.<<gpain>><<pain 2>>
<br><br>
You feel <<bhis>> breath on the back of your neck.
<br><br>
<<link [[Next|Street Monster]]>><<set $phase to 1>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>><<set $enemyhealthmax to 400>><<set $enemyhealth to 400>><<set $enemyarousalmax to 1000>>
<<healthMultiplier>>
<<set $enemyarousalmax to $enemyarousalmax * ($beastArousalMult / 100)>>
<<if $phase is 1>>
<<set $position to "doggy">>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<br><br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Street Monster Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Street Monster]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<bHe>> gets up and snarls, then slinks back into the darkness.
<<if $beauty gte 6000>>
Something stops <<bhim>> in place. <<bHe>> stares at you, transfixed.
<br><br>
<<if $NPCList[0].monster is "monster">>
"Pretty," <<bhe>> says as <<bhe>> creeps towards you. Before you can react, <<bhe>> hooks an arm around your waist, and clutches you tightly against <<bhis>> body.
<<if $tower_creature_intro gte 2>>
"Missed seeing you," <<bhe>> grunts.
<<else>>
"Won't drop you like the last one," <<bhe>> reassures in a rumbling voice.
<</if>>
<<else>>
<<bHis>> long tongue darts across <<bhis>> lips as <<bhe>> prowls towards you.
<<if $tower_creature_intro gte 2>>
<<bHe>> hooks a front leg around your waist, holding you close. <<bHe>> makes an odd chittering sound, then drags <<bhis>> tongue across your face. You shiver.
<<else>>
Before you can react, it hooks a front leg around your waist, and clutches you tightly against its body.
<</if>>
<</if>>
<br><br>
With a leap, <<bhe>> jumps up the wall. <<bHe>> scrambles to the roof, claws digging into the brickwork.
<br><br>
<<bHe>> runs towards the edge. <<bHe>> doesn't slow down. Instead, <<bhe>> leaps, and lands on another building. <<bHe>> continues leaping between buildings, across Elk Street, and into the labyrinth of plants and compounds.
<br><br>
<<bHe>> scrambles up the side of a taller building<<if $monster is 0>> with <<bhis>> free legs<</if>>, until you arrive at an alcove near the top. <<bHe>> dumps you on a mattress.
<<if $NPCList[0].monster is "monster">>
<<if $tower_creature_intro gte 2>>
"Mine again," <<bhe>> snarls.
<<else>>
"Mine now," <<bhe>> snarls. "Got it?"
<</if>>
<br><br>
<<bHe>> mounts you before you can answer.
<</if>>
<br><br>
<<endcombat>>
<<set $location to "night_monster_lair">>
<<link [[Next|Street Monster 2]]>><<set $tower_creature_intro to 2>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<if $tower_creature_intro gte 2>>
The <<tower_creature_text>> steps closer to you,
<<if $NPCList[0].monster is "monster">>
a scowl forming on <<bhis>> face as <<bhe>> stares at you. "Got uglier," <<bhe>> remarks in a frustrated tone. "Not pretty anymore." Disappointed, <<bhe>> prowls into the darkness.
<<else>>
<<bhis>> lip curled menacingly. <<bHe>> lets out a strange, guttural sound, then turns around and prowls into the darkness, disappearing as abruptly as <<bhe>> came.
<</if>>
<br><br>
<<tearful>> you gather yourself.
<<else>>
<<bHes>> gone as abruptly as <<bhe>> arrived. <<tearful>> you gather yourself.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<</if>>
<<else>>
<<if $NPCList[0].monster is "monster">>
The <<tower_creature_text>> recoils in pain. "Get you next time," <<bhe>> snarls, then retreats into the darkness.
<<else>>
The creature screeches in pain, and bounds into the darkness.
<</if>>
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<loadNPC 0 tower_creature>>
<<beastNOGENinit>>
<<set $enemyhealthmax to 400>><<set $enemyhealth to 400>><<set $enemyarousalmax to 1000>>
<<healthMultiplier>>
<<set $enemyarousalmax to $enemyarousalmax * ($beastArousalMult / 100)>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<br><br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Street Monster 2 Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Street Monster 2]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
The <<tower_creature_text>> lets out a satisfied sound and turns <<bhis>> back to you. <<tearful>> you slowly back away. <<bHe>> begins digging into the mattress.
<br><br>
<<else>>
<<tearful>> you struggle away from the <<tower_creature_text>>. <<bHe>> snorts in frustration and turns <<bhis>> back to you. <<bHe>> begins digging into the mattress.
<br><br>
<</if>>
<<clotheson>>
<<endcombat>>
<<loadNPC 0 tower_creature>>
You look around. The <<tower_creature_text>> made <<bhis>> lair inside a mess of pipes and girders, many of them bent and twisted out of shape by some great strength. The "floor" is littered with trash and piles of detritus.
<br><br>
A gaping hole dominates one wall. The same you entered through. It looks like the only way in or out.
<br><br>
<<if $NPCList[0].monster is "monster">>A clawed hand suddenly wraps<<else>>A pair of jaws suddenly clamps<</if>> around your ankle. You're unable to resist as <<bhe>> drags you to an isolated corner of the room stacked with shiny trinkets of varied worth - jewellery, ornate pottery, chrome dishes, toasters. The <<tower_creature_text>> tucks you amongst them. <<bHe>> steps back and stares at you, as if appraising your place in <<bhis>> collection.
<br><br>
<<if $NPCList[0].monster is "monster">>
<<bHe>> nods, seeming satisfied, before stomping over to the mattress and lying down with a thud.
<<else>>
<<bHe>> snorts, seeming satisfied, before shambling over to the mattress and collapsing with a thud.
<</if>>
<br><br>
<<link [[Next|Monster Tower]]>><<set $eventskip to 1>><<set $tower_sleep to 115>><<set $tower_sheet to 0>><</link>>
<br><<set $bus to "elk">><<set $outside to 0>><<effects>>
<<if $enemyno is 0>>
<<loadNPC 0 tower_creature>>
<</if>>
<<set $tower_sleep -= 10>>
You are in a <<if $NPCList[0].monster is "monster">>strange, monstrous <<if $NPCList[0].gender is "m">>boy<<else>>girl<</if>><<else>>strange monster<</if>>'s lair within a building near Elk Street. A gaping hole dominates one wall.
<br><br>
<<if $stress gte $stressmax>>
<<link [[Next|Passout Monster Tower]]>><</link>>
<br>
<<elseif $eventskip isnot 1 and $rng gte $tower_sleep>>
The <<tower_creature_text>> stirs from <<bhis>> slumber. You scurry back to your spot in the corner before <<bhe>> wakes.
<br><br>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure)>>
Before you can make it back, <span class="red">something snatches your foot.</span> You're pulled onto the mattress with the <<tower_creature_text>> looming over you. <<bHe>> growls.
<br><br>
<<link [[Next|Monster Tower Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You make it back just in time. The <<tower_creature_text>> rises from the bed with a snort. <<bHe>> lumbers towards you.
<br><br>
<<link [[Next|Monster Tower Wake]]>><</link>>
<br>
<</if>>
<<else>>
The <<tower_creature_text>> slumbers on a ruined mattress.
<<if $tower_sleep gte 90>>
<span class="teal"><<bHe>> snores deeply.</span>
<<elseif $tower_sleep gte 75>>
<span class="lblue"><<bHe>> snores.</span>
<<elseif $tower_sleep gte 60>>
<span class="blue"><<bHe>> snores, occasionally swatting at the air.</span>
<<elseif $tower_sleep gte 45>>
<span class="purple"><<bHe>> stretches in <<bhis>> sleep.</span>
<<elseif $tower_sleep gte 30>>
<<if $NPCList[0].monster is "monster">>
<span class="pink"><<bHe>> lets out a guttural yawn and scratches <<bhis>> <<print either("belly","side","head","face","leg","back","ass")>>.</span>
<<else>>
<span class="pink"><<bHe>> growls in its sleep.</span>
<</if>>
<<else>>
<span class="red"><<bHis>> eyes open and <<bhe>> starts to <<if $NPCList[0].monster is "monster">>sit up<<else>>stand<</if>>, before falling back to sleep.</span>
<</if>>
<<set $tower_sleep -= 15>>
<br><br>
<<if $tower_view isnot 1>>
<<link [[Look out the hole|Monster Tower View]]>><<set $tower_view to 1>><</link>>
<br>
<<else>>
<<if $tower_sheet gte 12>>
<<link [[Escape (1:00)|Monster Tower Escape]]>><<pass 60>><</link>>
<br>
<<else>>
<<link [[Make sheet rope (1:00)|Monster Tower Sheet]]>><<pass 60>><</link>>
<br>
<</if>>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled")) and $birdFly gte 1>>
<<link [[Fly to safety (0:02)|Monster Tower Fly]]>><<pass 2>><</link>><<flight_text>>
<br>
<</if>>
<<if $exposed gte 1>>
<<link [[Cover yourself (0:15)|Monster Tower Cover]]>><<pass 15>><</link>>
<br>
<</if>>
<</if>>
<<link [[Calm beast (1:00)|Monster Tower Calm]]>><<pass 60>><<set $tower_sleep to 115>><</link>>
<br>
<<if hasSexStat("deviancy", 2)>>
<<link [[Calm beast with lewd|Monster Tower Sex]]>><<set $sexstart to 1>><</link>><<deviant2>>
<br>
<</if>>
<</if>>
<<set $eventskip to 0>><<set $bus to "elk">><<set $outside to 0>><<effects>>
<<endevent>>
<<if isPregnancyEnding()>>
<<pregnancyPassout "monsterTower">>
<<else>>
<<passout>>
You've pushed yourself too much.
<br><br>
<<link [[Next|Trash Intro]]>><</link>>
<br>
<</if>><<set $bus to "elk">><<set $outside to 0>><<effects>>
You search the detritus for anything wearable. You find some old towels. Better than nothing.<<towelup>>
<br><br>
<<link [[Next|Monster Tower]]>><</link>>
<br><<set $bus to "elk">><<set $outside to 0>><<effects>>
You walk over to the hole in the wall. A blast of wind almost snatches you away, but you cling to a pipe for support. Other tall buildings tower around. Beneath you is a sheer drop into a bed of mist below. You can't see the ground.
<br><br>
You call out. Only the wind howls in response. You call again.
<<if $NPCList[0].monster is "monster">>
"Shut up," the <<tower_creature_text>> snaps in <<bhis>> sleep.
<<else>>
You hear the <<tower_creature_text>> emit a low growl behind you.
<</if>>
<br><br>
You look around the lair, at the rubbish littering the floor and piled against the walls. You lift a strip of ruined cloth, and tug. It's sturdy.
<br><br>
<<link [[Next|Monster Tower]]>><</link>>
<br><<set $bus to "elk">><<set $outside to 0>><<effects>>
You approach the <<tower_creature_text>>, and kneel down beside <<bhim>>.
<<if $NPCList[0].monster is "monster">>
You pull <<bhis>> head into your lap. <<bHe>> resists and shoves you away with a grunt. After a moment, however, <<bhe>> shambles over to you and drops <<bhis>> head back between your legs.
<br><br>
"Again," <<bhe>> grumbles. You oblige, stroking <<bhis>> messy mane of hair and humming softly until <<bhe>> finally drifts back to sleep.
<<else>>
You make soothing noises. It seems to have little effect at first, but you continue until <<bhis>> fidgeting calms, and <<bhe>> sleeps soundly.
<</if>>
<br><br>
<<link [[Next|Monster Tower]]>><</link>>
<br><<set $bus to "elk">><<set $outside to 0>><<effects>>
You search the detritus for anything usable. You find strips of cloth, torn from clothes and furniture. You add them to the sheet rope.
<br><br>
You examine your handiwork. You drop one end over the side of the building.
<<set $tower_sheet += 1>>
<<if $tower_sheet gte 12>>
<span class="green">It falls straight into the mist, and keeps going.</span> You think it's long enough.
<<elseif $tower_sheet gte 9>>
<span class="teal">It kisses the mist, but you suspect there's still a drop beneath.</span>
<<elseif $tower_sheet gte 6>>
<span class="lblue">It drops a long way, but it's not enough to reach the mist.</span>
<<elseif $tower_sheet gte 3>>
<span class="blue">It drops a few stories, but it needs to be much longer.</span>
<<else>>
<span class="purple">You have a long way to go.</span>
<</if>>
<br><br>
<<link [[Next|Monster Tower]]>><</link>>
<br><<set $bus to "elk">><<set $outside to 0>><<effects>>
You throw one end of the rope over the edge of the hole, and tie the other around a sturdy girder. You tug it to make sure it's safe, then descend.
<br><br>
You hold the rope in your hands, and press your weight against the building with your feet. You stop to wait for the wind to die down now and then.
<br><br>
You soon reach the mist, and continue through it. The rope just about reaches the ground.
<br><br>
You follow one of the alleys in the direction of traffic, and soon emerge on Elk Street.
<br><br>
<<endevent>>
<<link [[Next|Elk Street]]>><<set $eventskip to 1>><</link>>
<br><<set $bus to "elk">><<set $outside to 0>><<effects>>
<<if $syndromebird is 1>>
You have a much prettier tower and a much nicer spouse. You've had enough of this.
<</if>>
You stand at the precipice, feeling the air around you. You leap from the tower.
<br><br>
You fall several feet before the air catches you, and brings you to the street below.
<br><br>
<<endevent>>
<<link [[Next|Elk Street]]>><<set $eventskip to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastNOGENinit>>
<<set $enemyhealthmax to 400>><<set $enemyhealth to 400>><<set $enemyarousalmax to 1000>>
<<if $phase is 1>><<set $enemyanger += 200>><</if>>
<<healthMultiplier>>
<<set $enemyarousalmax to $enemyarousalmax * ($beastArousalMult / 100)>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<br><br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Monster Tower Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Monster Tower Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<if $NPCList[0].monster is "monster">>
<<bHe>> stretches, then curls up on top of you. <<bHis>> arms and legs wrap tightly around your body. <<bHe>> runs <<bhis>> clawed fingers through your hair. "Tired out," <<bhe>> yawns. You soon hear <<bhim>> snoring.
<br><br>
<<tearful>> you squirm free of <<bhis>> grip.
<<else>>
The <<tower_creature_text>> stretches, then collapses on top of you.
<br><br>
<<tearful>> you struggle free.
<</if>>
<<else>>
<<tearful>> you struggle away from the <<tower_creature_text>>.
<<if $NPCList[0].monster is "monster">>
"Not worth it," <<bhe>> growls. <<bHe>> curls up and snores.
<<else>>
It growls, but doesn't pursue. It curls up and snores.
<</if>>
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<loadNPC 0 tower_creature>>
<<link [[Next|Monster Tower]]>><<set $eventskip to 1>><<set $tower_sleep to 115>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<beastNOGENinit>>
<<set $enemyhealthmax to 400>><<set $enemyhealth to 400>><<set $enemyarousalmax to 1000>>
<<healthMultiplier>>
<<set $enemyarousalmax to $enemyarousalmax * ($npcArousalMult / 100)>>
<<if $NPCList[0].monster is "monster">>
You stroke the <<tower_creature_text>>'s chest. <<bHe>> crinkles <<bhis>> nose and mumbles something. You don't stop, trailing your hand lower.
<<deviancy2>>
Not able to resist, <<bhe>> grasps your wrist and pulls you against <<bhis>> body, <<bhis>> other arm holding you firm around the waist.
<<else>>
You rub the creature's belly. One eye opens and regards you. You look right at it as you run your hand further down its body.
<<deviancy2>>
Not able to resist, the beast climbs to its feet.
<</if>>
<br><br>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Monster Tower Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Monster Tower Sex]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<if $NPCList[0].monster is "monster">>
<<bHe>> stretches, then curls up on top of you. <<bHis>> arms and legs wrap tightly around your body. <<bHe>> runs <<bhis>> clawed fingers through your hair. "Tired out," <<bhe>> yawns. You soon hear <<bhim>> snoring.
<br><br>
<<tearful>> you squirm free of <<bhis>> grip.
<<else>>
The <<tower_creature_text>> stretches, then collapses on top of you.
<br><br>
<<tearful>> you struggle free.
<</if>>
<<set $tower_sleep to 115>>
<br><br>
<<elseif $enemyhealth lte 0>>
<<tearful>> you struggle away from the <<tower_creature_text>>.
<<if $NPCList[0].monster is "monster">>
"Not worth it," <<bhe>> growls.
<<else>>
It growls, but doesn't pursue.
<</if>>
<<bHe>> curls up falls back into a disturbed sleep.
<br><br>
<<else>>
The <<tower_creature_text>> emits a low, frustrated growl.
<<if $NPCList[0].monster is "monster">>
"Fine," <<bhe>> mutters. <<bHe>> doesn't push you, instead falling back into a disturbed sleep.
<<else>>
It doesn't push you though, instead falling back into a disturbed sleep.
<</if>>
<br><br>
<<tearful>> you gather yourself.
<br><br>
<</if>>
<<clotheson>>
<<endcombat>>
<<loadNPC 0 tower_creature>>
<<link [[Next|Monster Tower]]>><</link>><<set $outside to 0>><<effects>>
<<if $exposed gte 2>>
<<rng 2>>
<<else>>
<<rng 3>>
<</if>>
The <<tower_creature_text>> lumbers over to you, stopping just within arm's reach.
<<if $NPCList[0].monster is "monster">>
<<bHis>> intense stare makes you feel uneasy. "Need to be prettier," <<bhe>> growls.
<<else>>
You can feel <<bhis>> hot breath on your face. <<bHe>> lets out an angry snort.
<</if>>
<br><br>
<<switch $rng>>
<<case 1>>
<<bHis>> glowing eyes scrutinise every inch of your form, until <<bhis>> gaze is caught by something behind you.
<br><br>
Your blood freezes for a split second as <<bhe>> closes the distance between the two of you, only for <<bhim>> to step past you. <<bHe>> pulls a necklace out of the pile, then backs up to examine you once again. After a moment or two, <<bhe>> places the necklace on your head and lets it fall down to your neck.
<br><br>
<<link [[Stay still (1:00)|Monster Tower Decorate]]>><<pass 60>><<set $phase to 0>><<tiredness 12>><<pain 2>><<stress 18>><</link>><<ggtiredness>><<ggstress>><<gpain>>
<br>
<<link [[Resist|Monster Tower Decorate]]>><<set $phase to 1>><<trauma -6>><</link>><<ltrauma>>
<br>
<<case 2>>
<<if $NPCList[0].monster is "monster">>
<<bHe>> grabs you by the wrist and grabs an armful of the trinkets surrounding you.
<<else>>
<<bHe>> wraps a front leg around your waist, then grabs as many trinkets as <<bhe>> can between <<bhis>> jaws.
<</if>>
<br><br>
You're helplessly dragged to a corner of <<bhis>> lair, where a large pipe hangs overhead. <<bHe>> shoves some rubbish aside, revealing a drainage grate underneath. Unsure of <<bhis>> intentions, all you can do is watch, perched within <<bhis>> stack of treasure.
<br><br>
The <<tower_creature_text>> shuffles over to a rusted valve, and grasps it. With a metallic creak, it gives way. Steaming hot water gushes out of the pipe. <<bHe>> sticks <<bhis>> hand underneath the spout, as if testing the waters. <<bHe>> seems satisfied.
<br><br>
<<link [[Next|Monster Tower Clean]]>><</link>>
<br>
<<case 3>>
<<outfitChecks>>
<<if !_fullyNaked>>
<<if !_overNaked or !_middleNaked>>
<<bHe>> swipes <<bhis>> claw at you, ripping your clothes off your body in one swift motion.
<<if $worn.under_upper.name isnot "naked" or $worn.under_lower.name isnot "naked">>
You're left with only your <<undies>> protecting you from the <<tower_creature_text>>'s prying eyes.
<<else>>
<span class="lewd">You're left stark naked in front of the <<tower_creature_text>>.</span>
<</if>>
<<else>>
In a precise motion, <<bhe>> drags <<bhis>> clawed fingertip from your chin to your groin, ripping your underwear right down the middle. The scraps fall freely to the floor, <span class="lewd">leaving you stark naked in front of the <<tower_creature_text>>.</span>
<</if>>
<<if $NPCList[0].monster is "monster">>
"Better without those," <<bhe>> says as <<bhe>> shakes the ruined fabric off <<bhis>> claw.
<<else>>
<<bHe>> grunts in satisfaction, then shakes the ruined fabric off <<bhis>> claw.
<</if>>
<<if !_overNaked>>
<<overupperruined>><<overlowerruined>>
<<elseif !_middleNaked>>
<<upperruined>><<lowerruined>>
<<else>>
<<underupperruined>><<underlowerruined>>
<</if>>
<br><br>
<</if>>
<<bHe>> lumbers over to <<bhis>> mattress and resumes <<bhis>> slumber, leaving you shivering in draughtiness of <<bhis>> lair.
<br><br>
<<link [[Next|Monster Tower]]>><<set $eventskip to 1>><<set $tower_sleep to 115>><</link>>
<br>
<</switch>><<set $outside to 0>><<effects>>
<<if $phase is 0>>
<<if $NPCList[0].monster is "monster">>
<<bHe>> grins. "There," <<bhe>> says, "even prettier." <<bHe>> sits down, curling <<bhis>> arms around <<bhis>> legs and resting <<bhis>> chin on <<bhis>> knees. <<bHe>> stares blankly.
<<else>>
The <<tower_creature_text>> snorts again. It sounds pleased, somehow. <<bHe>> lies on the ground, resting <<bhis>> head on <<bhis>> front legs and staring up at you, motionless.
<</if>>
You're not sure what to do, so you stand in place.
<br><br>
Finally, <<bhe>> grows tired of staring at you and stands up again.
<<if $NPCList[0].monster is "monster">>
"Not enough, need more," <<bhe>> says.
<</if>>
<br><br>
<<bHe>> spends the next several minutes adding more and more trinkets to you. <<bHe>>'ll grab something from the pile, put it on you, sit and stare, then do it again. By the time <<bhes>> done, you're adorned with too many trinkets to count - a handful of necklaces, some gaudy fabric draped over your arms, and a fancy bowl on your head to name a few. Every time you drop your arms from the pose <<bhe>> put you in, <<bhe>> lets out a warning growl.<<stress 6>><<gstress>>
<br><br>
After what feels like an hour of posing, the <<tower_creature_text>> stands up without warning. <<bHe>> <<if $NPCList[0].monster is "monster">>walks<<else>>lopes<</if>> back to the mattress and flops down. Soon after, you hear <<bhim>> snoring. You waste no time taking everything off of yourself, feeling rather stiff and sore from standing for so long.
<br><br>
<<link [[Next|Monster Tower]]>><<set $eventskip to 1>><<set $tower_sleep to 115>><</link>>
<br>
<<else>>
You rip the necklace off and chuck it right through the hole in the wall.
<<if $NPCList[0].monster is "monster">>
The <<tower_creature_text>>'s eyes widen in panic.
<<else>>
The <<tower_creature_text>> shrieks.
<</if>>
<<bHe>> scurries to retrieve <<bhis>> discarded treasure, but <<bhe>> can only watch it disappear into the mist below. <<bHe>> stands at the precipice, gripping one of the pipes hard enough to dent the metal.
<br><br>
Your moment of triumph is short-lived. <<bHe>> slowly turns around to face you, eyes narrowed into glowing yellow slits. <<bHis>> breathing is heavy.
<<if $NPCList[0].monster is "monster">>
"Ungrateful..." <<bhe>> growls.
<<else>>
<<bHe>> growls.
<</if>>
<br><br>
In a blur of motion, <<bhe>> bounds towards you, kicking up the debris littered about the place.
<<if $NPCList[0].monster is "monster">>
<<bHe>> grabs you by the throat, lifting you up with alarming strength and hefting you onto the mattress.
<<else>>
<<bHe>> bites down on your ankle, yanking you from the pile and dragging you to the mattress.
<</if>>
<br><br>
By the time you come to your senses, the <<tower_creature_text>> is already on top of you, snarling.
<br><br>
<<link [[Next|Monster Tower Rape]]>><<set $phase to 1>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<set $outside to 0>><<effects>>
<<bHe>> reaches towards you. You instinctively duck out of the way. Undeterred, <<bhe>> instead grabs a metal plate from the pile,
<<if $NPCList[0].monster is "monster">>
giving it a good scrub
<<else>>
letting it soak
<</if>>
underneath the boiling water.
<br><br>
<<bHe>> does this for all of <<bhis>> treasures, polishing each one to a shine, until <<bhe>> finally <<bhe>> gets to you. <<bHe>> tries to pull you under the water.
<br><br>
<<link [[Allow it (0:10)|Monster Tower Clean 2]]>><<wash>><<pass 10>><<set $phase to 0>><<trauma 6>><<stress 18>><<pain 4>><</link>><<gtrauma>><<ggstress>><<gggpain>>
<br>
<<link [[Resist|Monster Tower Clean 2]]>><<set $phase to 1>><</link>>
<br><<set $outside to 0>><<effects>>
<<if $phase is 0>>
You're too afraid to resist, so you let the <<tower_creature_text>> pull you under. It's not as hot as you expected, but it still stings. Every now and then you have to jump out, only for the <<tower_creature_text>> to force you back under.<<water>>
<br><br>
At last, <<bhe>> pulls you out. "Nice and shiny." <<bHe>> gives you a once-over, nods, then steps under the pipe <<bhimself>>.
<br><br>
The cold air is a relief on your skin, but that changes once the water starts to cool, leaving you soaked and shivering. The <<tower_creature_text>> doesn't seem bothered. Sufficiently clean, <<bhe>> turns off the water and carries you back to your place in <<bhis>> hoard.
<br><br>
<<if $NPCList[0].monster is "monster">>
<<bHe>> stomps back to the mattress and flops down without another word.
<<else>>
<<bHe>> shambles back to the mattress, stretches, and flops down unceremoniously.
<</if>>
<br><br>
<<link [[Next|Monster Tower]]>><<set $eventskip to 1>><<set $tower_sleep to 115>><</link>>
<br>
<<else>>
You wrench yourself free of the <<tower_creature_text>>'s grip. You end up stumbling backwards, right into the pile. You hear something crack behind you.
<br><br>
<<if $NPCList[0].monster is "monster">>
The <<tower_creature_text>> shoves you aside and kneels down, trying to piece whatever was broken back together. Judging by <<bhis>> growling, it doesn't appear to be working.
<<else>>
The <<tower_creature_text>> bounds past you and crouches down, using <<bhis>> claws to scrape together the broken shards. Judging by <<bhis>> growling, whatever <<bhes>> trying to do isn't working.
<</if>>
<br><br>
Enraged, <<bhe>> turns to you and pounces.
<<if $NPCList[0].monster is "monster">>
"Stupid," <<bhe>> hisses. "That was my favourite. Prettier than you."
<<else>>
<<bHe>> curls <<bhis>> lip, revealing rows of sharp teeth.
<</if>>
<br><br>
<<bHis>> claws tighten around you.
<br><br>
<<link [[Next|Monster Tower Rape]]>><<set $phase to 1>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<set $outside to 0>><<effects>>
You act on the slime's urging, and approach the <<person>>.
<br>
<<promiscuity4>>
"Take me!" you say.
<<if $worn.over_lower.name isnot "naked" or $worn.lower.name isnot "naked">>
<<if $worn.over_lower.name isnot "naked">>
<<set $worn.over_lower.vagina_exposed to 1>><<set $worn.over_lower.anus_exposed to 1>><<set $worn.over_lower.exposed to 2>>
<</if>>
<<if $worn.lower.name isnot "naked">>
<<set $worn.lower.vagina_exposed to 1>><<set $worn.lower.anus_exposed to 1>><<set $worn.lower.exposed to 2>>
<</if>>
<<if $worn.under_lower.name is "naked">>
<<if $worn.over_lower.name isnot "naked">>
<<if setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].skirt is 1>><<set $worn.lower.skirt_down to 0>>
You lift up your $worn.over_lower.name, <span class="lewd">exposing your <<if $worn.lower.name isnot "naked">>$worn.lower.name<<else>><<undies>><</if>>.</span>
<<else>><<set $worn.lower.state to "thighs">>
You pull down your $worn.over_lower.name, <span class="lewd">exposing your <<if $worn.lower.name isnot "naked">>$worn.lower.name<<else>><<undies>><</if>>.</span>
<</if>>
<</if>>
<<if $worn.lower.name isnot "naked">>
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>><<set $worn.lower.skirt_down to 0>>
You lift up your $worn.lower.name, <span class="lewd">exposing your <<undies>>.</span>
<<else>><<set $worn.lower.state to "thighs">>
You pull down your $worn.lower.name, <span class="lewd">exposing your <<undies>>.</span>
<</if>>
<</if>>
<</if>>
<</if>>
<<if $worn.under_lower.name isnot "naked">>
<<set $worn.under_lower.anus_exposed to 1>><<set $worn.under_lower.vagina_exposed to 1>>
<<set $worn.under_lower.state to "thighs">><<set $worn.under_lower.exposed to 2>>
<<if $worn.lower.name is "naked">>
You pull down your $worn.under_lower.name, <span class="lewd">exposing your <<genitals>>.</span>
<<else>>
<<outfitChecks>>
<<if _skirtExposed>>
<<if $worn.over_lower.name isnot "naked">><<set $worn.over_lower.skirt_down to 0>><</if>>
<<if $worn.lower.name isnot "naked">><<set $worn.lower.skirt_down to 0>><</if>>
You lift up your <<allBottoms>> with one hand while lowering you $worn.under_lower.name with the other <span class="lewd">exposing your <<genitals>>.</span>
<<else>><<set $worn.lower.state to "thighs">>
You pull down your <<allBottomsUnderwear>>, <span class="lewd">exposing your <<genitals>>.</span>
<</if>>
<</if>>
<</if>>
<br><br>
The <<person>> is taken aback by your actions, but recovers quickly. <<He>> glances around, then grabs your arm. <<He>> pulls you into an alley.
<br><br>
<<link [[Next|Street Slime Rape]]>><<set $sexstart to 1>><</link>>
<br><<set $outside to 0>><<effects>>
You follow the slime's urging, and approach the <<person>>.
<br><br>
"T-take me!" you say.
<br><br>
The <<person>> is taken aback, but recovers quickly. <<He>> glances around, then grabs your arm. <<He>> pulls you into an alley.
<br><br>
<<link [[Next|Street Slime Rape]]>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $noFinish to 1>>
<<maninit>>
<<enable_rescue>>
<<elseif $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<set $noFinish to 1>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Street Slime Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Street Slime Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Nice to find a willing slut for once," the <<person>> says. "See you around."
<br><br>
<<tearful>> you return to the street, soothed by the slime inside you.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<<elseif $enemyhealth lte 0>>
You shove the <<person>> against a dumpster, where <<he>> falls to the ground.
<br><br>
<<tearful>> you wince as the slime punishes you for defiance.
<<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>>
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<<else>>
<<set $rescued += 1>>
"Is everyone okay down there?" shouts a voice at the end of the alley.
<br><br>
"Everything's fine," the <<person>> responds, covering up. <<He>> glares at you. "Crazy <<bitch>>."
<br><br>
<<tearful>> you wince as the slime punishes you for defiance.
<<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>>
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<</if>><<set $outside to 0>><<effects>>
<<if $earSlime.defyCooldown>>
<<if $earSlime.growth gte 100>>
<<set $earSlime.defyCooldown += 2>>
You turn away from the <<person>>, and feel a jolt of pain as the slime punishes you for defiance. However, <span class="red">it doesn't stop you, knowing that it can punish you in other ways.</span>
<<else>>
You turn away from the <<person>>, and feel a jolt of pain as the slime punishes you for defiance. However, <span class="teal">it's still worn out from overpowering you earlier.</span> You feel it try, <span class="green">but fail,</span> to force your steps in the opposite direction.
<</if>>
<br><br>
<<endevent>>
<<destinationeventend>>
<<elseif $earSlime.corruption gte (currentSkillValue('willpower') / 10)>>
<<if hasSexStat("promiscuity", 4) and $earSlime.growth lt 100>>
<<set $earSlime.defyCooldown += 4>>
<<else>>
<<set $earSlime.defyCooldown += 8>>
<</if>>
You turn away from the <<person>>, and feel a jolt of pain as the slime punishes you for defiance. It tries to force you to stay still, <span class="red">and you fail</span> to resist its influence.
<<ggwillpower>><<willpower 3>>
<br><br>
Forced by the slime's urging, you approach the <<person>>.
<br><br>
"T-take me!" you say.
<br><br>
The <<person>> is taken aback, but recovers quickly. <<He>> glances around, then grabs your arm. <<He>> pulls you into an alley.
<br><br>
<<link [[Next|Street Slime Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You turn away from the <<person>>, and feel a jolt of pain as the slime punishes you for defiance. You feel it try, <span class="green">but fail,</span> to force your steps in the opposite direction.
<<gwillpower>><<willpower 1>>
<br><br>
<<endevent>>
<<destinationeventend>>
<</if>><<set $outside to 0>><<effects>>
<<clothesstrip>>
You act on the slime's urging. In a moment your clothes lie on the floor. You're stood in the middle of the street, naked.
<br>
<<promiscuity5>>
"Fuck me!" you shout.
<<generate2>><<generate3>><<generate4>><<generate5>><<generate6>>
The <<person1>><<person>> is stunned. <<Hes>> not the only one. It only takes a few moments before the rest of the street catches on. Many start walking towards you, while others watch in the distance at the scene unfolding before them.
<br><br>
You drop to the ground, writhing and moaning. You're not sure what you're doing, but it works. The crowd surges towards you, unable to contain their lust.
<br><br>
<<link [[Next|Street Slime Extreme Rape]]>><<set $sexstart to 1>><</link>>
<br><<set $outside to 0>><<effects>>
<<clothesstrip>>
You follow the slime's urging. In a moment your clothes lie on the floor. You're stood in the middle of the street, naked.
<br><br>
<<generate2>><<generate3>><<generate4>><<generate5>><<generate6>>
The <<person1>><<person>> is stunned. <<Hes>> not the only one. It only takes a few moments before the rest of the street catches on. Many start walking towards you, while others quicken their steps to escape the scene.
<br><br>
You drop to the ground, writhing and moaning. You're not sure what you're doing, but it works. The crowd surges towards you, unable to contain their lust.
<br><br>
<<link [[Next|Street Slime Extreme Rape]]>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $noFinish to 1>>
<<maninit>>
<<if Time.dayState isnot "night">><<enable_rescue>><</if>>
<<elseif $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<set $noFinish to 1>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Street Slime Extreme Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Street Slime Extreme Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
You lie on the ground, panting, naked and surrounded. The crowd isn't quite done. They take more pictures as you lie there, a strange haze over your mind.
<br><br>
<<pass 15>>
They slowly lose interest. <<tearful>> you struggle to your feet. You feel the slime's influence fade.
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<<elseif $enemyhealth lte 0>>
You dash through the perplexed crowd. A few chase after you, but you run into the maze of alleys and manage to lose them before emerging near the street.
<br><br>
<<tearful>> you wince. The slime punishes you for defiance.
<<corruption -3>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><<llcorruption>><<ggpain>><<ggtrauma>><<ggstress>>
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<<else>>
The crowd backs away as you scream. Others keep going, until they see the hesitance in much of the audience. A gap forms, and you scramble through. You run into the maze of alleys, before emerging back on the street. No one followed.
<br><br>
<<tearful>> you wince. The slime punishes you for defiance.
<<corruption -3>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><<llcorruption>><<ggpain>><<ggtrauma>><<ggstress>>
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<</if>><<set $outside to 0>><<effects>>
<<if $earSlime.defyCooldown>>
<<if $earSlime.growth gte 100>>
<<set $earSlime.defyCooldown += 3>>
You turn away from the <<person>>, and feel a jolt of pain as the slime punishes you for defiance. However, <span class="red">it doesn't stop you, knowing that it can punish you in other ways.</span>
<<else>>
You turn away from the <<person>>, and feel a jolt of pain as the slime punishes you for defiance. However, <span class="teal">it's still worn out from overpowering you earlier.</span> You feel it try, <span class="green">but fail,</span> to force your steps in the opposite direction.
<</if>>
<br><br>
<<endevent>>
<<destinationeventend>>
<<elseif $earSlime.corruption gte (currentSkillValue('willpower') / 10)>>
<<if hasSexStat("promiscuity", 4) and $earSlime.growth lt 100>>
<<set $earSlime.defyCooldown += 6>>
<<else>>
<<set $earSlime.defyCooldown += 12>>
<</if>>
<<clothesstrip>>
You try to fight the slime, <span class="red">but it's too strong.</span> Your body moves unbidden, and you can only observe, helpless, as your arms strip the clothing from your body. You're left naked in the middle of the street.
<<ggwillpower>><<willpower 3>>
<br><br>
<<generate2>><<generate3>><<generate4>><<generate5>><<generate6>>
The <<person1>><<person>> is stunned. <<Hes>> not the only one. It only takes a few moments before the rest of the street catches on. Many start walking towards you, while others quicken their steps to escape the scene.
<br><br>
You drop to the ground, writhing and moaning. You're not sure what you're doing, but it works. The crowd surges towards you, unable to contain their lust.
<br><br>
<<link [[Next|Street Slime Extreme Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You try to fight the slime. You feel an alien anger flash as it fights back, <span class="green">but you manage to tear your body free from its control.</span> Pain surges through you as the slime punishes you for defiance.
<<gwillpower>><<willpower 1>>
<br><br>
You walk away from the <<person>>.
<<gwillpower>><<willpower 1>>
<br><br>
<<endevent>>
<<destinationeventend>>
<</if>><<set $outside to 1>><<effects>>
You lift the box.
<<if $rng gte 81>>
<<wearProp "box" 0 "creature">>
It's heavy. As soon as you flick open the latch, the lid shoots open and <span class="red">something leaps out.</span> You stumble backwards, and fall on your <<bottom>>.
<<gpain>><<gstress>><<pain 6>><<stress 6>>
<br><br>
You see the back end of the creature slithering into a nearby drain.
<br><br>
<<destinationeventend>>
<<elseif $rng gte 61>>
<<wearProp "box" 0 "closed">>
It's sealed by a heavy lock.
<br><br>
<<set $skulduggerydifficulty to 400>>
<<link [[Try to open it (0:05)|Street Box Open]]>><<pass 5>><</link>><<skulduggerydifficulty>><<crime "thievery">>
<br>
<<link [[Leave it|Street Box Stop]]>><</link>>
<br>
<<elseif $rng gte 41>>
<<wearProp "box" 0 "aphrodisiac">>
You flick open the latch. <span class="pink">A purple mist</span> spews from the opening, making you sneeze and drop the box. You feel warm.
<<drugs 120>><<garousal>><<arousal 1000>>
<br><br>
<<destinationeventend>>
<<elseif $rng gte 21>>
<<wearProp "box" 0 "open">>
You open it. There's <span class="gold">£50</span> inside.
<br><br>
<<link [[Take it|Street Box Money]]>><<crimeUp 50 "thievery">><<money 5000 "thievery">><</link>><<crime "thievery">>
<br>
<<link [[Leave it|Street Box Stop]]>><</link>>
<br>
<<else>>
<<wearProp "box" 0 "potato">>
<<set _potatoRNG to random(25, 100)>>
You open it. It's full of potatoes. You get <span class="green">_potatoRNG</span>.
<br><br>
<<if !$plants_known.includes("potato")>>
<<set $plants_known.push("potato")>>
<span class="gold">You can now grow <<icon "tending/potato.png">> potatoes.</span>
<br><br>
<</if>>
<<if $plants.potato is undefined>>
<<set $plants.potato to {"name": setup.plants.potato.name, "plural": setup.plants.potato.plural, "amount": 0}>>
<<elseif $plants.potato.name is undefined>>
<<set $plants.potato to {"name": setup.plants.potato.name, "plural": setup.plants.potato.plural, "amount": $plants.potato.amount}>>
<</if>>
<<set $plants.potato.amount += _potatoRNG>>
<<if $loft_river>>
<<link [[Take for the orphanage|Street Box Potatoes]]>><<hope 1>><</link>><<ghope>>
<br>
<</if>>
<<link [[Leave it|Street Box Stop]]>><</link>>
<br>
<</if>><<effects>>
You cast a furtive glance over your shoulder, then take the money.
<br><br>
<<destinationeventend>><<effects>>
River has food delivered for the kitchen routinely, but there's never quite enough to go around. Perhaps your fellow residents would enjoy some chips.
<br><br>
<<destinationeventend>><<effects>>
You crouch in a nearby alley, out of sight of onlookers, and try to open the thing.
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<span class="green">You manage to open it.</span>
<br><br>
<<skulduggeryuse>>
<<handheldon>><<wearProp "binder">>
Inside are binders full of paperwork, including balance sheets. They belong to a local corporation. Someone in the underworld might be interested in this.
<<set $blackmoney += 100>><<crimeUp 100 "thievery">>
<br><br>
<<destinationeventend>>
<<else>>
Try as you might, <span class="red">you can't figure out a way to open it.</span>
<br><br>
<<skulduggeryuse>>
<<link [[Smash it|Street Box Smash]]>><<crimeUp 10 "destruction">><</link>><<physiquedifficulty>><<crime "destruction">>
<br>
<<link [[Leave it|Street Box Stop]]>><</link>>
<br>
<</if>><<effects>>
<<if $physiqueSuccess>>
<<handheldon>><<wearProp "binder">>
You lift the box above your head, and throw it against the ground. <span class="green">It smashes open.</span> Inside are binders full of paperwork, including balance sheets. They belong to a local corporation. Someone in the underworld might be interested in this.
<<set $blackmoney += 100>><<crimeUp 100 "thievery">>
<br><br>
<<destinationeventend>>
<<else>>
You lift the box above your head, and throw it against the ground. <span class="red">It just bounces and makes an awful lot of noise.</span> You try again, but the box is just too sturdy.
<br><br>
<<destinationeventend>>
<</if>><<set $outside to 1>><<effects>>
You leave the box where it lies in the road. You don't want to draw attention to yourself.
<br><br>
<<destinationeventend>><<set $outside to 1>><<effects>>
You place the box on the ground and walk away. You don't want to draw attention to yourself.
<br><br>
<<destinationeventend>><<effects>>
You walk past. The trio doesn't bother you.
<br><br>
<<destinationeventend>><<effects>>
<<if $speech_attitude is "meek">>
"L-leave <<person1>><<him>> alone," you say, surprised by your own bravery.
<<elseif $speech_attitude is "bratty">>
"Put the bag down," you say. "And step away from <<person1>><<him>>. Now."
<<else>>
"Leave <<person1>><<him>> alone," you say. "Bullying is wrong."
<</if>>
<br><br>
All three bullies look at you. The <<person1>><<person>> continues to stare at <<his>> feet. The <<person2>><<person>> barks a laugh and swaggers closer. "Or what?" <<he>> asks. "You gonna start something?" The <<person3>><<person>> beside <<person2>><<him>> drops the bag and cracks <<person3>><<his>> knuckles.
<br><br>
<<link [[Walk away|Street Bullies Walk]]>><<sub 1>><</link>>
<br>
<<link [[Fight|Street Bullies Fight]]>><<stress 6>><<def 1>><<famescrap 4>><<famegood 1>><</link>><<gstress>>
<br><<effects>>
You turn and walk away. "Thought so," the <<person2>><<person>> says. They continue bullying the <<person1>><<person>>.
<br><br>
<<destinationeventend>><<effects>>
You plant your feet for stability, then throw a punch at the <<person2>><<persons>> stomach. "Ow!" <<he>> shouts, keeling over and staggering away from you. "Y-you fucking psycho. I was only joking." <<Hes>> on the verge of tears. <<He>> turns and runs, <<his>> friends close behind.
<br><br>
<<if $rng gte 71>>
"I could have taken them," <<person1>><<he>> says as <<he>> lifts <<his>> bag, now more confident. "Thanks though." <<He>> walks away.
<<elseif $rng gte 41>>
The <<person1>><<person>> grabs <<his>> bag and runs without a word.
<<else>>
"Th-thank you," the <<person1>><<person>> says. "You saved me." <<He>> gives you an awkward hug, then turns and walks away.
<<ltrauma>><<trauma -6>>
<</if>>
<br><br>
<<destinationeventend>><<effects>>
You don't waste time talking. Bullies only understand one language. You throw yourself at the <<person2>><<person>>, shoving <<him>> to the ground before <<he>> realises what's happening. The <<person3>><<person>> falls next as you shunt <<him>> against the wall and wrestle the <<person1>><<persons>> bag from <<person3>><<him>>.
<br><br>
The <<person4>><<person>> backs away as <<his>> friends struggle to their feet. You take a step forward, and the trio turn and run.
<br><br>
The <<person1>><<person>> gawks at you, dumbstruck. You offer <<him>> <<his>> bag.
<<if $rng gte 71>>
"I could have taken them," <<he>> says as <<he>> takes it, now more confident. "Thanks though." <<He>> walks away.
<<elseif $rng gte 41>>
<<He>> takes it, then turns and runs without a word.
<<else>>
<<He>> takes it, then breaks free of <<his>> stupor. "Th-thank you," <<he>> says. "You saved me." <<He>> gives you an awkward hug, then turns and walks away.
<<ltrauma>><<trauma -6>>
<</if>>
<br><br>
<<destinationeventend>><<effects>>
You accept the <<persons>> offer, and help <<him>> carry the boxes indoors.<<wearProp "box" 0 "closed">>
<<if $rng gte 81>>
They're full of fruit, and pretty heavy.
<<elseif $rng gte 61>>
They're full of vegetables, and pretty heavy.
<<elseif $rng gte 41>>
They're full of electronics.
<<elseif $rng gte 21>>
They're full of toiletries.
<<else>>
They're full of clothes.
<</if>>
One by one, the van is cleared of cargo. <<physique 6>>
<<pass 60>>
<br><br>
<<rng>>
<<set $danger to random(1, 10000)>>
<<if $danger gte (9900 - $allure) and $rng gte 51 and $beauty gte ($beautymax * 0.8)>>
You're lifting the last box from the van when you hear the doors slam behind you. You try to open them, <span class="red">but they've been locked from the outside.</span><<gstress>><<stress 6>>
<br><br>
You check the front of the van, but a metal sheet separates you and the driver's seat.
<br><br>
The engine comes to life. You lurch as the van moves.
<br><br>
<<set $skulduggerydifficulty to 1100>>
<<link [[Search carefully for a way out|Street Van Search]]>><<handheldon>><</link>><<skulduggerydifficulty>>
<br>
<<link [[Bash the door open|Street Van Bash]]>><<handheldon>><</link>><<physiquedifficulty 1 22000>>
<br>
<<link [[Just wait (1:00)|Street Van Journey]]>><<handheldon>><<pass 60>><</link>>
<br>
<<else>>
"Thanks," the <<person>> says as you put down the last box. "You're a life saver. Here you go, every penny earned."
<span class="gold">You've made £30.</span>
<<money 3000>>
<br><br>
<<destinationeventend>>
<</if>><<effects>><<set $outside to 0>>
You try to remain calm, and carefully examine the van interior for any way out, any weakness.
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<<pass 10>>
It takes several minutes, but you notice a thin flow of air in the centre. You feel around the dusty floor, and find a hatch. You throw it open. You wait a few moments, until the van slows for traffic, then drop to the road beneath. You crawl out from under the van and run to safety.
<br><br>
<<skulduggeryuse true>>
<<link [[Next|Harvest Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<pass 60>>
Minutes pass, but you can't find anything. You're trapped.
<br><br>
<<skulduggeryuse>>
<<link [[Next|Street Van Journey]]>><</link>>
<br>
<</if>><<effects>><<set $outside to 0>>
<<if $physiqueSuccess>>
You throw yourself at the van doors. You feel them shake, but they hold. You throw yourself again, and again. <span class="green">Each time the doors get a little looser.</span> At last, something snaps. You wait until the van stops, then give it one final shove. You burst out onto Harvest Street.
<br><br>
The van drives away, the <<person>> unaware of your escape.
<br><br>
<<link [[Next|Harvest Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You throw yourself against the van doors, <span class="red">only to fall back to the ground with a thud.</span> <<gpain>><<pain 6>>
<br><br>
You try again, but it's no use. The van is sealed tight.
<br><br>
<<link [[Next|Street Van Journey]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "farm">><<effects>>
<<generate2>><<generate3>><<generate4>>
You feel the van rumble along. At first it stops and starts, likely due to traffic, but after several minutes the journey becomes smoother. You must be outside town.
<br><br>
You travel for what feels like an hour, until you come to a stop. The <<person>> throws open the van doors, revealing the interior of a barn. <<Hes>> not alone. Three others stand with <<him>>, examining you.
<br><br>
<<person2>>"You weren't lying," a <<person>> says. "Good stock. Would make a fine <<if $pregnancyspeechdisable is "f">>breeder<<else>>addition<</if>>."
<br><br>
<<person3>><<if $pregnancyspeechdisable is "f">>"Breeder?"<<else>>"Personally,"<</if>> a <<person>> interjects. "I'm more interested in the produce. Gonna make a killing." <<He>> advances on you, a metal chain and collar in <<his>> hand.
<br><br>
<<link [[Protest|Street Van Protest]]>><<def 1>><<stress 6>><<trauma -6>><</link>><<gstress>><<ltrauma>>
<br>
<<link [[Fight|Street Van Fight]]>><<def 1>><<set $fightstart to 1>><</link>>
<br>
<<link [[Submit|Street Van Submit]]>><<sub 1>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"P-please don't kidnap me," you say.
<br><br>
All three laugh. "You're already kidnapped," the <<person1>><<person>> chuckles. "I doubt you even know where you are."
<<elseif $speech_attitude is "bratty">>
"I don't know what you perverts are planning," you say. "But you can fuck off."
<br><br>
All three laugh. "I said <<pshe>> would make a fine <<if $pregnancyspeechdisable is "f">>breeder<<else>>addition<</if>>," the <<person2>><<person>> says. "With a fire like that, seems I'm right."
<<else>>
"Don't do this," you say. "It'll come back to haunt you."
<br><br>
All three laugh. "Is that so?" the <<person1>><<person>> says. "And how exactly will that happen?"
<</if>>
<br><br>
The <<person3>><<person>> tries to grab you.
<br><br>
<<link [[Fight|Street Van Fight]]>><<def 1>><<set $fightstart to 1>><</link>>
<br>
<<link [[Submit|Street Van Submit]]>><<sub 1>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>
<br><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Street Van Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Street Van Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation "short">>
They're too weak to stop you as you dash towards the exit. <<tearful>> you run from the barn.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Street Van Escape]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
They back away from you, shocked by your aggression. You seize your chance, and dash towards the exit.
<br><br>
<<tearful>> you run from the barn.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Street Van Escape]]>><</link>>
<<else>>
<<tearful>> you fall to the dirt, too hurt to continue fighting.
<<clotheson>>
<br><br>
You're powerless to stop them. They fix a collar and chain around your neck, pull you to your feet, and force you to walk behind them.
<br><br>
<<leash 21>>
<<endcombat>>
<<badEndTracking "Underground Farm" { reason: "uFarmLost" }>>
<<link [[Next|Livestock Intro]]>><</link>>
<</if>><<effects>>
You're on the outskirts of a farm, though you don't have time to look around. You hear the rapid thud of footsteps behind you.
<br><br>
<<if Weather.dayState is "night">>
You run through the darkness, unsure of your footing but lacking options.
<<elseif Weather.dayState is "dusk">>
You run through the dying light, unsure of your footing but lacking options.
<<elseif Weather.dayState is "dawn">>
You run through the morning gloom, unsure of your footing but lacking options.
<<elseif Weather.dayState is "day">>
You run away from the barn and into the surrounding wilderness.
<</if>>
You hear their footsteps stop, unwilling to follow into the wilds.
<br><br>
<<endevent>>
<<link [[Next|Farmland]]>><</link>>
<br><<effects>>
<<leash 21>>
You submit to the collar placed around your neck. <<He>> tugs on the attached chain, forcing you along.
<br><br>
<<badEndTracking "Underground Farm" { reason: "uFarmBetrayed" }>>
<<link [[Next|Livestock Intro]]>><<endevent>><</link>>
<br><<effects>>
You refuse the <<persons>> offer and continue on your way.
<br><br>
<<destinationeventend>><<set $outside to 0>><<set $location to "farm">><<effects>>
<<generate2>><<generate3>>
You ride in darkness for what feels like an hour.
You must have left the town far behind. At last, the vehicle comes to a stop, and you hear the back doors open.
A rough hand grabs your hood and tugs it off your head. Before your eyes adjust, you're pulled from the vehicle onto a straw-strewn floor.
<br><br>
You look around. You're in a barn. A <<person2>><<person>> and <<person3>><<person>> grin at you.
<br><br>
"Gonna make a killing from this one," the <<person3>><<person>> says as the <<person2>><<person>> tugs your leash. You're pulled forward.
<br><br>
<<badEndTracking "Underground Farm" { reason: "soldBailey" }>>
<<link [[Next|Livestock Intro]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"D-do you like it?" you ask. "You can look closer if you want."
<<elseif $speech_attitude is "bratty">>
"If you want to look," you say. "Just ask."
<<else>>
"Do you like it?" you ask.
<</if>>
You turn so that <<he>> gets a clear view.
<br><br>
<<if $rng gte 81>>
Caught out, <<he>> blushes and turns away.
<<elseif $rng gte 61>>
<<He>> seems impressed.
<<elseif $rng gte 41>>
<<He>> seems interested, though you notice <<him>> stealing glances at other parts of you.
<<elseif $rng gte 21>>
<<He>> compliments you before moving on.
<<else>>
<<He>> smiles and continues on.
<</if>>
<br><br>
<<destinationeventend>><<effects>>
<<if $speech_attitude is "meek">>
"D-do you like it?" you ask. "You can look closer if you want."
<<elseif $speech_attitude is "bratty">>
"If you want to look," you say. "Just ask."
<<else>>
"Do you like it?" you ask.
<</if>>
You turn so <<he>> can get a clearer look.<<deviancy2>>
<<if $rng gte 81>>
"There's no way a cute <<girl>> like you knows what that means," <<he>> chuckles. "You should get rid of it before anyone gets the wrong idea."
<<elseif $rng gte 61>>
"You're a dirty one, aren't ya?" <<He>> laughs as <<he>> continues on.
<<elseif $rng gte 41>>
<<He>> blushes and looks away.
<<elseif $rng gte 21>>
"I can point you toward the kennel if you like," <<he>> laughs.
<<else>>
<<He>> gives you a nervous smile before continuing on.
<</if>>
<br><br>
<<destinationeventend>><<effects>>
<<if $speech_attitude is "meek">>
"D-do you like it?" you ask. "You can look closer if you want."
<<elseif $speech_attitude is "bratty">>
"If you want to look," you say. "Just ask."
<<else>>
"Do you like it?" you ask.
<</if>>
You turn so <<he>> can get a better look.
<<promiscuity2>>
<<if $rng gte 81>>
"You're a slutty one," <<he>> laughs. "Just how I like em."
<<elseif $rng gte 61>>
"You go careful wearing that," <<he>> says. "Someone might get the wrong idea."
<<elseif $rng gte 41>>
<<He>> blushes and looks away.
<<elseif $rng gte 21>>
"I didn't know they made sluts as cute as you," <<he>> says.
<<else>>
<<He>> barks a nervous laugh before continuing on.
<</if>>
<br><br>
<<destinationeventend>><<effects>>
You ignore the <<person>>, letting <<him>> gawk if <<he>> wants to.
<br><br>
<<destinationeventend>><<effects>>
You follow the <<person>> into an alley, where <<he>> shoves you against a wall away from the view of the street.
<<promiscuity3>>
<<link [[Next|Street Bodywriting Sex]]>><<set $sexstart to 1>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"P-please don't be angry," you say. "I'm very sorry, but I'm not a prostitute."
<<elseif $speech_attitude is "bratty">>
"Sorry to disappoint," you say. "But I'm not for sale."
<<else>>
"I'm sorry," you say. "I'm not a prostitute."
<</if>>
<br><br>
<<if $rng gte 81>>
"I'm not gonna let a whore tell me what to do," the <<person>> sneers. <span class="red"><<He>> wraps <<his>> arm around your mouth and tries to pull you into the alley anyway.</span> "I'll give you what you're worth."
<br><br>
<<if $leftarm is "bound" and $rightarm is "bound">>
With your arms bound, you're defenceless.
<br>
<<else>>
<<link [[Smack|Street Bodywriting Smack]]>><<def 1>><</link>><<physiquedifficulty>>
<br>
<</if>>
<<link [[Run|Street Stalk Run]]>><<set $molestationstart to 1>><</link>>
<br>
<<link [[Go quietly|Street Bodywriting Quiet]]>><<sub 1>><</link>>
<br>
<<else>>
"That's a shame," <<he>> says. "Sorry for the misunderstanding." <<He>> continues on <<his>> way.
<br><br>
<<endevent>>
<<destinationeventend>>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"I-I'm not a whore!" you say, fists clenched.
<<elseif $speech_attitude is "bratty">>
"Fuck off, pervert," you say.
<<else>>
"You can't just buy me like that," you say. "Go away."
<</if>>
<br><br>
<<if $rng gte 81>>
"I'm not taking that from a whore," the <<person>> sneers. <span class="red"><<He>> wraps <<his>> arm around your mouth and tries to pull you into the alley anyway.</span> "I'll give you what you're worth."
<br><br>
<<if $leftarm is "bound" and $rightarm is "bound">>
With your arms bound, you're defenceless.
<br>
<<else>>
<<link [[Smack|Street Bodywriting Smack]]>><<def 1>><</link>><<physiquedifficulty>>
<br>
<</if>>
<<link [[Run|Street Stalk Run]]>><<set $molestationstart to 1>><</link>>
<br>
<<link [[Go quietly|Street Bodywriting Quiet]]>><<sub 1>><</link>>
<br>
<<else>>
<<He>> holds up <<his>> hands. "Alright," <<he>> says. "Honest mistake. You need to chill, <<girl>>." <<He>> continues on <<his>> way.
<br><br>
<<endevent>>
<<destinationeventend>>
<</if>><<effects>>
<<if $phase gte 10000>>
<<set $seductiondifficulty to 8000>>
<<elseif $phase gte 5000>>
<<set $seductiondifficulty to 4000>>
<<else>>
<<set $seductiondifficulty to 2000>>
<</if>>
<br><br>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>><span class="gold">You feel more confident in your powers of seduction.</span><</if>><<seductionskilluse>>
<br><br>
You tell <<him>> how much access to your body is worth.
<<promiscuity3>>
<<if $seductionrating gte $seductionrequired>>
<span class="green"><<He>> nods.</span> "Fine."
<br><br>
You follow <<him>> into a nearby alley. <<He>> shoves you against the wall. A dumpster hides you from the view of the street.
<br><br>
<<link [[Next|Street Bodywriting Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<else>>
<span class="red"><<He>> shakes <<his>> head.</span> "I'm not paying that for a street whore."
<<if $rng gte 81>>
<span class="red"><<He>> wraps <<his>> arm around your mouth and tries to pull you into the alley anyway.</span> "I'll give you what you're worth."
<br><br>
<<if $leftarm is "bound" and $rightarm is "bound">>
With your arms bound, you're defenceless.
<br>
<<else>>
<<link [[Smack|Street Bodywriting Smack]]>><<def 1>><</link>><<physiquedifficulty>>
<br>
<</if>>
<<link [[Go quietly|Street Bodywriting Quiet]]>><<sub 1>><</link>>
<br>
<<else>>
<<He>> turns and walks away.
<br><br>
<<endevent>>
<<destinationeventend>>
<</if>>
<</if>><<effects>>
<<if $physiqueSuccess>>
<<famescrap 1>>
You smack the <<person>> hard in the side of the face. <span class="green">You feel something come loose.</span> <<He>> releases you, and staggers away in pain.
<br><br>
/* <<if $submissive lte 500>> */
<<link [[Humiliate|Street Bodywriting Humiliate]]>><<def 1>><<famescrap 5>><<trauma -6>><<stress -6>><</link>><<defianttext>><<ltrauma>><<lstress>>
<br>
/* <</if>> */
<<link [[Walk away|Street Bodywriting Walk]]>><</link>>
<br>
<<else>>
You smack the <<person>> in the side of the face, <span class="red">but <<he>> doesn't flinch.</span> <<He>> pulls you into the alley and shoves you against a wall, hidden from the view of the street.
<br><br>
<<link [[Next|Street Bodywriting Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<effects>>
You save your strength as the <<person>> pulls you into an alley. <<He>> shoves you against a wall, hidden from the view of the street.
<br><br>
<<link [[Next|Street Bodywriting Rape]]>><<set $molestationstart to 1>><</link>>
<br><<effects>>
You march over to the <<person>>, grasp <<his>> hair, and pull <<him>> closer. <<He>> holds up <<his>> hands protectively.
<br><br>
"I won't be bullied!" you shout. Several pedestrians looks over. "Try anything again and you'll lose more than a tooth." You hold your fist up as you release <<his>> hair, and <<he>> flinches away from you.
<br><br>
<<destinationeventend>><<effects>>
You leave the <<person>> to nurse <<his>> face.
<br><br>
<<destinationeventend>><<effects>>
<<clotheson>>
The <<person2>><<person>> looks concerned. "Are you injured?" <<he>> asks.
<br><br>
<<if $pain gte 60>>
<<He 2>> sees the red marks on you, and starts rifling through <<his>> spilled shopping. "I just picked up some cream that might help. Here." <<He 2>> spends a few minutes applying an ointment. You're not sure if it's the ointment itself, or just the benevolent attention, but you do feel better.
<<lpain>><<ltrauma>><<lstress>><<pain -6>><<trauma -6>><<stress -6>><<pass 3>>
<<else>>
You shake your head. You've suffered worse. <<He 2>> doesn't seem convinced, but nods anyway.
<</if>>
<br><br>
<<if $exposed gte 1>>
"Your clothes are ruined," <<he>> says.
<<if $player.gender_appearance is "f">>
"I got this for my daughter, but you look the same size."<<upperwear 38>> <<He 2>> hands you a cute dress, and turns while you put it on. "Suits you perfectly."
<<else>>
"I got these for my son, but you look the same size." <<upperwear 33>><<lowerwear 5>> <<He 2>> hands you a shirt and shorts, and turns while you put it on. "Suits you perfectly."
<</if>>
<<else>>
<</if>>
<br><br>
<<He 2>> walks you back to the street. <<He 2>> waves goodbye once sure you're not in immediate danger.
<br><br>
<<endcombat>>
<<destinationeventend>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Street Bodywriting Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Street Bodywriting Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>><<fameprostitution 1>><<set $prostitutionstat += 1>>
<<ejaculation>>
"Here you go," <<he>> says. "Whore." <<He>> chucks <<printmoney $phase>> at you.
<<money $phase "prostitution">>
<br><br>
<<tearful>> you stagger from the alley.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<<elseif $enemyhealth lte 0>>
You shove <<him>> hard against the wall.
<br><br>
<<tearful>> you escape the alley.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<<elseif $finish is 1>>
"Fine," the <<person>> says. "But you're not getting a penny." <<He>> stomps away.
<br><br>
<<tearful>> you leave the alley.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<<else>><<set $rescued += 1>>
"Is everything okay down there?" you hear a shout from the alley entrance.
<br><br>
"Hel-" you begin, but are cut off by the <<persons>> hand.
<br><br>
"Everything's fine," the <<person>> shouts. "Don't come down here"
<br><br>
Silence follows, and the <<persons>> tenseness eases, until you hear footsteps. <<generate2>><<person2>>A <<person>> appears, and drops <<his>> shopping when <<he>> sees what's happening.
<br><br>
"Fuck," the <<person1>><<person>> says. "Can't I get any fucking privacy? The <<girl>> is a whore."
<br><br>
"Why are you gagging <<phim>> then?" the <<person2>><<person>> responds, unconvinced. The <<person1>><<person>> shoots you a dirty look, releases you, and runs.
<br><br>
<<link [[Next|Street Bodywriting Rescue]]>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<enable_rescue>>
<<hand_gag 0 left>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Street Bodywriting Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Street Bodywriting Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"You'll make a good whore yet," <<he>> says, fixing <<his>> clothes. "Just need to apply yourself." Here. <<He>> drops a <<printmoney 500>><<money 500 "prostitution">> note on the ground beside you.
<br><br>
<<tearful>> you stagger from the alley.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<<elseif $enemyhealth lte 0>>
You shove <<him>> hard against the wall.
<br><br>
<<tearful>> you escape the alley.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<<else>>
"Is everything okay down there?" you hear a shout from the alley entrance.
<br><br>
"Hel-" you begin, but are cut off by the <<person1>><<persons>> hand.
<br><br>
"Everything's fine," the <<person>> shouts. "Don't come down here"
<br><br>
Silence follows, and the <<persons>> tension eases, until you hear footsteps. <<generate2>><<person2>>A <<person>> appears, and drops <<his>> shopping when <<he>> sees what's happening.
<br><br>
"Fuck," the <<person1>><<person>> says. "Can't I get any fucking privacy? The <<girl>> is a whore."
<br><br>
"Why are you gagging <<phim>> then?" the <<person2>><<person>> responds, unconvinced. The <<person1>><<person>> shoots you a dirty look, releases you, and runs.
<br><br>
<<link [[Next|Street Bodywriting Rescue]]>><</link>>
<br>
<</if>><<effects>>
You step off the bridge. It adds several minutes to your journey, but you find a safer way to cross the road.
<br><br>
<<destinationeventend>><<effects>>
<<if $earSlime.defyCooldown>>
<<if $earSlime.growth gte 100>>
<<set $earSlime.defyCooldown += 2>>
You walk away from the bridge and feel a jolt of pain as the slime punishes you for your defiance. However, <span class="red">it doesn't stop you, knowing that it can punish you in other ways.</span>
<<else>>
You walk away from the bridge. However, <span class="teal">it's still worn out from overpowering you earlier.</span> It tries to force you to turn back towards the bridge, <span class="green">but it fails</span>.
<</if>>
<br><br>
<<endevent>>
<<destinationeventend>>
<br>
<<elseif $earSlime.corruption gte (currentSkillValue('willpower') / 10)>>
<<if hasSexStat("exhibitionism", 4) and $earSlime.growth lt 100>>
<<set $earSlime.defyCooldown += 2>>
<<else>>
<<set $earSlime.defyCooldown += 4>>
<</if>>
The slime tries to assert control. <span class="red">It overpowers your will,</span> forcing you to turn and cross the bridge.
<<ggwillpower>><<willpower 3>>
<br><br>
<<link [[Next|Street Footbridge Cross]]>><<set $phase to 0>><</link>>
<br>
<<else>>
The slime tries to assert control, <span class="green">but you fight it off</span> and manage to walk away from the bridge.
<<gwillpower>><<willpower 1>>
<br><br>
<<endevent>>
<<destinationeventend>>
<br>
<</if>><<effects>>
<<if $phase>>
<<if $phase is 1>>
Following the slime's command, you take your time to cross the bridge, not daring to look down.
<<else>>
Even without the slime's command, you decide to take your time to cross the bridge, not bothering to look down.
<</if>>
<<if $rng gte 81>>
Surprisingly, no one honks their horn at you. You still wonder if anyone saw you so exposed.
<br><br>
You make it to the other side without issue.
<<else>>
<<fameexhibitionism 1>>
You're not even halfway across before you hear a horn blare beneath you. The first honk is followed by several others as you near the end of the bridge.
<br><br>
<<if $worn.under_lower.type.includes("naked") and !$uncomfortable.nude or !$uncomfortable.underwear>>
You continue on, knowing the slime can stop you from doing anything it doesn't like and enjoying the attention. <<arousal 2000>><<ggarousal>>
<<elseif $phase is 1>>
You try to walk faster, but find yourself unable to do anything but blush. <<arousal 500>><<garousal>>
<<else>>
You continue on, knowing the slime can stop you from doing anything it doesn't like. <<arousal 1000>><<ggarousal>>
<</if>>
<br><br>
<<if $arousal gte $arousalmax>>
<<fameexhibitionism 2>>
The attention is clearly too much for you, as you climax while still exposed.
<<orgasm>>
<</if>>
You make it to the other side and continue on.
<</if>>
<<elseif $rng gte 81>>
You decide to cross the bridge anyway and hope no one looks up.
<<generate1>><<person1>>
You're halfway across when a horn blares beneath you. You look down and see a <<person>> stuck in traffic. <<He>> stares through <<his>> sunroof, <span class="lewd">right up your skirt.</span> <<He>> honks again.
<br><br>
You press your thighs together and hold your skirt between your legs as you rush to the other end of the bridge.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<<else>>
You decide to cross the bridge anyway and hope no one looks up. You make it to the other side without issue.
<</if>>
<br><br>
<<destinationeventend>><<effects>>
"How clumsy of me," you say, leaning into the <<person>>. "I'm so sorry."
<<promiscuity2>>
Surprised by your reaction, <<he>> relaxes and mumbles, "Uhmm... Yeah... just be more careful next time."
<br><br>
<<He>> eagerly reciprocates with one arm, pulling you close.
<<if $player.breastsize gte 2 and $NPCList[0].breastsize gte 2>>
The tight hug squeezes your <<breasts>> against the <<person>>'s $NPCList[0].breastsdesc. <<arousal 300 "breasts">>
<<rng>>
<<if $rng gte 70>>
You clearly feel <<his>> hard nipples. Your <<nipples>> harden in response. <<arousal 300 "breasts">>
<<elseif $rng gte 25>>
You think you feel <<his>> nipples harden in response. The feeling makes your <<nipples>> hard as well. <<arousal 300 "breasts">>
<<elseif $rng gte 25>>
Your <<nipples>> harden in response.
<</if>>
<<elseif $player.breastsize gte 2>>
The tight hug squeezes your <<breasts>> against the <<person>>. Your <<nipples>> harden in response.
<<arousal 300 "breasts">>
<<elseif $NPCList[0].breastsize gte 2>>
The tight hug squeezes you against the <<person>>'s $NPCList[0].breastsdesc. <<arousal 300>>
<<rng>>
<<if $rng gte 66>>
You clearly feel <<his>> hard nipples. <<arousal 300>>
<<elseif $rng gte 33>>
You feel <<his>> nipples harden in response. <<arousal 300>>
<</if>>
<</if>>
<br>
<<His>> other arm continues groping and fondling your <<bottom>>, but more gently than before.
<br><br>
<<if $arousal gte $arousalmax>>
After a couple of minutes, you feel a warmth build within you, and brace yourself, hugging the <<person>> more tightly. You let out a subtle moan, as you pass the point of no return.
<<orgasm>>
"Did you just cum in the street from having your bottom played with?" <<he>> asks. "Damn, you're a real <<slut>><<if playerBellyVisible() and $pregnancyspeechdisable is "f">>, but I guess your belly already shows that<</if>>."
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure)>>
<<He>> moves <<his>> hand to your genitals and continues, "Say, why don't we have some fun in that alley over there."
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [["Go with " + ($pronoun is "m"? "him": "her")|Street Bottom Accept]]>><</link>><<promiscuous2>>
<</if>>
<br>
<<link [[Struggle|Street Bottom Struggle]]>><<def 1>><</link>><<physiquedifficulty 5000>>
<<else>>
<<He>> breaks the hug and smacks your <<bottom>> as your shudders subside. "I knew you'd like it." <<He>> walks away with a smirk on <<his>> face.
<br><br>
<<endevent>>
<<destinationeventend>>
<</if>>
<<else>>
<<He>> breaks the hug after a couple of minutes. "You really liked that, didn't you?" <<he>> says, giving your <<bottom>> one last squeeze for good measure, before walking away.
<br><br>
<<endevent>>
<<destinationeventend>>
<</if>><<effects>>
You let the <<person>> grope and fondle your <<bottom>> as <<he>> pleases. <<He>> takes full advantage, and molests you for a couple of minutes. You try not to think about how it looks to passers-by.
<br><br>
<<if $arousal gte $arousalmax>>
You feel a warmth build within you, despite the violent and intruding nature of the fondling. You pass the point of no return.
<<orgasm>>
"Did you just cum in the street from having your bottom played with?" <<he>> asks. "Damn, you're a real <<slut>><<if playerBellyVisible()>>, but I guess your belly already shows that<</if>>."
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure)>>
<<He>> moves <<his>> hand to your genitals and continues, "Say, why don't we have some fun in that alley over there."
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [["Go with " + ($pronoun is "m"? "him": "her")|Street Bottom Accept]]>><</link>><<promiscuous2>>
<</if>>
<br>
<<link [[Struggle|Street Bottom Struggle]]>><<def 1>><</link>><<physiquedifficulty>>
<<else>>
<<He>> smacks you as your shudders subside. "I knew you'd like it." <<He>> gives you a last pinch for good measure.
<br><br>
<<endevent>>
<<destinationeventend>>
<</if>>
<<else>>
<<He>> lets you go at last. "I knew you'd like it," <<he>> says, giving you a last pinch for good measure.
<br><br>
<<endevent>>
<<destinationeventend>>
<</if>><<effects>>
You're led into the alley and allow the <<person>> to take things further.
<<promiscuity2>>
<<link [[Next|Street Bottom]]>><<set $sexstart to 1>><</link>><<effects>>
<<effects>>
You struggle against the <<persons>> grasp, kicking <<his>> shins while trying to twist free.
<br><br>
<<if $physiqueSuccess>><<famescrap 2>>
<<if $physiquesize lte 10000>><<Hes>> bigger than you, but your foot connects with a solid thump.<</if>> With a howl of pain, <span class="green"><<he>> releases <<his>> grip.</span> A few heads turn up and down the street. <<He>> slinks into the alley.
<br><br>
<<endevent>>
<<destinationeventend>>
<<else>>
<<if $physiquesize lte 10000>>
<<Hes>> bigger than you, <span class="red">and proves too strong.</span> <<He>> manages to wrestle you into the alley.
<<gpain>><<pain 6>>
<<else>>
<span class="red"><<He>> proves too strong,</span> and manages to wrestle you into the alley.
<<gpain>><<pain 6>>
<</if>>
<br><br>
<<link [[Next|Street Bottom]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<if Time.dayState isnot "night">>
<<set $rescue to 1>>
<i>Attacking you during daylight hours is brazen of them. If only you could scream, someone would help.</i>
<br><br>
<</if>>
<<set $leftarm to "grappled">><<set $rightarm to "grappled">><<hand_gag 0 left>><<set $NPCList[0].righthand to "arms">>
<<elseif $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Street Bottom Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Street Bottom]]>><</link>></span><<nexttext>>
<</if>><<if $enemyhealth lte 0>>
<<He>> recoils in pain, giving you the chance you need. <<tearful>> you escape into the <<if Time.dayState isnot "night">>crowds<<else>>darkness<</if>>.
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<if $consensual isnot 1 and $enemyanger gte ($enemyangermax / 5) * 3>>
<<if playerBellyVisible() and $pregnancyspeechdisable is "f">>
<<He>> shouts, "You better run <<slut>>, before I end up doing something I regret."
<<else>>
<<He>> pushes you onto the ground shouting, "Stupid <<slut>>!"
<</if>>
<<violence 1>>
<<elseif $enemyanger gte 5>>
Without a word, <<he>> leaves.
<<else>>
Smiling, <<he>> says, "We should do this again <<slut>>." <<He>> gives your <<bottom>> another squeeze, gets up and leaves you lying on the ground.
<</if>>
<br><br>
<<tearful>> you gather yourself and leave the alley.
<<elseif $alarm is 1 and $rescue is 1>>
<<effects>><<set $rescued += 1>>
Your cries attract the attention of the people passing by the alley's entrance. <<He>> ceases <<his>> attack on you and walks in the opposite direction.
<br><br>
<<tearful>> you gather yourself and leave the alley.
<<else>>
"Make up your damn mind, stupid slut." <<He>> shoves you away from <<him>>.
<br><br>
<<tearful>> you gather yourself and leave the alley.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>><<effects>>
You shove the <<person>> away from you, and feel a twinge of satisfaction as surprise spreads across <<his>> face. <<His>> expression soon turns to anger, and <<he>> shoves you back, but doesn't take it any further.
<br><br>
<<destinationeventend>><<effects>>
You ignore the dread presence, and hope it's all in your head.
<<if $rng gte 51>>
<span class="green">The feelings pass after a few moments,</span> and you sigh in relief.
<br><br>
<<destinationeventend>>
<<else>>
<span class="red">The feelings grow stronger,</span> until you feel the presence right beside you, then above and all around.
<br><br>
<<link [[Next|Street Lurker Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<effects>>
You crouch in a shadowy alleyway, well away from the glare of any street lights.
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
You wait a few moments, and <span class="green">feel the dread presence pass on.</span> You're not sure if you imagined it.
<br><br>
<<skulduggeryuse>>
<<destinationeventend>>
<<else>>
You realise too late that <span class="red">something creeps towards you through the dark.</span>
<br><br>
<<skulduggeryuse>>
<<link [[Next|Street Lurker Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<effects>>
You run. You hear something behind you, sloughing across the ground and matching you step for step. Getting closer. You dare not even glance behind you.
<<if $athleticsSuccess>>
Slowly, <span class="green">the sound diminishes,</span> as whatever pursued you is left behind.
<br><br>
<<endevent>>
<<destinationeventend>>
<<else>>
<span class="red">With a terrible cry,</span> something dark forces you to the ground.
<br><br>
<<link [[Next|Street Lurker Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<effects>>
You thrust your $worn.neck.name in no direction in particular. It seems to glow, though it could just be reflecting the street lights. The tension in the air builds, but then dissipates. You're alone.
<br><br>
<<destinationeventend>><<effects>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<set $combat to 1>>
<<set $enemytype to "tentacles">>
<<molested>>
<<controlloss>>
<<tentaclestart 8 15>>
<</if>>
<<statetentacles>>
<<effects>>
<<effectstentacles>>
<<tentacles>>
<<actionstentacles>>
<<if $tentacles.active lte ($tentacles.max / 2)>>
<span id="next"><<link [[Next|Street Lurker Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Street Lurker Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
The creature withdraws into the dark, leaving you alone on the street.
<br><br>
<<tearful>> you continue your journey.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>><<set $outside to 1>><<effects>>
<<generalUndress "wardrobe" "upper">>
<<generalUndress "wardrobe" "lower">>
<<generalUndress "wardrobe" "feet">>
<<exhibitionism5>>
You open the package. Inside is some rather scanty-looking clothing and a pair of platform heels.
As you put down the box and start to strip, the <<person>> grabs you and the box and drags you to an alleyway.
<br><br>
<<He>> looks at you with a shocked expression, "Are you trying to get me in trouble?" <<He>> continues while blushing.
<<His>> expression turns lustful as realisation strikes <<him>>.
"So you're the one I've seen in the photos... mind if we have a little fun before you put them on?"
<br><br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Take <<his>> hand|Shady Fan Sex]]>><<set $sexstart to 1>><</link>><<promiscuous3>>
<<else>>
<<insufficientStat "promiscuity" "to take up such an offer">>
<</if>>
<br>
<<if $rng gte 25>>
<<link [[Refuse|Shady Fan Sex Refuse]]>><</link>>
<<else>>
<<link [[Refuse|Shady Fan Sex Refuse Fail]]>><</link>>
<</if>><<set $outside to 1>><<effects>>
<<generalUndress "wardrobe" "upper">>
<<generalUndress "wardrobe" "lower">>
<<generalUndress "wardrobe" "feet">>
<<exhibitionism3>>
You walk into a nearby alleyway and open the package. Inside is some rather scanty-looking clothing and a pair of platform heels.
<br><br>
<<He>> looks at you while blushing, "I can't wait to see you in it, you'll look amazing." <<His>> expression turns lustful as realisation strikes <<him>>.
"So you're the one I've seen in the photos... you mind if we have a little fun before you put them on?"
<br><br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Take <<his>> hand|Shady Fan Sex]]>><<set $sexstart to 1>><</link>><<promiscuous3>>
<<else>>
<<insufficientStat "promiscuity" "to take up such an offer">>
<</if>>
<br>
<<link [[Refuse|Shady Fan Sex Refuse]]>><</link>><<set $outside to 1>><<effects>><<wearProp "box" 0 "closed">>
<<set _color to ["black", "blue", "brown", "green", "pink", "purple", "red", "tangerine", "teal"][random(0,8)]>>
<<generalSend "wardrobe" "upper" 48 _color>>
<<generalSend "wardrobe" "lower" 44 _color>>
<<generalSend "wardrobe" "feet" 9 _color>>
<<He>> hands you the package and continues on <<his>> way. "I'm looking forward to seeing those photos."
<br><br>
<<destinationeventend>><<set $outside to 1>><<effects>>
You ignore <<his>> request and walk away.
<br><br>
<<destinationeventend>><<set $outside to 1>><<effects>>
<<set _color to ["black", "blue", "brown", "green", "pink", "purple", "red", "tangerine", "teal"][random(0,8)]>>
<<generalWear "upper" 48 _color>>
<<generalWear "lower" 44 _color>>
<<generalWear "feet" 9 _color>>
You deny <<his>> request and start putting on the clothes.
<br><br>
"Shame, would have been fun," <<he>> says as you finish up. "Anyways, you look really cute, but I need to go. I don't want to keep them waiting."
<br><br>
<<destinationeventend>><<set $outside to 1>><<effects>>
You ignore the <<persons>> request and try to walk away, but <<he>> blocks your path.
<br><br>
"First you strip out in the open," <<he>> shouts. "And now you're refusing me? I don't think so. Come here."
<br><br>
<<link [[Next|Shady Fan Sex]]>><<set $molestationstart to 1>><</link>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<promiscuity3>>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Shady Fan Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Shady Fan Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 1>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Thanks for that, never going to forget you or how cute you are right now." <<He>> continues, "I need to go anyway, I don't want to keep them waiting."
<<elseif $enemyhealth lte 0>>
<<He>> recoils in pain, giving you the chance to put on the clothes and run away.
<<else>>
<<He>> frowns and <<he>> dusts <<himself>> off. "'Look, don't touch,' eh?" <<he>> sighs. "I need to go, anyway. Hope you like the clothes." <<He>> shuffles out of the alley, leaving you to get dressed.
<</if>>
<br><br>
<<set _color to ["black", "blue", "brown", "green", "pink", "purple", "red", "tangerine", "teal"][random(0,8)]>>
<<generalWear "upper" 48 _color>>
<<generalWear "lower" 44 _color>>
<<generalWear "feet" 9 _color>>
<<clotheson>>
<<endcombat>>
<<destinationeventend>><<effects>><<rngWraith 1>>
<<if $rng gte 91>>
You smile and greet the <<person>> as you walk by. You realise too late that <<he>> wasn't talking to you, but to a <<generate2>><<person2>><<person>> behind you.
<br><br>
You hasten your steps.<<gstress>><<gtrauma>><<stress 6>><<trauma 6>>
<<elseif _wraithEvent>>
You smile and greet the <<person>> as you walk by.<<if $wraith.state is "active">> You steal a glance at the ornate necklace around <<his>> neck.<</if>> <<His>> smile becomes wider, and you suddenly grow very anxious. <<He>> looks like <<hes>> getting more pale by the second. You quicken your pace, and you hear footsteps running after you. <<stress 6>><<gstress>>
<br><br>
You briefly look back, and see <<him>> standing completely still. <<His>> eyes flash <<wraithEyes>> as <<he>> regards you with a mad grin.
<<if $wraith.seen gte 3>>
You break out into a sprint instinctively, knowing what's in store for you if it catches you.
<<else>>
You begin to run. This isn't natural.
<</if>>
You crouch behind a street corner, but when you look back, it's gone without a trace. <<stress 6>><<trauma 12>><<gstress>><<gtrauma>>
<<else>>
You smile and greet the <<person>> as you walk by.
<</if>>
<br><br>
<<destinationeventend>><<effects>>
You hasten your steps.
<br><br>
<<destinationeventend>><<effects>>
You turn to face the <<person>>. "We need a model," <<he>> says. "Our regular <<girl>> can't make it. Everything's above board. Fully clothed. You'll get £200 for three hours work. How about it?"
<br><br>
<<link [[Accept (3:00)|Street Offer Accept]]>><</link>>
<br>
<<link [[Decline|Street Offer Decline]]>><</link>>
<br><<effects>>
You shake off the <<persons>> arm and keep walking.
<<if $rng gte 81>>
<<He>> doesn't give up, following and stepping in front of you.
<br><br>
"Listen with care, <<girl>>," <<he>> whispers. "You don't want to cross me, or my bosses. You're coming with me."
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<<link [[Push past|Street Offer Push]]>><<def 1>><</link>>
<br>
<<link [[Nod|Street Offer Nod]]>><<sub 1>><</link>>
<br>
<<else>>
<<He>> doesn't pursue.
<br><br>
<<endevent>>
<<destinationeventend>>
<</if>><<effects>>
You nod. The <<person>> grips you tight, pulling you off the path and down an alley.
<br><br>
<<if $rng gte 81>>
<<else>>
<</if>><<effects>>
You shake your head and keep walking.
<<if $rng gte 81>>
The <<person>> doesn't give up, following and stepping in front of you.
<br><br>
"Listen with care, <<girl>>," <<he>> whispers. "You don't want to cross me, or my bosses. You're coming with me."
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<<link [[Push past|Street Offer Push]]>><<def 1>><</link>>
<br>
<<link [[Nod|Street Offer Nod]]>><<sub 1>><</link>>
<br>
<<else>>
The <<person>> doesn't pursue.
<br><br>
<<endevent>>
<<destinationeventend>>
<</if>><<effects>><<effects>><<streetExhibitionismFameShamed>>
<br><br>
<<destinationeventend>><<effects>>
<<if $earSlime.defyCooldown>>
<<if $earSlime.growth gte 100>>
<<set $earSlime.defyCooldown += 2>>
You ignore the slime's request and feel a jolt of pain as the slime punishes you for defiance. However, <span class="red">it doesn't stop you, knowing that it can punish you in other ways.</span>
<<else>>
You try to ignore the slime's request and it tries to overpower your will, and feel a jolt of pain as the slime punishes you for defiance. However, <span class="teal">it's still worn out from overpowering you earlier.</span> You feel it try, <span class="green">but fail,</span> to force you to act.
<</if>>
<br><br>
<<streetExhibitionismFameShamed>>
<br><br>
<<endevent>>
<<destinationeventend>>
<br>
<<unset $earSlimeForcedExposure>>
<<elseif $earSlime.corruption gte (currentSkillValue('willpower') / 10)>>
<<if hasSexStat("exhibitionism", 4) and $earSlime.growth lt 100>>
<<set $earSlime.defyCooldown += 4>>
<<else>>
<<set $earSlime.defyCooldown += 8>>
<</if>>
You try to ignore the slime's request, <span class="red">but the slime overpowers your will.</span> It forces you to
<<switch $earSlimeForcedExposure>>
<<case "flaunt">>agree with them.
<<case "flashSkirt1" "flashSkirt2" "flashSkirt3">>flash your skirt to them.
<<case "flashBottom1" "flashBottom2" "flashBottom3">>flash your bottom to them.
<<case "flashBreasts1" "flashBreasts2">>flash your breasts to them.
<</switch>>
<<ggwillpower>><<willpower 1>>
<br><br>
<<link [[Next|Street Exhibitionism Fame Flaunt]]>>
<<switch $earSlimeForcedExposure>>
<<case "flaunt">><<set $flaunt_type to 'words'>><<set $flaunt_part to 'none'>>
<<case "flashSkirt1" "flashSkirt2" "flashSkirt3">>
<<set $flaunt_type to 'skirt'>>
<<if $earSlimeForcedExposure.includes("1")>>
<<set $flaunt_part to 'genitals'>>
<<elseif $earSlimeForcedExposure.includes("2")>>
<<set $flaunt_part to 'chastity'>>
<<else>>
<<set $flaunt_part to 'lowerunderwear'>>
<</if>>
<<case "flashBottom1" "flashBottom2" "flashBottom3">>
<<set $flaunt_type to 'moon'>>
<<if $earSlimeForcedExposure.includes("1")>>
<<set $flaunt_part to 'bottom'>>
<<elseif $earSlimeForcedExposure.includes("2")>>
<<set $flaunt_part to 'chastity'>>
<<else>>
<<set $flaunt_part to 'lowerunderwear'>>
<</if>>
<<case "flashBreasts1" "flashBreasts2">>
<<set $flaunt_type to 'top'>>
<<if $earSlimeForcedExposure.includes("1")>>
<<set $flaunt_part to 'breasts'>>
<<else>>
<<set $flaunt_part to 'upperunderwear'>>
<</if>>
<</switch>><</link>>
<br>
<<else>>
You try to ignore the slime's request and it tries to overpower your will, <span class="green">but you resist its influence.</span>
<<gwillpower>><<willpower 1>>
<br><br>
<<streetExhibitionismFameShamed>>
<br><br>
<<endevent>>
<<destinationeventend>>
<<unset $earSlimeForcedExposure>>
<</if>><<set _stun_chance to 25>>
<<set _like_chance to 50>>
<<set _hate_chance to 25>>
<<if $earSlimeForcedExposure>>
You follow the <<= numberOfEarSlime() gte 2 ? "slimes'" : "slime's">> command.
<</if>>
<<if $flaunt_type is "words">>
<<if $phase is 1>>
You look the <<person1>><<person>> in the eye, and respond, "Thanks! <<sayexhibproud>>"
<<elseif $phase is 2>>
You wink at the <<person1>><<person>>.
<<elseif $phase is 3>>
You smile and say, "Yes, that's me! <<sayexhibproud>>"
<<elseif $phase is 4>>
You smile, <<famesalute>> in the direction of the group.
<<elseif $phase is 5>>
You smile at the <<person>>, <<famesalute>>.
<<elseif $phase is 6>>
You turn around with a smirk and <<famesalute>> towards the watching pair. "Yup! <<sayexhibproud>>"
<<else>>
You <<famesalute>>.
<</if>>
<<set _stun_chance to 5>>
<<set _like_chance to 80>>
<<set _hate_chance to 15>>
<<else>>
<<silently>>
<<set _revealed_thing to "ERROR">>
<<if $flaunt_type is "skirt">>
<<if $flaunt_part is "genitals">>
<<genitals>>
<<set _revealed_thing to _text_output>>
<<elseif $flaunt_part is "chastity">>
<<set _revealed_thing to $worn.genitals.name>>
<<elseif $flaunt_part is "lowerunderwear">>
<<set _revealed_thing to $worn.under_lower.name>>
<<else>>
<<script>>
throw "Error flaunt_part $flaunt_type $flaunt_part";
<</script>>
<</if>>
<<elseif $flaunt_type is "moon">>
<<if $flaunt_part is "bottom">>
<<bottom>>
<<set _revealed_thing to _text_output>>
<<elseif $flaunt_part is "chastity">>
<<set _revealed_thing to $worn.genitals.name>>
<<elseif $flaunt_part is "lowerunderwear">>
<<set _revealed_thing to $worn.under_lower.name>>
<<else>>
<<script>>
throw "Error flaunt_part $flaunt_type $flaunt_part";
<</script>>
<</if>>
<<elseif $flaunt_type is "top">>
<<if $flaunt_part is "breasts">>
<<breasts>>
<<set _revealed_thing to _text_output>>
<<elseif $flaunt_part is "upperunderwear">>
<<set _revealed_thing to $worn.under_upper.name>>
<<else>>
<<script>>
throw "Error flaunt_part $flaunt_type $flaunt_part";
<</script>>
<</if>>
<<else>>
<<script>>
throw "Error flaunt_type $flaunt_type $flaunt_part";
<</script>>
<</if>>
<<set _flaunt to "ERROR">>
<<set _exposing to "exposing">>
<<if $flaunt_type is "skirt">>
<<set _flaunt to "lift up your skirt">>
<<if $flaunt_part is "genitals">>
<<fameexhibitionism 50>> <<if !$earSlimeForcedExposure>><<exhibitionism5>><</if>><<arousal 300>>
<<elseif $flaunt_part is "chastity">>
<<fameexhibitionism 5>> <<if !$earSlimeForcedExposure>><<exhibitionism2>><</if>><<arousal 150>>
<<elseif $flaunt_part is "lowerunderwear">>
<<fameexhibitionism 5>> <<if !$earSlimeForcedExposure>><<exhibitionism2>><</if>><<arousal 150>>
<</if>>
<<elseif $flaunt_type is "moon">>
<<set _flaunt to "bend over and pull down your">>
<<if $worn.over_lower.name isnot "naked">>
<<set _flaunt += " $worn.over_lower.name">>
<</if>>
<<if $worn.lower.name isnot "naked">>
<<if $worn.over_lower.name isnot "naked">>
<<set _flaunt += " and">>
<</if>>
<<set _flaunt += " $worn.lower.name">>
<</if>>
<<if $flaunt_part is "bottom">>
<<fameexhibitionism 30>> <<if !$earSlimeForcedExposure>><<exhibitionism5>><</if>><<arousal 300>>
<<elseif $flaunt_part is "chastity">>
<<fameexhibitionism 5>> <<if !$earSlimeForcedExposure>><<exhibitionism2>><</if>><<arousal 50>>
<<elseif $flaunt_part is "lowerunderwear">>
<<fameexhibitionism 5>> <<if !$earSlimeForcedExposure>><<exhibitionism2>><</if>><<arousal 50>>
<</if>>
<<elseif $flaunt_type is "top">>
<<set _flaunt to "pull aside your">>
<<if $worn.over_upper.name isnot "naked">>
<<set _flaunt += " $worn.over_upper.name">>
<</if>>
<<if $worn.upper.name isnot "naked">>
<<if $worn.over_upper.name isnot "naked">>
<<set _flaunt += " and">>
<</if>>
<<set _flaunt += " $worn.upper.name">>
<</if>>
<<set _exposing to "flashing">>
<<if $flaunt_part is "breasts">>
<<if $player.gender_appearance is "m" and $player.breastsize lte 1>>
<<fameexhibitionism 15>> <<if !$earSlimeForcedExposure>><<exhibitionism2>><</if>><<arousal 100>>
<<else>>
<<fameexhibitionism 40>> <<if !$earSlimeForcedExposure>><<exhibitionism4>><</if>><<arousal 300>>
<</if>>
<<elseif $flaunt_part is "upperunderwear">>
<<fameexhibitionism 5>> <<if !$earSlimeForcedExposure>><<exhibitionism2>><</if>><<arousal 100>>
<<else>>
<<fameexhibitionism 5>> <<if !$earSlimeForcedExposure>><<exhibitionism2>><</if>><<arousal 100>>
<</if>>
<<else>>
<<script>>
throw "Error flaunt flaunt_part $flaunt_type $flaunt_part";
<</script>>
<</if>>
<</silently>>
<<if $phase is 1>>
You _flaunt, giving them a brief look at your _revealed_thing.
<<elseif $phase is 2>>
You _flaunt, giving the <<person1>><<person>> and everyone else in the street a brief glimpse of your _revealed_thing.
<<elseif $phase is 3>>
You smile and answer, "Yes, that's me... look!" You _flaunt, giving <<him>> a good look at your _revealed_thing.
<<elseif $phase is 4>>
You smile, briefly _flaunt in the direction of the group, _exposing your _revealed_thing.
<<elseif $phase is 5>>
You smile at the <<person>>, <<famesalute>>, and _flaunt giving the <<person1>><<person>> and everyone else in the street an eyeful of your _revealed_thing.
<<elseif $phase is 6>>
You turn around and _flaunt with a smirk, giving the pair and anyone else behind them a good look at your _revealed_thing.
<<else>>
You briefly _flaunt, _exposing your _revealed_thing.
<</if>>
<<garousal>>
<</if>>
<br><br>
<<rng>>
<<if $rng gte _like_chance + _hate_chance>>
<<if $phase is 1>>
The <<person1>><<person>> and <<person2>><<person>> stare at you with open mouths.
After a few seconds, the <<person1>><<person>> snaps out of it, blushing, <<he>> prods <<his>> friend and urges, "Come on, we're late already!" They hurry off together.
<<elseif $phase is 2>>
The <<person1>><<person>> seems too shocked to react. You beam with pride as you walk on.
<<elseif $phase is 3>>
The <<person1>><<person>> stares speechlessly at your <<bottom>> as you walk on.
<<elseif $phase is 4>>
The whispering stops, and you walk away, enjoying the sudden stunned silence.
<<elseif $phase is 5>>
The <<person>> is dumbfounded. Proudly, you walk on.
<<elseif $phase is 6>>
Their laughter chokes off, and they stare at you dumbfounded. You turn around and smugly continue on your way.
<<else>>
You walk on, beaming with pride.
<</if>>
<<lstress>><<stress -6>>
<<set _punish_chance to 10>>
<<elseif $rng gte _hate_chance>>
<<if $phase is 1>>
The <<person2>><<person>> stares at you with an open mouth.
<<if $flaunt_type is "words">>
The <<person1>><<person>> grins and points at <<his>> friend, "Seems <<he>> wants to see you naked too!"
<<else>>
The <<person1>><<person>> grins at <<his>> friend, "Told you! <<pShes>> gorgeous!"
<</if>>
<<He>> prods <<his>> friend and says, "Come on, we're late already!" They hurry off together.
<<elseif $phase is 2>>
<<if $flaunt_type is "words">>
The <<person1>><<person>> shouts, "I knew it! You look stunning!" You beam with pride as you walk on.
<<else>>
The <<person1>><<person>> shouts, "Hah! Thanks for the reminder <<girl>>! You look stunning!" You beam with pride as you walk on.
<</if>>
<<elseif $phase is 3>>
The <<person1>><<person>> grins and shamelessly stares at your body. You feel <<him>> leer at your bottom as you strut on.
<<elseif $phase is 4>>
An excited chatter bursts from the group. They keep glancing at you. As you walk on, you make out, "Did you see that?!", "What a slut!" and "So sexy!"
<<elseif $phase is 5>>
The <<person>> grins at <<his>> friend and exclaims, "Did you see that? <<pShes>> shameless!" <<His>> friend replies, "Wouldn't you be with such a body?" Proudly, you walk on.
<<elseif $phase is 6>>
The <<person1>><<person>> turns to <<his>> friend and says, "See? Total pervert!" You hear an excited conversation start up behind you as you turn around and smugly continue on your way.
<<else>>
You walk on, beaming with pride.
<</if>>
<<lstress>><<stress -6>>
<<ltrauma>><<trauma -6>>
<<set _punish_chance to 0>>
<<else>>
<<if $phase is 1>>
The <<person2>><<person>> glares at you, and then bellows, "Shame on you! Slut! Slut!" <<His>> friend drags <<him>> along, "Come on, we're late already!"
<br><br>
<<He>> continues glaring at you and barks one more, "Slut!" before leaving.
<<elseif $phase is 2>>
The <<person1>><<person>> shouts, "Filthy slut! Have you no shame?" You hurry on.
<<elseif $phase is 3>>
The <<person1>><<person>> snarls at you, "You should be ashamed of yourself!" You feel <<him>> glaring at you as you hurry on.
<<elseif $phase is 4>>
An angry chatter bursts from the group. They're all looking your way, shouting abuse. "Slut!" "Shame on you!" "Pervert!" You hurry along.
<<elseif $phase is 5>>
The <<person>> grins at <<his>> friend and exclaims, "<<pShes>> shameless!" <<His>> friend glares at you and shouts, "You're a pervert!" You quickly walk away.
<<elseif $phase is 6>>
The <<person1>><<person>> turns to <<his>> friend and says, "See? Total fucking pervert!" The <<person2>><<person>> sneers at you and shouts, "You're a disgrace!" You turn around and hurry on.
<<else>>
Someone starts shouting, "Pervert!" You hurry on.
<</if>>
<<gstress>><<stress 12>>
<<gtrauma>><<trauma 12>>
<<set _punish_chance to 40>>
<</if>>
<<rng>>
<<if $rng lte _punish_chance>>
<br><br>
<<if $phase is 1>>
<<saveNPC 1 "_secNPC">> <<clearnpc>> <<loadNPC 0 "_secNPC">> <<clearNPC "_secNPC">>
A short while later, you suddenly spot the <<person1>><<person>> right next to you. Taking advantage of your confusion, <<he>> grabs you and <span class="red">shoves you into a nearby alley.</span> <<He>> spits, "Shameless slut! I'll show you!"
<<elseif $phase is 2>>
You only notice that the <<person1>><<person>> followed you when <<he>> grabs you and <span class="red">drags you into a nearby alley.</span> <<He>> bellows, "Filthy slut! I'll teach you a lesson!"
<<elseif $phase is 3>>
Too late, you notice that the <<person1>><<person>> is following you. Before you can react, <<he>> grabs you and <span class="red">drags you into a nearby alley.</span> <<He>> grabs you close and hisses, "I'll give you what you deserve!" in your ear.
<<elseif $phase is 4>>
Two streets further, you suddenly get the feeling of someone sneaking up on you. You turn around, and look straight into the angry face of a <<person1>><<person>>. You recognise <<him>> as part of the group.
<br><br>
Before you can react, <<he>> <span class="red">pushes you into a nearby alley</span> and throws <<himself>> against you, shrieking, "You need a lesson!"
<<elseif $phase is 5>>
You walk a short while, when all of a sudden you're <span class="red">pulled into an alley</span> by the <<person1>><<person>>. <<He>> presses you against a wall and barks, "I'll show you what we do with perverts here!"
<<elseif $phase is 6>>
<<saveNPC 1 "_secNPC">> <<clearnpc>> <<loadNPC 0 "_secNPC">> <<clearNPC "_secNPC">>
You're caught by surprise when the <<person1>><<person>> suddenly grabs your shoulder from behind and <span class="red">drags you into a nearby ally.</span> "You want people to see you naked? Fine, we can do that."
<<else>>
Suddenly you're <span class="red">pushed into an alley</span> by the <<person1>><<person>>. <<He>> presses you against a wall and barks, "I'll show you what we do with perverts here!"
<</if>>
<<gstress>><<stress 6>>
<br><br>
<<link [[Next|Street Exhibitionism Fame Flaunt Punish]]>><</link>>
<<else>>
<br><br>
<<endevent>>
<<destinationeventend>>
<</if>>
<<unset $earSlimeForcedExposure>><<person1>>
You're cornered by the <<person>>. "You thought I'd let you get away with that?" <<he>> hisses.
<br><br>
<<cleareventpool>>
<<addinlineevent "punish_strip" 2>>
<<He>> starts clawing at your clothes and mutters, "Let's show everyone what a pervert you are!"
<br><br>
<<link [[Next|Street Fame Flaunt Strip Attack]]>><<set $molestationstart to 1>><</link>>
<</addinlineevent>>
<<addinlineevent "punish_rape" 1>>
<<He>> shakes with rage and desire and mutters, "I know just what I'm going to do with you."
<br><br>
<<link [[Next|Street Fame Flaunt Rape]]>><<set $molestationstart to 1>><</link>>
<</addinlineevent>>
<<runeventpool>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<molested>>
<<set $enemyno to 1>><<set $enemynomax to 1>>
<<maninit>><<set $enemyanger += 150>><<set $enemytrust -= 150>>
<<rng>>
<<if $rng lte 50>>
<<npcstripall>>
<<else>>
<<npcgrapplestripall>>
<</if>>
<<npcidlegenitals>>
<br><br>
"Oh yes, we'll find out how much you really like being exposed!" the <<person1>><<person>> smirks.
<<if Time.dayState isnot "night">>
<<enable_rescue>>
<i>Attacking you during daylight hours is brash. If you'd scream, someone might help.</i>
<br><br>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<outfitChecks>>
<<if $alarm is 1 and $rescue is 1>>
<span id="next"><<link [[Next|Street Fame Flaunt Alarm]]>><</link>></span><<nexttext>>
<<else>>
<<if _fullyNaked>>
<span id="next"><<link [[Next|Street Fame Flaunt Strip Finish]]>><</link>></span><<nexttext>>
<<else>>
<<if $enemyarousal gte $enemyarousalmax and _combatend is true>>
<span id="next"><<link [[Next|Street Fame Flaunt Ejac]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0 and _combatend is true>>
<span id="next"><<link [[Next|Street Fame Flaunt Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Street Fame Flaunt Strip Attack]]>><</link>></span><<nexttext>>
<</if>>
<</if>>
<</if>><<person1>>
Now that you're fully exposed, the <<person>> lets go, and gathers your clothes.
<<set $currentNPC to clone($NPCList[0])>><<endcombat>><<generate1>><<set $NPCList[0] to clone($currentNPC)>>
<<person1>>
<<set $stealtextskip to 1>>
<<stealclothes>>
<<clotheson>>
<<rng>>
<<if $rng lte 50>>
Grinning <<he>> mutters, "Now everyone will see what a pervert you are!"
<br>
Without looking back, the <<person>> dashes into the street, and out of sight. You're left alone in the alley.
<<else>>
"That will teach you!" <<he>> yells triumphantly.
<<His>> rage now somewhat cooled, <<he>> suddenly seems unsure what to do.
Taking a step back, <<he>> leers at your exposed <<genitals>>.
<br>
<<if $awareness lte 300>>
The look in <<his>> eyes frightens you. Before <<he>> can react, you escape into the street.
<<else>>
You see some rage left in <<his>> eyes, but mostly see a lot of lust and desire.
This could get worse quickly. You escape before <<he>> has a chance to make up <<his>> mind.
<</if>>
<<He>> doesn't follow.
<</if>>
<br><br>
<<endcombat>>
<<destinationeventend>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<molested>>
<<set $enemyno to 1>><<set $enemynomax to 1>>
<<maninit>><<set $enemyanger += 50>><<set $enemytrust -= 50>>
<br><br>
"Oh yes, I know exactly what I'm going to do with you!" the <<person1>><<person>> smirks.
<<if Time.dayState isnot "night">>
<<enable_rescue>>
<i>Attacking you during daylight hours is brash. If you'd scream, someone might help.</i>
<br><br>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $alarm is 1 and $rescue is 1 and _combatend is true>>
<span id="next"><<link [[Next|Street Fame Flaunt Alarm]]>><</link>></span><<nexttext>>
<<else>>
<<if $enemyarousal gte $enemyarousalmax and _combatend is true>>
<span id="next"><<link [[Next|Street Fame Flaunt Ejac]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0 and _combatend is true>>
<span id="next"><<link [[Next|Street Fame Flaunt Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Street Fame Flaunt Rape]]>><</link>></span><<nexttext>>
<</if>>
<</if>><<ejaculation>>
<<if $enemyanger gte 20>>
"Look what you made me do!"
<br>
The <<person>> pulls you up, pushes you against the wall, and slaps your face a few times. <<pain 4>><<violence 1>>
<br>
"I hope you've learned your lesson!"
<br>
<<He>> kicks your feet from under you, throwing you on the ground. <<pain 2>><<violence 1>>
<br><br>
Satisfied, <<he>> leaves without looking back.
<<elseif $enemyanger gte 1>>
"Look what you made me do! I hope you've learned your lesson now."
<br>
<<He>> spits in your face, and leaves without looking back. <<trauma 2>>
<<else>>
"I think you've learned your lesson now."
<br>
<<He>> leaves without looking back. <<trauma 2>>
<</if>>
<br><br>
<<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>><<effects>>
The <<person>> recoils in pain, giving you the chance you need.
<<if Time.dayState isnot "night">>
<<tearful>> you escape into the street.
<<else>>
<<tearful>> you escape into the darkness.
<</if>>
<br><br>
You hear <<him>> curse behind your back.
<br>
<<rng>>
<<if $rng lte 66>>
"This isn't over <<girl>>, I won't let you go so easily next time!"
<<elseif $rng lte 33>>
"Come back here! We were just getting started!"
<<else>>
"Coward! We weren't done yet! Run <<girl>>! Run!"
<</if>>
<br><br>
<<He>> isn't pursuing, and you are soon far away.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>><<effects>><<set $rescued += 1>>
Your cries attract the attention of the people passing by the alley's entrance. The <<person>> panics and disappears deeper into the alley.
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>><<effects>>
<<if $tendingSuccess>>
You hold out your hand,
<<if $monster is 1>>
<span class="green">and the <<beasttype>> grasps it in <<bhis 0>> own.</span> You shake.
<<else>>
<span class="green">and the <<beasttype>> rests <<bhis 0>> paw on it.</span> You shake.
<</if>>
<<takeHandholdingVirginity $NPCList[0] "consensual">><<llstress>><<stress -12>>
<br><br>
The <<person>> smiles. "I didn't know you knew that trick. Come on, let's not take up too much of the nice <<girl>>'s time." The <<beasttype>> licks your hand, then follows <<bhis 0>> master.
<<else>>
You hold out your hand, <span class="red">but the <<beasttype>> only gives it a wary sniff.</span>
<<if $monster is 1>>
"No treat," <<bhe 0>> says.
<</if>>
<br><br>
The <<person>> smiles. "Don't take up too much of the nice <<girl>>'s time." The <<beasttype>> licks your hand, then follows <<bhis 0>> master.
<</if>>
<br><br>
<<destinationeventend>><<effects>>
You crouch and pet the <<beasttype>>.
<<if $monster is 1>>"Friend!"<</if>> <<bHe 0>> leans into your hand.
<br><br>
The <<person>> smiles. "Don't take up too much of the nice <<girl>>'s time." The <<beasttype>> licks your hand, then follows <<bhis 0>> master.
<br><br>
<<destinationeventend>><<effects>>
You growl at the <<beasttype>>.
<<if $monster is 1>>
"W-wolf?" <<bhe 0>> says, hiding behind <<bhis 0>> master's legs.
<<else>>
<<bHe>> hides behind <<bhis 0>> master's legs.
<</if>>
<br><br>
The <<person>> frowns at you. "You shouldn't scare dogs like that."
<br><br>
<<link [[Growl|Street Dog Growl 2]]>><<def 1>><<transform wolf 1>><</link>>
<br>
<<link [[Leave|Street Dog Leave]]>><</link>>
<br><<effects>>
You growl at the <<person>>. <<He>> backs away from you. "E-Easy," <<he>> says, holding up <<his>> hands. <<Hes>> hesitant to turn <<his>> back to you.
<br><br>
<<destinationeventend>><<effects>>
Satisfied, you turn and continue your journey.
<br><br>
<<destinationeventend>><<effects>>
You feel your hair stand on end as you hiss. The <<beasttype>> steps back in alarm. <<bHis 0>> master gives you a strange look, and tugs the leash.
<br><br>
You turn and continue your journey.
<br><br>
<<destinationeventend>><<effects>>
You yip at the <<beasttype>>. <<bHe 0>> steps back in shock. <<bHis 0>> master stares at you. You stare back.
<br><br>
After a long moment of silence, you let out an incredibly loud, high-pitched scream. They both jump and scramble away. You turn and continue your journey.
<br><br>
<<destinationeventend>><<effects>>
You ignore them, and continue your journey.
<br><br>
<<destinationeventend>><<effects>>
<<if $speech_attitude is "meek">>
"P-please don't hate me," you say. "I-I had reasons."
<<elseif $speech_attitude is "bratty">>
"Don't you dare judge me," you say. "You've no idea what I've gone through."
<<else>>
"You don't know my story," you say.
<</if>>
<br><br>
"Just stealing bread to feed your little sibling?" the <<person>> laughs. "You're just lazy, selfish, and violent."
<br><br>
<<link [[Ignore|Street Criminal Ignore]]>><</link>>
<br>
<<if $trauma gte ($traumamax * 0.7)>>
<<link [[Punch|Street Criminal Punch]]>><<def 1>><<crimeUp 100 "assault">><<trauma -6>><<stress -6>><</link>><<crime "assault">><<ltrauma>><<lstress>>
<br>
<</if>><<effects>>
You punch the <<person>> in the face, putting a stop to the torrent of abuse.
<<if currentSkillValue('physique') gte 15000>>
The force sends <<him>> staggering into the road.
<<elseif currentSkillValue('physique') gte 10000>>
<<He>> looks surprised as <<he>> staggers backward.
<<elseif currentSkillValue('physique') gte 5000>>
<<He>> winces, and raises <<his>> arms to protect <<himself>>.
<<else>>
<<He>> winces, and looks surprised.
<</if>>
<br><br>
<<if $speech_attitude is "meek">>
"I-I didn't want to do that," you say. "But you are so rude!"
<<elseif $speech_attitude is "bratty">>
"You better watch your words then," you say. "Around a violent <<girl>> like me."
<<else>>
"Why the surprise?" you ask. "You said I was violent."
<</if>>
<br><br>
"I'm giving the police your description," <<he>> says. "You'll pay for this." <<He>> strides away.
<br><br>
<<destinationeventend>><<effects>>
You walk on. The <<person>> hurls insults behind you, but you do your best to ignore them.
<br><br>
<<destinationeventend>><<effects>>
"Fuck off," you say. "Or I'll beat your ass so hard they'll have to lock me up."
<br><br>
The <<person>> opens <<his>> mouth to argue, but decides against it. <<He>> leaves you be.
<br><br>
<<destinationeventend>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<violence 1>>
<<neutral 1>>
<<maninit>>
<<stalk_init>>
<<if Time.dayState isnot "night">>
<<enable_rescue>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<if $audience_active>>
<<audience>>
<</if>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or $stalk_end>>
<span id="next"><<link [[Next|Street Stalk Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Street Stalk]]>><</link>></span><<nexttext>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<violence 1>>
<<neutral 1>>
<<maninit>>
<<stalk_init>>
<<stalk_run>>
<<if Time.dayState isnot "night">>
<<enable_rescue>>
<</if>>
You turn and run. <span class="pink">You are being pursued.</span>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<if $audience_active>>
<<audience>>
<</if>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or $stalk_end>>
<span id="next"><<link [[Next|Street Stalk Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Street Stalk Run]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<if $combat_end_text>>
<<print $combat_end_text>>
<<elseif $enemyanger gte ($enemyangermax / 5) * 3>>
<<He>> throws you against the pavement.
<<violence 3>>
<br><br>
<<elseif $enemyanger gte 1>>
<<He>> walks away without a word.
<br><br>
<<else>>
Smiling, <<he>> kisses you on the cheek. "This is for you." <<He>> gets up and leaves you lying on the ground.
<br>
You've gained <<printmoney 500>><<money 500 "prostitution">>.
<br><br>
<</if>>
<<underlowersteal>>
<<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<<elseif $enemyhealth lte 0>>
The <<person>> recoils in pain, giving you the chance you need. <<tearful>> you escape into the <<if Time.dayState isnot "night">>crowds<<else>>darkness<</if>>.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<<elseif $stalk_end is "escaped">>
You slow to a walk. <<tearful>> you continue your journey.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<<elseif $stalk_end is "passed">>
The <<person>> walks ahead. <<tearful>> you continue your journey.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<<elseif $stalk_end is "hide">>
<<covered>> <<tearful>> you emerge from your hiding place. You continue your journey.
<br><br>
<<set $stealtextskip to 1>>
<<stealclothes>>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<br>
<<elseif $stalk_end is "outpaced">>/*Unnecessary if the PC can't become the pursuer */
<<if $exposed gte 1>>
<<switch $location>>
<<case alley>>
<<tearful>> you slow to a stop. <<covered>> There's no one around, but this is still a public place.
<<case forest lake>>
<<tearful>> you slow to a stop. <<covered>> There's no one around right now, but there's no knowing who you could meet in the woods.
<<case moor>>
<<tearful>> you slow to a stop. <<covered>> There's no one around, but being exposed in such an open place is frightening regardless.
<<default>>
<<covered>> <<tearful>> you dive down an alley, hoping to shield your body from any prying eyes.
<</switch>>
<<else>>
<<tearful>> you slow to stop.
<</if>>
<br><br>
<<set $stealtextskip to 1>>
<<stealclothes>>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<br>
<<else>>
<<set $rescued += 1>>
<<if $position is "stalk">>
Several heads turn your way. The pursuer keeps <<his>> distance.
<<else>>
The <<person>> notices several heads turning in response to your cry, and relents in <<his>> assault before making <<his>> escape.
<</if>>
<br><br>
<<tearful>> you continue your journey.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<violence 1>>
<<neutral 1>>
<<maninit>>
<<stalk_init>>
<<if Time.dayState isnot "night">>
<<enable_rescue>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<if $audience_active>>
<<audience>>
<</if>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or $stalk_end>>
<span id="next"><<link [[Next|Street Stalk Group Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Street Stalk Group]]>><</link>></span><<nexttext>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<violence 1>>
<<neutral 1>>
<<maninit>>
<<stalk_init>>
<<stalk_run>>
<<if Time.dayState isnot "night">>
<<enable_rescue>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<if $audience_active>>
<<audience>>
<</if>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or $stalk_end>>
<span id="next"><<link [[Next|Street Stalk Group Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Street Stalk Group Run]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<if $combat_end_text>>
<<print $combat_end_text>>
<<elseif $enemyanger gte ($enemyangermax / 5) * 3>>
<<He>> throws you against the pavement. The <<group>> swagger away.
<<violence 3>>
<br><br>
<<elseif $enemyanger gte 1>>
The <<group>> walk away without a word.
<br><br>
<<else>>
The <<group>> leave you lying on the ground.
<br><br>
<</if>>
<<underlowersteal>>
<<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<<elseif $enemyhealth lte 0>>
The <<group>> back away, giving you the chance you need.
<<if Time.dayState isnot "night">>
<<tearful>> you escape into the crowds.
<<else>>
<<tearful>> you escape into the darkness.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<<elseif $stalk_end is "escaped">>
You slow to a walk. <<tearful>> you continue your journey.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<<elseif $stalk_end is "passed">>
The group walks ahead. <<tearful>> you continue your journey.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<<elseif $stalk_end is "hide">>
<<covered>> <<tearful>> you emerge from your hiding place. You continue your journey.
<br><br>
<<set $stealtextskip to 1>>
<<stealclothes>>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<<elseif $stalk_end is "outpaced">>/*Unnecessary if the PC can't become the pursuer */
<<if $exposed gte 1>>
<<switch $location>>
<<case alley>>
<<tearful>> you slow to a stop. <<covered>> There's no one around, but this is still a public place.
<<case forest lake>>
<<tearful>> you slow to a stop. <<covered>> There's no one around right now, but there's no knowing who you could meet in the woods.
<<case moor>>
<<tearful>> you slow to a stop. <<covered>> There's no one around, but being exposed in such an open place is frightening regardless.
<<default>>
<<covered>> <<tearful>> you dive down an alley, hoping to shield your body from any prying eyes.
<</switch>>
<<else>>
<<tearful>> you slow to stop.
<</if>>
<br><br>
<<set $stealtextskip to 1>>
<<stealclothes>>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<br>
<<else>>
<<set $rescued += 1>>
<<if $position is "stalk">>
Several heads turn your way. The <<group>> following you keep their distance.
<<else>>
The <<group>> notice several heads turning in response to your cry, and relents in their assault before leaving in different directions.
<</if>>
<br><br>
<<tearful>> you continue your journey.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<</if>><<set $outside to 0>><<effects>>
<<generate1>><<generate2>><<person1>>
"Hurry up," says a <<personsimple>>'s voice. "<<pShes>> waking up."
<br><br>
You open your eyes. You're in a thin passage between two buildings. A <<person2>><<person>> <span class="red">clamps something around your ankles.</span> "Don't worry," <<he>> says. "Our toy isn't going anywhere."
<br><br>
<<shackle_feet>>
<<link [[Next|Street Wake Shackle Rape]]>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<if Time.dayState isnot "night">>
<<enable_rescue>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Street Wake Shackle Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Street Wake Shackle Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Satisfied, the pair leave you slumped against the alley wall.
<br><br>
<<tearful>> you struggle to you feet. The $worn.feet.name are firm. Walking will be difficult.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<<elseif $enemyhealth lte 0>>
The pair turn and flee in fright, leaving you to slump against the alley wall.
<br><br>
<<tearful>> you struggle to you feet. The $worn.feet.name are firm. Walking will be difficult.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<<else>>
<<set $rescued += 1>>/*Unnecessary if rescue is impossible*/
You hear footsteps. The <<group>> turn to look, then flee in the opposite direction.
<br><br>
<<tearful>> you struggle to you feet. The $worn.feet.name are firm. Walking will be difficult.
<br><br>
<<clotheson>>
<<endcombat>>
<<street_rescue>>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"Th-thank you but I'm f-fine," you say. "Thank you for rescuing me."
<<elseif $speech_attitude is "bratty">>
"I don't need help," you say. "But thanks for the rescue."
<<else>>
"I'll be okay," you say. "Thank you for rescuing me."
<</if>>
<br><br>
The <<person>> doesn't seem convinced, but nods anyway.
<<if $exposed gte 1>>
"At least let me get you something to cover with." <<He>> fetches you towels from <<his>> car before <<he>> leaves.
<<towelup>>
<<else>>
<<He>> bids you farewell.
<</if>>
<br><br>
<<destinationeventend>><<effects>>
<<if $exposed gte 1>>
<<towelup>>
You wait while the <<person>> fetches some towels, then follow <<him>> to <<his>> car.
<<else>>
You follow the <<person>> to <<his>> car.
<</if>>
It's not a long journey, but <<he>> doesn't know the orphanage's whereabouts without your direction.
<br><br>
<<He>> pulls up outside, and bids you farewell. You climb from the passenger seat.
<br><br>
<<link [[Next|Domus Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<if $exposed gte 1>>
<<towelup>>
You wait while the <<person>> fetches some towels, then follow <<him>> to <<his>> car.
<<else>>
You follow the <<person>> to <<his>> car.
<</if>>
You're driven through town, then onto the road leading to the farmlands. <<He>> comments that <<he>> doesn't get out here much, but the route is simple enough.
<br><br>
<<He>> pulls up outside, and bids you farewell. You climb from the passenger seat.
<br><br>
<<link [[Next|Farm Work]]>><<endevent>><</link>>
<br><<effects>>
You try to speak, but can't find the words. You feel the <<person>> catch you in <<his>> arms and call for help before losing consciousness.
<br><br>
<<endevent>>
<<ambulance>><<set $outside to 1>><<effects>>
<<if Time.dayState is "night">>
You nod in agreement and begin to remove your clothes. The darkness of the night provides all the cover you need. The group seems shocked, but they don't stop you. <<exhibitionism5>>
<<if $worn.upper.type.includes("naked") and $worn.under_upper.type.includes("naked")>>You stroke your chest and run your hands over<<else>>You start with your<<if !$worn.upper.type.includes("naked")>> $worn.upper.name<</if>><<if !$worn.upper.type.includes("naked") and !$worn.under_upper.type.includes("naked")>> and<</if>><<if !$worn.under_upper.type.includes("naked")>> $worn.under_upper.name<</if>>, exposing<</if>> your <<breasts>>. The night air caresses your nipples. The group looks eager, taking out their phones. They start to take pictures of you.
<<overupperstrip>><<upperstrip>><<underupperstrip>>
<br>
The <<person2>><<person>> leers at your chest and runs <<his>> tongue across <<his>> lips.
<<if $player.perceived_breastsize lte 0>>
<<if $player.gender_appearance is "m">>
<<rng>>
<<if $rng gte 76>>
"Imagine that sleek chest being fondled from all angles."
<<elseif $rng gte 51>>
"I wanna lick the sweat off his chest."
<<elseif $rng gte 26>>
"He must like being exposed in front of a crowd."
<<else>>
"I bet you love having your nipples toyed with."
<</if>>
<<else>>
<<rng>>
<<if $rng gte 76>>
"Your chest is so sleek, I'd think you a boy if I didn't know better."
<<elseif $rng gte 51>>
"Small tits are delicious."
<<elseif $rng gte 26>>
"Such small boobs must make dancing easier."
<<else>>
"I bet you love having your nipples toyed with."
<</if>>
<</if>>
<<insecurity "breasts_small" 2>><<ginsecurity "breasts_small">>
<<elseif $player.perceived_breastsize lte 5>>
<<rng>>
<<if $rng gte 76>>
"Nice tits."
<<elseif $rng gte 51>>
"Those are some nicely shaped breasts. A bit small though."
<<elseif $rng gte 26>>
"<<pHer>> small tits really add to the show."
<<else>>
"<<pShes>> so confident, exposing <<pher>> small breasts like that."
<</if>>
<<insecurity "breasts_small" 1>><<ginsecurity "breasts_small">>
<<elseif $player.perceived_breastsize lte 7>>
<<rng>>
<<if $rng gte 76>>
"I wonder what those breasts feel like."
<<if $player.gender is "m">><</if>>
<<elseif $rng gte 51>>
"I bet your tits make great pillows."
<<elseif $rng gte 26>>
"You're such a slut, showing your tits off like this."
<<else>>
"I bet your tits taste wonderful."
<</if>>
<<insecurity "breasts_big" 1>><<ginsecurity "breasts_big">>
<<else>>
<<rng>>
<<if $rng gte 76>>
"Shake those udders!"
<<elseif $rng gte 51>>
"Carrying around tits that big must be difficult."
<<elseif $rng gte 26>>
"Those huge tits are mesmerising."
<<else>>
"Those breasts were made to be shown off."
<</if>>
<<insecurity "breasts_big" 1>><<ginsecurity "breasts_big">>
<</if>>
<br><br>
You turn your back to them,<<if !$worn.lower.type.includes("naked") or !$worn.under_lower.type.includes("naked")>> and next take off your<<if !$worn.lower.type.includes("naked")>> $worn.lower.name<</if>><<if !$worn.lower.type.includes("naked") and !$worn.under_lower.type.includes("naked")>> and<</if>><<if !$worn.under_lower.type.includes("naked")>> $worn.under_lower.name<</if>>,<</if>> exposing your <<bottom>>. You feel a mixture of embarrassment and excitement, knowing that anyone could end up noticing your little show. The <<person2>><<person>> begins to rub the front of <<his>> <<if $pronoun is "f">>skirt<<else>>trousers<</if>>.
<br><br>
You turn back to face them, your <<genitals>> shamelessly on display.
<<if playerChastity()>>
The <<persons>> eyes widen at the sight, while the <<person3>><<person>> snickers.
<br>
"Look at this poor slut, got <<pherself>><<if $worn.genitals.name is "chastity parasite">>... What the fuck is that?" <<He>> frowns.<<else>> locked up," <<he>> comments.<</if>>
<br>
<<if playerChastity("hidden")>>
"Shame we can't have a better look at what <<pshe>> has under there." The <<person2>><<person>> sighs but
<<else>>
"I don't mind. This just makes <<phim>> look even hotter." The <<person2>><<person>> murmurs and
<</if>>
continues <<his>> rubbing.
<<elseif $player.penisExist and $player.vaginaExist>>
They gawk at the sight, but they seem no less turned on.
<br>
"Both...?" the <<person>> murmurs. "Fuck it, a slut's a slut." <<He>> quickens <<his>> rubbing.
<br>
"Wait 'til I show this around," the <<person3>><<person>> snickers, taking a picture.
<<elseif $player.gender_appearance isnot $player.gender and $NudeGenderDC gt 0>>
Their expressions range from shock to lust.
<br>
"Oh, you're a <<if $player.gender is "m">>boy<<else>>girl<</if>>?" the <<person1>><<person>> asks, looking somewhat disappointed.
<br>
"Aye, and a hot one at that," the <<person3>><<person>> chimes in with a lecherous grin. <<He>> raises <<his>> phone and takes a picture.
<<else>>
They cheer at the sight, snapping pictures as they ogle your bare body. <<flaunting>> you make little effort to stop them, striking seductive poses and coyly twirling away when they get a bit grabby.
<</if>>
<<overlowerstrip>><<lowerstrip>><<underlowerstrip>><<fameexhibitionism 6 "pic">>
<br><br>
They seem pleased by your display, but you can tell by the look in their eyes that they're hungry for more.
<br><br>
<<set $tipmod to 2>>
<<if hasSexStat("promiscuity", 5)>>
<<link [[Offer your body|Street Private Show Sex]]>><<set $crossdressing to 0>><<set $phase to 1>><<set $sexstart to 1>><</link>><<promiscuous5>>
<br>
<</if>>
<<link [[Masturbate|Street Private Show Masturbate]]>><<set $phase to 1>><<set $masturbationstart to 1>><</link>>
<br>
<<link [[End the show|Street Private Show End]]>><<set $phase to 1>><</link>>
<br>
<<else>>
You nod in agreement and begin to take off your clothes. <<exhibitionism5>>
The <<person1>><<person>> quickly stops you, to the disappointment of <<his>> friends. "Not here," <<he>> says, looking around. A good amount of people are still on the street. "Let's find a more secluded place."
<br><br>
<<link [[Next|Street Private Show Alley]]>><<set $phase to 1>><</link>>
<br>
<</if>><<set $outside to 1>><<effects>>
<<set $tipmod to 1.5>>
<<if $phase is 1>>
The <<person>> guides you to a nearby alley. You follow <<him>>, <<his>> friends trailing close behind you. Very close.
<br>
It doesn't take long to find a private spot. It's dark, and far enough from the street that no one should be able to see you. You're a bit disappointed they picked somewhere so secluded, but you begin to strip regardless.
<br><br>
<<else>>
You nod. The three of them grin, and guide you to a nearby alley. It's dark, and far enough from the street that no one should be able to see you. Still, the fact that anyone could walk in makes you shiver with excitement. <<exhibitionism4>>
<</if>>
<<if $worn.upper.type.includes("naked") and $worn.under_upper.type.includes("naked")>>You stroke your chest and run your hands over<<else>>You start with your<<if !$worn.upper.type.includes("naked")>> $worn.upper.name<</if>><<if !$worn.upper.type.includes("naked") and !$worn.under_upper.type.includes("naked")>> and<</if>><<if !$worn.under_upper.type.includes("naked")>> $worn.under_upper.name<</if>>, exposing<</if>> your <<breasts>>. The group looks eager, taking out their phones. They start to take pictures of you.
<<overupperstrip>><<upperstrip>><<underupperstrip>>
<br>
The <<person2>><<person>> leers at your chest and runs <<his>> tongue across <<his>> lips.
<<if $player.perceived_breastsize lte 0>>
<<if $player.gender_appearance is "m">>
<<rng>>
<<if $rng gte 76>>
"Imagine that sleek chest being fondled from all angles."
<<elseif $rng gte 51>>
"I wanna lick the sweat off his chest."
<<elseif $rng gte 26>>
"He must like being exposed in front of a crowd."
<<else>>
"I bet you love having your nipples toyed with."
<</if>>
<<else>>
<<rng>>
<<if $rng gte 76>>
"Your chest is so sleek, I'd think you a boy if I didn't know better."
<<elseif $rng gte 51>>
"Small tits are delicious."
<<elseif $rng gte 26>>
"Such small boobs must make dancing easier."
<<else>>
"I bet you love having your nipples toyed with."
<</if>>
<<insecurity "breasts_small" 2>><<ginsecurity "breasts_small">>
<</if>>
<<elseif $player.perceived_breastsize lte 5>>
<<rng>>
<<if $rng gte 76>>
"Nice tits."
<<elseif $rng gte 51>>
"Those are some nicely shaped breasts. A bit small though."
<<insecurity "breasts_small" 1>><<ginsecurity "breasts_small">>
<<elseif $rng gte 26>>
"<<pHer>> small tits really add to the show."
<<insecurity "breasts_small" 1>><<ginsecurity "breasts_small">>
<<else>>
"<<pShes>> so confident, exposing <<pher>> small breasts like that."
<<insecurity "breasts_small" 1>><<ginsecurity "breasts_small">>
<</if>>
<<elseif $player.perceived_breastsize lte 7>>
<<rng>>
<<if $rng gte 76>>
"I wonder what those breasts feel like."
<<insecurity "breasts_big" 1>><<ginsecurity "breasts_big">>
<<elseif $rng gte 51>>
"I bet your tits make great pillows."
<<insecurity "breasts_big" 1>><<ginsecurity "breasts_big">>
<<elseif $rng gte 26>>
"You're such a slut, showing your tits off like this."
<<insecurity "breasts_big" 1>><<ginsecurity "breasts_big">>
<<else>>
"I bet your tits taste wonderful."
<<insecurity "breasts_big" 1>><<ginsecurity "breasts_big">>
<</if>>
<<else>>
<<rng>>
<<if $rng gte 76>>
"Shake those udders!"
<<insecurity "breasts_big" 1>><<ginsecurity "breasts_big">>
<<elseif $rng gte 51>>
"Carrying around tits that big must be difficult."
<<insecurity "breasts_big" 1>><<ginsecurity "breasts_big">>
<<elseif $rng gte 26>>
"Those huge tits are mesmerising."
<<insecurity "breasts_big" 1>><<ginsecurity "breasts_big">>
<<else>>
"Those breasts were made to be shown off."
<<insecurity "breasts_big" 1>><<ginsecurity "breasts_big">>
<</if>>
<</if>>
<br><br>
You turn your back to them,<<if !$worn.lower.type.includes("naked") or !$worn.under_lower.type.includes("naked")>> and next take off your<<if !$worn.lower.type.includes("naked")>> $worn.lower.name<</if>><<if !$worn.lower.type.includes("naked") and !$worn.under_lower.type.includes("naked")>> and<</if>><<if !$worn.under_lower.type.includes("naked")>> $worn.under_lower.name<</if>>,<</if>> exposing your <<bottom>>. You feel a mixture of embarrassment and excitement, knowing that anyone could end up noticing your little show. The <<person2>><<person>> begins to rub the front of <<his>> <<if $pronoun is "f">>skirt<<else>>trousers<</if>>.
<br><br>
You turn back to face them, your <<genitals>> shamelessly on display.
<<if playerChastity()>>
The <<persons>> eyes widen at the sight, while the <<person3>><<person>> snickers.
<br>
"Look at this poor slut, got <<pherself>><<if $worn.genitals.name is "chastity parasite">>... What the fuck is that?" <<He>> frowns.<<else>> locked up," <<he>> comments.<</if>>
<br>
<<if playerChastity("hidden")>>
"Shame we can't have a better look at what <<pshe>> has under there." The <<person2>><<person>> sighs but
<<else>>
"I don't mind. This just makes <<phim>> look even hotter." The <<person2>><<person>> murmurs and
<</if>>
continues <<his>> rubbing.
<<elseif $player.penisExist and $player.vaginaExist>>
They gawk at the sight, but they seem no less turned on.
<br>
"Both...?" the <<person>> murmurs. "Fuck it, a slut's a slut." <<He>> quickens <<his>> rubbing.
<br>
"Wait 'til I show this around," the <<person3>><<person>> snickers, taking a picture.
<<elseif $player.gender_appearance isnot $player.gender and $NudeGenderDC gt 0>>
Their expressions range from shock to lust.
<br>
"Oh, you're a <<if $player.gender is "m">>boy<<else>>girl<</if>>?" the <<person1>><<person>> asks, looking somewhat disappointed.
<br>
"Aye, and a hot one at that," the <<person3>><<person>> chimes in with a lecherous grin. <<He>> raises <<his>> phone and takes a picture.
<<else>>
They cheer at the sight, snapping pictures as they ogle your bare body. <<flaunting>> you make little effort to stop them, striking seductive poses and coyly twirling away when they get a bit grabby.
<</if>>
<<overlowerstrip>><<lowerstrip>><<underlowerstrip>><<fameexhibitionism 6 "pic">>
<br><br>
They seem pleased by your display, but you can tell by the look in their eyes that they're hungry for more.
<br><br>
<<if hasSexStat("promiscuity", 5)>>
<<link [[Offer your body|Street Private Show Sex]]>><<set $crossdressing to 0>><<set $phase to 0>><<set $sexstart to 1>><</link>><<promiscuous5>>
<br>
<</if>>
<<link [[Masturbate|Street Private Show Masturbate]]>><<set $phase to 0>><<set $masturbationstart to 1>><</link>>
<br>
<<link [[End the show|Street Private Show End]]>><<set $phase to 0>><</link>>
<br><<if $sexstart is 1>>
<<set $tipmod += 1>>
You feel your body getting hotter and decide to push things a little further.
<<if $speech_attitude is "meek">>
"Please... I need it..."
<<elseif $speech_attitude is "bratty">>
"How about the four of us have some fun?"
<<else>>
"You know... you can do more than just look..."
<</if>>
you say, presenting yourself. It takes only a moment for them to understand what you mean. They grin, and move towards you. <<promiscuity5>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<elseif $molestationstart is 1>>
<<set $tipmod to 0.5>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Street Private Show Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Street Private Show Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 1>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<fameprostitution 1>>
<<tipset>>
"Thanks, <<girl>>," the <<person1>><<person>> says, tossing a wad of cash at your feet. "It was worth every penny." <<He>> laughs as <<he>> leads <<his>> friends out of the alley.
<br><br>
<<tearful>> you scrounge the money up off the ground. <<tipreceive "prostitution">>
<<elseif $enemyhealth lte 0>>
You shove the <<person1>><<person>> into the others, and they topple into a heap. <<tearful>> you run away before they have a chance to recover.
<<else>>
<<set $tipmod -= 0.5>><<tipset>>
The <<person1>><<person>> curls <<his>> lip in disgust as <<he>> backs away from you. "Fucking tease. Keep acting like a slut and someone's gonna put you in your place." <<He>> pulls a handful of bank notes from <<his>> pocket and tosses them over <<his>> shoulder, grumbling as <<he>> leads <<his>> friends out of the alley.
<br><br>
<<tearful>> you scrounge the money up off the ground. <<tipreceive "prostitution">>
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>><<set $outside to 1>><<effects>>
<<if $masturbationstart is 1>>
<<set $masturbationstart to 0>>
<<set $masturbationstat += 1>>
<<set $tipmod += 0.5>>
You can feel their eyes on you. A heat rises in your groin. Breathing heavily, you move your hands to your <<genitals>>. They grin, waiting in anticipation.
<<masturbationstart>>
<<set $timer to 20>>
<</if>>
<<masturbationeffects>>
<<masturbationactions>>
<<if $orgasmdown gte 3>>
They erupt into cheers at your orgasmic spasms, tossing money at you with one hand and rubbing themselves with the other.
<<set $tipmod += 0.2>>
<<elseif random(1, 5) is 1>>
You fondle yourself as the group takes pictures of your lewd display.<<garousal>><<arousal 100 "genitals">><<fameexhibitionism 2 "pic">>
<<else>>
You fondle yourself. The group watches with great interest.<<garousal>><<arousal 100 "genitals">>
<</if>>
<br>
<<masturbationControls "timer|privateShow">><<set $outside to 1>><<effects>>
<<if $finish is 1>>
<<if $masturbationorgasm is 0 and (($phase is 1 and $rng gte 81) or ($phase is 0 and $rng gte 51))>>
<<saveNPC 0 street_show_1>><<saveNPC 1 street_show_2>><<saveNPC 2 street_show_3>>
<<endmasturbation>>
<<endcombat>>
<<loadNPC 0 street_show_1>><<loadNPC 1 street_show_2>><<loadNPC 2 street_show_3>>
<<clearNPC street_show_1>><<clearNPC street_show_2>><<clearNPC street_show_3>>
"That was pathetic," the <<person2>><<person>> complains. "<<pShe>> didn't even cum!"
<br>
A devious smile grows on the <<person1>><<persons>> face. "Poor thing. Maybe we should lend <<phim>> a hand."
<br><br>
The three of them close in around you, blocking your escape.
<br><br>
<<link [[Next|Street Private Show Sex]]>><<set $finish to 0>><<set $crossdressing to 0>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<tipset>>
<<saveNPC 0 street_show_1>>
<<endmasturbation>>
<<endcombat>>
<<loadNPC 0 street_show_1>>
<<clearNPC street_show_1>>
"Thanks, <<girl>>," the <<person1>><<person>> says. "It was worth every penny." <<He>> pulls a handful of cash out of <<his>> pocket and drops it in front of you, laughing as <<he>> leads <<his>> friends out of the alley.
<br><br>
<<tearful>> you scrounge the money up off the ground. <<tipreceive "prostitution">>
<br><br>
<<clotheson>>
<<endevent>>
<<destinationeventend>>
<</if>>
<<else>>
<<endmasturbation>>
<<endcombat>>
<<set $tipmod -= 1>><<tipset>>
<<if $phase is 1>>
<span class="red">Headlights flash behind you as a car turns the corner.</span>
<<else>>
<span class="red">An unfamiliar voice rings out from the far end of the alley.</span> "Oi, what's that racket? Who's there?"
<</if>>
The group's enthusiastic demeanor changes in an instant, and they frantically scramble away from you. <<tearful>> you follow suit, grabbing your clothes and the money they dropped before ducking behind a bin.
<br><br>
Once you're certain it's safe, you get dressed and climb out of your hiding spot. You count the money you managed to scrape up. You grabbed most of it, but you ended up leaving some of it behind in your haste. <<tipreceive "prostitution">>
<br><br>
<<clotheson>>
<<destinationeventend>>
<</if>><<set $outside to 1>><<effects>>
<<if $phase is 1>>
<<set _rapeChance to 81>>
<<else>>
<<set _rapeChance to 51>>
<</if>>
<<if $speech_attitude is "meek">>
You ask them if that's enough.
<<elseif $speech_attitude is "bratty">>
You tell them they've seen enough.
<<else>>
You decide to stop things here.
<</if>>
<<if $rng gte _rapeChance>>
They seem disappointed, and don't take it very well. The <<person1>><<person>> grabs you by the arm. "Oh no, you aren't getting away with just that," <<he>> says.
<br><br>
<<link [[Next|Street Private Show Sex]]>><<set $crossdressing to 0>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<tipset>>
They seem disappointed, but don't pressure you further. You dress yourself and take your money before leaving the alley. <<tipreceive "prostitution">>
<br><br>
<<clotheson>>
<<endevent>>
<<destinationeventend>>
<</if>><<set $outside to 1>><<effects>>
<<if $rng gte 91>>
<<if $speech_attitude is "meek">>
You quietly refuse their offer. The <<person2>><<person>> leans in uncomfortably close, cupping a hand to <<his>> ear.
<br><br>
"What's that?" <<he>> sneers. "Speak up."
<br>
"I think <<pshe>> said we can do whatever we want with a slut like <<phim>>," the <<person3>><<person>> interjects. The <<group>> begins to close in around you.
<<elseif $speech_attitude is "bratty">>
You angrily refuse their offer. The three seem annoyed by your behaviour.
<br><br>
"We gave you a fair deal," the <<person2>><<person>> spits. "Guess you need to be taught a lesson about what you exhibitionist sluts are good for."
<<else>>
You refuse their offer. The three seem disappointed.
<br><br>
"We gave you a fair deal," the <<person2>><<person>> spits. "Guess you need to be taught a lesson about what you exhibitionist sluts are good for."
<</if>>
<br>
"Sorry <<girl>>, but we're not taking no for an answer," the <<person1>><<person>> says.
<br><br>
You try to escape, but they grab you and pull you into a nearby alley, tossing you onto the ground. The <<group>> loom over you.
<br><br>
<<link [[Next|Street Private Show Sex]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<if $speech_attitude is "meek">>
You politely decline their offer. The three seem disappointed, but don't pressure you further. You turn your back to them and walk away, looking over your shoulder a few times.<<stress 6>><<gstress>>
<<elseif $speech_attitude is "bratty">>
You angrily refuse their offer. The three seem annoyed by your behaviour, but don't pressure you further. You turn your back to them and walk away.<<stress 6>><<gstress>>
<<else>>
You refuse their offer. The three seem disappointed, but don't pressure you further. You turn your back to them, unsure how you feel about that conversation.<<stress 6>><<gstress>>
<</if>>
<br><br>
<<endevent>>
<<destinationeventend>>
<</if>><<set $outside to 1>><<effects>>
You close your eyes and take slow, deep breaths. Soon enough, you fall unconscious.
<br><br>
<<link [[Next|Street Kidnap Wake]]>><<pass 20>><<drugs 240>><<garousal>><<arousal 1000>><</link>>
<br><<set $outside to 1>><<effects>>
<<if $physiqueSuccess>>
<<drugs 20>>
<span class="green">You break loose, gulping down breaths of fresh air.</span> You try to run away, but you wind up tripping. Your body feels heavy and sluggish, but you persevere, get up and keep running.
<br><br>
The perpetrator doesn't try to get you back. Instead, <<he>> calls out, saying <<he>> can explain, but you run as fast as you can without looking back.
<br><br>
<<endevent>>
<<destinationeventend>>
<<else>>
You start hyperventilating and try to struggle free, <span class="red">but your movements start to feel sluggish.</span> Your vision begins to darken. Soon enough, you fall unconscious.
<br><br>
<<link [[Next|Street Kidnap Wake]]>><<pass 20>><<drugs 240>><<garousal>><<arousal 1000>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">>
<<bind>><<facewear 5>>
You regain consciousness. Your breathing is slow. It's the only thing you can hear. As your senses slowly return, you feel much more sensitive than normal around your chest and groin.<<garousal>>
<br>
You hear a noise, and your eyes shoot open. It's pitch black, and you start breathing more heavily. You're blindfolded. You try to move your arms, but find them bound.
<br><br>
You hear a voice whisper in your ear. "Mmm, you're finally awake." They give your cheek a lick. You can't decypher if the voice is male or female. Your legs are suddenly spread wide open and held down. "Finally, I've been waiting to get a piece of you for a while now."
<br><br>
<<link [[Next|Street Kidnap Rape]]>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Street Kidnap Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Street Kidnap Rape]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">>
<<set $worn.face.type.push("broken")>><<faceruined>><<unbind>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<money 10000>>
The <<person>> tackles you in a bear hug, squealing with delight.
<br>
"Yes! I knew it! I knew you were special. My fetish was finally satisfied. It has been so long since I came that hard!"
<br><br>
<<He>> starts giving you big sloppy kisses. Despite the circumstances, all the affection makes you feel warm inside. The drugs might have something to do with that.
<br><br>
After a few more kisses, <<he>> puts you down, pats your head, and gives you <span class="gold">£100</span>. "Please take this. You most definitely deserve it!" <<he>> says excitedly. <<He>> eventually calms down, then continues with an awkward smile.
<br>
"Sorry for the whole kidnapping thing. After seeing you have sex with so many other people, I knew you would like it! To make up for it, though, I'll give you a ride home."
<br><br>
<<link [[Accept|Street Kidnap Ride Accept]]>><<stress 2>><</link>><<gstress>>
<br>
<<link [[Refuse|Street Kidnap Ride Refuse]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
As you land the final blow, your blindfold falls off. You scamper off into the corner. You carefully eye <<him>>, watching <<his>> every movement.
<br><br>
The <<person>> gives a sad sigh and staggers towards you. You <<if $speech_attitude is "meek">>curl up defensively<<elseif $speech_attitude is "bratty">>narrow your eyes in defiance<<else>>brace yourself for another assault<</if>>, but <<he>> doesn't harm you, instead undoing your binds.
<br>
"I thought you'd be the one," <<he>> mutters. <<He>> stands silently for a moment, blocking the door, before continuing.
<br>
"I just wanted someone to satisfy my fetish! I never meant any harm. I see you having sex all the time. I thought you would have been the one."
<br><br>
<<He>> sighs again, slumping against the wall. "You can go. Just leave me here." <<He>> looks like <<hes>> about to burst into tears.
<br><br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Pity fuck|Street Kidnap Pity]]>><</link>><<promiscuous3>>
<br>
<</if>>
<<link [[Leave|Street Kidnap Leave]]>><</link>>
<br>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "domus">>
You decide to make a break for it before the <<person>> changes <<his>> mind. <<tearful>> you rush outside, emerging on Domus Street.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Domus Street]]>><<set $eventskip to 1>><</link>>
<br><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "domus">>
You do feel a little bad for <<him>>. You decide to give <<him>> at least some sort of pleasure and ask <<him>> if <<he>> still wants a fuck. <<promiscuity3>>
<<He>> looks at you, annoyed. "Since you're offering, just use your hand or something and leave." You grab their <<if $NPCList[0].penis isnot "none">>cock<<else>>pussy<</if>> and <<handtext>> get to work. As you go through the motions, you glance at <<his>> face. <<He>> looks happy, no matter how much <<he>> tries to hide it.
<br><br>
It doesn't take long for the <<person>> to cum. As soon as <<his>> orgasm subsides, <<he>> immediately tells you to leave and practically forces you out the door.
<br><br>
As soon as the door shuts, you hear <<him>> laugh. "Looks like the night wasn't such a waste after all! I can't believe it was <<phim>>. Aw man, I can't wait to tell my friends!"
<br><br>
<<tearful>> as you walk off to the street.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Domus Street]]>><<set $eventskip to 1>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
The <<person>> leads you out of <<his>> house and to <<his>> car. Though wary, you take a seat on the passenger side.
<br><br>
<<He>> smiles at you. "Where to?"
<br><br>
Residential
<br>
<<domusicon>><<link [[Ask for a ride home|Street Kidnap Ride]]>><<set $bus to "domus">><</link>>
<br>
<<barbicon>><<link [[Ask for a ride to Barb Street|Street Kidnap Ride]]>><<set $bus to "barb">><</link>>
<br>
<<danubeicon>><<link [[Ask for a ride to Danube Street|Street Kidnap Ride]]>><<set $bus to "danube">><</link>>
<br>
<<wolficon>><<link [[Ask for a ride to Wolf Street|Street Kidnap Ride]]>><<set $bus to "wolf">><</link>>
<br><br>
Commercial
<br>
<<highicon>><<link [[Ask for a ride to High Street|Street Kidnap Ride]]>><<set $bus to "high">><</link>>
<br>
<<connudatusicon>><<link [[Ask for a ride to Connudatus Street|Street Kidnap Ride]]>><<set $bus to "connudatus">><</link>>
<br>
<<clifficon>><<link [[Ask for a ride to Cliff Street|Street Kidnap Ride]]>><<set $bus to "cliff">><</link>>
<br>
<<nightingaleicon>><<link [[Ask for a ride to Nightingale Street|Street Kidnap Ride]]>><<set $bus to "nightingale">><</link>>
<br>
<<starfishicon>><<link [[Ask for a ride to Starfish Street|Street Kidnap Ride]]>><<set $bus to "starfish">><</link>>
<br>
<<oxfordicon>><<link [[Ask for a ride to Oxford Street|Street Kidnap Ride]]>><<set $bus to "oxford">><</link>>
<br><br>
Industrial
<br>
<<elkicon>><<link [[Ask for a ride to Elk Street|Street Kidnap Ride]]>><<set $bus to "elk">><</link>>
<br>
<<mericon>><<link [[Ask for a ride to Mer Street|Street Kidnap Ride]]>><<set $bus to "mer">><</link>>
<br>
<<harvesticon>><<link [[Ask for a ride to Harvest Street|Street Kidnap Ride]]>><<set $bus to "harvest">><</link>>
<br><br>
<<if $farm_stage gte 7>>
Leave town
<br>
<<farmicon "barn">><<link [[Ask for a ride to the farmlands|Street Kidnap Ride]]>><<set $phase to 1>><</link>>
<br>
<</if>><<effects>>
<<if $phase is 1>>
<<pass 30>>
The <<person>> raises an eyebrow. "That's a bit of a ways out, but I don't mind." <<He>> smiles again. "Anything for you."
<br><br>
The car finally pulls into the countryside. The <<person>> gives you one last head pat and unlocks the doors. "Have a good night! Maybe I'll be lucky enough to see you again."
<br><br>
<<tearful>> you exit the car. The <<person>> lingers for a moment, before waving and driving away.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Farmland]]>><</link>>
<br>
<<else>>
<<pass 5>>
After a short drive, the car arrives at the destination. The <<person>> gives you one last head pat and unlocks the doors. "Have a good night! Maybe I'll be lucky enough to see you again."
<br><br>
<<tearful>> you exit the car. The <<person>> lingers for a moment, before waving and driving away.
<br><br>
<<clotheson>>
<<endcombat>>
<<destination5>>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "domus">>
Despite the <<persons>> sincere tone, you think better of accepting a ride from a kidnapper. <<He>> looks disappointed, but <<he>> doesn't pressure you.
<br><br>
<<tearful>> you leave the house, emerging on Domus Street.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Domus Street]]>><<set $eventskip to 1>><</link>>
<br><<set $outside to 1>><<effects>>
<<if $speech_attitude is "meek">>
"I'm sorry," you say, staring at your feet. "There's something I need to do."
<<elseif $speech_attitude is "bratty">>
You shake your head. "I don't have time for that."
<<else>>
You refuse, explaining that you're too busy.
<</if>>
The <<person>> seems disappointed, but doesn't pressure you further.
<br><br>
"I understand," <<he>> says. "But perhaps another time?" <<He>> sounds hopeful. You give <<him>> a noncommittal smile as you leave.
<br><br>
<<destinationeventend>><<set $outside to 1>><<effects>>
<<switch $phase>>
<<case 0>> /* accepted private photoshoot */
<<set $tipmod to 0>>
<<if $speech_attitude is "meek">>
You nod in consent and follow the <<person>> to a nearby quiet alley.
<<elseif $speech_attitude is "bratty">>
"Alright, I can spare a few minutes," you say. You lead the <<person>> to a nearby quiet alley.
<<else>>
You agree and, together with the <<person>>, find a nearby quiet alley.
<</if>>
<br><br>
/* common block with phase 1, adjust together. tbd, todo: break out of the switch and reuse? */
You spend the next few minutes striking practised poses while <<he>> snaps picture after picture. You throw in a few winks and seductive smiles for good measure. The <<person>> is elated.
<br><br>
<<if $hypnosis gt 0 and random(0, 100) lt 10 + $hypnosis and $hypnosisdisable is "f">>
<span class="blue">You feel something shift in your consciousness, as if you're entering a trance.</span> A lewd thought strikes you.
<<if $earSlime.corruption gte 80 and random(1, 4) gte 5 - numberOfEarSlime()>>
<span class="red">The ear slimes weaken your ability to think clearly.</span>
<<if numberOfEarSlime() gte 2>>
<<set _willpowerMod to 400>>
<<else>>
<<set _willpowerMod to 200>>
<</if>>
<<else>>
<<set _willpowerMod to 0>>
<</if>>
<br><br>
<<link [[Pose topless (0:05)|Street Private Photoshoot Alley]]>><<set $phase to 2>><<set $trance to 1>><<hypnotised 1>><<trauma -6>><<stress -6>><</link>><<ltrauma>><<lstress>>
<br>
<<link [[Resist|Street Private Photoshoot Resist]]>><</link>><<willpowerdifficulty `1 + _willpowerMod` `1000 + ($hypnosis * 100) + _willpowerMod`>>
<br>
<<else>>
<<if hasSexStat("exhibitionism", 4)>>
<<His>> admiration spurs you on. It's not something you experience often enough. You want more of it. A lewd idea strikes you.
<br><br>
<<link [[Pose topless (0:05)|Street Private Photoshoot Alley]]>><<pass 5>><<set $phase to 2>><</link>><<exhibitionist4>>
<br>
<</if>>
<<if $earSlime.growth gte 200 and $earSlime.exhibitionism gte 4 and hasSexStat("exhibitionism", 4)>>
<span class="red">You know the ear slimes wouldn't let you do anything but expose yourself.</span>
<<else>>
<<link [[End the photo shoot|Street Private Photoshoot End]]>><<set $phase to 1>><</link>>
<</if>>
<br>
<</if>>
/* common block end */
<<case 1>> /* demanded money for private photoshoot */
<<set $tipmod to 0>>
<<if $speech_attitude is "meek">>
Apologetically, you tell the <<person>> you'd like compensation for your time.
<<elseif $speech_attitude is "bratty">>
"Alright, but I'm not doing it for free," you tell the <<person>>.
<<else>>
You tell the <<person>> you're usually paid for your photo shoots.
<</if>>
<<His>> smile falters. "Oh, I thought you'd be different," <<he>> says, rueful.
<br><br>
<<if random(0, 10000) lt $fame.model + currentSkillValue("seductionskill") + $allure>>
<<set $tipmod += 0.25>>
<<His>> smile soon returns. "But I understand." <<He>> nods. "You're right, it's your job and you get paid for it. Alright, I'll pay you."
<br><br>
<<if $speech_attitude is "meek">>
You follow the <<person>> to a nearby quiet alley.
<<elseif $speech_attitude is "bratty">>
You lead the <<person>> to a nearby quiet alley.
<<else>>
Together with the <<person>>, you find a nearby quiet alley.
<</if>>
/* common block with phase 0, adjust together. tbd, todo: break out of the switch and reuse? */
You spend the next few minutes striking practised poses while <<he>> snaps picture after picture. You throw in a few winks and seductive smiles for good measure. The <<person>> is elated.
<br><br>
<<if $hypnosis gt 0 and random(0, 100) lt 10 + $hypnosis and $hypnosisdisable is "f">>
<span class="blue">You feel something shift in your consciousness, as if you're entering a trance.</span> A lewd thought strikes you.
<<if $earSlime.corruption gte 80 and random(1, 4) gte 5 - numberOfEarSlime()>>
<span class="red">The ear slimes weaken your ability to think clearly.</span>
<<if numberOfEarSlime() gte 2>>
<<set _willpowerMod to 400>>
<<else>>
<<set _willpowerMod to 200>>
<</if>>
<<else>>
<<set _willpowerMod to 0>>
<</if>>
<br><br>
<<link [[Pose topless (0:05)|Street Private Photoshoot Alley]]>><<set $phase to 2>><<set $trance to 1>><<hypnotised 1>><<pass 5>><<trauma -6>><<stress -6>><</link>><<ltrauma>><<lstress>>
<br>
<<link [[Resist|Street Private Photoshoot Resist]]>><</link>><<willpowerdifficulty `1 + _willpowerMod` `1000 + ($hypnosis * 100) + _willpowerMod`>>
<br>
<<else>>
<<if hasSexStat("exhibitionism", 4)>>
<<His>> admiration spurs you on. It's not something you experience often enough. You want more of it. A lewd idea strikes you.
<br><br>
<<link [[Pose topless (0:05)|Street Private Photoshoot Alley]]>><<pass 5>><<set $phase to 2>><</link>><<exhibitionist4>>
<br>
<</if>>
<<if $earSlime.growth gte 200 and $earSlime.exhibitionism gte 4 and hasSexStat("exhibitionism", 4)>>
<span class="red">You know the ear slimes wouldn't let you do anything but expose yourself.</span>
<<else>>
<<link [[End the photo shoot|Street Private Photoshoot End]]>><<set $phase to 1>><</link>>
<</if>>
<br>
<</if>>
/* common block end */
<<else>>
<<He>> stands there for a moment, mulling over your request in silence. Then <<he>> scowls.
<br><br>
"You're just like the rest of them." It's not a question. "Just another greedy whore, pretending to be nice and leading <<pher>> fans on. Well, you aren't fooling me."
<br><br>
The <<person>> turns on <<his>> heel and storms off, <<his>> rant growing louder and more unhinged. You may have lost a fan today.<<gstress>><<stress 6>>
<br><br>
<<endevent>>
<<destinationeventend>>
<br>
<</if>>
<<case 2>> /* posing topless */
<<exhibitionism4>>
<<if $tipmod gt 0>>
<<set $tipmod += 0.25>>
<</if>>
<<outfitChecks>>
<<passagestrip "bottoms">>
You feel your nipples harden in response to being revealed.<<arousal 300>><<garousal>>
<br><br>
The <<persons>> jaw drops at the unexpected show.
<<if $trance is 0>>
You smile to <<him>> as you coyly cross your arms over your chest, and <<he>> regains <<his>> senses.
<<else>>
Seeing you stand calm and collected despite your public exposure, <<he>> regains <<his>> senses.
<</if>>
<<He>> starts snapping more pictures while showering you with frenzied praises.
<br><br>
<<if $trance gte 1>>
<span class="blue">Your head feels pleasantly empty.</span> You feel a growing urge to act even lewder.
<<if $earSlime.corruption gte 80 and random(1, 4) gte 5 - numberOfEarSlime()>>
<span class="red">The ear slimes weaken your ability to think clearly.</span>
<<if numberOfEarSlime() gte 2>>
<<set _willpowerMod to 400>>
<<else>>
<<set _willpowerMod to 200>>
<</if>>
<<else>>
<<set _willpowerMod to 0>>
<</if>>
<br><br>
<<link [[Pose nude (0:05)|Street Private Photoshoot Alley]]>><<pass 5>><<set $phase to 3>><<trauma -6>><<stress -6>><</link>><<ltrauma>><<lstress>>
<br>
<<link [[Resist|Street Private Photoshoot Resist]]>><</link>><<willpowerdifficulty `1 + _willpowerMod` `1500 + ($hypnosis * 100) + _willpowerMod`>>
<br>
<<elseif $hypnosis gt 0 and random(0, 100) lt 10 + $hypnosis and $hypnosisdisable is "f">>
<span class="blue">You feel something shift in your consciousness, as if you're entering a trance.</span> An extremely lewd thought strikes you.
<<if $earSlime.corruption gte 80 and random(1, 4) gte 5 - numberOfEarSlime()>>
<span class="red">The ear slimes weaken your ability to think clearly.</span>
<<if numberOfEarSlime() gte 2>>
<<set _willpowerMod to 400>>
<<else>>
<<set _willpowerMod to 200>>
<</if>>
<<else>>
<<set _willpowerMod to 0>>
<</if>>
<br><br>
<<link [[Pose nude (0:05)|Street Private Photoshoot Alley]]>><<pass 5>><<set $phase to 3>><<set $trance to 1>><<hypnotised 1>><<trauma -6>><<stress -6>><</link>><<ltrauma>><<lstress>>
<br>
<<link [[Resist|Street Private Photoshoot Resist]]>><</link>><<willpowerdifficulty `1 + _willpowerMod` `1000 + ($hypnosis * 100) + _willpowerMod`>>
<br>
<<else>>
<<if hasSexStat("exhibitionism", 5)>>
The public exposure and lavish attention you receive make you feel lightheaded. Feverish, even. You hunger for more.
<br><br>
<<link [[Pose nude (0:05)|Street Private Photoshoot Alley]]>><<pass 5>><<set $phase to 3>><</link>><<exhibitionist5>>
<br>
<</if>>
<<if $earSlime.growth gte 200 and $earSlime.exhibitionism gte 5 and hasSexStat("exhibitionism", 5)>>
<span class="red">You know the ear slimes wouldn't let you do anything but expose yourself.</span>
<<else>>
<<link [[End the photo shoot|Street Private Photoshoot End]]>><<set $phase to 1>><</link>>
<</if>>
<br>
<</if>>
<<case 3>> /* posing nude */
<<exhibitionism5>>
<<if $tipmod gt 0>>
<<set $tipmod += 0.25>>
<</if>>
Swaying to imagined rhythm, <<if $worn.feet.name isnot "naked">>you kick off your <<print $worn.feet.name>> as <</if>>you approach the <<person>>. You come to a stop in front of <<him>> and, resting your hands on <<his>> shoulders, gently push <<him>> down to <<his>> knees. Although visibly confused, the <<person>> complies. <<if $trance is 1>><<He>> seems to be as entranced as you are.<</if>>
<br><br>
<<feetstrip>>
<<outfitChecks>>
<<set _clothing_strip_sequence to 0>>
<<if $worn.lower.exposed lte 1>>
<<if _clothing_strip_sequence is 0>>
<<flaunting>> you tug off your <<allBottoms>>, exposing your <<undies>>.
<<else>>
Your $worn.lower.name <<= $worn.lower.plural is 1 ? "come" : "comes">> next, exposing your <<undies>>.
<</if>>
<<set _clothing_strip_sequence += 1>><<lowerstrip>><<exposure>>
<</if>>
<<if $worn.under_lower.exposed lte 0>>
<<if _clothing_strip_sequence is 0>>
<<flaunting>> you pull down your $worn.under_lower.name, revealing your <<genitals>>.
<<elseif _clothing_strip_sequence is 1>>
Your $worn.under_lower.name <<= $worn.lower.plural is 1 ? "come" : "comes">> next, revealing your <<genitals>>.
<<else>>
Finally, you peel off your $worn.under_lower.name, revealing your <<genitals>>.
<</if>>
<<set _clothing_strip_sequence += 1>><<underlowerstrip>><<exposure>>
<</if>>
<<if $worn.legs.name isnot "naked">>
You're still wearing your $worn.legs.name, but this somehow makes you feel even more exposed.<<arousal 350>><<garousal>>
<<else>>
Your skin tingles as you stand fully exposed.<<arousal 300>><<garousal>>
<</if>>
<br><br>
The <<person>> seizes a sharp breath. <<He>> grabs your thighs to steady <<himself>>. <<He>> blinks repeatedly as <<he>> stares up at you, enraptured. <<His>> hands shake too much to take any more pictures, and it's clear that right now it's the last thing on <<his>> mind. <<His>> mouth moves a few times, but no sound comes out.
<br><br>
Then, shaking like a leaf, the <<person>> draws closer. <<He>> never breaks eye contact, until <<his>> lips touch your skin, just above your navel, and <<he>> flinches, perhaps expecting you'll push <<him>> away. But no push comes.
<<if $trance gte 1>>
You stand, passive and compliant, and let <<his>> mouth linger.
<<else>>
High on adrenaline, you stroke the <<personsimple>>'s hair as you let <<his>> mouth linger for a while. You feel fully in control, sexy and powerful.
<</if>>
<br><br>
<<if random(0, 10000) lt $fame.model + currentSkillValue("seductionskill") + $allure>>
The <<person>> pulls back. <<He>> seeks your eyes again and, rising from <<his>> knees, starts to pull off <<his>> <<npcClothesText $NPCList[0] "lower">>. <<His>> intentions are clear.
<br><br>
<<if $trance gte 1>>
<span class="blue">A familiar, distinct heat flares up in your groin and spreads throughout your body.</span> You can't resist it. Do you even want to?
<<if $earSlime.corruption gte 80 and random(1, 4) gte 5 - numberOfEarSlime()>>
<span class="red">The ear slimes weaken your ability to think clearly.</span>
<<if numberOfEarSlime() gte 2>>
<<set _willpowerMod to 400>>
<<else>>
<<set _willpowerMod to 200>>
<</if>>
<<else>>
<<set _willpowerMod to 0>>
<</if>>
<br><br>
<<link [[This will feel good|Street Private Photoshoot Sex]]>><<set $phase to 0>><<trauma -6>><<stress -6>><</link>><<ltrauma>><<lstress>>
<br>
<<link [[Resist|Street Private Photoshoot Resist]]>><</link>><<willpowerdifficulty `1 + _willpowerMod` `1500 + ($hypnosis * 100) + _willpowerMod`>>
<br>
<<elseif $hypnosis gt 0 and random(0, 100) lt 10 + $hypnosis and $hypnosisdisable is "f">>
<span class="blue">You feel something shift in your consciousness, as if you're entering a trance.</span> A wordless voice urges you to give in.
<<if $earSlime.corruption gte 80 and random(1, 4) gte 5 - numberOfEarSlime()>>
<span class="red">The ear slimes weaken your ability to think clearly.</span>
<<if numberOfEarSlime() gte 2>>
<<set _willpowerMod to 400>>
<<else>>
<<set _willpowerMod to 200>>
<</if>>
<<else>>
<<set _willpowerMod to 0>>
<</if>>
<br><br>
<<link [[This will feel good|Street Private Photoshoot Sex]]>><<set $phase to 0>><<set $trance to 1>><<hypnotised 1>><<trauma -6>><<stress -6>><</link>><<ltrauma>><<lstress>>
<br>
<<link [[Resist|Street Private Photoshoot Resist]]>><</link>><<willpowerdifficulty `1 + _willpowerMod` `1000 + ($hypnosis * 100) + _willpowerMod`>>
<br>
<<else>>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Allow|Street Private Photoshoot Sex]]>><<set $phase to 0>><</link>><<promiscuous3>>
<br>
<<else>>
<<insufficientStat "promiscuity" "to allow it">>
<br>
<</if>>
<<link [[Refuse|Street Private Photoshoot Alley]]>><<set $phase to 4>><</link>>
<br>
<</if>>
<<else>>
The <<person>> pulls back. "Thank you," <<he>> says.
<<if $tipmod gt 0>>
<<tipset>>
"Forgive me for what I said. You really are special, after all." <<He>> hands you a handful of bank notes and leaves the alley.<<tipreceive "prostitution">>
<<else>>
"You really are special. I'll remember this for the rest of my life." <<He>> leaves the alley.
<</if>>
<br><br>
<<if $trance gte 1>>
<<set $trance to 0>>
<span class="blue">The wordless voice in your head falls quiet.</span>
<br><br>
<</if>>
<<clotheson>>
<<endevent>>
<<destinationeventend>>
<br>
<</if>>
<<case 4>> /* sex refusal attempt */
<<if $speech_attitude is "meek">>
"Wa-wait!" shaking your head, you take a step back. "I'm sorry, I didn't mean to... I can't."
<<elseif $speech_attitude is "bratty">>
"Oi, wait." You hold up your hand, signalling the <<person>> to stop. "I think you got the wrong idea," you tell <<him>>.
<<else>>
You tell the <<person>> you aren't going to have public sex with someone you've just met.
<</if>>
<br><br>
The <<person>> pauses.
<<if random(0, 10000) lt $allure * ($tipmod + 0.25)>>
"You're kidding me, right?" <<he>> asks. <<He>> shakes <<his>> head. "You're just messing with me. You can't tell me you don't want it when, when-" <<He>> trails off and grabs your arm.
<br><br>
<<link [[Next|Street Private Photoshoot Sex]]>><<set $phase to 2>><</link>>
<br>
<<else>>
<<He>> stands there for a few moments, seemingly conflicted. Eventually, <<he>> nods, acknowledging your wish. <<His>> shoulders slump.
<br><br>
<<link [[Next|Street Private Photoshoot End]]>><<set $phase to 0>><</link>>
<br>
<</if>>
<<default>>
ERROR: event Street Private Photoshoot Alley called with unexpected phase ($phase)
<br><br>
<<link [[Next|Street Private Photoshoot End]]>>set $phase to 0<</link>>
<br>
<</switch>>
<br><<effects>>
<<if $willpowerSuccess>>
<<set $trance to 0>>
You try to ignore the lewd impulse, <span class="green">and with some effort shake yourself free of the effect.</span>
<br><br>
<<if $phase is 3>>
<<link [[Next|Street Private Photoshoot Alley]]>><<set $phase to 4>><</link>>
<<else>>
<<link [[Next|Street Private Photoshoot End]]>><<set $phase to 1>><</link>>
<</if>>
<br>
<<else>>
You try to ignore the lewd impulse, <span class="red">but just can't force your body to obey.</span> It's as if it has gained a mind of its own. <<gtrauma>><<trauma 6>><<gstress>><<stress 6>>
<br><br>
<<if $trance is 0>>
<<set $trance to 1>><<hypnotised 1>>
<</if>>
<<switch $phase>>
<<case 0 1>>
<<link [[Next|Street Private Photoshoot Alley]]>><<pass 5>><<set $phase to 2>><</link>>
<<case 2>>
<<link [[Next|Street Private Photoshoot Alley]]>><<pass 5>><<set $phase to 3>><</link>>
<<case 3>>
<<link [[Next|Street Private Photoshoot Sex]]>><<set $phase to 1>><</link>>
<</switch>>
<br>
<</if>>/* $phase 0: consensual, 1: failed mind control resist, 2: refused, 3: ongoing */
<<switch $phase>>
<<case 0>>
<<if $tipmod gt 0>>
<<set $tipmod += 0.50>>
<</if>>
<<promiscuity3>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<case 1>>
<<if $tipmod gt 0>>
<<set $tipmod += 0.50>>
<</if>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<case 2>>
<<if $tipmod gt 0>>
<<set $tipmod += 0.25>>
<</if>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<set $enemyanger += 20>>
<<if $tipmod gt 0>>
<<set $enemyanger += 30>>
<</if>>
<<case 3>>
<<if $trance gt 0 and $trueconsensual is 0 and $orgasmdown lte 0>>
<<willpowerdifficulty 1 `1500 + ($hypnosis * 100)` "silent">>
/* note: inconsistent line breaks on account of differently spaced standard combat text which follows */
<<if $willpowerSuccess gt 0>>
<<set $trance to 0>>
You struggle to focus and regain control over your body, <span class="green">and eventually succeed.</span>
<<else>>
You struggle to focus and regain control over your body, <span class="red">but it remains in thrall to its urges.</span>
<br>
<</if>>
<<elseif $alarm is 1>>
<<set $alarm to 0>>
<<set _rescuechance to 35>>
<<if Time.dayState is "night">>
<<set _rescuechance to 10>>
<</if>>
<<if random(0, 100) lt _rescuechance>>
<<set $rescue to 1>>
Your cry echoes through the alley <span class="green">and seems to attract some attention.</span>
<br>
<<else>>
Your cry echoes through the alley, <span class="red">but attracts no attention.</span>
<br>
<</if>>
<</if>>
<<default>>
<</switch>>
<<set $phase to 3>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Street Private Photoshoot Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Street Private Photoshoot Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 1>><<effects>>
<<if $trance gte 1>>
<<set $trance to 0>>
<span class="blue">The wordless voice in your head goes quiet.</span>
<br><br>
<</if>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<if $tipmod gt 0>>
<<fameprostitution 1>>
<<tipset>>
"Thanks, <<lass>>," the <<person>> says, tossing a handful of bank notes at your feet. "It's a pity you're a whore, but at least you're worth every penny." <<He>> laughs as <<he>> leaves the alley.
<br><br>
<<tearful>> you scrounge the money up off the ground. <<tipreceive "prostitution">>
<br><br>
<<elseif $trueconsensual is 0>>
<<famerape 1>>
The <<person>> appears uncomfortable. "It- it's your own fault, you know." <<He>> reaches out and awkwardly pats you on the head. "That's what you get for being such a tease."
<br><br>
<<He>> stops briefly as <<he>> leaves the alley. "Don't even think about reporting this to anyone," <<he>> adds. "Remember, I have all these pictures of you. You wouldn't want them to go public, would you?" With a sharp laugh, the <<personsimple>> turns and leaves.
<br><br>
<<else>>
<<famesex 1>>
<<famegood 1>>
The <<person>> clasps your hand. "Thank you," <<he>> says.
<<if $tipmod gt 0>>
<<tipset>>
"Forgive me for what I said. You really are special, after all." <<He>> thrusts a handful of bank notes into your hand and leaves the alley.<<tipreceive "prostitution">>
<<else>>
"You really are special. I'll remember this for the rest of my life." You think you can see tears welling in <<his>> eyes. <<He>> lets go of your hand and leaves the alley.
<</if>>
<br><br>
<</if>>
<<elseif $enemyhealth lte 0>>
You shove the <<person>> to the ground. <<tearful>> you run away before they have a chance to recover.
<br><br>
<<elseif $rescue is 1>>
<<fameexhibitionism 1>>
<<famerape 1>>
<<set $rescued += 1>>
<<generate2>>
"What's going on here?" A <<person2>><<person>> appears in the alley entrance. <<He>> sounds annoyed. As <<he>> takes in the sight, <<his>> frown deepens.
<br><br>
"Stop this at once you fuckers, or I'm calling the police." <<He>> takes out <<his>> phone. Your assailant freezes, clearly rattled. <<person1>><<He>> makes some panicked excuses, sounding less convincing by the second as <<he>> backs away.
<br><br>
<<tearful>> you scramble to grab your clothes and hide behind the <<person2>><<person>>. You dress with haste and escape the alley, mouthing a "thank you" to your rescuer.
<br><br>
<<else>>
The <<person>> curls <<his>> lip in disgust as <<he>> backs away from you. "Fucking tease. Keep acting like a slut and someone's gonna put you in your place."
<br><br>
<<if $tipmod gt 0>>
<<set $tipmod -= 0.5>><<tipset>>
<<He>> hesitates for a moment, then turns around, tosses a few bank notes over <<his>> shoulder and leaves the alley.
<br><br>
<<tearful>> you scrounge the money up off the ground. <<tipreceive "prostitution">>
<br><br>
<</if>>
<</if>>
<<endcombat>>
<<clotheson>>
<<destinationeventend>>/* $phase 0: silent pass-through, 1: with pc request */
<<set $outside to 1>><<effects>>
<<if $phase gte 1>>
<<if $speech_attitude is "meek">>
You ask the <<person>> meekly to stop things here.
<<elseif $speech_attitude is "bratty">>
You tell the <<person>> that's enough.
<<else>>
You decide to stop things here.
<</if>>
<br><br>
<</if>>
<<if $tipmod gt 0>>
<<tipset>>
<<He>> seems disappointed, but doesn't pressure you further. <<if $worn.upper.exposed gte 2 and $worn.over_upper.exposed gte 2>>You dress yourself and<<else>>You<</if>> take your money before leaving the alley.
<<tipreceive "prostitution">>
<<else>>
<<He>> seems disappointed, but doesn't pressure you further. <<He>> thanks you for humouring <<him>> and leaves the alley with a friendly wave.
<</if>>
<br><br>
<<clotheson>>
<<destinationeventend>><<effects>>
<<if $phase is 0>>
You hurriedly avert your eyes. The <<person>> closes <<his>> trench coat and quickly walks away, beaming.
<<else>>
You realise what is happening and, before the <<person>> can walk away, pull open your <<outfit>>,
<<upperstrip>><<lowerstrip>><<exposure>>
exposing your <<underoutfit>> with a triumphant smirk.
<br><br>
<<if $exposed gte 2>>
<<He>> blushes, not expecting this outcome, and hurriedly escapes the situation. <<He>> only remembers to redo <<his>> trench coat halfway down the street.
<<else>>
<<He>> cracks a grin and winks at you, before redoing <<his>> trench coat and walking away.
<</if>>
<<if $phase is 2>>
<<exhibitionism2>>
<<elseif $phase is 4>>
<<exhibitionism4>>
<<elseif $phase is 5>>
<<exhibitionism5>>
<</if>>
<</if>>
<<clotheson>>
<<destinationeventend>><<effects>>
<<if $speech_attitude is "meek">>
"I-I don't know what you mean," you say. "About being frightened. There's nothing strange there. It's my <<nnpc_girlfriend "Kylar">>'s house."
<<elseif $speech_attitude is "bratty">>
"That's my <<nnpc_girlfriend "Kylar">>'s house," you say. "Why would I be frightened of it?"
<<else>>
"I'm not frightened," you say. "It's my <<nnpc_girlfriend "Kylar">>'s house."
<</if>>
<br><br>
"Is that so?" the <<bishop>> chuckles. "Then I have little of import to impart to you. Well, I shall impart it anyway!"
<br><br>
<<link [[Next|Street Monstrance 2]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"Th-there are monsters there," you say. "But it's my <<nnpc_girlfriend "Kylar">>'s home. So it's worth it."
<<elseif $speech_attitude is "bratty">>
"I'm not letting a couple of monsters keep me away from my <<nnpc_girlfriend "Kylar">>," you say.
<<else>>
"The monsters don't scare me," you say. "They can't keep me from my <<nnpc_girlfriend "Kylar">>."
<</if>>
<br><br>
"Ah!" the <<bishop>> chuckles. "Young love. Foolish love. How I miss it. I know a story about a couple, if you want to hear it."
<br><br>
<<link [[Next|Street Monstrance 2]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"Th-the monsters are scary," you admit.
<<elseif $speech_attitude is "bratty">>
"Yeah it's dangerous," you admit.
<<else>>
"There are monsters," you admit.
<</if>>
"But it's my <<nnpc_girlfriend "Kylar">>'s home."
<br><br>
"Oh," the <<bishop>> chuckles. "But it's so much worse. If only you knew."
<br><br>
<<link [[Next|Street Monstrance 2]]>><</link>>
<br><<effects>>
<<if $temple_confessor_intro>>
You remain silent. The bishop chuckles. "Do not fear, <<sister>>. No one else is listening. It is only you."
<<else>>
You remain silent. The cowled <<personsimple>> chuckles. "Not one to speak to strangers? I understand. Perhaps you would listen?"
<</if>>
<br><br>
<<link [[Next|Street Monstrance 2]]>><</link>>
<br><<effects>>
The <<bishop>> is silent for a moment. "Jordan was mistaken about the monstrance. Our good priest did not err, however. This is not for them to know. Their soul is pure."
<br><br>
<<He>> stops to savour the last word. "Some years ago, old blood made friends with the servants of Auriga-" The word makes you shiver. "-though they knew it not.
A couple, the owners of your <<nnpc_girlfriend "Kylar">>'s manor. They coveted our power, but did not respect that power. So they transgressed, and were punished."
<br><br>
A breeze rustles <<his>> robes.
<<if Time.dayState is "night">>
<<if !Weather.isOvercast>>
Moonlight
<<else>>
The streetlight
<</if>>
<<else>>
<<if !Weather.isOvercast>>
Sunlight
<<else>>
Daylight
<</if>>
<</if>>
glimmers off silver hooks.<<gstress>><<stress 6>>
<br><br>
<<link [[Next|Street Monstrance 3]]>><</link>>
<br><<effects>>
<<earnFeat "Pagan Rite">><<set $kylar_manor_secret to 3>>
"It's a simple thing, if you have the tools. A blood-steeped altar. A blood red moon. Silver to prevent transmission. All in accordance with scripture." <<He>> laughs. "They asked us to spare their child. They thought we meant to kill them there. Like some pagan rite. That would hardly be an example."<<ggstress>><<stress 12>><<gggawareness>><<awareness 24>>
<br><br>
<<link [[Get angry|Street Monstrance Angry]]>><</link>>
<br>
<<link [[Remain silent|Street Monstrance Silent 2]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"Th-that's horrible," you say. "How could you do such a thing?!"
<<elseif $speech_attitude is "bratty">>
"Sounds pretty evil to me," you say. "I really doubt that's approved."
<<else>>
"That's horrible," you say. "Every part of it."
<</if>>
<br><br>
The <<bishop>> laughs, throwing <<his>> head back so hard <<his>> cowl falls back, revealing a hooked nose and head of long, dark hair. "Oh, sweet child," <<he>> says. "If only you knew. But I've said enough." <<He>> covers <<his>> face.
<br><br>
"The manor is profane. It is unsafe. And now you know why." With that, <<he>> turns and slinks away. The shadows embrace <<him>>.
<br><br>
<<destinationeventend>><<effects>>
The <<bishop>> laughs, throwing <<his>> head back so hard <<his>> cowl falls back, revealing a hooked nose and head of long, dark hair. "No words? Oh, sweet child," <<he>> says. "If only you knew. But I've said enough." <<He>> covers <<his>> face.
<br><br>
"The manor is profane. It is unsafe. And now you know why." With that, <<he>> turns and slinks away. The shadows embrace <<him>>.
<br><br>
<<destinationeventend>><<effects>>
You crouch and pet the <<beasttype>>'s head. <<bHis>> eyes close in contentment.
<br><br>
<<if $monster is 1>>
"Friends right," <<bhe>> says, before squeezing beneath the skip.
<<else>>
<<bHe>> barks happily, before squeezing beneath the skip.
<</if>>
<br><br>
<<destinationeventend>><<effects>>
You walk on. The <<beasttype>> watches you with curiosity.
<br><br>
<<destinationeventend>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<if $hallucinations gte 1 and $controlled is 0>>
<<willpowerdifficulty 1 1000 none>>
<<bHis>> eyes draw your attention,
<<if $willpowerSuccess>>
<span class="green">but you manage to will yourself free.</span>
<<else>>
<span class="red">lulling you into a trance.</span>
<<set $trance to 1>>
<<set $timer to 2>>
<</if>>
<</if>>
<<if Time.dayState isnot "night">>
<<enable_rescue>>
<</if>>
<</if>>
<<effects>>
<<if $timer is 0>>
<<set $trance to 0>>
You break free from your trance.
<br><br>
<</if>>
<<effectsman>>
<br><br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Street Stray Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Street Stray Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
The <<beasttype>> turns and runs into an alley.
<br><br>
<<tearful>> you struggle to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<<elseif $enemyhealth lte 0>>
The <<beasttype>> turns and flees into an alley.
<br><br>
<<tearful>> you take a deep breath.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<<else>><<set $rescued += 1>>
The <<beasttype>> backs away from you, disturbed by your cry, and flees down an alley.
<br><br>
<<tearful>> you struggle to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<</if>><<effects>>
You agree to help and receive a bunch of pamphlets to give out. You spend half an hour soliciting random bystanders.
<<if playerBellyVisible()>>
<<famepregnancy 1>>
Some of them give you strange looks. Either way,
<<else>>
Most of them don't even look your way, but
<</if>>
you have a good time joking around with the<<if $temple_rank is "initiate">> other<</if>> initiates. You know they're grateful for your work.
<br><br>
<<destinationeventend>><<effects>>
<<if ($temple_rank is "initiate" or $temple_rank is "monk" or $temple_rank is "priest") and !$worn.face.type.includes("mask")>>
<<if $speech_attitude is "meek">>
"Forgive me," you say. "I'm headed somewhere. But I'd like a pamphlet, please."
<<elseif $speech_attitude is "bratty">>
"Can't, I'm busy," you say while shaking your head. "But hand me a pamphlet."
<<else>>
"Sorry, I can't," you say. "But I can take a pamphlet off your hands if you'd like."
<</if>>
<br><br>
"No worries!" the initiate answers. "Here you go. See you at the next mass!"
<<else>>
<<if $speech_attitude is "meek">>
"Thank you for offering. I'm happy to read one."
<<elseif $speech_attitude is "bratty">>
"Sure, I'll take one."
<<else>>
"Yeah, why not? Thanks."
<</if>>
<br><br>
The initiate hands you one of <<his>> papers with a beaming smile.
<</if>>
You take the pamphlet and leave with it. While walking,
<<if $temple_rank is "initiate" or $temple_rank is "monk" or $temple_rank is "priest">>
you read it with attention. It's mostly stuff you heard from the temple about avoiding temptation and abstinence being the most efficient contraceptive. A reminder is always good.
<<awareness -5>><<lawareness>>
<<else>>
you half-mindedly read it. The core of the text talks about avoiding temptation and advises that abstinence is the most efficient contraceptive of all. The way it's presented, it makes some amount of sense.
<<awareness -10>><<llawareness>>
<</if>>
<br><br>
<<destinationeventend>><<effects>>
Now that you've been recognised, you don't know how to get out of this interaction. You lie.
<<if $speech_attitude is "meek">>
"I'm sorry, I'm not who you think I am," you stutter. "May I go now?"
<<elseif $speech_attitude is "bratty">>
"No, you didn't," you shrug unapologetically. "I don't go to mass."
<<else>>
"I'm afraid you're mistaken," you explain. "But good luck with that."
<</if>>
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
The initiate seems unconvinced, <span class="green">but <<he>> lets you go nonetheless with a lenient smile.</span>
"Sorry for bothering you. Have a good day."
<<skulduggeryuse>>
You hurry up to avoid <<his>> insistent stare and hide yourself in the crowd.
<<else>>
Oblivious to your uneasiness, <span class="red">the initiate remains set on <<his>> idea.</span> <<He>> even puts <<his>> arms around your shoulders to get a good look at you.
"I'm sure I've seen you at the temple! Are you joking around or something?"
<<skulduggeryuse>>
<<if $speech_attitude is "meek">>
You lower your head and remain silent, unable to meet <<his>> gaze. <<He>> finally realises what this must look like and releases you, embarrassed.
"My bad, I'm sorry for taking up your time. Have a good day."
<br><br>
<<tearful>> you quickly leave, glad that <<he>> stopped before <<he>> caused a scene.
<<elseif $speech_attitude is "bratty">>
"Hands off," you sternly warn before giving <<him>> a light shove.
<br><br>
Surprised, the initiate is unable to keep <<his>> footing and tumbles. While the other initiates rush to <<his>> side to help <<him>> up, you take your leave.
<br><br>
"What did I do wrong?!"<br>
"It's not your fault. That <<girl>>'s a menace."
<<grace -5>><<llgrace>>
<<else>>
"I'm not joking around," you frown. "We don't know each other. Don't touch me."<br>
"But I'm sure..." <<He>> stops when <<he>> realises people are starting to look your way.
<br><br>
<<He>> lets you go with a frown, and you take the opportunity to escape. Still, you know <<he>> saw through your lies.
<<grace -2>><<lgrace>>
<</if>>
<</if>>
<br><br>
<<destinationeventend>><<if $speech_attitude is "meek">>
"I'm sorry, I'm not interested," you say softly.
<br><br>
"No worries! Thanks for talking to me. Most people don't even bother." You leave <<him>> to <<his>> work.
<<elseif $speech_attitude is "bratty">>
"You're in my way," you bluntly tell <<him>>.
<br><br>
Taken aback, <<he>> steps aside and lets you pass. <<He>> seems a little sad. Still, you have places to go.
<<else>>
Like mostly everyone else, you pretend you didn't hear <<him>> and keep walking. Thankfully, the initiate leaves you alone and finds another target.
<</if>>
<br><br>
<<destinationeventend>><<effects>>
<<if $speech_attitude is "meek">>
"That's important work, I think. I'd like one, please," you say.
<<elseif $speech_attitude is "bratty">>
"Send one my way, I'll read it later," you say.
<<else>>
"Sure, I'm interested," you say.
<</if>>
<br><br>
"Great! Here you go! You'll find a gift inside, free of charge."
The volunteer hands you one of <<his>> pamphlets, and rejoins the others.
<br><br>
You take the pamphlet, and start to read it as you walk. Most of the information presented here shows an informative take on the more graphic aspects of sex. <<awarenessup 250 10>>
<br>
There's also a condom glued on the inner side. <<gcondoms 1>>
<br><br>
<<wearProp "condom">>
<<destinationeventend>><<effects>>
<<if $speech_attitude is "meek">>
"N-no, I..." you stutter.
<br><br>
The volunteer mistakes your shyness for fear. <<He>> steps back, concerned.
"Easy there, I mean no harm. This town really does breed anxiety, doesn't it? Stay safe, sweetheart."
<br><br>
<<if $awarelevel gte 2>>
As if it were that simple. You thank <<him>> with a timid nod before leaving in a hurry. Outsiders can't possibly understand. <<stress 10>><<ggstress>>
<<else>>
You're not sure what <<he>> means. You thank <<him>> with a timid nod before leaving in a hurry.
<</if>>
<<elseif $speech_attitude is "bratty">>
"Not interested in whatever you're selling," you say as you brush past <<him>>.
<br><br>
<<His>> shoulders drop. "We're not selling anything. Maybe you mistook us for those religious types down at the temple. Oh well, we'll be around if you change your mind."
<<else>>
"I won't need it, sorry," you say.
<br><br>
The volunteer smiles and waves you off.
"As you wish! If you ever need contraceptives, remember that the Nightingale Hospital is open day and night. They'll help you."
<br><br>
<<if $harperexam gte 1 and $awarelevel gte 2>>
You know enough about the hospital to beg to differ, but you remain silent.
<<else>>
This well-meant advice brightens up your mood. <<stress -5>><<lstress>>
<</if>>
<</if>>
<br><br>
<<destinationeventend>><<effects>>
<<switch $phase>>
<<case 1>>
<<if ($temple_rank is "initiate" or $temple_rank is "monk" or $temple_rank is "priest") and !$worn.face.type.includes("mask")>>
<<if $speech_attitude is "meek">>
"Is it awkward if I take both?" you ask.
<<elseif $speech_attitude is "bratty">>
"Since it's free, why not both?" you laugh.
<<else>>
"I'll read them both," you decide.
<</if>>
<br><br>
The initiate and the volunteer look at each other and shrug. While the <<person1>><<person>> hands out <<his>>, however, <<he>> quickly murmurs something in your ear.
"As a fellow believer, I advise you to be careful about the knowledge you seek. It's best not applied at all."
<br><br>
Those ominous words earn <<him>> a glance from the <<person2>><<person>>, but there's no further interaction between the two.
<br><br>
You leave and study the pamphlets. They're both educational in their own way, but the warning of your fellow initiate makes it hard for the information to stick. Still, you keep the free condom glued on the inner side of the volunteer's pamphlet. <<gcondoms 1>>
<<else>>
<<if $speech_attitude is "meek">>
"I don't want to decide, may I take both?" you ask.
<<elseif $speech_attitude is "bratty">>
"I'm not one to refuse two gifts!" you laugh.
<<else>>
"Both subjects seem interesting..." you ponder, reaching out for both.
<</if>>
<br><br>
The initiate and the volunteer look at each other and shrug. They give you their respective papers and leave with polite thanks.
You leave and study the pamphlets. They're both educational in their own way, but you struggle with the contradictory knowledge you're exposed to. Still, you keep the free condom glued on the inner side of the volunteer's pamphlet. <<gcondoms 1>>
<</if>>
<<case 2>>
<<if ($temple_rank is "initiate" or $temple_rank is "monk" or $temple_rank is "priest") and !$worn.face.type.includes("mask")>>
<<if $speech_attitude is "meek">>
"I'll take both. If it can make you both happy, that is," you stutter.
<<elseif $speech_attitude is "bratty">>
"You're both annoying and oppressive. Just give me your papers and leave me alone," you sigh.
<<else>>
"Okay, okay, I'll take your pamphlets," you concede while raising your hands in surrender.
<</if>>
<br><br>
Your decision only leaves the two even more frustrated than before. When the initiate hands out <<person1>><<his>> pamphlet, <<he>> snickers.
"Don't act all friendly with me when we see each other at the temple. I know now that on the street, it's like you don't even know us."
<br><br>
<<if $speech_attitude is "meek">>
"I didn't mean to offend you," you say.
<<elseif $speech_attitude is "bratty">>
"I wasn't planning on talking to you either way, dickhead," you respond.
<<else>>
"Someone got up on the wrong side of the crucifix," you blurt out, a little taken aback.
<</if>>
<br><br>
The volunteer has already left, and the initiate leaves you alone with no indication that <<person1>><<he>> even heard your comment.<<grace -2>>
<br><br>
You leave and study the pamphlets. They're both educational in their own way, but the aggressiveness of your fellow initiate makes you unwilling to retain the information. You keep the free condom glued on the inner side of the volunteer's pamphlet. <<gcondoms 1>>
<<else>>
<<if $speech_attitude is "meek">>
"I can't just choose one, so... may I have both?" you ask.
<<elseif $speech_attitude is "bratty">>
"Just give me the stuff and fuck off," you say, annoyed at their persistence.
<<else>>
"I think you both want the same thing, so why the intensity? I can take both," you answer.
<</if>>
<br><br>
The initiate and the volunteer look at each other with distaste. They give you their respective papers and leave without thanking you.
You leave and study the pamphlets. They're both educational in their own way, but you struggle with the contradictory knowledge you're exposed to. You keep the free condom glued on the inner side of the volunteer's pamphlet. <<gcondoms 1>>
<</if>>
<<default>>
<<if ($temple_rank is "initiate" or $temple_rank is "monk" or $temple_rank is "priest") and !$worn.face.type.includes("mask")>>
<<if $speech_attitude is "meek">>
"Since it seems to be okay... may I take both?" you hesitantly ask.
<<elseif $speech_attitude is "bratty">>
"Don't round me up in your fights, I'm a fair judge!" you playfully yell to the initiate. "I'll take both."
<<else>>
"How could I take a side? Give me both, please," you say with a smile.
<</if>>
<br><br>
The initiate and the volunteer both give each other an exaggerated cheer. After handing you their pamphlets, the groups congratulate each other with pats on the back.
You leave and study the papers. They're both educational in their own way, but you struggle with the contradictory knowledge you're exposed to. You keep the free condom glued on the inner side of the volunteer's pamphlet. <<gcondoms 1>>
<<else>>
<<if $speech_attitude is "meek">>
"I don't want to disappoint! Give me both," you ask.
<<elseif $speech_attitude is "bratty">>
"Just give me the stuff, you dorks," you say playfully.
<<else>>
"I want to learn about both," you say.
<</if>>
<br><br>
The initiate and the volunteers look at each other with a smile.
"We're still tied! I'll get you on the next one."<br>
"Dream on."
<br><br>
They give you their respective papers and thank you before rejoining the group.
You leave and study the pamphlets. They're both educational in their own way, but you struggle with the contradictory knowledge you're exposed to. You keep the free condom glued on the inner side of the volunteer's pamphlet. <<gcondoms 1>>
<</if>>
<</switch>>
<br><br>
<<destinationeventend>><<effects>>
<<switch $phase>>
<<case 1>>
<<if ($temple_rank is "initiate" or $temple_rank is "monk" or $temple_rank is "priest") and !$worn.face.type.includes("mask")>>
<<if $speech_attitude is "meek">>
"I'm always at the service of the temple," you answer, accepting the initiate's pamphlet
<<elseif $speech_attitude is "bratty">>
"Keep yours, I'm more interested in the word of the temple," you say as you shrug at the volunteer.
<<else>>
"I need a reminder. But I don't have time to read anything else," you say, apologising to the volunteer.
<</if>>
<br><br>
The volunteer concedes defeat with ease and wishes you both a good day, before preaching to someone else. The initiate smiles at you as you take the pamphlet. <<grace 2>><<ggrace>>
<br><br>
You leave and study the pamphlet. It's mostly stuff you heard from the temple about avoiding temptation and abstinence being the most efficient contraceptive. A reminder is always good.
<<awareness -5>><<lawareness>>
<<else>>
<<if $speech_attitude is "meek">>
"I know the people from the temple more than I know you, I'm sorry," you apologise to the volunteer.
<<elseif $speech_attitude is "bratty">>
"Ah, yes, the temple. Sure, hit me up," you say while ignoring the volunteer.
<<else>>
"I'll stick with the locals, sorry," you apologise to the volunteer.
<</if>>
<br><br>
The volunteer doesn't seem too bothered with your refusal, as <<person2>><<he>> wishes you both a good day, before preaching to someone else. The initiate smiles at you as you take the pamphlet.
You leave and study the pamphlet. It's mostly warnings about avoiding temptation and abstinence being the most efficient contraceptive. The way it's presented, it makes some amount of sense.
<<awareness -10>><<lawareness>>
<</if>>
<<case 2>>
<<if ($temple_rank is "initiate" or $temple_rank is "monk" or $temple_rank is "priest") and !$worn.face.type.includes("mask")>>
<<if $speech_attitude is "meek">>
"If you say so, I'll oblige," you say to the initiate.
<<elseif $speech_attitude is "bratty">>
"I'm with you," you assure <<if $temple_rank is "initiate">>your fellow initiate<<else>>your faithful initiate<</if>> without acknowledging the volunteer.
<<else>>
"The temple needs me, but I don't think you do," you explain to the volunteer.
<</if>>
<br><br>
The volunteer lets out a long frustrated sigh, and clenches <<his>> fists.
"You may not be among the criminals of this damned city," <<person2>><<he>> shouts coldly, "but you witch-hunting obscurantists are part of the problem all the same!"
<br><br>
You're briefly stunned by <<his>> outburst. The other initiate notices. "Leave <<phim>> alone, <<pshe>> didn't do anything wrong! What's your problem?!"
<br><br>
The volunteer seems a little taken aback, perhaps remorseful even. Still, <<he>> does not present any excuse and simply leaves. The initiate at your side puts <<person1>><<his>> hand on your shoulder.
"You did good. What was said was way out of line, but I'm sure <<nnpc_brother "Jordan">> Jordan will understand it's not our fault. I hope you're okay." <<grace 5>><<gggrace>>
<br><br>
You give <<him>> a reassuring smile, before leaving to study the pamphlet. It's mostly stuff you heard from the temple about avoiding temptation and abstinence being the most efficient contraceptive. A reminder is always good.
<<awareness -5>><<lawareness>>
<<else>>
<<if $speech_attitude is "meek">>
"Y-yeah, when you put it that way, I guess we owe the temple... Sorry. I'm sure yours is also very good," you apologise to the volunteer.
<<elseif $speech_attitude is "bratty">>
"You're damn right I don't trust just anyone. Abstinence it is," you decide.
<<else>>
"Strangers stress me out, sorry. What's familiar is more comforting," you explain to the volunteer with a hint of regret in your voice.
<</if>>
<br><br>
The volunteer shakes <<person2>><<his>> head with a grim look on <<his>> face. <<He>> leaves to try and make up for the lost time with another passerby. The initiate smiles at you as you take the pamphlet, clearly relieved.
<br><br>
You leave and study the pamphlet. It's mostly warnings about avoiding temptation and abstinence being the most efficient contraceptive. The way it's presented, it makes some amount of sense.
<<awareness -10>><<lawareness>>
<</if>>
<<default>>
<<if ($temple_rank is "initiate" or $temple_rank is "monk" or $temple_rank is "priest") and !$worn.face.type.includes("mask")>>
<<if $speech_attitude is "meek">>
"Sorry, I guess I'm partial after all," you say in favour of the initiate.
<<elseif $speech_attitude is "bratty">>
"Keep yours, I'm more interested in the word of the temple," you say as you shrug at the volunteer.
<<else>>
"I need a reminder. But I don't have time to read anything else," you say, apologising to the volunteer.
<</if>>
<br><br>
The <<person2>><<person>> concedes defeat with a laugh. They both thank you for your time and get back to work.
You leave and study the pamphlet. It's mostly stuff you heard from the temple about avoiding temptation and abstinence being the most efficient contraceptive. A reminder is always good.
<<awareness -5>><<lawareness>>
<<else>>
<<if $speech_attitude is "meek">>
"I'll take theirs, sorry," you apologise to the volunteer.
<<elseif $speech_attitude is "bratty">>
"The church <<person1>><<personsimple>>'s right," you say.
<<else>>
"Honestly, I'm pretty sick of sex talk," you state plainly,
<</if>>
<br><br>
The volunteer shakes <<person2>><<his>> head with an exaggerated look on <<his>> face.
"Damn it! Now I'm behind again."<br>
"You should be used to it by now."
<br><br>
The volunteer and the initiate smile at you and take their leave.
You study the pamphlet as you walk. It's mostly warnings about avoiding temptation and abstinence being the most efficient contraceptive. The way it's presented, it makes some amount of sense.
<<awareness -10>><<lawareness>>
<</if>>
<</switch>>
<br><br>
<<destinationeventend>><<effects>>
<<switch $phase>>
<<case 1>>
<<if ($temple_rank is "initiate" or $temple_rank is "monk" or $temple_rank is "priest") and !$worn.face.type.includes("mask")>>
<<if $speech_attitude is "meek">>
"I hope it's not a bother if I take the other one... " you hesitantly try.<br><br>
<<elseif $speech_attitude is "bratty">>
"I already know the stuff from the temple. Show me the other one!" you firmly decide.<br><br>
<<else>>
"Different how? I'll read yours," you curiously ask while pointing at the volunteer.<br><br>
<</if>>
<br><br>
The initiate shows surprise at your decision. <<person1>><<He>> quickly leaves to save face, perhaps bothered about being left out but too elegant to voice <<his>> displeasure.
<<else>>
<<if $speech_attitude is "meek">>
"I'll take the latter," you murmur.<br><br>
<<elseif $speech_attitude is "bratty">>
"Information is power, is it not?" you say while reaching for the volunteer's pamphlet.<br><br>
<<else>>
"You sold me," you state while pointing at the volunteer.<br><br>
<</if>>
<br><br>
The initiate seems a little deterred at your choice, but doesn't seem to take it personally. <<person1>><<He>> goes to find another passerby, as does the volunteer.
<</if>>
<br><br>
You start to read the pamphlet as you walk. Most of the information presented here shows an informative take on the more graphic aspects of sex. <<awarenessup 250 10>>
<br>
There's also a condom glued on the inner side. <<gcondoms 1>><<wearProp "condom">>
<<case 2>>
<<if ($temple_rank is "initiate" or $temple_rank is "monk" or $temple_rank is "priest") and !$worn.face.type.includes("mask")>>
<<if $speech_attitude is "meek">>
"I'm sorry, I... I need the information to protect myself. You live around here, you know how it is. Please don't be so pushy," you say, apologising to the initiate.
<<elseif $speech_attitude is "bratty">>
"You can't pressure me just because we both worship in the same building," you say to the initiate while taking the volunteer's pamphlet.
<<else>>
"<<person2>><<He>>'s not a sinner, <<hes>> talking about important stuff. Besides, I don't think the temple would approve the way you're acting right now," you say, reprimanding the initiate while motioning for the volunteer to give you <<his>> pamphlet.
<</if>>
<br><br>
The volunteer seems relieved. The initiate waits for <<him>> to leave before marching up to you and grabbing you by the shoulder.
"Why did you humiliate me like that? You could have at least taken my paper too, instead of lecturing me!"<br>
<<if $speech_attitude is "meek">>
"I'-I can still take it, I'm sorry," you stutter out.
<<elseif $speech_attitude is "bratty">>
"You deserved it," you laugh, unconcerned with <<person1>><<his>> resentment.
<<else>>
"Relax it's really not that important," you say calmly.
<</if>>
<br><br>
"Forget it!"
Another initiate approaches and tries to calm <<person1>><<him>> down. Such a ruckus is unbecoming of an initiate, and you realise you'll probably be caught up when the temple hears of this. <<grace -3>><<stress 10>><<lgrace>><<gstress>>
<br><br>
You leave and study the pamphlet that warranted such hostility. Most of the information presented here shows an informative take on the more graphic aspects of sex. <<awarenessup 250 10>>
<br>
There's also a condom glued on the inner side. <<gcondoms 1>><<wearProp "condom">>
<<else>>
<<if $speech_attitude is "meek">>
"I just... I want things to get better," you murmur while reaching for the volunteer's pamphlet.<br><br>
<<elseif $speech_attitude is "bratty">>
"Change sounds good. Let's see what you got," you say while taking the volunteer's pamphlet.<br><br>
<<else>>
"Safety is a concern, that's right," you say while reaching for the volunteer's pamphlet.<br><br>
<</if>>
<br><br>
The initiate leaves with a furious look. The volunteer thanks you and gets back to work. <<Hes>> smiling, but <<he>> looks extremely fatigued. You understand. Every day here is tiring.
<br><br>
You start to read the pamphlet as you walk. Most of the information presented here shows an informative take on the more graphic aspects of sex. <<awarenessup 250 10>>
<br>
There's also a condom glued on the inner side. <<gcondoms 1>><<wearProp "condom">>
<</if>>
<<default>>
<<if ($temple_rank is "initiate" or $temple_rank is "monk" or $temple_rank is "priest") and !$worn.face.type.includes("mask")>>
<<if $speech_attitude is "meek">>
"The temple teaches us to respect outsiders, so..." You give the initiate a cocky smile.
<<elseif $speech_attitude is "bratty">>
"Just to prove my fellow initiate wrong, I'll take yours," you boldly say while accepting the volunteer's paper.
<<else>>
"Nah, I like to be on the side of winners," you mischievously say while pointing at the volunteer.
<</if>>
<br><br>
The initiate gives an exaggerated sigh, but smiles. <<person1>><<He>> even commends you on your open mindedness.
"I think learning from every philosophy is a sign of maturity. How are we supposed to be sure our road is the right one if we don't even know opposing views? I wish more initiates could be like you." <<grace 2>><<ggrace>>
<br><br>
You start to read the pamphlet as you walk. Most of the information presented here shows an informative take on the more graphic aspects of sex. <<awarenessup 250 10>>
<br>
There's also a condom glued on the inner side. <<gcondoms 1>>
<<wearProp "condom">>
<<else>>
<<if $speech_attitude is "meek">>
"I have a lot of questions about... that," you shyly confess. "Do you think you can help me?"
<<elseif $speech_attitude is "bratty">>
"Sexual education? Sure, I'll take it," you say.
<<else>>
"Being safe and knowledgeable is important. I'll take yours," you say.
<</if>>
<br><br>
Somehow, your answer makes the two seem sheepish. The volunteer hands you <<person2>><<his>> paper, and tells you to visit the Nightingale Hospital if you need more contraceptives.
<br><br>
"It's a win for me!"<br>
"It's the first time you're ahead. Don't count me out yet."
<br><br>
You start to read the pamphlet as you walk. Most of the information presented here shows an informative take on the more graphic aspects of sex. <<awarenessup 250 10>>
<br>
There's also a condom glued on the inner side. <<gcondoms 1>>
<<wearProp "condom">>
<</if>>
<</switch>>
<br><br>
<<destinationeventend>><<effects>>
<<switch $phase>>
<<case 1>>
<<if $speech_attitude is "meek">>
"I'll have to decline, I'm sorry" you say.
<<elseif $speech_attitude is "bratty">>
"I'm not in the mood today," you negatively shrug.
<<else>>
"I already know enough, but thank you," you refuse.
<</if>>
<br><br>
<<if ($temple_rank is "initiate" or $temple_rank is "monk" or $temple_rank is "priest") and !$worn.face.type.includes("mask")>>
The initiate is taken aback, moreso than the volunteer, who just takes <<person2>><<his>> leave with a polite nod. Still, you manage to leave without causing a scene.
<<else>>
Used to the rejection, they excuse themselves. You manage to leave without causing a scene.
<</if>>
<<case 2>>
<<if $speech_attitude is "meek">>
"Please don't be so pushy, I... I can't take those," you tell them with a trembling smile.
<<elseif $speech_attitude is "bratty">>
"You two are way too intense right now, calm the fuck down. If I see you accosting anyone else like this, I'll knock your heads together. Now fuck off," you order.
<<else>>
"Sorry, can't, need to go," you refuse with a quick string of words, hoping to exit this situation as quickly as possible.
<</if>>
<br><br>
Both sellers back off, seemingly put off by your answer. The initiate just nods before the two of them leave without another word.
<<default>>
<<if $speech_attitude is "meek">>
"I'd love to help, but can't. I'm sorry," you say.
<<elseif $speech_attitude is "bratty">>
"Hey, I'm not really in the mood for this kind of reading, but best of luck," you say.
<<else>>
"It's nice to see you having fun, but I won't take your papers, sorry," you decline.
<</if>>
<br><br>
The moment seems a little anticlimactic for them, but they don't show any sign of annoyance.
<</switch>>
<br><br>
<<destinationeventend>><<effects>><<set $rainyDayHarass to $worn.under_lower.name>>
You follow the <<person1>><<person>> inside. <<He>> stops you in the <<if $bus is "domus">>entryway<<else>>foyer<</if>>.
<br><br>
"Wait here for a second, wouldn't want you getting the carpet all wet! I'll grab you a <<if $worn.upper.name.includes("towel") or $worn.lower.name.includes("towel")>>dry <</if>>towel."
<br><br>
<<He>> disappears around a corner for a moment, then returns, carrying a large towel. "Here you go! Wrap yourself up in this for a few minutes while I throw your clothes in the dryer. I won't peek, I promise."
<br><br>
<<link [[Next|Street Rainy Follow 2]]>><<strip>><</link>><<effects>><<towelup>>
<<He>> turns around while you strip out of your clothes and put the towel on. You hand them to <<him>>.
<br><br>
"Make yourself comfortable," <<he>> says, disappearing back around the corner.
<br><br>
You take the opportunity to dry yourself off with the towel. <<if $bus is "domus">>A low, mechanical rumbling emanates from the direction the <<person1>><<person>> went.<<else>>Careful not to get anything wet, you sit down in one of the chairs in the corner of the foyer.<</if>>
<br><br>
<<link [[Next|Street Rainy Follow 3]]>><</link>><<effects>><<set $upperwet to 0>><<set $lowerwet to 0>><<set $underlowerwet to 0>>
After a while, the <<person1>><<person>> reappears, bundle of clothes in tow. "Here you go, <<girl>>. Nice and warm." <<He>> turns around again to let you get changed.
<br><br>
<<cleareventpool>>
<<addinlineevent "rainy_day_harassement_normal" 4>>
The <<person1>><<person>> takes the towel from you once you've got your clothes back on.<<clotheson>> <<Hes>> right, they're still nice and warm from the dryer.<<lstress>><<stress -6>>
<br><br>
You thank <<him>> and walk back outside. "Don't stay out too long in this weather!" <<he>> shouts from behind you.
<br><br>
<<if $bus is "domus">>
<<link [[Next|Domus Street]]>><<pass 15>><<endevent>><</link>>
<<else>>
<<link [[Next|Danube Street]]>><<pass 15>><<endevent>><</link>>
<</if>>
<</addinlineevent>>
<<addinlineevent "rainy_day_harassement_lewd" 1>>
<<if $rainyDayHarass is "naked">>
Everything's present and accounted for, but there's something extra, too.
<<if $forcedcrossdressingdisable is "t">>
It's a <<print ($player.gender_appearance is "m" ? "jockstrap" : "g-string")>>.
<<else>>
It's a <<print ($NPCList[0].pronoun is "m" ? "jockstrap" : "g-string")>>.
<</if>>
It must've gotten mixed in with your clothes in the dryer.<<garousal>><<arousal 600>>
<br><br>
<<else>>
Everything's present and accounted for, except for your $rainyDayHarass. <<He>> must've taken <<if $rainyDayHarass.plural is 1>>them<<else>>it<</if>> while drying your clothes.<<gstress>><<stress 6>>
<br><br>
<</if>>
"I don't hear you changing," <<he>> says over <<his>> shoulder. "Something wrong?"
<br><br>
<<if $rainyDayHarass isnot "naked">>
<<link [[Ask for your underwear back|Street Rainy Ask]]>><<set $phase to 1>><</link>>
<br>
<<link [[Let it go|Street Rainy Let]]>><</link>>
<<else>>
<<link [[Tell <<him>>|Street Rainy Tell]]>><</link>>
<br>
<<link [[Get dressed anyway|Street Rainy Let]]>><<set $phase to 2>><</link>>
<</if>>
<</addinlineevent>>
<<runeventpool>><<effects>>
You inform <<him>> about the underwear.
"Sorry, only thing I had that was clean," <<he>> stammers. "Figured it'd still be better than nothing. No idea why you weren't wearing any undies, <<girl>>, but in a town like this you should really know better."
<br><br>
<<link [[Insist|Street Rainy Insist]]>><</link>><<englishdifficulty 1 1000>>
<br>
<<link [[Get dressed anyway|Street Rainy Let]]>><<set $phase to 2>><</link>><<effects>>
You ask <<him>> what happened to your underwear. "What--" <<he>> says, nearly turning around before remembering <<his>> manners. "What underwear? I wasn't going to say anything, but you weren't wearing any!"
<br><br>
<<link [[Insist|Street Rainy Insist]]>><</link>><<set $phase to 1>><<englishdifficulty 1 1000>>
<br>
<<link [[Let it go|Street Rainy Let]]>><</link>><<effects>>
<<if $phase is 1>>
<<if $speech_attitude is "meek">>
"Please give me back my underwear," you say. "I know you took it..."
<br><br>
<<elseif $speech_attitude is "bratty">>
"Really, luring a <<girl>> in so you can steal <<pher>> underwear?" you scoff. "Give it back before I get mad."
<br><br>
<<else>>
"Stealing underwear from an orphan?" you frown. "That's low."
<br><br>
<</if>>
<<else>>
<<if $speech_attitude is "meek">>
"I appreciate it, but no thank you," you respond.
<br><br>
<<elseif $speech_attitude is "bratty">>
"I'm good," you respond. "I try not to wear strangers' underwear."
<br><br>
<<else>>
"Thanks but no thanks," you respond.
<br><br>
<</if>>
<</if>>
<<if $englishSuccess>>
<<if $phase is 1>>
<<He>> disappears around the corner once more and returns with your $rainyDayHarass shortly after. <span class="green">"Sorry about that,"</span> <<he>> says, handing <<if $rainyDayHarass.plural is 1>>them<<else>>it<</if>> back to you. "Got mixed in with the rest of the laundry."
<<else>>
<<He>> shrugs. <span class="green">"Suit yourself."</span>
<</if>>
<<clotheson>>
<<He>> takes the towel from you once you've got your clothes on. You thank <<him>> as you walk back out onto <<if $bus is "domus">>Domus<<else>>Danube<</if>> street.
<br><br>
"Don't stay out too long in this weather!" <<he>> shouts from behind you.
<br><br>
<<if $bus is "domus">>
<<link [[Next|Domus Street]]>><<unset $rainyDayHarass>><<endevent>><</link>>
<<else>>
<<link [[Next|Danube Street]]>><<unset $rainyDayHarass>><<endevent>><</link>>
<</if>>
<<else>>
"You know, there's a certain proverb that's coming to mind right now," <<he>> says, spinning around to face you.
<br><br>
"Don't look a gift horse in the mouth. Sound familiar?" <span class="red"><<He>> lunges at you!</span>
<br><br>
<<link [[Next|Street Rainy Sex]]>><<set $molestationstart to 1>><</link>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Street Rainy Sex End]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Street Rainy Sex]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The <<person1>><<person>> pulls you to your feet. "Hope you learned something today," <<he>> says, shoving you out the door and back into the rain.
<br><br>
<<He>> didn't give you back your clothes. You knock on the door, but nobody answers.<<gtrauma>><<trauma 1>>
<br><br>
<<lowerruined>><<upperruined>><<underlowerruined>><<underupperruined>><<clothesruinstat>>
<<towelup>>
<<elseif $enemyhealth lte 0>>
You manage to knock the <<person1>><<person>> to the ground, grab your clothes, and sprint out the door.
<br><br>
You keep running until you find a quiet spot to catch your breath and get dressed.
<br><br>
<<clotheson>>
<</if>>
<<endcombat>>
<<if $bus is "domus">>
<<link [[Next|Domus Street]]>><<endevent>><<unset $rainyDayHarass>><</link>>
<<else>>
<<link [[Next|Danube Street]]>><<endevent>><<unset $rainyDayHarass>><</link>>
<</if>><<effects>>
<<if $phase is 1>>
<<if $speech_attitude is "meek">>
"Oh," you reply. "<<if isLoveInterest("Kylar")>>This isn't the first time it's happened...<<else>>Th-that's okay, you can keep them.<</if>>"
<br><br>
<<elseif $speech_attitude is "bratty">>
"Whatever," you reply. "<<if isLoveInterest("Kylar")>>I'm used to it.<<else>>I'll buy more.<</if>>"
<br><br>
<<else>>
"Forget it," you reply. "<<if isLoveInterest("Kylar")>>Happens all the time.<<else>>I must've just forgotten them this morning."<</if>>
<br><br>
<</if>>
<<elseif $phase is 2>>
Shrugging, you throw your clothes on, including the
<<if $forcedcrossdressingdisable is "t">>
<<if $player.gender_appearance is "m">>jockstrap<<underlowerwear 28>><<else>>g-string<<underlowerwear 16>><</if>>.
<<else>>
<<if $NPCList[0].pronoun is "m">>jockstrap<<underlowerwear 28>><<else>>g-string<<underlowerwear 16>><</if>>.
<</if>>
<<else>>
<<if $speech_attitude is "meek">>
"I'm okay," you reply. "Don't worry about it..."
<br><br>
<<elseif $speech_attitude is "bratty">>
"It's nothing," you reply. "Don't worry about it."
<br><br>
<<else>>
"I'm fine," you reply. "Don't worry about it."
<br><br>
<</if>>
<</if>>
<<clotheson>>
<<He>> takes the towel from you once you've got your clothes on. You thank <<him>> as you walk back out onto <<if $bus is "domus">>Domus<<else>>Danube<</if>> street.
<br><br>
"Don't stay out too long in this weather!" <<he>> shouts from behind you.
<br><br>
<<if $bus is "domus">>
<<link [[Next|Domus Street]]>><<unset $rainyDayHarass>><<endevent>><</link>>
<<else>>
<<link [[Next|Danube Street]]>><<unset $rainyDayHarass>><<endevent>><</link>>
<</if>><<effects>>
You ignore the <<person1>><<person>>'s offer and keep moving.
<br><br>
<<if $bus is "domus">>
<<link [[Next|Domus Street]]>><<endevent>><</link>>
<<else>>
<<link [[Next|Danube Street]]>><<endevent>><</link>>
<</if>><<set $outside to 0>><<set $location to "shopping_centre">><<effects>>
<<set $daily.whitney.shoppingCentre to 1>>
<<set $weekly.whitneyShoppingCentre to ($weekly.whitneyShoppingCentre || 0) + 1>>
<<if $phase is 1>>
/* From the school gate */
<<He>> grabs your hand and starts pulling you away from the school. It's not long before you're near the shopping centre entrance. <<takeHandholdingVirginity "Whitney" `($whitneyromance is 1?"romantic":"consensual")`>>
<<else>>
<<He>> grabs your hand and starts pulling you towards the shopping centre. <<takeHandholdingVirginity "Whitney" `($whitneyromance is 1?"romantic":"consensual")`>>
<</if>>
<br><br>
"Good slut, we're going to have so much fun," <<he>> says with a mischievous smile on <<his>> face.
<br><br>
<<if !($player.gender_appearance is "f" or ($whitneyskirtcheck gte 1 and $forcedcrossdressingdisable is "f")) and $bullyEventShopping is 2>>
/* I dont see Whitney taking a male looking pc for makeup outside of forced crossdressing */
<<set $bullyEventShopping++>>
<</if>>
/* Visit to the toy shop in the future when there are children where you are both their parents? */
<<switch $bullyEventShopping>>
<<case 1 3>>
<<set $bullyEventShopping++>>
<<link [[Next|Whitney Shopping Centre Clothes]]>><</link>>
<<case 2>>
<<set $bullyEventShopping++>>
<<link [[Next|Whitney Shopping Centre Cosmetics]]>><</link>>
<<default>>
<<set $bullyEventShopping to 1>>
<<link [[Next|Whitney Shopping Centre Hairdressers]]>><</link>>
<</switch>><<effects>>
You move away from Whitney, causing <<him>> to briefly stumble. "You don't want to go shopping with me?" <<he>> asks. "We could have had so much fun."
<br><br>
<<He>> gives you a shove as <<he>> starts heading towards the shopping centre. "See you later, slut."
<br><br>
<<if $phase is 1>>
/* Fron the school gate */
<<link [[Next|Oxford Street]]>><<endevent>><</link>>
<<else>>
<<link [[Next|High Street]]>><<endevent>><</link>>
<</if>><<set $outside to 0>><<effects>>
You and Whitney walk into the shopping centre hand in hand, almost being pulled along. You notice the two of you are closing in on the hairdressers.
<br><br>
"When's the last time a slut like you went to a place like this?" <<He>> smirks at you.
<<if $whitneyskirtcheck and $forcedcrossdressingdisable is "f">>
"Maybe I can help find you a new style to fit with your school uniform."
<<else>>
"I better make sure you're properly looking after that hair of yours."
<</if>>
<br><br>
As you enter the shop and forced to sit in the seat, you hear Whitney whisper something to the hairdresser.
<br><br>
"A present from your <<nnpc_girlfriend "Whitney">>, sounds nice. You sure you want to be surprised, hun?" the hairdresser asks.
<br><br>
<<link [[Yes|Whitney Shopping Centre Hairdressers 2]]>><<trauma 6>><<stress 6>><<sub 1>><<npcincr Whitney love 1>><<npcincr Whitney dom 1>><</link>><<gstress>><<gtrauma>><<gdom>><<glove>>
<br>
<<link [[No|Whitney Shopping Centre Hairdressers Refuse]]>><<def 1>><<npcincr Whitney dom -1>><</link>><<ldom>><<set $outside to 0>><<effects>>
"No worries hun, I'm sure <<he>>'ll understand you feeling nervous. You can always come again anytime."
<br><br>
As you get up and leave the store, you see Whitney frowning. "Too scared? Aww, but you would've looked so cute. See you around, slut."
<br><br>
<<link [[Next|Shopping Centre]]>><<endevent>><</link>><<set $outside to 0>><<effects>>
Facing you away from the mirror, the hairdresser gets to work. Throughout the work being done, you wonder what Whitney has planned with your hair.
<<if ($player.gender_appearance is "f" or ($whitneyskirtcheck gte 1 and $forcedcrossdressingdisable is "f")) and $hairlength lt 500 and $sexStats.pills.pills['Hair Growth Formula'].doseTaken lte 3>>Near the end, some hair spray is rubbed into your scalp.<</if>>
<br><br>
"Looking good so far," Whitney says, watching over the hairdresser with a faint smile. "Just like I said it would."
<br><br>
<<link [[Next (0:30)|Whitney Shopping Centre Hairdressers 3]]>>
<<pass 30>>
<<if ($player.gender_appearance is "f" or ($whitneyskirtcheck gte 1 and $forcedcrossdressingdisable is "f"))>>
<<if $hairlength lt 400 or $fringelength lt 500>>
<<set $sexStats.pills.pills['Hair Growth Formula'].doseTaken += 6>>
<</if>>
<<if $hairlength gte 600>><<set $hairlength to 450>><</if>>
<<if $fringelength gte 500>><<set $fringelength to 350>><</if>>
<<set _hairOptions to [
{hair: "ribbon tail", fringe: "framed"},
{hair: "loose", fringe: "blunt locks"},
{hair: "thick pigtails", fringe: "thin flaps"},
{hair: "thick ponytail", fringe: "sectioned"},
{hair: "french bob", fringe: "bowl"},
{hair: "bubble tails", fringe: "hime"},
{hair: "space buns", fringe: "tied back"},
]>>
<<else>>
<<if $hairlength gte 200>><<set $hairlength to 100>><</if>>
<<if $fringelength gte 400>><<set $fringelength to 250>><</if>>
<<set _hairOptions to [
{hair: "short", fringe: "mohawk"},
{hair: "shaved", fringe: "swept back"},
{hair: "swept left", fringe: "quiff"},
]>>
<</if>>
<<set _sameStyleIndex to _hairOptions.indexOf(style => style.hair is $hairtype)>>
<<if _sameStyleIndex gte 0>><<run _hairOptions.deleteAt(_sameStyleIndex)>><</if>>
<<set _selectedHairStyle to _hairOptions.random()>>
<<set $hairtype to _selectedHairStyle.hair>>
<<set $fringetype to _selectedHairStyle.fringe>>
<<set $ruffledisable to "t">>
<</link>><<set $outside to 0>><<effects>>
"All done hun," the hairdresser finally says, turning you towards the mirror. You're only given a few moments before Whitney pulls you up from the chair and directs you towards the entrance.
<br><br>
"It's perfect, <<pshe>> loves it," <<he>> laughs, dragging you out. "Aren't you glad you came with me? Look how pretty you are now." <<He>> lets go of your arm and walks off. "Don't muss it up, slut."
<br><br>
<<link [[Next|Shopping Centre]]>><<endevent>><</link>><<set $outside to 0>><<effects>><<seenPassage>>
You and Whitney walk into the shopping centre hand in hand, almost being pulled along. After climbing to the second floor, you notice the two of you are closing in on the clothes shop.
<br><br>
"I was thinking about getting you to try on some new clothes. Doing it together sounds fun." <<He>> smirks at you,
<<if $whitneyskirtcheck and $forcedcrossdressingdisable is "f">>
"Maybe I'll find you something to fit with your school uniform.
<<if $player.gender_appearance is "f">>
Or maybe something new to wear right now."
<<else>>
Or, if you're daring, something to wear outside of school."
<</if>>
<<else>>
"I wonder what would fit you best."
<</if>>
<br><br>
As you enter the shop, Whitney takes you to one of the changing rooms. "So the plan is, you're going to wait here, while I'm going to find something for you to try on."
<br><br>
<<link [[Next (0:05)|Whitney Shopping Centre Clothes 2]]>>
<<set $whitneyClothesGender to $player.gender_appearance is "f" or ($whitneyskirtcheck and $forcedcrossdressingdisable is "f") ? "f" : "m">>
<<pass 5>>
<<undress "whitneyShopping">>
<<set $whitneyRng to random(0, 100)>>
<</link>><<set $outside to 0>><<effects>>
<<whitneyShoppingData>>
<<if $whitneyClothingChoice>>
"<<print _whitneyClothingChoices[$whitneyClothingChoice.last()].rejectedComment>>" <<He>> rolls <<his>> eyes. "Give me another couple of minutes and I'll try something else."
<br><br>
<</if>>
<<whitneyShoppingPicker>>
It's not long before Whitney is back<<if $whitneyClothingChoice.length gte 2>> again<</if>>. After putting on the items, you hear<<if $whitneyClothingChoice.length gte 4>> an impatient<</if>> Whitney ask, "So what do you think?<<if _whitneyChoice.extraComment>> _whitneyChoice.extraComment<</if>>"
<br><br>
<<if C.npc.Whitney.lust gte $whitneyRng>>
<<link [[Keep them|Whitney Shopping Centre Clothes 2 Thank]]>><<unset $whitneyRng>><</link>>
<<else>>
<<link [[Keep them|Whitney Shopping Centre Clothes 3]]>><<whitneyShoppingPickerChoice>><<unset $whitneyRng>><<set $phase to 0>><</link>>
<</if>>
<br>
<<if $whitneyClothingChoice.length gte 4>>
<<link [[Try something else|Whitney Shopping Centre Clothes 3]]>><<whitneyShoppingPickerChoice>><<unset $whitneyRng>><<set $phase to 1>><</link>>
<<else>>
<<link [[Try something else (0:05)|Whitney Shopping Centre Clothes 2]]>><<pass 5>><</link>>
<</if>><<set $outside to 0>><<effects>>
"Good choice," <<he>> says. "<<if $whitneyskirtcheck and random(0, 100) gte 80>>Perfect for a cutie like you<<else>>Fits you perfectly<</if>>, do I get a thanks for finding this for you?"
<br><br>
<<if hasSexStat("promiscuity", 4)>>
<<link [[Give oral|Whitney Shopping Centre Clothes 2 Thank Lewd]]>><<set $whitneyThanks to "oral">><<npcincr Whitney love 1>><<npcincr Whitney dom 1>><</link>><<promiscuous4>><<glove>><<gdom>>
<br>
<</if>>
<<if $whitneyromance is 1>>
<<link [[Ask for sex|Whitney Shopping Centre Clothes 2 Thank Lewd]]>><<set $whitneyThanks to "sex">><<npcincr Whitney love 1>><</link>><<promiscuous1>><<glove>>
<br>
<</if>>
<<link [[Thank Whitney|Whitney Shopping Centre Clothes 3]]>><<set $whitneyThanks to "thanks">><<whitneyShoppingData>><<whitneyShoppingPickerChoice>><</link>><<set $outside to 0>><<effects>>
<<if $whitneyThanks is "oral">>
You kneel beside <<him>>, and displace Whitney's <<npcClothesText `C.npc.Whitney` "lower">>, revealing <<his>>
<<if $NPCList[0].penis isnot "none">>
<<print $NPCList[0].penisdesc>>.
<<else>>
pussy.
<</if>>
"You know the way to my heart," <<he>> says, stroking your hair. "Slut."
<<promiscuity4>>
<<else>>
You climb atop Whitney, and lean in for a kiss. <<He>> leans forward to meet you, and licks your tongue. <<He>> gently gasps and pulls you closer.<<takeKissVirginity "Whitney" `($whitneyromance is 1?"loveInterest":"romantic")`>>
<<promiscuity1>>
<</if>>
<<link [[Next|Whitney Shopping Centre Clothes 2 Thank Lewd Sex]]>><<set $sexstart to 1>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<if $whitneyThanks is "oral">>
<<npcoral>>
<<else>>
<<npckiss>>
<<npc_attempt_sex>>
<</if>>
<<set $enemytrust += 100>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Whitney Shopping Centre Clothes 2 Thank Lewd Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Whitney Shopping Centre Clothes 2 Thank Lewd Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Whitney leans against the wall. "I needed that."<<npcincr Whitney lust -20>><<llust>><<glove>><<npcincr Whitney love 1>>
<<else>>
<<if $whitneyThanks is "oral">>
Whitney puts <<his>> hands behind <<his>> head. "Whatever, slut," <<he>> says. "I'd have thought you'd be more grateful."
<<else>>
<<He>> dismounts you with a sigh. "Whatever. I'd have thought you'd be more grateful."
<</if>>
<br><br>
<<tearful>> you recover.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Whitney>>
<<link [[Next|Whitney Shopping Centre Clothes 3]]>><<whitneyShoppingData>><<whitneyShoppingPickerChoice>><</link>><<set $outside to 0>><<effects>>
<<whitneyShoppingData>>
<<set _clothingChoice to _whitneyClothingChoices[$whitneyClothingChoice.last()]>>
<<if $whitneyThanks is "thanks">>
You thank <<him>> for the clothes.
<br><br>
<<elseif $whitneyThanks>>
/* Display nothing */
<<elseif $whitneyClothingChoice.length gte 4 and $phase is 1>>
"Too late now, you're keeping what your wearing now," <<he>> says, sounding a little tired.
<<else>>
"Good choice," <<he>> says.
<</if>>
"<<print _clothingChoice.chosenComment>>" <<if $whitneyThanks>><<He>> says.<</if>>
<<if $whitneyClothingChoice.length gte 4 and $whitneyClothesGender is "m">>
<<He>> rubs <<his>> forehead. "If only picking men's clothing was easier."
<</if>>
<br><br>
<<if $whitneyskirtcheck gte 1 and $forcedcrossdressingdisable is "f">>
<<if _clothingChoice.schoolItems and !$whitneyCrossdressSchool>>
<<set $whitneyCrossdressSchool to 1>>
Just before <<he>> leaves for you to get changed, <<he>> turns back to you, "One other thing. You look real cute in that. From now on, I don't want to see you wearing any boy's clothes in school."
<br><br>
<</if>>
/*
Tracking for potential future events so Whitney knows they bought these specific type of items for you
set to 0 on purpose due to them having little effect and in case the check gets changed here to be like above
*/
<<if _clothingChoice.normalItems and !$whitneyCrossdressNormalItems>><<set $whitneyCrossdressNormalItems to 0>><</if>>
<<if _clothingChoice.swimItems and !$whitneyCrossdressSwimwear>><<set $whitneyCrossdressSwimwear to 0>><</if>>
<<if _clothingChoice.sleepItems and !$whitneyCrossdressSleepwear>><<set $whitneyCrossdressSleepwear to 0>><</if>>
<</if>>
<<if $changeBack>>
You put on the clothes you had before. Just in time, as
<<else>>
Before you have a chance to completely change back,
<</if>>
Whitney pulls you out of the changing room. "Let's go slut, I've got places to be."
<br><br>
<<unset $whitneyThanks>>
<<unset $whitneyClothesGender>>
<<unset $whitneyClothingChoice>>
<<unset $changeBack>>
<<link [[Next|Shopping Centre Top]]>><<endevent>><</link>><<set $outside to 0>><<effects>><<seenPassage>>
You and Whitney walk into the shopping centre hand in hand, almost being pulled along. After climbing to the second floor, you notice the two of you are closing in on the cosmetics shop.
<br><br>
<<set _hasMakeup to $makeup and ($makeup.lipstick or $makeup.eyeshadow or $makeup.mascara or $makeup.concealer or $makeup.blusher)>>
<<if $whitneyskirtcheck and $player.gender_appearance is "m">>
<<if $whitneyCrossdressNormalItems isnot undefined>>
"I wonder why you're not wearing the clothes I've bought you before. Weren't you grateful?"
<<else>>
"I wonder how nervous you're feeling right now."
<</if>>
<<else>>
<<if _hasMakeup>>
"You should try something different while we're here."
<<else>>
"You're going to look so cute."
<</if>>
<</if>>
<<He>> smirks at you. "You'll end up as my perfect slut once we're done."
<br><br>
As you enter the shop and forced to sit in a stool, you hear Whitney whisper something to the makeup artist.
<br><br>
<<link [[Next|Whitney Shopping Centre Cosmetics 2]]>><</link>><<set $outside to 0>><<effects>>
<<if $player.gender_appearance is "m">>
"I've not got much experience with working with men, so hope you don't mind if I experiment a bit,"
<<else>>
"Looking forward to working with you. I'll make sure you look your very best,"
<</if>>
the artist says after starting on your lips.
<br><br>
<<set _colours to ["red", "pink", "light pink", "green", "blue", "purple", "orange", "black"]>>
<<set _preferredColours to _colours.filter(colour => Object.values(V.worn).some(item => (item.colour and item.colour.includes(colour)) or (item.accessory_colour and item.accessory_colour.includes(colour))))>>
<!-- Only use black if wearing any black items -->
<<run _colours.delete("black")>>
<<set _chosenColour to _preferredColours.length ? _preferredColours.random() : _colours.random()>>
<<set $makeup.lipstick to _chosenColour>>
<<set $makeup.eyeshadow to _chosenColour>>
<<set $makeup.blusher to "rosy pink">>
<<set $makeup.mascara to "black waterproof">>
<<addConsumableCosmetics "lipstick" _chosenColour 19>>
<<addConsumableCosmetics "eyeshadow" _chosenColour 19>>
<<addConsumableCosmetics "blusher" "rosy pink" 19>>
<<addConsumableCosmetics "mascara" "black waterproof" 19>>
<<if $whitneyskirtcheck gte 1 and $forcedcrossdressingdisable is "f" and !$whitneyCrossdressMakeup>>
/* Similar Tracking for potential future events so Whitney knows they got the player to wear makeup */
<<set $whitneyCrossdressMakeup to 0>>
<</if>>
Your _chosenColour makeup is applied, and the artist gives you more to take home with you.
<br><br>
All the while, Whitney has a faint smile on <<his>> face. "Looking amazing. Let's go, slut, I've got places to be."
<br><br>
<<link [[Next|Shopping Centre Top]]>><<if $player.gender_appearance is "m">><<pass 45>><<else>><<pass 30>><</if>><<endevent>><</link>><<widget "destinationexposed">>
<<switch $bus>>
<<case "nightingale">>
<<link [[Next|Nightingale Exposed]]>><<set $eventskip to 1>><</link>>
<br>
<<case "domus">>
<<link [[Next|Domus Exposed]]>><<set $eventskip to 1>><</link>>
<br>
<<case "elk">>
<<link [[Next|Elk Exposed]]>><<set $eventskip to 1>><</link>>
<br>
<<case "high">>
<<link [[Next|High Exposed]]>><<set $eventskip to 1>><</link>>
<br>
<<case "starfish">>
<<link [[Next|Starfish Exposed]]>><<set $eventskip to 1>><</link>>
<br>
<<case "barb">>
<<link [[Next|Barb Exposed]]>><<set $eventskip to 1>><</link>>
<br>
<<case "connudatus">>
<<link [[Next|Connudatus Exposed]]>><<set $eventskip to 1>><</link>>
<br>
<<case "wolf">>
<<link [[Next|Wolf Exposed]]>><<set $eventskip to 1>><</link>>
<br>
<<case "harvest">>
<<link [[Next|Harvest Exposed]]>><<set $eventskip to 1>><</link>>
<br>
<<case "oxford">>
<<link [[Next|Oxford Exposed]]>><<set $eventskip to 1>><</link>>
<br>
<<case "danube">>
<<link [[Next|Danube Exposed]]>><<set $eventskip to 1>><</link>>
<br>
<<case "mer">>
<<link [[Next|Mer Exposed]]>><<set $eventskip to 1>><</link>>
<br>
<<case "cliff">>
<<link [[Next|Cliff Exposed]]>><<set $eventskip to 1>><</link>>
<br>
<<case "industrial">>
<<link [[Next|Industrial Exposed]]>><<set $eventskip to 1>><</link>>
<br>
<<case "residential">>
<<link [[Next|Residential Exposed]]>><<set $eventskip to 1>><</link>>
<br>
<<case "commercial">>
<<link [[Next|Commercial Exposed]]>><<set $eventskip to 1>><</link>>
<br>
<<case "park">>
<<link [[Next|Park Exposed]]>><<set $eventskip to 1>><</link>>
<br>
<<case "industrialdrain">>
<<link [[Next|Industrial Exposed]]>><<set $eventskip to 1>><</link>>
<br>
<<case "residentialdrain">>
<<link [[Next|Residential Exposed]]>><<set $eventskip to 1>><</link>>
<br>
<<case "commercialdrain">>
<<link [[Next|Commercial Exposed]]>><<set $eventskip to 1>><</link>>
<br>
<</switch>>
<br><br>
<</widget>>
<<widget "domusexposed">>
<<link [[Domus Street (0:05)|Domus Exposed]]>><<pass 5>><</link>>
<br>
<</widget>>
<<widget "barbexposed">>
<<link [[Barb Street (0:05)|Barb Exposed]]>><<pass 5>><</link>>
<br>
<</widget>>
<<widget "danubeexposed">>
<<link [[Danube Street (0:05)|Danube Exposed]]>><<pass 5>><</link>>
<br>
<</widget>>
<<widget "connudatusexposed">>
<<link [[Connudatus Street (0:05)|Connudatus Exposed]]>><<pass 5>><</link>>
<br>
<</widget>>
<<widget "cliffexposed">>
<<link [[Cliff Street (0:05)|Cliff Exposed]]>><<pass 5>><</link>>
<br>
<</widget>>
<<widget "wolfexposed">>
<<link [[Wolf Street (0:05)|Wolf Exposed]]>><<pass 5>><</link>>
<br>
<</widget>>
<<widget "highexposed">>
<<link [[High Street (0:05)|high Exposed]]>><<pass 5>><</link>>
<br>
<</widget>>
<<widget "starfishexposed">>
<<link [[Starfish Street (0:05)|Starfish Exposed]]>><<pass 5>><</link>>
<br>
<</widget>>
<<widget "nightingaleexposed">>
<<link [[Nightingale Street (0:05)|Nightingale Exposed]]>><<pass 5>><</link>>
<br>
<</widget>>
<<widget "oxfordexposed">>
<<link [[Oxford Street (0:05)|Oxford Exposed]]>><<pass 5>><</link>>
<br>
<</widget>>
<<widget "elkexposed">>
<<link [[Elk Street (0:05)|Elk Exposed]]>><<pass 5>><</link>>
<br>
<</widget>>
<<widget "merexposed">>
<<link [[Mer Street (0:05)|Mer Exposed]]>><<pass 5>><</link>>
<br>
<</widget>>
<<widget "harvestexposed">>
<<link [[Harvest Street (0:05)|Harvest Exposed]]>><<pass 5>><</link>>
<br>
<</widget>>
<<widget "residentialexposed">>
<<link [[Residential alleyways (0:05)|Residential Exposed]]>><<pass 5>><</link>>
<br>
<</widget>>
<<widget "commercialexposed">>
<<link [[Commercial Street (0:05)|Commercial Exposed]]>><<pass 5>><</link>>
<br>
<</widget>>
<<widget "parkexposed">>
<<link [[Park Street (0:05)|Park Exposed]]>><<pass 5>><</link>>
<br>
<</widget>>
<<widget "industrialexposed">>
<<link [[Industrial Street (0:05)|Industrial Exposed]]>><<pass 5>><</link>>
<br>
<</widget>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "domus">><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "barb">>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $stress gte $stressmax>>
<<passoutstreet>>
<<elseif $danger gte (9900 - $allure) and $eventskip is 0>>
<<else>>
<<if $options.mapTop is true>>
<<map "barb">>
<br>
<</if>>
<<add_link "Travel<br>">><<hideDisplay>>
<<domusexposed>>
<<cliff>>
<<connudatus>>
<<if $exposed lte 0>>
<<buswait>>
<</if>>
<<loiter>>
<<add_link "<br>Alternate Routes<br>">><<hideDisplay>>
<<residential>>
<<stormdrain>>
<br>
<<displayLinks>>
<<if $options.mapTop isnot true>>
<br>
<<map "barb" "exposed">>
<</if>>
<</if>>
<<set $eventskip to 0>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "danube">><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "connudatus">><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "wolf">><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "cliff">><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "high">><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "nightingale">><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "starfish">><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "oxford">><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "elk">><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "mer">><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "harvest">><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "residential">><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "commercial">><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "park">><<set $outside to 1>><<set $location to "industrial">><<effects>><<set $bus to "industrial">><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "harvest">><<set $bikeStartCategory to "right">><<set $bikeStart to "harvest">><<getTarget true>>
You are on Harvest Street. There's a road leading out of town, and many of the buildings here deal with produce from the nearby farms. This part of town has a reputation for criminal activity.
<<if Time.dayState is "day">>
<<if Weather.precipitation is "rain">>
Water splatters the pavement as large vehicles pass.
<<elseif Weather.precipitation is "snow">>
The constant traffic prevents snow from settling on the road.
<<else>>
There's always at least one large vehicle moving down the road.
<</if>>
<<elseif Time.dayState is "dawn">>
<<if Weather.precipitation is "rain">>
Heavy vehicles from outside town slosh through pools of water.
<<elseif Weather.isSnow>>
Some of the heavy vehicles arriving from outside town are capped with snow.
<<else>>
Vehicles are already arriving from outside town.
<</if>>
<<elseif Time.dayState is "dusk">>
<<if Weather.precipitation is "rain">>
Rainwater falls from gutters in great curtains.
<<elseif Weather.isFreezing>>
Workers bundle against the cold.
<<else>>
The sun sets, but it will be a while before the workers here are done for the day.
<</if>>
<<elseif Time.dayState is "night">>
<<if Weather.precipitation is "rain">>
Pools fill at the edge of the road, splattering their contents over the pavement when a vehicle passes.
<<elseif Weather.isSnow>>
Even at night the traffic keeps the road free of snow.
<<else>>
Even at night the street is busy.
<</if>>
<</if>>
<<streeteffects>>
<br><br>
<<if $exposed gte 1>>
<<exhibitionism "street">>
<</if>>
<<if $arousal gte $arousalmax>>
<<orgasmstreet>>
<</if>>
<<if $stress gte $stressmax and !$possessed>>
<<passoutstreet>>
<<elseif $pubfame and $pubfame.task is "bailey" and $pubfame.bailey.fight is "ready">>
<<generateRole 0 0 "thug">><<generateRole 1 0 "thug">><<generateRole 2 0 "thug">><<generateRole 3 0 "thug">>
A group of <<group>> approaches you from an alleyway. You notice several passersby look away from them. The leader, a <<person1>><<person>>, grins darkly. "That's the one. We're earning our keep."
<br><br>
They march toward you, cracking their knuckles.
<br><br>
<<link [[Next|Bailey Sheet Fight]]>><<set $fightstart to 1>><</link>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if ($danger gte (9900 - $allure) or $eventforced) and $eventskip is 0>>
<<eventsstreet>>
<<else>>
<<if $options.mapTop is true>>
<<map "harvest">>
<br>
<</if>>
<<if $averyPub is 1 and (Time.dayState is "day" or Time.dayState is "dusk")>>
<span class="blue">You see Avery's car parked across the street from the pub.</span>
<br><br>
<</if>>
<<if $brothel_escortjob isnot undefined>>
<<set _date to new DateTime($brothel_escortjob.date)>>
<<if Time.hour is _date.hour and Time.date.day is _date.day and $brothel_escortjob.escape is undefined>>
A fancy limousine is parked in front of the brothel, for your job on Danube Street. You are expected to get in the car.
<br>
<<link [[Take the limousine (1:00)|Brothel Escort Job Ride]]>><</link>>
<br><br>
<</if>>
<</if>>
Places of interest
<br>
<<if $brothelintro is 1>>
<<if $exposed gte 1>>
<<brothelicon>><<link [[Brothel (0:01)|Brothel Exposed]]>><<pass 1>><</link>>
<br>
<<else>>
<<brothelicon>><<link [[Brothel (0:01)|Brothel]]>><<pass 1>><</link>>
<br>
<</if>>
<<elseif $brothelknown is 1 and $exposed lte 0>>
<<brothelicon>><<link [[Enter suspicious building (0:05)|Brothel Intro]]>><<set $brothelintro to 1>><<pass 5>><</link>>
<br>
<</if>>
<<if $pubintro is 1 and $exposed lte 0>>
<<pubicon>><<link [[Pub (0:02)|Pub]]>><<pass 2>><</link>>
<br>
<<elseif $exposed lte 0>>
<<pubicon>><<link [[Pub (0:02)|Pub Intro]]>><<pass 2>><</link>>
<br>
<</if>>
<<if Time.dayState is "night">>
<<busstationicon>><<link [[Bus station (0:02)|Bus Station Entrance]]>><<pass 2>><</link>>
<<else>>
<<busstationicon>><<link [[Bus station (0:02)|Bus Station]]>><<pass 2>><</link>>
<</if>>
<br>
<<if Time.dayState isnot "night" and $exposed lt 1>>
<<factoryicon>><<link [[Factory (0:05)|Farmers Centre]]>><<pass 5>><</link>>
<br>
<</if>>
<br>
Road<br>
<<roadicon>><<link [[Leave town (0:05)|Farm Road 1]]>><<set $phase to 1>><</link>>
<br><br>
<<if $exposed gte 1 and Time.dayState isnot "night">>
<<else>>
<<add_link "Travel<br>">><<hideDisplay>>
<<mer>>
<<elk>>
<<if $exposed lte 0>>
<<buswait>>
<</if>>
<<bike>>
<<loiter>>
<</if>>
<<add_link "<br>Alternate routes<br>">><<hideDisplay>>
<<industrial>>
<<stormdrain>>
<<displayLinks>>
<<if $options.mapTop isnot true>>
<br>
<<map "harvest">>
<</if>>
<</if>>
<</if>>
<<set $eventskip to 0>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "high">><<set $bikeStartCategory to "mid">><<set $bikeStart to "high">><<getTarget true>>
You are on the High Street, centre of the town's commercial activity. The shopping centre is located here, where you can buy new clothes.
<<if Time.dayState is "day">>
<<if Weather.precipitation is "rain">>
The street is busy despite the rain.
<<elseif Weather.isFreezing>>
The street is busy despite the cold.
<<else>>
The street is packed with people, walking in all directions.
<</if>>
<<if $weekly.policeHigh>>
<span class="purple">There's a heavy police presence,</span> due to the recent street brawl.
<</if>>
<<elseif Time.dayState is "dawn">>
<<if Weather.precipitation is "rain">>
Customers are already hurrying into shops.
<<elseif Weather.isFreezing>>
Some shops are open already, lights on against the gloom.
<<else>>
Some shops are open already.
<</if>>
<<if $weekly.policeHigh>>
<span class="purple">There's a heavy police presence,</span> due to the recent street brawl.
<</if>>
<<elseif Time.dayState is "dusk">>
<<if Weather.precipitation is "rain">>
Some shops are closing, staff locking up and hurrying to be out of the rain.
<<elseif Weather.isFreezing>>
Some shops are closed, but others remain open, lighting up parts of the street.
<<else>>
Some shops are closed, but others remain open.
<</if>>
<<if $weekly.policeHigh>>
<span class="purple">There's a heavy police presence,</span> due to the recent street brawl.
<</if>>
<<elseif Time.dayState is "night">>
<<if Weather.precipitation is "rain">>
A few people still brave the rain, despite almost everything being closed.
<<elseif Weather.isFreezing>>
A few people still brave the cold, despite almost everything being closed.
<<else>>
A few people still walk down the street, despite almost everything being closed.
<</if>>
<<if $exposed gte 2 and hasSexStat("exhibitionism", 4) or $exposed gte 1 and hasSexStat("exhibitionism", 2) and $daily.ex.high isnot 1>>
A service station remains open. <span class="lewd">A lewd idea strikes you.</span> The thought makes you shiver.
<</if>>
<</if>>
<<streeteffects>>
<br><br>
<<if $exposed gte 1>>
<<exhibitionism "street">>
<</if>>
<<if $arousal gte $arousalmax>>
<<orgasmstreet>>
<</if>>
<<if $stress gte $stressmax and !$possessed>>
<<passoutstreet>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if ($danger gte (9900 - $allure) or $eventforced) and $eventskip is 0>>
<<eventsstreet>>
<<else>>
<<if $options.mapTop is true>>
<<map "high">>
<br>
<</if>>
Places of interest
<br>
<<if Time.dayState is "night" and Time.hour isnot 21>>
<<shopicon>><<link [[Shopping centre (0:02)|Shopping Centre Sneak]]>><<pass 2>><</link>>
<br>
<<elseif Time.hour is 21>>
<span class="blue">People are leaving the shopping centre.</span> It must be closing time.
<br>
<<else>>
<<shopicon>><<link [[Shopping centre (0:02)|Shopping Centre]]>><<pass 2>><</link>>
<br>
<</if>>
<<officebuildingicon>><<link [[Office building (0:02)|Office Lobby]]>><<pass 2>><</link>>
<br>
<<if Time.dayState is "day" and $exposed is 0 and $photo and $photo.street is "ready">> /* currently unused */
<<ind>><<link [[Modelling job (3:00)|Model Silly]]>><</link>><<gtiredness>>
<br>
<</if>>
<<if Time.dayState is "night" and $exposed gte 2 and hasSexStat("exhibitionism", 4) and $daily.ex.high isnot 1>>
<<foodicon "sweets">><<link [[Buy sweets from a service station (0:05)|Service Naked]]>><<pass 5>><<set $daily.ex.high to 1>><</link>><<exhibitionist4>>
<br>
<<elseif Time.dayState is "night" and $exposed gte 1 and hasSexStat("exhibitionism", 2) and $daily.ex.high isnot 1>>
<<foodicon "sweets">><<link [[Buy sweets from a service station (0:05)|Service Undies]]>><<pass 5>><<set $daily.ex.high to 1>><</link>><<exhibitionist2>>
<br>
<</if>>
<br>
<<if $exposed gte 1 and Time.dayState isnot "night">>
<<else>>
<<add_link "Travel<br>">><<hideDisplay>>
<<cliff>>
<<wolf>>
<<starfish>>
<<nightingale>>
<<if $exposed lte 0>>
<<buswait>>
<</if>>
<<bike>>
<<loiter>>
<</if>>
<<add_link "<br>Alternate routes<br>">><<hideDisplay>>
<<commercial>>
<<park>>
<<stormdrain>>
<<displayLinks>>
<<if $options.mapTop isnot true>>
<br>
<<map "high">>
<</if>>
<</if>>
<</if>>
<<set $eventskip to 0>>You've pushed yourself too much.
<br><br>
<<if $worn.face.type.includes("blindfold") or $worn.face.type.includes("gag")>>
<<set $worn.face.type.push("broken")>>
<<faceruined>>
<</if>>
<<passout>>
<<set $safestreet to 0>>
<<set $dangerstreet to 0>>
<<set $danger to random(1, 10000)>>
<<if $danger gte (9900 - $allure)>><<set $dangerstreet to random(1, 100)>><</if>>
<<if $danger lt (9900 - $allure)>><<set $safestreet to random(1, 100)>><</if>>
<<if C.npc.Whitney.state is "active" and C.npc.Whitney.dom lte 1 and $whitneyromance isnot 1 and !($whitneyRescueStatus is "grateful") and $dangerstreet gte 1 and C.npc.Whitney.init is 1>>
<<link [[Wake up|Whitney Abduction]]>><</link>>
<<elseif $dangerstreet gte 1 and ($wolfgirl gte 6 or ($transformationParts.wolf.tail isnot "hidden" and $transformationParts.wolf.tail isnot "disabled")) and random(1, 2) is 2>>
<<link [[Wake up|Pound Abduction]]>><</link>>
<br>
<<elseif isLoveInterest("Eden") and $edenfreedom gte 2 and random(1,3) is 1>>
<<set $dangerstreet to 0>>
<<set $safestreet to 0>>
<<link [[Wake up|Eden Passout Rescue]]>><</link>>
<<elseif $dangerstreet gte 91>>
<<link [[Wake up|Abduction]]>><<set $molestationstart to 1>><</link>>
<<elseif $dangerstreet gte 65>>
<<link [[Wake up|Street Wake]]>><</link>>
<<elseif $dangerstreet gte 45>>
<<link [[Wake up|Molestation alley]]>><<set $molestationstart to 1>><</link>>
<<elseif $dangerstreet gte 25>>
<<link [[Wake up|Street Wake Shackle]]>><</link>>
<<elseif $dangerstreet gte 1>>
<<link [[Wake up|Street Wake Blindfold]]>><</link>>
<</if>>
<<if $safestreet gte 86>>
<<ambulance>>
<<elseif $safestreet gte 1>>
<<ambulance>>
<</if>>
<<pass 1 hour>>
<<trauma 6>><<set $stress -= 2000>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "mer">><<set $bikeStartCategory to "right">><<set $bikeStart to "mer">><<getTarget true>>
You are on Mer Street. The street is dominated by the docks and shipping industry.
<<if Time.dayState is "day">>
<<if Weather.precipitation is "rain">>
Part of the road is covered in wet sand.
<<elseif Weather.precipitation is "snow">>
There's too much salt for snow to collect here.
<<else>>
There's a lot of noise coming from the dock.
<</if>>
<<elseif Time.dayState is "dawn">>
<<if Weather.precipitation is "rain">>
Mist from the sea occasionally sprays over the road.
<<elseif Weather.isFreezing>>
You see movement on the dock, workers braving the morning chill.
<<else>>
You can already hear activity from the dock.
<</if>>
<<elseif Time.dayState is "dusk">>
<<if Weather.precipitation is "rain">>
You can hear noise from the dock over the beating rain.
<<elseif Weather.precipitation is "snow">>
Slurry forms in the gutters.
<<else>>
The dock remains noisy, even at this hour.
<</if>>
<<elseif Time.dayState is "night">>
<<if Weather.precipitation is "rain">>
Mist stings your face.
<<elseif Weather.precipitation is "snow">>
Slurry fills the gutters.
<<else>>
You hear nothing but the sea.
<</if>>
<</if>>
<<streeteffects>>
<br><br>
<<if $exposed gte 1>>
<<exhibitionism "street">>
<<if $exposed is 1 and $topless is 0>>
<span class="lewd">This outfit might be fine on the nearby beach, but here it's too lewd!</span>
<br><br>
<</if>>
<</if>>
<<if $arousal gte $arousalmax>>
<<orgasmstreet>>
<</if>>
<<if $stress gte $stressmax and !$possessed>>
<<passoutstreet>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if ($danger gte (9900 - $allure) or $eventforced) and $eventskip is 0>>
<<eventsstreet>>
<<else>>
<<if $options.mapTop is true>>
<<map "mer">>
<br>
<</if>>
Places of interest
<br>
<<docksicon>><<link [[Docks (0:02)|Docks]]>><<pass 2>><</link>>
<br>
<<if $historytrait gte 2>>
<<coastalpathicon>><<link [[Coastal path (0:30)|Coast Path Mer]]>><<pass 30>><</link>>
<br>
<</if>>
<br>
<<if $exposed gte 1 and Time.dayState isnot "night">>
<<else>>
<<add_link "Travel<br>">><<hideDisplay>>
<<starfish>>
<<oxford>>
<<harvest>>
<<if $exposed lte 0>>
<<buswait>>
<</if>>
<<bike>>
<<loiter>>
<</if>>
<<add_link "<br>Alternate routes<br>">><<hideDisplay>>
<<industrial>>
<<stormdrain>>
<<displayLinks>>
<<if $options.mapTop isnot true>>
<br>
<<map "mer">>
<</if>>
<</if>>
<</if>>
<<set $eventskip to 0>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "nightingale">><<set $bikeStartCategory to "mid">><<set $bikeStart to "nightingale">><<getTarget true>>
You are on Nightingale Street. It is dominated by the civic hospital but there are also several office buildings.
<<if Time.dayState is "day">>
<<if Weather.precipitation is "rain">>
There's a lot of activity around the hospital, despite the rain.
<<else>>
There's a lot of activity around the hospital.
<</if>>
<<elseif Time.dayState is "dawn">>
<<if Weather.precipitation is "rain">>
The car park fills with vehicles, their occupants hurrying to their workplaces.
<<elseif Weather.isFreezing>>
The car park fills with vehicles, their occupants hurrying to their workplaces.
<<else>>
People are arriving at their workplaces.
<</if>>
<<elseif Time.dayState is "dusk">>
<<if Weather.precipitation is "rain">>
People hurry through the rain, heading home for the day.
<<elseif Weather.isSnow>>
People trudge through the snow, heading home for the day.
<<else>>
People are heading home for the day.
<</if>>
<<elseif Time.dayState is "night">>
<<if Weather.precipitation is "rain">>
The hospital lights up the rain.
<<elseif Weather.isSnow>>
The snow is lit by an oasis of light around the hospital.
<<else>>
There's an oasis of light around the hospital.
<</if>>
<</if>>
<<streeteffects>>
<br><br>
<<if $exposed gte 1>>
<<exhibitionism "street">>
<</if>>
<<if $arousal gte $arousalmax>>
<<orgasmstreet>>
<</if>>
<<if $stress gte $stressmax and !$possessed>>
<<passoutstreet>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if ($danger gte (9900 - $allure) or $eventforced) and $eventskip is 0>>
<<eventsstreet>>
<<else>>
<<if $options.mapTop is true>>
<<map "nightingale">>
<br>
<</if>>
Places of interest
<br>
<<hospitalicon>><<link [[Hospital (0:01)|Hospital front]]>><<pass 1>><</link>>
<br>
<<if $exposed lte 0>>
<<if $chef_state is 4>>
<<photographystudioicon>><<link [[Photography studio (3:00)|Photography Chef]]>><</link>>
<br>
<<elseif Time.dayState is "day">>
<<if $photo_known is 1>>
<<photographystudioicon>><<link [[Photography studio (0:01)|Photo Entrance]]>><<pass 1>><</link>>
<br>
<<elseif $photo_known gte 2>>
<<photographystudioicon>><<link [[Photography studio (0:01)|Photo]]>><<pass 1>><</link>>
<br>
<</if>>
<</if>>
<</if>>
<<if $nextPassageCheck is "Forest">>
<span class="nextLink"><<foresticon>><<link [[Forest (0:02)|Forest]]>><<pass 2>><</link>></span>
<<else>>
<<foresticon>><<link [[Forest (0:10)|Forest]]>><<set $eventskip to 1>><<pass 10>><<set $forest to 0>><</link>>
<</if>>
<br><br>
<<if $exposed gte 1 and Time.dayState isnot "night">>
<<else>>
<<add_link "Travel<br>">><<hideDisplay>>
<<wolf>>
<<elk>>
<<high>>
<<oxford>>
<<if $exposed lte 0>>
<<buswait>>
<</if>>
<<bike>>
<<loiter>>
<</if>>
<<add_link "<br>Alternate routes<br>">><<hideDisplay>>
<<park>>
<<stormdrain>>
<<displayLinks>>
<<if $options.mapTop isnot true>>
<br>
<<map "nightingale">>
<</if>>
<</if>>
<</if>>
<<set $eventskip to 0>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "oxford">><<set $bikeStartCategory to "right">><<set $bikeStart to "oxford">><<getTarget true>>
You are on Oxford Street. There's an eclectic mix of buildings, but most notable is the school.
<<if Time.schoolDay>>
<<if Time.dayState is "day">>
<<if Weather.precipitation is "rain">>
The street is busy despite the rain.
<<elseif Weather.isFreezing>>
The street is busy despite the cold.
<<else>>
<<if Time.hour gte 7 and Time.hour lte 16>>
Chatter and laughter emerges from the school grounds.
<<else>>
Students are hanging out nearby.
<</if>>
<</if>>
<<elseif Time.dayState is "dawn">>
Students are hanging out nearby.
<<elseif Time.dayState is "dusk">>
Some students linger in groups, still wearing their uniforms.
<<elseif Time.dayState is "night">>
Due to its central location, people are passing through despite the hour.
<</if>>
<<else>>
<<if Time.dayState is "day">>
<<if Weather.precipitation is "rain">>
The street is busy despite the rain.
<<elseif Weather.isFreezing>>
The street is busy despite the cold.
<<else>>
Many cars and pedestrians are passing by.
<</if>>
<<elseif Time.dayState is "dawn">>
<<if Weather.precipitation is "rain">>
People hurry to work, eager to escape the rain.
<<elseif Weather.isFreezing>>
People hurry to work, eager to be out of the cold.
<<else>>
People are arriving at their workplaces.
<</if>>
<<elseif Time.dayState is "dusk">>
<<if Weather.precipitation is "rain">>
People hurry home, eager to be out of the rain.
<<elseif Weather.isFreezing>>
People hurry home, eager to be out of the cold.
<<else>>
People are heading home for the day.
<</if>>
<<elseif Time.dayState is "night">>
<<if Weather.precipitation is "rain">>
People are passing through despite the rain and hour.
<<elseif Weather.isSnow>>
People are passing through, braving the dark snow.
<<else>>
Due to its central location, people pass through even at this hour.
<</if>>
<</if>>
<</if>>
<<streeteffects>>
<br><br>
<<if $exposed gte 1>>
<<exhibitionism "street">>
<</if>>
<<if $arousal gte $arousalmax>>
<<orgasmstreet>>
<</if>>
<<if $stress gte $stressmax and !$possessed>>
<<passoutstreet>>
<<elseif $mathsproject is "ongoing" and $stimdealerknown isnot 1 and !$possessed>>
<<set $stimdealerknown to 1>>
<<generatey1>><<person1>>You recognise a <<person>> from your maths class up ahead. <<Hes>> stood among several other students crowded together at the end of an alley across from the school. They're talking to a figure in a heavy coat stood deeper in the shadows.
<br><br>
As you watch, a few packages change hands between them. The <<person>> fumbles <<his>> own, spilling a small plastic bag filled with bright coloured pills onto the pavement. A police siren sounds in the distance, and the figure retreats into the shadows. The students walk down the street while the <<person>> picks up <<his>> pills and rushes to catch up.
<br><br>
You overhear the other students making fun of <<him>> as they walk past you. "I can't believe you'd never heard of this stuff before."
<br>
"Only losers waste time studying the normal way..."
<br><br>
This isn't the first time you've seen students doing business with dealers around here. However, it is the first time you've heard of students buying drugs to help with their studies. That might be why the dealers frequent the area.
<br><br>
<span class="gold">You can now find stimulant dealers on Oxford Street.</span>
<br><br>
<<link [[Next|Oxford Street]]>><<endevent>><</link>>
<br>
<<elseif C.npc.Avery.state is "active" and $averyschoolpickup is 0 and Time.schoolDay and Time.hour is 15 and $exposed lte 0 and ((C.npc.Avery.love gte random(20, 100) and ($rng gte 50 or Weather.precipitation isnot "none")) or (C.npc.Avery.love gte 20 and Time.weekDay is 2))>>
<<npc Avery>><<person1>>
<<set $averyschoolpickup to 1>>
<<if $averyschoolpickupintro is 1 and Time.season is "winter" and crimeSumCurrent() lt 1000 and random(1,5) is 1>>
As you exit the school, you notice pedestrians hastily walking by, trying to escape the cold wind. A car pulls up beside you. The window rolls down, revealing Avery inside. <<He>> smiles at you. "Hello there, <<pcpetname "Avery">>. It's a bit chilly today."
<br><br>
<<if $speech_attitude is "meek">>
"Y-Yeah, it sure is cold." You stop and greet Avery with a shy smile.
<<elseif $speech_attitude is "bratty">>
"Yeah, it's a bit nippy today." You stop and kick a small pebble off the side of the road. "I wish somebody would warm me up."
<<else>>
"It is quite cold, isn't it?" You stop and nod at Avery.
<</if>>
<br><br>
"Get in. I'll get you something warm to drink."
<br><br>
<<getinicon>><<link [[Get in (0:10)|Avery Pub Winter]]>><<pass 10>><</link>><br>
<<refuseicon>><<link [[Refuse|Avery School Pickup Refuse]]>><<npcincr Avery rage 5>><<npcincr Avery love -1>><</link>><<garage>><<llove>>
<<elseif $averyschoolpickupintro is 1 and $fame.business gte 400 and random(1,10) is 1 and !Weather.isOvercast>>
As you are about to leave the building, you hear a great uproar. Dozens of students are gathering outside as a helicopter descends upon the school precincts. One of the passenger doors swings open. Avery beckons from inside.
<br><br>
"Come on, get a move on, I haven't got all day! Important business awaits!"
<br><br>
<<link [[Board helicopter (0:20)|Avery Helicopter]]>><<npcincr Avery love 2>><</link>><<gglove>>
<br>
<<link [[Walk away|Avery Helicopter Walk]]>><<npcincr Avery love -1>><<npcincr Avery rage 5>><</link>><<garage>><<llove>>
<<else>>
<<npc Robin 2>><<person1>>
<<set _robin to statusCheck("Robin")>>
<<set $pickupRobinPresent to 0>>
<<if $robindebtevent lt 1 and _robin_location is "school" and random(1, 2) is 1>>
<<set $pickupRobinPresent to 1>>
<</if>>
<<if $averyschoolpickupintro is 1>>
A car pulls up beside you. The door opens, revealing a <<if $pronoun is "m">>man in a suit<<else>>woman in a smart dress<</if>>. It's Avery. "I'll give you a lift," <<he>> says. "Get in."
<<if $pickupRobinPresent is 1>>
<br><br>
You catch a glimpse of Robin sheepishly moving next to you. <<person2>><<He>> looks at you, waiting for your answer.
<</if>>
<<else>>
<<set $averyschoolpickupintro to 1>>
An expensive-looking car parks in front of you. Most of the students around you stop to gaze at it in awe. The windows lower and you recognise its driver; it's Avery. "There you are," <<he>> says with a smile. "I was on my way back home from work, so I thought I'd come pick you up."
<br><br>
A few students murmur amongst themselves. They're wondering how you could possibly afford such treatment.<<gcool>><<status 1>>
<<if $pickupRobinPresent is 1>>
<br><br>
Robin emerges from within the crowd.
<br><br>
"Is everything alright?" <<person2>><<He>> asks in a worried tone. "I thought there was a fight, why is everyone..." <<He>> stops as <<he>> recognises the vehicle and its owner.
<br><br>
Avery's enthusiasm dwindles when <<person1>><<he>> notices Robin standing next to you. "Your friend can come, too," <<he>> says. Robin turns to you, worried, waiting for your answer.
<</if>>
<</if>>
<br><br>
<<if $pickupRobinPresent is 1>>
<<getinicon>><<link [[Get in|Avery School Pickup Accept]]>><<set $phase to 0>><</link>>
<br>
<<refuseicon>><<link [[Refuse|Avery School Pickup Robin Refuse]]>><<npcincr Avery rage 5>><<npcincr Avery love -1>><</link>><<garage>><<llove>>
<br>
<<else>>
<<getinicon>><<link [[Get in|Avery School Pickup Accept]]>><<set $phase to 1>><</link>>
<br>
<<refuseicon>><<link [[Refuse|Avery School Pickup Refuse]]>><<npcincr Avery rage 5>><<npcincr Avery love -1>><</link>><<garage>><<llove>>
<br>
<</if>>
<</if>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if ($danger gte (9900 - $allure) or $eventforced) and $eventskip is 0>>
<<eventsstreet>>
<<else>>
<<if $options.mapTop is true>>
<<map "oxford">>
<br>
<</if>>
<<set _robin to statusCheck("Robin")>>
<<if $robindebtevent gte 1>>
<<elseif Time.hour is 15 and _robin_location is "school" and $exposed lte 0>>
You see Robin looking through shop windows.
<br>
<<if _robin.trauma gte 80>>
<<homeicon>><<link [[Walk home with Robin (0:40)|Robin Walk Home]]>><<run setRobinLocationOverride("orphanage", 15)>><<endevent>><<pass 40>><</link>><<glove>>
<br><br>
<<else>>
<<if ($player.gender is "f" or $player.gender is "h") and $worn.upper.exposed gte 2 and $genderknown.includes("Robin")>>
<<homeicon>><<link [[Walk home with Robin (0:15)|Robin Walk Home Topless]]>><<run setRobinLocationOverride("orphanage", 15)>><<endevent>><<pass 15>><</link>><<glove>><<glust>>
<<else>>
<<homeicon>><<link [[Walk home with Robin (0:20)|Robin Walk Home]]>><<run setRobinLocationOverride("orphanage", 15)>><<endevent>><<pass 20>><</link>><<glove>>
<</if>>
<br><br>
<</if>>
<</if>>
<<if Time.schoolDay and Time.hour is 15 and $exposed lte 0 and Weather.precipitation is "none">>
A group of students chat nearby. They say they're going to the lake.
<br>
<<if $town_projects.road gte 4>>
<<lakeicon>><<link [[Join them (0:15)|Lake Journey Road]]>><<pass 15>><</link>>
<<else>>
<<lakeicon>><<link [[Join them (0:30)|Lake Journey]]>><<pass 30>><</link>>
<</if>>
<br><br>
<</if>>
Places of interest
<br>
<<if $schoolBlocked>>
<span class="blue">The school guard is on high alert. You won't be able to sneak in tonight.</span>
<br>
<<elseif Time.schoolDay and Time.hour gte 7 and Time.hour lte 16>>
<<schoolicon>><<link [[School (0:02)|School Front Courtyard]]>><<pass 2>><</link>>
<br>
<<else>>
<<schoolicon>><<link [[School (0:01)|School Locked]]>><<pass 1>><</link>>
<br>
<</if>>
<<if (Time.isWeekEnd() or !Time.schoolDay) and Time.dayState is "day" and $town_projects.diving isnot 3>>
<<if $exposed lte 0>>
<<museumicon>><<link [[Museum (0:01)|Museum]]>><<pass 1>><</link>>
<br>
<</if>>
<<else>>
<<if $exposed lte 0>>
<<museumicon>><<link [[Museum (0:01)|Museum Lock]]>><<pass 1>><</link>>
<br>
<</if>>
<</if>>
<<if $stimdealerknown is 1 and $mathsproject is "ongoing" and $exposed lte 0>>
<<pillicon "stimulant">><<link [[Stimulant dealer|Stim Dealer]]>><</link>>
<br>
<</if>>
<br>
<<if $exposed gte 1 and Time.dayState isnot "night">>
<<else>>
<<add_link "Travel<br>">><<hideDisplay>>
<<starfish>>
<<nightingale>>
<<mer>>
<<elk>>
<<if $exposed lte 0>>
<<buswait>>
<</if>>
<<bike>>
<<loiter>>
<</if>>
<<add_link "<br>Alternate routes<br>">><<hideDisplay>>
<<park>>
<<industrial>>
<<stormdrain>>
<<displayLinks>>
<<if $options.mapTop isnot true>>
<br>
<<map "oxford">>
<</if>>
<</if>>
<</if>>
<<set $eventskip to 0>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "starfish">><<set $bikeStartCategory to "mid">><<set $bikeStart to "starfish">><<getTarget true>>
You are on Starfish Street. Wind blows in from the ocean.
<<if Weather.dayState is "day">>
<<if Weather.precipitation is "rain">>
A few tourists walk the promenade, braving the rain.
<<elseif Weather.precipitation is "snow">>
Salt keeps snow from settling, but few tourists brave the cold.
<<else>>
Tourists fill the promenade, and flow in and out of the various amusements.
<</if>>
<<elseif Weather.dayState is "dawn">>
<<if Weather.precipitation is "rain">>
Morning rain arrives with it.
<<elseif Weather.precipitation is "snow">>
The promenade is wet with fallen snow.
<<else>>
Tourists watch the sunrise along the promenade.
<</if>>
<<elseif Weather.dayState is "dusk">>
<<if Weather.precipitation is "rain">>
Rain keeps tourists away.
<<elseif Weather.precipitation is "snow">>
Slurry forms in sheltered patches along the promenade.
<<else>>
Tourists watch the sunset along the promenade.
<</if>>
<<elseif Weather.dayState is "night">>
<<if Weather.precipitation is "rain">>
Sheets of rain arrive with it.
<<elseif Weather.precipitation is "snow">>
Patches of slush cover the ground.
<<else>>
You see small lights on the horizon.
<</if>>
<</if>>
<<streeteffects>>
<br><br>
<<if $exposed gte 1>>
<<exhibitionism "street">>
<<if $exposed is 1 and $topless is 0>>
<span class="lewd">This outfit might be fine on the nearby beach, but here it's too lewd!</span>
<br><br>
<</if>>
<</if>>
<<if $arousal gte $arousalmax>>
<<orgasmstreet>>
<</if>>
<<if $stress gte $stressmax and !$possessed>>
<<passoutstreet>>
<<elseif $bailey_pound is 2>>
<<set $bailey_pound to 3>>
Two ambulances are parked outside the animal pound. <<generate1>><<person1>>A <<person>> pushes a stretcher into the back of one, and they drive away.
<br><br>
<<link [[Next|Starfish Street]]>><<endevent>><</link>>
<br>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if ($danger gte (9900 - $allure) or $eventforced) and $eventskip is 0>>
<<eventsstreet>>
<<else>>
<<if $options.mapTop is true>>
<<map "starfish">>
<br>
<</if>>
Places of Interest
<br>
<<beachicon>><<link [[Beach (0:05)|Beach]]>><<pass 5>><</link>>
<br>
<<if Time.dayState is "day" or Time.dayState is "dusk">>
<<arcadeicon>><<link [[Arcade (0:01)|Arcade]]>><<pass 1>><</link>>
<br>
<<else>>
<<arcadeicon>><<link [[Arcade (0:01)|Arcade Lock]]>><<pass 1>><</link>>
<br>
<</if>>
<<if $exhibitionismrun is "starfish" and $exposed is 0>>
<<ind>><<link [[Flash your butt (0:15)|Starfish Challenge]]>><</link>>
<br>
<</if>>
<<if $chaletsintro gte 2 and $exposed lt 2>>
<<chaleticon>><<link [[Chalets (0:05)|Chalets Work]]>><<chalets_start>><<pass 5>><</link>>
<br>
<<elseif $exposed lt 2>>
<<chaleticon>><<link [[Chalets (0:02)|Chalets Intro]]>><<pass 2>><</link>>
<br>
<</if>>
<<if $openinghours is 1>>
<<poundicon>><<link [[Dog pound (0:01)|Pound]]>><<pass 1>><</link>>
<br>
<<elseif Time.hour is $closinghour>>
<span class="blue">People are leaving the dog pound.</span> It must be closing time.
<br>
<<else>>
<<poundicon>><<link [[Dog pound (0:01)|Pound Lock]]>><<pass 1>><</link>>
<br>
<</if>>
<br>
<<if $exposed gte 1 and Time.dayState isnot "night">>
<<else>>
<<add_link "Travel<br>">><<hideDisplay>>
<<cliff>>
<<mer>>
<<high>>
<<oxford>>
<<if $exposed lte 0>>
<<buswait>>
<</if>>
<<bike>>
<<loiter>>
<</if>>
<<add_link "<br>Alternate Routes<br>">><<hideDisplay>>
<<park>>
<<stormdrain>>
<<displayLinks>>
<<if $options.mapTop isnot true>>
<br>
<<map "starfish">>
<</if>>
<</if>>
<</if>>
<<set $eventskip to 0>><<effects>>
You stand on the sidewalk outside the arcade.
<br><br>
Traffic is moving briskly, there will be many cars passing by for you to show your butt to, as well as pedestrians. You look around, trying to find a camera. Wherever it is, you're unable to find it, but you know it'll be there.
<br><br>
<<if hasSexStat("exhibitionism", 3)>>
<<link [[Strip|Starfish Challenge Strip]]>><</link>><<exhibitionist3>>
<br>
<<else>>
<<insufficientStat "exhibitionism" "to do this">>
<br>
<</if>>
<<link [[Leave|Starfish Street]]>><</link>><<effects>><<lowerstrip>><<underlowerstrip>><<fameexhibitionism 5>>
You take a deep breath and
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
turn around. You bend over, pulling up your bottoms <<if !$worn.under_lower.type.includes("naked")>>and the back of your underbottoms,<</if>> exposing your bare ass to oncoming traffic.
<<else>>
turn around. You bend over and grab the back of your bottoms, <<if !$worn.under_lower.type.includes("naked")>> and <<underbottoms>><</if>> pulling them down and exposing your bare ass to oncoming traffic.
<</if>>
<<if hasSexStat("exhibitionism", 3)>><<garousal>><<arousal 600>><<else>><<gtrauma>><<gstress>><<trauma 1>><<stress 6>><</if>>
<br><br>
You feel the air on your naked ass. You can't see the cars driving by on the street, but you hear several honks directed at you. The arcade isn't near an intersection, so most cars drive by quickly, but you think several slow down to get a longer look at your butt.
<br><br>
<<link [[Next|Starfish Challenge 2]]>><</link>><<effects>>
The first five minutes go by, without incident. Then you hear the noise of what sounds like a bus. You shake as you realise that there's a bus stop near the arcade. You turn your head as far as it'll go to see what's happening behind you.
<br><br>
You catch a glimpse of a city bus letting off several passengers. You hear them mutter to each other. You can't hear everything, but you hear the words "perfect ass" and "got photos." You blush.<<garousal>><<arousal 600>>
<br><br>
<<link [[Next|Starfish Challenge 3]]>><<pass 5>><</link>><<effects>><<generatey1>><<generatey2>>
After ten minutes you're starting to sweat. You can physically feel the attention on your ass.<<if hasSexStat("exhibitionism", 3)>><<garousal>><<arousal 600>><<else>><<gstress>><<stress 6>><</if>>
<br><br>
You hear the arcade's doors open and the voices of people leaving the building. The voices come closer, growing louder and more shocked. A small group of people are watching you flash your ass on the sidewalk. You can hear them talk.
<br><br>
You realise this is a group of students the same age as you.
<br><br>
"What's <<pshe>> doing?" you hear a <<person1>><<person>> about your age say.
<br>
"Obviously <<pshes>> some pervert showing <<pher>> ass in public," a <<person2>><<person>> says.
<br>
"I think <<pshe>> goes to my school."
<br>
"Get this on video, we're going to show everyone <<pher>> ass."
<br><br>
<<link [[Next|Starfish Challenge 4]]>><<pass 10>><</link>><<effects>>
The fifteen minutes are almost up, but they have plenty of time to get good footage of your butt on public display.
<br><br>
One of them crosses into your vision, trying to get video of your face.
<<if !$worn.face.type.includes("mask")>>
You try to turn your head, but you can't hide your identity from the camera.
<<else>>
You are grateful for the mask you're wearing.
<</if>>
You could leave, but if you left early you wouldn't get paid.<<if hasSexStat("exhibitionism", 3)>><<garousal>><<arousal 600>><<else>><<ggstress>><<stress 12>><</if>>
<br><br>
<<link [[Next|Starfish Challenge 5]]>><<pass 12>><</link>><<effects>>
The last few minutes, the group taunts you while taking pictures of your bare butt, while traffic passes by and honks at you.
<br><br>
Finally, you see the familiar parachute drop a box onto the pavement in front of you. You <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>drop<<else>>pull up<</if>> your bottoms and grab the box. You run away from the taunting group.
<br><br>
When you're a block away, you open the box. There's <<moneyGain 500>> and another note inside. You read the note.
<br><br>
<i>You're proving quite reliable. Here's the money promised. Will be in touch again.</i>
<br><br>
You pocket the money and walk away.
<<set $exhibitionismrun to undefined>><<set $exhibitionismrunon to 3>><<set $challengetimer to 10>><<clotheson>>
<<link [[Next|Starfish Street]]>><<pass 3>><<endevent>><</link>><<widget "streetstray">>
<<beastNEWinit 1 dog>>
<<if $stray_happiness gte 80>>
A <<beasttype>> emerges from beneath a skip. <<bHis>> tail wags at the sight of you.
<<if $monster is 1>>
"I know you," <<bhe>> says. "Friends say you nice."
<</if>>
<br><br>
<<link [[Pet|Street Stray Pet]]>><<stress -6>><</link>><<lstress>>
<br>
<<link [[Ignore|Street Stray Ignore]]>><</link>>
<br>
<<elseif $stray_happiness gte 20>>
You see a pair of eyes follow you from beneath a skip. It looks like a <<beasttype>>, but <<bhe>> retreats at your glance.
<br><br>
<<destinationeventend>>
<<else>>
A <<beasttype>> emerges from beneath a skip, teeth bared.
/*cult*/
<<if $hallucinations gte 1 and $controlled isnot 1>>
<span class="pink"><<bHis>> eyes glimmer with unholy light.</span>
<<if $monster is 1>>
"Masters command," <<bhe>> says. "I obey."
<</if>>
<</if>>
<br><br>
<<if $bestialitydisable is "f" or $monster is 1>>
<<link [[Next|Street Stray Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You turn and run, the <<beasttype>> snapping at your heels. You manage to escape, dishevelled.<<beastescape>>
<br><br>
<<destinationeventend>>
<</if>>
<</if>>
<</widget>>
<<widget "streetdog">>
<<beastNEWinit 1 dog>><<generate2>><<person2>>
You pass a <<person>> holding a <<beasttype>> on a lead. The <<beasttype>> stops to look at you.
<<if $monster is 1>>
"Friend?"
<</if>>
<br><br>
<<if $leftarm isnot "bound" and $rightarm isnot "bound">>
<<link [[Ask for paw|Street Dog Paw]]>><</link>><<tendingdifficulty 1 300>> <<if $player.virginity.handholding is true>><<note "Success will be your first hand held" "red">><</if>>
<br>
<<link [[Pet|Street Dog Pet]]>><<stress -6>><</link>><<lstress>>
<br>
<</if>>
<<if ($wolfgirl gte 6 or ($transformationParts.wolf.tail isnot "hidden" and $transformationParts.wolf.tail isnot "disabled"))>>
<<link [[Growl|Street Dog Growl]]>><<stress -6>><<transform wolf 1>><</link>><<wolfgirl>>
<br>
<</if>>
<<if ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled"))>>
<<link [[Hiss|Street Dog Hiss]]>><<def 1>><<transform cat 1>><</link>><<cat>>
<br>
<</if>>
<<if ($fox gte 6 or ($transformationParts.fox.tail isnot "hidden" and $transformationParts.fox.tail isnot "disabled"))>>
<<link [[Yip|Street Dog Yipp]]>><<transform fox 1>><</link>><<fox>>
<br>
<</if>>
<<link [[Ignore|Street Dog Ignore]]>><</link>>
<br>
<</widget>>
<<widget "streetoffer">>
<<generate1>><<person1>>
A hand rests on your arm. "Wow," its owner, a <<person>> says. "You're a cute thing. I've got some work for you, if you're interested."
<br><br>
<<link [[Listen|Street Offer Listen]]>><</link>>
<br>
<<link [[Keep walking|Street Offer Walk]]>><</link>>
<br>
<</widget>>
<<widget "streetfriendly1">>
<<generate1>><<person1>>
You pass a <<person>>.
<<if Time.hour lte 3 or Time.hour gte 18>>
"Good evening," <<he>> says with a smile.
<<elseif Time.hour lte 12>>
"Good morning," <<he>> says with a smile.
<<else>>
"Good afternoon," <<he>> says with a smile.
<</if>>
<br><br>
<<if $anxiety gte 2>>
Terror and dread strike you, as thoughts of an imminent assault intrude on your mind.
<<gstress>>
<br><br>
You hasten your steps.
<br><br>
<<destinationeventend>>
<<elseif $anxiety gte 1>>
Fear stabs at you, despite the <<persons>> friendly demeanour.
<br><br>
<<link [[Respond|Street Friendly Respond]]>><<trauma -6>><<stress 6>><</link>><<gstress>><<ltrauma>>
<br>
<<link [[Just keep walking|Street Friendly Walk]]>><</link>>
<br>
<<else>>
<<link [[Respond|Street Friendly Respond]]>><<trauma -6>><</link>><<ltrauma>>
<br>
<<link [[Just keep walking|Street Friendly Walk]]>><</link>>
<br>
<</if>>
<</widget>>
<<widget "streetfootbridge">>
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1 and $worn.under_lower.type.includes("naked")>>
You come to a footbridge that crosses a busy road. You climb the steps, but stop at the top. The floor is made from a metal mesh. You can see the traffic beneath. Anyone beneath would be able to see right up your skirt, <span class="lewd">and you're not wearing underwear.</span>
<br><br>
<<if $earSlime.growth gte 200 and $earSlime.exhibitionism gte 2 and hasSexStat("exhibitionism", 2)>>
<span class="red">You know the ear slimes wouldn't let you do anything but expose yourself.</span>
<br>
<<link [[Cross slowly|Street Footbridge Cross]]>><<set $phase to 2>><</link>>
<<elseif numberOfEarSlime() and $earSlime.growth gte 30 - ($earSlime.exhibitionism * 10) and $earSlime.corruption gte random(0, 80)>>
<span class="lewd">You feel the slime in your head command you to cross the bridge slowly, never looking down at any point.</span> It promises rewards if you comply<<if $earSlime.startedThreats>>, and threatens consequences if you do not<</if>>.
<br><br>
<<link [[Obey|Street Footbridge Cross]]>><<set $phase to 1>><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 1>><</link>><<gcorruption>><<lpain>><<lltrauma>><<lstress>>
<br>
<<if $earSlime.startedThreats>>
<<link [[Defy|Street Footbridge Defy]]>>
<<set $phase to 1>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>>
<<if $earSlime.defyCooldown or $earSlime.corruption lt (currentSkillValue('willpower') / 10)>><<pass 10>><</if>>
<</link>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>>
<<else>>
<<link [[Ignore and find another way around (0:10)|Street Footbridge Detour]]>><<pass 10>><</link>><<gtrauma>><<gstress>>
<</if>>
<<else>>
<<link [[Find another way around (0:10)|Street Footbridge Detour]]>><<pass 10>><</link>>
<br>
<<link [[Cross anyway|Street Footbridge Cross]]>><<set $phase to 0>><</link>>
<</if>>
<br>
<<else>>
You use a footbridge to cross a busy road.
<br><br>
<<destinationeventend>>
<</if>>
<</widget>>
<<widget "streetwanted">>
You walk by a poster. It's a picture of you, with "Wanted" written beneath your likeness.
<<gstress>><<stress 6>>
<br><br>
<<destinationeventend>>
<</widget>>
<<widget "streetbottomgrope">>
You round a corner, and almost walk right into a <<generate1>><<person1>><<person>>.
<br><br>
<<if playerIsPregnant() and playerAwareTheyArePregnant() and playerBellyVisible() and $rng gte 70>>
<<He>> apologises profusely before noticing your baby bump.
<<if $NPCList[0].pronoun is "f">>
<<He>> ends up talking your ear off about <<his>> own pregnancy. A particularly graphic explanation of <<his>> experience giving birth leaves you feeling ill, and you politely excuse yourself.
<<else>>
<<He>> ends up talking your ear off about <<his>> wife's pregnancy. A particularly graphic description of what <<he>> saw while <<his>> wife gave birth leaves you feeling ill, and you politely excuse yourself.
<</if>>
<<stress 6>><<gstress>>
<br><br>
<<endevent>>
<<destinationeventend>>
<<else>>
"Woah <<girl>>," <<he>> says, clutching your <<bottom>> with both hands. "You need to watch where you're going." <<He>> gropes and squeezes you.
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Submit (0:02)|Street Bottom Submit]]>><<pass 2>><<sub 2>><<arousal 1200 "bottom">><<trauma 6>><</link>><<gtrauma>><<garousal>><<promiscuous2>>
<br>
<</if>>
<<link [[Endure (0:02)|Street Bottom Endure]]>><<pass 2>><<sub 1>><<trauma 6>><<stress 6>><<arousal 600 "bottom">><</link>><<gtrauma>><<gstress>><<garousal>>
<br>
<<if $earSlime.growth gte 200 and $earSlime.promiscuity gte 2 and hasSexStat("promiscuity", 2)>>
<span class="red">You know the ear slimes wouldn't let you shove <<him>>.</span>
<<else>>
<<link [[Shove|Street Bottom Shove]]>><<def 1>><<pain 4>><<stress -6>><</link>><<lstress>><<gpain>>
<</if>>
<br>
<</if>>
<</widget>>
<<widget "streetlurker">>
You feel a terrible sense of unease.
<<if $hallucinations gte 2 and $tentacledisable is "f">>
<br><br>
<<link [[Ignore|Street Lurker Ignore]]>><</link>>
<br>
<<link [[Run|Street Lurker Run]]>><</link>><<athleticsdifficulty 1 1200>>
<br>
<<set $skulduggerydifficulty to 1000>>
<<link [[Hide|Street Lurker Hide]]>><</link>><<skulduggerydifficulty>>
<br>
<<if $worn.neck.type.includes("holy")>>
<<link [[Hold your holy symbol against the night|Street Lurker Holy]]>><</link>>
<br>
<</if>>
<<else>>
It lasts only a moment, but leaves you jumping at every shadow.
<<gawareness>><<awareness 1>>
<br><br>
<<destinationeventend>>
<</if>>
<</widget>>
<<widget "streetbodywriting">>
<<generate1>><<person1>>You catch a <<person>> staring at the <<tattoo _bodypart>> on your <<bodypart _bodypart>>.
<br><br>
<<if $skin[_bodypart].special is "bestiality" or $skin[_bodypart].special is "Black Wolf" or $skin[_bodypart].special is "Great Hawk">>
<<if hasSexStat("deviancy", 2)>>
<<link [[Flaunt|Street Bodywriting Deviant]]>><</link>><<deviant2>>
<br>
<</if>>
<<elseif $skin[_bodypart].lewd is 1>>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Flaunt|Street Bodywriting Promiscuous]]>><</link>><<promiscuous2>>
<br>
<</if>>
<<else>>
<<link [[Show off|Street Bodywriting Show]]>><<trauma -6>><</link>><<ltrauma>>
<br>
<</if>>
<<link [[Ignore|Street Bodywriting Ignore]]>><</link>>
<br>
<</widget>>
<<widget "streetwhorebodywriting">>
<<generate1>><<person1>>A <<person>> walks up to you. "You a whore, aye?" <<he>> says, looking at the <<tattoo _bodypart>> on your <<bodypart _bodypart>>.
<<if $skin[_bodypart].degree gte 2600>>
<<if $attractiveness gte random(1, 10000)>>
"That's a tough price, but you're pretty damn cute. Alright." <<He>> gestures at a nearby alley.
<br><br>
<<if hasSexStat("promiscuity", 3)>>
<<capture _bodypart>>
<<link [[Accept|Street Bodywriting Accept]]>><<set $phase to clone($skin[_bodypart].degree)>><</link>><<promiscuous3>>
<</capture>>
<br>
<</if>>
<<link [[Apologise|Street Bodywriting Apologise]]>><<sub 1>><<stress 6>><</link>><<gstress>>
<br>
<<link [[Get angry|Street Bodywriting Angry]]>><<def 1>><<stress 6>><</link>><<gstress>>
<br>
<<else>>
"Your price is too steep. I'll give you £25."
<br><br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Accept|Street Bodywriting Accept]]>><<set $phase to 2500>><</link>><<promiscuous3>>
<br>
<</if>>
<<link [[Apologise|Street Bodywriting Apologise]]>><<sub 1>><<stress 6>><</link>><<gstress>>
<br>
<<link [[Get angry|Street Bodywriting Angry]]>><<def 1>><<stress 6>><</link>><<gstress>>
<br>
<</if>>
<<elseif $skin[_bodypart].degree gte 100>>
"Sounds reasonable. Alright." <<He>> gestures at a nearby alley.
<br><br>
<<if hasSexStat("promiscuity", 3)>>
<<capture _bodypart>>
<<link [[Accept|Street Bodywriting Accept]]>><<set $phase to clone($skin[_bodypart].degree)>><</link>><<promiscuous3>>
<</capture>>
<br>
<</if>>
<<link [[Apologise|Street Bodywriting Apologise]]>><<sub 1>><<stress 6>><</link>><<gstress>>
<br>
<<link [[Get angry|Street Bodywriting Angry]]>><<def 1>><<stress 6>><</link>><<gstress>>
<br>
<<else>>
"How much?"
<br><br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Ask for £100|Street Bodywriting Seduce]]>><<set $phase to 10000>><</link>><<promiscuous3>>
<br>
<<link [[Ask for £50|Street Bodywriting Seduce]]>><<set $phase to 5000>><</link>><<promiscuous3>>
<br>
<<link [[Ask for £20|Street Bodywriting Seduce]]>><<set $phase to 2000>><</link>><<promiscuous3>>
<br>
<</if>>
<<link [[Apologise|Street Bodywriting Apologise]]>><<sub 1>><<stress 6>><</link>><<gstress>>
<br>
<<link [[Get angry|Street Bodywriting Angry]]>><<def 1>><<stress 6>><</link>><<gstress>>
<</if>>
<</widget>>
<<widget "streetcriminalbodywriting">>
A <<generate1>><<person1>><<person>> looks at the <<tattoo _bodypart>> on your <<bodypart _bodypart>>, and spits at your feet. "They should lock up scum like you," <<he>> says. "And throw away the key."<<gstress>><<stress 6>>
<br><br>
<<link [[Protest|Street Criminal Protest]]>><</link>>
<br>
<<link [[Ignore|Street Criminal Ignore]]>><</link>>
<br>
/* <<if $submissive lte 500>> */
<<link [[Threaten|Street Criminal Threaten]]>><<trauma -6>><<stress -6>><</link>><<defianttext>><<ltrauma>><<lstress>>
/* <</if>> */
<</widget>>
<<widget "streetbox">>
You see a box fall out the back of a van. No one else pays it any attention.
<br><br>
<<link [[Open it|Street Box]]>><</link>>
<br>
<<link [[Leave it alone|Street Box Leave]]>><</link>>
<br>
<</widget>>
<<widget "streetvan">>
<<generate1>><<person1>>
"'Ey <<girl>>," a voice says to your right. A <<person1>><<person>> leans against an open van, panting. "Fancy making some cash? My usual help didn't turn up, and I'm struggling to move all these boxes. I'll pay you three times the usual. So <span class="gold">£30.</span> Should take about an hour."
<br><br>
<<link [[Help (1:00)|Street Van Help]]>><<tiredness 6>><</link>><<gtiredness>>
<br>
<<link [[Refuse|Street Van Refuse]]>><</link>>
<br>
<</widget>>
<<widget "streetbullies">>
<<generateyv1>><<generatey2>><<generatey3>><<generatey4>>
You see a <<person1>><<person>> stood with <<his>> back against a wall, trapped there by a <<person2>><<person>>, <<person3>><<person>>, and <<person4>><<person>>. The <<person1>><<person>> stares at <<his>> feet.
<br><br>
As you walk closer you hear the trio jeer at <<him>>. The <<person3>><<person>> snatches the <<person1>><<persons>> bag away, and starts rifling through it.
<br><br>
<<link [[Intervene|Street Bullies Intervene]]>><<stress 6>><<def 1>><<famegood 1>><<famescrap 1>><</link>><<gstress>>
<br>
/* <<if $submissive lte 500>> */
<<link [[Attack the bullies|Street Bullies Attack]]>><<def 1>><<famegood 1>><<famescrap 1>><<stress -6>><</link>><<lstress>><<defianttext>>
<br>
/* <</if>> */
<<link [[Ignore|Street Bullies Ignore]]>><</link>>
<br>
<</widget>>
<<widget "streetrocks">>
<<outfitChecks>>
<<if $worn.feet.type.includes("naked") or $worn.feet.type.includes("shackle")>>
Your bare foot steps on something sharp. It's a loose rock.
<<gpain>><<pain 4>>
<br><br>
<<dancedifficulty -200 200 true>>
<<if $danceSuccess>>
You almost trip, <span class="green">but manage to steady yourself.</span>
<br><br>
<<else>>
<span class="red">You stumble to your knees.</span>
<<gpain>><<gstress>><<pain 4>><<stress 6>>
<br><br>
<<if _bottom>>
Your _bottom.name scrape<<if _bottom.plural isnot 1>>s<</if>> against the ground. You hear a tear.
<<set _bottom.integrity -= 10>>
<br><br>
<<if _bottom.integrity lte 0>>
<<integritycheck>><<exposure>>
You try to hold the fabric together, but it's no use.
<br><br>
<</if>>
<</if>>
<</if>>
<<else>>
<<dancedifficulty -200 200 true>>
<<if $danceSuccess>>
You almost trip on a loose rock, <span class="green">but manage to steady yourself.</span>
<br><br>
<<else>>
You trip on a loose rock, and <span class="red">stumble to your knees.</span>
<<gpain>><<gstress>><<pain 4>><<stress 6>>
<br><br>
<<if _bottom>>
Your _bottom.name scrape<<if _bottom.plural isnot 1>>s<</if>> against the ground. You hear a tear.
<<set _bottom.integrity -= 10>>
<br><br>
<<if _bottom.integrity lte 0>>
<<integritycheck>><<exposure>>
You try to hold the fabric together, but it's no use.
<br><br>
<</if>>
<</if>>
<</if>>
<</if>>
<<destinationeventend>>
<</widget>>
<<widget "streetex1">>
<<generate1>><<person1>>
You move from shadow to shadow, dashing through patches of light as quickly as your legs will carry you.
<br><br>
You hear footsteps up ahead!
<br><br>
<<link [[Hide and wait for them to pass (0:04)|StreetEx1]]>><<pass 4>><<set $phase to 0>><</link>>
<br>
<<link [[Stick to the shadows but keep moving|StreetEx1]]>><<set $phase to 1>><</link>>
<br><br>
<</widget>>
<<widget "streetex2">>
<<generate1>><<person1>>You move from shadow to shadow, dashing through patches of light as quickly as your legs will carry you.
<br><br>
Unable to see in the dark, you trip over something and tumble to the ground. A <<person>> emerges from the shadows and is on top of you before you can recover.
<<pain 1>><<set $molestationstart to 1>>
<br><br>
<<link [[Next|StreetEx2]]>><</link>>
<br><br>
<</widget>>
<<widget "streetex3">>
You move from shadow to shadow, dashing through patches of light as quickly as your legs will carry you.
<br><br>
<<beastNEWinit 1 dog>>
<<if $stray_happiness gte random(1, 100)>>
You hear a growl from a nearby alley and instinctively freeze in place. You regain control as you see a pair of eyes glint in the darkness.<<gstress>><<stress 6>>
<br><br>
You make a quick escape.
<br><br>
<<destinationeventend>>
<<else>>
You hear a growl from a nearby alley and instinctively freeze in place. You regain control as a shaggy black <<beasttype>> emerges from the darkness, teeth bared.
<br><br>
<<if $monster is 1 or $bestialitydisable is "f">>
<<link [[Run|StreetEx3]]>><<set $phase to 0>><</link>><<athleticsdifficulty 1 600>>
<br>
<!-- Modified for Beast People -->
<<link [[Try to befriend it|StreetEx3]]>><<set $molestationstart to 1>><<set $phase to 1>><</link>>
<br>
<<else>>
<<link [[Run|StreetEx3]]>><<set $phase to 0>><<set $athleticsSuccess to true>><</link>>
<br>
<</if>>
<br>
<</if>>
<</widget>>
<<widget "streetex4">>
<<generate1>><<generate2>><<generateyv3>><<person1>><<rng>>
You move from shadow to shadow, dashing through patches of light as quickly as your legs will carry you. You freeze between two bushes as you hear a noise very close by: first a squeal, then a muffled scream and struggling, followed by a loud impact, something like a body slamming to the ground. Then low, angry voices.
<br><br>
Crawling closer, you see a <<person1>><<person>> behind some bushes, with <<his>> hands wrapped around a <<person3>><<persons>> throat as a <<person2>><<person>> roughly rips away the <<person3>><<personsimple>>'s clothes. The <<person>> looks about your age. <<He>> is frantically punching and clawing, but you can see <<hes>> fading fast: <<his>> eyes have started to glaze over as <<he>> struggles to breathe.
<br><br>
This close to their goal, the attackers are distracted and vulnerable.
<br><br>
<<link [[Watch|StreetEx4]]>><<set $phase to 0>><</link>><<gtrauma>><<if $speech_attitude is "meek">><<garousal>><<else>><<gstress>><</if>>
<br>
<<link [[Stay put|StreetEx4]]>><<set $phase to 1>><<trauma 6>><</link>><<gtrauma>>
<br>
<<link [[Sneak away|StreetEx4]]>><<set $phase to 2>><</link>>
<br>
<<link [[Attempt rescue|StreetEx4]]>><<set $phase to 3>><<famegood 3>><</link>><<dangerousText>>
<br>
<</widget>>
<<widget "streetex5">>
You hear voices up ahead, and take cover down a stairwell leading to a basement.
<<if $rng gte 51>>
You wait until the voices pass.
<br><br>
<<destinationeventend>>
<<else>>
<<generate1>><<generate2>><<generate3>><<generate4>>
Their voices get closer, until they're right above your hiding place. They don't move away. You see someone sit on the railing above.
<<gstress>><<stress 6>>
<br><br>
You can hear them better now that they're close.
<br>
<<if random(1, 2) is 2>>
"Don't make me laugh," says a <<person2>><<personsimple>> voice.
<<else>>
"Yeah right," says a <<person2>><<persons>> voice.
<</if>>
<br>
<<if random(1, 2) is 2>>
"I'm telling you," responds a <<person1>><<personsimple>>. "This is the best place to pick them up."
<<else>>
"I'm not lying," responds a <<person1>><<personsimple>>. "I've picked them up here before."
<</if>>
<br>
<<if random(1, 2) is 2>>
"Wearing a school uniform though?"
<<else>>
"I can't believe they'd wear so little."
<</if>>
<br>
<<if random(1, 2) is 2>>
"Guess it gets them more customers."
<<else>>
"Some are braver than others."
<</if>>
<br>
<<if random(1, 2) is 2>>
"I'll believe it when I see it."
<<else>>
"I still think you're pulling my leg."
<</if>>
<br><br>
Only two speak, but it sounds like there are more up there.
<br><br>
<<link [[Wait (0:10)|Street Ex Wait]]>><<pass 10>><</link>>
<br>
<<if hasSexStat("promiscuity", 5)>>
<<link [[Solicit|Street Ex Solicit]]>><</link>><<promiscuous5>><<dangerousText>>
<br>
<</if>>
<</if>>
<</widget>>
<<widget "street1">>
<<outfitChecks>>
<<generate1>>You hear a <<person1>><<person>> behind you. <<catcall>>
<br><br>
<<if numberOfEarSlime() and $earSlime.growth gte 80 - ($earSlime.promiscuity * 10)>>
<<if $earSlime.corruption gte 80 and $earSlime.growth gte 100 - ($earSlime.promiscuity * 10) and random(0, 100) lte $earSlime.corruption>>
<span class="lewd">You feel the slime in your head command you to give yourself to, not just the <<person>>,</span> <span class="red">but everyone on the street. Everyone in the town.</span> It doesn't promise anything now. It imposes its will, and expects to be obeyed.
<br><br>
<<if hasSexStat("promiscuity", 5) and $submissive gte 1900>>
<<link [[Submit willingly|Street Slime Extreme Submit willingly]]>><<corruption 5>><<pain -8>><<stress -12>><<trauma -24>><<sub 2>><</link>><<promiscuous5>><<ggcorruption>><<llpain>><<llltrauma>><<llstress>>
<br>
<</if>>
<<link [[Obey|Street Slime Extreme Obey]]>><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 1>><</link>><<gcorruption>><<lpain>><<lltrauma>><<lstress>>
<br>
<<link [[Defy|Street Slime Extreme Defy]]>><<corruption -3>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><</link>><<llcorruption>><<ggpain>><<ggtrauma>><<ggstress>>
<br>
<<else>>
<span class="lewd">You feel the slime in your head command you to give yourself to <<him>>.</span> It promises rewards if you comply, and threatens consequences if you do not.
<br><br>
<<if hasSexStat("promiscuity", 4) and $submissive gte 1900>>
<<link [[Submit willingly|Street Slime Submit willingly]]>><<corruption 3>><<pain -8>><<stress -12>><<trauma -24>><<sub 2>><</link>><<promiscuous4>><<ggcorruption>><<llpain>><<llltrauma>><<llstress>>
<br>
<</if>>
<<link [[Obey|Street Slime Obey]]>><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 1>><</link>><<gcorruption>><<lpain>><<lltrauma>><<lstress>>
<br>
<<link [[Defy|Street Slime Defy]]>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><</link>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>>
<br>
<</if>>
<<else>>
/* <<if $submissive gte 1200>>
<<link [[Ignore|Catcall Ignore Sub]]>><</link>><<gstress>>
<br>
<<elseif $submissive lte 800>>
<<if $submissive lte 500>> */
<<link [[Belittle <<him>>|Catcall Defy]]>><<rng>><</link>><<llstress>><<ltrauma>>
<br>
/* <</if>> */
<<link [[Face <<him>>|Catcall Glare]]>><</link>><<lstress>>
<br>
<<link [[Ignore|Catcall Ignore]]>><</link>><<gstress>><<gtrauma>>
<br>
/* <<else>>
<<link [[Ignore|Catcall Ignore]]>><</link>><<gstress>><<gtrauma>>
<br>
<</if>> */
<<outfitChecks>>
<<if _skirtExposed>>
<<if hasSexStat("exhibitionism", 5) and $worn.under_lower.type.includes("naked")>>
<<link [[Give <<him>> a show|Catcall Skirt]]>><</link>><<exhibitionist5>><<lstress>><<garousal>>
<br>
<<elseif hasSexStat("exhibitionism", 2) and !$worn.under_lower.type.includes("naked") and !playerChastity()>>
<<link [[Give <<him>> a show|Catcall Skirt]]>><</link>><<exhibitionist2>><<lstress>><<garousal>>
<br>
<</if>>
<<elseif _middleOutfit is false and _overOutfit is false>>
<<if hasSexStat("exhibitionism", 3) and $worn.under_lower.type.includes("naked")>>
<<link [[Give <<him>> a show|Catcall Shorts]]>><</link>><<exhibitionist3>><<lstress>><<garousal>>
<br>
<<elseif hasSexStat("exhibitionism", 3) and playerChastity()>>
<<link [[Give <<him>> a show|Catcall Shorts]]>><</link>><<exhibitionist3>><<lstress>><<garousal>>
<br>
<<elseif hasSexStat("exhibitionism", 2) and !$worn.under_lower.type.includes("naked") and !playerChastity()>>
<<link [[Give <<him>> a show|Catcall Shorts]]>><</link>><<exhibitionist2>><<lstress>><<garousal>>
<br>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "street2">>
You hear footsteps behind you. <span class="blue">You feel followed.</span>
<br><br>
<<rngWraith 2 "noBlood">>
<<if _wraithEvent and $wraithIntro and $rng gte 51>>
<<generateWraith 1 true>><<person1>>
<<set $NPCList[0].skills to {athletics: random(300,500) + C.npc["Ivory Wraith"].lust * 25, security: random(300,500) + C.npc["Ivory Wraith"].lust * 25}>>
<<set $combatgoal to "confront">>
<<link [[Next|Wraith Stalk]]>><<set $molestationstart to 1>><</link>>
<<else>>
<<generate1>><<person1>>
<<link [[Next|Street Stalk]]>><<set $molestationstart to 1>><</link>>
<</if>>
<br>
<</widget>>
<<widget "street3">>
<<generate1>><<generate2>><<person1>>You hear footsteps behind you, from more than one person. <span class="blue">You feel followed.</span>
<br><br>
<<link [[Next|Street Stalk Group]]>><<set $molestationstart to 1>><</link>>
<br>
<</widget>>
<<widget "street4">>
<<rng>>
<<generate1>><<person1>>A <<person1>><<person>> approaches you.
<<if $watersportsdisable is "f" and $rng lte 20 and $fame.exhibitionism gte 400 and $location isnot "alley">>
"Hey <<girl>>, wanna make some money?" <<He>> takes out a couple banknotes from <<his>> pocket. "£30, if you let me watch you pee." <<He>> is serious.
<br><br>
<<if !hasSexStat("exhibitionism", 4)>>
<<insufficientStat "exhibitionism" "to take up such an offer">>
<br><br>
<<else>>
<<link [[Agree|Street Urination Show]]>><<set $phase to 1 >><</link>>
<br>
<</if>>
<<link [[Refuse|Street Urination Show]]>><<set $phase to 2 >><</link>><<gstress>>
<br>
<<elseif $rng gte 65 and $fame.exhibitionism gte 400>>
"Hey, I recognise you! You're that <<girl>> who likes showing off. Want to make some money? I'll give you £50 if I can take some pictures of your <<if $player.gender_appearance is "m">>penis<<else>>pussy<</if>> for my... collection."
<br><br>
<<if !hasSexStat("exhibitionism", 4)>>
<<insufficientStat "exhibitionism" "to take up such an offer">>
<br><br>
<<elseif !playerChastity()>>
<<link [[Agree|Street Panties Photo]]>><<set $phase to 1>><</link>><<exhibitionist4>>
<br>
<<if hasSexStat("exhibitionism", 5) and $player.vaginaExist and $street4test>>
<<link [[Show everything|Street Panties Photo]]>><<set $phase to 4>><</link>><<exhibitionist5>>
<br>
<</if>>
<<else>>
You will not be able to do this while wearing a $worn.genitals.name.
<br><br>
<</if>>
<<link [[Refuse|Street Panties Photo]]>><<set $phase to 3>><</link>><<gstress>>
<br>
<<else>>
"Hey <<girl>>, want to make some money? I'll give you £30 for your underwear."
<br><br>
<<if !hasSexStat("exhibitionism", 3)>>
<<insufficientStat "exhibitionism" "to take up such an offer">>
<br><br>
<<else>>
<<if $worn.under_lower.one_piece is 1>>
You will not be able to do this while wearing a $worn.under_upper.name.
<br><br>
<<else>>
<<if $earSlime.growth gte 200 and $earSlime.exhibitionism gte 2>>
<span class="red">You know the ear slimes wouldn't let you leave without exposing yourself.</span>
<<set _slimeNoExit to true>><br>
<</if>>
<<if $worn.under_lower.name is "naked">>
<<link [["Say you're not wearing any"|Street Panties]]>><<set $phase to 2>><</link>><<exhibitionist2>>
<br>
<<if hasSexStat("exhibitionism", 4)>>
<<link [["Prove you're not wearing any"|Street Panties]]>><<set $phase to 4>><</link>><<exhibitionist4>>
<br>
<</if>>
<<else>>
<<link [[Agree|Street Panties]]>><<set $phase to 1>><<rng>><</link>><<exhibitionist3>>
<br>
<</if>>
<</if>>
<</if>>
<<if !_slimeNoExit>>
<<link [[Refuse|Street Panties]]>><<set $phase to 3>><</link>><<gstress>>
<</if>>
<br>
<</if>>
<</widget>>
<<widget "street5">>
<<rng>>
<<generate1>><<person1>>A car pulls up alongside you. The driver, a <<person>>, waves a wad of cash at you. "Show me a good time and I'll make it worth your while. Get in."
<br><br>
<<if $earSlime.growth gt 50 and ($earSlime.growth gte 80 - ($earSlime.promiscuity * 10))>>
<span class="lewd">You feel the slime in your head command you to get in the car and give yourself to <<him>>.</span> It promises rewards if you comply, and threatens consequences if you do not.
<br><br>
<<link [[Obey|Street Car Slime Obey]]>>
<<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 2>>
<<if !hasSexStat("promiscuity", 2)>><<set $desperateaction to "the ear slime commanded you to do it">><</if>>
<</link>><<promiscuous2>><<gcorruption>><<lpain>><<lltrauma>><<lstress>>
<br>
<<link [[Defy|Street Car Slime Defy]]>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><</link>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>>
<br>
<<else>>
<<if !hasSexStat("promiscuity", 2)>>
<<if $uncomfortable.prostituting>>
<<insufficientStat "promiscuity" "to take up such an offer">>
<<else>>
<<His>> offer repulses you, but you need the money.
<</if>>
<br><br>
<<else>>
<<if $rng lte 15 and (crimeSumCurrent() gte 1000 or $fame.prostitution gte 400)>>
<<link [[Get in|Street Car]]>><<set $phase to 10>><</link>><<promiscuous2>>
<br>
<<else>>
<<link [[Get in|Street Car]]>><<set $phase to 1>><</link>><<promiscuous2>>
<br>
<</if>>
<</if>>
<<if !hasSexStat("promiscuity", 2) and $uncomfortable.prostituting is false>>
<<if $rng lte 15 and (crimeSumCurrent() gte 1000 or $fame.prostitution gte 400)>>
<<link [[Reluctantly get in|Street Car]]>><<set $desperateaction to 1>><<set $phase to 10>><</link>><<promiscuous2>>
<br>
<<else>>
<<link [[Reluctantly get in|Street Car]]>><<set $desperateaction to 1>><<set $phase to 1>><</link>><<promiscuous2>>
<br>
<</if>>
<</if>>
<<link [[Refuse|Street Car]]>><<set $phase to 2>><</link>><<gstress>>
<</if>>
<br>
<</widget>>
<<widget "street6">>
<<outfitChecks>>
<<set $_tornItem to _bottomIsSkirt ? _bottom : !_shirtless ? _top : "none">>
<<if $_tornItem is "none">>
<<generate1>><<person1>>A <<person>> shouts at you from a passing car while leering at your exposed chest. "Thanks for the show." You feel self-conscious.
<<gtrauma>><<gstress>><<garousal>><<trauma 1>><<stress 1>><<arousal 100>>
<<endevent>>
<<else>>
Your $_tornItem.name <<= $_tornItem.plural is 1 ? "snag" : "snags">> on a passing car, <<set $_tornItem.integrity -= 10>>
<<if $_tornItem.integrity lte 0>>
<<integritycheck no_text>>
<<clothesruinstat>>
<<if $worn.lower.exposed gte 1>><<set $loweroff to 0>><<elseif $worn.upper.exposed gte 1>><<set $upperoff to 0>><</if>>
<span class="lewd">and <<= $_tornItem.plural is 1 ? "are" : "is">> torn clean from your body</span><<outfitChecks>><<if _bottomExposed or _shirtless>>, leaving your <<lewdness>> displayed in the middle of the street<</if>>.
<<else>>
tearing <<= $_tornItem.plural is 1 ? "them" : "it">> and leaving <<= $_tornItem.plural is 1 ? "them" : "it">> worse for wear.
<</if>>
<</if>>
<br><br>
<<destinationeventend>>
<</widget>>
<<widget "street7">>
<<generate1>><<person1>>You catch a <<person>> staring at you, but <<he>> looks away when you make eye contact.
<br><br>
<<if ($leftarm isnot "bound" or $rightarm isnot "bound") and numberOfEarSlime() and (($earSlime.growth gte 90 - ($earSlime.exhibitionism * 10))) and !$weekly.earSlimeStreetBondage and random(0,100) gte 90>>
<<set $weekly.earSlimeStreetBondage to true>>
You spot a rope on the floor near <<his>> feet. <span class="lewd">You feel the slime in your head command you to ask <<him>> to bind your hands together.</span> It promises rewards if you comply, and threatens consequences if you do not.
<br><br>
<<link [[Obey|Street Bind Slime Obey]]>><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 2>><</link>><<gcorruption>><<lpain>><<lltrauma>><<lstress>>
<br>
<<link [[Defy|Street Bind Slime Defy]]>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><</link>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>>
<br>
<<else>>
<<link [[Flirt|Street Flirt]]>><<set $phase to 1>><</link>><<promiscuous1>>
<br>
<<link [[Ignore|Street Flirt]]>><<set $phase to 2>><</link>>
<</if>>
<br>
<</widget>>
<<widget "street8">>
<<beastNEWinit 1 dog>>
A <<beasttype>> whimpers at you. <<bHis>> tail is wagging. <<bHe>> runs some way down an alley then turns to look at you. <<bHe>> wants you to follow <<bhim>>.
<br><br>
<<link [[Follow|Street Follow]]>><</link>>
<br>
<<link [[Ignore|Street Follow Ignore]]>><</link>>
<br>
<</widget>>
<<widget "street9">>
You notice a <<generate1>><<person1>><<person>> stealing glances at your chest as <<he>> walks by. <<incgbreastinsecurity>>
<br><br>
<<if $earSlime.growth gte 200 and $earSlime.exhibitionism gte 2 and hasSexStat("exhibitionism", 2)>>
<span class="red">You know the ear slimes wouldn't let you leave without flaunting your chest.</span>
<<else>>
<<link [[Ignore|Street Breast]]>><<set $phase to 1>><</link>>
<</if>>
<br>
<<if hasSexStat("exhibitionism", 2)>>
<<link [[Flaunt|Street Breast]]>><<set $phase to 2>><</link>><<exhibitionist2>>
<br>
<</if>>
<</widget>>
<<widget "street10">>
A <<generates1>><<person1>><<person>> leans out of a passing car and hurls a large water-balloon at you.
<br><br>
<<if $rng gte 75 and ((maleChance() gte 1 and $cbchance lte 99) or (maleChance() lte 99 and $dgchance gte 1))>><<set $cumballoon to 1>><</if>>
<<athleticsdifficulty 0 500 true>>
<<if $athleticsSuccess>>
<span class="green">You reflexively soft catch the water-balloon</span> and <span class = "pink">hurl it back into the passing car.</span>
<br><br>
<<switch random(1, 3)>>
<<case 1 2>>
The water balloon hits the <<person>> in the back of the head, soaking <<him>> and the occupants of the car<<if $cumballoon is 1>> <span class="lewd">in cum</span><</if>>. They continue to race away.
<br><br>
<<default>>
<<set $_carcash to random(50, 100)>>
<<wearProp "wallet">>
The water balloon hits the windscreen, blinding the driver. The car careens into a pole then smashes into a parked car. The car's occupants flee, but you see the <<person>> drop <<his>> wallet as <<he>> escapes. You pick it up and find <<moneyGain $_carcash>> inside.
<br><br>
<</switch>>
<<elseif (currentSkillValue('danceskill') + $rng) gte 500>><<generate2>><<person2>>
With a dancer's grace and agility <span class = "green">you dodge and it harmlessly passes you by.</span>
<br><br>
<<if ($rng % 3) is 0>>A <<person>> behind you is not so lucky. <<He>> is completely soaked <<if $cumballoon is 1>><span class="lewd">in cum</span> <</if>>and some of <<his>> clothes turn translucent, exposing <<him>>. There is a loud cheer from the car.
<br>
<<if $rng % 2>>
With a furious roar, the <<person>> streaks into traffic trying to chase down the offending car.
<<else>>
Trying desperately to use <<his>> bag to cover up, <<he>> hurries away somewhere less public.
<</if>>
<<if $cumballoon is 1>>Droplets of cum fly off <<his>> body as <<he>> runs.<</if>>
<br><br>
<</if>>
<<elseif $player.gender_appearance is "f">>
The water-balloon <span class = "red">hits you centre-chest and explodes, soaking your upper body<<if $cumballoon is 1>> <span class="lewd">in cum</span><</if>>.</span>
<<if !$worn.upper.type.includes("swim") and !$worn.upper.type.includes("naked")>>
<<upperwet 200>>
<</if>>
<<if !$worn.under_upper.type.includes("swim") and !$worn.under_upper.type.includes("naked") and !$worn.under_upper.type.includes("chastity")>>
<<underupperwet 200>>
<</if>>
<<effectswater>>
<<if $cumballoon is 1>><<bodyliquid "chest" "semen" 4>><<bodyliquid "face" "semen" 3>><<bodyliquid "tummy" "semen" 2>><</if>>
<<if $exposed gte 1>>
There is a loud cheer from the car as it speeds away.
<</if>>
<br><br>
<<else>>
The water-balloon <span class = "red">smacks into your groin and explodes, soaking your lower body<<if $cumballoon is 1>> <span class="lewd">in cum</span><</if>>.</span>
<<if !$worn.lower.type.includes("swim") and !$worn.lower.type.includes("naked")>>
<<lowerwet 200>>
<</if>>
<<if !$worn.under_lower.type.includes("swim") and !$worn.under_lower.type.includes("naked") and !playerChastity()>>
<<underlowerwet 200>>
<</if>>
<<effectswater>>
<<if $cumballoon is 1>>
<<if $player.penisExist and $player.vaginaExist>>
<<bodyliquid "penis" "semen" 2>><<bodyliquid "vaginaoutside" "semen" 2>>
<<elseif $player.penisExist>>
<<bodyliquid "penis" "semen" 4>>
<<else>>
<<bodyliquid "vaginaoutside" "semen" 4>>
<</if>>
<<bodyliquid "thigh" "semen" 3>><<bodyliquid "tummy" "semen" 2>>
<</if>>
<<if $exposed gte 1>>
There is a loud cheer from the car as it speeds away.
<</if>>
<br><br>
<</if>>
<<destinationeventend>>
<</widget>>
<<widget "streetnight1">>
<!-- Modified for Beast People -->
<<beastNEWinit 3 dog>>
<<if $stray_happiness lte random(1, 100) and $monster is 1 or $bestialitydisable is "f">>
Your journey is interrupted by a savage growl emerging from the darkness. You turn to avoid it, only to face a pair of glowing eyes. You're surrounded.
<br><br>
<<link [[Next|Street Dogs]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
Your journey is interrupted by a savage growl emerging from the darkness. You turn to avoid it, only to face an approaching pair of glowing eyes. You're surrounded.
<br><br>
You manage to get away, but not without injury.
<<beastescape>>
<br><br>
<<destinationeventend>>
<</if>>
<</widget>>
<<widget "streetnight2">>
<<if $tower_creature_intro gte 1>>
<<loadNPC 0 tower_creature>>
<<else>>
<<set $tower_creature_intro to 1>>
<<set _tower_creature to true>>
<<beastNEWinit 1 creature>>
<<if $NPCList[0].monster is "monster">>
<<set $NPCList[0].fullDescription to "horned " + ($NPCList[0].gender is "m" ? "boy" : "girl")>>
<<set $NPCList[0].type to "horned " + ($NPCList[0].gender is "m" ? "boy" : "girl")>>
<</if>>
<<saveNPC 0 tower_creature>>
<</if>>
<<if $NPCList[0].monster is "monster" or $bestialitydisable is "f">>
You hear something land behind you, followed by a low growl. You turn, and face a pair of glowing yellow eyes. <<bHe>> steps into the light of a streetlamp, revealing a pair of horns
<<if $NPCList[0].monster is "monster">>
that split <<bhis>> messy hair. <<bHe>> flashes a sharp-toothed, menacing grin before leaping toward you.
<<else>>
atop a hairless, scaled head. It opens its colossal maw, and leaps toward you.
<</if>>
<br><br>
<<link [[Stand your ground|Street Monster]]>><<set $molestationstart to 1>><</link>>
<br>
<<link [[Run|Street Monster Run]]>><</link>><<athleticsdifficulty 400 1400>>
<br>
<<else>>
You hear something land behind you, followed by a low growl. You run in a panic, until you trip and fall. Nothing follows.<<beastescape>>
<br><br>
<<destinationeventend>>
<</if>>
<</widget>>
<<widget "streetexday1">>
There are too many people around. You're sure to be seen.
<br><br>
<<link [[Hide beneath a car (0:10)|Street Ex Day1 Car]]>><<pass 10>><</link>>
<br>
<<link [[Sprint away|Street Ex Day1 Sprint]]>><<stress 2>><<trauma 2>><<fameexhibitionism 10>><</link>><<gtrauma>><<gstress>>
<br>
<</widget>>
<<widget "streetexday2">>
You take cover in a bus shelter, just as a bus rounds the corner. It slows down as it approaches.
<<gstress>><<stress 6>>
<br><br>
<<link [[Stay put and keep low|Street Ex Day2 Stay]]>><</link>>
<br>
<<link [[Run|Street Ex Day2 Run]]>><</link>><<athleticsdifficulty 1 1000>>
<br>
<</widget>>
<<widget "streetedenrage">>
<<npc Eden>><<person1>><<set $edendays to 0>>
<<set $NPCList[0].skills to {athletics: random(750, 1500), security: random(750, 1500)}>>
You hear heavy footsteps behind you. <span class="red">Someone is hunting you.</span>
<br><br>
<<link [[Next|Street Stalk Eden]]>><<set $molestationstart to 1>><</link>>
<br>
<</widget>>
<<widget "streetedenangry">>
You see Eden across the road.<<npc Eden>><<person1>> <<Hes>> stopping people on the street and showing them a crudely drawn picture of you. People seem afraid of <<him>>, but if <<he>> notices <<he>> doesn't care.
<br><br>
<<link [[Go to Eden|Street Eden Angry]]>><</link>>
<br>
<<link [[Hide (0:25)|Street Eden Angry Hide]]>><<pass 25>><</link>>
<br>
<</widget>>
<<widget "streetedenworried">>
<<npc Eden>><<person1>>
<<switch random(2)>>
<<case 0>>
Someone taps you on the shoulder. You turn around. It's Eden.
<<case 1>>
You turn a corner and find yourself face to face with Eden.
<<case 2>>
You lose concentration for a second, and almost blunder into someone. With a shock, you realise it's Eden.
<<case 3>>
You bump into someone, coming to a stop. It's Eden.
<</switch>>
<br><br>
<<if $edenvisitedtown isnot 1>>
<<set $edenvisitedtown to 1>>
It's jarring seeing <<him>> in an urban setting. You half expect <<him>> to have brought <<his>> rifle. That would cause trouble.
<br><br>
<<He>> looks out of <<his>> element, but relieved to see you.
<<else>>
<<He>> seems relieved to have found you.
<</if>>
<<He>> steps closer.
<<switch random(2)>>
<<case 0>>
"There you are," <<he>> says. "You had me worried."
<<case 1>>
"I've finally found you," <<he>> says. "Are you alright?"
<<case 2>>
"Are you alright?" <<he>> asks. "I've been looking all over for you."
<<case 3>>
"Where have you been?" <<he>> ask. "You said you'd have been back by now."
<</switch>>
<br><br>
<<if $pain gte 20>>
You try to reassure <<him>> that you're okay, but <<he>> can't miss the tears.
"Are you hurt? Let me take a look."
<br><br>
<<He>> checks you over, noting your bruises. You're not sure you can show <<him>> everything here on the street, though.
<br><br>
"I hate seeing you like this. What did I tell you about this place? Is the forest not dangerous enough for you?" There's not much <<he>> can do here, but you find <<his>> concern comforting.
<<lpain>><<ltrauma>><<lstress>><<trauma -1>><<pain -5>><<stress -10>>
<<else>>
You reassure <<him>> that you're fine. <<He>> seems relieved.
<</if>>
<br><br>
"You haven't visited. I was worried," <<he>> says as <<he>> frowns.
<<if Time.schoolDay and Time.hour gte 7 and Time.hour lte 14>>
"You're supposed to be <<if Time.hour lte 9>>going to<<else>>in<</if>> school, aren't you? Suppose that can't be helped. Come see me soon, okay?"
<br><br>
<<link [[Hug|Street Eden Worried Hug]]>><<npcincr Eden love 1>><</link>><<glove>>
<br>
<<link [[Nod|Street Eden Worried Leave]]>><</link>>
<<elseif Time.hour lte 4 or Time.hour gte 21>>
"It's late. Come back to the cabin with me." <<He>> grips onto your shoulders tightly.
<br><br>
<<link [[Accept (1:00)|Street Eden Worried Go To Cabin]]>><<pass 60>><<set $edendays to 0>><<npcincr Eden dom 1>><</link>>
<br>
<<link [[Run|Street Eden Worried Run Cabin]]>><<npcincr Eden love -2>><<npcincr Eden dom -1>><</link>><<llove>>
<br>
<<if C.npc.Eden.love gte 80>>
<<link [[Ask to go somewhere with Eden (1:00)|Street Eden Worried Suggest]]>><</link>><<englishdifficulty 600 1000>>
<<else>>
<br>
<span class="pink">You don't think your relationship with Eden is strong enough to ask <<him>> to spend time with you in town. <<He>> hates it here.</span>
<</if>>
<<else>>
<<He>> grips onto your shoulders tightly. "We're going back. Now."
<br><br>
<<link [[Agree (1:00)|Street Eden Worried Go To Cabin]]>><<pass 60>><<set $edendays to 0>><<npcincr Eden dom 1>><</link>>
<br>
<<link [[Run|Street Eden Worried Run Cabin]]>><<npcincr Eden love -2>><<npcincr Eden dom -1>><</link>><<llove>>
<br>
<<if C.npc.Eden.love gte 80>>
<<link [[Ask to go somewhere with Eden (1:00)|Street Eden Worried Suggest]]>><</link>><<englishdifficulty 600 1000>>
<<else>>
<br>
<span class="pink">You don't think your relationship with Eden is strong enough to ask <<him>> to spend time with you in town. <<He>> hates it here.</span>
<</if>>
<</if>>
<</widget>>
<<widget "streetpolice">>
<<set $rng1 to random(1, 100)>><<set $rng2 to random(1, 100)>><<set $rng3 to random(1, 100)>><<set $rng4 to random(1, 100)>>
<<if currentSkillValue('skulduggery') gte 700 and $rng4 gte 40 and $policemolestation gte 4>>
<<if $streetpoliceintro isnot 1>>
<<set $streetpoliceintro to 1>>
There are those around most never see. The pickpockets and predators, the muggers, kidnappers and thieves, the opportunistic rapists with hungry, reptilian eyes. They don't skulk in shadows like amateurs -
they hide in plain sight. They read newspapers on benches. They wash cars, walk dogs, have unending 'phone calls' about meeting a client. They clean windows, trim bushes, and carry empty boxes between vans. They blend. They watch. And no one sees them.
<br><br>
Except you.
<br><br>
With your knowledge of the ways of trickery, stealth, thievery and deceit, you now see them. You see their world, and recognise them for what they are.
You notice when they suddenly vanish all at once, just like now, and
<<else>>
You notice that the pickpockets, thieves and other street scum have all vanished, and
<</if>>
<<set $outside to 1>><<set $location to "town">>
<span class = "green">you know what it means.</span>
<br><br>
Police.
<br><br>
Without breaking stride, you smoothly slip out of sight and freeze, watching the street.
<br><br>
Moments later, a police car cruises past. With the window down, an officer's eyes coldly comb the street for unwary criminals to harass.
<br><br>
Their car speeds up as they
<<if $rng4 lte 20>>
<<generateyv1>>
spot an unwary pickpocket <<personsimple>>.
<br>
You hear some shouts as
<<elseif $rng4 lte 40>>
spot a nearby donut stand.
<br>
You see one of them lumbering out of the car as
<<elseif $rng4 lte 60>>
<<generateyv1>>
spot a passed out <<if $pronoun is "m">>escort<<else>>hooker<</if>>.
<br>
You can see them lifting the <<personsimple>> into the back of their car as
<<elseif $rng4 lte 80>>
spot a gang of boisterous street urchins.
<br>
You hear some shouts as
<<else>>
approach the end of the street.
<br>
You notice other criminals emerging from their hiding places as
<</if>>you swiftly leave the scene.
<br><br>
<<destinationeventend>>
<<else>>
<<generatePolice 1>><<generatePolice 2>><<generates3>><<person1>>
<<set $weekly.streetPolice to true>>
<<if $policemolestation gte 5 and $rng1 gte 50>>
A police car screeches to a halt beside you. A <<person>> and <<person2>><<person>> step out.
<br>
"Stop right there!" the <<person2>><<person>> demands. They advance quickly, you feel a hand roughly grab the back of your neck and pull your head back as their bodies press against you.
<br><br>
"Do something stupid, thief," the <<person1>><<person>> whispers into your ear. "Make my day."
<br><br>
Your mind races over every naughty thing you've done. The crimes you've committed.
<<if crimeSumCurrent() gte 1000>>
Do they know? Are they here to arrest you? You don't say anything, afraid you might confirm their suspicions if you start to speak. Then you look at their faces. Lust burns in their eyes. Lust and power. It's a look you've seen before.
<<else>>
But that was taken care of. You look at their faces. Lust burns openly in their eyes. Lust and power. It's a look you've seen before.
<</if>>
<br><br>
"<<pSir>>," the <<person2>><<person>> says. "We've had reports of an active criminal matching your description committing numerous crimes in this area. Breaking and entering. Robbery. Theft. As such, we have legal authority to search you for contraband. That's not going to be a problem, is it?" The officer is loud, a cover story for the public who are watching as events unfold.
<br><br>
You're unsure how you should respond. The <<person1>><<person>> bends down as if to whisper comforting words into your ear. Another act for the public. "Play along and this'll be over soon. Resist and..." The threat hangs, easily identified.
<br><br>
"If you're innocent you've nothing to fear," the <<person2>><<person>> says as an elderly couple stops nearby to scowl at you. "So, we can search you?"
<br>
A <<person3>><<person>>, about your age already has <<his>> phone out filming everything.
<br><br>
<<link [[Let them|Street Police Extreme]]>><<set $phase to 1>><</link>>
<br>
<<link [[Run|Street Police Run Extreme]]>><<crimeUp 100 "resisting">><</link>><<athleticsdifficulty 1 1200>><<crime "resisting">>
<br>
<<if $money gte 30000>>
<<link [[Bribe (£300)|Street Police Bribe]]>><<money -30000 "policeBribe">><</link>>
<br>
<</if>>
<<elseif $policemolestation gte 4 and $rng2 gte 50>>
A police car pulls up beside you. A <<person>> and <<person2>><<person>> step out. They press against you and a hand takes hold of the back of your neck.
<br><br>
"Easy there, thief," says the <<person1>><<person>> next to your ear quietly. "Don't do anything stupid."
<br><br>
Your mind races over every naughty thing you've done. The crimes you've committed.
<<if crimeSumCurrent() gte 1000>>
Do they know? Are they here to arrest you? You don't say anything, afraid you might confirm their suspicions if you start to speak. Then you look at their faces. Lust burns in their eyes. Lust and power.
<<else>>
But that was taken care of. You look at their faces. Lust burns openly in their eyes. Lust and power.
<</if>>
<br><br>
"Young <<if $player.gender_appearance is "m">>man<<else>>lady<</if>>," the <<person2>><<person>> says. "We've had reports of someone matching your description committing all sorts of crimes in this neighbourhood. Breaking and entering. Burglary. Theft. As such, we have the legal authority to search you to see if you have any contraband on your person. That's not going to be a problem, is it?" The officer is loud, a cover story for the public who are watching as events unfold.
<br><br>
You're unsure how you should respond. The <<person1>><<person>> bends down as if to whisper comforting words into your ear. Another act for the public. "Play along and you'll be free to go in a few minutes. Resist us and..." The threat hangs, easily identified.
<br><br>
"So, we can search you?" the <<person2>><<person>> says as an elderly couple walks by and examines the three of you. A <<person3>><<person>>, about your age, pulls out <<his>> phone to film.
<br><br>
<<link [[Let them|Street Police Full]]>><<set $phase to 1>><</link>>
<br>
<<link [[Run|Street Police Run]]>><<crimeUp 100 "resisting">><</link>><<athleticsdifficulty 1 1200>><<crime "resisting">>
<br>
<<if $money gte 30000>>
<<link [[Bribe (£300)|Street Police Bribe]]>><<money -30000 "policeBribe">><</link>>
<br>
<</if>>
<<elseif $policemolestation gte 3 and $rng3 gte 50>>
A police car pulls up beside you. A <<person>> and <<person2>><<person>> step out. They quickly approach and a hand clamps down on your shoulder.
<br><br>
"Easy there," says the <<person1>><<person>> next to your ear quietly. "We know what you've been up to."
<br><br>
Your mind races over every naughty thing you've done. The crimes you've committed.
<<if crimeSumCurrent() gte 1000>>
Do they know? Are they here to arrest you? You don't say anything, afraid you might confirm their suspicions if you start to speak. Then you look at their faces. Lust burns in their eyes.
<<else>>
But that was taken care of. You look at their faces. They're barely trying to conceal the lust and power burning in their eyes.
<</if>>
<br><br>
"Young <<if $player.gender_appearance is "m">>man<<else>>lady<</if>>," the <<person2>><<person>> says. "We've had reports of someone matching your description committing crimes in the area. Breaking and entering. Burglary. Theft. As such, we have the legal authority to search you for contraband. Do you consent to a search here," the officer speaks loudly, establishing a cover story for the watching public. "Or do we take you to the station?"
<br><br>
You're unsure how to respond. The <<person1>><<person>> bends down as if to offer reassurance. Another act for the public.
<br>
"Play along here and you'll be free to go soon. Or we can spend the whole night together at 'the station'... your choice."
<br><br>
"Do you consent to the search?" the <<person2>><<person>> barks as an elderly couple walks by peering at the three of you. A <<person3>><<person>>, about your age, watches intently, phone in hand ready to capture anything interesting.
<br><br>
<<link [[Let them|Street Police Mid]]>><<set $phase to 1>><</link>>
<br>
<<link [[Run|Street Police Run Mid]]>><<crimeUp 100 "resisting">><</link>><<physiquedifficulty 4500 12000>><<crime "resisting">>
<br>
<<if $money gte 30000>>
<<link [[Bribe (£300)|Street Police Bribe]]>><<money -30000 "policeBribe">><</link>>
<br>
<</if>>
<<elseif $policemolestation gte 2 and $rng4 gte 50>>
A police car pulls up beside you. A <<person>> and <<person2>><<person>> step out.
<br>
"You! <<silently>><<girl>><</silently>><<capitalise>>. Stop right there."
<br><br>
They approach and a hand is placed on your shoulder.
<br><br>
"<<pSir>>," the <<person2>><<person>> says loudly. "We've had reports of an active criminal matching your exact description operating in this area. Under section four of the Robbery and Pilfering Eradication Act, we have legal authority to stop and search you for contraband. Do you resist?"
<br><br>
You're unsure how to respond. The <<person1>><<person>> bends down as if to offer reassurance.
<br>
"Relax," <<he>> whispers next to your ear quietly. "We know what you've been up to,
<<if crimeSumCurrent() gte 1000>>
and we can arrest you whenever we feel like. But we're not here for that. Not right now. Be smart and just play along. You might even enjoy it."
<<else>>
and you know we can't prove it. But we're still cops, and we know who you are. We can make your life difficult. Just be smart and play along."
<</if>>
<br>
<<He>> pats your shoulder and steps back.
<br><br>
They conceal it well. At first glance, their interest looks purely professional, but something in their eyes betrays lust. And power.
<br>
You're unsure how to respond.
<br><br>
"Do you assent to the search?" the <<person2>><<person>> demands.
<br>
A <<person3>><<person>>, about your age stands nearby, openly watching with excitement hoping to catch a glimpse of something lewd.
<br><br>
<<link [[Assent|Street Police Lite]]>><<set $phase to 1>><</link>>
<br>
<<link [[Run|Street Police Run Mid]]>><<crimeUp 50 "resisting">><</link>><<physiquedifficulty 4500 12000>><<crime "resisting">>
<br>
<<if $money gte 30000>>
<<link [[Bribe (£300)|Street Police Bribe]]>><<money -30000 "policeBribe">><</link>>
<br>
<</if>>
<<elseif $policemolestation gte 1 and $rng1 gte 50>>
A police car pulls up beside you. A <<person>> and <<person2>><<person>> step out.
<br>
"You! <<silently>><<girl>><</silently>><<capitalise>>. Stop right there."
<br><br>
They approach and a hand is placed on your shoulder.
<br><br>
"<<pSir>>," the <<person2>><<person>> says loudly. "We've had reports of an active criminal matching your exact description operating in this area. Under section four of the Robbery and Pilfering Eradication Act, we have legal authority to stop and search you for contraband. Do you resist?"
<br><br>
At first glance, their interest looks purely professional, but something in their eyes betrays lust. And power. They conceal it well.
<br><br>
You're unsure how to respond. The <<person1>><<person>> bends down as if to offer reassurance.
<br>
"Relax," <<he>> whispers next to your ear quietly. "It'll be over soon. You might even enjoy it."
<br><br>
<<He>> pats your shoulder and steps back.
<br><br>
"Do you assent to the search?" the <<person2>><<person>> demands.
<br>
A <<person3>><<person>>, about your age stands nearby, openly watching with excitement hoping to catch a glimpse of something lewd.
<br><br>
<<link [[Assent|Street Police Search Lewd]]>><<set $phase to 1>><</link>>
<br>
<<link [[Run|Street Police Run Lite]]>><<crimeUp 50 "resisting">><</link>><<physiquedifficulty 3000 8000>><<crime "resisting">>
<br>
<<if $money gte 30000>>
<<link [[Bribe (£300)|Street Police Bribe]]>><<money -30000 "policeBribe">><</link>>
<br>
<</if>>
<<else>>
A police car pulls up beside you. A <<person>> and <<person2>><<person>> step out.
<br>
"You! <<silently>><<girl>><</silently>><<capitalise>>. Stop there."
<br><br>
They approach and stop, facing you, one to either side.
<br><br>
"<<pSir>>," the <<person2>><<person>> says loudly. "We've had reports of an active criminal matching your exact description operating in this area. Under section four of the Robbery and Pilfering Eradication Act, we have legal authority to search you for contraband. Do you resist?"
<br><br>
Your mind races over every naughty thing you've done. The crimes you've committed.
<<if crimeSumCurrent() gte 1000>>
Do they know? Are they here to arrest you? You don't say anything, afraid you might confirm their suspicions if you start to speak. Then you look at their faces. They look reassuringly bored and official. This is just another ordinary search.
<<else>>
But that was taken care of. You look at their faces. They look reassuringly official, with a hint of boredom. This is just an ordinary search. Ordinary low level harassment. How they pass the day.
<</if>>
<br><br>
"Young <<if $player.gender_appearance is "m">>man<<else>>lady<</if>>," the <<person2>><<person>> says. "If you're innocent, you've nothing to fear. This isn't going to be a problem, is it?"
<br><br>
You're unsure how you should respond. The <<person1>><<person>> bends down and whispers some reassurance into your ear. "It's just a search. Clear this up right here. Don't make us drag you off to the station in front of all these people..."
<br><br>
"So, we can search you?" the <<person2>><<person>> asks as an elderly couple ramble past. A <<person3>><<person>>, about your age watches with some interest, probably hoping to catch a glimpse of something.
<br><br>
<<link [[Agree|Street Police Search]]>><<set $phase to 1>><</link>>
<br>
<<link [[Run|Street Police Run Lite]]>><<crimeUp 50 "resisting">><</link>><<physiquedifficulty 3000 8000>><<crime "resisting">>
<br>
<<if $money gte 30000>>
<<link [[Bribe (£300)|Street Police Bribe]]>><<money -30000 "policeBribe">><</link>>
<br>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "streettentacle">>
<<set $phase to 0>>
<<set _target to 'none'>>
<<outfitChecks>>
You feel something touch your thigh. You look down to see a slimy tentacle extending from an open manhole. It worms around your leg and
<<if _bottomIsSkirt and _skirtExposed>>
<<if !playerChastity() and !$worn.under_lower.type.includes("naked")>>
up your _bottom.name. It tangles in your $worn.under_lower.name.
<<elseif $worn.under_lower.type.includes("naked")>>
up your _bottom.name. It winds around inside the fabric until it touches your
<<set $phase to 1>>
<<rng>>
<<if $analdisable is "f" and $rng gte 60>>
anus.
<<set _target to 'anus'>>
<<else>>
<<if $player.penisExist>>
<<penis>>.
<<set _target to 'penis'>>
<<elseif $player.vaginaExist>>
<<pussy>>.
<<set _target to 'pussy'>>
<<else>>
bottom.
<<set _target to 'none'>><<set $phase to 0>>
<</if>>
<</if>>
You feel an excited tremble running through the tentacle.
<<else>>
up your _bottom.name. It bunches up and winds around the fabric.
<</if>>
<<elseif $worn.lower.type.includes("naked")>>
<<if !playerChastity() and !$worn.under_lower.type.includes("naked")>>
tangles in your $worn.under_lower.name.
<<else>>
begins coiling around your thighs.
<<set $phase to 2>>
<</if>>
<<else>>
tangles in your _bottom.name.
<</if>>
<br><br>
<<if $phase is 0>>
<<link [[Hold on to your clothes|Street Tentacle Hold]]>><</link>><<physiquedifficulty 5000 16000>>
<</if>>
<br>
<<if $leftarm isnot "bound" or $rightarm isnot "bound">>
<<link [[Grab the tentacle|Street Tentacle Grab]]>><</link>><<physiquedifficulty 5000 16000>><<deviant1>>
<br>
<<if ($phase isnot 1) and hasSexStat("deviancy", 4)>>
<<link [[Stroke the tentacle|Street Tentacle Stroke]]>><</link>><<deviant3>>
<br>
<</if>>
<</if>>
<<if hasSexStat("deviancy", 5) and $phase is 1>>
<<if _target is 'anus'>>
<<link [[Let the tentacle continue|Street Tentacle Sex]]>><<set $phase to 0>><<set $sexstart to 1>><</link>><<deviant5>>
<<elseif _target is 'pussy'>>
<<link [[Let the tentacle continue|Street Tentacle Sex]]>><<set $phase to 1>><<set $sexstart to 1>><</link>><<deviant5>>
<<elseif _target is 'penis'>>
<<link [[Let the tentacle continue|Street Tentacle Sex]]>><<set $phase to 2>><<set $sexstart to 1>><</link>><<deviant5>>
<</if>>
<br>
<</if>>
<<link [[Try to run|Street Tentacle Run]]>><<stress 3>><<trauma 3>><</link>><<gtrauma>><<gstress>>
<br>
<</widget>>
<<widget "streetfamerape">>
<<generate1>><<generate2>>A hooded figure moves from the shadows and blocks your path ahead. You turn and see another approaching from behind.
<br><br>
<<link [[Run|Street Stalk Group Run]]>><<set $molestationstart to 1>><</link>>
<br>
<<link [[Stand your ground|Street Fame Rape Stand]]>><</link>>
<br>
<</widget>>
<<widget "streetheeltrip">>
You stumble in your heels and fall forwards. As your face approaches the ground, you realise you may be able to save yourself.
<br><br>
<<link [[Try to regain balance|Street Heel Trip Balance]]>><<tiredness 6>><</link>><<athleticsdifficulty 1 800>>
<br>
<<link [[Faceplant|Street Heel Trip Fall]]>><</link>><<ggpain>>
<br>
<</widget>>
<<widget "kylarwatched">>
<<run statusCheck("Kylar")>>
<<if _kylarStatus.includes("Love") and $kylar_mad is 1 and $syndromekylar isnot 1>>
<<npc Kylar>><<person1>>
<span class="red">A sharp pain pricks your neck.</span> You raise a weak hand, and feel a dart sticking from your flesh. You black out.
<br><br>
<<link [[Next|Kylar Abduction Intro]]>><<endevent>><<unset $kylar_mad>><<badEndTracking "Kylar Abduction" { reason: "kylarAbduction" }>><</link>>
<br>
<<elseif $dangerevent gte 81>>
<<set $kylarwatchedtimer -= 1>>
<<generate1>><<person1>>You hear a <<person>> behind you. <<catcall>> Before you can respond, a pair of intruding hands grasp you, but only for a moment. <<He>> winces and clutches <<his>> neck. <<He>> pulls out a small dart, looks at it, and collapses.
<br><br>
<<link [[Rob|Street Kylar Rob]]>><</link>><<crime "petty">>
<br>
<<link [[Get help (0:10)|Street Kylar Help]]>><<pass 10>><<famegood 2>><</link>>
<br>
<<link [[Leave|Street Kylar Leave]]>><</link>>
<br>
<<elseif $dangerevent gte 61>>
<<set $kylarwatchedtimer -= 1>>
<<generate1>><<person1>>You catch a <<person>> checking you out. <<He>> winks.
<br><br>
<<link [[Wink back|Street Kylar Wink]]>><<npcincr Kylar rage 5>><</link>><<promiscuous1>><<gksuspicion>>
<br>
<<link [[Ignore|Street Kylar Ignore]]>><</link>>
<br>
<<elseif $dangerevent gte 41>>
<<set $kylarwatchedtimer -= 1>>
<<if $worn.over_lower.name isnot "naked">>
You feel a tug on your $worn.over_lower.name,
<<set $lowercoloursaved to $worn.over_lower.colour>><<set $worn.over_lower.integrity -= 30>>
<<if $worn.over_lower.integrity lte 0>>
<<set _name to clone($worn.lower.name)>>
<<overlowerruined>><<exposure>>
<<if $exposed gte 1>>
then a tear as it is torn from your body by an invisible force. <<covered>> The fabric flies away from you.
<br><br>
<<link [[Chase|Street Kylar Chase]]>><<fameexhibitionism 10>><<trauma 6>><<stress 6>><</link>><<athleticsdifficulty 1 600>><<gtrauma>><<gstress>>
<br>
<<link [[Hide|Street Kylar Hide]]>><</link>>
<br>
<<else>>
then a tear as your _name is torn off by an invisible force. It flies through the air and disappears into an open window.
<br><br>
<<destinationeventend>>
<</if>>
<<else>>
then a tear as a piece of fabric is torn off by an invisible force. It flies through the air and disappears into an open window.
<br><br>
<<destinationeventend>>
<</if>>
<<elseif $worn.lower.name isnot "naked">>
You feel a tug on your $worn.lower.name,
<<set $lowercoloursaved to $worn.lower.colour>><<set $worn.lower.integrity -= 30>>
<<if $worn.lower.integrity lte 0>>
<<lowerruined>><<exposure>>
then a tear as it is torn from your body by an invisible force. <<covered>> The fabric flies away from you.
<br><br>
<<link [[Chase|Street Kylar Chase]]>><<fameexhibitionism 10>><<trauma 6>><<stress 6>><</link>><<athleticsdifficulty 1 600>><<gtrauma>><<gstress>>
<br>
<<link [[Hide|Street Kylar Hide]]>><</link>>
<br>
<<else>>
then a tear as a piece of fabric is torn off by an invisible force. It flies through the air and disappears into an open window.
<br><br>
<<destinationeventend>>
<</if>>
<<else>>
<<destinationeventend>>
<</if>>
<<elseif _kylarStatus.includesAll("Love","Lust")>>
<<set $kylarwatchedtimer to 0>><<rngWraith 2 "night">>
<<npc Kylar>><<person1>>Something tugs your arm. It's Kylar. "H-hi," <<he>> gulps. <<He>> tries to pull you toward a dark alley. "We need privacy. I need you to do things to me."
<br><br>
<<if $wraith.state and _wraithEvent and (["haunt", "despair"].includes($wraith.state) or ["dead","sold"].includes($wraith.offspring))>>
<<set $wraith.mimic to "Kylar">><<set $wraith.exit to "town">>
<<link [[Go with Kylar|Wraith Mimic Fight]]>><<set $sexstart to 1>><</link>><<promiscuous1>><<gglove>><<llksuspicion>>
<br>
<<link [[Refuse|Wraith Mimic Kylar]]>><</link>><<lllove>><<gggksuspicion>>
<<else>>
<<link [[Go with Kylar|Street Kylar Sex]]>><<set $sexstart to 1>><<npcincr Kylar love 5>><<npcincr Kylar rage -10>><</link>><<promiscuous1>><<gglove>><<llksuspicion>>
<br>
<<link [[Refuse|Street Kylar Refuse]]>><<npcincr Kylar love -5>><<npcincr Kylar rage 20>><</link>><<lllove>><<gggksuspicion>>
<</if>>
<br><br>
<<else>>
<<npc Kylar>><<person1>>You see Kylar staring at you from across the road. A bus passes between you. By the time it leaves, <<hes>> gone.
<<gstress>><<stress 6>>
<br><br>
<<destinationeventend>>
<</if>>
<</widget>>
<<widget "streetsexfame">>
<<rng>>
<<if $rng gte 81>>
<<generate1>><<generate2>><<person1>>A <<person>> and <<person2>><<person>> walk past you. The <<person1>><<person>> looks back at you and leans toward <<his>> friend, "I recognise <<phim>>, the town bicycle." The <<person2>><<person>> looks at you and laughs. You blush.
<<elseif $rng gte 61>>
<<generate1>><<person1>>A <<person>> shouts at you from across the street, "Hey, you fucked all my friends. When's my turn?" It attracts attention, people look at you and whisper amongst themselves. You blush and walk faster.
<<elseif $rng gte 41>>
<<generate1>><<person1>>A <<person>> grabs your arm as <<he>> passes by. "I know you," <<he>> says as you break free from <<his>> grip. "You're that slut everyone's talking about." You blush and walk faster.
<<elseif $rng gte 21>>
<<generatey1>><<person1>>A group of <<personsimple>>s smile at you as they walk past. They keep looking back at you and whisper to each other. You make out the words "easy" and "slut". You blush.
<<else>>
<<generate1>><<generate2>>A <<person1>><<person>> points at you across the road and turns to <<his>> friend. "That's the one," <<he>> says, "that slut I was telling you about." You blush.
<</if>>
<<gtrauma>><<gstress>><<trauma 3>><<stress 3>>
<br><br>
<<destinationeventend>>
<</widget>>
<<widget "streetprostitutionfame">>
<<rng>>
<<if $rng gte 81>>
<<generate1>><<generate2>><<person1>>A <<person>> and <<person2>><<person>> walk past you. The <<person1>><<person>> looks back at you and leans toward <<his>> friend, "I recognise <<phim>>, <<pshe>> will do anything for money. Anything." The <<person2>><<person>> looks at you and laughs. You blush.
<<elseif $rng gte 61>>
<<generate1>><<person1>>A <<person>> shouts at you from across the street, "Hey, you fucked all my friends. How much for oral?" It attracts attention, people look at you and whisper amongst themselves. You blush and walk faster.
<<elseif $rng gte 41>>
<<generate1>><<person1>>A <<person>> grabs your arm as <<he>> passes by. "I know you," <<he>> says as you break free from <<his>> grip. "You're that whore everyone's talking about." You blush and walk faster.
<<elseif $rng gte 21>>
<<generatey1>><<person1>>A group of <<personsimple>>s smile at you as they walk past. They keep looking back at you and whisper to each other. You make out the words "whore" and "slut". You blush.
<<else>>
<<generate1>><<generate2>>A <<person1>><<person>> points at you across the road and turns to <<his>> friend. "That's the one," <<he>> says, "that whore I was telling you about." You blush.
<</if>>
<<gtrauma>><<gstress>><<trauma 3>><<stress 3>>
<br><br>
<<destinationeventend>>
<</widget>>
<<widget "streetrapefame">>
<<rng>>
<<if $rng gte 81>>
<<generate1>><<generate2>><<person1>>A <<person>> and <<person2>><<person>> walk past you. The <<person1>><<person>> looks back at you and leans toward <<his>> friend, "I recognise <<phim>>, the town's public fucktoy." The <<person2>><<person>> looks at you and laughs. You blush.
<<elseif $rng gte 61>>
<<generate1>><<person1>>A <<person>> shouts at you from across the street, "Hey, all my friends fucked you. I'll come get my share soon." It attracts attention, people look at you and whisper amongst themselves. You blush and walk faster.
<<elseif $rng gte 41>>
<<generate1>><<person1>>A <<person>> grabs your arm as <<he>> passes by. "I know you," <<he>> says as you break free from <<his>> grip. "You're that fuckmeat everyone's talking about." You blush and walk faster.
<<elseif $rng gte 21>>
<<generatey1>><<person1>>A group of <<personsimple>>s smile at you as they walk past. They keep looking back at you and whisper to each other. You make out the words "fucktoy" and "trash". You blush.
<<else>>
<<generate1>><<generate2>>A <<person1>><<person>> points at you across the road and turns to <<his>> friend. "That's the one," <<he>> says, "that fucktoy I was telling you about." You blush.
<</if>>
<<gtrauma>><<gstress>><<trauma 3>><<stress 3>>
<br><br>
<<destinationeventend>>
<</widget>>
<<widget "streetbestialityfame">>
<<rng>>
<<if $rng gte 81>>
<<generate1>><<generate2>><<person1>>A <<person>> and <<person2>><<person>> walk past you. The <<person1>><<person>> looks back at you and leans toward <<his>> friend, "I recognise <<phim>>, the one who really likes animals." The <<person2>><<person>> looks at you and laughs. You blush.
<<elseif $rng gte 61>>
<<generate1>><<person1>>A <<person>> shouts at you from across the street, "Hey, they need you down at the kennel. The mutts need 'milking'?" It attracts attention, people look at you and whisper amongst themselves. You blush and walk faster.
<<elseif $rng gte 41>>
<<generate1>><<person1>>A <<person>> grabs your arm as <<he>> passes by. "I know you," <<he>> says as you break free from <<his>> grip. "You're that animal-fucker everyone's talking about." You blush and walk faster.
<<elseif $rng gte 21>>
<<generatey1>><<person1>>A group of <<personsimple>>s smile at you as they walk past. They keep looking back at you and whisper to each other. You make out the words "kennel" and "bitch". You blush.
<<else>>
<<generate1>><<generate2>>A <<person1>><<person>> points at you across the road and turns to <<his>> friend. "That's the one," <<he>> says, "that slut I was telling you about. The animal fucktoy." You blush.
<</if>>
<<gtrauma>><<gstress>><<trauma 3>><<stress 3>>
<br><br>
<<destinationeventend>>
<</widget>>
<<widget "streetpregnancyfame">>
<<rng>>
<<if $rng gte 81>>
<<generate1>><<generate2>><<person1>>A <<person>> and <<person2>><<person>> walk past you. The <<person1>><<person>> looks back at you and leans toward <<his>> friend, "I recognise <<phim>>, the one who always seems to be knocked up.<<if playerBellyVisible()>> Do you need another sperm donor?<</if>>" The <<person2>><<person>> looks at you and laughs. You blush.
<<elseif $rng gte 61>>
<<generate1>><<person1>>A <<person>> shouts at you from across the street, "Hey, how many of my friends have gotten you knocked up? I'll come get my share <<if playerBellyVisible()>>in a couple of months<<else>>soon<</if>>." It attracts attention, people look at you and whisper amongst themselves. You blush and walk faster.
<<elseif $rng gte 41>>
<<generate1>><<person1>>A <<person>> grabs your arm as <<he>> passes by. "I know you," <<he>> says as you break free from <<his>> grip. "You're that one that everyone's talking about, saying how you always want to be knocked up. How are your children doing?" You blush and walk faster.
<<elseif $rng gte 21>>
<<generatey1>><<person1>>A group of <<personsimple>>s smile at you as they walk past. They keep looking back at you and whisper to each other. You make out the words "broodmother" and "slut". You blush.
<<else>>
<<generate1>><<generate2>>A <<person1>><<person>> points at you across the road and turns to <<his>> friend. "That's the one," <<he>> says, "that slut I was telling you about. The fucktoy that<<if playerBellyVisible()>>'s always knocked up<<else>> wants to be knocked up<</if>>." You blush.
<</if>>
<<gtrauma>><<gstress>><<trauma 3>><<stress 3>>
<br><br>
<<destinationeventend>>
<</widget>>
<<widget "famesalute">>
<<print either("flash a V-sign",
"blow a kiss",
"wave",
"make a small bow",
"wink")>>
<</widget>>
<<widget "sayexhibproud">>
<<print either("I'm proud of my body.",
"I'm pleased you like my body.",
"I think my body deserves to be seen.",
"I love to show off my body.",
"Being seen naked turns me on.",
"Exposing my body arouses me.",
"I look good nude, don't you think?",
"I feel great about my body.")>>
<</widget>>
<<widget "streetexhibitionismfame">>
<<outfitChecks>>
<<cleareventpool>>
<<addinlineevent "negativeExhibFame1">>
<<generate1>><<generate2>>A <<fullGroup>> walk past you. The <<person1>><<person>> looks back at you and leans toward <<his>> friend, "I recognise <<phim>>, <<pshe>> looks really good naked."
<br><br>
The <<person2>><<person>> looks at you and laughs.
<<set $phase to 1>>
<</addinlineevent>>
<<addinlineevent "negativeExhibFame2">>
<<generate1>> A <<person1>><<person>> shouts at you from across the street, "Hey, I almost didn't recognise you with clothes."
<br><br>
It attracts attention, people look at you and whisper amongst themselves.
<<set $phase to 2>>
<</addinlineevent>>
<<addinlineevent "negativeExhibFame3">>
<<generate1>> A <<person1>><<person>> grabs your arm as <<he>> passes by. "I know you," <<he>> says as you break free from <<his>> grip. "You're that slut who likes stripping in public."
<<set $phase to 3>>
<</addinlineevent>>
<<addinlineevent "negativeExhibFame4">>
<<generates1>><<person1>>A group of <<personsimple>>s smile at you as they walk past. They keep looking back at you and whisper to each other. You make out the words "naked" and "slut".
<<set $phase to 4>>
<</addinlineevent>>
<<addinlineevent "negativeExhibFame5">>
<<generate1>><<generate2>>A <<person1>><<person>> points at you across the road and turns to <<his>> friend. "That's the one," <<he>> says, "the one I saw nude."
<<set $phase to 5>>
<</addinlineevent>>
<<addinlineevent "negativeExhibFame6">>
<<generate1>><<generate2>>As you walk down the street, you pass a <<fullGroup>> talking to each other. The <<person1>><<person>> glances at you before turning to the <<person2>><<person>> walking alongside <<person1>><<him>>. "I swear, that <<girl>> looks just like the pervert flasher people have been talking about!"
<br><br>
"Really?" <<his>> friend asks, looking back at you. <<person2>><<He>> gasps softly before stifling a laugh. "<<pShe>> totally does!" The two start laughing.
<<set $phase to 6>>
<</addinlineevent>>
<<runeventpool>>
<br><br>
<<set _avaliableActions to []>>
<<if hasSexStat("exhibitionism", 4) and ($uncomfortable.underwear is false or $uncomfortable.nude is false)>>
<<run _avaliableActions.push("flaunt")>>
<</if>>
<<if _skirtExposed>>
<<if hasSexStat("exhibitionism", 5) and $worn.under_lower.type.includes("naked") and $uncomfortable.nude is false>>
<<run _avaliableActions.push("flashSkirt1")>>
<<elseif hasSexStat("exhibitionism", 3) and playerChastity() and $uncomfortable.nude is false>>
<<run _avaliableActions.push("flashSkirt2")>>
<<elseif hasSexStat("exhibitionism", 2) and !$worn.under_lower.type.includes("naked") and !playerChastity() and $uncomfortable.underwear is false>>
<<run _avaliableActions.push("flashSkirt3")>>
<</if>>
<<elseif _middleOutfit or _overOutfit>>
<<if hasSexStat("exhibitionism", 3) and $worn.under_lower.type.includes("naked") and $uncomfortable.nude is false>>
<<run _avaliableActions.push("flashBottom1")>>
<<elseif hasSexStat("exhibitionism", 3) and playerChastity() and $uncomfortable.nude is false>>
<<run _avaliableActions.push("flashBottom2")>>
<<elseif hasSexStat("exhibitionism", 2) and !$worn.under_lower.type.includes("naked") and !playerChastity() and $uncomfortable.underwear is false>>
<<run _avaliableActions.push("flashBottom3")>>
<</if>>
<</if>>
<<if $player.gender_appearance is "f" or $player.breastsize gt 2>>
<<if hasSexStat("exhibitionism", 4) and $worn.under_upper.type.includes("naked") and $uncomfortable.nude is false>>
<<run _avaliableActions.push("flashBreasts1")>>
<<elseif hasSexStat("exhibitionism", 2) and !$worn.under_upper.type.includes("naked") and $uncomfortable.underwear is false>>
<<run _avaliableActions.push("flashBreasts2")>>
<</if>>
<</if>>
<<if $earSlime.growth gte 200 and _avaliableActions.length>>
<span class="red">You know the ear slimes wouldn't let you leave without exposing yourself.</span>
<br><br>
<<elseif numberOfEarSlime() and $earSlime.growth gt 30 - ($earSlime.exhibitionism * 10) and _avaliableActions.length>>
<<set $earSlimeForcedExposure to _avaliableActions.random()>>
<span class="lewd">You feel the slime in your head command you to
<<switch $earSlimeForcedExposure>>
<<case "flaunt">>agree with them.
<<case "flashSkirt1" "flashSkirt2" "flashSkirt3">>flash your skirt to them.
<<case "flashBottom1" "flashBottom2" "flashBottom3">>flash your bottom to them.
<<case "flashBreasts1" "flashBreasts2">>flash your breasts to them.
<</switch>>
</span> It promises rewards if you comply<<if $earSlime.startedThreats>>, and threatens consequences if you do not<</if>>.
<br><br>
<<link [[Obey|Street Exhibitionism Fame Flaunt]]>>
<<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 1>>
<<switch $earSlimeForcedExposure>>
<<case "flaunt">><<set $flaunt_type to 'words'>><<set $flaunt_part to 'none'>>
<<case "flashSkirt1" "flashSkirt2" "flashSkirt3">>
<<set $flaunt_type to 'skirt'>>
<<if $earSlimeForcedExposure.includes("1")>>
<<set $flaunt_part to 'genitals'>>
<<elseif $earSlimeForcedExposure.includes("2")>>
<<set $flaunt_part to 'chastity'>>
<<else>>
<<set $flaunt_part to 'lowerunderwear'>>
<</if>>
<<case "flashBottom1" "flashBottom2" "flashBottom3">>
<<set $flaunt_type to 'moon'>>
<<if $earSlimeForcedExposure.includes("1")>>
<<set $flaunt_part to 'bottom'>>
<<elseif $earSlimeForcedExposure.includes("2")>>
<<set $flaunt_part to 'chastity'>>
<<else>>
<<set $flaunt_part to 'lowerunderwear'>>
<</if>>
<<case "flashBreasts1" "flashBreasts2">>
<<set $flaunt_type to 'top'>>
<<if $earSlimeForcedExposure.includes("1")>>
<<set $flaunt_part to 'breasts'>>
<<else>>
<<set $flaunt_part to 'upperunderwear'>>
<</if>>
<</switch>>
<</link>><<gcorruption>><<lpain>><<lltrauma>><<lstress>>
<br>
<<if $earSlime.startedThreats>>
<<link [[Defy|Street Exhibitionism Fame Flaunt Slime Defy]]>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><</link>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>>
<<else>>
<<link [[Ignore|Street Exhibitionism Fame Shamed]]>><<unset $earSlimeForcedExposure>><</link>><<gtrauma>><<gstress>>
<</if>>
<</if>>
<<if !$earSlimeForcedExposure>>
<<if _avaliableActions.includes("flaunt")>>
<<link [[Flaunt|Street Exhibitionism Fame Flaunt]]>><<set $flaunt_type to 'words'>><<set $flaunt_part to 'none'>><</link>><<lstress>>
<br>
<</if>>
<<if _avaliableActions.includes("flashBreasts1")>>
<<link [[Flash your breasts|Street Exhibitionism Fame Flaunt]]>><<set $flaunt_type to 'top'>> <<set $flaunt_part to 'breasts'>><</link>><<exhibitionist4>><<lstress>><<garousal>>
<br>
<<elseif _avaliableActions.includes("flashBreasts2")>>
<<link [[Flash your $worn.under_upper.name|Street Exhibitionism Fame Flaunt]]>><<set $flaunt_type to 'top'>> <<set $flaunt_part to 'upperunderwear'>><</link>><<exhibitionist2>><<lstress>><<garousal>>
<br>
<</if>>
<<if _avaliableActions.includes("flashSkirt1")>>
<<link [[Flash your skirt|Street Exhibitionism Fame Flaunt]]>><<set $flaunt_type to 'skirt'>> <<set $flaunt_part to 'genitals'>><</link>><<exhibitionist5>><<lstress>><<garousal>>
<br>
<<elseif _avaliableActions.includes("flashSkirt2")>>
<<link [[Flash your skirt|Street Exhibitionism Fame Flaunt]]>><<set $flaunt_type to 'skirt'>> <<set $flaunt_part to 'chastity'>><</link>><<exhibitionist3>><<lstress>><<garousal>>
<br>
<<elseif _avaliableActions.includes("flashSkirt3")>>
<<link [[Flash your skirt|Street Exhibitionism Fame Flaunt]]>><<set $flaunt_type to 'skirt'>> <<set $flaunt_part to 'lowerunderwear'>><</link>><<exhibitionist2>><<lstress>><<garousal>>
<br>
<<elseif _avaliableActions.includes("flashBottom1")>>
<<link [[Flash your bottom|Street Exhibitionism Fame Flaunt]]>><<set $flaunt_type to 'moon'>> <<set $flaunt_part to 'bottom'>><</link>><<exhibitionist3>><<lstress>><<garousal>>
<br>
<<elseif _avaliableActions.includes("flashBottom2")>>
<<link [[Flash your bottom|Street Exhibitionism Fame Flaunt]]>><<set $flaunt_type to 'moon'>> <<set $flaunt_part to 'chastity'>><</link>><<exhibitionist3>><<lstress>><<garousal>>
<br>
<<elseif _avaliableActions.includes("flashBottom3")>>
<<link [[Flash your bottom|Street Exhibitionism Fame Flaunt]]>><<set $flaunt_type to 'moon'>> <<set $flaunt_part to 'lowerunderwear'>><</link>><<exhibitionist2>><<lstress>><<garousal>>
<br>
<</if>>
<<link [[Ignore|Street Exhibitionism Fame Shamed]]>><</link>><<gtrauma>><<gstress>>
<br>
<</if>>
<</widget>>
<<widget "streetExhibitionismFameShamed">>
<<if $phase is 1>>
The <<person2>><<person>> looks at you and laughs.
<<elseif $phase is 3>>
You blush and walk faster as <<he>> leers at your <<bottom>>.
<</if>>
<<if $phase isnot 3>>
<<print either(
"You blush and try to avoid eye contact.",
"You blush and hurry along.",
"Your face turns red as you quicken your pace.",
"Despite your clothes, you feel naked as you scurry away.",
"You blush.")>>
<</if>>
<<gtrauma>><<gstress>><<trauma 3>><<stress 3>>
<</widget>>
<<widget "streetcollared">>
<<if Time.dayState is "night">>
<<rng>>
<<beastNEWinit 1 dog>>
<<if $rng gte 51 and ($monster is 1 or $bestialitydisable is "f")>><!-- Modified for Beast People -->
<<generate2>><<generate3>><<person2>>A <<person>> and <<person3>><<person>> approach you. The <<person>> holds a <<beasttype 0>> on a leash. "Perfect. We've been looking for a bitch like you for our pet here. You'll get on your knees if you know what's good for you," <<he>> says as the <<person2>><<person>> grabs your collar.
<br><br>
<<link [[Kneel|Street Collar Dog]]>><<set $molestationstart to 1>><<sub 1>><</link>>
<br>
<<link [[Refuse|Street Collar Molestation]]>><<set $molestationstart to 1>><<def 1>><<set $phase to 1>><</link>>
<br>
<<else>>
<<endevent>>
<<generate1>><<generate2>>A <<person1>><<person>> emerges from the darkness to grab the collar around your neck as a <<person2>><<person>> starts groping your <<bottom>>. "What do we have here?" says the <<person1>><<person>>. "A collared slut, alone out in the open. There's only one thing you're good for."
<br><br>
<<link [[Next|Street Collar Molestation]]>><<set $molestationstart to 1>><<set $phase to 2>><</link>>
<br>
<</if>>
<<else>>
<<generate1>><<person1>>A <<person>> looks at your collar and laughs. "Who let you out of the kennel?" <<he>> says.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<<destinationeventend>>
<</if>>
<</widget>>
<<widget "streetbound">>
<<generate1>><<person1>>
<<if Time.dayState is "night">>
You hear footsteps behind you, somewhere in the dark. Your bound arms make you feel so helpless. <span class="blue">You are being followed.</span>
<br><br>
<<link [[Next|Street Stalk]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
A <<person>> approaches you. "Who tied you up like that? Here." <<He>> walks behind you and frees your limbs from their bindings.<<unbind>>
<br><br>
<<destinationeventend>>
<</if>>
<</widget>>
<<widget "streetlowertowel">>
<<if Time.dayState is "night">>
<<generate1>><<generate2>><<generate3>><<person1>>
You hear footsteps behind you, somewhere in the dark. You feel self conscious about the towel around your waist. <span class="blue">You are being followed.</span>
<br><br>
<<link [[Next|Street Stalk Group]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<generatey1>><<person1>>You hear light footsteps behind you. You feel self conscious about the towel around your waist. <span class="blue">You are being followed.</span>
<br><br>
<<link [[Next|Street Stalk]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<</widget>>
<<widget "streetuppertowel">>
<<if Time.dayState is "night">>
<<generate1>><<generate2>><<generate3>><<person1>>
You hear footsteps behind you, somewhere in the dark. You feel self conscious about the towel around your chest. <span class="blue">You are being followed.</span>
<br><br>
<<link [[Next|Street Stalk Group]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<generatey1>><<person1>>You hear light footsteps behind you. You feel self conscious about the towel around your chest. <span class="blue">You are being followed.</span>
<br><br>
<<link [[Next|Street Stalk]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<</widget>>
<<widget "whitneyposter">>
<<set $whitneyposter to 1>>
<<generatey1>><<person1>>You see one of Whitney's friends putting up a missing person poster. There's a picture of Whitney on it. <<He>> avoids eye contact with you.
<br><br>
<<destinationeventend>>
<</widget>>
<<widget "streetexoffer">>
<<set $exhibitionismrunon to 0>>
<<set $exhibitionismrun to "danube">>
A hooded figure bumps into you. A note falls from the folds of their coat, landing in front of you. The figure strides into an alley and disappears. You pick up the note.
<br><br>
<i>You need money. Go to Danube Street. To the oak behind the spa. Then take off your clothes. That's all. £100.</i>
<br><br>
<<destinationeventend>>
<</widget>>
<<widget "streetexoffer2">>
<<set $exhibitionismrun to "danube">><<set $exhibitionismrunon to 1>>
You are walking down the street. A hooded figure walks by you going in the opposite direction.
<br><br>
Right before they pass you, they throw an envelope on the ground in front of you. Before you can stop them, they've disappeared down an alley. You pick up the envelope and open it. There's a note inside.
<br><br>
<i>You did well last time. Go back to the oak behind the spa. Take off your clothes and make yourself cum. £300.</i>
<br><br>
It comes back to you. You remember taking off your clothes and being photographed outside the spa, then paid by parachute. You don't know where the footage ended up, but it was probably seen by a lot of people. This time you are being paid much more money.
<br><br>
<<destinationeventend>>
<</widget>>
<<widget "streetexoffer3">>
<<set $exhibitionismrun to "starfish">><<set $exhibitionismrunon to 2>>
You are walking down the street, approaching a corner. A hooded figure rounds the corner and approaches you.
<br><br>
They hold out an envelope to you. You can't see their face, but you recognise the hooded figure from before. You take the envelope. Before you can say anything, the figure has rushed down the street away from you. You open the envelope and read the note. You're expecting another trip to the oak on Danube Street. The note reads:
<br><br>
<i>You've done well. This time go to Starfish Street and stand by the Arcade. Flash your butt at the traffic for fifteen minutes. £500 this time.</i>
<br><br>
Your pulse quickens. This is a step up from taking your clothes off behind the spa. This time you'll be showing off your ass in public.
<br><br>
<<destinationeventend>>
<</widget>>
<<widget "streetexoffer4">>
<<set $exhibitionismrun to "cliff">><<set $exhibitionismrunon to 3>>
You are walking down the street when a familiar hooded figure turns the corner and starts walking towards you.
<br><br>
You know what to expect at this point; you stop and wait for the figure to reach you. Unlike the other times, they aren't in a hurry. They walk up to you and hand you the envelope. You take it. You try to see their face, but the hood is keeping their head in shadow.
<br><br>
"You've done a good job," the figure says. They're disguising their voice; you can't make out who they are. "Do this one, and I'll know you can be counted on to do anything."
<br><br>
"Wait," you say, "who are you?" The figure ignores you and casually walks away. You open the envelope and read the note.
<br><br>
<i>Go to Cliff Street on a day with good weather. Start at the cafe. Take off all your clothes and run around the block once. Go from Cliff Street to High Street, and then circle back to Cliff. £1000 for this one.</i>
<br><br>
You gulp. This is a big step up from the last three.
<br><br>
<<destinationeventend>>
<</widget>>
<<widget "shadyFan">>
You round a corner and walk right into a <<generate1>><<person1>><<person>>, causing the large package that they were holding to fall to the ground.
<br><br>
<<if ($fame.exhibitionism gte 400 or $fame.sex gte 400 or $fame.prostitution gte 400 or $fame.rape gte 400) and ($player.gender_appearance is "f" or $forcedcrossdressingdisable is "f")>>
"Careful, <<girl>>," <<he>> says while checking the package. Happy it isn't damaged, <<he>> takes another look at you and continues,
"You look familiar. Do I know you from somewhere?"
<br><br>
<<He>> starts to get uncomfortably close as <<he>> eyes you up. "I know this may seem abrupt, but I think the clothes in this package would suit you. Want them?"
<br><br>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Strip as you are and put them on|Shady Fan Strip]]>><</link>><<exhibitionist5>>
<br>
<</if>>
<<if hasSexStat("exhibitionism", 3)>>
<<link [[Strip in the alley and put them on|Shady Fan Alley]]>><</link>><<exhibitionist3>>
<br>
<</if>>
<<link [[Take the box and walk away|Shady Fan Take]]>><</link>>
<br>
<<link [[Refuse to take the box|Shady Fan Refuse]]>><</link>>
<<else>>
"Careful, <<girl>>," <<he>> says while checking the package. Happy it isn't damaged, <<he>> smiles at you and continues,
"You need to watch where you're going, or you'll cause an accident."
<br><br>
You continue on your way.
<br><br>
<<destinationeventend>>
<</if>>
<</widget>>
<<widget "streetexshow">>
<<generate1>><<generate2>><<generate3>><<person1>>
<<if $fame.exhibitionism gte 1000>>
You notice some <<group>> coming towards you. One of them, a <<person>>, points at you, and says something to the other two. Your first instinct is to run, but they're already too close. They surround you, making sure not to attract any attention.
<br><br>
"Hey <<girl>>," the <<person>> says. "You're that slut that likes showing off, right?" <<He>> puts a hand in <<his>> pocket. You feel tense, but relax a little once <<he>> takes out a few bank notes. "How about a little private show?"
<br><br>
<<if hasSexStat("exhibitionism", 5)>>
<span class="lewd">A particularly lewd idea strikes you.</span> Stripping right here, out in the open, would be even more exciting.
<br>
<<link [[Strip right here|Street Private Show Strip]]>><</link>><<exhibitionist5>>
<br>
<</if>>
<<if hasSexStat("exhibitionism", 4)>>
<<link [[Strip in an alley|Street Private Show Alley]]>><<set $phase to 0>><</link>><<exhibitionist4>>
<br>
<</if>>
<<link [[Refuse|Street Private Show Refuse]]>><</link>>
<br>
<<else>>
A group of <<group>> crowd around a <<person>> holding a phone, laughing raucously among themselves. One of them looks up as you pass.
<br><br>
"Cute outfit," <<he>> calls out. "But I bet you'd look better without it."
<br><br>
The group bursts into laughter. Your face flushes as you increase your pace, leaving them and their crude remarks behind you.<<stress 3>><<trauma 3>><<gstress>><<gtrauma>>
<br><br>
<<destinationeventend>>
<</if>>
<</widget>>
<<widget "streetkidnap">>
<<generate1>><<person1>>
You spot a hooded figure skulking under a streetlamp.
<<if fameSum("sex","rape","bestiality") gte random(1000, 4000)>>
You pay them little mind as you pass, until you suddenly feel something grab your shoulder. You freeze up from fear and start taking deep breaths.
<br>
As you turn your head, an arm tightly wraps around your waist. A damp rag is roughly clamped over your mouth and nose.
<br><br>
<<link [[Struggle|Street Kidnap Struggle]]>><</link>><<physiquedifficulty 2000 12000>>
<br>
<<link [[Give in|Street Kidnap Give]]>><<stress 6>><<trauma 6>><</link>><<gstress>><<gtrauma>>
<br>
<<else>>
It turns to regard you before hastily walking in the other direction.<<stress 3>><<gstress>>
<br><br>
<<destinationeventend>>
<</if>>
<</widget>>
<<widget "streetorphancookie">>
<<generatey1>><<generate2>><<person1>><<rng>>
You smell freshly baked pastries, and hear a knock on a nearby door. You recognise a <<personsimple>> from the orphanage standing in front of one of the houses while carrying a box full of cookies.
<br><br>
<<if $loft_river>>
You expect that <<he>> made good use of the installations in the loft to bake them.
<br><br>
<<if $rng gte 51>>
After a brief exchange, the owner of the house hands out a small stack of bills to the <<personsimple>>. <<He>> beams, thanking the homeowner before moving on to the next house. <<stress -12>><<llstress>><<hope 1>><<ghope>>
<<else>>
<<if $bus is "domus">>
The owner of the home, a <<person2>><<person>>, inspects <<person1>><<him>> briefly, before saying something that makes the <<personsimple>> blush. <<He>> quickly backs up, and moves on to the next house without looking back.<<if $awareness gte 200>> You suspect that <<he>> was propositioned, and refused.<</if>> You find <<his>> stubbornness inspiring. <<stress -6>><<lstress>>
<<else>>
The owner of the home, a <<person2>><<person>>, inspects <<person1>><<him>> briefly, before holding out a large stack of bills. The <<personsimple>> looks shocked. Even from here, you can tell it's a lot of money. <<He>> hands the entire box over to the <<person2>><<person>>, says <<person1>><<his>> thanks, and rushes back towards the orphanage with a look of pure joy. You expect <<hes>> off to bake more. <<stress -12>><<llstress>><<ghope>><<hope 2>>
<</if>>
<</if>>
<<else>>
You wonder how <<he>> managed to bake them, given the miserable equipment at home.
<br><br>
<<if $rng gte 51>>
After a brief but stormy exchange, the owner of the house slams the door in <<his>> face. Still, the <<personsimple>> doesn't seem to relent in <<his>> efforts, and moves on to the next house. You find <<his>> stubbornness inspiring. <<stress -6>><<lstress>>
<<else>>
<<if $bus is "domus">>
The owner of the home, a <<person2>><<person>>, inspects <<person1>><<him>> briefly, before saying something that makes the <<personsimple>> blush. <<He>> quickly backs up, and moves on to the next house without looking back.<<if $awareness gte 200>> You suspect that <<he>> was propositioned, and refused.<</if>> You find <<his>> stubbornness inspiring. <<stress -6>><<lstress>>
<<else>>
The owner of the home, a <<person2>><<person>>, inspects <<person1>><<him>> briefly, before holding out a large stack of bills. The <<personsimple>> looks shocked, and the <<person2>><<person>> motions for <<person1>><<him>> to enter the house. <<He>> hesitates, but looks down at the money. Even from here, you can tell it's a lot. With a flushed face, <<he>> enters. <<gtrauma>><<trauma 3>><<lhope>><<hope -1>><<greb>><<reb 1>>
<</if>>
<</if>>
<</if>>
<br><br>
<<destinationeventend>>
<</widget>>
<<widget "streetmodelshow">>
<<generate1>><<person1>>
<<if $fame.model gte 400>>
A <<person>> steps in front of you, a smile on <<his>> face.
<br><br>
"I know you," the <<person>> exclaims. "You're that model <<girl>>, right?" <<He>> clasps your hand and <<his>> smile grows even wider. "I'm a real fan of yours."
<br><br>
"I'd love some private pictures of you," <<he>> adds before you can respond. <<He>> pulls out <<his>> phone. "Could you be my model, just for a few minutes?"
<br><br>
<<link [[Agree (0:05)|Street Private Photoshoot Alley]]>><<pass 5>><<set $phase to 0>><</link>>
<br>
<<link [[Demand money (0:05)|Street Private Photoshoot Alley]]>><<pass 5>><<set $phase to 1>><</link>>
<br>
<<if $earSlime.growth gte 200>>
<span class="red">You know the ear slimes wouldn't let you do anything but expose yourself.</span>
<<else>>
<<link [[Refuse|Street Private Photoshoot Refuse]]>><</link>>
<</if>>
<br>
<<else>>
You notice a <<person>> coming towards you. As <<he>> approaches, <<he>> suddenly breaks into a grin and steps in front of you, grasping your arm.
<br><br>
"You've got looks of a model, <<lass>>." <<He>> smirks. "Wanna pose for a few shots? I've got my camera right here." <<His>> hand cups <<his>> crotch, leaving no doubt about <<his>> intentions.
<br><br>
Your face flushes. Pulling free from <<his>> grasp you hasten away, leaving the <<person>> and <<his>> crude remarks behind you.<<stress 3>><<trauma 3>><<gstress>><<gtrauma>>
<br><br>
<<destinationeventend>>
<</if>>
<</widget>>
<<widget "streetnpcflash">>
<<generate1>><<person1>>
While walking
<<if $location is "alley">>
through the alley,
<<else>>
down the street,
<</if>>
a <<person>> in a trench coat walks up to you. "Excuse me," <<he>> asks, "<<print either("is there something on my coat","how does my coat look","do you see any stains")>>?"
<br><br>
You stop and look at <<his>> coat for a moment. As you're staring, the <<person>> grins and opens <<his>> trench coat before you can look away, <<npcRevealText $NPCList[0] "both">>, in all <<his>> glory.
<<if hasSexStat("exhibitionism", 5) and $worn.under_lower.type.includes("naked")>>
<br><br>
<<link [[Flash <<him>> back|Street Flash]]>><<set $phase to 5>><</link>><<exhibitionist5>>
<br>
<<if $earSlime.growth gte 200 and $earSlime.exhibitionism gte 5>>
<span class="red">You know the ear slimes wouldn't let you leave without exposing yourself.</span>
<<else>>
<<link [[Ignore|Street Flash]]>><<set $phase to 0>><<stress 3>><</link>><<gstress>>
<</if>>
<<elseif hasSexStat("exhibitionism", 4) and $player.gender_appearance is "f" and $worn.under_upper.type.includes("naked") and !$worn.under_lower.type.includes("naked")>>
<br><br>
<<link [[Flash <<him>> back|Street Flash]]>><<set $phase to 4>><</link>><<exhibitionist4>>
<br>
<<if $earSlime.growth gte 200 and $earSlime.exhibitionism gte 4>>
<span class="red">You know the ear slimes wouldn't let you leave without exposing yourself.</span>
<<else>>
<<link [[Ignore|Street Flash]]>><<set $phase to 0>><<stress 3>><</link>><<gstress>>
<</if>>
<<elseif hasSexStat("exhibitionism", 2) and !$worn.under_lower.type.includes("naked") and ($player.gender_appearance is "m" or !$worn.under_upper.type.includes("naked"))>>
<br><br>
<<link [[Flash <<him>> back|Street Flash]]>><<set $phase to 2>><</link>><<exhibitionist2>>
<br>
<<if $earSlime.growth gte 200 and $earSlime.exhibitionism gte 2>>
<span class="red">You know the ear slimes wouldn't let you leave without exposing yourself.</span>
<<else>>
<<link [[Ignore|Street Flash]]>><<set $phase to 0>><<stress 3>><</link>><<gstress>>
<</if>>
<<else>>
<<stress 6>><<trauma 3>><<arousal 600>><<gstress>><<gtrauma>><<garousal>>
<br><br>
<<He>> closes <<his>> trench coat and quickly walks away, leaving you stunned.
<br><br>
<<destinationeventend>>
<</if>>
<</widget>>
<<widget "streetabstinence">>
<<switch $bus>>
<<case "wolf" "nightingale">>
<<generatey1>><<person1>>
As you're walking down the street, you see a group of teens handing out pamphlets to bystanders.
They're initiates from the nearby temple. One of them, a <<person>>, approaches you.
<br><br>
<<if ($temple_rank is "initiate" or $temple_rank is "monk" or $temple_rank is "priest") and !$worn.face.type.includes("mask")>>
<<if $temple_rank is "priest">>
"You honour us with your presence, revered one. We're promoting the benefits of abstinence. Would you please help us?"
<<else>>
"I thought I recognised you from the temple! We're promoting the benefits of abstinence. Wanna help out?"
<</if>>
<<if playerBellyVisible()>>
<<He>> looks down at your baby bump. "You'll make a good example!"
<</if>>
<<elseif playerBellyVisible()>>
<<He>> pauses upon seeing your visibly pregnant belly. <<He>> seems unsure of what to do for a moment, until another initiate meets <<his>> gaze and nods.
<br><br>
"H-hello there. May I offer you a pamphlet? You don't need to be a believer, we just want to enlighten people about the dangers of..."
You can already see that <<hes>> sweating. "Of... uh... the virtues of abstinence."
<<elseif ($demon gte 2 or $transformationParts.demon.horns is "default") and $transformationParts.demon.horns isnot "hidden">>
<<He>> seems to hesitate for a moment as <<he>> gets closer. <<He>> looks at your horns, but shakes <<his>> head, as if making up <<his>> mind.
"Hello there. May I offer you a pamphlet? You don't need to be a believer, we just want to enlighten people about the dangers of... improper sexual behaviours."
<<else>>
"Hello there. May I offer you a pamphlet? You don't need to be a believer, we just want to enlighten people about the virtues of abstinence."
<</if>>
<br><br>
<<if ($temple_rank is "initiate" or $temple_rank is "monk" or $temple_rank is "priest") and $worn.face.type.includes("mask")>>
<span class="blue"><<He>> doesn't seem to recognise you as <<if $temple_rank is "initiate">>an initiate<<else>>a <<temple_title>><</if>> because of your mask.</span>
<br><br>
<</if>>
<<if ($temple_rank is "initiate" or $temple_rank is "monk" or $temple_rank is "priest") and !$worn.face.type.includes("mask")>>
<<link [[Help out (0:30)|Street Abstinence Help]]>><<grace 5>><<pass 30>><</link>><<gggrace>>
<br>
<<link [[Accept the pamphlet, but be on your way|Street Abstinence Accept]]>><<grace -1>><</link>><<lawareness>><<lgrace>>
<br>
<<set $skulduggerydifficulty to 400>>
<<link [[Pretend <<hes>> mistaken|Street Abstinence Mistaken]]>><</link>><<skulduggerydifficulty>>
<br>
<<else>>
<<link [[Accept the pamphlet|Street Abstinence Accept]]>><</link>><<lawareness>>
<br>
<<link [[Refuse|Street Abstinence Refuse]]>><</link>>
<br>
<</if>>
<<case "cliff" "starfish">>
<<generatey1>><<person1>>
As you're walking down the street, you see a group of teens handing out pamphlets to bystanders.
According to the logos on their shirts, they seem to belong to some out-of-town association. A <<person>> approaches you.
<br><br>
"How are you today? Good? We're handing out informative pamphlets about sexual healthcare and contraceptive options. Would you care for one?"
<<if playerBellyVisible()>>
<<He>> looks down at your baby bump. "It's never too late to prepare for next time."
<</if>>
<br><br>
<<link [[Accept the pamphlet|Street Volunteers Accept]]>><</link>>
<br>
<<link [[Refuse|Street Volunteers Refuse]]>><</link>>
<br>
<<default>>
/* Should only be reachable on High street */
<<generatey1>><<generatey2>><<person1>>
As you're walking down the street, you see two groups of teens handing out pamphlets to bystanders. One group is composed of initiates from the temple, while the others appear to be a group of out-of-town volunteers.
<<if $rng lte 33>>
<<set $phase to 1>>
The two groups mostly ignore one another as they distribute their papers. They seem to be focused on doing their job right. One person of each group, a <<person1>><<person>> from the temple and a <<person2>><<person>> from the volunteers, unintentionally approach you at the same time.
<br><br>
<<if ($temple_rank is "initiate" or $temple_rank is "monk" or $temple_rank is "priest") and !$worn.face.type.includes("mask")>>
<<person1>>Upon recognising you, the initiate picks up the pace and gets to you first.
"Hey there, nice to see you. You probably don't need it, but I can offer you a pamphlet if you'd like? It would greatly help our cause."
<br><br>
The <<person2>><<person>> politely waits for <<his>> turn, but you can see <<him>> glancing at you. <<He>> speaks up.
"We're also giving out pamphlets, although... they're a little different."
<<else>>
The volunteer gets to you first. The initiate slows down, waiting <<person1>><<his>> turn.
"Hey there friend, could I bother you for a moment? Teens like us are in the primes of our lives, and we would like for you to be as healthy and happy as possible. Can I interest you in our informative paper?"
<br><br>
You see the <<person1>><<person>> frown, although you don't know why. <<He>> takes a step forward and speaks, clutching a small holy pendant.
"We're... also giving out information. It's about the benefits of abstinence and faith. I'd like to give you one, if that's okay."
<br><br>
You feel a little overwhelmed, even though none of them seem too pushy about it.
<</if>>
<<elseif $rng gte 66>>
<<set $phase to 2>>
The two groups give each other wary stares. Tension seems to be running high. Some of them even sport fresh bruises. One person of each group, a <<person1>><<person>> from the initiates and a <<person2>><<person>> from the volunteers, rush towards you while shoving each other.
<br><br>
<<if ($temple_rank is "initiate" or $temple_rank is "monk" or $temple_rank is "priest") and !$worn.face.type.includes("mask")>>
<<person1>>Upon recognising you, the initiate aggressively shoves <<his>> opponent and gets to you first.
"Don't listen to this sinner. <<person2>><<He>>'ll try to throw you off the righteous path. Abstinence is the only way." <<person1>><<He>> holds out a pamphlet for you.
<br><br>
The <<person2>><<person>> approaches, quite angered by the initiate's words. However, <<he>> doesn't lose <<his>> calm nor <<his>> professionalism.
"You can't know until you try, but you can be hurt while trying. We want to protect you against the dangers of sex, all while assuring you the freedom to explore your body and others', with their consent."
<<else>>
The volunteer reaches you first. The initiate seems irritated, but upon noticing your gaze, <<person1>><<he>> manages <<his>> anger and impatiently waits for <<his>> turn.
<br><br>
"You're a resident of this town, right? We're giving out essential information about sexual health and safety. Heaven knows this town needs it."
<br><br>
The initiate seems absolutely furious upon hearing such blasphemy. <<He>> imposes <<himself>> in between you and the volunteer.
"This sinner has no right to invoke the name of heaven! Trust is not something to be so easily given. The temple has been watching over our town for generations. Don't you want to reward the work of those that defend purity?"
<br><br>
You can't help but feel defensive as the two figures back you into a corner.<<stress 5>><<gstress>>
<</if>>
<<else>>
<<set $phase to 3>>
The two groups seem to be mingling. You hear them laughing and joking with one another. One person of each group, a <<person1>><<person>> from the initiates and a <<person2>><<person>> from the volunteers, make a game of reaching you first.
<br><br>
<<if ($temple_rank is "initiate" or $temple_rank is "monk" or $temple_rank is "priest") and !$worn.face.type.includes("mask")>>
Upon recognising you, the initiate switches instead to a leisurely stroll, sure of <<person1>><<his>> victory. <<He>> shouts to <<his>> rival.
"Don't even bother. This one is a fellow worshipper!"
<br><br>
The <<person2>><<person>> greets you with an ample, competitive smile. <<He>> winks at you, then speaks up.<br>
"There are only winners if you take my pamphlet. You, me, this town, everyone. A good sexual education brings wonders. I 'pray' that I can convince you!"
<br><br>
The initiate does not seem bothered in the slightest, although the volunteer's cheesy sales pitch earns <<person2>><<him>> a few strange looks.
<<else>>
The volunteer has more luck and gets to you first. The initiate arrives a few seconds later, laughing and nagging at <<person1>><<his>> opponent for fun. You almost feel like they've forgotten about you, until the volunteer accosts you.
"Hey, hope you're doing well today. I - well, we're - giving out pamphlets. It's up to you whether you want to learn more about sex, abstinence, or both."
<br><br>
The <<person1>><<person>> nods in confirmation.
"Our pamphlets are better though."
<br><br>
Their friendliness towards one another puts you at ease. <<stress -5>><<lstress>>
<</if>>
<</if>>
<br><br>
<<link [[Accept both pamphlets|Street Duo Accept Both]]>><</link>>
<br>
<<link [["Accept the initiate's pamphlet"|Street Duo Accept Abstinence]]>><</link>>
<br>
<<link [["Accept the volunteer's pamphlet"|Street Duo Accept Volunteers]]>><</link>>
<br>
<<link [[Refuse both|Street Duo Refuse Both]]>><</link>>
<br>
<</switch>>
<</widget>>
<<widget "rainyDayHarass">>
<<generate1>><<person1>>
A <<person>> calls out to you from the doorway of a nearby <<if $bus is "domus">>house<<else>>mansion<</if>>.
<br><br>
<<switch random(1,5)>>
<<case 1>>
"What're you doing out alone in this awful weather, <<girl>>? C'mon inside, I'll let you dry off," <<he>> says, gesturing towards the door.
<<case 2>>
"Good lord, <<girl>>, you're drenched!" <<he>> laughs. "C'mon in, I'll let you hide from the rain for a bit," <<he>> says, gesturing towards the door.
<<case 3>>
"You're going to get yourself sick walking around like that," <<he>> tuts. "C'mere and get dried off," <<he>> says, gesturing towards the door.
<<case 4>>
"You seem like you're lost, <<girl>>. How about you come inside and dry off while you get your bearings?" <<he>> asks, gesturing towards the door.
<<case 5>>
"Cats and dogs today, 'eh <<girl>>? Need somewhere to take shelter for a bit?" <<he>> asks, gesturing towards the door.
<</switch>>
<br><br>
<<link [[Follow <<him>>|Street Rainy Follow]]>><</link>>
<br>
<<if $bus is "domus">>
<<link [[Keep walking|Street Rainy Walk]]>><</link>>
<<else>>
<<link [[Keep walking|Street Rainy Walk]]>><</link>>
<</if>>
<</widget>><<widget "passoutstreet">>
<<if isPregnancyEnding()>>
<<pregnancyPassout "street">>
<<else>>
<<link [[Everything fades to black...|Passout street]]>><</link>>
<</if>>
<</widget>><<widget "nightingale">>
<<if $nextPassageCheck is "Nightingale Street">>
<<add_link "<span class='nextLink'><<nightingaleicon>><<link [[Nightingale Street (0:05) (Hospital)|Nightingale Street]]>><<pass 5>><</link>></span><br>">>
<<else>>
<<add_link "<<nightingaleicon>><<link [[Nightingale Street (0:05) (Hospital)|Nightingale Street]]>><<pass 5>><</link>><br>">>
<</if>>
<<hideDisplay true>>
<</widget>>
<<widget "nightingalequick">>
<<nightingaleicon>><<link [[Nightingale Street|Nightingale Street]]>><</link>>
<</widget>>
<<widget "nightingaleeventend">>
<<link [[Next|Nightingale Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<</widget>><<widget "lake">>
<<if $nextPassageCheck is "Nightingale Street">>
<<add_link "<span class='nextLink'><<lakeicon>><<link [[Lake (0:05)|Lake Bus]]>><<pass 5>><</link>></span><br>">>
<<else>>
<<add_link "<<lakeicon>><<link [[Lake (0:05)|Lake Bus]]>><<pass 5>><</link>><br>">>
<</if>>
<</widget>>
<<widget "lakequick">>
<<lakeicon>><<link [[Lake|Lake Bus]]>><</link>>
<</widget>>
<<widget "lakeeventend">>
<<link [[Lake|Lake Bus]]>><<endevent>><<set $eventskip to 1>><</link>>
<</widget>><<widget "domus">>
<<if $nextPassageCheck is "Domus Street">>
<<add_link "<span class='nextLink'><<domusicon>><<link [[Domus Street (0:05) (Home)|Domus Street]]>><<pass 5>><</link>></span><br>">>
<<else>>
<<add_link "<<domusicon>><<link [[Domus Street (0:05) (Home)|Domus Street]]>><<pass 5>><</link>><br>">>
<</if>>
<<hideDisplay true>>
<</widget>>
<<widget "domusquick">>
<<domusicon>><<link [[Domus Street|Domus Street]]>><</link>>
<</widget>>
<<widget "domuseventend">>
<<link [[Next|Domus Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<</widget>><<widget "danube">>
<<if $nextPassageCheck is "Danube Street">>
<<add_link "<span class='nextLink'><<danubeicon>><<link [[Danube Street (0:05) (Mansions)|Danube Street]]>><<pass 5>><</link>></span><br>">>
<<else>>
<<add_link "<<danubeicon>><<link [[Danube Street (0:05) (Mansions)|Danube Street]]>><<pass 5>><</link>><br>">>
<</if>>
<<hideDisplay true>>
<</widget>>
<<widget "danubequick">>
<<danubeicon>><<link [[Danube Street|Danube Street]]>><</link>>
<</widget>>
<<widget "danubeeventend">>
<<link [[Next|Danube Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<</widget>><<widget "wolf">>
<<if $nextPassageCheck is "Wolf Street">>
<<add_link "<span class='nextLink'><<wolficon>><<link [[Wolf Street (0:05) (Temple)|Wolf Street]]>><<pass 5>><</link>></span><br>">>
<<else>>
<<add_link "<<wolficon>><<link [[Wolf Street (0:05) (Temple)|Wolf Street]]>><<pass 5>><</link>><br>">>
<</if>>
<<hideDisplay true>>
<</widget>>
<<widget "wolfquick">>
<<wolficon>><<link [[Wolf Street|Wolf Street]]>><</link>>
<</widget>>
<<widget "wolfeventend">>
<<link [[Next|Wolf Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<</widget>><<widget "elk">>
<<if $nextPassageCheck is "Elk Street">>
<<add_link "<span class='nextLink'><<elkicon>><<link [[Elk Street (0:05)|Elk Street]]>><<pass 5>><</link>></span><br>">>
<<else>>
<<add_link "<<elkicon>><<link [[Elk Street (0:05)|Elk Street]]>><<pass 5>><</link>><br>">>
<</if>>
<<hideDisplay true>>
<</widget>>
<<widget "elkquick">>
<<elkicon>><<link [[Elk Street|Elk Street]]>><</link>>
<</widget>>
<<widget "elkeventend">>
<<link [[Next|Elk Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<</widget>>
<<widget "compoundoptions">>
<<if $compoundhonest + $compoundlie + $compoundmock + $compoundbeg + $compoundflirt gte 9>>
<span class="teal"><<Hes>> agitated and having trouble sitting still.</span>
<br><br>
<<elseif $compoundhonest + $compoundlie + $compoundmock + $compoundbeg + $compoundflirt gte 6>>
<span class="blue"><<He>> frowns and fidgets with <<his>> pen.</span>
<br><br>
<<elseif $compoundhonest + $compoundlie + $compoundmock + $compoundbeg + $compoundflirt gte 2>>
<span class="purple"><<He>> fidgets with <<his>> pen, impatient.</span>
<br><br>
<</if>>
<<if $compoundhonest gte 5>>
"Thank you for your cooperation," <<he>> says. "You're not a threat at all, are you?"
<<if isPubfameTaskAccepted("compound", "done")>>
<<set $pubfame.status to "hiding">><<set $pubfame.timer to 14>>
<<world_corruption "soft" 10>>
<<He>> jots down a few notes. "I'll let security know about the cameras. We'll also need to keep an eye out for this 'Mickey' character."
<br>
<<if $pubfame.compound.cameras.length gte 1>>
<span class="red">There's no chance the cameras will still be there. You'll need to start over.</span>
<</if>>
<<set $pubfame.compound.cameras to []>>
<br><br>
<</if>>
<<He>> pulls a lever and a hatch opens beneath you. The board gives way and you tumble through, sliding down a tube and splashing into cold water.<<trauma 6>><<gtrauma>>
<br><br>
<<endevent>>
<<link [[Next|Drain Water]]>><<set $bus to "industrialdrain">><</link>>
<<elseif $pain gte 100 and $willpowerpain is 0>>
You can't do this any more, it hurts too much. You tell <<him>> everything <<he>> asks, anything to stop the pain.
<br><br>
"You're not a threat at all," <<he>> says, sounding disappointed.
<<if isPubfameTaskAccepted("compound", "done")>>
<<set $pubfame.status to "hiding">><<set $pubfame.timer to 14>>
<<world_corruption "soft" 10>>
<<He>> jots down a few notes. "I'll let security know about the cameras. We'll also need to keep an eye out for this 'Mickey' character."
<br>
<<if $pubfame.compound.cameras.length gte 1>>
<span class="red">There's no chance the cameras will still be there. You'll need to start over.</span>
<</if>>
<<set $pubfame.compound.cameras to []>>
<br><br>
<</if>>
<<He>> pulls a lever and a hatch opens beneath you. The board gives way and you tumble through, sliding down a tube and splashing into cold water.
<<trauma 6>><<gtrauma>>
<br><br>
<<endevent>>
<<link [[Next|Drain Water]]>><<set $bus to "industrialdrain">><</link>>
<<elseif $arousal gte $arousalmax>>
You feel like you're on the verge of cumming, but you don't. The sensation becomes unbearable. "Oh, I forgot to mention," <<he>> says. "This machine can bring you to the brink of orgasm. But it won't let you cum. Not until you tell me what I need to know."
<br><br>
You can't take it, you just can't. You tell <<him>> everything as you struggle against the bindings, anything to be able to find release. "You're not a threat at all," <<he>> says, flicking a switch.
<br><br>
<<orgasm>>
<<if isPubfameTaskAccepted("compound", "done")>>
<<set $pubfame.status to "hiding">><<set $pubfame.timer to 14>>
<<world_corruption "soft" 10>>
<<He>> jots down a few notes. "I'll let security know about the cameras. We'll also need to keep an eye out for this 'Mickey' character."
<br>
<<if $pubfame.compound.cameras.length gte 1>>
<span class="red">There's no chance the cameras will still be there. You'll need to start over.</span>
<</if>>
<<set $pubfame.compound.cameras to []>>
<br><br>
<</if>>
<<He>> pulls a lever and a hatch opens beneath you. The board gives way and you tumble through, sliding down a tube and splashing into cold water.<<trauma 6>><<gtrauma>>
<br><br>
<<endevent>>
<<link [[Next|Drain Water]]>><<set $bus to "industrialdrain">><</link>>
<<elseif $compoundhonest + $compoundlie + $compoundmock + $compoundbeg + $compoundflirt gte 10>>
<<He>> stands up, <<his>> impatience getting the better of <<him>>. "I knew this wouldn't work," <<he>> says. "Let's do this the old fashioned way."
<br><br>
<<He>> releases your bindings and pulls you off the board onto the concrete floor. <<He>> pulls a knife out of <<his>> coat and leers over you, but when <<he>> tries to move <<he>> meets resistance. "What-" <<He>> looks at <<his>> other hand and finds it stuck in one of the bindings used to hold you. "How did... You little shit."
<<ltrauma>><<lstress>><<set $stress -= 2000>><<trauma -6>>
<br><br>
<<if $skulduggery lte 400>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">That was too easy. You didn't learn anything.</span>
<br><br>
<</if>>
You pick up the machine <<he>> used to torture you. It might be worth something. "Put that down," <<he>> says. "It's expensive."
<<set $blackmoney += 200>>
Well there you go.
<br><br>
You can't find a way to open the door and the <<person>> isn't forthcoming with information, but you find a metal hatch in the corner. You open it and climb down into darkness.
<<earnFeat "Mouth Sealed Shut">>
<br><br>
<<endevent>>
<<set $torturesurvivor to 1>>
<<link [[Next|Industrial Drain]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<if $compoundhonest lte 4>>
<<link [[Be honest|Elk Compound Honest]]>><<set $compoundhonest += 1>><<arousal 3000>><<pain -3>><<stress 6>><</link>><<garousal>><<gstress>><<lpain>>
<br>
<</if>>
<<if $compoundlie lte 4>>
<<link [[Lie|Elk Compound Lie]]>><<set $compoundlie += 1>><<arousal -1000>><<pain 7>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>><<larousal>><<gpain>>
<br>
<<else>>
You're under such strain you cannot think up another lie.
<br>
<</if>>
<<if $compoundmock lte 4>>
<<link [[Mock|Elk Compound Mock]]>><<def 1>><<set $compoundmock += 1>><<arousal -2000>><<pain 7>><<stress 6>><</link>><<gstress>><<larousal>><<gpain>>
<br>
<</if>>
<<if $compoundbeg lte 4>>
<<link [[Beg|Elk Compound Beg]]>><<sub 1>><<set $compoundbeg += 1>><<arousal 3000>><<pain -5>><<stress 6>><</link>><<gstress>><<garousal>><<lpain>>
<br>
<</if>>
<<if $compoundflirt is 0>>
<<link [[Flirt|Elk Compound Flirt]]>><<set $compoundflirt += 1>><<pain -3>><</link>><<promiscuous1>><<lpain>>
<br>
<<elseif $compoundflirt is 1 and hasSexStat("promiscuity", 2)>>
<<link [[Flirt|Elk Compound Flirt]]>><<set $compoundflirt += 1>><<pain -3>><</link>><<promiscuous2>><<lpain>>
<br>
<<elseif $compoundflirt is 2 and hasSexStat("promiscuity", 3)>>
<<link [[Flirt|Elk Compound Flirt]]>><<set $compoundflirt += 1>><<pain -3>><</link>><<promiscuous3>><<lpain>>
<br>
<<elseif $compoundflirt is 3 and hasSexStat("promiscuity", 4)>>
<<link [[Flirt|Elk Compound Flirt]]>><<set $compoundflirt += 1>><<pain -3>><</link>><<promiscuous4>><<lpain>>
<br>
<<elseif $compoundflirt is 4 and hasSexStat("promiscuity", 5)>>
<<link [[Flirt|Elk Compound Flirt]]>><<set $compoundflirt += 1>><<pain -3>><</link>><<promiscuous5>><<lpain>>
<br>
<</if>>
<</if>>
<</widget>>
<<widget "passoutcompound">>
<<if isPregnancyEnding()>>
<<pregnancyPassout "compound">>
<<else>>
You've pushed yourself too much. You black out.
<br><br>
<<link [[Next|Elk Compound Experiment]]>><</link>>
<br>
<</if>>
<</widget>><<widget "harvest">>
<<if $nextPassageCheck is "Harvest Street">>
<<add_link "<span class='nextLink'><<harvesticon>><<link [[Harvest Street (0:05) (Pub)|Harvest Street]]>><<pass 5>><</link>></span><br>">>
<<else>>
<<add_link "<<harvesticon>><<link [[Harvest Street (0:05) (Pub)|Harvest Street]]>><<pass 5>><</link>><br>">>
<</if>>
<<hideDisplay true>>
<</widget>>
<<widget "harvestquick">>
<<harvesticon>><<link [[Harvest Street|Harvest Street]]>><</link>>
<</widget>>
<<widget "harvesteventend">>
<<link [[Next|Harvest Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<</widget>><<widget "mer">>
<<if $nextPassageCheck is "Mer Street">>
<<add_link "<span class='nextLink'><<mericon>><<link [[Mer Street (0:05) (Docks)|Mer Street]]>><<pass 5>><</link>></span><br>">>
<<else>>
<<add_link "<<mericon>><<link [[Mer Street (0:05) (Docks)|Mer Street]]>><<pass 5>><</link>><br>">>
<</if>>
<<hideDisplay true>>
<</widget>>
<<widget "merquick">>
<<mericon>><<link [[Mer Street|Mer Street]]>><</link>>
<</widget>>
<<widget "mereventend">>
<<link [[Next|Mer Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<</widget>><<widget "starfish">>
<<if $nextPassageCheck is "Starfish Street">>
<<add_link "<span class='nextLink'><<starfishicon>><<link [[Starfish Street (0:05) (Beach)|Starfish Street]]>><<pass 5>><</link>></span><br>">>
<<else>>
<<add_link "<<starfishicon>><<link [[Starfish Street (0:05) (Beach)|Starfish Street]]>><<pass 5>><</link>><br>">>
<</if>>
<<hideDisplay true>>
<</widget>>
<<widget "starfishquick">>
<<starfishicon>><<link [[Starfish Street|Starfish Street]]>><</link>>
<</widget>>
<<widget "starfisheventend">>
<<link [[Next|Starfish Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<</widget>><<widget "cliff">>
<<if $nextPassageCheck is "Cliff Street">>
<<add_link "<span class='nextLink'><<clifficon>><<link [[Cliff Street (0:05) (Cafe)|Cliff Street]]>><<pass 5>><</link>></span><br>">>
<<else>>
<<add_link "<<clifficon>><<link [[Cliff Street (0:05) (Cafe)|Cliff Street]]>><<pass 5>><</link>><br>">>
<</if>>
<<hideDisplay true>>
<</widget>>
<<widget "cliffquick">>
<<clifficon>><<link [[Cliff Street|Cliff Street]]>><</link>>
<</widget>>
<<widget "cliffeventend">>
<<link [[Next|Cliff Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<</widget>><<widget "barb">>
<<if $nextPassageCheck is "Barb Street">>
<<add_link "<span class='nextLink'><<barbicon>><<link [[Barb Street (0:05) (Studio)|Barb Street]]>><<pass 5>><</link>></span><br>">>
<<else>>
<<add_link "<<barbicon>><<link [[Barb Street (0:05) (Studio)|Barb Street]]>><<pass 5>><</link>><br>">>
<</if>>
<<hideDisplay true>>
<</widget>>
<<widget "barbquick">>
<<barbicon>><<link [[Barb Street|Barb Street]]>><</link>>
<</widget>>
<<widget "barbeventend">>
<<link [[Next|Barb Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<</widget>><<widget "connudatus">>
<<if $nextPassageCheck is "Connudatus Street">>
<<add_link "<span class='nextLink'><<connudatusicon>><<link [[Connudatus Street (0:05) (Clubs)|Connudatus Street]]>><<pass 5>><</link>></span><br>">>
<<else>>
<<add_link "<<connudatusicon>><<link [[Connudatus Street (0:05) (Clubs)|Connudatus Street]]>><<pass 5>><</link>><br>">>
<</if>>
<<hideDisplay true>>
<</widget>>
<<widget "connudatusquick">>
<<connudatusicon>><<link [[Connudatus Street|Connudatus Street]]>><</link>>
<</widget>>
<<widget "connudatuseventend">>
<<link [[Next|Connudatus Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<</widget>>
<<widget "connudatuswallet">>
<<endevent>>
<<wearProp "wallet">>
You find a quiet place and open the <<wallet>>.
<<rng>>
<<if $rng gte 91>>
You don't find much, just some loose change worth <<moneyGainDisplay 2 true true>>.
<br><br>
<<link [[Take it|Connudatus Street]]>><<handheldon>><<crimeUp `_money_gain / 100` "petty">><<money _money_gain>><</link>><<crime "petty">>
<<elseif $rng gte 81>>
You don't find much, just some loose change worth <<moneyGainDisplay 3 true true>>.
<br><br>
<<link [[Take it|Connudatus Street]]>><<handheldon>><<crimeUp `_money_gain / 100` "petty">><<money _money_gain>><</link>><<crime "petty">>
<<elseif $rng gte 71>>
You find <<moneyGainDisplay 8 true true>> hidden in a secret compartment.
<br><br>
<<link [[Take it|Connudatus Street]]>><<handheldon>><<crimeUp `_money_gain / 100` "petty">><<money _money_gain>><</link>><<crime "petty">>
<<elseif $rng gte 61>>
You find a black credit card.
<br><br>
<<link [[Take it|Connudatus Street]]>><<handheldon>><<set $blackmoney += 8>><<crimeUp 8 "petty">><</link>><<crime "petty">>
<<elseif $rng gte 51>>
You find <<moneyGainDisplay 15 true true>> tucked away.
<br><br>
<<link [[Take it|Connudatus Street]]>><<handheldon>><<crimeUp `_money_gain / 100` "petty">><<money _money_gain>><</link>><<crime "petty">>
<<elseif $rng gte 41>>
You find a silver credit card.
<br><br>
<<link [[Take it|Connudatus Street]]>><<handheldon>><<set $blackmoney += 15>><<crimeUp 15 "petty">><</link>><<crime "petty">>
<<elseif $rng gte 31>>
You find <<moneyGainDisplay 25 true true>> tucked away.
<br><br>
<<link [[Take it|Connudatus Street]]>><<handheldon>><<crimeUp `_money_gain / 100` "petty">><<money _money_gain>><</link>><<crime "petty">>
<<elseif $rng gte 21>>
You find a gold credit card.
<br><br>
<<link [[Take it|Connudatus Street]]>><<handheldon>><<set $blackmoney += 25>><<crimeUp 25 "petty">><</link>><<crime "petty">>
<<elseif $rng gte 11>>
You find a platinum credit card.
<br><br>
<<link [[Take it|Connudatus Street]]>><<handheldon>><<set $blackmoney += 50>><<crimeUp 50 "petty">><</link>><<crime "petty">>
<<else>>
You find <<moneyGainDisplay 50 true true>> tucked away.
<br><br>
<<link [[Take it|Connudatus Street]]>><<handheldon>><<crimeUp `_money_gain / 100` "petty">><<money _money_gain>><</link>><<crime "petty">>
<</if>>
<br>
<<link [[Leave it|Connudatus Street]]>><<handheldon>><</link>>
<br>
<</widget>>
<<widget "connudatusMarketsStatusEvents">>
<<switch random(1,9)>>
<<case 1>>
As you walk among the stalls, you stop in front of one selling a nice variety of flowers. Their sweet smell calms and soothes you.<<lstress>><<stress -6>>
<<case 2>>
As you walk among the stalls, you pass by one selling a variety of fresh fish.
<<if ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled")) or ($wolfgirl gte 6 or ($transformationParts.wolf.tail isnot "hidden" and $transformationParts.wolf.tail isnot "disabled")) or ($fox gte 6 or ($transformationParts.fox.tail isnot "hidden" and $transformationParts.fox.tail isnot "disabled"))>>
<<if ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled"))>>
<<set _transformation to "cat">>
<<elseif ($wolfgirl gte 6 or ($transformationParts.wolf.tail isnot "hidden" and $transformationParts.wolf.tail isnot "disabled"))>>
<<set _transformation to "wolf">>
<<else>>
<<set _transformation to "fox">>
<</if>>
Your inner _transformation reacts to their smell, and you begin to salivate a little.<<lstress>><<stress -6>>
<<else>>
You walk faster, trying to get away from their unpleasant smell.<<gstress>><<stress 6>>
<</if>>
<<case 3>>
You pass by a stall where the seller and a client seem to be in a heated discussion. After some back and forth, the seller relents and gives the client their purchase. Looks like someone got a discount.<<lstress>><<stress -6>>
<<case 4>>
You pass by a stall where a beggar seems to be asking for alms. The seller, however, is not having it, finally screaming for the beggar to get lost.<<gstress>><<stress 6>>
<<case 5>>
You stop by a stall to get a look at the products. There is a plate nearby with some apple slices as free samples. You take one. It's sweet and savoury.<<lstress>><<stress -6>>
<<case 6>>
You stop by a stall to get a look at the products. Suddenly, you feel someone grabbing your ass. You turn to say something, but the person has already gone.<<gstress>><<stress 6>>
<<case 7>>
As you walk around the market, you notice a bank note on the ground. You bend over and pick it up. It's a <<printmoney 500>> bill.<<lstress>><<stress -6>>
<<case 8>>
As you walk around the market, you notice a bank note on the ground. You bend over to pick it up, only to realise that it is fake. Someone slaps your ass, and you turn to spot the culprit running away.<<gstress>><<stress 6>>
<<case 9>>
<<generate1>><<person1>>
You walk through the market, distracted by the variety of products on display. Someone bumps into you, and you fall to the ground. The other person doesn't bother to stop or apologise and keeps running. As you get up, a <<person1>><<person>> passes by, screaming something about a thief on the run.<<gstress>><<stress 6>>
<</switch>>
<br><br>
<<link [[Next|Connudatus Street]]>><<pass 15>><<endevent>><</link>>
<</widget>>
<<widget "connudatusMarketsProductsEvents">>
<<if $loft_river is 1 and $rng gte 80>>
You stop by a stall selling various vegetables. Now that you think about it, the orphans could use more vitamins in their diet.
<br><br>
<<if $money gte 15000>>
<<ind>><<link [[Buy some vegetables and send them to the loft (£150)|Connudatus Street]]>><<money -15000>><<hope 1>><<famegood 1>><<pass 15>><<endevent>><</link>><<ghope>>
<<else>>
<<ind>><span class="blue">You can't afford to buy it.</span>
<</if>>
<<else>>
<<switch random(1,7)>>
<<case 1>>
You stop by a stall selling various gardening equipment. Nothing catches your eyes at first, but you then notice a single bag of fertiliser hidden under some other products. It's priced at <<printmoney 100000>>.
<br><br>
<<if $money gte 100000>>
<<gardenicon "fertiliser">><<link [[Buy it (£1000)|Connudatus Street]]>><<set $fertiliser.current += 1>><<money -100000>><<pass 15>><<endevent>><</link>>
<<else>>
<<ind>><span class="blue">You can't afford to buy it.</span>
<</if>>
<<case 2>>
<<wearProp "milk bottle" 0 "milk">>
You stop by a stall selling various farm products. To the side, you notice a couple bottles of milk. Seems you can buy 3 bottles for <<printmoney 10000>>.
<br><br>
<<if $money gte 10000>>
<<tendingicon "milk">><<link [[Buy it (£100)|Connudatus Street]]>><<tending_give bottle_of_milk 3>><<money -10000>><<pass 15>><<endevent>><</link>>
<<else>>
<<ind>><span class="blue">You can't afford to buy it.</span>
<</if>>
<<case 3>>
<<set _change to random(100,500)>>
You notice a stall where the owner is organising the items on the back. There is some change on the counter. You could probably grab it if you wanted.
<br><br>
<<crimeicon "mark">><<link [[Steal the change|Connudatus Street]]>><<crimeUp 1 "petty">><<money _change>><<pass 15>><<endevent>><</link>><<crime "petty">>
<<case 4>>
You notice a stall with some eggs on display and a "be back soon" sign on the table. You could probably steal some eggs if you wanted.
<br><br>
<<tendingicon setup.plants["chicken_egg"].icon>><<link [[Steal the eggs|Connudatus Street]]>><<crimeUp 1 "petty">><<tending_give chicken_egg 3>><<transform fox 1>><<pass 15>><<endevent>><</link>><<crime "petty">>
<<case 5>>
You stop by a stall selling various hand made clothes. They are not quite to your taste, but some still catch your attention.
<br><br>
<<if $money gte 500>>
<<icon "clothes/straw_hat_acc.png" "infront">><<icon "clothes/straw_hat.png">><<link [[Buy the Straw Hat (£5)|Connudatus Street]]>><<headwear 17>><<money -500>><<pass 15>><<endevent>><</link>>
<br>
<<if setup.clothes.upper[38].reveal lt earSlimeCorruptionClothes()>>
<<ind>><span class="red">The slime in your ear won't allow you to buy the Gingham Dress.</span>
<br>
<<elseif $earSlime.forcedDressing and $earSlime.forcedDressing.days gt 0 and setup.clothes.upper[38].gender isnot $earSlime.forcedDressing.type and setup.clothes.upper[38].gender isnot 'n'>>
<<ind>><span class="red">The slime in your ear refuses to allow you to try on or buy the Gingham Dress as it is only permitting more <<print $earSlime.forcedDressing.type is "f" ? "feminine" : "masculine">> clothing.</span>
<br>
<<elseif $money gte 1500>>
<<icon "clothes/gingham_dress_acc.png" "infront">><<icon "clothes/gingham_dress.png">><<link [[Buy the Gingham Dress (£15)|Connudatus Street]]>><<upperwear 38>><<money -1500>><<pass 15>><<endevent>><</link>>
<br>
<<else>>
<<ind>><span class="blue">You can't afford to buy the Gingham Dress.</span>
<br>
<</if>>
<<if setup.clothes.upper[33].reveal lt earSlimeCorruptionClothes()>>
<<ind>><span class="red">The slime in your ear won't allow you to buy the Checkered Shirt.</span>
<br>
<<elseif $earSlime.forcedDressing and $earSlime.forcedDressing.days gt 0 and setup.clothes.upper[33].gender isnot $earSlime.forcedDressing.type and setup.clothes.upper[38].gender isnot 'n'>>
<<ind>><span class="red">The slime in your ear refuses to allow you to try on or buy the Checkered Shirt as it is only permitting more <<print $earSlime.forcedDressing.type is "f" ? "feminine" : "masculine">> clothing.</span>
<br>
<<elseif $money gte 3000>>
<<icon "clothes/checkered_shirt.png">><<link [[Buy the Checkered Shirt (£30)|Connudatus Street]]>><<upperwear 33>><<money -3000>><<pass 15>><<endevent>><</link>>
<br>
<<else>>
<<ind>><span class="blue">You can't afford to buy the Checkered Shirt.</span>
<br>
<</if>>
<<else>>
<<ind>><span class="blue">You can't afford to buy any of it.</span>
<</if>>
<<case 6>>
You stop by a stall selling seeds. Several varieties catch your eye.
<br><br>
<<if $money gte 2000>>
<<if !$plants_known.includes("tomato")>>
<<tendingicon setup.plants["tomato"].icon>><<link [[Buy tomato seeds (£20)|Connudatus Street]]>><<money -2000>><<set $plants_known.push("tomato")>><</link>>
<br>
<<else>>
<span class="blue">You already have tomato seeds.</span>
<br>
<</if>>
<<if !$plants_known.includes("cauliflower")>>
<<tendingicon setup.plants["cauliflower"].icon>><<link [[Buy cauliflower seeds (£20)|Connudatus Street]]>><<money -2000>><<set $plants_known.push("cauliflower")>><</link>>
<br>
<<else>>
<span class="blue">You already have cauliflower seeds.</span>
<br>
<</if>>
<<if !$plants_known.includes("wheat")>>
<<tendingicon setup.plants["wheat"].icon>><<link [[Buy wheat seeds (£20)|Connudatus Street]]>><<money -2000>><<set $plants_known.push("wheat")>><</link>>
<br>
<<else>>
<span class="blue">You already have wheat seeds.</span>
<br>
<</if>>
<<if !$plants_known.includes("chilli_pepper")>>
<<tendingicon setup.plants["chilli_pepper"].icon>><<link [[Buy chilli pepper seeds (£20)|Connudatus Street]]>><<money -2000>><<set $plants_known.push("chilli_pepper")>><</link>>
<br>
<<else>>
<span class="blue">You already have chilli pepper seeds.</span>
<br>
<</if>>
<<if !$plants_known.includes("pepper")>>
<<tendingicon setup.plants["pepper"].icon>><<link [[Buy pepper seeds (£20)|Connudatus Street]]>><<money -2000>><<set $plants_known.push("pepper")>><</link>>
<br>
<<else>>
<span class="blue">You already have pepper seeds.</span>
<br>
<</if>>
<<if !$plants_known.includes("spinach")>>
<<tendingicon setup.plants["spinach"].icon>><<link [[Buy spinach seeds (£20)|Connudatus Street]]>><<money -2000>><<set $plants_known.push("spinach")>><</link>>
<br>
<<else>>
<span class="blue">You already have spinach seeds.</span>
<br>
<</if>>
<<else>>
<<ind>><span class="blue">You can't afford to buy any.</span>
<br><br>
<</if>>
<<case 7>>
You encounter a bookseller hawking thick tomes. One in particular catches your eye, an oversized cookbook with a glossy cover. <span class="gold">You could teach yourself recipes from it in the orphanage kitchen.</span><br><br>
<<if $cookbook is true>>
<span class="blue">You already have a cookbook.</span>
<br><br>
<<elseif $money lt 1000000>>
You ask the hawker why the cookbook is so expensive, and he mumbles something about game balance.
<br><br>
<span class="blue">You can't afford it right now.</span>
<br><br>
<<else>>
<<link [[Buy cookbook (£10,000)|Connudatus Street]]>><<money -1000000>><<set $cookbook to true>><</link>>
<</if>>
<</switch>>
<</if>>
<br>
<<getouticon>><<link [[Leave|Connudatus Street]]>><<pass 15>><<endevent>><</link>>
<</widget>>
<<widget "connudatusMarketsLewdEvents">>
<<generate1>><<person1>>
You stop to take a look at some products. Suddenly, you feel a hand rest on your ass. You look back and notice a <<person>> right behind you. <<He>> smiles.
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Reciprocate|Connudatus Markets Hook Up]]>><<set $phase to 2>><</link>><<promiscuous2>>
<br>
<</if>>
<<link [[Move away|Connudatus Markets Hook Up]]>><<set $phase to 1>><</link>>
<</widget>><<widget "high">>
<<if $nextPassageCheck is "High Street">>
<<add_link "<span class='nextLink'><<highicon>><<link [[High Street (0:05) (Shopping Centre)|High Street]]>><<pass 5>><</link>></span><br>">>
<<else>>
<<add_link "<<highicon>><<link [[High Street (0:05) (Shopping Centre)|High Street]]>><<pass 5>><</link>><br>">>
<</if>>
<<hideDisplay true>>
<</widget>>
<<widget "highquick">>
<<highicon>><<link [[High Street|High Street]]>><</link>>
<</widget>>
<<widget "higheventend">>
<<link [[Next|High Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<</widget>><<widget "oxford">>
<<if $nextPassageCheck is "Oxford Street">>
<<add_link "<span class='nextLink'><<oxfordicon>><<link [[Oxford Street (0:05) (School)|Oxford Street]]>><<pass 5>><</link>></span><br>">>
<<else>>
<<add_link "<<oxfordicon>><<link [[Oxford Street (0:05) (School)|Oxford Street]]>><<pass 5>><</link>><br>">>
<</if>>
<<hideDisplay true>>
<</widget>>
<<widget "oxfordquick">>
<<oxfordicon>><<link [[Oxford Street|Oxford Street]]>><</link>>
<</widget>>
<<widget "oxfordeventend">>
<<link [[Next|Oxford Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<</widget>><<widget "eventsstreet">>
<<set $dangerevent to random(1, 100)>>
<<rng>>
<<if $wraith.state and $eventforced and Time.isBloodMoon() and !_wraithEventSkipped>>
<<wraithEventStreet>>
<<elseif $kylarwatched is 1>>
<<kylarwatched>>
<<elseif $kylar_manor_secret is 2>>
<<monstrance_accost>>
<<elseif Time.dayState is "night">>
<<if $exposed gte 1>>
<<if $bus is "residential">>
<<set $dangerevent to random(1, 30)>>
<<if $dangerevent lte 10>>
<<residentialex1>>
<<elseif $dangerevent lte 20>>
<<residentialex2>>
<<else>>
<<residentialex3>>
<</if>>
<<elseif $bus is "commercial">>
<<set $dangerevent to random(1, 30)>>
<<if $dangerevent lte 10>>
<<commercialex1>>
<<elseif $dangerevent lte 20>>
<<commercialex2>>
<<else>>
<<commercialex3>>
<</if>>
<<elseif $bus is "industrial">>
<<set $dangerevent to random(1, 30)>>
<<if $dangerevent lte 10>>
<<industrialex1>>
<<elseif $dangerevent lte 20>>
<<industrialex2>>
<<else>>
<<industrialex3>>
<</if>>
<<elseif $bus is "park">>
<<set $dangerevent to random(1, 30)>>
<<if $dangerevent lte 10>>
<<parkex1>>
<<elseif $dangerevent lte 20>>
<<parkex2>>
<<else>>
<<parkex3>>
<</if>>
<<else>>
<<set $dangerevent to random(1, 60)>>
<<if $dangerevent lte 20>>
<<streetex1>>
<<elseif $dangerevent lte 30>>
<<streetex2>>
<<elseif $dangerevent lte 40>>
<<streetex3>>
<<elseif $dangerevent lte 50>>
<<streetex4>>
<<elseif $dangerevent lte 60>>
<<streetex5>>
<</if>>
<</if>>
<<elseif $rng gte 51>>
<<set $dangerevent to random(1, 150)>>
<<if $dangerevent lte 9>>
<<if ($exhibitionismrun is undefined or $exhibitionismrun is "danubedone") and ($exhibitionismrunon is 1 or $exhibitionismrunon is 0) and ($challengetimer lte 0 or $challengetimer is undefined)>>
<<streetexoffer2>>
<<elseif $exhibitionismrun is undefined and $exhibitionismrunon is 2 and ($challengetimer lte 0 or $challengetimer is undefined)>>
<<streetexoffer3>>
<<elseif $exhibitionismrun is undefined and $exhibitionismrunon is 3 and ($challengetimer lte 0 or $challengetimer is undefined)>>
<<streetexoffer4>>
<<elseif $exhibitionismrun is undefined and $exhibitionismrunon isnot 1 and Time.days gte 8 and ($challengetimer lte 0 or $challengetimer is undefined)>>
<<streetexoffer>>
<<else>>
<<eventsstreetnight>>
<</if>>
<<elseif $dangerevent lte 18>>
<<if C.npc.Whitney.state is "dungeon" and $whitneyposter isnot 1>>
<<whitneyposter>>
<<else>>
<<eventsstreetnight>>
<</if>>
<<elseif $dangerevent lte 27>>
<<if $hallucinations gte 2 and $tentacledisable is "f">>
<<streettentacle>>
<<else>>
<<eventsstreetday>>
<</if>>
<<elseif $dangerevent lte 36>>
<<if $fame.sex gte random(1, 1000)>>
<<streetsexfame>>
<<else>>
<<eventsstreetnight>>
<</if>>
<<elseif $dangerevent lte 45>>
<<if $fame.rape gte random(1, 1000)>>
<<streetrapefame>>
<<else>>
<<eventsstreetnight>>
<</if>>
<<elseif $dangerevent lte 54>>
<<if $fame.bestiality gte random(1, 1000)>>
<<streetbestialityfame>>
<<else>>
<<eventsstreetnight>>
<</if>>
<<elseif $dangerevent lte 63>>
<<if $fame.prostitution gte random(1, 1000)>>
<<streetprostitutionfame>>
<<else>>
<<eventsstreetnight>>
<</if>>
<<elseif $dangerevent lte 72>>
<<if $fame.pregnancy gte random(1, 1000)>>
<<streetpregnancyfame>>
<<else>>
<<eventsstreetnight>>
<</if>>
<<elseif $dangerevent lte 81>>
<<if $fame.exhibitionism gte random(1, 1000)>>
<<streetexhibitionismfame>>
<<else>>
<<eventsstreetnight>>
<</if>>
<<elseif $dangerevent lte 90>>
<<if $syndromeeden is 1 and (($edenfreedom isnot 2 or $edenCagedEscape) and $edendays gte 7) or ($edenfreedom gte 2 and $edendays gte 21) or $edenescape>>
<<streetedenrage>>
<<elseif !$edenCagedEscape and ($edenfreedom is 1 and $edendays gte 2) or ($edenfreedom gte 2 and $edendays gte 8)>>
<<if $edenfreedom gte 2 and C.npc.Eden.love gte 60>>
<<streetedenworried>>
<<else>>
<<streetedenangry>>
<</if>>
<<else>>
<<eventsstreetnight>>
<</if>>
<<elseif $dangerevent lte 100>>
<<if !$weekly.streetPolice and crimeSumCurrent() gte 1000 and !$worn.lower.type.includes("naked")>>
<<streetpolice>>
<<else>>
<<eventsstreetnight>>
<</if>>
<<elseif $dangerevent lte 110>>
<<if $worn.neck.collared is 1>>
<<streetcollared>>
<<else>>
<<eventsstreetnight>>
<</if>>
<<elseif $dangerevent lte 120>>
<<if $leftarm is "bound" or $rightarm is "bound">>
<<streetbound>>
<<else>>
<<eventsstreetnight>>
<</if>>
<<elseif $dangerevent lte 130>>
<<if $worn.lower.name is "towel" or $worn.lower.name is "large towel bottom">>
<<streetlowertowel>>
<<else>>
<<eventsstreetnight>>
<</if>>
<<elseif $dangerevent lte 140>>
<<if $worn.upper.name is "towel" or $worn.upper.name is "large towel">>
<<streetuppertowel>>
<<else>>
<<eventsstreetnight>>
<</if>>
<<elseif $dangerevent lte 150>>
<<if crimeSumCurrent() gte 5000>>
<<streetwanted>>
<<else>>
<<eventsstreetnight>>
<</if>>
<</if>>
<<else>>
<<eventsstreetnight>>
<</if>>
<<else>>
<<if $exposed gte 1>>
<<if $bus is "residential">>
<<set $dangerevent to random(1, 30)>>
<<if $dangerevent lte 10>>
<<residentialex1>>
<<elseif $dangerevent lte 20>>
<<residentialex2>>
<<else>>
<<residentialex3>>
<</if>>
<<elseif $bus is "commercial">>
<<set $dangerevent to random(1, 30)>>
<<if $dangerevent lte 10>>
<<commercialex1>>
<<elseif $dangerevent lte 20>>
<<commercialex2>>
<<else>>
<<commercialex3>>
<</if>>
<<elseif $bus is "industrial">>
<<set $dangerevent to random(1, 30)>>
<<if $dangerevent lte 10>>
<<industrialex1>>
<<elseif $dangerevent lte 20>>
<<industrialex2>>
<<else>>
<<industrialex3>>
<</if>>
<<elseif $bus is "park">>
<<set $dangerevent to random(1, 30)>>
<<if $dangerevent lte 10>>
<<parkex1>>
<<elseif $dangerevent lte 20>>
<<parkex2>>
<<else>>
<<parkex3>>
<</if>>
<<else>>
<<set $dangerevent to random(1, 20)>>
<<if $dangerevent lte 10>>
<<streetexday1>>
<<elseif $dangerevent lte 20>>
<<streetexday2>>
<</if>>
<</if>>
<<elseif C.npc.Avery.state isnot "dismissed" and $averyseen isnot 1 and Time.weekDay is 7 and Time.dayState is "day" and ($scienceproject is "won" or $scienceproject is "done" or C.npc.Avery.init is 1)>>
<<set $averyseen to 1>>
<<streetavery>>
<<elseif fameTotal() gte 3000 and $photo_known is undefined>>
<<set $photo_known to 1>>
<<street_niki>>
<<set $nikiSeen.pushUnique("street")>>
<<elseif $rng gte 52>>
<<set $dangerevent to random(1, 210)>>
<<if $dangerevent lte 10>>
<<if $exhibitionismrun is undefined and $exhibitionismrunon is 1 and ($challengetimer lte 0 or $challengetimer is undefined)>>
<<streetexoffer2>>
<<elseif $exhibitionismrun is undefined and $exhibitionismrunon is 2 and ($challengetimer lte 0 or $challengetimer is undefined)>>
<<streetexoffer3>>
<<elseif $exhibitionismrun is undefined and $exhibitionismrunon is 3 and ($challengetimer lte 0 or $challengetimer is undefined)>>
<<streetexoffer4>>
<<elseif $exhibitionismrun is undefined and $exhibitionismrunon isnot 1 and Time.days gte 8 and ($challengetimer lte 0 or $challengetimer is undefined)>>
<<streetexoffer>>
<<else>>
<<eventsstreetday>>
<</if>>
<<elseif $dangerevent lte 18>>
<<if C.npc.Whitney.state is "dungeon" and $whitneyposter isnot 1>>
<<whitneyposter>>
<<else>>
<<eventsstreetday>>
<</if>>
<<elseif $dangerevent lte 27>>
<<if $hallucinations gte 2 and $tentacledisable is "f">>
<<streettentacle>>
<<else>>
<<eventsstreetday>>
<</if>>
<<elseif $dangerevent lte 36>>
<<if $fame.sex gte random(1, 1000)>>
<<streetsexfame>>
<<else>>
<<eventsstreetday>>
<</if>>
<<elseif $dangerevent lte 45>>
<<if $fame.rape gte random(1, 1000)>>
<<streetrapefame>>
<<else>>
<<eventsstreetday>>
<</if>>
<<elseif $dangerevent lte 54>>
<<if $fame.bestiality gte random(1, 1000)>>
<<streetbestialityfame>>
<<else>>
<<eventsstreetday>>
<</if>>
<<elseif $dangerevent lte 63>>
<<if $fame.prostitution gte random(1, 1000)>>
<<streetprostitutionfame>>
<<else>>
<<eventsstreetday>>
<</if>>
<<elseif $dangerevent lte 72>>
<<if $fame.pregnancy gte random(1, 1000)>>
<<streetpregnancyfame>>
<<else>>
<<eventsstreetday>>
<</if>>
<<elseif $dangerevent lte 81>>
<<if $fame.exhibitionism gte random(1, 1000)>>
<<streetexhibitionismfame>>
<<else>>
<<eventsstreetday>>
<</if>>
<<elseif $dangerevent lte 90>>
<<if $syndromeeden is 1 and (($edenfreedom isnot 2 or $edenCagedEscape) and $edendays gte 7) or ($edenfreedom gte 2 and $edendays gte 21)>>
<<streetedenrage>>
<<elseif ($edenfreedom is 1 and $edendays gte 2) or ($edenfreedom gte 2 and $edendays gte 8)>>
<<if $edenfreedom gte 2 and C.npc.Eden.love gte 60>>
<<streetedenworried>>
<<else>>
<<streetedenangry>>
<</if>>
<<else>>
<<eventsstreetday>>
<</if>>
<<elseif $dangerevent lte 100>>
<<if !$weekly.streetPolice and crimeSumCurrent() gte 1000 and !$worn.lower.type.includes("naked")>>
<<streetpolice>>
<<else>>
<<eventsstreetday>>
<</if>>
<<elseif $dangerevent lte 110>>
<<if $worn.neck.collared is 1>>
<<streetcollared>>
<<else>>
<<eventsstreetday>>
<</if>>
<<elseif $dangerevent lte 120>>
<<if $leftarm is "bound" or $rightarm is "bound">>
<<streetbound>>
<<else>>
<<eventsstreetday>>
<</if>>
<<elseif $dangerevent lte 130>>
<<if $worn.lower.name is "towel" or $worn.lower.name is "large towel bottom">>
<<streetlowertowel>>
<<else>>
<<eventsstreetday>>
<</if>>
<<elseif $dangerevent lte 140>>
<<if $worn.upper.name is "towel" or $worn.upper.name is "large towel">>
<<streetuppertowel>>
<<else>>
<<eventsstreetday>>
<</if>>
<<elseif $dangerevent lte 150>>
<<bodywritingExposureCheck true>>
<<if _bodywriting_exposed is 1>>
<<streetbodywriting>>
<<else>>
<<eventsstreetday>>
<</if>>
<<elseif $dangerevent lte 160>>
<<bodywritingExposureCheck true>>
<<if _bodywriting_exposed is 1 and $skin[_bodypart].special is "prostitution">>
<<streetwhorebodywriting>>
<<else>>
<<eventsstreetday>>
<</if>>
<<elseif $dangerevent lte 170>>
<<if crimeSumCurrent() gte 5000>>
<<streetwanted>>
<<else>>
<<eventsstreetday>>
<</if>>
<<elseif $dangerevent lte 180>>
<<bodywritingExposureCheck true>>
<<if _bodywriting_exposed is 1 and $skin[_bodypart].special is "criminal">>
<<streetcriminalbodywriting>>
<<else>>
<<eventsstreetday>>
<</if>>
<<elseif $dangerevent lte 190>>
<<if $bus is "domus" or $bus is "danube">>
<<streetorphancookie>>
<<else>>
<<eventsstreetday>>
<</if>>
<<elseif $dangerevent lte 200>>
<<streetstray>>
<<elseif $dangerevent lte 210>>
<<if $condomLvl gte 1 and ["wolf", "nightingale", "cliff", "starfish", "high"].includes($bus) and Time.days gte 4>>
<<streetabstinence>>
<<else>>
<<eventsstreetday>>
<</if>>
<</if>>
<<else>>
<<eventsstreetday>>
<</if>>
<</if>>
<<if $eventforced>>
<<unset $eventforced>>
<</if>>
<</widget>>
<<widget "pantsdownscene">>
<<npc Whitney>><<person1>>
<<if $leftarm is "bound" and $rightarm is "bound">>
"Is that you, slut?" You turn around to see Whitney strolling down the sidewalk at you.
<br><br>
"I thought it was you! Why are you tied up like that?"
<br><br>
<<He>> turns you around to see your wrists tied together. <<He>>'s silent for a few seconds before <<he>> speaks.
<br><br>
"This gives me an idea. Stay still."
<br><br>
Before you can wonder what <<he>> means, you feel <<his>> fingers in your waistband. You gasp as Whitney pulls your <<bottoms>> down.
<br><br>
<<else>>
Suddenly you hear Whitney's voice. "Hey slut! Stay right there!"
<br><br>
You turn around to see Whitney walking up to you, a mischievous look in <<his>> eyes. You brace yourself for whatever <<he>> has planned. "Don't move, I wanna try something."
<br><br>
<<He>> reaches towards the waistband of your bottoms.
<br><br>
<</if>>
<<link [[Remain still|High Public Pants Down Still]]>><<trauma 6>><<stress 6>><<sub 1>><<npcincr Whitney dom 1>><</link>><<gstress>><<gtrauma>><<gdom>>
<br>
<<if $leftarm isnot "bound" and $rightarm isnot "bound">>
<<link [[Push Whitney's hands away|High Public Pants Down Push]]>><<set $fightstart to 1>><<def 1>><<npcincr Whitney dom -1>><</link>><<ldom>>
<<else>>
<span class="blue">With your arms bound, you can't stop <<him>>.</span>
<</if>>
<</widget>>
<<widget "whitneyShoppingCentre">>
<<npc Whitney>><<person1>>
Suddenly you hear Whitney's voice. "Hey slut! Stay right there!"
<br><br>
You turn around to see Whitney walking up to you, a mischievous look in <<his>> eyes. You brace yourself for whatever <<he>> has planned. "Come with me."
<br><br>
<<He>> reaches <<his>> hands towards yours.
<br><br>
<<link [[Remain still|Whitney Shopping Centre]]>><<trauma 6>><<stress 6>><<sub 1>><<npcincr Whitney dom 1>><<set $phase to 0>><</link>><<gstress>><<gtrauma>><<gdom>><<handholdingvirginitywarning>>
<br>
<<link [[Back away|Whitney Shopping Centre Refuse]]>><<def 1>><<npcincr Whitney dom -1>><<set $phase to 0>><</link>><<ldom>>
<</widget>>
<<widget "whitneyShoppingData">>
<<set _chosenCommentSchool to "Hope you enjoy wearing it to school.">>
<<set _rejectedCommentSchool to "Something wrong with it? Would be perfect for school.">>
<<set _chosenCommentSwimClass to "Hope you enjoy wearing it to swim class.">>
<<set _rejectedCommentSwimClass to "Something wrong with it? Would be perfect for swim class.">>
<<set _chosenCommentOutside to "Hope to see you wearing it out of school.">>
<<set _chosenCommentBeach to "Hope you enjoy wearing it on the beach.">>
<<set _rejectedCommentBeach to "Something wrong with it? Would be perfect for the beach.">>
<<set _extraCommentBeach to "Perfect for a slut like you on the beach.">>
<<set _rejectedCommentBed to "Hope you enjoy wearing it to bed.">>
<<set _extraCommentBed to "Would be perfect to sleep in.">>
<<set _rejectedCommentLewd to "Didn't like it? Was it too lewd for you?">>
<<set _extraCommentLewd to "Perfect for a slut like you.">>
<<set _rejectedCommentGeneric to "Something wrong with it?">>
<<if $whitneyClothesGender is "f">>
<<set $_set1 to ["pink", "purple", "tangerine", "yellow"]>>
<<set $_colour1 to $_set1.random()>>
<<set $_colour2 to ["light pink", "lilac", "brown", "tan"][$_set1.indexOf($_colour1)]>>
<<set $_denim to ["denim", "light blue", "black", "blue steel", "grey"].random()>>
<<set _whitneyClothingChoices to [
{index: 0, items:{
upper: [113, "white"], lower: [106, $_colour1, $_colour1], legs: [3], feet: [[33, 34].random(), $_colour2, "silver"]
}, chosenComment: _chosenCommentSchool, rejectedComment: _rejectedCommentSchool, schoolItems: true},
{index: 1, items:{
upper: [112, $_colour1, "white"], lower: [27, "black"], legs: [3], feet: [[33, 34].random(), $_colour2, "silver"]
}, chosenComment: _chosenCommentSchool, rejectedComment: _rejectedCommentSchool, schoolItems: true},
{index: 2,items:{
upper: [5, "white", $_colour1], lower: [56, $_colour1], legs: [3], feet: [[33, 34].random(), $_colour2, "silver"]
}, chosenComment: _chosenCommentSchool, rejectedComment: _rejectedCommentSchool, schoolItems: true},
{index: 3, items:{under_upper: [[2, 6].random(), $_colour1]},
chosenComment: _chosenCommentSwimClass, rejectedComment: _rejectedCommentSwimClass, swimItems: true},
{index: 4, items:{under_upper: [24, $_colour1], under_lower: [31, $_colour1]},
chosenComment: _chosenCommentSwimClass, rejectedComment: _rejectedCommentSwimClass, swimItems: true},
{index: 5, items:{upper: [109]}, exposed: true,
chosenComment: _rejectedCommentBed, rejectedComment: _rejectedCommentLewd, extraComment: _extraCommentBed, sleepItems: true},
{index: 6, items:{upper: [[17, 18].random(), $_colour1]}, exposed: true,
chosenComment: _rejectedCommentBed, rejectedComment: _rejectedCommentLewd, extraComment: _extraCommentBed, sleepItems: true},
{index: 7, items:{upper: [21, $_colour1], lower: [76, $_denim], legs: [[1, 4].random()], feet: [[10, 12].random(), $_colour1]}, normalItems: true,
chosenComment: _chosenCommentOutside, rejectedComment: _rejectedCommentLewd, extraComment: _extraCommentLewd},
{index: 8, items:{upper: [21, $_colour1], lower: [25, $_colour1], legs: [12, $_colour1, "white"], feet: [[10, 12].random(), $_colour1]}, normalItems: true,
chosenComment: _chosenCommentOutside, rejectedComment: _rejectedCommentLewd, extraComment: _extraCommentLewd},
{index: 9, items:{upper: [19, $_colour1], lower: [114, $_denim], legs: [[1, 4].random()], feet: [[10, 12].random(), $_colour1]}, normalItems: true,
chosenComment: _chosenCommentOutside, rejectedComment: _rejectedCommentLewd, extraComment: _extraCommentLewd},
{index: 10, items:{upper: [29], legs: [27, "white"], feet: [[10, 12].random(), "purple"]}, normalItems: true,
chosenComment: _chosenCommentOutside, rejectedComment: _rejectedCommentLewd, extraComment: _extraCommentLewd},
{index: 11, items:{under_upper: [[1, 35].random(), $_colour1], under_lower: [[18, 41].random(), $_colour1]},
chosenComment: _chosenCommentBeach, rejectedComment: _rejectedCommentBeach, extraComment: _extraCommentBeach},
]>>
<<else>>
/* Picking out males clothes is a pain */
<<set $_set1 to ["blue", "red", "green", "teal"]>>
<<set $_colour1 to $_set1.random()>>
<<set $_blackOrWhite to ["black", "white"].random()>>
<<set $_leather to ["black", "brown", "blue steel", "tan", "olive", "wine"].random()>>
<<set $_metal to ["grey", "steel", "blue steel", "bronze", "gold", "rose gold", "silver"].random()>>
<<set _whitneyClothingChoices to [
{index: 0, items:{head: [2, $_colour1], upper: [62, $_colour1], lower: [[28, 104].random(), $_colour1], legs: [2], feet: [1]},
chosenComment: _chosenCommentSchool, rejectedComment: _rejectedCommentSchool},
{index: 1, items:{face: [15, $_metal], upper: [149, ["white", "brown", "navy blue", "tan"].random()], lower: [[6, 60, 105].random(), "black"], legs: [2], feet: [1]},
chosenComment: _chosenCommentSchool, rejectedComment: _rejectedCommentSchool},
{index: 2, items:{under_upper: [21, $_colour1], under_lower: [7, $_colour1]},
chosenComment: _chosenCommentSwimClass, rejectedComment: _rejectedCommentSwimClass},
{index: 3, items:{under_lower: [7, $_colour1]}, breastExposed: true,
chosenComment: _chosenCommentSwimClass, rejectedComment: _rejectedCommentSwimClass},
{index: 4, items:{upper: [119, "black", $_colour1], lower: [137, ["black", "navy", "olive", "brown"].random()], feet: [30, $_colour1]},
chosenComment: _chosenCommentOutside, rejectedComment: _rejectedCommentGeneric},
{index: 5, items:{upper: [8, $_blackOrWhite, $_colour1], lower: [[127, 132].random(), $_colour1], legs: [[20, 27].random(), $_blackOrWhite, $_colour1], feet: [6, $_blackOrWhite , $_colour1]},
chosenComment: _chosenCommentOutside, rejectedComment: _rejectedCommentGeneric},
{index: 6, items:{upper: [[40, 41].random(), $_leather], lower: [23, $_blackOrWhite], feet: [21]}, breastExposed: true,
chosenComment: _chosenCommentOutside, rejectedComment: _rejectedCommentGeneric},
{index: 7, items:{under_lower: [19, $_colour1]}, breastExposed: true,
chosenComment: _chosenCommentBeach, rejectedComment: _rejectedCommentBeach, extraComment: _extraCommentBeach},
]>>
<</if>>
<</widget>>
<<widget "whitneyShoppingPicker">>
/* When still picking out items */
<<if $whitneyClothingChoice is undefined>><<set $whitneyClothingChoice to []>><</if>>
<<set _whitneyChoice to _whitneyClothingChoices.filter(choice => !$whitneyClothingChoice.includes(choice.index) and !($player.breastsize gte 3 and choice.breastExposed)).random()>>
<<run $whitneyClothingChoice.push(_whitneyChoice.index)>>
<<headruined true>>
<<faceruined true>>
<<upperruined true>>
<<lowerruined true>>
<<underupperruined true>>
<<underlowerruined true>>
<<legsruined true>>
<<feetruined true>>
<<run Object.entries(_whitneyClothingChoices[$whitneyClothingChoice.last()].items).forEach(([slot, item]) => {
wikifier("generalWear", slot, item[0], item[1] ? `"${item[1]}"` : undefined, item[2] ? `"${item[2]}"` : undefined);
})>>
<</widget>>
<<widget "whitneyShoppingPickerChoice">>
<<if !$whitneyClothingChoice>>
<<exit>>
<</if>>
<<set $changeBack to $worn.upper.type.includes("naked") or $worn.lower.type.includes("naked") or _whitneyClothingChoices[$whitneyClothingChoice.last()].exposed>>
<<if $changeBack>>
<<undress "wardrobe">>
<<storeon "whitneyShopping">>
<<else>>
/* Remember the colours used */
<<set _itemColours to {}>>
<<run Object.entries($worn).forEach(([slot, item]) => {
if (item.index) {
T.itemColours[slot] = {};
if (item.colour) T.itemColours[slot].colour = item.colour;
if (item.accessory_colour) T.itemColours[slot].accessory_colour = item.accessory_colour;
}
})>>
<<headruined true>>
<<faceruined true>>
<<upperruined true>>
<<lowerruined true>>
<<underupperruined true>>
<<underlowerruined true>>
<<legsruined true>>
<<legsruined true>>
<<feetruined true>>
<<storeon "whitneyShopping">>
<<run Object.entries(_whitneyClothingChoices[$whitneyClothingChoice.last()].items).forEach(([slot, item]) => {
let colour = T.itemColours[slot]?.colour || item[1];
let accessory_colour = T.itemColours[slot]?.accessory_colour || item[2];
wikifier("generalWear", slot, item[0], `"${colour}"`, `"${accessory_colour}"`);
})>>
<</if>>
<</widget>>
<<widget "street_alley_detour">>
You walk along the street when you see the familiar blue flashing lights of the police up ahead.
<br><br>
As you approach, you find the intersection blocked by a car wreck still in the process of being cleaned up. The crosswalk has been closed in the meantime. You could wait for the authorities to finish here, or you could take a detour through <<if $bus isnot "park" or $bus isnot "nightingale">>a nearby alley.<<else>> the park.<</if>>
<br><br>
<<if $bus is "domus" or $bus is "danube" or $bus is "barb" or $bus is "connudatus">>
<<link[[Take the detour|Residential alleyways]]>><</link>>
<<elseif $bus is "cliff" or $bus is "high" or $bus is "wolf">>
<<link[[Take the detour|Commercial alleyways]]>><</link>>
<<elseif $bus is "oxford" or $bus is "mer" or $bus is "elk" or $bus is "harvest">>
<<link[[Take the detour|Industrial alleyways]]>><</link>>
<<elseif $bus is "starfish" or $bus is "nightingale">>
<<link[[Take the detour|Park]]>><</link>>
<</if>>
<br>
<<switch $bus>>
<<case "nightingale">>
<<link[[Wait (0:20)|Nightingale Street]]>><<pass 20>><</link>>
<<case "domus">>
<<link[[Wait (0:20)|Domus Street]]>><<pass 20>><</link>>
<<case "elk">>
<<link[[Wait (0:20)|Elk Street]]>><<pass 20>><</link>>
<<case "high">>
<<link[[Wait (0:20)|High Street]]>><<pass 20>><</link>>
<<case "starfish">>
<<link[[Wait (0:20)|Starfish Street]]>><<pass 20>><</link>>
<<case "barb">>
<<link[[Wait (0:20)|Barb Street]]>><<pass 20>><</link>>
<<case "connudatus">>
<<link[[Wait (0:20)|Connudatus Street]]>><<pass 20>><</link>>
<<case "wolf">>
<<link[[Wait (0:20)|Wolf Street]]>><<pass 20>><</link>>
<<case "harvest">>
<<link[[Wait (0:20)|Harvest Street]]>><<pass 20>><</link>>
<<case "oxford">>
<<link[[Wait (0:20)|Oxford Street]]>><<pass 20>><</link>>
<<case "danube">>
<<link[[Wait (0:20)|Danube Street]]>><<pass 20>><</link>>
<<case "mer">>
<<link[[Wait (0:20)|Mer Street]]>><<pass 20>><</link>>
<<case "cliff">>
<<link[[Wait (0:20)|Cliff Street]]>><<pass 20>><</link>>
<<case "park">>
<<link[[Wait (0:20)|Park]]>><<pass 20>><</link>>
<</switch>>
<</widget>>
<<widget "eventsstreetday">>
<<set $dangerevent to random(1, 190)>>
<<rng>>
<<if $location is "alley" and !Time.schoolDay and $bullytimer gte $rng and C.npc.Whitney.init is 1 and !["dungeon", "pillory"].includes(C.npc.Whitney.state) and $daily.whitney.park is undefined>>
<<set $bullytimer to 0>>
<<eventsWhitneyStreet>>
<<elseif !Time.schoolDay and $bullytimer gte $rng and C.npc.Whitney.init is 1 and !["dungeon", "pillory"].includes(C.npc.Whitney.state) and $bus is "high" and $dangerevent lte 30 and C.npc.Whitney.dom gte 10>>
<<set $bullytimer to 0>>
<<if random(0, 100) gte 50 and Time.dayState is "day" and ($whitneyromance is 1 or ($whitneyskirtcheck gte 1 and $forcedcrossdressingdisable is "f" and C.npc.Whitney.dom gte 18)) and !$daily.whitney.shoppingCentre and !($weekly.whitneyShoppingCentre gte 2)>>
<<whitneyShoppingCentre>>
<<else>>
<<pantsdownscene>>
<</if>>
<<elseif $rng lte 10 and $worn.feet.type.includes("heels") and currentSkillValue("feetskill") lt $worn.feet.reveal>>
<<streetheeltrip>>
<<elseif $rng gte 91>>
<<street1>>
<<elseif $dangerevent lte 10>>
<<streetfamerape>>
<<elseif $dangerevent lte 15 and $location isnot "alley" and $bus isnot "park">>
<<street_alley_detour>>
<<elseif $dangerevent lte 20>>
<<streetbox>>
<<elseif $dangerevent lte 30>>
<<street8>>
<<elseif $dangerevent lte 40>>
<<street9>>
<<elseif $dangerevent lte 50>>
<<street7>>
<<elseif $dangerevent lte 55>>
<<street10>>
<<elseif $dangerevent lte 60>>
<<streetrocks>>
<<elseif $dangerevent lte 65>>
<<street6>>
<<elseif $dangerevent lte 75>>
<<street5>>
<<elseif $dangerevent lte 85>>
<<street4>>
<<elseif $dangerevent lte 95>>
<<street2>>
<<elseif $dangerevent lte 96>>
<<street3>>
<<elseif $dangerevent lte 106>>
<<streetbullies>>
<<elseif $dangerevent lte 116>>
<<streetfootbridge>>
<<elseif $dangerevent lte 126>>
<<streetbottomgrope>>
<<elseif $dangerevent lte 132>>
<<shadyFan>>
<<elseif $dangerevent lte 142>>
<<streetvan>>
<<elseif $dangerevent lte 152>>
<<streetfriendly1>>
<<elseif $dangerevent lte 162>>
<<eventAmbient>>
<<destinationeventend>>
<<elseif $dangerevent lte 172>>
<<streetdog>>
<<elseif $dangerevent lte 176>>
<<streetexshow>>
<<elseif $dangerevent lte 180>>
<<streetmodelshow>>
<<elseif $dangerevent lte 184>>
<<streetnpcflash>>
<<elseif $dangerevent lte 190>>
<<if ($bus is "domus" or $bus is "danube") and Weather.precipitation is "rain" and ($upperwetstage is 1 or $lowerwetstage is 1)>>
<<rainyDayHarass>>
<<else>>
<<eventAmbient>>
<<destinationeventend>>
<</if>>
<</if>>
<</widget>>
<<widget "eventsstreetnight">>
<<set $dangerevent to random(1, 158)>>
<<rng>>
<<if $location is "alley" and !Time.schoolDay and $bullytimer gte $rng and C.npc.Whitney.init is 1 and !["dungeon", "pillory"].includes(C.npc.Whitney.state) and $daily.whitney.park is undefined>>
<<set $bullytimer to 0>>
<<eventsWhitneyStreet>>
<<elseif $rng lte 10 and $worn.feet.type.includes("heels") and currentSkillValue("feetskill") lt $worn.feet.reveal>>
<<streetheeltrip>>
<<elseif $rng gte 91>>
<<street1>>
<<elseif $dangerevent lte 10>>
<<streetbox>>
<<elseif $dangerevent lte 20>>
<<street8>>
<<elseif $dangerevent lte 30>>
<<street9>>
<<elseif $dangerevent lte 40>>
<<street7>>
<<elseif $dangerevent lte 45>>
<<streetrocks>>
<<elseif $dangerevent lte 50>>
<<street6>>
<<elseif $dangerevent lte 55>>
<<street10>>
<<elseif $dangerevent lte 65>>
<<street5>>
<<elseif $dangerevent lte 75>>
<<street4>>
<<elseif $dangerevent lte 85>>
<<streetfamerape>>
<<elseif $dangerevent lte 95>>
<<street2>>
<<elseif $dangerevent lte 105>>
<<street3>>
<<elseif $dangerevent lte 107>>
<<streetnight1>>
<<elseif $dangerevent lte 109>>
<<streetnight2>>
<<elseif $dangerevent lte 119>>
<<streetbottomgrope>>
<<elseif $dangerevent lte 121>>
<<streetlurker>>
<<elseif $dangerevent lte 131>>
<<streetvan>>
<<elseif $dangerevent lte 136>>
<<streetexshow>>
<<elseif $dangerevent lte 139>>
<<streetkidnap>>
<<elseif $dangerevent lte 149>>
<<eventAmbient>>
<<destinationeventend>>
<<elseif $dangerevent lte 154>>
<<streetmodelshow>>
<<elseif $dangerevent lte 158>>
<<streetnpcflash>>
<</if>>
<</widget>>
<<widget "streeteffects">>
<<if !$possessed>>
<<set _kylarLocation to getKylarLocation()>>
<<if wraithCanHunt() and $wraith.state and $wraith.hunt is 0 and $wraith.timer gte (random(0, 60))>>
<<wHunt "town">>
<<elseif $wraith.hunt>>
<<wHunt "town">>
<<elseif $kylar and $kylar.timer.street gte ($rng + 65) and C.npc.Kylar.state is "active" and $kylarwatched isnot 1 and $exposed lte 0 and _kylarLocation.area isnot $location>>
<<set $kylar.timer.street to 0>><<set $kylarwatchedtimer to 2>>
You shiver, a warning from some primal instinct. <span class="blue">Something is watching you.</span>
<<set $kylarwatched to 1>><<set $eventskip to 1>>
<<elseif $kylarwatched is 1>>
<<if $exposed gte 1 or C.npc.Kylar.state isnot "active" or $kylarwatchedtimer lte 0 or _kylarLocation.area is $location>>
<<set $kylarwatched to 0>>
<<else>>
<span class="blue">Something is watching you.</span>
<</if>>
<</if>>
<<wTimerProgress>>
<</if>>
<</widget>>
<<widget "loiter">>
<<add_link "<<loitericon>><<link [[Loiter (0:15)|$passage]]>><<pass 15>><</link>><br>">>
<<hideDisplay>>
<</widget>>
<<widget "street_rescue">>
<<generate1>><<person1>>
A <<person>> arrives at your side.
<<if $exposed gte 1>>
<<covered>> <<He>> averts <<his>> eyes.
<</if>>
"I heard a scream," <<he>> says. "Are you alright? Do you know anyone nearby, or have somewhere I can take you?" <<he>> asks.
<br><br>
<<link [[Say you are fine|Street Rescue Fine]]>><</link>>
<br>
<<link [[Ask for a lift to the orphanage (0:05)|Street Rescue Orphanage]]>><<pass 5>><</link>>
<br>
<<if $farm_stage gte 7>>
<<link [[Ask for a lift to your farm (0:15)|Street Rescue Farm]]>><<pass 15>><</link>>
<br>
<</if>>
<<if $trauma gte $traumamax * 0.8>>
<<link [[Break down (1:00)|Street Rescue Break]]>><<pass 60>><</link>>
<br>
<</if>>
<</widget>>
<<widget "monstrance_accost">>
<<if $per_npc.bishop>>
<<loadNPC 0 "bishop">>
<<else>>
<<generateConfessor 1>>
<<saveNPC 0 "bishop">>
<</if>>
<<person1>>
<<if $temple_rank is undefined or $temple_rank is "prospective">>
"Child,"
<<else>>
"<<temple_Title "dark">>,"
<</if>>
drawls a voice from a shadowy alley. <<He>> steps into the light, a figure draped in black robes. <<His>> eyes are hidden by <<his>> cowl.
<<if $temple_confessor_intro>>
It's the bishop. <<His>> two companions step out from the shadows.
<<else>>
"Do not be afraid. I'm from the temple." A pendant bearing a symbol of the temple indeed hangs from <<his>> neck. Two more figures in black robes step out from the shadows, flanking <<him>>.
<</if>>
<br><br>
"I was told you made an inquiry, about a certain <span class="pink">monstrance?</span> You found it in a manor. Tell me, what do you think of the inhabitants? Do they not frighten you?"<<gstress>><<stress 6>>
<br><br>
<<link [[Say there's nothing strange there|Street Monstrance Nothing]]>><</link>>
<br>
<<link [[Say there are monsters there, but you don't care|Street Monstrance Brave]]>><</link>>
<br>
<<link [[Say there are monsters there, and they're scary|Street Monstrance Scary]]>><</link>>
<br>
<<link [[Say nothing|Street Monstrance Silent]]>><</link>>
<br>
<</widget>>
<<widget "text_pillory_release_fail_strip">>
And I think it's drugs."
<br><br>
"Yeah," the <<person4>><<person>> grins, looks over your body. "Definitely drugs."
<br><br>
The <<person2>><<person>> in charge nods, turns to the crowd.<br>
"Listen everyone," <<he>> says. "This <<girl>> is acting very strangely. I suspect <<pshe>> is dangerously high.
Now, if someone had actually seen <<phim>> hiding drugs on <<pher>> person... That be probable cause to strip-search <<phim>> right away, I'd say.
In fact, under duty of care, I'd think we'd be obliged to. For <<pher>> medical safety. So, I don't suppose anyone has anything to tell me."
<br><br>
<<set _exhib_bar to random(15,35)>>
<<if $player.gender_appearance is "m">>
One person in the crowd thinks they remember seeing you stuffing a suspicious bag of powder into your underpants. Another is certain of it.
<<if $worn.under_lower.type.includes("naked")>><br>
<<if $speech_attitude is "meek">>
You're shocked to see someone so blatantly lie to police. You're not even wearing underpants!
<<elseif $speech_attitude is "bratty">>
"Well that's <<print either("obviously","blatantly")>> a lie,"
<<if $exhibitionism gte _exhib_bar>>
you snap, pulling down the back of your $worn.lower.name to briefly flash your butt. "No underpants. See?!"
<<else>>
you snap. "I'm not even wearing underpants!"
<</if>>
<br>
From the look on everyone's face, you realise setting the record straight probably didn't help your case.
<<else>>
"But that's obviously a lie, officer!"
<br><br>
The <<person2>><<person>> shrugs. "That's not obvious to me."
<br><br>
"I'm not," you drop your voice. "I'm not even wearing underpants."
<br>
From the look on <<his>> face, you can see that setting the record straight here did not help your case.
<</if>>
<</if>>
<<else>>
One person in the crowd remembers seeing you stuffing a suspicious bag of powder into your bra. Another confirms, but is certain you hid it in your panties.
<<if $worn.under_lower.type.includes("naked")>><br>
<<if $speech_attitude is "meek">>
You're shocked to see someone so blatantly lie to police. You're not even wearing panties!
<<elseif $speech_attitude is "bratty">>
"Well that's <<print either("obviously","blatantly")>> a lie,"
<<if $exhibitionism gte _exhib_bar>>
you snap, pulling down the back of your $worn.lower.name to briefly flash your butt. "See?! No panties!"
<<else>>
you snap. "I'm not even wearing panties!"
<</if>>
<br>
From the look on everyone's face, you suddenly doubt your own wisdom in 'setting the record straight'.
<<else>>
"But that's obviously a lie, officer!"
<br><br>
The <<person2>><<person>> shrugs. "That's not obvious to me."
<br><br>
"I'm not," you drop your voice. "I'm not even wearing panties."
<br>
From the look on <<his>> face, you sense that setting the record straight did not help your case.
<</if>>
<<elseif $worn.under_upper.type.includes("naked")>><br>
<<if $speech_attitude is "meek">>
You're shocked to see someone so blatantly lie to police. You're not wearing a bra!
<<elseif $speech_attitude is "bratty">>
"Well that's <<print either("obviously","blatantly")>> a lie,"
<<if $exhibitionism gte _exhib_bar>>
you snap, you <<if $breastsize lte 3>>try to<</if>> jiggle your <<breasts>> through your $worn.upper.name. "No bra! See?"
<<else>>
you snap. "I'm not even wearing a bra!"
<</if>>
<br>
From the look on everyone's face, you suddenly doubt your own wisdom in 'setting the record straight'.
<<else>>
"But that's obviously a lie, officer!"
<br><br>
The <<person2>><<person>> shrugs. "It's not obvious to me."
<br><br>
"I'm not," you drop your voice. "I'm not even wearing a bra."
<br>
From the look on <<his>> face, you sense that setting the record straight did not help your case.
<</if>>
<</if>>
<</if>>
<br><br>
"I've heard enough." The <<person2>><<person>> nods gravely. Winks at you.
<br><br>
The <<person4>><<person>> grabs you.
<br><br>
<</widget>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "wolf">><<set $bikeStartCategory to "mid">><<set $bikeStart to "wolf">><<getTarget true>>
You are on Wolf Street. The nearby forest bleeds into the town here, particularly where the temple sits.
<<if Weather.dayState is "day">>
<<if Weather.precipitation is "rain">>
The trees sway in the wind.
<<elseif Weather.precipitation is "snow">>
The trees sway in the wind, dislodging snow from their branches.
<<else>>
It's one of the quieter parts of town.
<</if>>
<<elseif Weather.dayState is "dawn">>
<<if Weather.precipitation is "rain">>
You hear chanting from within, clear above the rain.
<<elseif Weather.precipitation is "snow">>
You hear chanting from within, muffled by the snow.
<<else>>
You hear chanting from within.
<</if>>
<<elseif Weather.dayState is "dusk">>
<<if Weather.precipitation is "rain">>
It strikes a forbidding silhouette against the dark rain.
<<elseif Weather.isSnow>>
The coating of snow does not detract from its forbidding silhouette.
<<else>>
It strikes a forbidding silhouette against the darkening sky.
<</if>>
<<elseif Weather.dayState is "night">>
<<if Weather.precipitation is "rain">>
You can't even make out its silhouette behind the curtains of rain.
<<if $hallucinations gte 2>>
But you feel it watching.
<</if>>
<<else>>
It's almost pitch-black.
<</if>>
<</if>>
<<streeteffects>>
<br><br>
<<if $exposed gte 1>>
<<exhibitionism "street">>
<</if>>
<<if $arousal gte $arousalmax>>
<<orgasmstreet>>
<</if>>
<<if $stress gte $stressmax and !$possessed>>
<<passoutstreet>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if ($danger gte (9900 - $allure) or $eventforced) and $eventskip is 0>>
<<eventsstreet>>
<<else>>
<<if $options.mapTop is true>>
<<map "wolf">>
<br>
<</if>>
Places of interest
<br>
<<wolficon>><<link [[Temple (0:01)|Temple]]>><<pass 1>><</link>>
<br>
<<if $soup_kitchen_known is 1 and $exposed lte 0>>
<<if Time.hour gte 18 and Time.hour lte 20>>
<<kitchenicon "soup">><<link [[Soup kitchen (0:01)|Soup Kitchen]]>><<pass 1>><</link>>
<<else>>
<<kitchenicon "soup">><<link [[Soup kitchen (0:01)|Soup Kitchen Closed]]>><<pass 1>><</link>>
<</if>>
<br>
<</if>>
<<foresticon>><<link [[Forest (0:10)|Forest]]>><<pass 10>><<set $forest to 0>><<set $eventskip to 1>><</link>>
<br><br>
<<if $exposed gte 1 and Time.dayState isnot "night">>
<<else>>
<<add_link "Travel<br>">><<hideDisplay>>
<<danube>>
<<nightingale>>
<<connudatus>>
<<high>>
<<if $exposed lte 0>>
<<buswait>>
<</if>>
<<bike>>
<<loiter>>
<</if>>
<<add_link "<br>Alternate routes<br>">><<hideDisplay>>
<<commercial>>
<<stormdrain>>
<<displayLinks>>
<<if $options.mapTop isnot true>>
<br>
<<map "wolf">>
<</if>>
<</if>>
<</if>>
<<set $eventskip to 0>><<set $outside to 0>><<set $location to "strip_club">><<effects>>
<<if $stress gte $stressmax>>
<<set $danceevent to "finish">>
<</if>>
<<danceeffects>>
<<danceaudience>>
<<danceactions>>
<<if $danceevent is 0 and !hasSexStat("exhibitionism", 5) and $exposed gte 2>>
There's no way you can continue dancing while so exposed! Face reddening, you flee the scene.
<br><br>
<<elseif $danceevent is 0 and !hasSexStat("exhibitionism", 3) and $exposed gte 1 and !$worn.under_lower.type.includes("dance")>>
There's no way you can continue dancing while so exposed! Face reddening, you flee the scene.
<br><br>
<</if>>
<<if $danceevent is "finish">>
<<link [[Next|Strip Club]]>><<endevent>><<clotheson>><</link>>
<<elseif $danceevent is "private">>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Private room|Strip Club Private Dance]]>><<dance_private_init>><</link>><<promiscuous3>>
<br>
<<elseif $uncomfortable.prostituting is false>>
<<link [[Private room|Strip Club Private Dance]]>><<set $desperateaction to 1>><<dance_private_init>><</link>><<promiscuous3>>
<br>
<</if>>
<<elseif $danceevent is 0>>
<<if $exposed gte 2 and !hasSexStat("exhibitionism", 5)>>
<<link [[Flee|Strip Club Dressing Room]]>><<clotheson>><<endevent>><</link>>
<<elseif $exposed gte 1 and !hasSexStat("exhibitionism", 3)>>
<<link [[Flee|Strip Club Dressing Room]]>><<clotheson>><<endevent>><</link>>
<<else>>
<<link [[Stop|Strip Club]]>><<clotheson>><<endevent>><</link>>
<</if>>
<</if>><<set $outside to 0>><<set $location to "strip_club">><<effects>>
<<if $phase is 0>>
<<set $tipmod to 2>><<tipset>>
<<promiscuity3>>You lead the <<person>> into one of the back rooms. It's well-lit compared to the main room, it takes a moment for your eyes to adjust. There's a small stage with a pole in one corner. There's also a sofa, contoured to allow an extensive range of positions.
<br><br>
<<if $rng gte 71>>
Before you can turn around, the <<person>> has <<his>> hands wrapped around your waist and <<his>> mouth nuzzled against your neck.
<br><br>
<<link [[Pull away|Strip Club Private Dance]]>><<set $phase to 1>><</link>>
<br>
<<link [[Try to negotiate while being fondled|Strip Club Private Dance]]>><<arousal 300 "breasts">><<arousal 300 "genitals">><<set $phase to 2>><<submission 5>><<garousal>><</link>>
<br>
<<else>>
The <<person>> stands sheepishly by the door, clearly waiting for you to initiate things.
<br><br>
<<rng>>
<<if $tipreaction is "low">>
You take <<him>> by the hands and sit on the sofa. You negotiate a price of <<printmoney $tip>>, less than you'd hoped.
<br><br>
"I know it's not much," <<he>> exclaims, "but it's all I can afford and still eat tomorrow." <<He>> looks down at <<his>> feet.
<br><br>
<<if $rng gte 51>>
"Also, if it's okay, I don't want any touching. Well, maybe some, but mainly I'd just like to talk."
<br><br>
<<link [[Accept|Strip Club Private Dance]]>><<set $phase to 3>><<pass 30>><</link>>
<br>
<<link [[Refuse|Strip Club Private Dance]]>><<set $phase to 4>><</link>>
<br>
<<else>>
<<link [[Accept|Strip Club Private Dance Sex]]>><<set $consensual to 1>><<set $sexstart to 1>><</link>>
<br>
<<link [[Refuse|Strip Club Private Dance]]>><<set $phase to 4>><</link>>
<br>
<</if>>
<<elseif $tipreaction is "mid">>
You take <<him>> by the hands and sit on the sofa. You negotiate a price of <<printmoney $tip>>, which seems reasonable.
<br><br>
<<if $rng gte 51>>
<<He>> speaks softly, "If it's okay, I don't want any touching. Well, maybe some, but mainly I'd just like to talk."
<br><br>
<<link [[Accept|Strip Club Private Dance]]>><<set $phase to 3>><<pass 30>><</link>>
<br>
<<link [[Refuse|Strip Club Private Dance]]>><<set $phase to 4>><</link>>
<br>
<<else>>
<<link [[Accept|Strip Club Private Dance Sex]]>><<set $consensual to 1>><<set $sexstart to 1>><</link>>
<br>
<<link [[Refuse|Strip Club Private Dance]]>><<set $phase to 4>><</link>>
<br>
<</if>>
<</if>>
<</if>>
<<elseif $phase is 1>>
<<if $rng gte 21>>
You pull away from the <<person>>. <<He>> seems frustrated, but it can't be helped.
<<set $enemyanger += 20>>
<<if $tipreaction is "low">>
You negotiate a price of <<printmoney $tip>>, less than you'd hoped.
<br><br>
"You think you're worth more?" <<He>> laughs, "I can pick up sluts like you for free you know. This is charity, this is."
<br><br>
<<link [[Accept|Strip Club Private Dance Sex]]>><<set $consensual to 1>><<set $sexstart to 1>><</link>>
<br>
<<link [[Refuse|Strip Club Private Dance]]>><<set $phase to 5>><</link>>
<br>
<<elseif $tipreaction is "mid">>
You negotiate a price of <<printmoney $tip>>, which seems reasonable.
<br><br>
<<link [[Accept|Strip Club Private Dance Sex]]>><<set $consensual to 1>><<set $sexstart to 1>><</link>>
<br>
<<link [[Refuse|Strip Club Private Dance]]>><<set $phase to 5>><</link>>
<br>
<</if>>
<<else>>
You try to pull away from the <<his>> intruding hands, but <<he>> grapples your arms with one hand and clamps down on your mouth with the other.
<br><br>
<<set $enemyanger += 20>>
<<link [[Next|Strip Club Private Dance Sex]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<<elseif $phase is 2>>
<<if $tipreaction is "low">>
Despite <<his>> unrelenting pawing, you manage to negotiate a price of <<printmoney $tip>>, less than you'd hoped.
<br><br>
<<elseif $tipreaction is "mid">>
Despite <<his>> unrelenting pawing, you manage to negotiate a price of <<printmoney $tip>>, which seems reasonable.
<br><br>
<</if>>
<<link [[Accept|Strip Club Private Dance Sex]]>><<set $consensual to 1>><<set $sexstart to 1>><</link>>
<br>
<<link [[Refuse|Strip Club Private Dance]]>><<set $phase to 5>><</link>>
<br>
<<elseif $phase is 3>>
<<He>> rests <<his>> head on your lap and you gently stroke <<his>> hair. <<He>> talks about mundane topics while you lend a sympathetic ear. Despite the banality of the conversation <<he>> becomes tearful at one point, while mentioning how <<he>> doesn't feel able to open up to <<his>> spouse.
<br><br>
After <<his>> thirty minutes are up, <<he>> pays you the agreed fee and thanks you for you time. <<He>> seems genuinely grateful.
<br><br>
<<fameprostitution 1>>
<<clotheson>>
<<link [[Next|Strip Club]]>><<money $tip "stripClub">><<endevent>><</link>>
<<elseif $phase is 4>>
<<He>> nods, eyes downcast. <<He>> doesn't waste any time leaving the room.
<br><br>
<<clotheson>>
<<link [[Next|Strip Club]]>><<endevent>><</link>>
<<elseif $phase is 5>>
<<rng>>
<<if $rng gte 21>>
<<He>> looks at you, as if unsure what to do. Finally, <<he>> says, "You've probably got something contagious anyway," before leaving the room.
<br><br>
<<clotheson>>
<<link [[Next|Strip Club]]>><<endevent>><</link>>
<<else>>
<<He>> looks at you blankly for a moment, then laughs. "Good one, now get on your knees before I smack you down!" <<He>> assaults you!
<br><br>
<<link [[Next|Strip Club Private Dance Sex]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<enable_rescue>>
<<if $phase is 1>>
<<set $NPCList[0].lefthand to "arms">>
<<set $leftarm to "grappled">>
<<set $rightarm to "grappled">>
<<hand_gag 0 right>>
<<elseif $phase is 5>>
<<set $enemyanger += 40>>
<</if>>
<<elseif $sexstart is 1>>
<<set $sexstart to 0>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<enable_rescue>>
<<set $enemytrust += 40>>
<<if $phase is 2>>
"This better be worth it," <<he>> says.
<<else>>
<<set $enemytrust += 40>>
<</if>>
<<if $phase is 1>>
"This better be worth it," <<he>> says.
<<else>>
<<set $enemytrust += 40>>
<</if>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $enemyarousal lte $enemyarousalmax and $enemyhealth gte 0 and $alarm lte 0 and $finish is 0>>
<span id="next"><<link [[Next|Strip Club Private Dance Sex]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Strip Club Private Dance Sex Finish]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "strip_club">><<effects>>
<<if $consensual is 1>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<set $prostitutionstat += 1>><<fameprostitution 1>>
<<if $phase is 2>>
"Here's your pay, whore," the <<person>> gasps as <<he>> finishes off. <<He>> leaves the room without looking at you.
<br><br>
<<tipreceive "stripClubDancer">>
<<elseif $phase is 1>>
"Here's your pay, whore," the <<person>> gasps as <<he>> finishes off.
<<if $brothelknown is 0 and $rng gte 91>>
"I have something for you." <<He>> hands you a slip of paper before leaving the room. You read the paper. It has the address of a building on Harvest Street. <span class="gold">You can now access the suspicious building on Harvest Street.</span>
<br><br>
<<else>>
<<He>> leaves the room without looking at you.
<br><br>
<</if>>
<<tipreceive "stripClubDancer">>
<<else>>
<<He>> smiles in contentment. "Thank you for your time. Here you go." <<He>> gives you a broad smile before leaving the room.
<br><br>
<<tipreceive "stripClubDancer">>
<</if>>
<<else>>
<<if $phase is 2>>
"Fine. I hope you don't expect payment." <<He>> looks at you with disgust before leaving the room.
<br><br>
<<elseif $phase is 1>>
"Fine. I hope you don't expect payment." <<He>> looks at you with disgust before leaving the room.
<br><br>
<<else>>
"Did I do something wrong? I'm sorry!" <<He>> runs from the room.
<br><br>
<</if>>
<</if>>
<<else>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<fameprostitution 1>>
"Here's your pay, whore," the <<person>> gasps as <<he>> finishes off. <<He>> leaves the room without looking at you.
<br><br>
<<tipreceive "stripClubDancer">>
<<elseif $enemyhealth lte 0>>
You manage to knock the <<person>> backwards, giving you time to escape. You inform a member of security of the attack, who quickly subdues the <<person>>.
<br><br>
<<else>>
The door bursts open, revealing a burly member of security. The <<person>> is expertly subdued and dragged from the room. You breathe a sigh of relief.
<br><br>
<<set $rescued += 1>>
<</if>>
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Strip Club]]>><</link>><<set $outside to 0>><<set $location to "strip_club">><<effects>>
You return to work. The rest of the shift passes without event. <<tipreceive>>
<br><br>
<<clotheson>>
<<link [[Next|Strip Club]]>><<endevent>><<pass 30>><</link>><<set $outside to 0>><<set $location to "strip_club">><<effects>>
You bark a loud cough. The <<person1>><<person>>,<<person2>><<person>>, and <<person3>><<person>> all look up at you.
<br><br>
<<link [[Flaunt your ass|Bartending VIP Compete Ass]]>><</link>>
<br>
<<if $player.perceived_breastsize gte 3 or $player.gender_appearance is "f">>
<<link [[Flaunt your breasts|Bartending VIP Compete Breasts]]>><</link>>
<</if>>
<br><<set $outside to 0>><<set $location to "strip_club">><<effects>>
<<if $worn.lower.exposed gte 2>>
<<if $worn.under_lower.exposed gte 1>>
You turn around and stick out your bare <<bottom>>.
<<else>>
You turn around and stick out your <<bottom>>, covered only by your $worn.under_lower.name.
<</if>>
<<else>>
<<if $worn.under_lower.exposed gte 1>>
You turn around and stick out your bare <<bottom>>, covered only by your $worn.lower.name.
<<else>>
You turn around and stick out your bare <<bottom>>, covered only by your $worn.lower.name and $worn.under_lower.name.
<</if>>
<</if>>
You look over your shoulder. The pair have forgotten about the <<person3>><<person>>. You make a peace sign and wiggle your rear for good measure.
<<exhibitionism2>>
<<if $rng gte 51>>
The <<person3>><<person>> gives you an evil look, picks up <<his>> tray, and starts looking for money elsewhere.
<br><br>
<<set $tipmod to 0.6>><<tipset "serving">>
<<set $tip += 500>>
<<if $drinksservedstat gte 10000>>
<<set $tip += 200>>
<</if>>
The pair leave you a handsome tip. <<tipreceive>>
<br><br>
<<link [[Next|Strip Club]]>><<endevent>><<pass 30>><</link>>
<<else>>
The <<person3>><<person>> gives you an evil look. Not wanting to be outdone, <<he>> coughs as well. The pair turn to <<him>>.
<<if $pronoun is "m">>
With practised speed, <<he>> peels <<his>> bunny boy briefs down <<his>> legs, displaying <<his>> <<if $NPCList[2].penis isnot "none">>$NPCList[2].penisdesc<<else>>pussy<</if>> to the pair and anyone who cares to look. <<He>> steps out of the briefs, and holds them on the end of one finger as <<he>> strikes a pose.
<br><br>
<<else>>
With practised speed, <<he>> peels <<his>> bunnysuit down <<his>> body, displaying <<his>> $NPCList[2].breastsdesc and <<if $NPCList[2].penis isnot "none">>$NPCList[2].penisdesc<<else>>pussy<</if>> to the pair and anyone who cares to look. <<He>> steps out of the suit, and holds it on the end of one finger as <<he>> strikes a pose.
<br><br>
<</if>>
The <<person1>><<person>> and <<person2>><<person>> have forgotten about you.
<br><br>
<<link [[Return to work|Bartending VIP Work]]>><</link>>
<br>
<<if hasSexStat("exhibitionism", 4)>>
<<link [[Take it up a notch|Bartending VIP Compete 2]]>><</link>><<exhibitionist4>>
<br>
<</if>>
<</if>><<set $outside to 0>><<set $location to "strip_club">><<effects>>
<<if $worn.upper.exposed gte 2>>
<<if $worn.under_upper.exposed gte 1>>
You thrust out your bare <<breasts>>.
<<else>>
You thrust out your <<breasts>>, covered only by your $worn.under_upper.name.
<</if>>
<<else>>
<<if $worn.under_upper.exposed gte 1>>
You thrust out your <<breasts>>, covered only by your $worn.upper.name.
<<else>>
You thrust out your <<breasts>>, covered only by your $worn.upper.name and $worn.under_upper.name.
<</if>>
<</if>>
<<if $leftarm is "bound" or $rightarm is "bound">>
You twirl to remind them of your bound arms. It does the trick.
<<else>>
You make peace signs with both hands. It does the trick.
<</if>>
The pair have forgotten about the <<person3>><<person>>, and stare at you instead.
<<exhibitionism4>>
<<if $rng gte 71>>
The <<person3>><<person>> gives you an evil look, picks up <<his>> tray, and starts looking for money elsewhere.
<br><br>
<<set $tipmod to 0.4>><<tipset "serving">>
<<set $tip += 500>>
<<if $drinksservedstat gte 10000>>
<<set $tip += 200>>
<</if>>
The pair leave you a handsome tip. <<tipreceive>>
<br><br>
<<clotheson>>
<<link [[Next|Strip Club]]>><<endevent>><<pass 30>><</link>>
<<else>>
The <<person3>><<person>> gives you an evil look. Not wanting to be outdone, <<he>> coughs as well. The pair turn to <<him>>.
<<if $pronoun is "m">>
With practised speed, <<he>> peels <<his>> bunny boy briefs down <<his>> legs, displaying <<his>> <<if $NPCList[2].penis isnot "none">>$NPCList[2].penisdesc<<else>>pussy<</if>> to the pair and anyone who cares to look. <<He>> steps out of the briefs, and holds them on the end of one finger as <<he>> strikes a pose.
<br><br>
<<else>>
With practised speed, <<he>> peels <<his>> bunnysuit down <<his>> body, displaying <<his>> $NPCList[2].breastsdesc and <<if $NPCList[2].penis isnot "none">>$NPCList[2].penisdesc<<else>>pussy<</if>> to the pair and anyone who cares to look. <<He>> steps out of the suit, and holds it on the end of one finger as <<he>> strikes a pose.
<br><br>
<</if>>
The <<person1>><<person>> and <<person2>><<person>> have forgotten about you.
<br><br>
<<link [[Return to work|Bartending VIP Work]]>><</link>>
<br>
<<if hasSexStat("exhibitionism", 4)>>
<<link [[Take it up a notch|Bartending VIP Compete 2]]>><<fameexhibitionism 5>><</link>><<exhibitionist4>>
<br>
<</if>>
<</if>><<set $outside to 0>><<set $location to "strip_club">><<effects>>
You won't be outdone. You cough again. The <<person1>><<person>>,<<person2>><<person>>, and <<person3>><<person>> look at you once more. The pair look excited to find out where this is going. The <<person>> glares, daring you.
<br><br>
<<passagestrip>>
<br><br>
You place your palms on the counter behind you, and haul your <<bottom>> on top, shunting some glasses out of the way. The noise attracts more attention. You don't care.
<<if !$worn.genitals.type.includes("naked")>>
You part your knees, giving everyone a good look at your $worn.genitals.name.
<<else>>
<<if $player.penisExist and $player.vaginaExist>>
You part your knees, giving everyone a good look at your <<penis>>. The <<person1>><<person>> gasps when you shift your cock out of the way, revealing the <<pussy>> beneath.
<<elseif $player.penisExist>>
You part your knees, giving everyone a good look at your <<penis>>.
<<else>>
You part your knees, giving everyone a good look at your <<pussy>>.
<</if>>
<</if>>
<<exhibitionism4>>
The <<person1>><<person>> and <<person2>><<person>> cheer you on. You look straight at the <<person3>><<person>>, daring <<him>> to challenge you further.
<br><br>
<<if $rng gte 71>>
The <<person3>><<person>> gives you an evil look, picks up <<his>> tray and, without bothering to dress, leaves to look for money elsewhere.
<br><br>
<<set $tipmod to 0.6>><<tipset "serving">>
<<set $tip += 500>>
<<if $drinksservedstat gte 10000>>
<<set $tip += 200>>
<</if>>
The pair leave you a handsome tip. <<tipreceive>>
<br><br>
<<clotheson>>
<<link [[Next|Strip Club]]>><<endevent>><<pass 30>><</link>>
<<else>>
Without hesitating, the <<person>> stretches out <<his>> arms and leans against the counter. <<He>> stares at the <<person1>><<person>>, and gives <<person3>><<his>> bottom a provocative wiggle.
<br><br>
The <<person1>><<person>> casts a wary glance at security, then rolls up <<his>> sleeve and slaps the <<person3>><<persons>> ass, eliciting an exaggerated cry. <<person1>><<He>> slaps again, this time <<his>> hand staying where it lands. <<He>> gropes and fondles.
<br><br>
The <<person3>><<person>> looks at you as <<he>> moans, daring you.
<br><br>
<<link [[Return to work|Bartending VIP Work]]>><</link>>
<br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Follow suit|Bartending VIP Compete 3]]>><</link>><<promiscuous2>>
<br>
<</if>>
<</if>><<set $outside to 0>><<set $location to "strip_club">><<effects>>
You haul yourself over the counter, and slip down on the other side. You mimic the <<person3>><<person>>, stretching out and wiggling your <<bottom>>.
<<promiscuity2>>
The <<person2>><<person>> responds to your provocation. <<He>> smacks and squeezes your ass, and you moan lewdly in response.
<br><br>
The pair look at each other, <span class="pink">and share a grin.</span> The <<person1>><<person>> acts first.
<<if $NPCList[0].penis isnot "none">>
<<He>> grasps the <<person3>><<person>> by the hips, holding <<him>> in place. The <<person1>><<persons>> erect $NPCList[0].penisdesc pokes <<if $pronoun is "m">>out from <<his>> fly<<else>>out from beneath <<his>> skirt<</if>>. <<He>> rests it on the <<person3>><<persons>> ass.
<br><br>
"W-wait!" <<he>> says. <<He>> struggles to move away from the threatening penis, but is held firm in place.
<br><br>
<<if $NPCList[1].penis isnot "none">>
The <<person2>><<person>> mimics <<his>> friend, grasping you firm by the hips. You feel <<his>> <span class="pink">$NPCList[1].penisdesc</span> rest against your <<bottom>>.
<br><br>
<<else>>
Meanwhile, the <<person2>><<person>> grasps your hips and hoists you onto the counter. In one movement <<he>> flips you onto your back and climbs on top while <<if $pronoun is "m">>tugging down <<his>> trousers,<<else>>lifting <<his>> skirt,<</if>> and <span class="pink">revealing <<his>> moistened pussy.</span>
<<He>> straddles you, holding your arms down and rubbing <<his>> clit against your <<genitals>>.
<</if>>
<<else>>
<<He>> grasps the <<person3>><<person>> by the hips and hoists <<him>> onto the counter. In one movement <<person1>><<he>> flips the <<person3>><<person>> onto <<his>> back and climbs on top while <<person1>><<if $pronoun is "m">>tugging down <<his>> trousers,<<else>>lifting <<his>> skirt,<</if>> and <span class="pink">revealing <<his>> moistened pussy.</span>
<br><br>
"W-wait!" the <<person3>><<person>> says. <<He>> struggles to move away from the threatening pussy, but the <<person1>><<person>> holds down <<his>> arms as <<he>> straddles <<person3>><<him>>.
<br><br>
<<if $NPCList[1].penis isnot "none">>
Meanwhile, the <<person2>><<person>> grasps you firm by the hips and holds you in place. You feel <<his>> <span class="pink">$NPCList[1].penisdesc</span> rest against your <<bottom>>.
<<else>>
The <<person1>><<person>> mimics <<his>> friend, grasping your hips and hoisting you onto the counter. <<He>> flips you onto your back and climbs on top while <<if $pronoun is "m">>pulling down <<his>> trousers<<else>>lifting <<his>> skirt<</if>> <<He>> holds down your arms and rubs <<his>> <span class="pink">moistened pussy</span> against your <<genitals>>.
<</if>>
<</if>>
<br><br>
Security watches, unsure if they should intervene.
<br><br>
<<link [[Call for help|Bartending VIP Compete Help]]>><<stress 6>><<trauma 6>><</link>><<gstress>><<gtrauma>>
<br>
<<if hasSexStat("promiscuity", 4)>>
<<link [[Allow it|Bartending VIP Compete Allow]]>><</link>><<promiscuous4>>
<br>
<</if>><<set $outside to 0>><<set $location to "strip_club">><<effects>>
You cry out. Two members of security approach. The <<person1>><<person>> and <<person2>><<person>> back away from you and the <<person3>><<person>>.
<br><br>
The <<person3>><<person>> looks on the verge of tears. <<He>> picks up <<his>> tray and clothes, and heads to the dressing room. <<tipreceive>>
<br><br>
<<endevent>>
<<link [[Next|Strip Club]]>><<endevent>><<pass 30>><</link>><<set $outside to 0>><<set $location to "strip_club">><<effects>>
You shake your head at security, leaving you at the mercy of the <<person2>><<person>>.
<<promiscuity4>>
<<if $NPCList[1].penis isnot "none">>
The <<person2>><<person>> thrusts against your <<bottom>>. Each time it feels like you're about to be penetrated, <<his>> $NPCList[1].penisdesc slides between your cheeks instead. You glance back, and see <<him>> cast occasional wary glances at security. Seems both are unsure how far things can be pushed.
<br><br>
<<His>> thrusts quicken as <<he>> approaches <<his>> peak.
<<if $NPCList[0].penis isnot "none">>
Beside you, the <<person3>><<person>> clenches <<his>> fists as <<he>> receives a similar treatment from the <<person1>><<person>>. At last, the <<person2>><<person>> shudders into orgasm, <span class="purple">covering your ass with gooey fluid.</span> The <<person1>><<person>> finishes soon after.
<<bodyliquid "bottom" "semen">><<ejacstat>>
<<else>>
Beside you, the <<person3>><<person>> shuts their eyes as the <<person2>><<person>> rides them, rubbing their pussy against the <<person3>><<persons>> <<if $NPCList[2].penis isnot "none">>$NPCList[2].penisdesc<<else>>pussy<</if>>. At last, the <<person2>><<person>> shudders into orgasm, <span class="purple">covering your ass with gooey fluid.</span> The <<person1>><<person>> finishes soon after.
<<bodyliquid "bottom" "semen">><<ejacstat>>
<</if>>
<<else>>
The <<person2>><<person>> thrusts against your <<genitals>>. <<if $player.penisExist>>Each time it feels like they're about to envelop you, <<if playerChastity()>>despite your $worn.genitals.name,<</if>> but <<he>> seems content to frot against you.<</if>> <<He>> keeps glancing at security. Seems both are unsure how things can be pushed.
<<if $NPCList[0].penis isnot "none">>
Beside you, the <<person3>><<person>> clenches <<his>> fists as the <<person1>><<person>> thrusts against <<person3>><<his>> bottom. At last, the <<person2>><<person>> <span class="pink">shudders into orgasm.</span> The <<person1>><<person>> finishes soon after.
<<else>>
Beside you, the <<person3>><<person>> shuts <<his>> eyes as <<he>> receives a similar treatment from the <<person1>><<person>>. At last, the <<person2>><<person>> <span class="pink">shudders into orgasm.</span> The <<person1>><<person>> finishes soon after.
<</if>>
<</if>>
<br><br>
<<set $tipmod to 1>><<tipset "serving">>
<<set $tip += 500>>
<<if $drinksservedstat gte 10000>>
<<set $tip += 200>>
<</if>>
Satisfied, the <<person1>><<person>> and <<person2>><<person>> saunter from the club, leaving both you and the <<person3>><<person>> a handsome tip.<<tipreceive>>
<br><br>
The <<person3>><<person>> looks on the verge of tears, but <<he>> takes <<his>> money, tray and clothes, and heads to the dressing room.
<br><br>
<<clotheson>>
<<link [[Next|Strip Club]]>><<endevent>><<pass 30>><</link>><<set $outside to 0>><<set $location to "strip_club">><<effects>>
You get back to work. You keep an eye on the <<person>> and <<his>> admirers. They're more lecherous than ever, but <<he>> seems in control. After a while <<he>> leaves for the dressing room, despite their protests.
<br><br>
You're pouring a <<person2>><<person>> a beer towards the end of your shift when you hear a voice. "Thanks love," it says. You look up to see the <<person1>><<person>> smiling at you across the counter, now dressed in everyday clothes. "They ate that routine right up. Tipped generously." <<He>> reaches into a pocket. "Only fair you share some." <<He>> places some money on the counter and leaves without another word.
<br><br>
<<if $phase is 2>>
<<set $tipmod to 0.8>>
<<elseif $phase is 1>>
<<set $tipmod to 0.6>>
<<else>>
<<set $tipmod to 0.4>>
<</if>>
<<tipset "serving">>
<<set $tip += 500>>
<<if $drinksservedstat gte 10000>>
<<set $tip += 200>>
<</if>> <<tipreceive>>
<br><br>
<<link [[Next|Strip Club]]>><<endevent>><<pass 30>><</link>><<set $outside to 0>><<set $location to "strip_club">><<effects>>
<<wearProp "rag" "white">>
You grab a cloth and pretend to clean the bar, moving towards the leaning <<person1>><<person>>. Once close, you reach over the counter and <span class="lewd">rip the <<if $pronoun is "m">>shirt<<else>>top half of <<his>> dress<</if>> right off <<his>> back.</span> It comes away easy, no doubt designed to be easily removed.
<<promiscuity2>>
The onlookers hoot and cheer as the <<person>> <<if $pronoun is "f">>covers <<his>> $NPCList[0].breastsdesc and <</if>>pretends to try to get <<his>> top back. You step back and hold it up in the air, well out of the <<persons>> reach.
<br><br>
<span class="gold">That should make them part with more cash.</span>
<br><br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Take it further|Bartending VIP Strip 2]]>><<handheldon>><</link>><<promiscuous3>>
<br>
<</if>>
<<link [[Return to work|Bartending VIP Strip Work]]>><<handheldon>><<set $phase to 0>><</link>>
<br><<set $outside to 0>><<set $location to "strip_club">><<effects>>
You throw the <<person1>><<persons>> top at the onlookers. They jump to catch it. The <<person>> reaches for it too, now facing away from you. You reach over the counter and <span class="lewd">snatch <<his>> <<if $pronoun is "m">>trousers<<else>>skirt<</if>> clean off <<his>> body,</span> leaving <<him>> naked save a pair of socks and gloves.
<<promiscuity3>>
The onlookers cheer and shout, so loud that security takes notice.
<br>
The <<person>> pretends to try to cover their <<if $NPCList[0].penis isnot "none">>$NPCList[0].penisdesc<<else>>pussy<</if>><<if $pronoun is "f">> and $NPCList[0].breastsdesc<</if>> as best <<he>> can, without managing to conceal anything. <<Hes>> a good actor, but you're sure that blush is real.
<br><br>
<span class="gold">That should make them part with yet more cash.</span>
<br><br>
<<if hasSexStat("promiscuity", 4)>>
<<link [[Take it further|Bartending VIP Strip 3]]>><</link>><<promiscuous4>>
<br>
<</if>>
<<link [[Return to work|Bartending VIP Strip Work]]>><<set $phase to 1>><</link>>
<br><<set $outside to 0>><<set $location to "strip_club">><<effects>>
You walk around the counter and approach the <<person>> and onlookers. <<Hes>> stood well away from the bar now, surrounded by leering and groping clientele. You sneak up behind <<him>>, until you're close, then lunge. You grasp both of <<his>> arms in yours, pulling them away from <<his>> body and <span class="lewd">baring everything to the crowd.</span><<promiscuity4>>
The <<person>> feigns a struggle as the onlookers feast on <<his>> exposed body. The <<person2>><<person>> seizes the opportunity and
<<if $NPCList[0].penis isnot "none" and !npcHasStrapon(0)>>
cups the <<person1>><<persons>> testes.
<<else>>
grabs the <<person1>><<persons>> $NPCList[0].breastsdesc.
<</if>>
Others join in, touching and fondling as they please.
<br><br>
You release <<his>> arms, letting <<him>> fend off the crowd. A member of security glares at you as you return to the bar.
<br><br>
<span class="gold">That should make them part with even more cash.</span>
<br><br>
<<if $rng gte 51>>
<<link [[Return to work|Bartending VIP Strip Work]]>><<set $phase to 2>><</link>>
<br>
<<else>>
<<link [[Return to work|Bartending VIP Strip 4]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "strip_club">><<effects>>
You get back to work. You keep an eye on the <<person>> and <<his>> admirers. They're more lecherous than ever, but <<he>> seems in control. After a while <<he>> leaves for the dressing room, despite their protests.
<br><br>
You're pouring a pint when you notice the crowd looking at you, smiling.
<<if !$worn.upper.type.includes("naked")>>
<<if !$worn.under_upper.type.includes("naked")>>
You hear rapid footsteps behind you. Before you can turn, a pair of hands invade your space and <<pullup>> your $worn.upper.name, <span class="purple">exposing your <<undertop>>.</span>
<br><br>
"Thought I'd return the favour," a voice whispers in your ear. It's the <<person1>><<person>>. The <<person2>><<person>> reaches across the counter and snatches away your $worn.under_upper.name, <span class="purple">exposing your <<breasts>>.</span>
<<upperstrip>><<underupperstrip>>
<<else>>
You hear rapid footsteps behind you. Before you can turn, a pair of hands invade your space and <<pullup>> your $worn.upper.name, <span class="purple">exposing your <<breasts>>.</span>
<br><br>
"Thought I'd return the favour," a voice whispers in your ear. It's the <<person1>><<person>>. The <<person2>><<person>> reaches across the counter and fondles your chest.
<<garousal>><<arousal 600 "breasts">>
<<upperstrip>>
<</if>>
<<elseif !$worn.under_upper.type.includes("naked")>>
You hear rapid footsteps behind you. Before you can turn, a pair of hands invade your space and pull up your $worn.under_upper.name, <span class="purple">exposing your <<breasts>>.</span>
<br><br>
"Thought I'd return the favour," a voice whispers in your ear. It's the <<person1>><<person>>. The <<person2>><<person>> reaches across the counter and fondles your chest.
<<garousal>><<arousal 600 "breasts">>
<<underupperstrip>>
<<else>>
You hear rapid footsteps behind you. Before you can turn, a pair of hands invade your space and <span class="purple">pull back your arms.</span>
<br><br>
"Thought I'd return the favour," a voice whispers in your ear. It's the <<person1>><<person>>. The <<person2>><<person>> reaches across the counter and fondles your chest.
<<garousal>><<arousal 600 "breasts">>
<</if>>
<br><br>
<<if !$worn.lower.type.includes("naked")>>
Your heart beats faster as you feel the <<person1>><<person>> <span class="pink">grasp your $worn.lower.name.</span>
<<elseif !$worn.under_lower.type.includes("naked")>>
Your heart beats faster as you feel the <<person1>><<person>> grasp your <span class="pink">$worn.under_lower.name.</span>
<<else>>
They can't see your bare lower half so long as you stay near the counter, but <span class="pink">the <<person1>><<person>> tries to pull you into the open.</span>
<</if>>
<br><br>
<span class="gold">They should tip generously after this.</span>
<br><br>
<<if hasSexStat("exhibitionism", 4)>>
<<link [[Go along with it|Bartending VIP Strip 5]]>><</link>><<exhibitionist4>>
<br>
<</if>>
<<link [[Call for help|Bartending VIP Help]]>><<trauma -6>><<stress -6>><</link>><<gtrauma>><<gstress>>
<br><<set $outside to 0>><<set $location to "strip_club">><<effects>>
You call for security. The <<person1>><<person>> releases you and waves them away before they arrive. "Sorry," <<he>> says. <<Hes>> now dressed in everyday clothes. "I thought you'd be up for it. They loved that little routine. Tipped generously." <<He>> reaches into <<his>> pocket and pulls out some cash. "Only fair you share some." <<He>> places it on the counter and leaves without another word.
<br><br>
<<set $tipmod to 0.8>>
<<tipset "serving">>
<<set $tip += 500>>
<<if $drinksservedstat gte 10000>>
<<set $tip += 200>>
<</if>> <<tipreceive>>
<br><br>
<<clotheson>>
<<link [[Next|Strip Club]]>><<endevent>><<pass 30>><</link>><<set $outside to 0>><<set $location to "strip_club">><<effects>>
You allow the <<person1>><<person>> to continue.
<<outfitChecks>>
<<if _bottom>>
<<He>> <<= _bottomIsSkirt and _skirtExposed ? "flips up the hem of your _bottom.name" : "pulls down your <<allBottoms>>">>, <span class="pink">exposing your <<undies>></span> to the cheering crowd.
<<overupperstrip>><<lowerstrip>><<underlowerstrip>>
<<else>>
<<He>> pulls you away from the counter, <span class="pink">letting the crowd see everything.</span>
<</if>>
You feel their eyes feast on every inch of your body.
<<exhibitionism4>>
<<link [[Flaunt|Bartending VIP Strip Flaunt]]>><</link>>
<br>
<<link [[Pretend to struggle|Bartending VIP Strip Struggle]]>><</link>>
<br><<set $outside to 0>><<set $location to "strip_club">><<effects>>
Your arms are held back by the <<person1>><<person>>, but you won't let that stop you showing off to the crowd.
<<if $speech_attitude is "meek">>
"All these people looking at me," you say. "It's making me feel warm."
<<elseif $speech_attitude is "bratty">>
"Like what you see?" you tease. "Of course you do. I'm the hottest thing you've ever seen."
<<else>>
"It's nice to have an audience," you say. "But are you lot gonna do more than just look?"
<</if>>
<br><br>
The <<person>> plays along, releasing your arms. Now free, you climb the counter and sprawl along it. You're not surprised to find a number of hands reach out for you, touching and groping. Some are holding money.
<<ggarousal>><<arousal 600 "bottom">><<arousal 600 "breasts">>
<br><br>
A member of security rushes over.
<br><br>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Wave security away|Bartending VIP Strip 6]]>><</link>><<exhibitionist5>>
<br>
<</if>>
<<link [[Do nothing|Bartending VIP Strip Security]]>><</link>>
<br><<set $outside to 0>><<set $location to "strip_club">><<effects>>
Your arms are held back by the <<person1>><<person>>. You pretend to struggle in vain against <<his>> grip, much to the delight of the onlookers.
<br><br>
The crowd reaches for you. The <<person>> tries to pull you back, but it's too late. You're pulled forward onto the counter by many groping hands. There are too many to fend off. Some are holding money.
<br><br>
A member of security rushes over.
<br><br>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Wave security away|Bartending VIP Strip 6]]>><</link>><<exhibitionist5>>
<br>
<</if>>
<<link [[Do nothing|Bartending VIP Strip Security]]>><</link>>
<br><<set $outside to 0>><<set $location to "strip_club">><<effects>>
Security arrives in the form of a <<person6>><<person>>, and interposes <<himself>> between you and the onlookers. The crowd tries to shove past, but backup soon arrives.
<br><br>
The crowd disperses, leaving you with the <<person1>><<person>>. <<Hes>> wearing everyday clothes. "Thought I could return the favour," <<he>> says. "They ate your routine right up. Tipped generously. Was gonna share some with you, but looks like you've outdone me." <<He>> gestures at the money littering the counter. <<He>> leaves without another word.
<br><br>
<<set $tipmod to 1.0>>
<<tipset "serving">>
<<set $tip += 500>>
<<if $drinksservedstat gte 10000>>
<<set $tip += 200>>
<</if>>
<<tipreceive>>
<br><br>
<<clotheson>>
<<link [[Next|Strip Club]]>><<endevent>><<pass 30>><</link>><<set $outside to 0>><<set $location to "strip_club">><<effects>>
You wave away security, leaving you at the mercy of the crowd.
<<exhibitionism5>>
No part of your body is safe. You stop someone groping your <<breasts>>, only to find someone attacking your <<genitals>>. Hands stroke your arms, legs, neck, and cheek. You're flipped onto your front, exposing your <<bottom>> to the mass of hands. Someone pushes a finger into your mouth.
<<gggarousal>><<arousal 1300 "breasts">><<arousal 1300 "genitals">>
<br><br>
<<if $arousal gte $arousalmax>>
<<orgasm>>
The crowd lets out a final cheer as you cum, so loud that it drowns out the music of the club. Everyone looks over.
<<if $player.penisExist and !$femaleclimax and !_deniedOrgasm>>
Ejaculate continues to spurt from your <<penis>>. The <<person2>><<person>> tries to catch it in <<his>> mouth.
<<else>>
<</if>>
<br><br>
As your body's tremors ebb, one member of security, a <<person6>><<person>>, decides this is enough. <<He>> interposes <<himself>> between you and the onlookers. The crowd tries to shove past, but backup soon arrives.
<br><br>
The crowd disperses, leaving you with the <<person1>><<person>>. <<Hes>> wearing everyday clothes. "Thought I could return the favour," <<he>> says. "They ate your routine right up. Tipped generously. Was gonna share some with you, but looks like you've outdone me." <<He>> gestures at the money littering the counter. <<He>> leaves without another word.
<br><br>
<<set $tipmod to 1.6>>
<<tipset "serving">>
<<set $tip += 500>>
<<if $drinksservedstat gte 10000>>
<<set $tip += 200>>
<</if>> <<tipreceive>>
<br><br>
<<else>>
One member of security, a <<person6>><<person>>, decides that this is enough. <<He>> interposes <<himself>> between you and the onlookers. The crowd tries to shove past, but backup soon arrives.
<br><br>
The crowd disperses, leaving you with the <<person1>><<person>>. <<Hes>> wearing everyday clothes. "Thought I could return the favour," <<he>> says. "They ate your routine right up. Tipped generously. Was gonna share some with you, but looks like you've outdone me." <<He>> gestures at the money littering the counter. <<He>> leaves without another word.
<br><br>
<<set $tipmod to 1.2>>
<<tipset "serving">>
<<set $tip += 500>>
<<if $drinksservedstat gte 10000>>
<<set $tip += 200>>
<</if>> <<tipreceive>>
<br><br>
<</if>>
<<clotheson>>
<<link [[Next|Strip Club]]>><<endevent>><<pass 30>><</link>><<set $outside to 0>><<set $location to "strip_club">><<effects>>
<<if $rng gte 51>>
You ignore the <<person>>, and continue working. "Excuse me," <<he>> says, <<his>> voice heated. "I said get your ass over here. Now."
<<gstress>><<stress 6>>
<br><br>
<<link [[Keep ignoring|Bartending VIP Patron Ignore 2]]>><<stress 6>><</link>>
<br>
<<link [[Walk over|Bartending VIP Patron]]>><<set $phase to 1>><</link>>
<br>
<<else>>
You ignore the <<person>> and continue working. You hear <<him>> insult you under <<his>> breath, but <<he>> leaves without a fuss. <<tipreceive>>
<br><br>
<<link [[Next|Strip Club]]>><<endevent>><<pass 30>><</link>>
<</if>><<set $outside to 0>><<set $location to "strip_club">><<effects>>
You continue to ignore the <<person>>. <<He>> insults you under <<his>> breath, but leaves without further fuss. <<tipreceive>>
<br><br>
<<if !$per_npc.bartend and random(1, 2) is 2>>
<<saveNPC 0 bartend>>
<</if>>
<<link [[Next|Strip Club]]>><<endevent>><<pass 30>><</link>>
<br><<set $outside to 0>><<set $location to "strip_club">><<effects>>
You walk over to the <<person>>. <<He>> doesn't look at your face the entire time, instead staring at your <<if $player.penisExist>><<penis>>.<<else>><<breasts>>.<</if>><<if $phase is 1>><br><br><<else>><<promiscuity2>><</if>>
<<He>> continues to stare even after you arrive.
<<if $speech_attitude is "meek">>
"H-how can I help you?" you ask.
<<elseif $speech_attitude is "bratty">>
"What do you want?" you ask. "I'm busy."
<<else>>
"How can I help you?" you ask.
<</if>>
<br><br>
<<He>> glances at security, then slips some banknotes onto the counter. "How about we get acquainted?" <<he>> says, gesturing at the emergency escape door. "Earn yourself a little extra."
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Accept|Bartending VIP Patron 2]]>><</link>><<promiscuous2>>
<<else>>
<<insufficientStat "promiscuity" "to take up such an offer">>
<</if>>
<br>
<<link [[Refuse|Bartending VIP Patron Refuse]]>><</link>>
<br><<set $outside to 0>><<set $location to "strip_club">><<effects>>
<<if $speech_attitude is "meek">>
"I'm sorry <<sir>>," you say. "I have to work the bar."
<<elseif $speech_attitude is "bratty">>
"Are you blind?" you ask. "I'm busy. Go bother one of the dancers."
<<else>>
"I just work the bar," you say. "One of the dancers might be willing to entertain you."
<</if>>
<br><br>
<<if $rng gte 61>>
You try to turn away from the <<person>>, but <<he>> <span class="red">grasps your arm.</span> "Listen here you little <<bitch>>," <<he>> spits. "No one refuses me." <<He>> glances at security. "You think they'll help you? They won't. They know who I am. Get your ass outside."
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<<link [[Comply|Bartending VIP Patron Comply]]>><</link>>
<br>
<<link [[Refuse|Bartending VIP Patron Refuse 2]]>><</link>>
<br>
<<else>>
You turn away from the <<person>>. <<He>> insults you under <<his>> breath, but leaves without further fuss. <<tipreceive>>
<br><br>
<<if !$per_npc.bartend and random(1, 2) is 2>>
<<saveNPC 0 bartend>>
<</if>>
<<link [[Next|Strip Club]]>><<endevent>><<pass 30>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "strip_club">><<effects>>
You leave the club with the <<person>>, emerging in an alley outside. The escape door shuts behind you.
<br><br>
<<if $rng gte 81>>
<<generate2>><<generate3>><<generate4>>
"Damn," says an unfamiliar voice. "You got a cute one." A <<person2>><<person>>, <<person3>><<person>> and <<person4>><<person>> step from the darkness.
<br><br>
The <<person1>><<person>> grasps you from behind.
<br><br>
<<link [[Next|Bartending VIP Patron Gang Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
The <<person>> grasps you from behind.
<br><br>
<<link [[Next|Bartending VIP Patron Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "strip_club">><<effects>>
You wrest your arm free from the <<person>>. "Fucking slut," <<he>> says, hefting <<himself>> on and over the counter. <<He>> grasps your shoulders and tries to push you towards the exit.
<br><br>
<<if $rng gte 51>>
<<generate2>><<generate3>>
Two members of security, a <<person2>><<person>> and <<person3>><<person>>, intervene, pulling the <<person1>><<person>> away from you. <<He>> struggles against them, but is no match for both. <<He>> curses them as they drag <<him>> outside.
<br><br>
You return to the bar. A few moments later the <<person2>><<person>> approaches you. "You go careful when you head home," <<he>> warns before returning to <<his>> post. <<tipreceive>>
<br><br>
<<if !$per_npc.bartend and random(1, 2) is 2>>
<<saveNPC 0 bartend>>
<</if>>
<<link [[Next|Strip Club]]>><<endevent>><<pass 30>><</link>>
<br>
<<else>>
<span class="red">Security pretend not to see.</span>
<br><br>
<<link [[Struggle|Bartending VIP Patron Struggle]]>><</link>><<physiquedifficulty>>
<br>
<<link [[Don't struggle|Bartending VIP Patron Dragged]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "strip_club">><<effects>>
You struggle against the <<persons>> grip.
<<if $physiqueSuccess>>
<<famescrap 1>>
<<if $bodysize lte 1>>
<<Hes>> bigger than you, but <span class="green">you manage to twist <<his>> arm and break free.</span>
<<else>>
<span class="green">You manage to overpower <<him>> and break free.</span>
<</if>>
<br><br>
<<He>> staggers away from you, livid and clutching <<his>> sore arm. <<He>> barks curses, and a promise of retribution, as <<he>> leaves the club. Security look amused, and more than a little relieved.
<br><br>
You return to work. The rest of the shift passes uneventfully.
<<tipreceive>>
<br><br>
<<if !$per_npc.bartend and random(1, 2) is 2>>
<<saveNPC 0 bartend>>
<</if>>
<<link [[Next|Strip Club]]>><<endevent>><<pass 30>><</link>>
<br>
<<else>>
<<if $bodysize lte 1>>
<<Hes>> bigger than you, <span class="red">and you're unable to break <<his>> grip.</span>
<<else>>
<<Hes>> stronger than you, <span class="red">and you're unable to break free.</span>
<</if>>
<<He>> drags you from the club, shutting the escape door behind you.
<br><br>
<<if $rng gte 81>>
<<generate2>><<generate3>><<generate4>>
"Damn," says an unfamiliar voice. "You got a cute one." A <<person2>><<person>>, <<person3>><<person>> and <<person4>><<person>> step from the darkness.
<br><br>
The <<person1>><<person>> grasps you from behind.
<br><br>
<<link [[Next|Bartending VIP Patron Gang Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
The <<person>> grasps you from behind.
<br><br>
<<link [[Next|Bartending VIP Patron Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<</if>><<set $outside to 0>><<set $location to "strip_club">><<effects>>
You're dragged to the alley outside. The escape door shuts behind you.
<br><br>
<<if $rng gte 81>>
<<generate2>><<generate3>><<generate4>>
"Damn," says an unfamiliar voice. "You got a cute one." A <<person2>><<person>>, <<person3>><<person>> and <<person4>><<person>> step from the darkness.
<br><br>
The <<person1>><<person>> grasps you from behind.
<br><br>
<<link [[Next|Bartending VIP Patron Gang Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
The <<person>> grasps you from behind.
<br><br>
<<link [[Next|Bartending VIP Patron Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "strip_club">><<effects>>
You glance at security. They're not watching, and shouldn't notice if you're quick. You leave the club with the <<person>>, emerging in an alley outside. The escape door shuts behind you.
<<promiscuity2>>
<<if $rng gte 81>>
<<generate2>><<generate3>><<generate4>>
"Damn," says an unfamiliar voice. "You got a cute one." A <<person2>><<person>>, <<person3>><<person>> and <<person4>><<person>> step from the darkness.
<br><br>
The <<person1>><<person>> steps behind you, placing <<his>> hands on your shoulders. "Didn't I mention?" <<he>> says. "My friends want a piece too. I trust that won't be a problem?" <<His>> hands tighten.
<br><br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Accept|Bartending VIP Patron Gang Accept]]>><</link>><<promiscuous3>>
<br>
<<else>>
<<insufficientStat "promiscuity" "to take up such an offer, but you're afraid they'll hurt you if you refuse" "red">>
<br><br>
<<link [[Accept|Bartending VIP Patron Gang Coerced]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>
<br>
<</if>>
<<link [[Refuse|Bartending VIP Patron Gang Refuse]]>><</link>><<physiquedifficulty>>
<br>
<<else>>
The <<person>> grasps you from behind.
<br><br>
<<link [[Next|Bartending VIP Patron Sex]]>><<set $sexstart to 1>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "strip_club">><<effects>>
You beckon the <<person1>><<persons>> friends closer. They don't need to be asked twice.
<<promiscuity3>>
<<link [[Next|Bartending VIP Patron Gang Sex]]>><<set $sexstart to 1>><</link>>
<br><<set $outside to 0>><<set $location to "strip_club">><<effects>>
You look down at your feet and nod. The <<person1>><<person>> starts groping you from behind as <<his>> friends close in.
<br><br>
<<link [[Next|Bartending VIP Patron Gang Rape]]>><<set $molestationstart to 1>><</link>>
<br><<set $outside to 0>><<set $location to "strip_club">><<effects>>
<<if $speech_attitude is "meek">>
"P-please don't be mad," you say. "But I didn't agree to this."
<<elseif $speech_attitude is "bratty">>
"This isn't what I agreed to," you say. "I'm out."
<<else>>
"I didn't agree to this," you say.
<</if>>
You try to head back inside, but the <<person1>><<person>> holds you painfully tight. <<His>> friends close in.
<br><br>
You try to break free,
<<if $physiqueSuccess>><<famescrap 1>>
<<if $bodysize lte 1>>
despite the size difference. You punch at <<his>> stomach. You must have connected with a vulnerable spot, as <<he>> keels over,<span class="green"> releasing <<his>> grip.</span>
<<else>>
and twist your way out of <<his>> grip. <span class="green">You manage to overpower <<him>>,</span> sending <<him>> sprawling to the floor.
<</if>>
<<His>> friends rush forward, but you manage to throw open the escape door and dart inside the club. You slam it behind you, bashing it against the <<person2>><<persons>> head.
<br><br>
Security look amused. One of them walks over, and holds the escape door shut.
<br><br>
You return to work. The rest of the shift passes without event. <<tipreceive>>
<br><br>
<<if !$per_npc.bartend and random(1, 2) is 2>>
<<saveNPC 0 bartend>>
<</if>>
<<link [[Next|Strip Club]]>><<endevent>><<pass 30>><</link>>
<br>
<<else>>
<<if $bodysize lte 1>>
despite the size difference. You punch at <<his>> stomach. <span class="red"><<He>> doesn't react.</span>
<<else>>
and twist your way out of <<his>> grip. <span class="red"><<Hes>> too strong.</span>
<</if>>
<<He>> shoves you to the ground.
<<pain 6>><<gpain>>
<br><br>
<<link [[Next|Bartending VIP Patron Gang Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 50>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Bartending VIP Patron Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bartending VIP Patron Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<set $tipmod to 1>><<tipset "serving">>
<<set $tip += 500>>
<<if $drinksservedstat gte 10000>>
<<set $tip += 200>>
<</if>>
"Not bad," <<he>> says. <<He>> drops some banknotes on the alley floor, and leaves without another word.
<br><br>
<<clotheson>>
<<endcombat>>
<<tearful>> you return to work. The rest of the shift passes without event.
<<tipreceive>>
<br><br>
<<link [[Next|Strip Club]]>><<endevent>><<pass 30>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
You shove the <<person>> onto a pile of discarded trash and run for the escape door. <<He>> struggles to <<his>> feet and comes after you, but is too slow. You slam the door in <<his>> face. Security look amused.
<br><br>
<<clotheson>>
<<endcombat>>
<<tearful>> you return to work. The rest of the shift passes without event. <<tipreceive>>
<br><br>
<<link [[Next|Strip Club]]>><<endevent>><<pass 30>><</link>>
<br>
<<else>>
The <<person>> looks angry, but doesn't refuse. "Don't expect to get paid, whore," <<he>> says. They fix their clothes and walk away.
<br><br>
<<clotheson>>
<<endcombat>>
<<tearful>> you return to work. The rest of the shift passes without event. <<tipreceive>>
<br><br>
<<link [[Next|Strip Club]]>><<endevent>><<pass 30>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Bartending VIP Patron Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bartending VIP Patron Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<set $tipmod to 1>><<tipset "serving">>
<<set $tip += 500>>
<<if $drinksservedstat gte 10000>>
<<set $tip += 200>>
<</if>>
"Not bad," <<he>> says. <<He>> drops some banknotes on the alley floor, and leaves without another word.
<br><br>
<<clotheson>>
<<endcombat>>
<<tearful>> you return to work. The rest of the shift passes without event.
<<tipreceive>>
<br><br>
<<link [[Next|Strip Club]]>><<endevent>><<pass 30>><</link>>
<br>
<<else>>
You shove the <<person>> onto a pile of discarded trash and run for the escape door. <<He>> struggles to <<his>> feet and comes after you, but is too slow. You slam the door in <<his>> face. Security look amused. One walks over and holds the door shut.
<br><br>
<<clotheson>>
<<endcombat>>
<<tearful>> you return to work. The rest of the shift passes without event.
<<tipreceive>>
<br><br>
<<link [[Next|Strip Club]]>><<endevent>><<pass 30>><</link>>
<br>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 50>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Bartending VIP Patron Gang Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bartending VIP Patron Gang Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<set $tipmod to 2>><<tipset "serving">>
<<set $tip += 500>>
<<if $drinksservedstat gte 10000>>
<<set $tip += 200>>
<</if>>
The group stand around you, discussing how your "performance" ranks to the other <<girls>> they've fucked. They casually discard some banknotes before walking away
<br><br>
<<clotheson>>
<<endcombat>>
<<tearful>> you return to work. The rest of the shift passes without event.
<<tipreceive>>
<br><br>
<<link [[Next|Strip Club]]>><<endevent>><<pass 30>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
You shove the <<person1>><<person>> onto a pile of rubbish, creating an opening. You run to the escape door. The others try to keep up, but you're too quick. You slam the door in their faces. Security look amused. One walks over and holds the door shut.
<br><br>
<<clotheson>>
<<endcombat>>
<<tearful>> you return to work. The rest of the shift passes without event.
<<tipreceive>>
<br><br>
<<link [[Next|Strip Club]]>><<endevent>><<pass 30>><</link>>
<br>
<<else>>
After a brief argument, the group decide you're not worth the hassle. The <<person2>><<person>> spits on the ground beside you as <<he>> leaves.
<br><br>
<<clotheson>>
<<endcombat>>
<<tearful>> you return to work. The rest of the shift passes without event.
<<tipreceive>>
<br><br>
<<link [[Next|Strip Club]]>><<endevent>><<pass 30>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Bartending VIP Patron Gang Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bartending VIP Patron Gang Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<set $tipmod to 2>><<tipset "serving">>
<<set $tip += 500>>
<<if $drinksservedstat gte 10000>>
<<set $tip += 200>>
<</if>>
The group stand around you, discussing how your "performance" ranks compared to the other <<girls>> they've fucked. They casually discard some banknotes before walking away
<br><br>
<<clotheson>>
<<endcombat>>
<<tearful>> you return to work. The rest of the shift passes without event.
<<tipreceive>>
<br><br>
<<link [[Next|Strip Club]]>><<endevent>><<pass 30>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
You shove the <<person1>><<person>> onto a pile of rubbish, creating an opening. You run to the escape door. The others try to keep up, but you're too quick. You slam the door in their faces. Security look amused. One walks over and holds the door shut.
<br><br>
<<clotheson>>
<<endcombat>>
<<tearful>> you return to work. The rest of the shift passes without event.
<<tipreceive>>
<br><br>
<<link [[Next|Strip Club]]>><<endevent>><<pass 30>><</link>>
<br>
<</if>><<effects>>
You pretend you didn't hear anything. The rest of the shift passes without event. <<tipreceive>>
<br><br>
<<link [[Next|Strip Club]]>><<endevent>><<pass 30>><</link>><<effects>>
You clean the counter near the pair.
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<<set $smuggler_known to 1>><<set $fedora_unlock to 1>>
<span class="green">They don't react to your presence.</span> The <<person1>><<persons>> voice is clearer.
<br><br>
"Big haul coming in," <<he>> says.
<<if $smuggler_timer gte 2>>
"<span class="gold">$smuggler_timer days from now.</span> At night, before midnight.
<<elseif $smuggler_timer is 1>>
"<span class="gold">Tomorrow night.</span> Before midnight.
<<else>>
"<span class="gold">Tonight.</span> Before midnight.
<</if>>
<<if $smuggler_location is "forest">>
They're bringing it through the forest."
<<elseif $smuggler_location is "sewer">>
They're bringing it through the old sewers."
<<elseif $smuggler_location is "beach">>
They plan to land at that rock near the beach."
<<elseif $smuggler_location is "bus">>
They're sneaking it in on a bus."
<</if>>
<br><br>
<<if $smuggler_stolen_stat gte 4>>
"I hear they've had trouble," the <<person2>><<person>> says. "Shipments going missing."
<br><br>
"Aye, well," the <<person1>><<person>> responds, casting a furtive look around the club. "They're bringing backup. Don't know who'd be mad enough to mess with those people mind."
<br><br>
<</if>>
<<skulduggeryuse>>
The rest of the shift passes without event. <<tipreceive>>
<br><br>
<<link [[Next|Strip Club]]>><<endevent>><<pass 30>><</link>>
<<else>>
They glance at you, <span class="red">and fall quiet.</span> They don't speak again until you move away.
<br><br>
<<skulduggeryuse>>
The rest of the shift passes without event. <<tipreceive>>
<br><br>
<<link [[Next|Strip Club]]>><<endevent>><<pass 30>><</link>>
<</if>><<effects>>
<<set $bartend_info to 1>>
<<npc Darryl>><<person1>>
You enter Darryl's office. <<Hes>> standing by <<his>> desk, hunched over an open book. <<Hes>> doesn't realise you're there until you're stood right beside <<him>>.
<br><br>
"Oh, sorry," <<he>> says, turning to face you. <<if currentSkillValue('skulduggery') gte 200>><<He>> shuts the book and covers it with another.<</if>> "I was lost in thought. Is everything okay downstairs?"
<br><br>
You tell <<him>> what happened, and what you overheard. "I'm sorry you have to go through this," <<he>> says when you're finished. "I'll have someone wait for you outside. It's just a precaution, but they'll make sure you get home safely."
<br><br>
You return to the bar. The rest of the shift passes without event.
<<tipreceive>>
<br><br>
<<link [[Next|Strip Club]]>><<endevent>><<pass 30>><</link>><<effects>>
You decide not to worry anyone, and keep it to yourself.
<br><br>
The rest of the shift passes without event. <<tipreceive>>
<br><br>
<<link [[Next|Strip Club]]>><<endevent>><<pass 30>><</link>><<effects>>
<<set $bartend_info_other to 1>>
<<npcincr Darryl love 1>>
<<famegood 3>>
<<npc Darryl>><<person1>>
You enter Darryl's office. <<He>> looks up from <<his>> desk and smiles. "Is everything okay downstairs?"
<br><br>
You tell <<him>> what you heard, and about how you fear for your colleague's safety. "That's awful," <<he>> says when you're done. "Thank you for telling me. I'll have someone escort them home safely as a precaution. Hopefully they won't be too spooked."
<br><br>
You return to the bar. The rest of the shift passes without event. <<tipreceive>>
<br><br>
<<link [[Next|Strip Club]]>><<endevent>><<pass 30>><</link>>
<br><<effects>>
You decide it's nothing to worry about, and get back to work.
<br><br>
The rest of the shift passes without event. <<tipreceive>>
<br><br>
<<link [[Next|Strip Club]]>><<endevent>><<pass 30>><</link>>
<br><<set $outside to 0>><<set $location to "strip_club">><<effects>>
<<if $stripclubdancingintro>>
<<timeTrackingEndStripclub>>
<</if>>
You are in the strip club on Connudatus Street. <<if Time.dayState isnot "day" and Time.dayState isnot "dawn">>A few stages dot the room, with dancers working their trade. Two bouncers stand near the entrance, solemnly observing the clientele. Security is taken seriously here.<</if>>
<br><br>
<<if $stress gte $stressmax>>
<<passoutshop>>
<<else>>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "stripClub">>
<</if>>
<<if Time.hour is 6>>
It's closing time. Security is herding everyone outside.
<<if ($stripclubdancingintro is 1 or $stripclubbartendingintro is 1) and $exposed gte 1>>
You are ushered towards the dressing room.
<br><br>
<<shopicon "clothing">><<link [[Dressing room|Strip Club Dressing Room]]>><</link>>
<br>
<<else>>
<<if $exposed gte 1>>One hands you some towels.<<towelup>><</if>>
<br><br>
<<if $brothel_rivalry isnot undefined and $brothel_rivalry_timer lte 0>>
<<connudatusicon>><<link [[Leave|Strip Club Goon]]>><</link>>
<br>
<<else>>
<<connudatusicon>><<link [[Leave|Connudatus Street]]>><</link>>
<br>
<</if>>
<</if>>
<<elseif Time.dayState isnot "night" and Time.dayState isnot "dusk">>
You are alone in the empty club.
<br><br>
<<shopicon "clothing">><<link [[Dressing room (0:01)|Strip Club Dressing Room]]>><<pass 1>><</link>>
<br>
<<if !$weekly.theft.stripClub>>
<<shopicon "register">><<link [[Examine the cash register|Strip Club Register]]>><</link>>
<br>
<</if>>
<<connudatusicon>><<link [[Leave|Connudatus Street]]>><</link>>
<br>
<<else>>
<<if $exposed gte 1>>
You feel exposed, despite not being the only one attired so lewdly.
<br><br>
<</if>>
<<if $stripclubintro isnot 1>>
<<generate1>><<person1>>One of the bouncers approaches you.
<<if $id is 0>>
"I'm going to have to ask you for an ID."
<br><br>
<<if $speech_attitude is "meek">>
"I-Is it okay if I use this?" you ask, fumbling for a moment before
<<elseif $speech_attitude is "bratty">>
"Can I use this?" you ask,
<<else>>
"Is it okay if I use this?" you ask,
<</if>>
pulling out your school ID. "I can prove I'm-"
<br><br>
"We only accept legal ID," <<he>> interrupts. "No entry without one." Forced to admit you don't have a legal ID, you are steered firmly toward the door.
<br><br>
<<endevent>><<if $stripclubfailed isnot 0>><<set $stripclubfailed to 1>><</if>>
<<else>>
"I'm going to have to ask you for an ID." You hand <<him>> your fake ID. <<He>> examines it for a moment, then hands it back to you. "Welcome. Please enjoy yourself, but remember to keep your hands to yourself on the main floor. No second chances." <<He>> looks you up and down. "We're also hiring. Positions are open for bartenders and dancers."
<<set $stripclubintro to 1>>
<br><br>
<<endevent>>
<</if>>
<</if>>
<<if Time.dayState isnot "dawn" and Time.dayState isnot "day" and $stripclubintro is 1>>
<<if $stripclubbartendingintro isnot 1>>
<<socialiseicon "ask">><<link [[Enquire about the bartending job|Strip Club Management]]>><</link>>
<br>
<</if>>
<<if $stripclubdancingintro isnot 1>>
<<socialiseicon "ask">><<link [[Enquire about the dancing job|Strip Club Management]]>><<set $phase to 1>><</link>>
<br>
<</if>>
<</if>>
<<if $bartendaction is undefined>><<set $bartendaction to "normal">><</if>>/*For the radiobutton variable that determines the PC's attitude while working.*/
<<if Time.dayState isnot "dawn" and Time.dayState isnot "day" and $stripclubbartendingintro is 1>>
<<foodicon "beerbottle">>
<<link [[Work as a bartender (1:00)|Strip Club Bartending]]>>
<<timeTrackingStart "stripClub">><<timeTrackingStart "stripClubBartender">><<pass 30>>
<</link>>
<<if $bartendaction is "normal">>
| <label>Work normally <<radiobutton "$bartendaction" "normal" checked>></label>
<<else>>
| <label>Work normally <<radiobutton "$bartendaction" "normal">></label>
<</if>>
<<if $bartendaction is "vip">>
| <label><span class="purple">Try to attract VIPs</span> <<radiobutton "$bartendaction" "vip" checked>></label>
<<else>>
| <label><span class="purple">Try to attract VIPs</span> <<radiobutton "$bartendaction" "vip">></label>
<</if>>
<<if $bartendaction is "listen">>
| <label><span class="blue">Listen</span> <<radiobutton "$bartendaction" "listen" checked>></label>
<<else>>
| <label><span class="blue">Listen</span> <<radiobutton "$bartendaction" "listen">></label>
<</if>>
<br>
<</if>>
<<if Time.dayState isnot "dawn" and Time.dayState isnot "day" and $stripclubdancingintro is 1>>
<<brothelicon "stage">><<link [[Work as a dancer (0:05)|Strip Club Dancing]]>>
<<timeTrackingStart "stripClub">><<timeTrackingStart "stripClubDancer">><<timeTrackingStart "stripClubDanceTips">>
<<danceinit>><<set $dancing to 1>><<set $venuemod to 1>><<stress -4>><<tiredness 4>><<set $dancelocation to "club">>
<</link>><<lstress>><<gtiredness>>
<br>
<<shopicon "clothing">><<link [[Dressing room (0:01)|Strip Club Dressing Room]]>><<pass 1>><</link>>
<br>
<<bathroomicon "shower">><<link [[Bathroom and showers (0:01)|Strip Club Bathroom]]>><<pass 1>><</link>>
<br><br>
<</if>>
<<if $stripclubfailed is 1>>
<<connudatusicon>><<link [[Leave|Strip Club Proposition]]>><</link>>
<br>
<<elseif $brothel_rivalry isnot undefined and $brothel_rivalry_timer lte 0>>
<<connudatusicon>><<link [[Leave|Strip Club Goon]]>><</link>>
<br>
<<elseif $stripclubintro isnot 1>>
<<connudatusicon>><<link [[Leave|Connudatus Street]]>><</link>>
<br>
<<elseif $exposed lte 0 or Time.dayState isnot "night" and Time.dayState isnot "dusk">>
<<connudatusicon>><<link [[Leave|Connudatus Street]]>><</link>>
<br>
<<elseif $exposed gte 2 and hasSexStat("exhibitionism", 4)>>
<<connudatusicon>><<link [[Leave|Strip Club Leave Naked]]>><</link>><<if $daily.ex.day isnot 1>><<exhibitionist4>><</if>>
<br>
<<elseif $exposed gte 1 and hasSexStat("exhibitionism", 2)>>
<<connudatusicon>><<link [[Leave|Strip Club Leave Undies]]>><</link>><<if $daily.ex.day isnot 1>><<exhibitionist2>><</if>>
<br>
<</if>>
<</if>>
<</if>><<effects>><<set $outside to 0>><<set $location to "strip_club">>
<<if $stripclubdancingintro>>
<<timeTrackingEndStripclub>>
<</if>>
You are in the strip club's dressing room. <<if Time.dayState isnot "day" and Time.dayState isnot "dawn">>There are a few mirrors, currently occupied by staff fixing their hair and makeup.<</if>>
<br><br>
<<wardrobeicon>><<link [[Wardrobe|Strip Club Wardrobe]]>><</link>>
<br>
<<mirroricon>><<link [[Mirror|Strip Club Mirror]]>><<preMirror>><</link>>
<br><br>
<<if Time.hour is 6>>
<<if $exposed gte 1>>
<span class="blue">Security won't let you leave until you dress.</span>
<br>
<<else>>
<<connudatusicon>><<link [[Leave|Connudatus Street]]>><</link>>
<br>
<</if>>
<<else>>
<<getouticon>><<link [[Return to the club (0:01)|Strip Club]]>><<pass 1>><</link>>
<br>
<</if>><<effects>>
<<shopicon "clothing">><<link [[Step away|Strip Club Dressing Room]]>><<handheldon>><<unset $mirrorMenu>><<unset $bodywritingSet>><<postMirror>><</link>>
<br>
<<mirror>>
<br><br><<effects>>
You walk past the bemused bouncer guarding the door, and peek outside. It's <<if Time.dayState is "night">>dark<<else>>getting dark<</if>>, but neon light bathes the whole street. It'll be hard to avoid being seen. You don't care. <<flaunting>> you step outside. <<covered>>
<<if $daily.ex.day isnot 1>>
<<set $daily.ex.day to 1>>
<<exhibitionism2>>
<<else>>
<br><br>
<</if>>
<<if $rng gte 51>>
<<generate1>><<person1>>
An arm grasps your shoulder. "Where do you think you're going <<girl>>?" asks the bouncer, a <<person>>. "You can't go out naked. You'll get hurt, and get us in trouble."
<br><br>
<<He>> tries to steer you inside.
<br><br>
<<link [[Run|Strip Club Leave Run]]>><</link>><<athleticsdifficulty 1 400>>
<br>
<<link [[Go inside|Strip Club Leave Inside]]>><</link>>
<br>
<<else>>
<<link [[Next|Connudatus Street]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
You walk past the bemused bouncer guarding the door, and peek outside. It's <<if Time.dayState is "night">>dark<<else>>getting dark<</if>>, but neon light bathes the whole street. It'll be hard to avoid being seen. You don't care. <<flaunting>> you step outside. <<covered>>
<<if $daily.ex.day isnot 1>>
<<set $daily.ex.day to 1>>
<<exhibitionism2>>
<<else>>
<br><br>
<</if>>
<<if $rng gte 51>>
<<generate1>><<person1>>
An arm grasps your shoulder. "Where do you think you're going <<girl>>?" asks the bouncer, a <<person>>. "Dress properly before you go home. You'll get in trouble."
<br><br>
<<He>> tries to steer you inside.
<br><br>
<<link [[Run|Strip Club Leave Run]]>><</link>><<athleticsdifficulty 1 400>>
<br>
<<link [[Go inside|Strip Club Leave Inside]]>><</link>>
<br>
<<else>>
<<link [[Next|Connudatus Street]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
You break free from the <<person1>><<persons>> grip, and run.
<<if $athleticsSuccess>>
<<He>> tries to grab you again, <span class="green">but you're too quick.</span> You run out onto the street.
<br><br>
<<link [[Next|Connudatus Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<He>> tries to grab you again, <span class="red">and manages to clasp <<his>> hand over your shoulder.</span> "I'm serious," <<he>> says, steering you back into the club. "You'll get hurt carrying on like that."
<br><br>
<<link [[Next|Strip Club]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
You allow the <<person>> to bring you back into the safety of the club.
<br><br>
<<endevent>>
<<link [[Next|Strip Club]]>><</link>>
<br><<set $outside to 0>><<set $location to "strip_club">><<effects>>
You are in the bathroom at the Strip Club. There are several private cubicles for the dancers and staff to use after and during work. They look clean and well maintained.
<br><br>
<<if $stress gte $stressmax>>
<<passoutshop>>
<<else>>
<<bathroomicon "shower">><<link [[Have a shower (0:20)|Strip Club Shower]]>><<strip>><<pass 20>><<stress -1>><<set $hygiene to 0>><</link>><<lstress>>
<br><br>
<<getouticon>><<link [[Back to the club (0:01)|Strip Club]]>><<pass 1>><</link>>
<br>
<</if>><<effects>><<set $location to "strip_club">><<set $outside to 0>><<wearProp "soap">>
You wash until you're squeaky clean.<<wash>>
<br><br>
<<skinicon "masturbate">><<link [[Masturbate|Strip Club Shower Masturbation]]>><<handheldon>><<set $masturbationstart to 1>><</link>>
<br>
<<getouticon>><<link [[Get out|Strip Club Bathroom]]>><<clotheson>><</link>>
<br><<set $outside to 1>><<set $location to "strip_club">><<effects>><<set $lock to 200>>
A sign reads: "Open from <<ampm 18 00>>"
<br><br>
<<if currentSkillValue('skulduggery') gte $lock>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span>
<br><br>
<<else>>
<<wearProp "lockpick">>
<span class="green">The lock looks easy to pick.</span>
<br><br>
<<lockicon "pick">><<link [[Pick it (0:10)|Strip Club]]>><<handheldon>><<pass 10>><<crimeUp 10 "trespassing">><</link>><<crime "trespassing">>
<br>
<</if>>
<<else>>
<span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>>
<br><br>
<</if>>
<<getouticon>><<link [[Leave|Connudatus Street]]>><<handheldon>><</link>>
<br><<set $outside to 0>><<set $location to "strip_club">><<effects>>
<<if $stripclubmanagementintro isnot 1 and $phase2 isnot 1 and $phase2 isnot 2>><<set $phase2 to 1>>
<<npc Darryl>><<person1>>
You are led to the back of the club, then up a flight of stairs. A wooden door sits open at the top. The bouncer knocks twice and motions you through.
<br><br>
You enter what looks like a personal office. Shelves overflowing with books line the walls. There's a desk on the far side of the room. More books lie open on top of one another, a few lie on the ground at its base. Instead of a wall, one side of the room has a large window overlooking the club below. A <<personsimple>> stands facing away from you, looking for something on one of the shelves.
<br><br>
<<if $pronoun is "m">>
"I'll be right with you," <<he>> says, sounding flustered. <<His>> shapely behind and dark trousers wiggle as <<he>> searches a lower shelf. "It's no use. I'd lose my head if it wasn't screwed on." <<He>> turns to face you, revealing an attractive face in its mid-thirties. <<He>> wears a professional black outfit and a pair of glasses rest on top of <<his>> short brown hair.
<<elseif $pronoun is "f">>
"I'll be right with you," <<he>> says, sounding flustered. <<His>> shapely behind and long black skirt wiggle as <<he>> searches a lower shelf. "It's no use. I'd lose my head if it wasn't screwed on." <<He>> turns to face you, revealing an attractive face in its mid-thirties. <<He>> wears a professional black outfit and a pair of glasses rest on top of <<his>> brown hair, which is tied into a neat bun.
<</if>>
<br><br>
"My name is Darryl, I run this establishment. I hear you're looking for work." <<He>> doesn't give you the opportunity to question how <<he>> knew that already. "Splendid! We're always on the look out for new talent."
<br><br>
<<elseif $phase is 2>>
<<npc Darryl>><<person1>>
<<He>> pauses for a moment before reaching up and feeling around. As <<he>> grasps <<his>> glasses a look of relief lights up <<his>> face. "Oh. This is embarrassing." <<His>> face does seem to be turning red. "Thank you. Don't tell anyone though, please?" <<He>> places the lenses over <<his>> eyes and starts reading one of the books sprawled on <<his>> desk.
<br><br>
<<npcincr Darryl love 5>><<npcincr Darryl dom -5>>
<<elseif $phase is 3>>
<<npc Darryl>><<person1>>
You decide to save <<him>> the embarrassment. <<He>> will no doubt find them soon anyway. You give <<him>> a nod and make your way back down to the main floor.
<br><br>
<<elseif $phase2 isnot 2>>
<<npc Darryl>><<person1>>
Darryl looks up from <<his>> desk as you enter, <<his>> fringe and glasses obscuring <<his>> eyes. "Welcome back! You want to know what other work is available?"
<br><br>
<</if>>
<<if $phase2 is 1>>
<<link [[Next|Strip Club Management]]>><<set $phase2 to 2>><</link>>
<</if>>
<<if $phase2 isnot 1>>
<<if $phase is 0>><<set $stripclubbartendingintro to 1>>
"The bartending job is exactly what it sounds like. You won't be expected to do anything lewd, but you might make more in tips if you dress provocatively. If the patrons give you trouble, just alert security. Pay is £5 an hour, plus any tips you receive."
<br><br>
"You can start whenever, we always need more hands."
<br><br>
<</if>>
<<if $phase is 1>><<set $stripclubdancingintro to 1>><<set $wardrobes.stripClub.unlocked to true>>
"You want to dance? Good! You probably saw some stages were empty. You can dress how you want, but you should dress appropriately if you want decent tips. We operate a strict no-touching policy in the main room. If anyone gives you trouble, don't hesitate to call security. We take the safety of our staff very seriously."
<br><br>
"Any tips you get are yours to keep, but if it's serious money you're after you'll want to sell private dances to patrons. We provide rooms for such a purpose. What happens in there, and how much it will cost them, is between you and your client. Officially there's not supposed to be any physical contact, so be discreet. We take an eighty percent cut of anything you earn in a private room. That might seem high, but trust me, it isn't."
<br><br>
<<He>> pauses a moment before continuing, "Almost forgot, we have a dressing room of course. Use it as you need."
<br><br>
<</if>>
<<if $stripclubmanagementintro isnot 1>><<set $stripclubmanagementintro to 1>>
As you leave the room Darryl calls out to you. "Oh, by the way. If you see a pair of spectacles lying around. Would you let me know? I seem to have misplaced mine." Do you tell <<him>> or not?
<br><br>
<<link [[Yes|Strip Club Management]]>><<endevent>><<set $phase to 2>><</link>>
<br>
<<link [[No|Strip Club Management]]>><<endevent>><<set $phase to 3>><</link>>
<br>
<<else>>
<<link [[Leave|Strip Club]]>><<endevent>><</link>>
<</if>>
<</if>><<set $outside to 0>><<set $location to "strip_club">><<effects>><<wearProp "tray">>
You get to work supplying the patrons with overpriced drinks and snacks. <<if $drinksservedstat is 0>>You're new at this. Fortunately the other staff are happy to show you the ropes.<<elseif $drinksservedstat lte 500>>You've done this before, but you're still inexperienced and rely on other staff to make sure you don't screw up.<<elseif $drinksservedstat lte 10000>>You're pretty good at this.<<else>>You pull pints like a master.<</if>>
<br><br>
<<if $bartendaction is "normal">>
You focus on working. There are enough patrons to keep you busy.
<br><br>
<<elseif $bartendaction is "vip">>
You try to attract the attention of VIPs, people with more money and clout than regular clientele. Security aren't keen on upsetting them, making them more dangerous.
<br><br>
<<if $worn.lower.exposed lte 0 or $worn.upper.exposed lte 0>><<set $bartendaction to "normal">>
One such VIP, a <<generate1>><<person1>><<person>>, glances at you, <span class="purple">before looking away with a dismissive sneer.</span> <i>You'll need to strip down to underwear or similar to hold their attention. You've lots of competition.</i><<endevent>>
<br><br>
<<elseif $rng gte 96>>
<<if $worn.lower.type.includes("naked") and $worn.under_lower.type.includes("naked")>>
<<generate1>><<person1>>A server in a bunny costume picks up a tray of beers from the counter. <<He>> gives you a sly look, then leans over. You feel <<his>> eyes on your <<nudity>>. "Thought so," <<he>> says. "The counter might be in the way, but I can tell you're naked below the waist by the way you carry yourself."
<br><br>
"Good thinking," <<he>> continues, fending off a groping client. "That's sure to get you lots of tips."
<<endevent>>
<br><br>
<</if>>
<</if>>
<<elseif $bartendaction is "listen">>
Several patrons are sat in quiet discussion, their voices drowned out by the noise of the club. You eavesdrop, listening for useful information.
<br><br>
<<if $rng gte 96>>
You overhear a <<generate1>><<generate2>><<fullGroup>> discussing their sexual exploits. <<if $awareness gte 400>>Sounds pretty vanilla.<<else>>You must have misheard though. <span class="lewd"><i>That's not an appropriate way to use an aquarium!</i></span> <<gawareness>><<awareness 1>><</if>><<endevent>>
<br><br>
<<elseif $rng gte 91>>
You overhear a <<generate1>><<generate2>><<fullGroup>> discussing their sexual exploits. <<if $awareness gte 200>>Sounds pretty vanilla.<<else>>You must have misheard though. <span class="lewd"><i>People don't really do such things!</i></span> <<gawareness>><<awareness 1>><</if>><<endevent>>
<br><br>
<<elseif $rng gte 86>>
You overhear a <<generate1>><<generate2>><<fullGroup>> discussing their sexual exploits. <<if $awareness gte 100>>Sounds pretty vanilla.<<else>>You must have misheard though. <span class="lewd">They can't really be talking about putting <i>that</i> in such a place!</span> <<gawareness>><<awareness 1>><</if>><<endevent>>
<br><br>
<</if>>
<</if>>
<<set $drinksservedstat += random(20,120)>>
<<set $tipmod to 0.2>><<tipset "serving">>
<<set $tip += 500>>
<<if $drinksservedstat gte 10000>>
<<set $tip += 200>>
<</if>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure)>>
<<eventsbartending>>
<<elseif $bartendaction is "listen" and $rng gte 51>>
<<eventsbartendinglisten>>
<<else>>
Some patrons eye you up, but they're mostly distracted by the dancers. <<tipreceive "stripClubBartender">>
<br><br>
<<link [[Next|Strip Club]]>><<endevent>><<pass 30>><</link>>
<</if>><<widget "eventsbartending">>
<<rng>>
<<if $rng gte 100>>
<<generate1>><<person1>>"Hey," says a voice behind you. You turn to the counter, and see a <<person>> leaning against it. <<He>> wears an expensive <<if $pronoun is "f">>dress.<<else>>suit.<</if>> "Why don't you bring that ass closer? I might have something in my pocket."
<br><br>
There's no question that <<his>> intentions are lewd.
<br><br>
<<link [[Ignore|Bartending VIP Patron Ignore]]>><</link>>
<br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Walk over|Bartending VIP Patron]]>><<set $phase to 0>><</link>><<promiscuous2>>
<</if>>
<br>
<<elseif $rng gte 81 and $bartendaction is "vip">>
<<generate1>><<generate2>>
<<if maleChance() gte 1 and $player.gender_appearance is "m">>
<<generatem3>>
<<elseif maleChance() lte 99 and $player.gender_appearance is "f">>
<<generatef3>>
<<else>>
<<generate3>>
<</if>>
<<person1>>
You catch the eye of a <<person>> and <<person2>><<person>>, both dressed in formal attire. They watch you work and whisper between themselves. They examine every inch of your <<nudity>>.
<br><br>
The <<person1>><<person>> starts counting out bank notes while the <<person2>><<person>> beckons you over. Before you arrive however, a <<person3>><<person>> dressed in a bunny costume walks over. <<He>> discards <<his>> server's tray and wraps <<his>> arms around the <<person1>><<persons>> neck. Both <<he>> and <<his>> friend lose interest in you.
<br><br>
<<link [[Just keep working|Bartending VIP Work]]>><</link>>
<br>
<<if hasSexStat("exhibitionism", 2)>>
<<link [[Compete for their attention|Bartending VIP Compete]]>><</link>><<exhibitionist2>>
<br>
<</if>>
<<elseif $rng gte 61 and $bartendaction is "vip">>
<<if maleChance() gte 1 and $player.gender_appearance is "m">>
<<generatem1>>
<<elseif maleChance() lte 99 and $player.gender_appearance is "f">>
<<generatef1>>
<<else>>
<<generate1>>
<</if>>
<<generate2>><<generate3>><<generate4>><<generate5>><<generate6>><<person1>>
You see another member of staff, a <<person>>, leaning against the counter. <<Hes>> wearing a <<if $pronoun is "m">>butler costume<<else>>french maid costume<</if>>, and has attracted a lot of attention from wealthy-looking clientele. <<He>> leans back against the counter, teasing <<his>> onlookers. A <<person2>><<person>> in an expensive <<if $pronoun is "f">>dress<<else>>suit<</if>> tries to grope, but the <<person1>><<person>> gently pushes <<person2>><<his>> hand away.
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<span class="lewd">An idea strikes you.</span>
<br><br>
<<link [[Strip <<person1>><<him>>|Bartending VIP Strip]]>><</link>><<promiscuous2>>
<br>
<</if>>
<<link [[Continue working|Bartending VIP Work]]>><</link>>
<br>
<<elseif $rng gte 41 and $bartendaction is "vip">>
<<generate1>><<person1>>"Hey," says a voice behind you. You turn to the counter, and see a <<person>> leaning against it. <<He>> wears an expensive <<if $pronoun is "f">>dress.<<else>>suit.<</if>> "Why don't you bring that ass closer? I might have something in my pocket."
<br><br>
There's no question that <<his>> intentions are lewd.
<br><br>
<<link [[Ignore|Bartending VIP Patron Ignore]]>><</link>>
<br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Walk over|Bartending VIP Patron]]>><<set $phase to 0>><</link>><<promiscuous2>>
<</if>>
<br>
<<elseif $rng gte 31>>
<<generate1>><<person1>>A <<person>> leaves you a tip. <<tipreceive "stripClubBartender">>
<br><br>
<<link [[Next|Strip Club]]>><<endevent>><<pass 30>><</link>>
<<elseif $rng gte 11>>
<<set $phase to 0>>
<<generate1>><<person1>>One patron seems more interested in you than in any of the dancers. After a few minutes of staring, <<he>> speaks.
<<if $worn.upper.exposed gte 2>>
"Why don't you give us a little twirl? I'll make it worth your while."
<br><br>
<<link [[Comply|Strip Club Bartending Flash]]>><<set $phase to 1>><</link>><<exhibitionist1>>
<br>
<<link [[Refuse|Strip Club Bartending Flash]]>><</link>>
<<elseif $player.gender_appearance is "m">>
"You're a fine-looking young man aren't you." <<He>> eyes up your chest. "How about you let me see a little bit more of you? I'll reward you."
<br><br>
<<if hasSexStat("exhibitionism", 2)>>
<<link [[Comply|Strip Club Bartending Flash]]>><<set $phase to 2>><</link>><<exhibitionist2>>
<br>
<</if>>
<<link [[Refuse|Strip Club Bartending Flash]]>><</link>>
<<else>>
"You're a sexy little thing. How about you get your tits out? I'll give you something in return."
<br><br>
<<if hasSexStat("exhibitionism", 4)>>
<<link [[Comply|Strip Club Bartending Flash]]>><<set $phase to 3>><</link>><<exhibitionist4>>
<br>
<</if>>
<<link [[Refuse|Strip Club Bartending Flash]]>><</link>>
<</if>>
<<else>>
<<npc Darryl>><<person1>>Darryl takes a seat at the bar and orders a drink. <<He>> looks dispirited.
<br><br>
<<link [[Focus on working|Strip Club Bartending Darryl]]>><</link>>
<br>
<<link [[Try to talk|Strip Club Bartending Darryl]]>><<set $phase to 1>><</link>>
<br>
<</if>>
<</widget>>
<<widget "eventsbartendinglisten">>
<<rng>>
<<if $rng gte 71 and $smuggler_known is undefined>>
You overhear a <<generate1>><<person1>><<person>> leaning close to a <<generate2>><<person2>><<person>>. <<He>> whispers something about smuggling.
<br><br>
<<set $skulduggerydifficulty to 100>>
<<link [[Eavesdrop|Bartending Listen Smuggling]]>><</link>><<skulduggerydifficulty>>
<br>
<<link [[Just keep working|Bartending Listen Work]]>><</link>>
<br>
<<elseif $rng gte 41 and $per_npc.bartend and $bartend_info is undefined>>
<<set $bartend_info to 0>>
<<loadNPC 0 bartend>><<generate2>><<generate3>><<person2>>
You overhear a <<person>> and <<person3>><<person>> discussing another patron. You realise with a sinking feeling that they're talking about the <<person1>><<person>> who harassed you earlier.
<br><br>
"Apparently... someone upset <<him>>," the <<person2>><<person>> says between sips. "Now they're out for blood. Want to set up an ambush for the poor fucker. Trying to rope others in..."
<br><br>
<span class="red">They're talking about you.</span>
<br><br>
<<endevent>>
<<link [[Tell Darryl|Bartending VIP Darryl]]>><</link>>
<br>
<<link [[Don't tell anyone|Bartending VIP Darryl Refuse]]>><</link>>
<br>
<<elseif $rng gte 21 and $bartend_info_other is undefined>>
<<set $bartend_info_other to 0>>
<<generate1>><<generate2>><<generatev3>>
You overhear a <<person1>><<person>> and <<person2>><<person>>. "Such a hot one," the <<person1>><<person>> says. The <<person2>><<person>> nods. They're leering at a <<person3>><<person>> dancing on a nearby stage.
<br><br>
"How's about we buy <<him>> then? Can't be too expensive."
<br><br>
The <<person1>><<person>> laughs. "Nah. Let's just follow <<person3>><<him>> home when <<he>> finishes work. Take it for free."
<br><br>
They both laugh. You're not sure if they're serious, but maybe you should inform Darryl.
<br><br>
<<endevent>>
<<link [[Tell Darryl|Bartending Listen Darryl]]>><</link>>
<br>
<<link [[Don't tell anyone|Bartending Listen Darryl Refuse]]>><</link>>
<br>
<<else>>
You don't hear anything interesting. Some patrons eye you up, but they're mostly distracted by the dancers. <<tipreceive "stripClubBartender">>
<br><br>
<<link [[Next|Strip Club]]>><<endevent>><<pass 30>><</link>>
<br>
<</if>>
<</widget>>
<<widget "timeTrackingEndStripclub">>
<<timeTrackingEnd "stripClub">><<timeTrackingEnd "stripClubBartender">><<timeTrackingEnd "stripClubDancer">><<timeTrackingEnd "stripClubDanceTips">>
<</widget>><<set $outside to 0>><<set $location to "strip_club">><<effects>>
<<if $phase is 0>>
<<if $rng gte 21>>
The <<person>> looks dejected. "Suit yourself." <<He>> leaves the club.<<tipreceive>>
<<else>>
"That wasn't a request." <<He>> lunges across the counter and grabs your shoulders. Before you find out what <<he>> intends to do next, security has <<him>> on the ground. <<He>> is quickly removed from the premises, but your heart still races.
<<controlloss>><<molested>> <<gtrauma>><<gstress>><<garousal>><<trauma 1>><<stress 1>><<arousal 100>>
<</if>>
<br><br>
<<elseif $phase is 1>>
You give a little spin to show off your form. The <<person>> cheers, <<his>> eyes enjoying the feast. Satisfied, <<he>> leaves you a tip.
<<tipreceive>><<exhibitionism1>>
<<elseif $phase is 2>>
<<if $worn.upper.open is 1>>
You pull down your $worn.upper.name, revealing your <<breasts>>.
<<else>>
You lift up your $worn.upper.name, displaying your <<breasts>>.
<</if>>
You feel your face begin to heat up. The <<person>> cheers and raises <<his>> glass to you. Satisfied, <<he>> leaves a tip.
<<tipreceive>>
<br><br>
<<if $player.gender is $player.gender_appearance>>
Despite it not being considered obscene for guys to display their chests, doing so on demand for money leaves you feeling flustered and vulnerable.
<<else>>
Despite everyone thinking you're a guy, displaying your <<breasts>> in public like this still fills you with a guilty thrill.
<</if>>
You cover up quickly.<<exhibitionism2>>
<<elseif $phase is 3>>
<<if $worn.upper.open is 1>>
You pull down your $worn.upper.name, revealing your <<breasts>>. You feel your face begin to heat up.
<<else>>
You lift up your $worn.upper.name, displaying your <<breasts>>. You feel your face begin to heat up.
<</if>>
The <<person>> cheers and raises <<his>> glass to you. Satisfied, <<he>> leaves a tip.
<<tipreceive>>
<br><br>
<<if $player.gender is $player.gender_appearance or ($player.penisExist and $player.vaginaExist)>>
Despite being in a strip club, actually displaying yourself publicly like this pervades you with excitement and embarrassment. You cover up quickly, before you draw too many eyes.
<<else>>
It's not normally a big deal for a guy's chest to be exposed. But your patrons don't know you're a guy. The hungry and sinful look in their eyes as they take in your bare flesh makes that very clear. You cover up quickly, before you feel too exposed.
<</if>>
<<exhibitionism4>>
<</if>>
<<link [[Next|Strip Club]]>><<endevent>><<pass 30>><</link>><<set $outside to 0>><<set $location to "strip_club">><<effects>>
<<if $phase is 0>>
You fulfil Darryl's order, but otherwise leave <<him>> be. After a short while <<he>> wordlessly stands and leaves you a tip.
<<elseif $phase is 1>>
<<npcincr Darryl love 2>>
You gently enquire about what is wrong. <<if C.npc.Darryl.love lte 30>>Darryl seems surprised when <<he>> looks up at you, before looking back at <<his>> drink. "It's nothing. Thank you for asking though. Sorry, I need to get back to work." <<else>>Darryl smiles, but you see a sadness in <<his>> eyes. "I'm fine, just something I have to deal with. Thank you for asking though."<</if>> <<He>> stands up to leave.
<</if>>
<<tipreceive>>
<br><br>
<<if $rng gte 81>>
<<link [[Next|Strip Club]]>><<endevent>><<pass 30>><</link>>
<<else>>
Before <<he>> can move away however, the patron sat beside <<him>> grabs <<him>> by the waist and begins running <<endevent>><<generate1>><<person1>> <<his>> hands all over Darryl's body.
<br><br>
You look to security, but they are busy dealing with a brawl on the other side of the club. Darryl is clearly distraught, but makes no attempt to resist, merely whispering, "Please, no."
<br><br>
<<link [[Do nothing|Strip Club Bartending Darryl Molest]]>><</link>>
<br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Seduce the assailant to save Darryl|Strip Club Bartending Molestation]]>><<set $timer to 10>><<set $molestationstart to 1>><</link>><<promiscuous3>>
<br>
<</if>>
<<link [[Hit the assailant over the head to save Darryl|Strip Club Bartending Molestation]]>><<set $timer to 10>><<set $phase to 1>><<attackstat>><<set $molestationstart to 1>><</link>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<if $phase is 0>>
You sprawl yourself on the counter and bite your lower lip, looking the assailant in the eyes. It has the effect you hoped. <<He>> drops Darryl and pounces on top of you. You both tumble off the counter.
<<promiscuity3>>
<<set $enemyarousal += 200>>
<<else>>
You grab a glass and smash it over the assailant's head. The shattering force causes <<him>> to drop Darryl, but <<he>> turns to you instead. Furious, <<he>> lunges over the counter knocking you to the ground.
<br><br>
<<set $enemyhealth -= 100>><<set $enemyanger += 100>><<set $NPCList[0].lefthand to "throat">><<set $NPCList[0].righthand to "throat">><<set $neckuse to "hand">>
<</if>>
<</if>>
<<if $timer gte 1>>
You still hear the sound of fighting on the other side of the counter.
<br><br>
<<else>>
<<enable_rescue>>
You can't see with the counter in the way, but you think the brawl has been stopped.
<br><br>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $timer gte 1 and $enemyarousal lte $enemyarousalmax and $enemyhealth gte 0>>
<span id="next"><<link [[Next|Strip Club Bartending Molestation]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Strip Club Bartending Molestation Finish]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "strip_club">><<effects>>
<<npcincr Darryl love -1>>
The <<person>> continues to probe and fondle Darryl all over. Darryl shuts <<endevent>><<npc Darryl>><<person1>> <<his>> eyes and remains motionless, simply allowing the violation to take place. Darryl begins to shake slightly when a hand starts groping around <<if $pronoun is "m">>the bulge in <<his>> trousers,<<else>> <<his>> crotch,<</if>> but it's not long before security has order restored and arrives to throw out the molesting patron.
<br><br>
Darryl immediately heads back to <<his>> office. <<He>> doesn't look at you.
<br><br>
<<link [[Next|Strip Club]]>><<endevent>><<pass 30>><</link>><<set $outside to 0>><<set $location to "strip_club">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The <<person>> blinks as if <<he>> has forgotten where <<he>> is. <<He>> stands up and begins to stagger off. <<He>> doesn't make it far before security restrains <<him>>.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $enemyhealth lte 0>>
You manage to knock <<him>> prone. <<He>> struggles to stand up, but it gives you time to retreat to a safe distance. Security arrives and promptly detains <<him>>.
<br><br>
<<clotheson>>
<<endcombat>>
<<else>>
<<set $rescued += 1>>
<<He>> is grabbed by both shoulders and hoisted away from you. You breathe a sigh of relief as security drags <<him>> to the exit.
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<<npc Darryl>><<person1>>Darryl rushes over to you, <<his>> hair a tangled mess. "Are you alright? I tried to get someone over here as fast as I could!"
<br><br>
<<npcincr Darryl love 10>>
<<link [[Be strong|Strip Club Bartending Molestation Talk]]>><<stress 6>><</link>><<gstress>>
<br>
<<if $pain gte 20>>
<<link [[Let your tears flow|Strip Club Bartending Molestation Talk]]>><<stress -12>><<trauma -6>><<set $phase to 1>><<pain -4>><</link>><<ltrauma>><<lstress>><<lpain>>
<<else>>
<<link [[Break down|Strip Club Bartending Molestation Talk]]>><<stress -12>><<trauma -6>><<set $phase to 1>><<pain -4>><</link>><<ltrauma>><<lstress>><<lpain>>
<</if>>
<br><<set $outside to 0>><<set $location to "strip_club">><<effects>>
<<towelup>>
<<if $phase is 0>><<npcincr Darryl dom -5>>
"It was nothing," you say, doing your best to suppress the tremor in your voice. Darryl responds, "It wasn't nothing, you saved me!" <<He>> stands closer to you, <<his>> voice dropping to a whisper. "I just froze up, it was so horrible..." <<He>> trails off as you put your arms around <<him>>. <<He>> leans against you and quietly sobs.
<br><br>
You guide <<him>> to <<his>> office and you spend the rest of your shift comforting <<him>> and chatting.
<<elseif $phase is 1>><<npcincr Darryl dom 5>>
Darryl embraces you and
<<if $pain gte 4>>
you cry on <<his>> shoulder. <<He>> sounds like <<he>> is also on the verge of tears. "You saved me, I won't forget it."
<<else>>
you press your face into <<his>> shoulder. <<He>> sounds like <<hes>> on the verge of tears. "You saved me, I won't forget it."
<</if>>
<br><br>
<<He>> brings you to <<his>> office and you spend the rest of your shift chatting.
<</if>>
<br><br>
<<link [[Next|Strip Club]]>><<endevent>><<pass 30>><</link>><<set $outside to 1>><<set $location to "strip_club">><<effects>>
<<generate1>><<person1>>Once escorted from the building, a <<person>> bumps into you on the street. "I'm so sorry! Here, you dropped this." <<He>> practically forces a slip of paper into your hand, then marches away before you can say anything.
<br><br>
You read the paper. It has the address of a building on Harvest Street followed by a brief message: "If you're looking for grander opportunities, come see us."
<<if $brothelknown isnot 1>>
<<set $brothelknown to 1>><span class="gold">You can now access the suspicious building on Harvest Street.</span>
<</if>>
<br><br>
<<set $stripclubfailed to 0>>
<<endevent>>
<<link [[Next|Connudatus Street]]>><</link>>
<br><<set $location to "strip_club">><<effects>>
You sneak closer to the strip club, taking cover beneath unused market stalls. You get as close as you can.
<br><br>
The club entrance is busy, with numerous pedestrians passing by and two bouncers guarding the door. There's a back entrance down a side alley, but it still requires running over exposed pavement. Perhaps no one will notice your state of dress in this dim light.
<br><br>
<<link [[Try to sneak in through the back door|Strip Club Exposed Sneak]]>><</link>>
<br>
<<if $exposed gte 2 and hasSexStat("exhibitionism", 4)>>
<<link [[Just walk through the front door|Strip Club Exposed Walk]]>><</link>><<if $daily.ex.club isnot 1>><<exhibitionist4>><</if>>
<br>
<<elseif $exposed gte 1 and hasSexStat("exhibitionism", 2)>>
<<link [[Just walk through the front door|Strip Club Exposed Walk]]>><</link>><<if $daily.ex.club isnot 1>><<exhibitionist2>><</if>>
<br>
<</if>>
<<link [[It's too dangerous|Connudatus Street]]>><</link>>
<br><<effects>>
Staying low, you dart across the pavement towards the alley.
<<if $rng gte 51>>
<<generate1>>
<<if $exposed gte 2>>
You make it over, but then hear a <<personsimple>>'s voice.
<br><br>
"I just saw a naked <<girl>> run into that alley."
<<else>>
You make it over, but then hear a <<personsimple>>'s voice.
<br><br>
"I just saw a <<girl>> run into that alley. <<pShe>> was only wearing underwear or something."
<</if>>
<br>
"No way," another voice responds.
<br>
"I did. Maybe <<pshe>> works here."
<br>
"Did you see <<pher>> face?"
<br>
"Nah, <<pshe>> was too quick. Had <<haircolourtext>> hair though. Maybe we'll see <<phim>> inside."
<br>
"We should check the alley out. <<pShe>> might still be there."
<br><br>
By now you're at the back entrance, your hands shaking as you throw the door open and step inside.
<<gstress>><<garousal>><<stress 6>><<arousal 600>>
<br><br>
<<link [[Next|Strip Club]]>><<endevent>><</link>>
<br>
<<else>>
You make it over, and up to the club's back entrance. You throw the door open and step inside. You don't think anyone noticed.
<br><br>
<<link [[Next|Strip Club]]>><</link>>
<br>
<</if>><<effects>>
<<flaunting>> you emerge from your hiding place, and march toward the club.
<<fameexhibitionism 10>>
<<if $exposed gte 2 and $daily.ex.club isnot 1>>
<<set $daily.ex.club to 1>>
<<exhibitionism4>>
<<elseif $exposed is 1 and $daily.ex.club isnot 1>>
<<set $daily.ex.club to 1>>
<<exhibitionism2>>
<<else>>
<br><br>
<</if>>
<<if $rng gte 51>>
<<generate1>><<person1>>
You don't get far before being spotted. A few wolf whistles are directed your way, and a <<person>> blocks your path. <<covered>> "Hey, <<girl>>," <<he>> says. "You a teaser for what I can expect inside? How about I try out that ass of yours?" <<He>> doesn't ask for a response before grasping your <<bottom>> and pulling you close. <<if $NPCList[0].penis isnot "none">>You feel <<his>> $NPCList[0].penisdesc pressing against you. <<Hes>> already erect.<</if>>
<br><br>
The bouncers step forward.
<br><br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Wave the bouncers away|Strip Club Exposed Endure]]>><</link>><<promiscuous3>>
<br>
<</if>>
<<link [[Let the bouncers rescue you|Strip Club Exposed Rescue]]>><</link>>
<br>
<<else>>
You attract a few wolf whistles, but no one harasses you. The bouncers let you through. They pretend not to check you out.
<br><br>
<<link [[Next|Strip Club]]>><</link>>
<br>
<</if>><<effects>>
Despite what the <<person1>><<person>> intends, you wave the bouncers away. They hesitate, but return to their posts.
<<promiscuity3>>
The <<person>> leads you down the alley, and holds your arms against the wall.
<br><br>
<<link [[Next|Strip Club Exposed Sex]]>><<set $sexstart to 1>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>><<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Strip Club Exposed Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Strip Club Exposed Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Only idiots pay for sluts," the <<person1>><<person>> says as <<he>> walks back to the street.
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Connudatus Street]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
You shove the <<person>> against the wall, where <<he>> falls the ground with a grimace.
<br><br>
<<tearful>> you throw open the club's back entrance. You dart inside.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Strip Club]]>><</link>>
<br>
<<elseif $rescue is 1 and $alarm is 1>>
<<set $rescued += 1>>
The bouncers rush around the corner, and run towards you. The <<person1>><<person>> takes off. The bouncers slow to a stop beside you. "Shouldn't have gone anywhere alone with that creep. You should know better."
<br><br>
One of the bouncers opens the back entrance for you. <<tearful>> you enter the safety of the club.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Strip Club]]>><</link>>
<br>
<<else>>
"Oh I get it," the <<person1>><<person>> sneers as <<he>> adjusts <<his>> clothing. "Get me all hot so I'll pay out the ass inside. Not gonna fall for it, slut." <<He>> walks back to the street.
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Connudatus Street]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
<<generate2>><<generate3>>One of the bouncers, a <<person2>><<person>>, taps the <<person1>><<person>> on the shoulder. "Could you take your hands off the <<girl>>, <<if $pronoun is "m">>sir<<else>>madam<</if>>," <<person2>><<he>> says. "<<pShes>> a club employee, and this isn't that sort of establishment."
<br><br>
<<person1>>"Not that sort of establishment?" the <<person>> scoffs. <<He>> releases you though, and wanders down the street.
<br><br>
The bouncers lead you into the safety of the club.
<br><br>
<<link [[Next|Strip Club]]>><<endevent>><</link>>
<br><<effects>>
<<set $brothel_rivalry_timer to 7>>
<<generate1>><<person1>>
You leave the club, but don't get far. You're accosted by a <<person>>, who steps out of an alley.
<br><br>
<<if $rng gte 67>>
"Don't piss yourself," <<he>> says. "Briar sent me. <<nnpc_He "Briar">> wants the details."
<<elseif $rng gte 33>>
"Easy there," <<he>> says. "Briar sent me. Says you had an arrangement."
<<else>>
"Just here for information," <<he>> says. "Briar's information."
<</if>>
<br><br>
<<He>> wants information on Darryl's security and clientele.
<br><br>
<<link [[Give accurate information|Strip Club Goon Accurate]]>><<npcincr Briar love 1>><</link>><<glove "Briar">>
<br>
<<set $skulduggerydifficulty to 500>>
<<link [[Exaggerate Darryl's power|Strip Club Goon Exaggerate]]>><<set $skulduggerydifficulty to 500>><</link>><<skulduggerydifficulty>>
<br>
<<set $skulduggerydifficulty to 200>>
<<link [[Underplay Darryl's power|Strip Club Goon Underplay]]>><<set $skulduggerydifficulty to 200>><</link>><<skulduggerydifficulty>>
<br><<effects>>
You give the <<person>> an accurate rundown. How many security, how many clientele, how wealthy they are, and altogether how much control Darryl seems to have. As best you can determine, at least.
<<set $brothel_rivalry += 1>>
<br><br>
The <<person>> seems satisfied. "Thanks. Briar will be pleased." <<He>> slips into an alley.
<br><br>
<<link [[Next|Connudatus Street]]>><<set $eventskip to 1>><<endevent>><</link>>
<br><<effects>>
You give the <<person>> a rundown, but exaggerate the number of security, and the wealth of the clientele.
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<span class="green"><<He>> seems to buy it.</span>
<<if $rng gte 81>>
"The prince? I'll let Briar know."
<<elseif $rng gte 61>>
"A sheikh? I wouldn't have guessed."
<<elseif $rng gte 41>>
"Ex-military you say? And I'm the one who has to tell Briar. Fuck."
<<elseif $rng gte 21>>
"Security sounds nasty. Better for Briar to know before... never mind."
<<else>>
"I suppose the nights are busy here. I'll inform Briar."
<</if>>
<<He>> slips into an alley.
<<glove "Briar">>
<<npcincr Briar love 1>>
<<set $brothel_rivalry -= 2>>
<br><br>
<<skulduggeryuse>>
<<link [[Next|Connudatus Street]]>><<set $eventskip to 1>><<endevent>><</link>>
<br>
<<else>>
<<He>> smirks. <span class="red">You don't think <<he>> buys it.</span>
"I'll let Briar know," <<he>> says, before slipping into an alley.<<llove "Briar">>
<br><br>
<<npcincr Briar love -1>>
<<set $brothel_rivalry += 2>>
<<skulduggeryuse>>
<<link [[Next|Connudatus Street]]>><<set $eventskip to 1>><<endevent>><</link>>
<br>
<</if>><<effects>>
You give the <<person>> a rundown of Darryl's clientele and security, but play down the numbers.
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<span class="green"><<He>> seems to buy it.</span>
<<if $rng gte 81>>
"Interesting. Briar will be happy to hear it."
<<elseif $rng gte 61>>
"So few? I wonder if... never mind."
<<elseif $rng gte 41>>
"It's a wonder they haven't been robbed. Perhaps that will change."
<<elseif $rng gte 21>>
"I think Briar will be glad to know."
<<else>>
"Briar's more dominant than I thought."
<</if>>
<<He>> slips into an alley.
<<glove "Briar">>
<<npcincr Briar love 1>>
<<set $brothel_rivalry -= 1>>
<br><br>
<<skulduggeryuse>>
<<link [[Next|Connudatus Street]]>><<set $eventskip to 1>><<endevent>><</link>>
<<else>>
<<He>> smirks. <span class="red">You don't think <<he>> buys it.</span>
"I'll let Briar know," <<he>> says, before slipping into an alley.<<llove "Briar">>
<br><br>
<<npcincr Briar love 1>>
<<set $brothel_rivalry += 2>>
<<skulduggeryuse>>
<<link [[Next|Connudatus Street]]>><<set $eventskip to 1>><<endevent>><</link>>
<</if>><<effects>>
You nod, and Bailey relaxes <<person1>><<his>> grip. <<He>> turns back to Jordan. "I'll visit to check up on <<phim>>," <<he>> says. "Say, once a week."
<br><br>
<<if $temple_bailey_known is 1>>
A look of pain darkens Jordan's face. "Is that-" <<person2>><<he>> begins to asks, but the <<bishop_hands>> turn to <<him>> in unison.
<br>
"Remember your promise."
<br>
"Don't forget your vow."
<br>
"But I spoke with <<phim>> outside the dark one's home, and-"
<br>
"Your vow cannot be broken."
<br>
"Think of what's at stake."
<br><br>
Jordan swallows <<his>> words. "I'm- I'm sorry, child." <<He>> buries <<his>> face in <<his>> hands, and runs away.
<br><br>
<<link [[Next|Temple Bailey Intro Refuse 2]]>><</link>>
<br>
<<else>>
Jordan nods. <<person2>>"It's good to stay in contact with family. You're welcome here whenever you like."
<br><br>
Satisfied, Bailey strides down the centre aisle, and leaves the temple.
<br><br>
<<link [[Next|Temple Bailey Intro Question]]>><</link>>
<br>
<</if>><<effects>>
<<if $temple_bailey_known is 1>>
A look of pain darkens Jordan's face. "Is that-" <<person2>><<he>> begins to asks, but the <<bishop_hands>> turn to <<him>> in unison.
<br>
"Remember your promise."
<br>
"Don't forget your vow."
<br>
"But I spoke with <<phim>> outside the dark one's home, and-"
<br>
"Your vow cannot be broken."
<br>
"Think of what's at stake."
<br><br>
Jordan swallows <<his>> words. "I'm- I'm sorry, child." <<He>> buries <<his>> face in <<his>> hands, and runs away.
<br><br>
<<link [[Next|Temple Bailey Intro Refuse 2]]>><</link>>
<br>
<<else>>
Jordan nods. <<person2>>"It's good to stay in contact with family. You're welcome here whenever you like."
<br><br>
Satisfied, Bailey strides down the centre aisle, and leaves the temple.
<br><br>
<<link [[Next|Temple Bailey Intro Question]]>><</link>>
<br>
<</if>><<effects>>
You pull away from Bailey.
<<if $speech_attitude is "meek">>
"Please leave," you say. "I don't want you disturbing the worshippers."
<<elseif $speech_attitude is "bratty">>
"You can't barge in here like this," you say. "It's sacred ground."
<<else>>
"You have no power over me here," you say.
<</if>>
<br><br>
Anger flashes across Bailey's face, but it's gone so fast you might have imagined it.
<br><br>
Jordan watches, <<person2>><<his>> gentle eyes giving nothing away. <<He>> opens <<his>> mouth to speak to Bailey, but the <<bishop_hands>> turn to <<person2>><<him>> in unison.
<br>
"No interference."
<br>
"Follow the scripture."
<br><br>
Jordan nods. "You will handle it?" At the right <<person3>><<priest>>'s nod, Jordan gives you another smile, then turns and walks away.
<br><br>
<<link [[Next|Temple Bailey Intro Refuse 2]]>><</link>>
<br><<effects>>
Bailey regards the <<bishop_hands>> with caution. <<person1>><<His>> eyes flick between them.
<br><br>
"The temple will not intervene."
<br>
"Our <<sister>> will suffer."
<br><br>
Bailey doesn't look encouraged by this frankness. <<person1>><<He>> lowers <<his>> voice. "You won't interfere?" The pair shake their heads as one.
<br><br>
"It is written."
<br>
"It is the will of the bishop."
<br><br>
Bailey seems uneasy, but satisfied enough. <<He>> strides down the centre aisle, and leaves the temple.
<br><br>
The pair walk in opposite directions, and vanish in shadowy alcoves.
<br><br>
<<link [[Next|Temple]]>><<endevent>><</link>>
<br><<effects>>
Jordan looks at you with a worried expression. "Is everything okay, <<sister>>?" <<he>> asks. "That is your guardian, correct?"
<br><br>
Before you can respond, the <<bishop_hands>> turn to Jordan in unison.
<br>
"Remember the scripture."
<br>
"Remember your vow."
<br><br>
Jordan nods, and closes <<person2>><<his>> eyes. "I'm sure your guardian wants what's best for you." <<He>> turns and walks away, and the pair follow suit, albeit in opposite directions.
<br><br>
<<link [[Next|Temple]]>><<endevent>><</link>>
<br><<effects>>
<<rentpay>>
The pair watch Bailey stride from the temple.
<br><br>
"A nuisance."
<br>
"Worse than <<person1>><<he>> in this world."
<br><br>
They bow to you, then turn and disappear, side-by-side, down one of the many passages surrounding the hall.
<br><br>
<<link [[Next|Temple]]>><<endevent>><</link>>
<br><<effects>>
<<set $baileypaychain to 0>>
<<set $baileyRefusedToPay += 1>>
<<set $baileyRefusedToPayTotal += $rentmoney + ($babyRent || 0)>>
<<set $baileyRefusedToPayTotalStat += $rentmoney + ($babyRent || 0)>>
<<if $speech_attitude is "meek">>
"I'm not paying you," you say. "You can't make me. Not here."
<<elseif $speech_attitude is "bratty">>
"Piss off," you say. "Or my <<brothers_and_sisters>> will beat the shit out of you."
<<else>>
"Go away," you say. "You're not gonna start a fight here."
<</if>>
<br><br>
"So be it," Bailey snarls.
<br><br>
The pair watch <<person1>><<him>> leave. "<<Sister>>," they say in unison.
<br>
"We can't make enemies of humankind."
<br>
"We must endure their abuses."
<br><br>
With that, they turn as one, and leave the hall.
<br><br>
<<link [[Next|Temple]]>><<endevent>><</link>>
<br><<bedclotheson "Temple Bunk Bed">>
<<effects>>
You are beside your bunk in the temple quarters. There's a cupboard for your clothes, and a small space behind a screen for dressing.
<br><br>
<<if Time.dayState is "night">>
The bunks are full and the rooms are silent save for an occasional snore.
<<elseif Time.dayState is "day">>
Initiates are hard at work dusting and cleaning.
<<elseif Time.dayState is "dawn">>
The monks and nuns are already up and active.
<<elseif Time.dayState is "dusk">>
Some of the monks and nuns are preparing for bed.
<</if>>
<br><br>
<<if $unbind is 1>>
<<unset $unbind>>
<<if $possessed>>
You stare down at your bindings. You pull, and they fall apart, unable to hold against you.
<br><br>
<<else>>
<span class="green">You rub your bindings against the corner of a table.</span> It takes some effort, but eventually the material yields, freeing your limbs.
<br><br>
<</if>>
<<unbind>>
<</if>>
<<if $leftarm is "bound" or $rightarm is "bound" or $feetuse is "bound">>
<<undobindingsicon>><<link [[Undo your bindings (0:10)|Temple Bunk]]>><<set $unbind to 1>><<pass 10>><</link>>
<br><br>
<</if>>
<<if $earSlime.event and $earSlime.noSleep>>
<<if $possessed>>
<<ind>><span class="purple">The slime in your head is silent.</span>
<<else>>
<<ind>><span class="red">The slime wants you to <<print $earSlime.event>> before you can go to bed.</span>
<</if>>
<br>
<<else>>
<<bedicon>><<link [[Strip and get in bed|Temple Bunk Bed]]>><<undressSleep "Temple Bunk Bed">><</link>>
<br>
<<listsleepoutfits "Temple Bunk Bed">>
<br>
<</if>>
<<roomoptions>>
<<wardrobeicon>><<link [[Wardrobe|Temple Wardrobe]]>><</link>>
<br>
<<mirroricon>><<link [[Mirror|Temple Mirror]]>><<preMirror>><<endevent>><</link>>
<br><br>
<<getouticon>><<link [[Leave|Temple Quarters]]>><</link>>
<br><br>
<<link [[Gameplay Settings|Temple Settings]]>><</link>>
<br>
<<attitudesControlCheck>>
<<if $attitudesControl.showGoldLink is true>>
<span class="goldLink"><<link [[Attitudes]]>><<set $attitudesExitPassage to $passage>><</link>> </span><span class="red">!!</span>
<<else>>
<<link [[Attitudes]]>><<set $attitudesExitPassage to $passage>><</link>>
<</if>>
<br><<effects>>
<<set $settingsExitPassage to "Temple Bunk">>
<<settings>><<effects>>
<<getouticon>><<link [[Step away|Temple Bunk]]>><<handheldon>><<unset $mirrorMenu>><<unset $bodywritingSet>><</link>>
<br>
<<mirror "reflection">>
<br><br><<effects>>
<<wearoutfit>>
<<if numberOfEarSlime() and $location is "temple" and random(0,100) lt 3 + Math.floor($earSlime.growth / 100) - $earSlime.eventTimer and !$earSlime.event>>
<<set $slimeBedExit to "Temple Bunk Bed">>
<<set $slimeBedroomExit to "Temple Bunk">>
<<setSlimeSleepEvents>>
<<if $earSlimeEvent>>
<<slimeSleepEvents>>
<</if>>
<</if>>
<<nightmareCheck "Temple Sleep">>
<<generateSleepLinks "Temple Sleep">>
<<link [[Climb out of bed|Temple Bunk]]>><<storeon "Temple Bunk Bed">><<set $wardrobe_location to "temple">><<loadTempHairStyle>><<endevent>><</link>><<set _autosavehere to true>>
<<sleep>>
<<if _dreaming>>
/* <<earSlimeFocusChoice>> or similar widgets are running */
<<else>>
<<effects>>
<<wakingEffects $sleepHoursTotal>>
<<if $nightmares gte 1 and $controlled is 0>>
You dream you are being hunted by something <<if ["haunt", "despair"].includes($wraith.state) and $rng lte 25>>pale<<else>>dark<</if>> and terrible.
<<else>>
<<if $specialClothesEffects.bimboTotal gte random(100,1000) or $arousal gte 9000>>
Your sleep is plagued by dirty dreams.
<<arousal `$specialClothesEffects.bimboTotal / 10 * $sleepHoursTotal`>>
<<arousal `100 * $sleepHoursTotal`>>
<<if $arousal gte $arousalmax>>
They push you over the edge.
<<orgasm>>
<</if>>
<<elseif !_wakingEffect>>
You sleep soundly.
<br><br>
<</if>>
<</if>>
<<sleepeffects>>
<br><br>
<<set $wardrobe_location to "temple">>
<<wardrobeSelection true>>
<<radiooutfits>>
<br><br>
<<link [[Get up|Temple Bunk]]>><</link>>
<br>
<<set $phase to 0>>
<</if>><<set $location to "temple">><<set $outside to 0>><<effects>>
You are in the temple cloister, an area not accessible by the public. <<if $malechance is 100>>Monks<<elseif $malechance is 0>>Nuns<<else>>Monks and nuns<</if>> prowl around the outskirts, emerging from and disappearing into the many passages leading away.
<br><br>
A six-armed, six-winged angel statue stands resolute in the centre. Its bottom two arms hold a large mirror at ground level.
<br><br>
<<if isPregnancyEnding() and !$possessed>>
<<pregnancyPassout "temple">>
<<elseif $stress gte $stressmax>>
<<passouttemple>>
<<elseif $exposed gte 1>>
You creep around the cloister, concealing your nudity behind a column of gargoyles whenever you hear the shuffle of feet.
<br><br>
<<if $temple_cloister_progress>>
<<link [[Secret passage to quarters (0:01)|Temple Quarters]]>><<pass 1>><</link>>
<br>
<</if>>
<<link [[Public hall (0:01)|Temple]]>><<pass 1>><</link>>
<br>
<<elseif $temple_monk_days gte 7 and $temple_cloister_week_event is undefined>>
<<generateTemple 1>><<person1>>
You notice a <<monk desc>> knelt in prayer before the statue, so still <<he>> could be a statue <<himself>>. <<His>> lips move, then <<he>> rises and opens <<his>> eyes.
<br><br>
"Ah," <<he>> says with a smile. "I haven't seen you before." <<He>> bows. "Welcome to our order."
<br><br>
<<link [[Next|Temple Loris]]>><<saveNPC 0 "loris_younger">><<set $temple_cloister_week_event to 1>><</link>>
<br>
<<elseif $temple_monk_days gte 14 and $temple_cloister_week_event is 1>>
<<generateTemple 1>><<person1>>
You hear panting. A <<monk desc>> flails in the middle of the grass, twirling a whip around <<himself>> in erratic fashion. <<He>> looks bewildered.
<br><br>
<<His>> eyes meet yours, and <<he>> cries out in surprise, losing control of <<his>> whip. It winds around <<his>> body, snapping <<his>> arms and legs together. <<He>> tumbles to the ground.
<br><br>
<<link [[Help|Temple Lemur Help]]>><<saveNPC 0 "lemur_plum">><<set $temple_cloister_week_event to 2>><<stress 6>><<trauma -6>><</link>><<gstress>><<ltrauma>>
<br>
<<link [[Watch (0:02)|Temple Lemur Watch]]>><<pass 2>><<saveNPC 0 "lemur_plum">><<set $temple_cloister_week_event to 2>><</link>>
<br>
<<else>>
<<if $temple_cloister_progress is undefined>>
<<link [[Explore (1:00)|Temple Cloister Explore]]>><<set $temple_cloister_progress to 1>><<pass 60>><</link>>
<br>
<<else>>
<<ind>><<link [[Training room (0:01)|Temple Cloister Training]]>><<pass 1>><</link>>
<br>
<<antiqueicon "ivory_statuette">>
<<if $temple_confessor_intro>>
<<link [[Examine the statue of Virgo|Temple Cloister Statue]]>><</link>>
<br>
<<else>>
<<link [[Examine the six-armed statue|Temple Cloister Statue]]>><</link>>
<br>
<</if>>
<<mirroricon>><<link [[Look into the mirror|Temple Cloister Mirror]]>><<preMirror>><</link>>
<br>
<<bathroomicon "shower">><<link [[Showers (0:01)|Temple Cloister Showers]]>><<pass 1>><</link>>
<br>
<</if>>
<br>
<<if $temple_cloister_progress>>
<<templeicon "quarters">><<link [[Secret passage to quarters (0:01)|Temple Quarters]]>><<pass 1>><</link>>
<br>
<</if>>
<<templeicon>><<link [[Public hall (0:01)|Temple]]>><<pass 1>><</link>>
<br>
<</if>><<set $outside to 0>><<effects>>
<<npc "Jordan">><<person1>>
<<generateTemple 2>>
<<generateTemple 3>>
<<generateTemple 4>>
<<generateTemple 5>>
<<generateTemple 6>>
You explore the tunnels leading away from the cloister. <<Monks_and_Nuns>> emerge from various rooms, or otherwise pass you in the corridor, and give you a polite nod. You find old prayer rooms, as well as modern amenities.
<br><br>
Other corridors, however, lead to a serpentine labyrinth. Here, the function of the rooms is less clear. You glimpse odd garb, strange altars, and stranger processions.
<br><br>
You wander for a while, unable to find the way back to the cloister. You hesitate to ask for directions, from embarrassment rather than fear, as at no point does anyone make you feel less than welcome. At last however, you emerge back at the cloister, and its jovial gargoyles.
<br><br>
<<link [[Next|Temple Cloister Explore 2]]>><</link>>
<br><<effects>>
You look at the closest gargoyle. It grins back at you. One hand rests on the statue beneath it, and its tail curls around the one above. They look ready to take flight, removing the support from the ceiling above.
<br><br>
"<<Sister>>." It's Jordan. <<He>> smiles at you from beneath <<his>> cowl. "You're exploring so soon. Come, let me show you around."
<br><br>
<<link [[Next|Temple Cloister Explore 3]]>><</link>>
<br><<effects>>
Jordan leads you down one of the underground passages, and pauses beside a wooden door. "Remember," <<he>> says over the sound of clanging metal. "Everything you learn here is a secret to the outside world." The clanging becomes much louder as the heavy door swings open.
<br><br>
A <<person2>><<monk desc>> and <<person3>><<monk desc>> dance in the middle of a circular room. They pirouette away from each other, then lunge to meet once more, leaving a trail of sand in their wake. Then they repeat. Each time, a clang of metal rings out. They're not dancing. They're fighting.
<br><br>
Three others stand with arms folded, watching. Jordan claps <<person1>><<his>> hands, and the battle stops.
<br><br>
<<link [[Next|Temple Cloister Explore 4]]>><</link>>
<br><<effects>>
<<person1>>
"This is one of our training rooms," Jordan says. <<He>> <<person2>>addresses the <<monk desc>>. "<<if $pronoun is "m">>Brother<<else>>Sister<</if>>. Please present your weapon."
<br><br>
The <<monk desc>> rests <<his>> baton in both hands as <<he>> steps forward, holding it out for you to see. Rings of metal surround a thick wooden shaft.
<br><br>
"We use two weapons in our duties here," Jordan continues. "This baton is one of them." <<person1>><<He>> reaches beneath <<his>> habit, and produces a coiled whip. <<He>> holds it out for you to inspect. "This is the other. Choose one."
<br><br>
<<set $prof.baton to 0>>
<<set $prof.whip to 0>>
<<link [[Baton|Temple Cloister Baton]]>><<set $temple_weapon to "baton">><</link>>
<br>
<<link [[Whip|Temple Cloister Whip]]>><<set $temple_weapon to "whip">><</link>>
<br><<effects>>
The <<person2>><<monk desc>> hands you the baton. It's heavier than it looks, particularly at the tip.
<br><br>
"Now step into the arena <<sister>>," Jordan says, addressing you. "Don't worry. This is just a demonstration."
<br><br>
You step with Jordan onto the sand. <<person3>>The <<monk desc>> hands <<person1>><<him>> a baton of <<his>> own. "By sparring, we become closer to one another. Don't put too much force into your blows. Not here." Without warning, <<he>> springs forward <span class="red">delivering a painful smack to your hip</span> and landing behind you.<<pain 1>><<gpain>>
<br><br>
<<link [[Counterattack|Temple Cloister Baton Counterattack]]>><</link>>
<br>
<<link [[Guard|Temple Cloister Baton Guard]]>><</link>>
<br><<effects>>
You don't wait for further words. You spring at Jordan while <<his>> back is turned, aiming your baton at <<his>> hip. <<He>> ducks and turns with miraculous agility, spinning on the spot, both evading your blow and delivering <<his>> own to your ankle.
<br><br>
In the moment you fall, instinct takes over, and you grasp the hem of <<his>> habit. You glimpse surprise on <<his>> face, then <<he>> topples, landing atop you. The other <<monks_and_nuns>> laugh.
<br><br>
Jordan looks bashful as <<he>> stands, and helps you to your feet.
<br><br>
<<link [[Next|Temple Cloister Explore 5]]>><</link>>
<br><<effects>>
You hold your baton ready for another attack. Jordan pirouettes, kicking up sand, but doesn't follow with another assault. Instead, <<he>> bows.
<br><br>
<<link [[Next|Temple Cloister Explore 5]]>><</link>>
<br><<effects>>
Jordan hands you the whip. You hold it by the handle, letting the thong fall to the ground.
<br><br>
"Now step into the arena," Jordan says, addressing you. "Don't worry. This is just a demonstration."
<br><br>
You step with Jordan onto the sand. <<He>> produces another whip from <<his>> habit. "By sparring, we become closer to one another." <<He>> lets <<his>> whip unfurl, then cracks it. "We only aim at the feet while sparring." Without warning, <<he>> lunges forward. The whip dances into life beside <<him>>, wrapping around your ankles as <<he>> lands behind you.
<br><br>
<<link [[Counterattack|Temple Cloister Whip Counterattack]]>><</link>>
<br>
<<link [[Struggle free|Temple Cloister Whip Guard]]>><</link>>
<br><<effects>>
You flick your whip at Jordan's feet. <<He>> hops over it with a practised grace, raising <<his>> own weapon and tripping you.
<br><br>
In the moment you fall, instinct takes over, and you grasp the hem of <<his>> habit. You glimpse surprise on <<his>> face, then <<he>> topples, landing atop you. The other <<monks_and_nuns>> laugh.
<br><br>
Jordan looks bashful as <<he>> stands, and helps you to your feet.
<br><br>
<<link [[Next|Temple Cloister Explore 5]]>><</link>>
<br><<effects>>
You try to squirm free from the coil around your ankles, but it's too tight. Jordan pirouettes, holding the handle of <<his>> whip aloft as <<he>> does, then releases you with a flick of <<his>> wrist.
<br><br>
<<He>> doesn't follow up with another assault. Instead, <<he>> bows.
<br><br>
<<link [[Next|Temple Cloister Explore 5]]>><</link>>
<br><<effects>>
"These weapons take practice," Jordan says. "You're welcome to visit here to train whenever you like. There should be someone to spar with, as long as it's not too late. You can carry your weapon from the temple, too, but there are rules."
<br><br>
"First rule. <span class="pink">Never use your weapon on another natural being.</span> Whether person or animal."
<br>
"Second rule. You can only carry one weapon at a time."
<br><br>
"You're welcome to swap your weapon here whenever you like. The baton might seem harder to master, but it is not so. Some argue that it is easier for beginners. I'm not so sure."
<br><br>
<<link [[Next|Temple Cloister Explore 6]]>><</link>>
<br><<effects>>
An uneasy silence descends on the arena. The <<monks_and_nuns>> glance at each other. "There is," Jordan begins, "something you need to see. Follow me."
<br><br>
<<endevent>>
<<npc "Jordan">><<person1>>
<<generateTemple 2>>
<<generateTemple 3>>
Jordan leads you from the room, and back to the cloister. You follow <<him>> around the edge, and down another passage. There are no doors along the corridor here, save at the end. Jordan opens it.
<br><br>
Inside are a <<person2>><<monk desc>> and <<person3>><<monk desc>>, standing beside a lit brazier, with shelves full of jars and bottles lining the walls. Smoke rises through a hole in the ceiling.
<br><br>
The pair bow to Jordan, and observe you with curious eyes.
<br><br>
<<link [[Next|Temple Cloister Explore 7]]>><</link>>
<br><<effects>>
<<person1>>
<<if playerIsPregnant() and playerAwareTheyArePregnant()>>
"Normally, this is when you would drink of our sacred wine. However, we will not force you to drink while you are with child," <<he>> says with a smile. "Light the brazier. Use double the normal amount," Jordan says. A curious command, as the brazier is already lit. "I want a demonstration for our new <<sister>>."
<br><br>
The <<person2>><<monk desc>> approaches a row of shelves along one wall, and reaches into a jar with both hands. <<He>> withdraws them, now clasped, and returns to the brazier.
<br><br>
A sweet-smelling incense fills the room as <<he>> flicks two fistfuls of powder on the flame.<<garousal>><<ghallucinogens>><<hallucinogen 60>><<arousal 600>>
<<else>>
<<wearProp "wine bottle" 0 "open">>
"Fetch us a draught and stand by to light the brazier," Jordan says. A curious command, as the brazier is already lit. "I want a demonstration for our new <<sister>>."
<br><br>
The <<person3>><<monk desc>> bows and carefully selects a bottle from the wall. <<He>> hands it to Jordan, who opens it with a practised motion before holding it out for you. "Just a sip will suffice. It's customary for all new <<sister>>s."
<br><br>
You take it to your lips. The sensation it imparts is strange; it feels cold at first, but your lips and tongue rapidly begin to switch between numbness and warmth. The taste is sweet, and you find yourself needing to resist drinking more of it. <<garousal>><<galcohol>><<ghallucinogens>><<hallucinogen 30>><<alcohol 60>><<arousal 300>>
<br><br>
The <<person2>><<monk desc>> approaches a row of shelves along the opposite wall, and reaches into a jar. <<He>> withdraws the hand, now clasped, and returns to the brazier.
<br><br>
A sweet-smelling incense fills the room as <<he>> flicks a fistful of powder on the flame.<<garousal>><<ghallucinogens>><<hallucinogen 30>><<arousal 300>>
<</if>>
<br><br>
<<link [[Next|Temple Cloister Explore 8]]>><<handheldon>><</link>>
<br><<effects>>
<<person1>>Jordan walks past the brazier, and stands at an empty portion of the room. The pair step to <<his>> right and left, facing each other. "We'll need your help," Jordan says to you. "Look here."
<br><br>
You notice, now, grooves on the floor. Like a trap door of stone. You take your place beside your <<brothers_and_sisters>>, and together lift the heavy slab.
<br><br>
The others stand still, as if waiting. Then you notice it, half-seen in the firelight. <span class="pink">A tentacle of shadow rises from the depths,</span> flickering in and out of existence. It's as if a battle is being fought in your mind, over whether this entity is real.
<br><br>
<<link [[Next|Temple Cloister Explore 9]]>><</link>>
<br><<effects>>
"This is the enemy," Jordan says, with a slightly embarrassed, but mundane, tone. As if <<he>> were showing you the facility's toilets. "There are cracks all over this town, where these things squirm through. It is why the temple is here. And why we learn to fight."
<br><br>
<<He>> retrieves the whip from <<his>> habit, whirls the thong above your heads, then snaps it down around the creature. A ghost of a glow lights the room, and the creature evaporates.
<br><br>
<<link [[Next|Temple Cloister Explore 10]]>><</link>>
<br><<effects>>
The slab is restored with a thud. "More experienced <<brothers_and_sisters>> will go on missions to fight these creatures," Jordan says. "You are one of us, but still too green. You have other duties, however. Come."
<br><br>
<<link [[Next|Temple Cloister Explore 11]]>><</link>>
<br><<effects>>
<<generate4>>
You follow Jordan back to the cloister, then to the temple proper. <<He>> leads you towards the confessional. A <<person4>><<monk desc>> emerges at that moment, looking serene.
<br><br>
Jordan pauses, and watches <<him>> leave the building.
<br><br>
<<link [[Next|Temple Cloister Explore 12]]>><</link>>
<br><<effects>>
"You now have a duty to listen to the confessions of others," Jordan says. "Most people simply need forgiveness. Reassurance. The particularly sinful will need contrition." <<person1>><<He>> blushes. "They don't tell me what that involves, but I hear it's intense. Your role will simply be to mark their name down for the specialists, so you needn't worry either."
<br><br>
<<He>> pauses. Then smiles. "I'll explain more later. Follow me to the quarters. I've picked out your bed."
<br><br>
<<link [[Next|Temple Cloister Explore 13]]>><</link>>
<br><<effects>>
Jordan leads you up the stairs to the quarters. "You'll no longer come here just to clean," <<he>> says without interrupting <<his>> stride. <<He>> stops at a bunk near the far side of the room. "This one. The windows on this side have a lovely view of the forest."
<br><br>
You need to kneel on your bunk to get a good view, but <<hes>> right. The temple is taller than you realised. Treetops stretch to the horizon.
<br><br>
"There's a cupboard for you to keep your clothes, and a screen, here, for the sake of decency."
<br><br>
<<link [[Next|Temple Cloister Explore 14]]>><</link>>
<br><<effects>>
"There's one more thing to show you," Jordan says. "Another secret."
<br><br>
Rather than walk towards the entrance, <<he>> continues to the end of the quarters, into an alcove hidden from view. You follow, and a large portrait of a stern-looking priest greets you.
<br><br>
"Don't be afraid of the scary expression." Jordan says, running <<his>> fingers over wall. "That's just to scare away initiates." <<He>> presses <<his>> palm against one of the stone bricks. It shifts a little, and the portrait swings open, cutting the stern figure in half. A secret stairwell is revealed, spiralling out of view.
<br><br>
Jordan motions for you to lead the way.
<br><br>
<<link [[Next|Temple Cloister Explore 15]]>><</link>>
<br><<effects>>
You descend the steps, and find another tall picture. This one of a silver gate, surrounded by trees and drenched in moonlight.
<br><br>
After another brief fumble, Jordan presses a brick and the gate swings open, revealing a corridor heading to your left and right. "Recognise it?" Jordan asks. "These are the tunnels beneath the cloister. This is useful, because-" <<He>> pauses. "Let me show you."
<br><br>
<<He>> steps into the corridor, and opens the door opposite. At once, you hear the sound of running water. "The showers are here." <<He>> smiles. "It won't do for our muddy <<brothers_and_sisters>> to march the long way around!"
<br><br>
<<link [[Next|Temple Cloister Explore 16]]>><</link>>
<br><<effects>>
Jordan bows. "I've informed you of the basics," <<he>> says. "I must return to my own duties. Welcome, <<sister>>."
<br><br>
The hem of <<his>> habit flares as <<he>> turns and departs.
<br><br>
<<link [[Next|Temple Cloister]]>><<endevent>><</link>>
<br><<effects>><<set $outside to 0>>
<<if Time.dayState isnot "night">>
<<generateTemple 1>>
<<generateTemple 2>>
<<person1>>
You enter one of the training rooms, and find a <<monk desc>> sparring with a <<person2>><<monk desc>>. A weapon rack sits at the back of the room, sporting vicious-looking whips and batons.
<br><br>
<<else>>
You enter one of the training rooms. It's empty. Despite the heavy use it sees during the day, not a grain of sand lies outside the arena in the centre. A weapon rack sits at the back of the room, sporting vicious-looking whips and batons.
<br><br>
You could spar here, during the day.
<br><br>
<</if>>
<<if Time.dayState isnot "night">>
<<set _bound to []>>
<<if $leftarm is "bound" or $rightarm is "bound">><<run _bound.push("arms")>><</if>>
<<if $feetuse is "bound" or $worn.feet.type.includes("shackle")>><<run _bound.push("legs")>><</if>>
<<if _bound.length>>
<span class="blue">You're unable to spar with your <<print formatList(_bound, "and")>> bound.</span>
<br>
<<elseif $temple_spar is 1>>
<<link [[Spar|Temple Cloister Spar Fail]]>><</link>>
<br>
<<else>>
<<if $temple_weapon is "baton">>
<<if $prof.baton gte 1000>>
<<link [[Spar (1:00)|Temple Cloister Spar Baton]]>><<prof baton 3>><<set $temple_spar to 1>><<physique 6>><<tiredness 6>><<grace 3 bishop>><<pass 60>><</link>><<gtiredness>><<gbaton>><<gphysique>><<gggrace bishop>>
<<else>>
<<link [[Spar (1:00)|Temple Cloister Spar Baton]]>><<prof baton 3>><<set $temple_spar to 1>><<physique 6>><<tiredness 6>><<grace 1 priest>><<pass 60>><</link>><<gtiredness>><<gbaton>><<gphysique>><<ggrace priest>>
<</if>>
<<elseif $temple_weapon is "whip">>
<<if $prof.whip gte 1000>>
<<link [[Spar (1:00)|Temple Cloister Spar Whip]]>><<prof whip 3>><<set $temple_spar to 1>><<physique 6>><<tiredness 6>><<grace 3 bishop>><<pass 60>><</link>><<gtiredness>><<gwhip>><<gphysique>><<gggrace bishop>>
<<else>>
<<link [[Spar (1:00)|Temple Cloister Spar Whip]]>><<prof whip 3>><<set $temple_spar to 1>><<physique 6>><<tiredness 6>><<grace 1 priest>><<pass 60>><</link>><<gtiredness>><<gwhip>><<gphysique>><<ggrace priest>>
<</if>>
<</if>>
<br>
<</if>>
<</if>>
<<if $temple_weapon is "baton">>
<<link [[Swap your weapon for a whip|Temple Training Whip]]>><<set $temple_weapon to "whip">><</link>>
<br>
<<elseif $temple_weapon is "whip">>
<<link [[Swap your weapon for a baton|Temple Training Baton]]>><<set $temple_weapon to "baton">><</link>>
<br>
<</if>>
<br><br>
<<link [[Leave|Temple Cloister]]>><<endevent>><</link>>
<br><<effects>>
You approach the weapon rack. An assortment of savage whips and decisive batons greet you.
<br><br>
You place your baton, and select a whip. The thong shakes in anticipation.
<br><br>
<<link [[Next|Temple Cloister Training]]>><<endevent>><</link>>
<br><<effects>>
You approach the weapon rack. An assortment of savage whips and decisive batons greet you.
<br><br>
You place your whip, and take a baton. The metal gleams, eager.
<br><br>
<<link [[Next|Temple Cloister Training]]>><<endevent>><</link>>
<br><<effects>>
"You've sparred enough for one day <<sister>>!" the <<person1>><<monk desc>> says. "Our bodies can only take so much. I don't want to have to inform Jordan that I injured you during a friendly bout."
<br><br>
<<link [[Next|Temple Cloister]]>><</link>>
<br><<effects>>
The <<person1>><<monk desc>> and <<person2>><<monk desc>> bow to each other, then the <<monk desc>> steps from the arena. <<He>> watches from the sidelines as you step onto the sand.
<br><br>
The <<person1>><<monk desc>> bows to you, then assumes a guarded posture.
<br><br>
<<if $prof.baton gte 1000>>
<<if $temple_spar_baton is 5>>
<<link [[Next|Temple Cloister Spar Baton 6]]>><<set $temple_spar_baton to 6>><</link>>
<br>
<<else>>
You leap at each other. <<He>> parries the first blow, but it takes everything <<he>> has. It's clear <<he>> can't keep up with your skill, but you can help <<him>> improve.
<br><br>
You leave the arena, aching all over.
<br><br>
<<link [[Next|Temple Cloister]]>><<endevent>><</link>>
<br>
<</if>>
<<elseif $prof.baton gte 800>>
<<if $temple_spar_baton is 4>>
<<link [[Next|Temple Cloister Spar Baton 5]]>><<set $temple_spar_baton to 5>><</link>>
<br>
<<else>>
You exchange blows. You win most bouts, but your opponent is no slouch. The slightest lapse in concentration on your part is exploited, and the <<monk desc>> is occasionally able to force a draw.
<br><br>
You leave the arena, aching all over.
<br><br>
<<link [[Next|Temple Cloister]]>><<endevent>><</link>>
<br>
<</if>>
<<elseif $prof.baton gte 600>>
<<if $temple_spar_baton is 3>>
<<link [[Next|Temple Cloister Spar Baton 4]]>><<set $temple_spar_baton to 4>><</link>>
<br>
<<else>>
You leap to meet <<him>>, again and again. The bouts increase in intensity, until one of you falters. You give as good as you get, and win as often as not.
<br><br>
You leave the arena, aching all over.
<br><br>
<<link [[Next|Temple Cloister]]>><<endevent>><</link>>
<br>
<</if>>
<<elseif $prof.baton gte 400>>
<<if $temple_spar_baton is 2>>
<<link [[Next|Temple Cloister Spar Baton 3]]>><<set $temple_spar_baton to 3>><</link>>
<br>
<<else>>
You leap at each other, the batons clanging. These bouts last several exchanges. The <<monk desc>> usually gets the upper hand, but you sometimes force a draw.
<br><br>
You leave the arena, aching all over.
<br><br>
<<link [[Next|Temple Cloister]]>><<endevent>><</link>>
<br>
<</if>>
<<elseif $prof.baton gte 200>>
<<if $temple_spar_baton is 1>>
<<link [[Next|Temple Cloister Spar Baton 2]]>><<set $temple_spar_baton to 2>><</link>>
<br>
<<else>>
You defend yourself as best you can. You parry the <<monk desc>>'s attacks now and then, but it's a struggle to keep up.
<br><br>
You leave the arena, aching all over.
<br><br>
<<link [[Next|Temple Cloister]]>><<endevent>><</link>>
<br>
<</if>>
<<else>>
<<if $temple_spar_baton is undefined>>
<<link [[Next|Temple Cloister Spar Baton 1]]>><<set $temple_spar_baton to 1>><</link>>
<br>
<<else>>
You defend yourself as best you can, but it's a struggle to keep up. You manage to launch the occasional counterattack at the <<monk desc>>, but <<he>> parries each one.
<br><br>
You leave the arena, aching all over.
<br><br>
<<link [[Next|Temple Cloister]]>><<endevent>><</link>>
<br>
<</if>>
<</if>><<effects>>
Without warning, <<he>> springs at you. You try to shield yourself with your baton, <span class="pink">but <<hes>> too quick.</span> <<He>> delivers a light tap on your hip, and spins into a defensive stance.
<br><br>
Before you can get your bearings, <<he>> attacks again, and again. Each time the blow strikes from a different angle, and never where you hold your baton ready to parry.
<br><br>
You decide to go on the offensive. <<He>> looks shocked for a moment, but manages to parry your blow to the side. You stumble, and <<he>> taps you on the shin as you pass.
<br><br>
"You might not feel it," the <<person2>><<monk desc>> says, still watching from the sidelines. "But you're making progress."
<br><br>
You leave the arena, aching all over.
<br><br>
<<link [[Next|Temple Cloister]]>><<endevent>><</link>>
<br><<effects>>
<<He>> leaps at you. You evade <<his>> blow while moving your baton to meet <<his>> weapon, but <<he>> recovers from one attack and flows into the next <span class="purple">before you can recover,</span> smacking you on the thigh.
<br><br>
<<He>> bows, and then assumes a guarded posture once more. You do likewise. The next time <<he>> leaps, you keep your feet firm on the spot, and your batons meet. The force pushes you onto your <<bottom>>.
<br><br>
<<He>> helps you to your feet, bows, then attacks again, and again. Each time <<he>> either recovers too fast for you to defend a second time, or the force shoves you to the sand.
<br><br>
You decide to be more aggressive. You step into <<his>> blow, parry it, and let <<his>> own force almost trip <<him>>. You bring your baton round for a counterattack. <<He>> frowns in concentration, and manages to bring <<his>> weapon up to intercept yours just in time, then backs away.
<br><br>
The <<person2>><<monk desc>> claps. "You're a natural. Keep at it."
<br><br>
You leave the arena, aching all over.
<br><br>
<<link [[Next|Temple Cloister]]>><<endevent>><</link>>
<br><<effects>>
<<He>> observes you, watching for any twitch of a muscle that might betray your intent. You're not sure if you gave anything away, but you leap at each other at the same time, your batons colliding with a clang.
<br><br>
You're sometimes able to leap back into the fray quick enough to meet <<him>>, <span class="blue">but it's inconsistent.</span> Whenever you fail, you take a hit. After a while you're able to get into a good rhythm. Ten, eleven, twelve parries without failing.
<br><br>
Your concentration falters a little, and your recovery is too slow. You realise you won't respond quick enough. In that instant, you decide to remain rooted to the spot, and try to catch out your opponent with an unusual parry.
<br><br>
You manage to deflect <<his>> lunge, but the force is too great. You both end up on the sand.
<br><br>
"An unusual draw," the <<person2>><<monk desc>> says.
<br><br>
You leave the arena, aching all over.
<br><br>
<<link [[Next|Temple Cloister]]>><<endevent>><</link>>
<br><<effects>>
You watch each other, conscious of each small movement, each twist of a muscle that could signal an attack.
<br><br>
<span class="lblue">You trade blows,</span> then pirouette with a kick of sand, and fly at each other once more. The slightest mistake from either party would end the fight. Instead, the intensity increases, the speed increases, until at last the <<monk desc>>'s concentration falters. <<He>> succeeds in parrying your blow, but fails the landing, and falls on <<his>> rear.
<br><br>
The <<person2>><<monk desc>> applauds. You help the <<person1>><<monk desc>> to <<his>> feet, and bow.
<br><br>
You leave the arena, aching all over.
<br><br>
<<link [[Next|Temple Cloister]]>><<endevent>><</link>>
<br><<effects>>
You strike first, forcing your opponent to react. Your batons meet, you land, pirouette, and lunge again. <<He>> matches you each time. You move so fast that you have to close your eyes to avoid the flying sand.
<br><br>
You press each other like this for a while, <span class="teal">but it's clear the <<monk desc>> is tiring faster.</span> <<He>> knows it as well. <<He>> makes a desperate, wild assault, putting all that remains of <<his>> strength into a single blow.
<br><br>
Your batons meet. The slightest mistake on your part would cause your defeat. Instead, you parry it like any other. Your opponent skids on the sand, throwing it into the air as they tumble to a halt.
<br><br>
The <<person2>><<monk desc>> claps twice. "I love a bout between experts."
<br><br>
You leave the arena, aching all over.
<br><br>
<<link [[Next|Temple Cloister]]>><<endevent>><</link>>
<br><<effects>>
You wait, watching your opponent's movements, each twitch of a muscle a feint. When <<he>> moves, you meet <<him>>, pirouette, and attack again.
<br><br>
<<His>> recovery is too slow, your blow too forceful. <<His>> back is still turned, while you're prepared for another lunge. <<Hes>> aware of it, and evades instead of attempting to parry. You sail by <<him>>, land, spring at <<him>> once more. Every part of <<his>> considerable will is bent on simply evading your assault.
<br><br>
<span class="green">It's inevitable.</span> <<He>> tires, and you land a blow on <<his>> hip. You bow, and <<he>> tries again, and again. Each time <<he>> evades until you manage to land a blow, or <<he>> tries to parry, and your force knocks <<him>> to the sand.
<br><br>
After a while <<he>> starts to get the hang of it, a little, managing to redirect the energy of your attack and forcing you into a quick recovery. You deflect <<his>> counter attack, and smack <<him>> with your own.
<br><br>
Exhausted, you bow to each other. The <<person2>><<monk desc>> applauds.
<br><br>
You leave the arena, aching all over.
<br><br>
<<link [[Next|Temple Cloister]]>><<endevent>><</link>>
<br><<effects>>
The <<person1>><<monk desc>> and <<person2>><<monk desc>> bow to each other, then the <<monk desc>> steps from the arena. <<He>> watches from the sidelines as you step onto the sand.
<br><br>
The <<person1>><<monk desc>> bows to you, then flies into a dance.
<br><br>
<<if $prof.whip gte 1000>>
<<if $temple_spar_whip is 5>>
<<link [[Next|Temple Cloister Spar Whip 6]]>><<set $temple_spar_whip to 6>><</link>>
<br>
<<else>>
You dance. <<His>> eyes dart around you, trying to discern the pattern in your whip, and almost trips over the edge of the arena as <<he>> backs away. It's clear <<he>> can't match your skill, but you can help <<him>> improve.
<br><br>
You leave the arena, aching all over.
<br><br>
<<link [[Next|Temple Cloister]]>><<endevent>><</link>>
<br>
<</if>>
<<elseif $prof.whip gte 800>>
<<if $temple_spar_whip is 4>>
<<link [[Next|Temple Cloister Spar Whip 5]]>><<set $temple_spar_whip to 5>><</link>>
<br>
<<else>>
You dance to meet <<him>>, putting <<him>> on the defensive. It usually ends with your whip around <<his>> legs, and <<his>> back on the sand, though <<he>> occasionally returns the favour.
<br><br>
You leave the arena, aching all over.
<br><br>
<<link [[Next|Temple Cloister]]>><<endevent>><</link>>
<br>
<</if>>
<<elseif $prof.whip gte 600>>
<<if $temple_spar_whip is 3>>
<<link [[Next|Temple Cloister Spar Whip 4]]>><<set $temple_spar_whip to 4>><</link>>
<br>
<<else>>
You dance to meet one another, twirling side by side, until one of you falters, and lies bound on the sand.
<br><br>
You leave the arena, aching all over.
<br><br>
<<link [[Next|Temple Cloister]]>><<endevent>><</link>>
<br>
<</if>>
<<elseif $prof.whip gte 400>>
<<if $temple_spar_whip is 2>>
<<link [[Next|Temple Cloister Spar Whip 3]]>><<set $temple_spar_whip to 3>><</link>>
<br>
<<else>>
<<He>> springs into life. You're able to discern the movements of <<his>> whip, but your body can't keep up. <<He>> trips you a lot, though you're occasionally able to return the favour.
<br><br>
You leave the arena, aching all over.
<br><br>
<<link [[Next|Temple Cloister]]>><<endevent>><</link>>
<br>
<</if>>
<<elseif $prof.whip gte 200>>
<<if $temple_spar_whip is 1>>
<<link [[Next|Temple Cloister Spar Whip 2]]>><<set $temple_spar_whip to 2>><</link>>
<br>
<<else>>
<<His>> whip whirls into life. You're able to discern the movements now and then, well enough to evade, or even launch a counterattack, though the <<monk desc>> evades them without breaking <<his>> dance.
<br><br>
You leave the arena, aching all over.
<br><br>
<<link [[Next|Temple Cloister]]>><<endevent>><</link>>
<br>
<</if>>
<<else>>
<<if $temple_spar_whip is undefined>>
<<link [[Next|Temple Cloister Spar Whip 1]]>><<set $temple_spar_whip to 1>><</link>>
<br>
<<else>>
<<His>> whip whirls and lashes at your feet, forcing you against the edge of the arena. You're sometimes able to escape the trap, but more often end up on your <<bottom>>.
<br><br>
You leave the arena, aching all over.
<br><br>
<<link [[Next|Temple Cloister]]>><<endevent>><</link>>
<br>
<</if>>
<</if>><<effects>>
The whip whirls around <<him>>, <span class="pink">faster than your eyes can keep up with,</span> a blur that moves closer with each step. <<He>> forces you back so far you trip over the edge of the arena, landing on your <<bottom>>.
<br><br>
<<He>> bows as you rise to your feet, then returns to the starting position. You try again, and again, but each time the violent whirling of the <<monk desc>>'s whip proves too much for you to overcome. Your opponent begins each bout with the same solemnity as the first.
<br><br>
Then, for a moment, you glimpse a pattern in the chaos. Rather than step backwards, you step forwards and bring your whip against <<his>>, forcing <<him>> to react. <<He>> evades your attack, and twirls into a counterattack, snapping the length of <<his>> weapon around your legs. You topple to the ground. The <<person2>><<monk desc>> applauds your progress.
<br><br>
You leave the arena, aching all over.
<br><br>
<<link [[Next|Temple Cloister]]>><<endevent>><</link>>
<br><<effects>>
The blur coalesces into a discernible pattern. You extend your whip to meet <<his>>, but <<he>> changes the tempo of <<his>> movements, <span class="purple">evading your blows and continuing the assault.</span> You can only slow <<his>> march across the arena, until you're backed into a corner.
<br><br>
With nowhere to turn, you lash your whip directly at the <<monk desc>>'s legs. <<He>> hops over it, but there's a respite in <<his>> assault. You seize the moment, and dash through the opening, escaping the trap. The <<person2>><<monk desc>> smiles, but you've no time to appreciate this small victory.
<br><br>
<<person1>><<He>> corners you again, and again. Each time, backed against the wall, you find a sudden desperate will, and manage to escape. But the attacks don't relent, until at last, exhausted, you haven't the speed for such a gambit. <<He>> brings <<his>> whip around your knees, and drags you to the sand.
<br><br>
As <<he>> helps you to your feet, you notice <<his>> chest rising and falling, and a single bead of sweat run down <<his>> cheek.
<br><br>
You leave the arena, aching all over.
<br><br>
<<link [[Next|Temple Cloister]]>><<endevent>><</link>>
<br><<effects>>
<<His>> attacks are aggressive, testing what you can do. You're able to keep up with <<his>> movements, but your body lags behind your mind. Each time <<he>> moves in for a disabling strike, you anticipate it, <span class="blue">but can't respond fast enough.</span>
<br><br>
<<He>> knocks you on your back, again and again, but you're no longer afraid of defeat. With each fall, you learn a little more. You brush off the sand and prepare for another bout.
<br><br>
You occasionally make attacks of your own. Your opponent evades them with seeming ease, until the last. <<His>> delicate footwork fails, and <<he>> almost stumbles. You seize the chance, snap your whip around <<his>> thighs, and pull with all your might.
<br><br>
It's only then that you notice <<his>> whip coiling around your own thighs. You pull each other to the sand.
<br><br>
The <<person2>><<monk desc>> applauds. "A draw."
<br><br>
You leave the arena, aching all over.
<br><br>
<<link [[Next|Temple Cloister]]>><<endevent>><</link>>
<br><<effects>>
You dance to meet <<him>>, ducking beneath one blow, leaping over the next. <<He>> evades your blows in turn. You spin, jump, duck, pirouette, right next to each other, in the eye of the storm. No one would guess you were fighting, your aggression channelled into the cords flying around you.
<br><br>
This continues for a time, your heart racing, <span class="lblue">your mind focused.</span> The <<person2>><<monk desc>> watches, silent, in suspense. Until at last, you get the upper hand. Your opponent, worn down by the bout, fails to jump over your final blow. It catches the tip of <<person1>><<his>> shoes, making <<him>> stumble. <<His>> own whip twirls around <<him>>, binding <<his>> legs. <<He>> falls to the sand.
<br><br>
The <<person2>><<monk desc>> claps <<his>> hands twice.
<br><br>
You leave the arena, aching all over.
<br><br>
<<link [[Next|Temple Cloister]]>><<endevent>><</link>>
<br><<effects>>
You dance to meet <<him>>. <<His>> brow furrows in concentration as you <span class="teal">put <<him>> on the defensive at once.</span> Each time <<he>> manages make an attack of <<his>> own, you evade with grace and continue your assault without missing a beat.
<br><br>
<<He>> tires until <<he>> can no longer keep up with your pace. <<His>> concentration slips for just a moment, and your whip finds purchase around <<his>> ankles. You spin and yank the thong, pulling <<him>> to the sand.
<br><br>
The <<person2>><<monk desc>> nods approvingly.
<br><br>
You leave the arena, aching all over.
<br><br>
<<link [[Next|Temple Cloister]]>><<endevent>><</link>>
<br><<effects>>
You dance to meet <<him>>, putting <<him>> on the defensive at once. Such is your speed that you and the whip seem to dance independently from one another. <span class="green">A graceful dancer surrounded by whirling violence.</span>
<br><br>
You back <<him>> into the corner, forcing <<him>> to make a desperate gambit to stay on <<his>> feet. <<He>> succeeds, darting through your attack with every ounce of will, and escaping to open space. You press the assault, keeping <<him>> on <<his>> toes.
<br><br>
This continues for a time, until <<he>> no longer has the strength for such a gambit. You trip <<him>> with the tip of your whip, and leave <<him>> sprawled on the sand.
<br><br>
You help your opponent to <<his>> feet, and bow. The <<person2>><<monk desc>> applauds.
<br><br>
You leave the arena, aching all over.
<br><br>
<<link [[Next|Temple Cloister]]>><<endevent>><</link>>
<br><<effects>>
You are in the showers within the temple cloister. Each has a separate cubicle, with an adjoining space for undressing.
<br><br>
<<bathroomicon "shower">><<link [[Shower (0:20)|Temple Cloister Shower Take]]>><<undress>><<pass 20>><</link>>
<br>
<<getouticon>><<link [[Leave|Temple Cloister]]>><</link>>
<br><<effects>>
<<wash>>
You enclose yourself within a cubicle, undress, and step into the shower proper. The warm water cleanses you of filth.
<br><br>
You dry yourself, dress, and return to the cloister.
<br><br>
<<link [[Leave|Temple Cloister]]>><<clotheson>><</link>>
<br><<effects>>
<<if $temple_confessor_intro>>
You approach the statue of Virgo.
<<else>>
You approach the statue.
<</if>>
It appears to be made of marble. Its wings are spread out wide, and its middle arms are open as if to welcome someone in a loving embrace.
<br><br>
<<if $world_corruption_soft lte 25>>
You feel as though this gesture is aimed at you. Its upper arms are raised in rapture, and as you look up to its face, you can't shake the feeling that it's smiling at you.
<br><br>
You reach up to touch one of the lower hands.
<<if $world_corruption_hard gte 3>>
<span class="blue">You feel reassured, yet worried. Like a child being cradled by <<pher>> parent as a storm rolls in. This is merely the calm before the tempest.</span>
<<elseif $world_corruption_hard gt 0>>
<span class="teal">You feel reassured, as if you're being praised while also told to remain vigilant. The taint will spread.</span>
<<else>>
<span class="green">You feel warm and safe, as if all is right in the world.</span>
<</if>>
<<elseif $world_corruption_soft lte 99>>
The gesture is warm, but stern. Signs of a lapse in vigil are apparent. The lower right arm isn't actually attached to the statue, a large crack having separated it at some point. Only its grip on the mirror keeps it in place.
<br><br>
One of the wings seems to be on the verge of breaking off, too, while another is missing a small piece.
<br><br>
<span class="purple">A lost arm. A broken wing. A single missing feather.</span>
<<if $world_corruption_hard gte 3>>
<span class="purple">The taint spreads quickly. You feel as though something terrible will happen soon if things don't change.</span>
<<elseif $world_corruption_hard gt 0>>
Yet all is not lost. <span class="teal">The taint is spreading slowly.</span>
<<else>>
Despite the damage, you do not lose hope. <span class="teal">The corruption has halted, if only temporarily.</span>
<</if>>
<<else>>
As you look closer, you feel cold and empty. The arms are not part of the main body, as if torn off and loosely floating. No longer part of the whole.
A fissure runs through the midsection of the statue. In some places you can see straight through it, only small chunks of marble keeping it together.
<br><br>
The wings, large and majestic despite the many cracks running through them, seem to be withering. As if they were alive.
<br><br>
A portrayal of a once loving entity now unable or unwilling to warmly greet those who worship it. You look up to its face.
<br><br>
<span class="red">A spike of dread shoots through you. An inexplicable feeling of urgency makes itself known, as if something terrible is bubbling up beneath the surface of the world.</span>
<<if $world_corruption_hard gte 3>>
<span class="red">The figure before you, disarmed and helpless, feels as though it's begging you for help.</span>
<<elseif $world_corruption_hard gt 0>>
You're filled with a small, almost vacant reassurance. <span class="purple">There's still time to fix the world.</span>
<<else>>
You're filled with a small reassurance, however. <span class="teal">The corruption has halted, if only temporarily.</span> It may yet be possible to let the world heal.
<</if>>
<</if>>
<br><br>
<<if $temple_burden gte 1>>
<<link [[Surrender your burden|Temple Cloister Statue Surrender]]>><</link>>
<br>
<<elseif $temple_burden is undefined and $world_corruption_hard gte 1>>
<<link [[Share the Statue's burden|Temple Cloister Statue Burden]]>><</link>>
<br>
<</if>>
<br><br>
<<link [[Leave|Temple Cloister]]>><</link>>
<br><<effects>>
You step closer to the statue. Its embrace is far too high to meet, but you're able to wrap your arms around its leg.
<br><br>
A gentle breeze swirls around you, then thickens into a desperate grasp, pulling you against the marble. It's warmer than it should be. You feel a bizarre sensation, like a veil passing over your skin, exposing you to a terrible sense of loss.
<br><br>
It lasts just a moment. Something has given you a glimpse of what awaits down this path, and is waiting for you to make a decision.
<br><br>
<i>Embracing the statue will <span class="green">lessen the deep corruption of the world,</span> <span class="pink">by taking it into yourself.</span> However, physique, willpower, athletics, dancing, skulduggery, swimming, tending, housekeeping, and English skill checks will have a <span class="gold">15%</span> chance to <span class="red">automatically fail,</span> until you surrender the burden.</i>
<br><br>
<<link [[Embrace|Temple Cloister Statue Embrace]]>><<set $temple_burden to 15>><<world_corruption "hard" -1>><</link>>
<br>
<<link [[Pull away|Temple Cloister Statue Pull]]>><</link>>
<br><<effects>>
You embrace the statue more tightly. A violent wind picks up, pulling something from you, something that was never yours. You feel exposed, as if before a terrible abyss.
<br><br>
You step back, and regard the statue. The stone expression is unchanged, yet it looks relieved.
<br><br>
<<link [[Next|Temple Cloister]]>><</link>>
<br><<effects>>
The wind dies the moment you try to resist it. The statue looks unchanged.
<br><br>
<<link [[Next|Temple Cloister]]>><</link>>
<br><<effects>>
You step closer to the statue, and a gentle, relieving breeze blows over you. It passes, but leaves something behind, protecting you once more.
<br><br>
<<link [[Next|Temple Cloister]]>><<unset $temple_burden>><<world_corruption "hard" 1>><</link>>
<br><<effects>>
<<if $temple_confessor_intro>>
You stand before the statue of Virgo.
<<else>>
You stand before the statue.
<</if>>
The mirror it holds is almost wide enough to see the whole room.
<br><br>
<<templeicon>><<link [[Step away|Temple Cloister]]>><<handheldon>><<unset $mirrorMenu>><<unset $bodywritingSet>><<postMirror>><</link>>
<br>
<<mirror>>
<br><br><<effects>>
"Have you been practising your weapon skills?" the <<monk desc>> asks. "I suspect Jordan is keeping you from danger, but <<nnpc_he "Jordan">> won't be able to hold you back forever. Keep your wits sharp."
<br><br>
<<He>> rests <<his>> hand on <<his>> hip, revealing the shape of a baton. "My name is Loris Younger. When the time comes, I'll face you in the arena. I hope you prove a trial."
<br><br>
<<He>> disappears among the gargoyles.
<br><br>
<<link [[Next|Temple Cloister]]>><<endevent>><</link>>
<br><<effects>>
You help the <<monk desc>> liberate <<himself>> from <<his>> whip. "Thank you," <<he>> says, avoiding eye contact. "I'm Lemur Plum. I want to get better at fighting, but the arena scares me. I thought practising alone would help my confidence. I didn't know someone was watching."
<br><br>
<<He>> looks at the whip in <<his>> hand, then at you. "I see now this isn't going to work. I'll ask Jordan for advice. Thank you." <<He>> bows, and disappears between the gargoyles.
<br><br>
<<link [[Next|Temple Cloister]]>><<endevent>><</link>>
<br><<effects>>
You watch the <<monk desc>> try to squirm free, but <<he>> only tightens the coils. Then <<he>> pauses for a moment. It almost looks like <<hes>> given up, but then <<he>> adopts a more methodical approach, and manages to liberate <<himself>>.
<br><br>
"I hope I didn't startle you," <<he>> says as <<he>> stands, avoiding eye contact. "I'm Lemur Plum. I want to get better at fighting, but the arena scares me. I thought practising alone would help my confidence. I didn't know someone was watching."
<br><br>
<<He>> looks at the whip in <<his>> hand, then at you. "I see now this isn't going to work. I'll ask Jordan for advice. Thank you." <<He>> bows, and disappears between the gargoyles.
<br><br>
<<link [[Next|Temple Cloister]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
You approach the confessional, secluded against the wall of the main hall. Ornate symbology dances across the centre trim, continuing on the heavy wooden doors on each side.
The right side is open for penitents to confess their sins, while the left side is reserved for the priest, or 'confessor'. A small brass bell hangs in the middle.
<br><br>
A large half-circle is gouged into the stone around the booth.
<br><br>
<<if $exposed gte 1>>
Your heart races. No one's seen you sneak over yet.
<br><br>
<</if>>
<<if $daily.confessed>>
<span class="purple">You've already confessed your sins today.</span>
<br>
<<else>>
<<getinicon>><<link [[Enter as a penitent (0:30)|Temple Confess Self]]>><</link>>
<br>
<</if>>
<<if ($temple_rank is "monk" or $temple_rank is "priest")>>
<<getinicon>><<link [[Enter as a confessor|Temple Confess Start]]>><<set $phase to 1>><</link>> <<note "+ Grace?" "green">>
<br>
<<elseif $temple_rank is "initiate">>
<span class="purple">You must achieve a higher rank at the temple before you can take confessions.</span>
<br>
<</if>>
<br>
<<getouticon>><<link [[Leave|Temple]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>><<sydneySchedule>>
<<set $confessionsDone = ($confessionsDone || 0) + 1>>
<<if C.npc.Jordan.init is 1 and Time.dayState isnot "night" and Time.dayState isnot "dusk" and $daily.jordanMissing isnot 1 and $rng lte 15>>
<<set $attendant to "Jordan">>
<<npc Jordan>><<person1>>
<<elseif C.npc.Sydney.init is 1 and $sydney.rank isnot "initiate" and _sydney_location is "temple" and $rng lte 30>>
<<set $attendant to "Sydney">>
<<npc Sydney>><<person1>>
<<elseif (Math.floor($world_corruption_soft / 4) + random(1, 30)) gte $rng>>
<<set $attendant to "Confessor">>
<<generateConfessor 1>><<person1>>
<<else>>
<<set $attendant to "Other">>
<<generateTemple 1>><<person1>>
<</if>>
You enter the right side of the booth, closing the heavy door behind you. A simple bench sits before you. Thick wooden slats covered in symbols obscure the other side, and a metal shutter sits under them.
Foam soundproofing material is visible in some of the corners. Whatever you say here won't be heard outside. You also notice a stack of towels on a small shelf above you.
<br><br>
Before long, you hear the other door open, and a silhouette sits on the other side. You hear a flick, and smell the burning of incense.
A <<personsimple>>'s voice greets you.
"Welcome, child. Lay your sins bare, so they may be forgiven." <<He>> speaks in an unusual intonation, concealing <<his>> natural voice.
<br><br>
<<link [[Confess your doubts|Temple Confess Self Doubt]]>><<set $confession to "doubt">><<stress -12>><<awareness -5>><</link>><<llstress>><<lawareness>>
<br>
<<link [[Confess your temptations|Temple Confess Self Temptation]]>><<set $confession to "temptation">><<arousal 20>><<awareness 3>><</link>><<garousal>><<gawareness>>
<br>
<<if hasSexStat("p", 1)>>
<<link [[Confess your promiscuity|Temple Confess Self Promiscuity]]>><<set $confession to "promiscuity">><<control -25>><</link>> <<note "- Promiscuity" "green">> <<llcontrol>><<gggtrauma>>
<br>
<</if>>
<<if hasSexStat("e", 1)>>
<<link [[Confess your exhibitionism|Temple Confess Self Exhibitionism]]>><<set $confession to "exhibitionism">><<control -25>><</link>> <<note "- Exhibitionism" "green">> <<llcontrol>><<gggtrauma>>
<br>
<</if>>
<<if hasSexStat("d", 1)>>
<<link [[Confess your deviancy|Temple Confess Self Deviancy]]>><<set $confession to "deviancy">><<control -25>><</link>> <<note "- Deviancy" "green">> <<llcontrol>><<gggtrauma>>
<br>
<</if>>
<<if $purity lte 700 or ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled"))>>
<<link [[Confess your impurity|Temple Confess Self Purity]]>><<set $confession to "purity">><<purity 5>><</link>><<gpurity>>
<br>
<</if>>
<<if $loveInterest.primary isnot "None" and $loveInterest.secondary isnot "None">>
<<link [[Confess your infidelity|Temple Confess Self Cheating]]>><<set $confession to "cheating">><<trauma -6>><<stress 12>><<awareness -10>><</link>><<ltrauma>><<ggstress>><<llawareness>>
<br>
<</if>>
<<if $player.virginity.temple isnot true and $temple_rank isnot "prospective" and $temple_rank isnot undefined>>
<<link [[Confess to breaking your vows|Temple Confess Self Vow]]>><<set $confession to "vow">><</link>><<dangerousText>>
<br>
<</if>>
/*
* <<if crimeSumCurrent() gte 1000>>
* <<link [[Confess your crimes|Temple Confess Self Crime]]>><<set $confession to "crime">><<stress -24>><</link>><<lllstress>>
* <br>
* <</if>>
* <<if $jordanSin>>
* <<link [[Confess to spying on Jordan|Temple Confess Self Jordan]]>><<set $confession to "Jordan">><</link>>
* <br>
* <</if>>
* <<if $exposed gte 2>>
* <<link [[Confess that you're naked|Temple Confess Self Naked]]>><<set $confession to "naked">><</link>>
* <br>
* <<elseif $exposed gte 1>>
* <<link [[Confess that you're exposed|Temple Confess Self Exposed]]>><<set $confession to "exposed">><</link>>
* <br>
* <</if>>
* <<if $goocount + $semencount gte 10>>
* <<link [[Confess that you're covered in lewd fluids|Temple Confess Self Goo]]>><<set $confession to "goo">><</link>>
* <br>
* <</if>>
*/<<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>><<rngWraith>>
<<if $temple_rank isnot undefined and $temple_rank isnot "prospective">>
"Forgive me, <<sister_npc>>, for I have doubted."
<<if $temple_rank is "initiate">>
You share your doubts as an initiate with <<him>>.
<<else>>
You share your doubts and insecurities with <<him>>, especially regarding your position in the temple.
<</if>>
<<else>>
<<if $speech_attitude is "meek">>
"Forgive me, I've been bad."
<<elseif $speech_attitude is "bratty">>
"Yeah, I'm a dirty sinner."
<<else>>
"Forgive me, I've sinned."
<</if>>
You share your doubts about the temple and its faith with <<him>>.
<</if>>
<<if _wraithEvent and $wraithIntro and !$daily.wraithConfess>>
<<pass 30>><<set $daily.wraithConfess to true>>
<br><br>
<<if $world_corruption_soft gte 100>>
"<span class="wraith">You are right to doubt, <<pcpetname "Wraith">>,</span>"
<<else>>
"<span class="wraith">What is there to doubt, <<pcpetname "Wraith">>?</span>"
<</if>>
<<if C.npc["Ivory Wraith"].love gte 10>>
a voice says from your left. You flail and push yourself to the right, until you're pressed up against the wooden slats. A pale figure sits next to you, resting its head against its hand. Its <<wraithEyes>> eyes are half closed. <<stress 6>><<gstress>>
<<else>>
a familiar voice says from the other side. The silhouette gains a pair of piercing <<wraithEyes>> eyes. A pale face pushes its way through the slats as if they weren't there. <<stress 18>><<ggstress>>
<</if>>
<br><br>
<<if $world_corruption_soft gte 100 and $temple_rank isnot undefined and $temple_rank isnot "prospective">>
"<span class="wraith">Your wards are weakening. A vessel full of holes inevitably takes water.</span>"
As if to demonstrate, the booth slowly begins to fill with water. You pull your feet up to the bench and stand up.
A pair of cold arms wrap around you from behind. You think you should panic, but you feel strangely calm, even as the water rises above your head.
<br><br>
"<span class="wraith">All the world to drown. Stay the course. We may yet float.</span>"
<br><br>
You see the ocean. Something crests the horizon. You gasp, and water rushes in.
<br><br>
A hand brushes against your face. You blink and find yourself lying on the bench. The water, and the figure, are gone. The door on the other side remains open.
<<else>>
<<if $world_corruption_soft gte 100>>
"<span class="wraith">Yet, you are blind to all. You have not seen, known, felt, true doubt.</span>"
Two pale hands cup your face.
<<if $wraith.state is "haunt">>
"<span class="wraith">Repent.</span>"
<<else>>
"<span class="wraith">Open your eyes.</span>"
<</if>>
<<elseif $wraith.state is "haunt">>
"<span class="wraith">Do you doubt yourself, because of what you have taken from me?</span>"
Two pale hands cup your face. "<span class="wraith">Repent.</span>"
<<else>>
"<span class="wraith">The world could be so much worse.</span>"
Two pale hands cup your face. "<span class="wraith">Do not let them drown you.</span>"
<</if>>
<br><br>
You hear a sound like rushing water, and the figure rapidly fades. The door on the other side of the booth remains open.
<</if>>
<br><br>
<<link [[Leave|Temple]]>><<endconfessionself>><</link>>
<br>
<<else>>
<<He>> lends a patient ear all the while, saying nothing until you're finished.
<br><br>
<<switch $attendant>>
<<case "Jordan">>
"Doubt is the greatest challenge of the soul. All people experience doubt. But doubt is weak. Faith is stronger." <<He>> speaks with confidence and grace.
<<case "Sydney">>
<<run $sydneySeen.pushUnique("self-sabotage")>>
"Doubt is nothing but self-sabotage. You're above doubt, always remember that." <<He>> sounds hopeful, and clearly wants to help you.
<<case "Confessor">>
<<He>> gives a low chuckle and speaks with an experienced, yet jaded, tone.
<<if $temple_confessor_intro and ($temple_rank is "monk" or $temple_rank is "priest")>>
"We all have our doubts, <<sister>>. But we are the only thing standing between this town and damnation. We need to be stronger than doubt."
<<else>>
"We all doubt, child. How could we not? The world is rotten and full of holes. So many holes. All we can do is fill them."
<</if>>
<<default>>
"Our doubts do not shape us. Banish them from your mind, and you will forgive yourself."
<</switch>>
<br><br>
<<link [[Next|Temple Confess Self End]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
<<if $temple_rank isnot undefined and $temple_rank isnot "prospective">>
"Forgive me, <<sister_npc>>, for I have been tempted."
<<else>>
<<if $speech_attitude is "meek">>
"Forgive me, I've been bad."
<<elseif $speech_attitude is "bratty">>
"Yeah, I'm a dirty sinner."
<<else>>
"Forgive me, I've sinned."
<</if>>
<</if>>
You share your sinful thoughts and temptations with <<him>>. <<He>> lends a patient ear all the while, saying nothing until you're finished.
<br><br>
<<switch $attendant>>
<<case "Jordan">>
"Tempering one's desires does not come easy. It is important to acknowledge the sinful thoughts in your mind, and appreciate your own ability to never act on them." <<He>> speaks with confidence and grace.
<<case "Sydney">>
<<run statusCheck("Sydney")>>
<<if _sydneyStatus.includes("corrupt")>>
You hear a short sigh. "Me too." The silhouette leans back. "I've had a lot of nasty thoughts lately. But the important thing is that we never act on them. Thoughts are just thoughts."
<<else>>
"Temptations can be a lot like the weeds that grow in our garden. They need cleaning every now and then, even though you're not the one that put them there."
<</if>>
<<case "Confessor">>
"Interesting. Do you feel as though these thoughts are your own? Or do they feel alien, as if placed there against your will? It may not be your fault." <<He>> speaks with intrigue and curiosity.
<<default>>
"So long as you have not acted on your temptations, you are without sin."
<</switch>>
<br><br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Tell <<him>> that you are tempted by <<him>>|Temple Confess Self Temptation Goad]]>><</link>><<promiscuous3>>
<br>
<<link [[Continue|Temple Confess Self End]]>><</link>>
<br>
<<else>>
<<link [[Next|Temple Confess Self End]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
<<if $temple_rank isnot undefined and $temple_rank isnot "prospective">>
<<if $temple_rank is "initiate">>
"It shames me to admit as an initiate, but... what if I were tempted by you, <<sister_npc>>?"
<<else>>
"Dearest <<sister_npc>>, what if I were to say that I am tempted by you?"
<</if>>
<<else>>
<<if $speech_attitude is "meek">>
"I... what if I feel tempted by you?"
<<elseif $speech_attitude is "bratty">>
"What if I told you that your voice alone was getting me all hot and bothered?"
<<else>>
"What if I said I felt tempted by you right now?"
<</if>>
<</if>>
<<promiscuity3>>
<<switch $attendant>>
<<case "Jordan">>
There's a long moment of silence, before <<he>> speaks plainly. "You would not be the first, I'm afraid. I am quite beholden to my vows. <<if $temple_rank isnot undefined and $temple_rank isnot "prospective">>I ask that you keep yours in mind.<<else>>I advise you take vows of your own.<</if>>"
<br><br>
You sit in awkward silence for a few minutes. <<stress 6>><<gstress>>
<br><br>
<<link [[Next|Temple Confess Self End]]>><</link>>
<br>
<<case "Sydney">>
<<run statusCheck("Sydney")>>
<<if $sydneyromance gte 1>>
<<if _sydneyStatus.includes("corrupt")>>
"Nope, sorry, I'm <<if $templePromised is "Sydney">>promised<<else>>taken<</if>> already," <<he>> says casually. "So is that all?"
<br><br>
<<He>> leaves without saying anything else, not even giving you a chance to respond.
<br><br>
<<link [[Next|Temple Confess Self End Alone]]>><</link>>
<br>
<<else>>
There's a short gasp. "I-I'm <<if $templePromised is "Sydney">>promised<<else>>taken<</if>> already! And you shouldn't think about... oh, no... I'm sorry, I can't do this!"
<br><br>
<<He>> hurriedly exits the booth, leaving you all alone. <<npcincr Sydney purity -1>><<lspurity>>
<br><br>
<<link [[Next|Temple Confess Self End Alone]]>><</link>>
<br>
<</if>>
<<else>>
<<if _sydneyStatus.includes("corrupt")>>
"I'd say that's a pretty fucked up thing to say to someone in a confessional," <<he>> says casually. "Was your confession even genuine, or did you just come here to be a creep?"
<br><br>
<<He>> leaves without saying anything else, not even giving you a chance to respond.
<br><br>
<<link [[Next|Temple Confess Self End Alone]]>><</link>>
<br>
<<else>>
There's a short gasp. "I'm... I'm sorry for tempting you, I did not mean to. I will repent." You hear <<him>> get on <<his>> knees, and start praying.
<br><br>
After some time, <<he>> rises. "I'm sorry. I'm so sorry, I... oh, no." <<He>> quickly exits the booth, leaving you alone. <<npcincr Sydney purity -1>><<lspurity>>
<br><br>
<<link [[Next|Temple Confess Self End Alone]]>><</link>>
<br>
<</if>>
<</if>>
<<case "Confessor">>
<<He>> makes a sound that you can only assume is audible disgust. "Unlike you, I am confident in managing my temptations. You will find no comfort here, sinner, and you will not sway me."
<br><br>
<<He>> stands and opens the door, leaving without another word. <<grace -2 "monk">><<lgrace "monk">>
<br><br>
<<link [[Next|Temple Confess Self End Alone]]>><</link>>
<br>
<<default>>
<<set $seductiondifficulty to (4000 - ($world_corruption_soft * 10))>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>>
<span class="gold">You feel more confident in your powers of seduction.</span>
<br><br>
<</if>>
<<seductionskilluse>>
<<if $seductionrating gte $seductionrequired>>
<<if $temple_rank is undefined or $temple_rank is "prospective">>
"I... I suppose there's no helping it, then. I will help you purge your temptations, and become free of sin. Prostrate yourself before me."
<<elseif $temple_rank is "initiate">>
"I... I suppose I must discipline you then, initiate. Prostrate yourself before me, and your sins will be forgiven."
<<else>>
"I... I suppose there's no harm in helping a <<sister>> purge <<pher>> temptations. We will return to the path of the light together, then."
<</if>>
<br><br>
The small metal shutter is lifted.
<br><br>
<<link [[Kneel|Temple Confess Self Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<else>>
"I would have to deny you, I'm afraid. It would harm both of us to give into such base urges. I do hope you find yourself."
<br><br>
<<He>> leaves you in the booth alone and a bit flustered. <<grace -2 "monk">><<lgrace "monk">>
<br><br>
<<link [[Next|Temple Confess Self End Alone]]>><</link>>
<br>
<</if>>
<</switch>><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
<<if $temple_rank isnot undefined and $temple_rank isnot "prospective">>
"Forgive me, <<sister_npc>>, for I have visited my temptations unto others."
<<else>>
<<if $speech_attitude is "meek">>
"Forgive me, I've been bad."
<<elseif $speech_attitude is "bratty">>
"Yeah, I'm a dirty sinner."
<<else>>
"Forgive me, I've sinned."
<</if>>
<</if>>
You recount your acts of sinful temptation and lust.
<<if hasSexStat("promiscuity", 5)>>
<<if hasSexStat("promiscuity", 6)>>
You retell them in visceral detail, never letting <<him>> get a word in. There's too much to speak of. So much to confess. As if your whole life revolved around these acts.
<br><br>
You're in tears by the end. You beg for forgiveness, because you know you can't forgive yourself. <<tearup>>
<<else>>
You speak for a long time. You didn't realise just how many times you've used your body in sinful ways to get what you want.
<br><br>
A shame that you didn't know you had begins to well up. Something about acknowledging your sins like this is making you feel ill.
<</if>>
<br><br>
<<switch $attendant>>
<<case "Jordan">>
<<set $promiscuity -= 5>><<trauma 80>>
"My dear child..." <<His>> voice takes on a soothing tone. "You have fallen so far, but you have not reached the bottom. No one is beyond salvation."
<br><br>
<<He>> kneels, and the metal shutter opens. "Place your hands between us, in prayer." You comply and kneel down, placing your hands into the opening. <<His>> hands grasp around yours. They're warm.
<br><br>
Despite the wooden slats separating you, you feel very close to <<him>>. You continue to confess, until the weight of your sins start to fall away. <<He>> responds with tales of martyrs long past who were forgiven, despite innumerable acts of blasphemy. You can't explain it, but by the end, you feel lighter.
<br><br>
After some time, you release each other and stand. "Please return soon, child. We have much work to do. Have faith."
<br><br>
<<link [[Next|Temple Confess Self End Alone]]>><</link>>
<br>
<<case "Sydney">>
<<run statusCheck("Sydney")>>
<<if _sydneyStatus.includes("corrupt")>>
<<set $promiscuity -= 3>><<trauma 80>>
"Wow. That's... a lot to unpack all at once." <<He>> nervously coughs. "W-well, admitting you have a problem is a good first step! You're already on the path to forgiveness and purity." You hear <<him>> stand.
<br><br>
You see <<his>> silhouette draw the shape of a cross against the wooden slats. "I name you forgiven by word. You must still forgive yourself by act," <<he>> says in a rehearsed tone.
"Take it one step at a time. Don't think of your body as a resource or object. Don't just hand it away to someone," <<he>> says much more genuinely.
<br><br>
<<link [[Next|Temple Confess Self End]]>><</link>>
<br>
<<else>>
<<set $promiscuity -= 4>><<trauma 80>>
There's a long pause. "You are indeed sinful," <<he>> finally says. "I believe your confession is as much of a test for me as it is for you. Can I forgive someone so wrought by sin?"
<br><br>
Another pause. You hear <<him>> stand after some time, and see <<his>> silhouette draw the shape of a cross against the wooden slats. "I name you forgiven by word. You must still forgive yourself by act," <<he>> says in a rehearsed tone.
<br><br>
"I must contemplate what you've told me. Please return soon." <<He>> leaves the booth hastily. <<npcincr Sydney purity -1>><<lspurity>>
<br><br>
<<link [[Next|Temple Confess Self End Alone]]>><</link>>
<br>
<</if>>
<<case "Confessor">>
There's a long pause.
<br><br>
"I see. You're another victim. I name you <span class="red">corrupted</span>." You see the silhouette kneel. "Remove your clothes, and stand against the seal of confession. I will take your corruption into myself, and you will be forgiven."
<br><br>
<<link [[Comply|Temple Confess Self Purge]]>><</link>>
<br>
<<link [[Refuse|Temple Confess Self Refuse]]>><</link>>
<br>
<<default>>
<<set $promiscuity -= 3>><<trauma 100>>
"So many sins. Do not worry, even the most sinful can repent." You hear <<him>> stand, and see <<his>> silhouette draw the shape of a cross against the wooden slats. "I name you forgiven by word. You must still forgive yourself by act," <<he>> says in a rehearsed tone.
<br><br>
"Only actions can lead you to true forgiveness. You must work to improve yourself. Even then, you are a... unique case. Please return soon, I feel you still have much to confess."
<br><br>
<<link [[Next|Temple Confess Self End Alone]]>><</link>>
<br>
<</switch>>
<<else>>
<<if hasSexStat("promiscuity", 4)>>
<<set $promiscuity -= 2>><<trauma 50>>
There's a lot to cover, so you waste no time. You hesitate at some of the more embarrassing instances of you using your body to get your way, but eventually tell it all.
<<elseif hasSexStat("promiscuity", 3)>>
<<set $promiscuity -= 2>><<trauma 40>>
You feel a little ashamed as you recall some of the more adventurous times, but eventually tell it all.
<<else>>
<<set $promiscuity -= 1>><<trauma 30>>
There isn't too much to tell, and by the time you're done talking you already feel a little better.
<</if>>
<br><br>
<<switch $attendant>>
<<case "Jordan">>
"Your body is a temple, child. You should not give it away so freely. Work to see more value in yourself."
You hear <<him>> stand, and see <<his>> silhouette draw the shape of a cross against the wooden slats. "I name you forgiven by word. You must still forgive yourself by act," <<he>> says.
<br><br>
<<link [[Next|Temple Confess Self End]]>><</link>>
<br>
<<case "Sydney">>
<<run statusCheck("Sydney")>>
<<if _sydneyStatus.includes("corrupt")>>
"You should save your body for someone special, at the very least," <<he>> says. "Try to see more value in yourself."
You hear <<him>> stand, and see <<his>> silhouette draw the shape of a cross against the wooden slats. "I name you forgiven by word. You must still forgive yourself by act," <<he>> says in a rehearsed tone.
<br><br>
<<link [[Next|Temple Confess Self End]]>><</link>>
<br>
<<else>>
"I'm sorry you've already done such awful things with your body. It's not too late to repent!"
You hear <<him>> stand, and see <<his>> silhouette draw the shape of a cross against the wooden slats. "I name you forgiven by word. You must still forgive yourself by act," <<he>> says in a rehearsed tone.
<br><br>
<<link [[Next|Temple Confess Self End]]>><</link>>
<br>
<</if>>
<<case "Confessor">>
"You're on the path to corruption, child. You must repent before it's too late. Before this town swallows you."
You hear <<him>> stand, and see <<his>> silhouette draw the shape of a cross against the wooden slats. "As your confessor, I name you forgiven by word. You must still forgive yourself by act," <<he>> says in a grim tone.
<br><br>
<<link [[Next|Temple Confess Self End]]>><</link>>
<br>
<<default>>
"Bodies are sacred, only meant to be given to the one we trust most, and only them. Repent, child, and grow past these sins."
You hear <<him>> stand, and see <<his>> silhouette draw the shape of a cross against the wooden slats. "I name you forgiven by word. You must still forgive yourself by act," <<he>> says in a rehearsed tone.
<br><br>
<<link [[Next|Temple Confess Self End]]>><</link>>
<br>
<</switch>>
<</if>><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
<<if $temple_rank isnot undefined and $temple_rank isnot "prospective">>
"Forgive me, <<sister_npc>>, for I have exposed my most vulnerable self in sin."
<<else>>
<<if $speech_attitude is "meek">>
"Forgive me, I've been bad."
<<elseif $speech_attitude is "bratty">>
"Yeah, I'm a dirty sinner."
<<else>>
"Forgive me, I've sinned."
<</if>>
<</if>>
You recount your acts of exposure and indecency.
<<if hasSexStat("exhibitionism", 5)>>
<<if hasSexStat("exhibitionism", 6)>>
You retell them in visceral detail, never letting <<him>> get a word in. There's too much to speak of. So much to confess. As if your whole life revolved around letting the world see everything.
<br><br>
You're in tears by the end. You beg for forgiveness, because you know you can't forgive yourself. <<tearup>>
<<else>>
You speak for a long time. You didn't realise just how many times you've exposed yourself, or the sheer number of people you've let see everything.
<br><br>
A shame that you didn't know you had begins to well up. Something about acknowledging your sins like this is making you feel ill.
<</if>>
<br><br>
<<switch $attendant>>
<<case "Jordan">>
<<set $exhibitionism -= 5>><<trauma 80>>
"My dear child..." <<His>> voice takes on a soothing tone. "You have fallen so far, but you have not reached the bottom. No one is beyond salvation."
<br><br>
<<He>> kneels, and the metal shutter opens. "Place your hands between us, in prayer." You comply and kneel down, placing your hands into the opening. <<His>> hands grasp around yours. They're warm.
<br><br>
Despite the wooden slats separating you, you feel very close to <<him>>. You continue to confess, until the weight of your sins start to fall away. <<He>> responds with a lecture on modesty, and how your body should only be seen by one you are most intimate with. You can't explain it, but by the end, you feel lighter.
<br><br>
After some time, you release each other and stand. "Please return soon, child. We have much work to do. Have faith."
<br><br>
<<link [[Next|Temple Confess Self End Alone]]>><</link>>
<br>
<<case "Sydney">>
<<run statusCheck("Sydney")>>
<<if _sydneyStatus.includes("corrupt")>>
<<set $exhibitionism -= 3>><<trauma 80>>
"Wow. That's... a lot to unpack all at once." <<He>> nervously coughs. "W-well, admitting you have a problem is a good first step! You're already on the path to forgiveness and purity." You hear <<him>> stand.
<br><br>
You see <<his>> silhouette draw the shape of a cross against the wooden slats. "I name you forgiven by word. You must still forgive yourself by act," <<he>> says in a rehearsed tone.
"Take it one step at a time. Think of yourself in a more modest way, and don't let yourself be so vulnerable," <<he>> says much more genuinely.
<br><br>
<<link [[Next|Temple Confess Self End]]>><</link>>
<br>
<<else>>
<<set $exhibitionism -= 4>><<trauma 80>>
There's a long pause. "You are indeed sinful," <<he>> finally says. "To expose your body in such ways is profane."
<br><br>
Another pause. You hear <<him>> stand after some time, and see <<his>> silhouette draw the shape of a cross against the wooden slats. "I name you forgiven by word. You must still forgive yourself by act," <<he>> says in a rehearsed tone.
<br><br>
"I must contemplate what you've told me. Please return soon." <<He>> leaves the booth hastily. <<npcincr Sydney purity -1>><<lspurity>>
<br><br>
<<link [[Next|Temple Confess Self End Alone]]>><</link>>
<br>
<</if>>
<<case "Confessor">>
There's a long pause.
<br><br>
"I see. You're another victim. I name you <span class="red">corrupted</span>." You see the silhouette kneel. "Remove your clothes, and stand against the seal of confession. I will take your corruption into myself, and you will be forgiven."
<br><br>
<<link [[Comply|Temple Confess Self Purge]]>><</link>>
<br>
<<link [[Refuse|Temple Confess Self Refuse]]>><</link>>
<br>
<<default>>
<<set $exhibitionism -= 3>><<trauma 80>>
"So many sins. Do not worry, even the most sinful can repent." You hear <<him>> stand, and see <<his>> silhouette draw the shape of a cross against the wooden slats. "I name you forgiven by word. You must still forgive yourself by act," <<he>> says in a rehearsed tone.
<br><br>
"Only actions can lead you to true forgiveness. You must work to improve yourself. Even then, you are a... unique case. Please return soon, I feel you still have much to confess."
<br><br>
<<link [[Next|Temple Confess Self End Alone]]>><</link>>
<br>
<</switch>>
<<else>>
<<if hasSexStat("exhibitionism", 4)>>
<<set $exhibitionism -= 2>><<trauma 50>>
There's a lot to cover, so you waste no time. You hesitate at some of the more embarrassing instances of you exposing yourself, but eventually tell it all.
<<elseif hasSexStat("exhibitionism", 3)>>
<<set $exhibitionism -= 2>><<trauma 40>>
You feel a little ashamed as you recall some of the more adventurous times, but eventually tell it all.
<<else>>
<<set $exhibitionism -= 1>><<trauma 30>>
There isn't too much to tell, and by the time you're done talking you already feel a little better.
<</if>>
<br><br>
<<switch $attendant>>
<<case "Jordan">>
"Modesty is a virtue, child. Your intimate body should only be seen by the one most precious to you."
You hear <<him>> stand, and see <<his>> silhouette draw the shape of a cross against the wooden slats. "I name you forgiven by word. You must still forgive yourself by act," <<he>> says.
<br><br>
<<link [[Next|Temple Confess Self End]]>><</link>>
<br>
<<case "Sydney">>
<<run statusCheck("Sydney")>>
<<if _sydneyStatus.includes("corrupt")>>
"Oh, so you're... a nudist?" There's a pause. "That doesn't seem... too sinful, at least. There's worse things you can do."
You hear <<him>> stand, and see <<his>> silhouette draw the shape of a cross against the wooden slats. "I name you forgiven by word. You must still forgive yourself by act," <<he>> says in a rehearsed tone.
<br><br>
<<link [[Next|Temple Confess Self End]]>><</link>>
<br>
<<else>>
"I don't think being naked is a sin, by technicality, but flaunting yourself in a sexually provocative manner certainly is. It's not too late to repent, though!"
You hear <<him>> stand, and see <<his>> silhouette draw the shape of a cross against the wooden slats. "I name you forgiven by word. You must still forgive yourself by act," <<he>> says in a rehearsed tone.
<br><br>
<<link [[Next|Temple Confess Self End]]>><</link>>
<br>
<</if>>
<<case "Confessor">>
"You're on the path to corruption, child. You must repent before it's too late. Before you attract the wrong kind of attention."
You hear <<him>> stand, and see <<his>> silhouette draw the shape of a cross against the wooden slats. "As your confessor, I name you forgiven by word. You must still forgive yourself by act," <<he>> says in a grim tone.
<br><br>
<<link [[Next|Temple Confess Self End]]>><</link>>
<br>
<<default>>
"Using your naked form to provoke others is cruel. Repent, child, and grow past these sins."
You hear <<him>> stand, and see <<his>> silhouette draw the shape of a cross against the wooden slats. "I name you forgiven by word. You must still forgive yourself by act," <<he>> says in a rehearsed tone.
<br><br>
<<link [[Next|Temple Confess Self End]]>><</link>>
<br>
<</switch>>
<</if>><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
<<if $temple_rank isnot undefined and $temple_rank isnot "prospective">>
"Forgive me, <<sister_npc>>, for I have lusted for things inhuman."
<<else>>
<<if $speech_attitude is "meek">>
"Forgive me, I've been bad."
<<elseif $speech_attitude is "bratty">>
"Yeah, I'm a dirty sinner."
<<else>>
"Forgive me, I've sinned."
<</if>>
<</if>>
You recount your acts of deviancy and debauchery.
<<if hasSexStat("deviancy", 5)>>
<<if hasSexStat("deviancy", 6)>>
You retell them in visceral detail, never letting <<him>> get a word in. There's too much to speak of. So much to confess. As if your whole life revolved around monstrous sexual acts.
<br><br>
You're in tears by the end. You beg for forgiveness, because you know you can't forgive yourself. <<tearup>>
<<else>>
You speak for a long time. You didn't realise just how many times you've let yourself be used sexually by monstrous creatures.
<br><br>
A shame that you didn't know you had begins to well up. Something about acknowledging your sins like this is making you feel ill.
<</if>>
<br><br>
<<switch $attendant>>
<<case "Jordan">>
<<set $deviancy -= 5>><<trauma 80>>
"My dear child..." <<His>> voice takes on a soothing tone. "You have fallen so far, but you have not reached the bottom. No one is beyond salvation."
<br><br>
<<He>> kneels, and the metal shutter opens. "Place your hands between us, in prayer." You comply and kneel down, placing your hands into the opening. <<His>> hands grasp around yours. They're warm.
<br><br>
Despite the wooden slats separating you, you feel very close to <<him>>. You continue to confess, until the weight of your sins start to fall away. <<He>> responds with a long lecture on the purity of the human body. <<He>> says you're not the first to fall to such inhuman temptations, and sadly won't be the last. You can't explain it, but by the end, you feel lighter.
<br><br>
After some time, you release each other and stand. "Please return soon, child. We have much work to do. Have faith."
<br><br>
<<link [[Next|Temple Confess Self End Alone]]>><</link>>
<br>
<<case "Sydney">>
<<run statusCheck("Sydney")>>
<<if _sydneyStatus.includes("corrupt")>>
<<set $deviancy -= 3>><<trauma 80>>
"Wow. That's... a lot to unpack all at once." <<He>> nervously coughs. "W-well, admitting you have a problem is a good first step! You're already on the path to forgiveness and purity." You hear <<him>> stand.
<br><br>
You see <<his>> silhouette draw the shape of a cross against the wooden slats. "I name you forgiven by word. You must still forgive yourself by act," <<he>> says between gags.
"I wish I knew what else to say, but I think I'm about to vomit. Sorry," <<he>> says, before hastily leaving the booth.
<br><br>
<<link [[Next|Temple Confess Self End Alone]]>><</link>>
<br>
<<else>>
<<set $deviancy -= 4>><<trauma 80>>
"W-WITH A WHAT?!" <<he>> yells, cutting off one of your more interesting stories. "I'm sorry, but this is too much, I... no, no, I can do this..." <<He>> takes a deep breath.
<br><br>
You hear <<him>> stand after some time, and see <<his>> silhouette draw the shape of a cross against the wooden slats. "I name you forgiven by word. You must still forgive yourself by act," <<he>> says in a rehearsed tone.
<br><br>
"I must contemplate what you've told me. Please return soon." <<He>> leaves the booth hastily. <<npcincr Sydney purity -1>><<lspurity>>
<br><br>
<<link [[Next|Temple Confess Self End Alone]]>><</link>>
<br>
<</if>>
<<case "Confessor">>
There's a long pause.
<br><br>
"I see. You're another victim. I name you <span class="red">corrupted</span>." You see the silhouette kneel. "Remove your clothes, and stand against the seal of confession. I will take your corruption into myself, and you will be forgiven."
<br><br>
<<link [[Comply|Temple Confess Self Purge]]>><</link>>
<br>
<<link [[Refuse|Temple Confess Self Refuse]]>><</link>>
<br>
<<default>>
<<set $deviancy -= 3>><<trauma 80>>
"A... ah. I see. I..." You hear <<him>> stand, and see <<his>> silhouette draw the shape of a cross against the wooden slats. "I name you forgiven by word. You must still forgive yourself by act," <<he>> says in a rehearsed tone.
<br><br>
"Please, see a doctor, before you cause some new disease to spread."
<br><br>
<<link [[Next|Temple Confess Self End Alone]]>><</link>>
<br>
<</switch>>
<<else>>
<<if hasSexStat("deviancy", 4)>>
<<set $deviancy -= 2>><<trauma 50>>
There's a lot to cover, so you waste no time. You hesitate at some of the more embarrassing instances of lewd gratification with animals, but eventually tell it all.
<<elseif hasSexStat("deviancy", 3)>>
<<set $deviancy -= 2>><<trauma 40>>
You feel a little ashamed as you recall some of the more adventurous times, but eventually tell it all.
<<else>>
<<set $deviancy -= 1>><<trauma 30>>
There isn't too much to tell, and by the time you're done talking you already feel a little better.
<</if>>
<br><br>
<<switch $attendant>>
<<case "Jordan">>
"The human form is sacred, and should not be sullied by such inhuman sins. It is not too late for you, child."
You hear <<him>> stand, and see <<his>> silhouette draw the shape of a cross against the wooden slats. "I name you forgiven by word. You must still forgive yourself by act," <<he>> says.
<br><br>
<<link [[Next|Temple Confess Self End]]>><</link>>
<br>
<<case "Sydney">>
<<run statusCheck("Sydney")>>
<<if _sydneyStatus.includes("corrupt")>>
"That's messed up," <<he>> says plainly. "You should... probably see a doctor. And maybe get a rabies shot or ten."
You hear <<him>> stand, and see <<his>> silhouette draw the shape of a cross against the wooden slats. "I name you forgiven by word. You must still forgive yourself by act," <<he>> says in a rehearsed tone.
<br><br>
<<link [[Next|Temple Confess Self End]]>><</link>>
<br>
<<else>>
"Wh... what makes you attracted to things like that? That's so... uh, sorry."
You hear <<him>> stand, and see <<his>> silhouette draw the shape of a cross against the wooden slats. "I name you forgiven by word. You must still forgive yourself by act," <<he>> says in a rehearsed tone.
<br><br>
<<link [[Next|Temple Confess Self End]]>><</link>>
<br>
<</if>>
<<case "Confessor">>
"You're on the path to corruption, child. You must repent before it's too late. Before something <i>really</i> inhuman gets to you."
You hear <<him>> stand, and see <<his>> silhouette draw the shape of a cross against the wooden slats. "As your confessor, I name you forgiven by word. You must still forgive yourself by act," <<he>> says in a grim tone.
<br><br>
<<link [[Next|Temple Confess Self End]]>><</link>>
<br>
<<default>>
"To sully the human form with such filth is far beneath you. Repent, child, and grow past these sins."
You hear <<him>> stand, and see <<his>> silhouette draw the shape of a cross against the wooden slats. "I name you forgiven by word. You must still forgive yourself by act," <<he>> says in a rehearsed tone.
<br><br>
<<link [[Next|Temple Confess Self End]]>><</link>>
<br>
<</switch>>
<</if>><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
<<if $temple_rank isnot undefined and $temple_rank isnot "prospective">>
"Forgive me, <<sister_npc>>, for I have been unclean."
<<else>>
<<if $speech_attitude is "meek">>
"Forgive me, I've been bad."
<<elseif $speech_attitude is "bratty">>
"Yeah, I'm a dirty sinner."
<<else>>
"Forgive me, I've sinned."
<</if>>
<</if>>
<<if $purity gte 500>>
You tell <<him>> about your body being sullied by lewd acts, and the impurity growing within you.
<<elseif $purity gte 200>>
You confess your defilement and corruption in excruciating detail.
<<else>>
You don't say much. You don't need to. It's as if <<he>> can already feel the void of purity within you from the other side of the booth.
<</if>>
<br><br>
<<switch $attendant>>
<<case "Jordan">>
<<if $purity gte 200>>
"Have faith. You are not beyond salvation. There's still time to repent, but you must take action to do so."
<<else>>
"You carry a... presence with you. You must shed the weight of your sins, before they pull you down and drown you. Seek further repentance, child."
<</if>>
<br><br>
You hear <<him>> stand, and see <<his>> silhouette draw the shape of a cross against the wooden slats. "I name you forgiven by word. You must still forgive yourself by act," <<he>> says.
"Return soon. One confession alone can not bring an impure soul back to the light."
<br><br>
<<link [[Next|Temple Confess Self End]]>><</link>>
<br>
<<case "Sydney">>
<<run statusCheck("Sydney")>>
<<if _sydneyStatus.includes("corrupt")>>
"It's... easy to slip into the path of corruption, I know. And coming back is even harder. It won't be easy, and you'll have to fight for it."
<<else>>
"Staying on the path of purity requires constant vigilance. Even small slips can lead to an avalanche. I will keep you in my prayers."
<</if>>
<br><br>
You hear <<him>> stand, and see <<his>> silhouette draw the shape of a cross against the wooden slats. "I name you forgiven by word. You must still forgive yourself by act," <<he>> says in a rehearsed tone.
<br><br>
<<link [[Next|Temple Confess Self End]]>><</link>>
<br>
<<case "Confessor">>
<<if $purity gte 200>>
"Ahhh... you're slipping. Soon, you'll be as corrupt as..." <<He>> pauses. You think <<he>> licked <<his>> lips. "Should you find yourself falling further, return here. We'll... purify you."
<br><br>
You hear <<him>> stand, and see <<his>> silhouette draw the shape of a cross against the wooden slats. "I name you forgiven by word. You must still forgive yourself by act," <<he>> says in a grim tone.
<br><br>
<<link [[Next|Temple Confess Self End]]>><</link>>
<br>
<<else>>
"Ahhh... another wretch fallen to the taint. I name you <span class="red">corrupted</span>." You see the silhouette kneel. "Remove your clothes, and stand against the seal of confession. I will take your corruption into myself, and you will be forgiven."
<br><br>
<<link [[Comply|Temple Confess Self Purge]]>><</link>>
<br>
<<link [[Refuse|Temple Confess Self Refuse]]>><</link>>
<br>
<</if>>
<<default>>
<<if $purity gte 200>>
"It is not too late to repent. Spend your days praying for forgiveness, and let God's light heal you."
<<else>>
"You must repent. Your... filth... stains this holy place. Come back to us, child. Come back to the light."
<</if>>
<br><br>
You hear <<him>> stand, and see <<his>> silhouette draw the shape of a cross against the wooden slats. "I name you forgiven by word. You must still forgive yourself by act," <<he>> says in a rehearsed tone.
<br><br>
<<link [[Next|Temple Confess Self End]]>><</link>>
<br>
<</switch>><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
<<if $temple_rank isnot undefined and $temple_rank isnot "prospective">>
"Forgive me, <<sister_npc>>, for I have been unfaithful."
<<else>>
<<if $speech_attitude is "meek">>
"Forgive me, I've been bad."
<<elseif $speech_attitude is "bratty">>
"Yeah, I'm a dirty sinner."
<<else>>
"Forgive me, I've sinned."
<</if>>
<</if>>
You share your various affairs and escapades, and the amount of partners you've gone through without being too specific.
<br><br>
<<switch $attendant>>
<<case "Jordan">>
"Trust is easy to earn, but difficult to repair. You must stop toying with others like this." <<He>> speaks with confidence and grace.
<br><br>
You hear <<him>> stand, and see <<his>> silhouette draw the shape of a cross against the wooden slats. "I name you forgiven by word. You must still forgive yourself by act," <<he>> says.
<<case "Sydney">>
<<if $sydneyromance gte 1>>
<<He>> doesn't say anything at first. The way <<his>> silhouette moves makes <<him>> look uncomfortable.
<<run statusCheck("Sydney")>>
<<if _sydneyStatus.includes("corrupt")>>
"You should stop doing that. Immediately. I... shit, I don't know what I'd do if I knew my <<girlfriend>> was sleeping around. That's rotten."
<<else>>
"Playing with someone's emotions like that is... evil. How could you do that?"
<</if>>
<<else>>
"The union between two souls is sacred. You need to decide who you really love, and stick with them."
<</if>>
<<He>> sounds indignant, and takes a deep breath. "Sorry."
<br><br>
You hear <<him>> stand, and see <<his>> silhouette draw the shape of a cross against the wooden slats. "I name you forgiven by word. You must still forgive yourself by act," <<he>> says in a rehearsed tone.
<<case "Confessor">>
"One who betrays their most beloved is truly rotten to the core. If you don't repent, you may need to be... purified." The last word slips from <<his>> tongue in a way that sends a shiver up your spine.
<br><br>
You hear <<him>> stand, and see <<his>> silhouette draw the shape of a cross against the wooden slats. "I name you forgiven by word. You must still forgive yourself by act," <<he>> says in a grim tone.
<<default>>
"You've broken your bonds, and they will not be easily mended. You must put serious work in to repair them."
<br><br>
You hear <<him>> stand, and see <<his>> silhouette draw the shape of a cross against the wooden slats. "I name you forgiven by word. You must still forgive yourself by act," <<he>> says in a rehearsed tone.
<</switch>>
<br><br>
<<link [[Next|Temple Confess Self End]]>><</link>>
<br><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
<<if $templePromised>>
"Forgive me, <<sister_npc>>, for I have broken my vows and betrayed the one I'm promised to," you say.
<<else>>
"Forgive me, <<sister_npc>>, for I have broken my vows," you say.
<</if>>
<br><br>
<<switch $attendant>>
<<case "Jordan">>
"I... see. Thank you for your honesty. You must be purified. I will summon the specialists. Please exit the booth." You hear the faint ringing of a bell. You exit the confessional to meet your punishment.
<br><br>
<<if $templePromised is "Sydney">>
"Your beloved will be summoned, and punished alongside you. I'm sorry," you hear. You turn to see Jordan leaving the confessional.
<br><br>
<<link [[Next|Sydney Temple Punish Intro Confession]]>><<endconfessionself>><</link>>
<br>
<<else>>
You look back to see Jordan leaving the confessional. <<He>> doesn't look at you.
<br><br>
<<link [[Next|Temple Arcade Intro]]>><<endconfessionself>><</link>>
<br>
<</if>>
<<case "Sydney">>
<<if $sydneyromance gte 1>>
<<He>> doesn't say anything at first. The way <<his>> silhouette moves makes <<him>> look uncomfortable.
<<else>>
<<He>> lets out a sigh.
<</if>>
"I understand. Thank you for your honesty, but you must be purified. I will summon the specialists. Please exit the booth."
<br><br>
You comply. The other door opens, and you see someone step out. <span class="red">It's Sydney.</span>
<<if $sydneyromance gte 1>>
<<run statusCheck("Sydney")>>
<<if _sydneyStatus.includes("corrupt")>>
<<if $templePromised isnot "Sydney" and (C.npc.Sydney.virginity.temple isnot true or $player.virginity.temple is "Sydney")>>
<<He>> freezes, but starts to chuckle. "Trying to rat out our screw-up, huh? You had me scared for a moment."
<br><br>
<<link [[Tell Sydney you want to face your punishment|Sydney Temple Punish Intro Early]]>><<endconfessionself>><</link>>
<br>
<<link [[Ask Sydney not to tell anyone|Sydney Temple Punish Intro Cancel]]>><<endconfessionself>><</link>>
<br>
<<else>>
<<He>> freezes. "W-well. Shit." <<He>> shuffles in place awkwardly. "Thanks for... telling me, I guess. Even if you weren't really meaning to."
<<npcincr Sydney love -10>><<lllove>>
<br><br>
<<link [[Apologise|Sydney Temple Punish Intro Apologise]]>><<endconfessionself>><</link>>
<br>
<<link [[Ask Sydney not to tell anyone|Sydney Temple Punish Intro Forget]]>><<endconfessionself>><</link>>
<br>
<</if>>
<<else>>
<<if $templePromised isnot "Sydney" and (C.npc.Sydney.virginity.temple isnot true or $player.virginity.temple is "Sydney")>>
<<He>> looks relieved after a moment. "If you wanted to face penance for our... carelessness... you could have warned me beforehand."
<br><br>
<<link [[Tell Sydney you want to face your punishment|Sydney Temple Punish Intro Early]]>><<endconfessionself>><</link>>
<br>
<<link [[Ask Sydney not to tell anyone|Sydney Temple Punish Intro Cancel]]>><<endconfessionself>><</link>>
<br>
<<else>>
<<He>> freezes. "N-no. No no no... tell me it isn't true!" <<He>> starts to tear up.
<<npcincr Sydney love -10>><<lllove>>
<br><br>
<<link [[Apologise|Sydney Temple Punish Intro Apologise]]>><<endconfessionself>><</link>>
<br>
<<link [[Ask Sydney not to tell anyone|Sydney Temple Punish Intro Forget]]>><<endconfessionself>><</link>>
<br>
<</if>>
<</if>>
<<else>>
<<He>> looks at you for a long moment, before averting <<his>> gaze and ringing the bell on the confessional.
<br><br>
<<link [[Next|Temple Arcade Intro]]>><<endconfessionself>><</link>>
<br>
<</if>>
<<case "Confessor">>
"A shame. A rotten shame. Thank you for your honesty. You must be purified. Please exit the booth, and do not resist." You hear the faint ringing of a bell. You exit the confessional to meet your punishment.
<br><br>
<<if $templePromised is "Sydney">>
"Your beloved will be summoned, and punished alongside you," you hear. <<He>> exits the booth behind you, placing <<his>> hands on your shoulders. <<He>> wears dark robes.
<br><br>
<<link [[Next|Sydney Temple Punish Intro Confession]]>><<endconfessionself>><</link>>
<br>
<<else>>
<<He>> exits the booth behind you, placing <<his>> hands on your shoulders. <<He>> wears dark robes.
<br><br>
<<link [[Next|Temple Arcade Intro]]>><<endconfessionself>><</link>>
<br>
<</if>>
<<default>>
"Thank you for your honesty. You must be purified. Please exit the booth." You hear the faint ringing of a bell. You exit the confessional to meet your punishment.
<br><br>
<<if $templePromised is "Sydney">>
"Your beloved will be summoned, and punished alongside you," you hear. <<He>> swiftly exits the booth, avoiding eye contact with you.
<br><br>
<<link [[Next|Sydney Temple Punish Intro Confession]]>><<endconfessionself>><</link>>
<br>
<<else>>
<<He>> swiftly exits the booth, avoiding eye contact with you.
<br><br>
<<link [[Next|Temple Arcade Intro]]>><<endconfessionself>><</link>>
<br>
<</if>>
<</switch>><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
<<strip>>
You <<if $exposed isnot 2>>take off your clothes and <</if>>stand against the seal.
<<if $speech_attitude is "meek">>
"Is... is this going to hurt?" you ask.<br>
<<He>> chuckles. "No child. Quite the opposite."
<<elseif $speech_attitude is "bratty">>
"Try anything and I scream," you say.<br>
<<He>> chuckles. "No one would hear you. Just relax."
<<else>>
"This seems wrong," you say.<br>
<<He>> chuckles but doesn't say anything.
<</if>>
<br><br>
The metal shutter opens. A hand presses up against your <<genitals>>.
<<if $worn.genitals.name is "chastity parasite">>
<<He>> pauses upon feeling the parasite. "It's worse than I thought. The taint has manifested physically. Do not fret, I'm trained for this."
<<elseif playerChastity()>>
<<He>> makes an annoyed sound upon seeing your chastity device. "Obstructive. But not unworkable."
<</if>>
<<if $player.penisExist>>
<<He>> gently holds your penis, manipulating the length.
<<if playerChastity()>>
Heat rapidly spreads through it. It feels like <<he>> applied some kind of gel.
<<else>>
<<He>> guides it through the opening, and you start to feel wetness and warmth along with a consistent stimulation along the surface.
<</if>>
<</if>>
<<if $player.vaginaExist>>
<<He>> gently rubs your pussy, coaxing out lewd fluids with surprising professionalism.
<<if playerChastity()>>
Your chastity belt provides little in the way of protection from <<his>> skilled assault.
<</if>>
<</if>>
<<His>> hands feel unusually warm. <<arousal 2000>>
<br><br>
<<link [[Next (0:15)|Temple Confess Self Purge 2]]>><<pass 15>><</link>>
<br><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
The stimulation continues for quite some time, and you feel your knees start to grow weak.
<br><br>
<<He>> increases the speed of <<his>> work, until you hit a sudden, unpleasant breaking point with very little buildup.
<br><br>
<<arousal 10000 "genitals">>
<<orgasm>>
<<if ($femaleclimax or _deniedOrgasm or $worn.genitals.name is "chastity parasite") and !$player.vaginaExist>>
"Nothing? Unusual. Still, I feel the corruption has abated."
<<else>>
You feel the residual fluids being collected from your
<<if ($femaleclimax or _deniedOrgasm or $worn.genitals.name is "chastity parasite")>>
<<pussy>>.
<<else>>
<<genitals>>.
<</if>>
"A fine expulsion."
<</if>>
<<if $earSlime.corruption>>
<<if $earSlime.growth gte 50>>
<<set _minGrowth to $earSlime.growth gte 100 and playerIsPregnant() ? 100 : 51>>
<<set $earSlime.growth to Math.clamp(Math.ceil($earSlime.growth * 0.9), _minGrowth, Infinity)>>
<<if $earSlime.growth gte 100>>
<<set $earSlime.defyCooldown += 6>>
<<else>>
<<set _parasitesRemoved to "">>
<<if $earSlime.growth lte 100 and $parasite.penis.name and $parasite.penis.name is "parasite">>
<<removeparasite "penis">>
<<set _parasitesRemoved to "genitals">>
<</if>>
<<if $earSlime.growth lte 100 and $parasite.clit.name and $parasite.clit.name is "parasite">>
<<removeparasite "clit">>
<<set _parasitesRemoved to "genitals">>
<</if>>
<<if $earSlime.growth lte 75 and $parasite.breasts.name and $parasite.breasts.name is "parasite">>
<<removeparasite "breasts">>
<<set _parasitesRemoved to "breasts">>
<</if>>
<<if _parasitesRemoved>>You watch as the parasites on your _parasitesRemoved start losing their colour before seemly disintegrating.<</if>>
<</if>>
<<else>>
<<set $earSlime.growth to Math.clamp(Math.ceil($earSlime.growth * 0.9), 0, Infinity)>>
<</if>>
<<llcorruption true>><<corruption -10>>
<br><br>
<</if>>
You hear <<him>> stand, and see <<his>> silhouette draw the shape of a cross against the wooden slats. "I name you purified, and may you remain on the path of the light hereafter," <<he>> says in a grim tone.
<br><br>
The scraping of metal irritates your ears, but you can't see what's happening. <<He>> leaves shortly after.
<br><br>
<<if $confession is "promiscuity">>
<<if hasSexStat("promiscuity", 5)>>
<<set $promiscuity -= 10>><<trauma 80>>
<<elseif hasSexStat("promiscuity", 3)>>
<<set $promiscuity -= 5>><<trauma 50>>
<<else>>
<<set $promiscuity -= 2>><<trauma 40>>
<</if>>
<<elseif $confession is "exhibitionism">>
<<if hasSexStat("exhibitionism", 5)>>
<<set $exhibitionism -= 10>><<trauma 80>>
<<elseif hasSexStat("exhibitionism", 3)>>
<<set $exhibitionism -= 5>><<trauma 50>>
<<else>>
<<set $exhibitionism -= 2>><<trauma 40>>
<</if>>
<<elseif $confession is "deviancy">>
<<if hasSexStat("deviancy", 5)>>
<<set $deviancy -= 10>><<trauma 80>>
<<elseif hasSexStat("deviancy", 3)>>
<<set $deviancy -= 5>><<trauma 50>>
<<else>>
<<set $deviancy -= 2>><<trauma 40>>
<</if>>
<<elseif $confession is "purity">>
<<purity 20>>
<</if>>
<<link [[Next|Temple Confess Self End Alone]]>><<clotheson>><</link>>
<br><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
<<pass 30>>
You continue talking with <<him>> about it. <<tearful>> you say goodbye,
<<if $exposed gte 1>>
<<towelup>>
taking a moment to grab one of the towels above you and covering yourself before
<</if>>
leaving shortly after <<him>>.
<br><br>
<<link [[Leave|Temple]]>><<endconfessionself>><</link>>
<br><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
<<pass 30>>
<<if $exposed gte 1>>
<<towelup>>
You grab one of the towels above you and cover yourself before leaving.
<<else>>
You wait a moment to make sure you don't see each other on the way out.
<</if>>
<br><br>
<<link [[Leave|Temple]]>><<endconfessionself>><</link>>
<br><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
You refuse, and opt to leave the confessional. "You remain unforgiven," you hear from behind you.
<br><br>
<<link [[Next|Temple]]>><<endconfessionself>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<set $speechdisable to 1>>
<<neutral 1>>
<<maninit>>
<<npcgloryhole>>
<</if>>
<<set $enemyarousal += 10>>
<<temple_effects>><<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Temple Confess Self Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Temple Confess Self Sex]]>><</link>></span><<nexttext>>
<</if>><<temple_effects>><<effects>>
<<set $punishmentposition to 0>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<set $gloryholestat += 1>>
<<if $temple_rank is undefined or $temple_rank is "prospective">>
"You are free of sin. Thank you for your honesty."
<<elseif $temple_rank is "initiate">>
"You are forgiven, initiate. Excellent work." <<His>> hand comes through the slot, patting you on the head.
<<else>>
"You are forgiven, <<sister>>. Please return if temptations overtake you again."
<</if>>
<<tearful>> you rise, waiting for <<him>> to leave.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Temple Confess Self End Alone]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
You hear a shout of pain from behind the wall, and the
<<if $NPCList[0].penis isnot "none">>
$NPCList[0].penisdesc disappears.
<<else>>
pussy disappears.
<</if>>
<<if $temple_rank is undefined or $temple_rank is "prospective">>
"Your sins remain unforgiven, wretch!"
<<elseif $temple_rank is "initiate">>
"You have sinned again, initiate! Pray I do not tell the bishop of this trespass!" <<grace -5 "monk">><<llgrace "monk">>
<<else>>
"You are wretched and ungrateful, <<sister>>!" <<grace -5 "priest">><<lgrace "priest">>
<</if>>
<<tearful>> you rise, waiting for <<him>> to leave.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Temple Confess Self End Alone]]>><</link>>
<br>
<<else>>
You hear the <<person>> grumble on the other side of the wall.
<br><br>
<<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Temple Confess Self End Alone]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
<<npc Jordan>><<person1>>
You approach the confessional, secluded against the wall of the main hall. Ornate symbology dances across the centre trim, continuing on the heavy wooden doors on each side.
The right side is open for penitents to confess their sins, while the left side is reserved for the priest, or 'confessor'. A small brass bell hangs in the middle.
<br><br>
A large half-circle is gouged into the stone around the booth.
<br><br>
"You look unsure of yourself, child." You feel a hand on your shoulder. It's Jordan. "You seek to act as a confessor, yes? I'll show you how."
<br><br>
<<link [[Next|Temple Confess Tutorial 2]]>><</link>>
<br><<temple_effects>><<effects>>
You enter the confessional with Jordan.
<br><br>
The interior is more spacious than the outside lets on, enough for both of you to fit. A cushioned bench sits before you.
Jordan gestures to the wooden slats that separate the two sides. "This is the seal of confession. It represents the privacy of the penitent's sins. Their sins are only for the Lord to hear, through you."
<br><br>
You take note of a small metal shutter under the seal, and a silver bowl attached to the wall under it. Jordan notices your gaze. "A symbol of purity. The silver vessel takes in the sins of the penitent, where they are forgiven."
<br><br>
<<He>> gestures to a rope next to the bench. "This operates the bell outside. Only pull this if you are faced with another member of the temple who has confessed to breaking their vows. It will call in the specialists to purify them."
<br><br>
<<He>> moves on to a case full of small sticks. "Each time a penitent enters, light this incense and speak the phrase 'Welcome. Lay your sins bare, so they may be forgiven.' In most cases you will aim to forgive and guide your penitent. The phrase you will speak for forgiveness is 'I name you forgiven by word. You must still forgive yourself by act.' In the more severe cases of sin or illegal activity, you should be firm and demand they repent."
<br><br>
<<He>> continues. "If you believe your penitent to be full of a great amount of sin and corruption, you will tell them to write their name and address on one of these pieces of paper." <<He>> gestures to a stack of papers on a shelf, opposite to the seal.
"This is known as contrition. In giving their sacred name, letting all the world know of their sins, they will be forgiven. The specialists will help them purify themselves at a later date."
<br><br>
Jordan places a hand on your head. "You must use your best judgement to properly attend to your penitents. I know you can do it. Good luck, child." Jordan leaves you alone in the booth.
<<endevent>>
<br><br>
<<link [[Wait for a penitent (0:30)|Temple Confess]]>><<pass 30>><</link>>
<br><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
<<if $phase is 1>>
<<set $phase to 0>>
You enter the confessional's left side. A cushioned bench sits before you, and you sit.
<br><br>
To your left is a rope, leading to the bell outside, as well as wooden slats obstructing the other side of the booth.
They're covered in symbols. A small metal shutter sits under them, with a silver bowl attached to the wall under it.
To your right is a stack of papers.
<br><br>
There are towels on a shelf above the bench.
<<else>>
You are in the confessional, acting as a confessor.
<</if>>
<br><br>
<<if Time.hour gte 6 and Time.hour lt 22>>
<<if $exposed gte 1>>
You grab a few towels from the shelf above you.
<<dry_full>>
<<silently>><<exposure>><</silently>>
<<if $exposed gte 1>>
<<towelup>>
<</if>>
<br><br>
<</if>>
<<link [[Wait for a penitent (0:30)|Temple Confess]]>><<pass 30>><</link>>
<br>
<<link [[Leave|Temple]]>><<endconfession>><</link>>
<br>
<<else>>
You hear a knock on the door. "The confessional is closing for the night, <<sister>>. Thank you for your work today."
<br><br>
You exit the booth, seeing a <<generateConfessor 1>><<person1>><<monk>> in dark robes smiling at you. <<He>> locks the door after you.
<br><br>
<<link [[Next|Temple]]>><<endconfession>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "temple">><<sydneySchedule>><<temple_effects>><<effects>><<rngWraith>>
<<set $confessionsTaken = ($confessionsTaken || 0) + 1>>
<<if _wraithEvent and $wraithIntro and !$daily.wraithConfess>>
<<set _wraithConfess to true>><<set $daily.wraithConfess to true>><<set $attendant to "wraith">><<set _noOptions to true>>
You hear the other door open. Before you can greet your penitent, you feel a cold wind blow. It steals your breath.
<<if ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled")) and $wraith.state isnot "haunt">>
You can almost feel what is on the other side of the booth. All that separates you are misunderstandings.
<</if>>
<br><br>
"Welcome. Lay your sins bare, so they may be forgiven," you say. You do your best to keep your voice even. When you go to light the incense, the flame flickers out no matter how many times you try.
<<else>>
You hear the other door open and greet your attendant.
"Welcome. Lay your sins bare, so they may be forgiven." You light the incense and do your best to speak outside your usual tone.
<</if>>
<br><br>
<<cleareventpool>>
<!-- Corrupted penitents (contrition or purge) -->
<<if $confessionsTaken gte 5>>
<<addinlineevent "confession_corrupt_1" 0.7>>
<<generate1>><<person1>><<set $attendant to "corrupt_1">>
They sit down, panting and out of breath. A <<personsimple>>'s voice greets you. "Holes. So many holes. In the world. In others. In me. No one else sees them. But you do, don't you? That's your job, isn't it?"
<</addinlineevent>>
<<addinlineevent "confession_corrupt_2" 0.7>>
<<generate1>><<person1>><<set $attendant to "corrupt_2">>
They sit down. A <<personsimple>>'s voice greets you. "Hello, dear <<sister>>. I fear I've done some rather dreadful things. For the past month or so, I've been seeing a prostitute every day.
Each time we meet, our acts become more and more depraved, and now, I find myself thinking about nothing but these carnal deeds. Today I even caught myself thinking about stealing this sex worker away, to be locked away in my basement. Thus, I decided to come here."
<</addinlineevent>>
<<addinlineevent "confession_corrupt_3" 0.7>>
<<generate1>><<person1>><<set $attendant to "corrupt_3">>
They sit down. A <<personsimple>>'s anxious voice greets you. "I fear I've angered God," <<he>> says.
<br><br>
After a moment of silence, you encourage <<him>> to elaborate.
<br><br>
"I've started seeing... visions. Hearing voices. They tell me to do terrible things, until I am a terrible thing myself. I know they aren't real, no matter how real they feel. I... I don't know what I've done wrong, or what I should do to make it stop."
<</addinlineevent>>
<<addinlineevent "confession_corrupt_4" 0.7>>
<<generatey1>><<person1>><<set $attendant to "corrupt_4">>
They sit. A <<personsimple>>'s voice greets you. "Hello, <<sister>>. I've been having some... horrible thoughts lately. Things I would never think of on purpose. I... can I share? Some of them are really bad."
<br><br>
You give <<him>> permission to continue.
<br><br>
"I've had thoughts about other initiates. Thoughts about making them break their vows just to see them get punished. Thoughts about other members of our order, and how I'd like them to... defile... me. Thoughts about <<nnpc_brother "Jordan">> Jordan... I even had my <<if $pronoun is "m">>cage<<else>>belt<</if>> removed just to have <<nnpc_him "Jordan">> close to me."
<br><br>
<<He>> begins to sob. "And... and I'm starting to like these thoughts! I hate that I like them! They aren't mine! This isn't who I am!"
<</addinlineevent>>
<<addinlineevent "confession_corrupt_5" 0.7>>
<<generate1>><<person1>><<set $attendant to "corrupt_5">>
They sit. A <<personsimple>>'s voice greets you. "I will waste no time, <<sister>>. The taint has taken me. Please, purge it from my being."
<</addinlineevent>>
<<addinlineevent "confession_corrupt_fake" 0.7>>
<<generate1>><<person1>><<set $attendant to "corrupt_5_fake">>
They sit. A <<personsimple>>'s voice greets you. "I will waste no time, <<sister>>. The taint has taken me. Please, purge it from my being."
<</addinlineevent>>
<<addinlineevent "confession_corrupt_6" 0.7>>
<<generatey1>><<person1>><<set $attendant to "corrupt_6">>
They sit. A <<personsimple>>'s exasperated voice greets you. "S-someone did something to me, <<sister>>. I can't... it feels like I can't breathe without taking in every sin committed in this town. But, it feels like it's somehow my fault."
<</addinlineevent>>
<<addinlineevent "confession_corrupt_7" 0.7>>
<<generate1>><<person1>><<set $attendant to "corrupt_7">>
They sit. A <<personsimple>>'s voice greets you. "Forgive me, <<sister>>, for I have... oh, what haven't I done? It feels as though my body has died, and the only way I can live again is through horrible acts of sin. It's all I can do."
<</addinlineevent>>
<<addinlineevent "confession_corrupt_8" 0.7>>
<<generatey1>><<person1>><<set $attendant to "corrupt_8">>
They sit. A <<personsimple>>'s monotone voice greets you. "Forgive me. Please forgive me. Please forgive me. Please forgive me. Please forgive me."
<br><br>
You attempt to question <<him>> on what <<he>> needs to be forgiven for. <<He>> simply continues to repeat <<himself>>.
<</addinlineevent>>
<<addinlineevent "confession_corrupt_9" 1>>
<<generate1>><<person1>><<set $attendant to "corrupt_9">>
They sit. A <<personsimple>>'s voice greets you, as <<he>> presses <<his>> hand against the seal.
<<if ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled"))>>
"Oh my, I'm blessed indeed. You're angelic. I can feel your radiance through the seal. May this poor wretch humbly request you purge me of my sins?"
<<elseif ($fallenangel gte 2 or ($transformationParts.fallenAngel.wings isnot "hidden" and $transformationParts.fallenAngel.wings isnot "disabled"))>>
"Oh my, it seems I'm not the only one in need of forgiveness. Your bitterness and loss... I can smell it. Why don't we purge each others' sins, <<sister>>?"
<<elseif ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled"))>>
"Ahh, a corrupt vessel. Fascinating that you've started to climb the ranks. You're in good company, <<sister>>. My bowl is full, and I must purge it."
<<elseif ($wolfgirl gte 6 or ($transformationParts.wolf.tail isnot "hidden" and $transformationParts.wolf.tail isnot "disabled"))>>
"What an odd presence. Wouldn't you be more at home in the forest with your kin, <<sister>>? No matter. I am here to purge."
<<elseif ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled"))>>
"Ahh, I hope your tongue isn't too rough, <<sister>>. I'm afraid the only milk I have to offer is that of flesh and sin."
<<elseif ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>
"This one is a bastion of vital force. How curious, I didn't expect that glorified farmhand to let any of you escape. Oh well, I'll keep your secret so long as you purge me of my sins."
<<elseif ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled"))>>
"Unbefitting of one with such beautiful wings to confine themselves to this stuffy box of sins. Help me sing, <<sister>>. Sing for salvation."
<<elseif ($fox gte 6 or ($transformationParts.fox.tail isnot "hidden" and $transformationParts.fox.tail isnot "disabled"))>>
"You're a tricky one. I almost didn't feel you here. No matter. You likely already know why I'm here, <<sister>>. To purge."
<<else>>
"I suppose you'll have to do. Please help me purge my sins, <<sister>>."
<</if>>
<</addinlineevent>>
<</if>>
<!-- Sinful penitents (forgive, repent, or either) -->
<<addinlineevent "confession_sinner_1" 1>>
<<generate1>><<person1>><<set $attendant to "sinner_1">>
They sit down with a sigh. A <<personsimple>>'s voice greets you. "Forgive me, <<sister>>, for I have..." <<He>> pauses.
"I did something horrible. I... There was this
<<if maleChance($pronoun) gte random(1, 100)>>
boy. He needed money really bad, to pay someone off, I think. I... I made him do things.
<<if random(1,100) lte $npcvirginitychance>>
I ended up taking his virginity.
<</if>>
He didn't seem to mind,
<<else>>
girl. She needed money really bad, to pay someone off, I think. I... I made her do things.
<<if $NPCList[0].penis is 0>>
<<if random(1,100) lte $npcVirginityChance>>
I ended up taking her virginity.
<</if>>
She didn't seem to mind,
<<else>>
<<if random(1,100) lte $npcVirginityChance>>
I think I was her first.
<</if>>
She didn't seem to mind,
<</if>>
<</if>>
but I still feel so rotten."
<</addinlineevent>>
<<addinlineevent "confession_sinner_2" 1>>
<<generate1>><<person1>><<set $attendant to "sinner_2">>
They sit down. A <<personsimple>>'s voice greets you. "Hey, I heard if I confess something bad enough, you guys will literally suck the sin out of me. That true? In that case, I'm full of sin! I... thought about masturbating today! Yeah!"
<</addinlineevent>>
<<addinlineevent "confession_sinner_3" 1>>
<<generatey1>><<person1>><<set $attendant to "sinner_3">>
They sit down. A <<personsimple>>'s voice greets you. "F-forgive me, <<sister>>, for I have sinned. I... I masturbated in class." A pause. "...and in the library. And during detention. And during the last exam."
<</addinlineevent>>
<<addinlineevent "confession_sinner_4" 1>>
<<generatey1>><<person1>><<set $attendant to "sinner_4">>
They sit down. A <<personsimple>>'s voice greets you. "Forgive me, <<sister>>, for I have sinned. I skipped school."
<</addinlineevent>>
<<addinlineevent "confession_sinner_5" 1>>
<<generatey1>><<person1>><<set $attendant to "sinner_5">>
They sit down. A <<personsimple>>'s voice greets you. "Forgive me, <<sister>>, for I have sinned. I... I cheated on my last school exam."
<</addinlineevent>>
<<addinlineevent "confession_sinner_6" 1>>
<<generatev1>><<person1>><<set $attendant to "sinner_6">>
They sit down. A <<personsimple>>'s voice greets you. "I... I can't do this anymore. I'm a dancer over at Darryl's club. It makes me feel so... dirty. But I need the money. What should I do?"
<</addinlineevent>>
<<addinlineevent "confession_sinner_7" 1>>
<<generatev1>><<person1>><<set $attendant to "sinner_7">>
They sit down. A <<personsimple>>'s voice greets you bluntly. "I'm a filthy fucking prostitute. I hate it, but I'll probably never stop. Even if your God forgives me, or whatever."
<</addinlineevent>>
<<addinlineevent "confession_sinner_8" 1>>
<<generatey1>><<generateyp2>><<person1>><<set $attendant to "sinner_8">>
They sit down with a huff. A <<personsimple>>'s voice greets you with a bored tone. "I'll be honest, I really don't want to be here, but my parents are making me. This place is all about being honest, right? Good first step? Well, I'm here because I had sex with my <<person2>><<personsimple>>friend.<<person1>>
<<if $NPCList[0].condom and !_noCondom and !($NPCList[0].gender is "f" and $NPCList[1].gender is "f")>>
Consensually. We even used protection."
<<else>>
Raw. Consensually."
<</if>>
<</addinlineevent>>
<<addinlineevent "confession_sinner_9" 1>>
<<generatey1>><<person1>><<set $attendant to "sinner_9">>
They sit down. A <<personsimple>>'s voice greets you. "I... I've got a crush on one of my teachers."
<</addinlineevent>>
<<addinlineevent "confession_sinner_10" 0.5>>
<<generate1>><<person1>><<set $attendant to "sinner_10">>
They sit down. A <<personsimple>>'s voice greets you.
<<if $NPCList[0].penis isnot "none">>
<<if Time.month is 10>>
"I fucked a pumpkin,"
<<else>>
"I fucked a watermelon,"
<</if>>
<<else>>
"I fucked a cucumber,"
<</if>>
<<he>> says plainly. You wait for <<him>> to say more, but <<he>> doesn't.
<</addinlineevent>>
<<addinlineevent "confession_sinner_criminal_1" 1>>
<<generate1>><<person1>><<set $attendant to "sinner_criminal_1">>
They sit down. A <<personsimple>>'s voice greets you. "Forgive me, <<sister>>, for I have sinned. I'm a criminal. I've been shoplifting from the local shopping centre for a few months now. The guilt's finally caught up to me, I guess. I'm scared, I don't want to go to jail, but I can't keep living this lie."
<</addinlineevent>>
<<addinlineevent "confession_sinner_criminal_2" 1>>
<<generate1>><<person1>><<set $attendant to "sinner_criminal_2">>
They sit down with a sigh. A <<personsimple>>'s voice greets you. "I'm a wanted <<if $pronoun is "m">>man<<else>>woman<</if>>. For as long as I can remember, I've been stealing to get by. Don't need to do it to survive anymore, but I keep doing it anyways. Don't know how to do anything else."
<</addinlineevent>>
<<addinlineevent "confession_sinner_silent" 1>>
<<generate1>><<person1>><<set $attendant to "sinner_silent">>
They sit down. You sit in silence for a moment, hearing nothing from the other side. You move closer to the seal, and hear them mumbling a prayer.
<</addinlineevent>>
<<addinlineevent "confession_sinner_orphan_1" 1>>
<<generateyv1>><<person1>><<set $attendant to "sinner_orphan_1">>
They sit down. A <<personsimple>>'s voice greets you. "Uhm... h-hello. I... I did some bad things." <<He>> goes silent, and you gently encourage <<him>> to continue.
<br><br>
"I... I have a debt to pay off. B... uhm, my guardian, is demanding I pay them back for all the years I lived under <<nnpc_his "Bailey">> roof. The demands are a lot. I have to do some... ugly things to keep up." You're able to fill in the gaps yourself.
<</addinlineevent>>
<<addinlineevent "confession_sinner_orphan_2" 1>>
<<generateyv1>><<person1>><<set $attendant to "sinner_orphan_2">>
They sit down. A <<personsimple>>'s voice greets you. "This is stupid. This is so stupid." <<He>> grumbles for a moment, before letting out an annoyed sigh. "How do you pretentious fucks keep your faith in this shithole of a town? I... I have to sell my body just to pay off a debt I didn't even know I was building up for the last seven years. The things I have to do are disgusting."
<br><br>
You open your mouth to respond, but <<he>> continues. "It... wasn't so bad at first. Working odd jobs for cash under the table. Running deliveries, helping around houses. But then the demands started getting steeper. And people started trying to fucking... feel me up while I was working. Before I knew it, I was getting on my knees and... and... it's all Bailey's fucking fault!"
<</addinlineevent>>
<<if $panty_thief gte 1>>
<<addinlineevent "confession_sinner_panty_thief" 0.5>>
<<loadNPC 0 "panty_thief">><<person1>><<set $attendant to "sinner_panty_thief">>
They sit down with a sigh. A <<personsimple>>'s voice greets you. "I'm a sick fuck. I've been paying students from the local school to steal each others' unmentionables and bring them to me."
<</addinlineevent>>
<</if>>
<<if $npcPregnancyDisable is "f">>
<<addinlineevent "confession_sinner_pregnant" 1>>
<<generate1>><<person1>><<set $attendant to "sinner_pregnant">>
They sit down. A <<personsimple>>'s voice greets you. "Forgive me, <<sister>>, for I...
<<if $pronoun is "m">>
I got someone pregnant. It was a moment of weakness and passion. I do care for my partner, but I... I'm not ready for this. I don't know what to do."
<<else>>
I got pregnant. It was a moment of weakness and passion. I don't know what to do. I'm so afraid. My partner doesn't know yet, I'm afraid he'll leave me."
<</if>>
<</addinlineevent>>
<</if>>
<<addinlineevent "confession_sinner_generic_forgive" 3>>
<<generate1>><<person1>><<set $attendant to "sinner_generic_forgive">>
They sit down. A <<personsimple>>'s voice greets you.
<<set _sinPoolForgive to [
`"Forgive me, <<sister>>, for I have sinned. I have coveted my <<print either("neighbour","neighbour's spouse","friend's spouse")>>."`,
`"Forgive me, <<sister>>, for I have sinned. I lost a bet, and went streaking across town naked."`,
`"Forgive me, <<sister>>, for I have sinned. I've been hitting up the strip club behind my spouse's back for a few weeks."`,
`"Forgive me, <<sister>>, for I have sinned. I've been... indulging myself at the local brothel."`,
`"I've got a problem. I've been gambling like mad."`,
`"Forgive me, <<sister>>, for I've had impure thoughts about <<print either("my neighbour","a close friend","the clergy here")>>."`,
`"Forgive me, <<sister>>, for I've had impure thoughts about... well, a lot of people."`,
`"Forgive me, <<sister>>, for I have fallen into temptation."`,
`"Forgive me, <<sister>>, for I have sown <<print either("deceit","unkind words")>> amongst my peers."`,
]>>
<<set _sinForgive to _sinPoolForgive.pluck()>>
<<print _sinForgive>>
<</addinlineevent>>
<<addinlineevent "confession_sinner_generic_repent" 2>>
<<generate1>><<person1>><<set $attendant to "sinner_generic_repent">>
They sit down. A <<personsimple>>'s voice greets you.
<<set _sinPoolRepent to [
`"Forgive me, <<sister>>, for I have been... abusive... towards my spouse."`,
`"Forgive me, <<sister>>, for I have betrayed my spouse and cheated on them."`,
`"Forgive me, <<sister>>, for I have had unfaithful thoughts about my spouse."`,
`"Forgive me, <<sister>>, for I turned a blind eye to the criminal activity of a friend."`,
`"Forgive me, <<sister>>, for I... I've committed petty thievery."`,
`"Forgive me, <<sister>>. I stole some money that I found lying unattended at the local <<print either("spa","markets","cafe","arcade","pub")>>."`,
`"Forgive me, <<sister>>, for I have stolen from a <<print either("neighbour","friend","co-worker")>>. I... I felt like I deserved something more than they did. I was jealous."`,
]>>
<<if $bestialitydisable is "f">>
<<set _sinPoolRepent.push(
`"Forgive me, <<sister>>, for I've had impure thoughts about... my <<print either("","friend's","neighbour's")>> <<print either("dog","cat")>>."`,
`"Forgive me, <<sister>>, for I have sinned. I have laid with a beast as though it were a human."`,
)>>
<</if>>
<<set _sinRepent to _sinPoolRepent.pluck()>>
<<print _sinRepent>>
<</addinlineevent>>
<!-- Unsinful penitents (forgive) -->
<<addinlineevent "confession_no_sin_generic" 0.5>>
<<generate1>><<person1>><<set $attendant to "no_sin_generic">>
They sit down. A <<personsimple>>'s voice greets you.
<<set _noSinPool to [
`"Forgive me, <<sister>>, for I have worn clothing of mixed fabrics."`,
`"Forgive me, <<sister>>, for I have eaten a co-worker's food."`,
`"Forgive me, <<sister>>, for I... I've been eating too much ice cream. My spouse is making me feel horrible for it."`,
]>>
<<set _noSin to _noSinPool.pluck()>>
<<print _noSin>>
<</addinlineevent>>
<!-- Rapist penitents (contrition) -->
<<addinlineevent "confession_sinner_generic_rapist" 1.2>>
<<generate1>><<person1>><<set $attendant to "sinner_generic_rapist">>
They sit down. A <<personsimple>>'s voice greets you.
<<set _sinPoolRepent to [
`"I'm a disgusting rapist," <<he>> says with bubbling self-hatred.`,
`"Forgive me, <<sister>>, for I have sinned. I... I'm a rapist."`,
`"Forgive me, <<sister>>, for I have sinned. I'm a rapist."`,
`"Forgive me, <<sister>>, for I have sinned. I've forced myself on another... sexually."`,
`"Forgive me, <<sister>>, for I have sinned. I've forced myself on others."`,
`"Forgive me, <<sister>>, for I... God, I'm a filthy fucking rapist."`,
]>>
<<set _sinRepent to _sinPoolRepent.pluck()>>
<<print _sinRepent>>
<</addinlineevent>>
<!-- Temple penitents (repent or ring bell) -->
<<addinlineevent "confession_temple_1" 1>>
<<generateyTemple 1>><<person1>><<set $attendant to "temple_1">>
They sit down. A <<personsimple>>'s voice greets you. "Forgive me, <<sister>>, for I have had impure thoughts about my fellow initiates."
<</addinlineevent>>
<<addinlineevent "confession_temple_2" 1>>
<<generateyTemple 1>><<person1>><<set $attendant to "temple_2">>
They sit down. A <<personsimple>>'s voice greets you. "Forgive me, <<sister>>, I... I've got the hots for another initiate."
<</addinlineevent>>
<<addinlineevent "confession_temple_3" 1>>
<<generateyTemple 1>><<person1>><<set $attendant to "temple_3">>
They sit down. A <<personsimple>>'s voice greets you. "Forgive me, <<sister>>, for I have had impure thoughts about... about <<nnpc_brother "Jordan">> Jordan."
<</addinlineevent>>
<<addinlineevent "confession_temple_4" 1>>
<<generateyTemple 1>><<person1>><<set $attendant to "temple_4">>
They sit down. A <<personsimple>>'s voice greets you. "Forgive me, <<sister>>, for I... I've broken my vow."
<</addinlineevent>>
<<addinlineevent "confession_temple_5" 1>>
<<generateTemple 1>><<person1>><<set $attendant to "temple_5">>
They sit down. A <<personsimple>>'s voice greets you. "Forgive me, <<sister>>, for I have broken my sacred vow."
<</addinlineevent>>
<<addinlineevent "confession_temple_6" 1>>
<<generateyTemple 1>><<person1>><<set $attendant to "temple_6">>
They sit down. A <<personsimple>>'s voice greets you. "Forgive me, <<sister>>, but... please don't tell anyone. I... broke my vow. Someone attacked me, and..."
<</addinlineevent>>
<<addinlineevent "confession_temple_generic" 1>>
<<generateTemple 1>><<person1>><<set $attendant to "temple_generic">>
They sit down. A <<personsimple>>'s voice greets you.
<<set _templeSinPool to [
`"Forgive me, <<sister>>, for I have ignored my spiritual duties as a <<monk>>."`,
`"Forgive me, <<sister>>, for I have had thoughts about breaking my vows."`,
`"Forgive me, <<sister>>, for I have lusted after one of our initiates."`,
]>>
<<set _templeSin to _templeSinPool.pluck()>>
<<print _templeSin>>
<</addinlineevent>>
<!-- Temple penitents post-punishment (varies) -->
<<addinlineevent "confession_temple_punished_faithful" 1>>
<<generateTemple 1>><<person1>><<set $attendant to "punished_1">>
They sit down. A <<personsimple>>'s voice greets you. "Forgive me, <<sister>>, for I have sinned," <<he>> says. "I have doubted the faith." You hear <<him>> fidget.
<br><br>
<<He>> dissolves into sobbing. You wait uncomfortably. After a last sniffle, <<he>> continues. <<His>> voice sounds stronger.
"There was a-an incident. I broke my vow, and then I was purified. It was the process of purification that made me doubt, <<sister>>. I endured unspeakable horrors to earn forgiveness. It's my fault, of course, but..."
<br><br>
<<He>> cuts <<himself>> off. You see <<his>> hand press up against the small metal shutter. A part of you wants to hold it, but you resist.
"I can only pray that I am forgiven," <<he>> says. "It has to be enough. If all of that wasn't enough, if I am not free of sin, then what was the point? Please, <<sister>>. Tell me that I'm pure."
<</addinlineevent>>
<<addinlineevent "confession_temple_punished_disillusioned" 1>>
<<generateTemple 1>><<person1>><<set $attendant to "punished_2">>
You hear a dry chuckle from the other side. A <<personsimple>>'s voice greets you. "Funny. I used to say that." There's a beat of silence. "<<Sister>>, I have sinned, but I do not ask for your forgiveness. I think your forgiveness is a crock of shit, to be honest."
<<He>> hurries on without waiting for your response. "I mean, I did everything I was supposed to. I practised the faith. I took confessions. I even went door to door and begged for donations."
<br><br>
<<He>> sighs. "But when I lay with someone I loved in sacred union, they said I broke my vow. I was punished, <<sister>>. I won't tell you the things they did to me. I don't think I could bear to utter such filth here, even after all I've been through."
<br><br>
More silence. It stretches so long and thin that you think it will snap and let something in. A wave of relief comes over you when <<he>> starts to speak again. "I really only came here to tell someone that I was leaving. My beloved and I are going to go where we can love each other freely. No walls between us. I just wish...
<<if $grace gte 100>>
I wish I had your devotion, <<sister>>."
<<elseif $grace gte 50>>
I wish I was as strong as you, <<sister>>."
<<else>>
I wish I wasn't the only one who feels this way. Can you understand me, <<sister>>?"
<</if>>
<</addinlineevent>>
<<if $world_corruption_soft gte 50>>
<<addinlineevent "confession_temple_punished_vowbreaker" 1>>
<<generatev1>><<person1>><<set $attendant to "punished_3">>
They sit down. A <<personsimple>>'s voice greets you, and <<he>> wastes no time. "Forgive me, <<sister>>, for I have broken my vow."
<br><br>
"You must be purified-" you begin.<br>
"Wait!" <<he>> says. "Before you summon the specialists, please listen to my story. That's why you're here, isn't it?"<br>
You hesitate, your hand gripping the rope. You let it go. <<He>> sighs in relief.
<br><br>
"I was a good initiate, and an even better <<monk>>. I did everything asked of me. But I was raped on my way home from my duties. I never saw the face of my attacker, and I doubt I ever will. I dreaded the examination for weeks. For good reason, because I failed." <<He>> laughs. "Then they set me up to be raped again. Imagine how that feels, <<sister>>. To be raped, and as punishment for someone else's crime, raped again."
<br><br>
There's the rustling of clothes as <<he>> shifts. "I'm recording it this time. They can't keep getting away with it. I'll show the world, and then they'll be shut down." <<He>> takes a deep breath. "Thank you for listening, <<sister>>. I'm ready now."
<</addinlineevent>>
<</if>>
<<addinlineevent "confession_temple_punished_vessel" 1>>
<<generateTemple 1>><<person1>><<set $attendant to "punished_corrupt">>
They sit down. A <<personsimple>>'s voice greets you. "Forgive me, <<sister>>, but I have sinned. I have gone through the temple's purification. At first, it was fine. I understood. But the more I thought about it, the more I questioned it. Why would such acts of violence purify me, if that was what corrupted me?"
<br><br>
<<He>> chuckles. "But then I realised. I was taking the corruption of others into myself. I was making a difference. So I broke my vow again. And again." <<His>> voice grows louder. "And it was good, and I was good for being a vessel for corruption. But it's become too much. I wake up screaming at night. I feel sick when I look at myself in the mirror. I haven't been able to eat. I can't think of anything but how much I don't want to do this anymore."
<br><br>
"I can feel all of this corruption welling up inside of me. It's eating at me like acid, leaving holes in my faith. I think something is trying to use me to enter this world." <<He>> starts to cry. "I don't want to let It in, <<sister>>! I don't want to be the reason It wins! Please, you have to help me before it's too late."
<</addinlineevent>>
<!-- Other/Special penitents -->
<<if _sydney_location is "temple" and $sydney_templeWork is "pray" and !$daily.sydneyConfession and C.npc.Sydney.init is 1 and $confessionsTaken gte 5>>
<<run statusCheck("Sydney")>>
<<if $templePromised is "Sydney" and $daily.sydney.sex gte 1>>
<<addinlineevent "confession_sydney_promised_1" 4>>
<<npc Sydney>><<person1>><<set $attendant to "sydney_promised">>
<<set $daily.sydneyConfession to true>>
<<if $sydneySeen.includes("confessionRevealed")>>
<span class="blue">You hear three knocks on the door's frame.</span>
<</if>>
A <<personsimple>>'s voice greets you. "Forgive me, <<sister>>, for I have... sinned? I'm... unsure."
<br><br>
<<He>> goes silent. You encourage <<him>> to continue.
<br><br>
"My beloved and I. We underwent the Rite of Promise, but...
<<if $daily.sydney.sex gte 2>>
we've already been intimate multiple times today. It feels so sinful, yet I can't seem to get enough of <<pher>> touch."
<<else>>
we were intimate with each other today, and it still felt sinful."
<</if>>
<</addinlineevent>>
<<elseif $templePromised is "Sydney" and $sydney.sexTotal gte 3>>
<<addinlineevent "confession_sydney_promised_2" 3>>
<<npc Sydney>><<person1>><<set $attendant to "sydney_promised">>
<<set $daily.sydneyConfession to true>>
<<if $sydneySeen.includes("confessionRevealed")>>
<span class="blue">You hear three knocks on the door's frame.</span>
<</if>>
A <<personsimple>>'s voice greets you. "Forgive me, <<sister>>, for I have... sinned? I'm... unsure."
<br><br>
<<He>> goes silent. You encourage <<him>> to continue.
<br><br>
"My beloved and I. We underwent the Rite of Promise, but... our intimacy still feels sinful."
<</addinlineevent>>
<<elseif $sydneyromance gte 1 and $sydney.sexTotal gte 1>>
<<addinlineevent "confession_sydney_romance" 2>>
<<npc Sydney>><<person1>><<set $attendant to "sydney_romance">>
<<set $daily.sydneyConfession to true>>
<<if $sydneySeen.includes("confessionRevealed")>>
<span class="blue">You hear three knocks on the door's frame.</span>
<</if>>
A <<personsimple>>'s voice greets you. "Forgive me, <<sister>>, for I have sinned. I've been intimate with someone.
<<if _sydneyChastity>>
My chastity device has stopped me from breaking my vow, but I confess that I've had thoughts of removing it."
<<elseif C.npc.Sydney.virginity.temple is true>>
I haven't broken my vow, but... I've come close to it."
<<else>>
We've done... a lot."
<</if>>
<</addinlineevent>>
<<elseif !$sydneyromance and C.npc.Sydney.love gte 60>>
<<addinlineevent "confession_sydney_love" 1>>
<<npc Sydney>><<person1>><<set $attendant to "sydney_love">>
<<set $daily.sydneyConfession to true>>
A <<personsimple>>'s voice greets you. "Forgive me, <<sister>>, for I have sinned. I've coveted a peer. A classmate of mine,
<<if $temple_rank isnot undefined and $temple_rank isnot "initiate">>
who also holds the rank of <<temple_title>> here."
<<else>>
who I've grown close with."
<</if>>
<<if $sydneyFriendZoned>>
<br><br>
You open your mouth to respond, but <<he>> continues. "<<pShes>> already rejected me, too. But these feelings won't go away. It's... it's tearing me apart inside."
<</if>>
<</addinlineevent>>
<</if>>
<<if C.npc.Sydney.love gte 60 and C.npc.Kylar.init is 1 and C.npc.Kylar.love gte 40>>
<<addinlineevent "confession_sydney_kylar" 0.2>>
<<npc Sydney>><<person1>><<set $attendant to "sydney_kylar">>
<<set $daily.sydneyConfession to true>><<set _noOptions to true>>
A <<personsimple>>'s voice shakily greets you. "Forgive me, <<sister>>, for I have... I have disobeyed. I was forbidden to see someone, a classmate of mine.
<<nnpc_Hes "Kylar">> been condemned by our order. But <<nnpc_he "Kylar">> used to be my friend. My only friend, even. <<nnpc_He "Kylar">>... I... I just miss <<nnpc_him "Kylar">>, even after all these years."
<br><br>
You hear a sniffle. "It... it doesn't matter. <<nnpc_He "Kylar">> doesn't even look at me. This was pointless. I'm sorry to waste your time, <<sister>>. Good day."
<br><br>
<<He>> leaves before you can say anything.
<br><br>
<<link [[Next|Temple Confess Start]]>><<endconfession>><</link>>
<br>
<</addinlineevent>>
<</if>>
<<if $templePromised is "Sydney" and $sydneySeen.includes("punishment")>>
<<addinlineevent "confession_sydney_doubt" 1>>
<<npc Sydney>><<person1>><<set $attendant to "sydney_doubt">>
<<set $daily.sydneyConfession to true>>
<<if $sydneySeen.includes("confessionRevealed")>>
<span class="blue">You hear three knocks on the door's frame.</span>
<</if>>
A <<personsimple>>'s voice greets you. "Forgive me, <<sister>>, for I have sinned," <<he>> says.
<<if _sydneyStatus.includes("corrupt")>>
"I've got doubts. I'm promised to someone, and we get to... do it, whenever we want because of it. But if either of us break our vows with someone else, we'll both get punished. I get that happening if we cheat on each other willingly. But what happens if either of us is assaulted? This town is full of holes, and there are many eager to reach through them to harm others."
<br><br>
<<if $awarelevel gte 2>>You think you know what <<he>> means.<<else>>You wonder what <<he>> means by holes.<</if>>
<br><br>
"This has been making me doubt my faith," <<he>> continues. "Am I putting it in the right place? I think I am, but, <<sister>>, I admit that I've become confused. It's not fair that <<pshe>> has to endure punishment for someone else's sin, let alone me." <<He>> pauses. "Fuck, that was selfish. I guess I still have some growing to do."
<<else>>
"I... I can't believe I've been thinking about this." <<He>> takes a deep breath. "I have been promised to someone. My beloved. We can be in-intimate with each other because of that. If either of us breaks our vow with someone else, though, we are punished. At least we're punished together, right? But..."
<br><br>
There's a catch in <<his>> voice. It's subtle, but in this small space, you hear it. "But what if my b-beloved is assaulted?" <<he>> asks. "Please forgive me for saying this, <<sister>>, but it seems so unfair to punish <<pher>> for that." The words pour out in a flood. You feel <<his>> doubt pushing against your lips to force its way in. <<stress 3>><<gstress>>
<br><br>
"It isn't as if <<pshe>> asked for it. Yes, maybe <<pshe>> shouldn't put <<pherself>> in a situation where <<pshe>> could get attacked, but what if <<pshe>> does everything right and it still happens? How is it fair or right to punish <<pher>> for that? And why should I be punished alongside <<pher>>?" <<He>> pauses. "Oh, that sounds so selfish. I guess I'll need to ask forgiveness for that too."
<</if>>
<br><br>
<<He>> sighs. "<<Sister>>, what should I do?"
<</addinlineevent>>
<</if>>
<</if>>
<<if ($museumhorse is 1 or $museumduck is 1) and !$weekly.winterConfession and C.npc.Winter.init is 1 and $confessionsTaken gte 5>>
<<addinlineevent "confession_winter" 3>>
<<npc Winter>><<person1>><<set $attendant to "winter">>
<<set $weekly.winterConfession to true>>
A weary <<personsimple>>'s voice greets you.
"Forgive me, <<sister>>, for I have sinned. One of my students has assisted me with a particular... demonstration, at the museum.
While historically accurate, I find myself having unprofessional thoughts about <<phim>> afterwards."
<br><br>
<<He>> pauses for a moment.
<<if C.npc.Winter.love gte 30>>
"I'm afraid that uncouth feelings about this student have begun to surface as well.
<<else>>
"These thoughts often turn sinful, as well. Perhaps as a result of the physical nature of the demonstrations.
<</if>>
Please, forgive me."
<</addinlineevent>>
<</if>>
<<if Time.dayState isnot "night" and Time.dayState isnot "dusk" and $daily.jordanMissing isnot 1 and $weekly.jordanConfessionCheckin and $confessionsTaken gte 5>>
<<addinlineevent "confession_jordan" 0.5>>
<<npc Jordan>><<person1>><<set $attendant to "jordan">>
<<set $weekly.jordanConfessionCheckin to true>><<set _noOptions to true>>
A <<personsimple>>'s voice greets you. "Greetings, child. Is all well?" It's Jordan.
<br><br>
<<link [[Yes|Temple Confess Jordan Yes]]>><</link>>
<br>
<<link [[No|Temple Confess Jordan No]]>><</link>>
<br>
<</addinlineevent>>
<</if>>
<!-- Must be last. -->
<<if _wraithConfess>>
<<cleareventpool>>
<<addinlineevent "confession_wraith" 1000>>
Water trickles through the metal grate.
<br><br>
"<span class="wraith">Those drowned can only speak the sea.</span>"
<br><br>
<span class="wraith"><<link [[Confess|Temple Confess Wraith]]>><</link>></span>
<br>
<</addinlineevent>>
<</if>>
<<runeventpool>>
<<if !_noOptions>>
<br><br>
How do you respond?
<br>
<<link [[Forgive|Temple Confess Forgive]]>><</link>>
<br>
<<link [[Repent|Temple Confess Repent]]>><</link>>
<br>
<<link [[Contrition|Temple Confess Contrition]]>><</link>>
<br>
<<if $attendant.includes("temple") or $attendant is "corrupt_4">>
<<link [[Ring the bell|Temple Confess Purify]]>><</link>>
<br>
<</if>>
<<if !$attendant.includes("temple")>>
<<if $attendant.includes("sydney") and $sydneySeen.includes("confessionRevealed") and $sydneyromance gte 1>>
<<link [[Invite Sydney to your side of the booth|Temple Confess Sydney Tempt]]>><<set $phase to 1>><</link>>
<br>
<<elseif $temple_confessor_intro>>
<<link [[Purge|Temple Confess Purge]]>><</link>>
<br>
<<else>>
<<link [[Purge|Temple Confess Purge]]>><</link>><<promiscuous1>>
<br>
<</if>>
<</if>>
<</if>><<temple_effects>><<effects>>
"That pleases me to hear. I knew you would take to this well. Forgive my intrusion." <<ggrace>><<grace 2>>
<br><br>
<<He>> leaves just as quickly as <<he>> entered.
<br><br>
<<link [[Next|Temple Confess Start]]>><<endconfession>><</link>>
<br><<temple_effects>><<effects>>
"I'm sorry to hear that. Hearing the weight of others' sins can be degrading to the soul. One can only take so much before cracks begin to form. However, we must hold fast, for only we can save these poor souls from damnation." <<ggrace>><<grace 2>>
<br><br>
<<He>> leaves just as quickly as <<he>> entered.
<br><br>
<<link [[Next|Temple Confess Start]]>><<endconfession>><</link>>
<br><<temple_effects>><<effects>>
<<if $attendant isnot "no_sin_generic" and $attendant isnot "sydney_promised">>
<<if ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled")) or ($confessionsTaken gte 10 and $grace gte 25)>>
You stand and draw the shape of a cross against the seal of confession.
"I name you forgiven by word. You must still forgive yourself by act," you say with confidence.
<<elseif $speech_attitude is "meek">>
"Y-you're forgiven by word, but you must forgive yourself by act," you say.
<<elseif $speech_attitude is "bratty">>
"You're forgiven. But you still need to forgive yourself," you say.
<<else>>
"You're forgiven, but you need to act to forgive yourself," you say.
<</if>>
<</if>>
<<switch $attendant>>
<<case "corrupt_1">>
<br><br>
"F-forgiven? I don't... I don't need forgiveness! I-it's hopeless!"
<br><br>
<<He>> flees the confessional in hysterics. <<grace -2>><<lgrace>>
<<case "corrupt_2">>
<br><br>
"You... forgive me? Despite these terrible thoughts? Well, alright. Let's hope your forgiveness is enough to stop me."
<br><br>
<<He>> leaves the confessional, uncertain of your judgement. <<grace -2>><<lgrace>>
<<case "corrupt_3" "corrupt_6">>
<br><br>
"Forgiven... so I've done nothing wrong? Th-thank you, <<sister>>! Hopefully this horrible feeling will go away..."
<br><br>
<<He>> exits the confessional in higher spirits. <<trauma -3>><<ltrauma>><<awareness -3>><<lawareness>>
<<case "corrupt_4">>
<br><br>
"I... I don't need forgiveness! I need help! If you can't help me..."
<br><br>
<<He>> stands and leaves the confessional in a hurry. <<grace -2>><<lgrace>>
<<case "corrupt_5" "corrupt_5_fake">>
<br><br>
"Forgiveness? Are you daft? Forget this, you're wasting my time. I'll come back when a more competent confessor is available."
<br><br>
<<He>> leaves the booth with a huff. <<grace -2>><<lgrace>>
<<case "corrupt_7">>
<br><br>
"You would... forgive someone as sinful as me? I'm not sure whether to be thankful or disturbed. Th... thank you <<sister>>." <<He>> leaves the confessional. <<trauma -3>><<ltrauma>><<awareness -3>><<lawareness>><<grace -2>><<lgrace>>
<<case "corrupt_8">>
<br><br>
<<He>> goes silent for a moment. "Forgive yourself. Please forgive yourself. Please forgive yourself. Please forgive yourself."
<br><br>
<<He>> continues to repeat <<himself>> as <<he>> leaves the booth. You hear <<his>> voice fade away slowly. <<stress 3>><<gstress>>
<<case "corrupt_9">>
<br><br>
"Oh, how adorable! You have no idea what's going on, do you?" <<He>> chuckles. "Open your eyes, <<sister>>. <span class="red">Some sins can't be forgiven.</span>"
<br><br>
<<He>> leaves without another word. <<awareness 1>><<gawareness>>
<<case "sinner_1">>
"If the encounter was consensual, then you are not beyond saving. Try to restrain yourself in the future."
<br><br>
"O-of course, <<sister>>. Thank you!" <<He>> exits the confessional. <<grace 1>><<ggrace>>
<<case "sinner_2">>
"Think more highly of yourself. You're above base urges like this."
<br><br>
<<Hes>> silent for a moment. "D-damn it. Now I just feel bad. Uh... sorry. Consider that my actual confession." <<He>> exits the booth. <<grace 1>><<ggrace>>
<<case "sinner_3">>
"Temper your willpower. Do not let lust rule your life."
<br><br>
"Yes, <<sister>>. Thank you, <<sister>>." <<He>> exits the confessional. <<grace 1>><<ggrace>>
<<case "sinner_4" "sinner_5">>
"Your education is important. Try to take it more seriously."
<<if $lessonmissed gte 25>>
You do your best to ignore the irony of your statement.
<</if>>
<br><br>
"Lame. You sound like my <<if $malechance is 100>>dad<<else>>mum<</if>>. But... maybe that means you're right." <<He>> exits the confessional. <<grace 1>><<ggrace>>
<<case "sinner_6" "sinner_7">>
"The Lord understands. The world can be cruel, but you're doing your best."
<br><br>
<<Hes>> silent for a moment. "Thanks. I guess that makes me feel a little better." <<He>> exits the booth.
<<case "sinner_8">>
"So long as you intend to stay with your partner forevermore, your sin is minimal."
<br><br>
"That's... not what I expected. You actually seem to get it. Maybe I was wrong about this place. Thank you." <<He>> exits the booth. <<grace 1>><<ggrace>>
<<case "sinner_9">>
"You are free of sin, but do not let infatuation get the better of you."
<br><br>
"Right! Thank you, <<sister>>." <<grace 1>><<ggrace>>
<<case "sinner_10">>
<<if Time.month is 10 and $NPCList[0].penis is 0 and random(1,50) is 1>>
"'Tis the season."
<<else>>
"As... unusual as your sin is, it is not the most severe. Temper your lust."
<</if>>
<br><br>
"I'll probably do it again. But thanks anyways." <<He>> leaves the confessional. <<grace 1>><<ggrace>>
<<case "sinner_criminal_1">>
<br><br>
"Thank you, <<sister>>." <<He>> quickly leaves the booth.
<<case "sinner_criminal_2">>
<br><br>
"Thanks. But I don't know that your forgiveness will stop me." <<He>> quickly leaves the booth. <<grace -2>><<lgrace>>
<<case "sinner_silent">>
<br><br>
<<He>> says nothing, and leaves the booth.
<<case "sinner_orphan_1">>
"Be strong. We're all suffering together. Keep your fellow orphans safe."
<br><br>
"How did you...? Strong... right. I'm strong. I can do this!" <<He>> shuffles out of the booth. <<grace 1>><<ggrace>><<hope 2>><<ghope>>
<<case "sinner_orphan_2">>
"Be strong. We're all suffering together. Keep your fellow orphans safe."
<br><br>
"Strong? I... I just have to live with it, then?" <<He>> pauses. "I... I can. I can do this. Thank you, <<sister>>." <<He>> shuffles out of the booth. <<grace 1>><<ggrace>><<hope 1>><<ghope>><<reb -1>><<lreb>>
<<case "sinner_panty_thief">>
"Your intentions are profane, but ultimately not too harmful."
<br><br>
"That's... unexpected. Thanks!" <<He>> leaves the booth in higher spirits. <<grace -1>><<lgrace>>
<<case "sinner_pregnant">>
"Stick by your beloved and your love will hold true, come whatever may."
<br><br>
Silence. After a few moments, you hear sobbing. "Th-thank you, <<sister>>. Thank you so much!" You feel like <<he>> would hug you if <<he>> could. <<He>> leaves the confessional in tears. <<grace 2>><<ggrace>><<trauma -6>><<ltrauma>>
<<case "sinner_generic_forgive">>
"For the sake of those you love, be strong."
<br><br>
"Yes. Thank you, <<sister>>." <<He>> exits the confessional. <<grace 1>><<ggrace>>
<<case "sinner_generic_repent" "sinner_generic_rapist">>
<br><br>
"Surely I don't deserve forgiveness. I... this was a mistake." <<He>> exits the booth. <<grace -2>><<lgrace>>
<<case "no_sin_generic">>
<<if $speech_attitude is "meek">>
"Th-that's not a sin," you say.
<<elseif $speech_attitude is "bratty">>
"Not a sin," you say plainly.
<<else>>
"I didn't see that in the scripture. I'm sure that you've committed no sin," you say.
<</if>>
<br><br>
<<He>> sighs in relief. "Thank you, <<sister>>!" <<He>> exits the confessional. <<grace 1>><<ggrace>>
<<case "temple_1" "temple_2" "temple_3">>
"Remember that your siblings in the order are like family."
<br><br>
"Of course. Thank you, <<sister>>." <<He>> exits the confessional.
<<case "temple_4" "temple_generic">>
<br><br>
"I... I'm forgiven? Oh... th-thank you, <<sister>>!" <<He>> exits the confessional. <<grace -2>><<lgrace>>
<<case "temple_5">>
<br><br>
"I seek penance, <<sister>>, not forgiveness. I will return later." <<He>> exits the confessional. <<grace -2>><<lgrace>>
<<case "temple_6">>
<br><br>
"Oh, thank you, thank you so much <<sister>>! I promise I won't break it again!" <<He>> exits the confessional. <<grace -2>><<lgrace>><<stress -12>><<llstress>>
<<case "punished_1">>
<br><br>
"Forgiven," <<he>> says. <<His>> relief is palpable. "Yes. I am forgiven, but I must work on forgiving myself. Thank you, <<sister>>. Thank you!"
<br><br>
<<He>> leaves the confessional. You feel a warm glow in your chest. <<grace 1>><<stress -2>><<ggrace>><<lstress>>
<<case "punished_2">>
<br><br>
<<He>> laughs. It almost sounds like a sob. "It's all bullshit," <<he>> says. "Goodbye, <<sister>>. I hope they are kinder to you than they were to me."
<br><br>
<<He>> exits the confessional, leaving you <<if $temple_arcade_known or $sydneySeen?.includes("punishment")>>with your own memories of the temple's punishments<<else>>to ponder the meaning of <<his>> words<</if>>. <<stress 3>><<gstress>>
<<case "punished_3">>
<br><br>
<<He>> stays silent for a moment. "Your faith is strong, <<sister>>. I envy you. I don't think I can forgive. But maybe I can forget."
<br><br>
<<He>> leaves the confessional, but not before pushing <<his>> recorder through the small metal chute. <<stress -3>><<lstress>>
<<case "punished_corrupt">>
<br><br>
"I don't deserve to be forgiven!" <<he>> shouts. "I have to do my duty! If you can't help me, I'll find someone who can!" <<He>> rushes from the confessional, shouting all the while. <<grace -2>><<lgrace>>
<<case "sydney_promised">>
"If you are bound by promise, then you have committed no sin. You were given exception through a holy rite."
<br><br>
You hear a sigh of relief. "Thank you, <<sister>>. I needed the reassurance." <<He>> exits the confessional. <<grace 1>><<ggrace>><<arousal 20>><<garousal>>
<<case "sydney_romance">>
"So long as you remain true and faithful, and keep your vow, you have done little wrong."
<br><br>
You hear a sigh of relief. "Thank you, <<sister>>." <<He>> exits the confessional. <<npcincr "Sydney" lust 1>><<npcincr "Sydney" purity -1>><<gslust>><<lspurity>>
<<case "sydney_love">>
"If your feelings are pure, you will remain free of sin."
<br><br>
You hear a sigh of relief. "Thank you, <<sister>>." <<He>> exits the confessional. <<grace 1>><<ggrace>><<npcincr "Sydney" love 3>><<glove "Sydney">>
<<case "sydney_doubt">>
<<run statusCheck("Sydney")>>
"Doubts are normal. To doubt is human, to know all is divine. You are not lost so long as you do not let your doubts consume you. Forgive yourself, <<nnpc_brother "Sydney">>, as I forgive you."
<br><br>
<<if _sydneyStatus.includes("corrupt")>>
"And if my doubts do consume me?" <<he>> challenges. "What then, <<sister>>? Will I still be forgiven?"
<br><br>
"Yes," you say with confidence. "For you are loved by God<<if isLoveInterest("Sydney")>> and your beloved<</if>>, and that love will keep you from straying. I'm sure of it."
<br><br>
<<He>> is silent for a long time. "Huh. That's not what I expected you to say. I've... No one has ever really had that kind of faith in me before. Thank you, <<sister>>."
<<else>>
"Human," <<he>> echoes. "I am just a <<personsimple>>, that's true. I guess I thought I should be above such things. Thank you for reminding me that I'm not."
<</if>>
<<He>> exits the confessional. You sneak a look through your door. <<He>> looks at peace. <<grace 1>><<npcincr Sydney love 2>><<ggrace>><<glove>>
<<case "winter">>
"It is difficult to keep one's thoughts in check during such a vulnerable moment. Perhaps talk to this student of yours about it."
<br><br>
"Thank you for your time and kind words, <<sister>>." <<He>> exits the booth slowly. <<grace 1>><<ggrace>>
<<default>>
<br><br>
"Thank you, <<sister>>." <<He>> exits the confessional. <<grace 1>><<ggrace>>
<</switch>>
<br><br>
<<if !_noOptions>>
<<link [[Next|Temple Confess Start]]>><<endconfession>><</link>>
<br>
<</if>><<temple_effects>><<effects>>
<<if $attendant isnot "no_sin_generic">>
<<if ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled")) or ($confessionsTaken gte 10 and $grace gte 25)>>
You stand and draw the shape of a cross against the seal of confession.
"Repent. Change your ways, and you'll be forgiven," you say with confidence.
<<elseif $speech_attitude is "meek">>
"Y-you're forgiven by word, but you still need to repent," you say.
<<elseif $speech_attitude is "bratty">>
"You're forgiven. But you need to get your shit together and repent," you say.
<<else>>
"You're forgiven, but you need to repent," you say.
<</if>>
<</if>>
<<switch $attendant>>
<<case "corrupt_1">>
<br><br>
"Repent... how can I repent? I... I must fill the holes...!"
<br><br>
<<He>> flees the confessional in hysterics. <<grace -2>><<lgrace>>
<<case "corrupt_2">>
<br><br>
A pause. "Okay. I will do my best to push away these terrible thoughts, <<sister>>. Thank you."
<br><br>
<<He>> leaves the confessional, uncertain of your judgement. <<grace -2>><<lgrace>>
<<case "corrupt_3" "corrupt_6">>
<br><br>
"B...but how do I repent? I don't know what I did! No matter what I do, it's not enough!"
<br><br>
<<He>> exits the confessional in distress. <<grace -2>><<lgrace>>
<<case "corrupt_4">>
<br><br>
"I... I don't need repentance! I need help! If you can't help me..."
<br><br>
<<He>> stands and leaves the confessional in a hurry. <<grace -2>><<lgrace>>
<<case "corrupt_5">>
"Trying to trick a confessor is evil. You would tempt me in such a holy place?"
<br><br>
"Ah. You don't know. I'll come back when a more competent confessor is available."
<br><br>
<<He>> leaves the booth with a huff. <<grace -2>><<lgrace>>
<<case "corrupt_5_fake">>
"Trying to trick a confessor is evil. You would tempt me in such a holy place?"
<br><br>
There's a moment of silence. "Damn it. You hopeless prudes, can't have any fun." <<He>> leaves the booth quickly. <<grace 1>><<ggrace>>
<<case "corrupt_7">>
<br><br>
"I will... do my best to change my ways again, despite my previous failings. Th... thank you <<sister>>." <<He>> leaves the confessional. <<grace -2>><<lgrace>>
<<case "corrupt_8">>
<br><br>
<<He>> goes silent for a moment. "Repent. Repent. Repent. Repent. Repent. Repent."
<br><br>
<<He>> continues to repeat <<himself>> as <<he>> leaves the booth. You hear <<his>> voice fade away slowly. <<stress 3>><<gstress>>
<<case "corrupt_9">>
<br><br>
"Oh, how adorable! You have no idea what's going on, do you?" <<He>> chuckles. "Open your eyes, <<sister>>. <span class="red">Some sins can't be atoned for.</span>"
<br><br>
<<He>> leaves without another word. <<awareness 1>><<gawareness>>
<<case "sinner_1">>
"Even with consent, you shouldn't take advantage of someone in such a vulnerable position."
<br><br>
"O-of course, <<sister>>. Thank you!" <<He>> exits the confessional. <<grace 1>><<ggrace>>
<<case "sinner_2">>
"Propositioning a confessor in such a holy place... you should get yourself fitted with a chastity device to contain your lust."
<br><br>
"Oh piss off, I'm just looking for a little fun you damned prig." <<He>> exits the booth. <<grace 1>><<ggrace>>
<<case "sinner_3">>
"Get yourself fitted with a chastity device if you must."
<br><br>
"Yes, <<sister>>. Thank you, <<sister>>." <<He>> exits the confessional. <<grace 1>><<ggrace>>
<<case "sinner_4" "sinner_5">>
"Your teachers are giving you their best. Do not waste their time."
<<if $lessonmissed gte 25 or $delinquency gte 400>>
You do your best to ignore the irony of your statement.
<</if>>
<br><br>
"I... shit, I guess I am being a bit of an ass, aren't I? Fine, you win." <<He>> exits the confessional. <<grace 1>><<ggrace>>
<<case "sinner_6">>
"You are above this. There are other ways to make money. Why not join us here in the order?"
<br><br>
There's a moment of silence. "You... you really mean that? I could... join? I... give me some time to think about it. Thank you, <<sister>>." <<He>> leaves the booth. <<grace 1>><<ggrace>>
<<case "sinner_7">>
"You are addicted to it, in a way, no? You can break free from this. Give up, and you'll be stuck in this spiral forever. Be strong."
<br><br>
<<Hes>> silent for a moment. "Strong... I'm strong. I can do this. I can stop... I can finally stop..." <<He>> exits the booth. <<grace 1>><<ggrace>>
<<case "sinner_8">>
"You should have waited until marriage. Propose to your beloved, and make this right."
<br><br>
"What the fuck? You're even worse than my parents! I... fuck!" <<He>> exits the booth. <<grace 1>><<ggrace>>
<<case "sinner_9">>
"Keep your emotions in check. They may lead to passion, which leads to sin and heartbreak."
<br><br>
"Right! Thank you, <<sister>>." <<grace 1>><<ggrace>>
<<case "sinner_10">>
"No better, or worse, than masturbation. You should buy a chastity device from us."
<br><br>
"Thanks, I won't. My conscience is clear." <<He>> leaves the confessional. <<grace 1>><<ggrace>>
<<case "sinner_criminal_1">>
"No thrill, no material gain, is worth this risk. You should turn yourself in and apply for community service."
<br><br>
"Community service... I can do that. Thank you, <<sister>>." <<He>> quickly leaves the booth. <<grace 1>><<ggrace>>
<<case "sinner_criminal_2">>
"To do nothing but steal from others is to live an empty life of lies. Use your skilled hands to give instead of take."
<br><br>
"That... no one's ever bothered actually giving me advice before. They always just tell me to turn myself in. Thank you, <<sister>>." <<He>> quickly leaves the booth. <<grace 1>><<ggrace>>
<<case "sinner_silent">>
<br><br>
<<He>> says nothing, and leaves the booth.
<<case "sinner_orphan_1">>
"You're better than this. There are other ways to make money. Find honest work."
<br><br>
"But how? The demands just keep getting more and more steep. I... I'll try." <<He>> shuffles out of the booth. <<grace 1>><<ggrace>><<hope -1>><<lhope>><<reb 1>><<greb>>
<<case "sinner_orphan_2">>
<<set _noOptions to true>>
"You're better than this. There are other ways to make money. Find honest work."
<br><br>
"Other ways, huh? You don't think I've tried that? You think I have a fucking choice? You'll never understand."
<br><br>
<<link [[Tell <<him>> you're an orphan too|Temple Confess Repent Orphan Tell]]>><<grace -2>><<hope 2>><<reb 2>><</link>>
<br>
<<if $trauma gte 4000 or $uncomfortable.prostituting is false>>
<<link [[Snap at <<him>>|Temple Confess Repent Orphan Snap]]>><<trauma -12>><<grace -4>><<hope -1>><<reb 4>><</link>>
<br>
<</if>>
<<link [[Say nothing|Temple Confess Repent Orphan Silent]]>><</link>>
<br>
<<case "sinner_panty_thief">>
"What you're doing is... disgusting. Stay away from the school."
<br><br>
"Yeah, okay, sure. Maybe. Probably not. Still, got it off my chest at least. Thanks!" <<He>> leaves the booth. <<grace 1>><<ggrace>>
<<case "sinner_pregnant">>
"The right thing to do is to join in sacred union with your beloved. Marriage will be your salvation from sin."
<br><br>
"I... I suppose you're right. I was already thinking about it, I think I just needed that extra push. Thank you so much, <<sister>>." <<grace 1>><<ggrace>>
<<case "sinner_generic_forgive">>
"Repent and come back to the light."
<br><br>
"I-I'm sorry! I'll do my best to be better!" <<He>> exits the confessional.
<<case "sinner_generic_repent">>
"Repent and come back to the light."
<br><br>
"Of course, thank you <<sister>>." <<He>> exits the booth. <<grace 1>><<ggrace>>
<<case "sinner_generic_rapist">>
"Cease your sinful depravity. Cease turning this town's populace into victims."
<br><br>
"I... I will! But that doesn't change what I've already done." <<He>> exits the booth.
<<case "no_sin_generic">>
<<if $speech_attitude is "meek">>
"Y-yeah, that's super sinful," you say playfully.
<<elseif $speech_attitude is "bratty">>
"Eww, freak. Sinful freak!" you say playfully.
<<else>>
"Wow, that's pretty sinful," you say playfully.
<</if>>
"You need to repent."
<br><br>
"I will! Th-thank you <<sister>>!" <<he>> stammers before leaving. <<grace -1>><<lgrace>><<stress -3>><<trauma -3>><<lstress>><<ltrauma>>
<<case "temple_1" "temple_2" "temple_3" "temple_generic">>
"Do not betray the trust that your siblings of faith have given you."
<br><br>
"Of course. Apologies, <<sister>>." <<He>> exits the confessional. <<grace 1>><<ggrace>>
<<case "temple_4" "temple_5">>
"Your punishment will come when you're inspected. Until then, work to rectify your betrayal."
<br><br>
"Of course, <<sister>>. I will atone, one way or another." <<He>> exits the confessional.
<<case "temple_6">>
"Your punishment will come when you're inspected. Until then, work to rectify your betrayal."
<br><br>
"R...right. Apologies." <<His>> voice is full of dread. <<He>> exits the confessional sheepishly.
<<case "punished_1">>
<br><br>
"Of course," <<he>> says. "I'm not forgiven yet. How could I be? The doubt still lingers. Thank you, <<sister>>. I will work harder. I will be worthy of the Temple. I will."
<br><br>
<<He>> repeats <<his>> last two words as <<he>> exits the confessional. It sounds like a desperate hymn. <<stress 3>><<gstress>>
<<case "punished_2">>
The words feel hollow. <<stress 3>><<gstress>>
<br><br>
"Yeah," <<he>> says. "Somehow, I knew you'd say that. It's what <<nnpc_he "Jordan">> taught us, isn't it? Stay safe, <<sister>>. <<if $temple_arcade_known or $sydneySeen?.includes("punishment")>>You know what happens to those that step outside the faith.<<else>>There are things about this temple that you don't know.<</if>>"
<br><br>
<<He>> exits the confessional, leaving you feeling uncertain of your judgement. <<stress 3>><<awareness 2>><<gstress>><<gawareness>>
<<case "punished_3">>
<br><br>
"It's them that need to repent," <<he>> says. "I'm doing what needs to be done. You'll see. It's for the greater good." <<He>> leaves the confessional. You wonder if <<he>> will return to try again. <<stress 3>><<gstress>>
<<case "punished_corrupt">>
<br><br>
"Have you even been listening to me?" <<he>> asks. "<<Sister>>, I am meant to be a vessel for corruption. I can't repent. There are some evils that must be contained." <<He>> exits the confessional before you can respond. <<grace -2>><<awareness 2>><<lgrace>><<gawareness>>
<<case "sydney_promised">>
"Do not abuse the Rite of Promise. You risk corrupting you and your beloved."
<br><br>
"I... I knew it. I'm sorry, <<sister>>." <<He>> exits the confessional. <<grace 1>><<ggrace>><<npcincr Sydney lust -1>><<npcincr Sydney purity 2>><<lslust>><<gspurity>>
<<case "sydney_romance">>
"You mustn't allow yourself to be swayed by another. Remember your vows, and your duty to us."
<br><br>
"I... I knew it. I'm sorry, <<sister>>." <<He>> exits the confessional. <<grace 1>><<ggrace>><<npcincr Sydney lust -1>><<npcincr Sydney purity 2>><<lslust>><<gspurity>>
<<case "sydney_love">>
"You risk being swayed by allowing yourself to be so vulnerable. Remember yourself."
<br><br>
There's a moment of silence. "You're right, <<sister>>. I was foolish. Thank you." <<He>> trudges from the confessional. <<grace 1>><<ggrace>><<npcincr "Sydney" love -8>><<lllove "Sydney">>
<<case "sydney_doubt">>
<<run statusCheck("Sydney")>>
<<if $sydneySeen.includes("self-sabotage")>>
"A wise <<monk>> once told me that doubt is self-sabotage," you say. "Repent for hurting yourself, and forgiveness will follow."
<<else>>
"You are stronger than your doubts," you say. "Repent for questioning the faith, and you will be forgiven."
<</if>>
<br><br>
<<if _sydneyStatus.includes("corrupt")>>
"I guess I knew that," <<he>> says. "It's still nice to hear from someone else. Thanks, <<sister>>. I'll try to remember that."
<<else>>
"You're right," <<he>> says. "Of course you are. Thank you so much, <<sister>>, for keeping me on the right path."
<</if>>
<<He>> exits the confessional. <<grace 1>><<npcincr Sydney love 2>><<ggrace>><<glove>>
<<case "winter">>
"The bond between teacher and student should remain professional. Be wary."
<br><br>
"Of course, <<sister>>. Thank you for being stern." <<He>> exits the booth slowly. <<grace 1>><<ggrace>>
<<default>>
<br><br>
"Thank you, <<sister>>." <<He>> exits the confessional. <<grace 1>><<ggrace>>
<</switch>>
<br><br>
<<if !_noOptions>>
<<link [[Next|Temple Confess Start]]>><<endconfession>><</link>>
<br>
<</if>><<temple_effects>><<effects>>
<<if $speech_attitude is "meek">>
"D-don't say that! I'm stuck under Bailey's thumb just the same," you say.
<<elseif $speech_attitude is "bratty">>
"I'm in the exact same situation as you, don't go taking your problems out on others just because you're in a bad place right now," you say.
<<else>>
"We probably know each other. We're both stuck under Bailey," you say.
<</if>>
"We need to look after each other, because we're all we have left. Don't give up just because things look bleak right now. You've made it this far, right?"
<br><br>
<<He>> sits in stunned silence. "I'm sorry. I didn't know. I'll do my best for you, <<sister>>." <<He>> leaves the booth with a newfound determination in <<his>> step. <<lgrace>><<ghope>><<greb>>
<br><br>
<<link [[Next|Temple Confess Start]]>><<endconfession>><</link>>
<br><<temple_effects>><<effects>>
<<if $speech_attitude is "meek">>
"I... I'll never understand?! Do you have any idea the things I've had to do? The... horrible people I've had to deal with? Despite that, I'm sitting here trying to... to make people like you feel better about themselves!"
<<elseif $speech_attitude is "bratty">>
"Watch your fucking mouth, I'm in the exact same situation as you!" you yell. "Do you see me bitching about it, or do you see me taking my life into my own hands and trying to make a difference? God knows I could be spending my time doing something other than trying to make pathetic little runts like you feel better!"
<<else>>
"You have no idea who you're talking to. I've gone through it too! You're just too shortsighted and defeatist to actually try to improve your situation, you'd rather piss away your problems on someone else. Am I right? Why not try to help others, like I'm doing right now?"
<</if>>
<br><br>
<<He>> stands up, stammering. "S-some fucking confessor you are! How dare you?! I... damn it!" <<He>> leaves the booth hastily. <<lltrauma>><<llgrace>><<lhope>><<ggreb>>
<br><br>
You take a few deep breaths and sit back down. You were ready to march right around to the other side to say more.
<br><br>
<<link [[Next|Temple Confess Start]]>><<endconfession>><</link>>
<br><<temple_effects>><<effects>>
There's so much you want to say. But you say none of it.
<br><br>
"Thought so. I knew this was a waste of time." <<He>> storms out of the booth. <<grace 1>><<ggrace>>
<br><br>
<<link [[Next|Temple Confess Start]]>><<endconfession>><</link>>
<br><<temple_effects>><<effects>>
<<if !$daily.contritions>>
<<set $daily.contritions to 0>>
<</if>>
<<wearProp "pen">>
You grab one of the pieces of paper and a pen from the stack and slip them through the metal shutter.
"To make amends, you must return to us at a later date. Please write your full name and address here. The specialists will assist you in purification."
<br><br>
<<switch $attendant>>
<<case "corrupt_1">>
<<set $daily.contritions++>>
"Th... the specialists will fill my holes? Excellent! Thank you." <<He>> writes <<his>> name and leaves the booth. <<grace 1>><<ggrace>>
<<case "corrupt_2">>
<<set $daily.contritions++>>
A pause. "I see. How unusual. I'll trust your word, <<sister>>. Thank you."
<br><br>
<<He>> writes <<his>> name and leaves the confessional. <<grace 1>><<ggrace>>
<<case "corrupt_3" "corrupt_6">>
<<set $daily.contritions++>>
"Is this the path to forgiveness? Thank you, <<sister>>. I'm eager to see these specialists."
<br><br>
<<He>> writes <<his>> name and exits the confessional. <<grace 1>><<ggrace>>
<<case "corrupt_4">>
<<set $daily.contritions++>>
"If I write my name down, will God finally forgive me? Thank you, <<sister>>." <<He>> writes <<his>> name and exits the confessional. <<grace 1>><<ggrace>>
<<case "corrupt_5">>
<<set $daily.contritions++>>
"Hmph. I would prefer it if you took care of this matter personally, <<sister>>, but the specialists will have to do. I wonder how the bishop is doing..."
<br><br>
<<He>> writes <<his>> name and leaves the booth. <<grace 1>><<ggrace>>
<<case "corrupt_5_fake">>
"Hmph. I would prefer it if you took care of this matter personally, <<sister>>, but the specialists will have to do. I wonder how the bishop is doing..."
<br><br>
<<He>> writes <<his>> name and leaves the booth. <<grace 1>><<ggrace>>
<<case "corrupt_7">>
<<set $daily.contritions++>>
"This... this is what I need, yes. Purification." <<He>> writes <<his>> name and leaves the confessional. <<grace 1>><<ggrace>>
<<case "corrupt_8">>
<<set $daily.contritions++>>
<<He>> goes silent for a moment. "Make amends. Purification. Make amends. Purification. Make amends. Purification."
<br><br>
<<He>> continues to repeat <<himself>> as <<he>> leaves the booth. You hear <<his>> voice fade away slowly. <<stress 3>><<gstress>>
<<case "corrupt_9">>
<<set $daily.contritions++>>
"Hmph, you're new here aren't you? Very well, I'll tolerate the 'specialists' once more." <<He>> chuckles. "You should try purging your petitioners more... personally, <<sister>>. It might just open your eyes."
<br><br>
<<He>> leaves without another word. <<grace 1>><<ggrace>>
<<case "sinner_1" "sinner_3" "sinner_4" "sinner_5">>
"M-my name? I'm... I'm not sure about this..." <<He>> stays silent for a moment, before leaving the confessional. <<He>> doesn't write <<his>> name. <<grace -2>><<lgrace>>
<<case "sinner_2">>
"Purification? I'll pass, I just wanted some quick fun." <<He>> exits the booth. <<grace -2>><<lgrace>>
<<case "sinner_6">>
There's a moment of silence. "I... I thought this was all anonymous. I can't do this, if someone sees my name here... sorry. Goodbye." <<He>> leaves in a hurry. <<grace -2>><<lgrace>>
<<case "sinner_7">>
<<Hes>> silent for a moment. "This is some weird shit. I knew this was a mistake." <<He>> exits the booth. <<grace -2>><<lgrace>>
<<case "sinner_8">>
"Yeah, nope, this is fucking weird. Goodbye." <<He>> exits the booth. <<grace -2>><<lgrace>>
<<case "sinner_9">>
"Oh. Alright..." <<He>> hesitantly signs <<his>> name, and exits the booth. <<grace -2>><<lgrace>>
<<case "sinner_10">>
"Nope, don't exactly want to advertise this. Just came to clear my head." <<He>> leaves the confessional. <<grace -2>><<lgrace>>
<<case "sinner_criminal_1">>
"I... I can't! You'll just... report me to the authorities! This was a mistake..." <<He>> quickly leaves the booth. <<grace -2>><<lgrace>>
<<case "sinner_criminal_2">>
<<He>> laughs. "Do you think I'm stupid? You'll just use that info to get me locked up. Piss off." <<He>> quickly leaves the booth. <<grace -2>><<lgrace>>
<<case "sinner_silent">>
<<He>> says nothing, and leaves the booth.
<<case "sinner_orphan_1" "sinner_orphan_2">>
"Purification...? I guess it can't hurt." <<He>> writes <<his>> name and exits the booth. <<grace -2>><<lgrace>><<hope -1>><<lhope>>
<<case "sinner_panty_thief">>
"Wow, that sounds like a terrible idea. I'll pass." <<He>> leaves the booth. <<grace -2>><<lgrace>>
<<case "sinner_pregnant">>
"Purification? Is that what it will take? I don't know if I like the sound of that, but..." <<He>> hesitantly signs <<his>> name. <<grace -2>><<lgrace>>
<<case "sinner_generic_forgive" "sinner_generic_repent">>
"Specialists? Alright, fine." <<He>> writes <<his>> name and exits the confessional. <<grace -2>><<lgrace>>
<<case "sinner_generic_rapist">>
"Of course. This is what I deserve. Thank you, <<sister>>." <<He>> writes <<his>> name and exits the booth. <<grace 1>><<ggrace>>
<<case "no_sin_generic">>
"Of course! Purification! That's what I need. Thank you, <<sister>>." <<He>> signs before leaving. <<grace -4>><<llgrace>>
<<case "temple_1" "temple_2" "temple_3" "temple_generic">>
"Are you certain, <<sister>>? This seems unusual, but I'll trust your judgement." <<He>> writes <<his>> name and exits the confessional. <<grace -2>><<lgrace>>
<<case "temple_4" "temple_5">>
"Of course, <<sister>>. I will be pure again, one way or another." <<He>> writes <<his>> name and exits the confessional. <<grace -2>><<lgrace>>
<<case "temple_6">>
"R...right. Purification." <<His>> voice is full of dread. <<He>> writes <<his>> name and exits the confessional sheepishly. <<grace -2>><<lgrace>>
<<case "punished_1">>
There's a horrible silence. "I..." <<His>> voice breaks. "Is this where they got th-those people? Does it all come from within? I-I can't do this. I won't, faith or not."
<br><br>
<<He>> rushes from the confessional without writing <<his>> name. <<grace -2>><<lgrace>>
<<case "punished_2">>
There's a tense silence. "You know what the temple does with these names, right?" <<He>> scoffs. "Doesn't matter. I shouldn't have expected anything else. Goodbye, <<sister>>. If you're smart, you'll leave too."
<br><br>
<<He>> exits the confessional. You sit in the silence. <<stress 3>><<gstress>>
<<case "punished_3">>
You hear <<him>> shudder. "Yeah," <<he>> says slowly. "I could record it from the other side. That's not a bad idea." <<He>> writes <<his>> name on the paper and leaves. <<grace -2>><<lgrace>>
<<case "punished_corrupt">>
"No, you simpleton," <<he>> says angrily. "I am meant to take in their corruption, not put more in the world! I suppose I'll return when there is a more competent confessor." <<He>> leaves in a huff. <<grace -2>><<lgrace>>
<<case "sydney_promised" "sydney_romance" "sydney_love">>
"What? I haven't broken my vow. Are you trying to...? No, nevermind. Good day, <<sister>>." <<He>> exits the confessional. <<grace -2>><<lgrace>>
<<case "sydney_doubt">>
<<run statusCheck("Sydney")>>
<<if _sydneyStatus.includes("corrupt")>>
"Not a chance. I haven't broken my vow, so I've got no reason to make amends."
<<else>>
"I don't think..." <<He>> trails off. "I mean, no. I haven't broken my vow, and neither has my beloved. We don't need to be purified."
<</if>>
You hear <<him>> shuffle as <<he>> stands.
<br><br>
"My beloved and I can withstand any test thrown at us. Our faith will drown our doubts. Thank you for being an example of everything the temple isn't, <<sister>>." <<He>> exits the confessional. You sneak a look through your door. <<He>> looks angry. <<grace -4>><<stress 3>><<llgrace>><<gstress>>
<<case "winter">>
"What is this? This was meant to be anonymous. I knew this was a mistake." <<He>> exits the booth slowly. <<grace -2>><<lgrace>>
<<default>>
<br><br>
"Thank you, <<sister>>." <<He>> exits the confessional. <<grace 1>><<ggrace>>
<</switch>>
<br><br>
<<if $daily.contritions gte 5>>
<<world_corruption "soft" -1>>
<<set $daily.contritions to 0>>
<</if>>
<<link [[Next|Temple Confess Start]]>><<handheldon>><<endconfession>><</link>>
<br><<temple_effects>><<effects>>
<<switch $attendant>>
<<case "temple_1" "temple_2" "temple_3">>
<<if $temple_confessor_intro>>
"You must be purified. Please exit the booth and do not resist."
<<else>>
"You must be purified. I will summon the specialists. Please exit the booth and cooperate with them."
<</if>>
You pull the rope and ring the bell.
<br><br>
Panic fills <<his>> voice. "Wh-what? I haven't broken my vow! You can't!" <<His>> door opens. "No! Stop! This isn't right!"
The <<if $temple_confessor_intro>>confessors<<else>>specialists<</if>> take <<him>>. <<grace -10>><<lllgrace>><<stress 12>><<ggstress>><<control 50>><<gggcontrol>> <<world_corruption "soft" 1>>
<<case "temple_generic">>
<<if $temple_confessor_intro>>
"You must be purified. Please exit the booth and do not resist."
<<else>>
"You must be purified. I will summon the specialists. Please exit the booth and cooperate with them."
<</if>>
You pull the rope and ring the bell.
<br><br>
Panic fills <<his>> voice. "What is the meaning of this, <<sister>>? I have not broken my vow!" <<His>> door opens. "Stop! Stop this at once! I'll remember this!"
The <<if $temple_confessor_intro>>confessors<<else>>specialists<</if>> take <<him>>. <<grace -10>><<lllgrace>><<stress 12>><<ggstress>><<control 50>><<gggcontrol>> <<world_corruption "soft" 1>>
<<case "corrupt_4">>
<<if $temple_confessor_intro>>
"Thank you for your honesty. You must be purified. Please exit the booth and do not resist."
<<else>>
"Thank you for your honesty. You must be purified. I will summon the specialists. Please exit the booth and cooperate with them."
<</if>>
You pull the rope and ring the bell.
<br><br>
"Purified... yes. Yes, I feel like this is what I need. Thank you, <<sister>>." <<His>> door opens, and <<he>> willingly leaves with the <<if $temple_confessor_intro>>confessors<<else>>specialists<</if>>. <<grace 2>><<ggrace>>
<<case "temple_4" "temple_5">>
<<if $temple_confessor_intro>>
"Thank you for your honesty. You must be purified. Please exit the booth and do not resist."
<<else>>
"Thank you for your honesty. You must be purified. I will summon the specialists. Please exit the booth and cooperate with them."
<</if>>
You pull the rope and ring the bell.
<br><br>
<<He>> takes a deep breath. "I'm ready to atone. Thank you, <<sister>>." <<His>> door opens, and <<he>> willingly leaves with the <<if $temple_confessor_intro>>confessors<<else>>specialists<</if>>. <<grace 2>><<ggrace>>
<<case "temple_6">>
<<if $temple_confessor_intro>>
"Thank you for your honesty. You must be purified. Please exit the booth and do not resist."
<<else>>
"Thank you for your honesty. You must be purified. I will summon the specialists. Please exit the booth and cooperate with them."
<</if>>
You pull the rope and ring the bell.
<br><br>
"No! No no no! Please!" <<His>> door opens. "It wasn't my fault! Please!"
The <<if $temple_confessor_intro>>confessors<<else>>specialists<</if>> take <<him>>. <<grace 2>><<ggrace>><<stress 12>><<ggstress>><<trauma 6>><<gtrauma>>
<<case "punished_1">>
<<if $temple_confessor_intro>>
"Your doubt disgusts me. You must be purified. Please exit the booth and do not resist."
<<else>>
"You must be purified. I will summon the specialists. Please exit the booth and cooperate with them."
<</if>>
You pull the rope and ring the bell.
<br><br>
"Oh," <<he>> says, <<his>> voice oddly flat. "Right. I should have known that my faith was weak. Will this fix me? Will this fix me? Will this fix me?"
<br><br>
<<He>> repeats <<his>> question as the <<if $temple_confessor_intro>>confessors<<else>>specialists<</if>> lead <<him>> away. Soon <<his>> voice fades into the distance. The silence that follows is worse. <<grace -2>><<trauma 3>><<lgrace>><<gtrauma>>
<<case "punished_2">>
<<if $temple_confessor_intro>>
"You must be purified. Please exit the booth and do not resist."
<<else>>
"You must be purified. I will summon the specialists. Please exit the booth and cooperate with them."
<</if>>
You pull the rope and ring the bell.
<br><br>
"No!" <<he>> screams. The confessional shakes. "No, you can't do this to me! I won't go through it again! Please, <<sister>>, you don't understand, they're going to-"
<<His>> voice cuts off with a grunt. You hear <<him>> being dragged away. It sounds like <<hes>> crying. <<grace -2>><<stress 6>><<trauma 12>><<lgrace>><<gstress>><<ggtrauma>>
<<case "punished_3">>
<<if $temple_confessor_intro>>
"As you wish. You will be purified. Please exit the booth and do not resist."
<<else>>
"As you wish. You will be purified. I will summon the specialists. Please exit the booth and cooperate with them."
<</if>>
You pull the rope and ring the bell.
<br><br>
Before the <<if $temple_confessor_intro>>confessors<<else>>specialists<</if>> lead <<him>> away, they speak to each other in voices too low for you to make out. <<He>> cries out. "No, you can't take my recorder! That's mine! Give it back! Wait, please!" <<His>> pleas fall on deaf ears. All except for your own. <<grace 1>><<stress 3>><<trauma 6>><<ggrace>><<gstress>><<gtrauma>>
<<case "punished_corrupt">>
<<if $temple_confessor_intro>>
"You must be purified. Please exit the booth and do not resist."
<<else>>
"You must be purified. I will summon the specialists. Please exit the booth and cooperate with them."
<</if>>
You pull the rope and ring the bell.
<br><br>
"No, I'm too full!" <<he>> says. "If I let any more in, It will win. You're in league with It, you're letting It win!" <<He>> tries to fight the <<if $temple_confessor_intro>>confessors<<else>>specialists<</if>>, but they eventually subdue <<him>>. <<He>> screams as <<hes>> dragged away. <<gstress>><<stress 3>><<world_corruption "soft" 1>>
<<default>>
<<if $temple_confessor_intro>>
"You must be purified. Please exit the booth and do not resist."
<<else>>
"You must be purified. I will summon the specialists. Please exit the booth and cooperate with them."
<</if>>
You pull the rope and ring the bell. Unfortunately, the rope snaps right off.
<br><br>
<<His>> door opens, but no one is there. <span class="red">This is a bug. Please report this to Vrelnir or PurityGuy.</span>
<</switch>>
<br><br>
<<link [[Next|Temple Confess Start]]>><<endconfession>><</link>>
<br><<temple_effects>><<effects>>
<<if $temple_confessor_intro>>
"I name you <span class="red">corrupted</span>." You kneel, positioning yourself against the seal and opening the small metal shutter. "Remove your clothes and stand against the seal of confession. I will take your corruption into myself, and you will be forgiven."
<br><br>
<<else>>
"You need to be purged. Remove your clothes and stand against the seal of confession." You're not entirely sure what you're doing, but you kneel and open the small metal shutter.
<<promiscuity1>>
<</if>>
<<switch $attendant>>
<<case "corrupt_1">>
<<set _accepted to true>>
"Ah... yes! Fill the hole! I understand now! Bless you, <<sister>>!" <<He>> complies.
<<case "corrupt_2">>
<<set _accepted to true>>
"Oh? How unexpected. If you insist, dear <<sister>>." <<He>> complies.
<<case "corrupt_3">>
<<set _accepted to true>>
<<He>> complies. "Will this make God forgive me?"
<<case "corrupt_4">>
<<set _accepted to true>>
"Is this purification? Will this spare me the... the wall? Th-thank you, <<sister>>." <<He>> complies.
<<case "corrupt_5">>
<<set _accepted to true>>
"Finally, someone punctual." <<He>> complies.
<<case "corrupt_5_fake">>
<<set _accepted to true>>
"Finally, someone punctual." <<He>> complies, but you hear <<him>> snicker under <<his>> breath.
<<case "corrupt_6">>
<<set _accepted to true>>
"Right away, <<sister>>. Anything to make this feeling stop. Is... is this going to hurt?"
<<case "corrupt_7">>
<<set _accepted to true>>
<<He>> complies with your request. "This... this feels sinful, but I trust you, <<sister>>."
<<case "corrupt_8">>
<<set _accepted to true>>
<<He>> goes silent for a moment. "Purges. Urges. Purges. Urges."
<br><br>
<<He>> continues to repeat <<himself>>, but complies with your request.
<<case "corrupt_9">>
<<set _accepted to true>>
"Wonderful! Thank you, <<sister>>." <<He>> complies with your request.
<<case "sinner_1" "sinner_9" "sinner_pregnant" "sinner_generic_forgive" "no_sin_generic">>
"Wh-what? That seems... inappropriate. I'm... not comfortable doing that. I'm sorry!" <<He>> exits the confessional. <<grace -2>><<lgrace>>
<<case "sinner_2">>
<<set _accepted to true>>
"Holy shit, it's true! Awesome!" <<He>> swiftly undresses.
<<case "sinner_3">>
<<set _accepted to true>>
"If... if you think this will help..." <<He>> complies.
<<case "sinner_4" "sinner_5">>
"Woah, what?! Creep!" <<He>> flees the booth. <<grace -2>><<lgrace>>
<<case "sinner_6">>
"You're... just trying to take advantage of me, because of what I told you!" <<He>> flees the booth. <<grace -2>><<lgrace>>
<<case "sinner_7">>
"Fuck no, at least at the brothel I'd get paid for this shit." <<He>> exits the booth. <<grace -2>><<lgrace>>
<<case "sinner_8">>
"Yeah, see, I told my parents you lot were fucking creeps." <<He>> exits the booth. <<grace -2>><<lgrace>>
<<case "sinner_10">>
<<set _accepted to true>>
"Sweet. Let's see if you're better than a fruit." <<He>> complies.
<<case "sinner_criminal_1" "sinner_criminal_2">>
"I clearly came to the wrong place." <<He>> quickly leaves the booth. <<grace -2>><<lgrace>>
<<case "sinner_silent">>
<<He>> says nothing, and leaves the booth.
<<case "sinner_orphan_1">>
"H...here too, huh? I... it's hopeless." <<He>> shuffles out of the booth. <<grace -2>><<lgrace>><<hope -1>><<lhope>>
<<case "sinner_orphan_2">>
"It's here too. Great. The entire town's as fucked as my life." <<He>> shuffles out of the booth. <<grace -2>><<lgrace>><<hope -1>><<lhope>><<reb -1>><<lreb>>
<<case "sinner_panty_thief">>
"Woah, woah, nope! Not leaving my DNA all over this place, no thank you!" <<He>> leaves the booth. <<grace -2>><<lgrace>>
<<case "sinner_generic_repent">>
<<set _accepted to true>>
"If this is what it will take to be forgiven." <<He>> complies.
<<case "sinner_generic_rapist">>
<<set _accepted to true>>
"Is this some kind of sick joke? No, you're serious, aren't you?" <<He>> complies.
<<case "punished_1">>
<<set _accepted to true>>
You hear <<him>> breathing. "If this is how I will be forgiven," <<he>> says at last. "I'll do anything, <<sister>>. Even if it means I have to endure this again."
<<case "punished_2">>
"Oh, <<Sister>>," <<he>> says with genuine sorrow. "I can't believe..." <<He>> stops. "No, I can believe they would do this. I'm so sorry. I'm so, so sorry."
<br><br>
<<He>> leaves the confessional in a hurry. You fix your clothing and sit back down. <<His>> words make you feel sad, though you don't know why. <<stress 3>><<gstress>>
<<case "punished_3">>
"Even the confessors are in on it?" <<he>> says. "That's so fucked up. This whole place is fucked. I'm out." <<He>> leaves the confessional, slamming the door so hard the whole thing rattles. <<stress 3>>
<<case "punished_corrupt">>
<<set _accepted to true>>
"Yes, yes," <<he>> says. "Oh, <<sister>>, yes, thank you. Please empty me so I may take in more."
<<case "sydney_promised" "sydney_romance" "sydney_doubt">>
<<set _noOptions to true>>
<<run statusCheck("Sydney")>>
<<if _sydneyStatus.includes("corrupt")>>
"Yeah? I don't think so. In case you weren't paying attention, I'm taken, creep."
<<else>>
"I... I just said I'm taken, I couldn't expose myself in such a way, <<sister>>."
<</if>>
The outrage in <<his>> voice betrays <<his>> identity. <span class="pink">It's Sydney.</span> <<He>> starts to leave the booth. <<grace -2>><<lgrace>>
<br><br>
<<link [[Reveal yourself|Temple Confess Purge Sydney]]>><</link>>
<br>
<<link [[Let <<him>> leave|Temple Confess Start]]>><<endconfession>><</link>>
<br>
<<case "sydney_love">>
"Wh-what? I'm... not sure we're supposed to do that. I... I can't! I'm sorry!" <<He>> flees the confessional. <<grace -2>><<lgrace>><<npcincr "Sydney" purity -2>><<lspurity>>
<<case "winter">>
"Excuse me? What kind of sick joke are you trying to pull? I'm leaving." <<He>> does so. <<grace -2>><<lgrace>>
<<default>>
<br><br>
"Thank you, <<sister>>." <<He>> exits the confessional. <<grace 1>><<ggrace>>
<</switch>>
<br><br>
<<if _accepted>>
<<link [[Next|Temple Confess Purge Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<elseif !_noOptions>>
<<link [[Next|Temple Confess Start]]>><<endconfession>><</link>>
<br>
<</if>><<temple_effects>><<effects>>
<<run statusCheck("Sydney")>>
<<if $speech_attitude is "meek">>
"It's... it's me, Sydney," you say.
<<elseif $speech_attitude is "bratty">>
"It's just me, Syd, I'm just trying to have a bit of fun," you say.
<<else>>
"It's just me, Sydney," you say.
<</if>>
<br><br>
<<He>> stops.
<<if _sydneyStatus.includes("corrupt")>>
"Oh, you really had me going there for a minute. Real clever."
<<else>>
"Wh-why would you say something like that? I... I mean, I guess it was funny."
<</if>>
<<He>> laughs it off after a moment. "I trust you, so... maybe we should have a signal or something, so we can recognise each other in here." <<He>> thinks.
"Ah! How about this. I'll <span class="blue">knock on the door frame three times</span> whenever I enter this side. That way you know it's me."
<br><br>
<<set $sydneySeen.pushUnique("confessionRevealed")>>
<<link [[Invite Sydney to your side of the booth|Temple Confess Sydney Tempt]]>><</link>>
<br>
<<link [[Say goodbye|Temple Confess Start]]>><<endconfession>><</link>>
<br><<temple_effects>><<effects>>
<<run statusCheck("Sydney")>>
<<if $speech_attitude is "meek">>
"Want to... come over to this side? We've got privacy."
<<elseif $speech_attitude is "bratty">>
"Why don't you come over here and confess just how naughty you've been?"
<<else>>
"Want to come over here? In more than one way?"
<</if>>
<br><br>
<<if $phase is 1>>
Sydney seems relieved to recognise your voice.
<</if>>
<<if _sydneyStatus.includes("corrupt")>>
"Oh my, beloved, you're insatiable!" <<He>> exits the booth. "Thank you, <<sister>>, for your forgiveness." <<He>> spends a moment just outside, making sure no one is watching. You open your door for <<him>>.
<br><br>
<<He>> sits next to you on the bench, and you lock the door.
<<if $sydney.rank is "initiate">>
"Dear <<sister>>, won't you help this poor little initiate repent?"
<<else>>
"Well? Wanna share some sins?"
<</if>>
<<He>> pulls you close.
<br><br>
<<link [[Next|Temple Confess Sydney Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<else>>
"Here of all places? I... you're insatiable." <<He>> exits the booth. "Th-thank you, <<sister>>, for your forgiveness." <<He>> spends a moment just outside, making sure no one is watching. You open your door for <<him>>.
<br><br>
<<He>> sits next to you on the bench.
<<if _sydneyStatus.includes("Lust")>>
You place a hand on <<his>> chest, and gently push <<him>> into a lying position. <<He>> lets out a held breath and embraces you.
<<sydneyLewd>>
<br><br>
<<link [[Next|Temple Confess Sydney Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<else>>
<br><br>
<<set $seductiondifficulty to 8000 - ((C.npc.Sydney.love + C.npc.Sydney.lust) * 15) - C.npc.Sydney.purity>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>><span class="gold">You feel more confident in your powers of seduction.</span><</if>><<seductionskilluse>>
<br><br>
You place a hand on <<his>> chest, and ease <<him>> into a lying position.
<<if $seductionrating gte $seductionrequired>>
<span class="green"><<He>> lets out a held breath, and embraces you.</span>
<<sydneyLewd>>
<br><br>
<<link [[Next|Temple Confess Sydney Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<else>>
"W-wait! I... I really don't know about this... I've..." <<He>> lightly trembles.
<<sydneySexFail>>
<br>
You decide to take it slow, in light of <<his>> hesitation.
You begin to <<handtext>> fondle <<his>> <<sydneyGenitals>> through <<his>> underwear<<if !$sydneyChastityKnown and _sydneyChastity>>, <span class="lewd">but you feel something obstructing you</span><</if>>. <<He>> looks nervous, but doesn't stop you. <<He>> gingerly spreads <<his>> legs to give you easier access. You remove <<his>> underwear.
<br><br>
<<sydneyExpose>> You waste no time pleasuring <<him>><<if _sydneyChastity>> through <<his>> belt<</if>>. <<He>> blushes and looks away as <<he>> gradually gets <<if $NPCList[0].penis isnot "none">>erect<<else>>wet<</if>> from your touch. You keep it up for a while, eventually leaning forward and kissing <<his>> neck, which elicits a moan.
<<if _sydneyChastity>>
However, with the belt in the way, there's no way you can bring <<him>> to orgasm. You settle for teasing <<him>>.
<<else>>
With nothing obstructing you, you
<<if $NPCList[0].penis isnot "none">>
take hold of <<his>> penis and begin rubbing the tip with your thumb.
<<else>>
slowly insert a finger. <<Hes>> surprisingly wet, and it goes in easily.
<</if>>
It doesn't take long. <<He>> grips you hard with one hand, using the other to cover <<his>> mouth and suppress <<his>> moans as you bring <<him>> to orgasm.
<</if>>
<<npcincr Sydney purity 2>><<gspurity>>
<br><br>
<<link [[Next|Temple Confess Sydney Tempt End]]>><<set $phase to 2>><</link>>
<br>
<</if>>
<</if>>
<</if>><<run statusCheck("Sydney")>><<set $corruptionEvent to 1>>
<<if $sexstart is 1>>
<<set $corruptionEvent to 1>>
<<set $daily.sydney.sex = ($daily.sydney.sex || 0) + 1>><<set $sydney.sexTotal += 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 500>>
<<set $enemyarousalmax to 600>>
<<if _sydneyStatus.includes("corrupt")>>
<<set $enemyarousalmax += 100>>
<<elseif _sydneyStatus.includes("pure")>>
<<set $enemyarousalmax -= 100>>
<</if>>
<<if _sydneyChastity and C.npc.Sydney.chastity.anus.includes("shield")>>
<<set $enemyarousalmax -= 100>>
<</if>>
<<set $enemyarousalmax to $enemyarousalmax * ($npcArousalMult / 100)>>
<<set $timer to random(6, 12)>>
<<set $sydneyConfession to {Sound: 0, Attendant: "", State: "", Pronoun: "", Choice: ""}>>
<</if>>
<<if $timer lte 0 and $sydneyConfession.State isnot "exposed" and $sydneyConfession.State isnot "gone" and $sydneyConfession.State isnot "leaving">>
<<temple_effects>>
<<set $sydneyConfession.State to "leaving">>
Your penitent awaits your response.
<<if $orgasmdown gte 1>>
<span class="lewd">Your orgasmic spasms stop you from answering.</span>
<span class="red"><<if $sydneyConfession.Pronoun is "m">>He<<else>>She<</if>> gasps in indignation, realising what you're doing.</span> "Fucking perverts!"
<<if $sydneyConfession.Pronoun is "m">>He<<else>>She<</if>> flees the confessional. <<grace -4>><<llgrace>>
<<set $timer to 0>><<set $sydneyConfession.State to "exposed">>
<br><br>
<<link [[Next|Temple Confess Sydney Sex]]>><<set $speechdisable to 0>><</link>>
<br>
<<else>>
<<set _sydtext to "Sydney">>
<<if $neckuse is "hand">>
<<if $NPCList[0].lefthand is "throat">>
<<set $NPCList[0].lefthand to 0>>
<</if>>
<<if $NPCList[0].righthand is "throat">>
<<set $NPCList[0].righthand to 0>>
<</if>>
Sydney releases your <<if $mouthuse>>neck<<else>>neck.<</if>>
<<set _sydtext to " and">>
<<set $neckuse to 0>>
<</if>>
<<if $NPCList[0].vagina.toString().includes("facesit") or ($NPCList[0].vagina.toString().includes("mouth") and $NPCList[0].vagina isnot "othermouth")>>
<<set $NPCList[0].vagina to 0>>
<<set $NPCList[0].location.genitals to 0>>
_sydtext withdraws from your mouth.
<<elseif $NPCList[0].penis.toString().includes("mouth") and $NPCList[0].penis isnot "othermouth">>
<<set $NPCList[0].penis to 0>>
<<set $NPCList[0].location.genitals to 0>>
_sydtext withdraws from your mouth.
<<elseif $NPCList[0].mouth.toString().includes("kiss")>>
<<set $NPCList[0].mouth to 0>>
<<set $NPCList[0].location.head to 0>>
_sydtext pulls out of the kiss.
<<elseif $mouthuse is "breasts">>
<<set $NPCList[0].chest to 0>>
<<set $NPCList[0].location.head to 0>>
<<if [$NPCList[0].lefthand].includesAny("head_breasts", "head_nipples")>>
<<set $NPCList[0].lefthand to 0>>
<</if>>
<<if [$NPCList[0].righthand].includesAny("head_breasts", "head_nipples")>>
<<set $NPCList[0].righthand to 0>>
<</if>>
_sydtext withdraws from your mouth.
<<elseif _sydtext is "Sydney">>
Sydney stops.
<</if>>
<<set $mouthuse to 0>><<set $mouthstate to 0>><<set $mouthaction to 0>><<set $head to 0>>
<br><br>
How do you respond?
<br>
<<link [[Forgive|Temple Confess Sydney Sex]]>><<set $sydneyConfession.Choice to "forgive">><</link>>
<br>
<<link [[Repent|Temple Confess Sydney Sex]]>><<set $sydneyConfession.Choice to "repent">><</link>>
<br>
<<link [[Contrition|Temple Confess Sydney Sex]]>><<set $sydneyConfession.Choice to "contrition">><</link>>
<br>
<</if>>
<<elseif $timer lte 0 and $sydneyConfession.State is "leaving">>
<<set $sydneyConfession.State to "gone">>
<<switch $sydneyConfession.Choice>>
<<case "forgive">>
<<if ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled")) or ($confessionsTaken gte 10 and $grace gte 25)>>
"I name you forgiven by word. You must still forgive yourself by act," you say.
<<elseif $speech_attitude is "meek">>
"Y-you're forgiven by word, but you must forgive yourself by act," you say.
<<elseif $speech_attitude is "bratty">>
"You're forgiven. But you still need to forgive yourself," you say.
<<else>>
"You're forgiven, but you need to act to forgive yourself," you say.
<</if>>
<br><br>
<<switch $sydneyConfession.Attendant>>
<<case "sinner_1">>
<<set $sydneyConfession.Choice to "correct">>
"Of course. Thank you, <<sister>>." <<if $sydneyConfession.Pronoun is "m">>He<<else>>She<</if>> exits the booth. <<grace 1>><<ggrace>>
<<case "sinner_2">>
"I'm forgiven? Ah, thank you, <<sister>>!" <<if $sydneyConfession.Pronoun is "m">>He<<else>>She<</if>> exits the booth. <<grace -2>><<lgrace>>
<<case "sinner_3">>
"Forgiven? How could you just forgive me after what I did? Did you even listen to a word I said?" <<if $sydneyConfession.Pronoun is "m">>He<<else>>She<</if>> storms out of the booth. <<grace -2>><<lgrace>>
<</switch>>
<br><br>
<<case "repent">>
<<if ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled")) or ($confessionsTaken gte 10 and $grace gte 25)>>
"Repent. Change your ways, and you'll be forgiven," you say with confidence.
<<elseif $speech_attitude is "meek">>
"Y-you're forgiven by word, but you still need to repent," you say.
<<elseif $speech_attitude is "bratty">>
"You're forgiven. But you need to get your shit together and repent," you say.
<<else>>
"You're forgiven, but you need to repent," you say.
<</if>>
<br><br>
<<switch $sydneyConfession.Attendant>>
<<case "sinner_1">>
"O-of course, <<sister>>. I will repent." <<if $sydneyConfession.Pronoun is "m">>He<<else>>She<</if>> exits the booth. <<grace -2>><<lgrace>>
<<case "sinner_2">>
<<set $sydneyConfession.Choice to "correct">>
"I think I needed the stern reminder of who I am. Thank you, <<sister>>." <<if $sydneyConfession.Pronoun is "m">>He<<else>>She<</if>> exits the booth. <<grace 1>><<ggrace>>
<<case "sinner_3">>
"I will repent, but that won't fix the horrible things I've already done." <<if $sydneyConfession.Pronoun is "m">>He<<else>>She<</if>> exits the booth. <<grace -2>><<lgrace>>
<</switch>>
<<case "contrition">>
<<if !$daily.contritions>>
<<set $daily.contritions to 0>>
<</if>>
<<wearProp "pen">>
You reach for one of the pieces of paper from the stack. You strain, but can't reach it with Sydney in the way. <<He>> grabs one for you, and produces a red pen from <<his>> robes. You slip them through the metal shutter.
<br><br>
"To make amends, you must return to us at a later date. Please write your full name and address here. The specialists will assist you in purification."
<br><br>
<<switch $sydneyConfession.Attendant>>
<<case "sinner_1">>
"My name? I'm... I'm not comfortable doing that!" <<if $sydneyConfession.Pronoun is "m">>He<<else>>She<</if>> exits the booth. <<grace -2>><<lgrace>>
<<case "sinner_2">>
"I... you're just going to use my name to turn me in!" <<if $sydneyConfession.Pronoun is "m">>He<<else>>She<</if>> storms out of the booth. <<grace -2>><<lgrace>>
<<case "sinner_3">>
<<set $sydneyConfession.Choice to "correct">><<set $daily.contritions ++>>
"Purification. Of course. Thank you, <<sister>>." <<if $sydneyConfession.Pronoun is "m">>He<<else>>She<</if>> signs <<if $sydneyConfession.Pronoun is "m">>his<<else>>her<</if>> name and exits the booth. <<grace 1>><<ggrace>>
<</switch>>
<</switch>>
<br><br>
Sydney sighs with relief.
<<switch _sydneyArousal>>
<<case "high">>
<<if _sydneyStatus.includes("corrupt")>>
"About time. Come here."
<<else>>
"P-please hurry, I'm..."
<</if>>
<<default>>
<<if _sydneyStatus.includes("corrupt")>>
"Now, where were we?"
<<else>>
"Do you... want to keep going?"
<</if>>
<</switch>>
<br><br>
<<link [[Next|Temple Confess Sydney Sex]]>><<handheldon>><<set $speechdisable to 0>><</link>>
<br>
<<else>>
<<set $enemyanger to -10>>
<<temple_effects>><<effects>>
<<effectsman>>
<<if $neckuse is "hand" and $timer is 4>>
<<set _neckused to 1>>
<<if $NPCList[0].lefthand is "throat">>
<<set $NPCList[0].lefthand to 0>>
<</if>>
<<if $NPCList[0].righthand is "throat">>
<<set $NPCList[0].righthand to 0>>
<</if>>
<<set $neckuse to 0>>
<</if>>
<<man>>
<<if _sound is 1>>
<<set $sydneyConfession.Sound++>>
<</if>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 3>>
<<set _sydneyArousal to "high">>
<<else>>
<<set _sydneyArousal to "low">>
<</if>>
<<if $timer is 4>>
<<set $sydneyConfession.Attendant to either("sinner_1", "sinner_2", "sinner_3")>>
<<set $sydneyConfession.Pronoun to ($rng lte maleChance() ? "m" : "f")>>
<<set $sydneyConfession.State to "present">>
<<set $speechdisable to 1>>
<span class="red">The other door opens.</span> You both freeze, and Sydney covers <<his>> mouth.
<br><br>
<<set _sydtext to "Sydney">>
<<if _neckused>>
<<set _sydtext to "<<He>>">>
Sydney releases your neck. <<gaspair>>
<</if>>
<<if $NPCList[0].vagina.toString().includes("facesit") or ($NPCList[0].vagina.toString().includes("mouth") and $NPCList[0].vagina isnot "othermouth")>>
<<set $NPCList[0].vagina to 0>>
<<set $NPCList[0].location.genitals to 0>>
_sydtext withdraws from your mouth.
<<elseif $NPCList[0].penis.toString().includes("mouth") and $NPCList[0].penis isnot "othermouth">>
<<set $NPCList[0].penis to 0>>
<<set $NPCList[0].location.genitals to 0>>
_sydtext withdraws from your mouth.
<<elseif $NPCList[0].mouth.toString().includes("kiss")>>
<<set $NPCList[0].mouth to 0>>
<<set $NPCList[0].location.head to 0>>
_sydtext pulls out of the kiss.
<<elseif $mouthuse is "breasts">>
<<set $NPCList[0].chest to 0>>
<<set $NPCList[0].location.head to 0>>
<<if [$NPCList[0].lefthand].includesAny("head_breasts", "head_nipples")>>
<<set $NPCList[0].lefthand to 0>>
<</if>>
<<if [$NPCList[0].righthand].includesAny("head_breasts", "head_nipples")>>
<<set $NPCList[0].righthand to 0>>
<</if>>
_sydtext withdraws from your mouth.
<</if>>
<<set $mouthuse to 0>><<set $mouthstate to 0>><<set $mouthaction to 0>><<set $head to 0>>
<<switch _sydneyArousal>>
<<case "high">>
<<if _sydneyStatus.includes("corrupt")>>
"Sh-shit!" <<he>> whispers
<<else>>
<<He>> whimpers
<</if>>
<<default>>
<<if _sydneyStatus.includes("corrupt")>>
"Uh oh," <<he>> whispers
<<else>>
"I'll... try to keep quiet," <<he>> whispers
<</if>>
<</switch>>
as someone sits on the other side.
<br><br>
<<elseif $timer is 3>>
The penitent sighs. A <<if $sydneyConfession.Pronoun is "m">>man's<<else>>woman's<</if>> voice greets you.
<<if $orgasmdown gte 1>>
<<set $sydneyConfession.Sound++>>
"Forgive me, <<sister>>, for I have... is everything alright?" You rapidly nod your head, before remembering that <<if $sydneyConfession.Pronoun is "m">>he<<else>>she<</if>> can't see you.
<br><br>
"Eh... everything's fine," you say, trying to stifle your moans. "Lay my... uh, your sins bare, so they may be fuh... forgiven."
<<elseif _sound>>
"Forgive me, <<sister>>, for I have... is everything alright?" You rapidly nod your head, before remembering that <<if $sydneyConfession.Pronoun is "m">>he<<else>>she<</if>> can't see you.
<br><br>
"Everything's fine. Lay your sins bare, so they may be forgiven," you say.
<<else>>
You speak to the penitent. "Welcome. Lay your sins bare, so they may be forgiven."
<br><br>
"Forgive me, <<sister>>, for I have sinned."
<</if>>
<br><br>
<<elseif $timer is 2>>
<<if $sydneyConfession.Sound gte 3>>
<span class="red"><<if $sydneyConfession.Pronoun is "m">>He<<else>>She<</if>> gasps in indignation, realising what you're doing.</span> "Fucking perverts!"
<<if $sydneyConfession.Pronoun is "m">>He<<else>>She<</if>> flees the confessional. <<grace -4>><<llgrace>>
<<set $timer to 0>><<set $sydneyConfession.State to "exposed">><<set $speechdisable to 0>>
<<else>>
The penitent speaks.
<<switch $sydneyConfession.Attendant>>
<<case "sinner_1">>
"I've had impure thoughts about my neighbour's spouse. Now, I'm perfectly happy in my marriage..."
<<case "sinner_2">>
"I'm... I'm a criminal. I've been stealing unattended bills at the cafe..."
<<case "sinner_3">>
"I did something really bad. I forced myself on one of the dancers at the brothel."
<</switch>>
<<if $orgasmdown gte 1>>
<<set $sydneyConfession.Sound++>>
<span class="pink"><<if $sydneyConfession.Pronoun is "m">>He<<else>>She<</if>> hears your moans.</span> "You're making strange sounds, <<sister>>."
<<elseif _sound>>
<span class="pink"><<if $sydneyConfession.Pronoun is "m">>He<<else>>She<</if>> hears you.</span> "I... what?"
<</if>>
<</if>>
<br><br>
<<elseif $timer is 1>>
<<set $timer to 0>>
<<if $sydneyConfession.Sound gte 3>>
<span class="red"><<if $sydneyConfession.Pronoun is "m">>He<<else>>She<</if>> gasps in indignation, realising what you're doing.</span> "Fucking perverts!"
<<if $sydneyConfession.Pronoun is "m">>He<<else>>She<</if>> flees the confessional. <<grace -4>><<llgrace>>
<<set $timer to 0>><<set $sydneyConfession.State to "exposed">><<set $speechdisable to 0>>
<<else>>
The penitent speaks.
<<switch $sydneyConfession.Attendant>>
<<case "sinner_1">>
"...and I'd never cheat! It's not like I enjoy these thoughts. They're just... there."
<<case "sinner_2">>
"...I think I'm addicted to the thrill of it. I'm worried I'll do something worse soon."
<<case "sinner_3">>
"...begged me to stop, but I just kept going."
<</switch>>
<<if $orgasmdown gte 1>>
<<set $sydneyConfession.Sound++>>
<span class="pink"><<if $sydneyConfession.Pronoun is "m">>He<<else>>She<</if>> hears your moans.</span> "I'm sorry, what's going on here?"
<<elseif _sound>>
<span class="pink"><<if $sydneyConfession.Pronoun is "m">>He<<else>>She<</if>> hears you.</span> "I'm sorry, what's going on here?"
<</if>>
<</if>>
<br><br>
<</if>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Temple Confess Sydney Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Temple Confess Sydney Sex]]>><</link>></span><<nexttext>>
<</if>>
<</if>><<temple_effects>><<effects>><<run statusCheck("Sydney")>>
<<if $enemyarousal gte $enemyarousalmax>>
<<if $sydneyConfession.State is "present">>
<<ejaculation "short">>
"Is there someone else in here?!" Your penitent sounds outraged.
<br><br>
<<if _sydneyStatus.includes("corrupt")>>
"Yep. Cry about it, sinner," Sydney says plainly.
<<else>>
Silence. Sydney awkwardly glances at you, covering <<his>> mouth.
<</if>>
<br><br>
"I don't believe this! This place is horrible!" <<if $sydneyConfession.Pronoun is "m">>He<<else>>She<</if>> storms out of the booth. <<grace -4>><<llgrace>>
<br><br>
<<if $corruptionRollover is 1>>
<<unset $corruptionRollover>>
"Th-that was so thrilling," <<he>> murmurs. "I've never felt so alive." <<He>> gazes into your eyes. "<span class="lewd">I feel like a whole world just opened up.</span>"
<<else>>
<<switch _sydneyStatus>>
<<case "corrupt" "corruptLust">>
"What a prick. I bet <<if $sydneyConfession.Pronoun is "m">>he<<else>>she<</if>> was jealous," <<he>> proclaims with a smug smile.
<<default>>
"Sorry for... messing this all up," <<he>> mutters with a giggle.
<</switch>>
<</if>>
<<else>>
<<ejaculation>>
<<if $corruptionRollover is 1>>
<<unset $corruptionRollover>>
<<if $sydneyConfession.State isnot "">>
"Th-that was so thrilling," <<he>> murmurs. "I've never felt so alive." <<He>> gazes into your eyes. "<span class="lewd">I feel like a whole world just opened up.</span>"
<<else>>
"Th-that was incredible," <<he>> murmurs. "I want... I want to do it again. And... again." <<He>> gazes into your eyes. "<span class="lewd">I feel like a whole world just opened up.</span>"
<</if>>
<<else>>
<<if $sydneyConfession.State is "exposed">>
<<switch _sydneyStatus>>
<<case "corrupt" "corruptLust">>
"What a prick, huh? I bet <<if $sydneyConfession.Pronoun is "m">>he<<else>>she<</if>> was jealous," <<he>> proclaims with a smug smile.
<<default>>
"Sorry for... messing this all up," <<he>> mutters with a giggle.
<</switch>>
<<else>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
"And... f-forgive me for my sins," <<he>> mutters with a giggle.
<<case "corrupt" "corruptLust">>
"I never knew repenting could feel so good," <<he>> proclaims with a smug smile.
<<default>>
"I'm glad the booth is soundproofed," <<he>> giggles.
<</switch>>
<</if>>
<</if>>
<</if>>
<<if _sydneyChastity and $sydneyChastityKnown>>
<<sydneyChastityMessage>><<npcincr Sydney lust 3>><<ggslust>>
<<else>>
<<npcincr Sydney lust -20>><<lllslust>>
<</if>>
<<npcincr Sydney purity -2>><<lspurity>>
<br>
<<sydneyFinish>>
<<tearful>> you clean up and get ready for the next penitent. Though reluctant, Sydney separates from you.
<<elseif $enemyhealth lte 0>>
<<if $sydneyConfession.State is "present">>
Sydney lets out a pained moan.
<br><br>
"Is there someone else in here?!" Your penitent sounds outraged.
<br><br>
<<if _sydneyStatus.includes("corrupt")>>
"Yep. Cry about it, sinner," Sydney says plainly.
<<else>>
Silence. Sydney awkwardly glances at you, covering <<his>> mouth.
<</if>>
<br><br>
"I don't believe this! This place is horrible!" <<if $sydneyConfession.Pronoun is "m">>He<<else>>She<</if>> storms out of the booth. <<grace -4>><<llgrace>>
<br><br>
<<if $corruptionRollover is 1>>
<<unset $corruptionRollover>>
"Th-that was so thrilling," <<he>> murmurs. "I've never felt so alive." <<He>> gazes into your eyes. "<span class="lewd">I feel like a whole world just opened up.</span>"
<<else>>
<<switch _sydneyStatus>>
<<case "corrupt" "corruptLust">>
"What a prick. I bet <<if $sydneyConfession.Pronoun is "m">>he<<else>>she<</if>> was jealous," <<he>> proclaims with a smug smile.
<<default>>
"Sorry for... messing this all up," <<he>> mutters with a giggle.
<</switch>>
<</if>>
<<else>>
<<if $corruptionRollover is 1>>
<<unset $corruptionRollover>>
Sydney lets out a pained moan, and quickly covers <<his>> mouth to stifle it. "Th-that was..." <<He>> gazes into your eyes. "I think I like it when you're rough with me. <span class="lewd">I feel like a whole world just opened up.</span>"
<<else>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 2>>
Sydney lets out a pained moan, and quickly covers <<his>> mouth to stifle it. <<He>> looks down in shame. "I... I think I've had enough..."
<<else>>
"H-hey! Stop! Please!" Sydney quickly separates from you. "Th-that really hurt... I mean, I still kind of liked it, but..." <<his>> face flushes, and <<he>> looks away. "M...maybe we can finish this some other time..."
<</if>>
<<case "corrupt" "corruptLust">>
Sydney backs away from you, breathing heavily. "I love it when you're rough with me," <<he>> says, "but we should save the rest for later."
<<default>>
"Ouch! Okay, not so rough!" <<He>> quickly backs away from you. "I think we need to set some guidelines on how much I can take..."
<</switch>>
<</if>>
<</if>>
<<npcincr Sydney lust 5>><<gglust>>
<br><br>
<<tearful>> you clean up and get ready for the next penitent.
<<else>>
<<if $sydneyConfession.State is "present">>
"Stop? Stop what? Is there someone else in here?!" Your penitent sounds outraged.
<br><br>
<<if _sydneyStatus.includes("corrupt")>>
"Yep. Cry about it, sinner," Sydney says plainly.
<<else>>
Silence. Sydney awkwardly glances at you, covering <<his>> mouth.
<</if>>
<br><br>
"I don't believe this! This place is horrible!" <<if $sydneyConfession.Pronoun is "m">>He<<else>>She<</if>> storms out of the booth. <<grace -4>><<llgrace>>
<br><br>
<<if $corruptionRollover is 1>>
<<unset $corruptionRollover>>
"Th-that was so thrilling," <<he>> murmurs. "I've never felt so alive." <<He>> gazes into your eyes. "<span class="lewd">I feel like a whole world just opened up.</span>"
<<else>>
<<switch _sydneyStatus>>
<<case "corrupt" "corruptLust">>
"What a prick. I bet <<if $sydneyConfession.Pronoun is "m">>he<<else>>she<</if>> was jealous," <<he>> proclaims with a smug smile.
<<default>>
"Sorry for... messing this all up," <<he>> mutters with a giggle.
<</switch>>
<</if>>
<<else>>
<<if $corruptionRollover is 1>>
<<unset $corruptionRollover>>
"S...stop? But we..." <<he>> pouts, disappointed. "Can we... finish this later? Please? I... <span class="lewd">I feel like a whole world just opened up.</span> I want to finish this."
<<else>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 2>>
"S...stop? But I... I'm..." <<he>> stammers off while still clinging on to you. "O-okay..."
<<else>>
Sydney looks at you nervously. "I didn't... do anything wrong, did I?"
<</if>>
<<case "corrupt">>
Sydney pouts, but steps away from you. "We need to finish this later," <<he>> says. "Please?"
<<case "corruptLust">>
Sydney groans and pouts. "You're so mean! But fine. We're finishing this later, though."
<<default>>
"Oh. Okay, we can stop." <<He>> looks disappointed for a brief moment, but still smiles at you.
<</switch>>
<</if>>
<</if>>
<<npcincr Sydney lust 5>><<npcincr Sydney purity 2>><<gglust>><<gspurity>>
<br><br>
<<tearful>> you clean up and get ready for the next penitent.
<</if>>
<br><br>
<<unset $sydneyConfession>>
<<clotheson>>
<<endcombat>>
<<npc "Sydney">><<person1>>
<<link [[Next|Temple Confess Sydney Tempt End]]>><</link>>
<br><<temple_effects>><<effects>>
<<run statusCheck("Sydney")>>
<<if $phase is 2>>
<<switch _sydneyStatus>>
<<case "pure">>
<<if !_sydneyChastity>>
<<pass 2>><<He>> pants, clinging to you with every ounce of strength <<he>> has. "W...wow..." <<he>> whispers. You hold <<him>> until <<hes>> ready to move. <<npcincr Sydney lust 3>><<npcincr Sydney purity -2>><<ggslust>><<lspurity>>
<<else>>
<<Hes>> left panting by the time you're done. "That felt... I don't know. I... I think I liked it?" You help <<him>> to <<his>> feet, and <<he>> clings to you for a moment. <<sydneyChastityMessage>><<npcincr Sydney lust 3>><<npcincr Sydney purity -2>><<ggslust>><<lspurity>>
<</if>>
<<default>>
<<if !_sydneyChastity>>
<<pass 2>><<He>> moans out loud, working with your movements as you bring <<him>> to climax. You hold each other for a few moments. <<npcincr Sydney lust 3>><<npcincr Sydney purity -2>><<ggslust>><<lspurity>>
<<else>>
<<Hes>> left panting by the time you're done. "I don't think I finished, but... it was still good." You help <<him>> to <<his>> feet, and <<he>> clings to you for a moment. <<sydneyChastityMessage>><<npcincr Sydney lust 3>><<npcincr Sydney purity -2>><<ggslust>><<lspurity>>
<</if>>
<</switch>>
<br><br>
<</if>>
<<if _sydneyStatus.includes("corrupt")>>
Sydney kisses you on the forehead before <<he>> leaves. "See you soon, beloved." <<He>> exits the booth.
<<else>>
You kiss Sydney on the forehead before <<he>> leaves. "S-see you soon, beloved," <<he>> says as <<he>> exits.
<</if>>
<br><br>
<<link [[Next|Temple Confess Start]]>><<endconfession>><</link>>
<br><<temple_effects>><<effects>><<rainWraith>>
A voice starts to speak. "My faith led me to suffer. I begged my brothers and sisters for aid as the water rose to my head. They turned their backs to me and became shadows. I know they heard me. Could they not feel my lungs burning for air, or the cold rush of water dousing my life? What of the binds around my limbs that yet entomb me in my own demise? Where were they?"
<br><br>
You realise that your lips are forming the words as you listen. It's no longer clear who's speaking and who's listening.
<<if $wraith.state is "haunt">>The voice distorts. "Where were you, <<pcpetname "Wraith">>?"<</if>>
<br><br>
The voice stops. It awaits its answer. The water rises up to your hips. <<stress 6>><<trauma 12>><<gstress>><<ggtrauma>>
<br><br>
<span class="wraith"><<link[[Forgive|Temple Confess Wraith Result]]>><<set $phase to 0>><</link>></span>
<br>
<span class="wraith"><<link[[Repent|Temple Confess Wraith Result]]>><<set $phase to 1>><</link>></span>
<br>
<span class="wraith"><<link[[Contrition|Temple Confess Wraith Result]]>><<set $phase to 2>><</link>></span>
<br>
<span class="wraith"><<link[[Purge|Temple Confess Wraith Result]]>><<set $phase to 3>><</link>></span>
<br>
<span class="wraith"><<link[[Ring the bell|Temple Confess Wraith Result]]>><<set $phase to 4>><</link>></span>
<br><<temple_effects>><<effects>>
<<switch $phase>>
<<case 0>>
<<if ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled")) or ($confessionsTaken gte 10 and $grace gte 25)>>
You stand and draw a shape you have never seen before against the seal of confession. Your hand burns.
<<if $wraith.state is "haunt">>
"You can never be forgiven by word or action,"
<<else>>
"You cannot be forgiven by word. Action is your only choice,"
<</if>>
you say with confidence.
<<elseif $speech_attitude is "meek">>
<<if $wraith.state is "haunt">>
"Y-you can't be forgiven,"
<<else>>
"You h-have to e-earn forgiveness,"
<</if>>
you whisper.
<<elseif $speech_attitude is "bratty">>
<<if $wraith.state is "haunt">>
"You'll never be forgiven,"
<<else>>
"Words won't forgive you. Only actions will,"
<</if>>
you say.
<<else>>
<<if $wraith.state is "haunt">>
"You won't be forgiven so easily,"
<<else>>
"You won't be forgiven until you act on your wrongs,"
<</if>>
you say.
<</if>>
<br><br>
"<span class="wraith">Speak the sea,</span>" the voice says.
<<case 1>>
<<if ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled")) or ($confessionsTaken gte 10 and $grace gte 25)>>
You stand and draw a shape you have never seen before against the seal of confession. Your hand burns.
<<if $wraith.state is "haunt">>
"Repentance won't save you,"
<<else>>
"Repent through action,"
<</if>>
you say with confidence.
<<elseif $speech_attitude is "meek">>
<<if $wraith.state is "haunt">>
"T-there is no r-repenting,"
<<else>>
"Y-you must repent through your a-actions,"
<</if>>
you say.
<<elseif $speech_attitude is "bratty">>
<<if $wraith.state is "haunt">>
"It's meaningless to repent now,"
<<else>>
"You can still undo the damage you caused if you repent,"
<</if>>
you say.
<<else>>
<<if $wraith.state is "haunt">>
"There's no salvation in repenting,"
<<else>>
"Your only hope is to repent,"
<</if>>
you say.
<</if>>
<br><br>
"<span class="wraith">Take the apple. Smash it. Try to piece it back together,</span>" the voice says.
<<case 2>>
You grab one of the pieces of paper and a pen from the stack and slip them through the metal shutter. It shrivels into glowing purple dust on the other side.
<<if $wraith.state is "haunt">>
"You can't make amends. Please write your full name and address here. The specialist will find you when the moon is red."
<<else>>
"The specialist can't help you make amends. You must do that yourself."
<</if>>
<br><br>
"<span class="wraith">How do you restore a broken heart?</span>" the voice asks.
<<case 3>>
"I name myself <span class="red">corrupted</span>." You remove your clothes, position yourself against the seal, and open the small metal shutter. "You will take my corruption into yourself, <<if $wraith.state is "haunt">>but I will never be forgiven<<else>>and I will be on the path to forgiveness<</if>>."
<br><br>
"<span class="wraith">Light reflects. Darkness absorbs. We are reflections.</span>"
<<default>>
"I must face my crime. I will exit the booth and won't resist." You pull the rope and ring the bell. Instead of its usual sound, you hear a familiar melody.
<br><br>
"<span class="wraith">Legends begin with a stolen glance.</span>"
<</switch>>
<br><br>
The water surges upwards, covering your head before you can react. You hold your breath for as long as you can. Instinct overrides logic, forcing you to open your mouth and let the water rush in.
<br><br>
<<link [[Next|Temple Confess Wraith End]]>><</link>>
<br><<temple_effects>><<effects>>
You wake some time later, alone. Water drips from your hair and soaks into your clothes.
<<silently>><<water>><<effectswater>><<exposure>><<covered>><</silently>>
Doubts assail you,
<<if ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled"))>>
but you think you understand. <<awareness 5>><<gawareness>>
<<elseif ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled"))>>
but the purity within you burns them away.
<<else>>
and you are left to face them alone.
<</if>>
<br><br>
<<link [[Next|Temple Confess Start]]>><<endconfession>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<set $speechdisable to 1>>
<<neutral 1>>
<<maninit>>
<<npcgloryhole>>
<</if>>
<<set $enemyarousal += 10>>
<<temple_effects>><<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<<if $attendant.includes("corrupt") and $attendant isnot "corrupt_5_fake">>
<span id="next"><<link [[Next|Temple Confess Purge Sex Finish Corrupt]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Temple Confess Purge Sex Finish]]>><</link>></span><<nexttext>>
<</if>>
<<else>>
<span id="next"><<link [[Next|Temple Confess Purge Sex]]>><</link>></span><<nexttext>>
<</if>><<temple_effects>><<effects>>
<<set $punishmentposition to 0>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<set $gloryholestat += 1>>
<<if $temple_confessor_intro>>
<span class="red">The silver vessel remains empty.</span>
<br><br>
<</if>>
<<switch $attendant>>
<<case "corrupt_5_fake">>
"You stupid prudes will believe anything these days!" <<He>> laughs as <<he>> flees the booth.
<<case "sinner_2">>
"Thanks. I'll be back tomorrow!" <<He>> gets dressed and leaves the booth.
<<case "sinner_3">>
"Th-thank you for your forgiveness, <<sister>>..." <<He>> sheepishly dresses and leaves.
<<case "sinner_10">>
"Yep. Way better than a fruit." <<He>> gets dressed and leaves the booth.
<<case "sinner_generic_repent">>
"Th-thank you for your forgiveness, <<sister>>..." <<He>> sheepishly dresses and leaves.
<<case "sinner_generic_rapist">>
"You've... you've indulged my horrible thoughts. I'm worse than I was before!" <<He>> gets dressed and storms out of the confessional.
<<case "punished_1">>
"Was this enough? Am I forgiven? Am I pure?" <<he>> asks. "Am I pure? Am I pure?" <<He>> continues to ask as <<he>> gets dressed and leaves. You wonder if anyone is listening to <<his>> prayer. <<stress 3>><<gstress>>
<<default>>
"Th-thank you for your forgiveness, <<sister>>..." <<He>> sheepishly dresses and leaves.
<</switch>>
<<grace -4>><<llgrace>>
<br><br>
<<tearful>> you sit back on the bench.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Temple Confess Start]]>><<endconfession>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
You hear a shout of pain from behind the wall, and the
<<if $NPCList[0].penis isnot "none">>
$NPCList[0].penisdesc disappears.
<<else>>
pussy disappears.
<</if>>
<<switch $attendant>>
<<case "corrupt_5_fake">>
"Fuck! You saw through my ruse after all, huh? Stupid bitch, I'll remember this!" <<He>> flees the booth. <<grace 2>><<ggrace>>
<<case "sinner_2">>
"Ow! Fuck! Why?!" <<He>> gets dressed and leaves the booth in a hurry. <<grace 2>><<ggrace>>
<<case "sinner_10">>
"Nope. I'll stick to fruit from now on." <<He>> gets dressed and leaves the booth. <<grace 2>><<ggrace>>
<<case "sinner_generic_rapist">>
"Okay... okay! I get it! I'll never rape again!" <<He>> gets dressed and storms out of the confessional. <<grace 2>><<ggrace>>
<<default>>
You hear <<him>> getting dressed, and <<he>> leaves the booth in a hurry. <<grace -2>><<lgrace>>
<</switch>>
<br><br>
<<tearful>> you sit back on the bench.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Temple Confess Start]]>><<endconfession>><</link>>
<br>
<<else>>
You hear the <<person>> grumble on the other side of the wall. <<He>> gets dressed and leaves the booth. <<grace -2>><<lgrace>>
<br><br>
<<tearful>> you sit back on the bench.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Temple Confess Start]]>><<endconfession>><</link>>
<br>
<</if>><<temple_effects>><<effects>>
<<set $punishmentposition to 0>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<set $gloryholestat += 1>>
<<if $temple_confessor_intro>>
<<if $NPCList[0].vagina.toString().includes("mouth") or $NPCList[0].penis.toString().includes("mouth") or $NPCList[0].penis.toString().includes("anus")>>
<span class="lewd">You take in the corruption.</span>
<<else>>
<<wearProp "aphrodisiac jar">>
The silver vessel fills with a glowing pink fluid. <span class="lewd">You tilt the bowl, and take in the corruption.</span>
<</if>>
<<if ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled"))>>
<span class="gold">The purity within you snuffs it.</span>
<<if $NPCList[0].vagina.toString().includes("mouth") or $NPCList[0].penis.toString().includes("mouth") or $NPCList[0].penis.toString().includes("anus")>>
<<purity 1>>
<</if>>
<<elseif ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled"))>>
<span class="purple">It melds with your very being.</span><<stress -12>><<trauma -6>><<purity -40>><<llstress>><<ltrauma>><<lllpurity>>
<<else>>
<<purity -25>><<llpurity>>
<</if>>
<<grace 3>><<gggrace>><<world_corruption "soft" -1>>
<br><br>
<<switch $attendant>>
<<case "corrupt_1">>
"The holes... they're gone. They're gone!" <<He>> cries out in rapture. "Thank you, <<sister>>!" <<He>> dresses and leaves.
<<case "corrupt_2">>
"I feel... different. Better. Thank you, <<sister>>." <<He>> dresses and leaves.
<<case "corrupt_3">>
"It's... it's quiet. Finally... I'm in your debt, <<sister>>." <<He>> dresses and leaves.
<<case "corrupt_4" "corrupt_7">>
"I feel... pure. Those horrible thoughts, they're gone! Thank you, <<sister>>!" <<He>> dresses and leaves.
<<case "corrupt_5">>
"Very well done. I felt the taint exit. I'll be back in a month's time, my dear." <<He>> dresses and leaves.
<<case "corrupt_6">>
"I feel like I can breathe again! Thank you, <<sister>>!" <<He>> dresses and leaves.
<<case "corrupt_8">>
You hear a heavy gasp. "F-finally! It's over! I owe you one, doll." <<He>> dresses and leaves.
<<case "corrupt_9">>
"Ahh, a fine expulsion. Thank you, dear <<sister>>." <<He>> dresses and leaves.
<<case "punished_corrupt">>
<<He>> cries out in rapture. "You are a blessing," <<he>> says. <<His>> voice shakes with tearful relief. "<<Sister>>, the holes are gone. You have restored my faith. Thank you. Thank you." <<He>> dresses and leaves.
<<default>>
"Ahh, a fine expulsion. Thank you, dear <<sister>>." <<He>> dresses and leaves.
<</switch>>
<<tearful>> you sit back on the bench.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Temple Confess Start]]>><<endconfession>><</link>>
<br>
<<else>>
<<saveNPC 0 "penitent_drain">>
<<endcombat>>
<<loadNPC 0 "penitent_drain">><<person1>>
The silver bowl has filled with some of the lewd fluid.
<span class="red">A baleful pink glow emanates from it.</span>
<br><br>
<<link [[Inspect it|Temple Confess Inspect]]>><</link>>
<br>
<</if>>
<<elseif $enemyhealth lte 0>>
You hear a shout of pain from behind the wall, and the
<<if $NPCList[0].penis isnot "none">>
$NPCList[0].penisdesc disappears.
<<else>>
pussy disappears.
<</if>>
<<if $attendant is "corrupt_1">>
"N...no! More holes! There's only more holes!"
<</if>>
<<He>> flees the booth in a hurry. <<grace -2>><<lgrace>>
<br><br>
<<tearful>> you sit back on the bench.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Temple Confess Start]]>><<endconfession>><</link>>
<br>
<<else>>
You hear the <<person>> grumble on the other side of the wall.
<br><br>
<<tearful>> you sit back on the bench.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Temple Confess Start]]>><<endconfession>><</link>>
<br>
<</if>><<temple_effects>><<effects>><<wearProp "aphrodisiac jar">>
You feel an irresistible pull towards the glowing fluid. Before you know it, you've tilted the bowl and <span class="lewd">consumed it all.</span> <<grace 1>><<ggrace>>
<br><br>
You don't know why you just did that. It was almost automatic. But a single thought intrudes in the back of your mind:
<br><br>
<span class="lewd">More. Drain more. Purify <<him>>.</span>
<br><br>
<<link [[Drain more|Temple Confess Drain]]>><<handheldon>><<set $phase to 1>><<grace 1>><</link>><<ggrace>>
<br>
<<link [[Stop|Temple Confess Stop]]>><<handheldon>><<set $phase to 0>><</link>>
<br><<temple_effects>><<effects>>
<<if $NPCList[0].penis is 0>>
<<bodyliquid "mouth" "semen" 1>>
<<else>>
<<bodyliquid "mouth" "goo" 1>>
<</if>>
<<switch $phase>>
<<case 1>>
You resume your attack. <<He>> lets out a sound of pleasant surprise. <span class="lewd">You drain more.</span> <<ggrace>><<purity -5>><<lpurity>>
<br><br>
<<link [[Drain more|Temple Confess Drain]]>><<set $phase++>><<grace 1>><</link>><<ggrace>><<lpurity>>
<br>
<<link [[Stop|Temple Confess Stop]]>><<set $phase++>><</link>><<willpowerdifficulty 1 1000>>
<br>
<<case 2>>
<<He>> ejaculates again. <span class="lewd">You drain more.</span> <<ggrace>><<purity -5>><<lpurity>>
<br><br>
<<link [[Drain more|Temple Confess Drain]]>><<set $phase++>><<grace 1>><</link>><<ggrace>><<lpurity>>
<br>
<<link [[Let <<him>> go|Temple Confess Stop]]>><<set $phase++>><</link>><<willpowerdifficulty 100 1100>>
<br>
<<case 3>>
You make sure <<he>> doesn't pull away. <span class="lewd">You drain more.</span> <<ggrace>><<purity -5>><<lpurity>>
<br><br>
<<link [[Drain|Temple Confess Drain]]>><<set $phase++>><<grace 1>><</link>><<ggrace>><<lpurity>>
<br>
<<link [[Try to let <<him>> go|Temple Confess Stop]]>><<set $phase++>><</link>><<willpowerdifficulty 200 1200>>
<br>
<<case 4>>
<<He>> tries to pull away. <span class="lewd">The seal of confession won't let <<him>>. Purge <<him>> of sin.</span> <<ggrace>><<purity -5>><<lpurity>>
<br><br>
<<link [[Drain!|Temple Confess Drain]]>><<set $phase++>><<grace 1>><</link>><<ggrace>><<lpurity>>
<br>
<<link [[Try to let <<him>> go|Temple Confess Stop]]>><<set $phase++>><</link>><<willpowerdifficulty 300 1300>>
<br>
<<case 5>>
<<He>> ejaculates again. <span class="lewd">Purge <<him>> of sin.</span> <<ggrace>><<purity -5>><<lpurity>>
<br><br>
<<link [[Purge!|Temple Confess Drain]]>><<set $phase++>><<grace 1>><</link>><<ggrace>><<lpurity>>
<br>
<<link [[Try to let <<him>> go|Temple Confess Stop]]>><<set $phase++>><</link>><<willpowerdifficulty 400 1400>>
<br>
<<case 6>>
<<He>> ejaculates again. <span class="lewd">Purify <<him>>.</span> <<ggrace>><<purity -5>><<lpurity>>
<br><br>
<<link [[Purge!|Temple Confess Drain End]]>><</link>>
<br>
<<link [[Purge!|Temple Confess Drain End]]>><</link>>
<br>
<</switch>><<temple_effects>><<effects>>
<<if $willpowerSuccess or $phase is 0>>
You shake off the trance. Your penitent says something, but it's muffled and distant. <<Hes>> gone before you can get your bearings.
<br><br>
<<tearful>> you rise to your feet.
<<clotheson>>
<<clearNPC "penitent_drain">>
<<link [[Next|Temple Confess Start]]>><<clearNPC "penitent_drain">><<endconfession>><</link>>
<br>
<<else>>
<span class="red">You can't stop.</span>
<<if $NPCList[0].penis is 0>>
<<bodyliquid "mouth" "semen" 1>>
<<else>>
<<bodyliquid "mouth" "goo" 1>>
<</if>>
<<switch $phase>>
<<case 2>>
<<He>> ejaculates again. <span class="lewd">You drain more.</span> <<ggrace>><<purity -5>><<lpurity>>
<br><br>
<<link [[Drain more|Temple Confess Drain]]>><<set $phase++>><<grace 1>><</link>><<ggrace>><<lpurity>>
<br>
<<link [[Let <<him>> go|Temple Confess Stop]]>><<set $phase++>><</link>><<willpowerdifficulty 100 1100>>
<br>
<<case 3>>
You make sure <<he>> doesn't pull away. <span class="lewd">You drain more.</span> <<ggrace>><<purity -5>><<lpurity>>
<br><br>
<<link [[Drain|Temple Confess Drain]]>><<set $phase++>><<grace 1>><</link>><<ggrace>><<lpurity>>
<br>
<<link [[Try to let <<him>> go|Temple Confess Stop]]>><<set $phase++>><</link>><<willpowerdifficulty 200 1200>>
<br>
<<case 4>>
<<He>> tries to pull away. <span class="lewd">The seal of confession won't let <<him>>. Purge <<him>> of sin.</span> <<ggrace>><<purity -5>><<lpurity>>
<br><br>
<<link [[Drain!|Temple Confess Drain]]>><<set $phase++>><<grace 1>><</link>><<ggrace>><<lpurity>>
<br>
<<link [[Try to let <<him>> go|Temple Confess Stop]]>><<set $phase++>><</link>><<willpowerdifficulty 300 1300>>
<br>
<<case 5>>
<<He>> ejaculates again. <span class="lewd">Purge <<him>> of sin.</span> <<ggrace>><<purity -5>><<lpurity>>
<br><br>
<<link [[Purge!|Temple Confess Drain]]>><<set $phase++>><<grace 1>><</link>><<ggrace>><<lpurity>>
<br>
<<link [[Try to let <<him>> go|Temple Confess Stop]]>><<set $phase++>><</link>><<willpowerdifficulty 400 1400>>
<br>
<<case 6>>
<<He>> ejaculates again. <span class="lewd">Purify <<him>>.</span> <<ggrace>><<purity -5>><<lpurity>>
<br><br>
<<link [[Purge!|Temple Confess Drain End]]>><</link>>
<br>
<<link [[Purge!|Temple Confess Drain End]]>><</link>>
<br>
<</switch>>
<</if>><<effects>>
You hear something slump to the floor. Your ears ring. The confessional fades into a white void. You can't see anything. It's perfect. <span class="lewd">Pure.</span>
<br><br>
It all quickly fades to black.
<br><br>
<<link [[Next|Temple Confessor Intro]]>><<clotheson>><<set $drainedPronoun to $pronoun>><<set $drainedAge to $NPCList[0].adult>><<clearNPC "penitent_drain">><<endconfession>><</link>>
<br><<effects>>
A door opens. Cold, cruel air rushes in. You're lifted.
<br><br>
"--ll done, <<sister>>. L--'s get y-- cl---ed up."
<br><br>
The words don't make sense. Warmth fills you. A door closes.
<br><br>
<<link [[Next|Temple Confessor Intro 2]]>><<wash>><<pass 2 hours>><<tiredness -30>><</link>>
<br><<temple_effects>><<effects>>
<<if $per_npc.bishop>>
<<loadNPC 0 "bishop">>
<<else>>
<<generateConfessor 1>>
<<saveNPC 0 "bishop">>
<</if>>
<<person1>>
<<if $per_npc.bishop_right_hand>>
<<loadNPC 1 "bishop_right_hand">><<loadNPC 2 "bishop_left_hand">>
<<else>>
<<generateConfessor 2>><<set _generate_partner to 1>><<generateConfessor 3>>
<<saveNPC 1 "bishop_right_hand">><<saveNPC 2 "bishop_left_hand">>
<</if>>
You awaken with a start. You're on a stone bed, surrounded by figures in dark robes. You rub your eyes.
<<if $sydneySeen.includes("corruptroom")>>
You recognise this place. It's an area you and Sydney snuck through, once. It was darker. You didn't see the many doors lining the walls.
<<else>>
You don't know where you are. You've never seen this part of the temple before. Countless doors line the walls.
<</if>>
<br><br>
"The neonate sleeps."<br>
"The vessel awakens."<br>
"Hush."<br><br>
Three of the figures step forward, with the <<person1>><<priest>> in the middle taking an extra step. The light of torches and braziers illuminate silver hooks. <<He>> pulls down <<his>> hood revealing a head of long, dark hair.
<<if $kylar_manor_secret is 3>>
<span class="blue">You recognise <<him>>.</span> <<Hes>> the <<priest>> that told you about the monstrance in Kylar's manor.
<</if>>
<br><br>
"Welcome, child. We're so happy to have you," <<he>> drawls.<br>
"<<Sister>>," the <<person2>><<priest>> to <<person1>><<his>> right says.<br>
"Kin," the <<person3>><<priest>> to <<person1>><<his>> left says.<br><br>
"Congratulations are in order. You've managed what so few of the faithful ever do. You've found the path to the truth, all on your own. The path of cleansing corruption."<br>
"Save their souls."<br>
"Mend the world's holes."<br><br>
<<link [[Next|Temple Confessor Intro 3]]>><</link>>
<br><<temple_effects>><<effects>>
"You no doubt have questions. But I have two for you, first." <<person1>><<He>> takes a step forward. You instinctively push yourself back. <<He>> gestures to <<his>> sides.<br>
"Tea?" asks the <<person2>><<priest>> to <<person1>><<his>> right.<br>
"...or coffee?" asks the <<person3>><<priest>> to <<person1>><<his>> left.<br><br>
<<link [[Tea|Temple Confessor Intro 4]]>><<wearProp "tea">><<set $phase to 0>><<stress -6>><</link>><<lstress>>
<br>
<<link [[Coffee|Temple Confessor Intro 4]]>><<wearProp "coffee">><<set $phase to 1>><<tiredness -6>><</link>><<ltiredness>>
<br><<temple_effects>><<effects>>
<<if $phase is 0>>
<<person1>><<He>> nods, and the right <<person2>><<priest>> bows before walking away. The left <<person3>><<priest>> leaves in the opposite direction.
<<else>>
<<person1>><<He>> nods, and the left <<person3>><<priest>> bows before walking away. The right <<person2>><<priest>> leaves in the opposite direction.
<</if>>
They're in perfect step with each other.
<br><br>
You notice a blanket's been draped over your legs. You also feel clean. The <<person1>><<priest>> takes note of your expression. "You made quite the mess of yourself, <<sister>>." <<He>> lets out a low chuckle. "It's alright. The first time is always a mess."
<br><br>
<<if $phase is 0>>
The right <<person2>><<priest>> returns with your tea. As <<he>> hands it to you, you notice a strange tattoo on <<his>> right hand. It looks only half-finished.
<<else>>
The left <<person3>><<priest>> returns with your coffee. As <<he>> hands it to you, you notice a strange tattoo on <<his>> left hand. It looks only half-finished.
<</if>>
You clasp the mug, relishing in its warmth. <<He>> rejoins the <<person1>><<priest>>'s side.
<br><br>
<<if $phase is 0>>
The left <<person3>><<priest>> returns with a chair, and joins <<his>> right hand with the other <<person2>><<priest>>'s left.
<<else>>
The right <<person2>><<priest>> returns with a chair, and joins <<his>> left hand with the other <<person3>><<priest>>'s right.
<</if>>
The <<person1>>centre <<priest>> sits, coming down to your eye level. <<His>> face seems much more gentle. "My second question," <<he>> starts. "How was it? Your first time?"<br>
"Your first purge?"<br>
"Your first purification?"<br><br>
<<link [[It was invigorating.|Temple Confessor Intro 5]]>><<set $phase to 0>><</link>>
<br>
<<link [[It was humiliating.|Temple Confessor Intro 5]]>><<set $phase to 1>><</link>>
<br>
<<link [[What?|Temple Confessor Intro 5]]>><<set $phase to 2>><</link>>
<br><<temple_effects>><<effects>>
<<if $phase is 0>>
<<He>> smiles, and licks <<his>> lips. "Relish in it. The first is always the most intense. It won't be as potent next time."
<<elseif $phase is 1>>
<<He>> smiles, and lets out a low belly laugh. "Don't worry. The first is always the most intense. You'll have much more control over yourself next time."
<<else>>
<<He>> gives you a patient smile. "You're still confused. It's alright. The first is always the most intense. It will become easier, and the effects won't last as long."
<</if>>
<br>
"First of many."<br>
"Vessel."<br><br>
<<set $confessorQuestions to []>><<set $phase to 0>>
"Now. I'm sure there's much you want to know, so ask away."
<br><br>
<<if !$confessorQuestions.includes("who")>>
<<link [[Who are you?|Temple Confessor Intro Ask]]>><<set $confessorQuestions.push("who")>><<set $confessorQuestion to "who">><</link>>
<br>
<</if>>
<<if !$confessorQuestions.includes("what")>>
<<link [[What happened to me?|Temple Confessor Intro Ask]]>><<set $confessorQuestions.push("what")>><<set $confessorQuestion to "what">><</link>>
<br>
<</if>>
<<if !$confessorQuestions.includes("where")>>
<<link [[Where am I?|Temple Confessor Intro Ask]]>><<set $confessorQuestions.push("where")>><<set $confessorQuestion to "where">><</link>>
<br>
<</if>><<temple_effects>><<effects>>
<<switch $confessorQuestion>>
<<case "who">>
<<set $temple_confessor_intro to true>><<earnFeat "Withering Truth">>
"A question with so many answers. To whom do you speak? I am not the only one before you." <<He>> chuckles to <<himself>>. "I am the bishop."<br>
"<<Father>>."<br>
"Holy one."<br><br>
"These two are my hands."<br>
"Right."<br>
"Left."<br><br>
"We are, all of us, confessors. You've seen us. We've seen you. We simply blend into the background. We handle matters too... ugly... for those of Jordan's flock."<br>
"Ignorance."<br>
"Bliss."<br><br>
<<case "remember">>
"Ahh, so you do remember our first meeting. I knew you were a person of interest as soon as I heard about you getting out of that manor."<br>
"Destiny?"<br>
"Providence?"<br><br>
<<case "jordan">>
The <<bishop>> laughs. Hard. <<He>> throws <<his>> head back, and wipes a tear from <<his>> face. "Get comfortable, sweet child." All the other dark-robed figures sit down.
<br><br>
"Jordan's flock is the face of our order. They take confessions. They give alms, and run the soup kitchen, and smite the creatures from the other side that creep through the holes. But they won't ever harm... us. Humans. They're powerless against humans who have fallen to corruption. This is why we're needed."
<br><br>
<<He>> delights in speaking. "Without us, the temple would have fallen long ago. In fact, it did, once. Jordan and <<nnpc_his "Jordan">> order can stir soup, and spar, and fight monsters of mist and sin, but ask yourself this:
<<if $kylar_manor_secret is 3>>
Could they ever exact justice on your <<nnpc_girlfriend "Kylar">>'s parents? And leave their child behind?
<</if>>
Could they ever fight the <i>human</i> monsters? No, if Jordan knew what we were capable of, it would cause another schism. But make no mistake. Jordan is our <<nnpc_brother "Jordan">>. Family. Kin. We all work towards the same goal. We all seek to protect. We all seek to rid the world of the Dark Elk's taint."
<br><br>
<<He>> pauses, and frowns. "More than that, Jordan is strong. Stronger than all of us. Stronger than we could ever hope to be. <<nnpc_His "Jordan">> innocence makes <<nnpc_him "Jordan">> so. That innocence is a shield, one that the Children of Auriga can never pierce. Belief is real, more real than the Elk's vile spawn. It is vital that Jordan remains unaware of what we do, lest our shield splinter. The seal of confession must hold, or all the world will drown."<br>
"Our greatest strength."<br>
"Our greatest weakness."<br><br>
<<run statusCheck("Sydney")>>
<<if _sydneyStatus.includes("pure")>>
<<He>> sighs. "We've only one member that could hope to match Jordan's innocence."
<<else>>
<<He>> sighs. "We only had one other member that could hope to match Jordan's innocence."
<</if>>
<br><br>
<<case "replacement">>
<<He>> grins.
<<run statusCheck("Sydney")>>
<<if $templePromised is "Sydney">>
"You should know, child. It's your beloved. Sydney."<br>
<<elseif $sydneyromance gte 1>>
"You should know, child. You've had many relations with <<nnpc_him "Sydney">>. Our own little Sydney."
<<else>>
"I believe you've met <<nnpc_him "Sydney">>. Our own little Sydney."
<</if>>
<br>
<<if _sydneyStatus.includes("corrupt")>>
<<if $templePromised is "Sydney">>
"Together, As One."<br>
"Forever, As One."<br><br>
<<else>>
"Withered."<br>
"Bloomed."<br><br>
<</if>>
"You went and spoilt <<nnpc_him "Sydney">>, did you not? <<nnpc_His "Sydney">> innocence is gone. You couldn't have known, child, and you've made it up to us by being here now.
<<else>>
<<if $templePromised is "Sydney">>
"Together, As One."<br>
"Forever, As One."<br><br>
<<else>>
"Pure."<br>
"Cute- ow!" The right <<person2>><<priest>> smacks the left in the back of the head.<br><br>
<</if>>
"<<nnpc_Hes "Sydney">> been in the flock for years, but has been stifled by the overprotective Jordan.
<</if>>
<<if $sydney.rank is "monk">>
I understand you're to thank for <<nnpc_him "Sydney">> finally passing the trial of anguish. You have our thanks for that."
<<else>>
The poor <<nnpc_gendery "Sydney">> has never been able to pass the trial of anguish."
<</if>>
<br><br>
<<person1>>The <<bishop>> looks down and frowns. You think you see a hint of genuine sadness. "Sydney's <<sydneyOtherParent>> was Jordan's predecessor. A good <<sydneyOtherParentGender>>. We've looked after Sydney ever since. If nothing else, we're paying back a debt."
<br><br>
<<case "what">>
"You purified. You purged. You saved a
<<if $drainedPronoun is "m">>
<<if $drainedAge is 1>>man's<<else>>boy's<</if>>
<<else>>
<<if $drainedAge is 1>>woman's<<else>>girl's<</if>>
<</if>>
soul. <<if $drainedPronoun is "m">>He<<else>>She<</if>> will be fine. We've already seen to that."<br>
"Empty."<br>
"Pure."<br><br>
<<unset $drainedAge>><<unset $drainedPronoun>>
"You drained the corruption of Auriga, and purified it within your body."<br>
"Vessel."<br>
"Purifier." <<gawareness>><<awareness 10>><br><br>
<<case "how">>
"You've seen the holes in the world, child. Things, places, people, where the shape of a whole is almost visible, but something is vulnerable. A key part is missing. A lost arm."<br>
"A broken wing."<br>
"A single missing feather." <<ggawareness>><<awareness 20>>
<br><br>
"Through these holes, Auriga's corruption seeps in. It infests. It tempts. It bends the will of those it seeps into, who, knowing or otherwise, make the holes larger. This corruption is... released from a victim-" <<He>> licks <<his>> lips. "-by the peak moment of coitus."<br>
"Purges."<br>
"Urges." <<ggawareness>><<awareness 20>>
<br><br>
"Expelled, this released corruption seeps back into the world, where it will infest someone else, or coalesce as a monster. On sacred ground, such as here in our sanctified home, it can't. Our wards contain it. Instead, it's absorbed by the corrupted's partner. This is still not ideal, as it simply shirks the taint onto someone else."<br>
"Proliferate."<br>
"An overflowing cup."<br><br>
"However. If the corrupted individual's partner has been inducted into our order through a trial, the corruption can not take root in them, either. With nowhere to escape, it will be strangled by the holy truth within them. By the gift of Virgo." Every robed figure in the room stands at attention, stomping their right foot. It reverberates in your chest.<br>
"Our saviour."<br>
"Our gaoler."<br>
"One."<br>
"Forever."<br><br>
"Completing the trial of anguish makes this process... more efficient. This is how we cleanse corruption from the world. While Jordan's flock smites inhuman manifestations, we save the souls of the victims. Through carnality, purity."<br>
"Through absorption, salvation."<br>
"Through suffering, forgiving."<br><br>
<<case "many">>
The <<bishop>> spreads <<his>> arms out wide, gesturing to everyone in the room. It's hard to tell just how many robed figures there are. Under <<his>> robes, you see more of the silver hooks. They're attached to coils of threaded wire.
<br><br>
"You sit before all of us. Jordan's flock, the majority, remain unaware of the finer details of our activities, but we know much about them in turn. It must remain this way. This is the seal of confession. We take the burden of the sins of the many, so few have to suffer their weight."<br>
"Hold fast."<br>
"Martyrs."<br><br>
<<case "cruel">>
The <<bishop>> doubles over and laughs yet again. "Oh, <<sister>>. You don't know the first thing about cruelty. There will come a day where you see, first hand, the deeds of the Children of Auriga. Then you will know what cruelty truly means. I can not fault you, you are but a child to the rest of us. Your compassion is... refreshing."<br>
"Cherish it."<br>
"Before it slips through your fingers."<br><br>
<<case "where">>
The <<bishop>> smiles. It reaches <<his>> ears. "You're home, dear <<sister>>."<br>
"Safe."<br>
"Loved."<br><br>
"You're in the confessor's quarters, right next to the cloister. None but us are permitted here. None but us can find the door. You're one of us now, <<sister>>. A true confessor."<br>
"A vessel."<br>
"A purifier."<br><br>
<<case "auriga">>
You have trouble saying the word. It barely slips from your mouth, and a shiver runs up your spine.
<br><br>
"The Dark Elk," the <<bishop>> spits.<br>
"The Violet Void."<br>
"The Blazing Chariot."<br>
"Another."<br>
"Never."<br><br>
"The cult known as the Children of Auriga gnaw at the locks that keep Auriga from entering our world. They gnaw like rabid animals in heat, and worship a profane concept of passion and lust far beyond sanity. We oppose them in every way we can. We fill the holes. We free their victims. We punish-" <<He>> licks <<his>> lips. "-their followers."
<br><br>
"Be wary of saying the name. The word itself is a taint, one you're not yet inoculated to."<br>
"Vile," both hands say in unison.<br><br>
<<case "self">>
<<if $spear_vessel is "temple" or $jordan_ritual_dance is 4>>
"Jordan has spoken so highly of you, <<sister>>.
<<if $spear_vessel is "temple" and $jordan_ritual_dance is 4>>
Not only did you rescue one of <<nnpc_his "Jordan">> flock from cult activity, but you retrieved the spear of Virgo." The figures all stand at attention and stomp their right foot.<br>
"Our saviour."<br>
"Our gaoler."
<<elseif $spear_vessel is "temple">>
We can't simply ignore the <<sister>> that retrieved the spear of Virgo." The figures all stand at attention and stomp their right foot.<br>
"Our saviour."<br>
"Our gaoler."
<<else>>
You rescued one of <<nnpc_his "Jordan">> flock from cult activity," <<he>> says as <<he>> licks <<his>> lips.
<</if>>
<br><br>
<<if ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled"))>>
"There's a certain radiance in you. It's... delicious. A perfect vessel to purify the taint."
<<elseif ($fallenangel gte 2 or ($transformationParts.fallenAngel.wings isnot "hidden" and $transformationParts.fallenAngel.wings isnot "disabled"))>>
"You're no stranger to loss, are you? There's an emptiness in you, one from which the taint can't escape."
<<elseif ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled"))>>
"One so profane is still useful. The taint can't take anything more from you."
<</if>>
The <<bishop>> smiles. "Beyond that, we believe anyone with the strength to cleanse corruption will discover the path on their own. And here you are." <<He>> clasps <<his>> hands together. "Yet, all members of the order serve well, aware or otherwise, strong or weak, faithful or fallen. Those that break their vows, for example. Their bodies are restrained in the wall of penance and given to the corrupt of the town, those we summon to the temple through contrition. All have their purpose, here."<br>
"Repent," both hands say in unison.<br><br>
"This also lets us keep tabs on... problematic individuals. Certain people and places are more susceptible to the taint than others. Should they show signs of coveting the Elk, we have... means to deal with them.<<if $kylar_manor_secret is 3>> As you know.<</if>>"
<<else>>
<<if ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled"))>>
"There's a certain radiance in you. It's... delicious. A perfect vessel to purify the taint." The <<bishop>> smiles. "Beyond that, we believe
<<elseif ($fallenangel gte 2 or ($transformationParts.fallenAngel.wings isnot "hidden" and $transformationParts.fallenAngel.wings isnot "disabled"))>>
"You're no stranger to loss, are you? There's an emptiness in you, one from which the taint can't escape." The <<bishop>> smiles. "Beyond that, we believe
<<elseif ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled"))>>
"One so profane is still useful. The taint can't take anything more from you." The <<bishop>> smiles. "Beyond that, we believe
<<else>>
The <<bishop>> smiles. "We believe
<</if>>
anyone with the strength to cleanse corruption will discover the path on their own. And here you are, <<sister>>." <<He>> clasps <<his>> hands together. "Yet, all members of the order serve well, aware or otherwise, strong or weak, faithful or fallen. Those that break their vows, for example. Their bodies are restrained in the wall of penance and given to the corrupt of the town, those we summon to the temple through contrition. All have their purpose, here."<br>
"Repent," both hands say in unison.<br><br>
"This also lets us keep tabs on... problematic individuals. Certain people and places are more susceptible to the taint than others. Should they show signs of coveting the Elk, we have... means to deal with them.<<if $kylar_manor_secret is 3>> As you know.<</if>>"
<</if>>
<br><br>
<</switch>>
<<if !$confessorQuestions.includes("who")>>
<<link [[Who are you?|Temple Confessor Intro Ask]]>><<set $confessorQuestions.push("who")>><<set $confessorQuestion to "who">><</link>>
<br>
<</if>>
<<if $confessorQuestions.includes("who") and !$confessorQuestions.includes("remember") and $kylar_manor_secret is 3>>
<<link [[I remember you...|Temple Confessor Intro Ask]]>><<set $confessorQuestions.push("remember")>><<set $confessorQuestion to "remember">><</link>>
<br>
<</if>>
<<if $confessorQuestions.includes("who") and !$confessorQuestions.includes("jordan")>>
<<link [[Are you opposed to Jordan?|Temple Confessor Intro Ask]]>><<set $confessorQuestions.push("jordan")>><<set $confessorQuestion to "jordan">><</link>>
<br>
<</if>>
<<if $confessorQuestions.includes("jordan") and !$confessorQuestions.includes("replacement")>>
<<link [[Who could replace Jordan?|Temple Confessor Intro Ask]]>><<set $confessorQuestions.push("replacement")>><<set $confessorQuestion to "replacement">><</link>>
<br>
<</if>>
<<if !$confessorQuestions.includes("what")>>
<<link [[What happened?|Temple Confessor Intro Ask]]>><<set $confessorQuestions.push("what")>><<set $confessorQuestion to "what">><</link>>
<br>
<</if>>
<<if $confessorQuestions.includes("what") and !$confessorQuestions.includes("how")>>
<<link [[Corruption?|Temple Confessor Intro Ask]]>><<set $confessorQuestions.push("how")>><<set $confessorQuestion to "how">><</link>>
<br>
<</if>>
<<if $confessorQuestions.includes("how") and $confessorQuestions.includes("who") and !$confessorQuestions.includes("many")>>
<<link [[How much of the temple knows this?|Temple Confessor Intro Ask]]>><<set $confessorQuestions.push("many")>><<set $confessorQuestion to "many">><</link>>
<br>
<</if>>
<<if $confessorQuestions.includes("many") and !$confessorQuestions.includes("cruel")>>
<<link [[What you do is too cruel!|Temple Confessor Intro Ask]]>><<set $confessorQuestions.push("cruel")>><<set $confessorQuestion to "cruel">><</link>>
<br>
<</if>>
<<if !$confessorQuestions.includes("where")>>
<<link [[Where am I?|Temple Confessor Intro Ask]]>><<set $confessorQuestions.push("where")>><<set $confessorQuestion to "where">><</link>>
<br>
<</if>>
<<if $confessorQuestions.includesAny("what","acts","how") and !$confessorQuestions.includes("auriga")>>
<<link [[Auriga?|Temple Confessor Intro Ask]]>><<set $confessorQuestions.push("auriga")>><<set $confessorQuestion to "auriga">><</link>>
<br>
<</if>>
<<if $confessorQuestions.includes("who") and $confessorQuestions.includes("where") and !$confessorQuestions.includes("self")>>
<<link [[Why me?|Temple Confessor Intro Ask]]>><<set $confessorQuestions.push("self")>><<set $confessorQuestion to "self">><</link>>
<br>
<</if>>
<br><br><br>
<<if $confessorQuestions.includesAll("who","what","where","jordan","how")>>
<<link [[I have no more questions.|Temple Confessor Intro 6]]>><<unset $confessorQuestions>><<unset $confessorQuestion>><<unset $drainedPronoun>><<unset $drainedAge>><</link>>
<br>
<</if>><<temple_effects>><<effects>>
The <<bishop>> nods. "Take as much time as you need to process these revelations. They will become your norm."
<br><br>
The left and right priests come to your side, each one gently taking you under an arm.<br>
"Slowly."<br>
"Carefully."<br><br>
They help you stand, but don't let go. You're immediately grateful, as your legs nearly give out under you. "The corruption is still within you. Your body has not yet acclimated to the process. Take it slow."
<br><br>
<<link [[Next|Temple Confessor Intro 7]]>><</link>>
<br><<temple_effects>><<effects>>
The priests help you get steady again. You can just barely see under their hoods. A silver handprint is painted, or perhaps tattooed, on one cheek for each of them.
<br><br>
The <<bishop>> nods again, and the other figures in the room begin to file out through shadowed doors. Each one that passes by bids you welcome.
<br><br>
"We'll be in touch soon. For now, continue your duties in the confessional. This is but the first step. Welcome, <<sister>>." The <<bishop>> bows to you before making <<his>> exit.
<br><br>
Once you're able to stand by yourself, the two priests that represent the bishop's hands guide you to a doorway.
<br><br>
<<link [[Next|Temple Confessor Intro 8]]>><</link>>
<br><<temple_effects>><<effects>>
You emerge into the temple cloister. The bishop's hands each bow to you.<br>
"Be safe, <<sister>>."<br>
"Be swift, <<sister>>."<br><br>
<<link [[Next|Temple Cloister]]>><<endevent>><</link>>
<br><<temple_effects>><<effects>>
Not knowing how to give a blessing exactly, you wave your hand over the <<persons>> head. It seems to satisfy <<him>>.
"Thank you child," <<he>> says. "Lord watch over you."
<br><br>
"Could I have a blessing too?" says a <<person2>><<person>> behind you.
<br><br>
"And me!" says a <<person3>><<person>> to the side. "I want your angel magic."
<br><br>
You spend several minutes blessing everyone who asks.
<br><br>
<<endevent>>
<<link [[Next|Temple]]>><</link>>
<br><<temple_effects>><<effects>>
The <<person1>><<person>> turns away, disappointed but not impolite.
<br><br>
<<endevent>>
<<link [[Next|Temple]]>><<endevent>><</link>>
<br><<temple_effects>><<effects>>
You sit on the grass beside the initiates.
<<if $temple_rank is "initiate">>
They're happy to accept you. You recognise a couple from school.
<<else>>
They're initially wary due to your rank at the temple, but you soon convince them you mean no harm.
<</if>>
<br><br>
<<if Weather.precipitation is "rain">>
You chat with them for a while, sheltering from the rain beneath the boughs of a tree.
<<elseif Weather.precipitation is "snow">>
You chat with them for a while, sheltering from the snow beneath the boughs of a tree.
<<elseif !Weather.isOvercast>>
You chat with them for a while, enjoying the gentle feel of the sun.
<<else>>
You chat with them for a while, enjoying the cool breeze washing into the nearby forest.
<</if>>
<br><br>
<<link [[Next|Temple]]>><</link>>
<br><<temple_effects>><<effects>><<run statusCheck("Sydney")>>
You sit on the grass beside Sydney. <<sydneyGreeting>> <<if $sydneyromance is 1>><<He>> scoots closer to you, and puts <<his>> head on your shoulder.<<else>><<He>> smiles at you.<</if>>
<<if $temple_rank is "initiate">>
They're happy to accept you. You recognise a couple from school.
<<elseif $temple_rank is undefined or $temple_rank is "prospective">>
They're initially wary around you for being an outsider, but Sydney assures them that you're fine. <<if $sydneyromance is 1>>A few whisper of your relationship, but seem to warm up to you regardless.<</if>>
<<else>>
They're initially wary due to your rank at the temple, but Sydney assures them you mean no harm.
<</if>>
<br><br>
<<if Weather.precipitation is "rain">>
You chat with them for a while, sheltering from the rain beneath the boughs of a tree.
<<elseif Weather.precipitation is "snow">>
You chat with them for a while, sheltering from the snow beneath the boughs of a tree.
<<elseif !Weather.isOvercast>>
You chat with them for a while, enjoying the gentle feel of the sun.
<<else>>
You chat with them for a while, enjoying the cool breeze washing into the nearby forest.
<</if>>
<br><br>
They begin to leave, and Sydney joins them. <<if $sydneyromance is 1>><<He>> kisses you on the cheek before leaving. <</if>>"Back to work, no rest for the <<if _sydneyStatus.includes("corrupt")>>wicked<<else>>pious<</if>>."
<br><br>
<<link [[Next|Temple]]>><<endevent>><</link>>
<br><<temple_effects>><<effects>>
<<set $temple_garden += 10>>
You encourage the initiates to help tidy the garden. They don't seem motivated, so you get stuck in, pulling weeds and trimming hedges. This works, and together you soon have the garden looking much more presentable.
<br><br>
<<link [[Next|Temple]]>><<endevent>><</link>>
<br><<temple_effects>><<effects>>
<<set $temple_garden += 15>>
You encourage the initiates to help tidy the garden. They don't seem motivated, up until Sydney joins in. Together you soon have the garden looking much more presentable.
<br><br>
<<link [[Next|Temple]]>><<endevent>><</link>>
<br><<temple_effects>><<effects>>
You duck beneath the stairs, and sit beside the initiates.
<<if $temple_rank is "initiate" or $temple_rank is "monk" or $temple_rank is "priest">>
They're happy to accept one of their own.
<<else>>
They're wary at first due to your rank at the temple, but they soon warm up.
<</if>>
<br><br>
You chat for a while. Hiding whenever a <<generate1>><<person1>><<monk>> walks by is fun.
<br><br>
<<endevent>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure)>>
<<if $temple_rank is "initiate">>
You leave the space beneath a stairwell. A moment later you hear footsteps behind you. One of the initiates, a <<generateyTemple 1>><<person1>><<person>>, catches up to you. "You're cute," <<he>> says. <<He>> lightly grasps your forearm. "I know a quiet place we can be alone."
<<else>>
You leave the space beneath a stairwell. A moment later you hear footsteps behind you. One of the initiates, a <<generateyTemple 1>><<person1>><<person>>, catches up to you. "Excuse me, <<sister>>..." <<he>> says. <<He>> lightly grasps your forearm. "I've been having sinful thoughts about you. Won't you help me repent?"
<</if>>
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Accept|Temple Stairs Sex Accept]]>><<grace -1 monk>><</link>><<promiscuous2>><<lgrace monk>>
<<else>>
<<insufficientStat "promiscuity" "to accept such an offer">>
<</if>>
<br>
<<link [[Refuse|Temple Stairs Sex Refuse]]>><<grace 3 monk>><</link>><<ggrace monk>>
<br>
<<else>>
<<link [[Next|Temple]]>><</link>>
<br>
<</if>><<temple_effects>><<effects>>
<<set $temple_quarters += 10>>
You encourage the initiates to help tidy the quarters. They don't seem motivated, so you get stuck in, sweeping dust and sorting clothes. This works, and together you soon have the quarters looking much more presentable.
<br><br>
<<link [[Next|Temple]]>><</link>>
<br><<temple_effects>><<effects>>
<<if $speech_attitude is "meek">>
"O-okay," you say. "But be gentle."
<<elseif $speech_attitude is "bratty">>
"I thought you'd never ask," you say.
<<else>>
"As long as you're discreet," you say.
<</if>>
<br><br>
The <<person>> tightens <<his>> grip on your arm. Eager, <<he>> pulls you along a corridor, and down a flight of stairs. There's an open door on the left. Inside is a large, full sack. <<He>> pushes you onto it. The contents are soft, which is fortunate. The <<person>> leaps atop you.
<br><br>
<<link [[Next|Temple Stairs Sex]]>><<set $sexstart to 1>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>><<promiscuity5>>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Temple Stairs Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Temple Stairs Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The <<person>> falls on top of you, panting. "I bet those <<monks>> would love a piece of you too," <<he>> says. "Thanks babe."
<br><br>
Satisfied, the <<person>> leaves the room. <<He>> pokes <<his>> head around the corner first as a precaution. <<tearful>> you follow suit.
<br><br>
<<elseif $enemyhealth lte 0>>
You shove the <<person>> onto another sack. This one contains harder material if <<his>> shout of pain is anything to go by. <<tearful>> you dash from the room and back up the stairs.
<br><br>
<<elseif $rescue is 1 and $alarm is 1>>
You hear steps thunder down the stairs outside. The <<person>> tries to flee, but gets <<his>> legs tangled in the sack. <<He>> tumbles to the floor.
<br><br>
<<generate2>><<person2>>A <<monk>> runs into the room, takes one look at the scene, and grasps the <<person1>><<persons>> arm. "Time for discipline," <<person2>><<he>> growls. <<He>> glares at you. "Don't think you're getting away with it either. I've got my eye on you." <<He>> hauls the <<person1>><<person>> from the room.
<<lgrace>><<grace -1>>
<br><br>
<<tearful>> you climb back up the stairs.
<br><br>
<<else>>
The <<person>> backs away from you, looking dejected. <<He>> leaves the room, poking <<his>> head around the corner first as a precaution. <<tearful>> you follow suit.
<br><br>
<</if>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Temple]]>><</link>><<temple_effects>><<effects>>
<<if $speech_attitude is "meek">>
"But that's forbidden!" you say. It comes out louder than you meant it to. The <<person>> leaves in a hurry.
<<elseif $speech_attitude is "bratty">>
"You're not worth getting in trouble," you say. The <<person>> leaves, looking a little dejected.
<<else>>
"You're cute too," you say. "But I'm trying to be good. Sorry." The <<person>> looks disappointed, but nods.
<</if>>
<br><br>
<<endevent>>
<<link [[Next|Temple]]>><</link>>
<br><<temple_effects>><<effects>>
You drop to your knees and begin gathering the scrolls. This shakes the initiate out of <<his>> lethargy, and <<he>> joins in. Some of the scrolls travelled a long way, and many need to be fished out from beneath pews. Despite this, you manage to gather them all.
<br><br>
"Thank you," the initiate says, smiling. "I'm so clumsy." <<He>> pauses for a moment. Then, in a burst of daring, leans in and plants a kiss on your cheek. <<He>> scurries away before you can respond.
<br><br>
<<endevent>>
<<link [[Next|Temple]]>><</link>>
<br><<set $outside to 1>><<set $location to "town">><<temple_effects>><<effects>>
You join the procession, falling in line behind a <<person2>><<person>>.
<br><br>
The <<person1>><<monk>> leads you to Danube Street, and up to one of the mansion doors. <<He>> rings the bell, and a <<person4>><<person>> answers.
<<if $rng gte 51>>
"Salvation is bloody expensive," <<he>> mutters, pushing <<his>> card into a machine proffered by the <<monk>>. <<He>> enters <<his>> pin, removes the card, and shuts the door without another word.
<br><br>
"<<Hes>> always like that," the <<person1>><<monk>> says as <<he>> herds you and the others back to the street.
<<else>>
<<He>> takes one look at the assembled procession, then slams the door.
<br><br>
"Some people are like that," the <<person1>><<monk>> mutters as <<he>> herds you and the others back to the street.
<</if>>
<br><br>
<<pass 30>>
The rest of the street continues in much the same way. Some homes are more polite than others.
<<if currentSkillValue('skulduggery') gte 400>>
<span class="purple">You notice the <<monk>> trace a holy symbol on each doorframe as <<he>> reaches to knock.</span>
<<gawareness>><<awareness 1>>
<</if>>
<br><br>
<<link [[Next|Temple Donations 2]]>><</link>>
<br><<set $outside to 1>><<set $location to "town">><<temple_effects>><<effects>>
<<pass 60>>
You arrive before another door. A <<person5>><<person>> answers. The <<person1>><<monk>> asks for a donation and talks about the importance of maintaining the local temple. The <<person5>><<person>> barely listens, instead leering at the <<person2>><<person>>.
<br><br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Pull up the initiate's skirt|Temple Donations Pull]]>><<famesex 5>><</link>><<promiscuous3>>
<br>
<</if>>
<<link [[Wait|Temple Donations Still]]>><</link>>
<br><<set $outside to 1>><<set $location to "town">><<temple_effects>><<effects>>
You grasp the hem of the initiate's habit, and <span class="lewd">pull it above <<his>> waist.</span> <<Hes>> not wearing <<if $pronoun is "m">>underwear<<else>>panties<</if>>.
<<promiscuity3>>
The initiate shrieks and struggles to cover up. The other initiates avert their eyes, or stare astonished. The <<person1>><<monk>> moves to interrupt you.
<br><br>
"Hang on!" the <<person5>><<person>> says, pulling a card from <<his>> pocket. The <<person1>><<monk>> hesitates.
<br><br>
<<link [[Take it further|Temple Donations Take]]>><<famesex 5>><</link>><<promiscuous3>>
<br>
<<link [[Release the initiate|Temple Donations Release]]>><</link>>
<br><<set $outside to 1>><<set $location to "town">><<temple_effects>><<effects>>
You bunch up the skirt in one hand, and stroke the <<person2>><<persons>> <<if $NPCList[1].penis isnot "none" and !npcHasStrapon(1)>>$NPCList[1].penisdesc<<else>>pussy<</if>> with the other. <<He>> gives up trying to pull <<his>> habit down, and instead raises one leg to cover. This doesn't work much better.
<<promiscuity3>>
<<if $NPCList[1].penis isnot "none" and !npcHasStrapon(1)>>
You feel <<him>> harden under your attentions, despite <<his>> protests. The <<person5>><<person>> is impressed.
<<else>>
You part the <<persons>> pussy lips, giving the <<person5>><<person>> a glimpse inside.
<</if>>
The initiate shrieks again, and squirms with more vigour. The <<person1>><<monk>> breaks from <<his>> stupor. <<He>> pulls the initiate away from you.
<br><br>
"Nice," the <<person5>><<person>> chuckles, "Worth a donation, I think."
<br><br>
No one says anything on the way back to the temple, but the initiates blush the whole way.
<br><br>
<<endevent>>
<<link [[Next|Temple]]>><</link>>
<br><<set $outside to 1>><<set $location to "town">><<temple_effects>><<effects>>
Deciding not to be too cruel, you release the initiate. <<person2>><<He>> scrambles to cover back up. The <<person5>><<person>> sighs in disappointment, and puts <<his>> card away.
<br><br>
No one says anything on the way back to the temple, but the initiates blush the whole way.
<br><br>
<<endevent>>
<<link [[Next|Temple]]>><</link>>
<br><<set $outside to 1>><<set $location to "town">><<temple_effects>><<effects>>
You wait for the <<person1>><<monk>> to make <<his>> pitch. The <<person5>><<person>> isn't interested. The <<person2>><<person>> stares at <<his>> feet.
<br><br>
The procession returns to the temple. You don't think you made much, but the <<person1>><<monk>> seems happy.
<br><br>
<<endevent>>
<<link [[Next|Temple]]>><</link>>
<br><<effects>>
A <<personsimple>> smiles at you as <<he>> passes. "Our holy ornaments are quite clunky," <<he>> says. "Thank you for your concern, child."
<<if $skulduggery gte 400>>
<span class="green">You can tell this is a practised remark. </span> <<Hes>> hiding something.
<</if>>
<br><br>
They march down a passage, deeper into the temple.
<br><br>
<<link [[Next|Temple]]>><<endevent>><</link>>
<br><<effects>>
"Thank you," says a <<monk>>. <<He>> glances around. "We fulfilled our duties without incident, and we go now to prayer."
<br><br>
They disappear down the passage to the armoury. They'll be there awhile, cleaning gunk off their whips.
<br><br>
<<link [[Next|Temple]]>><<endevent>><</link>>
<br><<effects>>
You follow the <<monks>> down the passage to the armoury, and help clean their whips of the gunk of battle.
<br><br>
<<if $rng gte 81>>
"That was a greater monstrosity," says one. "Surely."
<br>
"That weren't even a regular monstrosity!" replies another. "That was a babe!"
<<elseif $rng gte 61>>
"They almost got me this time," laughs one.
<br>
"Would have, if not for me." This causes an argument.
<<elseif $rng gte 41>>
"I bagged six," says one.
<br>
"Seven!" replies another.
<<elseif $rng gte 21>>
"It's worse than when I first arrived," says one. "More of them."
<br>
"The grass is just greener in the past," replies another.
<<else>>
"Do you think guns would work better?" muses one.
<br>
"We're conspicuous enough as it is," replies another.
<</if>>
<br><br>
"This talk is not proper," interrupts a senior <<monk>>. "Stay focused." They're silent until the weapons are spotless.
<br><br>
<<link [[Next|Temple]]>><<endevent>><</link>><<set $outside to 1>><<set $location to "temple">><<temple_effects>><<effects>>
You are in the temple garden. Rows of flowers lead away from the temple proper, becoming more unruly as they approach the forest. It's unclear where the temple grounds end and forest begins.
<<if Weather.dayState is "day">>
The trees sway in the wind.
<<elseif Weather.dayState is "dusk">>
Sunlight bleeds through the branches of trees.
<<elseif Weather.dayState is "dawn">>
The sun gleams above a curtain of trees.
<<elseif Weather.dayState is "night">>
Light from the temple illuminates the closest trees.
<</if>>
<br><br>
<<if $temple_garden gte 100>>
The garden is <span class="green">beautiful,</span> its hedges trimmed and flowers well-cared-for.
<<elseif $temple_garden gte 80>>
The garden is <span class="teal">neat and tidy.</span>
<<elseif $temple_garden gte 60>>
The garden is <span class="lblue">neat,</span> with just a bit of overgrowth as you near the forest.
<<elseif $temple_garden gte 40>>
The garden is <span class="blue">reasonably neat</span>, though many of the hedges could use a trim.
<<elseif $temple_garden gte 20>>
The garden is <span class="purple">messy,</span> though the hedges are close to their intended shape.
<<elseif $temple_garden gte 10>>
The garden is <span class="pink">an overgrown mess,</span> with wild flowers invading the beds and hedges overgrown.
<<else>>
The garden looks <span class="red">wild,</span> barely a garden at all. The hedges are bushy and wild flowers strangle their competition.
<</if>>
<br><br>
<<if $stress gte $stressmax>>
<<passouttemple>>
<<else>>
<<if $exposed gte 1>>
You hide behind a hedge to protect your dignity.
<br><br>
<<investigateicon>><<link [[Search for something to cover with|Temple Garden Exposed]]>><</link>>
<br>
<<else>>
<<if Time.dayState is "night">>
It's too dark to work in the garden.
<br>
<<elseif $temple_garden lt 100>>
<<templeicon "garden">>
<<link [[Work in the garden (1:00)|Temple Garden Work]]>>
<<if currentSkillValue('tending') gte 1500>>
<<set $temple_garden += 9>>
<<elseif currentSkillValue('tending') gte 1200>>
<<set $temple_garden += 8>>
<<elseif currentSkillValue('tending') gte 800>>
<<set $temple_garden += 7>>
<<elseif currentSkillValue('tending') gte 600>>
<<set $temple_garden += 6>>
<<elseif currentSkillValue('tending') gte 400>>
<<set $temple_garden += 5>>
<<elseif currentSkillValue('tending') gte 200>>
<<set $temple_garden += 4>>
<<else>>
<<set $temple_garden += 3>>
<</if>>
<<pass 60>><<grace 1 monk>><<tiredness 6>><<tending 1>><</link>><<gtending>><<ggrace monk>><<gtiredness>> <<if $statdisable is "f">> | <span class="blue">Tending skill affects efficiency</span><</if>>
<br>
<<else>>
<span class="green">The garden is perfect, and there's nothing more you can do for today.</span>
<br>
<</if>>
<</if>>
<br>
<<wolficon>><<link [[Temple|Temple]]>><</link>>
<br>
<<foresticon>><<link [[Forest (0:10)|Forest]]>><<pass 10>><<set $forest to 0>><<set $eventskip to 1>><</link>>
<br>
<</if>><<set $outside to 1>><<set $location to "temple">><<temple_effects>><<effects>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<generate1>><<person1>>
You ask a <<priest>> what work needs doing around the garden.
<<endevent>>
<<if $rng gte 81>>
<<wearProp "hedge shears">>
You're asked to trim a row of hedges. You take a pair of shears and get to work.
<br><br>
<<if $danger gte (9900 - $allure) and $tentacledisable is "f" and ($hallucinations gte 2 or $backgroundTraits.includes("plantlover"))>>
<<tending_text>> It's hard going, but you neaten things up a great deal. <<physique 6>>
<br><br>
You're reaching in to cut a rogue branch when your wrist gets stuck. You reach your other hand in to help free yourself, and that gets stuck too. You feel something wrap around both ankles. A force pulls you off your feet and into the hedge.
<br><br>
You find yourself suspended within its branches, held aloft by tendrils wrapped around your body. More tendrils emerge from every direction.
<br><br>
<<link [[Struggle|Temple Garden Tentacles]]>><<handheldon>><<set $molestationstart to 1>><</link>>
<br>
<<link [[Soothe|Temple Garden Soothe]]>><<handheldon>><</link>><<tendingdifficulty 1 1200>>
<br>
<<else>>
<<tending_text>> It's hard going, but you neaten things up a great deal. <<physique 6>>
<br><br>
<<link [[Next|Temple Garden]]>><<handheldon>><</link>>
<br>
<</if>>
<<elseif $rng gte 61>>
You're asked to deweed the flower beds. You drop to your knees and get to work.
<br><br>
<<beastNEWinit 1 wolf>>
<<if $danger gte (9900 - $allure) and ($monster is 1 or $bestialitydisable is "f")>><!-- Modified for Beast People -->
<<tending_text>> Your hands get dirty, and beads of sweat slip down your cheek, but the flowers have lots more space when you're done. <<physique 6>>
<br><br>
<<if $syndromewolves is 1>>
You hear footsteps behind you. You turn just as a <<beasttype>> jumps on top of you. <<bHe>> licks your face. You can't help but laugh.
<<if $monster is 1>>
"Smelled <<ppackbrother>>. Had to see. Come home soon? Pack misses you."
<</if>>
<<ltrauma>><<lstress>><<trauma -6>><<stress -6>>
<br><br>
You watch as <<bhe>> returns to the forest.
<br><br>
<<link [[Next|Temple Garden]]>><<endevent>><</link>>
<br>
<<else>>
You hear footsteps behind you. Before you can turn, a <<beasttype>> leaps atop you.
<br><br>
<<link [[Next|Temple Garden Work Wolf]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<<else>>
<<tending_text>> Your hands get dirty, and beads of sweat slip down your cheek, but the flowers have lots more space when you're done. <<physique 6>>
<br><br>
<<link [[Next|Temple Garden]]>><<endevent>><</link>>
<br>
<</if>>
<<elseif $rng gte 41>>
You're asked to gather fruit from the trees growing near the temple proper.
<br><br>
<<set _prop to either("lemons", "limes", "apples", "oranges", "pears")>>
<<set _propCall to _prop.replace(/s$/, "")>>
<<wearProp _propCall>>
<<if $danger gte (9900 - $allure)>>
Basket in hand, you climb a stepladder and start picking <<print _prop>>. <<tending_text>> It's pleasant, though you need to stretch pretty far to reach some of them. <<physique 6>><<lstress>><<stress -6>>
<br><br>
<<generateTemple 1>><<person1>>
"Need a hand up there?" a <<monk>> says behind you. Without waiting for a response, <<he>> climbs the step ladder. There's not much room at the top. <<He>> grasps your hips to steady <<himself>>. <<if $NPCList[0].penis isnot "none">><span class="lewd">You feel something hard beneath <<his>> habit, rubbing against your <<bottom>>.</span><</if>>
<br><br>
<<link [[Shove|Temple Garden Shove]]>><<trauma -6>><<stress -6>><<grace -5 monk>><</link>><<llgrace monk>><<ltrauma>><<lstress>>
<br>
<<link [[Put up with it|Temple Garden Put]]>><<grace 1 monk>><</link>><<ggrace monk>>
<br>
<<else>>
Basket in hand, you climb a stepladder and start picking <<print _prop>>. <<tending_text>> It's pleasant, though you need to stretch pretty far to reach some of them. <<physique 6>><<lstress>><<stress -6>>
<br><br>
<<link [[Next|Temple Garden]]>><<handheldon>><</link>>
<br>
<</if>>
<<elseif $rng gte 21>>
<<wearProp "shovel">>
You're asked to tend the fire in the hedge maze.
<br><br>
<<rng>>
<<if $rng gte 81>>
<<npc Jordan>><<generate2>><<generatey3>><<person2>>
You shovel coal onto the fire. A <<monk>> keeps an eye on you as <<he>> trims the hedges around the clearing. <<physique 6>>
<br><br>
<<tending_text>> It doesn't take long. You're just finishing up when Jordan arrives from the temple, a <<person3>><<person>> in tow.
<br><br>
Jordan whispers to the <<person2>><<monk>>, who smiles and looks at you. "Keep shovelling," <<he>> says. "This one is attempting the trial." You return to work, shovelling more coal onto the fire while the <<monk>> encourages the flame with a pair of bellows.
<br><br>
The <<monk>> grabs a shovel and starts spreading the coals into a thin bed. You follow suit. You soon have the bed ready. The <<person3>><<person>> looks on, apprehensive.
<br><br>
Jordan gives <<him>> a brief explanation, and <<he>> steps onto the coals.
<<rng>>
<<if $rng gte 91>>
<<He>> walks across at a brisk pace. <<His>> determined expression strains as <<he>> moves, but <<he>> makes it to the other side before stumbling and checking <<his>> feet. The <<person2>><<person>> cheers. You find yourself cheering too.
<<ltrauma>><<trauma -6>>
<br><br>
Jordan steers the triumphant <<person3>><<person>> back to the temple while explaining the duties of an initiate.
<<elseif $rng gte 71>>
<<He>> almost makes it to the other end before pain gets the better of <<him>>. Jordan reassures <<him>> as <<person1>><<he>> steers <<person3>><<him>> back to the temple.
<<elseif $rng gte 51>>
<<He>> makes it to <<his>> second step before leaping away in pain. Jordan reassures <<him>> as <<person1>><<he>> steers <<person3>><<him>> back to the temple.
<<else>>
<<He>> recoils in pain as soon as <<his>> toe comes in contact with the heat. The <<person2>><<person>> chuckles. Jordan reassures the <<person3>><<person>> as <<person1>><<he>> steers <<person3>><<him>> back to the temple.
<</if>>
<br><br>
<<link [[Next|Temple Garden]]>><<endevent>><</link>>
<br>
<<else>>
<<generate1>><<person1>>
You shovel coal onto the fire. A <<monk>> keeps an eye on you as a <<he>> trims the hedges around the clearing. <<physique 6>>
<br><br>
<<tending_text>> It doesn't take long. The <<monk>> asks you to help clean up the coals left over from a previous trial, which takes a bit longer.
<br><br>
<<link [[Next|Temple Garden]]>><<endevent>><</link>>
<br>
<</if>>
<<else>>
<<generateTemple 1>><<person1>>
You're asked to assist the <<monk>> tending to the crops at the forest's edge.
<br><br>
You find <<him>> tending to a row of trellises, each bearing a vibrant vine of hops.
<<rng>>
<<if $rng gte 81>>
<<He>> has you search the plants for mites. <<tending_text>>
<<elseif $rng gte 61>>
<<He>> has you search the plants for mildew. <<tending_text>>
<<elseif $rng gte 41>>
<<He>> has you remove weeds from the soil. <<tending_text>>
<<elseif $rng gte 21>>
<<He>> has you remove weeds from the soil. <<tending_text>>
<<else>>
<<He>> has you harvest the riper plants. <<tending_text>>
<</if>>
<<physique 6>>
<br><br>
<<if playerBellyVisible()>>
"Nice work," <<he>> says once you're finished. "You work well despite your condition. It's admirable."
<br><br>
<<He>> sits down, glances around, then pulls a bottle and a mug out from under <<his>> chair. <<He>> pours a brown liquid into it.
<br><br>
"We brew these into beer," <<he>> continues, gesturing at the vines. "Makes the temple a nice little side income. We're not supposed to drink really, but a little tipple for those working the fields is overlooked. After your child is born, you should come back and try some."
<br><br>
<<link [[Next|Temple Garden]]>><<endevent>><</link>>
<br>
<<else>>
"Nice work," <<he>> says once you're finished. <<He>> sits down, glances around, then pulls a bottle and two mugs out from under <<his>> chair. <<He>> pours a brown liquid into them.
<br><br>
"How about a little treat? We brew these into beer," <<he>> continues, gesturing at the vines. "Makes the temple a nice little side income. We're not supposed to drink really, but a little tipple for those working the fields is overlooked." <<He>> hands you a mug. "Go on. I insist."
<br><br>
<<if playerIsPregnant() and playerAwareTheyArePregnant()>>
<span class="blue">You can't bring yourself to drink while you know you're with child.</span>
<<else>>
<<if $danger gte (9900 - $allure) and $grace lt 0 or $danger gte (9900 - $allure) and random(1, 10) is 10>>
<<link [[Drink|Temple Drink Drugged]]>><<alcohol 180>><<drugs 180>><</link>>
<<else>>
<<link [[Drink|Temple Drink]]>><<alcohol 180>><</link>>
<</if>>
<</if>>
<br>
<<if playerIsPregnant() and playerAwareTheyArePregnant() and $templePromised is "Sydney">>
<<link [[Refuse|Temple Drink Refuse]]>><</link>>
<<else>>
<<link [[Refuse|Temple Drink Refuse]]>><<grace -1>><</link>><<lgrace>>
<</if>>
<br>
<</if>>
<</if>><<effects>>
You stroke the vines as they surround you, and hum gently.
<<if $tendingSuccess>>
With a shudder, <span class="green">they still,</span> releasing your limbs and dropping you to the ground. You crawl out from beneath the hedge.
<br><br>
<<link [[Next|Temple Garden]]>><</link>>
<br>
<<else>>
<span class="red">It's no use.</span> The tendrils close in.
<br><br>
<<link [[Next|Temple Garden Tentacles]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<set $outside to 1>><<set $location to "temple">><<temple_effects>><<effects>>
<<if playerIsPregnant() and playerAwareTheyArePregnant()>>
<<if $templePromised is "Sydney">>
<<if $rng gte 51>>
<<He>> smiles. "Ah, I didn't realise. Congratulations on your child," <<he>> says, then takes your mug and drinks it too.
<<else>>
<<He>> nods. "Ah, I see. Congratulations on your child. An expectant <<pmother>> shouldn't be working out in the garden. I'm impressed by your dedication, but be careful." <<He>> stands, and leaves you alone.
<</if>>
<<else>>
<<if $rng gte 51>>
<<He>> nods. "I see. Well, it's best for the child," <<he>> says. <<He>> takes your mug and drinks it.
<<else>>
<<He>> nods. "I see. An expectant <<pmother>> shouldn't work out in the garden. Be careful," <<he>> says, then walks away.
<</if>>
<</if>>
<<else>>
You refuse the drink. The <<monk>> is disappointed, but doesn't press you.
<</if>>
<br><br>
<<link [[Next|Temple Garden]]>><<endevent>><</link>>
<br><<set $outside to 1>><<set $location to "temple">><<temple_effects>><<effects>>
<<wearProp "beer mug">>
You sip the drink. It's bitter, but fruity. "Good, right?" the <<monk>> says. <<He>> continues without waiting for an answer. "We make harder stuff too, but we don't sell it. Used in rituals. They make you drink it when becoming a <<monk>>, but only the priests and bishop know what's in it."
<br><br>
You drain the mug as the <<monk>> speaks. "Thanks for the help," <<he>> says.
<br><br>
<<link [[Next|Temple Garden]]>><<endevent>><</link>>
<br><<set $outside to 1>><<set $location to "temple">><<temple_effects>><<effects>>
<<wearProp "beer mug">>
You sip the drink. It's <span class="red">sweet</span> and fruity. "Good, right?" the <<monk>> says. <<He>> continues without waiting for an answer. "We make harder stuff too, but we don't..." <<His>> voice fades and your vision blurs. Everything fades to black.
<br><br>
<<set $temple_harassed += 1>>
<<link [[Next|Temple Garden Bound]]>><<handheldon>><</link>>
<br><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
<<generateTemple 2>><<pass 60>>
<<bind>><<facewear 6>>
You awaken in darkness. <span class="red">Your arms are bound and mouth gagged.</span> You feel something around your head. A blindfold. You're sat down.
<br><br>
"<<pShes>> awake," says a familiar voice. It's the <<monk>> from the garden.
<br><br>
"Lovely," says an unfamiliar <<person2>><<personsimple>>. <<person2>><<His>> voice echoes. "Nice and nubile. Just my type." You hear a clatter to your left. It sounded far away.
<br><br>
"Now listen close," the <<person1>><<monk>> says. You think you hear a distant howl to your right, but you might be imagining it. "You're gonna be a good <<girl>> and do as we say. Understood?" Hands grope your <<bottom>> and <<breasts>>.
<br><br>
<<link [[Be obedient|Temple Garden Obedient]]>><<sub 1>><<grace 3 monk>><</link>><<gggrace monk>>
<br>
<<link [[Escape|Temple Garden Defiant]]>><<def 1>><<grace -1>><</link>><<lgrace>>
<br><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
You nod. "Good," the <<monk>> says. "Now stay still."
<br><br>
<<link [[Next|Temple Garden Rape]]>><<set $molestationstart to 1>><</link>>
<br><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
With your arms bound, your mouth gagged, and your eyes blindfolded, you're not sure what you can do. But you have to try.
<br><br>
You jump to your feet and run.
<br><br>
<<link [[Left|Temple Garden Left]]>><</link>>
<br>
<<link [[Right|Temple Garden Right]]>><</link>>
<br><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
You run left, and collide with someone. You stumble, but manage to recover. Whoever you collided with isn't so lucky. "Fuck," you hear the <<person2>><<personsimple>> say beneath you. You keep going.
<br><br>
Your footsteps start to echo. You hear other footsteps behind you. You keep running until you feel stale air blast you from the front.
<br><br>
"There's a drop in front of you, <<girl>>," the <<person1>><<monk>> shouts, fast approaching. "A dead end. Give up."
<br><br>
<<link [[Run forward|Temple Garden Pit]]>><</link>>
<br>
<<link [[Run left|Temple Garden Wall]]>><</link>>
<br>
<<link [[Run right|Temple Garden Escape]]>><</link>>
<br>
<<link [[Give up|Temple Garden Give up]]>><<sub 1>><</link>>
<br><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
You run left, and slam into a wall.
<<gpain>><<pain 4>>
<br><br>
You turn, but hands grasp you before you can run. "Got you," the <<person1>><<monk>> says. "Now for your penance."
<br><br>
<<link [[Next|Temple Garden Rape]]>><<set $molestationstart to 1>><</link>>
<br><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
You run right. Nothing impedes your path. You trip and stumble up a flight of stairs. That clattering sound grows louder. You reach the top of the stairs and crash into something hard and warm.
<br><br>
A hand rests on your shoulder. You try to pull away, until another lifts the blindfold from your face.
<br><br>
<<set $worn.face.type.push("broken")>>
<<faceruined>>
<<unbind>>
<<generateTemple 3>><<generateTemple 4>><<person3>>
You see a <<person>> smiling at you, your blindfold in <<his>> hand. <<He>> wears a <<priestapo>> garb. <<He>> starts untying your gag and unbinding your arms. A <<person4>><<person>> stands behind <<person3>><<him>>. Concern creases <<his>> face.
<<if $exposed gte 1>>
<<He>> wraps a towel around you.<<towelup>>
<</if>>
<br><br>
<<link [[Next|Temple Garden Escape 2]]>><</link>>
<br><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
You hear footsteps. The <<person1>><<monk>> from the hop vines appears at the top of the stairs, flanked by a <<person2>><<person>>. They freeze when they see the <<person3>><<person>> and <<person4>><<person>>. The <<person3>><<person>> plants <<his>> hands on <<his>> hips.
<br><br>
"You've been warned about this," <<he>> says. "The bishop's forgiveness is finite."
<br><br>
"It's not what it looks like," the <<person1>><<monk>> pleads. "We found <<phim>> like that. We-"
<br><br>
The <<person3>><<person>> interrupts <<person1>><<him>>. "You should confess to the bishop. Before they find out from me."
<br><br>
The <<monk>> looks ready to argue, but instead deflates and sighs. <<He>> and the <<person2>><<person>> walk past, heads hung.
<br><br>
<<link [[Next|Temple Garden Escape 3]]>><</link>>
<br><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
Feeling safe, you look around the room.
<<if $temple_brewery_known is 1>>
You're in the brewery. You collided with one of the stills while blindfolded.
<<else>>
<<set $temple_brewery_known is 1>>
It's a long hall, lined with metal tanks. You collided with one while blindfolded. "This is the brewery," the <<person3>><<person>> says.
<<if $temple_rank is "initiate">>
"Initiates aren't normally allowed in. But I wouldn't worry about that."
<<else>>
<</if>>
<</if>>
<<wearProp "tea">>
The <<person4>>smiling <<person>> pulls out a chair for you, and hands you a cup of tea.
<<gggrace monk>><<grace 5 monk>><<ltrauma>><<lstress>><<trauma -6>><<stress -6>>
<br><br>
They let you stay in the brewery until they're sure you're okay.
<<pass 20>>
Once confident they show you to the exit. You wave them goodbye, and emerge in the temple garden.
<br><br>
/* For older saves when combat wasnt ended at this point */
<<link [[Next|Temple Garden]]>><<if $combat>><<endcombat>><</if>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
You stay still. The <<person1>><<monk>> and <<his>> friend soon catch up. Someone grasps your shoulders and pulls you backwards. "Almost had a tumble there," the <<monk>> says. "Good thing you have us to look after you." You feel <<his>> breath on your neck, sending a shiver down your spine.
<br><br>
<<link [[Next|Temple Garden Rape]]>><<set $molestationstart to 1>><</link>>
<br><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
You rush forward, and start skidding down an almost sheer drop. "Stupid <<girl>>," you hear the <<person1>><<monk>> shout above you. Your skid becomes a tumble, down through an unknown darkness.
<br><br>
<<link [[Next|Temple Underground Escape]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
You land on soft earth. You hear waves crash against a shore, and smell salt. Yet there's no wind, nor even a breeze.
<br><br>
You struggle to your feet and take a few steps toward the sounds. Water laps against your feet. You turn and walk in the other direction. You occasionally bump into rocky surfaces, but there's always a way around.
<br><br>
The earth slopes up. You climb until you hear the sound of traffic. You ignore the burning in your legs and soon feel
<<if Weather.precipitation is "rain">>
rain blow into your face.
<<elseif Weather.precipitation is "snow">>
snow settle on your face.
<<else>>
a fresh gust of air blow against your face.
<</if>>
<br><br>
You escaped. But you're still blindfolded and gagged.
<<lllstress>><<stress -24>>
<br><br>
<<blindfoldintro>>
<<set $eventskip to 1>>
<<link [[Next|Bondage Wolf]]>><</link>>
<br><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
You run right, and smack into a corner.
<<gpain>><<pain 4>>
<br><br>
It only slows you for a moment. You hear something scrape behind you. Your footsteps echo as you run.
<br><br>
You run straight into another wall.
<<gpain>><<pain 4>>
<br><br>
"Dead end, <<girl>>," the <<person1>><<person>> shouts behind you. "Give up."
<br><br>
<<link [[Run left|Temple Garden Forest]]>><</link>>
<br>
<<link [[Run right|Temple Garden Maiden]]>><</link>>
<br>
<<link [[Give up|Temple Garden Give up]]>><<sub 1>><</link>>
<br><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
You run left. Nothing impedes you. The sound of footsteps echoes around you. You try to run straight, but occasionally brush against a wall on either side.
<br><br>
<<pass 5>>
The tunnel must lead somewhere, but it's long. Several minutes pass, but <<person1>><<monk>> and <<his>> friend keep up. "You'll be... Sorry," <<he>> shouts between pants.
<<gtiredness>><<tiredness 1>>
<br><br>
You realise the air is getting warmer. Then you smack into yet another wall. You rebound onto a cold floor. You struggle to your feet, but it's all the pair need to catch up.
<<gpain>><<pain 4>>
<br><br>
Someone tears the $worn.face.name from your head. You're in a dim tunnel. Brown stone bricks line the walls. The <<monk>> clutches your neck and leers at you. "I'm gonna enjoy this all the more," <<he>> says. Beside <<him>> stands a <<person2>><<person>>. The <<person>> doesn't look at you. <<He>> looks up, horror contorting <<his>> face.
<br><br>
<<set $worn.face.type.push("broken")>>
<<faceruined>>
<<link [[Next|Temple Garden Forest 2]]>><</link>><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
You hear a growl above you. The <<person1>><<person>> looks up, then backs away from you. The pair turn and run.
<br><br>
<<endevent>>
<<beastNEWinit 1 wolf>>
A shadow leaps from above, landing a few paces away. A <<beasttype>>. <<bHe>> watches the pair flee.
<br><br>
<<if $syndromewolves gte 1>>
<<bHe>> turns to you, then dashes forward. <<bHe>> grasps your bindings in <<bhis>> <<if $monster is 1>>hands<<else>>teeth<</if>> and tears them to ribbons. Without hesitation, the <<beasttype>> leaps onto a ledge above. You follow.
<br><br>
You continue down another tunnel. The bricks give way to natural stone. Soon after you emerge in the forest.
<br><br>
<<link [[Next|Forest]]>><<endevent>><<set $forest to 30>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<bHe>> turns to you, teeth bared.
<br><br>
<<link [[Next|Temple Garden Forest Wolf Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<</if>>
<<effects>>
<<effectsman>>
<br><br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Temple Garden Forest Wolf Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Temple Garden Forest Wolf Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
The <<beasttype>> leaps up to a ledge, and disappears.
<br><br>
<<tearful>> you climb up yourself. You follow another tunnel along, until the bricks give way to stone. You emerge in the forest.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest]]>><<set $eventskip to 1>><<set $forest to 30>><</link>>
<br>
<<else>>
Whimpering, the <<beasttype>> leaps up to a ledge and disappears.
<br><br>
<<tearful>> you climb up yourself. You follow another tunnel along, until the bricks give way to stone. You emerge in the forest.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Forest]]>><<set $eventskip to 1>><<set $forest to 30>><</link>>
<br>
<</if>><<set $outside to 1>><<set $location to "temple">><<temple_effects>><<effects>>
You run right, and find another wall. This one is colder. Something heavy slams behind you. You try to turn, but a hard spike pokes your hip. You try to turn the other way, but only find another spike.
<<ggpain>><<pain 8>>
<br><br>
Afraid of moving and unaware of where you are, you lean into the cold surface. You're trapped.
<br><br>
You hear muffled laughter, then a grinding sound. "I said it was a dead end, <<girl>>," the <<person1>><<monk>> says. Arms grasp your shoulders and tug you backward.
<br><br>
<<link [[Next|Temple Garden Rape]]>><<set $molestationstart to 1>><</link>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Temple Garden Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Temple Garden Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"See?" the <<person1>><<monk>> says. "That wasn't so bad, was it."
<br><br>
"Can we put <<phim>> on the rack?" the <<person2>><<person>> asks. "Been too long."
<br><br>
"No," the <<person1>><<monk>> says. "You remember what happened last time."
<br><br>
They argue briefly, until the <<person2>><<person>> relents. You're dragged to your feet and pushed along, one hand firmly grasping your bound arms, and the other your hair. You hear a door open. You smell fresh air.
<br><br>
Someone tugs your $worn.face.name off your head. You're shoved forward onto a patch of grass before your eyes can adjust to the light. The door slams behind you.
<br><br>
<<set $worn.face.type.push("broken")>>
<<faceruined>><<unbind>>
You're in the temple garden. <<tearful>> you climb to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Temple Garden]]>><</link>>
<br>
<<else>>
Despite being blindfolded and gagged, you manage to create an opening. <<tearful>> you run in a random direction.
<br><br>
<<clotheson>>
<<saveNPC 0 "temp0">>
<<saveNPC 1 "temp1">>
<<endcombat>>
<<loadNPC 0 "temp0">>
<<loadNPC 1 "temp1">>
<<clearNPC "temp0">>
<<clearNPC "temp1">>
<<link [[Next|Temple Garden Escape]]>><</link>>
<br>
<</if>><<set $outside to 1>><<set $location to "temple">><<temple_effects>><<effects>>
You shove the <<monk>> away from you. <<He>> teeters on the edge, then falls backward, shouting as <<he>> does. <<His>> habit rides up, revealing <<his>> <span class="lewd"><<if $NPCList[0].penis isnot "none">>penis<<else>>pussy<</if>>.</span> A few initiates look over and giggle.
<br><br>
<<He>> struggles to <<his>> feet, glares at you, then marches away.
<br><br>
<<link [[Next|Temple Garden]]>><<endevent>><</link>>
<br><<set $outside to 1>><<set $location to "temple">><<temple_effects>><<effects>>
You put up with it. You continue picking fruit off the tree, now with the <<monk>> helping. <<He>> grasps your shoulder with one hand while reaching over with the other.
<br><br>
<<if $rng gte 51>>
It's subtle, but <<his>> pelvis is a little more animated than it needs to be. You feel <<him>> grind against your <<bottom>>, becoming rougher, until <<he>> grasps both your shoulders and bends you over. It's all you can do to not fall off the ladder. You feel <<him>> shake and shudder behind you.
<<trauma 6>><<stress 6>><<gtrauma>><<gstress>>
<br><br>
<<set $temple_harassed += 1>>
"All done," <<he>> says, stepping down from the ladder. "Thank you for helping." <<He>> chuckles as <<he>> walks back to the temple.
<br><br>
<<tearful>> you step down as well.
<br><br>
<<link [[Next|Temple Garden]]>><<endevent>><</link>>
<br>
<<else>>
"All done," <<he>> says, stepping down from the ladder. "Thank you for helping." <<He>> walks back to the temple.
<br><br>
You step down as well.
<br><br>
<<link [[Next|Temple Garden]]>><<endevent>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<if Time.dayState isnot "night">>
<<enable_rescue>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Temple Garden Work Wolf Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Temple Garden Work Wolf]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
The <<beasttype 0>> returns to the forest. <<tearful>> you climb to your feet
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Temple Garden]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
The <<beasttype 0>> whimpers and limps back to the forest. <<tearful>> you climb to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Temple Garden]]>><</link>>
<br>
<<else>>
<<generate2>><<person2>>
The <<beasttype 0>>'s ears prick. A moment later you hear it yourself. Footsteps.<<silently>><<clotheson>><</silently>>
<br><br>
<<if $current_sex is 1>>
The <<beasttype 0>> tries to flee, but can't pull away from you. The footsteps get closer. You struggle to pull away, but it's no use. A <<monk>> rounds a corner while you're still stuck together.
<br><br>
<<if $exposed gte 1>>
<<He>> stops and stares at you. <<covered>> <<He>> tries to speak, but can't find the words. <<He>> leans against a sundial to steady <<himself>> as the <<beasttype 0>> finally pulls free and runs for the forest.
<br><br>
<<clotheson>>
"Ab-" <<he>> manages, stopping and steadying <<himself>> again. "Absolutely unacceptable. The bishop will hear of this." <<He>> pulls some towels from <<his>> habit, drops them on top of you, and marches away.<<lllgrace>><<gtrauma>><<gstress>><<grace -8>><<trauma 9>><<stress 9>>
<<towelup>>
<br><br>
<<else>>
<<He>> stops and stares at you. <<He>> tries to speak, but can't find the words. <<He>> leans against a sundial to steady <<himself>> as the <<beasttype 0>> finally pulls free and runs for the forest.
<br><br>
<<clotheson>>
"Ab-" <<he>> manages, stopping and steadying <<himself>> again. "Absolutely unacceptable. The bishop will hear of this." <<He>> turns and marches away.<<lllgrace>><<gtrauma>><<gstress>><<grace -8>><<trauma 9>><<stress 9>>
<br><br>
<</if>>
<<tearful>> you hide behind a hedge.<<famebestiality 1>>
<br><br>
<<endcombat>>
<<link [[Next|Temple Garden]]>><</link>>
<<else>>
<<if $exposed gte 1>>
The <<beasttype 0>> runs towards the forest, just before a <<monk>> rounds a hedge.
<br><br>
"Well I never," <<he>> says, regarding you. <<covered>> <<clotheson>>
<<He>> averts <<his>> eyes and rummages beneath <<his>> habit. <<He>> pulls out some towels and throws them atop you. <<He>> walks away, tutting.
<<llgrace>><<gtrauma>><<gstress>><<grace -5>><<trauma 6>><<stress 6>>
<<towelup>>
<br><br>
<<else>>
The <<beasttype 0>> runs towards the forest, just before a <<monk>> rounds a hedge. <<He>> glances at you, but doesn't realise anything is wrong.
<br><br>
<<clotheson>>
<</if>>
<<tearful>> you climb to your feet.
<br><br>
<<endcombat>>
<<link [[Next|Temple Garden]]>><</link>>
<</if>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<set $combat to 1>>
<<set $enemytype to "tentacles">>
<<molested>>
<<controlloss>>
<<tentaclestart 4 15 "vine" "vine" true>>
<</if>>
<<statetentacles>>
<<effects>>
<<effectstentacles>>
<<tentacles>>
<<actionstentacles>>
<<if $tentacles.active lte ($tentacles.max / 2)>>
<span id="next"><<link [[Next|Temple Garden Tentacles Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Temple Garden Tentacles]]>><</link>></span><<nexttext>>
<</if>><<effects>>
The tendrils go limp, and you crash into the undergrowth.
<br><br>
<<tearful>> you crawl out from the base of the hedge.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Temple Garden]]>><</link>>
<br><<set $outside to 1>><<set $location to "temple">><<temple_effects>><<effects>>
You keep low as you move between hedges, peeking around each corner before making another mad dash. You know they sometimes dry clothes out here.
<<if Weather.precipitation is "rain">>
Maybe they've stored some nearby out of the rain.
<<elseif Weather.precipitation is "snow">>
Maybe they've stored some nearby out of the snow.
<</if>>
<br><br>
<<rng>>
<<beastNEWinit 1 wolf>>
<<if $rng gte 51 and ($monster is 1 or $bestialitydisable is "f")>><!-- Modified for Beast People -->
You hear something behind you.
<<if $syndromewolves is 1>>
A <<beasttype>> emerges from beneath a hedge, a bundle of cloth in <<bhis>> <<if $monster is 1>>arms. "Cover. Body not for nasty people."<<else>>maw.<</if>>
<<bHe>> drops some towels beside you, and dashes back into the forest.
<br><br>
<<towelup>>
<<link [[Next|Temple Garden]]>><<endevent>><</link>>
<br>
<<else>>
A <<beasttype>> emerges from beneath a hedge. <<bHe>> leaps on top of you.
<br><br>
<<link [[Next|Temple Garden Wolf]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<<else>>
<<endevent>>
<<generate1>><<generate2>>
You see a nun's habit hanging on a line <<if Weather.precipitation is "rain">>that's been shifted out of the rain in haste<<elseif Weather.precipitation is "snow">>that's been shifted out of the snow in haste<<else>>above a bed of flowers<</if>>. There are some towels on the same line. The towels are closer. A <<fullGroup>>, each wearing a habit, are tending to a flower bed nearby. Their backs are turned.
<br><br>
<<set $skulduggerydifficulty to 700>>
<<link [[Steal habit|Temple Garden Habit]]>><<set $skulduggerydifficulty to 700>><<crimeUp 50 "thievery">><</link>><<skulduggerydifficulty>><<crime "thievery">>
<br>
<<set $skulduggerydifficulty to 300>>
<<link [[Take towels|Temple Garden Towels]]>><<set $skulduggerydifficulty to 300>><</link>><<skulduggerydifficulty>>
<br>
<</if>><<set $outside to 1>><<set $location to "temple">><<temple_effects>><<effects>>
You lie prone and shuffle towards the line, conscious of your <<nudity>>.
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
You crawl next to the pair. The <<persons>> arm reaches behind <<him>>, and pads the ground as if searching for something. A trowel lies nearby, so you lift it and place the handle in <<his>> hand. <span class="green"><<He>> returns to gardening,</span> oblivious to your presence.
<br><br>
<<skulduggeryuse>>
You crawl beneath the habit and tug it off the line. You won't be able to dress like this, so you crawl back to the safety of the hedges.
<br><br>
<<upperwear 13>>
<<endevent>>
<<link [[Next|Temple Garden]]>><</link>>
<br>
<<else>>
You crawl next to the pair. The <<person1>><<persons>> arm reaches behind <<him>>, and pads the ground as if searching for something. <span class="red"><<His>> hand finds your <<bottom>> instead.</span> <<He>> leaps to <<his>> feet with a shriek. <<He>> and the <<person2>><<person>> run toward the temple.
<<llgrace>><<grace -5>><<garousal>><<arousal 600>>
<br><br>
<<skulduggeryuse>>
You dash to the habit, snatch it off the line, and rush back to the safety of the hedges.
<br><br>
<<upperwear 13>>
<<endevent>>
<<link [[Next|Temple Garden]]>><</link>>
<br>
<</if>><<set $outside to 1>><<set $location to "temple">><<temple_effects>><<effects>>
You lie prone and shuffle towards the line, conscious of your <<nudity>>.
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
You've almost reached the line when the <<person1>><<person>> turns around. You freeze. <<He>> picks up a trowel and <span class="green">returns to gardening,</span> oblivious to your presence.
<br><br>
<<skulduggeryuse>>
You crawl beneath the towels and tug them off the line. You won't be able to dress like this, so you crawl back to the safety of the hedges.
<br><br>
<<towelup>>
<<endevent>>
<<link [[Next|Temple Garden]]>><</link>>
<br>
<<else>>
You've almost reached the line when the <<person1>><<person>> turns around. You freeze. <span class="red">The <<person>> spots you,</span> and leaps to <<his>> feet with a shriek. <<He>> and the <<person2>><<person>> run toward the temple.
<<llgrace>><<grace -5>><<garousal>><<arousal 600>>
<br><br>
<<skulduggeryuse>>
You dash to the towels, snatch them off the line, and rush back to the safety of the hedges.
<br><br>
<<towelup>>
<<endevent>>
<<link [[Next|Temple Garden]]>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<if Time.dayState isnot "night">><<enable_rescue>><</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Temple Garden Wolf Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Temple Garden Wolf]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
The <<beasttype 0>> returns to the forest. <<tearful>> you hide behind a hedge.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Temple Garden]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
The <<beasttype 0>> flees back into the forest. <<tearful>> you hide behind a hedge.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Temple Garden]]>><</link>>
<<else>>
<<generate2>><<person2>>
The <<beasttype 0>>'s ears prick. A moment later you hear it yourself. Footsteps.
<br><br>
<<if $current_sex is 1>>
The <<beasttype 0>> tries to flee, but can't pull away from you. The footsteps get closer. You struggle to pull away, but it's no use. A <<monk>> rounds a corner while you're still stuck together.
<br><br>
<<He>> stops and stares at you. <<covered>> <<He>> tries to speak, but can't find the words. <<He>> leans against a sundial to steady <<himself>> as the <<beasttype 0>> finally pulls free and runs for the forest.
<br><br>
"Ab-" <<he>> manages, stopping and steadying <<himself>> again. "Absolutely unacceptable. The bishop will hear of this." <<He>> pulls some towels from <<his>> habit, drops them on top of you, and marches away.<<lllgrace>><<gtrauma>><<gstress>><<grace -8>><<trauma 9>><<stress 9>>
<br><br>
<<tearful>> you cover yourself.<<famebestiality 1>>
<br><br>
<<clothesontowel>>
<<endcombat>>
<<link [[Next|Temple Garden]]>><</link>>
<<else>>
The <<beasttype 0>> runs towards the forest, just before a <<monk>> rounds a hedge. "Well I never," <<he>> says, regarding you. <<covered>> <<He>> averts <<his>> eyes and rummages beneath <<his>> habit. <<He>> pulls out some towels and throws them atop you. <<He>> walks away, tutting.
<<llgrace>><<gtrauma>><<gstress>><<grace -5>><<trauma 6>><<stress 6>>
<br><br>
<<tearful>> you cover yourself.
<br><br>
<<clothesontowel>>
<<endcombat>>
<<link [[Next|Temple Garden]]>><</link>>
<</if>>
<</if>><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>><<set $outside to 0>><<set $location to "temple">><<sydneySchedule>><<temple_effects>><<effects>>
You are in the main hall of the temple. Stone walls and pillars tower into darkness. Rows of seats face an altar at the end of the room.
<<if Time.dayState isnot "night" and Time.dayState isnot "dusk">>
A figure wearing a white cowl kneels before the altar.
<</if>>
<<if Time.weekDay is 1 and Time.hour is 12 and $daily.massAttended isnot 1>>
The seats are filled with worshippers, here for Sunday mass.
<</if>>
<<if $exposed gte 1>>
You hide behind one of the pillars to conceal your <<nudity>>.
<</if>>
<br><br>
<<if isPregnancyEnding() and !$possessed>>
<<pregnancyPassout "temple">>
<<elseif $stress gte $stressmax>>
<<passouttemple>>
<<elseif $temple_chastity_timer lte 0 and $temple_rank isnot undefined and $temple_rank isnot "prospective" and $exposed lte 0>><<set $temple_chastity_timer to 30>>
<<if $templePromised is "Sydney">>
<<npc Jordan>><<person1>>
<<if Time.dayState isnot "night" and Time.dayState isnot "dusk">>
The figure turns. It's Jordan. "My child," <<he>> says. "It is time for your chastity examination.
<<else>>
"My child," says a voice from the side. It's Jordan. "It is time for your chastity examination.
<</if>>
We must make sure you're still pure. You and your partner will be purified if you are not."
<br><br>
<<if _sydney_location is "temple">>
Another figure approaches. It's Sydney, who yawns.
<<else>>
<<He>> gives you a patient smile. "Your partner is being retrieved as we speak, so don't worry."
<</if>>
<br><br>
<<link [[Allow examination|Sydney Temple Test]]>><</link>>
<br>
<<link [[Refuse examination|Sydney Temple Test Refuse]]>><<npcincr Sydney love -5>><</link>><<lllove>>
<br>
<<link [[Say you are impure|Sydney Temple Test Admission]]>><<npcincr Sydney love -10>><</link>><<llllove>>
<br>
<<elseif C.npc.Sydney.init is 1 and C.npc.Sydney.virginity.temple isnot true and $templePromised isnot "Sydney">>
<<npc Jordan>><<person1>>
<<if Time.dayState isnot "night" and Time.dayState isnot "dusk">>
The figure turns. It's Jordan, holding Sydney by the arm. "My child," <<he>> says. "<span class="red">Sydney has failed <<nnpc_his "Sydney">> chastity examination.</span>
<<else>>
"My child," says a voice from the side. It's Jordan, holding Sydney by the arm. "<span class="red">Sydney has failed <<nnpc_his "Sydney">> chastity examination.</span>
<</if>>
We know you're the one responsible, and you must be purified alongside <<nnpc_him "Sydney">>. I'm sorry." <<He>> produces a small bell from <<his>> robes, and rings.
<br><br>
Jordan releases Sydney, who quickly clings to you.
<br><br>
<<endevent>>
<<link [[Next|Sydney Temple Punish Intro]]>><</link>>
<br>
<<else>>
<<npc Jordan>><<person1>>
<<if Time.dayState isnot "night" and Time.dayState isnot "dusk">>
The figure turns. It's Jordan. "My child," <<he>> says. "It is time for your chastity examination.
<<else>>
"My child," says a voice from the side. It's Jordan. "It is time for your chastity examination.
<</if>>
We must make sure you're still pure. You will be purified if you are not."
<br><br>
<<link [[Allow examination|Temple Test]]>><<set $phase to 2>><</link>>
<br>
<<link [[Refuse examination|Temple Test Refuse]]>><</link>>
<br>
<<link [[Say you are impure|Temple Test Admission]]>><</link>>
<br>
<</if>>
<<elseif $temple_event is 1 and Time.dayState isnot "night" and $exposed lte 0>><<set $temple_event to 0>>
<<eventstemple>>
<<elseif _sydneyTemple and $sydneyAnalRosary and $exposed lte 0>>
<<npc Sydney>><<person1>>
<<run statusCheck("Sydney")>>
<<unset $sydneyAnalRosary>>
<<if _sydneyStatus.includes("pure")>>
<<wearProp "anal beads">>
You spot Sydney peeking out from behind a pillar, fiddling with something in <<his>> hands. <span class="lewd">It's a string of anal beads.</span> The same one from the store.
<br><br>
<<He>> gasps when you approach <<him>>. <<He>> breathes a sigh of relief once <<he>> realises it's you. "I can't," <<he>> squeaks. "I can't do it. I thought I could, but it's too... too..."
<br>
<<He>> trails off into unintelligible stammering, shaking <<his>> head frantically. <<He>> shoves the beads in your hands, then scurries away, <<his>> gaze fixed to the floor.
<br><br>
You're left holding a string of anal beads on holy grounds. Unsure what to do, you leave them on the ground for some hapless <<monk>> to deal with.
<br><br>
<<link [[Next|Temple]]>><<endevent>><</link>>
<br>
<<else>>
<<if _sydneyStatus.includes("corrupt")>>
You spot Sydney running towards you, beaming from ear to ear.
<<else>>
You notice Sydney shuffling towards you. <<His>> face is red.
<</if>>
<span class="lewd">Around <<his>> neck lies a string of anal beads.</span> The same one from the store.
<br><br>
<<if _sydneyStatus.includes("corrupt")>>
<<He>> holds a hand over <<his>> mouth to conceal <<his>> laughter. "You should see your face! You didn't think I'd do it, did you?"
<<else>>
<<He>> smiles nervously, struggling to meet your gaze. "W-well? I said I'd do it, and I did."
<</if>>
<br><br>
<<link [[Encourage <<him>> to flaunt it|Temple Sydney Rosary]]>><<set $phase to 2>><<grace -3>><<npcincr Sydney purity -5>><</link>><<llgrace>><<llspurity>><<sydneyWarning>>
<br>
<<link [[Commend <<him>>|Temple Sydney Rosary]]>><<set $phase to 1>><<npcincr Sydney love 1>><<npcincr Sydney purity -1>><</link>><<glove>><<lspurity>>
<br>
<<link [[Scold <<him>>|Temple Sydney Rosary]]>><<set $phase to 0>><<npcincr Sydney purity 3>><</link>><<ggspurity>><<sydneyWarning>>
<br>
<</if>>
<<elseif $dance_job_intro and $jordan_ritual_dance is undefined and ($grace gte 80 and $temple_rank is "initiate" or $temple_rank is "monk" or $temple_rank is "priest") and $exposed lte 0>>
<<npc Jordan>><<person1>>
"My child," says a voice from the side. It's Jordan, looking more haggard than usual. A rogue strand of hair falls between <<his>> eyes. "I must ask a favour. <span class="gold">Do you know Charlie?</span> Forgive me my enquiry, but you have something of a reputation as a dancer."
<br><br>
"One of our flock recently found work at a manor on Danube Street. They've since disappeared. This manor is known to hire entertainers. Should your work take you there, keep an eye out for anything unusual, but be careful. I'm not asking you to put yourself at risk. If you find anything, please just report back to me. Thank you."
<br><br>
<<link [[Next|Temple]]>><<set $jordan_ritual_dance to 1>><<endevent>><</link>>
<br>
<<elseif $adultshopgrandopening is true and _sydneyTemple is true and C.npc.Sydney.init is 1 and $adultshopunlocked isnot true and $exposed lte 0>>
<<set $adultshopopeningsydney to true>>
<<npc Sydney>><<person1>>
<<run statusCheck("Sydney")>>
Sydney almost bumps into you on the way out.
<<if _sydneyStatus.includes("corrupt") or _sydneyStatus.includes("corruptLust")>>
"Aha," <<he>> says, grasping your forearm. "I was hoping to run into you. Come on, we're missing the grand opening!"
<br><br>
<<elseif _sydneyStatus.includes("pure") or _sydneyStatus.includes("pureLust")>>
"Oh hey," <<he>> says. "I'm wanted at the grand opening at the adult shop. Would you like to accompany me? I'd feel less awkward with company."
<br><br>
<<else>>
"Oh hey," <<he>> says. "I'm just off to the grand opening at the adult shop. Wanna come along? It might be fun."
<br><br>
<</if>>
<<link [[Go with Sydney (1:00)|Adult Shop Opening Walk]]>><<pass 10>><</link>>
<br>
<<link [[Refuse|Temple]]>><<endevent>><</link>>
<br>
<<elseif ($temple_rank is "monk" or $temple_rank is "priest") and ($renttime lte -2 or $renttime lte 0 and Time.hour gte 4 and Time.hour lte 21)>>
<<if $temple_bailey is undefined>>
<<npc "Bailey" 1>>
<<npc "Jordan" 2>>
<<if $per_npc.bishop_right_hand>>
<<loadNPC 2 "bishop_right_hand">><<loadNPC 3 "bishop_left_hand">>
<<else>>
<<generateConfessor 3>><<set _generate_partner to 2>><<generateConfessor 4>>
<<saveNPC 2 "bishop_right_hand">><<saveNPC 3 "bishop_left_hand">>
<</if>>
<<person2>>Jordan stands in front of the altar, flanked by
<<if $per_npc.bishop_right_hand.pronoun is $per_npc.bishop_left_hand.pronoun>>
a pair of <<priests>> in dark robes.
<<else>>
a priest and a priestess in dark robes.
<</if>>
They address a familiar figure. <span class="red">Bailey.</span>
<br><br>
"Thank you for your understanding," Jordan says to Bailey as you approach. "You've every right to be concerned for your ward." <<He>> notices you. "Ah, there <<pshe>> is."
<br><br>
Bailey turns to you, an uncharacteristic, warm smile spreading across <<person1>><<his>> face. "It's good to see you," <<he>> says. "You do make me worry." <<He>> leans closer, and whispers so that only you can hear. <span class="gold">"You're off the hook this week,</span> but I'll be visiting now and then. To take what's mine."
<br><br>
<<link [[Nod|Temple Bailey Intro Nod]]>><<set $temple_bailey to 1>><<stress 6>><<grace 1>><</link>><<gstress>><<ggrace>>
<br>
<<link [[Refuse|Temple Bailey Intro Refuse]]>><<set $temple_bailey to 1>><<trauma -6>><<grace -3>><</link>><<llgrace>><<ltrauma>>
<br>
<<link [[Remain silent|Temple Bailey Intro Silent]]>><<set $temple_bailey to 1>><</link>>
<br>
<<set $renttime to 7>><<set $rentday to Time.weekDay>>
<<else>>
<<npc "Bailey">><<person1>>
<<if $per_npc.bishop_right_hand>>
<<loadNPC 1 "bishop_right_hand">><<loadNPC 2 "bishop_left_hand">>
<<else>>
<<generateConfessor 2>><<set _generate_partner to 1>><<generateConfessor 3>>
<<saveNPC 1 "bishop_right_hand">><<saveNPC 2 "bishop_left_hand">>
<</if>>
A hand rests on your shoulder. <span class="red">It's Bailey.</span> <<Hes>> flanked by the <<person2>><<person>> and <<person3>><<person>>. "I've come to check up on you," <<person1>><<he>> says, a practised, enthralling smile on <<his>> face. <<His>> grip tightens and <<he>> leans closer, so that only you can hear. "Time to pay up."
<br>
"The temple must support the community."
<br>
"Time to pay up."
<br><br>
Bailey winces at the latter's words.
<br><br>
<<temple_bailey_options>>
<</if>>
<<else>>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "temple">>
<</if>>
<<if $scienceproject is "ongoing" and $sciencelichentemple is 0 and $exposed lte 0>>
<<scienceicon "pink lichen">><<link [[Search for lichen (0:30)|Temple Lichen]]>><<pass 30>><<set $sciencelichentemple to 1>><</link>>
<br>
<</if>>
<<if Time.dayState isnot "night" and $exposed is 0 and $daily.jordanMissing isnot 1>>
<<templeicon "altar">><<link [[Approach the figure|Temple Jordan]]>><</link>>
<br>
<</if>>
<<if Time.weekDay is 1 and Time.hour gte 11 and Time.hour lte 12 and $daily.massAttended isnot 1 and $exposed lte 0 and C.npc.Jordan.init is 1>>
<<if ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled"))>>
<<templeicon "altar">><<link [[Attend mass (1:00)|Temple Mass Angel]]>><<purity 10>><<pass 60>><<trauma -18>><<stress -18>><<set $daily.massAttended to 1>><</link>><<gpurity>><<lltrauma>><<llstress>>
<br>
<<elseif ($fallenangel gte 2 or ($transformationParts.fallenAngel.wings isnot "hidden" and $transformationParts.fallenAngel.wings isnot "disabled"))>>
<<templeicon "altar">><<link [[Attend mass (1:00)|Temple Mass Fallen Angel]]>><<purity 70>><<pass 60>><<trauma 6>><<stress 6>><<pain 6>><<set $daily.massAttended to 1>><</link>><<gggpurity>><<gtrauma>><<gstress>><<gpain>>
<br>
<<elseif ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled"))>>
<<templeicon "altar">><<link [[Attend mass (1:00)|Temple Mass Demon]]>><<purity 10>><<pass 60>><<trauma 6>><<stress 6>><<pain 6>><<set $daily.massAttended to 1>><</link>><<gggpurity>><<gtrauma>><<gstress>><<gpain>>
<br>
<<else>>
<<templeicon "altar">><<link [[Attend mass (1:00)|Temple Mass]]>><<purity 10>><<pass 60>><<set $daily.massAttended to 1>><</link>><<gpurity>>
<br>
<</if>>
<<elseif $exposed lte 0>>
<<templeicon "pray">><<link [[Pray (1:00)|Temple Pray]]>><<set $eventskip to 1>><<set $phase to 1>><</link>>
<br>
<</if>>
<<if $exposed lte 0>>
<<if Time.weekDay is 1 and Time.hour gte 11 and Time.hour lte 12>>
<span class="purple">The confessional is locked during mass.</span>
<br>
<<elseif Time.hour gte 6 and Time.hour lt 22>>
<<if $temple_rank is "monk" and !$confessionsTaken>>
<<templeicon "confession">><<link [[Approach the confessional|Temple Confess Tutorial]]>><<endevent>><</link>>
<br>
<<else>>
<<templeicon "confession">><<link [[Approach the confessional|Temple Confess Approach]]>><<endevent>><</link>>
<br>
<</if>>
<<else>>
<span class="purple">The confessional is locked for the night.</span>
<br>
<</if>>
<<elseif $exposed gte 1>>
<<if Time.weekDay is 1 and Time.hour gte 11 and Time.hour lte 12>>
<span class="red">The confessional is locked during mass. You can't hide in it.</span>
<br>
<<elseif Time.hour gte 6 and Time.hour lt 22 and !($temple_rank is "monk" and !$confessionsTaken)>>
<<templeicon "confession">><<link [[Approach the confessional|Temple Confess Approach]]>><<endevent>><</link>>
<br>
<<else>>
<span class="red">The confessional is locked for the night. You can't hide in it.</span>
<br>
<</if>>
<</if>>
<<if hasSexStat("exhibitionism", 4) and $angel lte 0>>
<<skinicon "masturbate">><<link [[Masturbate (0:20)|Temple Masturbation]]>><<pass 20>><<set $masturbationstart to 1>><</link>><<llpurity>>
<br>
<</if>>
<<if C.npc.Sydney.init is 1 and $exposed lte 0>>
<<if _sydney_location is "late" and Time.schoolDay>>
<<if $sydneyScience is 1 and !$sydneySeen.includes("science")>>
/* Do nothing. Prevents Sydney from being interactable if their science intro is ready. */
<<else>>
<br>
You see a figure asleep at one of the pews. Upon closer examination, you realise it's Sydney. <<if Time.hour is 9>><<nnpc_Hes "Sydney">> late for school.<<else>><<nnpc_He "Sydney">> might be late for school if someone doesn't wake <<nnpc_him "Sydney">>.<</if>>
<br>
<<templeicon "pew">><<link [[Wake <<nnpc_him "Sydney">>|Temple Sydney Wakeup]]>><<endevent>><<npcincr Sydney love 1>><</link>><<glove>>
<br>
<</if>>
<<elseif _sydney_location is "temple">>
<br>
<<switch $sydney_templeWork>>
<<case "pray">>
You see Sydney sitting on a pew, head bowed in prayer.
<br>
<<templeicon "pew">><<link [[Approach Sydney|Temple Sydney]]>><<set $phase to 1>><</link>>
<<case "garden">>
<span class="teal">You see Sydney carrying garden supplies in and out of the temple.</span>
<<case "quarters">>
<span class="teal">You see Sydney carrying laundry and cleaning supplies in and out of the quarters.</span>
<<case "mass">>
<span class="teal">Sydney is likely preparing for mass.</span>
<<case "sleep">>
<span class="teal">Sydney is staying overnight.</span>
<<case "anguish">>
<<if $weekly.trialFailed>>
<span class="teal">Sydney is still at the trial.</span>
<<else>>
<span class="teal">Sydney is staying overnight.</span>
<</if>>
<</switch>>
<<elseif !$daily.sydney.offSchedule and (_sydney_location_message is "shop" or _sydney_location_message is "home" or _sydney_location_message is "rehearsal")>>
<span class="blue">You don't see Sydney around.</span>
<br>
<<socialiseicon "ask">><<link [[Ask around for Sydney|Temple Sydney Ask]]>><<set $daily.sydney.offSchedule to true>><</link>>
<</if>>
<</if>>
<<if $temple_rank isnot undefined and $temple_rank isnot "prospective">>
<br>
<<if $prayer_room_init is 1>>
<<templeicon "garden">><<link [[Garden|Temple Garden]]>><</link>>
<br>
<<templeicon "quarters">><<link [[Quarters|Temple Quarters]]>><</link>>
<br>
<<templeicon "prayer room">><<link [[Prayer room|Temple Prayer Entrance]]>><</link>>
<br>
<<else>>
<<templeicon>><<link [[Explore temple (0:30)|Temple Prayer Explore]]>><<pass 30>><<set $prayer_room_init to 1>><</link>>
<br>
<</if>>
<<if $temple_rank is "monk" or $temple_rank is "priest">>
<<ind>><<link [[Cloister|Temple Cloister]]>><</link>>
<br>
<</if>>
<</if>>
<br>
<<wolficon>><<link [[Leave (0:01)|Wolf Street]]>><<pass 1>><</link>>
<br>
<</if>>
<<set $eventskip to 0>><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
<<if $phase is 1>>
<<set $phase to 0>>
You sit on a pew and bow your head. <i>Prayer effectiveness depends on purity.</i>
<br><br>
<<elseif $phase is 2>>
<<set $phase to 0>>
You pray for salvation. Your thoughts drift to your hopes for the future, and how things could be better.
<br><br>
An hour passes, and you feel less burdened.
<br><br>
<<elseif $phase is 3>>
<<set $phase to 0>>
<<set _people to random(22, 34)>>
<<set _people -= Math.clamp(Math.floor($world_corruption_soft / 10), 5, 34)>>
You open one eye and examine the room. There are others like you, praying in the pews. <<if C.npc.Jordan.pronoun is "m">>Monks<<else>>Nuns<</if>> prowl the aisles, passing furtive messages to one another.
<<if _people gte 15>>
There are many more than you'd expect. You count <<number _people>> coming and going.
<<else>>
There seem to be fewer than normal. You count <<number _people>> coming and going.
<</if>>
<br><br>
<<if $awareness gte 400>>
You glance up at the shadowed ceiling, at the gaping abyss perched above. Terror shivers up your spine. Your gaze is forced away.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<</if>>
<<elseif $phase is 4 or $phase is 5>>
<<set $phase to 0>>
Your thoughts turn to your <<penis>>, and the mocking way people regard it. The torment returns. You pray for a bigger penis.
<br><br>
An hour passes, and your penis is no bigger.
<br><br>
<<if $acceptance_penis_small gte 1000>>
<<set _penisSize to setup.penisSizes[$player.penissize + 2].toUpperFirst()>>
Realisation dawns as you lean back. Your <<penis>> is beautiful. Why should you care what other people say about it? You've gained the <span class="green">Acceptance: _penisSize Penis</span> trait.
<br><br>
<</if>>
<<elseif $phase is 6>>
<<set $phase to 0>>
Your thoughts turn to your <<penis>>, and the mocking way people regard it. The torment returns. You pray for a smaller penis.
<br><br>
An hour passes, and your penis is no smaller.
<br><br>
<<if $acceptance_penis_big gte 1000>>
<<set _penisSize to setup.penisSizes[$player.penissize + 2].toUpperFirst()>>
Realisation dawns as you lean back. Your <<penis>> is beautiful. Why should you care what other people say about it? You've gained the <span class="green">Acceptance: _penisSize Penis</span> trait.
<br><br>
<</if>>
<<elseif $phase is 7>>
<<set $phase to 0>>
Your thoughts turn to your flat chest, and the mocking way people regard it.
<br><br>
An hour passes, and your breasts are no bigger.
<br><br>
<<if $acceptance_breasts_small gte 1000>>
Realisation dawns as you lean back. Your chest is beautiful. Why should you care what other people say about it? You've gained the <span class="green">Acceptance: Flat Chest</span> trait.
<br><br>
<</if>>
<<elseif $phase is 8>>
<<set $phase to 0>>
Your thoughts turn to your <<breasts>>, and the mocking way people regard them. The torment returns. You try to remain detached.
<br><br>
An hour passes, and for a few moments the weight of scrutiny lifts.
<br><br>
<<if $acceptance_breasts_small gte 1000>>
<<set _breastSizeName to setup.breastsizes[$player.breastsize].toUpperFirst()>>
Realisation dawns as you lean back. Your <<breasts>> are beautiful. Why should you care what other people say about them? You've gained the <span class="green">Acceptance: _breastSizeName Breasts</span> trait.
<br><br>
<</if>>
<<elseif $phase is 9>>
<<set $phase to 0>>
Your thoughts turn to your <<breasts>>, and the mocking way people regard them. The torment returns. You pray for smaller breasts.
<br><br>
An hour passes, and your breasts are no smaller.
<br><br>
<<if $acceptance_breasts_big gte 1000>>
<<set _breastSizeName to setup.breastsizes[$player.breastsize].toUpperFirst()>>
Realisation dawns as you lean back. Your <<breasts>> are beautiful. Why should you care what other people say about them? You've gained the <span class="green">Acceptance: _breastSizeName Breasts</span> trait.
<br><br>
<</if>>
<<elseif $phase is 10>>
<<set $phase to 0>>
Your thoughts turn to your <<print playerAwareTheyArePregnant() ? "pregnant belly" : "pregnant looking belly">>, and the mocking way people regard it. The torment returns. You try to remain detached.
<br><br>
An hour passes, and for a few moments the weight of scrutiny lifts.
<br><br>
<<if $acceptance_pregnancy gte 1000>>
Realisation dawns as you lean back. Your belly is beautiful. Why should you care what other people say about it? You've gained the <span class="green"><<print playerAwareTheyArePregnant() ? "Acceptance: Pregnant Belly" : "Acceptance: Pregnant Looking Belly">></span> trait.
<br><br>
<</if>>
<</if>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $stress gte $stressmax>>
<<passouttemple>>
<<elseif $danger gte (9900 - $allure) and $eventskip isnot 1>>
<<if $rng gte 81>>
<<generateTemple 1>><<person1>> A <<monk>> carrying a donation plate walks by. <<He>> smiles at you.
<br><br>
<<link [[Look away|Temple Plate Look]]>><</link>>
<br>
<<if $money gte 100>>
<<link [[Make a small donation (£1)|Temple Plate Donation]]>><<set $phase to 0>><<money -100>><<trauma -6>><<famegood 1>><</link>><<ltrauma>>
<br>
<</if>>
<<if $money gte 500>>
<<link [[Make a reasonable donation (£5)|Temple Plate Donation]]>><<set $phase to 1>><<money -500>><<trauma -12>><<famegood 2>><</link>><<lltrauma>>
<br>
<</if>>
<<if $money gte 2500>>
<<link [[Make a large donation (£25)|Temple Plate Donation]]>><<set $phase to 2>><<money -2500>><<trauma -18>><<famegood 3>><</link>><<llltrauma>>
<br>
<</if>>
<<set $skulduggerydifficulty to 100>>
<<link [[Steal|Temple Plate Steal]]>><<crimeUp 5 "petty">><</link>><<crime "petty">><<skulduggerydifficulty>>
<br>
<<elseif $rng gte 71>>
<<generate1>><<generateyv2>>A door at the side of the temple creaks ajar. Through the gap you see a <<person2>><<persons>> head, lying on a table. <<Hes>> wearing a blindfold and gag.
<br><br>
You hear a solid whack, and the <<person>> jerks and winces. A moment later a stern-looking <<person1>><<monk>> appears at the gap, blocking your view. <<He>> closes the door.
<br><br>
<<endevent>>
<<prayoptions>>
<<elseif $rng gte 61>>
<<generate1>><<generateyv2>>You hear a <<person1>><<monk>> speak behind you. "We said there'd be consequences for breaking your oaths," <<he>> says, addressing someone behind <<him>>. "Now stand up straight." <<He>> holds a silk cord that trails after <<him>>. It binds the wrists of a younger <<person2>><<monk>>.
<br><br>
The junior <<monk>> wears a blindfold. <<His>> mouth is gagged by another span of cloth. The elder <<person1>><<monk>> directs <<person2>><<his>> steps by tugging on the cord. "Once you've faced penance." Those last words linger after they pass through one of the side doors, disappearing from view and earshot.
<br><br>
<<endevent>>
<<prayoptions>>
<<elseif $rng gte 41>>
<<generateyTemple 1>><<person1>>A young <<monk>> walks by, swinging a sweet-smelling thurible in <<his>> hands.
<br><br>
<<if $worn.upper.type.includes("naked") and $worn.under_upper.type.includes("naked")>>
<<He>> glances at your bare <<breasts>>, then looks away and blushes.
<<else>>
<<He>> glances at you, then looks away and blushes.
<</if>>
<br><br>
<<if $player.gender_appearance is "f" or $player.perceived_breastsize gte 3 and (!$worn.upper.type.includes("naked") or !$worn.under_upper.type.includes("naked"))>>
<<if hasSexStat("exhibitionism", 4)>>
<<link [[Flash chest|Temple Thurible Flash]]>><</link>><<exhibitionist4>>
<br>
<</if>>
<</if>>
<<link [[Chat|Temple Thurible Chat]]>><</link>>
<br>
<<link [[Ignore|Temple Thurible Ignore]]>><</link>>
<br>
<<elseif $rng gte 21>>
<<prayoptions>>
<<else>>
<<generateTemple 1>><<person1>>A <<person>> dressed as a <<monk>> sits close beside you. Very close. <<He>> rests a hand on your thigh. "Don't cause a fuss," <<he>> whispers. "Or I'll say you attacked me. Who will they believe?"
<br><br>
<<if ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled"))>>
<<link [[Guilt|Temple Guilt]]>><</link>><<angel>>
<br>
<</if>>
<<link [[Endure|Temple Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<<else>>
<<prayoptions>>
<</if>>
<<set $eventskip to 0>><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
You make eye contact with the <<person>>. This time <<he>> doesn't look away. <<pullupall>><<exhibitionism4>>
The thurible clatters against the ground as the <<person>> raises <<his>> hands to <<his>> face. "So careless," says a stern voice. You cover back up. A <<generate2>><<person2>><<monk>> storms around the pews and grasps the <<person1>><<persons>> arm. "Come on," <<person2>><<he>> says. "It's the paddle for you."
<br><br>
The <<person1>>young <<monk>> follows the older <<person2>><<monk>> with eyes downcast.
<br><br>
<<endevent>>
<<prayoptions>><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
You try to strike up a conversation, but an <<generate2>><<person2>>older <<monk>> intervenes. "Don't distract <<person1>><<him>>," <<he>> snaps. "<<He>> has very important duties."
<br><br>
The <<person1>><<person>> looks away, blushing.
<br><br>
<<endevent>>
<<prayoptions>><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
You leave the <<person>> to their duties.
<br><br>
<<endevent>>
<<prayoptions>><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
<<if $phase is 0>>
You place a pound coin on the plate. The <<monk>> gives you a small <<if $pronoun is "m">>bow<<else>>curtsy<</if>>.
<<if $sydneyPresent>>
Sydney gives you an approving nod.
<</if>>
<br><br>
<<endevent>>
<<if $sydneyPresent>>
<<unset $sydneyPresent>><<set _sydneyPray to true>>
<<npc "Sydney">><<person1>>
<<sydneyOptions>>
<<else>>
<<prayoptions>>
<</if>>
<<elseif $phase is 1>>
You place a five pound note on the plate. "We rely on such kindnesses," <<he>> says. "Thank you."
<<if $sydneyPresent>>
Sydney gives you a gentle smile.
<</if>>
<br><br>
<<endevent>>
<<if $sydneyPresent>>
<<unset $sydneyPresent>><<set _sydneyPray to true>>
<<npc "Sydney">><<person1>>
<<sydneyOptions>>
<<else>>
<<prayoptions>>
<</if>>
<<elseif !$soup_kitchen_known>>
You place £25 on the plate. The <<monk>> beams at you. "Thank you," <<he>> says. "This will go a long way toward maintaining the building." <<He>> pauses before continuing. "Perhaps you would like to assist us further? We run a soup kitchen in the evening, between <span class="gold"><<ampm 18 00>> and <<ampm 21 00>></span>. We could use another pair of hands."
<br><br>
"If you're interested, you can find the kitchen in the grey building next door."
<br><br>
<span class="gold">You've discovered the soup kitchen on Wolf Street.</span>
<br><br>
<<set $soup_kitchen_known to 1>>
<<if $sydneyPresent>>
Sydney puts a hand on your shoulder and nods. "That was very generous of you."
<br><br>
<</if>>
<<endevent>>
<<if $sydneyPresent>>
<<unset $sydneyPresent>><<set _sydneyPray to true>>
<<npc "Sydney">><<person1>>
<<sydneyOptions>>
<<else>>
<<prayoptions>>
<</if>>
<<else>>
You place £25 on the plate. The <<monk>> beams at you. "Thank you," <<he>> says. "This will go a long way toward maintaining the building."
<br><br>
<<if $sydneyPresent>>
Sydney puts a hand on your shoulder and nods. "That was very generous of you."
<br><br>
<</if>>
<<endevent>>
<<if $sydneyPresent>>
<<unset $sydneyPresent>><<set _sydneyPray to true>>
<<npc "Sydney">><<person1>>
<<sydneyOptions>>
<<else>>
<<prayoptions>>
<</if>>
<</if>><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
You place your hand on the collection plate, as if placing something. Instead, you sneak some coins into your palm.
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<span class="green"><<if $sydneyPresent>>Both Sydney and the <<monk>> fail to notice.<<else>>The <<monk>> doesn't notice.<</if>></span> "Thank you," <<he>> says. <<He>> gives you a small <<if $pronoun is "m">>bow<<else>>curtsy<</if>>.
<br><br>
<<skulduggeryuse>>
You got <<moneyGain 5 true true>>.
<br><br>
<<endevent>>
<<if $sydneyPresent>>
<<unset $sydneyPresent>><<set _sydneyPray to true>>
<<npc "Sydney">><<person1>>
<<sydneyOptions>>
<<else>>
<<prayoptions>>
<</if>>
<br>
<<else>>
The <<monk>> grabs your wrist and tuts. "For shame." <<if $sydneyPresent>>Sydney gives you a horrified glare. <<npcincr Sydney love -5>><<lllove>><</if>>
<br><br>
<<if $speech_attitude is "meek">>
"I'm sorry," you say, eyes downcast. "I know it's wrong, but I need it."
<<elseif $speech_attitude is "bratty">>
You snatch your hand away. "I need it more than you," you say.
<<else>>
"I'm sorry," you say. "But I really need it."
<</if>>
<br><br>
<<He>> mutters something disparaging about youth as <<he>> walks away.
<br><br>
<<skulduggeryuse>>
<<endevent>>
<<if $sydneyPresent>>
<<unset $sydneyPresent>><<set _sydneyPray to true>>
<<npc "Sydney">><<person1>>
<<sydneyOptions>>
<<else>>
<<prayoptions>>
<</if>>
<br>
<</if>><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
You look away from the <<monk>>, and <<he>> continues down the aisle.
<<if $sydneyPresent>>
Sydney shakes <<nnpc_his "Sydney">> head.
<</if>>
<br><br>
<<endevent>>
<<if $sydneyPresent>>
<<unset $sydneyPresent>><<set _sydneyPray to true>>
<<npc "Sydney">><<person1>>
<<sydneyOptions>>
<<else>>
<<prayoptions>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<enable_rescue>>
The <<persons>> fondling becomes more aggressive. The tall pews hide <<his>> actions from view.
<<if $rng gte 81>>
<<He>> gags you with <<his>> hand and licks your cheek.
<<neutral 1>><<hand_gag 0 left>>
<</if>>
<br><br>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Temple Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Temple Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"You're a good <<girl>>," <<he>> whispers. <<He>> shuffles into the aisle and walks away.
<br><br>
<<tearful>> you sit upright.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Temple Pray]]>><<set $eventskip to 1>><</link>>
<<elseif $enemyhealth lte 0>>
You shove the <<person>> to the ground.
<br><br>
<<tearful>> you move across the aisle onto a different pew. <<He>> doesn't follow, maybe because <<he>> notices the strict eyes of an elder <<monk>> watching <<him>>.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Temple Pray]]>><<set $eventskip to 1>><</link>>
<<else>>
<<set $rescued += 1>>
An elder <<monk>> arrives to investigate your cry. <<He>> grabs the <<person>> by the ear and pulls <<him>> away.
<br><br>
<<tearful>> you sit upright.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Temple Pray]]>><<set $eventskip to 1>><</link>>
<</if>><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>><<sydneySchedule>>
<<npc Jordan>><<person1>>You take a seat at the end of a pew as Jordan reads holy scripture. <<His>> melodic voice calms you.
<<if $sydneySeen is undefined or !$sydneySeen.includes("mass")>>
<<sydneyMass>>
<<else>>
<br><br>
You are called to the front for communion. You kneel in front of Jordan as the other <<if $pronoun is "m">>monks<<else>>nuns<</if>> watch. <<He>> pushes a small piece of bread into your mouth, and holds a cup in front of you.
<<if playerBellyVisible() or knowsAboutPregnancy("pc", "Jordan")>>
<<He>> gives you a reassuring smile. "It's a substitute. No alcohol," <<he>> whispers. You take a sip of the sweet fluid and make way for the next person.
<<elseif playerIsPregnant() and playerAwareTheyArePregnant()>>
<<setKnowsAboutPregnancy "pc" "Jordan">>
You give Jordan a concerned look, and place a hand over your belly. <<He>> seems to understand immediately, and grabs a different cup. You take a sip of the sweet fluid and make way for the next person, noting the lack of an alcoholic aftertaste.
<<else>>
You take a sip of the bitter fluid and make way for the next person.<<alcohol 15>>
<</if>>
<br><br>
<<sydneyMass>>
Jordan finishes with a prayer.
<br><br>
<</if>>
<<endevent>>
<<link [[Next|Temple]]>><</link>>
<br><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>><<sydneySchedule>>
<<npc Jordan>><<person1>>You take a seat at the end of a pew as Jordan reads holy scripture. <<His>> melodic voice calms you. You feel serene.
<<if $sydneySeen is undefined or !$sydneySeen.includes("mass")>>
<<sydneyMass>>
<<else>>
<br><br>
You are called to the front for communion. You kneel in front of Jordan as the other <<if $pronoun is "m">>monks<<else>>nuns<</if>> watch. <<He>> pushes a small piece of bread into your mouth, and holds a cup in front of you.
<<if playerBellyVisible() or knowsAboutPregnancy("pc", "Jordan")>>
As you sip the sweet fluid, you note the lack of an alcoholic aftertaste. You begin to move aside for the next person, but Jordan gently grabs your wrist, pulling you up next to <<him>>.
<br><br>
<<He>> reads another section of scripture, seemingly from memory. Many of the other <<if $pronoun is "m">>monks<<else>>nuns<</if>> look surprised. The mass listens in rapt attention. You think some are hiding tears. Jordan's words ring through your head, as if you're hearing them before they're spoken.
<br><br>
As <<he>> finishes, <<he>> places a hand on your <<bellyDescription "pc">>. A wave of warmth floods you. The gaze of the entire flock is fixed on you in reverence. Jordan motions for you to take your seat again, bringing attention back to <<him>> as <<he>> resumes communion. <<if $temple_rank isnot undefined and $temple_rank isnot "prospective">><<gggrace>><<grace 5>><</if>>
<<elseif playerIsPregnant() and playerAwareTheyArePregnant()>>
<<setKnowsAboutPregnancy "pc" "Jordan">>
You give Jordan a concerned look, and place a hand over your belly. <<He>> seems to understand immediately, and grabs a different cup. You take a sip of the sweet fluid and make way for the next person, noting the lack of an alcoholic aftertaste.
<<else>>
You take a sip of the sweet fluid and make way for the next person.<<alcohol 15>>
<</if>>
<br><br>
<<sydneyMass>>
Jordan finishes with a prayer.
<br><br>
<</if>>
<<endevent>>
<<link [[Next|Temple]]>><</link>>
<br><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>><<sydneySchedule>>
<<npc Jordan>><<person1>>You take a seat at the end of a pew as Jordan reads holy scripture. <<His>> words are violent and accusing.
<<if $sydneySeen is undefined or !$sydneySeen.includes("mass")>>
<<sydneyMass>>
<<else>>
<br><br>
You are called to the front for communion. You kneel in front of Jordan, but the other <<if $pronoun is "m">>monks<<else>>nuns<</if>> refuse to look at you. The bread slips from Jordan's fingers before reaching your mouth. The wine evaporates before touching your lips. Despite that, you feel vindicated by your effort.
<<if playerBellyVisible() or knowsAboutPregnancy("pc", "Jordan")>>
<<else>>
<<alcohol 15>>
<</if>>
<br><br>
<<sydneyMass>>
Jordan finishes with a prayer.
<br><br>
<</if>>
<<endevent>>
<<link [[Next|Temple]]>><</link>>
<br><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>><<sydneySchedule>>
<<npc Jordan>><<person1>>You take a seat at the end of a pew as Jordan reads holy scripture. <<His>> words are violent and accusing.
<<if $sydneySeen is undefined or !$sydneySeen.includes("mass")>>
<<sydneyMass>>
<<else>>
<br><br>
You are called to the front for communion. You kneel in front of Jordan, but the other <<if $pronoun is "m">>monks<<else>>nuns<</if>> refuse to look at you. The bread tastes like ash. The wine like blood.
<<if playerBellyVisible() or knowsAboutPregnancy("pc", "Jordan")>>
<<else>>
<<alcohol 15>>
<</if>>
<br><br>
<<sydneyMass>>
Jordan finishes with a prayer.
<br><br>
<</if>>
<<endevent>>
<<link [[Next|Temple]]>><</link>>
<br><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
<<if C.npc.Jordan.init isnot 1>>
<<npc Jordan>><<person1>>
You approach the figure. As you near, <<he>> stands and turns to face you. <<His>> outfit covers <<him>> from head to toe, only <<his>> youthful face is visible. Locks of hair protrude from the sides of the cowl, betraying a golden shade. <<His>> smile does not reach <<his>> blue eyes.
<br><br>
"Welcome," <<he>> says. "I don't recall meeting you. I'm <<nnpc_brother "Jordan">> Jordan." <<He>> bows <<his>> head slightly. "Are you here for the protective measures we provide for the pure-bodied, in the form of chastity belts? Keep in mind that while the impure may also benefit from this service, they do so at a cost."
<br><br>
<<He>> continues. "Please don't disturb the other <<if $pronoun is "m">>monks<<else>>nuns<</if>>, for they have taken sacred vows and your presence may distract them."
<br><br>
<<else>>
<<npc Jordan>><<person1>>
You approach the figure. <<He>> turns to greet you as you near, revealing Jordan's familiar face. "Welcome back," <<he>> says.
<br><br>
<</if>>
<<if $spear_vessel is "held">>
<<wearProp "tarnished spear">>
<<if $temple_spear_mission is 1>>
<<His>> breath quickens as <<he>> beholds the spear. Then <<he>> averts <<his>> eyes and whispers a prayer. "Oh child," <<he>> says. "You've done more for the world than you know."
<<else>>
<<His>> eyes regard the spear. "My child, weapons aren't-" the hint of a frown appears on <<his>> brow, then <<he>> averts <<his>> eyes.
<br><br>
"Child," <<he>> whispers. "That spear. Where did you- It doesn't matter. Thank you. You've done more for the world than you know."
<</if>>
<br><br>
<<link [[Next|Temple Spear]]>><</link>>
<br>
<<elseif $temple_spear_mission is undefined and ($temple_rank is "monk" or $temple_rank is "priest") and $grace gte 100>>
"I'm glad you're here," <<he>> says. "There's a holiday approaching, one that happens just once a century. Each century a member of our order is chosen to go on a pilgrimage to an island off the coast, to retrieve an artefact spear. The spear is the centrepiece of the holiday. We'd like to give this role to you."
<br><br>
"There is a problem though," <<he>> continues. "There's no record of the island existing. We've lots of records here at the temple, but we seem to be the only ones. The historian at the museum suggested that our tales have confused it with the prison, or with somewhere along the shore."
<br><br>
"Your first task is to find where the island is, and how to get there. I'm sorry I can't be more helpful. Perhaps this is part of the pilgrimage. I have every faith in you."
<br><br>
<<set $spearQuestions to []>>
<<link [[Ask why they're sending you in particular|Temple Spear Questions]]>><<set $temple_spear_mission to 1>><<set $spearQuestion to "why">><<set $spearQuestions.push("why")>><</link>>
<br>
<<link [[Ask what the festival involves|Temple Spear Questions]]>><<set $temple_spear_mission to 1>><<set $spearQuestion to "what">><<set $spearQuestions.push("what")>><</link>>
<br>
<<link [[Ask where you should look|Temple Spear Questions]]>><<set $spearQuestion to "where">><<set $spearQuestions.push("where")>><</link>>
<br><br>
<<else>>
<<if $vaginalchastityparasite is 0 and $analchastityparasite is 0 and $penilechastityparasite is 0>>
<<else>>
<<He>> looks at your crotch with a concerned look on <<his>> face. "If you have a belt-induced parasite problem, we can help for £20."
<br><br>
<</if>>
<<if $kylar_manor_secret is 1>>
<<socialiseicon "ask">><<link [[Enquire about the monstrance you found in Kylar's manor|Temple Kylar Monstrance]]>><<set $kylar_manor_secret to 2>><</link>>
<br>
<</if>>
<<if numberOfEarSlime()>>
<<socialiseicon "ask">><<link [[Enquire about ear slime|Temple Slime]]>><</link>>
<br>
<</if>>
<<if $wraith.seen gte 10>>
<<wraithicon>><<link [[Enquire about the pale figure|Temple Pale Story]]>><</link>>
<br>
<</if>>
<<lockicon>><<link [[Enquire about chastity devices|Temple Chastity]]>><</link>>
<br>
<<if $vaginalchastityparasite is 0 and $analchastityparasite is 0 and $penilechastityparasite is 0>>
<<elseif $money gte 2000>>
<<ind>><<link [[Have parasites removed (£20 0:05)|Temple Parasite]]>><<money -2000>><<pass 5>><</link>>
<br>
<</if>>
<<if $forgiveintro isnot 1 and ($fallenangel gte 2 or ($transformationParts.fallenAngel.wings isnot "hidden" and $transformationParts.fallenAngel.wings isnot "disabled"))>>
<<templeicon "pray">><<link [[Request forgiveness|Temple Forgiveness]]>><</link>><<fallenangel>>
<br>
<<elseif $money gte 1000000 and ($fallenangel gte 2 or ($transformationParts.fallenAngel.wings isnot "hidden" and $transformationParts.fallenAngel.wings isnot "disabled"))>>
<<templeicon "pray">><<link [[Buy forgiveness (£10,000 1:00)|Temple Buy Forgiveness]]>><<trauma 6>><</link>><<gtrauma>><<fallenangel>> <<note "Removes the fallen angel trait" "italic">>
<br>
<<elseif ($fallenangel gte 2 or ($transformationParts.fallenAngel.wings isnot "hidden" and $transformationParts.fallenAngel.wings isnot "disabled"))>>
<span class="blue">You can't afford forgiveness.</span>
<br>
<</if>>
<<if $temple_rank is undefined or $temple_rank is "prospective">>
<<socialiseicon "ask">><<link [[Enquire about joining the temple|Temple Join]]>><</link>>
<br>
<<elseif !$weekly.templeFire>>
<<templeicon "trial">><<link [[Enquire about the trial of purity|Temple Fire Repeat]]>><</link>>
<br>
<</if>>
<<if $temple_rank is "initiate">>
<<socialiseicon "ask">><<link [[Enquire about temple advancement|Temple Vigil Inquire]]>><<endevent>><</link>>
<br>
<</if>>
<<if $temple_harassed is 1>>
<<templeicon>><<link [[Say you were harassed by a member of the church (0:05)|Temple Harass Inform]]>><<pass 5>><</link>>
<br>
<<elseif $temple_harassed gte 2>>
<<templeicon>><<link [[Say you were harassed by members of the church (0:05)|Temple Harass Inform]]>><<pass 5>><</link>>
<br>
<</if>>
<<if isPubfameTaskAccepted("temple")>>
<<schoolicon "library">><<link [[Enquire about the book (0:05)|Temple Book Ask]]>><</link>>
<br>
<</if>>
<<if $jordan_ritual_dance is 2>>
<<danubeicon>><<link [[Inform Jordan of what you found beneath the Danube manor|Temple Ritual Inform]]>><<set $jordan_ritual_dance to 3>><</link>>
<br>
<</if>>
<<if $spear_vessel is "sea" and !($temple_spear_mission gte 2)>>
<<ind>><<link [[Inform Jordan that the spear was lost at sea|Temple Spear Sea]]>><</link>>
<br>
<</if>>
<<if $spear_vessel is "Zephyr" and !($temple_spear_mission gte 2)>>
<<ind>><<link [[Inform Jordan that the spear was taken by pirates|Temple Spear Zephyr]]>><</link>>
<br>
<</if>>
<<getouticon>><<link [[Leave|Temple]]>><<endevent>><</link>>
<</if>><<effects>>
<<generate2>><<generate3>><<generate4>>
Jordan kneels once more, but this time <<he>> feels along the ground beside it. <<He>> pries loose a stone brick, and reaches into a revealed chamber. A bell is lifted out without a sound. The priest holds it carefully as <<he>> produces a baton from <<his>> robe.
<br><br>
The baton strikes the bell. It only makes a gentle jingle, but most of the resonance doesn't pass through the air. Jordan's arm quivers, and you feel it enter your feet, rooting you to the spot and travelling up your spine as a shiver of ecstasy.
<br><br>
You hear a heavy door open. Three <<monks_and_nuns>> ascend a staircase, and gaze at the spear with naked awe. Until Jordan coughs. One of them, a <<person2>><<monk>>, takes the spear with careful hands.
<br><br>
<<person1>>
Jordan watches the <<monks_and_nuns>> take the spear underground. "It will be safe there, until we're ready." <<He>> bows. "Perhaps you'll take part. It would make me feel better. Ah, but I say too much!" <<He>> bows thrice more, before turning away.<<if $temple_rank isnot undefined and $temple_rank isnot "prospective">><<ggggrace>><<grace 15>><</if>><<lltrauma>><<llstress>><<trauma -18>><<stress -18>>
<br><br>
<<link [[Next|Temple]]>><<set $spear_vessel to "temple">><<set $temple_spear_mission to 2>><<temple_spear_mission_end>><<endevent>><</link>>
<br><<effects>>
<<generate2>>
Jordan listens with an unreadable expression as you tell <<him>> of how you retrieved the spear, but were accosted by pirates, and the spear was lost beneath the waves. When you finish, <<he>> claps a heel against the ground, making you jump.
<br><br>
<<person2>>
You hear a door open, and <<monk>> emerges from a staircase, leading up from some underground area. Jordan whispers something into <<his>> ear, and the <<monk>> leaves with an anxious haste.
<br><br>
<<person1>>
"Forgive me, child," Jordan says once alone again. "Despite the setback, you managed to retrieve the spear, and at great danger to your person. Please, allow me to extend you the temple's gratitude." <<He>> bows, then turns away.<<if $temple_rank isnot undefined and $temple_rank isnot "prospective">><<gggrace>><<grace 3>><</if>>
<br><br>
<<link [[Next|Temple]]>><<set $temple_spear_mission to 2>><<temple_spear_mission_end>><<endevent>><</link>>
<br><<effects>>
<<generate2>>
Jordan listens with an unreadable expression as you tell <<him>> of how you retrieved the spear, only to be waylaid by pirates. When you finish, <<he>> claps a heel against the ground, making you jump.
<br><br>
<<person2>>
You hear a door open, and <<monk>> emerges from a staircase, leading up from some underground area. Jordan whispers something into <<his>> ear, and the <<monk>> leaves with an anxious haste.
<br><br>
<<person1>>
"Forgive me, child," Jordan says once alone again. "Despite the setback, you managed to retrieve the spear, and at great danger to your person. Please, allow me to extend you the temple's gratitude." <<He>> bows, then turns away.<<if $temple_rank isnot undefined and $temple_rank isnot "prospective">><<gggrace>><<grace 3>><</if>>
<br><br>
<<link [[Next|Temple]]>><<set $temple_spear_mission to 2>><<temple_spear_mission_end>><<endevent>><</link>>
<br><<effects>>
Jordan listens in silent, without moving an inch. "Thank you," <<he>> says, looking through you. "You've saved more than one person today." <<He>> produces a leather whip from beneath <<his>> vestments, and tightens it. "Forgive me, but I must leave at once." <<He>> strides away, and disappears down a staircase leading underground.
<br><br>
<<link [[Next|Temple]]>><<set $daily.jordanMissing to 1>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
<<if $temple_harassed gte 2>>
You tell Jordan you were attacked. <<He>> listens without a word, only speaking once you're finished. "Thank you, child," <<he>> says. "You've handled this appropriately. I'll see the offenders are disciplined."
<br><br>
<<He>> doesn't explain the discipline <<he>> means, but <<he>> sounds sincere.
<<ggstress>><<lltrauma>><<stress 12>><<trauma -12>>
<br><br>
<<else>>
You tell Jordan you were attacked. <<He>> listens without a word, only speaking once you're finished. "Thank you, child," <<he>> says. "You've handled this appropriately. I'll see the offender is disciplined."
<br><br>
<<He>> doesn't explain the discipline <<he>> means, but <<he>> sounds sincere.
<<gstress>><<ltrauma>><<stress 6>><<trauma -6>>
<br><br>
<</if>>
<<set $temple_harassed to 0>>
<<endevent>>
<<link [[Next|Temple]]>><</link>>
<br><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
<<if $temple_rank is "prospective">>
<<if $weekly.templeFire>>
"I'm afraid you can only attempt a trial of purity once per week," <<he>> says.
<<else>>
"I'll prepare the trial when you're ready," <<he>> says.
<</if>>
<<if $templetest isnot "failed">>
"Unless you'd prefer to prove your purity in a different way?"
<</if>>
<br><br>
<<if !$weekly.templeFire>>
<<templeicon "trial">><<link [[Trial by fire (1:00)|Temple Join Fire]]>><<set $phase to 0>><<pass 60>><<set $weekly.templeFire to true>><</link>>
<br>
<</if>>
<<if $templetest isnot "failed">>
<<templeicon "virginity">><<link [[Virginity test|Temple Test]]>><<set $phase to 1>><</link>>
<br>
<</if>>
<<getouticon>><<link [[Leave|Temple]]>><<endevent>><</link>>
<br>
<<else>>
<<if $templetest isnot "failed">>
<<if $fame.good gte 0>>
Jordan observes you, unblinking. "Admission to the <<if $player.gender_appearance is "m">>brotherhood<<else>>sisterhood<</if>> is restricted to virgins, and those who have made amends via the trial of purity."
<br><br>
<<templeicon "virginity">><<link [[Virginity test|Temple Test]]>><<set $phase to 1>><</link>>
<br>
<<templeicon "trial">><<link [[Ask about trial|Temple Trial Intro]]>><</link>>
<br>
<<getouticon>><<link [[Leave|Temple]]>><<endevent>><</link>>
<br>
<<else>>
Jordan observes you, unblinking. "Admission to the <<if $player.gender_appearance is "m">>brotherhood<<else>>sisterhood<</if>> is restricted to virgins, and those who have made amends via the trial of purity."
<br><br>
"You also need a modest reputation for kindness. We do important work, and it requires people trust us. If you pray here you'll often see someone going round with a collection plate. Giving to charity would be a good way to prove yourself."
<br><br>
"Return when you're better known and we'll discuss the next step. Thank you for your interest." <<He>> turns back to the altar.
<br><br>
<<endevent>>
<<link [[Next|Temple]]>><</link>>
<br>
<</if>>
<<else>>
"I'm sorry, child," Jordan says. "Admission to the <<if $player.gender_appearance is "m">>brotherhood<<else>>sisterhood<</if>> is restricted to virgins, and those who have made amends via the trial of purity."
<br><br>
<<if $fame.good gte 0>>
<<templeicon "trial">><<link [[Ask about trial|Temple Trial Intro]]>><</link>>
<br>
<<getouticon>><<link [[Leave|Temple]]>><<endevent>><</link>>
<br>
<<else>>
"You also need a modest reputation for kindness. We do important work, and it requires people trust us. If you pray here you'll often see someone going round with a collection plate. Giving to charity would be a good way to prove yourself."
<br><br>
"Return when you're better known and we'll discuss the next step. Thank you for your interest." <<He>> turns back to the altar.
<br><br>
<<endevent>>
<<link [[Next|Temple]]>><</link>>
<br>
<</if>>
<br><br>
<</if>>
<</if>><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
<<if !playerChastity()>>
"We fit chastity belts to any virgin who should want one.
<<if playerBellyVisible()>>
However, for safety reasons, we can't give them to those bearing life in their womb. Apologies."
<<else>>
You will need to undergo a brief examination beforehand, that we might verify your purity. If you are not a virgin, then we can provide you with a belt for £80. If you already have a chastity belt, an anal shield can be fitted for £50. Even virgins must pay for the shield however."
<br><br>
"Our belts are very durable, designed to protect from even the most vicious of assailants. We don't use keys; once on, only specialised equipment can remove them. Be warned however, those that cannot sate their lust through obvious means may be driven to other violent urges. Also keep in mind that they don't conceal much from view, nor do they protect well against finer assaults, by fingers and the like. They are designed to protect chastity as written in the holy texts."
<</if>>
<br><br>
<<else>>
<<if playerBellyVisible()>>
<<setKnowsAboutPregnancy("pc", "Jordan")>>
<<if playerChastity("vagina") and $worn.genitals.name is "chastity belt">>
"We should remove yours immediately. It's unsafe to wear one whilst pregnant."
<<elseif playerChastity("vagina")>>
"You should get yours removed immediately. However, we can only remove temple-provided devices. You'll need to speak to the keyholder or find another method of removal."
<<else>>
"You should be safe to keep yours on, it won't hinder the pregnancy."
<</if>>
<<elseif $player.virginity.penile is true and $player.virginity.vaginal is true>>
"It is written that we should never remove the chastity belt from a virgin. However, if you really want it removed, we will overlook that rule in return for an £80 donation."
<<elseif ["chastity belt", "chastity cage"].includes($worn.genitals.name)>>
"We can remove your device if you like. Once it's off however, you'll need to pay again to have another put on."
<<else>>
"We can only remove temple-provided devices. You'll need to speak to the keyholder or find another method of removal."
<</if>>
<br><br>
<<if $worn.genitals.anal_shield is 0 and !playerBellyVisible()>>
"Or would you prefer to have even more protection? We can fit a shield that will protect your rear for £50."
<br><br>
<</if>>
<</if>>
<<if !playerChastity() and !playerBellyVisible() and !knowsAboutPregnancy("pc", "Jordan")>>
<<if $templetest isnot "failed">>
<<templeicon "virginity">><<link [[Virginity test (0:05)|Temple Test]]>><<set $phase to 0>><<pass 5>><</link>>
<br>
<</if>>
<<if $money gte 8000>>
<<lockicon>><<link [[Have a chastity device fitted (£80 0:05)|Temple Chastity Fitting]]>><<pass 5>><<money -8000>><</link>>
<br>
<</if>>
<<elseif !playerChastity() and $player.penisExist and (playerBellyVisible() or knowsAboutPregnancy("pc", "Jordan"))>>
<<if $templetest isnot "failed">>
<<templeicon "virginity">><<link [[Virginity test (0:05)|Temple Test]]>><<set $phase to 0>><<pass 5>><</link>>
<br>
<</if>>
<<if $money gte 8000>>
<<lockicon>><<link [[Have a chastity cage fitted (£80 0:05)|Temple Male Chastity Fitting]]>><<genitalswear 2>><<pass 5>><<money -8000>><</link>>
<br>
<</if>>
<</if>>
<<if playerChastity() and $worn.genitals.anal_shield is 0 and !playerBellyVisible()>>
<<if $money gte 5000>>
<<lockicon>><<link [[Have a shield fitted (£50 0:05)|Temple Chastity Shield]]>><<pass 5>><<money -5000>><</link>>
<br>
<<else>>
<<ind>><span class="blue">You can't afford to have a shield fitted.</span>
<br>
<</if>>
<<elseif playerChastity() and $worn.genitals.anal_shield is null>>
<<ind>><span class="blue">You're unable to get a shield fitted with your $worn.genitals.name.</span>
<br>
<</if>>
<<if playerChastity() and playerChastity("anus")>>
<<lockicon "unlock">><<link [[Have the shield removed (0:05)|Temple Chastity Shield Removal]]>><<pass 5>><</link>>
<br>
<</if>>
<<if playerChastity() and $player.virginity.penile is true and $player.virginity.vaginal is true and !playerBellyVisible()>>
<<if $money gte 8000>>
<<lockicon "unlock">><<link [[Have the chastity device removed (£80 0:05)|Temple Chastity Removal]]>><<if $worn.genitals.origin is "temple">><<money -8000>><</if>><<pass 5>><</link>>
<br>
<<else>>
<<ind>><span class="blue">You can't afford to have your chastity device removed.</span>
<br>
<</if>>
<<elseif playerChastity()>>
<<lockicon "unlock">><<link [[Have the chastity device removed (0:05)|Temple Chastity Removal]]>><<pass 5>><</link>>
<br>
<</if>>
<<if playerChastity() and $worn.genitals.origin is "temple" and $worn.genitals.integrity lt setup.clothes.genitals[clothesIndex('genitals',$worn.genitals)].integrity_max>>
<<if $money gte 8000>>
<<templeicon "chastity">><<link [[Have the chastity device replaced (£80 0:05)|Temple Chastity Replace]]>><<money -8000>><<pass 5>><</link>>
<br>
<<else>>
<<ind>><span class="blue">You can't afford to have your chastity device replaced.</span>
<br>
<</if>>
<</if>>
<<getouticon>><<link [[Leave|Temple]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
Jordan gives you a solemn nod. "Please come with me."
<br><br>
<<He>> leads you out of the main hall and into a small room. "There's a ritual to this, nothing complicated. I'll prepare while you undress."
<br><br>
You remove your clothing, wishing it wasn't quite so cold in here. Jordan rubs white powder between <<his>> hands, then kneels in front of you.
<<if ($phase is 1 or $phase is 2) and playerChastity() and $worn.genitals.origin is "temple">>
<<He>> holds a strange rod against your $worn.genitals.name, and the device clatters to the floor.
<<if playerIsPregnant() and playerChastity("hidden") and knowsAboutPregnancy("pc", "Jordan")>>
"I'm sorry, but I can't return your chastity belt while you are bearing children. It's unsafe."
<<set $worn.genitals.type.push("broken")>>
<<genitalsruined>>
<br><br>
<</if>>
<</if>>
<<if $player.penisExist>>
<<if playerChastity("penis") and $worn.genitals.origin isnot "temple">>
<<He>> holds your $worn.genitals.name between both forefingers, gently manipulating it while <<he>> inspects it. You try to distract yourself, but soon feel your <<penis>> attempt to harden under <<his>> scrutiny.
<<else>>
<<He>> holds your penis between both forefingers, and stares at it intently, gently manipulating the length. You try to distract yourself, but you soon feel it hardening under <<his>> scrutiny.
<</if>>
<</if>>
<<if $player.vaginaExist>>
<<if playerChastity("vagina") and $worn.genitals.origin isnot "temple">>
<<He>> places <<his>> thumbs against the side of your $worn.genitals.name and attempts to inspect your pussy.
<br>
<<else>>
<<He>> places <<his>> thumbs against your pussy and gently opens your
<<if setup.bodyliquid.combined("vagina") gte 2>>
<<if setup.bodyliquid.combined("vagina") gte 6>>
lips. Cum bursts out, spraying across Jordan's face and running in streams down both <<his>> arms.
<<He>> falls back in shock, hurriedly wiping cum from <<his>> eyes and mouth.
<br>
<<He>> looks at you.
<<elseif setup.bodyliquid.combined("vagina") gte 4>>
lips. A thick stream of lewd fluids gushes out. Some runs down Jordan's arm and quickly disappears up <<his>> sleeve.
<<He>> jumps back with a yelp, shaking <<his>> arms in alarm.
<br>
<<else>>
lips. Cum runs out in a thin stream down your legs. Jordan withdraws <<his>> hands in surprise.
<br>
<</if>>
"That's a bad sign," <<he>> mutters.
<br><br>
<<else>>
lips, giving <<him>> a clear view inside.
<br>
<</if>>
<</if>>
You don't want to admit it, but your body responds lewdly to being examined like this.
<</if>>
<br><br>
The fondling continues for a few minutes. Finally, <<he>> finishes <<his>> work. <<He>> stands back and looks at you.
<<arousal 1000 "genitals">>
<<set [_pregnancyObject, _pregnancyGenital] to getPregnancyObject("pc", true)>>
<<if $phase is 2>>
<<if $player.virginity.penile is true and $player.virginity.vaginal is true or $player.virginity.temple is true>>
<<if playerIsPregnant() and _pregnancyObject.timer / _pregnancyObject.timerEnd gte 0.1 and (($player.virginity.vaginal is true and _pregnancyGenital is "vagina") or _pregnancyGenital is "anus") and !$templeVirginPregnancy>>
<<set _preggy to getPregnancyObject()>><<setKnowsAboutPregnancy "pc" "Jordan">><<set $templeVirginPregnancy to true>>
<<He>> fails to conceal <<his>> happiness.
<<if !_preggy.awareOf>>
<<set _preggy.awareOf to "temple">>
<<if _pregnancyGenital is "vagina">>
"<span class="green">You are unblemished</span>. And yet, <span class="lewd">you are with child</span>. My sincerest congratulations. You've been blessed with a miracle."
<<else>>
"<span class="green">You are unblemished</span>." <<He>> pauses, looking over you again. "And yet, you are somehow pregnant when you shouldn't be able to. My sincerest congratulations. You've been blessed with a miracle."
<</if>>
<br><br>
Your legs feel weak. Jordan quickly helps you sit.
<<if _preggy.potentialFathers.length is 1>>
<<set _fatherName to pregnancyNameCorrection(_preggy.potentialFathers[0].source)>>
<span class="lewd">It's clear that <<print _fatherName === "yourself" ? "you are" : _fatherName + " is">> the father.</span>
<<else>>
<span class="red">You wonder who the father is.</span>
<</if>>
<br><br>
"I'm sorry. It was careless of me to reveal this to you so suddenly." <<He>> sits by your side until you're confident you can stand again.
<<else>>
<<if _pregnancyGenital is "vagina">>
"<span class="green">You are unblemished</span>. And yet, <span class="lewd">you are with child</span>. My sincerest congratulations. You've been blessed with a miracle."
<<elseif _pregnancyGenital is "anus">>
"<span class="green">You are unblemished</span>." <<He>> pauses, looking over you again. "And yet, you are somehow pregnant when you shouldn't be able to. My sincerest congratulations. You've been blessed with a miracle."
<</if>>
<</if>>
<<ggggrace>><<grace 15>>
<br><br>
<<if playerChastity("hidden") and $worn.genitals.origin is "temple">>
"I can not return your chastity belt while you're pregnant, for safety reasons."
<<set $worn.genitals.type.push("broken")>>
<<genitalsruined>>
<br><br>
<</if>>
<<else>>
"<span class="green">You are unblemished</span>, and may it stay that way."
<<if playerChastity() and $worn.genitals.origin is "temple">>
<<if playerChastity("hidden") and playerIsPregnant() and knowsAboutPregnancy("pc", "Jordan")>>
"I'm sorry, but I can't return your chastity belt while you are bearing children. It's unsafe."
<<set $worn.genitals.type.push("broken")>>
<<genitalsruined>>
<<else>>
With one anxious motion, <<he>> returns your $worn.genitals.name to its place, guarding your crotch.
<</if>>
<</if>>
<br><br>
<</if>>
<<He>> turns away to let you dress.
<<if $grace gte 90>>
Without looking, <<he>> places an envelope on the shelf beside you. "Your monthly allowance. Your behaviour has been remarkable. <span class="green">You're a credit to our faith, and every one of us could learn from you.</span> Thank you."
<br><br>
You open the envelope. There's <span class="gold">£<<print ($grace * 40)>></span> inside.
<<money `($grace * 4000)`>>
<<elseif $grace gte 50>>
Without looking, <<he>> places an envelope on the shelf beside you. "Your monthly allowance. <span class="teal">You've been an upstanding member of our faith,</span> and deserve every penny."
<br><br>
You open the envelope. There's <span class="gold">£<<print ($grace * 40)>></span> inside.
<<money `($grace * 4000)`>>
<<elseif $grace gte 1>>
Without looking, <<he>> places an envelope on the shelf beside you. "Your monthly allowance. <span class="lblue">You've been an upstanding member of our faith.</span> There is room for improvement, but such is true of us all. We should strive to be better each day."
<br><br>
You open the envelope. There's <span class="gold">£<<print ($grace * 40)>></span> inside.
<<money `($grace * 4000)`>>
<<else>>
<span class="red">"Though pure, your behaviour hasn't been appropriate for a member of our faith,"</span> <<he>> says. "We know you can do better. As such, we've decided to withhold your allowance this month. I hope I can pay you next time."
<br><br>
<</if>>
<br><br>
<<clotheson>>
<<endevent>>
<<link [[Next|Temple]]>><</link>>
<<else>>
<<set $templetest to "failed">>
"I'm sorry, but you are spoilt." <<His>> voice shakes slightly, you're not sure if you imagined it.
<<if playerIsPregnant() and _pregnancyObject.timer / _pregnancyObject.timerEnd gte 0.1 and !playerAwareTheyArePregnant>>
<<set _preggy to getPregnancyObject()>><<setKnowsAboutPregnancy "pc" "Jordan">>
<<if !_preggy.awareOf>>
<<set _preggy.awareOf to "temple">>
<<if _pregnancyGenital is "vagina">>
"And... <span class="red">you are with child</span>."
<<else>>
"And... <span class="red">you are somehow with child.</span> You've been blessed with a different kind of miracle."
<</if>>
<br><br>
Your legs feel weak.
<<if _preggy.potentialFathers.length is 1>>
<<set _fatherName to pregnancyNameCorrection(_preggy.potentialFathers[0].source)>>
<span class="lewd">It's clear that <<print _fatherName === "yourself" ? "you are" : _fatherName + " is">> the father.</span>
<<else>>
<span class="red">You wonder who the father is.</span>
<</if>>
<br><br>
<</if>>
<</if>>
"You must be purified. I will summon the specialists. Please cooperate with them." <<He>> produces a small bell from <<his>> robes, and rings.
<br><br>
<<endevent>>
<<link [[Next|Temple Arcade Intro]]>><</link>>
<br>
<</if>>
<<elseif $phase is 1>>
<<if $player.virginity.penile is true and $player.virginity.vaginal is true>>
<<inittemple>>
<<if playerIsPregnant() and _pregnancyObject.timer / _pregnancyObject.timerEnd gte 0.1 and (($player.virginity.vaginal is true and _pregnancyGenital is "vagina") or _pregnancyGenital is "anus") and !$templeVirginPregnancy>>
<<set _preggy to getPregnancyObject()>><<setKnowsAboutPregnancy "pc" "Jordan">><<set $templeVirginPregnancy to true>>
<<He>> fails to conceal <<his>> happiness.
<<if !_preggy.awareOf>>
<<set _preggy.awareOf to "temple">>
<<if _pregnancyGenital is "vagina">>
"<span class="green">You are unblemished</span>. And yet, <span class="lewd">you are with child</span>. My sincerest congratulations. You've been blessed with a miracle."
<<else>>
"<span class="green">You are unblemished</span>." <<He>> pauses, looking over you again. "And yet, you are somehow pregnant when you shouldn't be able to. My sincerest congratulations. You've been blessed with a miracle."
<</if>>
<br><br>
Your legs feel weak. Jordan quickly helps you sit.
<<if _preggy.potentialFathers.length is 1>>
<<set _fatherName to pregnancyNameCorrection(_preggy.potentialFathers[0].source)>>
<span class="lewd">It's clear that <<print _fatherName === "yourself" ? "you are" : _fatherName + " is">> the father.</span>
<<else>>
<span class="red">You wonder who the father is.</span>
<</if>>
<br><br>
"I'm sorry. It was careless of me to reveal this to you so suddenly." <<He>> sits by your side until you're confident you can stand again.
<<else>>
"<span class="green">You are unblemished</span>. And yet, you are with child. My sincerest congratulations. You've been blessed with a miracle."
<</if>>
<<ggggrace>><<grace 15>>
<br><br>
<<if playerChastity("hidden") and $worn.genitals.origin is "temple">>
"I can not return your chastity device while you're pregnant, for safety reasons."
<<set $worn.genitals.type.push("broken")>>
<<genitalsruined>>
<br><br>
<</if>>
"You are now an initiate of the temple. Welcome, <<sister>>."
<<if playerChastity() and $worn.genitals.origin is "temple">>
With one anxious motion, <<he>> returns your $worn.genitals.name to its place, guarding your crotch.
<</if>>
<br><br>
<<He>> turns away to let you dress. "Initiates are tasked with menial work around the temple proper. Cleaning, gardening, and servicing your elders. In return you have full access to the temple grounds, with the exception of areas behind doors painted with a red cross."
<br><br>
"We have some other rules. No stealing. No violence. No sex, <span class="pink">everyone has their chastity checked monthly.</span> No refusing your elders. If someone behaves in an improper manner towards you, tolerate it until you can inform me. Dealing with that is one of my responsibilities."
<br><br>
"I'll let the others know you've joined us," <<he>> continues, smiling. "It's an honour to have you."
<br><br>
<<clotheson>>
<<endevent>>
<<link [[Next|Temple]]>><</link>>
<<else>>
"You are unblemished, and may it stay that way. You are now an initiate of the temple. Welcome, <<sister>>."
<<if playerChastity() and $worn.genitals.origin is "temple">>
<<if playerChastity("hidden") and playerIsPregnant() and _pregnancyObject.timer / _pregnancyObject.timerEnd gte 0.1 and knowsAboutPregnancy("pc", "Jordan")>>
"I'm sorry, but I can't return your chastity belt while you are bearing children. It's unsafe."
<<set $worn.genitals.type.push("broken")>>
<<genitalsruined>>
<<else>>
With one anxious motion, <<he>> returns your $worn.genitals.name to its place, guarding your crotch.
<</if>>
<</if>>
<br><br>
<<He>> turns away to let you dress. "Initiates are tasked with menial work around the temple proper. Cleaning, gardening, and servicing your elders. In return you have full access to the temple grounds, with the exception of areas behind doors painted with a red cross."
<br><br>
"We have some other rules. No stealing. No violence. No sex, <span class="pink">everyone has their chastity checked monthly.</span> No refusing your elders. If someone behaves in an improper manner towards you, tolerate it until you can inform me. Dealing with that is one of my responsibilities."
<br><br>
"I'll let the others know you've joined us," <<he>> continues, smiling. "I'm pleased to have you."
<br><br>
<<clotheson>>
<<endevent>>
<<link [[Next|Temple]]>><</link>>
<</if>>
<<else>>
<<set $templetest to "failed">>
"I'm sorry, but you are spoilt." <<His>> voice shakes slightly, you're not sure if you imagined it.
<<if playerIsPregnant() and _pregnancyObject.timer / _pregnancyObject.timerEnd gte 0.1 and !playerAwareTheyArePregnant()>>
<<set _preggy to getPregnancyObject()>><<setKnowsAboutPregnancy "pc" "Jordan">>
<<if !_preggy.awareOf>>
<<set _preggy.awareOf to "temple">>
<<if _pregnancyGenital is "vagina">>
"And... <span class="red">you are with child</span>."
<<else>>
"And... <span class="red">you are somehow with child.</span> You've been blessed with a different kind of miracle."
<</if>>
<br><br>
Your legs feel weak.
<<if _preggy.potentialFathers.length is 1>>
<<set _fatherName to pregnancyNameCorrection(_preggy.potentialFathers[0].source)>>
<span class="lewd">It's clear that <<print _fatherName === "yourself" ? "you are" : _fatherName + " is">> the father.</span>
<<else>>
<span class="red">You wonder who the father is.</span>
<</if>>
<br><br>
<</if>>
<</if>>
"You can still become an initiate, but you must pass the trial of purity." <<He>> walks out of the room, but stops in the doorway. "I'm sorry you were taken while still so young." <<He>> disappears around the corner.
<br><br>
<<link [[Next|Temple]]>><<endevent>><</link>>
<</if>>
<<else>>
<<if $player.virginity.penile is true and $player.virginity.vaginal is true>>
<<if playerIsPregnant() and _pregnancyObject.timer / _pregnancyObject.timerEnd gte 0.1>>
<<if !$templeVirginPregnancy>>
<<set _preggy to getPregnancyObject()>><<setKnowsAboutPregnancy "pc" "Jordan">><<set $templeVirginPregnancy to true>>
<<He>> fails to conceal <<his>> happiness.
<<if !_preggy.awareOf>>
<<set _preggy.awareOf to "temple">>
<<if _pregnancyGenital is "vagina">>
"<span class="green">You are unblemished</span>. And yet, <span class="lewd">you are with child</span>. My sincerest congratulations. You've been blessed with a miracle."
<<else>>
"<span class="green">You are unblemished</span>." <<He>> pauses, looking over you again. "And yet, you are somehow pregnant when you shouldn't be able to. My sincerest congratulations. You've been blessed with a miracle."
<</if>>
<br><br>
Your legs feel weak. Jordan quickly helps you sit.
<<if _preggy.potentialFathers.length is 1>>
<<set _fatherName to pregnancyNameCorrection(_preggy.potentialFathers[0].source)>>
<span class="lewd">It's clear that <<print _fatherName === "yourself" ? "you are" : _fatherName + " is">> the father.</span>
<<else>>
<span class="red">You wonder who the father is.</span>
<</if>>
<br><br>
"I'm sorry. It was careless of me to reveal this to you so suddenly." <<He>> sits by your side until you're confident you can stand again.
<<else>>
"<span class="green">You are unblemished</span>. And yet, you are with child. My sincerest congratulations. You've been blessed with a miracle."
<</if>>
<<if $temple_rank isnot undefined and $temple_rank isnot "prospective">>
<<ggggrace>><<grace 15>>
<</if>>
<br><br>
<</if>>
<<if $player.penisExist>>
"Unfortunately, I can not fit you with a chastity device while you are pregnant. For safety reasons. You could wear this cage, secured at the base of your <<penisSimple>>. However, it would only protect your <<penisSimple>>, leaving you vulnerable to sodomy."
<<if $temple_rank is undefined>>
<<He>> pauses. "However, it would be an honour to have someone like you in our flock."
<</if>>
<br><br>
<<link [[Ask for the chastity cage|Temple Male Chastity Fitting]]>><<genitalswear 2>><</link>>
<br>
<<else>>
"Unfortunately, I can not fit you with a chastity device. For safety reasons."
<<if $temple_rank is undefined>>
<<He>> pauses. "However, it would be an honour to have someone like you in our flock."
<</if>>
<br><br>
<</if>>
<<link [[Back to the temple|Temple]]>><<endevent>><</link>>
<<else>>
"Please be patient, I'll return shortly with your belt." <<He>> leaves you briefly, and returns with the
<<if $player.gender isnot "m">>
metallic device. Without a word <<he>> kneels once more and wraps it round your waist. You hear a loud click, and Jordan steps back to admire <<his>> handiwork.
<br><br>
You look down to examine it yourself. It doesn't feel as tight or uncomfortable as you expected, you wonder if it's on right. You try to slip your fingers beneath it, but have no success. You push down on the belt with both hands, but it doesn't give at all.
<br><br>
<<genitalswear 1>>
<<set $worn.genitals.origin to "temple">>
"Everything is satisfactory," <<he>> says. "If there are any problems, come see me." <<He>> leaves you alone in the room.
<br><br>
<<clotheson>>
<<link [[Next|Temple]]>><<endevent>><</link>>
<<else>>
metallic belt and cage.
<br><br>
"Thanks to your <<genitals 2>>, you have two options. You could wear this cage, secured at the base of your <<penisSimple>>. However, it would only protect your <<penisSimple>>, leaving you vulnerable to sodomy."
<br><br>
After giving you a chance to examine it, <<he>> continues, "Your other option would be this chastity belt. It would be able to protect your <<genitals 2>>, and can be fitted with a shield to protect you from sodomy. It's been designed to both prevent rubbing and to hold a flaccid penis in place. This is the best protection, but others may mistake you for a girl."
<br><br>
<<link [[Ask for the chastity cage|Temple Male Chastity Fitting]]>><<genitalswear 2>><</link>>
<br>
<<if playerIsPregnant() and playerAwareTheyArePregnant()>>
Knowing that you are somehow pregnant, you can't take the belt.
<<else>>
<<link [[Ask for the chastity belt|Temple Male Chastity Fitting]]>><<genitalswear 1>><</link>>
<</if>>
<</if>>
<</if>>
<<else>>
<<set $templetest to "failed">>
"I'm sorry, but you are spoilt." <<His>> voice shakes slightly, you're not sure if you imagined it.
<<if playerIsPregnant() and _pregnancyObject.timer / _pregnancyObject.timerEnd gte 0.1 and !playerAwareTheyArePregnant()>>
<<set _preggy to getPregnancyObject()>><<setKnowsAboutPregnancy "pc" "Jordan">>
<<if !_preggy.awareOf>>
<<set _preggy.awareOf to "temple">>
"And... <span class="red">you are with child</span>."
<br><br>
Your legs feel weak.
<<if _preggy.potentialFathers.length is 1>>
<<set _fatherName to pregnancyNameCorrection(_preggy.potentialFathers[0].source)>>
<span class="lewd">It's clear that <<print _fatherName === "yourself" ? "you are" : _fatherName + " is">> the father.</span>
<<else>>
<span class="red">You wonder who the father is.</span>
<</if>>
<br><br>
"We won't be able to fit you with a belt for safety reasons<<if $player.penisExist>>, though we could fit you with the cage<</if>>." <<He>> walks out of the room, but stops in the doorway. "I'm sorry you were taken while still so young." <<He>> disappears around the corner.
<</if>>
<<else>>
"We can still fit you with a belt, but you'll need to pay for it." <<He>> walks out of the room, but stops in the doorway. "I'm sorry you were taken while still so young." <<He>> disappears around the corner.
<</if>>
<br><br>
<<link [[Next|Temple]]>><<endevent>><</link>>
<</if>>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>>
<<set $worn.genitals.origin to "temple">>
<<He>> kneels once more and secures it on you. You hear a loud click, and Jordan steps back to admire <<his>> handiwork.
You look down to examine it yourself. It doesn't feel as tight or uncomfortable as you expected, you wonder if it's on right. You try to slip your fingers beneath the cage, but have no success. You push down on the $worn.genitals.name with both hands, but it doesn't give at all.
<br><br>
"Everything is satisfactory," <<he>> says. "If there are any problems, come see me." <<He>> leaves you alone in the room.
<br><br>
<<clotheson>>
<<link [[Next|Temple]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
<<He>> leads you out of the main hall and into a small room. "Please undress, I'll be back shortly." You remove your clothing, wishing the room were warmer. This is embarrassing, but it'll be worth it. <<He>> soon returns, carrying a metallic belt and cage.
<br><br>
<<if playerIsPregnant() and playerBellySize() gte 8>>
<<setKnowsAboutPregnancy "pc" "Jordan">>
<<He>> pauses upon seeing your belly. "You are... with child? I'm sorry, but we can't provide chastity belt to those bearing children. It's unsafe."
<<if $player.penisExist>>
<<He>> glances at your <<penis>>. "You could wear this cage and it would provide protection for just your <<penisSimple>> and be secured at its base, however, it will be unable to protect you from sodomy."
<br><br>
<<link [[Ask for the chastity cage|Temple Male Chastity Fitting]]>><<genitalswear 2>><</link>>
<br>
<<link [[Get your money back|Temple]]>><<money 8000>><<endevent>><</link>>
<<else>>
<br><br>
<<He>> gives you your money back. <<money 8000>>
<br><br>
<<clotheson>>
<<link [[Next|Temple]]>><<endevent>><</link>>
<</if>>
<<elseif $player.gender isnot "m">>
Without a word <<he>> places the cage to the side followed by wrapping the chastity belt around your waist. You hear a loud click, and Jordan steps back to admire <<his>> handiwork.
<br><br>
You look down to examine it yourself. It doesn't feel as tight or uncomfortable as you expected, you wonder if it's on right. You try to slip your fingers beneath it, but have no success. You push down on the belt with both hands, but it doesn't give at all.
<br><br>
<<genitalswear 1>>
"Everything is satisfactory," <<he>> says. "If there are any problems, come see me." <<He>> leaves you alone in the room.
<br><br>
<<set $worn.genitals.origin to "temple">>
<<clotheson>>
<<link [[Next|Temple]]>><<endevent>><</link>>
<<else>>
<<He>> asks, "Thanks to your <<genitals 2>>, you have two options. You could wear this cage and it would provide protection for just your <<penisSimple>> and be secured at its base, however, it will be unable to protect you from sodomy."
<br><br>
After giving you a chance to examine it, <<he>> continues, "Your other option would be this chastity belt, it will be able to protect your <<genitals 2>> on top of it being able to fit a shield to protect you from sodomy. It's been designed to both prevent rubbing and to hold a flaccid penis gently in place. As much as this is the best way to protect you, others may mistake you for a girl."
<br><br>
<<link [[Ask for the chastity cage|Temple Male Chastity Fitting]]>><<genitalswear 2>><</link>>
<br>
<<if playerIsPregnant() and playerAwareTheyArePregnant()>>
Knowing that you are somehow pregnant, you can't take the belt.
<<else>>
<<link [[Ask for the chastity belt|Temple Male Chastity Fitting]]>><<genitalswear 1>><</link>>
<</if>>
<</if>><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
<<He>> leads you out of the main hall and into a small room. "I'll need to access the belt," <<he>> says. You ignore your apprehension and remove your <<bottoms>>. <<He>> kneels behind you and starts tinkering with the belt. It rubs against your <<genitals>> as <<he>> works, but you manage to stay calm.
<br><br>
<<He>> stands up. "All done, you are now protected from sodomy. If there are any problems, come see me." <<He>> leaves you alone in the room.
<br><br>
<<set $worn.genitals.anal_shield to 1>>
<<set $worn.genitals.anus_exposed to 0>>
<<set $worn.genitals.anus_exposed_base to 0>>
<<clotheson>>
<<link [[Next|Temple]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
<<He>> leads you out of the main hall and into a small room. "I'll need to access the belt," <<he>> says. You ignore your apprehension and remove your <<bottoms>>. <<He>> kneels behind you and starts tinkering with the belt. It rubs against your <<genitals>> as <<he>> works, but you manage to stay calm.
<br><br>
<<He>> stands up. "All done, you are no longer protected from sodomy, be careful. If there are any problems, come see me." <<He>> leaves you alone in the room.
<br><br>
<<set $worn.genitals.anal_shield to 0>>
<<set $worn.genitals.anus_exposed to 1>>
<<set $worn.genitals.anus_exposed_base to 1>>
<<if $analchastityparasite isnot 0>>
<span class="pink">With the shield gone, the $analchastityparasite fall out of your anus.</span>
<br>
<<set $analchastityparasite to 0>>
<</if>>
<<clotheson>>
<<link [[Next|Temple]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
<<He>> leads you out of the main hall and into a small room. "Please undress," <<he>> says. You ignore your apprehension and remove your clothing.
<<if $worn.genitals.origin is "temple">>
<<He>> produces a sinister bladed instrument from <<his>> robes and kneels in front of you.
Seconds later, the belt lies ruined on the floor and your <<genitals_are 1>> once again exposed and vulnerable.
<br><br>
<<He>> stands up. "All done. If you would like a replacement you know where to find me." <<He>> leaves you alone in the room.
<br><br>
<<set $worn.genitals.type.push("broken")>>
<<genitalsruined>>
<<if $vaginalchastityparasite isnot 0>>
<span class="pink">With the chastity belt gone, the $vaginalchastityparasite fall out of your vagina.</span>
<br>
<<set $vaginalchastityparasite to 0>>
<</if>>
<<if $penilechastityparasite isnot 0>>
<span class="pink">With the chastity belt gone, the $penilechastityparasite fall off of your penis.</span>
<br>
<<set $penilechastityparasite to 0>>
<</if>>
<<if $analchastityparasite isnot 0>>
<span class="pink">With the chastity belt gone, the $analchastityparasite fall out of your anus.</span>
<br>
<<set $analchastityparasite to 0>>
<</if>>
<<if playerChastity("anus")>><<set $worn.genitals.anal_shield to 0>><</if>>
<<clotheson>>
<<else>>
<br><br>
<<if $worn.genitals.name is "chastity parasite">>
<<He>> looks at you with a confused expression. "I'm sorry, but I can't remove that, it looks like a parasite of some kind, maybe the hospital can help you."
<<else>>
<<He>> looks at you with a confused expression. "I'm sorry, but I can't remove your $worn.genitals.name, we only have keys to belts or cages that you get directly from here."
<</if>>
<br><br>
<</if>>
<<link [[Next|Temple]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
<<He>> leads you out of the main hall and into a small room. "Please undress," <<he>> says. You remove your clothing.
<<He>> produces a sinister bladed instrument from <<his>> robes and kneels in front of you.
Seconds later, the belt lies ruined on the floor and your <<genitals_are 1>> briefly exposed and vulnerable.
<br><br>
<<if $vaginalchastityparasite isnot 0>>
<span class="pink">With the chastity belt gone, the $vaginalchastityparasite fall out of your vagina.</span>
<br>
<<set $vaginalchastityparasite to 0>>
<</if>>
<<if $penilechastityparasite isnot 0>>
<span class="pink">With the chastity belt gone, the $penilechastityparasite fall off of your penis.</span>
<br>
<<set $penilechastityparasite to 0>>
<</if>>
<<if $analchastityparasite isnot 0>>
<span class="pink">With the chastity belt gone, the $analchastityparasite fall out of your anus.</span>
<br>
<<set $analchastityparasite to 0>>
<</if>>
Without standing, Jordan reaches into a nearby drawer and pulls out a new belt. As <<he>> reaches, a lock of long golden hair slips from <<his>> hood and brushes against your exposed <<genitals 2>>. Jordan seems too focused to notice.
<br><br>
<<if $worn.genitals.anal_shield is 1>>
<<He>> deftly pops out the anal shield from the broken device and attaches it to the new one.
<</if>>
<<He>> reaches around you and fastens the new device. You hear a loud click, and Jordan finally stands and steps back.
<br><br>
<<set $worn.genitals.integrity to setup.clothes.genitals[clothesIndex('genitals',$worn.genitals)].integrity_max>>
You look down at the now-familiar sight. The metal is still cold, but the new belt is shiny and free of damage.
<br><br>
"The temple appreciates your diligence," <<he>> says. "I'm sorry for whatever unpleasantness caused that damage, but I'm glad to see that it served its purpose. If you need another replacement, come see me." <<He>> leaves you alone in the room.
<br><br>
<<clotheson>>
<<link [[Next|Temple]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
You explain your parasite problem. <<He>> nods and beckons you follow <<him>>. You enter a small room away from prying eyes and then <<he>> speaks. "Please undress, I need to access the belt."
<br><br>
You <<nervously>> remove your <<bottoms>> while Jordan watches. Kneeling, <<he>> presses a small device against the belt and activates it, sending a jolt through your body, sending you sprawling to the ground.
<br><br>
<<arousal 4000>>
<<if $arousal gte $arousalmax>>
<<orgasm>> <<He>> seems unfazed by your climax.
<br><br>
<</if>>
<<if $vaginalchastityparasite isnot 0>>
<span class="lblue">The $vaginalchastityparasite squirm their way out of your pussy and fall to the floor.</span>
<br><br>
<</if>>
<<if $penilechastityparasite isnot 0>>
<span class="lblue">The $penilechastityparasite release their hold of your penis and fall to the floor.</span>
<br><br>
<</if>>
<<if $analchastityparasite isnot 0>>
<span class="lblue">The $analchastityparasite squirm their way out of your butt and fall to the floor.</span>
<br><br>
<</if>>
"Please return if you have further problems," <<he>> says, leaving you to collect yourself.
<br><br>
<<set $vaginalchastityparasite to 0>><<set $analchastityparasite to 0>><<set $penilechastityparasite to 0>>
<<clotheson>>
<<link [[Next|Temple]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
You fight through the shame and speak.
<<if $speech_attitude is "meek">>
"I'm dirty," you say, dropping to your knees. "Please forgive me."
<<elseif $speech_attitude is "bratty">>
"I've been soiled," you say, trying to steady the tremble in your voice. "I need your forgiveness."
<<else>>
"I'm dirty," you say, voice trembling. "Please forgive me."
<</if>>
<br><br>
<<He>> considers for a moment. "Of course, my child," <<he>> says. "We only require a small donation of <span class="red">£10,000</span> and everything will be forgiven."
<br><br>
<<if $speech_attitude is "meek">>
You nod. That's expensive, but you don't think there's any other way.
<<elseif $speech_attitude is "bratty">>
You repress the urge to spit in their holy water. That's a lot of money, but you can't think of any other way.
<<else>>
That's a lot of money, but you can't think of any other way.
<</if>>
<br><br>
<<set $forgiveintro to 1>>
<<endevent>>
<<link [[Next|Temple]]>><</link>>
<br><<location "temple">><<effects>>
"Before I prepare, are you wearing a chastity device? It must be removed prior to forgiveness," Jordan explains.
<br><br>
<<if playerChastity()>>
You nod. Jordan turns away. "Follow me, please."
<br><br>
<<link [[Next|Temple Forgiveness Chastity Check]]>><</link>>
<<else>>
"No, I'm not," you tell <<him>>. Jordan nods as you hand over the donation.
<br><br>
<<link [[Next|Temple Buy Forgiveness 1]]>><<pass 1 hour>><<money -1000000>><</link>>
<</if>><<location "temple">><<effects>><<strip>>
<<He>> leads you out of the main hall and into a small room. "Please undress," <<he>> says.
<br><br>
<<if $worn.genitals.name is "chastity parasite">>
Jordan inspects your chastity parasite. <<He>> frowns as <<he>> pulls at the top of the parasite. "I'm sorry, but I don't think I'm able to remove this without harming you. Perhaps you could go to the hospital for treatment? You are welcome to return if you are able to remove it," <<he>> says.
<br><br>
You fix your clothing, and leave.
<br><br>
<<link [[Next|Temple]]>><<clotheson>><<endevent>><</link>>
<<elseif $worn.genitals.origin isnot "temple">>
Jordan inspects the chastity belt. "This doesn't seem to be temple equipment. I'm sorry, but I cannot remove a device that we didn't provide. With the belt in the way, forgiveness can not be performed. You're welcome to return if you are able to remove it," <<he>> says.
<br><br>
You fix your clothing, and leave.
<br><br>
<<link [[Next|Temple]]>><<clotheson>><<endevent>><</link>>
<<else>>
<<He>> produces a sinister bladed instrument from <<his>> robes and kneels in front of you. Seconds later, the belt lies ruined on the floor and your <<genitals_are 1>> once again exposed and vulnerable. <<He>> stands up. "I'll replace the belt after forgiveness.”
<br><br>
You fix your clothing, hand over the donation, and follow <<him>>.
<br><br>
<<link [[Next (£10,000 1:00)|Temple Buy Forgiveness 1]]>><<clotheson>><<pass 1 hour>><<money -1000000>><</link>>
<</if>><<location "forest">><<effects>>
<<if $pronoun is "m">>
<<generatem2>>
<<generatem3>>
<<generatem4>>
<<generatem5>>
<<generatem6>>
<<else>>
<<generatef2>>
<<generatef3>>
<<generatef4>>
<<generatef5>>
<<generatef6>>
<</if>>
"Wait here, child, while I gather the others." Jordan leaves you alone in the small room. <<He>> soon returns, alongside five robed figures. They surround you as Jordan kneels in front of you, arms outstretched and holding a length of cloth. One of the <<monks>> reaches over your shoulders and takes the fabric. <<He>> wraps it around your head, blinding you.
<br><br>
"Now we must travel to the altar. Don't worry, we'll be with you at all times."
<br><br>
They guide you outside. The soft ground and muffled sound of traffic suggest they're taking you into the forest.
<br><br>
You walk for some time. They must be careful with the route they're leading you through, as you have no difficulty and your unease at walking while blind soon fades. Occasionally the group stops and you bump into whomever's in front of you. You hear someone move a branch out of way before continuing.
<br><br>
The group stops once more, but this time someone rests their hand on your arm. You hear Jordan's voice. "We're here." <<He>> lifts your hand and places it on something cold and hard. "This is an altar. You'll need to lie on top of it. First though, your clothes."
<br><br>
<<link [[Next|Temple Buy Forgiveness 2]]>><</link>>
<br><<location "forest">><<effects>>
<<strip>>
The <<monks>> grasp your clothing and try to remove it. Between your blindness and the sheer number of hands pulling and tugging there's nothing you can do to stop them. They soon have you stripped and bare. <<covered>><<gtrauma>>
<br><br>
<<if $speech_attitude is "meek">>
"P-please don't hurt me," you say.
<<elseif $speech_attitude is "bratty">>
"I thought you people were better than this," you say.
<<else>>
"I'm cold," you say.
<</if>>
<br><br>
"Hush, child," Jordan says. "Lie atop the altar. This won't take long." You've come this far. You lie on the altar. "Good. Spread your arms and legs please. Yes like that." Something wraps around each of your limbs, tensing them and holding them in place. You can't move an inch.
<br><br>
"Okay," Jordan says again. <<He>> sounds breathless. "I'm sorry, I've not done this before."
<br><br>
"You'll do fine," one of the <<monks>> says. <<He>> sounds older. "We're all here to help you."
<br><br>
<<if (setup.bodyliquid.combined("vaginaoutside") + setup.bodyliquid.combined("penis")) gte 1>>
"Wait," <<he>> says. "There's something sticky here. Is that..?"
<br><br>
"It's nothing." One of the <<monks>> says quickly. "Just sweat. Let me clean this one."
<br><br>
You feel a wet cloth roughly wipe the lewd fluids from your <<genitals 1>>.
<br><br>
<<bodyliquid "vaginaoutside" "all" -5>><<bodyliquid "penis" "all" -5>>
"Okay," Jordan says. "Thank you. Okay, here I go."
<<else>>
"Thank you. Okay. Here I go."
<</if>>
You feel a warm breeze on your <<genitals 1>>, then something warm and wet touches it.
<br><br>
<<link [[Next|Temple Buy Forgiveness 3]]>><</link>>
<br><<location "forest">><<effects>>
"That's it," the older <<monk>> says.
<<if $player.penisExist>>
"Just keep working it with your tongue. Be careful not to take it into your mouth."
<<else>>
"Just keep working it with your tongue. Be careful not to penetrate."
<</if>>
<br><br>
<<if setup.bodyliquid.combined("vagina") gte 2>>
<<if $player.bodyliquid.vagina.semen gte 1>>
<<set _fluid to "cum">>
<<elseif $player.bodyliquid.vagina.nectar gte 1>>
<<set _fluid to "nectar">>
<<else>>
<<set _fluid to "tentacle goo">>
<</if>>
As your body starts to react, _fluid
<<if setup.bodyliquid.combined("vagina") gte 4>>
starts to gush from your <<genitals 1>>.
<br><br>
Jordan unwittingly laps it up and audibly gags. <<He>> starts coughing. "What was..?"
<br><br>
"Don't stop," the older <<monk>> instructs.
<br><br>
As Jordan's tongue resumes, the older <<monk>> warns. "Keep going, no matter what. This is a critical phase."
<br><br>
Jordan obediently continues, reluctantly lapping up all the lewd fluids still flowing from your <<genitals 1>>.
<br><br>
<<else>>
start to dribble out of your <<genitals>>.
<br><br>
Jordan doesn't notice and unwittingly laps up all the _fluid from your <<genitals 1>>.
<br><br>
<</if>>
<<bodyliquid "vagina" "all" -5>>
<</if>>
You feel Jordan's tongue lick and twist against your <<genitals 1>>. You can't predict where or how rough <<his>> next lick will be. The anticipation is almost as maddening as the physical sensation itself.
<br><br>
<<arousal 10000>>
<<orgasm>>
"I did it!" Jordan shouts, excited. "Did it work?"
<br><br>
"Not yet," the older <<monk>> responds. "Keep it up."
<br><br>
Jordan gets back to work, not even giving your spasms a chance to subside. "This is taking too long," says a younger voice to your right. "I'm helping." You feel a second tongue, this time on your <<nipple>>. The surprise makes you jerk away, but your bonds prevent you from moving.
<br><br>
"Good idea," the older <<monk>> says. "You. Help <<him>> out." Another tongue appears on your other nipple. Together, the teasing and licking is too much.
<br><br>
<<arousal 10000>>
<<orgasm>>
"It's still not working," Jordan says, disheartened.
<br><br>
"Don't be silly," the older <<monk>> responds. "We just need a little something extra. Move out the way and lift up <<pher>> legs." Jordan practically climbs on top of you. Your legs are released and lifted, then pressed against your shoulders where they are tied in place once more. You couldn't be more exposed.
<br><br>
"This might be a bit awkward. No not there! That's it. Now we can both reach <<phim>>. You two, you need to help too. If this doesn't remove the taint, nothing will." They recommence their licking. This time though, two tongues assault your <<genitals 1>>.
<<if $player.penisExist and $player.ballsExist is true>>
The second ranges further down, licking your testes. <<He>> even takes one into <<his>> mouth.
<</if>>
<br><br>
<<link [[Next|Temple Buy Forgiveness 4]]>><</link>>
<br><<location "forest">><<effects>>
The final two <<monks>> don't seem confident, but they comply and start licking your arms. "Not like that. Lick <<pher>> face."
<br><br>
And so you lie there, naked and assailed by tongues on your <<genitals 1>>, <<breasts>>, and face, shaking against the bonds holding you in place. One of the <<monks>> licking your face becomes more confident and starts licking your lips. You feel your mouth open of its own accord, and <<he>> invades you with <<his>> tongue, pressing your lips together in a kiss. <<takeKissVirginity `($pronoun is "m"?"monk":"nun")`>>
<br><br>
<<arousal 10000>>
<<orgasm>>
<<arousal 10000>>
<<orgasm>>
<<arousal 10000>>
<<orgasm>>
"That's it!" you hear a voice shout as your body convulses. "We've done it."
<br><br>
<<arousal 10000>>
<<orgasm>>
<<arousal 10000>>
<<orgasm>>
"Isn't it supposed to stop by now?"
<br><br>
<<arousal 10000>>
<<orgasm>>
<<arousal 10000>>
<<orgasm>>
You feel a light beam down on you, and a great weight is lifted. "Someone untie <<phim>>, quickly."
<br><br>
You pass out.
<br><br>
<<link [[Next|Temple Buy Forgiveness 5]]>><<clotheson>><</link>>
<br><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
You awaken back at the temple. You're lying on a small bed in a little room. Jordan sits in the corner, and blushes when <<he>> sees you awake. "The ceremony went as planned. You are forgiven." <<He>> avoids making eye contact. "Thank you for your contribution. Please though, do not tell anyone about what occurred during the ceremony. We like to keep our secrets." <<He>> bows and leaves you alone.
<br><br>
<<set $fallenangel to 1>><<set $specialTransform to 0>>
<<set $transformationParts.fallenAngel.halo to "disabled">>
<<set $transformationParts.fallenAngel.wings to "disabled">>
<<endevent>>
<<link [[Next|Temple]]>><</link>>
<br><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
You stare at the <<person>>. <<His>> smile falters. "They'll believe me," you say. "Look."
<br><br>
<<He>> follows your gaze up to the statues of saints and angels lining the walls. <<He>> tries to speak, but <<his>> voice catches in <<his>> throat. <<He>> stumbles as <<he>> leaves the pew, and collapses before the altar at the front of the hall.
<br><br>
<<endevent>>
<<prayoptions>><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
You describe the problems you've had, and how they started when a slime entered your ear. Jordan listens with a blank look.
<br><br>
<<Hes>> silent for a moment. "There are stories," <<he>> begins. "Of old creatures like you describe. One of our artefacts details how to remove them. There was an altar at the old temple. <i>The afflicted would lie on it during a blood moon.</i>"
<br><br>
"It doesn't matter though," <<he>> adds. "The old temple <i>sank beneath the lake</i> centuries ago. Students sometimes go out there after school. Entering the forest alone is a bad idea, and the ruin is... tainted."
<br><br>
<<endevent>>
<<link [[Next|Temple]]>><</link>>
<br><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
You tell Jordan about the ghostly figure <<if $wraith.state is "haunt">>that's been tormenting you<<else>>that you've encountered<</if>>. You describe what you've seen it do, and where you've seen it. Jordan winces at a few of the details.
<br><br>
<<He>> stays silent for a long time. <<He>> slowly turns to you, and gives a deep sigh. "It's not a pleasant story. It predates the founding of our order, but was instrumental in it." Jordan gestures for you to walk with <<him>>. You follow as <<he>> continues.
<br><br>
"Centuries ago, there was a monastic schism. A disagreement between beliefs. One group eventually went on to found the temple we stand in now. The other dissolved." Jordan stares at the angels lining the walls. "We know nothing of their names, and precious little about what really happened. There are only stories." <<He>> continues walking.
<br><br>
"There was another temple in the forest, not too far from here. It was supposedly the site for a terrible, heretical ritual that was countered by my predecessors. What the intent was, we may never know. Whatever happened, it had dire consequences. Some say it was this, and not the ravages of time, that sunk the old temple into the lake." Jordan keeps walking, brushing <<his>> hands against an angelic statue. The angel has six arms, and many wings. You feel oddly calm.
<br><br>
<<link [[Next|Temple Pale Story 2]]>><</link>>
<br><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
"What we do know, is that a high-ranking member of the order disappeared around this time. Some say they defected, others say they were kidnapped and sacrificed for that ritual. Oddly, they appear very rarely in any records. Once again, we know very little." You catch a hint of sadness in <<his>> voice.
<br><br>
"There's one constant through all their appearances. They always wore a precious piece of jewellery, believed to have divine significance. It was a necklace,
<<if ["haunt", "despair"].includes($wraith.state)>>
<span class="red">carved from ivory, and set with large sapphires.</span>"
<<else>>
carved from ivory, and set with large sapphires."
<</if>>
<br><br>
"Throughout history, there are accounts of sightings. A beautiful, pale man or woman under the harvest moon, clutching that necklace. It's something of a legend now, I suppose. Some say it's a shared hallucination of some kind." Jordan turns to you, looking very serious.
<br><br>
"If you choose to investigate, please be careful. Hallucinations are real enough to those that see them." Jordan turns away, and leaves.
<br><br>
<<endevent>>
<<link [[Next|Temple]]>><</link>>
<br><<effects>>
"The trial of purity is a trial by fire," Jordan continues. "It's not dangerous, despite the name. It's an exercise of will. Let me know when you're ready, and I'll make preparations."
<<set $temple_rank to "prospective">>
<br><br>
<<endevent>>
<<link [[Next|Temple]]>><</link>>
<br><<effects>>
"You can attempt the trial of purity once a week," Jordan says. "Some brothers and sisters find it helps focus their will."
<br><br>
<<templeicon "trial">><<link [[Attempt trial (1:00)|Temple Join Fire]]>><<set $weekly.templeFire to true>><<pass 60>><<set $phase to 1>><</link>>
<br>
<<getouticon>><<link [[Leave|Temple]]>><<endevent>><</link>>
<br><<effects>><<sydneySchedule>>
<<generate2>><<person2>>
You follow Jordan into the garden. You follow past beds of flowers, and between hedge rows, until you reach a wide and barren space. A jovial <<monk>> agitates a coal fire. Jordan whispers in <<his>> ear, and the <<monk>> smiles.
<br><br>
The <<monk>> produces a bell from <<his>> habit. <<He>> rings it twice. Three initiates arrive from different directions.<<if C.npc.Sydney.init is 1 and _sydney_location is "temple">> Sydney is one of them, and <<nnpc_he "Sydney">> smiles and waves at you.<</if>> They discard their gardening gloves and grab shovels, before piling more coal onto the fire.
<br><br>
Jordan watches, impassive, as the initiates work. The <<monk>> pokes a pair of bellows into the fire, and pumps. The flames spread.
<br><br>
<<templeicon "trialcontinue">><<link [[Next|Temple Firewalk]]>><</link>>
<br><<effects>>
The <<monk>> and initiates watch as the coals heat. They soon glow. The initiates lift their shovels, and push the topmost coals onto the earth. They don't stop there. They continue to spread the coals. They soon have the fire spread into a thin rectangle, its foot beside yours.
<br><br>
<<if !$worn.feet.type.includes("naked") or !$worn.legs.type.includes("naked")>>
"Remove your footwear," the <<person2>><<monk>> says. You do so. <<feetstrip>><<legsstrip>>
<br><br>
<</if>>
<<person1>>"The trial of purity requires you walk across the bed before you," Jordan says. "At least one foot must touch them at all times. Don't be afraid. The fire won't hurt you, but your mind might deceive you into thinking otherwise."
<br><br>
<<if $phase is 0>>
"You can try again if you fail," <<he>> continues. "But only once a week."
<br><br>
<</if>>
<<templeicon "trialcontinue">><<link [[Walk|Temple Firewalk 2]]>><<set Weather.Temperature.override.increase.inside(5)>><</link>>
<br>
<<if $phase is 0>>
<<refuseicon>><<link [[Refuse|Temple Firewalk Refuse]]>><</link>>
<br>
<</if>><<effects>>
The <<person2>><<person>> looks disappointed as <<he>> smothers the coals with a bucket of sand.
<br><br>
"When you're ready," Jordan says. "You may try again."
<br><br>
<<He>> leads you back into the main hall of the temple.
<br><br>
<<clotheson>>
<<endevent>>
<<link [[Next|Temple]]>><</link>>
<br><<effects>>
Smoke rises from the coals. You take a deep breath, and step on them. It's a little warm, but doesn't hurt. Maybe this won't be so bad.
<br><br>
<<templeicon "trialcontinue">><<link [[Continue|Temple Firewalk 3]]>><<set Weather.Temperature.override.increase.inside(5)>><</link>><<gpain>>
<br>
<<templeicon "trialbail">><<link [[Jump off|Temple Firewalk Jump]]>><<set Weather.Temperature.override.increase.inside(0)>><</link>>
<br><<effects>><<sydneySchedule>>
<<if C.npc.Sydney.init is 1 and _sydney_location is "temple">>
Sydney runs to your side to support you. <<nnpc_He "Sydney">> runs right across the hot coals, entirely unaffected.
<br><br>
<</if>>
The cool earth feels wonderful on your feet. You examine your soles. They're covered in soot, but don't look burnt at all.
<br><br>
"The flames don't hurt you," Jordan says. "They merely burn away impurity. You have failed the trial, but may try again next week."
<br><br>
<<if C.npc.Sydney.init is 1 and _sydney_location is "temple">>
<<if $sydneyromance is 1>>Sydney hugs you.<<else>>Sydney puts a hand on your shoulder.<</if>>
"You'll get it next time, I'm sure." <<stress -3>><<lstress>>
<br><br>
<</if>>
The <<person2>><<monk>> smothers the coals with a bucket of sand as Jordan leads you back to the temple's main hall.
<br><br>
<<clotheson>>
<<endevent>>
<<link [[Next|Temple]]>><</link>>
<br><<effects>>
You step forward as quick as you can. You feel the coals heat beneath you.
<<pain 1>>
<br><br>
<<if (currentSkillValue('willpower') / 10) gte (($pain - 100) + random(1, 100))>>
<span class="green">A little sting isn't enough to stop you.</span>
<<gwillpower>><<willpower 1>>
<br><br>
<<templeicon "trialcontinue">><<link [[Continue|Temple Firewalk 4]]>><<set Weather.Temperature.override.increase.inside(5)>><</link>><<gpain>>
<br>
<<templeicon "trialbail">><<link [[Jump off|Temple Firewalk Jump]]>><<set Weather.Temperature.override.increase.inside(0)>><</link>>
<br>
<<else>>
<span class="red">You feel your feet burning. Panicked, you leap off the coals onto the cool dirt.</span>
<<ggwillpower>><<willpower 10>>
<br><br>
<<link [[Next|Temple Firewalk Jump]]>><<set Weather.Temperature.override.increase.inside(0)>><</link>>
<br>
<</if>><<effects>>
You step forward again. The coals are even hotter.
<<pain 2>>
<br><br>
<<if (currentSkillValue('willpower') / 10) gte (($pain - 100) + random(1, 100))>>
<span class="green">Still nothing you can't handle.</span>
<<gwillpower>><<willpower 1>>
<br><br>
<<templeicon "trialcontinue">><<link [[Continue|Temple Firewalk 5]]>><<set Weather.Temperature.override.increase.inside(5)>><</link>><<gpain>>
<br>
<<templeicon "trialbail">><<link [[Jump off|Temple Firewalk Jump]]>><<set Weather.Temperature.override.increase.inside(0)>><</link>>
<br>
<<else>>
<span class="red">It hurts. You gasp and jump away from the heat.</span>
<<ggwillpower>><<willpower 10>>
<br><br>
<<link [[Next|Temple Firewalk Jump]]>><<set Weather.Temperature.override.increase.inside(0)>><</link>>
<br>
<</if>><<effects>>
You step forward again, now about halfway across the coals. The heat continues to build.
<<pain 3>>
<br><br>
<<if (currentSkillValue('willpower') / 10) gte (($pain - 100) + random(1, 100))>>
<span class="green">You feel your soles burn, but you're determined to continue.</span>
<<gwillpower>><<willpower 1>>
<br><br>
<<templeicon "trialcontinue">><<link [[Continue|Temple Firewalk 6]]>><<set Weather.Temperature.override.increase.inside(5)>><</link>><<gpain>>
<br>
<<templeicon "trialbail">><<link [[Jump off|Temple Firewalk Jump]]>><<set Weather.Temperature.override.increase.inside(0)>><</link>>
<br>
<<else>>
<span class="red">You feel your soles burn. It's too much for you.</span> You leap to safety. The <<person2>><<monk>> and initiates applaud your attempt.
<<ggwillpower>><<willpower 10>>
<br><br>
<<link [[Next|Temple Firewalk Jump]]>><<set Weather.Temperature.override.increase.inside(0)>><</link>>
<br>
<</if>><<effects>>
You tense as your foot comes down again, the coals now hotter still.
<<pain 4>>
<br><br>
<<if (currentSkillValue('willpower') / 10) gte (($pain - 100) + random(1, 100))>>
<span class="green">You manage to keep your cool.</span>
<<gwillpower>><<willpower 1>>
<br><br>
<<templeicon "trialcontinue">><<link [[Continue|Temple Firewalk 7]]>><<set Weather.Temperature.override.increase.inside(5)>><</link>><<gpain>>
<br>
<<templeicon "trialbail">><<link [[Jump off|Temple Firewalk Jump]]>><<set Weather.Temperature.override.increase.inside(0)>><</link>>
<br>
<<else>>
<span class="red">You feel an incredible heat. Like your feet are on fire.</span> You leap to safety. The <<person2>><<monk>> and initiates applaud your attempt. "So close," you hear one whisper.
<<ggwillpower>><<willpower 10>>
<br><br>
<<link [[Next|Temple Firewalk Jump]]>><<set Weather.Temperature.override.increase.inside(0)>><</link>>
<br>
<</if>><<effects>>
You cringe as your foot comes down again. You're so close.
<<pain 5>>
<br><br>
<<if (currentSkillValue('willpower') / 10) gte (($pain - 100) + random(1, 100))>>
<span class="green">You wonder if you'll need to visit the hospital after. You don't care.</span>
<<gwillpower>><<willpower 1>>
<br><br>
<<templeicon "trialcontinue">><<link [[Continue|Temple Firewalk 8]]>><<set Weather.Temperature.override.increase.inside(-5)>><</link>><<gpain>>
<br>
<<else>>
<span class="red">You can't take it anymore. You can smell your feet burning.</span> You leap to safety. The <<person2>><<monk>> and initiates applaud your attempt. "So close," you hear one whisper. The <<monk>> shakes <<his>> head.
<<ggwillpower>><<willpower 10>>
<br><br>
<<link [[Next|Temple Firewalk Jump]]>><<set Weather.Temperature.override.increase.inside(0)>><</link>>
<br>
<</if>><<effects>>
You take the final step. It hurts so much, but you're across.
<<pain 6>>
<br><br>
Your feet sink into the cool earth. The <<person2>><<monk>> looks impressed. Stunned, even. <<He>> and the initiates applaud, along with several other <<monks>> standing on a balcony back at the temple, watching over the hedge. You examine your soles. They're covered in soot, but not burnt at all.
<br><br>
<<if $phase is 0>>
"The fire doesn't hurt," Jordan says. "It merely burns away impurity. Congratulations. You are unblemished in the eyes of the church."
<br><br>
<<else>>
"The fire doesn't hurt," Jordan says. "It merely burns away impurity. You have passed the trial. Congratulations."
<br><br>
Jordan returns to the temple while the <<person2>><<monk>> smothers the coal with a bucket of sand.
<br><br>
<<if C.npc.Sydney.init is 1 and _sydney_location is "temple">>
Sydney hugs you. "I knew you could do it!" <<stress -6>><<lstress>><<npcincr Sydney love 1>><<glove>>
<br><br>
<</if>>
<</if>>
<<clotheson>>
<<if $phase is 0>>
<<if $player.virginity.penile isnot true and $player.virginity.vaginal isnot true>>
You've gained the <span class="blue">Chastity Vow</span> trait.
<br><br>
<</if>>
<<link [[Next|Temple Firewalk Success]]>><</link>>
<<else>>
<<endevent>>
<<link [[Next|Temple Garden]]>><</link>>
<br>
<</if>><<effects>><<sydneySchedule>>
<<inittemple>>
You follow Jordan back inside as the <<person2>><<monk>> smothers the coal with a bucket of sand.
<br><br>
<<person1>>"You are unblemished, and may it stay that way. You are now an initiate of the temple. Welcome, <<sister>>."
<<if playerChastity() and $worn.genitals.origin is "temple">>
With one anxious motion, <<he>> returns your $worn.genitals.name to its place, guarding your crotch.
<</if>>
<br><br>
<<He>> turns away to let you dress. "Initiates are tasked with menial work around the temple proper. Cleaning, gardening, and servicing your elders. In return you have full access to the temple grounds, with the exception of areas behind doors painted with a red cross."
<br><br>
We have some other rules. No stealing. No violence. No sex, <span class="pink">everyone has their chastity checked monthly.</span> No refusing your elders. If someone behaves in an improper manner towards you, tolerate it until you can inform me. Dealing with that is one of my responsibilities."
<br><br>
"I'll let the others know you've joined us," <<he>> continues, <<his>> stern countenance giving way to a smile. "I'm pleased to have you.<<if C.npc.Sydney.init is 1 and _sydney_location is "temple" and !$sydneySeen.includes("initiate")>> It looks like I'm not the only one." <<He>> smiles at something behind you.<<else>>"<</if>>
<br><br>
<<if C.npc.Sydney.init is 1 and _sydney_location is "temple" and !$sydneySeen.includes("initiate")>>
<<set $sydneySeen.pushUnique("initiate")>>
Someone hugs you from behind. It's Sydney. "Congratulations... initiate!" <<nnpc_Hes "Sydney">> overflowing with joy. <<npcincr Sydney love 3>><<gglove>>
<br><br>
<</if>>
<<clotheson>>
<<endevent>>
<<link [[Next|Temple]]>><</link>><<effects>>
<<if $temple_rank is undefined or $temple_rank is "prospective">>
"A book on architecture?" Jordan smiles gently. "I believe the library would be a better resource than our humble temple."
<br><br>
"It's a specific book," you tell <<him>>. "It won't be in the library. There's a note written on one of the inside covers. A friend left it here, that's why I know it's here."
<br><br>
"Ah, I believe I remember something like that. I found it odd." Jordan nods. "Very well, my child. Allow me to help you."
<br><br>
<<He>> whispers for a <<generate2>><<monk>> to take <<person1>><<his>> place for a short while. The <<person2>><<monk>> nods, and Jordan walks off in the direction of the temple gardens.
<br><br>
<<link [[Next|Temple Book Ask 2]]>><<pass 10>><</link>>
<<else>>
"A book on architecture?" Jordan smiles gently. "I believe the library would be a better resource than our humble temple. Though, if it were anywhere here, <span class="gold">it would probably be in the quarters.</span> Best of luck, <<sister>>."
<br><br>
<<link [[Next|Temple]]>><<endevent>><</link>>
<</if>><<effects>>
Jordan soon returns, holding a book. The <<monk>> nods at <<person1>><<him>> as <<he>> approaches, and walks off.
<br><br>
"I believe I found what you asked for," <<he>> says. "Odd note, I will say."
<br><br>
<<if $rng % 3>>
<<set $pubfame.detail to "templeBack">>
You accept the book from Jordan and check the front cover. There's nothing resembling a password.
<br><br>
"Other cover," <<he>> says. You check the back cover, and find <span class="green">a long string of letters, numbers and symbols.</span> That has to be it.
<<else>>
You accept the book from Jordan and check inside the front cover. <span class="green">A long string of letters, numbers and symbols</span> is written. That has to be it.
<</if>>
<br><br>
"I am glad to have helped," Jordan says, nodding to you. "If you need anything else of the temple, please do not hesitate to ask."
<br><br>
<<pubfameComplete "temple">>
<<link [[Next|Temple]]>><<endevent>><</link>><<effects>>
"Then I must assume the worst," Jordan says, looking at <<his>> feet. "I'm sorry. You will be purified. I will summon the specialists. Please cooperate with them." <<He>> produces a small bell from <<his>> robes, and rings.
<br><br>
<<endevent>>
<<link [[Next|Temple Arcade Intro]]>><</link>><<effects>>
<<if $speech_attitude is "meek">>
"I-it was taken from me," you say. "I'm sorry."
<<elseif $speech_attitude is "bratty">>
"No need," you say. "I failed your dumb task."
<<else>>
"I'm sorry," you say. "But I didn't remain chaste."
<</if>>
<br><br>
"Thank you for your honesty," Jordan says, looking at <<his>> feet. "You must be purified. I will summon the specialists. Please cooperate with them." <<He>> produces a small bell from <<his>> robes, and rings.
<br><br>
<<endevent>>
<<link [[Next|Temple Arcade Intro]]>><</link>><<effects>>
<<generateConfessor 1>><<person1>><<generateConfessor 2>><<generateConfessor 3>>
A <<monk>> emerges from a door marked with a red cross. <<Hes>> flanked by two others. One of them assures Jordan that you'll be treated gently.
<br><br>
Head bowed, Jordan leaves the room as a <<monk>> pulls a gag from <<his>> habit. "To make amends you must perform a service. Stay still."
<br><br>
<<link [[Submit|Temple Arcade Submit]]>><</link>>
<br>
<<link [[Fight|Temple Arcade Fight]]>><<set $fightstart to 1>><</link>>
<br><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
"You will be purified," the <<monk>> says. They form a circle around you, preventing escape.
<br><br>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Temple Arcade Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Temple Arcade Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation "short">>
The <<person1>><<person>> backs away from you, looking confused and ashamed. "F-forgive me-" <<he>> says, dropping to <<his>> knees and staring at the ceiling. <<He>> slips into prayer. The others follow suit.
<br><br>
<<tearful>> you escape without difficulty.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Temple]]>><</link>>
<<elseif $enemyhealth lte 0>>
You shove the <<monk>> away from you, creating a gap in their circle. <<tearful>> you seize the opportunity. You escape into another room and take refuge in the shadow of a stone pillar.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Temple]]>><</link>>
<<else>>
<<tearful>> you fall to the ground. You're too hurt to continue fighting. The three surround you, looking down with disdain.
<br><br>
<<clotheson>>
<<link [[Next|Temple Arcade Submit]]>><</link>>
<</if>><<effects>>
<<pass 20>>
<<facewear 4>><<leash 21>>
The <<person1>><<monk>> pushes the gag into your mouth, and ties it firm behind your head. Any sound you make will be muffled and unintelligible. A <<person2>><<monk>> to <<person1>><<his>> side wraps a collar around your neck. <<He>> holds the attached leash, and tugs.
<br><br>
<<pass 3>>
You're led through the marked door and down a cramped passage. There are no lights bar the occasional torch on the wall.
<br><br>
After a few minutes the stone walls give way to more modern construction, and you emerge in a windowless room. <span class="red">The sight before you makes your heart sink.</span>
<br><br>
<<link [[Next|Temple Arcade]]>><</link>>
<br><<effects>>
<<if $malevictimchance lt $rng>>
<<set $temple_wall_victim to "girl">>
<<else>>
<<set $temple_wall_victim to "boy">>
<</if>>
<span class="lewd">A row of butts stick out the wall opposite.</span> One hole is unoccupied. The <<monk>> leads you over to it. <<He>> grasps you by the collar, and forces you to bend over. With great force, <span class="red"><<he>> shoves you through the hole.</span> You feel something clamp around your waist, locking you in.
<br>
<<endcombat>>
This side of the wall looks much the same as the other, except for a large bell on a stand in the centre. You hear a whimper. To your right a dark-haired $temple_wall_victim hangs <<if $temple_wall_victim is "boy">>his<<else>>her<</if>> head and weeps.
<br><br>
"We're gonna get through this," says a freckled $temple_wall_victim to your left. <<if $temple_wall_victim is "boy">>He<<else>>She<</if>> presses <<if $temple_wall_victim is "boy">>his<<else>>her<</if>> palms against the wall. "Be strong everyone."
<br><br>
<<link [[Next|Temple Arcade 2]]>><</link>>
<br><<effects>>
<<generate1>><<person1>>A <<monk>> enters through a door in front of you. "My children," <<he>> says. "You are here to renew your sacred chastity. In doing so, you will help relieve our town of its corruption." <<He>> reaches beneath the bell, and rings it.
<br><br>
<<endevent>>
You hear a set of doors open behind you, followed by footsteps and laughter.
<br><br>
"We can do whatever we want to them?"
<br>
"I should start going to church."
<br>
"This one's mine."
<br><br>
<span class="lewd">A pair of hands grasp your <<bottom>>.</span>
<br><br>
<<set $temple_arcade_phase to 0>>
<<link [[Next|Temple Arcade Rape]]>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<generate1>><<person1>>
<<maninit>><<set $position to "wall">><<set $leftarm to "bound">><<set $rightarm to "bound">><<set $head to "bound">>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Temple Arcade Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Temple Arcade Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<tearful>> you prepare for more abuse.
<br><br>
<<endcombat>>
<<link [[Next|Temple Arcade 3]]>><</link>>
<<else>>
You scare the <<person>> away from you. You hear <<him>> complain as <<he>> leaves the room.
<br><br>
<<endcombat>>
<<link [[Next|Temple Arcade 3]]>><</link>>
<</if>><<effects>>
<<if $temple_arcade_phase is 0>><<set $temple_arcade_phase += 1>>
The bell rings again. Another group enters, as eager as the last.
<br><br>
<span class="red">The dark-haired $temple_wall_victim screams and bashes the wall.</span> "St-stop. Not again. Please."
<br><br>
<span class="lewd">Someone grabs your <<bottom>>.</span>
<br><br>
<<link [[Next|Temple Arcade Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<elseif $temple_arcade_phase is 1>><<set $temple_arcade_phase += 1>>
The bell rings again. Another group enters, as eager as the last.
<br><br>
<span class="blue">"St-stay strong,"</span> the freckled $temple_wall_victim says. "We're all getting through this."
<br><br>
<span class="lewd">Someone grabs your <<bottom>>.</span>
<br><br>
<<link [[Next|Temple Arcade Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<elseif $temple_arcade_phase is 2>><<set $temple_arcade_phase += 1>>
The bell rings again. Another group enters, as eager as the last.
<br><br>
The dark-haired $temple_wall_victim tries to squirm free from the wall. <span class="red"><<if $temple_wall_victim is "boy">>He<<else>>She<</if>> fails.</span>
<br><br>
<span class="lewd">Someone grabs your <<bottom>>.</span>
<br><br>
<<link [[Next|Temple Arcade Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<elseif $temple_arcade_phase is 3>><<set $temple_arcade_phase += 1>>
The bell rings again. Another group enters, as eager as the last.
<br><br>
<span class="purple">The freckled $temple_wall_victim chokes back sobs.</span>
<br><br>
<span class="lewd">Someone grabs your <<bottom>>.</span>
<br><br>
<<link [[Next|Temple Arcade Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<elseif $temple_arcade_phase is 4>><<set $temple_arcade_phase += 1>>
The bell rings again. Another group enters, as eager as the last.
<br><br>
<span class="red">The dark-haired $temple_wall_victim hangs limp.</span> The freckled $temple_wall_victim cradles <<if $temple_wall_victim is "boy">>his<<else>>her<</if>> face in <<if $temple_wall_victim is "boy">>his<<else>>her<</if>> hands. <span class="red">Tears fall between <<if $temple_wall_victim is "boy">>his<<else>>her<</if>> fingers.</span>
<br><br>
<span class="lewd">Someone grabs your <<bottom>>.</span>
<br><br>
<<link [[Next|Temple Arcade Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
The bell rings again, but this time it carries a deep, sonorous tone. You hear the door open again, followed by a single pair of footsteps.
<br><br>
The tightness around your waist loosens, and you're pulled out of the wall.
<br><br>
<<link [[Next|Temple Arcade End]]>><</link>>
<br>
<</if>><<effects>>
<<if $per_npc.bishop>>
<<loadNPC 0 "bishop">>
<<else>>
<<generateConfessor 1>>
<<saveNPC 0 "bishop">>
<</if>>
<<person1>>
Stern-faced <<monks>> cluster you and the other victims together.
<<if $temple_confessor_intro>>
<<loadNPC 1 "bishop_right_hand">><<loadNPC 2 "bishop_left_hand">>
The bishop stands in the middle of the room, flanked by <<his>> two usual companions.
<br><br>
"Congratulations, my children," <<he>> drawls. "You are pure once more. Thank you for your service." The left <<person3>><<priest>> steps behind you and unties your gag. <<He>> also removes your collar. "A warning," the <<person1>><<bishop>> continues. "Breathe not a word of this to anyone. Not your friends. Not Jordan. Not your parents, should you be so blessed. I'd hate to consider you impure again." The dark-haired $temple_wall_victim whimpers.
<<else>>
A <<priest>> stands in the middle of the room, wearing robes of pitch black. <<Hes>> flanked by two more black-robed figures.
<br><br>
"Congratulations, my children," <<he>> drawls. "You are pure once more. Thank you for your service." A <<monk>> steps behind you and unties your gag. <<He>> also removes your collar. "A warning," the <<priest>> continues. "Breathe not a word of this to anyone. Not your friends. Not Jordan. Not your parents, should you be so blessed. I'd hate to consider you impure again." The dark-haired $temple_wall_victim whimpers.
<</if>>
<br><br>
<<if $player.virginity.penile isnot true or $player.virginity.vaginal isnot true>>
You've gained the <span class="blue">Chastity Vow</span> trait.
<br><br>
<</if>>
<<set $worn.face.type.push("broken")>>
<<faceruined>>
<<set $worn.neck.type.push("broken")>>
<<neckruined>>
<<unset $temple_arcade_phase>>
<<unset $temple_wall_victim>>
<<set $temple_arcade_known to true>>
<<set $player.virginity.temple to true>>
<br><br>
<<clotheson>>
<<endevent>>
<<pass 20>>
You're led through the tunnel and back to the temple. The others are silent the whole way.
<br><br>
<<link [[Next|Temple]]>><</link>>
<br><<effects>><<sydneySchedule>>
<<if $masturbationstart is 1>>
<<set $masturbationstart to 0>>
<<set $masturbationstat += 1>>
<<masturbationstart>>
<<set $timer to random(10, 30)>>
You search for a secluded spot. It's not easy, as the temple is so busy. You watch a pillar in the corner of the room for several minutes. No one goes behind it. You sneak over and sit. <<exhibitionism4>>
<<if ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled"))>>
<span class="red">You feel disgusted with yourself.</span>
<br><br>
<</if>>
<</if>>
<<masturbationeffects>>
<<masturbationactions>>
<<if $corruptionMasturbation>>
<span class="red">The slime in your ear will not allow you to stop.</span>
<</if>>
<div id="masturbationButtons">
<<if $timer lte 0>>
<<if C.npc.Sydney.init is 1 and _sydney_location is "temple">>
<div id="next"><<link [[Continue|Temple Masturbation Sydney]]>><</link>><<nexttext>></div>
<<else>>
<div id="next"><<link [[Continue|Temple Masturbation Finish]]>><</link>><<nexttext>></div>
<</if>>
<<else>>
<div id="next"><<link [[Continue|$passage]]>><</link>><<nexttext>></div>
<</if>>
<<masturbationStopControls>>
</div>
<br><br><br><br><br><<effects>>
<<if $timer lte 1>>
<span class="red">A <<generate1>><<person1>><<monk>> walks around the pillar.</span> <<His>> eyes are closed in meditative prayer, but <<he>> trips over your leg and almost stumbles to the ground. You cover yourself before <<he>> turns.
<br><br>
<<if $temple_rank is "initiate">>
<<He>> faces you. "You can't just sit where you like, initiate!" <<he>> says. "I've half a mind to report you to the bishop."
<<lgrace monk>><<grace -1 monk>>
<<elseif $temple_rank is "monk">>
<<He>> faces you. "Terribly sorry <<sister>>," <<he>> says. "I'll be more careful in the future."
<<else>>
<<He>> faces you. "Forgive me," <<he>> says. "I'll be more careful in the future."
<</if>>
<br><br>
<<if $exposed gte 1>>
<<He>> gasps and shuts <<his>> eyes again when <<he>> realises your state of dress. "W-well I-I..." <<he>> mutters as <<he>> continues on <<his>> way.
<br><br>
<<else>>
<<He>> continues on <<his>> way, now with <<his>> eyes open.
<br><br>
<</if>>
<</if>>
<<if $masturbationorgasm gte 1>>
You look around. No one seems to have noticed your defilement of this sacred ground.
<<if ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled"))>>
<span class="red">Thinking about it, you feel disgusted with yourself.</span><<llpurity>><<purity -20>><<ggtrauma>><<trauma 50>>
<<elseif ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled"))>>
<span class="green">Thinking about it, you feel a thrill unlike any other!</span><<llpurity>><<purity -20>><<llstress>><<stress -12>>
<<else>>
You feel a cold sense of guilt wash over you, but it quickly fades.<<purity -10>><<llpurity>><<gtrauma>><<trauma 6>>
<</if>>
<<else>>
You stop before reaching orgasm. You look around. No one seems to have noticed.
<</if>>
<br><br>
<<endmasturbation>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Temple]]>><</link>>
<br><<effects>>
<<generate2>><<person1>>
Jordan listens to your description. "You were in that house?" <<he>> asks, ignoring the monstrance. "My child, I must caution you against returning. That building is considered profane. It is unsafe. Please open your mouth."
<br><br>
<<link [[Open your mouth|Temple Kylar Monstrance Open]]>><</link>>
<br>
<<link [[Refuse|Temple Kylar Monstrance Refuse]]>><<pain 4>><<stress 6>><</link>><<gpain>><<gstress>>
<br><<effects>>
You open your mouth. Jordan examines the interior, and sighs in relief. "You are untainted," <<he>> says. "Forgive my intrusion." <<He>> incants a quick prayer. "As for the monstrance, I doubt it's of significance to the temple. But thank you for bringing it to our attention."
<br><br>
<<He>> turns away from you. You notice a dark-cowled <<person2>><<person>> rise from a nearby pew, and vanish into one of the many nooks around the hall.
<br><br>
<<link [[Next|Temple]]>><<endevent>><</link>>
<br><<effects>>
You shake your head. Jordan moves at once,
<<if playerBellySize(true) gte 8>>
<span class="red">roughly grabbing your cheeks with one hand and applying pressure.</span>. Jordan seizes your jaws with <<his>> free hand, holding them open.
<<else>>
<span class="red">striking your stomach</span>. You lurch forward, mouth open. Jordan seizes your jaws with both hands, holding them open.
<</if>>
Then <<he>> sighs with relief, and pulls away.
<br><br>
"Forgive the violation," <<he>> says. <<His>> voice shakes with genuine shame. "I must follow the precepts." <<He>> incants a quick prayer. "As for the monstrance, I doubt it's of significance to the temple. But thank you for bringing it to our attention."
<br><br>
<<He>> turns away from you. You notice a dark-cowled <<person2>><<person>> rise from a nearby pew, and vanish into one of the many nooks around the hall.
<br><br>
<<link [[Next|Temple]]>><<endevent>><</link>>
<br><<effects>>
<<npc "Jordan">><<person1>>
<<if $temple_vigil_asked is undefined>>
"You wish to become a <<if $player.gender_appearance is "f">>nun<<else>>monk<</if>>?" Jordan asks. "That burden is borne only by those who have proven their <span class="gold">grace</span>."
<br><br>
"Even if you qualify, there is another trial," Jordan continues. "You must spend a night in vigil, unclad, within a restricted cloister. It is an old and harsh tradition, but we cannot allow the gentle to join our number. It would be a cruelty."
<br><br>
"If you are serious, return when you have proven yourself. The trial always begins at <span class="gold"><<ampm 20>> on Sunday evening</span>. Make sure you're well-rested before the attempt." <<He>> turns away.
<br><br>
<<link [[Next|Temple]]>><<endevent>><<set $temple_vigil_asked to 1>><</link>>
<br>
<<elseif $weekly.templeVigil>>
"You can only attempt the trial once a week," Jordan says. "Time enough to warm your bones."
<br><br>
<<link [[Next|Temple]]>><<endevent>><</link>>
<br>
<<elseif $grace lt 100>>
"You have yet to convince our order of your <span class="gold">grace,"</span> Jordan says. "Focus on your duties as an initiate, and return when you are ready."
<br><br>
<<link [[Next|Temple]]>><<endevent>><</link>>
<br>
<<elseif Time.weekDay isnot 1>>
"It is not the right day, child," Jordan says. "Return on <span class="gold">Sunday at <<ampm 20>>.</span> The vigil will last all night."
<br><br>
<<link [[Next|Temple]]>><<endevent>><<set $temple_vigil_asked to 1>><</link>>
<br>
<<elseif Time.hour isnot 20>>
"It is not the right hour, child," Jordan says. "Return at <span class="gold"><<ampm 20>>.</span> The vigil will last all night. Make sure you are well-rested before hand."
<br><br>
<<link [[Next|Temple]]>><<endevent>><</link>>
<br>
<<else>>
"It is the hour." There's a finality in <<his>> tone. "I hope you're well-rested. I can lead you to the vigil if you wish. Should you endure the night, you may be inducted into the <<if $player.gender_appearance is "f">>sisterhood<<else>>brotherhood<</if>>."
<br><br>
<<link [[Begin trial (9:00)|Temple Vigil]]>><</link>>
<br>
<<link [[Leave|Temple]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<effects>>
<<generateyTemple 2>><<generateyTemple 3>><<generateyTemple 4>><<generateyTemple 5>>
Jordan leads you down a flight of steps, and through a thick wooden door. Modern lights illuminate ancient walls, etched with archaic writing. The <<person1>><<priest>> doesn't slow a step, and continues down a passage. You pass other doors, hearing the sound of metal clanging behind some, and the smells of strange incenses seeping between the cracks of others.
<br><br>
You are led to another set of stairs, these leading up. There is no door this time. Natural light invades the subterranean passage.
<br><br>
<<templeicon "trialcontinue">><<link [[Next|Temple Vigil 2]]>><</link>><<set $outside to 1>><<effects>>
<<set Weather.set("clear", true, 3 * 60)>>
<<set Weather.Temperature.set(0, new DateTime(Time.date).addDays(1))>>
You emerge in a cloister, a place you've never seen before. Ghoulish gargoyles stand on each other's backs, forming columns that surround the interior courtyard. Jordan notices your gaze. "Don't be afraid of the statues," <<he>> reassures you, an odd mirth touching <<his>> tone. "They have a sense of humour, if you look close."
<br><br>
The <<priest>> still doesn't slow <<his>> steps as <<he>> speaks, giving you no chance to investigate. You follow <<him>> into the courtyard proper, and find other initiates stood in the centre, waiting beneath the resolute gaze of a six-armed, six-winged statue. Its lower arms hold something to the ground, but it's been covered by a sheet.
<br><br>
<<templeicon "trialcontinue">><<link [[Next|Temple Vigil 3]]>><</link>>
<br><<effects>>
You share a furtive glance with the closest initiate, a <<person2>><<person>>. <<He>> clutches the crucifix at <<his>> neck.
<br><br>
On the other side of <<him>>,
<<if $sydneySeen is undefined>>
<<npc Sydney 6>><<person6>>
<<set $sydneySeen.pushUnique("anguish")>><<set $sydneyFirstSeen to "anguish">>
you see a <<personsimple>> with <<npcHairColour "Sydney">> hair tied back in a ponytail and glasses. You've seen <<him>> before. It's Sydney, an initiate known for <<his>> innocent nature and work ethic. <<He>> gives you a knowing nod. Before you can examine the rest of the initiates
<<else>>
<<npc Sydney 6>><<person6>>
you see Sydney.
<<if $sydneyromance is 1>>
<<He>> gives you a loving smile. Before you can return it
<<elseif C.npc.Sydney.love gte 10>>
<<He>> smiles and waves before quickly returning to a stoic posture. Before you can examine the rest of the initiates
<<else>>
<<He>> gives you a knowing nod. Before you can examine the others
<</if>>
<</if>>
however, a bell echoes through the cloister. Jordan has produced the instrument, and a hammer, from <<person1>><<his>> robes.
<br><br>
"Initiates!" <<he>> shouts, <<his>> voice echoing such that you'd be unable to pinpoint it were the <<priest>> not stood in front of you. "This night you face the trial of anguish. You will wait here. All night. The cold will seep into your bones and break you, one by one, until only one remains. God is watching. God will spare the worthy."
<br><br>
The bell rings again, and Jordan's expression softens. "That was the scripture. Apologies if it sounded severe." <<He>> bows. "We're rooting for you!" <<He>> turns and walks away, <<his>> habit skirt flailing in the breeze.
<br><br>
<<templeicon "trialcontinue">><<link [[Next|Temple Vigil 4]]>><<pass 60>><</link>>
<br><<effects>>
You wait in the cloister with the other initiates, watching the sun disappear. Night falls, and the surrounding buildings, free of artificial light, vanish in the gloom. The gargoyles, too, are overcome by incorrigible night.
<br><br>
The crack of a whip makes the other initiates jump. The bell rings. "Initiates!" Jordan's voice echoes around you. "Undress at once. You've only the gaze of the Lord to fear."
<br><br>
Several <<monks_and_nuns>> emerge from the dark, their arms held in front, to receive. They're blindfolded. You sense more of them, lurking in the dark.
<br><br>
<<templeicon "trialcontinue">><<link [[Undress|Temple Vigil Undress]]>><<pain 4>><</link>><<gpain>>
<br>
<<refuseicon>><<link [[Refuse|Temple Vigil Undress Refuse]]>><</link>>
<br><<effects>>
You remove your clothing. The other initiates cover themselves, and avert their eyes from one another. A sudden breeze makes one of them, a <<person3>><<person>>, shiver. <<He>> closes <<his>> eyes and mouths a prayer. Any whisper is snatched by the wind before it reaches you.
<<strip>>
<br><br>
<<if $sydney.glasses is "glasses">>
Sydney removes <<person6>><<his>> glasses, handing them away along with <<his>> clothes.
<<else>>
Sydney stands motionless, covering <<person6>><<his>> eyes instead of <<his>> body.
<</if>>
Some of the other initiates seem reassured with one less pair of eyes on them.
<br><br>
The <<monks_and_nuns>> step backwards, bundles of clothes in their arms, and vanish into the night.
<br><br>
<<templeicon "trialcontinue">><<link [[Next (2:00)|Temple Vigil 5]]>><<pass 120>><<pain 6>><</link>>
<br><<effects>>
The other initiates begin to strip around you.
<<if $speech_attitude is "meek">>
"I'm sorry," you say. "But I'm too embarrassed to strip."
<<elseif $speech_attitude is "bratty">>
"I'm not getting naked in front of you perverts," you say. "Blindfolds or no."
<<else>>
"I don't want to take my clothes off," you say.
<</if>>
<br><br>
"If you do not strip," Jordan's voice echoes. "You will fail the trial."
<br><br>
<<templeicon "trialcontinue">><<link [[Undress|Temple Vigil Undress]]>><<pain 6>><</link>><<gpain>>
<br>
<<refuseicon>><<link [[Refuse|Temple Vigil Undress Refuse 2]]>><<pain 4>><</link>><<gpain>>
<br><<effects>>
Whips crack around your arms and legs, and pull you forward. You stagger and fall on your face, but the <<monks_and_nuns>> don't stop there. They drag you along the ground, until you reach the edge of the cloister.
<br><br>
Jordan waits for you, and helps you to your feet. "Apologies, child," <<he>> says. "But nudity is required. I hope you try again next week."
<br><br>
<<He>> leads you back underground, past the scent of incense. The banging of metal against metal is absent this time. You emerge back in the temple proper.
<br><br>
<<templeicon "trialcontinue">><<link [[Next|Temple]]>><<set $weekly.trialFailed to "strip">><<endevent>><</link>>
<br><<effects>>
You stand naked in a circle with the other initiates. The only indication that you aren't alone in a sea of darkness are the sounds of town, the din of traffic. Even they seem muted, suffocated by oppressive shadow.
<br><br>
Time passes. Your body shivers, and your teeth chatter. The wind picks up.
<<switch Time.season>>
<<case "spring" "autumn">>
The cold licks you like a flame.
<<case "winter">>
The frigid winter air steals the breath from your lungs.
<<case "summer">>
It feels unnaturally cold for a summer's night.
<</switch>>
<<if (currentSkillValue('willpower') / 10) gte ($pain + random(0, 10))>>
<span class="green">You remain rooted to the spot, your shivers a violent defiance of the night.</span>
<<gwillpower>><<willpower 1>>
<br><br>
<<templeicon "trialcontinue">><<link [[Huddle together (2:00)|Temple Vigil 6]]>><<pass 120>><<pain 10>><</link>><<gpain>>
<br>
<<templeicon "trialbail">><<link [[Abandon the vigil|Temple Vigil Abandon]]>><<set $weekly.trialFailed to "cold">><</link>>
<br>
<<else>>
<span class="red">It's too much for you.</span> You run from your vigil, into the dark, and the waiting arms of Jordan.
<<ggwillpower>><<willpower 10>>
<br><br>
<<link [[Next|Temple Vigil End]]>><<set $weekly.trialFailed to "cold">><</link>>
<br>
<</if>><<effects>>
You run from your vigil, into the dark, and the waiting arms of Jordan.
<br><br>
<<link [[Next|Temple Vigil End]]>><</link>>
<br><<effects>>
<<person1>>
<<His>> arms are blessedly warm. So is the fabric <<he>> wraps you in, heated somehow beforehand. "Oh child," <<he>> says. "You've failed the trial, but I hope you try again next week. Come, let's get you dressed."
<br><br>
"We've hot chocolate too," <<he>> adds in a whisper as <<he>> steers you from the cloister. "That's not part of the scripture."
<br><br>
<<link [[Next|Temple Vigil End 2]]>><<clotheson>><</link>>
<br><<effects>><<set $outside to 0>>
The room is small, with a cosy fire in a hearth. Jordan hands you a steaming cup of hot chocolate. The warmth is almost painful against your hands, but you don't mind.<<pain -50>><<lllpain>>
<br><br>
<<pass 15>>
Jordan waits with you until the shivers subside, then leads you back to the temple proper.
<br><br>
<<link [[Next|Temple]]>><<endevent>><</link>>
<br><<effects>>
<<person1>>
<<His>> arms are blessedly warm. So is the fabric <<he>> wraps you in, heated somehow beforehand. "Oh children," <<he>> says. "You've failed the trial, but I hope you try again next week. Come, let's get you dressed."
<br><br>
"We've hot chocolate too," <<he>> adds in a whisper as <<he>> steers you and Sydney from the cloister. "That's not part of the scripture."
<br><br>
<<link [[Next|Temple Vigil End Sydney 2]]>><<clotheson>><</link>>
<br><<effects>><<set $outside to 0>>
The room is small, with a cosy fire in a hearth. Jordan hands you a steaming cup of hot chocolate. The warmth is almost painful against your hands, but you don't mind.<<pain -50>><<lllpain>>
<br><br>
<<pass 15>>
Jordan waits with you and Sydney until the shivers subside, then leads you back to the temple proper. Sydney stays behind, staring blankly ahead.
<br><br>
<<link [[Next|Temple]]>><<endevent>><</link>>
<br><<effects>>
The initiates are stood defiant against the cold, but their bashfulness is less stalwart. They huddle against you, and each other, for warmth.
<br><br>
You press against each other, hoping to escape the bitter cold. The wind picks up again, howling through the cloister and stealing warmth you didn't know you had.
<br><br>
<<link [[Next|Temple Vigil 7]]>><</link>>
<br><<effects>>
One of the initiates, a <<person4>><<person>>, tries to push into the centre of the huddle. Someone shoves <<him>>, and a struggle breaks out. The initiates are driven apart to avoid being struck, just as an arctic gust sweeps between them.
<br><br>
Shaken by the outbreak of violence, separated from warmth, and assailed by this new chill, most initiates are broken.
<br><br>
<<if (currentSkillValue('willpower') / 10) gte ($pain + random(0, 10))>>
They abandon their vigil, and their silence, calling for help and running into the dark. <span class="green">You are not one of them.</span>
Less than a third of you remain. The <<person2>><<person>> clutches <<his>> crucifix, and the <<person3>><<person>> mouths another prayer. Sydney gives you a nudge, wordlessly trying to confirm that you're still there. You nudge <<person6>><<him>> back.
<<gwillpower>><<willpower 1>>
<br><br>
<<templeicon "trialcontinue">><<link [[Huddle together (2:00)|Temple Vigil 8]]>><<pass 120>><<pain 12>><</link>><<ggpain>>
<br>
<<templeicon "trialbail">><<link [[Abandon the vigil|Temple Vigil Abandon]]>><<set $weekly.trialFailed to "cold">><</link>>
<br>
<<else>>
They abandon their vigil, and their silence, calling for help and running into the dark.
<<if $sydneyromance is 1 and (currentSkillValue('willpower') / 10) gte (($pain - 10) + random(0, 10))>>
<span class="red">You start to join them.</span> However, just as you turn, someone grabs you by the wrist, and pulls you in. It's Sydney. <span class="green">The added warmth gives you the perseverance to hold on,</span> for just a little longer.
<br><br>
Less than a third of you remain. The <<person2>><<person>> clutches <<his>> crucifix, and the <<person3>><<person>> mouths another prayer. Sydney holds you tightly, and you shakily wrap your numbed arms around <<person6>><<him>> in turn. <<His>> skin is cold, but not as cold as the unforgiving night air.
<<gwillpower>><<willpower 1>>
<br><br>
<<templeicon "trialcontinue">><<link [[Huddle together (2:00)|Temple Vigil 8]]>><<pass 120>><<pain 8>><</link>><<gpain>>
<br>
<<templeicon "trialbail">><<link [[Abandon the vigil|Temple Vigil Abandon]]>><<set $weekly.trialFailed to "cold">><</link>>
<br>
<<else>>
<span class="red">You are among them.</span> You run from your vigil, into the dark, and the waiting arms of Jordan.
<<ggwillpower>><<willpower 10>>
<br><br>
<<link [[Next|Temple Vigil End]]>><<set $weekly.trialFailed to "cold">><</link>>
<br>
<</if>>
<</if>><<effects>>
The four of you huddle with the rest of the initiates, your arms around each other, paying no heed to shame or embarrassment about your lack of clothing. There's no room for it. Not here.
<br><br>
<<if ($wolfgirl gte 6 or ($transformationParts.wolf.tail isnot "hidden" and $transformationParts.wolf.tail isnot "disabled"))>>
Your ears prick. You hear a whisper, carried by the breeze. The words escape comprehension, but they burrow into you, and provoke a primal fear. <<wolfgirl>>
<<elseif ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled"))>>
Your ears prick. You hear a whisper, carried by the breeze. The words escape comprehension, but they burrow into you, and provoke a primal fear. <<cat>>
<<elseif ($fox gte 6 or ($transformationParts.fox.tail isnot "hidden" and $transformationParts.fox.tail isnot "disabled"))>>
Your ears prick. You hear a whisper, carried by the breeze. The words escape comprehension, but they burrow into you, and provoke a primal fear. <<fox>>
<<else>>
The <<person3>><<person>> interrupts <<his>> prayer, as if shocked by some new horror. Sydney covers <<person6>><<his>> ears and starts to breathe heavily. Then you hear it too. The breeze carries an alien whisper. You can't comprehend the words, but they elicit a primal fear.
<</if>>
<br><br>
Something important, something precious, is in danger. In danger as long as you stay here. You need help. From anyone.
<br><br>
The other initiates must feel the same. They break from the huddle with a cry, and flee their vigil.
<<if (currentSkillValue('willpower') / 10) gte ($pain + random(0, 10))>>
Terror grips you, <span class="green">but mere terror cannot break your faith.</span> You huddle with the <<person2>><<person>>, <<person3>><<person>>, and Sydney, now the only ones remaining.
<<gwillpower>><<willpower 1>>
<br><br>
<<templeicon "trialcontinue">><<link [[Defy the night (2:00)|Temple Vigil 9]]>><<pass 120>><<pain 8>><</link>><<ggpain>>
<br>
<<templeicon "trialbail">><<link [[Abandon the vigil|Temple Vigil Abandon]]>><<set $weekly.trialFailed to "whisper">><</link>>
<br>
<<else>>
<span class="red">You run with them.</span> Terror grips you, and more than that, you don't want to be left alone.
<<ggwillpower>><<willpower 10>>
<br><br>
<<link [[Next|Temple Vigil End]]>><<set $weekly.trialFailed to "whisper">><</link>>
<br>
<</if>><<effects>>
<<person1>>
The wind has died down, but you find a constant temperature is not a constant struggle. One moment you feel you could endure all night, and the next threatens to overwhelm you. But you persevere.
<br><br>
The bell tolls, sending such a shiver down your spine that you almost lose your footing. "Initiates!" It's Jordan's voice. Perhaps they stood a vigil of their own.
<br><br>
"There is but one challenge remaining." Several <<monks_and_nuns>> emerge from the dark. "It's time for you to drive away this night." Whips emerge from beneath habits. "There are sticks and logs around the cloister. Bring them to the centre. Now!"
<br><br>
<<templeicon "trialcontinue">><<link [[Build a pyre|Temple Vigil 10]]>><<pain 2>><</link>><<gpain>>
<br><<effects>>
<<set Weather.Temperature.override.increase.outside(20)>>
<<set $player.bodyTemperature to $player.bodyTemperature + 0.5>>
<<if currentSkillValue('athletics') gte 400>>
You run back and forth, delivering the wood to the centre. Whips crack, though none strike you. An odd thrill energises you. It feels good to get moving. It's not as dark is it was; dawn threatens to break. You and the other initiates soon have the wood piled up.
<<else>>
You run back and forth, delivering the wood to the centre. Whips crack, though none strike you. However, one comes uncomfortably close, and you <span class="red">lose your footing.</span> You quickly recover, but it hurt nonetheless. You and the other initiates soon have the wood piled up. <<pain 3>><<gpain>>
<</if>>
<br><br>
A blinding glow flashes into existence, transforming the night into a dance of shadows. Jordan strides towards you, a flaming torch in <<his>> hand. "We deem you <span class="red">unworthy,"</span> <<he>> says. "Now you must give yourself to the Lord." <<He>> shoves the torch into the pile of wood. A wave of heat washes over you, almost knocking you on your back. The blaze reaches the sky.
<br><br>
"This pyre is for you," <<he>> says. The other <<monks_and_nuns>> form a circle. The strange play of light hides their features. "Throw yourself into the flame and let God judge you."
<br><br>
Sydney mutters something. You can barely hear it. "...only burns away impurity. It doesn't hurt..." Despite <<person6>><<his>> words, <<he>> doesn't look convinced.
<br><br>
<<templeicon "trialcontinue">><<link [[Throw yourself into the flame (1:00)|Temple Vigil 11]]>><<pain 10>><</link>><<gpain>>
<br>
<<if $sydneyromance is 1 or C.npc.Sydney.love gte 90>>
<<templeicon "trialcontinue">><<link [[Take Sydney's hand (1:00)|Temple Vigil 11]]>><<set $phase to 2>><<pain 8>><</link>><<gpain>><<handholdingvirginitywarning>><<NPCvirginitywarning "Sydney" "handholding">>
<br>
<</if>>
<<refuseicon>><<link [[Refuse|Temple Vigil Refuse]]>><<pain 2>><</link>><<gpain>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I don't want to burn myself," you say. "This is too far!"
<<elseif $speech_attitude is "bratty">>
"You're not fit to judge me," you say.
<<else>>
"This is too extreme," you say.
<</if>>
<br><br>
Jordan gives you an encouraging look. <<He>> wouldn't put you in real harm, you're sure of that. Still, the heat stings even from here.
<br><br>
<<templeicon "trialcontinue">><<link [[Throw yourself into the flame (1:00)|Temple Vigil 11]]>><<pain 10>><</link>><<gpain>>
<br>
<<refuseicon>><<link [[Refuse|Temple Vigil Refuse 2]]>><<pain 2>><<clotheson>><<set $weekly.trialFailed to "pyre">><</link>><<gpain>>
<br><<effects>>
Whips crack around your arms and legs, and pull you forward. You stagger and fall on your face, but the <<monks_and_nuns>> don't stop there. They drag you along the ground, until you reach the edge of the cloister.
<br><br>
Jordan waits for you, and helps you to your feet. "You did very well, child," <<he>> says. "I hope you try again next week."
<br><br>
<<He>> leads you back underground, past the scent of incense. The banging of metal against metal is absent this time. You emerge back in the temple proper.
<br><br>
<<templeicon "trialcontinue">><<link [[Next|Temple]]>><<endevent>><</link>>
<br><<effects>><<set Weather.Temperature.override.increase.outside(60)>>
<<set $player.bodyTemperature to $player.bodyTemperature + 1>>
<<if $phase is 2>>
<<canvas-model-override "arm_left" "idle">>
You take Sydney by the hand. <<person6>><<His>> doubts vanish from <<his>> face, and <<he>> smiles at you once more. <<takeHandholdingVirginity "Sydney" "romantic">>
<br><br>
<</if>>
You step towards the pyre. The heat purges you of the cold you've endured all night. You break into a sweat.
<br><br>
The <<person2>><<person>> stares at the fire with grim determination, <<his>> knuckles white as <<he>> grips the crucifix. The <<person3>><<person>>'s eyes are shut. <<His>> lips move with a mad alacrity.
<<if $phase is 2>>
Sydney holds your hand tighter.
<<elseif $templePromised is "Sydney">>
<<set $phase to 2>><<canvas-model-override "arm_left" "idle">>
Sydney stumbles next to you. You catch <<person6>><<him>>, and take <<his>> hand for stability. <<takeHandholdingVirginity "Sydney" "romantic">>
<<else>>
Sydney repeats something, but is drowned out by the crackle of the flame.
<</if>>
<br><br>
Your eyes sting, you blink, and your vision changes. A manifestation of evil hangs over the town, its scythe sweeping across entire districts, tearing holes in reality. Holes too small. All too small! But big enough for servants to squirm through. Big enough for new servants to be found. Servants who will create more, larger tears.
<br><br>
Your skin stings. Overpowering heat surrounds you. You feel your skin blister, melting like wax.
<<if $phase is 2>>
<<if (currentSkillValue('willpower') / 10) gte (($pain - 10) + random(0, 10))>>
<span class="green">But these bodies are mere shells.</span> The fire frees you. You suffer no fear because you have no fear.
<<gwillpower>><<willpower 1>><<wash>>
<br><br>
<<link [[Next|Temple Vigil 12]]>><</link>>
<br>
<<else>>
<span class="red">Overcome by terror and pain, madness seizes you both.</span> You flee from the pyre, into the arms of Jordan.
<<ggwillpower>><<willpower 10>>
<br><br>
<<link [[Next|Temple Vigil End Sydney]]>><<set $weekly.trialFailed to "Sydney">><<canvas-model-override "clear">><</link>>
<br>
<</if>>
<<else>>
<<if (currentSkillValue('willpower') / 10) gte ($pain + random(0, 10))>>
<span class="green">But this body is but a shell.</span> The fire frees you. You suffer no fear because you have no fear.
<<gwillpower>><<willpower 1>><<wash>>
<br><br>
<<link [[Next|Temple Vigil 12]]>><</link>>
<br>
<<else>>
<span class="red">Overcome by terror and pain, madness seizes you.</span> You flee from the pyre, into the arms of Jordan.
<<ggwillpower>><<willpower 10>>
<br><br>
<<link [[Next|Temple Vigil End]]>><<set $weekly.trialFailed to "pyre">><<canvas-model-override "clear">><</link>>
<br>
<</if>>
<</if>><<effects>><<wash>><<set Weather.Temperature.override.increase.outside(80)>>
<<set $player.bodyTemperature to $player.bodyTemperature + 1>>
The <<person2>><<persons>> resolve falters first. <<He>> drops to <<his>> knees, the crucifix dangling beneath <<his>> neck and <<his>> tears evaporating before they hit the ground. Even over the roar of the flame, you hear <<his>> howls.
<br><br>
Figures close in on <<him>>, <<monks_and_nuns>> rescuing <<him>> from <<himself>>. It feels like a dream, acknowledged by a corner of your mind.
<br><br>
<<if $phase is 2>>
You and Sydney carry each other forwards.
<br><br>
<<else>>
Sydney falls next. <<person6>><<He>> thrashes forward in one last attempt to reach the pyre, but only <<his>> hands make it in. <<He>> continues repeating something, even as <<hes>> lifted away.
<br><br>
<</if>>
<<link [[Next|Temple Vigil 13]]>><</link>>
<br><<effects>><<canvas-model-override "blink" false>><<canvas-model-override "eyes_half" true>><<canvas-model-override "trauma" true>><<canvas-model-override "mouth" "cry">>
<<set Weather.Temperature.override.increase.outside(100)>>
<<set $player.bodyTemperature to $player.bodyTemperature + 1>>
No pain, no heat. Just light, engulfing you, baring the outline of your soul.
<br><br>
The light forms into a blinding figure of immense power and beauty. Your delirious mind averts its awareness, ashamed that such vulgar comprehension could behold such a presence.
<br><br>
You're vaguely aware of the <<person3>><<person>> shuddering on the ground, overcome by some vision.
<br><br>
<<link [[Focus|Temple Vigil Focus]]>><</link>>
<br>
<<link [[Yield|Temple Vigil Yield]]>><</link>>
<br><<effects>>
<<set Weather.Temperature.override.increase.outside(100)>>
<<set $player.bodyTemperature to $player.bodyTemperature + 1>>
You resist your instincts, and focus your attention on the figure. Innumerable eyes behold its surroundings, and colossal wings beat to an unheard rhythm.
<br><br>
Something is missing. Tears in the body of this entity match the tears in reality you saw earlier. You can almost see the outline of a whole, as if you've seen it before. A lost arm. A broken wing. A single missing feather. So many holes. You're hit by the realisation that glory masks, distorts and twists. Will is darker than faith. Stronger. Will tore the world, and faith could only meet it.
<br><br>
<<if $phase is 2>>
You melt away. Your body melds together with Sydney's,
<<run statusCheck("Sydney")>>
<<if !_sydneyStatus.includes("pure")>>
and the two of you share this profane revelation.
<<else>>
and you feel Sydney's mind reject what you're both seeing.
<</if>>
<br><br>
<</if>>
Then the flame vanishes. The light vanishes. You're on your knees in the centre of the cloister.
<br><br>
<<link [[Next|Temple Vigil 14]]>><</link>>
<br><<effects>>
<<set Weather.Temperature.override.increase.outside(90)>>
<<set $player.bodyTemperature to $player.bodyTemperature + 1>>
<<if $phase is 2>>
You fall to your knees, dragging Sydney down to the ground with you. Or perhaps <<person6>><<he>> fell first. You feel <<him>> hit the ground, as if you were in <<his>> body. You drag each other into the fire.
<br><br>
The pain envelops you, each lick of flame making you shudder. But it doesn't matter. Before such beauty, life itself evaporates in joyous ecstasy.
<<run statusCheck("Sydney")>>
<<if !_sydneyStatus.includes("corrupt")>>
As one, you behold glory.
<<else>>
Yet, there is conflict. You feel Sydney's curiosity, as if it were your own, begging you to peer deeper inside, to search for some answer.
<</if>>
<<else>>
You fall to your knees and crawl into the fire. The pain envelops you, each lick of flame making you shudder. But it doesn't matter. Before such beauty, life itself evaporates in joyous ecstasy.
<</if>>
<br><br>
Then the flame vanishes. The light vanishes. You're on your knees in the centre of the cloister.
<br><br>
<<link [[Next|Temple Vigil 14]]>><</link>>
<br><<effects>><<canvas-model-override "clear">>
<<pass 60>>
<<set $pain to 0>><<tiredness -20>><<stress -40>>
<<if $phase is 2>>
There's no sign of the fire. Just a pyre of unlit wood beneath you. The only flame crests the roof of the temple, breaking the night with holy dawn.
<br><br>
The bell rings, thrice in quick succession. Jordan drops it in <<person1>><<his>> haste to reach you. <<He>> throws a warm fabric over you and Sydney, concealing your nudity. Despite the flame, you find that you are very cold. Jordan and Sydney's warmth fill you.
<br><br>
"I knew you'd do it!" <<he>> says. "Normally only one initiate is permitted to succeed. However, you entered the pyre as one. You did not disobey the scripture. Congratulations, both of you." The other <<monks_and_nuns>> close in, smiling and congratulating you, calling you <<person6>><<if $player.gender_appearance is "m" and $pronoun is "m">>brothers<<elseif $player.gender_appearance is "f" and $pronoun is "f">>sisters<<else>>brother and sister<</if>>. You're still disoriented.
<br><br>
<<run statusCheck("Sydney")>>
<<person6>>
<<if _sydneyStatus.includes("corrupt")>>
Sydney pushes closer to you under the fabric, and gives you a squeeze of appreciation before hugging you.
<<else>>
Sydney's embarrassment at being exposed quickly returns, but <<he>> doesn't make any effort to move away from you. Instead, <<he>> hugs you in appreciation.
<</if>>
"I couldn't have done it without you here with me." <<npcincr Sydney love 10>><<gglove>><<arousal 10>><<garousal>>
<br><br>
<<set $grace to 0>>
<<set $temple_rank to "monk">>
<<set $sydney.rank to "monk">>
<<set $sydneySeen.pushUnique("initiate")>>
<<set $sydneySeen.pushUnique("monk")>>
<<set $temple_monk_days to 0>>
<<set $wardrobes.temple.unlocked to true>>
<<earnFeat "Defy the Night">>
<<link [[Next|Temple Vigil 15 Sydney]]>><<clotheson>><<endevent>><</link>>
<br>
<<else>>
There's no sign of the fire. Just a pyre of unlit wood beneath you. The only flame crests the roof of the temple, breaking the night with holy dawn.
<br><br>
The bell rings, thrice in quick succession. Jordan drops it in <<person1>><<his>> haste to reach you. <<He>> throws a warm fabric over your body, concealing your nudity. Despite the flame, you find that you are very cold. Jordan's warmth fills you.
<br><br>
"I knew you'd do it!" <<he>> says. The other <<monks_and_nuns>> close in, smiling and congratulating you, calling you <<sister>>. Sydney rushes forwards and hugs you, stammering words of pride and happiness. <<person6>><<He>> doesn't seem bothered by <<his>> own failure, or your nudity. You're still disoriented. <<npcincr Sydney love 5>><<glove>>
<br><br>
<<set $grace to 0>>
<<set $temple_rank to "monk">>
<<set $sydneySeen.pushUnique("initiate")>>
<<set $sydneySeen.pushUnique("monk")>>
<<set $temple_monk_days to 0>>
<<set $wardrobes.temple.unlocked to true>>
<<earnFeat "Defy the Night">>
<<link [[Next|Temple Vigil 15]]>><<clotheson>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<npc "Jordan">><<person1>>
<<generateTemple 2>>
Jordan leads you back underground, to a small room with a lit fireplace. <<He>> beckons you to sit as a <<person2>><<monk>> follows you in, carrying your clothes.
<br><br>
"This temple is now your home. We've much to show you, but there's no hurry. We'll fill you in when you're ready."
<br><br>
<<person1>><<He>> pauses at the door, and smiles back at you. "I'm happy you could join us."
<br><br>
<<link [[Next|Temple Cloister]]>><<endevent>><</link>>
<br><<effects>>
<<npc "Jordan" 1>><<npc "Sydney" 2>><<person1>>
<<generateTemple 3>>
Jordan leads you both back underground, to a small room with a lit fireplace. <<He>> beckons you to sit as Sydney and a <<person3>><<monk>> follows you in, carrying your clothes.
<br><br>
"This temple is now your home. We've much to show you, but there's no hurry. We'll fill you in when you're ready."
<br><br>
<<person1>><<He>> pauses at the door, and smiles back at you. "I'm happy you could both join us."
<br><br>
Sydney hugs you again before leaving.
<br><br>
<<link [[Next|Temple Cloister]]>><<endevent>><</link>>
<br><<effects>>
<<switch $spearQuestion>>
<<case "why">>
"Well," Jordan says. "It has to be someone brave and kind-hearted." <<He>> ends there, as if that explanation suffices.
<<case "what">>
"Lots of food and drink. We host it in the temple gardens, and invite the whole town. When the sun sets, and the blood moon rises, one of our number will hold the spear aloft. They'll defy the night, and keep the town safe for another century."
<br><br>
Jordan smiles.
<<case "where">>
"I would start with the museum," Jordan says. "It's only open at weekends, but the historian there was happy to help. Perhaps <<nnpc_hes "Winter">> dug something up."
<</switch>>
<br><br>
<<if !$spearQuestions.includes("why")>>
<<link [[Ask why they're sending you in particular|Temple Spear Questions]]>><<set $temple_spear_mission to 1>><<set $spearQuestion to "why">><<set $spearQuestions.push("why")>><</link>>
<br>
<</if>>
<<if !$spearQuestions.includes("what")>>
<<link [[Ask what the festival involves|Temple Spear Questions]]>><<set $temple_spear_mission to 1>><<set $spearQuestion to "what">><<set $spearQuestions.push("what")>><</link>>
<br>
<</if>>
<<if !$spearQuestions.includes("where")>>
<<link [[Ask where you should look|Temple Spear Questions]]>><<set $spearQuestion to "where">><<set $spearQuestions.push("where")>><</link>>
<br>
<</if>>
<br><br>
<<link [[Leave|Temple]]>><<endevent>><<set $temple_spear_mission to 1>><<unset $spearQuestion>><<unset $spearQuestions>><</link>>
<br><<temple_effects>><<effects>>
<<generate1>><<person1>>
You are outside the prayer room. A stern-faced <<monk>> guards the door.
<br><br>
<<if $temple_garden gte 100 and $temple_quarters gte 100>>
<span class="green">"Both garden and quarters are in order,"</span> <<he>> says. "You can access the prayer room if you want."
<br><br>
<<templeicon "pray">><<link [[Pray (1:00)|Temple Prayer Enter]]>><</link>>
<br>
<<elseif $temple_garden gte 100>>
"The quarters need improving," <<he>> says. "But <span class="green">the gardens are in order.</span> You can access the prayer room if you want."
<br><br>
<<templeicon "pray">><<link [[Pray (1:00)|Temple Prayer Enter]]>><</link>>
<br>
<<elseif $temple_quarters gte 100>>
"The garden needs improving," <<he>> says. "But <span class="green">the quarters are in order.</span> You can access the prayer room if you want."
<br><br>
<<templeicon "pray">><<link [[Pray (1:00)|Temple Prayer Enter]]>><</link>>
<br>
<</if>>
<<if $historytrait gte 3>>
<<templeicon "prayer room">><<link [[Sneak inside (1:00)|Temple Prayer Sneak]]>><<endevent>><<grace -5>><</link>><<llgrace>><<note "History" "blue">>
<br>
<</if>>
<br>
<<getouticon>><<link [[Leave|Temple]]>><<endevent>><</link>>
<br><<temple_effects>><<effects>>
You explore the previously-forbidden parts of the temple. Upstairs are living quarters for the monks and nuns. Outside, behind the temple building, is a large garden where initiates tend beds of flowers. A hedge maze trails away into the forest.
<br><br>
You find several doors painted with red crosses. Jordan warned you not to enter them, but they're all sealed shut anyway. Except for one. You find it in the back corner of the building. A <<generate1>><<person1>>stern-faced <<monk>> stands in front of it. <<His>> eyes are shut, but you feel <<him>> watching you.
<br><br>
<<link [[Next|Temple Prayer Explore 2]]>><</link>>
<br><<temple_effects>><<effects>>
"New initiate?" the <<monk>> asks without opening <<his>> eyes. <<He>> doesn't wait for you to respond. "Behind me is a prayer room. Within burns a unique incense, known to help induce visions. Occupants are locked within for at least an hour at a time, so it's a rather intense form of worship."
<br><br>
"Some consider it old-fashioned, heretical even. Others consider it the only proper way to commune with the Lord. They usually bring a <span class="gold">holy pendant</span> as protection. Regardless, access is a privilege. No one can enter while the temple and grounds are in such a state."
<br><br>
"Should you be interested," <<he>> continues, "return after helping around the temple. When either the living quarters or garden are in tip-top shape, I'll consider letting you inside."
<br><br>
<<endevent>>
<<link [[Next|Temple]]>><</link>>
<br><<temple_effects>><<effects>>
The <<monk>> stands aside to let you pass.
<<if $worn.neck.name is "dark pendant">>
As you move to enter however, <<he>> thrusts <<his>> arm between you and the door. <<His>> eyes are open. "I don't know how you got that," <<he>> says, pointing at your pendant. "It's forbidden, and you certainly can't enter with it. Hand it over."
<<gstress>><<stress 6>>
<br><br>
<<link [[Give pendant|Temple Prayer Pendant]]>><<neckruined>><</link>>
<br>
<<link [[Refuse|Temple Prayer Pendant Refuse]]>><<grace -5>><</link>><<llgrace>>
<br>
<<else>>
<<if $worn.neck.name is "holy pendant">>
"Wise choice of jewellery," <<he>> says as you pass, gesturing at your holy pendant. You continue in.
<<elseif $worn.neck.name is "stone pendant">>
<<His>> hand rests on your shoulder as you pass. "That's interesting," <<he>> says, gesturing at your stone pendant. <<He>> considers for a moment, then releases your shoulder. You continue in.
<<else>>
<</if>>
<br><br>
The door clicks shut behind you. You're in a small hexagonal room, the edges ringed with steps leading nowhere. A single window decorates each wall, far above. A cushion sits in the middle.
<br><br>
The air is thick with the smell of a sweet incense. You can't see where it's being burned.
<br><br>
<<endevent>>
<<link [[Next|Temple Prayer]]>><</link>><<note "???" "blue">>
<br>
<</if>><<temple_effects>><<effects>>
You remove the pendant from your neck, and hand it to the <<monk>>. <<He>> wraps <<his>> hand in several layers of cloth before taking it, and holds it away from <<his>> body.
<br><br>
"You can enter," <<he>> says. You do so.
<br><br>
The door clicks shut behind you. You're in a small hexagonal room, the edges ringed with steps leading nowhere. A single window decorates each wall, far above. A cushion sits in the middle.
<br><br>
The air is thick with the smell of a sweet incense. You can't see where it's being burned.
<br><br>
<<endevent>>
<<link [[Next|Temple Prayer]]>><</link>><<note "???" "blue">>
<br><<temple_effects>><<effects>>
You refuse to hand over the pendant. "Very well," the <<monk>> says. "On your soul be it. I can't let you access the chamber."
<br><br>
<<endevent>>
<<link [[Next|Temple]]>><</link>>
<br><<temple_effects>><<effects>>
The temple is ancient, and filled with secret passages. You know of one.
<br><br>
You enter a nearby hallway. You drop to your knees and search for a few moments, until you find a tiny crack along the wall. You dig your nails into the crack, and open a door, its exterior built to resemble the surrounding stone bricks.
<br><br>
You make sure the door shuts quietly behind you, then crawl up the passageway. You don't have to crawl long before you reach another door. You push it open and drop to the floor.
<br><br>
You're in a small hexagonal room, the edges ringed with steps leading nowhere. A single window decorates each wall, far above. A cushion sits in the middle.
<br><br>
The air is thick with the smell of a sweet incense. You can't see where it's being burned.
<br><br>
<<endevent>>
<<link [[Pray|Temple Prayer]]>><<set $temple_sneak to 1>><</link>><<note "???" "blue">>
<br><<temple_effects>><<pass 60>><<effects>>
<<set _rng to random(1,7)>>
<<hallucinogen 60>>
You sit on the cushion, and pray. The incense makes you feel light and dizzy.
<<switch _rng>>
<<case 1>>
<<if C.npc.Robin.love gte 60 and random(1, 2) is 2>>
Your thoughts turn to Robin,
<<if C.npc.Robin.trauma gte 21>>
and the pain <<nnpc_hes "Robin">> in.
<<ltrauma>><<gstress>><<trauma -6>><<stress 6>>
<<else>>
and you smile on reflex.
<<ltrauma>><<lstress>><<trauma -6>><<stress -6>>
<</if>>
<<elseif $trauma gte ($traumamax / 5) * 4>>
You think about how relentless people have been in their horrible pursuits. You realise you're surviving, despite it all.
<<gawareness>><<awareness 1>>
<<elseif $trauma gte ($traumamax / 5) * 3>>
You think about all the horrible things people have done to you. It's oddly cathartic.
<<lltrauma>><<trauma -12>>
<<elseif $trauma gte ($traumamax / 5) * 2>>
You think about all the pain you've endured. It's oddly cathartic.
<<ltrauma>><<trauma -6>>
<<elseif $trauma gte $traumamax / 5>>
You think about how horrible some people can be. You don't feel as vindictive as you expected.
<<gpurity>><<purity 1>>
<<else>>
You think about how, despite everything, you've managed to look after yourself.
<<lstress>><<stress -6>>
<</if>>
<<case 2>>
<<run statusCheck("Kylar")>>
<<if C.npc.Kylar.love gte 60 and C.npc.Kylar.state is "active" and random(1, 2) is 2>>
Your thoughts turn to Kylar,
<<if _kylarStatus.includes("Rage")>>
and you wonder if <<nnpc_hes "Kylar">> looking for you. <<nnpc_He "Kylar">> probably is.
<<ltrauma>><<gstress>><<trauma -6>><<stress 6>>
<<else>>
and the doodles <<nnpc_he "Kylar">> makes of you.
<<ltrauma>><<lstress>><<trauma -6>><<stress -6>>
<</if>>
<<elseif $stress gte ($stressmax / 5) * 4>>
You try to shut your eyes, but you find you need them open, watching the door. You realise how afraid you are of an assailant bursting in. You tell yourself the temple wouldn't allow that.
<<gcontrol>><<control 10>>
<<elseif $stress gte ($stressmax / 5) * 3>>
You realise how quickly your heart is beating, even at rest. You calm down a little.
<<llstress>><<stress -12>>
<<elseif $stress gte ($stressmax / 5) * 2>>
You feel your heart beat. It calms over time.
<<lstress>><<stress -6>>
<<elseif $stress gte $stressmax / 5>>
You find yourself worrying about being attacked on the way home. You tell yourself there's no sense worrying now.
<<gcontrol>><<control 5>>
<<else>>
You feel at peace.
<<ltrauma>><<trauma -6>>
<</if>>
<<case 3>>
<<if C.npc.Whitney.love gte 21 and C.npc.Whitney.state isnot "dungeon" and random(1, 2) is 2>>
Your thoughts turn to Whitney,
<<if C.npc.Whitney.dom gte 14>>
and how <<nnpc_he "Whitney">> always tries to control you.
<<ltrauma>><<gstress>><<trauma -6>><<stress 6>>
<<else>>
and how you feel oddly safe with <<nnpc_him "Whitney">>. Safe from other people, at least.
<<ltrauma>><<lstress>><<trauma -6>><<stress -6>>
<</if>>
<<elseif $arousal gte ($arousalmax / 5) * 4>>
Try as you might, you can't keep your thoughts from turning to sex.
<<gstress>><<larousal>><<stress 6>><<arousal -6>>
<<elseif $arousal gte ($arousalmax / 5) * 3>>
Thoughts of sex intrude. You struggle to keep them at bay.
<<larousal>><<arousal 600>>
<<elseif $arousal gte ($arousalmax / 5) * 2>>
Your thoughts keep turning to sex, but you manage to keep them at bay.
<<larousal>><<arousal 600>>
<<elseif $arousal gte $arousalmax / 5>>
You struggle to keep your mind clear and focused.
<<else>>
You're able to keep your mind clear and focused.
<<gwillpower>><<willpower 1>>
<</if>>
<<case 4>>
<<if C.npc.Eden.love gte 120 and random(1, 2) is 2>>
Your thoughts turn to Eden,
<<if C.npc.Eden.lust gte 60>>
and how insatiable <<nnpc_he "Eden">> can be.
<<ltrauma>><<gstress>><<trauma -6>><<stress 6>>
<<else>>
and you wonder how <<nnpc_hes "Eden">> doing in the forest.
<<ltrauma>><<lstress>><<trauma -6>><<stress -6>>
<</if>>
<<elseif $control gte ($controlmax / 5) * 4>>
You feel safe, secure and at peace.
<<gpurity>><<purity 1>><<ltrauma>><<lstress>><<trauma -6>><<stress -6>>
<<elseif $control gte ($controlmax / 5) * 3>>
The thick stone walls reassure you.
<<ltrauma>><<lstress>><<trauma -6>><<stress -6>>
<<elseif $control gte ($controlmax / 5) * 2>>
You have trouble keeping your eyes closed in case something sneaks in.
<<ltrauma>><<trauma -6>>
<<elseif $control gte $controlmax / 5>>
Fear dominates your mind, but your heart steadies and you feel less anxious over time.
<<gcontrol>><<control 10>>
<<else>>
You struggle to keep panic at bay. Your heart steadies and you feel less anxious over time.
<<gcontrol>><<control 10>>
<</if>>
<<case 5>>
<<if C.npc.Avery.love gte 60 and C.npc.Avery.state is "active" and random(1, 2) is 2>>
Your thoughts turn to Avery,
<<if C.npc.Avery.rage gte 60 and $averyragerevealed is 1>>
and <<nnpc_his "Avery">> attitude when you disappoint <<nnpc_him "Avery">>. You clutch your arm.
<<ltrauma>><<gstress>><<trauma -6>><<stress 6>>
<<else>>
and the dates <<nnpc_hes "Avery">> taken you on. <<nnpc_He "Avery">> treats you well.
<<ltrauma>><<lstress>><<trauma -6>><<stress -6>>
<</if>>
<<elseif $awareness gte 800>>
You feel some power press against you. Something unseen.
<<ggwillpower>><<gtrauma>><<willpower 3>><<trauma 6>><<gstress>><<stress 6>>
<<elseif $awareness gte 600>>
You know this location isn't arbitrary. They built it here for a reason. You feel uneasy wondering what the priests know, and what they don't.
<<gwillpower>><<willpower 1>><<gtrauma>><<trauma 6>>
<<elseif $awareness gte 400>>
You wonder if this room is as safe as it appears.
<<gstress>><<stress 6>>
<<elseif $awareness gte 200>>
You follow the trail of incense as it swirls up from grates in the floor.
<<else>>
The incense swirls around you and makes pretty patterns.
<<lstress>><<stress -6>>
<</if>>
<<case 6>>
<<run statusCheck("Sydney")>>
<<if C.npc.Sydney.love gte 90 and random(1, 2) is 2>>
Your thoughts turn to Sydney,
<<if ($templePromised is "Sydney" and $player.virginity.temple isnot true) or C.npc.Sydney.virginity.temple isnot true or ($templePromised isnot "Sydney" and !_sydneyVirgin)>>
and your broken vow with the temple.
<<ltrauma>><<gstress>><<trauma -6>><<stress 6>>
<<else>>
<<if $sydneySeen.includes("corruptroom")>>
and how you've used this room in the past. Your face flushes.
<<garousal>><<arousal 600>>
<<else>>
and you wonder if <<nnpc_hes "Sydney">> used this room in the past too.
<</if>>
<<ltrauma>><<lstress>><<trauma -6>><<stress -6>>
<</if>>
<<elseif $tiredness gte (C.tiredness.max / 5) * 4>>
Your body threatens to collapse at any moment. You somehow find it in you to stay awake.
<<ggwillpower>><<willpower 6>><<gstress>><<stress 6>><<ltiredness>><<tiredness -12>>
<<elseif $tiredness gte (C.tiredness.max / 5) * 3>>
You feel your eyelids drooping, but the smell of the incense and a quick pinch to the thigh keeps you awake.
<<gwillpower>><<willpower 3>><<ltiredness>><<tiredness -6>>
<<elseif $tiredness gte (C.tiredness.max / 5) * 2>>
You zone out for a moment, before snapping back to reality.
<<gtiredness>><<tiredness 6>>
<<elseif $tiredness gte (C.tiredness.max / 5)>>
You take a deep breath and relax your shoulders.
<<lstress>><<stress -6>><<ltiredness>><<tiredness -6>>
<<else>>
The incense seeps into your muscles, soothing you. You let out a comfortable sigh.
<<lstress>><<stress -6>><<ltrauma>><<trauma -6>><<gtiredness>><<tiredness 6>>
<</if>>
<<case 7>>
<<if C.npc.Alex.love gte 60 and random(1, 2) is 2>>
Your thoughts turn to Alex, and the farm.
<<if $farm_attacked is 1>>
You realise you missed the raid, and <span class="red">Remy attacked while you were away</span>. Your heart sinks.
<<lcontrol>><<control -10>><<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<<elseif $farm_attack_timer is 0>>
<<if Time.hour gte 21>>
<<if Time.hour is 23 and Time.minute gte 30>>
Remy will attack tonight, and <span class="red">you won't be able to get to the farm in time to help</span>. Your heart sinks.
<<lcontrol>><<control -10>>
<<else>>
<span class="pink">Remy might already be attacking.</span>
<</if>>
<<else>>
<span class="purple">Remy will attack tonight.</span>
<</if>>
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<<elseif $farm.aggro gte 60>>
Remy's goons just won't leave you alone.
<<ltrauma>><<gstress>><<trauma -6>><<stress 6>>
<<else>>
You hope for a good harvest.
<<ltrauma>><<lstress>><<trauma -6>><<stress -6>>
<</if>>
<<else>>
Your thoughts turn to Bailey.
<<if $renttime lte 0>>
<<babyRent true>>
<<if $money gte $rentmoney + ($babyRent or 0)>>
You have enough to pay <<nnpc_him "Bailey">>,
<<if $baileydefeatedchain gte 1>>
but you wonder if you even need to.
<<else>>
fortunately.
<</if>>
<<ltrauma>><<lstress>><<trauma -6>><<stress -6>>
<<else>>
You don't have enough to pay <<nnpc_him "Bailey">>.
<<if $baileydefeatedchain gte 1>>
You wonder if you even need to.
<<else>>
You wonder if there are any ways to earn money fast enough.
<</if>>
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<</if>>
<<else>>
<<babyRent true>>
<<if $money gte $rentmoney + ($babyRent or 0)>>
You have enough to pay <<nnpc_him "Bailey">> on <<rentday>>,
<<if $baileydefeatedchain gte 1>>
but you wonder if you even need to.
<<else>>
fortunately.
<</if>>
<<ltrauma>><<lstress>><<trauma -6>><<stress -6>>
<<else>>
You don't have enough to pay <<nnpc_him "Bailey">> on <<rentday>>.
<<if $baileydefeatedchain gte 1>>
You wonder if you even need to.
<<else>>
You wonder if there are any ways to earn money fast enough.
<</if>>
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<</if>>
<</if>>
<</if>>
<</switch>>
<br><br>
<<rng>>
<<if $rng is 100 or $rng gte 91 and $worn.neck.name is "holy pendant">>
<span class="green">You feel a presence.</span> The incense takes on a pearly white hue. It brightens and deepens until you're surrounded by a sea of white.
<br><br>
You feel profoundly safe, like something unimaginably powerful yet benevolent protects you.
<br><br>
A warmth fills your mind.
<br><br>
<<link [[Embrace|Temple Prayer Holy Embrace]]>><<control 50>><<trauma -50>><<stress -50>><<awareness 12>><<purity 12>><</link>><<ggpurity>><<gggcontrol>><<llltrauma>><<lllstress>><<ggawareness>>
<br>
<<link [[Snap out of it|Temple Prayer Holy Snap]]>><<willpower 5>><<control 20>><<trauma -18>><<stress -18>><</link>><<ggwillpower>><<ggcontrol>><<lltrauma>><<llstress>>
<br>
<<elseif $rng is 99 or $rng gte 91 and $worn.neck.name is "stone pendant">>
<span class="blue">You feel a presence.</span> The incense thickens until the walls around you disappear in the fog. You stop breathing.
<br><br>
Something observes you. Something big. You feel no malice from it, just curiosity.
<br><br>
The ground around you rises. Or perhaps you're sinking. You can't tell.
<br><br>
<<link [[Embrace|Temple Prayer Stone Embrace]]>><<arousal 5000>><<scienceskill 12>><<mathsskill 12>><<historyskill 12>><<purity 6>><<awareness 24>><</link>><<gpurity>><<gggawareness>><<gghistory>><<ggscience>><<ggmaths>><<gggarousal>>
<br>
<<link [[Snap out of it|Temple Prayer Stone Snap]]>><<historyskill 3>><<mathsskill 3>><<scienceskill 3>><<set $school += 9>><<willpower 5>><</link>><<ggwillpower>><<ghistory>><<gscience>><<gmaths>>
<br>
<<elseif $rng is 98 or $rng gte 91 and $worn.neck.name is "dark pendant">>
<span class="red">You feel a presence.</span> The torches on the walls flicker out, plunging you into pitch darkness. Some light should still be filtering through the high windows, but there's nothing.
<br><br>
You can no longer feel the cushion beneath you. You float in a void. You're not alone. Something rushes towards you across an unthinkable distance. A primal fear seizes your mind.
<<ggstress>><<stress 6>>
<br><br>
<<link [[Embrace|Temple Prayer Dark Embrace]]>><<awareness 24>><<purity -36>><<willpower 12>><<stress 36>><</link>><<gggawareness>><<lllpurity>><<ggwillpower>><<gggstress>>
<br>
<<link [[Snap out of it|Temple Prayer Dark Snap]]>><<awareness 6>><<purity -6>><<willpower 6>><<stress 6>><</link>><<gawareness>><<lpurity>><<gwillpower>><<gstress>>
<br>
<<elseif $rng gte 91>>
You feel something, a presence, watching you. It only lasts a moment. You look around, nervous.
<<gstress>><<stress 6>>
<br><br>
<<prayerend>>
<<elseif $rng gte 81>>
The incense makes you giddy.
<<lstress>><<stress -6>>
<br><br>
<<prayerend>>
<<elseif $rng gte 71>>
The incense makes you warm.
<<garousal>><<arousal 600>>
<br><br>
<<prayerend>>
<<elseif $rng gte 61>>
The incense soothes you.
<<ltrauma>><<trauma -6>>
<br><br>
<<prayerend>>
<<elseif $rng gte 51>>
You hear birds chirping outside.
<<lstress>><<stress -6>>
<br><br>
<<prayerend>>
<<elseif $rng gte 41>>
The incense helps you focus.
<<ggwillpower>><<willpower 3>>
<br><br>
<<prayerend>>
<<elseif $rng gte 31>>
The incense clears your mind.
<<larousal>><<arousal -6>>
<br><br>
<<prayerend>>
<<elseif $rng gte 21>>
The incense makes you feel safe.
<<gcontrol>><<control 10>>
<br><br>
<<prayerend>>
<<elseif $rng gte 12>>
The incense tickles your skin, surrounding you in a gentle haze.
<<hallucinogen 60>>
<br><br>
<<prayerend>>
<<elseif $rng gte 9>>
Your mind wanders to school. You think about your last maths lesson. You see the material in a new light.
<<gmaths>><<mathsskill 3>>
<br><br>
<<prayerend>>
<<elseif $rng gte 6>>
Your mind wanders to school. You think about your last English lesson. You see the material in a new light.
<<genglish>><<englishskill 3>>
<br><br>
<<prayerend>>
<<elseif $rng gte 3>>
Your mind wanders to school. You think about your last science lesson. You see the material in a new light.
<<gscience>><<scienceskill 3>>
<br><br>
<<prayerend>>
<<else>>
Your mind wanders to school. You think about your last history lesson. You see the material in a new light.
<<ghistory>><<historyskill 3>>
<br><br>
<<prayerend>>
<</if>><<temple_effects>><<effects>>
You allow the warmth to wash over you. It saturates every part of your mind, until you forget where you are, and how you got here. All that matters is the blissful present.
<br><br>
The warmth recedes from you over several minutes, and you return to reality. You feel more capable.
<br><br>
<<prayerend>><<temple_effects>><<effects>>
You shake your head, trying to feel the cushion beneath you, and the sweet air around you. Gradually, the white recedes and you return to reality.
<br><br>
<<prayerend>><<temple_effects>><<effects>>
You allow yourself to sink, until you're encased in dark stone. You feel it around you, as if a part of it. Your awareness spreads wider, through the rock, up and into the temple. You feel the feet of monks and nuns shuffle across you.
<br><br>
Your mind wanders further, into the vast forest. Into stone bored by the roots of trees, and into the trees themselves. You feel the wind blow through you. Birds nest in your branches. Rodents scurry at your feet.
<br><br>
Something cradles you, and pulls you back. You return to your body. Slowly you rise through stone until you're back in the chamber. There are no marks on the ground. It's as if nothing happened. Yet you feel more capable.
<br><br>
<<prayerend>><<temple_effects>><<effects>>
You shake your head, trying to feel the cushion beneath you and the sweet air around you. Gradually, the stone around you descends and you return to reality.
<br><br>
<<prayerend>><<temple_effects>><<effects>>
The presence rushes closer, until it washes over you. It caresses your body and mind, seeping inwards, exploring without barrier. It whispers. You realise you're screaming.
<br><br>
It leaves as fast as it arrives, taking the void with it. You're sat on the cushion in the chamber. Your heart thuds rapidly in your chest, yet you feel more capable.
<br><br>
<<prayerend>><<temple_effects>><<effects>>
You struggle against the void, as if trying to wake from a nightmare. The presence is almost upon you when the chamber materialises around you. The torches are lit as if nothing happened.
<br><br>
<<prayerend>><<temple_effects>><<effects>>
<<if $speech_attitude is "meek">>
"S-sorry," you say. "The guard outside wouldn't let me in."
<<elseif $speech_attitude is "bratty">>
"I did," you say. "I don't like being told what to do."
<<else>>
"Sorry," you say. "I didn't think it would be a problem."
<</if>>
<br><br>
Jordan raises a hand to <<his>> mouth to muffle laughter. "I know that shortcut too," <<he>> says. "I remember reading about it at school." <<He>> takes your hands in <<his>> own. "Shall we pray together?"
<<takeHandholdingVirginity "Jordan">>
<br><br>
<<link [[Pray (1:00)|Temple Jordan Prayer]]>><<pass 60>><<trauma -12>><<stress -12>><</link>><<lltrauma>><<llstress>>
<br>
<<link [[Leave|Temple Jordan Prayer Leave]]>><</link>>
<br><<temple_effects>><<effects>>
<<if $speech_attitude is "meek">>
"N-no," you say. "The guard let me in."
<<elseif $speech_attitude is "bratty">>
"No," you say. "Though I'm not surprised that old guard forgot."
<<else>>
"No," you say. "The guard let me through."
<</if>>
<br><br>
Jordan smiles. "Oh?" <<he>> asks. "You didn't use the secret door to get in? The one in the history textbooks at school." <<He>> laughs. "I wonder if the bishop knows."
<br><br>
<<He>> takes your hands in <<his>> own. "Shall we pray together?"
<<takeHandholdingVirginity "Jordan">>
<br><br>
<<link [[Pray (1:00)|Temple Jordan Prayer]]>><<pass 60>><<trauma -12>><<stress -12>><<tiredness -6>><</link>><<lltrauma>><<llstress>><<ltiredness>>
<br>
<<link [[Leave|Temple Jordan Prayer Leave]]>><</link>>
<br><<temple_effects>><<effects>>
You shut your eyes. Jordan prays aloud, <<his>> melodic voice echoing in the small room.
<br><br>
The hour passes quickly. You might have dozed off. Jordan releases your hands. "Thank you," <<he>> says as <<he>> rises to <<his>> feet. "I won't tell anyone you were in here."
<br><br>
<<He>> leaves the chamber.
<br><br>
<<endevent>>
<<prayerend>><<temple_effects>><<effects>>
Jordan nods. "As you wish," <<he>> says with a smile. "Don't worry. I won't tell anyone you were in here."
<br><br>
<<link [[Next|Temple]]>><<endevent>><<unset $temple_sneak>><</link>><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
You are in the temple quarters on the second floor of the temple, where the monks and nuns make their home. There are four large rooms surrounding the central hall. The bunk beds remind you of a barracks.
<br><br>
<<if Time.dayState is "night">>
The bunks are full and the rooms are silent save for an occasional snore.
<<elseif Time.dayState is "day">>
Initiates are hard at work dusting and cleaning.
<<elseif Time.dayState is "dawn">>
The monks and nuns are already up and active.
<<elseif Time.dayState is "dusk">>
Some of the monks and nuns are preparing for bed.
<</if>>
<br><br>
<<if $temple_quarters gte 100>>
The rooms are <span class="green">spotless,</span> free of dust and with all in order.
<<elseif $temple_quarters gte 80>>
The rooms are <span class="teal">clean,</span> though dust lingers in hard-to-reach spots.
<<elseif $temple_quarters gte 60>>
The rooms are <span class="lblue">reasonably clean,</span> though maybe not up to the clergy's standards.
<<elseif $temple_quarters gte 40>>
The rooms are <span class="blue">neat.</span> Most clothes and objects are where they belong, though there's room for improvement.
<<elseif $temple_quarters gte 20>>
The rooms are <span class="purple">a bit messy.</span> Clothes lie in piles beside their owner's beds, and the room could use a good dust.
<<elseif $temple_quarters gte 10>>
The rooms are a <span class="pink">mess.</span> Clothes and other objects are strewn across the dusty floor.
<<else>>
The rooms are an <span class="red">anarchic mess.</span> Bedsheets are untucked, clothes spill out of their wardrobes, and surfaces are covered in a thick layer of dust.
<</if>>
<br><br>
There is a thermometer on the wall, next to the window. It reads the outside temperature: <span class="teal"><<print Weather.toSelectedString(Weather.temperature, 0)>></span>.
<<print setup.WeatherDescriptions.extremeTemperature()>>
<br><br>
<<if $stress gte $stressmax>>
<<passouttemple>>
<<else>>
<<if $exposed gte 1>>
<<if $temple_rank is "monk">>
You hide beneath your bunk to protect your dignity.
<br><br>
<<templeicon "quarters">><<link [[Your bunk|Temple Bunk]]>><</link>>
<br>
<<else>>
You hide beneath a bunk to protect your dignity.
<br><br>
<</if>>
<<else>>
<<if $temple_rank is "monk">>
<<templeicon "quarters">><<link [[Your bunk|Temple Bunk]]>><</link>>
<br>
<</if>>
<<if Time.dayState is "night">>
You'll wake people up if you clean now.
<br><br>
<<elseif $temple_quarters gte 100>>
<span class="green">The rooms are perfectly clean. There's nothing more you can do today.</span>
<br><br>
<<else>>
<<choreicon "sweep">>
<<link [[Clean rooms (1:00)|Temple Quarters Clean]]>>
<<if currentSkillValue('housekeeping') gte 1500>>
<<set $temple_quarters += 9>>
<<elseif currentSkillValue('housekeeping') gte 1200>>
<<set $temple_quarters += 8>>
<<elseif currentSkillValue('housekeeping') gte 800>>
<<set $temple_quarters += 7>>
<<elseif currentSkillValue('housekeeping') gte 600>>
<<set $temple_quarters += 6>>
<<elseif currentSkillValue('housekeeping') gte 400>>
<<set $temple_quarters += 5>>
<<elseif currentSkillValue('housekeeping') gte 200>>
<<set $temple_quarters += 4>>
<<else>>
<<set $temple_quarters += 3>>
<</if>>
<<pass 60>><<grace 1 monk>><<housekeeping 1 1000>><</link>><<ghousekeeping>><<ggrace monk>> <<if $statdisable is "f">> | <span class="blue">Housekeeping skill affects efficiency</span><</if>>
<br>
<</if>>
<<if isPubfameTaskAccepted("temple")>>
<<schoolicon "library">><<link [[Look for the book (0:05)|Temple Quarters Book]]>><<set $pubfame.temple.chance to 0>><<pass 5>><</link>>
<br>
<</if>>
<</if>>
<<if $temple_cloister_progress gte 1>>
<<getinicon>><<link [[Secret passage to cloister (0:01)|Temple Cloister]]>><<pass 1>><</link>>
<br>
<</if>>
<<getouticon>><<link [[Downstairs (0:01)|Temple]]>><<pass 1>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $rng gte 81>>
<<wearProp "featherduster">>
You grab a feather duster and get to work. <<generateTemple 1>><<person1>>You kneel to dust beneath bunks and stand on tiptoe to reach the tops of wardrobes.
<br><br>
<<if $danger gte (9900 - $allure)>>
You're leaning over to dust a shelf when you feel eyes on your <<bottom>>. You look behind you, and see a <<monk>> staring from a bunk. <<He>> keeps staring.
<<gstress>><<stress 6>>
<br><br>
"Why'd you stop?" <<he>> asks. "Keep going."
<br><br>
<<link [[Flaunt|Temple Quarters Flaunt]]>><<handheldon>><<grace 1 monk>><</link>><<exhibitionist1>><<ggrace monk>>
<br>
<<link [[Ignore|Temple Quarters Ignore]]>><<handheldon>><<grace 1 monk>><</link>><<ggrace monk>>
<br>
<<link [[Get angry|Temple Quarters Angry]]>><<handheldon>><<grace -3>><<trauma -6>><<stress -6>><<def 1>><</link>><<llgrace>><<ltrauma>><<lstress>>
<br>
<<else>>
You're leaning over to dust a shelf when you feel eyes on your <<bottom>>. You look behind you, and see a <<monk>> staring from a bunk. <<He>> looks away as your eyes meet.
<br><br>
<<link [[Next|Temple Quarters]]>><<endevent>><</link>>
<br>
<</if>>
<<elseif $rng gte 61>>
You get to work making people's bunks, something you're sure they're meant to do themselves.
<br><br>
<<if $danger gte (9900 - $allure)>>
<<generateyTemple 1>><<person1>>
You see <<if $temple_rank is "initiate">>another<<else>>an<</if>> initiate checking you out. <<He>> looks away and blushes.
<br><br>
<<link [[Flirt|Temple Quarters Flirt]]>><</link>><<promiscuous1>>
<br>
<<link [[Ignore|Temple Quarters]]>><<endevent>><</link>>
<br>
<<else>>
You work from one side of a room to the other, then turn to admire your handiwork.
<br><br>
<<link [[Next|Temple Quarters]]>><</link>>
<br>
<</if>>
<<elseif $rng gte 41>>
<<generateTemple 1>><<person1>>
You gather dirty clothes into a basket. You're on your way to the laundry room when a passing <<monk>> grasps you. <<He>> carries a bundle of scrolls under one arm. "Be a dear," <<he>> says. "I dropped one of my papers, and it rolled into that fireplace. My old knees are in a terrible state. Could you retrieve it for me?" <<He>> points through a nearby door. You see the fireplace <<he>> means. It'll be a tight fit, and you can't see the back.
<br><br>
<<if $danger gte (9900 - $allure)>>
<<link [[Retrieve scroll|Temple Quarters Deception]]>><<grace 3 monk>><</link>><<gggrace monk>>
<br>
<<else>>
<<link [[Retrieve scroll|Temple Quarters Scroll]]>><<grace 3 monk>><</link>><<gggrace monk>>
<br>
<</if>>
<<link [[Refuse|Temple Quarters Refuse]]>><<grace -3 monk>><</link>><<llgrace monk>>
<<elseif $rng gte 21>>
<<generateTemple 1>><<person1>>
<<wearProp "broom">>
You grab a broom and get to work sweeping.
<<if $danger gte (9900 - $allure)>>
A <<monk>> brushes by as you work. <<He>> runs <<his>> fingers over your <<bottom>> as <<he>> does.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
A minute later the same <<monk>> brushes past again, groping you once more. The same <<monk>> makes multiple trips across the room, pretending to be busy while molesting you in front of everyone.
<br><br>
<<link [[Endure|Temple Quarters Endure]]>><<handheldon>><<grace 3 monk>><<trauma 6>><<stress 6>><</link>><<gggrace monk>><<gtrauma>><<gstress>>
<br>
<<link [[Get angry|Temple Quarters Harassed Anger]]>><<handheldon>><<grace -3 monk>><<trauma -6>><<stress -6>><</link>><<llgrace monk>><<ltrauma>><<lstress>>
<br>
<<if hasSexStat("promiscuity", 4)>>
<<link [[Get even|Temple Quarters Even]]>><<handheldon>><</link>><<promiscuous4>>
<br>
<</if>>
<<else>>
You stand back to admire your handiwork. A watching <<monk>> gives an approving nod.
<br><br>
<<link [[Next|Temple Quarters]]>><<endevent>><</link>>
<br>
<</if>>
<<else>>
You gather dirty clothes into a basket.
<<if random(1, 100) gte 51>>
You're reaching beneath a bed when your hand disturbs a loose stone, revealing a hole. It's too dark to see inside.
<br><br>
<<link [[Reach in|Temple Quarters Hole]]>><</link>>
<br>
<<link [[Ignore|Temple Quarters Hole Ignore]]>><</link>>
<br>
<<else>>
You find odd socks discarded in all sorts of places. Beneath beds, above wardrobes, stuffed into crevices in the walls. Basket full, you carry it to the laundry room.
<br><br>
<<link [[Next|Temple Quarters]]>><</link>>
<br>
<</if>>
<</if>><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
<<if $rng gte 81 or ($museumAntiques.antiques.antiquebrassstatuette isnot "found" and $museumAntiques.antiques.antiquebrassstatuette isnot "talk" and $museumAntiques.antiques.antiquebrassstatuette isnot "museum")>>
You reach in, and touch something sharp. You withdraw your hand.
<<gpain>><<pain 4>><<gstress>><<stress 6>>
<br><br>
You reach in again, gingerly this time, and wrap your fingers around something cool and hard. You bring it out into the light. <span class="gold">It's a brass statuette,</span> moulded in the shape of an eagle. You caught your hand on its beak.
<br><br>
It looks old.
<<wearProp "brass statuette">>
<<set $antiquemoney += 120>><<museumAntiqueStatus "antiquebrassstatuette" "found">>
<br><br>
<<link [[Next|Temple Quarters]]>><<handheldon>><</link>>
<br>
<<elseif $rng gte 61 or $stone_pendant_found is undefined>>
You reach in. The hole is deep. You lie on your front and shuffle beneath the bed, allowing you to fit more of your arm down the hole.
<br><br>
<<if $stone_pendant_found is undefined>><<set $stone_pendant_found to 1>>
Your fingers brush against something cold and hard. You pull it out, and find a <span class="green">stone in the shape of an old religious symbol.</span> It's attached to a looped string.
<<if $worn.neck.cursed is 1>>
You tuck it away and carry on with your duties.
<<generalSend "wardrobe" "neck" 5>>
<<else>>
You wear it around your neck.<<neckwear 5>>
<</if>>
<br><br>
<<elseif random(1, 100) gte 51>>
Your fingers brush against fabric. You pull out a small pouch. Inside is <<moneyGain 20>>.
<br><br>
<<else>>
<span class="red">Something grasps your wrist.</span> You yank your arm away, breaking its grip, and shuffle away from the hole.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<</if>>
<<link [[Next|Temple Quarters]]>><</link>>
<br>
<<elseif $rng gte 41>>
You reach in, but find only dust.
<br><br>
<<link [[Next|Temple Quarters]]>><</link>>
<br>
<<elseif $rng gte 21>>
You reach in, and touch something sharp. You withdraw your hand.
<<gpain>><<pain 4>><<gstress>><<stress 6>>
<br><br>
You reach in again, gingerly this time, and wrap your fingers around something cool and hard. You bring it out into the light.
<br><br>
It's just a piece of broken grey stone, with a sharp edge pointing up.
<br><br>
<<link [[Next|Temple Quarters]]>><</link>>
<br>
<<else>>
You reach in, and touch something soft. You try to grasp it, but it squirms into life and wriggle away.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<<link [[Next|Temple Quarters]]>><</link>>
<</if>><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
You decide to ignore the strange hole, and continue gathering clothes. Basket full, you carry it to the laundry room.
<br><br>
<<link [[Next|Temple Quarters]]>><</link>>
<br><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
<<set $temple_harassed += 1>>
You put up with it. The <<monkapo>> antics grow in aggressiveness.
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
<<if $worn.under_lower.type.includes("naked")>>
After whipping <<his>> head around to make sure no one is looking too closely, <<he>> flips up your $worn.lower.name. <<He>> gropes your <<genitals>> directly.
<br><br>
"No underwear?" <<he>> whispers, leaning in. "You're a naughty <<girl>>. Trying to tempt me from across the room. This is your fault."
<<else>>
After whipping <<his>> head around to make sure no one is looking too closely, <<he>> flips up your $worn.lower.name. <<He>> gropes your <<genitals>> through your $worn.under_lower.name.
<</if>>
<<elseif $worn.lower.type.includes("naked")>>
<<if $worn.under_lower.type.includes("naked")>>
After whipping <<his>> head around to make sure no one is looking too closely, <<he>> gropes your exposed <<genitals>> directly.
<br><br>
"Walking around like this," <<he>> whispers, leaning in. "You're a naughty <<girl>>. Trying to tempt me from across the room. This is your fault."
<<else>>
After whipping <<his>> head around to make sure no one is looking too closely, <<he>> gropes your <<genitals>> through your $worn.under_lower.name.
<</if>>
<<else>>
<<if $worn.under_lower.type.includes("naked")>>
After whipping <<his>> head around to make sure no one is looking too closely, <<he>> pulls down your $worn.lower.name. <<He>> gropes your <<genitals>> directly.
<br><br>
"No underwear?" <<he>> whispers, leaning in. "You're a naughty <<girl>>. Trying to tempt me from across the room. This is your fault."
<<else>>
After whipping <<his>> head around to make sure no one is looking too closely, <<he>> pulls down your $worn.lower.name. <<He>> gropes your <<genitals>> through your $worn.under_lower.name.
<</if>>
<</if>>
You instinctively try to pull away, but <<he>> grasps your hip with the other hand and forces you to stay put.
<br><br>
<<He>> continues molesting you for a few moments, but relents when a <<generate2>><<person2>><<priest>> enters the room.
<br><br>
<<endevent>>
<<link [[Next|Temple Quarters]]>><</link>>
<br><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
The next time <<he>> passes by you grasp the offending hand in your own, then slap <<him>>.
<br><br>
<<He>> backs away from you, clutching <<his>> shocked face. <<He>> sneers, and lifts <<his>> arm to retaliate, until <<he>> notices the eyes watching from across the room.
<br><br>
<<He>> gives you one last evil look before leaving the room.
<br><br>
<<endevent>>
<<link [[Next|Temple Quarters]]>><</link>>
<br><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
The next time <<he>> passes you act first, and grasp <<his>> <<if $NPCList[0].penis isnot "none">>$NPCList[0].penisdesc<<else>>pussy<</if>> through <<his>> habit. <<He>> looks shocked, and glances around the room.
<br><br>
"Don't be so bold," <<he>> says. "You'll get us in trouble."
<br><br>
<<if $temple_rank is "initiate">>
<<if $speech_attitude is "meek">>
"I'm just a little initiate," you say. "They won't be interested in punishing me."
<<elseif $speech_attitude is "bratty">>
"I'll get a slap on the wrist," you say. "You'll get much worse."
<<else>>
"They won't punish me half as badly as you," you say.
<</if>>
<<elseif $temple_rank is "monk">>
<<if $speech_attitude is "meek">>
"They trust me," you say. "I bet you've gotten in trouble for this before."
<<elseif $speech_attitude is "bratty">>
"I can handle trouble," you say. "Can you?"
<<else>>
"They trust me," you say. "I bet you've gotten in trouble for this before."
<</if>>
<<else>>
<<if $speech_attitude is "meek">>
"They trust me," you say. "I bet you've gotten in trouble for this before."
<<elseif $speech_attitude is "bratty">>
"I outrank you," you say. "Who are they gonna blame?"
<<else>>
"They trust me," you say. "I bet you've gotten in trouble for this before."
<</if>>
<</if>>
<<promiscuity4>>
<<if $NPCList[0].penis isnot "none">>
You give <<his>> girth a firm squeeze as a warning. <<He>> stops trying to pull away. You explore it in your palm, feeling how the flesh yields to pressure despite being hard.<<if $pronoun is "f">> You fondle <<his>> $NPCList[0].breastdesc with your other hand.<</if>>
<<else>>
<<if $pronoun is "m">>
You feel <<his>> clit beneath the fabric. <<Hes>> not wearing underwear. <<He>> tries to pull away, until you give <<his>> bud a firm squeeze as a warning. You enjoy the feel of it between your fingers, how it yields to pressure despite hardening.
<<else>>
You feel <<his>> clit beneath the fabric. <<Hes>> not wearing panties. <<He>> tries to pull away, until you give <<his>> bud a firm squeeze as a warning. You enjoy the feel of it between your fingers, how it yields to pressure despite hardening. You fondle <<his>> $NPCList[0].breastdesc with your other hand.
<</if>>
<</if>>
<br><br>
Satisfied, you shove <<him>> away from you and return to work. <<He>> doesn't bother you again.
<br><br>
<<endevent>>
<<link [[Next|Temple Quarters]]>><</link>>
<br><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
You ignore the <<person>> and continue delivering the clothes. <<He>> mutters something about the follies of youth.
<br><br>
<<endevent>>
<<link [[Next|Temple Quarters]]>><</link>>
<br><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
You drop to your knees and squeeze into the fireplace. You peer through the gloom, lit only by light entering far above. You see the scroll.
<<if $rng gte 81>>
It's come unravelled. The text is large, and there isn't much. The paper is dominated by a drawing.
<br><br>
Curiosity strikes you.
<br><br>
<<link [[Read it|Temple Quarters Read]]>><</link>>
<br>
<<link [[Just deliver it|Temple Quarters Deliver]]>><</link>>
<br>
<<else>>
The seal is still intact.
<br><br>
Scroll safely tucked beneath your arm, you shuffle out from the tight space. The <<person>> awaits you, and clasps <<his>> hands together in joy.
<br><br>
"Thank you so much," <<he>> says. "These are very old, and wouldn't have lasted this long if everyone were as careless as me."
<br><br>
<<endevent>>
<<link [[Next|Temple Quarters]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
<<if $rng gte 100>>
You look more closely at the scroll. The next thing you know you're outside the fireplace, leaning against it and panting. The <<monk>> crouches beside you, one hand on your shoulder. You can't remember what you saw. <span class="red">But it was terrible.</span>
<<gggawareness>><<awareness 50>><<ggtrauma>><<trauma 12>><<ggstress>><<stress 12>><<ggarousal>><<arousal 1200>>
<br><br>
"You choked on some soot, child," the <<monk>> says. <<He>> pats the scrolls bundled in <<his>> arm. "Safe and sound. These are very old, and wouldn't have lasted this long if everyone were as careless as me."
<br><br>
<<He>> rises to <<his>> feet and shuffles from the room. <<tearful>> you follow suit.
<br><br>
<<endevent>>
<<link [[Next|Temple Quarters]]>><</link>>
<br>
<<elseif $rng gte 81>>
You look more closely at the scroll. It shows a scene from a popular story associated with the church. There are mythological elements included that you doubt are considered canon.
<<gawareness>><<awareness 6>>
<br><br>
Scroll safely tucked beneath your arm, you shuffle out from the tight space. The <<person>> awaits you, and clasps <<his>> hands together in joy.
<br><br>
"Thank you so much," <<he>> says. "These are very old, and wouldn't have lasted this long if everyone were as careless as me."
<br><br>
<<endevent>>
<<link [[Next|Temple Quarters]]>><</link>>
<br>
<<else>>
You look more closely at the scroll. It describes an event from many centuries ago.
<<ghistory>><<historyskill 6>>
<br><br>
Scroll safely tucked beneath your arm, you shuffle out from the tight space. The <<person>> awaits you, and clasps <<his>> hands together in joy.
<br><br>
"Thank you so much," <<he>> says. "These are very old, and wouldn't have lasted this long if everyone were as careless as me."
<br><br>
<<endevent>>
<<link [[Next|Temple Quarters]]>><</link>>
<br>
<</if>>
<br><br><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
You shuffle out from the tight space, scroll in hand. The <<person>> awaits you, and clasps <<his>> hands together in joy.
<br><br>
"Thank you so much," <<he>> says. "These are very old, and wouldn't have lasted this long if everyone were as careless as me."
<br><br>
<<endevent>>
<<link [[Next|Temple Quarters]]>><</link>>
<br><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
You drop to your knees and squeeze into the fireplace. You peer through the gloom, lit only by light entering far above. You don't see the scroll.
<br><br>
You hear a door slam shut behind you. "Turns out I didn't lose the scroll after all," the <<monk>> laughs. "But now that you're down there, there's something else you can help me with."
<br><br>
<<set $temple_harassed += 1>>
You feel <<his>> hands on your <<bottom>>. You try to escape, <span class="red">but you're stuck.</span>
<br><br>
<<link [[Next|Temple Quarters Rape]]>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<set $position to "wall">><<set $leftarm to "bound">><<set $rightarm to "bound">><<set $head to "bound">>
<<set $timer to 15>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or $timer lte 0>>
<span id="next"><<link [[Next|Temple Quarters Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Temple Quarters Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The <<monk>> gives your <<bottom>> one last smack. It's enough to shift you forwards.
<br><br>
<<clotheson>>
<<endcombat>>
You realise the fireplace is the start of a tunnel. <<tearful>> you crawl into the dark.
<br><br>
You turn around a corner, and find light bleeding through another entrance. You keep crawling until you emerge in another room.
<br><br>
<<link [[Next|Temple Jordan Room]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
You must have connected with something sensitive. The <<monk>> cries out in pain. You hear the door open.
<br><br>
"What are you up to?" says a new voice.
<br><br>
"N-nothing," says the <<monk>>. "I was just leaving." You hear the door shut again, then silence.
<br><br>
<<clotheson>>
<<endcombat>>
You continue to wiggle and strain. After some effort you manage to shift yourself forwards. You realise the fireplace is the start of a tunnel. <<tearful>> you crawl into the dark.
<br><br>
You turn around a corner, and light bleeding through another entrance. You keep crawling until you emerge in another room.
<br><br>
<<link [[Next|Temple Jordan Room]]>><</link>>
<br>
<<else>>
You hear the door open.
<br><br>
"What are you up to?" says a new voice.
<br><br>
"N-nothing," says the <<monk>>. "I was just leaving." You hear the door shut again, then silence.
<br><br>
<<clotheson>>
<<endcombat>>
You continue to wiggle and strain. After some effort you manage to shift yourself forwards. You realise the fireplace is the start of a tunnel. <<tearful>> you crawl into the dark.
<br><br>
You turn around a corner, and light bleeding into another entrance. You keep crawling until you emerge in another room.
<br><br>
<<link [[Next|Temple Jordan Room]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
You're in a thin, long bedroom. A little natural light enters the room from a high window, beneath which lies the bed itself. Near the door is a weapon rack, carrying metal rods, maces, and whips. A shield rests on the floor beside it.
<br><br>
On the opposite end of the room is a drawn curtain. You hear running water. Then someone starts to sing.
<br><br>
You don't recognise the language, but you recognise the voice. It's Jordan.
<br><br>
<<link [[Peek behind the curtain|Temple Jordan Peek]]>><<trauma -6>><<grace -5>><</link>><<llgrace>><<ltrauma>>
<br>
<<set $skulduggerydifficulty to 300>>
<<link [[Sneak out|Temple Jordan Sneak]]>><</link>><<skulduggerydifficulty>>
<br><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
<<set $jordanSin to 1>>
You tiptoe to the curtain, and poke your head around the side.
<br><br>
<<npc Jordan>><<person1>>You see Jordan. <<Hes>> having a shower. Water runs over <<his>> closed eyes, and down <<his>> naked body.
<<if $NPCList[0].penis isnot "none">>
<<if $NPCList[0].breastsize gte 3>>
<<His>> $NPCList[0].penisdesc and $NPCList[0].breastsdesc swing and bob as <<he>> moves.
<<else>>
<<His>> $NPCList[0].penisdesc swings as <<he>> moves.
<</if>>
<<else>>
<<if $NPCList[0].breastsize gte 3>>
<<His>> $NPCList[0].breastsdesc swing as <<he>> moves.
<<else>>
<</if>>
<</if>>
Golden locks of hair tumble around <<him>>, almost reaching <<his>> feet. <<His>> conservative garments lie discarded nearby.
<br><br>
<<He>> rubs <<his>> body with soapy hands.
<br><br>
<<endevent>>
<<if hasSexStat("exhibitionism", 3)>>
<<skinicon "masturbate">><<link [[Masturbate|Temple Jordan Masturbation]]>><<set $masturbationstart to 1>><</link>>
<br>
<</if>>
<<set $skulduggerydifficulty to 500>>
<<getouticon>><<link [[Sneak out|Temple Jordan Sneak]]>><</link>><<skulduggerydifficulty>>
<br><<effects>>
<<if $masturbationstart is 1>>
<<set $jordanSin to 2>>
<<set $masturbationstart to 0>>
<<set $masturbationstat += 1>>
<<masturbationstart>>
<<set $timer to random(6, 24)>>
<</if>>
Jordan continues singing and rubbing <<nnpc_his "Jordan">> body, oblivious to your presence. You don't know how long that'll last.
<br><br>
<<masturbationeffects>>
<<masturbationactions>>
<<masturbationControls "timer">><<effects>>
<<if $timer lte 0>>
<<npc Jordan>><<person1>>
Jordan opens <<his>> eyes, and screams. <<He>> raises <<his>> knee and covers <<his>> crotch with one hand, while reaching for a towel with the other.
<<lllgrace>><<grace -15>><<npcincr Jordan love -1>><<npcincr Jordan dom 1>>
<br>
<br>
<<endmasturbation>>
<<endcombat>>
<!-- Reinsert Jordan into the scene after combat clearup - Likely not a good solution. -->
<<npc Jordan>><<person1>>
<<link [[Run|Temple Jordan Run]]>><</link>><<athleticsdifficulty 1 1400>>
<br>
<<link [[Apologise|Temple Jordan Apologise]]>><<grace 1>><</link>><<ggrace>>
<br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Flirt|Temple Jordan Flirt]]>><</link>><<promiscuous2>>
<br>
<</if>>
<<else>>
<<endmasturbation>>
<<endcombat>>
<<tearful>> you back away from the curtain.
<br><br>
<<set $skulduggerydifficulty to 600>>
<<link [[Next|Temple Jordan Sneak]]>><<clotheson>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
You tiptoe toward the door.
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<span class="green"><<nnpc_He "Jordan">> can't hear you over the sound of the water, and <<nnpc_his "Jordan">> own voice. You creak open the door, and step into a dark stone corridor.</span>
<br><br>
<<skulduggeryuse>>
<<pass 10>>
You find yourself in a maze of halls and staircases. There are lots of wooden doors, but they're all locked. At last you find one that opens. You step through, and enter the main hall.
<br><br>
<<endevent>>
<<link [[Next|Temple]]>><</link>>
<br>
<<else>>
Your foot clips a strange metal plate, <span class="red">sending it clattering across the floor.</span>
<br><br>
<<skulduggeryuse>>
<<endevent>>
<<npc Jordan>><<person1>>The curtain is pulled aside. Jordan peeks around it. <<He>> screams.
<<llgrace>><<grace -5>>
<br><br>
<<link [[Run|Temple Jordan Run]]>><</link>><<athleticsdifficulty 1 1400>>
<br>
<<link [[Apologise|Temple Jordan Apologise]]>><<grace 1>><</link>><<ggrace>>
<br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Flirt|Temple Jordan Flirt]]>><</link>><<promiscuous2>>
<br>
<</if>>
<</if>><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
You turn and run.
<<if $athleticsSuccess>>
You throw open the door and <span class="green">escape</span> into a dark stone corridor.
<br><br>
You find yourself in a maze of halls and staircases. There are lots of wooden doors, but they're all locked. At last you find one that opens. You step through, and enter the main hall.
<br><br>
<<endevent>>
<<link [[Next|Temple]]>><</link>>
<br>
<<else>>
You've almost made it to a door when <span class="red">something snags your ankle,</span> sending you sprawling to the floor.
<br><br>
Jordan stands beside the bath wearing nothing but a towel. In <<his>> hand is a whip, the other end tied around your leg. <<He>> examines you for a moment, then looks at the fireplace. <<His>> stern expression melts, and <<he>> laughs.
<br><br>
"You're covered in soot," <<he>> says, offering an arm to help you up. <<if $exposed gte 1>><<He>> wraps a spare towel around you.<<towelup>> <</if>> "You should be more careful, but I won't tell anyone if you don't."
<br><br>
<<He>> leads you to the door, and gives directions on how to get back to the main hall. You step through, and find yourself in a maze of dark stone halls and staircases. The directions prove useful.
<br><br>
<<endevent>>
<<link [[Next|Temple]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
<<npcincr Jordan love 1>>
<<if $speech_attitude is "meek">>
"I-I'm s-sorry," you stammer. "I was stuck in a f-fireplace, and it was dark, and I couldn't find the way out, and-"
<<elseif $speech_attitude is "bratty">>
"I know this looks bad," you say. "But I'm just lost."
<<else>>
"I'm sorry," you say. "I got stuck in a fireplace, and this was the only way out."
<</if>>
<br><br>
Jordan examines you, wearing nothing but a towel. <<He>> looks at the fireplace, and <<his>> stern expression melts. <<He>> laughs.
<br><br>
"You're covered in soot," <<he>> says, stepping from the bath. <<if $exposed gte 1>><<He>> wraps a spare towel around you.<<towelup>> <</if>> "You should be more careful, but I won't tell anyone if you don't."
<br><br>
<<He>> leads you to the door, and gives directions on how to get back to the main hall. You step through, and find yourself in a maze of dark stone halls and staircases. The directions prove useful.
<br><br>
<<endevent>>
<<link [[Next|Temple]]>><</link>>
<br><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
<<if $speech_attitude is "meek">>
"Your hair is very beautiful," you say.
<<elseif $speech_attitude is "bratty">>
"I don't think the towel suits you," you say. "You should lose it."
<<else>>
"I don't know why you keep such a hot body covered," you say.
<</if>>
<<promiscuity2>>
<<His>> face grows redder, but <<his>> expression is stern. <<He>> examines you, then the fireplace. <<His>> expression melts, and <<he>> laughs.
<br><br>
"You're covered in soot," <<he>> says, stepping from the bath. <<if $exposed gte 1>><<He>> wraps a spare towel around you.<<towelup>> <</if>> "You should be more careful, but I won't tell anyone if you don't."
<br><br>
<<He>> leads you to the door, and gives directions on how to get back to the main hall. You step through, and find yourself in a maze of dark stone halls and staircases. The directions prove useful.
<br><br>
<<endevent>>
<<link [[Next|Temple]]>><</link>>
<br><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
"Just the two of us in here," you whisper as you walk by. "And all these empty beds."
<<promiscuity1>>
The <<person>> focuses on dusting a single, already clean, spot.
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Seduce|Temple Quarters Seduce]]>><</link>>
<br>
<</if>>
<<link [[Return to work|Temple Quarters]]>><<endevent>><</link>>
<br><<effects>>
<<set $seductiondifficulty to 6000>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>><span class="gold">You feel more confident in your powers of seduction.</span><</if>><<seductionskilluse>>
<br><br>
You push the <<person>> onto a nearby bunk. You climb on after, and crawl on top of <<him>>.
<<promiscuity2>>
<<if $seductionrating gte $seductionrequired>>
Despite <<his>> earlier shyness, <span class="green"><<he>> grasps your waist and pulls you closer.</span>
<br><br>
<<link [[Next|Temple Quarters Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<else>>
<<He>> scrambles away from you, face bright red.
<<lgrace>><<grace -1>>
<br><br>
<<endevent>>
<<link [[Next|Temple Quarters]]>><</link>>
<br>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Temple Quarters Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Temple Quarters Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The <<person>> looks around, afraid of being caught. <<He>> fixes <<his>> clothes, then returns to <<his>> dusting.
<br><br>
<<tearful>> you return to work.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Temple Quarters]]>><</link>>
<<elseif $enemyhealth lte 0>>
You knock the <<person>> off the bed and flee into a neighbouring room.
<br><br>
<<tearful>> you dust yourself off.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Temple Quarters]]>><</link>>
<<elseif $alarm is 1 and $rescue is 1>>
<<generate2>><<person2>>
A <<person2>><<monk>> arrives to investigate your cry. <<His>> face turns pale when <<he>> sees you. "This behaviour is an affront to the church!" <<he>> shouts. "The bishop will hear of this."
<<llgrace>><<grace -5>>
<br><br>
<<tearful>> you drop from the bunk as the <<person1>><<person>> runs away, ashamed.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Temple Quarters]]>><</link>>
<<else>>
The <<person>> looks around, afraid of being caught. <<He>> returns to <<his>> dusting.
<br><br>
<<tearful>> you return to work.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Temple Quarters]]>><</link>>
<</if>><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
You return to work, but lean over a little more than you have to. You wiggle your <<bottom>> as you clean.
<<exhibitionism1>>
You turn once the shelf is in order. The <<monk>> has slipped a hand beneath <<his>> habit. <<Hes>> pleasuring <<himself>>.
<br><br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Give <<him>> a hand|Temple Quarters Hand]]>><<grace 3 monk>><</link>><<promiscuous3>><<gggrace monk>>
<br>
<</if>>
<<link [[Ignore|Temple Quarters]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
You walk over to <<him>>. "Excuse me," you purr. You pretend to lean over to dust a shelf behind <<him>>. Your other hand slips beneath <<his>> habit.
<<promiscuity3>>
The <<monk>> doesn't stop you, but <<he>> does cast a nervous look around the room. There are several <<if $temple_rank is "initiate">>other <</if>>initiates at work. You doubt <<he>> expected you to take it this far.
<br><br>
<<if $NPCList[0].penis isnot "none">>
<<His>> nerves dissipate when your hand finds <<his>> already-erect cock. You <<handtext>> work the shaft. <<He>> lies back and groans.
<<else>>
<<His>> nerves dissipate when your hand finds <<his>> already-wet pussy. You <<handtext>> get to work. <<He>> lies back and moans.
<</if>>
<<handstat>>
<br><br>
<<if currentSkillValue("handskill") gte 800>>
Your skilled fingers make quick work of <<him>>. <<He>> ejaculates almost immediately. You withdraw your hand and continue dusting as if nothing is amiss. <<He>> pants beneath you, unable to muster the strength to move.
<br><br>
<<elseif currentSkillValue("handskill") gte 100>>
You keep working, speeding up as <<he>> approaches <<his>> peak. <<His>> body tenses, and <<he>> cums against your hand.
<br><br>
A few people look over, eyes drawn by <<his>> moans. You don't think they can see what you're up to.
<<gstress>><<stress 6>>
<br><br>
You continue dusting, leaving the <<monk>> to recover from your attentions.
<br><br>
<<else>>
<<generatey2>>
Your fumbling fingers slip on <<his>> juices more than once, but you can tell <<hes>> approaching <<his>> peak. Before <<he>> makes it however, you hear a clatter behind you. An initiate stands there, mouth agape and broom on the ground beside <<person2>><<him>>. <span class="red">You've been caught.</span>
<<gstress>><<stress 6>>
<br><br>
<<He>> runs away with the lewd <<person1>><<monk>> rushing after and stammering weak excuses.
<<llgrace>><<grace -3>>
<br><br>
<</if>>
<<endevent>>
<<link [[Next|Temple Quarters]]>><</link>><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
You continue dusting, and try to ignore how much the <<monk>> is enjoying the show.
<br><br>
<<endevent>>
<<link [[Next|Temple Quarters]]>><</link>><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
You drop the duster and march over to the <<monk>>. You raise your fist, and bring it down hard on <<his>> groin. <<His>> yell echoes off the walls, attracting the attention of <<monks>> from other rooms, as well as those nearby.
<br><br>
You continue dusting, leaving the <<monk>> to nurse <<his>> dignity.
<br><br>
<<endevent>>
<<link [[Next|Temple Quarters]]>><</link>><<effects>>
<<if $rng - $pubfame.temple.chance gte $temple_quarters>>
<<set $pubfame.temple.chance += 10>>
<<if $rng % 3>>
You find a book on architecture. You check the inside covers. <span class="red">There's nothing resembling a password.</span> This isn't the one.
<<else>>
You search the quarters, but <span class="red">don't find any books on architecture.</span>
<</if>>
<br><br>
<<if $pubfame.temple.chance is 30>>
<span class="purple">This probably would have been easier if the quarters were more organised.</span> You've searched most of the quarters by now, though, so it's bound to turn up soon.
<br><br>
<</if>>
<<link [[Keep looking (0:05)|Temple Quarters Book]]>><<pass 5>><</link>>
<br>
<<link [[Back|Temple Quarters]]>><</link>>
<<else>>
<<if $temple_quarters gte 75 and $pubfame.temple.chance is 0>>
<span class="green">Thanks to how organised the quarters are,</span> you quickly find a book on architecture.
<<else>>
You find a book on architecture.
<</if>>
<<if $rng % 3>>
<<set $pubfame.detail to "templeBack">>
You check the front cover. There's nothing resembling a password.
<br><br>
You check the back cover, and find <span class="green">a long string of letters, numbers and symbols.</span> That has to be it.
<<else>>
You check inside the front cover, and find <span class="green">a long string of letters, numbers and symbols.</span> That has to be it.
<</if>>
<br><br>
<<pubfameComplete "temple">>
<<link [[Next|Temple Quarters]]>><</link>>
<</if>><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
You search the public parts of the temple walls for pink lichen, both inside and out. You're about to give up when you spot it through a window. It covers the upper half of one of the towers. There's a window up there that you should be able to reach through.
<br><br>
You walk to the tower's base and find the door locked. Many parts of the temple are closed off to the public, or even initiates.
<br><br>
<<set $skulduggerydifficulty to 400>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span>
<br><br>
<<else>>
<<wearProp "lockpick">>
<<lockicon "pick">><<link [[Pick the lock|Temple Lichen Lock]]>><<handheldon>><</link>><<skulduggerydifficulty>>
<br>
<</if>>
<<socialiseicon "ask">><<link [[Ask for help|Temple Lichen Help]]>><<handheldon>><</link>>
<br>
<<laddericon>><<link [[Climb|Temple Lichen Climb]]>><<handheldon>><</link>><<gathletics>>
<br><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>><<wearProp "lichen" "light pink">>
<<generateTemple 1>><<person1>>You find a <<person>> dressed as a <<monk>> walking the halls nearby and ask permission to climb the tower. <<He>> nods.
<br><br>
<<He>> opens the way with a large bronze key, and gestures for you to enter. <<He>> follows close behind as you ascend the spiral stairs, and waits at the top while you reach out the window and peel off the pink lichen.
<br><br>
You turn to find <<him>> stood barring the stairs. "They don't let me near <<girls>> unsupervised," <<he>> pants. "No one will hear you up here. What a treat!" The <<monk>> reaches for you with both hands.
<br><br>
<<link [[Next|Temple Lichen Rape]]>><<handheldon>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Temple Lichen Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Temple Lichen Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyhealth lte 0>>
You knock the <<person1>><<person>> aside and flee down the stairs. You hear <<him>> chase above you, but you're back in the public area of the temple before <<he>> can catch up.
<br><br>
<<clotheson>>
<<endcombat>>
<<tearful>> you make sure you still have the lichen. It's safe.
<br><br>
<span class="gold">You can add the lichen you found to your project in your room or the school library.</span>
<br><br>
<<link [[Next|Temple]]>><</link>>
<br>
<<else>>
<<ejaculation>>
The <<person1>><<monk>> looks guilty as <<he>> turns away from you and descends the stairs.
<br><br>
<<clotheson>>
<<endcombat>>
<<tearful>> you make sure you still have the lichen. It's safe.
<br><br>
<span class="gold">You can add the lichen you found to your project in your room or the school library.</span>
<br><br>
<<link [[Next|Temple]]>><</link>>
<br>
<</if>><<wearProp "lichen" "light pink">>
<<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
You try to pick the old bronze lock. At your touch, the old chain crumbles and the lock falls.
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<span class="green">You catch it.</span>
<br><br>
<<skulduggeryuse>>
You ascend the spiral stairs beyond and reach the tower's top. You reach through the window and peel off the pink lichen.
<br><br>
<span class="gold">You can add the lichen you found to your project in your room or the school library.</span>
<br><br>
<<link [[Next|Temple]]>><<handheldon>><</link>>
<br>
<<else>>
<span class="red">You fail to catch it.</span> It clatters against the ground, sending echoes through the building.
<br><br>
<<skulduggeryuse>>
<<generateTemple 1>><<person1>> A <<person>> dressed as a <<monk>> storms down the corridor. "What are you up to?" <<he>> asks. <<He>> spots the lock on the floor.
<<stress 6>><<gstress>>
<br><br>
<<if $speech_attitude is "meek">>
"I-I just touched it, I promise!" you say. "There's pink lichen I need up there. F-for my science project."
<<elseif $speech_attitude is "bratty">>
"Mind your own business.", you say. "I'm looking for something for my science project."
<<else>>
"It just fell apart when I touched it," you say. "There's pink lichen I need up there. For my science project."
<</if>>
<br><br>
"Science project," the <<monk>> muses. "Of course you'll be wanting some of that pink lichen. You're not the first. Some thugs from that dreadful place on Elk Street came by, saying the lichen was of scientific interest. We saw them off." <<He>> smiles. "But this is different. Wait here."
<br><br>
<<He>> steps over the broken lock and enters the tower. A couple of minutes later <<hes>> back, carrying pink lichen. <<He>> hands it to you.
<br><br>
"Try not to break anything else," <<he>> says, but smiles.
<br><br>
<span class="gold">You can add the lichen you found to your project in your room or the school library.</span>
<br><br>
<<endevent>>
<<link [[Next|Temple]]>><<handheldon>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
<<wearProp "lichen" "light pink">>
You clamber through a window and look up the tower. The stones forming it are uneven, and many stick out. You climb, testing each stone before you use it. Some are loose. You soon reach the top. You can see much of the town and forest from here. Looking is exhilarating, but makes you feel dizzy. You peel off the lichen.
<<athletics 2>><<physique 1>>
<<pass 10>>
<br><br>
<<generateTemple 1>><<person1>>A hand emerges from the window and grabs your shoulder. It pulls you through head-first, leaving you sprawled on the floor inside the tower. A <<person>> dressed as a <<monk>> stands over you.
<br><br>
"What possessed you to do such a stupid, dangerous thing?" <<he>> says. "There's only one cure." <<He>> sits on the floor and pulls you over <<his>> lap.
<br><br>
<<link [[Next|Temple Lichen Spank]]>><<handheldon>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<npcspank>><<npcidlegenitals>>
<<set $enemyanger to 200>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or $enemyanger lte 0>>
<span id="next"><<link [[Next|Temple Lichen Spank Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Temple Lichen Spank]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The <<monk>> looks mortified. "What have I done?" <<he>> says. "You've sullied me! Begone!" You walk down the spiral stairs to the bottom of the tower.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $enemyhealth lte 0>>
The <<monk>> recoils in pain and you squirm from <<his>> grip. You escape down the spiral stairs.
<br><br>
<<clotheson>>
<<endcombat>>
<<else>>
The <<monk>> releases you. "I don't want to catch you again," <<he>> says. "Or I'll punish you like they do in the scriptures." You leave down the spiral stairs.
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<<tearful>> you make sure you still have the lichen. It's safe.
<br><br>
<span class="gold">You can add the lichen you found to your project in your room or the school library.</span>
<br><br>
<<link [[Next|Temple]]>><</link>>
<br><<set $outside to 0>><<set $location to "temple">><<effects>>
<<if $soup_kitchen_init isnot 1>>
<<set $soup_kitchen_init to 1>>
You search for the grey building you were told about. You find it hidden among the trees in the shadow of the temple. You smell cooked vegetables as you approach. Inside is a large hall, with rows of tables running down the length. They seat people of all ages, including several families. No one looks your way as you enter.
<br><br>
<<npc River>><<person1>>
You approach the far end, where a <<personsimple>> in a hair net spoons soup into bowls. It's River. Several <<monks>> assist <<him>>.
<br><br>
<<link [[Next|Soup Kitchen Intro]]>><</link>>
<br>
<<elseif Time.hour gte 21>>
<<generate1>><<person1>>The kitchen closes for the evening. Several <<monks>> from the nearby temple arrive to help clean up.
<br><br>
<<endevent>>
<<link [[Next|Wolf Street]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You are in the soup kitchen on Wolf Street. Rows of crowded tables line the hall. The kitchen proper sits at the back, filling the room with the smell of warm soup.
<br><br>
<<kitchenicon "pot_clean">><<link [[Help River (1:00)|Soup Kitchen Work]]>><<pass 60>><<famegood 5>><<trauma -6>><<npcincr River love 1>><</link>><<glove>><<ltrauma>>
<br>
<<if $mathsproject is "ongoing" and $river_help isnot 1>>
<<socialiseicon "ask">><<link [[Ask River for help with maths competition|Soup Kitchen Maths]]>><</link>>
<br>
<</if>>
<<if $loft_known is 1 and $loft_river isnot 1 and C.npc.River.love gte 40>>
<<ind>><<link [[Tell River about the orphanage loft|River Loft]]>><</link>>
<br>
<</if>>
<<if $kitchen_river gte 1>>
<<kitchenicon "range">><<link [[Cook your own food|Soup Kitchen Kitchen]]>><</link>>
<br>
<<else>>
<<socialiseicon "ask">><<link [[Ask River if you can cook your own food here|Soup Kitchen Kitchen Ask]]>><</link>>
<br>
<</if>>
<<wolficon>><<link [[Leave|Wolf Street]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "temple">><<effects>>
<<npc River>><<person1>><<generatey2>><<generate3>>
You tell River about the loft at the orphanage. <<Hes>> quiet. You're not sure if <<he>> even listened, until <<he>> at last speaks. "It's not my place to discuss this," <<he>> says.
<br><br>
"Are we allowed seconds?" interrupts a <<person2>><<person>> you recognise from the orphanage. <<He>> places an empty bowl on the counter. River hesitates for a moment, then fills it. The <<person>> scurries away.
<br><br>
<<person1>>
"However," River continues. "We could set up another kitchen. We're crowded here as it is. It will cost <span class="gold">£20000.</span> We'll funnel food over without further charge."
<br><br>
<i>A kitchen will let the orphans prepare meals away from Bailey's gaze, which will make it easier to increase hope.</i>
<br><br>
<<if $money gte 2000000>>
<<link [[Have kitchen installed (£20000 3:00)|River Loft 2]]>><<set $loft_river to 1>><<set $loft_upgrade += 1>><<money -2000000 "orphanageUpgrades">><</link>>
<br>
<</if>>
<<link [[Leave|Soup Kitchen]]>><<endevent>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "temple">><<effects>>
River beckons a <<person3>><<monk>> over, and whispers in <<his>> ear. The <<monk>> nods, removes <<his>> apron, and marches toward the entrance. "<<He>> will be back," River says. "They'll need your help to carry everything."
<br><br>
<<person1>>
<<He>> spoons out another ladleful. "Don't tell your caretaker," <<he>> continues. "We have enough trouble staying afloat."
<br><br>
<<person3>>
A couple of minutes later the <<monk>> returns, several others in tow. You follow them into a backroom. "We were gonna set up another kitchen on the other side of town," <<he>> says, leading you into a room. Inside is an unassembled kitchen. There are pots and pans, counter and cupboard components, even a fridge and oven. "Had permission and everything, but someone in the mayor's office interfered."
<br><br>
<<link [[Next|River Loft 3]]>><<pass 180>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
The other <<monks>> shuffle in and begin to work out how to carry everything.
<<if currentSkillValue('physique') gte 12000>>
A burly <<monk>> asks for your help lifting the oven.
<<else>>
They give you a box of cutlery to carry.
<</if>>
"We'll take it slow," the <<monk>> says. "Taking breaks if we need to."
<br><br>
Together, you and the <<monks>> carry the kitchen out the back door and across the street, heading towards the orphanage. A few heads turn at the odd procession, but no one bothers you.
<br><br>
You enter Domus Street, and see the orphanage up ahead. The <<monk>> stops. "Trouble <<if $pronoun is "m">>lads<<else>>girls<</if>>," <<he>> says. You see why. Bailey stands beside an open car, talking to a <<generate4>><<person4>><<person>> you don't recognise. "We don't want to get spotted."
<br><br>
<<person3>>
<<if currentSkillValue('physique') gte 12000>>
"We should wait around the corner," the burly <<monk>> suggests. "They won't hang around forever." <<He>> places the oven on the ground. You're glad to have a break.
<<gtiredness>><<tiredness 6>><<physique 6>>
<br><br>
<<else>>
"We should wait around the corner," another <<monk>> suggests. "They won't hang around forever."
<br><br>
<</if>>
<<link [[Wait (1:00)|River Loft Wait]]>><<pass 60>><</link>>
<br>
<<link [[Go through the alleyways (0:10)|River Loft Alleyways]]>><<pass 10>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
You and the <<monks>> hide around the corner. After some time the <<person4>><<person>> drives by. The lead <<person3>><<monk>> pokes <<his>> head around the side of the building. "Gone," <<he>> says. "Let's go."
<br><br>
You continue toward the orphanage. Once inside the <<monks>> follow you through the main hall and up the stairs. A couple of orphans stop and gawk. The lead <<monk>> smiles at them, and places a finger against <<his>> lips.
<br><br>
The ladder to the loft proves troublesome, but the <<monks>> are determined. They carry the smaller goods up first, then work to haul the bigger appliances. They're all much stronger than their habits and meek demeanours would suggest.
<br><br>
<<link [[Next|River Loft 4]]>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
You convince the <<monks>> to follow you through the alleyways. The garden fence proves troublesome, but the <<monks>> are determined. They carry the smaller goods over first, then work to haul the bigger appliances. They're all much stronger than their habits and meek demeanours would suggest.
<br><br>
Once inside the <<monks>> follow you through the main hall and up the stairs. A couple of orphans stop and gawk. The lead <<monk>> smiles at them, and places a finger against <<his>> lips.
<br><br>
The ladder to the loft proves even more troublesome than the fence, but the <<monks>> aren't thwarted.
<br><br>
<<link [[Next|River Loft 4]]>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
They scour the loft for the best room to convert. They begin work after a brief and private discussion. "The plumbing up here's working," the lead <<monk>> says to you. "That'll make things easier."
<br><br>
The <<monks>> make it look easy, though the noise attracts more orphans. The sink is installed last. They test the tap, and it works. The <<monks>> allow themselves a quiet cheer.
<br><br>
They show the orphans how to work the kitchen by cooking a batch of soup. At the end of the demonstration the orphans crowd around to try the food. The rate it vanishes suggests they're impressed. Or maybe just hungry. They're eager to try cooking themselves.
<br><br>
"We'll hang around a bit to make sure they've got it," one <<monk>> says to you, smiling. "You've done a good thing today."
<<llltrauma>><<trauma -24>>
<br><br>
<<endevent>>
<<link [[Next|Orphanage Loft]]>><</link>>
<br><<set $outside to 0>><<set $location to "temple">><<effects>>
<<npc River>><<person1>>
You ask River for help with the maths competition.
<br><br>
<<if C.npc.River.love gte 30>>
"It wouldn't be fair on the other students," River says, regarding you. "However, I could give you a more general lesson on some advanced concepts. Putting them to use in the context of the competition will be up to you."
<br><br>
<<link [[Accept lesson (1:00)|Soup Kitchen Lesson]]>><<set $river_help to 1>><<set $mathsinfo += 3>><<pass 60>><</link>><<note "+ + Mathematical Insight" "green">>
<br>
<<link [[Not now|Soup Kitchen]]>><<endevent>><</link>>
<br>
<<else>>
"I won't show favouritism," River says, piercing you with <<his>> blue eyes. <i>Perhaps <<he>> would be more willing to help if <<he>> had a better opinion of you.</i>
<br><br>
<<endevent>>
<<link [[Next|Soup Kitchen]]>><</link>>
<</if>><<set $outside to 0>><<set $location to "temple">><<effects>>
River asks a <<monk>> to take over command of the kitchen, and leads you into a dusty back room. There's a small table and two chairs.
<br><br>
<<He>> runs you through a series of concepts. There's too much to take in, but here and there you make connections to the competition question. You feel some of the pieces fall into place.
<br><br>
"I hope you paid attention," <<he>> says, standing. "I need to get back to the kitchen. Before the <<monks>> make a mess of things."
<br><br>
<<endevent>>
<<link [[Next|Soup Kitchen]]>><</link>>
<br><<set $outside to 0>><<set $location to "temple">><<effects>>
River pierces you with <<his>> blue eyes. "I didn't expect to see you here," <<he>> says, stirring the pot of soup. "Don't cause any trouble."
<br><br>
<<if $speech_attitude is "meek">>
"I won't," you say. "I heard you needed help."
<<elseif $speech_attitude is "bratty">>
"Don't talk down to me," you say. "We're not in school. I'm here to help."
<<else>>
"I heard you needed help," you say.
<</if>>
<br><br>
<<He>> regards you for a moment, then returns <<his>> attention to the soup. "If you want to make yourself useful, start cutting vegetables."
<br><br>
<<endevent>>
<<link [[Next|Soup Kitchen]]>><</link>>
<br><<set $outside to 0>><<set $location to "temple">><<effects>>
You help River work the kitchen. You cut vegetables ready for cooking and clean up any spillages made throughout the hall.
<br><br>
<<pubfameComplete "river">>
<<cleareventpool>>
<<if $danger gte (9900 - $allure)>>
<<addinlineevent "kitchen_grope" 2>>
<<npc River>><<generate2>><<person2>>
You're bent over one such spillage when you feel a hand on your <<bottom>>. You turn to see a <<person>> groping you. <<He>> squeezes.
<<gstress>><<gtrauma>><<stress 6>><<trauma 6>>
<br><br>
<<link [[Ignore|Soup Kitchen Grope Ignore]]>><<sub 1>><<stress 6>><<arousal 600 "bottom">><</link>><<gstress>><<garousal>>
<br>
<<link [[Walk away|Soup Kitchen Grope Walk]]>><<npcincr River love -1>><</link>><<llove>>
<br>
<<link [[Get angry|Soup Kitchen Grope Angry]]>><<def 1>><<stress -6>><<trauma -6>><<npcincr River love -1>><</link>><<llove>><<ltrauma>><<lstress>>
<br>
<</addinlineevent>>
<<addinlineevent "kitchen_preposition" 2>>
<<npc River>><<generate2>><<person2>>
"Hey cutie," a <<person>> says to you as you're cutting up a carrot. "How about we go-"
<br><br>
<<Hes>> interrupted by a ladle whack to the hand. "I want none of that in my kitchen," River says, giving the <<person>> another whack. "Keep those thoughts to yourself, or get out." <<person1>><<He>> looks pale despite <<his>> stern voice.
<br><br>
<<person2>>The <<person>> takes <<his>> soup and bread, and causes no further fuss.
<br><br>
<<endevent>>
<<link [[Next|Soup Kitchen]]>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "kitchen_van" 1>>
<<generate1>><<generate2>><<generate3>><<person1>>
River asks you to bring more vegetables in from a van outside.
<br><br>
You're on the way back, crate in hands, when you hear a voice around the corner of the building.
<br><br>
"You didn't think you'd get away, did you?" says a husky <<personsimple>>'s voice. "Cheating the boss like that, you'll be lucky if you don't end up in the pit."
<br><br>
"I-It was an accident," a voice stammers in response. A third voice laughs.
<br><br>
<<link [[Investigate|Soup Kitchen Investigate]]>><</link>>
<br>
<<link [[Tell River|Soup Kitchen Tell]]>><</link>>
<br>
<<link [[Ignore|Soup Kitchen Ignore]]>><</link>>
<br>
<</addinlineevent>>
<<else>>
<<addinlineevent "kitchen_argument" 1>>
<<npc River>><<person1>><<wearProp "ladle">>
An argument at the far end of the hall becomes heated. River asks you to handle the soup while <<he>> deals with it. You get to work spooning ladle fulls into bowls for the waiting crowd. You need to work fast to keep up with the flow of people, but manage to do so without making a mess.
<br><br>
River returns a few minutes later. <<He>> seems pleased you were able to handle things.
<br><br>
<<link [[Next|Soup Kitchen]]>><<endevent>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "kitchen_baking" 1>>
River asks you to take a batch of freshly baked bread from the oven. You replace the previous tray just as it empties.
<br><br>
<<link [[Next|Soup Kitchen]]>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "kitchen_honest_work" 1>>
You spend most of the hour on your hands and knees, cleaning up spilled soup.
<br><br>
<<link [[Next|Soup Kitchen]]>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "kitchen_habit_spill" 1>>
<<generate1>><<person1>>
A <<monk>> spills soup down <<his>> habit. "Clumsy," River mutters. "Go rinse yourself down in the back. You." River points at your chest. "Get <<him>> a spare set of clothes from the temple."
<br><br>
You walk to the temple as instructed. You find a <<monk>> sweeping the floor near the entrance. You explain what happened, and <<he>> retrieves a fresh habit for <<his>> clumsy colleague.
<br><br>
You return to the soup kitchen and head to the back rooms. You find the soup-covered habit discarded beside an ajar door. You hear running water within.
<br><br>
<<link [[Peek|Soup Kitchen Peek]]>><</link>><<promiscuous1>>
<br>
<<link [[Leave the clean habit|Soup Kitchen Habit]]>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "kitchen_orphan" 1>>
<<generatey1>><<person1>>
You notice a <<person>> you recognise from the orphanage. "D-don't tell anyone you saw me," <<he>> says. "Bailey doesn't like us eating here."
<br><br>
<<endevent>>
<<link [[Next|Soup Kitchen]]>><</link>>
<br>
<</addinlineevent>>
<</if>>
<<runeventpool>><<set $outside to 0>><<set $location to "temple">><<effects>>
You walk around the corner. A <<person1>><<person>> pins a <<person3>><<person>> against the wall with <<his>> forearm, while a <<person2>><<person>> watches on, grinning. They turn to face you.
<br><br>
"What you looking at?" the <<person1>><<person>> spits. "Fuck off, or you're next."
<br><br>
<<link [[Fight to stop them|Soup Kitchen Fight]]>><<set $fightstart to 1>><<def 1>><</link>>
<br>
<<link [[Tell River|Soup Kitchen Tell]]>><</link>>
<br>
<<link [[Ignore|Soup Kitchen Ignore]]>><<sub 1>><</link>>
<br><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<<set $enemyno to 2>><<set $enemynomax to 2>>
<<set $enemyhealthmax -= $NPCList[2].health>>
<<set $enemyarousalmax -= 500>>
You launch your fist at the <<person>>. <<He>> holds <<his>> arms up to protect <<his>> face, freeing the <<person3>><<person>> and letting <<him>> slide to the ground.
<br><br>
<<person1>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Soup Kitchen Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Soup Kitchen Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation "short">>
<<tearful>> you grab the <<person3>><<persons>> arm and run into the kitchen. <<He>> sinks to the ground beside the ovens and hugs <<his>> legs. A <<monk>> crouches beside <<him>>, coaxes <<him>> to <<his>> feet and leads <<him>> into a back room.
<br><br>
<<clothesontowel>>
<<endcombat>>
<<npc River>><<person1>>River examines you, taking in your dishevelled state. Without a word, <<he>> leaves through the door you entered. You hear shouting. River returns a moment later. "That was foolish of you," <<he>> says. <<Hes>> smiling.
<<glove>><<npcincr River love 1>>
<br><br>
<<endevent>>
<<link [[Next|Soup Kitchen]]>><</link>>
<<elseif $enemyhealth lte 0>><<famescrap 3>>
<<tearful>> you shove the pair away from you, grab the <<person3>><<persons>> arm and run into the kitchen. <<He>> sinks to the ground beside the ovens and hugs <<his>> legs. A <<monk>> crouches beside <<him>>, coaxes <<him>> to <<his>> feet and leads <<him>> into a back room.
<br><br>
<<clothesontowel>>
<<endcombat>>
<<npc River>><<person1>>River examines you, taking in your dishevelled state. Without a word, <<he>> leaves through the door you entered. You hear shouting. River returns a moment later. "That was brave of you," <<he>> says. <<His>> shirt is torn, but <<hes>> smiling.
<<glove>><<npcincr River love 1>>
<br><br>
<<endevent>>
<<link [[Next|Soup Kitchen]]>><</link>>
<<else>>
You fall to the ground, too hurt to continue. The <<person1>><<person>> steps on the <<person3>><<person>>, who was trying to crawl away. The <<person2>><<person>> looks at you.
<br><br>
"Let's take <<phim>> with us," <<he>> says. "Boss'll be happy."
<br><br>
"Alright," the <<person1>><<person>> says. "You carry <<phim>>. I'll get this fuck in the van."
<br><br>
The <<person2>><<person>> is crouching to lift you when a <span class="red">rolling pin smashes into <<his>> head.</span> <<He>> clutches at <<his>> temple and backs away. River steps over you, blue eyes boring a hole into the thugs. Two <<set $pronoun to C.npc.River.pronoun>><<monks>> flank <<him>>, each carrying a long metal rod.
<br><br>
The <<person2>><<person>> glances at <<his>> friend, and sees <<person1>><<him>> already running. The <<person2>><<person>> follows suit.
<br><br>
<<tearful>> you rise to your feet, helped by River, while the <<set $pronoun to C.npc.River.pronoun>><<monks>> help the <<person3>><<person>>.
<br><br>
<<clothesontowel>>
<<endcombat>>
<<link [[Thank them|Soup Kitchen Fight Thank]]>><</link>>
<br>
<<link [[Ask about the rods|Soup Kitchen Fight Rods]]>><</link>>
<</if>><<set $outside to 0>><<set $location to "temple">><<effects>>
<<npc River>><<person1>>You thank River and the <<monks>> as they lead you back inside.
<br><br>
<<endevent>>
<<link [[Next|Soup Kitchen]]>><</link>>
<br><<set $outside to 0>><<set $location to "temple">><<effects>>
<<npc River>><<person1>>
<<if $speech_attitude is "meek">>
"Those rods look scary," you say. "What are they for?"
<<elseif $speech_attitude is "bratty">>
"You have some nasty looking weapons," you say.
<<else>>
"I didn't know the <<monks>> carried weapons," you say.
<</if>>
<br><br>
One of the <<monks>> smiles. "I don't know what you mean," <<he>> says. "River scared them with <<his>> rolling pin."
<br><br>
You try to probe as they lead you back to the kitchen, but to no avail.
<br><br>
<<endevent>>
<<link [[Next|Soup Kitchen]]>><</link>>
<br><<set $outside to 0>><<set $location to "temple">><<effects>>
You return to the kitchen and approach River.
<<if $speech_attitude is "meek">>
"S-someone's being threatened," you say. "They sound scary."
<<elseif $speech_attitude is "bratty">>
"A couple of thugs are harassing someone," you say.
<<else>>
"Someone's being threatened," you say.
<</if>>
<br><br>
River tenses, but nods and walks outside.
<br><br>
A few moments later a <<person3>><<person>> staggers through the door, looking dishevelled and alarmed. <<He>> sinks to the ground beside the ovens and wraps <<his>> arms around <<his>> legs. A <<monk>> crouches in front of <<him>>. <<He>> manages to coax the <<person>> to <<his>> feet and lead <<him>> to the back rooms.
<br><br>
<<endevent>>
<<npc River>><<person1>>
Another minute passes, and River returns as well. <<His>> hair net is gone, <<his>> shirt torn and <span class="red">blood trickles down <<his>> temple.</span> <<He>> washes <<his>> face in the sink. "Thank you for telling me," <<he>> says to you while rubbing <<himself>> dry with a cloth. "Some people have no decency."
<br><br>
<<endevent>>
<<link [[Next|Soup Kitchen]]>><</link>>
<br><<set $outside to 0>><<set $location to "temple">><<effects>>
Whatever's happening, it's none of your business, and might be dangerous. You return to the kitchen.
<br><br>
<<endevent>>
<<link [[Next|Soup Kitchen]]>><</link>>
<br><<set $outside to 0>><<set $location to "temple">><<effects>>
You open the door a little and peek through.
<<promiscuity1>>
The <<monk>> is completely naked, showering with eyes closed. <<Hes>> oblivious to your presence.
<<if $pronoun is "f">>
<<He>> runs <<his>> soapy hands over <<his>> $NPCList[0].breastsdesc. They continue down <<his>> tummy, then over <<his>>
<<if $NPCList[0].penis isnot "none">>
chastity cage. <<He>> tugs at it and frowns.
<<else>>
chastity belt. <<He>> tugs at it and frowns.
<</if>>
<<else>>
<<He>> runs <<his>> soapy hands down <<his>> chest. They continue further, over <<his>> tummy and the
<<if $NPCList[0].penis isnot "none">>
chastity cage that restricts <<his>> $NPCList[0].penisdesc. <<He>> tugs at it and frowns.
<<else>>
chastity belt that covers <<his>> pussy. <<He>> tugs at it and frowns.
<</if>>
<</if>>
You return to the kitchen before you're seen.
<br><br>
The <<monk>> doesn't take much longer, though River chastises <<him>> for taking <<his>> time.
<br><br>
<<endevent>>
<<link [[Next|Soup Kitchen]]>><</link>>
<br><<set $outside to 0>><<set $location to "temple">><<effects>>
You leave the clean habit in a neat pile beside the door.
The <<monk>> returns a few minutes later, smelling soapy. River chastises <<him>> for taking so long.
<br><br>
<<endevent>>
<<link [[Next|Soup Kitchen]]>><</link>>
<br><<set $outside to 0>><<set $location to "temple">><<effects>>
You ignore the <<person>> and continue cleaning the floor. <<He>> takes your lack of protest as encouragement, and redoubles the groping.
<br><br>
You feel flustered, but <<he>> doesn't try to take things further.
<br><br>
<<endevent>>
<<link [[Next|Soup Kitchen]]>><</link>>
<br><<set $outside to 0>><<set $location to "temple">><<effects>>
You stand and walk away from the pervert. You'll clean the spill later.
<br><br>
<<person1>>River looks at the still-dirty floor you gave up on. <<He>> shakes <<his>> head.
<br><br>
<<endevent>>
<<link [[Next|Soup Kitchen]]>><</link>>
<br><<set $outside to 0>><<set $location to "temple">><<effects>>
You turn and slap the <<person>>, attracting River's attention. <<person1>><<He>> glares at you as the <<person2>><<person>> clutches <<his>> face.
<br><br>
The rest of the hour passes without event.
<br><br>
<<endevent>>
<<link [[Next|Soup Kitchen]]>><</link>>
<br><<set $outside to 0>><<set $location to "temple">><<effects>>
<<if $soup_kitchen_init isnot 1>>
You search for the grey building you were told about. You find it hidden among the trees in the shadow of the temple. You try the door, but it's locked. You were told it opens between <span class="gold"><<ampm 18 00>> and <<ampm 21 00>></span>.
<br><br>
<<else>>
You approach the soup kitchen, but the door is locked. You were told it opens between <span class="gold"><<ampm 18 00>> and <<ampm 21 00>></span>.
<br><br>
<</if>>
<<link [[Next|Wolf Street]]>><</link>>
<br><<set $outside to 0>><<set $location to "temple">><<effects>>
<<npc "River">><<person1>>
<<if $speech_attitude is "meek">>
"Could I use the kitchen for other things?" you ask River. "I promise I won't get in the way."
<<elseif $speech_attitude is "bratty">>
"Could I use the kitchen for other things?" you ask River. "I know my way around a spatula."
<<else>>
"Could I use the kitchen for other things?" you ask River. "I won't get in your way."
<</if>>
<br><br>
<<if C.npc.River.love gte 20>>
River spares a glance your way. <span class="green">"Fine,"</span> <<he>> says. "As long as you clean up after yourself. Feel free to use the fish and vegetables we get in. They change every day."
<br><br>
<<link [[Next|Soup Kitchen]]>><<set $kitchen_river to 1>><<endevent>><</link>>
<br>
<<else>>
River doesn't look up from the half-prepared fish in front of <<him>>. "This isn't a suitable place for cooking just anything," <<he>> says. "Use the one at school. I'm sure the orphanage has a kitchen as well."
<br><br>
<i>Helping River around the soup kitchen might change <<his>> mind.</i>
<br><br>
<<link [[Next|Soup Kitchen]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "temple">><<effects>>
<<if Time.hour gte 21>>
<<generate1>><<person1>>The kitchen closes for the evening. Several <<monks>> from the nearby temple arrive to help clean up.
<br><br>
<<endevent>>
<<link [[Next|Wolf Street]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You occupy a free space in the kitchen, out of the way of River and the <<monks>>.
<br><br>
<<if Time.weekDay is 1>>
<<ingredients_supplied "vegetable_oil" "salt" "flour" "haddock" "lemon">>
<<elseif Time.weekDay is 2>>
<<ingredients_supplied "vegetable_oil" "salt" "flour" "salmon" "broccoli">>
<<elseif Time.weekDay is 3>>
<<ingredients_supplied "vegetable_oil" "salt" "flour" "trout" "lemon">>
<<elseif Time.weekDay is 4>>
<<ingredients_supplied "vegetable_oil" "salt" "flour" "cod" "potato">>
<<elseif Time.weekDay is 5>>
<<ingredients_supplied "vegetable_oil" "salt" "flour" "clam" "onion">>
<<elseif Time.weekDay is 6>>
<<ingredients_supplied "vegetable_oil" "salt" "flour" "prawn" "garlic_bulb">>
<<else>>
<<ingredients_supplied "vegetable_oil" "salt" "flour" "prawn" "lemon">>
<</if>>
<<ingredients_exceptions>>
<br><br>
<<kitchen_display_all>>
<<link [[Leave|Soup Kitchen]]>><<handheldon>><</link>>
<br>
<</if>><<widget "prayoptions">>
<<if _sydneyPray>>
<<set _prayPassage to "Temple Sydney Pray">>
<<else>>
<<set _prayPassage to "Temple Pray">>
<</if>>
<<templeicon "pray">><<link [[Pray for salvation (1:00)|_prayPassage]]>>
<<pass 60>><<set $phase to 2>>
<<if $purity gte ((1000 / 7) * 7)>>
<<stress -6>><<awareness -2>><<arousal -1200>>
<<elseif $purity gte ((1000 / 7) * 6)>>
<<stress -6>><<awareness -1>><<arousal -1000>>
<<elseif $purity gte ((1000 / 7) * 5)>>
<<stress -5>><<awareness -1>><<arousal -800>>
<<elseif $purity gte ((1000 / 7) * 4)>>
<<stress -4>><<awareness -1>><<arousal -600>>
<<elseif $purity gte ((1000 / 7) * 3)>>
<<stress -3>><<awareness -1>><<arousal -500>>
<<elseif $purity gte ((1000 / 7) * 2)>>
<<stress -2>><<awareness -1>><<arousal -400>>
<<else>>
<<stress -1>><<awareness -1>><<arousal -300>>
<</if>>
<</link>>
<<lawareness>><<lstress>><<larousal>>
<br>
<<if $player.penisExist and $insecurity_penis_small gte 1 and $player.penissize lte 1 and $acceptance_penis_small lte 999 and $daily.templePray isnot 1>>
<<templeicon "pray">><<link [[Pray for a bigger penis (1:00)|_prayPassage]]>>
<<pass 60>><<set $phase to $player.penisSize lt 0 ? 4 : 5>><<set $daily.templePray to 1>>
<<if $purity gte ((1000 / 7) * 7)>>
<<stress 5>><<acceptance "penis_small" 20>>
<<elseif $purity gte ((1000 / 7) * 6)>>
<<stress 5>><<acceptance "penis_small" 18>>
<<elseif $purity gte ((1000 / 7) * 5)>>
<<stress 6>><<acceptance "penis_small" 16>>
<<elseif $purity gte ((1000 / 7) * 4)>>
<<stress 7>><<acceptance "penis_small" 14>>
<<elseif $purity gte ((1000 / 7) * 3)>>
<<stress 8>><<acceptance "penis_small" 12>>
<<elseif $purity gte ((1000 / 7) * 2)>>
<<stress 10>><<acceptance "penis_small" 10>>
<<else>>
<<stress 12>><<acceptance "penis_small" 8>>
<</if>>
<</link>>
<<gstress>><<gacceptance>>
<br>
<</if>>
<<if $player.penisExist and $insecurity_penis_big gte 1 and $player.penissize gte ($player.gender is "m" ? 4 : 2) and $acceptance_penis_big lte 999 and $daily.templePray isnot 1>>
<<templeicon "pray">><<link [[Pray for a smaller penis (1:00)|_prayPassage]]>>
<<pass 60>><<set $phase to 6>><<set $daily.templePray to 1>>
<<if $purity gte ((1000 / 7) * 7)>>
<<stress 5>><<acceptance "penis_big" 20>>
<<elseif $purity gte ((1000 / 7) * 6)>>
<<stress 5>><<acceptance "penis_big" 18>>
<<elseif $purity gte ((1000 / 7) * 5)>>
<<stress 6>><<acceptance "penis_big" 16>>
<<elseif $purity gte ((1000 / 7) * 4)>>
<<stress 7>><<acceptance "penis_big" 14>>
<<elseif $purity gte ((1000 / 7) * 3)>>
<<stress 8>><<acceptance "penis_big" 12>>
<<elseif $purity gte ((1000 / 7) * 2)>>
<<stress 10>><<acceptance "penis_big" 10>>
<<else>>
<<stress 12>><<acceptance "penis_big" 8>>
<</if>>
<</link>>
<<gstress>><<gacceptance>>
<br>
<</if>>
<<if $player.gender is "f" and $insecurity_breasts_small gte 1 and between($player.breastsize, 0, 4) and $acceptance_breasts_small lte 999 and $daily.templePray isnot 1>>
<<templeicon "pray">><<link [[Pray for bigger breasts (1:00)|_prayPassage]]>>
<<pass 60>><<set $phase to !$player.breastsize ? 7 : 8>><<set $daily.templePray to 1>>
<<if $purity gte ((1000 / 7) * 7)>>
<<stress 5>><<acceptance "breasts_small" 20>>
<<elseif $purity gte ((1000 / 7) * 6)>>
<<stress 5>><<acceptance "breasts_small" 18>>
<<elseif $purity gte ((1000 / 7) * 5)>>
<<stress 6>><<acceptance "breasts_small" 16>>
<<elseif $purity gte ((1000 / 7) * 4)>>
<<stress 7>><<acceptance "breasts_small" 14>>
<<elseif $purity gte ((1000 / 7) * 3)>>
<<stress 8>><<acceptance "breasts_small" 12>>
<<elseif $purity gte ((1000 / 7) * 2)>>
<<stress 10>><<acceptance "breasts_small" 10>>
<<else>>
<<stress 12>><<acceptance "breasts_small" 8>>
<</if>>
<</link>>
<<gstress>><<gacceptance>>
<br>
<</if>>
<<if $insecurity_breasts_big gte 1 and $player.breastsize gte ($player.gender is "f" ? 8 : 6) and $acceptance_breasts_big lte 999 and $daily.templePray isnot 1>>
<<templeicon "pray">><<link [[Pray for smaller breasts (1:00)|_prayPassage]]>>
<<pass 60>><<set $phase to 9>><<set $daily.templePray to 1>>
<<if $purity gte ((1000 / 7) * 7)>>
<<stress 5>><<acceptance "breasts_big" 20>>
<<elseif $purity gte ((1000 / 7) * 6)>>
<<stress 5>><<acceptance "breasts_big" 18>>
<<elseif $purity gte ((1000 / 7) * 5)>>
<<stress 6>><<acceptance "breasts_big" 16>>
<<elseif $purity gte ((1000 / 7) * 4)>>
<<stress 7>><<acceptance "breasts_big" 14>>
<<elseif $purity gte ((1000 / 7) * 3)>>
<<stress 8>><<acceptance "breasts_big" 12>>
<<elseif $purity gte ((1000 / 7) * 2)>>
<<stress 10>><<acceptance "breasts_big" 10>>
<<else>>
<<stress 12>><<acceptance "breasts_big" 8>>
<</if>>
<</link>>
<<gstress>><<gacceptance>>
<br>
<</if>>
<<if $insecurity_pregnancy gte 1 and $acceptance_pregnancy lte 999 and playerBellySize() gte 8 and $daily.templePray isnot 1>>
<<set _pregnancyLink to (playerAwareTheyArePregnant() ? "Pray about your pregnant belly (1:00)" : "Pray about your pregnant looking belly (1:00)")>>
<<templeicon "pray">><<link [[_pregnancyLink|_prayPassage]]>>
<<pass 60>><<set $phase to 10>><<set $daily.templePray to 1>>
<<if $purity gte ((1000 / 7) * 7)>>
<<stress 5>><<acceptance "pregnancy" 20>>
<<elseif $purity gte ((1000 / 7) * 6)>>
<<stress 5>><<acceptance "pregnancy" 18>>
<<elseif $purity gte ((1000 / 7) * 5)>>
<<stress 6>><<acceptance "pregnancy" 16>>
<<elseif $purity gte ((1000 / 7) * 4)>>
<<stress 7>><<acceptance "pregnancy" 14>>
<<elseif $purity gte ((1000 / 7) * 3)>>
<<stress 8>><<acceptance "pregnancy" 12>>
<<elseif $purity gte ((1000 / 7) * 2)>>
<<stress 10>><<acceptance "pregnancy" 10>>
<<else>>
<<stress 12>><<acceptance "pregnancy" 8>>
<</if>>
<</link>>
<<gstress>><<gacceptance>>
<br>
<</if>>
<<crimeicon "mark">><<link [[Watch (1:00)|_prayPassage]]>>
<<pass 60>><<set $phase to 3>>
<<if $purity gte ((1000 / 7) * 7)>>
<<stress 5>><<awareness 2>>
<<elseif $purity gte ((1000 / 7) * 6)>>
<<stress 5>><<awareness 1>>
<<elseif $purity gte ((1000 / 7) * 5)>>
<<stress 6>><<awareness 1>>
<<elseif $purity gte ((1000 / 7) * 4)>>
<<stress 7>><<awareness 1>>
<<elseif $purity gte ((1000 / 7) * 3)>>
<<stress 8>><<awareness 1>>
<<elseif $purity gte ((1000 / 7) * 2)>>
<<stress 10>><<awareness 1>>
<<else>>
<<stress 12>><<awareness 1>>
<</if>>
<</link>>
<<gawareness>><<gstress>>
<br>
<<if !_sydneyPray>>
<<refuseicon>><<link [[Stop|Temple]]>><</link>>
<br>
<</if>>
<</widget>>
<<widget "passouttemple">>
<<if isPregnancyEnding()>>
<<pregnancyPassout "temple">>
<<else>>
You've pushed yourself too much.
<br><br>
<<passout>>
<<set $danger to random(1, 10000)>>
<<if $danger gte (9900 - $allure)>>
<<link [[Next|Lake Ritual]]>><</link>>
<br>
<<else>>
<<ambulance>>
<</if>>
<<pass 1 hour>>
<<trauma 6>><<set $stress -= 2000>>
<</if>>
<</widget>>
<<widget "inittemple">>
<<set $temple_rank to "initiate">>
<<set $temple_initiate_days to 0>>
<<set $player.virginity.temple to true>>
<<set $temple_garden to 0>>
<<set $temple_quarters to 0>>
<<set $grace to 0>>
<<set $temple_harassed to 0>>
<<set $temple_chastity_timer to 30>>
<<set $temple_event to 1>>
<</widget>>
<<widget "prayerend">>
<<if Time.hour is 0>>
<<generate1>><<person1>>
A <<monk>> enters the chamber. "I'm here to clean up," <<he>> says.
<<if $temple_sneak is 1>>
<<He>> frowns. "Didn't know anyone was in here. It's a bad idea to pray here so late at night. You can continue in the morning. The incense is running low anyway."
<<else>>
"It's a bad idea to pray in here so late at night. You can continue in the morning. The incense is running low anyway."
<</if>>
<br><br>
<<endevent>>
<<link [[Leave|Temple]]>><<unset $temple_sneak>><</link>>
<br>
<<elseif $temple_jordan_prayer is undefined and random(1, 20) is 20 and $temple_sneak is 1>><<set $temple_jordan_prayer to 1>>
<<npc Jordan>><<person1>>
The chamber door opens. Jordan walks in. <<He>> looks surprised to see you. <<He>> shuts the door behind <<him>>, and sits on a step opposite.
<br><br>
"I didn't expect to find anyone here," <<he>> whispers. <<He>> leans closer. "Did you sneak in?"
<br><br>
<<link [[Tell the truth|Temple Prayer Truth]]>><<grace 1>><</link>><<ggrace>><<handholdingvirginitywarning>>
<br>
<<link [[Lie|Temple Prayer Lie]]>><<grace -1>><</link>><<lgrace>><<handholdingvirginitywarning>>
<br>
<<elseif $temple_sneak is 1>>
<<link [[Continue praying (1:00)|Temple Prayer]]>><<grace -5>><</link>><<llgrace>>
<br>
<<link [[Stop|Temple]]>><<unset $temple_sneak>><</link>>
<br>
<<else>>
<<link [[Continue praying (1:00)|Temple Prayer]]>><</link>>
<br>
<<link [[Stop|Temple]]>><<unset $temple_sneak>><</link>>
<br>
<</if>>
<</widget>>
<<widget "eventstemple">>
<<if $rng gte 91>>
<<if ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled"))>>
<<generate1>><<person1>><<generate2>><<generatey3>>"Oh, dear child," says a voice to your right. It's an old <<person>>. "You look like an angel. Would you give me your blessing?"
<br><br>
<<link [[Give blessing (0:10)|Temple Blessing]]>><<grace 3>><<pass 10>><</link>><<gggrace>>
<br>
<<link [[Refuse|Temple Blessing Refuse]]>><<grace -1>><</link>><<lgrace>>
<br>
<<elseif ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled"))>>
<<generate1>><<person1>><<generate2>>Someone shrieks to your right. It's an old <<monk>>. <<He>> holds out a holy symbol, staring at you with crazed eyes.
<br><br>
"Foul demon!" <<he>> shouts. "Begone from this sacred place. Go!"
<<gstress>><<gtrauma>><<stress 6>><<trauma 6>>
<br><br>
<<person2>>A <<priest>> rushes over to calm the <<person1>><<monk>> down. <<person2>><<He>> manages to guide <<person1>><<him>> away from you, and into another room.
<br><br>
<<person2>>The <<priest>> turns to you. "I'm very sorry," <<he>> says. "Some of our number are a little sheltered." <<He>> frowns, and looks at your horns. "You should be careful about dressing that way here. It's disrespectful if nothing else."
<br><br>
<<endevent>>
<<link [[Next|Temple]]>><</link>>
<br>
<<elseif ($fallenangel gte 2 or ($transformationParts.fallenAngel.wings isnot "hidden" and $transformationParts.fallenAngel.wings isnot "disabled"))>>
<<generatey1>><<generate2>><<person1>>
You realise everyone avoids looking at you. Except a <<person>>, who stares at your broken halo in wonder. <<His>> <<person2>><<father>> covers <<person1>><<his>> eyes and drags <<him>> away.
<<gtrauma>><<trauma 6>>
<br><br>
<<endevent>>
<<link [[Next|Temple]]>><</link>>
<br>
<<else>>
The temple is more busy than usual. The pews are crowded, and the clergy struggle to attend to everyone.
<br><br>
<<link [[Next|Temple]]>><</link>>
<br>
<</if>>
<<elseif $rng gte 81>>
<<if _sydneyTemple and $sydney_templeWork is "garden">>
<<npc "Sydney">><<person1>>
You glance out the window, and see a number of initiates sat in the garden, chatting. You notice Sydney is with them.
<br><br>
<<link [[Join them (1:00)|Temple Garden Join Sydney]]>><<pass 60>><<trauma -6>><<stress -6>><<npcincr Sydney love 1>><</link>><<ltrauma>><<lstress>><<glove>>
<br>
<<if $temple_rank isnot undefined and $temple_rank isnot "prospective">>
<<link [[Encourage them to tidy the garden (1:00)|Temple Garden Encourage Sydney]]>><<grace 3>><<pass 60>><<tiredness 6>><</link>><<gtiredness>><<gggrace>>
<br>
<</if>>
<<link [[Ignore|Temple]]>><<endevent>><</link>>
<br>
<<else>>
You glance out the window, and see a number of initiates sat in the garden, chatting.
<br><br>
<<if $temple_rank is undefined or $temple_rank is "prospective">>
<<link [[Next|Temple]]>><<endevent>><</link>>
<br>
<<else>>
<<link [[Join them (1:00)|Temple Garden Join]]>><<pass 60>><<trauma -6>><<stress -6>><</link>><<ltrauma>><<lstress>>
<br>
<<link [[Encourage them to tidy the garden (1:00)|Temple Garden Encourage]]>><<grace 3>><<pass 60>><<tiredness 6>><</link>><<gtiredness>><<gggrace>>
<br>
<<link [[Ignore|Temple]]>><<endevent>><</link>>
<br>
<</if>>
<</if>>
<<elseif $rng gte 71>>
You see a group of initiates chatting beneath a flight of stairs.
<br><br>
<<if $temple_rank is undefined or $temple_rank is "prospective">>
<<link [[Next|Temple]]>><<endevent>><</link>>
<br>
<<else>>
<<link [[Join them (1:00)|Temple Stairs Join]]>><<pass 60>><<trauma -6>><<stress -6>><</link>><<ltrauma>><<lstress>>
<br>
<<link [[Encourage them to tidy the quarters (1:00)|Temple Stairs Encourage]]>><<grace 3>><<pass 60>><</link>><<gtiredness>><<gggrace>>
<br>
<<link [[Ignore|Temple]]>><<endevent>><</link>>
<br>
<</if>>
<<elseif $rng gte 63 and playerBellyVisible() and $pregnancyspeechdisable is "f">>
<<generatey1>><<generate2>>
You spot a <<person1>><<person>> taking glances at your belly. <<He>> turns to a <<person2>><<person>>, seemingly <<person1>><<his>> <<person2>><<father>>, and asks, "Is <<pshe>> pregnant?"
<br><br>
<<if $templePromised isnot "">>
<<He>> replies, saying, "Looks like it. Remember, procreation within wedlock isn't a sin." <<He>> points to your ring. "Perhaps this town has some hope after all."
<<ltrauma>><<trauma -6>><<lstress>><<stress -6>>
<<else>>
<<He>> replies, saying, "Looks like it. No wedding ring,
<<if $worn.hands.name isnot "naked">>
it might just be under <<pher>> <<print $worn.hands.name>> though."
<<else>>
though. We should say a prayer for <<phim>>."
<</if>>
<<gtrauma>><<trauma 6>>
<</if>>
<br><br>
<<endevent>>
<<link [[Next|Temple]]>><</link>>
<br>
<<elseif $rng gte 59>>
<<generate1>><<person1>>
<<if $purity gte 990>>
A <<priest>> walks by. <<He>> compliments your dedication to purity.
<<ltrauma>><<trauma -6>>
<br><br>
<<endevent>>
<<link [[Next|Temple]]>><</link>>
<br>
<<elseif $purity gte 900>>
A <<priest>> walks by. <<He>> ignores you.
<br><br>
<<endevent>>
<<link [[Next|Temple]]>><</link>>
<br>
<<elseif $purity gte 500>>
A <<priest>> walks by. <<He>> stops you. "You're on the wrong path, child," <<he>> says. "You must change your ways. Find the path to purity."
<<gstress>><<stress 6>>
<br><br>
<<endevent>>
<<link [[Next|Temple]]>><</link>>
<br>
<<else>>
A <<priest>> walks by. <<He>> gives you a wide berth, and whispers a prayer under <<his>> breath.
<br><br>
<<endevent>>
<<link [[Next|Temple]]>><</link>>
<br>
<</if>>
<<elseif $rng gte 51>>
<<if $awareness gte 800>>
Battle-hardened clergy attend parishioners, creating a veneer of civility.
<<if $temple_confessor_intro>>
The seal of confession remains unbroken, for now.
<<else>>
You wonder how deep the corruption spreads.
<</if>>
<<gstress>><<stress 6>>
<br><br>
<<if _sydneyTemple>>
<<run statusCheck("Sydney")>>
<<if _sydneyStatus.includes("corrupt")>>
You think Sydney might see it too.
<<else>>
You envy Sydney's obliviousness.
<</if>>
<br><br>
<</if>>
<<link [[Next|Temple]]>><</link>>
<br>
<<elseif $awareness gte 600>>
<<generate1>><<person1>>
An anxious <<priest>> repairs the wards on the wall. Another nods to a parishioner's woes, while glancing around the room in search of danger. A <<monk>> sneaks a crate down a flight of stairs, through a door marked with a red cross.
<br><br>
<<endevent>>
<<link [[Next|Temple]]>><</link>>
<br>
<<elseif $awareness gte 400>>
<<generate1>><<person1>>
The clergy look distracted as they tend to the parishioners. You notice a <<monk>> sneaking a crate down a flight of stairs, through a door marked with a red cross.
<br><br>
<<endevent>>
<<link [[Next|Temple]]>><</link>>
<br>
<<elseif $awareness gte 200>>
The clergy look tired. It's strange, as there seem to be enough of them to cover the parishioners.
<br><br>
<<if _sydneyTemple>>
You wonder if this is why Sydney's always tired, too.
<br><br>
<</if>>
<<link [[Next|Temple]]>><</link>>
<br>
<<elseif $awareness gte 0>>
You feel relieved to be in the safety of the temple.
<<lstress>><<stress -6>>
<br><br>
<<link [[Next|Temple]]>><</link>>
<br>
<<else>>
You feel safe here, surrounded by pure and just clergy.
<<llstress>><<stress -18>>
<br><br>
<<link [[Next|Temple]]>><</link>>
<br>
<</if>>
<<elseif $rng gte 41>>
<<generate1>><<person1>><<generate2>> You overhear a <<priest>> talking to a <<person2>><<monk>>.
<br><br>
"The forest invaded during the night," the <<person1>><<priest>> says. "Again."
<br><br>
"It can't be helped," the <<person2>><<monk>> responds. "I'll get my shears. Hopefully I can wrangle some initiates to help."
<br><br>
<<if $temple_rank is undefined or $temple_rank is "prospective">>
<<else>>
<<set $temple_garden -= 10>>
<</if>>
<<endevent>>
<<link [[Next|Temple]]>><</link>>
<br>
<<elseif $rng gte 36>>
<<generate1>><<person1>>
A procession of <<monks>> marches into the temple, their heads bowed in solemn supplication. You hear a clink beneath their habits.
<br><br>
<<if $temple_rank is undefined or $temple_rank is "prospective" or $temple_rank is "initiate">>
<<link [[Ask about the clinking|Temple March Clink]]>><</link>>
<br>
<<else>>
<<link [[Help clean their weapons (1:00)|Temple March Help]]>><<pass 60>><<grace 3>><</link>><<gggrace>>
<br>
<<link [[Encourage|Temple March Encourage]]>><<grace 1>><</link>><<ggrace>>
<br>
<</if>>
<<link [[Ignore|Temple]]>><<endevent>><</link>>
<br>
<<elseif $rng gte 31>>
<<generate1>><<person1>><<generate2>>
You overhear two initiates.
<br><br>
"The living quarters are a mess," one says. "It's like the <<person2>><<monks>> in there threw a party overnight. They got mud everywhere somehow too."
<br><br>
"They wouldn't be so messy if they had to clean it up," the other responds. "You'd think they'd take their vows more seriously."
<br><br>
<<if $temple_rank is undefined or $temple_rank is "prospective">>
<<else>>
<<set $temple_quarters -= 10>>
<</if>>
<<endevent>>
<<link [[Next|Temple]]>><</link>>
<br>
<<elseif $rng gte 21>>
<<generate1>><<person1>>
A procession of <<monks>> pass by, singing an ancient hymn.
<br><br>
<<endevent>>
<<link [[Next|Temple]]>><</link>>
<br>
<<elseif $rng gte 16>>
<<generate1>><<person1>>
A <<priest>> walks by, swinging a sweet-smelling thurible.
<br><br>
<<endevent>>
<<link [[Next|Temple]]>><</link>>
<br>
<<elseif $rng gte 11>>
<<generateTemple 1>><<generateyTemple 2>><<generateyTemple 3>><<generateTemple 4>><<generateTemple 5>><<generateTemple 6>><<person1>>
<<if $temple_rank isnot undefined and $temple_rank isnot "prospective">>
<<if $temple_rank is "initiate">>
A <<monk>> walks by. "Ah, initiate," <<he>> says. "Good timing. We're soliciting donations today, and I need your help. The more initiates in tow the more generous people are." Several other initiates already accompany <<him>>.
<<else>>
A <<monk>> walks by. "<<Sister>>," <<he>> says. "We're soliciting donations today. Care to join us?" Several initiates already accompany <<him>>.
<</if>>
<br><br>
<<link [[Join them (2:00)|Temple Donations]]>><<grace 3 monk>><<pass 30>><</link>><<gggrace monk>>
<br>
<<link [[Refuse|Temple]]>><<grace -3 monk>><<endevent>><</link>><<llgrace monk>>
<br>
<<else>>
A <<monk>> exits the temple. A procession of initiates accompany <<him>>.
<br><br>
<<endevent>>
<<link [[Next|Temple]]>><</link>>
<br>
<</if>>
<<else>>
An overworked initiate rushes by, carrying a bundle of scrolls.
<br><br>
<<if random(1, 5) is 5>>
<<generateTemple 1>><<person1>>
<<He>> trips over a pew, sending the scrolls rolling across the floor.
<br><br>
<<He>> lies still on the ground. <<He>> groans, more out of exasperation than pain.
<br><br>
<<if $temple_rank is undefined or $temple_rank is "prospective">>
<<link [[Help (0:05)|Temple Help]]>><<pass 5>><<trauma -6>><</link>><<ltrauma>>
<<else>>
<<link [[Help (0:05)|Temple Help]]>><<pass 5>><<trauma -6>><<grace 1>><</link>><<ggrace>><<ltrauma>>
<</if>>
<br>
<<link [[Ignore|Temple]]>><<endevent>><</link>>
<br>
<<elseif _sydneyTemple and $sydney_templeWork isnot "pray">>
<<if $sydneyromance is 1>>
You don't realise that it's Sydney until <<nnpc_he "Sydney">> kisses you on the cheek as <<nnpc_he "Sydney">> runs by you. <<npcincr Sydney lust 1>><<glust>>
<<else>>
It's Sydney. <<nnpc_He "Sydney">> turns around to wave and smile at you, nearly tripping <<nnpc_himself "Sydney">> on a pew in the process.
<</if>>
<br><br>
<<link [[Next|Temple]]>><</link>>
<br>
<<else>>
<<endevent>>
<<link [[Next|Temple]]>><</link>>
<br>
<</if>>
<</if>>
<</widget>>
<<widget "temple_effects">>
<<if $temple_rank is "initiate" or $temple_rank is "monk" or $temple_rank is "priest">>
<br>
Grace:
<div class="meter">
<<set _percent to Math.floor((($grace + 100)/ 100)*50)>>
<<if $grace isnot 100>>
<<print '<div class="greenbar" style="width:' + _percent + '%"></div>'>>
<<else>>
<<print '<div class="goldbar glowbar" style="width:' + _percent + '%"></div>'>>
<</if>>
</div>
<br>
<</if>>
<<if C.npc.Sydney.init is 1 and _sydney_location is "temple">>
<<set _sydneyTemple to true>>
<</if>>
<</widget>>
<<widget "temple_title">><<silently>>
<<if _args[0] is "Sydney">>
<<switch $sydney.rank>>
<<case "initiate">><<set _text_output to "initiate">>
<<case "monk">><<set _text_output to (C.npc.Sydney.pronoun is "m" ? "monk" : "nun")>>
<<case "priest">><<set _text_output to "priest">>
<<default>><<set _text_output to "initiate">>
<</switch>>
<<elseif _args[0] is "dark">>
<<switch $temple_rank>>
<<case "initiate">><<set _text_output to "neonate">>
<<case "monk">>
<<if $temple_confessor_intro>>
<<set _text_output to "vessel">>
<<else>>
<<set _text_output to "apostle">>
<</if>>
<<case "priest">><<set _text_output to "dark priest">>
<<default>><<set _text_output to "neonate">>
<</switch>>
<<else>>
<<switch $temple_rank>>
<<case "initiate">><<set _text_output to "initiate">>
<<case "monk">><<set _text_output to ($player.gender_appearance is "m" ? "monk" : "nun")>>
<<case "priest">><<set _text_output to "priest">>
<<default>><<set _text_output to "initiate">>
<</switch>>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "temple_Title">><<silently>>
<<if _args[0] is "Sydney">>
<<temple_title "Sydney">><<capitalise>>
<<elseif _args[0] is "dark">>
<<temple_title "dark">><<capitalise>>
<<else>>
<<temple_title>><<capitalise>>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "endconfession">>
<<unset $attendant>>
<<unset $confession>>
<<endevent>>
<</widget>>
<<widget "endconfessionself">>
<<set $daily.confessed to $confession>>
<<endconfession>>
<</widget>>
<<widget "temple_bailey_options">>
<<babyRent>>
<<if $money gte $rentmoney + ($babyRent or 0)>>
<<link [[Pay up|Temple Bailey Pay]]>><</link>>
<br>
<<link [[Refuse|Temple Bailey Refuse]]>><<def 1>><<grace -30>><</link>><<lllgrace>>
<br>
<<else>>
<<set $baileypaychain to 0>>
<<set $baileyRefusedToPay += 1>>
<<set $baileyRefusedToPayTotal += $rentmoney + ($babyRent || 0)>>
<<set $baileyRefusedToPayTotalStat += $rentmoney + ($babyRent || 0)>>
<<if $speech_attitude is "meek">>
"I-I don't have the money," you tell Bailey. "Please don't hold it against the temple."
<<elseif $speech_attitude is "bratty">>
"I don't have it," you tell Bailey. "And it takes some gall for you to ask surrounded by my <<brothers_and_sisters>>."
<<else>>
"I don't have it," you tell Bailey. "I hope God forgives your sins."
<</if>>
<br>
"A debt disgraces us."
<br>
"Disgraces our <<sister>>."<<lllgrace>><<grace -30>>
<br><br>
"So be it," Bailey says. <<nnpc_He Bailey>> turns and walks away.
<br><br>
<<link [[Next|Temple]]>><<endevent>><</link>>
<br>
<</if>>
<<set $renttime to 7>><<set $rentday to Time.weekDay>>
<</widget>>
<<widget "temple_spear_mission_end">>
<<unset $temple_spear_mission_winter>>
<</widget>><<set $outside to 0>><<effects>><<location "townhall">>
You approach the town hall, a tall building on the precipice. It looms over the rest of the street, and the beach below. The hall proper is locked when not in use, but the mayor's office sits next door.
<br><br>
<<generate1>><<person1>><<generate2>>
You enter a long waiting room, lined with wooden doors. A <<person1>><<person>> sits on the front desk. There's a queue.
<br><br>
<i>It would be pointless to wait in line without a goal in mind.</i>
<br><br>
<<loitericon>><<link [[Wait in line (0:20)|Town Hall Wait]]>><<pass 20>><</link>>
<br>
<<getouticon>><<link [[Leave|Cliff Street]]>><<endevent>><</link>>
<br><<effects>>
You wait in line behind a <<person2>><<person>>.
<<if $rng gte 91>>
<<He>> carries a shaking cage. When <<his>> turn arrives, <<he>> places it on the front desk, but the <<person1>><<person>> shakes <<his>> head. The <<person2>><<person>> leaves with a sullen expression.
<br><br>
<<elseif $rng gte 81>>
<<He>> hops from foot to foot. "Can I use the bathroom?" <<he>> says when <<his>> turn arrives.
<br>
The <<person1>><<person>> gives <<person2>><<him>> a level stare. "You waited in line for that? There are public toilets outside."
<br>
The <<person>> glances around, then leans forward, and whispers. You can't make out the words, but they make the <<person1>><<person>> roll <<his>> eyes, and point to a door on the left. The <<person2>><<person>> rushes through it.
<br><br>
<<elseif $rng gte 71>>
<<He>> wears a rictus grin. When <<his>> turn arrives, <<he>> speaks without moving <<his>> lips. "Quinn is expecting me."
<br><br>
The receptionist waves <<him>> through.
<br><br>
<<elseif $rng gte 61>>
<<He>> clenches <<his>> fists at <<his>> side. When <<his>> turn arrives, <<he>> places them on the counter. "Horticulture," <<he>> says. "The usual pro-"
<br><br>
The receptionist waves <<him>> through.
<br><br>
<<elseif $rng gte 51>>
<<He>> keeps rubbing <<his>> eyes. When <<his>> turn arrives, <<he>> has to stifle a yawn. "I need to-" <<He>> stifles another. "I need to file a complaint. The noise from the-"
<br><br>
The receptionist retrieves a stack of paper, and drops them on the desk with a thud. "Please fill out this form."
<br><br>
The <<person2>><<person>> stares dumbfounded for a moment, but doesn't argue.
<br><br>
<<elseif $rng gte 41>>
<<He>> carries a fat binder under one arm. When <<his>> turn arrives, <<he>> places it on the desk. "Here's the photographs you wanted. Proof of my pest problem."
<br><br>
The receptionist pulls the binder closer, opens it, and flips through the pages. You notice torn furniture, a wall with claw marks in it, and a door ripped from its hinges.
<br><br>
"I'll send this through to the appropriate department. They'll contact you when they've made a decision."
<br>
"How long will that take?"
<br>
"Please move along <<sir>>, there's a queue."
<br>
<<He>> grumbles, but walks away.
<br><br>
<<elseif $rng gte 31>>
<<He>> rubs <<his>> hands as if cold, but the room feels plenty warm to you. When <<his>> turn arrives, <<he>> breathes into <<his>> palms before speaking.
<br><br>
"I was told to ask for transport."
<br>
The receptionist taps something into a computer. "Third door on the right."
<br><br>
<<elseif $rng gte 21>>
<<He>> looks around the room with a bemused expression. When <<his>> turn arrives, <<he>> speaks with a foreign accent. "Hello. I'm here to see the mayor. I'm expected."
<br><br>
The receptionist waves <<him>> through.
<br><br>
<<elseif $rng gte 11>>
<<He>> carries a plant pot containing a single daisy in one hand. "Horticulture," <<he>> says when <<his>> turn arrives. The receptionist nods, and the <<person>> moves along as if <<he>> already knows where <<hes>> going.
<br><br>
<<else>>
<<He>> carries a large stack of paper. When <<his>> turn arrives, <<he>> slams it on the counter. "That's them all filled," <<he>> says with relief.
<br>
"Thank you," the receptionist replies. "I'll see that the mayor gets it at once."
<br>
<<He>> drops the paper in a bin as soon as the <<person>> turns <<his>> back.
<br><br>
<</if>>
It's your turn. The <<person1>><<person>> waits.
<br><br>
<<if $hookah_plot is 1>>
You recall your dream in the hookah parlour, finding the mayor imprisoned. <span class="teal">An idea strikes you.</span><<set $hookah_plot to 2>>
<br><br>
<</if>>
<<socialiseicon "ask">><<link [[Ask about the mayor's office|Town Hall Ask]]>><</link>>
<br>
<<if $town_projects.bridge is undefined or $town_projects.bridge is 1>>
<span class="black">Project undiscovered.</span>
<br>
<<elseif $town_projects.bridge is 2>>
<<socialiseicon "ask">><<link [[Ask about building a bridge over the old canal (1:00)|Town Hall Projects Bridge]]>><<pass 60>><</link>>
<br>
<<elseif $town_projects.bridge gte 3>>
<span class="green">A bridge has been built over the old canal.</span>
<br>
<</if>>
<<if $town_projects.road is undefined or $town_projects.road is 1>>
<span class="black">Project undiscovered.</span>
<br>
<<elseif $town_projects.road is 2>>
<<socialiseicon "ask">><<link [[Ask about building a road between the town and lake (2:00)|Town Hall Projects Road]]>><<pass 2 hours>><</link>>
<br>
<<elseif $town_projects.road gte 3>>
<span class="green">A road has been built between the town and lake.</span>
<br>
<</if>>
<<if $town_projects.diving is undefined or $town_projects.diving is 1>>
<span class="black">Project undiscovered.</span>
<br>
<<elseif $town_projects.diving is 2>>
<<socialiseicon "ask">><<link [[Ask about building an archaeological field office at the lake (1:00)|Town Hall Projects Diving]]>><<pass 60>><</link>>
<br>
<<elseif $town_projects.diving gte 3>>
<span class="green">An archaeological field office has been built beside the lake.</span>
<br>
<</if>>
<<if $town_projects.thicket is undefined or $town_projects.thicket is 1>>
<span class="black">Project undiscovered.</span>
<br>
<<elseif $town_projects.thicket is 2>>
<<socialiseicon "ask">><<link [[Ask about maintaining the thicket in the residential district (1:00)|Town Hall Projects Thicket]]>><<pass 60>><</link>>
<br>
<<elseif $town_projects.thicket gte 3>>
<span class="green">A pond in the residential district is being maintained.</span>
<br>
<</if>>
<<if $town_projects.green is undefined or $town_projects.green is 1>>
<span class="black">Project undiscovered.</span>
<<elseif $town_projects.green is 2>>
<<socialiseicon "ask">><<link [[Ask about clearing the green behind the school (1:00)|Town Hall Projects Green]]>><<pass 60>><</link>>
<br>
<<elseif $town_projects.green gte 3>>
<span class="green">A student green behind the school is being maintained.</span>
<br>
<</if>>
<<if $hookah_plot is 2>>
<<ind>><<link [[Say you need to see the mayor|Town Hall Computer]]>><<set $hookah_plot to 3>><</link>>
<br>
<</if>>
<br>
<<getouticon>><<link [[Leave|Cliff Street]]>><<endevent>><</link>>
<br><<set $outside to 1>><<effects>>
You approach the town hall, a tall building on the precipice. It looms over the rest of the street, and the beach below. The mayor's office sits next door.
<br><br>
It's locked up for the night by a metal shutter.
<<if $skulduggery gte 200>>
A camera with a baleful, blinking light watches you. You start thinking about other ways to get inside, but a fog clouds your mind. You won't be able to get in until morning.
<<else>>
A camera with a baleful, blinking light watches you. You won't be able to get in until morning.
<</if>>
<br><br>
<<link [[Next|Cliff Street]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"Could you please tell me what this building is for?" you ask.
<<elseif $speech_attitude is "bratty">>
"What do you do here anyway?" you ask.
<<else>>
"What do you do here?" you ask.
<</if>>
<br><br>
The receptionist sighs, then clears <<his>> throat. "This is the mayor's office. There are several departments, each with its own room. The mayor has the floor above, but is kept busy, and can't speak with just anyone."
<br><br>
"If you have any business here, then I can put you through to the appropriate department." <<He>> looks over your shoulder, which prompts the next person in the queue to shunt you aside.
<br><br>
<<link [[Next|Cliff Street]]>><<endevent>><</link>>
<br><<effects>>
"That'll be transport," the receptionist says. "Third door on the right."
<br><br>
<<endevent>>
<<generate1>><<person1>>
You follow the directions, and enter a wide open room. A <<person>> stands facing you, but with <<his>> head down, absorbed by a blueprint on the table in front of <<him>>. <<He>> looks up when you close the door behind you.
<br><br>
"How can I help you?" <<he>> asks, covering the blueprint with another sheet.
<br><br>
<<if $speech_attitude is "meek">>
"I-I'd like to rebuild the bridge on Barb Street," you say. "The one over the canal."
<<elseif $speech_attitude is "bratty">>
"I'm here to have the bridge on Barb Street rebuilt," you say. "The one over the canal."
<<else>>
"I'd like to rebuild the bridge on Barb Street," you say. "The one over the canal."
<</if>>
<br><br>
The <<person1>><<person>> frowns. "The canal's drained," <<he>> says. "Permanently. What use is a bridge?"
<br><br>
<<if $speech_attitude is "meek">>
"I-It would make things safer," you say. "Hoodlums lurk in the storm drains down there."
<<elseif $speech_attitude is "bratty">>
"The canal isn't safe," you say. "Unsavoury types ambush people there."
<<else>>
"It would make the canal safer," you say. "Nasty people lurk down there."
<</if>>
<br><br>
The <<person>> shrugs. "The town can't spare the expense," <<he>> says. "But if you were willing to foot part of the bill, I think it could be arranged. It would cost ten-" <<He>> pauses. "Make that <span class="gold">£15000."</span>
<br><br>
<<if $money gte 1500000>>
<<link [[Pay for the bridge (£15000)|Town Hall Projects Bridge Buy]]>><<money -1500000 "townProject">><<set $town_projects.bridge to 3>><<famebusiness 150>><<famegood 150>><<hope 18>><</link>><<ggghope>>
<br>
<<else>>
<span class="blue">You can't afford such an expense.</span>
<br>
<</if>>
<<link [[Leave|Cliff Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
You hand over the money. The <<person>> counts it, then squirrels it away. You're handed a mountain of paperwork, and it takes some time to fill out. The <<person>> starts making calls, and you think you can already hear construction vehicles moving outside. "We'll have the bridge up in a jiffy. The town thanks you."
<br><br>
You leave the office, hoping you weren't just robbed.
<br><br>
<<link [[Next|Cliff Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
"Transport," the receptionist says. "Third door on the right."
<br><br>
<<endevent>>
<<generate1>><<generate2>><<person1>>
You follow the directions, and enter a wide open room. A <<person>> leans on a table, chatting with a <<person2>><<person>>. The latter notices you first, gives the <<person1>><<person>> a quick nod, then leaves the room, walking past you.
<br><br>
"What can I do for you?" the <<person1>><<person>> asks.
<br><br>
<<if $speech_attitude is "meek">>
"I'd like to restore the road to the lake," you say.
<<elseif $speech_attitude is "bratty">>
"I'm restoring the road to the lake," you say. "What will it cost?"
<<else>>
"I'd like to restore the road to the lake," you say.
<</if>>
<br><br>
The <<person>> regards you. "We know there used to be a road out there," <<he>> says. "And a bus stop, by the lake. But it's considered an extravagant waste. There's nothing there. Except the water."
<br><br>
<<if $speech_attitude is "meek">>
"But students from school go out there," you reply. "A road will make it safer."
<<elseif $speech_attitude is "bratty">>
"They didn't have such a tourism industry back then," you reply. "Right?"
<<else>>
"People go out there a lot," you say. "Including students from school."
<</if>>
<br><br>
The <<person>> drums <<his>> fingers on the table. "I see your point, but the town can't spare the expense. If you want it restored, it'll cost you <span class="gold">£25000</span>."
<br><br>
<<if $money gte 2500000>>
<<link [[Pay for the road (£25000)|Town Hall Projects Road Buy]]>><<money -2500000 "townProject">><<set $town_projects.road to 3>><<famebusiness 500>><<famegood 250>><<status 250>><</link>><<gggcool>>
<br>
<<else>>
<span class="blue">You can't afford such an expense.</span>
<br>
<</if>>
<<link [[Leave|Cliff Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
You hand over the money. The <<person>> counts it, then squirrels it away. You're handed a mountain of paperwork, and it takes some time to fill out. The <<person>> starts making calls, and you think you can already hear construction vehicles moving outside. "We'll have the road restored in a jiffy. The town thanks you."
<br><br>
You leave the office, hoping you weren't just robbed.
<br><br>
<<link [[Next|Cliff Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
The receptionist frowns. "I'm not sure what to make of-"
<br><br>
<<endevent>>
<<if C.npc.Quinn.init is 1>>
<<npc Quinn>><<person1>>
The door behind <<him>> opens, and a middle-aged <<personsimple>> strides out, eyes fixed on you. It's Quinn, the mayor.
<br><br>
"It's good to see you again," <<he>> says. "Did I hear talk about archaeology at the lake? That sounds like a worthy initiative. Why don't we discuss it in my office?" <<He>> wraps an arm around your shoulder.
<br><br>
<<else>>
<<npc Quinn>><<person1>>
The door behind <<him>> opens, and a middle-aged <<personsimple>> strides out, eyes fixed on you.
<br><br>
"Did I hear talk about archaeology at the lake?" <<he>> asks. "That sounds like a worthy initiative. Why don't we discuss it in my office? Ah, but allow me to introduce myself first. I'm Quinn." You recognise the name. <span class="red"><<He>>'s the mayor.</span>
<br><br>
The mayor wraps an arm around your shoulder.
<br><br>
<</if>>
<<link [[Enter Quinn's office|Town Hall Projects Diving 2]]>><</link>>
<br>
<<link [[Refuse|Town Hall Projects Diving Refuse]]>><</link>>
<br><<effects>>
"Well," Quinn says. "If you're sure. But it's a fascinating subject. Do come back if you'd like to discuss this in the future."
<br><br>
<<He>> whispers something in the receptionist's ear, before disappearing through the door.
<br><br>
<<link [[Next|Cliff Street]]>><<endevent>><</link>>
<br><<effects>>
"It's good to see a student such as yourself taking such an interest in our history..." Quinn talks your ear off while leading you up a flight of stairs and into <<his>> office proper. The walls are covered in wooden panels. Everything looks like an antique.
<br><br>
<<if $museumAntiques.antiques.antiqueivorynecklace isnot "found" and $necklaceThief is "player">>
Your eyes catch on a particularly ornate case placed on a pedestal next to <<his>> desk. You recognise its contents immediately; <span class="blue">an ivory necklace, studded with blue jewels</span>.
<br><br>
<</if>>
"Now then," Quinn says, sitting on a high-backed chair behind <<his>> desk and gesturing at another in front of <<him>>. "You want to set up an archaeological office at the lake?"
<br><br>
<<if $speech_attitude is "meek">>
"I-if it's possible," you say.
<<elseif $speech_attitude is "bratty">>
"That is what I said," you say.
<<else>>
"That's right," you say.
<</if>>
<br><br>
"Excellent idea, I must say," the mayor continues. "I just know that old codger at the museum would jump at the opportunity to run it." <<He>> retrieves a bottle of whisky from beneath <<his>> desk, and two glasses.
<<if playerBellyVisible()>>
<<He>> seems to give no regard to your <<bellyDescription "pc">>.
<</if>>
<br><br>
<<if playerIsPregnant() and playerAwareTheyArePregnant()>>
<span class="blue">You can't bring yourself to drink while you know you're with child.</span>
<<else>>
<<link [[Drink|Town Hall Projects Diving 3]]>><<wearProp "shotglass">><<set $phase to 1>><<set $drunk += 180>><</link>>
<</if>>
<br>
<<link [[Refuse|Town Hall Projects Diving 3]]>><<set $phase to 0>><</link>>
<br><<effects>>
<<if $phase is 1>>
You sip the whisky. It burns your throat. Quinn downs <<his>> in one, and slams the glass on the desk.
<<else>>
Quinn downs the whisky in one, and slams the glass on <<his>> desk.
<</if>>
<br><br>
"Now," <<he>> says. "The details. The ruins are extensive, and dredging the lake isn't an option. I suggest we get word out." <<He>> pours <<himself>> another glass. "Encourage more diving. Invite the right experts."
<br><br>
"There's only one problem." <<He>> knocks back <<his>> second drink. "Money. It'll cost <span class="gold">£50000</span> to purchase the land."
<br><br>
<<if $money gte 5000000>>
<<link [[Pay for the field office (£50000)|Town Hall Projects Diving Buy]]>><<handheldon>><<money -5000000 "townProject">><<set $town_projects.diving to 3>><<famebusiness 500>><<npcincr Winter love 45>><</link>><<ggglove "Winter">>
<br>
<<else>>
<span class="blue">You can't afford such an expense.</span>
<br>
<</if>>
<<link [[Leave|Cliff Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
"Fantastic!" Quinn exclaims. "I'll make the calls. We'll have it up and running in no time!"
<br><br>
<<if $museumAntiques.antiques.antiqueivorynecklace is "found">>
You rise to your feet. Before you can move to the door, however, you hear a click from under the desk. The door locks behind you.
"But first, I'll be taking that necklace."
<<if $worn.neck.name isnot "naked">>
You raise your hands to your $worn.neck.name in confusion. "No, not that."
<<else>>
You tilt your head in confusion.
<</if>>
<br><br>
Quinn stands from <<his>> desk. "'Great beast's tusks, carved anew. Starlight sapphire, midnight blue.' Sound familiar? You pilfered it from the lake, yes?" You realise <<hes>> talking about the ivory necklace. You're still carrying it. You take a step back, but Quinn gives you a disarming smile in response.
"Relax. I'll pay you quite handsomely for it. More than you'd get from the museum. But it's simply imperative that it be... preserved properly."
<br><br>
<<He>> opens a drawer, and begins counting notes. Many of them are the ones you just handed over. "How does <span class="gold">£6000</span> sound?"
<br><br>
<<link [[Accept|Town Hall Projects Diving Necklace]]>><<set $phase to 1>><</link>>
<br>
<<link [[Refuse|Town Hall Projects Diving Necklace]]>><<set $phase to 2>><</link>>
<br>
<<else>>
<<if $museumAntiques.antiques.antiqueivorynecklace is "notFound">>
<<museumAntiqueStatus "antiqueivorynecklace" "found">>
<<museumAntiqueStatus "antiqueivorynecklace" "talk">>
<<world_corruption "hard" 2>>
<<set $necklaceThief to "diver">>
<<if C.npc["Ivory Wraith"].init is 1>>
<<npcincr "Ivory Wraith" lust 10>>
<</if>>
You rise to your feet, and leave the office. "Give Bailey my regards," the mayor shouts after you.
<br><br>
<<link [[Next|Cliff Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<He>> looks to the ivory necklace displayed proudly next to <<him>>. "Imagine what other pieces of history could be submerged."
<br><br>
You rise to your feet, and leave the office. "Give Bailey my regards," the mayor shouts after you.
<br><br>
<<link [[Next|Cliff Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<</if>><<effects>>
<<museumAntiqueStatus "antiqueivorynecklace" "talk">>
<<world_corruption "hard" 2>>
<<set $antiquemoney -= 2000>><<set $antiquemoneyhistory += 2000>><<money 600000 "townProject">>
<<if $phase is 1>>
"Wonderful! You've done this town a great service, young <<if $player.gender_appearance is "m">>man<<else>>lady<</if>>." Quinn places <span class="gold">£6000</span> in your hands as you give <<him>> the necklace.
<<else>>
"I'm afraid that's not an option." You take another step back, and quickly search for a way out.
You make eye contact with <span class="red">a camera, with a baleful, blinking light.</span> A fog clouds your mind. You step forward again.
<br><br>
"There, I knew you could be reasonable." You're suddenly holding £6000, and Quinn is holding the necklace.
<</if>>
<br><br>
<<He>> proudly puts it on display in the empty case next to <<his>> desk, looking elated. The door clicks again. "You may go. Give Bailey my regards."
<br><br>
<<link [[Next|Cliff Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
"You'll want the environment department," the <<person>> says. "Second door on the left."
<br><br>
<<endevent>>
<<generate1>><<person1>>
You follow the directions, and enter a small room. A <<person>> sits behind a desk, staring at a monitor.
<br><br>
"Make it quick," <<he>> says.
<br><br>
<<if $speech_attitude is "meek">>
"I'd like to make the thicket in the residential area nicer," you say.
<<elseif $speech_attitude is "bratty">>
"I'm gonna fix up the thicket in the residential area," you say. "What will it take?"
<<else>>
"I'd like to fix the thicket in the residential area," you say.
<</if>>
<br><br>
The <<person>> sighs. "Would end the complaints about those brambles invading gardens, I suppose. Doesn't matter though. It'll cost <span class="gold">£10000</span>, and there's no budget for it."
<br><br>
<<if $money gte 1000000>>
<<link [[Pay for the thicket (£10000)|Town Hall Projects Thicket Buy]]>><<money -1000000 "townProject">><<set $town_projects.thicket to 3>><<famebusiness 100>><<famegood 100>><<hope 12>><</link>><<ggghope>>
<br>
<<else>>
<span class="blue">You can't afford such an expense.</span>
<br>
<</if>>
<<link [[Leave|Cliff Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
The <<person1>><<person>> nods, and types something into <<his>> computer. "Shouldn't take them long. You can see yourself out."
<br><br>
You leave the office, hoping you weren't just robbed.
<br><br>
<<link [[Next|Cliff Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
The <<person1>><<person>> hesitates. "That'll be environment?" <<he>> asks no one in particular. "Yes. Second door on the left."
<br><br>
<<endevent>>
<<generate1>><<person1>>
You follow the directions, and enter a small room. A <<person>> stands at the window, and hasn't noticed your arrival.
<br><br>
<<if $speech_attitude is "meek">>
"Excuse me," you say.
<<elseif $speech_attitude is "bratty">>
"Yo," you say.
<<else>>
"Hello," you say.
<</if>>
<br><br>
<<He>> jumps at your voice, and turns. There's fear on <<his>> face for just a moment, then relief. "Sorry," <<he>> says. "I was expecting someone else. What can I do for you?"
<br><br>
<<if $speech_attitude is "meek">>
"There's an ugly patch of wild grass at school," you say. "I'd like to keep it trim."
<<elseif $speech_attitude is "bratty">>
"There's this patch of ugly grass at school," you say. "I want it cut down."
<<else>>
"There's a patch of wild grass at school," you say. "I'd like to cut it, and clear the space for students."
<</if>>
<br><br>
"We can't spare the labour," <<he>> says. "It's hard enough finding the money to keep the roads clear. We'd need an additional <span class="gold">£30000</span> before we could spare the effort."
<br><br>
<<if $money gte 3000000>>
<<link [[Pay for the Green (£30000)|Town Hall Projects Green Buy]]>><<money -3000000 "townProject">><<set $town_projects.green to 3>><<famebusiness 300>><<famegood 300>><<status 100>><</link>><<gggcool>>
<br>
<<else>>
<span class="blue">You can't afford such an expense.</span>
<br>
<</if>>
<<link [[Leave|Cliff Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
The <<person1>><<person>> nods. "I'll give the head-" <<He>> catches <<himself>>. "They'll have the green tidy soon. Thanks for your contribution."
<br><br>
You leave the office, hoping you weren't just robbed.
<br><br>
<<link [[Leave|Cliff Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
You look around the room with a bemused expression. "Hello," you say, adopting a foreign-sounding accent. "I'm here to see the mayor. I'm expected."
<br><br>
The receptionist waves you through.
<br><br>
<<link [[Next|Town Hall Computer 2]]>><<endevent>><</link>>
<br><<effects>>
You enter the mayor's office. It's as you remember it, full of antique furniture and decor. Quinn isn't here.
<br><br>
<<if $necklaceThief is "player">>
The ivory necklace sits in a case next to the desk. It casts reflected blue light around the room.
<<else>>
Something on a pedestal next to the desk catches your attention immediately. <span class="blue">A necklace of ivory, set with blue gemstones, casts an eerie reflection in the room.</span> It must be worth a lot.
<</if>>
The case looks far too reinforced for you to be able to take it. You also spot a camera in the corner, slowly sweeping back and forth around the room.
<br><br>
You examine the office more closely. One wall is lined with photographs of the mayor shaking hands with various unknown individuals. The wall opposite boasts a colossal boar head on a mount. The far wall is lined with shelves, full of books.
<br><br>
You wait for the camera to move to the door, away from you. Once it does, you walk around the desk to peek at the mayor's computer screen. A password is needed.
<br><br>
<<link [[Next|Town Hall Computer 3]]>><</link>>
<br><<effects>>
You're about to turn away, when a thought occurs, one word, emblazoned across your mind. You have to try it.
<br><br>
You type "immaculate". <span class="green">Login successful.</span>
<br><br>
<<link [[Next|Town Hall Computer 4]]>><</link>>
<br><<effects>>
<<npc Quinn 1>><<person1>>
You read through the mayor's emails. <<He>> has a finger in a lot of pies, with messages to and from individuals in every part of town. There are references to a "Dark Elk" project. There's a hint of something illicit here, but Quinn is careful with <<his>> language, and never admits to anything outright.
<br><br>
<<He>> also has conversations with <span class="red">Bailey.</span> The most recent was a few weeks ago. Bailey begins with a simple message:
<i>"I need your people out of the docks next Friday."</i>
<br>
<i>"I know what you're after,"</i> Quinn replies. <i>"And I'm willing to assist, but this just isn't feasible at this time. I'd be pissing in more than one bowl of cereal."</i>
<br>
Bailey replies with a curt, <i>"This isn't a request."</i>
<br>
To which Quinn has written up a lengthy, and detailed, description of where Bailey can shove it. This remains an unsent draft, however. Instead <<he>> replies with a timid <i>"Right."</i>
<br><br>
<<link [[Next|Town Hall Computer 5]]>><</link>>
<br><<effects>>
<<earnFeat "Sins of the Past">>
Quinn has other, similar conversations with Bailey, going back years. Bailey is giving commands, though unsent rants indicate Quinn is unhappy with the situation. Some of them reference a "sin" that Quinn committed, and insist that <<hes>> long since paid for it.
<br><br>
You hear the door to Quinn's office open, and footsteps march up the stairs. You log off the computer, and take a seat in front of the desk.
<br><br>
<<npc Winter 2>>
Quinn enters, followed by Winter. "Ah," Quinn says. "I wasn't expecting-"
<br>
"It's good you're here," Winter interrupts. With a spring in <<person2>><<his>> step, <<he>> walks up to the desk, and unfurls a map. Quinn frowns at you again, but doesn't question your presence.
<br><br>
<<link [[Next|Town Hall Computer 6]]>><</link>>
<br><<effects>>
You look at the map. You recognise the town and coastline, but the emphasis is on the sea. Many islands are mapped out, including tiny islets.
<br><br>
"You might know of the ancient city some sources refer to," Winter says. "No hard evidence has been found of it, and now I know why." <<He>> rests <<his>> hand on the map, in the middle of the sea. "This used to be land. The city is underwater!"
<br><br>
<<link [[Next|Town Hall Computer 7]]>><</link>>
<br><<effects>>
"We don't have the funds for an ocean excavation," Quinn says. "You should get back to the lake. I hear-"
<br><br>
"The lake led me to this discovery, and I know there are mysteries there still, but a whole city-"
<br><br>
Quinn folds up the map, and thrusts it into Winter's stomach. "You're a credit to your profession. I'll raise this at the next council meeting." <<person1>><<He>> sits down, as if Winter and you are forgotten.
<br><br>
<<link [[Next|Town Hall Computer 8]]>><</link>>
<br><<effects>>
You follow Winter from the office. <<person2>>Somewhat deflated, <<he>> leans against the wall, <<his>> previous exertion catching up to <<him>>.
<br><br>
"In my younger years I'd go diving myself. No matter. There's plenty to do at the lake."
<br><br>
<<He>> draws up <<his>> chest, and marches from the building.
<br><br>
<<link [[Next|Cliff Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<widget "mapLocations">>
<!--keeps track of old settings for older versions-->
<<if $avaliableMapsVersion is 2>>
<<set _map to clone($map)>>
<</if>>
<<set $map to {
"hideLinks": false,
"available": {
"Domus Street": ["Barb Street", "Danube Street", "Residential alleyways"],
"Barb Street": ["Domus Street", "Cliff Street", "Connudatus Street", "Residential alleyways"],
"Danube Street": ["Domus Street", "Wolf Street", "Connudatus Street", "Residential alleyways"],
"Connudatus Street": ["Barb Street", "Danube Street", "Cliff Street", "Wolf Street", "Residential alleyways", "Commercial alleyways"],
"Cliff Street": ["Barb Street", "Starfish Street", "Connudatus Street", "High Street", "Commercial alleyways"],
"Wolf Street": ["Danube Street", "Nightingale Street", "Connudatus Street", "High Street", "Commercial alleyways"],
"High Street": ["Cliff Street", "Wolf Street", "Starfish Street", "Nightingale Street", "Commercial alleyways", "Park"],
"Starfish Street": ["Cliff Street", "Mer Street", "High Street", "Oxford Street", "Park"],
"Nightingale Street": ["Wolf Street", "Elk Street", "High Street", "Oxford Street", "Park"],
"Oxford Street": ["Starfish Street", "Nightingale Street", "Mer Street", "Elk Street", "Park", "Industrial alleyways"],
"Mer Street": ["Starfish Street", "Oxford Street", "Harvest Street", "Industrial alleyways"],
"Elk Street": ["Nightingale Street", "Oxford Street", "Harvest Street", "Industrial alleyways"],
"Harvest Street": ["Mer Street", "Elk Street", "Industrial alleyways"],
"Residential alleyways": ["Domus Street", "Barb Street", "Danube Street", "Connudatus Street", "Commercial alleyways"],
"Commercial alleyways": ["Connudatus Street", "Cliff Street", "Wolf Street", "High Street", "Residential alleyways", "Park"],
"Park": ["High Street", "Starfish Street", "Oxford Street", "Nightingale Street", "Commercial alleyways", "Industrial alleyways"],
"Industrial alleyways": ["Oxford Street", "Mer Street", "Elk Street", "Harvest Street", "Park"]
},
"arrayList": ["Domus Street","Barb Street","Danube Street","Connudatus Street","Cliff Street","Wolf Street","High Street","Starfish Street","Nightingale Street","Oxford Street","Mer Street","Elk Street","Harvest Street","Residential alleyways","Commercial alleyways","Park","Industrial alleyways"]
}>>
<<set $availableMapsVersion to 3>>
<</widget>><<widget "displayLinks">>
<<for _i to 0; _i lt $link_table.length; _i++>>
<<if $map.hideLinks is true and $options.mapMovement is true>>
<<if $map.hideLinksCheck[_i] is true>>
<<continue>>
<</if>>
<</if>>
<<print $link_table[_i]>>
<</for>>
<</widget>>
<<widget "add_link">>
<<if _args[0]>>
<<set $link_table[$link_table.length] to _args[0]>>
<</if>>
<</widget>>
<<widget "hideDisplay">>
<<if $map.hideLinks is true and $options.mapMovement is true>>
<<if _args[0] is true>>
<<set $map.hideLinksCheck.push(true)>>
<<else>>
<<set $map.hideLinksCheck.push(false)>>
<</if>>
<</if>>
<</widget>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "high">>
You scan the crowds.
<<if Time.dayState is "night">>
So many are drunk at this hour. This shouldn't be hard.
<</if>>
<<if $rng gte 80>>
<<if Time.dayState is "night">>
<<generatev1>><<person1>> A <<person>> staggers and falls to the ground in front of you. "I'm sho clumsy," <<he>> slurs, trying and failing to stand.
<<if $pronoun is "m">>
Looks like <<he>> lost <<his>> shirt somewhere, but <<he>> doesn't seem to care or even realise.
<<else>>
<<His>> low cut dress hangs loose as <<he>> leans forward, flashing <<his>> immodest breasts at you. <<He>> doesn't seem to care or even realise.
<</if>>
<br><br>
<<link [[Rob <<him>>|Connudatus Drunkard Rob]]>><<crimeUp 15 "thievery">><</link>><<crime "thievery">>
<br>
<<link [[Just help <<him>> up|Connudatus Drunkard]]>><</link>>
<br>
<<else>>
<<generate1>><<person1>> A <<person>> leans forward in front of a stall, examining the display. <<His>> <<wallet>> hangs on a thin strap behind <<him>>.
<br><br>
<<link [[Snatch it|Connudatus Snatch]]>><<crimeUp 15 "thievery">><</link>><<crime "thievery">>
<br>
<<link [[Leave it|Connudatus Street]]>><<endevent>><</link>>
<br>
<</if>>
<<elseif $rng gte 60>>
<<generate1>><<generate2>>A <<fullGroup>> sit outside a restaurant. The <<person1>><<persons>> <<wallet>> sits atop a bag by <<his>> legs.
<br><br>
<<link [[Take it|Connudatus Thievery Restaurant]]>><<crimeUp 15 "thievery">><</link>><<crime "thievery">>
<br>
<<link [[Leave it|Connudatus Street]]>><<endevent>><</link>>
<br>
<<elseif $rng gte 45>>
<<generate1>><<person1>>You spot a tourist taking pictures. <<He>> probably has money to burn.
<br><br>
<<link [[Steal camera|Connudatus Camera]]>><</link>>
<br>
<<link [[Leave|Connudatus Street]]>><<endevent>><</link>>
<br>
<<elseif $rng gte 20>>
A car pulls up in front of a shop. <<generate1>><<person1>>A <<person>> steps out and enters the building, leaving <<his>> car door open. And <<his>> <<wallet>> on the seat.
<br><br>
<<link [[Take it|Connudatus Car]]>><<crimeUp 15 "thievery">><</link>><<crime "thievery">>
<br>
<<link [[Leave it|Connudatus Street]]>><<endevent>><</link>>
<br>
<<else>>
<<generate1>><<person1>>A <<person>> sits on a bench, their <<wallet>> sat next to them.
<br><br>
<<link [[Take it|Connudatus Street Bench]]>><<crimeUp 15 "thievery">><</link>><<crime "thievery">>
<br>
<<link [[Leave it|Connudatus Street]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "high">>
<<famegood 1>>
You offer the <<person>> your hand and help <<him>> stand up. <<He>> takes a moment to steady. A group of people some distance away wave at <<him>>, and <<he>> waves back. "Thank you, kind angel," <<he>> says before staggering to <<his>> friends.
<br><br>
<<endevent>>
<<link [[Next|Connudatus Street]]>><</link>>
<br><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "high">>
You lean down, holding <<his>> arm with one hand, and taking <<his>> <<wallet>> with the other. You lift <<him>> to <<his>> feet and <<he>> leans against you.
<br><br>
<<if $skulduggery lte 300>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">There's nothing more you can learn from such an easy target.</span>
<br><br>
<</if>>
"I felt you touch me," <<he>> says. "I know what you want." <<He>> reaches down and gropes your <<groin>>.
<br><br>
<<if hasSexStat("promiscuity", 4)>>
<<link [[Take advantage|Connudatus Drunkard Sex]]>><<set $sexstart to 1>><</link>><<promiscuous4>>
<br>
<</if>>
<<link [[Push away|Connudatus Drunkard Push]]>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<promiscuity4>>
<<enable_rescue>>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Connudatus Drunkard Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Connudatus Drunkard Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "high">>
You shove the <<person>> away from you.
<<if $rng gte 71>>
"Shtupid," <<he>> slurs. "Be a good <<girl>> and hold still."
<br><br>
<<link [[Next|Connudatus Drunkard Sex]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<He>> almost falls over again. "Oi," a voice shouts, "Leave that poor <<girl>> alone and get over here." The <<person>> looks over and waves, smiling. <<He>> returns to <<his>> friends.
<br><br>
<<connudatuswallet>>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Oi," a voice shouts. "Leave that poor <<girl>> alone." The <<person>> looks in the direction of the voice. Seeming to forget about you, <<he>> turns away and walks to <<his>> friends.
<br><br>
<<clotheson>>
<<elseif $enemyhealth lte 0>>
You shove <<him>> to the ground. <<He>> struggles to get up again. <<tearful>> you flee to safety.
<br><br>
<<clotheson>>
<<elseif $alarm is 1>>
"Oi," a voice shouts. "Leave that poor <<girl>> alone." The <<person>> looks in the direction of the voice. Seeming to forget about you, <<he>> turns away and walks to <<his>> friends.
<br><br>
<<clotheson>>
<<elseif $finish is 1>>
<<He>> stumbles away from you.
<br><br>
<<clotheson>>
<</if>>
<br><br>
<<connudatuswallet>>
<<endcombat>><<set $outside to 1>><<set $location to "town">><<effects>>
<<if $skulduggery lte 300>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">There's nothing more you can learn from such an easy target.</span>
<br><br>
<</if>>
You grab the <<wallet>> as you walk past.
<<if $rng gte 61>>
The strap tenses and holds. The <<person>> turns and catches you red-handed. "You little brat," <<he>> says as <<he>> grabs your shoulder. "I'll teach you some respect."
<br><br>
<<link [[Next|Connudatus Snatch Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
It breaks free of the strap. You walk away, not changing your pace.
<br><br>
<<connudatuswallet>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<set $enemyanger += 200>><<npcidlegenitals>>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or $enemyanger lte 50>>
<span id="next"><<link [[Next|Connudatus Snatch Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Connudatus Snatch Molestation]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"You little harlot," <<he>> pants as <<he>> leans against the stall. <<tearful>> you seize the opportunity and escape. <<He>> turns back to you, but you're long gone. So is <<his>> <<wallet>>.
<br><br>
<<clotheson>>
<<elseif $enemyhealth lte 0>>
You shove <<him>> into the stall. <<He>> crashes through it. <<tearful>> you flee to safety, <<his>> wallet in hand.
<br><br>
<<clotheson>>
<<elseif $enemyanger lte 50>>
The <<person>> leans against the stall. "That'll... that'll show <<phim>>, so it will," <<he>> pants. <<tearful>> you seize the opportunity and escape. <<He>> turns back to you, but you're long gone. So is <<his>> <<wallet>>.
<<clotheson>>
<<else>>
<<generate2>><<person2>>"What's wrong with you?" a <<person>> shouts. <<He>> grapples the <<person1>><<person>> and holds <<him>> back.
<br><br>
"The <<girl>> tried to take my <<wallet>> you idiot," the <<person>> yells as <<he>> shoves the interloper away. <<He>> looks around, eyes wild with anger. But <<he>> can't see you. Or <<his>> <<wallet>>.
<<clotheson>>
<</if>>
<br><br>
<<connudatuswallet>>
<<endcombat>><<set $outside to 1>><<set $location to "town">><<effects>>
<<if $skulduggery lte 300>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">There's nothing more you can learn from such an easy target.</span>
<br><br>
<</if>>
<<person1>>You kneel and pretend to tie your shoelaces. You pick up the <<wallet>> as you stand up.
<<if $rng gte 61>>
The <<person2>><<person>> spots you. "<<pShes>> robbing you! Look!" <<he>> shouts.
<<gstress>><<stress 6>>
<br><br>
<<set $skulduggerydifficulty to 400>>
<<link [[Run|Connudatus Thievery Restaurant Run]]>><<crimeUp 30 "thievery">><<tiredness 12>><</link>><<crime "thievery">><<ggtiredness>>
<br>
<<link [[Bluff|Connudatus Thievery Restaurant Bluff]]>><</link>><<skulduggerydifficulty>>
<br>
<<else>>
<br><br>
<<connudatuswallet>>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>>
You dash away, disappearing into the crowds before they can even stand up. They managed to get a good look at you though.
<br><br>
<<connudatuswallet>><<set $outside to 1>><<set $location to "town">><<effects>>
<<if $speech_attitude is "meek">>
"I'm sorry!" you say, placing the <<person1>><<wallet>> on the table and looking between them. "My eyesight isn't very good and I thought it was mine."
<<elseif $speech_attitude is "bratty">>
"Actually," you say, placing the <<person1>><<wallet>> on the table. "I was just returning it to you. Someone else took it and I chased them down. You shouldn't make accusations like that."
<<else>>
"I work here," you say, placing the <<person1>><<wallet>> on the table. "It's against company policy to let patrons leave their valuables where they can be easily taken. You should be more careful in the future."
<</if>>
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
The <<person>> turns to the <<person2>><<person>>. "You always cause a scene."
<br><br>
"Cause a scene? I suppose I should keep quiet if I think you're being robbed then?"
<br><br>
<span class="green">You leave them to their argument, taking the <<person1>><<wallet>> with you.</span>
<br><br>
<<connudatuswallet>>
<<else>>
<span class="red">The <<person>> picks up the <<wallet>> and tucks it away.</span> "Sure," <<he>> says, looking at you with suspicion. You'll have to leave empty-handed this time.
<br><br>
<<endevent>>
<<link [[Next|Connudatus Street]]>><</link>>
<br>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>>
<<if $speech_attitude is "meek">>
"Excuse me <<sir>>," you say, tugging on <<his>> sleeve. "I like being helpful. Can I take a picture for you?"
<<elseif $speech_attitude is "bratty">>
"New in town?" you say. "You look like you could use a hand. How about I take a picture for you?"
<<else>>
"Hello," you say. "I can take a picture for you if you like."
<</if>>
<br><br>
<<He>> smiles. "How sweet of you to offer. Here you go." <<He>> hands you the camera and steps several feet away from you.
<<if $skulduggery lte 300>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">There's nothing more you can learn from such an easy target.</span>
<br><br>
<</if>>
<<if $rng gte 61>>
<<He>> turns sooner than you'd hoped. "Hey!" <<he>> shouts. "Give that back!" You break into a run. <<He>> runs after you.
<<gstress>><<stress 6>><<tiredness 12>><<ggtiredness>>
<br><br>
<<athleticsdifficulty 1 1000 true>>
<<if $athleticsSuccess>>
You run around stalls and try to shake <<him>>, and <span class="green">succeed</span>. You find a quiet spot and examine the camera.
<<if $rng gte 81>>
Looks pretty expensive. You should be able to get something for it.
<<set $blackmoney += 30>><<crimeUp 30 "thievery">>
<<elseif $rng gte 61>>
It's a fairly common example, but should be worth something.
<<set $blackmoney += 15>><<crimeUp 25 "thievery">>
<<elseif $rng gte 41>>
It's a budget item for sure, but not worthless.
<<set $blackmoney += 10>><<crimeUp 10 "thievery">>
<<elseif $rng gte 21>>
It's pretty tacky looking, can't be worth much.
<<set $blackmoney += 5>><<crimeUp 5 "petty">>
<<else>>
It's a tacky thing, not worth the plastic it's made of.
<</if>>
<br><br>
<<endevent>>
<<link [[Next|Connudatus Street]]>><</link>>
<br>
<<else>>
You run around stalls and try to shake <<him>>, but <span class="red">fail</span>. <<He>> chases you into an alley. You round a corner and find a fence blocking your path. The <<person>> stops behind you.
<br><br>
"They said the <<girls>> in this town were weak and submissive." <<He>> rolls up <<his>> sleeves. "I think I need to show you your place."
<br><br>
<<link [[Throw the camera|Connudatus Camera Throw]]>><</link>>
<br>
<<link [[Stand your ground|Connudatus Camera Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<<else>>
<<He>> turns just in time to see you disappear into the crowd.
<br><br>
You find a quiet spot and examine the camera.
<<if $rng gte 81>>
Looks pretty expensive. You should be able to get something for it.
<<set $blackmoney += 30>><<crimeUp 30 "thievery">>
<<elseif $rng gte 61>>
It's a fairly common example, but should be worth something.
<<set $blackmoney += 15>><<crimeUp 25 "thievery">>
<<elseif $rng gte 41>>
It's a budget item for sure, but not worthless.
<<set $blackmoney += 10>><<crimeUp 10 "thievery">>
<<elseif $rng gte 21>>
It's pretty tacky looking, can't be worth much.
<<set $blackmoney += 5>><<crimeUp 5 "petty">>
<<else>>
It's a tacky thing, not worth the plastic it's made of.
<</if>>
<<endevent>>
<br><br>
<<link [[Next|Connudatus Street]]>><</link>>
<br>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>>
You throw the camera behind <<him>>. <<He>> runs after it. "If you've broken it, I'll break you," <<he>> says as it bounces along the ground. You climb the fence and haul yourself over to the other side while <<hes>> distracted. You're long gone by the time <<he>> turns around.
<br><br>
<<link [[Next|Connudatus Street]]>><<endevent>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<set $enemyanger += 150>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Connudatus Camera Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Connudatus Camera Molestation]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"That's it," <<he>> says. "That's why I'm here. You can keep the camera whore, I'll just buy another." <<He>> leaves the way <<he>> came.
<br><br>
<<clotheson>>
<<elseif $enemyhealth lte 0>>
You shove <<him>> to the ground and start climbing the fence. By the time <<hes>> on <<his>> feet you've escaped. You keep moving for a while then find a quiet place where you won't be disturbed.
<br><br>
<<clotheson>>
<<else>>
<br><br>
<</if>>
You examine the camera.
<<if $rng gte 81>>
Looks pretty expensive. You should be able to get something for it.
<<set $blackmoney += 30>><<crimeUp 30 "thievery">>
<<elseif $rng gte 61>>
It's a fairly common example, but should be worth something.
<<set $blackmoney += 15>><<crimeUp 25 "thievery">>
<<elseif $rng gte 41>>
It's a budget item for sure, but not worthless.
<<set $blackmoney += 10>><<crimeUp 10 "thievery">>
<<elseif $rng gte 21>>
It's pretty tacky looking, can't be worth much.
<<set $blackmoney += 5>><<crimeUp 5 "petty">>
<<else>>
It's a tacky thing, not worth the plastic it's made of.
<</if>>
<br><br>
<<endcombat>>
<<link [[Next|Connudatus Street]]>><</link>><<set $outside to 1>><<set $location to "town">><<effects>>
<<if $skulduggery lte 300>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">There's nothing more you can learn from such an easy target.</span>
<br><br>
<</if>>
<<if $rng gte 51>>
You walk up to the open car and pick up the <<wallet>> like you have every right to, just as the <<person>> exits the building. <<He>> hasn't seen you yet but <<he>> soon will.
<<gstress>><<stress 6>>
<br><br>
<<link [[Run|Connudatus Car Run]]>><<crimeUp 30 "thievery">><</link>><<crime "thievery">>
<br>
<<link [[Hide in the car|Connudatus Car Hide]]>><</link>>
<br>
<<link [[Leave it|Connudatus Street]]>><<endevent>><</link>>
<br>
<<else>>
You walk up to the open car and pick up the <<wallet>> like you have every right to. When the <<person>> returns <<he>> drives away without noticing anything wrong.
<br><br>
<<connudatuswallet>>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>>
You run, <<wallet>> in hand. It takes the <<person>> a moment to react, time enough for you to disappear in the crowded street.
<br><br>
<<connudatuswallet>><<set $outside to 1>><<set $location to "town">><<effects>>
With the <<wallet>> in hand you dive into the car and crawl beneath the back seat.
<<if $rng gte 51>>
The <<person>> sits down and starts the engine, unaware that <<his>> <<wallet>> is missing or that <<he>> has a passenger.
<br><br>
You hide beneath the seat as the car bumps along the road. You don't wait long before <<he>> pulls to a stop. You hear a gate open and the car drives a bit more, before stopping once more. The driver leaves the car, this time shutting the door.
<br><br>
You peek out the window. You're in one of the compounds on Elk Street. A chain link fence towers around the edge, protecting several red brick buildings. You climb out of the car.
<br><br>
<<pass 5>>
You open the <<wallet>>. It's empty.
<br><br>
<<endevent>>
<<link [[Look around|Elk Compound]]>><</link>>
<br>
<<else>>
The <<person>> sits down, looks around, then climbs back out. <<He>> must think <<he>> left <<his>> <<wallet>> in the building.
<br><br>
You rise from your hiding place and escape the car before <<he>> returns.
<br><br>
<<connudatuswallet>>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>>
<<if $rng gte 61>>
You walk behind the bench, reach over and take the <<wallet>> from its seat.
<<stress 6>><<gstress>>
<<outfitChecks>>
<<if _shirtless>>
The <<person>> tries to grab you, but you shake <<him>> free and run to safety.
<br><br>
<<else>>
The <<person>> grabs your _top.name.
<<set _top.integrity -= 10>>
<<if _top.integrity lte 0>>
You pull away from <<him>>, but your clothing tears free in <<his>> grip. <<integritycheck>><<exposure>><<if $exposed gte 1>><<covered>><</if>> You run to safety.
<<else>>
You shake <<him>> free, but hear your _top.name tear slightly. You run to safety.
<</if>>
<br><br>
<</if>>
<<if $skulduggery lte 300>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">There's nothing more you can learn from such an easy target.</span>
<br><br>
<</if>>
<<connudatuswallet>>
<<else>>
You walk behind the bench, reach over and take the <<wallet>> without the <<person>> even noticing.
<br><br>
<<if $skulduggery lte 300>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">There's nothing more you can learn from such an easy target.</span>
<br><br>
<</if>>
<<connudatuswallet>>
<</if>><<set $outside to 0>><<effects>><<set $lock to 200>>
A standard cash register sits on a counter. It's locked tight.
<br><br>
<<if currentSkillValue('skulduggery') gte $lock>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span>
<br><br>
<<else>>
<<wearProp "lockpick">>
<span class="green">The lock looks easy to pick.</span>
<br><br>
<<lockicon "pick">><<link [[Pick it (0:10)|Dance Studio Register Sneak]]>><<handheldon>><<pass 10>><<crimeUp 10 "thievery">><</link>><<crime "thievery">>
<br>
<</if>>
<<else>>
<span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>>
<br><br>
<</if>>
<<getouticon>><<link [[Leave|Dance Studio]]>><<handheldon>><</link>>
<br><<set $outside to 0>><<effects>><<set $lock to 200>>
<<set $weekly.theft.danceStudio to true>>
<<set $tip to random(3000, 9000)>>
You deftly open the cash register and count out the money inside.
There's <<printmoney $tip>>.
<br><br>
<<if $skulduggery lt 300>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">There's nothing more you can learn from locks this simple.</span>
<br><br>
<</if>>
<<if $rng gte 86>>
<<skulshopevents>>
<<else>>
<<link [[Take it|Dance Studio]]>><<money $tip "thievery">><<crimeUp `$tip / 100` "thievery">><</link>><<crime "thievery">>
<br>
<<link [[Leave it|Dance Studio]]>><</link>>
<br>
<</if>><<set $outside to 0>><<effects>><<set $lock to 200>>
A standard cash register sits on a counter. It's locked tight.
<br><br>
<<if currentSkillValue('skulduggery') gte $lock>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span>
<br><br>
<<else>>
<<wearProp "lockpick">>
<span class="green">The lock looks easy to pick.</span>
<br><br>
<<lockicon "pick">><<link [[Pick it (0:10)|Ocean Breeze Register Sneak]]>><<handheldon>><<pass 10>><<crimeUp 10 "thievery">><</link>><<crime "thievery">>
<br>
<</if>>
<<else>>
<span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>>
<br><br>
<</if>>
<<getouticon>><<link [[Leave|Ocean Breeze]]>><<handheldon>><</link>>
<br><<set $outside to 0>><<effects>><<set $lock to 200>>
<<set $weekly.theft.oceanBreeze to true>>
<<set $tip to random(3000, 9000)>>
You deftly open the cash register and count out the money inside.
There's <<printmoney $tip>>.
<br><br>
<<if $skulduggery lt 300>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">There's nothing more you can learn from locks this simple.</span>
<br><br>
<</if>>
<<if $rng gte 86>>
<<skulshopevents>>
<<else>>
<<link [[Take it|Ocean Breeze]]>><<money $tip "thievery">><<crimeUp `$tip / 100` "thievery">><</link>><<crime "thievery">>
<br>
<<link [[Leave it|Ocean Breeze]]>><</link>>
<br>
<</if>><<set $outside to 0>><<effects>><<set $lock to 200>>
A standard cash register sits on a counter. It's locked tight.
<br><br>
<<if currentSkillValue('skulduggery') gte $lock>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span>
<br><br>
<<else>>
<<wearProp "lockpick">>
<span class="green">The lock looks easy to pick.</span>
<br><br>
<<lockicon "pick">><<link [[Pick it (0:10)|Strip Club Register Sneak]]>><<handheldon>><<pass 10>><<crimeUp 10 "thievery">><</link>><<crime "thievery">>
<br>
<</if>>
<<else>>
<span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>>
<br><br>
<</if>>
<<getouticon>><<link [[Leave|Strip Club]]>><<handheldon>><</link>>
<br><<set $outside to 0>><<effects>><<set $lock to 200>>
<<set $weekly.theft.stripClub to true>>
<<set $tip to random(3000, 9000)>>
You deftly open the cash register and count out the money inside.
There's <<printmoney $tip>>.
<br><br>
<<if $skulduggery lt 300>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">There's nothing more you can learn from locks this simple.</span>
<br><br>
<</if>>
<<if $rng gte 86>>
<<skulshopevents>>
<<else>>
<<link [[Take it|Strip Club]]>><<money $tip "thievery">><<crimeUp `$tip / 100` "thievery">><</link>><<crime "thievery">>
<br>
<<link [[Leave it|Strip Club]]>><</link>>
<br>
<</if>><<set $outside to 0>><<effects>><<set $lock to 200>>
A standard cash register sits on a counter. It's locked tight.
<br><br>
<<if currentSkillValue('skulduggery') gte $lock>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span>
<br><br>
<<else>>
<<wearProp "lockpick">>
<span class="green">The lock looks easy to pick.</span>
<br><br>
<<lockicon "pick">><<link [[Pick it (0:10)|Clothing Shop Register Sneak]]>><<handheldon>><<pass 10>><<crimeUp 10 "thievery">><</link>><<crime "thievery">>
<br>
<</if>>
<<else>>
<span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>>
<br><br>
<</if>>
<<getouticon>><<link [[Leave|Clothing Shop]]>><<handheldon>><</link>>
<br><<set $outside to 0>><<effects>><<set $lock to 200>>
<<set $weekly.theft.clothingShop to true>>
<<set $tip to random(3000, 9000)>>
You deftly open the cash register and count out the money inside.
There's <<printmoney $tip>>.
<br><br>
<<if $skulduggery lt 300>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">There's nothing more you can learn from locks this simple.</span>
<br><br>
<</if>>
<<if $rng gte 86>>
<<skulshopevents>>
<<else>>
<<link [[Take it|Clothing Shop]]>><<money $tip "thievery">><<crimeUp `$tip / 100` "thievery">><</link>><<crime "thievery">>
<br>
<<link [[Leave it|Clothing Shop]]>><</link>>
<br>
<</if>><<set $outside to 0>><<effects>><<set $lock to 200>>
A standard cash register sits on a counter. It's locked tight.
<br><br>
<<if currentSkillValue('skulduggery') gte $lock>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span>
<br><br>
<<else>>
<<wearProp "lockpick">>
<span class="green">The lock looks easy to pick.</span>
<br><br>
<<lockicon "pick">><<link [[Pick it (0:10)|Furniture Shop Register Sneak]]>><<handheldon>><<pass 10>><<crimeUp 10 "thievery">><</link>><<crime "thievery">>
<br>
<</if>>
<<else>>
<span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>>
<br><br>
<</if>>
<<getouticon>><<link [[Leave|Furniture Shop]]>><<handheldon>><</link>>
<br><<set $outside to 0>><<effects>><<set $lock to 200>>
<<set $weekly.theft.furnitureShop to true>>
<<set $tip to random(3000, 9000)>>
You deftly open the cash register and count out the money inside.
There's <<printmoney $tip>>.
<br><br>
<<if $skulduggery lt 300>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">There's nothing more you can learn from locks this simple.</span>
<br><br>
<</if>>
<<if $rng gte 86>>
<<skulshopevents>>
<<else>>
<<link [[Take it|Furniture Shop]]>><<money $tip "thievery">><<crimeUp `$tip / 100` "thievery">><</link>><<crime "thievery">>
<br>
<<link [[Leave it|Furniture Shop]]>><</link>>
<</if>>
<br><<set $outside to 0>><<effects>><<set $lock to 200>>
A standard cash register sits on a counter. It's locked tight.
<br><br>
<<if currentSkillValue('skulduggery') gte $lock>>
<<wearProp "lockpick">>
<span class="green">The lock looks easy to pick.</span>
<br><br>
<<lockicon "pick">><<link [[Pick it (0:10)|Bike Depot Register Sneak]]>><<pass 10>><<crimeUp 10 "thievery">><</link>><<crime "thievery">>
<br>
<<else>>
<span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>>
<br><br>
<</if>>
<<getouticon>><<link [[Leave|Bike Depot]]>><</link>>
<br><<set $outside to 0>><<effects>><<set $lock to 200>>
<<set $weekly.theft.bikeDepot to true>>
<<set $tip to random(3000, 9000)>>
You deftly open the cash register and count out the money inside.
There's <<printmoney $tip>>.
<br><br>
<<if $skulduggery lt 300>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">There's nothing more you can learn from locks this simple.</span>
<</if>>
<br><br>
<<if $rng gte 86>>
<<skulshopevents>>
<<else>>
<<link [[Take it|Bike Depot]]>><<set $money += $tip>><<crimeUp `$tip / 100` "thievery">><</link>><<crime "thievery">>
<br>
<<link [[Leave it|Bike Depot]]>><</link>>
<</if>>
<br><<set $outside to 0>><<effects>><<set $lock to 200>>
A standard cash register sits on a counter. It's locked tight.
<br><br>
<<if currentSkillValue('skulduggery') gte $lock>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span>
<br><br>
<<else>>
<<wearProp "lockpick">>
<span class="green">The lock looks easy to pick.</span>
<br><br>
<<lockicon "pick">><<link [[Pick it (0:10)|Cosmetics Store Register Sneak]]>><<handheldon>><<pass 10>><<crimeUp 10 "thievery">><</link>><<crime "thievery">>
<br>
<</if>>
<<else>>
<span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>>
<br><br>
<</if>>
<<getouticon>><<link [[Leave|Cosmetics Store]]>><<handheldon>><</link>>
<br><<set $outside to 0>><<effects>><<set $lock to 200>>
<<set $weekly.theft.cosmeticsShop to true>>
<<set $tip to random(3000, 9000)>>
You deftly open the cash register and count out the money inside.
There's <<printmoney $tip>>.
<br><br>
<<if $skulduggery lt 300>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">There's nothing more you can learn from locks this simple.</span>
<br><br>
<</if>>
<<if $rng gte 86>>
<<skulshopevents>>
<<else>>
<<link [[Take it|Cosmetics Store]]>><<money $tip "thievery">><<crimeUp `$tip / 100` "thievery">><</link>><<crime "thievery">>
<br>
<<link [[Leave it|Cosmetics Store]]>><</link>>
<</if>>
<br><<set $outside to 0>><<effects>><<set $lock to 200>>
A standard cash register sits on a counter. It's locked tight.
<br><br>
<<if currentSkillValue('skulduggery') gte $lock>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span>
<br><br>
<<else>>
<<wearProp "lockpick">>
<span class="green">The lock looks easy to pick.</span>
<br><br>
<<lockicon "pick">><<link [[Pick it (0:10)|Hairdressers Register Sneak]]>><<handheldon>><<pass 10>><<crimeUp 10 "thievery">><</link>><<crime "thievery">>
<br>
<</if>>
<<else>>
<span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>>
<br><br>
<</if>>
<<getouticon>><<link [[Leave|Hairdressers]]>><<handheldon>><</link>>
<br><<set $outside to 0>><<effects>><<set $lock to 200>>
<<set $weekly.theft.hairDressers to true>>
<<set $tip to random(3000, 9000)>>
You deftly open the cash register and count out the money inside.
There's <<printmoney $tip>>.
<br><br>
<<if $skulduggery lt 300>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">There's nothing more you can learn from locks this simple.</span>
<br><br>
<</if>>
<<if $rng gte 86>>
<<skulshopevents>>
<<else>>
<<link [[Take it|Hairdressers]]>><<money $tip "thievery">><<crimeUp `$tip / 100` "thievery">><</link>><<crime "thievery">>
<br>
<<link [[Leave it|Hairdressers]]>><</link>>
<br>
<</if>><<set $outside to 0>><<effects>><<set $lock to 200>>
A standard cash register sits on a counter. It's locked tight.
<br><br>
<<if currentSkillValue('skulduggery') gte $lock>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span>
<br><br>
<<else>>
<<wearProp "lockpick">>
<span class="green">The lock looks easy to pick.</span>
<br><br>
<<lockicon "pick">><<link [[Pick it (0:10)|Tailor Register Sneak]]>><<handheldon>><<pass 10>><<crimeUp 10 "thievery">><</link>><<crime "thievery">>
<br>
<</if>>
<<else>>
<span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>>
<br><br>
<</if>>
<<getouticon>><<link [[Leave|Tailor Shop]]>><<handheldon>><</link>>
<br><<set $outside to 0>><<effects>><<set $lock to 200>>
<<set $weekly.theft.tailor to true>>
<<set $tip to random(3000, 9000)>>
You deftly open the cash register and count out the money inside.
There's <<printmoney $tip>>.
<br><br>
<<if $skulduggery lt 300>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">There's nothing more you can learn from locks this simple.</span>
<br><br>
<</if>>
<<if $rng gte 86>>
<<skulshopevents>>
<<else>>
<<link [[Take it|Tailor Shop]]>><<money $tip "thievery">><<crimeUp `$tip / 100` "thievery">><</link>><<crime "thievery">>
<br>
<<link [[Leave it|Tailor Shop]]>><</link>>
<br>
<</if>><<set $outside to 0>><<effects>><<set $lock to 200>>
A standard cash register sits on a counter. It's locked tight.
<br><br>
<<if currentSkillValue('skulduggery') gte $lock>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span>
<br><br>
<<else>>
<<wearProp "lockpick">>
<span class="green">The lock looks easy to pick.</span>
<br><br>
<<lockicon "pick">><<link [[Pick it (0:10)|Pet Shop Register Sneak]]>><<handheldon>><<pass 10>><<crimeUp 10 "thievery">><</link>><<crime "thievery">>
<br>
<</if>>
<<else>>
<span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>>
<br><br>
<</if>>
<<getouticon>><<link [[Leave|Pet Shop]]>><<handheldon>><</link>>
<br><<set $outside to 0>><<effects>><<set $lock to 200>>
<<set $weekly.theft.petShop to true>>
<<set $tip to random(3000, 9000)>>
You deftly open the cash register and count out the money inside.
There's <<printmoney $tip>>.
<br><br>
<<if $skulduggery lt 300>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">There's nothing more you can learn from locks this simple.</span>
<br><br>
<</if>>
<<if $rng gte 86>>
<<skulshopevents>>
<<else>>
<<link [[Take it|Pet Shop]]>><<money $tip "thievery">><<crimeUp `$tip / 100` "thievery">><</link>><<crime "thievery">>
<br>
<<link [[Leave it|Pet Shop]]>><</link>>
<br>
<</if>><<set $outside to 0>><<effects>><<set $lock to 200>>
A standard cash register sits on a counter. It's locked tight.
<br><br>
<<if currentSkillValue('skulduggery') gte $lock>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span>
<br><br>
<<else>>
<<wearProp "lockpick">>
<span class="green">The lock looks easy to pick.</span>
<br><br>
<<lockicon "pick">><<link [[Pick it (0:10)|Toy Shop Register Sneak]]>><<handheldon>><<pass 10>><<crimeUp 10 "thievery">><</link>><<crime "thievery">>
<br>
<</if>>
<<else>>
<span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>>
<br><br>
<</if>>
<<getouticon>><<link [[Leave|Toy Shop]]>><<handheldon>><</link>>
<br><<set $outside to 0>><<effects>><<set $lock to 200>>
<<set $weekly.theft.toyShop to true>>
<<set $tip to random(3000, 9000)>>
You deftly open the cash register and count out the money inside.
There's <<printmoney $tip>>.
<br><br>
<<if $skulduggery lt 300>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">There's nothing more you can learn from locks this simple.</span>
<br><br>
<</if>>
<<if $rng gte 86>>
<<skulshopevents>>
<<else>>
<<link [[Take it|Toy Shop]]>><<money $tip "thievery">><<crimeUp `$tip / 100` "thievery">><</link>><<crime "thievery">>
<br>
<<link [[Leave it|Toy Shop]]>><</link>>
<br>
<</if>><<set $outside to 0>><<effects>><<set $lock to 200>>
A standard cash register sits on a counter. It's locked tight.
<br><br>
<<if currentSkillValue('skulduggery') gte $lock>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span>
<br><br>
<<else>>
<<wearProp "lockpick">>
<span class="green">The lock looks easy to pick.</span>
<br><br>
<<lockicon "pick">><<link [[Pick it (0:10)|Tattoo Parlour Register Sneak]]>><<handheldon>><<pass 10>><<crimeUp 10 "thievery">><</link>><<crime "thievery">>
<br>
<</if>>
<<else>>
<span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>>
<br><br>
<</if>>
<<getouticon>><<link [[Leave|Tattoo Parlour]]>><<handheldon>><</link>>
<br><<set $outside to 0>><<effects>><<set $lock to 200>>
<<set $weekly.theft.tattooParlour to true>>
<<set $tip to random(3000, 9000)>>
You deftly open the cash register and count out the money inside.
There's <<printmoney $tip>>.
<br><br>
<<if $skulduggery lt 300>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">There's nothing more you can learn from locks this simple.</span>
<br><br>
<</if>>
<<if $rng gte 86>>
<<skulshopevents>>
<<else>>
<<link [[Take it|Tattoo Parlour]]>><<money $tip "thievery">><<crimeUp `$tip / 100` "thievery">><</link>><<crime "thievery">>
<br>
<<link [[Leave it|Tattoo Parlour]]>><</link>>
<br>
<</if>><<set $outside to 0>><<effects>>
You nod meekly and step away from the register. <<He>> takes the money and pockets it before escorting you outside. "I don't
want to see you around this place <<if Time.dayState is "night">>at night<</if>> again, got that?" <<He>> leaves you in front of the building.
<br><br>
<<endevent>>
<<destinationeventend>><<set $outside to 0>><<effects>>
<<if $athleticsSuccess>>
You snatch the money from the register and run. <<He>> lunges for you, <span class="green">but you dodge <<his>> hand,</span> leaving <<him>> sprawled on the floor.
<br><br>
You run from the building, down the street and into an alley. You got away.
<<money $tip "thievery">><<crimeUp `$tip / 100` "thievery">>
<br><br>
<<endevent>>
<<destinationeventend>>
<<else>>
You snatch the money from the register and run. <<He>> lunges for you, <span class="red">and clutches your ankle,</span> leaving you sprawled on the floor.
<br><br>
"Now I've really got you," <<he>> says as <<he>> climbs on top of you.
<br><br>
<<link [[Next|Skulduggery Shop Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<set $outside to 0>><<effects>>
<<set $seductiondifficulty to 8000>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>><span class="gold">You feel more confident in your powers of seduction.</span><</if>>
<<seductionskilluse>>
<br><br>
"Perhaps we can make a trade," you croon. "I know what you were doing back there, in the back of the building. I can smell it on you."
<<promiscuity4>>
<<if $seductionrating gte $seductionrequired>>
The <<person>> blushes and steps away from you. You walk closer, flash <<him>> a mischievous grin and wrap your arms around <<his>> waist.
<br><br>
<<link [[Next|Skulduggery Shop Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<else>>
"Nice try, harlot," the <<person>> growls. "You're lucky I'm in a good mood. Get out, and don't let me catch you around here again." <<He>> watches you leave the building.
<br><br>
<<endevent>>
<<destinationeventend>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<set $enemyanger += 50>><<set $enemytrust -= 50>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Skulduggery Shop Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Skulduggery Shop Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> snatches the money away from you. "I won't report your little break-in if you don't report what happened here. Got it?" <<He>> pulls you to your feet and shoves you outside.
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<<else>>
You kick <<him>> away from you. <<tearful>> you scramble to your feet and dash from the building.
<<money $tip "thievery">><<crimeUp `$tip / 100` "thievery">>
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Skulduggery Shop Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Skulduggery Shop Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> avoids eye contact as <<he>> fixes <<his>> clothes. <<tearful>> you walk from the building, taking the money from the register as you do. You slap <<his>> ass on the way out, making <<him>> flinch.
<br><br>
<<money $tip "thievery">><<crimeUp `$tip / 100` "thievery">>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<<elseif $enemyhealth lte 0>>
You kick <<him>> away from you. <<tearful>> you scramble to your feet and dash from the building, snatching the money on the way out.
<br><br>
<<money $tip "thievery">><<crimeUp `$tip / 100` "thievery">>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<<else>>
<<He>> avoids eye contact as <<he>> fixes <<his>> clothes, but stands in front of the register.
<br><br>
<<tearful>> you leave the building.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<</if>><<set $outside to 1>><<effects>><<set $lock to 200>>
There's a small office building beside the stables. The door is locked. Must be where the money is kept.
<br><br>
<<if currentSkillValue('skulduggery') gte $lock>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span>
<br><br>
<<else>>
<<wearProp "lockpick">>
<span class="green">The lock looks easy to pick.</span>
<br><br>
<<lockicon "pick">><<link [[Pick the door (0:10)|Riding School Register Sneak]]>><<handheldon>><<pass 10>><<crimeUp 10 "trespassing">><</link>><<crime "trespassing">>
<br>
<</if>>
<<else>>
<span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>>
<br><br>
<</if>>
<<getouticon>><<link [[Leave|Riding School]]>><<handheldon>><</link>>
<br><<set $outside to 0>><<effects>><<set $lock to 200>>
<<set $weekly.theft.ridingSchool to true>>
<<set $tip to random(3000, 9000)>>
You deftly open the door and creep into the dark interior. You search the cupboards, until you find what you're looking for.
There's <<printmoney $tip>>.
<br><br>
<<if $skulduggery lt 300>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">There's nothing more you can learn from locks this simple.</span>
<br><br>
<</if>>
<<link [[Take it|Riding School]]>><<money $tip "thievery">><<crimeUp `$tip / 100` "thievery">><</link>><<crime "thievery">>
<br>
<<link [[Leave it|Riding School]]>><</link>>
<br><<set $outside to 0>><<effects>><<set $lock to 200>>
A standard cash register sits on a counter. It's locked tight.
<br><br>
<<if currentSkillValue('skulduggery') gte $lock>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span>
<br><br>
<<else>>
<<wearProp "lockpick">>
<span class="green">The lock looks easy to pick.</span>
<br><br>
<<lockicon "pick">><<link [[Pick it (0:10)|Spa Register Sneak]]>><<handheldon>><<pass 10>><<crimeUp 20 "thievery">><</link>><<crime "thievery">>
<br>
<</if>>
<<else>>
<span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>>
<br><br>
<</if>>
<<getouticon>><<link [[Leave|Spa]]>><<handheldon>><</link>>
<br><<set $outside to 0>><<effects>><<set $lock to 200>>
<<set $weekly.theft.spa to true>>
<<set $tip to random(3000, 9000)>>
You deftly open the cash register and count out the money inside.
There's <<printmoney $tip>>.
<br><br>
<<if $skulduggery lt 300>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">There's nothing more you can learn from locks this simple.</span>
<br><br>
<</if>>
<<if $rng gte 86>>
<<skulshopevents>>
<<else>>
<<link [[Take it|Spa]]>><<money $tip "thievery">><<crimeUp `$tip / 100` "thievery">><</link>><<crime "thievery">>
<br>
<<link [[Leave it|Spa]]>><</link>>
<br>
<</if>><<set $outside to 0>><<effects>><<set $lock to 200>>
A standard cash register sits there. It's locked tight.
<br><br>
<<if Time.schoolDay and $schoolstate isnot "early" and $schoolstate isnot "late">>
<<if currentSkillValue('skulduggery') gte $lock>>
<span class="green">The lock looks easy to pick,</span> but the library is too busy to risk it.
<<else>>
<span class="red">The lock looks beyond your ability to pick.</span>
<<skulduggeryrequired>>
<br>
The library is too busy to risk it anyways.
<</if>>
<br><br>
<<else>>
<<if currentSkillValue('skulduggery') gte $lock>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span>
<br><br>
<<else>>
<<wearProp "lockpick">>
<span class="green">The lock looks easy to pick.</span>
<br><br>
<<lockicon "pick">><<link [[Pick it (0:10)|School Library Register Sneak]]>><<endevent>><<pass 10>><<crimeUp 5 "thievery">><</link>><<crime "thievery">>
<br>
<</if>>
<<else>>
<span class="red">The lock looks beyond your ability to pick.</span>
<<skulduggeryrequired>>
<br><br>
<</if>>
<</if>>
<<getouticon>><<link [[Back|Library Rental Counter]]>><<endevent>><<set $eventskip to 1>><</link>><<set $outside to 0>><<effects>><<set $lock to 200>>
<<set $weekly.theft.schoolLibraryMoney to true>>
<<if $libraryMoneyStolen is undefined>>
<<set $libraryMoneyStolen to 0>>
<</if>>
<<set $tip to random(3000, 9000)>>
You deftly open the cash register and count out the money inside.
There's <<printmoney $tip>>.
<br><br>
<<if $skulduggery lt 300>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">There's nothing more you can learn from locks this simple.</span>
<br><br>
<</if>>
<<link [[Take it|School Library]]>><<money $tip "thievery">><<set $libraryMoneyStolen += ($tip / 100)>><<crimeUp `$tip / 100` "thievery">><</link>><<crime "thievery">>
<br>
<<link [[Leave it|School Library]]>><</link>>
<br><<set $outside to 0>><<effects>><<set $lock to 200>>
A standard cash register sits on a counter. It's locked tight.
<br><br>
<<if currentSkillValue('skulduggery') gte $lock>>
<<wearProp "lockpick">>
<span class="green">The lock looks easy to pick.</span>
<br><br>
<<lockicon "pick">><<link [[Pick it (0:10)|Supermarket Register Sneak]]>><<handheldon>><<pass 10>><<crimeUp 10 "thievery">><</link>><<crime "thievery">>
<br>
<<else>>
<span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>>
<br><br>
<</if>>
<<getouticon>><<link [[Leave|Supermarket]]>><<endevent>><</link>>
<br><<set $outside to 0>><<effects>><<set $lock to 200>>
<<set $weekly.theft.supermarket to true>>
<<set $tip to random(3000, 9000)>>
You deftly open the cash register and count out the money inside.
There's <<printmoney $tip>>.
<br><br>
<<if $skulduggery lt 300>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">There's nothing more you can learn from locks this simple.</span>
<</if>>
<br><br>
<<if $rng gte 86>>
<<skulshopevents>>
<<else>>
<<link [[Take it|Supermarket]]>><<money $tip "thievery">><<crimeUp `$tip / 100` "thievery">><</link>><<crime "thievery">>
<br>
<<link [[Leave it|Supermarket]]>><</link>>
<</if>><<widget "skulshopevents">>
<<generateSecurity 1>><<person1>>
You hear footsteps, and a figure looms out of the dark. <<Hes>> wearing a police officer's uniform. "Gotcha," <<he>> says. "Step away from the cash register."
<br><br>
<<link [[Comply|Skulduggery Shop Comply]]>><</link>>
<br>
<<link [[Run|Skulduggery Shop Run]]>><</link>><<athleticsdifficulty 1 1000>><<crime "resisting">>
<br>
<<if hasSexStat("promiscuity", 4)>>
<<link [[Seduce|Skulduggery Shop Seduce]]>><</link>><<promiscuous4>><<crime "coercion">>
<br>
<</if>>
<</widget>><<set $outside to 0>><<location "flats">><<effects>>
<<set $avery_cards_intro to 1>><<set $dateCount.Avery++>>
Avery leads you into the building. <<He>> makes for the lift, but pauses as the door opens. <<His>> nose scrunches, as if smelling something unpleasant, and <<he>> elects to take the stairs instead.
<br><br>
<<if $flats_progress gte 2>>
You climb several floors, then walk down another corridor. Avery stops beside a door with a <span class="purple">knob shaped like a lotus flower.</span> This is Bailey's flat.
<br><br>
<<link [[Warn Avery|Avery Cards Intro Bailey Warn]]>><</link>>
<br>
<<link [[Say nothing|Avery Cards Intro 2]]>><</link>>
<br>
<<elseif $flats_progress is 1>>
You climb several floors, then walk down another corridor. Avery stops beside a door with a <span class="purple">knob shaped like a lotus flower.</span> You remember the warning. Bad people reside here.
<br><br>
<<link [[Warn Avery|Avery Cards Intro Warn]]>><</link>>
<br>
<<link [[Say nothing|Avery Cards Intro 2]]>><</link>>
<br>
<<else>>
You climb several floors, then walk down another corridor. Avery stops beside a door with a knob shaped like a lotus flower.
<br><br>
<<link [[Next|Avery Cards Intro 2]]>><</link>>
<br>
<</if>><<effects>>
<<if $speech_attitude is "bratty">>
"I'm surprised you'd spend time in a place as cheap-looking as this," you say.
<<elseif $speech_attitude is "meek">>
"This place looks scary," you say.
<<else>>
"This place looks rough," you say. "I'm surprised you know people here."
<</if>>
<br><br>
Avery laughs. "You're right," <<he>> says. "But keep those thoughts to yourself once we're inside."
<br><br>
<<link [[Next|Avery Cards Intro]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
You tug Avery's sleeve. "Please don't open it," you say. "This is where Bailey lives. The orphanage owner."
<<elseif $speech_attitude is "bratty">>
You grab Avery's wrist. "Don't open it," you say. "Bailey lives here. They run the orphanage."
<<else>>
You rest your hand on Avery's wrist as <<he>> reaches for the knob. "Don't open it," you say. "This is Bailey's flat."
<</if>>
<br><br>
"My sweet <<pcpetname "Avery" "my">>," Avery laughs, patting your hand. "Who do you think we're here to see?"
<br><br>
<<link [[Next|Avery Cards Intro 2]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
You tug Avery's sleeve. "Please don't open it," you say. "I was warned to stay away."
<<elseif $speech_attitude is "bratty">>
You grab Avery's wrist. "Don't open it," you say. "I was warned about this flat."
<<else>>
You rest your hand on Avery's wrist as <<he>> reaches for the knob. "Don't open it," you say. "I've heard that bad people live here."
<</if>>
<br><br>
"My sweet <<pcpetname "Avery" "my">>," Avery laughs, patting your hand. "I should hope so."
<br><br>
<<link [[Next|Avery Cards Intro 2]]>><</link>>
<br><<effects>>
<<npc Bailey 2>>
<<set $bailey_avery_met to 1>>
Avery raps the doorknob twice. You hear footsteps on the other side, then the door swings open, revealing a familiar figure. <span class="purple">It's Bailey.</span>
<br><br>
"I'm on schedule, I hope," Avery says, holding out <<person1>><<his>> hand. Bailey ignores <<him>>, and stares at you instead, <<person2>><<his>> expression the cousin of anger. Avery smoothly transforms <<person1>><<his>> failed handshake, sweeping <<his>> arm around your shoulders. "You said I could bring a partner."
<br><br>
Bailey nods, and turns <<person2>><<his>> attention to Avery at last. "To accompany you," <<he>> says. "Not to play." <<He>> steps aside, allowing Avery and you entrance.
<br><br>
<<link [[Next|Avery Cards Intro 3]]>><</link>>
<br><<effects>>
<<npc Leighton 3>>
<<npc Quinn 4>>
The flat looks almost unremarkable at first.
<<if $awarelevel gte 2>>
Strange symbols have been etched into the doorframe.
<</if>>
The ceiling is carpeted, a mirror of the floor, both twisted with abstract images of snakes. You hear voices from deeper within, and the clink of glasses.
<br><br>
Emerging into a sitting room, you see a table in the centre with four chairs around it. Two are occupied. One by Leighton, <<nnpc_title "Leighton">> of the local school. The other by
<<person4>>
<<if C.npc.Quinn.init is 1>>
Quinn, the mayor. They regard your entrance with unmasked amusement. Avery keeps you close.
<br><br>
"I'm so glad you could make it," Quinn says to Avery. <<He>> stands, a half-full glass of brandy in one hand. "And such a flush companion you've brought." <<He>> holds <<his>> hand towards yours. "I didn't know you had such fine taste."
<br><br>
<<link [[Shake|Avery Cards Intro Shake]]>><<set $endear += 10>><</link>><<gendear>>
<br>
<<link [[Refuse|Avery Cards Intro Shake Refuse]]>><<set $endear -= 10>><</link>><<glove Avery>><<lendear>>
<br>
<<else>>
a middle-aged <<personsimple>>. <<He>> regards your entrance with unmasked amusement. Avery keeps you close.
<br><br>
"I'm so glad you could make it," the <<person>> says to Avery. <<He>> stands, a half-full glass of brandy in one hand. "And such a flush companion you've brought." <<He>> holds <<his>> hand towards yours. <span class="purple">"I'm Quinn. The mayor."</span>
<br><br>
<<link [[Shake|Avery Cards Intro Shake]]>><<set $endear += 10>><</link>><<gendear>>
<br>
<<link [[Refuse|Avery Cards Intro Shake Refuse]]>><<set $endear -= 10>><</link>><<glove Avery>><<lendear>>
<br>
<</if>><<effects>>
You shake Quinn's hand. <<His>> grip is firm, <<his>> palm sweaty.
<br><br>
<<person3>>"This <<girl>> is a student of mine," Leighton says, remaining seated as <<he>> smiles at you.
<<if $delinquency gte 400>>
"Something of a terror to the faculty."
<br><br>
"A terror?" Quinn says as Bailey arrives. "Say it isn't so! I thought you held your wards to a higher standard, dear Bailey."
<<elseif $delinquency gte 200>>
"One in need of discipline."
<br><br>
"Lacking discipline?" Quinn says as Bailey arrives. "Say it isn't so! I thought you held your wards to a higher standard, dear Bailey."
<<elseif $delinquency gte 60>>
"A good student, by most accounts."
<br><br>
"A good student, you say?" Quinn says as Bailey arrives. "You always knew how to whip them into shape."
<<else>>
"A pleasure to instruct, if I might say so."
<br><br>
"I might fancy instructing <<phim>> myself," Quinn says as Bailey arrives. "With Bailey's go-ahead, of course."
<</if>>
<br><br>
Bailey ignores the mayor and joins Avery in sitting at the table. Quinn soon follows.
<br><br>
<<link [[Next|Avery Cards]]>><</link>>
<br><<effects>>
You give Quinn's hand a pointed look. Quinn withdraws, theatric, as if wounded.
<br><br>
<<person3>>"This <<girl>> is a student of mine," Leighton says, remaining seated as <<he>> smiles at you.
<<if $delinquency gte 400>>
"Something of a terror to the faculty."
<br><br>
"A terror?" Quinn says as Bailey arrives. "Say it isn't so! I thought you held your wards to a higher standard, dear Bailey."
<<elseif $delinquency gte 200>>
"One in need of discipline."
<br><br>
"Lacking discipline?" Quinn says as Bailey arrives. "Say it isn't so! I thought you held your wards to a higher standard, dear Bailey."
<<elseif $delinquency gte 60>>
"A good student, by most accounts."
<br><br>
"A good student, you say?" Quinn says as Bailey arrives. "You always knew how to whip them into shape."
<<else>>
"A pleasure to instruct, if I might say so."
<br><br>
"I might fancy instructing <<phim>> myself," Quinn says as Bailey arrives. "With Bailey's go-ahead, of course."
<</if>>
<br><br>
Bailey ignores the mayor and joins Avery in sitting at the table. Quinn soon follows.
<br><br>
<<link [[Next|Avery Cards]]>><</link>>
<br><<effects>>
<<npc Bailey 2>>
<<npc Leighton 3>>
<<npc Quinn 4>>
<<person2>>
Avery leads you into the building, up the lift, and to Bailey's apartment. Bailey gives Avery a searching look before allowing the two of you into <<his>> apartment.
<br><br>
Leighton and Quinn await you inside, sat at the table. They raise their empty glasses at your arrival. Avery takes a seat <<person1>><<himself>>, soon followed by Bailey.
<br><br>
<<link [[Next|Avery Cards]]>><</link>>
<br><<effects>>
<<avery_cards_init>>
The players settle in.
<<avery_cards_win>>
<<if $cards_win is "avery_cards_win">>
<span class="blue">Avery wears an aura of confidence more potent than usual.</span>
<<elseif $cards_win is "bailey_cards_win">>
<span class="blue">Bailey seems comfortable as host, as if it could be no other way.</span>
<<elseif $cards_win is "leighton_cards_win">>
<span class="blue">Leighton carries the same aura of authority <<person3>><<he>> possesses at school.</span>
<<elseif $cards_win is "quinn_cards_win">>
<span class="blue">A devious smile spreads across Quinn's face.</span>
<</if>>
There's no seat for you.
<br><br>
"Be a dear and fetch us a brandy, will you?" Quinn says, holding an empty glass your way while Bailey shuffles a deck of cards. Avery nods <<person1>><<his>> assent at the mayor's command, and pushes <<his>> own glass your way.
<br><br>
"I could use a top-up," Leighton says, sliding <<person3>><<his>> glass as well. "Gin."
<br><br>
Bailey catches your eye, and nods. <<person2>><<He>> wants a top-up too. "There's a tray on the counter."
<br><br>
<<link [[Next|Avery Cards Fetch]]>><</link>><<effects>><<wearProp "tray">>
You pick up the tray, gather the glasses, and enter the kitchen. The liquor isn't hard to find, arrayed in bottles on the counter.
<br><br>
What do you pour for whom?
<br><br>
For Avery:
<br>
<label>Whisky <<radiobutton "$avery_cards.drink.avery" "whisky" checked>><<if $avery_cards_drinks_known.includes("avery")>><<lcardskill Avery>><</if>></label> |
<label>Brandy <<radiobutton "$avery_cards.drink.avery" "brandy">> | </label>
<label>Gin <<radiobutton "$avery_cards.drink.avery" "gin">> | </label>
<label>Vodka <<radiobutton "$avery_cards.drink.avery" "vodka">> | </label>
<br>
<label><<checkbox "$avery_cards.drink.avery_spit" "f" "t">> Spit in it <<lstress>></label>
<br><br>
For Bailey:
<br>
<label>Whisky <<radiobutton "$avery_cards.drink.bailey" "whisky" checked>> | </label>
<label>Brandy <<radiobutton "$avery_cards.drink.bailey" "brandy">> | </label>
<label>Gin <<radiobutton "$avery_cards.drink.bailey" "gin">> | </label>
<label>Vodka <<radiobutton "$avery_cards.drink.bailey" "vodka">><<if $avery_cards_drinks_known.includes("bailey")>><<lcardskill Bailey>><</if>></label> |
<br>
<label><<checkbox "$avery_cards.drink.bailey_spit" "f" "t">> Spit in it <<lstress>></label>
<br><br>
For Leighton:
<br>
<label>Whisky <<radiobutton "$avery_cards.drink.leighton" "whisky" checked>> | </label>
<label>Brandy <<radiobutton "$avery_cards.drink.leighton" "brandy">> | </label>
<label>Gin <<radiobutton "$avery_cards.drink.leighton" "gin">><<if $avery_cards_drinks_known.includes("leighton")>><<lcardskill Leighton>><</if>></label> |
<label>Vodka <<radiobutton "$avery_cards.drink.leighton" "vodka">> | </label>
<br>
<label><<checkbox "$avery_cards.drink.leighton_spit" "f" "t">> Spit in it <<lstress>></label>
<br><br>
For Quinn:
<br>
<label>Whisky <<radiobutton "$avery_cards.drink.quinn" "whisky" checked>> | </label>
<label>Brandy <<radiobutton "$avery_cards.drink.quinn" "brandy">><<if $avery_cards_drinks_known.includes("quinn")>><<lcardskill Quinn>><</if>></label> |
<label>Gin <<radiobutton "$avery_cards.drink.quinn" "gin">> | </label>
<label>Vodka <<radiobutton "$avery_cards.drink.quinn" "vodka">> | </label>
<br>
<label><<checkbox "$avery_cards.drink.quinn_spit" "f" "t">> Spit in it <<lstress>></label>
<br><br>
<<link [[Pour (0:05)|Avery Cards Pour]]>><<pass 5>><</link>>
<br><<effects>>
<<set _targets = ["Avery", "Bailey", "Leighton", "Quinn"]>>
<<set _spitTargets = _targets.filter(t => $avery_cards.drink[`${t.toLowerCase()}_spit`] == "t")>>
You pour drinks into four glasses.
<br>
<<for _target range _targets>>
You pour <<avery_cards_drink_text _target.toLowerCase()>> for <<= _target>>.
<br>
<</for>>
<br>
<<switch _spitTargets.length>>
<<case 4>>
You then spit in each drink without discrimination.<<stress -24>>
<<case 3>>
You then spit in each drink, sparing only <<= _targets.filter(t => !_spitTargets.includes(t))[0]>>.<<stress -18>>
<<case 2>>
You then spit in the drinks of <<= _spitTargets.join(" and ")>>.<<stress -12>>
<<case 1>>
You then single out <<= _spitTargets>>, and spit in <<nnpc_his _spitTargets>> drink.<<stress -6>>
<<default>>
You refrain from spitting in any of the drinks.
<</switch>>
<br><br>
You gather the drinks on a tray and carry them into the lounge.
<br><br>
<<link [[Next|Avery Cards 2]]>><</link>>
<br><<effects>>
You carry the tray into the lounge, just in time to be hit by a wave of laughter from Leighton and Quinn. Avery smiles, <<person1>><<his>> joke having landed. Bailey shuffles cards.
<br><br>
"Capital," says the mayor as you place the tray on the table. <<person4>><<He>> takes <<his>> glass and downs it in one go, placing it back on the tray with a smack.
<br><br>
<<if $avery_cards.drink.quinn is "brandy">>
"Brandy," <<he>> adds. "Just how I like it."<<glove>><<npcincr Quinn love 1>><<lcardskill Quinn>><<card_skill quinn -10>><<set $avery_cards_drinks_known.pushUnique("quinn")>>
<<else>>
"Not my first choice," <<he>> adds. "I usually go for brandy."<<set $avery_cards_drinks_known.pushUnique("quinn")>>
<</if>>
<br><br>
<<link [[Next|Avery Cards 3]]>><</link>>
<br><<effects>>
Bailey sniffs <<person2>><<his>> drink before taking a sip. <<He>> doesn't comment.
<<if $avery_cards.drink.bailey is "vodka">>
<<lcardskill Bailey>><<card_skill bailey -10>><<set $avery_cards_drinks_known.pushUnique("bailey")>>
<</if>>
<br><br>
Leighton takes a sip of <<person3>><<hers>> without looking.
<<if $avery_cards.drink.leighton is "gin">>
<<He>> gasps in satisfaction, and smacks <<his>> lips.<<lcardskill Leighton>><<card_skill leighton -10>><<set $avery_cards_drinks_known.pushUnique("leighton")>>
<</if>>
<br><br>
Avery is the last to drink.<<person1>>
<<if $avery_cards.drink.avery is "whisky">>
<<person1>><<He>> peers at the liquid, and takes a sip. "A good choice," <<he>> says. Not to you, to Bailey.<<lcardskill Avery>><<card_skill avery -10>><<set $avery_cards_drinks_known.pushUnique("avery")>><<gendear>><<set $endear += 10>>
<br><br>
"It was a gift," Bailey replies. "One of many."
<br><br>
<<else>>
<<person1>><<He>> peers at the drink, then shoots you a look. "I prefer whisky," <<he>> says. "Keep that in mind in the future."
<<llove>><<npcincr Avery love -1>><<set $avery_cards_drinks_known.pushUnique("avery")>><<lendear>><<set $endear -= 10>>
<br><br>
<</if>>
<<link [[Next|Avery Cards 4]]>><</link>>
<br><<effects>><<handheldon>>
They each bet £100. Bailey deals. A silence descends as they inspect their cards.
<br><br>
<<avery_cards_win>>
<<if $cards_win is "avery_cards_win">>
Bailey folds at once. Avery, Leighton, and Quinn bet conservatively, then reveal their cards. Avery wins.
<br><br>
"First win goes to the company <<person1>><<personsimple>>," Quinn says, shaking Avery's arm.
<<elseif $cards_win is "bailey_cards_win">>
Bailey takes a sip of <<person2>><<his>> drink. Avery, Leighton, and Quinn fold at once, leaving Bailey the victor. <<He>> has a good hand, but not the best.
<br><br>
"It's proper the first win should go to the host," Quinn says. "The night is young yet."
<<elseif $cards_win is "leighton_cards_win">>
All four seem confident in their manner, but not with their money. The cards are revealed. Leighton wins.
<br><br>
"Are you going to school us tonight, Leighton?" Quinn asks, attempting another gulp from <<person4>><<his>> drink, only to find it empty.
<<else>>
Bailey and Avery both fold at once. Leighton acts confident for a round before folding, leaving Quinn the victor. <<person4>><<His>> hand is nothing special.
<br><br>
"A good start," Mayor Quinn chuckles. "Perhaps some of your devil's luck is rubbing off on me, Bailey old chap."
<</if>>
<br><br>
Bailey shoots you a glance. "Make yourself useful while you're here. Tidy up."
<br><br>
<<person2>><<He>> doesn't specify what needs to be tidied. The flat looks clean already, though some ornaments could use a polish. The windows too. There's a rag and cleaning solution in a glass cabinet.
<br><br>
<<link [[Polish the silverware behind Avery (0:20)|Avery Cards Polish Avery]]>><<pass 20>><<card_skill bailey 10>><</link>><<gcardskill Bailey>>
<br>
<<link [[Polish the window behind Bailey (0:20)|Avery Cards Polish Bailey]]>><<pass 20>><<card_skill avery 10>><</link>><<gcardskill Avery>>
<br>
<<link [[Polish the cabinet behind Leighton (0:20)|Avery Cards Polish Leighton]]>><<pass 20>><<card_skill quinn 10>><</link>><<gcardskill Quinn>>
<br>
<<link [[Polish the mirror behind Quinn (0:20)|Avery Cards Polish Quinn]]>><<pass 20>><<card_skill leighton 10>><</link>><<gcardskill Leighton>>
<br><<effects>><<wearProp "rag" "white">>
You polish the silverware behind Avery. Several plates, a jug, and an urn. All engraved with intricate detail.
<br><br>
You listen to the game behind you while you work. "I'm glad you could make it, Avery," Leighton says. "I thought you might have been invited to that party."
<br><br>
"I was invited to several," Avery replies. "Naturally. They get tiresome."
<br><br>
<<link [[Next|Avery Cards 5]]>><</link>>
<br><<effects>><<wearProp "rag" "white">>
You polish the window behind Bailey, revealing the streets below.
<br><br>
You listen to the game behind you while you work. Your hair occasionally stands on the back of your neck, and when you turn, Quinn is eyeing you.
<br><br>
"Is that <<girl>> of yours available when Avery's done with <<phim>>?" Quinn asks.
<br><br>
"No," Bailey replies. "Avery and I have a special arrangement."
<br><br>
"A pity," Quinn says. You shiver.
<br><br>
<<link [[Next|Avery Cards 5]]>><</link>>
<br><<effects>><<wearProp "rag" "white">>
You polish the glass cabinet behind Leighton. There are history books of many eras inside.
<br><br>
You listen to the game behind you while you work. "I trust my wards have been meeting your high academic standards," Bailey says.
<br><br>
"Quite so," Leighton replies. "And yet, occasionally a student's performance will drop all of a sudden. It's a strange thing, but I'm always happy to give one-to-one tuition."
<br><br>
<<link [[Next|Avery Cards 5]]>><</link>>
<br><<effects>><<wearProp "rag" "white">>
You polish the mirror behind Quinn. The glass itself, as well as the brass frame.
<br><br>
You listen to the game behind you while you work. "Have you thought about my offer?" Avery asks.
<br><br>
"I have," Quinn replies. "I'm afraid there are just too many hands after a piece of that particular pie. I'll argue your case to the best of my ability, but you know how it is."
<br><br>
"Don't worry," Avery says. "I understand completely."
<br><br>
The next game sees Avery make a terrible loss, to Quinn's benefit.
<br><br>
<<link [[Next|Avery Cards 5]]>><</link>>
<br><<effects>><<handheldon>>
<<if $rng gte 76>>
You return to the table. Avery wraps an arm around your waist, and pulls you onto <<person1>><<his>> lap. Bailey glances over.
<br><br>
"Work keeps me so busy," Avery says, <<his>> hand creeping up your leg. "I do look forward to the opportunity to unwind." Quinn raises <<person4>><<his>> eyebrows.
<br><br>
"I thought about bringing a companion myself," Leighton says, leering at you. "But I need to be discreet. People would recognise me and start asking questions."
<br><br>
"I should hope they recognise me," Avery says, squeezing your thigh. "But they already know the answers, and they know they can only watch."<<ggcardskill Avery>><<card_skill avery 20>>
<br><br>
<<link [[Next (0:40)|Avery Cards 6]]>><<pass 40>><</link>>
<br>
<<elseif $rng gte 51>>
You return to the table, <span class="purple">just as a snake slithers from beneath the carpet.</span>
<br><br>
<<willpowerdifficulty 1 200 silent>>
<<if $willpowerSuccess>>
<span class="green">You and Bailey remain unflustered</span> as Avery, Leighton, and Quinn almost jump from their seats.<<lstress>><<stress -6>>
<<else>>
Bailey remains unflustered <span class="red">as you jump away.</span> Avery, Leighton, and Quinn almost jump from their seats.<<gstress>><<gwillpower>><<stress 6>><<willpower 1>>
<</if>>
<br><br>
Bailey lets the serpent coil around <<person2>><<his>> arm. "Why do you have a snake?" Leighton asks.
<br><br>
"Catching mice," Bailey replies.
<br><br>
"Have you considered a cat?"
<br><br>
"Cats leave remains."
<br><br>
Bailey wears the serpent on <<his>> arm for a time, before letting it slither back beneath the carpet. The other players remain on edge.<<ggcardskill Bailey>><<card_skill bailey 20>>
<br><br>
<<link [[Next (0:40)|Avery Cards 6]]>><<pass 40>><</link>>
<br>
<<elseif $rng gte 26>>
You return to the table. "I installed a new security system at school," Leighton says, reaching into a bag at <<person3>><<his>> side. "I have some still images. Tell me what you think."
<br><br>
<<He>> spreads an array of photographs across the table. Each one seems to be a picture of the school changing rooms, or showers. <span class="pink">Students are using the facilities in each one.</span> You see people you know.<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
"Fantastic," Quinn says, helping to spread them out further. "We could use these for our travel brochures."
<br><br>
<<link [[Remain silent|Avery Cards Photos Silent]]>><</link>>
<br>
<<link [[Spill a drink over them|Avery Cards Photos Spill]]>><<npcincr Leighton love -1>><<stress -6>><</link>><<llove>><<lstress>>
<br>
<<else>>
You return to the table as Quinn pulls a small bottle from <<person4>><<his>> jacket. <<He>> holds it up as if in triumph.
<br><br>
"I have the good stuff right here!" <<he>> announces, pouring it in <<his>> glass. <<He>> raises it again. "Anyone else fancy some?"
<br><br>
Bailey shakes <<person2>><<his>> head, but both Avery and Leighton push their glasses Quinn's way. The mayor fills them with a wet flourish, then looks at you as if to offer some, but Bailey shakes <<his>> head.
<br><br>
The three down their drinks in one. Quinn gasps as if refreshed, but Avery and Leighton shudder.<<ggcardskill Quinn>><<card_skill quinn 20>>
<br><br>
<<link [[Next (0:40)|Avery Cards 6]]>><<pass 40>><</link>>
<br>
<</if>><<effects>>
You remain silent as Leighton and Quinn peruse the photographs. Avery watches as well, though Bailey seems impatient to continue the game.<<ggcardskill Leighton>><<card_skill leighton 20>>
<br><br>
<<link [[Next|Avery Cards 6]]>><<pass 40>><</link>>
<br><<effects>>
You lean forward, as if in interest, and knock Avery's drink over the photographs.
<br><br>
"Oops," you say as Leighton and Quinn hurry to fish a tissue and handkerchief, respectively, from their pockets, and attempt to mop up the liquid.
<br><br>
"Clumsy <<girl>>," Quinn says.
<br><br>
"Don't worry," Leighton says. "We can print more."<<ggcardskill Leighton>><<card_skill leighton 20>>
<br><br>
Avery is amused, though Bailey seems impatient to continue the game.
<br><br>
<<link [[Next (0:40)|Avery Cards 6]]>><<pass 40>><</link>>
<br><<effects>>
The games continue, the stakes climb, and the tension rises. Avery empties <<person1>><<his>> <<wallet>>, then produces another roll of notes, held as one by a metal clip. It opens with a satisfying clack.
<br><br>
The chatter slows, then stops. Even Quinn is too intent on the game to speak.
<br><br>
<<link [[Distract Avery|Avery Cards Distract Avery]]>><<npcincr Avery lust 10>><<card_skill avery -10>><</link>><<glust>><<lcardskill Avery>>
<br>
<<link [[Distract Bailey|Avery Cards Distract Bailey]]>><<npcincr Bailey lust 10>><<card_skill bailey -10>><</link>><<glust>><<lcardskill Bailey>>
<br>
<<link [[Distract Leighton|Avery Cards Distract Leighton]]>><<npcincr Leighton lust 10>><<card_skill leighton -10>><</link>><<glust>><<lcardskill Leighton>>
<br>
<<link [[Distract Quinn|Avery Cards Distract Quinn]]>><<npcincr Quinn lust 10>><<card_skill quinn -10>><</link>><<glust>><<lcardskill Quinn>>
<br><<effects>>
All four keep raising the stakes. Each fancies their chances, or is at least making a good show of it.
<br><br>
You hang off Avery's shoulder and read <<person1>><<his>> cards. <<He>> has a very good hand. You push your <<breasts>> close to <<his>> face. <<He>> shakes you off with a little too much enthusiasm, and the other three all fold.
<br><br>
"That's the best we've seen this evening," Leighton says when <<person3>><<he>> sees Avery's hand. "And I almost made tonight's worst blunder."
<br><br>
Avery remains silent as <<person1>><<he>> collects <<his>> relatively meagre earnings.
<br><br>
<<link [[Next|Avery Cards 7]]>><</link>>
<br><<effects>>
Bailey and Quinn are locked in a stalemate, each unwilling to back down. Lacking a chair, you kneel beside Bailey, and look at <<person2>><<his>> cards. <<He>> has a bad hand. <<Hes>> bluffing.
<br><br>
"Go do something useful," Bailey says without looking at you. You move away from <<him>>, but the agitation is clear in <<his>> voice, and the damage is done. Quinn smiles with renewed confidence, and Bailey folds.
<br><br>
"Sorry, old chum," Quinn says, giving you a wink as <<person4>><<he>> rakes in <<his>> winnings with <<his>> forearm.
<br><br>
<<link [[Next|Avery Cards 7]]>><</link>>
<br><<effects>>
You stand behind Quinn, opposite Leighton. You bend over and pretend to fuss about something on the floor, wiggling your <<bottom>> in the air.
<br><br>
It's hard to know if you're having the desired effect, until you hear Avery.
<br><br>
"Leighton," <<person1>><<he>> says.
<br><br>
No response.
<br><br>
"Leighton!"
<br><br>
"What? Oh, the game." <<person3>><<He>> looks unsure for a moment, then folds. It's soon clear this was the wrong decision.
<br><br>
<<link [[Next|Avery Cards 7]]>><</link>>
<br><<effects>>
Bailey and Leighton have folded, leaving the game to a duel between Avery and Quinn. You sit on the table, facing the former, but sticking your <<bottom>> out at the latter. The mayor can't resist giving you a hard spank. The sound claps through the room, breaking the tension.
<br><br>
"I didn't say you could touch <<phim>>," Avery says. <<person1>><<His>> voice is surprisingly calm. Too calm.
<br><br>
Quinn raises both hands and bows <<person4>><<his>> head. "Sorry, my friend," <<he>> says. "I took liberties, and I'm not too petty to admit it. Here." <<He>> folds, giving Avery the win. It was a good hand too.
<br><br>
<<link [[Next|Avery Cards 7]]>><</link>>
<br><<effects>>
The games continue, until Bailey glances at the clock on the wall. "One more," <<person2>><<he>> says. "I have somewhere to be."
<br><br>
The cards are dealt. The players regard their cards with stony expressions.
<br><br>
"If this is the last game," Avery says, producing another clip of cash, "we should make it interesting." <<person1>><<He>> pushes the whole wad into the middle of the table. Quinn and Leighton match <<him>>, but Bailey shakes <<person2>><<his>> head.
<br><br>
"I don't have the cash to spare," <<he>> says.
<br><br>
<<Hes>> about to fold, until Quinn interjects. "Hold on," <<person4>><<he>> says. <<His>> eyes rest on you.
<br><br>
Avery realises the implication at once. "The <<girl>> is with me," <<person1>><<he>> says, a tremor of anger in <<his>> tone.
<br><br>
"The <<girl>> is with you," Bailey agrees. "But <<pshe>> belongs to me." A dreadful silence follows.
<br><br>
<<link [[Next|Avery Cards 8]]>><</link>>
<br><<effects>>
Quinn breaks the tension with a tap of <<person4>><<his>> fingers. "We're friends here," <<he>> says, leaning towards Avery. <<He>> speaks in a lower voice. "Let's not ruin it."
<br><br>
Avery doesn't look away from Bailey. "Fine." <<person1>><<He>>exhales at last. "Are you wagering the <<girl>> or not?"
<br><br>
Bailey hesitates, until <<person2>><<he>> regards the pile of money on the table, and looks at <<his>> hand once more. "I'll wager the <<girl>> for one evening. Deluxe rules." <<He>> looks at you. "Climb on."
<br><br>
<<link [[Protest|Avery Cards Table Protest]]>><</link>>
<br>
<<link [[Climb on the table and huddle with your head between your knees|Avery Cards Table Huddle]]>><</link>>
<br>
<<link [[Climb on the table and sit however feels comfortable|Avery Cards Table Comfortable]]>><</link>>
<br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Climb on the table and adopt a sexy pose|Avery Cards Table Sexy]]>><<set $endear += 10>><</link>><<promiscuous2>><<gendear>>
<</if>><<effects>>
You open your mouth to protest, but Bailey cuts you off. "The money goes on the table. That means you."
<br><br>
<<link [[Climb on the table and huddle with your head between your knees|Avery Cards Table Huddle]]>><</link>>
<br>
<<link [[Climb on the table and sit however feels comfortable|Avery Cards Table Comfortable]]>><</link>>
<br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Climb on the table and adopt a sexy pose|Avery Cards Table Sexy]]>><<set $endear += 10>><</link>><<promiscuous2>><<gendear>>
<</if>><<effects>>
You climb onto the table, and bury your head between your knees. You feel someone pile money around you.
<br><br>
<<link [[Next|Avery Cards 9]]>><</link>>
<br><<effects>>
You climb onto the table, and adopt a lotus position. Quinn piles the cash onto your lap.
<br><br>
<<link [[Next|Avery Cards 9]]>><</link>>
<br><<effects>>
You drape yourself over the table, one hand propping up your head, the other resting your hip. Quinn piles the cash around you, as if it were decoration. <<promiscuity2>>
<<link [[Next|Avery Cards 9]]>><</link>>
<br><<effects>>
<<avery_cards_win>>
<<earnFeat "Backroom Deals">>
Moments pass, and no one says a thing. Then, the cards are revealed.
<br><br>
<<if $cards_win is "avery_cards_win">>
<span class="blue">Avery has won.</span>
<br><br>
<<link [[Next|Avery Cards Avery]]>><</link>>
<br>
<<elseif $cards_win is "bailey_cards_win">>
<span class="blue">Bailey has won.</span>
<br><br>
<<link [[Next|Avery Cards Bailey]]>><</link>>
<br>
<<elseif $cards_win is "leighton_cards_win">>
<span class="blue">Leighton has won.</span>
<br><br>
<<link [[Next|Avery Cards Leighton]]>><</link>>
<br>
<<elseif $cards_win is "quinn_cards_win">>
<span class="pink">Quinn has won.</span>
<br><br>
<<link [[Next|Avery Cards Quinn]]>><</link>>
<br>
<</if>><<effects>>
<<person1>>
Avery sighs in satisfaction. <<He>> wraps both arms around <<his>> winnings, including you. <<He>> draws you to the table's edge.
<br><br>
"Thank you for your company," Bailey says while gathering the cards. "Now if you'll excuse me."
<br><br>
Quinn rests <<person4>><<his>> hand on Avery's shoulder. "Best not poke the bear."
<br><br>
Avery helps you from the table, and together with Leighton and Quinn, you make for the exit.
<br><br>
<<link [[Next|Avery Cards Avery 2]]>><<endevent>><</link>>
<br><<effects>>
<<npc Avery>><<person1>>
Avery bids Leighton and Quinn a quick farewell, then strides towards the stairs. <<Hes>> eager to be somewhere.
<br><br>
"We're going to a party," Avery says, as if reading your mind. "It starts soon, so keep up."
<br><br>
<<link [[Ask about the party|Avery Cards Avery Ask]]>><</link>>
<br>
<<link [[Remain silent|Avery Cards Avery Silent]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"A party?" you ask. "Is it someone's birthday?"
<<elseif $speech_attitude is "bratty">>
"A party?" you ask. "I didn't receive an invitation."
<<else>>
"A party?" you ask. "Am I invited?"
<</if>>
<br><br>
"It's very exclusive," Avery says. "Couples only."
<br><br>
You walk down the stairs, back to Avery's car. Avery unlocks the doors, and you climb in.
<br><br>
The car glides from the building.
<br><br>
<<link [[Next|Avery Cards Avery 3]]>><</link>>
<br><<effects>>
You walk down the stairs, back to Avery's car. Avery unlocks the doors, and you climb in.
<br><br>
The car glides from the building.
<br><br>
<<link [[Next|Avery Cards Avery 3]]>><</link>>
<br><<set $location to "town">><<set $bus to "barb">><<effects>>
Avery drives through town, in the direction of Harvest Street. "It's a little ways from town," <<he>> says, steering with one hand. "On the moor."
<br><br>
The car passes through Harvest Street. Avery steers onto the road connecting the town to the outskirts, then pushes a button with <<his>> free hand. A compartment opens in front of you, revealing a pair of empty eyes.
<br><br>
<<link [[Next|Avery Cards Avery 4]]>><</link>>
<br><<effects>>
A mask in the shape of an elk's head stares into you. It's large enough to cover the whole head. "It's a masked party," Avery says. "The elk is mine. The fox is yours."
<br><br>
You see it now, tucked to one side, a much smaller mask in the shape of part of a fox's face. It would cover your eyes, and part of your nose.
<br><br>
<<link [[Next (0:30)|Avery Cards Avery 5]]>><<pass 30>><</link>>
<br><<set $location to "estate">><<effects>>
You meet few other cars as you journey through the farmlands outside town. You crest a hill, and spy the moor stretching to the horizon. You see a stately manor as well, overlooking an estate.
<<if $estate>>
<span class="purple">Remy's manor.</span>
<</if>>
<br><br>
Avery gestures at the building, before the road dips, concealing it from view. "That's our destination."
<br><br>
<<if $estate>>
<<link [[Warn Avery|Avery Cards Avery Warn]]>><<set $endear += 10>><</link>><<gendear>>
<br>
<<link [[Remain silent|Avery Cards Avery 6]]>><</link>>
<br>
<<else>>
<<link [[Next|Avery Cards Avery 6]]>><</link>>
<br>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"I've been there before," you say. "The owner is dangerous."
<<elseif $speech_attitude is "bratty">>
"I know who owns that place," you say. "They're a cunt."
<<else>>
"I know that place," you say. "It's dangerous."
<</if>>
<br><br>
Avery nods. "I know. Don't worry. You'll be safe. I have a special arrangement."
<br><br>
<<link [[Next|Avery Cards Avery 6]]>><</link>>
<br><<effects>>
<<generate2>><<person2>>
Avery turns into the moor. The manor on the hill draws closer. A fence comes into view, and you see a gate at the end of the road. A <<person>> wearing a dog mask stands beside it. <<He>> approaches as Avery draws closer.
<br><br>
"Mask on," Avery says, reaching for the elk.
<<if $worn.face.name isnot "naked">>
You stow away your $worn.face.name and don the fox before the <<person>> arrives.
<<generalUndress "wardrobe" "face">>
<<else>>
You don the fox before the <<person>> arrives.
<</if>>
<<facewear 42>>
<br><br>
"Invitation?" <<he>> asks, crouching at Avery's window. Avery produces a slip of paper from <<person1>><<his>> pocket. The <<person2>><<person>> flashes <<his>> torch over it twice. Then hands it back. "Enjoy your evening."
<br><br>
<<link [[Next|Avery Cards Avery 7]]>><<endevent>><</link>>
<br><<effects>>
<<npc Avery>><<person1>>
Avery drives into the estate, and up the hill. You pass another security checkpoint, guarded by <<people>> in dog masks.
<br><br>
"Keep your mask on," Avery says. "And don't say my real name." <<He>> pulls to a stop. "Call me Elk."
<br><br>
It's a short walk up to the manor proper, but the staircase is very steep. The building above looms such that it gives you vertigo. Avery nods as another dog-masked guard opens the door for you, and you enter.
<br><br>
<<link [[Next|Avery Cards Avery 8]]>><</link>>
<br><<effects>>
<<npc Remy 2>><<generate3>><<generateyv4>>
You enter a wide, richly decorated antechamber. Twin staircases twist upstairs, leading to a darkened second story.
<br><br>
In front of you stands a <<person3>><<personsimple>> in an elk mask, <<his>> arm held by a <<person4>><<person>> in a fox mask, their backs to you. The elk is addressed by another elk. The antlers of <<person2>><<his>> mask are tipped with silver.
<br><br>
<<link [[Next|Avery Cards Avery 9]]>><</link>>
<br><<effects>>
The <<person3>><<person>> and <<person4>><<person>> walk deeper into the manor, and the silver-antlered <<person2>><<personsimple>> approaches Avery.
<br><br>
<<if $remySeen.includes("livestock")>>
"Avery," <<he>> says. The sound of <<his>> voice makes you shiver, as memories of your treatment as livestock in the nearby farm come back to you. There's no mistaking that voice. <span class="pink">It's Remy.</span>
<br><br>
<<elseif $remySeen.length>>
"Avery," <<he>> says. There's no mistaking that voice. <span class="purple">It's Remy.</span> <<He>> pulls back <<his>> mask, revealing <<his>> face.
<br><br>
<<else>>
"Avery," <<he>> says, pulling back <<his>> mask to reveal an attractive face and <<if $pronoun is "m">><<his>> short, pale brown hair <<else>><<his>> pale brown hair tied in a neat bun<</if>>.
<br><br>
<</if>>
"Remy," Avery says. "I thought we were supposed to keep our identities concealed."
<br><br>
Remy laughs. "Forgive me, I'll remain High Elk from now on. I just wanted to remind you that we're here to have fun."
<<if ($fox gte 6 or ($transformationParts.fox.tail isnot "hidden" and $transformationParts.fox.tail isnot "disabled"))>>
<<He>> looks at your ears and tail as <<he>> dons <<his>> mask once more. "It's good to see your companion has gone the extra mile. Please make your way into the main hall. We're about to begin."
<<else>>
<<He>> dons <<his>> mask once more. "Please make your way into the main hall. We're almost ready to begin."
<</if>>
<br><br>
<<set $remySeen.pushUnique("manor")>>
<<set $remySeenLast to "manor">>
<<link [[Next|Avery Cards Avery 10]]>><</link>>
<br><<effects>>
You walk down a corridor with Avery, past more dog-masked guards, as well as servants in rat masks rushing to and fro. You hear voices, and music, up ahead, growing louder.
<br><br>
You emerge into a large hall, its ceiling adorned with chandeliers. There are tables holding food and drink to the sides, but most of the room is empty, save for the dozens of elks and foxes. On the far side is an array of stone archways, like window frames, arranged in a semi-circle. It looks like part of a separate structure, far older than the manor.
<br><br>
"Just stay with me," Avery says. "Look pretty."
<br><br>
<<link [[Do as Avery asks (0:10)|Avery Cards Avery Pretty]]>><<pass 10>><<npcincr Avery love 1>><</link>><<glove>>
<br>
<<link [[Wander off (0:10)|Avery Cards Avery Wander]]>><<pass 10>><</link>>
<br><<effects>>
<<generateyv5>>
Existing near Avery seems easy enough. You hang off <<person1>><<his>> arm as <<he>> schmoozes with the other elks, though you're not sure how <<he>> can tell one from the next.
<br><br>
The identities of the foxes are more discernible. Most are around your age. You even recognise someone from the orphanage. <<person5>><<He>> averts <<his>> eyes, as if ashamed, when <<he>> notices you.
<br><br>
<<link [[Next|Avery Cards Avery 11]]>><</link>>
<br><<effects>>
You wander away from Avery, and soon lose <<person1>><<him>> among the other elks. You notice a couple of rats through one door, their masks raised, having cheeky cigarettes out a large open window.
<br><br>
A hand lands on your shoulder. It's Avery. "Don't walk off again," <<he>> says, <<his>> voice tinged with anger. The mask is thick and deep, you can barely make out the whites of <<his>> eyes. "You're not safe here without me."
<br><br>
<<link [[Next|Avery Cards Avery 11]]>><</link>>
<br><<effects>>
A ringing echoes through the hall, cutting through the chatter. All heads turn to face Remy, stood on a raised dais within the stone archways.
<br><br>
"Thank you for coming," <<person2>><<he>> begins. "Today we observe the ritual of renewal. Please, take your places."
<br><br>
The elks gravitate to one half of the hall, and stand in a line. Avery does likewise, but <<person1>><<he>> keeps a close eye on you. The foxes seem less certain, but some form into a line on the opposite side of the hall, mirroring the elks. You take position opposite Avery. Each fox seems to be stood opposite their corresponding elk.
<br><br>
<<link [[Next|Avery Cards Avery 12]]>><</link>>
<br><<effects>>
<<npc Harper 6>>
The hall is quiet for a moment, aside from the shuffle of feet, and a single cough. Then Remy climbs off the dais, and joins the line of elks. It's only then that you notice <<person2>><<his>> opposite number, a <<person6>><<personsimple>> in a unique fox mask. Larger, with silver-tipped ears.
<br><br>
The silver-tipped fox rubs <<his>> hands together, the music starts, and the elks walk forward. Your attention snaps back to Avery. <<person1>><<He>> holds out <<his>> hand.
<br><br>
<<link [[Take it|Avery Cards Avery Hand Take]]>><<npcincr Avery love 1>><</link>><<glove>>
<br>
<<link [[Stay still|Avery Cards Avery Hand Still]]>><<set $endear += 10>><</link>><<gendear>>
<br><<effects>>
<<endevent>>
<<npc Avery>><<npc Remy 2>><<npc Harper 3>><<person1>>
You take Avery's hand, and <<he>> pulls you against <<his>> body with surprising force. <<He>> whirls you in a circle, and you glimpse similar displays up and down the hall.
<br><br>
The lights go out. Some of the foxes scream.
<br><br>
<<link [[Next|Avery Cards Avery 13]]>><</link>><<effects>>
<<endevent>>
<<npc Avery>><<npc Remy 2>><<npc Harper 3>><<person1>>
You remain motionless, but Avery doesn't wait. <<He>> snatches your hand, and pulls you against <<him>> with surprising force. <<He>> whirls you in a circle, and you glimpse similar displays up and down the hall.
<br><br>
The lights go out. Some of the foxes scream.
<br><br>
<<link [[Next|Avery Cards Avery 13]]>><</link>><<effects>>
<<generate4>><<generate5>><<person4>>
The chandeliers above reflect a dim purple light, enough to make out a few feet in any direction. Avery releases your arm and spins away, disappearing into the dark. Another elk dances in <<his>> wake, also missing <<person4>><<his>> fox, and looking right at you.
<br><br>
<<link [[Keep up with Avery|Avery Cards Avery Dance High]]>><</link>><<dancedifficulty 999 1000>>
<br>
<<link [[Try to keep your feet amongst the dancers|Avery Cards Avery Dance Med]]>><</link>><<dancedifficulty 1 1000>>
<br>
<<link [[Let the flow take you where it will|Avery Cards Avery Dance Low]]>><<stress -6>><</link>><<lstress>>
<br><<effects>>
<<dancedifficulty 999 1000 true>>
<<if $danceSuccess>>
You spin into the <<persons>> arms. <<He>> holds you firm, but you hook your ankle around <<his>> leg, and kick. <<His>> grip slackens in surprise, <span class="green">and you twist from <<his>> grasp</span> before <<he>> falls to the floor.
<br><br>
You catch a glimpse of Avery dancing with another fox. <<person1>><<He>> spins them into the arms of another, and continues <<his>> journey. You pursue <<him>>, weaving between elk and fox alike, evading the occasional groping hand, until you catch Avery's cuff.
<br><br>
<<He>> spins to face you. Even through the mask, and in such darkness, you can perceive <<his>> surprise. <<He>> steps into you, forcing you to fall into <<his>> waiting arms.<<ggglove>><<npcincr Avery love 6>>
<br><br>
<<link [[Next|Avery Cards Avery Dance High Success]]>><</link>>
<br>
<<else>>
You spin into the <<persons>> arms. You try to squirm free, <span class="red">but they hold you firm.</span> Their hands wander down your chest, groping and fondling, before they spin you into the arms of yet another elk.<<gstress>><<stress 6>>
<br><br>
<<link [[Next|Avery Cards Avery Dance Low]]>><</link>>
<br>
<</if>><<effects>>
Avery leans closer, then releases you all of a sudden. Two more elks kneel to catch you, cushioning your fall, but Avery has disappeared once more. You spring to your feet before they can restrain you, and continue the pursuit.
<br><br>
You catch up with Avery just as silver antlers loom from the dark. Remy and Avery pass each other. <span class="pink">You glimpse a white so pale,</span> passing from Remy to Avery, disappearing into the latter's clothing.<<ggawareness>><<awareness 12>>
<br><br>
<<link [[Next|Avery Cards Avery 14]]>><</link>>
<br><<effects>>
<<if $danceSuccess>>
The <<person>> grabs you, and twirls you into the arms of a <<person5>><<person>>, another elk. <span class="green">You keep your footing,</span> and twirl past another fox, joining a dance with yet another elk.
<br><br>
You dance across the hall, joining one elk after another, keeping up with them, and leaving more than a few exhausted. Overwhelmed foxes aren't so lucky. They are passed, limp, from elk to elk, facing pair after pair of groping hands.<<ggendear>><<set $endear += 20>>
<br><br>
<<link [[Next|Avery Cards Avery 14]]>><</link>>
<br>
<<else>>
The <<person>> grabs you, and twirls you into the arms of a <<person5>><<person>>, another elk. You try to keep your bearings, <span class="red">but the violent twirling disorients you.</span> It's a struggle to remain on your feet.
<br><br>
<<link [[Next|Avery Cards Avery Dance Low]]>><</link>>
<br>
<</if>><<effects>>
A blur of elks dance in front of you, passing you hither and thither, their hands groping and teasing you from all angles. Other foxes stagger past, with no more control over the situation than you.
<br><br>
With their masks, and in the dim light, you can't tell which of the elks is Avery. Perhaps none of them are.
<br><br>
<<link [[Next|Avery Cards Avery 14]]>><</link>>
<br><<effects>>
<<endevent>>
<<npc Avery>>
<<npc Remy 2>>
<<npc Harper 3>>
<<generateyv4>>
<<generate5>>
<<generate6>>
Another scream cuts through the music, silencing it. The lights turn on. Elks and foxes alike form a circle.
<br><br>
You walk closer. A <<person4>><<person>> lies writhing on the floor, <<his>> eyes shut. The <<person3>><<personsimple>> in the silver-tipped fox mask stands over <<person4>><<him>>, panting.
<br><br>
<<link [[Try to help|Avery Cards Avery Help]]>><<famegood 6>><<stress 6>><<npcincr Avery love -1>><<set $endear += 10>><</link>><<llove>><<gstress>><<gendear>>
<br>
<<link [[Watch|Avery Cards Avery Watch]]>><</link>>
<br><<effects>>
You step forward, but a hand grasps your shoulder firm. It's Avery.
<br><br>
<<person1>>"There's nothing to be done," <<he>> whispers. <<His>> grip tightens. "Be glad that isn't you."
<br><br>
The silver-fox prowls in a circle around the writhing <<person4>><<person>>. Then <<person3>><<he>> throws <<his>> head back, and releases an ear-splitting howl.
<br><br>
<<link [[Next|Avery Cards Avery 15]]>><</link>>
<br><<effects>>
You watch the silver-fox prowl in a circle around the writhing <<person4>><<person>>.
<br><br>
"Be glad that isn't you," says a voice beside you. It's Avery. "It could have been, without me."
<br><br>
The silver-fox throws back <<person3>><<his>> head, and releases an ear-splitting howl.
<br><br>
<<link [[Next|Avery Cards Avery 15]]>><</link>>
<br><<effects>>
A howl responds. Then another. Two guards in dog masks, a <<person5>><<person>> and <<person6>><<person>>, emerge into the hall from opposite ends. They growl and run on all fours, towards the <<person4>><<person>>.
<br><br>
The elks and foxes create paths for the pair to run. They set upon the <<person>> as soon as they reach <<him>>, stripping <<his>> clothing and assaulting <<him>> from both sides.
<br><br>
<<He>> struggles weakly, but each touch makes <<him>> cry and spasm. The silver-fox howls again. The hall shakes with the response.
<br><br>
<<link [[Next (0:05)|Avery Cards Avery 16]]>><<pass 5>><</link>>
<br><<effects>>
More dog-masked guards flood into the hall, surging towards the <<person4>><<person>> and joining the orgy. The silver-fox continues to howl, as if giving orders.
<br><br>
The elks watch for a while, but don't seem to consider it necessary to observe the spectacle. They chatter in groups, and wander over to the tables of food, where Remy lounges. Some continue to watch however, including Avery.
<br><br>
<<link [[Next (0:30)|Avery Cards Avery 17]]>><<pass 30>><</link>>
<br><<effects>>
The assault continues, until the <<person4>><<persons>> cries diminish to a mere whimper. You occasionally glimpse <<him>> through the baying pack of dogs. <<His>> eyes are unfocused, and stare straight ahead.
<br><br>
Remy claps <<person2>><<his>> hands, and the guards step away from their victim. <<person4>><<He>> lies motionless, staring up at the ceiling.
<br><br>
The silver-fox prances to <<his>> side, and gathers <<him>> in both arms with surprising strength. <<person3>><<He>> carries the <<person4>><<person>> towards the stone archways, as the dogs vacate the hall.
<br><br>
<<link [[Next|Avery Cards Avery 18]]>><</link>>
<br><<effects>>
The silver-fox places the <<person>> on the dais behind the archways. The elks and foxes form another semi-circle. The elks start chanting as Remy steps between them and the archways, and raises <<person2>><<his>> arms.
<br><br>
"No closer," Avery warns. "Cover your eyes."
<br><br>
<<link [[Cover your eyes|Avery Cards Avery Cover]]>><<set $endear += 10>><</link>><<gendear>>
<br>
<<link [[Watch|Avery Cards Avery Watch 3]]>><<pain 4>><<awareness 6>><</link>><<gpain>><<gawareness>>
<br><br><<effects>>
You cover your eyes as the chanting grows in intensity. Then a bright purple light penetrates your eyelids. It lasts only a moment. The chanting ends, as if snatched away by the light.
<br><br>
You open your eyes. The <<person4>><<person>> is gone.
<br><br>
<<link [[Next|Avery Cards Avery 19]]>><</link>>
<br><<effects>>
The silver-fox dashes away from the dais, as Remy draws a silver knife. <<person2>><<He>> swings it in a great arc, slicing a hole in the world. The chanting stops. The light is blinding.
<br><br>
Your vision returns. The <<person4>><<person>> is gone.
<br><br>
<<link [[Next|Avery Cards Avery 19]]>><</link>>
<br><<effects>>
<<endevent>>
<<npc Avery>>
<<npc Remy 2>>
<<person2>>
<<if $auriga_artefact is undefined>>
<<world_corruption "hard" 1>>
<<set $auriga_artefact to "Avery">>
<</if>>
Remy waits at the door, bidding each couple farewell in turn, though a lone elk is the first to leave. Remy lays a laurel of blood-red flowers over <<his>> head. <<He>> stares straight ahead as <<he>> receives it, then begins a sombre descent.
<br><br>
"Thank you for coming," Remy says, taking Avery's hand. "I hope my manor proved hospitable."
<br><br>
<<link [[Next (0:30)|Avery Cards Avery 20]]>><<pass 30>><</link>>
<br><<set $location to "town">><<set $bus to "harvest">><<effects>>
<<person1>>
Avery is silent on the drive back to town. <<His>> hand occasionally tightens over something in <<his>> pocket, and <<he>> smiles.
<br><br>
<<link [[Ask what <<he>> is smiling about|Avery Cards Avery Smiling]]>><</link>>
<br>
<<link [[Ask what <<he>> has in <<his>> pocket|Avery Cards Avery Pocket]]>><</link>>
<br>
<<link [[Ask what happened to the disappeared fox|Avery Cards Avery Fox]]>><</link>>
<br>
<<link [[Thank <<him>> for inviting you along|Avery Cards Avery Thank]]>><<npcincr Avery love 1>><</link>><<glove>>
<br>
<<link [[Remain silent|Avery Cards Avery End]]>><</link>>
<br><<set $bus to "domus">><<effects>>
<<if $speech_attitude is "meek">>
"I'm glad to see you smiling," you say. "Can you tell me why?"
<<elseif $speech_attitude is "bratty">>
"What are you so happy about?" you ask.
<<else>>
"Why are you smiling?" you ask.
<</if>>
<br><br>
Avery's smile widens in reply. "It's been a lucky night." <<He>> puts <<his>> foot down, exceeding the speed limit. "First I win you, then I win a way in."
<br><br>
<<link [[Next|Avery Cards Avery End]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"Is there something important in your pocket?" you ask.
<<elseif $speech_attitude is "bratty">>
"I see you fondling that thing in your pocket," you say. "What is it?"
<<else>>
"What do you have in your pocket?" you ask.
<</if>>
<br><br>
Avery catches <<himself>> as <<he>> reaches to grope the object once more. "Just a gift," <<he>> says. "From the host. Quite an honour."
<br><br>
<<link [[Next|Avery Cards Avery End]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"What happened to the poor fox?" you ask. "The one who was attacked by dogs."
<<elseif $speech_attitude is "bratty">>
"What did those creeps do to that fox?" you ask. "The one who was attacked by dogs."
<<else>>
"What happened to the fox that was attacked by dogs?" you ask.
<</if>>
<br><br>
"I'm not sure," Avery admits. "Don't concern yourself with such. Stress is bad for your complexion."
<br><br>
<<link [[Next|Avery Cards Avery End]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"Thank you for inviting me to such an exclusive party," you say.
<<elseif $speech_attitude is "bratty">>
"Thank you for inviting me," you say. "It was fun to see such weirdos up close."
<<else>>
"Thank you for inviting me," you say. "It was interesting."
<</if>>
<br><br>
Avery nods. "Thank you for accompanying me," <<he>> says. "There are so few suitable."
<br><br>
<<link [[Next|Avery Cards Avery End]]>><</link>>
<br><<set $bus to "domus">><<effects>>
<<averyscore>>
<<money `((C.npc.Avery.love * 10 + $endear * 10 + 10) * 100)` "avery">>
Avery pulls up outside the orphanage. <<He>> hands you <span class="gold">£<<print (C.npc.Avery.love * 10 + $endear * 10 + 10)>></span>, kisses your cheek, and leans over to open your door. "Give Bailey my regards," <<he>> says. "And my condolences for <<nnpc_his "Bailey">> loss." <<He>> winks. "You can keep the mask. Consider it a souvenir."
<br><br>
<<His>> tires skid as <<he>> drives away, startling a nearby cat. You enter the orphanage.
<br><br>
<<link [[Next|Orphanage]]>><<avery_cards_end>><<endevent>><</link>>
<br><<effects>>
<<averyscore>>
<<money `((C.npc.Avery.love * 10 + $endear * 10 + 10) * 100)` "avery">>
"To the victor go the spoils," Quinn says, seeming unbothered by <<person4>><<his>> loss. Bailey allows <<person2>><<himself>> a smile at the pile of cash, gone so quick you might have imagined it.
<br><br>
You wait with Bailey at the door, as <<he>> bids <<his>> guests farewell. Leighton pauses in front of you. "You've been on good behaviour tonight," <<person3>><<he>> says. "I hope that continues at school."
<br><br>
Avery doesn't speak to Bailey, but stops in front of you. "Thank you for accompanying me," Avery says through gritted teeth. "I'm sure your caretaker will see you home safe. Here, I spared a little something for your trouble." <<person1>><<He>> hands you <span class="gold">£<<print (C.npc.Avery.love * 10 + $endear * 10 + 10)>></span>.
<br><br>
With that, <<he>> exits without looking back.
<br><br>
<<link [[Next|Avery Cards Bailey 2]]>><<endevent>><</link>><<effects>>
<<npc Bailey>><<person1>>
"Help me tidy up," Bailey says as soon as the door is shut. <<He>> starts gathering empty glasses on a tray. "Then I'll drive you home."
<br><br>
<<link [[Help (0:05)|Avery Cards Bailey Help]]>><<pass 5>><</link>>
<br>
<<link [[Say you don't need to be chaperoned|Avery Cards Bailey Refuse]]>><</link>>
<br><<effects>>
You help Bailey tidy <<his>> flat, filling a bag with litter, then crawling beneath the table to find dropped sweets and peanuts.
<br><br>
Between the two of you, it doesn't take long to clean up after <<his>> guests.
<br><br>
<<link [[Next|Avery Cards Bailey 3]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"It's dark out," you say. "But I'll be okay. I can head home alone."
<<elseif $speech_attitude is "bratty">>
"I don't need you to hold my hand," you say. "I'll head home alone."
<<else>>
"I'm used to walking alone," you say.
<</if>>
<br><br>
"Not tonight," Bailey replies, filling a bag with litter. "I'm needed at the orphanage."
<br><br>
<<link [[Help (0:05)|Avery Cards Bailey Help]]>><<pass 5>><</link>>
<br>
<<link [[Refuse to help (0:10)|Avery Cards Bailey Refuse 2]]>><<pass 10>><<stress -6>><</link>><<lstress>>
<br><<effects>>
You don't see a way out of this, but you refuse to help Bailey. You sit at a now-freed seat and watch <<him>>. If <<hes>> bothered, <<he>> doesn't show it.
<br><br>
It takes a while for Bailey to finish cleaning on <<his>> own, but it's eventually done.
<br><br>
<<link [[Next|Avery Cards Bailey 3]]>><</link>>
<br><<effects>>
Bailey ushers you through the door, into the corridor outside. <<His>> keys jangle as <<he>> locks the door, then <<he>> strides in the direction of the stairs. You need to exert yourself to keep up.
<br><br>
<<He>> leads you to the ground floor, and then further down, into the dark of an underground car park. <<He>> taps <<his>> jacket pocket, and the lights of <<his>> car flicker.
<br><br>
<<link [[Next|Avery Cards Bailey 4]]>><</link>>
<br><<set $location to "town">><<set $bus to "barb">><<effects>>
The car door locks with a click, and Bailey drives from the building, emerging into the white glow of streetlights.
<br><br>
You're barely onto Barb Street when Bailey's phone rings. "What is it?" <<he>> asks. There's a pause. "I'm on my way."
<br><br>
<<He>> steers the car in another direction, almost colliding with the corner of a building as <<he>> turns.
<br><br>
<<link [[Ask where you're going|Avery Cards Bailey Ask]]>><</link>>
<br>
<<link [[Remain silent (0:05)|Avery Cards Bailey 5]]>><<pass 5>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"Where are we going?" you ask. "The orphanage is that way."
<<elseif $speech_attitude is "bratty">>
"I suppose we're not going to the orphanage any more," you say. "So where are we going?"
<<else>>
"This isn't the way to the orphanage," you say. "Where are we going?"
<</if>>
<br><br>
"Just a detour," Bailey replies. "Nothing for you to be concerned about."
<br><br>
<<link [[Next (0:05)|Avery Cards Bailey 5]]>><<pass 5>><</link>>
<br><<set $bus to "mer">><<effects>>
<<generate2>>
Bailey drives through Cliff Street and Starfish Street. On Mer Street, <<he>> drives down an alley, coming to a stop beside a maze of rusted cargo containers.
<br><br>
A <<person2>><<person>> emerges from the dark. Bailey winds down <<person1>><<his>> window, unfazed. <<person2>>The <<person>> spares you a glance. In the light, you recognise the <<person>> as one of Bailey's goons.
<br><br>
"They found it," <<he>> says.
<br>
Without a word, Bailey climbs from the car. <<person1>><<He>> leans through the open window, and looks at you. "I'll be five minutes. Keep your head down. Don't touch anything."
<br><br>
With that, Bailey and the goon enter the maze, leaving you alone in the car.
<br><br>
<<link [[Next (0:02)|Avery Cards Bailey 6]]>><<pass 2>><<endevent>><</link>>
<br><<effects>>
<<generate1>><<generate2>><<person1>>
You listen to the distant din of traffic for a couple of minutes. Then you hear voices, drawing closer.
<br><br>
You peek through the window, and see a <<person>> and <<person2>><<person>> walking this way.
<br><br>
"We should turn back," the <<person>> says. "There's nothing here, and it gives me the creeps."
<br>
"You see that car?" the <<person1>><<person>> replies, pointing your way. "Do you know who that belongs to?"
<br>
The <<person2>><<person>> stops in <<his>> tracks. "I do. We really need to leave. Right now."
<br>
"That's Bailey's car," the <<person1>><<person>> says without stopping. "And Bailey isn't here. There must be something juicy inside."
<br><br>
<<link [[Hide|Avery Cards Bailey Hide]]>><</link>>
<br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Seduce|Avery Cards Bailey Seduce]]>><</link>><<promiscuous2>>
<br>
<</if>>
/* <<if $submissive lte 500>> */
<<link [[Intimidate|Avery Cards Bailey Intimidate]]>><</link>><<defianttext>>
<br>
/* <</if>> */<<effects>>
You climb into the back of the car, and hide beneath the seats.
<br><br>
You hear the <<person1>><<person>> and <<person2>><<person>> arrive. "Check the glove compartment. Hurry! We don't have long."
<br><br>
You hear a rummaging, then the flight of footsteps.
<br><br>
<<link [[Next (0:03)|Avery Cards Bailey Hide 2]]>><<pass 3>><<endevent>><</link>>
<br><<effects>>
<<npc Bailey>><<person1>>
Minutes pass, then Bailey's face appears at the window, looking right at you.
<br><br>
"Get up," <<he>> says.
<br><br>
You climb into the front passenger seat as Bailey sits.
<br><br>
The journey to the orphanage is uneventful. Bailey escorts you inside.
<br><br>
<<link [[Next|Orphanage]]>><<avery_cards_end>><<endevent>><</link>>
<br><<effects>>
<<set $seductiondifficulty to 8000>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>>
<span class="gold">You feel more confident in your powers of seduction.</span>
<br><br>
<</if>>
<<seductionskilluse>>
You wait until the pair arrive at the car. They find you reclining in the passenger seat.
<br><br>
"I told you," the <<person2>><<person>> says. "There's someone here. We need to leave."
<br>
"It's just a <<girl>>," the <<person1>><<person>> replies.
<br><br>
"Bailey left me alone in here," you say. "Are you going to take advantage of me?"
<<promiscuity2>>
<<if $seductionrating gte $seductionrequired>>
The <<person>> and <<person2>><<person>> look at each other, <span class="green">then climb inside.</span>
<br><br>
<<link [[Next|Avery Cards Bailey Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<else>>
The <<person1>><<person>> looks tempted, <span class="red">but the <<person2>><<person>> slaps <<person1>><<his>> face.</span> "Are you insane, or stupid?" <<person2>><<He>> looks over <<his>> shoulder. "I'm gone, with or without you."
<br><br>
The <<person2>><<person>> turns and runs. The <<person1>><<person>> opens the glove compartment, snatches objects at random, then runs after <<his>> colleague.
<br><br>
<<link [[Next|Avery Cards Bailey Seduce Fail]]>><<pass 3>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<npc Bailey>><<person1>>
Bailey arrives in time to see the pair escape onto Mer Street. <<He>> looks at you as if making sure you're still there, closes the glove compartment, and climbs into the driver's seat.
<br><br>
The journey to the orphanage is uneventful. Bailey escorts you inside.
<br><br>
<<link [[Next|Orphanage]]>><<avery_cards_end>><<endevent>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Avery Cards Bailey Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Avery Cards Bailey Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The pair recline on the seats, exhausted, their eyes shut. They open them to find Bailey staring down, flanked by goons.
<br><br>
They dart from the vehicle, into the arms of more goons. They're dragged away, mouths gagged.
<br><br>
<<tearful>> you catch your breath.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Avery Cards Bailey Seduce 2]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
The pair flee the vehicle, into the arms of Bailey's goons. They're dragged away, mouths gagged.
<br><br>
<<tearful>> you catch your breath.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Avery Cards Bailey Seduce 2]]>><</link>>
<br>
<<else>>
<<tearful>> you hide beneath the back seats.
<br><br>
"Check the glove compartment. Hurry! We don't have long."
<br><br>
You hear a rummaging, then the flight of footsteps.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next (0:03)|Avery Cards Bailey Hide 2]]>><</link>>
<</if>><<effects>>
<<npc Bailey>><<person1>>
"Good work," Bailey says, climbing into the driver's seat.<<glove>><<npcincr Bailey love 1>>
<br><br>
The journey to the orphanage is uneventful. Bailey escorts you inside.
<br><br>
<<link [[Next|Orphanage]]>><<avery_cards_end>><<endevent>><</link>>
<br><<effects>>
You inhale, exhale, then climb from the car. The <<person1>><<person>> stops. The <<person2>><<person>> backs away a couple of steps.
<br><br>
"Step forward a bit more," you say. "Into the light. So I can remember your faces."
<br><br>
The <<person1>><<person>> laughs. "You're just a fucking <<girl>>."
<br>
"Bailey's <<girl>>," the <<person2>><<person>> reminds <<person1>><<him>>.
<br>
"It's not Bailey you need to be afraid of," you say. "Now are you gonna leave, or am I getting my hands dirty?"
<br><br>
The <<person1>><<person>> considers a moment. "Fuck you, and fuck Bailey." <<He>> turns, and walks away. The <<person2>><<person>> breathes a sigh of relief.
<br><br>
<<link [[Next (0:08)|Avery Cards Bailey Intimidate 2]]>><<pass 8>><</link>>
<br><<effects>>
<<endevent>>
<<npc Bailey>><<person1>>
Bailey emerges from the maze as the pair disappear into Mer Street. <<He>> watches them leave, then turns to you. "Good work. Get in."<<glove>><<npcincr Bailey love 1>>
<br><br>
The journey to the orphanage is uneventful. Bailey escorts you inside.
<br><br>
<<link [[Next|Orphanage]]>><<avery_cards_end>><<endevent>><</link>>
<br><<effects>>
<<person3>>
"Wonderful," Leighton says, lifting <<his>> bag to the table and scooping up <<his>> winnings. <<He>> smiles at you. "I'm afraid you're too big for the bag."
<br><br>
"Make sure you get <<phim>> back to the orphanage before midnight," Bailey says, any anger at <<person2>><<his>> loss concealed. Avery is less successful.
<br>
"I'm tempted to spend some of my other winnings to extend that," Leighton replies. "But I think that'll be time enough."
<br><br>
<<link [[Next|Avery Cards Leighton 2]]>><</link>>
<br><<effects>>
<<averyscore>>
<<money `((C.npc.Avery.love * 10 + $endear * 10 + 10) * 100)` "avery">>
Bailey bids each guest goodbye at the exit. Quinn shakes <<person2>><<his>> hand. "Thank you for the fine evening," <<person4>><<he>> says. "Keep up the, ah, good work, at the orphanage."
<br><br>
Avery is next. <<person1>><<He>> nods at Bailey, then turns to you.
<br>
"Thank you for joining me this evening," <<he>> says, reaching to a pocket. <<He>> produces more notes, and hands you <span class="gold">£<<print (C.npc.Avery.love * 10 + $endear * 10 + 10)>></span>.
<br><br>
"I'll echo Quinn," Leighton says, addressing Bailey once Avery has left the room. "Thank you for the fine evening, and keep up the good work. Your wards are always a pleasure to teach."
<br><br>
Bailey doesn't reply.
<br><br>
<<link [[Next|Avery Cards Leighton 3]]>><<endevent>><</link>>
<br><<set $bus to "barb">><<set $location to "town">><<effects>>
<<npc Leighton>><<person1>>
Leighton puts an arm around your shoulder and leads you down the corridor, towards the lift. <<He>> pushes the button for the ground floor. It rumbles into motion.
<br><br>
<<His>> car waits outside. "Don't worry," <<he>> says. "I don't have anything strange planned. I thought we'd go to a club together."
<br><br>
<<link [[Say that sounds nice|Avery Cards Leighton Nice]]>><</link>>
<br>
<<link [[Say that you would prefer something more quiet|Avery Cards Leighton Quiet]]>><</link>>
<br>
<<link [[Remain silent|Avery Cards Leighton Silent]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"That sounds nice," you say, flashing a polite smile.
<<elseif $speech_attitude is "bratty">>
"Nice," you say. "Somewhere high class, I hope. I'm dressed for it."
<<else>>
"That sounds nice," you say.
<</if>>
<br><br>
"Of course," Leighton replies, starting the engine. "Much nicer than you're used to, I'd wager."
<br><br>
<<link [[Next|Avery Cards Leighton Silent]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"Will it be noisy?" you say. "I'd prefer something quiet."
<<elseif $speech_attitude is "bratty">>
"It won't be too loud, I hope," you say. "I'm dressed for finer stuff."
<<else>>
"I hope it won't be too noisy," you say.
<</if>>
<br><br>
"Don't worry," Leighton replies. "I'll pay for a private room. Make use of my winnings."
<br><br>
<<link [[Next (0:01)|Avery Cards Leighton Silent]]>><<pass 1>><</link>>
<br><<set $bus to "connudatus">><<effects>>
Leighton drives from Barb Street, and into Connudatus Street. <<He>> parks <<his>> car in a small car park, each space marked for a VIP.
<br><br>
You climb out the vehicle. Leighton holds out <<his>> arm and waits expectantly.
<br><br>
<<link [[Hook your arm around Leighton's|Avery Cards Leighton Hook]]>><<npcincr Leighton love 1>><</link>><<glove>>
<br>
<<link [[Walk ahead|Avery Cards Leighton Walk]]>><<npcincr Leighton love -1>><<def 1>><</link>><<llove>>
<br><<effects>>
You hook your arm around Leighton's. <<He>> smiles as <<he>> leads you back onto Connudatus Street.
<br><br>
"That's our destination," Leighton says, pointing to a nightclub opposite while swerving to avoid a drunk. The wall of the club is covered in lights that flicker and change, spelling out the club's name in different places. A thick bouncer stands in front.
<br><br>
<<link [[Next|Avery Cards Leighton 4]]>><</link>>
<br><<effects>>
You walk ahead of Leighton, forcing <<him>> to accelerate to catch up. "You don't even know where we're going," <<he>> says. "There." <<He>> points ahead, to a nightclub opposite. The wall of the club is covered in lights that flicker and change, spelling out the club's name in different places. A thick bouncer stands in front.
<br><br>
<<link [[Next|Avery Cards Leighton 4]]>><</link>>
<br><<effects>>
"Name?" the bouncer asks Leighton, casting a cautious eye over you.
<br>
"Leighton."
<br><br>
The bouncer steps aside. You enter with Leighton.
<br><br>
<<link [[Next|Avery Cards Leighton 5]]>><</link>>
<br><<effects>>
You emerge on a walkway, three stories above a packed dance floor below. It must have been excavated. There's a staircase leading down nearby, but Leighton leads you around the looping walkway, to a bar on the opposite side.
<br><br>
"Order anything you like," Leighton says, pulling a stool out for you and placing <<his>> winnings on the counter.
<br><br>
<<link [[Order nothing|Avery Cards Leighton Order Nothing]]>><</link>>
<br>
<<link [[Order water|Avery Cards Leighton Order Water]]>><</link>>
<br>
<<if playerIsPregnant() and playerAwareTheyArePregnant()>>
<span class="blue">You can't bring yourself to drink alcohol while you know you're with child.</span>
<<else>>
<<link [[Order wine|Avery Cards Leighton Order Wine]]>><<alcohol 60>><</link>>
<br>
<<link [[Order whatever's most expensive|Avery Cards Leighton Order Expensive]]>><<npcincr Leighton love -1>><<drugs 60>><</link>><<llove>>
<</if>>
<br><<effects>>
"Suit yourself," Leighton says. "I'll have a wine."
<br><br>
<<His>> drink arrives in a tall, thin glass. <<He>> sips it like an epicurean.
<br><br>
<<link [[Next|Avery Cards Leighton 6]]>><</link>>
<br><<effects>>
Leighton orders wine. It arrives in a tall, thin glass. Your water arrives in a short, oval glass. Leighton sips <<his>> like an epicurean.
<br><br>
<<link [[Next|Avery Cards Leighton 6]]>><</link>>
<br><<effects>><<wearProp "wine">>
Leighton orders wine as well. They arrive in tall, thin glasses. Leighton clinks <<his>> glass against yours, then sips it like an epicurean.
<br><br>
<<link [[Next|Avery Cards Leighton 6]]>><<handheldon>><</link>>
<br><<effects>><<wearProp "shotglass">>
Leighton hesitates, but doesn't say anything as <<he>> hands over an entire wad of cash. Your drink arrives in a short glass, the sweet aroma reaching you before you can see it.
<br><br>
Leighton orders wine, and sips it like an epicurean as <<he>> watches you drink yours. A warmth spreads to the tips of your fingers, toes, and loins.
<br><br>
<<link [[Next|Avery Cards Leighton 6]]>><<handheldon>><</link>>
<br><<effects>>
<<generate2>>
Leighton spins on <<his>> stool, scanning the other patrons. <<His>> eyes settle on a lone <<person2>><<person>>. "Go speak to that one on my behalf," <<person1>><<he>> says, getting the bartender's attention. "I fancy more than one partner tonight. Invite <<person2>><<him>> over."
<br><br>
You walk over to the <<person>>. <<He>> eyes you up, and waits for you to speak.
<br><br>
<<link [[Do as asked|Avery Cards Leighton Invite Asked]]>><</link>>
<br>
<<link [[Sabotage Leighton's seduction|Avery Cards Leighton Invite Freak]]>><</link>>
<br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Seduce <<him>> yourself and elope|Avery Cards Leighton Invite Seduce]]>><</link>>
<br>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"Sorry to bother you," you say. "But my partner wants to invite you for a drink."
<<elseif $speech_attitude is "bratty">>
"It's not me you should be eyeing up," you say. "My partner wants to buy you a drink."
<<else>>
"My partner wants to buy you a drink," you say.
<</if>>
<br><br>
The <<person>> looks over your shoulder, where Leighton waits with a spare drink and a raised eyebrow.
<br><br>
The <<person>> thinks for a moment, then stands and walks over to Leighton.
<br><br>
<<link [[Next|Avery Cards Leighton Trio]]>><</link>>
<br><<effects>>
<<set $seductiondifficulty to 8000>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>>
<span class="gold">You feel more confident in your powers of seduction.</span>
<br><br>
<</if>>
<<seductionskilluse>>
<<person2>>
"My partner over there wants to offer you a drink," you lean closer, and speak more softly. "But how about you come with me instead?"
<<promiscuity2>>
<<if $seductionrating gte $seductionrequired>>
The <<person>> looks at Leighton, flashes you a mischievous smile, <span class="green">then offers you <<his>> arm.</span>
<br><br>
You leave the bar together. Leighton watches, <<person1>><<his>> expression turning from one of confidence, to confusion, then anger.<<llove>><<npcincr Leighton love -1>>
<br><br>
<<link [[Next|Avery Cards Leighton Seduce 2]]>><<saveNPC 1 "Leighton_date">><<endevent>><<loadNPC 0 "Leighton_date">><<person1>><</link>>
<br>
<<else>>
The <<person>> looks at Leighton, then at you. "Your partner, you say?" <<he>> asks, giving Leighton another look. <span class="red">"I think I'll have you both."</span>
<br><br>
<<He>> stands, and walks over to Leighton.
<br><br>
<<link [[Next|Avery Cards Leighton Trio]]>><</link>>
<br>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"That <<person1>><<personsimple>> over there wants to talk to you," you say. "But <<he>> seems very strange."
<<elseif $speech_attitude is "bratty">>
"That weirdo over there wants to talk to you," you say. "I wouldn't trust <<person1>><<him>>."
<<else>>
"The stranger over there wants to talk to you," you say. <<person1>>"<<He>> seems odd."
<</if>>
<br><br>
The <<person2>><<person>> looks over your shoulder, where Leighton waits with a spare drink and a raised eyebrow.
<br><br>
"Thanks for the warning," the <<person>> says. <<He>> gives Leighton a cautious look as <<he>> leaves the bar.
<br><br>
<<link [[Next|Avery Cards Leighton Duo]]>><<endevent>><<npc Leighton>><<person1>><</link>>
<br><<effects>>
Leighton glares at you as you return. "What did you say to them?" <<he>> asks, then downs <<his>> drink. "It doesn't matter. Come on. I've booked a room. I'm not wasting any more time."
<br><br>
Leighton leads you back to the walkway, down one flight of stairs, then down a side passage, away from the music. Tiles line the walls, illuminated by purple lights.
<br><br>
Leighton produces a key from <<his>> bag, and opens one of the doors.
<br><br>
<<link [[Next|Avery Cards Leighton Duo 2]]>><</link>>
<br><<effects>>
There's a large bed on the far side of the room, and another exit, leading to a show. Leighton closes the door behind you, then flings the bag on the bedside table.
<br><br>
"Get on," <<he>> says, gesturing at the bed.
<br><br>
<<link [[Get on the bed|Avery Cards Leighton Duo Sex Intro]]>><</link>>
<br>
<<link [[Refuse|Avery Cards Leighton Duo Rape Intro]]>><</link>>
<br><<effects>>
You climb on the bed, and Leighton climbs onto you.
<br><br>
<<link [[Next|Avery Cards Leighton Duo Rape]]>><<set $molestationstart to 1>><</link>>
<br><<effects>>
"I wasn't asking," Leighton says, grasping your arm. "I won you fair and square, now get on the fucking bed."
<br><br>
<<link [[Next|Avery Cards Leighton Duo Rape]]>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Avery Cards Leighton Duo Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Avery Cards Leighton Duo Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Leighton lies back on the bed, then reaches for <<person1>><<his>> winnings. "Thanks. Now get out."
<br><br>
<<tearful>> you climb from the bed.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Ask if you can freshen up first|Avery Cards Leighton Freshen]]>><</link>>
<br>
<<link [[Leave|Avery Cards Leighton End]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
You shove Leighton away from you. <<He>> tumbles away, toppling the bedside cabinet as <<he>> falls and knocking <<his>> winnings out the window.
<br><br>
<<He>> rushes from the room. <<tearful>> you climb from the bed.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Freshen up first|Avery Cards Leighton Freshen 2]]>><</link>>
<br>
<<link [[Leave|Avery Cards Leighton End]]>><</link>>
<br>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"Sorry to be a bother," you say. "But can I use the shower?"
<<elseif $speech_attitude is "bratty">>
"Let me use the shower first," you say.
<<else>>
"Can I use the shower first?" you ask.
<</if>>
<br><br>
<<npc Leighton>><<person1>>
<<if C.npc.Leighton.love gte 1>>
Leighton stops counting <<his>> money for a moment, then nods.
<br><br>
The shower has extra buttons. Some just seem to control the lighting, while others spray water from different directions or dispense oils and lotions.<<lstress>><<stress -6>><<wash>><<towelup>>
<br><br>
You clean yourself, dry yourself, then leave Leighton's room.
<br><br>
<<link [[Next (0:05)|Avery Cards Leighton End]]>><<pass 5>><<endevent>><</link>>
<br>
<<else>>
Leighton shakes <<his>> head without looking up from <<his>> money. "You'll just make a mess. Leave before I call security."
<br><br>
You leave Leighton alone with <<his>> winnings.
<br><br>
<<link [[Next|Avery Cards Leighton End]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
You enter the adjoining bathroom, and turn on the shower. There are extra buttons. Some just seem to control the lighting, while others spray water from different directions or dispense oils and lotions.<<lstress>><<stress -6>><<wash>><<towelup>>
<br><br>
You clean yourself, dry yourself, then leave Leighton's room.
<br><br>
<<link [[Next (0:05)|Avery Cards Leighton End]]>><<pass 5>><<endevent>><</link>>
<br><<effects>>
The <<person>> leads you around the walkway, towards the exit. <<He>> throws a glance over <<his>> shoulder, grins, then pushes you through a door to the side.
<br><br>
"Your friend is following us," <<he>> says, pinning you against a wall. You're in a bathroom. The stalls appear empty. "We'll be safe in here."
<br><br>
You hear footsteps outside, even over the dulled music. The <<person>> shoves you into a stall, turns, and pushes you against the closed door with a hand over your mouth. <<His>> other hand wanders.
<br><br>
<<link [[Allow|Avery Cards Leighton Seduce Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<link [[Push away|Avery Cards Leighton Seduce Push]]>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>>
<<set $timer to 5>>
<<enable_rescue>>
<</if>>
<<if $timer is 2>>
Feet stop outside the stall. You recognise Leighton's shoes.
<br><br>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Avery Cards Leighton Seduce Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Avery Cards Leighton Seduce Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The <<person>> opens the stall door and peeks outside. "The coast is clear. I'll leave first. Let's not take any chances."
<br><br>
<<tearful>> you wait a moment. Then you leave the stall.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Avery Cards Leighton End]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
You shove the <<person>> away from you and throw open the stall door.
<br><br>
<<tearful>> you flee into Leighton's arms.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Avery Cards Leighton Seduce Caught]]>><</link>>
<br>
<<else>>
Your voice echoes in the bathroom. The stall door opens, revealing Leighton.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Avery Cards Leighton Seduce Caught]]>><</link>>
<br>
<</if>><<effects>>
You push the <<person>> away from you. <<He>> trips backwards, and shouts as <<he>> falls.
<br><br>
The stall door opens, revealing Leighton.
<br><br>
<<link [[Next|Avery Cards Leighton Seduce Caught]]>><</link>>
<br><<effects>>
<<npc Leighton>><<person1>>
Leighton grasps your arm, and jerks you from the stall before entering it. You hear a hard crack and a weight slump to the floor, then Leighton emerges. <<He>> grips your arm again.
<br><br>
"You belong to me tonight," <<he>> says. "Don't forget it again."
<br><br>
Leighton leads you back to the walkway, down one flight of stairs, then down a side passage, away from the music. Tiles line the walls, illuminated by purple lights.
<br><br>
Leighton produces a key from <<his>> bag, and opens one of the doors.
<br><br>
<<link [[Next (0:10)|Avery Cards Leighton Duo 2]]>><<pass 10>><</link>>
<br><<effects>>
You return to Leighton alongside the <<person2>><<person>>. <<He>> strikes up a conversation at once, but it doesn't stop Leighton from groping and fondling you in full view of everyone.
<br><br>
"How about we find somewhere private," Leighton says after several minutes.
<br><br>
"Sure," the <<person>> replies. "If the <<girl>> is coming with us."
<br><br>
<<link [[Next|Avery Cards Leighton Trio 2]]>><</link>>
<br><<effects>>
Leighton and the <<person2>><<person>> lead you back to the walkway, down a flight of stairs, then through an adjoining passage. The tiles covering the walls are illuminated by purple light.
<br><br>
You pass several numbered doors. Leighton stops beside one, pulls a key from <<person1>><<his>> bag, and opens it.
<br><br>
<<link [[Next|Avery Cards Leighton Trio 3]]>><</link>>
<br><<effects>>
Leighton gestures for you to enter, and closes the door behind you.
<br><br>
There's a bed on the far side, and another passage, leading to an adjoining shower. The <<person2>><<person>> sits on the bed and leers at you.
<br><br>
"Get on the bed," Leighton says. "You're mine for the evening, and this is well within Bailey's stupid rules."
<br><br>
<<link [[Get on the bed|Avery Cards Leighton Trio Sex Intro]]>><</link>>
<br>
<<link [[Refuse|Avery Cards Leighton Trio Rape Intro]]>><</link>>
<br><<effects>>
You climb on the bed. The <<person2>><<person>> pulls you closer.
<br><br>
<<link [[Next|Avery Cards Leighton Trio Rape]]>><<set $molestationstart to 1>><</link>>
<br><<effects>>
"We're not asking," Leighton says, shoving you into the <<person2>><<persons>> waiting arms.
<br><br>
<<link [[Next|Avery Cards Leighton Trio Rape]]>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Avery Cards Leighton Trio Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Avery Cards Leighton Trio Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Leighton lies back on the bed, then reaches for <<person1>><<his>> winnings. "Thanks. Now get out."
<br><br>
<<tearful>> you climb from the bed.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Ask if you can freshen up first|Avery Cards Leighton Freshen]]>><</link>>
<br>
<<link [[Leave|Avery Cards Leighton End]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
You shove Leighton away from you. <<person1>><<He>> tumbles away, toppling the bedside cabinet as <<he>> falls and knocking <<his>> winnings out the window.
<br><br>
<<He>> rushes from the room. <<tearful>> you climb from the bed.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Freshen up first|Avery Cards Leighton Freshen 2]]>><</link>>
<br>
<<link [[Leave|Avery Cards Leighton End]]>><</link>>
<br>
<</if>><<effects>>
A bouncer stops you as you approach the main exit of the nightclub, instead pointing you down a side passage that snakes around the edge of the building, emerging in an alleyway.
<br><br>
<<link [[Next|Commercial alleyways]]>><<endevent>><<avery_cards_end>><</link>>
<br><<effects>><<person4>>
"Victory!" Quinn exclaims, smiling at Bailey and Avery in turn, and receiving no reply. Quinn's smile doesn't slacken as <<he>> turns <<his>> attention to you. The money doesn't concern <<him>> as much.
<br><br>
"Really thought I had it," Leighton says, downing the last of <<person3>><<his>> drink. "You two have a nice evening."
<br><br>
<<link [[Next|Avery Cards Quinn 2]]>><</link>>
<br><<effects>>
<<averyscore>>
<<money `((C.npc.Avery.love * 10 + $endear * 10 + 10) * 100)` "avery">>
Bailey stands at the exit, and bids <<person2>><<his>> guests farewell as they depart. Leighton goes first, followed by Avery. <<person1>><<He>> turns to you before <<he>> leaves.
<br><br>
"Thank you for accompanying me," <<he>> says through gritted teeth. "A little something for your trouble." <<He>> glances at Quinn. "For medical bills, maybe." <<He>> hands you <span class="gold">£<<print (C.npc.Avery.love * 10 + $endear * 10 + 10)>></span>.
<br><br>
Once Avery has departed, Quinn stands before Bailey. "Thank you Bailey," <<person4>><<he>> says. "Don't worry. I'll have your ward back in one piece."
<br><br>
"See that you do," Bailey says. "You know what will happen if you don't."
<br><br>
Quinn raises both hands in front of <<him>>. "I'm a <<personsimple>> of my word."
<br><br>
Bailey catches your arm on the way out, and leans closer. <span class="purple">"Don't eat or drink anything Quinn gives you,"</span> <<person2>><<he>> whispers.
<br><br>
<<link [[Next|Avery Cards Quinn 3]]>><<endevent>><</link>>
<br><<effects>>
<<npc Quinn>><<person1>><<generate2>>
<<saveNPC 1 "Quinn_driver">>
You walk with Quinn down the corridor, then the stairs. <<His>> car waits outside. A <<person2>><<person>> leans on it, smoking. <<He>> stomps it out when <<he>> sees Quinn.
<br><br>
"Take us home," Quinn says as the <<person>> opens a door for <<person1>><<him>>. Quinn motions for you to enter first. The interior is luxurious, and roomy. You can't see any seatbelts.
<br><br>
<<link [[Next|Avery Cards Quinn 4]]>><</link>>
<br><<effects>>
"My turn to offer you a drink," Quinn says, pushing a button as the car rumbles into motion. A compartment opens in front of <<him>>, revealing two glasses filled with a pink, fizzy drink. <<He>> takes one in each hand, and offers you one.
<br><br>
Even from here, you can smell the sweetness. "It's not alcoholic," <<he>> says with a smile. "It's better."
<br><br>
<<link [[Sip the offered drink|Avery Cards Quinn Offered]]>><<drugs 60>><<stress -6>><</link>><<gdrugged>><<lstress>>
<br>
<<link [[Sip the other drink|Avery Cards Quinn Other]]>><<drugs 60>><<stress -6>><</link>><<gdrugged>><<lstress>>
<br>
<<link [[Refuse|Avery Cards Quinn Refuse]]>><</link>>
<br><<effects>><<wearProp "odd drink" 0 "fizzy">>
You take the offered drink, and sip as Quinn downs <<hers>> in one. A warmth spreads through you, pooling around your loins like a coiled serpent.
<br><br>
"That hits the spot," Quinn says. "It's not a long journey, but I hope you find the seat comfortable. It's real leather."
<br><br>
<<link [[Next (0:02)|Avery Cards Quinn 5]]>><<handheldon>><</link>>
<br><<effects>><<wearProp "odd drink" 0 "fizzy">>
Quinn doesn't stop you taking the other drink. "Wise," <<he>> says, then downs <<hers>> in one gulp as you take a sip. A warmth spreads through you, pooling around your loins like a coiled serpent.
<br><br>
"That hits the spot," Quinn says. "It's not a long journey, but I hope you find the seat comfortable. It's real leather."
<br><br>
<<link [[Next (0:02)|Avery Cards Quinn 5]]>><<handheldon>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I'm sorry," you say. "But I'm not in the mood for a drink."
<<elseif $speech_attitude is "bratty">>
"I don't drink strange drinks offered by stranger mayors," you say.
<<else>>
"I'm not in the mood for a drink," you say.
<</if>>
<br><br>
Quinn laughs. "Suit yourself," <<he>> says. <<He>> downs one in a gulp, then the other. "Ah. That hits the spot." <<He>> reclines. "It's not a long journey, but I hope you find the seat comfortable. It's real leather."
<br><br>
<<link [[Next|Avery Cards Quinn 5]]>><</link>>
<br><<effects>>
The <<person2>><<person>> drives the car through Connudatus Street, onto Danube Street. You pass by houses of increasing sophistication, until you arrive in front of a wide set of gates. There's a mansion beyond, raised above the other buildings.
<br><br>
The car pauses for a moment, then the gates rattle open. "Welcome to my home," Quinn says. <<person1>><<He>> pushes another button. You hear a click, and static. "Don't retire just yet," <<he>> says, presumably to the driver. "There'll be one more trip."
<br><br>
<<link [[Next|Avery Cards Quinn 6]]>><</link>>
<br><<effects>>
<<endevent>>
<<npc Quinn>><<generate2>><<generate3>><<generateyv4>>
<<saveNPC 1 "Quinn_guard_1">><<saveNPC 2 "Quinn_guard_2">><<saveNPC 3 "Quinn_victim">>
Quinn leads you up a set of stairs, to the mansion's entrance. The doors open, revealing a <<person2>><<person>> and <<person3>><<person>> on each side. They grin when they see you.
<br><br>
"After you," Quinn says, ushering you into a richly-decorated interior. Paintings line the walls, landscapes and portraits. Most prominent is a picture of a knight fighting a dragon.
<br><br>
"The door to the right. <<print $NPCList[1].name>>, show our guest the way."
<br><br>
<<link [[Next|Avery Cards Quinn 7]]>><</link>>
<br><<effects>>
The <<person2>><<person>> removes a jangling keyring from <<his>> belt and opens a wooden door. It reveals a dark staircase, descending underground.
<br><br>
The <<person>> and <<person3>><<person>> lead the way. Quinn follows behind like a shadow.
<br><br>
<<link [[Next|Avery Cards Quinn 8]]>><</link>>
<br><<effects>>
The stairs descend into a room dominated by a single large screen. One chair sits in front of it. The upholstery, like the walls, is red.
<br><br>
"This is quite embarrassing," Quinn says, striding ahead and resting a hand on the chair. "I'm something of an amateur director. Just for my own amusement, I'd be far too embarrassed to show my work publicly. However, one does want an audience. Please, if you would." <<person1>><<He>> gestures at the chair.
<br><br>
The <<person2>><<person>> and <<person3>><<person>> stand either side of the door, but aren't blocking the way.
<br><br>
<<link [[Sit|Avery Cards Quinn Sit]]>><</link>>
<br>
<<link [[Ask Quinn what sort of movies <<he>> makes|Avery Cards Quinn Ask]]>><</link>>
<br>
<<if $drugged gte 1>>
<span class="pink">A fog clouds your mind.</span>
<br>
<<else>>
<<link [[Run|Avery Cards Quinn Run]]>><</link>><<athleticsdifficulty 1 1000>>
<br>
<</if>><<effects>>
You sit in the chair. It's comfortable, but the cushions are almost too yielding.
<br><br>
Quinn raises a remote with a flourish, and points it at the screen. You hear a crackle of static, then numbers appear.
<br>
"3."
<br>
"2."
<br>
"1."
<br><br>
A <<person4>><<person>> appears on the screen. <<Hes>> stood in a small room made of stone bricks, like a medieval cell. <<He>> looks afraid. Quinn watches the screen as well, throwing the occasional glance your way as if to gauge your reaction.
<br><br>
<<link [[Keep watching|Avery Cards Quinn Sit 2]]>><</link>>
<br>
<<if $drugged gte 1>>
<span class="pink">A fog clouds your mind.</span>
<br>
<<elseif $pain gte 100>>
<span class="pink">You're too hurt to run.</span>
<br>
<<elseif $phase is 1>>
<span class="red">You already tried running. It didn't work.</span>
<br>
<<else>>
<<link [[Run|Avery Cards Quinn Run 2]]>><</link>><<athleticsdifficulty 1 1000>>
<br>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"How exciting," you say. "What sort of movies do you make?"
<<elseif $speech_attitude is "bratty">>
"Do you make anything that I would recognise as a movie?" you ask.
<<else>>
"What sort of movies do you make?" you ask.
<</if>>
<br><br>
Quinn laughs. "If I must spoil the surprise," Quinn says. "I make horror movies. Please, take a seat."
<br><br>
<<if $drugged gte 1>>
<span class="pink">A fog clouds your mind.</span>
<br>
<<else>>
<<link [[Run|Avery Cards Quinn Run]]>><</link>><<athleticsdifficulty 1 1000>>
<br>
<</if>>
<<link [[Sit|Avery Cards Quinn Sit]]>><</link>>
<br><<effects>>
You turn and run.
<<if $athleticsSuccess>>
The <<person2>><<person>> and <<person3>><<person>> try to block your path, <span class="green">but you're too quick for them.</span>
<br><br>
"After <<phim>>!" Quinn shouts as you escape up the staircase. An alarm erupts as you reach the entrance, followed by more footsteps from within the manor.
<br><br>
<<link [[Next|Avery Cards Quinn Escape]]>><</link>>
<br>
<<else>>
The <<person2>><<person>> and <<person3>><<person>> <span class="red">catch you before you reach the door.</span>
<br><br>
"Now now," Quinn says. "Don't spit on my hospitality. Sit down. Now."
<br><br>
You'd need to fight your way out.
<br><br>
<<link [[Fight|Avery Cards Quinn Fight]]>><<endevent>><<set $fightstart to 1>><</link>>
<br>
<<link [[Sit|Avery Cards Quinn Sit]]>><<set $phase to 1>><</link>>
<br>
<</if>><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<npc "Quinn">><<loadNPC 1 "Quinn_guard_1">><<loadNPC 2 "Quinn_guard_2">><<person1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Avery Cards Quinn Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Avery Cards Quinn Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation "short">>
Quinn staggers and falls on <<person1>><<his>> own chair, triggering a restraining mechanism. <<His>> guards hurry to free <<him>>.
<br><br>
<<tearful>> you escape the room.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Avery Cards Quinn Escape]]>><</link>>
<<elseif $enemyhealth lte 0>>
Quinn staggers and falls on <<person1>><<his>> own chair, triggering a restraining mechanism. <<His>> guards hurry to free <<him>>.
<br><br>
<<tearful>> you escape the room.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Avery Cards Quinn Escape]]>><</link>>
<<else>>
You fall to the ground, too hurt to continue fighting. The <<person2>><<person>> and <<person3>><<person>> haul you into the seat in front of the screen.
<br><br>
<<tearful>> you prepare for what comes next.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Avery Cards Quinn Sit]]>><<npc Quinn>><<loadNPC 1 "Quinn_guard_1">><<loadNPC 2 "Quinn_guard_2">><<loadNPC 3 "Quinn_victim">><<person1>><</link>>
<</if>><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<npc "Quinn">><<loadNPC 1 "Quinn_guard_1">><<loadNPC 2 "Quinn_guard_2">><<person1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Avery Cards Quinn Fight 2 Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Avery Cards Quinn Fight 2]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Quinn staggers and falls on <<person1>><<his>> own chair, triggering a restraining mechanism. <<His>> guards hurry to free <<him>>.
<br><br>
<<tearful>> you escape the room.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Avery Cards Quinn Escape]]>><</link>>
<<elseif $enemyhealth lte 0>>
Quinn staggers and falls on <<person1>><<his>> own chair, triggering a restraining mechanism. <<His>> guards hurry to free <<him>>.
<br><br>
<<tearful>> you escape the room.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Avery Cards Quinn Escape]]>><</link>>
<<else>>
You fall to the ground, too hurt to continue fighting. The <<person2>><<person>> and <<person3>><<person>> haul you into the seat in front of the screen.
<br><br>
<<tearful>> you prepare for what comes next.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Avery Cards Quinn Sit 2]]>><<npc Quinn>><<loadNPC 1 "Quinn_guard_1">><<loadNPC 2 "Quinn_guard_2">><<loadNPC 3 "Quinn_victim">><<person1>><</link>>
<</if>><<effects>>
<<endevent>>
<<beastNEWinit 3 dog>>
You run outside, and down the road leading to the exit. Quinn's driver watches you a moment, then hides inside the car at the sound of barking dogs.
<br><br>
You make it to the gate, but it's sealed shut. Three <<beastsplural>> run around the side of the manor, heading right for you.
<br><br>
<<link [[Fight|Avery Cards Quinn Dogs]]>><<set $molestationstart to 1>><</link>>
<br>
<<link [[Force open the bars|Avery Cards Quinn Escape Force]]>><</link>><<physiquedifficulty 10000 16000>>
<br>
<<if $physiquesize lte 10000>>
<<link [[Squeeze between the bars|Avery Cards Quinn Escape Squeeze]]>><</link>><<small_text>>
<br>
<</if>>
<<if ($wolfgirl gte 6 or ($transformationParts.wolf.tail isnot "hidden" and $transformationParts.wolf.tail isnot "disabled"))>>
<<link [[Intimidate the dogs|Avery Cards Quinn Escape Intimidate]]>><</link>><<wolfgirl>>
<br>
<</if>><<effects>>
<<if $physiqueSuccess>>
You grasp the two halves of the gate, and with considerable effort, <span class="green">you force them apart</span> wide enough to escape to the road outside.
<br><br>
You run down the road, and the <<beastsplural>> are shocked by their collars as they try to leave Quinn's property.
<br><br>
<<link [[Next|Danube Street]]>><<endevent>><<avery_cards_end>><</link>>
<br>
<<else>>
You grasp the two halves of the gate, and try to force them apart, <span class="red">but to no avail.</span> The <<beastsplural>> are soon upon you.
<br><br>
<<link [[Next|Avery Cards Quinn Dogs]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<effects>>
You squeeze your small frame between two bars, making it through just before the <<beastsplural>> arrive.
<br><br>
You escape down the street. The <<beastsplural>> are too wide to fit.
<br><br>
<<link [[Next|Danube Street]]>><<endevent>><<avery_cards_end>><</link>>
<br><<effects>>
You turn and face the oncoming <<beastsplural>>, drop to all fours, and release a mighty growl. All three stop in their tracks, their ears and tails downcast. A second growl sends them fleeing in the opposite direction.
<br><br>
The <<beastsplural>> dealt with, and your human pursuers far behind, you're able to take the time to find a switch to the side. The gates rumble open, and you escape outside.
<br><br>
<<link [[Next|Danube Street]]>><<endevent>><<avery_cards_end>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<beastTrainGenerate>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Avery Cards Quinn Dogs End]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Avery Cards Quinn Dogs]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyhealth lte 0>>
<<beastwound>>
<<if $combatTrain.length gt 0>>
The <<beasttype>> recoils in pain and fear, but another is eager for a go.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Avery Cards Quinn Dogs]]>><</link>>
<<else>>
The <<beasttype>> recoils in pain and fear.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Avery Cards Quinn Dogs End]]>><<set $finish to 1>><</link>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<if $combatTrain.length gt 0>>
Satisfied, the <<beasttype>> moves and another takes its turn.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Avery Cards Quinn Dogs]]>><</link>>
<<else>>
Satisfied, the <<beasttype>> moves away from you.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Avery Cards Quinn Dogs End]]>><<set $finish to 1>><</link>>
<</if>>
<<elseif $finish is 1>>
<<if $enemywounded is 1 and $enemyejaculated is 0>>
The <<beasttype>> whimpers and flees.
<<elseif $enemywounded is 0 and $enemyejaculated is 1>>
Satisfied, the <<beasttype>> leaves.
<<elseif $enemywounded gte 2 and $enemyejaculated is 0>>
Feeling that you're more trouble than you're worth, the beasts flee.
<<elseif $enemywounded is 0 and $enemyejaculated gte 2>>
The beasts leave you spent and shivering.
<<elseif $enemywounded gte 1 and $enemyejaculated gte 1>>
The beasts leave you spent and shivering.
<</if>>
<br><br>
<<tearful>> you struggle to your feet. Quinn's guards are only just now escaping the manor. The <<beastsplural>> dealt with, you're able to find a nearby switch before your pursuers arrive. You open the gate, and escape onto the road outside.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Danube Street]]>><<avery_cards_end>><</link>>
<br>
<</if>><<effects>>
You spring from your chair, and run for the exit.
<<if $athleticsSuccess>>
The <<person2>><<person>> and <<person3>><<person>> try to stop you, <span class="green">but you're too quick.</span>
<br><br>
"After <<phim>>!" Quinn shouts as you escape up the staircase. An alarm erupts as you reach the entrance, followed by more footsteps from within the manor.
<br><br>
<<link [[Next|Avery Cards Quinn Escape]]>><</link>>
<br>
<<else>>
The <<person2>><<person>> and <<person3>><<person>> react too fast, <span class="red">and block your escape.</span>
<br><br>
"Now now," Quinn says. "Don't test my patience. Sit back down. Now."
<br><br>
You'd need to fight your way out.
<br><br>
<<link [[Fight|Avery Cards Quinn Fight 2]]>><<endevent>><<set $fightstart to 1>><</link>>
<br>
<<link [[Sit|Avery Cards Quinn Sit]]>><<set $phase to 1>><</link>>
<br>
<</if>><<effects>>
The <<person4>><<person>> looks at something off camera, then backs away in fear as a dark shape fills the screen. The camera spins as the <<person>> screams.
<br><br>
The scream makes you jump, but metal clamps emerge from the arms of the chair, as if in response, <span class="pink">restraining you.</span> Quinn leans closer. "I'm glad it could make you jump," <<person1>><<he>> says. "It is a horror flick, after all, but there's no reason to be scared. It's just a movie."
<br><br>
The camera is reoriented, revealing the <<person4>><<person>> curled up on the floor, trembling in fear.<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<<link [[Next (1:00)|Avery Cards Quinn Sit 3]]>><<pass 60>><</link>>
<br><<effects>>
More scenes follow. Each involves <<peopleyv>> being violently assaulted. Some are tied to the ground, or to posts beforehand. Sometimes the assailant is a person. Sometimes it's blurred out. Sometimes it's Quinn <<person1>><<himself>>.<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
There's a final scream, and the movie cuts out abruptly. Replacing it is a single <span class="purple">purple eye</span>, boring into you. You hear a keening sound, but it doesn't come from the speakers. The rest of the room fades from your awareness. All you can see is the eye.
<br><br>
<<if $drugged gte 1>>
The warmth in your loins, coiled there since Quinn gave you that drink, <span class="pink">springs to life,</span> snaking into your limbs and up your spine, threatening to overwhelm.
<br><br>
<<link [[Close your eyes|Avery Cards Quinn Sit Close]]>><</link>><<willpowerdifficulty 800 2000>>
<br>
<<else>>
<<link [[Close your eyes|Avery Cards Quinn Sit Close]]>><</link>><<willpowerdifficulty 400 1000>>
<br>
<</if>>
<<link [[Stare back (0:30)|Avery Cards Quinn Stare]]>><<pass 30>><</link>><<gtrauma>><<gstress>><<ggwillpower>>
<br><<effects>>
<<if $willpowerSuccess>>
Your muscles resist you for a moment, <span class="green">then your eyes snap shut,</span> breaking your eye contact with the entity. Only a purple aura remains.
<br><br>
"Blast," Quinn says. "Restrain <<pher>> eyelids!"
<br>
There's a pause. "The chair can't do that," replies a <<person2>><<personsimple>>'s voice.
<br><br>
An argument erupts. It's still going when the purple light fades. You open your eyes, and face a blank screen.
<br><br>
<<link [[Next|Avery Cards Quinn End]]>><</link>>
<br>
<<else>>
You will your eyes to close, <span class="red">but nothing happens.</span> Your muscles resist.<<gtrauma>><<ggstress>><<gwillpower>><<stress 6>>
<br><br>
<<link [[Next (0:30)|Avery Cards Quinn Stare]]>><<pass 30>><</link>>
<br>
<</if>><<set $outside to 1>><<set $bus to "elk">><<set $location to "landfill">><<effects>>
The purple eye bores into you, filling your awareness with light. Strange voices whisper incomprehensible nothings into your ears. Stranger colours swirl around you, lifting you off your feet and carrying you from one point to the next.
<<willpower 6>><<trauma 6>><<stress 6>>
<br><br>
You awaken in a daze, eyes staring at the sky. Your clothes are gone, replaced by a coating of slime. You look around. Mountains of rubbish tower over you. You're in a landfill.
<br><br>
<<clothesruined>>
<<outergoo>>
<<tearful>> you rise to your feet and look around. You don't see a way out. Just rubbish wherever you look. You hear the grind of heavy machinery somewhere nearby.
<br><br>
<<set $trash to 50>>
<<link [[Next|Trash]]>><<endevent>><<avery_cards_end>><</link>><<effects>>
The restraints open, releasing you.
<br><br>
"Tell them I want a replacement at once," Quinn says. <<person1>><<He>> pauses when <<he>> notices you, and adjusts <<his>> outfit. "Escort the waif from the premises. And fetch me a drink."
<br><br>
The <<person3>><<person>> leads you up the stairs, and through the front door of the manor. The <<loadNPC 4 "Quinn_driver">><<person5>><<person>> waits by the car. <<He>> opens one of the passenger doors when <<he>> sees you.
<br><br>
<<He>> drives you back to the orphanage. "I'm glad Quinn didn't get <<person1>><<his>> way," <<person5>><<he>> says at one point. "Cleaning the seats is such a hassle."
<br><br>
<<He>> drops you off outside the orphanage.
<br><br>
<<link [[Next (0:01)|Domus Street]]>><<endevent>><<avery_cards_end>><</link>>
<br><<effects>>
What would you like to give Avery?
<br><br>
<<food_gift_list>>
<<if _food_gift_found is true>>
<<skinicon "give">><<link [[Give gift (0:10)|Avery Gifts]]>><<pass 10>><<give_gift Avery>><</link>>
<br>
<</if>>
<<refuseicon>><<link [[Reconsider|Avery Gifts Reconsider]]>><</link>>
<br><<effects>>
Avery gives no indication of noticing your hesitation.
<br><br>
<<avery_date_options>><<effects>>
<<if $phase is 1>>
"I've made you something," you say.
<<elseif $phase is 2>>
"I made something," you say. "Just for you."
<<else>>
"I've made you a gift," you say. "I hope you like it."
<</if>>
<br><br>
Avery raises <<his>> hand. "Not yet," <<he>> says. "Let me take you somewhere, first."
<br><br>
<<He>> starts <<his>> car, and drives you down the street. <<He>> turns down a thin alley, and stops outside a small building. It looks old. The door and windows are undersized, as if afraid of being any larger.
<br><br>
Avery steps outside, and beckons you follow.
<br><br>
<<link [[Next|Avery Gifts 2]]>><</link>>
<br><<effects>>
<<generate1>><<person1>>
Inside is a single, large room with a counter at the far end. A <<personsimple>> stands on the other side. Between you and <<him>> are three tables, each surrounded by chairs. It looks like a restaurant.
<br><br>
The <<person>> nods at Avery, and vacates the room.
<br><br>
<<endevent>><<npc "Avery">><<person1>>
Avery takes a seat, and gestures at the table in front of <<him>>.
<br><br>
<<link [[Next|Avery Gifts 3]]>><</link>>
<br><<effects>>
<<set _gift to $gift.handheld_gift || $gift.handheld>>
<<wearProp _gift>>
You place the <<recipe_name $gift.name>> in front of Avery.
<br><br>
<<if $gift.name is "soufflé">>
"Soufflé?" Avery asks, leaning forward to examine the dessert. "You've outdone yourself, angel." <<He>> reaches for <<his>> spoon, then pauses. "The silverware would be more appropriate."
<br><br>
Once satisfied with <<his>> cutlery, <<he>> takes a bite. <<He>> shuts <<his>> eyes as <<he>> chews, and taps the dish twice as <<he>> opens them. "Too sweet," <<he>> says, but <<he>> takes another mouthful.
<br><br>
<<He>> continues until the dish is emptied. The spoon clatters inside. "I'm sure you'll do even better next time."<<glove>><<larage>><<npcincr Avery love 1>><<npcincr Avery rage -1>>
<br><br>
<<earnFeat "Haute Cuisine">>
<<link [[Be cute|Avery Gifts Soufflé Cute]]>><<handheldon>><<npcincr Avery love 1>><</link>><<glove>>
<br>
<<link [[Be cheeky|Avery Gifts Soufflé Cheeky]]>><<handheldon>><<set $endear += 20>><<npcincr Avery love -1>><</link>><<llove>><<ggendear>>
<br>
<<link [[Remain silent|Avery Gifts Soufflé Silent]]>><<handheldon>><<set $endear += 10>><</link>><<gendear>>
<br>
<<elseif $gift.name is "linguine">>
"Aha," Avery says. "Linguine." <<He>> pulls the plate in front of <<him>>, and winds strings of pasta around <<his>> fork.
<br><br>
"There used to be a fantastic restaurant here." <<He>> tastes the food. "Mmm. In town, I mean. By the river. The owner ran afoul of the wrong people." Another mouthful. "This reminds me of their cuisine."
<br><br>
<<He>> finishes the meal, and dabs <<his>> lips with a napkin. "You're an acceptable cook."<<gglove>><<npcincr Avery love 3>>
<br><br>
<<earnFeat "Haute Cuisine">>
<<link [[Nod|Avery Gifts Linguine Nod]]>><<handheldon>><<npcincr Avery love 1>><</link>><<glove>>
<br>
<<link [[Brag|Avery Gifts Linguine Brag]]>><<handheldon>><<set $endear += 10>><</link>><<gendear>>
<br>
<<elseif $gift.name is "steak">>
Avery observes the meat in front of <<him>>. <<He>> lifts a knife in <<his>> right hand, and a fork in <<his>> left, before slicing up the meat. <<He>> cuts the whole thing into bite-sized chunks. Then <<he>> puts the knife down, and swaps the fork to <<his>> right.
<br><br>
<<He>> holds the meat up to <<his>> eyes, then puts it between <<his>> lips. <<He>> clicks <<his>> fingers, and the proprietor returns with a bottle of red wine to fill Avery's glass.
<br><br>
<<He>> continues the meal, pausing to savour each bite, and occasionally sipping <<his>> wine.<<gglove>><<npcincr Avery love 3>>
<br><br>
<<earnFeat "Haute Cuisine">>
<<link [[Ask for an opinion|Avery Gifts Steak Ask]]>><<handheldon>><<set $endear += 10>><</link>><<gendear>>
<br>
<<link [[Remain silent|Avery Gifts Steak Silent]]>><<handheldon>><<npcincr Avery love 1>><</link>><<glove>>
<br>
<<elseif $gift.special.includes("spicy")>>
Avery takes a bite of the <<recipe_name $gift.name>>, and winces as the spices do their work. "I expected you to go easy on the spice," <<he>> says, helping <<himself>> to another. "I should know better." <<He>> smiles at you.<<glove>><<npcincr Avery love 1>><<gendear>><<set $endear += 10>>
<br><br>
<<link [[Next|Avery Gifts End]]>><</link>>
<br>
<<elseif $gift.special.includes("drink")>>
Avery holds the drink up to the light, and turns the glass. Then <<he>> holds it beneath <<his>> nose, before taking the smallest sip.
<br><br>
"Exquisite," <<he>> says. "You made this yourself? Impressive." <<He>> takes another sip. "I've some friends who'd love a chef like you. But I think I'll keep you for myself."<<glove>><<npcincr Avery love 1>>
<br><br>
<<link [[Next|Avery Gifts End]]>><</link>>
<br>
<<else>>
Avery takes a bite of the <<recipe_name $gift.name>>, and reclines in thought. "Not bad at all," <<he>> says, helping <<himself>> to another. "My compliments to the chef." <<He>> smiles at you.<<glove>><<npcincr Avery love 1>><<gendear>><<set $endear += 10>>
<br><br>
<<link [[Next|Avery Gifts End]]>><</link>>
<br>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"It's not as sweet as you," you say.
<<elseif $speech_attitude is "bratty">>
"Sorry about the sweetness," you say. "I might have dipped my finger in the bowl."
<<else>>
"Too sweet?" you ask. "It's just right for someone as sweet as you."
<</if>>
<br><br>
Avery laughs. The proprietor peeks around the corner, as if surprised. "You've a way with words," Avery says. "I've been indulged too long. Let me take you on that date."
<br><br>
Avery leads you outside, and back into <<his>> waiting car.
<br><br>
<<avery_date_options>><<effects>>
<<if $speech_attitude is "meek">>
"I can add less sugar next time," you say. "If you're concerned about your weight."
<<elseif $speech_attitude is "bratty">>
"It's not too sweet," you say. "But I'm glad you're paying attention to your weight."
<<else>>
"I'll add less sugar next time," you say. "It'll be good for your figure."
<</if>>
<br><br>
Avery gives you a level stare. "Careful, <<girl>>," <<he>> says. "A dessert like that only excuses so much."
<br><br>
Avery rises to <<his>> feet. <<He>> leads you outside, and back into <<his>> waiting car.
<br><br>
<<avery_date_options>><<effects>>
You remain silent. Avery rises to <<his>> feet. <<He>> leads you outside, and back into <<his>> waiting car.
<br><br>
<<avery_date_options>><<effects>>
You give a polite nod. Avery dabs <<his>> mouth again, and rises to <<his>> feet. <<He>> leads you outside, and back into <<his>> waiting car.
<br><br>
<<avery_date_options>><<effects>>
<<if $speech_attitude is "meek">>
"I'm glad you think my skills acceptable," you say. "You've high standards."
<<elseif $speech_attitude is "bratty">>
"I'm an excellent chef," you say. "And I'm sure you know that."
<<else>>
"I'm more than an 'acceptable cook'," you say. "I know your tastes are good enough to tell."
<</if>>
<br><br>
Avery raises an eyebrow as <<he>> dabs <<his>> mouth again, half concealing a smile. "You're full of yourself," <<he>> says. "That's fine, but don't overdo it."
<br><br>
<<He>> rises to <<his>> feet, and leads you outside, back into <<his>> waiting car.
<br><br>
<<avery_date_options>><<effects>>
<<if $speech_attitude is "meek">>
"Is it satisfactory?" you ask.
<<elseif $speech_attitude is "bratty">>
"So what do you think?" you ask.
<<else>>
"Do you like it?" you ask.
<</if>>
<br><br>
Avery washes down another bite before answering. "Exquisite," <<he>> says. "I usually prefer it a little more rare, but I can find no fault for what it is. The wine helps, though."
<br><br>
<<He>> finishes <<his>> meal, stands, and leads you outside and into <<his>> waiting car.
<br><br>
<<avery_date_options>><<effects>>
You remain silent as Avery finishes <<his>> meal. <<He>> stands, and leads you outside and into <<his>> waiting car.
<br><br>
<<avery_date_options>><<effects>><<handheldon>>
Avery finishes <<his>> meal, and stands. <<He>> leads you outside, and into <<his>> waiting car.
<br><br>
<<avery_date_options>><<widget "streetavery">>
<<if C.npc.Avery.init isnot 1>>
<<npc Avery>><<initnpc Avery>><<generate2>><<generate3>>A <<person2>><<person>> blocks your path. You try to walk around <<him>>, but <<he>> steps in your way. "What's a <<girl>> like you doing walking alone?" <<he>> asks. "You're gonna get hurt." <<He>> grasps your arm and tries to pull you with <<him>>, until a <<nnpc_gender "Avery">> taps <<him>> on the shoulder.
<br><br>
"Walk away," the newcomer says. "Now."
<br><br>
The <<person>> glares back for a moment, but then looks down, releases your arm, and walks away.
<br><br>
<<endevent>><<npc Avery>><<person1>>
The newcomer turns to you. "You okay?" <<he>> asks. "I'm Avery." <<He>> hesitates. "This is a little out of nowhere, but would you like to get a drink? I know this cute little place."
<br><br>
<<link [[Accept (0:30)|Park Lichen Accept]]>><<pass 30>><</link>>
<br>
<<link [[Refuse|Park Lichen Refuse]]>><</link>>
<br>
<<elseif C.npc.Avery.rage gte 96 and $averyragerevealed is 1>>
<<npc Avery>><<person1>>
You're walking along the street, casting a wary glance at it so often. Sure enough, you soon see a familiar car coming up to you. It's Avery.
<br><br>
<<link [[Hide in an alleyway|Avery Dismissal Intro]]>><<set $phase to 1>><</link>>
<br>
<<link [[Stay where you are|Avery Dismissal Intro]]>><<set $phase to 2>><</link>>
<br>
<<elseif $averydatemissed is 1>><<set $averydatemissed to 0>>
<<if C.npc.Avery.rage gte random(20, 100)>><<set $averyragerevealed to 1>>
<<npc Avery>><<person1>>A car pulls up beside you. A <<nnpc_gender "Avery">> steps out. It's Avery. "You stood me up," <<he>> says. <<He>> opens a passenger door and glares at you. "Made me look like a fool. Get in."
<<gggarage>><<npcincr Avery rage 15>>
<br><br>
<<link [[Get in|Street Avery Rape Drive]]>><<npcincr Avery rage -5>><</link>><<larage>>
<br>
<<link [[Apologise|Street Avery Car Apologise]]>><</link>>
<br>
<<link [[Refuse|Street Avery Refuse]]>><</link>><<gggarage>><<lllove>>
<br>
<<else>>
<<if $avery_location is 2>>
<<npc Avery>><<person1>>A car pulls up beside you. A <<nnpc_gender "Avery">> leans out. It's Avery. "I haven't forgiven you for standing me up. That room wasn't cheap," <<he>> says. "Maybe you could make it up to me. I can book another room. How about it?"
<<ggarage>><<npcincr Avery rage 10>>
<<elseif $avery_location is 1>>
<<npc Avery>><<person1>>A car pulls up beside you. A <<nnpc_gender "Avery">> leans out. It's Avery. "I haven't forgiven you for standing me up," <<he>> says. "Maybe you could make it up to me. There's another party tonight. How about it?"
<<ggarage>><<npcincr Avery rage 10>>
<<else>>
<<npc Avery>><<person1>>A car pulls up beside you. A <<nnpc_gender "Avery">> leans out. It's Avery. "I haven't forgiven you for standing me up," <<he>> says. "Maybe you could make it up to me. I've booked another table. How about it?"
<<ggarage>><<npcincr Avery rage 10>>
<</if>>
<br><br>
<<link [[Yes|Street Avery Yes]]>><<npcincr Avery love 1>><</link>><<glove>>
<br>
<<link [[Apologise|Street Avery Apologise]]>><</link>>
<br>
<<link [[No|Street Avery No]]>><<npcincr Avery love -1>><<npcincr Avery rage 5>><</link>><<llove>><<garage>>
<br>
<</if>>
<<else>>
<<if $avery_location is 2>>
<<npc Avery>><<person1>>A car pulls up beside you. A <<nnpc_gender "Avery">> leans out. It's Avery. "I was hoping to spot you." <<He>> smiles. "I'm going to book a hotel room tonight for... business. A room for two. Would you care to keep me company?"
<<elseif $avery_location is 1>>
<<npc Avery>><<person1>>A car pulls up beside you. A <<nnpc_gender "Avery">> leans out. It's Avery. "I was hoping to spot you." <<He>> smiles. "I've been invited to a party tonight. I can bring a partner. How about it?"
<<else>>
<<npc Avery>><<person1>>A car pulls up beside you. A <<nnpc_gender "Avery">> leans out. It's Avery. "I was hoping to spot you." <<He>> smiles. "Would you let me take you out to dinner tonight? I've booked a table."
<</if>>
<br><br>
<<link [[Yes|Street Avery Yes]]>><<npcincr Avery love 1>><</link>><<glove>>
<br>
<<link [[No|Street Avery No]]>><<npcincr Avery love -1>><<npcincr Avery rage 5>><</link>><<llove>><<garage>>
<br>
<</if>>
<</widget>>
<<widget "averyscore">>
<<set C.npc.Avery.love = Math.clamp(C.npc.Avery.love, 0, 100)>>
<<set C.npc.Avery.rage = Math.clamp(C.npc.Avery.rage, 0, 100)>>
<<set $endear = Math.clamp($endear, 0, 100)>>
<span class="gold">Avery's impression</span>
<br>
Love:
<<if C.npc.Avery.love gte 100>>
<span class="green">S</span>
<<elseif C.npc.Avery.love gte 80>>
<span class="teal">A</span>
<<elseif C.npc.Avery.love gte 60>>
<span class="lblue">B</span>
<<elseif C.npc.Avery.love gte 40>>
<span class="blue">C</span>
<<elseif C.npc.Avery.love gte 20>>
<span class="purple">D</span>
<<else>>
<span class="pink">F</span>
<</if>>
<br>
Endearment:
<<if $endear gte 80>>
<span class="green">S</span>
<<elseif $endear gte 50>>
<span class="teal">A</span>
<<elseif $endear gte 40>>
<span class="lblue">B</span>
<<elseif $endear gte 30>>
<span class="blue">C</span>
<<elseif $endear gte 10>>
<span class="purple">D</span>
<<else>>
<span class="pink">F</span>
<</if>>
<br>
<hr>
<br>
<<if $dateCount.Avery is 3>>
<<if $loveInterest.primary is "None">>
<<set $loveInterest.primary to "Avery">>
<span class = "gold">Avery is now your love interest! You feel yourself moving up in the world.</span>
<br><br>
<<else>>
<span class = "gold">Avery can now be claimed as your love interest! You feel yourself moving up in the world. <br>You can change your love interest in the "Attitudes" menu.</span>
<br><br>
<</if>>
<</if>>
<</widget>>
<!-- Dismisses Avery, cleans up anything unneeded and gives the dismissal message. -->
<<widget "dismissAvery">>
<<npcset Avery state "dismissed">>
<<unset $averyPub>>
<<unset $avery_location>>
<<unset $averyCrimeTracker>>
<<unset $averydate>>
<<unset $averydateattended>>
<<unset $averydatedone>>
<<unset $averyschoolpickup>>
<<set $averyDismissalSceneWait to 1>>
<<if $loveInterest.primary is "Avery">>
<<if $loveInterest.secondary isnot "None">>
<<set $loveInterest.primary to $loveInterest.secondary>>
<<set $loveInterest.secondary to "None">>
<<elseif $loveInterest.tertiary isnot "None">>
<<set $loveInterest.secondary to $loveInterest.tertiary>>
<<set $loveInterest.tertiary to "None">>
<<elseif $loveInterest.quarternary isnot "None">>
<<set $loveInterest.tertiary to $loveInterest.quarternary>>
<<set $loveInterest.quarternary to "None">>
<<elseif $loveInterest.quinary isnot "None">>
<<set $loveInterest.quarternary to $loveInterest.quinary>>
<<set $loveInterest.quinary to "None">>
<<elseif $loveInterest.senary isnot "None">>
<<set $loveInterest.quinary to $loveInterest.senary>>
<<set $loveInterest.senary to "None">>
<<else>>
<<set $loveInterest.primary to "None">>
<</if>>
<span class = "red">Avery is no longer your love interest.</span>
<<elseif $loveInterest.secondary is "Avery">>
<<set $loveInterest.secondary to "None">>
<span class = "red">Avery is no longer your love interest.</span>
<<elseif $loveInterest.tertiary is "Avery">>
<<set $loveInterest.tertiary to "None">>
<span class = "red">Avery is no longer your love interest.</span>
<<elseif $loveInterest.quarternary is "Avery">>
<<set $loveInterest.quarternary to "None">>
<span class = "red">Avery is no longer your love interest.</span>
<<elseif $loveInterest.quinary is "Avery">>
<<set $loveInterest.quinary to "None">>
<span class = "red">Avery is no longer your love interest.</span>
<<elseif $loveInterest.senary is "Avery">>
<<set $loveInterest.senary to "None">>
<span class = "red">Avery is no longer your love interest.</span>
<<elseif $dateCount.Avery gte 3>>
<span class = "red">Avery can no longer be claimed as your love interest.</span>
<<else>>
<span class = "red">Avery has moved on.</span>
<</if>>
<br><br>
<</widget>><<effects>>
<<if $speech_attitude is "meek">>
"Please don't be mad at me," you say. "I would have made it if I could."
<<elseif $speech_attitude is "bratty">>
"I'm busy sometimes," you say. "But I'm sorry if it inconvenienced you."
<<else>>
"Sorry," you say. "I didn't mean to."
<</if>>
<br><br>
"If you're sorry," Avery says through gritted teeth. "Then you'll get in the damn car."
<br><br>
<<getinicon>><<link [[Get in|Street Avery Rape Drive]]>><<npcincr Avery rage -5>><</link>><<larage>>
<br>
<<refuseicon>><<link [[Refuse|Street Avery Refuse]]>><</link>><<gggarage>><<lllove>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"Please don't be mad at me," you say. "I would have made it if I could."
<<elseif $speech_attitude is "bratty">>
"I'm busy sometimes," you say. "But I'm sorry if it inconvenienced you."
<<else>>
"Sorry," you say. "I didn't mean to."
<</if>>
<br><br>
"Don't worry," Avery says. "You can make it up to me tonight. Okay?"
<br><br>
<<link [[Yes|Street Avery Yes]]>><<npcincr Avery love 1>><</link>><<glove>>
<br>
<<link [[No|Street Avery No]]>><<npcincr Avery love -1>><<npcincr Avery rage 5>><</link>><<llove>><<garage>>
<br><<effects>>
<<set $averydate to 1>>
<<He>> smiles. "Good. I'll pick you up from <span class="green">Domus Street at eight</span>. Oh, and <span class="green">be sure to wear something formal</span>. There are dress codes to observe." <<He>> drives away.
<br><br>
<<endevent>>
<<destinationeventend>><<effects>>
<<if C.npc.Avery.rage gte random(20, 100)>><<set $averyragerevealed to 1>>
<<He>> stares at you a moment while squeezing the steering wheel. <<He>> steps onto the pavement and opens one of the passenger doors. "Get in," <<he>> says.
<<gggarage>><<npcincr Avery rage 15>>
<br><br>
<<getinicon>><<link [[Get in|Street Avery Rape Drive]]>><<npcincr Avery rage -5>><</link>><<larage>>
<br>
<<refuseicon>><<link [[Refuse|Street Avery Refuse]]>><<npcincr Avery rage 15>><<pain 5>><</link>><<gggarage>><<lllove>><<gpain>>
<br>
<<else>>
"Suit yourself," <<he>> says. <<He>> drives away.
<br><br>
<<endevent>>
<<destinationeventend>>
<</if>><<effects>>
"I said," <<he>> snarls. "Get in the fucking car." <<He>> grasps your hair and tries to pull you into the vehicle.
<br><br>
<<getinicon>><<link [[Get in|Street Avery Rape Drive]]>><<npcincr Avery rage -5>><</link>><<larage>>
<br>
<<ind>><<link [[Fight|Street Avery Fight]]>><<set $fightstart to 1>><<npcincr Avery rage 15>><</link>><<gggarage>><<lllove>>
<br><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>><<set $NPCList[0].lefthand to "hair">>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Street Avery Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Street Avery Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation "short">>
<<He>> gasps and leans back against the car.
<br><br>
<<tearful>> you seize your chance and escape to a busier part of the street.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<<elseif $enemyhealth lte 0>>
<<He>> recoils and falls back against <<his>> car.
<br><br>
<<tearful>> you seize your chance and escape to a busier part of the street.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<<elseif $rescue is 1 and $alarm is 1>>
<<He>> glances around at the heads turning in response to your cry, and backs away from you. "I'll see you later," <<he>> sneers as <<he>> climbs into <<his>> car.
<br><br>
<<tearful>> you watch <<him>> drive away.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<<else>>
<<tearful>> you stagger, too hurt to continue fighting. Avery drags you into the back seat of the car.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Street Avery Rape Drive]]>><<npcincr Avery rage -5>><</link>><<larage>>
<br>
<</if>><<effects>>
<<endevent>><<npc Avery>><<person1>>
Avery slams the door after you, then gets in the front. The doors lock as you drive away.
<br><br>
"I can't believe you," <<he>> says. "Showing me up like that. In public." <<He>> glares at you over <<his>> shoulder. "You don't appreciate me? Fine. We'll skip to the end."
<br><br>
<<He>> pulls into an alley and stops the car. <<He>> unbuckles <<his>> seat and climbs into the back with you.
<br><br>
<<link [[Next|Street Avery Rape]]>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<set $enemytrust -= 40>><<set $enemyanger += C.npc.Avery.rage>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Street Avery Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Street Avery Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Avery opens the door and shoves you onto the pavement. The engine growls into life a moment later, and <<he>> drives away.
<<larage>><<npcincr Avery rage -5>>
<br><br>
<<tearful>> you climb to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<<else>>
Avery recoils in pain. "Fuck," <<he>> says. "Fucking <<bitch>>. Be like that then." <<He>> climbs onto the front seat and unlocks the doors. "Get out."
<<ggarage>><<npcincr Avery rage 5>>
<br><br>
<<tearful>> you climb from the car. The engine growls into life and <<he>> drives away.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<</if>><<effects>>
<<set $averydateattended to 1>><<set $endear to 0>>
<<npc Avery>><<person1>>Avery looks up as you approach. <<if $pronoun is "m">><<He>> wears a smart suit.<<else>><<He>> wears a fancy gown.<</if>> "There you are, <<pcpetname "Avery">>," <<he>>
<<if $worn.over_upper.name isnot "naked" or $worn.over_lower.name isnot "naked">>
<<outfitChecks>>
says, "let me have a look at you under that coat. You can leave it in the back seat while we're together."
<br><br>
You place your
<<if _overOutfit>>
$worn.over_upper.name
<<else>>
<<if $worn.over_upper.name isnot "naked" and $worn.over_lower.name isnot "naked">>
$worn.over_upper.name and $worn.over_lower.name
<<elseif $worn.over_upper.name isnot "naked">>
$worn.over_upper.name
<<else>>
$worn.over_lower.name
<</if>>
<</if>>
on the back seat.
<<undressOverClothes "averyCar">>
<<else>>
says.
<</if>>
<<set $averyLastApp to $player.gender_appearance>>
<<if $exposed gt 0>>
<br><br>
Avery raises <<his>> eyebrows at your scandalous appearance. "You certainly know how to set expectations. Let's skip dinner and get right to it."
<br><br>
<<link [[Go with Avery|Avery Date 5]]>><<set $averydatedone to 1>><<npcincr Avery love 5>><<set $endear += 30>><</link>><<gendear>><<glove>>
<br>
<<link [[Change mind and go home|Avery Date Refuse]]>><<set $averydatedone to 1>><</link>>
<br>
<<elseif $worn.upper.type.includes("formal") or $worn.lower.type.includes("formal")>>
"You look <<if $player.gender_appearance is "m">>handsome<<else>>beautiful<</if>>."
<br><br>
<<link [[Compliment|Avery Date Compliment]]>><<npcincr Avery love 1>><<set $averydatedone to 1>><</link>><<glove>>
<br>
<<link [[Smile|Avery Date Smile]]>><<set $endear += 10>><<set $averydatedone to 1>><</link>><<gendear>>
<br>
<<if canGiftFood("Avery")>> <!-- Currently impossible to give Avery food more than once per day anyway, but futureproofing -->
<<link [[Give Avery food|Avery Gifts List]]>><</link>>
<br>
<</if>>
<<else>>
<<if $avery_misdressed gte 3>>
Avery eyes your state of dress and smiles. It doesn't touch <<his>> eyes. "I don't think dinner's even on your mind. Let's get to it, shall we?"
<<npcincr Avery rage -5>><<set $endear -= 5>><<npcincr Avery love -3>><<larage>><<lendear>><<llove>>
<br><br>
<<set $avery_misdressed += 1>>
<<link [[Go with Avery|Avery Date 5]]>><<set $averydatedone to 1>><<npcincr Avery love 1>><</link>><<glove>>
<br>
<<link [[Change mind and go home|Avery Date Refuse]]>><<set $averydatedone to 1>><</link>>
<br>
<<elseif $avery_misdressed gte 2>>
Avery eyes your clothes. Anger flashes across <<his>> face. "Since you can't follow directions, let's skip dinner. You can entertain me in other ways."
<<npcincr Avery rage 5>><<set $endear -= 5>><<npcincr Avery love -3>><<garage>><<lendear>><<llove>>
<br><br>
<<link [[Go with Avery|Avery Date 5]]>><<set $averydatedone to 1>><<set $avery_misdressed += 1>><</link>>
<br>
<<link [[Change mind and go home|Avery Date Refuse]]>><<set $averydatedone to 1>><</link>>
<br>
<<elseif $avery_misdressed gte 1>>
Avery eyes your clothes and frowns. "We've talked about this before. That's no way to dress. Go put something <span class="green">formal</span> on."
<<npcincr Avery rage 5>><<set $endear -= 5>><<garage>><<lendear>>
<br><br>
<<set $avery_misdressed += 1>>
<<link [[Go get changed|Domus Street]]>><<endevent>><</link>>
<br>
<<else>>
Avery eyes your clothes and smirks. "Those clothes won't do. Nip to the shop and get something more <span class="green">formal</span>. Here's <span class="gold">£150</span>."
<br><br>
<<money 15000 "avery">>
<<set $avery_misdressed to 1>>
<<link [[Go get changed|Domus Street]]>><<endevent>><</link>>
<br>
<</if>>
<</if>><<effects>><<set $outside to 0>>
<<pass 20>>
<<if $speech_attitude is "meek">>
"You look much better than me," you say.
<<elseif $speech_attitude is "bratty">>
"That makes two of us," you say.
<<else>>
"You look wonderful too," you say.
<</if>>
<br><br>
<<He>> laughs and opens the door beside <<him>>. "Get in. It's not far."
<br><br>
<<avery_date_options>><<effects>><<set $outside to 0>>
<<pass 20>>
You smile at <<him>>. <<He>> smiles back. "You're so sweet," <<he>> says as <<he>> opens the door beside <<him>>. "Get in. It's not far."
<br><br>
<<avery_date_options>><<effects>><<set $outside to 0>><<set $location to "hotel">>
<<pass 5>><<famesocial 5>><<set $dateCount.Total++>><<set $dateCount.Avery++>>
The hotel interior is extravagant. You're taken aback by the many chandeliers lighting the lobby and the large, flashy fountain in the middle of the floor.
<br><br>
<<if $worn.upper.type.includes("costume") or $worn.lower.type.includes("costume")>>
A few of the well-dressed occupants look you over, many sneering as you make your way to the elevator.
<<else>>
A few of the well-dressed occupants look you over. They pay you little mind as you make your way to the elevator.
<</if>>
A sign details which rooms are on each floor. Yours seems to be at the very top. You step inside, and regard the set of gold buttons. You press the highest.
<br><br>
The ride takes longer than expected. The doors open, and you make your way to the room. You hesitate before sliding the key into the lock. There's a click, and you turn the handle.
<br><br>
The interior is spacious, just as fancy as the rest of the hotel. It's less a room, and more a suite, complete with a balcony and what looks like a hot tub. There's also a very large bed. You sit on it. It's so soft compared to those at the orphanage. You bounce on your <<bottom>>.
<br><br>
<<link [[Wait for Avery|Avery Hotel 2]]>><</link>>
<br>
<<if hasSexStat("exhibitionism", 4)>>
<<link [[Surprise Avery by stripping naked|Avery Hotel Strip]]>><<npcincr Avery love 1>><<npcincr Avery rage -5>><</link>><<exhibitionist4>><<glove>><<larage>>
<</if>>
<br><br><<effects>><<pass 5>>
<<strip>>
<<if !playerChastity("hidden")>>
<<set $genderknown.pushUnique("Avery")>>
<</if>>
You stand and remove your clothing, making sure to hang it up neat in the suite's wardrobe. There's a set of lingerie folded there already. It looks like your size. <<stress 6>><<gstress>>
<br><br>
You lie back on the bed. The soft fabric against your bare skin puts you at ease. Your eyes trail to the balcony, and to the town below.
<<exhibitionism4>>
A click at the door snaps you from your reverie. Your heart races as it opens. Avery walks in, stopping a moment to regard you. <<He>> smiles and heads over.
<br><br>
<<if $averyragerevealed is 1>>
"I hope this is your way of saying you'll be on your best behaviour, <<pcpetname "Avery">>." <<His>> expression softens.
<<else>>
"You certainly know how to start the night, <<pcpetname "Avery">>."
<</if>>
<br><br>
<<He>> slides <<his>> jacket off. "I was going to tell you to get comfortable while we order dinner, but I can see you've already done that..." <<He>> puts a hand under your chin. "...and it looks like dinner is here early."
<br><br>
<<link [[Next|Avery Hotel Strip 2]]>><</link>>
<br><<effects>>
<<He>> steals a kiss, pushing <<his>> tongue between your lips and tracing <<his>> hand down your tummy. You involuntarily squirm as <<he>> reaches your <<genitals>>. <<takeKissVirginity "Avery" `($dateCount.Avery gte 3?"loveInterest":"romantic")`>>
<<if playerChastity("hidden")>>
It does little to stop the sensation.
<</if>>
<<He>> keeps direct eye contact with you, as <<his>> assault becomes more intense. <<ggarousal>>
<br><br>
<<arousal 4000 "genitals">>
<<if $arousal gte $arousalmax>>
<<orgasm>>
You moan as Avery separates from you, leaving your tongue to loll out of your mouth. <<He>> looks proud of <<himself>>. <<set $endear += 20>><<ggendear>>
<<else>>
After some time, Avery pulls away from you, giving you another smile.
<</if>>
<br><br>
"We can have more fun after dinner, <<pcpetname "Avery">>," <<he>> says, setting the menu on the bed before entering the suite's restroom to wash <<his>> hands. Looks like the hotel has a full restaurant, if the size of the menu is anything to go by.
<br><br>
<<link [[Let Avery order for you|Avery Hotel Order]]>><<set $phase to 0>><<npcincr Avery love 1>><<set $endear += 10>><</link>><<glove>><<gendear>>
<br>
<<link [[Choose something cheap|Avery Hotel Order]]>><<set $phase to 1>><<stress -6>><<set $endear -= 5>><<npcincr Avery rage 5>><</link>><<garage>><<lendear>><<lstress>>
<br>
<<link [[Choose something expensive|Avery Hotel Order]]>><<set $phase to 2>><<set $endear -= 10>><<npcincr Avery rage 5>><<npcincr Avery love -1>><<stress -18>><</link>><<llove>><<garage>><<llendear>><<llstress>>
<br><<effects>><<pass 5>>
A click at the door grabs your attention. Avery walks in, glancing around the room before smiling and walking over. "Glad to see you found your way, <<pcpetname "Avery">>. I have a delightful evening planned. Just the two of us."
<br><br>
<<He>> slides <<his>> jacket off, folding it neat and placing it on the nearest chair. "Let's order some dinner. They'll bring it right to us." <<He>> hands you a menu for room service. Looks like the hotel has a full restaurant, if the size of the menu is anything to go by.
<br><br>
<<link [[Let Avery order for you|Avery Hotel Order]]>><<set $phase to 0>><<npcincr Avery love 1>><<set $endear += 10>><</link>><<glove>><<gendear>>
<br>
<<link [[Choose something cheap|Avery Hotel Order]]>><<set $phase to 1>><<stress -6>><<set $endear -= 5>><<npcincr Avery rage 5>><</link>><<garage>><<lendear>><<lstress>>
<br>
<<link [[Choose something expensive|Avery Hotel Order]]>><<set $phase to 2>><<set $endear -= 10>><<npcincr Avery rage 5>><<npcincr Avery love -1>><<stress -18>><</link>><<llove>><<garage>><<llendear>><<llstress>>
<br><<effects>><<pass 10>>
<<if $phase is 0>>
<<He>> smiles and raises an eyebrow at you before agreeing on the choice. "Let's go sit down."
<<elseif $phase is 1>>
<<He>> smiles at you and motions towards the balcony. "Make yourself comfortable."
<<elseif $phase is 2>>
<<He>> frowns but says nothing about your selection. "Let's go sit down."
<</if>>
<br><br>
<<if $exposed gte 2>>
<<He>> pauses a moment, then turns to face you again. "You may want to put your clothes back on. Unless you really want to eat dinner naked."
<br><br>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Eat dinner naked|Avery Hotel 3]]>><<set $endear += 20>><</link>><<exhibitionist5>><<ggendear>>
<br>
<<else>>
<<insufficientStat "exhibitionism" "to go out naked">>
<br>
<</if>>
<<link [[Get dressed|Avery Hotel 3]]>><<clotheson>><</link>>
<br>
<<else>>
<<link [[Next|Avery Hotel 3]]>><</link>>
<br>
<</if>><<effects>><<pass 10>>
<<generateRole 1 0 "waiter/waitress">>
<<if $exposed gte 2>><<exposure>><</if>>
You step outside and take your seat at the ornate table. The balcony is covered, and the steam from the nearby hot tub keeps the area temperate<<if $exposed gte 2>> despite your nudity. <<exhibitionism5>><<else>>.<</if>>
It's not too long before there's a knock at the door. Avery opens it and motions towards the table. A <<person2>><<person>> in servant's garb enters. Avery sits down as the <<person2>><<personsimple>> wheels in a tray with two plates on it.
<<if $exposed gte 2>>
<<person2>><<He>> pauses upon seeing you, and <<person2>><<his>> professional demeanor falters for a moment and <<person2>><<his>> face turns red. Avery holds out a bundle of cash and gives <<person2>><<him>> a wink.
<</if>>
<br><br>
<<if $phase is 0>>
<<wearProp "pasta">>
The <<person2>><<personsimple>> sets down a plate of pasta in front of Avery, and a plate of the same pasta in front of you. Avery smiles at you.
<<elseif $phase is 1>>
The <<person2>><<personsimple>> sets down a plate of pasta in front of Avery, and a fancy looking sandwich in front of you.
<<elseif $phase is 2>>
<<wearProp "fork">>
The <<person2>><<personsimple>> sets down a plate of steak in front of Avery, and the same dish in front of you.
<</if>>
<br><br>
After delivering your meals, the <<person2>><<personsimple>> sets down a bottle and two glasses in front of you. <<person2>><<He>> turns around and leaves with the tray<<if $exposed gte 2>> and a generous tip<</if>>. Avery chatters idly as the two of you eat.
When you finish, <<person1>><<he>> raises the bottle with a smile. "Champagne?"
<br><br>
<<if playerIsPregnant() and playerAwareTheyArePregnant()>>
<span class="blue">You can't bring yourself to drink while you know you're with child.</span>
<<else>>
<<link [[Accept|Avery Hotel Drink]]>><<endevent>><<set $phase to 0>><<alcohol 160>><<drugs 220>><<npcincr Avery love 1>><</link>><<glove>><<garousal>>
<</if>>
<br>
<<link [[Decline|Avery Hotel Drink]]>><<endevent>><<set $phase to 1>><</link>>
<br><<effects>><<pass 30>>
<<npc Avery>><<person1>>
<<if $phase is 0>>
<<wearProp "wine" 0 "white">>
<<if $speech_attitude is "meek">>
"It looks expensive. Is it really okay?"
<<elseif $speech_attitude is "bratty">>
"Hell yes."
<<else>>
"Yes, please."
<</if>>
<<He>> smiles, pouring you a drink before <<his>> own, and raises the glass in a cheer. You do the same. The drink makes you feel very warm.
<br><br>
<<else>>
<<if $speech_attitude is "meek">>
"N...no thank you."
<<elseif $speech_attitude is "bratty">>
"You aren't swaying me that easily."
<<else>>
"No thanks."
<</if>>
<<He>> frowns, pouring some for <<himself>> before taking a long sip of it and setting the newly emptied glass back down.
<br><br>
<</if>>
<<His>> eyes wander down your <<if $exposed gte 2>>naked <</if>>body before <<he>> motions to the hot tub next to you. "It's a bit chilly out tonight. Shall we?"
You glance at the visibly steaming water.
<br><br>
<<if $exposed gte 2>>
<<link [[Accept|Avery Hotel Bath Naked]]>><<handheldruined true true>><<set $endear += 10>><<npcincr Avery love 3>><</link>><<gendear>><<gglove>>
<br>
<<link [[Refuse|Avery Hotel Refuse]]>><<handheldruined true true>><<npcincr Avery love -1>><<npcincr Avery rage 5>><</link>><<llove>><<garage>>
<br>
<<elseif $player.gender_appearance is "m" and $worn.under_lower.type.includes("swim")>>
Luckily, you brought appropriate swimwear.
<br><br>
<<if hasSexStat("exhibitionism", 3)>>
<<link [[Strip naked|Avery Hotel Bath Naked]]>><<handheldruined true true>><<set $endear += 10>><<npcincr Avery love 3>><</link>><<exhibitionist3>><<gendear>><<gglove>>
<br>
<<else>>
<<insufficientStat "exhibitionism" "to fully expose yourself here">>
<br>
<</if>>
<<link [[Accept|Avery Hotel Bath Swimwear]]>><<handheldruined true true>><<npcincr Avery love 1>><</link>><<glove>>
<br>
<<link [[Refuse|Avery Hotel Refuse]]>><<handheldruined true true>><<npcincr Avery love -1>><<npcincr Avery rage 5>><</link>><<llove>><<garage>>
<br>
<<elseif $player.gender_appearance isnot "m" and $worn.under_lower.type.includes("swim") and $worn.under_upper.type.includes("swim")>>
Luckily, you brought appropriate swimwear.
<br><br>
<<if hasSexStat("exhibitionism", 3)>>
<<link [[Strip naked|Avery Hotel Bath Naked]]>><<handheldruined true true>><<set $endear += 10>><<npcincr Avery love 3>><</link>><<exhibitionist3>><<gendear>><<gglove>>
<br>
<<else>>
<<insufficientStat "exhibitionism" "to fully expose yourself here">>
<br>
<</if>>
<<link [[Accept|Avery Hotel Bath Swimwear]]>><<handheldruined true true>><<npcincr Avery love 1>><</link>><<glove>>
<br>
<<link [[Refuse|Avery Hotel Refuse]]>><<handheldruined true true>><<npcincr Avery love -1>><<npcincr Avery rage 5>><</link>><<llove>><<garage>>
<br>
<<else>>
<<if $speech_attitude is "meek">>
You stare over at the water, avoiding eye-contact with Avery. "I'm sorry. I didn't bring a swimsuit,"
<<elseif $speech_attitude is "bratty">>
"With what swimsuit? I didn't bring one,"
<<else>>
"But I didn't bring a swimsuit,"
<</if>>
you say.
<br><br>
"Neither did I." There's a glint in <<his>> eye.
<br><br>
<<if hasSexStat("exhibitionism", 4)>>
Being naked in the suite would be one thing, but you're out in the open...
<br>
<</if>>
<<if $worn.under_lower.type.includes("naked")>>
You aren't even wearing any underwear!
<br>
<<elseif $player.gender_appearance isnot "m" and $worn.under_upper.type.includes("naked")>>
You aren't wearing an under top! Your <<breasts>> would be exposed!
<br>
<<if hasSexStat("exhibitionism", 2)>>
<<link [[Go in topless|Avery Hotel Bath Topless]]>><<handheldruined true true>><<set $endear += 10>><<npcincr Avery love 1>><</link>><<exhibitionist2>><<gendear>><<glove>>
<br>
<<else>>
<<insufficientStat "exhibitionism" "to go in topless">>
<br>
<</if>>
<<else>>
<<link [[Strip to your underwear|Avery Hotel Bath Underwear]]>><<handheldruined true true>><<set $endear += 10>><</link>><<exhibitionist1>><<gendear>>
<br>
<</if>>
<<if hasSexStat("exhibitionism", 3)>>
<<link [[Strip naked|Avery Hotel Bath Naked]]>><<handheldruined true true>><<set $endear += 10>><<npcincr Avery love 3>><</link>><<exhibitionist3>><<gendear>><<gglove>>
<br>
<<else>>
<<insufficientStat "exhibitionism" "to fully expose yourself here">>
<br>
<</if>>
<<link [[Refuse|Avery Hotel Refuse]]>><<handheldruined true true>><<npcincr Avery love -1>><<npcincr Avery rage 5>><</link>><<llove>><<garage>>
<br><br>
<</if>>
<br><<effects>>
<<if C.npc.Avery.rage gte random(20, 100)>><<set $averyragerevealed to 1>>
Avery stares at you a moment, <span class="red">then slams the table.</span> "I can't have anything with you, can I?" <<he>> says, tossing <<his>> utensils aside. "Get out. Now." <<He>> grabs you by the wrist and drags you back into the suite.
<br><br>
<<if $exposed gte 2>>
You're just barely able to grab your clothes on the way. <<clotheson>>
<</if>>
<<averyscore>>
<<endevent>>
You're thrust out into the hallway, and you hear the door click shut behind you. You hear something break on the other side. You'd best not linger.
<br><br>
It's easy enough to find your way back to the elevators, and down to the lobby. You leave the hotel alone, exiting out into the cold night air on High Street.
<br><br>
<<endevent>>
<<link [[Next|High Street]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
Avery stares at you a moment, then shrugs. "We can call it an early night, then. We can always find other ways to warm up, <<pcpetname "Avery">>." <<He>> stands up, walking back towards the suite.
<br><br>
<<endevent>>
<<link [[Next|Avery Hotel 5]]>><<set $phase to 0>><</link>>
<</if>>
<br><<effects>>
<<if $worn.upper.set is $worn.lower.set>>
You remove your $worn.upper.name and set it on your chair.
<<else>>
You remove your $worn.upper.name and $worn.lower.name, setting them on your chair.
<</if>>
<<overupperstrip>><<upperstrip>><<overlowerstrip>><<lowerstrip>><<legsstrip>><<feetstrip>>
<<water>>
<br><br>
Avery takes a good look at you before stripping totally nude. <<He>> smiles. "Unfortunately I didn't bring my own swimwear."
<br><br>
<<link [[Next|Avery Hotel 4]]>><</link>>
<br><<effects>>
<<if $worn.upper.set is $worn.lower.set>>
You remove your $worn.upper.name and set it on your chair.
<<else>>
You remove your $worn.upper.name and $worn.lower.name, setting them on your chair.
<</if>>
<<overupperstrip>><<upperstrip>><<overlowerstrip>><<lowerstrip>><<legsstrip>><<feetstrip>>
<<exhibitionism1>><<water>>
Avery takes a good look at you before stripping nude. <<He>> smiles, but it's clear <<he>> wanted to see more.
<br><br>
<<link [[Next|Avery Hotel 4]]>><</link>>
<br><<effects>>
<<if $worn.upper.set is $worn.lower.set>>
You remove your $worn.upper.name and set it on your chair.
<<else>>
You remove your $worn.upper.name and $worn.lower.name, setting them on your chair.
<</if>>
<<if !hasSexStat("exhibitionism", 3)>>
You cover your <<breasts>> as best you can and hurry over to the hot tub.
<<else>>
You let your <<breasts>> stay completely exposed.
<</if>>
<<overupperstrip>><<upperstrip>><<overlowerstrip>><<lowerstrip>><<legsstrip>><<feetstrip>>
<<exhibitionism2>><<water>>
Avery takes a good look at you before stripping nude. You can already see <<his>> excitement.
<br><br>
<<link [[Next|Avery Hotel 4]]>><</link>>
<br><<effects>>
<<if $exposed gte 2>>
Already naked, and eager to ward off the evening air's chill, you get up from your chair and hurry over to the hot tub.
<br><br>
Avery takes a good look at you before stripping nude <<himself>>. You can already see <<his>> excitement, and <<he>> seems pleased with your enthusiasm.
<<else>>
<<strip>><<water>>
<<if !playerChastity("hidden")>>
<<set $genderknown.pushUnique("Avery")>>
<</if>>
You remove all of your clothing, and you shiver feeling the evening air's chill. <<exhibitionism3>>
Avery takes a good look at you before stripping nude <<himself>>. You can already see <<his>> excitement.
<</if>>
<br><br>
<<link [[Next|Avery Hotel 4]]>><</link>>
<br><<effects>>
You slide into the hot tub, soaking in the relaxing water. <<stress -6>><<lstress>><<wash>>
<br><br>
There's idle chatter, mostly Avery talking about <<his>> week. For a long while, you're both content to enjoy the warmth in silence. After some time, <<he>> asks you about how your classes are going.
<br><br>
<<if $flashbackschoolready is 1 and $controlled is 0>>
<<set $flashbackschoolready to 0>>
<<flashbackschool>>
You're snapped out of it by Avery shaking you. "Hey! What's wrong, <<pcpetname "Avery">>? What happened to you?"
<br><br>
You tell <<him>> about it, without really meaning to, but the words simply won't stop coming forward. <<His>> expression turns dark as <<he>> holds you close.
<<npcincr Avery love 1>><<set $endear -=10>><<npcincr Avery rage -20>><<glove>><<lendear>><<lllarage>>
<br><br>
"Maybe we should call it an early night. I've got just the thing to keep your mind off of your troubles." <<He>> gets out of the hot tub, offering you a hand.
<br><br>
<<link [[Next|Avery Hotel Trauma]]>><<clotheson>><</link>>
<<else>>
<<link [[Tell|Avery Hotel Chat]]>><<stress 6>><</link>><<gstress>><<note "+ Love?" "green">>
<br>
<<link [[Do not answer|Avery Hotel No Chat]]>><<npcincr Avery love -1>><</link>><<llove>>
<br>
<<if $trauma gte ($traumamax / 7) * 1 or $stress gte ($stressmax / 7) * 1>>
<<link [[Complain|Avery Hotel Stress Chat]]>><<stress -12>><<trauma -12>><<set $endear -=10>><<npcincr Avery rage -5>><</link>><<llstress>><<lltrauma>><<lendear>><<larage>>
<</if>>
<</if>>
<br><br><<effects>>
You go into detail, telling Avery that your school performance is
<<if $school gte 8000>>
<span class="gold">exceptional.</span> <<He>> is utterly amazed by your achievements. "You're a shining example of academic excellence. This is extraordinary!" <<npcincr Avery love 8>><<gglove>>
<<elseif $school gte 6000>>
<span class="green">distinguished.</span> <<He>> smiles broadly, unable to hide his admiration. "You're really proving yourself. Keep it up, this is remarkable." <<npcincr Avery love 5>><<gglove>>
<<elseif $school gte 4000>>
<span class="green">exemplary.</span> <<He>> beams at you with pride. "That's great to hear."<<npcincr Avery love 3>><<gglove>>
<<elseif $school gte 2800>>
<span class="teal">excellent.</span> <<He>> seems to be proud of you. <<npcincr Avery love 1>><<glove>>
<<elseif $school gte 1600>>
<span class="lblue">good.</span> <<He>> seems to be paying attention.
<<elseif $school gte 800>>
<span class="blue">okay.</span> <<He>> seems to not be paying attention.
<<elseif $school gte 400>>
<span class="purple">bad.</span> <<He>> looks uninterested. <<npcincr Avery love -1>><<llove>>
<<elseif $school gte 1>>
<span class="pink">awful.</span> <<He>> looks disappointed. <<npcincr Avery love -3>><<lllove>>
<<else>>
<span class="red">appalling.</span> <<He>> laughs. "You know, I heard studying in the nude can help you retain information. No idea why, but maybe you should try it."
<</if>>
<br><br>
You feel <<him>> slide a hand onto your lap. "What do you say we call it an early night, <<pcpetname "Avery">>?"
<br><br>
<<link [[Take hand|Avery Hotel 5]]>><<clotheson>><<endevent>><<set $phase to 1>><</link>>
<br>
<<link [[Slap away|Avery Hotel Slap]]>><<stress -6>><<npcincr Avery love -1>><<npcincr Avery rage 5>><</link>><<lstress>><<llove>><<garage>>
<br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Straddle|Avery Hotel Bath Sex]]>><<set $sexstart to 1>><<npcincr Avery love 1>><<set $endear +=10>><</link>><<promiscuous3>><<glove>><<gendear>>
<</if>>
<br><<effects>>
You look to the side and mumble something about things going well. <<He>> notices your refusal and frowns at you.
<br><br>
You feel <<him>> slide a hand into your lap. "What do you say we call it an early night, <<pcpetname "Avery">>?"
<br><br>
<<link [[Take hand|Avery Hotel 5]]>><<clotheson>><<endevent>><<set $phase to 1>><</link>>
<br>
<<link [[Slap away|Avery Hotel Slap]]>><<stress -6>><<npcincr Avery love -1>><<npcincr Avery rage 5>><</link>><<lstress>><<llove>><<garage>>
<br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Straddle|Avery Hotel Bath Sex]]>><<set $sexstart to 1>><<npcincr Avery love 1>><<set $endear +=10>><</link>><<promiscuous3>><<glove>><<gendear>>
<</if>>
<br><<effects>>
You sigh, and tell <<him>> about some of the things bothering you. <<He>> frowns at first, but gives you an understanding nod and some advice, and at the end of it, you feel just a little better.
<br><br>
<<His>> face lights up for a moment. "I've got just the thing to keep your mind off of your troubles, <<pcpetname "Avery">>." <<He>> stands, and holds out <<his>> hand.
<br><br>
<<link [[Take hand|Avery Hotel Trauma]]>><<clotheson>><</link>>
<br>
<<link [[Slap away|Avery Hotel Slap]]>><<stress -6>><<npcincr Avery love -1>><<npcincr Avery rage 5>><</link>><<lstress>><<llove>><<garage>>
<br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Straddle|Avery Hotel Bath Sex]]>><<set $sexstart to 1>><<npcincr Avery love 1>><<set $endear +=10>><</link>><<promiscuous3>><<glove>><<gendear>>
<</if>>
<br><<effects>>
You scornfully slap away Avery's hand.
<<if C.npc.Avery.rage gte random(20, 100)>><<set $averyragerevealed to 1>>
Avery stares at you a moment, <span class="red">then plunges a fist into the water, barely missing your thigh and splashing you.</span> "It was just a simple question, you fucking brat!" <<he>> yells. <<He>> begins to stand, but suddenly <span class="red">grabs you by the throat.</span>
<br><br>
<<link [[Next|Avery Hotel Bath Rape]]>><<set $molestationstart to 1>><</link>>
<<else>>
<<He>> quickly backs off, frowning. "No need to be so grumpy, it was just a simple question." <<He>> stands from the hot tub, and gestures towards the suite.
<br><br>
You both dry off and get dressed. Avery walks into the suite, opening the door perhaps just a bit too hard. You both recoil as it slams.
<br><br>
<<link [[Next|Avery Hotel 5]]>><<clotheson>><<endevent>><<set $phase to 0>><</link>>
<</if>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<npcexpose>>
<<set $enemyanger += 30>><<set $NPCList[0].lefthand to "throat">><<set $NPCList[0].righthand to "throat">><<set $neckuse to "hand">>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Avery Hotel Bath Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Avery Hotel Bath Rape]]>><</link>></span><<nexttext>>
<</if>>
<br><<effects>>
<<averyscore>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> gasps in satisfaction, and you take the opportunity to scramble out of the tub and rush towards the door, grabbing your clothes on the way. You can hear Avery's footsteps as you wrench the door open and run towards the stairs. Your footsteps thunder as you stomp down all the steps and burst through the back exit.
<<larage>><<npcincr Avery rage -5>>
<br><br>
<<tearful>> you find yourself in the commercial alleyways.
<br><br>
<<clotheson>>
<<endcombat>>
<<endevent>>
<<link [[Next|Commercial alleyways]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You manage to push <<him>> away, and <<he>> slips and falls, dunking <<himself>> underwater. <<tearful>> you take the opportunity to scramble out of the tub and rush towards the door, grabbing your clothes on the way. You can hear Avery's footsteps as you wrench the door open and run towards the stairs. Your footsteps thunder as you stomp down all the steps and burst through the back exit.
<br><br>
You find yourself in the commercial alleyways.
<br><br>
<<clotheson>>
<<endcombat>>
<<endevent>>
<<link [[Next|Commercial alleyways]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<npcexpose>>
<<set $enemytrust += 100>>
You grab Avery by the hand, and swiftly put a leg over <<him>> to straddle <<him>>. <<His>> hands begin to explore your body.
<<promiscuity3>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Avery Hotel Bath Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Avery Hotel Bath Sex]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Good <<girl>>," <<he>> pants, before planting another kiss on your lips. <<takeKissVirginity "Avery" `($dateCount.Avery gte 3?"loveInterest":"romantic")`>>
<<larage>><<npcincr Avery rage -5>><<glove>><<npcincr Avery love 3>>
<br><br>
<<tearful>> you take <<his>> hand again, and the two of you climb from the hot tub and dry off.
<br><br>
<<endcombat>>
<<endevent>>
<<link [[Next|Avery Hotel 5]]>><<clotheson>><<endevent>><<set $phase to 2>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
<<averyscore>>
You manage to push <<him>> away, and <<he>> slips and falls, dunking <<himself>> underwater. <<tearful>> you take the opportunity to scramble out of the tub and rush towards the door, grabbing your clothes on the way. You can hear Avery's footsteps as you wrench the door open and run towards the stairs. Your footsteps thunder as you stomp down all the steps and burst through the back exit.
<br><br>
You find yourself in the commercial alleyways.
<br><br>
<<clotheson>>
<<endcombat>>
<<endevent>>
<<link [[Next|Commercial alleyways]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
"As you wish," <<he>> says, pulling away and standing from the hot tub. <<set $endear -= 10>><<lendear>>
<br><br>
<<tearful>> you take <<his>> hand again, and the two of you climb from the hot tub and dry off.
<br><br>
<<endcombat>>
<<link [[Next|Avery Hotel 5]]>><<clotheson>><<endevent>><<set $phase to 1>><</link>>
<br>
<</if>><<effects>><<set $underlowerwet to 0>><<set $underupperwet to 0>>
You take Avery by the hand, and <<he>> pulls you from the hot tub. <<He>> helps you dry off and get dressed, before leading you back into the suite.
<br><br>
<<He>> begins rummaging around in <<his>> suitcase, before producing a brown paper bag. "If there's ever anything I want to forget, this does the trick." <<He>> pulls an exquisite looking bottle from the bag. It looks much more expensive than the champagne from earlier.
<<He>> uncorks the bottle, taking a brief sip of it, before handing it to you. "It'll help, <<pcpetname "Avery">>. I promise."
<br><br>
<<if playerIsPregnant() and playerAwareTheyArePregnant()>>
<span class="blue">You can't bring yourself to drink while you know you're with child.</span>
<<else>>
<<link [[Accept|Avery Hotel Trauma Drink]]>><<alcohol 260>><<trauma -24>><<stress -24>><<awareness -5>><</link>><<lllstress>><<llltrauma>><<llawareness>>
<</if>>
<br>
<<link [[Decline|Avery Hotel 5]]>><<endevent>><<set $phase to 3>><</link>>
<br><<effects>><<wearProp "wine bottle" 0 "white_open">>
You take a sip of the drink. It's immediately apparent that this is no ordinary alcohol.
<<if $phase is 0>>
At some point, Avery started talking again, but you can't understand <<him>>. The room begins spinning. You may have drank too much.
<br><br>
Your vision becomes a mess of colours, and the gentleness of Avery's voice slowly lulls you away into sleep.
<br><br>
<<link [[Next (3:00)|Avery Hotel Trauma Drink 2]]>><<handheldon>><<set $endear += 20>><<set $sleephour to 3>><</link>><<ltiredness>><<ggendear>>
<br>
<<else>>
"Easy there. That's powerful stuff, so don't drink too much." <<He>> takes the bottle back from you. You already forgot what exactly had you so upset earlier.
<br><br>
<<link [[Next|Avery Hotel 5]]>><<endevent>><<set $phase to 3>><</link>>
<br>
<</if>><<effects>><<set $underlowerwet to 0>><<set $underupperwet to 0>>
<<npc Avery>><<person1>>
<<if $phase is 0>>
<<He>> pauses for a moment. "On second thought, perhaps it would be best if you went home early. Unless you could stand to spend the night with me," <<he>> says, throwing <<his>> arms up in the air.
<<elseif $phase is 1>>
You take Avery's hand as <<he>> pulls you from the hot tub. The two of you dry off and get dressed before walking back into the suite. <<He>> winces as <<he>> sees the time. "It's been a lovely night, <<pcpetname "Avery">>. Would you care to spend the rest of it with me? Or would you prefer I take you home?"
<<elseif $phase is 2>>
<<He>> leads you back into the suite after you both get dressed, with an arm around your waist. "That was wonderful, <<pcpetname "Avery">>." <<His>> look of satisfaction fades to disappointment as <<he>> notices the time. <<He>> yawns. "I could take you home early, if you want."
<<elseif $phase is 3>>
<<He>> seals the bottle, glancing over to a clock on the wall. "It's getting quite late, and I think you could use some rest. Would you care to spend the night with me?"
<</if>>
<br><br>
<<link [[Say you'll stay for the night (9:00)|Avery Hotel Stay]]>><<set $endear += 20>><<npcincr Avery love 1>><</link>><<ggendear>><<glove>>
<br>
<<link [[Say you want to go home|Avery Hotel Early End]]>><<clotheson>><<set $endear -= 10>><</link>><<lendear>>
<br><<effects>><<pass 60>>
Avery smiles at you. "That's what I like to hear." <<He>> walks over to the suite's wardrobe, opening it and revealing a set of babydoll lingerie as well as a set of normal pyjamas. "Go ahead and get changed." <<He>> lies back on the bed.
<br><br>
<<link [[Wear the lingerie|Avery Hotel Lingerie]]>><</link>>
<br>
<<link [[Wear the pyjamas|Avery Hotel Pajamas]]>><</link>>
<br><<effects>>
<<undressSleep "averyhotel">>
<<set $uppertemp to "init">><<upperwear 18>><<set $worn.upper.colour to either("black", "blue", "brown", "green", "pink", "purple", "red", "tangerine")>>
You put on the babydoll lingerie.
<<if $player.gender_appearance is "m" and $background.crossdresser is false>>
You feel intense embarrassment. Avery giggles. "It'll look cute on you!"
<</if>>
<br><br>
<<if $phase is 2>>
Avery seems to have enjoyed watching you. <<He>> pats the bed next to <<him>>. As you lie down, <<he>> pulls you close to <<his>> chest, and flicks off the lights. "Goodnight, <<pcpetname "Avery">>, and thank you for such a pleasant evening."
<br><br>
<<link [[Sleep|Avery Hotel Morning]]>><<set $sleephour to 8>><</link>>
<<else>>
You can't help but feel <<his>> eyes on you even as you get dressed. You turn back to face <<him>>, surprised to see <<him>> sitting on the bed in only <<his>> underwear. You can't help but wonder how <<he>> undressed so quickly and quietly.
There's a glint in <<his>> eye as <<he>> pats the bed to motion you over.
<br><br>
You sit down and <<he>> turns towards you, eyes glancing down your body before <<he>> pins you down against the sheets. "Is it cocky to admit that I wanted that on you just to take it off?"
<br><br>
<<link [[Kiss|Avery Hotel Sex]]>><<set $phase to 0>><<set $sexstart to 1>><<set $endear += 10>><</link>><<promiscuous1>><<gendear>>
<br>
<<link [[Roll over|Avery Hotel No No No No Sex]]>><<npcincr Avery love -1>><<npcincr Avery rage 3>><</link>><<llove>><<garage>>
<br>
/* <<if $submissive lte 500>> */
<<link [[Get on top|Avery Hotel Sex]]>><<def 1>><<set $phase to 1>><<set $sexstart to 1>><<set $endear += 10>><</link>><<promiscuous1>><<defianttext>><<gendear>>
<br>
/* <</if>> */
<</if>><<effects>>
<<undressSleep "averyhotel">>
<<set $uppertemp to "init">><<upperwear 2>><<set $worn.upper.colour to either("black", "blue", "brown", "green", "pink", "purple", "red", "tangerine")>>
<<set $lowertemp to "init">><<lowerwear 2>><<set $worn.lower.colour to either("black", "blue", "brown", "green", "pink", "purple", "red", "tangerine")>>
You put on the pyjamas.
<br><br>
<<if $phase is 2>>
Avery seems to have enjoyed watching you. <<He>> pats the bed next to <<him>>. As you lie down, <<he>> pulls you close to <<his>> chest, and flicks off the lights. "Goodnight, <<pcpetname "Avery">>, and thank you for such a pleasant evening."
<br><br>
You drift off to sleep under the covers in Avery's arms.
<br><br>
<<link [[Sleep|Avery Hotel Morning]]>><<set $sleephour to 8>><<set $bedGuest to "Avery">><</link>><<ltiredness>>
<br>
<<else>>
You can't help but feel <<his>> eyes on you even as you get dressed. You turn back to face <<him>>, surprised to see <<him>> sitting on the bed in only <<his>> underwear. You can't help but wonder how <<he>> undressed so quickly and quietly.
There's a glint in <<his>> eye as <<he>> pats the bed to motion you over.
<br><br>
You sit down and <<he>> turns towards you, eyes glancing down your body before <<he>> pins you down against the sheets. "Is it cocky to admit that I wanted that on you just to take it off?"
<br><br>
<<link [[Kiss|Avery Hotel Sex]]>><<set $phase to 0>><<set $sexstart to 1>><<set $endear += 10>><</link>><<promiscuous1>><<gendear>>
<br>
<<link [[Roll over|Avery Hotel No No No No Sex]]>><<npcincr Avery love -1>><<npcincr Avery rage 3>><</link>><<llove>><<garage>>
<br>
/* <<if $submissive lte 500>> */
<<link [[Get on top|Avery Hotel Sex]]>><<def 1>><<set $phase to 1>><<set $sexstart to 1>><<set $endear += 10>><</link>><<promiscuous1>><<defianttext>><<gendear>>
<br>
/* <</if>> */
<</if>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<npcClothesType $NPCList[0] "undies">>
<<set $enemytrust += 100>>
<<if $phase is 0>>
You kiss <<him>>, and you start exploring each other. <<takeKissVirginity "Avery" `($dateCount.Avery gte 3?"loveInterest":"romantic")`>>
<<else>>
You lock your legs around <<him>> and force <<him>> to flip over, ending up on top.
<</if>>
<<promiscuity1>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Avery Hotel Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Avery Hotel Sex]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Good <<girl>>," <<he>> pants, before planting another kiss on your lips. <<takeKissVirginity "Avery" `($dateCount.Avery gte 3?"loveInterest":"romantic")`>>
<<larage>><<npcincr Avery rage -5>><<glove>><<npcincr Avery love 3>>
<br><br>
<<tearful>> you drift off to sleep under the blankets in Avery's arms.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Avery Hotel Morning]]>><<set $sleephour to 8>><<set $bedGuest to "Avery">><</link>><<ltiredness>>
<br>
<<elseif $enemyhealth lte 0>>
<<averyscore>>
You manage to push <<him>> off the bed. <<He>> hits <<his>> head on a bedside table. <<tearful>> you take the opportunity to scramble out of bed in the dark and rush towards the door, grabbing your clothes on the way. You can hear Avery's footsteps as you wrench the door open and run towards the stairs. Your footsteps thunder as you stomp down all the steps and burst through the back exit.
<br><br>
You find yourself in the commercial alleyways.
<br><br>
<<storeon "averyCar" "check">>
<<if _store_check is 1>>
<<storeon "averyCar" "delete">>
<</if>>
<<clotheson>>
<<endcombat>>
<<endevent>>
<<link [[Next|Commercial alleyways]]>><<storeon "averyhotel">><<set $eventskip to 1>><</link>>
<br>
<<else>>
"As you wish," <<he>> says, rolling over. <<set $endear -=10>><<lendear>>
<br><br>
<<tearful>> you drift off to sleep under the blankets in Avery's arms.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Avery Hotel Morning]]>><<set $sleephour to 8>><<set $bedGuest to "Avery">><</link>><<ltiredness>>
<br>
<</if>><<effects>>
You roll over, forcing Avery off of you.
<<if $speech_attitude is "meek">>
"I'm really tired, I'm sorry." You curl up and tug the blankets over yourself.
<<elseif $speech_attitude is "bratty">>
"Get off of me." You angrily turn over and pull the blanket up.
<<else>>
"I don't want to." Your back faces <<him>> as you pull the cover over yourself.
<</if>>
<br><br>
You hear <<him>> mumble something, but <<he>> quickly rolls over and goes quiet.
<br><br>
<<link [[Next|Avery Hotel Morning]]>><<set $sleephour to 8>><<set $bedGuest to "Avery">><</link>><<ltiredness>>
<br><<set _autosavehere to true>>
<<sleep true>><<effects>>
<<sleepeffects>>
<<averyscore>>
<<storeon "averyhotel">>
<<wakingEffects true>>
<<if _wakingEffect is "dryheaving">>
<br><br>
You slept soundly, but now feel a little rough.
<br><br>
"I'm guessing last night was too much for you. 'Least you made it to the bin," Avery says.
<<else>>
<<if _wakingEffect isnot undefined>>
You look to Avery who is
<<else>>
You wake up to Avery
<</if>>
already dressed and your <<if $worn.upper.set is $worn.lower.set>>$worn.upper.name<<else>>$worn.upper.name and $worn.lower.name<</if>> lying on the end of the bed, neatly folded. "Good morning, <<pcpetname "Avery">>."
<br><br>
<<if $speech_attitude is "meek">>
"M... morning,"
<<elseif $speech_attitude is "bratty">>
"Morning, hot stuff,"
<<else>>
"Good morning,"
<</if>>
you say.
<</if>>
<<endevent>><<npc Avery>><<person1>>
You reach for your clothes. <<He>> quickly lifts them up away from you, before playfully throwing them at you.
<br><br>
<<if $endear gte 60>>
"Last night was wonderful. Thank you for indulging me," <<he>> says.
<<elseif $endear gte 30>>
"Thank you for the pleasant evening," <<he>> says.
<<else>>
"Hurry up and get dressed," <<he>> says. "And try not to embarrass me on the way out."
<</if>>
<br><br>
<<He>> gathers <<his>> things and takes the room key from you. <<He>> leads you to the lobby and back to <<his>> car, which is waiting in front. You glance back at the hotel as <<he>> drives you home.
<br><br>
<<storeon "averyCar" "check">>
<<if _store_check is 1>>
<<storeon "averyCar">>
You put on your coat which was lying on the back seat.
<br><br>
<</if>>
Once back at the orphanage <<he>> opens <<his>> heavy <<wallet>> and thumbs through the cash. <<He>> holds out <span class="gold">£<<print (C.npc.Avery.love * 10 + $endear * 10 + 10)>></span>. "You should buy something nice. My treat."
<br><br>
You reach for the money, but <<he>> lifts it away from you. "First-" <<He>> taps <<his>> lips with a smile.
<br><br>
<<link [[Kiss|Avery Hotel Kiss]]>><<npcincr Avery love 1>><</link>><<glove>>
<br>
<<link [[Refuse|Avery Hotel Kiss Refuse]]>><</link>>
<br><<effects>>
<<money `((C.npc.Avery.love * 10 + $endear * 10 + 10) * 100)` "avery">>
You lean in and kiss Avery. <<He>> smiles and hands you the money. You climb from the car. <<He>> watches you for a moment before driving away. <<takeKissVirginity "Avery" `($dateCount.Avery gte 3?"loveInterest":"romantic")`>>
<br><br>
<<endevent>>
<<link [[Next|Domus Street]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<money `((C.npc.Avery.love * 10 + $endear * 10 + 10) * 100)` "avery">>
You push Avery's head to the side. <<Hes>> about to say something, but notices someone watching from the window of the orphanage. <<He>> hands you the money. You climb from the car, and <<he>> watches you for a moment before driving away.
<br><br>
<<endevent>>
<<link [[Next|Domus Street]]>><<set $eventskip to 1>><</link>>
<br><<sleep>>
<<effects>>
<<sleepeffects>>
You wake up some time later to the sound of a television. You're snuggled right up to Avery on the bed, fully clothed.
<br><br>
<<He>> looks down to you and smiles. "Good evening, <<pcpetname "Avery">>. I didn't expect the drink to have that much of an effect on you. You went right off to sleep after drinking it. For a little while, I debated on calling an ambulance, but then I heard you snoring." You feel too weak to move.
<br><br>
"You'll be out of it for a while. But you should find your head a lot more clear now." <<His>> words ring true. You hardly remember what had you so upset before. You suddenly feel yourself being lifted from the bed. "I had better take you home. You need rest more than anything now." Your consciousness begins to slip again.
<br><br>
When your eyes open again, you're being lifted out of Avery's car. Your vision is blurry, but you think you can see the orphanage getting closer each time you blink.
<br><br>
<<link [[Next|Avery Hotel Trauma End]]>><</link>>
<br><<set $location to "home">><<set $outside to 0>><<effects>>
<<endevent>><<npc Avery>><<person1>><<generate2>><<person2>>
<<averyscore>>
<<money `((C.npc.Avery.love * 10 + $endear * 10 + 10) * 100)` "avery">>
<br><br>
As the door to the orphanage opens, Avery comes face to face with an orphan. <<person2>><<He>> opens <<his>> mouth to speak, but is silenced when Avery holds out a bundle of money. "I was never here. Understand?" <<He>> looks ecstatic, <<his>> hands trembling with the money. "Of course! Th-thank you so much <<person1>><<sir>>!" <<person2>><<He>> begins thumbing through the money as <<he>> quietly trots away.
<br><br>
Avery carries you all the way to your room, laying you in your bed. "Thank you for the pleasant evening, and I hope you feel better in the morning." On <<person1>><<his>> way out, <<he>> leaves <span class="gold">£<<print (C.npc.Avery.love * 10 + $endear * 10 + 10)>></span> behind for you.
<br><br>
<<storeon "averyCar" "check">>
<<if _store_check is 1>>
<<storeon "averyCar" "wardrobe">>
<<He>> leaves your coat at the end of your bed.
<br><br>
<</if>>
<<link [[Next|Bedroom]]>><<endevent>><</link>>
<br><<effects>>
<<endevent>><<npc Avery>><<person1>>
<<averyscore>>
<<if $endear gte 60 or $phase is 2>>
<<money `((C.npc.Avery.love * 10 + $endear * 10 + 10) * 100)` "avery">>
<<He>> nods, smiling. <<He>> begins thumbing through some money, handing you <span class="gold">£<<print (C.npc.Avery.love * 10 + $endear * 10 + 10)>></span>. "You should buy something nice for yourself. My treat."
<br><br>
<<He>> takes you by the hand again, leading you out of the suite and to the lobby. It takes <<him>> a few minutes to get you checked out, but soon enough the two of you are on your way to the orphanage. <<He>> seems happy enough with your behaviour.
<br><br>
<<storeon "averyCar" "check">>
<<if _store_check is 1>>
<<storeon "averyCar">>
You put on your coat which was lying on the back seat.
<br><br>
<</if>>
<<He>> drops you off on Domus Street, thanking you again and lingering for a moment before driving away.
<br><br>
<<link [[Next|Domus Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<elseif $endear gte 30>>
<<money `((C.npc.Avery.love * 10 + $endear * 10 + 10) * 100)` "avery">>
<<He>> nods. <<He>> begins thumbing through some money, holding out <span class="gold">£<<print (C.npc.Avery.love * 10 + $endear * 10 + 10)>></span>.
<br><br>
<<He>> takes you by the hand again, leading you out of the suite and to the lobby. It takes <<him>> a few minutes to get you checked out, but soon enough the two of you are on your way to the orphanage. "I hope you can spend the night next time."
<br><br>
<<storeon "averyCar" "check">>
<<if _store_check is 1>>
<<storeon "averyCar">>
You put on your coat which was lying on the back seat.
<br><br>
<</if>>
<<He>> drops you off on Domus Street, lingering for a moment before driving away.
<br><br>
<<link [[Next|Domus Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<elseif $endear gte 0>>
<<money `((C.npc.Avery.love * 1 + $endear * 1 + 10) * 100)` "avery">>
<<He>> frowns. "You're lucky you didn't behave this way in public." <<He>> begins thumbing through some money, holding out <span class="red">£<<print (C.npc.Avery.love * 1 + $endear * 1 + 10)>></span>.
<br><br>
<<He>> grabs you by the hand and starts to pull you out of the suite, causing you to stumble a bit. It takes <<him>> a few minutes to get you checked out, but soon enough the two of you are on your way to the orphanage. "I'll think twice about suggesting something so intimate next time."
<br><br>
<<storeon "averyCar" "check">>
<<if _store_check is 1>>
<<storeon "averyCar">>
You put on your coat which was lying on the back seat.
<br><br>
<</if>>
<<He>> drops you off on Domus Street, lingering for a moment before driving away.
<br><br>
<<link [[Next|Domus Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<money `((C.npc.Avery.love * 1 + $endear * 1 + 10) * 100)` "avery">>
"Unbelievable."<<He>> quickly thrusts some money into your hands. Before you can count it, you're pushed out into the hallway, and you hear the door click shut behind you.
<br><br>
It's easy enough to find your way back to the elevators, and down to the lobby. You leave the hotel alone, exiting out into the cold night air on High Street. You count the money, and the total comes up to <span class="red">£<<print (C.npc.Avery.love * 1 + $endear * 1 + 10)>></span>.
<br><br>
<<storeon "averyCar" "check">>
<<if _store_check is 1>>
<<storeon "averyCar" "delete">>
<</if>>
<<link [[Next|High Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<br><br><<set $outside to 0>><<effects>>
Avery pulls up outside the mansion proper, an opulent building even by the standards of this part of town. Another servant opens the door. Avery throws them the keys as <<he>> loops around the front of the vehicle.
<br><br>
<<if $pronoun is "m">>
<<He>> holds out <<his>> arm.
<br><br>
<<link [[Take it|Avery Party Arm]]>><<npcincr Avery love 1>><<set $endear += 10>><</link>><<glove>><<gendear>>
<br>
<<link [[Refuse|Avery Party Arm Refuse]]>><<def 1>><<npcincr Avery rage 5>><<npcincr Avery love -1>><<set $endear -= 5>><</link>><<garage>><<llove>><<lendear>>
<br>
<<else>>
<<He>> hooks <<his>> arm around yours, and tries to lead you toward the door.
<br><br>
<<link [[Allow|Avery Party Arm]]>><<npcincr Avery love 1>><<set $endear += 10>><</link>><<glove>><<gendear>>
<br>
<<link [[Push away|Avery Party Arm Refuse]]>><<def 1>><<npcincr Avery rage 5>><<npcincr Avery love -1>><<set $endear -= 5>><</link>><<garage>><<llove>><<lendear>>
<br>
<</if>>
<br><br><<effects>>
<<if $pronoun is "m">>
You hook your arm around Avery's, and <<he>> leads you to the door.
<<else>>
Avery holds your arm tight as <<he>> leads you to the door.
<</if>>
<br><br>
<<link [[Next|Avery Party 2]]>><</link>>
<br><<effects>>
<<if $pronoun is "m">>
You spurn Avery's gesture. <<He>> takes the hint, but <<his>> fist clenches as it returns to <<his>> side.
<<else>>
You shake Avery's arm free. <<He>> takes the hint, but <<his>> fist clenches as it returns to <<his>> side.
<</if>>
Together, but separate, you walk up to the door.
<br><br>
<<link [[Next|Avery Party 2]]>><</link>>
<br><<effects>>
<<pass 5>><<set $dateCount.Total++>><<set $dateCount.Avery++>>
<<famesocial 10>><<generate2>>
You enter the mansion. Two staircases lead away from the entrance, leaving a circular space in the middle. Servants stand at the room's edge, hands at their sides and heads held high, waiting to see to any need that might arise. You hear the clatter of glasses and sophisticated music from further within.
<br><br>
A <<person2>><<person>> approaches Avery, and grasps <<person1>><<his>> hand.
<br><br>
<<person2>>
<<if $rng gte 81>>
"Ah, Avery," <<he>> says. "So glad you could make it."
<<elseif $rng gte 61>>
"My friend," <<he>> says. "Back to your devilry I see."
<<elseif $rng gte 41>>
"Pleased you could make it," <<he>> says.
<<elseif $rng gte 21>>
"It's a pleasure to meet you at last," <<he>> says.
<<set _averyPartyUnrecognised to true>>
<<else>>
"Glad to see you," <<he>> says. "Though I hope you don't cause a scene this time."
<</if>>
<br><br>
<<He>> turns to you.
<<if $worn.face.type.includes("mask")>>
"Such a mysterious companion. This isn't a masquerade, but I'll let it slide. We all have our secrets."
<<elseif $fame.social gte 1000>>
<<if _averyPartyUnrecognised>>
"You certainly know how to make an impression, gracing us with one such as <<phim>>."
<<else>>
"Avery must be moving up in the world, to be accompanied by one such as you."
<</if>>
<<He>> gives you a small bow.
<<elseif $fame.social gte 600>>
"I'm honoured that you would grace us this evening." <<He>> gives you a small bow.
<<elseif $fame.social gte 400>>
"Thank you for gracing us with your presence this evening."
<<elseif $fame.social gte 200>>
<<if _averyPartyUnrecognised>>
"I recognise your companion. I admit <<pshes>> more dignified than our guests' usual fare."
<<else>>
"I recognise your companion, Avery. I admit I expected you to bring a cheap whore again."
<</if>>
<<He>> laughs.
<<elseif $fame.social gte 100>>
"A pleasure."
<<elseif $fame.social gte 30>>
<<if _averyPartyUnrecognised>>
"And likewise to you.
<<else>>
"I don't believe we've met.
<</if>>
Welcome."
<<else>>
"This is your companion<<if !_averyPartyUnregonised>>, Avery<</if>>? You'll have to tell me where you find such cute <<girls>>."
<</if>>
<br><br>
Another couple enter behind you, stealing <<his>> attention. "More guests," <<he>> says as <<he>> passes. "Sorry we didn't have long. Have a nice evening."
<br><br>
<<link [[Next|Avery Party 3]]>><</link>>
<br><<effects>>
<<person1>>You and Avery enter a great hall. A band plays in the corner. Well-dressed guests chat in groups as servants weave through them, holding trays of drinks. A few nod at Avery.
<<if $fame.social gte 1000>>
More nod at you.
<<elseif $fame.social gte 600>>
As many nod at you.
<<elseif $fame.social gte 400>>
Some even nod at you.
<<else>>
<</if>>
<br><br>
You accompany Avery as <<he>> schmoozes. How do you want to behave?
<br><br>
<<link [[Cute|Avery Party Cute]]>><<sub 1>><<npcincr Avery love 1>><<set $endear += 10>><</link>><<glove>><<gendear>>
<br>
<<link [[Polite|Avery Party Polite]]>><<npcincr Avery love 3>><<set $endear += 10>><</link>><<gglove>>
<br>
<<link [[Aloof|Avery Party Aloof]]>><<def 1>><<npcincr Avery love 5>><<set $endear -= 5>><</link>><<ggglove>><<lendear>>
<br><<effects>>
<<pass 15>>
You practically hang off Avery's arm. You laugh at <<his>> jokes, and the jokes of those <<he>> talks to. When someone addresses you directly, you look to Avery as if unsure, and let <<him>> speak for you. You think <<he>> likes it this way.
<br><br>
A servant offers you a drink. Avery nods at you.
<br><br>
<<if playerIsPregnant() and playerAwareTheyArePregnant()>>
<span class="blue">You can't bring yourself to drink while you know you're with child.</span>
<<else>>
<<link [[Drink|Avery Party Drink]]>><<alcohol 120>><<set $endear += 10>><</link>><<gendear>>
<</if>>
<br>
<<link [[Refuse|Avery Party Drink Refuse]]>><</link>><<set $endear -= 5>><<lendear>>
<br><<effects>>
<<pass 15>>
You do your best to be polite. You speak when addressed directly. Your responses are concise. Avery seems impressed.
<br><br>
A servant offers you a drink. Avery nods at you.
<br><br>
<<if playerIsPregnant() and playerAwareTheyArePregnant()>>
<span class="blue">You can't bring yourself to drink while you know you're with child.</span>
<<else>>
<<link [[Drink|Avery Party Drink]]>><<alcohol 120>><<set $endear += 10>><</link>><<gendear>>
<</if>>
<br>
<<link [[Refuse|Avery Party Drink Refuse]]>><</link>><<set $endear -= 5>><<lendear>>
<br><<effects>>
<<pass 15>>
You ignore their conversations, as if beneath you. You give only curt responses when addressed directly. Avery doesn't look amused, yet there's a thirst that wasn't present before.
<br><br>
A servant offers you a drink. Avery nods at you.
<br><br>
<<if playerIsPregnant() and playerAwareTheyArePregnant()>>
<span class="blue">You can't bring yourself to drink while you know you're with child.</span>
<<else>>
<<link [[Drink|Avery Party Drink]]>><<alcohol 120>><<set $endear += 10>><</link>><<gendear>>
<</if>>
<br>
<<link [[Refuse|Avery Party Drink Refuse]]>><</link>><<set $endear -= 5>><<lendear>>
<br><<effects>>
<<wearProp "wine">>
You take a drink from the tray, and sip. You assume it's expensive, but it's more than a little bitter. Your mouth puckers at the taste, and you try not to wince.
<br><br>
Avery takes a glass for <<himself>> and watches you drink the wine. <<He>> smiles expectantly. "How is it? Do you like it?"
<br><br>
<<link [[Nod and drink more|Avery Party Drink 2]]>><<set $phase to 1>><<npcincr "Avery" love 1>><<set $endear += 10>><</link>><<glove>><<gendear>>
<br>
<<link [[Say you don't like it|Avery Party Drink 2]]>><<npcincr "Avery" rage 4>><<set $endear -= 10>><<set $phase to 2>><</link>><<garage>><<lendear>><<effects>>
<<if $phase is 1>>
You smile and raise the glass to your lips once more.
<<if $englishtrait gte 3>>
<<if $speech_attitude is "meek">>
"Y-Yes! It's, um..." You look down at the glass, recalling its bitter taste. "It's rough, b-but that adds to the sophistication?"
<br><br>
You're unsure if what you're saying is accurate, but Avery's grin reassures you.
<<elseif $speech_attitude is "bratty">>
"Yeah, it's fine enough. It's not bad, but it is..." You pause, recalling its bitter taste. "It is super rough going down the throat, but I know this type of wine is sophisticated because of that."
<br><br>
You don't know how accurate your ramblings are, but Avery's grin reassures you.
<<else>>
"Well, it's good..." You pause, recalling its bitter taste. "It is super rough going down the throat."
<br><br>
You keep it short and simple to avoid messing up. Avery smiles, which puts you at ease.
<</if>>
<br><br>
<<if C.npc.Avery.love gte 40>>
<<He>> laughs before putting an arm around you. "I had a feeling you'd know how to describe it. Are you sure you aren't secretly a socialite?" <<he>> teases.
<br><br>
"In case you guessed at that answer, which I know you'd never do..." <<He>> winks. "You cringed when you sipped it. That roughness means it's a very dry wine."
<<else>>
Avery laughs before patting your back. "I have to admit, I am shocked you knew how to describe it, but you always know how to surprise me," <<he>> teases.
<</if>>
<<ltrauma>><<trauma -4>>
<<else>>
<<if $speech_attitude is "meek">>
"Y-Yes, it's um- very..." You trail off, not knowing how to correctly describe it. "Very smooth. I love how easily it goes down the throat."
<<elseif $speech_attitude is "bratty">>
"Yeah, it's good enough. I'm not disappointed by the taste. It's very... smooth on the throat," you state. You look at the glass in your hand and try not to visibly cringe.
<<else>>
"It's good. It's pretty smooth on the throat despite the... pruney flavour." You smile awkwardly.
<</if>>
<br><br>
<<if C.npc.Avery.love gte 40>>
<<He>> chuckles before taking it from you. "Thank you for trying it. If you don't like it, you can always tell me."
<br><br>
Avery leans in with a smile. "Do you want to know how I can tell you don't like it?" You nod your head, and Avery chuckles. "The wine is not what we'd call smooth. It has a lot of tannins in it, so it's rather coarse on the throat. We like to call that dry wine, or rough wine."
<<else>>
Avery sighs before masking <<his>> irritation with a smile. "The wine is not smooth, though. It's rough, or dry, and you have to be able to know the difference."
<br><br>
<<He>> leans in and whispers, "Plus, you cringed, and that gave it away. I'm flattered you tried to appease me, but don't embarrass me."
<</if>>
<<gstress>><<stress 6>>
<</if>>
<<else>>
<<if $speech_attitude is "meek">>
"I-I'm sorry," you begin to say. "The taste is too bitter for me."
<<elseif $speech_attitude is "bratty">>
"Sorry, but the taste is so bitter. I can't finish this." You physically cringe at the thought of drinking more.
<<else>>
"I'm sorry," you say. "I just can't stand the taste, it's too bitter."
<</if>>
<br><br>
A servant walks by with an empty tray. You put your barely-touched glass on it.
<br><br>
<<if C.npc.Avery.rage gte 65>>
<<if C.npc.Avery.love gte 40>>
Avery sighs. <<He>> switches your glass for <<his>> empty one before waving the servant away. <<He>> gives you a disappointed look. "<<pcPetname "Avery">>, did you never consider that it's rude to insult the host's wine and practically throw it away?"
<br><br>
<<He>> rubs <<his>> forehead. "I choose to bring you along for these events, but it seems you only want to make a mockery out of yourself."
<br><br>
<<He>> gives you a forced smile. "I'm simply trying to show you how the other half lives. Don't make me regret bringing you."
<<else>>
Avery sighs. <<He>> switches your glass for <<his>> empty one before waving the servant away. "Even if you don't like it, just drink it. It's rude to put the wine back in front of everyone."
<br><br>
<<He>> sips your wine and plasters a smile on <<his>> face. "You've already been testing my patience, so if you want to keep going to these parties, you must play the part." <<He>> pats your back. "I'm just trying to ensure you don't make a fool out of yourself.
<</if>>
<<else>>
<<if C.npc.Avery.love gte 40>>
Avery sighs. <<He>> switches your glass for <<his>> empty one before waving the servant away. "<<pcPetname "Avery">>, I'm attempting to show you how the other half lives. I don't want you making a fool out of yourself."
<br><br>
<<He>> softly smiles. "I'm simply trying to look out for you. It would be best for you not to do that again."
<<else>>
Avery sighs. <<He>> switches your glass for <<his>> empty one before waving the servant away. "If you don't like it, tell me. You can't just put it back for everyone to see."
<br><br>
<<He>> sips your wine and plasters a smile on <<his>> face. "If you want to keep going to these parties, you have to act the part. I don't want you making a fool out of yourself again."
<</if>>
<</if>>
<<gstress>><<stress 6>>
<</if>>
<br><br>
<<link [[Next|Avery Party 4]]>><<handheldon>><</link>><<effects>>
You refuse the drink. Avery takes two when offered the tray, and turns to you.
<br><br>
"It's impolite to refuse to drink at a function." <<He>> whispers, offering one of the glasses. "At least take one to hold."
<br><br>
<<link [[Take|Avery Party Drink Take]]>><<npcincr Avery love 1>><</link>><<glove>>
<br>
<<link [[Refuse|Avery Party Drink Refuse 2]]>><<npcincr Avery love -1>><</link>><<llove>>
<br><<effects>>
You take the offered glass. Avery eases up. "Good."
<br><br>
<<link [[Next|Avery Party 4]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I-I'm sorry," you say. "I don't want to."
<<elseif $speech_attitude is "bratty">>
"I said no," you say. "That's the end of it."
<<else>>
"I'm sorry," you say. "I just don't want to."
<</if>>
<br><br>
"Suit yourself," Avery says, anger tinging <<his>> voice. "Try not to show me up."
<br><br>
<<link [[Next|Avery Party 4]]>><</link>>
<br><br><<effects>>
<<rng 2 3>>
<<if $rng is 1>>
You hear a clink of metal on glass. The <<person2>><<person>> stands at the end of the room, beside a set of open doors. Everyone turns to listen.
<br><br>
"Thank you for joining me this evening," the <<person>> says, smiling over the audience. "If you'd like to follow me outside, I have something to show you."
<br><br>
The excited guests shuffle through the open doors, you and Avery with them. A tall pavilion has been set up beside a fountain, with one side open to the garden, facing a set of stands. You and Avery take a seat.
<br><br>
<<elseif $rng is 2>>
The band playing in the corner conclude their tune. They wait for the applause to die down before starting the next. This one is more upbeat. Avery holds out <<person1>><<his>> hand. "Can I have this dance?"
<br><br>
<<link [[Take Avery's hand|Avery Party Dance]]>><<npcincr Avery love 1>><<set $endear += 10>><</link>><<glove>><<gendear>>
<br>
<<link [[Refuse|Avery Party Dance Refuse]]>><<npcincr Avery love -1>><<set $endear -= 50>><</link>><<garage>><<llove>><<lendear>>
<br>
<<elseif $rng is 3>>
As you and Avery grow accustomed to the socialite party, Avery does most of the socialising, but is sure to keep an arm around your waist as <<person1>><<he>> sips <<his>> wine.
<br><br>
A <<person2>><<person>> approaches you both and stares at Avery's watch and <<if C.npc.Avery.gender is "f">>evening gown<<else>>tuxedo suit<</if>>. <<He>> admires it for a second before questioning, "What do you do to even make the kind of money that can afford all of this?"
<br><br>
Avery laughs before sipping <<person1>><<his>> wine. "Thank you for your interest, but it doesn't matter. As long as I can spoil my <<girl>>, I'm happy." Avery pulls you closer, smiling back at the <<person2>><<person>>.
<br><br>
The <<person>> smiles and nods. "I hope I didn't offend you. It is admirable how caring you are to your..." <<He>> pauses before sizing you up and down, "partner for the evening."
<br><br>
Avery courteously smiles. "Of course, I understand. Now, if you'll excuse us." You feel <<person1>><<his>> grip on your waist tighten slightly, "Where were we?" <<he>> asks once the <<person2>><<person>> has left.
<br><br>
<<link [[Ask about <<person1>><<his>> job|Avery Party Job Ask]]>><<endevent>><</link>>
<br>
<<link [[Keep quiet|Avery Party Job Quiet]]>><<endevent>><</link>>
<<else>>
"Welcome everyone," <<he>> says. "I see some new faces among the old tonight."
<</if>><<effects>>
You take <<his>> hand, and <<he>> pulls you into a dance. Other couples are doing likewise, up and down the hall. <<takeHandholdingVirginity "Avery" `($dateCount.Avery gte 3 ?'romantic':'')`>>
<br><br>
<<link [[Follow Avery's lead|Avery Party Dance Follow]]>><<sub 1>><<npcincr Avery love 1>><<set $endear += 10>><</link>><<glove>><<gendear>>
<br>
<<link [[Take the lead|Avery Party Dance Lead]]>><<def 1>><</link>><<dancedifficulty 1 600>>
<br><<effects>>
You refuse to take Avery's hand. <<He>> glances around the room. Other couples are beginning to dance.
<br><br>
Avery steps closer, and grasps your arm. "Don't show me up," <<he>> whispers. "Don't you dare."
<br><br>
<<link [[Go along with it|Avery Party Dance Follow]]>><<sub 1>><<npcincr Avery love 1>><</link>><<glove>>
<br>
<<link [[Shove Avery|Avery Party Dance Shove]]>><<npcincr Avery rage 3>><<npcincr Avery love -1>><<set $endear -= 5>><</link>><<ggarage>><<llove>><<lendear>>
<br><<effects>>
You follow Avery's lead. <<Hes>> a good dancer, and you soon attract a small audience. You're out of breath when the music concludes. Your audience applauds. Avery holds you close as <<he>> bows, <<his>> hand resting on your thigh. <<danceskilluse>>
<br><br>
You and Avery continue to dance until the party winds down. Avery bids <<his>> acquaintances farewell, and together you leave the mansion.
<br><br>
<<link [[Next|Avery Party End]]>><</link>><<effects>>
Avery tries to pull you in one direction, but you pull <<him>> in another.
<<if $danceSuccess>>
<<He>> resists for a moment, <span class="green">but then goes along with it.</span>
<<if currentSkillValue('danceskill') gte 600>>
You're good at this, after all.
<<elseif currentSkillValue('danceskill') gte 400>>
You're a confident dancer, but you're careful not to show <<him>> up.
<<elseif currentSkillValue('danceskill') gte 100>>
It's not your first dance, but you worry you'll show <<him>> up. However, you manage to follow the music without problem.
<<else>>
You worry you'll show <<him>> up, until you notice the other dancers are novices themselves.
<</if>>
Avery dances well. You've soon attracted quite an audience.
<<danceskilluse>><<gglove>><<ggendear>><<npcincr Avery love 3>><<set $endear += 20>>
<br><br>
You continue dancing. The other couples stop, more interested in watching you and Avery. All except one other couple, who have attracted an audience of their own.
<br><br>
<<link [[Next|Avery Party Dance Competition]]>><</link>>
<br>
<<else>>
<span class="red">Your feet get tangled,</span> and you're both left sprawled on the floor. Several people laugh. Avery tries to laugh it off <<himself>>, but you're sure <<hes>> angry.
<<danceskilluse>><<garage>><<llove>><<lendear>><<npcincr Avery rage 5>><<npcincr Avery love -1>><<set $endear -= 5>><<gstress>><<stress 6>><<gpain>><<pain 6>>
<br><br>
You sit out the rest of the dance, and watch the other couples. Avery doesn't say much, even when the party wraps up and several guests approach to bid <<him>> goodbye. It doesn't help that a few make jabs at the mishap on the dance floor.
<br><br>
<<link [[Next|Avery Party End]]>><</link>>
<br>
<</if>><<effects>>
<<generate3>><<person3>>
"Such a fine pair of couples. I think it's time for an impromptu dance competition," the <<person2>><<person>> announces. "One couple dances. Then the other. Everyone gets a vote on the winner. How about it?"
<br><br>
The guests like the idea. So does Avery, and the other couple. Particularly one of them, a <<person3>><<person>>, who gives you a sly smile.
<br><br>
<<link [[Dance|Avery Party Dance Accept]]>><<npcincr Avery love 1>><<set $endear += 10>><</link>><<glove>><<gendear>>
<br>
<<link [[Refuse|Avery Party Dance Competition Refuse]]>><<set $endear -= 5>><</link>><<lendear>>
<br><<effects>>
The other couple are up first. The musicians begin a new piece, faster still than anything they've played yet. The couple manage to keep up.
<<if currentSkillValue('danceskill') gte 800>>
They're good. Really good. But you think you're better.
<<elseif currentSkillValue('danceskill') gte 400>>
They're good. Really good. Winning would be a challenge.
<<else>>
They're good. Really good. You don't like your chances.
<</if>>
<br><br>
<<person3>><<if $pronoun is "m">>
The <<person>> looks smart in <<his>> suit, but you notice they avoid any moves that would put any strain on it. Even when the dance calls for it.
<<else>>
The <<persons>> skirt flares as <<he>> moves, but you notice they avoid any moves that might flare it too high. Even when the dance calls for it.
<</if>>
<br><br>
<<link [[Compete fairly|Avery Party Dance Fair]]>><</link>><<dancedifficulty 1 1000>>
<br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Cheat|Avery Party Dance Cheat]]>><<npcincr Avery love 1>><<set $endear += 10>><</link>><<promiscuous2>><<glove>><<gendear>>
<br>
<</if>><<effects>>
The couple finish to uproarious applause. It's your turn. You and Avery take each other's arms, and begin.
<br><br>
<<if $danceSuccess>>
<span class="green">You dance well,</span> elegant and sophisticated. Avery is happy to follow your lead. You catch a glimpse of the <<person3>><<person>> frowning as <<he>> watches. <<if $speech_attitude is "bratty">>You stick out your tongue.<</if>>
<<danceskilluse>>
<br><br>
<<if $rng gte 51>>
You twirl away from Avery, close to the audience. When you try to reunite however, you meet resistance. The <<person3>><<person>> reaches from the crowd, <span class="pink">and clutches your $worn.lower.name.</span> <<He>> tugs.
<<set $worn.lower.integrity -= 50>>
<br><br>
<<if $worn.lower.integrity lte 0>>
<<integritycheck>><<exposure>>
With a sickening tearing sound, your clothes rip free from your body, remaining in the <<persons>> grasp.
<<if $worn.under_lower.type.includes("naked")>>
<<if !playerChastity("hidden")>>
<<set $genderknown.pushUnique("Avery")>>
<</if>>
You're left naked from the waist down, in the middle of the room, your <<genitals>> and <<bottom>> the centre of attention. <<covered>>
<br><br>
<<fameexhibitionism 30>>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Keep dancing|Avery Party Dance Naked]]>><</link>><<exhibitionist5>>
<br>
<</if>>
<<link [[Run|Avery Party Dance Run]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>
<<else>>
You're left with just your $worn.under_lower.name covering you from the waist down, in the middle of the room, the centre of attention. <<covered>>
<br><br>
<<fameexhibitionism 10>>
<<if hasSexStat("exhibitionism", 3)>>
<<link [[Keep dancing|Avery Party Dance Undies]]>><</link>><<exhibitionist3>>
<br>
<</if>>
<<link [[Run|Avery Party Dance Run]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>
<br>
<</if>>
<<else>>
You tear your clothes free from <<his>> grip. They're worse for wear, but should hold up. You return and finish the dance.
<br><br>
The music comes to a stop, and the guests applaud. You and Avery are the clear winners. You bow.
<<gglove>><<ggendear>><<npcincr Avery love 3>><<set $endear += 20>><<famesocial 10>>
<br><br>
<<earnFeat "Ballroom Show-off">>
You and Avery are surrounded by admirers until the party winds down. Together you leave the mansion.
<br><br>
<<link [[Next|Avery Party End]]>><</link>>
<br>
<</if>>
<<else>>
The music comes to a stop, and the guests applaud. You and Avery are the clear winners. You bow.
<<gglove>><<ggendear>><<npcincr Avery love 3>><<set $endear += 20>><<famesocial 10>>
<br><br>
<<earnFeat "Ballroom Show-off">>
You and Avery are surrounded by admirers until the party winds down. Together you leave the mansion.
<br><br>
<<link [[Next|Avery Party End]]>><</link>>
<br>
<</if>>
<<else>>
<span class="red">Unfortunately,</span> Avery isn't happy to take your lead with so many watching, and you keep stepping on each other's feet. You catch a glimpse of the <<person3>><<person>>, a smug smile on <<his>> face.
<<danceskilluse>><<lendear>><<set $endear -= 10>>
<br><br>
By the time the music stops, it's clear you've lost. The audience applauds anyway, though it's muted compared to what your competition received.
<br><br>
Avery bids <<person1>><<his>> acquaintances farewell as the party winds down, and together you leave the mansion.
<br><br>
<<link [[Next|Avery Party End]]>><</link>>
<</if>><<effects>>
Heart racing and face reddening you flee the room, finding refuge in a pantry. Avery arrives soon after, carrying a towel.
<br><br>
"Believe me," <<he>> says as you reach for it. "I'm going to cause a fuss over this. It was uncalled for." Despite <<his>> words, <<he>> doesn't look upset. As your fingers brush the fabric, <<he>> pulls it away from you.
<br><br>
"Let's have a little peek first, <<pcpetname "Avery">>," <<he>> says. "Or you can walk home like that." You can't tell if <<hes>> joking.
<br><br>
<<if !$worn.under_lower.type.includes("naked")>>
<<if hasSexStat("exhibitionism", 2)>>
<<link [[Flaunt|Avery Party Dance Undies Flaunt]]>><<set $endear += 20>><</link>><<exhibitionist2>><<ggendear>>
<br>
<</if>>
<<link [[Show|Avery Party Dance Show]]>><<sub 1>><<trauma 6>><<stress 6>><<set $endear += 20>><</link>><<gtrauma>><<gstress>><<ggendear>>
<br>
<<link [[Refuse|Avery Party Dance Naked Refuse]]>><<def 1>><<set $endear -= 10>><<npcincr Avery rage 5>><</link>><<garage>><<llendear>>
<br>
<<else>>
<<if hasSexStat("exhibitionism", 4)>>
<<link [[Flaunt|Avery Party Dance Naked Flaunt]]>><<set $endear += 30>><</link>><<exhibitionist4>><<gggendear>>
<br>
<</if>>
<<link [[Show|Avery Party Dance Show]]>><<sub 1>><<trauma 6>><<stress 6>><<set $endear += 30>><</link>><<gtrauma>><<gstress>><<gggendear>>
<br>
<<link [[Refuse|Avery Party Dance Naked Refuse]]>><<def 1>><<set $endear -= 5>><<npcincr Avery rage 5>><</link>><<garage>><<lendear>>
<br>
<</if>>
<br><br><<effects>>
<<if $speech_attitude is "meek">>
"Y-you want to see more of me?" you ask, acting coy.
<<elseif $speech_attitude is "bratty">>
"I bet you're loving this," you say.
<<else>>
"Of course you want to see more," you say. "Everyone does."
<</if>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You turn to face Avery, letting <<him>> get a clear view of your $worn.under_lower.name.
<<else>>
You move your hand, letting <<him>> glimpse the outline of your <<genitals>> through your $worn.under_lower.name.
<</if>>
<<exhibitionism4>>
Avery stares for a moment, then kneels in front of you. "Allow me." <<He>> wraps on towel around your waist. <<Hes>> in no hurry.
<br><br>
<<towelup>>
<<link [[Next|Avery Party Dance Return]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"Y-you want to see more of me?" you ask, acting coy.
<<elseif $speech_attitude is "bratty">>
"I bet you're loving this," you say.
<<else>>
"Of course you want to see more," you say. "Everyone does."
<</if>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You turn to face Avery, letting <<him>> get a clear view of your <<genitals>>.
<<else>>
You move your hand, letting <<him>> glimpse your <<genitals>> before covering again. You hold your hand apart from your body and try to look embarrassed, aware that you're not concealing anything.
<</if>>
<<exhibitionism4>>
Avery stares for a moment, then kneels in front of you. "Allow me." <<He>> wraps the towel around your waist. <<Hes>> in no hurry.
<br><br>
<<towelup>>
<<link [[Next|Avery Party Dance Return]]>><</link>>
<br><<effects>>
You close your eyes first. Maybe it'll make things easier.
<<if $leftarm is "bound" and $rightarm is "bound">>
You turn to face Avery, giving <<him>> a clear view of your <<undies>>. You resist the urge to run and hide.
<<else>>
You move your hand behind your back, exposing your <<undies>> to Avery. You resist the urge to cover back up, or run and hide.
<</if>>
<br><br>
Avery stares for a moment, then knees in front of you. "Allow me." <<He>> wraps the towel around your waist. <<Hes>> in no hurry.
<br><br>
<<towelup>>
<<link [[Next|Avery Party Dance Return]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"P-please no," you say. "It's too embarrassing."
<<elseif $speech_attitude is "bratty">>
"Fuck off," you say. "I don't need your help."
<<else>>
"I can't," you say. "It's too embarrassing."
<</if>>
<br><br>
<<if C.npc.Avery.rage gte random(20, 100)>><<set $averyragerevealed to 1>>
Avery stares at you a moment, <span class="red">then bunches the towel in <<his>> fist.</span> "I made a fair request," <<he>> says, <<his>> voice cracking with anger. "You can see yourself home." <<He>> leaves the pantry.
<br><br>
<<averyscore>>
You peek out after <<him>>. Maybe you should call for help.
<br><br>
<<endevent>>
<<link [[Call for help|Avery Party Dance Call]]>><</link>>
<br>
<<link [[Search for something to cover with|Avery Party Dance Search]]>><</link>>
<br>
<<else>>
Avery stares at you a moment, then throws you the towel. "Fine," <<he>> says, a twinge of irritation in <<his>> voice. You cover yourself.
<<towelup>>
<br><br>
<<link [[Next|Avery Party Dance Return]]>><</link>>
<br>
<</if>><<effects>>
<<generate1>><<person1>>
You sneak from the pantry. <<covered>> You're searching a cupboard when a <<person>> dressed in servant's garb rounds a corner. Your heart skips a beat, and you dash back to the pantry.
<br><br>
<<if $speech_attitude is "meek">>
"P-please help," you say. "I'm indecent from the waist down."
<<elseif $speech_attitude is "bratty">>
"You got a towel or anything?" you ask.
<<else>>
"Could you give me a towel or something please?" you ask.
<</if>>
<br><br>
<<if $rng gte 51>>
<<Hes>> blushing. <<He>> leaves the way <<he>> came, and a moment later returns carrying a towel. <<He>> hands it to you, and leaves without a word.
<br><br>
<<towelup>>
<<endevent>>
<<link [[Next|Avery Party End Alone]]>><</link>>
<br>
<<else>>
<<He>> smiles at you. "Sure thing," <<he>> says, walking closer and pulling a towel from <<his>> pocket. "I've got a towel right here." <<He>> darts forward as <<he>> reaches the pantry door, <span class="red">shoving you in.</span> <<He>> closes the door behind <<him>>.
<br><br>
"Fucking <<bitch>>," <<he>> snarls. "Wearing those nice clothes. You think you're better than us. Well, no one can hear you now. I'm gonna put you in your place."
<br><br>
<<link [[Next|Avery Party Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<effects>>
You call out from your hiding place. No one responds at first. You hear music playing through the walls, but it's faint, and you're not sure how well your voice carries here.
<br><br>
<<generate1>><<person1>>
You're about to give up when a <<person>> dressed in servant's garb rounds the corner. <<He>> stops when <<he>> sees you peeking from the pantry.
<br><br>
<<if $speech_attitude is "meek">>
"P-please help," you say. "I'm indecent from the waist down."
<<elseif $speech_attitude is "bratty">>
"You got a towel or anything?" you ask.
<<else>>
"Could you give me a towel or something please?" you ask.
<</if>>
<br><br>
<<if $rng gte 51>>
<<He>> looks confused for a moment, then blushes as realisation dawns. <<He>> leaves the way <<he>> came, and a moment later returns carrying a towel. <<He>> hands it to you, and leaves without a word.
<br><br>
<<towelup>>
<<endevent>>
<<link [[Next|Avery Party End Alone]]>><</link>>
<br>
<<else>>
<<He>> smiles at you. "Sure thing," <<he>> says, walking closer and pulling a towel from <<his>> pocket. "I've got a towel right here." <<He>> darts forward as <<he>> reaches the pantry door, <span class="red">shoving you in.</span> <<He>> closes the door behind <<him>>.
<br><br>
"Fucking <<bitch>>," <<he>> snarls. "Wearing those nice clothes. You think you're better than us. Well, no one can hear you now. I'm gonna put you in your place."
<br><br>
<<link [[Next|Avery Party Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<set $enemyanger += 100>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Avery Party Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Avery Party Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The <<person1>><<person>> looks through the pantry door before leaving.
<br><br>
<<tearful>> you wear the towel <<he>> discarded.
<br><br>
<<clothesontowel>>
<<endcombat>>
<<link [[Next|Avery Party End Alone]]>><</link>>
<<else>>
<<He>> falls backwards, crashing into a shelf and dropping to the floor in a cloud of flour.
<br><br>
<<tearful>> you run from the room. You tie the towel <<he>> dropped around your waist.
<br><br>
<<clothesontowel>>
<<endcombat>>
<<link [[Next|Avery Party End Alone]]>><</link>>
<</if>><<effects>>
You and Avery return to the main hall. No one mentions the incident, but more than a few guests leer in your direction.
<br><br>
The party winds down, and you and Avery leave the mansion.
<br><br>
<<link [[Next|Avery Party End]]>><</link>>
<br><<effects>>
<<famesocial 10>>
<<person1>>
You ignore your predicament, the gasps and leering eyes all around, and continue to dance with just your $worn.under_lower.name to cover you. Avery manages to keep steady despite your state of dress.
<<exhibitionism3>>
<<earnFeat "Ballroom Show-off">>
The music stops, and you and Avery bow. The applause shakes the building. There's no question about who won. A servant dashes up and covers you with a towel.
<<towelup>>
<br><br>
The two of you spend the rest of the party surrounded by a group of admirers. Everyone wants to make your acquaintance. Many cast leering eyes in your direction when they think you're not looking.
<br><br>
The party winds down, and Avery bats away the last of the schmoozers. Together you leave the mansion.
<br><br>
<<link [[Next|Avery Party End]]>><</link>>
<br><<effects>>
<<famesocial 10>>
Your heart thunders in your chest and your whole body tingles, yet you ignore your predicament. You ignore the gasps and leering eyes all around, and continue to dance with your <<genitals>> exposed for everyone to see. Avery manages to keep steady despite your state of dress.
<<exhibitionism5>>
<<earnFeat "Ballroom Show-off">>
The music stops, and you and Avery bow. The applause shakes the building. There's no question about who won. A servant dashes up and covers you with a towel.
<<towelup>>
<br><br>
The two of you spend the rest of the party surrounded by a group of admirers. Everyone wants to make your acquaintance. Many cast leering eyes in your direction when they think you're not looking.
<br><br>
The party winds down, and Avery bats away the last of the schmoozers. Together you leave the mansion.
<br><br>
<<link [[Next|Avery Party End]]>><</link>>
<br><<effects>>
<<famesocial 10>>
As the <<person3>><<person>> twirls in front of you, you reach out, and give <<his>> <<if $pronoun is "f">>skirt<<else>>trousers<</if>> a firm tug. It comes loose, and rips free from <<his>> body as <<he>> spins away from you, leaving it in your grasp.
<br><br>
<span class="lewd"><<Hes>> not wearing anything underneath.</span> It takes a moment for <<him>> to realise <<hes>> stood naked from the waist down, the centre of attention in a crowded room, <<his>> <<if $NPCList[2].penis isnot "none" and !npcHasStrapon(2)>>penis<<else>>pussy<</if>> and ass on display for everyone.
<br><br>
Some of the audience avert their eyes, but others gape openly. <<He>> shrieks and crouches to cover <<himself>> when <<he>> notices, <<his>> face reddening before your eyes. <<His>> partner holds a napkin in front of <<his>> groin, and together they flee the room.
<<promiscuity2>>
<<link [[Next|Avery Party Dance Cheat 2]]>><</link>>
<br><<effects>>
<<person1>>
"We could have taken them," Avery says as you return to the dance floor, now the winners by default. "But this is better."
<br><br>
<<earnFeat "Ballroom Show-off">>
You and Avery continue to dance until the party winds down. Avery bids <<his>> acquaintances farewell, and together you leave the mansion.
<br><br>
<<link [[Next|Avery Party End]]>><</link>><<effects>>
<<if $speech_attitude is "meek">>
"I-I'm sorry," you say. "But I'd only let Avery down."
<<elseif $speech_attitude is "bratty">>
"No," you say. "I'm not a performing monkey."
<<else>>
"I'm just dancing for fun," you say. "A competition is too stressful."
<</if>>
<br><br>
The guests sigh their disappointment. "That's a shame," the <<person2>><<person>> says. "You're quite good at this." Avery looks annoyed, but doesn't say anything. You and <<person1>><<he>> continue to dance until the party winds down. Avery bids <<his>> acquaintances farewell, and together you leave the mansion.
<br><br>
<<link [[Next|Avery Party End]]>><</link>><<effects>>
<<famesocial 10>>
You shove Avery away from you as you wrench your arm from <<his>> grasp. Everyone turns to watch. Avery tries to laugh it off, but <<he>> sounds bitter.
<br><br>
You sit out the rest of the dance, and watch the other couples. Avery doesn't say much, even when the party wraps up and several guests approach to bid <<him>> goodbye. It doesn't help that a few make jabs at the mishap on the dance floor.
<br><br>
<<link [[Next|Avery Party End]]>><</link>><<effects>><<npc "Avery">>
<<if $speech_attitude is "meek">>
"U-Um, Avery, I'm a little curious," you begin. "What is your occupation? You spend so much on me without a care in the world." Your voice trails off when you notice <<his>> smile faltering. <<He>> covers it with a cough.
<<elseif $speech_attitude is "bratty">>
"Avery, what do you do for your job? You pay me a shit ton without a second thought. I might want to join that type of job, if you are making that much money." You chuckle despite your blunt question, but <<his>> expression is stony.
<<else>>
"What do you do to make money? I am grateful for the money you give me, but I would also like to find a way to be as successful as you." You keep your voice polite, as to avoid offending.
<</if>>
<br><br>
<<if C.npc.Avery.love gte 50 and C.npc.Avery.rage gte 70>>
Avery has an almost offended look, as if you bruised <<his>> ego. <<He>> rubs your hair, slightly tugging it.
<br><br>
"Let's just say I work to afford you, <<if $player.gender_appearance is "f">>princess<<else>>prince<</if>>. You don't want to make me regret being so kind, right?" Avery whispers softly, but there's an edge to <<his>> voice.
<br><br>
<<He>> leans in again. "And I sure am starting to regret it, so let's be on our best behaviour, right doll?"
<<elseif C.npc.Avery.love gte 50 and C.npc.Avery.rage lte 49>>
Avery has an almost offended look before rubbing your hair and putting on a fake smile.
<br><br>
"Let's just say I work to afford you, <<if $player.gender_appearance is "f">>princess<<else>>prince<</if>>. You don't want to make me regret being so kind, right?" Avery whispers softly, but there's an edge to <<his>> voice.
<br><br>
You nod slightly, not wanting to push the issue further.
<<elseif C.npc.Avery.love lte 49 and C.npc.Avery.rage gte 70>>
<<He>> waves <<his>> hand. "Please," <<he>> scoffs. <<He>> silences you with a dismissive wave before grabbing your arm and leaning in. The way <<he>> waves you off makes you feel silenced, <<he>> grabs your arm and leans in to whisper.
<br><br>
"Listen <<pcpetname "Avery">>," <<he>> whispers harshly. <<He>> looks around and begins laughing, as if you made a joke.
<br><br>
<<He>> leans in again, keeping <<his>> voice low. "Don't ask questions, unless you want me to dock your payment that I might not even gift to you. If you finally behave and make me look good, I'll reconsider."
<<else>>
Avery forces a smile. <<He>> chuckles as if your question was outrageous. "Please," <<he>> scoffs, waving a hand to silence you.
<br><br>
"Listen <<pcpetname "Avery">>," <<he>> whispers, condescendingly. "Don't ask questions, unless you want me to dock the payment that I'll kindly gift to you tonight. Do you want that?"
<br><br>
You shake your head slightly, defeated. It's better not to press the issue.
<</if>>
<<set $endear += 10>><<gendear>>
<br><br>
The party winds down, and you and Avery leave the mansion.
<br><br>
<<link [[Next|Avery Party End]]>><</link>><<effects>><<npc "Avery">>
Avery smiles at you before rubbing your waist slightly. <<He>> leans in and whispers, "Some of these socialites just have no manners, but to keep them happy, you just need to smile and entertain them."
<br><br>
You have a slight feeling that Avery's words have a double meaning, as if <<hes>> advising you on something else.<<glove>><<npcincr "Avery" love 1>>
<br><br>
The party winds down, and you and Avery leave the mansion.
<br><br>
<<link [[Next|Avery Party End]]>><</link>><<effects>>
You leave the mansion alone. Another servant opens the gate for you and you exit onto Danube Street.
<br><br>
<<storeon "averyCar" "check">>
<<if _store_check is 1>>
<<storeon "averyCar" "delete">>
<</if>>
<<link [[Next|Danube Street]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<pass 60>>
<<if $endear gte 30>>
"I'm glad I brought you, <<pcpetname "Avery">>," Avery says on your way to the car, already retrieved by a servant. "You left a good impression." You climb in.
<<elseif $endear gte 0>>
"I'll forgive you this time," Avery says on your way to the car, already retrieved by a servant. "But you need to pretend you aren't trash. Your behaviour reflects on me, <<pcpetname "Avery">>."
<<else>>
Avery is silent on the way back to the car, already retrieved by a servant. You climb in. Avery grips the wheel as you drive away.
<</if>>
<br><br>
<<link [[Next|Avery Date 4]]>><</link>>
<br><<effects>><<set $outside to 0>>
<<pass 20>><<famesocial 10>><<set $dateCount.Total++>><<set $dateCount.Avery++>>
<<if $phase is 1>>
You let Avery take your hand. <<He>> smiles.<<takeHandholdingVirginity "Avery" "romantic">>
<br><br>
<<else>>
You lightly clench your hand. <<He>> frowns at you, but doesn't say anything.
<br><br>
<</if>>
<<set $phase to 0>>
<<generate2>><<person2>>A <<person>> greets Avery and you. "Aha," <<he>> says. "It's nice to see you again, <<person1>><<sir>>. And your friend." <<person2>><<He>> smiles at you. "Right this way."
<br><br>
<<He>> leads you to a small table on the second floor, beside the window. "I'll be back with the menu," <<he>> says.
<br><br>
When <<he>> returns <<he>> isn't carrying a menu, though, but a bottle of wine. <<He>> waits for your prompt before pouring. Avery smiles at you. "It's good. Trust me."
<br><br>
<<person1>>
<<if playerIsPregnant() and playerAwareTheyArePregnant()>>
<span class="blue">You can't bring yourself to drink while you know you're with child.</span>
<br>
<<else>>
<<link [[Drink Avery's preferred wine|Avery Date Wine]]>><<alcohol 120>><<drugs 180>><<set $endear += 10>><<npcincr Avery love 1>><</link>><<glove>><<gendear>><<garousal>>
<</if>>
<br>
<<link [[Let <<him>> pour, but don't drink it|Avery Date No Wine]]>><</link>>
<br>
<<link [[Ask for a different drink|Avery Date Drink]]>><<def 1>><<npcincr Avery rage 5>><<set $endear -= 5>><</link>><<garage>><<lendear>>
<br><<effects>><<wearProp "wine">>
You take a sip as Avery's drink is poured. It makes you feel light-headed. And warm.
<br><br>
The <<person2>><<person>> returns once more, this time with the main menu. Just the one. <<He>> hands it to Avery. <<person1>>"I know what you'll like, <<pcpetname "Avery">>," Avery says. <<if $averyragerevealed is 1>>"Something that preserves your figure."<</if>>
<br><br>
<<link [[Let Avery order for you|Avery Date Order]]>><<handheldon>><<set $phase to 0>><<npcincr Avery love 1>><<set $endear += 10>><</link>><<glove>><<gendear>>
<br>
<<link [[Choose something cheap|Avery Date Cheap]]>><<handheldon>><<set $phase to 1>><<stress -6>><<set $endear -= 5>><<npcincr Avery rage 5>><</link>><<garage>><<lendear>><<lstress>>
<br>
<<link [[Choose something expensive|Avery Date Expensive]]>><<handheldon>><<set $phase to 2>><<set $endear -= 10>><<npcincr Avery rage 5>><<npcincr Avery love -1>><<stress -18>><</link>><<llove>><<garage>><<llendear>><<llstress>>
<br><<effects>>
You sniff the drink, but put it back down. Avery takes a sip of <<his>> own. <<He>> looks at your glass, but if <<hes>> bothered by your hesitance <<he>> doesn't mention it.
<br><br>
The <<person2>><<person>> returns once more, this time with the main menu. Just the one. <<He>> hands it to Avery. <<person1>>"I know what you'll like, <<pcpetname "Avery">>," Avery says. <<if $averyragerevealed is 1>>"Something that preserves your figure."<</if>>
<br><br>
<<link [[Let Avery order for you|Avery Date Order]]>><<set $phase to 0>><<npcincr Avery love 1>><<set $endear += 10>><</link>><<glove>><<gendear>>
<br>
<<link [[Choose something cheap|Avery Date Cheap]]>><<set $phase to 1>><<stress -6>><<set $endear -= 5>><<npcincr Avery rage 5>><</link>><<garage>><<lendear>><<lstress>>
<br>
<<link [[Choose something expensive|Avery Date Expensive]]>><<set $phase to 2>><<set $endear -= 10>><<npcincr Avery rage 5>><<npcincr Avery love -1>><<stress -18>><</link>><<llove>><<garage>><<llendear>><<llstress>>
<br><<effects>><<wearProp "soft drink can">>
<<if $speech_attitude is "meek">>
"N-no," you say. "I'd like something else."
<<elseif $speech_attitude is "bratty">>
"I didn't ask for that," you say. "Get me a drinks menu."
<<else>>
"No thank you," you say. "I'd like something else to drink."
<</if>>
<br><br>
The <<person2>><<person>> looks to Avery for confirmation. Avery frowns, but nods. <<He>> fetches a drinks menu and you choose a sweet soft drink.
<br><br>
The <<person>> returns once more, this time with the main menu. Just the one. <<He>> hands it to Avery. <<person1>>"I know what you'll like, <<pcpetname "Avery">>," Avery says. <<if $averyragerevealed is 1>>"Something that preserves your figure."<</if>>
<br><br>
<<link [[Let Avery order for you|Avery Date Order]]>><<set $phase to 0>><<npcincr Avery love 1>><<set $endear += 10>><<handheldon>><</link>><<glove>><<gendear>>
<br>
<<link [[Choose something cheap|Avery Date Cheap]]>><<set $phase to 1>><<stress -6>><<set $endear -= 5>><<npcincr Avery rage 5>><<handheldon>><</link>><<garage>><<lendear>><<lstress>>
<br>
<<link [[Choose something expensive|Avery Date Expensive]]>><<set $phase to 2>><<set $endear -= 10>><<npcincr Avery rage 5>><<npcincr Avery love -1>><<stress -18>><<handheldon>><</link>><<llove>><<garage>><<llendear>><<llstress>>
<br><<effects>>
Avery orders a salad for you, and a fish soup for <<himself>>.
<br><br>
<<He>> leans back and regards the restaurant.
<<if $rng gte 51 and C.npc.Avery.love gte 20 and $footdisable is "f">>
Something prods your groin. Then again. It rubs up and down. You glance under the table. Avery has removed <<his>> shoe and is molesting you with <<his>> foot. <<His>> face gives no clue of what <<hes>> up to.
<br><br>
<<link [[Enjoy it|Avery Date Enjoy]]>><<set $endear += 10>><</link>><<promiscuous1>><<gendear>>
<br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Return the favour|Avery Date Return]]>><<npcincr Avery love 1>><</link>><<promiscuous2>><<glove>>
<br>
<</if>>
<<link [[Kick away|Avery Date Kick]]>><<def 1>><<npcincr Avery love -1>><<set $endear -= 5>><<npcincr Avery rage 5>><</link>><<garage>><<llove>><<lendear>>
<br>
<<else>>
<<He>> starts talking about all the paperwork <<he>> has to do for work. It's not very interesting.
<br><br>
<<link [[Change the subject|Avery Date Change]]>><<npcincr Avery love -1>><</link>><<llove>>
<br>
<<link [[Smile and nod|Avery Date Nod]]>><<npcincr Avery love 1>><<set $endear += 10>><<tiredness 1>><</link>><<gtiredness>><<glove>><<gendear>>
<br>
<<link [[Fidget|Avery Date Fidget]]>><<stress -6>><<set $endear -= 5>><<npcincr Avery rage 1>><</link>><<garage>><<lendear>><<lstress>>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"B-but," you say. "I want to choose my own food. Please."
<<elseif $speech_attitude is "bratty">>
"I can choose my own food," you say. "Thank you very much." You hold out your hand for the menu.
<<else>>
"I want to choose my own food," you say.
<</if>>
<br><br>
You order a sandwich. Avery seems irritated, but doesn't say anything. <<He>> orders a fish soup for <<himself>>.
<br><br>
<<He>> leans back and regards the restaurant.
<<if $rng gte 51 and C.npc.Avery.love gte 20 and $footdisable is "f">>
Something prods your groin. Then again. It rubs up and down. You glance under the table. Avery has removed <<his>> shoe and is molesting you with <<his>> foot. <<His>> face gives no clue of what <<hes>> up to.
<br><br>
<<link [[Enjoy it|Avery Date Enjoy]]>><<set $endear += 10>><</link>><<promiscuous1>><<gendear>>
<br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Return the favour|Avery Date Return]]>><<npcincr Avery love 1>><</link>><<promiscuous2>><<glove>>
<br>
<</if>>
<<link [[Kick away|Avery Date Kick]]>><<def 1>><<npcincr Avery love -1>><<set $endear -= 5>><<npcincr Avery rage 5>><</link>><<garage>><<llove>><<lendear>>
<br>
<<else>>
<<He>> starts talking about all the paperwork <<he>> has to do for work. It's not very interesting.
<br><br>
<<link [[Change the subject|Avery Date Change]]>><<npcincr Avery love -1>><</link>><<llove>>
<br>
<<link [[Smile and nod|Avery Date Nod]]>><<npcincr Avery love 1>><<set $endear += 10>><<tiredness 1>><</link>><<gtiredness>><<glove>><<gendear>>
<br>
<<link [[Fidget|Avery Date Fidget]]>><<stress -6>><<set $endear -= 5>><<npcincr Avery rage 1>><</link>><<garage>><<lendear>><<lstress>>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"B-but," you say. "I want to choose my own food. Please."
<<elseif $speech_attitude is "bratty">>
"I can choose my own food," you say. "Thank you very much." You hold out your hand for the menu.
<<else>>
"I want to choose my own food," you say.
<</if>>
<br><br>
You order the most expensive thing on the menu. Which turns out to be a fish soup. Avery bristles, but orders <<himself>> the same.
<br><br>
<<He>> leans back and regards the restaurant.
<<if $rng gte 51 and C.npc.Avery.love gte 20 and $footdisable is "f">>
Something prods your groin. Then again. It rubs up and down. You glance under the table. Avery has removed <<his>> shoe and is molesting you with <<his>> foot. <<His>> face gives no clue of what <<hes>> up to.
<br><br>
<<link [[Enjoy it|Avery Date Enjoy]]>><<set $endear += 10>><</link>><<promiscuous1>><<garousal>><<gendear>>
<br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Return the favour|Avery Date Return]]>><<npcincr Avery love 1>><</link>><<promiscuous2>><<garousal>><<glove>>
<br>
<</if>>
<<link [[Kick away|Avery Date Kick]]>><<def 1>><<npcincr Avery love -1>><<set $endear -= 5>><<npcincr Avery rage 5>><</link>><<garage>><<llove>><<lendear>>
<br>
<<else>>
<<He>> starts talking about all the paperwork <<he>> has to do for work. It's not very interesting.
<br><br>
<<link [[Change the subject|Avery Date Change]]>><<npcincr Avery love -1>><</link>><<llove>>
<br>
<<link [[Smile and nod|Avery Date Nod]]>><<npcincr Avery love 1>><<set $endear += 10>><<tiredness 1>><</link>><<gtiredness>><<glove>><<gendear>>
<br>
<<link [[Fidget|Avery Date Fidget]]>><<stress -6>><<set $endear -= 5>><<npcincr Avery rage 1>><</link>><<garage>><<lendear>><<lstress>>
<</if>><<effects>>
<<pass 20>>
You lean back and let Avery continue. <<He>> looks out the window with a blank expression as your arousal builds.
<<promiscuity1>>
<<arousal 3000>>
<<if $arousal gte $arousalmax>>
<<orgasm>>
Your moans turn a few heads. Avery withdraws <<his>> foot and winks just as the food arrives.
<<gggendear>><<set $endear += 30>>
<br><br>
<<else>>
<<He>> withdraws <<his>> foot and leans forward just as the food arrives.
<br><br>
<</if>>
<<link [[Next|Avery Date 3]]>><</link>>
<br><<effects>>
<<pass 20>>
You raise your leg above <<his>> and follow <<his>> example. <<He>> frowns in surprise, but then smiles.
<<promiscuity2>>
<<arousal 3000 "genitals">>
<<if $arousal gte $arousalmax>>
<<orgasm>>
Your moans turn a few heads. Avery withdraws <<his>> foot and winks just as the food arrives.
<<gggendear>><<set $endear += 30>>
<br><br>
<<else>>
<<He>> withdraws <<his>> foot and leans forward just as the food arrives.
<br><br>
<</if>>
<<link [[Next|Avery Date 3]]>><</link>>
<br><<effects>>
<<pass 20>>
You kick <<his>> leg away, freeing your <<genitals>> from <<his>> molestation. <<He>> frowns out the window.
<br><br>
The food soon arrives.
<br><br>
<<link [[Next|Avery Date 3]]>><</link>>
<br><<effects>>
<<pass 20>>
You succeed in steering the topic away from something so dull, but have trouble finding anything else <<hes>> interested in. It seems <<he>> spends most of <<his>> waking life working.
<br><br>
The food soon arrives.
<br><br>
<<link [[Next|Avery Date 3]]>><</link>>
<br><<effects>>
<<pass 20>>
You tune out the noise, but smile and nod. Avery seems satisfied.
<br><br>
The food soon arrives.
<br><br>
<<link [[Next|Avery Date 3]]>><</link>>
<br><<effects>>
<<pass 20>>
You play with your cutlery, your napkin, and whatever else your hands find on the table. "Don't fidget," Avery says. "You'll make us both look bad."
<br><br>
The food soon arrives.
<br><br>
<<link [[Next|Avery Date 3]]>><</link>>
<br><<effects>>
<<pass 20>>
<<if $phase is 0>>
<<wearProp "salad fork">>
The salad is nice, but the smell of Avery's fish soup wafts over and makes you wish you had something heartier.
<<elseif $phase is 1>>
<<wearProp "sandwich" 0 "ham">>
The sandwich is nice, and bigger than you expected given the price. Avery seems to be enjoying <<his>> fish soup.
<<elseif $phase is 2>>
<<wearProp "spoon">>
The soup is delicious. Avery seems to enjoy <<his>> too.
<</if>>
<<He>> chats between spoonfuls, stopping now and then to wave at patrons <<he>> recognises. They're all well-dressed.
<br><br>
<<if $endear gte 30>>
"Thank you for the pleasant evening, <<pcpetname "Avery">>," <<he>> says after dropping <<his>> spoon into the empty bowl. <<He>> takes your arm and leads you from the restaurant. <<He>> opens the door of <<his>> car for you.
<<elseif $endear gte 0>>
"You don't have to be so difficult," <<he>> says after dropping <<his>> spoon into the empty bowl. "Try not to embarrass me on the way out, <<pcpetname "Avery">>." You leave the restaurant together, and climb into <<his>> car.
<<else>>
<<He>> drops <<his>> spoon into the empty bowl and stands without a word. <<He>> grasps your arm and pulls you from the restaurant. <<He>> shoves you into <<his>> car.
<</if>>
<br><br>
<<link [[Next|Avery Date 4]]>><<endevent>><</link>>
<br><<effects>>
<<endevent>><<npc Avery>><<person1>>
<<averyscore>>
Avery drives you home. Once back at the orphanage <<he>> opens <<his>> heavy <<wallet>> and thumbs through the cash. <<He>> holds out <span class="gold">£<<print (C.npc.Avery.love * 10 + $endear * 10 + 10)>></span>. "You should buy something nice. My treat."
<br><br>
<<if $rng gte 51>>
You reach for the money, but <<he>> lifts it away from you. "First," <<he>> says. "I want to see more of you. Take off your clothes."
<br><br>
<<link [[Strip|Avery Date Strip]]>><</link>>
<br>
<<link [[Refuse|Avery Date Refuse]]>><</link>>
<br>
<<else>>
You reach for the money, but <<he>> lifts it away from you. "First," <<he>> says. <<He>> strokes your cheek, then leans forward for a kiss.
<br><br>
<<link [[Kiss|Avery Date Sex]]>><<set $sexstart to 1>><</link>><<promiscuous1>>
<br>
<<link [[Refuse|Avery Date Refuse]]>><<npcincr Avery rage 5>><<npcincr Avery love -1>><</link>><<garage>><<llove>>
<br>
<</if>><<effects>>
<<endevent>><<npc Avery>><<person1>>
<<averyscore>>
<<He>> opens the car door beside <<him>>. "Hop in."
<br><br>
<<He>> opens <<his>> heavy <<wallet>> and thumbing through the cash. <<He>> holds out <span class="gold">£<<print (C.npc.Avery.love * 10 + $endear * 10 + 10)>></span>. "A little something for your time."
<br><br>
You reach for the money, but <<he>> lifts it away from you. "First things first, <<pcpetname "Avery">>," <<he>> says. <<He>> pulls your body close, moving in for a kiss.
<br><br>
<<link [[Kiss|Avery Date Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<link [[Refuse|Avery Date Refuse 2]]>><<npcincr Avery rage 5>><<npcincr Avery love -1>><</link>><<garage>><<llove>>
<br><<effects>>
You climb out the car and walk up the path to the orphanage. Avery watches a moment before driving away.
<br><br>
<<storeon "averyCar" "check">>
<<if _store_check is 1>>
<<storeon "averyCar">>
<</if>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Domus Street]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
You push <<him>> away and try to leave the car. <<He>> pulls you back in and locks the door. "You don't show up nude to a date and not put out, you little tease. <span class="pink">This is happening.</span> Let's go somewhere a little more private where we can have some fun."
<br><br>
Holding you down to the seat by the hair, <<he>> drives to a secluded spot near the school. <span class="pink"><<He>> leaps on top of you.</span>
<br><br>
<<link [[Next|Avery Walk Rape]]>><<set $molestationstart to 1>><</link>>
<br><<effects>>
<<money `((C.npc.Avery.love * 10 + $endear * 10 + 10) * 100)` "avery">>
<<strip>>
<<if !playerChastity("hidden")>>
<<set $genderknown.pushUnique("Avery")>>
<</if>>
It's awkward in the confines of the car, but you remove your clothing until you're sat naked beside Avery. <<covered>> <<He>> stares at you for a long moment, then hands you the cash. "I'll be in touch, <<pcpetname "Avery">>," <<he>> says.
<br><br>
<<He>> watches you dress and exit the car. <<He>> lingers a moment longer before driving away.
<br><br>
<<endevent>>
<<link [[Next|Domus Street]]>>
<<clotheson>>
<<set $eventskip to 1>>
<<storeon "averyCar" "check">>
<<if _store_check is 1>>
<<storeon "averyCar">>
<</if>>
<</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>>
You kiss back. <<His>> hands explore your body. <<takeKissVirginity "Avery" `($dateCount.Avery gte 3?"loveInterest":"romantic")`>>
<<promiscuity1>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Avery Date Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Avery Date Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<money `((C.npc.Avery.love * 10 + $endear * 10 + 10) * 100)` "avery">>
"Good <<girl>>," <<he>> pants. <<He>> hands you the cash.
<<larage>><<npcincr Avery rage -5>><<glove>><<npcincr Avery love 3>>
<br><br>
<<tearful>> you climb from the car. <<He>> watches you a moment before driving away.
<br><br>
<<storeon "averyCar" "check">>
<<if _store_check is 1>>
<<storeon "averyCar">>
<</if>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Domus Street]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
<<He>> falls back against the steering wheel, giving you the chance you need.
<<ggarage>><<npcincr Avery rage 10>><<money `((C.npc.Avery.love * 10 + $endear * 10 + 10) * 100)` "avery">>
<br><br>
<<tearful>> you snatch the cash and run for the orphanage. <<He>> shouts something after you, but <<he>> doesn't follow. You hear <<him>> drive away.
<<ggarage>><<npcincr Avery rage 10>>
<br><br>
<<storeon "averyCar" "check">>
<<if _store_check is 1>>
<<storeon "averyCar">>
<</if>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Domus Street]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
"As you wish," <<he>> says, putting the cash back in <<his>> <<wallet>>.
<br><br>
<<tearful>> you climb from the car. <<He>> watches you a moment before driving away.
<br><br>
<<storeon "averyCar" "check">>
<<if _store_check is 1>>
<<storeon "averyCar">>
<</if>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Domus Street]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<set $outside to 0>><<effects>>
"It's okay," you whisper to Robin. "I recognise <<nnpc_him "Avery">>. It'll be safer than the streets."
<br><br>
Robin nods, but seems unconvinced. You both climb into the back of Avery's car.
<br><br>
The journey is short, though you're held up by traffic. Avery chats and glances at you through the rear-view mirror. "It makes sense I drop you off," <<he>> says at one point. "It's on my normal route. I should be able to pick you up too, every Monday, as well as any other day I get off early."
<<glove>><<npcincr Avery love 1>>
<br><br>
<<He>> ignores Robin, <<endevent>><<npc Robin>><<person1>>who stares at <<his>> hands the whole time.
<br><br>
Robin seems relieved when it's over.
<br><br>
<<link [[Next|School Front Courtyard]]>><<endevent>><</link>>
<br><<set $outside to 0>><<effects>>
<<if $speech_attitude is "meek">>
"Thank you," you say. "But we can walk the rest of the way."
<<elseif $speech_attitude is "bratty">>
"No," you say. "We're almost there anyway."
<<else>>
"It's okay," you say. "We can walk the rest of the way."
<</if>>
<br><br>
<<if C.npc.Avery.rage gte random(20, 100)>><<set $averyragerevealed to 1>>
Avery flashes Robin a dark look. <<He>> stares forward and taps <<his>> steering wheel then, having made up <<his>> mind, opens the door and steps out. "I gave you a polite offer," <<he>> snarls as <<he>> steps toward you. "Get in the fucking car." <<He>> grasps your arm and tries to pull you with <<him>>. <<He>> ignores Robin, who stands beside you clutching <<endevent>><<npc Robin>><<person1>><<his>> school bag.
<br><br>
<<endevent>>
<<npc Avery>><<person1>>
<<if C.npc.Robin.dom gte 91>>
<<set $robinaverybeat to 1>>
Avery looks over your shoulder. <<His>> rage falters a moment, and a school bag hurtles into <<his>> face. With a cry, <<he>> releases your arm and falls back against <<his>> car. Robin steps forward, retrieves <<endevent>><<npc Robin>><<person1>><<his>> bag, and brings it down on Avery's head. The weighty books inside make a solid impact. "Leave <<phim>> alone!" Robin shouts. "<<pShes>> mine!"
<br><br>
<<endevent>><<npc Avery>><<person1>>
Avery holds <<his>> arms up for protection and scrambles into <<his>> vehicle. <<He>> glares at Robin. "You'll regret that. I promise." <<His>> car screeches away.
<br><br>
<<endevent>><<npc Robin>><<person1>>
Robin wraps <<his>> arms around you and squeezes. <<Hes>> trembling. <<He>> doesn't stop squeezing until Avery is out of sight.
<br><br>
<<link [[Thank Robin|Avery Walk Thank]]>><<npcincr Robin love 3>><</link>><<gglove>>
<br>
<<link [[Tease Robin|Avery Walk Tease]]>><<npcincr Robin love 1>><<npcincr Robin lust 1>><</link>><<glove>><<glust>>
<br>
<<else>>
<<link [[Comply|Avery Walk Comply]]>><<npcincr Avery rage -5>><</link>><<larage>>
<br>
<<link [[Refuse|Avery Walk Refuse 2]]>><<npcincr Avery rage 5>><</link>><<garage>>
<br>
<</if>>
<<else>>
Avery flashes Robin a dark look, but smiles. It doesn't reach <<his>> eyes. "Suit yourself." <<He>> drives away.
<<llove>><<npcincr Avery love -1>>
<br><br>
"Sorry," Robin sounds relieved. "I hope you didn't refuse for my sake. <<He>> does scare me a little."
<<glove>><<npcincr Robin love 1>>
<br><br>
Robin's mood brightens as you walk the rest of the way to school.
<br><br>
<<link [[Next|School Front Courtyard]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<effects>>
<<endevent>><<npc Robin>><<person1>>
You bow your head and climb into the back of Avery's car. Robin watches you from the pavement, the worry on <<his>> face clear even at a distance.<<endevent>><<npc Avery>><<person1>>
<br><br>
Avery drives past the school, and into a nearby alleyway. <<He>> unbuckles <<his>> seatbelt and climbs into the back with you. <<He>> pushes you down. "Don't be difficult, <<pcpetname "Avery">>," <<he>> says. "Or I'll be late for work."
<br><br>
<<link [[Next|Avery Walk Rape]]>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Avery Walk Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Avery Walk Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> gasps in satisfaction. Without a word, <<he>> unlocks the doors and shoves you out.
<<larage>><<npcincr Avery rage -5>>
<br><br>
<<tearful>> you gather yourself. Avery drives away.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Oxford Street]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You shove <<him>> away from you, giving you the chance you need. <<tearful>> you unlock the doors and escape the car. You run down the alley and into the open street.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Oxford Street]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<set $outside to 0>><<effects>>
You try to pull away from Avery's grip, but <<he>> drags you closer to <<his>> car. You feel a tug on your other arm. It's Robin.<<endevent>><<npc Robin>><<person1>> "L-Let <<phim>> go," <<he>> says. "St-stop!"
<br><br>
<<endevent>>
<<npc Avery>><<person1>>
Together, you and Robin are able to keep Avery from pulling you any further. The struggle attracts attention from passers-by. Avery notices, and lets go. "I swear," <<he>> snarls. "You'll learn to respect your betters." <<He>> throws open <<his>> car door, climbs in, and drives away.
<<llove>><<garage>><<gstress>><<stress 6>><<gtrauma>><<trauma 6>><<npcincr Avery love -1>><<npcincr Avery rage 5>>
<br><br>
<<endevent>>
<<npc Robin>><<person1>>
You almost fall when Avery releases your arm, but Robin holds you upright. <<Hes>> trembling, but clings to you until Avery's car disappears around a bend, as if the wind could blow you away. "That was horrible," <<he>> says into your shoulder.
<br><br>
The rest of the journey is uneventful, but Robin insists <<he>> walk closer to the road.
<<gdom>><<glove>><<npcincr Robin dom 1>><<npcincr Robin love 1>>
<br><br>
<<link [[Next|School Front Courtyard]]>><<endevent>><</link>>
<br><<set $outside to 0>><<effects>>
"Thank you," you say. "You saved me."
<br><br>
<<Hes>> on the verge of tears. "I was afraid you'd be hurt," <<he>> says. "I didn't know what to do."
<br><br>
<<link [[Hug|Avery Walk Hug]]>><</link>>
<br>
<<if $robinromance is 1>>
<<link [[Kiss|Avery Walk Kiss]]>><</link>>
<br>
<</if>><<set $outside to 0>><<effects>>
"What was that you said?" you say. "'<<pShes>> mine'?"
<br><br>
Robin is already flushed, but <<his>> face turns a deeper red. "I-I," <<he>> manages. "Sorry I was rude. I was afraid you'd be hurt."
<br><br>
<<link [[Hug|Avery Walk Hug]]>><</link>>
<br>
<<if $robinromance is 1>>
<<link [[Kiss|Avery Walk Kiss]]>><</link>>
<br>
<</if>><<set $outside to 0>><<effects>>
You squeeze <<him>> back, and hold <<him>> in your arms for a few moments. <<He>> buries <<his>> face in your shoulder.
<br><br>
The rest of the journey is uneventful. Robin stays close to you the whole way.
<br><br>
<<link [[Next|School Front Courtyard]]>><<endevent>><</link>>
<br><<set $outside to 0>><<effects>>
You lean forward and kiss <<him>>. <<His>> eyes close, and <<he>> kisses back. <<His>> cheeks are wet when you pull away. Yours are too.<<takeKissVirginity "Robin" `($robinromance is 1?"loveInterest":"romantic")`>>
<br><br>
The rest of the journey is uneventful. Robin stays close to you the whole way.
<br><br>
<<link [[Next|School Front Courtyard]]>><<endevent>><</link>>
<br><<set $outside to 0>><<effects>>
<<if $phase is 0>>
<<person2>>
<<if $robinPickupTrauma is 1 or C.npc.Robin.dom lte 50 or C.npc.Robin.trauma gt 40>>
<<set $pickupRobinPresent to 0>>
"Yes, of course," you say. You look behind you, only to see a terrified Robin staring at you.
<br><br>
"Y-You go ahead," <<he>> says with a shaky voice. "I don't mean to be a bother..."
<br><br>
You decide it's best not to push things. Robin watches you climb into the car, and waves at you once you leave. Avery scoffs at <<him>> before heading out.
<<else>>
"It's okay," you tell Robin. "We'll be safer this way." <<He>> nods, but doesn't seem entirely convinced.
<br><br>
You hop into the back of the car, and Robin follows suit. "I hope today wasn't too busy for you," Avery says while you put on your seat belt. As you make your way to the orphanage, <<person1>><<he>> asks about your day at school and your grades. <<He>> politely tries to make smalltalk with Robin as well.
<br><br>
It doesn't take too long for you to arrive at the orphanage. Robin wastes no time taking <<person2>><<his>> seat belt off, thanking Avery for taking the two of you home safely before quickly stepping out of the car.
<br><br>
<<run setRobinLocationOverride("orphanage", 15)>>
<<if C.npc.Avery.rage gte random(20, 100)>>
You move to follow, but Avery grabs your arm tightly. "Where do you think you're going?" <<person1>><<he>> asks in a sinister tone. "You've been really acting up lately, and we can't have that. Seems to me like I need to put you in your place."
<br><br>
Avery locks the car doors. You see Robin standing outside near the orphanage doors, waiting for you to come out.
<br><br>
<<link [[Go quietly|Avery School Pickup Robin Molestation]]>><<endevent>><<set $molestationstart to 1>><<npcincr Avery love 1>><</link>>
<br>
<<link [[Call out to Robin|Avery School Pickup Robin Call]]>><</link>><<willpowerdifficulty 1 1000>>
<br>
/* <<if $submissive lte 500>> */
<<link [[Threaten|Avery School Pickup Robin Threaten]]>><<def 1>><</link>><<defianttext>>
/* <</if>> */
<<else>>
Just as you are about to leave, you hear Avery clear <<person1>><<his>> throat as <<he>> rests a hand on your shoulder. "Don't I get a reward now?" <<he>> says, turning <<his>> cheek towards you.
<br><br>
<<link [[Kiss|Avery School Pickup Robin Safe]]>><<set $phase to 0>><<npcincr Avery love 1>><</link>><<glove>>
<br>
<<link [[Refuse|Avery School Pickup Robin Safe]]>><<set $phase to 1>><<npcincr Avery rage 5>><<npcincr Avery love -1>><</link>><<garage>><<llove>>
<</if>>
<</if>>
<<else>>
You climb into Avery's car, and <<he>> drives you to the orphanage.
<</if>>
<<if $pickupRobinPresent is 0>>
<<person1>>
<<if $averyCrimeTracker eq null>>
<<set _crimeEvent to true>>
<<elseif $averyCrimeTracker gte 1000>>
<<set _crimeEvent to true>>
<</if>>
<<if crimeSumCurrent() gte 2000 and _crimeEvent is true and C.npc.Avery.rage gte random(20, 100) and $averyragerevealed is 1>>
You follow the road as expected, until you take a turn onto Barb Street.
<br><br>
Avery parks across from the police station. You feel uneasy. You've a criminal history, after all.
<br><br>
"What's wrong, <<pcpetname "Avery">>?" Avery says in a serious tone. "Nervous?" A couple of patrolling officers walk around the corner. They're coming this way. Will they recognise you?
<<if $averyCrimeTracker eq null>>
"I know what you've been up to."
<<else>>
"You're back on the wrong side of the law."
<</if>>
<<He>> continues. "Don't deny it." The officers stop a <<girl>> who looks like you. They're questioning <<phim>>.
"It's every citizen's duty to report any crimes they witness." <<He>> looks at you. "The last thing I want is to be witnessed with a criminal." <<He>> smiles.
<br><br>
<<set $averyCrimeTracker to 0>>
/* <<if $submissive gte 1500>> */
<<link [[Plead|Avery School Pickup Plead]]>><<sub 1>><<npcincr Avery rage -5>><</link>><<larage>><<submissivetext>>
<br>
/* <</if>> */
/* <<if $submissive lte 500>> */
<<link [[Threaten|Avery School Pickup Threaten]]>><<def 1>><<npcincr Avery rage 5>><</link>><<garage>><<defianttext>>
<br>
/* <</if>> */
<<link [[Try to escape|Avery School Pickup Escape]]>><<npcincr Avery rage 5>><</link>><<athleticsdifficulty 1 1200>><<garage>>
<br>
<<link [[Offer yourself|Avery School Pickup Seduction]]>><</link>><<promiscuous1>>
<br>
<<else>>
It seems to be the same path the bus takes. Soon enough, the two of you make it to the orphanage.
Before you can take off your seat belt, you hear Avery clear <<his>> throat, and <<he>> rests a hand on your shoulder. "Don't I get a reward for bringing you home safe and sound, <<pcpetname "Avery">>?" <<He>> taps a finger to <<his>> lips.
<br><br>
<<link [[Kiss|Avery School Pickup Kiss]]>><<npcincr Avery love 1>><</link>><<glove>>
<br>
<<link [[Just leave|Avery School Pickup Leave]]>><</link>>
<br>
<</if>>
<</if>><<if $molestationstart is 1>>
<<npc Avery>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<He>> takes you to a secluded alley in Domus Street, not too far from the orphanage. "Now stop crying and shut it," Avery says. "And I may forgive you just yet."
<<set $location to "alley">>
<br><br>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Avery School Pickup Robin Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Avery School Pickup Robin Molestation]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Avery sits back in <<his>> seat once <<hes>> finished using you. "I think you got the message, as clear as day," <<he>> says in between heavy breaths. <<He>> shoves you to the side. "Now get out, and you better start behaving from now on."
<<larage>><<npcincr Avery rage -5>>
<br><br>
<<clotheson>>
<<endcombat>>
<<tearful>> you gather yourself and get out of the car. You waste no time walking back to the orphanage.
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><<set $eventskip to 1>><</link>>
<<else>>
"Ah, fuck!" <<He>> recoils back in pain, giving you an opportunity to unlock the door and sprint away. By the time Avery recovers, you're on the orphanage's front steps. You see Avery's car reverse out of the alley, driving away from the scene. Looks like you're safe now.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Residential alleyways]]>><<endevent>><<set $eventskip to 1>><</link>>
<</if>><<effects>>
<<if $willpowerSuccess>>
You knock on the window with your fist, desperately trying to get Robin's attention. <span class="green"><<person2>><<He>> turns around just in time to notice your cries for help.</span> Avery slams on the gas pedal, and Robin watches in horror as you are taken away.
<br><br>
<<link [[Next|Avery School Pickup Robin Call 2]]>><</link>>
<<else>>
You try to call for Robin's aid, <span class="red">but you're overcome with fear.</span> The words choke in your throat and tears sting your eyes.
<br><br>
"Stop crying," <<he>> says dismissively. "No one's going to help you."
<br><br>
<<link [[Next|Avery School Pickup Robin Molestation]]>><<endevent>><<set $molestationstart to 1>><</link>>
<</if>><<effects>><<set $location to "alley">>
"Keep it quiet, will you?" Avery says. "I'm trying to drive."
<br><br>
<<person1>><<He>> takes you to a secluded alley in Domus Street, not too far from the orphanage. "Now stop crying and shut it," Avery says. "And I may forgive you just yet."
<br><br>
Before <<he>> has a chance to do anything, you hear something knocking against the car.
<br><br>
"Oh, for the love of-" Avery says before getting out. <<He>> looks around for the culprit and turns just in time to see a rock of considerable size being hurled towards the car. It hits the rear windshield and shatters it into a thousand pieces. Robin stands at the end of the alley. It's clear who is responsible for this.
<br><br>
"What the fuck do you think you're doing!?" <<His>> face red with anger, Avery storms towards Robin, giving you a chance to get out. Robin quickly comes to <<person2>><<his>> senses, realising what <<he>> has just done.
<br><br>
<<link [[Next|Avery School Pickup Robin Call 3]]>><</link>><<effects>>
Unable to contain <<person1>><<his>> wrath, Avery grabs Robin by the collar and raises <<his>> fist. "I've had just about enough of you, you fucking brat!" Robin yelps and covers <<person2>><<his>> face with <<his>> hands in fear.
<br><br>
In a stroke of luck, a <<generate3>><<person3>><<person>> notices the fight and decides to intervene. "Oi, leave the kid alone, you psycho, or I'm calling the cops!" Avery quickly releases Robin, who stands frozen in fear. Avery walks back to the car, shoving past you. <<person1>><<He>> drives away, leaving the two of you alone at last.
<br><br>
Robin rushes towards you and almost knocks you over with a tight hug. <<person2>><<He>> sobs into your shoulder. "I-I'm sorry, I didn't know what to do and I just..."
<br><br>
You comfort Robin and wipe the tears off <<his>> face. You tell <<him>> everything is fine now, and <<he>> shouldn't worry.
<br><br>
<<set $robinPickupTrauma to 1>>
<<link [[Hug|Avery School Pickup Robin Call 4]]>><<set $phase to 0>><</link>>
<br>
<<if $robinromance is 1>>
<<link [[Kiss|Avery School Pickup Robin Call 4]]>><<set $phase to 1>><</link>>
<</if>><<effects>>
<<if $phase is 0>>
You embrace Robin once more, holding <<him>> tightly against your body.
<br><br>
"I promise I won't let anyone else hurt you," Robin says. You walk together back to the orphanage. <<He>> doesn't let go of you at any point.
<br><br>
<<else>>
You lean in, and you share a long passionate kiss. Your touch manages to calm Robin down almost immediately. <<takeKissVirginity "Robin" `($robinromance is 1?"loveInterest":"romantic")`>>
<br><br>
"Thank you for saving me," you say.
<br><br>
Robin smiles, <<his>> joy nearly bringing <<him>> to tears once more. You walk hand in hand back to the orphanage together. Robin holds you tightly the whole way.
<br><br>
<</if>>
<<link [[Next|Orphanage]]>><<endevent>><<set $eventskip to 1>><</link>><<effects>>
"Don't be daft," you say. "You even think about touching me, and you'll have to answer to Bailey!"
<br><br>
"Fine," Avery snarls. "Go, then. Pretend this never happened."
<br><br>
<<He>> unlocks the car doors, allowing you to make your way out. You meet with Robin at the doors to the orphanage. Avery peels away from the curb.
<br><br>
"Your friend scares me like nothing else," Robin says. "But it was nice of <<him>> to bring us home."
<br><br>
The two of you walk into the orphanage. Robin seems relieved.
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><<set $eventskip to 1>><</link>><<effects>>
<<if $phase is 0>>
You bend forward and kiss Avery's cheek. You don't think Robin noticed at all. "I'll see you soon," <<he>> says before you step out. Avery waves at you before driving away.
<br><br>
<<else>>
You ignore Avery's request and step out of the car. <<He>> frowns at you, but lets you go anyway. Once outside, <<he>> waves at you before driving away.
<br><br>
<</if>>
Robin seems relieved now that Avery is gone. "I know you trust <<him>>, but... that still doesn't make it any less scary," <<person2>><<he>> says. "Let's just go inside, okay?" Robin walks into the orphanage and beckons for you to follow. <<He>> appears calmer now that you are both safe at home.
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><<set $eventskip to 1>><</link>><<effects>>
<<if C.npc.Avery.rage gte random(20, 100)>><<set $averyragerevealed to 1>>
"Sorry, but we had plans for today," you explain. Avery doesn't seem satisfied with your response in the slightest, and <<person1>><<his>> face flashes with anger. <<He>> leans out of the car and gives you a level look.
<br><br>
"Listen to me very closely," <<he>> says. "I won't repeat myself. You had better get in right now, or I swear..." <<He>> pauses for a moment, noticing the small crowd of students now gathered around you.
<br><br>
Robin intervenes. "<<pShe>> already said no. Why don't you just leave us alone?"
<br><br>
Avery glares at Robin, infuriated. <<He>> grips the steering wheel, barely able to contain <<himself>>.
<br><br>
"This is far from over. We're going to have a long talk, you and I," Avery declares before finally driving away.
<br><br>
You feel Robin clinging tightly to you as Avery makes <<his>> departure. "I was so scared," Robin says, now in a more relieved tone. "What does <<he>> really want with you?"
<br><br>
You hold Robin close to you and do your best to calm <<person2>><<him>> down. You walk with Robin back to the orphanage and soon enough, the two of you make it back home safely.
<br><br>
<<else>>
"Thank you, but no," you say. "We have somewhere else to go."
<br><br>
Avery nods. "Very well, but be careful." <<person1>><<He>> waves at you before driving away.
<br><br>
Robin sighs in relief. "Your friend makes me really uneasy," <<person2>><<he>> says. "Where did the two of you meet?"
<br><br>
You wisely decide to change the subject as you walk with Robin back to the orphanage, chatting along the way.
<br><br>
<</if>>
<<link [[Next|Orphanage]]>><<run setRobinLocationOverride("orphanage", 15)>><<endevent>><<set $eventskip to 1>><<pass 20>><</link>><<effects>>
<<if $speech_attitude is "meek">>
"Thanks for the offer, but I have other things to do. Sorry,"
<<elseif $speech_attitude is "bratty">>
"I'm busy,"
<<else>>
"No need, I have other things to do,"
<</if>>
you say.
<br><br>
<<if crimeSumCurrent() gte 1000 and C.npc.Avery.rage gte random(20, 100)>><<set $averyragerevealed to 1>>
<<His>> eyes flash with anger, and <<his>> tone changes. "I said, get in the..." You notice a small circle of students has gathered around you. Among the whispers, a <<generatey2>><<person2>><<person>> calls out "Who is that creep anyway?" Avery comes to <<person1>><<his>> senses and relents. "Goodbye," <<he>> says in a dry and serious tone, before quickly making <<his>> way out.
<br><br>
The students begin to disperse, with a few concerned glances crossing your way.
<br><br>
<<link [[Next|Oxford Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<<else>>
<<He>> frowns. "Are you sure?" <<He>> wears a painted smile. "Alright, have it your way." Avery drives away without saying anything else.
<br><br>
<<link [[Next|Oxford Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<</if>><<effects>>
You lean in and plant a kiss on Avery's lips. <<He>> smiles, and you climb from the car. <<He>> watches you for a moment before driving away.<<takeKissVirginity "Avery" `($dateCount.Avery gte 3?"loveInterest":"romantic")`>>
<br><br>
<<endevent>>
<<link [[Next|Domus Street]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
You quickly open the door and step out from the car. Avery frowns, and you
<<if $speech_attitude is "meek">>
give <<him>> an innocent smile.
<<elseif $speech_attitude is "bratty">>
look away, doubling your pace.
<<else>>
stick your tongue out at <<him>>.
<</if>>
<<He>> watches you for a moment before driving away.
<br><br>
<<endevent>>
<<link [[Next|Domus Street]]>><<set $eventskip to 1>><</link>>
<br><<effects>><<pain 5>>
You can barely contain the panic. "Please, no!" you say. "You wouldn't make me go through that, would you?"
You lean over and hold onto <<him>>, looking into <<his>> eyes. "I had no choice. Please believe me. I'll be on my best behaviour from now on." <<His>> expression softens.
<br><br>
<<He>> places a hand on your head, and smiles again. "You have to understand," <<he>> says. "If someone like me was seen with a known criminal?"
<br><br>
You lean closer. "Please?"
<br><br>
<<He>> sighs. "As if I could bear to watch you get taken away. Come on, <<pcpetname "Avery">>, let's get you home." You smile and plant a kiss on <<his>> cheek, before sitting back in your seat.
<br><br>
Soon enough, the two of you make it to the orphanage.
Before you can take off your seat belt, you hear Avery clear <<his>> throat, and <<he>> rests a hand on your shoulder. "Don't I get a reward for bringing you home safe and sound?" <<He>> taps a finger to <<his>> lips.
<br><br>
<<link [[Kiss|Avery School Pickup Kiss]]>><<npcincr Avery love 1>><<pain -5>><</link>><<glove>>
<br>
<<link [[Just leave|Avery School Pickup Leave]]>><<pain -5>><</link>>
<br><<effects>>
You look at Avery and scoff. "You expect me to believe you'd give me up that easily?" you say."If you're not bluffing, then we have nothing else to discuss." You reach for the door, but <<he>> grabs your hand.
<br><br>
"You don't realise the stakes," <<he>> snarls. "If you step out of this car, I'll-"
<br><br>
"You'll what?" you interrupt. "Hand me to the police? I'll tell them every sordid detail about what we've done together. You're not committing social suicide. You're bluffing."
<br><br>
There's a long pause. Avery looks incensed, but then <<he>> laughs. "You're a smart little shit." <<He>> starts up the engine. The ride to the orphanage is dead silent.
<br><br>
Once there, you step out of the car without a word. <<He>> watches you for a moment before driving away.
<br><br>
<<endevent>>
<<link [[Next|Domus Street]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<if $athleticsSuccess>>
You unlock the car door, and break into a run. "Wait, where are you-" Avery calls after you. The police officers notice you running, and sprint after you. You hear <<his>> tires screech as Avery speeds away.
<br><br>
<span class="green">You manage to outrun the police and slip into an alleyway.</span> Avery is long gone, and after a few minutes, the coast seems clear.
<br><br>
<<endevent>>
<<link [[Next|Commercial alleyways]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You unlock and open the car door, and spring from your seat. <span class="red">However, Avery grabs you by the arm and pulls you back.</span>
<br><br>
"Are you out of your mind?!" <<he>> shouts, thrusting you back into your chair. <<He>> starts the engine with the passenger door still open. "I wasn't going to have you arrested. I was trying to scare some sense into you!"
<br><br>
You close the door and put your seatbelt back on. The ride home passes in silence, until Avery parks across from the orphanage and laughs. "You really are something else, <<pcpetname "Avery">>. You can't always run from your misdeeds. You'll learn that the hard way." <<He>> points at the door.
<br><br>
<<if C.npc.Avery.rage gte random(20, 100)>><<set $averyragerevealed to 1>>
As you step out of the car, <span class="red"><<he>> slams the wheel with a fist.</span> "I'll teach you that lesson myself if I have to." You decide not to wait around to find out what <<he>> means.
<br><br>
<</if>>
<<He>> watches you walk away for a moment before driving away.
<br><br>
<<endevent>>
<<link [[Next|Domus Street]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
<<endevent>><<npc Avery>><<person1>>
<<set $seductiondifficulty to 2000>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>>
<span class="gold">You feel more confident in your powers of seduction.</span>
<br><br>
<</if>>
<<seductionskilluse>>
You lean into Avery, placing a hand on <<his>> lap.
<<if $speech_attitude is "meek">>
"Please... I'll let you do whatever you want to me."
<<elseif $speech_attitude is "bratty">>
"Blackmail is a weakness of mine. It gets me all hot and bothered."
<<else>>
"I know what you want. I'll give it to you, if you forget about my behaviour."
<</if>>
<<promiscuity1>>
<<if $seductionrating gte $seductionrequired>>
<<He>> looks surprised, as if <<he>> wasn't expecting this. <<He>> quickly sits up, and resumes <<his>> smug demeanor. "How can I say no to a request like that?"
<br><br>
<<link [[Next|Avery School Pickup Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<else>>
Avery is silent for a moment, but begins snickering under <<his>> breath. It soon breaks out into full blown laughter. After a few more moments, <<he>> speaks. "You're lucky I wasn't seriously considering turning you in, because that wouldn't have worked if I was." <<He>> begins driving, and you can't help but feel embarrassed.
<br><br>
The ride home passes in silence, until Avery parks across from the orphanage and laughs again. "You really are something else." <<He>> motions for you to exit.
<br><br>
<<He>> watches you walk away for a moment before driving away.
<br><br>
<<endevent>>
<<link [[Next|Domus Street]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>>
<<He>> kisses you, and <<his>> hands explore your body. <<takeKissVirginity "Avery" `($dateCount.Avery gte 3?"loveInterest":"romantic")`>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Avery School Pickup Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Avery School Pickup Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Good <<girl>>," <<he>> pants. <<He>> gently guides you back into your seat, and begins driving again.
<<larage>><<npcincr Avery rage -5>><<glove>><<npcincr Avery love 3>>
<br><br>
The ride home passes in silence, and Avery parks across from the orphanage.
<br><br>
<<tearful>> you climb from the car. <<He>> watches you a moment before driving away.
<br><br>
<<clotheson>>
<<endcombat>>
<<endevent>>
<<link [[Next|Domus Street]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
<<He>> falls back against the steering wheel, giving you the chance you need.
<<ggarage>><<npcincr Avery rage 10>>
<br><br>
<<tearful>> you make a run for it. <<He>> shouts something after you, but <<he>> doesn't follow. You hear <<him>> drive away.
<<clotheson>>
<<endcombat>>
<<endevent>>
<<link [[Next|Commercial alleyways]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
"Such a tease. You're lucky I wasn't actually serious about having you arrested, <<pcpetname "Avery">>," <<he>> says. <<He>> guides you back into your seat, and begins driving.
<br><br>
The ride home passes in silence, and Avery parks across from the orphanage.
<br><br>
<<tearful>> you climb from the car. <<He>> watches you a moment before driving away.
<br><br>
<<clotheson>>
<<endcombat>>
<<endevent>>
<<link [[Next|Domus Street]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
<<if $phase is 1>>
You duck into the nearby alleyway and wait, but Avery does not stop driving. Running out, you find that there's a
<<else>>
The car passes you by without stopping. You see a
<</if>>
<<if $averyLastApp>>
<<generateNPC 2 t $averyLastApp>>
<<else>>
<<generateNPC 2 t $player.gender_appearance>>
<</if>>
<<person2>><<person>> sitting in the front seat.
<<if $phase is 2>>
Avery was talking to <<him>> while keeping <<person1>><<his>> eyes on the road. If <<he>> saw you, <<he>> had not given away any indication.
<</if>>
<<saveNPC 1 avery_sidepiece>>
<<set $averyPub to 1>>
<<if $bus is "harvest">>
They slow to a stop some way down, <span class="blue">across the street from the pub.</span>
<br><br>
<<endevent>>
<<destinationeventend>>
<<else>>
Judging by the direction, they're headed towards <span class="blue">Harvest Street.</span>
<br><br>
<<endevent>>
<<destinationeventend>>
<</if>><<effects>>
<<person2>>
You keep away from the bar and enter the restroom, finding the <<person>> <<if $pronoun is "m">>adjusting <<his>> clothes<<else>>primping <<himself>><</if>> anxiously by the sinks.
<<if $player.gender_appearance isnot $pronoun>>
<<He>> seems taken back from seeing you in the wrong gender's bathroom, but relaxes after recognising you. <<He>> goes back to fixing <<his>> appearance in the mirror.
<<else>>
<<He>> glances at you as you enter and recognises you, waving a friendly greeting.
<</if>>
<br><br>
<<link [[Encourage date|Avery Dismissal Encourage]]>><<trauma 6>><<stress 6>><<hope 2>><</link>><<gtrauma>><<gstress>><<ghope>>
<br>
<<link [[Warn about Avery|Avery Dismissal Warn]]>><<trauma -20>><<stress -20>><<hope -1>><</link>><<lltrauma>><<llstress>><<lhope>>
<br>
<<link [[Threaten|Avery Dismissal Threaten]]>><<stress 6>><<reb -1>><</link>><<gstress>><<lreb>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"Are you nervous about your date outside?" you ask. "Don't be. I think you two will look good together."
<<elseif $speech_attitude is "bratty">>
"You're behind on Bailey's payments, right?" you ask. "I bet that <<nnpc_gender "Avery">> pays well. Really well."
<<else>>
"Who's the cutie with you?" you lie, "Seems like quite the catch! I'm jealous."
<</if>>
<br><br>
You keep talking up Avery without giving away too much. Though you're worried that you may have come across as too eager, the <<person>> seems to be mollified by your words.
<<He>> thanks you for the encouragement and leaves the restroom with a new spring in <<his>> step. <<ghope>>
<br><br>
You wait a few minutes, and leave the restroom after <<him>>. You see <<him>> leaning into Avery at the bar, and they both look happy.
<br><br>
You can only hope that Avery will treat <<him>> better than <<nnpc_he "Avery">> had treated you.
<br><br>
<<set $averyDismissalScene to 1>>
<<dismissAvery>>
<<link [[Leave the pub|Harvest Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<person1>>
<<if $speech_attitude is "meek">>
"Avery is dangerous," you plead. "Please don't continue this. <<He>> will hurt you."
<<elseif $speech_attitude is "bratty">>
"There are easier targets out there than Avery," you say. "That rich sleaze? Not worth it."
<<else>>
"Be careful," you say, "Avery's not as charming as <<he>> looks."
<</if>>
<br><br>
"How did you know <<his>> name?" the <<person2>><<person>> asks. You spend the next few minutes describing the dates you had with Avery. You then show <<him>> some of the bruises you earned from your previous fights, and briefly share your experiences when you refused Avery's advances.
The <<person>> nods, shocked at the events you described.
<<if ($loft_kylar or $loft_independentLab)>>
<<He>> then <<npcUndressText $NPCList[0] "upper" "self">>, revealing a can of pepper spray. "I'd like to see <<nnpc_him "Avery">> try that with me... but you're right,"
<<elseif $orphan_hope lte 0>>
"I really needed the money from this... but you're right, it isn't worth it,"
<<else>>
"Thank you for warning me,"
<</if>>
<<he>> says, "What should we do now?" <<lhope>>
<br><br>
You suggest that <<he>> leaves the bar while you distract Avery. <<He>> squeezes your forearm in solidarity as the two of you go your separate ways.
<br><br>
<<set $averyDismissalScene to 2>>
<<link [[Next|Avery Dismissal Confront]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"You should stop talking to the <<nnpc_gender "Avery">> outside," you say with determination. "I insist."
<<elseif $speech_attitude is "bratty">>
You walk up to the <<person>> and order, "Avery is mine. Stay away from <<nnpc_him "Avery">>!"
<<else>>
"I wouldn't continue this date of yours," you say. "if you know what's best for you."
<</if>>
The <<person>> sees your menacing gaze, decides that it's not a good idea to further provoke you, and flees the bathroom. After a few moments of fixing your appearance in the mirror, you leave to find your lover. <<lreb>>
<br><br>
<<link [[Next|Avery Dismissal Bar]]>><</link>>
<br><<effects>>
You slide into the seat the <<person2>><<person>> abandoned. <span class="green"><<He>> left <<his>> drink behind as well.</span> Avery notices you and frowns, but doesn't do anything else, looking straight ahead.
You wonder how different this would go if you weren't in public.
<br><br>
<<person1>>
<<if $speech_attitude is "meek">>
The two of you sit in silence for a while. You have no idea how to proceed, now that <<hes>> right next to you.
<<elseif $speech_attitude is "bratty">>
"How could you?" you spit in anger. "How dare you see another <<person2>><<personsimple>><<person1>> behind my back?"
<<else>>
"I know we aren't exactly exclusive," you try for a joke, "But surely I'm enough of a handful for you?"
<</if>>
<br><br>
"I thought this was what you wanted," Avery finally says, "For me to leave you alone. Perhaps you could extend the same civility towards me."
<<He>> sips <<his>> wine casually, but you can see that <<he>> has a tight grip on <<his>> glass.
<br><br>
<<link [[Apologise|Avery Dismissal Apologise]]>><</link>>
<br>
<<link [[Break-up with Avery|Avery Dismissal Break]]>><</link>>
<br>
<<link [[Throw the drink in Avery's face|Avery Dismissal Throw]]>><<trauma -20>><<stress -20>><</link>><<lltrauma>><<llstress>>
<br><<effects>>
<<person1>>
You walk right up to the bar where Avery is. <<He>> notices your approach, but doesn't move from <<his>> seat.
<<person2>>
<<if $speech_attitude is "meek">>
"I warned <<him>> about you," you say. "You won't hurt any more people."
<<elseif $speech_attitude is "bratty">>
"<<Hes>> not coming back," you proudly announce. "I hate being a snitch, but your ugly face deserves it."
<<else>>
"<<Hes>> not coming back," you announce. "I warned <<him>> about your little rage issues."
<</if>>
<<endevent>>
<<npc Avery>><<person1>>
<br><br>
You step backwards, about to run after making your proclamation, but Avery is faster. <<He>> grabs your arm, drags you to a secluded area of the pub, and throws you onto the ground. <<trauma 20>><<pain 3>><<ggtrauma>><<gpain>>
<br><br>
<<link [[Next|Avery Dismissal Fight]]>><<set $fightstart to 1>><</link>>
<br><<effects>>
<<if C.npc.Avery.love lt 50>>
<<if $speech_attitude is "meek">>
"Okay," you say. "It's for the best. I hope you treat <<person2>><<him>> better than you treated me. Goodbye."
<<elseif $speech_attitude is "bratty">>
"Finally!" you reply. "You're someone else's problem now. See you never!"
<<else>>
"Good," you reply. "I'm glad that you can take the hint."
<</if>>
<<else>>
<<if $speech_attitude is "meek">>
You feel like you're about to cry. "Thank you for taking care of me," you say in place of a goodbye.
<<elseif $speech_attitude is "bratty">>
"Fine. Just know that you're not breaking up with me, I'm the one who's breaking up with you!" you exclaim in a show of bravado. Your outburst is ignored.
<<else>>
"Sure. I know when I'm not wanted too," you reply. "See you around, I guess. Or maybe not. Whatever."
<</if>>
<</if>>
<br><br>
You raise up from your seat and walk away, feeling a strange sense of calm now that you'll likely never see Avery again. <<trauma -50>><<stress -100>><<llltrauma>><<lllstress>>
<br><br>
<<set $averyDismissalScene to 1>>
<<dismissAvery>>
<<link [[Leave the pub|Harvest Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<person1>>
<<if $speech_attitude is "meek">>
"I'm sorry for being bad," you apologise, looking down at the floor shamefully. "Really, I... I didn't mean for this to happen..."
<<elseif $speech_attitude is "bratty">>
"Come on, give me a second chance?" you say.
<<else>>
"Maybe we can try and talk it out. I still want to fix this," you say.
<</if>>
<br><br>
Avery turns and faces you. "I had given you plenty of chances to fix your behaviour, and yet you never did. Why should I stay with an insolent <<girl>> like you?"
<<He>> stops paying attention to you and returns to <<his>> glass of wine. The conversation is clearly over.
<br><br>
<<link [[Get on your knees and beg|Avery Dismissal Beg]]>><<trauma 3>><<stress 3>><<npcincr Avery love 5>><<npcincr Avery rage -70>><</link>><<gtrauma>><<gstress>><<gglove>><<lllarage>>
<br>
<<link [[Break-up with Avery|Avery Dismissal Break]]>><</link>>
<br>
<<link [[Throw the drink in Avery's face|Avery Dismissal Throw]]>><<trauma -20>><<stress -20>><</link>><<lltrauma>><<llstress>>
<br><<effects>>
<<person1>>
You get down on your knees in front of Avery. The few other people currently in the pub look towards the bar in interest, waiting to see how this will play out.
They're whispering amongst themselves, but the distance makes it hard to hear exactly what they're saying. You keep your eyes on the floor and stay in place, wondering how <<he>> will respond.
<br><br>
<<if C.npc.Avery.love lt 25>>
Moments later, you hear Avery standing up from <<his>> chair. You then hear the <<if $pronoun is "m">>steps of <<his>> shoes<<else>>clicking of <<his>> heels<</if>> as <<he>> leaves the pub. <<stress 20>><<ggstress>>
<br><br>
You stay kneeling, hoping that <<he>> will return, hoping that you haven't seen the last of <<him>>. The bartender eventually comes over and asks you to leave.
<br><br>
<<set $averyDismissalScene to 1>>
<<dismissAvery>>
<<link [[Leave the pub|Harvest Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
A few quiet moments pass. You feel a pair of hands grasping under your shoulders, and bringing you off the floor. You look up and see that it's Avery.
<<He>> places a hand on your cheek and gazes at you tenderly.
<br><br>
"How can I refuse such a devoted gesture?" <<he>> says, "But you're embarrassing yourself. There are better ways to show how sorry you are. Come with me."
<<He>> takes your hand and leads you outside. <<takeHandholdingVirginity "Avery" "romantic">>
<br><br>
<<endevent>><<npc Avery>><<person1>>
<br><br>
<<link [[Next|Avery Dismissal Sex]]>><<set $sexstart to 1>><</link>>
<br>
<</if>><<effects>>
<<endevent>>
<<wearProp "wine">>
<<npc Avery>><<person1>>
Angered by <<his>> words, <span class="red">you pick up the abandoned drink and throw it onto Avery's face.</span>
You know you'll regret your actions immediately afterwards, but seeing Avery's face and clothes drenched in wine brings you a thrilling satisfaction.
<br><br>
Sure enough, Avery responds by grabbing your arm. <<He>> drags you to a secluded area of the pub, and throws you onto the ground. <<trauma 20>><<pain 3>><<ggtrauma>><<gpain>>
<<set $averyDismissalScene to 1>>
<br><br>
<<link [[Next|Avery Dismissal Fight]]>><<handheldon>><<set $fightstart to 1>><</link>>
<br><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<enable_rescue>>
<<npcidlegenitals>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Avery Dismissal Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Avery Dismissal Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
You take the moment to push Avery off you. "It's over!" you declare to <<him>>. <<tearful>> you back off.
<br><br>
The other patrons of the bar stare after you, but you ignore them as you walk out.
<<elseif $enemyhealth lte 0>>
Avery recoils and drops to the floor. "Never touch me, or anyone else from the orphanage, ever again!" you shout at <<him>>.
<<tearful>> you flee the scene.
<br><br>
You see a few of the patrons staring at you with concern, but you ignore their gazes as you rush outside.
<<elseif $rescue is 1 and $alarm is 1>><<set $rescued += 1>>
Your calls attract the attention of the bartender, a <<generate2>><<person2>><<person>>. <<He>> grabs Avery and pulls <<him>> off of you. You call out your thanks to <<him>> as you run out of the bar.
You hear <<him>> yelling something about calling the police, but you're outside before hearing the rest.
<<else>>
You withdraw yourself into a ball, too overwhelmed to continue to fight back Avery's assault.
<<He>> spits on your face and stares at your defeated form as <<he>> smooths <<his>> dishevelled clothes back down.
<br><br>
"Goodbye." <<He>> kicks you one last time. You watch as <<he>> strides out of the pub.
You lie still and try your best not to think of the pain. The bartender, a <<generate2>><<person2>><<person>>, comes over and helps you up to a nearby seat.
<<Hes>> concerned, but you brush off <<his>> offer of calling the cops. <<He>> leaves you be after bringing you a glass of water.
<</if>>
<<clotheson>>
<<endcombat>>
You doubt you will ever see Avery again.
<br><br>
<<dismissAvery>>
<<link [[Leave the pub|Harvest Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 200>>
Avery takes you to <<his>> car and opens the back door. <<He>> pushes you gently onto the back seat as <<he>> touches you all over.
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Avery Dismissal Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Avery Dismissal Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Avery holds you close. You rest your head on <<his>> chest and catch your breath.
<<if $speech_attitude is "meek">>
"I will never make you angry again," you promise.
<<elseif $speech_attitude is "bratty">>
"I missed this. I really did," you grudgingly admit.
<<else>>
"I wish we had never fought," you finally say.
<</if>>
<br><br>
<<He>> doesn't reply, but <<he>> keeps stroking your back. The two of you stay pressed together for a long while. <<lllarage>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Avery Dismissal Home]]>><</link>>
<<else>>
Avery's face slams into the steering wheel, causing a loud honk. <<He>> manages to push you out of the car onto the hard pavement.
"After all I did for you!" <<he>> shouts at you. <<He>> speeds away, leaving you coughing in a cloud of dust and exhaust.
<<clotheson>>
<<endcombat>>
You doubt you will ever see Avery again.
<br><br>
<<set $averyDismissalScene to 1>>
<<dismissAvery>>
<<link [[Next|Harvest Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
<<npc Avery>><<person1>>
You are driven home by Avery. The two of you didn't talk at all on the way, but the quiet is a peaceful one.
<br><br>
You step back outside and wave goodbye as Avery's car speeds away. You expect that <<he>> will find you to settle on a date next week, as always.
<br><br>
<span class="green"><i><<Hes>> forgiven you, for now. It'd be best to not make <<him>> angry again.</i></span>
<br><br>
<<unset $averyPub>>
<<unset $averyDismissalScene>>
<<link [[Next|Domus Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>><<set $phase to 0>><<seenPassage>>
You climb inside and sit down next to Avery. <<He>> reaches over you and shuts the door. You're alone with <<him>>, though you can see the pilot's head through a pane of glass up-front. You feel a bit giddy as the helicopter takes off. Avery dons a sly smile.
<br><br>
"I'm on my way to meet an important client near Danube Street, so I got permission to use the company heli. The meeting is very important, but I thought I'd make some time for you. I hope you know to appreciate the gesture."
<br><br>
You look out of the window and watch the town growing smaller and smaller beneath you. Above stretches the infinite sky.<br><br>
<<if !playerBellyVisible()>>
Avery pours something out of a bottle and offers you a glass that looks equal parts fragile and expensive.
<br><br>
"Champagne?"
<br><br>
<<if playerIsPregnant() and playerAwareTheyArePregnant()>>
<span class="blue">You can't bring yourself to drink while you know you're with child.</span>
<br>
<<else>>
<<link [[Drink|Avery Helicopter Drink]]>><<alcohol 120>><<drugs 180>><<npcincr Avery rage -2>><<npcincr Avery love 1>><</link>><<galcohol>><<glove>><<larage>>
<br>
<</if>>
<<link [[Refuse|Avery Helicopter Refuse]]>><<npcincr Avery rage 5>><</link>><<garage>>
<<else>>
<<link [[Next|Avery Helicopter 2]]>><</link>>
<</if>><<effects>><<wearProp "wine" 0 "white">>
You touch glasses. Avery smiles and waits for you to take a sip. The champagne is like nothing you've ever tasted before. You try to hide your surprise, to no avail. Avery smiles smugly.
<br><br>
"Still not used to living the good life, are we? Well, maybe we can fix that one day down the road."
<br><br>
<<link [[Next|Avery Helicopter 2]]>><<handheldon>><</link>><<effects>>
<<if C.npc.Avery.rage gte 60 and !playerIsPregnant() and !playerAwareTheyArePregnant() and $averyragerevealed is 1>>
Avery frowns.
<br><br>
"You ungrateful little <<bitch>>, do you know how much this stuff costs? This bottle alone is worth more than you! I sure as hell won't let it go to waste, so you better drink it here and now!"
<br><br>
<<He>> puts the glass to your face.
<br><br>
<<link [[Slap aside|Avery Helicopter Slap]]>><<npcincr Avery rage 5>><</link>><<garage>>
<<else>>
Avery frowns, but accepts your decision.
<br><br>
"So you're not in the mood? Suit yourself, then. You don't know what you're missing out on."
<br><br>
<<He>> puts your glass aside and starts sipping on <<his>> own, far more hastily than would be considered appropriate in most circles.
<br><br>
<<link [[Next|Avery Helicopter 2]]>><</link>>
<</if>><<effects>>
Meanwhile, the helicopter has set for a northern course.
<br><br>
As you look outside the window, you see the endless waves of the sea spreading beneath, glittering in the light of day.
<br><br>
Avery signals the pilot to hover just above the surf, and you can see all manner of sea life teeming beneath. In the distance a pod of dolphins darts through the waters.<<lstress>><<stress -6>>
<br><br>
<<if C.npc.Avery.rage gte 60>>
Avery notices your rapture. "It must be nice being so impressionable. It's a useful trait. Especially since I was going to show you something." Avery points outside.
<br><br>
"Do you see that small islet in the middle of nowhere? It's a prison. That's where the bad people end up. People who don't do as they're told, who don't behave properly and who think they can play hard working, respectable citizens for fools. Those people tend to come to a bad end. You're not one of those persons though, right? I know you know your place."<<gtrauma>><<trauma 1>>
<br><br>
<<link [[Nod|Avery Helicopter Nod]]>><<set $phase to 1>><<npcincr Avery rage -2>><</link>><<larage>>
<br>
<<link [[Roll your eyes|Avery Helicopter Roll]]>><<npcincr Avery rage 5>><</link>><<garage>>
<<else>>
"Beautiful, isn't it?" Avery says. "I specifically made a point of starting early so I could show you this. Of course I've seen it so many times, it has kind of lost its lustre. Speaking of beauty..."
<br><br>
You feel Avery's hand on your shoulder. "Seeing how I'm treating you, I deserve a little treat myself, don't you agree?"
<br><br>
<<link [[Kiss|Avery Helicopter Sex]]>><<npcincr Avery love 1>><<set $sexstart to 1>><</link>><<glove>>
<br>
<<link [[Brush off|Avery Helicopter Brush]]>><<npcincr Avery rage 5>><<npcincr Avery love -1>><</link>><<llove>><<garage>>
<</if>><<effects>>
Avery smiles. "Fine. Prove it."
<br><br>
<<He>> leans forward and puckers <<his>> lips.
<br><br>
<<link [[Kiss|Avery Helicopter Sex]]>><<set $molestationstart to 1>><</link>>
<br>
<<link [[Push away|Avery Helicopter Push]]>><<npcincr Avery rage 5>><</link>><<garage>><<effects>>
Avery's eyes narrow. "Acting aloof, are we? You won't get far in this world with this kind of attitude. You'll find out soon. Just a friendly warning, from you to me."
<br><br>
The rest of the trip passes in silence. Finally, the helicopter descends near an estate on Danube Street. The security jump out, and Avery follows them without so much as throwing a glance back at you.
<br><br>
<<link [[Next|Danube Street]]>><<endevent>><<pass 30>><<set $eventskip to 1>><</link>><<effects>>
Avery's face darkens.
<br><br>
"Maybe I haven't made myself clear enough. Or maybe you're just obtuse. Either way, I think a demonstrative lesson will drive it home."
<br><br>
<<link [[Next|Avery Helicopter Sex]]>><<set $phase to 2>><<set $molestationstart to 1>><</link>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>><<promiscuity2>>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Avery Helicopter Sex End]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Avery Helicopter Sex]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<if $phase is 0>>
Avery moves back and fixes <<his>> clothing.
<br><br>
"Well, that certainly was a nice trip, don't you agree? As it happens to be, we're already there."
<br><br>
The helicopter touches down on an impressive estate at Danube Street, greeted by staff. The security jump out, and a mighty hubbub ensues. Avery climbs out of the helicopter.
<br><br>
"I trust you can walk the rest of the way yourself? It's not far. I'll see you again."
<br><br>
Avery nods your way, and with that, <<he>> vanishes into a cloud of people.
<br><br>
<<endcombat>><<clotheson>>
<<link [[Next|Danube Street]]>><<pass 30>><<set $eventskip to 1>><</link>>
<<elseif $phase is 1>>
Avery moves back and fixes <<his>> clothing.
<br><br>
"Well, it's good to know we understand each other so well. I trust we don't need to have this conversation again in the future. Now if you'd excuse me, I have important business to conduct. You can walk the rest of the way from here."
<br><br>
The helicopter touches down on an impressive estate at Danube Street, greeted by staff. The security jump out, and a mighty hubbub ensues. Avery climbs out of the helicopter without looking back, and <<his>> aides escort you to the exit.
<br><br>
<<endcombat>><<clotheson>>
<<link [[Next|Danube Street]]>><<pass 30>><<set $eventskip to 1>><</link>>
<<else>>
Avery moves back and fixes <<his>> clothing.
<br><br>
"I hope you understand now, you uppity brat. Don't get any ideas. You may have some business acumen, but you're still only a dirt stain under my shoe. You can either play along if you know what's good for you, or go out with the trash. Consider this carefully."
<br><br>
The helicopter touches down on an impressive estate at Danube Street. Avery opens the door and leaves without looking back, and the security drag you out and deposit you next to the rubbish dump.
<br><br>
<<endcombat>><<clotheson>>
<<link [[Next|Residential alleyways]]>><<pass 30>><<set $eventskip to 1>><</link>>
<</if>>
<<elseif $enemyhealth lte 0>>
<<if $phase is 0>>
Recoiling, Avery releases you from <<his>> grip. <<He>> quickly adjusts <<his>> clothes back to normal.
<br><br>
"That was a nice exercise. I like my prey struggling from time to time. Just don't make it a habit. Now look outside. We've already arrived."
<br><br>
The helicopter touches down on an impressive estate at Danube Street, greeted by staff. The security jump out, and a mighty hubbub ensues. Avery climbs out of the helicopter.
<br><br>
"Well, that concludes our little adventure. I'll be in touch. The security will show you out." You're unceremoniously escorted out to the street.
<br><br>
<<endcombat>><<clotheson>>
<<link [[Next|Danube Street]]>><<pass 30>><<set $eventskip to 1>><</link>>
<<elseif $phase is 1>>
Recoiling, Avery releases you from <<his>> grip.
<br><br>
"You really are an obstinate brat, aren't you? I've had it with your antics. I can't possibly bring street filth like you with me when I join the upper class. Since you don't know how to behave, I'll return you to a place you seem better suited to."
<br><br>
Avery gives a command to the pilot, and the helicopter makes for the park. It touches down in a wide open area. Avery opens the door.
<br><br>
"Now get off before I have the security drag you out. And better behave next time. I hope we got this straight."
<br><br>
Avery slams the door shut behind you, and the helicopter ascends once more.
<br><br>
<<endcombat>><<clotheson>>
<<link [[Next|Park]]>><<pass 30>><<set $eventskip to 1>><</link>>
<<else>>
Recoiling, Avery releases you from <<his>> grip.
<br><br>
"That's it, you worthless <<bitch>>! I've had it with you! Maybe this will teach you where you belong!"
<br><br>
Avery opens the helicopter's door and kicks you out. You land in the water with a splash.<<ggstress>><<stress 12>>
<br><br>
You are left flailing in the middle of the ocean, watching Avery's helicopter disappearing on the horizon.
<br><br>
<<endcombat>>
<<link [[Next|Sea]]>><<set $sea to 50>><<endevent>><<pass 30>><<set $eventskip to 1>><</link>>
<</if>>
<<elseif $finish is 1>>
Avery moves back and fixes <<his>> clothing.
<br><br>
"Fine, we got this sorted out. Now begone and behave properly if you know what's good for you. I'll keep an eye on you."
<br><br>
The helicopter descends on an impressive estate near Danube Street. Avery jumps out, and the security drag you all the way to the exit.
<br><br>
<<endcombat>><<clotheson>>
<<link [[Next|Danube Street]]>><<pass 30>><<set $eventskip to 1>><</link>>
<</if>><<effects>>
Avery frowns. "I must be imagining things! You ungrateful little whore, you owe it all to me! You're nothing without me! Nothing! You're my property, do you understand? I'll take what is rightfully mine!"
<br><br>
<<link [[Next|Avery Helicopter Sex]]>><<set $phase to 2>><<set $molestationstart to 1>><</link>><<effects>>
You slap the glass aside with force. Its contents are splattered gratuitously over the seats and Avery's suit. <<His>> face turns a deep shade of red.
<br><br>
"You little minx! Look what you've done! Are you lacking even the most basic forms of upbringing? Gah, it can't be helped! I need to get changed! But first to get rid of you! Be glad I don't have time to deal with you properly!"
<br><br>
Avery calls the pilot to head back. The helicopter descends in the park, just shy of touching the ground, and Avery unceremoniously pushes you out.<<gpain>><<violence 3>>
<br><br>
Face buried in the dirt, you watch Avery's helicopter head back to the office.
<br><br>
<<link [[Next|Park]]>><<endevent>><<pass 30>><<set $eventskip to 1>><</link>><<effects>>
You ignore Avery and walk the other way. Avery's face turns red as <<he>> gestures the pilot to take off. The security hurry to climb back inside in panic.
<br><br>
<<link [[Next|Oxford Street]]>><<endevent>><<set $eventskip to 1>><</link>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "harvest">>
You enter <<his>> car and sit down. It's comfortably warm. After a bit, the two of you arrive on Harvest Street. Avery parks across from the pub and opens the car door for you. "The cafe's hot drinks are good, but there should be more options here," <<he>> says, gesturing for you to follow <<him>> as <<he>> walks towards the pub.
<br><br>
<<link [[Hold Avery's hand|Avery Pub Winter Accept]]>><<set $endear += 0>><<set $phase to 0>><</link>><<gendear>><<handholdingvirginitywarning>><br>
<<link [[Follow along|Avery Pub Winter Accept]]>><<set $phase to 1>><</link>><br>
<<link [[Refuse|Avery Pub Winter Refuse]]>><<npcincr Avery rage 5>><<npcincr Avery love -1>><</link>><<garage>><<llove>><<set $outside to 0>><<set $location to "pub">><<effects>><<set $bus to "harvest">>
<<if $phase is 0>>
You catch up to <<him>> and grab <<his>> hand. <<Hes>> a little surprised, but <<he>> squeezes your hand back. <<He>> looks flattered as you walk into the pub. <<takeHandholdingVirginity "Avery">>
<<else>>
You follow Avery into the pub.
<</if>>
The two of you find a booth and sit down.
<br><br>
"What would you like?" Avery taps <<his>> finger on the drink menu. "I think mulled wine would be a good choice. What do you say, <<pcpetname "Avery">>?"
<br><br>
<<if playerIsPregnant() and playerAwareTheyArePregnant()>>
<span class="blue">You can't bring yourself to drink while you know you're with child.</span>
<<else>>
<<link [[Drink Avery's recommendation|Avery Pub Winter Drink]]>><<set $phase to 0>><<alcohol 120>><<set $endear += 10>><<npcincr Avery love 1>><</link>><<glove>><<gendear>>
<</if>>
<br>
<<link [[Ask for something alcohol-free|Avery Pub Winter Drink]]>><<set $phase to 1>><<stress -6>><</link>><<lstress>><<effects>>
<<if $phase is 0>>
<<wearProp "wine" 0 "red">>
Avery closes the drink menu, looking pleased with you. <<He>> orders a glass of mulled wine for you and a coffee for <<himself>>.
<br><br>
"I have important work later," <<he>> explains as <<he>> sips <<his>> coffee. "Need to keep my head clear."
<br><br>
You raise the hot beverage to your lips, taking in the sweet fragrance of fruit and spices. You take a sip. It tastes different from other wines you've tried.
<<else>>
<<wearProp "juice">>
Avery frowns, but orders you a glass of orange juice. <<He>> orders a cup of coffee for <<himself>>.
<br><br>
"I have important work later," <<he>> explains as <<he>> sips <<his>> coffee. "Need to keep my head clear."
<br><br>
You can smell the fresh scent of the orange juice. You take a sip. The orange peel shavings add a bit of bitterness to it. <<lstress>>
<</if>>
<br><br>
You spend some time chatting, mostly listening and nodding as Avery talks about <<his>> business. Finally, Avery looks at <<his>> watch. "Sorry, I still have some work to do. I need to head out now."
<br><br>
<<He>> pays for your beverages before <<= $phase is 0 ? "patting your head and leaving" : "leaving">>. You finish your drink and exit the pub.
<br><br>
<<link [[Next|Harvest Street]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "harvest">>
<<npc Whitney 2>><<npc Landry 3>><<person1>>
<<if $speech_attitude is "meek">>
"It was nice of you to invite me, b-but I don't really want to go here," you say. "M-may I leave, please?"
<<elseif $speech_attitude is "bratty">>
"Trying to get me drunk? Nice try, but not today," you rebuff.
<<else>>
"Sorry, but I don't really want to go to the pub," you say.
<</if>>
<br><br>
<<if C.npc.Avery.rage gte random(80,100)>>
<<set $averyragerevealed to 1>>
"Have I indulged you too much? " Avery grabs your arm and tries to force you away. "Never disobey me like that again. You're coming with me!"<<gpain>><<gstress>><<pain 6>><<stress 6>>
<br><br>
<<if $whitneyromance is 1 and C.npc.Whitney.dom gte 10>>
"Hey! Get your hands off my <<girlfriend>>, you fucking old pervert!" you hear from behind you. You turn around and see Whitney in an alleyway nearby. <<person2>><<He>> starts running towards you. Avery quickly releases <<person1>><<his>> grip on you, gets in <<his>> car, and drives off.
<br><br>
For a moment, Whitney looks like <<person2>><<hes>> going to chase after the car, but <<he>> turns to you instead. "Goddamn asshole," <<he>> mutters. "You're my slut, and I'm not letting some old perv muscle in on my territory." Whitney glides <<his>> hands over your body. It feels more like <<hes>> making sure you're alright, rather than being invasive. After <<hes>> satisfied, <<he>> lets go. "See you later, slut. If that fucker comes after you again, I'm cracking skulls." <<garousal>><<arousal 200>><<npcincr Whitney dom 1>><<gdom "Whitney">>
<<elseif $pubintro is 1>>
"I think it's better for a decent person like you to let go of <<phim>>," a voice says. Avery quickly releases <<person1>><<his>> grip on you, frowning at the person over your shoulder. <<He>> gets back in <<his>> car and drives off without a word. You turn to find Landry standing outside the pub. It looks like <<person3>><<he>> stepped out for a quick smoke.
<br><br>
"You alright? Try to keep away from the 'rich and unsavoury' type," <<he>> says, shaking <<his>> head. <<He>> puts out <<his>> cigarette, then heads back inside.
<<else>>
Avery looks as if <<he>> is about to say something else, but <<he>> shuts <<his>> mouth when someone comes out of the pub. <<He>> quickly releases <<his>> grip on you, gets back into <<his>> car, and drives off without a word.
<</if>>
<<else>>
Avery stops and turns to look at you. <<He>> frowns. "Are you sure?" <<he>> asks, giving you a smile that doesn't quite reach <<his>> eyes. When you nod, <<he>> gives a light shrug. "If you say so. Have it your way." <<He>> gets back into <<his>> car and drives off.
<</if>>
<br><br>
<<link [[Next|Harvest Street]]>><<endevent>><</link>><<widget "avery_cards_init">>
<<set $avery_cards to {}>>
<<set $avery_cards.drink to {}>>
<<set $avery_cards.drink.avery to "">>
<<set $avery_cards.drink.bailey to "">>
<<set $avery_cards.drink.leighton to "">>
<<set $avery_cards.drink.quinn to "">>
<<set $avery_cards.skill to {}>>
<<set $avery_cards.skill.avery to 50>>
<<set $avery_cards.skill.bailey to 50>>
<<set $avery_cards.skill.leighton to 50>>
<<set $avery_cards.skill.quinn to 50>>
<<set _rng to random(1, 4)>>
<<if _rng is 4>>
<<set $avery_cards.skill.avery += 1>>
<<set $avery_cards.skill.bailey += 2>>
<<set $avery_cards.skill.leighton += 3>>
<<set $avery_cards.skill.quinn += 4>>
<<elseif _rng is 3>>
<<set $avery_cards.skill.avery += 4>>
<<set $avery_cards.skill.bailey += 1>>
<<set $avery_cards.skill.leighton += 2>>
<<set $avery_cards.skill.quinn += 3>>
<<elseif _rng is 2>>
<<set $avery_cards.skill.avery += 3>>
<<set $avery_cards.skill.bailey += 4>>
<<set $avery_cards.skill.leighton += 1>>
<<set $avery_cards.skill.quinn += 2>>
<<else>>
<<set $avery_cards.skill.avery += 2>>
<<set $avery_cards.skill.bailey += 3>>
<<set $avery_cards.skill.leighton += 4>>
<<set $avery_cards.skill.quinn += 1>>
<</if>>
<<if $avery_cards_drinks_known is undefined>>
<<set $avery_cards_drinks_known to []>>
<</if>>
<</widget>>
<<widget "avery_cards_end">>
<<unset $avery_cards>>
<<clearNPC "Quinn_driver">>
<<clearNPC "Quinn_guard_1">>
<<clearNPC "Quinn_guard_2">>
<<clearNPC "Quinn_victim">>
<<clearNPC "Leighton_date">>
<</widget>>
<<widget "avery_cards_drink_text">>
<<print $avery_cards.drink[_args[0]]>>
<</widget>>
<<widget "card_skill">>
<<set $avery_cards.skill[_args[0]] += _args[1]>>
<</widget>>
<<widget "gcardskill">>
<<if $statdisable is "f">> |
<span class="def">+ <<print _args[0]>>'s card skill</span>
<</if>>
<</widget>>
<<widget "ggcardskill">>
<<if $statdisable is "f">> |
<span class="def">+ + <<print _args[0]>>'s card skill</span>
<</if>>
<</widget>>
<<widget "gggcardskill">>
<<if $statdisable is "f">> |
<span class="def">+ + + <<print _args[0]>>'s card skill</span>
<</if>>
<</widget>>
<<widget "lcardskill">>
<<if $statdisable is "f">> |
<span class="sub">- <<print _args[0]>>'s card skill</span>
<</if>>
<</widget>>
<<widget "llcardskill">>
<<if $statdisable is "f">> |
<span class="sub">- - <<print _args[0]>>'s card skill</span>
<</if>>
<</widget>>
<<widget "lllcardskill">>
<<if $statdisable is "f">> |
<span class="sub">- - - <<print _args[0]>>'s card skill</span>
<</if>>
<</widget>>
<<widget "avery_cards_win">>
<<unset $cards_win>>
<<set $avery_cards_win to $avery_cards.skill.avery>>
<<set $bailey_cards_win to $avery_cards.skill.bailey>>
<<set $leighton_cards_win to $avery_cards.skill.leighton>>
<<set $quinn_cards_win to $avery_cards.skill.quinn>>
<<set _names to ['avery_cards_win', 'bailey_cards_win', 'leighton_cards_win', 'quinn_cards_win']>>
<<run _names.sort((a, b) => { return State.variables[b] - State.variables[a] })>>
<<set $cards_win to _names[0]>>
<<unset $avery_cards_win>>
<<unset $bailey_cards_win>>
<<unset $leighton_cards_win>>
<<unset $quinn_cards_win>>
<</widget>>
<<widget "avery_date_options">>
<<if $avery_location is 3>><<set $avery_location to 0>>
<<if $avery_cards_intro gte 1>>
<<He>> drives you to Barb Street, pulling up outside Bailey's block of flats. "We'll be meeting my friends tonight," Avery says, climbing from the car. "Be on your best behaviour."
<br><br>
<<link [[Next|Avery Cards Repeat]]>><<set $outside to 0>><</link>>
<br>
<<else>>
<<He>> drives you to Barb Street, pulling up outside a block of flats. "We'll be meeting some friends of mine tonight," Avery says, climbing from the car. "Very respectable individuals."
<br><br>
<<link [[Say it looks like a dump|Avery Cards Dump]]>><<npcincr Avery love 1>><<set $endear -= 10>><</link>>
<br>
<<link [[Stay silent|Avery Cards Intro]]>><</link>>
<br>
<</if>>
<<elseif $avery_location is 2>><<set $avery_location to 3>>
<<wearProp "key">>
<<He>> drives you to High Street, pulling up to an extravagant hotel. <<He>> hands you a key with a room number scribbled on it. "Here. Take this and I'll meet you up there. I'm going to park the car." You climb out of the car and head inside.
<br><br>
<<link [[Next|Avery Hotel]]>><<handheldon>><</link>>
<br>
<<elseif $avery_location is 1>><<set $avery_location to 2>>
<<generate2>>
<<He>> drives you to Danube Street, up to the front gates of a mansion. <<He>> flashes an invitation at a <<person2>><<person>> in servant's garb, who waves you through just as another car pulls up behind you.
<br><br>
<<endevent>><<npc Avery>><<person1>>
<<link [[Next|Avery Party]]>><</link>>
<br>
<<else>><<set $avery_location to 1>>
<<He>> drives you to Connudatus Street and parks outside a restaurant. <<He>> offers <<his>> hand as <<he>> leads you into the building.
<br><br>
<<link [[Take it|Avery Date 2]]>><<set $phase to 1>><</link>><<handholdingvirginitywarning>>
<br>
<<link [[Refuse|Avery Date 2]]>><<set $phase to 2>><<npcincr Avery love -1>><<set $endear -= 10>><</link>><<lendear>><<llove>>
<br>
<</if>>
<</widget>><<set $outside to 0>><<set $location to "town">><<effects>>
<<set $dorenintro to 1>>
<<person1>>Doren turns to you once outside the station. "I'm so sorry," <<he>> says. "I thought they'd be more helpful. Now I've just stressed you for no reason." <<He>> looks up and behind you, at one of the tall buildings on the street. "I know." <<He>> takes you by the hand and leads you towards it.
<br><br>
You climb to the fifth floor. Doren unlocks one of the doors along the corridor and holds it open for you. The interior is quite spartan. There's an old television covered in a film of dust and a sofa, but little else. "This is my flat," <<he>> says. "I only really come here to sleep. I like being out and about." <<He>> walks over to the closed blinds and lets the light in. "I didn't know where else to take you. I can't just forget what you told me." <<He>> walks over to what you think is the kitchen. "Make yourself at home. Just gonna get a drink."
<br><br>
You sit on the sofa, disturbing some dust. Doren sits beside you and passes you a glass of water.
<br><br>
<<link [[Confide and cry (1:00)|Doren Intro Cry]]>><<pass 1 hour>><<trauma -6>><<stress -12>><<npcincr Doren love 1>><<npcincr Doren dom 1>><</link>><<ggcontrol>><<ltrauma>><<lstress>>
<br>
<<link [[Just talk (1:00)|Doren Intro Talk]]>><<pass 1 hour>><<trauma -6>><<stress -12>><<npcincr Doren love 1>><</link>><<ltrauma>><<lstress>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
Feeling safe, you cry in <<his>> arms. As the sobs subside you share some of the horrible things people have done to you. It's painful to talk about, but you feel cathartic afterwards.
<<control 25>>
<br><br>
Doren pulls away from you and smiles. "I need to get back to school or I'll be in trouble." You look at the clock on the wall and realise a whole hour has passed. "I'm not home often, but if you visit between four and five in the afternoon I should be here. Visit as often as you like. Every day if you want. I mean it."
<br><br>
<<He>> drives you back to school and waves goodbye in the front courtyard. You feel guilty for having spent so much of <<his>> time, but <<he>> doesn't seem to mind.
<br><br>
<<endevent>>
<<link [[Return to school (0:05)|School Front Courtyard]]>><<pass 5>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
You talk with Doren over a variety of topics. <<He>> soon takes over the conversation, regaling you with personal stories. <<He>> seems to live an adventurous life.
<br><br>
<<He>> smiles at you. "I need to get back to school or I'll be in trouble." You look at the clock on the wall and realise a whole hour has passed. "I'm not home often, but if you visit between four and five in the afternoon I should be here. Visit as often as you like. Every day if you want. I mean it."
<br><br>
<<He>> drives you back to school. You feel guilty for having spent so much of <<his>> time, but <<he>> doesn't seem to mind.
<br><br>
<<endevent>>
<<link [[Return to school (0:05)|School Front Courtyard]]>><<pass 5>><</link>>
<br><<set $outside to 0>><<set $location to "flats">><<effects>>
<<if Time.hour is 16>>
You climb to Doren's flat and knock on the door. <<npc Doren>><<person1>><<He>> answers it, smiling. "Glad to see you! Come on in." You enter the flat and sit on the sofa. "What would you like to do?" <<he>> says.
<br><br>
<<link [[Cry (1:00)|Doren Cry]]>><<trauma -6>><<stress -12>><<npcincr Doren love 1>><<npcincr Doren dom 1>><<pass 1 hour>><</link>><<gcontrol>><<ltrauma>><<lstress>>
<br>
<<link [[Talk (1:00)|Doren Talk]]>><<trauma -6>><<stress -12>><<npcincr Doren love 1>><<pass 1 hour>><</link>><<ltrauma>><<lstress>>
<br>
<<else>>
You climb to Doren's flat and knock on the door. There's no answer. <<npc Doren>><<person1>><<He>> said <<he>> would be home at four in the afternoon.
<br><br>
<<endevent>>
<<getouticon>><<link [[Leave|Barb Street]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>>
You lean into <<him>> and sob. <<He>> takes you in <<his>> arms and holds you steady. You don't say anything, but after an hour you're feeling much better.
<<control 10>>
<br><br>
<<if $rng gte 81 and C.npc.Doren.love gte 10>>
<<He>> pulls away from you. "I have to get ready now." <<He>> pauses a moment. "You can come with me if you like. I'm just going for a jog."
<br><br>
<<link [[Go for a jog (0:30)|Doren Jog]]>><<npcincr Doren love 1>><<stress -12>><<trauma -6>><</link>><<gathletics>><<ltrauma>><<lstress>>
<br>
<<link [[Leave|Barb Street]]>><<endevent>><</link>>
<br>
<<else>>
<<He>> pulls away from you. "I have to get ready now. People are expecting me. It was nice seeing you, you can come back tomorrow if you like."
<br><br>
<<endevent>>
<<link [[Next|Barb Street]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>>
You chat with Doren over a variety of topics. <<Hes>> either very interested in what you have to say, or good at appearing so.
<br><br>
<<if $rng gte 81 and C.npc.Doren.love gte 10>>
<<He>> stands up. "I have to get ready now." <<He>> pauses a moment. "You can come with me if you like. I'm just going for a jog."
<br><br>
<<link [[Go for a jog (0:30)|Doren Jog]]>><<npcincr Doren love 1>><<stress -12>><<trauma -6>><</link>><<gathletics>><<ltrauma>><<lstress>>
<br>
<<link [[Leave|Barb Street]]>><<endevent>><</link>>
<br>
<<else>>
<<He>> stands up. "I have to get ready now. People are expecting me. It was nice seeing you, you can come back tomorrow if you like."
<br><br>
<<endevent>>
<<link [[Next|Barb Street]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>>
Doren puts on a pair of running shoes. "Don't worry, we're not gonna go hard."
<br><br>
Together you jog around town. <<He>> shows you several paths through alleyways you didn't know existed. "It's great to have some company," <<he>> says at one point.
<br><br>
<<He>> stops beside the toilets in the park. "Just need a quick break. Won't be long." You're thankful for a break yourself.
<br><br>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure)>>
You're waiting outside when a <<generate2>><<person2>><<person>> walks up to you. "Hey, <<girl>>, you all alone?" <<he>> says, resting an arm next to your head. <<He>> glances around to see if anyone's watching. "How about we find somewhere private?"
<br><br>
<<He>> tries to pull you into the toilets, just as Doren comes out. <<person1>>Doren takes one look at the <<person2>><<person>>, then punches <<him>> in the jaw.
<br><br>
The <<person>> falls backwards, clutching <<his>> face. Doren stands over <<him>> and grabs <<his>> collar. "Stay the fuck away from <<phim>> you creep, or I'll twist your head right off. Come on, let's go before someone sees. Might look bad."
<br><br>
<<else>>
<<He>> didn't lie, and is back in less than a minute. "Come on <<lass>>, no time to waste!" You jog after <<him>>.
<br><br>
<</if>>
<<endevent>><<npc Doren>><<person1>>
You continue to jog through town, and end up back at Barb Street. You stop outside Doren's building. "Thanks for coming along," <<he>> pants. "You can come up and shower if you like. I don't mind waiting."
<<physique 1>>
<<athletics 4>><<pass 30>>
<br><br>
<<link [[Shower (0:20)|Doren Shower]]>><<pass 20>><</link>>
<br>
<<link [[Say goodbye|Doren Shower Refuse]]>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
You enter Doren's flat once more. "It's just through there," <<he>> says. "Take your time. I'll find something to keep me occupied."
<br><br>
You enter the bathroom and strip. You notice there's only one towel on the rack.
<br><br>
<<strip>>
<<link [[That's not a problem|Doren Shower 1]]>><</link>>
<br>
<<link [[Dress and ask for a fresh one|Doren Shower 2]]>><</link>>
<br>
<<if hasSexStat("exhibitionism", 4)>>
<<link [[Remain naked and ask for a fresh one|Doren Shower 3]]>><</link>><<exhibitionist4>>
<br>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>>
You thank Doren but say you'll wash at home. "Alright," <<he>> says. "Thanks for the company. You can come by tomorrow if you like."
<br><br>
<<endevent>>
<<link [[Next|Barb Street]]>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
<<clothesontowel>><<wash>><<wearProp "soap">>
You wash until you're squeaky clean.
<br><br>
Doren smiles at you on your way out. "Come back tomorrow if you like."
<br><br>
<<link [[Next|Barb Street]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
<<clothesontowel>><<wash>>
You dress and ask Doren for a fresh towel. "Sorry <<lass>>, I forget that might bother some people. I've a fresh one around here somewhere."
<br><br>
New towel in hand, you return to the shower and wash until you're squeaky clean.
<br><br>
Doren smiles at you on your way out. "Come back tomorrow if you like."
<br><br>
<<endevent>>
<<link [[Next|Barb Street]]>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
You leave your clothes in the bathroom and step into the hallway, feeling a thrill as you do. You walk to the front room, where Doren is still taking off <<his>> shoes. "Need something la..." <<He>> cuts off as soon as <<he>> looks up and sees you, <<lewdness>> on display. "I think you, ah, forgot something." <<He>> averts <<his>> gaze.
<<exhibitionism4>>
<<if $speech_attitude is "meek">>
"Could I please have a fresh towel?" you say, as if nothing is amiss.
<<elseif $speech_attitude is "bratty">>
"Gimme a fresh towel," you say, as if nothing is amiss.
<<else>>
"Could I have a fresh towel?" you say, as if nothing is amiss.
<</if>>
<br><br>
"Of course," <<he>> says. "I forget that's something people might want." <<He>> gets a fresh towel from the kitchen, and stares at the corner of the room while handing it to you. "You do realise you're naked, right?"
<br><br>
<<if $speech_attitude is "meek">>
"It's fine. I feel safe here, with you," you reply, smiling shyly.
<<elseif $speech_attitude is "bratty">>
"I'm not wasting time dressing just to fetch a towel," you reply.
<<else>>
"Yes. I hope you don't mind," you reply.
<</if>>
<br><br>
"It's not a problem," <<he>> says, still not looking at you. "Just caught me off guard is all."
<br><br>
You return to the shower and wash until you're squeaky clean.
<br><br>
<<wash>>
Doren smiles at you on the way out. "Come back tomorrow if you like."
<br><br>
<<endevent>>
<<link [[Next|Barb Street]]>><<clothesontowel>><</link>>
<br><<effects>>
What would you like to give Eden?
<br><br>
<<food_gift_list>>
<<if _food_gift_found is true>>
<<skinicon "give">><<link [[Give gift (0:05)|Eden Gifts]]>><<pass 5>><<give_gift Eden>><</link>>
<br>
<</if>>
<<refuseicon>><<link [[Reconsider|Eden Gifts Reconsider]]>><</link>>
<br><<effects>>
Eden doesn't appear to pay attention to you.
<br><br>
<<if $bus is "edenclearing">>
<<link [[Next|Eden Clearing]]>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<set _gift to $gift.handheld_gift || $gift.handheld>>
<<wearProp _gift>>
<<if $phase is 1>>
"I've brought you something," you say.
<<elseif $phase is 2>>
"I made something," you say. "Just for you."
<<else>>
"I've made you a gift," you say. "I hope you like it."
<</if>>
<br><br>
<<if $gift.name is "sticky_toffee_pudding">>
Eden regards the sticky toffee pudding a moment before taking it. <<He>> takes a bite, and chews for a long time before taking another. <<He>> seems to be sucking it more than chewing, turning the sweet pudding over and over in <<his>> mouth. It's as if <<hes>> savouring it, but there's no indication in <<his>> expression, and <<he>> remains silent.
<br><br>
<<earnFeat "Sweet and Tender">>
<<link [[Ask if <<he>> likes it|Eden Gifts Pudding Like]]>><<handheldon>><</link>>
<br>
<<link [[Remain silent|Eden Gifts Pudding Silent]]>><<handheldon>><</link>>
<br>
<<elseif $gift.name is "steak">>
Eden removes a knife from <<his>> belt, and cuts into the steak. "It's tender," <<he>> says, sounding surprised. <<He>> skewers the portion of meat, puts it in <<his>> mouth, chews, and swallows.
<br><br>
"I can't cook it like this," <<he>> says, slicing off another piece of meat. "Good work."<<gglove>><<npcincr Eden love 3>>
<br><br>
<<earnFeat "Sweet and Tender">>
<<link [[Be cute|Eden Gifts Steak Cute]]>><<handheldon>><</link>>
<br>
<<link [[Be cheeky|Eden Gifts Steak Cheeky]]>><<handheldon>><</link>>
<br>
<<link [[Say nothing|Eden Gifts Steak Nothing]]>><<handheldon>><</link>>
<br>
<<elseif $gift.special.includes("spicy")>>
Eden hovers <<his>> nose over the <<recipe_name $gift.name>> for a moment. "It smells exotic," <<he>> says. <<He>> sounds uncertain, but doesn't hesitate as <<he>> takes a bite.
<br><br>
<<He>> raises <<his>> eyebrows, then fetches a cup of water before continuing. "It's good," <<he>> says, taking another bite. "I should buy different spices when next in town."<<glove>><<npcincr Eden love 1>>
<br><br>
<<if $bus is "edenclearing">>
<<link [[Next|Eden Clearing]]>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>>
<br>
<</if>>
<<elseif $gift.special.includes("drink")>>
You hold out the <<recipe_name $gift.name>>. Eden peers at it for a moment, then takes it from your hand. <<He>> pours it down <<his>> throat, and keeps drinking until the whole beverage is gone.
<br><br>
"Thank you," <<he>> sighs, handing the vessel back to you.<<glove>><<npcincr Eden love 1>>
<br><br>
<<if $bus is "edenclearing">>
<<link [[Next|Eden Clearing]]>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>>
<br>
<</if>>
<<else>>
You hold out the <<recipe_name $gift.name>>. Eden takes it from your hands, and takes a bite. "It's good," <<he>> says. "Thank you."<<glove>><<npcincr Eden love 1>>
<br><br>
<<He>> finishes the meal with gusto, and scrapes the plate clean of crumbs.
<br><br>
<<if $bus is "edenclearing">>
<<link [[Next|Eden Clearing]]>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>>
<br>
<</if>>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"I'm sorry if it's not good enough," you say. "I did my best."
<<elseif $speech_attitude is "bratty">>
"It's rude not to say anything at all you know," you say.
<<else>>
"Do you like it?" you ask.
<</if>>
<br><br>
Eden gives a vague nod, and tastes another spoonful of the pudding. <<He>> continues, wordlessly, until the plate is clean. Not a a crumb remains.
<br><br>
"That was the best thing I've ever tasted," <<he>> says. "Thank you."<<gglove>><<npcincr Eden love 3>>
<br><br>
<<if $bus is "edenclearing">>
<<link [[Next|Eden Clearing]]>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
You remain silent. Eden tastes another spoonful of the pudding. <<He>> continues, wordlessly, until the plate is clean. Not a crumb remains.
<br><br>
"That was the best thing I've ever tasted," <<he>> says. "Thank you."<<gglove>><<npcincr Eden love 3>>
<br><br>
<<if $bus is "edenclearing">>
<<link [[Next|Eden Clearing]]>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"You work so hard," you say. "You deserve the best food."
<<elseif $speech_attitude is "bratty">>
"I am very good," you say. "So don't beat yourself up about it."
<<else>>
"Making food for my Eden isn't work," you say.
<</if>>
<br><br>
Eden smiles. "You're worth every drop of sweat."
<br><br>
<<He>> finishes the steak, and wipes <<his>> mouth with a rag, moving with a renewed energy.
<br><br>
<<if $bus is "edenclearing">>
<<link [[Next|Eden Clearing]]>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"I'm not that good," you say. "You're easy to please."
<<elseif $speech_attitude is "bratty">>
"I need to keep you well-fed," you say. "Can't have you running out of energy when there's work to do."
<<else>>
"Thanks for the compliment," you say. "But it's a low bar."
<</if>>
<br><br>
Eden barks out a sound, almost like a laugh, but continues eating the meat with a mechanical surety. <<He>> wipes <<his>> mouth with a rag when finished, and moves with a renewed energy.
<br><br>
<<if $bus is "edenclearing">>
<<link [[Next|Eden Clearing]]>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
You remain silent as Eden continues eating the meat with a mechanical surety. <<He>> wipes <<his>> mouth with a rag when finished, and moves with a renewed energy.
<br><br>
<<if $bus is "edenclearing">>
<<link [[Next|Eden Clearing]]>><<endevent>><</link>>
<br>
<<else>>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
You feel yourself being lifted into the air. You feel an arm around your waist.
<br><br>
You smell the forest for a moment. It's comforting.
<br><br>
You pass out again.
<br><br>
<<link [[Next|Eden Cabin Rescued]]>><<pass 2 hours>><</link>><<effects>>
You cross the road. Eden spots you. "You think this is funny?" <<He>> shouts, marching towards you. "I've been worried half to death!" <<He>> grasps your arm. "I'm taking you home, and never letting you leave again. I'll keep you in a cage if I have to."
<br><br>
<<if $worn.neck.collared isnot 1>>
<<neckwear 21>>
<<He>> fastens a collar around your neck.
<br><br>
<<else>>
<<attach_leash>>
<<He>> attaches a leash to your collar.
<br><br>
<</if>>
<<He>> grabs hold of your leash and pulls. "Come on. I'll punish you when we get home."
<br><br>
<<generate2>><<person2>>"You shouldn't treat <<phim>> like that," a <<person>> bravely interjects as Eden drags you by. Eden ignores <<him>>.
<br><br>
The sight of a <<girl>> being dragged along on a leash turns heads. People whisper to each other, but no one intervenes. A <<generatey3>><<person3>><<person>> laughs and pulls out <<his>> phone to record you. Eden ignores <<him>> too.
Eden calms down a bit once you're in the forest.
<br><br>
<<endevent>><<npc Eden>><<person1>>
<<link [[Next|Eden Recaptured]]>><</link>>
<br><<effects>>
<<if $rng gte 51>>
You hide behind a postbox. Eden continues bothering passers-by, unaware that you're so close. It looks like <<he>> doesn't intend to move on for a while, until <<he>> starts arguing with a <<generate2>><<person2>><<person>>. The argument becomes more intense until Eden storms off.
<br><br>
<<endevent>>
<<destinationeventend>>
<<else>>
<<set $edenaskcollar to 0>>
You hide behind a postbox. Eden continues bothering passers-by, drawing ever closer. <<He>> stops a moment, and sniffs the air, before continuing.
<br><br>
Eden waits until <<hes>> right beside the postbox before striking, <span class="red">lunging around it and grasping your arm.</span>
<br><br>
"You think this is funny?" <<He>> shouts. "I've been worried half to death!" <<His>> grip is tight. "I'm taking you home, and never letting you leave again. I'll keep you in a cage if I have to."
<br><br>
<<if $worn.neck.collared isnot 1>>
<<neckwear 21>>
<<He>> fastens a collar around your neck.
<br><br>
<<else>>
<<attach_leash>>
<<He>> attaches a leash to your collar.
<br><br>
<</if>>
<<He>> grabs hold of your leash and pulls. "Come on. I'll punish you when we get home."
<br><br>
<<generate2>><<person2>>"You shouldn't treat <<phim>> like that," a <<person>> bravely interjects as Eden drags you by. Eden ignores <<him>>.
<br><br>
The sight of a <<girl>> being dragged along on a leash turns heads. People whisper to each other, but no one intervenes. A <<generatey3>><<person3>><<person>> laughs and pulls out <<his>> phone to record you. Eden ignores <<him>> too.
Eden calms down a bit once you're in the forest.
<br><br>
<<endevent>><<npc Eden>><<person1>>
<<link [[Next|Eden Recaptured]]>><</link>>
<br>
<</if>><<effects>>
You throw your arms around <<him>>, giving <<him>> a tight hug, which <<he>> returns with enthusiasm.
<br><br>
<<if $speech_attitude is "meek">>
"I promise I'll visit," you say. "I'm really sorry that I made you worry about me."
<<elseif $speech_attitude is "bratty">>
"You don't need to worry about me," you say. "I can look after myself, and I'll visit soon."
<<else>>
"Sorry for worrying you," you say. "I'll be fine. I'll visit soon."
<</if>>
<br><br>
<<He>> holds you against <<his>> chest in a bruising hug, then reluctantly releases you. <<He>> gives you a longing look before turning towards the forest. <<He>> walks across the road without looking.
<br><br>
<<endevent>>
<<destinationeventend>><<effects>>
You nod and assure <<him>> that you'll visit soon.
<br><br>
"Good." <<He>> pauses for a moment. "I've missed you."
<br><br>
It's hard to tell, but you think <<he>> is disappointed. <<He>> walks across the road without looking.
<br><br>
<<endevent>>
<<destinationeventend>><<effects>><<set $edendays to 0>>
You nod.
<<if $speech_attitude is "meek">>
"Y-yes please," you say. "Let's go back to the cabin." <<He>> smiles, and takes your hand.
<<elseif $speech_attitude is "bratty">>
"Alright," you say. You reach out and take <<his>> hand. <<He>> smiles.
<<else>>
"Sure," you say. <<He>> smiles as you link hands.
<</if>>
<<takeHandholdingVirginity "Eden" "romantic">>
<br><br>
Eden remains silent as you hurry through town. People cross the road to avoid <<him>>. A group of sordid sorts look you over, but a glance at your companion dissuades them from
<<if Time.dayState is "night">>
bothering you, even though it is dark.
<<else>>
bothering you.
<</if>>
<<He>> seems relieved when you reach the edge of the forest.
<br><br>
<<Hes>> more surefooted and graceful in the forest, and knows the quickest path back to the cabin.
<br><br>
<<link [[Next|Street Eden Worried Go To Cabin 2]]>><</link>><<effects>>
You both arrive safe and sound. Eden leads you in
<<if Time.season is "winter">>
out of the cold,
<<elseif Time.dayState is "night">>
out of the night,
<<else>>
out of the daylight,
<</if>>
closing the door behind you.
<br><br>
<<if $pain gte 15>>
"Come here," <<he>> says. "Let me give you a proper look." <<He>> beckons you over to the dining table.
<br><br>
You sit down as instructed, and <<he>> looks you over, asking where it hurts.
<<He>> frowns as <<he>> examines you. "Fuckers." <<He>> mutters. "This is why you shouldn't go anywhere alone." You feel warmed by the reassurance.
<br><br>
<<He>> offers you a glass of water, then retrieves a first aid kit, before tending to your various bruises.
<br><br>
"Here," <<he>> says. "Take these. Painkillers. They'll help." You take the tablets and drink the water. You feel much better.
<<lpain>><<lstress>><<ltrauma>><<pain -10>><<stress -10>><<trauma -2>>
<br><br>
<</if>>
<<if Time.hour lte 6>>
Eden yawns and stretches <<his>> arms,
<<if $NPCList[0].breastsize gt 1>>
causing <<his>> $NPCList[0].breastsdesc to strain against <<his>> top.
<<else>>
showing off <<his>> toned physique.
<</if>>
<<He>> doesn't realise.
<br><br>
"It's late. I need to go to bed." <<He>> gives you a last look, then strips down before climbing between the sheets.
<br><br>
<</if>>
<<link [[Next|Eden Cabin]]>><<endevent>><</link>><<effects>><<set $NPCList[0].skills to {athletics: random(750, 1500), security: random(750, 1500)}>>
Not wanting to leave town, you do the only thing you can think of. Waiting until Eden doesn't expect it, you begin to sprint and break free of <<his>> hold.
<br>
You hear heavy footsteps behind you. <span class="red">Someone is hunting you.</span>
<br><br>
<<link [[Next|Street Stalk Run Eden]]>><<set $molestationstart to 1>><</link>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<violence 1>>
<<neutral 1>>
<<maninit>>
<<stalk_init>>
<<set $combatgoal to "confront">>
<<set $NPCList[0].bold to 10000>>
<<set $stalk_assess to true>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $stalk_end>>
<span id="next"><<link [[Next|Street Stalk Run Eden Finish]]>><<if $feetaction is "confront">><<set $phase to 1>><<else>><<set $phase to 0>><</if>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Street Stalk Run Eden]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>>
<<person1>>
<<if $stalk_end is "confront">>
<<if $phase is 1>>
Eden grabs you by the arm, <<his>> grip painful. <<He>> looks mad.
<br><br>
<</if>>
<<endcombat>>
<<npc Eden>><<person1>>
"We're going home," <<he>> snarls as <<he>> hauls you over <<his>> shoulder.
<br><br>
People stop and take notice, but no one tries to help as Eden carries you back.
<br><br>
Once you make it back to the cabin, Eden drops you on the ground.<<pain 3>><<gpain>>
<br><br>
"You really should listen to me, I'm only looking out for you." <<He>> pulls you up and over <<his>> lap.
<br><br>
<<link [[Next|Eden Recaptured Spank]]>><<set $molestationstart to 1>><</link>>
<<elseif $stalk_end is "hide">>
You pant as you emerge from your hiding place. Eden is nowhere to be found.<<npcincr Eden love -10>><<lllove>>
<br><br>
<<tearful>> you continue on your way.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<<else>>
It takes a while, but eventually you lose Eden's trail.<<npcincr Eden love -10>><<lllove>>
<br><br>
<<tearful>> you slow to a walk, and continue on your way.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"B-but I wanted to do something fun with you," you pout.
<<elseif $speech_attitude is "bratty">>
"Oh come on, let's have some fun while you're here!" you insist.
<<else>>
"I actually wanted to do something first," you say as you pull Eden to a stop.
<</if>>
<br>
<<if $englishSuccess>>
<span class="green">"Fine, what?" Eden relents</span>, but <<he>> still seems tense.
<br><br>
<<link [[Suggest a walk in the park (1:00)|Street Eden Worried Suggest Park]]>><</link>>
<<if Time.hour gte 6 and Time.hour lte 20 and $edenshopping is 0>>
<br>
<<link [[Suggest going shopping (1:00)|Street Eden Worried Suggest Shopping]]>><</link>>
<</if>>
<<else>>
<span class="red">"We can do something back home."</span> Eden stays stubborn, once again pulling you with <<him>>. <<He>> warily keeps an eye on those you pass.
<br><br>
<<link [[Go with <<him>> (1:00)|Street Eden Worried Go To Cabin]]>><<pass 60>><<npcincr Eden dom 1>><</link>>
<br>
<<link [[Run|Street Eden Worried Run Cabin]]>><<npcincr Eden love -2>><<npcincr Eden dom -1>><</link>><<llove>>
<</if>><<effects>>
<<if $bus is "park">>
"I'd like to spend some time with you. Would you like to stay here in the park with me?" you ask.
<<set _there to "here">>
<<set _go to "stay">>
<<else>>
"I'd like to spend some time with you. Would you like to come to the park with me?" you ask.
<<set _there to "there">>
<<set _go to "go">>
<</if>>
<br><br>
"No," <<he>> says. "I came here to find you. I'm not staying a moment longer."
<br><br>
<<if $speech_attitude is "meek">>
"Please?" you plead. "It's not like the rest of town. It's so beautiful and lovely _there. And very green. You'll like it. And I want to spend time with you."
<<elseif $speech_attitude is "bratty">>
"I thought you wanted to spend time with me," you say. "But you won't even _go with me. Come on, it's not so bad."
<<else>>
"I think you'll like it," you say. "It's not like the rest of town."
<</if>>
<br><br>
<<He>> considers for a moment, and stares towards the forest. "Fine," <<he>> says. "But you're making it up to me later."
<<if $bus isnot "park">>
You walk side by side, Eden occasionally brushing against you, as you walk towards the park.
<</if>>
<br><br>
<<link [[Next|Town Eden Park]]>><<pass 60>><</link>><<effects>>
"Would you like to come shopping with me?" you ask.
<br>
"Not if I can help it," <<he>> grumbles.
<br>
"But don't you need supplies? I was going to go for you anyway."
<br>
"I'm running low." <<He>> admits. "But I can last. I came here to get you, and would rather not stay."
<br>
"You might find it more tolerable if we're together."
<br>
<<He>> looks around at the buildings, and the traffic. "Fine. We'll go together. But you're making it up to me later."
<br><br>
<<He>> grasps your hand as you walk through town. <<takeHandholdingVirginity "Eden" "romantic">>
<br><br>
<<link [[Next|Town Eden Shopping]]>><<pass 60>><</link>><<set $outside to 1>><<set $location to "park">><<effects>><<set $bus to "park">>
You arrive at the park.
<<if Time.dayState is "dawn">>
There are a few people out walking or jogging. Some have dogs with them.
Eden steers you away whenever possible.
<<elseif Time.dayState is "day">>
<<if Weather.precipitation is "rain">>
A few people are out, walking around the puddles that dot the paths.
Even this smattering makes Eden uncomfortable.
<<elseif Weather.isFreezing>>
Many people are out, walking their dogs or jogging, wrapped up warm against the cold.
Eden steers you away whenever possible.
<<else>>
Many people are out, walking their dogs or jogging. You hear children in the yard.
Eden steers you away whenever possible.
<</if>>
<<elseif Time.dayState is "dusk">>
There are many people around. Students hang out in the yard.
Eden takes a long detour to avoid the yard, and steers you away from other people wherever possible.
<<elseif Time.dayState is "night">>
There is no one around. Eden relaxes.
<</if>>
<br><br>
<<set _scenes to [
"dog",
"handhold"
]>>
<<if Weather.precipitation is "rain">>
<<set _scenes.push("rainShelter")>>
<<elseif !Weather.isOvercast and Time.season is "summer" and ["day", "dusk"].includes(Time.dayState)>>
<<set _scenes.push("river")>>
<</if>>
<<switch _scenes.pluck()>>
<<case "handhold">>
You stroll around together, until you come to a small patch of wild flowers.
Eden points out the varieties <<hes>> most familiar with. It's useful information.
<<if $tending lt 1000>>
<<tending 2>><<gtending>>
<<else>>
You feel like you already know all this, but you let <<him>> talk. It's pleasant to hear <<him>> so enthused.
<</if>>
<br><br>
<<He>> takes your hand, slipping <<his>> fingers in between yours.
<<takeHandholdingVirginity "Eden" "romantic">>
<br><br>
"This place isn't so bad," <<he>> admits. "As long as no one else shows up to ruin it."
<br><br>
You nod. You feel warmed by <<his>> hand as you walk through the flowers. It's romantic and calming.
<<stress -30>><<lstress>>
<br><br>
You walk for a while, until you emerge back out into the park proper.
<<case "dog">>
<<endevent>>
<<beastNEWinit 1 dog>>
A large <<beasttype>> pulls loose from <<bhis>> owner, and charges you.
<br><br>
<<if $monster is 1>>
"You smell good! Here I come!" <<bhe>> yells gleefully, bounding towards you.
<br><br>
<</if>>
Eden tenses and drags you behind <<nnpc_him Eden>>, <<nnpc_his Eden>> manhandling causing you to stumble to the ground. The <<beasttype>> bounds past you both but turns around and stalks closer. Eden steps between you.
You're treated to a good view of <<nnpc_his Eden>> athletic bottom as <<nnpc_he Eden>> stands over you.
<<garousal>><<gstress>><<arousal 20>><<stress 10>>
<br><br>
<<if $monster is 1>>
"No share? Come, share your mate," the <<beasttype>> says, stepping slightly closer. "You can join in, too."
<<else>>
The <<beasttype>> growls, padding closer to the pair of you.
<</if>>
<br><br>
Eden snarls. The <<beasttype>> halts in <<bhis>> tracks. They stand off for a moment, then the <<beasttype>> backs away.
<<if $monster is 1>>
"I'll find the pretty human <<girl>> another time," <<bhe>> mutters, skulking away. Eden snorts.
<<else>>
With a last growl, <<bhe>> turns tail and runs.
<</if>>
<<ltrauma>><<trauma -5>>
<br><br>
<<endevent>>
<<npc Eden>>
Eden turns back to you. "Fucking mutt." <<He>> mutters, pulling you up to your feet.
<br><br>
<<if $speech_attitude is "meek">>
"Thank you for saving me," you say. "I appreciate it."
<<elseif $speech_attitude is "bratty">>
"I can look after myself," you say. "But thanks for the help."
<<else>>
"Thanks for the help," you say.
<</if>>
You hug <<him>>. <<He>> holds you close for a moment before letting go.
<br><br>
Together you continue walking through the park.
<<case "rainShelter">>
The rain hammers with more fury, and you both hurry under the shelter of a huge tree. It keeps the worst off.
<br><br>
"Here," Eden says, removing <<his>> jacket and wrapping it around you. "You should stay warm."
<<He>> takes the opportunity to wrap <<his>> arms around you as <<he>> puts it on, holding you against <<him>>.
<<garousal>><<ltrauma>><<lstress>><<arousal 20>><<trauma -2>><<stress -20>><<npcincr Eden dom 1>>
<br><br>
The rain eases after a short while. You hand the jacket back to Eden.
<<case "river">>
You arrive at the riverbank.
<<if Time.dayState is "dusk">>
A group of students hang out near the nearby bridge.
<<else>>
You pass a couple of families, making the most of the nice weather.
<</if>>
Eden steers clear of them.
<br><br>
You find a secluded bench along the water. Eden sits down, and pulls you onto <<his>> lap. <<He>> wraps <<his>> arms around you, pulling you against <<his>>
<<if $NPCList[0].breastsize gte 1>>
$NPCList[0].breastsdesc.
<<else>>
toned chest.
<</if>>
<<garousal>><<arousal 20>><<npcincr Eden lust 1>>
<br><br>
Together, you sit and relax by the river. It's tranquil. Eden even seems a little less tense.
<<lstress>><<ltrauma>><<stress -20>><<trauma -2>>
<br><br>
<</switch>>
<br><br>
<<link [[Challenge to a race (0:15)|Town Eden Park Race]]>><</link>><<athleticsdifficulty 500 1250>>
<br>
<<link [[Flirt|Town Eden Park Flirt]]>><</link>><<promiscuous1>><<effects>>
You challenge Eden to a race.
<br><br>
"Not a chance," <<he>> says. "I'm here to keep you company, not to mess around-"
<br><br>
You break into a run. Eden curses behind you, but you hear <<his>> bootfalls as <<he>> gives chase.
<br><br>
<<if $athleticsSuccess is 1>>
You tear through the park, putting everything you have into the sprint. You keep your breathing even and focus
your muscles on powering through. You have only a slight headstart, but you're able to stay ahead.
<<if Time.dayState is "night">>
The cool night air whips against your face.
<<elseif Weather.precipitation is "rain">>
The wind and rain pound against your face.
<</if>>
<br><br>
Eden's fast, <span class="green">but you're faster.</span> <<He>> falls further and further behind. Satisfied that you've proven your victory, you come to a stop beside the river.
<<athletics 4>><<trauma -5>><<stress -50>><<tiredness 4>>
<<gathletics>><<lstress>><<ltrauma>><<gtiredness>>
<<npcincr Eden dom -2>><<ldom>>
<br><br>
You double over, panting. You hear Eden's feet approach. "I thought-" <<He>> pauses to catch <<his>> breath. "Thought I'd lose you again. You're fit, but what if something snatched you while we were apart?" <<He>> seems more relieved than anything.
<br><br>
"We're done here. Let's go back to the cabin."
<br><br>
<<link [[Go with <<him>> (1:00)|Street Eden Worried Go To Cabin]]>><<pass 60>><<npcincr Eden dom 1>><</link>>
<br>
<<link [[Run|Street Eden Worried Run Cabin]]>><<npcincr Eden love -2>><<npcincr Eden dom -1>><</link>><<llove>>
<<else>>
/* We run a silent second athletics check that is slightly easier, to determine if you come close or are utterly outclassed */
<<athleticsdifficulty 250 1000 true>>
<<if $athleticsSuccess is 1>>
You tear through the park, putting everything you have into the sprint. You keep your breathing even and focus
your muscles on powering through. You have a slight head start, <span class="red">but Eden is closing the gap.</span>
<<if Time.dayState is "night">>
The cool night air whips against your face.
<<elseif Weather.precipitation is "rain">>
The wind and rain pound against your face.
<</if>>
<br><br>
Eden is within arms reach. <<He>> grasps the air behind you, <<his>> fingers brushing against your back. You start to pull away from <<him>>, but <<he>> lunges, tackling you to the ground.
<<athletics 4>><<tiredness 4>>
<<gathletics>><<gtiredness>>
<<npcincr Eden dom 2>><<gdom>>
<br><br>
<<He>> pins you against the grass, straddling your body with <<hers>> while holding your wrists. "That wasn't funny," <<he>> says. <<He>> pauses to catch <<his>> breath. "What if something snatched you while we were apart?"
<br><br>
<<link [[Tease|Town Eden Park Race Tease]]>><</link>>
<br>
<<link [[Apologise|Town Eden Park Race Apologise]]>><<npcincr Eden dom 1>><</link>><<gdom>>
<br>
<<else>>
You tear through the park, putting everything you have into the sprint. Your muscles protest however. You have a slight head start, <span class="red">but Eden soon closes the gap.</span>
<br><br>
It takes <<him>> mere seconds to catch up with you. <<He>> tackles you to the ground.
<<athletics 4>><<tiredness 5>>
<<gathletics>><<gtiredness>>
<<npcincr Eden dom 2>><<gdom>>
<br><br>
<<He>> pins you against the grass, straddling your body with <<hers>> while holding your wrists. "That wasn't funny," <<he>> says. <<He>> pauses to catch <<his>> breath. "What if something snatched you while we were apart?"
<br><br>
<<link [[Tease|Town Eden Park Race Tease]]>><</link>>
<br>
<<link [[Apologise|Town Eden Park Race Apologise]]>><<npcincr Eden dom 1>><</link>><<gdom>>
<</if>>
<</if>>
<<pass 30>><<effects>>
<<if $speech_attitude is "meek">>
"I wasn't in danger," you say. "I just wanted you to catch me."
<<elseif $speech_attitude is "bratty">>
"I think you just couldn't bear to be apart from me," you say. "You're so needy."
<<else>>
"I just wanted you to chase me," you say. "Is that so wrong?"
<</if>>
<br><br>
Eden glares at you, then glances around the park. <<He>> climbs to <<his>> feet. "This place is dangerous," <<he>> says. "I mean it."
<br><br>
"We're done here. Let's go back to the cabin."
<br><br>
<<link [[Go with <<him>> (1:00)|Street Eden Worried Go To Cabin]]>><<pass 60>><<npcincr Eden dom 1>><</link>>
<br>
<<link [[Run|Street Eden Worried Run Cabin]]>><<npcincr Eden love -2>><<npcincr Eden dom -1>><</link>><<llove>><<effects>>
<<if $speech_attitude is "meek">>
"I-I'm sorry," you say. "I thought it would be fun."
<<elseif $speech_attitude is "bratty">>
"Alright," you say. "I'm sorry. I didn't mean to scare you."
<<else>>
"Sorry," you say. "I didn't mean to make you worry."
<</if>>
<br><br>
Eden glances around the park, then climbs to <<his>> feet. "I can't bear the thought of losing you," <<he>> says. "Just stay close. This place is dangerous."
<br><br>
"We're done here. Let's go back to the cabin."
<br><br>
<<link [[Go with <<him>> (1:00)|Street Eden Worried Go To Cabin]]>><<pass 60>><<npcincr Eden dom 1>><</link>>
<br>
<<link [[Run|Street Eden Worried Run Cabin]]>><<npcincr Eden love -2>><<npcincr Eden dom -1>><</link>><<llove>><<effects>>
You lean in, running your hand down Eden's arm.
<br><br>
<<if $speech_attitude is "meek">>
"I-I want to do something," you whisper into <<his>> ear.
<<elseif $speech_attitude is "bratty">>
"I've got a fun idea," you giggle, nipping at Eden's ear.
<<else>>
"I need something from you, Eden," you whisper into <<his>> ear.
<</if>>
<br><br>
<<His>> eyes darken for a second before someone walking past knocks <<him>> out of it.
<br><br>
"Not here, it isn't safe."
<br><br>
Eden takes your hand and begins leading you out of the park, towards the forest.
<br><br>
<<link [[Go with <<him>>|Town Eden Park Leave]]>><<set $sexstart to 1>><</link>>
<br>
<<link [[Stop|Town Eden Park Stop]]>><</link>>You follow along as Eden takes you back home, your cheeks heating up at the thought of what <<he>> might do.<<arousal 100>><<garousal>>
<br><br>
<<He>> barely makes it into the clearing outside of the cabin before <<he>> turns, pulling you close.
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>>
<<set $enemyhealth to 600>>
<<set $enemyhealthmax to 600>>
<<healthMultiplier>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Town Eden Park Leave Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Town Eden Park Leave]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "cabin">><<set $edendays to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<npcincr Eden lust -20>><<npcincr Eden love 1>>
"I knew I kept you around for a reason," <<he>> gasps.<<glove>><<lllust>>
<<elseif $enemyhealth lte 0>>
"You ungrateful slut," <<he>> says. "Maybe I should throw you out and leave you to the wolves!" <<He>> winces and holds <<his>> side. "I need to get something for this."
<br><br>
<<He>> walks away, leaving you alone.
<<elseif $finish is 1>>
"You little tease," <<he>> says. "Don't get me worked up if you don't intend to go all the way."
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Eden Cabin]]>><</link>><<effects>>
"But I don't want to go back home just yet," you insist.
<br><br>
Eden looks cross. "I'm not doing it here."
<br><br>
<<link [[Give in|Town Eden Park Stop 2]]>><<set $phase to "agree">><</link>>
<br>
<<link [[Pull away|Town Eden Park Stop 2]]>><<npcincr Eden love -2>><<npcincr Eden dom -1>><</link>><<llove>><<effects>>
<<if $phase is "agree">>
You sigh, before starting to walk again. Eden's right, the town can be a dangerous place to be caught with your pants down.
<br><br>
<<link [[Next|Town Eden Park Leave]]>><<set $sexstart to 1>><</link>>
<<else>>
<<set $NPCList[0].skills to {athletics: random(750, 1500), security: random(750, 1500)}>>
Knowing you can't win this argument, you do the only other thing you can.
<br><br>
Pulling away, you run through the park. <span class="red">Eden is right there behind you.</span>
<br><br>
<<link [[Next|Park Run Eden]]>><<set $molestationstart to 1>><</link>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<violence 1>>
<<neutral 1>>
<<maninit>>
<<stalk_init>>
<<set $combatgoal to "confront">>
<<set $NPCList[0].bold to 10000>>
<<set $stalk_assess to true>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $stalk_end>>
<span id="next"><<link [[Next|Park Run Eden Finish]]>><<if $feetaction is "confront">><<set $phase to 1>><<else>><<set $phase to 0>><</if>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Park Run Eden]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>>
<<person1>>
<<if $stalk_end is "confront">>
<<if $phase is 1>>
Eden grabs you by the arm, <<his>> grip painful. <<He>> looks mad.
<br><br>
<</if>>
<<endcombat>>
<<npc Eden>><<person1>>
"We're going home," <<he>> snarls as <<he>> hauls you over <<his>> shoulder.
<br><br>
People stop and take notice, but no one tries to help as Eden carries you back.
<br><br>
Once you make it back to the cabin, Eden drops you on the ground.<<pain 3>><<gpain>>
<br><br>
"You started this, so you better take it."
<br><br>
<<link [[Next|Eden Rape]]>><<set $edendays to 0>><<set $molestationstart to 1>><</link>>
<<elseif $stalk_end is "hide">>
You pant as you emerge from your hiding place. Eden is nowhere to be found.<<npcincr Eden love -10>><<lllove>>
<br><br>
<<tearful>> you continue on your way.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<<else>>
It takes a while, but eventually you lose Eden's trail.<<npcincr Eden love -10>><<lllove>>
<br><br>
<<tearful>> you slow to a walk, and continue on your way.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<</if>><<set $outside to 0>><<set $location to "cafe">><<effects>><<set $edendays to 0>>
<!--
Can order cream buns. Option to lick cream flirtatiously. +Lust
Option to reveal that you have something to do with the cream production. Eden looks shocked. +Lust
Can't think of a ton more you can really do with this one
--><<set $outside to 0>><<set $location to "shopping_centre">><<effects>>
You arrive at the shopping centre.
<<if Time.dayState is "day">>
It's crowded. Eden seems anxious.
<<elseif Time.dayState is "dusk">>
The shops are still open, but there are fewer people around as it nears closing time. "I feared it would be busier," Eden says. <<He>> still seems anxious.
<<elseif Time.dayState is "dawn">>
The shops are opening but it's not yet busy. "I prefer to visit in the morning," Eden says. <<He>> still seems anxious.
<</if>>
"This way."
<br><br>
<<set $edenshopping to 2>>
<<switch random(4)>>
<<case 0>>
<<He>> visits a pharmacy.
<br><br>
"I'm not going anywhere near that hospital," <<he>> says. "If I can't fix an injury myself, I'm dead."
<<He>> rattles a bottle of pills.
"Painkillers. Bought some cough and cold remedies. Some other things."
<br><br>
You nod. It seems sensible to have a proper first aid kit when you live alone so far out.
<<case 1>>
<<He>> visits a hardware shop.
<br><br>
"These?" <<He>> holds up a pack of nails. "I have to do my own repairs on the cabin."
<<He>> drops them in the basket.
"Other components for traps. Could make those myself, but this is more convenient. Some of these other tools are more necessary."
<br><br>
You nod. It seems sensible to have a good stock of tools when you live alone so far out.
<<case 2>>
<<He>> visits a supermarket.
<br><br>
"The forest provides," <<he>> says. "Usually." <<He>> grabs a bottle of ketchup. "I'm allowed some luxuries." You nod.
<<case 3>>
<<He>> visits a hardware shop.
<br><br>
"For traps," <<he>> explains, taking a ball of string from a shelf. "Snares. Traps. Emergency repairs. Can use it to fish as well."
<br><br>
You nod. String seems useful.
<<case 4>>
<<He>> visits a hardware shop.
<br><br>
"They must have lubricant," <<he>> mutters.
<<if $speech_attitude is "meek">>
You feel a little thrill of excitement run through you. <<garousal>><<arousal 10>>
<<elseif $speech_attitude is "bratty">>
You raise an eyebrow at <<him>>.
<<else>>
You frown.
<</if>>
<<He>> glances at you, and barks a laugh. "For my rifle. You really are insatiable." There's a hunger in <<his>> voice.
<</switch>>
<br><br>
<<switch random(1,2)>>
<<case 1>>
<<link [[Next|Town Eden Shopping Petshop]]>><</link>>
<<case 2>>
<<link [[Next|Town Eden Shopping Clothes]]>><</link>>
<</switch>><<effects>>
You see <<him>> looking over at the pet shop. "Just want to have a look," <<he>> says, leading you inside.
<br><br>
You both wander round the pet shop, having a look at the various small animals for sale. You pet various cats, dogs and other cute and cuddly animals.<<lstress>>
<<set $daily.seenPets to true>><<stress -10>>
<br><br>
The animals fall quiet as Eden passes. Some retreat deeper into their cages. Eden gives no sign of noticing.
<br><br>
"None of these would survive a night in the wild," <<he>> says.
<br>
"Are you thinking of getting a pet?" you ask.
<br>
<<He>> grasps your ass cheek. "I already have a pet."
<br><br>
<<He>> walks over to some collars and leashes on a stand.
<<if $worn.neck.collared is 1>>
"Do you think we should get you a new leash?"
<br><br>
<<if $speech_attitude is "meek">>
"M-maybe," you say. You feel a little thrill of excitement run through you.
<<elseif $speech_attitude is "bratty">>
"I'm only wearing this until I can get it off," you huff.
<<else>>
"I'd rather just take it off really," you say.
<</if>>
<br><br>
<<He>> runs <<his>> fingers over your collar, touching your neck. You look in <<his>> eyes. <<He>> looks hungry. <<glust>><<npcincr Eden lust 2>>
<<elseif $speech_attitude is "meek">>
"Would you like to wear one of these, <<girl>>?"
<br><br>
You don't answer, but you think your eyes betray your real feelings. <<He>> laughs.
<br><br>
"I'd be able to keep you close easier, too, wouldn't I? No running off. I might start calling you puppy." <<He>> runs <<his>> fingers along your neck. You shudder.
<<else>>
"These would look good on you," <<he>> says.
<br>
"Don't get any ideas."
<br>
"Too late for that." <<He>> moves on.
<</if>>
<br><br>
<<link [[Next|Town Eden Shopping Finish]]>><</link>><<effects>>
Eden leads you upstairs into the clothing store. <<He>> spends a few minutes looking around before <<he>> stops at the underwear section.
<br><br>
<<He>> seems uncomfortable as <<he>> snatches a pair of <<if $pronoun is "m">>men's<<elseif $pronoun is "f">>women's<</if>> underwear, keeping an eye on everyone else in the store. No one looks at Eden. Most people seem to avoid <<him>>.
<br><br>
"Come on, let's be quick," <<he>> insists, dragging you to the checkout. The cashier seems eager to ring the order up as quickly as possible.
<br><br>
Eden only relaxes once the underwear is hidden away in the bag. <<He>> leaves the store, ensuring that you aren't far behind.
<br><br>
"This town is full of creeps," <<he>> mumbles as you return to the street.
<br><br>
Once outside, <<he>> starts dragging you along. "Come on. We're going home."
<br><br>
<<link [[Go home (1:00)|Street Eden Worried Go To Cabin]]>><<pass 60>><<npcincr Eden dom 1>><</link>>
<br>
<<link [[Run|Street Eden Worried Run Cabin]]>><<npcincr Eden love -2>><<npcincr Eden dom -1>><</link>><<llove>><<set $outside to 0>><<effects>>
"That was more tolerable than I expected," Eden admits as you leave the shopping centre. <<He>> grasps your arm.<<garousal>><<arousal 10>>
<br><br>
"We're done here. Let's go back to the cabin."
<br><br>
<<link [[Go with <<him>> (1:00)|Town Eden Shopping Finish 2]]>><<set $phase to 0>><<pass 60>><</link>>
<br>
<<link [[Refuse|Town Eden Shopping Finish 2]]>><<set $phase to 1>><</link>><<set $outside to 0>><<effects>>
<<if $phase is 0>>
You agree, and walk together to the forest. Eden's presence deters harassment.
<br><br>
The journey through the forest itself is also uneventful. Eden knows the quick and hidden paths, and you soon arrive at the cabin.
<br><br>
You help <<him>> put the shopping away.
<br><br>
<<link [[Next|Eden Cabin]]>><<set $edendays to 0>><<endevent>><</link>>
<<else>>
<<set $NPCList[0].skills to {athletics: random(750, 1500), security: random(750, 1500)}>>
"But I don't want to go home just yet," you insist, backing away.
<br><br>
"Don't be so stubborn," Eden snarls, lunging forwards. You panic and run.
<br>
You hear heavy footsteps behind you. <span class="red">Someone is hunting you.</span>
<br><br>
<<link [[Next|Street Stalk Run Eden]]>><<set $molestationstart to 1>><</link>>
<</if>><<widget "internet_photo">>
<<if !$internet.photos.includes(_args[0])>>
<<set $internet.photos.push(_args[0])>>
<</if>>
<</widget>>
<<widget "internet_video">>
<<if !$internet.photos.includes(_args[0])>>
<<set $internet.photos.push(_args[0])>>
<</if>>
<</widget>><<location "kylarmanor">><<set $outside to 0>><<effects>>
<<npcincr Kylar dom 100>>
<<npcincr Kylar rage -100>>
<<neckwear 1>>
<<kylar_abduction_init>>
<<npc Kylar>><<person1>>
You awaken in a dim room. An iron collar is fastened around your neck. You're tied and bound to a chair, facing an open door. <<if $worn.handheld.name isnot "naked">>Your $worn.handheld.name is nowhere to be found.<</if>><<bind>>
A small window near the ceiling lets in a little light, but more illuminating is the naked bulb hanging above a second chair, hosting a laptop. The bulb flickers, and fails.
<br><br>
"M-my love?" croons a voice from the dark. The light flickers back on, revealing Kylar stood before you. You didn't hear any footsteps. <span class="pink"><<Hes>> holding a knife.</span> <<His>> knuckles are white.
<br><br>
"<<kylar_pet_name cap>> is awake!" <<He>> drops to <<his>> knees in front of you, and kicks the door shut behind <<him>>. "<<kylar_pet_name cap>> is awake and all mine."<<gggdom>><<lllksuspicion>>
<br><br>
<i>Kylar's eyes are alight with a restrained madness. You can't read <<him>> at all.</i>
<br><br>
<<link [[Nod|Kylar Abduction Intro Nod]]>><</link>><<gmystery>>
<br>
<<link [[Get angry|Kylar Abduction Intro Angry]]>><</link>><<gmystery>>
<br>
<<link [[Plead|Kylar Abduction Intro Plead]]>><</link>><<gmystery>>
<br>
<<link [[Remain silent|Kylar Abduction Intro Silent]]>><</link>><<gmystery>>
<br><<effects>>
You nod. Kylar nods back, with far more enthusiasm. "All mine," <<he>> says, resting one hand on your thigh and holding the back of your neck with the other. <<He>> leans closer.
<br><br>
<<link [[Kiss|Kylar Abduction Intro Kiss]]>><</link>><<kissvirginitywarning>>
<br>
<<link [[Turn away|Kylar Abduction Intro Turn]]>><</link>>
<br>
<<link [[Bite|Kylar Abduction Intro Bite]]>><</link>><<kissvirginitywarning>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"This is really mean," you say.
<<elseif $speech_attitude is "bratty">>
"You're such a creepy weirdo!" you say.
<<else>>
"This is low," you say. "Even for you!"
<</if>>
<<ggksuspicion>><<npcincr Kylar rage 20>><br><br>
Kylar recoils as if struck, pressing <<his>> back flat against the door. "Y-you don't mean that," <<he>> says, dropping to <<his>> knees once more. "You love me. Show me!" <<He>> grasps the back of your head, and leans in.
<br><br>
<<link [[Kiss|Kylar Abduction Intro Kiss]]>><</link>><<kissvirginitywarning>>
<br>
<<link [[Turn away|Kylar Abduction Intro Turn]]>><</link>>
<br>
<<link [[Bite|Kylar Abduction Intro Bite]]>><</link>><<kissvirginitywarning>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"Pl-please let me go," you say. "This is wrong!"
<<elseif $speech_attitude is "bratty">>
"If you don't let me go," you warn. "You'll be sorry."
<<else>>
"Let me go," you say. "This is wrong."
<</if>>
<<gksuspicion>><<npcincr Kylar rage 10>><br><br>
Kylar presses <<his>> forefinger against your lips. "Hush love," <<he>> says. "You're stressed after a long day. But it's alright now! You're safe. Safe with me!" <<He>> places <<his>> hand around the back of your neck, and leans in for a kiss.
<br><br>
<<link [[Kiss|Kylar Abduction Intro Kiss]]>><</link>><<kissvirginitywarning>>
<br>
<<link [[Turn away|Kylar Abduction Intro Turn]]>><</link>>
<br>
<<link [[Bite|Kylar Abduction Intro Bite]]>><</link>><<kissvirginitywarning>>
<br><<effects>>
You remain silent. "Say something," Kylar says, grasping your shoulders. "P-please say something." <<His>> grip is iron.<<gggksuspicion>><<npcincr Kylar rage 30>><<gpain>><<pain 4>>
<br><br>
One of <<his>> hands crawls behind your neck. <<He>> leans closer.
<br><br>
<<link [[Kiss|Kylar Abduction Intro Kiss]]>><</link>><<kissvirginitywarning>>
<br>
<<link [[Turn away|Kylar Abduction Intro Turn]]>><</link>>
<br>
<<link [[Bite|Kylar Abduction Intro Bite]]>><</link>><<kissvirginitywarning>>
<br><<effects>>
You smell garlic on <<his>> breath. <<His>> moist lips press against yours, closely followed by <<his>> tongue. You feel <<his>> pulse racing through <<his>> skin.
<<takeKissVirginity "Kylar" `($loveInterest.primary is "Kylar" or $loveInterest.secondary is "Kylar" or $loveInterest.tertiary is "Kylar" or $loveInterest.quarternary is "Kylar" or $loveInterest.quinary is "Kylar" or $loveInterest.senary is "Kylar"?"loveRape":"rape")`>>
<br><br>
<<His>> probing is erratic, desperate, almost fucking your mouth. <<He>> pulls away. <<His>> eyes have changed, the light softer, but the madness remains.<<npcincr Kylar lust 20>><<gglust>>
<br><br>
<<link [[Next|Kylar Abduction Intro End]]>><</link>>
<br><<effects>>
You turn your head, letting Kylar's kiss land on your cheek. "Wh-what's wrong?" <<he>> asks. <<He>> sounds heartbroken, and afraid. "D-did I displease you?" <<He>> grasps your bound thighs. <<His>> fingers tremble. "I will do better! I promise!"<<npcincr Kylar rage 20>><<ggksuspicion>>
<br><br>
<<link [[Next|Kylar Abduction Intro End]]>><</link>>
<br><<effects>>
You smell garlic on <<his>> breath. <<His>> moist lips press against yours, closely followed by <<his>> tongue. You feel <<his>> pulse racing through <<his>> skin.
<<takeKissVirginity "Kylar" `($loveInterest.primary is "Kylar" or $loveInterest.secondary is "Kylar" or $loveInterest.tertiary is "Kylar" or $loveInterest.quarternary is "Kylar" or $loveInterest.quinary is "Kylar" or $loveInterest.senary is "Kylar"?"loveRape":"rape")`>>
<br><br>
<<His>> tongue slides over yours, straining to get as deep as possible. Your <<if $transformationParts.traits.fangs isnot "disabled">>fangs<<else>>teeth<</if>> clamp down, and <<he>> recoils with a cry, and falls on <<his>> ass. <<He>> stares up at you, startled, with one hand over <<his>> mouth.
<br><br>
<<His>> expression sharpens into a hard smile. "<<kylar_pet_name cap>>," <<he>> croons, crawling towards you once more. "Do you really desire me so strongly? Aha."<<npcincr Kylar lust 30>><<ggglust>>
<br><br>
<<link [[Next|Kylar Abduction Intro End]]>><</link>>
<br><<effects>>
The light flickers again as a thud reverberates through the building. "They need me upstairs," Kylar says, opening the door. "I'll be back soon <<kylar_pet_name>>." <<He>> throws you another glance, as if confirming you're still there, then <<he>> leaves.
<br><br>
<<link [[Next|Kylar Abduction]]>><<endevent>><</link>>
<br><<effects>>
You are in a small room. You see the sky through a thin window near the ceiling.
<<if !Weather.isOvercast>>
<<if Time.dayState is "night">>
The stars glimmer.
<</if>>
<<elseif Weather.precipitation is "rain">>
The bottom is obscured by pooled rainwater.
<<elseif Weather.isSnow>>
Stacked snow almost blocks the view.
<<else>>
<<if Time.dayState is "night">>
It's pitch black.
<<else>>
It is cloudy.
<</if>>
<</if>>
<br><br>
<<link [[Weaken your bonds (1:00)|Kylar Abduction Weaken]]>><<pass 60>><<tiredness 6>><<pain 8>><</link>><<ggpain>><<gtiredness>>
<br>
<<link [[Rest (1:00)|Kylar Abduction Rest]]>><<pass 60>><<tiredness -12>><</link>><<ltiredness>>
<br><<effects>>
You pull against the rope binding your wrists.
<<if currentSkillValue('physique') gte 15000>>
<span class="teal">You feel the fibres yield against your strength.</span>
<<elseif currentSkillValue('physique') gte 10000>>
<span class="lblue"></span>
<<elseif currentSkillValue('physique') gte 5000>>
<span class="blue"></span>
<<else>>
<span class="purple"></span>
<</if>>
<<set $kylar_abduction_binds -= 1 + (currentSkillValue('physique') / 3000)>>
<br><br>
<<if $kylar_abduction_binds gte 80>>
<span class="pink">The rope will yield, but it might take a while.</span>
<br><br>
<<kylar_abduction_return>>
<<elseif $kylar_abduction_binds gte 60>>
<span class="purple">The rope is looser than it was, if your imagination isn't playing tricks on you.</span>
<br><br>
<<kylar_abduction_return>>
<<elseif $kylar_abduction_binds gte 40>>
<span class="blue">The rope is looser than it was. You're sure of it.</span>
<br><br>
<<kylar_abduction_return>>
<<elseif $kylar_abduction_binds gte 20>>
<span class="lblue">The rope is loose enough that you can wiggle your wrists.</span>
<br><br>
<<kylar_abduction_return>>
<<elseif $kylar_abduction_binds gte 1>>
<span class="teal">The rope is no longer uncomfortably tight.</span>
<br><br>
<<kylar_abduction_return>>
<<else>>
The rope is so loose, if you could only twist your hands the right way. You tug this way and that, until you at last <span class="green">pull your hand free.</span><<unbind>>
<br><br>
<<link [[Next|Kylar Abduction Free]]>><</link>>
<br>
<</if>><<effects>>
You close your eyes, and try to ignore the rope biting into your wrists. It doesn't feel like sleep, but you don't hear Kylar enter.
<br><br>
<<kylar_abduction_return rest>><<effects>>
<<if $phase is "angry">>
<<if $speech_attitude is "meek">>
"D-don't you dare touch me," you say. "It's wrong."
<<elseif $speech_attitude is "bratty">>
"Stay the fuck away from me," you say. "Or else."
<<else>>
"You're crazy," you say. "Stay away from me."
<</if>>
<br><br>
Your anger awakens something in Kylar.
<<elseif $phase is "apologise">>
<<if $speech_attitude is "meek">>
"I-I'm s-sorry," you say. "I'm not thinking of anyone else!"
<<elseif $speech_attitude is "bratty">>
"I've only thoughts for you," you say. "I didn't mean for you to feel otherwise."
<<else>>
"I'm sorry," you say. "I didn't mean for you to feel that way."
<</if>>
<br><br>
"You're lying!" Kylar says.
<<elseif $phase is "silent">>
Kylar's panic grows.
<<else>>
<<switch $phase>>
<<case "Eden">>
"Eden will rescue me," you say. "<<nnpc_Hes "Eden">> hunted worse than you."
<br><br>
"Eden? Who-"
<<case "Robin">>
"Robin will find me," you say. "Robin is stronger than <<nnpc_he "Robin">> seems. <<nnpc_Hes "Robin">> stronger than you."
<br><br>
"Robin? I-"
<<case "Whitney">>
"Just wait until Whitney finds us," you say. "It won't be pretty."
<br><br>
"Whitney? Y-you like a bully more than-"
<<case "Sydney">>
"Sydney will forgive you," you say. "After <<nnpc_his "Sydney">> revenge, which will be terrible."
<br><br>
"Sydney? B-but I'm better than-"
<<case "Avery">>
"Avery's a powerful <<nnpc_gender "Avery">>," you say. "When <<nnpc_he "Avery">> finds out about this, <<nnpc_he "Avery">>'ll ruin you."
<br><br>
"Avery? I don't-"
<<case "Alex">>
"Alex handles runts all the time," you say. "<<nnpc_He "Alex">> could take you six beers deep."
<br><br>
"Alex? What are you-"
<<case "Wolf">>
"The wolves will sniff me out," you say. "They're not afraid of a little thing like you."
<br><br>
"Wolves? Are you-"
<<case "Hawk">>
"The Great Hawk and I have a special bond," you say. "I won't be kept from <<kylar_pet_name>>."
<br><br>
"A bird? Is that-"
<</switch>>
<<he>> begins, but words fail <<him>>. It sounds like <<hes>> hyperventilating.
<</if>>
<<kylar_abduction_rage>><<if $molestationstart is 1>>
<<set _kylar to statusCheck("Kylar")>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<set $enemyarousalmax *= 2>><<set $kylar.raped += 1>>
<<set $NPCList[0].lefthand to ($worn.under_lower.type.includes("naked") ? 0 : "underlowerclothes")>>
<<set $NPCList[0].righthand to ($worn.lower.type.includes("naked") ? 0 : "lowerclothes")>>
<<if _kylar.penis isnot "none" and $player.vaginaExist and (_kylar.vagina is "none" or random(0,1))>>
<<set $NPCList[0].penis to "vaginaentrance">><<set $vaginause to "penis">><<set $vaginastate to "entrance">><<set $vaginatarget to 0>><<set $NPCList[0].location.genitals to "genitals">>
<<elseif _kylar.vagina isnot "none" and $player.penisExist>>
<<set $NPCList[0].vagina to "penisentrance">><<set $penisuse to "othervagina">><<set $penisstate to "entrance">><<set $penistarget to 0>><<set $NPCList[0].location.genitals to "genitals">>
<</if>>
<</if>>
<<set $enemyarousal += 15>>
<<He>> kisses, licks, and bites you while rubbing <<his>> whole body against yours.
<br><br>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Kylar Abduction Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Kylar Abduction Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<His>> weight presses against you, <<his>> head slumped over your shoulder. <<He>> pulls back, and gazes into your eyes with a mad intensity. "I'm going to do this to you again and again. Until I'm the only one who can satisfy you."
<<if !$worn.face.type.includes("gag") and $player.virginity.kiss isnot true>>
<<He>> kisses your mouth. <<takeKissVirginity "Kylar" `($loveInterest.primary is "Kylar" or $loveInterest.secondary is "Kylar" or $loveInterest.tertiary is "Kylar" or $loveInterest.quarternary is "Kylar" or $loveInterest.quinary is "Kylar" or $loveInterest.senary is "Kylar"?"loveRape":"rape")`>>
<<if _npcKissVirginTemp>>
"That was my first kiss," <<he>> whispers. "After so long. We have so many other firsts ahead of us, <<kylar_pet_name>>."
<</if>>
<<else>>
<<He>> kisses your forehead.
<</if>>
<<npcincr Kylar lust -100>><<llllust>><<gstockholm>><<set $syndromekylarbuild += 1>>
<<else>>
You smack your shoulder into <<him>>. <<He>> loses balance, and tumbles away. "N-not in the mood?" <<he>> asks. "That's okay. We have all the time in the world."<<lllust>><<npcincr Kylar lust -40>>
<</if>>
<br><br>
<<endcombat>>
<<npc Kylar>><<person1>>
You hear a dreadful thud above. Kylar hurries to the door. "I'll be back soon <<kylar_pet_name>>."
<br><br>
<<endevent>>
<<link [[Next|Kylar Abduction]]>><<endevent>><</link>>
<br><<effects>>
<<He>> scrambles away from you, backwards, kicking at the ground, until <<his>> back slams into the wall. "W-w-what-" <<He>> trembles. "What have I done?" <<He>> crawls towards you, and breathes a sigh of relief when <<he>> sees you're conscious.
<br><br>
"I-I'm so sorry, <<kylar_pet_name>>. Pl-please forgive me." <<He>> stands, lifting your chair as <<he>> does. <<He>> has to leverage <<his>> whole body to get it up all the way, pushing it with <<his>> back.
<br><br>
<<He>> drops to <<his>> knees, and averts <<his>> gaze, as if afraid to meet your eyes. "I'll do anything you want. Pl-please just forgive me."
<br><br>
<<if $kylar_abduction_stupid is 1>>
<<link [[Accuse Kylar of insulting your intelligence|Kylar Abduction Stupid]]>><<unset $kylar_abduction_stupid>><</link>>
<br>
<</if>>
<<if $kylar_clothes isnot "formal">>
<<link [[Tell Kylar to dress formally|Kylar Abduction Formal]]>><<set $kylar_clothes_init to 1>><<set $kylar_clothes to "formal">><</link>>
<br>
<</if>>
<<if $kylar_clothes isnot "goth">>
<<link [[Tell Kylar to dress like a goth|Kylar Abduction Goth]]>><<set $kylar_clothes_init to 1>><<set $kylar_clothes to "goth">><</link>>
<br>
<</if>>
<<if $kylar_clothes is "formal" or $kylar_clothes is "goth" or $kylar_clothes is "swimsuit">>
<<link [[Tell Kylar to dress casually|Kylar Abduction Normal]]>><<set $kylar_clothes_init to 1>><<unset $kylar_clothes>><</link>>
<br>
<</if>>
<<if $kylar_abduction_grass is 1>>
<<link [[Tell Kylar to mow the grass (1:00)|Kylar Abduction Grass]]>><<pass 60>><<set $kylar_abduction_grass to 2>><</link>><<note "Will help work out where you are" "green">>
<br>
<</if>>
<<if C.npc.Kylar.dom lte 90>>
<<link [[Tell Kylar to apologise properly|Kylar Abduction Kneel]]>><</link>>
<br>
<</if>>
<<if C.npc.Kylar.dom lte 80>>
<<link [[Tell Kylar to dance for you|Kylar Abduction Dance]]>><</link>>
<br>
<</if>>
<<if C.npc.Kylar.dom lte 60 and $kylar_clothes isnot "swimsuit">>
<<link [[Tell Kylar to wear a swimsuit|Kylar Abduction Swimsuit]]>><<set $kylar_clothes_init to 1>><<set $kylar_clothes to "swimsuit">><</link>>
<br>
<</if>>
<<if C.npc.Kylar.dom lte 30 and $footdisable is "f">>
<<link [[Tell Kylar to kiss your feet|Kylar Abduction Feet]]>><</link>>
<br>
<</if>>
<<if C.npc.Kylar.dom lte 0>>
<<link [[Tell Kylar to let you go|Kylar Abduction Release]]>><</link>><<note "Escapes basement" "gold">>
<br>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"Y-you called me stupid earlier," you say. "It was hurtful."
<<elseif $speech_attitude is "bratty">>
"I haven't forgotten what you said earlier," you say. "You called me stupid. Is there anything else you'd like to say?"
<<else>>
"You called me stupid earlier," you say. "Is there anything you'd like to add?"
<</if>>
<br><br>
"D-did I?" Kylar replies with a horrified glance. "I don't remember! And I was scared! And, and-" <<He>> bows <<his>> head, nodding up and down quick enough to hurt <<his>> neck. <<He>> clutches it in pain. "It won't happen again."<<ldom>><<npcincr Kylar dom -10>><<lllksuspicion>><<npcincr Kylar rage -100>>
<br><br>
"I-I need some painkiller," <<he>> says, approaching the door.
<br><br>
<<link [[Next|Kylar Abduction]]>><<endevent>><</link>>
<br><<effects>>
Kylar nods with enthusiasm. "Y-yes," <<he>> says. "I was planning to do it soon anyway." <<He>> was not planning to do it soon. "I-I'll soon have it done!"
<br><br>
<<He>> hasn't been gone long when you hear the rev of an engine. You assume that's Kylar cutting the grass.
<br><br>
<<link [[Next|Kylar Abduction]]>><<endevent>><</link>>
<br><<effects>>
"Formal?" Kylar asks. <<if $pronoun is "m">>"Like a suit?<<else>>"Like a dress?<</if>> I can do that!" <<He>> scrambles to <<his>> feet and hurries to the door. Fear has abandoned <<him>>. "I'll be back soon, <<kylar_pet_name>>."<<ldom>><<npcincr Kylar dom -10>><<lllksuspicion>><<npcincr Kylar rage -100>>
<br><br>
<<link [[Next|Kylar Abduction]]>><<endevent>><</link>>
<br><<effects>>
"Like a goth?" Kylar asks. "I can do that. I-I've done it before." <<He>> scrambles to <<his>> feet and hurries to the door. Fear has abandoned <<him>>. "I'll be back soon, <<kylar_pet_name>>."<<ldom>><<npcincr Kylar dom -10>><<lllksuspicion>><<npcincr Kylar rage -100>>
<br><br>
<<link [[Next|Kylar Abduction]]>><<endevent>><</link>>
<br><<effects>>
"Just a swimsuit?" Kylar asks. "Anything for <<kylar_pet_name>>." <<He>> scrambles to <<his>> feet and hurries to the door. Fear has abandoned <<him>>. "I'll be back soon."<<ldom>><<npcincr Kylar dom -10>><<lllksuspicion>><<npcincr Kylar rage -100>>
<br><br>
<<link [[Next|Kylar Abduction]]>><<endevent>><</link>>
<br><<effects>>
"Wh-whatever <<kylar_pet_name>> wants," <<he>> says, scrambling to <<his>> feet and hurrying to the door. "I'll be back soon."<<ldom>><<npcincr Kylar dom -10>><<lllksuspicion>><<npcincr Kylar rage -100>>
<br><br>
<<link [[Next|Kylar Abduction]]>><<endevent>><</link>>
<br><<effects>>
Kylar doesn't hesitate. <<He>> presses <<his>> forehead against the floor. "Sorry," <<he>> says. "Sorry sorry sorry sorry..."
<br><br>
<<He>> continues for some time, stopping only to breathe.<<ldom>><<npcincr Kylar dom -10>><<lllksuspicion>><<npcincr Kylar rage -100>>
<br><br>
<<He>> rises to <<his>> feet. "I-I'll be good from now on," <<he>> says, walking backwards towards the door. <<His>> steps are punctuated with small bows. "I'll be back soon."
<br><br>
<<link [[Next|Kylar Abduction]]>><<endevent>><</link>>
<br><<effects>>
Kylar looks at your toes a moment, before closing <<his>> eyes and leaning closer.
<<if $worn.feet.type.includes("naked")>>
<<He>> kisses each of your toes in turn, glancing up at you to make sure <<hes>> doing it okay.
<<else>>
<<He>> kisses your <<print $worn.feet.name>>, alternating between them and occasionally glancing up at you to make sure <<hes>> doing it okay.
<</if>>
<<He>> licks them for good measure.<<ldom>><<npcincr Kylar dom -10>><<lllksuspicion>><<npcincr Kylar rage -100>>
<br><br>
<<He>> rises to <<his>> feet. "I-I'll be good from now on," <<he>> says, walking backwards towards the door. <<His>> steps are punctuated with small bows. "I'll be back soon."
<br><br>
<<link [[Next|Kylar Abduction]]>><<endevent>><</link>>
<br><<effects>>
"I-I can't dance," Kylar says. "But I'll try!" <<he>> adds in a hurry.
<br><br>
<<He>> opens <<his>> laptop. "What sort of dance?"
<br><br>
<<link [[Cool|Kylar Abduction Dance Cool]]>><</link>>
<br>
<<link [[Sophisticated|Kylar Abduction Dance Sophisticated]]>><</link>>
<br>
<<link [[Sensual|Kylar Abduction Dance Sensual]]>><</link>>
<br>
<<link [[Sexual|Kylar Abduction Dance Sexual]]>><</link>>
<br><<effects>>
Kylar plays a popular track, and dances in the middle of the room. <<He>> isn't very good. <<He>> doesn't have the dance memorised, and needs to keep <<his>> eyes on the laptop so <<he>> can follow along.<<npcincr Kylar dom -10>><<ldom>>
<br><br>
The music stops. <<He>> waits for your appraisal.
<br><br>
<<link [[Berate|Kylar Abduction Dance Berate]]>><</link>>
<br>
<<link [[Compliment|Kylar Abduction Dance Compliment]]>><</link>>
<br><<effects>>
Kylar plays a classical track, and dances in the middle of the room. It's more swaying than dancing, really. <<Hes>> so uncoordinated it's a wonder <<he>> doesn't fall over.<<npcincr Kylar dom -10>><<ldom>>
<br><br>
The music stops. <<He>> waits for your appraisal.
<br><br>
<<link [[Berate|Kylar Abduction Dance Berate]]>><</link>>
<br>
<<link [[Compliment|Kylar Abduction Dance Compliment]]>><</link>>
<br><<effects>>
Kylar plays a track, and dances in the middle of the room. Does <<he>> mean to sway <<his>> hips? Whatever <<hes>> trying to do, it's not sensual in the typical way. It's negatively sensual.
<<arousal -600>><<larousal>><<npcincr Kylar dom -10>><<ldom>>
<br><br>
The music stops. <<He>> waits for your appraisal.
<br><br>
<<link [[Berate|Kylar Abduction Dance Berate]]>><</link>>
<br>
<<link [[Compliment|Kylar Abduction Dance Compliment]]>><</link>>
<br><<effects>>
Kylar plays a track, and dances in the middle of the room. At least you think it's meant to be a dance. <<He>> kinda jerks haphazardly around, sticking limbs out at random intervals.
<<npcincr Kylar dom -10>><<ldom>>
<br><br>
The music stops. <<He>> waits for your appraisal.
<br><br>
<<link [[Berate|Kylar Abduction Dance Berate]]>><</link>>
<br>
<<link [[Compliment|Kylar Abduction Dance Compliment]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I'm sure you did your best," you say. "But I'm disappointed."
<<elseif $speech_attitude is "bratty">>
"That was terrible," you say. "What a waste of my time."
<<else>>
"That wasn't very good," you say. "I'm disappointed."
<</if>>
<<llove>><<npcincr Kylar love -1>>
<br><br>
Kylar drops to <<his>> knees. "I'm sorry <<kylar_pet_name>>," <<he>> says, wrapping <<his>> arms around your leg. "I will do better next time!" <<He>> scurries from the room.<<lllksuspicion>><<npcincr Kylar rage -100>>
<br><br>
<<link [[Next|Kylar Abduction]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"You danced very well," you say.
<<elseif $speech_attitude is "bratty">>
"You've got good moves," you say.
<<else>>
"You're a good dancer," you say.
<</if>>
<<glove>><<npcincr Kylar love 1>>
<br><br>
Kylar bobs in joy. "Thank you <<kylar_pet_name>>," <<he>> says. "I'll be back soon."<<lllksuspicion>><<npcincr Kylar rage -100>>
<br><br>
<<link [[Next|Kylar Abduction]]>><<endevent>><</link>>
<br><<effects>>
Kylar breaks down in tears at your words. <<His>> head sags. <<He>> no longer has the will to refuse you. <<He>> slumps to <<his>> knees. "I-I just w-wanted you to b-be mine. I-I'm sorry."
<br><br>
<<He>> weeps for a moment, before rising to <<his>> feet and walking behind your chair. <<He>> removes the bindings.
<<unbind>><<set $worn.neck.type.push("broken")>><<neckruined true>>
<br><br>
<<link [[Comfort Kylar|Kylar Abduction Comfort]]>><</link>>
<br>
<<link [[Just leave|Kylar Abduction Leave]]>><</link>>
<br><<effects>>
You wrap your arms around Kylar. <<He>> flinches at first, but then melts into you. <<His>> weight is easy to support.
<br><br>
<<He>> weeps a moment longer, then looks at the door. "Y-you'll need something," <<he>> says. "To leave. Wait here. I won't be long. I promise."
<br><br>
<<He>> leaves the room. <<He>> didn't lie, and soon returns carrying a string of garlic. "Wear it around your neck," <<he>> says. <<His>> tears are wet on <<his>> cheeks, but <<hes>> no longer crying. "I've eaten some. Follow me."
<br><br>
<<link [[Next|Kylar Abduction Release 2]]>><</link>>
<br><<effects>>
"W-wait!" Kylar says as you step towards the door. <<He>> wipes <<his>> tears. They're replaced at once. "You'll need something to leave safely. W-wait here. I won't be long. I promise."
<br><br>
<<He>> leaves the room. <<He>> didn't lie, and soon returns carrying a string of garlic. "Wear it around your neck," <<he>> says. <<His>> tears are wet on <<his>> cheeks, but <<hes>> no longer crying. "I've eaten some. Follow me."
<br><br>
<<link [[Next|Kylar Abduction Release 2]]>><</link>>
<br><<effects>>
You follow Kylar from the room. The corridor outside is dark. More garlic has been nailed into the peeling plaster around the door. Much of it has rotted, but some is fresh.
<br><br>
Kylar walks right, then left. You pass other rooms. The doors are shut, except the last. It lies broken on the floor, giant splinters pointing outwards.
<br><br>
You come to a staircase, leading up. Kylar climbs. There's a door at the top.
<br><br>
<<link [[Next|Kylar Abduction Release 3]]>><</link>>
<br><<effects>>
The door opens into a spacious, yet old-fashioned kitchen. Except for the mess. Food packaging litters the floor. The bin overflows, and has done so for a while, judging by the smell. Kylar ignores it, and walks down another corridor. <<He>> passes a staircase leading further up, and arrives at a door leading outside.
<br><br>
<<He>> opens the door, and steps aside. It opens onto an overgrown garden, and what looks like Danube Street beyond. <<He>> doesn't make eye contact with you.
<br><br>
<<set $kylar_abduction_grass to 3>>
<span class="pink">You hear a deep rumble above.</span> It sounded like a growl. Kylar glances at the staircase. "J-just go," <<he>> says. "Go quick."
<br><br>
<<link [[Investigate upstairs|Kylar Abduction Release Investigate]]>><</link>>
<br>
<<link [[Leave|Kylar Abduction Release 4]]>><</link>>
<br><<effects>>
You ignore Kylar, and climb the stairs. "No!" <<He>> hisses, grasping your arm. You shake <<him>> off. <<He>> doesn't try again.
<br><br>
The floorboards creak beneath your feet. Kylar follows behind, trying to convince you to turn back.
<br><br>
<<link [[Next|Kylar Abduction Release Investigate 2]]>><</link>>
<br><<effects>>
The decor upstairs is different. Older. There's a portrait of a family.
<<if $player.gender_appearance is "f">>
A bald man with a tidy beard stood beside a woman with long, jet-black hair. Aside from the hair and age, <span class="purple">she looks like you.</span>
<<else>>
A woman with long, jet-black hair stood beside a bald man with a tidy beard. Aside from the hair and age, <span class="purple">he looks like you.</span>
<</if>>
Between them stands a smiling child. It's Kylar. It must have been painted years ago.
<br><br>
Kylar follows your gaze. "Those are my parents," <<he>> says. Something thuds against the wall. The portrait trembles. "Pl-please leave. It's not safe."
<br><br>
<<link [[Leave|Kylar Abduction Release 4]]>><</link>>
<br>
<<link [[Continue|Kylar Abduction Release Investigate 3]]>><</link>>
<br><<effects>>
There's a door beside the portrait. It's ajar. Kylar hides <<his>> face in <<his>> hands as you push it the rest of the way.
<br><br>
A four-poster bed sits inside, half-hidden in the gloom. You hear another growl, louder now. It's coming from the bed. Nothing lies atop it, <span class="pink">but you see a flash of silver beneath it.</span> That's all the warning you get.
<br><br>
<<link [[Next|Kylar Abduction Release Investigate 4]]>><</link>>
<br><<effects>>
A shape emerges from beneath the bed, crawling towards you on all fours, then rearing upright and towering in front of you. You only get a glimpse of long, terrible fangs, before the creature barges into you, knocking you onto your back.
<br><br>
Kylar screams. Long, silver nails thud into the floorboards on either side of your head. A hairless, inhuman face stares at you. Kylar tries to shove the creature away, but with no impact. "Leave <<phim>> alone!" <<he>> shouts. The creature spares Kylar a glance this time, but isn't distracted long.
<br><br>
<<link [[Next|Kylar Abduction Release Investigate 5]]>><</link>>
<br><<effects>>
It leans closer, sniffs you, then recoils with a screech. It launches itself away from you, Kylar, and the room, disappearing deeper into the house.
<br><br>
Kylar helps you to your feet, and pulls you towards the stairs. You're too shaken to resist this time. "The garlic saved you," <<he>> says, holding your hand in both of <<his>> as <<he>> leads you down. "That doesn't mean you're safe."
<br><br>
The front door is still open.
<br><br>
<<link [[Next|Kylar Abduction Release 4]]>><</link>>
<br><<effects>>
You step into the overgrown garden. A stone path winds to a gate. You can see the street beyond.
<br><br>
As you approach, you notice the symbol of the temple chiselled into the stone pillar holding the gate. You glance back at the old house. The door is ajar. Kylar watches you through one eye before closing it the rest of the way.
<br><br>
<<endevent>>
<<kylar_abduction_end>>
<<link [[Next|Danube Street]]>><<badEndTrackingEnd "Kylar Abduction" { reason: "kylarAbductionReleased" }>><</link>>
<br><<effects>>
You are in the small room in the basement. The chair Kylar tied you to is here, along with the laptop. There's one door. It isn't locked.
<br><br>
<<investigateicon>><<link [[Look at the laptop|Kylar Abduction Laptop]]>><</link>>
<br>
<<crimeicon "mark">><<link [[Peek through the window|Kylar Abduction Free Peek]]>><</link>>
<br>
<<getouticon>><<link [[Leave the room|Kylar Abduction Free Corridor]]>><</link>>
<br><br>
<<kylarmanoricon "chair">><<link [[Sit and wait for Kylar (1:00)|Kylar Abduction Free Wait]]>><<pass 60>><</link>>
<br><<effects>>
You sit on the chair, and wait for Kylar's return.
<br><br>
<<npc Kylar>><<person1>>
The door creaks open, revealing <<his>> small form. <<His>> footsteps didn't make a sound. <<He>> stops and observes you a moment. <<He>> can tell something's wrong. Then <<he>> notices the loose bindings on the floor. <<He>> rushes over to restore them.
<br><br>
"I-I'm sorry <<kylar_pet_name>>," <<he>> says. <<His>> hands are trembling too much to tie them. "I-it's good you didn't go anywhere. I-it's unsafe."
<br><br>
<<if $kylar_abduction_bailey is 1>>
Kylar's head swivels to the window, shock on <<his>> face. <<He>> shunts the table closer, then climbs atop to get a better view. <<He>> whimpers.
<br><br>
<<link [[Next|Kylar Abduction Free Rescue]]>><</link>>
<br>
<<else>>
<<link [[Refuse to be bound again|Kylar Abduction Free Refuse]]>><</link>>
<br>
<<link [[Let Kylar bind you, but lay on the guilt|Kylar Abduction Free Guilt]]>><</link>>
<br>
<<link [[Let Kylar bind you in silence|Kylar Abduction Free Silent]]>><</link>>
<br>
<</if>><<effects>>
<<npc Bailey 2>><<npc Jordan 3>><<person1>>
Kylar dashes from the room. <<He>> doesn't even close the door behind <<him>>. You peer through the window yourself, and see Bailey marching across the garden.
<<person2>>
<<His>> eyes make contact with yours, but <<he>> looks away so swiftly that you wonder if you're imagining it.
<br><br>
Behind <<him>> walks a young <<person3>><<monk>>.
<<if C.npc.Jordan.init isnot 1>>
<<His>> outfit covers <<him>> from head to toe, only <<his>> youthful face is visible. Locks of hair protrude from the sides of the cowl, betraying a golden shade.
<br><br>
<<link [[Next|Kylar Abduction Free Rescue 2]]>><<set $phase to 1>><</link>>
<br>
<<else>>
It's Jordan, the priest from the temple.
<br><br>
<<link [[Next|Kylar Abduction Free Rescue 2]]>><<set $phase to 0>><</link>>
<br>
<</if>>
<br><br><<effects>>
<<person3>>
Bailey's finger twitches in your direction. It's barely perceptible, but
<<if $phase is 1>>
the <<monk>>'s
<<else>>
Jordan's
<</if>>
eyes snap to yours. <<He>> steps off the path, disappearing into the semi-wild garden.
<br><br>
Bailey disappears from view. You hear a heavy rap on a door, followed by a squeak further off.
<br><br>
"I'm from the orphanage," Bailey says. "Are you living alone here?"
<br>
"No," replies Kylar from higher up. You can't see either, but Kylar must be talking from an upstairs window. "My parents live here too. L-leave right now. You're trespassing."
<br>
"I'll have to meet your parents-"
<br><br>
<<if $phase is 1>>
The <<monk>>'s
<<else>>
Jordan's
<</if>>
face appears at the window, examining the edge. <<He>> presses a thin metal tool against it, and pushes.
<br><br>
<<link [[Next|Kylar Abduction Free Rescue 3]]>><</link>>
<br><<effects>>
<<person3>>
"-I said leave, or I-I'll call the police!" Kylar sounds more anxious.
<br>
"We both know that's not happening," Bailey replies. "I have good reason to believe you live alone here."
<br><br>
<<if $phase is 1>>
The <<monk>>
<<else>>
Jordan
<</if>>
winces as the glass cracks, but it doesn't make much noise. <<He>> wiggles the tool, and manages to dislodge the window from the frame. It falls into your room, but <<he>> reaches in and snatches it with supreme deftness. <<He>> places it aside, and holds out <<his>> hand.
<br><br>
<<link [[Next|Kylar Abduction Free Rescue 4]]>><</link>>
<br><<set $outside to 1>><<effects>>
<<person3>>
"Your parents haven't been seen in years," Bailey continues. "We have room for you at the orphanage-"
<br>
<<if $phase is 1>>
The <<monk>>
<<else>>
Jordan
<</if>>
hauls you through the window and into the garden. "Keep down," <<he>> says, pulling you around the edge of the garden, hidden from view of the house.
<br><br>
You catch glimpses through the bushes. Bailey stands in front of the old-fashioned front door, staring up at a window on the second floor. Kylar's eyes stare down from the dark. They flick up, <span class="pink">and land right on you.</span>
<br><br>
<<link [[Next|Kylar Abduction Free Rescue 5]]>><</link>>
<br><<effects>>
<<person1>>
Kylar launches <<himself>> from the window, sailing right over Bailey's head. It's an act of crazed desperation, but Bailey reacts swiftly. <<person2>><<He>> steps back, catches Kylar with both arms, and forces <<person1>><<him>> to the ground.
<br><br>
<<person3>>
"It's not safe here,"
<<if $phase is 1>>
the <<monk>>
<<else>>
Jordan
<</if>>
whispers into your ear, tugging your arm.
<br><br>
<<link [[Reassure Kylar|Kylar Abduction Free Rescue Reassure]]>><</link>>
<br>
<<link [[Mock Kylar|Kylar Abduction Free Rescue Mock]]>><</link>>
<br>
<<link [[Just leave|Kylar Abduction Free Rescue Leave]]>><</link>>
<br><<effects>>
<<person1>>
You walk across the grass, to where Kylar lies struggling beneath Bailey's grasp. You kneel beside <<him>>.
<br><br>
<<if $speech_attitude is "meek">>
"I'm sorry I have to leave," you say. You kiss <<his>> nose, and feel <<him>> tremble. "We'll see each other at school."
<<elseif $speech_attitude is "bratty">>
"Don't miss me too much," you say. You kiss <<his>> nose, and feel <<him>> tremble. "We'll see each other at school."
<<else>>
"Don't worry," you say. You kiss <<his>> nose, and feel <<him>> tremble. "We'll see each other at school."
<</if>>
<<ggglove "Kylar">><<npcincr Kylar love 15>>
<br><br>
<<He>> stops struggling, and lies still, defeated. You return to
<<person3>>
<<if $phase is 1>>
the <<monk>>,
<<else>>
Jordan,
<</if>>
and leave the garden.
<br><br>
<<link [[Next|Kylar Abduction Free Rescue 6]]>><</link>>
<br><<effects>>
<<person1>>
You walk across the grass, to where Kylar lies struggling beneath Bailey's grasp. You kneel beside <<him>>.
<br><br>
<<if $speech_attitude is "meek">>
"I-I'm not yours anymore," you say. "Don't try it again."
<<elseif $speech_attitude is "bratty">>
"Hope you enjoyed that," you say. "You'll be lucky if I ever let you touch me again."
<<else>>
"You missed your chance," you say. "Don't try it again."
<</if>>
<<gggksuspicion>><<npcincr Kylar rage 50>>
<br><br>
<<He>> stops struggling, and lies still, defeated. You return to
<<person3>>
<<if $phase is 1>>
the <<monk>>,
<<else>>
Jordan,
<</if>>
and leave the garden.
<br><br>
<<link [[Next|Kylar Abduction Free Rescue 6]]>><</link>>
<br><<effects>>
You turn away from Kylar, and leave the garden.<<gksuspicion>><<npcincr Kylar rage 5>>
<br><br>
<<link [[Next|Kylar Abduction Free Rescue 6]]>><</link>>
<br><<effects>>
<<person3>>
<<if $phase is 1>>
The <<monk>> stops you outside the gate. "I'm <<nnpc_brother "Jordan">> Jordan," <<he>> says. "Priest at the temple." <<He>> bows <<his>> head a little.
<<else>>
Jordan stops you outside the gate.
<</if>>
"Open wide."
<br><br>
<<He>> peers into your mouth. "You're untainted," <<he>> says, a relieved smile spreading across <<his>> face. "Stay away from that house from now on." Bailey walks through the gate. "No luck with the dark one?" Jordan asks.
<br><br>
<<person2>>
Bailey shakes <<his>> head. <<person1>>"<<He>> scampered back indoors." There's none of the usual stern disregard in Bailey's voice. "Thank you for rescuing my ward." <<person2>><<He>> rests a hand on your shoulder, and smiles at you. It's so warm. It's a performance for the priest, but if you didn't know better, you'd believe it.
<br><br>
<<link [[Inform Jordan that Bailey is being manipulative|Kylar Abduction Free Rescue Inform]]>><</link>><<willpowerdifficulty 400 1000>>
<br>
<<link [[Keep quiet|Kylar Abduction Free Rescue Quiet]]>><</link>>
<br><<effects>>
<<person2>>
You look at Jordan. "Don't believe <<him>>," you say. "<<Hes>>-"
<br><br>
Bailey's smile softens, <<his>> eyelids quiver. <<He>> looks <i>betrayed</i>.
<<if $willpowerSuccess>>
<<set $temple_bailey_known to 1>>
<<Hes>> still acting, but the effect is profound. It takes a phenomenal will, <span class="green">but you manage to continue.</span> "-<<Hes>> lying. <<He>> beats us. <<He>> extorts us for cash, and if we don't pay-"
<br><br>
"You've had a long day," Bailey says. Anger breaks through the act, clear as day. Your shoulder hurts beneath <<his>> hand. <<He>> turns to Jordan. "Thank you for your service. We're done now."
<br><br>
<<person3>>
Jordan hesitates, then nods. "I must be on my way," <<he>> says. "Please be safe." <<He>> turns in the direction of Wolf Street, <<his>> habit fluttering in the breeze. <<He>> makes eye-contact with you one last time before disappearing around a corner.
<br><br>
<<person2>>
Bailey turns <<his>> back to the priest. "You think you're funny?" <<he>> asks. "You're almost more trouble than you're worth. Those god-botherers aren't people I want to be in debt to. There's always a price."
<br><br>
<<else>>
<<Hes>> still acting, <span class="red">but it doesn't matter.</span> Your voice wavers, and you fall silent.
<br><br>
<<person3>>
"Forgive me," Jordan says, addressing you. "I was so relieved you were untainted, I overlooked the more mundane horrors you might have experienced. It must have been terrible. Please be safe." <<He>> bows to Bailey, and turns in the direction of Wolf Street, <<his>> habit fluttering in the breeze.
<br><br>
<<person2>>
Bailey turns <<his>> back to the priest, and drops <<his>> smile. "You're almost more trouble than you're worth," <<he>> says. "Those god-botherers aren't people I want to be in debt to. There's always a price."
<br><br>
<</if>>
<<link [[Thank for the rescue|Kylar Abduction Free Rescue Thank]]>><</link>>
<br>
<<link [[Get angry|Kylar Abduction Free Rescue Angry]]>><</link>>
<br>
<<link [[Remain silent|Kylar Abduction Free Rescue Silent]]>><</link>>
<br><<effects>>
<<person3>>
You remain quiet. Jordan smiles and nods. "It's no trouble," <<he>> says. "You were wise to come to us." <<He>> looks up at the house. "Our history isn't spotless. But I've said too much." <<He>> bows, and walks towards Wolf Street, <<his>> habit fluttering in the breeze.
<br><br>
<<person2>>
Bailey turns <<his>> back to the priest, and drops <<his>> smile. "You're almost more trouble than you're worth," <<he>> says. "Now I'm in debt to those god-botherers. There's always a price."
<br><br>
<<link [[Thank for the rescue|Kylar Abduction Free Rescue Thank]]>><</link>>
<br>
<<link [[Get angry|Kylar Abduction Free Rescue Angry]]>><</link>>
<br>
<<link [[Remain silent|Kylar Abduction Free Rescue Silent]]>><</link>>
<br><<effects>>
<<person2>>
<<if $speech_attitude is "meek">>
"Th-thank you for rescuing me," you say.
<<elseif $speech_attitude is "bratty">>
"Thanks for the help," you say.
<<else>>
"Thanks for rescuing me," you say.
<</if>>
<br><br>
Bailey reaches for <<his>> phone before you've finished. "Fucking brats," <<he>> says, ignoring your words and thumbing through a message. "No rest for the wicked. Don't be any more trouble." <<He>> marches away.
<br><br>
<<kylar_abduction_end>>
<<link [[Next|Danube Street]]>><<endevent>><<badEndTrackingEnd "Kylar Abduction" { reason: "kylarAbductionRescued" }>><</link>>
<br><<effects>>
<<person2>>
<<if $speech_attitude is "meek">>
"D-did you care that I was missing?" you ask. "Y-You don't care what happened to me? How I am?"
<<elseif $speech_attitude is "bratty">>
"I'm fine, thanks," you say, voice dripping with sarcasm.
<<else>>
"Weren't you worried about me?" you ask.
<</if>>
<br><br>
Bailey reaches for <<his>> phone before you've finished. "Fucking brats," <<he>> says, ignoring your words and thumbing through a message. "No rest for the wicked. Don't be any more trouble." <<He>> marches away.
<br><br>
<<kylar_abduction_end>>
<<link [[Next|Danube Street]]>><<endevent>><<badEndTrackingEnd "Kylar Abduction" { reason: "kylarAbductionRescued" }>><</link>>
<br><<effects>>
<<person2>>
You remain silent. Bailey reaches for <<his>> phone. "Fucking brats," <<he>> says, thumbing through a message. "No rest for the wicked. Don't be any more trouble." <<He>> marches away.
<br><br>
<<kylar_abduction_end>>
<<link [[Next|Danube Street]]>><<endevent>><<badEndTrackingEnd "Kylar Abduction" { reason: "kylarAbductionRescued" }>><</link>>
<br><<effects>>
<<set $kylar_abduction_binds to 50>>
<<bind>>
You shove Kylar away from you. <<His>> alarm twists into a mad grin. "<<kylar_pet_name cap>> likes it rough?" <<He>> smacks a fist into <<his>> chest, you hear a click, <span class="red">and a jolt emanates from the collar.</span> Your muscles spasm, and you fall to the ground.<<ggpain>><<pain 8>><<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<gggksuspicion>><<npcincr Kylar rage 30>>
<br><br>
Kylar jumps at static, then hauls you back onto the chair before fiddling with the bindings. You're bound tight before you regain the use of your limbs.<<kylar_abduction_return none>><<effects>>
<<set $kylar_abduction_binds to 50>>
<<bind>>
<<if $speech_attitude is "meek">>
"D-don't you trust me?" you ask. "I thought you loved me."
<<elseif $speech_attitude is "bratty">>
"You have to bind me?" you ask. "You have issues."
<<else>>
"This is no way to treat someone you claim to love," you say.
<</if>>
<br><br>
"I-it's not that I don't trust you!" Kylar replies. <<He>> sounds mortified. <<Hes>> also lying. "Th-this is so you're safe!"
<<gggksuspicion>><<npcincr Kylar rage 30>>
<br><br>
<<He>> manages to tie you to the chair once more.<<kylar_abduction_return none>><<effects>>
<<set $kylar_abduction_binds to 50>>
<<bind>>
You say nothing as Kylar manages to bind you to the chair once more. "Th-there," <<he>> says. "Nice and safe." <<kylar_abduction_return none>><<effects>>
You open the laptop. It needs a password.
<<if $kylar_abduction_password is 1>>
You input "longing". <span class="green">It works.</span>
<br><br>
On the desktop <<= [2, 3, 4].includes($kylar_camera) ? `are two folders. One is titled "pictures", another "video"` : `is a folder titled "pictures"`>>. There's also an internet browser.
<br><br>
<<techicon "camera">><<link [[Pictures|Kylar Abduction Free Pictures]]>><</link>>
<br>
<<if [2, 3, 4].includes($kylar_camera)>>
<<techicon "vcam">><<link [[Video|Kylar Abduction Free Video]]>><</link>>
<br>
<</if>>
<<if $kylar_abduction_bailey isnot 1>>
<<techicon "email">><<link [[Browser|Kylar Abduction Free Browser]]>><</link>>
<br>
<</if>>
<<else>>
You try some common ones, but it's no use. <i>You'll need to find the password.</i>
<br><br>
<</if>>
<<getouticon>><<link [[Step away|Kylar Abduction Free]]>><</link>>
<br><<effects>>
You open the picture folder. It's full of photographs, <span class="pink">of you.</span> Some are at school, the courtyard, library, and even different classrooms. Others were taken on the street. Some are disturbingly close. You weren't aware of any of them being taken.<<gtrauma>><<trauma 6>><<gstress>><<stress 6>>
<br><br>
<<if [2, 3, 4].includes($kylar_camera)>>
<<techicon "vcam">><<link [[Video|Kylar Abduction Free Video]]>><</link>>
<br>
<</if>>
<<if $kylar_abduction_bailey isnot 1>>
<<techicon "email">><<link [[Browser|Kylar Abduction Free Browser]]>><</link>>
<br>
<</if>>
<br>
<<getouticon>><<link [[Step away|Kylar Abduction Free]]>><</link>>
<br><<effects>>
<<if $kylar_camera is 3>>
<<set $kylar_camera to 5>>
You open the video folder. It's full of videos 3 - 12 hours in length, from different parts of the orphanage. One of the orphans appears to be carrying the camera around without realising it. Realisation dawns.
<br><br>
<span class="pink">There's a camera in the owl plushie Kylar tried to gift you.</span>
<<else>>
You open the video folder. It's full of videos 3 - 12 hours in length, all from the same location, and same angle. <span class="pink">From on top of the wardrobe in your bedroom.</span> Most of the previews just show you sleeping, or even an empty room. But others show you in various states of dress. <<if $kylar_camera is 2>><<set $kylar_camera to 4>>Realisation dawns.<</if>><<gtrauma>><<trauma 6>><<gstress>><<stress 6>>
<br><br>
<span class="pink">It's the owl plushie.</span> One of its eyes is a camera.
<</if>>
<br><br>
<<techicon "camera">><<link [[Pictures|Kylar Abduction Free Pictures]]>><</link>>
<br>
<<if $kylar_abduction_bailey isnot 1>>
<<techicon "email">><<link [[Browser|Kylar Abduction Free Browser]]>><</link>>
<br>
<</if>>
<br>
<<getouticon>><<link [[Step away|Kylar Abduction Free]]>><</link>>
<br><<effects>>
You open the browser.
<<if $kylar_abduction_grass gte 3>>
You could contact Bailey, and let <<nnpc_him "Bailey">> know where you are. Anyone else would be in danger if they came here.
<br><br>
<<techicon "email">><<link [[Send an email to Bailey (0:05)|Kylar Abduction Free Bailey]]>><<pass 5>><</link>>
<br>
<<else>>
You could contact someone, and let them know where you are, but you'd need to work out where that is first.
<br><br>
<</if>>
<<if [2, 3, 4].includes($kylar_camera)>>
<<techicon "vcam">><<link [[Video|Kylar Abduction Free Video]]>><</link>>
<br>
<</if>>
<<techicon "camera">><<link [[Pictures|Kylar Abduction Free Pictures]]>><</link>>
<br><br>
<<getouticon>><<link [[Step away|Kylar Abduction Free]]>><</link>>
<br><<effects>>
<<set $kylar_abduction_bailey to 1>>
"I've been kidnapped. I'm being held in a basement beneath a house on Danube Street. There's a stone pillar at the gate, with the symbol of the temple engraved on the inner side."
<br><br>
You add your name, <span class="green">and send it to Bailey.</span> You don't know if Bailey will consider it a priority, or bother helping at all. All you can do now is wait.
<br><br>
<<if [2, 3, 4].includes($kylar_camera)>>
<<techicon "vcam">><<link [[Video|Kylar Abduction Free Video]]>><</link>>
<br>
<</if>>
<<techicon "camera">><<link [[Pictures|Kylar Abduction Free Pictures]]>><</link>>
<br><br>
<<getouticon>><<link [[Step away|Kylar Abduction Free]]>><</link>>
<br><<effects>>
<<if $kylar_abduction_grass is 2>>
<<set $kylar_abduction_grass to 3>>
You stand on the chair, and look through the window. The grass has been mown, giving you a clear view of a garden. The lawn might be neat, but the bushes are wild, and the flower beds full of weeds. A gate stands closed, attached to <span class="green">a stone pillar engraved with the symbol of the temple.</span>
<br><br>
You see streetlights beyond the garden, and the tops of trees. <span class="green">It looks like Danube Street.</span>
<br><br>
That should be enough information for someone to find you.
<br><br>
<<elseif $kylar_abduction_grass gte 3>>
You stand on the chair, and look through the window. The grass has been mown, giving you a clear view of a garden. The lawn might be neat, but the bushes are wild, and the flower beds full of weeds. A gate stands closed, attached to a stone pillar engraved with the symbol of the temple.
<br><br>
You see streetlights beyond the garden, and the tops of trees. It looks like Danube Street.
<br><br>
<<else>>
You stand on the chair, and look through the window. You're faced with overgrown grass. You can't see anything beyond.
<br><br>
<<set $kylar_abduction_grass to 1>>
<i>If only the grass were trim, you might be able to work out where you are.</i>
<br><br>
<</if>>
<<link [[Next|Kylar Abduction Free]]>><</link>>
<br><<effects>>
You creep into a dark corridor. You smell garlic. Bulbs have been nailed into the frame around the door to your cell.
<br><br>
A light flickers around a corner to your left. You hear running water to your right.
<br><br>
<<dooricon "basement">><<link [[Enter your cell|Kylar Abduction Free]]>><</link>>
<br><br>
<<techicon "lightbulb">><<link [[Go towards the flickering|Kylar Abduction Free Flicker]]>><</link>>
<br>
<<kylarmanoricon "pipe">><<link [[Go towards the running water|Kylar Abduction Free Water]]>><</link>>
<br><<effects>>
A lightbulb flickers above, illuminating the corridor and casting terrible shadows. <<if $kylar_abduction_torch isnot 1>>There's a door. You hear a buzzing behind it.<</if>> Your cell is just down the corridor. You hear a scurrying in the other direction.
<br><br>
<<if $kylar_abduction_torch isnot 1>>
<<techicon "lightbulb">><<link [[Enter room|Kylar Abduction Free Flicker Room]]>><</link>>
<br><br>
<</if>>
<<dooricon "basement">><<link [[Go towards your cell|Kylar Abduction Free Corridor]]>><</link>>
<br>
<<animalicon "rat">><<link [[Go towards the scurrying|Kylar Abduction Free Scurry]]>><</link>>
<br><<effects>>
The door opens, revealing a table illuminated by the flickering light behind you. Plates, cups and utensils litter the surface. Others lie shattered on the ground nearby. There's also a heavy duty torch.
<br><br>
<<techicon "torch">><<link [[Turn it on|Kylar Abduction Free Flicker Torch]]>><</link>>
<br>
<<getouticon>><<link [[Leave|Kylar Abduction Free Flicker]]>><</link>>
<br><<effects>><<set $kylar_abduction_torch to 1>>
<<wearProp "heavy duty torch">>
You push the on switch, and it blazes into life, <span class="pink">revealing a familiar pair of eyes, staring right into you.</span> You nearly drop the torch, but manage to keep your grip. <<gstress>><<stress 6>>
<br><br>
<<link [[Next|Kylar Abduction Free Flicker Room 2]]>><</link>>
<br><<effects>>
Before you, leaning against the wall, is a doppelganger of yourself, down to very fine detail. It's naked, and anatomically correct. <span class="pink">It's a sex doll.</span><<gstress>><<stress 6>>
<br><br>
You turn off the torch to escape its gaze. The light could be useful, at least. <span class="green">You take it with you.</span>
<br><br>
<<link [[Next|Kylar Abduction Free Flicker]]>><<handheldon>><</link>>
<br><<effects>>
A pipe runs along the wall. A deep scratch has been cut into it, releasing a trickle of water. It pools on the ground <<= $kylar_abduction_key isnot 1 ? "below, and disappears beneath a door" : "below">>. Your cell is just down the corridor. You feel a breeze from the other direction.
<br><br>
<<if $kylar_abduction_key isnot 1>>
<<kylarmanoricon "pipe">><<link [[Enter room|Kylar Abduction Free Water Room]]>><</link>>
<br><br>
<</if>>
<<dooricon "basement">><<link [[Go towards your cell|Kylar Abduction Free Corridor]]>><</link>>
<br>
<<sewericon "breeze">><<link [[Go towards the breeze|Kylar Abduction Free Breeze]]>><</link>>
<br><<effects>>
You enter the room. Water pools throughout, and even drips from the ceiling.
<<if $kylar_abduction_torch is 1>>
<<wearProp "torch">>
You turn on the torch you found. The gloom recoils, revealing a metal rack on the far wall. Terrifying hooked and bladed implements hang there, but there's also a large key. <span class="green">You take it with you.</span>
<br><br>
<<set $kylar_abduction_key to 1>>
<<link [[Next|Kylar Abduction Free Water]]>><<handheldon>><</link>>
<br>
<<else>>
You can hear it landing on metal, but the dark is too thick to see more than a few feet inside. You step deeper, peering into the gloom, <span class="red">until your knee connects with unseen furniture.</span><<gpain>><<pain 4>>
<br><br>
The heavy object jolts, sending an echo through the basement. <span class="red">A deep growl answers.</span>
<br><br>
<<link [[Next|Kylar Abduction Free Hunt]]>><</link>>
<br>
<</if>><<effects>>
You glimpse small bodies fleeing your approach. Rats, or large mice. They scurry <<= $kylar_abduction_password isnot 1 ? "beneath a door" : "into hidden crannies">>. You see a light flicker down one corridor, and feel a breeze coming from the other direction.
<br><br>
<<if $kylar_abduction_password isnot 1>>
<<animalicon "rat">><<link [[Enter room|Kylar Abduction Free Scurry Room]]>><</link>>
<br><br>
<</if>>
<<techicon "lightbulb">><<link [[Go towards the flickering|Kylar Abduction Free Flicker]]>><</link>>
<br>
<<sewericon "breeze">><<link [[Go towards the breeze|Kylar Abduction Free Breeze]]>><</link>>
<br><<effects>>
You enter the room. The rodents scurry into the corners, disappearing into hidden crannies. Against the back wall stands a cabinet, barely visible in the gloom.
<br><br>
<<if $kylar_abduction_password isnot 1>>
<<if $kylar_abduction_key is 1>>
<<lockicon "key">>
<<else>>
<<officeicon "files">>
<</if>>
<<link [[Open the cabinet|Kylar Abduction Free Cabinet]]>><</link>>
<br>
<</if>>
<<getouticon>><<link [[Leave|Kylar Abduction Free Scurry]]>><</link>>
<br><<effects>>
Now closer, you can see a keyhole in the cabinet door. You try to pull it open, but it's locked.
<br><br>
<<if $kylar_abduction_key is 1>>
<<wearProp "key" "steel">>
<<if $kylar_abduction_torch is 1>>
You reach for the key you found hanging on the wall. It fits. The lock clicks open, revealing a back wall covered in pictures of newly-married couples. The heads of you and Kylar have been crudely taped on top, replacing the original identities.<<gstress>><<stress 6>>
<br><br>
The shelves themselves are full of books, and a laptop. The laptop doesn't work, but stuck to the screen is a post-it note. There's a stylised, flattering drawing of you. It also bears one word: "longing".
<br><br>
<span class="green">It might be the laptop's password.</span>
<<set $kylar_abduction_password to 1>>
<br><br>
<<link [[Next|Kylar Abduction Free Scurry]]>><<handheldon>><</link>>
<br>
<<else>>
You reach for the key you found hanging on the wall. It fits. The lock clicks open. You can't see a thing.
<br><br>
You feel inside. Your fingers find books, moist and decaying the damp. Your hand catches something, knocking it to the floor. <span class="red">It shatters, and a deep growl answers.</span>
<br><br>
<<link [[Next|Kylar Abduction Free Hunt]]>><<handheldon>><</link>>
<br>
<</if>>
<<else>>
You try to tug it open. Perhaps it's only stuck. You pull so hard you scrape the furniture an inch across the floor. <span class="red">The sound echoes through the basement, and a deep growl answers.</span>
<br><br>
<<link [[Next|Kylar Abduction Free Hunt]]>><</link>>
<br>
<</if>><<effects>>
You hear the tortured scrape of metal on stone, and the thud of heavy footsteps echo through the basement. <span class="red">Something is hunting you.</span> Something worse than Kylar.
<br><br>
<<set $skulduggerydifficulty to 1000>>
<<link [[Hide|Kylar Abduction Free Hunt Hide]]>><</link>><<skulduggerydifficulty>>
<br>
<<link [[Run to your cell|Kylar Abduction Free Hunt Run]]>><</link>>
<br><<effects>>
You hide in an adjoining room, and wait, peering through a crack in the door.
<br><br>
The footsteps get closer, and closer, until a tall shape passes in front of the door. It's too dark to make out any detail, but you can hear deep, erratic breaths.
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<<pass 1>>
The shape moves on, and the footsteps become quieter, until you can hear them no more. You wait a moment before emerging from your hiding place. <span class="green">The danger has passed.</span>
<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
<<skulduggeryskilluse>>
<<else>>
<br><br>
<span class="blue">That was too easy. You didn't learn anything.</span>
<br><br>
<</if>>
<<link [[Next|Kylar Abduction Free Corridor]]>><</link>>
<br>
<<else>>
<span class="red">An eye pierces you,</span> and the door is flung open.
<br><br>
You black out.
<br><br>
<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">That was too easy. You didn't learn anything.</span>
<br><br>
<</if>>
<<link [[Next|Kylar Abduction Free Capture]]>><</link>>
<br>
<</if>><<effects>>
You run. A roar echoes in response. Heavy footfalls close in on you with terrifying speed, rushing up from behind. You turn in time to see a flash of silver.
<br><br>
You black out.
<br><br>
<<link [[Next|Kylar Abduction Free Capture]]>><</link>>
<br><<effects>>
You feel a breeze erupt from the gaps around a door. It sits at the top of a staircase. You hear the sound of running water down one corridor, and scurrying feet down another.
<br><br>
<<stairsicon "up" "prison">><<link [[Climb stairs|Kylar Abduction Free Stairs]]>><</link>>
<br><br>
<<kylarmanoricon "pipe">><<link [[Go towards the running water|Kylar Abduction Free Water]]>><</link>>
<br>
<<animalicon "rat">><<link [[Go towards the scurrying|Kylar Abduction Free Scurry]]>><</link>>
<br><<effects>><<set $lock to 1000>>
You climb the creaky stairs. The door at the top is crisscrossed with padlocks.
<br><br>
<<if currentSkillValue('skulduggery') gte $lock>>
<span class="green">Quantity over quality. You'll make short work of them.</span>
<br><br>
<<dooricon "locked">><<link [[Open it (0:05)|Kylar Abduction Free Sneak]]>><<pass 5>><</link>>
<br>
<<else>>
<span class="red">The locks look beyond your ability to pick.</span><<skulduggeryrequired>>
<br><br>
<</if>>
<<getouticon>><<link [[Back away|Kylar Abduction Free Breeze]]>><</link>>
<br><<effects>>
The first padlock opens, and the tense chain recoils, each link smacking against the frame as it passes. It's a lot of noise, but the other locks don't take you long.
<br><br>
The door swings open, revealing a spacious, but old-fashioned and messy kitchen. Food packaging erupts from the bin and over the floor. You see a door leading outside down one corridor. Freedom is close.
<br><br>
You pass a staircase on the way to the door. You peer through the glass, at an overgrown garden. A path is barely visible among the weeds. It leads to a gate attached to a stone pillar, marked with a symbol of the temple. You see what looks like Danube Street beyond.
<br><br>
You hear a rumble upstairs. It sounded like a growl.
<br><br>
<<set $kylar_abduction_grass to 3>>
<<kylarmanoricon "hall">><<link [[Investigate upstairs|Kylar Abduction Free Investigate]]>><</link>>
<br>
<<getouticon>><<link [[Just leave|Kylar Abduction Free Leave]]>><</link>>
<br><<effects>>
<<npc Kylar>><<person1>>
You climb the stairs. The decor is older up here, the colours darker. There's a portrait of a family.
<<if $player.gender_appearance is "f">>
A bald man with a tidy beard stood beside a woman with long, jet-black hair. Aside from the hair and age, <span class="purple">she looks like you.</span>
<<else>>
A woman with long, jet-black hair stood beside a bald man with a tidy beard. Aside from the hair and age, <span class="purple">he looks like you.</span>
<</if>>
Between them stands a smiling child. It's Kylar. It must have been painted years ago.
<br><br>
There's a door beside the portrait. It's ajar. You push it the rest of the way.
<br><br>
A four-poster bed sits inside, half-hidden in the gloom. You hear another growl, louder now. It's coming from the bed. Nothing lies atop it, <span class="pink">but you see a flash of silver beneath it.</span> That's all the warning you get.
<br><br>
<<link [[Next|Kylar Abduction Free Investigate 2]]>><</link>>
<br><<effects>>
A shape emerges from beneath the bed, crawling towards you on all fours, then rearing upright and towering in front of you. You only get a glimpse of long, terrible fangs, before the creature barges into you, knocking you onto your back.
<br><br>
You black out.
<br><br>
<<link [[Next|Kylar Abduction Free Capture]]>><<pass 30>><</link>>
<br><<effects>>
<<endevent>>
<<npc Kylar>><<person1>>
<<bind>>
<<set $kylar_abduction_binds to 100>>
You awaken back in the small room, tied once more to the chair. Kylar kneels in front of you, <<his>> face a bizarre contortion of relief and rage.
<br><br>
<<set $kylar_abduction_stupid to 1>>
"M-my love!" <<he>> cries. "My stupid love. You could have been hurt. But you're safe now." <<He>> tests your binds. "Don't go running off where you don't belong. You'll break my heart. And <i>they</i> will tear yours in two."
<br><br>
<<He>> walks to the door. "I'll be back soon <<kylar_pet_name>>."
<br><br>
<<link [[Next|Kylar Abduction]]>><<endevent>><</link>>
<br><<effects>>
<<npc Kylar>><<person1>>
You walk through the garden, and take a final glance at the old building behind you. You think you see a face watching you from an upper window, but it's gone when you blink.<<npcincr Kylar rage 50>><<gggksuspicion>>
<br><br>
You walk through the gate, to freedom. "No!" Kylar screams from behind. <<He>> emerges from the old house, raw torment contorting <<his>> face. "D-d-don't leave-" <<He>> trips on a loose stone, and <<his>> leg twists at an unhealthy angle. <<He>> tries to stand, but <<his>> leg can no longer bear <<his>> weight, and <<he>> falls. <<He>> crawls towards you.
<br><br>
<<link [[Reassure|Kylar Abduction Free Reassure]]>><</link>>
<br>
<<link [[Mock|Kylar Abduction Free Mock]]>><</link>>
<br>
<<link [[Just leave|Kylar Abduction Free Leave 2]]>><</link>>
<br><<effects>>
You crouch in front of Kylar.
<<if $speech_attitude is "meek">>
"I'm sorry I have to leave," you say. You kiss <<his>> nose, and feel <<him>> tremble. "We'll see each other at school."
<<elseif $speech_attitude is "bratty">>
"Don't miss me too much," you say. You kiss <<his>> nose, and feel <<him>> tremble. "We'll see each other at school."
<<else>>
"Don't worry," you say. You kiss <<his>> nose, and feel <<him>> tremble. "We'll see each other at school."
<</if>>
<<ggglove>><<npcincr Kylar love 15>>
<br><br>
<<He>> stops, presses <<his>> face into the grass, and weeps. You turn and leave the garden.
<br><br>
<<kylar_abduction_end>>
<<link [[Next|Danube Street]]>><<endevent>><<badEndTrackingEnd "Kylar Abduction" { reason: "kylarAbductionLeave" }>><</link>>
<br><<effects>>
You crouch in front of Kylar.
<<if $speech_attitude is "meek">>
"I-I'm not yours anymore," you say. "Don't try it again."
<<elseif $speech_attitude is "bratty">>
"Hope you enjoyed that," you say. "You'll be lucky if I ever let you touch me again."
<<else>>
"You missed your chance," you say. "Don't try it again."
<</if>>
<<gggksuspicion>><<npcincr Kylar rage 50>>
<br><br>
<<He>> stops, presses <<his>> face into the grass, and weeps. You turn and leave the garden.
<br><br>
<<kylar_abduction_end>>
<<link [[Next|Danube Street]]>><<badEndTrackingEnd "Kylar Abduction" { reason: "kylarAbductionLeave" }>><</link>>
<br><<effects>>
There's no way Kylar can stop you like this. You turn and walk from the garden, leaving Kylar to wail, alone.
<br><br>
<<kylar_abduction_end>>
<<link [[Next|Danube Street]]>><<badEndTrackingEnd "Kylar Abduction" { reason: "kylarAbductionLeave" }>><</link>>
<br><<effects>>
You stare straight ahead, unmoving. "I-It worked!" Kylar announces, almost falling off your lap in <<his>> joy. "Umm." <<He>> swings the pendant in front of you again.
<br>
"Whenever you hear my name, you will feel safe and happy."
<br>
"You will think of me at least once an hour."
<br>
"You w-won't think of loving anyone else."
<br><br>
<<He>> takes a deep breath. "When I click my fingers, you will leave the trance. Y-you won't remember any of this." <<He>> clicks <<his>> fingers. You blink a few times, and look <<him>> in the eye.
<br><br>
"I just did a little relaxation technique," <<he>> says. "Y-you should feel better from now on."
<br><br>
You do feel a little strange.<<gstockholm>><<set $syndromekylarbuild += 1>><<npcincr Kylar lust -100>><<llllust>>
<br><br>
A dreadful thud emanates from above. Kylar hurries to the door. "I'll be back soon <<kylar_pet_name>>."
<br><br>
<<endevent>>
<<link [[Next|Kylar Abduction]]>><<endevent>><</link>>
<br><<effects>>
You shake your head.
<br><br>
"L-let me try again," Kylar says, swinging the pendant with more vigour. "Wh-when I cl-click-" <<He>> swings with too much force, and the pendant flies off the chain, shattering against the hard floor.
<br><br>
"O-oh no," Kylar mutters, climbing off you and gathering the broken shards. "I-I'm sorry," <<he>> says. "I-I can fix it." <<He>> sounds so earnest. You can't help but feel sorry for <<him>>.<<gstockholm>><<set $syndromekylarbuild += 1>><<npcincr Kylar lust -100>><<llllust>>
<br><br>
A dreadful thud emanates from above. Kylar hurries to the door. "I'll be back soon <<kylar_pet_name>>."
<br><br>
<<endevent>>
<<link [[Next|Kylar Abduction]]>><<endevent>><</link>>
<br><<effects>>
<<if $willpowerSuccess>>
<span class="green">You tear your gaze away from the pendant.</span> Kylar swings it in front of your face with more force, but the spell is broken.
<br><br>
"I-I'm just trying to help," <<he>> says, swinging even harder. "Why won't-" The pendant flies off its chain, shattering against the floor.
<br><br>
"O-oh no," Kylar mutters, climbing off you and gathering the broken shards. "I-I'm sorry," <<he>> says. "I-I can fix it."
<br><br>
A dreadful thud emanates from above. Kylar hurries to the door. "I'll be back soon <<kylar_pet_name>>."
<br><br>
<<endevent>>
<<link [[Next|Kylar Abduction]]>><<endevent>><</link>>
<br>
<<else>>
You try to resist, to tear away your gaze, <span class="red">but the pendant draws in your will.</span><<lcontrol>><<control -10>>
<br><br>
<<link [[Next|Kylar Abduction Hypnosis Let]]>><</link>>
<br>
<</if>><<effects>>
You feel tranquil. You stare straight ahead, unmoving. "I-It worked!" Kylar announces, almost falling off your lap in <<his>> joy. "Umm." <<He>> swings the pendant in front of you again.
<br><br>
"Whenever you think of..." <<He>> gives you instructions. "...you won't remember any of this." <<He>> clicks <<his>> fingers. You blink a few times, and look <<him>> in the eye.
<br><br>
"I just did a little relaxation technique," <<he>> says. "Y-you should feel better from now on."
<br><br>
You do feel a little strange.<<gstockholm>><<set $syndromekylarbuild += 1>><<npcincr Kylar lust -100>><<llllust>>
<br><br>
A dreadful thud emanates from above. Kylar hurries to the door. "I'll be back soon <<kylar_pet_name>>."
<br><br>
<<endevent>>
<<link [[Next|Kylar Abduction]]>><<endevent>><</link>>
<br><<effects>>
<<set _kylar to $NPCList[0]>>
<<if C.npc.Kylar.lust gte 100>>
<<switch $syndromekylarbuild>>
<<case 4>>
Kylar crawls towards you, and pulls <<himself>> up your legs.
<<if _kylar.penis isnot "none">>
<!-- Kylar penis - will try to fuck you -->
<<He>> lifts your thighs, and rests your legs against <<his>> shoulders.
<<elseif ($genderknown.includes("Kylar") and $player.penisExist) or $player.gender_appearance is "m">>
<!-- Kylar vag and you penis - will try to ride you -->
<<He>> straddles your thighs, pulling <<his>> body against yours.
<<else>>
<!-- Kylar vag and you vag - will try to scissor -->
<<He>> spreads your legs, pulling <<his>> body against yours.
<</if>>
<br><br>
<<if $pregnancyspeechdisable is "f" and (
(_kylar.vagina isnot "none" and ($genderknown.includes("Kylar") ? $player.penisExist : $player.gender_appearance is "m") )
or
(_kylar.penis isnot "none" and ($genderknown.includes("Kylar") ? $player.vaginaExist : $player.gender_appearance is "f") )
)>>
<<if C.npc.Kylar.vagina isnot "none">>
"Your sperm is so delicious," <<he>> says. "It must be potent. S-so potent. I need you to mark me again and again."
<<else>>
"I need to mark you with my sperm," <<he>> says. "S-so the universe knows you're mine. N-no one else's!"
<</if>>
<</if>>
<<He>> gazes into your eyes with a mad intensity. "I'm going to fuck you again and again. Until I'm the only one who can satisfy you."
<br><br>
<<link [[Next|Kylar Abduction Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<case 3>>
<<if $hypnosisdisable is "f">>
Kylar sits on your lap, and gazes into your eyes with a mad intensity. "I want to try helping you relax again," <<he>> says, producing a pendant. <span class="purple"><<He>> swings it in front of your face.</span>
<br><br>
"Wh-when I click my fingers, you will fall into a trance." <<He>> clicks <<his>> fingers. <span class="pink">You feel your consciousness shift as you enter a trance.</span>
<br><br>
<<link [[Resist|Kylar Abduction Hypnosis Resist]]>><</link>><<willpowerdifficulty 1 2000>>
<br>
<<link [[Let it happen|Kylar Abduction Hypnosis Let]]>><<control 10>><</link>><<gcontrol>>
<br>
<<else>>
<<kylarStockholmDefaultRape>>
<</if>>
<<case 2>>
Kylar eyes up your body, any anxiety overcome by lust.
<<if _kylar.penis isnot "none">>
<!-- Kylar penis - will try to fuck you -->
<<He>> lifts your thighs, and rests your legs against <<his>> shoulders.
<<elseif ($genderknown.includes("Kylar") and $player.penisExist) or $player.gender_appearance is "m">>
<!-- Kylar vag and you penis - will try to ride you -->
<<He>> straddles your thighs, pulling <<his>> body against yours.
<<else>>
<!-- Kylar vag and you vag - will try to scissor -->
<<He>> spreads your legs, pulling <<his>> body against yours.
<</if>>
<br><br>
<<if $pregnancyspeechdisable is "f" and (
(_kylar.vagina isnot "none" and ($genderknown.includes("Kylar") ? $player.penisExist : $player.gender_appearance is "m") )
or
(_kylar.penis isnot "none" and ($genderknown.includes("Kylar") ? $player.vaginaExist : $player.gender_appearance is "f") )
)>>
<<if C.npc.Kylar.vagina is "none">>
<<He>> rubs your belly. "I'm going to get you pregnant with my child. I-I'm fertile. I'm sure of it!"
<<else>>
<<He>> rubs <<his>> belly. "I'm going to get pregnant with your child. I-I'm fertile. I'm sure of it!"
<</if>>
<</if>>
<<He>> gazes into your eyes with a mad intensity. "I'm going to fuck you again and again. Until I'm the only one who can satisfy you."
<br><br>
<<link [[Next|Kylar Abduction Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<case 1>>
<<if $hypnosisdisable is "f">>
Kylar sits on your lap, and gazes into your eyes with a mad intensity. "I want to try something." <<He>> produces a pendant, <span class="purple">and swings it in front of your face.</span>
<br><br>
"Wh-when I click my fingers, you will fall into a trance." <<He>> clicks <<his>> fingers. Nothing happens. "D-did it work?"
<br><br>
<<link [[Pretend it worked|Kylar Abduction Hypnosis Pretend]]>><</link>>
<br>
<<link [[Say it didn't|Kylar Abduction Hypnosis]]>><</link>>
<<else>>
<<kylarStockholmDefaultRape>>
<</if>>
<<default>>
<<kylarStockholmDefaultRape>>
<</switch>>
<<elseif C.npc.Kylar.rage gte 100>>
"I don't understand," Kylar says. <<He>> sounds irritated. "I'm being so good to you. So very good. Are-" <span class="pink"><<His>> fist clenches around the knife.</span> "Are you thinking of someone else? Is that it?" There's anger in <<his>> voice now. Anger and fear.
<br><br>
<<link [[Get angry yourself|Kylar Abduction Event Response]]>><<trauma -6>><<stress -6>><<set $phase to "angry">><</link>><<ltrauma>><<lstress>>
<br>
<<link [[Apologise|Kylar Abduction Event Response]]>><<trauma -12>><<set $phase to "apologise">><</link>><<lltrauma>>
<br>
<<link [[Remain silent|Kylar Abduction Event Response]]>><<stress -12>><<set $phase to "silent">><</link>><<llstress>>
<br>
<<if isLoveInterest("Eden")>>
<<link [[Say Eden will rescue you|Kylar Abduction Event Response]]>><<stress -12>><<set $phase to "Eden">><</link>><<llstress>>
<br>
<</if>>
<<if isLoveInterest("Robin")>>
<<link [[Say Robin will rescue you|Kylar Abduction Event Response]]>><<trauma -12>><<set $phase to "Robin">><</link>><<lltrauma>>
<br>
<</if>>
<<if isLoveInterest("Whitney")>>
<<link [[Say Whitney will rescue you|Kylar Abduction Event Response]]>><<trauma -12>><<set $phase to "Whitney">><</link>><<lltrauma>>
<br>
<</if>>
<<if isLoveInterest("Sydney")>>
<<link [[Say Sydney will rescue you|Kylar Abduction Event Response]]>><<trauma -12>><<set $phase to "Sydney">><</link>><<lltrauma>>
<br>
<</if>>
<<if isLoveInterest("Alex")>>
<<link [[Say Alex will rescue you|Kylar Abduction Event Response]]>><<trauma -12>><<set $phase to "Alex">><</link>><<lltrauma>>
<br>
<</if>>
<<if isLoveInterest("Avery")>>
<<link [[Say Avery will rescue you|Kylar Abduction Event Response]]>><<stress -12>><<set $phase to "Avery">><</link>><<llstress>>
<br>
<</if>>
<<if isLoveInterest("Black Wolf")>>
<<link [[Say the wolf pack will rescue you|Kylar Abduction Event Response]]>><<stress -12>><<set $phase to "Wolf">><</link>><<llstress>>
<br>
<</if>>
<<if isLoveInterest("Great Hawk")>>
<<link [[Say the Great Hawk will rescue you|Kylar Abduction Event Response]]>><<stress -12>><<set $phase to "Hawk">><</link>><<llstress>>
<br>
<</if>>
<<elseif $syndromekylarbuild gte 5>>
Kylar paces in front of you, up and down the room, debating <<himself>> as to whether it's time to introduce you to <<his>> parents. The madness you saw earlier is gone. <<He>> mutters about getting everything just right.
<br><br>
You're struck by just how much work <<hes>> put into this, all for you, all alone. It's so unfair. Everyone deserves a friend.
<br><br>
<span class="red">You've gained the Stockholm Syndrome: Kylar trait.</span>
<br><br>
<<kylar_stockholm_start>>
<<link [[Next|Kylar Abduction Stockholm]]>><</link>>
<br>
<<else>>
The light above rattles as a heavy thud shakes the ceiling. "I will be back soon <<kylar_pet_name>>," <<he>> says, tearing <<his>> eyes away from you. The door shuts behind <<him>>, leaving you alone.
<br><br>
<<link [[Next|Kylar Abduction]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<if $willpowerSuccess>>
You ignore Kylar's attentions, <span class="green">reducing them to mere physical sensations.</span> <<He>> pulls away, looking puzzled at your lack of reaction. "A-are you not in the mood?" <<He>> pulls away from you. "A-a-am I doing something wrong? I'm s-sorry love! I'll do better next time."
<<else>>
You try to ignore Kylar's attentions, but the way <<he>> hovers a moment before each kiss or lick, as if needing to overcome some anxious barrier each time, gives <<his>> breath a chance to tickle your skin. It affects an intoxicating anticipation, right before <<his>> mouth connects. <span class="red">You feel a heat rise within you in spite of yourself.</span><<gggarousal>><<arousal 4000>><<gglust>><<npcincr Kylar lust 30>>
<br><br>
<<if $arousal gte 10000>>
<<orgasm>>
Kylar cries out in excitement, <<his>> voice higher pitched than normal. "S-see! I'll be a good <<if $pronoun is "m">>husband<<else>>wife<</if>>."<<ggglust>><<npcincr Kylar lust 50>>
<br><br>
<</if>>
<</if>>
<br><br>
<<link [[Next|Kylar Abduction Event End]]>><</link>>
<br><<effects>>
You wait until Kylar brings <<his>> head in front of yours to switch to the other side of your neck, then you smack your head against <<his>>.
<<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>
One of your horns connects, knocking <<him>> on <<his>> back with a thud.<<cow>><<ggksuspicion>><<npcincr Kylar rage 30>>
<br><br>
<<else>>
It hurts you, but knocks <<him>> onto <<his>> back with a thud.<<ggpain>><<pain 8>><<ggksuspicion>><<npcincr Kylar rage 30>><<glust>><<npcincr Kylar lust 10>>
<br><br>
<</if>>
<<He>> looks up at you, stunned. "Th-that's rough of you," <<he>> says, scrambling to <<his>> knees. <<He>> kneels in front of you, resting <<his>> hands on your thighs.
<br><br>
<<link [[Next|Kylar Abduction Event End]]>><</link>>
<br><<effects>>
You lean forward, and lick <<his>> neck. <<He>> shivers and moans, recoiling a little, before drawing closer once more. "M-more," <<he>> says. "Please more."
<br><br>
You do as asked, kissing trailing kisses across <<his>> shoulder blade and up <<his>> throat. <<He>> turns <<his>> body. Shifting so <<his>> back faces you. "D-do the back," <<he>> says. You kiss the nape of <<his>> neck, tongue first. <<His>> body melts against yours.<<gglust>><<npcincr Kylar lust 30>>
<br><br>
<<link [[Next|Kylar Abduction Event End]]>><</link>>
<br><<effects>>
You nod with enthusiasm. Kylar seems satisfied. "I knew you'd agree!" <<He>> looks at the knife <<himself>>, and runs the blade over <<his>> tongue.<<gglust>><<npcincr Kylar lust 20>>
<br><br>
<<link [[Next|Kylar Abduction Event End]]>><</link>>
<br><<effects>>
You shake your head. Kylar laughs. There's no mirth. "I will make it prettier for you," <<he>> says. "Just you wait."<<ggksuspicion>><<npcincr Kylar rage 20>>
<<set $kylar_abduction_knife += 1>>
<br><br>
<<link [[Next|Kylar Abduction Event End]]>><</link>>
<br><<effects>>
You whimper. Kylar looks confused. "Why are you frightened?" <<he>> asks. <<He>> leans closer, and traces the tip against your skin. "It's just my knife."<<gksuspicion>><<npcincr Kylar rage 10>><<glust>><<npcincr Kylar lust 10>>
<br><br>
<<link [[Next|Kylar Abduction Event End]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I-It's okay to touch," you say. "Don't be shy."
<<elseif $speech_attitude is "bratty">>
"Don't be so meek," you say. "If you're gonna molest me, do it."
<<else>>
"Don't be shy," you say. "You can touch."
<</if>>
<<promiscuity1>>
Kylar hesitates one last time, then steps up and clasps <<his>> hands over your <<breasts>> from behind. <<He>> squeezes. You feel <<his>> whole body shudder through <<his>> palms.<<gglust>><<npcincr Kylar lust 20>>
<br><br>
<<link [[Next|Kylar Abduction Event End]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"Pl-please stop doing that," you say.
<<elseif $speech_attitude is "bratty">>
"Try that again and I'll bite," you say.
<<else>>
"This is creepy," you say.
<</if>>
<br><br>
Kylar stops still. "I-I didn't mean to upset you <<kylar_pet_name>>," <<he>> says. "I didn't mean to upset you."<<ggksuspicion>><<npcincr Kylar rage 20>>
<br><br>
<<link [[Next|Kylar Abduction Event End]]>><</link>>
<br><<effects>>
Kylar continues to get more bold, until at last, <<he>> takes a deep breath and clasps your <<breasts>> from behind. <<He>> squeezes. You feel <<his>> whole body shudder through <<his>> palms.<<glust>><<npcincr Kylar lust 10>><<gksuspicion>><<npcincr Kylar rage 10>>
<br><br>
<<link [[Next|Kylar Abduction Event End]]>><</link>>
<br><<effects>>
You smile for the picture. "Perfect," Kylar says. <<He>> shows you the picture. It's quite the image. Kylar's mad grin beside your dishevelled self, tied to a chair.<<gglust>><<npcincr Kylar lust 20>>
<br><br>
<<link [[Next|Kylar Abduction Event End]]>><</link>>
<br><<effects>>
You frown for the camera. "That's not a smile," Kylar says. <<He>> shows you the picture. Kylar's mad grin is contrasted by your pained expression. "People will think you're a prisoner." <<His>> laughter is a higher pitch than usual.<<ggksuspicion>><<npcincr Kylar rage 20>>
<br><br>
<<link [[Next|Kylar Abduction Event End]]>><</link>>
<br><<effects>>
You glare into the camera. "Ooh," Kylar says. <<He>> shows you the picture. Kylar's mad grin beside your defiant stare. "You look mad. Do you-" <<He>> pauses. "Do you want to punish me? Do you want to do <i>things</i> to me?"<<ggglust>><<npcincr Kylar lust 30>>
<br><br>
<<link [[Next|Kylar Abduction Event End]]>><</link>>
<br><<effects>>
You close your eyes. "What's wrong <<kylar_pet_name>>?" Kylar says. <<He>> shows you the picture. Kylar's mad grin beside your dishevelled self, tied to a chair. "Have I done something wrong? I'll earn your smile if I have to."<<gksuspicion>><<npcincr Kylar rage 10>><<glust>><<npcincr Kylar lust 10>>
<br><br>
<<link [[Next|Kylar Abduction Event End]]>><</link>>
<br><<effects>>
Kylar removes the tray with a flourish, letting it clatter onto the ground. Raw vegetables and cooked meat sitting atop their wrappers. A small bowl of fruit. A block of cheddar.
<br><br>
"What do you want to eat, <<kylar_pet_name>>?"
<br><br>
<<link [[Vegetables|Kylar Abduction Food Veg]]>><</link>>
<br>
<<link [[Meat|Kylar Abduction Food Meat]]>><</link>>
<br>
<<link [[Fruit|Kylar Abduction Food Fruit]]>><</link>>
<br>
<<link [[Nothing|Kylar Abduction Food Nothing]]>><</link>>
<br><<effects>>
Kylar takes a carrot, and pushes it against your lips. You open wide, and <<he>> pushes it into your mouth.
<br><br>
<<link [[Lick it suggestively|Kylar Abduction Food Veg Suggest]]>><</link>><<promiscuous1>>
<br>
<<link [[Bite|Kylar Abduction Food Veg Bite]]>><</link>>
<br><<effects>>
You push your tongue along the base, and lick along the carrot's "shaft." Kylar watches, enraptured. You bite the vegetable in half with a violent crunch.
<<promiscuity1>>
If anything, Kylar looks even more enthralled.<<ggglust>><<npcincr Kylar lust 30>>
<br><br>
<<link [[Next|Kylar Abduction Event End]]>><</link>>
<br><<effects>>
You bite off the tip of the carrot, and chew. Kylar presses the rest of the carrot against your lips before you're ready. "You have to eat your vegetables," <<he>> informs you. "It's healthy." <<He>> sometimes licks the food before feeding it to you.<<glust>><<npcincr Kylar lust 20>>
<br><br>
<<link [[Next|Kylar Abduction Event End]]>><</link>>
<br><<effects>>
Kylar pushes a chunk of meat between your lips. You try to bite into it, but it's overcooked and tough. "L-let me chew it for you <<kylar_pet_name>>," <<he>> says, tearing off a chunk and chewing.
<br><br>
<<link [[Eat the Kylar-chewed meat|Kylar Abduction Food Meat Eat]]>><</link>>
<br>
<<link [[Refuse|Kylar Abduction Food Meat Refuse]]>><</link>>
<br><<effects>>
<<He>> takes the wet food from <<his>> mouth, and pushes it into yours with <<his>> fingers. It doesn't need any more chewing. "My saliva is inside you," Kylar says. "Inside <<kylar_pet_name>>."<<ggglust>><<npcincr Kylar lust 30>>
<br><br>
<<link [[Next|Kylar Abduction Event End]]>><</link>>
<br><<effects>>
You clench your teeth. "I-is something the matter?" Kylar asks. "Do I need to chew it harder?" At a second refusal, <<he>> spits the meat on the ground. "It was rotten, stinky meat!" <<he>> says. "No good for <<kylar_pet_name>>!"<<ggksuspicion>><<npcincr Kylar rage 20>>
<br><br>
<<link [[Next|Kylar Abduction Event End]]>><</link>>
<br><<effects>>
Kylar cuts an apple into parts, and pushes each in turn between your lips. <<He>> watches you eat, enraptured, like it's the most interesting thing in the world. <<He>> manages to peel an orange without looking at it.<<gglust>><<npcincr Kylar lust 20>>
<br><br>
<<link [[Next|Kylar Abduction Event End]]>><</link>>
<br><<effects>>
"Nothing?" Kylar asks, as if confused. "Oh no. Oh no no no!" <<He>> looks away, bashful. "You want to eat <i>me</i> don't you?" <<He>> covers <<his>> face with a hand. "My <<girlfriend>> is a pervert!"
<br><br>
<<He>> pushes <<himself>> forward, and crawls towards you, scattering food onto the floor. "I'll give my <<girlfriend>> what <<pshe>> wants. I'm such a pushover!" <<He>> leans in to kiss.
<br><br>
<<link [[Kiss|Kylar Abduction Food Kiss]]>><</link>><<kissvirginitywarning>>
<br>
<<link [[Spit|Kylar Abduction Food Spit]]>><</link>>
<br>
<<link [[Turn aside|Kylar Abduction Food Turn]]>><</link>>
<br><<effects>>
<<His>> kiss is desperate, violent even. <<He>> pulls your tongue into <<his>> mouth, and sucks on it.
<<takeKissVirginity "Kylar" `($loveInterest.primary is "Kylar" or $loveInterest.secondary is "Kylar" or $loveInterest.tertiary is "Kylar" or $loveInterest.quarternary is "Kylar" or $loveInterest.quinary is "Kylar" or $loveInterest.senary is "Kylar"?"loveRape":"rape")`>><<gglust>><<npcincr Kylar lust 20>>
<br><br>
A trail of drool bridges you when <<he>> pulls away, eyes half-closed. "<<kylar_pet_name cap>> is such a good kisser," <<he>> says. "I'm powerless to resist." <<He>> looks at the food scattered on the ground. "I'm clumsy too. Please <<kylar_pet_name>>, don't you worry. I'll clean this up."
<br><br>
<<link [[Next|Kylar Abduction Event End]]>><</link>>
<br><<effects>>
You spit in Kylar's face. <<He>> recoils, confused, then laughs. "<<kylar_pet_name cap>> wants to degrade me!" <<he>> exclaims. "I'm such a good, long-suffering <<if $pronoun is "m">>boyfriend<<else>>girlfriend<</if>> to put up with it!"<<ggglust>><<npcincr Kylar lust 30>><<gksuspicion>><<npcincr Kylar rage 10>>
<br><br>
"I'm clumsy too. Please <<kylar_pet_name>>, don't you worry. I'll clean this up."
<br><br>
<<link [[Next|Kylar Abduction Event End]]>><</link>>
<br><<effects>>
You deflect Kylar's kiss with your cheek. <<He>> tries to lean around you to find your mouth, pushing <<his>> weight further and further off the table's edge, until it topples over. <<He>> sprawls on the floor.<<ggksuspicion>><<npcincr Kylar rage 20>>
<br><br>
"I-I'm so clumsy!" <<he>> laughs. "I'll clean it up!" <<He>> laughs harder. "Don't you worry!"
<br><br>
<<link [[Next|Kylar Abduction Event End]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I-it's very nice," you lie.
<<elseif $speech_attitude is "bratty">>
"You're a good singer," you lie.
<<else>>
"It's very good," you lie.
<</if>>
<br><br>
Kylar beams, and throws <<his>> arms around your neck. "I knew you'd like it!" <<He>> squeezes you tight. Too tight.<<gpain>><<pain 4>><<gglust>><<npcincr Kylar lust 20>>
<br><br>
<<link [[Next|Kylar Abduction Event End]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I-I'm sorry," you say. "But it's not very good."
<<elseif $speech_attitude is "bratty">>
"You suck at this," you say.
<<else>>
"It's not very good," you say.
<</if>>
<br><br>
Kylar laughs at a hysterical pitch. "<<kylar_pet_name cap>> likes to joke!" <<He>> clamps <<his>> arms around you in an iron embrace. "I like jokes!" <<He>> squeezes tighter.<<ggpain>><<pain 8>><<ggksuspicion>><<npcincr Kylar rage 20>>
<br><br>
<<link [[Next|Kylar Abduction Event End]]>><</link>>
<br><<effects>>
You remain silent. "My performance has left <<kylar_pet_name>> speechless!" Kylar says, throwing <<his>> arms around you. <<He>> squeezes you tight. Too tight.<<gpain>><<pain 4>><<gksuspicion>><<npcincr Kylar rage 10>><<glust>><<npcincr Kylar lust 10>>
<br><br>
<<link [[Next|Kylar Abduction Event End]]>><</link>>
<br><<effects>>
Kylar freezes in place. <<His>> face as well as the rest of <<his>> body. <<He>> stares at you with empty eyes.<<gggksuspicion>><<npcincr Kylar rage 100>>
<br><br>
<<link [[Next|Kylar Abduction Event End]]>><</link>>
<br><<effects>>
"I knew you'd like them," <<he>> says. "Maybe we could string them together into a super name."<<gglust>><<npcincr Kylar lust 20>>
<br><br>
<<link [[Next|Kylar Abduction Event End]]>><</link>>
<br><<effects>>
"Wh-what would you rather name them, <<kylar_pet_name>>?" <<he>> asks. "We could name them after our parents instead. I d-don't think they'd mind."<<ggksuspicion>><<npcincr Kylar rage 20>>
<br><br>
<<link [[Next|Kylar Abduction Event End]]>><</link>>
<br><<effects>>
"Sp-speechless," Kylar says. "You must like them a lot."<<gksuspicion>><<npcincr Kylar rage 10>><<glust>><<npcincr Kylar lust 10>>
<br><br>
<<link [[Next|Kylar Abduction Event End]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I-it's okay if you don't want to say more," you say. "But I'd like to hear it."
<<elseif $speech_attitude is "bratty">>
"Spit it out," you say. "I'm curious."
<<else>>
"Could you tell me more about them?" you ask.
<</if>>
<br><br>
<<if $rng gte 67>>
"Th-they've been sick lately," <<he>> says. "D-don't be frightened if they're rude when you meet. They'll love you, even if they don't show it."
<<elseif $rng gte 33>>
"Th-they spend a lot of time in the forest," <<he>> says. "I don't know what they do there."
<<else>>
"Th-they're scientists," Kylar says. <<He>> sounds proud. "They work... worked, on Elk Street. They've been busy at home lately though."
<</if>>
<<glust>><<npcincr Kylar lust 10>>
<br><br>
<<link [[Next|Kylar Abduction Event End]]>><</link>>
<br><<effects>>
You remain silent, and Kylar changes the topic.<<gksuspicion>><<npcincr Kylar rage 10>>
<br><br>
<<link [[Next|Kylar Abduction Event End]]>><</link>>
<br><<effects>>
You nod, and Kylar's pencil whirs into motion. <<He>> paces around you, glancing between the pad, until <<he>> at last rips off the top sheet of paper to show you.
<<pass 10>>
<br><br>
<<if $rng gte 81>>
It's a sketch of Kylar and you, stood in the forest in wedding attire while an audience of grotesque and misshapen creatures watch on.
<<elseif $rng gte 61>>
It's a sketch of you as you are, tied to a chair. There's a coy, suggestive look in your eyes, as if giving the viewer an invitation.
<<elseif $rng gte 41>>
It's a sketch of an old house. Kylar and you sit on the grass in front of it, eating a picnic. Both of you are smiling. The sun also has a face, and is smiling.
<<elseif $rng gte 21>>
It's a sketch of Kylar and you sitting together at school. The other students are depicted as dark shades, looming above the two of you. Despite this, you're both smiling and laughing.
<<else>>
It's a sketch of you, walking by a river in summer dress. Your depiction casts a flutter of rose petals on the water.
<</if>>
<br><br>
"Well?" Kylar asks. "Wh-what do you think?"
<br><br>
<<link [[Say it's very nice|Kylar Abduction Draw Nice]]>><</link>>
<br>
<<link [[Say it's horrible|Kylar Abduction Draw Horrible]]>><</link>>
<br>
<<link [[Say nothing|Kylar Abduction Draw Silent]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I-I don't want you to draw me," you say. "I'm sorry."
<<elseif $speech_attitude is "bratty">>
"Don't you dare," you say.
<<else>>
"I don't want you to draw me," you say. "You'll do something weird."<<ggksuspicion>><<npcincr Kylar rage 20>>
<</if>>
<br><br>
<<pass 10>>
Kylar seems to ignore you. <<His>> pencil whirs into motion. <<He>> paces around you, glancing between the pad, until <<he>> at last rips off the top sheet of paper to show you.
<br><br>
<<if $rng gte 81>>
There's a sketch of you, bound and gagged at the foot of a dragon. An image of Kylar charges the dragon on the back of a unicorn.
<<elseif $rng gte 61>>
There's a sketch of you, lying naked atop a depiction of Kylar. One of your hands is around <<his>> throat, choking <<him>>, while <<he>> looks on with awe. Your body proportions are inhuman.
<<elseif $rng gte 41>>
There's a sketch of you, standing on top of a depiction of Kylar, one foot on <<his>> chest and another on <<his>> face. Your body proportions are eccentric.
<<elseif $rng gte 21>>
There's a sketch of Kylar and you. Kylar descends a staircase, <<his>> face partially hidden by a fan, while your depiction holds out an arm to help.
<<else>>
There's a sketch of Kylar and you. <<His>> depiction cradles yours in an embrace, while you lick <<his>> nipple.
<</if>>
<br><br>
<<link [[Say it's very nice|Kylar Abduction Draw Nice]]>><</link>>
<br>
<<link [[Say it's horrible|Kylar Abduction Draw Horrible]]>><</link>>
<br>
<<link [[Say nothing|Kylar Abduction Draw Silent]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I-It's very nice," you say.
<<elseif $speech_attitude is "bratty">>
"It's pretty cool," you say. "You captured me well."
<<else>>
"It's very nice," you say. "Thank you for making it."
<</if>>
<br>
Kylar bobs up and down on <<his>> feet. "I knew you'd like it!" <<he>> exclaims before seizing your body in an embrace.<<gglust>><<npcincr Kylar lust 20>>
<br><br>
<<link [[Next|Kylar Abduction Event End]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I'm sorry," you say. "But it's not very good."
<<elseif $speech_attitude is "bratty">>
"It's terrible," you say. "What a waste of time."
<<else>>
"It's not very good," you say. "I'm sorry."
<</if>>
<br><br>
Kylar's eye twitches. "<<kylar_pet_name cap>> likes to jest!" <<he>> says. <<He>> throws the pad at the wall. "Everyone knows I'm a world class artist."<<ggksuspicion>><<npcincr Kylar rage 20>>
<br><br>
<<link [[Next|Kylar Abduction Event End]]>><</link>>
<br><<effects>>
You remain silent. "Speechless!" Kylar exclaims. "You're so stunned by my brilliant art." This self-praise does not come naturally to <<him>>. It sounds sarcastic.<<gksuspicion>><<npcincr Kylar rage 10>><<glust>><<npcincr Kylar lust 10>>
<br><br>
<<link [[Next|Kylar Abduction Event End]]>><</link>>
<br><<effects>><<set $outside to 0>>
You rise from your covers,
<br>
And you creep to the door.
<br>
What wanders the twilight,
<br>
A creature from the moor?
<br>
"Ho ho HO!" says a voice from above.
<br>
"Ho,"
<br>
"Ho,"
<br>
"HO!"
<br><br>
The last word it seems,
<br>
Was said in surprise,
<br>
And echoed to you,
<br>
From more than one side.
<br><br>
<<link [[Next|Kylar Christmas 2]]>><</link>>
<br><<effects>>
You run through the exit.
<br>
Along all the hallways.
<br>
You arrive at the tree.
<br>
Stood statue like always.
<br><br>
"H-ho ho ho!" says the voice once again.
<br>
This time from the chimney.
<br>
"Ho,"
<br>
"Ho,"
<br>
"Hooooooo!"
<br><br>
<<link [[Next|Kylar Christmas 3]]>><</link>>
<br><<effects>>
An avalanche of soot
<br>
Surges down from above.
<br>
Booted legs then follow.
<br>
Flailing arms wearing gloves.
<br><br>
<<Hes>> stuck in the chimney
<br>
Just until, with a tear
<br>
<<His>> red dress rips apart,
<br>
Leaving <<him>> very bare.
<br><br>
<<link [[Next|Kylar Christmas 4]]>><</link>>
<br><<effects>>
<<He>> lands in the ashes.
<br>
And covers <<his>> bare chest.
<br>
Just a pair of
<<if $pronoun is "m">>
undies,
<<else>>
panties,
<</if>>
<br>
Covering all the rest.
<br><br>
But this is not Santa.
<br>
Nor beast from the polar.
<br>
On the ground, lied sprawling.
<br>
Is a snow-covered Kylar!
<br><br>
<<link [[Help Kylar cover|Kylar Christmas 5]]>><<set $phase to 0>><<npcincr Kylar love 5>><</link>><<gglove>>
<br>
<<link [[Leer|Kylar Christmas 5]]>><<set $phase to 1>><<npcincr Kylar lust 10>><<arousal 600>><</link>><<gglust>><<garousal>>
<br><<effects>>
<<if $phase is 0>>
You tug down the red dress
<br>
And drop it at your feet.
<br>
<<He>> takes it, so grateful.
<br>
<<His>> face red like a beet.
<<else>>
You stand still and goggle.
<br>
As Kylar tries to stand.
<br>
One arm on <<his>> bare chest.
<br>
Reaching out with one hand.
<</if>>
<br><br>
Now footsteps approach you.
<br>
Now Kylar, <<he>> watches
<br>
And looks out with horror.
<br>
Oh, of all the botches!
<br><br>
<<link [[Next|Kylar Christmas 6]]>><</link>>
<br><<effects>>
<<He>> dresses and so fast.
<br>
Just before they arrive.
<br>
The orphans, they heard you.
<br>
Now Kylar must survive.
<br><br>
<<He>> runs to the window.
<br>
Then <<he>> pulls, and <<he>> tugs.
<br>
But locked tight by Bailey.
<br>
No escape from the thugs.
<br><br>
<<link [[Next|Kylar Christmas 7]]>><</link>>
<br><<effects>>
Kylar winces and faces
<br>
The shocked line of orphans.
<br>
<<His>> face one of horror.
<br>
No grip on <<his>> organs.
<br><br>
The orphans, they goggle.
<br>
Then they cry out as one.
<br>
"It's Santa! It's Santa!"
<br>
Said just like a mantra.
<br><br>
<<link [[Next|Kylar Christmas 8]]>><</link>>
<br><<effects>>
Kylar's role <<he>> accepts,
<br>
Thinking through these percepts,
<br>
Beware of your night gaze,
<br>
Shushing voices that raise.
<br><br>
Wait with expectant eyes,
<br>
Much in need of surprise,
<br>
No Santa would want to disappoint
<br>
Lover's eyes at knifepoint.
<br><br>
<<link [[Next|Kylar Christmas 9]]>><</link>>
<br><<effects>>
Chinney bag Kylar lifts,
<br>
As they jump and they cheer.
<br>
Handing out sweet gifts
<br>
As more orphans appear.
<br><br>
One by one get their share.
<br>
Chocolates and candies and cookies
<br>
and all handled with care.
<br>
"Thank you Santa!", some even say,
<br>
Going out on their way.<<ggghope>><<hope 10>>
<br><br>
<<link [[Next|Kylar Christmas 10]]>><</link>>
<br><<effects>>
No to run, nor to hide
<br>
<<His>> gifts gone in yuletide.
<br>
"Sorry, they were for you."
<br>
Kylar shakes, naught to do.
<br><br>
<span class="lewd">An idea quick to strike!</span>
<br>
Beneath skirt, hopes you like.
<br>
"Maybe Christmas doesn't come from a store,
<br>
Maybe Christmas means a little bit more."
<br>
Something else then, of use,
<br>
Thing to lover seduce.
<br><br>
<span class="lewd"><<His>> own
<<if $pronoun is "m">>
undies,
<<else>>
panties
<</if>>
it is!</span>
<br>
Removed with no restraint.
<br>
You grabbed gift with surprise,
<br>
Could yours be such a prize?
<<if $kylarSeen.includes("commando")>>
<br>
For <<his>> kindness, for <<his>> jewel,
<br>
You forgive <<his>> broken rule.
<</if>>
<br><br>
<<link [[Next|Kylar Christmas 11]]>><</link>>
<br><<effects>>
Bailey's rage is <<his>> right.
<br>
Shouts as loud as <<he>> might,
<br>
Kylar runs kind of cool.
<br>
You do too, you're no fool.
<br><br>
Now so safe and so far,
<br>
You think through the saga,
<br>
Of your Santa Kylar.
<br><br>
<<link [[Next|Sleep]]>><<upperruined>><<lowerruined>><<endevent>><</link>>
<br><<effects>>
What gift would you like to give Kylar?
<br><br>
<<food_gift_list>>
<<if _food_gift_found is true>>
<<skinicon "give">><<link [[Give gift (0:05)|Kylar Gifts]]>><<pass 5>><<give_gift Kylar>><</link>>
<br>
<</if>>
<<refuseicon>><<link [[Reconsider|Kylar Gifts List Reconsider]]>><</link>>
<br><<effects>>
Kylar gives you a strange look, noticing that you considered something.
<br><br>
<<kylaroptions>><<effects>>
<<set _gift to $gift.handheld_gift || $gift.handheld>>
<<wearProp _gift>>
<<if $phase is 1>>
"I've brought you something," you say.
<<elseif $phase is 2>>
"I made something," you say. "Just for you."
<<else>>
"I've made you a gift," you say. "I hope you like it."
<</if>>
<br><br>
<<if $gift.name is "chilli_con_carne">>
You hold out the chilli con carne. Kylar recognises it at once. "M-my favourite." <<He>> receives it with shaking hands. "Th-thank you." <<He>> stares at it, motionless.<<gglove>><<npcincr Kylar love 3>>
<br><br>
"Can I eat it?" <<he>> asks.
<br><br>
<<earnFeat "Not for Rats">>
<<link [[Nod|Kylar Gifts Chilli Nod]]>><<handheldon>><</link>>
<br>
<<link [[Suggest sharing it|Kylar Gifts Chilli Share]]>><<handheldon>><<npcincr Kylar lust 5>><</link>><<glust>>
<br>
<<elseif $gift.name is "bakewell_tart">>
You hold out the bakewell tart. "It looks so sweet," Kylar says. "M-my <<if $pronoun is "m">>mother<<else>>father<</if>> used to make these."<<lksuspicion>><<npcincr Kylar rage -1>>
<br><br>
<<He>> remains motionless.
<br><br>
<<earnFeat "Not for Rats">>
<<link [[Repeat that you made it for <<him>>|Kylar Gifts Bakewell Repeat]]>><<handheldon>><</link>>
<br>
<<link [[Suggest sharing it|Kylar Gifts Bakewell Share]]>><<handheldon>><</link>>
<br>
<<elseif $gift.special.includes("spicy")>>
You hold out the <<recipe_name $gift.name>>. Kylar's hands shake in excitement as <<he>> receives it. "Th-thank you," <<he>> says, giving it a sniff. "It smells spicy."
<br><br>
<<He>> takes a bite, and chews. <<He>> doesn't seem phased by the heat. "Th-thank you again," <<he>> says between mouthfuls.<<glove>><<npcincr Kylar love 1>>
<br><br>
<<link [[Ask if its spicy enough|Kylar Gifts Spicy Ask]]>><<handheldon>><</link>>
<br>
<<link [[Watch|Kylar Gifts Spicy Watch]]>><<handheldon>><</link>>
<br>
<<elseif $gift.special.includes("drink")>>
You hold out the <<recipe_name $gift.name>>. Kylar takes it with both hands. "Thank you," <<he>> says. <<He>> watches you as <<he>> takes a sip, as if expecting you to take it back. <<His>> attention shifts to the drink once it's tasted, and <<he>> gulps down the rest. <<glove>><<npcincr Kylar love 1>>
<br><br>
<<link [[Next|Kylar Gifts Drink End]]>><<handheldon>><</link>>
<<else>>
You hold out the <<recipe_name $gift.name>>. Kylar's hands shake in excitement as <<he>> receives it. "Th-thank you," <<he>> says. "I will treasure it."<<glove>><<npcincr Kylar love 1>>
<br><br>
<<link [[Suggest eating it|Kylar Gifts Suggest]]>><<handheldon>><</link>>
<br>
<<link [[Nod|Kylar Gifts Nod]]>><<handheldon>><</link>>
<br>
<</if>><<effects>>
Kylar wolfs down the chilli con carne, as if starving. <<He>> stops only to wipe sauce from <<his>> cheek.
<br><br>
"Sorry I ate it so fast," <<he>> says when finished. "I don't get proper food often, let alone my favourite."
<br><br>
<<kylaroptions>><<effects>>
Kylar trembles as you sit beside <<him>>. <<He>> waits for you to take a bite, then joins in.
<br><br>
"It's very good," <<he>> says. It might be true, but it's impossible to tell from <<his>> voice. <<He>> eats as fast as you, waiting for you to take a bite before taking one <<himself>>.
<br><br>
You become used to the rhythm, each taking a bite in turn, so it's noticeable when <<he>> stops. You look <<his>> way, and catch <<him>> watching you. <<He>> averts <<his>> eyes, and takes the final bite.
<br><br>
"Thank you," <<he>> says.
<br><br>
<<kylaroptions>><<effects>>
<<if $speech_attitude is "meek">>
"I made it for you," you say. "Please eat it, and let me know if it's good."
<<elseif $speech_attitude is "bratty">>
"Don't make me repeat myself," you say. "Just eat it."
<<else>>
"I made it for you," you say. "Let me know how it is."
<</if>>
<br><br>
Kylar takes the bakewell tart from your hands, and takes a bite. "It's just like I remember," <<he>> says. <<He>> turns away from you, and refuses to show <<his>> face for a few moments. Then <<he>> continues eating the tart with measured movements.
<br><br>
"Thank you," <<he>> says when finished. "It was very good."
<br><br>
<<kylaroptions>><<effects>>
<<if $speech_attitude is "meek">>
"We could eat it together," you say.
<<elseif $speech_attitude is "bratty">>
"Let's eat it together," you say. "I deserve some too."
<<else>>
"Let's eat it together," you say.
<</if>>
<br><br>
You sit beside Kylar, split the bakewell tart in two, and hand <<him>> a piece. You both take a bite. <<He>> turns <<his>> head away for a few moments. <<His>> face is flushed when <<he>> turns back.
<br><br>
"Thank you," <<he>> says when finished. "It was very good."
<br><br>
<<kylaroptions>><<effects>>
<<if $speech_attitude is "meek">>
"You can eat it now if you like," you say.
<<elseif $speech_attitude is "bratty">>
"I made it for you to eat," you say. "Not put it on display like a weirdo."
<<else>>
"You should eat it," you say. "Food doesn't last forever."
<</if>>
<br><br>
Kylar looks shocked for a moment, as if your suggestion were sacrilegious, then <<he>> makes an odd bowing motion. "I-I will." <<He>> shovels the food into <<his>> mouth without pause, somehow chewing and swallowing as <<he>> does. <<He>> consumes it in seconds, and looks to you for approval.
<br><br>
<<kylaroptions>><<effects>>
Kylar tucks it away. You wonder where it will end up.<<set $kylar_action to "gift">>
<br><br>
<<kylaroptions>><<effects>>
<<if $speech_attitude is "meek">>
"Is it spicy enough for you?" you ask. "I'm sorry if it's not."
<<elseif $speech_attitude is "bratty">>
"I'm surprised you can handle it so well," you say. "Did I add enough spice?"
<<else>>
"Is it spicy enough for you?" you ask.
<</if>>
<br><br>
Kylar nods with enthusiasm. "Yes! It's perfect. It's the best thing I've ever tasted. <<He>> starts eating faster, and almost chokes before finishing.
<br><br>
<<kylaroptions>><<effects>>
You watch Kylar finish the meal. <<He>> doesn't seem bothered by the spice.
<br><br>
<<He>> seems unsure what to do with <<himself>> once finished.
<br><br>
<<kylaroptions>><<effects>>
<<He>> holds it over <<his>> head and lets the last drop land on <<his>> tongue. "Thank you," <<he>> says, again. <<He>> tucks the container away. You wonder where it will end up.
<br><br>
<<kylaroptions>><<widget "halloweenkylar">>
<<npc Kylar>><<person1>>
<span class="blue">You feel like you're being watched.</span> You glance around, and see a figure creep from the shadows,
<<if $pronoun is "m">>
wearing a gothic suit, and heavy makeup.
<<else>>
wearing a gothic dress, and heavy makeup. <<if $NPCList[0].breastsize gte 1>>A tight corset pushes up <<his>> <<print $NPCList[0].breastsdesc>>.<</if>>
<</if>>
It takes a moment to recognise <<him>>. It's Kylar.
<br><br>
<<set $halloween_kylar_proposed to 1>>
<<if $exposed gte 1>>
<<covered>> "Happy Halloween-" <<He>> begins, but stops when <<he>> notices your exposure. The dark had concealed you at first. <<His>> eyes flick over you, unsure where to look.
<br><br>
You hear a drunken shout from the nearby street. Kylar snaps out of <<his>> stupor, and throws an anxious look in the direction of the noise. "W-we need to get you covered," <<he>> says. "There are perverts out." <<He>> runs into the dark.
<br><br>
Less than a minute later <<he>> returns, carrying rolls of toilet paper. "On another night," <<he>> says. "This wouldn't do. But you could dress as a mummy and not look too out of place."
<br><br>
<<link [[Tell Kylar to look away|Kylar Halloween Look]]>><<npcincr Kylar dom -1>><</link>>
<br>
<<if hasSexStat("exhibitionism", 3)>>
<<link [[Let Kylar watch you dress|Kylar Halloween Watch]]>><<npcincr Kylar lust 5>><<npcincr Kylar love 1>><</link>><<exhibitionist2>><<gglust>><<glove>>
<br>
<</if>>
<<else>>
"Happy Halloween," <<he>> says. <<He>> seems excited. "There's something I want to show you. This way."
<br><br>
<<link [[Go with Kylar (1:00)|Kylar Halloween]]>><<npcincr Kylar love 1>><<pass 10>><</link>><<glove>>
<br>
<<link [[Refuse|Kylar Halloween Refuse]]>><<npcincr Kylar love -1>><</link>><<llove>>
<br>
<</if>>
<</widget>><<set $location to "town">><<effects>>
<<set $dateCount.Total++>><<set $dateCount.Kylar++>>
Kylar leads you through the park, and onto Nightingale Street. You pass by some delinquent students, but they're too drunk to recognise <<him>>.
<br><br>
You pass the hospital, and walk down a small lane leading away from town. The trees become denser, but Kylar doesn't slow.
<br><br>
<<link [[Keep walking|Kylar Halloween Walk]]>><</link>>
<br>
<<link [[Hesitate|Kylar Halloween Hesitate]]>><</link>>
<br><<effects>>
You stop at the edge of the road. Kylar turns. <<He>> hesitates <<himself>> before speaking. "I-It's not far," <<he>> says, holding out <<his>> hand.
<br><br>
<<link [[Go with Kylar|Kylar Halloween Walk]]>><<npcincr Kylar love 1>><</link>><<glove>>
<br>
<<link [[Refuse|Kylar Halloween Forest Refuse]]>><<npcincr Kylar love -1>><</link>><<llove>>
<br><<effects>>
You turn and walk away. Kylar watches you go, stood alone at the edge of the forest.
<br><br>
<<link [[Next|Nightingale Street]]>><<endevent>><<set $eventskip to 1>><</link>><<effects>>
You turn and walk away. Kylar watches you go, stood alone in the park.
<br><br>
<<link [[Next|Park]]>><<endevent>><<set $eventskip to 1>><</link>><<effects>>
You wrap the paper around your body. It takes a few attempts to manage without tearing it. Kylar watches all the while, <<his>> blush visible even in the dim light.
<<exhibitionism2>>
You ask Kylar if it looks okay. <<He>> nods, but <<his>> leering suggests it's still a lewd outfit. It'll have to do.
<br><br>
"Th-there's something I want to show you," <<he>> says. "This way."
<br><br>
<<if $worn.upper.exposed gte 1>>
<<upperwear 65>>
<</if>>
<<if $worn.lower.exposed gte 1>>
<<lowerwear 57>>
<</if>>
<<link [[Go with Kylar (1:00)|Kylar Halloween]]>><<npcincr Kylar love 1>><<pass 10>><</link>><<glove>>
<br>
<<link [[Refuse|Kylar Halloween Refuse]]>><<npcincr Kylar love -1>><</link>><<llove>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I-it's impolite to watch a <<girl>> dress," you say.
<<elseif $speech_attitude is "bratty">>
"Turn around," you say. "Don't be rude."
<<else>>
"I can't dress with you watching," you say.
<</if>>
<br><br>
<<if $worn.upper.exposed gte 1>>
<<upperwear 65>>
<</if>>
<<if $worn.lower.exposed gte 1>>
<<lowerwear 57>>
<</if>>
Kylar turns away while you wrap the paper around your body. It takes a few attempts to manage without tearing it, but you think you get it looking decent.
<br><br>
You ask Kylar if it looks okay. <<He>> nods, but <<his>> leering suggests it's still a lewd outfit. It'll have to do.
<br><br>
"Th-there's something I want to show you," <<he>> says. "This way."
<br><br>
<<link [[Go with Kylar (1:00)|Kylar Halloween]]>><<npcincr Kylar love 1>><<pass 10>><</link>><<glove>>
<br>
<<link [[Refuse|Kylar Halloween Refuse]]>><<npcincr Kylar love -1>><</link>><<llove>>
<br><<location "forest">><<effects>>
<<pass 15>>
You enter the forest with Kylar. There's no path that you can see in the gloom, but <<he>> seems to know where <<hes>> going.
<br><br>
The trees become denser, until they at once give way, opening onto the cemetery. Kylar smiles. "I wanted to do something special for Halloween," <<he>> says, pointing over the site, at the manor on the hill. "No one's brave enough to go in. I bet there's treasure." <<He>> grasps your arm and steps forward.
<br><br>
<<link [[Continue|Kylar Halloween Continue]]>><</link>>
<br>
<<link [[Get angry|Kylar Halloween Angry]]>><<npcincr Kylar love -1>><</link>><<llove>>
<br><<effects>>
You shake Kylar's hand away.
<<if $speech_attitude is "meek">>
"What made you think I'd be okay with this?" you ask. "I don't want to go into such a scary place on Halloween."
<<elseif $speech_attitude is "bratty">>
"Fuck off," you say. "I'm not going into some dangerous ruin just because it's Halloween."
<<else>>
"You should have told me what you had planned," you say. "I'm not okay with this."
<</if>>
<br><br>
Kylar looks at <<his>> feet. "S-sorry," <<he>> says. "I-I thought we could be alone a-and do something fun."
<br><br>
<<link [[Walk to the manor|Kylar Halloween Continue Walk]]>><<npcincr Kylar love 1>><</link>><<glove>>
<br>
<<link [[Insist on leaving|Kylar Halloween Leave]]>><<npcincr Kylar love -1>><</link>><<llove>>
<br><<effects>>
You turn and march back into the forest. Kylar hurries after, stammering apologies. "I-I'm sorry. P-please don't be mad at me."
<br><br>
<<link [[Keep marching|Kylar Halloween March]]>><</link>>
<br>
<<link [[Kiss|Kylar Halloween Kiss]]>><</link>><<promiscuous1>>
<br><<effects>>
<<pass 15>>
You continue marching through the forest, with Kylar in tow. You soon see light from the town up ahead. Kylar steps in front of you, blocking your path. <<He>> avoids eye contact. "Do you forgive me?"
<br><br>
<<link [[Yes|Kylar Halloween Yes]]>><<npcincr Kylar love 1>><<npcincr Kylar rage -5>><</link>><<glove>><<llksuspicion>>
<br>
<<link [[No|Kylar Halloween No]]>><<npcincr Kylar love -1>><<npcincr Kylar rage 5>><</link>><<llove>><<ggksuspicion>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"O-of course I do," you say. "Just try not to scare me in the future."
<<elseif $speech_attitude is "bratty">>
"Sure," you say. "Just try not to be so weird in the future."
<<else>>
"Yes," you say. "I was just frightened."
<</if>>
<br><br>
Kylar sighs with relief. You walk onto Wolf Street. You look behind you, but Kylar is no longer there.
<br><br>
<<link [[Next|Nightingale Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
You ignore Kylar, and walk around <<him>> onto Wolf Street. You look behind you, but Kylar is no longer there.
<br><br>
<<link [[Next|Nightingale Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
You turn and wrap your arms around Kylar, pulling <<him>> into a kiss. <<takeKissVirginity "Kylar" `($kylarenglish gte 1?"loveInterest":"romantic")`>> <<He>> leans into you for a moment, as if unable to support <<his>> own weight.
<br><br>
You pull away, leaving <<him>> with a blissful smile and smudged makeup.
<<if _npcKissVirginTemp>>
"Th-that was my first kiss," <<he>> whispers, <<his>> eyes shining. "It was better than I could've ever dreamed."
<</if>>
<br><br>
<<link [[Walk back to town|Kylar Halloween Town]]>><</link>>
<br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Push Kylar to the ground|Kylar Halloween Sex]]>><<set $sexstart to 1>><</link>><<promiscuous2>>
<br>
<</if>><<effects>>
You hold Kylar's hand the rest of the way back to town. <<takeHandholdingVirginity "Kylar" "romantic">>
<<if $speech_attitude is "meek">>
"I-I thought you just wanted me in the forest for privacy," you say. "Sorry if I was rude."
<<elseif $speech_attitude is "bratty">>
"That's what I thought you had in mind," you say. "Not some creepy adventure."
<<else>>
"I thought you just wanted some privacy in the forest," you say.
<</if>>
<br><br>
<<He>> doesn't respond, but tightens <<his>> hand around yours.
<br><br>
"I need to go," <<he>> says once on Wolf Street. "Thank you." <<He>> gives you a lingering hug, then scurries away.
<br><br>
<<link [[Next|Wolf Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<run statusCheck("Kylar")>>
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
Kylar gasps as you push <<him>> to the forest floor.
<<set $enemytrust += 100>><<promiscuity2>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Kylar Halloween Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Kylar Halloween Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<run statusCheck("Kylar")>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> lies on the ground beside you, <<his>> costume dishevelled. <<tearful>> you climb to your feet.
<<if $orgasmcurrent is 0 and !playerChastity()>>
<<if _kylarStatus.includes("Rage")>>
Kylar rises to <<his>> knees and faces your <<genitals>>. "You didn't cum," <<he>> murmurs. "Was I... not good enough?" <<He>> shakes <<his>> head violently. "I'll make up for it. I'll show you."
<<else>>
Kylar rises to <<his>> knees and faces your <<genitals>>. "You didn't get to cum," <<he>> murmurs. "That's not fair to you. Not after you made me. Here, I'll make it up."
<</if>>
<br><br>
<<kylarFinish>>
<<He>> stands up, wiping grass stains off <<his>> <<if $pronoun is "m">>suit<<else>>dress<</if>>.
<<else>>
Kylar does likewise, wiping grass stains off <<his>> <<if $pronoun is "m">>suit<<else>>dress<</if>>.
<</if>>
<br><br>
<<clothesonplant>>
<<endcombat>>
<<npc Kylar>><<person1>>
<<if $exposed gte 1>>
"S-sorry about your clothes," <<he>> says. "I'll find you something." <<He>> feels around, and puts together an impromptu garment from plants, which you tie around your body.
<br><br>
<</if>>
You hold Kylar's hand the rest of the way back to town. <<takeHandholdingVirginity "Kylar" "romantic">> "I need to go," <<he>> says once on Wolf Street. "Thank you." <<He>> gives you a lingering hug, then scurries away.
<br><br>
<<link [[Next|Wolf Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
You push Kylar away from you, and escape toward town. "W-wait!" <<he>> shouts after you, "I'm sorry!"
<br><br>
<<tearful>> you make it to Wolf Street. You look behind, but Kylar isn't there.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Kylar>><<person1>>
<<link [[Next|Wolf Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
Kylar lies on the ground beside you, <<his>> costume dishevelled. <<tearful>> you climb to your feet. Kylar does likewise.
<br><br>
<<clothesonplant>>
<<endcombat>>
<<npc Kylar>><<person1>>
<<if $exposed gte 1>>
"S-sorry about your clothes," <<he>> says. "I'll find you something." <<He>> feels around, and puts together an impromptu garment from plants, which you tie around your body.
<br><br>
<</if>>
You hold Kylar's hand the rest of the way back to town. <<takeHandholdingVirginity "Kylar" "romantic">> "I need to go," <<he>> says once on Wolf Street. "Thank you." <<He>> gives you a lingering hug, then scurries away.
<br><br>
<<link [[Next|Wolf Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
Despite your misgivings, you march past Kylar and into the cemetery. <<He>> hurries to catch up.
<br><br>
<<link [[Next|Kylar Halloween Continue]]>><</link>>
<br><<effects>>
<<pass 10>>
You walk through the cemetery, toward the manor on the hill. Kylar seems energised, and keeps walking ahead of you.
<br><br>
You arrive at the tall front doors. The mansion seems bigger up close, looming into the sky. You stand beside Kylar for a moment, with no sound but the wind<<if Weather.precipitation is "rain">> and rain<</if>>.
<br><br>
Kylar pushes in a key, and turns it. The door clicks open.
<br><br>
<<link [[Next|Kylar Halloween Mansion]]>><</link>>
<br><<set $outside to 0>><<effects>>
Kylar uses <<his>> phone as a light, illuminating the interior. Each step agitates a cloud of dust. There are doors to the left and right, leading to deeper rooms, while a staircase leads to the next floor.
<br><br>
"This way," Kylar says, taking a sure step to the left. You follow through the next room, past grey sheets concealing furniture, and into another. It looks like it was once a kitchen.
<br><br>
Kylar crouches, and feels around the dusty floor. "Here!" <<He>> throws open a trapdoor, and points <<his>> light down. "There's a ladder," <<he>> says, turning and feeling with <<his>> feet. <<He>> climbs down, leaving the kitchen dark.
<br><br>
You hear a floorboard creak in the previous room, and climb down after Kylar.<<gstress>><<stress 6>>
<br><br>
<<link [[Next|Kylar Halloween Mansion 2]]>><</link>>
<br><<effects>>
You follow Kylar into the dark basement, past several wine racks. They're mostly empty, though a few hold empty bottles.
<br><br>
"There's one left!" Kylar exclaims. "I knew we'd find something." <<He>> points the light at a bottom shelf. It still holds a full bottle.
<br><br>
Kylar lifts it, and pulls a corkscrew from <<his>> pocket. <<He>> uncorks it without hesitation, and holds it to you. "Y-you first."
<br><br>
There's a strange purple fruit on the label.
<<if currentSkillValue('history') gte 500>>
<span class="green">You're reminded of a story Winter told during history class.</span> The town used to make a wine they claimed was <span class="lewd">a love potion.</span> The recipe lost to time. A surviving bottle should be worth a lot.
<br><br>
You're sure Kylar knows that as well.
<br><br>
<<if playerIsPregnant() and playerAwareTheyArePregnant()>>
<span class="blue">You can't bring yourself to drink while you know you're with child.</span>
<<else>>
<<link [[Drink it anyway|Kylar Halloween Known Drink]]>><<alcohol 60>><<drugs 60>><<hallucinogen 60>><</link>>
<</if>>
<br>
<<link [[Refuse|Kylar Halloween Unknown Refuse]]>><<set $phase to 1>><</link>>
<br>
<<link [[Get angry|Kylar Halloween Known Angry]]>><</link>>
<br>
<<else>>
It looks familiar, <span class="red">but you can't place it.</span> It smells sweet.
<br><br>
<<link [[Drink|Kylar Halloween Unknown Drink]]>><<alcohol 60>><<drugs 60>><<hallucinogen 60>><</link>>
<br>
<<link [[Refuse|Kylar Halloween Unknown Refuse]]>><<set $phase to 0>><<npcincr Kylar love -1>><</link>><<llove>>
<br>
<</if>><<effects>><<wearProp "wine bottle" 0 "open">>
You take a swig from the bottle. It's sweet. A warmth spreads through your body, and you feel a little dizzy, but otherwise normal. It's not a love potion.
<br><br>
Kylar watches, a hopeful expression on <<his>> face.
<br><br>
<<link [[Pretend it worked|Kylar Halloween Known Pretend]]>><<handheldon>><<npcincr Kylar rage -10>><</link>><<lllksuspicion>>
<br>
<<link [[Just hand Kylar the bottle|Kylar Halloween Known Hand]]>><<handheldon>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I feel funny," you say, swaying on the spot. You look at Kylar. "You're so <<if $pronoun is "m">>handsome<<else>>pretty<</if>>!"
<<elseif $speech_attitude is "bratty">>
"That's hard stuff," you say, swaying on the spot. You look at Kylar. "Damn. Were you always so hot?"
<<else>>
"I feel strange," you say, swaying on the spot. You look at Kylar. "You look really <<if $pronoun is "m">>handsome<<else>>pretty<</if>> tonight."
<</if>>
<br><br>
Kylar's breath quickens. "I-it worked," <<he>> says. "I-I mean... D-do you want to kiss?"
<br><br>
<<link [[Go along with it|Kylar Halloween Known Go]]>><<npcincr Kylar love 3>><<npcincr Kylar rage -2>><</link>><<promiscuous1>><<gglove>><<lksuspicion>>
<br>
<<link [[Scare Kylar|Kylar Halloween Known Scare]]>><<npcincr Kylar rage -10>><<trauma -6>><</link>><<lllksuspicion>><<ltrauma>>
<br><<effects>>
You throw your arms around Kylar, and smother <<him>> with kisses. <<He>> wraps <<his>> arms around you in turn, and you tumble together to the ground.
<<promiscuity1>>
<<link [[Next|Kylar Halloween Mansion Sex]]>><<set $sexstart to 1>><</link>>
<br><<run statusCheck("Kylar")>>
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Kylar Halloween Mansion Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Kylar Halloween Mansion Sex]]>><</link>></span><<nexttext>>
<</if>><<run statusCheck("Kylar")>>
<<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> pants on the ground. You blink and look around, as if unsure where you are.
<<if $speech_attitude is "meek">>
"Sorry," you say. "I don't know what came over me."
<<elseif $speech_attitude is "bratty">>
"That was forward of me," you say. "I felt so strange all of a sudden. Good thing you were here."
<<else>>
"I don't know what came over me," you say.
<</if>>
<br><br>
"I didn't mind it," Kylar says through a blissful smile.
<br><br>
<<tearful>> you rise to your feet.
<<if $orgasmcurrent is 0 and !playerChastity()>>
<<if _kylarStatus.includes("Rage")>>
Kylar rises to <<his>> knees and faces your <<genitals>>. "You didn't cum," <<he>> murmurs. "Don't you love me?" <<He>> shakes <<his>> head violently. "I'll make up for it. I'll show you."
<<else>>
Kylar rises to <<his>> knees and faces your <<genitals>>. "You didn't get to cum," <<he>> murmurs. "That's not fair to you. Not after you made me. Here, I'll make it up."
<</if>>
<br><br>
<<kylarFinish>>
<<He>> stands up, dusting off <<his>> <<if $pronoun is "m">>suit<<else>>dress<</if>>.
<<else>>
Kylar does likewise, dusting off <<his>> <<if $pronoun is "m">>suit<<else>>dress<</if>>.
<</if>>
<br><br>
<<clothesontowel>>
<<endcombat>>
<<elseif $enemyhealth lte 0>>
You shove Kylar into a wine rack, crashing the whole thing down.
<br><br>
<<tearful>> you get your bearings. You blink and look around as Kylar climbs to <<his>> feet, as if unsure where you are.
<<if $speech_attitude is "meek">>
"Sorry," you say. "I don't know what came over me."
<<elseif $speech_attitude is "bratty">>
"That was forward of me," you say. "I felt so strange all of a sudden. Good thing you were here."
<<else>>
"I don't know what came over me," you say.
<</if>>
<br><br>
<<clothesontowel>>
<<endcombat>>
<<else>>
You blink and look around, as if unsure where you are.
<<if $speech_attitude is "meek">>
"Sorry," you say. "I don't know what came over me."
<<elseif $speech_attitude is "bratty">>
"That was forward of me," you say. "I felt so strange all of a sudden. Good thing you were here."
<<else>>
"I don't know what came over me," you say.
<</if>>
<br><br>
<<tearful>> you climb to your feet.
<br><br>
<<clothesontowel>>
<<endcombat>>
<</if>>
You climb from the cellar, and return to the front doors.
<br><br>
<<npc Kylar>><<person1>>
<<link [[Next|Kylar Halloween Exit]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"K-kiss you?" you laugh, grasping an empty bottle. You hold it above your head, as if about to bludgeon. "Not enough. We're going to be together forever!"
<<elseif $speech_attitude is "bratty">>
"Fuck that," you laugh, grasping an empty bottle. You hold it above your head, as if about to bludgeon. "We're gonna be together forever."
<<else>>
"I need more than that," you laugh, grasping an empty bottle. You hold it above your head, as if about to bludgeon. "We're gonna be together forever."
<</if>>
<br><br>
Kylar steps backward as you step forward, <<his>> face a mix of fear and longing. "Where are you going, my love?" you continue. "There's no need to be frightened!"
<br>
Kylar gulps. "We-we will be together," <<he>> says. "J-just put the bottle down."
<br>
"Not good enough." You lunge forward. Kylar stumbles backward, then scrambles to <<his>> feet and runs for the ladder.
<br><br>
<<link [[Next|Kylar Halloween Known Chase]]>><</link>>
<br><<effects>>
You follow Kylar up the ladder. <<Hes>> already fled the kitchen by the time you reach the top. You listen for the front door, but don't hear it. <<Hes>> still in the mansion.
<br><br>
"Where are you, my love?" you coo as you prowl into the next room. You hear something in the corner of the room. Near a window behind what looks like a table covered by a sheet.
<br><br>
It might not have been a love potion, but you can feel the wine working some devilry. You remind yourself you're only pretending.
<br><br>
<<link [[Look behind the curtain|Kylar Halloween Known Curtain]]>><</link>>
<br>
<<link [[Look beneath the sheet|Kylar Halloween Known Sheet]]>><</link>>
<br><<effects>>
You creep towards the curtain, grasp it, and throw it back. Kylar isn't there.
<br><br>
You hear a creak, then a scrambling of limbs. Kylar emerges from beneath the table, and runs.
<br><br>
<<link [[Next|Kylar Halloween Known Front]]>><</link>>
<br><<effects>>
You creep towards the sheet, grasp the hem, and lift it. Kylar's face greets you. <<He>> scrambles away and emerges from the other side of the table.
<br><br>
<<link [[Next|Kylar Halloween Known Front]]>><</link>>
<br><<effects>>
Laughing, you chase <<him>> into the front hall. <<He>> runs for the door, but it's locked. <<His>> shaking fingers fumble the key. You jump on top of <<him>> as <<he>> reaches for it, bringing <<him>> to the ground.
<br><br>
You straddle <<him>>, and raise the bottle above your head. <<He>> screams and protects <<his>> face with <<his>> hands.
<br><br>
<<link [[Play dumb|Kylar Halloween Known Dumb]]>><</link>>
<br>
<<link [[Come clean|Kylar Halloween Known Clean]]>><<npcincr Kylar love -3>><</link>><<lllove>>
<br><<effects>>
"Where am I?" you say, looking around. You put the bottle down as Kylar peers between <<his>> fingers. "Wha-" You look around. "Weren't we downstairs? Why do you look so frightened?"
<br><br>
Kylar's eyes close, and <<he>> breathes a sigh of relief.
<br><br>
<<link [[Kiss|Kylar Halloween Known Kiss]]>><<npcincr Kylar love 3>><<npcincr Kylar rage -3>><</link>><<promiscuous1>><<gglove>><<lksuspicion>>
<br>
<<link [[Stand up|Kylar Halloween Known Stand]]>><</link>>
<br><<effects>>
You climb to your feet, releasing Kylar. <<He>> searches for the key in the dust.
<br><br>
<<link [[Next|Kylar Halloween Exit]]>><</link>>
<br><<effects>>
You rest your hands on Kylar's shoulders, and plant a kiss on <<his>> lips. <<takeKissVirginity "Kylar" `($kylarenglish gte 1?"loveInterest":"romantic")`>>
<<if _npcKissVirginTemp>>
<<His>> breath hitches, and <<he>> wraps <<his>> arms around yours in turn, tugging you back down.
<<else>>
<<He>> wraps <<his>> arms around yours in turn, and tugs you back down.
<</if>>
<<His>> pulse races.
<<promiscuity1>>
<<link [[Next|Kylar Halloween Known Sex]]>><<set $sexstart to 1>><</link>>
<br><<effects>>
You laugh more naturally as the bottle thuds to the ground. Kylar peers through <<his>> fingers, looking confused.
<<if $speech_attitude is "meek">>
"Sorry," you says. "But you shouldn't give people love potions without their consent."
<<elseif $speech_attitude is "bratty">>
"Scared?" you say. "Serves you right. Trying to drug me like that."
<<else>>
"That's what you get for trying to drug me," you say.
<</if>>
<br><br>
Kylar's eyes close, and <<he>> breathes a sigh of relief.
<br><br>
<<link [[Kiss|Kylar Halloween Known Kiss]]>><<npcincr Kylar love 3>><<npcincr Kylar rage -3>><</link>><<promiscuous1>><<gglove>><<lksuspicion>>
<br>
<<link [[Stand up|Kylar Halloween Known Stand]]>><</link>>
<br><<run statusCheck("Kylar")>>
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Kylar Halloween Known Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Kylar Halloween Known Sex]]>><</link>></span><<nexttext>>
<</if>><<run statusCheck("Kylar")>>
<<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Kylar falls back, now panting even harder. <<tearful>> you climb to your feet.
<<if $orgasmcurrent is 0 and !playerChastity()>>
<<if _kylarStatus.includes("Rage")>>
Kylar rises to <<his>> knees and faces your <<genitals>>. "You didn't cum," <<he>> murmurs. "Don't you love me?" <<He>> shakes <<his>> head violently. "I'll make up for it. I'll show you."
<<else>>
Kylar rises to <<his>> knees and faces your <<genitals>>. "You didn't get to cum," <<he>> murmurs. "That's not fair to you. Not after you made me. Here, I'll make it up."
<</if>>
<br><br>
<<kylarFinish>>
<<He>> stands up, dusting off <<his>> <<if $pronoun is "m">>suit<<else>>dress<</if>>.
<<else>>
Kylar does likewise, dusting off <<his>> <<if $pronoun is "m">>suit<<else>>dress<</if>>.
<</if>>
<br><br>
<<clothesontowel>>
<<endcombat>>
<<elseif $enemyhealth lte 0>>
Kylar recoils, nursing an injury, as you back away. <<tearful>> you climb to your feet.
<br><br>
<<clothesontowel>>
<<endcombat>>
<<else>>
Kylar falls back, now panting even harder. <<tearful>> you climb to your feet.
<br><br>
<<clothesontowel>>
<<endcombat>>
<</if>>
<<npc Kylar>><<person1>>
<<link [[Next|Kylar Halloween Exit]]>><</link>>
<br><<effects>>
You hand Kylar the bottle. <<He>> looks disappointed, but takes a swig.
<br><br>
You climb from the cellar, and walk back to the front door.
<br><br>
<<link [[Next|Kylar Halloween Exit]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I-I know what that is," you say. "You're being creepy."
<<elseif $speech_attitude is "bratty">>
"How fucking dare you," you say. "I trust you. Follow you into some creepy house, and you try to drug me?"
<<else>>
"I know what that is," you say. "I can't believe I trusted you."
<</if>>
<br>
Kylar shakes <<his>> heads. "N-no," <<he>> says. "That's not-"
<br>
<<if $speech_attitude is "meek">>
"It would have been worth a lot of money," you add. "But you uncorked it."
<<elseif $speech_attitude is "bratty">>
"And you uncorked it," you add. "It was fucking valuable. I need that money."
<<else>>
"And you uncorked it," you add. "It was valuable. I could use the money."
<</if>>
<br><br>
"I-I-I-" Kylar manages between breaths. <<He>> turns and runs.
<br><br>
<<link [[Next|Kylar Halloween Rough Exit]]>><</link>>
<br><<effects>><<wearProp "wine bottle" 0 "open">>
You take a swig. It's sweet, and not a little sour. A strange warmth spreads through you, and you feel a little dizzy.
<br><br>
Kylar stares at you. You offer <<him>> the bottle. <<He>> looks disappointed as <<he>> takes a swig.
<br><br>
You and Kylar leave the cellar.
<br><br>
<<link [[Next|Kylar Halloween Exit]]>><<handheldon>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I-I don't want to drink," you say. "It might be poisonous."
<<elseif $speech_attitude is "bratty">>
"I'm not drinking some stale mystery wine," you say.
<<else>>
"No thank you," you say. "We don't know where it's been."
<</if>>
<br>
"It's safe to drink," Kylar replies. <<He>> takes a swig <<himself>>, and winces. "It's just a bit strong."
<br><br>
<<if $phase is 1>>
<<if playerIsPregnant() and playerAwareTheyArePregnant()>>
<span class="blue">You can't bring yourself to drink while you know you're with child.</span>
<<else>>
<<link [[Drink|Kylar Halloween Known Drink]]>><</link>>
<</if>>
<br>
<<else>>
<<link [[Drink|Kylar Halloween Unknown Drink]]>><</link>>
<br>
<</if>>
<<link [[Refuse again|Kylar Halloween Unknown Refuse 2]]>><</link>>
<br><<effects>>
Kylar takes another swig, and handles it better this time. <<He>> looks disappointed, but doesn't push.
<br><br>
You and Kylar leave the cellar.
<br><br>
<<link [[Next|Kylar Halloween Exit]]>><</link>>
<br><<effects>>
<<pass 5>>
<<if C.npc.Whitney.init is 1 and C.npc.Whitney.state isnot "dungeon">>
Kylar tries the door, but it's locked. The key won't even fit inside. "That's odd," Kylar says. "It worked on the way in."
<br><br>
<<Hes>> trying different angles, when you hear a loud creak from the floor above. Kylar freezes a moment, then looks at you. "L-let's try something else." <<He>> crouches in front of the lock, and shines <<his>> light inside.
<br><br>
<<link [[Next|Kylar Halloween Exit 2]]>><</link>>
<br>
<<else>>
You and Kylar escape the manor, bathed in red moonlight. <<He>> almost trips as something catches <<his>> foot. Then <<he>> screams.
<br><br>
<span class="red">A pale hand protrudes from the earth,</span> and clutches Kylar's ankle. <<He>> shakes it free, just as another erupts and gropes after <<him>>.<<ggawareness>><<awareness 12>>
<br><br>
More hands emerge around you. Kylar grasps your hand, and together you run for the forest. <<takeHandholdingVirginity "Kylar" "romantic">>
<br><br>
<<link [[Next|Kylar Halloween Skulduggery 2]]>><</link>>
<br>
<</if>><<effects>>
<<pass 5>>
<<if C.npc.Whitney.init is 1 and C.npc.Whitney.state isnot "dungeon">>
You find Kylar trying to open the front door. It's locked.
<<Hes>> interrupted by a loud creak from the floor above. "W-we should go," <<he>> says, turning back to the door with the key in hand. It won't even fit inside.
<br><br>
"That's odd," <<he>> says. "It worked on the way in. L-let's try something else." <<He>> crouches in front of the lock, and shines <<his>> light inside.
<br><br>
<<link [[Next|Kylar Halloween Exit 2]]>><</link>>
<br>
<<else>>
You run through the front door, into red moonlight. You see Kylar running up ahead. <<He>> almost trips as something catches <<his>> foot. Then <<he>> screams.
<br><br>
<span class="red">A pale hand protrudes from the earth,</span> and clutches Kylar's ankle. <<He>> shakes it free, just as another erupts and gropes after <<him>>.<<ggawareness>><<awareness 12>>
<br><br>
You catch up as more hands emerge. Kylar grasps your arm, and together you run for the forest.
<br><br>
<<link [[Next|Kylar Halloween Skulduggery 2]]>><</link>>
<br>
<</if>><<effects>>
<<He>> pokes around for a few minutes. "Can't do it," <<he>> says, frustrated. "Never seen a lock like this." <<He>> shines <<his>> light around the edge of the hall, looking for windows. They're all locked.
<br><br>
"Maybe upstairs," <<he>> suggests. Another creak answers <<him>>.
<br><br>
<<set $lock to 1000>>
<<link [[Pick the front lock (0:05)|Kylar Halloween Pick]]>><<pass 5>><</link>>
<br>
<<link [[Search upstairs|Kylar Halloween Upstairs]]>><</link>>
<br><<effects>>
<<set $lock to 1000>>
You peer into the lock.
<<if currentSkillValue('skulduggery') gte $lock>>
It's like nothing you've seen before, <span class="green">and you relish the challenge.</span> You place your ear against the door while you poke around, trying to fathom its inner workings.
<br><br>
Kylar watches, anxious, but <<he>> doesn't interrupt. When you apply pressure just so, and the lock clicks open, <<he>> gasps in surprise.
<br><br>
<<link [[Next|Kylar Halloween Skulduggery]]>><</link>>
<br>
<<else>>
It's like nothing you've seen before, <span class="red">and you can't work out how it's even supposed to work.</span>
<br><br>
Kylar watches, anxious, but <<he>> doesn't interrupt.
<br><br>
You step away from the door.
<br><br>
<<link [[Next|Kylar Halloween Upstairs]]>><</link>>
<br>
<</if>><<effects>>
You and Kylar escape the manor, bathed in red moonlight. <<He>> starts giggling. "That was fun," <<he>> says. "We should do this again some-" <<He>> almost trips as something catches <<his>> foot. Then <<he>> screams.
<br><br>
<span class="red">A pale hand protrudes from the earth,</span> and clutches Kylar's ankle. <<He>> shakes it free, just as another erupts and gropes after <<him>>.<<ggawareness>><<awareness 12>>
<br><br>
More hands emerge around you. Kylar grasps your arm, and together you run for the forest.
<br><br>
<<link [[Next|Kylar Halloween Skulduggery 2]]>><</link>>
<br><<effects>>
You keep running, unbothered by fatigue, until you see the lights of town up ahead. Kylar stops and leans against you, panting. <<His>> costume and hair are dishevelled, and <<he>> lost a few accessories during your flight.
<br><br>
<<He>> looks at you, and wraps <<his>> arms around your waist, pulling you closer.
<br><br>
<<link [[Kiss|Kylar Halloween Skulduggery Kiss]]>><<npcincr Kylar love 3>><<npcincr Kylar lust 10>><</link>><<promiscuous1>><<gglove>><<gglust>>
<br>
<<link [[Pull away|Kylar Halloween Skulduggery Pull]]>><<npcincr Kylar love -1>><</link>><<llove>>
<br><<effects>>
You lean forward, and plant a kiss on Kylar's lips. <<takeKissVirginity "Kylar" `($kylarenglish gte 1?"loveInterest":"romantic")`>>
<<if _npcKissVirginTemp>>
<<His>> breath hitches, and <<he>>
<<else>>
<<He>>
<</if>>
pulls you to the forest floor.
<<promiscuity1>>
<<link [[Next|Kylar Halloween Sex]]>><<set $sexstart to 1>><</link>>
<br><<effects>>
You pull away.
<<if $speech_attitude is "meek">>
"N-not now," you say. "I'm still too frightened."
<<elseif $speech_attitude is "bratty">>
"Really?" you ask. "Now? After what just happened?"
<<else>>
"Not now," you say. "There's a lot to process."
<</if>>
<br><br>
Kylar looks away. You continue towards town. You turn when you arrive on Wolf Street, but Kylar isn't there.
<br><br>
<<link [[Next|Wolf Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
You peer up the staircase, into the gloom above. Kylar points <<his>> light up, revealing more grey sheets lining the walls. They might be covering paintings.
<br><br>
"I-I'll go first," Kylar says. <<He>> almost sounds more excited than anxious.
<br><br>
You follow <<him>> up the creaky staircase, and into the closest room. Several tall pieces of furniture line the walls. A large, four-poster bed stands near the window. Unlike the other furniture, it's not covered in a grey sheet, though one lies on the floor beside it.
<br><br>
<<if currentSkillValue('skulduggery') gte 400>>
<span class="blue">You feel your hair stand on end.</span> There's no dust on the bed. The sheet was moved recently. The thought has barely entered your mind when you hear movement. You manage to jump aside just as a hand lunges from beneath one of the sheets, accompanied by a terrible screech.
<br><br>
<<link [[Next|Kylar Halloween Upstairs Dodge]]>><</link>>
<br>
<<else>>
You hear movement, <span class="red">but it's too late.</span> A hand lunges from beneath one of the sheets, accompanied by a terrible screech, and grasps your arm.
<br><br>
<<link [[Next|Kylar Halloween Caught]]>><</link>>
<br>
<</if>><<effects>>
The rest of the tall sheet-covered furniture comes to life, screeching as you and Kylar back into a corner. Now that they're moving, you see human outlines beneath. One of them rushes forward, but stops as Kylar readies <<his>> pepper spray.
<br><br>
<<endevent>><<npc Whitney>><<person1>>
One of the figures steps in front of the others, a familiar swagger in its gait. "Saw you talking to this creep in the park," says Whitney, pulling the sheet off <<his>> head and revealing <<his>> demon costume. <<His>> friends follow suit.
<br><br>
<<endevent>><<npc Kylar>><<person1>>
Kylar seems no less terrified. <<His>> eyes dart around the room, searching for a way out.
<br><br>
<<link [[Applaud Whitney|Kylar Halloween Upstairs Applaud]]>><</link>>
<br>
<<link [[Get angry|Kylar Halloween Upstairs Angry]]>><</link>>
<br><<effects>>
You laugh.
<<if $speech_attitude is "meek">>
"You were really scary," you say. "Well done."
<<elseif $speech_attitude is "bratty">>
"Good job Whitney," you say. "Almost had me scared."
<<else>>
"Good one Whitney," you say. "You had us scared."
<</if>>
<br><br>
<<endevent>><<npc Whitney>><<person1>>
"You like that?" Whitney smirks. "Then you'll love this. Get on your knees. I'm gonna show this creep who you belong to."
<br><br>
<<endevent>><<npc Kylar>><<person1>>
Kylar grips the pepper spray, <<his>> knuckles white.
<br><br>
<<link [[Grudgingly do as Whitney asks|Kylar Halloween Kneel]]>><<set $phase to 0>><<trauma 12>><<stress 6>><</link>><<ggtrauma>><<gstress>>
<br>
<<if isLoveInterest("Whitney")>>
<<link [[Enthusiastically do as Whitney asks|Kylar Halloween Kneel]]>><<set $phase to 1>><</link>><<promiscuous1>>
<br>
<<elseif hasSexStat("promiscuity", 4)>>
<<link [[Enthusiastically do as Whitney asks|Kylar Halloween Kneel]]>><<set $phase to 1>><</link>><<promiscuous4>>
<br>
<</if>>
<<link [[Refuse|Kylar Halloween Kneel Refuse]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"Y-you scared me," you say. "Apologise."
<<elseif $speech_attitude is "bratty">>
"Fuck you," you say. "I was almost scared."
<<else>>
"You think that's funny?" you ask. "I was terrified."
<</if>>
<br><br>
<<endevent>><<npc Whitney>><<person1>>
"That's the point," Whitney says. "Why else would you come here with that creep? I hope you weren't planning anything naughty." <<He>> pauses. "Just to make sure, I'm gonna show this creep who you belong to. Get on your knees."
<br><br>
<<endevent>><<npc Kylar>><<person1>>
Kylar grips the pepper spray, <<his>> knuckles white.
<br><br>
<<link [[Grudgingly do as Whitney asks|Kylar Halloween Kneel]]>><<set $phase to 0>><<trauma 12>><<stress 6>><</link>><<ggtrauma>><<gstress>>
<br>
<<if isLoveInterest("Whitney")>>
<<link [[Enthusiastically do as Whitney asks|Kylar Halloween Kneel]]>><<set $phase to 1>><</link>><<promiscuous1>>
<br>
<<elseif hasSexStat("promiscuity", 4)>>
<<link [[Enthusiastically do as Whitney asks|Kylar Halloween Kneel]]>><<set $phase to 1>><</link>><<promiscuous4>>
<br>
<</if>>
<<link [[Refuse|Kylar Halloween Kneel Refuse]]>><</link>>
<br><<effects>>
<<endevent>><<npc Whitney>><<person1>><<generatey2>>
You shake your head. Whitney gestures at one of <<his>> friends, a <<person2>><<person>>, who rushes forward with a shout. <<He>> receives a faceful of pepper spray, and staggers backwards with a cry. Two more rush forward.<<ldom>><<npcincr Whitney dom -1>>
<br><br>
<<endevent>><<npc Kylar>><<person1>>
Kylar sprays one while ducking under the other's attempt to grapple <<him>>. <<He>> twists around, and sprays the other at point-blank.<<glove>><<npcincr Kylar love 1>>
<br><br>
<<endevent>><<npc Whitney>><<person1>>
The three of them retreat into the corner. Whitney gestures again, but <<his>> remaining friends hesitate. "You're scared of this freak?" Whitney says. "The spray's empty."
<br><br>
<<link [[Next|Kylar Halloween Kneel Refuse 2]]>><</link>>
<br><<effects>>
<<endevent>><<npc Kylar>><<person1>><<generatey2>>
Kylar pulls you behind <<him>>, keeping a grip on your arm as you both walk to the exit. A <<person2>><<person>> blocks the way, but <<he>> backs off when Kylar thrusts the spray forward.
<br><br>
"Fucking cowards," Whitney says, stepping closer. Kylar holds down the spray, <span class="red">but nothing comes out.</span> Whitney wraps an arm around Kylar's neck, <<person1>> and holds <<him>> above the ground.
<br><br>
"R-Run-" Kylar manages.
<br><br>
<<link [[Run|Kylar Halloween Kneel Run]]>><<sub 1>><</link>>
<br>
<<link [[Help Kylar|Kylar Halloween Kneel Help]]>><<def 1>><</link>><<physiquedifficulty 1 $physiquemax>>
<br>
<<if $spray gte 1>>
<<link [[Use your own pepper spray|Kylar Halloween Kneel Spray]]>><<spray -1>><<def 1>><</link>>
<br>
<</if>><<effects>>
<<pass 15>>
<<endevent>><<npc Whitney>><<person1>>
You turn and run. Whitney releases <<his>> hold on Kylar, and tries to chase, but Kylar trips <<him>>.
<br><br>
You run down the stairs, through the now-open front door, and into the red moonlight. You hear footsteps thunder down the old stairs, but you keep running, even after making it to the trees.
<br><br>
You run for a couple more minutes, then take cover behind a tree, and listen. You don't hear any pursuers. You wonder if Kylar got away while they chased you.
<br><br>
<<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><<set $forest to 0>><</link>>
<br><<effects>>
<<pass 15>>
<<endevent>><<npc Whitney>><<person1>>
<<if $physiqueSuccess>>
You grasp Whitney's arms, <span class="green">and pull <<him>> away from Kylar.</span> Together, you escape down the stairs and through the now-open front doors, into the red moonlight. You run into the forest.<<ldom>><<npcincr Whitney dom -1>>
<br><br>
<<endevent>><<npc Kylar>><<person1>>
Kylar stops and leans against a tree and pants for a moment, before lunging forward and throwing <<his>> arms around you. "You shouldn't have risked it," <<he>> says.<<glove>><<llksuspicion>><<npcincr Kylar love 1>><<npcincr Kylar rage -5>>
<br><br>
<<link [[Kiss|Kylar Halloween Skulduggery Kiss]]>><<npcincr Kylar love 3>><<npcincr Kylar lust 10>><</link>><<promiscuous1>><<gglove>><<gglust>>
<br>
<<link [[Pull away|Kylar Halloween Skulduggery Pull]]>><<npcincr Kylar love -1>><</link>><<llove>>
<br>
<<else>>
You grasp Whitney's arms, <span class="red">but <<he>> shoves you to the ground.</span> Before you can stand, <<his>> friends are on top of you, holding down your arms and legs.
<br><br>
Whitney pushes Kylar aside, into the arms of another of <<his>> friends. <<He>> grasps your hair and pulls you to your knees.
<br><br>
<<link [[Next|Kylar Halloween Forced Kneel]]>><</link>>
<br>
<</if>><<effects>>
<<endevent>><<npc Whitney>><<person1>><<wearProp "pepperspray">>
You point your pepper spray above Kylar's head, and unload it into Whitney's eyes. <<He>> staggers backward, clutching <<his>> face.
Kylar grasps your hand, and together you escape down the stairs and through the now-open front doors, into the red moonlight. <<takeHandholdingVirginity "Kylar" "romantic">> You run into the forest.<<ldom>><<npcincr Whitney dom -1>>
<br><br>
<<endevent>><<npc Kylar>><<person1>>
Kylar stops and leans against a tree and pants for a moment, before lunging forward and throwing <<his>> arms around you. "You shouldn't have risked it," <<he>> says.<<glove>><<llksuspicion>><<npcincr Kylar love 1>><<npcincr Kylar rage -5>>
<br><br>
<<link [[Kiss|Kylar Halloween Skulduggery Kiss]]>><<handheldon>><<npcincr Kylar love 3>><<npcincr Kylar lust 10>><</link>><<promiscuous1>><<gglove>><<gglust>>
<br>
<<link [[Pull away|Kylar Halloween Skulduggery Pull]]>><<handheldon>><<npcincr Kylar love -1>><</link>><<llove>>
<br><<effects>>
<<if $phase is 0>>
<<endevent>><<npc Whitney>><<person1>>
You hesitate, then walk over to Whitney, dropping to your knees in front of <<him>>. <<He>> pulls <<his>> rags aside,
<<if $NPCList[0].penis isnot "none">>
<span class="lewd">revealing <<his>> <<print $NPCList[0].penisdesc>>,</span>
<<else>>
<span class="lewd">revealing <<his>> pussy,</span>
<</if>>
and grasps the back of your head.<<gdom>><<npcincr Whitney dom 1>>
<br><br>
<<endevent>><<npc Kylar>><<person1>>
Kylar tries to intervene, but <<hes>> restrained by Whitney's friends. They hold <<his>> head back, forcing <<him>> to watch.<<ggksuspicion>><<npcincr Kylar rage 10>>
<br><br>
<<endevent>><<npc Whitney>><<person1>>
<<link [[Next|Kylar Halloween Oral]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<endevent>><<npc Whitney>><<person1>>
You walk to Whitney, and drop to your knees in front of <<him>>. You pull <<his>> rags aside,
<<if $NPCList[0].penis isnot "none">>
<span class="lewd">revealing <<his>> <<print $NPCList[0].penisdesc>>,</span>
<<else>>
<span class="lewd">revealing <<his>> pussy,</span>
<</if>>
as <<he>> grasps the back of your head.<<gdom>><<npcincr Whitney dom 1>>
<<if isLoveInterest("Whitney")>>
<<glove>><<npcincr Whitney love 1>><br>
<<promiscuity1>>
<<else>>
<<glust>><<npcincr Whitney lust 5>><br>
<<promiscuity4>>
<</if>>
<<endevent>><<npc Kylar>><<person1>>
Kylar tries to intervene, but Whitney's friends restrain <<him>>. They hold <<his>> head back, forcing <<him>> to watch.
<<if !$syndromekylar>>
<span class="blue"><<He>> regards your enthusiasm with profound horror, and a dreadful shiver passes through you.</span><<set $kylar_mad to 1>>
<</if>>
<<gggksuspicion>><<npcincr Kylar rage 20>>
<br><br>
<<endevent>><<npc Whitney>><<person1>>
<<link [[Next|Kylar Halloween Oral]]>><<set $sexstart to 1>><</link>>
<br>
<</if>><<effects>>
The rest of the tall sheet-covered furniture comes to life, screeching as they rush toward Kylar. Now that they're moving, you see human outlines beneath. They grasp, <<his>> arms, and force <<him>> to <<his>> knees.
<br><br>
<<endevent>><<npc Whitney>><<person1>>
The figure holding you laughs. It sounds familiar. "Saw you talking to this creep in the park," says Whitney, pulling the sheet off <<his>> head and revealing <<his>> demon costume. <<His>> friends follow suit. "Time to show everyone who you belong to."
<br><br>
<<endevent>><<npc Kylar>><<person1>>
Kylar struggles forward in a desperate attempt to reach you, but another of Whitney's friends steps forward to restrain <<him>>.
<br><br>
<<link [[Next|Kylar Halloween Forced Kneel]]>><</link>>
<br><<effects>>
<<endevent>><<npc Whitney>><<person1>>
<<if $NPCList[0].penis isnot "none">>
Whitney shifts <<his>> rags aside, <span class="lewd">revealing <<his>> <<print $NPCList[0].penisdesc>>.</span>
<<else>>
Whitney shifts <<his>> rags aside, <span class="lewd">revealing <<his>> pussy.</span>
<</if>>
<<He>> points at Kylar. "Make sure the creep watches," <<he>> says, before looking down at you. "What are you waiting for, slut? Get to work."
<br><br>
<<link [[Grudgingly do as Whitney asks|Kylar Halloween Lick]]>><<set $phase to 0>><<trauma 12>><<stress 6>><</link>><<ggtrauma>><<gstress>>
<br>
<<if isLoveInterest("Whitney")>>
<<link [[Enthusiastically do as Whitney asks|Kylar Halloween Lick]]>><<set $phase to 1>><</link>><<promiscuous1>>
<br>
<<elseif hasSexStat("promiscuity", 4)>>
<<link [[Enthusiastically do as Whitney asks|Kylar Halloween Lick]]>><<set $phase to 1>><</link>><<promiscuous4>>
<br>
<</if>>
<<link [[Refuse|Kylar Halloween Lick Refuse]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I-I don't want to," you say. "You can't make me."
<<elseif $speech_attitude is "bratty">>
"Fuck off, pervert," you say. "You can't make me."
<<else>>
"You can't make me," you say.
<</if>>
<br><br>
Whitney laughs, and nods at a <<generatey2>><<person2>><<person>> stood beside Kylar. <<person1>><<His>> friend rummages in Kylar's pockets, and pulls out a knife. <span class="red"><<person2>><<He>> holds it to Kylar's throat.</span><<gggtrauma>><<gggstress>><<trauma 24>><<stress 24>>
<br><br>
"I'll ask one more time," Whitney says. "Get to work."
<br><br>
Kylar's expression is blank. "D-don't do it."
<br><br>
<<link [[Do as Whitney asks|Kylar Halloween Lick]]>><<set $phase to 0>><</link>>
<br>
<<link [[Refuse|Kylar Halloween Lick Refuse 2]]>><<stress 24>><</link>><<gggstress>>
<br><<effects>>
<<person1>>
You shake your head. "Are you fucking serious?" Whitney says. "Fucking fine." <<He>> shoves you to the ground, and marches toward Kylar. "Give me that," <<he>> says to the <<person2>><<person>>. <<person1>><<He>> looks at the knife, <span class="green">then discards it.</span><<llstress>><<stress -12>>
<br><br>
Instead, <<he>> pulls back <<his>> hand, and punches Kylar's nose. Kylar falls backwards, unmoving. "We're done here," Whitney says. <<He>> marches from the room, and <<his>> friends follow.<<lldom>><<npcincr Whitney dom -3>>
<br><br>
<<link [[Next|Kylar Halloween End]]>><<endevent>><</link>>
<br><<effects>>
<<endevent>><<npc Kylar>><<person1>>
You crouch beside Kylar. <<Hes>> conscious, though blood trickles from <<his>> nose.<<lllksuspicion>><<npcincr Kylar rage -20>>
<br><br>
You help <<him>> to <<his>> feet, and together walk down the stairs, through the now-open front doors, and into the red moonlight.
<br><br>
Despite the ordeal, Kylar seems elated, though <<he>> asks to stop before you arrive back at town. <<He>> leans against a tree to catch <<his>> breath, <<his>> costume and hair a dishevelled mess.
<br><br>
Without warning, <<he>> lunges, wrapping <<his>> arms tight around you.
<br><br>
<<link [[Kiss|Kylar Halloween Skulduggery Kiss]]>><<npcincr Kylar love 3>><<npcincr Kylar lust 10>><</link>><<promiscuous1>><<gglove>><<gglust>>
<br>
<<link [[Pull away|Kylar Halloween Skulduggery Pull]]>><<npcincr Kylar love -1>><</link>><<llove>>
<br><<effects>>
<<if $phase is 0>>
<<endevent>><<npc Whitney>><<person1>>
You hesitate, then lean closer to Whitney's crotch. <<He>> rests a hand on your head, clutching your hair.<<gdom>><<npcincr Whitney dom 1>>
<br><br>
<<endevent>><<npc Kylar>><<person1>>
One of Whitney's friends holds Kylar's head back, forcing <<him>> to watch.<<ggksuspicion>><<npcincr Kylar rage 10>>
<br><br>
<<endevent>><<npc Whitney>><<person1>>
<<link [[Next|Kylar Halloween Oral]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<endevent>><<npc Whitney>><<person1>>
You grasp the backs of Whitney's thighs as you lean closer to <<his>> crotch. <<He>> rests a hand on your head, clutching your hair.<<gdom>><<npcincr Whitney dom 1>>
<<if isLoveInterest("Whitney")>>
<<glove>><<npcincr Whitney love 1>><br>
<<promiscuity1>>
<<else>>
<<gglust>><<npcincr Whitney lust 5>><<promiscuity4>>
<</if>>
<<endevent>><<npc Kylar>><<person1>>
One of Whitney's friends holds Kylar's head back, forcing <<him>> to watch.<<gggksuspicion>><<npcincr Kylar rage 20>>
<br><br>
<<endevent>><<npc Whitney>><<person1>>
<<link [[Next|Kylar Halloween Oral]]>><<set $sexstart to 1>><</link>>
<br>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 50>><<npcoral>>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $enemytrust -= 50>><<maninit>>
<</if>>
<<effects>>
Kylar watches with a blank expression.
<br><br>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Kylar Halloween Oral Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Kylar Halloween Oral]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<His>> friends screech and cheer, and shove Kylar to the floorboards. Whitney leans against the four-poster bed. "It's a special night," <<he>> says. "How about you give my friends a go?" The screeching intensifies.
<br><br>
<<tearful>> you rise to your feet. You don't have time for anything more. Several hands grasp your shoulders, and shove you onto the bed.
<br><br>
<<endcombat>>
<<link [[Next|Kylar Halloween Bed]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
Whitney staggers, and stumbles to the ground.
<br><br>
<<tearful>> you climb to your feet. Before you can get your bearings, Whitney's friends are on you, grasping your shoulders. You struggle, but there are too many.
<br><br>
Whitney leans against the four-poster bed. "You want softening up first?" <<he>> asks. "Fine. How about you give my friends a go?" <<His>> friends screech as they shove you onto the bed.
<br><br>
<<endcombat>>
<<link [[Next|Kylar Halloween Bed]]>><</link>>
<br>
<<else>>
"Fine," Whitney says, leaning against the four-poster bed. "But it's a special night. How about you give my friends a go?"
<br><br>
<<His>> friends screech and cheer. Several hands grasp your shoulders, pull you to your feet, and shove you onto the bed.
<br><br>
<<endcombat>>
<<link [[Next|Kylar Halloween Bed]]>><</link>>
<</if>><<effects>>
<<npc Whitney>><<person1>>
Whitney's friends surround you, groping and probing, but Whitney interrupts. "Where'd the creep go?" <<His>> friends look around.
<<endevent>><<npc Kylar>><<person1>>
"You dumb fucks. <<Hes>> done a runner. I wanted <<him>> to watch."
<<endevent>><<npc Whitney>><<person1>>
<br><br>
<<He>> leaves the room, and shines <<his>> phone down the stairwell.
<<endevent>><<npc Kylar>><<person1>>
"Door's shut. <<Hes>> still in here. Whoever finds <<him>> gets an extra turn with my slut."
<br><br>
<<link [[Next|Kylar Halloween Bed 2]]>><</link>>
<br><<effects>>
<<endevent>><<npc Whitney>><<person1>>
Whitney sits on the bed beside you as <<his>> friends disperse into the manor, searching for Kylar. "Sorry for the wait," Whitney says. "But you'll feel better getting gangbanged with-"
<br><br>
<span class="red">A scream interrupts <<him>>.</span> Whitney grasps your arm, and pulls you to your feet. "I'm not leaving you alone," <<he>> says, pulling you from the room.
<br><br>
<<generatey2>><<person2>>
You follow the hallway in the direction of the scream, and find a <<person>> lying motionless on the ground, surrounded by a circle of Whitney's other friends.
<br><br>
<<link [[Next|Kylar Halloween Bed 3]]>><</link>>
<br><<effects>>
<<generatey3>><<person3>>
"I-I'm done," a <<person>> says, <<his>> voice trembling. "They say the place is haunt-"
<br>
Whitney interrupts <<him>> with a smack to the face. "Don't be a fucking coward,"<<person1>>
<<he>> says, crouching beside the body. "It's just that creep, hiding in the shadows and playing with those stolen tranqs." <<He>> feels the <<person2>><<persons>> neck. "<<Hes>> fine. Someone help <<him>> up."
<br><br>
<span class="red">The door slams shut.</span>
<br><br>
<<link [[Next|Kylar Halloween Bed 4]]>><</link>>
<br><<effects>>
"I know you're in here, freak," Whitney says. "Come out now, and I'll let you join the train." No response. <<His>> friends seem afraid to even move.
<br><br>
<span class="red">You feel a tremor beneath your feet,</span> which builds until the whole room shakes. Furniture shakes across the floor, and paintings tremble off their hooks.
<br><br>
Something groans near the window, and the <<person3>><<person>> loses it. <<He>> runs for the door. It's locked, so <<he>> bashes <<his>> fists against it, babbling all the while. The others follow suit, all except Whitney, and even <<person1>><<he>> seems unnerved. <<His>> eyes flick around the window, searching for the source of the noise.
<br><br>
The door opens, and <<his>> friends tumble out. They flee down the stairs, the pair carrying the <<person2>><<person>> lagging behind and throwing panicked glances over their shoulders.
<br><br>
<<link [[Next|Kylar Halloween Bed 5]]>><</link>>
<br><<effects>>
<<endevent>><<npc Whitney>><<person1>>
Whitney grasps your arm. <<Hes>> more afraid than <<he>> would ever admit, but <<he>> doesn't run. "I know you're in here," <<he>> repeats, eyes darting around the room. <<He>> steps toward the door, pushing you ahead of <<him>>.
<br><br>
<<clotheson>>
<<endevent>><<npc Kylar>><<person1>>
You spot Kylar, hiding in the shadows beside the door frame, <<his>> eyes intense. Whitney steps backwards, drawing closer and unaware of the danger.
<br><br>
<<link [[Watch|Kylar Halloween Wait]]>><</link>>
<br>
<<link [[Warn Whitney|Kylar Halloween Warn]]>><</link>>
<br><<effects>>
Whitney steps into the corridor, <span class="blue">and Kylar strikes.</span> <<He>> steps forward, and presses something into Whitney's neck.
<br><br>
Whitney spins and shoves Kylar, sending <<him>> sprawling to the ground.
<<endevent>><<npc Whitney>><<person1>>
<<He>> pulls a dart from <<his>> neck as <<he>> steps forward. Kylar scrambles away, but not fast enough. Whitney grasps
<<endevent>><<npc Kylar>><<person1>>
<<his>> collar, but struggles to pull <<him>> up. Instead, Whitney sways on the spot, and collapses.
<br><br>
<<link [[Next|Kylar Halloween Escape]]>><</link>>
<br><<effects>>
<<pass 15>>
Kylar jumps to <<his>> feet, and grasps your arm. You dodge a weak grasp by Whitney, and together escape down the stairs and into the red moonlight.
<br><br>
You keep running when you reach the forest, until Kylar stops to rest against a tree. <<His>> clothes and hair are dishevelled, but <<hes>> smiling. "I-I won," <<he>> says, throwing <<his>> arms around you. "You're all mine."<<lllksuspicion>><<npcincr Kylar rage -20>>
<br><br>
<<link [[Ask about Kylar's tricks|Kylar Halloween Tricks]]>><</link>>
<br>
<<link [[Kiss|Kylar Halloween Skulduggery Kiss]]>><<npcincr Kylar love 3>><<npcincr Kylar lust 10>><</link>><<promiscuous1>><<gglove>><<gglust>>
<br>
<<link [[Pull away|Kylar Halloween Skulduggery Pull]]>><<npcincr Kylar love -1>><</link>><<llove>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"Y-you really scared them with that rumbling," you say. "And the noise. How did you do it?"
<<elseif $speech_attitude is "bratty">>
"That rumbling you made," you say. "And the noise. It was terrifying. Good job."
<<else>>
"How did you make all that noise?" you ask. "And that rumbling. It was like an earthquake."
<</if>>
<br><br>
Kylar's expression doesn't change. "That wasn't me," <<he>> says. "I just used my tranquillisers."<<gstress>><<stress 6>>
<br><br>
<<He>> pulls you closer, seeming unbothered.
<br><br>
<<link [[Kiss|Kylar Halloween Skulduggery Kiss]]>><<npcincr Kylar love 3>><<npcincr Kylar lust 10>><</link>><<promiscuous1>><<gglove>><<gglust>>
<br>
<<link [[Pull away|Kylar Halloween Skulduggery Pull]]>><<npcincr Kylar love -1>><</link>><<llove>>
<br><<effects>>
<<endevent>><<npc Kylar>><<person1>>
"Behind you!" you shout. Whitney turns, just in time to catch Kylar's arm as <<he>> lunges forward. Whitney bends it back, eliciting a cry. A dart clatters to the floor.
<br><br>
Kylar punches with <<his>> other hand, but Whitney catches it, lifts <<him>> above the ground, and throws <<him>> over the bannister.<<gglove>><<npcincr Whitney love 5>>
<br><br>
Kylar crashes into the floorboards below, but manages to stagger to <<his>> feet. <<He>> holds <<his>> arm as <<he>> escapes through the front doors, throwing you a betrayed look.
<<if !$syndromekylar>>
<span class="blue">A dreadful shiver passes through you.</span><<set $kylar_mad to 1>>
<</if>>
<<gggksuspicion>><<npcincr Kylar rage 20>>
<br><br>
<<link [[Next|Kylar Halloween Whitney]]>><</link>>
<br><<effects>>
<<endevent>><<npc Whitney>><<person1>>
Whitney walks back into the room with the moving furniture, now silent. Through the window you see the last of <<his>> friends disappear into the forest. Kylar is nowhere to be seen.
<br><br>
"Fucking cowards," <<he>> says, still irritated at <<his>> friends. "Ruined a good thing." <<He>> looks at you, then away. "I'm done here." <<He>> walks toward the stairs.
<br><br>
<<link [[Accompany Whitney back to town|Kylar Halloween Accompany]]>><</link>>
<br>
<<link [[Walk back alone|Kylar Halloween Alone]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"C-Can you walk me home?" you ask. "It's a scary night."
<<elseif $speech_attitude is "bratty">>
"Let's walk back together," you say.
<<else>>
"Do you want to walk back together?" you ask.
<</if>>
<br><br>
<<if C.npc.Whitney.love gte 21 or $whitneyromance is 1>>
<span class="green">"Fine,"</span> Whitney says. "But keep your sluttiness to yourself for once. I'm not in the mood."
<br><br>
You accompany Whitney into the red moonlight, and through the surrounding forest. <<He>> remains silent, even when the lights of town appear up ahead.
<br><br>
<<link [[Thank Whitney|Kylar Halloween Thank]]>><<npcincr Whitney love 1>><<npcincr Whitney dom 1>><</link>><<gdom>><<glove>>
<br>
<<link [[Ask what's wrong|Kylar Halloween Ask]]>><<npcincr Whitney love -1>><<npcincr Whitney dom -1>><</link>><<ldom>><<llove>>
<br>
<<else>>
<span class="red">"Fuck off,"</span> Whitney says as you follow <<him>> down the stairs. "I'm not in the mood."
<br><br>
You walk into the red moonlight. Whitney strides away, glancing back to make sure you're not following.
<br><br>
<<link [[Next|Churchyard]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<pass 15>>
<<if $speech_attitude is "meek">>
"Thanks for looking after me," you say. "The woods are scary."
<<elseif $speech_attitude is "bratty">>
"Thanks for the company," you say.
<<else>>
"Thanks for walking with me," you say. "The woods are dangerous at night."
<</if>>
<br><br>
"It's fine," Whitney says. "I've got places to be. Gonna give those cowards a talking to, for one." <<He>> hesitates, then leans forward and kisses you. <<takeKissVirginity "Whitney" `($whitneyromance is 1?"loveInterest":"romantic")`>>
<br><br>
You try to hold <<him>> closer, but <<he>> steps back and looks away. <<He>> opens <<his>> mouth as if to speak, but instead turns and strides into town.
<br><br>
<<link [[Next|Wolf Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<pass 15>>
<<if $speech_attitude is "meek">>
"W-what's wrong?" you ask. "You can talk to me."
<<elseif $speech_attitude is "bratty">>
"Something's up," you say. "I can tell."
<<else>>
"Is everything okay?" you ask.
<</if>>
<br><br>
Whitney raises a hand to your chest, and pushes you against a tree. "What the fuck do you mean by that?" <<he>> spits. "You think there's something wrong with me?"
<br><br>
<<link [[Kiss|Kylar Halloween Whitney Kiss]]>><<npcincr Whitney dom -1>><</link>><<promiscuous1>><<ldom>>
<br>
<<link [[Apologise|Kylar Halloween Whitney Apologise]]>><<npcincr Whitney dom 1>><<npcincr Whitney love 1>><</link>><<gdom>><<glove>>
<br>
<<link [[Remain silent|Kylar Halloween Whitney Silent]]>><</link>>
<br><<effects>>
Whitney leans close, close enough that you can lean forward and plant a kiss on <<his>> lips. <<takeKissVirginity "Whitney" `($whitneyromance is 1?"loveInterest":"romantic")`>>
<<promiscuity1>>
<<He>> steps back as if struck. <<He>> opens <<his>> mouth to speak, but instead turns and strides into town.
<br><br>
<<link [[Next|Wolf Street]]>><<set $eventskip to 1>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"S-sorry," you stammer. "I didn't mean to upset you."
<<elseif $speech_attitude is "bratty">>
"Stop overreacting," you say. "I'm sorry, okay?"
<<else>>
"Sorry," you say. "I didn't mean to upset you."
<</if>>
<br><br>
Whitney releases <<his>> grip. "I'm not upset," <<he>> says. "But I might have overreacted. I'm... sorry too."
<br><br>
<<He>> turns and strides into town.
<br><br>
<<link [[Next|Wolf Street]]>><<set $eventskip to 1>><<endevent>><</link>>
<br><<effects>>
Whitney glares at you a moment, then lets <<his>> hand fall. <<He>> turns and strides into town.
<br><br>
<<link [[Next|Wolf Street]]>><<set $eventskip to 1>><<endevent>><</link>>
<br><<effects>>
You walk into the red moonlight. Whitney strides away, glancing back to make sure you're not following.
<br><br>
<<link [[Next|Churchyard]]>><<endevent>><</link>>
<br><<widget "kylargag">>
<<set $mouthuse to "gagged">>
<<facewear 28>>
<<if C.npc.Kylar.clothes.lower.name.includes("skirt")>>
<<He>> pulls a knife from beneath <<his>> skirt.
<<else>>
<<He>> pulls a knife from <<his>> pocket.
<</if>>
<<His>> smile doesn't falter. "You're just grouchy because we've been apart too long. Here."
<<He>> cuts a piece from a roll of tape at <<his>> side, and sticks it over your mouth.
<br><br>
"There," <<he>> says. "Are you feeling better?" You can only mumble. <<He>> scrambles over to the table, and pulls a laptop out from beneath it.
You can't see the screen, but a moment later a voice emerges. Your voice.
<br><br>
"I am better," it says. Each word has a different tone, recorded in different places and stitched together.
<br><br>
Kylar beams at you. "I knew it," <<he>> says.
<br><br>
<<He>> clicks again. "I love you," says your voice.
<br><br>
Kylar clutches <<his>> cheeks. "I know. You tell me every day."
<br><br>
<</widget>>
<<widget "kylarangry">>
<<if $speech_attitude is "meek">>
"You're being horrible," you say. "Let me go."
<<elseif $speech_attitude is "bratty">>
"You creep," you say. "Let me go this instant."
<<else>>
"You're awful," you say. "Let me go."
<</if>>
<br><br>
<</widget>>
<<widget "kylaroptions">>
<<set _kylar to statusCheck("Kylar")>>
<<if _args[0] isnot "notext">>
<<kylaroptionstext>>
<br><br>
<</if>>
<<if $location is "school" and Time.hour gte 17>>
<<if $syndromekylar is 1>>
<<He>> looks at <<his>> watch. "I need to go," <<he>> says. "They're waiting for me." <<He>> looks at you.
<<elseif _kylarStatus.includes("Love")>>
<<He>> looks at <<his>> watch. "I need to go," <<he>> says. "They're waiting for me." <<He>> keeps looking over <<his>> shoulder as <<he>> walks.
<<else>>
<<He>> looks at <<his>> watch, mumbles something, then walks away.
<</if>>
<br><br>
<<kylaroptionsleave "manor">>
<<elseif $location is "school" and Time.hour isnot 12 and $schoolstate isnot "afternoon">>
<<if _kylarStatus.includes("Love")>>
<<He>> looks at <<his>> watch. "I need to go," <<he>> says. "I'll be late for my lesson." <<He>> keeps looking over <<his>> shoulder as <<he>> walks.
<<else>>
<<He>> looks at <<his>> watch, mumbles something, then walks away.
<</if>>
<br><br>
<<kylaroptionsleave>>
<<elseif ($bus is "starfish" or $bus is "park") and Time.dayState isnot "day">>
<<if $syndromekylar is 1>>
<<He>> looks at <<his>> watch. "I need to go," <<he>> says. "They're waiting for me." <<He>> looks at you.
<<elseif _kylarStatus.includes("Love")>>
<<He>> looks at <<his>> watch. "I need to go," <<he>> says. "They're waiting for me." <<He>> keeps looking over <<his>> shoulder as <<he>> walks.
<<else>>
<<He>> looks at <<his>> watch, mumbles something, then walks away.
<</if>>
<br><br>
<<kylaroptionsleave "manor">>
<<elseif $bus is "kylarmanor" and Time.hour lte 6>>
Kylar looks at a monitor. "I should sleep," <<he>> says. <<He>> walks over to <<his>> bed and collapses atop it, fully dressed. <<He>> watches you, longing on <<his>> face, but <<he>> doesn't say anything.
<br><br>
<<link [[Say goodnight|Manor Kylar Goodnight]]>><</link>>
<br>
<<link [[Pounce|Manor Kylar Pounce]]>><<npcincr Kylar love 1>><</link>><<promiscuous1>><<glove>>
<br>
<<elseif _kylarStatus.includes("Love") and C.npc.Kylar.love gte 90 and $kylar_camera is undefined>>
Kylar looks even more anxious than usual. <<He>> stares at <<his>> feet, and shifts <<his>> weight between them. "I-I," <<he>> gulps. "I got you something." <<He>> crouches, and reaches behind a bench, pulling out a bow-tied box. <<He>> holds it out to you.
<br><br>
<<link [[Open it|Kylar Gift Box Open]]>><<npcincr Kylar rage -5>><<npcincr Kylar love 1>><</link>><<glove>><<llksuspicion>>
<br>
<<link [[Refuse|Kylar Gift Box Refuse]]>><<npcincr Kylar love -1>><<npcincr Kylar rage 3>><</link>><<llove>><<gksuspicion>>
<br>
<<else>>
<<if _lewdIdea>>
<<if $kylarSeen.includes("home")>>
You remember seeing Kylar snooping around your room, as well as noticing a pair of underwear missing before that, and
<<elseif $whitneypantiescheck is 1>>
You remember the deal Whitney made with you, about coming to school with no underwear, and
<<elseif $whitneypantiescheck is 2>>
You remember the deal Whitney made with you, about coming to school with either no underwear or panties, and
<<else>>
You think of your own experiences with being exposed in public, and
<</if>>
<span class="lewd">a lewd idea strikes you.</span>
<br><br>
<<ind>><<link [[`Ask Kylar for <<his>> ${$daily.kylar.underwear.simpleDesc}`|Kylar Tease Underwear]]>><<arousal 600>><<npcincr Kylar lust 3>><</link>><<promiscuous3>><<garousal>><<gglust>>
<br><br>
<</if>>
<<if $bus is "kylarmanor" and $kylar_manor_secret is undefined and !$daily.kylar.manor>>
<<if $kylar_parents_trust gte 100>>
<<socialiseicon>><<link [[Tell Kylar that the manor is clean|Manor Kylar Secret]]>><<set $kylar_manor_secret to 1>><</link>>
<br>
<<elseif $kylar_parents_trust gte 1>>
<<socialiseicon "angry">><<link [[Have a word about the state of the manor|Manor Kylar Word]]>><<set $daily.kylar.manor to true>><</link>>
<br>
<</if>>
<</if>>
<<if $passage is "Manor Kylar Word">>
<<socialiseicon "ask">><<link [[Ask what happened to <<his>> parents|Manor Kylar Word 2]]>><</link>>
<br>
<</if>>
<<if !$daily.kylar.walkKiss and $kylar_action is "walk">>
<<ind>><<link [[Kiss|Kylar Walk In The Park End 2]]>><</link>><<glove>><<glust>><<llksuspicion>><<kissvirginitywarning>><<NPCvirginitywarning "Kylar" "kiss">>
<br>
<</if>>
<<if $location is "school" and $englishPlay is "ongoing" and $englishPlayRoles.Kylar isnot "none" and $englishPlayRoles.KylarKnown and $schoolstate is "afternoon">>
<<ind>><<link [[Rehearse your roles (2:00)|English Play Rehearse Kylar]]>><<pass 2 hours>><<npcincr Kylar rage -5>><<englishskill 18>><</link>><<llksuspicion>><<gggenglish>><<ggreadiness>>
<br><br>
<</if>>
<<socialiseicon>><<link [[Chat (0:15)|Kylar Chat]]>><<pass 15>><<npcincr Kylar love 1>><<npcincr Kylar rage -1>><<stress -2>><</link>><<lstress>><<glove>><<lksuspicion>>
<br>
<<set _linkText to (_kylarStatus.includes("Love") ? "Flirt (0:15)" : "Tease (0:15)")>>
<<brothelicon>><<link [[_linkText|Kylar Tease]]>><<pass 15>><<npcincr Kylar love 1>><<npcincr Kylar lust 1>><<stress -2>><</link>><<promiscuous1>><<lstress>><<glove>><<glust>>
<br>
<<if $kylar_action is "tease" and hasSexStat("promiscuity", 2) and _kylarStatus.includes("Love") and !$daily.kylar.invite>>
<<brothelicon>><<link [[Take it further|Kylar Tease 2]]>><<npcincr Kylar lust 3>><</link>><<promiscuous2>><<gglust>>
<br>
<</if>>
<<if $bus is "starfish">>
<<robinicon "controller">><<link [[Play a game (0:15)|Kylar Game]]>><<pass 15>><<stress -2>><<npcincr Kylar love 1>><</link>><<glove>><<lstress>>
<br>
<</if>>
<<if $location is "school">>
<<if _kylar.love gte 10 and $milkshake gte 2>>
<<foodicon "milkshake">><<link [[Offer milkshake (0:20)|Kylar Give Milkshake]]>><<pass 20>><<set $milkshake -= 2>><<npcincr Kylar love 1>><<npcincr Kylar rage -1>><<stress -5>><<set $kylar_action to "milkshake">><</link>><<lstress>><<glove>><<lksuspicion>>
<br>
<</if>>
<<if _kylar.love gte 20 and $milkshake gte 1>>
<<foodicon "milkshake">><<link [[Share milkshake (0:20)|Kylar Share Milkshake]]>><<pass 20>><<set $milkshake -= 1>><<npcincr Kylar love 2>><<npcincr Kylar rage -1>><<stress -10>><<set $kylar_action to "milkshake">><</link>><<lstress>><<gglove>><<lksuspicion>>
<br>
<</if>>
<</if>>
<<if $bus is "park" and !$daily.kylar.walk and _kylarStatus.includes("Love")>>
<<walkicon>><<link [[Ask to go for a walk (0:15)|Kylar Walk In The Park]]>><<pass 15>><<stress -3>><<npcincr Kylar love 1>><<npcincr Kylar rage -3>><<set $daily.kylar.walk to true>><</link>><<lstress>><<glove>><<llksuspicion>>
<br>
<</if>>
<<if $loft_known is 1 and $loft_kylar isnot 1 and $loft_independentLab isnot 1 and _kylar.love gte 90 and $kylar_action isnot "loft">>
<<lofticon>><<link [[Tell Kylar about the orphanage loft|Kylar Loft]]>><</link>>
<br>
<</if>>
<<if checkSextoysGift("Kylar") and isLoveInterest("Kylar") and checkIfNPCHasCategorySextoy("Kylar","strap-on").length <= 5>>
<<sextoysicon "strap-on">><<link [[Gift Kylar a strap-on|Kylar Gift Strap-on]]>><</link>><<glove>><<lksuspicion>><<gglust>><<lstress>>
<br>
<</if>>
<<if canGiftFood("Kylar") and $kylarenglish gte 1>>
<<skinicon "give">><<link [[Give Kylar food|Kylar Gifts List]]>><</link>>
<br>
<</if>>
<<kylaroptionsleave "leave">>
<</if>>
<</widget>>
<<widget "kylaroptionsleave">>
<<run statusCheck("Kylar")>>
<<if $kylar_action is "stop">>
<<ind>><<link [[Shake off|Kylar Shake]]>><<npcincr Kylar rage 5>><</link>><<ggksuspicion>>
<<elseif _args[0] is "leave" and random(1, 100) lte 40 and _kylarStatus.includes("Love")>>
<<getouticon>><<link [[Leave|Kylar Stop]]>><</link>>
<<else>>
<<switch $bus>>
<<case "park">>
<<set $_dest to "Park">>
<<case "schoollibrary">>
<<set $_dest to "School Library">>
<<case "starfish">>
<<set $_dest to "Arcade">>
<<case "kylarmanor">>
<<set $_dest to "Manor Kylar Room">>
<<case "rehearsal">>
<<set $_dest to "Oxford Street">>
<<default>>
<<set $_dest to "School Rear Courtyard">>
<</switch>>
<<if _args[0] is "manor" and $syndromekylar is 1>>
<<kylarmanoricon>><<link [["Walk with " + _kylar.pronouns.him + " (0:20)"|Kylar Walk Manor]]>><<unset $kylar_action>><<pass 20>><</link>>
<br>
<</if>>
<<getouticon>><<link [[Leave|$_dest]]>><<endevent>><<unset $kylar_action>><</link>>
<</if>>
<br>
<</widget>>
<<widget "kylaroptionstext">>
<<set _kylar to statusCheck("Kylar")>>
<<rng>>
<<if $kylar_text_trigger is true>>
<<unset $kylar_text_trigger>>
<<if _kylarStatus.includes("Love") and !$kylarSeen.includes("chatIntro")>>
<<set $kylarSeen.pushUnique("chatIntro")>>
<<He>> clenches <<his>> fists and lifts <<his>> head, looking you straight in the eye. "H-hey," <<he>> says.
<<if $kylarSeen.includes("home")>>
"I-I'm sorry about the thing in your bedroom." <<He>> gulps.
<<if $kylarignored isnot 1>>
"I just wanted to thank you for helping me."
<<else>>
"I just wanted to t-tell you you're very <<print ($player.gender_appearance is "m" ? "handsome" : "pretty")>>."
<</if>>
<<else>>
<<if $kylarignored isnot 1>>
"Thank you for helping me. Back then."
<<else>>
"You're very <<print ($player.gender_appearance is "m" ? "handsome" : "pretty")>>."
<</if>>
<</if>>
<<He>> looks away.
<<elseif $bus is "park" and $kylar.fountain is 1 and Time.season is "winter" and !$kylarSeen.includes("fountainWinter")>>
<<set $kylarSeen.pushUnique("fountainWinter")>>
<<He>> seems spellbound. The constantly running water and the cold temperature has caused much of the fountain's structure to freeze over and form icicles thicker than your arm, and at least twice as long. Near the centre, some water remains unfrozen.
"It's so pretty. It's the most amazing thing I've ever seen!" <<He>> glances at you. "W-well, second most."
<<elseif $rng gte 91 and !$daily.kylar.fameConfronted and $fame.sex gte ($kylar.fameStage * 2) + 100>>
<<if $kylar.fameStage is 0>> /* $fame.sex is 100+ */
<<set $daily.kylar.fameConfronted to true>><<set $kylar.fameStage to 1>>
"I-I found a strange picture of you," <<he>> says. "Someone doctored it to make it look like you were doing lewd things." <<He>> laughs. "Some people have no shame."
<<npcincr Kylar rage 3>><<gksuspicion>>
<<elseif $kylar.fameStage is 1>> /* $fame.sex is 300+ */
<<set $daily.kylar.fameConfronted to true>><<set $kylar.fameStage to 2>>
"I-I found another strange picture of you," <<he>> laughs. "Doctored to make it look like you were doing lewd things." <<He>> laughs again. "You must be popular with perverts."
<<npcincr Kylar rage 10>><<ggksuspicion>>
<<elseif $kylar.fameStage is 2>> /* $fame.sex is 500+ */
<<set $daily.kylar.fameConfronted to true>>
"Y-you'll never guess what I found," <<he>> laughs. "More doctored pictures of you doing perverted things." <<His>> laughter reaches a hysterical pitch. "S-Someone spent a lot of time on them. There are so many."
<<npcincr Kylar rage 30>><<gggksuspicion>>
<</if>>
<<elseif _kylarStatus.includes("Rage")>>
"You came to see me," <<he>> says. "Of course you did. Why wouldn't you." <<He>> laughs.
<<elseif $bus is "park" and $kylar.fountain is 1 and $rng gte 85>>
<<He>> tosses another coin into the fountain.
<<else>>
<<He>> smiles at you.
<</if>>
<<else>>
<<if $englishPlay is "ongoing" and $englishPlayRoles.Kylar isnot "none" and !$englishPlayRoles.KylarKnown>>
<<set $englishPlayRoles.KylarKnown to true>>
"H-Hey," Kylar says, squeezing your arm gently. "I got a surprise for you. We'll be performing together for the stage play." <<He>> pulls a small booklet from <<his>> bag and shows it to you.
<br><br>
<<switch $englishPlayRoles.Kylar>>
<<case "Sterling">>
<<set _playPronoun to (C.npc.Kylar.pronoun is "m" ? "Mr" : "Mrs")>>
"I'll be playing the parent, _playPronoun Sterling," <<he>> says. "There's always someone getting in the way, but love always wins in the end, don't you think?" <<He>> draws closer to you before coming to <<his>> senses and withdrawing. "Sorry."
<<default>>
"I get to play as that rich kid, Taylor, who falls in love with someone." <<He>> blushes deeply and looks you in the eyes. "I... still don't know who, though."
<</switch>>
<br><br>
<<He>> looks down timidly. "Say, maybe we should spend some time together? T-To practise, I mean." <<Hes>> about to say something else, but stops <<himself>>. "Just... come see me<<if $schoolstate isnot "afternoon">> after school<</if>>, alright? <span class="gold">I'll be in the rear courtyard.</span>"
<<elseif _kylar.love gte 90 and $spray lt $spraymax and !$weekly.kylarSpray>>
<<set $weekly.kylarSpray to true>>
"I made you something," <<he>> says as <<he>> rummages in <<his>> bag. <<He>> hands you a charge for your pepper spray.
"I made it myself. It'll keep sluts and perverts away." <<He>> beams.
<<spray 1>><<gspray>>
<<wearProp "pepperspray">>
<<elseif $kylar.riddle is 2>>
<<set $kylar.riddle to 0>>
"<<print either("A sphinx", "Shadow", "Plumbers", "A jester", "Blue", "The letter E", "French fries", "Leighton", "An eraser", "A snake",
"Eggs", "Pepper spray", "Forty-two", "Me", "Autumn", "A video game", "A horror movie", "Insight", "Raul and Janet", "The sewers", "Footsteps",
"Starting", "Yesterday, today and tomorrow", "Fire", "Because they were on the left side of the street")>>,"
<<he>> says<<if $bus is "starfish" and _kylarStatus.includes("Love")>>, not taking <<his>> attention off the game<</if>>.
"<<print (_kylarStatus.includes("Love") ? "The" : "Th-the")>> riddle from yesterday. That's the answer, right?"
<br><br>
<<He>> <<print either("got it right", "got it right", "got it right", "got it wrong", "got it wrong", "was close", "was way off",
"probably forgot what your riddle was", "got it right. You're surprised, it was a toughie")>>.
<<else>>
<<He>> blushes and looks away.
<</if>>
<</if>>
<</widget>>
<<widget "dismissKylar">>
<<npcset Kylar state "prison">>
<<if $loveInterest.primary is "Kylar">>
<<if $loveInterest.secondary isnot "None">>
<<set $loveInterest.primary to $loveInterest.secondary>>
<<set $loveInterest.secondary to "None">>
<<elseif $loveInterest.tertiary isnot "None">>
<<set $loveInterest.secondary to $loveInterest.tertiary>>
<<set $loveInterest.tertiary to "None">>
<<elseif $loveInterest.quarternary isnot "None">>
<<set $loveInterest.tertiary to $loveInterest.quarternary>>
<<set $loveInterest.quarternary to "None">>
<<elseif $loveInterest.quinary isnot "None">>
<<set $loveInterest.quarternary to $loveInterest.quinary>>
<<set $loveInterest.quinary to "None">>
<<elseif $loveInterest.senary isnot "None">>
<<set $loveInterest.quinary to $loveInterest.senary>>
<<set $loveInterest.senary to "None">>
<<else>>
<<set $loveInterest.primary to "None">>
<</if>>
<span class="red">Kylar has been imprisoned. <<nnpc_He "Kylar">> is no longer your love interest.</span>
<<elseif $loveInterest.secondary is "Kylar">>
<<set $loveInterest.secondary to "None">>
<span class="red">Kylar has been imprisoned. <<nnpc_He "Kylar">> is no longer your love interest.</span>
<<elseif $loveInterest.tertiary is "Kylar">>
<<set $loveInterest.tertiary to "None">>
<span class = "red">Kylar has been imprisoned. <<nnpc_He "Kylar">> is no longer your love interest.</span>
<<elseif $loveInterest.quarternary is "Kylar">>
<<set $loveInterest.quarternary to "None">>
<span class = "red">Kylar has been imprisoned. <<nnpc_He "Kylar">> is no longer your love interest.</span>
<<elseif $loveInterest.quinary is "Kylar">>
<<set $loveInterest.quinary to "None">>
<span class = "red">Kylar has been imprisoned. <<nnpc_He "Kylar">> is no longer your love interest.</span>
<<elseif $loveInterest.senary is "Kylar">>
<<set $loveInterest.senary to "None">>
<span class = "red">Kylar has been imprisoned. <<nnpc_He "Kylar">> is no longer your love interest.</span>
<<elseif $kylarenglish gte 1>>
<span class="red">Kylar has been imprisoned. <<nnpc_He "Kylar">> can no longer be claimed as your love interest.</span>
<<else>>
<span class="red">Kylar has been imprisoned.</span>
<</if>>
<<if $englishPlay is "ongoing">>
<<if $englishPlayRoles.Kylar isnot "none">>
<<set $englishPlayKylarReplace to true>>
<<set $englishPlayRoles.Kylar to "none">>
<</if>>
<</if>>
<br><br>
<</widget>>
<<widget "kylarFinish">>
<<set _kylarNPC to $NPCList[$npcrow[$npc.indexOf('Kylar')]]>>
<<if $player.penisExist and $player.vaginaExist>>
<<set $penisuse to "othermouth">><<set $penisstate to "othermouth">>
<<set _kylarNPC.mouth to "penis">>
<<He>> licks up the base of your shaft, while rubbing your pussy entrance with one hand.
<<He>> uses <<his>> other hand to hold your penis steady, and engulfs it with <<his>> mouth.
<<takeNPCVirginity "Kylar" "oral">> <<His>> tongue runs along the glans. "It's perfect," <<he>> mumbles around your penis. "It's so perfect."
<<gpenisacceptance 10>>
<br><br>
<<arousal 2500 "genitals">>
<<if $arousal lte $arousalmax>>
<<His>> attentions suddenly turn to your pussy. <<He>> thrusts two fingers in, making consistent pistoning motions.
Between <<his>> thrusting, <<his>> sucking, and the way <<he>> looks up at you in nigh-worship, you can't hold back any longer.
<<set $arousal to $arousalmax>>
<br><br>
<</if>>
<<orgasm>><<penileejacstat>><<penilestat>>
<<elseif $player.penisExist>>
<<set $penisuse to "othermouth">><<set $penisstate to "othermouth">>
<<set _kylarNPC.mouth to "penis">>
<<He>> licks up the base of your shaft, before wrapping around it with <<his>> hand.
<<He>> strokes it slowly but firmly, while also guiding it to <<his>> mouth.
You can feel <<his>> breath on your tip for a few seconds, before <<he>> wraps <<his>> mouth around the glans.
<<takeNPCVirginity "Kylar" "oral">> "It's perfect," <<he>> mumbles around your penis. "It's so perfect."
<<gpenisacceptance 10>>
<br><br>
<<arousal 2500 "genitals">>
<<if $arousal lte $arousalmax>>
<<He>> sticks to licking at first, but soon lurches forward and impales <<his>> throat on your <<genitals>>.
<<His>> free hand grabs your <<bottom>>, and <<he>> uses it as leverage to push <<himself>> further onto you.
Between <<his>> sucking and the way <<he>> looks up at you in nigh-worship, you can't hold back any longer.
<<set $arousal to $arousalmax>>
<br><br>
<</if>>
<<orgasm>><<penileejacstat>><<penilestat>>
<<else>>
<<set $vaginause to "othermouth">><<set $vaginastate to "othermouthentrance">>
<<set _kylarNPC.mouth to "vagina">>
<<He>> probes your labia with <<his>> tongue for a few seconds, before thrusting <<his>> entire face as deep into your <<genitals>> as <<he>> can.
<<His>> small hands grasp your <<bottom>> and pull you closer to <<him>>.
<<if $player.virginity.vaginal is true and $sexStats.vagina.pregnancy.totalBirthEvents gt 0>>
<<His>> tongue brushes against your hymen, and <<he>> prods it, but not hard enough to penetrate it.
<<if _kylarNPC.penis isnot "none">>"Later," <<he>> whispers.<</if>>
<<elseif $vaginafucked is 1>>
You feel <<his>> cum slide out of your pussy, and <<he>> pushes it back in with <<his>> tongue. "Keep my mark in you," <<he>> murmurs.
<</if>>
<br><br>
<<arousal 2500 "genitals">>
<<if $arousal lte $arousalmax>>
<<He>> removes a hand from your <<bottom>> and grasps your clit. <<He>> rubs it with <<his>> free hand, making consistent circular motions.
Between <<his>> rubbing, <<his>> licking, and the way <<he>> looks up at you in nigh-worship, you can't hold back any longer.
<<set $arousal to $arousalmax>>
<br><br>
<</if>>
<<orgasm>>
<</if>>
Kylar grasps the backs of your thighs greedily. Once your convulsions stop, <<he>> pulls away from your <<genitals>>
<<if !$player.penisExist>>
and smiles, <<his>> face wet with your lewd fluids.
<<elseif $semen_amount gte 1>>
and swallows, before opening <<his>> mouth to you. <<He>> swallowed every drop.
<<else>>
and smiles.
<</if>>
<br><br>
<<if _acceptanceAchieved>>
You think about what Kylar said, and realisation dawns on you. Your <<penis>> is beautiful. Why should you care what other people say about it?
You've gained the
<<switch _acceptanceAchieved>>
<<case "penis_small">> <span class="green">Acceptance: Small Penis</span>
<<case "penis_big">> <span class="green">Acceptance: Big Penis</span>
<</switch>>
trait.
<br><br>
<</if>>
<</widget>>
<<widget "kylarRandomUnderwear">>
<<if !_kylar>>
<<set _kylar to statusCheck("Kylar")>>
<</if>>
<<set $_underwearGender to _args[0] or _kylar.pronoun>> <!-- Futureproofing for kylar crossdressing -->
<<set $_underwearSet to []>>
<<set $_colour to ["black", "white", "grey", "pink", "red", "green"].random()>>
<<set $_colourBase to ["black", "white", "white"].filter(c => c !== $_colour).random()>>
<!-- gender neutral underwear -->
<!-- <<set $_underwearSet.push()>> --> /* empty for now */
<<if $_underwearGender is "m">>
<<set $_underwearSet.push(
{id: 4, desc: "XX briefs", simpleDesc: "briefs", colourDesc: "XX briefs", hasAcc: false},
)>>
<<else>>
<<set $_underwearSet.push(
{id: 20, desc: "panties with XX and YY stripes", simpleDesc: "panties", colourDesc: "XX and YY striped panties", hasAcc: true},
{id: 1, desc: "XX panties", simpleDesc: "panties", colourDesc: "XX panties", hasAcc: false},
)>>
<</if>>
<<set _kylarUndies to $_underwearSet.random()>>
<<if _kylarUndies.hasAcc>>
<!-- If the underwear has two colours, the second colour is its base, so "white with red stripes" and "red" both use $_colour for "red" -->
<<set _kylarUndies.colour to $_colourBase>>
<<set _kylarUndies.colourAcc to $_colour>>
<<else>>
<<set _kylarUndies.colour to $_colour>>
<</if>>
<!-- Replace the XX and YY in the descriptions with the colours that have been randomly chosen -->
<<set _kylarUndies.desc to _kylarUndies.desc.replace("XX", _kylarUndies.colour).replace("YY", _kylarUndies.colourAcc)>>
<<set _kylarUndies.colourDesc to _kylarUndies.colourDesc.replace("XX", _kylarUndies.colour).replace("YY", _kylarUndies.colourAcc)>>
<<if !($kylarSeen.includes("commando") or $daily.kylar.underwear?.desc)>>
<<set $daily.kylar.underwear to _kylarUndies>>
<</if>>
<</widget>>
<<widget "kylarFlirtEventClothesPull">>
You pull your $worn.lower.name taut against your
<<if $worn.under_lower.type.includes("naked")>>
crotch, creating a clear outline of your <<genitals>>.
<<else>>
$worn.under_lower.name, creating a visible outline of your <<genitals>>.
<</if>>
<br><br>
<<if $worn.lower.plural>>
"I think I need new $worn.lower.name. This pair is too
<<else>>
"I think I need a new $worn.lower.name. This one is too
<</if>>
<<if hasSexStat("exhibitionism", 5)>>
large," you tease. "It doesn't show anything off properly!"
<<else>>
small," you tease. "I don't want anyone seeing my privates."
<</if>>
<br><br>
<<if _kylarStatus.includes("Love") and $bus isnot "kylarmanor">>
Kylar's face turns red, and <<he>> jumps to <<his>> feet to shield you from view.
<<else>>
Kylar's face turns red.
<</if>>
<</widget>>
<<widget "kylar_abduction_init">>
<<set $kylar_abduction_binds to 100>>
<<set $syndromekylarbuild to 0>>
<<set $kylar_parents_trust to 0>>
<</widget>>
<<widget "kylar_parents_trust">>
<<if _args[0]>>
<<set $kylar_parents_trust += _args[0]>>
<<set Math.clamp($kylar_parents_trust, 0, 100)>>
<</if>>
<</widget>>
<<widget "kylar_abduction_end">>
<<earnFeat "Longing">>
<<unset $kylar_abduction_binds>>
<<unset $kylar_clothes>>
<<unset $kylar_clothes_init>>
<<unset $kylar_abduction_stupid>>
<<unset $kylar_abduction_password>>
<<unset $kylar_abduction_torch>>
<<unset $kylar_abduction_key>>
<<unset $kylar_abduction_bailey>>
<<unset $kylar_abduction_knife>>
<<npcincr Kylar dom -100>>
<<clotheson>>
<</widget>>
<<widget "kylar_abduction_return">>
<<endevent>>
<<npc Kylar>><<person1>>
<<set _kylar to statusCheck("Kylar")>>
<<if _args[0] is "rest">>
A pair of trembling hands shake your legs. "Wake up <<kylar_pet_name>>," <<he>> says, rising to <<his>> feet.
<<elseif _args[0] isnot "none">>
You hear footsteps. The door opens, and Kylar enters. "I missed you <<kylar_pet_name>>," <<he>> says, closing the door behind <<him>>.
<</if>>
<<if $kylar_clothes_init is 1>>
<<unset $kylar_clothes_init>>
<<Hes>> wearing a <<npcClothesText $NPCList[0] "both">>, as you requested. "D-do you like it?" <<he>> says, twirling in front of you.
<<if $kylar_clothes is "formal">>
It looks expensive. A security tag trails after <<him>>.
<<elseif $kylar_clothes is "goth">>
<<Hes>> completed the look with black eyeliner. <<Hes>> overdone it, but the look still suits <<him>>.
<<elseif $kylar_clothes is "swimsuit">>
It's ill-fitting, too loose. <<He>> has to stop mid-twirl to avoid a wardrobe malfunction.
<<else>>
<<He>> seems comfortable in this outfit.
<</if>>
<<else>>
<<He>> adjusts <<his>> <<npcClothesText $NPCList[0] "both">>, as if nervous.
<</if>>
<br><br>
<<if $rng gte 91>>
<<He>> places <<his>> arms on your shoulders, and climbs on top of you, straddling your thighs. <<He>> buries <<his>> face in your hair, and inhales. "You smell so good," <<he>> says. <<He>> pushes your chin up, baring you neck. <<He>> licks and kisses it, and even gives you the occasional bite.
<br><br>
<<link [[Try to ignore it|Kylar Abduction Neck Resist]]>><</link>><<willpowerdifficulty 1 1000>>
<br>
<<link [[Headbutt|Kylar Abduction Neck Headbutt]]>><</link>>
<br>
<<link [[Kiss back|Kylar Abduction Neck Kiss]]>><</link>>
<br>
<<elseif $rng gte 81>>
<<if $kylar_abduction_knife gte 5 or $kylar_abduction_knife is undefined>>
<<set $kylar_abduction_knife to 0>>
<</if>>
<<if $kylar_abduction_knife is 1>>
"I have something to show you," <<he>> says, jerking <<his>> knife in front of your eyes. A pink bow has been tied around the handle. "Do you like it?" <<he>> asks. "I made it pretty for you."
<br><br>
<<elseif $kylar_abduction_knife is 2>>
"I have something to show you," <<he>> says, jerking <<his>> knife in front of your eyes. Hearts have been drawn on the handle. "Do you like it?" <<he>> asks. "I made it pretty for you."
<br><br>
<<elseif $kylar_abduction_knife is 3>>
"I have something to show you," <<he>> says, jerking <<his>> knife in front of your eyes. A small drawing of you and Kylar holding hands has been stuck to the handle. "Do you like it?" <<he>> asks. "I made it pretty for you."
<br><br>
<<elseif $kylar_abduction_knife is 4>>
"I have something to show you," <<he>> says, jerking <<his>> knife in front of your eyes. Nails have been hammered into the handle at odd angles. "Do you like it?" <<he>> asks. "I made it pretty for you."
<br><br>
<<else>>
"Do you like my knife?" <<he>> asks, jerking it in front of your eyes. The handle is made of black wood. There's a symbol near the base of the blade, but it's faded with age. "It was my parents'. Before they-" <<He>> pauses. "When they still had time for cooking."
<<set $kylar_abduction_knife to 1>>
<br><br>
<</if>>
"Well?" <<he>> asks. "It's pretty, isn't it!"
<br><br>
<<link [[Agree|Kylar Abduction Knife Agree]]>><</link>>
<br>
<<link [[Disagree|Kylar Abduction Knife Disagree]]>><</link>>
<br>
<<link [[Whimper|Kylar Abduction Knife Whimper]]>><<stress -6>><</link>><<lstress>>
<br>
<<elseif $rng gte 71>>
Kylar circles around you. <<He>> reaches out to touch, then backs away several steps. <<He>> repeats this several times, each time getting more bold. Like a frightened mouse. Or a shark testing prey.
<br><br>
<<link [[Encourage|Kylar Abduction Circle Encourage]]>><</link>><<promiscuous1>>
<br>
<<link [[Discourage|Kylar Abduction Circle Discourage]]>><</link>>
<br>
<<link [[Do nothing|Kylar Abduction Circle Nothing]]>><</link>>
<br>
<<elseif $rng gte 61>>
Kylar pulls out <<his>> phone, and crouches beside you. "Smile for the camera," <<he>> says. "Don't worry. I won't show anyone. This is for p-private use."
<br><br>
<<link [[Smile|Kylar Abduction Camera Smile]]>><</link>>
<br>
<<link [[Frown|Kylar Abduction Camera Frown]]>><</link>>
<br>
<<link [[Glare|Kylar Abduction Camera Glare]]>><</link>>
<br>
<<link [[Close your eyes|Kylar Abduction Camera Close]]>><</link>>
<br>
<<elseif $rng gte 51>>
Kylar pulls a table out from the corner of the room, pushing it in front of you. "I'll be back in a moment!" <<He>> vanishes through the door, leaving it ajar.
<br><br>
You hear something out there. Metal scraping against stone. But Kylar returns before long, closing the door behind <<him>>. <<Hes>> carrying a metal tray, covered in a domed lid. <<He>> places it in front of you, then climbs onto the table and sits cross-legged opposite.
<br><br>
<<link [[Next|Kylar Abduction Food]]>><</link>>
<br>
<<elseif $rng gte 41>>
Kylar puts <<his>> hands against <<his>> chest. "I wrote a song for you," <<he>> says, and takes a deep breath.
<br><br>
"I love you I love you so much we are together and happy and..." <<he>> rambles on, following no tune in particular. It's pretty terrible.
<br><br>
"W-well?" <<he>> asks after recovering from a shortage of breath. "Do you like it?"
<br><br>
<<link [[Say you like it|Kylar Abduction Song Like]]>><</link>>
<br>
<<link [[Say you hate it|Kylar Abduction Song Hate]]>><</link>>
<br>
<<link [[Remain silent|Kylar Abduction Song Silent]]>><</link>>
<br>
<<elseif $rng gte 31>>
Kylar glances at the ceiling. "Sorry about the noise," <<he>> says, looking back at you. "That's just my parents. I can't wait for you to meet them. They're always so busy though." <<He>> pauses in thought, as if unsure what to reveal.
<br><br>
<<link [[Encourage|Kylar Abduction Parents Encourage]]>><</link>>
<br>
<<link [[Remain silent|Kylar Abduction Parents Silent]]>><</link>>
<br>
<<elseif $rng gte 21>>
Kylar produces a sketchpad. "I want to draw you," <<he>> says. "W-will you model for me?"
<br><br>
<<link [[Agree|Kylar Abduction Draw Agree]]>><</link>>
<br>
<<link [[Refuse|Kylar Abduction Draw Refuse]]>><</link>>
<br>
<<elseif $rng gte 11 and $pregnancyspeechdisable is "f">>
"I've thought up names for our children," Kylar says with a smile. <<He>> rattles off several names for boys and girls. You recognise some as anime characters. You suspect the ones you don't recognise are as well.
<br><br>
<<set $_breed to (playerCanBreedWith("Kylar") ? "breed" : "raise a family")>>
<<link [[`Inform Kylar that you wouldn't ${$_breed} with ${_kylar.pronouns.him} if ${_kylar.pronouns.he} were the last ${_kylar.pronouns.boy} on earth`|Kylar Abduction Kids Insult]]>><</link>>
<br>
<<link [[Say the names are nice|Kylar Abduction Kids Nice]]>><</link>>
<br>
<<link [[Say the names are terrible|Kylar Abduction Kids Terrible]]>><</link>>
<br>
<<link [[Remain silent|Kylar Abduction Kids Silent]]>><</link>>
<br>
<<else>>
Kylar pulls a chair in front of you, and sits on it backwards, facing you.
<<rng>>
<<switch $rng>>
<<case 1>>
"It's very kind of my parents to let you sleep over," <<he>> says. "They're always so busy. They never seem to sleep."
<<case 2>>
"I hope you have everything you need," <<he>> says. A drop of condensed water drips onto your head.
<<case 3>>
"Do you like the furniture?" <<he>> says. The chair creaks beneath you. "They're antiques!"
<<case 4>>
"I want to brag about us to my friends at school," <<he>> says. You're not sure who <<he>> means. "But they'd only be jealous of our love."
<<case 5>>
"I love you so much," <<he>> says. "I love you so, so much! Even more than that!"
<<case 6>>
"I want to wed in the forest," <<he>> says. "There are some venues there, but that's not special enough. We need somewhere no one's been wed before."
<<case 7>>
"We should invite the whole town to our wedding," <<he>> says. "But we'll need lots of security. So many will want to steal you away from me."
<<case 8>>
"You're safe in here," <<he>> says. "I nailed garlic around the door to be certain."
<<case 9>>
"You don't have parents, do you?" <<he>> asks. "That's sad. I-I'd have liked to meet them."
<<default>>
"People at school never believe me when I say we're together," <<he>> says. "Just wait until they see the wedding photos. "
<</switch>>
<<He>> natters on for several minutes, until a thump above interrupts <<him>>.<<pass 8>><<gstress>><<stress 6>>
<br><br>
<<link [[Next|Kylar Abduction Event End]]>><</link>>
<br>
<</if>>
<</widget>>
<<widget "kylar_abduction_rage">>
<<set _kylar to statusCheck("Kylar")>>
<<if _kylar.dom gte 90>>
<<His>> body shakes, and <<he>> lunges at you, knocking you and the chair onto your back.<<gpain>><<pain 4>>
<br><br>
<<He>> climbs atop you, <<his>> features contorted with rage. <<He>> smacks both fists into your chest, then your face. <<He>> hits you again and again, mad laughter echoing through the small room.<<gggpain>><<pain 12>><<gtrauma>><<trauma 6>><<gstress>><<stress 6>>
<br><br>
<span class="red"><<He>> presses the knife against your throat.</span> <<He>> stares at you, then looks at <<his>> hands. Then <<he>> screams.
<<elseif _kylar.dom gte 50>>
<<His>> body shakes, harder and harder, but then <<he>> becomes deathly still. <<He>> creeps towards you, a small smile on <<his>> lips. "I'm being very good to you," <<he>> repeats. "I don't have to be."
<br><br>
<<He>> lunges, knocking you and the chair onto your back.<<gpain>><<pain 4>>
<br><br>
<<He>> climbs atop you, <<his>> features contorted by a vicious grin. <<He>> runs the tip of <<his>> knife down the side of your face. "So very very good."<<gggpain>><<pain 12>><<gtrauma>><<trauma 6>><<gstress>><<stress 6>>
<br><br>
<span class="red">The knife reaches your throat, and <<he>> holds it there.</span> <<He>> stares at you, then looks at <<his>> hands. Then <<he>> screams.
<<elseif _kylar.dom gte 10>>
<<He>> throws <<his>> head back, shrieks, then lunges. <<He>> knocks you and the chair onto your back.<<gpain>><<pain 4>>
<br><br>
"Why won't you love me?!" <<he>> howls, clutching your neck with both hands. You feel <<his>> knife, cold against your skin. "Why are you such a monster?!" <<His>> grip is iron.<<gggpain>><<pain 12>><<gtrauma>><<trauma 6>><<gstress>><<stress 6>>
<br><br>
<span class="red"><<He>> brings the knife to your throat.</span> <<He>> stares at you, then looks at <<his>> hands. Then <<he>> screams.
<<else>>
<<He>> falls to <<his>> knees, and crawls towards you, tears streaming down <<his>> face. "If I can't have you," <<he>> says, grabbing the front legs of your chair. "No one can." <<He>> flips you, and the chair, onto your back.<<gpain>><<pain 4>>
<br><br>
<<He>> crawls atop you, <<his>> knife-wielding hand trailing limply behind, as if reluctant. The blade scrapes across the ground.
<br><br>
<<He>> grasps your neck with one hand, <span class="red">and brings the knife to your throat with the other.</span> <<He>> stares at you, then looks at <<his>> hands. Then <<he>> screams.
<</if>>
<br><br>
<<link [[Next|Kylar Abduction Rage]]>><</link>>
<br>
<</widget>>
<<widget "kylar_pet_name">><<silently>>
<<set _kylar to statusCheck("Kylar")>>
/*
<<set $_dom to Math.floor(_kylar.dom/40)>>
<<set $_rage to Math.floor(_kylar.rage/40)>>
<<set $_petNames to [
[ "my love", "my love", "my love" ],
[ "my blossom", "my cherry", "my lover" ],
[ "my gaoler", "my flame", "my little tease" ]
]>>
<<set _text_output to $_petNames[$_rage][$_dom]>>
*/
<<if _kylar.dom gte 80>>
<<if _kylar.rage gte 80>>
<<set _text_output to "my little tease">>
<<elseif _kylar.rage gte 40>>
<<set _text_output to "my lover">>
<<else>>
<<set _text_output to "my love">>
<</if>>
<<elseif _kylar.dom gte 40>>
<<if _kylar.rage gte 80>>
<<set _text_output to "my flame">>
<<elseif _kylar.rage gte 40>>
<<set _text_output to "my cherry">>
<<else>>
<<set _text_output to "my love">>
<</if>>
<<else>>
<<if _kylar.rage gte 80>>
<<set _text_output to "my gaoler">>
<<elseif _kylar.rage gte 40>>
<<set _text_output to "my blossom">>
<<else>>
<<set _text_output to "my love">>
<</if>>
<</if>>
<<if _args[0] is "cap">>
<<set _text_output to _text_output.toUpperFirst()>>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "kylar_stockholm_start">>
<<earnFeat "Longing">>
<<set $syndromekylar to 1>>
<<unset $syndromekylarbuild>>
<</widget>>
<<widget "kylarStockholmDefaultRape">>
"A-ah, aha," Kylar pants, gazing at you with hunger in <<his>> eyes.
<<if _kylar.penis isnot "none">>
<!-- Kylar penis - will try to fuck you -->
<<He>> lifts your thighs, and rests your legs against <<his>> shoulders.
<<elseif ($genderknown.includes("Kylar") and $player.penisExist) or $player.gender_appearance is "m">>
<!-- Kylar vag and you penis - will try to ride you -->
<<He>> straddles your thighs, pulling <<his>> body against yours.
<<else>>
<!-- Kylar vag and you vag - will try to scissor -->
<<He>> spreads your legs, pulling <<his>> body against yours.
<</if>>
<br><br>
<<if $pregnancyspeechdisable is "f" and (
(_kylar.vagina isnot "none" and ($genderknown.includes("Kylar") ? $player.penisExist : $player.gender_appearance is "m") )
or
(_kylar.penis isnot "none" and ($genderknown.includes("Kylar") ? $player.vaginaExist : $player.gender_appearance is "f") )
)>>
"We're going to make lots of babies," <<he>> says.
<</if>>
<<He>> gazes into your eyes with a mad intensity. "I'm going to fuck you again and again. Until I'm the only one who can satisfy you."
<br><br>
<<link [[Next|Kylar Abduction Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</widget>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You walk up to the <<person2>><<person>>. Both <<he>> and the bullied <<nnpc_gendery "Kylar">> stop and look at you. "What you want?" the <<person>> says.
<br><br>
<<if $speech_attitude is "meek">>
You avert your eyes. "L-let <<nnpc_him "Kylar">> go," you say. "Don't be mean."
<<elseif $speech_attitude is "bratty">>
"Let <<nnpc_him "Kylar">> go," you demand. "Or it'll be you up against that locker."
<<else>>
"Stop it," you say. "Bullying is wrong."
<</if>>
<br><br>
The <<person>> regards you for a moment, then laughs. Some of the audience join in. <<He>> releases the bullied <<nnpc_gendery "Kylar">>'s collar. "Sure thing," <<he>> manages through wheezes. "I don't want any trouble." <<His>> laughter redoubles. <<He>> staggers away.
<br><br>
The bullied <<person1>><<personsimple>> picks up <<his>> bag and starts gathering the contents. "Th-thank you," <<he>> stutters. "I-I'm-" <<He>> looks at you, but blushes and looks away. "I'm Kylar." You thought <<he>> was younger than you, but <<he>> seems the same age.
<<switch $bodysize>>
<<case 0>>
Even with your small stature, <<hes>> only a little taller than you.
<<case 1>>
Even with your short height, <<hes>> a little shorter than you.
<<case 2>>
<<Hes>> just small.
<<case 3>>
<<Hes>> just quite short compared to you.
<</switch>>
<<He>> turns and runs.
<br><br>
<<endevent>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You pick up the bullied <<person1>><<personsimple>>'s bag and gather <<his>> books and pens. The <<person2>><<person>> soon finishes <<his>> game, and drops <<his>> victim to the ground. <<He>> and the audience lose interest.
<br><br>
You're the only one still paying <<person1>><<him>> attention when you walk up to the bullied <<personsimple>> and hold out <<his>> things. <<He>> steps back as if threatened.
<br><br>
<<if $speech_attitude is "meek">>
"I know what it's like," you say. "But it's okay. Things will be better."
<<elseif $speech_attitude is "bratty">>
"Don't let <<person2>><<him>> get to you," you say. "<<Hes>> not worth it."
<<else>>
"I hope you're okay," you say.
<</if>>
<br><br>
<<person1>>"Th-thank you," <<he>> stutters. "I-I'm-" <<He>> looks at you, but blushes and looks away. "I'm Kylar." You thought <<he>> was younger than you, but <<he>> seems the same age.
<<switch $bodysize>>
<<case 0>>
Even with your small stature, <<hes>> only a little taller than you.
<<case 1>>
Even with your short height, <<hes>> a little shorter than you.
<<case 2>>
<<Hes>> just small.
<<case 3>>
<<Hes>> just quite short compared to you.
<</switch>>
<<He>> turns and runs.
<br><br>
<<endevent>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You continue on, not wanting to get involved. No one gives you a second glance.
<br><br>
<<endevent>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<effects>>
<<npc Kylar>><<person1>><<set $leftarm to "bound">><<set $rightarm to "bound">>
<<set $stress -= 2000>><<clothesontowel>><<pain 1>>
<<set $kylarSeen.pushUnique("basement")>>
You awaken sat on a chair. You can't move. Your legs are chained and your arms are bound behind you.<<if $worn.handheld.name isnot "naked">> You don't see your $worn.handheld.name anywhere. <<handheldruined>><</if>> You're in a spacious basement. A tiny window lets in a little light.
<br><br>
You hear a door open above. A person walks down a staircase, carrying something large and hidden by a white sheet.
They place it on a table, then step around it into view. It's Kylar. <<His>> hair is even messier than usual, but <<hes>> smiling.
<<His>> eyes are crazed and terrible. "You're awake," <<he>> gasps. <<He>> drops to <<his>> knees in front of you.
<<He>> places <<his>> hands on your thighs. They're shaking.
<br><br>
"You're so <<if $player.gender_appearance is "m">>handsome<<else>>beautiful<</if>>." <<He>> laughs. "I've done everything. Don't worry."
<br><br>
<<link [[Plead|Kylar Basement 2]]>><<set $phase to 1>><</link>>
<br>
<<link [[Get angry|Kylar Basement 2]]>><<set $phase to 2>><</link>>
<br>
<<link [[Remain silent|Kylar Basement 2]]>><<set $phase to 0>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<effects>>
<<if $phase is 0>>
<!-- gagged or silent -->
<<elseif $phase is 1>>
<<if $speech_attitude is "meek">>
"D-don't hurt me," you say.
<<elseif $speech_attitude is "bratty">>
"I demand you let me go," you say. "This instant."
<<else>>
"Please let me go," you say. "I won't tell anyone."
<</if>>
<br><br>
<<if $rng gte 51>>
"It's okay," <<he>> says. "I'm nervous too."
<br><br>
<<else>>
<<kylargag>>
<</if>>
<<elseif $phase is 2>>
<<kylarangry>>
<<kylargag>>
<</if>>
<<He>> stands and hauls the sheet off the large object. It's a great white cake. A wedding cake. <<He>> beams.
"It's the big day." <<He>> drops to <<his>> knees again. "The vicar will be here soon." <<He>> touches the chains binding you.
"D-do you think, it would be okay if we got a head start? On the honeymoon?"
<br><br>
<<if !$worn.face.type.includes("gag")>>
<<link [[Plead|Kylar Basement 3]]>><<set $phase to 1>><</link>>
<br>
<<link [[Get angry|Kylar Basement 3]]>><<set $phase to 2>><</link>>
<br>
<</if>>
<<link [[Remain silent|Kylar Basement 3]]>><<set $phase to 0>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<effects>>
<<set _kylar to statusCheck("Kylar")>>
<<if $phase is 0>>
<!-- gagged or silent -->
<<elseif $phase is 1>>
<<if $speech_attitude is "meek">>
"P-please don't," you say.
<<elseif $speech_attitude is "bratty">>
"Don't you dare," you say.
<<else>>
"Don't," you say. "It's not like you."
<</if>>
<br><br>
<<if $rng gte 51>>
<<else>>
<<kylargag>>
<</if>>
<<elseif $phase is 2>>
<<kylarangry>>
<<kylargag>>
<</if>>
<<if $worn.face.type.includes("gag")>>
<<He>> clicks something on the laptop. "I will ride you all night," your voice says.
<br><br>
<</if>>
"You're so rough," <<he>> laughs. "I'm powerless. Do what you want to me."
<<if _kylar.penis isnot "none">>
<<He>> pushes your thighs up and sits on the edge of the chair, pushing against your groin.
<<else>>
<<He>> climbs on top of you.
<</if>>
"S-so assertive," <<he>> says. <<He>> wraps <<his>> arms around your neck and leans in to kiss your neck. "All mine," <<he>> whispers.
<br><br>
<<link [[Next|Kylar Basement Rape]]>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set _kylar to statusCheck("Kylar")>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<set $enemyarousalmax *= 2>><<set $kylar.raped += 1>>
<<set $NPCList[0].lefthand to ($worn.under_lower.type.includes("naked") ? 0 : "underlowerclothes")>>
<<set $NPCList[0].righthand to ($worn.lower.type.includes("naked") ? 0 : "lowerclothes")>>
<<if _kylar.penis isnot "none" and $player.vaginaExist and (_kylar.vagina is "none" or random(0,1))>>
<<set $NPCList[0].penis to "vaginaentrance">><<set $vaginause to "penis">><<set $vaginastate to "entrance">><<set $vaginatarget to 0>><<set $NPCList[0].location.genitals to "genitals">>
<<elseif _kylar.vagina isnot "none" and $player.penisExist>>
<<set $NPCList[0].vagina to "penisentrance">><<set $penisuse to "othervagina">><<set $penisstate to "entrance">><<set $penistarget to 0>><<set $NPCList[0].location.genitals to "genitals">>
<</if>>
<</if>>
<<set $enemyarousal += 15>>
<<He>> kisses, licks and bites you while rubbing <<his>> whole body against yours.
<br><br>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Kylar Basement Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Kylar Basement Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<npcincr Kylar lust -20>>
<<He>> moans into your ear, then falls limp. <<He>> hangs from you for a few moments. <<He>> rubs <<his>> nose against yours and stares into your eyes.
"We're going to do this every day," <<he>> says. "Forever."
<<if !$worn.face.type.includes("gag")>>
<<He>> kisses your mouth. <<takeKissVirginity "Kylar" `($loveInterest.primary is "Kylar" or $loveInterest.secondary is "Kylar"?"loveRape":"rape")`>>
<<if _npcKissVirginTemp>>
"That was my first kiss," <<he>> whispers. "After so long. We have so many other firsts ahead of us, my love."
<</if>>
<<else>>
<<He>> kisses your forehead.
<</if>>
<<else>>
You knock <<him>> away from you. "Y-you're v-very kinky," <<he>> stammers. "N-not so rough next time."
<</if>>
<br><br>
<<endcombat>>
<<npc Kylar>><<person1>>
<<He>> walks across the basement without bothering to fix <<his>> clothing. <<He>> hefts a fire axe from the wall.
"When you're my <<wife>>," <<he>> says. "I'll protect you. I'll find everyone who ever looked at you and crack them open." <<He>> laughs. "Then it will be just us."
<br><br>
<<if !$worn.face.type.includes("gag")>>
<<link [[Plead|Kylar Basement 4]]>><<set $phase to 1>><</link>>
<br>
<<link [[Get angry|Kylar Basement 4]]>><<set $phase to 2>><</link>>
<br>
<</if>>
<<link [[Remain silent|Kylar Basement 4]]>><<set $phase to 0>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<effects>>
<<if $phase is 0>>
<!-- gagged or silent -->
<<elseif $phase is 1>>
<<if $speech_attitude is "meek">>
"P-please no," you say. "Don't hurt anyone!"
<<elseif $speech_attitude is "bratty">>
"You aren't brave enough," you say. "Stop it and let me go."
<<else>>
"Don't hurt anyone," you say. "You'll regret it."
<</if>>
<br><br>
<<if $rng gte 51>>
"But if I don't," Kylar says. "I'd have to keep you chained up all the time."
<br><br>
<<else>>
<<kylargag>>
<</if>>
<<elseif $phase is 2>>
<<kylarangry>>
<<kylargag>>
<</if>>
<<generate2>><<person2>>
A door opens above. "<<Hes>> here," Kylar says, not dropping the axe. A <<person>> wearing a vicar's robe staggers down the stairs. <<He>> takes a swig of an unmarked bottle and surveys the room.
<br><br>
<<He>> takes another swig, and shrugs. "Alright," <<he>> says. "Make this quick."
<br><br>
Kylar stands at your side as the vicar reads the marriage rites.
<br><br>
<<if !$worn.face.type.includes("gag")>>
<<link [[Protest|Kylar Basement Protest]]>><</link>>
<br>
<</if>>
<<link [[Remain silent|Kylar Basement Silent]]>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<effects>>
"This is wrong," you say to the vicar. "How can you ignore my predicament?"
<br><br>
Kylar glares at you. "D-don't cause a fuss, dear," <<person1>><<he>> says.
<br><br>
The vicar shrugs. "You'd be surprised what people are into," <<person2>><<he>> says. "Still, if you aren't into it I can't perform the rites." <<He>> hiccups. "Keeping the money."
<br><br>
<<He>> turns to leave, until Kylar thuds the axe into the staircase beside <<him>>. "Finish the ceremony." The vicar sighs and nods.
<br><br>
<<link [[Next|Kylar Basement Police]]>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<effects>>
The vicar turns to you. "Do you take Kylar as your <<person1>><<nnpc_wife "Kylar">>?"
<br><br>
<<if $worn.face.type.includes("gag")>>
Kylar crouches and clicks something on the laptop. "I do," says your voice.
<br><br>
The Vicar turns to Kylar, "Do you-"
<br><br>
"I do, yes," <<he>> says. "Can I kiss <<phim>> now?"
<br><br>
The vicar nods. Kylar closes <<his>> eyes and licks <<his>> upper lip. <<He>> leans close.
<br><br>
<<else>>
Kylar pokes you with the axe. Quite hard.
<br><br>
<</if>>
<<link [[Next|Kylar Basement Police]]>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<effects>>
There's a thud from up above. Then a crash. Several uniformed police march down the stairs. "There <<person1>><<he>> is," a <<generate3>><<person3>><<person>> announces. "The cake thief."
<br><br>
Kylar backs away, clutching the axe. "Put the toy down, <<nnpc_gendery "Kylar">>," the <<person>> warns. "You're in deep enough shit. I recognise you. You're the one we took in for breaking into chemical plants. There's been similar crimes lately." <<He>> chuckles. "We'll find plenty of dirt once we get leave to snoop around your home."
<br><br>
Kylar drops the axe and weeps.
<br><br>
<<link [[Remain silent|Kylar Basement Police Silent]]>><<set $mouthuse to 0>><<unbind>><</link>>
<br>
<<link [[Save Kylar|Kylar Basement Police Heroics]]>><<set $mouthuse to 0>><<unbind>><<crimeUp 2000 "thievery" "cake">><</link>><<crime "thievery">>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $worn.face.type.includes("gag")>>
<<set $worn.face.type.push("broken")>>
<<faceruined>>
<</if>>
They arrest Kylar. They untie you too, after you make a bit of noise. They decide against taking you in as "evidence."
<<clothesontowel>>
<<person1>>
<<if Time.schoolDay and $schoolstate isnot "early" and $schoolstate isnot "late">>
You climb the stairs and emerge into the school hallways. Students are being lined up outside and a register taken. They march Kylar through to reach the waiting car, giving the students one last chance to jeer at <<him>>.
<br><br>
<<else>>
You climb the stairs and emerge into the school hallways. They march Kylar across the courtyard and into a waiting car.
<br><br>
<</if>>
<<He>> waves at you as they drive away.
<br><br>
<<endcombat>>
<<dismissKylar>>
<<link [[Next|Oxford Street]]>><<set $eventskip to 1>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<effects>>
<<if $worn.face.type.includes("gag")>>
<<set $worn.face.type.push("broken")>>
<<faceruined>>
You mumble through the gag and rock the chair. The <<person3>><<person>> notices you at last. <<He>> rips the gag off your mouth and cuts through your bonds.
<br><br>
<</if>>
"I did it," you say. "I stole the cake."
<br><br>
The <<person3>><<person>> doesn't look convinced. "Fine," <<he>> sighs. "You two, take <<phim>> in." <<He>> turns to Kylar. "You'd best keep your nose clean."
<br><br>
Kylar watches as you are led away. <<person1>><<He>> weeps harder.
<<lllksuspicion>><<npcincr Kylar rage -50>>
<br><br>
<<endcombat>>
<<link [[Next (0:30)|Kylar Basement Car]]>><<pass 30>><<clothesontowel>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<generatePolice 1>><<generatePolice 2>>A <<fullGroup>> lead you up the stairs. You emerge in a school hallway.
<br><br>
<<if Time.schoolDay and $schoolstate isnot "early" and $schoolstate isnot "late">>
Students are being lined up outside and a register taken. The police march you through, giving the other students lots to gossip about no doubt, until you're through the gates and out of sight.
<br><br>
<<else>>
<</if>>
<<link [[Next|Hospital Arrest Journey]]>><</link>>
<br><<set $outside to 0>><<set $location to "home">><<effects>>
Your bedroom door is ajar. You peek through the gap. Nothing seems to be amiss, until you look in your wardrobe.
<<set _stolen to $wardrobe.under_lower.filter(n => n.one_piece != 1 && !n.type.includes("swim")).pluck()>>
<<if _stolen>>
<span class="red">Your _stolen.name <<print (_stolen.plural ? "are" : "is")>> missing.</span> You search the floor, but turn up nothing.
<<set $wardrobe.under_lower.delete(_stolen)>>
<<set $kylarStolenUnderwear to _stolen>>
<!-- Note to future developers: you can now use $kylarStolenUnderwear to refer to the underwear that Kylar stole. -->
<<else>>
The clothes are hung in a haphazard manner. Someone took them off and put them back in a hurry.
<</if>>
<<gstress>><<stress 3>>
<br><br>
<<link [[Bedroom|Bedroom]]>><</link>>
<br><<set $outside to 0>><<set $location to "home">><<effects>>
<<endevent>>
<<npc Kylar>><<person1>>
Your bedroom door is ajar. You peek through the gap. Kylar stands beside the window. <<He>> holds your bedding in <<his>> arms. <<Hes>> pressing <<his>> face into it, eyes shut in contentment.
<br><br>
<<link [[Get angry|Kylar Bedroom Angry]]>><<npcincr Kylar love -10>><</link>><<lllove>>
<br>
<<link [[Tease|Kylar Bedroom Tease]]>><<npcincr Kylar love 5>><<npcincr Kylar lust 10>><</link>><<promiscuous1>><<gglove>><<glust>>
<br>
<<link [[Sneak away (0:05)|Kylar Bedroom Sneak]]>><<pass 5>><</link>>
<br><<set $outside to 0>><<set $location to "home">><<effects>>
<<set $kylarSeen.pushUnique("home")>>
<<if $speech_attitude is "meek">>
"Pervert," you declare. <<He>> jumps in fright and throws the bedding away. "You've been playing with my clothes."
<<elseif $speech_attitude is "bratty">>
"Creep," you declare. <<He>> jumps in fright and throws the bedding away. "You've been playing with my clothes."
<<else>>
"Creep," you declare. <<He>> jumps in fright and throws the bedding away. "You've been playing with my clothes."
<</if>>
<br><br>
Kylar tears up as you speak. "I-It's not what it looks like," <<he>> tries to protest. "I-I just, oh." <<He>> hangs <<his>> head and leaves the room.
<br><br>
<<endevent>>
<<link [[Bedroom|Bedroom]]>><</link>>
<br><<set $outside to 0>><<set $location to "home">><<effects>>
<<set $kylarSeen.pushUnique("home")>>
<<covered>>
<<if $speech_attitude is "meek">>
"You could have asked," you say. <<He>> jumps in fright and throws the bedding away. You walk up to <<him>>. "You must really like me."
<<elseif $speech_attitude is "bratty">>
<<if $exposed gte 1>>
"Rude," you declare. <<He>> jumps in fright and throws the bedding away. You walk up to <<him>>. "You should ask first. So I have a chance to get dressed."
<<else>>
"Rude," you declare. <<He>> jumps in fright and throws the bedding away. You walk up to <<him>>. "You should ask first. What if I'd walked in naked?"
<</if>>
<<else>>
You laugh. <<He>> jumps in fright and throws the bedding away. You walk up to <<him>>. "You've been playing with my clothes. Maybe you'd like to try them on?"
<</if>>
<<promiscuity1>>
"I-It's not," <<he>> manages as <<his>> face turns a bright shade of red.
<br><br>
You push <<him>> onto the bed and sit on <<his>> lap. "I need to get comfy," you say. You wiggle your <<bottom>> against <<his>> crotch. It's too much for <<him>>. <<He>> pushes you off and runs from the room.
<br><br>
<<endevent>>
<<link [[Bedroom|Bedroom]]>><</link>>
<br><<set $outside to 0>><<set $location to "home">><<effects>>
You sneak from your bedroom and hide around a corner in the hall. You wait. <<He>> doesn't come out. You sneak back to your room and peek through the gap in the door. Kylar isn't there, and the window is wide open.
<br><br>
<<endevent>>
<<link [[Bedroom|Bedroom]]>><</link>>
<br><<set $outside to 0>><<effects>>
<<set $kylar_action to "stop">>
You turn to leave. Kylar grasps your wrist. "Wh-where are you going?" <<he>> says. "Stay with me."<<gksuspicion>><<npcincr Kylar rage 1>>
<br><br>
<<kylaroptions>><<set $outside to 0>><<effects>>
<<set $kylar_action to "shake">>
You shake off Kylar's grip and leave. <<He>> watches you with <<his>> fists clenched against <<his>> thighs.
<br><br>
<<kylaroptionsleave>><<set $outside to 0>><<effects>>
<<set $kylar_action to "tease">>
<<set _kylar to statusCheck("Kylar")>>
<<cleareventpool>>
<<if $daily.kylar.libraryInteract is 1 and $bus is "schoollibrary">>
/* Ensures the event fires once, avoiding repetition for now */
<<set $daily.kylar.libraryInteract to 2>>
<<addevent "kylarLibraryStalkTease1">>
<<runeventpool>>
<br><br>
<<kylaroptions "notext">>
<<exit>>
<</if>>
<<if _kylarStatus.includes("Love")>>
<<if $genderknown.includes("Kylar") and !$worn.lower.type.includes("naked")>>
<<addevent "kylarFlirtEventClothesPull">> <!-- defined in Widgets Kylar -->
<</if>>
<<addinlineevent "kylarFlirtPat">>
You pat Kylar's head. <<His>> eyes close in bliss.
<</addinlineevent>><<addinlineevent "kylarFlirtWhisper">>
You whisper something naughty into Kylar's ear. "D-don't," <<he>> says, smiling. "Someone might hear you."
<</addinlineevent>><<addinlineevent "kylarFlirtCheek">>
You lick Kylar's cheek. <<He>> licks you back.
<</addinlineevent>><<addinlineevent "kylarFlirtUndies">>
<<set _kylarLower to _kylar.clothes.lower.name>>
<<if $kylarSeen.includes("commando") or $daily.kylar.undies is true>>
You ask to see Kylar's underwear. "Just to make sure you don't have any, of course," you say.
<<if _kylarLower.includes("skirt")>>
<<He>> blushes, but lifts the side of <<his>> _kylarLower,
<<else>>
<<He>> blushes, but pulls down the hem of <<his>> _kylarLower,
<</if>>
revealing
<<set _penis to (_kylar.penissize gte 3 ? "a few inches of <<his>> _kylar.penisdesc" : "<<his>> _kylar.penisdesc")>>
<<print (_kylar.penis isnot "none" ? (_kylar.vagina isnot "none" ? "<<his>> pussy and _penis" : "_penis") : "<<his>> pussy")>>.
<<arousal 100>><<garousal>>
<br><br>
"I-I'm not wearing any," <<he>> whispers. "Are you happy?"
<br><br>
You kiss <<him>> on the cheek and let that speak for itself.
<<else>>
<<if !$daily.kylar.underwear?.desc>>
<<kylarRandomUnderwear>>
<</if>>
You ask to see Kylar's underwear. "Or maybe," you say, "you don't have any on?"
<!-- Note for future writers: you COULD use $kylarStolenUnderwear here to reveal kylar is wearing the underwear they stole from the player. -->
<<if _kylarLower.includes("skirt")>>
<<He>> blushes, but lifts the side of <<his>> _kylarLower to reveal
<<else>>
<<He>> blushes, but pulls down the hem of <<his>> _kylarLower to reveal
<</if>>
<<print $daily.kylar.underwear.desc>>.
<br><br>
"D-don't tell anyone," <<he>> says. "That's for you only."
<<if hasSexStat("promiscuity", 3) and !$kylarSeen.includes("commando") and ($whitneypantiescheck gte 1 or hasSexStat("exhibitionism", 5) or $kylarSeen.includes("home")) and ($location is "park" or $location is "school")>>
<<set _lewdIdea to true>>
<</if>>
<</if>>
<</addinlineevent>><<addinlineevent "kylarFlirtThigh">>
You lay your hand on Kylar's inner thigh. <<He>> widens <<his>> legs slightly to allow you better access.
<</addinlineevent>><<addinlineevent "kylarFlirtEar">>
You blow into Kylar's ear. <<He>> smiles and blows into yours in response.
<<if random(0,1)>>
"Your ears were very sensitive in my dream," <<he>> says. "I guess they're not as sensitive here."
<<gstress>><<stress 1>>
<br>
<</if>>
<</addinlineevent>><<addinlineevent "kylarFlirtBonk">>
You lean in to whisper something naughty in Kylar's ear, but end up bonking your head on <<hers>>. <<He>> had turned to lean in at the same time.
<<gpain>><<pain 3>>
<br><br>
<<He>> quickly checks to make sure you're okay, before you both burst into giggles.
<</addinlineevent>><<addinlineevent "kylarFlirtStare">>
You cup Kylar's cheek with your hand and stare into <<his>> eyes. <<He>> looks at you for a few seconds, before moving your hand to <<his>> mouth and pressing a kiss into your palm.
<</addinlineevent>><<addinlineevent "kylarFlirtKink">>
<<set _kinkType to random(1,11)>>
<<if _kinkType is 11 and $sadism_level gte 1>>
<<if $sadism_level gte 3>>
You whisper to Kylar that you really like hurting others. When you hit or bite into someone and hear them grunt in pain, you feel a thrill. Even outside of sex, in an actual fight, it fills you with perverse glee. Kylar opens <<his>> mouth, but closes it again. <<He>> doesn't respond.
<<else>>
You whisper to Kylar that you like hurting others. You feel guilty about it, but with how you've been abused, it feels nice to inflict that pain on someone else. "I can lend you my knife during sex if you want," <<he>> says. You're not sure you want to go that far.
<<gstress>><<stress 3>>
<br>
<</if>>
<<elseif _kinkType is 10 and $orgasmtrait gte 1>>
You whisper to Kylar that you can't be satisfied with just one orgasm. You want two, three, more. Dozens if you have the time to spare. Hundreds if you thought your body could handle it. "I can make that happen," <<he>> says. "Promise."
<<elseif _kinkType is 9 and $choketrait gte 1>>
You whisper to Kylar that you really like being choked, the tighter the better. The feeling of being pleasured while you can't breathe drives you wild. "I'll do it if you want me to," <<he>> says. "But I don't want to hurt you."
<<elseif _kinkType is 8 and $ejactrait gte 1>>
You whisper to Kylar that you love being covered in cum. The feeling of being drenched in lewd fluid is somehow calming to you. It makes you feel safe, wanted. It's proof that you're still here. It also just... smells really nice.
<<if _kylar.penis isnot "none">>
"I can make that happen," <<he>> says. "Just give me a few... hours?"
<<else>>
<<He>> seems disheartened.
<</if>>
<<elseif _kinkType is 7 and $molesttrait gte 1>>
You whisper to Kylar that even though you wish you weren't molested all the time, part of you is still excited by it. The knowledge that complete strangers are driven to do such things, just because of your body, makes you shiver. Kylar doesn't respond.
<<gksuspicion>><<npcincr Kylar rage 1>>
<br>
<<elseif _kinkType is 6 and $rapetrait gte 1>>
You whisper to Kylar that even though you hate all the rapists in town, part of you is still excited by them. Somehow, the feeling of being taken against your will isn't as scary as it used to be. Kylar doesn't respond.
<<gksuspicion>><<npcincr Kylar rage 1>>
<br>
<<elseif _kinkType is 5 and $bestialitytrait gte 1>>
You whisper to Kylar that you find <<if $bestialitydisable is "f">>beasts<<else>>monsters<</if>> almost as good as people, sometimes better. Their instinct-driven, animalistic mating makes you shiver. Kylar doesn't seem to know what to say.
<<gksuspicion>><<npcincr Kylar rage 1>>
<br>
<<elseif _kinkType is 4 and $tentacletrait gte 1>>
You whisper to Kylar that you've fantasised about being accosted by a hoard of tentacles to have their way with you. Writhing, thrusting, wrapping around you and using your every hole to obey their primal urges. "I wish I could give myself tentacles for you," <<he>> says. <<He>> pauses and thinks for a moment, before shaking <<his>> head.
<<elseif _kinkType is 3 and $voretrait gte 1>>
You whisper to Kylar that you've found yourself swallowed by all sorts of creatures, and that you didn't quite hate it. The flesh rippling against your skin, caressing every inch of your body as you slide down, gives you goosebumps whenever you recall it. Kylar doesn't seem to know what to say.
<<elseif _kinkType is 2 and $masochism_level gte 1>>
<<if $masochism_level gte 3>>
You whisper to Kylar that you really like being hurt. The thought of someone using you, smacking you, spanking you, hitting you, leaving you quivering on the floor, drives you wild. "I-I want to make you happy," <<he>> says, hesitant. "But I... I don't think I can go that far. I'm sorry."
<<else>>
You whisper to Kylar that you like being hurt. The thought of someone slapping you, or digging their fingernails into you, makes you blush. "I'll do it if you want me to," <<he>> says. "But I don't want to hurt you."
<</if>>
<<elseif _kinkType is 1 and $milkdranktrait gte 1>>
You whisper to Kylar that you really love breast milk. Besides the obvious appeal of sucking on someone's breast, the milk is always warm, creamy, and delicious.
<<if $trauma gte ($traumamax / 5) * 3>>
Sometimes, when they stroke the back of your head while you're suckling, it makes you feel wanted. Almost like you're with... You cut yourself off.
<</if>>
<<if _kylar.pronoun is "m">>
<<He>> seems disheartened.
<<else>>
"I can make that happen," <<he>> says. "There must be a way for me to start lactating."
<<switch _kylar.breastsize>>
<<case 0 1 2>> <<He>> begins anxiously tapping <<his>> shirt with both hands, directly above where <<his>> nipples should be. "I might need to get a b-bit bigger first..."
<<case 3 4 5>> <<He>> begins openly rubbing <<his>> _kylar.breastsdesc through <<his>> shirt. "Maybe if I keep trying long enough, m-milk will come out?"
<<case 6 7 8>> <<He>> begins openly massaging <<his>> _kylar.breastsdesc through <<his>> shirt. "I'm sure I can get m-milk to come out if I keep trying!"
<<case 9 10 11 12>> <<He>> begins openly kneading <<his>> _kylar.breastsdesc through <<his>> shirt. "Come on, these things have to be g-good for s-something!"
<</switch>>
<</if>>
<<else>>
You whisper to Kylar one of your deepest fantasies.
"<<print either("Before marriage? You're so lewd,","I can make that happen,","I think I can make that happen,","You what?","That's... um, perfectly normal,","You too?!","Maybe sometime we can do that together,")>>" <<he>> says.
<</if>>
<</addinlineevent>>
<<else>>
<<if $genderknown.includes("Kylar") and !$worn.lower.type.includes("naked")>>
<<addevent "kylarFlirtEventClothesPull">> <!-- defined in Widgets Kylar -->
<</if>>
<<addinlineevent "kylarTeasePat">>
You pat Kylar's head. <<He>> recoils from each touch as if struck. When you stop, <<he>> whispers, "M-more."
<</addinlineevent>><<addinlineevent "kylarTeaseWhisper">>
You whisper something naughty into Kylar's ear. <<He>> looks away and blushes.
<</addinlineevent>><<addinlineevent "kylarTeaseCheek">>
You lick Kylar's cheek. <<He>> tenses, but rests <<his>> hand on the spot you touched.
<</addinlineevent>><<addinlineevent "kylarTeaseUndies">>
You ask Kylar what sort of underwear <<he>> has on. "Or maybe," you say. "You don't have any?" <<He>> trembles.
<</addinlineevent>><<addinlineevent "kylarTeaseThigh">>
You lay your hand on Kylar's inner thigh. <<He>> flinches and clenches <<his>> legs shut, crushing your hand. "S-sorry!" <<He>> yelps, opening them again.
<<gpain>><<pain 3>>
<br>
<</addinlineevent>><<addinlineevent "kylarTeaseEar">>
You blow into Kylar's ear. <<His>> breathing becomes funny for a moment.
<</addinlineevent>><<addinlineevent "kylarTeaseBonk">>
You whisper something naughty into Kylar's ear. <<He>> whimpers.
<</addinlineevent>><<addinlineevent "kylarTeaseStare">>
You cup Kylar's cheek with your hand and stare into <<his>> eyes. <<He>> stares back at you, like a deer in headlights. You can feel <<him>> trembling, and decide to remove your hand before you scare <<him>> away.
<</addinlineevent>><<addinlineevent "kylarTeaseKink">>
<<set _kinkType to random(1,11)>>
<<if _kinkType is 11 and $sadism_level gte 1>>
<<if $sadism_level gte 3>>
You whisper to Kylar that you really like hurting others. When you hit or bite into someone and hear them grunt in pain, you feel a thrill. Even outside of sex, in an actual fight, it fills you with perverse glee. <<He>> looks away, sweating.
<<else>>
You whisper to Kylar that you like hurting others. You feel guilty about it, but with how you've been abused, it feels nice to inflict that pain on someone else. <<He>> looks away, blushing.
<</if>>
<<elseif _kinkType is 10 and $orgasmtrait gte 1>>
You whisper to Kylar that you can't be satisfied with just one orgasm. You want two, three, more. Dozens if you have the time to spare. Hundreds if you thought your body could handle it. <<He>> looks away, blushing.
<<elseif _kinkType is 9 and $choketrait gte 1>>
You whisper to Kylar that you really like being choked, the tighter the better. The feeling of being pleasured while you can't breathe drives you wild. <<He>> looks away, blushing.
<<elseif _kinkType is 8 and $ejactrait gte 1>>
You whisper to Kylar that you love being covered in cum. The feeling of being drenched in lewd fluid is somehow calming to you. It makes you feel safe, wanted. It's proof that you're still here. It also just... smells really nice.
<<He>> looks away, <<print (_kylar.penis isnot "none" ? "blushing" : "frowning")>>.
<<elseif _kinkType is 7 and $molesttrait gte 1>>
You whisper to Kylar that even though you wish you weren't molested all the time, part of you is still excited by it. The knowledge that complete strangers are driven to do such things, just because of your body, makes you shiver. <<He>> looks away, frowning.
<br><br>
<<elseif _kinkType is 6 and $rapetrait gte 1>>
You whisper to Kylar that even though you hate all the rapists in town, part of you is still excited by them. Somehow, the feeling of being taken against your will isn't as scary as it used to be. <<He>> looks away, frowning.
<br><br>
<<elseif _kinkType is 5 and $bestialitytrait gte 1>>
You whisper to Kylar that you find <<print ($bestialitydisable is "f" ? "beasts" : "monsters")>> almost as good as people, sometimes better. Their instinct-driven, animalistic mating makes you shiver. <<He>> looks away, wide-eyed.
<br><br>
<<elseif _kinkType is 4 and $tentacletrait gte 1>>
You whisper to Kylar that you've fantasised about being accosted by a hoard of tentacles to have their way with you. Writhing, thrusting, wrapping around you and using your every hole to obey their primal urges. <<He>> looks away, blushing.
<<elseif _kinkType is 3 and $voretrait gte 1>>
You whisper to Kylar that you've found yourself swallowed by all sorts of creatures, and that you didn't quite hate it. The flesh rippling against your skin, caressing every inch of your body as you slide down, gives you goosebumps whenever you recall it. <<He>> looks away, wide-eyed.
<<elseif _kinkType is 2 and $masochism_level gte 1>>
<<if $masochism_level gte 3>>
You whisper to Kylar that you really like being hurt. The thought of someone using you, smacking you, spanking you, hitting you, leaving you quivering on the floor, drives you wild. <<He>> looks away, frowning.
<<else>>
You whisper to Kylar that you like being hurt. The thought of someone slapping you, or digging their fingernails into you, makes you blush. <<He>> looks away, blushing.
<</if>>
<<elseif _kinkType is 1 and $milkdranktrait gte 1>>
You whisper to Kylar that you really love breast milk. Besides the obvious appeal of sucking on someone's breast, the milk is always warm, creamy, and delicious.
<<if $trauma gte ($traumamax / 5) * 3>>
Sometimes, when they stroke the back of your head while you're suckling, it makes you feel wanted. Almost like you're with... You cut yourself off.
<</if>>
<<He>> looks away, <<print (_kylar.pronoun is "m" ? "frowning" : "blushing")>>.
<<else>>
You whisper to Kylar one of your deepest fantasies. <<He>> looks away, <<print either("blushing","frowning","wide-eyed","sweating","hiding a smile")>>.
<</if>>
<</addinlineevent>>
<</if>>
<<runeventpool>>
<<promiscuity1>>
<<if ($location is "park" or $bus is "starfish") and _kylar.love gte 80 and _kylar.lust gte 80 and $daily.kylar.invite isnot "home">>
<<set $daily.kylar.invite to "home">>
Kylar stares at you, eyes full of intensity. It melts away at once. "D-do you," <<he>> manages before averting <<his>> eyes. "Do you want to go somewhere private, where we can do th-things?"
<br><br>
<<link [[Invite Kylar to the orphanage (0:15)|Kylar Invite]]>><<unset $kylar_action>><<pass 15>><</link>><<promiscuous1>>
<br>
<<link [[Decline|Kylar Invite Decline]]>><<npcincr Kylar love -1>><<npcincr Kylar rage 1>><</link>><<llove>><<gksuspicion>>
<br>
<<else>>
<<kylaroptions>>
<</if>><<set $outside to 0>><<set $location to "home">><<effects>>
You lean close, and whisper your invite into Kylar's ear. <<He>> shivers.
<<promiscuity1>>
Kylar hugs your arm on the walk over, as if afraid you'll run.
<<if $rng gte 81>>
No one bothers you until you arrive at the orphanage itself. "What's that thing doing here?" a <<generatey2>><<person2>><<person>> asks as you enter the main hall. Anger flashes across Kylar's face, but <<person1>><<he>> doesn't say anything.
<br><br>
<<link [[Defend Kylar|Kylar Orphanage Defend]]>><<status -10>><<npcincr Kylar love 1>><</link>><<lcool>><<glove>>
<br>
<<link [[Berate Kylar|Kylar Orphanage Berate]]>><<npcincr Kylar love -3>><</link>><<lllove>>
<br>
<<if $syndromekylar gte 1>>
<<link [[Angrily defend Kylar|Kylar Orphanage Angry]]>><<status -10>><<npcincr Kylar love 3>><</link>><<llcool>><<gglove>>
<br>
<</if>>
<<else>>
No one bothers you. You arrive at the orphanage, and lead Kylar to your room.
<br><br>
<<link [[Next|Kylar Orphanage]]>><</link>>
<br>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"S-sorry," you say, afraid of hurting <<his>> feelings. "I'm not in the mood."
<<elseif $speech_attitude is "bratty">>
"Not today," you say. "You shouldn't be so scared to ask."
<<else>>
"I'm having a good time here," you say.
<</if>>
Kylar nods, but doesn't say anything in response.
<br><br>
<<kylaroptions>><<effects>>
<<person1>>
<<if $speech_attitude is "meek">>
"<<Hes>> with me," you say. "You should be nicer to people."
<<elseif $speech_attitude is "bratty">>
"<<Hes>> with me," you say. "Now get out of our way."
<<else>>
"<<Hes>> with me," you say.
<</if>>
<br><br>
"Fine," the <<person2>><<person>> sneers. "But I'm blaming you if someone poisons the food."
<br><br>
You walk past the <<person>> and continue to your room. Kylar follows close behind, as if afraid of being obstructed again.
<br><br>
<<endevent>><<npc Kylar>><<person1>>
<<link [[Next|Kylar Orphanage]]>><</link>>
<br><<effects>>
<<person1>>
<<if $speech_attitude is "meek">>
"Go away," you say to Kylar. "If you touch me I'll scream."
<<elseif $speech_attitude is "bratty">>
"Get out, creep," you say to Kylar. "Before I beat your ass."
<<else>>
"Don't come in here without invite," you say to Kylar. "Please leave."
<</if>>
<br><br>
Kylar shrinks away from you, looking betrayed.
<br><br>
"You heard <<phim>>," the <<person2>><<person>> says. "I don't want to see you here again." <<He>> leaves through one of the corridors.
<br><br>
<<endevent>>
<<npc Kylar>><<person1>>
Kylar turns to leave as well, but you grab <<his>> arm. "I didn't mean it," you say. "Just try not to be seen again." <<He>> nods, but still looks hurt. You lead <<him>> to your room.
<br><br>
<<link [[Next|Kylar Orphanage]]>><</link>>
<br><<effects>>
<<person1>>
<<if $speech_attitude is "meek">>
"Y-you should show my <<if $pronoun is "m">>boyfriend<<else>>girlfriend<</if>> more respect," you say.
<<elseif $speech_attitude is "bratty">>
"Piss off," you say, pulling Kylar closer to you. "This is my <<if $pronoun is "m">>boyfriend<<else>>girlfriend<</if>>. Show some respect."
<<else>>
"This is my <<if $pronoun is "m">>boyfriend<<else>>girlfriend<</if>>," you say. "Have some respect."
<</if>>
<br><br>
"Th-that's right," Kylar says. "D-don't mess with <<phim>>."
<br><br>
The <<person2>><<person>> sneers in disgust. "Fine. But I'm blaming you if someone poisons the food."
<br><br>
You walk past the <<person>> and continue to your room. Kylar clings to you, as if for safety.
<br><br>
<<endevent>><<npc Kylar>><<person1>>
<<link [[Next|Kylar Orphanage]]>><</link>>
<br><<effects>>
You sit on your bed, and pat the sheet beside you. Kylar scans the room as <<he>> sits. <<He>> seems less nervous now you're alone, but you can feel <<his>> pulse racing when you take <<his>> hand. <<takeHandholdingVirginity "Kylar" "romantic">>
<br><br>
<<He>> turns to face you, and bumps <<his>> forehead against yours as <<he>> leans forward for a kiss.
<br><br>
<<link [[Kiss|Kylar Orphanage Kiss]]>><<npcincr Kylar love 1>><</link>><<glove>><<kissvirginitywarning>><<NPCvirginitywarning "Kylar" "kiss">>
<br>
<<link [[Turn away|Kylar Orphanage Turn]]>><<npcincr Kylar love -3>><</link>><<lllove>>
<br><<effects>>
You turn away from <<him>>. "S-sorry," <<he>> says. Overcome by nerves, <<he>> jumps to <<his>> feet. Before you can stop <<him>>, <<he>> rushes to the door, throws it open, and escapes into the corridor.
<br><br>
<<link [[Next|Bedroom]]>><<endevent>><</link>>
<br><<effects>>
You lean forward, and your lips meet. <<takeKissVirginity "Kylar" `($kylarenglish gte 1?"loveInterest":"romantic")`>>
<<if _npcKissVirginTemp>>
<<His>> breath hitches, and <<he>> clings to you,
<<else>>
<<He>> pushes <<his>> tongue into your mouth as <<his>> arms rest on your shoulders,
<</if>>
pushing you down to the bed.
<br><br>
<<link [[Next|Kylar Orphanage Sex]]>><<set $sexstart to 1>><</link>>
<br><<run statusCheck("Kylar")>>
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Kylar Orphanage Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Kylar Orphanage Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>><<run statusCheck("Kylar")>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> lies on top of you for a few moments, eyes closed in contentment.<<npcincr Kylar lust -20>><<lllust>>
<br><br>
<<if $orgasmcurrent is 0 and !playerChastity()>>
<<if _kylarStatus.includes("Rage")>>
After a few seconds, <<he>> backs up until <<hes>> facing your <<genitals>>. "You didn't cum," <<he>> murmurs. "Was I... not good enough?" <<He>> shakes <<his>> head violently. "I'll make up for it. I'll show you."
<<else>>
After a few seconds, <<he>> backs up until <<hes>> facing your <<genitals>>. "You didn't get to cum," <<he>> murmurs. "That's not fair to you. You're the one that invited me. Here, I'll make it up."
<</if>>
<br><br>
<<kylarFinish>>
<<He>> looks like <<hes>> about to say something, but is cut off by the sound of voices from the corridor outside, making <<him>> tense up.
<<else>>
It's ended by the sound of voices from the corridor outside, making <<him>> tense once more.
<</if>>
<br><br>
<<tearful>> you sit upright, your arms around <<him>>.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Kylar>><<person1>>
<<if $exposed lte 0>>
<<if Weather.precipitation isnot "none">>
<<link [[Walk to the arcade together (0:15)|Kylar Arcade Walk]]>><<set $phase to 0>><<pass 15>><</link>>
<br>
<<else>>
<<link [[Walk to the park together (0:15)|Kylar Park Walk]]>><<set $phase to 0>><<pass 15>><</link>>
<br>
<</if>>
<</if>>
<<link [[Lie down in bed|Kylar Orphanage Nap]]>><</link>>
<br>
<<link [[Bid Kylar goodbye|Kylar Orphanage Leave]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
Kylar tumbles from the bed. <<He>> climbs to <<his>> feet, <<his>> face a mix of anger and longing. <<His>> nerves get the better of <<him>>, and <<he>> bolts from the room.<<lllove>><<npcincr Kylar love -3>>
<br><br>
<<tearful>> you sit upright on the bed.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Bedroom]]>><</link>>
<br>
<<else>>
"D-did I do something wrong?" Kylar asks as <<he>> pulls away from you. <<His>> nerves get the better of <<him>>, and <<he>> bolts from the room.
<br><br>
<<tearful>> you sit upright on the bed.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Bedroom]]>><</link>>
<br>
<</if>><<effects>>
<<set $kylar.timer.love -= 1>>
You ignore the voices in the corridor and lie back down, your arms still wrapped around Kylar. <<He>> squeaks as <<hes>> pulled down next to you. "D-Do you want to go again?" <<he>> asks.
<br><br>
<<if $speech_attitude is "meek">>
"I just want to take a nap," you whisper. "Can you hug me?"
<<elseif $speech_attitude is "bratty">>
"Shut up and cuddle me," you murmur, pulling Kylar closer.
<<else>>
"Let's just take a nap for now," you whisper, pulling Kylar closer.
<</if>>
<br><br>
<<He>> seems hesitant, but after a few seconds <<he>> nods and
<<if $speech_attitude is "meek">>
pulls you into <<his>> arms. You can feel <<his>> heartbeat through <<his>> chest. It's rapid, like it's trying to escape from <<his>> chest. You wonder if yours is just as fast.
<<else>>
curls into your arms, wrapping <<his>> own around your waist. <<He>> rests <<his>> head on your <<breasts>>. <<He>> can surely feel your heart beating through your chest. You wonder if <<hers>> is just as fast.
<</if>>
<<npcincr Kylar love 1>><<npcincr Kylar rage -1>><<stress -6>><<glove>><<lksuspicion>><<lstress>>
<br><br>
"This is nice," <<he>> says, sighing in contentment.
<<if $speech_attitude is "meek">>
<<He>> strokes your hair with one hand, causing you to let out a sigh of your own.
<<else>>
You stroke <<his>> hair with one hand, and <<he>> practically melts into you.
<</if>>
<br><br>
<<link [[Just cuddle (0:30)|Kylar Orphanage Cuddle]]>><<trauma -12>><<ltrauma>><<set $phase to 1>><<pass 30>><</link>>
<br>
<<link [[Sleep|Kylar Orphanage Bed]]>><<set $kylarbed to 1>><<set $bedGuest to "Kylar">><</link>><<effects>>
<<endevent>>
<<npc Kylar>><<person1>>
You and Kylar lie there, entangled in each other's arms.
<<if $phase is 1>>
You're partially surprised <<if $arousal gte 6000>>and a little disappointed <</if>>Kylar doesn't try to get handsy with you- <<his>> arms remain wrapped around your <<if $submissive gte 1150 or $daily.kylar.sleepRape is true>>shoulders<<else>>waist<</if>>.
<</if>>
You can feel <<his>> breath, now stabilised and calm, against your skin.
<br><br>
<<if ($kylarenglish is undefined or $kylarenglish is 0) and $kylar.timer.love lte 0>>
<span class="lewd">"I love you,"</span> <<he>> murmurs into your <<if $submissive gte 1150 or $daily.kylar.sleepRape is true>>hair<<else>>chest<</if>>.
<br><br>
It takes <<him>> a few seconds to realise what <<he>> said. When <<he>> does, <<he>> stiffens, before jolting away from you and almost falling off the bed. "I-I didn't mean that," <<he>> stammers. "I mean I d-did! But not like, you know, romantically! Well, yeah, but I didn't- I just- I didn't mean to say-" <<Hes>> panicking.
<br><br>
<<link [[Kiss|Kylar Orphanage Cuddle Kiss]]>><<npcincr Kylar love 10>><<npcincr Kylar lust 5>><<npcincr Kylar rage -10>><</link>><<ggglove>><<gglust>><<llksuspicion>>
<br>
<<link [[Berate|Kylar Orphanage Cuddle Berate]]>><<set $kylar.timer.love to random(2,5)>><<npcincr Kylar love -5>><</link>><<lllove>>
<br>
<<link [[Pretend it didn't happen|Kylar Orphanage Cuddle Ignore]]>><<npcincr Kylar love -1>><<npcincr Kylar rage 1>><</link>><<llove>><<gksuspicion>>
<<else>>
<<if $phase is 0>>
Kylar clings to you for a few minutes, not wanting to get up.
<</if>>
Eventually <<he>> untangles <<himself>> from you, looking disappointed. "I shouldn't stay here much longer," <<he>> says.<<if Time.hour gte 18 or Time.hour lte 7>> "They're waiting for me."<</if>> You <<if $phase isnot 2>>push yourself into a sitting position and <</if>>look at <<him>>. <<His>> hair is sticking to <<his>> face. You reach forward and brush it away, and <<he>> smiles.
<br><br>
<<if Time.hour lt 18 and Time.hour gte 7>>
<<if Weather.precipitation isnot "none">>
<<link [[Walk to the arcade together (0:15)|Kylar Arcade Walk]]>><<pass 15>><</link>>
<br>
<<else>>
<<link [[Walk to the park together (0:15)|Kylar Park Walk]]>><<pass 15>><</link>>
<br>
<</if>>
<<else>>
<<if $syndromekylar is 1>>
<<kylarmanoricon>><<link [["Walk to the manor together (0:10)"|Kylar Walk Manor]]>><<pass 10>><</link>>
<br>
<</if>>
<</if>>
<<link [[Bid Kylar goodbye|Kylar Orphanage Leave]]>><</link>>
<</if>><<effects>>
<<endevent>>
You snuggle under the covers with Kylar.
<<if $wraith.state and $wraithPrison and ($moonstate is "evening" or $moonstate is _nightstate)>>
You feel anxious, and your eyes dart over to the mirror.
<</if>>
<br><br>
<<generateSleepLinks "Sleep">>
<<link [[Just cuddle (0:30)|Kylar Orphanage Cuddle]]>><<unset $bedGuest>><<set $kylarbed to 0>><<set $phase to 1>><</link>><<effects>>
<<set $kylarenglish to 1>>
You reach forward and cup Kylar's cheek in your hand. <<He>> stops stammering, confused. You lean forward and plant a kiss on Kylar's lips. <<He>> freezes for a few seconds, before squealing into your mouth and kissing back.
<<stress -12>><<trauma -12>><<arousal 600>><<garousal>><<lstress>><<ltrauma>>
<br><br>
You pull back, still cupping <<his>> cheek.
<<if $speech_attitude is "meek">>
"Kylar," you say. "I think I love you too."
<<elseif $speech_attitude is "bratty">>
"It's good to know you love me back," you say.
<<else>>
"I love you too, Kylar," you say.
<</if>>
Kylar's breath catches in <<his>> throat.
<br><br>
Your hand twitches, and Kylar's shoots up to hold it to <<his>> cheek. "Say it again," <<he>> whispers. "I love you. Say it again. Please."
<br><br>
<<if $speech_attitude is "meek">>
"I love you," you whisper into <<his>> ear. "I love you. I love you. I love you, Kylar. I love you."
<<elseif $speech_attitude is "bratty">>
"Didn't you hear me the first time?" you ask, leaning in and smooching <<him>> again. "I'll say it again. I." Another kiss. "Love." Another kiss. "You." One more smooch.
<<else>>
"I love you, Kylar," you whisper. "I'll say it as many times as you want. I love you."
<</if>>
<br><br>
Kylar's grip on your hand tightens, before <<he>> lunges forward and kisses you again. The two of you topple back onto the bed. <<His>> kiss is hungry, desperate, like <<hes>> afraid you'll slip away if <<he>> stops. You can feel your hand get wet on Kylar's cheek. <<Hes>> crying.
<br><br>
"I'll never leave you," <<he>> whispers to you in between kisses. "I'll always be yours. And you'll always be mine. Nobody else matters. Just you, and just me. I promise."
<<ggglove>><<gglust>><<llksuspicion>>
<br><br>
<<if $loveInterest.primary is "None">>
<<set $loveInterest.primary to "Kylar">>
<span class="gold">Kylar is now your love interest! You know <<he>>'ll always be watching your back. Always.</span>
<<else>>
<span class="gold">Kylar can now be claimed as your love interest! You know <<he>>'ll always be watching your back. Always.
<br>
You can change your love interest in the "Attitudes" menu.</span>
<</if>>
<br><br>
<<link [[Next|Kylar Orphanage Cuddle 2]]>><<set $phase to 1>><</link>><<effects>><<run statusCheck("Kylar")>>
<<if $speech_attitude is "meek">>
"You're being creepy again," you say. "I don't think we're there yet." <<if $syndromekylar isnot 1>>'Love' is a bit much for what you have, you think.<</if>>
<<elseif $speech_attitude is "bratty">>
"It's a bit early for that, don't you think?" you say, rolling your eyes. <<if $syndromekylar isnot 1>><<He>> shouldn't be throwing that word around willy-nilly.<</if>>
<<else>>
"You shouldn't say that unless you know you mean it," you say. <<if $syndromekylar isnot 1>>It feels a bit early for <<him>> to be saying that.<</if>>
<</if>>
<<if $kylarSeen.includes("saidLove")>>
<<Hes>> said it before, but only during the heat of sex.
<</if>>
<br><br>
<<if !_kylarStatus.includes("Calm")>>
<<He>> gapes at you for a moment, before scowling. <<He>> clenches <<his>> fists and shakes them, then turns and stomps away from you. <<He>> flings the door open and storms out.
<<else>>
<<He>> gapes at you for a moment, before sniffling. <<He>> slowly backs away from you, then turns and runs to the door. <<He>> takes a moment to swipe at <<his>> eyes before bolting out.
<</if>>
<br><br>
<<link [[Next|Bedroom]]>><<endevent>><</link>><<effects>><<run statusCheck("Kylar")>>
You decide to ignore what <<hes>> saying. <<His>> stammering slowly stops, and <<he>> falls silent.
<<if !_kylarStatus.includes("Calm")>>
<<He>> seems disappointed by your lack of reaction.
<<else>>
<<He>> seems both disappointed and relieved by your lack of reaction.
<</if>>
<br><br>
<<link [[Next|Kylar Orphanage Cuddle 2]]>><<set $phase to 0>><</link>><<effects>>
<<if $phase is 1>>
Eventually <<he>> pulls back from you, looking disappointed. "I shouldn't stay here much longer," <<he>> says. <<if Time.hour gte 18 or Time.hour lte 7>>"They're waiting for me."<</if>>You look at <<him>>. <<His>> hair is sticking to <<his>> face<<if $makeup.lipstick isnot 0>>, and <<his>> mouth is smeared with your lipstick<</if>>. You reach forward and brush <<his>> hair away, and <<he>> smiles.
<br><br>
"I'm so happy you love me back," <<he>> says. "Well, of course I am, but I'm also relieved. That was... that was the first time I told you I loved you<<if $kylarSeen.includes("saidLove")>>, and meant it<</if>>. I was so scared that you'd... not accept me. That you'd think I was going too fast." <<He>> grabs your hand in both of <<hers>>. "Thank you. For... thank you."
<<else>>
<<He>> stands up from the bed, looking disappointed. "I shouldn't stay here much longer," <<he>> says. <<if Time.hour gte 18 or Time.hour lte 7>>"They're waiting for me."<</if>>You look at <<him>>. <<His>> hair is sticking to <<his>> face. You reach forward and brush <<his>> hair away, and <<he>> smiles.
<</if>>
<br><br>
<<if Time.hour lt 18 and Time.hour gte 7>>
<<if Weather.precipitation isnot "none">>
<<link [[Walk to the arcade together (0:15)|Kylar Arcade Walk]]>><<pass 15>><</link>>
<br>
<<else>>
<<link [[Walk to the park together (0:15)|Kylar Park Walk]]>><<pass 15>><</link>>
<br>
<</if>>
<</if>>
<<link [[Bid Kylar goodbye|Kylar Orphanage Leave]]>><</link>><<effects>>
<<if $speech_attitude is "meek">>
"Don't be mean," you say. "I like Kylar."
<<elseif $speech_attitude is "bratty">>
"Yeah, I'm sleeping with <<nnpc_him "Kylar">>," you say. "What are you going to do about it?"
<<else>>
"I choose who I spend my time with, not you," you say. "And I choose Kylar."
<</if>>
<br><br>
"Pfft, sure," the <<person>> says. "Doesn't change you getting down and dirty with <<nnpc_him "Kylar">>." <<He>> spat the word like it was mud in <<his>> mouth. "I guess you wouldn't mind if I told everyone!"
<br><br>
<<He>> turns and leaves your room. Kylar mutters to <<person1>><<himself>>, but smiles at you, grateful.
<br><br>
"I should probably get going," <<he>> says. Despite that, <<he>> makes no move to get up.
<br><br>
<<link [[Next|Kylar Orphanage Cuddle]]>><</link>><<effects>><<run statusCheck("Kylar")>>
<<if $speech_attitude is "meek">>
You turn to Kylar. "How did you get in-"
<<elseif $speech_attitude is "bratty">>
You turn to Kylar. "You fucking creep, get out-"
<<else>>
You turn to Kylar. "Get out of my bed-"
<</if>>
<br><br>
Your words are cut off by the <<persons>> loud laughter. "Oh my god, are you trying to cover for yourself? You're trying to cover for yourself!" <<He>> raises <<his>> hands to <<his>> head, talking in a low, mocking voice. "Oh, no, this isn't what it seems! <<nnpc_He "Kylar">> crept into my room and moved my arms around <<nnpc_him "Kylar">> while I was distracted!" <<He>> laughs harder.
<<status -10>><<lcool>>
<br><br>
<<He>> turns to leave your room, and gives you a mocking salute. "I'm gonna go tell everyone just how much <<nnpc_he "Kylar">> forced <<nnpc_himself "Kylar">> on you! I'm sure they'll all believe you!" <<He>> leaves your room, shutting the door on the way out.
<br><br>
You watch <<him>> leave for a moment, before turning to Kylar. You open your mouth to say something, but <<person1>><<he>> cuts you off. "You're that ashamed to be seen with me, huh." It's not a question.
<br><br>
<<if _kylarStatus.includes("Rage")>>
<<He>> starts to untangle <<himself>> from you. Once <<his>> arms are free, <<he>> lunges at you, pinning you to the bed.
<br><br>
<<link [[Next|Kylar Orphanage Rape]]>><<set $molestationstart to 1>><</link>>
<<else>>
<<He>> untangles <<himself>> from you and stands up from the bed. Before you can stop <<him>>, <<hes>> sprinting out of your room, covering <<his>> eyes.
<br><br>
<<link [[Next|Bedroom]]>><</link>>
<</if>><<effects>>
You were having a great nap. You were comfortable, Kylar was warm, and it was overall a wonderful time. And this <<personsimple>> woke you from it, just because <<he>> didn't like Kylar? And on top of that, <<he>> said such horrible things about <<nnpc_him "Kylar">>? No, fuck that. Fuck <<him>>.
<br><br>
You untangle yourself from Kylar and march to the door. The <<person>> backs up slightly from seeing you walk toward <<him>>, until <<hes>> just barely in the hallway. When you reach the door, you slam it in <<his>> face. You can hear <<him>> falling over on the other side.
<br><br>
Content, you walk back to the bed. Kylar gazes at you with reverence. <<person1>><<Hes>> already sitting up, so rather than lying back down, you opt to hug Kylar sitting up. You pull <<him>> into your chest, and <<he>> leans into you.
<<glove>><<glust>>
<br><br>
<<link [[Next|Kylar Orphanage Cuddle]]>><<set $phase to 2>><</link>><<run statusCheck("Kylar")>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<endevent>><<npc Kylar>><<person1>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<set $leftarm to "grappled">><<set $rightarm to "grappled">>
<<set $kylar.raped += 1>>
"You're ashamed to be seen with me?" Kylar whispers in your ear. "Well, nobody's watching."
<br><br>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate 'You hear laughter on the other side of the bedroom door. <span class="red">No one comes to your aid.</span>'>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Kylar Orphanage Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Kylar Orphanage Rape]]>><</link>></span><<nexttext>>
<</if>><<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<npcincr Kylar lust -20>>
<<He>> lies on top of you for a few moments, before pushing <<himself>> up. <<He>> looks down at you in satisfaction. A few seconds pass, and <<his>> satisfaction turns to horror. <<He>> looks down at you, then the blankets, then back to you. <<He>> slowly backs away from you, before turning and bolting from the room.
<br><br>
<<tearful>> you sit upright on the bed.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Bedroom]]>><</link>>
<br>
<<else>>
Kylar tumbles from the bed. <<He>> climbs to <<his>> feet, <<his>> face a mixture of anger and longing. <<His>> nerves get the better of <<him>>, and <<he>> bolts from the room.
<br><br>
<<tearful>> you sit upright on the bed.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Bedroom]]>><</link>>
<br>
<</if>><<effects>>
Kylar stops under the door frame on <<his>> way out.
<<if $phase is 1 or $kylarenglish gte 1>>
<<He>> quickly darts back in to kiss you one more time, then leaves without a sound.
<<arousal 600 "mouth">><<garousal>>
<<else>>
<<He>> shoots you a longing look, then leaves without a sound.
<</if>>
<br><br>
<<link [[Next|Bedroom]]>><<endevent>><</link>>
<br><<set $location to "park">><<set $outside to 1>><<effects>>
<<set $bus to "park">>
You accompany Kylar to the park. <<He>> grasps your hand once outside the orphanage, and loudly refers to you as <<his>> <<girlfriend>> as others pass by.
<<if $phase is 1>><<He>> sounds giddy.<</if>>
<br><br>
<<kylaroptions>><<set $location to "arcade">><<set $bus to "starfish">><<effects>>
You accompany Kylar to the arcade. <<He>> grasps your hand once outside the orphanage, and loudly refers to you as <<his>> <<girlfriend>> as others pass by.
<<if $phase is 1>><<He>> sounds giddy.<</if>>
<br><br>
<<kylaroptions>><<effects>><<set _kylar to statusCheck("Kylar")>>
<<set $daily.kylar.invite to ($bus is "kylarmanor" ? "manor" : $location)>>
You lean in again, and press your lips to Kylar's cheek, lingering for a few seconds. You can feel <<his>> cheek shift as <<he>> smiles. You're not done yet, though. You hold <<his>> head in place with one hand and kiss <<him>> again, this time a little lower, near the jawline. You keep kissing <<him>>, going over <<his>> chin and down <<his>> neck. <<His>> breathing becomes heavy.
<br><br>
You rest your other hand on <<his>> _kylar.clothes.lower.name, right over <<his>> crotch, and press down gently. <<He>> gasps, and you take the opportunity to suck on the inside of <<his>> neck. The gasp turns into a desperate moan.
<br><br>
<<if $speech_attitude is "meek">>
"I want to make you feel good, Kylar," you murmur in <<his>> ear. "Won't you let me?"
<<elseif $speech_attitude is "bratty">>
"I wanna fuck you, Kylar," you murmur in <<his>> ear, giving it a little nip. "Wanna make you mine."
<<else>>
"I want to touch you, Kylar," you murmur in <<his>> ear. "Aaaaall over."
<</if>>
<<promiscuity2>>
<<if $bus is "kylarmanor">>
<<if _kylarStatus.includes("Lust")>>
Kylar whimpers, before placing <<his>> hands on your shoulders. "I-I need you," <<he>> says. "Please, please, please." <<He>> grinds against your hand.
<<else>>
Kylar whimpers, before placing a hand on your shoulder. "W-We can have sex right now," <<he>> says. "Anytime you want."
<</if>>
<<else>>
<<if _kylarStatus.includes("Lust")>>
Kylar whimpers, before placing <<his>> hands on your shoulders. "I-I need you," <<he>> says. "We can find somewhere private, right?" <<He>> grinds against your hand.
<<else>>
Kylar whimpers, before placing a hand on your shoulder. "W-We can find somewhere private," <<he>> says. "Anywhere you want."
<</if>>
<</if>>
<br><br>
<<if $location is "school">>
<<link [[Take Kylar to the bathrooms (0:05)|Kylar Tease Bathroom]]>><<unset $kylar_action>><<pass 5>><</link>><<promiscuous2>>
<<elseif $bus is "kylarmanor">>
<<link [[Take Kylar to the bed|Manor Kylar Invite]]>><<unset $kylar_action>><<set $phase to 0>><</link>><<promiscuous2>>
<<if currentSkillValue('physique') gte $physiquesize>>
<br>
<<link [[Carry Kylar to the bed|Manor Kylar Invite]]>><<unset $kylar_action>><<set $phase to 1>><<npcincr Kylar lust 10>><</link>><<promiscuous2>><<gglust>>
<</if>>
<<else>>
<<link [[Invite Kylar to the orphanage (0:15)|Kylar Invite]]>><<unset $kylar_action>><<pass 15>><</link>><<promiscuous2>>
<</if>>
<br>
<<link [[Decline|Kylar Tease 2 Decline]]>><<npcincr Kylar love -1>><<npcincr Kylar rage 3>><</link>><<llove>><<ggksuspicion>>
<br><<run statusCheck("Kylar")>>
<<if $speech_attitude is "meek">>
"S-sorry," you say, leaning away from <<him>>. "Not now."
<<elseif $speech_attitude is "bratty">>
You shake your head and remove your hand. "I changed my mind. Sorry to disappoint."
<<else>>
You remove your hand and frown. "Sorry," you say, "I'm not in the mood anymore."
<</if>>
<br><br>
"But then why-" Kylar frowns, looking at you in betrayal.
<<if !_kylarStatus.includes("Calm")>>
<<His>> grip on your shoulders tightens for a moment and <<he>> scowls, but eventually <<he>> lets go of you. <<He>> avoids looking at you.
<<pain 3>><<stress 6>><<gpain>><<gstress>>
<<else>>
<<He>> hangs <<his>> head and lets go of you. <<He>> avoids looking at you.
<</if>>
<br><br>
<<kylaroptions>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<set _kylar to statusCheck("Kylar")>>
You lean close, and whisper your invite into Kylar's ear. <<He>> shivers.
<<promiscuity2>>
Kylar hugs your arm on the walk over, as if afraid you'll run. The halls are empty, and you reach the bathrooms without anyone noticing you.
<<if ($player.penisExist and $player.vaginaExist) or ($backgroundTraits.includes("crossdresser") and $player.gender isnot $player.gender_appearance)>>
<<set $kylarBathroomGender to $player.gender_appearance>>
<<else>>
<<set $kylarBathroomGender to $player.gender>>
<</if>>
<<if $kylarBathroomGender isnot _kylar.pronoun>>
<<set _boy to ($kylarBathroomGender is "m" ? "boy" : "girl")>>
<<if $submissive gte 1150 + random(0,250) + _kylar.lust>>
<<He>> hesitates a bit when you approach the _boy's bathroom.
"Umm, c-could we use the <<print (_kylar.pronoun is "m" ? "boy": "girl")>>'s room instead?"
<<set $kylarBathroomGender to _kylar.pronoun>>
You don't refuse.
<<else>>
<<He>> hesitates a bit when you walk into the _boy's bathroom, but follows you anyway.
<</if>>
<</if>>
<br><br>
The bathroom is empty. You make your way to a stall and pull Kylar in. <<Hes>> undressing you before you've even closed the stall door.
<br><br>
<<link [[Next|Kylar Bathroom Sex]]>><<set $sexstart to 1>><</link>><<run statusCheck("Kylar")>>
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Kylar Bathroom Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Kylar Bathroom Sex]]>><</link>></span><<nexttext>>
<</if>><<set _kylar to statusCheck("Kylar")>>
<<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<npcincr Kylar lust -20>>
Kylar rests against you, staring into your eyes. "Thank you," <<he>> says. "I needed that." <<His>> hair is dishevelled, but <<he>> doesn't seem to care.
<<lllust>>
<br><br>
<<if $orgasmcurrent is 0 and !playerChastity()>>
<<if _kylarStatus.includes("Rage")>>
After a few seconds, <<he>> kneels down in front of you. "You didn't cum," <<he>> murmurs. "Was I... not good enough?" <<He>> shakes <<his>> head violently. "I'll make up for it. I'll show you."
<<else>>
After a few seconds, <<he>> kneels down in front of you. "You didn't get to cum," <<he>> murmurs. "That's not fair to you. You're the one that invited me. Here, I'll make it up."
<</if>>
<br><br>
<<kylarFinish>>
<</if>>
<<elseif $enemyhealth lte 0>>
"Ow!" Kylar collapses against the stall door. "D-did I do something wrong?"
<<lllove>><<npcincr Kylar love -3>>
<br><br>
<<tearful>> you stand up and inch away from <<him>>.
<br><br>
<<else>>
"D-did I do something wrong?" Kylar asks as <<he>> pulls away from you.
<br><br>
<<tearful>> you stand up.
<br><br>
<</if>>
<<clotheson>>
<<endcombat>>
<<npc Kylar>><<person1>>
<<if Time.hour isnot 12>>
<<He>> looks at <<his>> watch. "I need to go," <<he>> says. "I'll be late for my lessons." <<He>> keeps looking over <<his>> shoulder as <<he>> walks out.
<<if $kylarBathroomGender isnot _kylar.pronoun and random(1,100) lte 75>>
<<He>> flinches upon hearing laughter from the halls. Somebody saw <<him>> come out of the <<print ($kylarBathroomGender is "m" ? "boy" : "girl")>>'s bathroom.
<</if>>
<br><br>
<<set _destination to ($kylarBathroomGender is "m" ? "School Boy's Toilets" : "School Girl's Toilets")>>
<<link [[Next|_destination]]>><<endevent>><</link>>
<<else>>
"Let's go back to the <<print (Weather.precipitation isnot "none" ? "library" : "courtyard")>>," <<he>> says.
<br><br>
<<link [[Next|Kylar Bathroom Return]]>><</link>>
<</if>>
<<unset $kylarBathroomGender>>
<br><<if Weather.precipitation isnot "none">>
<<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>><<set $bus to "schoollibrary">>
You and Kylar return to your spots at the library.
<<else>>
<<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>><<set $bus to "schoolrearcourtyard">>
You and Kylar return to the stump in the rear courtyard.
<</if>>
<br><br>
<<kylaroptions>><<effects>>
<<set _kylar to statusCheck("Kylar")>>
<<set $kylar_action to "underwear">>
<<if !$daily.kylar.underwear?.desc>>
<<kylarRandomUnderwear>>
<</if>>
<<set _kylarLower to _kylar.clothes.lower.name>><<set _kylarUnderLower to $daily.kylar.underwear.simpleDesc>>
<<if $speech_attitude is "meek">>
"This might be weird, but... can I have your _kylarUnderLower?" you ask, blushing.
<<elseif $speech_attitude is "bratty">>
"Cute _kylarUnderLower," you say. "I'll take them."
<<else>>
"Can you give me your _kylarUnderLower?" you ask.
<</if>>
<<promiscuity3>>
Kylar balks at your words, looking at you nervously. "W-what?"
<br><br>
<<if $kylarSeen.includes("home")>>
"It's only fair, since you took mine," you say. "...I think. Please?"
<br><br>
You notice <<he>> makes no move to deny your accusation.
<<else>>
"I just... want them," you say. "Please?"
<br><br>
<</if>>
<<if _kylarLower.includes("skirt") and _kylar.penis isnot "none">>
"But... I-I'm wearing a skirt," <<he>> says in a hushed tone, fearful of being overheard.
<<if _kylar.penissize gte 3>>
"If I take off my _kylarUnderLower, m-my skirt won't cover my... You know..."
<<else>>
"If I take off my _kylarUnderLower, people c-could see m-my... You know..."
<</if>>
<br><br>
<<if $speech_attitude is "meek">>
"Yeah, but... Isn't that exciting?" you respond.
<<elseif $speech_attitude is "bratty">>
"That shouldn't be a problem if you try not to get hard, then," you respond curtly.
<<else>>
"Yeah. Isn't that exciting?" you respond, ignoring <<his>> concerns.
<</if>>
<br><br>
Whimpering, Kylar quickly looks around to make sure <<he>> has privacy. Once <<hes>> sure nobody's watching,
<<he>> reaches under <<his>> _kylarLower and slides <<his>> $daily.kylar.underwear.colourDesc down <<his>> legs.
As <<he>> raises <<his>> legs to step out of the _kylarUnderLower, you can clearly see
<<if _kylar.penissize gte 3>>
the flaccid length of <<his>> _kylar.penisdesc hanging freely beneath <<his>> skirt.
<<else>>
<<his>> flaccid penis beneath <<his>> skirt.
<</if>>
<<else>>
Biting <<his>> lip, Kylar quickly looks around to make sure <<he>> has privacy. Once <<hes>> sure nobody's watching,
<<if _kylarLower.includes("skirt")>>
<<he>> reaches under <<his>> _kylarLower and pulls off <<his>> $daily.kylar.underwear.colourDesc.
<<else>>
<<he>> lifts <<his>> _kylarLower and, in a complex manoeuvre you can't quite follow, manages to remove <<his>> $daily.kylar.underwear.colourDesc without removing <<his>> _kylarLower.
<</if>>
<</if>>
<br><br>
<<He>> averts <<his>> eyes and hands <<his>> _kylarUnderLower to you in a bunch. They're still warm.
<<arousal 600>><<garousal>>
<br><br>
<<underlowersend $daily.kylar.underwear.id wardrobe $daily.kylar.underwear.colour $daily.kylar.underwear.colourAcc>>
<<link [[Thank Kylar|Kylar Tease Underwear Thank]]>><<npcincr Kylar love 1>><</link>><<glove>>
<br>
<<link [[Ask Kylar to go commando|Kylar Tease Underwear Commando]]>><<npcincr Kylar lust 5>><</link>><<gglust>><<effects>>
<<set _kylar to statusCheck("Kylar")>>
<<set _kylarUnderLower to (nullable($daily.kylar.underwear).simpleDesc || "underwear")>>
<<set $daily.kylar.undies to true>>
<<if $speech_attitude is "meek">>
"Thank you," you say, holding the _kylarUnderLower to your chest. "I'll treasure these."
<br><br>
Kylar smiles in response, shuffling to get comfortable with the sudden breeze.
<<elseif $speech_attitude is "bratty">>
"Thanks," you say, holding the _kylarUnderLower. "These'll come in handy later."
<br><br>
Kylar smiles in response, shuffling to get comfortable with the sudden breeze on <<his>> privates.
The implications of what you said hit <<him>> a few seconds later, and <<he>> blushes bright red.
<<npcincr Kylar lust 1>><<glust>>
<<else>>
"Thanks, Kylar," you say, smiling. "I know it was a weird thing to ask."
<br><br>
Kylar smiles in response and waves off your concerns, shuffling to get comfortable with the sudden breeze.
<</if>>
<br><br>
<<set $daily.kylar.underwear to {}>> <!-- this ensures that kylar won't generate new underwear today -->
<<kylaroptions>><<effects>>
<<set _kylar to statusCheck("Kylar")>>
<<set $kylarSeen.pushUnique("commando")>>
<<set _kylarUnderLower to (nullable($daily.kylar.underwear).simpleDesc || "underwear")>>
<<if $speech_attitude is "meek">>
"Thank you," you say, holding the _kylarUnderLower to your chest. You blush. "Can you, um... stay like this? Tomorrow and, uh, later?"
<<elseif $speech_attitude is "bratty">>
"Thanks," you say, holding the _kylarUnderLower. "Now don't put any on tomorrow. Or again."
<<else>>
"Thanks, Kylar," you say, smiling. "Can you not wear more anymore?"
<</if>>
<br><br>
Kylar smiles, but freezes half a second later. "<<if $speech_attitude is "bratty">>Don't...<<else>>Can I...<</if>> what? You want me to... go b-bare?!"
<br><br>
You nod, and <<he>> blushes. You think <<hes>> going to turn you down, but <<he>> whispers, "O-okay," so quiet you could barely hear it. "If it makes you happy, I'll... I'll go bare for you."
<br><br>
<<He>> seems embarrassed, so you lean in and kiss <<him>> on the cheek. <<He>> doesn't become any less embarrassed, but offers you a smile.
<br><br>
<<set $daily.kylar.underwear to {}>> <!-- this ensures that kylar won't generate new underwear today -->
<<kylaroptions>><<set $outside to 0>><<effects>><<run statusCheck("Kylar")>>
<<set $kylar_action to "chat">>
<<if $daily.kylar.libraryInteract is 1 and $bus is "schoollibrary">>
/* Ensures the event fires once, avoiding repetition for now */
<<set $daily.kylar.libraryInteract to 2>>
<<kylarLibraryStalkChat1>>
<<kylaroptions "notext">>
<<exit>>
<<elseif _kylarStatus.includes("Love")>>
<<bodywritingExposureCheck>>
<<if _bodywriting_exposed gte 1 and !$daily.kylar.bodywriting and _bodypart>>
<<set $daily.kylar.bodywriting to true>>
<<if $skin[_bodypart].special is "Kylar">>
<<if $kylarenglish gte 1>>
<<if $skin[_bodypart].pen is "tattoo" and $kylar_tattoo isnot 1>>
<<set $kylar_tattoo to 1>>
You chat with Kylar. <<He>> gently traces a finger over your <<tattoo _bodypart>> on your <<bodypart _bodypart>>, before blinking. <<He>> traces <<his>> finger over it again. "Th-this is a tattoo," <<he>> whispers. "It's-it's permanent. You..."
<br><br>
<<He>> holds your <<bodypart _bodypart>> for a moment, before placing a kiss on it. <<He>> kisses it again, and again, <<his>> breathing becoming heavy. <<He>> switches to covering your entire face in kisses, and eventually grabs the back of your head and mashes <<his>> lips against yours. <<takeKissVirginity "Kylar" `($kylarenglish gte 1?"loveInterest":"romantic")`>>
<br><br>
<<He>> pulls away, gazing into your eyes. "I love you," <<he>> says in a husky whisper. "And I'm so happy that you love me just as much."
<<npcincr Kylar love 3>><<npcincr Kylar rage -10>><<gglove>><<lllksuspicion>>
<<else>>
You chat with Kylar. <<He>> gently traces a finger over your <<tattoo _bodypart>> on your <<bodypart _bodypart>>, before smiling at you. "I love you so much," <<he>> whispers. "So much."
<<npcincr Kylar love 1>><<npcincr Kylar rage -1>><<glove>><<lksuspicion>>
<</if>>
<<else>>
You chat with Kylar. <<He>> gently traces a finger over your <<tattoo _bodypart>> on your <<bodypart _bodypart>>, blushing.
<<npcincr Kylar love 1>><<npcincr Kylar rage -1>><<glove>><<lksuspicion>>
<</if>>
<<elseif ["Robin","Whitney","Eden","Kylar","Alex","Black Wolf","Great Hawk"].includes($skin[_bodypart].special) or ($skin[_bodypart].special is "Sydney" and $kylarSeen.includes("sydneyWriting") and ($skin[_bodypart].lewd is 1 or !_kylarStatus.includes("Calm")))>>
<<if ["marker","tattoo","brand","magic"].includes($skin[_bodypart].pen)>>
<<set $kylarBodywriting to 1>>
You chat with Kylar. <<He>> tries to wipe off your <<tattoo _bodypart>> on your <<bodypart _bodypart>>. <<He>> scowls when it doesn't come off, and eventually sits back down with a huff.
<<ggksuspicion>><<glust>><<npcincr Kylar lust 1>><<npcincr Kylar rage 3>>
<<else>>
You chat with Kylar. <span class="blue"><<He>> wipes at your <<tattoo _bodypart>> on your <<bodypart _bodypart>></span>, smearing your <<bodypart _bodypart>> with
<<if $skin[_bodypart].pen is "pen">>
ink.
<<else>>
<<print $skin[_bodypart].pen>>.
<</if>>
<<He>> leans back, satisfied.
<<bodywriting_clear _bodypart>>
<<gksuspicion>><<glust>><<npcincr Kylar lust 1>><<npcincr Kylar rage 1>>
<</if>>
<<elseif $skin[_bodypart].special is "Sydney">>
<<if $daily.sydney.kylarFrown>>
You chat with Kylar. <<He>> stares at the <<tattoo _bodypart>> on your <<bodypart _bodypart>> and shakes <<his>> head. "You need to stop letting <<nnpc_him "Sydney">> do that."
<<He>> grumpily lifts <<his>> hair to reveal <span class="purple">"Kylar >:("</span> still written on <<his>> forehead from lunch.
<<elseif $skin[_bodypart].lewd is 1>>
<<set $kylarSeen.pushUnique("sydneyWriting")>>
You chat with Kylar. <<He>> stares at the <<tattoo _bodypart>> on your <<bodypart _bodypart>> and chuckles. "<<nnpc_He "Sydney">> got to you too?" <<He>> pauses, before rereading it. <<His>> smile morphs into a confused frown.
<<if $skin[_bodypart].writing is "Book Criminal <3">>
"Hey, why is it a heart?" <<he>> asks. "It's normally an angry face."
<</if>>
<<gksuspicion>><<glust>><<npcincr Kylar lust 1>><<npcincr Kylar rage 1>>
<<else>>
You chat with Kylar. <<He>> stares at the <<tattoo _bodypart>> on your <<bodypart _bodypart>> and chuckles. "<<nnpc_He "Sydney">> got to you too?"
<<if ($rng gte 51 or $daily.sydney.kylarBook) and Time.schoolDay>>
<<He>> lifts up <<his>> hair to reveal
<<if $skin[_bodypart].writing is "Book Criminal >:(">>
the same thing
<<else>>
<span class="purple">"Book Criminal >:("</span>
<</if>>
written on <<his>> forehead.
<</if>>
<</if>>
<<elseif ["combat","violence","criminal"].includes($skin[_bodypart].special)>>
You chat with Kylar. <<He>> glances at the <<tattoo _bodypart>> on your <<bodypart _bodypart>> in surprise, but doesn't mention it.
<<elseif $skin[_bodypart].special is "pregnancy">>
/*ToDo: Pregnancy, write once Kylar's reaction to/thoughts on pregnancy is better understood.
May differ based on gender, jealousy and whether or not Kylar has impregnated the PC in the past.*/
<<elseif ["prostitution","rape","exhibitionism","sex"].includes($skin[_bodypart].special) or $skin[_bodypart].lewd is 1>>
<<set $kylarBodywriting to 1>>
You chat with Kylar. <<He>> stares at the <<tattoo _bodypart>> on your <<bodypart _bodypart>>, but doesn't mention it.
<<gksuspicion>><<glust>><<npcincr Kylar lust 1>><<npcincr Kylar rage 1>>
<<else>>
You chat with Kylar. <<He>> looks at the <<tattoo _bodypart>> on your <<bodypart _bodypart>>.
<<switch $skin[_bodypart].pen>>
<<case "tattoo">>
"Did it hurt getting that done?" <<he>> asks.
<<case "brand">>
"Did it hurt getting that burnt on?" <<he>> asks. "You're hardcore."
<<case "magic">>
"How'd you make it glow like that?" <<he>> asks.
<<case "lipstick" "mud">>
"Is that <<print $skin[_bodypart].pen>>?" <<he>> asks. "Weird thing to use."
<<default>>
"That won't stay on forever, you know," <<he>> says. "I used to write on myself a lot when I was younger. The ink always fades away eventually."
<</switch>>
<</if>>
<<elseif $rng gte 96>>
You chat with Kylar. "You haven't been thinking of anyone else, right?" <<he>> says. "I'll know."
<<if $loveInterest.primary is "Kylar" and $loveInterest.secondary is "None">>
<<glove>><<npcincr Kylar love 1>>
<<else>>
<<gstress>><<stress 1>>
<</if>>
<<elseif $rng gte 91 and $pregnancyspeechdisable is "f">>
You chat with Kylar. "I've been thinking up names for our children," <<he>> says.
<<gstress>><<stress 1>>
<<elseif $rng gte 81>>
You chat with Kylar. <<He>> finds lots of excuses to touch you.
<<elseif $rng gte 71>>
You chat with Kylar. "No one's been giving you trouble, I hope," <<he>> says.
<<elseif $rng gte 61>>
You chat with Kylar. <<He>> rubs <<his>> head against your shoulder.
<<elseif $rng gte 51>>
You chat with Kylar. "You're wonderful," <<he>> says.
<<elseif $rng gte 41>>
You chat with Kylar. "You make me feel safe," <<he>> says.
<<elseif $rng gte 31>>
You chat with Kylar. <<He>> pulls out <<his>> sketchbook and starts drawing
<<if $bus is "starfish">>
<<print either("the arcade cabinet", "the main character of the game", "a coin on the ground", "the joystick and buttons", "a spider web strung in a ceiling corner")>>.
<<elseif $bus is "schoollibrary">>
<<print either("one of the bookshelves", "the beaker picture on a biology textbook", "the half-full return basket", "the rain-splattered window", "a spider web strung in a ceiling corner")>>.
<<elseif $bus is "kylarmanor">>
<<print either("the tangled sheets of the bed", "the skylight", "one of the monitors", "one of the loft banisters", "a spider web strung in a ceiling corner")>>.
<<elseif Weather.isSnow>>
<<print either("an icicle hanging off a tree", "a snow angel in the snow nearby", "a leafless tree", "a discarded water bottle", "a spider web surviving against all odds")>>.
<<else>>
<<print either("a squirrel a fair distance away", "a chipmunk running in circles", "a pigeon roosting on a branch", "some wildflowers", "a weird cloud in the sky", "a spider web strung between the branches of a tree")>>.
<</if>>
<<He>> turns to show it to you. It's good.
<<elseif $rng gte 26>>
You chat with Kylar. <<He>> pulls out <<his>> sketchbook and starts drawing a picture of you.
<<He>> doesn't so much as glance at you for reference, but it's still very accurate.
<<elseif $rng gte 21>>
You chat with Kylar. <<He>> pulls out <<his>> sketchbook and starts drawing a picture of you in a silly <<print either("outfit", "hat")>>.
Your laughter draws <<his>> attention, and <<he>> smiles.
<<elseif $rng gte 11>>
<<if $kylar.riddle is 0>>
<<set $kylar.riddle to 1>>
You tell Kylar a riddle you read about recently. "I haven't heard that one before," <<he>> says. <<He>> scrunches up <<his>> face in thought for a few seconds.
<<else>>
<<if $dissociation gte 1>>
You chat with Kylar. "Your eyes," <<he>> says, out of nowhere. <<He>> stares at you for a few seconds, before pulling you into a hug.
"It'll be okay. I promise."
<<trauma -12>><<lltrauma>>
<<else>>
You chat with Kylar. "I like your eyes," <<he>> says. "Sorry. That came out of nowhere."
<</if>>
<</if>>
<<else>>
<<if _kylarStatus.includes("Rage")>>
You chat with Kylar. <<He>> reaches <<his>> hand to your hair and runs <<his>> fingers through. It feels nice.
<<else>>
You chat with Kylar. <<He>> reaches <<his>> hand to your hair, but draws it back and looks at you.
"Can I?" At your nod of assurance, <<he>> reaches forward and runs <<his>> fingers through. It feels nice.
<</if>>
<<ltiredness>><<tiredness -6>>
<br><br>
<<set _tf to checkTFparts()>>
<<set _tfSplit to random(0,1)>>
<<if (_tf.angelHalo or _tf.fallenAngelHalo) and _tfSplit is 0>>
After a while, <<his>> eyes turn to your <<if $fallenangel>>broken<</if>> halo, and <<he>> slowly reaches <<his>> hand up to touch it.
<<His>> brow furrows as <<his>> hand reaches nothing, and <<he>> squints at the air above your head.
"I could've sworn there was..." <<He>> retracts <<his>> hand and returns to stroking your hair, a confused frown on <<his>> face.
<br><br>
<<elseif _tf.demonHorns and _tf.cowHorns>>
After a while, <<he>> reaches up and pokes your demon horns. "Are these real?" <<he>> asks.
"What about these ones?" <<His>> hand drifts down to your cow horns.
For a few minutes, <<he>> alternates between the two sets, sometimes stroking, sometimes tapping.
<br><br>
<<elseif (_tf.demonHorns and _tfSplit is 0) or (_tf.cowHorns and _tfSplit is 1)>>
After a while, <<he>> reaches up and pokes your horns. "Are these real?" <<he>> asks.
For a few minutes, <<he>> alternates between stroking and tapping your horns, seemingly entranced.
<br><br>
<<elseif (_tf.wolfEars or _tf.catEars) and _tfSplit is 1>>
After a while, <<his>> hand brushes against your <<print (_tf.wolfEars ? "wolf" : "cat")>> ears.
You shiver, <<print (_tf.wolfEars ? "whining" : "purring")>> at <<his>> touch.
<<He>> smiles. "Are they sensitive?" For a few minutes, <<he>> scratches around your ears, blowing into them at one point.
<<if _tf.wolfTail or _tf.catTail>>
Your tail <<print (_tf.wolfTail ? "wags happily" : "swishes in contentment")>>, brushing against <<him>> on occasion.
<</if>>
<br><br>
<<elseif _tf.foxEars and _tfSplit is 1>>
After a while, <<his>> hand brushes against your fox ears. One wiggles at <<his>> touch.
<<He>> smiles. "Are they sensitive?" For a few minutes, <<he>> scratches around your ears, blowing into them at one point.
<<if _tf.foxTail>>
Your tail swishes up and down, brushing against <<him>> on occasion.
<</if>>
<br><br>
<<elseif _tf.birdPlumage and _tfSplit is 1>>
After a while, <<he>> brings <<his>> other hand to you and brushes your plumage. "Are these feathers?" <<he>> asks.
For a few minutes, <<he>> strokes your hair with one hand and your plumage with the other.
<<if $player.perceived_breastsize gte 3 or $player.gender_appearance is "f" or ($player.gender is "f" and $genderknown.includes("Kylar"))>>
At one point, <<his>> hand brushes against your chest, and <<he>> flinches back.
"S-sorry, I didn't mean to... sorry." After that, <<he>> sticks to looking at your plumage, not touching.
<</if>>
<br><br>
<</if>>
Eventually, <<he>> withdraws <<his>> hand and smiles at you. "Thanks. Your hair is so soft," <<he>> says.
<</if>>
<<else>>
<<if $rng gte 91>>
You try to encourage <<him>> to talk, but <<hes>> content to listen.
<<elseif $rng gte 81>>
You ask if <<hes>> having a nice day. <<He>> doesn't respond.
<<elseif $rng gte 71>>
You make small talk. <<He>> nods along and makes unintelligible noises.
<<elseif $rng gte 61>>
You compliment <<his>> hair. <<He>> pats <<his>> own head and smiles at the <<if $bus is "schoollibrary" or $bus is "starfish">>floor<<else>>ground<</if>>.
<<elseif $rng gte 51>>
You tell some jokes. <<He>> mumbles laughter, but doesn't look at you.
<<elseif $rng gte 41>>
You comment on how nice the weather is. <<He>> nods absently, <<if Weather.precipitation is "none">>silent<<else>>before blinking and looking at you incredulously<</if>>.
<<elseif $rng gte 31 and Time.season isnot "winter">>
You ask if <<he>> can help you with some schoolwork.
<<if $bus is "schoollibrary">>
<<He>> wordlessly hands you a nearby <<print either("science textbook", "maths textbook", "English textbook", "history textbook", "comic book. <<He>> doesn't seem to notice what <<he>> gave you")>>.
<<else>>
<<He>> mumbles under <<his>> breath.
<</if>>
<<elseif $rng gte 21>>
You make small talk. "Yeah," <<he>> mutters. You didn't ask a yes-or-no question.
<<elseif $rng gte 11 and $kylar.riddle isnot 1>>
<<set $kylar.riddle to 1>>
You tell Kylar a riddle you read about recently. <<He>> doesn't respond, but seems to think on it for a bit.
<<else>>
You ask if <<he>> likes to draw. <<He>> perks up a bit, but quickly quiets down.
<</if>>
<</if>>
<br><br>
<<kylaroptions>><<set $outside to 0>><<effects>><<run statusCheck("Kylar")>>
<<set $kylar_action to "game">>
<<if $kylar.play isnot 1>>
<<if $speech_attitude is "meek">>
"L-let's play a game," you say. "It'll be fun!"
<<elseif $speech_attitude is "bratty">>
"Bet I could do better," you say. "I'll join in."
<<else>>
"It has a multiplayer mode," you say. "Can I play?"
<</if>>
<<else>>
You ask if <<he>> would like to play again.
<</if>>
<<set $kylar.play to 1>>
<br><br>
<<if _kylarStatus.includes("Love")>>
Kylar nods. "I'll pay," <<he>> says.
<<else>>
Kylar looks away, but nods. "I-I'll pay," <<he>> mumbles.
<</if>>
<<if $rng gte 81>>
<<He>> disappears beneath a pinball machine, and emerges with a bunch of coins.
<<elseif $rng gte 61>>
<<He>> presses <<his>> ear against a fruit machine, and moves down its case. <<He>> finds the right spot, and gives it a swift kick. You hear the jingle of coins flood out, which <<he>> promptly gathers.
<<elseif $rng gte 41>>
<<He>> approaches a tourist sat at one of the fruit machines, <<if random(1, 2) is 1>>lifts his wallet,<<else>>lifts her purse,<</if>> takes out some coins, and puts it back without being noticed.
<<elseif $rng gte 21>>
<<He>> searches each machine for missed coins, until <<he>> scrounges enough for a game.
<<else>>
<<He>> smacks the front of a coin pusher, and a handful of coins tumble down.
<</if>>
<br><br>
<<rng>>
<<if $rng gte 67>>
You play a cooperative first person shooter. You kill lots of <<print either("zombies", "pirates", "aliens", "soldiers", "criminals", "mutants")>>.
<<set $phase to 0>>
<<elseif $rng gte 31>>
You play a cooperative <<print either("shmup","beat 'em up")>>.
<<set $phase to 0>>
<<else>>
You play the versus mode in a fighting game.
<<set $phase to 1>>
<</if>>
<<rng>>
<<if $rng gte 81>>
<<generatey2>><<generatey3>>"Ew, it's Kylar," says a <<person2>><<person>> behind you. <<He>> points at the arcade cabinet. "Remind me to never touch that one." <<His>> friend, a <<person3>><<person>>, laughs.
<br><br>
Kylar pretends not to hear them, but <<person1>><<his>> performance in the game drops.
<br><br>
<<link [[Ignore them too|Kylar Arcade Ignore]]>><</link>>
<br>
<<link [[Get angry|Kylar Arcade Angry]]>><<status -10>><<npcincr Kylar love 3>><</link>><<lcool>><<gglove>>
<br>
<<elseif $rng gte 61>>
<<if $phase is 0>>
It's close, but you manage to edge out a victory. Kylar is sweating by the end.
<br><br>
<<kylaroptions>>
<<else>>
Both Kylar and you are unfamiliar with the game, and you manage to button mash to victory.
<<ltrauma>><<trauma -2>>
<br><br>
<<kylaroptions>>
<</if>>
<<elseif $rng gte 41>>
<<if $phase is 0>>
The game proves difficult, but Kylar is willing to pay for additional lives.
<br><br>
<<kylaroptions>>
<<else>>
You end up messing around more than actually trying to fight each other.
<br><br>
<<kylaroptions>>
<</if>>
<<elseif $rng gte 21>>
<<if $phase is 0>>
You put up a good fight, but the game gets the best of you.
<br><br>
<<kylaroptions>>
<<else>>
Both Kylar and you are unfamiliar with the game, but <<he>> manages to button mash to victory.
<br><br>
<<kylaroptions>>
<</if>>
<<else>>
<<if _kylarStatus.includes("Love")>>
<<if $phase is 0>>
<<Hes>> really good. You can't keep up, but <<he>> manages to carry you.
<br><br>
<<kylaroptions>>
<<else>>
<<Hes>> really good, and soon has you on the ropes.
<br><br>
<<link [[Just have fun|Kylar Fun]]>><<npcincr Kylar love 1>><</link>><<glove>>
<br>
<<link [[Distract Kylar|Kylar Distract]]>><<npcincr Kylar lust 1>><</link>><<glust>><<promiscuous1>>
<br>
<</if>>
<<else>>
None of the skill you witnessed earlier is present. <<His>> hands are shaking too much.
<br><br>
<<link [[Encourage|Kylar Encourage]]>><<npcincr Kylar love 1>><</link>><<glove>>
<br>
<<link [[Tease|Kylar Arcade Tease]]>><</link>>
<br>
<</if>>
<</if>><<effects>><<run statusCheck("Kylar")>>
You turn and face the pair.
<<if $speech_attitude is "meek">>
"Leave <<person1>><<him>> alone," you say.
<<elseif $speech_attitude is "bratty">>
"Fuck off losers," you say.
<<else>>
"Go away," you say. "Be a nuisance somewhere else."
<</if>>
<br><br>
The pair laugh. "Or what?" the <<person2>><<person>> says. "You gonna fight for your <<person1>><<personsimple>>friend?"
<br><br>
<<if _kylarStatus.includes("Love")>>
"You better listen to <<phim>>," Kylar says from behind. "My <<girlfriend>> is really strong."
<br><br>
The pair laugh harder, but don't try anything physical. They continue to mock Kylar until someone from the arcade staff shoos them out.
<br><br>
<<else>>
The pair laugh harder, and continue to mock Kylar until someone from the arcade staff shoos them out.
<br><br>
"Th-thank you," Kylar manages once they're gone. <<person1>><<He>> doesn't make eye contact.
<br><br>
<</if>>
<<endevent>><<npc Kylar>><<person1>>
<<kylaroptions>><<effects>>
You ignore the pair. They say a few more disparaging things about Kylar, but they don't hang around long.
<br><br>
<<if $phase is 0>>
You lose the game.
<<else>>
You win the game, but there's no sense of achievement.
<</if>>
Kylar doesn't say anything.
<br><br>
<<endevent>><<npc Kylar>><<person1>>
<<kylaroptions>><<effects>>
<<if $speech_attitude is "meek">>
"It's okay," you say. "You don't need to be nervous."
<<elseif $speech_attitude is "bratty">>
"You better not be going easy on me," you say. "I'd be insulted."
<<else>>
"You can do it," you say. "I've seen you play."
<</if>>
<br><br>
Kylar's shaking eases a little, but you still win with ease.
<br><br>
<<kylaroptions>><<effects>>
<<if $speech_attitude is "meek">>
"It's okay," you say. "Keep practising and one day you'll be good."
<<elseif $speech_attitude is "bratty">>
"I thought you'd be better than this," you say. "Shame."
<<else>>
"Maybe I should go easy on you," you say.
<</if>>
<br><br>
Kylar doesn't say anything, and you win with ease.
<br><br>
<<kylaroptions>><<effects>>
You don't win, but have fun anyway. Kylar doesn't gloat.
<br><br>
<<kylaroptions>><<effects>>
You wrap an arm around Kylar's waist. <<His>> body freezes, then melts against you. <<He>> loses <<his>> sense of coordination, and can only offer a token defence as you turn things around and win the game.
<<promiscuity1>>
"Sorry," you say, and plant a kiss on <<his>> cheek. <<He>> doesn't care that <<he>> lost.
<br><br>
<<kylaroptions>><<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>>
You take out your milkshake and show it to Kylar. "You brought me something?" <<he>> says, looking at the creamy treat.
<br><br>
You nod and hand the cup over to Kylar. <<He>> looks delighted. You spend the next twenty minutes chatting while Kylar sips on the shake. After <<he>> finishes, Kylar stuffs the cup into <<his>> bag. You hope the remains of the shake don't spill in there.
<br><br>
<<kylaroptions>><<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>>
<<wearProp "milkshake">>
You take out your milkshake and show it to Kylar. "You brought me something?" <<he>> says, looking at the creamy treat.
<br><br>
"I thought we could share it," you say. Kylar looks delighted. You spend the next twenty minutes sipping the drink and chatting. After you both finish, Kylar stuffs the cup into <<his>> bag. You hope the remains of the shake don't spill in there.
<br><br>
<<kylaroptions>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $speech_attitude is "meek">>
"You're scaring me," you say to Kylar. "Stop it."
<<elseif $speech_attitude is "bratty">>
"You fucking creep," you say. You tear down the portrait.
<<else>>
"You're creepy," you say. "Stop it."
<</if>>
The crowd cheers. Kylar struggles free and runs through the other students, one hand held to <<his>> eyes.
<br><br>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $speech_attitude is "meek">>
"Bullying is wrong," you announce. "Leave <<him>> alone."
<<elseif $speech_attitude is "bratty">>
"Leave <<him>> alone you fucks," you say. "How about I go nosing through your lockers?"
<<else>>
"Stop it," you say. "Let <<him>> go."
<</if>>
<br><br>
<<person2>>The <<person>> sneers at you. "I guess you creeps are meant for each other," <<he>> says. <<He>> releases <<his>> grip on Kylar's arms and swaggers away.
<br><br>
<<person1>>Kylar shuts <<his>> locker. "Th-thank you," <<he>> manages before running away.
<br><br>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You turn and walk away. No doubt the audience was hoping you'd cause a bigger fuss.
<br><br>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You walk towards Kylar's hiding place. <<He>> peeks out, to find you stood right there. <<He>> freezes on the spot, stares over your shoulder and pretends <<he>> was looking at something else.
<br><br>
<<if $speech_attitude is "meek">>
"Hey," you say. "Are you okay?"
<<elseif $speech_attitude is "bratty">>
"I saw you watching me," you say. "What do you want?"
<<else>>
"I saw you watching," you say. "Don't be frightened."
<</if>>
<<He>> turns and runs.
<br><br>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<person1>>
<<if $speech_attitude is "meek">>
"Kylar is my <<nnpc_girlfriend "Kylar">>," you say.
<<elseif $speech_attitude is "bratty">>
"That's right," you say. "You have a problem with it?"
<<else>>
"<<Hes>> telling the truth," you say.
<</if>>
<br><br>
<<person2>>The <<person>> and <<his>> friends whisper amongst themselves as they turn away. One shoots you a look of disgust.
<br><br>
<<person1>>Kylar hugs you. <<He>> trembles against you for a moment, then strolls down the corridor.
<br><br>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You shake your head and step away from Kylar. <<He>> laughs. "<<pShe>> is t-teasing me," <<he>> says. "We are going to marry one day." The <<person2>><<person>> and <<his>> friends burst into laughter. <<person1>>Kylar hangs <<his>> head and walks away.
<br><br>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You turn and walk away. "What's w-wrong," Kylar says, running in front of you. "Did I upset you?" You walk faster.
<br><br>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<person1>>
You wrap one arm around Kylar's waist, clasp a hand behind <<his>> neck, and pull <<him>> into a kiss. <<His>> body hangs limp as your lips meet. If you weren't half-carrying <<him>>, <<he>>'d fall to the floor.<<takeKissVirginity "Kylar" `($kylarenglish gte 1?"loveInterest":"romantic")`>>
<br><br>
The <<person2>><<person>> and <<his>> friends recoil in disgust. "Guess that's two freaks," <<he>> says. "Let's go before we catch something." They walk away, casting glances over their shoulders and whispering amongst themselves.
<br><br>
You release Kylar. <<person1>><<He>> staggers, but manages to stay upright. <<He>> releases a squeak of joy, and practically skips away.
<br><br>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You shake your head.
<<if $speech_attitude is "meek">>
"I'm sorry," you say. "But I don't have time."
<<elseif $speech_attitude is "bratty">>
"No time," you say.
<<else>>
"Not right now," you say.
<</if>>
<br><br>
<<He>> releases your arm. "Okay," <<he>> says. "I'm sure y-you're busy." <<He>> watches you walk away.
<br><br>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You let Kylar pull you into the cupboard. The door shuts, plunging you into darkness.
<<promiscuity1>>
<<He>> jumps on you, pushing you against the wall. <<He>> covers you with clumsy kisses, trying to find your mouth in the dark.
<br><br>
<<link [[Kiss back|Kylar Cupboard Kiss]]>><<npcincr Kylar lust 1>><</link>><<glust>><<kissvirginitywarning>><<NPCvirginitywarning "Kylar" "kiss">>
<br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Use your knee|Kylar Cupboard Knee]]>><<npcincr Kylar lust 5>><</link>><<promiscuous2>><<gglust>>
<br>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You take <<his>> head in your hands and guide <<his>> kiss. <<takeKissVirginity "Kylar" `($kylarenglish gte 1?"loveInterest":"romantic")`>> <<He>> falls limp in your arms. You pull back. Your eyes have adjusted, and you can see <<him>> a little. <<His>> eyes glint. You lean forward, breathe on <<his>> neck and feel <<him>> shiver.
<br><br>
<<if _npcKissVirginTemp>>
"My first kiss," <<he>> whispers, <<his>> eyes shining. "It was better than I could've ever dreamed."
<br><br>
<</if>>
<<if $rng gte 85>>
The door swings open. <<generatey2>><<generateyp3>>A <<person2>><<person>> and <<person3>><<person>> stand there, giggling at each other. They barge part way in before noticing you. Seems they had the same idea.
<br><br>
"Is that Kylar?" the <<person2>><<person>> says. <<He>> looks at you. "I didn't realise this school had two freaks." The <<person3>><<person>> laughs as they slam the door.
<<lcool>><<status -10>>
<br><br>
<<person1>>There's silence for a moment. "S-sorry," Kylar mumbles in the dark. <<He>> pushes the door open. <<Hes>> staring at <<his>> feet. "I need to go."
<br><br>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><<endevent>><</link>>
<br>
<<else>>
<<He>> wears a secretive smile on <<his>> glowing face when you leave the cupboard. "I have to go," <<he>> says. "Th-thank you." <<He>> kisses your cheek before leaving.
<br><br>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You raise a knee into <<his>> crotch. <<He>> yelps in surprise as you lean forward and push <<him>> against the wall. You grind against <<his>> crotch in a circular motion. Your eyes have adjusted a bit, and you can make <<him>> out a little. <<His>> eyes are shut and <<his>> mouth open.
<br><br>
<<His>> breath quickens. You switch to a vertical movement, grinding your knee up and down <<his>> groin. Your hands remain on <<his>> shoulders, and you feel <<him>> tremble.
<<promiscuity2>>
<<if $rng gte 85>>
The door swings open. <<generatey2>><<generateyp3>>A <<person2>><<person>> and <<person3>><<person>> stand there, giggling at each other. They barge part way in before noticing you. Seems they had the same idea.
<br><br>
"Is that Kylar?" the <<person2>><<person>> says. <<He>> looks at you. "I didn't realise this school had two freaks." The <<person3>><<person>> laughs as they slam the door.
<<lcool>><<status -10>>
<br><br>
<<person1>>There's silence for a moment. "S-sorry," Kylar mumbles in the dark. <<He>> pushes the door open. <<Hes>> staring at <<his>> feet. "I need to go."
<br><br>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><<endevent>><</link>>
<br>
<<else>>
<<He>> wears a secretive smile on <<his>> glowing face when you leave the cupboard. "I have to go," <<he>> says. "Th-thank you." <<He>> kisses your cheek before leaving.
<br><br>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>><<sydneySchedule>>
<<if $speech_attitude is "meek">>
"It's rude to barge," you say. "Please leave us be."
<<elseif $speech_attitude is "bratty">>
"No one invited you," you say. "Leave."
<<else>>
"Please leave," you say. "There's not enough room for you."
<</if>>
<br><br>
Kylar laughs. "I-I forgot," <<he>> says. "I have somewhere I need to be." <<He>> trips over the bench as <<he>> stands, eliciting laughter from several other students.
<br><br>
"I feel bad sending <<him>> away," Robin says when <<hes>> gone. "Everyone picks on <<him>>."
<br><br>
<<endevent>><<npc Robin>><<person1>>
<<if $sydneyromance is 1 and _sydney_location is "library" and $schoolstate is "lunch" and Time.minute lte 35 and random(1, 100) gte 50>>
/* Checks if _sydney_location is "library" instead of "canteen" because it's impossible for it to be "canteen" given the time passed from eating with Robin */
You chat with Robin while eating. You notice Sydney stand up from the corner of the canteen, gathering <<nnpc_his "Sydney">> books and speedwalking to the library. <<nnpc_He "Sydney">> stops by your table to smooch you on the cheek, nearly dropping one of <<nnpc_his "Sydney">> books from leaning down. <<arousal 50>><<garousal>>
<br><br>
<<if $robinnote is 1 and $robinromance isnot 1>>
Robin stops in the middle of <<his>> sentence. "You're popular. Sydney's a good fit for you. I'm happy for you." <<Hes>> smiling, but <<he>> can't hide the sadness in <<his>> voice.
You chat with <<him>> while eating, and try to stay off the topic of Sydney.
<<elseif $robinromance is 1>>
Robin stops in the middle of <<his>> sentence and gives Sydney a blank stare, who's already rushing to the library again.
<<if C.npc.Robin.dom gte 50>>
<<He>> pouts, and kisses you on the cheek in the same spot Sydney did. "I do it better."
<<else>>
"Why did... What's going on?" <<He>> frowns.
<</if>>
You chat with <<him>> while eating, and try to stay off the topic of Sydney.
<<else>>
Robin stops in the middle of <<his>> sentence, and teasingly nudges you. "Someone's popular! Sydney's a good fit for you. I'm happy for you."
You have a pleasant chat with <<him>> while eating, as you both talk about Sydney.
<</if>>
"I'm going to wait in the classroom," <<he>> says when you're done. "I don't like being late." <<He>> hugs you. "Do you want to come with me?"
<br><br>
<<if C.npc.Kylar.state is "active">>
Kylar watches from across the canteen.
<<ggksuspicion>><<npcincr Kylar rage 3>><<set $kylarexit to "jealous both">>
<br><br>
<</if>>
<<endevent>>
<<historyicon>><<link [[Go with Robin to your history lesson (0:01)|History Classroom]]>><<set $justEntered to true>><<set $withRobin to "yes">><<pass 1>><<unset $kylarexit>><</link>><br>
<<schoolicon "library">><<link [[Say you'd rather go to the library (0:05)|School Library]]>><<set $robinexit to "library">><<set $phase2 to "library">><<pass 5>><</link>><br>
<<foodicon "eat">><<link [[Stay in the canteen|Canteen Stay]]>><<set $robinexit to "leave">><<set $phase2 to "canteen">><</link>>
<br>
<<else>>
You finish the food. "I'm going to wait in the classroom," Robin says when you're done. "I don't like being late." <<He>> hugs you. "Do you want to come with me?"
<br><br>
<<if C.npc.Kylar.state is "active">>
Kylar watches from across the canteen.
<<gksuspicion>><<npcincr Kylar rage 1>><<set $kylarexit to "jealous robin">>
<br><br>
<</if>>
<<endevent>>
<<historyicon>><<link [[Go with Robin to your history lesson (0:01)|History Classroom]]>><<set $justEntered to true>><<set $withRobin to "yes">><<pass 1>><<unset $kylarexit>><</link>><br>
<<schoolicon "library">><<link [[Say you'd rather go to the library (0:05)|School Library]]>><<set $robinexit to "library">><<set $phase2 to "library">><<pass 5>><</link>><br>
<<foodicon "eat">><<link [[Stay in the canteen|Canteen Stay]]>><<set $robinexit to "leave">><<set $phase2 to "canteen">><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if C.npc.Kylar.rage gte 95>>
Kylar is quiet, only speaking to point out something behind you. It's gone by the time you look.
<br><br>
You finish the food. "I'm going to wait in the classroom," Robin says when you're done. "I don't like being late." <<He>> hugs you. "Do you want to come with me?" Kylar glares at <<him>>, but <<he>> gives no sign of noticing.
<br><br>
<<endevent>>
<<historyicon>><<link [[Go with Robin to your history lesson (0:01)|Canteen Stay]]>><<set $kylarexit to "rage robin">><<set $phase2 to "basement">><<pass 1>><</link>><br>
<<schoolicon "library">><<link [[Say you'd rather go to the library (0:05)|Canteen Stay]]>><<set $robinexit to "library">><<set $kylarexit to "rage">><<set $phase2 to "basement">><<pass 5>><</link>><br>
<<foodicon "eat">><<link [[Stay in the canteen|Canteen Stay]]>><<set $robinexit to "leave">><<set $kylarexit to "rage">><<set $phase2 to "basement">><</link>>
<br>
<<else>>
Robin tries to engage Kylar in conversation, but Kylar interrupts <<endevent>><<npc Robin>><<person1>><<him>> whenever <<he>> tries to speak.
<br><br>
<<if $rng gte 51>>
Kylar tries to kiss you.
<br><br>
<<link [[Kiss Kylar|Kylar Canteen Kiss]]>><<npcincr Kylar love 5>><<npcincr Kylar rage -5>><<status -10>><</link>><<lcool>><<kissvirginitywarning>><<NPCvirginitywarning "Kylar" "kiss">>
<br>
<<link [[Kiss Robin instead|Kylar Canteen Robin]]>><<npcincr Robin love 1>><<npcincr Kylar love -5>><<npcincr Kylar rage 5>><</link>>
<br>
<<link [[Refuse|Kylar Canteen Refuse]]>><<npcincr Kylar love -1>><<npcincr Kylar rage 1>><</link>>
<br>
<<endevent>>
<<else>>
You finish the food. "I'm going to wait in the classroom," Robin says when you're done. "I don't like being late." <<He>> hugs you. "Do you want to come with me?" Kylar glares at <<him>>, but <<he>> gives no sign of noticing.
<br><br>
<<endevent>>
<<historyicon>><<link [[Go with Robin to your history lesson (0:01)|History Classroom]]>><<set $justEntered to true>><<set $withRobin to "yes">><<pass 1>><</link>><br>
<<schoolicon "library">><<link [[Say you'd rather go to the library|Canteen Stay]]>><<set $robinexit to "library">><<set $phase2 to "library">><</link>><br>
<<foodicon "eat">><<link [[Stay in the canteen|Canteen Stay]]>><<set $robinexit to "leave">><<set $phase2 to "canteen">><</link>>
<br>
<</if>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<endevent>>
<<npc Kylar>><<person1>>
You kiss Kylar. <<He>> almost tackles you off your seat. <<takeKissVirginity "Kylar" `($kylarenglish gte 1?"loveInterest":"romantic")`>>
<<gglove>><<llksuspicion>>
<br><br>
<<endevent>><<npc Robin>><<person1>>
<<if $robinromance is 1>>
Robin stares at you for a moment, then down at <<his>> tray. <<He>> stands and leaves without a word.
<<lllove>><<npcincr Robin love -5>><<set $withRobin to "hurt">><<if $robin.timer.hurt is 0>><<set $robin.hurtReason to "you kissing Kylar">><<set $robin.timer.hurt to 1>><</if>>
<<else>>
Robin glances at you, but blushes and looks away when <<he>> sees what you're up to.
<</if>>
<br><br>
<<if _npcKissVirginTemp>>
"Th-that was my first kiss," Kylar whispers, <<nnpc_his "Kylar">> eyes shining. "It was better than I could've ever dreamed.<<if $kylarenglish gte 1>> I'm so glad <<he>> got to see how much we love each other.<</if>>"
<br><br>
<</if>>
<<endevent>>
<br><br>
<<if $withRobin is "hurt">>
<<historyicon>><<link [[Follow Robin to your history lesson (0:01)|History Classroom]]>><<set $justEntered to true>><<pass 1>><</link>><br>
<<else>>
<<historyicon>><<link [[Go with Robin to your history lesson (0:01)|History Classroom]]>><<set $justEntered to true>><<set $withRobin to "yes">><<pass 1>><</link>><br>
<</if>>
<<schoolicon "library">><<link [[Go to the library (0:02)|School Library]]>><<pass 2>><</link>><br>
<<foodicon "eat">><<link [[Stay in the canteen|Canteen]]>><<unset $withRobin>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You lean past Kylar and kiss Robin's cheek.
<br><br>
<<endevent>><<npc Robin>><<person1>>
<<if $robinromance is 1>>
Robin looks surprised, and raises a hand to the spot you kissed. <<He>> turns to face you, smiles, and kisses your nose.
<<npcincr Robin love 5>><<gglove>>
<<else>>
Robin looks surprised, and raises a hand to the spot you kissed. <<He>> blushes, but you can see a small smile on <<his>> face.
<<npcincr Robin love 1>><<npcincr Robin lust 1>><<glove>><<glust>>
<</if>>
<br><br>
<<endevent>><<npc Kylar>><<person1>>
Kylar covers <<his>> face with <<his>> hands and leaves the table.
<<lllove>><<ggksuspicion>><<npcincr Kylar love -5>><<npcincr Kylar rage 5>>
<br><br>
<<endevent>><<npc Robin>><<person1>>
Robin looks concerned. "Is Kylar okay?" <<he>> asks.
<br><br>
You finish the food. "I'm going to wait in the classroom," Robin says when you're done. "I don't like being late." <<He>> hugs you. "Do you want to come with me?" Kylar glares at <<him>> from across the canteen, but <<he>> gives no sign of noticing.
<br><br>
<<historyicon>><<link [[Go with Robin to your history lesson (0:01)|History Classroom]]>><<set $justEntered to true>><<set $withRobin to "yes">><<pass 1>><</link>><br>
<<schoolicon "library">><<link [[Say you'd rather go to the library|Canteen Stay]]>><<set $robinexit to "library">><<set $phase2 to "library">><</link>><br>
<<foodicon "eat">><<link [[Stay in the canteen|Canteen Stay]]>><<set $robinexit to "leave">><<set $phase2 to "canteen">><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<endevent>>
<<npc Kylar>><<person1>>
You pull away from Kylar. <<He>> looks down at <<his>> tray and stops speaking.
<<llove>><<gksuspicion>><<npcincr Kylar love -1>><<npcincr Kylar rage 1>>
<br><br>
<<endevent>><<npc Robin>><<person1>>
You finish the food. "I'm going to wait in the classroom," Robin says when you're done. "I don't like being late." <<He>> hugs you. "Do you want to come with me?" Kylar glares at <<him>>, but <<he>> gives no sign of noticing.
<br><br>
<<if C.npc.Kylar.rage gt 90>>
<<endevent>>
<<historyicon>><<link [[Go with Robin to your history lesson (0:01)|Canteen Stay]]>><<set $kylarexit to "rage robin">><<set $phase2 to "basement">><<pass 1>><</link>><br>
<<schoolicon "library">><<link [[Say you'd rather go to the library (0:05)|Canteen Stay]]>><<set $robinexit to "library">><<set $kylarexit to "rage">><<set $phase2 to "basement">><<pass 5>><</link>><br>
<<foodicon "eat">><<link [[Stay in the canteen|Canteen Stay]]>><<set $robinexit to "leave">><<set $kylarexit to "rage">><<set $phase2 to "basement">><</link>>
<br>
<<else>>
<<endevent>>
<<historyicon>><<link [[Go with Robin to your history lesson (0:01)|History Classroom]]>><<set $justEntered to true>><<set $withRobin to "yes">><<pass 1>><</link>><br>
<<schoolicon "library">><<link [[Say you'd rather go to the library|Canteen Stay]]>><<set $robinexit to "library">><<set $phase2 to "library">><</link>><br>
<<foodicon "eat">><<link [[Stay in the canteen|Canteen Stay]]>><<set $robinexit to "leave">><<set $phase2 to "canteen">><</link>>
<</if>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>><<run statusCheck("Kylar")>>
<<endevent>><<npc Kylar>><<person1>>
<<set _kylarlocation to getKylarLocation()>>
You sit beside Kylar and say hello.
<<if C.npc.Kylar.rage gte 95>>
<<Hes>> quiet, only speaking to point out something behind you. It's gone by the time you look.
<br><br>
You finish the food.
<br><br>
<<endevent>>
<<set $kylarexit to "rage">><<set $phase2 to "basement">>
<<historyicon>><<link [[Go to your history lesson (0:01)|Canteen Stay]]>><<unset $robinexit>><</link>><br>
<<if _kylarlocation.area is "library">>
<<schoolicon "library">><<link [[Follow Kylar to the library (0:02)|Canteen Stay]]>><<unset $robinexit>><</link>><br>
<<else>>
<<schoolicon "courtyard">><<link [[Follow Kylar to the courtyard (0:02)|Canteen Stay]]>><<unset $robinexit>><</link>><br>
<<schoolicon "library">><<link [[Go to the library (0:02)|Canteen Stay]]>><<unset $robinexit>><</link>><br>
<</if>>
<<foodicon "eat">><<link [[Stay in the canteen|Canteen Stay]]>><<unset $robinexit>><</link>>
<br>
<<elseif C.npc.Kylar.love gte 60 and C.npc.Whitney.dom gte 16 and C.npc.Whitney.state isnot "dungeon" and $rng gte 80>>
Before <<he>> can open <<his>> mouth to greet you, a figure slides into the seat on your other side. It's Whitney.
<br><br>
<<npc Whitney 2>><<person2>>
"Thought I saw my favourite slut sitting next to a freak," <<he>> says before grabbing you by the hair and forcing your lips against <<hers>>.<<takeKissVirginity "Whitney" `($whitneyromance is 1?"loveInterest":"rape")`>>
<<gstress>><<stress 6>>
<br><br>
Kylar freezes up.
<br><br>
<<link [[Kiss back|Canteen Kylar Whitney Kiss]]>><<npcincr Kylar rage 20>><<npcincr Whitney dom 1>><<npcincr Kylar love -20>><</link>><<llllove>><<gggksuspicion>><<gdom "Whitney">>
<br>
<<link [[Pull away|Canteen Kylar Whitney Refuse]]>><<npcincr Kylar rage -1>><<npcincr Whitney dom -1>><</link>><<ldom "Whitney">><<lksuspicion>>
<br>
/* <<if $submissive lte 500>> */
<<link [[Slap|Canteen Kylar Whitney Slap]]>><<def 1>><<npcincr Whitney dom -3>><<npcincr Kylar rage -10>><</link>><<defianttext>><<llksuspicion>><<lldom "Whitney">>
<br>
/* <</if>> */
<<elseif _kylarStatus.includes("Love")>>
<<if !$kylarSeen.includes("canteen")>>
<<set $kylarSeen.pushUnique("canteen")>>
"Th-thanks," <<he>> begins. "Thanks for sitting with me."
<<elseif $rng gte 81>>
<<Hes>> distracted by <<his>> cutlery. <<His>> knife in particular.
<<elseif $rng gte 61>>
<<He>> rests <<his>> head on your shoulder.
<<elseif $rng gte 41>>
"The food is awful," <<he>> says, playing with it. "I usually buy something straight after school."
<<elseif $rng gte 21>>
"English was fun," <<he>> says. "I'm glad we share a class."
<<else>>
<<Hes>> eager to chat, and keeps touching your thigh.
<</if>>
<br><br>
You finish your food. Kylar carries your trays away, then walks in the direction of the <<if _kylarlocation.area is "library">>library<<else>>rear courtyard<</if>>.
<br><br>
<<endevent>>
<<historyicon>><<link [[Go to your history lesson (0:01)|History Classroom]]>><<set $justEntered to true>><<pass 1>><</link>><br>
<<if _kylarlocation.area is "library">>
<<schoolicon "library">><<link [[Follow Kylar to the library (0:02)|School Library]]>><<pass 2>><</link>><br>
<<else>>
<<schoolicon "courtyard">><<link [[Follow Kylar to the courtyard (0:03)|School Rear Courtyard]]>><<pass 3>><</link>><br>
<<schoolicon "library">><<link [[Go to the library (0:02)|School Library]]>><<pass 2>><</link>><br>
<</if>>
<<foodicon "eat">><<link [[Stay in the canteen|Canteen]]>><</link>>
<br>
<<else>>
<<He>> stops spearing <<his>> food, but doesn't respond. You try to make small talk. You think <<hes>> listening.
<br><br>
You finish your food and depart. Kylar walks in the direction of the <<if Weather.precipitation isnot "none">>library<<else>>rear courtyard<</if>>.
<br><br>
<<endevent>>
<<historyicon>><<link [[Go to your history lesson (0:01)|History Classroom]]>><<set $justEntered to true>><<pass 1>><</link>><br>
<<if _kylarlocation.area is "library">>
<<schoolicon "library">><<link [[Follow Kylar to the library (0:02)|School Library]]>><<pass 2>><</link>><br>
<<else>>
<<schoolicon "courtyard">><<link [[Follow Kylar to the courtyard (0:03)|School Rear Courtyard]]>><<pass 3>><</link>><br>
<<schoolicon "library">><<link [[Go to the library (0:02)|School Library]]>><<pass 2>><</link>><br>
<</if>>
<<foodicon "eat">><<link [[Stay in the canteen|Canteen]]>><</link>>
<br>
<</if>><<effects>>
You close your eyes and kiss back. <<npcincr Whitney love 1>><<glove>>
<br><br>
Kylar is still frozen in place when your eyes open, <<person1>><<his>> lips moving in a feeble attempt to speak.
<br><br>
"S-stop it," <<he>> manages, <<his>> breathing heavy. Whitney doesn't let up, and continues to assault your mouth. "I said stop!" Kylar's shouting turns heads. <<Hes>> on the verge of tears.
<br><br>
Whitney pulls away from you at last, brushing a stray hair away from <<person2>><<his>> face. <<He>> throws a smug grin at Kylar.
<br><br>
<<link [[Next|Canteen Kylar Whitney Confrontation]]>><</link>><<effects>>
You push Whitney away. Kylar pulls you closer.
<<if $speech_attitude is "meek">>
You cling tight.
<<elseif $speech_attitude is "bratty">>
"Piss off," you spit. "I'm spending time with someone that respects me."
<<else>>
"That was rude," you say, wiping off your lips.
<</if>>
<br><br>
<<link [[Next|Canteen Kylar Whitney Confrontation]]>><</link>><<effects>>
<<set _kylarlocation to getKylarLocation()>>
Whitney forces <<his>> tongue into your mouth, so you bite it.
<br><br>
"Ow! You fucking bi-" <<Hes>> interrupted by a slap across the face. Caught by surprise, <<he>> stumbles out of <<his>> seat.
<br><br>
Heads turn around the canteen. You pull Kylar closer.
<br><br>
"Fucking freaks," Whitney says. "I'm done with you losers." <<He>> leaves the canteen, <<his>> cronies in tow.
<br><br>
The other students lose interest. You finish your food beside a relieved Kylar. <<person1>><<He>> carries your trays away once finished, then walks in the direction of the <<if Weather.precipitation isnot "none">>library<<else>>rear courtyard<</if>>.
<br><br>
<<endevent>>
<<historyicon>><<link [[Go to your history lesson (0:01)|History Classroom]]>><<set $justEntered to true>><<pass 1>><</link>><br>
<<if _kylarlocation.area is "library">>
<<schoolicon "library">><<link [[Follow Kylar to the library (0:02)|School Library]]>><<pass 2>><</link>><br>
<<else>>
<<schoolicon "courtyard">><<link [[Follow Kylar to the courtyard (0:03)|School Rear Courtyard]]>><<pass 3>><</link>><br>
<<schoolicon "library">><<link [[Go to the library (0:02)|School Library]]>><<pass 2>><</link>><br>
<</if>>
<<foodicon "eat">><<link [[Stay in the canteen|Canteen]]>><</link>>
<br><<effects>>
"Well," Whitney says as <<person2>><<he>> stands. <<He>> approaches Kylar, who stands and takes a step back. "This is adorable. The slut has a fan<<nnpc_gendery "Kylar">>."
<br><br>
Whitney lunges for the smaller student, grasps <<person1>><<his>> collar, and shoves <<him>> against a wall. Kylar's panicked gaze meets yours for a moment, before Whitney obscures your view.
<<if isLoveInterest("Kylar")>><<gstress>><<stress 6>><</if>>
<br><br>
Excited at the prospect of violence, other students gather around.
<br><br>
<<link [[Intervene|Canteen Kylar Whitney Intervene]]>><<def 1>><<npcincr Whitney dom -1>><<set $fightstart to 1>><<status -10>><<endevent>><<npc Whitney>><<person1>><</link>><<ldom "Whitney">><<lcool>>
<br>
<<link [[Encourage|Canteen Kylar Whitney Encourage]]>><<npcincr Kylar rage 20>><<status 1>><</link>><<promiscuous1>><<gcool>><<gggksuspicion>>
<br>
<<link [[Remain silent|Canteen Kylar Whitney Fight]]>><</link>>
<br><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<<if $speech_attitude is "meek">>
You walk up to Whitney and tug on <<his>> shirt. "Bullying is wrong," you say.
<<elseif $speech_attitude is "bratty">>
You grab Whitney's arm as <<he>> reels back for a punch. "You do this shit to me enough," you say. "I won't let you bully my friends too."
<<else>>
"Kylar's not a freak," you say. "You interrupted us. This isn't fair." You wedge yourself between the two.
<</if>>
<br><br>
<<He>> pushes you away. "Fine," Whitney says, dropping Kylar to the ground and turning to face you. "I'll floor you instead."
<br><br>
<<if $cool gte 240>><<enable_rescue>><</if>>
<<if $robinmissing is 0 and C.npc.Robin.init is 1 and C.npc.Robin.dom gte 60>><<enable_rescue>><</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate '<span class="red">No teachers can hear you over the noise in the canteen.</span> If you were more popular, maybe a fellow student would assist you.'>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Canteen Kylar Whitney Intervene Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Canteen Kylar Whitney Intervene]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<run statusCheck("Kylar")>>
<<set _kylarlocation to getKylarLocation()>>
<<if $enemyhealth lte 0>>
You bring Whitney to <<his>> knees, and the crowd cheers for you. <<gcool>><<status 1>>
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Kylar 1>><<person1>><<npc Whitney 2>><<person2>>
<<if isLoveInterest("Kylar")>>
<<if $speech_attitude is "meek">>
"Bullying me is one thing," you say. "But please leave my <<nnpc_girlfriend "Kylar">> alone."
<<elseif $speech_attitude is "bratty">>
You grab Whitney's collar and pull <<his>> face up to yours. "Don't you dare touch my <<nnpc_girlfriend "Kylar">> again," you say.
<<else>>
"Leave my <<nnpc_girlfriend "Kylar">> alone," you say.
<</if>>
<<npcincr Kylar rage -20>><<lllksuspicion>>
<<else>>
<<if $speech_attitude is "meek">>
"Bullying me is one thing," you say. "But please leave my friend alone."
<<elseif $speech_attitude is "bratty">>
You grab Whitney's shirt and pull <<his>> face up to yours. "Don't you dare touch my friends again," you say.
<<else>>
"Leave my friend alone," you say.
<</if>>
<<npcincr Kylar rage -10>><<llksuspicion>>
<</if>>
<br><br>
Whitney pushes <<himself>> away from you, and scrambles into the crowd.
<br><br>
Kylar hugs you from behind. "I-I knew you'd save me," <<person1>><<he>> says.<<gglove>><<npcincr Kylar love 3>>
<br><br>
The other students lose interest after Whitney's departure. You finish your food beside a relieved Kylar. <<He>> carries your trays away when you're done, then walks in the direction of the <<if Weather.precipitation isnot "none">>library<<else>>rear courtyard<</if>>.
<br><br>
<<historyicon>><<link [[Go to your history lesson (0:01)|History Classroom]]>><<set $justEntered to true>><<pass 1>><</link>><br>
<<if _kylarlocation.area is "library">>
<<schoolicon "library">><<link [[Follow Kylar to the library (0:02)|School Library]]>><<pass 2>><</link>><br>
<<else>>
<<schoolicon "courtyard">><<link [[Follow Kylar to the courtyard (0:03)|School Rear Courtyard]]>><<pass 3>><</link>><br>
<<schoolicon "library">><<link [[Go to the library (0:02)|School Library]]>><<pass 2>><</link>><br>
<</if>>
<<foodicon "eat">><<link [[Stay in the canteen|Canteen]]>><</link>>
<br>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"You... stupid..." Whitney pants, leaning against the wall. The audience bursts into laughter. Flushed, <<he>> scrambles into the crowd.<<llust>><<npcincr Whitney lust -20>>
<br><br>
<<clotheson>>
<<endcombat>>
<<endevent>><<npc Kylar>><<person1>>
Kylar hugs you from behind. "I-I knew you'd save me," <<he>> says.<<gglove>><<npcincr Kylar love 3>>
<br><br>
The other students lose interest after Whitney's departure. You finish your food beside a relieved Kylar. <<He>> carries your trays away when you're done, then walks in the direction of the <<if Weather.precipitation isnot "none">>library<<else>>rear courtyard<</if>>.
<br><br>
<<historyicon>><<link [[Go to your history lesson (0:01)|History Classroom]]>><<set $justEntered to true>><<pass 1>><</link>><br>
<<if _kylarlocation.area is "library">>
<<schoolicon "library">><<link [[Follow Kylar to the library (0:02)|School Library]]>><<pass 2>><</link>><br>
<<else>>
<<schoolicon "courtyard">><<link [[Follow Kylar to the courtyard (0:03)|School Rear Courtyard]]>><<pass 3>><</link>><br>
<<schoolicon "library">><<link [[Go to the library (0:02)|School Library]]>><<pass 2>><</link>><br>
<</if>>
<<foodicon "eat">><<link [[Stay in the canteen|Canteen]]>><</link>>
<br>
<<elseif $alarm is 1 and $rescue is 1>><<set $rescued += 1>>
Your shout is drowned by the noise of the canteen. Whitney pulls <<his>> arm back, readying a blow, but is interrupted by someone wrapping their arms around it from behind.
<br><br>
<<if $robinmissing is 0 and C.npc.Robin.init is 1 and C.npc.Robin.dom gte 60>>
<span class="green">It's Robin.</span> Another pair of students jump in to assist, and grasp Whitney's other arm. The weight becomes too much, and they tumble backwards.
<br><br>
<<elseif $cool gte 240>>
A student has stepped forward from the crowd, come to your aid. Another student steps forward, and latches onto Whitney's other arm. They tumble backwards.
<br><br>
<<else>>
Whitney manages to throw them off, but it gives you the opportunity you need.
<br><br>
<</if>>
<br><br>
You grasp Kylar's hand and escape into the crowd. Whitney shouts after you, but you evade <<him>> long enough for Leighton to arrive. <<He>> disperses the crowd, and escorts Whitney out.
<br><br>
<<clotheson>>
<<endcombat>>
<<endevent>><<npc Kylar>><<person1>>
Kylar hugs you from behind. "I-I knew you'd save me," <<he>> says.<<gglove>><<npcincr Kylar love 3>>
<br><br>
The other students lose interest after Whitney's departure. You finish your food beside a relieved Kylar. <<He>> carries your trays away once you're done, then walks in the direction of the <<if Weather.precipitation isnot "none">>library<<else>>rear courtyard<</if>>.
<br><br>
<<historyicon>><<link [[Go to your history lesson (0:01)|History Classroom]]>><<set $justEntered to true>><<pass 1>><</link>><br>
<<if _kylarlocation.area is "library">>
<<schoolicon "library">><<link [[Follow Kylar to the library (0:02)|School Library]]>><<pass 2>><</link>><br>
<<else>>
<<schoolicon "courtyard">><<link [[Follow Kylar to the courtyard (0:03)|School Rear Courtyard]]>><<pass 3>><</link>><br>
<<schoolicon "library">><<link [[Go to the library (0:02)|School Library]]>><<pass 2>><</link>><br>
<</if>>
<<foodicon "eat">><<link [[Stay in the canteen|Canteen]]>><</link>>
<br>
<<else>>
Whitney gains the upper hand, pinning you to the wall. "Stupid little shit!"
<<if playerBellySize(true) gte 8>>
<<He>> pushes you to the ground, and leaves you on the canteen floor.<<lcool>><<status -10>>
<<else>>
<<He>> knees you in the stomach, and you keel over. <<He>> leaves you on the canteen floor.<<lcool>><<status -10>>
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Kylar>><<person1>>
The crowd disperses as Kylar rushes to your side. "Y-you're hurt," <<he>> says. <<He>> watches Whitney depart, and fear turns to malice.<<gglove>><<npcincr Kylar love 3>>
<br><br>
"I-I'm sorry," <<he>> says, touching your arm. "I'm sorry I couldn't help you." <<He>> glares in the direction that Whitney left in.
<<if _kylarStatus.includes("Rage")>>
"Stupid rat," <<he>> hisses under <<his>> breath. "Worthless, stupid, horrible, just wanna..." <<His>> muttering becomes inaudible.
<<else>>
"I want to be able to stand up to <<nnpc_him "Whitney">>. Especially for you. B-but <<nnpc_hes "Whitney">> so..." <<He>> trails off.
<</if>>
<<tearful>> you finish your food beside a brooding Kylar. <<He>> carries your trays away when you're done, then walks in the direction of the <<if Weather.precipitation isnot "none">>library<<else>>rear courtyard<</if>>.
<br><br>
<<historyicon>><<link [[Go to your history lesson (0:01)|History Classroom]]>><<set $justEntered to true>><<pass 1>><</link>><br>
<<if _kylarlocation.area is "library">>
<<schoolicon "library">><<link [[Follow Kylar to the library (0:02)|School Library]]>><<pass 2>><</link>><br>
<<else>>
<<schoolicon "courtyard">><<link [[Follow Kylar to the courtyard (0:03)|School Rear Courtyard]]>><<pass 3>><</link>><br>
<<schoolicon "library">><<link [[Go to the library (0:02)|School Library]]>><<pass 2>><</link>><br>
<</if>>
<<foodicon "eat">><<link [[Stay in the canteen|Canteen]]>><</link>>
<br>
<</if>><<effects>>
"Fighting over me?" you coo. "Okay. Whoever wins gets a reward." You give your hip a little tweak for good measure. The crowd becomes even louder.
<<promiscuity1>>
Whitney smirks at you, but Kylar looks betrayed.
<br><br>
<<link [[Next|Canteen Kylar Whitney Fight]]>><</link>>
<br><<effects>>
Whitney ponders a moment, then drops Kylar. "Tell you what," <<person2>><<he>> says, stepping backwards. "You can have the first hit."
<br><br>
Kylar looks around, as if looking for a way out, until <<person1>><<his>> eyes rest on you.
<br><br>
"What's the matter?" Whitney smirks. "Afraid? Why the slut sees anything in a creep like y-"
<br><br>
<<person2>><<Hes>> cut off by a punch to the nose, and stumbles back in shock. "Don't call <<phim>> a slut," Kylar says as <span class="red">Whitney wipes the blood from <<his>> face.</span> The crowd quiets.
<br><br>
<<link [[Next|Canteen Kylar Whitney Fight 2]]>><</link>>
<br><<effects>>
"Alright," Whitney says. "My turn, freak." <<He>> charges. Kylar <<person1>>raises <<his>> arms to defend <<himself>>, but the force shoves <<him>> to the ground. The crowd livens up again, and cheers for Whitney.
<br><br>
"That hurt?" Whitney asks. <<person2>><<He>> delivers a kick to Kylar's <<if npcIsPregnant("Kylar")>>bottom<<else>>stomach<</if>>, much to the delight of the onlookers.
<br><br>
<<link [[Cheer for Kylar|Canteen Kylar Cheer]]>><<status -10>><<npcincr Kylar rage -10>><<npcincr Kylar love 3>><<npcincr Whitney dom -1>><</link>><<lcool>><<llksuspicion>><<glove>><<ldom "Whitney">>
<br>
<<link [[Cheer for Whitney|Canteen Whitney Cheer]]>><<status 1>><<npcincr Kylar rage 10>><<npcincr Whitney dom 1>><</link>><<ggcool>><<ggksuspicion>><<gdom "Whitney">>
<br><<effects>>
<<if $speech_attitude is "meek">>
"Pl-please win, Kylar!"
<<elseif $speech_attitude is "bratty">>
"Kick <<person2>><<his>> ass, Kylar!"
<<else>>
"You can do it, Kylar!"
<</if>>
you shout, locking eyes with <<person1>><<him>>. The other students give you disgusted looks, but you don't care. Whitney tears <<person2>><<his>> gaze away from Kylar, and gives you a dark look.
<br><br>
Kylar seizes the opportunity, and delivers a kick from <<person1>><<his>> position on the floor. It connects with Whitney's crotch. The crowd quiets again as Whitney groans and falls to the ground.
<br><br>
Something clatters to the ground beside Kylar as <<he>> gets <<his>> footing. <<His>> knife. <<He>> hurries to retrieve it, but it's too late. The circle of onlookers widens, but you hear someone push through the crowd behind you.
<br><br>
"I saw that," Whitney sneers between grunts of pain. "Go on. Show everyone what a psycho you are-" A pair of arms grasp <<person2>><<his>>, and hoist <<him>> to <<his>> feet. "Get the fuck away from-" Whitney begins, but cuts off as <<he>> comes face to face with Leighton.
<br><br>
"My office. Now."
<br><br>
Whitney regains some composure as <<he>> follows Leighton from the room. <<He>> shoots you a teasing look as <<he>> disappears through the doors.
<br><br>
<<link [[Next|Canteen Kylar Cheer 2]]>><</link>>
<br><<effects>>
<<set _kylarlocation to getKylarLocation()>>
The crowd disperses, leaving a lone, trembling Kylar on the ground. You approach <<person1>><<him>>, <<his>> eyes staring into space. You extend your hand to <<hers>>.
<br><br>
Your touch makes <<him>> jump, and you find the knife pointed at you in a blink.
<<if $speech_attitude is "meek">>
"I-it's okay," you say. "You did it."
<<elseif $speech_attitude is "bratty">>
"Oi," you say. "No need for that. You won."
<<else>>
"I knew you could win," you say.
<</if>>
You smile and squeeze <<his>> other hand. <<He>> drops the knife with a horrified look, and throws <<his>> arms around you.
<br><br>
<<His>> breaths are rapid. You stroke <<his>> hair for a few minutes, until <<he>> calms down.
<br><br>
"You really are perfect," <<he>> says into your shoulder, <<his>> grip a little too tight.
<br><br>
You continue eating, sat beside a dazed Kylar. <<He>> carries your trays away when you're done, then walks in the direction of the <<if Weather.precipitation isnot "none">>library<<else>>rear courtyard<</if>>.
<br><br>
<<endevent>>
<<historyicon>><<link [[Go to your history lesson (0:01)|History Classroom]]>><<set $justEntered to true>><<pass 1>><</link>><br>
<<if _kylarlocation.area is "library">>
<<schoolicon "library">><<link [[Follow Kylar to the library (0:02)|School Library]]>><<pass 2>><</link>><br>
<<else>>
<<schoolicon "courtyard">><<link [[Follow Kylar to the courtyard (0:03)|School Rear Courtyard]]>><<pass 3>><</link>><br>
<<schoolicon "library">><<link [[Go to the library (0:02)|School Library]]>><<pass 2>><</link>><br>
<</if>>
<<foodicon "eat">><<link [[Stay in the canteen|Canteen]]>><</link>>
<br><<effects>><<run statusCheck("Kylar")>>
<<if $speech_attitude is "meek">>
"P-please win, Whitney!" you shout.
<<elseif $speech_attitude is "bratty">>
"Lay that freak out, Whitney!" you shout.
<<else>>
"Go Whitney," you shout.
<</if>>
Kylar stirs on the ground.
<br><br>
"Want some more?" Whitney laughs as Kylar struggles to <<person1>><<his>> feet. "Fine by me-" <<person2>><<He>> cuts off as something flashes in Kylar's hand. <span class="red">A knife.</span> The crowd's chanting stops, and the circle widens.
<br><br>
"You really are a psycho," Whitney says. <<He>> doesn't back away, but <<his>> voice betrays <<his>> nervousness. Kylar points the knife at <<him>>. "What you waiting for, freak? Try it."<<ggstress>><<stress 12>>
<br><br>
<<if _kylarStatus.includes("MaxRage")>>
<span class="red">Kylar screams and charges forward.</span> Whitney flinches backwards, and Kylar manages a full body tackle. <<person1>><<He>> holds the knife above <<his>> head, <<his>> eyes crazed and murderous.
<br><br>
<<npc Leighton 3>><<person3>>
A tall figure lunges from the crowd, and grasps Kylar's arms. Kylar freezes, and the knife clangs to the ground. It's Leighton. "Disperse immediately," <<he>> says to the crowd. "I don't have time for this nonsense." Leighton drags Kylar across the room. "Unacceptable," the headteacher says in a softer voice. "If not for your parents-"
<br><br>
Kylar shoots you one last betrayed look before the doors slam shut. The students lose interest, and walk away.
<br><br>
"What a fucking nutcase," Whitney says. <<person2>><<He>> gives you a playful shove. "I expect a reward for winning later, slut." <<He>> leaves the canteen, <<his>> cronies in tow.
<br><br>
<<endevent>>
<<historyicon>><<link [[Go to your history lesson (0:01)|History Classroom]]>><<set $justEntered to true>><<pass 1>><</link>><br>
<<schoolicon "library">><<link [[Go to the library (0:02)|School Library]]>><<pass 2>><</link>><br>
<<foodicon "eat">><<link [[Stay in the canteen|Canteen]]>><</link>>
<br>
<<else>>
<span class="green">Kylar doesn't attack.</span> <<person1>><<He>> doesn't move at all.
<br><br>
"Don't waste my time," Whitney taunts as <<person2>><<he>> slaps the knife from Kylar's hands.
<br><br>
<<npc Leighton 3>><<person3>>
Leighton pushes <<his>> way through the crowd. "What do we have here?" <<he>> asks, pushing a final student aside in order to reach the centre. <<His>> eyes pass over the beaten Kylar, and rest on Whitney.
<br>
"To my office," <<he>> continues "Now!"
<br><br>
Whitney shrugs, and follows without protest. "See you later," <<person2>><<he>> says as <<he>> passes. "Slut. I expect a reward for winning."
<br><br>
You look back to Kylar, but <<person1>><<hes>> already gone. The other students disperse.
<br><br>
<<endevent>>
<<historyicon>><<link [[Go to your history lesson (0:01)|History Classroom]]>><<set $justEntered to true>><<pass 1>><</link>><br>
<<schoolicon "library">><<link [[Go to the library (0:02)|School Library]]>><<pass 2>><</link>><br>
<<foodicon "eat">><<link [[Stay in the canteen|Canteen]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>><<run statusCheck("Kylar")>>
<<npc Kylar>><<person1>>
You approach Kylar's desk.
<<if _kylarStatus.includes("Love")>>
<<Hes>> sketching a picture of you
<<if _kylarStatus.includes("Rage")>>
and <<himself>> in <<his>> sketchbook.
<<else>>
in <<his>> sketchbook.
<</if>>
<<else>>
<<He>> hides whatever <<he>> was sketching when <<he>> sees you.
<</if>>
<br><br>
<<kylaroptions>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>><<run statusCheck("Kylar")>>
<<npc Kylar>><<person1>>
You approach Kylar's desk.
You notice <<him>> glaring at Sydney. As <<he>> sees you, <<he>> turns <<his>> attention to you.
<br><br>
<<if !$daily.kylar.libraryInteract>>
<<set $daily.kylar.libraryInteract to 1>>
<</if>>
<<kylaroptions>><<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>><<run statusCheck("Kylar")>>
<<npc Kylar>><<person1>>
You approach Kylar's stump.
<<if _kylarStatus.includes("Love")>>
<<He>> smiles when <<he>> sees you.
<<else>>
<<He>> blushes and looks away when <<he>> sees you.
<</if>>
<br><br>
<<kylaroptions>><<set $outside to 1>><<set $location to "park">><<effects>><<run statusCheck("Kylar")>>
<<npc Kylar>><<person1>>
<<if $kylar.fountain is 1>>
You approach Kylar's spot at the fountain.
<<else>>
You approach Kylar's bench.
<</if>>
<<if _kylarStatus.includes("Love")>>
<<Hes>> sketching a picture of you in <<his>> sketchbook.
<<else>>
<<He>> hides whatever <<he>> was sketching when <<he>> sees you.
<</if>>
<br><br>
<<kylaroptions>><<set $outside to 1>><<set $location to "arcade">><<effects>><<run statusCheck("Kylar")>>
<<npc Kylar>><<person1>>
You approach Kylar. <<Hes>> racking up quite a score.
<br><br>
<<if _kylarStatus.includes("Love")>>
<<He>> moves even faster after noticing you. <<He>> gives you the occasional glance to make sure you're still watching.
<<else>>
When <<he>> notices you, though, <<his>> skill evaporates. <<Hes>> soon facing a game over screen.
<</if>>
<br><br>
<<kylaroptions>><<set $outside to 1>><<set $location to "town">><<effects>>
<<set _money to random(1,5) * 5>>
You search the <<persons>> <<wallet>>. There's <<moneyGain _money true true>> inside.
<br><br>
<<wearProp "wallet">>
<<destinationeventend>><<set $outside to 1>><<set $location to "town">><<effects>><<wearProp "phone" 0 "mobile">>
You pick up the <<persons>> phone and call the hospital. After holding for several minutes, you give them your location and tell them what happened. They agree to send an ambulance.
<br><br>
<<link [[Rob|Street Kylar Rob]]>><<handheldon>><</link>><<crime "thievery">>
<br>
<<link [[Leave|Street Kylar Leave]]>><<handheldon>><</link>>
<br><<set $outside to 1>><<set $location to "town">><<effects>>
You walk away. You glance around for the one responsible, but nothing seems amiss.
<br><br>
<<endevent>>
<<destinationeventend>><<set $outside to 1>><<set $location to "town">><<effects>>
You wink back. The <<person>> looks down and smiles as <<he>> walks by.
<<promiscuity1>>
<<endevent>>
<<destinationeventend>><<set $outside to 1>><<set $location to "town">><<effects>>
You ignore the <<person>> and continue walking.
<br><br>
<<endevent>>
<<destinationeventend>><<set $outside to 1>><<effects>>
<<if $phase is 1>>
You blush and resist the urge to cover your <<breasts>> with your arms.
<br><br>
<<endevent>>
<<destinationeventend>>
<<else>>
<<outfitChecks>>
<<if !_shirtless>>
You cross your arms under your <<breasts>> and meet <<his>> gaze, pushing them up and outlining them against your _top.name. The <<person>> admires you before walking on.
<<exhibitionism2>>
<<endevent>>
<<destinationeventend>>
<<else>>
You run your hand over your <<breasts>> as you meet <<his>> gaze. The <<person>> admires you before walking on.
<<exhibitionism2>>
<<endevent>>
<<destinationeventend>>
<</if>>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>>
<<if $athleticsSuccess>>
You chase the fabric, and <span class="green">succeed in snatching it from the air.</span> A force still pulls on it. There's a hook embedded in the garment, with a thin wire attached. You free the hook, and the wire drags it into an open window on the second storey of a building.
<br><br>
The fabric is ruined, but you wrap it around your loins like a towel. Better than nothing.
<<lowerwear 3>><<set $worn.lower.colour to $lowercoloursaved>>
<<unset $lowercoloursaved>>
Your run attracted attention. You blush and keep walking.
<br><br>
<<destinationeventend>>
<<else>>
You chase the fabric, and try to snatch it from the air. <span class="red">It flies beyond your reach</span> and enters a window on the second storey of a building. The window shuts after it.
<br><br>
Your run attracted attention. You run for the cover of a <<if $bus is "park">>bush<<else>>parked car<</if>> and crouch. You're stuck in the middle of town with your <<lewdness>> displayed.
<br><br>
<<destinationeventend>>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>>
You run for the cover of a <<if $bus is "park">>bush<<else>>parked car<</if>> and crouch. You don't think anyone saw, but you're stuck in the middle of town with your <<lewdness>> displayed.
<br><br>
<<destinationeventend>><<set $outside to 1>><<set $location to "town">><<effects>><<run statusCheck("Kylar")>>
<<if $speech_attitude is "meek">>
You look away from Kylar. "S-sorry," you say. "Not today."
<<elseif $speech_attitude is "bratty">>
You put your hands on your hips. "In a creepy alley," you say. "Really? No."
<<else>>
You shake your head.
<</if>>
<br><br>
<<if _kylarStatus.includes("Rage")>>
Kylar stares at the ground and nods. <<He>> turns as if to leave, but then lunges forward and shoves you against a wall with <<his>> hand. <<He>> raises <<his>> other to your throat. <<Hes>> holding a knife.
<br><br>
"You'll like me," <<he>> says. <<He>> presses the metal against your skin. "I'll make you."
<br><br>
<<link [[Nod|Street Kylar Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<link [[Refuse|Street Kylar Refuse 2]]>><<trauma 12>><<stress 12>><<pain 10>><<npcincr Kylar love -5>><<npcincr Kylar rage 10>><</link>><<lllove>><<ggksuspicion>><<ggtrauma>><<ggstress>><<gpain>>
<br>
<<else>>
Kylar stares at the ground and nods. <<He>> turns and walks away.
<br><br>
<<endevent>>
<<destinationeventend>>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>>
<<if $speech_attitude is "meek">>
"P-please don't hurt me," you say. "I do like you. I just don't want to do anything lewd."
<<elseif $speech_attitude is "bratty">>
"Do it," you say. "Prove how little you deserve me."
<<else>>
"No," you say. "If you want me to like you, you shouldn't do such horrible things."
<</if>>
<br><br>
<<He>> presses the knife against your neck. Harder. It hurts, but then <<he>> withdraws. All malice is gone from <<his>> eyes, but the tears remain. "I-I," <<he>> stutters. "I'm sorry." <<He>> collapses to <<his>> knees and clutches your $worn.lower.name.
<br><br>
"D-Don't hate me. Please," <<he>> weeps.
<br><br>
<<link [[Forgive|Street Kylar Forgive]]>><<npcincr Kylar love 3>><<npcincr Kylar lust -3>><<npcincr Kylar rage -1>><</link>><<glove>><<llust>><<lksuspicion>>
<br>
<<link [[Punish|Street Kylar Punish]]>><<npcincr Kylar love -5>><</link>><<lllove>>
<br>
<<if hasSexStat("promiscuity", 2) and $submissive lte 500>>
<<if $footdisable is "f">>
<<link [[Punish with your foot|Street Kylar Foot]]>><<def 1>><</link>><<promiscuous2>><<defianttext>>
<br>
<<link [[Punish with your hand|Street Kylar Hand]]>><<def 1>><</link>><<promiscuous2>><<defianttext>>
<<else>>
<<link [[Punish sexually|Street Kylar Hand]]>><<def 1>><</link>><<promiscuous2>><<defianttext>>
<</if>>
<br>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>>
You take Kylar's hand and help <<him>> up. You hug <<him>> as <<he>> cries into your shoulder.
<<if $speech_attitude is "meek">>
"I forgive you," you say. "It's okay. Shhhh."
<<elseif $speech_attitude is "bratty">>
"You have problems," you say. "I understand."
<<else>>
"It's okay," you say. "But I want you to be nicer from now on."
<</if>>
<br><br>
<<He>> pulls away and smiles through tears. <<He>> wipes <<his>> eyes with <<his>> sleeve, turns, and runs.
<br><br>
<<endevent>>
<<destinationeventend>><<set $outside to 1>><<set $location to "town">><<effects>>
You turn your back to Kylar, shaking off <<his>> grip. <<He>> grasps your ankle, but you shake that off too. You storm away, leaving <<him>> on <<his>> knees.
<br><br>
<<endevent>>
<<destinationeventend>><<set $outside to 1>><<set $location to "town">><<effects>>
<<set _kylar to statusCheck("Kylar")>>
You kick Kylar onto <<his>> back and stand over <<him>>.
<br><br>
"You think you can threaten me without consequence?" you say.
<<set _kylarLower to _kylar.clothes.lower.name>>
<<if _kylarLower.includes("skirt") and $kylarSeen.includes("commando")>>
You flick up <<his>> _kylarLower with your foot, and press your toes against <<his>> exposed <<print (_kylar.penis isnot "none" ? _kylar.penisdesc : "pussy")>>. "At least you remembered my rule," you say. <<He>> grasps your ankle and makes a weak effort to stop you, but you push down harder and <<he>> lies back with a yelp.
<br><br>
You rub <<him>> with your foot, and feel <<him>> begin to <<print (_kylar.penis isnot "none" ? "erect" : "moisten")>> beneath you. "Is this what you want?" you ask in a teasing tone. "To get off in the middle of the street?"
<<if _kylar.penis isnot "none">>
<<He>> squirms, so you rub harder, and keep rubbing until
<<switch _kylar.penissize>>
<<case 1>> <<he>> shudders and semen erupts, wetting the bottom of your foot.
<<case 2>> <<he>> shudders and semen erupts, covering your foot.
<<case 3>> <<he>> shudders and semen erupts, covering your foot and quickly spreading down <<his>> thighs.
<<case 4>> <<he>> shudders and semen erupts, covering your foot and quickly spreading down <<his>> thighs to form a pool around <<him>>.
<</switch>>
<<feetejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "feet" "semen" 2>>
<<else>>
<<He>> squirms, so you rub harder, and keep rubbing until <<he>> shudders and moans.
<</if>>
<<else>>
<<if _kylarLower.includes("skirt")>>
<<if !$daily.kylar.underwear?.desc>>
<<kylarRandomUnderwear "f">>
<</if>>
<<set _kylarUnderLower to $daily.kylar.underwear.simpleDesc>>
You flick up <<his>> _kylarLower with your foot, and press your toes against <<his>> _kylarUnderLower.
<<else>>
You press your foot against <<his>> crotch.
<</if>>
You feel <<his>> <<print (_kylar.penis isnot "none" ? "length" : "pussy")>> beneath. <<He>> grasps your ankle and makes a weak effort to stop you, but you push down harder and <<he>> lies back with a yelp.
<br><br>
You rub <<him>> with your foot, and feel <<him>> begin to <<print (_kylar.penis isnot "none" ? "erect" : "moisten")>> beneath the fabric. "Is this what you want?" you ask in a teasing tone. "To get off in the middle of the street?"
<<if _kylar.penis isnot "none">>
<<He>> squirms, so you rub harder, and keep rubbing until
<<set _pants to (_kylarLower.includes("skirt") ? _kylarUnderLower : _kylarLower)>>
<<switch _kylar.penissize>>
<<case 1 2>><<he>> shudders and a wet patch appears on <<his>> _pants.
<<case 3>> <<he>> shudders and a wet patch appears on <<his>> _pants, quickly spreading down the sides.
<<case 4>> <<he>> shudders and a wet patch appears on <<his>> _pants, quickly spreading down the sides and even leaking out to form a pool around <<him>>.
<</switch>>
<<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">>
<<else>>
<<He>> squirms, so you rub harder, and keep rubbing until <<he>> shudders and moans.
<</if>>
<</if>>
<<npcincr Kylar lust -20>><<lllust>>
<br><br>
"Idiot," you say. "You got my foot slimy."
<br><br>
You leave <<him>> panting on the ground.
<br><br>
<<endevent>>
<<destinationeventend>><<set $outside to 1>><<set $location to "town">><<effects>>
<<set _kylar to statusCheck("Kylar")>>
You push Kylar against the wall and loom over <<him>>.
<br><br>
"You think you can threaten me without consequence?" you say.
<<set _kylarLower to _kylar.clothes.lower.name>>
<<if _kylarLower.includes("skirt") and $kylarSeen.includes("commando")>>
You flick up <<his>> _kylarLower with your left hand, and press your fingers against <<his>> exposed <<print (_kylar.penis isnot "none" ? _kylar.penisdesc : "pussy")>>. "At least you remembered my rule," you say.
<<He>> opens <<his>> mouth to say something, but you cover it with your other hand, slipping your thumb inside.
<br><br>
<<if _kylar.penis isnot "none">>
You pump <<his>> length, and feel <<him>> begin to erect beneath you. "Is this what you want?" you ask in a teasing tone. "To get off in the middle of the street?" <<He>> squirms, so you rub harder, and keep rubbing until <<he>> shudders and semen erupts, covering your hand and arm.
<<handejacstat>><<ejacstat>>
<<else>>
You pump your fingers in <<his>> pussy, and feel <<him>> begin to moisten around you. "Is this what you want?" you ask in a teasing tone. "To get off in the middle of the street?" <<He>> squirms, so you rub harder, and keep rubbing until <<he>> shudders and moans.
<</if>>
<<else>>
<<if _kylarLower.includes("skirt")>>
<<if !$daily.kylar.underwear?.desc>>
<<kylarRandomUnderwear>>
<</if>>
<<set _kylarUnderLower to $daily.kylar.underwear.simpleDesc>>
You flick up <<his>> _kylarLower with your left hand, and press your fingers against <<his>> _kylarUnderLower.
<<else>>
You press your left hand against <<his>> crotch.
<</if>>
You feel <<his>> <<print (_kylar.penis isnot "none" ? "length" : "pussy")>> beneath.
<<He>> opens <<his>> mouth to say something, but you cover it with your other hand, slipping your thumb inside.
<br><br>
You rub <<him>> with the palm of your hand, and feel <<him>> begin to <<print (_kylar.penis isnot "none" ? "erect" : "moisten")>> beneath the fabric. "Is this what you want?" you ask in a teasing tone. "To get off in the middle of the street?"
<<if _kylar.penis isnot "none">>
<<He>> squirms, so you rub harder, and keep rubbing until
<<set _pants to (_kylarLower.includes("skirt") ? _kylarUnderLower : _kylarLower)>>
<<switch _kylar.penissize>>
<<case 1 2>><<he>> shudders and a wet patch appears on <<his>> _pants.
<<case 3>> <<he>> shudders and a wet patch appears on <<his>> _pants, quickly spreading down the sides.
<<case 4>> <<he>> shudders and a wet patch appears on <<his>> _pants, quickly spreading down the sides and even leaking out to form a pool around <<him>>.
<</switch>>
<<handejacstat>><<ejacstat>>
<<else>>
<<He>> squirms, so you rub harder, and keep rubbing until <<he>> shudders and moans.
<</if>>
<</if>>
<<npcincr Kylar lust -20>><<lllust>>
<br><br>
You remove your right hand from <<his>> mouth, and hold your left hand in front of <<him>>. "You made a mess of my hand," you say. "Clean it up."
<br><br>
Kylar looks at you and furrows <<his>> eyebrows, before hesitantly reaching for your hand. You slap <<his>> arm away and shove your hand in <<his>> face. <<He>> gulps, before leaning forward and licking your hand. <<He>> keeps licking until none of <<his>> <<if _kylar.penis isnot "none">>cum<<else>>juices<</if>> remain.
<br><br>
When <<he>> finishes, <<he>> opens <<his>> mouth to say something. You turn away and leave <<him>> standing by the alleyway.
<br><br>
<<endevent>>
<<destinationeventend>><<run statusCheck("Kylar")>>
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<He>> pulls you into the alley, then around another corner, away from prying eyes. There's a mattress already here. Kylar collapses on it, pulling you down atop <<him>>.
<br><br>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $consensual is 1>>
<<if _combatend>>
<span id="next"><<link [[Next|Street Kylar Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Street Kylar Sex]]>><</link>></span><<nexttext>>
<</if>>
<<else>>
<<if _combatend>>
<span id="next"><<link [[Next|Street Kylar Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Street Kylar Sex]]>><</link>></span><<nexttext>>
<</if>>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>><<run statusCheck("Kylar")>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<npcincr Kylar lust -20>>
Kylar closes <<his>> eyes and rests <<his>> head on you.
<<if $orgasmcurrent is 0 and !playerChastity()>>
<<if _kylarStatus.includes("Rage")>>
After a few seconds, <<he>> backs up until <<hes>> facing your <<genitals>>. "You didn't cum," <<he>> murmurs. "Was I... not good enough?" <<He>> shakes <<his>> head violently. "I'll make up for it. I'll show you."
<<else>>
After a few seconds, <<he>> backs up until <<hes>> facing your <<genitals>>. "You didn't get to cum," <<he>> murmurs. "That's not fair to you. Not after you made me. Here, I'll make it up."
<</if>>
<br><br>
<<kylarFinish>>
<<He>> collapses back onto you, closing <<his>> eyes again.
<</if>>
<br><br>
"Maybe we can be married in the forest," <<he>> says, eyes still shut. "My parents can-"
<br><br>
<<He>> jerks upright and looks at <<his>> watch. "I-I need to go," <<he>> says. "Sorry." <<He>> gazes at you from the end of the alley before disappearing.
<br><br>
<<tearful>> you rise from the mattress.
<<elseif $enemyhealth lte 0>>
You shove Kylar back against the mattress.
<br><br>
<<tearful>> you run from the alley.
<<else>>
"O-okay," Kylar stammers. "You must be busy. We'll do this again." You feel <<him>> watch you leave.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>><<run statusCheck("Kylar")>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<set $kylar.raped += 1>>
<<if Time.dayState isnot "night">><<enable_rescue>><</if>>
Kylar pushes you toward the alley, <<his>> knife poking the small of your back. You turn another corner and find a mattress already lying there.
<<if _kylarStatus.includes("MaxRage")>>
<<set $NPCList[0].righthand to "none">>
<<He>> shoves you on top of it, leaps on you and holds the knife to your neck.
<<else>>
<<He>> shoves you on top of it, discards the knife and leaps on you.
<</if>>
<br><br>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<if $NPCList[0].righthand is "none">>
<<He>> holds the knife to your throat. <<if $enemyarousal gte ($enemyarousalmax / 3)>>It trembles in <<his>> grip.<</if>><<gpain>><<violence 5>>
<br><br>
<</if>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Street Kylar Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Street Kylar Rape]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Kylar closes <<his>> eyes and rests <<his>> head on you. "Maybe we can be married in the forest," <<he>> says, eyes still shut. "My parents can-"
<br><br>
<<He>> jerks upright and looks at <<his>> watch. "I-I need to go," <<he>> says. "Sorry." <<He>> gazes at you from the end of the alley before disappearing.
<br><br>
<<tearful>> you rise from the mattress.
<<elseif $enemyhealth lte 0>>
You shove Kylar back against the mattress.
<br><br>
<<tearful>> you run from the alley.
<<else>>
<<generate2>><<person2>>A <<person>> appears at the end of the alley. "Is everything okay over there?" <<he>> shouts.
<br><br>
<<person1>>Kylar scrambles for <<his>> knife and glares at the <<person2>><<person>>. "Don't interfere," <<person1>><<he>> shouts back.
<br><br>
The <<person2>><<person>> hesitates, but leaves when Kylar steps forward.<<person1>> It gives you the chance you need. <<tearful>> you climb off the mattress and run in the opposite direction. Kylar pulls the knife back as if to hurl it, but only embeds it in the mattress at <<his>> feet. <<He>> drops to <<his>> knees and buries <<his>> face in <<his>> hands as you turn the corner.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>><<set $outside to 0>><<set $location to "home">><<effects>>
<<set _container to $container[$location]>>
Nothing seems to be amiss, until you check in on <<print ($pregnancyStats.namesParasitesChild is true ? "your children" : "the parasites")>>.
<br><br>
You see a small note near to the <<print _container.name>> with the letter "K" on it.
<<if _container.deadCreatures is 0>>
It seems someone has been making sure that they're being properly looked after.
<br><br>
You should be careful. You might not get the help next time.
<<set _container.kylarDelay to 7>>
<<set _container.kylarFed to false>>
<<set _container.daysSinceFed to 0>>
<<else>>
It seems someone was looking after them for you. It wasn't enough. They're all dead in the tank.
<br><br>
You bury them.
<<ggtrauma>>
<<set _traumaMulti to ($pregnancyStats.namesParasitesChild is true ? 2 : 1)>>
<<trauma `30 * _traumaMulti * _container.deadCreatures`>>
<<if $wraith.state and $wraithShow>>
<<if !$wraithAngerCount>>
<<set $wraithAngerCount to 1>>
<</if>>
<<set _wraithRage to ($wraithAngerCount * 2)>>
<<unset $wraithShow>>
<<unset $wraithAngerCount>>
You feel something gingerly grab your neck from behind.
<br><br>
"<span class="wraith">Unforgivable. You'll join <<if _container.count isnot 1>>them<<else>>it<</if>> soon.</span>" <<stress 12>><<trauma 12>><<ggstress>><<ggtrauma>>
<br><br>
You turn around, but nothing's there. <<gobsession _wraithRage>>
<br><br>
<</if>>
<</if>>
<br><br>
<<endevent>>
<<link [[Next|Containers]]>><<set _container.deadCreatures to 0>><</link>>
<br><<set $outside to 0>><<effects>>
<<set $kylar_action to "loft">>
You tell Kylar about the loft at the orphanage and ask if <<he>> has any thoughts on what to do with the space.
<br><br>
"You could hide anything up there," <<he>> says. "I-I have an idea. I could set up a lab like I have at ho-" <<He>> interrupts <<himself>> and glances around. "Like I've seen on TV. You could make pepper spray. The basic ingredients aren't hard to get, it just takes time to ferment."
<br><br>
<<if $daily.manorLab gte 1>>
You're intimately familiar with the lab Kylar's referring to, having cleaned it yourself. <<He>> doesn't need to hide it from you, but you get the feeling <<he>> doesn't want the other orphans to overhear.
<br><br>
<</if>>
"I know where to get the equipment," <<he>> adds. "It will be expensive though."
<br><br>
<i>Adding a lab to the orphanage will cost £20000. It will provide you with one pepper spray refill per week and help the orphans protect themselves.</i>
<br><br>
<<if $money gte 2000000>>
<<link [[Set up lab (£20000 3:00)|Kylar Loft 2]]>><<money -2000000 "orphanageUpgrades">><<set $loft_kylar to 1>><<set $loft_upgrade += 1>><<pass 180>><</link>>
<br><br>
<</if>>
<<kylaroptions>><<set $outside to 0>><<set $location to "home">><<effects>>
"Okay," Kylar says. "I'll get the stuff. Wait for me by the orphanage. I-I won't let you down."
<br><br>
You return to the orphanage without incident. You don't need to wait long. Kylar arrives, carrying two laden bags and panting. <<He>> follows you inside, though <<he>> seems to know where <<hes>> going.
<br><br>
You tug the cable, reveal the hidden staircase, and ascend. Kylar investigates each room until <<he>> finds one <<he>> deems suitable. "Good," <<he>> says, placing <<his>> bags on a creaky old table. <<He>> starts setting up the equipment while explaining how it all works.
<<if currentSkillValue('science') gte 700>>It sounds straightforward.
<<elseif currentSkillValue('science') gte 500>>It sounds easy enough.
<<elseif currentSkillValue('science') gte 300>>You think you understand, but you don't feel confident.
<<else>>It's a bit complex for you.<</if>>
<br><br>
<<link [[Next|Kylar Loft 3]]>><</link>>
<br><<set $outside to 0>><<set $location to "home">><<effects>><<wearProp "note">>
<<generatey2>>A <<person2>><<person>> arrives to investigate at one point. You send <<him>> downstairs to gather others. More residents arrive and crowd around the door. They look nervous, but excited.
<br><br>
Kylar explains the fermentation process, and demonstrates how to prepare the chemicals and pressurise the canisters. Some of the older orphans sneer at Kylar, but <<person1>><<he>> ignores them.
<br><br>
"I wrote a list of instructions," Kylar says once you're alone. <<He>> hands you a note. "You should stick it up somewhere." <<He>> looks at <<his>> feet, as if waiting for something.
<br><br>
<<link [[Reward with kiss|Kylar Loft Kiss]]>><<handheldon>><</link>><<promiscuous1>><<npcincr Kylar love 1>><<npcincr Kylar lust 1>><<glove>><<glust>><<kissvirginitywarning>><<NPCvirginitywarning "Kylar" "kiss">>
<br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Reward with lewd|Kylar Loft Lewd]]>><<handheldon>><</link>><<promiscuous3>><<npcincr Kylar love 3>><<npcincr Kylar lust 3>><<gglove>><<gglust>>
<br>
<</if>>
<<link [[Thank|Kylar Loft Thank]]>><<handheldon>><</link>>
<br><<set $outside to 0>><<set $location to "home">><<effects>>
You take <<his>> hands and pull <<him>> against you. <<He>> leans in, letting you support <<his>> trembling body. Your lips meet. <<takeKissVirginity "Kylar" `($kylarenglish gte 1?"loveInterest":"romantic")`>> <<Hes>> inhibited at first, but becomes more confident as the kiss deepens. You feel <<his>> hand grope your <<bottom>>.
<br><br>
When you pull away <<his>> eyes remain closed. <<He>> looks serene, if red-faced. <<His>> eyes open.
<<if _npcKissVirginTemp>>
"Th-that was my first kiss," <<he>> whispers, <<his>> eyes shining. "It was better than I could've ever dreamed."
<<else>>
"Th-Thank you," <<he>> manages.
<</if>>
<<He>> departs with a blissful smile.
<br><br>
<<link [[Next|Orphanage Loft]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "home">><<effects>>
<<set _kylar to statusCheck("Kylar")>>
<<endevent>><<npc Kylar>><<person1>>
You shove Kylar back against the table, holding <<him>> down with one hand while the other creeps down <<his>> tummy.
<<set _kylarLower to _kylar.clothes.lower.name>>
<<if _kylarLower.includes("skirt")>>
<span class="purple">You flick up <<his>> _kylarLower,</span>
<<else>>
<span class="purple">You pull down <<his>> _kylarLower,</span>
<</if>>
<<if _kylar.penis isnot "none" and _kylar.vagina isnot "none">>
<span class="lewd">revealing <<his>> _kylar.penisdesc and dripping pussy.</span>
<<elseif _kylar.penis isnot "none">>
<span class="lewd">revealing <<his>> _kylar.penisdesc.</span>
<<else>>
<span class="lewd">revealing <<his>> dripping pussy.</span>
<</if>>
<br><br>
<<if $kylarSeen.includes("commando")>>
"You remembered my rule," you tease. "But is that the only reason?"
<<else>>
"No underwear?" you tease. "Someone's naughty."
<</if>>
<br><br>
"I-It's not like that," <<he>> says.
<br><br>
<<if _kylar.penis isnot "none" and _kylar.vagina isnot "none">>
"Oh?" you reply. "Then why are you already erect? And you're wet, too." You dip your fingers into <<his>> <<pussy>>, wetting them with <<his>> fluids.
You gently run your slickened fingers up and down <<his>> length, spreading <<his>> fluids over <<his>> own dick.
<br><br>
<<He>> squirms a bit too forcefully for this to continue, so you push <<him>> onto <<his>> side and slide in behind <<him>>.
You rest <<his>> head on your shoulder, and wrap both hands around <<his>> waist, before continuing the assault on <<his>> _kylar.penisdesc and dripping <<pussy>>.
<<He>> doesn't last long. <<His>> whole body shudders.
<br><br>
You feel Kylar's <<pussy>> squeeze down on your fingers and <<his>> _kylar.penisdesc spasm in your grip, then
<<elseif _kylar.penis isnot "none">>
"Oh?" you reply. "Then why are you already erect?" You run your fingers up and down <<his>> length.
<br><br>
<<He>> squirms a bit too forcefully for this to continue, so you push <<him>> onto <<his>> side and slide in behind <<him>>.
You cradle <<his>> head with one hand, and wrap the other around <<his>> waist, before continuing the assault on <<his>> penis.
<<He>> doesn't last long.
<br><br>
You feel Kylar's _kylar.penisdesc spasm in your grip, then
<<else>>
"Oh?" you reply. "Then why are you already wet?" You push a finger against <<his>> clit, and rub.
<br><br>
<<He>> squirms a bit too forcefully for this to continue, so you push <<him>> onto <<his>> side and slide in behind <<him>>.
You cradle <<his>> head with one hand, and wrap the other around <<his>> waist, before continuing the assault on <<his>> pussy.
<<He>> doesn't last long. <<His>> whole body shudders.
<br><br>
<</if>>
<<if _kylar.penis isnot "none">>
<<switch Math.clamp(_kylar.penissize, 1, 4)>>
<<case 4>>
cum erupts from the head, surging high into the air and splattering down onto <<his>> tummy and crotch as you continue to pump <<his>> length.
Eventually, <<his>> spasms die down while <<his>> cum continues to steadily ooze from <<his>> tip.
<<case 3>>
cum erupts from the head, splattering onto <<his>> tummy and crotch as you continue to pump <<his>> length.
<<case 2>>
cum shoots from the tip, splattering onto <<his>> tummy.
<<case 1>>
cum squirts from the tip, a few drops splattering onto <<his>> tummy while the rest drools down <<his>> shaft.
<</switch>>
<<else>>
/* pussy orgasm text, add your own writing here */
<</if>>
You kiss <<his>> cheek. "Thank you for helping," you say. "The other orphans are grateful, even if they don't show it."
<br><br>
You hold <<him>> for a few minutes until <<his>> breathing returns to normal. <<He>> departs with a blissful smile.
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "home">><<effects>>
<<if $speech_attitude is "meek">>
"Thank you so much," you say. "You've helped a lot."
<<elseif $speech_attitude is "bratty">>
"Thanks," you say. "The orphans are grateful, even if they won't admit it."
<<else>>
"Thank you," you say. "You did a good thing today."
<</if>>
<br><br>
Kylar nods, still looking at <<his>> feet. <<He>> opens <<his>> mouth to speak, but instead turns and leaves.
<br><br>
<<link [[Next|Orphanage Loft]]>><<endevent>><</link>>
<br><<set $location to "park">><<set $outside to 1>><<effects>><<run statusCheck("Kylar")>>
<<set $kylar_action to "walk">>
<<set $dateCount.Total++>><<set $dateCount.Kylar++>>
<<if !Weather.isOvercast>>
<<if $speech_attitude is "meek">>
"It's pretty nice today. Can you walk with me?" you ask shyly.
<<elseif $speech_attitude is "bratty">>
"Perfect weather for some legwork. Come on, walk with me," you say.
<<else>>
"It's such a beautiful day. Want to go for a walk?" you say with delight.
<</if>>
<<else>>
<<if $speech_attitude is "meek">>
"I don't like walking alone. Can you walk with me?" you ask shyly.
<<elseif $speech_attitude is "bratty">>
"I need to stretch my legs. Come on, walk with me," you say.
<<else>>
"Want to go for a walk?" you ask.
<</if>>
<</if>>
<br><br>
<<if _kylarStatus.includes("Rage")>>
Kylar fixates <<his>> eyes on you. "Yes! Everyone needs to see what a happy couple we are," <<he>> says, standing up and grabbing you by the arm a bit too tightly. <<pain 5>><<stress 3>><<gpain>><<gstress>>
<<elseif _kylarStatus.includes("Sus")>>
"So you do want to be seen with me," <<he>> says, standing up and walking toward you. "Of course, yeah."
<<else>>
You can see the sparks of joy in <<his>> eyes. <<He>> quickly stands up and walks by your side.
<</if>>
The two of you begin to walk around the park, enjoying the view.
<<if _kylarStatus.includes("Rage")>>
After a few minutes, Kylar's grip starts to hurt.
<br><br>
<<link [[Offer your hand instead|Kylar Walk In The Park 2]]>><<set $phase to 1>><<npcincr Kylar love 1>><</link>><<glove>><<lksuspicion>><<handholdingvirginitywarning>><<NPCvirginitywarning "Kylar" "handholding">>
<br>
<<link [[Endure|Kylar Walk In The Park 2]]>><<pain 5>><<stress 3>><</link>><<gpain>><<gstress>>
<<elseif _kylarStatus.includes("Sus")>>
You notice Kylar's hands lightly trembling. <<He>> steals glances at you when <<he>> thinks you're not looking.
<br><br>
<<link [[Offer your hand|Kylar Walk In The Park 2]]>><<set $phase to 1>><<npcincr Kylar love 1>><</link>><<glove>><<lksuspicion>><<handholdingvirginitywarning>><<NPCvirginitywarning "Kylar" "handholding">>
<br>
<<link [[Keep walking|Kylar Walk In The Park 2]]>><</link>>
<<else>>
You notice <<his>> hand hovering close to yours.
<br><br>
<<link [[Offer your hand|Kylar Walk In The Park 2]]>><<set $phase to 1>><<npcincr Kylar love 1>><</link>><<glove>><<lksuspicion>><<handholdingvirginitywarning>><<NPCvirginitywarning "Kylar" "handholding">>
<br>
<<link [[Keep walking|Kylar Walk In The Park 2]]>><</link>>
<</if>>
<br><<set $outside to 1>><<effects>><<run statusCheck("Kylar")>>
<<if $phase is 1>>
<<if _kylarStatus.includes("Rage")>>
<<if $speech_attitude is "meek">>
"You're starting to make my arm sore, can we hold hands instead?" you ask quietly.
<<elseif $speech_attitude is "bratty">>
"Hey, ease up, I can barely feel my arm," you say. You give Kylar's arm a pull and open your hand.
<<else>>
"Wouldn't you rather hold hands?" you say, trying to mask the pain from Kylar's grip.
<</if>>
<<He>> releases your arm, but quickly takes your hand with just as much force.
<<elseif _kylarStatus.includes("Sus")>>
You grab Kylar's hand and give it a squeeze. <<He>> seems surprised at first, but quickly locks <<his>> fingers with yours just a bit too tightly.
<<else>>
You gently squeeze Kylar's hand. <<He>> looks at you with a big smile.
<</if>>
<<takeHandholdingVirginity "Kylar" "romantic">>
<<npcincr Kylar rage -1>><<lksuspicion>>
<br><br>
<</if>>
The two of you continue walking.
<<if _kylarStatus.includes("Rage")>>
Kylar waves at each passerby, beaming as <<he>> pulls you closer.
<<elseif _kylarStatus.includes("Sus")>>
Kylar tenses up whenever <<he>> sees you glance at a passerby.
<<else>>
<<if $phase is 1>>
Kylar seems happy enough holding your hand.
<<else>>
Kylar eases closer to you as you walk.
<</if>>
<</if>>
<<if $kylar.fountain is 1>>
Eventually, you're back at the fountain.
<<else>>
Eventually, you reach the park's fountain.
<</if>>
<<if Time.season is "winter">>
<<if !$kylarSeen.includes("fountainWinter")>>
<<set $kylarSeen.pushUnique("fountainWinter")>>
Kylar stops in place, staring at the fountain. <<He>> seems spellbound. The constantly running water and the cold temperature has caused much of the fountain's structure to freeze over and form icicles thicker than your arm, and at least twice as long. Near the centre, some water remains unfrozen.
"It's so pretty. It's the most amazing thing I've ever seen!" <<He>> glances at you. "W-well, second most."
<</if>>
It's largely frozen over, but there are patches of unfrozen water here and there.
<</if>>
<<if !$kylarSeen.includes("fountainIntro")>>
You notice something shining in the water. Upon closer inspection, they appear to be coins.
<</if>>
<br><br>
<<if $money gte 10>>
<<link [[Toss a coin (£0.10)|Kylar Fountain Wish]]>><<money -10>><<trauma -3>><<set $kylar.fountainCoin to 1>><</link>><<ltrauma>>
<br>
<</if>>
<<link [[Take a coin from the fountain and toss it|Kylar Fountain Wish]]>><<set $kylar.fountainCoin to 0>><</link>>
<br>
<<if $kylar.fountain is 1>>
<<link [[Sit at the fountain|Kylar Walk In The Park End]]>><</link>>
<br>
<<else>>
<<link [[Move on|Kylar Walk In The Park End]]>><</link>>
<br>
<</if>>
<br><<set $outside to 1>><<effects>>
"Make a wish," you say, tossing a coin into the fountain.
<<if !$kylarSeen.includes("fountainIntro")>>
<<set $kylarSeen.pushUnique("fountainIntro")>>
Kylar watches you, as if entranced by what you're doing.
<<if $kylar.fountainCoin is 1>>
<<He>> digs through <<his>> pockets, and tosses in a coin of <<his>> own.
<<else>>
<<He>> takes a coin from the fountain, seemingly trying to copy your every movement before tossing the coin back in.
<</if>>
"What did you wish for?" <<he>> asks. You tell <<him>> that it won't come true if you say it out loud.
<<else>>
<<if $kylar.fountainCoin is 1>>
Kylar digs out a coin and throws it in, aiming for the same spot you threw yours.
<<else>>
Kylar takes a coin from the fountain and throws it back in, aiming for the coin you threw.
<</if>>
<</if>>
<<He>> smiles at you.
<br><br>
<<if $kylar.fountain is 0>>
<<link [[Stay at the fountain|Kylar Walk In The Park End]]>><<set $kylar.fountain to 1>><</link>>
<br>
<<link [[Go back to Kylar's bench|Kylar Walk In The Park End]]>><</link>>
<<else>>
<<link [[Sit at the fountain|Kylar Walk In The Park End]]>><</link>>
<</if>>
<br><<set $outside to 1>><<effects>><<set $phase to 0>><<run statusCheck("Kylar")>>
<<if $kylar.fountain is 0>>
You walk back to the bench with Kylar.
<<else>>
Kylar sits on the edge of the fountain.
<</if>>
<<if _kylarStatus.includes("Rage")>>
<<He>> pulls you down to sit with <<him>>. "That was... interesting," you say. Kylar looks around. Suddenly, <<he>> kisses you on the lips and holds your shoulders.
<<takeKissVirginity "Kylar" `($kylarenglish gte 1?"loveInterest":"romantic")`>>
<br><br>
<<if _npcKissVirginTemp>>
<<link [[Kiss back|Kylar Walk In The Park End 2]]>><<set $phase to 10>><<npcincr Kylar love 1>><<npcincr Kylar lust 1>><<npcincr Kylar rage -1>><</link>><<glove>><<glust>><<lksuspicion>>
<<else>>
<<link [[Kiss back|Kylar Walk In The Park End 2]]>><<set $phase to 1>><<npcincr Kylar love 1>><<npcincr Kylar lust 1>><<npcincr Kylar rage -1>><</link>><<glove>><<glust>><<lksuspicion>>
<</if>>
<br>
<<link [[Pull away|Kylar Walk In The Park End 2]]>><<set $phase to 2>><<npcincr Kylar love -1>><<npcincr Kylar rage 1>><</link>><<llove>><<gksuspicion>>
<<else>>
<<if _kylarStatus.includes("Sus")>>
You take a seat next to <<him>>. "That was fun," you say. <<He>> looks happy.
<<else>>
You take a seat next to <<him>>. "That was fun, we should do it again," you say. <<He>> looks overjoyed.
<</if>>
<br><br>
<<kylaroptions>>
<</if>>
<br><<set $outside to 1>><<effects>><<set $daily.kylar.walkKiss to true>>
<<if $phase is 1>>
You feel like Kylar's hands are going to pierce through your shoulder, but you do your best to endure it. After an excessive amount of time, <<he>> releases you.
<<if $speech_attitude is "meek">>
"That wasn't very polite," you murmur.
<<elseif $speech_attitude is "bratty">>
"Have you calmed down now?" you ask.
<<else>>
"That was rude, you could have warned me first," you say.
<</if>>
<br>
Embarrassed, <<he>> nods. "Sorry."
<<elseif $phase is 10>>
You feel like Kylar's hands are going to pierce through your shoulder, but you do your best to endure it. After an excessive amount of time, <<he>> releases you.
<<if $speech_attitude is "meek">>
"That wasn't very polite," you murmur.
<<elseif $speech_attitude is "bratty">>
"Have you calmed down now?" you ask.
<<else>>
"That was rude, you could have warned me first," you say.
<</if>>
<br>
Embarrassed, <<he>> nods. "Sorry, I got... excited." <<He>> looks at you, <<his>> eyes shining. "That was my first kiss. And we have so many other firsts ahead of us."
<<elseif $phase is 2>>
You shake Kylar off of you. <<He>> looks stunned for a moment, before putting <<his>> face to <<his>> hands in shame. "I'm sorry, I don't know what came over me."
<<else>>
<<npcincr Kylar love 1>><<npcincr Kylar lust 1>><<npcincr Kylar rage -5>>
<<if $speech_attitude is "meek">>
You slowly bring your face closer to <<his>>, and plant a kiss on <<his>> lips.
<<elseif $speech_attitude is "bratty">>
You grab <<him>> and pull <<him>> close, before kissing <<him>>.
<<else>>
You lean in and kiss <<him>> on the lips.
<</if>>
<<He>> looks surprised at first, but wraps <<his>> arms around you. <<takeKissVirginity "Kylar" `($kylarenglish gte 1?"loveInterest":"romantic")`>>
<br><br>
<<He>> holds you for some time. You place a hand on <<his>> head. "Are you okay?" you ask.
<br><br>
<<if _npcKissVirginTemp>>
"Th-that was my first kiss," <<he>> whispers, <<his>> eyes shining. "It was better than I could've ever dreamed."
<<else>>
"Y-yeah..." <<he>> sighs in contentment. "I just wish we could stay like this forever."
<</if>>
<<He>> reluctantly lets you go, but rests <<his>> head on your shoulder for a while.
<</if>>
<br><br>
<<kylaroptions>>
<br><<effects>>
<<set $kylar_camera to 1>>
You pull the bow, and open the lid. Inside is a grey owl plushie. It looks old. Tufts of fluff escape its worn hide.
<br><br>
"It's been in my family a long time," Kylar says. "I want you to have it. S-so it can watch over you when I can't."
<br><br>
<<link [[Accept|Kylar Gift Box Accept]]>><<npcincr Kylar rage -5>><<npcincr Kylar love 1>><</link>><<glove>><<llksuspicion>>
<br>
<<link [[Refuse|Kylar Gift Box Refuse 3]]>><<npcincr Kylar love -1>><<npcincr Kylar rage 3>><</link>><<llove>><<gksuspicion>>
<br><<effects>>
You refuse to take the box. Kylar refuses to accept your refusal. <<He>> stares at you. Not a single muscle on <<his>> face twitches.
<<set $kylar_camera to 0>>
<br><br>
<<link [[Open it|Kylar Gift Box Open]]>><<npcincr Kylar rage -5>><<npcincr Kylar love 1>><</link>><<glove>><<llksuspicion>>
<br>
<<link [[Refuse again|Kylar Gift Box Refuse 2]]>><<npcincr Kylar love -1>><<npcincr Kylar rage 3>><</link>><<llove>><<gksuspicion>>
<br><<effects>>
Kylar lowers the box, and nods. "I-it's okay," <<he>> says. "P-people refuse gifts from lovers all the time, d-don't they?"
<br><br>
<<kylaroptions>><<effects>>
"Make sure to put it somewhere high," Kylar says. "So it can watch over you. It would make me feel better." There's space for it in your room at the orphanage.
<br><br>
<<set $kylar_camera to 2>>
<<run Furniture.set('owlplushie', 'owlplushie', {
name : 'owl plushie',
nameCap : 'Owl plushie'
})>>
<<kylaroptions>><<effects>>
You give Kylar the box back. <<He>> hesitates before taking it. "Y-you don't like it?" <<he>> asks. "Th-that's okay. People refuse gifts from lovers all the time, d-don't they?"
<br><br>
<<kylaroptions>><<effects>>
You nod to Kylar. Eagerly,
<<if $NPCList[0].penis isnot "none">>
<<he>> grasps your hand, walking ahead of you and into a stall. You follow behind <<him>> as <<he>> wedges <<himself>> into a corner to make room for you. <<He>> pulls aside <<his>> clothes to expose <<his>> already hard <<print $NPCList[0].penisdesc>>. <<He>> guides your <<if $NPCList[0].penissize is 1>>thumb and forefinger<<else>>hand<</if>> to wrap around it.
<<else>>
<<he>> pushes you backwards into an empty stall. <<Hes>> on you in an instant, pushing you onto the toilet seat<<if $worn.lower.skirt_down>> and pulling up your <<bottoms>><</if>>. <<He>> pulls aside <<his>> clothes to expose <<his>> quim and sits in your lap. <<Hes>> already noticeably aroused.
<</if>>
<<arousal 300>><<garousal>>
<br><br>
After a moment, <<he>> shifts uncomfortably. "M-my love, I'm afraid I can't... um, because I'm with you, I..." One of <<his>> hands drifts down to
<<if $NPCList[0].penis isnot "none">>
yours, grasped around <<his>> shaft.
<<else>>
<<his>> clit, slowly rubbing at it.
<</if>>
"If you could help me with this, p-please..."
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Help <<him>>|School Toilets Kylar 2]]>><<set $phase to 1>><<npcincr Kylar love 1>><<npcincr Kylar lust -10>><</link>><<promiscuous2>><<glove>><<llust>>
<<else>>
<<insufficientStat "promiscuity" "to take things further">>
<</if>>
<br>
<<link [[Reject <<his>> advances|School Toilets Kylar 2]]>><<set $phase to 2>><<npcincr Kylar love -1>><</link>><<llove>><br><<effects>>
<<run statusCheck("Kylar")>>
<<if $phase is 1>>
<<if $NPCList[0].penis isnot "none">>
You begin to slowly pump at <<his>> shaft, occasionally pausing to tease the glans. Soon enough, <<hes>> panting and writhing. <<He>> steadies <<himself>> against the stall wall with <<his>> arm, and <<he>> cums into the toilet shortly after.
<<else>>
You nudge <<his>> hand aside as you bring your hand up to <<his>> vulva. You begin to stroke, teasing <<his>> clit and slit. Soon enough, <<hes>> panting and writhing on top of you. Shortly after, <<he>> cums, a droplet of slick dripping out of <<his>> entrance and into the toilet.
<</if>>
<<promiscuity2>>
Having finished, Kylar sighs in relief as <<he>> finally begins to pee. Once <<hes>> finished, <<he>> grasps the hand you had used to service <<him>> and presses a kiss to it<<if !_kylarStatus.includes("Rage")>>, humming contentedly<</if>>.
<br><br>
Eventually, <<he>>
<<else>>
You
<<if $NPCList[0].penis isnot "none">>
pull your hand away and
<</if>>
shake your head.
<<if $speech_attitude is "meek">>
"I'm sorry, but that's a bit much for me..." you say.
<<elseif $speech_attitude is "bratty">>
"I agreed to use the toilet together, not to jerk you off," you say.
<<else>>
"I'm not in the mood for that right now," you say.
<</if>>
<br><br>
Kylar <<if _kylarStatus.includes("Rage")>>scowls<<else>>pouts<</if>>, but relents. It takes a while for <<his>> arousal to fade, and <<he>> finally begins to urinate. When <<he>> finishes, <<he>>
<</if>>
<<if $NPCList[0].penis isnot "none">>
shuffles around you
<<else>>
climbs off of you
<</if>>
and moves to exit the stall. <<He>> gives you <<if $phase is 1>>another wistful<<else>>a pitiful<</if>> glance before walking to the sink to wash <<his>> hands, then leaves. You decide to wash your hands, too, after flushing the toilet.
<br><br>
<<if $changingRoomGender is "boys">>
<<link [[Next|School Boy's Toilets]]>><<endevent>><<set $eventskip to 1>><</link>>
<<else>>
<<link [[Next|School Girl's Toilets]]>><<endevent>><<set $eventskip to 1>><</link>>
<</if>><<effects>>
<<run statusCheck("Kylar")>>
You push Kylar away from you.
<<if $speech_attitude is "meek">>
"Um, I'm not sure if I want anybody using the toilet with me..." you say softly, shaking your head.
<<elseif $speech_attitude is "bratty">>
"Seriously? I'm not peeing with you, Kylar." You turn pointedly away from <<him>>.
<<else>>
"Sorry, but I'd rather not," you say, shaking your head.
<</if>>
<br><br>
<<if _kylarStatus.includes("Rage") or _kylarStatus.includes("Sus")>>
Kylar tenses up for a moment, digging <<his>> fingers into <<his>> thighs. Stiffly and wordlessly,
<<else>>
Kylar hesitates for a moment; <<his>> hand briefly raises as if to reach for you, but soon falls to <<his>> side, limp. "O-okay, my love..." Looking dejected,
<</if>>
<<he>> turns and leaves.
<br><br>
<<if $changingRoomGender is "boys">>
<<link [[Next|School Boy's Toilets]]>><<endevent>><<set $eventskip to 1>><</link>>
<<else>>
<<link [[Next|School Girl's Toilets]]>><<endevent>><<set $eventskip to 1>><</link>>
<</if>><<set $outside to 1>><<location "kylarmanor_outside">><<effects>>
You are in the front garden of Kylar's manor. Choking weeds and thorny bushes surround the grass.
<br><br>
<<if $daily.manorGarden is undefined and $kylar_parents_trust lt 100>>
<<choreicon "trim">><<link [[Trim the hedges (1:00)|Manor Garden Trim]]>><<kylar_parents_trust 1>><<set $daily.manorGarden to 1>><<pass 60>><</link>><<tendingdifficulty 1 1000>><<gtrust>>
<br><br>
<</if>>
<<kylarmanoricon "hall">><<link [[Enter the manor (0:01)|Manor Hall]]>><<pass 1>><</link>>
<br>
<<kylarmanoricon "grounds">><<link [[Walk around the side of the manor (0:01)|Manor Grounds]]>><<pass 1>><</link>>
<br><br>
<<danubeicon>><<link [[Leave (0:02)|Danube Street]]>><<pass 2>><</link>>
<br><<set $outside to 0>><<location "kylarmanor">><<effects>>
<<set _state to ($kylar_parents_trust < 100) ? "pot_messy" : "pot">>
You are in the front hall of Kylar's manor. A chemical scent lingers in the air. You hear a disturbing noise upstairs.
<br><br>
<<kitchenicon _state>><<link [[Kitchen|Manor Kitchen]]>><</link>>
<br>
<<kylarmanoricon "lab">><<link [[Lab|Manor Lab]]>><</link>>
<br>
<<bedicon "kylar">><<link [[Kylar's room|Manor Kylar Room]]>><</link>>
<br>
<<bedicon "parents">><<link [[Parents' room|Manor Parents Room]]>><</link>>
<br>
<<getouticon>><<link [[Leave (0:01)|Manor Garden]]>><<pass 1>><</link>>
<br><<effects>>
Kylar's parents' room looks like the master bedroom. The four-poster bed is untouched, but the rest of the furniture has been torn to pieces. Splinters and old fabric litter the carpet. You hear breathing beneath the bed.
<br><br>
<<if $daily.manorParents is undefined and $kylar_parents_trust lt 100>>
<<socialiseicon>><<link [[Soothe Kylar's parents (1:00)|Manor Parents Room Soothe]]>><<set $daily.manorParents to 1>><<kylar_parents_trust 1>><<stress 6>><<pass 60>><</link>><<gstress>><<gtrust>>
<br><br>
<</if>>
<<getouticon>><<link [[Leave|Manor Hall]]>><</link>>
<br><<set $outside to 0>><<location "kylarmanor">><<effects>>
You are in the lab in Kylar's manor. A peppery chemical smell fills the air.
<br><br>
<<if $daily.manorLab is undefined and $kylar_parents_trust lt 100>>
<<choreicon "wash">><<link [[Clean (1:00)|Manor Lab Clean]]>><<set $daily.manorLab to 1>><<kylar_parents_trust 1>><<pass 60>><</link>><<skill_difficulty `currentSkillValue("science")` "Science" 1 1000>><<gtrust>>
<br><br>
<</if>>
<<getouticon>><<link [[Leave|Manor Hall]]>><</link>>
<br><<set $outside to 0>><<location "kylarmanor">><<effects>>
You are in the kitchen in Kylar's manor.
<br><br>
<<if $daily.manorKitchen isnot 1 and $kylar_parents_trust lt 100>>
<<choreicon "wash">><<link [[Clean (1:00)|Manor Kitchen Clean]]>><<set $daily.manorKitchen to 1>><<kylar_parents_trust 1>><<pass 60>><</link>><<gtrust>>
<br>
<</if>>
<<kylarmanoricon "hall">><<link [[Front hall|Manor Hall]]>><</link>>
<br>
<<kylarmanoricon "grounds">><<link [[Outside (0:01)|Manor Grounds]]>><<pass 1>><</link>>
<br><<set $outside to 1>><<location "kylarmanor_grounds">><<effects>>
<<set _state to ($kylar_parents_trust >= 100) ? "kylar" : "overgrown">>
You are in the grounds behind Kylar's manor, an elevated patch of woodland full of curious mushrooms.
<br><br>
<<if $daily.manorForage is undefined>>
<<tendingicon "ghostshroom">> <<link [[Pick mushrooms (1:00)|Manor Forage]]>><<set $daily.manorForage to 1>><<pass 60>><</link>><<tendingdifficulty 1 500>>
<br>
<</if>>
<<gardenicon _state>><<link [[Front garden (0:01)|Manor Garden]]>><<pass 1>><</link>>
<br>
<<foresticon>><<link [[Forest (0:10)|Forest]]>><<pass 10>><<set $forest to 0>><<set $eventskip to 1>><</link>>
<br><<effects>>
You search the bases of trees for the ash-coloured <<tendingicon "ghostshroom">> mushrooms. Most aren't ready for harvest,
<<if $tendingSuccess>>
<<wearProp "ghostshroom">>
<span class="green">but you find enough to fill a basket.</span>
<<tending_pick ghostshroom 12 36>>
<br><br>
They're cold to the touch.<<arousal -600>><<larousal>>
<br><br>
<<link [[Next|Manor Grounds]]>><<handheldon>><</link>>
<br>
<<else>>
<span class="red">and the rest are already rotting.</span><<gtending>><<tending 2>>
<br><br>
<<link [[Next|Manor Grounds]]>><</link>>
<br>
<</if>><<set $outside to 0>><<location "kylarmanor">><<effects>>
You are in Kylar's bedroom. A perpetually active computer sits on the far side, connected to six monitors. There's a large bed covered in a number of sheets and pillows.
<<if Time.dayState is "night">>
<<if Weather.precipitation is "rain">>
Rain hammers the skylights.
<<elseif !Weather.isOvercast>>
Moonlight beams through the skylights.
<<else>>
The skylights are black crystal.
<</if>>
<<else>>
<<if Weather.precipitation is "rain">>
Rain hammers the skylights.
<<elseif !Weather.isOvercast>>
Sunlight pours through the skylights.
<<else>>
The skylights reveal the clouds above.
<</if>>
<</if>>
<br><br>
<<set _kylar to statusCheck("Kylar")>>
<<if _kylar.state isnot "prison">>
<<if Time.hour gte 18>>
Kylar sits at <<nnpc_his "Kylar">> computer.
<br><br>
<<techicon "monitors">><<link [[Approach Kylar|Manor Kylar]]>><</link>>
<br>
<<elseif Time.hour lte 6>>
Kylar lies on <<nnpc_his "Kylar">> bed at a haphazard angle, a multitude of sheets partially covering <<nnpc_him "Kylar">>.
<br><br>
<</if>>
<<if $kylar_sleep_abduction is undefined>>
<<bedicon "kylar">><<link [[Sleep|Manor Sleep Abduction]]>><<set $kylar_sleep_abduction to 1>><</link>>
<br>
<</if>>
<</if>>
<<getouticon>><<link [[Leave (0:01)|Manor Hall]]>><<pass 1>><</link>>
<br><<effects>><<set $bus to "kylarmanor">>
<<run statusCheck("Kylar")>>
<<npc Kylar>><<person1>>
Kylar instinctively minimises all <<his>> windows as you approach, then spins <<his>> chair to face you.
<br><br>
<<kylaroptions>><<effects>>
<<if $speech_attitude is "meek">>
"I-I know looking after a building like this would be hard alone," you say. "But could you help me keep it clean?"
<<elseif $speech_attitude is "bratty">>
"This place is a dump," you say. "You should at least keep the kitchen clean."
<<else>>
"The manor is a bit messy," you say. "Could you help keep it clean?"
<</if>>
<br><br>
Kylar looks ashamed. "I-I clean up after myself," <<he>> says. "Though I'm a bit behind. M-my parents make a lot of mess."
<br><br>
<<kylaroptions>>
<br><<effects>>
"I-I don't..." <<Hes>> struggling to look at you. "I don't know. One night they were really excited. They put me to bed early. Then I heard windows smashing. I-I hid under the covers. In the morning, they were like this."
<br><br>
<<kylaroptions>><<effects>>
<<if $speech_attitude is "meek">>
"I-I got the manor nice and clean for you," you say. "You should be able to stay on top of it now."
<<elseif $speech_attitude is "bratty">>
"I cleaned up your years of filth," you say. "I better not have to do it again."
<<else>>
"I tidied the manor," you say. "It should be easy enough for you to stay on top of it now."
<</if>>
<br><br>
"Thank you," Kylar says. "I saw you doing it, but I didn't want to interrupt. I-I'm not sure how to clean. The lab especially. Do you use a hose?"
<br><br>
<<link [[Next|Manor Kylar Secret 2]]>><</link>>
<br><<effects>>
You lead Kylar downstairs, and into the lab, eager to show <<him>> how it's done. <span class="red">You arrive to find a presence already there, waiting.</span>
<br><br>
One of Kylar's parents crouches on a table, staring right at you. "W-we should come back later," Kylar says. <<He>> turns, and almost walks right into <<his>> other parent. There's little to distinguish them. Even the black rags covering them are similar.
<br><br>
"Wh-what's wrong?" Kylar asks. <<He>> pushes you into the corner, and steps in front of you protectively. "You're acting strange."
<br><br>
The first parent jumps from the table, into the middle of the room. It reaches for the light above, and tugs. <span class="green">A concealed hatch opens, and a ladder descends.</span>
<br><br>
<<link [[Next|Manor Kylar Secret 3]]>><</link>>
<br><<effects>>
"I-I didn't know this was here," says Kylar, staring into the dark. "D-do you want us to go up?" <<His>> parents answer with a shriek, startling <<him>>. They run from the room. One scrapes a gash in the door frame with their nails.
<br><br>
Kylar looks up the staircase. "D-do you want to go first?"
<br><br>
<<link [[Go first|Manor Kylar Secret 4]]>><<set $phase to 0>><<stress 6>><</link>><<gstress>>
<br>
<<link [[Have Kylar go first|Manor Kylar Secret 4]]>><<set $phase to 1>><<npcincr Kylar love -1>><</link>><<llove>>
<br><<effects>>
<<if $phase is 0>>
You climb the stairs, into the gloom. You almost cough on the dust. Kylar follows behind. <<He>> coughs.
<br><br>
<<else>>
Kylar climbs the stairs. "I can't-" <<He>> coughs. "I can't see anything." You almost cough on the dust yourself when you reach the top.
<br><br>
<</if>>
Your eyes adjust. There's a pull switch within arm's reach. You tug it, and a light buzzes into life.
<br><br>
In front of you stands a bizarre monstrance, almost as tall as you. Numerous spikes of silver and bronze surround a central space, giving the impression of a sun. The metal at the top is distorted, as if someone has hacked part of it off. Bronze tendrils emerge from the base, running along the lower half of the spikes, licking them.
<br><br>
"Wh-what is it?" Kylar asks.
<br><br>
<<if currentSkillValue("history") gte 600>>
<span class="green">You recognise it from history class.</span> "It's a host for sacramental bread," you explain. <span class="gold">"The temple might know more about this one."</span>
<br><br>
<<else>>
<span class="red">You're not quite sure yourself.</span> "It's some kind of religious thing," you say. <span class="gold">"Maybe the temple will know more."</span>
<br><br>
<</if>>
<<link [[Next|Manor Kylar Secret 5]]>><</link>>
<br><<effects>>
"I didn't think my parents were religious," Kylar says as you return to the lab. "Why did they show this to us? Why now?" <<He>> looks uncomfortable.
<br><br>
You return to Kylar's bedroom. <<He>> seems keen to put the mystery behind <<him>>.
<br><br>
<<link [[Next|Manor Kylar Room]]>><<endevent>><</link>>
<br><<effects>>
<<npc Kylar>><<person1>>
<<if Time.hour gte 18>>
You climb beneath the covers. Kylar's head turns towards you, just a silhouette against the glow of the monitors. <<He>> watches, then creeps closer, afraid of making a sound. <<He>> climbs into the bed beside you, and wraps a pair of shaking arms around your waist.
<br><br>
<<elseif Time.hour lte 6>>
You climb beneath the covers. Kylar bolts upright, and stares at you a moment before settling down and wrapping a pair of shaking arms around your waist.
<br><br>
<<else>>
You climb beneath the covers. It's surprisingly comfy.
<br><br>
<</if>>
<<link [[Next|Manor Sleep Abduction 2]]>><</link>>
<br><<location "kylarmanor_grounds">><<effects>>
You awaken. A pair of white eyes stare straight into yours. With a screech, Kylar's parent snatches you from the bed, and bounds for the exit.
<br><br>
"No!" screams Kylar. "Let <<phim>> go!" Kylar's parent ignores <<him>>, and dashes down the stairs. You try to struggle, but its grip is iron.<<ggstress>><<gtrauma>><<stress 12>><<trauma 6>>
<br><br>
<<link [[Next|Manor Sleep Abduction 3]]>><</link>>
<br><<effects>>
<<pass 10>>
It runs through a door in the kitchen, into the overgrown back garden. Trees flash by as the creature leaves the manor behind, rushing deeper into the woods. You remain helpless in its grasp, until it comes to an abrupt stop.
<br><br>
You glimpse a stone altar in front of you, which it places you upon with surprising gentleness. Then it turns and vanishes in a thicket.
<br><br>
You lie still for a moment. Nothing happens. The stone is shaped like a large disc. Ivy snakes across its surface. You crawl to the edge, and drop to the grass below. The stone disc is held aloft by a single stout leg. It looks like an altar.
<br><br>
<<link [[Next|Manor Sleep Abduction 4]]>><</link>>
<br><<effects>>
Kylar arrives, <<his>> clothes torn and pierced by twigs. <<He>> kneels in relief, and seizes your thighs. "I-I," <<he>> stammers. "I'm sorry! They've never done something l-like that before." <<Hes>> crying.
<br><br>
<<link [[Reassure|Manor Sleep Abduction Reassure]]>><<npcincr Kylar love 1>><</link>><<glove>>
<br>
<<link [[Get angry|Manor Sleep Abduction Angry]]>><<npcincr Kylar love -3>><</link>><<lllove>>
<br>
<<link [[Remain silent|Manor Sleep Abduction Silent]]>><<npcincr Kylar love -1>><</link>><<llove>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"D-don't cry," you say, stroking <<his>> hair. "I'm safe."
<<elseif $speech_attitude is "bratty">>
"You worry too much," you say, stroking <<his>> hair.
<<else>>
"Don't worry," you say, stroking <<his>> hair. "I'm safe."
<</if>>
<br><br>
Kylar looks up at you, and nods. You help <<him>> to <<his>> feet. "You can't sleep there anymore," <<he>> says. "It's not safe. B-but you can still visit! Pl-please don't stop visiting."
<br><br>
<<link [[Next|Manor Sleep Abduction 5]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"St-stop crying," you say. "You're making it worse."
<<elseif $speech_attitude is "bratty">>
"You put me in danger," you say. "Now you're begging for comfort?"
<<else>>
"I could have been hurt!" you say.
<</if>>
<br><br>
Kylar stands and tries to stifle <<his>> tears. "I-I-I'm sorry," <<he>> sobs. "You can't sleep there anymore. It's not safe. B-but you can still visit! Pl-please don't stop visiting."
<br><br>
<<link [[Next|Manor Sleep Abduction 5]]>><</link>>
<bR><<effects>>
Kylar stands, and tries to stifle <<his>> tears. "I-I'm sorry," <<he>> sobs. "You can't sleep there anymore. It's not safe. B-but you can still visit! Pl-please don't stop visiting."
<br><br>
<<link [[Next|Manor Sleep Abduction 5]]>><</link>>
<br><<effects>>
You walk with Kylar through the forest. Kylar is silent for the journey. <<He>> slips away when you arrive back at the manor. <<Hes>> guilty, and wants to hide from you.
<br><br>
<<link [[Next|Manor Grounds]]>><<endevent>><</link>>
<br><<effects>>
You creep towards Kylar. <<He>> conceals <<his>> face with a sheet, only <<his>> eyes are visible. You launch yourself atop <<him>>, and pin <<him>> to the bed. <<He>> looks ready to faint.
<<promiscuity1>>
<<link [[Next|Manor Kylar Sex]]>><<set $sexstart to 1>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Manor Kylar Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Manor Kylar Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>><<run statusCheck("Kylar")>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<npcincr Kylar lust -20>><<lllust>>
<<He>> lies back, eyes shut in contentment.
<<if $orgasmcurrent is 0 and !playerChastity()>>
<<if _kylarStatus.includes("Rage")>>
After a few seconds, <<he>> backs up until <<hes>> facing your <<genitals>>. "You didn't cum," <<he>> murmurs. "Was I... not good enough?" <<He>> shakes <<his>> head violently. "I'll make up for it. I'll show you."
<<else>>
After a few seconds, <<he>> backs up until <<hes>> facing your <<genitals>>. "You didn't get to cum," <<he>> murmurs. "That's not fair to you. You're the one that invited me. Here, I'll make it up."
<</if>>
<br><br>
<<kylarFinish>>
<<if Time.hour lt 18>>
<<He>> closes <<his>> eyes again, and starts to snore.
<<else>>
<<He>> eventually sits back up and returns to <<his>> computer.
<</if>>
<<else>>
<<if Time.hour lt 18>>
<<He>> starts to snore.
<<else>>
<<He>> eventually sits back up and returns to <<his>> computer.
<</if>>
<</if>>
<br><br>
<<tearful>> you climb off the bed.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $enemyhealth lte 0>>
You shove Kylar away from you.
<<if Time.hour lt 18>>
<<He>> disappears beneath a bundle of covers. You feel <<him>> peering at you through a shadowy gap.
<<else>>
<<He>> sits up and returns to <<his>> computer, glancing at you warily.
<</if>>
<br><br>
<<tearful>> you climb off the bed.
<br><br>
<<clotheson>>
<<endcombat>>
<<else>>
<<if Time.hour lt 18>>
<<He>> disappears beneath a bundle of covers. You feel <<him>> peering at you through a shadowy gap.
<<else>>
<<He>> sits up and returns to <<his>> computer.
<</if>>
<br><br>
<<tearful>> you climb off the bed.
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<<link [[Next|Manor Kylar Room]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"G-goodnight my love," you whisper.
<<elseif $speech_attitude is "bratty">>
"Night love," you say.
<<else>>
"Goodnight love," you say.
<</if>>
<br><br>
Kylar covers <<himself>> with a sheet. You feel <<his>> eyes staring at you from a shadowy gap.
<br><br>
<<link [[Next|Manor Kylar Room]]>><<endevent>><</link>>
<br><<effects>><<wearProp "hedge shears">>
You use a pair of shears to trim the near-wild hedge growing around the garden.
<<if $tendingSuccess>>
The barbed branches put up a fight, <span class="green">but you're able to tame them.</span>
<<else>>
The barbed branches seem to grope for you,
<<if $exposed gte 2>>
<span class="red">grazing your skin.</span><<gpain>><<pain 4>>
<<else>>
<span class="red">tearing your clothes.</span>
<<set $worn.upper.integrity -= 10>>
<<set $worn.lower.integrity -= 10>>
<<set $worn.under_upper.integrity -= 10>>
<<set $worn.under_lower.integrity -= 10>>
<</if>>
<</if>>
<br><br>
<<if $kylar_parents_trust gte 80>>
You think you see movement in your periphery, as if an arm were reaching from the hedge and helping you cut the barbs. But when you turn, nothing's there.
<<elseif $kylar_parents_trust gte 60>>
Your heart skips a beat at the sight of pale eyes, half-visible through the branches. Or did you imagine them?
<<elseif $kylar_parents_trust gte 40>>
You catch snippets of a song, half-heard on the wind.
<<elseif $kylar_parents_trust gte 20>>
You think you hear something behind you. It might just be the wind.
<<else>>
You shiver, and see a figure watching from the manor through a window on the second story.<<gstress>><<stress 6>>
<</if>>
<br><br>
<<if $kylar_parents_trust gte 100>>
<span class="green">The manor is much more tidy than when you arrived. You should visit Kylar in <<nnpc_his "Kylar">> room.</span>
<br><br>
<</if>>
<<link [[Next|Manor Garden]]>><<handheldon>><</link>>
<br><<effects>><<wearProp "sponge">>
The equipment is extensive and robust, if a little dated. Kylar uses some of it to make pepper spray, and doesn't do a good job cleaning up. The rest is covered in dust.
<br><br>
You grab a bottle of rubbing alcohol, and get to work. You start with the exterior of a large beaker.
<<if currentSkillValue("science") gte random(1, 1000)>>
<span class="green">You leave it spotless,</span> and move on to a more complex apparatus.
<<else>>
<span class="red">You almost knock it off the table,</span>
<<if $exposed gte 1>>
and only just manage to stabilise it in time.<<gstress>><<stress 6>>
<<else>>
and get a little corrosive fluid on your clothes.
<<set $worn.upper.integrity -= 10>>
<<set $worn.lower.integrity -= 10>>
<<set $worn.under_upper.integrity -= 10>>
<<set $worn.under_lower.integrity -= 10>>
<</if>>
<</if>>
<br><br>
<<if $kylar_parents_trust gte 80>>
The lab is much cleaner than when you arrived. This should help Kylar.
<<elseif $kylar_parents_trust gte 60>>
You wipe down the walls. They're caked in a flakey orange substance, a black tar-like substance, and worse.
<<elseif $kylar_parents_trust gte 40>>
You scoop a chemical sludge out of a copper alembic. The alembic itself looks like an antique, but it's too heavy to move.
<<elseif $kylar_parents_trust gte 20>>
You clear some of the paper scattered on the ground, storing the sheets in a cupboard. They detail complex chemical formulae. You're not sure if they're still useful to anyone.
<<else>>
You clear some of the paper scattered on the ground. They're covered in thick blood-red chemical stains. You hope they're chemical stains, at least.<<gstress>><<stress 6>>
<</if>>
<br><br>
<<if $kylar_parents_trust gte 100>>
<span class="green">The manor is much more tidy than when you arrived. You should visit Kylar in <<nnpc_his "Kylar">> room.</span>
<br><br>
<</if>>
<<link [[Next|Manor Lab]]>><<handheldon>><</link>>
<br><<effects>>
Kylar isn't great at cleaning up after <<nnpc_himself "Kylar">>.
<<if $kylar_parents_trust gte 80>>
<<wearProp "broom">>
You clean the wooden floor, though you fear you'll have to live with some of these stains.
<<elseif $kylar_parents_trust gte 60>>
<<wearProp "sponge">>
You wipe down the counters with a sponge, removing all sorts of gunk.
<<elseif $kylar_parents_trust gte 40>>
<<wearProp "sponge">>
You work on the mountain of unwashed dishes teetering on the counter. At least the taps work.
<<elseif $kylar_parents_trust gte 20>>
<<wearProp "featherduster">>
You check the cupboards for expired food. There's a lot. You dust the empty shelves.
<<else>>
<<wearProp "trash bag">>
You clear up some of the rubbish scattered across the floor, and march it outside in several bin bags. You startle a mouse that made its home among the litter, and it startles you in turn.<<gstress>><<stress 6>>
<</if>>
<br><br>
<<if $kylar_parents_trust gte 100>>
<span class="green">The manor is much more tidy than when you arrived. You should visit Kylar in <<nnpc_his "Kylar">> room.</span>
<br><br>
<</if>>
<<link [[Next|Manor Kitchen]]>><<handheldon>><</link>>
<br><<effects>>
You're not sure if one, or both, are beneath the bed, but you sit atop it and talk about yourself. You're their <<= C.npc.Kylar.pronoun is "m" ? "son's" : "daughter's">> <<girlfriend>>, after all. They should get to know you.
<br><br>
<<if $kylar_parents_trust gte 80>>
A figure rises from beneath the bed, and a gaunt face greets you. It extends a handful of silver nails towards you, and strokes your skin. You don't dare move until it retreats into the dark.
<<elseif $kylar_parents_trust gte 60>>
A hand extends from beneath the bed as you talk, and rests on the sheet beside you. You touch the cold silver, and colder flesh, before it withdraws.
<<elseif $kylar_parents_trust gte 40>>
A head rises from beneath the bed. Pale eyes observe you a moment, before it disappears once more.
<<elseif $kylar_parents_trust gte 20>>
There's no response, except a dismissive hiss.
<<else>>
There's no response.
<</if>>
<br><br>
<<if $kylar_parents_trust gte 100>>
<span class="green">The manor is much more tidy than when you arrived. You should visit Kylar in <<nnpc_his "Kylar">> room.</span>
<br><br>
<</if>>
<<link [[Next|Manor Parents Room]]>><</link>>
<br><<effects>>
<<if $phase is 1>>
You pick Kylar up, making <<him>> squeal, and carry <<him>> over to the bed. <<He>> clings to you on the way over, rubbing <<his>> face into your body. When you arrive at the bed, you lower yourself and Kylar onto it.
<<else>>
You gently tug Kylar away from the chair, and <<he>> walks over to the bed with you. <<He>> flops onto it and gazes up at you with needy eyes.
<</if>>
<br><br>
<<link [[Next|Manor Kylar Sex]]>><<set $sexstart to 1>><</link>><<effects>><<location "kylarmanor">>
<<if $speech_attitude is "bratty">>
"Not without me, you're not," you say as you grab Kylar's arm. "Don't want you getting lost."
<<elseif $speech_attitude is "meek">>
"Is it okay if I come with you?" You hold out your arm to Kylar, and <<he>> wraps <<hers>> around yours.
<<else>>
"I'm coming with you," you say, taking Kylar's arm.
<</if>>
You walk to the manor together. Kylar gives you a hug before sitting at <<his>> computer.
<br><br>
<<kylaroptions>><<effects>>
Kylar freezes in the middle of the room, <<his>> arms straight at <<his>> sides, and <<his>> eyes closed. <<He>> opens them, and acts with newfound surety. The madness is gone, replaced with a burning determination.
<br><br>
<<unbind>>
"I'm sorry I tied you up," <<he>> says, crouching behind you. "That was no way to treat my <<girlfriend>>." <<He>> fiddles with the bindings, and they come loose. You stand and stretch.
<br><br>
<<clotheson>>
<<link [[Next|Kylar Abduction Stockholm 2]]>><</link>>
<br><<effects>>
"We can't meet my parents dressed like this," Kylar says. "Good thing I prepared!" <<He>> holds out <<his>> hand. <<He>> shivers in pleasure as you take it. "Th-this way."
<br><br>
<<He>> leads you from the room. Garlic has been nailed around the other side of the door, some rotten, some fresh. <<He>> turns right, then left, then right, leading you up a set of stairs. The door at the top is criss-crossed with padlocks. <<He>> produces a key, and opens them all in a jiffy.
<br><br>
The door opens, revealing a spacious yet old-fashioned kitchen. Rubbish overflows from the bin, covering much of the floor. "S-sorry about the mess," <<he>> says, sheepish.
<br><br>
<<link [[Offer to help clean|Kylar Abduction Stockholm Offer]]>><</link>>
<br>
<<link [[Tease|Kylar Abduction Stockholm Tease]]>><</link>>
<br>
<<link [[Remain silent|Kylar Abduction Stockholm Silent]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I-I can help you tidy," you say. "It's the least I can do as your guest."
<<elseif $speech_attitude is "bratty">>
"I don't mind tidying," you say. "Show you how it's done."
<<else>>
"I can tidy up," you say. "It's the least I can do as your guest."
<</if>>
<br><br>
Kylar shakes <<his>> head. "No! I'll do it!" <<Hes>> lying. "Later. Let's get d-dressed first."
<br><br>
<<link [[Next|Kylar Abduction Stockholm 3]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"Y-you're very messy!" you laugh.
<<elseif $speech_attitude is "bratty">>
"You're such a pig," you laugh.
<<else>>
"You're a messy one!" you laugh.
<</if>>
<br><br>
Kylar hesitates, then nods. "I-I get distracted. But I will clean up later." <<Hes>> lying. "Let's get d-dressed first."
<br><br>
<<link [[Next|Kylar Abduction Stockholm 3]]>><</link>>
<br><<effects>>
Kylar takes your silence as disapproval. "I-I'll clean it up!" <<Hes>> lying. "Later. Let's get d-dressed first."
<br><br>
<<link [[Next|Kylar Abduction Stockholm 3]]>><</link>>
<br><<effects>>
Kylar leads you down a corridor, towards what looks like the front door. There's another staircase on the right, but <<he>> instead leads you left, into a living room. Most of the furniture has been stacked on one side, creating space for a large alembic, and other scientific equipment. Much of it is covered in dust, but some, including the alembic, have been used recently. A choking, curry-scented chemical smog fills the air.
<br><br>
"This is my parents' lab," <<he>> says. "They d-don't use it anymore. Here." Lying on a table are a few sets of clothes. Old-fashioned formalwear. Kylar holds up a dress with one hand, and a suit with the other. "Y-you can wear what you like," <<he>> says. "They both fit. I m-measured."
<br><br>
<<if $earSlime.forcedDressing and $earSlime.forcedDressing.type is "m">>
<span class="red">The ear slime refuses to allow you to wear the dress.</span>
<<else>>
<<link [[Wear the dress|Kylar Abduction Stockholm Dress]]>><<undressmid "wardrobe">><<upperwear 50>><</link>>
<</if>>
<br>
<<if $earSlime.forcedDressing and $earSlime.forcedDressing.type is "f">>
<span class="red">The ear slime refuses to allow you to wear the suit.</span>
<<else>>
<<link [[Wear the suit|Kylar Abduction Stockholm Dress]]>><<undressmid "wardrobe">><<upperwear 51>><<lowerwear 47>><</link>>
<</if>>
<br>
<<link [[Keep what you're currently wearing|Kylar Abduction Stockholm Dress Refuse]]>><</link>><<effects>>
Kylar shakes <<his>> head. "No, n-no, you need to wear one of them. You <i>need</i> to." <<He>> sounds serious, and a touch nervous.
<br><br>
<<if $earSlime.forcedDressing and $earSlime.forcedDressing.type is "m">>
<span class="red">The ear slime refuses to allow you to wear the dress.</span>
<<else>>
<<link [[Wear the dress|Kylar Abduction Stockholm Dress]]>><<undressmid "wardrobe">><<upperwear 50>><</link>>
<</if>>
<br>
<<if $earSlime.forcedDressing and $earSlime.forcedDressing.type is "f">>
<span class="red">The ear slime refuses to allow you to wear the suit.</span>
<<else>>
<<link [[Wear the suit|Kylar Abduction Stockholm Dress]]>><<undressmid "wardrobe">><<upperwear 51>><<lowerwear 47>><</link>>
<</if>>
<br><<effects>>
You take the clothes back to the kitchen before dressing, eager to escape the smog. Kylar follows behind,
<<if $pronoun is "m">>
carrying a folded suit under one arm.
<<else>>
carrying a folded dress under one arm.
<</if>>
<br><br>
The curry smell gives way gradually, overcome by the scent of garlic. It's only once dressed that you realise that the <<print $worn.upper.name>> is lined with garlic cloves.
<br><br>
"They like the smell," Kylar says. "Or dislike it. It will keep you safe either way. N-not that there's any danger!" <<Hes>> dressed <<himself>>. <<His>> clothes are more worn down than yours. "R-right," <<he>> says. "Right this way."
<br><br>
<<link [[Next|Kylar Abduction Stockholm 4]]>><</link>>
<br><<effects>>
Kylar leads you upstairs. The decor upstairs is different. Older. There's a portrait of a family.
<<if $player.gender_appearance is "f">>
A bald man with a tidy beard stood beside a woman with long, jet-black hair. Aside from the hair and age, <span class="purple">she looks like you.</span>
<<else>>
A woman with long, jet-black hair stood beside a bald man with a tidy beard. Aside from the hair and age, <span class="purple">he looks like you.</span>
<</if>>
Between them stands a smiling child. It's Kylar. It must have been painted years ago.
<br><br>
Kylar follows your gaze. "Those are my parents," <<he>> says. Something thuds against the wall. The portrait trembles. "That's th-them. Y-you should know, that they're-" <<He>> hesitates. "They're sick."
<br><br>
<<link [[Next|Kylar Abduction Stockholm 5]]>><</link>>
<br><<effects>>
Kylar pushes open a door, revealing a large bedroom. There's a four-poster bed on the far side. Dust hangs in the air.
<br><br>
"Mum," Kylar says. "Dad. I-I've-" <<His>> fists clench with anxiety, or excitement. "I've brought my <<girlfriend>> to meet you."
<br><br>
Silence answers, at first. Then you hear a rustle beneath the bed, and see a flash of silver. A shape crawls out with terrifying speed, snaking across the bedroom floor and looming in front of you. White eyes pierce you from a pale, hairless face.
<br><br>
<<link [[Next|Kylar Abduction Stockholm 6]]>><</link>>
<br><<effects>>
"Mum?" Kylar asks. "Dad? S-sorry I still can't tell you apart. Meet my <<girlfriend>>. I-I hope you get on well."
<br><br>
Kylar's parent sniffs the air and grimaces, revealing a pair of long fangs. It raises a hand towards you. Each finger is tipped with a blade of silver.
<br><br>
"Th-that's enough meeting for now," Kylar says, stepping between you. Kylar's parent snarls, and lunges back beneath the bed.
<br><br>
<<link [[Next|Kylar Abduction Stockholm 7]]>><</link>>
<br><<effects>>
Kylar closes the door, and walks deeper into the house. "The other might be out," <<he>> says. "They're afraid of the town, but they'll enter the forest through the back garden. T-technically some of the forest is part of this property."
<br><br>
You come to another door. "This is my room." <<He>> opens the door, revealing a short staircase leading further up.
<br><br>
You climb, and emerge in a long converted loft. There's a bed not far away. Beyond it sits a desk, and a computer with six monitors. Three on the desk proper, and three more attached to the wall above and behind it. The top left is playing pornography.
<br><br>
Kylar sprints forward. You catch a glimpse of a body pillow bearing your likeness, before <<he>> conceals it with a sheet. You've never seen a face so red.
<br><br>
<<link [[Tease|Kylar Abduction Stockholm Tease 2]]>><</link>>
<br>
<<link [[Ignore|Kylar Abduction Stockholm Ignore 2]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I-I can see you like me a lot," you say.
<<elseif $speech_attitude is "bratty">>
"It's okay," you say. "You're probably not the only one with a body pillow of me. I'm pretty great."
<<else>>
"I saw that!" you say. "Very cheeky of you."
<</if>>
<br><br>
Kylar tries to stammer a protest, but you silence <<him>> with a laugh. "It's a nice room." You're not lying, though it could be tidier.
<br><br>
"Th-thank you," Kylar says. "Y-you're w-welcome to stay here. In my b-b-bed."
<br><br>
<<He>> notices the pornography, and trips in <<his>> haste to turn it off. You laugh.
<br><br>
<<link [[Next|Kylar Abduction Stockholm 8]]>><</link>>
<br><<effects>>
You ignore Kylar's embarrassment. "It's a nice room," you say. You're not lying, though it could be tidier.
<br><br>
"Th-thank you," Kylar says. "Y-you're w-welcome to stay here. In my b-b-bed."
<br><br>
<<He>> notices the pornography, and trips in <<his>> haste to turn it off. You stifle a laugh.
<br><br>
<<link [[Next|Kylar Abduction Stockholm 8]]>><</link>>
<br><<effects>>
"I-I forgot to show you the garden," Kylar says. <<He>> takes your arm, and leads you back downstairs.
<br><br>
You emerge through the front door, into an overgrown garden.
<<if $kylar_abduction_grass gte 3>>
Short grass is surrounded by dense bushes and tangles of weeds.
<<else>>
Long wild grass covers the lawn, surrounded by dense bushes and tangles of weeds.
<</if>>
The gate leading to the road outside is attached to a stone pillar, bearing a symbol of the temple.
<br><br>
"Th-that's my house," <<he>> says, hugging your arm. "C-can we go somewhere together? It would be good to stretch your legs."
<br><br>
<<link [[Agree (0:15)|Kylar Abduction Stockholm Agree]]>><<pass 15>><</link>><<glove>>
<br>
<<link [[Refuse|Kylar Abduction Stockholm Refuse]]>><</link>><<llove>>
<br><<effects>>
Kylar nods, disappointed. "O-okay," <<he>> says. "Th-that's fine. That's fine! I'll s-see you later though, right? Right."
<<if Time.hour gte 22 or Time.hour lte 6>>
<<He>> turns and runs into the house before you can respond.
<<else>>
<<He>> turns and runs through the gate before you can respond, disappearing down the street.
<</if>>
<br><br>
<span class="gold">You can now access the manor on Danube Street.</span>
<br><br>
<<kylar_abduction_end>><<badEndTrackingEnd "Kylar Abduction" { reason: "kylarStockholmRefused" }>>
<<link [[Next|Manor Garden]]>><<endevent>><</link>>
<br><<set $outside to 1>><<location "kylarmanor">><<effects>>
You walk down the street with Kylar. <<He>> clutches your arm, as if afraid to lose you.
<br><br>
<<generatey2>><<generatey3>><<generatey4>><<generatey5>><<generatey6>>
You arrive at the park.
<<if Time.dayState is "night">>
It's deserted, save a group of teenagers hanging out by a set of swings.
<<else>>
A group of teenagers are hanging out near a set of swings.
<</if>>
You recognise them from school. They look over, and laugh when they see Kylar hanging off your arm like a child.
<br><br>
"Oi!" a <<person2>><<person>> shouts at you. "What you two doing? You a couple?"
<br><br>
Kylar yanks on your arm. "Y-yes! Yes we are!" They respond with laughter.
<br><br>
<<person1>>
<<link [[Quietly walk away|Kylar Abduction Stockholm Leave]]>><<npcincr Kylar love -1>><</link>><<llove>>
<br>
<<link [[Ignore the teenagers|Kylar Abduction Stockholm Ignore]]>><<npcincr Kylar love 1>><<status -10>><</link>><<lcool>><<glove>>
<br>
<<link [[Kiss Kylar|Kylar Abduction Stockholm Kiss]]>><<npcincr Kylar love 15>><<status -20>><</link>><<kissvirginitywarning>><<ggglove>><<llcool>>
<br><<effects>>
You pull Kylar away from the teenagers, and their jeering laughter. "Wh-what's wrong my love?" Kylar asks. "Y-you're not ashamed of me, are you?" <<His>> grip tightens.
<br><br>
<<link [[Suggest ways Kylar can improve <<his>> image|Kylar Abduction Stockholm Suggest]]>><<npcincr Kylar love -1>><</link>><<llove>>
<br>
<<link [[Tell Kylar <<hes>> fine just the way <<he>> is|Kylar Abduction Stockholm Tell]]>><<npcincr Kylar love 1>><</link>><<glove>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"It's wrong for people to bully you," you say. "But you could act with more dignity."
<<elseif $speech_attitude is "bratty">>
"You could act like less of a weirdo," you say.
<<else>>
"You could act less strange around people," you say. "I know it's hard."
<</if>>
<br><br>
Kylar stiffens. "Y-yes my love," <<he>> says. "I will respect myself more."
<br><br>
<<link [[Next|Kylar Abduction Stockholm End]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"You're perfect just the way you are," you say.
<<elseif $speech_attitude is "bratty">>
"Maybe I'm weird," you say. "But I like you the way you are."
<<else>>
"I'm not ashamed of you," you say. "I like you the way you are."
<</if>>
<br><br>
Kylar hugs your arm all the tighter.
<br><br>
<<link [[Next|Kylar Abduction Stockholm End]]>><</link>>
<br><<effects>>
You ignore the teenagers' jeering, and enjoy your walk with Kylar. You stop by the river, and watch a pair of ducks hide under a canopy of trees. Kylar releases your arm, and hugs your waist instead.
<br><br>
<<link [[Next|Kylar Abduction Stockholm End]]>><</link>>
<br><<effects>>
You take Kylar in your arms, and kiss <<him>>. <<His>> body hangs limp, but you're able to support <<his>> weight.<<takeKissVirginity "Kylar" `($kylarenglish gte 1?"loveInterest":"romantic")`>>
<br><br>
The teenagers jeer at you, but you ignore them. Kylar releases a gentle moan as you pull away.
<br><br>
<<link [[Next|Kylar Abduction Stockholm End]]>><</link>>
<br><<effects>>
<<endevent>>
<<npc Kylar>><<person1>><<generate2>>
<<His>> spirit unweathered by the teenagers, Kylar's eyes seize upon the statue in the centre of the park. "My love!" <<he>> declares. "I must announce our love to the world!" <<He>> runs for the statue, and climbs it with a surprising deftness.
<br><br>
"Everyone listen!" <<he>> bellows. The teenagers jeer at <<him>> again. "I must announce my love to the world!" <<He>> points at you. "That's my <<girlfriend>>! We are in love, and will be together forever!"
<br><br>
A whistle pierces the air. <<person2>>"You!" shouts a newcomer, dressed in a police officer's uniform. <<He>> marches towards the statue. "This is the last time you disturb the peace. Get down from the statue at once!"
<br><br>
Kylar's gone before the <<person>> can finish speaking, dropping from the statue and sprinting towards a bush by the riverbank. <<person1>><<He>> throws you a reassuring glance before vanishing within.
<br><br>
The <<person2>><<person>> follows, but you don't expect <<him>> to have much luck.
<br><br>
<span class="gold">You can now access the manor on Danube Street.</span>
<br><br>
<<kylar_abduction_end>><<badEndTrackingEnd "Kylar Abduction" { reason: "kylarStockholm" }>>
<<link [[Next|Park]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<set $outside to 0>><<effects>>
<<endevent>>
<<npc Leighton>><<person1>>
You lead Leighton behind the stage. You're looking for an unoccupied room when <<he>> grasps your arm. "This one," <<he>> says, gesturing to a closed door. You open it.
<<endevent>>
<<beastNEWinit 1 dog>>
<<promiscuity3>>
<<if $headblackmailed is 1 and $rng gte 61 and ($monster is 1 or $bestialitydisable is "f")>><!-- Modified for Monster People -->
A tripod camera stands in the corner. Beside it, chained to the wall, sits a <<beasttype 0>>. <<bHe 0>> growls. <<if $monster is 1>><<bHes 0>> completely naked, but doesn't seem to care. "Let me go! I want to have fun too!"<</if>>
<br><br>
Leighton takes a seat and grasps the chain. An empty glass sits on a nearby table, next to an open bottle of wine. "Right," the headteacher says. "Whenever you're ready."
<br><br>
<<if hasSexStat("deviancy", 4)>>
<<link [[Perform|Leighton Club Blackmail Beast]]>><</link>><<deviant4>>
<br>
<</if>>
<<link [[Refuse|Leighton Club Blackmail Beast Refuse]]>><</link>>
<br>
<<elseif $headblackmailed is 1 and $rng gte 21>>
<<endevent>><<generatey1>><<generatey2>><<person1>>
There's someone already inside, sat on the sofa with <<his>> eyes fixed on the ground. <<He>> looks up. <<Hes>> a <<person>> you recognise from school. <<person2>>A <<person>> sits next <<person1>>to <<him>>, gazing at a wall. A tripod camera stands in the corner.
<br><br>
Leighton takes a seat, and rests one leg on the other. An empty glass sits on a nearby table, next to an open bottle of wine. "Right," the headteacher says. "Whenever you're ready."
<br><br>
<<link [[Perform|Leighton Club Blackmail]]>><</link>>
<br>
<<link [[Refuse|Leighton Club Blackmail Refuse]]>><</link>>
<br>
<<else>>
<<endevent>><<generatey1>><<person1>>
There's someone already inside, sat on the sofa with <<his>> eyes fixed on the ground. <<He>> looks up. <<Hes>> a <<person>> you recognise from school.
<br><br>
Leighton takes a seat, and rests one leg on the other. An empty glass sits on a nearby table, next to an open bottle of wine. "Right," the headteacher says. "Whenever you're ready."
<br><br>
<<link [[Perform|Leighton Private 2]]>><</link>>
<br>
<<if hasSexStat("promiscuity", 4)>>
<<link [[Ask Leighton to join|Leighton Private 2 Join]]>><<promiscuous4>><</link>>
<br>
<</if>>
<<link [[Refuse|Leighton Private 2 Refuse]]>><</link>>
<br>
<</if>><<set $outside to 0>><<effects>>
You nod. Leighton reaches over to the camera as the <<fullGroup>> rise to their feet.
<br><br>
<<link [[Next|Leighton Club Blackmail Sex]]>><<set $sexstart to 1>><</link>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>>
<</if>>
<<effects>>
Leighton watches with a blank expression, occasionally sipping wine.
<br><br>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Leighton Club Blackmail Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Leighton Club Blackmail Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"I'll see you at school," Leighton says, picking up the camera and dropping some notes on the table. <<tearful>> you count the money. You've gained <<printmoney 7000>><<money 7000 "prostitution">>.
<br><br>
<<fameprostitution 30 "vid">><<set $prostitutionstat += 1>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Brothel]]>><</link>>
<<elseif $enemyhealth lte 0>>
<<person2>>The <<person>> falls to the floor in pain. <<tearful>> you seize the opportunity and flee the room.
<br><br>
<<famescrap 30 "vid">>
<<clotheson>>
<<endcombat>>
<<link [[Next|Brothel]]>><</link>>
<<else>>
The <<person1>><<person>> backs away from you. Leighton tuts, picks up the camera, and leaves without a word.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Brothel]]>><</link>>
<</if>><<set $outside to 0>><<effects>>
You refuse. Leighton sighs, and nods at the pair. They grab both your arms. "Sorry," the <<person2>><<person>> whispers. Leighton starts the camera.
<br><br>
<<link [[Next|Leighton Club Blackmail Refuse Sex]]>><<set $molestationstart to 1>><</link>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
Leighton watches with a blank expression, occasionally sipping wine.
<br><br>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Leighton Club Blackmail Refuse Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Leighton Club Blackmail Refuse Sex]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"I'll see you at school," Leighton says, picking up the camera and dropping some notes on the table. <<tearful>> you count the money. You've gained <<printmoney 3000>><<money 3000 "prostitution">>.
<br><br>
<<famerape 30 "vid">><<set $forcedprostitutionstat += 1>><<fameprostitution 30 "vid">>
<<clotheson>>
<<endcombat>>
<<link [[Next|Brothel]]>><</link>>
<<else>>
<<person2>>The <<person>> falls to the floor in pain. <<tearful>> you seize the opportunity and flee the room.
<br><br>
<<famescrap 30 "vid">>
<<clotheson>>
<<endcombat>>
<<link [[Next|Brothel]]>><</link>>
<</if>><<effects>>
You nod, and assume a mating position before the <<beasttype 0>>.<<deviancy4>>
<<link [[Next|Leighton Club Blackmail Beast Sex]]>><<set $sexstart to 1>><</link>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<beastCombatInit>>
<</if>>
<<effects>>
Leighton watches with a blank expression, occasionally sipping wine.
<br><br>
<<effectsman>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Leighton Club Blackmail Beast Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Leighton Club Blackmail Beast Sex]]>><</link>></span><<nexttext>>
<</if>><<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
"I'll see you at school," Leighton says, picking up the camera and dropping some notes on the table. <<tearful>> you count the money. You've gained <<printmoney 10000>><<money 10000 "prostitution">>.
<br><br>
<<if $monster is 1>>
"Thanks for the fun," the <<beasttype>> says suddenly. "So many dirty people come through here. You're fun, though. I like you."
<</if>>
<<fameprostitution 30 "vid">><<famebestiality 30 "vid">><<set $prostitutionstat += 1>>
<<elseif $enemyhealth lte 0>>
The <<beasttype 0>> whimpers and hides behind Leighton. <<if $monster is 1>>"I don't like <<phim>>!"<</if>> <<tearful>> you seize the opportunity and flee the room.
<br><br>
<<famescrap 30 "vid">>
<<else>>
The <<beasttype 0>> backs away from you. Leighton tuts, picks up the camera, and leaves without a word.
<br><br>
<</if>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Brothel]]>><</link>><<effects>>
You refuse. Leighton smiles. "Too late for that," <<nnpc_he "Leighton">> says. <<nnpc_He "Leighton">> detaches the chain from the wall. The <<beasttype 0>> bounds towards you while <<nnpc_he "Leighton">> turns on the camera.
<br><br>
<<link [[Next|Leighton Club Blackmail Beast Refuse Sex]]>><<set $molestationstart to 1>><</link>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<set $NPCList[0].stance to "top">>
<br><br>
<</if>>
<<effects>>
Leighton watches with a blank expression, occasionally sipping wine.
<br><br>
<<effectsman>>
<br><br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Leighton Club Blackmail Beast Refuse Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Leighton Club Blackmail Beast Refuse Sex]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
"That position suits you," Leighton says, picking up the camera and dropping some notes on the table. "See you at school." <<tearful>> you count the money. You've gained <<printmoney 10000>><<money 10000 "prostitution">>.
<br><br>
<<famebestiality 30 "vid">><<famerape 30 "vid">><<set $forcedprostitutionstat += 1>><<fameprostitution 30 "vid">>
<<else>>
The <<beasttype 0>> whimpers and hides behind Leighton. <<if $monster is 1>>"I don't like <<phim>>!"<</if>> <<tearful>> you seize the opportunity and flee the room.
<br><br>
<<famescrap 30 "vid">>
<br><br>
<</if>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Brothel]]>><</link>><<effects>>
Leighton reaches for the camera, and the <<person>> reaches for you.
<br><br>
<<link [[Next|Leighton Private 2 Sex]]>><<set $sexstart to 1>><</link>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>>
<</if>>
<<effects>>
Leighton watches with a blank expression, occasionally sipping wine.
<br><br>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Leighton Private 2 Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Leighton Private 2 Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $finish is 1>>
The <<person1>><<person>> backs away from you. Leighton tuts, but leaves without a word.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Brothel]]>><</link>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<fameprostitution 2>><<set $prostitutionstat += 1>>
"You're a natural," says Leighton, placing the glass back on the table, along with some notes. "See you at school." <<tearful>> you count the money. You've gained <<printmoney 8000>><<money 8000 "prostitution">>.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Brothel]]>><</link>>
<<else>>
<<person1>>The <<person>> falls to the floor in pain. <<tearful>> you run from the room.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Brothel]]>><</link>>
<</if>><<effects>>
<<set $seductiondifficulty to 6000>>
<<seductioncheck>>
<br><br>
<<promiscuity3>>
<<if $seductionrating gte $seductionrequired>>
"So you're just gonna watch?" you say, sitting next to the <<person>>.
<br>
"You're gonna miss out on the opportunity," you say, reaching around <<his>> chest.
<br>
"To teach," you start massaging <<his>> chest.
<br>
"Two beautiful," you move your hands lower.
<br>
"Supple," you slide your fingers down <<his>> stomach.
<br>
"Curious," you glide your fingertips even lower.
<br>
"Students," the <<person>> moans as you reach <<his>> crotch.
<br>
"How to love," you finish as the <<person>> pulls you into a kiss.<<takeKissVirginity $NPCList[0] "consensual">>
<br><br>
Leighton smiles. "It would be an insult to my position if I didn't personally instruct you. Very well." The headteacher kneels in front of the <<person>>, and <<if $NPCList[0].penis isnot "none">>takes <<his>> penis into <<endevent>><<npc Leighton>><<person1>><<his>> mouth.<<else>> starts licking <<his>> pussy.<<endevent>><<npc Leighton>><<person1>><</if>> <<He>> grasps your arm and pulls you closer.
<<set $leightonseduce to true>>
<br><br>
<<link [[Next|Leighton Private 2 Join Sex]]>><<set $sexstart to 1>><</link>>
<<else>>
"You're not gonna join in?" you say sitting next to the <<person>>. "Seems unfair that we get all the fun."
<br><br>
Leighton pauses as the <<person>> pulls you into a kiss, then smiles. The headteacher <<if C.npc.Leighton.pronoun is "m">>opens his fly, revealing his<<else>>lifts her skirt, revealing her<</if>> <<if C.npc.Leighton.gender is "m">>erect <<print C.npc.Leighton.penisdesc>>.<<else>>pussy.<</if>>
<br><br>
<<link [[Next|Leighton Private 2 Join Sex 2]]>><<set $sexstart to 1>><</link>>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>>
<<set $NPCList[0].mouth to "none">>
<</if>>
Leighton continues to orally pleasure the other student, while focusing the rest of <<his>> attention on you.
<br><br>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Leighton Private 2 Join Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Leighton Private 2 Join Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $finish is 1>>
"I'm disappointed," Leighton says, fishing some money from <<his>> pockets. <<tearful>> you count it as <<he>> leaves the room. You've earned <<printmoney 8500>><<money 8500 "prostitution">>.
<br><br>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<set $prostitutionstat += 1>><<fameprostitution 2>>
The student convulses against Leighton's face, then falls back onto a chair. "I hope that was an illuminating lesson," <<he>> says, pulling a handkerchief from a pocket and wiping <<his>> mouth. <<He>> drops some notes atop you on the way out. <<tearful>> you count the money. You've earned <<printmoney 12000>><<money 12000 "prostitution">>.
<br><br>
<<else>>
You shove Leighton away from you. <<tearful>> you run from the room.
<br><br>
<</if>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Brothel]]>><</link>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>>
<</if>>
<<effects>>
Leighton strokes <<nnpc_himself "Leighton">> while watching you perform.
<br><br>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Leighton Private 2 Join Sex Finish 2]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Leighton Private 2 Join Sex 2]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $finish is 1>>
"You are going to get me all hot and bothered then just stop?" Leighton says with a clear tone of disappointment. "Get out."
<br><br>
<<tearful>> you leave the room.
<br><br>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<set $prostitutionstat += 1>><<fameprostitution 2>>
<<if C.npc.Leighton.gender is "m">>
Leighton stands and ejaculates over the <<persons>> face. "Clean yourself up," <<nnpc_he "Leighton">> says after a moment, dropping a handkerchief on the <<person>>, and a few notes atop you on <<his>> way out. <<tearful>> you count the money. You've earned <<printmoney 8500>><<money 8500 "prostitution">>.
<br><br>
<<else>>
Leighton closes <<nnpc_his "Leighton">> eyes and convulses, then stands and grasps the <<persons>> hair. <<nnpc_He "Leighton">> pushes <<nnpc_his "Leighton">> fingers into the <<persons>> mouth, one by one, until they're sucked clean. <<nnpc_He "Leighton">> drops a few notes atop you on <<his>> way out. <<tearful>> you count the money. You've earned <<printmoney 8500>><<money 8500 "prostitution">>.
<br><br>
<</if>>
<br><br>
<<else>>
You shove the <<person>> away from you. <<tearful>> you flee the room.
<br><br>
<</if>>
<<clotheson>>
<<endcombat>>
<<unset $leightonseduce>>
<<link [[Next|Brothel]]>><</link>><<set $outside to 0>><<effects>>
<<person1>>The <<person>> gives you a disappointed glance. "That's too bad," Leighton frowns. The headteacher points at the door, and you return to the club.
<br><br>
<<endevent>>
<<link [[Next|Brothel]]>><</link>><<set $outside to 0>><<effects>>
<<npc Leighton>><<person1>><<generate2>><<generate3>>
The dressing room is empty, save a <<nnpc_gender "Leighton">> examining a rack of costumes, <<his>> back turned. It's Leighton.
<br><br>
<<link [[Confront|Leighton Club Confront]]>><</link>>
<br>
<<link [[Hide (0:03)|Leighton Club Hide]]>><</link>><<small_text>>
<br><<set $outside to 0>><<effects>>
You decide to stand your ground. Leighton turns. "No need to look so scared," <<he>> says with a smile. "You didn't notice me in the crowd. Or perhaps you feel shy. Let me make this easy for you." <<He>> pulls out a camera. "Let's play a little dress up. Play along and I'll let you leave with some cash." <<He>> pauses. "And most of your dignity."
<br><br>
<<link [[Accept (1:00)|Club Cosplay]]>><<pass 60>><</link>>
<br>
<<link [[Refuse|Club Cosplay Rape]]>><</link>>
<br><<set $outside to 0>><<effects>>
<<if $rng gte 30 and $physiquesize lte 6000 or $rng gte 40 and $physiquesize lte 10000 or $rng gte 50 and $physiquesize lte 12000 or $rng gte 60>>
You hide in a wardrobe just before <<he>> turns. You peek through the gap. "I heard you," Leighton says, scanning the room. "No need to be scared."
<br><br>
You hear footsteps. "Must have run out the back," says a <<person2>><<personsimple>> voice.
<br><br>
"Already been grabbed by someone else, then," says a third voice.
<br><br>
Leighton walks from view, <span class="green">and you hear the door shut.</span> You wait a few minutes, then emerge from your hiding place.
<br><br>
<<endevent>>
<<link [[Leave|Brothel Dressing Room]]>><<pass 3>><</link>>
<br>
<<else>>
You hide in a wardrobe just before <<he>> turns. You peek through the gap. "I heard you," Leighton says, scanning the room. "No need to be scared."
<br><br>
<<endevent>><<generate1>><<generate2>><<person1>>
You hear footsteps, then a <<person>> walks into view. "Must have run out the back," <<he>> says.
<br><br>
Without warning, <span class="red">the wardrobe door is flung open,</span> revealing a grinning <<person2>><<person>>. "Got you," <<he>> says, clasping you by the shoulders. <<He>> shoves you before Leighton. You catch a glimpse of the <<person1>><<person>> setting up a camera. Leighton shakes <<nnpc_his "Leighton">> head as if disappointed, then nods at the pair.
<br><br>
<<link [[Next|Leighton Club Caught]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Leighton Club Caught Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Leighton Club Caught ]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Satisfied, the <<fullGroup>> fix their clothing. <<endevent>><<npc Leighton>><<person1>>Leighton smiles and walks over to the camera. "I'm going to enjoy watching this," <<he>> says, throwing some coins at you. You've earned <<printmoney 3000>><<money 3000 "prostitution">>.
<br><br>
<<tearful>> you watch Leighton and <<his>> friends leave the room.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Brothel]]>><</link>>
<<else>>
The <<fullGroup>> back away from you, giving you the chance you need. <<tearful>> you flee the room.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Brothel]]>><</link>>
<</if>><<set $outside to 0>><<effects>>
"I'm glad we have an understanding," Leighton says, rummaging through the clothes rack. You spend the next hour wearing outfits and striking poses as Leighton meticulously photographs you from every angle. <<He>> lets you change behind a curtain between shoots, but some of the outfits don't hide much.
<<if $player.gender_appearance is "f">>
<<if $rng gte 81>>
The most revealing is an undersized micro bikini.
<<elseif $rng gte 61>>
The most revealing is a little red dress, cut so low on the bust that a hint of areola remains visible.
<<elseif $rng gte 41>>
The most revealing is a leotard that fits so tightly it reveals every little contour of your body.
<<elseif $rng gte 21>>
The most revealing is a tiny skirt, so short that you worry the camera can see under it.
<<else>>
The most revealing is an oversized shirt, with nothing else. It hangs down to your thighs, but you need to tug the bottom further down make sure your <<genitals_are>> hidden. Unfortunately this stretches the fabric over your <<breasts>>, making it hug you tightly.
<</if>>
<<else>>
<<if $rng gte 76>>
The most revealing is a pair of undersized trunks, that hug your <<genitals>> so tightly you wonder if it's any better than nudity.
<<elseif $rng gte 51>>
The most revealing is a tiny loincloth, so short that you worry the camera can see under it.
<<elseif $rng gte 26>>
The most revealing is a leotard that fits so tightly it reveals every little contour of your body.
<<else>>
The most revealing is an oversized shirt, with nothing else. It hangs down to your thighs, but you need to tug the bottom further down make sure your <<genitals_are>> hidden. Unfortunately this stretches the fabric over your <<breasts>>, making it hug you tightly.
<</if>>
<</if>>
<br><br>
"At least you're good for something," <<he>> says, handing you some money before leaving you to get dressed. <<tearful>> you count the money. You've earned <<printmoney 7500>><<money 7500 "prostitution">>.
<br><br>
<<clotheson>>
<<endevent>>
<<link [[Next|Brothel]]>><</link>><<set $outside to 0>><<effects>>
"I wasn't asking," Leighton says, loud this time.
<<endevent>><<generate1>><<generate2>><<person1>>
A <<fullGroup>> enter the room, closing the door behind them. "You've forgotten your place," Leighton continues. "Time for a lesson." The pair step closer, and grasp your arms. Leighton smiles and produces a camera.
<br><br>
<<link [[Next|Club Cosplay Rape 2]]>><<set $molestationstart to 1>><</link>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<hand_gag 0 left>>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Club Cosplay Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Club Cosplay Rape 2]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<endevent>><<npc Leighton>><<person1>>
"I hope you were paying attention," Leighton says, dropping some notes on the ground. "I'd hate to teach it again," <<he>> laughs as <<he>> and <<his>> friends leave the room.
<br><br>
<<tearful>> you count the money. You've earned <<printmoney 3000>><<money 3000 "prostitution">>.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Brothel]]>><</link>>
<<else>>
The thugs recoil from you. <<tearful>> you seize the chance and escape the room.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Brothel]]>><</link>>
<</if>><<effects>>
You sit beside Leighton, and <<he>> rests an arm on your shoulder.
<br><br>
<<link [[Act cute|Brothel Leighton Cute]]>><</link>>
<br>
<<link [[Act aloof|Brothel Leighton Aloof]]>><</link>>
<br><<effects>>
You lean against Leighton's shoulder while <<he>> talks about which of the dancers <<he>> would like to fuck. You smile and make interested noises. <<He>> seems satisfied.
<br><br>
"You're a natural," <<he>> says. "I almost forgot I was paying you." <<He>> places the notes <<he>> waved on the table in front of you, then disappears into the crowd.
<br><br>
You've earned <<printmoney 7500>><<money 7500 "prostitution">>.
<br><br>
<<endevent>>
<<link [[Next|Brothel]]>><</link>>
<br><<effects>>
You fold your arms and look away from Leighton. <<He>> tries to chat, and you respond with disinterested murmurs. <<He>> seems amused.
<br><br>
"You're a cold one," <<he>> says. "Or are you just shy?" <<He>> places the notes <<he>> waved on the table in front of you, then disappears into the crowd.
<br><br>
You've earned <<printmoney 7500>><<money 7500 "prostitution">>.
<br><br>
<<endevent>>
<<link [[Next|Brothel]]>><</link>>
<br><<effects>>
"You're supposed to be a teacher," you say. "You shouldn't behave like this."
<br><br>
Leighton laughs and folds the notes back into <<his>> pocket. "Suit yourself," <<he>> says, turning to face one of the dancers.
<br><br>
<<endevent>>
<<link [[Next|Brothel]]>><</link>>
<br><<effects>>
You turn and walk away. If Leighton says anything, it's lost in the din.
<br><br>
<<endevent>>
<<link [[Next|Brothel]]>><</link>>
<br><<effects>>
<<link [[Eden nightmare|Nightmare Eden]]>><<set $sleephour to 1>><<set $nightmareExit to "Eden Cabin Bed">><</link>>
<br>
<<link [[Wraith nightmare|Nightmare Wraith]]>><<set $sleephour to 1>><<set $nightmareExit to "Bed">><</link>>
<br>
<<link [[Harper nightmare|Nightmare Harper]]>><<set $sleephour to 1>><<set $nightmareExit to "Bed">><</link>>
<br>
<<link [[Great Hawk nightmare|Nightmare Bird]]>><<set $sleephour to 1>><<set $nightmareExit to "Bird Tower Bed">><</link>>
<br>
<<link [[Corrupt Sydney nightmare|Nightmare Corrupt Sydney]]>><<set $sleephour to 1>><<set $nightmareExit to "Bed">><</link>>
<br>
<<link [[Back|Bedroom]]>><</link>>
<br><<effects>><<nightmareStart "eden">><<set $location to "cabin">>
<<generate1>><<npc "Eden" 2>><<person2>>
<<set $NPCList[0] to clone($NPCList[1])>>
<<set $NPCList[0].description to "shadowed">>
<<set $NPCList[0].role to ($pronoun is "m" ? "man" : "woman")>>
<<clearsinglenpc 1>><<person1>>
You try to drift to sleep. It doesn't come easy. Your heart speeds up when it should be steadying. Your eyes are closed, yet they see everything, clear as day.
<br><br>
Shadows cling to the corners of the cabin. They branch out, groping with spindly fingers. Even in the safety of Eden's comfort, you can feel their nails against your skin.<<stress 6>><<gstress>>
<br><br>
<<if $nightmaresSeen.includes("eden")>>
Something's wrong. You've seen this before. <span class="purple">It isn't real.</span>
<br><br>
<<link [[Wake up|Nightmare Eden Wake]]>><<set $phase to 0>><</link>><<nightmareWakeDifficulty>>
<br>
<</if>>
<<link [[Wake Eden|Nightmare Eden 2]]>><<set $phase to 0>><</link>>
<br>
<<link [[Hide under the sheets|Nightmare Eden 2]]>><<set $phase to 1>><</link>>
<br><<effects>>
<<if $phase is 2>>
The <<person>> draws closer. You won't let it take you. When you wake up, you'll be back at Eden's side. <<He>>'ll protect you.
<<elseif $phase is 1>>
The encroaching hands threaten to turn all your thoughts to terror. You refuse to surrender them. Without your body, they're all you have left. You shut your eyes and focus.
<<else>>
Fear lingers in the back of your mind, but you push it aside. There's nothing to be afraid of. Not with Eden by your side. You shut your eyes, and relax.
<</if>>
<br><br>
<<if $willpowerSuccess>>
Your body twitches. Whatever's holding you down, <span class="green">you've managed to wrestle some control back.</span> Just enough to open your mouth.
<br><br>
A piercing scream leaves your lips. You keep screaming, until your throat burns. You don't care. It's enough to drive the shadows away.
<br><br>
Someone grabs your shoulders and forces you upright, stealing your attention from the corner. You panic, until your eyes meet a familiar glare. It's Eden.
<br><br>
<<link [[Next|Nightmare Eden Wake 2]]>><</link>>
<br>
<<else>>
<<if $phase is 2>>
You try to keep your thoughts on Eden. <<His>> face distorts in your mind, <span class="red">melting into a shadowy mess.</span> You open your eyes in panic, only to find yourself face-to-face with the very same shadow. <<He>> descends on you.<<stress 12>><<ggstress>>
<br><br>
<<link [[Next|Nightmare Eden Molestation]]>><<set $phase to 1>><<set $molestationstart to 1>><</link>>
<br>
<<elseif $phase is 1>>
<span class="red">Something brushes your neck,</span> shattering your concentration. Your eyes snap open to find a mass of shadows swirling along your body, slowly taking shape and submerging you.<<stress 6>><<gstress>>
<br><br>
<<link [[Next|Nightmare Eden 3]]>><<set $phase to 1>><</link>>
<br>
<<else>>
Even with your eyes closed, the shadows continue to writhe. <span class="red">You can't block them out.</span> Whatever force is holding you down breaches your thoughts, preventing escape.<<stress 6>><<gstress>>
<br><br>
<<link [[Next|Nightmare Eden 2]]>><<set $phase to 1>><</link>>
<br>
<</if>>
<</if>><<effects>>
<<if $phase is 1>>
You try to cover yourself with your sheets.
<<elseif $phase is 0>>
You try to turn and wake up Eden.
<</if>>
You can't. <span class="red">You can't move an inch.</span> Not even your fingers twitch as the shadows advance. They swirl around the bed, reaching out, then retracting at the last second. Each grab drags them closer to you.<<stress 6>><<gstress>>
<br><br>
Eden snores beside you, unaffected by the imminent danger. <<He>> said <<he>> would protect you. That <<he>> would keep you safe. You just have to wake <<him>>.
<br><br>
<<if $nightmaresSeen.includes("eden")>>
<<link [[Wake up|Nightmare Eden Wake]]>><<set $phase to 1>><</link>><<nightmareWakeDifficulty>>
<br>
<</if>>
<<link [[Try to move|Nightmare Eden 3]]>><<set $phase to 1>><</link>>
<br>
<<link [[Scream|Nightmare Eden 3]]>><<set $phase to 0>><</link>>
<br><<effects>>
<<if $phase is 1>>
Despite your best efforts, your body remains frozen, only capable of shivering in place.
<<else>>
Your mind screams, yet your lips remain sealed. Only a meek whimper worms its way out.
<</if>>
Eden doesn't flinch.<<stress 6>><<gstress>>
<br><br>
Abstract shapes merge into a towering figure. It stands silent over your prone body, reaching out with a clawed hand. The closer it gets, the more it solidifies. Colour seeps into its form until it resembles a blank-faced <<personsimple>>.
<br><br>
The cabin's dead silent. You can't tell if Eden's by your side. You're alone with the <<person>>.
<br><br>
<<if $nightmaresSeen.includes("eden")>>
<<link [[Wake up|Nightmare Eden Wake]]>><<set $phase to 2>><</link>><<nightmareWakeDifficulty>>
<br>
<</if>>
<<link [[Struggle|Nightmare Eden Molestation]]>><<set $phase to 1>><<set $molestationstart to 1>><</link>>
<br>
<<link [[Give in|Nightmare Eden Molestation]]>><<set $phase to 0>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<set $trance to 1>>
<<violence 1>>
<<neutral 1>>
<<maninit>>
<<set $enemyanger to 70>>
<<set $enemytrust to 0>>
<<if $phase is 1>>
You give one last feeble push against the force pinning you down. It's hopeless. You feel your will succumb to the <<persons>>.
<<else>>
Powerless, you submit your body and mind to the <<persons>> will.
<</if>>
<<He>> lays <<his>> hands on you. They're cold.
<<controlloss>>
<<molested>>
<<set $enemyarousalmax to 250>>
<<set $enemyarousalmax to $enemyarousalmax * ($npcArousalMult / 100)>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Nightmare Eden Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Nightmare Eden Molestation]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<set _nn to 0>>
<<set $pronoun to $NPCList[0].pronoun>>
<<set $NPCList[0].intro to 1>>
<<ejaculation-eden>>
<<animateCombat>>
<<He>> caresses your hair, gently moving stray strands from your face, before retreating from your still-frozen body.
<<else>>
The <<person>> collapses off the bed, joining the shadows. They writhe along the floor, retreating from your still-frozen body.
<</if>>
<br><br>
You watch <<him>> slither back into the corner. As <<his>> shadow fades, your muscles relax, freeing you from your invisible chains.
<br><br>
<<tearful>> you sit up, unable to take your <<if $pain gte 20>>tear-blurred<</if>> eyes away from the dark corner.
<br><br>
<<link [[Next|Nightmare Eden End]]>><<endcombat>><<clotheson>><</link>>
<br><<effects>><<nightmareEnd>>
<<npc "Eden">><<person1>>
<<if Time.hour gte 0 and Time.hour lte 6>>
You reach for Eden, and find <<his>> arm. You wrap yours around it. <<Hes>> still here. <<He>> was here the whole time.
<<else>>
You reach for Eden. All you find is an empty spot at your side. <<He>> must be awake already. You hope <<hes>> just awake.
<</if>>
<br><br>
<<He>> didn't save you. <<He>> promised you'd be safe. Why did <<he>> lie?<<stress 18>><<gggstress>>
<br><br>
<<link [[Next|$nightmareExit]]>><<unset $nightmareExit>><<endevent>><</link>>
<br><<effects>><<nightmareEnd>>
<<npc "Eden">><<person1>>
"What is it?" <<he>> demands. "What happened?"
<br><br>
<<He>> doesn't wait for an answer. <<Hes>> already on <<his>> feet, gun in hand. Your eyes remain on the corner, until <<he>> snaps <<his>> fingers in front of your face.
<br><br>
"Hey! What are you staring at?"
<br><br>
<<link [[Tell <<him>>|Nightmare Eden Console]]>><</link>>
<br>
<<link [[Insist it was nothing|Nightmare Eden Insist]]>><</link>><<effects>>
<<if $speech_attitude is "meek">>
"I-I saw something over there," you say. "It was, it was going to take me away. It wanted to-" You hyperventilate, clinging tightly to Eden for support.
<<elseif $speech_attitude is "bratty">>
"There was a... thing!" you yell. "There was a horrible thing, right over there." You push <<him>> towards the corner.
<<else>>
"Didn't you see it?" you whisper. "The creature. It was right there." You nod at the corner, snuggling into to <<his>> warmth.
<</if>>
<br><br>
<<He>> brushes you off. "There's nothing there," <<he>> mutters, peering back down at you. "Must've been a nightmare."
<br><br>
You're not given a chance to argue.
<<if Time.hour gte 0 and Time.hour lte 6>>
<<His>> gun clatters against the wall, the bed creaks, and <<hes>> out like a light.
<<else>>
<<He>> stomps outside, leaving you alone with your thoughts.
<</if>>
<br><br>
Eden must be right. It was all just a dream.
<br><br>
<<link [[Next|$nightmareExit]]>><<unset $nightmareExit>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I-it was just a nightmare," you say, smiling nervously. "Nothing to worry about." From the look on <<his>> face, you can't tell if <<he>> believes you.
<<elseif $speech_attitude is "bratty">>
"It was a stupid nightmare," you mutter. "I'll be fine." Eden snorts.
<<else>>
"I think it was just a bad dream," you say. <<He>> stares at you a moment, before turning <<his>> back to you.
<</if>>
<br><br>
"All that for a nightmare," <<he>> sighs as <<he>> <<if Time.hour gte 0 and Time.hour lte 6>>drifts back to sleep<<else>>stomps back outside<</if>>.
<br><br>
Eden must be right. It was all just a dream.
<br><br>
<<link [[Next|$nightmareExit]]>><<unset $nightmareExit>><<endevent>><</link>>
<br><<effects>><<nightmareStart "wraith">><<set $location to "temple">>
<<set Time.setTime(12, 0)>>
You fall into a restless sleep.
<br><br>
You wake up face-down in a patch of grass. Blinking away the lingering sleep, you push yourself up and take in your surroundings.
<br><br>
You're on a hill overlooking a temple. Smoke and laughter carry through the trees behind you. It all seems familiar, somehow.
<<if $awarelevel gte 2>>
It looks like the forest lake, but there's no water in sight.
<</if>>
<br><br>
<<if $nightmaresSeen.includes("wraith")>>
You know this place. It isn't real. <span class="purple">It isn't safe.</span>
<br><br>
<<link [[Wake up|Nightmare Wraith Wake]]>><<set $phase to 0>><</link>><<nightmareWakeDifficulty>>
<br>
<span class="nextLink"><<link [[Stay.|Nightmare Wraith 2]]>><<set $phase to 1>><</link>></span>
<br>
<<else>>
<<link [[Next|Nightmare Wraith 2]]>><<set $phase to 0>><</link>>
<br>
<</if>><<effects>>
<<if $phase is 2>>
Wind and water whip your face, but you ignore the discomfort. It isn't real. When you wake up, it'll go away. You close your eyes.
<<elseif $phase is 1>>
You close your eyes and cover your ears. Beautiful or not, you can't let the song, or the singer, control you. You try to wake up.
<<else>>
You close your eyes and focus. Wherever you are, there's nothing worth staying here for. You take a deep breath and will yourself awake.
<</if>>
<br><br>
<<if $willpowerSuccess>>
You feel cold. Deathly cold. Panic rises, but you don't let it overwhelm you. You're so close to reality.
<br><br>
"<span class="wraith">Hide in the dark, <<pcpetname "Wraith">>. Hide in yourself.</span>"
<br><br>
A frozen finger brushes your cheek. You gasp and open your eyes.
<br><br>
<<link [[Next|Nightmare Wraith End]]>><<endevent>><<set $phase to 1>><</link>>
<br>
<<else>>
<<set $nightmareWake++>>
<<if $phase is 2>>
<span class="red">A massive wave crashes over you, knocking you on your feet.</span> You try to rise, but a phantom presence pins you down. The pale figure towers over you, its <<wraithEyes>> eyes boring into yours.<<stress 6>><<gstress>>
<br><br>
<span class="nextLink"><<link [[Watch.|Nightmare Wraith 4]]>><</link>></span>
<br>
<<elseif $phase is 1>>
But no matter how hard you try, <span class="red">you can't tune it out.</span> It lulls you into a sense of safety. Your eyes open of their own accord. Your hands fall limp at your sides. All you can do is watch. Watch and listen.<<stress 6>><<gstress>>
<br><br>
<span class="nextLink"><<link [[Listen.|Nightmare Wraith 3]]>><</link>></span>
<br>
<<else>>
<span class="red">A whisper breaks your concentration.</span> You couldn't have heard more than a second of it, but it was enough. It wrestles you from reality, coaxing you to stay. <span class="red">You're rooted in place.</span><<stress 6>><<gstress>>
<br><br>
<span class="nextLink"><<link [[Look.|Nightmare Wraith 2]]>><<set $phase to 0>><</link>></span>
<br>
<</if>>
<</if>><<effects>>
<<set Weather.set("heavyClouds", true)>>
<<if $phase is 1>>
Memories of a beautiful song flood your mind. You want to hear it again. <span class="blue">You need to.</span>
<br><br>
Looking all over, you spot them in the distance.
<<else>>
Something catches the corner of your eye. Far out of reach stands a figure.
<</if>>
You can't make out the features, save for a dull brown robe against pale white hair.
<br><br>
It's faint, but it sounds like they're singing. You don't recognise the language, but it carries a gentle melody. You're lulled into serenity the longer you listen.
<br><br>
Their voice grows louder. You notice movement at the bottom of the hill. Water runs from the temple.
<br><br>
<<if $nightmaresSeen.includes("Wraith")>>
<<link [[Wake up|Nightmare Wraith Wake]]>><<set $phase to 1>><</link>><<nightmareWakeDifficulty>>
<br>
<</if>>
<span class="nextLink"><<link [[Listen.|Nightmare Wraith 3]]>><</link>></span>
<br><<effects>>
<<set Time.setTime(20, 0)>>
<<set Weather.set("heavyPrecipitation", true)>>
The calm begins to fade. The figure's voice gets louder and louder, the tone mournful and desperate.
<br><br>
More water cascades from the doors and windows of the temple, until it pours out in a flood. The basin at the bottom of the hill fills and fills. The wind picks up, carrying water with it and drenching you and the figure.
<br><br>
With the wind blowing their hair, you're given a clear view of its face. It gets paler and paler, until it becomes translucent. Its voice is now a screech.
<br><br>
Something drops from its neck, falling into the pool at its feet.
<br><br>
<<if $nightmaresSeen.includes("Wraith")>>
<<link [[Wake up|Nightmare Wraith Wake]]>><<set $phase to 2>><</link>><<nightmareWakeDifficulty>>
<br>
<</if>>
<span class="nextLink"><<link [[Watch.|Nightmare Wraith 4]]>><</link>></span>
<br><<effects>><<set $forcedBloodmoon to true>>
<<set Time.setTime(21, 0)>>
The forest is silent. Not even the wind rustles the trees.
<br><br>
"<span class="wraith">Frozen evermore,</span>" the figure speaks. "<span class="wraith">Cold, breathless.</span>"
<br><br>
You turn your gaze up to face it. It's looking directly at you, its face free of expression.
<br><br>
"<span class="wraith">Would you like to join them, <<pcpetname "Wraith">>?</span>"
<br><br>
<<link [[Stay still|Nightmare Wraith 5]]>><<set $phase to 1>><</link>>
<br>
<<link [[Run|Nightmare Wraith 5]]>><<set $phase to 0>><</link>>
<br><<effects>>
<<if $phase is 1>>
You gaze up at the figure as it draws near. Gently, it guides you to the floor. A surge of <<if $tentacledisable is "f">>tentacles<<else>>pale arms<</if>> burst from its back and pin you down.
<<else>>
You try to bolt into the trees, but the figure strikes quickly. It pounces, pinning you to the ground with a surge of <<if $tentacledisable is "f">>writhing tentacles<<else>>thrashing arms<</if>>.
<</if>>
<br><br>
Heat seeps from your body. Water drips off the figure's hair, onto your face.
<br><br>
<<if $wraith.state is "haunt">>
"<span class="wraith"><<pcPetname "Wraith">>. You took something of mine. Your warmth is the least you can share.</span>"
<<elseif $wraith.state is "despair">>
"<span class="wraith">Lend me your warmth. It's so cold. It's always so cold.</span>"
<<else>>
"<span class="wraith">Lend me your warmth.</span>"
<</if>>
<br><br>
<<generateWraith 1 true>><<initWraith "abomination">>
<<link [[Next|Nightmare Wraith Rape]]>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effectsWraith>>
<<if _combatend>>
<span id="next"><<link [[Next|Nightmare Wraith Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Nightmare Wraith Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyhealth lte 0 and $wraith.type is "man">>
The pale figure hisses as it withdraws.
<br><br>
"<span class="wraith">Ignorant one.</span>" It floats backwards, towards the newly-formed lake. "<span class="wraith">Blind and soft. Warm, yet dulling.</span>"
<br><br>
It glares at you as it sinks into the depths. The water froths around it.
<<set $wraith.defeated++>>
<<else>>
<<ejacW>>
<<if $enemyanger gt 0>>
"<span class="wraith">Such vibrance. How long will it last?</span>"
<br><br>
It withdraws slowly, caressing your body as it does. It harshly pinches your thigh one last time before rising.
<br><br>
An unsettling smile settles on its face as it floats backwards, sinking into the waters of the lake. The water froths around it.
<<else>>
"<span class="wraith">An echo.</span>" It brushes a cold finger over your cheek. "<span class="wraith">A memory.</span>"
<br><br>
It withdraws slowly, caressing your body as it does. It seems reluctant to let go.
<br><br>
Appearing as serene as before, it begins to drift backwards. It sinks down into the water, never breaking your gaze. The water froths around it.
<</if>>
<</if>>
<br><br>
<<link [[Next|Nightmare Wraith 6]]>><<endcombat>><</link>>
<br><<effects>><<set $location to "lake_ruin">>
The water pops and churns, the figure no longer visible. You scramble backwards, trying to avoid the rising tide. It comes quickly and violently.
<br><br>
<span class="red">Something grabs your ankle.</span> A foamy hand, strong and tight. You fall onto the grass, mud splashing onto your face as pale hands crawl up your body.
<br><br>
It drags you back, pulling your body into the lake. The water's chill steals your breath, down to the last gasp. <span class="red">You can't breathe!</span>
<br><br>
The crimson glow of the moon fades through the waves as you're pulled further below.
<br><br>
<span class="nextLink"><<link [[Drown.|Nightmare Wraith End]]>><<clotheson>><<unset $forcedBloodmoon>><<set $phase to 0>><</link>></span>
<br><<effects>><<nightmareEnd>>
<<if $phase is 1>>
You jolt upright. The sound of the forest slowly fades. You're awake.
<br><br>
A breeze washes over you. You realise how warm you've gotten. Your whole body's burning up. Except your cheek.<<stress 2>><<gstress>>
<<else>>
A sound wakes you. You had been flailing in your sleep and smacked into the wall.<<pain 1>><<gpain>>
<br><br>
Shivering, you sit up and look around. There's no water. No pale figures. You're safe.
<<if ["asylum", "prison"].includes($location)>>
Relatively speaking.
<</if>>
It was only a dream.
<</if>>
<br><br>
<<link [[Next|$nightmareExit]]>><<unset $nightmareExit>><</link>>
<br><<effects>><<nightmareStart "bird">><<set $location to "tower">>
<<npc "Great Hawk">><<person1>>
You fall into a restless sleep.
<br><br>
A gust of wind jolts you awake. You snuggle up to your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>> for warmth, but you can't feel <<bhim>>. You can't feel anything. Just the wind and a sharp pain in your back.
<br><br>
You open your eyes, and find yourself staring at the tower. It's distant. You look down. <span class="red">A vast stretch of darkness stares back,</span> the ground concealed by <<if Time.dayState is "night">>night<<else>>mist<</if>>.<<stress 6>><<gstress>>
<br><br>
A pair of massive wings beat overhead. Your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>mate<</if>>.
Gripping you tight, <<bhe>> carries you to the tower and throws you down. <<bHis>> wings
<<if Time.dayState is "night">>
swallow the stars
<<else>>
cast a great shadow over you
<</if>>
as you lie sprawled at <<bhis>> talons.
<br><br>
<<if $nightmaresSeen.includes("bird")>>
Something's wrong. <span class="purple"><<bHe>> isn't your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>>.</span>
<br><br>
<<link [[Wake up|Nightmare Bird Wake]]>><</link>><<willpowerdifficulty 1 1000>>
<br>
<</if>>
<<link [[Soothe|Nightmare Bird 2]]>><<set $phase to 1>><<sub 1>><</link>><<gmystery>>
<br>
<<link [[Scold|Nightmare Bird 2]]>><<set $phase to 0>><<def 1>><</link>><<gmystery>>
<br><<effects>>
You don't want to be here. You want to be in your nest, with your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>mate<</if>>. Not <<if $monster is 1>>who<<else>>what<</if>>ever this is. You close your eyes.
<br><br>
<<if $willpowerSuccess>>
You feel the world fade around you, <span class="green">giving way to reality.</span> The <<beasttype>> shrieks, until it too fades.
<br><br>
<<link [[Next|Nightmare Bird End]]>><<endevent>><</link>>
<br>
<<else>>
<span class="red">A terrible shriek rends you from reality.</span> The <<beasttypes>> talon sinks into your chest, pinning you down. You're trapped, in body and mind.<<stress 6>><<pain 4>><<gstress>><<gpain>>
<br><br>
<<link [[Next|Nightmare Bird 2]]>><<set $phase to 2>><</link>>
<br>
<</if>><<effects>>
<<if $phase is 1>>
You prop yourself up and extend a hand to the <<beasttype>>.
<<if $speech_attitude is "meek">>
"Th-there, there," you coo. "You're just grumpy. Let's go to bed."
<<elseif $speech_attitude is "bratty">>
"What's gotten into you?" you say. "Just go back to bed, featherhead."
<<else>>
"It's okay," you whisper. "You just need your rest."
<</if>>
<br><br>
<<if $monster is 1>>
<span class="red"><<bHe>> answers with shriek and a violent swipe.</span>
<<else>>
<span class="red"><<bHe>> answers with a snap and a shriek.</span>
<</if>>
You reel back. <<bHis>> gaze stalks you.<<stress 6>><<gstress>>
<br><br>
<<elseif $phase is 0>>
<<if $speech_attitude is "meek">>
"Please stop," you whine, burying yourself in the nest. "I'm trying to sleep."
<<elseif $speech_attitude is "bratty">>
You turn aside dismissively. "Knock it off," you groan. "I'm trying to sleep."
<<else>>
You roll over and sigh. "I'm sleeping," you say. "Don't wake me again."
<</if>>
<br><br>
With a terrible shriek, <span class="red"><<bhe>> captures your neck in <<bhis>> talon,</span> wrenching you back around to meet <<bhis>> gaze.<<stress 6>><<gstress>>
<br><br>
<</if>>
<<bHe>> leans in, backing you into the nest,
<<if $monster is 1>>
until your faces are level. <<bHis>> hair is matted and tangled,
<<else>>
until its beak is level with you. Its feathers are wild, absent of their usual grooming,
<</if>>
and <<bhis>> talons seem especially sharp against your skin. There's no recognition behind <<bhis>> glare. Only a terrible, feral lust.
<br><br>
With no warning, <<bhe>> lunges for you!
<br><br>
<<link [[Next|Nightmare Bird Rape]]>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<set $enemyhealthmax to 600>>
<<set $enemyhealth to 600>>
<<if $monster isnot 1>>
<<set $position to "doggy">>
<<set $NPCList[0].stance to "top">>
<</if>>
<<healthMultiplier>>
<</if>>
<<effects>>
<<effectsman>>
<br><br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Nightmare Bird Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Nightmare Bird Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<bHe>> stares at you,
<<if $monster is 1>>
dead silent.
<<else>>
motionless.
<</if>>
All at once, <<bhe>> launches into the air, snatches you in <<bhis>> talons, and drags you off the edge of the tower.
<<else>>
<<bHe>> recoils and lets out a piercing shriek. With a running start, <<bhe>> snatches you in <<bhis>> talons and drags you off the edge of the tower.
<</if>>
You're once again brought to face the black abyss below. The <<beasttypes>> talons dig deep into your flesh, keeping you close.
<br><br>
Then, <<bhe>> lets go.<<stress 12>><<ggstress>>
<br><br>
The <<beasttype>> vanishes from view as you plummet.
<<if $speech_attitude is "meek">>
You call out to <<bhim>>, begging and pleading. The wind steals your cries.
<<elseif $speech_attitude is "bratty">>
You make a desperate grab at <<bhim>>. You're left clutching at the wind.
<<else>>
You flail wildly, screaming for help. Only the wind answers.
<</if>>
Discarded like trash, and entirely helpless, you fall.
<br><br>
<<link [[Next|Nightmare Bird End]]>><<endcombat>><<clotheson>><</link>>
<br><<effects>><<nightmareEnd>>
<<npc "Great Hawk">><<person1>>
You wake up shaking, covered in sweat, but safely in the nest. The <<beasttype>> sleeps beside you, peaceful and oblivious. Your eyes linger on <<bhis>> sleeping form, before drifting away from the tower.
<br><br>
Even with the haze of your dream lifted, there's nothing but darkness over the edge. You shiver.<<stress 6>><<gstress>>
<br><br>
<<link [[Next|$nightmareExit]]>><<unset $nightmareExit>><<endevent>><</link>>
<br><<effects>><<nightmareStart "harper">><<set $location to "asylum">>
<<silently>><<ruined>><</silently>>
<<upperwear 87>>
<<npc Harper>><<generate2>><<generate3>><<generate4>><<person1>>
You fall into a restless sleep.
<br><br>
You awaken to blinding lights, sat upright yet unable to move. Your limbs are bound. You can't even turn your head.<<stress 6>><<gstress>>
<br><br>
Glancing around, you're able to glimpse your surroundings. Sleek white walls. Three chairs. In front of them, a strange machine on a table. The room is devoid of people.
<br><br>
<<if $nightmaresSeen.includes("harper")>>
You know this place. It isn't real. <span class="purple">It isn't safe.</span>
<br><br>
<<link [[Wake up|Nightmare Harper Wake]]>><<set $phase to 0>><</link>><<nightmareWakeDifficulty>>
<br>
<</if>>
<<link [[Struggle|Nightmare Harper 2]]>><<set $phase to 1>><<pain 6>><</link>>
<br>
<<link [[Wait|Nightmare Harper 2]]>><<set $phase to 0>><<stress 6>><</link>>
<br><<effects>>
<<if $phase is 2>>
Your heart beats faster as the scalpel draws closer, but you shut your eyes tight. It isn't real. It won't hurt you. You will yourself awake.
<<elseif $phase is 1>>
You ignore Harper and the others. They can't hurt you once you're awake. You close your eyes.
<<else>>
There's no use struggling. If you're to escape, you'll need a clear mind. You close your eyes.
<</if>>
<br><br>
<<if $willpowerSuccess>>
The room grows brighter. Light flashes through your eyes, <span class="green">and you feel your limbs fall free.</span> Your whole body falls free. You keep falling through a white void. Finally, you land. Your vision slowly clears.
<br><br>
<<link [[Next|Nightmare Harper End]]>><<endevent>><<set $phase to 1>><</link>>
<br>
<<else>>
<<set $nightmareWake++>>
<<if $phase is 2>>
The blade presses against you, deeper by the second. You can't think. <span class="red">The threat is too real.</span> Instinct takes over, and you desperately tug at your binds.<<stress 6>><<gstress>>
<br><br>
<<link [[Next|Nightmare Harper 4]]>><<set $phase to 1>><</link>>
<br>
<<elseif $phase is 1>>
"Perfect," Harper says. "Nice and relaxed." <span class="red"><<person1>><<His>> words break your concentration.</span> Your eyes dart nervously from person to person. Anticipation creeps back into your mind.<<stress 6>><<gstress>>
<br><br>
<<link [[Next|Nightmare Harper 3]]>><<set $phase to 0>><</link>>
<br>
<<else>>
You try to concentrate, <span class="red">but something gnaws at the back of your mind.</span> You don't remember why you're here, but you know it isn't safe. <span class="red">You lose your focus.</span><<stress 6>><<gstress>>
<br><br>
<<link [[Next|Nightmare Harper 2]]>><<set $phase to 2>><</link>>
<br>
<</if>>
<</if>>
<br><br><<if $phase is 1>>
You try to pull at the leather straps holding you still. Despite your best efforts, all you succeed in is rubbing your wrists raw.<<gpain>>
<<elseif $phase is 0>>
The straps are too tight. You'd only hurt yourself trying to break out. With nothing else to do, you sit and wait in tense silence.<<gstress>>
<</if>>
<br><br>
A door opens behind you. Two figures enter, dressed in hospital scrubs. Two others follow behind. You recognise one of them. It's Doctor Harper.
<br><br>
"Good evening," <<he>> says as <<he>> leads <<his>> colleague to the table. The others roll a trolley in front of you. It carries some sort of contraption.
<br><br>
<<if $nightmaresSeen.includes("harper")>>
<<link [[Wake up|Nightmare Harper Wake]]>><<set $phase to 1>><</link>><<nightmareWakeDifficulty>>
<br>
<</if>>
<<link [[Demand|Nightmare Harper 3]]>><<def 1>><<set $phase to 1>><</link>>
<br>
<<link [[Stay silent|Nightmare Harper 3]]>><<set $phase to 0>><</link>>
<br><<effects>>
<<if $phase is 1>>
<<if $speech_attitude is "meek">>
"W-where am I?" you plead.
<br><br>
Harper looks up from <<his>> clipboard with a smile. "Don't worry," <<he>> says. "You're in safe hands. Everything will be okay."
<<elseif $speech_attitude is "bratty">>
"Hey!" you shout, struggling against your binds. "What the fuck is this?"
<br><br>
Harper frowns. "Treatment will commence shortly," <<he>> sighs. "Please refrain from using such language."
<<else>>
"What do you want with me?" you ask.
<br><br>
Harper jots on <<his>> clipboard. You can't make out the words. "You'll see," <<he>> says. "It's for your own benefit. Don't fret."
<</if>>
<br><br>
<</if>>
The two orderlies finish setting up their contraption, connecting it to the device on the table.
<<if $fluid_forced_stat gte 100>>
Now fully assembled, there's no mistaking it. <span class="lewd">It's a milking machine from Remy's farm.</span>
<<else>>
It's fully assembled, but you've no clue what it is.
<</if>>
Harper ignores the two in favour of <<his>> friend. <<person2>><<Hes>> in a white coat, just like Harper.
<br><br>
"This is a patient of mine," <<person1>><<he>> begins. "I thought that <<pshe>> would be the perfect subject for our newest treatment plan. Please, pay close attention."
<br><br>
<<He>> nods at the orderlies. One of them, a <<person3>><<person>>, holds you by the shoulders. The other brandishes a scalpel. <span class="red"><<person4>><<He>> presses the blade to your chest.</span><<stress 6>><<gstress>>
<br><br>
<<if $nightmaresSeen.includes("harper")>>
<<link [[Wake up|Nightmare Harper Wake]]>><<set $phase to 2>><</link>><<nightmareWakeDifficulty>>
<br>
<</if>>
<<link [[Struggle|Nightmare Harper 4]]>><<def 1>><<set $phase to 1>><<pain 6>><</link>>
<br>
<<link [[Let it happen|Nightmare Harper 4]]>><<sub 1>><<set $phase to 0>><<stress 6>><</link>><<gstress>>
<br><<effects>>
<<if $phase is 1>>
You writhe in your seat. The <<person3>><<person>> tightens <<his>> hold on you. You struggle to breathe under <<his>> grasp.<<pain 2>><<gpain>>
<br><br>
Unaffected, the <<person4>><<person>> continues. The blade pierces your gown, but goes no further.
<<else>>
You shut your eyes and brace yourself. Mercifully, the blade stops once it's pierced your gown.
<</if>>
<<He>> slices away,
<<if playerChastity()>>
<span class="lewd">exposing your $worn.genitals.name.</span> Harper frowns. "That may skew the results."
<br><br>
<<if $worn.genitals.name is "chastity parasite">>
<<person1>><<He>> moves a machine from somewhere behind you. The <<person4>><<person>> places small pads on your $worn.genitals.name and quickly attaches it to the machine. <span class="red">You scream as a sudden, searing pain shocks your <<genitals>>.</span> When it subsides, your $worn.genitals.name turns into dust.
<<else>>
<<person1>><<He>> produces a sharp implement from <<his>> coat. The <<person4>><<person>> takes it. With surgical precision, <<he>> slides the tip into the keyhole of your chastity device. It clicks. <span class="red">You scream as a sudden, searing pain shocks your <<genitals>>.</span> When it subsides, your $worn.genitals.name clatters to the floor.
<</if>>
<<set $worn.genitals.type.push("broken")>><<genitalsruined>><<ruined>>
<<stress 12>><<pain 10>><<ggstress>><<gggpain>>
<<else>>
<span class="lewd">exposing your <<genitals>>.</span>
<<ruined>><<stress 6>><<gstress>>
<</if>>
<br><br>
<<if hasSexStat("exhibitionism", 5)>>
You're used to the exposure, but their clinical detachment does little to stir your arousal.
<<else>>
The shame of your exposure is overwhelming, but there's nothing you can do about it.
<</if>>
Helpless against your restraints, you can only watch as Harper takes in your naked body. "Good," <<he>> says to the orderlies. "Now, please begin the procedure."
<br><br>
<<link [[Next|Nightmare Harper 5]]>><</link>>
<br><<effects>>
The <<person4>><<person>> flicks a switch on your chair. In a blur, it snaps backwards, forcing you onto your back.
<br><br>
"One can't have a healthy mind," Harper says, "Without a healthy body." On <<person1>><<his>> cue, the orderlies move to the machine.
<br><br>
<<if $player.penisExist and $lactating is 1>>
<<set $phase2 to 2>>
The <<person3>><<person>> retrieves a glass pump, while <<his>> partner holds up a pair of rubber cups. <span class="lewd">They latch onto your <<penis>> and <<breasts>>,</span> the rubber sealing tight around them.
<<elseif $player.penisExist>>
<<set $phase2 to 1>>
The <<person3>><<person>> takes your <<penis>> in <<his>> hand while the <<person4>><<person>> unfurls a long, rubber tube. A glass pump is fixed to the end. <<He>> lowers it, <span class="lewd">until it connects with your <<penis>>.</span> The rubber seals tight around it.
<<else>>
<<set $phase2 to 0>>
The <<person3>><<person>> retrieves a small, pill-shaped object. <span class="lewd"><<He>> slips it against your exposed clit,</span> fastening it with a strip of tape. <<His>> partner latches a pair of rubber cups to your <<breasts>>, the rubber sealing tight over your nipples.
<</if>>
<<stress 6>><<arousal 100>><<gstress>><<garousal>>
<br><br>
Harper nods to the <<person4>><<person>>. With a flick of a switch, the machine whirrs to life.
<br><br>
<<link [[Next|Nightmare Harper Machine]]>><<set $phase to "start">><<person1>><</link>>
<br><<effects>>
<<if $phase is "resist">>
You try to tune out the machine's invasive probing.
<<if $willpowerSuccess>>
<span class="green">You're able to detach yourself from the sensation.</span> It feels almost unreal.
<<else>>
<span class="red">The <<if $phase2 is 0>>vibrations prove<<else>>suction proves<</if>> too much,</span> however, and you're left feeling more heated than before.<<arousal 2500>><<garousal>>
<</if>>
<br><br>
<<print either(
`"The procedure takes time," Harper tells <<his>> associate. "<<pShe>>'ll warm up."`,
`Harper calls out numbers to the orderlies. They adjust the machine accordingly.`,
`Harper shakes <<his>> head. "Treatment only works for those who take it."`,
`Harper watches with interest. <<He>> makes notes every so often.`,
`Harper frowns. "Such tension is unhealthy."`
)>>
<<elseif $phase is "struggle">>
Though restrained, you jerk and thrash against the machine.
<<if $physiqueSuccess>>
<<set $harperNightmareMachine -= 1>>
<span class="green">Sparks fly as it yields to your strength.</span> The tubes dislodge, if only for a moment.
<<else>>
<span class="red">It remains attached,</span> your struggles quickly eroded by its <<if $phase2 is 0>>vibrations<<else>>suction<</if>>.<<arousal 2500>><<garousal>>
<</if>>
<br><br>
<<print either(
`"<<pShe>> might struggle," Harper says to <<his>> companion, "But I assure you, <<pshe>> won't get far."`,
`Harper tuts in annoyance. "Please, control yourself. This is for your own good."`,
`Harper calls out numbers to the orderlies. They adjust the machine accordingly.`,
`Harper watches with interest. <<He>> makes notes every so often.`,
`Harper sighs. "This would be easier if you'd relax."`
)>>
<<elseif $phase is "let">>
You let the "treatment" play out.
<<switch $phase2>>
<<case 2>>
The tube tightens around your <<penis>>, pumping it.
<<if $arousal gte 5000>>
Its pace is swift and mechanical, almost painful.
<<else>>
Slowly at first, but steadily increasing in speed.
<</if>>
Up above, the cups clamp around your <<breasts>>. <span class="lewd">Semen and milk trickle through the tubes as you're sucked dry.</span>
<<case 1>>
The tube tightens around your <<penis>>, pumping it.
<<if $arousal gte 5000>>
Its pace is swift and mechanical, almost painful.
<<else>>
Slowly at first, but steadily increasing in speed.
<</if>>
<span class="lewd">Semen trickles through the tube as it milks you dry.</span>
<<default>>
The device against your <<pussy>> vibrates.
<<if $arousal gte 5000>>
The pressure alone is enough to overwhelm you.
<<else>>
Gently at first, but steadily increasing in pressure.
<</if>>
Up above, the cups <<if $player.breastsize is 0>>press tight against your chest<<else>>clamp tight over your <<breasts>><</if>>.
<<if $lactating is 1>>
<span class="lewd">Milk leaks out, trickling through the tubes.</span>
<<else>>
It twists and tweaks your nipples, drawing gasps of pleasure.
<</if>>
<</switch>>
You're left shaking in your restraints.<<garousal>><<arousal 2500>>
<br><br>
<<print either(
`Harper calls out numbers to the orderlies. They adjust the machine accordingly.`,
`"Look at how <<pshe>> convulses," Harper points out to <<his>> companion.`,
`Harper watches with interest. <<He>> makes notes every so often.`,
`Harper claps <<his>> hands together. "Such a wonderful blush!"`,
`Harper smiles. "There. It feels good, doesn't it?"`
)>>
<<elseif $phase is "start">>
<<set $harperNightmareTimer to 9>>
<<set $harperNightmareMachine to 4>>
<<set $position to "missionary">>
The machine rumbles. You squirm in discomfort, but your binds keep you locked in place. Harper and the <<person2>><<person>> watch closely.<<person1>>
<</if>>
<br><br>
<<switch $phase2>>
<<case 2>><<barn_img both no_livestock table>>
<<case 1>><<barn_img penis no_livestock table>>
<<default>><<barn_img breasts no_livestock table>>
<</switch>>
<br><br>
<<if $arousal gte $arousalmax>>
The sensation is too much. <<orgasm>>
<<link [[Next|Nightmare Harper Machine Finish]]>><<set $phase to "orgasm">><</link>>
<br>
<<elseif $harperNightmareMachine lte 0>>
<span class="green">The machine hisses,</span> its probing implements sliding off your <<if $phase2 isnot 1>>chest and<</if>> groin. Harper clenches a fist around <<his>> pen.
<br><br>
<<link [[Next|Nightmare Harper Machine Finish]]>><<set $phase to "break">><</link>>
<br>
<<elseif $harperNightmareTimer lte 0>>
Something clicks in the machine. A light flashes, and suddenly, <span class="green">it stops.</span> It must be drained. Harper frowns.
<br><br>
<<link [[Next|Nightmare Harper Machine Finish]]>><<set $phase to "timer">><</link>>
<br>
<<else>>
<<set $harperNightmareTimer -= 1>>
<<link [[Resist|Nightmare Harper Machine]]>><<set $phase to "resist">><</link>><<willpowerdifficulty 1 $willpowermax>>
<br>
<<link [[Struggle|Nightmare Harper Machine]]>><<set $phase to "struggle">><</link>><<physiquedifficulty 1 $physiquemax>>
<br>
<<link [[Let it happen|Nightmare Harper Machine]]>><<set $phase to "let">><</link>>
<br>
<</if>><<effects>>
<<if $phase is "orgasm">>
"Very good," Harper says. <<He>> beckons <<his>> companion closer, eagerly pointing out parts of your body. "<<pShes>> much more relaxed. Wouldn't you agree?"
<br><br>
They talk, poking and prodding at your exposed body. Still restrained, you're powerless to stop them, or even cover up.<<stress 6>><<gstress>>
<br><br>
Finally, <<he>> smiles and rests a hand on your head. "You've done amazing," <<he>> says. "But it's time to rest."
<<elseif $phase is "break">>
"You needn't be so troublesome," Harper sighs. "We're trying to help you." The anger in <<his>> voice is palpable, but <<he>> wears <<his>> usual smile as <<he>> turns to <<his>> colleague.
<br><br>
"Consider this a trial run," <<he>> says. "Further testing is required, naturally. For now, this one needs to be taken to <<pher>> room."
<<else>>
"How disappointing," Harper sighs. "Perhaps <<pshe>> was scared. Fear can reduce pleasure, after all."
<br><br>
<<He>> snaps <<his>> fingers. The orderlies come forward. "We'll try this again later." <<He>> pats your head. "Time to go back to your room."
<</if>>
<br><br>
<<link [[Next|Nightmare Harper 6]]>><<unset $harperNightmareMachine>><<unset $harperNightmareTimer>><</link>>
<br><<effects>>
The <<person3>><<person>> holds your arm down as Harper produces a needle from <<person1>><<his>> coat. Your arm is cleaned as Harper flicks the cap off.
<br><br>
"Just close your eyes," <<he>> whispers as the needle sinks into your skin.<<gpain>>
<br><br>
It acts fast. Exhaustion takes control of you. Your limbs are liberated of their restraints, yet you still can't move. Your whole body's in a haze as you're lifted and loaded onto a gurney.
<br><br>
Harper stalks behind as you're wheeled away. "Be well," <<he>> says, though you can barely make it out. <<He>> doesn't stop watching until the door closes, your eyes closing with them.
<br><br>
<<link [[Next|Nightmare Harper End]]>><<machine_end>><<endevent>><</link>>
<br><<effects>><<nightmareEnd>>
<<tearful>> you sit up.
<<if $phase is 1>>
Your vision's still blurry,
<<else>>
Your body's burning with arousal,
<</if>>
but you're safe. It was just a dream.
<br><br>
<<link [[Next|$nightmareExit]]>><<unset $nightmareExit>><</link>>
<br><<effects>><<nightmareStart "sydneyCorrupt">><<set $location to "temple">>
<<npc Sydney>><<person1>>
<<if $phase2 is "stay">>
Something compels you to stay. Maybe there's something for you to learn here. You look towards the doors.
<<else>>
A restful sleep evades you.
<br><br>
Everything around you swirls. The world is grey and hazy. You're dizzy as you try to stand.
<br><br>
The world slowly gets clearer. Eventually you can see that you are in a grey marble hallway. It splits in two at the end.
<br><br>
There are two doors at the end of each corridor.
<</if>>
<br><br>
<<if $nightmaresSeen.includes("sydneyCorrupt") and $phase2 isnot "stay">>
You recognise this place. You saw it in a strange dream once.
<br><br>
<<link [[Try to wake up|Nightmare Corrupt Sydney Wake]]>><<set $phase to 0>><</link>><<nightmareWakeDifficulty>>
<br>
<<link [[Stay in the dream|Nightmare Corrupt Sydney]]>><<set $phase2 to "stay">><</link>>
<br>
<<else>>
<<link [[The door to the left|Nightmare Corrupt Sydney 2]]>><<set $phase to 0>><</link>>
<br>
<<link [[The door to the right|Nightmare Corrupt Sydney 2]]>><<set $phase to 1>><</link>>
<br>
<</if>><<effects>>
Closing your eyes, you take a few seconds to breathe deeply and slowly. In your head you begin a mantra. Wake up. Wake up. Over and over you repeat it, getting louder each time until you're screaming the words.
<br><br>
<<if $willpowerSuccess>>
<<nightmareEnd>>
<span class="green">You come to with a start.</span> A thin layer of sweat covers your skin as you sit up, breathing heavily. It's okay now, you're not stuck in that dream anymore.
<br><br>
<<link [[Next|$nightmareExit]]>><<unset $nightmareExit>><</link>>
<br>
<<else>>
Your eyes open. <span class="red">You're still stuck in the dream.</span> Your gaze falls on the doors.
<br><br>
<<link [[The door to the left|Nightmare Corrupt Sydney 2]]>><<set $phase to 0>><</link>>
<br>
<<link [[The door to the right|Nightmare Corrupt Sydney 2]]>><<set $phase to 1>><</link>>
<br>
<</if>><<effects>>
<<if $nightmaresSeen.includes("sydneyCorrupt") and $sydneyNightmareDoor isnot $phase>>
<<set $frozenValues.sydneyNightmareDoor to 2>>
<<else>>
<<set $frozenValues.sydneyNightmareDoor to $phase>>
<</if>>
You choose the <<= $phase is 0 ? "left" : "right">> door.
<<if $nightmaresSeen.includes("sydneyCorrupt")>>
<<if $sydneyNightmareDoor is 2>>
You know it doesn't make a difference which door you choose. They both lead to the same room.
<<else>>
Knowing what to expect, you make your way towards the doors.
<</if>>
<</if>>
<<if $nightmaresSeen.includes("sydneyCorrupt") and $sydneyNightmareDoor isnot $phase and $sydneyNightmareDoor isnot 2>>
You tried the other one the first time, maybe this time you'll go the other way?
<br><br>
Fighting against the weight that keeps your body heavy, you limp towards the door you didn't try the last time you dreamed.
<br><br>
When you reach it you're quick to push it forwards, only to be disappointed to see the same grey room as before.
<<else>>
It is hard to walk. Your body feels heavy.
<br><br>
Eventually you make it to the door. The weight on your shoulders gets heavier as you reach forwards. However, as soon as you push the door open and step through everything gets lighter.
<</if>>
<br><br>
The room is empty. There is no door beside the one you just came in from.
<br><br>
<<if $nightmaresSeen.includes("sydneyCorrupt")>>
<<link [[Next|Nightmare Corrupt Sydney 3]]>><</link>>
<br>
<<else>>
<<link [[Turn and try the other door|Nightmare Corrupt Sydney 3]]>><<set $phase to 0>><</link>>
<br>
<<link [[Look for a hidden exit|Nightmare Corrupt Sydney 3]]>><<set $phase to 1>><</link>>
<br>
<</if>><<effects>>
<<if $nightmaresSeen.includes("sydneyCorrupt")>>
You step into the room, waiting to hear a familiar sound. Sure enough, Sydney's laughter is heard coming from above. It doesn't feel as comforting as it did the first time.
<<else>>
You decide to <<= $phase is 0 ? "try the other room" : "look harder for anything hidden">>.
<br><br>
You barely take two steps before the silence is interrupted by a giggle. It's coming from above.
<br><br>
Shocked, you peer up at the ceiling. There is a hole in the middle.
<br><br>
Another laugh comes from above. It sounds familiar. It sounds comforting.
<</if>>
<br><br>
<<link [[Investigate the laugh|Nightmare Corrupt Sydney 4]]>><</link>>
<br>
<<if $numberify_enabled is 1>>
<<fadeText "<span class='linkBlue' style= 'cursor: pointer'>(2) Run</span>" "<<link [[Investigate the laugh|Nightmare Corrupt Sydney 4]]>><</link>>">>
<<else>>
<<fadeText "<span class='linkBlue' style= 'cursor: pointer'>Run</span>" "<<link [[Investigate the laugh|Nightmare Corrupt Sydney 4]]>><</link>>">>
<</if>>
<br><<effects>>
<<if $nightmaresSeen.includes("sydneyCorrupt")>>
You know what to do. Stepping forwards, you watch as Sydney runs from the hole in the ceiling, leaving you with only a brief glimpse of <<his>> back.
<br><br>
How strange that your body seems to move on its own. Did it do this before?<<awareness 1>><<gawareness>>
<<else>>
The sound draws you closer to the hole. Your heart beats frantically as you approach. Your breath is held as you lean to take a peak.
<br><br>
The hole seems to lead up to another room. There is a figure stood beside the edge. Their back is turned, but you recognise their hair and clothes.
<br><br>
It's Sydney.
<</if>>
<br><br>
<<link [[Call out|Nightmare Corrupt Sydney 5]]>><<set $phase to 0>><</link>>
<br>
<<if $numberify_enabled is 1>>
<<fadeText "<span class='linkBlue' style= 'cursor: pointer'>(2) Run</span>" "<<link [[Reach out|Nightmare Corrupt Sydney 5]]>><<set $phase to 1>><</link>>">>
<<else>>
<<fadeText "<span class='linkBlue' style= 'cursor: pointer'>Run</span>" "<<link [[Reach out|Nightmare Corrupt Sydney 5]]>><<set $phase to 1>><</link>>">>
<</if>>
<br><<effects>>
<<if $nightmaresSeen.includes("sydneyCorrupt")>>
There's no reason to call out. Your body won't run even if you want it to. You know you have to go up.
<<else>>
<<= $phase is 0 ? "It is hard to speak, but you call out Sydney's name" : "You reach your hand up, barely grazing the edge of the hole">>.
<br><br>
Sydney stops laughing. You try again to <<= $phase is 0 ? "yell" : "climb">>, but <<he>> runs before you get a chance to.
<</if>>
<br><br>
<<link [[Jump|Nightmare Corrupt Sydney 6]]>><</link>>
<br>
<<if $numberify_enabled is 1>>
<<fadeText "<span class='linkBlue' style= 'cursor: pointer'>(2) Yell louder</span>" "<<link [[Jump|Nightmare Corrupt Sydney 6]]>><</link>>">>
<<else>>
<<fadeText "<span class='linkBlue' style= 'cursor: pointer'>Yell louder</span>" "<<link [[Jump|Nightmare Corrupt Sydney 6]]>><</link>>">>
<</if>>
<br><<effects>>
Jumping up, you desperately cling to the smooth surface and try to pull yourself up.
<<if $nightmaresSeen.includes("sydneyCorrupt")>>
<<= $athletics gte 600 ? "It's easy to get up there" : "It's a struggle to make it up to the second floor">>.
<br><br>
After making the climb so many times, you know that Sydney won't be there at the top.
<br><br>
You're right when you look around and see emptiness once more.
<<else>>
<<if $athletics gte 600>>
It doesn't take much effort to haul yourself through the hole.
<<else>>
It takes some effort to haul yourself through the hole. You are out of breath by the time you reach the upper floor.<<tiredness 5>><<gtiredness>>
<</if>>
<br><br>
Examining the room you've now found yourself in you see nothing except the way you came from. Sydney is gone.
<br><br>
Where could Sydney have gone?
<</if>>
<br><br>
<<link [[Go back|Nightmare Corrupt Sydney 7]]>><</link>>
<br>
<<if $numberify_enabled is 1>>
<<fadeText "<span class='linkBlue' style= 'cursor: pointer'>(2) Investigate further</span>" "<<link [[Go back|Nightmare Corrupt Sydney 7]]>><</link>>">>
<<else>>
<<fadeText "<span class='linkBlue' style= 'cursor: pointer'>Investigate further</span>" "<<link [[Go back|Nightmare Corrupt Sydney 7]]>><</link>>">>
<</if>>
<br><<effects>>
<<if $nightmaresSeen.includes("sydneyCorrupt")>>
The dream takes over your actions, forcing you to turn back towards the hole as you watch from what seems to be the inside of your mind. You prepare to jump. Sydney giggles. But once you're back down on the first floor <<hes>> gone. The door into the room is gone, too, just like last time.
<br><br>
This time, however, Sydney doesn't laugh again. "Are you coming?" <<he>> teases, disembodied voice ringing all around you.
<<else>>
With no other choice, you take a look back down the hole.
<br><br>
Just as you're about to climb down, you hear shoes clicking against the floor below, followed by another giggle. It's Sydney, once more.
<br><br>
You crouch as you land, immediately looking around to find yet another empty space.
<br><br>
Lost and alone, your head starts to feel more and more fuzzy. Details of the world around you become a haze. It all focuses when you hear yet another laugh – this one in the upper room.
<</if>>
<br><br>
<<link [[Chase Sydney|Nightmare Corrupt Sydney 8]]>><</link>>
<br>
<<if $numberify_enabled is 1>>
<<fadeText "<span class='linkBlue' style= 'cursor: pointer'>(2) Look for the door</span>" "<<link [[Chase Sydney|Nightmare Corrupt Sydney 8]]>><</link>>">>
<<else>>
<<fadeText "<span class='linkBlue' style= 'cursor: pointer'>Look for the door</span>" "<<link [[Chase Sydney|Nightmare Corrupt Sydney 8]]>><</link>>">>
<</if>>
<br><<effects>>
<<if $nightmaresSeen.includes("sydneyCorrupt")>>
Confused to hear Sydney speak this soon, you quickly make the descent. The shock seems to have brought a little control back to your body. Your efforts are for nothing, however, as Sydney is still gone when you make it down.
<br><br>
Tired, but unable to stop yourself, you sink back into the haze.
<br><br>
Willingly giving over control, you embrace the loop. Up, down, up, down, until you can barely feel your arms and your legs are shaky. Until you collapse on the cool floor, waiting for Sydney to come to you.
<<else>>
Starting to panic, you frantically chase Sydney back upstairs. <<Hes>> the only thing that is familiar in this strange place. Yet again, you find no Sydney in either room.
<br><br>
You find yourself stuck in a loop, climbing and jumping over and over again. Each time you switch between the rooms they seem to get smaller, the walls dimming in colour. Cracks show in the marble.
<br><br>
Eventually, you exhaust yourself. One final climb leaves you weak, sprawled out onto the floor as you gasp for air.
<</if>>
<br><br>
"Are you tired already?"
<br><br>
A shadow falls over you. Sydney crouches down, petting your hair. "I'm sorry, I thought you would be able to keep up. It was fun though, right?"
<br><br>
<<He>> reaches <<his>> hand out for you to grab.
<br><br>
<<link [[Take Sydney's hand|Nightmare Corrupt Sydney 9]]>><</link>>
<br>
<<link [[Take Sydney's hand|Nightmare Corrupt Sydney 9]]>><</link>>
<br><<effects>>
<<if $nightmaresSeen.includes("sydneyCorrupt")>>
Your hand moves on its own, straining as it reaches for Sydney's. It doesn't make it, not before the second Sydney speaks up from <<his>> corner.
<br><br>
"You know not to touch them. Why do I have to tell you again?"
<br><br>
The second Sydney looked scared the first time. Now <<he>> looks betrayed.
<br><br>
<<if $sydneyNightmareSyd is 0>> /* Only chosen 1st Sydney (Corrupt) */
"<<pShe>> knows you're a liar. There's nothing wrong with me, you're the one with issues," the closer Sydney huffs, moving to block the further one. Is it your vision <<hes>> blocking, or <<his>>?
<<elseif $sydneyNightmareSyd is 1>> /* Only chosen 2st Sydney (Pure) */
"Because you lied to <<pher>> last time. You said horrible things about me and now <<pshes>> here to learn the truth." The closer Sydney sounds confident, blocking your view as <<he>> turns to confront the other.
<<else>> /* Done both */
"Well obviously because they know I'm the real one," the closer Sydney mocks, rolling <<his>> eyes. "<<pShes>> done this enough to know that." <<He>> starts petting your hair again, eyes soft as <<he>> looks down.
<</if>>
<<else>>
You reach up towards the outstretched hand. Before you can make contact, another voice speaks up.
<br><br>
"You shouldn't touch that one. They're not real."
<br><br>
It's difficult to lift your head and see the new person, but you manage. In the corner, watching with a horrified expression, another Sydney stands with <<his>> hands fussing at <<his>> holy symbol.
<br><br>
"No, no, don't listen to <<him>>," the Sydney closer to you says with a furrowed brow. <<He>> moves, trying to block your sight so that the new Sydney can't be seen. "I'm obviously real. You know me, don't you, my love?"
<</if>>
<br><br>
<<link [[Reach out to the closer Sydney|Nightmare Corrupt Sydney 10]]>><<set $phase to 0>><</link>>
<br>
<<link [[Call out for the new Sydney|Nightmare Corrupt Sydney 10]]>><<set $phase to 1>><</link>>
<br><<effects>>
<<if $phase is 0>> /* Reach out to the closer Sydney */
Lifting your hand, you brush your fingers against <<his>>. The new Sydney <<= $nightmaresSeen.includes("sydneyCorrupt") ? "sighs, shaking <<his>> head before strolling" : "gasps, covering <<his>> face with <<his>> own hands before rushing">> forwards. <<He>> pulls your hand away, pulling your body towards <<his>> own as <<he>> does.
<<if $nightmaresSeen.includes("sydneyCorrupt")>>
<br><br>
"How foolish can you be? Please, you know what is right." <<He>> sounds almost reverent as <<he>> addresses you.
<</if>>
<<else>> /* Call out for the new Sydney */
"Help me," you whisper, unable to talk any louder.
<br><br>
"I am helping," the first Sydney whispers back, <<= $nightmaresSeen.includes("sydneyCorrupt") ? "smiling until <<his>> counterpart speaks once more" : "smiling">>.
<br><br>
"Not you, <<pshe>> needs me," <<= $nightmaresSeen.includes("sydneyCorrupt") ? "<<he>>" : "the new Sydney">> insists, moving forwards to crouch down on the other side of you. <<He>> gently cradles your head, moving it to <<his>> lap.
<<if $nightmaresSeen.includes("sydneyCorrupt")>>
<br><br>
<<He>> tuts, but refuses to look at the other as <<he>> takes over petting your hair. "You should know by now that I'm the one <<pshe>> calls for help."
<</if>>
<</if>>
<<if $nightmaresSeen.includes("sydneyCorrupt")>>
<br><br>
You lie there confused. <span class="red">You don't remember doing this before.</span>
<</if>>
<br><br>
"You aren't even giving <<phim>> a choice," the first Sydney snarls, snatching your hand into <<his>> own.
<br><br>
"You are living a lie," the new Sydney spits back, venom lacing <<his>> words. "Sinner. Nothing more than a corrupt version of what you once were."
<br><br>
"As if you're so pure?"
<br>
"I am far more virtuous than you."
<br>
"Repressed whore."
<br>
"Filthy masochist!"
<<if $nightmaresSeen.includes("sydneyCorrupt")>>
<br><br>
You lie back and watch as they argue. It seems familiar. Have you done this before? You really aren't sure.
<</if>>
<br><br>
<<link [[Interrupt Pure Sydney|Nightmare Corrupt Sydney 11]]>><<set $phase to 0>><</link>>
<br>
<<link [[Interrupt Corrupt Sydney|Nightmare Corrupt Sydney 11]]>><<set $phase to 1>><</link>>
<br><<effects>>
<<if $nightmaresSeen.includes("sydneyCorrupt") and $sydneyNightmareSyd isnot $phase>>
<<set $frozenValues.sydneyNightmareSyd to 2>>
<<else>>
<<set $frozenValues.sydneyNightmareSyd to $phase>>
<</if>>
"You're right," you say, voice strong and firm. The two Sydneys cease fighting at once, both looking down to you.
<br><br>
"Which one, dear?" the supposedly corrupt one asks, leaning forwards.
<br><br>
<<if $phase is 0>> /* Interrupt Pure Sydney */
"You." You make eye contact with the first Sydney to appear to you here.
<br><br>
The other one tenses behind you before pulling away, making a disgusted sound as <<he>> does. "It was never meant to go like this. You should never have walked down this dark path."
<br><br>
Darkness seeps into the stone, turning it from grey to black. The cracks widen more and more while your Sydney holds onto you. The other gets brighter and brighter, contrasting with the darkening world.
<br><br>
Stone falls away piece by piece. When the one beneath you falls, you only float.
<br><br>
With one last betrayed look, the other Sydney disappears in a flash of bright light.
<<else>> /* Interrupt Corrupt Sydney */
"This one." You smile, reaching to cup the cheek of the newer Sydney. "The pure one."
<br><br>
Pulling away as if <<hes>> been struck, the corrupt Sydney releases <<his>> hold on you. "I thought that you loved me," <<he>> whines, tears gathering in <<his>> eyes as the other Sydney rises to <<his>> feet.
<br><br>
The room seems to heal, becoming white. It doesn't stop when it reaches the state it originally was in, instead getting brighter and brighter until no shadows remain. As the light brightens, the first Sydney grows translucent.
<br><br>
<<His>> body seems to dissolve, the last part to disappear being <<his>> heart-broken gaze, never leaving your own.
<</if>>
<<stress 6>><<trauma 6>><<gstress>><<gtrauma>>
<br><br>
<<link [[Next|Nightmare Corrupt Sydney 12]]>><</link>>
<br><<effects>><<clothesstrip>>
<<if $phase is 0>> /* Interrupt Pure Sydney = Corrupt Sydney End*/
"I knew you'd pick me," Sydney laughs, kissing your cheek before <<he>> rises. <<He>> holds your hands as you get up, too, supporting you as <<he>> begins to lead you seemingly nowhere. It takes a moment for you to see the new door in the darkness.
<br><br>
"Through here," <<he>> urges, almost dragging you as the feeling in your legs begins to return.
<br><br>
You know the room that lies beyond the door. It's the prayer room, the incense filling the air.
<br><br>
"<<He>> had no idea what <<he>> was talking about," Sydney says as <<he>> lets your arm go. Quickly, <<he>> begins to undress. "You too, this is what we do to show that we love each other, remember?"
<br><br>
Hesitantly, you remove your own clothes, accepting help from Sydney's excited hands.
<br><br>
"You look so hot like this," <<he>> whispers as <<he>> begins pushing you onto your back. "Let me show you how much I love you."
<br><br>
Sydney places a kiss on your collarbone, making you shiver. Strangely, <<he>> pulls back before going any further.
<br><br>
"Sydney?" you ask, unsure as to why <<he>> stopped until something strange appears over <<his>> shoulder.
<br><br>
A tentacle wraps around <<his>> shoulder, extending forward until it brushes your knee.
<br><br>
"Relax, dear," Sydney says once more. More tentacles appear.
<<else>> /* Interrupt Corrupt Sydney = Pure Sydney End */
"Come on," Sydney says, urging you to your feet. Blinking, you oblige, leaning on <<him>> as your legs get their feeling back. "You chose properly, I promise."
<br><br>
You stumble as Sydney guides you forward. Smoke surrounds your feet with every step. A new door appears in the never-ending landscape, opening without anyone touching it. You're led to and through it.
<br><br>
The area beyond it is reminiscent of the Temple with some changes. The ornate altar in the centre draws your eyes.
<br><br>
Sydney stops, cradling your face in <<his>> hands. "You need to be purified. You've been letting that false me touch you. It's okay, I don't blame you. You didn't know."
<br><br>
Your legs are stronger now, making it easy to descend the steps and climb onto the altar. Sydney helps you to undress and instructs you on how to lie down. Every step of the way <<he>> utters encouraging words.
<br><br>
The final step is to be adorned with holy oils as Sydney sings a prayer. When <<he>> is satisfied, <<he>> steps back and nods with approval. "You're ready. Please don't fight this."
<br><br>
A chill settles in your skin as Sydney steps away. Fight what?
<br><br>
Something wet slaps against the stone of the altar. A tentacle slowly curls over the lip of the stone. Many more follow.
<br><br>
"Just let it happen," Sydney says with a flat tone. <<He>> has also taken <<his>> clothes off, coming back to the altar as the tentacles edge closer.
<</if>>
<br><br>
<<link [[Next|Nightmare Corrupt Sydney Rape]]>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<npcexpose>>
<<if $pain gte 80>>
<<set $pain to 80>>
<</if>>
<<set $enemyarousalmax to 800>>
<<set _randomtentacles to random(8, 12)>>
<<makeAbomination _randomtentacles 8 "tentacle" "tentacle" true>>
<</if>>
<<effects>>
<<effectsabomination>>
<<abomination>>
<<stateabomination>>
<br><br>
<<actionsabomination>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Nightmare Corrupt Sydney Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Nightmare Corrupt Sydney Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $phase is 0>> /*Corrupt Sydney End*/
<<if $enemyhealth lte 0>>
The tentacles wither away as Sydney holds <<his>> stomach.
<br><br>
"What's wrong with you? You chose this," Sydney hisses, crawling backwards.
<br><br>
"After everything I did for you, you do this? After everything I risked?"
<br><br>
Sydney loses <<himself>> in a rant, getting angrier and advancing towards your cowering body as you try to crawl away. Sydney raises a hand to strike you, but before <<he>> can a piercing light reaches through the walls of the prayer room.
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Satisfied, the tentacles go limp and withdraw. Sydney sighs with satisfaction as <<he>> lies down beside you.
<br><br>
"I never would have done that before I met you, you know?" <<He>> stretches, yawning but happy. "You've changed me so much."
<br><br>
Sydney tries to climb back on top of you, obviously ready to do it again. <<He>> doesn't get far before a bright light shines through the walls of the prayer room. Sydney jumps back, startled and blinded.
<<else>>
Angered, the tentacles wrap around your throat, tightly squeezing for a few seconds before finally releasing.
<br><br>
Sydney sneers, also unhappy with your defiance. "You chose this, you made me like this. This is your fault."
<br><br>
<<He>> raises <<his>> hand to strike you as the tentacles begin to curl around you once more. Before that can happen, a piercing light breaks through the walls of the prayer room. The brightness causes Sydney to cover <<his>> eyes and pull away, giving you a chance to crawl into the corner of the room. The tentacles also cower.
<</if>>
<br><br>
The room heats up as fire erupts, separating you from Sydney. <<He>> tries to reach you once more, but the flames won't allow it. Instead, they get higher and higher until you can only hear Sydney scream out for you to come back.
<<else>> /* Pure Sydney End*/
<<if $enemyhealth lte 0>>
The tentacles wither away with unnerving movements as Sydney holds <<his>> stomach.
<br><br>
"No!" <<he>> yells, "You shouldn't have done this, you'll remain defiled now."
<br><br>
Sydney sinks to <<his>> knees, mumbling as <<he>> pulls at <<his>> hair. You slide from the altar, watching out for the tentacles as you do. There are none to be found.
<br><br>
"W-we should have done it properly, we should have been promised," Sydney whimpers, seemingly broken.
<br><br>
<<endcombat>>
<<npc Sydney>><<person1>>
<<link [[Reach out to Sydney|Nightmare Corrupt Sydney Rape Finish 2]]>><<set $phase to 0>><</link>>
<br>
<<link [[Just watch|Nightmare Corrupt Sydney Rape Finish 2]]>><<set $phase to 1>><</link>>
<br>
<<exit>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Satisfied, the tentacles go limp and withdraw. Sydney lies down beside you with a serene expression.
<br><br>
"You're doing so well, I'm so proud of you," <<he>> says. <<He>> brings <<his>> hand up, almost touching you before a rumble knocks the Temple.
<br><br>
Sydney looks scared when a second wave hits, desperately trying to grab you once more. It's too late. The altar splits, sending you spiralling into a dark void as Sydney calls out for you to stay.
<<else>>
Angered, the tentacles wrap tightly around your throat, tightly squeezing for a few seconds before finally releasing.
<br><br>
Sydney scowls down at you. "Why did you fight like that? You are being purified, there is nothing to fight against."
<br><br>
The tentacles try to wind their way back up your legs, almost succeeding until a rumble shakes the Temple. The first was small compared to the second, which caused cracks to form in the stone. Bit by bit, the Temple begins to collapse. Sydney and the tentacles withdraw, leaving you to drift away from them in the separating landscape.
<</if>>
<</if>>
<br><br>
<<endcombat>>
<<link [[Next|Nightmare Corrupt Sydney End]]>><<clotheson>><<endevent>><</link>>
<br><<effects>>
<<if $phase is 0>> /* Reach out */
Feeling guilty, you try to hug Sydney. You barely reach <<him>> before a rumble shakes the ground. It nearly knocks you off of your feet before it subsides. However, it returns much stronger a second time.
<<else>> /* Just watch */
Wanting only to get away, you stay where you are and watch <<him>> break down. You close your eyes, wishing to be anywhere else, before a rumble shakes the ground. It nearly knocks you off of your feet before it subsides. However, it returns much stronger a second time.
<</if>>
<br><br>
The Temple begins to collapse, Sydney not moving an inch even as the ground cracks between the two of you. You are split apart, the world falling away into darkness.
<br><br>
<<link [[Next|Nightmare Corrupt Sydney End]]>><<clotheson>><<endevent>><</link>>
<br><<effects>><<nightmareEnd>>
You come to with a start. A thin layer of sweat covers your skin as you sit up, breathing heavily. For a moment, you forget where you are before you begin to recognise your surroundings.
<br><br>
It's over. You're not dreaming anymore. You're safe.
<br><br>
<<link [[Next|$nightmareExit]]>><<unset $nightmareExit>><</link>>
<br><<widget "nightmareCheck">>
<!-- _args[0] should always be the *next* passage; ex, if the current passage is "Eden Cabin Bed" _args[0] should be "Cabin Sleep" -->
<<if $nightmares gt 0 and $controlled is 0 and !$nightmareTimer>>
<<set $_possibleNightmares to []>>
<<if _args[0] is "Cabin Sleep" and isLoveInterest("Eden") and C.npc.Eden.love gt 140>>
<<set $_possibleNightmares.push("Nightmare Eden")>>
<</if>>
<<if _args[0].includes("Bird Tower Sleep") and $syndromebird is 1>>
<<set $_possibleNightmares.push("Nightmare Bird")>>
<</if>>
<<if $location isnot "asylum" and $asylumstatus isnot undefined>>
<<set $_possibleNightmares.push("Nightmare Harper")>>
<</if>>
<<if $sydneySeen?.includes("corruptroom") and $tentacledisable is "f">>
<<set $_possibleNightmares.push("Nightmare Corrupt Sydney")>>
<</if>>
<<if $wraithPrison and $wraithPrison.vision>>
<<set $_possibleNightmares.push("Nightmare Wraith")>>
<</if>>
<<if $_possibleNightmares.length gte 1>>
<<set $nightmareNext to $_possibleNightmares.random()>>
<<set $nightmareRedirect to _args[0]>>
<<set $nightmareExit to $passage>>
<<run General.linkOverride({ [$nightmareRedirect]: $nightmareNext })>>
<</if>>
<</if>>
<</widget>>
<<widget "nightmareStart">>
<<if !$nightmaresSeen>><<set $nightmaresSeen to []>><</if>>
<<set $activeNightmare to _args[0]>>
<<set $nightmareTimer to 4>>
<<if !$frozenValues>>
<<freezePlayerStats>>
<</if>>
<<set $nightmareWake to 1>>
<<set $clothingrebuy to 0>>
/*Note: Normal Pregnancy is disabled by directly checking for $activeNightmare*/
<<set $parasitepregdisable to "t">>
<</widget>>
<<widget "nightmareEnd">>
<<if !$activeNightmare>>
<<exit>>
<</if>>
<<if !$replayScene>>
<<set $_wraithDefeated to $wraith.defeated>>
<<unfreezePlayerStats>>
<<endcombat>> /* legacy support for old saves updated in the event mid combat */
<<set $wraith.defeated to $_wraithDefeated>>
<</if>>
<<set $nightmaresSeen.pushUnique($activeNightmare)>>
<<unset $nightmareNext>>
<<unset $activeNightmare>>
<<unset $nightmareRedirect>>
<<set $sleephour to random(1, $sleephour)>>
<<sleep true>>
<</widget>>
<<widget "nightmareWakeDifficulty">>
<<switch $nightmareWake>>
<<case 3>><<willpowerdifficulty 1 800>>
<<case 2>><<willpowerdifficulty 200 1000>>
<<default>><<willpowerdifficulty 400 1200>>
<</switch>>
<</widget>><<set $outside to 0>><<set $location to "home">><<effects>>
<<if $robinhugging is 1>>
You keep your arms wrapped around Robin and watch <<him>> play.
<br><br>
<<else>>
You sit beside Robin and watch <<him>> play.
<br><br>
<</if>>
<<if $rng gte 81>>
<<He>> gets stuck on a difficult part and drops the controller on your lap. "You try," <<he>> says as <<he>> lies on <<his>> back.
<br><br>
<<if $arousal gte $arousalmax>>
You clutch the controller, and try to concentrate but your body is too stimulated.
<<orgasm>>
Robin politely looks away, but can't help but be affected.<<npcincr Robin lust 1>>
<br><br>
<<link [[Pass the controller back|Robin Watch Pass]]>><<npcincr Robin love 1>><</link>><<glove>>
<br>
<<else>>
You succeed on your first attempt.
<br><br>
<<link [[Pass the controller back|Robin Watch Pass]]>><<npcincr Robin love 1>><</link>><<glove>>
<br>
<<link [[Tease|Robin Watch Tease]]>><<npcincr Robin love -1>><<npcincr Robin dom -1>><</link>><<llove>><<ldom>>
<</if>>
<br>
<<elseif $rng gte 61>>
<<He>> tries to get a laugh out of you by making <<his>> character do silly things. <<Hes>> successful.
<br><br>
<<robinoptions>>
<<elseif $rng gte 41>>
You chat with <<him>>. The game looks pretty easy, and <<hes>> able to hold a conversation and play at the same time.
<br><br>
<<robinoptions>>
<<elseif $rng gte 21>>
You try to chat with <<him>>, but <<hes>> so engrossed in the game <<he>> can't look away.
<br><br>
<<if C.npc.Robin.love gte 80>>
<<link [[Use Robin's lap as a pillow|Robin Pillow]]>><<npcincr Robin love 1>><<npcincr Robin dom 1>><<npcincr Robin lust 1>><<tiredness -3>><<stress -3>><<trauma -3>><</link>><<glove>><<glust>><<gdom>><<ltrauma>><<lstress>><<ltiredness>>
<br>
<<link [[Keep watching|Robin Options]]>><</link>>
<br>
<<else>>
<<robinoptions>>
<</if>>
<<else>>
<<He>> rests <<his>> head in your lap.
<<garousal>><<arousal 300>>
<br><br>
<<link [[Stroke|Robin Stroke]]>><<npcincr Robin love 1>><<npcincr Robin lust 1>><</link>><<glove>><<glust>>
<br>
<<link [[Keep watching|Robin Options]]>><</link>>
<br><br><br>
<</if>><<set $outside to 0>><<set $location to "home">><<effects>>
<<set _robin to statusCheck("Robin")>>
<!-- robin cdquest 1 event -->
<<if $rng gte 85 and _robin.cdquest is 1 and _robin.crossdressing gte 2 and !$daily.robin.cdevent and _robin.trauma lte 20>>
You play a cooperative game with <<him>>. You're about to win the stage when there's a knock on the door.
<br><br>
Robin, still wearing <<his>>
<<if _robin.pronoun is "f">>
<<npcClothesText _robin "upper">> and chest binder,
<<else>>
<<npcClothesText _robin "upper">>,
<</if>>
flushes deeply. "This looks bad doesn't it?"
<br><br>
<<link [[Let Robin respond|Robin CD Door Answer]]>><</link>>
<br>
<<link [[Tell Robin to ignore it|Robin CD Door Ignore]]>><</link>>
<br>
<<elseif $rng gte 81>>
You play a cooperative game with <<him>>.
<<lstress>><<stress -6>>
<br><br>
<<robinoptions>>
<<elseif $rng gte 61>>
You play a game with <<him>>. <<He>> completely stomps you.
<br><br>
<<link [[Accept defeat with grace|Robin Play Grace]]>><<npcincr Robin love 1>><<npcincr Robin dom 1>><<stress 3>><</link>><<glove>><<gdom>><<gstress>>
<br>
<<link [[Make excuses|Robin Play Excuses]]>><<npcincr Robin love -1>><</link>><<llove>>
<br>
<<elseif $rng gte 41>>
You play a game with <<him>>. You win with ease. <<He>> seems irritated.
<br><br>
<<link [[Cheer Robin up|Robin Play Cheer]]>><<npcincr Robin love 1>><</link>><<glove>>
<br>
<<link [[Tease|Robin Play Tease]]>><<npcincr Robin dom 1>><<npcincr Robin love -1>><</link>><<llove>>
<br>
<<elseif $rng gte 21>>
You play a game with <<him>>. You draw. "I'll get you next time," <<he>> says.
<br><br>
<<robinoptions>>
<<else>>
You play against <<him>>. <<He>> starts to win.
<br><br>
<<link [[Tickle attack|Robin Play Tickle]]>><<npcincr Robin dom -1>><<npcincr Robin lust 1>><</link>><<glust>><<ldom>>
<br>
<<link [[Play fair|Robin Play Fair]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "home">><<effects>>
You pass the controller back to <<him>>. <<He>> sits back up. "You did it! Thanks."
<br><br>
<<robinoptions>><<set $outside to 0>><<set $location to "home">><<effects>>
<<if $speech_attitude is "meek">>
"Are you alright?" you ask, smirking. "I think Bailey could have managed that one."
<<elseif $speech_attitude is "bratty">>
"I did it," you say. "I'm the champion now. I claim this console as my prize."
<<else>>
"Wow, that was really easy," you say, smirking.
<</if>>
<br><br>
Robin sits back up. "You got lucky," <<he>> says as <<he>> snatches the controller back.
<br><br>
<<robinoptions>><<set $outside to 0>><<set $location to "home">><<effects>>
"You're good at this," you say. <<His>> chest puffs out slightly.
<br><br>
<<robinoptions>><<set $outside to 0>><<set $location to "home">><<effects>>
"I-I let you win," you say. "And you almost lost anyway."
<br><br>
"Sure," <<he>> says sarcastically. "I bet you'll let me win the next one too."
<br><br>
<<robinoptions>><<set $outside to 0>><<set $location to "home">><<effects>>
"I got lucky," you say.
<br><br>
"You made it look easy," <<he>> says. "But thanks for not rubbing it in."
<br><br>
<<robinoptions>><<set $outside to 0>><<set $location to "home">><<effects>>
<<if $speech_attitude is "meek">>
"I won!" you exclaim. "And I'm not even any good."
<<elseif $speech_attitude is "bratty">>
"There's no shame in losing to the best," you say.
<<else>>
"You played well," you say. "Just not well enough."
<</if>>
<br><br>
"I'll get you next time," <<he>> says. "Just you wait."
<br><br>
<<robinoptions>><<set $outside to 0>><<set $location to "home">><<effects>>
You reach over and run your fingers over <<his>> tummy. "No fair!" <<he>> shouts, squirming away from you. It's enough to give you the upper hand, and you claim victory shortly after.
<br><br>
"You're lucky you're a guest in my room," <<he>> sulks.
<br><br>
<<link [[Apologise|Robin Play Apologise]]>><<npcincr Robin love 1>><<npcincr Robin dom 1>><</link>><<glove>><<gdom>>
<br>
<<if $robinromance is 1>>
<<link [[Apologise with lewd|Robin Play Apologise Lewd]]>><<npcincr Robin love 1>><<npcincr Robin lust 1>><</link>><<promiscuous1>><<glove>><<glust>>
<br>
<</if>>
<<link [[Bask in victory|Robin Options]]>><<npcincr Robin love -1>><<npcincr Robin dom -1>><</link>><<llove>><<ldom>>
<br><<set $outside to 0>><<set $location to "home">><<effects>>
<<if $rng gte 51>>
<<He>> completely stomps you.
<br><br>
<<link [[Accept defeat with grace|Robin Play Grace]]>><<npcincr Robin love 1>><<npcincr Robin dom 1>><<stress 3>><</link>><<glove>><<gdom>><<gstress>>
<br>
<<link [[Make excuses|Robin Play Excuses]]>><<npcincr Robin love -1>><</link>><<llove>>
<br>
<<else>>
You win with ease. <<He>> seems irritated.
<br><br>
<<link [[Cheer Robin up|Robin Play Cheer]]>><<npcincr Robin love 1>><</link>><<glove>>
<br>
<<link [[Tease|Robin Play Tease]]>><<npcincr Robin dom -1>><<npcincr Robin love -1>><</link>><<llove>><<ldom>>
<br>
<</if>><<set $outside to 0>><<set $location to "home">><<effects>>
<<if $speech_attitude is "meek">>
"I'm sorry," you say. "It was the only way I could win."
<<elseif $speech_attitude is "bratty">>
"Sorry," you say. "That was uncalled for."
<<else>>
"Sorry," you say. "I know you wouldn't do that to me."
<</if>>
<br><br>
"It's okay," Robin says. "It just surprised me."
<br><br>
<<robinoptions>><<set $outside to 0>><<set $location to "home">><<effects>>
"I'm sorry," you say. "Let me make it up to you."
<br><br>
You lift <<his>> shirt and kiss <<his>> tummy. <<Hes>> on guard, expecting another attack. You work your way up <<his>> abdomen, planting kisses as you go. When you reach <<his>> chest you lick <<his>> nipple. <<He>> squirms, but doesn't say anything. You tease <<his>> nipple with more persistence. <<He>> gasps and falls back onto the bed.
<br><br>
You climb on top of <<him>>, still licking. You feel <<his>> heart beat beneath you and listen to <<his>> sweet and heavy breathing. When you pull away you see <<his>> eyes are shut. <<He>> lies there a few moments before opening them.
<<promiscuity1>>
<<robinoptions>><<set $outside to 0>><<set $location to "home">><<effects>>
You lie on your side and rest your head in Robin's lap. <<He>> shifts <<his>> legs to make <<his>> thighs comfier, and rests one arm on your shoulder. <<He>> continues playing, but massages your scalp and strokes your cheek with <<his>> free fingers.
<br><br>
You wake up. Not long has passed. Robin helps you sit up. "I hope you're sleeping properly," <<he>> says. <<He>> looks concerned at first, but then smiles and laughs. "Are my thighs soft?"
<br><br>
<<robinoptions>><<set $outside to 0>><<set $location to "home">><<effects>>
<<set _robin to statusCheck("Robin")>>
<!-- flip pronoun while the player doesn't recognise robin -->
<<genderswap>>
<<run npcEquipSet(_robin, setup.npcClothesSets.find(n => n.name === (_robin.pronoun is "m" ? "femaleTown1" : "maleTown1")))>>
You open the door to Robin's room, letting curiosity get the better of you. Inside, you see a <<personsimple>> wearing a <<npcClothesText _robin "upper">>
facing away from you and looking at <<himself>>.
<br><br>
As you enter, the <<personsimple>> sees you in the mirror. <<He>> covers <<his>> face before turning to look at you.
<br><br>
<<if $speech_attitude is "meek">>
"W-what did you do to Robin?" Your words are shaky, not knowing what the stranger's intent is.
<<elseif $speech_attitude is "bratty">>
"What are you doing in Robin's room?" You prepare yourself mentally in case this ends in a fight.
<<else>>
"Who are you?" you ask, more unsure of the stranger's intent than anything.
<</if>>
<br><br>
The <<personsimple>> hesitates before replying. "I'm not a stranger! It's me!"
<<if $pronoun is "f">>
She wipes away some of her makeup with her hand.
<<else>>
You recognise his voice.
<</if>>
<span class="green">It's Robin</span>.
<!-- restore pronoun -->
<<genderswap>>
<br><br>
<!-- Please add more options here if you add another Robin crossdressing starting event -->
<<if _robin.cdstart is "christmas">>
"I tried on that gift you gave me on Christmas, you were right," <<he>> says. "I did like it quite a bit."
<<elseif _robin.cdstart is "halloween">>
"Ever since I dressed up as that <<print (_robin.pronoun is "m" ? "witch" : "vampire")>>, I've wanted to try crossdressing again."
<<else>>
<!-- Failsafe, only if CDstart is otherwise empty for some reason -->
"I saw this outfit in a store window and I couldn't help myself," <<he>> says. "I thought I'd look <<print (_robin.pronoun is "m" ? "cute" : "handsome")>> in it."
<</if>>
<<if _robin.dom gte 40>>
Robin takes a deep breath and does a slow spin. "Well, how does it look?" <<He>> looks at you with hope in <<his>> eyes.
<<else>>
Robin flushes, and <<he>> looks away. "Sorry for scaring you. Give me a minute to change back please."
<</if>>
<br><br>
<<link [[Encourage|Robin CD Encourage]]>><<npcincr Robin love 5>><</link>><<gglove>>
<br>
<<link [[Softly dissuade|Robin CD Soft Discourage]]>><<npcincr Robin love 1>><</link>><<glove>>
<br>
<<link [[Berate|Robin CD Harsh Discourage]]>><<npcincr Robin dom -3>><<stress 4>><<npcincr Robin love -5>><<npcincr Robin trauma 3>><</link>><<gstress>><<grtrauma>><<lllove>><<lldom>>
<br><<set $outside to 0>><<set $location to "home">><<effects>>
<<set _robin to statusCheck("Robin")>>
<<set _robin.crossdress to 2>>
<<set _robin.cdquest to 1>>
<<set $daily.robin.cdevent to 1>>
<<if $backgroundTraits.includes("crossdresser") or $player.gender isnot $player.gender_appearance and $NudeGenderDC isnot 1>>
<<if $speech_attitude is "meek">>
"You look really cute like that," you say, staring at your feet. Robin stops in <<his>> tracks and looks back at you.
<<elseif $speech_attitude is "bratty">>
"You pull that off really well!" you say before taking a step towards Robin, who has paused mid motion. "There are a few things you can improve on, like
<<if _robin.pronoun is "m">>your makeup<<else>>the way you talk<</if>>, but you clearly have a knack for this!"
<<else>>
"You make a really cute <<print (_robin.pronoun is "m" ? "girl" : "boy")>>," you say softly. Robin flushes.
<</if>>
<br><br>
Robin stammers, "I-I do?" You can see <<he>> has a large smile on <<his>> face.
<br><br>
<<if $speech_attitude is "meek">>
"Sorry if I shocked you," you say sheepishly. "I'm happy there's someone else who's into this thing." You respond to <<his>> smile with one of your own.
<<elseif $speech_attitude is "bratty">>
"You just need more confidence!" you say.
<<else>>
"You had me for a moment there. That's something to be proud of," you say. You give <<him>> a look of encouragement.
<</if>>
<br><br>
<<if _robin.dom gte 40>>
Robin looks overjoyed at your encouragement. <<He>> runs up to you and embraces you in a hug. "You have no idea how happy you just made me," <<he>> says.
You embrace silently for a few tender moments before <<he>> pulls away.
<br><br>
"If you ever need help with this sort of thing," you say while gesturing towards <<his>> outfit. "I'd be happy to."
<br><br>
Robin looks like <<he>> might burst into tears at your encouragement, but <<he>> manages to pull <<himself>> together. "I'd appreciate that."
<<He>> takes a deep breath, and smiles. "So," <<he>> says while straightening <<his>> clothes. "You wanted to see me?"
<<else>>
You see <<him>> start to tear up. "I'm just so happy I didn't lose you!" <<he>> exclaims.
"When you saw me, I couldn't help but think about all the ways this could go wrong." <<He>> smiles at you through <<his>> tears. "Thank you so much."
<br><br>
"If you ever need help with this sort of thing," you say while gesturing towards <<his>> outfit. "I'd be happy to."
<br><br>
Robin goes to hug you, happy tears still streaming down <<his>> face. Eventually <<he>> calms down and gives you a gentle smile.
"So," <<he>> says while straightening <<his>> clothes. "You wanted to see me?"
<</if>>
<<else>>
"You look really nice," you say to <<him>>, causing Robin to halt in <<his>> tracks.
"I thought you were a complete stranger, for starters. A pretty cute one too," you add, giving <<him>> a wink.
<br><br>
<<if _robin.dom gte 40>>
Robin stifles a giggle. "I knew you didn't recognise me," <<he>> says. "But it still makes me happy to hear that."
It looks like a huge load has been taken off of <<his>> shoulders.
<<else>>
Robin looks at you, <<his>> frown vanishing instantly. "R-really? Thank you. Thank you so much!"
<</if>>
There's a pause as <<he>> takes a deep breath. "Would you mind helping me sometime? With all this," <<he>> says, pausing a moment before continuing.
"It's no pressure or anything, I just don't really have anyone else to ask. Actually you know just forget I said anything. You wanted to see me?"
Robin ignores any response to <<his>> earlier question.
<</if>>
<br><br>
<<robinoptions>><<set $outside to 0>><<set $location to "home">><<effects>>
<<set _robin to statusCheck("Robin")>>
<<run delete _robin.crossdress>>
<<if $speech_attitude is "meek">>
"I'm sorry, I just don't think it fits you," you say, trying to dissuade <<him>>.
<<elseif $speech_attitude is "bratty">>
"I think you look better how you usually are," you say. "The cute Robin I know and care about." You smile but <<he>> seems reluctant to return it.
<<else>>
"You don't have to dress like that," you say. "You're cute as is." You take a step towards Robin, giving <<him>> a tender smile.
<</if>>
<br><br>
<<He>> sighs after a long moment. "I should've figured I can't pull it off. Thanks anyway," <<he>> says.
"Just let me change out of this. I'll just need a few moments."
<br><br>
You nod and exit the room to give <<him>> some space. After a few minutes you hear <<his>> voice call to you from inside, still sounding somewhat dejected, "All done."
<br><br>
Entering the room again you find a sulking Robin sitting on <<his>> bed. You give <<him>> a hug, which <<he>> quickly returns.
<br><br>
"Thanks, I think I'm feeling better now. Let's just forget this ever happened."
<br><br>
<<set _robin.crossdressing to 0>>
<<robinoptions>><<set $outside to 0>><<set $location to "home">><<effects>>
<<set _robin to statusCheck("Robin")>>
<<run delete _robin.crossdress>>
"Robin, why would you dress like that? Do you not have any shame?" Still in shock, your words come out harshly.
<br><br>
"I just thought. Maybe that-" <<He>> fumbles <<his>> words. "I- I don't know!" Robin breaks down, now completely vulnerable. You hear <<him>> choking back a sob.
<br><br>
<<if $speech_attitude is "meek">>
You are instantly filled with regret. You try to comfort <<him>> but <<his>> tears keep coming.
<<elseif $speech_attitude is "bratty">>
Seeing Robin like this makes you waver. "Just don't do it again," you say. "I don't want to see you get hurt."
<<else>>
"Please don't cry," you say patting <<his>> shoulder. "That came out wrong."
<</if>>
<br><br>
"Can you leave me for a bit?" <<He>> hiccups. "I need some time alone."
<br><br>
<<set _robin.crossdressing to 0>>
<<endevent>>
<<link [[Leave|Bedroom]]>><</link>><<set $outside to 0>><<set $location to "home">><<effects>>
<<if $speech_attitude is "meek">>
You tap on the door. There's no response, save for a soft rustling from inside. A moment later, the door cracks open, and Robin steps out. Despite <<his>> smile, you can't help but notice <<hes>> blushing.
<br><br>
"Come in!" <<he>> chirps. "It's not like I was in the middle of anything." <<He>> gives you a playful shove and hops onto <<his>> bed. You take a seat beside <<him>>.
<<elseif $speech_attitude is "bratty">>
You pound the door. A yelp greets you from the other side. "H-hold on!" Robin stammers. A flurry of frantic footsteps and slamming drawers follows, until the door swings open, revealing a red-faced Robin.
<br><br>
"You scared me," <<he>> pants, flopping down on <<his>> bed. You sit beside <<him>> as <<he>> catches <<his>> breath.
<<else>>
You knock on the door. Robin gasps on the other side. "J-just a minute!" <<he>> stammers. Clothes rustle from the other side, until the door finally opens. Robin pulls you inside. <<Hes>> blushing.
<br><br>
"Thanks for waiting," <<he>> sighs. "You can come in now." You enter the room and take a seat on the bed.
<</if>>
<br><br>
<<link [[Ask about the note|Robin Caught CD Note]]>><</link>>
<br>
<<robinoptions>><<set $outside to 0>><<set $location to "home">><<effects>>
<<He>> tenses up. "N-note?" <<he>> echoes. "I was... studying. And I didn't want to be bothered." <<He>> pauses. "I-I'm not mad at you, though! I was gonna take a break anyway, and..."
<br><br>
<<He>> keeps babbling in avoidance of your question. Eventually, <<hes>> silent.
<<if $robinconsole is 0>>
<<His>> gaze lost in <<his>> lap,
<<else>>
<<His>> focus lost to the television,
<</if>>
you're left to stew in your curiosity.
<br><br>
<span class="blue">Perhaps if you hadn't knocked, you'd have caught what <<he>> was doing.</span>
<br><br>
<<robinoptions>><<set $outside to 0>><<set $location to "home">><<effects>>
<<set _robin to statusCheck("Robin")>>
<<set $daily.robin.cdevent to 1>>
<<generatey2>>
<<if _robin.dom gte 60>>
"What is it?" Robin answers, sounding far less anxious than <<person1>><<he>> looks.
<<else>>
"W-what's the problem?" Robin stutters.
<</if>>
<br><br>
A <<person2>><<personsimple>> calls out from the other side of the door. "You mentioned helping me on that maths project, I was wondering if you were free now?"
<br><br>
Robin turns to you with a conflicted look.
<br><br>
<<link [[Encourage Robin to open door|Robin CD Door Encourage]]>><</link>>
<br>
<<link [[Discourage Robin from opening door|Robin CD Door Discourage]]>><</link>>
<br><<set $outside to 0>><<set $location to "home">><<effects>>
<<set $daily.robin.cdevent to 1>>
<<generatey2>>
You look at Robin's attire and shake your head. Robin nods and stays quiet.
<br><br>
"Huh, that's weird," a <<person2>><<personsimple>> mumbles out from outside Robin's door. <<person1>>"<<He>> always leaves a note up when <<person1>><<hes>> not here."
You hear retreating footsteps and Robin lets out a deep breath.
<br><br>
"That was close," Robin says, looking like a mix of nervousness and excitement. "Though the idea of someone else seeing me like this..." Robin trails off and shivers.
"Anyways, let's get back to our game." <<He>> smiles at you.
<br><br>
<<clearsinglenpc 1>> <!-- clear only the other npc, so robin's clothes remain unchanged -->
<<robinoptions>><<set $outside to 0>><<set $location to "home">><<effects>>
<<set _robin to statusCheck("Robin")>>
<<set _robin.cdquest to 2>>
<<if $speech_attitude is "meek">>
"I think you'll be ok," you whisper to <<person1>><<him>>.
<<elseif $speech_attitude is "bratty">>
"You look great," you say. "It'll be fine, don't worry about it!"
<<else>>
You pat Robin on the back once. "You can do it!"
<</if>>
<br><br>
With your encouragement, Robin responds. "I'm free now, come in!" A <<person2>><<person>> opens the door and looks at the both of you.
"Oh, I didn't know you had some friends over already," <<he>> says before looking directly at Robin.
"Wait a second, Robin? You look like a <<print (_robin.pronoun is "m" ? "girl" : "boy")>> wearing that. I didn't recognise you at first."
<br><br>
<<if _robin.dom gte 60>>
Robin smiles deeply at the comment, but otherwise ignores it. "You needed help with maths?"
<<else>>
Robin flushes, taking a moment to compose <<person1>><<himself>> before replying. "You needed help with maths?"
<</if>>
<br><br>
Robin helps the <<person2>><<person>> for a while, smiling every time <<he>> mentions something about <<person1>><<his>> current outfit.
Eventually they finish and as they leave Robin looks at you, excited. <<person2>>"<<He>> didn't recognise me at first!" Robin blurts out. "I can't believe it."
<br><br>
<<if $speech_attitude is "meek">>
"I'm so happy for you," you say. Robin hugs you tightly.
<<elseif $speech_attitude is "bratty">>
"Told you," you say as you ruffle <<person1>><<his>> hair.
<<else>>
"I knew you could do it!" You smile and give <<person1>><<him>> a quick hug.
<</if>>
<br><br>
<<clearsinglenpc 1>> <!-- clear only the other npc, so robin's clothes remain unchanged -->
<<robinoptions>><<set $outside to 0>><<set $location to "home">><<effects>>
You look at Robin and shake your head.
<br><br>
Robin nods back and calls towards the door, "Sorry! I'm playing a game with my
<<if $robinromance is 1>>
<<girlfriend>>
<<else>>
best friend
<</if>>
right now! Can you come back later?"
<br><br>
You hear a disappointed sigh on the other side before the <<person2>><<personsimple>> responds, "Yeah of course! I'll catch you later then."
You hear receding footsteps.
<br><br>
"That was close," Robin says, looking like a mix of nervousness and excitement. "Though the idea of someone else seeing me like this..."
Robin trails off and shivers. "Anyways, let's get back to our game." <<He>> smiles at you.
<br><br>
<<clearsinglenpc 1>> <!-- clear only the other npc, so robin's clothes remain unchanged -->
<<robinoptions>><<set $outside to 0>><<set $location to "home">><<effects>>
<<set _robin to statusCheck("Robin")>>
<<set _robin.cdquest to 3>>
Robin smiles at you as you approach. <<person1>><<He>> looks indistinguishable from a <<print (_robin.pronoun is "m" ? "girl" : "boy")>>.
<<if _robin.dom gte 60>>
"Hey! I was just talking about you," <<he>> says before turning back towards the <<person2>><<person>>.
<<person1>><<He>> seems to be more excited than usual and <<his>> face is flushed.
<<else>>
"Thanks for coming," Robin whispers to you low enough that the <<person2>><<person>> cannot hear.
"I thought I'd go outside my room like this, and <<he>> started talking to me about it."
<<person1>><<He>> coughs, voice now returning to a normal volume, "Anyways, this is who I was talking about earlier."
<</if>>
<br><br>
The <<person2>><<person>> gives you a slight grin. "So, you're the one who made Robin into such a pervert!" <<His>> voice is joking, but Robin still looks a little hurt.
<br><br>
<<link [[Defend Robin|Robin CD Socialise Defend]]>><<stress 2>><<npcincr Robin love 3>><</link>><<gglove>><<gstress>>
<br>
<<link [[Change the subject|Robin CD Socialise Change]]>><<npcincr Robin love 1>><</link>><<glove>>
<br><<set $outside to 0>><<set $location to "home">><<effects>>
<<set _robin to statusCheck("Robin")>>
<<if ($backgroundTraits.includes("crossdresser") or $player.gender isnot $player.gender_appearance) and $NudeGenderDC isnot 1>>
<<if $speech_attitude is "meek">>
You move closer to Robin, "I-I was just trying to help <<person1>><<him>> be more confident,"
<<elseif $speech_attitude is "bratty">>
You raise an eyebrow at the <<person2>><<person>>, "Does that make me a pervert too?"
<<else>>
"There's nothing perverted about it," you say. <<person1>>"<<He>> likes what <<he>> likes."
<</if>>
<<else>>
<<if $speech_attitude is "meek">>
You move closer to Robin, <<person1>>"<<Hes>> nothing like that..."
<<elseif $speech_attitude is "bratty">>
You move between the <<person2>><<person>> and Robin. "What did you say to <<person1>><<him>>?"
<<else>>
You frown at the <<person2>><<person>>. <<person1>>"<<He>> hasn't done anything wrong."
<</if>>
<</if>>
<br><br>
The <<person2>><<personsimple>> seems surprised by your defence. "It was just a joke, don't take it too seriously.
I've got to go anyways. Nice catching up with you, Robin!" <<he>> says as <<he>> leaves.
<br><br>
Robin sighs as soon as the <<personsimple>> is out of earshot.
<<if _robin.dom gte 60>>
<<person1>><<He>> seems like <<hes>> about to say something, but takes a deep breath.
"Thanks. I guess I'll have to be more careful from now on," <<person1>><<He>> says as <<his>> smile returns.
"Still, this was really fun! It's exhilarating in a way." <<He>> hugs you tightly before turning to leave. "I'll be in my room if you need me."
<<else>>
<<person1>><<He>> hugs you tightly for a few long moments. "Thank you for defending me," <<he>> says.
"I'm not gonna let this stop me though. With you at my side I feel safe." <<He>> pauses, giving you a smile. "I'll be in my room if you need me."
<</if>>
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "home">><<effects>>
<<set _robin to statusCheck("Robin")>>
<<if $speech_attitude is "meek">>
You move closer to Robin, "Can we talk about something else?"
<<elseif $speech_attitude is "bratty">>
"That's right, I am," you say bluntly, looking at them until they break eye contact.
<<else>>
"So Robin was telling me about a test they had the other day," you bluntly try to change the subject.
<</if>>
<br><br>
"Okay, I get it. I'll stop, though I'm still curious what happened to <<person1>><<him>>."
The <<person2>><<person>> smiles and talks about something else for a while before leaving.
<br><br>
<<if _robin.dom gte 60>>
<<person1>><<He>> seems like <<hes>> about to say something about <<person2>><<him>>, but takes a deep breath. "Thanks for changing the subject,"
<<person1>><<he>> says. "I don't care what people say, I'm not like that. It just makes me feel nice that's all."
<<He>> moves to hug you tightly. "I'll be in my room if you need me."
<<else>>
<<person1>><<He>> hugs you tightly for a few long moments. "Thank you for doing that," <<person1>><<he>> says.
"I'm not gonna let this stop me though. I know I'm not... that." <<He>> shivers, unable to say the word.
Eventually <<he>> shakes it off and smiles at you, "I'll be in my room if you need me."
<</if>>
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "home">><<effects>>
<<if $speech_attitude is "meek">>
You slowly move up to Robin and hug <<him>>. "Are you alright?" you ask softly.
<<elseif $speech_attitude is "bratty">>
"Hey Robin, this isn't like you." You ruffle <<his>> hair softly. "What's wrong?"
<<else>>
You move to pat Robin's back softly. "You feeling ok?" you ask. "You don't have to set up the stand if you don't want to."
<</if>>
<br><br>
"Well I..." <<He>> pauses. "It's ok. It's not important." Robin tries to brush off the question and doesn't answer any further attempts to ask what's wrong.
<br><br>
<span class="blue">Maybe if <<he>> trusted you more <<he>>'d open up about it.</span>
<br><br>
<<if Time.season is "winter">>
<<link [[Offer to help set up (0:30)|Robin Chocolate Set]]>><<pass 30>><<npcincr Robin love 1>><</link>><<glove>>
<<else>>
<<link [[Offer to help set up (0:30)|Robin's Lemonade Set]]>><<pass 30>><<npcincr Robin love 1>><</link>><<glove>>
<</if>>
<br>
<<link [[Leave|Orphanage]]>><<set $fromRobinRoom to true>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "home">><<effects>>
<<set _robin to statusCheck("Robin")>>
<<if $speech_attitude is "meek">>
You slowly move up to Robin and hug <<him>>. "Are you alright?" you ask softly.
<<elseif $speech_attitude is "bratty">>
"Hey Robin, this isn't like you." You ruffle <<his>> hair softly. "What's wrong?"
<<else>>
You move to pat Robin's back softly. "You feeling ok?" you ask. "You don't have to set up the stand if you don't want to."
<</if>>
<br><br>
<<if _robin.cdstanddenial is 1>>
<<if _robin.dom gte 60>>
"Are you free? I want to try wearing my crossdress outfit out at my stand," <<he>> says, looking hopeful.
<<else>>
"I want to set up in, you know," <<he>> says, gesturing towards <<his>> clothing. <<His>> voice quiet. "I was wondering if you could join me for a little bit."
<</if>>
<<else>>
<<set _clothes to (Time.season is "winter" ? "coldHoodie" : (_robin.pronoun is "m" ? "femaleTown1" : "maleTown1"))>>
<<set _clothes to setup.npcClothesSets.find(n => n.name === _clothes)>>
<<if _robin.dom gte 60>>
"Well," <<he>> starts before pausing for a long moment. "You know how much I've enjoyed crossdressing around the orphanage, right?"
<<He>> pauses before continuing. "I've wanted to start doing it at my <<if Time.season is "winter">>hot chocolate<<else>>lemonade<</if>> stand as well."
<<He>> points to a <<print Time.season is "winter" ? (_robin.pronoun is "m" ? "pink, fitted" : "blue, baggy") : "">>
<<print _clothes.desc>><<if _robin.pronoun is "f">> and a chest binder<</if>>.
"I even got a new outfit to try out!
<<if _robin.pronoun is "m">>
I've been practising my makeup too."
<<else>>
I think I've gotten better at my guy mannerisms too."
<</if>>
<<He>> smiles, but it quickly fades. "I guess I'm just afraid of going out in public like that alone." Robin sighs.
"Hey, you wouldn't mind coming with me would you? I always feel more comfortable when you're there with me."
<<else>>
<<He>> gives you a slight smile before sighing. "Not really," <<he>> says. "I've really enjoyed crossdressing so far. But..."
Another sigh. "I don't feel confident enough to do it anywhere else."
<<He>> points to a <<print Time.season is "winter" ? (_robin.pronoun is "m" ? "pink, fitted" : "blue, baggy") : "">>
<<print _clothes.desc>><<if _robin.pronoun is "f">> and a chest binder<</if>>.
"I got a new outfit just to try it out." <<He>> smiles looking at the clothes, but it slowly fades.
"I'm scared that people will stare at me," <<he>> continues to confide in you.
"People would just think I'm a per-pervert." Robin starts to sniffle.
<<if _robin.pronoun is "m">>
"I even got some of the other orphans to teach me makeup."
<<else>>
"I even got some of the other orphans to teach me how to act more masculine."
<</if>>
<br><br>
<<if $robinromance>>
You carefully wipe the tears from <<his>> eyes.
<</if>>
<<if $speech_attitude is "meek">>
"It'll be okay..." You quietly soothe <<him>>.
<<elseif $speech_attitude is "bratty">>
"Who cares about others, right? I'm sure you'll be fine." You embrace Robin.
<<else>>
"Don't worry about what others think, just have fun dressing how you want, Robin." You smile at <<him>>. When that doesn't work you hold <<him>> close to you.
<</if>>
<br><br>
<<His>> tears continue to slowly flow. "You've been really supportive and I don't want to ask for any more, but, do you think you can come with me this time?
I'd feel much safer if you were there, even if only for a little bit."
<</if>>
<</if>>
<br><br>
<<link [[Go with Robin (1:00)|Robin's Stand CD Accept]]>><<pass 60>><<npcincr Robin love 5>><</link>><<gglove>>
<br>
<<link [[Say you can't|Robin's Stand CD Refuse]]>><<npcincr Robin love -5>><</link>><<lllove>>
<br><<set $outside to 0>><<set $location to "home">><<effects>>
<<set _robin to statusCheck("Robin")>>
<<set _robin.cdstanddenial to 1>>
<<if $speech_attitude is "meek">>
"I'm sorry. I'm busy..." you say.
<<elseif $speech_attitude is "bratty">>
"Can I take a raincheck? I'm doing something today."
<<else>>
"I really want to, but not today," you say. "Later though!"
<</if>>
<br><br>
<<if _robin.dom gte 60>>
"It's alright," <<he>> says looking down. "There's always next time." You can hear a slight pain in <<his>> voice.
"I better get ready then. I'll see you later."
<<else>>
It looks like Robin's tears are about to come back full force. However <<he>> manages to stifle them and make a weak smile.
"I can't run my stand like this," <<he>> sniffles. "I'll go to the bathroom real quick to clean up, then I need to change back."
<br><br>
After a few minutes <<he>> returns and hugs you. "Sorry for imposing. I'll be here next time if you change your mind."
<</if>>
<br><br>
<<link [[Leave|Orphanage]]>><<endevent>><</link>>
<br><<set $outside to 1>><<set $location to (Time.season is "winter" ? "park" : "beach")>><<effects>>
<<set $robinmoney += 10>>
<<set _robin to statusCheck("Robin")>>
<<generateNPC 2 a>>
<<if $speech_attitude is "meek">>
"I'll come with you," you say while giving a soft smile. "You're my friend."
<<elseif $speech_attitude is "bratty">>
"Course!" you say as if it was obvious. "Nothing's gonna stop me from helping you."
<<else>>
You nod. "I'm here for you."
<</if>>
<br><br>
Robin excitedly hugs you and quickly gathers <<person1>><<his>> supplies, as well as <<his>> new outfit. When <<hes>> done, Robin turns to you.
"Mind waiting outside for a bit? I'll be right out."
You exit and a few moments later Robin comes out, looking decisively <<print _robin.pronoun is "m" ? "feminine" : "masculine">>.
<br><br>
The way to the <<print (Time.season is "winter" ? "park" : "beach")>> is full of lively conversation. Robin blushes every time someone looks at <<him>>.
When you arrive, <<he>> happily sets up <<his>> stand and opens for business.
You try to help out where you can, but for the most part <<he>> takes care of things with unbridled energy.
<br><br>
You take a short break to use the bathroom, but when you come back you see Robin dealing with a particularly unruly customer.
<br><br>
<<link [[Intervene|Robin's Stand CD Intervene]]>><</link>>
<br>
<<link [[Listen in|Robin's Stand CD Listen]]>><</link>>
<br><<set $outside to 1>><<set $location to (Time.season is "winter" ? "park" : "beach")>><<effects>>
You position yourself where you won't be seen and listen in. On closer inspection it seems that a <<person2>><<person>> is harassing Robin.
You strain your ears to listen in.
<br><br>
"A <<print (Time.season is "winter" ? "hot chocolate" : "lemonade")>> stand? How passé," you hear a loud scoff. "How much money do you make in a day of this?"
The <<person>> places a hand on Robin's shoulder. "Come with me <<person1>><<genderswap>><<personsimple>>, and I can show you a good time and good money."
<br><br>
You're not sure how Robin will respond.
<br><br>
<<link [[Intervene|Robin's Stand CD Intervene]]>><</link>>
<br>
<<link [[Wait it out|Robin's Stand CD Wait]]>><</link>><<set $outside to 1>><<set $location to (Time.season is "winter" ? "park" : "beach")>><<effects>>
<<set _robin to statusCheck("Robin")>>
<<set _robin.crossdress to 4>>
<<set _robin.cdquest to 4>>
<<set _boyfriend to ($robinromance ? "<<person1>><<genderswap>><<personsimple>>friend" : "best friend")>>
<<if $speech_attitude is "meek">>
You quickly move behind Robin to support <<person1>><<him>>. You place a hand on <<his>> shoulder, <<he>> looks at you and smiles.
Turning to the <<person2>><<person>> you say in a quiet voice, "That's my _boyfriend."
<<elseif $speech_attitude is "bratty">>
You approach the <<person2>><<person>>. "Hey!" you call out. "That's my _boyfriend!"
<<else>>
You place yourself between the two of them. "Hi, I'm <<person1>><<genderswap>><<his>>
<<print $robinromance ? "<<girlfriend>>" : "best friend">>, and I'd like it if you would leave <<him>> alone."
<</if>>
<br><br>
<!-- if robin is male, then while crossdressing, they appear female and npcs "expect" them to have a vagina -->
<<set _expectedPartFound to ((_robin.pronoun is "m" ? _robin.vagina : _robin.penis) isnot "none")>>
<<set _unexpectedPartFound to ((_robin.pronoun is "m" ? _robin.penis : _robin.vagina) isnot "none")>>
Robin turns to you, surprised. "You're here!" <<person1>><<He>> looks happy as can be.
<<if _robin.dom gte 60>>
<<He>> turns to the <<person2>><<person>>.
"I just want to sell my <<print (Time.season is "winter" ? "hot chocolate" : "lemonade")>>, so if you're not going to buy anything could you please leave us alone?"
<br><br>
The <<person2>><<person>> doesn't seem dissuaded however. "I like it when they're feisty," <<he>> says before moving a hand towards Robin's crotch.
<<He>> doesn't get very far, however, before it's slapped away by Robin.
<br><br>
"Stop it!" <<person1>><<He>> hisses. "I think you should leave."
<br><br>
The <<person2>><<person>> then looks at Robin's crotch before
<<if _expectedPartFound and !_unexpectedPartFound>>
saying, "Hey now, don't be a prude." <<He>> takes <<his>> hand away. "I'm just trying to have a little fun."
<br><br>
"Leave." Robin's voice is wavering but the <<person2>><<person>> gets the message.
<br><br>
"Fine." The <<person2>><<person>> scoffs at you both and turns to leave.
<<else>>
yelling, "You're not a <<person1>><<genderswap>><<personsimple>> at all! You're a <<print (_expectedPartFound ? "freak" : "crossdresser")>>!"
<<person2>><<He>> storms off.
<</if>>
<br><br>
You place a gentle hand on <<person1>><<his>> shoulder, causing <<him>> to relax <<his>> fists.
<<if $speech_attitude is "meek">>
"I'm glad <<person2>><<hes>> gone." You breathe a sigh of relief. "Are you okay Robin?"
<<elseif $speech_attitude is "bratty">>
"That asshole doesn't know what <<person2>><<hes>> talking about," you say, rubbing Robin's shoulder. "Ignore <<him>>."
<<else>>
"Good thing <<person2>><<hes>> gone," you say while smiling at Robin. "You going to be alright?"
<</if>>
<br><br>
The look of anger slowly fades from Robin's face, quickly replaced by relief, then joy. <<person1>><<He>> hugs you tightly.
"You came to help me out! And you didn't blow my cover." <<He>> whispers into your ear. "That means so much to me."
<<His>> voice is barely audible. "I feel like I can be myself around you."
<br><br>
You eventually separate and continue to operate the stand together. Fortunately the rest of the customers are amicable.
<<npcincr Robin love 5>><<gglove>>
<<else>>
You feel Robin's hand touching the back of yours. "If you're not going to buy anything could you please go away?"
<<He>> says, turning towards the <<person2>><<personsimple>>. "We need to attract customers."
<br><br>
"Don't be so shy," the <<person2>><<person>> eyes up Robin. "I'm sure I can find a way to open your shell."
The <<personsimple>> moves <<his>> hand towards your friend's crotch while Robin stands there, paralysed.
<br><br>
<<if $speech_attitude is "meek">>
You can only watch in horror as the <<person2>><<person>> gives Robin's crotch a proper grope.
When it's over you move over to Robin. "I'm so sorry." You tenderly hold <<person1>><<him>> close to you.
<<elseif $speech_attitude is "bratty">>
You shove the <<person2>><<person>> away, but not before they manage to get a good grope in.
"Oh shit, Robin are you alright?" You gently shake Robin to snap <<person1>><<him>> out of it.
<<else>>
You move to stop <<person2>><<him>> but <<he>> gets a good grab in before you can move <<his>> hand away.
"You ok?" you whisper into Robin's ear, low enough that the <<personsimple>> cannot hear.
<</if>>
<br><br>
Robin is still in shock as the <<person2>><<person>> exclaims,
<<if _expectedPartFound and !_unexpectedPartFound>>
"Hey, what's your problem? I'm just trying to have a little fun with your friend here."
<<person2>><<He>> gives you and Robin a glare before storming off.
<<else>>
"You're not a <<person1>><<genderswap>><<personsimple>> at all! You're a <<print (_expectedPartFound ? "freak" : "crossdresser")>>!"
<<person2>><<He>> gives you and Robin a look of disgust before storming off.
<</if>>
It's only then that Robin snaps out of it.
<br><br>
"That was scary," <<person1>><<he>> says after a long moment, <<his>> eyes watering.
"I'm glad I had you here. I don't know what <<person2>><<he>> was trying to do to me, but it wasn't good."
Robin hugs you for a moment and whispers into your ear, "Also it means so much to me that you didn't blow my cover."
<<person1>><<His>> voice is barely audible. "I feel like I can be myself around you."
<br><br>
You eventually separate and continue to operate the stand together. Fortunately the rest of the customers are amicable.
<<npcincr Robin love 5>><<gglove>>
<</if>>
<br><br>
<<endevent>>
<<if Time.season is "winter">>
<<link [[Offer help (0:30)|Robin Chocolate Help]]>><<npcincr Robin love 1>><<pass 30>><</link>><<glove>>
<br>
<<link [[Leave|Park]]>><</link>>
<br>
<<else>>
<<link [[Offer help (0:30)|Robin's Lemonade Help]]>><<npcincr Robin love 1>><<pass 30>><</link>><<glove>>
<br>
<<link [[Leave|Beach]]>><</link>>
<br>
<</if>><<set $outside to 1>><<set $location to (Time.season is "winter" ? "park" : "beach")>><<effects>>
<<set _robin to statusCheck("Robin")>>
Unable to bring yourself to intervene, you wait a bit longer to see what will happen.
<br><br>
The <<person2>><<person>> says something you can't quite make out and moves to grope Robin's crotch.
<br><br>
<!-- if robin is male, then while crossdressing, they appear female and npcs "expect" them to have a vagina -->
<<set _expectedPartFound to ((_robin.pronoun is "m" ? _robin.vagina : _robin.penis) isnot "none")>>
<<set _unexpectedPartFound to ((_robin.pronoun is "m" ? _robin.penis : _robin.vagina) isnot "none")>>
<<if _robin.dom gte 60>>
Robin slaps <<his>> hand away before it lands and yells, "Stop it!" <<person1>><<He>> then makes a motion suggesting that the
<<person2>><<personsimple>> go away, looking quite upset.
<br><br>
The <<person>> then looks at Robin's crotch before
<<if _expectedPartFound and !_unexpectedPartFound>>
saying, "Hey now, don't be a prude." <<He>> takes <<his>> hand away. "I'm just trying to have a little fun."
<br><br>
"Leave." Robin's voice is wavering but the <<person2>><<person>> gets the message.
<br><br>
"Fine." The <<person2>><<person>> scoffs at Robin and turns to leave.
<<else>>
yelling, "You're not a <<person1>><<genderswap>><<personsimple>> at all! You're a <<print (_expectedPartFound ? "freak" : "crossdresser")>>!"
<<person2>><<He>> storms off.
<</if>>
<br><br>
You move out of hiding to approach Robin now that the <<person2>><<personsimple>> is leaving. <<person1>><<He>> looks shaken.
<<if $speech_attitude is "meek">>
"Sorry I wasn't there for you." You feel <<him>> trembling as you hug <<him>>. "Are you alright??"
<<elseif $speech_attitude is "bratty">>
"Robin, I saw what that asshole did," you tell <<him>>. "Are you alright?" You hold <<him>> close to you.
<<else>>
You glare at the <<person2>> as they walk away. "Are you okay Robin?"
<</if>>
<br><br>
Robin takes a few deep breaths. "I think so. I just wasn't expecting that." <<person1>><<His>> face betrays <<his>> words.
After a few long moments <<he>> finally starts to relax into your embrace. "Thank you. I didn't know what was going to happen to me,"
<<he>> says, <<his>> voice wavering slightly. "Maybe I wasn't ready for this after all." Robin tightly hugs you back.
<<else>>
Robin stiffens at <<his>> touch, and you think you can see tears start to build in <<person1>><<his>> eyes.
<br><br>
<!-- if robin is male, then while crossdressing, they appear female and npcs "expect" them to have a vagina -->
<<set _expectedPartFound to ((_robin.pronoun is "m" ? _robin.vagina : _robin.penis) isnot "none")>>
<<set _unexpectedPartFound to ((_robin.pronoun is "m" ? _robin.penis : _robin.vagina) isnot "none")>>
<<if _expectedPartFound and !_unexpectedPartFound>>
The <<person2>><<person>> smiles at Robin, and says something in a low voice.
Robin looks frozen as they whisper something into <<person1>><<his>> ear and walk away.
<<else>>
The <<person2>><<person>> jerks back their hand and loudly says, "You almost fooled me you damn crossdresser!"
<<He>> then quickly walks off, leaving Robin shaking there silently.
<br><br>
<</if>>
You move out of hiding to approach Robin now that the <<person2>><<personsimple>> is leaving. <<person1>><<He>> looks shaken.
<<if $speech_attitude is "meek">>
"Sorry I wasn't there for you." You feel <<him>> trembling as you hug <<him>>. "Are you alright??"
<<elseif $speech_attitude is "bratty">>
"Robin, I saw what that asshole did," you tell <<him>>. "Are you alright?" You hold <<him>> close to you.
<<else>>
You glare at the <<person2>><<person>> as they walk away before turning to hug Robin. "Are you ok?"
<</if>>
<br><br>
Robin doesn't answer at first, still trembling slightly. Eventually <<person1>><<he>> relaxes in your embrace.
"I don't know if I can do this anymore," <<he>> says, looking to you. "I love it, but..." <<He>> hugs you back.
"I don't want to get hurt."
<</if>>
<br><br>
<<link [[Reassure|Robin's Stand CD Reassure]]>><<npcincr Robin love 3>><</link>><<glove>>
<br>
<<link [[Discourage|Robin's Stand CD Discourage]]>><<npcincr Robin love -3>><</link>><<llove>>
<br><<set $outside to 1>><<set $location to (Time.season is "winter" ? "park" : "beach")>><<effects>>
<<set _robin to statusCheck("Robin")>>
<<set _robin.crossdress to 4>>
<<set _robin.cdquest to 4>>
<<person1>>
<<if $speech_attitude is "meek">>
"I'm so sorry," you say, squeezing <<his>> hand. "I believe in you..."
<<elseif $speech_attitude is "bratty">>
"Nobody's gonna hurt you," you say while holding <<him>> close. "I promise."
<<else>>
"If you enjoy it you shouldn't let other people stop you," you say while softly rubbing <<his>> back.
<</if>>
<br><br>
<<if _robin.dom gte 60>>
<<He>> looks up at you, smiling. "You're the best <<if $robinromance>><<girlfriend>><<else>>friend<</if>> I could ever ask for."
Robin squeezes you tighter before releasing the embrace. "You're right," <<he>> says with a smile.
"I'm not gonna let someone stop me from doing what I want to do." <<His>> voice drops to a low whisper that you can barely hear.
"I feel like I can actually be myself around you." <<He>> clears <<his>> throat.
"Now let's sell some <<print (Time.season is "winter" ? "hot chocolate" : "lemonade")>>!"
<<else>>
Robin looks up at you, a smile growing on <<his>> face. "You always make me feel better," <<he>> says, the happiness returning to <<his>> voice.
"I won't let one bad person stop me." <<His>> volume goes down. "Thanks again for coming with me. I don't know what I would've done without you."
<<His>> voice recedes to barely a whisper. "I feel like I can actually be myself around you."
<</if>>
<br><br>
You separate and continue to operate the stand together. Fortunately the rest of the customers are amicable.
<br><br>
<<endevent>>
<<if Time.season is "winter">>
<<link [[Offer help (0:30)|Robin Chocolate Help]]>><<npcincr Robin love 1>><<pass 30>><</link>><<glove>>
<br>
<<link [[Leave|Park]]>><</link>>
<br>
<<else>>
<<link [[Offer help (0:30)|Robin's Lemonade Help]]>><<npcincr Robin love 1>><<pass 30>><</link>><<glove>>
<br>
<<link [[Leave|Beach]]>><</link>>
<br>
<</if>><<set $outside to 1>><<set $location to (Time.season is "winter" ? "park" : "beach")>><<effects>>
<<set _robin to statusCheck("Robin")>>
<<set _robin.cdstanddenial to 1>>
<<if $speech_attitude is "meek">>
"Maybe it's too soon for this..." you say while still holding <<him>> close.
<<elseif $speech_attitude is "bratty">>
"We can always try again later." You give <<him>> a pat on the back. "No use rushing it."
<<else>>
"I'll be there for you when you feel like trying again," you say, still hugging <<him>>.
<</if>>
<<if _robin.dom gte 60>>
If Robin's disappointed, <<hes>> not letting it show. "There's always next time." <<He>> breaks the hug.
"I suppose I should change back then," <<he>> says. "I brought a change of clothes with my stand just in case something like this happened."
<<else>>
Robin nods. "I suppose there's no urgency in this," <<he>> says, a bit of pep returning to <<his>> voice.
"I should change back then. I brought a change of clothes with my stand just in case something like this happened."
<</if>>
<br><br>
<<set _clothes to (Time.season is "winter" ? (_robin.pronoun is "m" ? "maleWarm1" : "femaleWarm1") : (_robin.pronoun is "m" ? "maleTown1" : "femaleTown1"))>>
<<npcClothesType _robin _clothes>>
Robin excuses <<himself>> for a few moments, returning dressed in a <<npcClothesText _robin "both">>.
Upon seeing you, <<his>> frown turns back into a smile. "Let's sell some <<print (Time.season is "winter" ? "hot chocolate" : "lemonade")>>."
<br><br>
You continue to operate the stand together. Fortunately the rest of the customers are amicable.
<br><br>
<<endevent>>
<<if Time.season is "winter">>
<<link [[Offer help (0:30)|Robin Chocolate Help]]>><<npcincr Robin love 1>><<pass 30>><</link>><<glove>>
<br>
<<link [[Leave|Park]]>><</link>>
<br>
<<else>>
<<link [[Offer help (0:30)|Robin's Lemonade Help]]>><<npcincr Robin love 1>><<pass 30>><</link>><<glove>>
<br>
<<link [[Leave|Beach]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "home">><<effects>>
<<if $speech_attitude is "meek">>
You go back outside the room and knock on the door. You hear Robin scurrying on the other side before <<he>> opens the door.
<br><br>
"Oh, it's you." <<He>> looks relieved. "Well, come on in!" <<He>> hugs you before letting you walk inside.
<<elseif $speech_attitude is "bratty">>
"Hey, Robin." You loudly call out and close the door behind you.
<br><br>
"Woah!" Robin almost trips over <<himself>> turning to face you. "You scared me!"
<<else>>
You close the door to give Robin some privacy, before calling out to <<him>>. "Hey, it's me."
<br><br>
Robin turns to face you and smiles. "Hey!"
<</if>>
It looks like Robin's about to ask you something, but <<he>> shakes <<his>> head and hugs you instead.
<br><br>
<span class="blue">You feel like the two of you aren't close enough for <<him>> to talk about this with you.</span>
<br><br>
<<robinoptions>><<set $outside to 0>><<set $location to "home">><<effects>>
<<set _robin to statusCheck("Robin")>>
<<if $speech_attitude is "meek">>
"You look really nice in that," you say just loud enough for Robin to hear. <<He>> turns towards you.
<<elseif $speech_attitude is "bratty">>
"You look really good! Maybe I should start calling you my <<print (_robin.pronoun is "m" ? "girlfriend" : "boyfriend")>>!"
You give <<him>> an encouraging smile as <<he>> flushes and looks at you.
<<else>>
"You would look really cute in that," you say as Robin turns around. You can see a blush on <<his>> cheeks.
<</if>>
<br><br>
<<if _robin.dom gte 60>>
"Thanks!" Robin smiles widely upon seeing you. "I can always count on you to make me feel better."
<<He>> holds the school uniform in front of <<him>>. "The next step is to crossdress at school." <<He>> looks eager.
"The people at school know me, but that only makes me more excited.
I'd feel much better if you were there with me though," Robin sounds hopeful. "Do you want to walk to school with me?"
<<else>>
"T-thank you!" Robin tries to catch <<himself>> but fumbles <<his>> words. "I-" <<He>> pauses and takes a deep breath.
"I want to crossdress at school." <<He>> holds the school uniform in front of <<him>>. "Everything has been really fun so far, and your support
has been invaluable to me." <<He>> smiles at you. "I think I should do it," Robin's voice trails off. "But I don't know if I could do it without you."
<<He>> looks up at you hopefully, "Would you please walk with me?"
<</if>>
<br><br>
<<link [[Accept|Robin School CD Accept]]>><<npcincr Robin love 5>><</link>><<gglove>>
<br>
<<link [[Decline|Robin School CD Refuse]]>><<npcincr Robin love -2>><</link>><<llove>>
<br><<set $outside to 0>><<set $location to "home">><<effects>>
<<if $speech_attitude is "meek">>
"I don't think I can do today, sorry," you say quietly.
<<elseif $speech_attitude is "bratty">>
"Let's do it later ok? Today's no good," you say.
<<else>>
"Today's not a good day for me," you say with a comforting smile.
<</if>>
Robin's smile fades at your response, but <<he>> nods. "I understand." <<He>> puts the school uniform away.
"So, you wanted to see me?"
<br><br>
<<robinoptions>><<set $outside to 0>><<set $location to "home">><<effects>>
<<set _robin to statusCheck("Robin")>>
<<set _robin.cdquest to 5>>
<<set _robin.crossdress to 5>>
<<if $speech_attitude is "meek">>
You smile and nod at <<him>>.
<<elseif $speech_attitude is "bratty">>
"Of course I'll come with you," you say with a grin. "I'm here for you remember?"
<<else>>
"I'd love to go with you." You smile at <<him>>.
<</if>>
<br><br>
"Really?" Robin is as happy as can be. <<He>> hugs you tightly for a long moment before letting go. "I'll go get changed."
<<Hes>> so excited that <<he>> starts changing into it immediately. "I don't mind if you watch me do this," <<he>> calls out.
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Watch|Robin School CD Change]]>><<set $phase to 1>><</link>><<promiscuous2>>
<br>
<</if>>
<<link [[Avert your eyes|Robin School CD Change]]>><<set $phase to 0>><</link>>
<br><<set $outside to 0>><<set $location to "home">><<effects>>
<<set _robin to statusCheck("Robin")>>
<<if $phase is 1>>
You can't help but watch, seeing Robin change in front of you.<<arousal 150>><<garousal>>
<br><br>
<<if _robin.lust gte 40>>
Robin notices your gaze and slows down the rate of <<his>> stripping, making <<his>> movements more sensual.
<<He>> bites <<his>> lip as <<he>> takes <<his>> top off, before giggling lightheartedly.
<<else>>
Robin doesn't notice you at first, but when <<he>> catches your gaze in the mirror, <<he>> flushes and quickly finishes.
"S-sorry for taking a while." <<He>> stumbles over <<his>> words.
<</if>>
<<npcincr Robin lust 2>><<glust>><<arousal 150>><<garousal>>
<<else>>
You avert your eyes just to be safe.
<</if>>
<br><br>
When <<hes>> done, <<he>> turns to you, and hugs you tightly. "I love you."
<br><br>
<<link [[Walk to school (0:20)|Robin School CD Walk]]>><<npcincr Robin love 5>><<pass 20>><</link>><<gglove>><<set $outside to 1>><<set $location to "town">><<effects>>
<<set _robin to statusCheck("Robin")>>
The walk to school is the same as usual, save for Robin's excited banter about how great today will be.
Some passing students give <<him>> strange looks, but <<he>> takes it all in stride. When you arrive, Robin looks at you and smiles.
"I'll see you at lunch." <<He>> waves at you and heads inside.
<br><br>
<<link [[Next|School Front Courtyard]]>><<endevent>><</link>><<gglove>><<npcincr Robin love 5>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>><<sydneySchedule>>
<<set _robin to statusCheck("Robin")>>
<<set _whitney to C.npc.Whitney>>
<<set _robin.cdquest to 6>>
<<npc Robin>><<person1>>
You see Robin chatting with several students. <<if _whitney.init is 1>>You recognise them as Whitney's friends.<</if>>
<<if _robin.dom gte 60>>
<<He>> seems happy, but unused to the attention.
<<else>>
<<He>> seems to be drowning in the conversation.
<</if>>
<br><br>
<<He>> flags you down when <<he>> sees you approach. "Hey!" The students surrounding <<him>> turn to look at you. "This is my <<girlfriend>>."
<<He>> makes a spot next to <<him>> which you take.
<br><br>
<<if _whitney.init is 1 and _whitney.state isnot "dungeon">>
<<if $cool lte 120>>
"You can do better than <<phim>>!" They laugh at your expense.<<stress 2>><<gstress>>
<br><br>
<<if _robin.dom gte 40>>
It looks like Robin is about to counter their comment before <<he>> sees something and freezes.
<<else>>
Robin looks at you, <<his>> hand moving to hold yours under the table before rubbing it softly.
<<takeHandholdingVirginity "Robin" "romantic">>
<<He>> pauses <<his>> movements and <<his>> eyes go wide.
<</if>>
<<else>>
"Hey, not bad! Quite a catch you've got there." One of the students gives Robin a hard pat on the back.
Robin smiles and starts to reply, but freezes mid-sentence.
<</if>>
You follow <<his>> gaze, only to see Whitney approaching your table.
<br><br>
<<npc Whitney 2>><<person2>>
"Hey, bitches," Whitney says as <<he>> slams <<his>> hand down hard next to where you and Robin are sitting.
<br><br>
<<if _robin.dom gte 60>>
Robin stays silent, opting to take a bite from <<person1>><<his>> food instead.
<br><br>
Whitney's amused smirk quickly goes away, replaced with an angry scowl.
"What are you supposed to be now? A <<genderswap>><<personsimple>>?"
Whitney spits at Robin's face.
<<else>>
"Wh-whitney!" Robin stutters, <<person1>><<he>> straightens <<his>> back, causing an amused laugh from Whitney.
<br><br>
<<person2>><<He>> looks over Robin's uniform and <<his>> amusement vanishes.
"What are you supposed to be now? A <<person1>><<genderswap>><<personsimple>>?"
<<person2>><<He>> glares at Robin.
<</if>>
<<if _robin.pronoun is "m" and _whitney.pronoun is "m">>
"What, is being a guy not good enough for you? You'd rather be a bitch?"
<<elseif _robin.pronoun is "f" and _whitney.pronoun is "f">>
"I bet you wish you had the balls that match that outfit."
<<elseif _robin.pronoun isnot _whitney.pronoun>>
"I'd almost be flattered if you weren't such a bitch."
<<else>>
"All I see is someone who doesn't know <<person1>><<his>> place."
<</if>>
<br><br>
<<if _robin.dom gte 91>>
The other students talking at your table have gone quiet. In the corner of your eyes you see Robin shaking.
<<person1>><<He>> takes a deep breath before responding,
<<if _robin.pronoun isnot _whitney.pronoun>>
"I'm twice the <<person2>><<personsimple>> you'll ever be!"
<<else>>
"You're just a coward!"
<</if>>
<<person1>><<His>> voice is quivering as half the canteen goes silent.
You see tears building up in Robin's eyes. <<He>> covers <<his>> mouth with <<his>> hands. "No wait, I didn't-"
Robin's apology is cut off by Whitney shoving <<him>> out of <<his>> seat before throwing the remains of <<his>> lunch at <<him>>.
The tray hits <<him>> in the head before clattering to the floor.
<br><br>
As Whitney storms off, <<person2>><<he>> takes <<his>> friends with <<him>>.
<<elseif _robin.dom gte 60>>
Robin stays silent and tries to take another bite of <<person1>><<his>> food, but you can see <<him>> shaking slightly.
The students who were talking to Robin previously have all gone silent, opting to stare at <<him>> or Whitney instead.
<br><br>
"Hey slut, I'm talking to you," Whitney's voice goes down to a low growl.
Robin tries to take another bite of <<his>> food only for Whitney to flip <<his>> tray on <<him>>. "Are you deaf or something?"
<br><br>
Robin tries to recover but Whitney shoves <<him>> to the ground instead. You try to catch <<him>> only for Whitney to push Robin harder and out of your grip.
<<He>> sits on the floor covered in <<his>> own lunch. It's then that you see that Robin is crying.
<br><br>
"Serves you right, bitch." As Whitney storms off, <<person2>><<he>> takes <<his>> friends with <<him>>.
<<else>>
Robin sniffles and hides <<person1>><<his>> face from Whitney with <<his>> hands. <<He>> opens <<his>> mouth but Whitney interrupts.
<br><br>
"Hey slut, don't you know how to act?" Whitney flips Robin's lunch on top of <<him>>. "You look at people who are talking to you!"
<<person2>><<His>> voice rises as <<he>> shoves Robin to the ground. "Bitch."
Whitney spits in <<person1>><<his>> general direction as <<person2>><<his>> friends laugh at Robin's expense.
As <<he>> storms off, <<he>> takes <<his>> friends with <<him>>.
<</if>>
<<else>>
You chat with Robin and the other students for a few minutes. The atmosphere is generally pleasant while you talk about various odds and ends.
<br><br>
You notice some more students come up towards Robin. You're about to greet them when one of them,
a <<generatey2>><<person2>><<person>>, pretends to trip and spill <<his>> food on Robin.
The milk soaks through Robin's uniform, making it somewhat translucent.
<!-- if robin is male, then while crossdressing, they appear female and npcs "expect" them to have a vagina -->
<<set _expectedPartFound to ((_robin.pronoun is "m" ? _robin.vagina : _robin.penis) isnot "none")>>
<<set _unexpectedPartFound to ((_robin.pronoun is "m" ? _robin.penis : _robin.vagina) isnot "none")>>
The <<person>> takes a close look at Robin's crotch before
<<if _expectedPartFound and !_unexpectedPartFound>>
turning to <<his>> friend and saying, "Wait, I thought you said Robin was crossdressing today?"
<br><br>
"Maybe <<person1>><<he>> was crossdressing before?" <<person2>><<His>> friend shrugs and both go away without a hint of apology.
<<elseif !_expectedPartFound and _unexpectedPartFound>>
saying with a smirk, "Hey, you were right! <<person1>><<He>> is a crossdresser!" They laugh and share a look of satisfaction before leaving.
<<else>>
whispering, "It's even worse than I thought." <<His>> eyes go wide. "They're a freak!" Both of them quickly leave even as Robin tries to explain.
<</if>>
<br><br>
Robin scrambles to <<person1>><<his>> feet in a panic, only to slip on some of the food pooling around <<his>> feet. <<He>> tumbles to the floor.
The other students who were talking to Robin are either laughing at <<his>> expense or having their own conversations. "Ouch..."
<</if>>
<br><br>
<<link [[Next|Canteen Lunch Robin CD 2]]>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>><<sydneySchedule>>
<<if $speech_attitude is "meek">>
You quickly grab one of your napkins and dab the yoghurt from Robin's face.
<<elseif $speech_attitude is "bratty">>
"Dammit!" You get to your feet and glare daggers at the perpetrator before going to see if Robin is ok.
<<else>>
You get out of your seat to check on Robin. "Are you alright?"
<</if>>
<br><br>
Robin groans on the floor while rubbing <<person1>><<his>> head. "I think I'm ok," <<he>> says between sniffles.
"Don't worry about me, I was just caught off guard," <<he>> says, wiping <<his>> eyes. "I'm fine, really."
<br><br>
<<if $speech_attitude is "meek">>
"I think we should go to the nurse just to be safe," you say.
<<elseif $speech_attitude is "bratty">>
"Nope, none of that," you say. "You're going to the infirmary, and we're going to make sure."
<<else>>
"Well, okay... but maybe we should have the nurse take a closer look anyways," you say.
<</if>>
<br><br>
After cleaning <<him>> off as much as you can, you take Robin's arm and place it around your shoulder before walking <<him>> to the infirmary.
<br><br>
<<link [[Next|School Infirmary Robin CD Intro]]>><<endevent>><</link>>
<br><<widget "robinInfirmaryCDUndressLower">>
<<if $worn.lower.type.includes("naked") and ($worn.under_lower.type.includes("naked") or playerHasStrapon())>>
You're already naked and raring to go.
<<else>>
<<set $_layer to (!$worn.lower.type.includes("naked") ? "lower" : "under_lower")>>
<<if $speech_attitude is "meek">>
You nod at <<him>> before removing your $worn[$_layer].name and gently putting <<it $_layer>> on the floor.
<<elseif $speech_attitude is "bratty">>
"Of course we can." You give <<him>> an eager grin as you strip off your $worn[$_layer].name and throw <<it $_layer>> behind you.
<<else>>
You give Robin one last kiss on the lips before removing your $worn[$_layer].name.
<</if>>
<<if !$worn.under_lower.type.includes("naked") and !playerHasStrapon()>>
Your $worn.under_lower.name soon <<print ($worn.under_lower.plural ? "follow" : "follows")>> suit.
<</if>>
<</if>>
<<lowerstrip>>
<<if !playerHasStrapon()>>
<<underlowerstrip>>
<</if>>
<<legsstrip>>
<<feetstrip>>
<<if playerChastity("hidden")>>
<<if playerHasStrapon()>>
<br><br>
The $worn.under_lower.name points towards Robin, who looks at it with wide eyes.
<</if>>
<<elseif $player.penisExist and $player.vaginaExist>>
<br><br>
Your
<<if playerChastity("cage")>>
caged
<<elseif playerChastity("penis")>>
locked away
<</if>>
penis and pussy are visibly aroused, fluids dripping from both.
<<if playerHasStrapon()>>
The $worn.under_lower.name points towards Robin, who looks at it with wide eyes.
<</if>>
<<elseif $player.penisExist>>
<br><br>
<<if $worn.genitals.name is "chastity parasite">>
<<elseif playerChastity("cage")>>
Despite your penis being caged, precum leaks from the tip.
<<elseif playerChastity("penis")>>
Despite your locked away penis, precum leaks past your $worn.genitals.name.
<<else>>
Your penis stands at attention, precum leaking from the tip.
<</if>>
<<if playerHasStrapon()>>
The $worn.under_lower.name points towards Robin, who looks at it with wide eyes.
<</if>>
<<elseif $player.vaginaExist>>
<br><br>
Your <<pussy>> is dripping fluids.
<<if playerHasStrapon()>>
The $worn.under_lower.name points towards Robin, who looks at it with wide eyes.
<</if>>
<</if>>
<</widget>>
<<widget "robinInfirmaryCDOptions">>
<<if $robinCDI.acts is 2>>
<<link [[Next|School Infirmary Robin CD Aftercare]]>><</link>><<pass 5>><<gglove>><<npcincr Robin love 5>>
<br>
<<else>>
<<if $passage is "School Infirmary Robin CD Receive Oral">>
<<if ($player.penisExist and $player.penissize gte 0 and !playerChastity("penis")) or playerHasStrapon()>>
<<if _robin.vagina isnot "none">>
<<link [[Penetrate Robin's vagina (0:10)|School Infirmary Robin CD Penetrate]]>><<set $phase to 0>><<pass 10>><</link>><<promiscuous1>><<penilevirginitywarning>><<NPCvirginitywarning "Robin" "vaginal">>
<br>
<<link [[Penetrate Robin's ass (0:10)|School Infirmary Robin CD Penetrate]]>><<set $phase to 1>><<pass 10>><</link>><<promiscuous1>><<penilevirginitywarning>><<NPCvirginitywarning "Robin" "anal">>
<br>
<<else>>
<<link [[Penetrate Robin (0:10)|School Infirmary Robin CD Penetrate]]>><<set $phase to 1>><<pass 10>><</link>><<promiscuous1>><<penilevirginitywarning>><<NPCvirginitywarning "Robin" "anal">>
<br>
<</if>>
<</if>>
<</if>>
<<if $passage is "School Infirmary Robin CD Give Oral">>
<<if _robin.penis isnot "none">>
<<if $player.vaginaExist>>
<<if !playerChastity("hidden")>>
<<link [[Let Robin penetrate your vagina (0:10)|School Infirmary Robin CD Get Penetrated]]>><<set $phase to 0>><<pass 10>><</link>><<promiscuous1>><<oralvirginitywarning>><<vaginalvirginitywarning>><<NPCvirginitywarning "Robin" "penile">>
<br>
<</if>>
<<if !playerChastity("anus")>>
<<link [[Let Robin penetrate your ass (0:10)|School Infirmary Robin CD Get Penetrated]]>><<set $phase to 1>><<pass 10>><</link>><<promiscuous1>><<oralvirginitywarning>><<analvirginitywarning>><<NPCvirginitywarning "Robin" "penile">>
<br>
<</if>>
<<elseif !playerChastity("anus")>>
<<link [[Let Robin penetrate you (0:10)|School Infirmary Robin CD Get Penetrated]]>><<set $phase to 1>><<pass 10>><</link>><<promiscuous1>><<oralvirginitywarning>><<analvirginitywarning>><<NPCvirginitywarning "Robin" "penile">>
<br>
<</if>>
<</if>>
<</if>>
<<if $passage isnot "School Infirmary Robin CD Receive Oral">>
<<if $player.penisExist and $player.penissize gte 0 and !playerChastity("penis") and !playerHasStrapon()>>
<<link [[Let Robin give you a blowjob (0:10)|School Infirmary Robin CD Receive Oral]]>><<set $phase to 0>><<pass 10>><</link>><<promiscuous1>><<NPCvirginitywarning "Robin" "oral">>
<br>
<</if>>
<<if $player.vaginaExist and !playerChastity("hidden")>>
<<link [[Let Robin eat you out (0:10)|School Infirmary Robin CD Receive Oral]]>><<set $phase to 1>><<pass 10>><</link>><<promiscuous1>>
<br>
<</if>>
<</if>>
<!-- May add tribbing version at a later point -->
<<if $passage isnot "School Infirmary Robin CD Give Oral">>
<<if _robin.penis isnot "none">>
<<link [[Give Robin a blowjob (0:10)|School Infirmary Robin CD Give Oral]]>><<set $phase to 0>><<pass 10>><</link>><<promiscuous1>><<oralvirginitywarning>>
<br>
<</if>>
<<if _robin.vagina isnot "none">>
<<link [[Eat Robin out (0:10)|School Infirmary Robin CD Give Oral]]>><<set $phase to 1>><<pass 10>><</link>><<promiscuous1>>
<br>
<</if>>
<</if>>
<<link [[Cuddle (0:10)|School Infirmary Robin CD No Sex]]>><<pass 10>><<set $phase to 1>><</link>><<gglove>><<npcincr Robin love 5>>
<br>
<</if>>
<</widget>>
<<widget "robinInfirmaryVariableCleanup">>
<<unset $robinCDI>>
<<unset $playerHasStraponOverride>>
<</widget>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<set _robin to statusCheck("Robin")>>
<<set _robin.cdquest to 7>>
<<npc Robin>><<person1>>
<<dontHideForNow>>
<<set $robinCDI to {acts: 0}>>
<<silently>>
<<npcClothesText _robin "upper">><<set _robinUpper to _text_output>>
<<npcClothesText _robin "lower">><<set _robinLower to _text_output>>
<</silently>>
<<set _robinUnderUpper to (_robin.pronoun is "m" ? "padded bra" : "chest binder")>>
<<set _robinUnderLower to (_robin.pronoun is "m" ? "panties" : "boxers")>>
<<if playerHasStrapon() and $worn.under_lower.size isnot undefined>>
<<set $playerHasStraponOverride to true>>
<</if>>
You open the door to the infirmary and call out only to get no answer. On the nurse's desk is a small sign that reads "Out to Lunch".
<br><br>
"Huh, nobody's here?" Robin looks around the room.
<br><br>
You guide Robin to a bed and lay <<him>> down.
<<if $speech_attitude is "meek">>
You motion towards Robin. "Your clothes..."
<<elseif $speech_attitude is "bratty">>
"We need to get you out of that and clean you up," you say.
<<else>>
"I guess we should get you out of those clothes huh?" You gesture towards Robin's food-covered attire.
<</if>>
<br><br>
Robin rubs the back of <<his>> head, smiling.
<<if _robin.dom gte 40>>
"You can take them off me if you'd like," Robin says, looking at you with half-lidded eyes.
<<else>>
"I- uh, I didn't bring a change of clothes," <<he>> says with a blush.
<</if>>
<<He>> raises <<his>> arms as you slowly lift <<his>> _robinUpper,
<<if _robin.pronoun is "f" and _robin.breastsize gte 6>>
gradually pulling it over the swell of <<his>> breasts beneath <<his>> chest binder.
<<else>>
revealing <<his>> _robinUnderUpper.
<</if>>
Robin looks away as you take the dirty _robinUpper and set it aside.
<br><br>
<<He>> kicks off <<his>> shoes, allowing you to pull down <<his>> _robinLower as well. Underneath, you see
<<if _robin.penis isnot "none">>
the bulge of <<his>> <<npcPenis 0>>, pushing against <<his>> _robinUnderLower while <<his>> precum leaks from a wet spot at the tip.
<<if _robin.vagina isnot "none">>
Not to be outdone by <<his>> penis,
<</if>>
<</if>>
<<if _robin.vagina isnot "none">>
the crotch of <<his>> _robinUnderLower is <<if _robin.penis isnot "none">>also<</if>> slick with fluid from <<his>> <<pussy>>.
<</if>>
<br><br>
You look up at Robin
<<if $speech_attitude is "meek">>
and give <<him>> a questioning look.
<<elseif $speech_attitude is "bratty">>
and raise an eyebrow, holding up a finger that is wet with <<his>> fluids.
<<else>>
and give <<him>> an interrogative look.
<</if>>
<br><br>
<<if _robin.dom gte 80>>
<<He>> simply smiles at you and says, "What can I say? You do that to me." Then, <<he>> goes quiet for a moment before saying,
"Hey, if we have the room to ourselves... Wanna make use of it?"
<<elseif _robin.dom gte 50>>
"Whaaaat? I can't help it! A lot's been going on lately, and, I don't know... "
Robin gives a bashful smile. "Hey, I know we're still at school but..." <<He>> gives you a sultry look. "You interested?"
<<else>>
"Ah, haha... Sorry... I can't help it. My emotions are really mixed up right now and-" Robin looks away smiling, and starts rubbing <<his>> legs together.
"I guess I got in the mood."
<</if>>
<br><br>
<<link [[Kiss (0:10)|School Infirmary Robin CD Kiss]]>><<pass 10>><</link>><<promiscuous1>><<NPCvirginitywarning "Robin" "kiss">>
<br>
<<link [[Cuddle (0:10)|School Infirmary Robin CD No Sex]]>><<pass 10>><<set $phase to 0>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<set _robin to statusCheck("Robin")>>
<<if $speech_attitude is "meek">>
You look at Robin with parted lips, <<he>> takes the message and leans forward to kiss you.
<<elseif $speech_attitude is "bratty">>
You move forward to kiss <<him>>.
<<else>>
You both smile at each other and meet in the middle for a kiss.
<</if>>
<br><br>
<!-- robin's confidence vs player's assertiveness, whichever is greater decides who leads the kiss -->
<<if _robin.dom gte (100 - ($submissive/20))>>
Robin leads the kiss, and you follow <<his>> moves like a dance. You feel <<his>> tongue prod your lips.
As you let <<him>> in, <<he>> uses <<his>> tongue to explore your mouth. <<takeKissVirginity "Robin" "romantic">>
<br>
You release a small moan as <<his>> hands gently yet firmly stroke up and down your body.
<<if !_shirtless>>
<<set _it to ($worn.upper.name isnot "naked" and $worn.over_upper.name isnot "naked") or _top.plural is 1 ? "them" : "it">>
Robin's hands hook around your <<allTops>> and start to pull upwards. <<He>> breaks the kiss to pull _it over your head before <<his>> lips return to yours.
<<overupperstrip>><<upperstrip>>
<<if !$worn.under_upper.type.includes("naked")>>
After a few more moments, <<he>> takes off your $worn.under_upper.name, fully exposing your <<breasts>>.
<<underupperstrip>>
<</if>>
<<elseif !$worn.under_upper.type.includes("naked")>>
Robin breaks the kiss for a moment to pull off your $worn.under_upper.name, fully exposing your <<breasts>>.
<<underupperstrip>>
<</if>>
Robin's movements slowly become more passionate as the kiss continues, <<his>> hands now stroking your exposed upper body.
<<if $player.breastsize gte 1>>
Your tits press against Robin as your nipples grow erect.
<<if _robin.dom gte 40>>
<<He>> lightly gropes one of them, softly holding it in <<his>> hand as <<he>> kisses.
<<else>>
<<He>> rubs <<his>> chest against your <<breasts>>, causing your nipples to rub against <<hers>>.
<</if>>
<</if>>
<<else>>
You lead Robin in the kiss, and <<he>> follows your movements seamlessly. After a few moments, you try to prod <<his>> lips with your tongue, and <<he>> releases a moan as <<he>> opens <<his>> mouth. The two of you move in tandem. <<takeKissVirginity "Robin" "romantic">>
<<if !_shirtless>>
<<set _it to ($worn.upper.name isnot "naked" and $worn.over_upper.name isnot "naked") or _top.plural is 1 ? "them" : "it">>
You pause the kiss for a moment to pull off your <<allTops>>, throwing _it on the floor.
<<upperstrip>>
<<if !$worn.under_upper.type.includes("naked")>>
You also take off your $worn.under_upper.name, leaving your upper body bare.
<<underupperstrip>>
<</if>>
<<elseif !$worn.under_upper.type.includes("naked")>>
You pause the kiss for a moment to pull off your $worn.under_upper.name, throwing <<underupperit>> on the floor.
<<underupperstrip>>
<</if>>
<<if $player.breastsize gte 1>>
Robin looks at your <<breasts>>, eyes wide.
<<if _robin.dom gte 40>>
"You're so beautiful," <<he>> says before letting you continue the kiss.
<<else>>
Robin doesn't say anything for a few moments, so you remind <<him>> where your lips are.
<</if>>
<</if>>
<</if>>
<br><br>
After a few more moments, Robin breaks the kiss with a flushed face and asks,
<<if _robin.dom gte 40>>
"Can we keep going?" <<He>> looks at you, eyes full of need.
<<else>>
"Do you think we could..." <<He>> doesn't finish the sentence but looks at you longingly.
<</if>>
<<npcincr Robin lust 20>><<gglust>>
<br><br>
<<robinInfirmaryCDOptions>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<set _robin to statusCheck("Robin")>>
<<earnFeat "Robin's Song">>
<<if $phase is 1>>
<<if $speech_attitude is "meek">>
You hesitantly motion for Robin to stop.
<<elseif $speech_attitude is "bratty">>
"Hey, I think we should stop," you say, putting a hand on <<his>> shoulder.
<<else>>
"Can we stop?" you ask Robin.
<</if>>
<br><br>
<<if $robinCDI.whoOrgasmed is "robin">>
Robin looks a bit sad but nods. "You didn't finish, but I'll respect your wishes," <<he>> says.
<<elseif $robinCDI.whoOrgasmed is "pc">>
"I didn't finish though..." <<He>> huffs, a little sour.
<<else>>
"Are you sure? Neither of us were able to..." <<His>> voice trails off, but <<he>> nods.
<</if>>
<</if>>
You wrap your arms around Robin, holding <<him>> close to you. You feel <<his>> breath on your ear.
<<if _robin.dom gte 40>>
Robin wraps <<his>> arms tightly around you in return.
<<else>>
After a few moments, <<he>> starts to relax into your arms.
<</if>>
<<if _robin.breastsize gte 4 and ($player.breastsize + _robin.breastsize) gte 6>> /* doesn't matter whose breasts are larger, if the combined size fills the gap */
You can feel Robin's _robin.breastsdesc press against
<<if $player.breastsize lte 1>>
you.
<<else>>
your own.
<</if>>
<</if>>
<<His>> muscles relax as <<he>> returns the embrace.
You softly make a circle in <<his>> back with your fingertip. Robin takes note, and you can feel the outline of a heart being traced on yours.
<br><br>
Robin eventually breaks off from the embrace to make eye contact. "I love you," <<he>> whispers. "Thank you for helping me with all this." <<He>> gives you another quick hug.
"But we better get out of here before someone finds us." <<He>> gets up and grabs <<his>> uniform, wiping it off the best <<he>> can before putting it back on.
<<if $schoolstate is "lunch">>
"Good thing we still have time," <<he>> says as <<he>> makes <<his>> way towards the door. "Let's go in together." <<He>> leads you to your history class.
<<elseif $schoolstate is "fourth">>
"Ah! How did the time get away from me like that?" Robin panics. "Come on, let's go!" <<He>> practically drags you with <<him>> as <<he>> rushes out.
<<else>>
<!-- This should not happen it's a catch all -->
Robin looks at the clock, then double checks it, groaning. "Oh man, how did I let it get this late?" <<He>> sighs. "I guess we should get out of here, huh?"
<<He>> hugs you tightly before leaving the room.
<</if>>
<br><br>
<<robinInfirmaryVariableCleanup>>
<<if $schoolstate is "lunch" or $schoolstate is "fourth">>
<<link [[Next|School History Robin CD Enter]]>><<endevent>><<clotheson>><<dontHideRevert>><</link>>
<<else>>
<<link [[Next|Hallways]]>><<endevent>><<clotheson>><<dontHideRevert>><</link>>
<</if>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<set _robin to statusCheck("Robin")>>
<<if $robinCDI.acts is 0>>
<<robinInfirmaryCDUndressLower>>
<br><br>
<</if>>
<<if $phase is 0>> <!-- blowjob from Robin -->
Robin's eyes don't stop looking at your <<penis>>. <<He>> slowly brings <<his>> mouth closer to it before looking up at you.
<<if _robin.dom gte 40>>
"Can I?" Robin looks eager.
<<else>>
"Do you mind if I..." Robin doesn't look like <<he>> can finish <<his>> sentence.
<</if>>
You nod. <<He>> tentatively sticks <<his>> tongue out to lick it.
<br><br>
<<if _robin.virginity.oral>>
"I'm sorry, this is my first time doing this sort of thing. I'll do my best though!"
<<takeNPCVirginity "Robin" "oral">>
<</if>>
<<He>> licks again. After every lick, the next one is faster and more eager.
<<if $player.penissize lte 0>>
Eventually <<he>> pulls in close and takes the whole thing in <<his>> mouth, smothering it with <<his>> tongue.
Shivers run up your spine as you feel <<his>> tongue tickling your penis all over.
<<else>>
Eventually <<he>> opens <<his>> mouth to take the tip in, eagerly sucking on it while doing so.
<<He>> looks you directly in the eyes while <<he>> starts to bob back and forth, taking in more every time.
<</if>>
<br><br>
<<switch $player.penissize>>
<<case -1 0>>
<<He>> struggles to keep <<his>> mouth on it for a moment, before resorting to kissing it instead of trying to suck it.
<<case 1>>
Eventually <<he>> takes it all the way down to the base and makes a pleased noise as <<he>> sucks.
<<case 2>>
It takes <<him>> a bit to reach the base, but eventually <<he>> reaches it, holding it in for a few tender seconds before continuing to bob.
<<case 3>>
You feel <<his>> mouth wrap around more and more of your penis, until it starts poking at the back of <<his>> throat.
That's as far as <<he>> goes for a while, but <<he>> pushes further, and suddenly you feel <<his>> throat harshly twitching against the head.
<br><br>
<<He>> pulls off of your penis, then looks at you with involuntary tears in <<his>> eyes and says,
<br>
"Hahh- Sorry about that, um, got carried away."
<<He>> returns to your penis, but doesn't take it quite as deep. Shortly after that,
<<case 4 5>>
You feel <<his>> mouth wrap around more and more of your penis, until it starts poking at the back of <<his>> throat.
<<He>> seems frustrated by how much of it is still left outside, and you can see <<his>> brow furl.
Suddenly, <<he>> pushes down further, and you feel <<his>> throat begin harshly twitching against the head.
<br><br>
<<He>> pulls off of your penis, then looks at you with a deep blush and involuntary tears in <<his>> eyes and says,
<br>
"Hahh- Sorry about that, um, got carried away."
<<He>> returns to your penis, but seems to focus <<his>> efforts on what <<he>> can reach. Shortly after that,
<<default>>
Robin gags on your penis, retching. "Sorry," <<he>> says. "I didn't expect you to have a penis size of <<print $player.penissize>>.
<span class="red">It's a bug.</span> Could you report this to Vrelnir when you get the chance?"
<</switch>>
Robin starts using <<his>> tongue to swirl around your penis as <<he>> moves.
<<arousal 5000 "genitals">><<gggarousal>>
<br><br>
<<if $arousal gte $arousalmax>>
<<silently>><<orgasm>><</silently>>
<<set $robinCDI.whoOrgasmed to "pc">>
Your penis twitches, then jolts, as Robin's actions tip you over the edge, causing your hips to buck and your penis to shoot cum into <<his>> mouth.
<br><br>
<<if $femaleclimax or _deniedOrgasm>>
Robin looks confused, clearly expecting you to release cum into <<his>> mouth but getting none.
<<elseif _semen_released lte 50>>
Robin is caught off guard but swallows it quickly.
<<elseif _semen_released lte 150>>
Robin is taken completely by surprise but gulps it down.
<<else>>
Robin's eyes widen in shock as <<he>> struggles to keep up with the volume, gulping loudly with every pulse until your orgasm finally stops.
<</if>>
<br><br>
<<if $femaleclimax or _deniedOrgasm>>
"You you ok? Doesn't seem normal to cum like that."
<<else>>
"Jeez! Warn me when you're gonna do that! You know we're not supposed to make a mess in here."
<</if>>
<br><br>
<<if $robinCDI.acts is 0>>
Then, as <<he>> strokes your cock, <<he>> adds,
<<if _robin.dom gte 40>>
"I hope you've still got more for me. I'm not done yet."
<<else>>
blushing, "I... hope you've still got more for me. I'm not done yet."
<</if>>
Robin's voice shakes with excitement as <<he>> lies back on the bed.
<<else>>
Robin snuggles up next to you with a happy sigh. "I'm so glad you enjoyed yourself." <<He>> smiles at you.
<</if>>
<<else>>
You feel yourself about to orgasm when <<he>> stops.
<<if $robinCDI.acts is 0>>
"I came up with a better idea," <<he>> says, voice shaking with excitement as <<he>> lies back on the bed.
<<else>>
"Sorry, my jaw is hurting." <<He>> looks dejected. "I'm sorry I couldn't get you to finish," <<he>> sighs and hugs you.
<</if>>
<</if>>
<<else>><!-- eat out by Robin -->
Robin starts kissing you again, though this time <<his>> hands wander towards your chest.
<<He>> gently circles <<his>> fingertip around your nipple as <<he>> nibbles your lower lip. It soon becomes erect due to <<his>> fingernail tracing it.
Robin breaks the kiss, closing <<his>> eyes and starting to create a trail down your neck and to your chest.
Robin's mouth hovers over your <<breasts>>, <<his>> breath tickling the skin. <<He>> gives your nipple a tender kiss before giving it a slow lick.
Robin's hand moves to your other nipple and begins lightly playing with it as well. <<He>> starts to suck lightly, teasing you further.
<br><br>
<<if $speech_attitude is "meek">>
"A l-little lower please," you beg as your <<pussy>> drips onto the bed.
<<elseif $speech_attitude is "bratty">>
You place a hand on Robin's head and gently push <<him>> lower towards your leaking <<pussy>>.
<<else>>
"Keep going, don't stop there," you say as you run a hand through Robin's hair.
<</if>>
<br><br>
Robin gives one more kiss to your nipple before continuing to trail kisses downward.
<<He>> slowly brings <<his>> mouth closer to your <<pussy>> before looking up at you.
<<if _robin.dom gte 40>>
"Can I?" Robin looks eager.
<<else>>
"Do you mind if I..." Robin doesn't look like <<he>> can finish <<his>> sentence.
<</if>>
<br><br>
You nod. Robin tentatively sticks <<his>> tongue out to lick the outer folds. You shiver as <<he>> takes another lick.
Robin's licks are gentle at first, but they slowly get harder the longer <<he>> continues. After a few minutes of this <<he>> breaks off.
"Are you enjoying yourself?" Robin says before tenderly kissing your clit.
<br><br>
<<if $speech_attitude is "meek">>
"Yes," you let out a whiny moan.
<<elseif $speech_attitude is "bratty">>
"I am, but I'd also like it if you used your tongue a bit more... intimately." You place an encouraging hand on Robin's head.
<<else>>
"You're doing great," you say giving Robin a reassuring look.
<</if>>
<br><br>
Robin, spurred on by your words, gives your clit one last suck before moving down to stick <<his>> tongue inside your quim.
<<He>> slowly pushes it inside until <<he>> reaches <<his>> limit. <<He>> then starts moving <<his>> tongue back and forth, pressing against your walls.
<<He>> continues licking and moving <<his>> tongue around. <<His>> nose presses into your clit as <<he>> licks.
<<arousal 5000 "genitals">><<gggarousal>>
<br><br>
<<if $arousal gte $arousalmax>>
You shudder as a wave of pleasure engulfs your body, followed by another. You try to hold Robin close to you as you ride it out.
<<He>> slows down <<his>> tongue to a crawl, and holds you close to <<him>> until the shudders pass.
<br><br>
Robin breaks off from you after you release your grip.
<<if _robin.dom gte 40>>
"I'm glad you had fun!" <<He>> lightly kisses your stomach before sitting back up.
<<else>>
"I'm so happy!" <<He>> has tears in <<his>> eyes as <<he>> smiles at you.
<</if>>
<<silently>><<orgasm>><</silently>>
<<set $robinCDI.whoOrgasmed to "pc">>
<<else>>
You eventually get overwhelmed, pushing Robin away as you take a few deep breaths. <<He>> seems a little disappointed, but does as you ask.
<br><br>
<<if _robin.dom gte 40>>
"Are you alright?" <<He>> seems concerned for you until you nod.
<<else>>
"I didn't hurt you did I?" <<He>> looks at you, almost tearing up until you reassure <<him>>.
<</if>>
<</if>>
<</if>>
<br><br>
<<if $robinCDI.acts is 0>>
<<if _robin.vagina isnot "none">>
<<if _robin.pronoun is "f">>
Robin moves <<his>> arousal-soaked boxers so that <<his>> pussy and asshole are exposed and pointing towards you.
<<else>>
Robin moves <<his>> arousal-soaked panties to the side so you can see both <<his>> pussy and asshole.
<</if>>
<<else>>
<<if _robin.pronoun is "f">>
Robin positions <<his>> boxers so that <<his>> ass is exposed and towards you.
<<else>>
Robin moves <<his>> panties to the side so you can reach <<his>> ass.
<</if>>
<</if>>
<<if _robin.penis isnot "none">>
<<switch _robin.penissize>>
<<case 0 1>>
You can see a bulge in the fabric that gives away the presence of <<his>> <<npcPenis 0>>.
<<case 2>>
<<His>> <<npcPenis 0>> tents the fabric.
<<case 3>>
The head of <<his>> <<npcPenis 0>> pokes out the top, drooling precum.
<<case 4 5>>
Half of <<his>> <<npcPenis 0>> is visible above the hem, stiff against <<his>> stomach and drooling precum.
<</switch>>
<</if>>
"Something about doing it dressed like this makes it feel much hotter." Robin smiles at you, face flushed.
<<npcincr Robin lust 20>><<gglust>>
<br><br>
<</if>>
<<set $robinCDI.acts++>>
<<robinInfirmaryCDOptions>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<set _robin to statusCheck("Robin")>>
<<set _hole to ($phase is 1 ? "ass" : "vagina")>>
<<if playerHasStrapon()>>
Robin looks at your <<penis>>, eyes wide. "We're gonna need some lube."
Robin procures some lotion from the infirmary and pours it into <<his>> hand.
<<He>> works <<his>> hands up and down your <<penis>>, getting the entire thing covered in lotion.
"Not the best but it'll have to do," <<he>> says, voice shaking with excitement as <<he>> lies back on the bed.
<</if>>
<<if $speech_attitude is "meek">>
You flush at Robin's display, but your body reacts positively. With Robin's encouragement you line yourself up to penetrate <<him>>.
<<elseif $speech_attitude is "bratty">>
You eagerly line yourself up to penetrate Robin.
<<else>>
You smile at Robin as your body reacts to <<his>> display. You line your <<penis>> up to <<his>> entrance as <<he>> holds <<his>> breath.
<</if>>
You kiss Robin on the lips as you ease forward, gently pressing against <<his>> _hole with your <<penis>>.
<<He>> gasps as you push against <<him>>, squirming slightly as you continue to slowly move.
As the tip slides in <<he>> gasps, which quickly transitions into a moan.
<<if $player.virginity.penile is true>>
<<takeVirginity "Robin" "penile">>
<</if>>
<<takeTempleVirginity "Robin" "penile">>
<<penilestat>><<penisraped>>
<<if _hole is "vagina" and _robin.virginity.vaginal>>
<br><br>
<span class="lewd">Robin winces as <<his>> hymen breaks. A small amount of blood leaks out of <<him>>.</span> "Keep going! I'm fine," <<he>> reassures you.
<<silently>><<takeNPCVirginity "Robin" "vaginal">><</silently>><<arousal 2000 "genitals">><<ggarousal>>
<br><br>
<<elseif _hole is "ass" and _robin.virginity.anal>>
<<takeNPCVirginity "Robin" "anal">>
<br>
<</if>>
<<switch $player.penissize>>
<<case 0>>
You easily fit the entire length within Robin.
<br><br>
<<He>> smiles at you, reassuringly. "I don't mind if it's a little small, it's you that I care about."
<<case 1>>
You keep going until Robin reaches the base of your <<penis>>. <<He>> smiles and makes a pleased sigh.
<br><br>
"I'm so happy," <<he>> says, smiling at you.
<<case 2>>
You push further in, having to take an occasional break so Robin doesn't get overwhelmed. You hilt yourself inside <<him>> after a few movements.
<br><br>
"I'm so happy," <<he>> says, smiling at you.
<<case 3>>
As you push into Robin with your <<penis>> <<he>> continues to gasp and squirm.
You hold <<his>> hands, taking occasional breaks so Robin doesn't get overwhelmed.
<br><br>
As Robin reaches your base <<he>> lets out another long moan, "I feel so full."
<<case 4 5>>
As you push into Robin with your <<penis>> <<he>> continues to gasp and squirm.
You hold <<his>> hands, taking occasional breaks so Robin doesn't get overwhelmed.
<br><br>
Robin opens an eye after a while, "I-is that everything? Did I do it?" <<He>> then looks at your <<penis>>, only just a little over halfway in.
"Ooogh... I hope I don't break," <<he>> says with wide eyes.
You can feel a shudder pass through <<his>> entire body as <<he>> quivers around your <<penis>>.
<<if _robin.penis isnot "none">>
With your <<print (playerHasStrapon() ? "strap-on": "penis")>> so deep inside <<him>>,
the pressure on <<his>> prostate causes a constant stream of precum to leak from <<his>> <<npcPenis 0>> and pool on <<his>> stomach.
<</if>>
<</switch>>
<br><br>
<<if !playerHasStrapon()>>
You feel Robin's hot walls clench down on you as you rest there for a few seconds. You give <<him>> a few seconds to adjust to you being inside <<him>>.
<<else>>
You give Robin a few seconds to adjust to you being inside <<him>>.
<</if>>
<<if $speech_attitude is "meek">>
You look at Robin for permission to move, which <<he>> eagerly gives.
<<elseif $speech_attitude is "bratty">>
"I'm gonna start moving alright?" you ask Robin, who nods eagerly.
<<else>>
"Is it okay if I start moving?" you ask Robin, who smiles and gives a nod.
<</if>>
You begin to slowly pull out of <<him>>, almost leaving completely before pushing forward again.
You build up speed slowly with each thrust, squeezing <<his>> hands with your own as <<he>> starts to moan.
Looking at <<him>> while you thrust, <<he>> still looks like a <<print (_robin.pronoun is "m" ? "girl" : "boy")>>
with <<his>> <<print (_robin.pronoun is "m" ? "padded bra and panties" : "chest binder and boxers")>>.
<br><br>
As you pick up speed, Robin's moans become slightly louder and more frequent.
<<He>> bites <<his>> lip in an attempt to stifle <<himself>>, but fails after a particularly powerful thrust.
"I love you!" Robin calls out between moans.
<br><br>
You increase your speed further, causing Robin to wrap <<his>> arms and legs around you.
<<His>> teeth are clenched and <<his>> eyes are shut as you continue to pump. The sounds of <<his>> moans and your crotch slapping against Robin fill the room.
<<if !playerHasStrapon()>>
<<arousal 7000 "genitals">><<gggarousal>>
<<penileskill 5>>
<</if>>
<br><br>
<<if $arousal gte $arousalmax>>
<<silently>><<orgasm>><</silently>>
<<if !playerHasStrapon()>>
<<if $speech_attitude is "meek">>
"I'm gonna..." You try to warn Robin of the incoming orgasm.
<<elseif $speech_attitude is "bratty">>
"I'm about to cum!" you say through grit teeth as your muscles burn.
<<else>>
"I'm close," you warn Robin as you feel a pressure build up inside you.
<</if>>
<br><br>
<<if _robin.dom gte 40>>
"Please! I want it!" Robin kisses you and moves <<his>> hips with more vigour.
<<else>>
Robin flushes harder but nods. "K-keep going!"
<</if>>
<br><br>
Spurred on by Robin's actions, you make a few final thrusts as your <<penis>> begins to throb inside <<his>> _hole.
<<if _semen_released lte 0>>
You push yourself as deep into Robin as you can manage as the shudders begin to travel across your body, but nothing comes out.
<<else>>
You feel yourself reach your limit as you start to shoot ropes of hot cum into Robin's <<print (_hole is "vagina" ? "quim" : "asshole")>>.
<</if>>
<br><br>
As you cum inside Robin, you feel <<him>> tighten <<his>> muscles. <<His>> hand is over <<his>> mouth to stifle <<his>> moans. "I'm cumming!"
<<if _robin.penis isnot "none">>
<<He>> starts to cum, <<his>> fluids getting all over the bed and your cock as you give a final few pumps.
<</if>>
<<if _hole is "vagina">>
<<His>> walls squeeze your <<penis>> to the last moment, and you can feel the heat around you.
<<recordSperm `{target: "Robin", spermOwner: "pc", spermType: "human"}`>>
<<bodyliquid "penis" "goo">>
<</if>>
<<if _robin.penis isnot "none" and _semen_released gt 0>>
<<set _robinsemenamount to ((_robin.lust * _robin.penissize) / 3)>>
<<if _robinsemenamount gte (_semen_released + 100)>>
You see <<his>> semen splatter on the bed and the floor. <<He>> continues even as your last rope of cum shoots inside <<him>>.
<<elseif Math.abs(_robinsemenamount - _semen_released) lte 100>>
As you both climax you create a pool of mixed fluids on the bed, both of your orgasms ending at around the same time.
<<else>>
You're still cumming even as Robin's own orgasm is ending, <<his>> orgasm prolongs your own as <<his>> body squeezes every last drop from you.
<</if>>
<</if>>
<<else>> <!-- Robin orgasm with strapon -->
Robin curls <<his>> toes and gives a particularly long moan. <<His>> muscles start to clench and unclench as <<he>> holds you especially close to <<him>>.
<<if _robin.dom gte 40>>
"Keep going! I'm gonna cum!" Robin squeezes you as <<he>> moans.
<<else>>
"D-don't stop! Please!" Robin says in a half moan.
<</if>>
<<if _robin.penis isnot "none">>
<<He>> starts to cum, <<his>> fluids getting all over the bed and your <<penis>> as <<his>> ejaculation continues.
<</if>>
<<if _hole is "vagina">>
<<His>> quim begins to squirt out fluid as <<he>> bites your shoulder. You help <<him>> finish <<his>> orgasm with another few thrusts.
<</if>>
<br><br>
<<if $arousal gte $arousalmax>>
<<silently>><<orgasm>><</silently>>
You feel a pressure build up in you as well, brought on by Robin's orgasm. You feel yourself lose control of your thrusts as your muscles spasm.
You hold onto Robin tightly as you ride out your respective orgasms.
<</if>>
<</if>>
<<else>>
Robin curls <<his>> toes and gives a particularly long moan. <<His>> muscles start to clench and unclench as <<he>> holds you especially close to <<him>>.
<<if _robin.dom gte 40>>
"Keep going! I'm gonna cum!" Robin squeezes you as <<he>> moans.
<<else>>
"D-don't stop! Please!" Robin says in a half moan.
<</if>>
<<if _robin.penis isnot "none">>
<<He>> starts to cum, <<his>> fluids getting all over the bed and your <<penis>> as <<his>> ejaculation continues.
<</if>>
<<if _hole is "vagina">>
<<His>> quim begins to squirt out fluid as <<he>> bites your shoulder. You help <<him>> finish <<his>> orgasm with another few thrusts.
<</if>>
<</if>>
<br><br>
<<link [[Next|School Infirmary Robin CD Aftercare]]>><</link>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<set _robin to statusCheck("Robin")>>
<<set _hole to ($phase is 1 ? "ass" : "vagina")>>
<!-- Feel free to add a Robin strap-on version -->
<<if !$worn.under_lower.type.includes("naked")>>
You toss your $worn.under_lower.name to the side.
<</if>>
<<if !$worn.under_upper.type.includes("naked")>>
Your $worn.under_upper.name hits the floor after you take it off.
<</if>>
<<strip>>
Fully naked, you move onto the bed with Robin.
<br><br>
Robin flushes at your nude body, <<his>> <<npcPenis 0>> pulsing slightly with each heartbeat.
<<if _robin.dom gte 40>>
"You're so beautiful." <<He>> moves forward to kiss your lips.
<<else>>
As you make eye contact <<he>> flusters and looks away, "You're really cute."
<</if>>
<br><br>
You position your _hole above Robin's penis and hover over it for a few moments.
<br><br>
<<if _robin.dom gte 40>>
Robin places <<his>> hands on your hips and gently pulls you down.
<br><br>
<<else>>
Robin takes a deep breath, "I'm ready."
<br><br>
You begin to lower yourself.
<</if>>
As your <<print (_hole is "vagina" ? "quim" : "asshole")>> rubs against <<his>> penis, there's a pause before you both work together to lower yourself on <<him>>.
You feel <<his>> head pressing against your entrance, and with a little extra force you feel <<him>> push inside you.
The warmth of <<his>> length is intoxicating. You turn on your side, making it easier for Robin to start thrusting.
<<if _hole is "ass">>
<<analstat>><<anusraped>>
<<if $player.virginity.anal is true>>
<<takeVirginity "Robin" "anal">>
<<arousal 2000 "bottom">><<ggarousal>>
<</if>>
<br>
<<elseif _hole is "vagina">>
<<vaginalstat>><<vaginaraped>>
<<if $player.virginity.vaginal is true>>
<<takeVirginity "Robin" "vaginal">>
<<arousal 2000 "genitals">><<ggarousal>>
<</if>>
<br>
<<takeTempleVirginity "Robin" "vaginal">>
<</if>>
Robin grunts, slowly pushing <<his>> <<npcPenis 0>> further.
<<switch _robin.penissize>>
<<case 1>>
You easily take <<his>> entire length. Robin makes a happy moan as <<he>> bottoms out inside your _hole.
<<He>> pulls you closer to <<him>>, "I love you."
<<case 2>>
<<He>> makes slow pumps in and out, going slightly deeper each time. Eventually <<he>> bottoms out in your _hole, making you feel comfortably full.
Robin smiles at you, "You did great!"
<<case 3>>
Robin makes slow pumps in and out, going slightly deeper each time. You feel more full with every thrust.
<<if (_hole is "vagina" ? currentSkillValue("vaginalskill") : currentSkillValue("analskill")) gte 400>>
Eventually <<he>> fits in <<his>> entire length inside you. You hum and grind against <<him>> slightly, causing <<him>> to moan.
"You're really good at this!" Robin praises you.
<<else>>
<<He>> notices you start to get uncomfortable and stops for a moment. "Are you ok?" <<he>> asks.
Only after your reassurance does <<he>> continue to move, going only as far as <<he>> can fit comfortably.
<</if>>
<<case 4>>
Robin doesn't try to go all the way in, instead going only as far as <<he>> thinks you're comfortable with.
<<if (_hole is "vagina" ? currentSkillValue("vaginalskill") : currentSkillValue("analskill")) gte 800>>
Knowing your limits, you plunge down onto <<his>> <<npcPenis 0>>, taking the whole thing to the base.
Robin lets out a long moan as you catch <<him>> off guard. "Woah, a-are you sure?" <<he>> asks with wide eyes.
<<else>>
You hold <<him>> close to you as <<he>> speeds up <<his>> pumps.
<</if>>
<</switch>>
<<arousal 7000 "genitals">><<gggarousal>>
<br><br>
<<if $arousal gte $arousalmax>>
<<if $speech_attitude is "meek">>
"I'm gonna..." You try to warn Robin of the incoming orgasm.
<<elseif $speech_attitude is "bratty">>
"I'm about to cum!" you say through grit teeth as your muscles burn.
<<else>>
"I'm close," you warn Robin as you feel a pressure build up inside you.
<</if>>
<br><br>
<!-- Add pullout alternative when pregnancy update comes? -->
"M-me too!" Robin responds as <<he>> speeds up <<his>> thrusts.
<<silently>><<orgasm>><</silently>>
<br><br>
You wrap your arms around <<him>> as you meet <<his>> thrusts with your own.
You are suddenly hit with a wave of pleasure that makes you go limp.
You weakly whine as Robin continues thrusting inside of you, your walls clenching around <<his>> shaft.
<<else>>
"I think I'm getting close," Robin tells you, <<his>> thrusts getting more erratic.
<br><br>
<<if $speech_attitude is "meek">>
You smile and nod, starting to grind into each thrust.
<<elseif $speech_attitude is "bratty">>
"Give it to me!" You start putting everything you've got into each thrust.
<<else>>
You kiss Robin, encouraging <<him>> to pump even harder.
<</if>>
<br><br>
<</if>>
You can feel <<his>> penis pulsing inside you.
At the last moment <<he>> embraces you, holding you tightly against <<him>> while <<he>> makes a final few pushes.
You feel a squirt of hot liquid in your _hole as Robin pushes <<himself>> as far inside you as <<he>> can.
You try to milk everything out of <<him>> as <<he>> pumps a few more times.
<br><br>
Robin collapses on the bed after <<hes>> spent. "That was intense." You lie next to <<him>>.
<br><br>
<<if _hole is "ass">>
<<analskill 5>>
<<recordSperm `{target: "pc", spermOwner: "Robin", spermType: "human", genital: "anus"}`>>
<<bodyliquid "anus" "semen">>
<<else>>
<<vaginalskill 5>>
<<recordSperm `{target: "pc", spermOwner: "Robin", spermType: "human"}`>>
<<bodyliquid "vagina" "semen">>
<</if>>
<<link [[Next|School Infirmary Robin CD Aftercare]]>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<set _robin to statusCheck("Robin")>>
<<set _action to ($phase is 0 ? "blowjob" : "eat out")>>
<<if $robinCDI.acts is 0>> <!-- first act, preparing for penetration -->
<<robinInfirmaryCDUndressLower>>
<br><br>
<<if _action is "blowjob">>
<<set $NPCList[0].intro to 1>>
<<elseif _action is "eat out">>
<<if $speech_attitude is "meek">>
"I want to make you feel good..." you mumble.
<<elseif $speech_attitude is "bratty">>
You make a lewd gesture using your fingers and your tongue. "I'd love to get a taste," you say.
<<else>>
"Mind if I help you out a bit?" you say. "You look a little hot and bothered." You give a smile to Robin.
<</if>>
<br><br>
Robin flushes. "S-sure!"
<</if>>
<<set _soaked to (_robin.vagina isnot "none" ? "arousal-soaked" : "")>>
<<if _robin.pronoun is "f">>
<<He>> opens up the front of <<his>> _soaked boxers, revealing <<his>>
<<else>>
<<He>> slides <<his>> _soaked panties down to <<his>> knees, revealing <<his>>
<</if>>
<<if _robin.penis isnot "none" and _robin.vagina isnot "none">>
<<npcPenis 0>> and <<npcVagina 0>>.
<<elseif _robin.penis isnot "none">>
<<npcPenis 0>>.
<<elseif _robin.vagina isnot "none">>
<<npcVagina 0>>.
<</if>>
<<else>> <!-- Second act, player is already naked -->
<<if $speech_attitude is "meek">>
"I want to help you too, I don't want to be the only one to feel good," you say.
<<elseif $speech_attitude is "bratty">>
"You think I'm just gonna let you off that easy?" You smirk. "Pull your pants down and let me take care of you."
<<else>>
"I'd like to help you out too," you say pointing to <<his>> <<if _robin.penis isnot "none">>erection<<else>>dripping underwear<</if>>.
<</if>>
<</if>>
<br><br>
<<if _action is "blowjob">> <!-- blowjob for Robin -->
<<if $robinCDI.acts is 0>> <!-- first act blowjob for Robin -->
<<if _robin.dom gte 40>>
"Can I be on top?" Robin asks, blushing as <<he>> looks you in the eyes.
<<else>>
"Do you think I could..." <<He>> flushes while gesturing towards <<his>> <<npcPenis 0>>.
<</if>>
<br><br>
<<if ($player.vaginaExist and playerChastity("vagina") and playerChastity("anus")) or (!$player.vaginaExist and playerChastity("anus"))>>
"I... Would love it. But I can't remove this thing," you say, pointing to your chastity belt. "Maybe I could use my mouth?"
<<elseif $speech_attitude is "meek">>
You smile and move your head closer to <<his>> penis, kissing the tip that's covered in pre.
<<elseif $speech_attitude is "bratty">>
"Not like that you can't," you say with a smirk. "Need to get it all lubricated first."
<<else>>
"Course you can!" you say excitedly. "Although I'd like a taste first."
<</if>>
<<else>> <!-- second act blowjob for Robin -->
<<if $speech_attitude is "meek">>
You smile and move your head closer to <<his>> penis, kissing the tip that's covered in pre.
<<elseif $speech_attitude is "bratty">>
You move your head to Robin's cock and exhale on it before giving it a lick.
<<else>>
You move your head to <<his>> tip and give it a tender lick.
<</if>>
<</if>>
<br><br>
Robin stifles a moan at your touch. You look Robin right in the eyes as you slowly begin to engulf the head of <<his>> penis with your mouth.
You make sure to tease the tip with your tongue as well, causing a moan from Robin.
After a while you begin moving your head back and forth slowly as you suck on <<his>> shaft.
<<if $player.virginity.oral is true>>
<<silently>><<takeVirginity "Robin" "oral">><</silently>>
<<arousal 1500 "mouth">><<ggarousal>>
<br>
<</if>>
<<if _robin.dom gte 40>>
Robin gently places <<his>> hands on the back of your head and softly encourages you as you continue.
<<else>>
Robin covers <<his>> face with <<his>> hands but still peeks through <<his>> fingers to keep looking at you.
<</if>>
<br><br>
You stop sucking for a moment to pepper kisses down <<his>> shaft.
<<if $speech_attitude is "meek">>
"I hope I'm making you feel good," you say before leaving a kiss at <<his>> base.
<<elseif $speech_attitude is "bratty">>
"Feel good?" You kiss <<his>> tip again, teasing it slightly.
<<else>>
"How are you feeling? Good I hope." You smile as you lick <<his>> tip.
<</if>>
<br><br>
<<He>> nods as you resume your blowjob, causing <<him>> to moan again. Redoubling your efforts, you try to take <<his>> length all the way.
<<oralskill 5>>
<<switch _robin.penissize>>
<<case 1>>
You easily take the entire length. You hum, causing Robin to whine from the vibrations.
<<case 2>>
You bob further each time, slowly making your way down <<his>> length.
<<if currentSkillValue("oralskill") gte 200>>
Eventually you manage to take the whole thing. You suckle on it a bit as you deepthroat, causing Robin to shake.
<<else>>
However even as you try your hardest, you can't manage to fit the whole thing in your mouth.
Robin gives you a reassuring look as <<he>> rubs your head.
<</if>>
<<case 3>>
You try your hardest, going further and further each bob. Robin releases another moan as you continue.
<<if currentSkillValue("oralskill") gte 400>>
After a few more bobs you take the whole thing in your mouth. The tip reaches your throat, causing Robin to make a lewd noise in response.
You hold it there for a few moments before going back to your bobs.
<<else>>
Try as you might however, you cannot seem to take the whole thing. Any attempts you make only end up with tears in your eyes and coughing.
Robin looks at you concerned, asking wordlessly for reassurance that you're ok. You answer by resuming attending to <<his>> cock.
<</if>>
<<case 4>>
You close your eyes and try to bob further and further, pushing your limits.
After you get to what you think must be close to the end, you open your eyes only to see that you're barely halfway. You redouble your efforts.
<<if currentSkillValue("oralskill") gte 800>>
After a few minutes of slowly approaching <<his>> base, you manage to take it to the hilt.
Robin's eyes go wide as you feel <<his>> cock against the back of your throat.
You give <<him>> a wink as you pull back and continue deepthroating <<him>> for a few more moments before switching back.
<<else>>
You try until tears form in your eyes and your gag reflex forces you to stop. You sit there coughing as Robin looks at you, concerned.
<<He>> moves down to where you are and hugs you for a long moment. After <<he>> breaks the hug however, you resume your blowjob at a more reasonable pace.
<</if>>
<</switch>>
<<if (_robin.lust + (currentSkillValue("oralskill") / 10)) gte 100 or $robinCDI.acts is 1>> <!-- robin guaranteed to cum if second act -->
<br><br>
Robin's cock starts to throb in your mouth.
<<if _robin.dom gte 40>>
"I'm gonna..." <<He>> makes eye contact with you before gently holding your head steady on <<his>> cock.
<<else>>
<<His>> eyes are shut as <<his>> muscles spasm. "Sorry, I can't hold it!" <<He>> cries out.
<</if>>
Robin shoots out a hot rope of cum into your mouth, followed by another. You swallow each one as it comes.
You keep sucking on <<his>> penis, helping <<him>> ride out <<his>> orgasm until it finally dies down.
"I'm gonna... need a minute." <<He>> collapses back on the bed for a moment.
<<bodyliquid "mouth" "semen">>
<<set $robinCDI.whoOrgasmed to "robin">>
<</if>>
<<if $robinCDI.acts is 0>> <!-- first act -->
<<if (_robin.lust + (currentSkillValue("oralskill") / 10)) gte 100>>
<<if $speech_attitude is "meek">>
"I can make you feel even better if you want me to," you say quietly.
<<elseif $speech_attitude is "bratty">>
"We're not done yet, hotshot. Not even close," you say while playfully jabbing at <<his>> shoulder.
<<else>>
"I'd like to keep going if you're able. We still need to do the main event," you say smiling.
<</if>>
<br><br>
Robin's <<npcPenis 0>> is back at attention in response to your words. "Guess break time's over," <<he>> laughs quietly.
<<npcincr Robin lust -10>>
<<else>>
After a while Robin pushes your head back and moves to hug you. "I don't want to blow my load too early."
<<if _robin.dom gte 40>>
<<He>> breaks the hug and grins. "Plus I know a far better place to put it."
<<else>>
<<He>> breaks the hug and rubs the back of <<his>> head. "Can we keep going?" You nod.
<</if>>
<<npcincr Robin lust 30>>
<</if>>
<</if>>
<<elseif _action is "eat out">> <!-- eat out Robin -->
<<if $speech_attitude is "meek">>
You eagerly give Robin an agonisingly slow lick.
<<elseif $speech_attitude is "bratty">>
You exhale on Robin's folds, teasing <<him>> for a moment before providing <<him>> with a slow sensual lick.
<<else>>
You slowly lick Robin's folds a few times, each lick lightly touching <<his>> clit.
<</if>>
<br><br>
<<if _robin.dom gte 40>>
Robin places a gentle hand on your head and encourages you to go deeper.
<<else>>
"Please don't tease me!" <<He>> whines.
<</if>>
<br><br>
You give another slow lick, causing <<him>> to whimper.
<<Hes>> about to protest before you dig in, eagerly swapping between licking <<his>> outer folds and lightly sucking <<his>> erect clitoris.
Robin's protest devolves into a long drawn out moan as you keep pleasuring <<him>>. You tentatively poke your tongue inside slightly, making <<him>> tense up.
You can feel Robin's walls contract around your tongue as you push it further inside.
Once fully in, you explore <<his>> pussy, making sure to taste everything you can reach.
Robin shudders again, <<his>> moans reaching a fever pitch as you keep moving your tongue in and out of <<his>> cunt.
<br><br>
<<if _robin.dom gte 40>>
Robin's previously gentle pushing becomes harder as <<he>> starts to lose control.
<<else>>
"Don't stop! I'm gonna..." <<His>> words devolve into another moan as <<his>> muscles spasm.
<</if>>
<br><br>
You go back to sucking on <<his>> clit again. You move a finger along <<his>> lower lips before slowly easing it inside <<him>>.
<<He>> shudders again as you start pumping a finger in and out. You move your free hand to cover <<his>> mouth as <<his>> moans begin to get dangerously loud.
You plunge another finger inside <<him>>, and <<he>> starts to go limp.
<br><br>
Robin is quickly overwhelmed by the sensations. <<He>> tilts <<his>> head back, breath coming out in ragged pants as shudders travel through <<his>> body.
<<He>> tries to weakly push you away, and you oblige <<him>>. You opt to softly hold <<him>> as <<he>> rides out the rest of <<his>> orgasm.
<<if _robin.dom gte 40>>
"I love you so much..." Robin says in between pants before starting to return the embrace.
<<else>>
Robin releases a soft whine and starts to return the embrace.
<</if>>
"I'm gonna need a minute. That was... intense." <<He>> collapses back on the bed.
<<set $robinCDI.whoOrgasmed to "robin">>
<<bodyliquid "face" "goo">>
<<else>>
Robin frowns. "Sorry, I'm not... sure what to do here? <span class="red">I think __action being set to _action is a bug.</span>
Could you report this to Vrelnir when you get the chance?"
<br><br>
<<He>> awkwardly pats the top of your head, unsure of what else to do.
<</if>>
<br><br>
<<set $robinCDI.acts++>>
<<robinInfirmaryCDOptions>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<npcincr Robin lust -100>>
<<earnFeat "Robin's Song">>
You and Robin lie close together on the infirmary bed, holding each other in a warm embrace.
<br><br>
After a few minutes Robin stirs, looking at a clock on the wall.
<br><br>
<<if $schoolstate is "lunch">>
"We still have some time left, but we should probably get going," Robin says before softly kissing your lips.
<<elseif $schoolstate is "fourth">>
"Ah! We have to get to history class!" Robin blurts out while bolting upright.
<<else>>
<!-- This should not happen it's a catch all -->
"Jeez, how did it get this late?" Robin lightly shakes <<his>> head.
<</if>>
<br><br>
<<He>> starts to clean <<his>> clothes off, which have now mostly dried. Throwing them on, <<he>> smiles at you as you fix your clothing.
"Thanks," <<he>> says. "Not just for this, but for everything."
<<if $schoolstate is "lunch" or $schoolstate is "fourth">>
<<He>> gives you a big hug before holding your hand and leading you to your class.
<</if>>
<br><br>
You hope nobody notices the smell of sex coming off of the two of you.
<br><br>
<<robinInfirmaryVariableCleanup>>
<<if $schoolstate is "lunch" or $schoolstate is "fourth">>
<<link [[Next|School History Robin CD Enter]]>><<endevent>><<clotheson>><<dontHideRevert>><</link>>
<<else>>
<<link [[Next|Hallways]]>><<endevent>><<clotheson>><<dontHideRevert>><</link>>
<</if>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<set _robin to statusCheck("Robin")>>
<<npc Robin 1>>
<<npc Winter 2>>
Winter raises an eyebrow as the two of you enter <<person2>><<his>> class.
<<if $schoolstate is "lunch">>
"Why are you wearing that, Robin? And why is it so dirty?"
<<else>>
"It's not like you to be late, Robin. And why are you wearing that uniform?"
<</if>>
<br><br>
<<if _robin.dom gte 60>>
"I just feel happier in this," Robin says. "Also, I just tripped with my food. <<pShe>> was taking me to the infirmary to make sure I was ok." <<person1>><<He>> gestures to you.
<<He>> takes <<his>> usual seat, gesturing for you to sit next to <<him>>.
<<else>>
"There was... an incident," Robin refuses to elaborate further as <<person1>><<he>> takes <<his>> usual seat, gesturing for you to sit next to <<him>>.
<</if>>
It looks like Winter is about to say something, but stops <<person2>><<himself>>.
<br><br>
<<if $schoolstate is "lunch">>
<<link [[Next|History Classroom]]>><<endevent>><</link>>
<<else>>
<<link [[Next|History Lesson]]>><<endevent>><</link>>
<</if>>
<br><<set $outside to 0>><<set $location to "home">><<effects>>
<<set _robin to statusCheck("Robin")>>
<<set _kissType to ($robinromance gte 1 ? "loveInterest" : "romantic")>>
<<if $allure / 20 + currentSkillValue("seductionskill") gte random(100, 1200)>>
<<npcincr Robin lust 1>>
<<if currentSkillValue("seductionskill") lte 200>>
<<seductionskill 2>>
<</if>>
<<else>>
<<if currentSkillValue("seductionskill") lte 200>>
<<seductionskill 1>>
<</if>>
<</if>>
<<switch random(1, 9)>>
<<case 1>>
<<if _robin.lovestage lte 3>>
You throw your arms around Robin. <<He>> leans into you and sighs. You can feel <<his>> muscles untense as <<he>> does so.
You let go after a few moments. Robin seems reluctant to stop.
<br><br>
"Th-thanks." <<He>> looks away in an attempt to hide <<his>> reddening face.
<<elseif _robin.lovestage lte 5 and $robinromance isnot 1>>
You hug Robin. <<He>> seems taken aback by the sudden contact but quickly relaxes into it.
You softly rub <<his>> back for a moment before releasing the embrace.
<br><br>
Robin flushes. "You can do that more often if you want to, you know."
<<elseif $robinromance gte 1>>
<<if _robin.dom gte 40>>
You throw your arms around Robin. <<He>> returns the embrace, <<his>> hands rubbing the small of your back before <<he>> releases you.
<br><br>
<<He>> gives you a quick kiss on the nose, making you feel flustered.
<<npcincr Robin lust 1>><<npcincr Robin dom 1>><<glust>><<gdom>>
<<else>>
You throw your arms around Robin. <<He>> relaxes, and turns to steal a quick kiss.
<<takeKissVirginity "Robin" _kissType>>
<<npcincr Robin lust 1>><<glust>>
<</if>>
<</if>>
<<case 2>>
"Have I ever told you how cute you are?" you ask.
<br><br>
<<if _robin.lovestage lte 3>>
Robin laughs. <<He>> can't hide <<his>> blush.
<<elseif _robin.lovestage lte 4>>
Robin looks away before replying. "You're cute, too." <<He>> grabs your arm in a quick hug before letting go.
<<elseif _robin.lovestage lte 5 and $robinromance isnot 1>>
Robin purses <<his>> lips, and looks at yours. <<He>> leans forward a little, then stops <<himself>>.
<<elseif $robinromance gte 1>>
<<if _robin.dom gte 40>>
Robin smiles before pulling you into a long kiss.
<br><br>
<<He>> breaks it off. "Have I ever told you how beautiful you are?"
<<takeKissVirginity "Robin" _kissType>>
<<arousal 150 "mouth">><<npcincr Robin lust 1>><<npcincr Robin dom 1>><<garousal>><<glust>><<gdom>>
<<else>>
Robin blushes and kisses you on the cheek. "I really appreciate having you here."
<<npcincr Robin lust 1>><<glust>>
<</if>>
<</if>>
<<case 3>>
You scooch behind Robin and place your hands on <<his>> shoulders. You <<handtext>> begin to massage <<him>>.
<<if $speech_attitude is "meek">>
"Are you alright with this?" <<He>> nods, and you continue.
<<elseif $speech_attitude is "bratty">>
"This shouldn't take long, I just thought you looked a bit stressed," you say.
<<else>>
"You always do your best, so I want to help you if I can," you say.
<</if>>
<br><br>
<<if $robinromance isnot 1>>
<<if currentSkillValue("handskill") gte 800>>
You feel <<him>> stifle a moan as you massage <<his>> shoulders. The more knots you work out, the more flushed <<his>> face gets.
Afterwards, <<he>> turns to you and gives a quiet thanks, <<his>> face still red.
<<npcincr Robin lust 1>><<npcincr Robin trauma -2>><<glust>><<lrtrauma>>
<<elseif currentSkillValue("handskill") gte 400>>
You feel <<his>> muscles relax. "I wish I could repay you somehow." <<He>> leans back into your hands, serenity on <<his>> face.
<<npcincr Robin trauma -2>><<lrtrauma>>
<<else>>
<<He>> tries to get into it, but has trouble relaxing. You don't think you achieve much, but <<he>> smiles and thanks you when you finish regardless.
<<npcincr Robin trauma -1>><<lrtrauma>>
<</if>>
<<elseif $robinromance gte 1>>
<<if currentSkillValue("handskill") gte 800>>
<<He>> releases a moan as you massage <<his>> shoulders, working your way through <<his>> knots.
<<if _robin.dom gte 40>>
After you finish, <<he>> spins and pulls you into a long kiss.
"Thanks," <<he>> says. "I really appreciate you." <<His>> smile is infectious.
<<npcincr Robin lust 2>><<glust>>
<<else>>
Robin turns to you when you finish, <<his>> face flushed. You kiss <<his>> nose for good measure, and <<he>> hugs you.
<<npcincr Robin lust 2>><<npcincr Robin trauma -2>><<glust>><<lrtrauma>>
<</if>>
<<elseif currentSkillValue("handskill") gte 400>>
You feel <<his>> muscles relax. <<He>> leans back into your hands, clearly enjoying <<himself>>.
When you finish, <<he>> turns and strokes your hair. "I needed that, thank you."
<<npcincr Robin trauma -2>><<lrtrauma>>
<<else>>
<<He>> tries to get into it, though you can tell <<hes>> having some trouble. After you finish <<he>> hugs you with a smile.
"I should try giving you a massage sometime."
<<npcincr Robin trauma -1>><<lrtrauma>>
<</if>>
<</if>>
<<case 4>>
You poke Robin to get <<his>> attention. <<He>> turns to you, <<his>> cheeks lighting up as <<he>> realises how close you are.
<<if _robin.lovestage lte 3>>
A conflicted look runs across <<his>> face. <<He>> gives you a quick hug before shifting away. "Sorry," <<he>> says. "I didn't realise I was so close."
<<npcincr Robin love 1>><<npcincr Robin trauma -1>><<glove>><<lrtrauma>>
<<elseif _robin.lovestage lte 5 and $robinromance isnot 1 and _robin.dom gte 40>>
<<He>> gives you a kiss on the nose before giving you a hug. "You're the best."
<<if $speech_attitude is "meek">>
You feel your cheeks flush. <<He>> kisses your nose again.
<<npcincr Robin lust 1>><<npcincr Robin dom 1>><<glust>><<gdom>>
<<elseif $speech_attitude is "bratty">>
You smile and run a hand through <<his>> hair.
<<npcincr Robin lust 1>><<glust>>
<<else>>
You blush at the contact, as the lingering warmth on your nose spreads throughout your face.
<<npcincr Robin lust 1>><<npcincr Robin dom 1>><<glust>><<gdom>>
<</if>>
<<elseif _robin.lovestage lte 5 and $robinromance isnot 1>>
<<He>> gives you a big hug that lingers for longer than usual. <<His>> hands rub your back, then leans forward to whisper in your ear.
"I really like you," <<he>> says. <<He>> dodges further inquiry.
<<npcincr Robin lust 1>><<glust>>
<<elseif $robinromance gte 1>>
<<if _robin.dom gte 40>>
<<He>> gives you a gentle smile, then kisses you. <<His>> tongue prods your lips, but <<he>> pulls away before you part them. "I love you."
<<takeKissVirginity "Robin" _kissType>>
<br><br>
<<if $speech_attitude is "meek">>
You feel your face flush.
<<arousal 150 "mouth">><<npcincr Robin lust 2>><<npcincr Robin dom 1>><<garousal>><<glust>><<gdom>>
<<elseif $speech_attitude is "bratty">>
You feel desire well up within you.
<<arousal 150 "mouth">><<npcincr Robin lust 2>><<garousal>><<glust>>
<<else>>
You place a finger to your still-warm lips, and give <<him>> a yearning smile.
<<arousal 150 "mouth">><<npcincr Robin lust 2>><<npcincr Robin dom 1>><<garousal>><<glust>><<gdom>>
<</if>>
<<else>>
<<He>> kisses your nose. "I love you."
<br><br>
You give <<him>> a proper kiss in response.
<<He>> melts under your touch. You pull away, and <<he>> gives you a longing look.
<<takeKissVirginity "Robin" _kissType>><<arousal 150 "mouth">><<npcincr Robin lust 3>><<garousal>><<glust>>
<</if>>
<</if>>
<<case 5>>
<<if _robin.lovestage lte 4>>
<<if $worn.upper.name isnot "naked" or !$worn.under_upper.type.includes("naked")>>
You displace your
<<if $worn.upper.name isnot "naked">>
$worn.upper.name.
<<else>>
$worn.under_upper.name.
<</if>>
"Is it hot in here or is it just me?"
<br><br>
"Huh? No I don't think so, wh-" Robin cuts off when <<he>> sees you, and turns away, <<his>> face ablaze. You laugh and fix your clothing.
<<else>>
You lean back, placing a hand on your bare chest. "Is it hot in here or is it just me?"
<br><br>
"Huh? No I don't think so, wh-" Robin cuts off as you press up against <<him>>. <<He>> turns away, <<his>> face ablaze.
<</if>>
<<npcincr Robin lust 2>><<glust>>
<<elseif _robin.lovestage gte 5 and _robin.dom gte 40>>
<<if $robinromance gte 1>>
You open your mouth to flirt with Robin, but <<he>> beats you to it, shifting close and placing <<his>> hand on yours.
<<set _clothesSet to setup.npcClothesSets.find(set => set.name === _robin.clothes.set)>>
<<if _clothesSet.outfit is 1>>
<<He>> tugs on <<his>> outfit and encourages you to <<npcUndressText _robin "upper">>.
You don't get too far before <<he>> stops you, kissing you before holding your hand back.
<<else>>
<<He>> tugs on <<his>> top and encourages you to <<npcUndressText _robin "upper">>.
You don't get too far before <<he>> stops you, kissing you before holding your hand back.
<</if>>
<<takeKissVirginity "Robin" _kissType>>
<br><br>
<<if $speech_attitude is "meek">>
You yearn for more, but something about Robin's assertiveness makes it even more arousing.
<<arousal 150 "mouth">><<npcincr Robin lust 2>><<npcincr Robin dom 2>><<garousal>><<glust>><<ggdom>>
<<elseif $speech_attitude is "bratty">>
"You tease," you stick your tongue out at <<him>>.
<<arousal 150 "mouth">><<npcincr Robin lust 1>><<garousal>><<glust>>
<<else>>
You flush and turn away, as a heat rises between your legs.
<<arousal 150 "mouth">><<npcincr Robin lust 2>><<npcincr Robin dom 1>><<garousal>><<glust>><<gdom>>
<</if>>
<<else>>
You open your mouth to flirt, but Robin beats you to it, pulling <<his>> <<npcClothesText _robin "upper">> up and revealing <<his>> midriff.
"Is it hot in here," <<he>> teases. "Or is it just me?" <<He>> tugs the edge of <<his>> shirt, but it goes no further.
<<if $speech_attitude is "meek">>
You feel your mouth hang open, unprepared for such a bold move on <<his>> part. The heat rising in your body doesn't protest.
<<arousal 150>><<npcincr Robin lust 1>><<npcincr Robin dom 1>><<garousal>><<glust>><<gdom>>
<<elseif $speech_attitude is "bratty">>
You reach out to touch it, and move your hand up and down <<his>> flat stomach before pulling back.
<br><br>
"Hey now," <<he>> continues. "I'm trying to cool off."
<<arousal 150>><<npcincr Robin lust 2>><<garousal>><<glust>>
<<else>>
You can't help but gawk. Your hand moves towards <<him>>, but you stop yourself as <<he>> lowers <<his>> shirt.
<<arousal 150>><<npcincr Robin lust 1>><<npcincr Robin dom 1>><<garousal>><<glust>><<gdom>>
<</if>>
<</if>>
<<else>>
<<if $worn.upper.name isnot "naked" or !$worn.under_upper.type.includes("naked")>>
You displace your
<<if $worn.upper.name isnot "naked">>
$worn.upper.name.
<<else>>
$worn.under_upper.name.
<</if>>
"Is it hot in here or is it just me?"
<br><br>
"No," Robin replies. "I don't think so, wh-" Robin cuts off when <<he>> sees you, and turns away, <<his>> face ablaze. <<He>> wraps an arm around you regardless.
<<else>>
You lean back, placing a hand on your bare chest. "Is it hot in here or is it just me?"
<br><br>
"No," Robin replies. "I don't think so, wh-" Robin cuts off as you press up against <<him>>. <<He>> turns away, <<his>> face ablaze. <<He>> wraps an arm around you regardless.
<</if>>
<<if $robinromance>>
<br><br>
<<if $speech_attitude is "meek">>
You part your lips in expectation. Robin takes the hint, and gives you a yearning kiss before pulling away.
<<elseif $speech_attitude is "bratty">>
You move to kiss <<him>>, taking <<him>> by surprise. <<He>> relaxes into it, and kisses back for a tender moment.
<<else>>
You turn your heads towards each other, and your lips meet without a word. You pull away before things get too heated.
<</if>>
<<takeKissVirginity "Robin" _kissType>><<arousal 150 "mouth">><<npcincr Robin lust 2>><<garousal>><<glust>>
<</if>>
<</if>>
<<case 6>>
You start gently playing with Robin's hair.
<<if _robin.lovestage lte 3>>
<<He>> almost pulls away at the contact but smiles after a moment.
<br><br>
"I'm glad you like my hair so much." <<He>> seems to relax as you continue to play for a few minutes, enjoying the silence of your company.
<<npcincr Robin love 1>><<npcincr Robin trauma -1>><<glove>><<lrtrauma>>
<<elseif _robin.lovestage lte 5 and $robinromance isnot 1>>
<<He>> leans into your hand slightly, giving you a better position.
<br><br>
<<if _robin.dom gte 40>>
<<He>> cups your cheek in <<his>> hand while you idly mess with <<his>> hair. You both relax, staring into each other's eyes for a few minutes before breaking off.
"That was really nice." <<He>> seems very happy with your actions.
<<npcincr Robin love 1>><<npcincr Robin dom 1>><<npcincr Robin trauma -1>><<glove>><<gdom>><<lrtrauma>>
<<else>>
<<He>> looks you in the eyes. You look back at <<him>> and smile as you keep playing with <<his>> hair. <<He>> flushes but maintains the eye contact.
When you do break off, it looks like <<hes>> about to say something but stops <<himself>>.
<<npcincr Robin love 1>><<npcincr Robin trauma -1>><<glove>><<lrtrauma>>
<</if>>
<<elseif $robinromance gte 1>>
<<He>> moves closer to you.
<<if $speech_attitude is "meek">>
"I r-really like your hair," <<he>> says.
<<if _robin.dom gte 40>>
<br><br>
"I really like you." <<He>> smiles and gently moves your arms over <<his>> shoulders and moves in for a kiss.
<<takeKissVirginity "Robin" _kissType>>
Eventually <<he>> breaks off and ruffles your hair slightly.
<<npcincr Robin lust 1>><<npcincr Robin dom 1>><<glust>><<gdom>>
<<else>>
<br><br>
"Thanks." <<He>> pauses for a moment before beginning to play with your hair as well. You look at each other longingly before eventually coming in for a quick kiss.
<<takeKissVirginity "Robin" _kissType>>
"You make my heart flutter, and I love it."
<<npcincr Robin love 1>><<npcincr Robin trauma -1>><<glove>><<lrtrauma>>
<</if>>
<<elseif $speech_attitude is "bratty">>
You move to pull <<him>> into a kiss.
<<takeKissVirginity "Robin" _kissType>>
<<if _robin.dom gte 40>>
After you break off, Robin takes the opportunity to give you a gentle yet firm kiss on the neck.
<br><br>
"Love you," Robin says, pleased with <<himself>>.
<<npcincr Robin love 1>><<npcincr Robin lust 1>><<glove>><<glust>>
<<else>>
Robin squirms under your touch. Panting slightly when you break off.
<br><br>
"You're amazing." Robin smiles through <<his>> flushed face.
<<npcincr Robin love 1>><<npcincr Robin lust 1>><<glove>><<glust>>
<</if>>
<<else>>
You take the opportunity to switch to running your hand through <<his>> hair instead. "Your hair is really soft. It's nice."
<<if _robin.dom gte 40>>
<br><br>
Robin gives you a smirk as <<he>> places <<his>> hand over yours, moving it down slowly until it reaches <<his>> collarbone.
<<if hasSexStat("promiscuity", 4)>>
You smirk back and run a hand through the top of <<his>> <<npcClothesText _robin "upper">>,
tugging it upward slightly before <<he>> places a hand on yours.
<br><br>
"N-not now," <<he>> says, looking incredibly flushed.
<<arousal 150>><<npcincr Robin love 1>><<npcincr Robin lust 2>><<garousal>><<glove>><<glust>>
<<else>>
You flush and instinctively pull your hand away before Robin kisses you on the nose.
<br><br>
"I'm just messing with you, don't worry." Robin's smile is genuine.
<<arousal 150>><<npcincr Robin love 1>><<npcincr Robin lust 1>><<garousal>><<glove>><<glust>>
<</if>>
<<else>>
Robin closes <<his>> eyes and relaxes. <<He>> seems content as you continue to run your hand through <<his>> hair for a few more minutes.
<br><br>
"You treat me so well. I feel like I could be with you forever." <<He>> flushes at <<his>> own words and tries to change the subject.
<<npcincr Robin love 2>><<npcincr Robin lust 1>><<glove>><<glust>>
<</if>>
<</if>>
<</if>>
<<case 7>>
<<set _character1Name to either("Lily", "Rose", "Basil", "Petal")>>
<<set _character2Name to either("Sparrow", "Jay", "Heron", "Penguin")>>
"You know, _character1Name could totally beat _character2Name in a fight," you comment airily, referring to two characters you both enjoy.
<br><br>
<<if _robin.lovestage lte 5 and $robinromance isnot 1>>
<<He>> smiles playfully as <<he>> pokes you on the shoulder. "Please, you and I both know that _character1Name could never beat
_character2Name. <<He>> has the power of <<print either ("flight", "overwhelming cuteness", "really big lasers", "sharp feathers", "friendship")>>!"
Robin starts to list off many of _character2Name's powers, and doesn't realise that you've been slowly moving closer to <<him>>
as <<he>> counts on <<his>> fingers. When <<he>> turns and notices your proximity, <<he>> freezes mid-sentence.
<br><br>
<<if $speech_attitude is "meek">>
You hug <<him>> before whispering, "You're really cute when you gush."
<<elseif $speech_attitude is "bratty">>
You press a finger to <<his>> forehead and chuckle, "You're such a nerd. It's cute."
<<else>>
"You forgot overconfidence," you say, smiling, before gently pressing a finger to <<his>> forehead.
<</if>>
<<npcincr Robin love 1>><<glove>>
<<else>>
<<if _robin.dom gte 40>>
<<He>> gives you a challenging smirk. "And how would <<pshe>> do that?"
<br><br>
<<if $speech_attitude is "meek">>
"W-well," you falter. "Maybe with <<if $player.gender_appearance is "m">>his manly charm<<else>>her womanly wiles<</if>>?"
<br><br>
"I could see that." <<He>> turns to you. "_character1Name would be all close and personal." <<He>> moves a bit closer. "When in the heat of the moment..." <<His>> lips
are almost touching yours. "_character2Name realises how beautiful <<pshe>> is." Any pretence of the argument is broken as
<<his>> lips meet yours, causing you to melt in <<his>> embrace. After a while, Robin breaks off, "I could see _character1Name winning in that case."
<<takeKissVirginity "Robin" _kissType>>
<br><br>
You find yourself catching your breath after the unexpectedly passionate kiss.
<<arousal 150 "mouth">><<npcincr Robin lust 2>><<npcincr Robin dom 1>><<garousal>><<glust>><<gdom>>
<<elseif $speech_attitude is "bratty">>
"Isn't it obvious?" You run a finger down <<his>> chest. "By seducing <<him>>, of course."
<br><br>
<<He>> blushes slightly but continues, "Oh? Care to share how? <<pShe>>'d have to be awfully good at it."
<br><br>
Breaking all pretence, both your lips meet. A few minutes later you break it off. "I love you, Robin," you say.
<<takeKissVirginity "Robin" _kissType>>
<br><br>
You feel a playful jab on your shoulder. "I love you too, silly."
<<arousal 150 "mouth">><<npcincr Robin love 1>><<npcincr Robin lust 2>><<garousal>><<glove>><<glust>>
<<else>>
"By telling _character2Name how much <<pshe>> loves <<him>> of course,"
you say matter of factly. "<<pShe>>'d tell <<him>> about all the things <<he>> does that make
<<pher>> heart ache."
<br><br>
Robin is tearing up as <<he>> hugs you tightly. "That... that would definitely beat <<him>>." After a long tender moment in each other's arms you break the hug.
<<npcincr Robin love 1>><<npcincr Robin lust 1>><<npcincr Robin trauma -2>><<glove>><<lrtrauma>><<glust>>
<</if>>
<<else>>
Robin smiles, "How can _character1Name beat <<his>>
<<print either ("flight", "overwhelming cuteness", "really big lasers", "sharp feathers", "power of friendship")>>?"
<br><br>
You move closer to <<him>> and
<<if $speech_attitude is "meek">>
whisper. "By making <<him>> feel nice until they fall in love."
<br><br>
Robin gives you a gentle kiss on the cheek. "I think they already have."
<<npcincr Robin love 1>><<npcincr Robin lust 1>><<npcincr Robin trauma -2>><<glove>><<lrtrauma>><<glust>>
<<elseif $speech_attitude is "bratty">>
kiss <<him>> on the lips briefly. "By taking care of <<him>> and making sure nobody hurts <<him>>."
<<takeKissVirginity "Robin" _kissType>>
<br><br>
<<He>> flushes red. "Are we still talking about _character1Name and _character2Name?"
<br><br>
"I'm talking about you," you say before hugging <<him>> deeply for a long minute.
<<npcincr Robin love 1>><<npcincr Robin lust 1>><<npcincr Robin trauma -2>><<glove>><<lrtrauma>><<glust>>
<<else>>
hug <<him>> tightly before whispering softly into <<his>> ear, "_character1Name would tell <<him>> that the
years they've spent together have made <<phim>> as happy as can be."
<br><br>
<<He>> flushes red. "Are we still talking about _character1Name and _character2Name?"
<br><br>
"I'm definitely talking about some bird I know." You give <<him>> a smile, and <<he>> embraces you back.
<<npcincr Robin love 1>><<npcincr Robin lust 1>><<npcincr Robin trauma -2>><<glove>><<ltrauma>><<glust>>
<</if>>
<</if>>
<</if>>
<<case 8>>
<<if _robin.pronoun is "m">>
<<set _petname to "handsome">>
<<else>>
<<set _petname to "beautiful">>
<</if>>
"Hey <<print _petname>>, how's your day been?"
<br><br>
<<if _robin.lovestage lte 5 and $robinromance isnot 1>>
"Pretty good, actually!
<<if Time.schoolDay and Time.hour gte 10>>
<<print either ("Winter's class today was extra interesting wi-", "Turns out I'm better at English tha-", "Lunch was extra yummy to-")>>
<<elseif Time.isWeekEnd() and Time.hour gte 10>>
<<print either ("The stand's doing better than ev-", "Someone from school stopped b-", "I was teaching the orphans how to make-")>>
<<else>>
<<print either ("My new favourite game's supposed to update-", "Somebody offered to take care of my chor-", "I got up early to make lunch for every-")>>
<</if>>
wait, d-did you just say <<print (_petname)>>?" Robin's face goes pure red. "I thought only people who were dating did that." <<He>> looks away,
<<his>> voice quieter than usual.
<<if _robin.lovestage gte 4>>
<<if _robin.dom gte 40>>
"Maybe I should say you're <<print (_petname)>> too, to make it even." <<He>> turns back to you in an attempt to recover,
<<his>> face still red.
<<else>>
"B-but it does make me feel nice that you'd use that word for me." <<His>> voice is barely a whisper, and you strain to hear <<him>>.
<</if>>
<<else>>
"You shouldn't say those things, people might get the wrong idea!" Robin continues to hide <<his>> face from you, and you see <<him>> take a deep breath.
<</if>>
<<npcincr Robin love 1>><<glove>>
<<else>>
<<if _robin.dom gte 40>>
"Great! How was yours, Sweetie?" <<He>> smiles at you before teasingly sticking <<his>> tongue out.
<<elseif !$daily.robin.petName>>
<<set $daily.robin.petName to true>>
"Pretty good, actually!
<<if Time.schoolDay and Time.hour gte 10>>
<<print either ("Winter's class today was extra interesting wi-", "Turns out I'm better at English tha-", "Lunch was extra yummy to-")>>
<<elseif Time.isWeekEnd() and Time.hour gte 10>>
<<print either ("The stand's doing better than ev-", "Someone from school stopped b-", "I was teaching the orphans how to make-")>>
<<else>>
<<print either ("My favourite game's supposed to update-", "Somebody offered to take care of my chor-", "I got up early to make lunch for every-")>>
<</if>>
wait <<print (_petname)>>?" Robin flushes at your pet name for <<him>>. "That'll take some more getting used to." <<He>> blushes but smiles
warmly at you.
<<else>>
"Great! How was yours, Sweetie?" <<He>> smiles, pleased with <<himself>>. "Knew I'd get used to it eventually."
<</if>>
<<npcincr Robin love 1>><<npcincr Robin trauma -1>><<glove>><<lrtrauma>>
<</if>>
<<case 9>>
<<set _uniqueoptions to false>>
Your eyes linger towards Robin's lips.
<<if $speech_attitude is "meek">>
"You have something right here," you say quietly before wiping your mouth.
<<elseif $speech_attitude is "bratty">>
"You have some food on your face. I'll get it," you say.
<<else>>
"Hey, you have a bit of food on your face," you say.
<</if>>
<br><br>
"I do?" Robin rubs <<his>> face with <<his>> hand. "Did I get it?"
<br><br>
"Nope, let me." You move your hand towards Robin's face and wipe a bit of imaginary food off, letting your thumb linger on <<his>> lips for a few extra moments.
<br><br>
<<if _robin.lovestage lte 3>>
Robin flusters as you remove your hand. "Thanks for getting that. I don't want to look dirty."
<<npcincr Robin love 1>><<glove>>
<<elseif _robin.lovestage lte 5 and $robinromance isnot 1>>
Robin flusters as you tenderly touch <<his>> lips. "Is it gone?"
<br><br>
<<if $speech_attitude is "meek">>
"Almost." You retract your hand from <<his>> face and feel your face flush. "There," you whisper.
<br><br>
You see a hint of blush on Robin's face before <<he>> turns away. "That's g-good."
<<npcincr Robin lust 1>><<glust>>
<<elseif $speech_attitude is "bratty">>
Your thumb traces around <<his>> lips before you retract it. "Yep. Your lips are very soft, by the way."
<br><br>
"Thank you!"
<<if _robin.dom gte 40>>
Robin's blush deepens further as <<he>> accepts the compliment. <<He>> rubs <<his>> lips as if to check.
<<else>>
<<set _uniqueoptions to true>>
<<He>> smiles until <<he>> processes what you said. "Wait, what?" <<He>> covers <<his>> face with <<his>> hands.
<<promiscuity1>>
<<link [[Relent|Robin Flirt Room Relent]]>><<npcincr Robin love 1>><</link>><<glove>>
<br>
<<link [[Keep teasing|Robin Flirt Room Tease]]>><<npcincr Robin dom -1>><<npcincr Robin love -1>><</link>><<llove>><<ldom>>
<br>
<</if>>
<<else>>
"And, there!" You smile and remove your hand. Robin sighs in relief.
<br><br>
"Thanks, I don't know what I'd do without you." Robin leans <<his>> head on your shoulder and lies there for a while.
<<npcincr Robin love 1>><<glove>>
<</if>>
<<else>>
<<if _robin.dom gte 40>>
Robin lightly kisses your thumb as you move it over <<his>> lips. After you remove your hand, <<he>> smiles. "There wasn't any food there, was there?"
<br><br>
<<if $speech_attitude is "meek">>
"No," you flush.
<br><br>
Robin takes this opportunity to lean in for a quick kiss. "That's for tricking me," <<he>> says while smiling.
<<elseif $speech_attitude is "bratty">>
"There was. Actually I think you might still have some," you say, going for a repeat performance but <<he>> moves to stop you.
<br><br>
"Nice try," Robin says, smiling before moving in to kiss you.
<<else>>
"Nope, just a really cute face I wanted to touch." You smile at <<him>> as you both give each other a short tender kiss.
<</if>>
<<takeKissVirginity "Robin" _kissType>>
<<npcincr Robin love 1>><<npcincr Robin lust 1>><<glove>><<glust>>
<<else>>
Robin takes the opportunity to relax under your touch. When you finish, <<he>> gives you a yearning look asking for your approval.
<br><br>
<<if $speech_attitude is "meek">>
You flush and nod, tenderly grabbing <<his>> hand in your own as you give each other a loving kiss.
<<elseif $speech_attitude is "bratty">>
You smile at <<him>> and give <<him>> a deep kiss. You feel, <<his>> hands interlock with yours.
<<else>>
You hum in response and you both move closer to each other. You wrap your arms around <<his>> shoulders and pull <<him>> into a deep kiss.
<</if>>
<<takeKissVirginity "Robin" _kissType>>
<<npcincr Robin love 1>><<npcincr Robin trauma -1>><<npcincr Robin lust 1>><<glove>><<lrtrauma>><<glust>>
<</if>>
<</if>>
<</switch>>
<!-- Promiscuity1 already has a double br inside it. -->
<<if !_uniqueoptions>>
<br>
<<promiscuity1>>
<<robinoptions>>
<</if>><<set $outside to 0>><<set $location to "home">><<effects>>
"You okay? I didn't mean to make you upset," you apologise and Robin removes <<his>> hands from <<his>> face.
<br><br>
Robin hugs you. "No, it's alright. Thanks for caring about me enough to check though." <<He>> looks away, blushing. "It means a lot."
<br><br>
<<robinoptions>><<set $outside to 0>><<set $location to "home">><<effects>>
You make a kissing sound with your lips, causing <<him>> to get even more embarrassed.
<br><br>
"Please stop rubbing it in," <<he>> whines. You eventually relent when you see <<his>> embarrassment has turned to sulking.
"You can be really mean sometimes," <<he>> says.
<br><br>
<<robinoptions>><<effects>>
What would you like to give Robin?
<br><br>
<<food_gift_list>>
<<if _food_gift_found is true>>
<<skinicon "give">><<link [[Give gift (0:05)|Robin Gifts]]>><<pass 5>><<give_gift Robin>><</link>>
<br>
<</if>>
<<refuseicon>><<link [[Reconsider|Robin Gifts Reconsider]]>><</link>>
<br><<effects>>
Robin smiles at you.
<br><br>
<<robinoptions>><<effects>>
<<set _gift to $gift.handheld_gift || $gift.handheld>>
<<wearProp _gift>>
<<if $phase is 1>>
"I've brought you something," you say.
<<elseif $phase is 2>>
"I made something," you say. "Just for you."
<<else>>
"I've made you a gift," you say. "I hope you like it."
<</if>>
<br><br>
<<if $gift.name is "sticky_toffee_pudding">>
Robin is rendered speechless by the sight of the <<recipe_name $gift.name>>. "This is my favourite!" <<he>> says. "Thank you so much!"<<gglove>><<npcincr Robin love 3>>
<br><br>
<<He>> tucks in, a rapturous look on <<his>> face the whole time. "Bailey doesn't like me eating sticky toffee pudding," <<he>> says between swallows. "Even outside the orphanage. Says its bad for you."
<br><br>
<<link [[Ask for some|Robin Gifts Pudding Ask]]>><<handheldon>><<npcincr Robin dom -1>><</link>><<ldom>>
<br>
<<link [[Say nothing|Robin Gifts Pudding Nothing]]>><<handheldon>><<npcincr Robin dom 1>><</link>><<gdom>>
<br>
<<earnFeat "Hungry Orphan">>
<<elseif $gift.special.includes("spicy")>>
Robin clutches <<his>> hands together as <<he>> regards the <<recipe_name $gift.name>>. "For me? Thank you so much." <<His>> smile beams, then falters a little. "It smells spicy. I hope I'm up to it."
<br><br>
<<He>> places the dish between you. "Would you like some?"<<glove>><<npcincr Robin love 1>>
<br><br>
<<link [[Share|Robin Gifts Spicy Share]]>><<handheldon>><</link>>
<br>
<<link [[Let Robin enjoy it alone|Robin Gifts Spicy Enjoy]]>><<handheldon>><</link>>
<br>
<<elseif $gift.special.includes("drink")>>
Robin clutches <<his>> hands together as <<he>> regards the <<recipe_name $gift.name>>. "For me? Thank you so much." <<His>> smile beams as <<he>> holds the drink between <<his>> palms. "Would you like to share? I have two straws."<<glove>><<npcincr Robin love 1>>
<br><br>
<<link [[Share|Robin Gifts Drink Share]]>><<handheldon>><</link>>
<br>
<<link [[Let Robin enjoy it alone|Robin Gifts Drink Enjoy]]>><<handheldon>><</link>>
<br>
<<else>>
Robin clutches <<his>> hands together as <<he>> regards the <<recipe_name $gift.name>>. "For me? Thank you so much." <<His>> smile beams. "Would you like some?"<<glove>><<npcincr Robin love 1>>
<br><br>
<<link [[Share|Robin Gifts Share]]>><<handheldon>><</link>>
<br>
<<link [[Let Robin enjoy it alone|Robin Gifts Enjoy]]>><<handheldon>><</link>>
<br>
<</if>><<effects>>
You eat the <<recipe_name $gift.name>> with Robin. "It's really good," <<he>> says between mouthfuls. "Like it was made by a professional."
<br><br>
<<He>> puts the plate aside when finished. "I'll wash it up later."
<br><br>
<<robinoptions>><<effects>>
You need to insist, but Robin agrees to eat the food alone. "It's really good," <<he>> says between mouthfuls. "Like it was made by a professional."
<br><br>
<<He>> puts the plate aside when finished. "I'll wash it up later."
<br><br>
<<robinoptions>><<effects>>
<<if $speech_attitudes is "meek">>
"Can I try some?" you ask.
<<elseif $speech_attitudes is "bratty">>
"Don't be such a pig," you say. "Let me try some."
<<else>>
"Can I have some?" you ask.
<</if>>
<br><br>
Robin looks at you, uncomprehending for a moment, then an embarrassed blush spreads across <<his>> cheeks. "I'm so sorry!" <<he>> says, pushing the dish your way. "I forgot my manners. It was too tasty."
<br><br>
You help Robin finish the sticky toffee pudding. It's very sweet.
<br><br>
<<robinoptions>><<effects>>
You say nothing as Robin devours the sticky toffee pudding. <<He>> closes <<his>> eyes with a satisfied smile when finished.
<br><br>
<<robinoptions>><<effects>>
You eat the <<recipe_name $gift.name>> with Robin. "It's really good," <<he>> says between mouthfuls, but <<his>> eyes tear up as <<he>> eats.
<br><br>
<<He>> runs off to fetch a glass of water, and brings you one as well. <<He>> drinks the whole glass before finishing. <<He>> puts the plate and glass aside. "I'll clean them up later."
<br><br>
<<robinoptions>><<effects>>
You need to insist, but Robin agrees to eat the meal alone. "It's really good," <<he>> says between mouthfuls, but <<his>> eyes tear up as <<he>> eats.
<br><br>
<<He>> runs off to fetch a glass of water, and brings you one as well. <<He>> drinks the whole glass before finishing. <<He>> puts the plate and glass aside. "I'll clean them up later."
<br><br>
<<robinoptions>><<effects>>
Robin places two straws in the drink, and swivels one <<his>> way. You both take a sip. "It's really good," <<he>> says, before taking another.
<br><br>
<<He>> sips away until the drink is gone, then smiles at you. "You could teach me a thing or two about how to make a beverage. People would pay for this."
<br><br>
<<robinoptions>><<effects>>
You need to insist, but Robin agrees to drink the beverage alone. <<He>> takes a sip. "It's really good," <<he>> says, before taking another.
<br><br>
<<He>> sips away until the drink is gone, then smiles at you. "You could teach me a thing or two about how to make a beverage. People would pay for this."
<br><br>
<<robinoptions>><<set $outside to 0>><<set $location to "home">><<effects>>
<<npc Robin>><<person1>>
<<set _robin to statusCheck("Robin")>>
<<set _costume to getHalloweenCostume()>>
<<if $halloween_robin_costume is "witch">>
You approach Robin. <<He>> peeks at you beneath the witch hat.
<<if _robin.pronoun isnot "f">>
<<His>> locks hang around the brim, and the dress hints at feminine contours. If you didn't know <<him>>, you wouldn't guess <<he>> was a boy.
<</if>>
<<elseif $halloween_robin_costume is "vampire">>
You approach Robin. <<He>> peeks at you over the vampire collar.
<<if _robin.pronoun isnot "m">>
<<His>> locks disappear into the tall collar, hiding their length, while the cloak hides <<his>> feminine curves. If you didn't know <<him>>, you wouldn't guess <<he>> was a girl.
<</if>>
<<elseif $halloween_robin_costume is "ghost">>
You approach Robin. <<He>> peeks at you through a pair of crudely cut holes in the bedsheet.
<<if _robin.pronoun is "f" and _robin.breastsize gte 5>>
The bedsheet hangs over <<his>> _robin.breastsdesc, creating a tent in the fabric around <<his>> chest.
<</if>>
<<else>> <!-- if you don't already know robin is wearing the ghost costume -->
You approach the person wearing a makeshift ghost costume.
<<if _robin.pronoun is "f" and _robin.breastsize gte 5>>
The bedsheet hangs over their _robin.breastsdesc, creating a tent in the fabric around their chest.
<</if>>
They turn to you, and a pair of eyes peer out from crudely cut holes in the bedsheet. It's Robin.
<<set $halloween_robin_costume to "ghost">>
<</if>>
<<if $halloween_robin_costume is (_robin.pronoun is "f" ? "vampire" : "witch")>>
<<set _robin.cdstart to _robin.cdstart or "halloween">> /* if it's undefined, set it to "halloween" */
<<set _robin.crossdress to _robin.crossdress or 1>>
<</if>>
<br><br>
<<set _readyToLeave to true>>
<<if _costume is "none">>
"We're about to go trick-or-treating," <<he>> says. "Would you like to come with us? You'll need a costume too, or it won't be proper."
<br><br>
<i>Maybe you have something in your wardrobe.</i>
<<set _readyToLeave to false>>
<<elseif _costume is $halloween_robin_costume>>
<<He>> looks at your clothes, then at <<his>> own. <<He>> gasps in realisation. "Our costumes match!" <<he>> shouts, jumping with excitement and startling the other orphans. "Sorry everyone." <<He>> turns back to you. "Are you coming trick-or-treating with us? We can be twin
<<if _costume is "witch">>
witches.<<if $worn.head.name isnot "witch hat">> You're missing your hat, though.<</if>>"
<<else>>
<<print _costume>>s."
<</if>>
<<elseif _costume is "mummy" and $robinSeen.includes("hospitalMummy")>>
<<He>> stares at your costume for a moment, seemingly remembering something, before blinking a few times and giving you a smile. "I like your costume," <<he>> says. "Are you coming trick-or-treating with us?" <!-- Robin is remembering the events of "Robin Hospital 2" -->
<<elseif _costume is "sailor" and $robinPunishments.includes("docks")>>
<<He>> sees your sailor costume and panic flashes in <<his>> eyes for just a moment, leaving <<him>> unnerved. "Oh, it's you." <<He>> hesitates. "I like your costume. Are you going trick-or-treating with us?"
<<else>>
<<He>> looks at your clothes.
<<switch _costume>>
<<case "vampire">>
"I love your costume," <<he>> says, turning to the orphans. "I hope <<pshe>> doesn't suck my blood!" The orphans laugh. <<He>> turns back to you. "Are you coming trick-or-treating with us?"
<<case "witch">>
"I love your costume," <<he>> says, turning to the orphans. "I hope <<pshe>> doesn't turn me into a newt!" The orphans laugh. <<He>> turns back to you. "Are you coming trick-or-treating with us?"
<<case "scarecrow">>
"I love your costume," <<he>> says. "Are you coming trick-or-treating with us? You can keep the crows away from our candy!"
<<case "gothic">>
"I love your costume," <<he>> says. "It's so fancy! Are you coming trick-or-treating with us?"
<<case "nun">>
"I love your costume," <<he>> says. "Nuns can be very scary. <<if (_tf.angelHalo and _tf.angelWings) or (_tf.fallenAngelHalo and _tf.fallenAngelWings)>>The wings and halo are a nice touch.<</if>> Are you coming trick-or-treating with us?"
<<case "maid">>
"I love your costume," <<he>> says. "Maids are very cute. Are you coming trick-or-treating with us?"
<<case "karate">>
"I love your costume," <<he>> says. "You'll keep us safe from ninjas! Are you coming trick-or-treating with us?"
<<case "monk">>
"I love your costume," <<he>> says. "The robes look authentic. Are you coming trick-or-treating with us?"
<<case "football">>
"I love your costume," <<he>> says. "You'll be the next football star! Are you coming trick-or-treating with us?"
<<case "christmas">>
"I love your costume," <<he>> says. "It's not quite Christmas yet, but that's okay. Are you coming trick-or-treating with us?"
<<case "belly dancer">>
"I love your costume," <<he>> says. "It's so exotic. Are you coming trick-or-treating with us?"
<<case "cowboy">>
"I love your costume," <<he>> says. "You just need a lasso! Are you coming trick-or-treating with us?"
<<case "cheerleader">>
"I love your costume," <<he>> says. "Are you coming trick-or-treating with us? You can cheer us on while we get candy!"
<<case "cow onesie">>
"I love your costume," <<he>> says. "I bet your milk is tasty!" <<He>> seems oblivious to how lewd that statement is. "Are you coming trick-or-treating with us?"
<<case "mummy">>
"I love your costume," <<he>> says. "It looks a little flimsy, but it's still spooky. Are you coming trick-or-treating with us?"
<<case "prison">>
"I love your costume," <<he>> says. "So what did they put you in here for?" <<He>> adds in a deeper voice, then laughs. "Are you coming trick-or-treating with us?"
<<case "sailor">>
"I love your costume," <<he>> says. "Sorry the rest of us are landlubbers! Are you coming trick-or-treating with us?"
<<case "skeleton">>
"I love your costume," <<he>> says. "You need to eat more! You're all bones!" <<He>> adds with a giggle. "Are you coming trick-or-treating with us?"
<<case "futuresuit">>
"I love your costume," <<he>> says. "I hope they still have Halloween in the future. Are you coming trick-or-treating with us?"
<<case "eyepatch">>
"I love your costume," <<he>> says. "Yarrr, matey!" <<He>> giggles. "Are you coming trick-or-treating with us?"
<<case "nurse">>
"I love your costume," <<he>> says. "It reminds me of the school nurse. Are you coming trick-or-treating with us?"
<<case "rags">>
"I love your costume," <<he>> says. "Are you a pauper? I know what that feels like." <<He>> nervously giggles. "Are you coming trick-or-treating with us?"
<<case "medical eyepatch">>
"I love your costume," <<he>> says. "You're not really hurt though, right? Are you coming trick-or-treating with us?"
<<case "gasmask">>
"I love your costume," <<he>> says. "Looks like you're ready for the apocalypse. Just like that new game! Are you coming trick-or-treating with us?"
<!-- TF-related lines -->
<<case "harpy TF">>
"I love your costume," <<he>> says. "I hope you don't fly away before we finish. Are you coming trick-or-treating with us?"
<<case "angel TF">>
"I love your costume," <<he>> says. "It really looks like the halo is hovering. Are you coming trick-or-treating with us?"
<<case "wolf TF">>
"I love your costume," <<he>> says. "The ears look so authentic. Are you coming trick-or-treating with us?"
<<case "fallen angel TF">>
"I love your costume," <<he>> says. "It really looks like the different bits of halo are hovering. Are you coming trick-or-treating with us?"
<<case "demon TF">>
"I love your costume," <<he>> says. "Make sure your tail doesn't fall off. Are you coming trick-or-treating with us?"
<<case "cat TF">>
"I love your costume," <<he>> says. "It makes me want to pet you. Are you coming trick-or-treating with us?"
<<case "cow TF">>
"I love your costume," <<he>> says. "I bet your milk is tasty!" <<He>> seems oblivious to how lewd that statement is. "Are you coming trick-or-treating with us?"
<<case "fox TF">>
"I love your costume," <<he>> says.
<<if $worn.head.name is "spirit mask">>
"The mask goes really well with your fox ears.
<<else>>
"The tail looks so fluffy!
<</if>>
Are you coming trick-or-treating with us?"
<!-- Misc lines -->
<<default>>
"I love your costume," <<he>> says. "I'm not sure what you're supposed to be, but it's very unique! Are you coming trick-or-treating with us?"
<</switch>>
<</if>>
<br><br>
<<if _readyToLeave>>
<<foodicon "halloween">><<link [[Go trick-or-treating (3:00)|Robin Trick 1]]>><<pass 30>><</link>>
<br>
<<else>>
<<ind>><<link [[Just throw something together|Robin Trick Mummy]]>><</link>>
<br>
<</if>>
<<getouticon>><<link [[Leave|Orphanage]]>><<endevent>><</link>>
<br><<effects>>
An idea strikes you. You enter the bathroom, and start wrapping yourself with toilet paper.
<br><br>
You check yourself out in the mirror. Your mummy costume is complete. You hope Bailey doesn't find out where all the toilet paper went.
<br><br>
<<upperwear 65>><<lowerwear 57>><<facewear 18>>
<<link [[Next|Robin Trick Mummy 2]]>><</link>>
<br><<effects>>
You return to Robin. <<He>> stares at your costume. <<He>> looks confused at first, but then releases a mirthful laugh. "Why didn't I think of that?" <<he>> asks aloud. <<He>> looks at your costume again, and giggles.
<br><br>
At last, <<he>> manages to compose <<himself>>. "Are you coming trick-or-treating with us?"
<br><br>
<<link [[Go trick-or-treating (3:00)|Robin Trick 1]]>><<pass 30>><</link>>
<br>
<<link [[Leave|Orphanage]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
<<addNNPCOutfit "Robin" $halloween_robin_costume>><<getNNPCClothes "Robin">><<npcClothesName $NPCList[0] $halloween_robin_costume>>
<<if $robinromance is 1>><<set $dateCount.Total++>><<set $dateCount.Robin++>><</if>>
Together you, Robin and the orphans leave the orphanage, carrying empty bags. The orphans wear a mix of homemade costumes. Some just wear bedsheets with holes cut for eyes.
<<if $halloween_robin_costume is "witch" and C.npc.Robin.pronoun is "m" and $NudeGenderDC gt 0>>
<<if $player.gender is "f" and $player.gender_appearance is "m">>
"Thanks for dressing up as a boy," Robin says as you pass through the door. "It feels better not being the only one dressed as the opposite sex."
<<elseif $player.gender isnot "f" and $player.gender_appearance is "f">>
"Thanks for dressing up as a girl too," Robin says as you pass through the door. "It's made me feel more confident."
<</if>>
<<elseif $halloween_robin_costume is "vampire" and C.npc.Robin.pronoun is "f" and $NudeGenderDC gt 0>>
<<if $player.gender isnot "m" and $player.gender_appearance is "m">>
"Thanks for dressing up as a boy too," Robin says as you pass through the door. "It's made me feel more confident."
<<elseif $player.gender is "m" and $player.gender_appearance is "f">>
"Thanks for dressing up as a girl," Robin says as you pass through the door. "It feels better not being the only one dressed as the opposite sex."
<</if>>
<</if>>
<br><br>
The group stops at the edge of the road. You see other trick-or-treaters up and down the street. "Stay close everyone," Robin announces.
<br><br>
<<link [[Next|Robin Trick 2]]>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>><<wearProp "halloween">>
You walk up to the nearest house and ring the doorbell. A <<generate2>><<person2>><<person>> answers.
<br><br>
"Trick or treat!" the orphans shout in unison. The <<person>> smiles and drops a small handful of sweets into each orphan's bag. Some start tearing into the packaging, until Robin convinces them to wait.
<<ghope>><<hope 1>>
<br><br>
You move between houses, shouting and filling your bags. Most homes are accommodating, but some have signs warning off trick-or-treaters. You spot a police officer watching from a car parked at the end of the street.
<br><br>
<<link [[Next|Robin Trick 3]]>><<endevent>><<pass 30>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>><<wearProp "halloween">>
You come to a brightly-lit house. It's covered in extravagant decorations. The orphans brim with excitement as you ring the bell.
<br><br>
<<generate1>><<person1>>A <<person>> answers. <<He>> casts a dismissive eye over Robin, but smirks when <<he>> looks at you. "Such lovely little costumes," <<he>> says. "Yours especially." <<He>> reaches to one side, and produces a colossal sack of sweets. The orphans gasp.
<br><br>
"I'm sorry," <<he>> says. "They're nice, but I don't think your costumes are up to scratch." The orphans' disappointment is audible. <<He>> leans in close and lowers <<his>> voice. "Maybe you could convince me otherwise. In private. You don't want to disappoint your friends, do you?"
<br><br>
<<saveNPC 0 trick_or_treat>>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Accept|Robin Trick Oral]]>><<set $halloween_trick_NPC to "oral">><<set $sexstart to 1>><</link>><<promiscuous1>><<ghope>>
<br>
<</if>>
<<link [[Refuse|Robin Trick Refuse]]>><<set $halloween_trick_NPC to "refused">><<hope -1>><</link>><<lhope>><<set $outside to 0>><<set $location to "town">><<effects>>
You step away from the <<person>>. "Fine," <<he>> sneers. "Fuck off my property."
<br><br>
Robin tries to cheer everyone up, and points out that there are still many houses to go.
<br><br>
<<endevent>>
<<link [[Next|Robin Trick 4]]>><<pass 30>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<enable_rescue>>
<<if $speech_attitude is "meek">>
You turn to the orphans. "I'll change <<his>> mind," you say. "I won't be long."
<<elseif $speech_attitude is "bratty">>
"That's not fair," you announce. You turn to the orphans. "I'm getting us those sweets."
<<else>>
You turn to the orphans. "I'm going to change <<his>> mind," you say. "I won't be long."
<</if>>
You step through the door, chased by a cheer. It's barely shut when the <<person>> presses <<his>> hands on your shoulders, forcing you to your knees.
<<promiscuity3>>
<<maninit>><<npcoral>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Robin Trick Oral Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Robin Trick Oral]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>><<hope 1>>
<<ejaculation>>
"I love Halloween," <<he>> gasps. "Take your sweets, slut." <<He>> staggers further into the building.
<br><br>
<<clothesontowel>>
<<endcombat>>
<<wearProp "halloween">>
<<tearful>> you pick up the sack of sweets and step outside. The orphans are overjoyed by your success. They crowd around as you pass out the treats. Robin seems oblivious to what you just did.
<br><br>
<<elseif $enemyhealth lte 0>><<hope 1>>
You shove <<him>> back. <<He>> trips over the sack and crashes to the floor.
<br><br>
<<clothesontowel>>
<<endcombat>><<wearProp "halloween">>
<<tearful>> you snatch up the treats and dash outside. The orphans are overjoyed by your success. They crowd around as you pass out the treats. Robin seems oblivious to what you just did.
<br><br>
<<elseif $rescue is 1 and $alarm is 1>>
You hear a tap at the door. "Are you okay?" It's Robin.
<br><br>
The <<person>> pulls away from you. "Fucking slut," <<he>> snarls. "No sweets for you." <<He>> lifts the sack and walks deeper into the building.
<br><br>
<<clothesontowel>>
<<endcombat>>
<<tearful>> you stagger from the building. The orphans are disappointed to see you empty-handed.
<br><br>
Robin tries to cheer everyone up, and points out that there are still many houses to go.
<br><br>
<<else>><<hope -1>>
"Fine," the <<person>> snarls. "No sweets for you." <<He>> lifts the sack and walks deeper into the building.
<br><br>
<<clothesontowel>>
<<endcombat>>
<<tearful>> you stagger from the building. The orphans are disappointed to see you empty-handed.
<br><br>
Robin tries to cheer everyone up, and points out that there are still many houses to go.
<br><br>
<</if>>
<<link [[Next|Robin Trick 4]]>><<pass 30>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
<<npc Robin>><<generatey2>><<person2>>
You continue moving between houses as the sun dips below the rooftops.
<br><br>
You hear loud music as you approach one house. A <<person>> dressed as a zombie answers the door. "Trick or treat!" the orphans shout. The <<person>> doesn't take <<his>> eyes off Robin as <<he>> hands out sweets.
<br><br>
One of the orphans shoves another over unclear ownership rights of a sweet. You dash over to stop things getting out of hand.
<br><br>
<<link [[Next|Robin Trick 5]]>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
You turn back to find the <<person>> resting <<his>> arm above Robin's head. <<Hes>> standing awfully close.
<br><br>
"Why don't we go somewhere private,
<<if $halloween_robin_costume is "witch">>
girl," <<he>> says to Robin. "Show me your witchcraft."
<<elseif $halloween_robin_costume is "vampire">>
boy," <<he>> says to Robin. "I have some delicious blood for you to suck."
<<else>>
<<nnpc_gendery "Robin">>," <<he>> says to Robin. "Show me what you're hiding under that sheet."
<</if>>
<br><br>
<<person1>>
Robin stares at <<his>> feet, too embarrassed to say anything.
<br><br>
<<if hasSexStat("promiscuity", 3) and $robinromance is 1>>
<<link [[Propose threesome|Robin Trick Threesome]]>><<npcincr Robin trauma 1>><</link>><<promiscuous3>><<grtrauma>>
<br>
<</if>>
<<link [[Pull Robin away|Robin Trick Pull]]>><<npcincr Robin love 1>><</link>><<glove>>
<br>
<<if $robinromance is 1>>
<<link [[Slap|Robin Trick Slap]]>><<npcincr Robin dom -1>><<npcincr Robin love 1>><</link>><<ldom>>
<br>
<</if>>
<<link [[Ignore|Robin Trick Ignore]]>><<npcincr Robin trauma 3>><</link>><<grtrauma>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
You take Robin's hand and try to pull <<him>> away. The <<person2>><<person>> grasps <<person1>><<his>> other arm and tugs. "Mine," the <<person2>><<person>> growls. "Fuck off."
<br><br>
You tussle back and forth, until Robin snatches <<person1>><<his>> arm away from the <<person2>><<person>>. The sudden release almost topples you both. Robin clutches your waist. <<person1>><<Hes>> trembling.
<br><br>
The <<person2>><<person>> glares as you leave the property, but doesn't say anything more.
<br><br>
<<link [[Next|Robin Trick 6]]>><<endevent>><<pass 30>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
The <<person2>><<person>> becomes more bold,
<<if $halloween_robin_costume is "witch" and C.npc.Robin.pronoun is "m">>
and starts groping at <<person1>><<his>> chest and groin. <<person2>><<He>> feels beneath Robin's skirt, and recoils, backing up against the door. "You're a boy!" <<he>> says. "Fucking pervert." <<He>> gropes for the door handle, as if afraid Robin will pounce if <<he>> takes <<his>> eyes off. <<He>> disappears into the building.
<<elseif $halloween_robin_costume is "vampire" and C.npc.Robin.pronoun is "f">>
and starts groping at <<person1>><<his>> chest and groin. <<person2>><<He>> feels beneath Robin's trousers, and recoils, backing up against the door. "You're a girl!" <<he>> says. "Fucking pervert." <<He>> gropes for the door handle, as if afraid Robin will pounce if <<he>> takes <<his>> eyes off. <<He>> disappears into the building.
<<else>>
and starts groping at <<person1>><<his>> chest and groin. Robin squirms away, evading the <<person2>><<persons>> excited hands. <<person1>><<He>> hides behind you.
<br><br>
The <<person2>><<person>> hurls verbal abuse at Robin as you leave <<his>> property.
<br><br>
<</if>>
<br><br>
Robin remains quiet as you move to the next house.
<br><br>
<<link [[Next|Robin Trick 6]]>><<endevent>><<pass 30>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
You march up to the <<person2>><<person>>, who turns just in time for a solid slap to the face. Robin covers <<person1>><<his>> eyes. <<person2>>The <<person>> raises <<his>> fists, but you're already stepping forward. You shove <<him>> through the door. It closes behind <<him>>.
<br><br>
You turn to find the orphans staring at you.
<br><br>
<<link [[Justify it|Robin Trick Justify]]>><<hope -1>><<reb 1>><</link>><<lhope>><<greb>>
<br>
<<link [[Apologise|Robin Trick Apologise]]>><<stress 6>><</link>><<gstress>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
<<person2>>"<<He>> was asking for it," you say. "Harassing people isn't okay, and Robin didn't like <<him>>."
<br><br>
Robin remains quiet as you move to the next house, but stays close to you. You hear the orphans whisper and giggle amongst themselves. You think they'll be talking about your temper for a while.
<br><br>
<<link [[Next|Robin Trick 6]]>><<endevent>><<pass 30>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
"Sorry everyone," you say. "You shouldn't hit people like that. I lost my temper. That's no excuse."
<br><br>
Robin remains quiet as you move to the next house, but stays close to you. You hear the orphans whisper and giggle amongst themselves. You think they'll be talking about your temper for a while.
<br><br>
<<link [[Next|Robin Trick 6]]>><<endevent>><<pass 30>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
<<set _robin to statusCheck("Robin")>>
<<if _robin.dom gte 20>>
You walk up to Robin and the <<person2>><<person>>. "Why don't the three of us find somewhere private?" you ask. "The orphans will be okay for a few minutes."
<<promiscuity3>>
The <<person>> looks eager, but Robin keeps <<person1>><<his>> eyes locked on <<his>> feet <span class="red">and shakes <<his>> head.</span>
<<if _robin.trauma gte 30>>
"No... I won't." You can see tears starting to build in <<his>> eyes, but <<he>> stands firm.
<<else>>
"I don't want to."
<</if>>
<br><br>
You take Robin's hand and try to pull <<him>> away. The <<person2>><<person>> grasps <<person1>><<his>> other arm and tugs. "Mine," the <<person2>><<person>> growls. "Fuck off."
<br><br>
You tussle back and forth, until Robin snatches <<person1>><<his>> arm away from the <<person2>><<person>>. The sudden release almost topples you both. Robin clutches your waist. <<person1>><<Hes>> trembling.
<br><br>
The <<person2>><<person>> glares as you leave the property, but doesn't say anything more.
<br><br>
<<link [[Next|Robin Trick 6]]>><<endevent>><<pass 30>><</link>>
<br>
<<else>>
<<set $seductiondifficulty to 8000>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>><span class="gold">You feel more confident in your powers of seduction.</span><</if>><<seductionskilluse>>
<br><br>
You walk up to Robin and the <<person2>><<person>>. "Why don't the three of us find somewhere private?" you ask. "The orphans will be okay for a few minutes."
<<promiscuity3>>
<<if $seductionrating gte $seductionrequired>>
"Sure," the <<person>> says. Robin keeps <<person1>><<his>> eyes locked on <<his>> feet, <span class="green">but nods.</span>
<<if _robin.trauma gte 30>>
You can see tears building in <<his>> eyes.
<</if>>
<br><br>
You tell the orphans you won't be long, before being led into the house. You pass a noisy room. It sounds like there's a party inside. You enter a ground-level bedroom, and the <<person2>><<person>> closes the door behind you.
<br><br>
Despite <<his>> initial interest in Robin, it's you <<he>> pounces on.
<br><br>
<<link [[Next|Robin Trick Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<else>>
"Sure," the <<person>> says. Robin keeps <<person1>><<his>> eyes locked on <<his>> feet <span class="red">and shakes <<his>> head.</span>
<br><br>
You take Robin's hand and try to pull <<him>> away. The <<person2>><<person>> grasps <<person1>><<his>> other arm and tugs. "Mine," the <<person2>><<person>> growls. "Fuck off."
<br><br>
You tussle back and forth, until Robin snatches <<person1>><<his>> arm away from the <<person2>><<person>>. The sudden release almost topples you both. Robin clutches your waist. <<person1>><<Hes>> trembling.
<br><br>
The <<person2>><<person>> glares as you leave the property, but doesn't say anything more.
<br><br>
<<link [[Next|Robin Trick 6]]>><<endevent>><<pass 30>><</link>>
<br>
<</if>>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 200>><<promiscuity5>>
<</if>>
<<set $enemyanger to 0>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($enemyanger gte 20 or $consensual isnot 1)>>
<span id="next"><<link [[Next|Robin Trick Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Robin Trick Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The <<person2>><<person>> collapses on the bed, one arm over <<his>> face. <<He>> starts to snore.
<<promiscuity3>>
<<clotheson>>
<<endcombat>>
<<tearful>> you and Robin return to the orphans. Robin doesn't say anything, but kisses you on the cheek as you leave the building.
<br><br>
<<elseif $enemyhealth lte 0>>
The <<person2>><<person>> collapses on the bed. You grasp Robin's arm and flee the room.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $enemyanger gte 20 or $consensual isnot 1>>
"St-stop," Robin stammers. "Stop. I don't like this. It's too rough."
<br><br>
"You think this is rough?" the <<person2>><<person>> complains. <<He>> doesn't push the point, but returns to <<his>> party in a bad mood.
<br><br>
<<clotheson>>
<<endcombat>>
<<tearful>> you and Robin return to the orphans. Robin doesn't say anything, but kisses you on the cheek as you leave the building.
<br><br>
<<else>>
"Fucking make up your mind," the <<person2>><<person>> complains. <<He>> returns to <<his>> party in a bad mood.
<br><br>
<<clotheson>>
<<endcombat>>
<<tearful>> you and Robin return to the orphans. Robin doesn't say anything, but kisses you on the cheek as you leave the building.
<br><br>
<</if>>
Robin remains quiet as you move to the next house, but stays close to you.
<br><br>
<<link [[Next|Robin Trick 6]]>><<pass 30>><</link>><<set $outside to 0>><<set $location to "town">><<effects>>
<<npc Robin>>You continue between houses, gathering more and more treats. The sun hangs low in the sky. "We should head back," Robin says. "I think the orphans are getting tired."
<br><br>
You return to the orphanage, bags full of sweets.
<<ghope>><<hope 1>>
<br><br>
<<link [[Next|Robin Trick 7]]>><<pass 60>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
"Remember," Robin announces in a hushed tone once outside the orphanage. "Don't let Bailey know. <<endevent>><<npc Bailey>><<person1>><<Hes>> busy today, but be careful anyway."
<br><br>
<<endevent>><<npc Robin>><<person1>>
You walk with Robin to <<his>> room. <<if $halloween_robin_costume is "ghost">><<He>> pulls the sheet off <<his>> head.<<else>><<Hes>> still dressed as a $halloween_robin_costume.<</if>> <<He>> looks tired, but smiles at you. "Thank you for coming," <<he>> says. "It made the orphans easier to manage."
<br><br>
<<link [[Hug (0:05)|Robin Trick Hug]]>><<npcincr Robin love 1>><<npcincr Robin trauma -2>><<pass 5>><</link>><<glove>><<lrtrauma>>
<br>
<<if $robinromance is 1>>
<<link [[Kiss (0:05)|Robin Trick Kiss]]>><<pass 5>><<set $sexstart to 1>><<npcincr Robin love 1>><</link>><<promiscuous1>><<glove>>
<br>
<</if>>
<<link [[Talk (0:05)|Robin Trick Talk]]>><<npcincr Robin love 1>><<pass 5>><</link>><<glove>>
<br><<set $outside to 0>><<set $location to "town">><<effects>><<wearProp "halloween">>
You embrace Robin, and <<he>> squeezes you back. <<He>> rests <<his>> head on your shoulder. You hold <<him>> for a few minutes, listening to <<him>> breathe, until <<he>> pulls away.
<br><br>
"My sweets!" <<he>> says. "I almost forgot." <<He>> lifts <<his>> bag and rifles through the contents. "There are so many," <<he>> says. <<He>> points at your bag. "We can trade the ones we don't like."
<br><br>
You swap sweets with Robin, though <<he>> has trouble making up <<his>> mind, until <<he>> eats one too many and lies back on the bed.
<<stress -18>><<trauma -18>><<lltrauma>><<llstress>>
<br><br>
<<robinoptions>><<set $outside to 0>><<set $location to "town">><<effects>><<wearProp "halloween">>
You chat with Robin, until <<he>> jerks to <<his>> feet. "My sweets!" <<he>> says. "I almost forgot." <<He>> lifts <<his>> bag and rifles through the contents. "There are so many," <<he>> says. <<He>> points at your bag. "We can trade the ones we don't like."
<br><br>
You swap sweets with Robin, though <<he>> has trouble making up <<his>> mind, until <<he>> eats one too many and lies back on the bed.
<<stress -18>><<trauma -18>><<lltrauma>><<llstress>>
<br><br>
<<robinoptions>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 200>><<npckiss>><<set $enemyarousalmax to 500>>
<<set $enemyarousalmax to $enemyarousalmax * ($npcArousalMult / 100)>>
You climb atop Robin, pushing <<him>> down onto the bed. <<He>> gasps as your lips meet. <<takeKissVirginity "Robin" `($robinromance is 1?"loveInterest":"romantic")`>>
<br><br>
<</if>>
<<set $enemyanger to 0>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Robin Trick Kiss Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Robin Trick Kiss]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Robin clings to you. "I'm so lucky to have you," <<he>> says, burying <<his>> face in your neck.
<<promiscuity1>>
<<clotheson>>
<<endcombat>>
<<elseif $enemyhealth lte 0>>
"Not so rough!" Robin says.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $finish is 1>>
<<clotheson>>
<<endcombat>>
<</if>>
<<npc Robin>><<person1>><<wearProp "halloween">>
Robin jerks to <<his>> feet. "My sweets!" <<he>> says. "I almost forgot." <<He>> lifts <<his>> bag and rifles through the contents. "There are so many," <<he>> says. <<He>> points at your bag. "We can trade the ones we don't like."
<br><br>
You swap sweets with Robin, though <<he>> has trouble making up <<his>> mind, until <<he>> eats one too many and lies back on the bed.
<<stress -18>><<trauma -18>><<lltrauma>><<llstress>>
<br><br>
<<robinoptions>><<location "beach">><<effects>>
<<set _robin to statusCheck("Robin")>>
<<npc Robin>><<person1>>
<<set _scandalous to ($robinromance is 1 and $worn.under_upper.type.includesAny("swim", "naked") and $worn.under_lower.type.includesAny("swim", "naked") and $worn.upper.type.includes("naked") and $worn.lower.type.includes("naked") and $worn.under_upper.reveal gte 800 and $worn.under_lower.reveal gte 800)>>
You see Robin <<if $robin.stayup isnot 2>>stood<<else>>nodding off<</if>> behind <<his>> lemonade stand.
<<print $robin.timer.hurt gte 1 ? "<<He>> glances away when <<he>> sees you." : _robin.trauma gte 40 ? "<<He>> flinches whenever somebody passes <<him>>. When <<he>> sees you, <<he>> gives a timid wave." : _scandalous ? "<<He>> stares at you with <<his>> mouth agape, scandalised by your swimwear. <<He>> raises <<his>> hand in a tentative wave." : $robin.stayup is 2 ? "<<He>> startles awake when <<he>> sees you." : "<<He>> waves when <<he>> sees you.">>
<<if $daily.robin.passout gte 1 and !$daily.robin.passoutTalk>>
"Hey," <<he>> says as you draw close. "Are you feeling better? You had me worried, you know."
<<set $daily.robin.passoutTalk to 1>>
<<elseif $robin.timer.hurt gte 1>>
<br><br>
"Hey," <<he>> says as you draw close. <<He>> sounds distant, and doesn't greet you further. The silence is made more awkward by the lack of customers.
<<elseif $robinlemonadeintro isnot 1>><<set $robinlemonadeintro to 1>><<set $daily.robin.freeDrink to 1>>
<<wearProp "lemonade">>
<br><br>
"Hey," <<he>> says as you draw close. <<He>> <<= $robin.stayup is 2 ? "gives you a tired smile, stifling a yawn" : "beams">>. "It's nice to see you. I want you to try my lemonade." <<He>> mixes together water, lemon juice, and sugar and hands you the glass. "On the house." It's very sweet.
<<elseif $robin.stayup is 2>>
"It's you," <<he>> says with a big yawn. "I should be trying to get more customers, but I'm too tired."
<<else>>
<<if _robin.crossdressing is 2>>
<<if _robin.pronoun is "f">>
<<if _robin.breastsize gte 9>> /* massive, huge, gigantic, enormous */
Robin's normally <<breastsizedesc _robin.breastsize>> breasts look much less obvious under <<his>> chest binding,
but with <<his>> natural size being so large, they're still quite hard to hide.
<<elseif _robin.breastsize gte 6>> /* full, large, ample */
Robin's normally <<breastsizedesc _robin.breastsize>> breasts look much less obvious under <<his>> chest binding,
but you can see the swell of <<his>> breasts when you look for it.
<<elseif _robin.breastsize gte 3>> /* small, pert, modest */
Robin's normally <<breastsizedesc _robin.breastsize>> breasts are nearly undetectable under <<his>> chest binding.
<<elseif _robin.breastsize gte 1>> /* budding, tiny */
Robin's normally <<breastsizedesc _robin.breastsize>> breasts are completely undetectable under <<his>> chest binding.
<</if>>
<<He>> looks happy though.
<<else>>
<<His>> <<npcClothesText _robin "upper">> and big smile makes <<him>> look like a happy girl.
<</if>>
<</if>>
<</if>>
<<balloonRobinTalk>>
<br><br>
<<lemonade_stand_options>><<location "beach">><<effects>>
<<npc Robin>><<person1>>
<<money -100 "robin">>
"<<print $robin.timer.hurt gte 1 ? "I guess." : "Sure!">> Just give me a minute..." Robin says, pouring the lemonade into a glass.
<br><br>
<<He>> hands you the glass with a <<print $robin.timer.hurt gte 1 ? "blank expression" : "smile">>, and you slide £1 across the counter.
<br><br>
<<if $robin.timer.hurt gte 1>>
<<set $robinmoney += 1>>
<<balloonRobinAngryPurchase>>
<<elseif $robinpaid is 1 and $daily.robin.freeDrink isnot 1>>
<<set $daily.robin.freeDrink to 1>>
"I-I can't take this from you..." <<he>> says, pushing the money back across to you. "You're already paying Bailey for me. Besides, I'd just end up giving it back to you."
<<money 100 "robin">>
<<elseif $robinpaid is 1>>
<<set $robinmoney += 1>>
"I... do have to take it from you this time," <<he>> says, frowning as <<he>> looks down at the money. "I have to pay for the ingredients. I can't keep giving it away, even if I want to."
<<else>>
<<set $robinmoney += 1>>
"Thanks for your purchase!" <<he>> says with a smile, putting the money under the counter.
<</if>>
<br><br>
You down the glass almost in one go, listening to the waves as you watch the tide roll.
<br><br>
"<<print either(
"...Have you ever watched the sky on a clear night? There's so many stars out there... so many worlds just like ours. ...I wish the orphanage had a telescope.",
"Sometimes I like just watching people on the beach. They seem like they're having so much fun...",
"One of these days, I want to go swimming out in the ocean. Do you think anyone would look at me weird for having a school swimsuit?")>>"
<br><br>
<<if Time.hour gte 17>>
"I need to start carrying my stuff home." Robin says. "Business drops off around now. Could you please help me pack this up?"
<<endevent>>
<br><br>
<<link [[Accept (0:30)|Orphanage]]>><<npcincr Robin love 1>><<pass 30>><</link>><<glove>>
<br>
<<link [[Refuse|Beach]]>><</link>>
<br>
<<else>>
<<lemonade_stand_options>>
<</if>><<location "beach">><<effects>>
<<npc Robin>><<person1>>
<<set _robin to statusCheck("Robin")>>
<<if $leftarm is "bound" or $rightarm is "bound">>
<<He>> looks at your arms. "Oh. You can't help like that. Here." <<He>> walks behind you, and undoes your bindings with deft hands.<<unbind>>
<br><br>
<</if>>
<<if Time.hour gte 17>>
<<if _robin.trauma gte 40>>
"Hey, do you think you can walk me home?" Robin says, shivering. "I don't think I can handle any more of this."
<<else>>
"I'd like help carrying my stuff home," Robin says. "People don't buy much lemonade once it's this late."
<</if>>
<br><br>
You walk with Robin back to the orphanage.
<br><br>
<<if $arousal gte $arousalmax>>
You're almost back when your body finally betrays you.
<<orgasm>>
Robin politely looks away, but can't help but be affected.<<npcincr Robin lust 1>>
<br><br>
<</if>>
<<endevent>>
<<link [[Next|Orphanage]]>><</link>>
<br>
<<elseif $robin.timer.hurt gte 1>>
<<balloonRobinAngryHelp>>
<<lemonade_stand_options>>
<<else>>
<<He>> smiles<<if _robin.trauma gte 40>> weakly<</if>>.
<<if $rng gte 81 and ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled")) and $livestock_intro isnot undefined>>
<<if _robin.trauma gte 40>>
"I think I'm okay right now, but could you please stay with me?" Robin asks you as <<he>> fidgets.
<<else>>
"I have everything I need. You're welcome to stay though. I would like the company."
<</if>>
<br><br>
You keep Robin company while <<he>> runs the stand, and chat with <<him>> while there are no customers.
<<npcincr Robin love 1>><<glove>><<ltrauma>><<lstress>><<trauma -3>><<stress -6>>
<br><br>
<<if _robin.dom gte 60>>
<<generate2>><<person2>>
A <<person>> approaches the stand.
<<if _robin.trauma gte 40>>
"Hi," Robin says, looking down. "O-one pound for lemonade if that's okay."
<<else>>
"Welcome," Robin says. "One pound for fresh lemonade."
<</if>>
<br><br>
"Sure, sweetie," the <<person>> says before turning to you. <<He>> sprouts a lecherous, crooked smile. "I remember you. From the farm. Why don't you come with me? I'll bring you home." <<He>> holds <<his>> hand out.
<br><br>
You feel conflicted. Memories of your abuse conflict with pleasant thoughts of open fields. You hesitate, then bring your hand to <<hers>>.
<br><br>
<<link [[Next|Robin's Lemonade Cow]]>><</link>>
<br>
<<else>>
<<generate2>><<person2>>
A <<person>> approaches the stand.
<<if _robin.trauma gte 40>>
"Hi," Robin says, looking down. "O-one pound for lemonade if that's okay."
<<else>>
"Welcome," Robin says. "One pound for fresh lemonade."
<</if>>
<br><br>
"Sure, sweetie," the <<person>> says before turning to you. <<He>> sprouts a lecherous, crooked smile. "I remember you. From the farm. Why don't you come with me? I'll bring you home." <<He>> holds <<his>> hand out.
<br><br>
You feel conflicted. Memories of your abuse conflict with pleasant thoughts of open fields. You hesitate, then bring your hand to <<hers>>. "E-Excuse me, <<sir>>," Robin interrupts. "Your lemonade."
<br><br>
The <<person>> looks surprised, but <<his>> smile doesn't fade. "Thanks, sweetheart," <<he>> says, taking the proffered cup. "Keep a close eye on your friend." <<He>> walks away.
<br><br>
The other customers are less creepy, but Robin seems shaken.
<br><br>
<<lemonade_stand_options>>
<</if>>
<<elseif $rng gte 61>>
<<if $robinsignintro isnot 1>>
<<set $robinsignintro to 1>>
<<He>> crouches behind the stand, and emerges holding a sign. It has "Robin's Lemonade" written on it, with directions beneath.
<<if _robin.trauma gte 40>>
"Hey... can you hold this sign and walk around a bit? Just to help get some more customers."
<<else>>
"Could you walk across the beach carrying this? More customers would help a lot."
<</if>>
<br><br>
<<else>>
"Could you advertise my stand again? It really helped last time."
<br><br>
<</if>>
You take the sign and walk down the beach.
<br><br>
You see people read the sign, but don't know if any are convinced by it.
<<famebusiness 1>><<set $robinmoney += 5>>
<br><br>
<<link [[Keep trying|Robin's Lemonade Sign]]>><</link>>
<br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Flirt with potential customers|Robin's Lemonade Flirt]]>><<famebusiness 1>><</link>><<promiscuous2>>
<br>
<</if>>
<<elseif $rng gte 21>>
<<if _robin.trauma gte 40>>
"I'm out of water. I don't want to be alone but could you buy some more?" Robin says nervously. "There's some on High Street that's cheap, but there's some nearby and I don't want you to be away very long..."
<<He>> places <<his>> hand in yours, giving you £20. <<His>> hand lingers longer than necessary. "Please, hurry back."
<<set _extramoney to true>>
<<else>>
"I need more water. I go through it so quickly. I don't like asking because it's heavy, but could you buy some more? You'll need to go to the High Street to find it cheap. They charge too much nearby." <<He>> hands you £2. "That's enough for a large bottle."
<</if>>
<br><br>
<<if _robin.trauma gte 40>>
As you leave the beach you see a shop selling large bottles of water. Robin's money is just enough to cover four. You could get some from High Street, but you worry about leaving Robin alone for too long.
<<else>>
As you leave the beach you see a shop selling large bottles of water. Robin was right, it's expensive here. It would be much harder to carry the water all the way from the High Street though.
<</if>>
<br><br>
<<link [[Go to the High Street|Robin's Lemonade High]]>><</link>>
<br>
<<if $money gte 2000>>
<<link [[Buy water with your own money (£20)|Robin's Lemonade Buy]]>><<set $phase to 0>><<money -2000 "robin">><</link>>
<br>
<</if>>
<<if _extramoney>>
<<link [[Buy water with Robin's money|Robin's Lemonade Buy]]>><<set $phase to 1>><</link>>
<br>
<</if>>
<<set $skulduggerydifficulty to 200>>
<<link [[Steal the water|Robin's Lemonade Steal]]>><<crimeUp 20 "petty">><</link>><<skulduggerydifficulty>><<crime "petty">>
<br>
<<if hasSexStat("promiscuity", 2)>>
<<if _extramoney>>
<<link [[Flirt for cheaper water|Robin's Lemonade Seduction]]>><<set $phase to 1>><</link>><<promiscuous2>>
<<else>>
<<link [[Flirt for cheaper water|Robin's Lemonade Seduction]]>><<set $phase to 0>><</link>><<promiscuous2>>
<</if>>
<br>
<</if>>
<<else>>
<<if _robin.trauma gte 40>>
"I think I'm okay right now, but could you please stay with me?" Robin asks you as <<he>> fidgets.
<<else>>
"I have everything I need. You're welcome to stay though. I would like the company."
<</if>>
<br><br>
You keep Robin company while <<he>> runs the stand, and chat with <<him>> while there are no customers.
<<npcincr Robin love 1>><<glove>><<ltrauma>><<lstress>><<trauma -3>><<stress -6>>
<br><br>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure) and $daily.robin.beachPolice isnot 1>>
<<set $daily.robin.beachPolice to 1>>
<<endevent>><<generatePolice 1>><<generatePolice 2>>A <<fullGroup>>, both dressed in police uniforms, approach the stand.
<<if _robin.trauma gte 40>>
Robin looks intimidated by them, "O-one pound fo-"
<<else>>
"Welcome," Robin begins. "One pound for fresh-"
<</if>>
<br><br>
"Shush," <<person1>>the <<person>> interrupts. "We're here to see your permit."
<br><br>
"P-permit?" Robin asks.
<br><br>
"That's right. Don't tell me you don't have one?"
<br><br>
"I don't think <<nnpc_he "Robin">> has one," the <<person2>><<person>> says. "That's twenty years in prison, easy." The colour drains from Robin's face.
<br><br>
"Yeah," the <<person1>><<person>> says. "Or we can fine you £100. Up to you."
<br><br>
Robin starts counting out the money with shaking hands.
<br><br>
<<link [[Comfort Robin|Robin's Lemonade Comfort]]>><</link>>
<br>
<<if $money gte 10000>>
<<link [[Pay for Robin|Robin's Lemonade Pay]]>><<money -10000 "robin">><<set $daily.robin.policePay to 1>><<famegood 3>><</link>>
<br>
<</if>>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Offer your body|Robin's Lemonade Offer]]>><<famegood 3>><<set $daily.robin.policeBody to 1>><</link>>
<br>
<</if>>
/* <<if $submissive lte 500>> */
<<link [[Intimidate|Robin's Lemonade Intimidate]]>><<def 1>><</link>><<defianttext>>
<br>
/* <</if>> */
<<else>>
"Thank you for spending time with me," <<he>> says after a while.
<br>
<<if $arousal gte $arousalmax>>
But you can't concentrate on <<his>> words.
<<orgasm>>
Robin politely looks away, but can't help but be affected.<<npcincr Robin lust 1>>
<br>
<</if>>
<br>
<<lemonade_stand_options>>
<</if>>
<</if>>
<</if>><<location "beach">><<effects>>
<<generate2>><<person2>>
<<set _robin to statusCheck("Robin")>>
You walk to the other end of the populated part of the beach, and then back to Robin. <<person1>><<Hes>> servicing a <<person2>><<person>>.
<br><br>
<<if _robin.trauma gte 40>>
"One pound please, if that's ok."
<br><br>
"Here," the <<person>> says. "You interested in making a little extra? I love the shy ones."
<br><br>
Robin's eyes go wide. "No! No, I-I'm alright." <<person1>><<He>> takes a deep breath and tries to hand the <<person2>><<person>> <<his>> lemonade, but
<<person1>><<his>> shaking hands slip. Lemonade spills all over the table and on the <<person2>><<personsimple>>'s shoes.
<br><br>
"Hey! Watch it, brat!" the <<person2>><<person>> fumes. Robin flinches and holds <<person1>><<his>> hands over <<his>> face.
<br><br>
Robin notices you as the <<person2>><<person>> storms off. <<person1>><<He>> sniffles but tries to smile at you. "Thanks for helping."
<<else>>
"That'll be one pound please."
<br><br>
"Thanks," the <<person>> says. "You interested in making a little extra? I know a quiet place we could go."
<br><br>
Robin looks confused. "But I need my stand in a busy place so people can see it. Thanks for trying to help though."
<br><br>
"No," the <<person>> says. "You know what, forget it."
<br><br>
Robin notices you as the <<person>> leaves.<<person1>> "Business has improved a lot," <<he>> says. "Thank you."
<</if>>
<br><br>
<<if $arousal gte $arousalmax>>
You try to reply, but you can't concentrate.
<<orgasm>>
Robin politely looks away, but can't help but be affected.<<npcincr Robin lust 1>>
<br><br>
<</if>>
<<lemonade_stand_options>><<location "beach">><<effects>>
<<set _robin to statusCheck("Robin")>>
<!-- I feel like this can be turned into a function -->
<<set $seductiondifficulty to 4000>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>><span class="gold">You feel more confident in your powers of seduction.</span><</if>><<seductionskilluse>>
<<promiscuity2>>
<<if $seductionrating gte $seductionrequired>>
You decide to be more assertive, flirting with potential customers and disarming them with charm. When you return to Robin there's a queue. <<He>> smiles at you.
<br><br>
"I don't know how you did it, but thank you." <<He>> kisses you on the cheek.
<<glove>><<npcincr Robin love 1>><<ltrauma>><<lstress>><<trauma -3>><<stress -6>><<set $robinmoney += 5>>
<br><br>
<<lemonade_stand_options>>
<<else>>
<<generate2>><<person2>>
You turn on the charm, but still can't get anyone interested. You return to Robin. <<person1>><<Hes>> servicing a <<person2>><<person>>.
<br><br>
<<if _robin.trauma gte 40>>
"One pound please, if that's ok."
<br><br>
"Here," the <<person>> says. "You interested in making a little extra? I love the shy ones."
<br><br>
Robin's eyes go wide. "No! No, I-I'm alright." <<person1>><<He>> takes a deep breath and tries to hand the <<person2>><<person>> <<his>> lemonade, but
<<person1>><<his>> shaking hands slip. Lemonade spills all over the table and on the <<person2>><<personsimple>>'s shoes.
<br><br>
"Hey! Watch it, brat!" the <<person2>><<person>> fumes. Robin flinches and holds <<person1>><<his>> hands over <<his>> face.
<br><br>
Robin notices you as the <<person2>><<person>> storms off. <<person1>><<He>> sniffles but tries to smile at you. "Thanks for helping."
<<else>>
"That'll be one pound please."
<br><br>
"Thanks," the <<person>> says. "You interested in making a little extra? I know a quiet place we could go."
<br><br>
Robin looks confused. "But I need my stand in a busy place so people can see it. Thanks for trying to help though."
<br><br>
"No," the <<person>> says. "You know what, forget it."
<br><br>
Robin notices you as the <<person>> leaves.<<person1>> "Business has improved a lot," <<he>> says. "Thank you."
<</if>>
<br><br>
<<lemonade_stand_options>>
<</if>><<location "beach">><<effects>>
<<set _robin to statusCheck("Robin")>>
You walk to the High Street and buy a large bottle of water. You return to the beach.
<<if _robin.trauma gte 40>>
Robin waves you over. <<Hes>> shaking. "I was so worried that something happened to you!" <<He>> hugs you tightly. <<npcincr Robin trauma 1>><<grtrauma>>
<<else>>
Robin waves at you. "Thank you. I'd need to close the stand if not for you." <<He>> hugs you.
<</if>>
<br><br>
<<if $arousal gte $arousalmax>>
The hug pushed your aroused body over the edge.
<<orgasm>>
Robin releases you in surprise, and can't help but be affected.<<npcincr Robin lust 1>>
<br><br>
<</if>>
<<if _robin.trauma gte 40>>
You quietly put Robin's change back on <<his>> table.
<<set $robinmoney += 2>>
<br><br>
<</if>>
<<lemonade_stand_options>><<location "beach">><<effects>>
<<set _robin to statusCheck("Robin")>>
You buy four large bottles of water and haul them back to Robin. Their weight makes it slow going as you need to take frequent breaks, but it's not too far. Robin rushes over to help when <<he>> sees you.
<<if _robin.trauma gte 40>>
"Thank you so much! I'm glad you weren't gone that long, I was starting to get worried." Robin looks like a load has been taken off <<his>> back.
When you get back to <<his>> stand <<he>> hugs you tightly.
<<if $phase is 0>>
<br><br>
You quietly leave the £20 <<he>> gave you on the stand.
<<set $robinmoney += 2>>
<<else>>
<<set $robinmoney -= 2>>
<</if>>
<<else>>
"How did you-" <<He>> pauses. "You can't have carried these all that way."
<br><br>
"I found it discounted at a closer shop," you say.
<br><br>
"You're so good with money. Thank you." You quietly leave the £2 <<he>> gave you on the stand.
<</if>>
<<npcincr Robin love 1>><<glove>>
<br><br>
<<endevent>>
<<lemonade_stand_options>><<location "beach">><<effects>>
<<endevent>><<generate1>><<person1>>
<<set _robin to statusCheck("Robin")>>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
You enter the shop and start loading up a trolley with large bottles of water. Once done, you pretend to browse and wait. A talkative customer strikes up a conversation with the <<person>> behind the counter, giving you your chance. You push the trolley from the shop.
<br><br>
<<endevent>><<npc Robin>><<person1>>
You keep pushing it all the way back to Robin. <<His>> eyes widen when <<he>> sees you.
<<if _robin.trauma gte 40>>
"Thank you so much! I'm glad you weren't gone that long, I was starting to get worried." Robin looks like a load has been taken off <<his>> back.
When you get back to <<his>> stand <<he>> hugs you tightly. You quietly leave the £20 <<he>> gave you on the counter.
<<set $robinmoney += 2>>
<<else>>
"I've never thought of that," <<he>> says. "You're so clever." You quietly leave the £2 <<he>> gave you on the counter.
<</if>>
<<npcincr Robin love 1>><<glove>>
<br><br>
<<skulduggeryuse>>
<<lemonade_stand_options>>
<<else>>
You enter the shop and start loading up a trolley with large bottles of water. Once done, you pretend to browse and wait. A talkative customer strikes up a conversation with the <<person>> behind the counter, giving you your chance. You push the trolley from the shop.
<br><br>
An arm grabs your shoulder. It's the <<person>>. "You little shit. I'll teach you to steal from me."
<br><br>
<<skulduggeryuse>>
<<link [[Next|Robin's Lemonade Steal Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<location "beach">><<effects>>
<<endevent>><<generate1>><<person1>>
<<set $seductiondifficulty to 6000>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>><span class="gold">You feel more confident in your powers of seduction.</span><</if>><<seductionskilluse>>
<br><br>
<<promiscuity2>>
<<if $seductionrating gte $seductionrequired>>
You lean on the counter in a nearby shop. A <<person>> stands behind it. You look <<him>> in the eyes and smile playfully. "I'm really thirsty," you say. "I need several large bottles of water, but I have no money." You lower your voice. "Maybe there's some other way I can pay?"
<br><br>
<<He>> walks to the door and locks it. "Alright, whore. Show me what you can do."
<br><br>
<<link [[Next|Robin's Lemonade Steal Molestation]]>><<set $sexstart to 1>><</link>>
<br>
<<else>>
You lean on the counter in a nearby shop. A <<person>> stands behind it. You look <<him>> in the eyes and smile playfully. "I'm really thirsty," you say. "I need several large bottles of water, but I have no money." You lower your voice. "Maybe there's some other way I can pay?"
<br><br>
<<He>> doesn't look impressed. "I can't give away shit to every slut who comes in here. Pay up or piss off."
<br><br>
<<endevent>><<npc Robin>><<person1>>
<<link [[Go to the High Street|Robin's Lemonade High]]>><</link>>
<br>
<<if $money gte 2000>>
<<link [[Buy water with your own money (£20)|Robin's Lemonade Buy]]>><<money -2000 "robin">><</link>>
<br>
<</if>>
<<if $phase is 1>>
<<link [[Buy water with Robin's money|Robin's Lemonade Buy]]>><<set $phase to 1>><</link>>
<br>
<</if>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<set $enemyanger += 150>>
<<enable_rescue>>
<<elseif $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Robin's Lemonade Steal Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Robin's Lemonade Steal Molestation]]>><</link>></span><<nexttext>>
<</if>><<location "beach">><<effects>>
<<set _robin to statusCheck("Robin")>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"You can have the water," <<he>> says. "Fair price for a whore."
<br><br>
<<elseif $enemyhealth lte 0>>
"Fucking <<bitch>>," <<he>> says. "Keep your damn water. You'll get yours." <<He>> hobbles away.
<br><br>
<<elseif $finish is 1>>
"Fucking tease," <<he>> says. "Take your damn water and get out."
<br><br>
<<else>>
<<set $rescued += 1>>
Your cry attracts attention. Heads turn up and down the street. The <<person>> backs away from you, aware of how this must look. "Fucking <<bitch>>," <<he>> says. "Keep your damn water. You'll get yours."
<br><br>
<</if>>
<<clothesontowel>>
<<endcombat>>
<<npc Robin>><<person1>>
<<tearful>> you walk back to Robin, who rushes over to help when <<he>> sees you.
<<if _robin.trauma gte 40>>
"Thank you so much! I'm glad you weren't gone that long, I was starting to get worried." Robin looks like a load has been taken off <<his>> back.
<<else>>
"How did you-" <<He>> pauses. "You can't have carried these all that way."
<</if>>
<br><br>
<<if $pain gte 40>>
<<He>> sees your tears. "What's wrong?" <<he>> asks, putting <<his>> arms around you. You sob into <<his>> shoulder and feel a little better.
<<npcincr Robin dom 1>><<gdom>>
<<lpain>><<pain -5>>
<br><br>
<</if>>
<<if _robin.trauma gte 40>>
You quietly leave the £20 <<he>> gave you on the stand.
<<else>>
"I found it discounted at a closer shop," you say.
<br><br>
"You're so good with money. Thank you." You quietly leave the £2 <<he>> gave you on the stand.
<</if>>
<<npcincr Robin love 1>><<glove>>
<br><br>
<<lemonade_stand_options>><<location "beach">><<effects>>
<<endevent>><<npc Robin>><<person1>>
You put your arm around Robin's shoulders, which steadies <<him>> a bit. The crooked police take the money and leave.
<br><br>
Once they're gone, Robin bursts into tears and buries <<his>> head in your shoulder. "W-what am I going to do?" <<he>> sobs. You hold <<him>> tight until <<he>> calms down. "Th-thank you."
<<npcincr Robin trauma 3>><<grtrauma>>
<br><br>
<<lemonade_stand_options>><<location "beach">><<effects>>
<<endevent>><<npc Robin>><<person1>>
"I'll pay," you say. Robin shakes <<his>> head, but can't seem to form words. You gently push <<him>> aside and hand your money to the police.
<br><br>
Once they're gone, Robin bursts into tears and buries <<his>> head in your shoulder. "I-I," <<he>> sobs. "I was so scared. Thank you." <<He>> calms down a bit as <<he>> puts the money back beneath the stand.<<npcincr Robin trauma -3>><<lrtrauma>>
<br><br>
<<lemonade_stand_options>><<location "beach">><<effects>>
<<set _robin to statusCheck("Robin")>>
You gently push Robin to the side and lean forward. "Wouldn't you rather have some fun with me?" you whisper.
They smile. "Sure," the <<person1>><<person>> says. "That'd work."
<br><br>
Robin looks confused. "I'm going to work this out with them," you say. "I'll be back later."
<br><br>
<<if _robin.dom gte 40>>
Robin hugs you tightly. "Be careful, I don't like the look of those guys."
<<else>>
Robin hugs you. "Okay. See you soon."
<</if>>
<br><br>
You walk off the beach with the police. Their car is parked in a nearby alley. "Get in," the <<person2>><<person>> says. You climb in the back seat and <<he>> follows close behind. The <<person1>><<person>> gets in on the other side.
<br><br>
<<link [[Next|Robin's Lemonade Offer Molestation]]>><<set $molestationstart to 1>><</link>>
<br><<location "beach">><<effects>>
You clench your fists in anger. "What would your superior think about you shaking down lemonade stands?"
<br><br>
The <<person1>><<person>> laughs. "Don't pretend anyone cares." <<He>> looks back at Robin. "Pay up!" <<He>> snaps, making Robin jump in fright.
<br><br>
"And I'm sure you've been giving them their cut, right?" The <<person2>><<person>> looks nervous.
<br><br>
"Shut up, slut," the <<person1>><<person>> says, but the <<person2>><<person>> turns to <<person1>><<him>>. "This sounds like a headache. I think we leave this one."
<br><br>
"Fine," the <<person>> snarls. <<He>> looks at you. "I'll remember your face."
<br><br>
<<endevent>><<npc Robin>><<person1>>
Robin bursts into tears and buries <<his>> head in your shoulder. "I-I," <<he>> sobs. "I was so scared. Thank you." Once <<he>> calms down a bit, <<he>> puts the money back beneath the stand.
<<npcincr Robin trauma -3>><<lrtrauma>>
<br><br>
<<lemonade_stand_options>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<set $enemytrust -= 50>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Robin's Lemonade Offer Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Robin's Lemonade Offer Molestation]]>><</link>></span><<nexttext>>
<</if>><<location "beach">><<effects>>
<<set _robin to statusCheck("Robin")>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Cheaper than the brothel," the <<person1>><<person>> says. <<He>> opens the car door. "Go back to your friend."
<br><br>
<<elseif $enemyhealth lte 0>>
You knock the <<person1>><<person>> into the brake. The car starts to roll out into the road, and they both scramble to fix it. You seize the opportunity and escape.
<<crime "assault">><<crimeUp 100 "assault">>
<br><br>
<</if>>
<<clothesontowel>>
<<endcombat>>
<<npc Robin>><<person1>>
<<tearful>> you walk back to Robin. <<He>> runs up to you when <<he>> sees you.
<br><br>
<<if $pain gte 40>>
<<He>> sees your tears and hugs you.
<<if _robin.dom gte 60>>
"If they hurt you..." <<he>> says.
<<else>>
"I hope they didn't hurt you," <<he>> says.
<</if>>
<<else>>
<<He>> hugs you. "I hope they didn't hurt you," <<he>> says.
<</if>>
<br><br>
"N-no," you say. "Everything's fine."
<<npcincr Robin love 1>><<glove>><<npcincr Robin trauma -3>><<lrtrauma>>
<br><br>
<<lemonade_stand_options>><<location "beach">><<effects>>
<<set _robin to statusCheck("Robin")>>
<<if $leftarm is "bound" or $rightarm is "bound">>
<<He>> looks at your arms. "Oh. You can't help like that. Here." <<He>> walks behind you, and undoes your bindings with deft hands.<<unbind>>
<br><br>
<</if>>
You help Robin carry <<his>> equipment to the beach.
<<if _robin.trauma gte 40>>
"Thank you, I don't know what I'd do if you weren't here." <<He>> starts juicing lemons, flinching when other people draw near.
<<else>>
"Thank you for the help," <<he>> says. "It's hard carrying it all on my own." <<He>> starts juicing lemons.
<</if>>
<<balloonRobinTalk>>
<br><br>
<<lemonade_stand_options>><<set $outside to 1>><<set $location to "town">><<effects>>
You and Robin leave for the beach. You are walking a little ahead, carrying some of <<his>> equipment. Just as you leave the orphanage with Robin you bump into a <<endevent>><<generate1>><<person1>><<person>> passing by. The clash causes you to drop what you are holding.
<<He>> staggers back and looks at you with anger, but <<his>> rage turns to lechery as <<he>> beholds you. "You're the cutest thing I've seen all week! Come 'ere."
<br><br>
<<link [[Next|Tutorial]]>><<set $molestationstart to 1>><<set $tutorialExit to "Robin's Lemonade Set Tutorial 2">><</link>><<set $outside to 1>><<set $location to "town">><<effects>>
<<npc Robin>><<person1>>
Robin spots you exiting the alley. "A-Are you okay?" <<he>> asks, with a worried expression. "They didn't hurt you, did they?"
<br><br>
You nod, pick up <<his>> dropped equipment and continue to walk to the beach with Robin. The rest of the trip is uneventful.
<br><br>
<<lemonade_stand_options>><<effects>>
<<set _robin to statusCheck("Robin")>>
Before your hand meets the <<persons>>, someone pulls your arm back. Robin pushes you behind <<person1>><<him>>.
<<if _robin.trauma gte 40>>
"Y-you're not taking <<phim>>!" <<he>> says, handing the <<person2>><<person>> <<his>> cup with a shaky hand.
<br><br>
"Careful, <<nnpc_gendery "Robin">>," the <<person>> says. "Your friend is worth a lot. I'd hate to see you wind up like them."
<br><br>
Robin flinches, but holds <<person1>><<his>> ground. "Leave before I call the police."
The <<person>> laughs and pours the lemonade onto the sand. "Keep the quid. Better keep an eye on your friend." <<He>> leaves.
<br><br><<person1>>
You turn to Robin, tilt your head, and give a worried moo.
<br><br>
"Everything's okay," Robin says, taking a deep breath. "Here." <<He>> squeezes together a mix of lemon juice, water, and sugar before handing it to you.
<br><br>
"This should make you feel better." <<Hes>> right.<<gdom>><<npcincr Robin dom 1>><<lstress>><<stress -6>>
<<else>>
"I need to ask you to leave," <<he>> says, handing the <<person2>><<person>> <<his>> cup.
<br><br>
"Careful, <<nnpc_gendery "Robin">>," the <<person>> says. "Your friend is worth a lot. I'd hate to see you wind up like them."
<br><br>
Robin frowns. "I'm asking you to leave one last time before I call the police."
<br><br>
The <<person>> laughs and pours the lemonade onto the sand. "Keep the quid. Better keep an eye on your friend." <<He>> leaves.
<br><br><<person1>>
You turn to Robin, tilt your head, and give a worried moo.
<br><br>
"It's okay," Robin says. "Here." <<He>> squeezes together a mix of lemon juice, water, and sugar before handing it to you.
<br><br>
"This should make you feel better." <<Hes>> right.<<gdom>><<npcincr Robin dom 1>><<lstress>><<stress -6>>
<</if>>
<br><br>
The other customers are less creepy.
<br><br>
<<lemonade_stand_options>><<set $outside to 0>><<set $location to "home">><<effects>>
<<set _robin to statusCheck("Robin")>>
<<if $robindebt gte $robindebtlimit and $robindebtintro isnot 1 and $robinpaid isnot 1>>
<<set $robinconsole to 0>>
<<set $robineventnote to 1>>
<<set $robindebtintro to 1>>
<<robinPunishment "docks">>
You go to Robin's room. You knock, but there's no response, nor is there a note on the door. You peek inside. There's no one there.
<br><br>
A <<npc Robin>><<generatey2>><<person2>><<person>> walks by. You grasp <<his>> arm. "Robin always leaves a note," you say. "Has something happened?"
<br><br>
<<if $exposed gte 2>>
The <<person>> looks frightened, doubly so due to your lack of care at your own exposure.
<<else>>
The <<person>> looks frightened.
<</if>>
"D-don't let anyone know I told you," <<he>> says. "But Robin couldn't afford to pay, so Bailey took <<person1>><<him>> somewhere." <<if $robindebtknown isnot 1>><span class="red">You wonder why Robin never told you <<he>> had to pay Bailey, and realise you never told Robin either.</span><</if>>
<br><br>
<<set $robindebtknown to 1>>
"I'm not sure," the <<person2>><<person>> says. "But I think Bailey said something about the <span class="gold">docks.</span> I hope Robin's okay." You release <<person2>><<his>> arm.
<br><br>
<<endevent>>
<<getouticon>><<link [[Leave|Orphanage]]>><</link>>
<br>
<<elseif $robinmissing isnot 0>>
You go to Robin's room. You knock, but there's no response, nor is there a note on the door. You peek inside. There's no one there.
<br><br>
<<if $robinmissing is "pillory" and !$robinPillory.known and Time.hour gte 7 and Time.hour lte 15 and $robinPillory.active>>
<<getouticon>><<link [[Leave|Robin Pillory Intro]]>><</link>>
<<else>>
<<getouticon>><<link [[Leave|Orphanage]]>><</link>>
<</if>>
<br>
<<elseif $christmas_robin_lewd is 1>>
<<unset $christmas_robin_lewd>>
<<npc Robin>><<person1>>
There's a note on Robin's door. It specifies that only you may enter.
<br><br>
You enter to find Robin sitting on the bed. <<His>> clothes are missing, and in their places is a mix of wrapping paper and ribbon. There's just enough to cover <<his>> naughty parts.
<br><br>
"I-I thought I would surprise you," Robin's face is bright red, but <<his>> gaze never leaves yours.
<br><br>
"Do you want to unwrap me?" <<ggarousal>><<arousal 600>>
<br><br>
<<link [[Yes|Robin Unwrap]]>><</link>><<promiscuous1>>
<br>
<<link [[No|Robin Unwrap No]]>><</link>>
<br>
<<elseif _robin_location is "school">>
You go to Robin's room. There's a note on the door. "Gone to school!"
<br><br>
<<getouticon>><<link [[Leave|Orphanage]]>><</link>>
<br>
<<elseif _robin_location is "sleep">>
You go to Robin's room. There's a note on the door. "Sleeping!"
<<if $robin.stayup is 1 and Time.hour is 21>>
<br><br>
You can hear a shuffle of papers inside.
<br><br>
<<getouticon>><<link [[Leave|Orphanage]]>><</link>>
<<elseif C.npc.Robin.lust gte 80 and $robinromance is 1 and between(Time.hour, 21, 23) and !$daily.robin.sleepMasturbate>>
<<set $daily.robin.sleepMasturbate to true>>
<span class="lewd">You notice the door is slightly open.</span>
<br><br>
<<link [[Take a peek|Robin Mischief]]>><</link>>
<br>
<<link [[Close the door|Robin Mischief Close]]>><</link>>
<<else>>
<br><br>
<<getouticon>><<link [[Leave|Orphanage]]>><</link>>
<</if>>
<br>
<<if $debug is 1>>
<<link [[Wait for Robin (DEBUG)|$passage]]>><<passTimeUntil 7>><</link>>
<</if>>
<<elseif _robin_location is "bath">>
<<set $robinBathKnown to true>>
You go to Robin's room. There's a note on the door. "Bathing!"
<br><br>
<<link [[Go to the bathroom (0:01)|Robin Bath]]>><</link>>
<br>
<<getouticon>><<link [[Leave|Orphanage]]>><</link>>
<<elseif _robin_location is "beach">>
You go to Robin's room. There's a note on the door. "Out selling lemonade!"
<br><br>
<<getouticon>><<link [[Leave|Orphanage]]>><</link>>
<br>
<<elseif _robin_location is "park">>
You go to Robin's room. There's a note on the door. "Out selling hot chocolate!"
<br><br>
<<getouticon>><<link [[Leave|Orphanage]]>><</link>>
<br>
<<elseif _robin_location is "halloween">>
You go to Robin's room. There's a note on the door. "Out trick-or-treating!"
<br><br>
<<getouticon>><<link [[Leave|Orphanage]]>><</link>>
<br>
<<elseif _robin_location is "englishPlay">>
You go to Robin's room. There's a note on the door. "Attending the school plays!"
<br><br>
<<getouticon>><<link [[Leave|Orphanage]]>><</link>>
<br>
<<elseif false /*$robin_kicked_out is true*/>>
You to go Robin's room. Robin doesn't want to see you right now.
<br><br>
<<getouticon>><<link [[Leave|Orphanage]]>><</link>>
<br>
<<elseif Time.hour is 17 and _robin.trauma lte 60 and $daily.robin.studycompany isnot 1>>
<<npc Robin>><<person1>>
<<if $daily.robin.studycompany isnot 2>>
<<set $daily.robin.studycompany to 2>>
You knock on the door.
<br><br>
<<if $robin.timer.hurt gte 1>>
"Just a moment, please." Robin opens the door, and <<his>> smile freezes. "Well, I'm working on my homework," <<he>> says. "I might need some time." <<He>> then adds, "I don't mind if you come in. You can do your own thing."
<br><br>
<<link[[Stay|Robin Study]]>><</link>><<ghistory>><br>
<<link[[Ask for company|Robin Study Ask]]>><</link>><br>
<<link[[Leave|Orphanage]]>><<endevent>><</link>>
<<elseif C.npc.Robin.trauma gte 40>>
After a silence, you frown. You contemplate knocking again, but you hear a slight sound. Robin shuffles and opens the door.
<br><br>
<<He>> rubs <<his>> eyes with <<his>> sleeves. "S-sorry for the wait," <<he>> says. <<He>> grabs a pencil and scratches it with <<his>> thumbnail. "I have to finish my assignments, and I was too focused."
<br><br>
You peek into <<his>> room to find crumpled paper balls scattered everywhere.
<br><br>
<<link[[Say you'd like to help|Robin Study]]>><<stress 3>><<npcincr Robin love 1>><<npcincr Robin trauma -3>><<npcincr Robin dom -1>><</link>><<gstress>><<glove>><<lrtrauma>><<ldom>>
<br>
<<link[[Ask for company|Robin Study Ask]]>><</link>><br>
<<link[[Leave|Orphanage]]>><<endevent>><</link>>
<<elseif C.npc.Robin.trauma gte 20>>
There's an exclamation followed by a clatter. Something hits the floor. Robin cracks open the door, poking <<his>> face out. <<He>> relaxes upon seeing you. "It's you," <<he>> says, attempting to hide the mess behind <<him>>. "Sorry, but I might need to do some homework..." <<He>> looks more depressed than usual.
<br><br>
<<link[[Say you'd like to help|Robin Study]]>><<stress 3>><<npcincr Robin love 1>><<npcincr Robin trauma -3>><<npcincr Robin dom -1>><</link>><<gstress>><<glove>><<lrtrauma>><<ldom>>
<br>
<<link[[Ask for company|Robin Study Ask]]>><</link>><br>
<<link[[Leave|Orphanage]]>><<endevent>><</link>>
<<else>>
<<if C.npc.Robin.trauma gte 10>>
"Just a moment, please," Robin says inside. <<He>> opens the door and hugs you. "I'm so glad to see you." <<He>> sounds a little depressed.
<<else>>
"Hold on!" You hear Robin's voice inside, followed by a rush of footsteps. Robin throws the door open. "Hey," <<he>> says,
<</if>>
"I'm working on the assignment Winter gave us. Could you give me some time?" <<He>> scratches <<his>> head with an apologetic look.
<br><br>
<<if C.npc.Robin.dom gte 40 and C.npc.Robin.trauma lt 10>>
"Or, if you haven't finished yours yet," <<he>> says with a smile, "we could tackle it together."
<<else>>
"Or, if you don't mind..." <<He>> nods toward the room. "Would you like to come in and join me?"
<</if>>
<br><br>
<<link[[Agree|Robin Study]]>><<npcincr Robin love 1>><</link>><<glove>><br>
<<link[[Ask for company|Robin Study Ask]]>><</link>><br>
<<link[[Leave|Orphanage]]>><<endevent>><</link>>
<</if>>
<<else>>
You knock on the door.
<br><br>
"Come in!" Robin calls.
<br><br>
"Hey," <<he>> says when you enter. <<Hes>> already sitting at <<his>> desk. "This assignment isn't easy; you might need to get a head start on it."
<br><br>
<<if C.npc.Robin.trauma gte 20>>
<<link[[Ask to help|Robin Study]]>><<stress 3>><<npcincr Robin love 1>><<npcincr Robin trauma -3>><<npcincr Robin dom -1>><</link>><<gstress>><<glove>><<lrtrauma>><<ldom>>
<<else>>
<<link[[Agree|Robin Study]]>><<npcincr Robin love 1>><</link>><<glove>><br>
<</if>>
<<link[[Ask for company|Robin Study Ask]]>><</link>><br>
<<link[[Leave|Orphanage]]>><<endevent>><</link>><br>
<</if>>
<<else>>
<<set _uniqueoptions to false>>
<<robinroom>>
<</if>><<effects>>
You tell Robin you want to hang out with <<him>>.
<br><br>
<<if $robin.timer.hurt gte 1>>
Robin frowns. "Sorry, but I do need to finish this," <<he>> says seriously, closing the door a crack. "Come back later." The door shuts in your face.
<br><br>
<<if $trauma gte ($traumamax / 2)>>
<<link[[Break down|Robin Study Ask Break]]>><</link>><br>
<</if>>
<<link[[Leave|Orphanage]]>><<endevent>><</link>>
<<elseif C.npc.Robin.trauma gte 40>>
<<set $daily.robin.studycompany to 1>>
Robin's face is blank for a while. "Um." <<He>> nods. <<He>> looks tired, like <<he>> doesn't want to think too hard.
<br><br>
<<robinoptions>>
<<elseif C.npc.Robin.trauma gte 20>>
<<set $daily.robin.studycompany to 1>>
Robin hesitates. "Alright," <<he>> says. <<He>> appears more focused on you than <<his>> task now.
<br><br>
<<robinoptions>>
<<else>>
<<if C.npc.Robin.dom gte 40>>
<<if $trauma gte ($traumamax / 2)>>
<<set $daily.robin.studycompany to 1>><<set $robin.stayup to 1>>
Robin looks at you with concern. "Are you alright?" <<he>> asks. <<He>> takes you into <<his>> room.
<br><br>
<<robinoptions>>
<<else>>
"I'm sorry." Robin shakes <<his>> head. "I have to finish this. Let's hang out later, okay?" <<He>> seems insistent. You wave goodbye, and <<he>> closes the door.
<br><br>
<<link[[Leave|Orphanage]]>><<endevent>><</link>>
<</if>>
<<else>>
<<set $daily.robin.studycompany to 1>><<set $robin.stayup to 1>>
Robin looks conflicted. "O-okay," <<he>> agrees after much hesitation. "If you want." You enter <<his>> room.
<br><br>
<<robinoptions>>
<</if>>
<</if>><<effects>>
<<set $daily.robin.studycompany to 1>><<set $robin.stayup to 1>>
Robin's coldness and your inner wounds overwhelm you. You burst into tears in front of the door, telling Robin you need <<him>>.
<br><br>
The door opens again. Robin looks conflicted, <<his>> face guilty. "Oh, I... It's okay, come in." <<He>> invites you into <<his>> room.<<stress -3>><<lstress>>
<br><br>
<<robinoptions>><<effects>><<wearProp "textbook" "yellow" "history">>
<<if $robin.timer.hurt gte 1>>
You walk into the room<<if $study_inside is 1>> after bringing your homework<</if>>. Robin is already <<if $study_inside isnot 1>>back to<</if>> focusing on <<his>> schoolwork. <<He>> may not want you to disturb <<him>>. You decide to stay quietly beside <<him>>, working on your own homework.<<ghistory>><<historyskill 2>>
<br><br>
The awkwardness between you is tense. You feel like you're both trying to ignore it.
<br><br>
<<link[[Next (1:00)|Robin Study End]]>><<handheldon>><<set $phase to 1>><<pass 60>><</link>>
<<elseif C.npc.Robin.trauma gte 40>>
<<if $study_inside isnot 1>>
Robin smiles and nods. You bring your homework with you, and clean up the mess inside.
<br><br>
You unfold a paper ball and realise that it's a torn page from Robin's workbooks. Frantic, uneven lines obscure the writings on it.
<br><br>
"Let me," Robin says, taking the paper before discarding it in the trash can.
<br><br>
"I tried to stick to my daily routine," <<he>> confesses, sitting at the desk and staring blankly at <<his>> textbook. "But the words feel unfamiliar. I just can't make them into a coherent sentence."
<br><br>
<<else>>
You bring your homework with you. As you work, however, you can sense Robin growing more agitated.
<br><br>
"I'm trying to stick to my daily routine," <<he>> confesses, sitting at the desk and staring blankly at <<his>> textbook. "But the words feel unfamiliar. I just can't make them into a coherent sentence."
<br><br>
<</if>>
<<He>> tries to read, but finally lowers <<his>> head. "Why can't I even manage something so simple?"<<npcincr Robin dom -1>><<ldom>>
<br><br>
<<He>> grits <<his>> teeth. <<His>> nails dig into <<his>> pencil, which has countless pits and grooves. You glance at some of <<his>> other writing utensils. It looks like <<hes>> been chewing on some of them.
<br><br>
<<link[[Help Robin (1:00)|Robin Study 2]]>><<pass 60>><</link>>
<<elseif C.npc.Robin.trauma gte 20>>
Robin's face brightens. "That's so kind of you."
<br><br>
<<if $study_inside isnot 1>>
You bring your homework with you, cleaning up the floor as you go.
<br><br>
"Sorry for the mess... Thank you." <<He>> arranges the books, then slides over on <<his>> chair, leaving half of it free for you. "If... if you don't mind squeezing in... please."
<br><br>
<<else>>
You bring your homework with you and settle in to study.
<br><br>
<</if>>
You sit next to Robin. <<His>> shoulders lean against yours. <<He>> strokes the pages, murmuring, "You know, it's strange. I tried hard to focus in class, but my mind kept wandering off..." You notice that <<his>> textbook bears hastily written handwriting, unlike the neat notes from before. Ink stains mar the pages, as if the pen lingered for too long.
<br><br>
<<link[[Help Robin (1:00)|Robin Study 2]]>><<historyskill 4>><<pass 60>><</link>><<ghistory>>
<<else>>
You bring your homework with you. <<if $study_inside isnot 1>>"Great, come on in." <</if>>Robin piles things on the bed, then pushes you toward <<his>> desk. "You take the desk," <<he>> says with a giggle. "I don't want you getting a sore back from studying." <<He>> sits on the ground, picks up a pencil, and begins to focus on the book.
<br><br>
<<link[[Next|Robin Study 2]]>><</link>>
<</if>><<effects>>
<<if C.npc.Robin.trauma gte 40>>
<<if $speech_attitude is "meek">>
Flustered, you quickly pull Robin in, patting <<him>> gently. "I-it's okay, I'm here for you."
<<elseif $speech_attitude is "bratty">>
You grab Robin's shoulders and pull <<him>> towards you. "Hey, hey. Relax. Your <<if $robinromance>><<girlfriend>><<else>>best friend<</if>> will help you out." That seems to redirect <<his>> attention away from <<his>> frustration.
<<else>>
You lean closer, trying to make Robin aware of your presence. "It's all right. You just need some help."
<</if>>
<br><br>
<<if $historytrait gte 3>>
<<wearProp "textbook" "yellow" "history">>
You break a chapter into paragraphs and try to give a lecture.
<<if $trauma gte ($traumamax / 5) * 2>>
Your thoughts feel foggy, making articulation difficult. Even though this is knowledge you're already familiar with, you speak intermittently. The lack of control over your words frustrates you. You suspect that Robin is in the same boat.
<<else>>
Being a teacher is harder than you think. You need to pause occasionally to consider your delivery.
<</if>>
<br><br>
Robin purses <<his>> lips, trying to keep up with you. You confirm <<his>> understanding after each paragraph. Whenever <<he>> answers questions correctly, you generously encourage <<him>>. Despite your slow progress, it seems to be helping.
<br><br>
<<else>>
<<wearProp "pencil">>
You hand Robin a new pencil. <<He>> looks at you with grateful eyes. You bring <<him>> <<his>> pillow, and <<he>> hugs it tightly, seeming more at ease. You stay quietly by <<him>>, trying to clean up the ink on <<his>> books.
<br><br>
Robin writes with hesitation and makes corrections now and again. However, <<he>> doesn't seem anxious anymore. Silence fills the room, broken only by the occasional rustle of paper. When Robin finally finishes, you see a glimmer of satisfaction on <<his>> face.
<br><br>
<</if>>
<<if $speech_attitude is "meek">>"I hope I did well enough,"
<<elseif $speech_attitude is "bratty">> "See, you can do it,"
<<else>> "I hope you're feeling better,"
<</if>>
you say.
<br><br>
<<He>> hugs you tightly. "You're the best," <<he>> murmurs. "I could never have done it without you."
<br><br>
<<link[[Next|Robin Study End]]>><<handheldon>><<set $phase to 1>><</link>>
<<elseif C.npc.Robin.trauma gte 20>>
<<if $historytrait gte 3>>
You organise Robin's notes, filling in the missing pieces. <<His>> eyes widen when you hand them to <<him>>. "Thank you," <<he>> says. "I'll work harder." <<He>> puts them carefully into the folder and sighs. "Sorry for having you help me like this." <<His>> head rubs your shoulders, hair tickling your neck. "I really need to feel some warmth," <<he>> says.
<<if $trauma gte ($traumamax / 5) * 2>>
You lean in too, even though the close proximity makes it hard to write. Neither of you mind though.<<stress -3>><<lstress>><<trauma -3>><<ltrauma>>
<<else>>
Robin snuggles up as <<he>> writes.
<</if>>
<<else>>
<<if $speech_attitude is "bratty">>"You're just missing some notes, that's all." An idea strikes you. "I reckon you're killing it with puzzle games, aren't you?" you say.
<<else>>"It looks like some notes are missing," you say. "Just like a puzzle game! We can try it together."
<</if>>
<br><br>
Robin's eyes light up. You study the text carefully, piecing together the missing notes bit by bit. Robin looks more at ease. <<He>> can even joke about <<his>> sloppy handwriting.<<stress -3>><<lstress>><<trauma -3>><<ltrauma>>
<</if>>
<br><br>
<<link[[Next|Robin Study End]]>><<handheldon>><<set $phase to 1>><</link>>
<<else>>
You and Robin are studying in <<his>> room. What do you want to do?
<br><br>
<<link[[Concentrate (1:00)|Robin Study Concentrate]]>><<pass 60>><</link>><<ghistory>><br>
<<link[[Peek at Robin|Robin Study Peek]]>><</link>>
<<if $historytrait gte 3>><br><<link[[Have a competition with Robin|Robin Study Competition]]>><</link>><</if>>
<</if>><<effects>>
<<if $rng lt 20 and $historytrait lt 2>>
<<wearProp "textbook" "yellow" "history">>
Lost in the textbook, historical events and dates swirl in your mind, leaving you confused.<<stress 3>><<gstress>>
<br><br>
<<link[[Ask Robin|Robin Study Course]]>><<handheldon>><</link>>
<<if hasSexStat("promiscuity", 2)>>
<br><<link[[Give up and ask for "other help"|Robin Study Course Kiss]]>><<handheldon>><</link>><<promiscuous 2>>
<</if>>
<<elseif $rng lt 70>>
<<wearProp "pen">>
<<print either("You finish your homework quietly.", "You casually chat as you finish up your homework.", "You share several biscuits. Fuelled by sugar, the two of you quickly complete your homework.", "You collaborate on a report. Your division of tasks seems to work well together.")>> Robin looks pleased.<<stress -3>><<lstress>><<historyskill 6>>
<br><br>
<<link[[Next|Robin Study End]]>><<handheldon>><<set $phase to 1>><</link>>
<<else>>
Your eyes are sore from reading. You can't help but rub your eyes. Robin notices you. "Tired?" <<He>> comes over and gives your brow a gentle pinch. You nod, and <<he>> helps you up. You both plop down in front of <<his>> books. "You can lean on me. I'll read it for you," <<he>> says.
<br><br>
You snuggle up to <<him>> and close your eyes. <<He>> reads
<<switch random(1,5)>>
<<case 1>>
a paragraph about a magnificent tower. "I wonder if the sky looks closer up there," <<he>> says with excitement. "I'd like to visit it someday... if I could."
<<case 2>>
a chronology in a dynasty. "It's all about conflict," <<he>> says. "Yet for me, it's more worth writing down the peaceful moments." <<He>> leans closer while speaking.
<<case 3>>
a piece of the town's history. "History is made up of countless stories. Even in a small town here, everyone's got their own. That's why I love it," <<he>> says.
<br><br>
"What's your favourite story then?" you ask.
<br><br>
<<if C.npc.Robin.dom gte 70 and $robinromance is 1>>
Robin answers sturdily. "Ours<<if $robinfirstrentfight is 1>>, no matter what happens<</if>>."
<<else>>
<<if $robinromance is 1>><<He>> pauses before speaking.<</if>>
"Oh, definitely the..." <<He>> rattles off a story about a hero who saved the town.<<if $robinromance is 1>> You get the feeling that <<he>> wanted to say something else.<</if>>
<</if>>
<<case 4>>
about the beginning of a war.
<<if $robinfirstrentfight is 1>>
"People fight for their ideals," <<he>> says. "Hurting people to do so...
<<if $orphan_reb lt 10>>
I wonder if they thought about it before fighting."
<<else>>
It's hard to tell if it's right."
<</if>>
<<else>>
"Guns and cannons!" <<He>> sounds excited. "I wonder if it'd be easy for me to carry them, just like my player character!"
<</if>>
<<default>>
an anecdote about a king who gave up his throne for love. "Do you think they had a storybook life afterwards?" Before you can answer, <<he>> continues reading.
<</switch>>
<br><br>
Robin's reflections refresh your mind. After the short break, you resume your work.<<ghistory>><<historyskill 6>>
<br><br>
<<link[[Next|Robin Study End]]>><<handheldon>><<set $phase to 1>><</link>>
<</if>><<effects>>
Tired of studying, you're unable to resist stealing a glance at Robin. <<His>> gaze is fixed on the textbook, lost in thought.
<br><br>
<<link[[Study (1:00)|Robin Study Back]]>><<pass 60>><</link>><<ghistory>><br>
<<link[[Mess with Robin|Robin Study Mess]]>><</link>><<effects>><<wearProp "pen">>
You look down at your exercise questions. Just completing them here seems dull. You turn to poke Robin. <<He>> gives you a smile.
<br><br>
"How's it going? Would you like something to drink?" <<he>> says.
<br><br>
<<if $speech_attitude is "bratty">>
"Nah, just finding these questions so boring," you say, stretching with a big yawn.
<br><br>
Robin chuckles. "Oh, I thought our brainiac could always breeze through them." <<His>> teasing sparks your competitive spirit.
<br><br>
"Ha! You bet I can. I'll finish them before you do!" you exclaim, grabbing a pen and diving into the questions. Robin nods with a smile and joins in.
<<else>>
"No thanks, just feeling tired." You smile. An idea strikes you. "Who do you think can finish these exercises first?"
<br><br>
"Well, if it's about speed... I'd finish first!" Robin responds, sounding interested.
<br><br>
"Alright, let's give it a shot," you say, returning to the questions.
<br><br>
"Oh, and don't forget about accuracy!" Robin adds. A race ignites between you two.
<</if>>
<br><br>
<<link[[Concentrate (1:00)|Robin Study Competition 2]]>><<pass 60>><</link>><<effects>>
<<if ($rng gte 50) or ($rng gte 20 and $historytrait is 4)>>
Fuelled by the competition, you write feverishly. You finish the homework almost at the same time. You both check your answers. In the end, you reach a consensus. Your profound understanding of history makes your responses look more precise and complete. <<ghistory>><<historyskill 6>>
<br><br>
Robin admires you, saying, "You're really good at this."
<br><br>
<<if $speech_attitude is "meek">>
"You...you are too," you praise back.
<<elseif $speech_attitude is "bratty">>
"Of course I am," you proudly say.
<<else>>
"Likewise," you reply politely.
<</if>>
<br><br>
<<link[[Bask in your victory|Robin Study Winner End]]>><<handheldon>><</link>><br>
<<if hasSexStat("promiscuity", 2)>>
<<link[[Ask for a prize|Robin Study Winner Prize]]>><<handheldon>><<promiscuous1>><</link>>
<</if>>
<<elseif ($rng gte 40) or ($rng gte 10 and $historytrait is 4)>>
You finish answering the questions almost at the same time. You exchange the sheet to check each other's work. In the end, you both agree that your answers are equally excellent.<<ghistory>><<historyskill 6>>
<br><br>
Robin stands up and stretches. "I'll win next time!" <<he>> declares, piling the books into <<his>> schoolbag. <<He>> <<if $robinconsole is 0>>instinctively touches the spot where the game controller used to be, only to find emptiness. An awkward smile crosses <<his>> face.<<else>>picks up the video game controller.<</if>>
<br><br>
<<link[[Next|Robin Study End]]>><<handheldon>><<set $phase to 1>><</link>>
<<else>>
The room is filled only with the rustle of papers. Winter's questions are remarkably in-depth, requiring more than textbook knowledge. You think you've done your best, but Robin's answers trump yours.
<br><br>
<<if $speech_attitude is "bratty">>
"Nice job." You playfully hit <<him>> on the shoulder. <<He>> chuckles.
<<else>>
"You did a great job," you say. <<He>> puffs <<his>> chest out with pride.
<</if>>
<br><br>
<<He>> shares some skills for answering questions. <<He>> seems to be very good at identifying key concepts in them. You feel that you've learned something. <<stress -3>><<lstress>><<ghistory>><<historyskill 6>><<npcincr Robin dom 1>><<gdom>>
<br><br>
<<link[[Next|Robin Study End]]>><<handheldon>><<set $phase to 1>><</link>>
<</if>><<effects>>
Robin stands up and stretches. "I'll win next time!" <<he>> declares, piling the books into <<his>> schoolbag. <<He>> <<if $robinconsole is 0>>instinctively touches the spot where the game controller used to be, only to find emptiness. An awkward smile crosses <<his>> face.<<else>>picks up the video game controller.<</if>>
<br><br>
<<link[[Next|Robin Study End]]>><<handheldon>><<set $phase to 1>><</link>><<effects>>
When Robin turns around, you
<<if $speech_attitude is "meek">>
pull on <<his>> clothes and whisper, "Can I... get more? I really like your compliments." You move closer and close your eyes.
<<elseif $speech_attitude is "bratty">>
reach out to cup <<his>> face in your hands. "And I deserve a prize, don't you think?" You brush your thumb over Robin's lips.
<<else>>
smile at <<him>>. "I was wondering..." You point to your lips. "Can I get a reward?"
<</if>>
<<promiscuity1>>
<<if $rng gte 75 and $robinromance is 1 and C.npc.Robin.lust gte 40>>
<<if $speech_attitude is "meek">>
<<if C.npc.Robin.dom gte 50>>
Robin chuckles, unable to hide <<his>> blush. "Sure." Running <<his>> fingers through your hair, <<he>> gives you a gentle and lingering kiss. You melt into <<his>> arms. Robin stops to stare at you for a moment. "You're so cute," <<he>> says, giving you a peck on your eyelids.
<<else>>
Robin stutters, "O...of course you can!" A warm and soft weight presses against your lips. When <<he>> pulls away, you open your eyes. <<He>> gives you a wide grin.
<</if>>
<<elseif $speech_attitude is "bratty">>
<<if C.npc.Robin.dom gte 50>>
Robin immediately understands your intentions. Smiling, <<he>> leans in, and your lips meet. You break apart and look at each other with flushed faces, sharing a knowing smile.
<<else>>
Robin blushes, then plants a kiss on your cheek. You chuckle. "Is that all?" Taking hold of <<his>> chin, you smirk. "Looks like I'll have to reward myself." Robin can only let out a soft sound as you give <<him>> a proper kiss. When you're finally satisfied, you release <<him>>. Robin takes a minute to catch <<his>> breath, and the two of you snuggle for a while.
<</if>>
<<else>>
<<if C.npc.Robin.dom gte 50>>
Robin is momentarily stunned. You two move closer, and you share a lingering kiss. <<He>> nudges your mouth open with <<his>> tongue, and you breathe each other's breath. <<He>> finally pulls away before things get too hot and heavy. "I hope you enjoyed it," <<he>> says with a contagious smile.
<<else>>
Robin flushes. <<He>> speaks almost inaudibly, "O-okay." You hug <<him>>, giving <<him>> a peck on <<his>> cheek. You take advantage of the closeness to quickly lean in for a proper kiss. Robin jolts as your lips touch, but <<he>> soon relaxes into your touch. <<He>> wraps <<his>> arms around you. You can feel the strong thump of <<his>> heartbeat against you.
<</if>>
<</if>>
<<npcincr Robin lust 1>><<glust>><<arousal 100>><<garousal>><<stress -3>><<lstress>><<trauma -3>><<ltrauma>>
<<elseif $rng gte 50 and C.npc.Robin.love gte 40>>
Robin's face reddens.
<<if $robinromance is 1>>
"Oh, for sure you <<if $speech_attitude is "bratty">>do<<else>>can<</if>>." <<He>> chuckles and quickly kisses you. It's not what you expected, but does make you feel warm inside.<<stress -3>><<lstress>><<trauma -3>><<ltrauma>>
<<else>>
<<if $robinnote is 1>>
<<He>> presses <<his>> fingers to <<his>> lips and reaches for you, but withdraws <<his>> hand before <<he>> can touch you. <<He>> hands you a piece of chocolate in the end. "Good for you."
<<else>>
"O...Oh! I-I see! " <<He>> fumbles open <<his>> desk drawer and shoves a candy bar into your hand. "Tha-that's what you mean, right? Sweets are the best after brain work." You can see embarrassment on <<his>> face.
<</if>>
<<wearProp "chocolate bar">>
<</if>>
<<else>>
Robin laughs. "Sure, good for you," <<he>> says. <<He>> hands you a piece of candy. <<He>> doesn't seem to get what you mean, but the chocolate is very sweet. <<stress -3>><<lstress>>
<<wearProp "chocolate bar">>
<</if>>
<br><br>
<<link[[Next|Robin Study End]]>><<handheldon>><<set $phase to 1>><</link>><<effects>>
You tell Robin the problem you're facing. <<He>> sketches a timeline, which helps jog your memory.<<ghistory>><<historyskill 4>>
<br><br>
"How was that? Do you remember what happened here?" Robin asks, naming a year on the timeline. You recall the symbols Robin drew next to each year and reply with the correct war.
<br><br>
<<if $robinromance is 1 and C.npc.Robin.dom gte 50>>
A smile graces Robin's face. <<He>> leans toward your ear, whispering, "Correct," before placing a tender kiss on your cheek.<<stress -3>><<lstress>>
<br><br>
Meeting <<his>> gaze, you find <<him>> turning back to study, as if nothing occurred. However, the subtle flush on the cheeks betrays <<him>>.<<npcincr Robin dom 1>><<gdom>><<npcincr Robin lust 1>><<glust>>
<<else>>
"Correct!" Robin exclaims, patting your shoulder encouragingly.<<stress -3>><<lstress>><<npcincr Robin dom 1>><<gdom>>
<</if>>
<br><br>
<<link[[Next (1:00)|Robin Study End]]>><<handheldon>><<set $phase to 1>><<pass 60>><</link>><<effects>>
"Hey, Robin." Robin looks up from <<his>> book. <<He>> nods with a smile.
<<if $speech_attitude is "meek">>
"I think I have a question." You rub your hands together.
<<elseif $speech_attitude is "bratty">>
"There's a question for you," you say.
<<else>>
"Mind answering a question?" you ask.
<</if>>
<br><br>
"No problem, what is it?" Robin seems very motivated.
<br><br>
<<if $speech_attitude is "meek">>
"I-I was wondering," you stammer, "if you could share some tips on s-snogging," your face starts to burn.
<<elseif $speech_attitude is "bratty">>
"Want to learn some oral skills?" Your lip curls up playfully.
<<else>>
"Do you know how I can get better at kissing?" you ask.
<</if>><<promiscuity2>>
<<if $robinromance is 1 and C.npc.Robin.lust gte 40>>
<<set $robin.stayup to 1>>
<<if C.npc.Robin.dom gte 60>>
Robin chuckles, "What are you thinking about instead of studying?" <<he>> says, and pokes your forehead.
<<else>>
"Wh-what?" Robin's face burns red.
<</if>>
<br><br>
"Well, sometimes we should learn something outside of the textbooks," you say.
<<if C.npc.Robin.dom gte (100 - ($submissive/20))>>
You put on your most seductive face. "I really, really want to know." You look up at <<him>> with pleading eyes. "Teach me, will you? Teacher?"<<arousal 100>><<garousal>>
<br><br>
<<if C.npc.Robin.dom gte 60>>
"I can never say no to you," <<he>> says. <<He>> whispers to you exactly how <<he>> likes to be kissed. You actively practise it, causing <<him>> to pant. "You're doing well," <<he>> whispers as <<he>> kisses you back.<<stress -3>><<lstress>><<arousal 200>><<garousal>>
<<else>>
"I'm a beginner too." Robin puts <<his>> hands on your shoulders. "But I think we could practise together." You share a kiss. <<His>> warm tongue licks across your mouth, making you tremble with pleasure.<<stress -3>><<lstress>><<arousal 200>><<garousal>>
<</if>>
<<else>>
You stick your tongue out and ask again, "Don't you want to know how to make me feel good?"
<br><br>
<<if C.npc.Robin.dom gte 60>>
Robin shrugs. "I don't think I've learnt that yet." <<Hes>> still smiling. You think <<hes>> open to going further.
<<else>>
"I... I don't know how..." Robin replies, flustered.
<</if>>
<br><br>
"Alright." You corner <<him>> in the room, putting your hands on the wall next to <<him>>. "Then call me 'teacher'."<<arousal 100>><<garousal>>
<br><br>
<<if C.npc.Robin.dom gte 60>>
Robin looks convinced. "Well, what are you going to teach me? Teacher?" <<he>> teases.
<br><br>
"Hmm, I think practice is more important than theory," you say. You lean in and guide <<him>> into a kiss. You allow <<his>> tongue to run along the roof of your mouth, stroking <<his>> head in encouragement.<<stress -3>><<lstress>><<arousal 200>><<garousal>>
<<else>>
Robin stutters and stammers. You decide to give <<him>> a lesson. You teach <<him>> all you can. Robin looks overwhelmed. As you pull away, a strand of saliva connects you to Robin's mouth before breaking.<<stress -3>><<lstress>><<arousal 200>><<garousal>>
<</if>>
<br><br>
Robin looks at you, eyes filled with need, "I'd like you to teach me more, <<if $player.gender_appearance is "m">>sir<<else>>madam<</if>>."
<</if>>
<br><br>
<<link[[Next (1:00)|Robin Study End]]>><<handheldon>><<set $phase to 2>><<pass 60>><</link>>
<<else>>
Robin titters with a blush, "You must be joking." <<He>> seems unaffected by your words. <<npcincr Robin lust 1>><<glust>>
<br><br>
You go back to your work.<<ghistory>><<historyskill 2>>
<br><br>
<<link[[Next (1:00)|Robin Study End]]>><<handheldon>><<set $phase to 1>><<pass 60>><</link>>
<</if>><<effects>>
You decide to mess with this over-earnest <<if C.npc.Robin.pronoun is "f">>girl<<else>>boy<</if>>.
<br><br>
<<if $historytrait gte 3 and $rng gte 50>>
Robin turns to you. "I think I forgot the answers to the workbook," <<he>> says. "Do you have them?"
<br><br>
<<link[[Give Robin your answer and make a prank|Robin Study Note]]>><</link>>
<br><br>
<</if>>
You notice Robin's neat and clean notebook pages. It might be fun to draw something on it.
<br><br>
<<link[[Draw a heart|Robin Study Doodle]]>><<set $phase to 1>><</link>>
<<if hasSexStat("promiscuity", 2)>>
<br><<link[[Draw something lewd|Robin Study Doodle]]>><<set $phase to 2>><</link>><<promiscuous2>>
<</if>>
<<if $robin.stopmastur is 1 and hasSexStat("promiscuity", 4)>>
<br><br>
<<set $robin.stopmastur to 0>>
You remember that Robin stopped you from masturbating in history class earlier. <span class="lewd">A lewd idea strikes you.</span>
<br><br>
<<link[[Masturbate|Robin Study Mess Masturbation]]>><<set $masturbationstart to 1>><</link>><<promiscuous4>>
<</if>><<effects>>
<<if $phase is 1>>
<<wearProp "pen">>
You sit next to <<him>>, drawing a heart on <<his>> notebook. Robin notices your gesture.
<<if $robinromance is 1>>
A silly grin spreads across Robin's face. <<He>> picks up a pen and draws <<his>> own heart next to yours.
<<if C.npc.Robin.dom gte 50>>
<<He>> writes down <<his>> name on one, and you write yours on the other.
<<else>>
You write your names inside the hearts.
<</if>>
<<else>>
A rosy hue spreads across <<his>> cheeks. <<He>> seems to have lots of questions, but says nothing in the end. <<He>> clutches the page for a while.
<</if>>
<<else>>
<<wearProp "pencil">>
You approach Robin and draw something lewd on <<his>> notebook. Robin notices your gesture.<<promiscuity2>>
<<if $robinromance is 1>>
<<if C.npc.Robin.dom gte 50>>
"Hey," <<he>> says, though <<he>> doesn't sound serious. "You shouldn't do this."
<br><br>
Undeterred, <<he>> covers your doodle with a sticky note. Before you can protest, <<he>> draws a heart on the sticky note and winks at you. You retract your complaint.
<<else>>
Robin blushes. <<He>> turns the page, but does nothing else. You notice <<he>> keeps throwing glances at you.
<</if>><<npcincr Robin lust 1>><<glust>>
<<else>>
<<if C.npc.Robin.love gte 40>>
Robin looks at your masterpiece, eyes wide. "That's not very appropriate..." <<He>> goes to erase it, but hesitates and closes <<his>> notebook instead.
<<else>>
"Hey!" Robin protests. "Don't do that!" <<He>> puffs <<his>> cheeks out and erases your doodle.
<</if>><<npcincr Robin lust 1>><<glust>>
<</if>>
<</if>>
<br><br>
You go back to your work.<<ghistory>><<historyskill 2>>
<br><br>
<<link[[Next (1:00)|Robin Study End]]>><<handheldon>><<set $phase to 1>><<pass 60>><</link>><<effects>><<wearProp "pen">>
You finished the exercise early and are confident in your work. You tell Robin you can give <<him>> a copy of your answers. You jot them down and hold out the paper to Robin.
<br><br>
"Thank you," <<he>> says, reaching for it.
<br><br>
<<link[[Tickle|Robin Study Tickle]]>><<handheldon>><</link>>
<<if $robinromance is 1 and hasSexStat("promiscuity", 4)>>
<br><<link[[Hide it in a lewd way|Robin Study Hide Notes]]>><<handheldon>><</link>><<promiscuous4>>
<</if>><<effects>>
You hold the slip of paper out of <<his>> reach, tickling <<him>> while <<hes>> caught off guard. Robin laughs uncontrollably. <<He>> tries to squirm away from you, but you jump on top of <<him>>. You run your hands over <<his>> body, stroking <<his>> tummy, causing <<him>> to jolt and laugh harder. You stop before Robin is out of breath. "Phew," <<he>> sighs, still laughing. "That's a real pick-me-up you've got there." <<Hes>> unable to hide <<his>> blush.<<npcincr Robin lust 1>><<glust>>
<br><br>
"You're welcome," you say, handing Robin the note and going back to your work.<<ghistory>><<historyskill 2>>
<br><br>
<<link[[Next (1:00)|Robin Study End]]>><<handheldon>><<set $phase to 1>><<pass 60>><</link>><<effects>>
<<set $robin.stayup to 1>>
You shove the note <<if !$worn.under_lower.type.includes("naked")>>into your $worn.under_lower.name<<else>>between your legs<</if>> before Robin can touch it. Robin's hand freezes in mid-air. <<He>> looks confused.
<br><br>
<<if $speech_attitude is "meek">>
"If... if you want, you can take it from here," you say.
<<elseif $speech_attitude is "bratty">>
"Want it? You'll have to come get it," you tease.
<<else>>
"It's yours, if you can get it," you say with a smile.
<</if>>
<<promiscuity4>>
<<if C.npc.Robin.dom gte 60 and C.npc.Robin.lust gte 60>>
Robin smiles. "That's a dilemma. I really need it." <<He>> hugs you. "So, as you wish..." <<he>> whispers in your ear. <<He>> runs <<his>> fingers between your legs, brushing against your <<genitals>>. The feeling of being unsatisfied is maddening. You bite your lip.<<arousal 2000>><<ggarousal>><<npcincr Robin lust 5>><<glust>>
<br><br>
<<if $arousal gte $arousalmax>>
<<orgasm>>
Robin rubs your back as you shiver, carrying you through your orgasm. <<He>> removes the paper strip, already wet with your fluids. <<He>> blushes and embraces you. "Next time don't put anything inappropriate there," <<he>> reminds you. "You don't want to get a papercut." <<He>> hands you some tissues to clean up.
<<else>>
"Here it is!" <<He>> pulls the damp strip of paper out. "Um, but it looks like you have to write another one." <<He>> chuckles, rubbing your nose affectionately. "You're so silly sometimes."
<</if>>
<<else>>
Robin hesitantly moves <<his>> hand closer to you, but pauses. You press <<his>> hand between your legs.
<<if $speech_attitude is "bratty">>
"Come on," you say, "you need it, don't you?"
<<else>>
"Please," you say, looking into <<his>> eyes.
<</if>>
Robin swallows. <<He>> tries <<his>> best to retrieve the paper without touching your <<genitals>>, but inevitably fails. You gasp, and <<he>> shudders. <<arousal 1000>><<garousal>><<npcincr Robin lust 5>><<glust>>
<<if $arousal gte $arousalmax>>
<<orgasm>>
Robin holds you as you tremble. <<He>> hands you a tissue with concern in <<his>> eyes. "Sorry... I should be more careful." Robin lifts you to your feet, still blushing.
<<else>>
Finally <<he>> manages to pull the paper out from between your legs. <<He>> looks relieved.
<br><br>
"What's wrong?" you tease. "I guess you don't like touching me very much, do you?"
<br><br>
"No!" Robin hastily denies. "I mean... I..." <<He>> can't go on and finally takes you in a hug.
<br><br>
"I'm sorry, I promise I'll do better next time," <<he>> says.
<</if>>
<</if>>
<br><br>
<<link[[Next (1:00)|Robin Study End]]>><<handheldon>><<set $phase to 1>><<pass 60>><</link>><<effects>>
<<if $masturbationstart is 1>>
<<set $masturbationstart to 0>>
<<set $masturbationstat += 1>>
<<masturbationstart>>
<<set $timer to 10>>
<<set $robin.stayup to 1>>
You begin to pleasure yourself.
<br><br>
Robin notices and blushes bright red, "Wh-what are you doing?" <<he>> stammers.
<br><br>
<<if $speech_attitude is "meek">>
You shyly lower your head. "Remember what you said in class? I can only do it here."
<<elseif $speech_attitude is "bratty">>
"You said I could only do it in private." You raise your eyebrows. "I'm just listening to your advice."
<<else>>
"Isn't that what you said earlier? I can only do this in private, remember?"
<</if>>
<br><br>
"I did say that, but I meant..." Robin's words catch in <<his>> mouth.
<br><br>
You feel that you have succeeded in arousing <<nnpc_him "Robin">>.<<promiscuity4>>
<<elseif $rng gte 55>>
<<print either("You continue your fondling, letting out periodic groans.", "You stare at Robin as you masturbate.")>>
<br><br>
<</if>>
<<if $rng gte 90 or $rng lte 20>>
<<if $robinromance is 1>>
Robin can't keep <<nnpc_his "Robin">> eyes away.
<<else>>
Robin tries to pull <<nnpc_his "Robin">> gaze away from you, but does a poor job.
<</if>>
<</if>>
<<masturbationeffects>>
<<masturbationactions>>
<<masturbationControls "orgasmcurrent|timer">><<effects>>
<<if $orgasmcurrent is 1>>
Robin looks away in embarrassment, but still can't avoid a peek. You notice <<if C.npc.Robin.gender is "f">><<nnpc_his "Robin">> legs rubbing impatiently.<<else>>the bulge in <<nnpc_his "Robin">> trousers.<</if>>
<br>
<</if>>
<<endmasturbation>>
<<endcombat>>
<<npc Robin>><<person1>>
<<if $robinromance is 1 and C.npc.Robin.lust gte 20>>
<br>
Finally, <<he>> pulls you into <<his>> arms for a deep kiss. You two stumble onto the bed. Books are scattered all over the floor.
<br><br>
<<link[[Next|Robin Study Mess Sex]]>><<set $sexstart to 1>><</link>>
<<else>>
<br>
You feel your hands being clamped down by Robin. "Stop... stop!"
<<if $robinnote is 1 and $robinromance isnot 1>>
<<He>> sounds like on the verge of tears. "You're driving me crazy,"
<</if>>
<<he>> says, then realises how rude <<he>> sounds. "I'm sorry,
<<if $robinromance is 1>>but not now."
<<else>>I... I need to calm down."
<</if>>
<<He>> gets up and storms out. You see Robin run into the bathroom, then you hear water splashing. <<He>> walks back into the room with <<his>> face dripping wet.
<br><br>
<<if $robinnote is 1 and $robinromance isnot 1>>
"You shouldn't do that in front of me," <<he>> says while closing the door. "Only in front of your lov..." <<He>> turns away from you, unwilling to let you see <<his>> face.<<set $robin.hurtReason to "what you did while studying">><<set $robin.timer.hurt to 1>>
<<else>>
"You...I..." <<he>> says nothing in the end, but hugs you tightly after closing the door. You can't see <<his>> face.
<</if>><<npcincr Robin lust 5>><<glust>>
<br><br>
Finally, <<he>> returns to <<his>> books. You also shift your focus back to studying.
<br><br>
<<link[[Next (1:00)|Robin Study End]]>><<handheldon>><<clotheson>><<set $phase to 1>><<pass 60>><</link>>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 500>>
<<set $enemyarousalmax to 600>>
<</if>>
<<set $enemyanger to 0>>
<<effects>>
<<effectsman>>
<<man>>
<<if $NPCList[$npcrow[$npc.indexOf('Robin')]].mouth is 0 and $rng gte 70>>
<<print either(
"Robin gasps, planting kisses over your body.",
"<<He>> speaks. \"Sorry for being so...lustful. Part of me did...I mean...imagine you doing this in front of me.\" <<He>> flushes and closes <<his>> eyes.",
"<<He>> speaks. \"You made me lose my hold. What should I do?\" <<He>> is dewy-eyed with lust.",
"Robin suppresses moans, breathing heavily. You can hear chatter from the main hall. It's not bedtime for the orphans yet.",
)>>
<br><br>
<</if>>
<<stateman>>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link[[Next|Robin Study Mess Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link[[Next|Robin Study Mess Sex]]>><</link>></span><<nexttext>>
<</if>><<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Robin clings to you and smiles.
<<elseif $enemyhealth lte 0>>
"Come on!" Robin laughs, "stop acting up!"
<<elseif $finish is 1>>
Robin chuckles and releases you. "Had enough of being naughty?"
<</if>>
<<He>> gazes into your eyes. "I love you." <<He>> kisses you, stroking your head. "Anyway, I'm glad you keep my words in mind." <<He>> nuzzles your nose.
<<clotheson>>
<<endcombat>>
<<npc Robin>><<person1>>
<<link [[Next (1:00)|Robin Study End]]>><<handheldon>><<set $phase to 3>><<pass 60>><</link>><<effects>>
<<His>> dedication motivates you. You decide to try harder.<<historyskill 6>>
<br><br>
<<link[[Next (1:00)|Robin Study End]]>><<handheldon>><<set $phase to 1>><</link>><<effects>><<unset $study_inside>>
<<if $phase gte 2>>
You've managed to keep Robin's attention on you. There may be no studying tonight. <<if $phase is 2>><<npcincr Robin lust 5>><<glust>><</if>>
<<else>>
<<if $robin.stayup isnot 1>>
You and Robin have both finished your homework. It's a relief to have things done.
<<else>>
You finish your homework. Robin looks distracted. Finally, <<he>> closes the book with a sigh.
<</if>>
<</if>>
<br><br>
<<robinoptions>><<effects>><<npc Robin>>
You crack open <<if $bus is "orphanage_bathroom">>the bathroom door<<else>>your bedroom door<</if>>, looking both ways to make sure the coast is clear.
<br><br>
As you sneak down the hallway, you stop to hide whenever you hear footsteps, lest you get caught. It's slow going, and your heart pounds with excitement.
<br><br>
Finally, you stand victorious outside of Robin's room,
<<if $exposed gte 2>>
entirely naked.
<<elseif $worn.upper.type.includes("naked") and $worn.under_upper.type.includes("naked") and $player.breastsize gte 4>>
conscious of your exposed <<breasts>>.
<<elseif $worn.lower.type.includes("naked") and $worn.under_lower.type.includes("naked")>>
completely naked below the waist.
<<else>>
wearing nothing but your underwear.
<</if>>
<br><br>
<<if $robin_naked_room is 1 or ($robindebt gte $robindebtlimit and $robindebtintro isnot 1 and $robinpaid isnot 1) or $robinmissing isnot 0>>
<<link [[Next|Robin's Room Entrance]]>><</link>>
<<elseif $robin_naked_fail is 1>>
<<link [[Next|Robin Room Naked Fail]]>><</link>>
<<else>>
<<link [[Next|Robin Room Naked 2]]>><</link>>
<</if>>
<br><<effects>>
<<set _robin to statusCheck("Robin")>>
<<if $robinromance isnot 1>>
<<if C.npc.Robin.love lte 49>>
After making sure that no one's around to see you, you knock on Robin's door.
<br><br>
"Come in!" <<he>> says.
<br><br>
You open the door and step in. Robin is sitting on <<his>> bed.
<br><br>
<<He>> looks up and is about to say something when <<he>> sees your state of undress. <<He>> blanches and stares in horror at you.
<br><br>
<<link [[Next|Robin Room Naked Fail]]>><</link>>
<<else>>
"Come in!" <<he>> says.
<br><br>
You take a deep breath and enter the room.
<br>
Robin's sitting on <<his>> bed when you walk in. <<He>> looks up and stops when <<he>> sees your lewd state.
<br><br>
A furious blush comes over <<his>> face. <<He>> averts <<his>> eyes and a few seconds pass before <<he>> speaks.<<glust>><<npcincr Robin lust 1>>
<br>
"Are you okay? Do you need me to grab you a towel?" <<He>> reaches for <<his>> dresser.
<br><br>
<<link [[Flirt|Robin Room Naked Flirt]]>><<set $phase to 1>><</link>><<promiscuous1>>
<br>
<<link [[Reassure|Robin Room Naked Reassure]]>><<set $phase to 1>><</link>>
<br>
<<towelicon>><<link [[Accept the towel|Robin Room Naked Towel]]>><</link>>
<</if>>
<<else>>
You open Robin's door and walk in confidently, not hiding any of your nakedness. Robin looks at you in surprise, before a look of concerned anxiety crosses <<his>> face.
<br><br>
"Are you okay?" <<he>> asks. "Did you walk through the hallways like that? What if someone saw you? Do you need some clothes?"
<br><br>
<<link [[Flirt|Robin Room Naked Flirt]]>><<set $phase to 2>><</link>><<promiscuous1>>
<br>
<<link [[Reassure|Robin Room Naked Reassure]]>><<set $phase to 2>><</link>>
<</if>><<effects>>
<<if $robin_naked_fail is 1>>
You open Robin's door and step inside. Robin glances at you when you enter but quickly looks away.
<br><br>
"I don't like it when you come in like that," <<he>> says. "Can you please leave and come back with some clothes on?"
<br><br>
There's no point in arguing. You walk out of Robin's room and return to your bedroom.
<br><br>
<<link [[Next|Bedroom]]>><<endevent>><</link>>
<<else>>
<<if $speech_attitude is "meek">>
"How are you?" you ask, resisting the urge to explain yourself.
<<elseif $speech_attitude is "bratty">>
"Sup?" you say nonchalantly, lifting your chin in greeting.
<<else>>
"How's it going?" you ask.
<</if>>
<br><br>
"What...what..." <<he>> stutters before looking away, blushing furiously.<<glust>><<npcincr Robin lust 1>>
<br><br>
<<He>> struggles for a few minutes before speaking again. "What are you doing? Why are you dressed like that?"
<br><br>
You're unsure of what to say, so you just shrug.
<br><br>
"Please leave," <<he>> says, "You can't just walk into someone's room like this without asking first."<<llove>><<npcincr Robin love -1>>
<br><br>
<<link [[Ask|Robin Room Naked Fail Ask]]>><<pass 1>><</link>>
<br>
<<link [[Just leave (0:01)|Robin Room Naked Fail Leave]]>><<pass 1>><</link>>
<</if>><<effects>>
"Okay," you say. "Can I come into your room like this, then?"
<br><br>
<<if C.npc.Robin.dom lte 50>>
Robin's face is bright red. "No," <<he>> whispers. There's a slight quaver to <<his>> voice. "I'm sorry, but...please just leave. If you come back when you're dressed, we can hang out then."
<<else>>
Robin's face is bright red. "No," <<he>> says, <<his>> voice firm despite <<his>> obvious embarrassment. "I already asked you to leave. You can come back when you're dressed, okay?"
<</if>>
<br><br>
There's no changing Robin's mind when <<hes>> like this. You say your goodbyes and leave, slipping back down the hallway to the safety of your bedroom.
<br><br>
<<link [[Next|Bedroom]]>><<set $robin_naked_fail to 1>><<endevent>><</link>><<effects>>
You wait for a few seconds, but Robin doesn't say anything else. You say your goodbyes and leave, slipping back down the hallway to the safety of your bedroom.
<br><br>
<<link [[Next|Bedroom]]>><<set $robin_naked_fail to 1>><<endevent>><</link>><<effects>>
<<if $phase is 1>>
<<if $exposed gte 2>>
<<if $speech_attitude is "meek">>
"Oh no, no," you interject. "It's fine, I just like to be naked sometimes. I hope you don't mind?"
<<elseif $speech_attitude is "bratty">>
"No!" you interject. "It's fine, I just like to walk around butt-naked sometimes. You don't mind, right?"
<<else>>
"No," you interject. "It's fine, I just like to walk around naked sometimes. I hope you don't mind."
<</if>>
<br><br>
<<elseif $worn.upper.type.includes("naked") and $worn.under_upper.type.includes("naked")>>
<<if $speech_attitude is "meek">>
"No, I'm fine," you reassure <<him>>. "It just feels nice to be topless sometimes. It makes me feel good. I hope it's not a bother."
<<elseif $speech_attitude is "bratty">>
"Nah, everything's cool," you reassure <<him>>. "I just like to let my tits out sometimes. It doesn't bug you, does it?"
<<else>>
"Oh no, it's fine," you reassure <<him>>. "I just like to go topless sometimes. I hope it doesn't bother you."
<</if>>
<br><br>
<<elseif $worn.lower.type.includes("naked") and $worn.under_lower.type.includes("naked")>>
<<if $speech_attitude is "meek">>
"I'm okay, I promise," you reassure <<him>>. "It just feels nice to not wear pants sometimes. It's more... breathable that way. Is that okay?"
<<elseif $speech_attitude is "bratty">>
"I'm okay," you say, cutting <<his>> train of thought short. "I just like to let it all hang out sometimes. Feels good to let things breathe. Is that cool with you?"
<<else>>
"I'm okay, I promise," you interrupt. "I like to walk around without any pants sometimes. The breeze is nice. Is that okay with you?"
<</if>>
<br><br>
<<else>>
<<if $speech_attitude is "meek">>
"I'm okay," you say, smiling softly at <<him>>. "I just like spending time in my underwear sometimes. I hope it's not a bother."
<<elseif $speech_attitude is "bratty">>
"I'm okay," you tell <<him>>. "I just wanted to hang out in my underwear. You don't care, right? I mean, it's just underwear."
<<else>>
"I'm okay," you tell <<him>>. "I just like walking around in my underwear sometimes. It doesn't bother you, does it?"
<</if>>
<br><br>
<</if>>
<<if C.npc.Robin.dom lte 50>>
<<if !$worn.upper.type.includes("naked") and !$worn.under_upper.type.includes("naked") and $worn.lower.type.includes("naked") and !$worn.under_lower.type.includes("naked")>>
<<He>> seems to consider your proposal before nodding <<his>> head.
<br><br>
"I guess that's not so bad, if it's just your underwear... You can come in like that if you want."
<br><br>
You smile and enter the room, closing the door behind you.
<br><br>
<<else>>
<<He>> looks down, trying to avoid looking at you, before speaking.
<br><br>
"O...okay," <<he>> stutters. "I guess you can stay like that if you want to."
<br><br>
You enter the room and sit down. Robin doesn't stare, but you catch <<him>> stealing quick glances at you.
<br><br>
<</if>>
<<else>>
<<if !$worn.upper.type.includes("naked") and !$worn.under_upper.type.includes("naked") and $worn.lower.type.includes("naked") and !$worn.under_lower.type.includes("naked")>>
"Doesn't bother me. It's a little silly, but it's just your underwear. Those are cute undies, by the way."
<br><br>
You smile and do a quick pose to show off, before closing the door behind you.
<br><br>
<<else>>
Robin looks amused. "Yeah, I don't mind. We are friends after all, right?" <<He>> smiles at you.
<br><br>
"Thanks!" you say. You close the door and sit down. Robin doesn't stare, but also doesn't avoid looking directly at you.
<br><br>
<</if>>
<</if>>
<<else>>
<<if $exposed gte 2>>
<<if $speech_attitude is "meek">>
"Oh no, no," you interject. "It's fine, I just like to be naked sometimes. You've seen me naked before, so I hope you don't mind?"
<<elseif $speech_attitude is "bratty">>
"No!" you interject. "It's fine, I just like to walk around butt-naked sometimes. You don't mind, right? It's not like you've never seen me naked before." You grin at <<him>>.
<<else>>
"No," you interject. "It's fine, I just like to walk around naked sometimes. I assumed you wouldn't mind, since you've seen me naked before."
<</if>>
<br><br>
<<elseif $worn.upper.type.includes("naked") and $worn.under_upper.type.includes("naked")>>
<<if $speech_attitude is "meek">>
"No, I'm fine," you reassure <<him>>. "It just feels nice to be topless sometimes. It makes me feel good. I hope it's not a bother."
<<elseif $speech_attitude is "bratty">>
"Nah, everything's cool," you reassure <<him>>. "I just like to let my tits out sometimes. It doesn't bug you, does it? You've seen them before, after all."
<<else>>
"Oh no, it's fine," you reassure <<him>>. "I just like to go topless sometimes. You have seen them before, so I hope it doesn't bother you."
<</if>>
<br><br>
<<elseif $worn.lower.type.includes("naked") and $worn.under_lower.type.includes("naked")>>
<<if $speech_attitude is "meek">>
"I'm okay, I promise," you reassure <<him>>. "It just feels nice to not wear pants sometimes. It's more...breathable that way. You've seen me naked before, so I hope that's okay?"
<<elseif $speech_attitude is "bratty">>
"I'm okay," you say, cutting <<his>> train of thought short. "I just like to let it all hang out sometimes. Feels good to let things breathe. Is that cool with you? I mean, it's not like you've never seen me naked before."
<<else>>
"I'm okay, I promise," you interrupt. "I like to walk around without any pants sometime. The breeze is nice. I assumed it'd be okay, since you've seen me naked before."
<</if>>
<br><br>
<<else>>
<<if $speech_attitude is "meek">>
"I'm okay," you say, smiling softly at <<him>>. "I just like spending time in my underwear sometimes. I hope it's not a bother."
<<elseif $speech_attitude is "bratty">>
"I'm okay," you tell <<him>>. "I just wanted to hang out in my underwear. You don't care, right? I mean, it's just underwear, and you've already seen me naked before."
<<else>>
"I'm okay," you tell <<him>>. "I just like walking around in my underwear sometimes. It doesn't bother you, does it?"
<</if>>
<br><br>
<</if>>
<<if C.npc.Robin.dom lte 50>>
Robin seems unsure of what to say. <<He>> doesn't look at you for very long, even though <<hes>> seen you naked before.
<br><br>
Finally <<he>> says, "I guess that's fine, if it makes you comfortable."
<br><br>
<<else>>
Robin's look of concern turns into one of amusement and arousal. <<He>> looks over your body. You don't move, allowing <<him>> to see everything <<he>> wants to see.
<br><br>
"I don't really get it, but I don't mind," <<he>> says. "I actually kind of like seeing you like this."
<br><br>
<</if>>
You smile and close the door behind you, entering the room and sitting down with Robin.
<br><br>
<</if>>
<<link [[Next|Robin's Room Entrance]]>><<set $robin_naked_room to 1>><<endevent>><</link>><<effects>>
<<if $phase is 1>>
<<if $exposed gte 2>>
"I'm very fine," you say. "I just wanted to show you what I've been gifted with. I'm pretty sure you'll appreciate the view." You angle your body to show Robin as much as possible.
<br><br>
<<elseif $worn.upper.type.includes("naked") and $worn.under_upper.type.includes("naked")>>
"Oh, definitely," you say. You push your <<breasts>> together and pinch your nipples. "I've just got a nice pair here and wanted to show you."
<br><br>
<<elseif $worn.lower.type.includes("naked") and $worn.under_lower.type.includes("naked")>>
"Oh, I'm perfect." You turn to show off your bare ass to Robin. "And so is my ass, don't you think?"
<br><br>
<<else>>
"No need for a towel," you say. "I just look very cute in my undies like this and wanted you to see."
<br><br>
<</if>>
<<if C.npc.Robin.dom lte 50>>
Robin blushes furiously and looks away. <<He>> takes a few seconds to respond. "I...I guess that's okay. You can...stay like that...if you want."<<glust>><<npcincr Robin lust 1>>
<br><br>
You close the door and sit down.
<br><br>
<<else>>
Robin laughs but can't hide <<his>> strong blush.
<br><br>
"I can never tell if you're joking or not," <<he>> says.
<br><br>
"You can stay like that if you want. We're friends, right? Just close the door before someone sees."
<br><br>
You smile and close the door. Robin doesn't stare, but doesn't avoid looking at you either.
<br><br>
<</if>>
<<link [[Next|Robin's Room Entrance]]>><<set $robin_naked_room to 1>><<endevent>><</link>>
<<else>>
You lean forward and embrace Robin with your body, whispering in <<his>> ear.
<br><br>
<<if $speech_attitude is "meek">>
"I don't mind being exposed when it's for you. Do you like what you see?"
<<elseif $speech_attitude is "bratty">>
"Who cares if someone saw me? I just couldn't wait any longer to be naked with you."
<<else>>
"I don't care if anyone saw me. This is just meant for you anyway."
<</if>>
<br><br>
<<if C.npc.Robin.dom lte 50>>
Robin separates from you, blushing furiously. <<He>> turns away, avoiding looking at you while <<he>> tries to compose <<himself>>. Finally <<he>> turns to you, but avoids meeting your gaze.<<glust>><<npcincr Robin lust 1>>
<br><br>
"Thanks...I guess that's fine...now that we're dating. Wear whatever you like..."
<br><br>
You smile. "Thanks, but I hope you're enjoying all this too."
<br><br>
Robin smiles meekly.
<br><br>
<<link [[Encourage Robin to look at you|Robin Room Naked Encourage]]>><</link>><<promiscuous1>>
<br>
<<link [[Let it go|Robin's Room Entrance]]>><<set $robin_naked_room to 1>><<endevent>><</link>>
<<else>>
Robin returns your embrace.
<<if $worn.lower.type.includes("naked") and $worn.under_lower.type.includes("naked")>>
You feel <<his>> hands slide down your back until <<hes>> groping your bare ass
<<else>>
You feel <<his>> hand slip beneath the waistband of your
<<if $worn.under_lower.type.includes('naked')>>
$worn.lower.name
<<else>>
$worn.under_lower.name
<</if>>
to cup one of your cheeks.
<</if>>
<br><br>
A warm flush rises in you. Robin whispers in your ear. "You're cute like this. I think I might like it when you show up without clothes on..." <<He>> giggles.
<br><br>
<<if C.npc.Robin.lust gte 20>>
Robin's groping gets more aggressive, and soon <<hes>> kissing your neck and pushing you back towards the bed. You can tell that Robin wants more.
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Return the favour|Robin Room Naked Return]]>><<set $phase to 1>><</link>><<promiscuous2>>
<br>
<</if>>
<<link [[Decline|Robin Room Naked Decline]]>><</link>><<npcincr Robin dom -1>><<ldom>>
<<else>>
<<He>> plants a kiss on your lips, long and deep, before giving you a parting squeeze. You separate and sit down on the bed together.
<br><br>
<<set $robin_naked_room to 1>>
<<robinoptions>>
<</if>>
<</if>>
<</if>><<effects>>
You return Robin's affections and nibble <<his>> neck as <<he>> guides you towards the bed. When your knees hit the bed frame, you tumble onto the mattress, tugging <<him>> on top of you. With your help, <<he>> soon strips off <<his>> own clothes and kisses you deeply.
<br><br>
<<link [[Next|Robin Room Naked Sex]]>><<set $sexstart to 1>><</link>><<set _robin to statusCheck("Robin")>>
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 500>><<npcexpose>>
<</if>>
<<set $enemyanger to 0>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Robin Room Naked Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Robin Room Naked Sex]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<npcincr Robin lust -20>>
<<if $orgasmcurrent is 0 and not playerChastity()>>
<<set _mouthful to 0>>
Robin looks
<<if C.npc.Robin.dom lte 11>>
worried. "But-" <<He>> blushes. "I mean... Nothing."
<<elseif C.npc.Robin.dom lte 26>>
worried. "But," <<he>> whispers. "You didn't cum. I hope it was good."
<br>
You nod.
<<elseif C.npc.Robin.dom lte 41>>
<<if $player.penisExist>>
<<set $penisuse to 0>><<set $penisstate to 0>>
<</if>>
playful. "But you didn't cum yet," <<he>> whispers. <<His>> hands wander over your <<genitals>>.
<<arousal 2500 "genitals">>
<<if $arousal gte $arousalmax>>
<<orgasm>>Robin looks pleased.
<<else>>
After a few minutes <<he>> stops. "Sorry, I-I don't really know what I'm doing."
<br>
"It was good," you tell <<him>>. "Really good."
<br>
<</if>>
<<else>>
<<set _mouthful to 1>>
<<if $player.penisExist>>
<<set $penisuse to "othermouth">><<set $penisstate to "othermouth">>
<</if>>
playful. "And now..." <<He>> smiles. "<<print either("I make you squeal.","You squeal.","It's your turn.","You cum.","I make you cum.","I get you off.")>>"
<br>
Robin disappears under the cover. A moment later you feel <<his>> tongue licking your <<genitals>>.
<br>
<<arousal 4000 "genitals">>
<<if $arousal gte $arousalmax>>
<<orgasm>>
<<else>>
<br>
After a while of this, Robin crawls back up. "I'm not giving up," <<he>> breathes. <<He>> nips your ear. "That isn't happening."
<br>
Robin disappears back under the cover and goes at it with renewed determination.
<<if $player.penisExist>>
<<set $NPCList[$npcrow[$npc.indexOf('Robin')]].mouth to "penis">>
<<takeNPCVirginity "Robin" "oral">>
<<penilestat>>
<</if>>
<<set $arousal to 10000>>
<<if $arousal gte $arousalmax>>
<<orgasm>>
<</if>>
<</if>>
<</if>>
<</if>>
"I love you," Robin murmurs, leaning in and planting a kiss on your cheek.
<br><br>
<<else>>
Robin backs away from you. "You... really should get dressed, though."
<br><br>
"H-here, let me grab you something," <<he>> says, blush creeping along <<his>> face. <<He>> rummages around in <<his>> laundry for a moment, pulls out a towel, and hands it to you. "Sorry, it might still be a little wet..."
<br><br>
You thank <<him>> for the towel and put it on while <<he>> sits back down beside you on the bed.<<towelup>>
<br><br>
<</if>>
<<endcombat>>
<<link[[Next|Robin's Room Entrance]]>><</link>><<effects>>
You put your hands on Robin's shoulders and stop <<him>> before it gets to <<his>> bed.
<br><br>
"I think I'd rather just hang out, if that's okay," you say. "I'm not really in the mood."
<br><br>
Robin looks disappointed but nods in agreement.
<br><br>
<<link [[Next|Robin's Room Entrance]]>><<set $robin_naked_room to 1>><<endevent>><</link>><<effects>><<towelup>>
"Yeah, that'd be great, thanks," you say.
<br><br>
Robin throws you a towel and you quickly wrap it around yourself. You enter the room and sit down with Robin.
<br><br>
<<link [[Next|Robin's Room Entrance]]>><<set $robin_naked_room to 1>><<endevent>><</link>><<effects>>
<<if $robinromance isnot 1 and C.npc.Robin.love lte 49>>
<<if $robin_naked_fail isnot 1>>
<<set $robin_naked_fail to 1>>
"Hey, mind if I take these off?" you suddenly ask.
<br><br>
Robin looks at you, confused. "Take off what?" <<he>> asks. "Your shoes?"
<br><br>
<<He>> looks down at your feet, but you interrupt. "No, I mean my clothes. Can I take them off?"
<br><br>
Robin still looks like <<hes>> not sure <<he>> heard you right. "You...want...to get naked?" <<he>> asks one more time.
<br><br>
Robin blushes, but a frown crosses <<his>> face. <<He>> looks uncomfortable. "No, I'd rather you didn't. I'm not okay with that."
<br><br>
<<else>>
"Hey, mind if I get naked?"
<br><br>
Robin frowns. "Please don't, and I'd rather you stopped asking."
<br><br>
<</if>>
<<robinoptions>>
<<else>>
<<unset $robin_naked_fail>>
<<if $robin_naked_room isnot 1>>
<<if $robinromance is 1>>
"Hey, mind if I get naked?" you ask.
<br><br>
<<if C.npc.Robin.dom lte 50>>
Robin blushes and averts <<his>> eyes, but you see <<his>> slight smile. <<He>> nods quickly. "If you want," <<he>> says.
<br><br>
You smile and stand up.
<br><br>
<<else>>
"Of course not," <<he>> says. "Are you trying to get me into bed?"
<br><br>
"Maybe," you say, slyly, "but also, I just like being naked with you. I feel comfortable with you."
<br><br>
Robin's smile deepens. You stand up in front of <<him>>.<<garousal>><<arousal 600>>
<br><br>
<</if>>
<<link [[Give Robin a strip tease|Robin Room Naked Tease]]>><</link>><<glust>><<npcincr Robin lust 1>>
<br>
<<link [[Just take off your clothes|Robin Room Naked Take]]>><</link>>
<<set $robin_naked_room to 1>>
<<else>>
"Do you mind if I take my clothes off?"
<br><br>
Robin looks at you in surprise, like <<hes>> not sure <<he>> heard you right.
<br><br>
<<if C.npc.Robin.dom lte 50>>
"What?" <<he>> says.
<br><br>
"I'd like to get naked, if that's okay with you?"
<br><br>
Robin's face turns crimson. <<He>> looks away, and for a second you wonder if <<hes>> going to cry.
<br><br>
"We're friends, right?" you say, trying to reassure <<him>>. "I don't mind if you see me naked."
<br><br>
Robin still doesn't say anything for a few seconds, then turns back to you. <<He>> still doesn't meet your eyes, but <<he>> starts nodding. "O..okay. If you...if you want to."
<br><br>
<<else>>
<<He>> then laughs, but you notice the blush growing on <<his>> face. "Are...are you serious? Why?"
<br><br>
"I just like hanging out naked sometimes. I thought it'd be okay since we're friends."
<br><br>
<<He>> gives you a nervous laugh, but you can tell <<hes>> considering it. Finally <<he>> shrugs, but <<his>> blush doesn't go away. "Go ahead. If you like to walk around in your birthday suit, I guess I don't mind."
<br><br>
<</if>>
<<set $robin_naked_room to 1>>
<<link [[Next|Robin Room Naked Request 2]]>><<set $phase to 1>><</link>>
<</if>>
<<else>>
"Hey, mind if I get naked again?" you ask.
<br><br>
<<if C.npc.Robin.dom lte 50>>
Robin blushes and turns <<his>> head away, as always. <<He>> takes a few seconds to stutter out a response.
<br><br>
"If...if you want," <<he>> says.
<br><br>
<<undress "Robin's Room">><<exposure>> You stand up and quickly strip until you're naked in front of Robin. Robin doesn't look at you as you sit down, but you catch <<him>> stealing glances out of the corner of your eye.<<if $daily.robin_naked_lust isnot 1>><<set $daily.robin_naked_lust to 1>><<gglust>><<npcincr Robin lust 2>><</if>>
<br><br>
<<else>>
<<undress "Robin's Room">><<exposure>>
Robin smiles in amusement, but <<his>> blush is unmistakable. "Sure, you silly nudist."
<br><br>
You smile and stand up. Quickly taking off your clothes, you are left completely naked in front of Robin. <<He>> tries to act casual, but you notice <<him>> glancing at your body. You sit back down.<<if $daily.robin_naked_lust isnot 1>><<set $daily.robin_naked_lust to 1>><<gglust>><<npcincr Robin lust 2>><</if>>
<br><br>
"Comfortable?" <<he>> asks.
<br><br>
<</if>>
<<robinoptions>>
<</if>>
<</if>><<effects>>
Smiling, you stand up and start taking off your clothes.
<br><br>
<<if $player.breastsize gte 4>>
You take off your <<upperwear>>, <span class="lewd">exposing your <<breasts>>.</span> You pretend not to notice Robin staring at your tits.
<<else>>
You take off your top, <span class="lewd">exposing your bare chest.</span> Robin watches you as you strip off your clothes; you pretend not to notice.
<</if>>
<br><br>
You turn around and pull down your <<bottoms>>, <span class="lewd">exposing your ass.</span> You can't see Robin's face, but you're sure <<hes>> watching.
<br><br>
<<link [[Next|Robin Room Naked Request 3]]>><</link>><<effects>><<undress "Robin's Room">><<exposure>>
Now completely naked, you turn around and face Robin.
<br><br>
<<if C.npc.Robin.dom lte 50>>
<<He>> turns away as soon as you face <<him>>, still blushing furiously.
<br><br>
You walk over and sit down with <<him>>. Robin tries not to look at you, but you catch <<him>> sneaking glances at you when <<he>> thinks you're not looking.<<glust>><<npcincr Robin lust 1>>
<br><br>
<<else>>
<<He>> doesn't turn away, but <<he>> tries to avoid staring at any of your intimate areas. The blush is still there.
<br><br>
You walk over and sit down with <<him>>. Robin tries to act casual, but you catch <<him>> sneaking glances at you when <<he>> thinks you're not looking.<<glust>><<npcincr Robin lust 1>>
<br><br>
<</if>>
<<robinoptions>><<effects>>
<<npc Robin 0>>
<<outfitChecks>>
<<if $worn.upper.name isnot "naked" or $worn.over_upper.name isnot "naked">>
<<set _it to ($worn.upper.name isnot "naked" and $worn.over_upper.name isnot "naked") or _top.plural is 1 ? "them" : "it">>
Keeping eye contact with Robin, you slowly start to remove your <<allTops>>. You pull _it up over your head and gracefully let _it fall to the floor.
<br><br>
<</if>>
<<if $worn.under_upper.name isnot "naked">>
<<set _it to $worn.under_upper.plural is 1 ? "them" : "it">>
You remove your $worn.under_upper.name and toss _it aside.
<br><br>
<</if>>
<<if $player.breastsize gte 4>>
Your <<breasts>> are now <span class="lewd">completely exposed.</span> You play with them for a few seconds while Robin watches. You pinch your nipples before moving on.
<<else>>
<span class="lewd">Your bare chest</span> is now completely exposed.
<</if>>
<br><br>
<<if (!_overOutfit and !_middleOutfit) and ($worn.over_lower.name isnot "naked" or $worn.lower.name isnot "naked")>>
<<set _it to ($worn.over_lower.name isnot "naked" and $worn.lower.name isnot "naked") or _bottom.plural is 1 ? "them" : "it">>
Reaching down, you pull down your <<allBottoms>> and step out of _it one foot at a time.
<br><br>
<</if>>
<<if $worn.under_lower.name isnot "naked">>
<<set _it to $worn.under_lower.plural is 1 ? "them" : "it">>
Finally, you slip your fingers into the back of your $worn.under_lower.name. You slowly, confidently, tease them down your legs, <span class="lewd">revealing your <<bottom>></span> to Robin.
<<else>>
Finally, you slowly, confidently, slide your hands down your legs, bending over and <span class="lewd">showing off your <<bottom>></span> to Robin.
<</if>>
<br><br>
You peek beneath your knees. Robin is staring directly at your bent-over, naked ass. You turn around and let Robin see everything.<<gglust>><<npcincr Robin lust 4>>
<br><br>
<<undress "Robin's Room">>
<<if C.npc.Robin.lust gte 20>>
<<link [[Next|Robin Room Naked Tease 2]]>><</link>>
<<else>>
<<link [[Next|Robin's Room Entrance]]>><</link>>
<</if>><<effects>>
<<He>> stands up and walks over to you, eyeing your body the whole time.
<br><br>
<<if C.npc.Robin.dom gte 51>>
"You look so cute like that," <<he>> says, "Can we take this to the bed?"
<<else>>
"Do you want to?" <<He>> whispers in your ear.
<</if>>
<br><br>
<<link [[Agree|Robin Room Naked Tease 3]]>><<set $phase to 1>><<npcincr Robin dom 1>><</link>><<gdom>>
<br>
<<link [[Decline|Robin Room Naked Tease 3]]>><<set $phase to 2>><<npcincr Robin dom -1>><<trauma -1>><<stress -6>><</link>><<ldom>><<ltrauma>><<lstress>><<effects>>
<<if $phase is 1>>
You smile and nod your head. Robin gives you a quick kiss before leading you to the bed. You lie down and watch <<him>> quickly strip <<his>> own clothes off before joining you.
<br><br>
<<link [[Next|Robin Room Naked Sex]]>><<unset $phase>><<set $sexstart to 1>><</link>>
<<else>>
"I think I'd rather just hang out, if that's okay," you say. "I'm not really in the mood."
<br><br>
Robin looks disappointed but nods in agreement.
<br><br>
<<robinoptions>>
<</if>><<effects>><<undress "Robin's Room">><<exposure>>
You take off your clothes, letting Robin watch you the whole time. When you're naked, you sit back down with <<him>>.
<br><br>
"Comfortable?" <<he>> asks.
<br><br>
"Very," you say, and you give <<him>> a quick kiss.<<glust>><<npcincr Robin lust 1>>
<br><br>
<<robinoptions>><<effects>>
"Hey," you say. "You can look at me like this if you want to. We're together now, and I'd like you to be comfortable with me."
<br><br>
Robin hesitates for a few seconds before looking directly at you. You don't cover yourself, instead doing a quick rotation so that Robin can see everything. When you turn back around, <<hes>> still staring at your body.<<glust>><<npcincr Robin lust 1>>
<br><br>
"Thanks," <<he>> says. "I...I love you."
<br><br>
<<robinoptions>><<effects>>
You take your clothes from Robin's bed and dress yourself. Robin looks in the opposite direction until you're finished.
<br><br>
<<robinoptions>><<effects>>
You undo the ribbon tied around Robin's chest. The wrapping paper falls to the bed. Robin gasps as you undo the ribbon looped around <<his>> crotch. <<Hes>> left entirely nude before you.
<<promiscuity1>>
Robin points up. There's mistletoe. "Caught you," <<he>> says. Before you can say a word, <<his>> arms wrap around your body and pull you to the bed. <<His>> lips meet yours. <<takeKissVirginity "Robin" `($robinromance is 1?"loveInterest":"romantic")`>>
<br><br>
<<link [[Next|Robin Unwrap Sex]]>><<set $sexstart to 1>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
You shake your head. "N-no," you say. "But I'm glad you're my present."
<<elseif $speech_attitude is "bratty">>
You shake your head. "Not in the mood," you say. "But you make a great gift."
<<else>>
You shake your head. "I can't right now," you say. "But you're the best present I could ever ask for."
<</if>>
<br><br>
Robin's eyes light up, and <<he>> rises to <<his>> feet. <<He>> points up. There's mistletoe. "Got you," <<he>> says, and gives you a small peck on the lips. <<takeKissVirginity "Robin" `($robinromance is 1?"loveInterest":"romantic")`>>
<br><br>
<<He>> smiles. "I'm going to change into the clothes you brought me." You nod, and take your leave.
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 500>><<npcexpose>>
<<set $enemyarousalmax to 600>>
<<set $enemyarousalmax to $enemyarousalmax * ($npcArousalMult / 100)>>
<</if>>
<<set $enemyanger to 0>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Robin Unwrap Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Robin Unwrap Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "home">><<schooleffects>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Robin clings to you and smiles.
<br><br>
<<elseif $enemyhealth lte 0>>
"Ow!" Robin says. <<Hes>> still smiling.
<br><br>
<<elseif $finish is 1>>
Robin clings to you and smiles.
<br><br>
<</if>>
<<He>> gazes into your eyes. "I love you." <<He>> kisses you again.
<<if $penisfucked is 1>>
"It feels so good to have you inside me."
<<elseif $vaginafucked is 1>>
"It feels so good inside you."
<</if>>
<<if $orgasmcurrent is 0 and not playerChastity()>><<set _mouthful to 0>>
<br>
Robin looks
<<if C.npc.Robin.dom lte 11>>
worried. "But-" <<He>> blushes. "I mean... Nothing."
<<elseif C.npc.Robin.dom lte 26>>
worried. "But," <<he>> whispers. "You didn't cum. I hope it was good."
<br>
You nod.
<<elseif C.npc.Robin.dom lte 41>>
<<if $player.penisExist>>
<<set $penisuse to 0>><<set $penisstate to 0>>
<</if>>
playful. "But you didn't cum yet," <<he>> whispers. <<His>> hands wander over your <<genitals>>.
<<arousal 2500 "genitals">>
<<if $arousal gte $arousalmax>>
<<orgasm>>Robin looks pleased.
<<else>>
After a few minutes <<he>> stops. "Sorry, I-I don't really know what I'm doing."
<br>
"It was good," you tell <<him>>. "Really good."
<br>
<</if>>
<<else>>
<<set _mouthful to 1>>
<<if $player.penisExist>>
<<set $penisuse to "othermouth">><<set $penisstate to "othermouth">>
<</if>>
playful. "And now..." <<He>> smiles. "<<print either("I make you squeal.","You squeal.","It's your turn.","You cum.","I make you cum.","I get you off.")>>"
<br>
Robin disappears under the cover. A moment later you feel <<his>> tongue licking your <<genitals>>.
<br>
<<arousal 4000 "genitals">>
<<if $arousal gte $arousalmax>>
<<orgasm>>
<<else>>
<br>
After a while of this, Robin crawls back up. "I'm not giving up," <<he>> breathes. <<He>> nips your ear. "That isn't happening."
<br>
Robin disappears back under the cover and goes at it with renewed determination.
<<if $player.penisExist>>
<<set $NPCList[$npcrow[$npc.indexOf('Robin')]].mouth to "penis">>
<<takeNPCVirginity "Robin" "oral">>
<<penilestat>>
<</if>>
<<set $arousal to 10000>>
<<if $arousal gte $arousalmax>>
<<orgasm>>
<</if>>
<</if>>
<</if>>
<<He>> kisses you again. "I love you."
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Robin>><<person1>>
"Merry Christmas," Robin whispers. <<He>> kisses your cheek. "I know this was sudden, but I hope you had fun."
<br><br>
<<He>> rises to a sitting position. "I need to change into the clothes you bought me!" You nod, and take your leave.
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "home">><<effects>>
You pull away from Robin.
<br><br>
<<robinoptions>><<set $outside to 0>><<set $location to "home">><<effects>>
You hold Robin in your arms. For several minutes <<he>> doesn't move or make a sound. Then <<he>> cries. Just a sob at first, but it builds until <<hes>> almost wailing into your shoulder.
<br><br>
"I, I," <<he>> says between sobs. "C-can't s-stop thinking a-about it."
<br><br>
"It's okay," you say. "You're safe. I'm here for you."
<br><br>
<<He>> continues crying in your arms.
<<pain 10>>
You realise you're tearing up too. "Th-thank you," <<he>> says after some time. "I'm fine now." <<He>> smiles through <<his>> tears. "Can we go to the kitchen? I'm thirsty."
<br><br>
You take <<him>> by the hand and together walk to the kitchen. You pour <<him>> a glass of water while <<he>> leans against the counter, eyes downcast. "I know you're busy," <<he>> says as you hand it to <<him>>. "I'm going to hide back in my room. I'll be fine. Honest." <<He>> smiles and leaves the kitchen.
<br><br>
<<endevent>>
<<link [[Next|Orphanage]]>><</link>>
<br><<set $outside to 0>><<set $location to "home">><<effects>>
"You sold the console to pay Bailey," you say. Robin nods. "I'm going to buy you a new one."
<br><br>
<<He>> looks at you, mouth agape. "No, it's too expensive," <<he>> says.
<br><br>
"It's my money," you reply. "Come on, you'll have to pick out the games you want."
<br><br>
<<He>> frowns and smiles at the same time, and jumps to <<his>> feet.
<br><br>
You walk to the High Street together. <<His>> pace picks up when the game shop comes into view.
Five minutes later <<hes>> holding a large box in <<his>> arms, and you're £400 poorer. <<His>> face beams.
<br><br>
<<He>> runs ahead of you once back on Domus Street, eager to set it up.
<br><br>
<<endevent>>
<<link [[Next|Domus Street]]>><<set $eventskip to 1>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
"You're hurt," you say to Robin. "You need to see a doctor."
<br><br>
<<He>> shakes <<his>> head. "I want to stay here."
<br><br>
"It's okay," you say. "I'll stay with you. Promise." You stand and hold the door open. <<He>> doesn't budge. "Please," you say. <<He>> grimaces as <<he>> stands.
<br><br>
You don't know if <<he>> would be capable of walking, so you take the bus. <<He>> stares at the ground as you walk <<him>> into the hospital foyer.
<br><br>
<<generate2>><<person2>>It's not very busy. You walk up to reception. "How can I help you?" the <<person>> behind it asks.
<br><br>
"My friend has been hurt," you say. "But I'm not sure how badly. <<person1>><<He>> can't walk properly."
<br><br>
<<person2>>The <<person>> smiles and looks at Robin. "I'll see who's available to see you. Please take a seat."
<br><br>
You don't need to wait long. A <<generate3>><<person3>><<person>> enters the foyer and immediately picks you out. "Please come with me," <<he>> says.
<br><br>
You follow the doctor to <<his>> office, holding Robin's hand to make sure <<person1>><<he>> doesn't run off.
Once inside and seated, the doctor examines Robin. <<He>> looks troubled.
"I can't see the full extent of <<his>> injuries. You'll need to take your clothes off." Robin tenses and closes <<his>> eyes.
You rest your hand on <<him>>. "It's okay," you say. "The doctor will help you."
<br><br>
You stand to leave and give Robin some privacy, but <<person1>><<he>> grabs your arm. "Please stay," <<he>> says. You sit back down.
<br><br>
The doctor turns away and types something into <<person3>><<his>> computer. Robin starts to strip.<<person1>>
<br><br>
<<link [[Watch|Robin Hospital Watch]]>><<npcincr Robin lust 5>><</link>><<glust>><<promiscuous1>>
<br>
<<link [[Look away|Robin Hospital 2]]>><</link>>
<br><<set $outside to 0>><<set $location to "home">><<effects>>
<<run statusCheck("Robin")>>
<<if $rng gte 51>>
<<set _topic to $robinLastPunishment>>
<<set _recently to "recently">>
<<elseif $rng gte 15>>
<<set _topic to $robinPunishments.random()>>
<<set _recently to "a while ago">>
<<else>>
<<set _topic to "default">>
<</if>>
<<switch _topic>>
<<case "underground">>
You talk with Robin about <<his>> time underground, _recently.
<<switch random(1, 3)>>
<<case 1>>
"What kind of amusement were we being used for?" Robin punches <<his>> bed half-heartedly.
<<case 2>>
Robin looks up at the light in <<his>> room. "It's amazing how much of a difference it makes," <<he>> says blankly.
<<case 3>>
Robin lets out a few tears, not wanting to elaborate further.
<</switch>>
<<case "docks">>
You talk with Robin about <<his>> time at the docks, _recently.
<<switch random(1, 3)>>
<<case 1>>
"What did I do to them for them to beat me like that?" Robin asks, tears in <<his>> eyes. You don't have an answer.
<<case 2>>
Robin rocks back and forth, occasionally talking about the sounds of the beach and how it's all <<he>> heard in the off hours.
<<case 3>>
Robin rubs a spot on <<his>> stomach, gritting <<his>> teeth as <<he>> does so. "It's where they liked hitting the most."
<</switch>>
<<case "landfill">>
You talk with Robin about <<his>> time at the landfill, _recently.
<<if $robinSeen.includes("robinRape")>>
<<switch random(1, 3)>>
<<case 1>>
"I'm so sorry..." Robin doesn't look you in the eyes.
<<case 2>>
"I should've stopped myself." Robin tears up as you slowly rub <<his>> back.
<<case 3>>
"I was on that pole for hours. I tried to escape, but the gas made it so hard..." Robin's voice fades as you softly hold <<him>>.
<</switch>>
<<else>>
"I thought they'd never let me out of that place." Robin shivers.
<</if>>
<<case "dinner">>
You talk with Robin about <<his>> time at the dinner party, _recently.
<<switch random(1, 3)>>
<<case 1>>
"So many people. All of them wanted to..." <<He>> stops talking mid sentence.
<<case 2>>
"I was afraid they were going to rip me to shreds," <<he>> says, clutching <<his>> body.
<<case 3>>
"Why would anyone do such a thing?" Robin shudders. "I'm not food..."
<</switch>>
<<case "pillory">>
You talk with Robin about <<his>> time in the pillory, _recently.
<<switch random(1, 3)>>
<<case 1>>
"I'm not a criminal..." Robin whimpers softly.
<<case 2>>
"I've always felt bad for those people. To think I'd become one of them," Robin sighs.
<<case 3>>
"At least getting fruit thrown at you is better than rocks," Robin lets out a pained laugh.
<</switch>>
<<case "mansion">>
You talk with Robin about <<his>> time at the mansion, _recently.
<<switch random(1, 3)>>
<<case 1>>
"Some of them kept spitting on me," <<he>> complains. "And when they missed, I had to clean it up."
<<case 2>>
"They almost ripped the maid dress to shreds," <<he>> says.
<<case 3>>
"I can still feel them staring at me..." Robin whimpers.
<</switch>>
<<default>>
You talk with Robin. There are long periods of silence. You don't want to push <<him>>.
<<He>> sometimes mentions the abuse <<hes>> endured. You hold <<him>> when <<he>> cries.
<</switch>>
<br><br>
You console <<him>> for a while, giving the occasional comforting word or gesture. <<He>> seems to appreciate it.
<br><br>
<<robinoptions>><<set $outside to 0>><<set $location to "town">><<effects>>
<<if $pronoun is "f">>
You watch as Robin strips <<his>> clothes. <<He>> pulls down <<his>> skirt first, revealing white panties spotted with pink hearts.
<<He>> pulls them down next, and makes no move to conceal <<his>> genitals from you. They're bruised and swollen still.
<br><br>
<<else>>
You watch as Robin strips <<his>> clothes. <<He>> pulls down <<his>> shorts first, revealing white briefs.
<<He>> pulls them down next, and makes no move to conceal <<his>> genitals from you. They're bruised and swollen still.
<</if>>
<<promiscuity1>>
You realise <<hes>> looking right at you. "A-am I attractive?" <<he>> asks, keeping <<his>> voice quiet. "The way you were looking at me..." You feel guilty for checking <<him>> out and look away as <<he>> tugs off <<his>> shirt.
<br><br>
<<link [[Next|Robin Hospital 2]]>><</link>>
<br><<set $outside to 0>><<set $location to "home">><<effects>>
The doctor turns back to Robin, now stood naked. <<person3>><<He>> examines Robin from head to toe. "I don't think you need stitches," <<he>> says. "But this is an awful lot of bruising. Are you two siblings?"
<br><br>
<<if $robinromance is 1>>
"We, uh," Robin stutters. "No, we're not. <<pShes>> my <<girlfriend>>."
<<else>>
"Yes," Robin says. "I mean, no. <<pShes>> like my big <<if $player.gender_appearance is "f">>sister<<else>>brother<</if>> though."
<</if>>
<br><br>
"Where do you live?" the doctor asks.
<br><br>
"At the orphanage," Robin replies.
<br><br>
The doctor frowns. "Some of this needs bandaging. You'll also need painkillers..."
<br><br>
<<person1>>The doctor sees to Robin's wounds while you sit and hold <<his>> hand. Robin turns to you once dressed. "I'm a mummy!" <<he>> says, tapping the bandage wrapped around <<his>> head. <<He>> looks cheerful again for just a moment.
<<set $robinSeen.pushUnique("hospitalMummy")>>
<br><br>
Once home, Robin gives you a surprise hug. "Thank you," <<he>> says. <<Hes>> tearful, but smiling. "I feel better already." <<He>> heads back to <<his>> room.
<br><br>
<<endevent>>
<<link [[Next|Orphanage]]>><</link>>
<br><<set $outside to 1>><<set $location to "town">><<effects>>
<<set _robin to statusCheck("Robin")>>
<<if $tutorial is 0 and $debug is 0>>
<<endevent>>
<<generate1>><<person1>>As you leave the orphanage with Robin you bump into a <<person>> passing by. <<He>> staggers back and looks at you with anger, but <<his>> rage turns to lechery as <<he>> beholds you. "You're the cutest thing I've seen all week! Come 'ere."
<br><br>
<<He>> drags you into a nearby alley, leaving Robin in shock.
<br><br>
<<link [[Next|Tutorial]]>><<set $molestationstart to 1>><<set $tutorialExit to "Robin Walk School Tutorial">><</link>>
<<elseif $robinromance is 1>>
You leave the orphanage with Robin and walk to school.
<<He>> rubs the back of <<his>> hand against yours. You hold it. <<takeHandholdingVirginity "Robin" "romantic">>
<<if C.npc.Robin.trauma gte 80>>
<<elseif C.npc.Robin.trauma gte 40>>
<<elseif $robin.stayup is 2>>
Robin starts to nod off as <<he>> walks. You are worried <<he>> will bump into something, but luckily you are holding <<his>> hand.
<<else>>
You chat with <<him>> as you walk.
<</if>>
<<ltrauma>><<lstress>><<lrtrauma>><<trauma -2>><<stress -4>><<npcincr Robin trauma -2>>
<br><br>
<<endevent>>
<<else>>
You leave the orphanage with Robin and walk to school.
<<if C.npc.Robin.trauma gte 80>>
<<if $robin_injured gte 1>>
<<Hes>> limping.
<<else>>
<<He>> walks slowly.
<</if>>
You move slowly to let <<him>> keep up. <<He>> doesn't seem keen on talking, and stays close to you when other people are near.
<<elseif C.npc.Robin.trauma gte 40>>
You chat with <<him>> on the way, though <<he>> falls silent when there are other people near.
<<else>>
You chat with <<him>> on the way.
<<if $robin.stayup is 2>>
Robin starts to nod off as <<he>> walks. You are worried <<he>> will bump into something.
<</if>>
<<ltrauma>><<lstress>><<lrtrauma>><<trauma -2>><<stress -4>><<npcincr Robin trauma -2>>
<</if>>
<br><br>
<<endevent>>
<</if>>
<<if $tutorial is 0 and $debug is 0>>
<<set $tutorial to 1>>
<<elseif C.npc.Avery.love gte random(20, 100) and C.npc.Avery.state is "active" and $robinaverybeat isnot 1>>
<<npc Avery>><<person1>>
<<if C.npc.Avery.rage gte 20 and $averyragerevealed is 1>>
A car pulls up beside you. Robin tenses as the door opens, revealing a <<if $pronoun is "m">>man in a suit<<else>>woman in a smart dress<</if>>. It's Avery. <<He>> scowls at you as <<he>> climbs out. <<He>> grasps your arm. "Get in. Now." <<He>> glances at Robin as <<he>> tugs you towards the waiting vehicle. "Your friend can walk."
<br><br>
<<if C.npc.Robin.dom gte 91>><<set $robinaverybeat to 1>>
You stumble forward, but then Avery looks over your shoulder. <<His>> rage falters a moment, and a school bag hurtles into <<his>> face. With a cry, <<he>> releases your arm and falls back against <<his>> car. Robin steps forward, retrieves <<endevent>><<npc Robin>><<person1>><<his>> bag, and brings it down on Avery's head. The weighty books inside make a solid impact. "Leave <<phim>> alone!" Robin shouts. "<<pShes>> mine!"
<br><br>
<<endevent>><<npc Avery>><<person1>>
Avery holds <<his>> arms up for protection and scrambles into <<his>> vehicle. <<He>> glares at Robin. "You'll regret that. I promise." <<His>> car screeches away.
<br><br>
<<endevent>><<npc Robin>><<person1>>
Robin wraps <<his>> arms around you and squeezes. <<Hes>> trembling. <<He>> doesn't stop squeezing until Avery is out of sight.
<br><br>
<<link [[Thank Robin|Avery Walk Thank]]>><<npcincr Robin love 3>><</link>><<gglove>>
<br>
<<link [[Tease Robin|Avery Walk Tease]]>><<npcincr Robin love 1>><<npcincr Robin lust 1>><</link>><<glove>><<glust>>
<br>
<<else>>
<<endevent>><<npc Robin>><<person1>>
Robin looks at <<his>> feet.
<br><br>
<<endevent>><<npc Avery>><<person1>>
<<link [[Comply|Avery Walk Comply]]>><<npcincr Avery rage -5>><</link>><<larage>>
<br>
<<link [[Refuse|Avery Walk Refuse 2]]>><<npcincr Avery rage 5>><</link>><<garage>>
<br>
<</if>>
<<else>>
<<if $averywalkintro is 1>>
A car pulls up beside you. Robin tenses as the window winds down, revealing a <<if $pronoun is "m">>man in a suit<<else>>woman in a smart dress<</if>>. It's Avery. "I'll give you a lift," <<he>> says. "Get in."
<br><br>
<<endevent>><<npc Robin>><<person1>>
Robin frowns, but waits for your response. <<He>> looks nervous.
<br><br>
<<endevent>><<npc Avery>><<person1>>
<<link [[Reassure Robin|Avery Walk School]]>><</link>>
<br>
<<link [[Refuse|Avery Walk Refuse]]>><<npcincr Avery rage 1>><</link>><<garage>>
<br>
<<else>>
A car pulls up beside you. Robin tenses as the window winds down, revealing a <<if $pronoun is "m">>man in a suit<<else>>woman in a smart dress<</if>>. It's Avery. "I'm on my way to work," <<he>> says. "I thought I'd give you a lift." <<He>> glances at Robin. "Your friend can come too."
<br><br>
<<endevent>><<npc Robin>><<person1>>
Robin frowns, but waits for your response. <<He>> looks nervous.
<br><br>
<<endevent>><<npc Avery>><<person1>>
<<link [[Reassure Robin|Avery Walk School]]>><</link>>
<br>
<<link [[Refuse|Avery Walk Refuse]]>><<npcincr Avery rage 1>><</link>><<garage>>
<br>
<</if>>
<</if>>
<<set $averywalkintro to 1>>
<<else>>
<<link [[Next|School Front Courtyard]]>><</link>>
<br>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>>
<<npc Robin>><<person1>>
Robin spots you exiting the alley. "A-Are you okay?" <<he>> asks, with a worried expression. "They didn't hurt you, did they?"
<br><br>
You nod, continuing to walk to the school with Robin. The rest of the trip is uneventful.
<br><br>
<<link [[Next|School Front Courtyard]]>><<endevent>><</link>><<set $outside to 1>><<set $location to "town">><<effects>>
<<set _robin to statusCheck("Robin")>>
<<npc Robin>><<person1>>You run up to Robin.
<<if $robinReunionScene is "dungeon">>
<<unset $robinReunionScene>><<set $robinPostMortem to true>>
You tap on <<his>> shoulder<<if C.npc.Robin.trauma gte 40>>, causing <<him>> to yelp<</if>>. <<He>> turns around to meet you and gasps, then immediately buries <<himself>> into your chest.
<br>
"I don't believe it," Robin squeals. "I-I thought you were gone forever!"
<br><br>
Eventually, Robin calms down a bit. "We need to talk about this at home," <<he>> says. "Wh-when you're ready, of course. Come on."
<br><br>
The both of you walk to the orphanage together. Robin keeps you close by.
<<ltrauma>><<lstress>><<trauma -2>><<stress -4>>
<br><br>
<<elseif $robinReunionScene is "dungeonRobin">>
<<unset $robinReunionScene>>
You tap on <<his>> shoulder<<if C.npc.Robin.trauma gte 40>>, causing <<him>> to yelp<</if>>. <<He>> turns around to meet you and gasps, then immediately buries <<himself>> into your chest.
<br>
"You made it out!" Robin squeals. "I-I hope they didn't do more awful things to you..."
<br><br>
Eventually, Robin calms down a bit. "What's important is that you're free," <<he>> says, smiling softly. "Let's go home."
<br><br>
The both of you walk to the orphanage together. Robin keeps you close by.
<<ltrauma>><<lstress>><<trauma -2>><<stress -4>>
<br><br>
<<elseif $robinReunionScene is "asylum">>
<<unset $robinReunionScene>>
You tap on <<his>> shoulder<<if C.npc.Robin.trauma gte 40>>, causing <<him>> to yelp<</if>>. <<He>> turns around to meet you and gasps. <<He>> looks pleasantly surprised.
<br><br>
<<if C.npc.Robin.trauma gte 40>>
"H-hi," <<he>> says quietly. "I thought the doctors took you away. I would've tried to get you something had I known you were c-coming back," Robin's voice quivers.
<<else>>
"Oh, hey!" <<he>> says, beaming. "I thought you were staying at the doctor's for a while. I would've prepared something had I known you were coming back," Robin explains.
<</if>>
<br><br>
You shake your head, telling <<him>> that they weren't going to help you, so you "checked" out early. Robin seems confused, but <<he>> nods regardless. <<He>> gives you a hug.
<br>
<<if C.npc.Robin.trauma gte 40>>
"W-Well, I'm glad I get to see you again," <<he>> mumbles, holding you tight.
<<else>>
"Well, I'm glad you're around. I hope you're feeling better," <<he>> says.
<</if>>
"Come on. Let's go home."
<br><br>
Together, the two of you head to the orphanage.
<<ltrauma>><<lstress>><<trauma -2>><<stress -4>>
<br><br>
<<elseif $robinromance is 1>>
<<He>> hugs you. "Can we hold hands?" <<he>> says. <<takeHandholdingVirginity "Robin" "romantic">>
<br><br>
Together you walk back to the orphanage.
<<ltrauma>><<lstress>><<trauma -2>><<stress -4>>
<br><br>
<<elseif Weather.precipitation is "rain">>
<<if C.npc.Robin.trauma gte 80>>
<<He>> stands out in the rain, slowly getting soaked. <<He>> smiles weakly when <<he>> sees you. "H-hey," <<he>> says, eyes half covered by wet hair. <<if $worn.handheld.type.includes("rainproof")>>You quickly cover <<him>> with your $worn.handheld.name. <<He>> gives you a grateful half-smile.<</if>>
<br><br>
Together you walk back to the orphanage. <<if $robin_injured>><<He>> limps, and you move slowly to let <<him>> keep up. <</if>><<He>> doesn't seem keen on talking, and stays very close to you whenever other people are around.
<<lrtrauma>><<npcincr Robin trauma -2>>
<<elseif $worn.handheld.type.includes("rainproof")>>
Robin smiles at the sight of your $worn.handheld.name. "I'm glad you're keeping dry," <<he>> says. "I'd hate for you to get sick."
<br><br>
Your umbrella occasionally bumps into Robin's as the two of you walk back to the orphanage, causing <<him>> to giggle.
<<ltrauma>><<lstress>><<trauma -2>><<stress -4>>
<<dry>>
<<else>>
<<He>> holds out an umbrella so that both of you can fit under it. "Somehow I knew you'd forget again," <<he>> says with a soft smile. <<if $worn.head.type.includes("rainproof") or $worn.over_upper.type.includes("rainproof")>>"At least you have something to keep you dry, but still, you should consider getting an umbrella."<</if>>
<br><br>
<<if $worn.head.type.includes("rainproof")>>Your $worn.head.name and the umbrella keep<<elseif $worn.over_upper.type.includes("rainproof")>>Your $worn.over_upper.name and the umbrella keep<<else>>Robin's umbrella keeps<</if>> you dry, and together you walk back to the orphanage.
<<ltrauma>><<lstress>><<trauma -2>><<stress -4>>
<<dry>>
<</if>>
<br><br>
<<else>>
<<if C.npc.Robin.trauma gte 80>>
<<He>> smiles when <<he>> sees you. "H-hey," <<he>> says.
<br><br>
Together you walk back to the orphanage. <<if $robin_injured>><<He>> limps, and you move slowly to let <<him>> keep up. <</if>><<He>> doesn't seem keen on talking, and stays very close to you whenever other people are around.
<<lrtrauma>><<npcincr Robin trauma -1>>
<br><br>
<<elseif C.npc.Robin.trauma gte 40>>
<<He>> smiles when <<he>> sees you. "Hey," <<he>> says. "I'm glad you're here. I don't feel safe walking home alone."
<br><br>
Together you walk back to the orphanage. You chat a bit, but <<he>> tenses and falls silent whenever other people are around.
<<lrtrauma>><<npcincr Robin trauma -1>>
<br><br>
<<else>>
<<He>> smiles when <<he>> sees you. "Hey," <<he>> says. "I'm glad you're here. I don't like walking home alone."
<br><br>
Together you walk back to the orphanage, chatting as you go.
<<ltrauma>><<lstress>><<trauma -2>><<stress -4>>
<br><br>
<</if>>
<</if>>
<<npcincr Robin love 1>>
<<endevent>>
<<link [[Next|Orphanage]]>><</link>>
<br><<set $outside to 1>><<set $location to "town">><<effects>>
<<npc Robin>><<person1>>You run up to Robin.
<<if $robinReunionScene is "dungeonRobin">>
<<unset $robinReunionScene>>
You tap on <<his>> shoulder<<if C.npc.Robin.trauma gte 40>>, causing <<him>> to yelp<</if>>. <<He>> turns around to meet you and gasps, then immediately buries <<himself>> into your chest.
<br>
<<He>> either doesn't notice or doesn't care about your exposure.
<br>
"You made it out!" Robin squeals. "I-I hope they didn't do more awful things to you..."
<br><br>
<<He>> trails off, suddenly realising <<his>> face is pressed against your<<if !$worn.under_upper.name.includes("naked")>> practically<</if>> bare <<breasts>>. <<He>> hurriedly backs away from you, looking flustered.<<npcincr Robin lust 3>><<gglust>>
<br>
"Where's your shirt? No, that's not important. Are you okay?" <<he>> says, <<his>> voice steadily rising in pitch.
<br>
You gently reassure <<him>> that you're alright now. Robin nods as <<he>> calms down, <<his>> breaths becoming steady. <<His>> blush doesn't fade, however.
<br><br>
"I'm glad you're safe, anyway. We can talk about it at home, okay?" <<His>> eyes trail towards your <<breasts>>, then quickly dart back up. "But first, c-can you please put something on?"
<br><br>
The both of you walk to the orphanage together. Despite <<his>> embarrassment, Robin clings to you tightly.
<<ltrauma>><<lstress>><<trauma -2>><<stress -4>>
<br><br>
<<npcincr Robin love 1>><<npcincr Robin lust 1>><<npcincr Robin trauma -2>>
<<if $robin_oxford_bare is undefined>>
<<set $robin_oxford_bare to 1>>
<<elseif $robin_oxford_bare lte 4>>
<<set $robin_oxford_bare += 1>>
<</if>>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br>
<<elseif $robinReunionScene is "dungeon">>
<<unset $robinReunionScene>><<set $robinPostMortem to true>>
You tap on <<his>> shoulder<<if C.npc.Robin.trauma gte 40>>, causing <<him>> to yelp<</if>>. <<He>> turns around to meet you and gasps, then immediately buries <<himself>> into your chest.
<br>
<<He>> either doesn't notice or doesn't care about your exposure.
<br>
"I don't believe it!" Robin squeals. "I-I thought you were gone forever! I thought..."
<br><br>
<<He>> trails off, suddenly realising <<his>> face is pressed against your<<if !$worn.under_upper.name.includes("naked")>> practically<</if>> bare <<breasts>>. <<He>> hurriedly backs away from you, looking flustered.<<npcincr Robin lust 3>><<gglust>>
<br>
"Where's your shirt? No, that's not important. Where have you been?" <<he>> says, <<his>> voice steadily rising in pitch.
<br>
You gently reassure <<him>> that you're alright now. Robin nods as <<he>> calms down, <<his>> breaths becoming steady. <<His>> blush doesn't fade, however.
<br><br>
"I'm glad you're safe, anyway. We can talk about it at home, okay?" <<His>> eyes trail towards your <<breasts>>, then quickly dart back up. "But first, c-can you please put something on?"
<br><br>
The both of you walk to the orphanage together. Despite <<his>> embarrassment, Robin clings to you tightly.
<<ltrauma>><<lstress>><<trauma -2>><<stress -4>>
<br><br>
<<npcincr Robin love 1>><<npcincr Robin lust 1>><<npcincr Robin trauma -2>>
<<if $robin_oxford_bare is undefined>>
<<set $robin_oxford_bare to 1>>
<<elseif $robin_oxford_bare lte 4>>
<<set $robin_oxford_bare += 1>>
<</if>>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br>
<<elseif $robinReunionScene is "asylum">>
<<unset $robinReunionScene>>
You tap on <<his>> shoulder<<if C.npc.Robin.trauma gte 40>>, causing <<him>> to yelp<</if>>. <<He>> turns around to meet you and gasps. <<He>> looks pleasantly surprised.
<br><br>
"Oh! You're back from the... doctor's..." <<His>> voice falters as <<his>> gaze drops to your exposed <<breasts>>. <<He>> blushes, but continues as if nothing were amiss.
<br>
"I-I didn't know you were coming back so soon. I would've prepared something." <<He>> pauses, <<his>> eyes darting between your body and the sidewalk. "S-so, did the treatment work out...?"
<br><br>
You shake your head, telling <<him>> that they weren't going to help you, so you "checked" out early. Robin doesn't seem to be paying much attention to your words, but <<he>> nods along regardless.
<br>
"Well, I'm glad you're back, anyway," <<he>> says. "L-let's get you home. Before anyone notices your..."
<br>
<<He>> trails off again and coughs awkwardly, before abruptly grabbing your arm and pulling you along.
<br><br>
The two of you head back to the orphanage. Robin looks around for any sign that people are aware. This draws a lot of attention, but Robin's insistence on hurrying means you make good time.
<br><br>
<<npcincr Robin love 1>><<npcincr Robin lust 1>><<npcincr Robin trauma -2>>
<<if $robin_oxford_bare is undefined>>
<<set $robin_oxford_bare to 1>>
<<elseif $robin_oxford_bare lte 4>>
<<set $robin_oxford_bare += 1>>
<</if>>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br>
<<elseif $robin_oxford_bare is undefined>>
<<set $robin_oxford_bare to 1>>
<<He>> drops <<his>> bag in astonishment at the sight of your exposed <<undertop>>. "Why aren't you wearing a shirt?" <<he>> whispers. <<He>> rummages through <<his>> bag. "I thought I had a towel, but I can't find anything."
<br><br>
<<He>> glances up and down the street, nervous. "Let's get home before anyone notices."
<br><br>
The two of you head back to the orphanage. Robin looks around for any sign that people are aware. This draws a lot of attention, but Robin's insistence on hurrying means you make good time.
<br><br>
<<npcincr Robin love 1>><<npcincr Robin lust 1>><<npcincr Robin trauma -2>>
<<endevent>>
<<link [[Next|Orphanage]]>><</link>>
<<elseif $robin_oxford_bare lte 4>>
<<set $robin_oxford_bare += 1>>
<<He>> raises <<his>> hands to <<his>> eyes. "You forgot your shirt again!" <<he>> whispers in exasperation.
<br><br>
<<He>> glances up and down the street, nervous. "Let's get home before anyone notices."
<br><br>
The two of you head back to the orphanage. Robin looks around for any sign that people are aware. This draws a lot of attention, but Robin's insistence on hurrying means you make good time.
<br><br>
<<npcincr Robin love 1>><<npcincr Robin lust 1>><<npcincr Robin trauma -2>>
<<endevent>>
<<link [[Next|Orphanage]]>><</link>>
<<else>>
At the sight of your exposed <<undertop>>, <<he>> reaches into <<his>> bag and produces a towel. "I knew you'd forget your shirt again," <<he>> whispers. "Here."
<br><br>
<<towelicon>><<link [[Wear the towel|Robin Walk Home Towel]]>><<upperwear 3>><</link>>
<br>
<<if hasSexStat("exhibitionism", 2)>>
<<refuseicon>><<link [[Refuse|Robin Walk Home Refuse]]>><</link>><<exhibitionist2>>
<br>
<</if>>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>>
You wrap the towel around your chest. Robin still looks nervous. "Let's get home before anyone notices you're only wearing a towel."
<br><br>
The two of you head back to the orphanage. Robin looks around for any sign that people are aware. This draws a lot of attention, but Robin's insistence on hurrying means you make good time.
<br><br>
<<npcincr Robin love 1>><<npcincr Robin lust 1>><<npcincr Robin trauma -2>>
<<endevent>>
<<link [[Next|Orphanage]]>><</link>><<set $outside to 1>><<set $location to "town">><<effects>>
You refuse the towel, and tell Robin you'll be fine. <<He>> doesn't look convinced.
<<exhibitionism2>>
<<He>> glances up and down the street, nervous. "Let's get home before anyone notices."
<br><br>
The two of you head back to the orphanage. Robin looks around for any sign that people are aware. This draws a lot of attention, but Robin's insistence on hurrying means you make good time.
<br><br>
<<npcincr Robin love 1>><<npcincr Robin lust 1>><<npcincr Robin trauma -2>>
<<endevent>>
<<link [[Next|Orphanage]]>><</link>><<set $outside to 1>><<set $location to "docks">><<effects>>
<<set $docksrobinintro to 1>><<set $robindebtknown to 1>>
<<npc Robin>><<person1>>You search the docks for Robin. You find <<him>> strapped naked to a table on board a yacht. <<His>> body is covered in welts and bruises. <<He>> looks right through you, <<his>> eyes glazed and empty.
<br><br>
<<endevent>>
<<generate1>><<generate2>><<generate3>>There are three <<if $NPCList[0].pronoun is "m" and $NPCList[1].pronoun is "m" and $NPCList[2].pronoun is "m">>men<<elseif $NPCList[0].pronoun is "f" and $NPCList[1].pronoun is "f" and $NPCList[2].pronoun is "f">>women<<else>>people<</if>> on board. Two of them are arguing. "You fucking broke the toy already," the <<person1>><<person>> says. "We haven't even cast off yet."
<br><br>
"I was only testing it," the <<person2>><<person>> responds. "How was I to know it would break so easily?"
<br><br>
"You went completely mental with that whip," the <<person1>><<person>> says. "Now look." <<He>> grabs Robin's genitals and tugs. It looks very painful, but Robin doesn't make a sound. "It's not gonna be any fun fucking that."
<br><br>
"What do you want me to do? It's not like we can get a refund."
<br><br>
"Ladies," the <<person3>><<person>> says. "We have company." They look at you.
<br><br>
<<if $speech_attitude is "meek">>
"L-let my friend go," you say. "What you're doing is wrong."
<br><br>
<<elseif $speech_attitude is "bratty">>
"Let my friend go," you say. "Or else."
<br><br>
<<else>>
"Let my friend go," you say.
<br><br>
<</if>>
They pause for a moment, then burst into laughter. "Sure thing," the <<person1>><<person>> says. "Just get your butt on here instead, and we'll let your friend go. If not, piss off. We're about to set sail."
<br><br>
<<if $dockstatus gte 80>>
<<socialiseicon "ask">><<link [[Ask dockers for help|Docks_Robin Get Help]]>><</link>>
<br>
<</if>>
<<ind>><<link [[Take Robin's place|Docks_Robin Swap]]>><</link>>
<br>
<<ind>><<link [[Fight|Docks_Robin Fight]]>><<set $fightstart to 1>><</link>>
<br>
<<mericon>><<link [[Leave|Docks_Robin Leave]]>><<endevent>><</link>>
<br><<set $outside to 1>><<set $location to "docks">><<effects>>
You run down the pier and look for familiar faces. Your heart pounds fast. You must hurry.
<br><br>
<<link [[Next|Docks_Robin Get Help 2]]>><</link>><<set $outside to 1>><<set $location to "docks">><<effects>>
<<generate4>><<generate5>>
You notice a group of dockers carrying crates from a ship to the warehouse.
<br><br>
"Hey there! How are you doing, partner?" asks a <<person4>><<person>> with a wide smile on <<his>> face.
<br><br>
<<if $speech_attitude is "meek">>
"Please! Bad people are going to take my friend away!" you feel tears swell in your eyes.
<<elseif $submissive gt 850>>
"I need your help, guys. It's a matter of life and death," you say.
<<else>>
"Put down them damn boxes, I need your help, now!" you nearly shout.
<</if>>
<br><br>
"Slow down, sunshine," a <<person5>><<person>> says as <<he>> puts down <<his>> crate to the ground. "Tell us what's going on."
<br><br>
You give them a rundown of the situation you and Robin found yourselves in, avoiding some of the details that could potentially get you in trouble with Bailey. The dockers hear you out. Some of them try to keep a straight face while the others can't help but wince with disgust.
<br><br>
"Shit, that's horrible!"
<br><br>
"We've got to stop them."
<br><br>
"B-but we are on duty. What if they call the police? Or someone worse..."
<br><br>
The <<person>> puts <<his>> foot on <<his>> crate with a loud thump.
"Everyone, listen up! I have an idea, but I need a couple of <<person4>><<if $pronoun is "m">>lads<<else>>chicks<</if>> with me. I won't leave a friend of my friend behind. If you are with me, follow my lead. And you-" <<He>> turns to you. "You go there and play for time. We'll be there in a minute."
<br><br>
You nod and run back to Robin.
<br><br>
<<link [[Next|Docks_Robin Get Help 3]]>><</link>><<set $outside to 1>><<set $location to "docks">><<effects>>
You approach the yacht. Robin is still strapped to the table. It looks like the crew is getting ready to pull off from the shore.
You shout for them to stop.
<br><br>
"You again?" the <<person1>><<person>> squints at you. "I've already told you. If you want that meatsack, climb aboard. Otherwise fuck off."
<br><br>
"What do you want?" you ask. "Money? I can bring you the money."
<br><br>
<<He>> bursts into laughter. "Since when do shitty brats like yourself have enough money for ransom?"
<br><br>
<<if $speech_attitude is "meek">>
"I-I work and save up," you lower your gaze. "If you let my friend go, I'll give you everything."
<<elseif $speech_attitude is "bratty">>
"I beat scumbags for a living," you give the crew a wicked smile. "Trust me, this town has more than enough dickheads."
<<else>>
"I work," you say. "It's impossible to get by if you don't."
<</if>>
<br><br>
"Oh, really? Then how about... And who the fuck are you lot?"
<br><br>
You look back and see four sturdy figures covered in loose raincoats and makeshift ballies on their faces. They approach the yacht with an assured step. At least one of them grips a big wrench.
<br><br>
"Shit! Start the fucking engine!"
<br><br>
Before they manage to fire it up and flee, the masked people already hop onboard and begin the thrashing.
<br><br>
<<if $submissive lte 500>>
<<link [[Help the dockers|Docks_Robin Get Help 4]]>><<set $phase to 1>><</link>><<defianttext>>
<br>
<</if>>
<<link [[Grab Robin|Docks_Robin Get Help 4]]>><<set $phase to 2>><</link>><<set $outside to 1>><<set $location to "docks">><<effects>>
<<if $phase is 1>>
You jump onto the boat and lunge at the nearest crook. The crew members pay you little attention, too preoccupied with the bigger, wrench-wielding problems. Before long, thanks to the dockers' intervention, the whole crew is beaten unconscious.
<br><br>
"Is this the last of them?" one of the masked figures asks.
<br><br>
"Looks like it."
<br><br>
"Good." The figure turns to you. "Grab your friend and go. We'll deal with the rest. You owe us a pint, got it?"
<br><br>
You nod and grab Robin, who doesn't seem to understand what is going on.
<<else>>
You jump onto the boat, pick Robin up and run away, leaving the rest to the disguised dockers.
<</if>>
<br><br>
<<link [[Next|Docks_Robin Rescue]]>><<endevent>><</link>><<location "sea">><<effects>>
<<set $robindebtevent to 0>><<set $robinmissing to 0>>
The <<person1>><<person>> unties Robin, who doesn't seem to be aware of what's happening. They shove you on the table instead, and soon have you bound.
<br><br>
<<robinpay>>
<<upperruined>><<lowerruined>><<underruined>>
<<set $leftarm to "bound">><<set $rightarm to "bound">>
"You won't be needing these," the <<person2>><<person>> says, tearing off your clothing<<print $worn.handheld.name isnot "naked" ? " and tossing your $worn.handheld.name aside.<<handheldruined>>" : ".">> "Right, let's go."
<br><br>
The yacht starts to move. You see Robin lying on the dock, but the <<person3>><<person>> steps in the way. "So what will we do with you?"
<br><br>
"We could use <<phim>> as bait," the <<person2>><<person>> suggests. "Bet we'd catch something big."
<br><br>
"Don't be daft," the <<person1>><<person>> says. "We'd sink the boat. Anyway, I want to fuck <<phim>> properly at some point."
<br><br>
They argue for a while, the topic of conversation moving away from you. You're left alone as they drink and steer the yacht away from shore.
<<pass 30>>
<br><br>
<<link [[Next|Docks_Robin Swap 2]]>><</link>>
<br><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>><<set $enemyanger += 80>>
You jump onto the boat. "Good <<girl>>, now-" You interrupt <<him>> with a punch to <<his>> stupid face.
<<set $enemyhealth -= 20>>
<br><br>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Docks_Robin Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Docks_Robin Fight]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 1>><<set $location to "docks">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
You seize the opportunity and lead Robin off the yacht before they notice you escaping.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Docks_Robin Rescue]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
The <<person1>><<person>> tumbles backwards off the boat. The others run over to help <<him>> back up. You seize the opportunity and lead Robin off the yacht before they notice you escaping.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Docks_Robin Rescue]]>><</link>>
<br>
<<else>>
You collapse in a heap. "Someone make room for the fresh one."
<br><br>
<<link [[Next|Docks_Robin Swap]]>><<clotheson>><</link>>
<br>
<</if>><<set $outside to 1>><<set $location to "docks">><<effects>>
<<npc Robin>><<person1>><<set $robindebtevent to 0>><<set $robinmissing to 0>>
You hold Robin close and move away from the docks. You're trying to work out where to find something to keep Robin warm when a car pulls up. <span class="purple">It's Bailey.</span>
<br><br>
"You got away sooner than I expected," <<nnpc_he "Bailey">> says to Robin, who doesn't respond. Bailey looks at you. "I'll take <<him>> from here. Or would you rather <<he>> walk through town like that? You can walk."
<br><br>
Bailey shoves Robin into the back seat, and drives away.
<br><br>
<<endevent>>
<<robinpay>>
<<link [[Next|Mer Street]]>><</link>>
<br><<set $outside to 1>><<set $location to "docks">><<effects>>
<<npc Robin>><<person1>><<set $robin.abandoned to 1>>
Robin watches as you leave <<him>> on the table. <<His>> soulless eyes stare at you as the last glimmer of hope leaves <<him>>. <<llllove>><<npcincr Robin love -10>><<gggrtrauma>><<npcincr Robin trauma 10>>
<br><br>
<<link [[Next|Mer Street]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "home">><<effects>>
<<if Object.values($children).find(child => child.mother === "Alex" && child.location === "home") or Object.values($children).find(child => child.father === "Alex" && child.location === "home")>>
<<if Object.values($children).find(child => child.mother === "Alex" && child.location === "home")>>
<<set _alexMother to Object.values($children).find(child => child.mother === "Alex" && child.location === "home")>>
<<elseif Object.values($children).find(child => child.father === "Alex" && child.location === "home")>>
<<set _alexFather to Object.values($children).find(child => child.father === "Alex" && child.location === "home")>>
<</if>>
<</if>>
<<npc Bailey>><<person1>>
<<if Time.hour lte 6 or Time.hour gte 10>>
You enter Bailey's office. <<Hes>> not there. <<He>> should be around between 7 and 9 in the morning.
<br><br>
<<if $kylar_camera is 3>>
<span class="blue">Kylar's owl, the one you gave to the orphan, watches you from atop a cabinet in the corner.</span> Bailey must have confiscated it.
<br>
<<investigateicon>><<link [[Inspect the owl|Bailey's Office Owl]]>><</link>>
<br>
<</if>>
<<else>>
You enter Bailey's office and find <<him>> sitting at <<his>> desk.
<<if !$daily.baileyVisit>>
<<set $daily.baileyVisit to 0>>
<<set _options to 1>>
<<if $dissociation gte 1>>
<<He>> looks at your eyes and grimaces. "I'm sure someone's into it," <<he>> mutters, shifting aside a paper <<he>> had been reading.
<<elseif $pain gte 40>>
<<He>> looks at your tear-covered face and sneers. "There are bandages in the bathroom."
<<elseif $goooutsidecount + $semenoutsidecount gte 25>>
<<He>> looks at your body, covered in <<if $semenoutsidecount gte 1 and $goooutsidecount gte 1>>slime and semen<<elseif $semenoutsidecount gte 1>>semen<<else>>slime<</if>>, and turns away. "Get yourself cleaned up, you're a disgrace."
<<elseif $arousal gte ($arousalmax / 5) * 3>>
<<He>> looks at your flushed face. "You could<<if $beauty lte 3000>> probably<</if>> find someone to take care of that for you," <<he>> says, returning to <<his>> paperwork. "Make some money out of it too, while you're at it."
<<else>>
<<He>> looks at you. "You better not waste my time."
<</if>>
<<elseif $daily.baileyVisit is 1>>
<<set _options to 1>>
<<if $daily.robin.debtAsk is 1>>
<<He>> stares at you. "This better be about that payment you mentioned."
<<elseif $mason_pond is 2>>
<<He>> stares at you. "Is this about the spring? You better have the money."
<<else>>
<<He>> glares at you. "You again? Piss off."
<</if>>
<<elseif $daily.baileyVisit is 2>>
<<set _options to 1>>
<<He>> glares at you. "Stop bothering me, brat."
<<elseif $daily.baileyVisit is 3>>
<<set _options to 2>>
<<He>> glares at you, then storms out of <<his>> chair and marches your way. "I told you to stop bothering me," <<he>> hisses. "Couldn't leave well enough alone, could you?" <<He>> grabs you before you can react and bends you over <<his>> desk.
<br><br>
<<link [[Next|Bailey Beating]]>><<set $molestationstart to 1>><<set $phase to 0>><</link>>
<<elseif $daily.baileyVisit is 100>>
<<He>> looks tired. "Don't you have anything better to do?"
<<else>>
<<He>> ignores you.
<<if ($robinpaid isnot 1 and $robindebtknown is 1) or ($pub_hack_job is 3 and not $hacker_tasks.includes("bailey")) or $mason_pond is 1 or $mason_pond is 2 or $bailey_pound is 1 or isPubfameTaskAccepted("bailey")>>
<span class="blue">You've bothered <<him>> too much today for <<him>> to listen to anything you say.</span>
<</if>>
<</if>>
<<set $daily.baileyVisit++>>
<br><br>
<</if>>
<<if C.npc.Alex.pregnancy.fee isnot true and C.npc.Alex.pregnancy.nursery is true and (_alexMother or _alexFather) and (Time.hour gte 7 and Time.hour lte 9)>>
<<ind>><<link [[Take your children to the farm|Bailey Office Alex Children Fee]]>><</link>>
<br>
<</if>>
<<if _options is 1>>
<<if $pub_hack_job is 3 and !$hacker_tasks.includes("bailey")>>
Bailey is working on something on <<his>> computer. You have the hacker's device ready.
<br><br>
<<set $skulduggerydifficulty to 800>>
<<ind>><<link [[Trick Bailey|Bailey's Office Hack]]>><<set $phase to 1>><</link>><<skulduggerydifficulty>>
<br>
<<elseif isPubfameTaskAccepted("bailey")>>
Bailey is working on something on <<his>> computer. You have the hacker's device ready.
<br><br>
<<set $skulduggerydifficulty to 800>>
<<ind>><<link [[Trick Bailey|Bailey Sheet]]>><<set $phase to 1>><</link>><<skulduggerydifficulty>>
<br>
<</if>>
<<if $robinpaid isnot 1 and $robindebtknown is 1>>
<<ind>><<link [[Take on Robin's debt|Bailey's Office Robin]]>><</link>><<note "Doubles weekly payment" "red">>
<br>
<</if>>
<<if $mason_pond is 1>>
<<ind>><<link [[Ask about a spring|Bailey Pond]]>><<set $mason_pond to 2>><</link>>
<br>
<</if>>
<<if $mason_pond is 2>>
<<ind>><<link [[Ask about a spring|Bailey Pond 2]]>><</link>>
<br>
<</if>>
<<if $bailey_pound is 1>>
<<ind>><<link [[Confront about the document you found at the pound|Bailey Pound]]>><<awareness 18>><<set $bailey_pound to 2>><</link>><<gggawareness>>
<br>
<</if>>
<<if $money gt 0 or $baileyDeposit gt 0>>
<<ind>><<link [[Manage your deposit|Bailey Deposit]]>><</link>>
<br>
<</if>>
<!-- <<if $bailey_housekeeping is undefined and $daily.bailey_housekeeping is undefined>>
<<ind>><<link [[Offer your help in the Orphanage|Bailey Housekeeping Offer Init]]>><<set $bailey_housekeeping to 0>><<set $daily.bailey_housekeeping to 1>><<housekeepingdifficulty 200 200 1>><</link>>
<br>
<<elseif $bailey_housekeeping is 0 and $daily.bailey_housekeeping is undefined>>
<<ind>><<link [[Offer your help in the Orphanage again|Bailey Housekeeping Offer Retest]]>><<set $daily.bailey_housekeeping to 1>><</link>><<housekeepingdifficulty 200 200>>
<br>
<</if>> -->
<</if>>
<<if _options isnot 2>>
<<getouticon>><<link [[Leave|Orphanage]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<earnFeat "Pounded Pound">>
You place the document in front of Bailey. <<He>> regards it with little interest. "This is what you're wasting my time over?" <<he>> says. "I used to deal with this company. What of it?"
<br><br>
<<if $speech_attitude is "meek">>
"Y-you don't anymore?" you ask. You point at your name, and the red "<span class="red">B</span>" covering it.
<<elseif $speech_attitude is "bratty">>
"Used to?" you ask. "Then explain this." You point at your name, and the red "<span class="red">B</span>" covering it.
<<else>>
"Used to?" you ask. You point at your name, and the red "<span class="red">B</span>" covering it.
<</if>>
<br><br>
The ghost of a frown crosses Bailey's face. <<He>> pulls <<his>> phone from <<his>> pocket. "You can leave," <<he>> says. "Go."
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br><<effects>>
You ask Bailey if it were possible to install a spring in the orphanage garden, like Mason suggested. "It's possible," Bailey says. "An underground stream runs right beneath us. I looked into it once. Would have cost £2000."
<br><br>
<<He>> stares at you. "I could have one installed. For <span class="gold">£6000.</span> That's my price. Now piss off."
<br><br>
<<if $money gte 600000>>
<<ind>><<link [[Pay for spring (£6000)|Bailey Pond Pay]]>><<money -600000 "orphanageUpgrades">><</link>>
<br>
<</if>>
<<getouticon>><<link [[Leave|Orphanage]]>><<endevent>><</link>>
<br><<effects>>
"Bringing this up again?" <<he>> sneers. "You better have the money."
<br><br>
<<if $money gte 600000>>
<<ind>><<link [[Pay for spring (£6000)|Bailey Pond Pay]]>><<money -600000 "orphanageUpgrades">><</link>>
<br>
<</if>>
<<getouticon>><<link [[Leave|Orphanage]]>><<endevent>><</link>>
<br><<effects>>
<<set $mason_pond to 3>><<set $mason_pond_timer to 7>>
You put the cash on the desk. Bailey snatches it, and reclines in <<his>> chair as <<he>> counts. "Good," <<he>> says as <<he>> finishes. "I'll get them on it." <<He>> turns back to <<his>> computer.
<br><br>
<<link [[Leave|Orphanage]]>><<endevent>><</link>>
<br>/* Intentionally inaccessible */
<<set $outside to 0>><<set $location to "home">><<effects>>
<<if $promiscuity lt 35>><<set $desperateaction to 1>><</if>>
<<set $seductiondifficulty to 10000>>
<<silently>><<seductioncheck>><</silently>>
<br><br>
<<if $seductionrating gte $seductionrequired>>
You step over to Bailey's desk and lean forward. <<He>> shoots you a glare. You stare back at <<him>> with pleading eyes. <<promiscuity3>>
"You know I can get your money in a day," you say softly. "That's all I need. You don't want to see me go away, do you?" Meekly, you look down and run a finger over the desk. <<His>> glare softens into a sneer.
<br><br>
Bailey's away from <<his>> desk and on top of you in an instant. <<He>> shoves you to the floor with a
<<if $baileyseduced is 1>>
fierce look in <<his>> eyes.
<br>
"Alright, you little shit," <<he>> growls. "If it'll shut you up, I'll throw you a bone."
<<else>>
smile. "You're right. I don't."
<</if>>
<br><br>
<<link [[Next|Bailey Office Sex]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You step over to Bailey's desk and lean forward, earning a glare from <<him>>. You put on your best pouty face. "I know something better than money," you whisper in a sly, sultry voice. <<promiscuity3>>
<<if $baileyseduced is 1>>
Bailey looks up at you, unamused. "I told you what I want from you. Have it by tomorrow. Or else." <<He>> goes back to <<his>> work. "Now piss off, I'm busy."
<<else>>
<span class="red">"Out," Bailey says, unamused. "Now."</span>
<</if>>
<br>
"But I-"
<br>
"Now!" Bailey barks.
<br><br>
You step out of Bailey's office. It was worth a shot.
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br>
<</if>>/* Intentionally inaccessible */
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<set $enemytrust -= 200>>
<<set $enemyanger += 30>>
<<set $enemyarousalmax to 1000>>
<<set $enemyarousalmax to $enemyarousalmax * ($npcArousalMult / 100)>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Bailey Office Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bailey Office Sex]]>><</link>></span><<nexttext>>
<</if>>/* Intentionally inaccessible */
<<set $outside to 0>><<set $location to "home">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<earnFeat "Bailey's Trouble Maker">>
Bailey sighs and looks over at you. <<His>> expression changes to one of horror.
<br>
"Shit," <<he>> mutters as <<he>> gets off of you. "Shit! What the fuck did I just do?"
<br><br>
A look of fury spreads across the caretaker's face. <<He>> grasps you by the hair, yanking you up until you're eye level with <<him>>.
<br>
<span class="green">"You get one day,"</span> growls Bailey. <<He>> releases you and gives you a shove. "Out, now!"
<<set $renttime += 1>>
<<if $rentday is 7>>
<<set $rentday to 1>>
<<else>>
<<set $rentday += 1>>
<</if>>
<br><br>
<<tearful>> you leave the office.
<<clotheson>>
<<endcombat>>
<<link [[Next|Orphanage]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
Bailey reels back, surprised at your ferocity. <<He>> nurses a bruise. <<tearful>> you scramble to your feet and leave the office.
<br><br>
You get the feeling <<he>> isn't going to reconsider your payment arrangement.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Orphanage]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "home">><<effects>>
The owl peers down at you. It's gotten a bit scruffy, likely due to some rough play with the orphans. Or Bailey.
<br><br>
<<link [[Take it back|Bailey's Office Owl Take]]>><<set $kylar_camera to 2>><</link>>
<br>
<<link [[Leave it|Bailey's Office]]>><</link>>
<br><<set $outside to 0>><<set $location to "home">><<effects>>
<<wearProp "kylar owl">>
You take the plushie back to your room and nestle it atop your wardrobe. It should be safe to watch over you here.
<br><br>
<<run Furniture.set('owlplushie', 'owlplushie', {
name : 'owl plushie',
nameCap : 'Owl plushie'
})>>
<<link [[Next|Bedroom]]>><<handheldon>><</link>>
<br><<set $outside to 0>><<set $location to "home">><<effects>>
<<if $daily.robin.debtAsk is 1>>
"Have you made up your mind this time?" <<he>> asks.
<<else>>
<<set $daily.robin.debtAsk to 1>>
"You want to take on that worthless waif's debt? Why?" Bailey says. "Don't answer. I don't care." <<He>> smiles.
<</if>>
"People pay more for your ass anyway."
<br><br>
<i>Taking on Robin's debt is irreversible.</i>
<br><br>
<<ind>><<link [[Confirm|Bailey's Office Robin 2]]>><</link>>
<br>
<<getouticon>><<link [[Leave|Orphanage]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "home">><<effects>>
<<set $robinpaid to 1>>
<<set $rentmoney *= 2>>
<<if $robineventnote is 1>>
<<set $robineventnote to 0>>
<</if>>
"Fine," Bailey says. "You owe me <<printmoney $rentmoney "red">> for this week then. I'd get busy if I were you."
<br><br>
<<endevent>>
<<link [[Next|Orphanage]]>><</link>>
<br><<effects>>
<<set _babies_fee to childrenCountBetweenParents("pc", "Alex")*1000>>
"<<printmoney 100000>>, each. and you're only taking the ones you had with that stupid farmer," <<he>> says before returning to what <<he>> was doing.
<br><br>
<<if $money gte _babies_fee>>
<<ind>> <<link [['Pay the fee (£' + _babies_fee + ')'|Bailey Office Alex Children Fee 2]]>><<money `-_babies_fee*10`>><</link>>
<<else>>
<i>You cannot afford the fee.</i>
<</if>>
<br>
<<getouticon>><<link [[Leave|Orphanage]]>><<endevent>><</link>><<effects>><<set C.npc.Alex.pregnancy.fee to true>>
You place the money on <<his>> desk and <<he>> takes it.
<br><br>
"Good," <<he>> says counting the money. "You can come by and take them whenever you want to, I don't care."
<br><br>
"Now, leave!" <<he>> says.
<br><br>
<span class="gold">You can now take your children to the farm, you should speak with Alex.</span>
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>"So," the <<person1>><<person>> slurs. "If we did use <<phim>> as bait, I bet we'd catch a whale."
<br><br>
"There aren't whales here, idiot," the <<person2>><<person>> responds. "And they don't fish for whale like that."
<br><br>
"There are whales. I've seen one."
<br><br>
"Liar."
<br><br>
"I know," the <<person3>><<person>> says.
"We lower <<phim>> into the water. If there are no whales, we pull <<phim>> back onto the boat. If there are, we can eat whale."
<br><br>
"That's a fantastic idea," the <<person1>><<person>> says as <<he>> staggers to <<his>> feet.
They tie a length of rope to your arms and release you from the table. They shove you to the edge of the yacht.
<br><br>
"I've tied the rope down," the <<person3>><<person>> says.
<br><br>
The <<person1>><<person>> and <<person2>><<person>> lift you onto the railing. They push you overboard, and you plunge into the sea.
<br><br>
<<endcombat>>
<<if $voredisable is "f">>
You float to the surface and gasp for air. Something grabs your thighs and tugs you back down. You feel the rope snap.
<br><br>
<<link [[Next|Sea Vore]]>><<unbind>><<set $molestationstart to 1>><<set $sea to 40>><<set $vorecreature to "whale">><</link>>
<br>
<<else>>
You feel the rope snap, and the boat speeds away from you.
<br><br>
<<link [[Next|Sea]]>><<set $sea to 80>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "home">><<effects>>
/* I WILL kill whoever chose this naming convention for this string of passages. I should fix this later. */
<<npc Robin 1>><<person1>>
You enter Robin's room and sit down next to <<him>>. <<He>> looks at you, eyes welling up with tears. <<His>> expression is wary, but when you give <<him>> a hug, <<he>> slowly calms down.
<br><br>
<<if $speech_attitude is "meek">>
You put your head on <<his>> lap. "I'm sorry," you say. "I-I was so scared, seeing you like that, I d-didn't know what to do."
<br><br>
Robin sniffles and nods. <<He>> seems to have calmed down, but it's clear <<he>>'ll still need time to recover. <<He>> pets your head gently for a bit. It seems to soothe <<him>>, since <<his>> breathing eventually steadies.
<<else>>
You take <<his>> head gently and pull it towards your chest, stroking <<his>> hair in silence until <<his>> breathing steadies.
<</if>>
<<He>> manages a small "thank you" before asking you to leave.
<br><br>
<<link [[Leave|Orphanage]]>><<set $fromRobinRoom to true>><<set $robin_kicked_out to true>><<set $daily.robin.kickedOut to true>><<endevent>><</link>><<set $outside to 0>><<set $location to "home">><<effects>>
You decide it's better to just walk away. You have yourself to worry about.
<br><br>
<<link [[Next|Bedroom]]>><<set $robin_kicked_out to true>><<set $daily.robin.kickedOut to true>><<endevent>><</link>><<set $outside to 0>><<set $location to "home">><<effects>>
You read the note.
<br><br>
"<i>I've wanted to tell you this but whenever I try it won't come out. I know you're paying Bailey for me. I feel so relieved and ashamed.
<br><br>
I've started feeling butterflies in my tummy when you talk to me, and when we hug it feels like my body is melting (In a good way). Do you want to be my
<<if ($player.gender isnot $player.gender_appearance and $player.gender isnot "h") or $backgroundTraits.includes("crossdresser")>>
<<girlfriend>>? Or my <<print ($player.gender_appearance is "m" ? "girlfriend" : "boyfriend")>>? (Either would make me happy.)
<<else>>
<<girlfriend>>?
<</if>>
It's okay if you don't! If you don't though, pretend you never read this note or I'll die of embarrassment.
<br><br>
Thank you for looking after me,
Robin</i>"
<br><br>
<<link [[Next|Bedroom]]>><</link>>
<br><<set $outside to 0>><<set $location to "home">><<effects>>
"I read the note you left," you say. <<He>> tenses.
<<if $speech_attitude is "meek">>
"I'm happy you wrote it."
<<elseif $speech_attitude is "bratty">>
"It was brave of you to write it."
<<else>>
"It was very sweet."
<</if>>
<br><br>
"I'm sorry," <<he>> says. "I didn't mean to embarrass you." You lean forward and kiss <<him>>.
<<glove>><<npcincr Robin love 1>><<garousal>><<ltrauma>><<lstress>><<arousal 600 "mouth">><<trauma -6>><<stress -12>>
<<takeKissVirginity "Robin" "loveInterest">>
<br><br>
You take <<his>> hands in your own, and hold them for a moment.<<takeHandholdingVirginity "Robin" "romantic">> You feel <<his>> pulse racing. You pull away, but <<he>> leans forward and kisses you again. <<His>> cheeks are wet with tears.
<br><br>
You pull away again, this time turning aside so <<his>> kiss lands on your cheek. <<He>> keeps kissing you. You laugh as <<he>> nuzzles your neck. "I love you," <<he>> whispers.
<br><br>
<<if $loveInterest.primary is "None">>
<<set $loveInterest.primary to "Robin">>
<span class = "gold">Robin is now your love interest! The thought makes you feel warm.</span>
<br><br>
<<else>>
<span class = "gold">Robin can now be claimed as your love interest! The thought makes you feel warm. <br>You can change your love interest in the "Attitudes" menu.</span>
<br><br>
<</if>>
<<robinoptions>><<set $outside to 0>><<set $location to "home">><<effects>>
<<set _robin to statusCheck("Robin")>>
<<if $robinromance is 1 and random(0,100) gte C.npc.Robin.lust>>
<<He>> makes a satisfied sound. "I feel so safe with you," <<he>> says with a sigh.
<br><br>
<<else>>
You stroke <<his>> hair.
<<if C.npc.Robin.trauma lt 20>>
It's soft.
<<elseif C.npc.Robin.trauma gte 80>>
<<He>> hasn't been taking care of it.
<</if>>
<br><br>
<<if C.npc.Robin.trauma gte 80>>
<<He>> speaks up after a moment. "Stop," <<he>> says wearily. "You'll make me fall asleep."
<br><br>
You move your hand away.
<<else>>
<<He>> speaks up after a moment. "Stop," <<he>> says drowsily. "You'll make me fall asleep."
<br><br>
<<if C.npc.Robin.dom gte 20 and C.npc.Robin.love gte 40>>
<<if C.npc.Robin.dom gte 50>>
You begin to move your hand away, but Robin grabs it and pulls it back. "I didn't actually mean stop."
<<else>>
You begin to move your hand away, but Robin grabs it and moves it back. "Wait, I didn't mean actually stop", <<he>> says, blushing.
<</if>>
<<else>>
You move your hand away. "I didn't mean actually stop."
<</if>>
<</if>>
<br><br>
<<if C.npc.Robin.lust gte 80>>
After another minute or two of this, you realise that <<hes>> slowly begun pressing <<his>> head against your crotch.
<<if C.npc.Robin.penis isnot "none" and C.npc.Robin.penissize gte 2>>
As you look down, your eyes are drawn to a bulge forming in Robin's <<npcClothesText _robin "lower">>.
<<if C.npc.Robin.penissize is 3>>
It's big.
<<elseif C.npc.Robin.penissize gte 4>>
It's huge.
<</if>>
<</if>>
<<if C.npc.Robin.vagina isnot "none" or C.npc.Robin.penissize lte 1>>
<<He>> also seems to be squeezing <<his>> legs together as <<he>> plays.
<</if>>
<<if $awareness gt 100>>
<<Hes>> clearly much more turned on by this than <<he>> realises.
<</if>>
<br><br>
Somehow, Robin remains too engrossed in the game to notice any of this.
/* there's room here to expand this into a sex scene if you want. or a grope scene? */
/* another possibility is just making robin cum right here at even higher lust. */
<br><br>
<</if>>
<</if>>
<<robinoptions>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 200>><<npckiss>><<set $enemyarousalmax to 500>><<npcidlegenitals>>
<<set $enemyarousalmax to $enemyarousalmax * ($npcArousalMult / 100)>>
You lie down next to <<him>> and gently turn <<his>> head to face you. You kiss. <<He>> forgets about the game.
<<promiscuity1>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Robin Kiss Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Robin Kiss]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "home">><<effects>>
You are with Robin in <<his>> room.
<br><br>
<<robinoptions>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Robin clings to you. <<Hes>> smiling and looks content.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $enemyhealth lte 0>>
"Not so rough!" Robin says.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $finish is 1>>
"I hope we continue later," Robin says, smiling.
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<<npc Robin>><<person1>>
<br><br>
<<robinoptions>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You walk over to Robin.
<<if C.npc.Robin.crossdressing gte 2>>
<<nnpc_Hes Robin>> wearing the <<print (C.npc.Robin.pronoun is "m" ? "girl's uniform" : "boy's uniform")>>.
<</if>>
<<if $speech_attitude is "meek">>
"S-stop," you say. "That's my friend."
<<elseif $speech_attitude is "bratty">>
"Hey, losers!" you shout.
<<else>>
You stand between <<nnpc_him Robin>> and the delinquents.
<</if>>
<br><br>
One of them, a <<generatey1>><<person1>><<person>>, laughs. "Aww, is this your <<girlfriend>>? <<print C.npc.Robin.crossdressing gte 2 and $cool lte 40 ? "What a freaky couple" : "How cute">>." <<His>> fist clenches. "Looks like I get to show both of you your place."
<br><br>
<<if C.npc.Robin.trauma lte 10 and (C.npc.Robin.dom gte 80 or $robininfirmarypromise is 1)>>
<<link [[Next|Canteen Lunch Robin Interrupt]]>><</link>>
<<else>>
<<link [[Next|Canteen Lunch Fight]]>><<set $fightstart to 1>><</link>>
<</if>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>><<sydneySchedule>>
<<npc Robin>><<person1>>
<<if $cool lte 40>>
You sit down next to Robin. The other students at the table pick up their food and leave, afraid of being seen with you. Robin doesn't care. "Hey," <<he>> says.
<<else>>
<<if $robin.stayup is 2>>
You sit next to Robin, who waves at you. There's dark circles under <<his>> eyes. "Hey," <<he>> greets you. Robin starts to doze off with the fork in <<his>> mouth, almost dropping <<his>> head into <<his>> lunch. <<He>> tries <<his>> best to reply to your conversation.
<br><br>
<<elseif $rng gte 91>>
You sit down next to Robin. <<He>> opens <<his>> mouth to speak, but catches <<himself>> and hurries to finish chewing first. "Hey," <<he>> says once finished.
<<else>>
You sit down next to Robin. "Hey," <<he>> says.
<</if>>
<</if>>
<<bodywritingExposureCheck>>
<<if $pain gte 40>>
<<He>> looks concerned. "What's wrong?" <<He>> puts <<his>> arms around you. "It's okay, I think I have a tissue." You feel a bit better.
<<pain -5>>
<<elseif _skin_array.includes("forehead") and !["tattoo", "brand", "magic"].includes($skin.forehead.pen) or
_skin_array.includes("left_cheek") and !["tattoo", "brand", "magic"].includes($skin.left_cheek.pen) or
_skin_array.includes("right_cheek") and !["tattoo", "brand", "magic"].includes($skin.right_cheek.pen)>>
<<He>> frowns and reaches for a tissue. "You have ink on your face." Before you can respond, <<hes>> gently dabbing your skin.
<<if ["pen", "lipstick", "mud"].includes($skin.forehead.pen)>>
<<bodywriting_clear forehead>>
<</if>>
<<if ["pen", "lipstick", "mud"].includes($skin.left_cheek.pen)>>
<<bodywriting_clear left_cheek>>
<</if>>
<<if ["pen", "lipstick", "mud"].includes($skin.right_cheek.pen)>>
<<bodywriting_clear right_cheek>>
<</if>>
<br><br>
<<if $skin.forehead.pen is "marker" and _skin_array.includes("forehead") or
$skin.left_cheek.pen is "marker" and _skin_array.includes("left_cheek") or
$skin.right_cheek.pen is "marker" and _skin_array.includes("right_cheek")>>
"Sorry," <<he>> says after a moment. "I can't get it all."
<<else>>
"All clean," <<he>> says.
<</if>>
<<elseif $rng gte 91>>
<<if Time.weekDay is 3 or Time.weekDay is 5>>
"How was housekeeping? I wish Bailey kept more ingredients at the kitchen."
<<else>>
"How was maths? I wish I was better at it."
<</if>>
<<elseif $rng gte 81>>
"I'm having a good day today."
<<elseif $rng gte 71>>
"I heard the funniest joke."
<<elseif $rng gte 61>>
<<if $stress gte ($stressmax / 5) * 3>>
"Are you okay? You look a bit stressed out."
<<else>>
"I hope you're not pushing yourself too hard."
<</if>>
<<elseif $rng gte 51>>
<<if $arousal gte ($arousalmax / 5) * 3>>
"Your face is red. Are you too warm?"
<<else>>
"I always hope we get to eat together."
<</if>>
<<elseif $rng gte 41>>
"I'm not really hungry today."
<<elseif $rng gte 31>>
"The food here's better than at the orphanage."
<<elseif $rng gte 21>>
<<He>> looks happy. "An older <<girl>> said I was <<if $pronoun is "m">>handsome<<else>>pretty<</if>>!"
<<elseif $rng gte 11>>
"Thank you for sitting with me."
<<else>>
"I wish the other teachers were more like Doren."
<</if>>
<br><br>
<<if $robinReunionScene is "asylum">>
<<unset $robinReunionScene>>
Robin looks uneasy, as if something's on <<his>> mind. You ask if <<hes>> okay.
<br>
<<if C.npc.Robin.trauma gte 40>>
"I thought the doctors took you away," Robin explains in a shaky voice. "I would've tried to get you something had I known you were c-coming back." <<He>> pauses again. "Th-they didn't hurt you, did they?"
<<else>>
"I thought you were staying at the doctor's for a while," Robin explains. "I would've prepared something had I known you were coming back." <<He>> shakes <<his>> head and smiles. "Anyway, how was it? Did the doctors help you get better?"
<</if>>
<br><br>
You shake your head, telling <<him>> that they weren't going to help you, so you "checked" out early. Robin seems confused, but <<he>> nods regardless. <<He>> gives you a hug.
<br>
<<if C.npc.Robin.trauma gte 40>>
"Well, I'm glad you're free," <<he>> mumbles, holding you tight.
<<else>>
"Well, I'm happy to see you again. I hope you're feeling better," <<he>> says.
<</if>>
<br><br>
You finish your lunch with Robin in silence. "I'm going to wait in the classroom," <<he>> says when you're done. "I don't like being late." <<He>> hugs you. "Do you want to come with me?"
<br><br>
<<if C.npc.Kylar.state is "active">>
Kylar watches from across the canteen.
<<gksuspicion>><<npcincr Kylar rage 1>>
<br><br>
<</if>>
<<endevent>>
<<historyicon>><<link [[Go with Robin to your history lesson (0:01)|History Classroom]]>><<set $justEntered to true>><<set $withRobin to "yes">><<pass 1>><</link>><br>
<<schoolicon "library">><<link [[Say you'd rather go to the library|Canteen Stay]]>><<set $robinexit to "library">><<set $phase2 to "library">><</link>><br>
<<foodicon "eat">><<link [[Stay in the canteen|Canteen Stay]]>><<set $robinexit to "leave">><<set $phase2 to "canteen">><</link>>
<br>
<<elseif C.npc.Kylar.state is "active" and C.npc.Kylar.love gte 60 and random(1, 100) gte 50>>
<<endevent>><<npc Kylar>><<person1>>
You chat with Robin while eating, until you are interrupted by someone forcing themselves between you.
Kylar squeezes onto the seat, looks at you and smiles. "You d-didn't see me over there," <<he>> says. "It's okay. I don't mind moving."
<br><br>
<<link [[Tell Kylar to go away|Kylar Canteen Away]]>><<npcincr Kylar love -1>><<npcincr Kylar rage 5>><</link>><<llove>><<ggksuspicion>>
<br>
<<link [[Let Kylar stay|Kylar Canteen Stay]]>><<npcincr Kylar love 1>><<npcincr Kylar rage -1>><</link>><<glove>><<lksuspicion>>
<br>
<<elseif $robinromance is 1 and C.npc.Robin.trauma lte 10>>
<<link [[Eat|Canteen Lunch Robin End]]>><</link>>
<br>
<<if $robin.stayup isnot 2>>
<<link [[Tease under the table|Canteen Lunch Robin Tease 1]]>><<npcincr Robin lust 1>><</link>><<promiscuous1>><<glust>>
<</if>>
<br>
<<elseif $sydneyromance is 1 and _sydney_location is "library" and $schoolstate is "lunch" and Time.minute lte 35 and random(1, 100) gte 50>>
/* Checks if _sydney_location is "library" instead of "canteen" because it's impossible for it to be "canteen" given the time passed from eating with Robin */
You chat with Robin while eating.
You notice Sydney stand up from the corner of the canteen, gathering <<nnpc_his "Sydney">> books and speedwalking to the library.
<<nnpc_He "Sydney">> stops by your table to smooch you on the cheek, nearly dropping one of <<nnpc_his "Sydney">> books from leaning down.
<<arousal 50>><<garousal>>
<br><br>
<<if $robinnote is 1 and $robinromance isnot 1>>
Robin stops in the middle of <<his>> sentence.
"Sydney's a good fit for you. I'm happy for you." <<Hes>> smiling, but you catch a brief hint of sadness in <<his>> voice.
You chat with <<him>> while eating, and you try to stay off the topic of Sydney.
<<elseif $robinromance is 1>>
Robin stops in the middle of <<his>> sentence and stares at Sydney blankly, who's already rushing to the library again.
<<if C.npc.Robin.dom gte 50>>
<<He>> pouts, and kisses you on the cheek in the same spot Sydney did. "I do it better."
<<else>>
"Why did... what just happened?" <<He>> frowns.
<</if>>
You chat with <<him>> while eating, and you try to stay off the topic of Sydney.
<<else>>
Robin stops in the middle of <<his>> sentence, and gives you a teasing nudge.
"Someone's got a <<nnpc_girlfriend "Sydney">>! Sydney's a good fit for you. I'm happy for you."
You have a pleasant chat about Sydney while eating.
<</if>>
"I'm going to wait in the classroom," <<he>> says when you're done. "I don't like being late." <<He>> hugs you. "Do you want to come with me?"
<br><br>
<<if C.npc.Kylar.state is "active">>
Kylar watches from across the canteen.
<<ggksuspicion>><<npcincr Kylar rage 3>><<set $kylarexit to "jealous both">>
<br><br>
<</if>>
<<endevent>>
<<historyicon>><<link [[Go with Robin to your history lesson (0:01)|History Classroom]]>><<set $justEntered to true>><<set $withRobin to "yes">><<unset $kylarexit>><<pass 1>><</link>><br>
<<schoolicon "library">><<link [[Say you'd rather go to the library|Canteen Stay]]>><<set $robinexit to "library">><<set $phase2 to "library">><</link>><br>
<<foodicon "eat">><<link [[Stay in the canteen|Canteen Stay]]>><<set $robinexit to "leave">><<set $phase2 to "canteen">><</link>>
<br>
<<else>>
You have a pleasant chat with <<him>> while eating. "I'm going to wait in the classroom," <<he>> says when you're done. "I don't like being late." <<He>> hugs you. "Do you want to come with me?"
<br><br>
<<if C.npc.Kylar.state is "active">>
Kylar watches from across the canteen.
<<gksuspicion>><<npcincr Kylar rage 1>><<set $kylarexit to "jealous robin">>
<br><br>
<</if>>
<<endevent>>
<<historyicon>><<link [[Go with Robin to your history lesson (0:01)|History Classroom]]>><<set $justEntered to true>><<set $withRobin to "yes">><<unset $kylarexit>><<pass 1>><</link>><br>
<<schoolicon "library">><<link [[Say you'd rather go to the library|Canteen Stay]]>><<set $robinexit to "library">><<set $phase2 to "library">><</link>><br>
<<foodicon "eat">><<link [[Stay in the canteen|Canteen Stay]]>><<set $robinexit to "leave">><<set $phase2 to "canteen">><</link>>
<br>
<</if>><<schooleffects>><<effects>><<sydneySchedule>>
<<if $sydneyromance is 1 and _sydney_location is "library" and $schoolstate is "lunch" and Time.minute lte 35 and random(1, 100) gte 50>>
/* Checks if _sydney_location is "library" instead of "canteen" because it's impossible for it to be "canteen" given the time passed from eating with Robin */
You chat with Robin while eating. You notice Sydney stand up from the corner of the canteen, gathering <<nnpc_his "Sydney">> books and speedwalking to the library. <<nnpc_He "Sydney">> stops by your table to smooch you on the cheek, nearly dropping one of <<nnpc_his "Sydney">> books from leaning down. <<arousal 50>><<garousal>>
<br><br>
<<if $robinnote is 1 and $robinromance isnot 1>>
Robin stops in the middle of <<his>> sentence. "Sydney's a good fit for you. I'm happy for you." <<Hes>> smiling, but you catch a brief hint of sadness in <<his>> voice.
You chat with <<him>> while eating, and you try to stay off the topic of Sydney.
<<elseif $robinromance is 1>>
Robin stops in the middle of <<his>> sentence and stares at Sydney blankly, who's already rushing to the library again.
<<if C.npc.Robin.dom gte 50>>
<<He>> pouts, and kisses you on the cheek in the same spot Sydney did. "I do it better."
<<else>>
"Why did... what just happened?" <<He>> frowns.
<</if>>
You chat with <<him>> while eating, and you try to stay off the topic of Sydney.
<<else>>
Robin stops in the middle of <<his>> sentence, and teasingly nudges you. "Someone's got a <<nnpc_girlfriend "Sydney">>! Sydney's a good fit for you. I'm happy for you."
You have a pleasant chat with <<him>> while eating, as you both talk about Sydney.
<</if>>
"I'm going to wait in the classroom," <<he>> says when you're done. "I don't like being late." <<He>> hugs you. "Do you want to come with me?"
<br><br>
<<if C.npc.Kylar.state is "active">>
Kylar watches from across the canteen.
<<ggksuspicion>><<npcincr Kylar rage 3>><<set $kylarexit to "jealous both">>
<br><br>
<</if>>
<<endevent>>
<<historyicon>><<link [[Go with Robin to your history lesson (0:01)|History Classroom]]>><<set $justEntered to true>><<set $withRobin to "yes">><<unset $kylarexit>><<pass 1>><</link>><br>
<<schoolicon "library">><<link [[Say you'd rather go to the library|Canteen Stay]]>><<set $robinexit to "library">><<set $phase2 to "library">><</link>><br>
<<foodicon "eat">><<link [[Stay in the canteen|Canteen Stay]]>><<set $robinexit to "leave">><<set $phase2 to "canteen">><</link>>
<br>
<<else>>
You and Robin have a pleasant chat while eating. "I'm going to wait in the classroom," <<he>> says when you're done. "I don't like being late." <<He>> hugs you. "Do you want to come with me?"
<br><br>
<<if C.npc.Kylar.state is "active">>
Kylar watches from across the canteen.
<<gksuspicion>><<npcincr Kylar rage 1>>
<br><br>
<</if>>
<<endevent>>
<<historyicon>><<link [[Go with Robin to your history lesson (0:01)|History Classroom]]>><<set $justEntered to true>><<set $withRobin to "yes">><<pass 1>><</link>><br>
<<schoolicon "library">><<link [[Say you'd rather go to the library|Canteen Stay]]>><<set $robinexit to "library">><<set $phase2 to "library">><</link>><br>
<<foodicon "eat">><<link [[Stay in the canteen|Canteen Stay]]>><<set $robinexit to "leave">><<set $phase2 to "canteen">><</link>>
<br>
<</if>><<effects>>
You slip your arm under the table and brush your hand up and down Robin's thigh, occasionally giving it a light squeeze.
Robin's eyes shut as <<he>> tries to hold in any embarrassing sounds. Even so, the canteen is busy, and someone will notice sooner or later.
<<promiscuity1>>
A soft moan escapes Robin's lips, prompting <<him>> to place a hand over <<his>> mouth. You bring your hand back up onto the table and give <<him>> a smug smile.
<br><br>
<<if C.npc.Robin.dom gte 50>>
<<He>> smiles back, lust in <<his>> eyes. "That was really naughty," <<he>> whispers.
<<else>>
<<He>> makes eye contact briefly, before looking down in embarrassment.
<</if>>
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Continue teasing|Canteen Lunch Robin Tease 2]]>><<npcincr Robin lust 1>><</link>><<promiscuous2>><<glust>>
<br>
<</if>>
<<link [[Eat lunch|Canteen Lunch Robin End Embarrassed]]>><</link>>
<br><<effects>>
You return your focus to your food. Robin's cheeks remain flushed.
"I'm going to wait in the classroom," <<he>> says after finishing <<his>> food.
"I-" <<He>> interrupts <<himself>>, and hugs you a bit closer than usual. <<He>> leaves without another word.
<br><br>
<<if C.npc.Kylar.state is "active">>
Kylar watches from across the canteen.
<<ggksuspicion>><<npcincr Kylar rage 3>>
<br><br>
<</if>>
<<endevent>>
<<historyicon>><<link [[Follow Robin to your history lesson (0:01)|History Classroom]]>><<set $justEntered to true>><<pass 1>><</link>><br>
<<schoolicon "library">><<link [[Go to the library (0:02)|School Library]]>><<pass 2>><</link>><br>
<<foodicon "eat">><<link [[Stay in the canteen|Canteen]]>><</link>>
<br><<effects>>
Feeling bold, you lower your hand again, squeezing and rubbing Robin's thigh with a bit more passion. Your fingers creep toward <<his>> groin.
<br><br>
<<if $speech_attitude is "meek">>
"You're all tense," you say, looking to <<him>> for permission to continue.
<<elseif $speech_attitude is "bratty">>
"You're trembling. I take it you want me to continue," you whisper.
<<else>>
"May I?" you whisper.
<</if>>
Your hand moves closer to <<his>> <<if $NPCList[0].penis isnot "none">>penis<<else>>vagina<</if>>. <<promiscuity2>>
<<if C.npc.Robin.lust gte 20>>
<<if C.npc.Robin.lust gte 60>>
Robin forgets to check if anyone is watching, and pulls you into a kiss before running <<his>> hands all over you.
<<His>> breathing is erratic, but <<he>> manages to whisper "Please," into your ear.
<<else>>
Robin looks around the canteen, making sure that no one's watching.
<<He>> gives you a tiny nod, biting <<his>> lip in anticipation and clenching <<his>> hands into fists with suspense.
<</if>>
<br><br>
Ever so slowly, you press your hand onto Robin's groin, eliciting a cute, suppressed gasp from <<him>>.
<<if $NPCList[0].penis isnot "none">>
You touch <<his>> shaft through <<his>> clothes, and stroke.
<<else>>
You press and rub <<his>> vagina through <<his>> clothes.
<</if>>
<<He>> covers <<his>> mouth again. You pick up the pace, rubbing and massaging <<his>> nether region faster and faster.
Robin covers the rest of <<his>> face to conceal <<his>> growing blush.
<br><br>
<<generatey2>><<person2>>
Just as you're about to go all in, a student carrying a textbook sits across from Robin.
<<He>> seems oblivious to both of you, and opens <<his>> book to read. Robin freezes and stares at you.
<br><br>
<<person1>>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Keep going|Canteen Lunch Robin Tease 3]]>><<npcincr Robin lust 1>><</link>><<promiscuous3>><<glust>>
<br>
<</if>>
<<link [[Stop|Canteen Lunch Robin End Interrupted]]>><</link>>
<br>
<<else>>
"W-wait!" Robin says. "We can't do that here!"
<<Hes>> a bit louder than <<he>> hoped, and you both get a few odd looks from nearby students.
<<He>> looks at the floor in embarrassment. "I'm sorry," <<he>> whispers. "I just don't feel like doing that. Maybe another day."
<br><br>
<<link [[Eat lunch|Canteen Lunch Robin End Embarrassed]]>><</link>>
<</if>>
<br><<effects>>
You bring your hand back up, not wanting to risk getting caught in the act. Robin breathes out, then laughs. "That was close."
<br><br>
You continue eating. Robin's cheeks are flushed for the remainder of lunch.
"I'm going to wait in the classroom," <<he>> says when finished.
"I-I," <<he>> interrupts <<himself>>, then hugs you, a bit closer than normal. <<He>> leaves without another word.
<br><br>
<<if C.npc.Kylar.state is "active">>
Kylar watches from across the canteen.
<<ggksuspicion>><<npcincr Kylar rage 3>>
<br><br>
<</if>>
<<endevent>>
<<historyicon>><<link [[Follow Robin to your history lesson (0:01)|History Classroom]]>><<set $justEntered to true>><<pass 1>><</link>><br>
<<schoolicon "library">><<link [[Go to the library (0:02)|School Library]]>><<pass 2>><</link>><br>
<<foodicon "eat">><<link [[Stay in the canteen|Canteen]]>><</link>>
<br><<effects>>
You look Robin in the eyes and, keeping your voice to a tiny whisper, ask if <<he>> wants to keep going. <<He>> inhales in suspense, and nods.
<br><br>
You pick up the pace once more, rubbing <<him>> with newfound dedication.
Robin grips the table with one hand, and slams the other over <<his>> mouth. You can hear <<his>> moans despite <<his>> effort to conceal them.
<<His>> blush deepens, and a bead of sweat trails down <<his>> face.
<br><br>
<<person2>>
The student looks at Robin, and concern spreads across <<his>> face. "Are you alright?" <<he>> asks. "Do you need the nurse?"
<br><br>
<<person1>>
Robin shakes <<his>> head, <<his>> hand still clamped over <<his>> mouth. The student doesn't look convinced, so Robin moves <<his>> hand away.
"I'll be-" <<he>> attempts, but a gasp erupts instead. <<He>> struggles on. "I-I'll b-be fine. Th-Thank you f-for asking."
<br><br>
Robin covers <<his>> mouth again, <<his>> grip on the table tightening. The student shrugs, and returns to <<person2>><<his>> book.
<br><br>
<<endevent>>
<<npc Robin>><<person1>>
<<link [[Next|Canteen Lunch Robin Tease 4]]>><</link>>
<br><<effects>>
You keep rubbing Robin, knowing <<he>> won't be able to keep it back much longer.
Robin interrupts though, standing and grasping your hand. <<Hes>> trembling. The student opposite gives <<him>> another confused look.
Robin tugs your arm, and you rise from your seat.
<br><br>
"N-not here," <<he>> whispers.
<br><br>
<<He>> leads you down the hallway, and into the toilets. It's empty. Robin leads you into one of the stalls and locks the door.
<<He>> turns and kisses you, almost pushing you over. <<He>> tugs off <<his>> shirt.
<br><br>
<<link [[Next|Canteen Robin Sex]]>><<set $sexstart to 1>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 500>>
<<set $enemyarousalmax to 600>>
<<set $enemyarousalmax to $enemyarousalmax * ($npcArousalMult / 100)>>
<</if>>
<<set $enemyanger to 0>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Canteen Robin Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Canteen Robin Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<npcincr Robin lust -20>>
Robin clings to you and smiles.
<br><br>
<<elseif $enemyhealth lte 0>>
"Ow!" Robin says. <<Hes>> still smiling.
<br><br>
<<else>>
Robin clings to you and smiles.
<br><br>
<</if>>
<<He>> gazes into your eyes. "I love you." <<He>> kisses you again.
<<if $penisfucked is 1>>
"It feels so good to have you inside me."
<<elseif $vaginafucked is 1>>
"It feels so good inside you."
<</if>>
Robin leans on to you, panting, beads of sweat dripping down <<his>> naked body. "I can't believe we did this here."
<<if $orgasmcurrent is 0 and not playerChastity()>><<set _mouthful to 0>>
<br>
<<He>> looks
<<if C.npc.Robin.dom lte 26>>
worried. "But," Robin says. "You didn't finish. Did you at least feel good?" <<he>> asks. You nod, and <<he>> smiles cheerfully. "That's good."
<<elseif C.npc.Robin.dom lte 41>>
<<if $player.penisExist>>
<<set $penisuse to 0>><<set $penisstate to 0>>
<</if>>
disappointed. "But you didn't finish yet," Robin says. <<His>> hands wander over your <<genitals>>, and a tenacious look crosses <<his>> face. <br><br>
<<arousal 2500 "genitals">>
<<if $arousal gte $arousalmax>>
<<orgasm>>Robin looks content with <<his>> work and <<he>> kisses your cheek.
<<else>>
After a few minutes, <<he>> gives up with a sigh. "I'm sorry." Robin says, frowning.
<br><br>
"You're fine, Robin," you tell <<him>>. "You were wonderful." Robin perks up a little at the words.
<br><br>
<</if>>
<<else>>
<<if $player.penisExist>>
<<set $penisuse to "othermouth">><<set $penisstate to 0>>
<</if>>
playful. "But you didn't cum yet," Robin smiles. "Sit down on the seat." You do as <<he>> says.
<<He>> gets down on <<his>> knees, and pushes <<himself>> between your legs.
<br><br>
<<if $player.penisExist and $player.vaginaExist>>
<<He>> kisses the tip of your <<penis>>, and runs <<his>> tongue along your length.
Meanwhile, <<he>> plunges a finger into your quim and begins pumping in and out. <<He>> gazes up at you.
<<elseif $player.penisExist>>
<<He>> kisses the tip of your <<penis>> and runs <<his>> tongue along your length, flicking and licking as <<he>> does.
<<else>>
<<He>> explores your <<pussy>> with <<his>> tongue, occasionally focusing on your clit.
<</if>>
<<His>> eyes gaze up at you, begging you to climax.
<br>
<<arousal 4000 "genitals">>
<<if $arousal gte $arousalmax>>
<<orgasm>>
<<else>>
<br>
<<if $player.penisExist and $player.vaginaExist>>
Robin pulls back, and reaches for you with <<his>> free hand.
<<He>> rubs your slick cock up and down, while still sliding <<his>> finger in and out of your pussy.
"I'm not giving up," <<he>> says, picking up the pace.
<<He>> leans forward, and you feel the warmth of <<his>> tongue press against your labia.
<<He>> moves it around, in an odd but sure pattern.
<<Hes>> spelling <<his>> name with <<his>> tongue, each letter slower and firmer than the previous.
<br><br>
<<He>> completes the "N", drags <<his>> tongue up to your <<print ($player.ballsExist ? "balls" : "clit")>>, and finishes with a flick.
<br>
<<set $arousal to 10000>>
<<if $arousal gte $arousalmax>>
<<orgasm>>
<</if>>
<<elseif $player.penisExist>>
Robin pulls back, and reaches for you with <<his>> free hand.
<<He>> rubs your slick cock up and down. "I'm not giving up," <<he>> says, picking up the pace.
<br>
<<set $arousal to 10000>>
<<if $arousal gte $arousalmax>>
<<orgasm>>
<</if>>
<<else>>
Robin pulls back, and reaches for you. <<He>> rubs your clit, <<his>> eyes focused.
"I'm not giving up," <<he>> says, picking up the pace.
<<He>> leans forward, and you feel the warmth of <<his>> tongue press against your labia once more.
<<He>> moves it around, in an odd but sure pattern.
<<Hes>> spelling <<his>> name with <<his>> tongue, each letter slower and firmer than the previous.
<br><br>
<<He>> completes the "N", drags <<his>> tongue up to your clit, and finishes with a flick.
<br>
<<set $arousal to 10000>>
<<if $arousal gte $arousalmax>>
<<orgasm>>
<</if>>
<</if>>
<</if>>
Robin pulls away, a loving smile lighting up <<his>> face.
<</if>>
<br><br>
You both get dressed and exit the stall. Robin walks to the sink and washes <<his>> hands clean, before looking at the clock on the wall.
"I better get to class," <<he>> says. <<He>> kisses your cheek as <<he>> passes.
<<else>>
<br><br>
You hold each other for a minute, basking in each other's warmth. "I'd better get to class," Robin says, an apologetic look on <<his>> face.
You get dressed and leave the stall. Robin washes <<his>> hands, and kisses your cheek on the way out.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Hallways]]>><</link>>
<br><<npc Robin 2>>
As the <<person1>><<person>> is about to swing at you, Robin rushes forward and grabs <<him>>. "Leave my <<friend>> alone! You don't want to get in trouble."
<br><br>
"Huh?" The <<person>> appears taken aback by Robin's sudden assertiveness but quickly regains <<his>> composure.
<br><br>
<<if $cool lte 40>>
<<His>> eyes narrow as <<his>> gaze shifts back and forth between the two of you. Finally, it settles on Robin.
"Well, you know what they say about your little <<girlfriend>>," <<he>> says in an undertone. "You might be a <<print C.npc.Robin.crossdressing gte 2 ? "crossdressing freak" : "loser">>, but it's still such a waste for you to be with <<phim>>."
<br><br>
You immediately hear <<him>> yelp in pain as Robin kicks <<him>> in the shin. Robin pulls <<him>> away from you and stands protectively in front of you. "Spending time in the headteacher's office is more of a waste, isn't it?"
<<else>>
"What, you idiots are gonna snitch?" Others laugh behind <<him>>. The <<person>> takes an aggressive step towards you.
<br><br>
You immediately hear <<him>> yelp in pain as Robin kicks <<him>> in the shin. Robin pulls <<him>> away from you and stands protectively in front of you, glowering at <<him>>. "Or maybe someone else will handle that part for us." <<person2>><<He>> stands up straight.
<br><br>
The <<person1>><<person>> follows Robin's gaze and glances back. A couple of students have taken out their phones and are pointing them in your direction. You catch the headteacher's name in their whispers.
<</if>>
<br><br>
One of <<his>> friends mutters something in <<his>> ear, and <<his>> expression turns rigid. "You really can't take a joke." The <<person>> rolls <<his>> eyes before turning away. "We'll see." Finally, <<he>> leads <<his>> cronies out of the canteen.
<br><br>
As you watch Robin from behind, you notice <<person2>><<his>> shoulders shaking slightly.
<br><br>
<<link [[Praise Robin|Canteen Lunch Robin Interrupt 2]]>><<set $phase to 0>><<npcincr Robin love 2>><<npcincr Robin dom 1>><</link>><<glove>><<gdom>><br>
<<link [[Tease Robin|Canteen Lunch Robin Interrupt 2]]>><<set $phase to 1>><<npcincr Robin love 1>><<npcincr Robin dom 1>><<npcincr Robin lust 1>><</link>><<glove>><<gdom>><<glust>><<if $phase is 0>>
<<if $speech_attitude is "meek">>
"I didn't expect that to happen... Thank you for protecting me." You link arms with <<him>>.
<<elseif $speech_attitude is "bratty">>
"Looks like you're the one who's playing hero." You pat <<his>> shoulder.
<<else>>
"Looks like you handled that pretty well." You give <<his>> shoulder a reassuring pat.
<</if>>
<br><br>
"<<print $robininfirmarypromise is 1 ? "I'm glad I could keep my promise" : "I'm glad I could take care of both of us">>." <<He>> grins widely and hugs you. "You're the one who gives me courage."
<<elseif $phase is 1>>
You sneak up from behind, wrapping your arms around <<him>> and whispering into <<his>> ear.
<<if $speech_attitude is "meek">>
"You saved me. What does my hero want for a reward?"
<<elseif $speech_attitude is "bratty">>
"Trying to sweep me off my feet, my hero?"
<<else>>
"It's my turn to call you my hero, right?"
<</if>>
<br><br>
Robin turns around and hugs you back, trying to hide <<his>> flushed face. "<<print $robininfirmarypromise is 1 ? "I promised I'd protect you" : "I can't just stand by and watch you get hurt because of me">>."
<</if>>
<br><br>
<<He>> holds your hand and leads you back to the table. You chat as you finish eating.
<<print $cool lte 40 ? "<<He>> keeps talking about how you make <<him>> proud." : "<<He>> seems even more delighted than usual.">> <<ltrauma>><<lstress>><<trauma -2>><<stress -4>><<pass 20>>
<br><br>
"I'm going to wait in the classroom," <<he>> says when you're done with your food. "I don't like being late. Do you want to come with me?"
<br><br>
<<endevent>>
<<historyicon>><<link [[Go with Robin to your history lesson (0:01)|History Classroom]]>><<set $justEntered to true>><<set $withRobin to "yes">><<pass 1>><</link>><br>
<<schoolicon "library">><<link [[Say you'd rather go to the library|Canteen Stay]]>><<set $robinexit to "library">><<set $phase2 to "library">><</link>><br>
<<foodicon "eat">><<link [[Stay in the canteen|Canteen Stay]]>><<set $robinexit to "leave">><<set $phase2 to "canteen">><</link>>
<br><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyhealthmax -= 100>>
<<set $enemyhealth -= 100>>
<<set $enemyanger += 150>>
<<npcidlegenitals>>
<<enableSchoolRescue "Whitney">>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Canteen Lunch Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Canteen Lunch Fight]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<His>> friends laugh, "Did this little shit just make you cum?"
<br><br>
"N-no," <<he>> says, <<his>> face turning red. The other delinquents find it so amusing they forget about Robin.
<br><br>
<<endevent>><<npc Robin>><<person1>>
Robin's arms wrap around you from behind. "You saved me," <<he>> says. "My hero." You feel your face flush too.
<<if C.npc.Robin.trauma gte 20>>
<<He>> sniffles. "I-I am so sorry... This happened to you because you tried to save me..."
<br><br>
"It's okay. At least we're not hurt."
<<if $trauma gte ($traumamax * 0.7)>>
You make an effort to conceal your trembling.
<</if>>
<br><br>
You escort <<him>> back to the table and hold <<him>> until <<he>> calms down.
<<else>>
"I'm sorry..." <<His>> voice cracks. "I shouldn't have let this happen to you."
<br><br>
"It's okay. At least we're not hurt," you say.
<<if $trauma gte ($traumamax * 0.7)>>
You make an effort to conceal your trembling, but Robin seems to notice.
<</if>>
<br><br>
<<He>> holds your hand, leading you back to the table.
<</if>>
<br><br>
You sit and chat with Robin while you eat. "I'm going to wait in the classroom," <<he>> says when you finish. "I don't like being late." <<He>> gives you a hug. "Do you want to come with me?"
<<ltrauma>><<lstress>><<trauma -2>><<stress -4>><<pass 20>>
<br><br>
<<silently>><<clotheson>><</silently>>
<<endcombat>>
<<endevent>>
<<historyicon>><<link [[Go with Robin to your history lesson (0:01)|History Classroom]]>><<set $justEntered to true>><<set $withRobin to "yes">><<pass 1>><</link>><br>
<<schoolicon "library">><<link [[Say you'd rather go to the library|Canteen Stay]]>><<set $robinexit to "library">><<set $phase2 to "library">><</link>><br>
<<foodicon "eat">><<link [[Stay in the canteen|Canteen Stay]]>><<set $robinexit to "leave">><<set $phase2 to "canteen">><</link>>
<br>
<<elseif $enemyhealth lte 0>>
"Ow, that hurt," <<he>> says. "I think I need the nurse." <<His>> friends follow and tease <<him>> as <<he>> leaves the canteen.
<<tearful>> you stand tall and triumphant.
<<ltrauma>><<lstress>><<gcool>><<trauma -6>><<stress -12>><<status 1>>
<br><br>
<<endevent>><<npc Robin>><<person1>>
Robin's arms wrap around you from behind. "You saved me," <<he>> says. "My hero." You feel your face flush.
You sit and chat with Robin while you eat. "I'm going to wait in the classroom," <<he>> says when you finish. "I don't like being late. Do you want to come with me?"
<<ltrauma>><<lstress>><<trauma -2>><<stress -4>><<pass 20>>
<br><br>
<<silently>><<clotheson>><</silently>>
<<endcombat>>
<<historyicon>><<link [[Go with Robin to your history lesson (0:01)|History Classroom]]>><<set $justEntered to true>><<set $withRobin to "yes">><<pass 1>><</link>><br>
<<schoolicon "library">><<link [[Say you'd rather go to the library|Canteen Stay]]>><<set $robinexit to "library">><<set $phase2 to "library">><</link>><br>
<<foodicon "eat">><<link [[Stay in the canteen|Canteen Stay]]>><<set $robinexit to "leave">><<set $phase2 to "canteen">><</link>>
<br>
<<elseif $alarm is 1 and $rescue gte 1>>
The <<person1>><<person>> is suddenly struck by
<<print either(
"a can of pop.",
"an empty tray.",
"a maths textbook.",
"a carton of milk.",
"a half-eaten pastry.",
"a glob of mashed potatoes."
)>>
"Hey! Who threw that?" <<he>> calls out. <<His>> anger turns to panic when <<he>> sees Whitney and <<nnpc_his "Whitney">> goons descending on <<him>>. <<Hes>> swiftly chased out the canteen.<<status 1>><<gcool>>
<br><br>
<<silently>><<clotheson>><</silently>>
<<endcombat>>
<<npc Robin>><<person1>>
<<if C.npc.Robin.trauma gte 10>>
Robin's arms wrap around you from behind. <<He>> sniffles. "I-I was so scared." You escort <<him>> back to the table, holding <<him>> until <<he>> calms down.<<stress 6>><<gstress>><<npcincr Robin dom -1>><<ldom>>
<<else>>
Robin helps you to your feet. "Are you okay?" <<he>> asks.
<<if $robinromance is 1>>
"I've never seen Whitney so mad." There's an awkward silence. Robin looks like <<he>> has something to say, but <<he>> quietly shuffles back to the table.<<npcincr Robin dom -1>><<ldom>>
<<elseif C.npc.Robin.dom gte 80>>
"I wish Whitney wouldn't hang around you so much," <<he>> sighs. "<<nnpc_He "Whitney">> got us out of trouble this time, but <<nnpc_hes "Whitney">> not always so nice." <<He>> squeezes your shoulder. "Just... be careful."
<<elseif C.npc.Robin.dom gte 60>>
"Whitney's scary. Are you sure..." <<He>> stops and shakes <<his>> head. "You're safe. That's what counts."
<<elseif C.npc.Robin.dom gte 20>>
"I've never seen Whitney so mad." <<He>> frowns in thought, before finally breaking into a soft smile. "I guess everyone has a soft spot." <<He>> <<print C.npc.Robin.love lte 25 ? "giggles as <<he>> " : "">>gives you a teasing poke.
<<else>>
"I've never seen Whitney so mad. <<nnpc_He "Whitney">> must really like you." <<print C.npc.Robin.love lte 25 ? "<<He>> giggles" : "<<He>> gives you a smile that doesn't quite reach <<his>> eyes">>. "What? Everyone's talking about it!"
<</if>>
<</if>>
<<endevent>>
<br><br>
You sit and chat with Robin while you eat. "I'm going to wait in the classroom," <<nnpc_he "Robin">> says when you finish. "I don't like being late. Do you want to come with me?"
<<ltrauma>><<lstress>><<trauma -2>><<stress -4>><<pass 20>>
<br><br>
<<historyicon>><<link [[Go with Robin to your history lesson (0:01)|History Classroom]]>><<set $justEntered to true>><<set $withRobin to "yes">><<pass 1>><</link>><br>
<<schoolicon "library">><<link [[Say you'd rather go to the library|Canteen Stay]]>><<set $robinexit to "whitney concern">><<set $phase2 to "library">><</link>><br>
<<foodicon "eat">><<link [[Stay in the canteen|Canteen Stay]]>><<set $robinexit to "whitney concern">><<set $phase2 to "canteen">><</link>>
<br>
<<else>>
You fall to the ground, too hurt to continue fighting.
"That's right," the <<person1>><<person>> says. "Crawl on the ground like the bitch you are." <<He>> and <<his>> friends laugh as they leave the canteen.
<<lcool>><<status -10>>
<br><br>
<<endevent>><<npc Robin>><<person1>>
<<if C.npc.Robin.trauma gte 20>>
As their voices fade down the hallway, Robin rushes over to check on your injuries. Tears well up in <<his>> eyes, and <<he>> can't help but shake a bit. "I-I'm so sorry... I got too scared, and..." <<His>> voice falters. "Do you need to see the nurse? I can go with you if you want..."
<br><br>
<<link [[Go with Robin|Lunch Fight Infirmary]]>><</link>><br>
<<link [[Stay|Lunch Fight Stay]]>><<set $phase to 0>><</link>>
<<else>>
Robin rushes over to check on your injuries. "You got hurt because of me!" <<he>> says with regret. "Let me take you to the infirmary, please."
<br><br>
<<link [[Go with Robin|Lunch Fight Infirmary]]>><</link>><br>
<<link [[Stay|Lunch Fight Stay]]>><<set $phase to C.npc.Robin.dom gte 50 ? 2 : 1>><</link>>
<</if>>
<br><br>
<<pass 20>>
<<silently>><<clotheson>><</silently>>
<<endcombat>>
<</if>><<effects>>
<<npc Robin>><<person1>>
You sit down next to Robin. <<he>> looks up for a moment before going back to staring at <<his>> lunch, you hear a soft "hey" coming from <<him>>
<br><br>
During lunch Robin picks at <<his>> food, not touching it much. after a couple minutes you look up to Robin and ask <<him>> “hey what's up?” Robin
looks at you sighing “I-I-I don't really know, i'm just not.“ <<he>> sighs "im just not....” you can see that <<he>> doesn't know if <<he>> wants to
say it “i'm just having a bad day i guess” You look at <<him>> with concern.
<br><br>
<<link [[Give Robin a pat|Canteen Lunch Robin Pat Dolp]]>><<lrtrauma>><<npcincr Robin trauma -1>><</link>><br>
<<if C.npc.Robin.love gte 25>>
<<link [[Give Robin a hug|Canteen Lunch robin hug dolp]]>><<lrtrauma>><<npcincr Robin trauma -2>><</link>><br>
<</if>>
<<if C.npc.Robin.love gte 50>>
<<link [[Embrace Robin|Canteen Lunch robin embrace dolp]]>><<lrtrauma>><<npcincr Robin trauma -5>><</link>><br>
<</if>>
<<link [[Ignore Robin|Canteen Lunch robin ignore dolp]]>><<lrtrauma>><<npcincr Robin trauma 5>><</link>><br><<effects>>
<<npc Robin>><<person1>>
You rest your hand on <<his>> shoulder, squeezing it gently. You can see tears forming, but <<he>> quickly blinks them away and looks at you. “It'll be ok,” you say
to <<him>>, giving <<him>> a thumbs up and a <<if $trauma gte $traumamax / 5>>forced <<else>>bright <</if>> smile. <<His>> expression softens, and
<<he>> nods in response. “Thank you, I needed that.” <<He>> seems to be a bit more relaxed now, and you continue to eat your lunch together.
<<lrtrauma>><<npcincr Robin trauma -1>>
<br><br>
<<historyicon>><<link [[Go with Robin to your history lesson (0:01)|History Classroom]]>><<set $justEntered to true>><<set $withRobin to "yes">><<unset $kylarexit>><<pass 1>><</link>><br>
<<schoolicon "library">><<link [[Say you'd rather go to the library|Canteen Stay]]>><<set $robinexit to "library">><<set $phase2 to "library">><</link>><br>
<<foodicon "eat">><<link [[Stay in the canteen|Canteen Stay]]>><<set $robinexit to "leave">><<set $phase2 to "canteen">><</link>><<effects>>
<<npc Robin>><<person1>>
“Hey…” You wrap your arms around <<him>>, pulling <<him>> into a hug. “It’s gonna be all right.” you say and <<he>> releases a breath <<he>> was
holding, tears appearing in <<his>> eyes as <<he>> hugs you back. You pull back and see some tears falling and quickly wipe them away. “T-t-thank you so
much.” You let <<his>> go and give <<his>> an extra pat on the back. “Don’t worry,” you say with a <<if $trauma gte $traumamax / 5>>forced <<else>>bright
<</if>> smile. Robin looks much more relaxed, and you both finish your lunch together.
<<lrtrauma>><<npcincr Robin trauma -2>>
<br><br>
<<historyicon>><<link [[Go with Robin to your history lesson (0:01)|History Classroom]]>><<set $justEntered to true>><<set $withRobin to "yes">><<unset $kylarexit>><<pass 1>><</link>><br>
<<schoolicon "library">><<link [[Say you'd rather go to the library|Canteen Stay]]>><<set $robinexit to "library">><<set $phase2 to "library">><</link>><br>
<<foodicon "eat">><<link [[Stay in the canteen|Canteen Stay]]>><<set $robinexit to "leave">><<set $phase2 to "canteen">><</link>><<effects>>
<<npc Robin>><<person1>>
You pull <<him>> into your arms, holding <<him>> close to your chest. <<he>> melts into your embrace, clinging to you slightly. You feel <<his>> tears on your skin
as <<he>> softly sobs. "Don't worry, Robin," you say, "I'll be here for you." You continue to hold <<him>>, gently rocking back and forth, until <<he>>
reluctantly lets go. <<he>> wipes <<his>> face with <<his>> sleeves, blushing furiously. “I-I-I think I really n-n-needed that, thank you.” You both continue
lunch in a slightly better mood.
<<lrtrauma>><<npcincr Robin trauma -5>>
<br><br>
<<historyicon>><<link [[Go with Robin to your history lesson (0:01)|History Classroom]]>><<set $justEntered to true>><<set $withRobin to "yes">><<unset $kylarexit>><<pass 1>><</link>><br>
<<schoolicon "library">><<link [[Say you'd rather go to the library|Canteen Stay]]>><<set $robinexit to "library">><<set $phase2 to "library">><</link>><br>
<<foodicon "eat">><<link [[Stay in the canteen|Canteen Stay]]>><<set $robinexit to "leave">><<set $phase2 to "canteen">><</link>><<effects>>
<<npc Robin>><<person1>>
You take a bite of your lunch choosing to ignore <<his>> plight. <<He>> looks hurt by the lack of interest. you can hear soft sobs coming from <<him>> but you
decide not to pay attention. You both continue to eat lunch in silence.
<<lrtrauma>><<npcincr Robin trauma 5>>
<br><br>
<<historyicon>><<link [[Go with Robin to your history lesson (0:01)|History Classroom]]>><<set $justEntered to true>><<set $withRobin to "yes">><<unset $kylarexit>><<pass 1>><</link>><br>
<<schoolicon "library">><<link [[Say you'd rather go to the library|Canteen Stay]]>><<set $robinexit to "library">><<set $phase2 to "library">><</link>><br>
<<foodicon "eat">><<link [[Stay in the canteen|Canteen Stay]]>><<set $robinexit to "leave">><<set $phase2 to "canteen">><</link>><<npc Robin>><<person1>>
<<switch $phase>>
<<case 3>>
"I know, you're always so strong." <<He>> looks like <<he>> wants to say something else but ends up just sighing. "Just... please don't pretend you can't get hurt, okay?"
<br><br>
You go back to the table and chat with Robin as you eat. <<He>> keeps mentioning that you should care more about yourself. Sometimes you feel Robin is a bit of a nag. <<ltrauma>><<lstress>><<trauma -2>><<stress -4>><<pass 20>>
<br><br>
"I'm going to wait in the classroom," <<he>> says when you finish your food. "I don't like being late. Do you want to come with me?"
<<endevent>>
<br><br>
<<historyicon>><<link [[Go with Robin to your history lesson (0:01)|History Classroom]]>><<set $justEntered to true>><<set $withRobin to "yes">><<pass 1>><</link>><br>
<<schoolicon "library">><<link [[Say you'd rather go to the library|Canteen Stay]]>><<set $robinexit to "library">><<set $phase2 to "library">><</link>><br>
<<foodicon "eat">><<link [[Stay in the canteen|Canteen Stay]]>><<set $robinexit to "leave">><<set $phase2 to "canteen">><</link>>
<br>
<<case 2>>
"You really need the nurse." <<He>> frowns, still holding your arms.
<br><br>
<<link [[Go with Robin|Lunch Fight Infirmary]]>><</link>><br>
<<link [[Insist on staying|Lunch Fight Stay]]>><<set $phase to 3>><<npcincr Robin dom -1>><</link>><<ldom>>
<<case 1>>
"I know, you're always so strong." <<He>> looks like <<he>> wants to say something else but ends up just sighing. "Just... be careful." You go back to the table and chat with Robin as you eat. <<He>> changes the topic, but <<he>> still seems worried about your condition. <<ltrauma>><<lstress>><<trauma -2>><<stress -4>><<pass 20>>
<br><br>
"I'm going to wait in the classroom," <<he>> says when you finish your food. "I don't like being late. Do you want to come with me?"
<<endevent>>
<br><br>
<<historyicon>><<link [[Go with Robin to your history lesson (0:01)|History Classroom]]>><<set $justEntered to true>><<set $withRobin to "yes">><<pass 1>><</link>><br>
<<schoolicon "library">><<link [[Say you'd rather go to the library|Canteen Stay]]>><<set $robinexit to "library">><<set $phase2 to "library">><</link>><br>
<<foodicon "eat">><<link [[Stay in the canteen|Canteen Stay]]>><<set $robinexit to "leave">><<set $phase2 to "canteen">><</link>>
<br>
<<default>>
"Okay... you'll take care of yourself, right?" You go back to the table and chat with Robin while eating. <<He>> tries to follow your conversation but keeps getting distracted by the bruise on the back of your hand. <<ltrauma>><<lstress>><<trauma -2>><<stress -4>><<pass 20>>
<br><br>
"I'm going to wait in the classroom," <<he>> says when you finish your food. "I don't like being late. Do you want to come with me?"
<<endevent>>
<br><br>
<<historyicon>><<link [[Go with Robin to your history lesson (0:01)|History Classroom]]>><<set $justEntered to true>><<set $withRobin to "yes">><<pass 1>><</link>><br>
<<schoolicon "library">><<link [[Say you'd rather go to the library|Canteen Stay]]>><<set $robinexit to "library">><<set $phase2 to "library">><</link>><br>
<<foodicon "eat">><<link [[Stay in the canteen|Canteen Stay]]>><<set $robinexit to "leave">><<set $phase2 to "canteen">><</link>>
<br>
<</switch>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<npc Robin>><<person1>>
Robin accompanies you to the infirmary. You only have a few scratches, but <<he>> seems overly concerned for you. <<He>> keeps glancing at your wounds as the nurse applies some ointment. <<pain -10>><<lpain>>
<br><br>
When it's done, Robin looks a little relieved. "Are you feeling better now?" <<he>> asks <<print C.npc.Robin.trauma gte 20 ? "anxiously" : "worriedly">>.
<br><br>
<<link [[Thank Robin|Lunch Fight Infirmary 2]]>><<set $phase to 0>><<npcincr Robin love 1>><<trauma -3>><<pass 20>><</link>><<glove>><<ltrauma>><br>
<<link [[Hug Robin|Lunch Fight Infirmary 2]]>><<set $phase to 1>><<npcincr Robin love 1>><<stress -3>><<pass 20>><</link>><<glove>><<lstress>><br>
<<if $trauma gte $traumamax / 5>>
<<if !(C.npc.Robin.dom gte 50 and C.npc.Robin.trauma lt 10) or ($robinnote is 1 and $robinromance isnot 1)>>
<<link [[Persecute Robin|Lunch Fight Infirmary 2]]>><<set $phase to 2>><<trauma -6>><<stress -6>><<pass 20>><</link>><<lltrauma>><<llstress>><<llove>><<ldom>><<grtrauma>>
<<else>>
<<link [[Vent to Robin|Lunch Fight Infirmary 2]]>><<set $phase to 2>><<trauma -6>><<stress -6>><<pass 20>><</link>><<lltrauma>><<llstress>>
<</if>>
<</if>><<pass 10>>
<<if $phase is 2>>
You know it's not <<his>> fault, but you can't help thinking that <<print $robinpaid is 1 ? "you've endured so much for <<him>>" : "bad things keep happening, one after another">>. Yet, you still want to be <<his>> hero, like a fool? Powerlessness and frustration turn into sharp words as you cling to Robin and yell at <<him>>.
<br><br>
<<if $robinnote is 1 and $robinromance isnot 1>>
<<He>> waits for you to finish without saying a word. The nurse has slipped away at some point. An unbearable silence fills the room until <<he>> finally breaks it.
<br><br>
"So... why are you always trying to save me, then?" Robin keeps <<his>> head down. "You could just... leave me alone, you know you could..." <<set $robin.hurtReason to "the thing that happened in the infirmary">><<set $robin.timer.hurt to 1>><<npcincr Robin love -2>><<npcincr Robin dom -2>><<npcincr Robin trauma 2>><<llove>><<ldom>><<grtrauma>>
<br><br>
Before you can respond, <<he>> turns back to the door. "I-I'm going to class." <<He>> leaves in a hurry.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><</link>>
<<elseif $robinromance is 1>>
<<if C.npc.Robin.dom gte 50 and C.npc.Robin.trauma lt 10>>
Robin lets you cry on <<his>> shoulder, listening and waiting for you to calm down. "I'm sorry for putting you through all of this." <<He>> clenches <<his>> fist and looks at you with determined eyes. "I promise, I won't let it happen again." <<set $robininfirmarypromise to 1>><<npcincr Robin dom 5>><<ggdom>>
<br><br>
<<He>> pulls you into <<his>> arms again and doesn't let go. Eventually, you notice the nurse stifling a laugh. You suddenly feel ashamed but realise that you are loved. <<trauma -3>><<ltrauma>>
<br><br>
You apologise for blowing up at <<him>> and tell Robin that it's time for class. <<He>> nods and takes your hand, leading you to the hallway.
<br><br>
<<link [[Next|History Classroom]]>><<endevent>><<set $justEntered to true>><<set $withRobin to "yes">><<pass 1>><</link>><br>
<<else>>
Before things get too serious, the nurse interrupts. "Hey, I don't know what happened, but don't fight, okay?"
You calm down. Robin clenches <<his>> fist, keeping <<his>> head down. You can't see <<his>> face, but tears are falling on the back of <<his>> hand.
<br><br>
"I-I didn't know that was how you saw me..." <<His>> voice cracks. "Sorry, I don't mean to be a burden. I know... it's better to learn how to take care of myself." <<set $robin.hurtReason to "the thing that happened in the infirmary">><<set $robin.timer.hurt to 1>><<npcincr Robin love -2>><<npcincr Robin dom -2>><<npcincr Robin trauma 2>><<llove>><<ldom>><<grtrauma>>
<br><br>
Before you can respond, <<he>> turns back to the door. "I-I'm going to class." <<He>> leaves in a hurry.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><</link>>
<</if>>
<<else>>
<<if C.npc.Robin.dom gte 50 and C.npc.Robin.trauma lt 10>>
The next second, you're surprised to find yourself pulled into a warm embrace. "There, there," Robin says, patting your back. "You always used to do this for me, remember? It made me feel better every time." <<trauma -3>><<stress -3>><<ltrauma>><<lstress>>
<br><br>
It really works. Robin's hug consoles you, just like it always has. <<He>> stays put for a long time, until you notice the nurse stifling a laugh. You suddenly feel a bit embarrassed, so you tell Robin it's time for class. <<He>> nods and takes your hand, leading you to the hallway.
<br><br>
<<link [[Next|History Classroom]]>><<endevent>><<set $justEntered to true>><<set $withRobin to "yes">><<pass 1>><</link>><br>
<<else>>
Before things get too serious, the nurse interrupts. "Hey, I don't know what happened, but you two need to stop fighting."
<br><br>
You calm down. Robin seems unsure of what to say. An uncomfortable silence fills the room until <<he>> finally breaks it.<<npcincr Robin love -2>><<npcincr Robin dom -2>><<npcincr Robin trauma 2>><<llove>><<ldom>><<grtrauma>>
"You can take a rest. I'll see you in class." <<He>> turns back to the door. "Just... try not to push yourself too hard." <<He>> leaves in a hurry.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><</link>>
<</if>>
<</if>>
<<elseif $phase is 1>>
<<if $speech_attitude is "meek">>
You lean on Robin's shoulder, allowing <<his>> arms to wrap around you. "I'm fine. There's nothing better than seeing you safe."
<<elseif $speech_attitude is "bratty">>
You pull <<him>> into your arms. "Couldn't be better. You don't think I'm that easily knocked down, do you?"
<<else>>
You give <<him>> a gentle embrace. "The most important thing is that you are safe."
<</if>>
<br><br>
Robin's cheeks turn red. Just as <<hes>> about to reply, a growling sound coming from your stomach stops <<him>>. "Sorry..." <<He>> checks the clock. "Looks like there's no time to finish lunch."
<br><br>
Another growl comes from <<his>> stomach. Then you both burst into laughter. "No worries. We can grab something on our way home. It's on me!" you say.
<br><br>
Robin's eyes light up. "Can we get <<print Time.season is "winter" ? "pancakes" : "chocolate ice cream">>?"
<<print $robinromance is 1 ? "You hold hands as you" : "You">> walk to the classroom. <<He>> excitedly talks about some food stands you might pass on your way home.
<br><br>
<<link [[Next|History Classroom]]>><<endevent>><<set $justEntered to true>><<set $withRobin to "yes">><<pass 1>><</link>><br>
<<else>>
You thank Robin and tell <<him>> you're good. Just as <<hes>> about to reply, a growling sound coming from your stomach stops <<him>>. "Sorry... " <<He>> checks the clock. "Looks like there's no time to finish lunch."
<br><br>
Another growl comes from <<his>> stomach. Then you both burst into laughter. "No worries. We can grab something on our way home. It's on me!" you say.
<br><br>
Robin's eyes light up. "Can we get <<print Time.season is "winter" ? "pancakes" : "chocolate ice cream">>?"
<<print $robinromance is 1 ? "You hold hands as you" : "You">> walk to the classroom. <<He>> excitedly talks about some food stands you might pass on your way home.
<br><br>
<<link [[Next|History Classroom]]>><<endevent>><<set $justEntered to true>><<set $withRobin to "yes">><<pass 1>><</link>><br>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<if $exposed lt 2>>
You slip out of your clothes.<<strip>>
<</if>>
<<maninit>>
<<set $enemytrust += 500>><<npckiss>>
<<set $enemyarousalmax to 600>>
<<set $enemyarousalmax to $enemyarousalmax * ($npcArousalMult / 100)>>
<</if>>
<<set $enemyanger to 0>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Bed Robin Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bed Robin Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "home">><<schooleffects>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<npcincr Robin lust -20>>
Robin clings to you and smiles.
<br><br>
<<elseif $enemyhealth lte 0>>
"Ow!" Robin says. <<Hes>> still smiling.
<br><br>
<<elseif $finish is 1>>
Robin clings to you and smiles.
<br><br>
<</if>>
<<He>> gazes into your eyes. "I love you." <<He>> kisses you again.
<<if $penisfucked is 1>>
"It feels so good to have you inside me."
<<elseif $vaginafucked is 1>>
"It feels so good inside you."
<</if>>
<<His>> eyes shut, and <<he>> falls into a gentle sleep.
<br><br>
<<endcombat>>
<<if $kylar_camera is 2 and C.npc.Kylar.state is "active">>
<<if !$syndromekylar>>
A dreadful shiver passes through you. <span class="blue">Something is watching you.</span><<set $kylar_mad to 1>>
<br><br>
<<elseif C.npc.Kylar.state is "active">>
The owl plushie watches you, judging you from the gloom. <<gggksuspicion>><<npcincr Kylar rage 10>>
<br><br>
<</if>>
<</if>>
<<link [[Next|Bed]]>><<clotheson>><</link>>
<br><<set $outside to 0>><<set $location to "home">><<effects>>
<<set _robin to statusCheck("Robin")>>
<<set $robinbed to "theirs">><<set $bedGuest to "Robin">>
<<if $robinromance is 1 and C.npc.Robin.trauma lt 50>>
<<He>> blushes and looks away. "Y-yes," <<he>> says. "You can stay."
<<else>>
<<He>> hugs you tightly. "Thank you so much."
<</if>>
<br><br>
<<listsleepoutfits "Robin Bed">>
<<bedicon>><<link [[Just climb in bed|Robin Room Bed]]>><<set $wear_outfit to "none">><</link>><<set $outside to 0>><<set $location to "home">><<effects>>
<<set _robin to statusCheck("Robin")>>
<<wearoutfit>>
<<if $robinromance is 1 and C.npc.Robin.trauma lt 50>>
<<He>> turns off the light and you hear <<him>> shuffle around. Probably undressing. You undress yourself, and climb into the bed. <<He>> climbs in beside you.
<br><br>
<<He>> rolls over and hugs you. Your heart races as you feel <<his>> bare body against yours.
<<if C.npc.Robin.lust gte 40>>
<br><br>
You can feel Robin getting aroused.
<<if C.npc.Robin.dom gte 60>>
<<He>> starts lightly grinding against you. "Do you want to?" <<He>> whispers in your ear.
<<else>>
<<He>> seems to be trying to hide it.
<</if>>
<</if>>
<<elseif $robinromance>>
You climb into <<his>> bed as <<he>> turns off the light. <<He>> shuffles around, probably changing into pyjamas.
You feel <<him>> climb beside you and <<he>> holds you close to <<him>>. "I love you," <<he>> whispers into your ear.
<<else>>
You climb into <<his>> bed as <<he>> turns off the light. <<He>> shuffles around, probably changing into pyjamas.
You feel <<him>> climb close beside you. "Goodnight," <<he>> whispers.
<</if>>
<br><br>
<<if $robinromance is 1 and C.npc.Robin.trauma lt 50>>
<<link [[Take it further|Robin Room Bed Sex]]>><<strip "strap-on">><<set $sexstart to 1>><</link>>
<br>
<</if>>
<<link [[Sleep|Robin Bed]]>><<endevent>><<trauma -6>><<stress -12>><<npcincr Robin trauma -3>><</link>><<ltrauma>><<lstress>><<lrtrauma>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 500>><<npcexpose>>
<<set $enemyarousalmax to 600>>
<<set $enemyarousalmax to $enemyarousalmax * ($npcArousalMult / 100)>>
<</if>>
<<set $enemyanger to 0>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Robin Room Bed Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Robin Room Bed Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "home">><<schooleffects>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<npcincr Robin lust -20>>
Robin clings to you and smiles.
<br><br>
<<elseif $enemyhealth lte 0>>
"Ow!" Robin says. <<Hes>> still smiling.
<br><br>
<<elseif $finish is 1>>
Robin clings to you and smiles.
<br><br>
<</if>>
<<He>> gazes into your eyes. "I love you." <<He>> kisses you again.
<<if $penisfucked is 1>>
"It feels so good to have you inside me."
<<elseif $vaginafucked is 1>>
"It feels so good inside you."
<</if>>
<<if $orgasmcurrent is 0 and not playerChastity()>>
<<set _mouthful to 0>>
<br>
Robin looks
<<if C.npc.Robin.dom lte 11>>
worried. "But-" <<He>> blushes. "I mean... Nothing."
<<elseif C.npc.Robin.dom lte 26>>
worried. "But," <<he>> whispers. "You didn't cum. I hope it was good."
<br>
You nod.
<<elseif C.npc.Robin.dom lte 41>>
<<if $player.penisExist>>
<<set $penisuse to 0>><<set $penisstate to 0>>
<</if>>
playful. "But you didn't cum yet," <<he>> whispers. <<His>> hands wander over your <<genitals>>.
<<arousal 2500 "genitals">>
<<if $arousal gte $arousalmax>>
<<orgasm>>Robin looks pleased.
<<else>>
After a few minutes <<he>> stops. "Sorry, I-I don't really know what I'm doing."
<br>
"It was good," you tell <<him>>. "Really good."
<br>
<</if>>
<<else>>
<<set _mouthful to 1>>
<<if $player.penisExist>>
<<set $penisuse to "othermouth">><<set $penisstate to "othermouth">>
<</if>>
playful. "And now..." <<He>> smiles. "<<print either("I make you squeal.","You squeal.","It's your turn.","You cum.","I make you cum.","I get you off.")>>"
<br>
Robin disappears under the cover. A moment later you feel <<his>> tongue licking your <<genitals>>.
<br>
<<arousal 4000 "genitals">>
<<if $arousal gte $arousalmax>>
<<orgasm>>
<<else>>
<br>
After a while of this, Robin crawls back up. "I'm not giving up," <<he>> breathes. <<He>> nips your ear. "That isn't happening."
<br>
Robin disappears back under the cover and goes at it with renewed determination.
<<if $player.penisExist>>
<<set $NPCList[0].mouth to "penis">>
<<takeNPCVirginity "Robin" "oral">>
<</if>>
<<set $arousal to 10000>>
<<if $arousal gte $arousalmax>>
<<orgasm>>
<</if>>
<</if>>
<</if>>
<<He>> kisses you again. "I love you."
<br>
<<His>> eyes shut, and <<he>> falls into a gentle sleep.
<<else>>
<<His>> eyes shut, and <<he>> falls into a gentle sleep.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Robin Bed]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "home">><<effects>>
<<if $arousal gte $arousalmax>>
<<orgasm>><<npcincr Robin lust 1>>
<</if>>
<<if $robinroomentered is 1>>
<<if $trauma gte ($traumamax / 7) * 3 or $stress gte ($stressmax / 7) * 5>>
You desperately cling to Robin with your entire body and almost wind up pulling <<him>> down to the bed. Robin seems to be somewhat startled by this.
<<elseif $trauma gte ($traumamax / 7) * 2 or $stress gte ($stressmax / 7) * 3>>
You cling to Robin's shoulders and bury your head in <<his>> back. Robin doesn't seem to know what to make of this.
<<elseif $trauma gte ($traumamax / 7) * 1 or $stress gte ($stressmax / 7) * 1>>
You wrap your arms around Robin from behind and rest your head against <<his>> shoulder. Robin doesn't seem to know what to make of this.
<<else>>
You happily take Robin in your arms. <<He>> doesn't seem to know what to make of this.
<</if>>
<<else>>
<<if $trauma gte ($traumamax / 7) * 3 or $stress gte ($stressmax / 7) * 5>>
You lose control of yourself and throw yourself into Robin's chest, tackling <<him>> to the bed and clinging tightly to <<his>> body.
Robin seems stunned by this.
<<set $robinstunned to 1>>
<<elseif $trauma gte ($traumamax / 7) * 2 or $stress gte ($stressmax / 7) * 3>>
You cling tight to Robin's chest, nearly tackling <<him>> to the bed. Robin seems to be somewhat startled by this.
<<elseif $trauma gte ($traumamax / 7) * 1 or $stress gte ($stressmax / 7) * 1>>
You wrap your arms around Robin's shoulders and bury your head in <<his>> neck. Robin doesn't seem to know what to make of this.
<<else>>
You happily saunter over to Robin and take <<him>> in your arms. <<He>> doesn't seem to know what to make of this.
<</if>>
<</if>>
<br><br>
<<robinhug>><<set $outside to 0>><<set $location to "home">><<effects>>
<<if C.npc.Robin.love gte 80 and $robinhugbreak gte 1>>
You cling tight to Robin and nearly tackle <<him>> to the bed as you whimper and cry loudly.
<br><br>
"Wh-what's wrong!?" Robin yells, horrified at your behaviour.
"Oh no, something happened again, didn't it?" <<He>> hugs you back, doing <<his>> best to give comfort as you unload everything that happened to you.
<br><br>
"This is really bad!" Robin declares with a serious face. "We need to tell somebody!"
Robin has a far-off expression as <<he>> tries to soothe you.
<br><br>
<<robinhug>>
<<elseif C.npc.Robin.love gte 80>>
<<set $robinhugbreak to 1>>
You cling tight to Robin and nearly tackle <<him>> to the bed as you whimper and cry loudly.
<br><br>
"Wh-what's wrong!?" Robin yells, horrified at your behaviour.
<<He>> wraps <<his>> arms around you, looking like <<he>> is on the verge of a panic attack as <<he>> tries to figure out how to respond to your distress.
<br><br>
"Th-that's awful!" Robin responds with a horrified face. "This... we've got to tell somebody!"
<<he>> says, stroking your back as <<he>> gives more soothing promises about how to deal with the problem.
<br><br>
<<robinhug>>
<<elseif C.npc.Robin.love gte 40 and $robinhugbreak gte 1>>
You cling tight to Robin and nearly tackle <<him>> to the bed as you whimper and cry loudly.
<br><br>
"Wh-what's wrong!?" Robin yells, horrified at your behaviour. "Not again! What happened!?"
<<He>> hugs you back, doing <<his>> best to comfort you as you unload everything that happened to you.
<br><br>
"This is really bad!" Robin declares, looking serious. "We really do need to tell somebody!"
Robin has a far-off expression as <<he>> tries to soothe you.
<br><br>
<<robinhug>>
<<elseif C.npc.Robin.love gte 40 or $robinbaileyhelp gte 1>>
<<set $robinhugbreak to 1>>
You cling tight to Robin and nearly tackle <<him>> to the bed as you whimper and cry loudly.
<br><br>
"Wh-what's wrong!?" Robin yells, horrified at your behaviour.
<<He>> wraps <<his>> arms around you and looks uneasily about the room, but <<he>> allows you to continue.
<<He>> tries to soothe you as you manage to talk past your tears and unload everything that has happened to you.
<br><br>
"Th-that's awful!" Robin responds with a horrified face. "This... we've got to tell somebody!"
<<He>> tries to struggle out of your grip, but you cling tight to <<him>>. Eventually, <<he>> relents and stays until you finish crying.
<br><br>
<<robinhug>>
<<else>>
<<set $robinhugbreak to 1>>
You cling tight to Robin and nearly tackle <<him>> to the bed as you whimper and cry.
<br><br>
"Wh-what's wrong!?" Robin yells, horrified at your behaviour.
You are ashamed to show this kind of face to <<him>>, but you have been pushed too far. There is no putting you back together at this point.
<br><br>
Robin struggles out of your grip and stands up. "W-wait here! I'll go get someone to help!"
With that, <<he>> runs from the room, leaving you feeling abandoned.
You trusted <<him>> to show your vulnerable side, and now <<hes>> probably about to bring Bailey in here to see you in this state.
<br><br>
<<link [[Stay|Robin Hug Break 2]]>><<set $phase to 1>><<trauma 6>><<stress 6>><<npcincr Robin love 1>><</link>><<gtrauma>><<gstress>><<glove>>
<br>
<<link [[Go to your room (0:05)|Robin Hug Break 2]]>><<pass 5>><<set $phase to 2>><<npcincr Robin love -1>><</link>><<llove>>
<br>
<<link [[Run away|Robin Hug Break 2]]>><<set $phase to 0>><<npcincr Robin love -1>><</link>><<llove>>
<br>
<</if>><<set $outside to 0>><<set $location to "home">><<effects>>
<<if $phase is 0>>
You can't be in here when Robin comes back with Bailey. You manage to gather yourself, pick yourself up and dash full-long right out of the building.
<br><br>
<<endevent>>
<<link [[Next|Domus Street]]>><</link>>
<br>
<<elseif $phase is 1>>
<<set $robinbaileyhelp to 1>>
You curl up into a foetal position and place your hands over your face as you continue to sob.
A few minutes later you hear someone come stomping in, and you are pulled up to a sitting position by your hair.
<span class="red">It's Bailey.</span>
<br><br>
<<npc Bailey 2>><<person2>>
"What the hell is your problem?" <<He>> growls at you. Robin stands in the doorframe. Bailey looks you over with a harsh gaze and then slaps you across the face.
It hurts, and you stop crying out of shock.<<pain 2>>
<br>
"Shut up. You got this waif worried enough to bother me. I'm not wasting my time on you."
<br><br>
"Stop bothering me with useless crap," <<he>> says to Robin as <<he>> barges from the room.
<br><br>
<<person1>>
Robin rushes over to you and holds your arm. <<He>> stares out the door in disbelief as you gather yourself.
You are disgusted by the whole scenario and run back to your room.
<br><br>
<<endevent>>
<<link [[Next|Bedroom]]>><</link>>
<br>
<<else>>
You can't be in here when Robin comes back with Bailey. You gather yourself and make it back to your own room.
By the time you get there your frantic tears have calmed to light crying.
<br><br>
Around five minutes later you hear the sound of someone knocking on your door. It's Robin.
<<He>> asks if you are in there, but does not wait for an answer and opens the door on <<his>> own.
<br><br>
"There you are!" <<he>> says, running in. "Bailey yelled at me when you weren't in my room. What happened?"
<br><br>
<<link [[Complain (0:05)|Robin Hug Break 3]]>><<set $phase to 0>><<pass 5>><<stress -12>><</link>><<lstress>>
<br>
<<link [[Blame (0:05)|Robin Hug Break 3]]>><<set $phase to 1>><<pass 5>><<npcincr Robin love -1>><<npcincr Robin dom -1>><<npcincr Robin trauma 1>><<trauma -6>><<stress -12>><</link>><<ltrauma>><<llstress>><<grtrauma>><<llove>><<ldom>>
<br>
<<link [[Persecute (0:05)|Robin Hug Break 3]]>><<set $phase to 2>><<pass 5>><<npcincr Robin love -1>><<npcincr Robin dom -1>><<npcincr Robin trauma 3>><<stress -12>><<trauma -12>><</link>><<lltrauma>><<llstress>><<ggrtrauma>><<llove>><<ldom>>
<br>
<<link [[Dismiss|Robin Hug Break 3]]>><<set $phase to 3>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "home">><<effects>>
<<if $phase is 0>>
You give Robin some complaints about the things that have been happening to you,
but you don't trust <<him>> enough to give the full details about what's really been going on so you are vague about the more significant stuff.
<<He>> doesn't really seem to know how to respond, and winds up ducking out of your room before you even manage to get all the way through your list of issues.
<br><br>
<<endevent>>
<<link [[Next|Bedroom]]>><</link>>
<br>
<<elseif $phase is 1>><<set $robinbaileyhelp to 1>>
You bite back at <<him>> and tell <<him>> it's <<his>> fault for going to Bailey in the first place, and dismiss <<his>> concerns.
You eventually send <<him>> out of your room, still embarrassed about such an episode.
<br><br>
<<endevent>>
<<link [[Next|Bedroom]]>><</link>>
<br>
<<elseif $phase is 2>><<set $robinbaileyhelp to 1>>
You lay into Robin for leaving in the middle of your breakdown and getting Bailey.
You yell at <<him>> and chew <<him>> out,
redirecting all of the unrealised frustrations from your previous breakdown into anger at Robin for doing something so stupid.
<<He>> leaves your room in tears.
<br><br>
<<endevent>>
<<link [[Next|Bedroom]]>><</link>>
<br>
<<else>>
You shrug off Robin and refuse to speak to <<him>>. Eventually, <<he>> takes the hint and leaves.
<br><br>
<<endevent>>
<<link [[Next|Bedroom]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "home">><<effects>>
<<set _robinlove to C.npc.Robin.love>>
<<if $robincrycount is undefined>>
<<set $robincrycount to 0>>
<</if>>
<<if _robinlove gte 80 and $robincrycount gte 5>>
<<set $robincrycount += 1>>
Robin seems to already realise something is wrong and wraps <<his>> arms around you,
<<he>> doesn't ask what's going on, but just quietly soothes you with gentle words as <<he>> rubs <<his>> hands on your back.
As <<he>> tries to soothe you, you regain the ability to talk past your tears and begin unloading all of the troubles that have happened to you recently.
<<elseif _robinlove gte 60 and $robincrycount gte 1>>
<<set $robincrycount += 1>>
Robin seems stunned for a moment, but soon adapts to the situation and wraps <<his>> arms around you.
<<elseif _robinlove gte 40>>
Robin seems stunned for a moment when <<he>> notices you crying.
After a little while <<he>> gently but uneasily hugs you back and lets you stay like that until you finish crying.
<<elseif _robinlove gte 20>>
"Umm..." Robin responds as <<he>> sees you cry on <<his>> shoulder. <<He>> seems uncertain about how to respond, but <<he>> strokes your hair.
<<else>>
You cry silently into Robin's shoulder. <<He>> seems uncomfortable with this, but doesn't stop you.
<</if>>
<br><br>
<<robinhug>><<set $outside to 0>><<set $location to "home">><<effects>>
<<if $trauma gte ($traumamax / 7) * 3>>
You complain about some of your recent worries. Robin listens to what you have to say but you hold back on some of the more significant happenings.
Despite that, just talking about the little things is enough to make life feel a little easier to deal with.
<br><br>
<<robinhug>>
<<else>>
You complain about some of your recent worries. Robin listens to what you have to say and the experience makes it all a little easier to deal with.
<br><br>
<<robinhug>>
<</if>><<set $outside to 0>><<set $location to "home">><<effects>>
You snuggle a bit with Robin and <<he>> seems to be happy enough to wrap <<his>> arms around you and cuddle back.
<br><br>
<<robinoptions>><<set $outside to 0>><<set $location to "home">><<effects>>
You are feeling irritated about your day, so you begin unloading your emotional stress onto Robin, venting and complaining about the little things that bug you.
You leave the bigger things off the table though, you don't really want Robin knowing about that stuff. Robin listens politely.
<br><br>
<<robinoptions>><<set $outside to 0>><<set $location to "home">><<effects>>
<<if $daily.robin.policeBody is 1>>
You are feeling irritated at Robin, so you tell <<him>> what you think about having to do what you did with those police.
You don't give any details, but you make it clear you are sore about it and don't want to have to do that again. <<He>> hangs <<his>> head and nods.
<br><br>
<<robinoptions>>
<<elseif $daily.robin.policePay is 1>>
You are feeling irritated at Robin, so you tell <<him>> what you think about having to pay for <<him>> not having a permit.
<<He>> hangs <<his>> head and nods.
<br><br>
<<robinoptions>>
<<elseif $rng gte 51>>
You are feeling irritated at Robin, so you tell <<him>> what you think about <<his>> taste in video games.
It's kinda petty, but it makes you feel better. <<Hes>> annoyed, but doesn't argue back.
<br><br>
<<robinoptions>>
<<else>>
You are feeling irritated at Robin, so you tell <<him>> what you think about <<him>> being so naive about things.
You kinda make fun of <<him>> a little. <<Hes>> annoyed, but doesn't argue back.
<br><br>
<<robinoptions>>
<</if>><<set $outside to 0>><<set $location to "home">><<effects>>
<<if $daily.robin.policeBody is 1>>
You said you were fine with it earlier, but ever since you paid off those cops with your body you have been winding tighter and tighter.
You begin unloading on Robin and chewing <<him>> out about not having a permit,
and when you are done with that you begin finding every little fault of <<his>> you can possibly dig at <<him>> about.
<<He>> doesn't complain, but is in tears by the end of it.
<br><br>
<<robinoptions>>
<<else>>
You've been through a lot.
You know none of this is Robin's fault exactly, but you go after <<him>> anyway and chew <<him>> out about every little thing you can think of.
<<He>> tears up, but doesn't complain.
<br><br>
<<robinoptions>>
<</if>><<set $outside to 0>><<set $location to "home">><<effects>>
<<if $robinpaid isnot 1>>
<<if $robinmoney lte 200>>
"W-well." <<He>> looks away. "Sorry, but I need it." <<He>> looks ashamed.
<br><br>
/* <<if $submissive lte 500>> */
<<link [[Demand the money|Robin Money Demand]]>><<def 1>><<set $robindebt += 1>><<npcincr Robin trauma 3>><<npcincr Robin love -1>><<npcincr Robin dom -1>><</link>><<llove>><<ldom>>
<br>
/* <</if>> */
<<robinoptions>>
<<else>>
"Sure," <<he>> says, reaching into <<his>> drawer, pulling out the money then counting it out for you. <<He>> hands you <<printmoney 10000>><<money 10000 "robin">>.
<<set $robinmoney -= 100>>
<br><br>
<<robinoptions>>
<</if>>
<<else>>
<<if $robinmoney lte 0>>
"I... I'm sorry, is Bailey really asking for a lot? I'm sorry, I've given you everything I earned already."
<br><br>
<<robinoptions>>
<<else>>
"Y-yeah, okay," <<he>> says. <<He>> gets out the money and hands it to you. <<He>> looks a little torn.
"I-I guess Bailey's demands are a little harsh, huh? I-I'm sorry you have to pay for me too." <<He>> hands you £<<print $robinmoney>>.
<br><br>
<<money `($robinmoney * 100)` "robin">><<set $robinmoney to 0>>
<<robinoptions>>
<</if>>
<</if>><<set $outside to 0>><<set $location to "home">><<effects>>
You demand Robin give you the money,
<<if $speech_attitude is "bratty">>
playing all sorts of emotionally manipulative games with <<him>>.
<<else>>
and you even threaten <<him>>.
<</if>>
Finally, <<he>> relents and gives you the money. You make £<<print $robinmoney>>. <<He>> looks worried.
<<money `($robinmoney * 100)` "robin">><<set $robinmoney to 0>>
<br><br>
<<robinoptions>><<set $outside to 0>><<set $location to "home">><<effects>>
<<if $robincat isnot 1>>
<<set $robincat to 1>>
You rest your head on Robin's shoulder and rub. <<He>> looks at you and smiles.
<<if $transformationParts.cat.ears isnot "hidden">>"Where did you get this anyway?" <<he>> asks, reaching for your cat ears.<</if>>
<<His>> touch sends a shiver of pleasure across your scalp and down your spine. You purr.
<br><br>
Robin laughs. "Good kitty!" <<He>> keeps stroking, and wraps <<his>> other arm around your waist. Your eyes close. There's nothing in the world but Robin's touch.
<br><br>
<<robinoptions>>
<<else>>
You rest your head on Robin's shoulder and rub. <<He>> looks at you and smiles.
"Who's a good kitty," <<he>> says, reaching up to stroke your ears.
<<His>> touch sends a shiver of pleasure across your scalp and down your spine. You purr.
<br><br>
You rest against <<him>> for a while as <<he>> holds you tight and pets you.
<br><br>
<<robinoptions>>
<</if>><<set $outside to 0>><<set $location to "home">><<effects>>
<<if C.npc.Robin.dom gte 50>>
You crawl up to Robin and sniff <<his>> ear. You moo for attention.
<br><br>
<<if $livestock_robin is 1>>
<<set $livestock_robin += 1>>
"That tickles," <<he>> giggles before patting you.
<<if $rng gte 76>>
"Who's a cute cow?"
<<elseif $rng gte 51>>
"Is it time to graze?"
<<elseif $rng gte 26>>
<<He>> strokes beneath your chin.
<<else>>
"You're such a cute cow."
<</if>>
<br><br>
<<elseif $livestock_robin is 2>>
<<set $livestock_robin += 1>>
Robin frowns. "Did someone do this to you?" <<he>> asks. <<He>> clutches <<his>> controller tight.
<br><br>
You give a happy moo and nod. <<He>> opens <<his>> mouth as if to speak, but doesn't say anything.
<<if $robinconsole is 0>>
<<He>> stares out the window.
<<else>>
<<He>> turns back to the television screen.
<</if>>
<br><br>
<<elseif $livestock_robin is 3>>
<<set $livestock_robin += 1>>
In a sudden move, Robin grabs your shoulders and pulls you into <<his>> chest. It's too tight, and you moo in protest. <<He>> lets go.
<br><br>
"I-I'm sorry, I didn't mean to hurt you," Robin says with regret. You smile and let out a happy moo.
<<if $robinconsole is 0>>
<<He>> stares out the window, but glances at you every so often.
<<else>>
<<He>> returns to <<his>> game, but you notice <<him>> glancing at you every so often.
<</if>>
<br><br>
<<elseif $livestock_robin is 4>>
<<set $livestock_robin += 1>>
"You weren't home for a while," Robin says, a dark expression on <<his>> face. "Did Bailey take you? Did something happen?"
<br><br>
You moo at <<his>> question.
<<if $robinconsole is 0>>
<<He>> doesn't say anything else, but <<he>> looks tense as <<he>> stares out the window.
<<else>>
<<He>> doesn't say anything else, but you can hear the plastic straining on <<his>> controller.
<</if>>
<br><br>
<<elseif $livestock_robin is 5>>
<<set $livestock_robin += 1>>
Robin stares at you. "I know something bad happened to you. Please, talk to me about it," <<he>> pleads.
<br><br>
You nod and begin describing the time you spent with Remy. You speak in detail about the effort they went to protect you, while you remained active and productive. However, you knew you had to come home, so you left.
<br><br>
Robin places a hand over <<his>> mouth as you talk, <<his>> eyes wide with horror. Tears run down <<his>> cheeks. <<He>> wraps <<his>> arms around you in a gentle hug when you finish, and whispers. "I promise we'll fix this. I'll be strong for you. I'm so sorry."<<gggdom>><<npcincr Robin dom 10>>
<br><br>
You're not sure what <<he>> means, but you let out a happy moo regardless.
<br><br>
<<elseif $livestock_robin is 6>>
<<set $livestock_robin += 1>>
"It's okay," Robin says, taking your hand in <<his>> own. "I'm here for you. I'll help you get better."
<br><br>
<<set _noOptions to 1>>
<<link [[Insist you are happy|Robin Cow Happy]]>><</link>>
<br>
<<link [[Nod|Robin Cow Help]]>><</link>><<lstress>><<ltrauma>>
<br>
<<elseif $livestock_robin is 10>>
Robin smiles at you. <<He>> knows you're happy this way, but <<hes>> still worried about you. <br><br>
<<if $robinconsole is 0>>
<<He>> stares out the window, but glances at you a lot.
<<else>>
<<He>> continues with <<his>> game, but glances at you a lot.
<</if>>
<br><br>
<<else>>
"It's okay," Robin says, taking your hand in <<his>> own. "I'm here for you. I'll help you get better."<br><br>
<<if $robinconsole is 0>>
<<He>> stares out the window, but glances at you a lot.
<<else>>
<<He>> continues with <<his>> game, but glances at you a lot.
<</if>>
<br><br>
<</if>>
<<else>>
You crawl up to Robin and sniff <<his>> ear. You moo for attention.
<br><br>
"That tickles," <<he>> giggles before patting you.
<<if $rng gte 76>>
"Who's a cute cow?"
<<elseif $rng gte 51>>
"Is it time to graze?"
<<elseif $rng gte 26>>
<<He>> strokes beneath your chin.
<<else>>
"You're such a cute cow."
<</if>>
<<if $robinconsole is 0>>
You rest your head in <<his>> lap <<print $robin.timer.hurt gte 1 ? "until <<he>> shifts away from you" : "while <<he>> stares out the window">>.
<<else>>
You rest your head in <<his>> lap <<print $robin.timer.hurt gte 1 ? "until <<he>> shifts away from you" : "while <<he>> plays a game">>.
<</if>>
<br><br>
<</if>>
<<if _noOptions isnot 1>>
<<robinoptions>>
<</if>><<set $outside to 0>><<set $location to "home">><<effects>>
<<if $halloween is 1>>
Feeling playful, you sit at the edge of Robin's bed and begin singing a soft but creepy tune. You can see Robin trembling a bit.
Near the end of your song, you come close to Robin and gently embrace <<him>> with your wing. <<His>> tensions ease almost instantly.
<br><br>
"T-Thanks," Robin says, blushing a bit.
<<elseif $christmas is 1>>
With the festivities underway, you begin singing a jolly Christmas tune.
Robin gleefully sings with you, filling the room with the sounds of festive cheer.
<br><br>
"That was fun!" Robin says once you and <<him>> finish the song.
<<else>>
<<if C.npc.Robin.dom gte 50>>
You sit on the edge of Robin's bed and begin singing a lively tune. You catch Robin's attention, and <<he>> follows along with your gracious song.
Despite being unable to completely keep up with you, you're surprised at Robin's effort. <<He>> continues following along until you finish.
<br><br>
<<else>>
You curl up close to Robin and begin singing a soft tune. Robin smiles and occasionally joins in with you.
<br><br>
<</if>>
<<if $robinconsole is 0 and $rng lte 25>>
"You always know how to make me feel better," Robin says, giving you a slight smile.
<<else>>
<<switch random(1,6)>>
<<case 1>>"You're good at this," Robin says.
<<case 2>>"Where'd you learn to sing so well?" Robin beams at you.
<<case 3>>"You make a cute bird," Robin says, gently running a hand through your wings.
<<case 4>>"That costume looks expensive!" Robin gasps.
<<case 5>>"We should fly away together sometime," Robin giggles.
<<case 6>>"I've always wanted to see the sky," Robin says, looking thoughtful.
<<default>>
<</switch>>
<</if>>
<br><br>
<</if>>
<<if $robinconsole is 0>>
You rest your head in <<his>> lap <<print $robin.timer.hurt gte 1 ? "until <<he>> shifts away from you" : "while <<he>> stares out the window">>.
<<else>>
You rest your head in <<his>> lap <<print $robin.timer.hurt gte 1 ? "until <<he>> shifts away from you" : "while <<he>> plays a game">>.
<</if>>
<br><br>
<<robinoptions>><<set $outside to 0>><<set $location to "home">><<effects>>
Feeling a sudden urge, you fall on your back and present your belly to Robin. <<He>> doesn't seem to notice this sign of affection, so you whine to attract <<his>> attention. <<He>> looks at you and giggles. "What are you doing, silly?" You wriggle and pant.
<<if $robin.timer.hurt gte 1>>
For a moment, it looks like Robin's going to rub your exposed tummy, but <<he>> turns away and <<print $robinconsole is 0 ? "looks out the window" : "goes back to <<his>> game">>.
<<else>>
Robin takes the hint and rubs your exposed tummy. You feel safe and warm. It is almost as if you are being pulled in a vortex of inexplicable tranquillity.
<br><br>
Every time Robin hits your sweet spot, you feel the need to kick, but you hold back. "Who's a good <<girl>>? You are! Yes, you are!" <<He>> smiles as <<he>> scratches you, filling your heart with joy. You close your eyes and succumb to the pleasant sensation.
<</if>>
<br><br>
<<robinoptions>><<set $outside to 0>><<set $location to "home">><<effects>>
You swish your tail back and forth, until it lands over <<his>> lap. <<He>> idly reaches down to pet it, before looking surprised. "It's so soft!"
<br><br>
<<if $robin.timer.hurt gte 1>>
<<He>> hesitates before politely moving your tail out of <<his>> lap.
<<else>>
You spend a little while having your tail stroked, and shiver with delight.
<</if>>
<br><br>
<<robinoptions>><<set $outisde to 0>><<set $location to "home">><<effects>>
Feeling a sudden urge, you turn towards Robin and butt your head against <<his>>.
<<if $robin.timer.hurt gte 1>>
Robin hesitates for a moment before moving your head away from <<him>>.
<<else>>
<<He>> giggles as your ears tickle <<his>> nose.
<</if>>
<br><br>
<<robinoptions>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<npc Whitney>><<person1>>You sit opposite Robin, chatting while you eat.
You're just about finished with your meal when you're approached by Whitney and <<his>> crew.
"'Sup, loser. I need to borrow your <<girlfriend>> for help with my oral assignment," <<he>> says to Robin with a smirk on <<his>> face and a hand on your shoulder.
<br><br>
Robin looks down, then at you, waiting for your response.
<br><br>
<<link [[Refuse Whitney|Canteen Robin Whitney Fight]]>><<set $fightstart to 1>><<npcincr Whitney dom -1>><</link>><<ldom>>
<br>
<<link [[Resentfully go with Whitney|Canteen Robin Whitney Oral]]>><<trauma 6>><<stress 6>><<sub 1>><<npcincr Whitney dom 1>><<set $molestationstart to 1>><<set $sexstart to 0>><</link>><<gtrauma>><<gstress>><<gdom>>
<br>
<<if hasSexStat("promiscuity", 4)>>
<<link [[Go willingly|Canteen Robin Whitney Oral]]>><<sub 1>><<npcincr Whitney dom 1>><<set $sexstart to 1>><<set $molestationstart to 0>><<npcincr Whitney love 1>><</link>><<promiscuous4>><<glove>><<gdom>>
<br>
<</if>>
<<endevent>><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<npc Whitney>><<person1>><<maninit>> You tell Whitney you're not going with <<him>>.
"Fine," Whitney says, gesturing at Robin. They push Robin away, leaving you and the bully. "Time to teach you a lesson."
<br><br>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Canteen Robin Whitney Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Canteen Robin Whitney Fight]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $enemyhealth lte 0>>
You push Whitney back, and <<he>> stumbles. "Little shit," <<he>> sneers, trying to save face.
<<His>> friends back away from Robin and follow Whitney out of the canteen.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Canteen Robin Whitney Fight 2]]>><</link>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation "short">>
"You... stupid..." <<he>> pants, leaning on you. <<His>> friends are so bemused by <<his>> state that they don't notice Robin slip away.
<<llust>><<npcincr Whitney lust -20>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Canteen Robin Whitney Fight 2]]>><</link>>
<<else>>
You fall to the ground, too battered to fight. Whitney kicks you for good measure. "Next time," <<he>> says. "Show more respect."
<<His>> friends back away from Robin and follow <<him>> out of the canteen.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Canteen Robin Whitney Fight 2]]>><</link>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<npc Robin>><<person1>>Holding <<his>> side, Robin rushes over to you. "Are you okay?" <<he>> asks with a tremor in <<his>> voice.
<br><br>
<<link [[Hug Robin|Canteen Robin Whitney End]]>><<set $phase to 0>><<npcincr Robin love 1>><<trauma -1>><<stress -1>><</link>><<glove>><<ltrauma>><<lstress>>
<br>
<<if $trauma gte $traumamax / 5>>
<<link [[Accuse Robin of weakness|Canteen Robin Whitney Trauma]]>><<npcincr Robin love -6>><<npcincr Robin trauma 3>><<trauma -3>><<stress -3>><</link>><<lllove>><<ltrauma>><<lstress>><<grtrauma>>
<br>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $speech_attitude is "meek">>
"I was so scared," you say. "And you didn't help."
<<elseif $speech_attitude is "bratty">>
"You're such a weakling," you say. "I wouldn't let that happen to you."
<<else>>
"That was your fault," you say. "You should have protected me."
<</if>>
<br><br>
<<endevent>>
<<npc Robin>><<person1>>Tears form in <<his>> eyes as you speak, but <<he>> wipes them and nods. "I'll be stronger. I'll try."
<<gdom Robin>><<npcincr Robin dom 2>>
<br><br>
<<link [[Hug Robin|Canteen Robin Whitney End]]>><<npcincr Robin love 1>><<trauma -1>><<stress -1>><</link>><<ltrauma>><<lstress>>
<br>
<<link [[Turn away|Canteen]]>><<endevent>><</link>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<npc Whitney>><<person1>><<maninit>>
Whitney grabs your wrist and drags you to a secluded area behind the canteen, <<he>>
<<npcUndressText `C.npc.Whitney` "lower" "self">>,
<<if $NPCList[0].penis isnot "none">>
pulling out <<his>> <<npcPenis>>. "Open wide," <<he>> says.
<<else>>
revealing <<his>> pussy. "Get to work," <<he>> says.
<</if>>
<<His>> friends cheer <<him>> on.
<br><br>
<<npcoral>><<set $NPCList[0].lefthand to "hair">><<set $enemyanger to 70>>
<</if>>
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<npc Whitney>><<person1>><<maninit>>
<<set $enemytrust += 100>>
You follow Whitney out of the canteen, <<he>> leads you to a secluded area behind the canteen and <<npcUndressText `C.npc.Whitney` "lower" "self">>, revealing <<his>> <<if $NPCList[0].penis isnot "none">>penis<<else>>pussy<</if>>. "Time to inspect your vocal chords," <<he>> says with a smirk. <<His>> friends laugh at the joke.
<<promiscuity4>>
<<npcoral>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Canteen Robin Whitney Oral Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Canteen Robin Whitney Oral]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<npcincr Whitney lust -30>>
<<if $NPCList[0].penis isnot "none">>
<<He>> holds you down until <<he>> finishes cumming. "Good slut."
<<else>>
<<He>> holds you down until <<he>> finishes cumming. "Good slut."
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Canteen Robin Whitney Talk]]>><<set $phase to 0>><</link>>
<<else>>
<<if $finish isnot 1>>You shove Whitney away from you. <</if>><<tearful>> you run away.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Canteen Robin Whitney Talk]]>><<set $phase to 1>><</link>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<npc Robin 1>><<npc Whitney 2>>
<<if $phase is 0>>
Whitney walks with you back to the canteen, where Robin waits.
"Here's your <<girlfriend>> back. <<pShe>> helped me with a huge load of work." <<person2>><<He>> chuckles as <<he>> walks away.
<br><br>
Robin looks worried.
<<else>>
You return to Robin in the canteen. <<person1>><<He>> looks worried.
<</if>>
"Are you okay? Did <<person2>><<he>> hurt you?" <<person1>><<he>> asks.
<br><br>
<<link [[Keep it a secret|Canteen Robin Whitney End]]>><<set $phase to 1>><</link>>
<br>
<<link [[Tell Robin what happened, but say you didn't want to|Canteen Robin Whitney End]]>><<set $phase to 2>><<npcincr Robin dom 1>><<pain -10>><</link>><<gdom>><<lpain>>
<br>
<<if $phase is 0>>
<<link [[Tell Robin what happened, and say you enjoyed it|Canteen Robin Whitney End]]>><<set $phase to 3>><<npcincr Robin love -5>><<npcincr Robin dom -1>><<npcincr Robin trauma 3>><<npcincr Robin lust 1>><</link>><<grtrauma>><<lllove>><<ldom>><<glust>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $phase is 1>>
You tell Robin nothing happened. <<He>> hugs you nonetheless. "I'm going to wait in the classroom," <<he>> says. "Do you want to come with me?"
<<elseif $phase is 2>>
You tell Robin what happened. You say you had no choice. You were forced to. <<His>> face grows pale as you speak, and <<he>> pulls you into a hug. "It's n-not fair," <<he>> says. You feel <<his>> tears land on your shoulder.<<pass 3>>
<br><br>
<<He>> holds you for a few minutes, until you remind <<him>> that you'll be late for history class. "I don't care," <<he>> says.
<br><br>
<<if $speech_attitude is "meek">>
"I'll be okay now," you say. "You've made me feel safe."
<<elseif $speech_attitude is "bratty">>
"I can look after myself," you say.
<<else>>
"I'm okay," you say. "You can't cling to me forever."
<</if>>
<br><br>
<<He>> resists at first, but you assure <<him>> that you'll be okay. Finally, <<he>> pulls away, giving your hand one last squeeze. "Okay. Do you want to walk to class together?"
<<elseif $phase is 3>>
You tell Robin exactly what happened, where it happened, and how much you enjoyed it.
<<if $robinromance is 1>>
<<His>> fists clench and tears well in <<his>> eyes. <<He>> picks up <<his>> bag and leaves without a word.
<<else>>
<<He>> struggles to make eye contact or come up with a proper response.
<br><br>
"I-I should," <<he>> gulps. "I'm going to wait in the classroom."
<</if>>
<<else>>
You nod and check Robin for any injuries before falling into <<his>> arms. <<He>> doesn't speak for a few minutes, until you pull away. "Do you want to walk to class together?" <<he>> asks.
<</if>>
<br><br>
<<if $phase is 3>>
<<link [[Next|Canteen]]>><<endevent>><</link>>
<<else>>
<<historyicon>><<link [[Go with Robin to your history lesson (0:01)|History Classroom]]>><<set $justEntered to true>><<set $withRobin to "yes">><<pass 1>><</link>><br>
<<schoolicon "library">><<link [[Say you'd rather go to the library|Canteen Stay]]>><<set $robinexit to $phase is 0 ? "whitney concern" : "whitney leave">><<set $phase2 to "library">><</link>><br>
<<foodicon "eat">><<link [[Stay in the canteen|Canteen Stay]]>><<set $robinexit to $phase is 0 ? "whitney concern" : "whitney leave">><<set $phase2 to "canteen">><</link>>
<</if>>
<br><<effects>>
You wrap your arms around <<his>> shoulders.
<<if $speech_attitude is "meek">>
"I-it's not your fault," you say. "It's mine. Please don't be ashamed."
<<elseif $speech_attitude is "bratty">>
"It's fine," you say. "You didn't know."
<<else>>
"It's okay," you say. "It wasn't your fault."
<</if>>
<br><br>
Robin <<print $robin.timer.hurt gte 1 ? "gives you a distant smile" : "hugs you back and smiles">>. "Thank you," <<he>> says. "I won't be that stupid again."
<br><br>
<<robinoptions>><<effects>>
You look away and bring up an unrelated topic. <<His>> eyes remain downcast.
<br><br>
<<robinoptions>><<effects>>
You cuddle Robin, but <<his>> hands continue to wander and grope. <<He>> pulls you closer.
<br><br>
<<link [[Insist on just cuddling|Bed]]>><<endevent>><<trauma -6>><<stress -12>><<npcincr Robin love -1>><<npcincr Robin dom -1>><</link>><<llove>><<ldom>><<ltrauma>><<lstress>>
<br>
<<link [[Give in|Bed Robin Sex]]>><<set $sexstart to 1>><<npcincr Robin dom 1>><</link>><<gdom>>
<br><<set $outside to 0>><<set $location to "home">><<effects>>
<<set $hacker_tasks.pushUnique("bailey")>>
<<rng>>
<<if $pronoun is "m">>"Sir,"<<else>>"Miss Bailey,"<</if>>
<<if $rng gte 67>>
you shout. "There's a <<personsimple>> in the garden trying to drag away one of the orphans!"
<br>
Bailey sneers, and strides out of the office in the direction of the garden.
<<elseif $rng gte 33>>
you whisper. "There's a strange <<personsimple>> peeking through one of the back windows. It's frightening."
<br>
Bailey sneers, and strides from the office.
<br>
<<He>> marches out in the direction of the dormitory.
<<else>>
you pant. "There's a <<personsimple>> outside shouting that this place should be shut down. But where will we live?"
<br>
Bailey scowls, and strides from the office.
<</if>>
<br><br>
<<skulduggerycheck>>
<br><br>
<<if $skulduggerysuccess is 1>>
<span class="green">Bailey is gone for long enough for you to install the device and escape.</span>
<br><br>
<<skulduggeryuse>>
<<if $hacker_tasks.length gte 2>>
<span class="green">You have completed the hacker's tasks. You should talk to Landry.</span>
<br><br>
<</if>>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br>
<<else>>
You install the device successfully but as you turn to escape, <span class="red">a scowling Bailey blocks the door</span>.
<br>
"Why do you little idiots love to waste my time?"
<br>
<<He>> grabs your arm.
<br><br>
<<skulduggeryuse>>
<<link [[Next|Bailey Beating]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<npcspank>><<npcidlegenitals>>
<<set $enemyanger += 150>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or $enemyanger lte 0>>
<span id="next"><<link [[Next|Bailey Beating Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bailey Beating]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "home">><<schooleffects>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<earnFeat "Bailey's Trouble Maker">>
Clarity returns to <<his>> eyes as <<he>> shakes <<his>> head, realising what just happened. <<if $phase is 1>>"Worth it. Out."<<else>>"Out. Now."<</if>>
<br>
<<tearful>> you walk from the room.
<br><br>
<<elseif $enemyhealth lte 0>>
<<He>> recoils in pain and you squirm from <<his>> grip.
<br>
"Don't waste my time again!" you hear <<him>> shout.
<br><br>
<<else>>
<<He>> releases you. "Don't waste my time. Understood?"
<br>
<<He>> gestures for you to leave. <<tearful>> you do so.
<br><br>
<</if>>
<<clotheson>>
<<if $phase is 1>>
<<if $pubfame and $pubfame.task is "bailey" and $pubfame.status isnot "done">>
<span class="red">You can't say for sure that Mickey isn't on <<his>> computer. You'll need to try again.</span>
<<elseif $hacker_tasks.length gte 2>>
<span class="green">You have completed the hacker's tasks. You should talk to Landry.</span>
<</if>>
<br><br>
<</if>>
<<endcombat>>
<<link [[Next|Orphanage]]>><</link>>
<br><<set $outside to 0>><<set $location to "home">><<effects>>
<<rng>>
<<if $pronoun is "m">>"Sir,"<<else>>"Miss Bailey,"<</if>>
<<if $rng gte 67>>
you shout. "There's a <<personsimple>> in the garden trying to drag away one of the orphans!"
<br>
Bailey sneers, and strides out of the office in the direction of the garden.
<<elseif $rng gte 33>>
you whisper. "There's a strange <<personsimple>> peeking through one of the back windows. It's frightening."
<br>
Bailey sneers, and strides from the office.
<br>
<<He>> marches out in the direction of the dormitory.
<<else>>
you pant. "There's a <<personsimple>> outside shouting that this place should be shut down. But where will we live?"
<br>
Bailey scowls, and strides from the office.
<</if>>
<br><br>
<<skulduggerycheck "silent">><<skulduggeryuse>>
You install the USB, and a file folder automatically pops up a second later. You assume the USB found something on its own.
<br><br>
<<rng>>
<<if $rng gte 76 and $skulduggerysuccess is 1>>
You look through the folder. Bailey is gone for long enough for you to be relatively thorough. <span class="green">You don't find anything mentioning Mickey.</span>
<<pubfameComplete "bailey">>
You remove the device and leave before Bailey returns.
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<<elseif $rng gte 51 and $skulduggerysuccess is 0>>
You look through the folder, and can't find anything mentioning Mickey. You're scanning through a document when <span class="red">Bailey stomps back into the room</span>.
<br>
"I knew you were up to something, brat."
<br>
<<He>> rips the device out and grabs your arm.
<br><br>
<<link [[Next|Bailey Beating]]>><<set $molestationstart to 1>><</link>>
<<elseif $rng gte 26>>
<<set $pubfame.detail to "baileyList">>
You look through the folder and find a text file listing things to do throughout the week. Nestled between names you don't recognise with numbers next to them, you see a mention of <span class="blue">retrieving the hacker</span>. You assume it's referring to Mickey.
<br><br>
<<if $skulduggerysuccess is 1>>
You delete the line and add a line about "refilling the fuel" in its place. <span class="green">Bailey is gone long enough for you to remove the device and escape.</span>
<<pubfameComplete "bailey" "list">>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<<else>>
You delete the line and add a line about "refilling the fuel" in its place. You remove the USB and go to leave, but <span class="red">a scowling Bailey blocks the door</span>.
<br>
"I knew you were up to something, brat."
<br>
<<He>> grabs your arm.
<br><br>
<<pubfameComplete "bailey" "list">>
<<link [[Next|Bailey Beating]]>><<set $molestationstart to 1>><</link>>
<</if>>
<<else>>
You look through the folder and find a spreadsheet. You open it and look through it. It's filled with dozens of names, <span class="red">all of them of orphans that ran away from the orphanage</span>.
<br><br>
You recognise the name of a <<girl>> that disappeared two weeks ago, before appearing again. <<pShes>> in the "retrieved" column. Other names are in the "sold", "released", "escaped" and "other" columns. Mickey's name is in the escaped column. It's the only one without a surname listed.
<br><br>
You could remove Mickey from the list and ensure their safety. You could also try to delete the spreadsheet entirely, but Bailey won't be happy with you.
<<if $skulduggerysuccess is 1>>
It will probably take long enough that Bailey will catch you, regardless of how long <<he>> was distracted.
<</if>>
<br><br>
<<link [[Remove Mickey|Bailey Sheet 2]]>><<set $phase to $skulduggerysuccess>><</link>>
<br>
<<link [[Delete the entire file|Bailey Sheet 2]]>><<set $phase to 2>><</link>><<dangerousText>>
<</if>><<effects>>
<<if $phase is 0>>
<<set $pubfame.detail to "baileyList">>
You remove Mickey's name from the list, save and close the file, and remove the USB. As you go to leave, <span class="red">a scowling Bailey blocks the door</span>.
<br>
"I knew you were up to something, brat."
<br>
<<He>> grabs your arm.
<br><br>
<<pubfameComplete "bailey" "list">>
<<link [[Next|Bailey Beating]]>><<set $molestationstart to 1>><</link>>
<<elseif $phase is 1>>
<<set $pubfame.detail to "baileyList">>
You remove Mickey's name from the list, save and close the file, and remove the USB. <span class="green">Bailey is gone long enough for you to escape.</span>
<<pubfameComplete "bailey" "list">>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<<elseif $phase is 2>>
<<set $pubfame.detail to "baileyWiped">><<set $pubfame.bailey.fight to "ready">>
You exit out of the file and delete it from the folder. You also clear the file's history. You then delete it from the recycling bin, and use a program on the USB to clear the cache. It also automatically deletes all system restore points, which you hadn't thought of doing.
<br><br>
<<pubfameComplete "bailey" "clear">>
Bailey marches into the room while you're still at the computer. <<He>> snaps <<his>> fingers. "Away from that. Now." You step away, and Bailey looks over <<his>> computer. "I knew you were up to..."
<br><br>
<<He>> trails off, staring at the screen and occasionally clicking or typing. <<His>> expression tightens. You can't see what <<hes>> doing, but you imagine <<hes>> checking the file history, then the recycling bin, then the cache, then restore points. <<His>> expression barely changes throughout it all.
<br><br>
Finally, <<he>> looks up at you. "I see." <<He>> stares at you for an uncomfortably long time. "You can go." You feel <<his>> eyes on you as you leave.
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<</if>><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<<set $apologised to 1>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Bailey Sheet Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bailey Sheet Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>><<set $pubfame.bailey.fight to "done">>
<<if $enemyhealth lte 0>>
<<earnFeat "Slip Through the Backdoor">>
The <<person1>><<person>> staggers back, nursing a wound. "Damn," <<he>> says. "Boss isn't gonna be happy with us."
<br><br>
"Let's just skip town, buy us a few weeks," the <<person3>><<person>> says, as the group disperses.
<br><br>
<span class="gold">Bailey must have hired them after you deleted the spreadsheet.</span> <<tearful>> you watch as they scatter.
<br><br>
<<endcombat>><<clotheson>>
<<destinationeventend>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<earnFeat "Slip Through the Backdoor">>
<<ejaculation>>
<<tearful>> you make your getaway while they're dazed.
<br><br>
<span class="gold">Bailey must have hired them after you deleted the spreadsheet.</span> <<tearful>> you watch as they scatter.
<br><br>
<<endcombat>><<clotheson>>
<<destinationeventend>>
<<else>>
<<pass 5>>
You collapse to the ground, too hurt to move.
<br><br>
The <<person1>><<person>> binds your arms together and hauls you into a truck. <<He>> slams the trunk shut. After a few minutes, the truck takes off. You try to open the trunk, but it's locked from the other side.
<br><br>
Time passes, and the truck comes to a stop. Someone opens the trunk. <span class="red">It's Bailey.</span>
<br><br>
<<if $renttime lte 0>>
"It's about time you paid up anyway," <<he>> sneers.
<<else>>
"It's not quite payment day yet," <<he>> sneers.
<</if>>
"But I don't care. After what you put me through, I'm not accepting anything less than this."
<br><br>
<<link [[Next|Rent Intro]]>><<clotheson>><<endcombat>><</link>>
<</if>><<wearProp "milkshake">>
<<effects>>
You hand Robin a milkshake and sit next to <<him>> on the bed. "Oh, thank you," <<he>> says as <<he>> takes the creamy drink out of your hands. You spend the next twenty minutes sipping milkshake and chatting.
<<npcincr Robin love 1>><<glove>>
<br><br>
<<robinoptions>><<wearProp "milkshake">>
<<effects>>
You sit on the bed and produce a milkshake. You offer it to Robin. "Is that for me?" <<he>> asks as <<he>> takes the creamy drink out of your hands.
<br><br>
"I thought we could share it," you say, scooting up next to <<him>>. You spend the next twenty minutes sipping the milkshake and chatting.
<<npcincr Robin love 2>><<gglove>>
<br><br>
<<robinoptions>><<effects>><<set $livestock_robin to 10>>
You tell Robin you're happy the way you are. <<He>> doesn't seem convinced. You smile a little. <br>
Robin gives you a curt nod. "Okay, if you say so." <<He>> smiles at you. "If you're happy like this, I'm happy too."
<br><br>
<<robinoptions>><<effects>><<set $livestock_robin to 7>>
You give Robin a simple nod. <br>
"I promise," <<he>> says with a determined look, "I will help you. We will make you better." <<trauma -4>><<stress -4>>
<br><br>
<<robinoptions>><<set $outside to 0>><<set $location to "home">><<home_effects>><<effects>>
<<set $robinTraumaVisit to true>>
<<npc Robin>><<person1>>
<<if $phase is 0>>
<<set $robindestination to "Bedroom">>
<<elseif $phase is 1>>
<<set $robindestination to "Orphanage">>
<<elseif $phase is 2>>
<<set $robindestination to "Domus Street">>
<</if>>
You walk <<if $phase is 0>>to your room<<else>>towards the main hall<</if>>, but you end up stopping outside Robin's room.
There's no light coming from underneath the door, and you don't hear so much as a peep inside.
<br><br>
Robin doesn't usually go to bed this early. You feel a deep sense of dread.<<stress 2>><<gstress>>
<br><br>
Overcome with worry, you quietly turn the knob of the door and crack it open slowly. You peer inside, and you spot what appears to be a lump in the bed covers.
You can hear Robin sobbing softly underneath.
<br><br>
Robin hasn't left <<his>> room in a while, nor has <<he>> come to talk to you. <<He>> may need someone to talk to.
<br><br>
<<link [[Spend time with Robin (3:00)|Robin Trauma Visit 2]]>><<npcincr Robin love 1>><<npcincr Robin dom -1>><<npcincr Robin trauma -5>><<unset $robindestination>><</link>><<glove>><<lrtrauma>><<ldom>>
<br>
<<link [[Close the door|Robin Trauma Visit Close]]>><<stress 6>><</link>><<gstress>>
<br><<set $outside to 0>><<set $location to "home">><<home_effects>><<effects>>
You slowly shut the door, leaving Robin all by <<himself>> in <<his>> room.
<br><br>
<<link [[Leave|$robindestination]]>><<endevent>><<unset $robindestination>><</link>><<set $outside to 0>><<set $location to "home">><<home_effects>><<effects>>
You push open Robin's door. It creaks open, the lights from the hallway purge the darkness coming from <<his>> room.
You hear a frightened gasp upon entering the room, and Robin pulls the covers tight over <<himself>>.
<br>
The room fills with an eerie silence as you call out Robin's name.
<br>
For a few seconds, nothing happens, and the room continues to linger in uneasiness. Until you see Robin's head emerge from beneath the covers.
<<He>> stares at you for a split second, <<his>> eyes wincing from the bright light. <<He>> ducks under <<his>> bed covers once more after spotting you.
<br><br>
You close the door behind you, returning the room to a state of near pitch black darkness. You manage to navigate yourself over to Robin's bedside and kneel beside it.
<br><br>
You call out Robin's name once again, this time more quietly. The light flickers on as you reach over to touch it, enveloping the room in a warm, orange glow.
You remain by <<his>> bedside, still and calm until <<he>> reveals <<himself>>.
<br><br>
<<His>> eyes are swollen, marked red from tears. Tear trails run down <<his>> face. You can feel the anguish emanating off of <<him>>. You ask how <<hes>> feeling.
<br>
<<if $robin_injured gte 1>>
<<Hes>> silent for a moment. "I-I'm okay," <<he>> finally mumbles. <<He>> doesn't look at you when <<he>> speaks. "Honest."
<<else>>
"B-better," <<he>> responds, fighting off a sniffle. "The painkillers have been helping, a-and the bruises and swelling are going away, too."
<</if>>
<br><br>
The two of you spend the next few hours talking about whatever comes to mind, such as the latest video games to be released and school.
Robin sometimes struggles to talk about <<himself>> and <<his>> condition, but <<he>> always seems to perk back up whenever you mention wanting to take <<him>> out window shopping.
<br><br>
<<link [[Next|Robin Trauma Visit 3]]>><<pass 3 hours>><</link>>
<br><<set $outside to 0>><<set $location to "home">><<home_effects>><<effects>>
Robin looks at the clock and seems surprised. "I didn't realise we were talking for so long," <<he>> laughs. It's been a while since you've heard <<him>> do that.
<br><br>
"I know you must be busy. I don't want to take up more of your time than I already have," <<he>> continues, but with a reluctant tone. It seems Robin has more to say.
<br><br>
Robin's face turns a shade of red. You ask what's wrong.
<br>
"Nothing, it's just..."
<br>
Embarrassment fills Robin's voice, causing <<him>> to stumble over <<himself>> as <<he>> struggles to find the right words to say.
<br><br>
"If it isn't too much to ask of you, could you stay with me? Here, tonight? I find it hard to sleep sometimes," <<he>> says. "Maybe I would feel safer with you?"
<br><br>
<<link [[Yes (8:00)|Robin Trauma Visit Yes]]>><<npcincr Robin love 1>><<npcincr Robin lust 1>><<npcincr Robin dom -1>><<npcincr Robin trauma -10>><</link>><<glove>><<glust>><<lrtrauma>><<ldom>>
<br>
<<link [[No|Robin Trauma Visit No]]>><<npcincr Robin love -1>><</link>><<llove>>
<br><<set $outside to 0>><<set $location to "home">><<home_effects>><<effects>>
<<if $speech_attitude is "meek">>
"I'm s-sorry, Robin," you mutter, staring at your feet. "I can't."
<<elseif $speech_attitude is "bratty">>
"Sorry, Robin," you say. "I have somewhere else to be. But you'll manage."
<<else>>
"I'm sorry, Robin. I have something I need to do today."
<</if>>
<br><br>
"Oh..." Robin's voice carries a mix of disappointment and sadness. "Th-that's okay! I'm a big <<personsimple>>, see? I'll be fine!"
<br>
You're not convinced, but you head towards the door regardless.
<br><br>
Just as you shut the door, you hear Robin let out a depressed sigh. You return to your room, feeling a sting of guilt.<<stress 2>><<gstress>>
<br><br>
<<link [[Next|Bedroom]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "home">><<home_effects>><<effects>>
"Of course I'll stay," you tell <<him>>.
<br>
"Really? Yay, sleepover!" <<he>> squeals, throwing <<his>> arms up in excitement.
<br>
"We'll have to share my bed," <<he>> continues. "Bailey will get mad at me if <<nnpc_he "Bailey">> catches you sleeping on the floor. And I don't want you sleeping down there anyway."
<br><br>
Robin gives you a friendly smile. The two of you continue talking for a while longer, until the sun fully settles and the stars light up the night sky.
<br><br>
You get into bed next to <<him>>, and turn off the lamp.
<br>
"Thank you," <<he>> says out of the blue. "F-for staying with me, I mean. I already feel a lot safer."
<br>
<<He>> rests <<his>> head on your chest and snuggles up closer to you. It feels a bit uncomfortable, but Robin seems to be completely content with the situation. You feel the soothing warmth of <<his>> body heat emanating onto you. It's comforting.
<br><br>
"I don't know where I would be without you."
<br><br>
<<His>> voice trails off into a yawn. It doesn't take long until you hear the sound of Robin's soft breathing. You find yourself succumbing to sleep yourself, your eyes close shut as you drift away into a peaceful sleep.
<br><br>
<<link [[Sleep|Robin Trauma Visit Sleep]]>><<set $robinbed to "yours">><<set $bedGuest to "Robin">><<set $sleephour to 8>><</link>><<ltiredness>>
<br><<set _autosavehere to true>>
<<sleep true>><<effects>>
<<sleepeffects>>
<<if $wraith.nightmare is 2 and Time.isBloodMoon()>>
You dream of a beautiful figure, cloaked in white, standing under the red moon. It has its arms spread out to you in a welcoming gesture. You can feel its gaze boring into your mind as you step closer.
<br><br>
It's surrounded by trees, all bending inwards, and floating above a lake. Everything moves around you, and you find yourself hanging above a large ruin. You can't breathe.
<br><br>
You slowly open your eyes, and sluggishly stand from Robin's bed. Your ears are ringing. You make sure not to wake <<nnpc_him "Robin">>.
<br><br>
<<wraithPossess "home">>
<span class="nextLink"><<link [[Walk.|Bedroom]]>><<unset $robinbed>><<endevent>><</link>></span>
<br>
<<else>>
You wake up refreshed and ready to tackle the day. Robin, still sleeping soundly, lies beside you. A small smile has formed over <<his>> face. You do your best to get out from <<his>> bed and leave without disturbing the slumbering orphan.
<br><br>
You head back to your room.
<br><br>
<<link [[Next|Bedroom]]>><<unset $robinbed>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "home">><<effects>>
<<unset $robinPostMortem>>
Robin's expression darkens, but <<he>> nods all the same.
<br>
"Tell me as much as you want, okay?" <<he>> whispers, gently rubbing your arm. "You can stop if you're uncomfortable."
<br>
You nod and take a deep breath before beginning.
<br><br>
<<if $speech_attitude is "meek">>
You lower your head and begin describing the time you spent locked inside of a cell.
You tell Robin about how the slightest disobedience would have dire consequences.
Soon, you begin describing the violations you endured before your voice trails off.
<br><br>
With teary eyes, you grab Robin's hands and beg <<him>> to forgive you.
<<if $robinromance is 1>>
You try to explain how you didn't have a choice about what they did to you.
<<else>>
You tell <<him>> you're sorry for causing such a mess back at home. It couldn't be helped.
<</if>>
<br>
Robin gently places <<his>> hands on your cheeks and lifts your chin up, staring you in the eyes. <<Hes>> crying.
<br>
"Stop it," <<he>> whispers in reassurance. "I'm just happy you're home." <<He>> pulls you into a hug, pressing your face into <<his>> chest.
<<elseif $speech_attitude is "bratty">>
You tell Robin what <<he>> wanted to know. You detail about an underground location where you were held.
Rampant assaults and nonstop acts of depravity lined every prisoner's life. Despite all this, you refused to let it break you.
At last, when you spotted an opportunity to get out, you did so.
<br><br>
Robin seems astonished by your bravery while seemingly saddened that such a place exists. "I'm sorry you went through all that," <<he>> says, sounding downtrodden.
<br>
<<He>> quickly perks up and smiles at you. "I hope I can be as brave as you one day." <<He>> pulls you into a hug, nuzzling against your shoulder.
<<else>>
You describe your time spent in a dark cell in some unknown location.
Per Robin's request, you go into detail about the horrors that you were forced to endure.
Rarely were you afforded a moment where you weren't violated. You can tell Robin remains shook by this, but <<he>> listens to what you say.
While you did escape, you tell <<him>> about others who weren't so fortunate.
<br><br>
Robin looks at you in disbelief once you finish. "That's horrible! You and those poor people..."
<br>
<<He>> pulls you into <<his>> chest and wraps <<his>> arms around you, stroking your hair.
"I won't let that happen to you again," <<he>> whispers, <<his>> voice quivering. "Promise."
<</if>>
<<lstress>><<ltrauma>><<ggdom>>
<br><br>
You spend a while wrapped up in Robin's embrace. You eventually pull away. Robin keeps <<his>> hand on your shoulder.
<br>
"I'm so sorry you had to go through that," Robin says. "If there's anything you need from me, or if you just want to talk, you let me know. Okay?"
<br>
You slowly nod. Robin smiles weakly in response<<if $robinconsole is 1>>, then turns <<his>> attention back to the screen. <<He>> keeps an eye on you<</if>>.
<br><br>
<<robinoptions>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<npc Robin>><<person1>>
<<if $robinReunionScene is "dungeon">>
<<unset $robinReunionScene>><<set $robinPostMortem to true>>
You step out into the hallway. Before you can get far, a pair of arms wraps around you from behind.
<br><br>
"S-sorry," says a familiar voice. It's Robin. <<He>> turns you around to face <<him>>. <<His>> eyes are watering.
<br>
"I didn't expect to see you in class today," <<he>> says with a strained smile. "Or ever again, really. I-I thought you were..."
<br>
<<His>> voice, trails off, and <<he>> pulls you into another hug, burying <<his>> face in your chest. <<He>> stays like that for a moment, before pulling away.
<br><br>
"Sorry, I'm gonna be late for class. But we need to talk after school." <<He>> gives your shoulder a squeeze. "When you're ready, of course."
<br><br>
You watch <<him>> depart, waving as <<he>> disappears down the corridor.
<<elseif $robinReunionScene is "dungeonRobin">>
<<unset $robinReunionScene>>
You step out into the hallway. Before you can get far, a pair of arms wraps around you from behind.
<br><br>
"S-sorry," says a familiar voice. It's Robin. <<He>> turns you around to face <<him>>. <<His>> eyes are watering.
<br>
"I didn't expect to see you in class today," <<he>> says with a strained smile. "Or ever again, really. I-I thought they..."
<br>
<<His>> voice, trails off, and <<he>> pulls you into another hug, burying <<his>> face in your chest. <<He>> stays like that for a moment, before pulling away.
<br><br>
"Sorry, I'm gonna be late for class. But I'm so glad you're home." <<He>> gives your shoulder a squeeze. "I love you."
<br><br>
You watch <<him>> depart, waving as <<he>> disappears down the corridor.
<<elseif $robinReunionScene is "asylum">>
<<unset $robinReunionScene>>
You step out into the hallway. Before you can get far,
<<if C.npc.Robin.trauma gte 40>>
you feel something gently tug on your arm. You turn to find Robin at your side. You didn't hear <<him>> walk up to you.
<br><br>
"Hi," <<he>> says quietly as you draw close. "I didn't think I'd see you today. I thought the doctors took you away. I would've tried to get you something had I known you were c-coming back," Robin's voice quivers.
<<else>>
a voice from behind calls out your name. You turn to find Robin waving at you eagerly. <<He>> trots up to your side.
<br><br>
"Hey, you're out!" <<he>> says as <<he>> draws close. "You really surprised me, showing up in class today! I thought you were staying at the doctor's for a while. I would've prepared something had I known you were coming back," Robin explains.
<</if>>
<br><br>
You shake your head, telling <<him>> that they weren't going to help you, so you "checked" out early. Robin seems confused, but <<he>> nods regardless. You walk and talk for a bit, until Robin arrives at <<his>> next class.
<br><br>
<<if C.npc.Robin.trauma gte 40>>
<<Hes>> quiet as <<he>> wraps <<his>> arms around you, squeezing you tight. "I'm glad you're free."
<<else>>
"Well, I've gotta go," <<he>> says, giving you a hug. "But I'm happy to see you again! I hope you're feeling better."
<</if>>
<br>
<<He>> enters the classroom, leaving you in the hallway.
<<else>>
As you step in the hallway, you end up bumping into Robin. You both tumble to the floor.
<br><br>
"Sorry!" <<he>> says, laughing. You help <<him>> gather <<his>> things, then bid <<him>> farewell as <<he>> rushes off to <<his>> next class.
<</if>>
<br><br>
<<link [[Next|Hallways]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "brothel">><<effects>>
<<generate1>><<person1>>
You shove through the crowd to reach Robin. <<nnpc_He "Robin">> opens <<nnpc_his "Robin">> mouth to speak, but you can't hear <<nnpc_him "Robin">> over the music. <<nnpc_He "Robin">> instead gently grabs hold of your hand and leads you away. It's obvious <<nnpc_hes "Robin">> unsure where to go, so you point towards an empty room.
<br><br>
<<set _robinPossibleComments to []>>
<<if $fame.sex gte 400>>
<<set _robinPossibleComments.push("sex")>>
<</if>>
<<if $fame.rape gte 400>>
<<set _robinPossibleComments.push("rape")>>
<</if>>
<<if $fame.bestiality gte 400>>
<<set _robinPossibleComments.push("beast")>>
<</if>>
<<if $scienceprojectwon is 1 or $mathsprojectwon is 1>>
<<set _robinPossibleComments.push("smart")>>
<</if>>
<<set _robinPossibleComments.push("generic1")>>
<<set _robinPossibleComments.push("generic2")>>
<<set _robinPossibleComments.push("generic3")>>
<<set _robinPossibleComments.push("generic4")>>
<<set _robinPossibleComments.push("generic5")>>
<<set _robinComment to _robinPossibleComments.random()>>
A customer passes by and watches both of you.
<<switch _robinComment>>
<<case "sex">>
"You're in for a treat, sweetie," the <<person>> says to Robin.
<<case "rape">>
"Do whatever you want with that one. <<pShe>> has a hard time saying 'No,'" the <<person>> sneers.
<<case "beast">>
"Make sure to wash when you're done. <<pShe>> has interesting tastes," the <<person>> chuckles.
<<case "smart">>
"<<pShes>> a smart cookie. Even smarter in bed," the <<person>> sneers.
<<case "generic1">>
"Wouldn't mind having a taste myself," the <<person>> says with a bit of jealousy in their voice.
<<case "generic2">>
"Good slut, though <<pshes>> a haggler," the <<person>> says to Robin.
<<case "generic3">>
"Don't take too long. I want a go myself," the <<person>> tells Robin.
<<case "generic4">>
"Can never get that slut myself," the <<person>> mutters, eyeing you up.
<<case "generic5">>
"Cute," the <<person>> says.
<<default>>
No one stops or comments on your way to the room.
<</switch>>
<br><br>
<<endevent>>
<<npc Robin>><<person1>>
You notice a look of disgust on Robin's face. Furrowing <<his>> eyebrows, <<he>> ignores the patron and hastens <<his>> pace. You soon find yourself alone with Robin in an empty room.
<br><br>
<<link [[Next|Robin Brothel 2]]>><</link>>
<br><<set $outside to 0>><<set $location to "brothel">><<effects>>
<<set _robin to statusCheck("Robin")>>
<<if $robinBrothelVisit gte 1>>
You take a seat at the edge of the bed and stare down in shame. Robin smiles, though you can tell there's some pain behind it.
<br><br>
<<if C.npc.Robin.trauma gte 50>>
"Let's go home. Please," <<he>> says, holding out a shaking hand. "It's not safe here."
<<else>>
"It's okay. I just came to pick you up," <<he>> explains. <<He>> holds out <<his>> hand. "I'm not mad. Let's go home."
<</if>>
<<elseif $dissociation gte 1>>
You take a seat on the edge of the bed. The empty gaze of your eyes causes Robin to squirm uncomfortably. Breaking the quiet, you attempt to negotiate a price.
<br>
<<if C.npc.Robin.trauma gte 50>>
Robin recognises something in your gaze. "I'm sorry,"
<<else>>
Robin cuts you off immediately. "Please, I'm not here for that,"
<</if>>
<<he>> says, walking over and embracing you. You're frightened at first, but a warm feeling you've missed washes over you. Then, like a flood gate going off, you let out your troubles.
<br><br>
Your behaviour unnerves Robin, but <<he>> listens silently. You complain about everything that's been tormenting you. Robin attempts to comfort you through it all.
<br><br>
Once you've calmed a bit, Robin speaks. "I came to bring you home.
<<if C.npc.Robin.trauma gte 50>>
I can't lose you. Not like this."
<<else>>
It's not right for me to let you do this to yourself."
<</if>>
<<elseif $uncomfortable.prostituting is false>>
You take a seat on the edge of the bed. The disgust on your face is obvious, and Robin notices immediately. <<He>> walks over to you and embraces you.
<br><br>
<<if C.npc.Robin.trauma gte 50>>
"It's okay. I'm not going to do that," Robin rubs your back softly, though <<his>> hands are shaking.
"I heard some things, and the thought of losing you like this..." Robin shudders and doesn't finish <<his>> sentence.
<br><br>
You tightly embrace Robin and let your worries out. Robin holds you tighter as you talk.
Finally, the depravity Bailey forced you to endure for not making ends meet floods out. You detail what happened to you while you were missing from the orphanage.
<br><br>
"I wish I knew why this is happening to us. Bailey is so cruel," Robin whispers while attempting to calm you. After a moment, you quiet down.
<br><br>
Robin watches you for a moment before speaking, "I want you to come home. This place, I... I can't let you do this to yourself."
<<else>>
"It's okay. I'm not here for that," Robin tries to comfort you. "I heard some things, and I couldn't just let this happen to you."
<br><br>
You tightly embrace Robin and let your worries out. Robin is shocked at first but seems to understand your plight. Finally, the depravity Bailey forced you to endure for not making ends meet floods out. You detail what happened to you while you were missing from the orphanage.
<br>
"Bailey is so cruel," Robin whispers while attempting to calm you. After a moment, you quiet down.
<br><br>
Robin watches you for a moment before speaking, "I want you to come home. This place, it isn't right for me to let you do this to yourself."
<</if>>
<<else>>
You take a seat on the edge of the bed while Robin sits on a couch. There's an awkward silence, broken only by the music faintly pumping from behind the walls. <<He>> wordlessly looks at you for a short while before finally speaking.
<br>
<<if C.npc.Robin.trauma gte 50>>
"I did some looking into this place... and I've heard some things about you." You see Robin tense up. Another long silence follows. Robin slowly looks up. <<His>> teary eyes are locked on yours.
<br><br>
"Do... do you still love me?"
<br><br>
<<if $speech_attitude is "meek">>
"O-of course I love you. I have to do this for money," you stammer. "F-for Bailey."
<<elseif $speech_attitude is "bratty">>
"Why would you ask that? Of course I do. I have to do this to make ends meet," you explain.
<<else>>
"I do love you. This is the only line of work that'll meet Bailey's demands," you explain.
<</if>>
<br>
Robin nods in understanding, but the tears still flow. <<He>> rises from the couch and sits next to you. You feel Robin embrace you. You return the gesture.
<br><br>
"It's not right," Robin says. "I want you to come home. I'll always be there for you, like you're there for me. We can figure something out together." <<He>> releases you with red puffy eyes.
<<else>>
"I looked into what kind of place this is, and I heard some things about you." You see Robin tense up. Another long silence follows. Robin slowly looks up. <<His>> eyes are locked on yours.
<br><br>
"Do you still love me?"
<br><br>
<<if $speech_attitude is "meek">>
"O-of course I love you. I have to do this for money," you stammer. "F-for Bailey."
<<elseif $speech_attitude is "bratty">>
"Why would you ask that? Of course I do. I have to do this to make ends meet," you explain.
<<else>>
"I do love you. This is the only line of work that'll meet Bailey's demands," you explain.
<</if>>
<br>
Robin nods in understanding, but appears conflicted about something. <<He>> rises from the couch and sits next to you. You feel Robin embrace you. You return the gesture.
<br><br>
"It's not right," Robin says. "I want you to come home. We can figure something out, but I can't let you do this to yourself." <<He>> releases you with tears in <<his>> eyes.
<</if>>
<</if>>
<br><br>
<<if $robinBrothelVisit is undefined>><<set $robinBrothelVisit to 1>><</if>>
<<link [[Go with Robin|Robin Brothel 3]]>><<set $phase to 0>><<npcincr Robin love 5>><<npcincr Robin dom 5>><<npcincr Robin trauma -5>><</link>><<gglove>><<ggdom>><<lrtrauma>>
<br>
<<link [[Stay here|Robin Brothel 3]]>><<set $phase to 1>><<npcincr Robin love -1>><</link>><<llove>>
<br><<set $outside to 0>><<set $location to "brothel">><<effects>>
<<set _robin to statusCheck("Robin")>>
<<if $phase is 0>>
Robin smiles. "Thank you."
<<if $exposed gte 1>>
<<towelup>>
<<He>> takes your hand and leads you out of the building to a nearby bus stop, though not before insisting that you stop by the dressing room first.
<<else>>
Once more, <<he>> takes your hand, leading you out of the building and to a nearby bus stop.
<</if>>
You chat with Robin while you wait. It's obvious that <<hes>> trying to ignore what you were just doing a short while ago.
<br><br>
<<if Time.dayState is "night">>
<<generate2>><<generate3>>
A bus soon pulls up, and you take a seat with Robin near the back. You glance at <<him>>.
<<He>> looks tired. You feel a sting of guilt for keeping <<him>> out so late.<<stress 2>><<gstress>>
<br><br>
The ride is uneventful, until the <<person2>><<person>> sat in front of you turns around in <<his>> seat, grinning.
<br>
"Oh, aren't you just the cutest thing," <<he>> says in a low voice. "You should know better than to ride the bus at night."
<br>
Robin stirs and frowns.
<<if C.npc.Robin.trauma gte 50>>
<<He>> holds you close, trying to protect you as best <<he>> can.
<<else>>
"Leave <<phim>> alone, or I'll call for help."
<</if>>
<br><br>
The <<personsimple>> smiles, amused, and glances over at the <<person3>><<person>> beside <<person2>><<him>>, who shrugs.
The <<person>> looks back, feigning defeat.
<br>
"Alright, you win. Don't need two squirmers tonight, anyway."
<br>
<<endevent>>
<<npc Robin>><<person1>>
Robin's expression remains tense, and <<he>> reaches for something in <<his>> pocket.
Ultimately, <<he>> decides against using it, whatever it was. Try as you might, you can't tell what it is.
<br><br>
The rest of the ride passes without incident.
<<else>>
The ride home is uneventful. Robin rests <<his>> head on your shoulder, <<his>> hand still intertwined with your own.
<<stress -2>><<trauma -2>><<lstress>><<ltrauma>>
<</if>>
<br><br>
<<link [[Next|Robin Brothel Home]]>><</link>>
<br>
<<elseif $phase is 1>>
<<if $speech_attitude is "meek">>
You stare at your feet. "I need to. If I don't, Bailey will..." you trail off.
<<elseif $speech_attitude is "bratty">>
You turn your back to Robin. You can't bring yourself to look <<him>> in the eyes. "It's just the way of the world."
<<else>>
You shake your head, "Bailey is gonna do this to both of us if I can't pay. I'm sorry."
<</if>>
<br><br>
Robin looks at you in disbelief.
<<if C.npc.Robin.trauma gte 50>>
"B-but... please. We can do this together. We can find another way. One that won't hurt us..."
<<He>> looks down, <<his>> hands are shaking. "Just, please come home..." <<His>> voice becomes a low whimper.
<<else>>
"I don't want to see you violate yourself, even if it's for our own good."
<<He>> grabs your shoulders. <<His>> hands are shaking. "Just, please come home!"
<</if>>
<br><br>
You're not sure if you want to be here at all, but you realise you have to be firm if you want to keep this going.
<br><br>
<<link [[Go with Robin|Robin Brothel 3]]>><<set $phase to 0>><<npcincr Robin love 3>><<npcincr Robin trauma -2>><</link>><<glove>><<lrtrauma>>
<br>
<<link [[Insist on staying|Robin Brothel 3]]>><<set $phase to 2>><<npcincr Robin love -10>><<npcincr Robin dom -20>><<npcincr Robin trauma 4>><</link>><<lllove>><<llldom>><<grtrauma true>>
<br>
<<elseif $phase is 2>>
You don't budge, despite Robin's despair at the thought of you working here. <<He>> falls silent and nods in defeat.
Tears roll down <<his>> cheeks, and <<he>> looks at you to reconsider. You don't.
<br><br>
<<if C.npc.Robin.trauma gte 50>>
"I'm sorry I bothered you..."
<<else>>
"Okay. I'll leave you alone. Just..."
<</if>>
Robin stammers over <<his>> own words. "Be careful."
<br><br>
Robin glances at you through teary eyes one more time before leaving the room, the door shutting quietly behind <<him>>.
<<stress 6>><<trauma 6>><<gstress>><<gtrauma>><<npcincr Robin trauma 4>><<grtrauma true>>
<br><br>
<<link [[Next|Brothel]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "home">><<effects>>
<<set _robin to statusCheck("Robin")>>
You arrive at the orphanage and step off the bus. Robin walks you to your room.
<br><br>
<<if $robinBrothelVisit gte 1>>
<<if C.npc.Robin.trauma gte 50>>
<<He>> forces a smile. "Thank you for coming with me." <<He>> smiles through teary eyes.
"Just thinking about losing you terrifies me..." <<He>> clings tightly, <<his>> arms trembling nervously around you.
<br>
"You don't need to go through this alone," <<he>> sobs. "We'll get through it. Bailey won't stop us. We won't let <<nnpc_him "Bailey">>."
<br>
<<He>> squeezes you tight before pulling away reluctantly. <<Hes>> still smiling, albeit through teary eyes.
<<else>>
<<He>> smiles at you. "I'm glad you're home. I'm sure we'll think of something."
<<He>> holds you in <<his>> arms for a moment, stroking the back of your head gently.
<br>
"You don't need to go through this alone," <<he>> whispers. "We'll get through it. Bailey won't stop us."
<br>
<<He>> squeezes you tight before pulling away. <<Hes>> still smiling.
<</if>>
<<else>>
<<if C.npc.Robin.trauma gte 50>>
Once you're inside, Robin sits on the bed.
<br><br>
You put a hand on Robin's shoulder and gently reassure <<him>>. It seems to lift <<his>> spirits a little.
<br><br>
"I'm sorry. I really care about you, and..." <<He>> sighs, looking dejected. "Please don't be mad... I just don't want you to end up like me."
<br>
You hold <<him>> close to you until <<he>> stops shaking. "We'll think of something," <<he>> says, smiling weakly.
<<else>>
Once you're inside, <<he>> speaks. "I'm sorry. I don't want to tell you your business, but I care about you, and..."
<<He>> sighs, looking dejected. "I hope you're not mad."
<br>
You put a hand on Robin's shoulder and gently reassure <<him>>. It seems to lift <<his>> spirits a little.
"We'll think of something," <<he>> says, smiling weakly.
<</if>>
<</if>>
<br><br>
<<if Time.dayState is "night">>
Robin glances at the clock.
<<if C.npc.Robin.trauma gte 50>>
<<He>> yawns. "I guess I'll go back to my room now," <<he>> says reluctantly.
<<else>>
"It's getting late," <<he>> yawns. "Get some rest. We could both use some."
<</if>>
<br><br>
<<link [[Nod|Robin Brothel Sleep]]>><<set $phase to 0>><</link>>
<br>
<<link [[Ask Robin to stay with you|Robin Brothel Sleep]]>><<set $phase to 1>><<stress -6>><<trauma -6>><<npcincr Robin love 1>><<npcincr Robin dom 1>><<npcincr Robin lust 1>><</link>><<lstress>><<ltrauma>><<glove>><<gdom>><<glust>>
<br>
<<else>>
Robin stays in your room for a bit, making sure you're okay. After a few minutes, <<he>> kisses you on the cheek and stands.
<br>
<<if C.npc.Robin.trauma gte 50>>
"I guess I'll go back to my room," <<he>> says reluctantly. <<He>> lingers in the doorway for a moment, staring at you with concern. "Stay safe."
<<else>>
"I'm going back to my room," <<he>> says. <<He>> lingers in the doorway for a moment, staring at you with concern. "Stay safe."
<</if>>
<br><br>
<<He>> shuffles into the hallway, leaving you alone in your room.
<br><br>
<<link [[Next|Bedroom]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "home">><<effects>>
<<set _robin to statusCheck("Robin")>>
<<if $phase is 0>>
<<if C.npc.Robin.trauma gte 50>>
You nod and bid Robin goodnight. <<He>> gives you a tight hug, and holds you for what feels like forever. You try to shift around, prompting <<him>> to let go.
<br>
Robin tries to leave, but stops at the door. <<He>> stares at you with concern, as if afraid something will happen to you once <<he>> leaves.
"Please be safe," <<he>> manages, before leaving and gently closing the door behind <<him>>.
<<else>>
You nod and bid Robin goodnight. <<He>> smiles and kisses you on the cheek before leaving.
<br>
"See you tomorrow," <<he>> says. <<He>> lingers in the doorway for a moment, staring at you with concern. "Stay safe."
<</if>>
<br><br>
<<He>> shuffles into the hallway, leaving you alone in your room.
<br><br>
<<link [[Next|Bedroom]]>><<endevent>><</link>>
<br>
<<else>>
Robin blushes at your request, but <<he>> nods nonetheless.
<br>
"Of course," <<he>> says. "Whatever you want."
<br><br>
Robin flicks the light off, and you hear clothes rustling as <<he>> undresses.
You do the same and hop into your bed, scooting to the side and making room for Robin. <<He>> cuddles up beside you, nuzzling into your neck.
<br>
<<if C.npc.Robin.trauma gte 50>>
Robin clings tightly to you, almost as if afraid that you will disappear if <<he>> lets go. "I don't know what I'd do without you..."
<br><br>
Robin's tight grip on you eventually settles down. It doesn't take long for the two of you to fall asleep in each other's embrace.
<<else>>
"Goodnight," <<he>> murmurs. <<His>> arms wrap around you, and <<he>> holds you tight. "I promise, I'll do everything I can for you..."
<</if>>
<br><br>
<<Hes>> soon out like a light, <<his>> gentle breaths tickling your skin.
<br><br>
<<link [[Sleep|Bed]]>><<endevent>><<undressSleep "bed">><<set $robinbed to "yours">><<set $bedGuest to "Robin">><<trauma -6>><<stress -12>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "home">><<effects>>
<<npc Robin>><<person1>>
<<set _robin to statusCheck("Robin")>>
<!-- Phase 0: Robin's still asleep / Phase 1: Robin wakes up with the player / Phase 2: Robin's already awake / Phase 3: Robin is not present -->
<<if $phase is 3>>
<<storeon "bed">>
You're alone in Robin's room.
<br><br>
<<getouticon>><<link [[Leave|Orphanage]]>><<endevent>><</link>>
<br>
<<elseif Time.hour lte 5 or Time.hour gte 21>>
You wake up before Robin does.
<br><br>
<<bedicon "zzz">><<link [[Go back to sleep|Robin Bed]]>><<endevent>><<set $wear_outfit to "none">><</link>>
<br>
<<getouticon>><<link [[Leave|Orphanage]]>><<endevent>><<storeon "bed">><</link>>
<<else>>
<<storeon "bed">>
<<if $phase is 0>> <!-- player wakes up before robin -->
<<if $rng gte 75>>
<<if C.npc.Robin.trauma gte 50>>
Robin holds you tightly in <<his>> sleep, <<his>> face covered in a cold sweat. <<He>> wakes up as you move and groggily smiles at you.
"With you here, I feel like everything's going to be ok."
<<else>>
Robin holds you in <<his>> sleep. <<He>> wakes up as you move and groggily smiles at you. "Morning..." <<he>> yawns.
<</if>>
<<elseif $rng gte 50>>
You gently wake Robin, who groans and slowly pulls <<himself>> out of bed. "Morning..." <<he>> yawns.
<<elseif $rng gte 25>>
Robin drools in <<his>> sleep. You gently wake <<him>> and hand <<him>> a tissue. "Huh? Oh! Thank you," <<he>> says with red cheeks.
<<else>>
<<if C.npc.Robin.trauma gte 50>>
Robin cries in <<his>> sleep. You wake <<him>> up. <<He>> bolts awake with wide eyes, but calms down when <<he>> sees you.
<<else>>
You go to wake Robin. <<He>> reluctantly opens <<his>> eyes, but smiles when <<he>> sees you.
<</if>>
<</if>>
<<elseif $phase is 1>> <!-- robin waking up at the same time as the player -->
<<if $rng gte 75>>
Robin groggily gets ready for the day, occasionally mumbling some casual talk your way.
<<elseif $rng gte 50>>
Robin crawls out of bed, not quite ready to fully wake up.
<<elseif $rng gte 25>>
Robin yawns before rolling over, a smile appearing on <<his>> sleepy face when <<he>> sees you looking back at <<him>>. "I'm happy you're here," <<he>> says.
<<else>>
Robin groans, mumbling something about <<if Time.schoolDay>>homework<<else>>today's plans<</if>>.
<</if>>
<<else>> <!-- robin awake before player -->
<<if $rng gte 75>>
<<wearProp "sandwich">>
Robin eats a sandwich on the bed. "Oh, do you want some?" <<He>> gives you half.
<<elseif $rng gte 50>>
<<if $robinconsole is 1>>
Robin plays an intense video game. <<He>> tries to make casual conversation, but is too focused on <<his>> game.
<<else>>
Robin reads a young adult novel. "It's not as good as I thought it'd be," <<he>> says.
<</if>>
<<elseif $rng gte 25>>
Robin looks at <<his>> wardrobe. "Do you think I should get something new?" <<he>> asks. "I'm thinking a hat."
<<else>>
<<if C.npc.Robin.trauma gte 50>>
Robin looks like <<hes>> been crying. "It's nothing, really," <<he>> assures you.
<<else>>
Robin kicks <<his>> feet idly. "Do you want to do something today?"
<</if>>
<</if>>
<</if>>
<br><br>
<<robinoptions>>
<</if>><<set $location to "landfill">><<set $outside to 1>><<effects>>
<<npc Robin>><<person1>>
<<run statusCheck("Robin")>>
<<set $mistrobinintro to 1>>
You desperately call out Robin's name again as you enter the deepest parts of the landfill. Your voice gets hoarse.
<br><br>
Out of the silence, you can hear faint but distinctly human sounds, almost as if pained. You pick up the pace as you rush towards the source.
Then, turning a corner, you see a <<personsimple>>, bound by <<his>> hands and legs to a thin metal pole in the centre of the clearing.
<span class="green">It's Robin.</span> <<Hes>> been stripped naked and blindfolded, and you can see dirt and sweat coating <<his>> body.
<<His>> wrists are raw where the ropes bind them to the pole.
Some sort of device has been strapped over <<his>> mouth and nose, with a small canister attached on the side.
<br><br>
You remove the blindfold. <<His>> eyes flutter open and closed.
<<if $speech_attitude is "meek">>
"R-Robin!" you cry. "Please be okay..." You remove the device and quickly place it on the ground.
<<elseif $speech_attitude is "bratty">>
"Robin! Who did this to you?" you demand, removing the device from <<his>> mouth before crushing it with your foot.
<<else>>
"Robin! Are you alright?" you ask. "I'll get you down." You unhook the device and let it drop to the ground.
<</if>>
<br><br>
The device lets out a steady stream of pink mist, and Robin starts to cough violently.
You untie <<him>>, then lower <<him>> down on the ground as gently as you can while <<he>> coughs.
<<His>> skin is uncomfortably warm to the touch.
<br><br>
Robin sits on <<his>> knees for a few moments and gradually stops coughing. You lay a gentle hand on <<his>> back.
<<He>> turns <<his>> head and looks at you, <<his>> pupils heavily dilated and <<his>> face flushed.
<<if $awareness gte 200>>
You recognise the sweet smell on <<his>> breath as a powerful aphrodisiac. <span class="red">You wonder how long <<he>> was hooked up to the canister.</span>
<</if>>
<br><br>
"I... I need you," Robin says, <<his>> voice slurred and shaky. <<He>> extends an arm to you. You grab it.
<br><br>
<<if $speech_attitude is "meek">>
"I need you too," you say, holding <<his>> hand tightly.
<<elseif $speech_attitude is "bratty">>
"Hey, I know, that's why I'm here. You're okay now," you say as you reassure <<him>>.
<<else>>
"I'm here, don't worry," you say as you try to reassure <<him>>.
<</if>>
<br><br>
Robin's grip on your hand trembles, then tightens. <<His>> arm reaches up yours, and with a sudden jerk, <span class="red"><<he>> pushes you to the ground.</span>
<br><br>
"You don't get it," <<he>> whimpers. "I need you." <<He>> climbs on top of you, eyes filled with lust and tears.
<br><br>
<<if $speech_attitude is "meek">>
"R-Robin? What are you-" You're interrupted by Robin lunging for you. You start to panic.
<<elseif $speech_attitude is "bratty">>
"Hey! Cut that out, I'm trying to help you!" You start to panic.
<<else>>
"Robin? What are you doing?" You start to panic.
<</if>>
<<if $worn.upper.name isnot "naked" or !$worn.under_upper.type.includes("naked")>>
Robin tugs at your clothing, threatening to tear it off.
<</if>>
<br><br>
<<link [[Fight|Robin Mist Fight]]>><<set $molestationstart to 1>><</link>>
<br><br><<run statusCheck("Robin")>>
<<if $molestationstart is 1>>
<<set $robinmist to 1>>
<<set $noBodyWriting to true>>
<<set $molestationstart to 0>>
<<npcexpose>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<set $enemyarousalmax *= 1.5>>
<<npc_attempt_sex>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<npcincr Robin trauma 2>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Robin Mist Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Robin Mist Fight]]>><</link>></span><<nexttext>>
<</if>><<set $location to "landfill">><<set $outside to 1>><<effects>>
<<unset $robinmist>>
<<set $robinSeen.pushUnique("robinRape")>>
<<set _robin to statusCheck("Robin")>>
<<if C.npc.Robin.trauma lt 25>>
<<set C.npc.Robin.trauma to 25>>
<</if>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<if $penisfucked is 1>>
"It feels so good to have you inside me,"
<<elseif $vaginafucked is 1>>
"It feels so good inside you,"
<<else>>
"You make me so happy,"
<</if>>
Robin mutters in an empty, barely coherent voice. "Love you."
<br><br>
<<if $rapetrait is 1 or $trauma gte ($traumamax / 5) * 4>>
"Love you too," you whisper. It's an automatic response. For a brief moment, you let yourself forget how horrible things are. In that instance, it's just you and Robin.
<br><br>
Reality crashes down, and you and Robin recoil from each other, horrified.
<<else>>
You gently pull away from Robin, and life flashes in <<his>> eyes. <<He>> recoils from you, horrified.
<</if>>
<<elseif $enemyhealth lte 0>>
Robin falls to the ground, coughing. You're afraid <<he>> might be hurt. <<He>> shakes <<his>> head after being prone for a few moments, <<his>> blush gone.
<<else>>
You lose consciousness. The next thing you know, Robin is hugging you tightly with tears in <<his>> eyes.
<</if>>
<br><br>
<<endcombat>>
<<clotheson>>
<<link [[Next|Robin Mist Rescue]]>><</link>><<set $location to "landfill">><<set $outside to 1>><<effects>>
<<set $robindebtevent to 0>>
<<set $robinmissing to 0>>
<<unset $robinmistknown>>
<<set _robin to statusCheck("Robin")>>
<<npc Robin>><<person1>>
"I'm so sorry! Are you okay?" Robin is crying, still naked. <<His>> words broken by the occasional choked sob.
"I'm so s-sorry! I knew what I was doing but... I couldn't..." <<He>> trails off, tears freely flowing from <<his>> face.
<<if C.npc.Robin.dom gte 50>>
"I'm supposed to be the one protecting you, not hurting you..."
<<else>>
"I hurt you... I can never forgive myself."
<</if>>
<br><br>
<<link [[Forgive Robin|Robin Mist Forgive]]>><<stress 10>><<npcincr Robin trauma -5>><</link>><<ggstress>><<llrtrauma>>
<br>
<<link [[Stay silent|Robin Mist Silence]]>><<stress -3>><<npcincr Robin trauma 3>><</link>><<lstress>><<grtrauma true>><<set $location to "landfill">><<set $outside to 1>><<effects>>
<<if $speech_attitude is "meek">>
"I forgive you..." you whisper. "That wasn't you."
<<elseif $speech_attitude is "bratty">>
"Hey, it's not your fault," you say. "I know you'd never do that normally."
<<else>>
"You must've been through so much." You give <<him>> a weak smile. "I forgive you."
<</if>>
<br><br>
Robin holds you for a few moments, still sobbing.
<br><br>
<<link [[Next|Robin Mist Rescue 2]]>><</link>><<set $location to "landfill">><<set $outside to 1>><<effects>>
Words fail you.
<br><br>
Robin sobs harder at your silence. "I'm so sorry..." <<he>> says, still choking back tears.
<br><br>
<<link [[Next|Robin Mist Rescue 2]]>><</link>><<set $location to "landfill">><<set $outside to 1>><<effects>>
<<set $trash to 0>>
After composing yourself, you hold Robin's hand and stand up.
Robin clings to you, standing up only with your help.
<<takeHandholdingVirginity "Robin" "consensual">>
<br><br>
As you turn however, you notice a flashing light on top of the pole Robin was strapped to. <span class="red">It's a camera.</span>
It's pointed directly at the two of you.
<<famerape 40 "vid" true>>
<br><br>
"A-are you hurt?" Robin asks. You shake your head. Robin has been through too much to know about that.
<br><br>
It's slow going back to the entrance of the landfill. Fortunately you don't run into any trouble,
<<if $robin_injured>>
but Robin needs to take frequent breaks.
<<else>>
but Robin's tears never stop flowing.
<</if>>
<br><br>
Along the way you find some tattered clothing to put on <<him>>. <<He>> looks dirty, but at least <<he>> isn't naked anymore.
<<if $exposed gt 0>>
You grab a bundle for yourself.
<<towelup>>
<</if>>
As you exit the landfill, Robin looks at you with red puffy eyes.
<br><br>
<<link [[Walk Robin home (1:00)|Robin Mist Walk]]>><<pass 60>><<npcincr Robin love 10>><<npcincr Robin trauma -6>><</link>><<gglove>><<llrtrauma>>
<br>
<<link [[Leave Robin alone|Robin Mist Abandon]]>><<npcincr Robin love -5>><<npcincr Robin trauma 5>><</link>><<lllove>><<ggrtrauma true>><<set $outside to 0>><<set $location to "home">><<effects>>
Robin clings tightly to you the entire way home. While <<he>> has stopped crying, <<he>> still shakes and stays silent.
<br><br>
You enter the orphanage and walk Robin to <<his>> bed. <<He>> curls up into a ball on it, wrapping <<himself>> in the covers.
You sit next to <<him>>, gently rubbing <<his>> back over the covers as the occasional sob breaks out from underneath them.
<br><br>
When Robin falls silent you leave the room, closing the door carefully as to not wake <<him>> up.
<<run setRobinLocationOverride("sleep", numbersBetween(Time.hour, 24))>>
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "elk">>
<<if $speech_attitude is "meek">>
"C-can you make it back okay? I need some time alone..." you say, not looking Robin in the eyes.
<<elseif $speech_attitude is "bratty">>
"I'll see you back at the orphanage. I need some time to think," you say.
<<else>>
"I need you to make it back yourself. I need some time by myself," you say.
<</if>>
<br><br>
Robin fidgets, but nods. "I-I understand." <<He>> begins walking towards the orphanage, looking back at you before breaking into a crying sprint.
<<run setRobinLocationOverride("sleep", numbersBetween(Time.hour, 24))>>
<br><br>
<<link [[Next|Elk Street]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "home">><<effects>>
<<generatey1>><<person1>>
<<npc Robin 2>>
One of the younger orphans spots you in the hallway as they pass the room. "Robin's been gone for a while," <<he>> says. "Where could <<person2>><<he>> have gone?"
<br><br>
<<person1>><<He>> bombards you with questions. Another orphan soon approaches you, and does the same.
"Is <<person2>><<he>> going to be okay? Where did <<he>> go?"
<br><br>
<<link [[Answer truthfully|Robin Pillory Truth]]>><</link>>
<br>
<<link [[Evade the question|Robin Pillory Evade]]>><</link>><<set $outside to 0>><<set $location to "home">><<effects>>
<<set $robinPillory.known to 1>>
<<if $speech_attitude is "meek">>
"We got sold because we didn't pay," you say. "Robin got taken away."
<<elseif $speech_attitude is "bratty">>
"That bastard Bailey sold us," you say. "Robin got taken away by whoever bought <<person2>><<him>>."
<<else>>
"Bailey sold us," you say. "They took Robin away."
<</if>>
<br><br>
"I-I saw what happened," one of the orphans around you speaks up as they muster up courage. "It was a police officer. They had Robin in cuffs."
<br><br>
<<if $speech_attitude is "meek">>
"The police took <<him>>? Can you tell me where?" You feel your pulse quicken.
<<elseif $speech_attitude is "bratty">>
"What? The police?" you ask. "Where did they take <<him>>?" You ball your hands into fists.
<<else>>
"The police?" you ask. "Do you know where <<he>> went?" You feel sweat form on your brow at the thought.
<</if>>
<br><br>
"I don't know," <<person1>><<he>> responds. "I hope <<he>> doesn't end up in jail. They said they wanted to make an example."
<br><br>
"I saw <<person2>><<him>>!" a <<generatey3>><<person3>><<person>> interjects, out of breath from running. "They almost caught me, but I got lucky.
They said they're locking <<person2>><<him>> into the pillory at <<ampm 15 00>>! On that street with the town hall!"
<br><br>
<<person3>><<His>> words strike fear into the other orphans. They look terrified.
One of them speaks up. "T-the pillory? Oh no, we've heard so many stories... I hope Robin will be okay."
<br><br>
Another orphan interjects. "You might just be able to save <<person2>><<him>> if you get over there now."
<<person1>><<He>> continues. "We all heard what goes on there. Don't let it happen to Robin too."
<br><br>
<span class="gold">Robin is in trouble. The officers have arranged for a public punishment at the pillory on Cliff Street.</span>
<span class="red">You don't have much time left.</span>
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "home">><<effects>>
<<if $speech_attitude is "meek">>
"It's going to be okay," you say in an attempt to reassure them. "I'll find <<person2>><<him>>."
<<elseif $speech_attitude is "bratty">>
"It's fine," you say with a brave face. "I'll handle this by myself."
<<else>>
"Let me take care of this," you say. "Look after yourselves."
<</if>>
<br><br>
They nod in response. Reluctantly, the orphans scatter, heading back to their rooms.
<br><br>
<span class="gold">Robin is in trouble. You think you remember Robin being called a <i>suspect</i> back when <<he>> was sold.</span>
<span class="red">You don't have much time left.</span>
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>>
<br><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "cliff">>
<<set _robin to statusCheck("Robin")>>
<<npc Robin>><<person1>>
You join the crowd around the pillory on Cliff Street. Robin is locked in the town pillory. A small group watches as <<he>> is forced prone.
<br><br>
<<if Time.dayState is "day">>
Some of the crowd give Robin lecherous looks, however they seem unwilling to go too far in the light of day.
<<elseif Time.dayState is "dusk">>
As the sun sets, Robin seems to be in more danger now than <<he>> was during the day.
<<elseif Time.dayState is "night">>
Robin is in danger. In the darkness, nothing is stopping the townsfolk having their way.
<</if>>
<br><br>
<!-- Robin's composure -->
<<if $robinPillory.danger lte 3>>
<<if C.npc.Robin.dom gte 70>>
<<He>> tries to put on a brave face by keeping <<his>> composure, but you notice <<his>> knees are shaking.
<<else>>
<<He>> is terrified, remaining at the mercy of the crowd. <<His>> body trembles violently.
<</if>>
<br><br>
<<switch random(1, 8)>>
<<case 1>>
A number of people, led by a <<generate2>><<person2>><<person>>, jeer and shout abuse at Robin.
<<case 2>>
The people around jeer at Robin, muttering amongst themselves.
<<case 3>>
The people around point at Robin, muttering amongst themselves.
<<case 4>>
The people around leer at Robin and take photos. Robin tries to look away from the cameras.
<<case 5>>
The people around amuse themselves by mocking Robin.
<<case 6>>
A <<generate2>><<person2>><<person>> tries to reason with the crowd, claiming Robin is innocent. Many people
<<print either("look ashamed, with some even leaving.", "ignore <<him>> and continue their jeering.")>>
<<case 7>>
A <<generate2>><<person2>><<person>> throws fruit at Robin. Unable to move or defend <<person1>><<himself>>, it hits <<him>> directly in the face.
<<if C.npc.Robin.dom gte 70>>
Robin closes <<his>> eyes and tries not to give them a reaction. The <<person2>><<person>> is unamused by this.
<<else>>
Robin yelps in pain as the fruit juice gets into <<his>> eyes.
<</if>>
<<case 8>>
A group of students from school pass by, gaping at Robin. They seem to recognise <<him>>.
<<print either("You see them gossiping amongst themselves.", "They look away in confusion.")>>
<</switch>>
<<elseif $robinPillory.danger lte 7>>
<<if C.npc.Robin.dom gte 70>>
Robin's brave face has slowly been chipped away, now flushed and teary eyed.
<<else>>
Robin cries out, begging for them to stop. They don't listen.
<</if>>
<<if $robinPillory.danger lte 5>>
<<His>> <<npcClothesText _robin "lower">> have been pulled down, revealing <<his>> <<if C.npc.Robin.pronoun is "f">>pink heart print boyshorts<<else>>baby blue briefs<</if>>
to the crowd.
<<else>>
<<His>> ass has been exposed, making <<his>> <<if C.npc.Robin.penis isnot "none">>penis<<else>>vagina<</if>> visible to all.
<<if C.npc.Robin.breastsize gte 1>>
<<His>> shirt has been torn open as well, revealing <<his>> breasts to the crowd.
<</if>>
<</if>>
<br><br>
<<switch random(1, 4)>>
<<case 1>>
A <<generate2>><<person2>><<person>> walks up to Robin, before spanking <<person1>><<his>> ass hard.
Robin squeals in response as the thwack echoes throughout the street.
<<case 2>>
A <<generate2>><<person2>><<person>> walks up to the pillory before violently
<<print (C.npc.Robin.breastsize gte 1 ? "fondling Robin's breasts" : "pinching Robin's nipples")>>.
<<case 3>>
The people around mock Robin, taking selfies with the helpless orphan. <<He>> refuses eye contact.
<<case 4>>
The people around attempt to taunt Robin, taking pictures while posing around <<him>>. Robin looks away in disgust, tears in <<his>> eyes.
<</switch>>
<<elseif $robinPillory.danger lte 11>>
<<if C.npc.Robin.dom gte 70>>
Robin's defiant mood has been completely stamped out.
<</if>>
<<He>> remains passive and compliant to the crowd's desires. <<His>> face looks like <<hes>> been crying for a while. <<He>> occasionally chokes out a sob.
<<His>> face is marked by bruises and broken fruit. Robin's clothing has all long since been discarded.
<<if !$robinPillory.naked>>
<<set $robinPillory.naked to true>>
<</if>>
<br><br>
<<switch random(1, 4)>>
<<case 1>>
Robin's face has been used to get off. It's covered in lewd fluids. <<He>> cries, <<his>> eyes red.
<<case 2>>
Robin's body is covered with hickeys and bite marks. <<He>> tries to protect what little skin <<he>> can.
<<case 3>>
Robin spits repeatedly between sobs, crying to <<himself>> about how <<his>> mouth has been violated.
<<case 4>>
A <<generate2>><<person2>><<person>> walks away from Robin with a devious grin. Robin's ass has many red handprints on it.
<</switch>>
<<else>>
<<His>> head hangs low, and you can't see <<his>> expression. <<He>> looks terrible, <<his>> clothes are nowhere to be found, and <<his>> body is drenched in sweat, spit, and slime.
<br><br>
<<switch random(1, 4)>>
<<case 1>>
Robin tries to blink the fluids out of <<his>> eyes. <<Hes>> whimpering in pain.
<<case 2>>
Robin's body is covered in bruises. <<He>> recoils at the slightest touch.
<<case 3>>
Robin coughs violently as <<he>> spits up slime.
<<case 4>>
A <<generate2>><<person2>><<person>> and <<generate3>><<person3>><<person>> gleefully rub their genitals against Robin's cheeks.
They make no attempt to use Robin's mouth, seemingly content with the humiliation they're causing.
<</switch>>
<</if>>
<br><br>
You look closely at the pillory.
<<if $robinPillory.locks is 1>>
There is only one lock
<<else>>
There are <<number $robinPillory.locks>> locks
<</if>>
remaining before Robin can be freed.
<<if $robinPillory.distracted>>
They're distracted. Now's your chance to pick a lock.
<<else>>
<<if $robinPillory.lockpicked>>
It's too dangerous to try picking a lock right now. The crowd is eyeing you suspiciously.
<<else>>
You don't have much time to pick the locks, but perhaps if you distracted the crowd that would give you some more leeway.
<</if>>
<</if>>
<br><br>
<<if Time.hour lte 22>>
<<ind>><<link [[Watch Robin (0:10)|Robin Pillory Watch]]>><<pass 10>><<endevent>><</link>>
<br>
<<if $replayScene>>
/* Replay specific code */
<<if $trackedHour is undefined>><<set $trackedHour to Time.hour>><</if>>
<<if $trackedHour lt Time.hour>>
<<robinPilloryHour>>
<<set $trackedHour to Time.hour>>
<</if>>
<<ind>><<link [[Watch Robin for longer (1:00)|Robin Pillory Watch]]>><<pass 60>><<endevent>><</link>> | Scene Viewer
<br>
<</if>>
<<if !$robinPillory.distracted>>
<<ind>><<link [[Distract the crowd|Robin Pillory Distractions]]>><<endevent>><</link>>
<br>
<</if>>
<<set $skulduggerydifficulty to ($robinPillory.distracted ? 100 : 800)>>
<<if !$robinPillory.lockpicked || $robinPillory.locks gt 0>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span>
<br><br>
<<else>>
<<wearProp "lockpick">>
<<lockicon "pick">><<link [[Pick a lock (0:30)|Robin Pillory Lockpick]]>><<endevent>><<set $robinPillory.distracted to 0>><<pass 30>><</link>><<skulduggerydifficulty>>
<</if>>
<</if>>
<br>
<<getouticon>><<link [[Leave|Cliff Street]]>><<endevent>><</link>>
<<else>>
<span class="red">You're too late.</span>
<br><br>
<<link [[Next|Robin Pillory Failure]]>><<pass 10>><<endevent>><</link>>
<</if>>
<br><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "cliff">>
<<set _robin to statusCheck("Robin")>>
<<set $robinPilloryFail to true>>
<<npc Robin>><<person1>>
<<robinPilloryFailure>>
Robin's puffy red eyes are glazed over, <<his>> body covered in welts and bruises. You can see <<him>> whispering something underneath <<his>> breath.
The crowd gradually disperses. "It's no fun when they don't respond," someone mutters.
<br><br>
You approach Robin, who doesn't seem to recognise you at first. You listen to <<his>> words that <<hes>> repeating under <<his>> breath.
<<if _npcVirgin.vaginal is true or _npcVirgin.anal is true>>
"They stole it..."
<<else>>
"Stop please... I want to go home..."
<</if>>
Robin whispers quietly, though it sounds like <<his>> throat is hoarse.
<br><br>
<<if (maleChance() gte 1 and $cbchance lte 99) or (maleChance() lte 99 and $dgchance gte 1)>>
It is then that you notice the pool of cum leaking out of Robin's
<<if C.npc.Robin.vagina isnot "none">>
vagina and asshole.
<<else>>
asshole.
<</if>>
<<else>>
Robin shivers as the slime on <<his>> body cools in the night air.
<</if>>
<br><br>
You hear a voice from behind you. "Back away from the convicted." A <<generatePolice 2>><<person2>><<person>> approaches Robin with a set of keys.
"<<person1>><<His>> sentence is over now that they're done with <<him>>," <<person2>><<he>> says while unlocking the pillory. <<person1>>"<<Hes>> free to go."
Robin collapses to the ground as soon as the pillory is opened. The <<person2>><<person>> leaves without a second glance.
<br><br>
<<link [[Next|Robin Pillory Failure 2]]>><<pass 60>><<endevent>><</link>>
<br><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "cliff">>
<<npc Robin>><<person1>>
You go up to Robin and start to help <<him>> up. The crowd has completely dispersed by now, not interested in a broken toy.
<br><br>
Robin unsteadily gets to <<his>> feet and you wrap <<his>> arm around your shoulder. "No more..." <<he>> whispers under <<his>> breath. You feel your heart ache.
<br><br>
<<if $speech_attitude is "meek">>
"I'm sorry..." You don't know what else can be said.
<<elseif $speech_attitude is "bratty">>
"Damn it..." you curse at your helplessness. "I should've been better."
<<else>>
"Robin..." you whisper, unsure what else to say.
<</if>>
<br><br>
<<He>> looks at you with a shred of lucidity, "It's not your fault." <<His>> lips quiver weakly, as if <<hes>> trying to smile.
<br><br>
You hold <<him>> close to you as you help the limping Robin back home.
<br><br>
<<link [[Next|Robin Pillory Failure 3]]>><</link>>
<br><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "cliff">>
You help Robin into the orphanage and back into <<his>> room. <<He>> follows meekly before collapsing on <<his>> bed.
<br><br>
<<if $speech_attitude is "meek">>
You place a gentle hand on <<him>>. <<He>> relaxes slightly, but is still very tense.
<<elseif $speech_attitude is "bratty">>
You tighten your hands into fists thinking about what was done to <<him>>.
<<else>>
You give <<him>> a hug, but <<he>> does not respond.
<</if>>
You give <<him>> time to recover, softly rubbing <<his>> back. Eventually <<he>> starts to stir.
<br><br>
"I... I want to see the good in people," Robin whispers. "But it's so hard sometimes." <<He>> doesn't elaborate further, but you commiserate with <<him>>.
Robin stays face down on <<his>> bed for a few more minutes before turning over and looking you in the eye.
<br><br>
"Good people are still here though, you and all the orphans. Maybe together we can... change things. Make the town better and..." Robin winces.
And all hope vanishes from <<his>> voice as <<he>> touches a bruise on <<his>> face. "Who am I kidding? They'll always exist." A tear slides down Robin's cheek.
<br><br>
<<link [[Comfort|Robin Pillory Failure Optimism]]>><</link>>
<br>
<<link [[Be realistic|Robin Pillory Failure Pessimism]]>><</link>>
<br><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "cliff">>
<<run statusCheck("Robin")>>
<<if $speech_attitude is "meek">>
"Come what may, we can do this. Together." You smile softly.
<<elseif $speech_attitude is "bratty">>
"We'll be alright, we just need to show them we're not to be messed with," you say while giving Robin's hand a firm squeeze.
<<else>>
"Everything will turn out alright in the end," you say as you smile at Robin.
<</if>>
<br><br>
Robin tries to smile. "I'm glad you think so. I don't want to lose hope." <<He>> hugs you, and for a moment you can feel <<his>> positivity shine through you.
You stay like that for a while before <<his>> breaths slow down and <<he>> falls asleep in your arms.
<<npcincr Robin trauma -5>><<trauma -4>><<ltrauma>><<lrtrauma>>
<br><br>
You gently put <<him>> down on <<his>> bed and tuck <<him>> in. "Goodnight Robin," you whisper before closing the door.
<<run setRobinLocationOverride("sleep", numbersBetween(1, 24))>>
<br><br>
<<getouticon>><<link [[Leave|Orphanage]]>><<endevent>><</link>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "cliff">>
<<run statusCheck("Robin")>>
<<if $speech_attitude is "meek">>
"The world is cruel, and being safe in it is... hard," your voice trembles slightly.
<<elseif $speech_attitude is "bratty">>
"We have to make our own place in the world. Few people are nice like you," you say, looking up at the ceiling.
<<else>>
"I don't know if we'll ever be safe," you say, not wanting to hide the truth.
<</if>>
<br><br>
Robin frowns but nods, "T-thanks for being honest with me." <<He>> takes a deep breath before sitting up next to you.
<<He>> hugs you, and you hug <<him>> back. You stay like that for a while before <<his>> breaths slow down and <<he>> falls asleep in your arms.
<br><br>
You gently put <<him>> down on <<his>> bed and tuck <<him>> in. "Goodnight Robin," you whisper before closing the door.
<<run setRobinLocationOverride("sleep", numbersBetween(Time.hour, 24))>>
<br><br>
<<getouticon>><<link [[Leave|Orphanage]]>><<endevent>><</link>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "cliff">>
<<set _robin to statusCheck("Robin")>>
<<npc Robin>><<person1>>
<<set $robinPillory.distracted to 0>>
You begin to lockpick one of the locks keeping Robin in the pillory.
<<skulduggerycheck>>
<br><br>
<<if $skulduggerysuccess is 1>>
With a click, <span class="green">you feel one of them unlock.</span> The crowd is none the wiser to your deed.
<<set $robinPillory.locks -= 1>>
<br><br>
<<if $robinPillory.locks gte 1>>
<<if $robinPillory.danger lte 3>>
<<if C.npc.Robin.dom gte 70>>
"Thank you so much. I knew I could count on you," Robin says, giving you a weak smile.
<<else>>
"Please, hurry!" Robin says, still shaking.
<</if>>
<<elseif $robinPillory.danger lte 7>>
"Thank you," Robin says weakly.
<<elseif $robinPillory.danger lte 11>>
Robin tries to say something, but it gets caught in <<his>> throat as <<he>> sobs.
<<else>>
Robin doesn't seem to notice your presence. You hope it's not too late.
<</if>>
<<else>>
As the final lock becomes undone you open the pillory.
<br><br>
<<if $robinPillory.danger lte 3>>
Robin's eyes are filled with tears as <<he>> smiles at you. "I thought I was a goner."
<<elseif $robinPillory.danger lte 7>>
Robin hugs you tightly immediately afterwards. "Let's go home..."
<<elseif $robinPillory.danger lte 11>>
Robin sobs and holds you tightly. <<He>> doesn't seem to want to let go.
<<else>>
You shake Robin, who eventually recognises you. Wordlessly you wrap <<his>> arm around your shoulders and begin to move <<him>> to safety.
<</if>>
<br><br>
A <<generate2>><<person2>><<person>> points at the two of you. "Hey! <<pShes>> letting it get away!" With Robin in tow, you tightly grab <<person1>><<his>> hand and run.
<</if>>
<<else>>
You feel that you're almost there when you hear a voice yell at you. <span class="red">"Hey, <<pshes>> trying to let <<him>> free!"</span>
You immediately halt in your tracks and hide your tools.
<<stress 10>><<ggstress>>
<br><br>
You back off, but the crowd seems to be more agitated. You'll have to wait a bit before you're safe to try again.
<</if>>
<<set $robinPillory.lockpicked to 1>>
<br><br>
<<if $robinPillory.locks is 0>>
<<link [[Next|Robin Pillory Escape]]>><<set $molestationstart to 1>><<endevent>><</link>>
<<elseif Time.hour lte 22>>
<<link [[Next|Robin Pillory Watch]]>><<endevent>><</link>>
<<else>>
<<link [[Next|Robin Pillory Failure]]>><<endevent>><</link>>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "cliff">>
<<if !$robinPillory.distractions>>
<<set $robinPillory.distractions to []>>
<</if>>
You try to come up with a way to distract the crowd from Robin.
<br><br>
<<if !$robinPillory.distractions.includes("speech")>>
<<link [[Shame them for their actions (1:00)|Robin Pillory Speech]]>><<pass 60>><</link>><<englishdifficulty 1 600>>
<br>
<</if>>
<<if !$robinPillory.distractions.includes("fruit")>>
<<link [[Catch the fruit (1:00)|Robin Pillory Fruit]]>><<pass 60>><</link>><<dancedifficulty 1 600>>
<br>
<</if>>
<<if $money gte 20000 and !$robinPillory.distractions.includes("money")>>
<<link [[Distract with money (1:00 £200)|Robin Pillory Money]]>><<money -20000 "robin">><<pass 60>><</link>>
<br>
<</if>>
<<if !$robinPillory.distractions.includes("crime")>>
<<link [[Create a disturbance (1:00)|Robin Pillory Crime]]>><<pass 60>><<crimeUp 100 "destruction">><</link>><<gcrime "destruction">>
<br>
<</if>>
<<if $money gte 2000 and !$robinPillory.distractions.includes("flower")>>
<<link [[Make Robin unappealing (1:00 £20)|Robin Pillory Flower]]>><<pass 60>><</link>><<tendingdifficulty 1 600>>
<br>
<</if>>
<<if Time.hour lte 22>>
<<link [[Back|Robin Pillory Watch]]>><</link>>
<<else>>
<<link [[Back|Robin Pillory Failure]]>><</link>>
<</if>>
<br><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "cliff">>
<<npc Robin>><<person1>>
Making your way in front of the pillory in the centre of the crowd's attention,
<<if $speech_attitude is "meek">>
you swallow your anxiety and begin to speak for Robin's sake. "Robin is innocent!" You spend your time detailing how kindhearted Robin is.
<<elseif $speech_attitude is "bratty">>
you feel your hands ball into fists as you watch Robin be abused. You can't take them all however, so you decide to use your words.
"You fuckers should be ashamed of yourselves! Look at what you're doing to <<him>>!" You spend your time berating the audience.
<<else>>
you try to dissuade the crowd from their current actions with your words.
"Robin didn't do anything wrong!" You spend your time talking about how wrong this whole situation is.
<</if>>
<br><br>
<<if $englishSuccess>>
The crowd begins <span class="green">bickering amongst themselves</span>, though only some leave.
<<set $robinPillory.distracted to 1>>
<br><br>
<span class="gold">The crowd is distracted, now is your chance to pick the locks.</span>
<<set $robinPillory.distractions.push("speech")>>
<br><br>
<<else>>
The crowd begins throwing fruit at you instead, <span class="red">ignoring your words</span> and continuing to harass Robin.
<<pain 6>><<gstress>>
<br><br>
<</if>>
<<if Time.hour lte 22>>
<<link [[Next|Robin Pillory Watch]]>><</link>>
<<else>>
<<link [[Next|Robin Pillory Failure]]>><</link>>
<</if>>
<br><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "cliff">>
You eye a group of delinquents, arms full of fruit and glaring at Robin. An idea strikes you.
<br><br>
One of the delinquents takes a fruit and lobs it at Robin's head.
<br><br>
<<if $danceSuccess>>
<span class="green">You catch it</span>, and the next dozen they throw. They get more desperate the more you catch. Robin looks at you, eyes wide.
<br><br>
People in the crowd start to take notice at their failure, some being jeering and mocking them instead of Robin for the time being.
<br><br>
<span class="gold">The crowd is distracted, now is your chance to pick the locks.</span>
<<set $robinPillory.distracted to 1>>
<<set $robinPillory.distractions.push("fruit")>>
<<else>>
You attempt to catch it but <span class="red">it hits you in the face</span>. The delinquents are emboldened by their success and throw more aimed at you specifically.
You run away from the pillory until they lose sight of you.
<<pain 6>><<gpain>>
<</if>>
<br><br>
<<if Time.hour lte 22>>
<<link [[Next|Robin Pillory Watch]]>><</link>>
<<else>>
<<link [[Next|Robin Pillory Failure]]>><</link>>
<</if>>
<br><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "cliff">>
An idea strikes you. You grab a fistful of cash and walk behind the crowd before throwing it in the air.
You quickly follow it with a second as the sudden movement garners the attention of more and more people.
<br><br>
Seeing free money, many members of the crowd starts frantically trying to pick it up.
<br><br>
<span class="gold">That should distract them for a while.</span>
<<set $robinPillory.distracted to 1>>
<<set $robinPillory.distractions.push("money")>>
<br><br>
<<if Time.hour lte 22>>
<<link [[Next|Robin Pillory Watch]]>><</link>>
<<else>>
<<link [[Next|Robin Pillory Failure]]>><</link>>
<</if>>
<br><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "cliff">>
You sneak your way outside the crowd and into a nearby shop. Once inside you wait until nobody is looking and move to break open the fire alarm.
<br><br>
With a loud blaring noise, the fire alarm rings out from the shop into the street. You sneak your way out in the confusion.
With the people in the crowd now looking for a nonexistent fire, <span class="gold">they should be distracted for a while.</span>
<<set $robinPillory.distracted to 1>>
<<set $robinPillory.distractions.push("crime")>>
<br><br>
<<if Time.hour lte 22>>
<<link [[Next|Robin Pillory Watch]]>><</link>>
<<else>>
<<link [[Next|Robin Pillory Failure]]>><</link>>
<</if>>
<br><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "cliff">>
<<npc Robin>><<person1>>
You approach Robin.
<<switch $robinPillory.danger>>
<<case 0 1 2 3 4 5 6 7>>
<<He>> looks at you, relieved.
<<case 8 9 10 11>>
<<He>> looks at you through teary eyes.
<<default>>
<<He>> doesn't seem to acknowledge your presence.
<</switch>>
<br><br>
<<if $speech_attitude is "meek">>
"I have an idea. I'm going to cover you in a foul smelling plant okay? That should make you less appealing," you explain your plan to Robin.
<<elseif $speech_attitude is "bratty">>
"I'm going to coat you in something that stinks alright? Those bastards won't want to touch you if you're dirty," you explain.
<<else>>
"I need to cover you in something foul," you try to explain. "It'll make them less interested in you."
<</if>>
<br><br>
<<if $robinPillory.danger lte 7>>
"If you're sure it'll work," Robin sighs. "I trust you, and I'd rather this than something else."
<<elseif $robinPillory.danger lte 11>>
Robin nods meekly.
<<else>>
Robin blinks, eyes still focused on something far away.
<</if>>
<br><br>
You run off to a nearby gardening store and start looking for something that will work.
<<if $tendingSuccess>>
<span class="green">You find a flower that, while innocuous normally, can be worked into a terrible smelling paste.</span>
You purchase enough of it to coat Robin and get to work. It takes a while, but you return to Robin with the paste.
<br><br>
<<if $robinPillory.danger lte 7>>
"That smells awful!" Robin recoils at the smell of it.
<<elseif $robinPillory.danger lte 11>>
Robin's eyes go wide and <<he>> coughs.
<<else>>
Robin's nose twitches, but <<he>> stays motionless otherwise.
<</if>>
<br><br>
You coat Robin with a thin layer of paste. The result won't last very long, but it should last long enough to <span class="gold">distract the crowd</span>.
<<set $robinPillory.distracted to 1>>
<<set $robinPillory.distractions.push("flower")>>
<<else>>
You try to find something, anything that smells bad enough to repel the crowd, but are unable to. You eventually cut your losses and return to Robin.
<br><br>
<<if $robinPillory.danger lte 7>>
"It's okay, we'll think of something else!" <<He>> tries to put on a brave face.
<<elseif $robinPillory.danger lte 11>>
Robin's eyes focus on the crowd. "Oh no..."
<<else>>
Robin looks like <<he>> might cry.
<</if>>
<</if>>
<br><br>
<<if Time.hour lte 22>>
<<link [[Next|Robin Pillory Watch]]>><<endevent>><</link>>
<<else>>
<<link [[Next|Robin Pillory Failure]]>><<endevent>><</link>>
<</if>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<violence 1>>
<<neutral 1>>
<<generate1>>
<<npc Robin 2>>
<<set $enemyno to 1>>
<<set $enemynomax to 1>>
<<maninit>>
<<stalk_init>>
<<stalk_run>>
<<set $combatgoal to "confront">>
<<set $NPCList[0].bold to 10000>>
Tightly holding Robin's hand, you turn and run. <span class="pink">You are being pursued.</span>
<</if>>
<<effects>>
<<effectsman>><<man>>
<br><br>
<<print either(
"Robin grips your hand tightly.",
"Robin looks back.",
"Robin's hand is shaking."
)>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $stalk_end>>
<span id="next"><<link [[Next|Robin Pillory Escape End]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Robin Pillory Escape]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>>
<<set _robin to statusCheck("Robin")>>
<<person1>>
<<if $stalk_end is "confront">>
<<if $feetaction is "confront">>
<<if $speech_attitude is "meek">>
"I can do this," you reassure yourself. "Robin, stay safe, okay?" You turn to face your pursuer.
<<elseif $speech_attitude is "bratty">>
"Keep going! I'll catch up." You give Robin a smile before turning towards your pursuer.
<<else>>
"Robin, keep moving and don't stop until you're home," you say before facing your pursuer.
<</if>>
<<else>>
<<if !$stalk_assess>>A pair of hands grab you<<else>>The <<person1>><<person>> grabs you<</if>> from behind.
<br><br>
You motion for Robin to keep running.
<</if>>
<br><br>
<<if C.npc.Robin.dom gte 70>>
"No." Robin's hands tighten into fists. "I'm tired of being a burden." Robin turns to face them with you.
<br><br>
The <<person1>><<person>> glares at you. "Why'd you have to free <<person2>><<him>>, you bitch? I didn't get to fuck <<him>> yet."
<<person1>><<He>> grabs you roughly, shaking you. "At least the slut knows better than to keep running." <<He>> smiles at Robin who is shaking next to you.
"How about we go have some fu-"
<br><br>
Before <<he>> can continue, Robin punches <<him>> in the stomach. Hard. Robin then grabs your hand and runs while the <<person1>><<person>> recoils in pain.
<br><br>
<<link [[Next|Robin Pillory Escape Orphanage]]>><<endcombat>><<set $phase to 1>><</link>>
<<else>>
Robin nods hesitantly and runs towards the orphanage.
<br><br>
With Robin safe, you breathe a sigh of relief.
<br><br>
The <<person1>><<person>> glares at you. "Why'd you have to free <<person2>><<him>>, you bitch? I didn't get to fuck <<him>> yet."
<<person1>><<He>> grabs you roughly, shaking you. "At least I can still have fun with you." <<He>> glares at you lecherously.
<<saveNPC 0 "robin_stalk">>
<<endcombat>>
<<loadNPC 0 "robin_stalk">>
<<clearNPC "robin_stalk">>
<br><br>
<<link [[Next|Robin Pillory Escape Sex]]>><<set $molestationstart to 1>><</link>>
<</if>>
<<elseif $stalk_end is "hide">>
You emerge from your hiding place. <<if $stalk_assess>>The <<person1>><<person>><<else>>Whoever was following you<</if>> is nowhere to be found.
<<tearful>> you turn to Robin. <<person2>><<He>> hugs you tightly.
<br><br>
"Are they gone?" Robin peeks <<his>> head out.
<br><br>
You nod and grab Robin's hand as you continue to the orphanage.
<br><br>
<<link [[Next|Robin Pillory Escape Orphanage]]>><<endcombat>><<set $phase to 1>><</link>>
<<else>>
Robin pants as you lose your pursuer.
"I need... a second," <<person2>><<he>> says while wheezing.
<br><br>
After giving Robin a few minutes, you hold <<his>> hand and take <<him>> to the orphanage. <<takeHandholdingVirginity "Robin" "romantic">>
<br><br>
<<link [[Next|Robin Pillory Escape Orphanage]]>><<endcombat>><<set $phase to 1>><</link>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<stalk_attack>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<set $enemyno to 1>>
<<set $enemynomax to 1>>
<<if Time.dayState isnot "night">>
<<enable_rescue>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Robin Pillory Escape Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Robin Pillory Escape Sex]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyhealth lte 0>>
You beat back your attacker, and while <<person1>><<he>> is recoiling in pain you make a break for it.
<<elseif $rescue is 1>>
A walking passerby sees what is happening and intervenes. Now outnumbered, your attacker makes a run for it.
<br><br>
"Are you alright?" the <<generate3>><<person3>><<person>> asks.
<br><br>
You give a quick nod before continuing to run towards the orphanage. You need to make sure Robin made it okay.
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The <<person1>><<person>> shudders as <<he>> orgasms. You take that as your cue to leave.
<</if>>
<br><br>
<<tearful>> you make your way back to the orphanage.
<<clotheson>>
<<endcombat>>
<<link [[Next|Robin Pillory Escape Orphanage]]>><<endevent>><<set $phase to 0>><</link>><<set _robin to statusCheck("Robin")>>
<<set $outside to 0>><<set $location to "home">><<effects>>
<<npc Robin>><<person1>>
<<if $phase is 1>>
You and Robin make your way inside the orphanage.
<br><br>
<<He>> looks at you and hugs you tightly. "I can't thank you enough."
<br><br>
<<if $robinPillory.naked>>
It's only then that Robin realises <<his>> nudity. <<He>> quickly hides behind you and ushers you into the bathroom.
<br><br>
Once there, <<he>> makes sure it's empty of people before turning the faucet on hot and letting the bathtub fill.
"I'm sorry about that. I panicked." Robin sighs.
<br><br>
<<if $robinPillory.danger gte 11>>
Robin's hands are shaking as <<he>> adjusts the bath water. <<He>> has stopped crying, but you can tell <<hes>> still upset.
You can see bruises all over <<his>> body.
<<else>>
Robin seems to have recovered slightly from <<his>> ordeal, though <<his>> body is still covered in bruises and <<his>> hands are shaking.
<</if>>
You wonder if <<he>>'ll be okay by <<himself>>.
<<else>>
Realising that <<he>> is still covered with bits and pieces of fruit, <<he>> quickly releases the hug and starts to make <<his>> way towards the bathroom.
<<if C.npc.Robin.dom gte 60>>
"Sorry about the clothes. I'll go get cleaned up." Robin pauses. "Would you join me? I'd really appreciate your company."
<<else>>
"I'm going to go wash up... could you come with me?" Robin asks, holding <<his>> elbows and looking at the ground.
"I don't really want to be by myself right now."
<</if>>
<</if>>
<<else>>
The moment you enter the orphanage, you see a flash of movement from beside the door. Robin is hugging you.
<<if $robinPillory.naked>>
<<He>> has clothed <<himself>>, but otherwise is still visibly dirty.
<<set $robinPillory.naked to false>>
<<else>>
It doesn't look like <<he>> has cleaned <<himself>>. <<He>> must have been waiting here the whole time.
<</if>>
<br><br>
"You're okay!" Robin continues to hold you for a moment before letting go. "I was so worried about you."
Robin sighs. "I should probably get washed up. I was so worried, I didn't want to risk missing you."
<<He>> seems hesitant to leave you.
<<if C.npc.Robin.dom gte 60>>
"Would you join me? I'd really appreciate your company."
<<else>>
"Can you come with me?" Robin meekly asks. "I don't really want to be by myself right now."
<</if>>
<</if>>
<br><br>
<<link [[Help Robin bathe (0:30)|Robin Pillory Bath]]>><<pass 30>><</link>>
<br>
<<link [[Wait outside (0:30)|Robin Pillory Bath Wait]]>><<pass 30>><</link>>
<br><<set _robin to statusCheck("Robin")>>
<<set $outside to 0>><<set $location to "home">><<effects>>
<<if !$robinPillory.naked>>
<<if $speech_attitude is "meek">>
"If you're okay with it..." you respond, knowing Robin needs support right now.
<<elseif $speech_attitude is "bratty">>
"Of course, I'm here for as long as you need me," you say, giving Robin a reassuring smile.
<<else>>
"I can stay with you." You smile at <<him>>.
<</if>>
<br><br>
"Thank you," <<he>> says with a faint smile as you enter the bathroom.
Robin turns on the faucet and lets the water build up before undressing.
Bruises have formed all over <<his>> body from the abuse. Even taking off <<his>> clothes strains <<him>>.
<br><br>
<</if>>
<<He>> gets in the bath, wincing at the hot temperature. "If you weren't there, I... I don't..." <<He>> goes quiet.
<<He>> sits in the bathtub, <<his>> back towards you.
<br><br>
<<if C.npc.Robin.dom gte 60>>
"I just don't know why Bailey would do such a thing to me, what did I ever do to <<nnpc_him "Bailey">>?" Robin stifles a tear.
<<else>>
"I was so scared..." Robin sniffles, now completely nude. "Why would those people do that to me?"
<</if>>
<br><br>
<<if $speech_attitude is "meek">>
You sit next to the bathtub and hold Robin's hand gently.
<<elseif $speech_attitude is "bratty">>
You kneel down next to the bathtub and ruffle Robin's hair.
<<else>>
You sit next to the bathtub and give <<him>> a reassuring pat on the shoulder.
<</if>>
"It's over now."
<<npcincr Robin trauma -5>><<llrtrauma>>
<br><br>
Robin tries to wash <<his>> body, but every time <<he>> moves, it looks like <<hes>> in pain.
"Looks like the adrenaline finally wore off," Robin gives a pained chuckle.
<br><br>
<<wearProp "rag">>
You take a cloth and soap it up before gently starting to wash Robin's body. <<He>> seems surprised at first, but doesn't voice any complaints.
You have to empty the tub a few times just to keep the water clean.
<br><br>
Robin starts crying again, and you give <<him>> a <<print ($submissive gte 1150 ? "worried" : "concerned")>> look, before <<he>> simply shakes <<his>> head.
"I don't know what I did to deserve someone like you in my life," <<he>> says, looking at you with a smile as happy tears pour down <<his>> cheeks.
<br><br>
You make sure to get every trace of dirt<<if $robinPillory.danger gte 11>>, fruit and lewd fluids<<else>> and fruit<</if>> from <<his>> body.
Once Robin is squeaky clean you help <<him>> get dressed in a towel and you both go to <<his>> room.
<br><br>
<<link [[Next|Robin Pillory Finish]]>><<handheldon>><</link>>
<br><<run statusCheck("Robin")>>
<<set $outside to 0>><<set $location to "home">><<effects>>
<<if $speech_attitude is "meek">>
"I think I should wait outside instead," you mumble, wanting to give Robin <<his>> privacy.
<<elseif $speech_attitude is "bratty">>
"Sorry, but I'll just wait outside," you say. "Don't worry, nobody's going to bother you."
<<else>>
"Sorry Robin, but will you be okay by yourself?" Robin nods after a long moment and you leave <<him>> to bathe <<himself>>.
<</if>>
<br><br>
You wait outside the bathroom while Robin cleans <<himself>> up, and make sure that nobody tries to enter.
Eventually, you hear the water begin to drain, and Robin exits the bathroom in a towel shortly after. You walk <<him>> back to <<his>> room.
<br><br>
<<link [[Next|Robin Pillory Finish]]>><</link>>
<br><<unset $robinPillory>>
<<set _robin to statusCheck("Robin")>>
<<set $outside to 0>><<set $location to "home">><<effects>>
Once inside, Robin sits down on <<his>> bed and you sit next to <<him>>.
<br><br>
<<if C.npc.Robin.trauma gte 80>>
Robin wordlessly collapses on top of you and starts letting it out. You softly rub <<his>> back.
<<elseif C.npc.Robin.trauma gte 40>>
Robin holds you close to <<him>>, resting <<his>> body on yours.
<<else>>
Robin hugs you and you hug <<him>> back.
<</if>>
<br><br>
Robin's breathing slows as <<he>> softly falls asleep. You keep holding <<him>> for a few more moments.
<br><br>
You gently put <<him>> down on <<his>> bed and tuck <<him>> in. "Goodnight Robin," you whisper before closing the door.
<<set $robinmissing to 0>>
<<run setRobinLocationOverride("sleep", numbersBetween(1, 24))>>
<br><br>
<<getouticon>><<link [[Leave|Orphanage]]>><<endevent>><</link>><<effects>><<set _robin to statusCheck("Robin")>>
<<npc Robin>><<person1>>
You open the door and take a look inside.
<br><br>
At first you don't notice anything out of the ordinary. You nearly close the door, when you overhear a faint moan coming from under Robin's covers. The cover isn't lying still, it's moving from side to side as if Robin is tossing and turning.
<br><br>
You're about to enter when the cover slides down, <<npcRevealText $NPCList[0] "lower" "name">>. <<His>> naked rear and <<npcGenitals>> are on full display. Seemingly unaware of your presence, <<he>> reaches down and pleasures <<himself>> in front of your eyes. <<He>> rubs <<his>> <<personpenis>> with one hand while groping <<his>> $NPCList[0].breastdesc with the other. <<He>> bites into <<his>> pillow to muffle <<his>> moans, though you can still faintly hear them.
<<arousal 600>><<garousal>>
<br><br>
<<if C.npc.Robin.dom gte 60>>
Suddenly, <<he>> stops moving and turns <<his>> head to the door, smiling. You have a clear view of <<his>> naked body. "Come in," <<he>> whispers.
<br><br>
<<link [[Enter|Robin Mischief Enter]]>><<npcincr Robin dom 1>><</link>><<gdom>>
<br>
<<link [[Apologise and leave|Robin Mischief Leave]]>><<npcincr Robin lust -5>><<npcincr Robin love -1>><</link>><<lllust>><<llove>>
<<else>>
<<link [[Watch|Robin Mischief Watch]]>><<pass 5>><<arousal 1200>><</link>><<garousal>>
<br>
<<link [[Close the door|Robin Mischief Close]]>><</link>>
<br>
<<if hasSexStat("promiscuity", 4)>>
<<link [[Masturbate|Robin Mischief Masturbation]]>><<set $masturbationstart to 1>><</link>><<promiscuous4>>
<br>
<</if>>
<</if>><<effects>><<set _robin to statusCheck("Robin")>>
<<He>> keeps working <<his>> <<personpenis>> while standing on all fours. <<His>> half-clothed body jerks with each movement of <<his>> hand. After a few minutes, <<his>> back arches and
<<if C.npc.Robin.penis isnot "none">>
cum shoots out of <<his>> <<print $NPCList[0].penisdesc>>. Shuddering,
<</if>>
<<he>> falls flat on the bed.
<br><br>
After regaining <<his>> breath, Robin turns on <<his>> side and pulls the cover over <<him>>. You decide to leave <<him>> to rest and close the door.
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>><<effects>>
You decide not to bother Robin. You close the door and return to the main hall.
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>><<effects>>
<<if $masturbationstart is 1>>
<<set $masturbationstart to 0>>
<<set $masturbationstat += 1>>
You want to touch yourself. What you're watching is way too erotic. You try to find a comfortable position behind the door.
<<masturbationstart>>
<<set $timer to random(12,48)>>
<<promiscuity4>>
<</if>>
<<masturbationeffects>>
<<masturbationactions>>
<<masturbationControls "orgasmcurrent|timer">><<effects>>
<<if $orgasmcurrent gte 1>>
You clamp a hand over your mouth to avoid being exposed. Almost simultaneously,
<<else>>
Before you can bring yourself to climax,
<</if>>
Robin's back arches and
<<if $NPCList[0].penis isnot "none">>
cum shoots out of <<his>> <<print $NPCList[0].penisdesc>>. Shuddering,
<</if>>
<<he>> falls flat on the bed. You step away before <<he>> notices you.
<br><br>
After regaining <<his>> breath, Robin turns on <<his>> side and pulls the cover over <<him>>. You decide to leave <<him>> to rest and close the door.
<br><br>
<<endmasturbation>>
<<endcombat>>
<br>
<<link [[Next|Orphanage]]>><<clotheson>><</link>>
<br><<effects>>
You apologise and close the door. You hear Robin call out to you, before giving up.
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>><<effects>><<set _robin to statusCheck("Robin")>>
You enter, closing the door on your way in. Robin pats a spot on <<his>> bed next to <<him>> and you sit down.
<br><br>
"I'm sorry you had to see me like that," <<he>> says, blushing. "I've been feeling strange lately, and it helps a lot."
<br><br>
Before you can answer, <<he>> grabs you by your shoulders and pushes you down onto the bed, straddling you and leaning in for a kiss. You instinctively lean back, and Robin stops.
<br><br>
"I'm sorry," <<he>> says, looking ashamed. "I should've asked first." <<He>> tries to smile, but the look in <<his>> eyes is apologetic. "You can go back to your room. I don't want you to lose sleep because of me."
<br><br>
<<link [[Kiss Robin|Robin Mischief Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<link [[Leave|Robin Mischief Enter Leave]]>><</link>><<effects>>
You get up from the bed and leave the room. Robin doesn't look at you.
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>><<set _robin to statusCheck("Robin")>>
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 500>><<npcexpose>>
<<npckiss>>
<<set $enemyarousalmax to 600>>
<<set $enemyarousalmax to $enemyarousalmax * ($npcArousalMult / 100)>>
<<set C.npc.Robin.lovewake to 1>>
You lean up before <<he>> can pull away, pressing your lips against <<hers>>. <<His>> eyes widen as your lips meet, before closing in bliss.
<</if>>
<<set $enemyanger to 0>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Robin Mischief Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Robin Mischief Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "home">><<schooleffects>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Robin clings to you and smiles.
<<elseif $enemyhealth lte 0>>
"Ow!" Robin says. <<Hes>> still smiling.
<<elseif $finish is 1>>
Robin clings to you and smiles.
<</if>>
<br><br>
<<He>> gazes into your eyes. "I love you." <<He>> kisses you again.
<<if $penisfucked is 1>>
"It feels so good to have you inside me."
<<elseif $vaginafucked is 1>>
"It feels so good inside you."
<</if>>
<<if $orgasmcurrent is 0 and !playerChastity()>>
<<set _mouthful to 1>>
<<if $player.penisExist>>
<<set $penisuse to "othermouth">><<set $penisstate to "othermouth">>
<</if>>
Robin looks playful. "And now..." <<He>> smiles. "<<print either("I make you squeal.","You squeal.","It's your turn.","You cum.","I make you cum.","I get you off.")>>"
<br>
Robin disappears under the cover. A moment later you feel <<his>> tongue licking your <<genitals>>.
<br>
<<arousal 4000 "genitals">>
<<if $arousal gte $arousalmax>>
<<orgasm>>
<<else>>
<br>
After a while of this, Robin crawls back up. "I'm not giving up," <<he>> breathes. <<He>> nips your ear. "That isn't happening."
<br>
Robin disappears back under the cover and goes at it with renewed determination.
<<if $player.penisExist>>
<<set $NPCList[0].mouth to "penis">>
<<takeNPCVirginity "Robin" "oral">>
<</if>>
<<set $arousal to 10000>>
<<if $arousal gte $arousalmax>>
<<orgasm>>
<</if>>
<</if>>
<<He>> kisses you again. "I love you."
<</if>>
<br><br>
<<Hes>> silent for a few seconds, before laughing nervously. "You know," <<he>> says. "I'm glad you were the one who walked in and not... someone else. That could've been awkward."
<br><br>
<<His>> eyes shut, and <<he>> falls into a gentle sleep.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Orphanage]]>><</link>>
<br><<effects>><<npc Robin>><<set $robinBathKnown to true>>
<<if C.npc.Robin.trauma gte 40>>
You open the bathroom door.
<<if $robin_injured>>
You see Robin lying unresponsive in the bathtub. <<He>> turns <<his>> head to look at you, <<his>> eyes dull. You see bruises and scratches over <<his>> body.
<<stress 6>><<gstress>>
<br><br>
<<socialiseicon "ask">><<link [[Ask what happened|Robin Bath Trauma Ask]]>><</link>>
<<else>>
You see Robin struggling in the bathtub. <<He>> nervously looks at you when the door opens, but relaxes when <<he>> realises it's you. You see traces of bruises and scratches healing on <<his>> body.
<br><br>
<<ind>><<link [[Offer to help (0:30)|Robin Bath Trauma]]>><<pass 30>><<npcincr Robin trauma -3>><</link>><<lrtrauma>>
<</if>>
<<else>>
You open the bathroom door. You see Robin bathing in the tub.
<<if $robinromance is 1>>
<<He>> turns around and yelps, but visibly relaxes upon seeing it's you. <<He>> smiles and waves.
<br><br>
<<ind>><<link [[Stay and watch (0:30)|Robin Bath Watch]]>><<pass 30>><<arousal 600>><<npcincr Robin lust 1>><</link>><<garousal>><<glust>>
<<if hasSexStat("exhibitionism", 2) and ($leftarm isnot "bound" or $rightarm isnot "bound")>>
<br>
<<ind>><<link [[Ask to join (0:30)|Robin Bath Join]]>><<pass 30>><<npcincr Robin lust 3>><</link>><<exhibitionist2>><<gglust>>
<</if>>
<<elseif C.npc.Robin.love gte 60>>
<<He>> sees it's you and yelps, but visibly relaxes upon seeing it's you. "Could you... give me a few minutes? I'll be in my room once I'm done here."
<br><br>
<<ind>><<link [[Stay and watch (0:30)|Robin Bath Watch]]>><<pass 30>><<arousal 600>><<npcincr Robin dom -1>><<pass 5>><</link>><<garousal>><<ldom>>
<<if hasSexStat("exhibitionism", 2) and ($leftarm isnot "bound" or $rightarm isnot "bound")>>
<br>
<<ind>><<link [[Ask to join (0:30)|Robin Bath Join]]>><<pass 30>><<npcincr Robin lust 3>><</link>><<exhibitionist2>><<gglust>>
<</if>>
<<else>>
<<He>> turns around and yelps. "P-please leave!"
<br><br>
<<ind>><<link [[Stay and watch|Robin Bath Watch]]>><<arousal 600>><<npcincr Robin love -1>><<npcincr Robin dom -1>><</link>><<garousal>><<llove>><<ldom>>
<</if>>
<</if>>
<br>
<<getouticon>><<link [[Leave|Orphanage]]>>
<<endevent>>
<<if C.npc.Robin.trauma gte 40>>
<<stress 6>><<npcincr Robin confidence -1>>
<</if>>
<</link>>
<<if C.npc.Robin.trauma gte 40>>
<<gstress>><<ldom>>
<</if>><<effects>>
You try your best to enquire Robin about what happened to <<him>>. <<Hes>> silent, only occasionally letting out a muffled weep.
<<stress 6>><<trauma 6>><<gstress>><<gtrauma>>
<br><br>
<<link [[Offer to help (0:30)|Robin Bath Trauma]]>><<pass 30>><<npcincr Robin trauma -3>><</link>><<lrtrauma>>
<br>
<<link [[Leave|Orphanage]]>><<endevent>><<stress 6>><<npcincr Robin confidence -1>><</link>><<gstress>><<ldom>><<effects>><<set $daily.robin.bath to true>>
"Here, let me help you wash," you say. Robin looks at you nervously, but lets you.
<br><br>
You gently scrub Robin's skin, making sure to be extra careful around sensitive areas. Robin gasps as the water rinses <<him>> and stings <<his>> wounds, but <<he>> doesn't pull away from you.
<br><br>
You help Robin get up from the bathtub and reach for a towel. "I-I'll be fine," Robin says softly as <<he>> wraps <<himself>> in the towel, before staggering back to <<his>> room.
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>><<effects>>
<<if $robinromance is 1>>
<<set $daily.robin.bath to true>>
You close the door behind you and observe <<his>> naked body. Robin starts relaxing as <<he>> continues washing <<his>> body.
<<if C.npc.Robin.dom gte 60>>
The way <<he>> scrubs <<himself>> with <<his>> hands starts to accentuate <<his>> body, teasingly tracing around <<his>> <<npcChest>> and baring <<his>> <<npcGenitals>> for you.
<<arousal 600>>
<<else>>
<<He>> keeps shyly looking over at you, but makes no effort to hide <<his>> body.
<</if>>
<br><br>
Eventually, <<he>> exits the bath and wraps <<himself>> in a towel. "I'll wait for you in my room," <<he>> says, kissing you on the cheek before leaving the bathroom.
<<elseif C.npc.Robin.love gte 60>>
<<set $daily.robin.bath to true>>
You ignore Robin's request and observe <<his>> naked body. Robin's face becomes flushed as <<he>> tries to finish bathing as quickly as possible, hiding <<his>> <<npcGenitals>> under the water. <<He>> covers <<himself>> with a towel and turns to you. "I'll... be in my room," <<he>> says with a reddened face, before quickly leaving the bathroom.
<<else>>
You ignore Robin's request and observe <<his>> naked body. Robin's face becomes flushed as <<he>> tries to cover <<his>> <<npcChest>> and <<npcGenitals>>. "Please leave!" <<he>> pleads again. You should leave before anyone comes.
<</if>>
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>><<effects>><<strip>><<wash>><<set $daily.robin.bath to true>>
<<if $robinromance is 1>>
<<He>> smiles. "Of course!" <<He>> looks embarrassed, but still happy.
<<exhibitionism2>>
You strip naked and join Robin in the bathtub. The tub isn't built for two, so Robin needs to squeeze against one side to make room for you. "Here," <<he>> says, gently pulling your head into <<his>> lap. <<He>> rubs shampoo into your hair and washes it, humming under <<his>> breath.
<<stress -6>><<trauma -6>><<lstress>><<ltrauma>>
<br><br>
Eventually, you switch to washing your bodies. Robin scrubs you clean of grime and dirt, and you do the same for <<him>>.
<<if C.npc.Robin.dom gte 80 and C.npc.Robin.lust gte 60>>
As <<he>> washes you, <<his>> hands move to your <<breasts>> and <<genitals>>. You feel <<his>> scrubbing turn to groping.
<br><br>
<<link [[Insist on just washing|Robin Bath Out]]>><<set $phase to 1>><<trauma -6>><<stress -6>><<npcincr Robin dom -1>><</link>><<lstress>><<ltrauma>><<ldom>>
<br>
<<link [[Embrace|Robin Bath Sex]]>><<set $phase to 1>><<npcincr Robin dom 1>><<set $sexstart to 1>><</link>><<gdom>>
<<else>>
You scrub and rinse each other until the both of you are squeaky clean.
<br><br>
<<link [[Get out|Robin Bath Out]]>><<set $phase to 0>><</link>>
<<if hasSexStat("promiscuity", 2)>>
<br>
<<link [[Ask to go further|Robin Bath Sex]]>><<set $phase to 0>><<npcincr Robin love 1>><<npcincr Robin dom 1>><<set $sexstart to 1>><</link>><<glove>><<gdom>>
<</if>>
<</if>>
<<else>>
<<He>> blushes, but nods. "You... you can join," <<he>> says, though <<he>> looks uncomfortable.
<<exhibitionism2>>
You strip naked and join Robin in the bathtub. The tub isn't built for two, so Robin needs to squeeze against one side to make room for you.
<<if C.npc.Robin.lust gte 40>>
You notice Robin ogling your body with a reddened face,
<<else>>
<<He>> tries <<his>> best to avoid staring at you,
<</if>>
while covering <<his>> own <<npcGenitals>>.
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Tease|Robin Bath Join Tease]]>><<npcincr Robin lust 1>><</link>><<glust>><<promiscuous2>>
<br>
<</if>>
<<link [[Ignore|Robin Bath Join Ignore]]>><</link>>
<</if>><<effects>>
You and Robin wash until you're both squeaky clean. Robin exits first, wrapping <<himself>> in a towel. "I'll... be in my room," <<he>> says, before quickly leaving the bathroom.
<br><br>
<<link [[Next|Bath Finish]]>><<endevent>><</link>><<effects>>
You stretch your arms above your head, baring your <<chest>> to Robin. "I'm so tired," you say. "Could you help me wash?"
<<promiscuity2>>
<<if C.npc.Robin.lust gte 40>>
<<He>> stares at your <<chest>> in shock, fiercely blushing. You grab <<his>> wrist and gently guide <<his>> hands to rest on your <<chestsimple>>.
<<if C.npc.Robin.lust gte 80>>
<span class="lewd"><<His>> hands linger.</span> <<He>> slowly rubs your <<breasts>>, a dazed look on <<his>> face. <<He>> doesn't seem to realise that <<hes>> fondling you.
<<arousal 600>><<garousal>>
<br><br>
A few seconds pass and <<his>> eyes widen, before <<he>> pulls <<his>> hand back. "I'm sorry!" <<he>> yelps. "I didn't mean to- I was just trying to wash-" <<He>> stammers a bit more, before quickly exiting the tub, wrapping <<himself>> in a towel and running out of the bathroom.
<<else>>
The moment <<his>> finger brushes your nipple, <<he>> jolts away. "S-sorry," <<he>> says, "but I'm just about done anyway." <<He>> quickly exits the tub, wraps <<himself>> in a towel and exits the bathroom.
<</if>>
<<else>>
Robin quickly looks away. "S-sorry," <<he>> says, "but I'm just about done anyway." <<He>> quickly exits the tub, wraps <<himself>> in a towel and exits the bathroom.
<</if>>
<br><br>
<<link [[Next|Bath Finish]]>><<endevent>><</link>><<effects>>
<<if $phase is 1>>
"Not now," you say, pushing <<him>> away. Robin nods and returns to just scrubbing you.
<br><br>
Eventually,
<</if>>
Robin exits the bath and wraps <<himself>> in a towel. "I'll wait for you in my room," <<he>> says, kissing you on the cheek before leaving the bathroom.<<wash>>
<br><br>
<<link [[Next|Bath Finish]]>><<endevent>><</link>><<set _robin to statusCheck("Robin")>>
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 500>><<npcexpose>>
<<if $phase is 1>>
You pull <<him>> close to you. <<He>> presses <<his>> naked body against yours.
<<else>>
"Just bathing is boring," you whisper, pressing your naked body against <<his>>. <<His>> breathing catches, and <<he>> embraces you.
<</if>>
<</if>>
<<set $enemyanger to 0>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Robin Bath Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Robin Bath Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "home">><<schooleffects>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Robin clings to you and smiles.
<<elseif $enemyhealth lte 0>>
"Ow!" Robin says. <<Hes>> still smiling.
<<elseif $finish is 1>>
Robin clings to you and smiles.
<</if>>
<br><br>
<<He>> gazes into your eyes. "I love you." <<He>> kisses you again.
<<if $penisfucked is 1>>
"It feels so good to have you inside me."
<<elseif $vaginafucked is 1>>
"It feels so good inside you."
<</if>>
<<if $orgasmcurrent is 0 and !playerChastity()>>
<<set _mouthful to 1>>
<<if $player.penisExist>>
<<set $penisuse to "othermouth">><<set $penisstate to "othermouth">>
<</if>>
Robin looks playful. "And now..." <<He>> smiles. "<<print either("I make you squeal.","You squeal.","It's your turn.","You cum.","I make you cum.","I get you off.")>>"
<br>
Robin disappears under the water. A moment later you feel <<his>> tongue licking your <<genitals>>.
<br>
<<arousal 4000 "genitals">>
<<if $arousal gte $arousalmax>>
<<orgasm>>
<<else>>
<br>
After a while of this, Robin emerges. "I'm not giving up," <<he>> breathes. <<He>> nips your ear. "That isn't happening."
<br>
Robin disappears back under the water and goes at it with renewed determination.
<<if $player.penisExist>>
<<set $NPCList[0].mouth to "penis">>
<<takeNPCVirginity "Robin" "oral">>
<</if>>
<<set $arousal to 10000>>
<<if $arousal gte $arousalmax>>
<<orgasm>>
<</if>>
<</if>>
<<He>> kisses you again. "I love you."
<</if>>
<br><br>
Robin looks down at your body. "Now we need to wash again," <<he>> jokes. The two of you quickly clean each other's bodies.<<wash>>
<br><br>
Once <<hes>> done, Robin exits the bath and wraps <<himself>> in a towel. "I'll wait for you in my room," <<he>> says, kissing you on the cheek before leaving the bathroom.
<br><br>
<<endcombat>>
<<link [[Next|Bath Finish]]>><<endevent>><</link>><<effects>>
"I wouldn't mind you watching me," you whisper, continuing to bathe yourself.
<<exhibitionism2>>
<<if C.npc.Robin.love gte 60>>
Robin hesitates. "I-I don't think that's a good idea," <<he>> says, blushing. "What if someone comes in? I'll just be in my room." <<He>> quickly turns around and leaves the bathroom.
<<else>>
Despite your invitation, Robin quickly backs away and leaves the bathroom.
<</if>>
<br><br>
<<link [[Next|Bath]]>><<endevent>><</link>><<effects>><<wash>>
"Can you help me with washing?" you ask, smiling at <<him>>.
<<promiscuity2>>
<<if $robinromance is 1>>
Robin stops at the door and turns around. "Sure!" <<He>> kneels by the side of the tub. "Here," <<he>> says, gently pulling your head toward the edge of the tub. <<He>> rubs shampoo into your hair and washes it, humming under <<his>> breath.
<<stress -6>><<trauma -6>><<lstress>><<ltrauma>>
<br><br>
After that, <<he>> moves on to the rest of your body. <<His>> hands massage your tense shoulders and back. <<He>> soaps <<his>> hands up, then runs them over your <<chest>> and <<genitals>>.
<<arousal 600>><<garousal>>
<br><br>
Robin helps you get up from the bathtub after rinsing you clean. <<He>> grabs a towel from the stack and gently dries your damp body. "I'll leave you to get dressed," <<he>> says. <<He>> pecks you on the cheek before leaving.
<br><br>
<<link [[Next|Bath Finish]]>><<endevent>><</link>>
<<else>>
Robin looks at you nervously, but nods. <<He>> shuffles closer to the tub, doing <<his>> best to not let <<his>> eyes linger anywhere for too long.
<br><br>
"Here," <<he>> says, gently pulling your head toward the edge of the tub. <<He>> rubs shampoo into your hair and washes it, humming under <<his>> breath.
<<stress -6>><<trauma -6>><<lstress>><<ltrauma>>
<br><br>
After that, <<he>> moves on to the rest of your body. <<His>> hands massage your tense shoulders and back.
<<if C.npc.Robin.lust gte 60>>
<<He>> avoids touching your <<chest>>, but can't stop staring.
<<else>>
<<He>> avoids touching your <<chest>>.
<</if>>
<br><br>
<<link [[Finish bathing|Bath Robin Help 2]]>><<set $phase to 0>><</link>>
<br>
<<link [[Tease|Bath Robin Help 2]]>><<set $phase to 1>><<npcincr Robin lust 1>><</link>><<promiscuous2>><<glust>>
<</if>><<effects>>
<<if $phase is 0>>
"I'll let you finish the rest," Robin says, standing up. "I'll be in my room." <<His>> flushed face is visible as <<he>> leaves the bathroom.
<<else>>
"I wouldn't mind you getting in with me," you say. Robin makes an odd sound.
<<promiscuity2>>
Robin stays quiet after that, rinsing off your shoulders and back. "I'll let you finish the rest," <<he>> says, standing up. "I'll be in my room." <<His>> flushed face is visible as <<he>> quickly leaves the bathroom.
<</if>>
<br><br>
You're almost done, and only have a little more to do until you're squeaky clean.
<br><br>
<<link [[Next|Bath Finish]]>><<endevent>><</link>><<effects>><<set $phase to 0>>
"Why don't you join me?" you ask. "Now's around when you take your baths anyway." At your request, Robin undresses and eagerly gets in the bathtub with you.
<<promiscuity2>>
The tub isn't built for two, so you need to squeeze against one side to make room for Robin. "Here," <<he>> says, gently pulling your head into <<his>> lap. <<He>> rubs shampoo into your hair and washes it, humming under <<his>> breath.
<<stress -6>><<trauma -6>><<lstress>><<ltrauma>>
<br><br>
After that, Robin gently helps scrub you clean of dirt and grime, and you do the same for <<him>>. You scrub and rinse each other until you're both squeaky clean.
<br><br>
<<link [[Get out|Robin Bath Out]]>><</link>>
<br>
<<link [[Ask to go further|Robin Bath Sex]]>><<npcincr Robin love 1>><<npcincr Robin dom 1>><<set $sexstart to 1>><</link>><<glove>><<gdom>><<effects>>
<<if $phase is 0>>
Robin pauses, in the middle of taking off <<his>> shirt. "Oh," <<he>> says, a little confused. "Okay, I'll... be in my room." <<He>> awkwardly puts <<his>> clothes back on and leaves the bathroom.
<br><br>
<<link [[Next|Bath]]>><<endevent>><</link>>
<<else>>
Robin smiles and strips, before entering the bathtub <<himself>>. The tub isn't built for two, so Robin needs to squeeze against one side to make room for you. "Here," <<he>> says, gently pulling your head into <<his>> lap. <<He>> rubs shampoo into your hair and washes it, humming under <<his>> breath.
<<stress -6>><<trauma -6>><<lstress>><<ltrauma>>
<br><br>
Eventually, you switch to washing your bodies. Robin scrubs you clean of grime and dirt, and you do the same for <<him>>.
<<if C.npc.Robin.dom gte 80 and C.npc.Robin.lust gte 60>>
As <<he>> washes you, <<his>> hands move to your <<breasts>> and <<genitals>>. You feel <<his>> scrubbing turn to groping.
<br><br>
<<link [[Insist on just washing|Robin Bath Out]]>><<set $phase to 1>><<trauma -6>><<stress -6>><<npcincr Robin dom -1>><</link>><<lstress>><<ltrauma>><<ldom>>
<br>
<<link [[Embrace|Robin Bath Sex]]>><<set $phase to 1>><<npcincr Robin dom 1>><<set $sexstart to 1>><</link>><<gdom>>
<<else>>
You scrub and rinse each other until the both of you are squeaky clean.
<br><br>
<<link [[Get out|Robin Bath Out]]>><<set $phase to 0>><</link>>
<<if hasSexStat("promiscuity", 2)>>
<br>
<<link [[Ask to go further|Robin Bath Sex]]>><<set $phase to 0>><<npcincr Robin love 1>><<npcincr Robin dom 1>><<set $sexstart to 1>><</link>><<glove>><<gdom>>
<</if>>
<</if>>
<</if>><<effects>>
<<if $robinromance is 1>>
Robin's fists clench, and <<his>> face reddens, as you speak. <<He>> looks away from you, hiding <<his>> expression. "I thought," <<he>> says, stifling a sob. "I thought you liked me." <<He>> covers <<his>> face with an arm. "I'm sorry. I shouldn't say that. I still love you, but I need to be alone for a while."<<lllove>><<npcincr Robin love -3>>
<br><br>
You leave Robin with <<his>> thoughts.
<br><br>
<<link [[Leave|Orphanage]]>><<set $fromRobinRoom to true>><<set $robin_kicked_out to true>><<set $daily.robin.kickedOut to true>><<endevent>><</link>>
<br>
<<else>>
Robin nods, and frowns. "I understand," <<he>> says. "It's exciting, in a way! Bailey will help too. There's nothing to be afraid of." <<He>> squeezes your hand.<<gglove>><<npcincr Robin love 3>>
<br><br>
<<robinoptions>>
<</if>><<effects>>
<<if $robinromance is 1>>
Robin looks away as you speak, hiding <<his>> expression. "I thought-" <<he>> begins, but interrupts <<himself>> and looks out the window instead. "I'm sorry. I should be supportive, and I will, but I need to be alone for a while."
<br><br>
You leave Robin with <<his>> thoughts.
<br><br>
<<link [[Leave|Orphanage]]>><<set $fromRobinRoom to true>><<set $robin_kicked_out to true>><<set $daily.robin.kickedOut to true>><<endevent>><</link>>
<br>
<<else>>
Robin shushes you. "It doesn't matter," <<he>> says. "I'll support you no matter what." <<He>> squeezes you. "It's exciting, in a way! Bailey will help too. There's nothing to be afraid of."
<br><br>
<<robinoptions>>
<</if>><<effects>>
"I'm so sorry," Robin says, on the verge of tears. "I'm here for you, no matter what." <<He>> squeezes you tight, and is reluctant to relinquish <<his>> grip.<<ggglove>><<npcincr Robin love 9>>
<br><br>
<<robinoptions>><<effects>><<npc Robin>><<person1>><<wearProp "thermos" 0 "closed">>
"Hey," someone calls out from behind, catching your attention. You turn around. It's Robin, standing there with a friendly smile.
<<He>> has <<his>> hands behind <<his>> back, like <<he>> is hiding something special.
<br><br>
<<if $speech_attitude is "meek">>
"Good morning, Robin," you greet <<him>> with a gentle smile. "What do you have in your hands?"
<br><br>
<<elseif $speech_attitude is "bratty">>
"Morning," you sigh. "Can't even enjoy a real break on the weekends, huh? Same here."
<br><br>
<<else>>
"Good morning." You nod to <<him>>. "What are you hiding there?"
<br><br>
<</if>>
"Morning." Robin smiles and shows you the thermos <<he>> was hiding. <<He>> hands it to you. "I've prepared some <<print Time.season is "winter" ? "hot chocolate" : "lemonade">> for you."
<br><br>
"Nice surprise. Thanks!" you say. <<He>> gives you a shy smile. "It's the only thing I can do for you that might cheer you up."
<br><br>
<<link [[Compliment|Robin Weekend Gift 2]]>><<set $phase to 0>><<npcincr Robin dom 1>><</link>><<gdom>>
<br>
<<link [[Stay quiet|Robin Weekend Gift 2]]>><<set $phase to 1>><<npcincr Robin dom -1>><</link>><<ldom>><<effects>>
<<if $phase is 0>>
"How so? You've helped me so much. Being around you gives me strength," you tell <<him>>, watching the smile on Robin's face grow.<<npcincr Robin love 1>><<glove>>
<br><br>
"Thank you! I think I'm going to be happy all day now because of that." Robin licks <<his>> bottom lip as a blush spreads across <<his>> face. "I'll see you tonight, okay? I have to go get set up at the <<print Time.season is "winter" ? "park" : "beach">> now." With that, <<he>> leaves, a spring in <<his>> step.
<br><br>
<<else>>
You stay silent, as if proving <<him>> wrong: not even Robin's <<print Time.season is "winter" ? "hot chocolate" : "lemonade">> can cheer you up. Robin looks even more nervous, and <<he>> struggles to put a smile on <<his>> face. "Anyway, I hope you like my drink. I've got to get to the <<print Time.season is "winter" ? "park" : "beach">> now. Have a good day." With that, <<he>> leaves.
<br><br>
<</if>>
<<link [[Take a sip|Robin Weekend Gift 3]]>><<handheldon>><</link>><<effects>>
You unscrew the thermos.
<<if Time.season is "winter">>
<<wearProp "thermos" 0 "hot">>
The mellow aroma of hot chocolate fills the air as a cloud of steam warms your face. You drink it, and your whole body feels warmer.
<<else>>
<<wearProp "thermos" 0 "open">>
The light fragrance of lemon fills the air. The lemonade is cold, and drinking it revitalises you. You feel refreshed.
<</if>>
<<lstress>><<stress -6>>
<br><br>
<<link [[Next|Domus Street]]>><<endevent>><</link>><<effects>>
<<if $speech_attitude is "meek">>
"Can... Can I help around the orphanage?" you ask softly, avoiding <<his>> gaze. "Maybe pay off my debt that way..?"
<<elseif $speech_attitude is "bratty">>
"Let me help around the orphanage," you say. "Help the kids, sure as hell better than giving you money."
<<else>>
"Let me help you with the orphanage," you suggest. "I'll help cut down maintenance costs while paying my debt, it's a win-win."
<</if>>
<br><br>
Bailey squints at you, looking you up and down before saying
<<if $housekeepingSuccess is 1>>
<<set $bailey_housekeeping to 1>>
"<span class="green">Fine</span>, you seem capable enough to not mess this up. It'll be based on your performance, got it?" <<he>> leans back, staring you square in the eyes. "And no, I won't be paying you for doing extra. Unless there's anything else, get out. I have work to do."
<<else>>
"<span class="red">Hah! You?</span>" <<he>> scoffs. "I'd be surprised if you didn't burn the orphanage down within a week. Get out and stop wasting my time."
<</if>>
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>><<effects>>
<<if $speech_attitude is "meek">>
"Please give me another chance..." you plead. "I'll work really hard..."
<<elseif $speech_attitude is "bratty">>
"Look, I've improved," you say. "Just give me the job."
<<else>>
"Give me another chance," you suggest. "You can't maintain the orphanage alone forever."
<</if>>
<br><br>
Bailey looks you over and
<<if $housekeepingSuccess is 1>>
<<set $bailey_housekeeping to 1>>
sighs "<span class="green">Fine</span>, you seem capable enough to not mess this up. It'll be based on your performance, got it?" <<he>> leans back, staring you square in the eyes. "And no, I won't be paying you for doing extra. Unless there's anything else, get out. I have work to do."
<<else>>
flatly says "<span class="red">No</span>, get out."
<</if>>
<br><br>
<<link [[Next|Orphanage]]>><<endevent>><</link>><<effects>>
<<if $phase is 0>> /* Stay put */
You decide to stay where you are, taking a moment to watch the scene in front of you.
<br><br>
Robin's eyes are wide with awe as the bird preens itself, occasionally letting out a chirp. <<Hes>> impossibly still. You can't help but question if <<hes>> breathing.
<br><br>
The wind gently blows. For the moment, you let yourself relax to enjoy the scene. Despite everything, right here and right now you're okay. <<if C.npc.Robin.trauma gte 1>> Both of you are okay.<</if>><<stress -6>><<lstress>><<npcincr Robin trauma -1>><<lrtrauma>>
<br><br>
<<link [[Next|Robin Bird Visit End]]>><</link>>
<br>
<<elseif $phase is 1>> /* Sneak closer */
<<skulduggerycheck "silent">>
<<if $skulduggerysuccess is 1>>
You lower yourself to the ground, slowly moving towards Robin to avoid scaring the bird. You sit down beside <<him>>, looking at <<his>> face. <<His>> expression is that of pure joy.<<npcincr Robin trauma -1>><<lrtrauma>>
<br><br>
<<He>> looks at you, then back to the bird, <<his>> eyes wide with awe.
<br><br>
You look at the bird, a simple and innocent creature. You can feel your stress melting away as you appreciate one of the little things in the world.<<stress -6>><<lstress>>
<br><br>
<<link [[Wait|Robin Bird Visit End]]>><</link>>
<br>
<<if ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled"))>>
<<link [[Sing|Robin Bird Visit Sing]]>><</link>><<harpy>>
<br>
<</if>>
<<else>>
You lower yourself to the ground, slowly moving towards Robin. As you crawl, your hand lands on a twig. The snap of the twig spooks the bird, causing it to fly off.
<br><br>
For a moment, Robin looks hurt, but <<he>> soon gives you a small smile. "That was nice while it lasted. I wish you could have gotten closer. It was so pretty!"
<br><br>
<<He>> gets up and dusts <<himself>> off. "I should head inside. I told some of the other orphans I'd help them with chores. It's nice seeing you!"
<br><br>
<<link [[Next|Garden]]>><<endevent>><</link>>
<br>
<</if>>
<<elseif $phase is 2>> /* Scare the bird */
<<if $speech_attitude is "meek">>
You walk over to Robin. "Boo!" you say, raising your arms.
<<elseif $speech_attitude is "bratty">>
"Ew, what is that?" you shout as you run towards Robin. "Don't touch that thing!"
<<else>>
"What are you doing?" you ask Robin as you walk over. "No, don't touch it!"
<</if>>
<br><br>
The bird flies off, fearful of your sudden presence.
<br><br>
Robin pouts. <<He>> looks hurt. "Why would you do that?"<<npcincr Robin love -1>><<npcincr Robin dom -1>><<llove>><<ldom>>
<br><br>
You offer your hand to help <<him>> up. <<= C.npc.Robin.dom gte 20 ? "<<He>> shakes <<his>> head, getting up by <<himself>>" : "<<He>> reluctantly takes your hand, rising to <<his>> feet">>.
<br><br>
<<He>> dusts <<himself>> off. "I should head inside. Some of the other orphans probably need my help right now. I'll see you later... Alright?" <<He>> turns to head inside the orphanage, <<his>> shoulders hunched.
<br><br>
<<link [[Next|Garden]]>><<endevent>><</link>>
<br>
<<else>> /* Pounce on Robin */
You get on all fours, wiggling your hips as you tighten your muscles. You launch yourself towards the bird.
<br><br>
The bird screeches at the sight of you, quickly flying away. You collide with Robin, knocking <<him>> down.
<br><br>
"Why did you do that!?" Robin asks, <<= C.npc.Robin.dom gte 20 ? "<<his>> voice trembling" : "tears welling in <<his>> eyes">>.<<npcincr Robin love -1>><<npcincr Robin dom -1>><<llove>><<ldom>>
<br><br>
<<= C.npc.Robin.dom gte 20 ? "<<He>> sighs as <<he>> pulls <<himself>> out from under you" : "<<He>> sniffles, staying trapped under you until you decide to get off of <<him>>">>.
<br><br>
"That wasn't very nice," Robin pouts, dusting <<himself>> off. "I think some of the other orphans need my help. I'll see you later." <<He>> turns to head into the orphanage.
<br><br>
<<link [[Next|Garden]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
You decide to sing. It's not long before the bird joins you in song.
<br><br>
Robin's eyes widen, and <<his>> mouth falls open.<<npcincr Robin love 1>><<glove>>
<br><br>
"Holy shit," you hear from the door that goes into the orphanage. Stopping your song, you look to see a <<generatey2>><<person2>><<person>> standing in the doorway. "Have you ever thought about being a singer?"
<br><br>
You give the orphan a smile and turn back to Robin. <<person1>><<He>> closes <<his>> mouth, nodding in agreement with the <<person2>><<personsimple>>.
<br><br>
<<link [[Next|Robin Bird Visit End]]>><</link>>
<br><<effects>>
You and Robin watch the bird finally fly away into the <<if Time.dayState is "night">>night<</if>> sky.
<br><br>
<<person1>><<He>> lets out a breath. "That was so cool! I didn't realise I was holding my breath. It just landed on my hand!" <<he>> rambles. "Thank you for joining me."
<br><br>
<<He>> stands up to dust <<himself>> off. "I should go help some of the other orphans with their chores. I'll see you later! Bye!" <<He>> turns to walk into the orphanage with a pep in <<his>> step.
<br><br>
<<link [[Next|Garden]]>><<endevent>><</link>>
<br><<effects>>
"You're putting down a deposit? Fine, saves me the trouble of finding you." <<he>> says without looking up. <<if $baileyDeposit gt 0>>"If it's a withdrawal, I'll be taking a <span class="red">$depositWithdrawalFee%</span> fee."<</if>>
<br><br>
<div id="depositAmount">
<<numberbox "_depositAmount" 1>>
<br>
</div>
<div id="depositExit">
<<link "Deposit">>
<<set _depositAmount = Math.clamp(_depositAmount * 100, 1, $money)>>
<<replace #depositExit>><<depositBaileyExitConfirm 0>><</replace>><<replace #depositAmount>><</replace>>
<</link>>
<br>
<<link "Withdrawal">>
<<set _depositAmount = _depositAmount * 100>>
<<replace #depositExit>><<depositBaileyExitConfirm 1>><</replace>><<replace #depositAmount>><</replace>>
<</link>>
</div>
<br>
<<link [[Cancel|Orphanage]]>><<endevent>><<clotheson>><</link>>
<br><<set $outside to 0>><<set $location to "home">><<effects>>
<<if $speech_attitude is "meek">>
"Would you like to go for a walk?" you ask.
<<elseif $speech_attitude is "bratty">>
"Time for some exercise," you say.
<<else>>
"Let's go for a walk," you say.
<</if>>
<br><br>
<<if C.npc.Robin.trauma gte 40>>
Robin smiles and nods.
<br><br>
<<else>>
"Good idea," Robin says. "Where do you want to go?"
<br><br>
<</if>>
<<if !$daily.robin.walk>>
<<foresticon>><<link [[Forest (0:30)|Robin Forest]]>><<pass 30>><<set $daily.robin.walk to 1>><</link>>
<br>
<</if>>
<<if C.npc.Robin.love gte 20 and $money gte 1500 and !$daily.robin.cinema>>
<<socialiseicon "cinema">><<link [[Cinema (£15 2:00)|Robin Walk Cinema]]>><<if Time.hour lt 12 and (Time.schoolDay or Time.isWeekEnd())>><<pass 15>><</if>><</link>>
<br>
<</if>>
<<if $halloween_robin is 1 and $halloween_robin_costume is "ghost" and !(Time.monthDay is 31 and Time.hour gte 16)>>
<!-- SANITY: Intentional mismatch between stated time and actual time. Extra time is passed later on in the event -->
<<if !$robin_forest_visited>>
<<foodicon "halloween">><<link [[Go shopping for Halloween costumes (0:30)|Robin Forest Shop]]>><<pass 10>><</link>>
<<else>>
<<foodicon "halloween">><<link [[Go shopping for Halloween costumes (0:20)|Robin Forest Shop]]>><<pass 10>><</link>>
<</if>>
<br>
<</if>>
<br>
<<robinoptions>><<set _robin to statusCheck("Robin")>>
<<if $speech_attitude is "meek">>
"Would you like to go to the cinema?" you ask.
<<elseif $speech_attitude is "bratty">>
"Let's see a film," you say.
<<else>>
"Want to go to the cinema?" you ask.
<</if>>
<br><br>
<<if Time.hour lt 12 and (Time.schoolDay or Time.isWeekEnd())>>
<<effects>>
<<His>> eyes light up, but then looks at the clock on the wall. "I can't," <<he>> says. "I need to get ready soon. I can go in the evening."
<br><br>
<<robinoptions>>
<<else>>
<<set $outside to 0>><<set $location to "town">><<effects>>
<<set $daily.robin.cinema to 1>>
<!-- note: changes to _robin *will* affect C.npc.Robin -->
<!-- does not use the new NPC clothes system completely, needs Robin crosdressing events to better determine when Robin will crossdress -->
<<if _robin.outfits isnot undefined>>
<<if _robin.outfits.length gt 0 and _robin.outfits.some(x => x.includes("robinGift"))>>
<<set _robinOutfits to clone(_robin.outfits)>>
<<set _robinOutfits to _robinOutfits.filter(x => x.includes("robinGift")).random()>>
<<npcClothesName _robin _robinOutfits>><<npcClothesName $NPCList[0] _robin.clothes.set>>
<</if>>
<</if>>
<<set $daily.robin.walk to 2>><<money -1500 "robin">>
<<if (["robinGiftTuxedo", "robinGiftShirt"].includes(_robin.clothes.set) and _robin.pronoun is "m") or (["robinGiftSundress", "robinGiftGown"].includes(_robin.clothes.set) and _robin.pronoun is "f") or ["robinGiftKimono"].includes(_robin.clothes.set)>>
<<His>> eyes light up and <<he>> jumps to <<his>> feet. "Let me get changed first", as <<he>> pulls out <<his>> <<print _robin.clothes.upper.name>>.
<<if $robinromance is 1>>
<<He>> looks at you, blushing, "I don't mind if you want to watch me change."<<glust>><<npcincr Robin lust 1>>
<<else>>
<<He>> looks at you, blushing, "Can you turn around while I change, please?"
<</if>>
<br><br>
<<elseif ((["robinGiftTuxedo", "robinGiftShirt"].includes(_robin.clothes.set) and _robin.pronoun is "f") or (["robinGiftSundress", "robinGiftGown"].includes(_robin.clothes.set) and _robin.pronoun is "m"))
and $robinromance is 1 and _robin.crossdress gte 5>>
<<His>> eyes light up and <<he>> jumps to <<his>> feet. "Let me get changed first," <<he>> says as <<he>> pulls out <<his>> <<print _robin.clothes.upper.name>>.
"I wonder if anyone will recognise me." <<He>> looks at you, blushing. "I don't mind if you want to watch me change."<<glust>><<npcincr Robin lust 1>>
<br><br>
<<else>>
<<His>> eyes light up and <<he>> jumps to <<his>> feet.
<</if>>
"What will we see?" <<he>> asks. <<His>> smile falters a moment. "Nothing scary I hope."
<br><br>
<<if $robinromance is 1>>
You walk hand in hand to the High Street. The cinema stands beside the shopping centre. Three films are showing.
<br><br>
<<else>>
You walk together to the High Street. The cinema stands beside the shopping centre. Three films are showing.
<br><br>
<</if>>
<<link [[Superhero (1:30)|Robin Cinema Popcorn]]>><<set $phase to 0>><<pass 90>><<stress -12>><</link>><<lstress>>
<br>
<<link [[Romance (1:30)|Robin Cinema Popcorn]]>><<set $phase to 1>><<pass 90>><<stress -12>><</link>><<lstress>>
<br>
<<link [[Horror (1:30)|Robin Cinema Popcorn]]>><<set $phase to 2>><<pass 90>><<stress 6>><</link>><<gstress>>
<br>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>><<wearProp "ticket">>
<<switch $phase>>
<<case 1>>
<<set _popcornIntro to "\"Can we get popcorn?\" Robin asks as you buy the tickets. \"It's not proper without popcorn.\"">>
<<set _theatreLink to "Romance">>
<<case 2>>
<<set _popcornIntro to "Robin's face turns white. \"A scary film?\" <<he>> asks. \"I'm not good with scary. Can we at least get some popcorn? It might make it less scary.\"">>
<<set _theatreLink to "Horror">>
<<default>>
<<set _popcornIntro to "\"I wanted to see this,\" Robin says as you buy the tickets. <<He>> bobs on <<his>> heels. \"Can we get popcorn?\"">>
<<set _theatreLink to "Superhero">>
<</switch>>
_popcornIntro
<br><br>
<<if ndef $popcorn>><<set $popcorn to 0>><</if>>
<<if $popcorn is 1>>
<<if $speech_attitude is "meek">>
"Oh, yes!" You clap your hands and pull out the popcorn you purchased from the balloon stand. "I bought some popcorn earlier and was saving it for a special occasion. I'm certain it's cheaper than here."
<<elseif $speech_attitude is "bratty">>
"Hell yeah, we can!" You grin and pull out the popcorn you purchased from the balloon stand. "Check out what I smuggled in. Fuck concession stand prices, am I right?"
<<else>>
"Absolutely." You nod and pull out the popcorn you purchased from the balloon stand. "I bought some popcorn earlier to save a few quid."
<</if>>
<br><br>
"Did you get that from that balloon stand <<print Time.season is "winter" ? " in the park" : "on the beach">>?
<<if $balloonStand.robin.status is "helped">>
The person who runs it seems nice. I'm happy to support another entrepreneur." Robin smiles.
<<elseif $balloonStand.robin.status is "sabotaged">>
<<if $balloonStand.robin.knows is false>>
Why would you give them your custom?" Robin asks, sounding wounded. "I'm struggling as is, and I don't need my <<print $robinromance is 1 ? "<<girlfriend>>" : "best friend">> shopping at the competitor."
<<else>>
You're shopping there too?" Robin asks, sounding aghast. "Giving them business ideas wasn't enough?"
<</if>>
<br><br>
It takes several minutes to calm Robin down, but <<he>> begrudgingly acknowledges that you meant no harm. <<npcincr Robin love -5>><<npcincr Robin dom -3>>
<<else>>
I'm still a little wary about sharing the beach with them, but their popcorn does smell delicious..." Robin gives you a tentative smile.
<</if>>
<br><br>
<<socialiseicon "cinema">><<link [[Enter theatre|"Robin Cinema " + _theatreLink]]>><<handheldon>><<set $phase2 to "popcorn">><</link>>
<<else>>
<<if $money gte 1000>>
<<foodicon "popcorn">><<link [[Buy popcorn (£10)|"Robin Cinema " + _theatreLink]]>><<handheldon>><<money -1000 "robin">><<set $popcorn += 1>><<set $phase to "purchase">><<set $phase2 to "popcorn">><</link>><br>
<<socialiseicon "cinema">><<link [[Enter theatre|"Robin Cinema " + _theatreLink]]>><<handheldon>><</link>>
<<else>>
<<if $speech_attitude is "meek">>
"I-I'm so sorry, but I can't afford it..." You bite your lip and glance away from Robin.
<<elseif $speech_attitude is "bratty">>
You make a show of patting yourself down. "Yeah, I got nothing on me. Buy the popcorn yourself if you want it that bad."
<<else>>
"I'm sorry," you say. "I can't afford it."
<</if>>
<br><br>
<<if $robinmoney gte 10>>
"That's okay," Robin assures you. "My treat!" <<He>> purchases a bag of popcorn for the two of you to share. <<set $robinmoney -= 10>><<set $popcorn += 1>>
<br><br>
<<socialiseicon "cinema">><<link [[Enter theatre|"Robin Cinema " + _theatreLink]]>><<handheldon>><<set $phase2 to "popcorn">><</link>>
<<else>>
"Oh." Robin looks crestfallen for a moment, but <<he>> quickly shakes it off. "It's okay! I guess I shouldn't've brought it up, because I can't afford it either." <<He>> gives a sheepish little laugh.
<br><br>
<<socialiseicon "cinema">><<link [[Enter theatre|"Robin Cinema " + _theatreLink]]>><<handheldon>><</link>>
<</if>>
<</if>>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>>
<<if $phase is "purchase">><<wearProp "popcorn">>You purchase a bag of overpriced, if tasty, popcorn.<</if>>
<<if $phase2 is "popcorn">><<wearProp "popcorn">><</if>>
Robin runs ahead of you into the theatre. You find <<him>> waiting by the attendant, looking sheepish. You had the tickets. Once through, <<he>> runs ahead again, finding two free seats near the middle of the room. <<He>> waves at you.
The film soon starts. It's pretty good. Robin enjoys it, and laughs along with the rest of the audience.
<br><br>
<<if $robinromance is 1>>
<<link [[Fondle|Robin Cinema Fondle]]>><<npcincr Robin lust 1>><</link>><<promiscuous1>><<handheldon>><<glust>>
<br>
<</if>>
<<link [[Keep watching (0:15)|Robin Cinema Watch]]>><<pass 15>><<handheldon>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
<<if $phase2 is "popcorn">><<popcornEat>><</if>>
You spill popcorn on Robin's lap. You clean the mess off <<him>>, and feel around <<his>> thighs for any you missed. In a moment of daring, you
<<npcUndressText `C.npc.Robin` "lower">> and
<<if $NPCList[0].penis isnot "none">>
fondle <<his>> penis through <<his>> underwear. <<Hes>> soon erect under your attention.
<<else>>
fondle <<his>> pussy through <<his>> underwear. <<Hes>> soon wet under your attention.
<</if>>
<<promiscuity1>>
<<He>> stares at the screen, but you hear a small moan escape <<him>>.
<br><br>
<<if hasSexStat("promiscuity", 4)>>
<<link [[Give oral (0:15)|Robin Cinema Oral]]>><<pass 15>><<npcincr Robin love 1>><</link>><<promiscuous4>><<glove>>
<br>
<</if>>
<<link [[Cover Robin and watch the movie (0:15)|Robin Cinema Watch]]>><<set $phase to 1>><<pass 15>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
You glance around. Everyone's watching the film. You lean into Robin's lap and pull down <<his>> underwear. <<He>> looks down, incredulous, but <<he>> doesn't stop you.
<<promiscuity4>>
<<if $NPCList[0].penis isnot "none">>
You kiss <<his>> shaft a couple of times, then <<oraltext>> lick <<his>> glans. <<He>> rests <<his>> hands on your head as you circle and tease <<his>> tip. <<He>> grips your hair.
<<else>>
You kiss <<his>> labia a couple of times, then <<oraltext>> lick <<his>> clit. <<He>> rests <<his>> hands on your head as you circle and tease <<his>> tip. <<He>> grips your hair.
<</if>>
You keep working at it, until <<he>> shudders and moans in climax.
<br><br>
<<if $NPCList[0].penis isnot "none">>
<<bodyliquid "face" "semen">>
<</if>>
Someone in front turns and shushes <<him>>. "S-sorry," <<he>> pants in response. You clean up the spilled juices with a tissue, then sit back upright. <<He>> pants as <<he>> covers <<his>> lap.
<br><br>
You watch the film to its satisfying conclusion. Robin doesn't say much on the way home, but insists on holding your hand. <<takeHandholdingVirginity "Robin" "romantic">>
<br><br>
<<link [[Next|Robin Options]]>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
<<if $phase2 is "popcorn">><<popcornEat>><</if>>
You watch the film to its satisfying conclusion.
<<if $phase is 1>>
Robin talks about it the entire way home. <<He>> doesn't mention your probing hand, though <<he>> looks flushed.
<<else>>
Robin talks about it the entire way home, stopping only once back in <<his>> bedroom.
<</if>>
<br><br>
<<set $phase to 0>>
<<link [[Next|Robin Options]]>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
<<if $phase is "purchase">>You purchase a bag of overpriced, if tasty, popcorn.<</if>>
<<if $phase2 is "popcorn">><<wearProp "popcorn">><</if>>
<<if $robinromance is 1>>
<<set $dateCount.Total++>><<set $dateCount.Robin++>>
You enter the theatre. Robin picks seats near the back. "I hope it's good," <<he>> says. You don't have to wait long.
<br><br>
You find the film too slow-paced, but Robin is engrossed. <<He>> doesn't take <<his>> eyes off the screen.
<br><br>
<<link [[Just watch (0:15)|Robin Cinema Romance Watch]]>><<pass 15>><</link>>
<br>
<<link [[Get closer|Robin Cinema Closer]]>><</link>>
<br>
<<else>>
<<if $phase2 is "popcorn">><<popcornEat>><</if>>
You enter the theatre. Robin picks seats near the middle. "I hope it's good," <<he>> says. You don't have to wait long.
<br><br>
You find the film too slow-paced, but Robin is engrossed. <<He>> doesn't take <<his>> eyes off the screen. <<He>> applauds when the credits roll, and talks about the film on the way home.
<br><br>
<<link [[Flirt (0:15)|Robin Cinema Flirt]]>><<pass 15>><<npcincr Robin love 1>><</link>><<glove>>
<br>
<<link [[Listen (0:15)|Robin Cinema Listen]]>><<pass 15>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>>
<<if C.npc.Robin.lust lte 19>>
You nudge closer to Robin and put an arm around <<him>>. <<He>> smiles and leans closer to you in turn.
<br><br>
<<else>>
You nudge closer to Robin and put an arm around <<him>>. <<He>> smiles and leans into you, enjoying every inch of contact. "I could stay like this forever," <<he>> coos.
<br><br>
<</if>>
<<link [[Just watch (0:15)|Robin Cinema Romance Watch]]>><<pass 15>><</link>>
<br>
<<link [[Rest (0:15)|Robin Cinema Rest]]>><<tiredness -1>><<pass 15>><<npcincr Robin lust 1>><</link>><<ltiredness>><<glust>>
<br>
<<if C.npc.Robin.lust gte 20>>
<<link [[Get closer still|Robin Cinema Frisky]]>><<arousal 300>><</link>><<garousal>>
<br>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>>
You lean into Robin and lower your hands to <<his>> hips, right as the film's protagonists share an intimate moment. Robin lets out a long breath. <<His>> face flushes. The combination of the scene on the screen and your closeness is having an effect. The feeling is contagious. This film isn't so boring after all.
<br><br>
<<link [[Just watch (0:15)|Robin Cinema Bush]]>><<pass 15>><</link>>
<br>
<<link [[Kiss Robin|Robin Cinema Kiss]]>><<npcincr Robin love 1>><<arousal 600 "mouth">><</link>><<glove>><<garousal>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
You move closer and closer to Robin. <<He>> turns to you just in time, but you still catch <<him>> by surprise.
<br><br>
You wrap your arms around <<him>> as your lips meet. <<takeKissVirginity "Robin" `($robinromance is 1?"loveInterest":"romantic")`>>Confusion turns into a quick moan, and <<he>> embraces you. <<His>> lust is almost palpable.
<br><br>
No one in the room seems to notice what you're up to.
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Pull away|Robin Cinema Frisky Leave]]>><<npcincr Robin lust 1>><</link>><<glust>>
<br>
<<link [[Pull Robin to the floor|Robin Cinema Floor]]>><</link>><<promiscuous2>>
<br>
<<else>>
<<link [[Next|Robin Cinema Frisky Leave]]>><<npcincr Robin lust 1>><</link>><<glust>>
<br>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>>
<<if $phase2 is "popcorn">><<popcornEat>><</if>>
Robin gasps as you pull yourself away. You spend the short remainder of the film in each other's arms. <<Hes>> paying more attention to you than <<he>> is to the screen.
<br><br>
<<link [[Next (0:15)|Robin Cinema Bush]]>><<pass 15>><</link>><<set $outside to 0>><<set $location to "town">><<effects>>
<<if $phase2 is "popcorn">><<popcornEat>><</if>>
You pull away from Robin and steal a quick glance to make sure nobody is watching. Everyone is completely oblivious to the lewd act that's about to happen in the back of the theatre. Robin eyes you with longing, already breathless with arousal.
<br><br>
<<He>> leans forward and kisses you with an astonishing hunger. Without interrupting your embrace, you pull Robin out of <<his>> seat and onto the floor.
<<promiscuity2>>
Hidden by the unoccupied row of seats in front of you, the two of you have free reign to explore each other.
<br><br>
<<if $rng gte 51>>
Robin's hand finds its way to your <<undies>>, and <<he>> starts rubbing you through your clothing.
<<garousal>>
<br><br>
<<if $speech_attitude is "meek">>
You let out a small gasp as <<he>> fondles you. "K-keep going," you whisper.
<br><br>
<<elseif $speech_attitude is "bratty">>
"Better hurry, the movie will be over soon," you tease as you pull <<him>> into another kiss.
<br><br>
<<else>>
<<He>> looks to you for permission to continue. You nod and pull <<him>> closer.
<br><br>
<</if>>
<<link [[Next|Robin Cinema Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<else>>
<<if ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled"))>>
"What a cop-out, fuck this!" yells a man from in front. Robin sits up and looks toward the source, only to catch a half-full cup with <<his>> face. It splatters, soaking <<him>> as <<he>> recoils. Small ice cubes scatter across the floor. Robin's body shielded you from the fluid. You hear the man being removed from the showroom by security, shouting profanities the whole way.
<br><br>
The liquid drips from Robin. <<He>> looks utterly defeated as <<he>> slinks back down to the floor. "I'm going to get all sticky," <<he>> laments with <<his>> arms outstretched. Luckily, one of the security guards notices you, and calls for the staff to bring in some towels.
<br><br>
You help Robin dry off outside the showroom. "I'm so sorry about this," says the security guard. "I'll make sure you get your money back for the tickets." Robin still looks upset, but seems to cheer up knowing that the two of you at least got a free movie out of this.
<br><br>
<<link [[Clean Robin|Robin Cinema Wet]]>><<money 1200 "robin">><</link>><<cat>><<if $NPCList[0].penis isnot "none">><<oralvirginitywarning>><</if>>
<br>
<<link [[Continue watching|Robin Cinema Watch]]>><</link>>
<br>
<<else>>
However, a cascade of footsteps snap you and Robin to attention. A large group of theatre patrons is moving up the alley towards your row.
<br><br>
Afraid you'll be caught, the two of you share a disappointed glance, and get back into your seats.
<<stress 3>><<npcincr Robin lust 1>><<gstress>><<glust>>
<br><br>
<<link [[Next (0:15)|Robin Cinema Bush]]>><<pass 15>><</link>>
<br>
<</if>>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>>
<<if C.npc.Robin.lust lt 20>>
You rest your head on Robin's shoulder. You look up to see <<his>> face flushed as <<he>> struggles to stay focused on the film. After a moment, <<he>> wraps an arm around you. It's not long before your eyelids start to feel heavy. The rhythm of Robin's breathing gradually lulls you into a light sleep.
<<ltiredness>><<tiredness -1>>
<br><br>
You awaken some time later.
<br><br>
<<link [[Next|Robin Cinema Romance Watch]]>><</link>>
<<else>>
You gingerly rest your head on Robin's shoulder. You look up to see <<his>> face flushed as <<he>> struggles to stay focused on the film. After a moment, <<he>> wraps an arm around you. It's not long before your eyelids start to feel heavy. The rhythm of Robin's breathing gradually lulls you into a light sleep.
<<ltiredness>><<tiredness -1>>
<br><br>
You awaken some time later.
<br><br>
<<link [[Next|Robin Cinema Bush]]>><</link>>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>>
<<if $phase2 is "popcorn">><<popcornEat>><</if>>
Applause rings through the showroom as the credits roll. Robin can't look away from you. The two of you leave the showroom, hand-in-hand.
<br><br>
<<He>> clings tight on the walk home. It's clear <<he>> was more interested in you than the film. <<His>> breathing seems exasperated, so you decide to take a rest on a bench as you pass through the park. <<He>> snuggles close to you.
<br><br>
<<link [[Talk (0:10)|Robin Park Talk]]>><<pass 10>><</link>>
<br>
<<link [[Tease Robin|Robin Park Tease]]>><<npcincr Robin lust 1>><</link>><<promiscuous1>><<glust>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
You try to recall some minor details about the film, but it all escapes you. Robin seems content to just lie in your arms. You make the rest of the walk home safely.
<br><br>
<<link [[Next|Robin Options]]>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
<<if $speech_attitude is "meek">>
"S-sorry for distracting you," you whisper. You place your hand on <<his>> leg.
<br><br>
<<elseif $speech_attitude is "bratty">>
"Out of breath already? I guess I make a good distraction," you say, bringing your face close to <<his>> own.
<br><br>
<<else>>
"You seem worked up. Was I really that much of a distraction?" you say as you lean into <<him>>.
<br><br>
<</if>>
"N-no, it's not that! I-it's just," Robin stammers, but <<hes>> cut off as you stand up. You hold out your hand for <<him>> to take.
<br><br>
Robin takes your hand with more force than usual. <<He>> stands, but looks conflicted. You try to walk with <<him>>, but <<he>> doesn't budge.
<br><br>
In one swift motion, Robin pulls you back, turns, and pushes all of <<his>> body weight onto you. You both fall into the thick bushes behind the bench.
<<promiscuity1>>
<<link [[Next|Robin Park Tease 2]]>><</link>><<set $outside to 0>><<set $location to "town">><<effects>>
The leafy shrubbery cushions you as you land on your back with Robin on top of you. You're completely concealed from view. <<He>> kisses you, surprising you with <<his>> sudden courage. <<He>> pulls back after a moment, a guilty look on <<his>> face.
<br><br>
"I-I'm sorry. I don't know what came over me, I-"
<br><br>
<<if $speech_attitude is "meek">>
"There's a reason I didn't stop you," you interrupt.
<br>
<<elseif $speech_attitude is "bratty">>
"You'll find out soon," you say as you pull <<him>> back down to you.
<br>
<<else>>
"No, it's okay. I want this too," you interrupt.
<br>
<</if>>
<br>
You don't think Robin's face could get any more red.
<<He>> rolls next to you and begins to strip. Once naked, <<he>> looks at you with eyes full of desire. Placing <<his>> hand on your waist, <<he>> kisses you and whispers into your ear. "Y-your turn?"
<br><br>
<<link [[Let Robin strip you|Robin Bush Strip]]>><</link>>
<br>
<<link [[Undress yourself|Bush Strip]]>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
Robin removes your clothing with trembling fingers. <<He>> tosses your clothing aside.
<br><br>
<<strip "strap-on">>
<<link [[Next|Robin Bush Sex]]>><<set $sexstart to 1>><</link>>
<br><<effects>>
You strip yourself naked. You barely have enough time to remove the last piece before <<hes>> on top of you.
<br><br>
<<strip "strap-on">>
<<link [[Next|Robin Bush Sex]]>><<set $sexstart to 1>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 500>><<npcexpose>><<set $speechdisable to 1>>
<<set $enemyarousalmax to 600>>
<<set $enemyarousalmax to $enemyarousalmax * ($npcArousalMult / 100)>>
<</if>>
<<set $enemyanger to 0>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Robin Bush Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Robin Bush Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "park">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<npcincr Robin lust -20>>
Robin clings to you and smiles.
<br><br>
<<elseif $enemyhealth lte 0>>
"Ow!" Robin says. <<Hes>> still smiling.
<br><br>
<<else>>
Robin clings to you and smiles.
<br><br>
<</if>>
<<He>> gazes into your eyes. "I love you." <<He>> kisses you again. <<takeKissVirginity "Robin" `($robinromance is 1?"loveInterest":"romantic")`>>
<<if $penisfucked is 1>>
"It feels so good to have you inside me."
<<elseif $vaginafucked is 1>>
"It feels so good inside you."
<</if>>
<br><br>
"I can't believe we did this here."
<br><br>
<<clothesontowel>>
<<endcombat>>
<<npc Robin>><<person1>>
<<link [[Next|Robin Bush End]]>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
You peek outside to make sure there's nobody around, and then help Robin out of the bush. You brush stray leaves from <<him>> before planting a kiss on <<his>> forehead. <<He>> clings to you for the entire walk home.
<br><br>
<<link [[Next|Robin Options]]>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<npcoral>>
<<if $player.penisExist and (!$player.vaginaExist or random(0, 1))>>
<<set $NPCList[0].mouth to "penisentrance">><<set $penisuse to "othermouth">><<set $penisstate to "othermouthentrance">><<set $penistarget to 0>>
<<else>>
<<set $NPCList[0].mouth to "vaginaentrance">><<set $vaginause to "othermouth">><<set $vaginastate to "othermouthentrance">><<set $vaginatarget to 0>>
<</if>>
<<set $enemytrust += 500>><<set $speechdisable to 1>>
<<set $enemyarousalmax to 600>>
<<set $enemyarousalmax to $enemyarousalmax * ($npcArousalMult / 100)>>
<<set $timer to 5>>
<</if>>
<<set $enemyanger to 0>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or $timer lte 0>>
<span id="next"><<link [[Next|Robin Cinema Sex Fail]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Robin Cinema Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<npcincr Robin lust -20>>
Robin clings to you breathing heavily. <<He>> clearly enjoyed <<himself>>.
<br><br>
<<elseif $enemyhealth lte 0>>
"Ow!" Robin says. <<Hes>> still smiling.
<br><br>
<<elseif $finish is 1>>
Robin gets one last lick in. It is clear <<he>> didn't want to stop.
<br><br>
<</if>>
<<if $penisfucked is 1>>
"It feels so good to have you inside me."
<<elseif $vaginafucked is 1>>
"It feels so good inside you."
<</if>>
"I can't believe we did this here."
<br><br>
<<clothesontowel>>
<<endcombat>>
<<npc Robin>><<person1>>
<<link [[Next|Robin Cinema Watch]]>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
The credits roll while you and Robin are on the floor, still in each other's embrace. The two of you bolt up and slide into your seats. Robin's clothes are still on the floor, you hope no one notices.
<br><br>
After everyone else has left the theatre you and Robin get dressed and leave.
<br><br>
<<clothesontowel>>
<<endcombat>>
<<npc Robin>><<person1>>
<<link [[Next|Robin Cinema Bush 2]]>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
You leave the theatre, hand-in-hand. <<He>> looks frustrated, and clings to you tightly on the walk home. It's clear <<he>> was more interested in you than the film. <<His>> breathing seems exasperated, so you decide to take a rest on a bench as you pass through the park. <<He>> snuggles close to you.
<br><br>
<<link [[Talk (0:10)|Robin Park Talk]]>><<pass 10>><</link>>
<br>
<<link [[Tease Robin|Robin Park Tease]]>><<npcincr Robin lust 1>><</link>><<promiscuous1>><<glust>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
<<if $phase2 is "popcorn">><<popcornEat>><</if>>
The two of you leave the theatre, hand-in-sticky-hand. Robin clings to you tight on the walk home. You can still smell the sugary substance, and you feel an urge to clean <<him>>. Your cat ears twitch.
<br><br>
Robin breaks the silence as you pass through the park. "Can we rest for a moment?" You nod, following the path until you come across a bench.
<br><br>
Robin pulls <<his>> shirt away from <<his>> skin, before letting it fall back into place. "I'm really sticky. Look." <<He>> holds out <<his>> hand to you.
<br><br>
<<link [[Pull closer|Robin Cat Walk]]>><</link>>
<br>
<<link [[Walk home|Robin Cinema Wet Walk]]>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
You take Robin's sticky hand and pull <<him>> to <<his>> feet. <<He>> clings to you for the entire walk home.
<br><br>
<<link [[Next|Robin Options]]>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
You pull <<him>> closer and lick <<his>> fingers, running your tongue along and in between them. The sweet taste is irresistible. "W-what are you doing?" Robin's face flushes again. You continue grooming, cleaning <<his>> palm and wrist, then working your way up <<his>> arm.
<br><br>
You pounce onto <<him>>. <<He>> yelps, face awash with confused arousal. In one swift move, you pull off <<his>> shirt and get back to work, licking <<his>> chest and working your way down. Robin looks around nervously, making sure there are no prying eyes. <<His>> breathing speeds up as you reach <<his>> waist.
<br><br>
<<link [[Next|Robin Cinema Wet 2]]>><</link>><<set $outside to 0>><<set $location to "town">><<effects>>
You <<npcUndressText `C.npc.Robin` "lower">> and
<<if $NPCList[0].penis isnot "none">>
pull down <<his>> underwear.
<<else>>
pull down <<his>> panties.
<</if>>
<<if $NPCList[0].penis isnot "none">>
<<His>> penis is sticky from the drink. You smile up at Robin, run your tongue up <<his>> shaft and give <<his>> glans a kiss before taking <<his>> penis into your mouth. <<His>> whole body shakes, and <<he>> gently places a hand on your head as you take more and more of <<him>> in.
<<oralpassage "Robin">>
<br><br>
You <<oraltext>> clean <<his>> penis as you work your way up and down. You hear <<him>> breathe heavier and heavier, and <<he>> begins to tense. Sensing that <<he>> is close to orgasm, you swallow <<him>> to the base. <<His>> head falls back, and <<his>> moans echo through the park as <<he>> ejaculates down your throat.
<br><br>
<<else>>
Robin's labia glistens with a mixture of <<his>> juices and the sugary drink. You run your tongue up <<his>> opening. Robin shivers as you tease <<his>> clit with the tip of your tongue.
<br><br>
<<He>> places a gentle hand on your head as you push your tongue into <<him>>. You <<oraltext>> explore <<his>> vagina, and <<he>> starts to breathe heavier and heavier. Sensing that <<he>> is close to orgasm, you redouble your assault. <<He>> wraps <<his>> legs around your head and convulses in pleasure as <<his>> moans echo through the park.
<</if>>
<br><br>
You purr as you pull your head away, only to quickly re-engage and lap up Robin's lewd fluids, giving <<him>> one last jolt of pleasure.
<br><br>
The two of you fix your clothing. <<He>> clings to you tight, only letting out the occasional sound of sweet, blissful relief. The walk home is silent.
<br><br>
<<if $phase2 is "popcorn">><<popcornEat>><</if>>
<<link [[Next|Robin Options]]>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
<<if $phase2 is "popcorn">><<popcornEat>><</if>>
Robin applauds when the credits roll, and talks about the film on the way home.
<br><br>
<<link [[Flirt (0:15)|Robin Cinema Flirt]]>><<pass 15>><<npcincr Robin love 1>><</link>><<glove>>
<br>
<<link [[Listen (0:15)|Robin Cinema Listen]]>><<pass 15>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
<<silently>><<handheldon>><</silently>>
You quote one of the film's leads, from the part right before the two protagonists first kiss. Robin smiles and takes the other role. You think you get the lines right. <<He>> says the final line.
<br><br>
<<if $robinromance is 1>>
<<He>> hugs you and leans close. "We have to kiss now," <<he>> says. "Or it won't be proper." <<He>> kisses you with more vigour than usual, trying to replicate the movie. <<Hes>> blushing when <<he>> pulls away, and continues to until you make it back to <<his>> room.<<takeKissVirginity "Robin" `($robinromance is 1?"loveInterest":"romantic")`>>
<br><br>
<<link [[Next|Robin Options]]>><</link>>
<br>
<<else>>
"And then we smooch," Robin laughs. <<He>> blushes and looks away from you. <<He>> doesn't say anything else until you're back at the orphanage.
<<ltrauma>><<trauma -6>>
<br><br>
<<link [[Next|Robin Options]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "town">><<effects>>
<<silently>><<handheldon>><</silently>>
You listen to Robin talk about the film. <<He>> enjoyed it more than you, and <<his>> delight is infectious. Maybe it wasn't so bad.
<br><br>
<<link [[Next|Robin Options]]>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
<<if $phase is "purchase">>You purchase a bag of overpriced, if tasty, popcorn.<</if>>
<<if $phase2 is "popcorn">><<wearProp "popcorn">><</if>>
You buy the tickets and enter the theatre. Robin is hesitant to follow. <<He>> sits beside you, but when the person sat behind <<him>> nudges <<his>> seat <<he>> leaps up with a sharp scream. <<if $phase2 is "popcorn">>Popcorn spills everywhere.<</if>>
<br><br>
<<link [[Comfort (0:45)|Robin Cinema Comfort]]>><<pass 45>><<npcincr Robin love 1>><<stress 6>><</link>><<gstress>><<glove>>
<br>
<<link [[Embolden (0:45)|Robin Cinema Embolden]]>><<pass 45>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
You put your arms around Robin and ease <<him>> back into <<his>> seat. "It's only a film," you say. "It can't hurt you."
<br><br>
"I know," <<he>> says. <<He>> doesn't sound convinced.
<<popcornSpill>>
<br><br>
The film starts. Robin screams and wraps <<his>> arms around you whenever something scary happens. By the climax <<he>> is glued to your side, <<his>> head buried in your shoulder. <<He>> doesn't seem relieved even when the film is over.
<br><br>
<<He>> stays close beside you on the way home, asking if you think the monster is real. <<He>> almost sounds excited by the time you get back to <<his>> room.
<br><br>
<<link [[Next|Robin Options]]>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
"Come on," you say. "Bailey's scarier than any movie." Robin laughs and sits down.
<br><br>
<<popcornSpill>>
The film starts. It's quite frightening. You think you're getting used to it when it catches you off guard. Instinct takes over, and you grope for Robin's hand. <<takeHandholdingVirginity "Robin" "romantic">>
<br><br>
<<He>> stays close beside you on the way home, asking if you think the monster is real. <<He>> almost sounds excited by the time you get back to <<his>> room.
<br><br>
<<link [[Next|Robin Options]]>><</link>>
<br><<location "forest">><<effects>>
<<if $edenCagedEscape and $rng gte 80>>
You enter the forest with Robin. <<He>> looks around, a little unsure. "Let's not go too deep," <<he>> says. "The forest is scary."
<br><br>
<<He>> sets up the picnic. You hang back. The trees seem closer together than normal. It's like they're crowding around you and Robin.
<br><br>
A chill runs up your spine, a warning from some primal instinct. <span class="red">Something is watching you.</span>
<br><br>
<<if C.npc.Robin.trauma gte 80>>
Robin glances at you. "What's wrong?" <<he>> asks. <<His>> voice is tight with panic.
<<else>>
"What's wrong?" <<he>> asks. A small grin steals over <<his>> face. "Are you scared?"
<br><br>
<<Hes>> teasing, but you can't bring yourself to laugh. You can feel the force watching you getting closer.<<stress 6>><<gstress>>
<</if>>
<br><br>
<<link [[Reassure|Robin Forest Crash Response]]>><<set $phase to 1>><<stress 6>><<npcincr Robin trauma -1>><<npcincr Robin dom 3>><</link>><<gstress>><<lrtrauma>><<ggdom>>
<br>
<<link [[Confide|Robin Forest Crash Response]]>><<set $phase to 0>><<npcincr Robin dom 1>><</link>><<gdom>>
<<exit>>
<<elseif Weather.precipitation is "rain">>
You walk to the forest, running between shelter to avoid the worst of the rain. "I like the rain," Robin says. "It's fun running between cover like this."
<br><br>
It's less wet under the protective branches of the trees. "The ground is too muddy for a picnic," Robin says.
<<elseif Weather.precipitation is "snow">>
You walk to the forest, snow falling all around. "I love the snow," Robin says, bobbing slightly. "I've brought some hot chocolate to keep warm."
<br><br>
"We can't have a proper picnic in the snow though," Robin says.
<<else>>
You walk to the forest. "Let's not go too deep," Robin says. "It's scary. I brought a picnic too. We'll need somewhere
<<= Time.season is "winter" or Time.season is "autumn" ? "clear" : "grassy">> to set up."
<br><br>
<<if Time.season is "winter">> <!-- Weather update: check for if temperature below freezing -->
You find a patch of frosty grass.
<<elseif Time.season is "autumn">>
You find a patch of grass that's relatively free of dead leaves.
<<else>>
You find a flat patch of grass, surrounded by trees.
<</if>>
<<if Weather.isSnow is "snow">>
A bird chirps and pokes around in the snow nearby.
<<elseif Time.season is "autumn">>
A chipmunk retrieves a hidden stash of nuts nearby.
<<else>>
Bees dance between nearby flowers.
<</if>>
Robin lays out a rug. "Sit down before it blows away," <<he>> says.
<</if>>
<br><br>
<<if Weather.precipitation isnot "none">>
<<He>> looks at the nearby trees. "Look at that one! I bet I can climb it." <<He>> runs over to it and starts hauling <<himself>> up.
<<if C.npc.Robin.clothes.lower.name.includes("skirt")>>
You'd be able to see right up <<his>> skirt if you stood closer.
<br><br>
<<elseif C.npc.Robin.clothes.lower.name.includes("shorts")>>
<<His>> shorts are baggy. You'd be able to see right up them if you stood closer.
<br><br>
<<else>>
<<His>> <<npcClothesText `C.npc.Robin` "lower">> are baggy, and snag on a branch. <<He>> doesn't seem to notice. You'd be able to see right up them if you stood closer.
<br><br>
<</if>>
<<link [[Stand beneath|Robin Forest Beneath]]>><<npcincr Robin lust 1>><</link>><<glust>><<promiscuous1>>
<br>
<<link [[Cheer from a distance|Robin Forest Cheer]]>><<npcincr Robin love 1>><</link>><<glove>>
<br>
<<elseif Weather.isOvercast>>
Before you can sit down, however, the wind picks up. It's strong enough to pick up the rug and scatter the contents of the picnic basket towards the surrounding trees. "No, the food!" <<He>> catches the rug before it flies away, but the food is ruined.
<<gstress>><<stress 1>>
<br><br>
Robin frowns as <<he>> folds up the rug. <<He>> steps toward the spot where the basket disappeared through the branches, then stops. The trees look ominous. "It's okay," <<he>> says. "I can buy a new basket."
<br><br>
<<if $voredisable is "f">>
<<link [[Go deeper into the forest to retrieve the basket|Robin Forest Basket]]>><<npcincr Robin love 1>><</link>><<glove>>
<br>
<</if>>
<<link [[Leave the basket|Robin Forest Basket Leave]]>><</link>>
<br>
<<if $money gte 2000>>
<<link [[Offer to buy the new basket (£20)|Robin Forest New Basket]]>><<money -2000 "robin">><<npcincr Robin love 1>><</link>><<glove>>
<br>
<</if>>
<<else>>
There's not much food in the basket. "I took what I could get away with," <<he>> says. "It's more for the fun of it anyway."
<br><br>
<<if $milk_amount gte 100 and $lactating gte 1 and hasSexStat("exhibitionism", 5) and $robinromance is 1>>
<<link [[Get milked|Robin Forest Milking]]>><<npcincr Robin lust 1>><<npcincr Robin love 1>><</link>><<glove>><<glust>><<exhibitionist5>>
<br>
<</if>>
<<if $robinromance is 1>>
<<link [[Kiss|Robin Forest Kiss]]>><<npcincr Robin lust 1>><<npcincr Robin love 1>><</link>><<glove>><<glust>><<promiscuous1>>
<br>
<</if>>
<<link [[Talk|Robin Forest Talk]]>><<npcincr Robin love 1>><<stress -6>><<trauma -3>><</link>><<glove>><<ltrauma>><<lstress>>
<br>
<</if>><<location "forest">><<effects>>
Robin finishes packing up the rug and together you return to the orphanage. <<His>> stomach grumbles on the way.
<br><br>
<<robinoptions>><<location "forest">><<effects>>
You offer to go shopping for a new one with Robin. <<His>> eyes light up. "Thank you. I've been needing a new basket anyway."
<br><br>
Together you walk to the market and pick out a new picnic basket to buy. Afterwards, you make your way back to the orphanage. You hold Robin's hand with your own, and the new basket in the other. <<takeHandholdingVirginity "Robin" "romantic">>
<br><br>
<<robinoptions>><<location "forest">><<effects>>
You say you'll look for the basket. Robin nods. "Please be careful," <<he>> says. <<He>> stops folding the rug to wave at you as you reach the edge of the clearing.
<br><br>
You spot it caught under a root. As you bend over to free it, you feel something soft and heavy land on your back. It coils around your body.
<br><br>
<<endevent>>
<<link [[Next|Robin Forest Vore]]>><<set $molestationstart to 1>><</link>>
<br><<effects>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<set $combat to 1>>
<<molested>>
<<controlloss>>
<<set $enemytype to "vore">>
<<set $vorestage to 1>>
<<set $vorecreature to "snake">>
<<set $vorestrength to 1>><<set $position to "doggy">>
<<resetLastOptions>>
<<getCombatDefaultsType>>
<</if>>
<<voreeffects>>
<<vore>>
<<voreactions>>
<<if $stress gte $stressmax>>
<span id="next"><<link [[Next|Robin Forest Vore Finish]]>><</link>></span><<nexttext>>
<<elseif $vorestage lte 0>>
<span id="next"><<link [[Next|Robin Forest Vore Finish]]>><</link>></span><<nexttext>>
<<elseif $vorestomach gte 5>>
<span id="next"><<link [[Next|Robin Forest Vore Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Robin Forest Vore]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $stress gte $stressmax or $vorestomach gte 5>>
<<endcombat>>
<<npc Robin>><<person1>>
Though you struggle, the snake's digestive tract pushes you through its body until you feel yourself pressed through a tight ring of flesh. You try to push your way out, but the stomach presses in on you, stopping your movements and coating you in slime. <<outergoo>>It's so tight. You feel like you might pass out, when you hear muffled crying from the outside.
<br><br>
"-you okay? Where are you? Please answer." It's Robin's voice. <<He>> must have realised something was wrong after so much time had passed. You cry for help as loud as you can. You hear Robin scream. "No! Let my friend go!" You feel the snake lurch forward with you still in it, causing you to rub against its insides. Robin shrieks.
<br><br>
<<link [[Next|Robin Forest Double Vore]]>><<set $daily.robin.walk to 2>><</link>>
<<else>>
<<tearful>> you escape the snake's ravenous maw, then remember what you came here for. The picnic basket is still where you last saw it, so you dash away from the snake, now too slow without the element of surprise, and bring the basket back to Robin.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Robin>><<person1>>
Robin looks up and sees you arriving out of breath, dishevelled, and smeared with saliva. "What happened? Are you okay?"
<br><br>
<<link [[Break down|Robin Forest Break Down]]>><<trauma -18>><<stress -18>><<npcincr Robin dom 3>><</link>><<lltrauma>><<llstress>><<gdom>>
<br>
<<link [[Explain|Robin Forest Explain]]>><<trauma -6>><<stress -6>><<npcincr Robin love 1>><</link>><<ltrauma>><<lstress>><<glove>>
<br>
<<link [[Brag|Robin Forest Brag]]>><<npcincr Robin love 1>><<llstress>><<npcincr Robin dom -1>><</link>><<lstress>><<glove>><<ldom>>
<br>
<</if>><<location "forest">><<effects>>
Robin's shriek is muffled. When <<he>> cries out again, it sounds a lot closer to you than before. "Let me go, don't eat me!" <<He>> must have been swallowed head first. The stomach walls shake and constrict around you due to the commotion at the snake's mouth. Robin's shouts turn to whimpers as <<his>> struggles die down. The snake's stomach continues to massage you all the while as you drift in and out of consciousness, until you feel a mass press on to your head from what you assume is the front of the snake.
<br><br>
"Is that you? The snake ate me and now I can't see. It's so tight and hot and slimy in here." Robin sounds on the verge of tears.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<<link [[Struggle with Robin|Robin Forest Vore Struggle]]>><<set $worn.over_upper.integrity -= 20>><<set $worn.over_lower.integrity -= 20>><<set $worn.upper.integrity -= 20>><<set $worn.lower.integrity -= 20>><<set $worn.under_lower.integrity -= 20>><<npcincr Robin love 1>><<trauma 6>><<stress 6>><<arousal 600>><<tiredness 6>><</link>><<glove>><<gtrauma>><<gstress>><<garousal>><<gtiredness>>
<br>
<<link [[Comfort Robin|Robin Forest Vore Comfort]]>><<upperruined>><<lowerruined>><<underruined>><<npcincr Robin love 5>><<trauma 6>><<stress 6>><<npcincr Robin dom -1>><</link>><<gglove>><<ldom>><<gtrauma>><<gstress>>
<br>
<<if hasSexStat("deviancy", 5) and $voretrait gte 1>>
<<link [[Drag Robin down|Robin Forest Vore Tasty]]>><</link>><<deviant5>><<voreTrait>>
<br>
<</if>><<location "forest">><<effects>>
<<outergoo>><<outergoo>><<outergoo>><<outergoo>>
"I have an idea to get us out of here," you say. "If we struggle together, we might be able to make the snake throw up." You can't see <<him>>, but you think the movement you feel above you is Robin nodding. "Is it going to digest us?" <<He>> whimpers.
<br><br>
The two of you start to stretch and push outwards with your arms and legs as hard as you can, while matching the timing of your movements. The stomach tightens around you, spewing fluids all over you. Your clothing seems to degrade from the fluid, though you're unharmed. Robin doesn't seem to be getting squeezed or drenched the same way you are, maybe because <<he>> isn't quite in the stomach of the snake.
<br><br>
The more you move, the more you are massaged and soaked in fluids. You start having trouble keeping your mouth above the fluid as it fills up the stomach. You cry out in fear. Before you scream however, the squeezing motions of the stomach change and start pushing you upwards, jamming your cheek against Robin's. The two of you are squished against each other as the snake forces you out of its mouth. You and Robin are left lying in a puddle of slime as the ill snake slithers away.
<br><br>
Robin hugs you but doesn't say anything. The ordeal must have been as traumatising for <<him>> as it was for you. You help each other clean off as much slime as you can, but the stickiness makes it hard to remove. At least you found the picnic basket.
<<if $exposed gte 1>>
Robin gives you the rug to cover with and together you return to the orphanage.
<br><br>
<<link [[Next|Bedroom]]>><<endevent>><</link>>
<br>
<<else>>
Together you return to the orphanage.
<br><br>
<<robinoptions>>
<</if>><<location "forest">><<effects>>
<<outergoo>><<outergoo>><<outergoo>><<outergoo>>
You tell Robin that you're both going to be okay. You reach your hand towards where you think Robin is trapped in the snake's gullet, searching for the entrance to the stomach. You push your hand through a fleshy valve and feel <<his>> slime-covered head. You tell <<him>> to take your hand. "I'm glad I'm not alone in here," <<he>> says. "These slimy walls keep squeezing me." <<He>> takes your hand.
<br><br>
Unable to escape the snake that's swallowed both of you whole, there's nothing to do but wait as you're squeezed and massaged. The viscous fluids eat away at your clothes. It isn't long until you're naked and completely covered in slime. The walls contract and rub against your <<breasts>> and <<genitals>>, and you realise with shame that your body is responding to the stimulation. The warmth and pressure on your body is having an effect, and you feel hot. Robin seems to be feeling it too, as <<his>> whimpers have turned into soft moans that escape <<his>> lips every time the snake's throat churns with <<him>> in it.
<br><br>
<<link [[Next|Robin Forest Vore Comfort 2]]>><</link>>
<br><<location "forest">><<effects>>
As minutes go by the constant stimulation starts to become unbearable. "I feel strange," Robin says. You spasm from the feeling of the stomach walls pressing against your crotch, and the snake's stomach tightens around you in response, pleasuring you further.
<br><br>
<<arousal 10000>>
<<orgasm>>
The more you move, the more you are getting massaged and soaked in fluids. You start having trouble keeping your mouth above the fluid as it fills up the stomach. You cry out in fear. Before you scream however, the squeezing motions of the stomach change and start pushing you upwards, jamming your cheek against Robin's. The two of you are squished against each other as the snake forces you out of its mouth. You and Robin are left lying in a puddle of slime as the ill snake slithers away.
<br><br>
Robin hugs you but doesn't say anything. The ordeal must have been as traumatising for <<him>> as it was for you. You help each other clean off as much slime as you can, but the stickiness makes it hard to remove. At least you found the picnic basket.
<<if $exposed gte 1>>
Robin gives you the rug to cover with and together you return to the orphanage.
<br><br>
<<link [[Next|Bedroom]]>><<endevent>><</link>>
<br>
<<else>>
Together you return to the orphanage.
<br><br>
<<robinoptions>>
<</if>><<location "forest">><<effects>>
<<outergoo>><<outergoo>><<outergoo>><<outergoo>>
You reach your hand towards where you think Robin is trapped in the snake's gullet, searching for the entrance to the stomach. You push your hand through a fleshy valve and feel <<his>> slime-covered head. You tell <<him>> to take your hand. "I'm glad I'm not alone in here," <<he>> says. "These slimy walls keep squeezing me." <<He>> takes your hand.
<br><br>
You pull <<him>> towards you. "W-wait," <<he>> cries. "What are you doing? Don't pull me deeper!" Before <<he>> can complain any more, you pull <<him>> into the stomach headfirst and kiss <<him>>. <<He>> fidgets at first, but starts to calm down. You break the kiss, and explain that you've been through situations like this before, and that you're not in any real danger of being digested. Robin gives you an incredulous look before the snake's stomach shifts and the rest of <<his>> body slides into the stomach.<<deviancy5>>
The stomach is now even tighter than before with two people stuck in it. You feel the smooth skin of Robin's legs press against your face. You can feel <<his>> breath on your crotch. The walls of the stomach close in again and your mouth is pressed against <<his>> <<if $NPCList[0].penis isnot "none">>penis<<else>>pussy<</if>>, eliciting a gasp. You take the chance to start licking and sucking on <<his>> crotch through the fabric, trying to help <<him>> enjoy this situation as much as you are.
<br><br>
<<link [[Next|Robin Forest Vore Tasty 2]]>><<upperruined>><<lowerruined>><<underruined>><</link>>
<br><<location "forest">><<effects>>
The viscous fluids seeping into the stomach aren't hurting you, but the same can't be said for what's left of your clothes. The squeezing of the snake's stomach forces your bodies to slip and rub against each other, stimulating your <<breasts>>. Robin's face is forced against your crotch, and while <<he>> isn't returning your oral attention, <<his>> gasps and moans feel just as good against your exposed <<genitals 1>>. With no clothing in the way, you press your lips against Robin's <<if $NPCList[0].penis isnot "none">>penis<<else>>pussy<</if>> directly, licking all over.
<br><br>
Pressed against Robin in the snake's stomach, you both continue to stimulate each other while being rubbed all over by slimy flesh. Robin gasps and arches <<his>> back, rubbing <<his>> <<if $NPCList[0].penis isnot "none">>penis<<else>>pussy<</if>> against your lips as <<he>> moans into your crotch.
<br><br>
<<arousal 10000>>
<<orgasm>>
You and Robin both tremble in ecstasy, pressing and rubbing your slick bodies against each other. The snake's stomach rumbles around you. It seems like having two people shuddering with pleasure in its stomach has caused it more discomfort than it can take. As the squeezing around you intensifies, the fleshy valve by your face loosens and you and Robin are pushed out of the snake's gullet together, where you land in a slimy heap. As you and Robin lie panting from your oral sex session, the snake slithers away.
<br><br>
<<link [[Next|Robin Forest Vore Tasty 3]]>><</link>>
<br><<location "forest">><<effects>>
Having experience with this kind of situation, you recover first. You stand up and pull Robin to <<his>> feet. "Are you okay?" you ask.
<br><br>
Robin takes a while to respond. "I don't know. I still feel tingly. At least you were there for me. I don't know how I would have survived that without you."
<<glove>><<ldom>><<npcincr Robin love 1>><<npcincr Robin dom -1>>
<br><br>
You help each other clean off as much slime as you can, but the stickiness makes it hard to remove. At least you found the picnic basket.
<<if $exposed gte 1>>
Robin gives you the rug to cover with and together you return to the orphanage.
<br><br>
<<else>>
Together you return to the orphanage.
<br><br>
<</if>>
<<endevent>>
<<link [[Next|Bedroom]]>><</link>>
<br><<location "forest">><<effects>>
"There was a big snake and it coiled around me and it tried to swallow me and-" You stumble through your explanation with a trembling voice, before being cut off by a tight hug.
<br><br>
<<He>> lets you cry into <<his>> shoulder. "I'm so sorry," <<he>> says. "I shouldn't have let that happen to you." <<He>> squeezes you close to <<his>> chest, shivering. "I don't want to think about losing you. Let's go home."
<br><br>
<<if $exposed gte 1>>
Robin gives you the rug to cover with and together you return to the orphanage.
<br><br>
<<link [[Next|Bedroom]]>><<endevent>><</link>>
<br>
<<else>>
Together you return to the orphanage.
<br><br>
<<robinoptions>>
<</if>><<location "forest">><<effects>>
"When I found the picnic basket I got attacked by a giant snake. It tried to eat me!"
<br><br>
Robin rushes to your side, looking panicked. "I'm so sorry," <<he>> says. "I shouldn't have let you go on your own." <<He>> makes a face that is both awed and exasperated when <<he>> sees the basket in your hands. "You got the basket. You're so amazing."
<br><br>
<<if $exposed gte 1>>
Robin gives you the rug to cover with and together you return to the orphanage.
<br><br>
<<link [[Next|Bedroom]]>><<endevent>><</link>>
<br>
<<else>>
Together you return to the orphanage.
<br><br>
<<robinoptions>>
<</if>><<location "forest">><<effects>>
"A giant snake tried to eat me when I found the picnic basket, but I fought it off," you say, hiding your terror beneath bravado.
<br><br>
Robin clings to your arm and gazes on you with awe. "You fought off a giant snake?" <<he>> says. "And you rescued my basket. You're so amazing."
<br><br>
<<if $exposed gte 1>>
Robin gives you the rug to cover with and together you return to the orphanage.
<br><br>
<<link [[Next|Bedroom]]>><<endevent>><</link>>
<br>
<<else>>
Together you return to the orphanage.
<br><br>
<<robinoptions>>
<</if>><<location "forest">><<effects>>
You stand right beneath <<him>>.
<<if C.npc.Robin.clothes.lower.name.includes("skirt")>>
You see right up <<his>> skirt.
<<elseif C.npc.Robin.clothes.lower.name.includes("shorts")>>
You see right up <<his>> shorts.
<<else>>
You see right up <<his>> <<npcClothesText `C.npc.Robin` "lower">>.
<</if>>
<<if $pronoun is "m">>
<<Hes>> wearing blue underwear.
<<else>>
<<Hes>> wearing pink underwear.
<</if>>
<<promiscuity1>>
You cheer Robin on as <<he>> climbs the tree. <<He>> makes it to the top. "I knew I could do it," <<he>> shouts. You can barely make <<him>> out in the canopy. "It's pretty <<if Weather.precipitation is "rain">>wet<<else>>cold<</if>> up here. I should come down."
<br><br>
<<Hes>> panting by the time <<he>> reaches the floor. "That was fun, but I got <<if Weather.precipitation is "rain">>pretty wet<<else>>a bit chilly<</if>>," <<he>> says. "Lets go home, or I'll catch a cold."
<br><br>
Together you return to the orphanage.
<br><br>
<<robinoptions>><<location "forest">><<effects>>
You cheer Robin on as <<he>> climbs the tree. <<He>> makes it to the top. "I knew I could do it," <<he>> shouts. You can barely make <<him>> out in the canopy. "It's pretty <<if Weather.precipitation is "rain">>wet<<else>>cold<</if>> up here. I should come down."
<br><br>
<<Hes>> panting by the time <<he>> reaches the floor. "That was fun, but I got <<if Weather.precipitation is "rain">>pretty wet<<else>>a bit chilly<</if>>," <<he>> says. "Lets go home, or I'll catch a cold."
<br><br>
Together you return to the orphanage.
<br><br>
<<robinoptions>><<location "forest">><<effects>>
You talk with Robin.
<<if $rng gte 81>>
"It's really peaceful here," <<he>> says.
<<elseif $rng gte 61>>
"I hear bad things happen to <<girls>> who wander in too deep," <<he>> says.
<<elseif $rng gte 41>>
"It's such a nice day," <<he>> says.
<<elseif $rng gte 21>>
"I wonder if it'll rain tomorrow," <<he>> says.
<<else>>
"I hope the picnic is okay," <<he>> says.
<</if>>
<br><br>
<<Hes>> content at first, but soon grows restless. "That was fun," <<he>> says. "But let's go home." You help <<him>> pack up the picnic and together you make your way back to the orphanage.
<br><br>
<<robinoptions>><<location "forest">><<effects>>
<<wearProp "sandwich">>
Robin seems engrossed in <<his>> sandwich, though you catch <<him>> glancing in your direction. <<Hes>> blushing, and avoids eye contact.
<br><br>
You smirk as a lewd idea strikes you. You stand and take Robin's sandwich from <<his>> hand, placing it back in the basket. Robin looks embarrassed, and stares at <<his>> lap.
<br><br>
You remove your top, <span class="pink">exposing your <<breasts>>.</span> <<He>> glances up, but <<his>> head snaps back down when <<he>> sees what you've done. <<exhibitionism5>>
<<overupperstrip>><<upperstrip>><<underupperstrip>>
You let out a <<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>moo and <</if>>laugh, reminding Robin that <<hes>> seen you naked before. "I know," <<he>> says "But-" You cut <<him>> off, grabbing <<his>> hand and placing it on your left breast.
<br>
"Squeeze it," you say. "Don't be shy." <<He>> hesitates, then does as instructed. A little milk leaks out.
<br><br>
<<link [[Next|Robin Forest Milking 2]]>><<handheldon>><</link>>
<br><<effects>>
Robin releases your breast in shock. You laugh. "It's okay," you say, grabbing both <<his>> hands. <<He>> looks unsure, but doesn't resist as you place them back on your chest.
<br><br>
<<He>> squeezes harder this time. You <<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>moo<<else>>moan<</if>> as milk spurts from both. <<He>> releases <<his>> hands again, though <<he>> seems less shocked.
<br><br>
"Would you like to drink it?" you ask. Robin looks away, lost for words. "It would make me happy." <<He>> hesitates, then reaches into the basket for an empty glass. <<He>> holds it out to you.
<br><br>
"If it would make you happy," <<he>> says.
<br><br>
<<if hasSexStat("promiscuity", 3)>>
<span class="blue">Another idea strikes you.</span>
<br><br>
<<link [[Ask Robin to drink from the source|Robin Forest Milking 3]]>><</link>><<promiscuous3>>
<br>
<</if>>
<<link [[Continue with the glass|Robin Forest Milking 4]]>><</link>>
<br><<location "forest">><<effects>>
You drop the glass, and wiggle your chest. "Drink from the source," you say. "It'll feel better for me."
<<promiscuity3>>
"Straight from-" Robin begins, then realises what you mean. <<He>> looks away, mortified.
<br>
"I want you to drink from me," you add.
<br><br>
Robin looks at your face, then back at your <<breasts>>. <<He>> closes <<his>> eyes as <<he>> scooches closer.
<br><br>
<<if C.npc.Robin.dom lte 50>>
You <<if ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>moo<<else>>moan<</if>> as Robin takes a nipple into <<his>> mouth.
<br><br>
<<link [[Squeeze|Robin Forest Milking Source]]>><</link>>
<<else>>
Robin leans closer, but then pulls away. "I'm sorry," <<he>> says. "I can't do it."
<br><br>
<<link [[Next|Robin Forest Milking 4]]>><</link>>
<</if>><<location "forest">><<effects>>
You lean over the glass. Robin watches with embarrassed curiosity as you squeeze your <<breasts>> in turn. Milk leaks with each squeeze. You soon fill the container.
<br><br>
You hand it to Robin. <<He>> stares at the white liquid. "I drink cow's milk all the time," <<he>> tells <<himself>>. "This isn't strange." <<He>> still closes <<his>> eyes as <<he>> takes a sip. "It's so sweet."
<br><br>
You have another idea. You search the basket, and find a packet of biscuits. "Dip one," you say, offering the packet.
<br><br>
Robin seems more confident eating the milky cookie. <<He>> does like sweet things. Still, <<he>> still seems uncomfortable about drinking your milk, and you don't push <<him>> further.
<br><br>
The rest of the picnic is uneventful. Robin seems less embarrassed by the end.
<br><br>
<<link [[Next|Robin Forest Milking End]]>><<clotheson>><</link>><<location "forest">><<effects>>
<<if $milk_amount gte 100 and $milk_amount lt 400>>
You squeeze your <<breasts>>, squirting milk into Robin's mouth. <<He>> pulls away and squints as <<he>> swallows.
<br><br>
<<set $milk_produced_stat += Math.trunc(100)>>
<<milk_amount -100>>
<<elseif $milk_amount lt 1000>>
You squeeze your <<breasts>>, filling Robin's mouth with milk. <<He>> pulls away and squints as <<he>> swallows. Some dribbles from <<his>> chin.
<br><br>
<<set $milk_produced_stat += 400>>
<<milk_amount -400>>
<<elseif $milk_amount lt 1400>>
You squeeze your <<breasts>>, filling Robin's mouth with milk. <<He>> pulls away and squints as <<he>> swallows, though much of the fluid dribbles down <<his>> chin.
<br><br>
<<set $milk_produced_stat += 1000>>
<<milk_amount -1000>>
<<elseif $milk_amount gte 1400>>
<<set $milk_produced_stat += 1400>>
<<milk_amount -1400>>
You squeeze your <<breasts>>, shooting milk into Robin's mouth. It spills from <<his>> mouth as <<he>> pulls away and swallows.
<br><br>
<<set $overflow to true>>
<</if>>
<<Hes>> a little overwhelmed by the situation, but you can tell <<hes>> keen to please you.
<br><br>
<<link [[Next|Robin Forest Milking End]]>><<clotheson>><</link>><<location "forest">><<effects>>
<<if $overflow is true>>
<<unset $overflow>>
Robin cleans <<his>> chin with tissues, and tries to dry <<his>> shirt. <<He>> pushes them against your <<breasts>> next, trying to dry you as well.
<br><br>
<<else>>
Robin dabs your <<breasts>> with tissues.
<</if>>
<<He>> doesn't say anything as <<he>> tidies up, but <<he>> does plant a kiss on your cheek.
<br><br>
You walk back to the orphanage, Robin at your side. <<He>> hugs you from behind once back in <<his>> room.
<br><br>
"Sorry I wasn't more into it," <<he>> whispers. "I mean, I was, but it's a little strange. If you like it, I do."
<br><br>
<<robinoptions>><<location "forest">><<effects>>
"We're all alone out here," you say, leaning over and kissing <<his>> neck.
<<promiscuity1>>
<<He>> laughs and holds you close to <<him>>.
You sit together for several minutes, before packing up the picnic and walking back to the orphanage.
<br><br>
<<robinoptions>><<widget "robinForestCostumePose">>
<<He>> turns back to the mirror and
<<switch $forest_costume.name>>
<<case "witch">> swishes the skirt around.
<<case "vampire">> strikes a menacing pose.
<</switch>>
<</widget>>
<<widget "robinForestCostumeBuy">>
<<if $money gte 8000>>
<<link [[Buy the costume for Robin (£80)|Robin Forest Costume Buy]]>><<npcincr Robin love 3>><<money -8000 "robin">><<set $halloween_robin_costume to $forest_costume.name>><<set $forest_costume.bought to true>><</link>><<gglove>>
<br>
<<else>>
You don't have enough money to buy the costume. (£80)
<br><br>
<</if>>
<</widget>>
<<widget "robinForestCostumeOptions">>
<<if !$forest_costume.bought>>
<<if _args[0] isnot "witch">>
<<link [[Ask Robin to try on the girl's witch costume|Robin Forest Costume]]>><<set $phase to "witch">><</link>>
<br>
<</if>>
<<if _args[0] isnot "vampire">>
<<link [[Ask Robin to try on the boy's vampire costume|Robin Forest Costume]]>><<set $phase to "vampire">><</link>>
<br>
<</if>>
<</if>>
<<link [[Continue shopping|Forest Shop]]>><</link>>
<br>
<<link [[Walk home with Robin (0:10)|Robin Forest Shop Home]]>><<pass 10>><</link>>
<br>
<</widget>><<set $outside to 1>><<set $location to "town">><<effects>>
<<if !$robin_forest_visited>>
"Would you like to go look at Halloween costumes?" you ask. Robin's eyes light up, and <<he>> nods.
<br><br>
Together you walk to the High Street. Robin knows exactly where to visit, and rushes ahead of you. <<He>> has <<his>> hands and nose pressed against a shop window when you catch up. <<He>> turns to you, looking disappointed. "They're sold out," <<he>> says. <<His>> frown vanishes in an instant. "I know another shop." <<He>> rushes away again.
<br><br>
You catch up, but each shop you visit is out of stock. Robin grows impatient and enters one to ask the shopkeeper directly.
<br><br>
"Sorry," the <<print (random(1,100) lte maleChance() ? "man" : "woman")>> behind the counter responds. "They got snapped up almost as soon as we put them out. Even charged a premium. It's all the tourists."
<br><br>
You leave the shop with a crestfallen Robin.
<br><br>
<<link [[Apologise|Robin Forest Shop 2]]>><<set $phase to 0>><</link>>
<br>
<<link [[Encourage|Robin Forest Shop 2]]>><<set $phase to 1>><</link>>
<br>
<<else>>
"Would you like to look at those Halloween costumes again?" you ask.
<br><br>
Robin's eyes light up. <<He>> nods.
<br><br>
You walk through the town's streets and into the forest, to the small shop hidden beneath the boughs.
<br><br>
<<link [[Next|Robin Forest Shop 4]]>><</link>>
<br>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>>
<<if $phase is 0>>
"Sorry we couldn't find anything," you say.
<br><br>
"It's not your fault," Robin says, a smile returning to <<person1>><<his>> face. "I like going out with you-" <<Hes>> interrupted by a witch hat blowing into <<his>> face.
<<else>>
"There must be costumes in stock somewhere," you say.
<br><br>
"You're right," Robin says, a smile returning to <<person1>><<his>> face. "We need to-" <<Hes>> interrupted by a witch hat blowing into <<his>> face.
<</if>>
<br><br>
<<He>> pulls it off and stares at it with a blank expression. You look the way it came, and see a <<npc "Gwylan" 2>><<person2>><<personsimple>> with mousy hair walking in the opposite direction, carrying a large box. The lid is ajar. Inside you see another witch hat flop with each step.
<br><br>
"Wait!" Robin shouts. The mousy <<personsimple>> doesn't hear, and disappears around the corner. Robin runs after <<him>>. You follow close behind.
<br><br>
<<link [[Next|Robin Forest Shop 3]]>><<pass 5>><</link>>
<br><<location "forest">><<effects>>
Each time you round a corner you see the mousy <<personsimple>> about to disappear around another, despite <<his>> casual pace.
<br><br>
You arrive at Wolf Street just in time to see the <<personsimple>> disappear into the trees. Robin hesitates, then breaks into a run. You follow <<person1>><<him>> into the forest.
<br><br>
<<link [[Next|Robin Forest Shop 4]]>><<pass 5>><</link>>
<br><<set $outside to 0>><<set $location to "forest_shop">><<effects>>
<<set $robin_in_forest_shop to true>><<set $forest_costume to {}>>
<<npc "Gwylan" 2>>
<<if !$robin_forest_visited>>
<<set $robin_forest_visited to 1>>
You catch occasional glimpses of the <<person2>><<personsimple>> through the trees, until at last you come to a strange building.
<<person1>>
<<if $forest_shop_intro isnot 1>>
<<if $gwylan_rescue isnot 1>>
You hear shuffling inside. A sign on the door says "Open."
<br><br>
Robin hesitates again, but steels <<himself>> and enters.
<<else>>
Gwylan's shop, you assume.
<br><br>
"It's okay," you say to a nervous Robin. "I know who works here. It's a shop." All apprehension leaves the orphan, and <<he>> enters.
<</if>>
<br><br>
The interior is dark and crowded by tall shelves holding all manner of items. The quiet is broken by a scraping, then a thud. A <<person2>><<personsimple>> holding a stepladder appears at the end of the closest aisle.
<<if $gwylan_rescue isnot 1>>
"Customers!" <<he>> says, dropping the ladder and walking over. <<He>> wipes <<his>> hands on <<his>> apron. "Welcome to my shop."
<br><br>
<<He>> looks about your age, with mousy hair and a hint of freckles. "I'm older than I look," <<he>> says, as if reading your mind. "I'm Gwylan." <<He>> reaches forward and shakes both your and Robin's hand. "Pleased to meet you. I sell-" <<He>> pauses. "My grand<<father>> sells-" Another pause. "I sell knick-knacks here. Things you won't find in normal shops. Even I don't know what I have in stock!" <<He>> sounds proud.
<<else>>
It's Gwylan.
<</if>>
<<else>>
Gwylan's shop.
<br><br>
"It's okay," you say to a nervous Robin. "I've been here before. It's a shop." All apprehension leaves the orphan, and <<he>> enters.
<br><br>
You follow Robin into the shop. Your eyes adjust to the gloom just as Gwylan appears at the end of an aisle.
<</if>>
<<if $forest_shop_intro is 1 or $gwylan_rescue is 1>>
<br><br>
"You brought a friend!" <<person2>><<he>> says, rushing over and grasping Robin's hand in both <<his>> own. "I'm Gwylan. Welcome to my shop."
<<if $gwylan_aborted gte 1>>
<<gwylanRescueApologyShop "Robin">>
<<set $gwylan_aborted to 0>>
<</if>>
<</if>>
<<set $forest_shop_intro to 1>>
<br><br>
<<link [[Next|Robin Forest Shop 5]]>><</link>>
<<else>>
Gwylan greets you as you enter. "I'm glad to see you again," <<person2>><<he>> says, shaking both your and Robin's hand. "Let me know if you need anything."
<<if $gwylan_aborted gte 1>>
<<gwylanRescueApologyShop "Robin">>
<<set $gwylan_aborted to 0>>
<</if>>
<br><br>
Robin beelines towards the dark screen.
<br><br>
<<link [[Next|Forest Shop]]>><</link>>
<</if>><<set $outside to 0>><<set $location to "forest_shop">><<effects>>
<<endevent>><<npc "Robin" 1>><<npc "Gwylan" 2>>
"Pleased to meet you," Robin says. <<person1>><<He>> holds out the witch hat. "You dropped this."
<br><br>
Gwylan smiles. "Thank you," <<person2>><<he>> says. "I just picked up some new clothes."
<br><br>
"Halloween costumes?" Robin asks, hopeful.
<br><br>
Gwylan pauses. "You could wear them as such," <<he>> decides. "They're behind the dark screen over-" Robin doesn't wait for Gwylan to finish. <<person1>><<He>> rushes over, almost knocking over a shelf on the way.
<br><br>
<<link [[Next|Forest Shop]]>><</link>><<set $outside to 0>><<set $location to "home">><<effects>>
You bid Gwylan farewell. Together you and Robin walk back to the orphanage.
<<if $forest_costume.bought>>
Robin is <<if $forest_costume.cd>>nervous but<</if>> excited, and clutches the $forest_costume.name costume close to <<his>> chest the entire time.
<<else>>
Robin is excited the whole way, and talks about how cool the Halloween costumes were.
<</if>>
<br><br>
<<unset $forest_costume>><<unset $robin_in_forest_shop>>
<<if Time.monthDay is 31 and Time.hour is 16>>
Robin sees the orphans gathered in costumes once you reach the main hall. "I'm going to be late. I'd better go change into my costume," <<he>> hurriedly says.
<<set _costume to getHalloweenCostume()>>
"<<if _costume is "none">>You should put yours on too! <</if>>Meet me back here in a minute or two if you wanna join us." <<He>> rushes to <<his>> room to change.
<br><br>
You return to your own room.
<br><br>
<<link [[Next|Bedroom]]>><<endevent>><</link>>
<<else>>
<<robinoptions>>
<</if>><<npc "Robin" 1>><<person1>>
You catch up with Robin, and find <<him>> admiring two outfits. A witch costume for girls and a vampire costume for boys. "They're so authentic," <<he>> says.
<br><br>
<<robinForestCostumeOptions>><<set $outside to 0>><<set $location to "forest_shop">><<effects>>
<<switch $phase>>
<<case "witch">> <<set $forest_costume to {"name": "witch", "gender": "f"}>>
<<case "vampire">> <<set $forest_costume to {"name": "vampire", "gender": "m"}>>
<</switch>>
<<set $forest_costume.cd to (C.npc.Robin.pronoun isnot $forest_costume.gender)>>
"You should try this on," you say, holding the $forest_costume.name outfit against <<him>>.
<br><br>
<<if $forest_costume.cd>>
"But it's for <<print ($forest_costume.gender is "m" ? "boys" : "girls")>>," Robin says.
<br><br>
"So?" you respond. "You're only dressing up for fun."
<br><br>
<<if C.npc.Robin.love lt 60>>
Robin hesitates, then shakes <<his>> head. "It's a really cool outfit," <<he>> says. "But I'd be too embarrassed."
<br><br>
<<robinForestCostumeOptions $forest_costume.name>>
<br>
<<else>>
Robin hesitates, then takes the outfit. You leave the screen to give <<him>> some privacy.
<br><br>
"Promise you won't laugh," Robin says after a minute. <<He>> doesn't wait for your response before stepping out,
<<switch $forest_costume.name>>
<<case "witch">> still adjusting <<his>> hat. The costume is oddly tight around <<his>> waist, giving the impression of feminine contours. It fits well.
<<case "vampire">> still adjusting <<his>> collar. It fits well.
<</switch>>
<br><br>
<<He>> examines <<himself>> in a nearby mirror.
<br><br>
<<link [[Tease|Robin Forest Costume Tease]]>><</link>>
<br>
<<link [[Compliment|Robin Forest Costume Compliment]]>><</link>>
<br>
<</if>>
<<else>>
"Okay." Robin says, taking the outfit. You leave the screen to give <<him>> some privacy.
<br><br>
"I'm ready," Robin says after a minute. <<He>> doesn't wait for your response before stepping out,
<<switch $forest_costume.name>>
<<case "witch">> still adjusting <<his>> hat. The costume is tight around <<his>> waist, and shows off <<his>> feminine contours. It fits well.
<<case "vampire">> still adjusting <<his>> collar. It fits well.
<</switch>>
<br><br>
<<He>> examines <<himself>> in a nearby mirror.
<br><br>
<<link [[Tease|Robin Forest Costume Tease]]>><</link>>
<br>
<<link [[Compliment|Robin Forest Costume Compliment]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "forest_shop">><<effects>>
<<if $forest_costume.cd>>
"You make such a <<print ($forest_costume.gender is "m" ? "handsome boy" : "cute girl")>>," you laugh. "It suits you."
<br><br>
"No I don't," <<he>> says, blushing yet smiling.
<<else>>
"You make such a <<print ($forest_costume.gender is "m" ? "handsome" : "cute")>> $forest_costume.name," you laugh. "It suits you."
<br><br>
"Does it?" <<he>> asks, smiling.
<</if>>
<<robinForestCostumePose>>
<br><br>
<<robinForestCostumeBuy>>
<<robinForestCostumeOptions $forest_costume.name>><<set $outside to 0>><<set $location to "forest_shop">><<effects>>
"It suits you," you say. "You look like a scary $forest_costume.name."
<br><br>
"Really?" <<he>> asks, smiling.
<<robinForestCostumePose>>
<br><br>
<<robinForestCostumeBuy>>
<<robinForestCostumeOptions $forest_costume.name>><<set $outside to 0>><<set $location to "forest_shop">><<effects>>
"I'm going to buy it," you announce. "You need a proper costume for Halloween."
<br><br>
<<if $forest_costume.cd>>
"But I can't dress as a <<print ($forest_costume.gender is "m" ? "boy" : "girl")>>," Robin says. "I'm not brave enough."
<br><br>
"Yes you are," you reply. "You like the outfit, don't you?"
<br><br>
"I do," Robin says, looking at the mirror. "And you're supposed to dress up for Halloween."
<<else>>
"That's not fair on you," <<he>> says.
<br><br>
"It's a gift," you reply. "You like the outfit, don't you?"
<br><br>
"I do," Robin says, looking at the mirror. "It would be nice to have a proper costume."
<</if>>
<br><br>
Robin disappears behind the screen to dress. Despite <<his>> misgivings, you take the outfit to Gwylan and hand over the money.
<br><br>
<<robinForestCostumeOptions>><<effects>>
<<if $phase is 1>> /* Reassure */
You don't have the heart to tell <<him>> about all you've experienced in the forest. Not after <<= C.npc.Robin.trauma gte 80 ? "what <<hes>> been through" : "<<he>> went through the trouble to put this picnic together">>. You just smile and sit next to <<him>>.
<br><br>
"Nothing's wrong," you say. "Is that your signature <<= Time.season is "winter" ? "hot chocolate" : "lemonade">>?"
<br><br>
<<He>> smiles. The simple gesture lights up <<his>> whole face. "<<= C.npc.Robin.dom gte 60 ? "I'm trying something new. Let me know if you like it." : "Yeah, I hope that's okay.">>"
<<else>> /* Confide */
<<if $speech_attitude is "meek">>
"A little," you admit. "I-I've had some tough experiences here. L-lots of scary animals. Lots of scary people too."
<<elseif $speech_attitude is "bratty">>
"Of course I'm scared," you say. "You know as well as I do what goes on in these woods."
<<else>>
"Kind of," you say. "Like you said, the woods can be pretty scary."
<</if>>
<br><br>
"I get it," Robin says. <<He>> looks over at the part of the forest that swallows light. "The people at school say not to go in there at night, or the monster will get you."
<br><br>
"Monster?" you ask.
<br><br>
<<He>> shrugs, not meeting your eyes. "Some people are convinced they've seen one."
<br><br>
<<if $speech_attitude is "meek">>
"I think- I think there are enough human monsters in the world to be adding more," you say.
<<elseif $speech_attitude is "bratty">>
"They should be afraid of monsters," you say with a sharp grin. "Especially the ones with human faces."
<<else>>
"You and I have seen real monsters," you say. "We don't need the stories."
<</if>>
<</if>>
<br><br>
Robin doesn't say anything more as <<he>> sets out the food. You keep glancing at the tree line.
<br><br>
<<skulduggerycheck "silent">>
<<if $skulduggerysuccess is 1>>
<span class="pink">You see movement. It's sharp and quick.</span>
<br><br>
<<elseif $transformationParts.traits.sharpEyes isnot "disabled">>
<span class="red">Something shines in the depths of the forest. There are bullet casings on the ground. You think you hear heavy footsteps, though that could just be your imagination.</span>
<br><br>
<<else>>
<span class="red">You aren't sure what you're looking for, but you don't find it.</span><<skulduggeryskilluse>>
<</if>>
Robin clears <<his>> throat. "Thank you for coming out with me," <<he>> says. "It's better <<= $robinromance is 1 ? "when I'm with you." : "if I'm not alone.">>"
<br><br>
<<link [[Offer to share food|Robin Forest Crash Food]]>><</link>>
<<if $robinromance is 1>>
<br>
<<link [[Kiss|Robin Forest Crash Kiss]]>><</link>><<promiscuous1>>
<</if>><<effects>>
You break a piece of bread in half and hand <<him>> the bigger piece. <<He>> smiles at you with gratitude.<<npcincr Robin love 1>><<glove "Robin">>
<br><br>
<<if C.npc.Robin.dom gte 60>>
"You know," <<he>> says,"I used to be really scared all the time. I'm not scared anymore."
<br><br>
"You're not?" you ask.
<br><br>
"No." <<He>> moves closer. "You're so brave everyday. You taught me that I can be brave too." <<npcincr Robin dom 3>><<ggdom>>
<<else>>
"I'm scared all the time," <<he>> whispers. "But when I'm with you, I feel like I can be brave." <<He>> looks at you. "Do you think I can be brave?"
<br><br>
<<if $speech_attitude is "meek">>
"I think you're the bravest person I know," you whisper. "You're far braver than me."
<<elseif $speech_attitude is "bratty">>
"I know you are," you say firmly. "I see it everyday."
<<else>>
"You're one of the bravest people I know," you say. "Everyone at the orphanage thinks so too."
<</if>>
<br><br>
<<He>> moves closer. "You're so brave everyday. I wouldn't be where I am if it wasn't for you. Thank you." <<npcincr Robin dom 1>><<gdom>>
<</if>>
<br><br>
<<link [[Go home|Robin Forest Crash Home]]>><</link>>
<br>
<<if $robinromance is 1>>
<<link [[Kiss|Robin Forest Crash Kiss]]>><</link>><<promiscuous1>><<kissvirginitywarning>>
<br>
<</if>><<set $outside to 0>><<set $location to "home">><<effects>>
After a pleasant lunch, Robin packs away the picnic. You walk back to the orphanage together. Neither of you are very talkative. The feeling of being watched lingers until long after the forest is out of sight.
<br><br>
You only relax when you're safe in Robin's room.
<br><br>
<<robinoptions>><<effects>>
You lean forwards and kiss Robin. <<He>> kisses back, pulling you closer. "I feel so safe with you," <<he>> says.<<takeKissVirginity "Robin" `($robinromance is 1?"loveInterest":"romantic")`>>
<<promiscuity1>>
Heavy footsteps interrupt before you can continue. A hand grabs your hair and yanks you back. You catch a glimpse of Eden's face contorted into a snarl, right before <<npc Eden 2>><<person2>><<he>> slams <<his>> fist into Robin's gut.
<br><br>
"Robin!" You try to go to <<person1>><<him>>, but Eden holds you still.<<pain 2>><<stress 6>><<npcincr Robin trauma 5>><<gpain>><<gstress>><<ggrtrauma>>
<br><br>
"I've been searching all over town for you, and you've been too busy acting like a bitch in heat to notice!" <<person2>><<he>> shouts.<<npcincr Eden love -30>><<llllove "Eden">>
<br><br>
<<if $speech_attitude is "meek">>
"That- that's not true," you try to explain. "Robin and I are friends. You know that the only one I want is you."
<<elseif $speech_attitude is "bratty">>
"I'm not a dog," you shout back. "And I don't belong to you, Eden! I can kiss whoever I want!"
<<else>>
"It was only a kiss," you say. "Nothing else happened. I promise."
<</if>>
<br><br>
Eden glares at Robin, who lies prone on the ground. Then <<he>> turns <<his>> glare onto you. "I'm taking you back to the cabin," <<he>> spits out. "Things are not going to be pretty when we get there."
<br><br>
<!-- <<if $submissive lte 850>> -->
<<link [[Protest|Robin Forest Crash Protest]]>><<def 1>><<npcincr Eden love -1>><<npcincr Eden dom -5>><</link>><<llove "Eden">><<lldom "Eden">><br>
/* <<elseif $submissive gte 1150>> */
<<link [[Plead|Robin Forest Crash Protest]]>><<npcincr Eden love -1>><<npcincr Eden dom 1>><</link>><<llove "Eden">><<gdom "Eden">><br>
/* <<else>> */
<<link [[Ask to check on Robin|Robin Forest Crash Protest]]>><<npcincr Eden love -1>><<npcincr Eden dom -1>><</link>><<llove "Eden">><<ldom "Eden">>
/* <</if>> */
<br>
<<link [[Submit willingly|Robin Forest Crash Taken]]>><<set $phase to 1>><<sub 1>><<npcincr Eden dom 5>><</link>><<ggdom "Eden">><<effects>><<person1>>
<<if $submissive lte 850>>
"I'm not going anywhere until I check on Robin," you say.
<<elseif $submissive gte 1150>>
"W-wait," you say, placing a hand on Eden's arm. "<<He>> looks hurt. C-can I check on <<him>>? Please."
<<else>>
"<<Hes>> hurt," you say. "Can I check on <<him>> first?"
<</if>>
<br><br>
Eden casts a dark look at Robin. <<person2>><<He>> tightens <<his>> grip. "Forget about <<person1>><<him>>," Eden says. "You're not going to spend another second in this town."
<br><br>
<<if $submissive lte 850>>
You try to pry your arm free. "You can't stop me from helping <<him>>. <<Hes>> my friend."
<<elseif $submissive gte 1150>>
"B-but <<hes>> my friend," you try again.
<<else>>
"<<Hes>> my friend," you say.
<</if>>
<br><br>
"Friends? You have no friends," Eden snaps. "You have no one but me. The sooner you accept that, the better."
<br><br>
<<if $submissive lte 850>>
"That's not true," you say.
<<elseif $submissive gte 1150>>
"That- that can't be true," you say.
<<else>>
"That's a lie," you say.
<</if>>
<<willpowerdifficulty 1 1000 no_text>>
<<if $willpowerSuccess>>
Your words ring true.
<<else>>
Your voice wavers.<<trauma 6>><<gtrauma>><<stress 6>><<gstress>>
<</if>>
<br><br>
<<person2>>
<<if $submissive lte 850>>
Eden glares at you. "We're going home," <<he>> snarls. "I'll drag you there by your hair if I have to."
<br><br>
You glare back and pull. After a bit of back and forth,
<<if currentSkillValue('physique') gte random(4000,14000)>>
<span class="green">you manage to pull away.</span>
<br><br>
<<link [[Next|Robin Forest Crash Escape]]>><</link>>
<<exit>>
<<else>>
<span class="red">you stumble when Eden yanks you back into <<him>>.</span>
<</if>>
<<elseif $submissive gte 1150>>
Eden glares at you. "It doesn't matter," <<he>> says through gritted teeth. "We're going home. It's up to you if you're going to walk or be dragged back."
<<else>>
Eden glares at you. "We're going home," <<he>> says. "It's up to you if I'm dragging you there or not."
<</if>>
<br><br>
<<link [[Submit|Robin Forest Crash Taken]]>><<sub 1>><<npcincr Eden dom 5>><<set $phase to 1>><</link>><<ggdom "Eden">>
<br>
<<link [[Fight|Robin Forest Crash Fight]]>><<def 1>><<npcincr Eden love -1>><<npcincr Eden dom -1>><<endevent>><<npc Eden>><<person1>><<set $fightstart to 1>><<set $daily.eden.robinCrash to 1>><</link>><<llove "Eden">><<ldom "Eden">>
<br><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyhealth to 600>>
<<set $enemyhealthmax to 600>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
"You need a reminder about who really cares about you," Eden says,
<<if $asphyxiaLvl gte 3>>
<<set $NPCList[0].righthand to "throat">><<set $NPCList[0].lefthand to "throat">><<set $neckuse to "hand">>
wrapping <<his>> hands around your throat. <span class="red">You're being strangled!</span>
<<else>>
pulling out a length of rope. <span class="red">You're about to be tied up!</span>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Robin Forest Crash Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Robin Forest Crash Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyhealth lte 0>>
You manage to break free of Eden's hold on you. <<He>> falls back to the ground.
<br><br>
<<tearful>> you rush to Robin's side.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Robin>><<npc Eden 2>><<person2>>
<<link [[Next|Robin Forest Crash Escape]]>><</link>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation "short">>
Eden pants from <<his>> exertions.
<br><br>
<<tearful>> you squirm out from under <<him>> and rush to Robin's side.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Robin>><<npc Eden 2>><<person2>>
<<link [[Next|Robin Forest Crash Escape]]>><</link>>
<<else>>
You fall to the ground, too hurt to keep fighting.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Robin>><<npc Eden 2>><<person2>>
<<link [[Next|Robin Forest Crash Taken]]>><<set $phase to 0>><</link>>
<</if>><<effects>>
You grab Robin's hand and try to pull <<person1>><<him>> to <<his>> feet.
<br><br>
<<if C.npc.Robin.dom gte 60>>
<<He>> stands. Your hands remain linked as you run with <<him>> back towards town.
<<else>>
<<He>> is shaking too much to stand on <<his>> own. You let <<him>> lean against you and run towards town.
<</if>>
<br><br>
Eden is hot on your trail. <<person2>><<He>> shouts after you and Robin as you lose <<him>> in the crowd. <<His>> anger is palpable. <span class="red">You know that going to the cabin will be dangerous.</span>
<br><br>
<<link [[Next|Robin Forest Crash Escape 2]]>><</link>><<set $outside to 0>><<set $location to "home">><<effects>>
<<person1>>
You don't stop running until you're back at the orphanage. Robin hugs you.
<<if C.npc.Robin.dom gte 60>>
<<His>> embrace is comforting. <<trauma -6>><<ltrauma>>
<<else>>
<<Hes>> shaking like a leaf. You hug <<him>> tighter. <<stress 6>><<gstress>>
<</if>>
<<npcincr Robin love 1>><<npcincr Robin dom 1>><<glove "Robin">><<gdom "Robin">>
<br><br>
"That was so scary," <<he>> says. "Are you okay?"
<br><br>
"I'm okay," you say. "We're safe now."
<br><br>
After a moment, Robin pulls back.
<br><br>
"Who was that?" <<he>> asks. "<<nnpc_He "Eden">> acted like <<nnpc_he "Eden">> knew you."
<br><br>
You hesitate, unsure how to explain. Robin waits for an answer. When it becomes apparent you won't- or can't- answer, <<he>> heads to <<his>> bed and <<= $robinconsole is 1 ? "picks up <<his>> controller" : "sits down">>.
<br><br>
<<endevent>>
<<npc Robin>><<person1>>
<<robinoptions>><<effects>>
<<if $phase is 1>>
Eden's right. You've betrayed <<person2>><<his>> trust and hurt <<person2>><<him>>. You can't break free, and even if you could, you doubt you could escape with Robin.
<br><br>
Eden doesn't give you a chance to reconsider.
<<else>>
Eden doesn't give you a chance to recover.
<</if>>
<br><br>
<<person2>><<He>> ties you up, slings you over <<person2>><<his>> shoulder, and marches back into the forest. Robin watches from the ruins of your picnic.
<br><br>
<<if C.npc.Robin.dom gte 60>>
Robin throws a rock at Eden's back. <span class="red">Eden doesn't notice. Robin can't help you.</span><<trauma 12>><<npcincr Robin dom -5>><<npcincr Robin trauma 5>><<ggtrauma>><<lldom>><<ggrtrauma>>
<<else>>
Robin meets your eyes, then looks away. <span class="red"><<person1>><<He>> stays on the ground. <<person1>><<He>> won't help you.</span><<stress 6>><<trauma 18>><<npcincr Robin dom -10>><<npcincr Robin trauma 10>><<gstress>><<gggtrauma>><<llldom>><<gggrtrauma>>
<</if>>
<br><br>
<<link [[Next|Eden Robin Caged Caught]]>><<endevent>><</link>><<widget "robinroom">>
<<npc Robin>><<person1>>
<<set _robin to statusCheck("Robin")>>
<<if $robineventnote is 1>>
<<set $robineventnote to 0>>
<i>As long as Robin has to pay Bailey, <<hes>> going to keep getting hurt and ending up like this. Maybe you should speak to Bailey about it.</i>
<br><br>
<</if>>
<<if $robinReunionScene is "dungeon">>
<<unset $robinReunionScene>><<set $robinPostMortem to true>>
You knock on the door. "Come in," you hear Robin let out. You promptly do so and enter <<his>> room. <<He>> hasn't noticed you yet. You see a small picture taped to <<his>> screen of the both of you.
<br><br>
Robin turns to face you and <<if $robinconsole is 0>>gasps<<else>>drops <<his>> controller<</if>>. <<He>> quickly jumps up from <<his>> bed and runs to you, tackling you in a hug and nearly causing you to fall to the floor. Tears flow freely down <<his>> cheeks.
<br>
"I-I thought I was never going to see you again! I was so scared," Robin says before pulling you to the bed.
<br><br>
After a while, Robin calms down. "Everyone's been looking for you. Bailey wasn't any help." <<He>> rubs <<his>> eyes. "Can you tell me what happened? Y-you know, when you're ready to? I promise you'll feel better."
<br><br>
<<elseif $robinReunionScene is "dungeonRobin">>
<<unset $robinReunionScene>>
You knock on the door. "Come in," you hear Robin let out. You promptly do so and enter <<his>> room. <<He>> hasn't noticed you yet. You see a small picture taped to <<his>> screen of the both of you.
<br><br>
Robin turns to face you and <<if $robinconsole is 0>>gasps<<else>>drops <<his>> controller<</if>>. <<He>> quickly jumps up from <<his>> bed and runs to you, tackling you in a hug and nearly causing you to fall to the floor. Tears flow freely down <<his>> cheeks.
<br>
"I-I thought I was never going to see you again! I was so scared," Robin says before pulling you to the bed.
<br><br>
After a while, Robin calms down. "I tried to tell everyone where you were, but nobody would believe me when I said what happened." <<He>> rubs <<his>> eyes. "I'm glad to have you back. I missed you."
<br><br>
<<elseif $robinReunionScene is "asylum">>
<<unset $robinReunionScene>>
You knock on the door. Robin opens it up.
<<if _robin.trauma gte 40>>
You can see that <<his>> eyes are red from crying. <<He>> quietly pulls you inside.
<<else>>
<<Hes>> surprised to see you. "Oh! Come in," <<he>> says, pulling you inside.
<</if>>
<br><br>
<<if _robin.trauma gte 40>>
"I thought the doctors took you away. I would've tried to get you something had I known you were c-coming back," Robin's voice quivers.
<<else>>
"I thought you were staying at the doctor's for a while. I would've prepared something had I known you were coming back," Robin explains.
<</if>>
<br><br>
You shake your head, telling <<him>> that they weren't going to help you, so you "checked" out early. Robin seems confused, but <<he>> nods regardless. <<He>> gives you a hug.
<br>
<<if _robin.trauma gte 40>>
"Well, I'm glad you're free," <<he>> mumbles, holding you tight.
<<else>>
"Well, I'm glad you're home! Come on."
<</if>>
<br><br>
You're taken to <<his>> bed, where <<he>><<if $robinconsole is 1>> picks up a controller and<</if>> sits beside you.
<br><br>
<<elseif _robin.trauma gte 95>>
You knock on the door. There's a pause for a moment, then Robin opens it. <<He>> stares right through you, <<his>> eyes glazed.
<br><br>
<<He>> doesn't stop you entering and sitting on the bed. "Come sit with me," you say.
<br><br>
<<He>> sits beside you.
<br><br>
<<ind>><<link [[Hug (0:30)|Robin Trauma Hug]]>><<npcincr Robin love 1>><<npcincr Robin dom -1>><<npcincr Robin trauma -6>><<pass 30>><</link>><<glove>><<ldom>>
<br><br>
<<elseif $robin_injured gte 1>>
You knock on the door. Robin opens it and smiles. <<His>> eyes are red. "Hey," <<he>> says. "Come in." You enter and sit on the bed. <<He>> sits beside you.
<<His>> movements are awkward, as if <<hes>> in pain.
<br><br>
<<hospitalicon>><<link [[Take Robin to the hospital (1:00)|Robin Hospital]]>><<unset $robin_injured>><<pass 1 hour>><<npcincr Robin love 1>><<npcincr Robin dom -1>><<npcincr Robin trauma -16>><</link>><<glove>><<ldom>>
<br><br>
<<elseif _robin.trauma gte 40>>
You knock on the door. Robin opens it and smiles. <<His>> eyes are red. "Hey," <<he>> says. "Come in." You enter and sit on the bed. <<He>> sits beside you.
<br><br>
<<elseif $robinpaid is 1 and $robinPayout is 0 and $robinmoney gte 20 and _robin.love gte 80 and _robin.trauma lte 20 and $robin.timer.hurt is 0>>
<<robinPayout>>
<br><br>
<<elseif $halloween is 1 and !$halloween_robin>>
<<set $halloween_robin to 1>><<set $halloween_robin_costume to "ghost">>
You knock on the door. <<robinOpen>> "It's almost time," <<he>> says. "Halloween! Here's my costume." <<He>> leans over <<his>> bed and grabs the blanket, before hurling it over <<his>> head. "I'm a ghost."
<br><br>
<<He>> sits down. There's an open magazine beside <<him>>, advertising more impressive, but pricey, costumes. Some are circled in pen, but <<he>> moves it away to clear space before you get a good look.
<br><br>
"I want to take some of the orphans trick-or-treating <<print (Time.monthDay is 31 ? "today" : "on the day")>>," <<he>> continues through the sheet. "You can come too. If you like. I want to leave between <span class="gold"><<ampm 16 00>> and <<ampm 19 00>>.</span> The orphans shouldn't be out late."
<br><br>
<!-- If Robin just came back from a punishment -->
<<elseif _robin.comforted is 0>>
<<set _robin.comforted to 1>>
You knock on the door. Robin throws it open and <<print $robin.timer.hurt gte 1 ? "stares blankly at you" : "hugs you, though <<he>> looks upset">>.
<<switch $robinLastPunishment>>
<<case "dinner">>
"I'm having trouble eating lately." <<He>> gives a pained laugh.
<<case "docks">>
"Why did they beat me?" Robin mumbles to <<himself>>.
<<case "landfill">>
<<if $robinSeen.includes("robinRape")>>
"I'm sorry," <<he>> whispers under <<his>> breath.
<<else>>
"I thought I was going to die." <<He>> shakes <<his>> head.
<</if>>
<<case "pillory">>
"I'm not a criminal..." Robin kicks <<his>> feet as <<he>> stares at the ground.
<<case "underground">>
"So glad to be home. I was afraid I'd never see the sun again." <<He>> smiles at you. "Thank you, I don't know if I would've had the strength to do it alone."
<<case "mansion">>
"They took me to a mansion on Danube Street and made me clean," <<he>> says. "The hosts were... grabby. And they put me in a maid dress."
<<if _robin.pronoun is (_robin.crossdressing gte 2 ? "m" : "f")>>
<<Hes>> quiet for a few seconds. "I sort of wish they let me keep it," <<he>> admits, hiding <<his>> face.
<</if>>
<</switch>>
<br><br>
<<elseif _robin.trauma gte 10>>
You knock on the door. <<robinOpen>> You enter and sit on the bed. <<He>> sits beside you.
<br><br>
<<if $robinthank isnot 1>>
<<set $robinthank to 1>>
You open your mouth to speak, but Robin interrupts you. "Thank you," <<he>> says. "For everything." <<He>> rests <<his>> head on your shoulder.
<br><br>
<</if>>
<<else>>
<<if $robinconsoleintro isnot 1>>
<<set $robinconsoleintro to 1>><<set $robinconsole to 1>>
You knock on the door, and hear a flurry of activity on the other side. Robin throws the door open and hugs you.
"You came," <<he>> says. "Look." <<He>> pulls you into the room. In the corner beneath an old television is a new games console.
"I've been saving up," <<he>> says, sitting on the bed. "What are you waiting for?" <<He>> pats the bed beside <<him>>.
<<lstress>><<stress -12>>
<br><br>
<<elseif $robinconsole is 1 and $robinpaid isnot 1 and $robindebt gte ($robindebtlimit - 1) and $robinconsolelost isnot 1>>
<<set $robinconsolelost to 1>><<set $robinconsole to 0>>
You knock on the door. <<robinOpen>> <<He>> sits on the bed. Something is different. There's no console.
<br><br>
"You've noticed," <<he>> says. "I was bored of it, so I sold it." <<He>> smiles, but it doesn't touch <<his>> eyes.
<br><br>
"But you loved it," you say.
<br><br>
"No I didn't!" <<he>> responds, irritated. "Just leave it."
<br><br>
"Is something wrong?" you say. "You're never like this."
<br><br>
"Everything's fine, honest," <<he>> says. <<He>> stares at <<his>> knees.
<br><br>
<!-- Lowest Special Priority (Random Events when Robin is in their room/not doing anything special) -->
<<elseif $rng gte 85 and _robin.lovestage gte 3 and _robin.crossdress gte 1 and !$daily.robin.cdevent and _robin.cdquest lte 0 and _robin.trauma lte 20>>
You go to Robin's room. There's a note on the door. "Please don't enter!"
<br><br>
<<set _uniqueoptions to true>>
<<getinicon>><<link [[Enter|Robin Caught CD]]>><</link>>
<br>
<<getinicon>><<link [[Knock|Robin Caught CD Knock]]>><</link>>
<br>
<<getouticon>><<link [[Leave|Orphanage]]>><<set $fromRobinRoom to true>><<endevent>><</link>>
<br>
<<elseif !$daily.robin.cdevent and _robin.cdquest is 4 and Time.hour lte 9 and Time.schoolDay and _robin.trauma lte 20>>
<<set $daily.robin.cdevent to 1>>
You enter Robin's room. You see <<him>> standing in front of <<his>> mirror holding a
<<print (_robin.pronoun is "m" ? "girl's" : "boy's")>> school uniform in front of <<him>>.
<<He>> seems focused on how <<he>> looks and doesn't notice you at first.
<br><br>
<<set _uniqueoptions to true>>
<<if $robinromance is 1>>
<<ind>><<link [[Compliment|Robin School CD Compliment]]>><</link>>
<<else>>
<<ind>><<link [[Interrupt|Robin School CD Interrupt]]>><</link>>
<</if>>
<br>
<<getouticon>><<link [[Leave|Orphanage]]>><<set $fromRobinRoom to true>><<endevent>><</link>>
<br>
<!-- Normal Robin events -->
<<elseif $robin.timer.hurt gte 1>>
You knock on the door. <<robinOpen>> <<He>> sits on the bed beside the television and picks up the controller.
<<if _robin.crossdressing gte 2>>
<<if _robin.pronoun is "f">>
It looks like <<hes>> wearing <<his>> chest binder today.
<<else>>
You take note of <<his>> <<npcClothesText _robin "upper">>.
<</if>>
<</if>>
<br><br>
<<elseif $robinconsole is 0>>
You knock on the door. <<robinOpen>> <<He>> sits on the bed and stares at the spot <<his>> console used to fill.
<<if _robin.crossdressing gte 2>>
<<if _robin.pronoun is "f">>
It looks like <<hes>> wearing <<his>> chest binder today.
<<else>>
You take note of <<his>> <<npcClothesText _robin "upper">>.
<</if>>
<</if>>
<br><br>
<<elseif $robin_naked_room is 1 and ($worn.upper.type.includes("naked") or $worn.lower.type.includes("naked"))>>
<<if $robinromance isnot 1>>
<<if C.npc.Robin.dom lte 50>>
<<He>> glances up at you but quickly looks away. The familiar blush is back, but <<he>> doesn't say anything as you close the door and sit down beside <<him>>.
<br><br>
Robin doesn't say anything, but you catch <<him>> stealing glimpses at you every once in a while.<<if $daily.robin_naked_lust isnot 1>><<set $daily.robin_naked_lust to 1>><<glust>><<npcincr Robin lust 1>><</if>>
<br><br>
<<else>>
Robin sees you and smiles.
<<if $exposed gte 2>>
<<He>> startles a bit when <<he>> sees you're completely naked, but <<he>> doesn't say anything.
<br><br>
<<if C.npc.Robin.lust gte 20>>
You catch <<him>> ogling your naked body and smile.
<</if>>
You notice the blush forming on Robin's face, despite <<his>> attempts to act casual.<<if $daily.robin_naked_lust isnot 1>><<set $daily.robin_naked_lust to 1>><<glust>><<npcincr Robin lust 1>><</if>>
<br><br>
<<elseif $worn.upper.type.includes("naked") and $worn.under_upper.type.includes("naked")>>
Robin looks you in the face, but <<his>> eyes wander down to your <<breasts>>.
<br><br>
<<if C.npc.Robin.lust gte 20>>
<<He>> forgets <<himself>> for a moment and stares openly, only snapping out of it when you give a light cough.
<<else>>
<<He>> snaps <<his>> eyes back up when <<he>> catches <<himself>>.
<</if>>
You don't say anything and close the door behind yourself.<<if $daily.robin_naked_lust isnot 1>><<set $daily.robin_naked_lust to 1>><<glust>><<npcincr Robin lust 1>><</if>>
<br><br>
<<elseif $worn.lower.type.includes("naked") and $worn.under_lower.type.includes("naked")>>
Robin can't help but glance down at your fully exposed <<genitals>>.
<br><br>
<<if C.npc.Robin.lust gte 20>>
<<He>> doesn't look away at first, <<his>> mouth gaping slightly.
<<else>>
<<He>> quickly averts <<his>> gaze.
<</if>>
You don't say anything and simply let <<him>> look as long as <<he>> wants to. As you turn your back to close the door, you're sure <<hes>> looking at your butt as well.<<if $daily.robin_naked_lust isnot 1>><<set $daily.robin_naked_lust to 1>><<glust>><<npcincr Robin lust 1>><</if>>
<br><br>
<<else>>
You're not exposing anything, but Robin still blushes slightly seeing you in your underwear.<<if $daily.robin_naked_lust isnot 1>><<set $daily.robin_naked_lust to 1>><<glust>><<npcincr Robin lust 1>><</if>>
<br><br>
<</if>>
<</if>>
<<else>>
<<if C.npc.Robin.dom lte 50>>
Robin turns to look at you but quickly looks away, blushing. You enter the room and close the door behind you. Robin doesn't say anything about your nudity, but still doesn't look directly at you.<<if $daily.robin_naked_lust isnot 1>><<set $daily.robin_naked_lust to 1>><<glust>><<npcincr Robin lust 1>><</if>>
<br><br>
<<else>>
<<He>> looks up and smiles. "Hey, you," <<he>> says. "I'm happy to see you're feeling comfortable."
<br><br>
"I'm always comfortable with you," you reply. Robin smiles as you enter <<his>> room. <<He>> doesn't hide <<his>> interest in your body.<<if $daily.robin_naked_lust isnot 1>><<set $daily.robin_naked_lust to 1>><<glust>><<npcincr Robin lust 1>><</if>>
<br><br>
<</if>>
<</if>>
<<else>>
You knock on the door. <<robinOpen>>
<<He>> sits on the bed beside the television and picks up the controller.
<<if _robin.crossdressing gte 2>>
<<if _robin.pronoun is "f">>
It looks like <<hes>> wearing <<his>> chest binder today.
<<else>>
You take note of <<his>> <<npcClothesText _robin "upper">>.
<</if>>
<</if>>
<<if Time.hour is 6 and Time.minute lte random(1,60)>>
<<He>> yawns <<print (random(1,100) lte _robin.dom and _robin.trauma lte 20 ? "loudly" : "softly")>>.
<</if>>
<br><br>
<</if>>
<</if>>
<<if !_uniqueoptions>>
<<robinoptions>>
<</if>>
<</widget>>
<<widget "robinoptions">>
<<set _robin to statusCheck("Robin")>>
<<storeon "Robin's Room" "check">>
<<set _anyItemsInRoom to _store_check is 1 and $store.upper.find(item => item.location is "Robin's Room") and $store.lower.find(item => item.location is "Robin's Room")>>
<<if Time.schoolDay and Time.hour is 8>>
<<if _robin.trauma gte 80>>
Robin looks at the clock on the wall. "It's school soon," <<he>> says. "I don't want to go."
<br><br>
<<if _robin.crossdress gte 2 and _robin.crossdress lte 4>>
You hug <<him>>. "Everything will be fine," you say. "I'll give you room to get changed."
<<else>>
You hug <<him>>. "Everything will be fine," you say.
<</if>>
<br><br>
<<if $robinromance and !$daily.robin.traumarequest and $rng gte 51>>
<<set $daily.robin.traumarequest to 1>>
<<set _robinrequest to 1>>
"D-do you think you could walk with me<<if $exposed gte 1 and _anyItemsInRoom>> after you get changed<</if>>?" <<he>> asks, rubbing <<his>> arm.
<br><br>
<<if $exposed lte 0>>
<<schoolicon "building">><<link [[Walk to school (0:40)|Robin Walk School]]>><<pass 40>><<npcincr Robin trauma -2>><<npcincr Robin love 1>><<handheldon 1>><</link>><<glove>><<lrtrauma>>
<<elseif _anyItemsInRoom>>
<<schoolicon "building">><<link [[Get dressed and walk to school (0:40)|Robin Walk School]]>><<storeon "Robin's Room">><<pass 40>><<npcincr Robin trauma -2>><<npcincr Robin love 1>><<handheldon 1>><</link>><<glove>><<lrtrauma>>
<</if>>
<<else>>
<<if $exposed lte 0>>
<<schoolicon "building">><<link [[Walk to school (0:40)|Robin Walk School]]>><<pass 40>><<handheldon 1>><</link>>
<<elseif _anyItemsInRoom>>
<<schoolicon "building">><<link [[Get dressed and walk to school (0:20)|Robin Walk School]]>><<storeon "Robin's Room">><<pass 20>><<handheldon 1>><</link>>
<</if>>
<</if>>
<br>
<<else>>
Robin looks at the clock on the wall.
<<if _robin.crossdress gte 2 and _robin.crossdress lte 4>>
"It's school soon. I'd better get changed," <<he>> says. <<if $exposed lte 0>>"Would you like to walk with me?"<<else>>"You should probably get dressed too." <<He>> blushes.<</if>>
<<else>>
"It's school soon," <<he>> says. <<if $exposed lte 0>>"Would you like to walk with me?"<<else>>"You should probably get dressed." <<He>> blushes.<</if>>
<</if>>
<br><br>
<<if $exposed lte 0>>
<<schoolicon "building">><<link [[Walk to school (0:20)|Robin Walk School]]>><<pass 20>><<handheldon 1>><</link>>
<br>
<<elseif _anyItemsInRoom>>
<<schoolicon "building">><<link [[Get dressed and walk to school (0:20)|Robin Walk School]]>><<storeon "Robin's Room">><<pass 20>><<handheldon 1>><</link>>
<br>
<</if>>
<</if>>
<<if _robinrequest is 1>>
<<if _anyItemsInRoom>>
<<getouticon>><<link [[Get dressed and leave (0:05)|Orphanage]]>><<pass 5>><<storeon "Robin's Room">><<npcincr Robin trauma 1>><<npcincr Robin love -1>><<set $fromRobinRoom to true>><<endevent>><</link>><<grtrauma>><<llove>>
<<else>>
<<getouticon>><<link [[Leave|Orphanage]]>><<npcincr Robin trauma 1>><<npcincr Robin love -1>><<set $fromRobinRoom to true>><<endevent>><</link>><<grtrauma>><<llove>>
<</if>>
<<else>>
<<if _anyItemsInRoom>>
<<getouticon>><<link [[Get dressed and leave (0:05)|Orphanage]]>><<pass 5>><<storeon "Robin's Room">><<set $fromRobinRoom to true>><<endevent>><</link>>
<<else>>
<<getouticon>><<link [[Leave|Orphanage]]>><<set $fromRobinRoom to true>><<endevent>><</link>>
<</if>>
<</if>>
<<elseif Time.hour gte 21 or Time.hour lte 5>>
Robin looks at the clock on the wall.
<<if $robin.timer.hurt gte 1>>
"<<print _robin.trauma lte 30 ? "It's past my bed time," : "I-I should probably go to sleep,">>" <<he>> says. "<<print $robin.timer.hurt gte 1 ? "I'd rather sleep alone tonight, if you don't mind" : "You should get some sleep too">>."
<<elseif $robin.stayup is 1>>
"It's late," <<he>> says. <<He>> hugs you. "You should get some sleep." <<He>> closes the door somewhat anxiously, as if <<he>> has something else to do.
<<elseif _robin.trauma lte 30>>
"It's past my bed time," <<he>> says. <<He>> hugs you. "Goodnight."
<<elseif _robin.trauma lte 60>>
"I-I should probably go to sleep," <<he>> says. <<He>> hugs you before reluctantly letting go. "Goodnight."
<<elseif $daily.robin.traumarequest is 1>>
Robin hugs you for a long time before letting go. "G-goodnight... stay safe."
<<else>>
"D-do you think you can stay with me?" <<He>> lightly holds your arm, <<his>> eyes are pleading.
<<set $daily.robin.traumarequest to 1>><<set _robinrequest to 1>>
<</if>>
<br><br>
<<if _robinrequest is 1>>
<<bedroomicon>><<link [[Stay with Robin|Robin Room Bed Intro]]>><<npcincr Robin trauma -3>><<npcincr Robin love 1>><<handheldon 1>><</link>><<glove>><<lrtrauma>>
<<elseif $robin.timer.hurt is 0 and $robin.stayup isnot 1 and ($robinromance or _robin.trauma gt 30)>>
<<bedroomicon>><<link [[Ask to stay|Robin Room Bed Intro]]>><<handheldon 1>><</link>>
<</if>>
<br>
<<if _robinrequest is 1>>
<<getouticon>><<link [[Leave|Orphanage]]>><<npcincr Robin trauma 1>><<npcincr Robin love -1>><<set $fromRobinRoom to true>><<if $exposed gte 1 and _anyItemsInRoom>><<storeon "Robin's Room">><</if>><<endevent>><</link>><<grtrauma>><<llove>>
<<else>>
<<getouticon>><<link [[Leave|Orphanage]]>><<set $fromRobinRoom to true>><<if $exposed gte 1 and _anyItemsInRoom>><<storeon "Robin's Room">><</if>><<endevent>><</link>>
<</if>>
<br>
<<elseif Time.hour is 17 and C.npc.Robin.trauma lte 60 and $daily.robin.studycompany isnot 1 and $robin.stayup isnot 1>>
Robin looks at the clock on the wall.
<br><br>
"I should work on Winter's assignment now," <<he>> says. <<if C.npc.Robin.trauma gte 20>><<He>> looks weary at the idea. <</if>>"Would you like to join me?"
<br><br>
<<if C.npc.Robin.trauma gte 20>>
<<ind>><<link[[Help Robin study|Robin Study]]>><<set $study_inside to 1>><<stress 3>><<npcincr Robin love 1>><<npcincr Robin trauma -3>><<npcincr Robin dom -1>><</link>><<gstress>><<glove>><<lrtrauma>><<ldom>><br>
<<else>>
<<ind>><<link[[Agree|Robin Study]]>><<npcincr Robin love 1>><<set $study_inside to 1>><</link>><<glove>><br>
<</if>>
<<getouticon>><<link[[Leave|Orphanage]]>><<endevent>><</link>>
<<elseif $englishPlay is "ongoing" and $englishPlayDays is 0 and ((Time.hour gte 16 and Time.minute gte 40) or Time.hour gte 17)>>
Robin looks at the clock on the wall.
"It's almost time for the school plays," <<he>> says. <<if $exposed lte 0>>"Would you like to walk with me?"<</if>>
<br><br>
<<if $exposed lte 0>>
<<townhallicon>><<link [[Walk to the town hall (0:20)|English Play Attend]]>><<endevent>><<set $fromRobinRoom to true>><<pass 20>><</link>>
<br>
<<elseif _anyItemsInRoom>>
<<townhallicon>><<link [[Get dressed and walk to the town hall (0:25)|English Play Attend]]>><<endevent>><<storeon "Robin's Room">><<set $fromRobinRoom to true>><<pass 25>><</link>>
<<else>>
<<He>> looks at you and blush. "You should probably get dressed."
<br><br>
<</if>>
<<link [[Leave|Orphanage]]>><<endevent>><</link>>
<<elseif Time.isWeekEnd() and Time.hour gte 9 and Time.hour lt 16 and _robin.trauma lt 80>>
<<set _standType to Time.season is "winter" ? "Chocolate" : "Lemonade">>
<<if _robin.cdquest is 3 and !$daily.robin.cdevent and _robin.trauma lte 20>>
<<if _standType is "Chocolate">>
Robin looks at the clock on the wall and sighs. "I need to get my hot chocolate stand set up."
<<He>> slowly gets up. "I'll get changed, then I'll be in the park if you want to see me."
<<else>>
Robin looks at the clock on the wall and sighs. "I need to get my lemonade stand set up."
<<He>> slowly gets up. "I'll get changed, then I'll be on the beach if you want to see me."
<</if>>
<<if $exposed lte 0>>
<br><br>
<<if _robin.lovestage gte 5>>
<<ind>><<link [[Ask what's wrong|Robin's Stand CD Explain Full]]>><<npcincr Robin love 3>><<handheldon 1>><</link>><<gglove>>
<<else>>
<<ind>><<link [[Ask what's wrong|Robin's Stand CD Explain Demo]]>><<handheldon 1>><</link>>
<</if>>
<</if>>
<br>
<<else>>
<<if _standType is "Chocolate">>
<<if _robin.trauma gte 40>>
Robin sighs. "I should go set up my hot chocolate stand," <<he>> says. "Come see me in the park if you like."
<<else>>
"I need to get my hot chocolate stand set up," <<he>> says. "Come see me in the park if you like."
<</if>>
<<else>>
<<if _robin.trauma gte 40>>
Robin sighs. "I should go set up my lemonade stand," <<he>> says. "Come see me on the beach if you like."
<<else>>
"I need to get my lemonade stand set up," <<he>> says. "Come see me on the beach if you like."
<</if>>
<</if>>
<br>
<<if $exposed gte 1>>
<br>
<<He>> looks at you and blush. "You should probably get dressed."
<br>
<</if>>
<</if>>
<br>
<<if _anyItemsInRoom>>
<<set _linkStart to "Get dressed and offer">>
<<else>>
<<set _linkStart to "Offer">>
<</if>>
<<set _passageStart to _standType is "Chocolate" ? "Robin " : "Robin's ">>
<<if $exposed lte 0 or _anyItemsInRoom>>
<<if $tutorial is 0 and $debug is 0>>
<<robinicon `_standType is "Chocolate" ? "cocoa" : "lemonade"`>><<link [[_linkStart + " to help set up (0:30)"|_passageStart + _standType + " Set Tutorial"]]>>
<<pass 30>><<npcincr Robin love 1>><<set $tutorial to 1>><<handheldon 1>>
<<if $exposed gte 1 and _anyItemsInRoom>><<storeon "Robin's Room">><</if>>
<</link>><<glove>>
<<else>>
<<robinicon `_standType is "Chocolate" ? "cocoa" : "lemonade"`>><<link [[_linkStart + " to help set up (0:30)"|_passageStart + _standType + " Set"]]>>
<<pass 30>><<npcincr Robin love 1>><<handheldon 1>>
<<if $exposed gte 1 and _anyItemsInRoom>><<storeon "Robin's Room">><</if>>
<</link>><<glove>>
<</if>>
<</if>>
<br>
<<getouticon>><<link [[Leave|Orphanage]]>><<set $fromRobinRoom to true>><<endevent>><</link>>
<<elseif $robinbaileyhelp is 1>>
<<set $robinbaileyhelp to 2>>
Robin turns to face you, <<his>> eyes downcast. "I'm sorry," <<he>> says. "I'm sorry I told Bailey. I thought <<endevent>><<npc Bailey>><<person1>><<he>> would help. <<Hes>><<endevent>><<npc Robin>><<person1>> meant to."
<br><br>
<<link [[Forgive|Robin Bailey Forgive]]>><<trauma -6>><<stress 6>><<npcincr Robin love 1>><<handheldon 1>><</link>><<gstress>><<glove>><<ltrauma>>
<br>
<<link [[Change the subject|Robin Bailey Subject]]>><<handheldon 1>><</link>>
<br>
<<elseif $halloween is 1 and Time.hour gte 16 and Time.hour lt 19 and Time.monthDay is 31>>
Robin looks at the clock on the wall. "It's time," <<he>> says, jumping to <<his>> feet. "The orphans will be ready to trick-or-treat soon. I need to get dressed."
<br><br>
<<if $robinromance is 1>>
<<He>> hugs and pushes you towards the door. "I don't want you to see me dress," <<he>> says. "It will be more magical that way."
<br><br>
<</if>>
<<set _costume to getHalloweenCostume()>>
<<if _costume is "none">>
"I'll be in the main hall gathering the orphans if you want to join in. I can't wait to see your costume!"
<<elseif _costume is "exposed" or _costume is "fully naked">>
"I'll be in the main hall gathering the orphans once I'm ready. You should... probably put something on."
<<towelup>>
<<else>>
"I'll be in the main hall gathering the orphans once I'm ready."
<</if>>
<br><br>
<<getouticon>><<link [[Leave|Orphanage]]>><<set $fromRobinRoom to true>><<endevent>><</link>>
<br>
<<elseif false /* playerBellyVisible(true) and !knowsAboutPregnancy("pc","Robin") */>>
/* Was fully commented out by Vrelnir - Converted to a false condition to fix SugarCube parsing errors. */
<<setKnowsAboutPregnancy "pc" "Robin">>
Robin looks at your belly. Realisation dawns on <<his>> face, and <<he>> covers <<his>> mouth with <<his>> hands. "Are you pregnant?"
<<if $robinromance is 1>>
<<He>> looks conflicted.
<br><br>
<<else>>
<<He>> doesn't wait for a response before throwing <<his>> arms around your neck. "You don't have to tell me what happened if you don't want to," <<he>> says. "You're my friend, and I'll look after you no matter what."
<br><br>
<</if>>
<<link [[Say you got pregnant on purpose|Robin Pregnancy Purpose]]>><</link>>
<br>
<<link [[Say it was an accident|Robin Pregnancy Accident]]>><</link>>
<br>
<<link [[Say you were raped|Robin Pregnancy Raped]]>><</link>>
<br>
<<else>>
<<if _robin.trauma lt 80 and $robin.timer.hurt is 0>>
<<if _robin.love gte 5 and _robin.lovestage is undefined>>
<<set _robin.lovestage to 0>>
"Thanks for spending time with me," <<he>> says. "It's less fun alone."
<br><br>
<<elseif _robin.love gte 10 and _robin.lovestage is 0>>
<<set _robin.lovestage to 1>>
"I'll have to teach you how to make lemonade sometime," <<he>> says.
<br><br>
<<elseif _robin.love gte 20 and _robin.lovestage is 1>>
<<set _robin.lovestage to 2>>
<<if $robinconsole is 1>>
"Let me know if there's a game you'd like to play," <<he>> says. "You always let me choose."
<<else>>
"I like spending time with you," <<he>> says. "I'd choose your company over my console every day."
<</if>>
<br><br>
<<elseif _robin.love gte 40 and _robin.lovestage is 2>>
<<set _robin.lovestage to 3>>
"It's good Bailey doesn't mind us meeting like this," <<he>> says.
<br><br>
<<elseif _robin.love gte 60 and _robin.lovestage is 3>>
<<set _robin.lovestage to 4>>
"I'm so lucky to have you as a friend," <<he>> says out of nowhere.
<br><br>
<<elseif _robin.love gte 100 and _robin.lovestage is 4>>
<<set _robin.lovestage to 5>>
<<He>> hugs you. "You're the best," <<he>> says.
<br><br>
<</if>>
<</if>>
<<if $robinPostMortem>>
<<ind>><<link [[Tell Robin about your imprisonment (0:30)|Robin Dungeon Talk]]>><<set $robinroomentered to 1>><<pass 30>><<stress -12>><<trauma -12>><<npcincr Robin dom 5>><<handheldon 1>><</link>>
<br>
<</if>>
<<if $robinnote is 1 and $robinromance isnot 1>>
<<loveicon>><<link [[Kiss|Robin Romance]]>><<set $robinroomentered to 1>><<set $robinromance to 1>><<handheldon 1>><</link>>
<br>
<</if>>
<<if hasSexStat("exhibitionism", 5) and $exposed lte 0 and _store_check isnot 1>>
<<skinicon "strip">><<link [[Ask to take off your clothes|Robin Room Naked Request]]>><<handheldon 1>><</link>><<exhibitionist5>>
<br>
<<elseif _store_check is 1>>
Your clothes lay on Robin's bed.
<br>
<<dressasyouwereicon>><<link [[Put on your clothes|Robin Room Naked Put]]>><<handheldon 1>><<storeon "Robin's Room">><</link>>
<br><br>
<</if>>
<<if Time.schoolDay and (Time.hour is 8 or Time.hour is 7)>>
<<set _schoolTime to 20>>
<<if _robin.trauma gte 80>><<set _schoolTime += 20>><</if>>
/* <<if $exposed gte 1 and _anyItemsInRoom>><<set _schoolTime += 5>><</if>> */
<<if $exposed lte 0>>
<<schoolicon "building">><<link [["Walk to school (0:" + _schoolTime + ")"|Robin Walk School]]>><<run setRobinLocationOverride("school", 7)>><<pass _schoolTime>><<handheldon 1>><</link>>
<br>
<<elseif _anyItemsInRoom>>
<<schoolicon "building">><<link [["Get dressed and walk to school (0:" + _schoolTime + ")"|Robin Walk School]]>><<storeon "Robin's Room">><<run setRobinLocationOverride("school", 7)>><<pass _schoolTime>><<handheldon 1>><</link>>
<br>
<</if>>
<</if>>
<<if _robin.trauma gte 1>>
<<socialiseicon>><<link [[Talk (0:30)|Robin Trauma Talk]]>><<set $robinroomentered to 1>><<pass 30>><<stress 3>><<npcincr Robin trauma -1>><<npcincr Robin love 1>><<npcincr Robin dom -1>><<handheldon 1>><</link>><<glove>><<lrtrauma>><<ldom>><<gstress>>
<br>
<</if>>
<<if _robin.trauma lt 80 and (!$daily.robin.walk or ($halloween_robin is 1 and $halloween_robin_costume is "ghost") or ( _robin.love gte 20 and $money gte 1500 and !$daily.robin.cinema)) and $passage isnot "Robin Walk" and $exposed lte 0>>
<<walkicon>><<link [[Go somewhere together|Robin Walk]]>><<set $robinroomentered to 1>><<set $robinhugging to 0>><<handheldon 1>><</link>>
<br><br>
<</if>>
<<if $robinconsole is 1>>
<<robinicon "controller">><<link [[Watch Robin play (0:30)|Robin Watch]]>><<set $robinroomentered to 1>><<stress -3>><<trauma -3>><<pass 30>><<npcincr Robin love 1>><<handheldon 1>><</link>><<glove>><<ltrauma>><<lstress>>
<br>
<<robinicon "controller">><<link [[Play with Robin (0:30)|Robin Play]]>><<set $robinroomentered to 1>><<set $robinhugging to 0>><<trauma -3>><<pass 30>><<npcincr Robin love 1>><<handheldon 1>><</link>><<glove>><<ltrauma>>
<br>
<<elseif $money gte 40000 and _robin.trauma lt 80 and $robinconsole is 0>>
<<robinicon "controller">><<link [[Buy Robin a new console (£400 0:30)|Robin Console]]>><<set $robinhugging to 0>><<pass 30>><<npcincr Robin love 10>><<npcincr Robin dom -1>><<set $robinconsole to 1>><<money -40000 "robin">><<handheldon 1>><</link>><<glove>><<ldom>>
<br>
<</if>>
<<if _robin.trauma lt 80 and $trauma gte 1000 and $robinhugging isnot 1>>
<<ind>><<link [[Hug (0:05)|Robin Hug]]>><<pass 5>><<trauma -1>><<stress -1>><<npcincr Robin love 1>><<handheldon 1>><</link>><<ltrauma>><<lstress>><<glove>>
<br>
<</if>>
<<if _robin.trauma lt 20 and ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled"))>>
<<tficon "cat">><<link [[Request headpats (0:20)|Robin Cat]]>><<pass 20>><<trauma -2>><<stress -2>><<npcincr Robin love 1>><<npcincr Robin dom 1>><<handheldon 1>><</link>><<cat>><<gdom>><<glove>><<ltrauma>><<lstress>>
<br>
<</if>>
<<if _robin.trauma lt 80 and $livestock_robin gte 1 and ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>
<<tficon "cow">><<link [[Moo for attention (0:20)|Robin Cow]]>><<transform cow 1>><<pass 20>><<trauma -2>><<stress -2>><<npcincr Robin love 1>><<npcincr Robin dom 1>><<handheldon 1>><</link>><<cow>><<gdom>><<glove>><<ltrauma>><<lstress>>
<br>
<</if>>
<<if _robin.trauma lt 80 and ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled"))>>
<<if $halloween is 1>>
<<birdicon "sing">><<link [[Sing with Robin (0:20)|Robin Harpy]]>><<pass 20>><<trauma -2>><<stress -2>><<npcincr Robin love 1>><<npcincr Robin dom -2>><<handheldon 1>><</link>><<harpy>><<ldom>><<glove>><<ltrauma>><<lstress>>
<br>
<<else>>
<<birdicon "sing">><<link [[Sing with Robin (0:20)|Robin Harpy]]>><<pass 20>><<trauma -2>><<stress -2>><<npcincr Robin love 1>><<npcincr Robin dom 1>><<handheldon 1>><</link>><<harpy>><<gdom>><<glove>><<ltrauma>><<lstress>>
<br>
<</if>>
<</if>>
<<if _robin.trauma lt 20 and ($wolfgirl gte 6 or ($transformationParts.wolf.tail isnot "hidden" and $transformationParts.wolf.tail isnot "disabled"))>>
<<tficon "wolf">><<link [[Present belly (0:20)|Robin Wolf]]>><<pass 20>><<trauma -2>><<stress -2>><<npcincr Robin love 1>><<npcincr Robin dom 1>><<handheldon 1>><</link>><<wolfgirl>><<gdom>><<glove>><<ltrauma>><<lstress>>
<br>
<</if>>
<<if _robin.trauma lt 20 and ($fox gte 6 or ($transformationParts.fox.tail isnot "hidden" and $transformationParts.fox.tail isnot "disabled"))>>
<<tficon "fox">><<link [[Swish tail (0:20)|Robin Fox]]>><<pass 20>><<trauma -2>><<stress -2>><<npcincr Robin love 1>><<npcincr Robin dom 1>><<handheldon 1>><</link>><<fox>><<gdom>><<glove>><<ltrauma>><<lstress>>
<br>
<</if>>
<<if _robin.trauma lt 20 and ($bunny gte 6 or ($transformationParts.bunny.tail isnot "hidden" and $transformationParts.bunny.tail isnot "disabled"))>>
<<ind>><<link [[Head butt (0:20)|Robin Bunny]]>><<pass 20>><<trauma -2>><<stress -2>><<npcincr Robin love 1>><<npcincr Robin dom 1>><<handheldon 1>><</link>><<bunny>><<gdom>><<glove>><<ltrauma>><<lstress>>
<br>
<</if>>
<<if _robin.lovestage gte 3 and _robin.trauma lte 20>>
<<brothelicon>><<link [[Flirt (0:15)|Robin Flirt Room]]>><<pass 15>><<npcincr Robin love 1>><<handheldon 1>><</link>><<promiscuous1>><<glove>>
<br>
<</if>>
<<if _robin.lovestage gte 1 and $milkshake gte 2>>
<<foodicon "milkshake">><<link [[Offer milkshake (0:20)|Robin Give Milkshake]]>><<pass 20>><<set $milkshake -= 2>><<stress -5>> <<handheldon 1>><</link>><<lstress>><<glove>>
<br>
<</if>>
<<if _robin.lovestage gte 2 and $milkshake gte 1>>
<<foodicon "milkshake">><<link [[Share milkshake (0:20)|Robin Share Milkshake]]>><<pass 20>><<set $milkshake -= 1>><<stress -10>><<handheldon 1>><</link>><<lstress>><<gglove>>
<br>
<</if>>
<<if checkSextoysGift("Robin") and checkIfNPCHasCategorySextoy("Robin","strap-on").length <= 5>>
<<sextoysicon "strap-on">><<link [[Gift Robin a strap-on|Robin Gift Strap-on]]>><<handheldon 1>><</link>>
<br>
<</if>>
<br>
<<if canGiftFood("Robin")>>
<<if C.npc.Robin.trauma gte 40 || $robin.timer.hurt gte 1>>
<span class="blue">Robin is not receptive to gifts at the moment.</span>
<br>
<<elseif $robinromance gte 1>>
<<skinicon "give">><<link [[Give Robin food|Robin Gifts List]]>><</link>>
<br>
<</if>>
<</if>>
<<robinbully>>
<<getouticon>><<link [[Leave|Orphanage]]>><<set $fromRobinRoom to true>><<set $robinhugging to 0>><<endevent>><</link>>
<br>
<</if>>
<</widget>>
<<widget "robinpay">>
<<if $robinpaid isnot 1>>
<i>Robin is safe for now, but Bailey will keep collecting the toll. Maybe you should confront Bailey about it.</i>
<br><br>
<</if>>
<</widget>>
<<widget "robinhug">>
<<if $robin.timer.hurt gte 1>>
Robin lets you hug <<him>> for a moment before gently untangling <<himself>> from you. "I'm sorry," <<he>> says. "I'm still a little upset with you. I need some space."
<br><br>
<<else>>
<<if $daily.robin.hugCry isnot 1 and $robinpaid isnot 1 and $trauma gte ($traumamax / 7) * 2>>
<<link [[Cry (0:05)|Robin Hug Cry]]>><<pass 5>><<set $daily.robin.hugCry to 1>><<stress -12>><<trauma -6>><<tearup>><<npcincr Robin love 1>><<npcincr Robin dom 1>><</link>><<lstress>><<ltrauma>><<glove>><<gdom>>
<br>
<</if>>
<<if $daily.robin.hugCry isnot 1 and $trauma gte ($traumamax / 7) * 3>>
<<link [[Break down (0:30)|Robin Hug Break]]>><<set $daily.robin.hugCry to 1>><<stress -12>><<stress -12>><<trauma -6>><<trauma -6>><<pass 30>><<tearup>><<npcincr Robin love 1>><<npcincr Robin dom 1>><</link>><<llstress>><<lltrauma>><<glove>><<gdom>>
<br>
<</if>>
<<if $daily.robin.hugComplain isnot 1>>
<<link [[Complain (0:10)|Robin Hug Complain]]>><<set $daily.robin.hugComplain to 1>><<stress -12>><<trauma -6>><<pass 10>><</link>><<lstress>><<ltrauma>>
<br>
<</if>>
<<if C.npc.Robin.love gte 50>>
<<link [[Cuddle (0:10)|Robin Hug Cuddle]]>><<set $robinhugging to 1>><<pass 10>><<npcincr Robin love 1>><<trauma -1>><<stress -1>><</link>><<lstress>><<ltrauma>><<glove>>
<br>
<</if>>
<<if $robinstunned isnot 1 and $robinconsole is 1>>
<<link [[Watch Robin play (0:30)|Robin Watch]]>><<set $robinhugging to 1>><<stress -6>><<trauma -3>><<pass 30>><<npcincr Robin love 1>><</link>><<lstress>><<ltrauma>><<glove>>
<br>
<</if>>
<</if>>
<<link [[Stop hugging|Robin Hug Stop]]>><</link>>
<br>
<<set $robinstunned to 0>>
<</widget>>
<<widget "robinbully">>
<<if $trauma gte ($traumamax / 7) * 2 and $daily.robin.hugComplain isnot 1>>
<<socialiseicon >><<link [[Complain (0:10)|Robin Complain]]>><<set $robinroomentered to 1>><<pass 10>><<set $daily.robin.hugComplain to 1>><<set $phase to 0>><<trauma -6>><<stress -6>><</link>><<ltrauma>><<lstress>>
<br>
<</if>>
<<if $daily.robin.blame isnot 1 and $trauma gte ($traumamax / 7) * 2>>
<<socialiseicon "angry">><<link [[Blame Robin|Robin Blame]]>><<set $robinroomentered to 1>><<set $phase to 1>><<set $daily.robin.blame to 1>><<trauma -6>><<stress -6>><<npcincr Robin trauma 2>><<npcincr Robin love -1>><<npcincr Robin dom -1>><</link>><<ltrauma>><<lstress>><<grtrauma>><<llove>><<ldom>>
<br>
<</if>>
<<if $daily.robin.persecute isnot 1 and $trauma gte ($traumamax / 7) * 3>>
<<socialiseicon "angry">><<link [[Persecute Robin|Robin Persecute]]>><<set $robinroomentered to 1>><<set $phase to 3>><<set $daily.robin.persecute to 1>><<trauma -12>><<stress -12>><<npcincr Robin trauma 4>><<npcincr Robin love -1>><<npcincr Robin dom -1>><</link>><<lltrauma>><<llstress>><<ggrtrauma>><<llove>><<ldom>>
<br>
<</if>>
<<if $robinmoney gt 0 and !$robinromance>>
<<highicon>><<link [[Ask for money|Robin Money]]>><<set $robinroomentered to 1>><</link>>
<br>
<</if>>
<br>
<</widget>>
<<widget "robinOpen">>
<<if $robin.timer.hurt gte 1>>
Robin throws it open, pausing when <<he>> sees you. "Come in," <<he>> says, standing aside from so you can enter <<his>> room. It's clear <<hes>> still <<npcHurt "Robin">>, but <<hes>> willing to spend time with you, at least.
<<else>>
Robin throws it open and hugs you. "Come in," <<he>> says, pulling you inside.
<</if>>
<</widget>>
<<widget "robinPayout">>
<<set $robinPayout to 1>>
You knock on the door. Robin throws it open and hugs you. "Come in," <<he>> says, pulling you inside. <<He>> fumbles around in <<his>> drawer for a moment, before handing you <span class="gold">£<<print $robinmoney>></span>.
<br><br>
<<money `($robinmoney * 100)` "robin">><<set $robinmoney to 0>>
<<if $robinPayoutIntro is undefined>>
<<set $robinPayoutIntro to 0>>
You look down at the money, confused. <<He>> gently places it into your hands, and looks you in the eyes. "You're paying for me. I'd be a lousy <<if $robinromance is 1>><<nnpc_girlfriend "Robin">><<else>>friend<</if>> if I didn't at least try to help."
<<else>>
"<<print either(
"I hope this helps, at least a little.",
"Bailey keeps reminding me that I'm dead weight now. I'm a little worried, but not scared. Not anymore.",
"I wish I could make more, so I could help you more.",
"How do you make so much? I want to be more useful to you.",
"Maybe one day, I'll be paying for you instead!",
"I don't have much to spend it on, I have everything I need right here.<<set _hand to 1>>",
"Thank you, so much. I'm really lucky to have you.",
"I always keep £20 in case of an emergency. I hope that's alright.",
"Do you ever think about running away? I used to think about it a lot.",
"Some day, we won't have to pay anymore. Bad people always get what's coming to them, right?",
"That's all I have, is it enough? I can work harder next week!",
"You're worth every penny, and more."
)>>"
<<if _hand is 1>><<He>> squeezes your hand.<</if>><<npcincr Robin dom 3>><<gdom>>
<</if>>
<br><br>
<<He>> sits on the bed beside the television<<if $robinconsole is 1>> and picks up the controller<<else>> and reaches for something, quickly realising nothing is there to grab. A look of boredom washes over <<him>><</if>>.
<</widget>>
<<widget "robinbrothelappear">>
<<unset $robinBrothel>>
<<set _robin to statusCheck("Robin")>>
<<if $robinromance is 1 and (_robin_location is "orphanage" or _robin_location is "sleep") and $fame.prostitution gte 600 and _robin.dom gte 50 and !$weekly.robinBrothel>>
<<set $robinBrothel to true>>
<</if>>
<</widget>>
<<widget "robinTraumaMultiplierDecay">>
<<if $robinTraumaMultiplier gte 0.6>>
<<set $robinTraumaMultiplier -= 0.1>>
<</if>>
<</widget>>
<<widget "robinPunishment">>
<<set _event to _args[0]>>
<<switch _event>>
<<case "docks">>
<<npcincr Robin trauma 30>>
<<set $robin_injured to 1>>
<<set $robindebtevent to 7>>
<<case "dinner">>
<<set $robindebtevent to 1>>
<<case "landfill">>
<<set $robindebtevent to 7>>
<<case "pillory">>
<<set $robindebtevent to 30>> <!-- Robin stays imprisoned for up to a month because UFarm might take a while -->
<<set $robinPillory to {}>>
<<set $robinPillory.locks to 3>>
<<set $robinPillory.danger to 0>>
<<set $robinPillory.distractions to []>>
<<set $robinPillory.known to false>>
<<case "mansion">>
<<npcincr Robin trauma 40>>
<<set $robindebtevent to 1>>
<</switch>>
<<set $robinPunishments.pushUnique(_event)>>
<<set $robinLastPunishment to _event>>
<<set $robinmissing to _event>>
<<set C.npc.Robin.comforted to 0>>
<<robinTraumaMultiplierDecay>>
<</widget>>
<<widget "robinPilloryHour">>
<<if $robinPillory.lockpicked is 1>>
<<set $robinPillory.lockpicked to 0>>
<</if>>
<<if Time.hour gte 15 and Time.hour lte 22>>
<<if Time.dayState is "night">>
<<set $robinPillory.danger += 3>>
<<elseif Time.dayState is "dusk">>
<<set $robinPillory.danger += 2>>
<<else>>
<<set $robinPillory.danger += 1>>
<</if>>
<<elseif Time.hour gte 23>>
<<robinPilloryFailure>>
<</if>>
<<if $robinPillory.danger lte 3>>
<<npcincr Robin trauma 1>>
<<elseif $robinPillory.danger lte 7>>
<<npcincr Robin trauma 2>>
<<elseif $robinPillory.danger lte 11>>
<<npcincr Robin trauma 3>>
<<else>>
<<npcincr Robin trauma 4>>
<</if>>
<</widget>>
<<widget "robinPilloryFailure">>
<<set $robinmissing to 0>><<set $robinPilloryFail to true>>
<<if C.npc.Robin.trauma lte 80>>
<<set C.npc.Robin.trauma to 80>>
<</if>>
<<NPCVirginityTakenByOther "Robin" "anal" "pillory">>
<<if C.npc.Robin.penis isnot "none">>
<<NPCVirginityTakenByOther "Robin" "penile" "pillory">>
<</if>>
<<if C.npc.Robin.vagina isnot "none">>
<<NPCVirginityTakenByOther "Robin" "vaginal" "pillory">>
<<if false>>
/*
Included the expected check and widget call if it's decided that Robin can get pregnant this way
<<recordSperm `{target: "Robin", spermOwner: "pillory", spermType: "human", quantity: random(2,5)}`>>
*/
<</if>>
<</if>>
<</widget>>
<<widget "robinRentUnsafeMessage">>
<<set $rentsale to 0>>
<i>You've proven to Bailey that <<nnpc_he "Bailey">> can't simply expect you to pay <<nnpc_him "Bailey">> on time.
<span class="red">Robin will no longer be safe from Bailey, unless you can hold Bailey off.</span></i>
<br><br>
<</widget>>
<<widget "lemonade_stand_options">>
<<if ["helped", "sabotaged"].includes($balloonStand.robin.status) and $balloonStand.robin.talked is false and $robin.timer.customer is 0>>
<<link [[Tell Robin the truth|Balloon Robin Check-In]]>><<endevent>><<set $phase to ("confess_"+$balloonStand.robin.status)>><</link>>
<br>
<<link [[Stay silent|Balloon Robin Check-In]]>><<endevent>><<set $phase to ("quiet_"+$balloonStand.robin.status)>><</link>>
<<else>>
<<if $money gte 100>>
<<foodicon "lemonade">><<link [[Buy lemonade (0:15)|Robin's Lemonade Purchase]]>><<endevent>><<stress -6>><<trauma -1>><<pass 15>><</link>><<lstress>><<ltrauma>>
<br>
<</if>>
<<robinicon "lemonade">><<link [[Offer help (0:30)|Robin's Lemonade Help]]>><<endevent>><<npcincr Robin love 1>><<npcincr Robin trauma -1>><<pass 30>><</link>><<glove>><<lrtrauma>>
<br>
<<getouticon>><<link [[Leave|Beach]]>><<endevent>><</link>>
<</if>>
<</widget>>
<<widget "robinroom_link">>
<<if C.npc.Robin.init is 1>>
<<if Time.dayState isnot "night" and $exposed gte 1 and getRobinLocation() is "orphanage">>
<<if hasSexStat("exhibitionism", 5) and $exposed is 2>>
<<bedroomicon>><<link [[Robin's room (0:01)|Robin Room Naked]]>><<pass 1>><</link>><<exhibitionist5>>
<br>
<<elseif hasSexStat("exhibitionism", 4) and $exposed is 1>>
<<bedroomicon>><<link [[Robin's room (0:01)|Robin Room Naked]]>><<pass 1>><</link>><<exhibitionist4>>
<br>
<</if>>
<<elseif $exposed lte 0>>
<<bedroomicon>><<link [[Robin's room (0:01)|Robin's Room Entrance]]>><<pass 1>><</link>>
<br>
<</if>>
<</if>>
<</widget>>
<<widget "popcornEat">>
<<silently>><<handheldon>><<set $popcorn -=1>><<trauma -6>><</silently>>
<</widget>>
<<widget "popcornSpill">>
<<if $popcorn gte 1>>
<<popcornEat>>
"I'm sorry I spilled the popcorn." Robin shoots you an apologetic look. "I was looking forward to it, and I know you were too."
<br><br>
<<if $speech_attitude is "meek">>
"It's okay," you say soothingly. "I promise I don't mind. We can always get popcorn some other time!"
<<elseif $speech_attitude is "bratty">>
"Please," you say, nudging <<him>> with your elbow. "I don't care about that. No use crying over spilled popcorn, right?"
<<else>>
"Hey, it's fine," you say, smiling at <<him>> encouragingly. "It's just popcorn."
<</if>>
<br><br>
<<He>> gives you a smile and a quick hug. "Thanks," <<he>> says. "You're the best."
<</if>>
<</widget>>
<<widget "depositBaileyExitConfirm">>
<<if _args[0] is 0>>
<<set _rentstage to $rentstage - 1>>
<<set _baileyDepositMax to 0>>
<<for _i to 1; _i <= $depositMax; _i++>>
<<set $rentmoney to [10000,30000,50000,70000,100000,150000,200000][Math.clamp(_rentstage,0,6)]>>
<<set _rentstage += 1>>
<<set _baileyDepositMax += ($rentmoney * $rentmod) + ($babyRent or 0)>>
<</for>>
<<if $baileyDeposit + _depositAmount gte _baileyDepositMax and $depositMax gt 0>>
You can only deposit for <span class="gold">$depositMax</span> weeks which is worth <<printmoney _baileyDepositMax>>.
<br>
<<if $baileyDeposit gt 0>>
<<set _depositAmount to _baileyDepositMax - $baileyDeposit>>
You already had <<printmoney $baileyDeposit>> in deposit.
<</if>>
Your deposit has been adjusted to <<printmoney _depositAmount>>. Would you like to continue?
<br>
<<else>>
You are depositing <<printmoney _depositAmount>>. Would you like to continue?
<br>
<</if>>
<<link [[Confirm|Orphanage]]>>
<<endevent>><<clotheson>>
<<set $baileyDeposit += _depositAmount>>
<<money `-_depositAmount` "baileyRent">>
<<set $daily.baileyVisit-->>
<</link>>
<<else>>
<<if $baileyDeposit gte _depositAmount + ((_depositAmount / 100) * $depositWithdrawalFee)>>
You are withdrawing <<printmoney _depositAmount>>. <<if $depositWithdrawalFee gt 0>>An additional <<printmoney `(_depositAmount / 100) * $depositWithdrawalFee`>> will be charged as withdrawal fee, bringing it up to <<printmoney `_depositAmount + ((_depositAmount / 100) * $depositWithdrawalFee)`>>.<</if>> Would you like to continue?
<br>
<<link [[Confirm|Orphanage]]>>
<<endevent>><<clotheson>>
<<money `_depositAmount` "baileyRent">>
<<set $baileyDeposit -= _depositAmount>>
<</link>>
<<else>>
<<set _withdrawalMax to Math.round($baileyDeposit / ((100 + $depositWithdrawalFee) / 100))>>
You can only withdraw <<printmoney _withdrawalMax>> due to the additional <<printmoney `$baileyDeposit - _withdrawalMax`>> withdrawal fee. Would you like to continue?
<br>
<<link [[Confirm|Orphanage]]>>
<<endevent>><<clotheson>>
<<money `_withdrawalMax` "baileyRent">>
<<set $baileyDeposit -= $baileyDeposit>>
<</link>>
<</if>>
<</if>>
<</widget>><<effects>>
What would you like to give Sydney?
<br><br>
<<food_gift_list>>
<<if _food_gift_found is true>>
<<skinicon "give">><<link [[Give gift (0:05)|Sydney Gifts]]>><<pass 5>><<give_gift Sydney>><</link>>
<br>
<</if>>
<<refuseicon>><<link [[Reconsider|Sydney Gifts Reconsider]]>><</link>>
<br><<effects>>
Sydney raises an eyebrow, but doesn't say anything.
<br><br>
<<sydneyOptions>><<effects>>
<<set _gift to $gift.handheld_gift || $gift.handheld>>
<<wearProp _gift>>
<<run statusCheck("Sydney")>>
<<if $phase is 1>>
"I've brought you something," you say.
<<elseif $phase is 2>>
"I made something," you say. "Just for you."
<<else>>
"I've made you a gift," you say. "I hope you like it."
<</if>>
<br><br>
<<if $gift.name is "apple_crumble">>
Sydney's eyes widen sharply. "Is that apple crumble?" <<He>> puts <<his>> hands over <<his>> mouth, having said that much louder than <<he>> intended.
<br><br>
"Sorry. Apple crumbles are my original sin. You made this just for me?" You nod. <<He>> immediately starts to dig in, showing little regard for the mess <<hes>> making.
<br><br>
Once <<hes>> done, <<he>> looks down at
<<if $location is "school">>
the desk in shame. "One moment." <<He>> stands up and walks away, returning shortly after with a cloth.
<<else>>
<<his>> robes in shame. <<He>> stands up and brushes <<himself>> off. "One moment." <<He>> walks away, returning shortly after with a broom.
<</if>>
<<earnFeat "Communion">>
<<elseif $gift.special.includes("spicy")>>
<<if $location is "temple">>
Sydney's eyes widen. "Thanks, I could use something to <<if Time.dayState is "dawn">>get me through today's work<<else>>keep me going<</if>>!"
<<else>>
Sydney tilts <<his>> head. "We're not supposed to bring food in here, but I wouldn't want your hard work to go to waste."
<</if>>
<br><br>
<<He>> carefully takes a bite, making sure to keep <<if $location is "temple">><<his>> robe<<else>>the desk<</if>> clean. After a moment, <<his>> face begins to turn red. "Oh... oh! Hot! Too hot!" <<He>> begins to fan off <<his>> face with <<his>> hands. Despite the reaction, <<he>> continues eating it.
<<elseif $gift.special.includes("drink")>>
<<if $location is "temple">>
Sydney's eyes widen. "Thanks, I could use <<if Time.dayState is "dawn">>something to get me through today's work<<else>>something to keep me going<</if>>!"
<<else>>
Sydney tilts <<his>> head. "Did you make this? We're not supposed to bring drinks in here, but I wouldn't want your hard work to go to waste."
<</if>>
<br><br>
<<if $location is "school">>
<<He>> slowly sips on it as <<he>> continues working.
<<else>>
<<He>> intermittently sips on it while praying. <<He>> looks very silly doing so.
<</if>>
<<else>>
<<if $location is "temple">>
Sydney's eyes widen. "Thanks, I could use <<if Time.dayState is "dawn">>something to get me through today's work<<else>>something to keep me going<</if>>!"
<<else>>
Sydney tilts <<his>> head. "We're not supposed to bring food in here, but I wouldn't want your hard work to go to waste."
<</if>>
<br><br>
<<He>> carefully takes a bite, making sure to keep <<if $location is "temple">><<his>> robe<<else>>the desk<</if>> clean. "This is... really good. <<if $sydneyromance is 1>>Do you think you could give me a few tips? I'd like to get better at cooking myself! Then I could cook something for you.<<else>>Have you been working in the soup kitchen with River?<</if>>" <<He>> finishes it, and <<if $location is "temple">>says a short prayer<<else>>starts to get back to work<</if>> after cleaning <<his>> hands with a handkerchief.
<</if>>
<br><br>
<<link [[Next|Sydney Gifts End]]>><<handheldon>><</link>><<run statusCheck("Sydney")>>
<<if $gift.name is "apple_crumble">>
You chat while <<he>> cleans up after <<himself>>. "I've got a really bad sweet tooth, as I'm sure you can tell. My <<sydneyOtherParent>> made the best apple crumble." <<He>> stops what <<hes>> doing, looking upwards in nostalgic bliss for a long moment. "Sorry. That was really good! So good that it reminded me of better times." <<He>> sits back down.
<br><br>
<<if $sydneyromance is 1>>
<<His>> face flushes. "Th-that being said, I wouldn't trade the life I have now. I have you, after all." <<He>> kisses you on the cheek. "Thank you, beloved. That made my day."
<<else>>
<<He>> looks around nervously for a moment, before hastily planting a kiss on your cheek. "Thank you for that. It means a lot to me that you'd put so much effort into something for me." <<His>> face is bright red.
<</if>>
<<gglove>><<npcincr Sydney love 3>>
<<elseif $gift.special.includes("spicy")>>
<<if $sydneyromance is 1 and _sydneyStatus.includes("corrupt") and C.npc.Sydney.virginity.kiss isnot true>>
Once <<hes>> finished, <<he>> gives you a mischievous grin. "That was a nasty trick, you know." <<He>> slowly stands up. "I'll have to pay back such a scheme in kind." <<He>> grabs the sides of your face, and pulls you into a kiss. You immediately get to appreciate just how spicy your dish was as <<his>> tongue swirls around yours.
<<arousal 600>><<garousal>><<pain 4>><<gpain>>
<br><br>
You pull away from each other, both of your faces still red. "Thanks for the food, love."
<<else>>
Once <<hes>> finished, <<he>> cleans <<his>> hands with a handkerchief and smiles at you. "Thank you, but a warning would be appreciated next time!" <<He>> <<if $location is "temple">>says a short prayer<<else>>starts to get back to work<</if>>.
<</if>>
<<glove>><<npcincr Sydney love 1>>
<<elseif $gift.special.includes("drink")>>
<<He>> finishes <<his>> drink with a sigh. "Cooking is one thing, but it takes talent to make a good drink like
<<if $sydneyromance is 1>>
this." <<He>> gives you a kiss on the cheek. "Thank you, beloved."
<<else>>
this. Thank you for being so thoughtful. Everyday kindness like this makes the world a brighter place."
<</if>>
<<glove>><<npcincr Sydney love 1>>
<<else>>
<<if $sydneyromance is 1>>
<<if _sydneyStatus.includes("corrupt")>>
"You're smart, you know that? You know the best way to a <<nnpc_gendery "Sydney">>'s heart is through <<his>> stomach."
<<else>>
"Thank you, beloved. You always know how to put a smile on my face."
<</if>>
<<He>> gives you a kiss on the cheek.
<<else>>
"Thank you for being so thoughtful. Everyday kindness like this makes the world a brighter place."
<</if>>
<<glove>><<npcincr Sydney love 1>>
<</if>>
<br>
<<sydneyOptions>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $sydneySeen is undefined>>
<<npc "Sydney">><<person1>>
<<set $sydneySeen.pushUnique("library")>><<set $sydneyFirstSeen to "library">>
You approach the rental counter. Behind it sits an exhausted-looking <<personsimple>>, who looks up at you and gently smiles, seeming to recognise you. <<sydneyGreeting>> It's Sydney, a student known for <<his>> innocent nature. A pair of reading glasses accents amber eyes and <<npcHairColour "Sydney">> hair worn in a ponytail. <<He>> seems overworked. A holy pendant hangs from <<his>> neck.
<br><br>
<<if $temple_rank isnot undefined and $temple_rank isnot "prospective">>
<<set $sydneySeen.pushUnique("initiate")>>
<<if $temple_rank is "initiate">>
"I'd recognise an initiate anywhere."
<<else>>
"I'd recognise a <<temple_title>> of the order anywhere."
<</if>>
<</if>>
<<He>> resumes stamping after a moment, while still looking at you. "First time at the rental counter? You can rent out one book at a ti-" <<He>> pauses to yawn<<if $daily.sydney.greeting and Time.hour lte 12>> again<</if>>. "Time. You can also buy school-approved clothes here. <<nnpc_Title "Leighton">> Leighton's marked the prices way up, though. <span class="green">Students with a good record get special discounts.</span>" <<His>> tone is upbeat, and <<he>> seems excited despite <<his>> clear exhaustion.
<br><br>
"<span class="gold">Books can be rented out for two weeks at a time</span>, you can renew your rental at any time..." <<He>> suddenly looks down at <<his>> hand, realising that <<hes>> stamped <<himself>> "<span class="red"><i>Overdue</i></span>". <<He>> smiles at you nervously, before sitting back down. "Let's call that a demonstration of what happens if you return a late or damaged book. My name's Sydney, by the way! Pleased to meet you."
<br><br>
<<elseif !$sydneySeen.includes("library")>>
<<npc "Sydney">><<person1>>
<<set $sydneySeen.pushUnique("library")>>
You approach the rental counter. Sydney sits behind it, and <<he>> looks up at you with tired eyes, smiling. <<if $sydneySeen.includes("Rescue") and $sydneyRescueMessage isnot 1>><<set $sydneyRescueMessage to 1>>"Hey! I hope you're doing alright after what happened."<<else>><<sydneyGreeting>><</if>>
<br><br>
<<He>> resumes stamping after a moment, while still looking at you. "First time at the rental counter? You can rent out one book at a ti-" <<He>> pauses to yawn<<if $daily.sydney.greeting and Time.hour lte 12>> again<</if>>. "Time. You can also buy school-approved clothes here. <<nnpc_Title "Leighton">> Leighton's marked the prices way up, though. <span class="green">Students with a good record get special discounts.</span>" <<His>> tone is upbeat, and <<he>> seems excited despite <<his>> clear exhaustion.
<br><br>
"<span class="gold">Books can be rented out for two weeks at a time</span>, you can renew your rental at any time..." <<He>> suddenly looks down at <<his>> hand, realising that <<hes>> stamped <<himself>> "<span class="red"><i>Overdue</i></span>". <<He>> smiles at you nervously, before sitting back down. "Let's call that foreshadowing for what happens if you return a late or damaged book."
<br><br>
<</if>>
<<link [[Respond politely|Sydney Library Intro 2]]>><<set $phase to 1>><<npcincr Sydney love 1>><</link>>
<br>
<<link [[Respond sarcastically|Sydney Library Intro 2]]>><<set $phase to 2>><<trauma -2>><</link>>
<br>
<<link [[Respond flirtatiously|Sydney Library Intro 2]]>><<set $phase to 3>><<npcincr Sydney purity -2>><</link>><<promiscuous1>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $phase is 1>>
<<if $speech_attitude is "meek">>
"S-sure thing," you stammer.
<<elseif $speech_attitude is "bratty">>
"Relax, I won't hurt your precious books," you say with your arms crossed.
<<else>>
"I'll be sure to be careful with your books," you say assuredly.
<</if>>
<<glove>>
<br><br>
"Excellent!" <<He>> claps <<his>> hands together, before sitting back down.
<<elseif $phase is 2>>
"Are the clothes on a two week rental, too?" you ask, putting your hands on your hips. <<ltrauma>>
<br><br>
"N-no! Those are buy to keep. I-I mean, could you imagine trying to keep up with each student's uniform, having to wash them each time they're returned, needing to charge them extra for damage, it'd be a nightmare!" <<He>> waves <<his>> arms around as <<he>> speaks.
"And don't get me started on how <<nnpc_Title "Leighton">> Leighton would-" <<He>> pauses as <<he>> notices your stare. <<His>> face turns a bright red, and <<he>> sits back down.
<<else>>
You lean forward on the counter, closing the distance between you.
"Can I buy the uniform you're wearing? Preferably with you still in it?" <<promiscuity1>>
<<if $sydneyromance is 1>>
<<His>> face turns a deep red. "N-not while I'm trying to be professional, come on..." <<He>> shifts in discomfort.
<<else>>
<<He>> stares at you, blinking twice. "If you need a uniform, I can get you one right away." <<He>> pauses for a moment, before seeming to realise what you just said. <<His>> face turns a deep red, and <<he>> drops back into <<his>> seat. <<lspurity>>
<br><br>
<</if>>
<</if>>
"S-so, what can I do for you today?"
<br><br>
<<sydneyOptions>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>><<run statusCheck("Sydney")>>
<<rng>>
<<if !$sydneyChatState>>
<<set $sydneyChatState to 1>>
<</if>>
<<if C.npc.Sydney.love gte 5 and $rng gte 92 and ($schoolstate isnot "early" and $schoolstate isnot "late") and !$daily.sydney.studentInteract>>
<<set $daily.sydney.studentInteract to true>>
You chat with Sydney.
<<if C.npc.Whitney.init is 1 and $schoolstate isnot "second" and $rng gte 98>>
<<if C.npc.Whitney.state is "dungeon">>
After some time, <<he>> begins to fumble around with some papers. They appear to be rental records. <<His>> eyes stop on Whitney's name.
<br><br>
"Overdue... it really is a shame. What do you think happened to <<nnpc_him "Whitney">>? I've seen the missing posters..." <<He>> looks sad. "Everyone deserves another chance at forgiveness, even people like <<nnpc_him "Whitney">>. I pray <<nnpc_he "Whitney">> gets a chance to earn it again."
<<else>>
<<if $sydney.glasses is "broken" or $sydney.glasses is "playerbroken">>
<<set _noOptions to 1>>
<<set $daily.sydneyBookStudent to "Whitney">>
You're cut off by a student approaching the counter. It's Whitney, holding <<=$sydneyWhitneyBook? ($sydneyWhitneyBook is 1 ? "a damaged maths textbook with an annoyed expression" : "a maths textbook") : "a damaged maths textbook with a wide grin">> and shoving it in Sydney's face. "Renewal."
<br><br>
An awkward silence lingers around you before Sydney finally turns to you. "Sorry. I can't really see now. Can you tell me which book this is and who rented it?"
<br><br>
Whitney gawks in frustration and tosses a crumpled up £20 note on the counter, roughly grabbing the textbook out of Sydney's hands before leaving.
<br><br>
<<link [[Help Sydney|Sydney Book Broken Glasses]]>><<set $phase to 1>><<npcincr Sydney love 1>><</link>><<glove>>
<br>
<<link [[Decline|Sydney Book Broken Glasses]]>><<set $phase to 0>><<npcincr Sydney love -1>><</link>><<llove>>
<br>
<<elseif _sydneyStatus.includes("corrupt")>>
<<if $sydneyWhitneyBook is undefined>>
<<set $sydneyWhitneyBook to 1>>
You're cut off by a student approaching the counter. It's Whitney, holding a damaged maths textbook with a wide grin. Sydney looks appalled at its condition.
<br><br>
"Overdue, and damaged! Unacceptable!" Whitney looks shocked as Sydney stands and pulls <<nnpc_him "Whitney">> down with surprising boldness and strength. <<He>> uncaps a red marker. Whitney swats <<him>> away, but not before Sydney scribbles "<span class="red">Book Heathen >:(</span>" on Whitney's forehead. <<nnpc_He "Whitney">> pulls away.
<br><br>
"You crazy shit! Are you looking to get beat?" <<nnpc_He "Whitney">> reaches for Sydney, but stops when <<nnpc_he "Whitney">> notices you. "Oh, of course. You spoilt <<him>>."
<<if $whitneyromance is 1>>
<<nnpc_He "Whitney">> smiles. "I already have to manage one of you, you're not worth my time."
<<else>>
<<nnpc_He "Whitney">> sneers. "You two freaks were made for each other."
<</if>>
Whitney flicks an unlit cigarette at Sydney, who recoils as if it's infected. <<nnpc_He "Whitney">> leaves without another word.
<br><br>
"And you can report yourself right to the <<nnpc_title "Leighton">> before the end of the day!" Sydney yells after <<nnpc_him "Whitney">>. Other students look to Sydney with surprise as <<he>> breaks the silence. <<He>> crosses <<his>> arms and smiles before getting back to work.
<<elseif $sydneyWhitneyBook is 1>>
<<set $sydneyWhitneyBook to 2>>
You're cut off by a student approaching the counter. It's Whitney, holding a damaged maths textbook with an annoyed expression. Sydney sighs in frustration.
<br><br>
"Overdue, and in worse condition than last time. Unacceptable." Sydney uncaps a marker and reaches for Whitney. However, Whitney quickly drops the book on the counter and grabs Sydney by the wrist. The two briefly struggle before Whitney vaults over the counter.
<br><br>
<<nnpc_He "Whitney">> grabs Sydney by the collar of <<his>> shirt, lifting <<him>> and pushing <<him>> back against the bookshelves. Hard. <span class="lewd">Sydney lets out a short moan in response,</span> before covering <<his>> mouth with both hands.
<br><br>
Sydney and Whitney both freeze. Sydney's face turns red, and Whitney stares at <<him>> incredulously. They both look to you, then back to each other. A long moment passes. Other students in the library begin to look over at the commotion. "Fuck this," Whitney says as <<nnpc_he "Whitney">> drops Sydney, and leaves the library without another word.
<br><br>
You help Sydney to <<his>> feet. <<He>> brushes <<himself>> off and coughs. Neither of you speak for quite some time. <<npcincr Sydney lust 1>><<gslust>>
<<else>>
You're cut off by a student approaching the counter. It's Whitney, holding a maths textbook. <<nnpc_He "Whitney">> shoves it in Sydney's face. "Renewal."
<br><br>
Sydney quickly thumbs through the pages of the textbook. "Acceptable condition. Renewal will be £20."
<br><br>
Whitney tosses a crumpled up £20 note on the counter, roughly grabbing the textbook out of Sydney's hands before leaving. Sydney sighs.
<br><br>
<<if random(1,100) is 1>>
"This is a fucking counterfeit note."
<<else>>
"<<nnpc_Hes "Whitney">> so exhausting."
<</if>>
<</if>>
<<else>>
You're cut off by a student approaching the counter. It's Whitney, holding a damaged maths textbook with a wide grin. Sydney looks appalled at its condition.
<br><br>
"Th-that book is... overdue, and..." <<Hes>> visibly sweating, looking at everything but Whitney.
<br>
"And?" Whitney leans forward, still grinning. Sydney trembles.
<br>
"And... you know th-the rules..." Sydney uncaps a red marker, and slowly reaches up towards Whitney. <<nnpc_He "Whitney">> makes a sudden jerk towards Sydney with <<nnpc_his "Whitney">> fist raised. Sydney immediately recoils, dropping the marker.
<br><br>
Whitney laughs<<if $sydney.glasses is "glasses" or $sydney.glasses is "playerbought">>, before reaching forward and taking Sydney's glasses. <<nnpc_He "Whitney">> <span class="red">pops out one of the lenses and steps on it,</span> and tosses them back to Sydney<<set $sydney.glasses to "broken">><</if>>. "Make sure to go tell your <<if C.npc.Sirris.pronoun is "m">>daddy<<else>>mummy<</if>> all about this, you ass-kissing pile of sheepskin." Whitney drops the textbook on the counter, causing students around the library to jump at the loud noise. "Thanks for the free pen," <<nnpc_he "Whitney">> spits as <<nnpc_he "Whitney">> takes the marker and turns. <<nnpc_He "Whitney">> leaves without another word.
<br><br>
You see tears welling in Sydney's eyes before <<he>> wipes them away. "I... I'll never blame someone for their own suffering... and... it's clear that <<nnpc_hes "Whitney">> suffering a lot." <<He>> reaches under the counter and opens a drawer completely filled with an unacceptable number of red markers, picking one out.
<</if>>
<</if>>
<<elseif C.npc.Kylar.init is 1 and $schoolstate isnot "third" and $rng gte 95 and !$daily.kylar.leightonPunch>>
<<if C.npc.Kylar.state is "prison">>
After some time, <<he>> begins to fumble around with some papers. They appear to be rental records. <<His>> eyes stop on Kylar's name.
<br><br>
"Overdue." <<He>> sighs. "Nothing to be done. The police are too busy calming down the owners of the bakery <<nnpc_he "Kylar">> stole from. No time to recover the last book <<nnpc_he "Kylar">> rented. The <<nnpc_title "Leighton">> will throw a fit..."
<br><br>
You notice Sydney's voice falter for a moment. "I'm worried. I wish there was something I could have done."
<<else>>
<<set $daily.sydney.kylarBook to true>>
<<if $sydney.glasses is "broken" or $sydney.glasses is "playerbroken">>
<<set $daily.sydneyBookStudent to "Kylar">><<set _noOptions to 1>>
You're cut off by a student approaching the counter. It's Kylar, holding an English textbook and a £20 note sheepishly. "Renewal, please."
<br><br>
An awkward silence lingers around you before Sydney finally turns to you. "Sorry. I can't really see now. This is Kylar, right? Can you tell me if there are any doodles on the book?"
<br><br>
Kylar awaits nervously.
<br><br>
<<link [[Help Sydney|Sydney Book Broken Glasses]]>><<set $phase to 1>><<npcincr Sydney love 1>><</link>><<glove>>
<br>
<<link [[Decline|Sydney Book Broken Glasses]]>><<set $phase to 0>><<npcincr Sydney love -1>><</link>><<llove>>
<br>
<<else>>
You're cut off by a student approaching the counter. It's Kylar, holding an English textbook and a £20 note sheepishly. "Renewal, please."
<br><br>
Sydney nods, and takes the book. "Thanks for being punctua-" <<His>> face drops as <<he>> flips through and inspects the pages. "Folding the pages is one thing, but doodling in the margins? Again?" Sydney turns the book, showing a page defaced with various artwork. <<He>> doesn't seem to notice that one of the drawn figures bears a resemblance to you. Kylar looks down in shame and steps forward, presenting <<nnpc_his "Kylar">> forehead.
<br><br>
Sydney uncaps a red marker, and moves Kylar's bangs out of the way with <<his>> other hand. "<span class="purple">Book Criminal >:(</span>" has been written on Kylar's forehead. <<nnpc_He "Kylar">> spends a moment ruffling <<nnpc_his "Kylar">> own hair, before placing the money on the counter, waving at you, and leaving with the textbook again.
<br><br>
"<<nnpc_He "Kylar">> really needs to break that doodling habit." You stare at Sydney incredulously for a moment, but <<hes>> already back to work.
<</if>>
<</if>>
<<elseif C.npc.Robin.init is 1 and $schoolstate isnot "fourth" and $rng gte 92>>
<<if $robinmissing isnot 0>>
After some time, <<he>> begins to fumble around with some papers. They appear to be rental records. <<His>> eyes stop on Robin's name.
<br><br>
"This is so unlike <<nnpc_him "Robin">>. <<nnpc_Hes "Robin">> never once been late on a return before now. I hope <<nnpc_hes "Robin">> alright..."
<<elseif $sydney.glasses is "broken" or $sydney.glasses is "playerbroken">>
<<set $daily.sydneyBookStudent to "Robin">><<set _noOptions to 1>>
You're cut off by a student approaching the counter. It's Robin, holding a history textbook.
<<if C.npc.Robin.trauma gte 60>>
<<nnpc_He "Robin">> wordlessly places it on the counter, and doesn't seem to notice you're there.
<<elseif C.npc.Robin.trauma gte 20>>
<<nnpc_He "Robin">> smiles upon seeing you. "Hey! Just returning this one." <<nnpc_He "Robin">> averts <<nnpc_his "Robin">> eyes.
<<else>>
<<nnpc_He "Robin">> smiles upon seeing you. "Hey! Just <<= $balloonStand.robin.status is "helped" ? "renewing" : "returning">> this one."
<</if>>
<br><br>
An awkward silence lingers around you before Sydney finally turns to you. "Sorry. I can't really see now. Can you tell me which book this is and who rented it?"
<br><br>
<<if C.npc.Robin.trauma lt 60>>
Robin awaits <<= C.npc.Robin.trauma gt 20 ? "nervously." : "patiently.">>
<<else>>
Robin seems preoccupied with something else and doesn't seem to hear <<nnpc_him "Sydney">>.
<</if>>
<br><br>
<<link [[Help Sydney|Sydney Book Broken Glasses]]>><<set $phase to 1>><<npcincr Sydney love 1>><</link>><<glove>>
<br>
<<link [[Decline|Sydney Book Broken Glasses]]>><<set $phase to 0>><<npcincr Sydney love -1>><</link>><<llove>>
<br>
<<elseif C.npc.Robin.trauma gte 60>>
You're cut off by a student approaching the counter. It's Robin, holding a history textbook in front of <<nnpc_him "Robin">>. <<nnpc_He "Robin">> wordlessly places it on the counter. <<nnpc_He "Robin">> doesn't seem to notice you're there.
<br><br>
Sydney frowns, concerned. "Robin, this is late. You're normally perfectly punctual. Is everything alright?"
<br><br>
Robin doesn't respond, and Sydney sighs. "I'm sorry, but you know the rules." <<He>> uncaps a marker and reaches for Robin's forehead. The moment the marker makes contact, <span class="red">Robin yelps</span> and backs away, waving <<nnpc_his "Robin">> arms furiously. <<nnpc_His "Robin">> breaths come out in short, panicked spurts. Sydney looks to you for help.
<<stress 3>><<gstress>>
<br><br>
Robin doesn't need this right now. You gently push Sydney's arm away and spend a few minutes rubbing Robin's back. <<nnpc_He "Robin">> eventually calms down. <<nnpc_He "Robin">> wordlessly hugs you for a moment before leaving the library.
<br><br>
"Poor <<nnpc_gendery "Robin">>," Sydney mutters. "Do you know what happened to <<nnpc_him "Robin">>? <<nnpc_Hes "Robin">> not like this."
<<elseif C.npc.Robin.trauma gte 20>>
You're cut off by a student approaching the counter. It's Robin, holding a history textbook. <<nnpc_He "Robin">> smiles upon seeing you. "Hey! Just returning this one." <<nnpc_He "Robin">> averts <<nnpc_his "Robin">> eyes.
<br><br>
Sydney frowns, concerned. "Robin, this is late. You're normally perfectly punctual. Is everything alright?"
<br><br>
"I'm sorry, I forgot," Robin mutters. <<nnpc_He "Robin">> leans forward.
<br><br>
"Mmm." After a moment of thought, Sydney uncaps a marker and reaches for Robin's forehead. "<span class="purple">Book Criminal >:(</span>" has been written on Robin's forehead. <<nnpc_He "Robin">> looks dejected, but soon cheers up as the three of you chat. Robin waves at you both as <<nnpc_he "Robin">> leaves. <<stress -3>><<lstress>>
<<elseif $robinaverybeat is 1 and !$sydneySeen.includes("robinbook")>>
<<set $sydneySeen.pushUnique("robinbook")>>
You're cut off by a student approaching the counter. It's Robin, holding a history textbook. <<nnpc_He "Robin">> smiles upon seeing you. "Hey! Just returning this one."
<br><br>
Sydney lights up. "I can always count on you to be punctual, Robin. Keep up th-" Sydney's expression falters. <<He>> thumbs the corner of the book, which has been dented inwards. "Damage."
<br><br>
Robin looks down in shame. "I... might have used my schoolbag as a projectile weapon against some old creep that was putting <<nnpc_his "Avery">> hands on <<phim>>." <<nnpc_He "Robin">> points to you, and you nod in confirmation.
<br><br>
"As noble as that sounds, I'm afraid there are no excuses. You know the rules." Robin leans forward, and Sydney uncaps a marker. "<span class="purple">Book Criminal >:(</span>" has been written on Robin's forehead. <<nnpc_He "Robin">> looks annoyed, but quickly cheers up as the three of you chat. Robin waves at you both as <<nnpc_he "Robin">> leaves. <<stress -3>><<lstress>>
<<elseif $balloonStand.robin.status is "sabotaged" and !$sydneySeen.includes("robinsabotage")>>
<<set $sydneySeen.pushUnique("robinsabotage")>>
<<if $robin.timer.hurt gte 1>>
You're interrupted when a book lands on the counter hard enough to startle the other students in the library. It's a history textbook, and you look to see who's dropped it. It's Robin, who still looks upset at you.
<br><br>
<<nnpc_He "Robin">> averts <<nnpc_his "Robin">> eyes and addresses Sydney. "I'm returning this. I'd like to renew it, but I can't afford it right now," <<nnpc_he "Robin">> says, giving you a meaningful, hurt look. <<ggstress>><<stress 12>>
<br><br>
Sydney looks worried. "Uh, okay. One moment." <<He>> takes the book and scans it in. "As always, it's on time. Thanks for that," <<he>> says.
<br><br>
"Yeah, sure. I'll see you another day when I have money and can rent again," Robin says, <<nnpc_his "Robin">> expression softening slightly.
<br><br>
"Yeah. See you then," Sydney says, perking up a bit. Robin nods and leaves with barely another look at you. "What was that about?" Sydney asks.
<br><br>
You shake your head and shrug. You decide it's better not to tell <<him>> about the balloon stand fiasco.
<<elseif $balloonStand.robin.knows is true>>
You're interrupted by a student showing up. It's Robin, and <<nnpc_he "Robin">> has a book with <<nnpc_him "Robin">>. "Hey, just here to return this. I wanted to renew, but I couldn't manage it this time," Robin says with a smile.
<br><br>
"Sure thing. Let me just scan it in for you real quick," Sydney says, taking the book from <<nnpc_him "Robin">>.
<br><br>
Robin turns to you and smiles. "About the balloon stand... thanks for telling me. It was hard, but now I think I'm glad you told me," <<nnpc_he "Robin">> says with a slight shrug. "I think we're better friends now because we've been through something rough together," <<nnpc_he "Robin">> adds. <<lstress>><<stress -6>>
<br><br>
Sydney finishes checking the book and scanning it in. <<He>> looks back at Robin with a smile. "It all checks out. Thanks again for being so punctual! I hope you can renew one day too," <<he>> says cheerfully.
<br><br>
"Yeah, here's hoping things get better for my stand! I'm going to head back to the classroom now," Robin says, waving to the two of you before leaving again.
<br><br>
"<<nnpc_He "Robin">> really does try, and I think that's admirable," Sydney says as <<he>> takes <<his>> seat again, pulling a book from the return bin.
<<else>>
Your chat is cut off by a student shuffling up to the counter. It's Robin, and <<nnpc_hes "Robin">> carrying a history textbook under <<nnpc_his "Robin">> arm. <<nnpc_He "Robin">> seems distracted, as though <<nnpc_hes "Robin">> lost in thought.
<br><br>
Sydney clears <<his>> throat to get <<nnpc_his "Robin">> attention, and <<nnpc_he "Robin">> jumps a little."Sorry, I'm just returning this..." <<nnpc_he "Robin">> says, still not quite present. "I hope it's not late," <<nnpc_he "Robin">> adds sheepishly.
<br><br>
Sydney takes the book. <<He>> scans it and frowns. "I'm sorry Robin, but it's a day late," <<he>> says. "You're always so on time, what happened?" <<he>> asks, uncapping <<his>> red pen.
<br><br>
Robin shakes <<nnpc_his "Robin">> head. "I don't really know. My stand was doing fine for the longest time, and then suddenly, I'm just not getting customers anymore. I can't figure out what I'm doing wrong."<<ggstress>><<stress 12>>
<br><br>
"Well, I'm sorry to hear that, but you know the rules, Robin. I can't make exceptions, even for you and your perfect record," Sydney says regretfully, leaning forward to write on Robin's forehead."<span class="purple">Book Criminal >:(</span>"
<br><br>
Robin looks dejected, but soon cheers up as the three of you chat. <<nnpc_He "Robin">> still seems distracted, but <<nnpc_he "Robin">> waves at you both as <<nnpc_he "Robin">> leaves.
<</if>>
<<elseif $balloonStand.robin.status is "helped" and !$sydneySeen.includes("robinhelp")>>
<<set $sydneySeen.pushUnique("robinhelp")>>
You're cut off by a student approaching the counter. It's Robin, holding a history textbook. <<nnpc_He "Robin">> smiles upon seeing you. "I'm here to renew this," Robin says. <<nnpc_He "Robin">> slides the book across the counter.
<br><br>
"It's good to see you're renewing this time. You usually return them and check them out again a week or two later," Sydney says. <<He>> flips through the book for a few seconds, and seemingly satisfied, places it back on the counter. "That'll be £15 please," <<he>> says with a smile.
<br><br>
Robin passes the money across the counter. "Yeah, I've been making more sales lately, so I can actually renew this time!" <<nnpc_He "Robin">>
<<if $balloonStand.robin.knows>>
turns to you with a smile. "Thank you again. I don't know what I'd do without you in my life."
<<else>>
sounds excited.
<</if>>
<<llstress>><<stress -12>>
<br><br>
"That's great news!" Sydney says as <<he>> takes the money and stuffs it in the register. "I hope things keep improving for you." <<He>> matches Robin's cheerful energy, even as <<he>> stifles a yawn.
<br><br>
"Yeah, me too." Robin beams and waves at you both as <<nnpc_he "Robin">> leaves. Sydney smiles. "It's nice to see <<nnpc_hes "Robin">> doing well," <<he>> says as <<he>> turns back to you. <<He>> sits back down in the desk chair and picks up another returned book for processing.
<<else>>
You're cut off by a student approaching the counter. It's Robin, holding a history textbook. <<nnpc_He "Robin">> smiles upon seeing you. "Hey! Just <<= $balloonStand.robin.status is "helped" ? "renewing" : "returning">> this one."
<br><br>
Sydney lights up. "I can always count on you to be punctual, Robin. Keep up that perfect record." The three of you begin chatting for some time. Robin waves at you both as <<nnpc_he "Robin">> leaves. <<stress -3>><<lstress>>
<</if>>
<<else>>
<<if $sydney.glasses is "broken" or $sydney.glasses is "playerbroken">>
<<set _noOptions to 1>>
You're cut off by another student, a <<generatey2>><<person2>><<person>>, approaching the counter. <<He>> returns <<print either("a science", "a maths", "an English", "a history")>> textbook.
<br><br>
An awkward silence lingers around you before Sydney finally turns to you. "Sorry. I can't really see now. Can you tell me which book this is and who rented it?"
<br><br>
The <<person>> awaits <<print either("patiently.", "impatiently.")>>
<br><br>
<<link [[Help Sydney|Sydney Book Broken Glasses]]>><<set $phase to 1>><<npcincr Sydney love 1>><</link>><<glove>>
<br>
<<link [[Decline|Sydney Book Broken Glasses]]>><<set $phase to 0>><<npcincr Sydney love -1>><<endevent>><<npc "Sydney">><<person1>><</link>><<llove>>
<br>
<<else>>
You're cut off by another student, a <<generatey2>><<person2>><<person>>, approaching the counter. <<He>> returns <<print either("a science", "a maths", "an English", "a history")>> textbook.
<<if $rng gte 95>>
"Late. You know the rules." The <<person>> sighs, and leans down. Sydney uncaps a red permanent marker, and writes "<span class="purple">Book Criminal >:(</span>" on <<his>> forehead. <<He>> walks away, dejected.
<<else>>
"Thanks for being punctual on the return!" The <<person>> walks away without another word. Sydney frowns.
<</if>>
<<endevent>><<npc "Sydney">><<person1>>
<</if>>
<</if>>
<<elseif C.npc.Sydney.love gte 10 and $sydneyChatState is 1 and $sydneyromance isnot 1>>
<<set $sydneyChatState to 2>><<set $sydneyFlirt to 1>><<set _noOptions to 1>>
You chat with Sydney. You even manage to get <<his>> attention. "Mind if I ask you a question?" <<he>> asks. You nod. "Some of the other students have been saying funny things to me. I'm not sure what they mean. They keep winking at me. One even tried to make me go somewhere private with
<<if maleChance($pronoun) gte random(1, 100)>>
him. He
<<else>>
her. She
<</if>>
was nice, but I couldn't leave the counter, you know? What do I do?"
<br><br>
<<link [[Comfort|Sydney Chat Comfort]]>><<set $phase to 1>><<npcincr Sydney love 1>><</link>><<glove>>
<br>
<<link [[Flirt|Sydney Chat Comfort]]>><<set $phase to 2>><<npcincr Sydney purity -2>><</link>><<llspurity>>
<br>
<<link [[Dismiss|Sydney Chat Comfort]]>><<set $phase to 3>><</link>>
<br>
<<elseif C.npc.Sydney.love gte 10 and $sydneyChatState is 2 and $sydneyromance isnot 1>>
<<set $sydneyChatState to 3>>
You chat with Sydney. "I'm not supposed to make small talk when I'm working, but..." <<He>> pushes some books aside, and looks at you. It's the first time <<hes>> made full eye contact with you. "I've earned a break."
<<elseif C.npc.Sydney.love gte 25 and $sydneyChatState is 3 and $sydneyromance isnot 1>>
<<set $sydneyChatState to 4>>
You chat with Sydney. "No one else has made such an effort to get to know me like this. Not in a long time, at least. I appreciate it." <<He>> holds up <<his>> holy pendant, kisses it, and places it against your forehead. "Blessings." <<if ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled"))>><<stress 6>><<gstress>><<else>><<trauma -3>><<ltrauma>><</if>>
<<elseif C.npc.Sydney.love gte 40 and !["early","first","late"].includes($schoolstate) and !$daily.sydney.SirrisLibrary and $rng gte 88>>
<<set $daily.sydney.SirrisLibrary to true>>
You chat with Sydney.
<<if !$sydneySeen.includes("Sirris")>>
<<set $sydneySeen.pushUnique("Sirris")>>
A voice interrupts. "I thought I saw little Syd." It's Sirris. <<endevent>><<npc "Sirris">><<person1>>
<br><br>
Sydney blushes, avoiding eye contact with <<him>>. "I told you not to call me that while we're in school," Sydney pouts.
<br><br>
Sirris laughs to <<himself>>. "That is true," <<he>> says. "I remember you saying that, little Syd." Sydney pouts harder.
<<sydneySirrisResemble>>
Sydney looks at you, then to Sirris. <<nnpc_He "Sydney">> takes a moment to arrange the counter besides <<nnpc_him "Sydney">>, in an attempt to ease the awkwardness.
<br><br>
"So why are you here?" Sydney asks.
<br>
"I just wanted to see how you're doing," Sirris replies. "Is that really so wrong of me?"
<br>
"No, but-"
<br>
"Almost didn't see you there," Sirris says, looking over to you. It seems <<he>> overlooked you somehow, as if no one else was around but <<him>> and Sydney. "I hope you're keeping up with your schoolwork. I'm glad to see Sydney's making friends outside of the classroom,
<<if $delinquency lt 400>>
especially with students as well-behaved as you."
<<else>>
regardless of your... behaviour."
<</if>>
<br><br>
<<He>> leans towards you, speaking in a mock-whisper. "<<nnpc_He "Sydney">> can be a handful sometimes." <<He>> grins at Sydney. "Am I right?"
<br>
<<if _sydneyStatus.includes("corrupt")>>
"Sometimes," Sydney blushes.
<<else>>
"T-that's not true!" Sydney holds <<nnpc_his "Sydney">> arms in front of you.
<</if>>
<br>
Sirris laughs. "In any case, <<nnpc_he "Sydney">> means well. You can take it easy now and then Sydney. A little downtime won't hurt." Sydney nods, and Sirris smiles. "I'll leave you to your own devices," <<he>> says, stepping away from the counter. <<if $schoolstate is "afternoon">>"You should pack up soon, Syd. See you after school!"<<else>>"Don't be late for your classes, you two!"<</if>>
<<else>>
<<endevent>><<npc "Sirris">><<person1>>
Sirris stops by the counter. <<He>> gives Sydney a wave. "Just thought I'd pop in on my break," <<he>> says to Sydney. "Everything okay?"
<<if $sydney.glasses.includes("broken")>>
<<His>> expression quickly turns from jovial to angry as <<he>> notices Sydney's broken glasses. "Who." Sydney remains silent. Sirris frowns, and spends some time doting on <<nnpc_him "Sydney">>.
<br><br>
<<He>> turns to you. "This may be inappropriate of me to ask of a student, but could you escort Sydney to the shopping centre when the time allows it? <<nnpc_He "Sydney">> can hardly see a thing without glasses.<<if $schoolstate is "morning">> You'll be excused for being late to my class if you do.<</if>>" <<He>> doesn't give you an opportunity to answer.
<<elseif $sydney.glasses is "contacts" and !$sydneySeen.includes("contacts")>>
<<set $sydneySeen.pushUnique("contacts")>>
<<He>> pauses. "Sydney, where are your glasses?"
<br>
Sydney leans forward, pointing to <<nnpc_his "Sydney">> eyes. "<<pShe>> got me contacts instead! This is so much less cumbersome."
<br>
Sirris smiles. "You look good like this." <<He>> gives you a nod of approval.
<<elseif $sydneyHairChangedComment>>
<<His>> eyes light up as <<he>> notices Sydney's hair.
<<if C.npc.Sydney.hairColour isnot "strawberryblond">>
"You dyed your hair <<npcHairColour "Sydney">>! It looks so good! I used to dye my hair too, so I can help you properly care for it." Sirris moves to the side, examining Sydney's head.
<<if $sydney.hair isnot "ponytail">>
"You let it loose too! You look so much more approachable like this, dear."
<</if>>
<<elseif $sydney.hair isnot "ponytail">>
"You let your hair down! You look so much less stiff now."
<</if>>
<<Hes>> practically glowing, and <<he>> looks to you. "I suppose you had some part in this?"
<<unset $sydneyHairChangedComment>>
<</if>>
<br><br>
<<print either("They chat to each other for a short while.", "Sirris helps Sydney arrange the counter.", "While <<he>> thinks no one is looking, Sirris hugs Sydney out of the blue.")>>
<<sydneySirrisResemble>>
Sydney looks to be in higher spirits afterwards, but still remains embarrassed.
<br><br>
Sirris notices the clock on the wall. "Almost lost track of time!" <<he>> exclaims. "I shouldn't keep you. See you after school!"
<</if>>
<<endevent>><<npc "Sydney">><<person1>>
<<elseif C.npc.Sydney.love gte 10>>
<<if !$daily.sydney.clothesWarn and (!$worn.upper.type.includes("school") or !$worn.lower.type.includes("school")) and Time.hour lt 15>>
<<set $daily.sydney.clothesWarn to true>>
You talk with Sydney. "You're out of uniform, you know." <<He>> looks around. "The <<nnpc_title "Leighton">>'s behaviour policy is pretty flexible. I can mark down prices for people I like, too."
<<else>>
<<if $sydneyromance is 1>>
<<set _sydneyChats to 16>>
<<else>>
<<set _sydneyChats to 12>>
<</if>>
<<switch random(1, _sydneyChats)>>
<<case 1>>
You chat with Sydney.
<<if $sydneySeen.includes("initiate")>>
<<if $purity lte 500 or ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled"))>>
<<if _sydneyStatus.includes("corrupt")>>
<<He>> smiles at you. "You're a dirty sinner. All the initiates know it. I wouldn't have you any other way."
<<else>>
<<He>> gives you a hopeful smile. "The people around the temple tell me you're impure. It's never too late to turn your life around, you know!"
<</if>>
<<elseif $purity gte 1000 or ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled"))>>
<<if _sydneyStatus.includes("corrupt")>>
<<He>> smiles at you. "My reputation at the temple has taken a hit because of you. You're a beacon of purity to us, and yet you've done this to me. I don't really mind, it just means it's my turn to corrupt you!" <<He>> winks.
<<else>>
<<He>> beams at you. "A lot of people look up to you, especially at the temple. They see you as a symbol of hope and purity, and many of them think you're special." <<His>> face turns red. "I-including me."
<</if>>
<<else>>
<<if _sydneyStatus.includes("corrupt")>>
<<He>> smiles at you. "You've gone and made my purity slip, you know. I should return the favour sometime."
<<else>>
<<He>> smiles at you. "Never stop trying to be better. I know you can be pure."
<</if>>
<</if>>
<<else>>
<<if $purity lte 500 or ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled"))>>
<<if _sydneyStatus.includes("corrupt")>>
<<He>> smiles at you. "You've done a lot to open my mind to the world of sin. I couldn't be happier."
<<else>>
<<He>> gives you a patient smile. "I believe that it's never too late to turn your life around and seek purity." <<He>> holds <<his>> holy pendant tight. "I just wish you'd let me help you."
<</if>>
<<elseif $purity gte 1000 or ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled"))>>
<<if _sydneyStatus.includes("corrupt")>>
<<He>> smiles at you. "You've done a lot to open my mind to the world of sin, and yet here you are, pure and perfect as ever. Maybe it's my turn to corrupt you."
<<else>>
<<He>> smiles at you. "You're a beacon of purity. You should come to the temple with me some time!"
<</if>>
<<else>>
<<He>> smiles at you. "You should come to the temple with me some time."
<</if>>
<</if>>
<<case 2>>
You chat with Sydney. "Oh, ew," <<he>> says out of nowhere, yanking <<his>> hand out from under the counter. "Why is there gum under the counter? Did someone sneak in just to leave it there?" <<He>> wipes <<his>> hand on <<his>> sleeve, grimacing.
<<case 3>>
You chat with Sydney. "Have you heard the rumours around Doren?" <<he>> asks. "Some students believe <<nnpc_hes "Doren">> a werewolf."
<<if _sydneyStatus.includes("corrupt")>>
<<He>> giggles. "I'd like to see that. Imagine <<nnpc_him "Doren">> jumping on the desk and roaring. Wouldn't that be funny?"
<<if $kylarenglish gte 1>>
<br><br>
You think back to when <<nnpc_he "Doren">> did just that in English class. It was pretty funny, looking back.
<</if>>
<<else>>
<<He>> shakes <<his>> head. "Doren's a perfectly respectable teacher. I don't know what compels people to spread such awful ideas."
<</if>>
<<case 4>>
You chat with Sydney.
<<if $worn.face.type.includes("glasses") and $sydney.glasses isnot "contacts">>
"Mind if we swap glasses?" <<he>> asks. "I just want to see."
<<if _sydneyStatus.includes("corrupt")>>
<br><br>
Before you can answer, <<he>> plucks your $worn.face.name off your face and puts them on <<his>>, passing you <<his>> own pair of glasses. "Huh, all blurry. I guess I should've expected that." <<He>> takes <<his>> own glasses back and puts yours back on your face. They're a little askew, and you need to correct them.
<<else>>
<<set _noOptions to 1>>
<br><br>
<<link [[Accept|Sydney Chat Glasses Accept]]>><</link>>
<br>
<<link [[Refuse|Sydney Chat Glasses Refuse]]>><</link>>
<</if>>
<<elseif $worn.face.type.includes("glasses") and $sydney.glasses is "contacts">>
"Remember when I wore glasses?" <<he>> asks, glancing at yours. "Not having to replace them constantly is a relief."
<<elseif $worn.face.type.includes("cool")>>
<<if _sydneyStatus.includes("pure")>>
<<He>> looks at your $worn.face.name and frowns. "You aren't allowed to wear those at school."
<<if C.npc.Sydney.love gte 40>>
<<He>> reaches for your face, but draws <<his>> hand back. "I'll let you off with a warning. Please don't wear those. Why are you wearing them anyway?"
<<else>>
<span class="blue"><<He>> plucks the $worn.face.name off your face.</span> "I'll send these to your locker in the locker rooms," <<he>> says, placing them in a cabinet. "You can pick them up later. Why were you wearing them anyway?"
<<generalUndress "wardrobe" "face">>
<</if>>
<<elseif _sydneyStatus.includes("corrupt")>>
<<He>> looks at your $worn.face.name and grins. "Looking good. Some of the teachers might get anal about that, though. Be careful."
<<else>>
<<He>> looks at your $worn.face.name and frowns. "You shouldn't be wearing that at school." <<He>> thinks for a moment, before shaking <<his>> head. "I'll let it slide, but please don't wear those here. Why are you wearing them anyway?"
<</if>>
<<npcincr Sydney purity -1>><<lspurity>>
<<else>>
<<if $sydney.glasses is "contacts">>
<<He>> blinks. "Oh no. I think there's a bit of dirt on my contact. Ack." <<He>> sighs as <<he>> fetches eye drops from <<his>>
<<if C.npc.Sydney.love gte 40>>
school bag and shows you.
<<if _sydneyStatus.includes("corrupt")>>
"It still scares me to apply these..." <<He>> makes a face. "I have a fear that I will stab my eye with the tip of the bottle. "
<<else>>
"I still have trouble using these," <<he>> complains. "I hardly even drop them into the right place."
<</if>>
<br><br>
<<He>> attempts to put eye drops in <<his>> eyes, but most land on <<his>> face. You think you can help <<him>> with it.
<br><br>
<<set _noOptions to 1>>
<<link [[Assist|Sydney Chat Eye Drops Help]]>><<npcincr Sydney love 1>><<npcincr Sydney lust 1>><</link>><<glove>><<glust>>
<br>
<<link [[Ignore|Sydney Chat Eye Drops End]]>><<set $phase to 0>><</link>>
<br>
<<else>>
school bag. <<He>> attempts to put eye drops in <<his>> eyes, but most land on <<his>> face. Without spending too much time on it, Sydney finishes it on <<his>> own. You see liquid all over <<his>> face.
<</if>>
<<else>>
<<He>> takes off <<his>> <<sydneyGlasses>> and rubs them with a cloth. "They're getting dusty, it's a bit hard to see through them."
<<if $sydney.glasses is "playerbroken">>
<<He>> pauses. "Well, harder than normal, anyway." You avert your eyes guiltily.
<<elseif $sydney.glasses is "broken">>
<<He>> pauses. "Well, harder than normal, anyway."
<</if>>
<</if>>
<</if>>
<<case 5>>
<<if !$daily.sydney.writing>>
<<set $daily.sydney.writing to true>><<set _noOptions to 1>>
<<if $schoolstate is "early" or $schoolstate is "morning">>
You try and talk to Sydney, but realise <<hes>> started to doze off copying down <<his>> science notes. <<His>> pen begins to trail off the paper, and <span class="purple">up your arm.</span>
<br><br>
<<link [[Wake <<him>>|Sydney Library Bodywriting Stop]]>><</link>>
<br>
<<else>>
You have a pleasant conversation with Sydney. <<He>> produces a pen, and <<if $worn.upper.name isnot "naked">>lifts your sleeve<<else>>points it at your arm<</if>>. "May I?"
<br><br>
<<link [[Push away|Sydney Library Bodywriting Stop]]>><</link>>
<br>
<</if>>
<<if $bodywritingLvl gte 1>>
<<link [[Allow it|Sydney Library Bodywriting Allow]]>><<npcincr Sydney lust 1>><</link>><<gslust>><<gbodywriting>>
<br>
<<else>>
<span class="blue">You are not comfortable having others write on you.</span>
<</if>>
<<else>>
You chat with Sydney. <<He>> keeps clicking <<his>> pen as you talk.
<</if>>
<<case 6>>
You chat with Sydney. "It bothers some students that I'm the <<daughter>> of a teacher.
<<print either("I have to agree that it feels unfair to them sometimes", "It doesn't mean I get any special treatment, though", "There's always piles and piles of schoolwork on every working space at home, so it's not like I have it any easier")>>."
<<case 7>>
You chat with Sydney.
<<if _sydneyStatus.includes("corrupt")>>
"I feel for Mason. The way people eye <<nnpc_him "Mason">> up is a feeling I'm all too familiar with."
<<else>>
"Mason gets a lot of weird looks, just like me. I wonder why?"
<</if>>
<<case 8>>
You chat with Sydney.
<<if _sydneyStatus.includes("corrupt")>>
"There's some nasty rumours about Winter. All those chastity devices <<nnpc_he "Winter">> has lying around might not be for such pure purposes." <<He>> giggles.
<<else>>
"I heard some other students talking about Winter, and they mentioned <<nnpc_his "Winter">> stockpile of restrictive equipment. I wonder if <<nnpc_hes "Winter">> a fellow believer, with all those chastity devices..."
<</if>>
<<case 9>>
You chat with Sydney. "I wish I had a class with River. <<nnpc_Hes "River">> helped the temple a lot."
<<case 10>>
You chat with Sydney. <<He>> grabs a book from the return bin and shows it to you. "Have you ever read this one?"
<br><br>
<<if $edenBook is 1 and random(1,5) is 1>>
You recognise it as one that Eden read to you, and nod your head. Sydney looks happy. "It's such a good read. Don't you love the part with the <<print either ("father's secret attic","dog chasing the mugger away","tree blocking the bad guy","maid picking the lock")>>?"
<<elseif C.npc.Robin.init is 1 and random(1,5) is 2>>
You recognise it as part of a series on Robin's shelf, and tell Sydney as such. <<He>> makes an interested noise. "I'll have to ask <<nnpc_him "Robin">> about it later."
<<elseif currentSkillValue('english') gte random(1,1200)>>
You recognise it as <<print either("a cult-classic romance novel","a mystery novel","a popular adventure novel","an interesting post-apocalypse novel")>>, and nod your head. Sydney looks happy. "It's such a good read. Don't you love the part with the <<print either ("father's secret attic","dog chasing the mugger away","tree blocking the bad guy","maid picking the lock")>>?"
<<else>>
It's foreign to you, and you shake your head. Sydney looks disappointed, before bouncing back up. "Maybe we can read it together some time. I love the part where the <<print either ("father reveals his","dog runs toward the","tree falls and blocks the","door gets picked by")>>- oops, sorry, no spoilers!"
<</if>>
<<case 11>>
You chat with Sydney. <<He>> shakes <<his>> head to startle a fly away, and <<his>> <<npcHairColour "Sydney">> <<if $sydney.hair is "ponytail">>ponytail<<else>>hair<</if>> whips you in the face. It's too soft to hurt, but it makes you jump. Sydney spends a few minutes <<if _sydneyStatus.includes("corrupt")>>giggling at you<<else>>fussing over you and apologising<</if>>.
<<case 12>>
You chat with Sydney.
<<if !$daily.sydney.pendant and ($worn.neck.type.includesAny("holy", "dark", "eerie") or $worn.neck.name is "scarf" or $worn.neck.name is "collar" or $worn.head.name is "feathered hair clip")>>
<<set $daily.sydney.pendant to true>>
<<if $worn.head.name is "feathered hair clip" and random(1, 2) is 1>>
<<His>> eyes catch on your unusual hairclip. "Wow, those are real feathers! It's very pretty." <<He>> reaches up and runs a finger along the edge. <<He>> keeps stroking it, and your head, absentmindedly for some time.
<<else>>
<<switch $worn.neck.name>>
<<case "holy pendant" "holy stole">>
<<He>> looks at the holy pendant around your neck, and smiles at you.
<<if _sydneyStatus.includes("corrupt")>>
"Even after everything, I still won't go anywhere without mine. It represents a lot to me."
<<else>>
"Doesn't it just make you feel so much safer?"
<</if>>
<<He>> rubs <<his>> own pendant. <<npcincr Sydney love 1>><<glove>>
<<case "stone pendant">>
<<He>> looks at the stone pendant around your neck, and <<he>> looks interested. "That isn't the standard pendant, but... I think I've seen that around somewhere." <<npcincr Sydney love 1>><<glove>>
<<case "dark pendant">>
<<He>> remains silent for an unusually long time. You look over to <<him>>, and see <<his>> eyes glazed over, staring at your dark pendant. You snap your fingers, and <<he>> gasps before placing <<his>> hands over <<his>> mouth, suddenly looking nervous. "Sorry. Must be more tired than I thought." <<npcincr Sydney purity -2>><<lspurity>>
<<case "cat bell collar" "cow bell">>
<<if ["early","morning","first","second"].includes($schoolstate)>>
You catch <<him>> dozing off. You ring your $worn.neck.name. The sound is enough to jolt <<him>> awake. "Thanks. Cute collar. I think I saw a few of those in packages at <<sydneyMum>>'s new shop."
<<else>>
You hear a ring. Sydney is poking your $worn.neck.name. "This is a really cute collar. I think I saw a few of those in packages at <<sydneyMum>>'s new shop."
<</if>>
<<case "spiked collar" "spiked collar with leash">>
Sydney spares a glance at your spiked collar. "That looks... wicked. Vicious, even.
<<if $speech_attitude is "meek">>
It contrasts with how gentle you are."
<<elseif $speech_attitude is "bratty">>
I think it suits you, in a good way."
<<else>>
I'm not sure what to think about it."
<</if>>
<<case "scarf">>
<<if ["early","morning","first","second"].includes($schoolstate)>>
You feel a tug on your neck. Sydney plays with the end of your scarf absentmindedly.
<<else>>
You feel your scarf get lifted from your shoulders. You reach for it, only to find it being wrapped back around you. "You were wearing it wrong," Sydney says.
<</if>>
<<if $sydneyromance is 1>>
<<He>> grasps it and pulls you in, kissing you on the cheek. "Got you." <<npcincr Sydney lust 1>><<glust>>
<<else>>
<<He>> smiles at you.
<</if>>
<<case "collar">>
You feel a tug on your neck. Sydney holds your collar's leash, looking at it with curiosity.
<<if _sydneyStatus.includes("corrupt") and $sydneyromance is 1>>
<<He>> grins and pulls you in, kissing you on the cheek. "Such a good <<girl>>," <<he>> whispers. "My good <<girl>>."
<<npcincr Sydney lust 2>><<npcincr Sydney purity -2>><<gslust>><<lspurity>>
<<else>>
"Why are you wearing this?" <<he>> asks<<if _sydneyStatus.includes("Lust")>>, blushing<</if>>. <<He>> tugs on the leash. "Can you even take it off? Huh."
<<npcincr Sydney lust 1>><<npcincr Sydney purity -2>><<gslust>><<lspurity>>
<</if>>
<<case "Whitney's collar" "Whitney's collar with leash">>
Sydney glares at your collar, "Why would you be wearing this, Did <<nnpc_his "Whitney">> force you"
<<if _sydneyStatus.includes("corrupt") and $sydneyromance is 1>>
<<He>> clicks <<his>> tongue "Whitney's pet?, I though you were my pet?"
<<npcincr Sydney lust 2>><<npcincr Sydney purity -3>><<gslust>><<lspurity>>
<<else>>
<<he>> asks<<if _sydneyStatus.includes("Lust")>>, blushing<</if>>. <<He>> tugs on the leash. "You should take it off."
<<npcincr Sydney purity -2>><<lspurity>>
<</if>>
<<default>>
<</switch>>
<</if>>
<<else>>
<<He>> rubs <<his>> holy pendant every now and then.
<</if>>
<<case 13>>
<<if $templePromised is "Sydney">>
You talk with Sydney. <<He>> rubs <<his>> promise ring and smiles. <<trauma -12>><<lltrauma>>
<<else>>
You talk to Sydney. <<He>> listens to you intently.
<</if>>
<<case 14>>
You chat with Sydney.
<<if ["early","morning","first","second"].includes($schoolstate) and $rng gte 71 and !$daily.sydney.kissFail>>
<<set $daily.sydney.kissFail to true>>
<<He>> leans in to kiss you on the cheek, but misses and faceplants onto the counter. "Ow," <<he>> mutters<<if $sydney.glasses isnot "contacts">>, fixing <<his>> <<sydneyGlasses>><</if>>. "Well, that was embarrassing. Can I have a do-over?"
<<else>>
<<He>> kisses you on the cheek, before giggling<<if _sydneyStatus.includes("corrupt")>> and turning your face to kiss your other cheek<</if>>.
<<if $daily.sydney.kissFail>>
"Got it right this time," <<he>> whispers to <<himself>>.
<<else>>
<<if _sydneyStatus.includes("corrupt")>>
"I love doing that to you," <<he>> whispers to you. "Makes me want to taste you all over."
<<else>>
"I still get a little giddy whenever I do that," <<he>> whispers to you.
<</if>>
<</if>>
<<npcincr Sydney lust 1>><<glust>><<arousal 200>><<garousal>>
<<if C.npc.Kylar.state is "active" and Weather.precipitation isnot "none" and $schoolstate is "lunch" and !$daily.kylar.leightonPunch>>
<br><br>
Kylar stares from across the library. <<gksuspicion>><<npcincr Kylar rage 1>>
<</if>>
<</if>>
<<case 15>>
<<set _noOptions to 1>>
You chat with Sydney.
<<if ["early","morning","first","second"].includes($schoolstate)>>
<<He>> leans against you, before practically collapsing.
<<if _sydneyStatus.includes("corrupt")>>
"Don't move," <<he>> murmurs. "Taking a nap."
<<else>>
"Hope you don't mind if I doze off on you," <<he>> yawns.
<</if>>
<<else>>
<<He>> suddenly pulls you into a hug. "You're warm," <<he>> whispers. "And comfy." <<He>> lets out a fake yawn, before snuggling into you.
<</if>>
<br><br>
<<link [[Stroke hair (0:30)|Sydney Chat Nap Stroke]]>><<npcincr Sydney love 1>><<npcincr Sydney lust 1>><</link>><<glove>><<glust>>
<br>
<<link [[Push away|Sydney Chat Nap Push]]>><<npcincr Sydney love -1>><</link>><<llove>>
<<case 16>>
You chat with Sydney. <<He>> reaches up to your hair.<<if ($sydney.hair is "ponytail" and ($hairtype is "ponytail" or $hairtype is "flat ponytail")) or ($haircolour is C.npc.Sydney.hairColour and $hairfringecolour is C.npc.Sydney.hairColour)>> "We match!" <<he>> says excitedly.<</if>> <<He>> runs <<his>> hands through your hair.
<br><br>
<<if $harpy gte 4 and $transformationParts.bird.plumage isnot "hidden" and random(1, 2) is 1>>
<<His>> hand trails down, reaching your plumage. <<His>> eyes widen. <<if $rng is 1>>"The plumage of Accipiter Gentilis Gigantus, the Giant Goshawk. I've seen these before. Somewhere."<<else>>"Th-these are..."<</if>> <<He>> looks as though <<hes>> remembered something, but the look fades quickly.
<br><br>
<<elseif $angel gte 4 and $transformationParts.angel.halo isnot "hidden">>
<<His>> eyes widen, and you see the reflection of your halo in <<his>> <<if $sydney.glasses isnot "contacts">><<sydneyGlasses>><<else>>eyes<</if>>. <<He>> blinks and rubs <<his>> face, and the reflection is no longer there. "I thought I saw..." <<He>> shakes <<his>> head, looking <<if _sydneyStatus.includes("corrupt")>>conflicted<<else>>giddy<</if>>. <<npcincr Sydney purity 2>><<gspurity>>
<br><br>
<<elseif ($fallenangel gte 2 or ($transformationParts.fallenAngel.wings isnot "hidden" and $transformationParts.fallenAngel.wings isnot "disabled")) and $transformationParts.fallenAngel.halo isnot "hidden">>
<<His>> eyes widen, and you see the reflection of your broken halo in <<his>> <<if $sydney.glasses isnot "contacts">><<sydneyGlasses>><<else>>eyes<</if>>. <<He>> blinks and rubs <<his>> face, and the reflection is no longer there. "I thought I saw..." <<He>> shakes <<his>> head, looking <<if _sydneyStatus.includes("corrupt")>>guilty<<else>>saddened<</if>>. <<npcincr Sydney purity -2>><<lspurity>>
<br><br>
<<elseif ($demon gte 2 or $transformationParts.demon.horns is "default") and $transformationParts.demon.horns isnot "hidden">>
<<His>> eyes widen, and you see the reflection of your horns in <<his>> <<if $sydney.glasses isnot "contacts">><<sydneyGlasses>><<else>>eyes<</if>>. <<He>> blinks and rubs <<his>> face, and the reflection is no longer there. "I thought I saw..." <<He>> shakes <<his>> head, looking <<if _sydneyStatus.includes("corrupt")>>smug<<else>>distraught<</if>>. <<npcincr Sydney purity -2>><<lspurity>>
<br><br>
<<elseif ($cow gte 2 or $transformationParts.cow.horns is "default") and $transformationParts.cow.horns isnot "hidden">>
<<He>> stops at your horns. "I saw some props like this when unpacking at <<sydneymum>>'s new shop," <<he>> says. "I wonder what purpose they serve. I'm surprised they let you wear these here."
<br><br>
<<elseif ($wolfgirl gte 4 and $transformationParts.wolf.ears isnot "hidden") or ($cat gte 4 and $transformationParts.cat.ears isnot "hidden") or ($fox gte 4 and $transformationParts.fox.ears isnot "hidden")>>
<<He>> stops at your <<if $wolfgirl gte 4>>wolf<<elseif $fox gte 4>>fox<<else>>cat<</if>> ears. "I saw some props like this when unpacking at <<sydneyMum>>'s new shop," <<he>> says. "I wonder what purpose they serve. I'm surprised they let you wear these here."
<br><br>
<</if>>
After some time, <<he>> pulls <<his>> hand away. "Your hair is really nice.<<if $sydneySeen.includes("hairchange")>> I'm glad you told me what to do with mine.<</if>>"
<<default>>
You chat with Sydney. Nothing in particular happens. (This is a placeholder.)
<</switch>>
<</if>>
<<else>>
<<if !$daily.sydney.clothesWarn and (!$worn.upper.type.includes("school") or !$worn.lower.type.includes("school")) and Time.hour lt 15>>
<<set $daily.sydney.clothesWarn to true>>
You try to chat with Sydney. <<He>> points at you with a pen. "You need a uniform, right? You can just ask, and I'll lead you to the changing room."
<<else>>
<<switch random(1, 8)>>
<<case 1>>
You try and chat with Sydney. <<He>> seems to be listening, but
<<if $schoolstate is "early" or $schoolstate is "morning">>
<<he>> struggles to stay awake.
<<else>>
<<he>> also seems absorbed in <<his>> work.
<</if>>
<<case 2>>
You try to talk to Sydney. "Three days overdue, sixth infraction, need to tell the <<nnpc_title "Leighton">>... sorry, what?"
<<case 3>>
You try and chat with Sydney. <<He>> nervously rubs <<his>> holy pendant.
<<case 4>>
You try to chat with Sydney. In the middle of your sentence, <<he>> loudly stamps a piece of paper. "Sorry. What did you say?"
<<case 5>>
You try to make small talk with Sydney. <<He>> mostly just listens.
<<case 6>>
You talk with Sydney. <<He>> apologises for being unable to give you <<his>> full attention at the moment.
<<case 7>>
You try and talk to Sydney, but another student, a <<generatey2>><<person2>><<person>>, approaches the counter. <<He>> returns <<print either("a science", "a maths", "an English", "a history")>> textbook.
<<if $rng gte 50>>
"Late. You know the rules." The <<person>> sighs, and leans down. Sydney uncaps a red permanent marker, and writes "<span class="purple">Book Criminal >:(</span>" on <<his>> forehead. <<He>> walks away, dejected.
<<else>>
"Thanks for being punctual on the return!" The <<person>> walks away without another word. Sydney frowns.
<</if>>
<<endevent>><<npc "Sydney">><<person1>>
<<case 8>>
You try and talk to Sydney, but another student, a <<generatey2>><<person2>><<person>>, approaches the counter. <<He>> asks for a new school shirt.
"Right this way, please." Sydney leads <<him>> around the corner. After a few minutes, <<nnpc_he "Sydney">> returns. The <<person>> leaves the library, sporting a new uniform to <<his>> friends.
<<endevent>><<npc "Sydney">><<person1>>
<</switch>>
<</if>>
<</if>>
<<if _noOptions isnot 1>>
<br><br>
<<sydneyOptions>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $phase is 1>>
<<if $speech_attitude is "meek">>
"You're pretty nice to be around... especially compared to some of the other students," you say.
<<elseif $speech_attitude is "bratty">>
"You're cool," you say. "You treat them right when most of the other students are pricks."
<<else>>
"They enjoy your company, maybe they just want you to open up a little," you say.
<</if>>
<br><br>
"You... really think so?" <<He>> smiles. "Thank you. It feels more genuine coming from you for some reason."
<<elseif $phase is 2>>
<<if $speech_attitude is "meek">>
You stare at your feet. "It's because you're <<if $pronoun is "m">>handsome<<else>>pretty<</if>>."
<<elseif $speech_attitude is "bratty">>
"It's because they think you're cute," you say matter-of-factly. "Get used to it, because it's true." You poke <<him>> right on the nose.
<<else>>
"Isn't it obvious?" you ask. "It's because you're cute."
<</if>>
<br><br>
Sydney's face turns bright red. "I..." <<He>> goes quiet. "You too? That's what they say to me..."
<<else>>
You tell Sydney <<he>> might be worrying too much. <<He>> nods hesitantly in response. "Maybe I am. Sorry!"
<</if>>
<br><br>
<<sydneyOptions>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $schoolstate is "early" or $schoolstate is "morning">>
You shake <<him>> awake. <<He>> looks startled, but immediately goes back to work.
<<else>>
You shake your head. <<He>> frowns. "Sorry, it's a bad habit."
<</if>>
<br><br>
<<sydneyOptions>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>><<run statusCheck("Sydney")>>
<<if $schoolstate is "early" or $schoolstate is "morning">>
Sydney's pen trails up your arm,
<<if !$skin.right_shoulder.pen>>
and <<he>> absentmindedly leaves part of <<his>> notes on your skin. Your right shoulder now reads: <<bodywriting_npc_sydney_science right_shoulder "pen">>
<<elseif $skin.right_shoulder.pen is "pen" or $skin.right_shoulder.pen is "lipstick" or $skin.right_shoulder.pen is "mud">>
and <<he>> absentmindedly leaves part of <<his>> notes on your skin, covering your <<tattoo right_shoulder>>.<<bodywriting_clear right_shoulder>> Your right shoulder now reads: <<bodywriting_npc_sydney_science right_shoulder "pen">>
<<elseif !$skin.left_shoulder.pen>>
and <<he>> absentmindedly leaves part of <<his>> notes on your skin. Your left shoulder now reads: <<bodywriting_npc_sydney_science left_shoulder "pen">>
<<elseif $skin.left_shoulder.pen is "pen" or $skin.left_shoulder.pen is "lipstick" or $skin.left_shoulder.pen is "mud">>
and <<he>> absentmindedly leaves part of <<his>> notes on your skin, covering your <<tattoo left_shoulder>>.<<bodywriting_clear left_shoulder>> Your left shoulder now reads: <<bodywriting_npc_sydney_science left_shoulder "pen">>
<<else>>
but <<he>> only leaves a few incoherent scribbles.
<</if>>
<br><br>
You nudge <<him>> back into place, which startles <<him>> awake. <<He>> looks around, and quickly notices the pen on your skin. "S-sorry!" <<His>> face turns red, and <<he>> resumes copying <<his>> notes.
<<else>>
Sydney's pen trails up your arm,
<<if !$skin.right_shoulder.pen>>
and <<he>> scribbles something on your right shoulder. It now reads: <<if $sydneyromance is 1>><<bodywriting_npc_sydney right_shoulder "pen">><<else>><<bodywriting_npc_sydney_friendly right_shoulder "pen">><</if>>
<<elseif $skin.right_shoulder.pen is "pen" or $skin.right_shoulder.pen is "lipstick" or $skin.right_shoulder.pen is "mud">>
and <<he>> wipes away your <<tattoo right_shoulder>>, scribbling something of <<his>> own.<<bodywriting_clear right_shoulder>> Your right shoulder now reads: <<if $sydneyromance is 1>><<bodywriting_npc_sydney right_shoulder "pen">><<else>><<bodywriting_npc_sydney_friendly right_shoulder "pen">><</if>>
<<elseif !$skin.left_shoulder.pen>>
and <<he>> scribbles something on your left shoulder. It now reads: <<if $sydneyromance is 1>><<bodywriting_npc_sydney left_shoulder "pen">><<else>><<bodywriting_npc_sydney_friendly left_shoulder "pen">><</if>>
<<elseif $skin.left_shoulder.pen is "pen" or $skin.left_shoulder.pen is "lipstick" or $skin.left_shoulder.pen is "mud">>
and <<he>> wipes away your <<tattoo left_shoulder>>, scribbling something of <<his>> own.<<bodywriting_clear left_shoulder>> Your left shoulder now reads: <<if $sydneyromance is 1>><<bodywriting_npc_sydney left_shoulder "pen">><<else>><<bodywriting_npc_sydney_friendly left_shoulder "pen">><</if>>
<<else>>
but <<he>> frowns upon seeing your <<tattoo right_shoulder>>. <<He>> tries to wipe it away, but fails. "Maybe next time."
<</if>>
<br><br>
Sydney smiles and returns to <<his>> work.
<</if>>
<br><br>
<<sydneyOptions>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You nod, and Sydney takes your glasses off and hands you <<hers>>. <<He>> places the $worn.face.name on <<his>> own face. "Huh, all blurry. I guess I should've expected that." <<He>> passes your glasses back and puts <<his>> own back on. You take a moment to adjust them to your liking.
<br><br>
<<sydneyOptions>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You shake your head, and Sydney nods in understanding. "Right. I wouldn't want someone messing with my glasses either."
<br><br>
<<sydneyOptions>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<run statusCheck("Sydney")>>
<<if $speech_attitude is "meek">>
"Maybe I can help," you say, "I-if only you want me to."
<<elseif $speech_attitude is "bratty">>
"Seems like someone needs help." You laugh.
<<else>>
"Can I help you with that?" you ask.
<</if>>
<br><br>
"You're so sweet!" <<He>> wipes away the liquid on <<his>> face, hands you the bottle and smiles at you coyly. "Thank you for the trouble."
<br><br>
Sydney tilts <<his>> head back for you to use the drops. You gently still <<his>> head, pull down <<his>> lower eyelid with your finger, and squeeze the bottle.
<<if currentSkillValue("handskill") gte 800>>
The drops land directly on the eye without issue. It's done even before Sydney gets nervous.
<<elseif currentSkillValue("handskill") gte 400>>
Despite feeling a bit nervous, you manage to put the drops into <<his>> eye. You get it done as <<his>> cheeks tremble slightly.
<<else>>
You try to put the drops into <<his>> eye, but most end up on <<his>> face. You apologise as some liquid gets into <<his>> nose, yet Sydney doesn't seem to mind.
<</if>>
<br><br>
You feel warm breaths on your cheeks. Sydney is blushing deeply as you finish. You just realise how close you are. <<arousal 50>><<npcincr Sydney lust 1>><<garousal>><<gslust>>
<br><br>
<<if $sydneyromance is 1>>
<<if _sydneyStatus.includes("corrupt")>>
Sydney reaches for your neck and grins slyly. "Mind if I kiss you as a reward? You deserve it," <<he>> says. <<He>> closes <<his>> eyes and lifts <<his>> chin. <<His>> lips are near yours.
<<else>>
Sydney attempts to say something, but no words come out. You look into <<his>> eyes, and you see <<if _sydneyStatus.includes("Lust")>>palpable desire<<else>>a few secret expectations<</if>> in them. Sydney closes <<his>> eyes in silence, as if anticipating your next move.
<</if>>
<br><br>
<<link[[Kiss|Sydney Chat Eye Drops End]]>><<set $phase to 1>><<npcincr Sydney lust 1>><</link>><<glust>><<kissvirginitywarning>>
<br>
<<link[[Push away|Sydney Chat Eye Drops End]]>><<set $phase to 2>><<npcincr Sydney purity 1>><</link>><<gspurity>>
<br>
<<else>>
Sydney looks away once you release <<him>>, still blushing. You move away from <<him>>, attempting to ignore <<his>> flushed cheeks.
After retrieving eye drops from you, Sydney giggles. "Wow, we just got really close. It's a bit embarrassing, isn't it?"
<br><br>
"Thank you for your help." <<He>> smiles.
<<if C.npc.Kylar.state is "active" and Weather.precipitation isnot "none" and $schoolstate is "lunch" and !$daily.kylar.leightonPunch>>
<br><br>
Kylar stares from across the library. <<gksuspicion>><<npcincr Kylar rage 1>>
<</if>>
<br><br>
<<sydneyOptions>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<run statusCheck("Sydney")>>
<<if $phase is 0>> /* Ignore */
Without spending too much time on it, Sydney finishes it on <<his>> own. You see liquid all over <<his>> face. "It's quite a handful, but works out eventually," <<he>> says.
<<elseif $phase is 1>> /* Kiss */
Holding <<his>> chin, eyes closed and mouth agape, you plant a soft kiss on <<his>> lips. Sydney melts under you, forgetting where <<he>> is for just a moment.<<takeKissVirginity "Sydney" `($sydneyromance is 1?"loveInterest":"romantic")`>>
<br><br>
You pull away, and gaze at each other for a moment. <<He>> giggles. <<if _npcKissVirginTemp>>"That was my first kiss. I'm so happy that it was you."<<else>>"Almost like something out of a romance novel."<</if>> <<He>> pulls you close in an embrace.
<br><br>
You release <<him>> after a while and give <<his>> eyes drops back to <<him>>. Sydney kisses you on your cheek before returning to <<his>> work.
<<if C.npc.Kylar.state is "active" and Weather.precipitation isnot "none" and $schoolstate is "lunch" and !$daily.kylar.leightonPunch>>
<br><br>
<span class="red">Kylar stares in horror from across the library.</span> <<gggksuspicion>><<npcincr Kylar rage 10>>
<</if>>
<<else>> /* Push away */
You push <<him>> away.
<br><br>
<<if _sydneyStatus.includes("corrupt")>>
"Not in the mood for a kiss?" Sydney gives you a confused look. "Fine. If you change your mind, you can take it whenever," <<he>> says plainly, hands cupping <<his>> chin as <<he>> pouts. You can't tell if <<hes>> angry or not.
<<else>>
"Huh? W-what? I mean... I think you want-" Sydney frowns and looks a little disappointed. <<He>> presses <<his>> lips together. "Never mind. J-just forget about it." <<npcincr Sydney purity 1>><<gspurity>>
<</if>>
<br><br>
"Anyway, thank you for your help." Sydney retrieves the eye drops from you, and gives you <<his>> usual smile.
<<if C.npc.Kylar.state is "active" and Weather.precipitation isnot "none" and $schoolstate is "lunch" and !$daily.kylar.leightonPunch>>
<br><br>
Kylar smiles in approval from across the library. <<lksuspicion>><<npcincr Kylar rage -1>>
<</if>>
<</if>>
<br><br>
<<sydneyOptions>><<effects>><<set _kylar to statusCheck("Kylar")>><<run statusCheck("Sydney")>>
You sit back in Sydney's chair, and <<he>> <<if ["early","morning","first","second"].includes($schoolstate)>>sleepily<<else>>obediently<</if>> follows you. <<He>> ends up kneeling on the floor with <<his>> head in your lap, and you run your fingers through <<his>> <<npcHairColour "Sydney">> hair. You're worried that it's uncomfortable for <<him>> to be kneeling like that, but <<he>> lets out a sigh of contentment. Before long, <<hes>> fast asleep.
<br><br>
<<if _kylar.state is "active" and _kylarStatus.includes("Rage") and Weather.precipitation isnot "none" and $schoolstate is "lunch" and !$daily.kylar.leightonPunch>>
<<pass 5>>
You and Sydney stay like that for a few minutes, before a loud bang disrupts the library. You look around, and see that Kylar has dropped a dictionary on the floor. Sydney grumbles about the noise and climbs away from you. "Sorry about that..." <<He>> returns to the counter, frowning. The other students return to what they were doing.
<br><br>
You notice Kylar curling <<nnpc_his "Kylar">> lip at Sydney in a silent snarl. <<nnpc_He "Kylar">> meets your eye, before looking away.
<<stress 6>><<npcincr Kylar rage 3>><<gstress>><<ggksuspicion>>
<br><br>
<<sydneyOptions>>
<<else>>
<<pass 30>>
You and Sydney stay like that, you stroking <<his>> hair and <<him>> snoring through a smile. With how hard <<he>> works, you think <<he>> deserves this.
<br><br>
<<if $rng gte 51>>
<<generatey2>><<person2>>
While you're sitting there, a <<person>> walks up to the counter. <<He>> stops when <<he>> notices Sydney in your lap, before <<print either("chuckling","making finger guns at you","blushing","sighing in disappointment","<<if $rng gte 81>>wiping <<his>> brow<<else>>rolling <<his>> eyes<</if>>, tossing a book on the counter<<set _book to 1>>")>> and walking away.
<br><br>
<<person1>>
<</if>>
After a while, Sydney shifts. <<He>> stretches <<himself>> out, and yawns. "Thanks for that, love," <<he>> says, rubbing <<his>> eyes. <<He>> hugs you<<if _sydneyStatus.includes("corrupt")>>, letting <<his>> hands rest a little lower than strictly necessary<<elseif _sydneyStatus.includes("Lust")>>, blushing<</if>>.
<br><br>
<<if _book is 1>>
<<He>> glances at the book on the counter. "Huh. Did someone leave that there?"
<<if $rng gte 81>>
<<He>> flips through a set of rental records, and gasps. "Overdue! And the person who brought it got away!" <<He>> groans. "I'll just have to keep watch for <<person2>><<him>> if <<he>> comes back later..."
<<else>>
<<He>> flips through a set of rental records, smiling. "I'll have to thank <<person2>><<him>> for being punctual if <<he>> comes back later."
<</if>>
<br><br>
<<person1>>
<</if>>
<<if _kylar.state is "active" and Weather.precipitation isnot "none" and $schoolstate is "lunch" and !$daily.kylar.leightonPunch>>
Kylar scowls from across the library. <<ggksuspicion>><<npcincr Kylar rage 3>>
<br><br>
<</if>>
<<endevent>><<npc "Sydney">><<person1>>
<<sydneyOptions>>
<</if>><<effects>>
You push Sydney away from you.
<<if ["early","morning","first","second"].includes($schoolstate)>>
<<He>> paws at you for a few seconds, before pulling away and pouting.
<<else>>
<<He>> frowns, but pulls away.
<</if>>
"I know I shouldn't fall asleep at the counter, but... aww..."
<br><br>
<<if C.npc.Kylar.state is "active" and Weather.precipitation isnot "none" and $schoolstate is "lunch" and !$daily.kylar.leightonPunch>>
Kylar smiles in approval from across the library. <<lksuspicion>><<npcincr Kylar rage -1>>
<br><br>
<</if>>
<<sydneyOptions>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>><<run statusCheck("Sydney")>>
<<if _sydneyChastity and $sydneyChastityKnown and $rng gte 92>>
"You should get that belt removed," you say, gesturing to <<his>> groin. "Imagine all the fun you could have with it gone."
<br><br>
<<if _sydneyStatus.includes("corrupt")>>
<<if $sydneyromance is 1>>
"Maybe you need to help me break it off. Maybe you need to be rougher with me," <<he>> shoots back.
<<else>>
"You're acting like I haven't tried," <<he>> says with a pout.
<</if>>
<<else>>
<<if $sydneyromance is 1>>
"I... I don't want to take any risks. Not until marriage, at least." <<He>> blushes and looks away.
<<else>>
<<His>> face goes bright red. "N-no one's supposed to know about that..."
<</if>>
<</if>>
<<elseif $sydneySeen.includes("parent") and $rng gte 84>>
"I wonder if Sirris wants grandkids," you say, pushing yourself up against Sydney.
<br><br>
<<if _sydneyStatus.includes("corrupt")>>
<<if $sydneyromance is 1>>
<<He>> leans forward and kisses you without warning. <<takeKissVirginity "Sydney" `($sydneyromance is 1?"loveInterest":"romantic")`>>
<br><br>
"<<nnpc_He "Sirris">> does,
<<if (knowsAboutAnyPregnancy("pc", "Sydney") and C.npc.Sydney.gender is "m") or ($genderknown.includes("Sydney") and $player.penisExist and C.npc.Sydney.gender is "f") or ($genderknown.includes("Sydney") and $player.gender isnot C.npc.Sydney.gender) or (!$genderknown.includes("Sydney") and $player.gender_appearance isnot C.npc.Sydney.gender)>>
and I know who I want to make it happen with." <<He>> gives you a wry smile.
<<else>>
but I don't care if I can't make that happen." <<He>> gives you a loving smile.
<</if>>
<<else>>
<<He>> drops <<his>> pen and stares at you. "Is that an invitation?"
<</if>>
<<else>>
<<if $sydneyromance is 1>>
<<He>> looks away, nervous. "<<nnpc_He "Sirris">> always tries to lecture me about things like that."
<<else>>
<<He>> covers <<his>> face with both hands. After a few minutes, <<he>> answers you. "<<nnpc_He "Sirris">> does..."
<</if>>
<</if>>
<<else>>
<<switch random(1, 10)>>
<<case 1>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust" "neutralLust">>
"It's so cute when you blush," you say.
<<if $sydneyromance is 1>>
<br><br>
"It's your fault! You make me feel so..." <<He>> presses <<his>> hands to <<his>> cheeks and giggles. "It's not fair..." <<trauma -1>><<ltrauma>>
<<else>>
<<His>> face turns an even brighter red. <<He>> looks away in embarrassment, and falls quiet in response to your advances. <<npcincr Sydney lust 1>><<glust>>
<</if>>
<<case "corrupt" "corruptLust">>
"It's so cute, seeing how much you've changed," you say.
<<if $sydneyromance is 1>>
<br><br>
"It's all thanks to you." <<He>> presses up against you, and places a finger to your lips. "I hope I'm showing how much I appreciate it." <<arousal 50>><<garousal>>
<<else>>
<<His>> face turns red, but <<he>> almost looks proud.
<</if>>
<<default>>
"You're so cute," you say.
<<if $sydneyromance is 1>>
"You're more cute! Shut up!" <<He>> hides <<his>> face.
<<else>>
<<He>> looks away in embarrassment, immediately going quiet in response to your advances.
<</if>>
<</switch>>
<<case 2>>
"<<print either(`Show me some of your 'wares',`, `I'm sure there's more on sale here,`, `How about showing me your 'goods'?`)>>" you say. <<if $sydneyromance is 1>>You place your hands on <<his>> lap.<</if>>
<br><br>
<<switch _sydneyStatus>>
<<case "pure" "neutral">>
<<if $sydneyromance is 1>>
<<He>> blushes and looks around. "H-here? Are you sure?" <<He>> gulps. "I-I can't, but..."
<<if random(1, 2) is 1 and C.npc.Sydney.clothes.lower.name.includes("skirt")>>
<<He>> gingerly lifts <<his>> school skirt and gives you a brief glimpse of <<his>> underwear.
<<elseif $pronoun is "f">>
<<He>> undoes the first button on <<his>> <<npcClothesText $NPCList[0] "upper">> and pulls it away, giving you a peek at <<his>> <<print C.npc.Sydney.breastsdesc>> through a plain white bra. <<He>> quickly buttons it back up.
<<else>>
<<He>> places <<his>> thumbs in <<his>> <<npcClothesText $NPCList[0] "lower">> and gives you a brief glimpse of <<his>> underwear.
<</if>>
<br><br>
"Th-that's all you get for now..." <<npcincr Sydney lust 1>><<glust>>
<<else>>
<<His>> head turns to the side. "We... have more clothes around the corner here. Otherwise, it's just what you see here." <<He>> seems oblivious to the meaning behind your words.
<</if>>
<<case "pureLust" "neutralLust">>
<<if $sydneyromance is 1>>
<<He>> blushes and looks around, before giggling. "Of course."
<<if random(1, 2) is 1 and C.npc.Sydney.clothes.lower.name.includes("skirt")>>
<<He>> lifts <<his>> school skirt and gives you a brief glimpse of <<his>> underwear. <<He>> then moves them aside. <<sydneyExpose>> <<He>> places <<his>> hand on top of it, and gives you an almost pleading look, but fixes <<his>> clothes before either of you can get carried away.
<<elseif $pronoun is "f">>
<<He>> undoes the first few buttons on <<his>> <<npcClothesText $NPCList[0] "upper">> and pulls it away, giving you a peek at <<his>> <<print C.npc.Sydney.breastsdesc>> through a plain white bra.
<<He>> slides the bra down. You cup them from behind and fondle them, eliciting a stifled moan from <<him>>. <<He>> pulls the bra back up and buttons <<his>> shirt before you can get too carried away.
<<else>>
<<He>> places <<his>> thumbs in <<his>> <<npcClothesText $NPCList[0] "lower">> and gives you a look at <<his>> underwear. <<He>> then moves them aside. <<sydneyExpose>> <<He>> places <<his>> hand on top of it, and gives you an almost pleading look, but fixes <<his>> clothes before either of you can get carried away.
<</if>>
<br><br>
"I... I want to do more, but..." <<npcincr Sydney lust 1>><<glust>>
<<else>>
<<His>> head turns to the side. "We... have more clothes around the corner he-" <<He>> interrupts <<himself>>, seeming to realise what you just said. "Stop that!"
<</if>>
<<case "corrupt" "corruptLust">>
<<if $sydneyromance is 1>>
"You're insatiable. I love it."
<<if random(1, 2) is 1 and C.npc.Sydney.clothes.lower.name.includes("skirt")>>
<<He>> grins and lifts <<his>> school skirt, revealing <<his>> lack of underwear. <<sydneyExpose>> <<He>> rubs and fondles it, making direct eye contact with you. However, <<he>> quickly fixes <<his>> clothes as another student passes. <<He>> pouts.
<<elseif $pronoun is "f">>
<<He>> undoes the first few buttons on <<his>> <<npcClothesText $NPCList[0] "upper">> and pulls it away, giving you a peek at <<his>> <<print C.npc.Sydney.breastsdesc>> through a plain white bra.
<<He>> slides the bra down and grabs your hand, placing it on <<his>> breasts. You spend some time fondling <<him>>, as <<he>> attempts to hide <<his>> moans. <<He>> pulls the bra back up and buttons <<his>> shirt before you can get too carried away.
<<else>>
<<He>> places <<his>> thumbs in <<his>> <<npcClothesText $NPCList[0] "lower">> and pulls, revealing that <<he>> isn't wearing underwear. <<sydneyExpose>> <<He>> rubs and fondles it, making direct eye contact with you. <<He>> fixes <<his>> clothes and pouts when another student approaches.
<</if>>
<br><br>
"I want you to touch me more." <<npcincr Sydney lust 1>><<glust>>
<<else>>
"Oh, real cute. Keep pushing and you just might get a look." <<He>> returns to work with a red face.
<</if>>
<</switch>>
<<case 3>>
You creep up behind Sydney, and place your hands on <<his>> shoulders. You <<handtext>> begin to massage <<him>>.
<<if $speech_attitude is "meek">>
"I hope you don't mind if I try to make you more comfortable,"
<<elseif $speech_attitude is "bratty">>
"Just relax for a few minutes, I think you've earned a break,"
<<else>>
"You're a really hard worker. It's impressive,"
<</if>>
you say.
<br><br>
<<if currentSkillValue("handskill") gte 800>>
<<He>> melts in your grasp. <<He>> doesn't even say anything, and just lies back in <<his>> chair. <<He>> makes a tiny squeak of pleasure. <<npcincr Sydney lust 1>><<glust>>
<<elseif currentSkillValue("handskill") gte 400>>
You feel <<him>> loosen up. "You're pretty good at this." <<He>> leans back in <<his>> chair, enjoying your touch.
<<else>>
<<He>> tenses up for a moment, then folds. "This feels a little weird, but I think I like it." <<He>> tries to continue working as you massage <<him>>.
<</if>>
<br><br>
You whisper something lewd into <<his>> ear when <<he>> least expects it.
<<if _sydneyStatus.includes("corrupt")>>
<<He>> turns and whispers something back<<if $sydneyromance is 1>>, before catching you off guard with a peck on the cheek<</if>>. <<arousal 50>><<garousal>><br><br>
<<else>>
<<if $sydneyromance is 1>>
<<His>> face turns red, but <<he>> makes no attempt to stop you.
<<else>>
"Wh-what? I don't understand," <<he>> says.
<</if>>
<</if>>
After some time, you release <<him>>.
<<case 4>>
<<outfitChecks>>
You pull your _top.name taut against yourself. "I need a new shirt. You should take this one." You wink.
<br><br>
<<if _sydneyStatus.includes("corrupt")>>
<<if $sydneyromance is 1>>
"Maybe I need to help you find the right... fit. Personally." <<He>> sticks <<his>> tongue out at you.
<<else>>
"I'll happily take that off you," <<he>> says with a grin.
<</if>>
<<else>>
<<if $sydneyromance is 1>>
"I'm... c-can it wait? There are others watching..." <<He>> tries to avoid eye contact, but you see <<him>> try to steal glances at your chest. <<npcincr Sydney lust 1>><<glust>>
<<else>>
"Sorry, the <<nnpc_title "Leighton">> doesn't allow returns, but you can still buy a new one." <<He>> keeps working, seeming oblivious to the nature of your comment.
<</if>>
<</if>>
<<case 5>>
"Religious <<personsimple>>s are the cutest," you say.
<<if $sydneyromance is 1>>
<<His>> posture straightens, and <<he>> smiles.
<<else>>
<<He>> blushes and looks away.
<</if>>
<<case 6>>
You idly play with Sydney's hair.
<<if $sydneySeen.includes("hairchange")>>
You feel a small swell of pride, knowing you're the one that convinced <<him>> to change it. <<stress -3>><<lstress>>
<<else>>
It's as sleek and professional as ever.
<</if>>
<br><br>
<<He>> makes a brief, pleased sound, but doesn't acknowledge it. <<npcincr Sydney lust 1>><<glust>>
<<case 7>>
You whisper something to Sydney. <<His>> eyes widen. "This is still a library, you know."
<<case 8>>
You rest your hand on Sydney's leg.
<<if _sydneyStatus.includes("corrupt") and $sydneyromance is 1>>
<<He>> grabs your hand and places it closer to <<his>> groin. <<He>> continues working as normal.
<<else>>
<<if $sydneyromance is 1>>
<<He>> lets out a deep breath and smiles at you.
<<else>>
<<He>> tenses up for a moment. "Sorry, not used to that." <<npcincr Sydney lust 1>><<glust>>
<</if>>
<</if>>
<<case 9>>
<<set _noOptions to 1>>
You make a passing comment at Sydney, but <<he>> seems distracted. "I know I put it around here somewhere... oh!" <<He>> looks behind <<him>> at the top of a large bookshelf.
<br><br>
"I wish they wouldn't keep taking my ladder. I really shouldn't leave my post, though..." <<He>> thinks for a moment. "This would be a violation of safety policy but... do you think you could stand on my shoulders and reach that book?"
<br><br>
<<link [[Agree to do it|Sydney Flirt Book Grab]]>><<npcincr Sydney love 1>><</link>><<glove>>
<br>
<<link [[Refuse|Sydney Flirt Book Refuse]]>><<npcincr Sydney love -1>><<npcincr Sydney purity 1>><</link>><<llove>><<gspurity>>
<br>
<<if $bodysize is 3>>
You're probably tall enough to just grab the book.
<br>
<<link [[Reach up and grab it|Sydney Flirt Book Tall]]>><<npcincr Sydney love 1>><<npcincr Sydney lust 1>><</link>><<glove>><<glust>>
<br>
<</if>>
<<case 10>>
You make a lewd joke to Sydney.
<<switch _sydneyStatus>>
<<case "pure" "neutral">>
<<if $sydneyromance is 1>>
<<His>> face flushes. <<npcincr Sydney lust 1>><<glust>>
<<else>>
<<He>> doesn't seem to get it.
<</if>>
<<case "pureLust" "neutralLust">>
<<His>> face flushes. <<npcincr Sydney lust 1>><<glust>>
<<case "corrupt" "corruptLust">>
<<He>> gives you a wry smile in response.
<</switch>>
<</switch>>
<</if>>
<<if _noOptions isnot 1>>
<br>
<<promiscuity1>>
<<if C.npc.Kylar.state is "active" and Weather.precipitation isnot "none" and $schoolstate is "lunch" and !$daily.kylar.leightonPunch>>
Kylar stares from across the library. <<gksuspicion>><<npcincr Kylar rage 1>>
<br><br>
<</if>>
<<sydneyOptions>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>><<run statusCheck("Sydney")>>
You nod. Sydney crouches down and puts <<his>> arms out. "I think I'm strong enough, don't worry."
<br><br>
You vault Sydney, and <<he>> gradually stands. You're surprised by how easy <<he>> keeps <<his>> balance. You're able to reach the book like this.
<br><br>
<<if _sydneyStatus.includes("corrupt") and $sydneyromance is 1>>
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1 and setup.clothes.under_lower[clothesIndex('under_lower', $worn.under_lower)].exposed_base is 1>>
<span class="lewd">You feel something touch your <<genitals>>.</span> "Oopsie. Someone forgot proper underwear," Sydney whispers. <<npcincr Sydney purity -2>><<lspurity>>
<br><br>
You're helpless to get down like this. Sydney continues to fondle you from below. <<arousal 2500 "genitals">><<ggarousal>>
<br><br>
<<if $arousal gte $arousalmax>>
<<orgasm>> Sydney stifles a giggle, and you feel your stomach rise in your chest as <<he>> lets you fall a little. <<He>> grabs you at the last minute. "So naughty." <<He>> plants a kiss on your lips. <<takeKissVirginity "Sydney" `($sydneyromance is 1?"loveInterest":"romantic")`>> <<npcincr Sydney lust 3>><<gglust>>
<<else>>
After some time, <<he>> finally lets you down. "Hope that teaches you a lesson."
<</if>>
<br><br>
Sydney takes <<his>> seat. <<He>> doesn't even ask you for the book you just retrieved for <<him>>.
<<elseif setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
"Nice $worn.under_lower.name." You remember that you're wearing a skirt, and Sydney has an unrestricted view. <<npcincr Sydney lust 1>><<npcincr Sydney purity -2>><<gslust>><<lspurity>>
<br><br>
You feel <<him>> grope your <<bottom>>, before letting you down. "Thanks for that." <<He>> takes <<his>> seat without even taking the book from your hands.
<<else>>
You feel Sydney grope your <<bottom>>, before letting you down. "Thanks for that." <<He>> takes <<his>> seat without even taking the book from your hands.
<</if>>
<<else>>
<<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1 and setup.clothes.under_lower[clothesIndex('under_lower', $worn.under_lower)].exposed_base is 1>>
<span class="lewd">You hear a gasp, and Sydney trembles under you.</span> "S-sorry, I didn't mean to look!" Sydney whispers. You just remembered what you're wearing. Sydney might have got a faceful of your <<genitals>>. <<npcincr Sydney lust 3>><<npcincr Sydney purity -5>><<ggslust>><<llspurity>>
<br><br>
You're helpless to get down like this. Sydney lets you down, making sure to avoid your entire lower half when possible. <<His>> face is the brightest red you've ever seen. <<arousal 1000>><<garousal>>
<br><br>
<<He>> takes <<his>> seat, refusing to make eye contact. "Th-thanks for getting the book down for me."
<<elseif setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
You hear a gasp. "S-sorry, I didn't mean to look!" Sydney whispers. You suddenly remember that you're wearing a skirt. <<He>> likely just got an easy view of your underwear. <<npcincr Sydney lust 1>><<npcincr Sydney purity -2>><<gslust>><<lspurity>>
<br><br>
Sydney very carefully lets you down. <<His>> face is bright red. <<arousal 500>><<garousal>>
<br><br>
<<He>> takes <<his>> seat. "Th-thanks for getting the book down for me."
<<elseif random(1, 3) is 1 or $sydney.glasses.includes("broken")>>
<<He>> wobbles a bit, <span class="red">and you feel <<him>> buckle.</span> You both tumble, and you end up right on top of <<him>>. <<pain 2>><<gpain>>
<br><br>
You're very close together, and you can feel <<his>> breath on your face. <<He>> looks to the side as <<his>> own face reddens. "Sorry. That was reckless." <<npcincr Sydney lust 1>><<glust>>
<br><br>
You slowly stand, helping Sydney to <<his>> feet. You're both okay, if a bit sore and shaken. "Thanks for getting the book for me anyways." You hand <<him>> the book, and <<he>> gets back to work.
<<else>>
<<He>> wobbles a bit, but manages to safely let you down. "Thanks for your help!" You hand <<him>> the book, and <<he>> gets back to work.
<</if>>
<</if>>
<br><br>
<<sydneyOptions>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $speech_attitude is "meek">>
"Th... that's too dangerous."
<<elseif $speech_attitude is "bratty">>
"That's just asking for someone to get hurt."
<<else>>
"That might get us in trouble. It's not safe at all."
<</if>>
<br><br>
Sydney looks annoyed, but nods. "You're right. Can you watch the counter for a minute? I'll be right back." <<He>> exits the library, and a few minutes later, <<he>> returns with a step ladder.
<br><br>
<<sydneyOptions>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>><<run statusCheck("Sydney")>>
You stand on the tips of your toes, and easily grab the book. You hand it to Sydney.
<br><br>
<<He>> blinks twice. "That works too." <<He>> suddenly seems as though <<he>> feels dwarfed by you, and you see <<his>> face turn red.
<<if _sydneyStatus.includes("corrupt") and $sydneyromance is 1>>
You also catch a hint of disappointment from <<him>>, as if <<he>> was planning something.
<</if>>
<br><br>
<<sydneyOptions>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>><<run statusCheck("Sydney")>>
You take out your milkshake and place it on the rental counter.
<<switch $schoolstate>>
<<case "early" "morning" "first" "second" "third">>
<<His>> tired eyes widen a little. "That looks sugary and terrible for me." You're about to take it back, but <<he>> speaks again. "Just what I need to stay awake. Thank you!" <<npcincr Sydney love 1>><<glove>>
<<case "lunch" "fourth">>
<<He>> perks up. "You bought me this? How sweet of you! I usually don't take food or drink in the library, but..." <<He>> takes a sip.
<<default>>
<<He>> perks up. "Future Sydney will be mad at me for accepting this." <<He>> brings <<his>> hand to <<his>> chin in exaggerated thought. <<if _sydneyStatus.includes("corrupt")>>"Fuck <<him>>."<<else>>"Not my problem."<</if>> <<He>> sips on the treat.
<</switch>>
<br><br>
You spend the next fifteen minutes chatting, as Sydney takes extra care not to soil any books with the sugary substance. <<He>> seems happy.
<br><br>
<<sydneyOptions>><<wearProp "milkshake">>
<<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>><<run statusCheck("Sydney")>>
You take out your milkshake and place it on the rental counter.
<<switch $schoolstate>>
<<case "early" "morning" "first" "second" "third">>
<<His>> tired eyes widen slightly. "That looks sugary and terrible for me." You're about to take it back, but <<he>> speaks again. "Just what I need to stay awake. Thank you!" <<npcincr Sydney love 1>><<glove>>
<<case "lunch" "fourth">>
<<He>> perks up. "You bought me this? How sweet of you! I usually don't take food or drink in the library, but..."
<<default>>
<<He>> perks up. "Future Sydney will be mad at me for accepting this." <<He>> brings <<his>> hand to <<his>> chin in exaggerated thought. <<if _sydneyStatus.includes("corrupt")>>"Fuck <<him>>."<<else>>"Not my problem."<</if>>
<</switch>>
<br><br>
"I thought we could share it," you say. <<He>> smiles at you.
<br><br>
<<if _sydneyStatus.includes("corrupt")>>
"How romantic of you!" You spend the next fifteen minutes chatting. Eventually, Sydney finishes it with a large gulp. <<He>> places two fingers to <<his>> lips in a V shape, showing you <<his>> mouth full of cream. <<He>> then closes <<his>> mouth and swallows. You both giggle. <<arousal 100>><<garousal>>
<<else>>
"That's..." <<His>> face turns red. "You're so romantic!" You spend the next fifteen minutes chatting with <<him>> as you sip away at the creamy treat. <<He>> takes extra care not to soil any books with the sugary substance. <<He>> seems much happier.
<</if>>
<br><br>
<<if C.npc.Kylar.state is "active" and Weather.precipitation isnot "none" and $schoolstate is "lunch" and !$daily.kylar.leightonPunch>>
Kylar stares from across the library. <<gksuspicion>><<npcincr Kylar rage 1>>
<br><br>
<</if>>
<<sydneyOptions>><<set $outside to 0>><<if $location is "school">><<schooleffects>><</if>><<effects>><<run statusCheck("Sydney")>>
<<if $speech_attitude is "meek">>
"You're all red... are you alright?" You lean in, looking <<him>> over.
<<elseif $speech_attitude is "bratty">>
"Woah, you alright, Syd? You look worried." You place a hand on <<his>> forehead. It's a little warm.
<<else>>
"Are you alright? You look nervous." You begin to check <<him>> over.
<</if>>
<br><br>
<<He>> takes a deep breath.
<<if _sydneyStatus.includes("corrupt")>>
"We need to talk. There's something I need to get off my chest."
<<else>>
"C-can we talk? It's important."
<</if>>
You nod, <<if $location is "school">>and <<he>> puts an "Away" sign on the counter before leading you around the corner, near the changing room.<<else>> and <<he>> leads you away from the pews and behind a pillar.<</if>> <<He>> takes another breath.
<br><br>
"I've..." <<He>> looks down. "You've..." <<He>> stops <<himself>> again. You give <<him>> a patient smile, and <<he>> seems to compose <<himself>> as <<he>> returns a smile of <<his>> own.
"No one else has ever made me feel like this before. Everyone's always avoided me, or treated me like a child, or
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
wanted something that I don't understand.
<<case "corrupt" "corruptLust">>
wanted to exploit... or steal... my innocence.
<<default>>
wanted to... do things to me.
<</switch>>
You're different, though."
<br><br>
<<He>> paces, and rubs <<his>> holy pendant between shaking hands. "This is all so new to me. Everything. I've never felt this close to someone." <<He>> looks down again, <<his>> voice softer. "I suppose what I'm saying is, I feel bound to you." <<He>> sounds profoundly calm as <<he>> says those words, and you catch no sign of <<his>> usual flustered behaviour.
"The way you talk to me, and actually take an interest in me. <<if _sydneyStatus.includes("Lust")>>The way you make me feel, in ways I think I've been sheltered from.<<else>>You never push me to do things I'm uncomfortable with.<</if>> I..." <<He>> trails off for a moment.
<br><br>
<<link [[Next|Sydney Romance 2]]>><</link>>
<br><<effects>><<run statusCheck("Sydney")>>
"I was always taught by <<nnpc_brother "Jordan">> Jordan that lust is the most dangerous sin. I can't tell where the love ends and the lust begins, I can't... I don't know. I'm sorry.
<<if $purity lte 500 or ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled"))>>
You're everything the temple taught me to fear and avoid,
<<if _sydneyStatus.includes("corrupt")>>
and I love it.
<<else>>
but it's like I forget all that whenever I see you.
<</if>>
<<elseif $purity gte 1000 or ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled"))>>
You're the shining example of everything we stand for,
<<if _sydneyStatus.includes("corrupt") or _sydneyStatus.includes("Lust")>>
and yet I have these horrible, lustful, envious thoughts about defiling you.
<<else>>
you're an inspiration to me, and... maybe that admiration led me to have these feelings.
<</if>>
<<else>>
They never prepared me for this, they only taught me to fear and avoid it. I'm so afraid.
<</if>>
I don't know what to do." You see tears begin to well in <<his>> eyes.
<<if ($genderknown.includes("Sydney") and $player.gender is C.npc.Sydney.pronoun) or (!$genderknown.includes("Sydney") and $player.gender_appearance is C.npc.Sydney.pronoun)>>
<br><br>
"That isn't even to mention the fact that... we're both <<personsimple>>s. I've never even considered that before now, but... I don't think it makes a difference." You catch <<him>> blushing again.
<</if>>
<br><br>
"How horrid and selfish of me to pass the burden of my emotions onto you. Please forgive me.
<<if !$sydneySeen.includes("initiate")>>
I have my vows, and a relationship with me would be more of a burden to you than anything. I'm restricted on just how deep I can show my love, and I'm sure you want more than what I can offer."
<<else>>
We have our vows, and I'd hate to put you at risk of breaking yours."
<</if>>
<br><br>
<<link [[Accept <<his>> feelings, and return them|Sydney Romance Accept]]>><<npcincr Sydney love 5>><<npcincr Sydney purity -2>><</link>><<gglove>><<lspurity>>
<br>
<<link [[Remain friends|Sydney Friendzone]]>><<npcincr Sydney purity 2>><</link>><<gspurity>>
<br><<effects>>
<<if $sydneyFriendZoned>>
<<unset $sydneyFriendZoned>>
<<set $sydneySeen.pushUnique("friendzone")>>
<<if $speech_attitude is "meek">>
You give Sydney a sheepish look over. "I... I thought about it some more, and... I changed my mind. I feel the same way about you."
<<elseif $speech_attitude is "bratty">>
You place both your hands on the <<if $location is "school">>rental counter<<else>>pew<</if>> and lean in to Sydney. "I changed my mind, Syd. I want you for myself."
<<else>>
You lean on the <<if $location is "school">>counter<<else>>pew<</if>>. "I thought about it some more. I think I'm ready for this. I want us to be together."
<</if>>
<br><br>
<<else>>
<<if $speech_attitude is "meek">>
You sheepishly look down. "I... I feel the same way about you. I want to try."
<<elseif $speech_attitude is "bratty">>
You place your hands on your hips. "You've gotten confident. I like that. I think you've earned a chance."
<<else>>
You lean on the counter, and wink. "We won't know until we give it a try. I really like you, so let's do it."
<</if>>
<br><br>
<</if>>
<<He>> freezes, but slowly smiles. "Are you certain? You know we wouldn't be able to..." You interrupt <<him>> by taking <<his>> hands in yours. <<takeHandholdingVirginity "Sydney" "romantic">>
<br><br>
You plant a kiss on <<his>> cheek. "I'm sure." You can't quite gauge <<his>> excitement, but you think you can see <<him>> lightly trembling.
<br><br>
"I love you," <<he>> says. "I think I've loved you for quite a while, too. This feels... almost surreal. <<sydneyMum>> never thought I'd find someone like this. I hope <<nnpc_hes "Sirris">> happy, because I'm happier than I've ever been before!" <<He>> pulls you into a tight hug, and you can't help but return it.
<br><br>
<<if $loveInterest.primary is "None">>
<<set $loveInterest.primary to "Sydney">>
<span class = "gold">Sydney is now your love interest! Will you keep <<him>> pure, or fall from grace together?</span>
<<else>>
<span class = "gold">Sydney can now be claimed as your love interest! Will you keep <<him>> pure, or fall from grace together? <br>You can change your love interest in the "Attitudes" menu.</span>
<</if>>
<<set $sydneyromance to 1>>
<br><br>
<<if C.npc.Kylar.state is "active" and Weather.precipitation isnot "none" and $schoolstate is "lunch" and !$daily.kylar.leightonPunch>>
<span class="red">Kylar stares in horror from across the library.</span> <<gggksuspicion>><<npcincr Kylar rage 10>>
<br><br>
<</if>>
<<link [[Next|Sydney Romance 3]]>><</link>>
<br><<set $outside to 0>><<effects>>
<<He>> whispers something to you. "Just... can you promise me that, even if this doesn't work, we'll stay friends?" You nod, hugging <<him>> tighter before pulling away.
<br><br>
<<sydneyOptions>><<set $outside to 0>><<effects>>
<<set $sydneyFriendZoned to true>>
<<if $speech_attitude is "meek">>
You shamefully look to the floor. "I... I'm sorry. I like you, but... I don't think we're ready for that."
<<elseif $speech_attitude is "bratty">>
You cross your arms. "Look, Syd. You're cute, but I'd rather just be friends. You're too good for me."
<<else>>
You give Sydney a sympathetic smile. "Thank you for being so honest, but I think it would be better for us to remain friends."
<</if>>
<br><br>
You expect to see disappointment, but you're surprised when <<he>> lets out a relieved sigh. "That's okay. I've spent my whole life chaste, I don't think I'll have any issues moving past this. The hardest part was finally being honest with myself. Thank you for letting me do that." <<He>> pulls you into a tight hug, which you can't help but return.
<br><br>
You pull away after some time, and Sydney looks to be at peace. <<He>> gives you another warm smile. "Thank you for snapping me out of those sinful thoughts."
<br><br>
<<sydneyOptions>><<set $outside to 0>><<if $location is "school">><<schooleffects>><</if>><<effects>><<run statusCheck("Sydney")>>
You open your mouth to speak. Sydney cuts you off. "I want this belt off of me." <<He>> sounds determined, and <<his>> expression is serious.
<br><br>
<<if $speech_attitude is "meek">>
"I'm flattered, but... are you sure? You have vows to keep..."
<<elseif $speech_attitude is "bratty">>
"About time. Are you sure about this, though?"
<<else>>
"Are you sure? I'm glad you trust me, but this is serious."
<</if>>
<br><br>
<<He>> nods vigorously. "I've never been more sure of something." <<He>> begins to pace.
<<if _sydneyStatus.includes("corrupt")>>
<<set $sydneyChastityRemoveCorrupt to true>>
"They won't just let me get my belt removed for no reason, but I'm not going to let that stop me.
<<if $sydney.rank is "initiate">>
I've been an initiate for a long time.
<<else>>
I was an initiate for a long time.
<</if>>
I've watched monks and nuns travel this way and that, and I know where they store all the chastity devices, along with some real kinky shit that I didn't understand until recently. Devices for punishment and purification." <<He>> makes a lewd gesture with <<his>> fingers as <<he>> speaks.
<br><br>
"They say they don't use keys, and they don't, but the keys are still there. They're just hidden away in a cabinet or something, and not given out. We're going to sneak in at night, find the <<if ($temple_rank isnot undefined and $temple_rank isnot "prospective") and playerChastity()>>keys to our belts<<else>>key to my belt<</if>>, and then you're going to fuck me raw right then and there." <<He>> pays no mind to <<his>> volume level, and for a moment, you're worried someone will overhear. "I need this. I need you to defile me. It will bind us together forever." <<He>> gently takes you by the hands. <<takeHandholdingVirginity "Sydney" "romantic">>
<br><br>
"<span class="blue"><<if $location is "school">>The next time we're both at the temple<<else>>Some time after the sun sets<</if>>, we can get started.</span> I can't wait." Sydney releases you, and goes back to <<if $location is "school">>work<<else>>praying<</if>>.
<<else>>
<<set $sydneyChastityRemovePure to true>>
<<if $temple_rank isnot undefined and $temple_rank isnot "prospective">>
"You know the temple's rules. They won't just let me get my belt removed, and... well, I've tried breaking it a few times of late. No luck. But there's... one way we can do it."
<<else>>
"The temple has rules about what the members are permitted to do. I can't just have my belt removed. There's another way, but... it would require you to be a member of the temple as well."
<</if>>
<<His>> sudden confident demeanor rapidly gives way to <<his>> usual apprehensiveness.
<br><br>
"Two members of the temple can... be... promised to each other, if... their love is found to be pure of heart and free of sin." <<His>> face goes bright red. "It's not quite marriage, it's a step or two below that. <span class="teal">While it doesn't protect the purity of the couple, it does exempt them from their chastity responsibilities, but only between each other.</span>"
<<He>> seems to have trouble finding the rest of the words. "I... I want to be promised to you. I love you, and this is the best way I can show it, by letting you..." <<He>> looks away.
<br><br>
"I know this is a big step. I understand if it's too soon. <span class="blue"><<if $location is "school">>The next time we're both at the temple<<else>>whenever you're ready<</if>>, we can bring it up to <<nnpc_brother "Jordan">> Jordan.</span> That is, if you want to do this." <<His>> hands are shaking. <<He>> slowly sits back down, and attempts to return to <<if $location is "school">>work<<else>>prayer<</if>>.
<</if>>
<br><br>
<<sydneyOptions>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $sydneySeen.includes("breakdown") or $sydneySeen.includes("persecute") or $sydneySeen.includes("punch")>>
You look up to see Sydney's smiling face. <span class="red">That familiar wave of anger washes over you again.</span>
<br><br>
Tears of anger and frustration form in your eyes. <<He>> notices you. "You look pale. Are you feeling okay?"
<<else>>
You look up to see Sydney's smiling face. <span class="red">You're hit by a sudden, unexplainable wave of anger.</span> Why can't you be like <<him>>? A set of unshakeable morals, <<if $sydneySeen.includes("parent")>>a parent who loves <<him>>, <</if>>a normal life in this town. Your hands ball into white-knuckled fists as your anger flares further. What right does <<he>> have to smile? What has <<he>> done to earn such happiness?
<br><br>
Tears of anger and frustration form in your eyes. <<He>> notices. "What's the matter? Are you okay?"
<</if>>
<br><br>
<<link [[Break down further|Sydney Library Break 2]]>><<set $phase to 1>><<npcincr Sydney lust -1>><<npcincr Sydney purity -5>><<tearup>><</link>><<lslust>><<llspurity>><<sydneyWarning>>
<br>
<<link [[Persecute Sydney|Sydney Library Break 2]]>><<set $phase to 2>><<stress -12>><<trauma -6>><</link>><<lstress>><<ltrauma>><<if !$sydneySeen.includes("persecute")>><<note "- Love?" "red">><</if>>
<br>
<<if $submissive lte 500 or $trauma gte ($traumamax / 10) * 7>>
<<link [[Punch Sydney|Sydney Library Punch]]>><<npcincr Sydney lust 1>><<stress -36>><</link>><<lllstress>><<if !$sydneySeen.includes("punch")>><<note "- Love?" "red">><<else>><<glust>><</if>><<if $submissive lte 500>><<defianttext>><</if>>
<br>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if ($sydneySeen.includes("breakdown") and $phase is 1) or ($sydneySeen.includes("persecute") and $phase is 2)>>
<<if $phase is 1>>
You open your mouth to speak, but no words follow. Sydney notices. "Remember what I said? Everything is going to be okay." You stifle a sob.
You explain what happened to you. And more. Once you start talking, it's impossible to stop. You don't know when you started crying.
<<else>>
You berate Sydney harshly. Loudly. Other students turn to look at you as you assault <<him>> with your words, trying to bring <<him>> down to your level.
You want nothing more than for <<him>> to bite back, or to cry, or do anything other than sit here and take it. <<He>> waits for you to stop. Patient.
<</if>>
<br><br>
You feel yourself pulled forwards, and down, as Sydney rests your head in <<his>> chest. <<He>> places an 'away' sign on the counter, and listens to you for what feels like hours.
<br><br>
<<link [[Next|Sydney Library Break 3]]>><<set $phase to 2>><</link>>
<<else>>
<<if $phase is 1>>
<<set $sydneySeen.pushUnique("breakdown")>>
You struggle to answer <<him>> as <<he>> embraces you tightly. "Whatever it is, it'll be okay. I promise." You don't know when it started, but you find yourself returning <<his>> embrace.
<br><br>
<<else>>
<<set $sydneySeen.pushUnique("persecute")>>
You waste no time tearing into Sydney, telling <<him>> exactly how you feel about <<him>> right now. In your blind rage, you lose track of what you're saying and begin to stumble on your words. You might have called <<him>> an insecure whore a few times.
You look down to <<him>>, expecting <<him>> to be in tears. However, you're unprepared for <<him>> grabbing you and pulling you into a tight hug.
<br><br>
"You must be troubled. I know you, and I know you'd never say that if everything was well. Whatever happened, I promise that it'll be okay." You don't know when it started, but you find yourself returning <<his>> embrace.
<br><br>
<</if>>
The tears flow free as you bury your face into <<his>> shoulder and your suppressed sobs break loose. An awful guilt creeps in to replace your fading anger. <<if $loveInterest.primary is "None">>Maybe that's all you want. You want it to all be okay. You want someone to make it all okay.<</if>>
<br><br>
<<He>> places an 'away' sign on the counter, and you sit beside <<him>>. <<He>> holds you as you let yourself break down.
<br><br>
<<link [[Next|Sydney Library Break 3]]>><<set $phase to 1>><</link>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>><<run statusCheck("Sydney")>>
<<if $phase is 1>>
<<He>> rubs your head, and after some time, you hear what sounds like humming. <span class="teal">The melody is faintly familiar,</span> but you're not sure where you've heard it. It fills you with a sense of ease and calm.
<<if _sydneyStatus.includes("corrupt")>>
<<His>> demeanor reminds you of when you first met, before <<his>> innocence was taken away.
<<else>>
<<His>> demeanor almost feels parental.
<</if>>
It's a side of Sydney you've never seen before.
<br><br>
"I used to bring my troubles to <<nnpc_brother "Jordan">> Jordan whenever I was in crisis. <<nnpc_He "Jordan">> would always hug me just like this, and hum this tune. It always cheered me up." You can't deny that you already feel your own troubles fading into the back of your mind. <<stress -6>><<lstress>>
<<else>>
<<He>> rubs your head, <span class="teal">and you hear <<him>> hum that faintly familiar tune again,</span> but you're still not sure where you've heard it.
<br><br>
<<if $sydneyromance is 1>>
"If I could, I'd stick by your side every minute of every day to make sure nothing could happen to you." <<He>> plants a kiss on your head.
<<else>>
"What you went through is awful. I'm sorry. There aren't enough words to quantify how much I wish I could do more for you."
<</if>>
You pull yourself further into <<his>> chest. <<He>> holds you there for some time.
<</if>>
<br><br>
You part, your face red and sore. Sydney hands you a bottle of water from under the counter. "Always stay hydrated after a good cry. <<sydneyMum>> hammered that into me years ago."
<br><br>
<<sydneyOptions>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>><<run statusCheck("Sydney")>>
<<set _defiance_arousal to ($sadism / 40)>>
<<arousal _defiance_arousal>>
<<if $arousal gte ($arousalmax * 0.8)>>
<<sadism _args[0]>>
<</if>>
<<if $sydneySeen.includes("punch")>>
You clench your fist harder. Sydney seems to notice. "You want to hit me again, don't you?" <<if $sydney.glasses isnot "contacts">><<He>> removes <<his>> <<sydneyGlasses>> and sets them aside.<</if>>
<br><br>
<<He>> leans forward, and braces <<himself>>.
<<if _sydneyStatus.includes("corrupt")>>
"Go ahead. Just try not to get me in the mouth, please." <<He>> winks at you.
<<else>>
"If... if this will make you feel better, then go ahead."
<</if>>
You don't manage to hit <<him>> as hard as last time, but you still make it hurt. <<His>> chair rolls back, and <<he>> winces and rubs <<his>> face.
<br><br>
<<if _sydneyStatus.includes("corrupt")>>
"Keep doing this and I might start to get turned on by it,"
<<else>>
<<if $sydneyromance is 1>>
"This is what a good <<nnpc_girlfriend "Sydney">> does, right?"
<<else>>
"If me being hurt makes you feel better, then it's worth it,"
<</if>>
<</if>>
<<he>> says through light tears. <<He>> still smiles at you.
"I know it isn't much, but if you ever need to release, please use me instead of anyone else.
<<if _sydneyStatus.includes("corrupt")>>
I mean that in more ways than one. I'll be honest, I kind of liked it." <<arousal 50>><<garousal>>
<<else>>
I don't want you to get in trouble."
<</if>>
<br><br>
<<sydneyOptions>>
<<else>>
<<set $sydneySeen.pushUnique("punch")>>
You just can't hold back. Your anger reaches a boiling point, and you bring your fist hurtling into Sydney's face. <<He>> stumbles back, and slams into the bookshelf behind <<him>><<if $sydney.glasses is "glasses" or $sydney.glasses is "playerbought">><span class="red"> as <<his>> glasses fly from <<his>> head, one of the lenses shattering against the floor</span><</if>>.
<br><br>
Your breaths are heavy as you watch <<him>> recover. You expect to see tears, you expect <<him>> to yell and cry. You don't expect a smile.
<br><br>
<<if _sydneyStatus.includes("corrupt")>>
"Nice punch. I hope that got all your anger out."
<<else>>
"F-feel better now?"
<</if>>
Sydney wipes a spot of blood from <<his>> nose, making sure none gets on <<his>> school shirt.
<br><br>
You're stunned. <<He>> should hate you now, why is <<he>> so calm? You're frozen in place. Then you realise <<hes>> hugging you. "Something terrible must have happened. Whatever it is, I'm here for you. Promise."
Your eyes are drawn to the blood flowing from <<his>> nose, and you feel guilt flood through you. Why? Why is <<he>> so ready to console you, after you hurt <<him>>?
<br><br>
<<link [[Next|Sydney Library Punch 2]]>><<set $phase to 1>><</link>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>><<run statusCheck("Sydney")>>
Sydney seems to notice your thoughts. "I've spent my whole life being taught the value of forgiveness," <<he>> says as <<he>> wipes away tears. <span class="green">"I'll never blame someone for their own suffering."</span> <<trauma -6>><<ltrauma>>
<br><br>
<<if $sydney.glasses is "glasses" or $sydney.glasses is "playerbought">>
<<set $sydney.glasses to "playerbroken">>
<<He>> parts from you, and bends over to pick up <<his>> glasses. <<He>> continues to smile as <<he>> puts them back on, seeming to ignore the shattered lens.
You don't know what to say. You don't know what you can. All you can manage are hysteric, incoherent apologies. Sydney quickly silences you<<if $sydneyromance is 1>> with a kiss on the cheek<</if>>.
<</if>>
"I know it isn't much, but if you ever need to release, please use me instead of anyone else.
<<if _sydneyStatus.includes("corrupt")>>
I mean that in more ways than one. I'll be honest, I kind of liked it." <<arousal 50>><<garousal>>
<<else>>
I don't want you to get in trouble."
<</if>>
<br><br>
<<sydneyOptions>><<schooleffects>><<effects>><<run statusCheck("Sydney")>><<npc "Sydney">><<person1>>
You march up to the rental counter. Leighton and Sydney both notice your approach.
<<if $speech_attitude is "meek">>
"Wh-what are you doing to Sydney?" you ask.
<<elseif $speech_attitude is "bratty">>
"Hands off <<him>>, you old prick," you demand.
<<else>>
"I don't think the teachers are supposed to touch the students," you whisper as you cross your arms.
<</if>>
<br><br>
Leighton drops Sydney's arm, and gives you a glare. Sydney mouths <<his>> thanks.
<br><br>
"This student is responsible for maintaining the stock of this library. Thus, <span @class="$sydneyLeightonPlayerGuilty is 1 ? 'red' : ''">in the event of a robbery or missing stock,</span> <<he>> alone will be held accountable in the absence of a suspect."
<br><br>
<<if _sydneyStatus.includes("corrupt")>>
"You won't get away with this. Just you wait 'till my <<sydneymum>> hears about this," Sydney spits. Leighton seems uncaring.
<br><br>
"<<nnpc_He "Sirris">> knows you aren't above discipline in these severe scenarios. That threat has earned you a more severe punishment. To my office. Now."
<<else>>
"No... it wasn't me, I promise! I wake up early to take inventory every day, I, I..." Sydney's on the verge of tears, unable to finish <<his>> sentence.
<br><br>
"You know the rules, Sydney. To my office."
<</if>>
<br><br>
Sydney looks to you with tearful, pleading eyes.
<br><br>
<<if $sydneyLeightonPlayerGuilty is 1>>
<<link [[Confess to stealing|Sydney Leighton Spank]]>><<set $phase to 1>><<delinquency 5>><</link>><<ggdelinquency>>
<br>
<<else>>
<<link [[Lie and say you're responsible|Sydney Leighton Spank]]>><<set $phase to 2>><</link>><<gdelinquency>>
<br>
<</if>>
<<link [[Offer to take part of the punishment|Sydney Leighton Spank]]>><<set $phase to 3>><<npcincr Sydney love 1>><<npcincr Sydney lust 3>><</link>><<promiscuous1>><<glove>><<ggslust>>
<br>
/* <<if $submissive lte 500>> */
<<link [[Gut punch Leighton|Sydney Leighton Punch]]>><<detention 24>><<famescrap 5>><<status 3>><<npcincr Sydney purity 2>><</link>><<gggdelinquency>><<gcool>><<gspurity>><<defianttext>>
<br>
/* <</if>> */
<<if C.npc.Whitney.init is 1>>
<<set $skulduggerydifficulty to 500>>
<<link [[Frame Whitney|Sydney Leighton Frame]]>><</link>><<skulduggerydifficulty>>
<br>
<</if>>
<<link [[Do nothing|Sydney Leighton Ignore]]>><<stress 12>><<npcincr Sydney love -5>><<npcincr Sydney purity -5>><<set $phase to 1>><</link>><<ggstress>><<lllove>><<llspurity>>
<br><<schooleffects>><<effects>>
<<if $phase is 1>>
You stand aside, allowing Leighton to take Sydney to <<nnpc_his "Leighton">> office. You avoid making eye contact with Sydney as best you can.
<<else>>
You keep out of sight, tuning out Leighton's yelling as you wait for <<nnpc_him "Leighton">> to leave the library. You avoid making eye contact with Sydney as best you can as Leighton leads <<nnpc_him "Sydney">> to <<nnpc_his "Leighton">> office.
<</if>>
<br><br>
<<if $corruptionRollover is 1>>
<<unset $corruptionRollover>>
It might've been something in Sydney's face, or just a baseless hunch, but you feel like the next time you see Sydney, <span class="lewd"><<nnpc_he "Sydney">> won't be the same.</span>
<br><br>
<</if>>
<<unset $sydneyLeightonPlayerGuilty>><<unset $sydneyLeightonWhitneyGuilty>>
<<link [[Next|School Library]]>><<endevent>><<set $eventskip to 1>><<set $libraryMoneyStolen to 0>><<set $daily.sydney.punish to 1>><</link>>
<br><<schooleffects>><<effects>>
<<if $speech_attitude is "meek">>
"I... think I saw Whitney leaving with a book," you say. "<<nnpc_He "Whitney">> looked like <<nnpc_he "Whitney">> was trying to sneak out with it."
<<elseif $speech_attitude is "bratty">>
"If you're looking for someone to blame, you should set your sights on Whitney," you say. "<<nnpc_He "Whitney">> steals shit all the time."
<<else>>
"It was Whitney," you say matter-of-factly. "And you shouldn't be surprised."
<</if>>
<br><br>
<<if C.npc.Whitney.state is "dungeon">>
Leighton crosses <<nnpc_his "Leighton">> arms. "That student has been marked as a missing person. <span class="red">There's no conceivable way <<nnpc_he "Whitney">> could have done it.</span> Which means you just lied to me." Leighton grabs you by the arm. "It looks like I'll have to punish both of you."
<<nnpc_He "Leighton">> raises <<nnpc_his "Leighton">> voice. "Everyone please exit the library at once. A pair of students are about to be disciplined." You hear the students around the library comply, packing up their things and shuffling out.
<br><br>
<<link [[Next|Sydney Leighton Spank]]>><</link>>
<br>
<<elseif $delinquency gte 400>>
Leighton crosses <<nnpc_his "Leighton">> arms. "I'll admit, Whitney does have a bad reputation. But <span class="red">yours isn't any better,</span> and so I can't take your word for it. Making such an accusation with no evidence is worthy of punishment on its own." Leighton grabs you by the arm. "It looks like I'll have to punish both of you."
<<nnpc_He "Leighton">> raises <<nnpc_his "Leighton">> voice. "Everyone please exit the library at once. A pair of students are about to be disciplined." You hear the students around the library comply, packing up their things and shuffling out.
<br><br>
<<skulduggeryuse>>
<<link [[Next|Sydney Leighton Spank]]>><</link>>
<br>
<<else>>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<<set $whitneyLibraryFramed to 1>> /* currently unused */
Leighton brings <<nnpc_his "Leighton">> hand up to <<nnpc_his "Leighton">> chin. "I suppose I can look into it, and I suppose I also shouldn't be surprised. Very well. Consider yourself lucky, Sydney. This student has saved you a great bit of trouble."
<br><br>
<<skulduggeryuse>>
Sydney gently wraps <<his>> hands around your arm as Leighton departs without another word. "You're a life saver. I hope Whitney doesn't come after you for this."
<<if C.npc.Kylar.state is "active" and Weather.precipitation isnot "none" and $schoolstate is "lunch" and !$daily.kylar.leightonPunch>>
Kylar stares from across the library. <<gksuspicion>><<npcincr Kylar rage 1>>
<</if>>
<br><br>
<<if $sydneyLeightonPlayerGuilty is 1>>
<<link [[Confess to stealing|Sydney Leighton Aftermath]]>><<npcincr Sydney love 3>><<set $phase to 1>><</link>><<gglove>>
<br>
<</if>>
<<link [[Reassure Sydney|Sydney Leighton Aftermath]]>><<set $phase to 2>><<npcincr Sydney love 3>><</link>><<gglove>> <<handholdingvirginitywarning>><<NPCvirginitywarning "Sydney" "handholding">>
<br>
<<link [[Tease Sydney|Sydney Leighton Aftermath]]>><<set $phase to 3>><<npcincr Sydney love 1>><<npcincr Sydney lust 1>><</link>><<glove>><<glust>>
<br>
<<else>>
Leighton crosses <<nnpc_his "Leighton">> arms. "You have no evidence of that, do you? Making such a claim with no evidence is worthy of punishment on its own." Leighton grabs you by the arm. "It looks like I'll have to punish both of you."
<<nnpc_He "Leighton">> raises <<nnpc_his "Leighton">> voice. "Everyone please exit the library at once. A pair of students are about to be disciplined." You hear the students around the library comply, packing up their things and shuffling out.
<br><br>
<<skulduggeryuse>>
<<link [[Next|Sydney Leighton Spank]]>><</link>>
<br>
<</if>>
<</if>><<schooleffects>><<effects>><<set _kylar to statusCheck("Kylar")>><<run statusCheck("Sydney")>>
Leighton takes Sydney by the arm again. You spring into action.
<<if $leightonAssaulted>>
However, <span class="red">Leighton catches your arm.</span> "You didn't think that'd work again, did you?" <<nnpc_He "Leighton">> pins your arm behind your back, and pushes you against the rental counter. Sydney gasps. <<pain 3>><<gpain>>
<br><br>
"Everyone please exit the library at once. A pair of students are about to be disciplined." You hear the students around the library comply, packing up their things and shuffling out.
<br><br>
<<if _kylar.state is "active" and _kylarStatus.includes("Rage") and Weather.precipitation isnot "none" and $schoolstate is "lunch">>
<<set $daily.kylar.leightonPunch to true>>
You hear a scream, and <span class="green">you suddenly feel Leighton's grip on you release.</span> You turn to see Kylar on top of Leighton. They both look stunned. Leighton grabs Kylar by the arms, lifting <<nnpc_him "Kylar">> and standing up. "Unacceptable," the headteacher says in a softer voice. "If not for your parents-"
<br><br>
Kylar is dragged out of the library, using <<nnpc_his "Kylar">> free arm to wave to you.
<br><br>
Sydney gently grabs your arm with both hands. "I can't believe Kylar just assaulted the <<nnpc_title "Leighton">>. Are you okay? <<nnpc_He "Leighton">> didn't hurt you, did <<nnpc_he "Leighton">>?"
<br><br>
<<if $sydneyLeightonPlayerGuilty is 1>>
<<link [[Confess to stealing|Sydney Leighton Aftermath]]>><<npcincr Sydney love 3>><<set $phase to 1>><</link>><<gglove>>
<br>
<</if>>
<<link [[Reassure Sydney|Sydney Leighton Aftermath]]>><<set $phase to 2>><<npcincr Sydney love 3>><</link>><<gglove>> <<handholdingvirginitywarning>><<NPCvirginitywarning "Sydney" "handholding">>
<br>
<<link [[Tease Sydney|Sydney Leighton Aftermath]]>><<set $phase to 3>><<npcincr Sydney love 1>><<npcincr Sydney lust 1>><</link>><<glove>><<glust>>
<br>
<<else>>
<br><br>
<<link [[Next|Sydney Leighton Spank]]>><</link>>
<br>
<</if>>
<<else>>
<<set $leightonAssaulted to 1>>
Without a second thought, you bring your closed fist right into Leighton's gut. <<nnpc_He "Leighton">> crumbles, with a look of shock and pain on <<nnpc_his "Leighton">> face. <<stress 3>><<gstress>><<trauma -3>><<ltrauma>>
<br><br>
"No one makes Syd cry." You stand in front of Sydney, and <<he>> takes your arm. <<npcincr Sydney love 1>><<glove>>
<br><br>
<<He>> gives you a mixed look of horror and gratitude. Other students have begun to gather around. Leighton struggles to <<nnpc_his "Leighton">> feet. "You'll severely pay for that. Both of you. Mark my words." <<nnpc_He "Leighton">> pushes <<nnpc_his "Leighton">> way through the crowd of students.
<br><br>
<<if _sydneyStatus.includes("corrupt")>>
Sydney squeezes your arm. "Nice punch, but... was that really smart? I'm worried about what <<nnpc_he "Leighton">>'ll do to you now."
<<elseif _sydneyStatus.includes("pure")>>
Sydney trembles as <<he>> hugs you. "You're insane, you just assaulted the head teacher, but you saved me! I was so scared of what the <<nnpc_title "Leighton">> would do to me, but now I'm even more scared of what <<nnpc_he "Leighton">>'ll do to you."
<<else>>
Sydney squeezes your arm. "You're a life saver. But I'm worried about what <<nnpc_he "Leighton">> will do to you, now. You just attacked the head teacher, you absolute nut!"
<</if>>
<br><br>
<<if _kylar.state is "active" and Weather.precipitation isnot "none" and $schoolstate is "lunch">>
Kylar stares from across the library. <<gksuspicion>><<npcincr Kylar rage 1>>
<br><br>
<</if>>
<<if $sydneyLeightonPlayerGuilty is 1>>
<<link [[Confess to stealing|Sydney Leighton Aftermath]]>><<npcincr Sydney love 3>><<set $phase to 1>><</link>><<gglove>>
<br>
<</if>>
<<link [[Reassure Sydney|Sydney Leighton Aftermath]]>><<set $phase to 2>><<npcincr Sydney love 3>><</link>><<gglove>> <<handholdingvirginitywarning>><<NPCvirginitywarning "Sydney" "handholding">>
<br>
<<link [[Tease Sydney|Sydney Leighton Aftermath]]>><<set $phase to 3>><<npcincr Sydney love 1>><<npcincr Sydney lust 1>><</link>><<glove>><<glust>>
<br>
<</if>><<schooleffects>><<effects>><<run statusCheck("Sydney")>>
<<if $phase is 1>>
"It's the least I could do, considering it's my fault." Sydney looks to you with confusion.
<br><br>
"What do you mean? How could it be your fault?"
<br><br>
"I'm the one that stole from the library." <<if $bookStolenKnown isnot undefined>><<if $studyBooks.stolen.count gte 1>><<set $studyBooks.stolen.science to 0>><<set $studyBooks.stolen.maths to 0>><<set $studyBooks.stolen.english to 0>><<set $studyBooks.stolen.history to 0>><<set $studyBooks.stolen.RaulAndJanet to 0>><<set $studyBooks.stolen.pinch to 0>><<unset $sydneyStolenKnown>><<set $bookStolenKnown += 1>><<set $recentReturnTimer to 14>>You hand <<him>> the stolen <<if $studyBooks.stolen.count gte 2>>books<<else>>book<</if>>.<<set $studyBooks.stolen.count to 0>><</if>><</if>>
<br><br>
<<if C.npc.Sydney.love gte 40>>
Sydney looks to you with shock, but it soon fades. "That was a nasty thing to do. I'm disappointed in you, but thank you for being honest with me in the end. You have a good heart." <<He>> releases your arm.
<<else>>
Sydney releases you, looking to you with disgust. "How could you do that? Do you have any concept of consequence?! I-" <<He>> stops <<himself>>, taking a deep breath. "Sorry. I sounded like the <<nnpc_title "Leighton">> there. Thank you for being honest. You have a good heart."
<</if>>
<<gglove>><<stress 3>><<gstress>>
<br><br>
<<He>><<if $sydneyromance is 1>> stands on <<his>> toes, giving you a kiss on the cheek before <<he>><</if>> walks back to the rental counter.
<<elseif $phase is 2>>
<<if $speech_attitude is "meek">>
"I'm scared too, but it was worth it to keep you safe."
<<elseif $speech_attitude is "bratty">>
"I wasn't about to let that creep do anything to you. I'll be fine, as long as you're fine too."
<<else>>
"I'll be fine. I couldn't just sit by and watch you take the fall like that."
<</if>>
You take Sydney by the hand. <<He>> beams at you. <<takeHandholdingVirginity "Sydney" `($sydneyromance is 1 ?'romantic':'consensual')`>>
<br><br>
"You really didn't have to do that for me... you're amazing."
<<if $sydneyromance is 1>>
<<He>> pecks you on the cheek, before departing to the rental counter.
<<elseif C.npc.Sydney.love gte 80>>
<<He>> looks around, then pecks you on the cheek. <<He>> flees to the rental counter, concealing <<his>> blush.
<<else>>
<<He>> wraps <<his>> arms around you, before departing to the rental counter.
<</if>>
<<ltrauma>><<llstress>><<trauma -4>><<stress -12>>
<<else>>
You bring your face closer to Sydney. <<He>> backs down in surprise.
<<if $speech_attitude is "meek">>
"W-well, if we keep worrying about each other like this..."
<<elseif $speech_attitude is "bratty">>
"No one touches what's mine."
<<else>>
"Hold that facial expression for a minute. I want to remember it."
<</if>>
You wrap your arms around <<his>> waist.
<<if _sydneyStatus.includes("Lust")>>
<<He>> instinctively leans into you, letting out a held breath. You can feel the heat radiating from <<him>>, as <<he>> gazes into your eyes with a sudden look of longing.
<<elseif _sydneyStatus.includes("pure")>>
<<He>> blushes as <<he>> brings <<his>> face closer to yours.
<<else>>
<<He>> blinks twice, and <<his>> face flushes.
<</if>>
<<if $sydneyromance is 1>>
You close the rest of the distance, pulling <<him>> into a kiss. <<takeKissVirginity "Sydney" `($sydneyromance is 1?"loveInterest":"romantic")`>>
<br><br>
<<if _sydneyStatus.includes("Lust")>>
<<He>> melts in your arms, losing <<himself>> in your embrace.
<<else>>
<<He>> wraps <<his>> arms around you, enjoying your touch.
<</if>>
You separate after a few moments. <<if _npcKissVirginTemp>>"That was my first kiss," <<he>> giggles.<<else>>"I, uhm... I need to... get back to... yeah."<</if>> Sydney pecks you on the lips once more, before retreating to the rental counter.
<<if C.npc.Kylar.state is "active" and Weather.precipitation isnot "none" and $schoolstate is "lunch" and !$daily.kylar.leightonPunch>>
<br><br>
<span class="red">Kylar stares in horror from across the library.</span> <<gggksuspicion>><<npcincr Kylar rage 10>>
<</if>>
<<else>>
After a moment, <<he>> slips from your embrace. <<He>> opens <<his>> mouth, but no words follow. <<He>> returns to the rental counter without a word.
<<if C.npc.Kylar.state is "active" and Weather.precipitation isnot "none" and $schoolstate is "lunch" and !$daily.kylar.leightonPunch>>
<br><br>
Kylar stares from across the library. <<gksuspicion>><<npcincr Kylar rage 1>>
<</if>>
<</if>>
<</if>>
<<unset $sydneyLeightonPlayerGuilty>><<unset $sydneyLeightonWhitneyGuilty>>
<br><br>
<<link [[Next|School Library]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<schooleffects>><<effects>><<run statusCheck("Sydney")>><<set $corruptionEvent to 1>>
<<set _kylarLocation to getKylarLocation()>>
<<set $isKylarPresent to _kylarLocation.area is "library">>
<<set $sydneySeen.pushUnique("spank")>>
<<switch $phase>>
<<case 1>>
"I did it," you say. "I'm the thief." They both freeze. Sydney looks betrayed, but relieved.
<br><br>
A smile creeps across Leighton's face. "Thank you for your candour. Instead of one severe punishment for one student, I'll be punishing both of you with less severe methods.<<if $studyBooks.stolen.count gte 1>><<set $studyBooks.stolen.science to 0>><<set $studyBooks.stolen.maths to 0>><<set $studyBooks.stolen.english to 0>><<set $studyBooks.stolen.history to 0>><<set $studyBooks.stolen.RaulAndJanet to 0>><<set $studyBooks.stolen.pinch to 0>><<unset $sydneyStolenKnown>><<set $bookStolenKnown += 1>><<set $recentReturnTimer to 14>> Oh, and I'll be taking <<if $studyBooks.stolen.count is 1>>that stolen book back.<<else>>those stolen books back.<</if>><</if>>"
<<nnpc_He "Leighton">> raises <<nnpc_his "Leighton">> voice. "Everyone please exit the library at once. A pair of students are about to be disciplined." You hear the students around the library comply, packing up their things and shuffling out.
<<if $isKylarPresent && $awareness gte 100>>
<<set $awareOfKylar to true>>
<span class="red">You did not see Kylar leave.</span>
<</if>>
<br><br>
<<case 2>>
"I did it," you lie. "I'm the thief." They both freeze. Sydney looks betrayed, but relieved. <<stress 3>><<gstress>>
<br><br>
A smile creeps across Leighton's face. "Thank you for your candour. Instead of one severe punishment for one student, I'll be punishing both of you with less severe methods."
<<nnpc_He "Leighton">> raises <<nnpc_his "Leighton">> voice. "Everyone please exit the library at once. A pair of students are about to be disciplined." You hear the students around the library comply, packing up their things and shuffling out.
<<if $isKylarPresent && $awareness gte 100>>
<<set $awareOfKylar to true>>
<span class="red">You did not see Kylar leave.</span>
<</if>>
<br><br>
<<case 3>>
<<if $speech_attitude is "meek">>
"W-wait! If Sydney's being punished, I need to be punished too! I'll take responsibility!"
<<elseif $speech_attitude is "bratty">>
"I can't sit by and let Syd get punished alone. Punish me too."
<<else>>
"Sydney can't be punished alone. I hold some responsibility as <<his>> friend, so punish me too."
<</if>>
<<promiscuity1>>
A smile creeps across Leighton's face. "How very considerate! You're lucky to have such a loyal friend, Sydney. Instead of one severe punishment for one student, I'll be punishing both of you with less severe methods."
<<nnpc_He "Leighton">> raises <<nnpc_his "Leighton">> voice. "Everyone please exit the library at once. A pair of students are about to be disciplined." You hear the students around the library comply, packing up their things and shuffling out.
<<if $isKylarPresent && $awareness gte 200>>
<<set $awareOfKylar to true>>
<span class="red">You did not see Kylar leave.</span>
<</if>>
<br><br>
<<case 4>>
Leighton marches up to the rental counter with you in tow. Sydney looks as though <<he>> was preparing <<himself>> for this.
<br><br>
<<default>>
<</switch>>
<<set $phase to 0>>
"On the counter. Now." <<nnpc_He "Leighton">> points to Sydney.
<br><br>
<<if _sydneyStatus.includes("corrupt")>>
<<He>> sighs, straddling <<himself>> onto the desk. <<He>> gives <<his>> rear a wiggle. "Well? Hurry up, you're holding up business." Leighton stares, bemused.
<<else>>
<<He>> hurriedly complies as Leighton tightens <<nnpc_his "Leighton">> grip on you. "J-just please make it quick," <<he>> stammers.
<</if>>
<br><br>
"You misunderstand, Sydney. I won't be the one punishing you." Leighton drags you into position behind Sydney, and <<npcUndressText `C.npc.Sydney` "lower" "self">>.
<<if _sydneyStatus.includes("corrupt")>>
<<nnpc_His "Leighton">> eyebrows raise. You get an unobstructed view of <<his>> <span class="lewd">bare bottom<<if C.npc.Sydney.chastity.anus.includes("shield")>>, <<his>> <<print C.npc.Sydney.chastity.anus>> giving <<him>> very little concealment<<elseif C.npc.Sydney.chastity.penis.includes("chastity") or C.npc.Sydney.chastity.vagina.includes("chastity")>>, <<his>> chastity belt providing no concealment<<else>> and <<nnpc_genitals "Sydney">><</if>>.</span> <<set $sydneyChastityKnown to true>><<arousal 1000>><<ggarousal>>
<br><br>
"No underwear? You know that's against the dress code, Sydney." Leighton grins, and Sydney looks back at you with a mixture of fear and arousal. <<npcincr Sydney lust 3>><<gglust>>
<<else>>
<<He>> yelps. You see <<his>> white <<if $pronoun is "m">>briefs<<else>>panties<</if>> outlining <<his>> bottom. <<arousal 200>><<garousal>>
<br><br>
Sydney looks back to you, <<his>> eyes trained on yours, silently begging for you to look away.
<</if>>
<<if $isKylarPresent>>
<<if $awareOfKylar>>
<br>
<span class="red">You feel Kylar watching.</span>
<<elseif $awareness gte 100>>
<br>
<span class="blue">You feel someone else watching.</span>
<</if>>
<</if>>
<br><br>
"Your punishment will be mutual. You're both to take responsibility for each other, and thus, must keep each other in line. Don't either of you dare be gentle, I'll know if you do and believe me, your punishment won't be nearly as lenient or pleasant." Leighton looks to you, and waits expectantly. "What are you waiting for? If you don't, I will."
<br><br>
<<link [[Reluctantly spank Sydney|Sydney Leighton Spank 2]]>><<npcincr Sydney love 1>><<npcincr Sydney purity 2>><</link>><<glove>><<gspurity>>
<br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Spank Sydney hard|Sydney Leighton Spank 2]]>><<set $phase to 1>><<npcincr Sydney purity -5>><</link>><<llspurity>><<sydneyWarning corrupt>><<promiscuous2>>
<br>
<</if>>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Grope Sydney while spanking|Sydney Leighton Spank 2]]>><<set $phase to 2>><<npcincr Sydney love 1>><<npcincr Sydney lust 3>><<npcincr Sydney purity -5>><</link>><<glove>><<ggslust>><<llspurity>><<sydneyWarning corrupt>><<promiscuous3>>
<br>
<</if>>
<<link [[Refuse|Sydney Leighton Spank Refuse]]>><<npcincr Sydney love -1>><</link>><<llove>>
<br><<schooleffects>><<effects>><<run statusCheck("Sydney")>><<set $corruptionEvent to 1>>
Your palm comes down on Sydney's rear with a resounding slap. <<He>> cries out, and <<his>> hands grip the counter. You notice in the corner of your eye Leighton licking <<nnpc_his "Leighton">> lips.
<<if $phase is 2>>
<<set $sydneyGroped to 1>>
You slide your hand down Sydney's bottom, until you reach <<his>> <<nnpc_genitals "Sydney">>. <<His>> eyes widen, as do Leighton's.
<br><br>
<<if !_sydneyStatus.includes("corrupt")>>
You pull down <<his>> white <<if $pronoun is "m">>briefs<<else>>panties<</if>>. You get an unobstructed view of <<his>> <span class="lewd">bare bottom<<if C.npc.Sydney.chastity.anus.includes("shield")>>, <<his>> <<print C.npc.Sydney.chastity.anus>> giving <<him>> very little concealment<<elseif C.npc.Sydney.chastity.penis.includes("chastity") or C.npc.Sydney.chastity.vagina.includes("chastity")>>, <<his>> chastity belt providing no concealment<<else>> and <<nnpc_genitals "Sydney">><</if>>.</span> <<set $sydneyChastityKnown to true>><<arousal 500>><<garousal>>
<br><br>
<</if>>
<<if _sydneyStatus.includes("corrupt")>>"Oh, I didn't expect to be having fun like this!"<<else>>"Wh-what are you doing?"<</if>> Sydney says as <<he>> looks back, just in time for you to slowly rub your fingers up and down on <<his>> <<sydneyGenitals>>.
<<switch _sydneyStatus>>
<<case "pure">>
<<He>> gasps, trying to shift <<his>> bottom out of reach. "N-no!"
<<case "corrupt">>
<<He>> giggles. "Frisky, aren't we?"
<<case "corruptLust">>
<<He>> lightly moans and shifts backwards into your touch.
<<default>>
<<He>> gasps and digs <<his>> fingers into the countertop. "N-no!" Despite <<his>> protests, you feel <<him>> lean back into your touch.
<</switch>>
You give <<him>> another spank, before stroking <<him>> again. Leighton gives you an approving nod.
<br><br>
<<switch _sydneyStatus>>
<<case "pure">>
Sydney stifles a moan. "Stop that, please! It's making me feel funny!"
<<case "corrupt">>
Sydney looks you dead in the eye. "Harder."
<<case "corruptLust">>
Sydney spreads <<his>> legs to give you easier access.
<<default>>
Sydney stifles a moan. <<He>> looks like <<hes>> about to speak, but instead slowly lowers <<himself>> and spreads <<his>> legs.
<</switch>>
You continue your assault, <<if C.npc.Sydney.gender is "m">>firmly grabbing <<his>> penis and working <<his>> shaft. You begin to rub the head with increasing force,<<else>>rubbing <<his>> pussy, before gently sliding a finger in,<</if>>
<<switch _sydneyStatus>>
<<case "pure">>
eliciting a confused moan from <<him>>. "It... it feels..."
<<case "pureLust">>
eliciting a confused moan from <<him>>. "It... it feels..." <<He>> instinctively begins moving in motion with you, making no further effort to stifle <<his>> moans. It looks like <<hes>> close.
<<case "neutralLust">>
causing <<him>> to moan as <<he>> instinctively moves in motion with you. It looks like <<hes>> close.
<<case "corrupt">>
causing <<him>> to moan as <<he>> moves in motion with you.
<<case "corruptLust">>
causing <<him>> to moan as <<he>> feverishly moves in motion with you. <<He>> looks back to you once again, with a hungry expression. It looks like <<hes>> close.
<<default>>
causing <<him>> to moan as <<he>> instinctively moves in motion with you.
<</switch>>
<<if $isKylarPresent>>
<<npcincr "Kylar" "rage" 20>><<gggksuspicion>>
<br><br>
Before you can deliver the final spank, you hear a shelf fall behind you. The sound startles all of you.
"Who is in here?!" Leighton yells out. There is no response.
"I expect you two to clean that up after this is over," Leighton states plainly.
<<if _sydneyStatus.includes("Lust")>>
Sydney is still on the counter, waiting for a chance at orgasm.
<<else>>
Sydney is still on the counter.
<</if>>
Leighton briefly looks <<him>> over, then turns to you.
"It's your turn now," <<he>> commands.
Sydney whimpers in disappointment.
<<npcincr Sydney lust 3>><<npcincr Sydney purity -5>><<ggslust>><<llspurity>>
<<else>>
<br><br>
You release <<him>>, giving <<him>> one last hard spank.
<<if _sydneyStatus.includes("Lust")>>
<<He>> yelps, finally reaching climax at your hit. Leighton laughs. "Not so pure after all, are we?"
<<npcincr Sydney lust 3>><<npcincr Sydney purity -5>><<ggslust>><<llspurity>>
<br><br>
<</if>>
<<Hes>> left as a gasping mess on the counter for a moment. "Your turn," comes Leighton's sing-song voice, <<nnpc_his "Leighton">> words oozing with anticipation.
<</if>>
<br><br>
You gently help Sydney down from the counter. <<He>> clings to you for a moment before you take <<his>> place.
<<else>>
"Harder, or I'll have to do it myself. I can promise you, I won't be as gentle as you." You grind your teeth and strike Sydney again.
<<if $phase is 1>>
<<promiscuity2>>
<<else>>
<br><br>
<</if>>
<<switch _sydneyStatus>>
<<case "pure">>
<<His>> whimpers flood the library. "It's... okay, this is... just discipline," <<he>> manages. You continue to abuse <<his>> rear, and by the time you're done, Sydney's bottom is flaming red and <<his>> face is wet with tears.
<<case "pureLust" "neutralLust" "corrupt">>
You continue to abuse <<his>> rear. You give <<him>> one final slap, and <<he>> involuntarily moans before quickly covering <<his>> mouth. "My, my. Looks to me like <<he>> secretly enjoys being punished by you," Leighton whispers.
<<arousal 50>><<garousal>>
<<case "corruptLust">>
As you resume your assault, you quickly realise that Sydney seems to be enjoying <<himself>>, almost laughing after each spank. <<He>> looks back to you. "Harder. I know you can hit me harder." Leighton stifles a chuckle, before halting your spanks.
<<arousal 100>><<garousal>>
<<default>>
You continue to abuse <<his>> rear, and by the time you're done, Sydney's bottom is flaming red and <<his>> face is wet with tears.
<</switch>>
<br><br>
"Your turn," comes Leighton's sing-song voice, <<nnpc_his "Leighton">> words oozing with anticipation.
Helping Sydney down, you take <<his>> place on the counter.
<</if>>
<<if !$worn.lower.type.includes("naked") and $worn.under_lower.name is "naked">>
Leighton yanks down your <<allBottoms>> to reveal you are wearing no underwear. Sydney<<if _sydneyStatus.includes("corrupt")>>'s eyes widen<<else>> gasps and looks away<</if>> while Leighton leers like a hungry predator.
<<npcincr Sydney purity -5>><<llspurity>>
<br><br>
"Now, isn't that naughty of you? Unfortunately for dearest Sydney, that will not save you from punishment. Sydney, I suggest you get to it, or do I have to involve your <<sydneymother>> in this 'matter'?"
<<if !playerChastity("hidden")>>
<<set $genderknown.pushUnique("Leighton")>>
<</if>>
<<if playerChastity()>>
<<set $sydneySeen.pushUnique("chastity")>>
<</if>>
<<elseif !$worn.lower.type.includes("naked")>>
Leighton yanks down your <<allBottoms>>, revealing your $worn.under_lower.name. Sydney stares at your <<bottom>> for a moment, before Leighton speaks up. "Sydney, I suggest you get to it, or do I have to involve your <<sydneymother>> in this 'matter'?"
<<else>>
Sydney stares at your <<bottom>> for a moment, before Leighton speaks up. "Sydney, I suggest you get to it, or do I have to involve your <<sydneymother>> in this 'matter'?"
<</if>>
<br><br>
"N-no <<nnpc_Title "Leighton">>," <<he>> stammers as <<he>> hesitantly takes position behind you.
<br><br>
<<link [[Encourage Sydney|Sydney Leighton Spank 3]]>><<set $phase to 1>><<npcincr Sydney purity -2>><</link>><<lspurity>><<sydneyWarning>>
<br>
<<link [[Wiggle your bottom|Sydney Leighton Spank 3]]>><<set $phase to 2>><<npcincr Sydney lust 1>><</link>><<glust>><<promiscuous1>>
<br>
<<link [[Act professional|Sydney Leighton Spank 3]]>><<set $phase to 3>><<npcincr Sydney purity 2>><</link>><<gspurity>><<sydneyWarning>>
<br><<schooleffects>><<effects>><<run statusCheck("Sydney")>><<set $corruptionEvent to 1>>
<<if $phase is 1>>
"I can take it," you say. "Hit me as hard as I hit you." <<He>> still seems hesitant to hurt you.
<br><br>
<<elseif $phase is 2>>
You wiggle your <<bottom>> at Sydney, and look back at <<him>>. You wink. <<He>> still seems hesitant to hurt you. <<if $isKylarPresent>><<npcincr "Kylar" "rage" 1>><<gksuspicion>><</if>> <br>
<<promiscuity1>>
<<else>>
"We have to take responsibility, remember? This is just a punishment, nothing more," you say. <<He>> still seems hesitant to hurt you.
<br><br>
<</if>>
Sydney's first strike barely touches you, and Leighton clears <<nnpc_his "Leighton">> throat. The second one misses its mark entirely, but as Leighton stands up to intervene, the third strikes home with more force than you could have ever expected from Sydney.
You yelp as the blow lands right on your <<genitals>>, but with the <<nnpc_title "Leighton">> hovering behind <<him>>, Sydney does not dare stop. <<pain 10>><<gpain>>
<br><br>
<<if _sydneyStatus.includes("corrupt")>>
<<His>> hands shake each time <<he>> strikes you, in a mixture of both hesitation and excitement. <<pain 20>><<ggpain>>
<br><br>
<<if _sydneyStatus is "corruptLust">>
After a particularly hard smack, <<he>> gives your genitals a tweak and giggles. <<arousal 1000 "genitals">><<pain 5>><<garousal>><<gpain>>
<<if $isKylarPresent>>
<<if $awareOfKylar>>
<br>
<span class="red">You feel Kylar's eyes fixated on your aching <<bottom>>.</span>
<<elseif $awareness gte 100>>
<br>
<span class="blue">You feel an extra pair of eyes staring at your aching <<bottom>>.</span>
<</if>>
<<npcincr "Kylar" "rage" 5>><<ggksuspicion>>
<</if>>
<br><br>
<</if>>
<<else>>
<<He>> winces each time you cry out, <<his>> blows faltering. <<pain 5>><<gpain>> <<if $isKylarPresent>><<npcincr "Kylar" "rage" 1>><<gksuspicion>><</if>>
<br><br>
<</if>>
You are left sore and sour from the harsh punishment Sydney has been forced to perform on you. "Good work Sydney, perhaps there's hope for you yet. Dismissed!" Leighton orders Sydney to leave the library and roughly grabs at your reddened ass as <<nnpc_he "Leighton">> leans over your back and whispers into your ear.
"Sirris' <<daughter>> may be off-limits, but you are not. I suggest you behave yourself in the future." Left alone, bent over the desk with your ass bared to whomever enters the library, you try to recover.
<br><br>
<<if _sydneyStatus.includes("corrupt")>>
"Is that rotten <<if C.npc.Leighton.pronoun is "m">>bastard<<else>>bitch<</if>> gone?"
<<else>>
"Is <<nnpc_he "Leighton">> gone?"
<</if>>
Sydney's soft voice asks. All you can do is murmur that, "Yes, Leighton is gone." Footsteps rush to your side, and you see Sydney's
<<if _sydneyStatus.includes("corrupt")>>
smug, yet worried face. "That was... something else. It was kind of fun, actually! I hope I didn't hurt you too badly. Do you hate me now?"
<<else>>
tear-stricken face. "I am so sorry! Please don't hate me."
<</if>>
<br><br>
<<link [[Reassure Sydney|Sydney Leighton Spank 4]]>><<set $phase to 1>><<npcincr Sydney love 1>><</link>><<glove>><<if $sydneyromance is 1>><<kissvirginitywarning>><</if>>
<br>
<<link [[Scold Sydney|Sydney Leighton Spank 4]]>><<set $phase to 2>><<npcincr Sydney purity 2>><</link>><<gspurity>>
<br>
<<link [[Thank Sydney|Sydney Leighton Spank 4]]>><<set $phase to 3>><<npcincr Sydney purity -2>><</link>><<lspurity>>
<br><<schooleffects>><<effects>><<run statusCheck("Sydney")>>
<<if $phase is 1>>
<<if $speech_attitude is "meek">>
"I was more worried about you hating me," you say.
<<elseif $speech_attitude is "bratty">>
"As if I could hate you, Syd," you say.
<<else>>
"I don't hate you, we were both in trouble there. Sorry I wasn't more gentle," you say.
<</if>>
<<He>> smiles at you, looking relieved.
<<elseif $phase is 2>>
<<if $speech_attitude is "meek">>
"That really hurt, but we both deserved it," you say.
<<elseif $speech_attitude is "bratty">>
"This is what happens when you fuck with Leighton," you pout.
<<else>>
"We both need to be more careful with authority," you say.
<</if>>
<<He>> frowns, but nods in understanding.
<<else>>
<<if $speech_attitude is "meek">>
"Actually, I... I kind of liked it," you say quietly.
<<elseif $speech_attitude is "bratty">>
"The hell are you worried for? That was a blast," you exclaim.
<<else>>
"Thanks for 'keeping me in line' and punishing me," you say suggestively.
<</if>>
<<if _sydneyStatus.includes("corrupt")>>
<br><br>
<<He>> pulls you in with one arm and laughs. "You're really something else."
<<else>>
<<His>> face turns red, and <<he>> looks away for a moment.
<</if>>
<</if>>
<br><br>
<<He>> holds you in place. "Hold on, I've got something for the pain. I ran to the nurse's office when the <<nnpc_title "Leighton">> told me to leave."
Sydney leaves your sight, and soon you feel something cold, wet, and soothing press to your rear.
<<if _sydneyStatus.includes("pure")>>
<<He>> whimpers as <<he>> tends to your abused bottom, forced to admire the pain <<he>> inflicted on you, and <<he>> stops when <<he>> reaches your swollen <<genitals 2>>. "M-May I?" <<he>> asks with trepidation. You groan out your consent and shudder as <<he>> shyly begins to apply <<his>> remedy to your sensitive parts.
<<else>>
"Wow, I really did a number on you," <<he>> says as <<he>> works <<his>> way down your <<bottom>>, stopping for a moment when <<he>> reaches your <<genitals>>. "This is going to feel very cold, are you ready?" You groan out your consent and shudder as <<he>> begins to apply <<his>> remedy to your sensitive parts.
<</if>>
<<pain -5>><<llpain>>
<br><br>
<<set _sydneyGroped to $sydneyGroped>>
<<if $sydneyGroped is 1>>
<<unset $sydneyGroped>>
<<if $corruptionRollover is 1>>
<<unset $corruptionRollover>>
<<He>> spends quite a bit of time tending to you. "Back then," <<he>> says, "when you were hitting me, and you... rubbed me. It felt good." <<He>> begins to fondle your <<genitals>>, a fascinated look on <<his>> face. "Was it like this?"
<<arousal 10000>><<ggarousal>>
<br><br>
<<orgasm>>
You arch your back, stifling a moan as <<he>> continues to gently massage you.
<br><br>
"It felt good for you too?" <<he>> asks, staring at your <<genitals>>. "I'm... glad. And also..." <<He>> trails off, biting <<his>> lip. "Things like this... I don't know a lot about them. Or... didn't know. Not until I met you."
<br><br>
<<He>> takes a breath. "You're... everything the temple told me to be afraid of. You're sinful, lustful, dangerous. But I think..." <<He>> gives you a lascivious smile. "I'd like to give it a shot, living like you. <span class="lewd">Thanks for opening my eyes.</span>"
<br><br>
<<elseif _sydneyStatus.includes("corrupt")>>
<<He>> spends quite a bit of time tending to you. "I guess it's only fair if I get to feel you up a little after the handiwork you just pulled on me," <<he>> coos as <<he>> begins to fondle your <<genitals>>.
<<arousal 2000 "genitals">><<ggarousal>>
<<if $arousal gte $arousalmax>>
<br><br>
<<orgasm>>
You arch your back, stifling a moan as <<he>> continues to gently massage you.
<br><br>
"Nice," <<he>> says. "Let's call that payback. Now we're even." <<npcincr Sydney purity -5>><<llspurity>>
<</if>>
<br><br>
<<elseif _sydneyStatus.includes("pure")>>
<<He>> looks at your <<genitals>> with curiosity. "Uhm... what did you do to me, by the way? When you were hitting me, and you..." <<he>> stammers off. After a few moments, <<he>> manages to speak coherently again. "It... it felt really good..."
<br><br>
<</if>>
<<else>>
<<if $corruptionRollover is 1>>
<<unset $corruptionRollover>>
<<He>> spends quite a bit of time tending to you. "I'm sorry," <<he>> says, "I should stop by now. It's all applied." Despite <<his>> words, <<he>> continues to fondle your <<genitals>>, a fascinated look on <<his>> face. "Does this feel... good? I'm sorry, I shouldn't..." <<arousal 10000 "genitals">><<ggarousal>>
<<orgasm>>
You arch your back, stifling a moan as <<he>> continues to gently massage you. <<He>> freezes, looking at your convulsing body in shock.
<br><br>
"It did feel good, huh?" <<he>> asks, staring at your <<genitals>>. "I'm... glad. And also..." <<He>> trails off, biting <<his>> lip. "Things like this... I don't know a lot about them. Or... didn't know. Not until I met you."
<br><br>
<<He>> takes a breath. "You're... everything the temple told me to be afraid of. You're sinful, lustful, dangerous. But I think..." <<He>> gives you a lascivious smile. "I'd like to give it a shot, living like you. <span class="lewd">Thanks for opening my eyes.</span>"
<br><br>
<</if>>
<</if>>
With your agony lessened, you stand and pull up your <<if !$worn.lower.type.includes("naked") and $worn.under_lower.name is "naked">>$worn.lower.name<<else>>$worn.under_lower.name<</if>>.
<<if _sydneyStatus.includes("pure")>>
Sydney looks at you, tears still welling in <<his>> eyes. "I'll never forgive myself," <<he>> manages to say before bursting into tears again.
<<if $sydneyromance is 1 and $phase is 1>>
Leaning forward, you press your lips to <<hers>>. You stroke <<his>> hair and tell <<him>> that there is nothing to forgive and that you still love <<him>>, now more than ever. Pulling Sydney into you, you muffle <<his>> sobs with your shoulder and comfort <<him>> with soft coos and whispered love. When <<his>> sorrow clears, you share another kiss. <<takeKissVirginity "Sydney" `($sydneyromance is 1?"loveInterest":"romantic")`>>
<br><br>
<<else>>
You pull <<him>> into a hug, letting <<him>> cry into your shoulder.
<br><br>
<</if>>
<<elseif $sydneyromance is 1>>
Sydney wraps <<his>> arms around your waist. "I'm sorry for getting you caught up in this." <<He>> plants a kiss on your cheek.
<br><br>
<</if>>
"The library will be opening back up soon. I'm not looking forward to sitting on my <<if _sydneyStatus.includes("corrupt")>>ass<<else>>butt<</if>> after that."
<<if $isKylarPresent && _sydneyGroped>>
Sydney looks over at the fallen bookshelf. "We should clean that up first." You spend a few minutes picking up and organising the books with Sydney.
After you are done, you walk back over to the rental counter.
<</if>>
<<He>> takes <<his>> seat behind the rental counter, and smiles at you.
<br><br>
<<if $awareOfKylar>>
You see Kylar sat at <<his "Kylar">> usual place.
<<if _sydneyGroped>>
<span class="red"><<His>> expression contorted in disgust and pain.</span>
<<else>>
<<He>> looks conflicted.
<</if>>
<br><br>
<</if>>
<<unset $awareOfKylar>>
<<unset $isKylarPresent>>
<<set $libraryMoneyStolen to 0>>
<<endevent>>
<<npc "Sydney">><<person1>>
<<sydneyOptions>><<schooleffects>><<effects>>
You let your hand fall, refusing to harm Sydney. Leighton looks disappointed. "Very well then. Sydney will be getting the full punishment."
<br><br>
You watch as Leighton brings down <<nnpc_his "Leighton">> hand on Sydney's bottom. Hard. Sydney cries out in pain. Leighton spanks <<him>> again. Then again. The assault continues. Sydney's bottom begins to turn very red. "I'll give you one last chance to change your mind." <<stress 6>><<gstress>>
<br><br>
<<if C.npc.Sydney.love gte 40>>
Sydney looks back at you through tearful eyes. "I'll be okay, if you're the one doing it... I promise."
<br><br>
<</if>>
<<link [[Reluctantly spank Sydney|Sydney Leighton Spank 2]]>><<npcincr Sydney love 1>><<npcincr Sydney purity 2>><</link>><<glove>><<gspurity>><<sydneyWarning>>
<br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Spank Sydney hard|Sydney Leighton Spank 2]]>><<set $phase to 1>><<npcincr Sydney purity -5>><</link>><<llspurity>><<sydneyWarning corrupt>><<promiscuous2>>
<br>
<</if>>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Grope Sydney while spanking|Sydney Leighton Spank 2]]>><<set $phase to 2>><<npcincr Sydney love 1>><<npcincr Sydney lust 3>><<npcincr Sydney purity -5>><</link>><<glove>><<ggslust>><<llspurity>><<sydneyWarning corrupt>><<promiscuous3>>
<br>
<</if>>
<<link [[Refuse again|Sydney Leighton Spank Refuse 2]]>><<npcincr Sydney love -5>><</link>><<lllove>>
<br>You shake your head, and turn your back to Sydney. "Then you are no longer needed here." Leighton walks you to the door of the library, unlocks it, and pushes you out.
<<if $isKylarPresent>>
As <<he "Leighton">> pushes you out, you catch a glimpse of Kylar staring at you from behind a bookshelf. <<He "Kylar">> looked unusually happy. <<npcincr "Kylar" "rage" -2>><<lksuspicion>>
<</if>>
<br><br>
After a moment, you can hear Sydney's cries resume. They sound much more agonised. <<stress 24>><<trauma 3>><<gggstress>><<gtrauma>>
<br><br>
<<unset $awareOfKylar>>
<<unset $isKylarPresent>>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><<set $libraryMoneyStolen to 0>><<set $daily.sydney.punish to 1>><</link>>
<br><<schooleffects>><<effects>><<run statusCheck("Sydney")>><<set $corruptionEvent to 1>><<set $purityEvent to 1>>
<<if $speech_attitude is "meek">>
"I... I saw you peek in on me," you say.
<<elseif $speech_attitude is "bratty">>
"So, did you like what you saw?" you ask.
<<else>>
"I saw that, you know. You peeked in on me," you say.
<</if>>
<br><br>
<<if $sydneyromance is 1>>
<<if _sydneyStatus.includes("corrupt")>>
<<He>> crosses <<his>> arms, shaking off <<his>> blush. "Yeah, and what will you do about it?"
<<else>>
<<He>> hides <<his>> face. "I-I'm sorry, but with the way you've been acting- I mean, the way you look- I mean-" <<he>> stammers off.
<</if>>
<<else>>
<<He>> hides <<his>> face. "I was curious... I'm sorry."
<</if>>
<br><br>
<<if $sydneyromance is 1>>
<<link [[Proposition Sydney|Sydney Peek Proposition]]>><<npcincr Sydney lust 1>><<npcincr Sydney purity -2>><</link>><<gslust>><<lspurity>><<promiscuous1>><<sydneyWarning>>
<br>
<</if>>
<<link [[Scold Sydney|Sydney Peek Scold]]>><<npcincr Sydney purity 2>><</link>><<gspurity>><<sydneyWarning>>
<br>
<<link [[Reassure Sydney|Sydney Peek Reassure]]>><<npcincr Sydney love 1>><</link>><<glove>>
<br><<schooleffects>><<effects>><<run statusCheck("Sydney")>>
You place your hands on Sydney's chest. "How about I go back in there, and you can undress me yourself? Then we can have some real fun." <<promiscuity1>>
<<if $corruptionRollover is 1>>
<<unset $corruptionRollover>>
<<His>> face turns even more red, but <<he>> smiles. "If you're offering, then maybe... I don't regret it." <<He>> darts <<his>> hand forward and grabs yours before <<he>> loses <<his>> nerve, and you lead <<him>> to the changing room. <span class="lewd"><<He>> seems like <<hes>> opened <<his>> eyes to lewdity.</span>
<<elseif _sydneyStatus.includes("corrupt")>>
<<He>> smiles. "I regret nothing." <<He>> takes you by the hand, leading you to the changing room.
<<else>>
<<His>> face turns even more red. "I... you... undress... what?" Before <<he>> can ask any coherent questions, you take <<him>> by the hand and lead <<him>> to the changing room.
<</if>>
<<takeHandholdingVirginity "Sydney" "romantic">>
<<if !$sydneySeen.includes("lewd")>>
<br><br>
<<sydneyLewd>>
<</if>>
<br><br>
<<link [[Next|Sydney Peek Sex]]>><<set $sexstart to 1>><</link>>
<br><<schooleffects>><<effects>><<run statusCheck("Sydney")>>
<<if $speech_attitude is "meek">>
"That was wrong... you really shouldn't do that," you say.
<<elseif $speech_attitude is "bratty">>
"You're turning into quite the perv. Knock it off," you demand.
<<else>>
"I expect that kind of thing from others, but not you," you say.
<</if>>
<br><br>
<<if $purityRollover is 1>>
<<His>> smile immediately fades, along with <<his>> confident demeanor. "You're right. I... I shouldn't have done that. I forgot who I was."
<br><br>
<<He>> looks away, rubbing <<his>> arm. "I don't want to make you uncomfortable. I've been acting... sinfully lately. I think... <span class="gold">I need to rethink some parts of myself.</span>" <<He>> nods at you. "I promise, I'll become better. Please find it in you to forgive me."
<<elseif _sydneyStatus.includes("corrupt")>>
<<His>> smile immediately fades, along with <<his>> confident demeanor. "You're right. I'm forgetting who I am. I'm sorry."
<<else>>
<<He>> looks ashamed of <<himself>>. "I know. I've committed a sin, and I will atone. Please find it in you to forgive me."
<</if>>
<<He>> sits back down.
<<endevent>><<npc "Sydney">><<person1>>
<br><br>
<<sydneyOptions>><<schooleffects>><<effects>><<run statusCheck("Sydney")>>
<<if $speech_attitude is "meek">>
"It's okay... you just surprised me," you say.
<<elseif $speech_attitude is "bratty">>
"It's fine, Syd. Relax," you say.
<<else>>
"It's fine, it gave me a bit of a thrill too," you say.
<</if>>
<br><br>
<<if _sydneyStatus.includes("corrupt")>>
<<His>> smile grows wider. "Maybe I'll do more than peek next time, then." <<arousal 50>><<garousal>>
<br><br>
<<else>>
<<He>> still looks ashamed of <<himself>>. "I've committed a sin, and I will atone. Please find it in you to forgive me."
<</if>>
<<He>> sits back down.
<<endevent>><<npc "Sydney">><<person1>>
<br><br>
<<sydneyOptions>><<run statusCheck("Sydney")>><<set $corruptionEvent to 1>>
<<if $sexstart is 1>>
<<set $daily.sydney.sex = ($daily.sydney.sex || 0) + 1>><<set $sydney.sexTotal += 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 500>>
<<set $enemyarousalmax to 600>>
<<if _sydneyStatus.includes("corrupt")>>
<<set $enemyarousalmax += 100>>
<<elseif _sydneyStatus.includes("pure")>>
<<set $enemyarousalmax -= 100>>
<</if>>
<<if _sydneyChastity and C.npc.Sydney.chastity.anus.includes("shield")>>
<<set $enemyarousalmax -= 100>>
<</if>>
<<set $enemyarousalmax to $enemyarousalmax * ($npcArousalMult / 100)>>
You both tumble into the changing room booth.
<</if>>
<<set $enemyanger to -10>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Sydney Peek Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Sydney Peek Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>><<run statusCheck("Sydney")>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<if $corruptionRollover is 1>>
<<unset $corruptionRollover>>
"Th-that was incredible," <<he>> murmurs. "I want... I want to do it again. And... again." <<He>> gazes into your eyes. "<span class="lewd">I feel like a whole world just opened up.</span>"
<<else>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
"Th-that was... incredible," <<he>> murmurs. "And sinful..."
<<case "corrupt" "corruptLust">>
"I'm glad my love for you is being rewarded," <<he>> proclaims with a smug smile.
<<default>>
"In my shop, on my time, in my changing room..." <<he>> giggles.
<</switch>>
<</if>>
<<if _sydneyChastity and $sydneyChastityKnown>>
<<sydneyChastityMessage>><<npcincr Sydney lust 3>><<ggslust>>
<<else>>
<<npcincr Sydney lust -20>><<lllslust>>
<</if>>
<<npcincr Sydney purity -2>><<lspurity>>
<br>
<<sydneyFinish>>
<<tearful>> you stand up. Sydney separates from you despite reluctance.
<<elseif $enemyhealth lte 0>>
<<if $corruptionRollover is 1>>
<<unset $corruptionRollover>>
Sydney lets out a pained moan, and quickly covers <<his>> mouth to stifle it. "Th-that was..." <<He>> gazes into your eyes. "I think I like it when you're rough with me. <span class="lewd">I feel like a whole world just opened up.</span>"
<<else>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 2>>
Sydney lets out a pained moan, and quickly covers <<his>> mouth to stifle it. <<He>> looks down in shame. "I... I think I've had enough..."
<<else>>
"H-hey! Stop! Please!" Sydney quickly separates from you. "Th-that really hurt... I mean, I still kind of liked it, but..." <<His>> face flushes, and <<he>> looks away. "M...maybe we can finish this some other time..."
<</if>>
<<case "corrupt" "corruptLust">>
Sydney backs away from you, breathing heavily. "I love it when you're rough with me," <<he>> says, "but we should save the rest for later."
<<default>>
"Ouch! Okay, not so rough!" <<He>> quickly backs away from you. "I think we need to set some guidelines on how much I can take..."
<</switch>>
<</if>>
<<npcincr Sydney lust 5>><<gglust>>
<br><br>
<<tearful>> you stand up. Sydney does the same.
<<else>>
<<if $corruptionRollover is 1>>
<<unset $corruptionRollover>>
"S...stop? But we..." <<he>> pouts, disappointed. "Can we... finish this later? Please? I... <span class="lewd">I feel like a whole world just opened up.</span> I want to finish this."
<<else>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 2>>
"S...stop? But I... I'm..." <<he>> stammers off while still clinging on to you. "O-okay..."
<<else>>
Sydney looks at you nervously. "I didn't... do anything wrong, did I?"
<</if>>
<<case "corrupt">>
Sydney pouts, but steps away from you. "We need to finish this later," <<he>> says. "Please?"
<<case "corruptLust">>
Sydney groans and pouts. "You're so mean! But fine. We're finishing this later, though."
<<default>>
"Oh. Okay, we can stop." <<He>> looks disappointed for a brief moment, but still smiles at you.
<</switch>>
<</if>>
<<npcincr Sydney lust 5>><<npcincr Sydney purity 2>><<gglust>><<gspurity>>
<br><br>
<<tearful>> you stand up. Sydney does the same.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<npc "Sydney">><<person1>>
<<link [[Next|Sydney Peek End]]>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
Sydney leaves first, peeking to make sure no one will see you both leave. Once the path is clear, you both walk back to the rental counter.
<br><br>
<<sydneyOptions>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $sydneySeen is undefined>>
<<npc "Sydney">><<person1>>
<<set $sydneySeen.pushUnique("libRescue")>><<set $sydneyFirstSeen to "libRescue">>
When you regain consciousness, you find yourself lying on a bench in a small booth. You recognise the ceiling of the library above you.
There's a curtain covering the entrance.
<<if $exposed gte 1>>
A towel has been wrapped around you. <<if $passoutReason>>A small <<= $passoutReason is "hypothermia" ? "heater" : "fan">> is blowing <<= $passoutReason is "hypothermia" ? "hot" : "cool">> air onto you.<</if>>
<<towelup>>
<<set $exposedTemp to 1>>
<<elseif $passoutReason and $worn.over_upper.name isnot "naked" and $passoutReason is "hyperthermia">>
A small fan is blowing cool air on you. Your $worn.over_upper.name has been removed and neatly folded beside you. <<overupperstrip>><<overlowerstrip>>
<<elseif $passoutReason>>
A small <<= $passoutReason is "hypothermia" ? "heater" : "fan">> is placed next to you, and <<= $passoutReason is "hypothermia" ? "you're covered with a warm blanket" : "there's an ice pack on your forehead">>.
<</if>>
<<if $leftarm is "bound" or $rightarm is "bound" or $feetuse is "bound">>
Your bindings have been removed.
<<unbind>>
<<set _boundTemp to 1>>
<</if>>
<br><br>
You hear voices outside. "N...no, the changing room is occupied at the moment. No, you can't check! Because it's occupied!" After a moment, the curtain shifts aside as a <<personsimple>> with <<npcHairColour "Sydney">> hair tied back in a ponytail backs into the booth.
<<He>> turns around, and jumps when <<he>> realises you're awake. <<His>> reading glasses almost fall from <<his>> tired, amber eyes. It's Sydney, a student known for <<his>> innocent nature and work ethic. A holy pendant swings from <<his>> neck.
<br><br>
"You're awake! I'm so glad.
<<if $temple_rank isnot undefined and $temple_rank isnot "prospective">>
<<set $sydneySeen.pushUnique("initiate")>>
<<if $temple_rank is "initiate">>
You're an initiate at the temple, right?
<<else>>
You're a <<temple_title>> at the temple, right?
<</if>>
<</if>>
I found you out there, you were all limp, and the nurse was nowhere to be found, and I thought you might be hurt,
<<if $exposedTemp is 1>>
and you were exposed,
<</if>>
<<if $passoutReason>>
and your body was <<= $passoutReason is "hypothermia" ? "freezing cold" : "burning up">>,
<</if>>
<<if _boundTemp is 1>>
and you were tied up,
<</if>>
and, and..." <<He>> pauses to catch <<his>> breath. "I brought you in here, I didn't know what else to do. Are you alright?"
<br><br>
<<unset $passoutReason>>
<<link [[Thank|Sydney Library Rescue Intro 2]]>><<set $phase to 1>><<npcincr Sydney love 1>><</link>><<glove>>
<br>
<<link [[Flirt|Sydney Library Rescue Intro 2]]>><<set $phase to 2>><<npcincr Sydney purity -2>><</link>><<lspurity>><<promiscuous1>>
<br>
<<else>>
<<npc "Sydney">><<person1>><<run statusCheck("Sydney")>><<set $corruptionEvent to 1>>
<<set $sydneySeen.pushUnique("libRescue")>>
<<if $sydneySeen.includes("library")>>
When you regain consciousness, you find yourself lying in the changing room of the library's clothing shop.
<<else>>
When you regain consciousness, you find yourself lying on a bench in a small booth. You recognise the ceiling of the library above you.
There's a curtain covering the entrance.
<</if>>
<<if $leftarm is "bound" or $rightarm is "bound" or $feetuse is "bound">>
Your bindings have been removed.
<<unbind>>
<</if>>
<<if $sydneyromance is 1>>
<<if _sydneyStatus.includes("corrupt")>>
Your head is pressed up against something warm and soft. Something strokes your hair. It's Sydney, cradling your head in <<his>> lap. <<stress -12>><<llstress>>
<br><br>
"You really know how to scare the shit out of me." There's a crack in <<his>> voice as <<he>> looks down to you. "What would I do with myself if you got hurt?"
<<else>>
<<if $exposed gte 1>>
A towel has been wrapped around you. <<if $passoutReason>>A small <<= $passoutReason is "hypothermia" ? "heater" : "fan">> is blowing <<= $passoutReason is "hypothermia" ? "hot" : "cool">> air onto you.<</if>>
<<towelup>>
<<set $exposedTemp to 1>>
<<elseif $passoutReason>>
<<if $worn.over_upper.name isnot "naked" and $passoutReason is "hyperthermia">>
A small fan is blowing cool air on you. Your $worn.over_upper.name has been removed and neatly folded beside you. <<overupperstrip>><<overlowerstrip>>
<<else>>
A small <<= $passoutReason is "hypothermia" ? "heater" : "fan">> is placed next to you, and <<= $passoutReason is "hypothermia" ? "you're covered with a warm blanket" : "there's an ice pack on your forehead">>.
<</if>>
<</if>>
You feel something on your shoulder. You look down, and see <<npcHairColour "Sydney">> hair. Sydney rests against you. <<stress -12>><<llstress>>
<br><br>
<<He>> yawns, and <<his>> eyes flutter open. "You're awake! I was so worried when I found you, I-" <<his>> voice cracks. "I screamed. No one came to help."
<</if>>
<br><br>
<<He>> stretches. "I didn't want to leave your side, just in case. How do you feel?"
<br><br>
<<else>>
<<if $exposed gte 1>>
A towel has been wrapped around you. <<if $passoutReason>>A small <<= $passoutReason is "hypothermia" ? "heater" : "fan">> is blowing <<= $passoutReason is "hypothermia" ? "hot" : "cool">> air onto you.<</if>>
<<towelup>>
<<set $exposedTemp to 1>>
<<elseif $passoutReason>>
<<if $worn.over_upper.name isnot "naked" and $passoutReason is "hyperthermia">>
A small fan is blowing cool air on you. Your $worn.over_upper.name has been removed and neatly folded beside you. <<overupperstrip>><<overlowerstrip>>
<<else>>
A small <<= $passoutReason is "hypothermia" ? "heater" : "fan">> is placed next to you, and <<= $passoutReason is "hypothermia" ? "you're covered with a warm blanket" : "there's an ice pack on your forehead">>.
<</if>>
<</if>>
You hear Sydney's voice outside. "N...no, the changing room is occupied at the moment. No, you can't check! Because it's occupied!" After a moment, the curtain shifts aside as <<he>> backs into the booth.
<<He>> turns around, and jumps when <<he>> realises you're awake.
<br><br>
"You're awake! I'm so glad. I found you out there, you were all limp, and the nurse was nowhere to be found, and I thought you might be hurt,
<<if $exposedTemp is 1>>
and you were exposed,
<</if>>
<<if $passoutReason>>
and your body was <<= $passoutReason is "hypothermia" ? "freezing cold" : "burning up">>,
<</if>>
<<if _boundTemp is 1>>
and you were tied up,
<</if>>
and, and..." <<He>> pauses to catch <<his>> breath. "I brought you in here, I didn't know what else to do. Are you alright?"
<br><br>
<</if>>
<<unset $passoutReason>>
<<link [[Thank Sydney|Sydney Library Rescue 2]]>><<set $phase to 1>><<npcincr Sydney love 1>><</link>><<glove>>
<br>
<<if $sydneyromance is 1>>
<<link [[Reward Sydney|Sydney Library Rescue Reward]]>><</link>><<promiscuous1>><<sydneyWarning corrupt>>
<br>
<<link [[Rest (0:30)|Sydney Library Rescue Rest]]>><<pass 30>><<npcincr Sydney love 1>><<npcincr Sydney lust 1>><<tiredness -3>><</link>><<glove>><<glust>><<ltiredness>>
<br>
<<else>>
<<link [[Flirt|Sydney Library Rescue 2]]>><<set $phase to 2>><<npcincr Sydney lust 1>><</link>><<glust>><<promiscuous1>>
<br>
<</if>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $phase is 1>>
<<if $speech_attitude is "meek">>
"Y-you saved me. Thank you," you say.
<<elseif $speech_attitude is "bratty">>
"Thanks for pulling my ass out of there," you say.
<<else>>
"Thanks for getting me to safety," you say.
<</if>>
<br><br>
"It was the right thing to do. I know the other students can be evil."
<<else>>
"Am I seeing an angel?" You feign deliriousness.
<br><br>
"An... angel? I'm flattered, I..."
<</if>>
<<He>> looks away, blushing.
<<if $exposed gte 1 or $exposedTemp is 1>>
<<unset $exposedTemp>>
"I'll, uhm... let me get you some clothes!"
<<He>> exits the changing room, and returns after a moment with spare school clothing.
<<if $player.gender_appearance is "m">><<set $clothingselector to "m">><<else>><<set $clothingselector to "f">><</if>>
"M-my name's Sydney, by the way. <span class="blue">I maintain the shop rental counter here in the library.</span> I have to get back to work now. Let me know if you need anything. It was, uhm... nice to meet you?" <<He>> looks down, then hastens from the booth again.
<br><br>
<<link [[Get changed and leave (0:01)|School Library]]>><<schoolspareclothes>><<endevent>><<set $eventskip to 1>><<pass 1>><</link>>
<br>
<<else>>
"M-my name's Sydney, by the way. <span class="blue">I maintain the shop rental counter here in the library.</span> I have to get back to work now. Let me know if you need anything. It was, uhm... nice to meet you?" <<He>> looks down, then hastens from the booth.
<br><br>
<<link [[Next|School Library]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>><<run statusCheck("Sydney")>>
<<if $phase is 1>>
<<if $sydneyromance is 1>>
"My hero," you say as you press yourself closer to <<him>>.
<<else>>
<<if $speech_attitude is "meek">>
"Y-you saved me. Thank you," you say.
<<elseif $speech_attitude is "bratty">>
"Thanks for pulling my ass out of there," you say.
<<else>>
"Thanks for getting me to safety," you say.
<</if>>
<</if>>
<br><br>
<<if _sydneyStatus.includes("corrupt")>>
"What was I supposed to do, just leave you there for some creep to have their way with?"
<<elseif $sydneyromance is 1>>
"I'm just glad you're safe now."
<<else>>
"It... it's nothing, really..."
<</if>>
<<else>>
<<if $speech_attitude is "meek">>
"You're amazing. I feel like I should reward you somehow," you say with a wink.
<<elseif $speech_attitude is "bratty">>
"I was all vulnerable. You could have done whatever you want with me," you say as you turn to the side.
<<else>>
"Am I seeing an angel?" You feign deliriousness.
<</if>>
<br><br>
<<if _sydneyStatus.includes("corrupt")>>
"Getting all coy with me? That's cute."
<<else>>
"Wh-what? No, it's..." <<He>> looks away, blushing.
<</if>>
<</if>>
Sydney helps you stand.
<<if $exposed gte 1 or $exposedTemp is 1>>
<<unset $exposedTemp>>
<<if _sydneyStatus.includes("corrupt")>>
"I could get you some clothes, but I don't know, I kind of like seeing you all vulnerable like this." You stare <<him>> down. "I'm kidding!"
<<else>>
"Let's get you some clothes. One sec."
<</if>>
<<He>> briefly exits the changing room. <<He>> returns with some spare school clothing.
<<if $player.gender_appearance is "m">>
<<if _sydneyStatus.includes("corrupt") and $forcedcrossdressingdisable is "f">>
<<set $clothingselector to "f">>
They're girls' clothes. "Sorry, it's all I can spare." <<He>> winks at you.
<<else>>
<<set $clothingselector to "m">>
<</if>>
<<else>>
<<if _sydneyStatus.includes("corrupt") and $forcedcrossdressingdisable is "f">>
<<set $clothingselector to "m">>
They're boys' clothes. "Sorry, it's all I can spare." <<He>> winks at you.
<<else>>
<<set $clothingselector to "f">>
<</if>>
<</if>>
"I have to get back to work now. Let me know if you need anything." <<He>> leaves the booth once again.
<br><br>
<<link [[Get changed and leave (0:01)|School Library]]>><<schoolspareclothes>><<endevent>><<set $eventskip to 1>><<pass 1>><</link>>
<br>
<<else>>
"I have to get back to work now. Let me know if you need anything." <<He>> leaves the booth, sparing a worried glance over <<his>> shoulder at you.
<br><br>
<<link [[Next|School Library]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>><<run statusCheck("Sydney")>>
You can't help but close your eyes again. You feel Sydney stroking your hair. The rhythm of <<his>> breathing gradually lulls you into a light sleep. You feel a kiss on your forehead.
<<stress -3>><<lstress>>
<br><br>
You awaken some time later. Sydney is nowhere to be seen.
<<if $exposed gte 1 or $exposedTemp is 1>>
<<unset $exposedTemp>>
In <<his>> place is a pile of school clothes, and a note.
<<if $player.gender_appearance is "m">>
<<if _sydneyStatus.includes("corrupt") and $forcedcrossdressingdisable is "f">>
<<set $clothingselector to "f">>
They're girls' clothes. The note reads: "Had to get back to work. Sorry, these are all I could spare ;)" - Sydney
<<else>>
<<set $clothingselector to "m">>
The note reads: "Had to get back to work. Rest well. Love you." - Sydney
<</if>>
<<else>>
<<if _sydneyStatus.includes("corrupt") and $forcedcrossdressingdisable is "f">>
<<set $clothingselector to "m">>
They're boys' clothes. The note reads: "Had to get back to work. Sorry, these are all I could spare ;)" - Sydney
<<else>>
<<set $clothingselector to "f">>
The note reads: "Had to get back to work. Rest well. Love you." - Sydney
<</if>>
<</if>>
<br><br>
<<if $bodywritingLvl gte 2>>
<<sydneyBodywritingLocation>>
<<if _writingFail isnot 1>>
Looking in the changing room mirror, you notice that something has been written on you in marker. Your <<bodypart _bodypart>> now reads: <<sydneyBodywriting sleepyhead>>
<br><br>
<</if>>
<</if>>
<<link [[Get changed and leave (0:01)|School Library]]>><<schoolspareclothes>><<endevent>><<set $eventskip to 1>><<pass 1>><</link>>
<br>
<<else>>
In <<his>> place is a note. It reads: "Had to get back to work. Rest well. Love you." - Sydney
<br><br>
<<if $bodywritingLvl gte 2>>
<<sydneyBodywritingLocation>>
<<if _writingFail isnot 1>>
You look in the mirror. Something has been written on you in marker. Your <<bodypart _bodypart>> now reads: <<sydneyBodywriting sleepyhead>>
<br><br>
<</if>>
<</if>>
<<link [[Next|School Library]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>><<run statusCheck("Sydney")>>
<<if $speech_attitude is "meek">>
"You saved me. How can I ever repay you?" you say, bringing a hand up to your chin in exaggerated thought. "I think I have an idea."
<<elseif $speech_attitude is "bratty">>
"I owe you, and I think I know how I can repay you," you say, spreading your legs.
<<else>>
"You saved me," you say. "I think a reward is in order."
<</if>>
<<promiscuity1>>
<<switch _sydneyStatus>>
<<case "pure">>
"Wh... what do you mean by that?" Sydney tilts <<his>> head to the side.
<<case "pureLust">>
"Ah... you're going to...? Here?" Sydney tries to hide <<his>> curiosity and excitement.
<<case "corrupt">>
"In the library? So naughty," Sydney says, leaning down.
<<case "corruptLust">>
"Alright, but don't blame me if I have to write you up for a noise complaint," <<he>> says with a sudden hunger in <<his>> eyes.
<<case "neutral">>
"Here? Are you sure?" <<He>> seems hesitant.
<<case "neutralLust">>
"Okay... as long as we keep it down, this is still a library," <<he>> says.
<</switch>>
<<if _sydneyStatus.includes("corrupt")>>
<<He>> removes your head from <<his>> lap, and climbs on top of you.
<<sydneyLewd>>
<br><br>
<<link [[Next|Sydney Reward Sex]]>><<set $sexstart to 1>><</link>>
<<elseif _sydneyStatus.includes("Lust")>>
You place a hand on <<his>> chest, and gently push <<him>> into a lying position on the bench. <<He>> lets out a held breath, and embraces you.
<<sydneyLewd>>
<br><br>
<<link [[Next|Sydney Reward Sex]]>><<set $sexstart to 1>><</link>>
<<else>>
<br><br>
<<set $seductiondifficulty to 8000 - ((C.npc.Sydney.love + C.npc.Sydney.lust) * 15) - C.npc.Sydney.purity>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>><span class="gold">You feel more confident in your powers of seduction.</span><</if>><<seductionskilluse>>
<br><br>
You place a hand on <<his>> chest, and gently push <<him>> into a lying position on the bench.
<<if $seductionrating gte $seductionrequired>>
<span class="green"><<He>> lets out a held breath, and embraces you.</span>
<<sydneyLewd>>
<br><br>
<<link [[Next|Sydney Reward Sex]]>><<set $sexstart to 1>><</link>>
<<else>>
"W-wait! I... I really don't know about this... I've..." <<He>> trembles a little.
<<sydneySexFail>>
<br>
You decide to take it slow, in light of <<his>> hesitation. You <<if $pronoun is "m">>pull down <<his>> trousers<<else>>lift <<his>> skirt<</if>>, and <<he>> places <<his>> hands on yours.
You begin to <<handtext>> fondle <<his>> <<sydneyGenitals>> through <<his>> underwear<<if !$sydneyChastityKnown and _sydneyChastity>>, <span class="lewd">but you feel something obstructing you</span><</if>>. <<He>> looks at you nervously, but doesn't stop you. <<He>> releases your hands and parts <<his>> legs to give you easier access. You remove <<his>> underwear.
<br><br>
<<sydneyExpose>> You waste no time pleasuring <<him>><<if _sydneyChastity>> through <<his>> belt<</if>>. <<He>> blushes and looks away as <<he>> gradually gets <<if $NPCList[0].penis isnot "none">>erect<<else>>wet<</if>> from your touch. You keep it up for a while, eventually leaning forward and kissing <<his>> neck, which elicits a moan.
<<if _sydneyChastity>>
However, with the belt in the way, there's no way you can bring <<him>> to orgasm. You settle for teasing <<him>>.
<<else>>
With nothing obstructing you, you
<<if $NPCList[0].penis isnot "none">>
take hold of <<his>> penis and begin rubbing the tip with your thumb.<<if random(0,1) is 1>><<bodyliquid "rightarm" "semen">><<else>><<bodyliquid "leftarm" "semen">><</if>>
<<else>>
slowly insert a finger. <<Hes>> surprisingly wet, and it goes in easily.<<if random(0,1) is 1>><<bodyliquid "rightarm" "goo">><<else>><<bodyliquid "leftarm" "goo">><</if>>
<</if>>
It doesn't take long. <<He>> grips you hard with one hand, using the other to cover <<his>> mouth and suppress <<his>> moans as you bring <<him>> to orgasm.
<</if>>
<br><br>
<<link [[Next|Sydney Library Rescue Reward End]]>><<set $phase to 1>><</link>>
<</if>>
<</if>><<run statusCheck("Sydney")>><<set $corruptionEvent to 1>>
<<if $sexstart is 1>>
<<set $daily.sydney.sex = ($daily.sydney.sex || 0) + 1>><<set $sydney.sexTotal += 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 500>>
<<set $enemyarousalmax to 600>>
<<if _sydneyStatus.includes("corrupt")>>
<<set $enemyarousalmax += 100>>
<<elseif _sydneyStatus.includes("pure")>>
<<set $enemyarousalmax -= 100>>
<</if>>
<<if _sydneyChastity and C.npc.Sydney.chastity.anus.includes("shield")>>
<<set $enemyarousalmax -= 100>>
<</if>>
<<set $enemyarousalmax to $enemyarousalmax * ($npcArousalMult / 100)>>
<</if>>
<<set $enemyanger to -10>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Sydney Reward Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Sydney Reward Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>><<run statusCheck("Sydney")>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<if $corruptionRollover is 1>>
<<unset $corruptionRollover>>
"Th-that was incredible," <<he>> murmurs. "I want... I want to do it again. And... again." <<He>> gazes into your eyes. "<span class="lewd">I feel like a whole world just opened up.</span>"
<<else>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
"Th-that was... incredible," <<he>> murmurs. "And sinful..."
<<case "corrupt" "corruptLust">>
"I'm glad my love for you is being rewarded," <<he>> proclaims with a smug smile.
<<default>>
"In my shop, on my time, in my changing room..." <<he>> giggles.
<</switch>>
<</if>>
<<if _sydneyChastity and $sydneyChastityKnown>>
<<sydneyChastityMessage>><<npcincr Sydney lust 3>><<ggslust>>
<<else>>
<<npcincr Sydney lust -20>><<lllslust>>
<</if>>
<<npcincr Sydney purity -2>><<lspurity>>
<br>
<<sydneyFinish>>
<<tearful>> you stand up. Sydney reluctantly separates from you.
<<elseif $enemyhealth lte 0>>
<<if $corruptionRollover is 1>>
<<unset $corruptionRollover>>
Sydney lets out a pained moan, and quickly covers <<his>> mouth to stifle it. "Th-that was..." <<He>> gazes into your eyes. "I think I like it when you're rough with me. <span class="lewd">I feel like a whole world just opened up.</span>"
<<else>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 2>>
Sydney lets out a pained moan, and quickly covers <<his>> mouth to stifle it. <<He>> looks down in shame. "I... I think I've had enough..."
<<else>>
"H-hey! Stop! Please!" Sydney quickly separates from you. "Th-that really hurt... I mean, I still kind of liked it, but..." <<his>> face flushes, and <<he>> looks away. "M...maybe we can finish this some other time..."
<</if>>
<<case "corrupt" "corruptLust">>
Sydney backs away from you, breathing heavily. "I love it when you're rough with me," <<he>> says, "but we should save the rest for later."
<<default>>
"Ouch! Okay, not so rough!" <<He>> quickly backs away from you. "I think we need to set some guidelines on how much I can take..."
<</switch>>
<</if>>
<<npcincr Sydney lust 5>><<gglust>>
<br><br>
<<tearful>> you stand up. Sydney does the same.
<<else>>
<<if $corruptionRollover is 1>>
<<unset $corruptionRollover>>
"S...stop? But we..." <<he>> pouts, disappointed. "Can we... finish this later? Please? I... <span class="lewd">I feel like a whole world just opened up.</span> I want to finish this."
<<else>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 2>>
"S...stop? But I... I'm..." <<he>> stammers off while still clinging on to you. "O-okay..."
<<else>>
Sydney looks at you nervously. "I didn't... do anything wrong, did I?"
<</if>>
<<case "corrupt">>
Sydney pouts, but steps away from you. "We need to finish this later," <<he>> says. "Please?"
<<case "corruptLust">>
Sydney groans and pouts. "You're so mean! But fine. We're finishing this later, though."
<<default>>
"Oh. Okay, we can stop." <<He>> looks disappointed for a brief moment, but still smiles at you.
<</switch>>
<</if>>
<<npcincr Sydney lust 5>><<npcincr Sydney purity 2>><<gglust>><<gspurity>>
<br><br>
<<tearful>> you stand up. Sydney does the same.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<npc "Sydney">><<person1>>
<<link [[Next|Sydney Library Rescue Reward End]]>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>><<run statusCheck("Sydney")>>
<<if $phase is 1>>
<<switch _sydneyStatus>>
<<case "pure">>
<<if !_sydneyChastity>>
<<pass 2>><<He>> pants heavily, clinging to you with every ounce of strength <<he>> has. "W...wow..." <<he>> whispers. You hold <<him>> until <<hes>> ready to move.
<<npcincr Sydney lust 3>><<npcincr Sydney purity -2>><<ggslust>><<lspurity>>
<<else>>
<<Hes>> left panting by the time you're done. "That felt... I don't know. I... I think I liked it?" You help <<him>> to <<his>> feet, and <<he>> clings to you for a moment. <<sydneyChastityMessage>><<npcincr Sydney lust 3>><<npcincr Sydney purity -2>><<ggslust>><<lspurity>>
<</if>>
<<default>>
<<if !_sydneyChastity>>
<<pass 2>><<He>> clings to you tightly with both of <<his>> hands and lets out a loud cry of ecstasy, working with your movements as <<he>> shudders. You hold each other for a few moments.
<<npcincr Sydney lust 3>><<npcincr Sydney purity -2>><<ggslust>><<lspurity>>
<<else>>
<<Hes>> left panting by the time you're done. "I don't think I finished, but... it was still good." You help <<him>> to <<his>> feet, and <<he>> clings to you for a moment. <<sydneyChastityMessage>><<npcincr Sydney lust 3>><<npcincr Sydney purity -2>><<ggslust>><<lspurity>>
<</if>>
<</switch>>
<br><br>
<</if>>
Sydney stretches and yawns.
<<if $exposed gte 1 or $exposedTemp is 1>>
<<unset $exposedTemp>>
<<if _sydneyStatus.includes("corrupt")>>
"I could get you some clothes, but I don't know, I kind of like seeing you all vulnerable like this." You stare <<him>> down. "I'm kidding!"
<<else>>
"Let's get you some clothes. One moment."
<</if>>
<<He>> briefly exits the changing room. <<He>> returns with some spare school clothing.
<<if $player.gender_appearance is "m">>
<<if _sydneyStatus.includes("corrupt") and $forcedcrossdressingdisable is "f">>
<<set $clothingselector to "f">>
They're girls' clothes. "Sorry, it's all I can spare." <<He>> winks at you.
<<else>>
<<set $clothingselector to "m">>
<</if>>
<<else>>
<<if _sydneyStatus.includes("corrupt") and $forcedcrossdressingdisable is "f">>
<<set $clothingselector to "m">>
They're boys' clothes. "Sorry, it's all I can spare." <<He>> winks at you.
<<else>>
<<set $clothingselector to "f">>
<</if>>
<</if>>
"I should get back to work now. Let me know if you need anything." <<He>> leaves the booth once again.
<br><br>
<<link [[Get changed and leave (0:01)|School Library]]>><<schoolspareclothes>><<endevent>><<set $eventskip to 1>><<pass 1>><</link>>
<br>
<<else>>
"I should get back to work now. Let me know if you need anything." <<He>> leaves the booth, sparing a worried glance over <<his>> shoulder at you.
<br><br>
<<link [[Next|School Library]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>><<run statusCheck("Sydney")>>
<<if $phase is 4>>
You wordlessly bump your head against Sydney's shoulder. <<He>> flinches when <<he>> notices your horns.
<<if _sydneyStatus.includes("corrupt")>>
"Hey, careful. You could have poked my eye out."
<<else>>
"I didn't know they made such pointy headbands... They aren't sharp, are they?"
<</if>>
<<He>> gently pats your head, and you give a happy moo, much to <<his>> confusion.
<<elseif $phase is 3>>
You sit on the desk in front of Sydney and begin to chirp a birdsong, <<= $daily.sydney.tf gte 1 ? "keeping your voice low" : "only to get quickly, and harshly, shushed by the librarian">>.
<<if _sydneyStatus.includes("corrupt")>>
"I wonder how else I can make you sing," Sydney muses.
<<else>>
"It <<= $daily.sydney.tf gte 1 ? "sounds lovely. Thank you for sharing it with me" : "sounded lovely but... you should show me somewhere where we can be louder">>," Sydney whispers.
<</if>>
<<elseif $phase is 2>>
You nuzzle into Sydney's arm affectionately. "<<= $daily.sydney.tf ? "Well, hello again," : "H-hey!">>" <<he>> says before placing a hand on your head and gently scritching your ears. You purr and relax as <<he>> pets you, until <<he>> removes <<his>> hand.
<<if _sydneyStatus.includes("corrupt")>>
"Those ears make you look really cute, you know."
<<else>>
"It must feel weird, wearing those all the time."
<</if>>
<<elseif $phase is 1>>
You sit on the floor beside Sydney and nudge <<his>> thigh. <<He>> gently pets your head.
<<if _sydneyStatus.includes("corrupt")>>
"You <<= $daily.sydney.tf gte 1 ? "still can" : "could">> do something more while you're down there, you know," <<he>> says with a giggle. You <<= $speech_attitude is "bratty" ? "smirk" : "blush">> as you stand back up.
<<else>>
<<= $daily.sydney.tf gte 1 ? "\"You really don't have to sit on the floor,\" <<he>> reminds you" : "\"You don't need to sit down there, you know,\" <<he>> says">>, smiling down at you. You return <<his>> smile and stand back up.
<</if>>
<<else>>
You sit on the table beside Sydney and swish your tail for <<him>>. <<He>> takes it into <<his>> hand and gently fluffs it, sending a shiver of pleasure up your spine.
<<if _sydneyStatus.includes("corrupt")>>
"<<= $daily.sydney.tf gte 1 ? "You'll have to show me where you got that plug" : "Is this a butt plug? I don't think I've seen these at my <<sydneymum>>'s shop">>,"
<<else>>
"It's so fluffy!"
<</if>>
<<he>> says, stroking it a bit more before letting go. <<garousal>><<arousal 100 "bottom">>
<</if>>
<br><br>
<<if !$daily.sydney.tf>>
<<set $daily.sydney.tf to 0>>
<</if>>
<<set $daily.sydney.tf++>>
<<sydneyOptions>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>><<run statusCheck("Sydney")>>
<<npc "Sydney">><<person1>>
<<if $phase2 is 1>>
You enter the canteen with Sydney, helping <<him>> carry in <<his>> books. You take your seats in an isolated corner.
<br><br>
<<else>>
You sit down next to Sydney.
<<if C.npc.Sydney.love gte 10>>
<<sydneyGreeting>> <<He>> smiles and moves some books aside to give you room.
<</if>>
<</if>>
<<if C.npc.Sydney.love gte 10>>
<<if !$daily.sydney.writing and random(1, 6) is 1>>
<<set $daily.sydney.writing to true>>
You have a pleasant conversation with Sydney as you eat. <<He>> produces a pen, and <<if $worn.upper.name isnot "naked">>lifts your sleeve<<else>>points it at your arm<</if>>. "May I?"
<br><br>
<<link [[Push away|Sydney Canteen Bodywriting Stop]]>><</link>>
<br>
<<if $bodywritingLvl gte 1>>
<<link [[Allow it|Sydney Canteen Bodywriting Allow]]>><<npcincr Sydney lust 1>><</link>><<gslust>><<gbodywriting>>
<br>
<<else>>
<span class="blue">You are not comfortable having others write on you.</span>
<</if>>
<<else>>
<<switch random(1, 10)>>
<<case 1>>
"I can always make time for you."
<<case 2>>
<<if $sydneyScience is 1>>
"I used to dread science, but it's better now that we share a class."
<<else>>
"I might be switching science classes soon. It's looking like we'll share a class."
<</if>>
<<case 3>>
"My <<sydneymum>> has been fussing over how hard I work. I don't have time for breaks."
<<case 4>>
<<if $purity lte 500 or ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled"))>>
<<if _sydneyStatus.includes("corrupt")>>
"You look particularly devilish today."
<<else>>
"It's never too late to redeem your purity."
<</if>>
<<elseif $purity gte 1000 or ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled"))>>
<<if _sydneyStatus.includes("corrupt")>>
"I'm envious of your purity. In a good way."
<<else>>
"Have I ever told you that you look like an angel?"
<</if>>
<<else>>
<<if _sydneyStatus.includes("corrupt")>>
"Some of my thoughts have turned sinful of late."
<<else>>
"It's difficult splitting my attention between my life at the temple and my studies, but I manage."
<</if>>
<</if>>
<<case 5>>
<<if $stress gte ($stressmax / 5) * 3>>
"You look flustered. More flustered than me. Is everything alright?"
<<else>>
"Don't feel the need to push yourself as hard as I do. Please. I don't want to see that happen to you."
<</if>>
<<case 6>>
<<if $arousal gte ($arousalmax / 5) * 3>>
<<if _sydneyStatus.includes("corrupt")>>
"You look pretty hot and bothered. Maybe there's something I can do about that."
<<else>>
"You're red." <<He>> places a hand on your head. "Warm. Do you need the nurse?"
<</if>>
<<else>>
<<if _sydneyStatus.includes("Lust")>>
"I've had fits of lust lately, even during school. It's inconvenient timing."
<<else>>
"Always be mindful of lust. It's the most dangerous sin."
<</if>>
<</if>>
<<case 7>>
"I prefer my <<sydneymum>>'s cooking, so I always bring my own lunch."
<<case 8>>
"Most people leave me to my work. It makes it easier to focus, but I often crave interaction. Thank you for sitting with me."
<<case 9>>
<<if $delinquency gte 400>>
"I don't envy the teachers. Their jobs can be <<if _sydneyStatus.includes("corrupt")>>hell<<else>>really hard<</if>>. You should be sure to make it easier for them."
<<else>>
<<if $sydneySeen.includes("parent")>>
"You're a favourite of a few teachers. Trust me, <<sydneyMum>> mentions you often."
<<else>>
"You're a favourite of a few teachers. Trust me, one of them mentions you often."
<</if>>
<</if>>
<<case 10>>
<<if $cool lte 40>>
"I see how some of the students look at you. I know it isn't easy facing so much ridicule, but you need to stay strong."
<<elseif $cool gte 160>>
"You're quite popular. Why sit with me? Don't get me wrong, I definitely appreciate it."
<<else>>
"The students here can be evil. <<if _sydneyStatus.includes("corrupt")>>Some are total fucking pervs, and aggressive ones.<<else>>Sinful, even.<</if>> Be careful, please."
<</if>>
<</switch>>
<br><br>
<<if C.npc.Kylar.state is "active" and C.npc.Kylar.love gte 60 and random(1, 100) gte 50>>
<<npc "Kylar" 2>><<person2>>
You chat with Sydney while eating, until you are interrupted by someone sitting on the other side of you. Kylar squeezes onto the seat, looks at you and smiles. "You d-didn't see me over there," <<he>> says. "It's okay. I don't mind moving."
<br><br>
Before you can say anything, Sydney speaks to <<him>>. "Kylar. Good to see you." Kylar tenses up, and doesn't dare interrupt <<nnpc_him "Sydney">>. <<nnpc_He "Sydney">> continues. "<<print either("I trust you've broken the habit of doodling in the margins of my books?", "How's your English grade? Do you need more tutoring?", "You have a book due tomorrow.", "I hope you've been avoiding trouble.", "Keeping your locker clean?", "Want to trade notes? You have a knack for science.")>>"
Kylar looks away, pretending to ignore <<nnpc_him "Sydney">>.
<br><br><<person1>>
<<if $rng gte 51 and $bodywritingLvl gte 2>>
Sydney begins absentmindedly writing on you. Kylar stares daggers at <<him>>, but <<he>> doesn't seem to notice.
<<sydneyBodywritingLocation>>
<<if _writingFail isnot 1>>
Your <<bodypart _bodypart>> now reads: <<if $sydneyromance is 1>><<bodywriting_npc_sydney _bodypart "pen">><<else>><<bodywriting_npc_sydney_friendly _bodypart "pen">><</if>>
<br><br>
<<He>> returns to <<his>> multitasking. As you chat with <<him>>, you feel another pen on your skin. This time, it's Kylar.
<br><br>
<<link [[Encourage them both|Sydney Kylar Bodywriting Encourage]]>><<npcincr Sydney love 1>><<npcincr Kylar lust 1>><</link>><<glove "Sydney">><<glust "Kylar">><<gggbodywriting>>
<br>
<<link [[Push Kylar away|Sydney Kylar Bodywriting Refuse]]>><<npcincr Kylar love -1>><<npcincr Kylar rage 1>><</link>><<llove "Kylar">><<gksuspicion>>
<br>
<<link [[Ignore it|Sydney Kylar Bodywriting Ignore]]>><</link>><<gbodywriting>>
<br>
<<else>>
However, <<hes>> unable to find anywhere to write. <<He>> caps the pen with a pout, and Kylar giggles.
<br><br>
<<He>> quickly finishes <<his>> food. You chat with <<him>>, and <<hes>> happy to stay and listen for a while. "I need to get back to the library now. Thank you for keeping me company." <<He>> gathers <<his>> books and speedwalks out of the canteen<<if $sydneyromance is 1>>, blowing you a kiss on the way out<</if>>. Kylar glares at <<him>>, <<if _sydneyStatus.includes("corrupt")>>and <<he>> <<if $sydneyromance is 1>>shoots an icy glare right back.<<else>>rolls <<his>> eyes.<</if>><<else>> but <<he>> gives no sign of noticing.<</if>>
<br><br>
<<endevent>>
<<historyicon>><<link [[Go to your history lesson (0:01)|History Classroom]]>><<set $justEntered to true>><<pass 1>><</link>><br>
<<schoolicon "library">><<link [[Follow Sydney to the library (0:02)|School Library]]>><<pass 2>><</link>><br>
<<foodicon "eat">><<link [[Stay in the canteen|Canteen]]>><</link>>
<br>
<</if>>
<<else>>
Sydney quickly finishes <<his>> food. You chat with <<him>>, and <<hes>> happy to stay and listen for a while. "I need to get back to the library now. Thank you for keeping me company." <<He>> gathers <<his>> books and speedwalks out of the canteen<<if $sydneyromance is 1>>, blowing you a kiss on the way out<</if>>. Kylar glares at <<him>>, <<if _sydneyStatus.includes("corrupt")>>and <<he>> <<if $sydneyromance is 1>>shoots an icy glare right back.<<else>>rolls <<his>> eyes.<</if>><<else>>but <<he>> gives no sign of noticing.<</if>>
<br><br>
<<endevent>>
<<historyicon>><<link [[Go to your history lesson (0:01)|History Classroom]]>><<set $justEntered to true>><<pass 1>><</link>><br>
<<schoolicon "library">><<link [[Follow Sydney to the library (0:02)|School Library]]>><<pass 2>><</link>><br>
<<foodicon "eat">><<link [[Stay in the canteen|Canteen]]>><</link>>
<br>
<</if>>
<<elseif random(1, 100) gte 96 and !$sydney.glasses.includes("broken")>>
<<set $corruptionEvent to 1>>
<<generatey2>><<person1>>
Someone quickly approaches Sydney from behind.
<<if $sydney.glasses is "glasses" or $sydney.glasses is "playerbought">>
Before either of you can react, <<his>> glasses are pulled from <<his>> head. The perpetrator, a <<person2>><<person>>, flashes a smug smile at you both.
"This is payback for writing all over me," <<he>> says as <<he>> drops them on the ground. "Wow. They didn't break." <<He>> hovers <<his>> foot above them. "I could change that. Unless you convince me not to. Show me your <<if C.npc.Sydney.pronoun is "f">>knickers<<else>>undies<</if>>."
<br><br>
<<if $sydney.glasses is "playerbought" and _sydneyStatus.includes("corrupt")>>
Sydney's eyes narrow, and <<person1>><<his>> fists clench. <<He>> shoves the <<person2>><<person>>, who stumbles back into the wall. Sydney picks <<person1>><<his>> glasses up off the ground, and puts them back on.
<br><br>
"<<pShe>> bought these for me, so they're important. Now piss off."
<br><br>
The <<person2>><<person>> is getting looks from other students in the canteen. <<His>> face turns red, and <<he>> quickly leaves without another word. Sydney lets out a deep breath and sits back down.
<br><br>
"Sorry. I don't like being like that." You finish your food, and Sydney begins to pack up. "I'll see you later, I'm going back to the library." <<person1>><<He>> speedwalks off.
<br><br>
<<if C.npc.Kylar.state is "active">>
Kylar watches from across the canteen.
<<gksuspicion>><<npcincr Kylar rage 1>>
<br><br>
<</if>>
<<endevent>>
<<historyicon>><<link [[Go to your history lesson (0:01)|History Classroom]]>><<set $justEntered to true>><<pass 1>><</link>><br>
<<schoolicon "library">><<link [[Follow Sydney to the library (0:02)|School Library]]>><<pass 2>><</link>><br>
<<foodicon "eat">><<link [[Stay in the canteen|Canteen]]>><</link>>
<br>
<<else>>
Sydney looks to you. <<person1>><<He>> seems unsure of what to do.
<br><br>
<<link [[Encourage|Sydney Canteen Encourage]]>><<npcincr Sydney purity -5>><</link>><<llspurity>><<promiscuous1>><<sydneyWarning>>
<br>
<<link [[Intervene|Sydney Canteen Intervene]]>><<npcincr Sydney purity 2>><<npcincr Sydney love 1>><</link>><<gspurity>><<glove>>
<br>
<<link [[Do nothing|Sydney Canteen Break]]>><</link>>
<br>
<</if>>
<<else>>
A pair of hands, belonging to a <<person2>><<person>>, grasp at <<person1>><<his>> face, seemingly trying to grab something that isn't there. Sydney slaps away the hands instinctively.
<br><br>
The <<person2>><<person>> looks annoyed. "When did you stop wearing glasses? I was planning on breaking them as payback for writing on my forehead." <<He>> looks to you. "Oh, of course, you got a <<girlfriend>>. I'll get you back yet."
<br><br>
Sydney looks perplexed, but smiles at you. "Looks like the contacts were a good idea after all. Thank you." <<person1>><<He>> finishes eating. "I've got to get back to the library. Thanks for the company." <<He>> gathers <<his>> books and speedwalks out of the canteen<<if $sydneyromance is 1>>, blowing you a kiss on the way out<</if>>.
<br><br>
<<if C.npc.Kylar.state is "active">>
Kylar watches from across the canteen.
<<gksuspicion>><<npcincr Kylar rage 1>>
<br><br>
<</if>>
<<endevent>>
<<historyicon>><<link [[Go to your history lesson (0:01)|History Classroom]]>><<set $justEntered to true>><<pass 1>><</link>><br>
<<schoolicon "library">><<link [[Follow Sydney to the library (0:02)|School Library]]>><<pass 2>><</link>><br>
<<foodicon "eat">><<link [[Stay in the canteen|Canteen]]>><</link>>
<br>
<</if>>
<<else>>
<<if random(1,6) is 1>>
Sydney looks more tired than usual, and <<he>> nearly nods off into <<his>> food. It occurs to you that <<he>> could likely use some caffeine. After finishing <<his>> lunch, <<he>> stifles another yawn as <<he>> listens to you chat. "I'm not bored, just tired," <<he>> assures you. "I should get back to the library now, though. Thank you for keeping me company." <<set $daily.sydney.coffee to true>>
<<else>>
Sydney finishes <<his>> food. You chat with <<him>>, and <<hes>> happy to stay and listen for a while. "I need to get back to the library now. Thank you for keeping me company."
<</if>>
<<He>> gathers <<his>> books and <<= !$daily.sydney.coffee ? "speedwalks" : "walks">> out of the canteen<<if $sydneyromance is 1>>, blowing you a kiss on the way out<</if>>.
<br><br>
<<if C.npc.Kylar.state is "active">>
Kylar watches from across the canteen.
<<gksuspicion>><<npcincr Kylar rage 1>>
<br><br>
<</if>>
<<endevent>>
<<if $daily.sydney.coffee>>
<<if $money gte 200>>
<<foodicon "coffee">><<link [[Buy Sydney a coffee (0:25 £2)|Sydney Coffee Purchase]]>><<pass 25>><<money -200>><</link>>
<<else>>
<span class="blue">You can't afford a coffee for Sydney.</span>
<</if>>
<br>
<</if>>
<<historyicon>><<link [[Go to your history lesson (0:01)|History Classroom]]>><<set $justEntered to true>><<pass 1>><</link>><br>
<<schoolicon "library">><<link [[Follow Sydney to the library (0:02)|School Library]]>><<pass 2>><</link>><br>
<<foodicon "eat">><<link [[Stay in the canteen|Canteen]]>><</link>>
<br>
<</if>>
<</if>>
<<else>>
<<if $sydneySeen.includes("initiate")>>
<<He>> smiles as <<he>> notices you. "Good afternoon, <<temple_title>>. I'm very busy, but thank you for keeping me company regardless."
<<elseif $sydneySeen.includes("mass")>>
<<He>> smiles as <<he>> notices you. "I'm very busy, but thank you for keeping me company regardless."
<<else>>
<<He>> doesn't even seem to notice you at first. <<He>> seems absorbed by <<his>> work. However, <<he>> suddenly speaks. "Sorry. Little time to talk. Thanks for keeping me company, though."
<</if>>
<br><br>
<<He>> shovels back mouthfuls of food, despite the multitasking. "No rest for the <<if _sydneyStatus.includes("corrupt")>>wicked<<else>>pious<</if>>. I'm going back to the library." You finish your own alone as <<he>> speedwalks to the library, <<his>> many books in tow.
<br><br>
<<if C.npc.Kylar.state is "active">>
Kylar watches from across the canteen.
<<gksuspicion>><<npcincr Kylar rage 1>>
<br><br>
<</if>>
<<endevent>>
<<historyicon>><<link [[Go to your history lesson (0:01)|History Classroom]]>><<set $justEntered to true>><<pass 1>><</link>><br>
<<schoolicon "library">><<link [[Follow Sydney to the library (0:02)|School Library]]>><<pass 2>><</link>><br>
<<foodicon "eat">><<link [[Stay in the canteen|Canteen]]>><</link>>
<br>
<</if>><<effects>><<run statusCheck("Sydney")>><<person2>>
<<set _kylarLocation to getKylarLocation()>>
"Looks like we have some competition." You place both of your arms on the table. Kylar continues writing.
<<sydneyBodywritingLocation>>
<<if _writingFail isnot 1>>
<<person2>>Your <<bodypart _bodypart>> now reads: <<bodywriting_npc_kylar _bodypart "pen">>
<br><br>
<<sydneyBodywritingLocation>>
<<person1>>Sydney watches in bemusement. When Kylar's done, Sydney pulls out <<his>> pen.
<<if _writingFail isnot 1>>
<<He>> writes on your <<bodypart _bodypart>>. It now reads: <<if $sydneyromance is 1>><<bodywriting_npc_sydney _bodypart "pen">><<else>><<bodywriting_npc_sydney_friendly _bodypart "pen">><</if>>
<<person2>>Kylar scowls, immediately erasing it with <<his>> finger, and writes something of <<his>> own. <<bodywriting_clear _bodypart>>Your <<bodypart _bodypart>> now reads: <<bodywriting_npc_kylar _bodypart "pen">>
<br><br>
<<person1>>It escalates. Sydney writes <i><span class="pink"><<if $sydneyromance is 1>>"My One and Only"<<else>>"Sydney's Angel"<</if>></span></i> on your hand. Kylar erases that too, replacing part of it and making it instead read <i><span class="pink"><<if $sydneyromance is 1>>"Kylar's One and Only"<<else>>"Kylar's Angel"<</if>></span></i>.
<br><br>
Sydney erases it completely, before putting away the pen and instead producing a permanent marker.
<<sydneyBodywritingLocation>>
<<if _writingFail isnot 1>>
<<He>> writes on your <<bodypart _bodypart>>. It now reads: <<if $sydneyromance is 1>><<bodywriting_npc_sydney _bodypart "marker">><<else>><<bodywriting_npc_sydney_friendly _bodypart "marker">><</if>>
<<sydneyBodywritingLocation>>
<<person2>>Kylar holds your <<bodypart _bodypart>>,
<<if _writingFail isnot 1>>
<<set $daily.sydney.kylarFrown to true>>
and writes: <<bodywriting_npc_kylar _bodypart "pen">>
<<He>> gets greedy, and moves in to continue writing. Sydney intercepts <<him>> and pulls <<his>> head towards <<person1>><<him>> with surprising strength. <<He>> raises <<his>> marker to Kylar's forehead and scribbles something, before pulling away. <i><span class="pink">"Kylar >:("</span></i> has been written on Kylar's forehead. <<nnpc_He "Kylar">> seems stunned.
<<else>>
but <<he>> doesn't have enough room to write anything. <<He>> clenches <<his>> fists. Sydney seems to be victorious.
<</if>>
<<else>>
<<person1>>However, there's no more room on your skin. <<He>> pouts, and it seems like Kylar has won.
<</if>>
<<else>>
<<person1>>However, <<he>> doesn't have enough room to write anything. <<He>> pouts. Kylar seems to be victorious.
<</if>>
<<else>>
<<person2>>However, <<he>> doesn't have enough room to write anything. <<He>> clenches <<his>> fists. Sydney seems to be victorious.
<</if>>
<br><br>
<<person1>>Sydney quickly finishes <<his>> food. You chat with <<him>>, and <<hes>> happy to stay and listen for a while. "I need to get back to the library now. Thank you for keeping me company." <<He>> gathers <<his>> books and speedwalks out of the canteen<<if $sydneyromance is 1>>, blowing you a kiss on the way out<</if>>. Kylar glares at <<him>>, <<if _sydneyStatus.includes("corrupt")>>and <<he>> flips Kylar off in return.<<else>>but <<he>> gives no sign of noticing.<</if>>
<br><br>
<<person2>>Kylar looks at you for a moment, then <<his>> watch. "I've got to go." <<He>> sulks out of the canteen.
<br><br>
<<endevent>>
<<set _kylarLocation to getKylarLocation()>>
<<historyicon>><<link [[Go to your history lesson (0:01)|History Classroom]]>><<set $justEntered to true>><<pass 1>><</link>><br>
<<schoolicon "library">><<link [[Follow Sydney to the library (0:02)|Library Rental Counter]]>><<pass 2>><</link>><br>
<<if _kylarLocation.area is "library">>
<<schoolicon "library">><<link [[Follow Kylar to the library (0:02)|Kylar Library]]>><<pass 2>><</link>><br>
<<else>>
<<schoolicon "courtyard">><<link [[Follow Kylar to the courtyard (0:03)|School Rear Courtyard]]>><<pass 3>><</link>><br>
<</if>>
<<foodicon "eat">><<link [[Stay in the canteen|Canteen]]>><</link>>
<br><<effects>><<run statusCheck("Kylar")>><<run statusCheck("Sydney")>><<person2>>
You push away Kylar's hand. <<His>> expression falters, and you think you see a twitch.
<<if _kylarStatus.includes("Rage")>>
"But... don't you want the world to know you're mine?"
<br><br>
<<if $sydneyromance is 1>>
<<if _sydneyStatus.includes("corrupt")>>
Sydney chuckles. "The world already knows <<pshes>> mine."
<<else>>
Sydney closes <<nnpc_his "Sydney">> book loudly. "<<pShes>> mine, not yours. Kylar, you need to come to terms with-"
<</if>>
Kylar immediately stands up and storms off. You hear sobs. Sydney suddenly looks very guilty. "Sorry. I should have been more sensitive."
<<set _kylarGone to 1>>
<<else>>
Sydney shifts uncomfortably in place.
<</if>>
<<else>>
"Why can <<nnpc_he "Sydney">> do it, but I can't? What does <<nnpc_he "Sydney">> have that I don't?"
<br><br>
<<if $sydneyromance is 1>>
<<if _sydneyStatus.includes("corrupt")>>
Sydney stifles a chuckle. "Sanity, for one."
<<else>>
Sydney glares at <<him>>. "It's not a competition, Kylar, it's just the way <<pshe>> feels."
<</if>>
Kylar's fists clench.
<<else>>
Sydney gives <<him>> a glare. "If you love <<phim>>, you should respect <<pher>> decisions."
<</if>>
<</if>>
<br><br>
Sydney quickly finishes <<person1>><<his>> food. You chat with <<him>>, and <<hes>> happy to stay and listen for a while. "I need to get back to the library now. Thank you for keeping me company." <<He>> gathers <<his>> books and speedwalks out of the canteen<<if $sydneyromance is 1>>, blowing you a kiss on the way out<</if>>.<<if !_kylarGone>> Kylar glares at <<him>>, <<if _sydneyStatus.includes("corrupt")>>and <<he>> <<if $sydneyromance is 1>>shoots an icy glare right back.<<else>>rolls <<his>> eyes.<</if>><<else>>but <<he>> gives no sign of noticing.<</if>><</if>>
<br><br>
<<endevent>>
<<historyicon>><<link [[Go to your history lesson (0:01)|History Classroom]]>><<set $justEntered to true>><<pass 1>><</link>><br>
<<schoolicon "library">><<link [[Follow Sydney to the library (0:02)|School Library]]>><<pass 2>><</link>><br>
<<foodicon "eat">><<link [[Stay in the canteen|Canteen]]>><</link>>
<br><<effects>><<run statusCheck("Sydney")>><<person2>>
You let Kylar write on you.
<<sydneyBodywritingLocation>>
<<if _writingFail isnot 1>>
Your <<bodypart _bodypart>> now reads: <<bodywriting_npc_kylar _bodypart "pen">>
<</if>>
<br><br>
Sydney giggles. "Looks like you're a popular canvas." <<person1>><<He>> seems completely unbothered by Kylar's actions.
<<He>> quickly finishes <<his>> food. You chat with <<him>>, and <<hes>> happy to stay and listen for a while. "I need to get back to the library now. Thank you for keeping me company." <<He>> gathers <<his>> books and speedwalks out of the canteen<<if $sydneyromance is 1>>, blowing you a kiss on the way out<</if>>. Kylar glares at <<him>>, <<if _sydneyStatus.includes("corrupt")>>and <<he>> <<if $sydneyromance is 1>>shoots an icy glare right back.<<else>>rolls <<his>> eyes.<</if>><<else>>but <<he>> gives no sign of noticing.<</if>>
<br><br>
<<endevent>>
<<historyicon>><<link [[Go to your history lesson (0:01)|History Classroom]]>><<set $justEntered to true>><<pass 1>><</link>><br>
<<schoolicon "library">><<link [[Follow Sydney to the library (0:02)|School Library]]>><<pass 2>><</link>><br>
<<foodicon "eat">><<link [[Stay in the canteen|Canteen]]>><</link>>
<br>You shake your head. <<He>> frowns. "Sorry, it's a bad habit." <<He>> returns to <<his>> multitasking. You chat with <<him>>, and <<hes>> happy to stay and listen for a while. "I need to get back to the library now. Thank you for keeping me company." <<He>> gathers <<his>> books and speedwalks out of the canteen<<if $sydneyromance is 1>>, blowing you a kiss on the way out<</if>>.
<br><br>
<<if C.npc.Kylar.state is "active">>
Kylar watches from across the canteen, and smiles at you.
<<lksuspicion>><<npcincr Kylar rage -1>>
<br><br>
<</if>>
<<endevent>>
<<historyicon>><<link [[Go to your history lesson (0:01)|History Classroom]]>><<set $justEntered to true>><<pass 1>><</link>><br>
<<schoolicon "library">><<link [[Follow Sydney to the library (0:02)|School Library]]>><<pass 2>><</link>><br>
<<foodicon "eat">><<link [[Stay in the canteen|Canteen]]>><</link>>
<br><<run statusCheck("Sydney")>>
Sydney's pen trails up your arm,
<<if !$skin.right_shoulder.pen>>
and <<he>> scribbles something on your right shoulder. It now reads: <<if $sydneyromance is 1>><<bodywriting_npc_sydney right_shoulder "pen">><<else>><<bodywriting_npc_sydney_friendly right_shoulder "pen">><</if>>
<<elseif $skin.right_shoulder.pen is "pen" or $skin.right_shoulder.pen is "lipstick" or $skin.right_shoulder.pen is "mud">>
and <<he>> wipes away your <<tattoo right_shoulder>>, scribbling something of <<his>> own.<<bodywriting_clear right_shoulder>> Your right shoulder now reads: <<if $sydneyromance is 1>><<bodywriting_npc_sydney right_shoulder "pen">><<else>><<bodywriting_npc_sydney_friendly right_shoulder "pen">><</if>>
<<elseif !$skin.left_shoulder.pen>>
and <<he>> scribbles something on your left shoulder. It now reads: <<if $sydneyromance is 1>><<bodywriting_npc_sydney left_shoulder "pen">><<else>><<bodywriting_npc_sydney_friendly left_shoulder "pen">><</if>>
<<elseif $skin.left_shoulder.pen is "pen" or $skin.left_shoulder.pen is "lipstick" or $skin.left_shoulder.pen is "mud">>
and <<he>> wipes away your <<tattoo left_shoulder>>, scribbling something of <<his>> own.<<bodywriting_clear left_shoulder>> Your left shoulder now reads: <<if $sydneyromance is 1>><<bodywriting_npc_sydney left_shoulder "pen">><<else>><<bodywriting_npc_sydney_friendly left_shoulder "pen">><</if>>
<<else>>
but <<he>> frowns upon seeing your <<tattoo right_shoulder>>. <<He>> tries to wipe it away, but fails. "Maybe next time."
<</if>>
<br><br>
<<He>> returns to <<his>> multitasking. You chat with <<him>>, and <<hes>> happy to stay and listen for a while. "I need to get back to the library now. Thank you for keeping me company." <<He>> gathers <<his>> books and speedwalks out of the canteen<<if $sydneyromance is 1>>, blowing you a kiss on the way out<</if>>.
<br><br>
<<if C.npc.Kylar.state is "active">>
Kylar watches from across the canteen.
<<gksuspicion>><<npcincr Kylar rage 1>>
<br><br>
<</if>>
<<endevent>>
<<historyicon>><<link [[Go to your history lesson (0:01)|History Classroom]]>><<set $justEntered to true>><<pass 1>><</link>><br>
<<schoolicon "library">><<link [[Follow Sydney to the library (0:02)|School Library]]>><<pass 2>><</link>><br>
<<foodicon "eat">><<link [[Stay in the canteen|Canteen]]>><</link>>
<br><<run statusCheck("Sydney")>>
<<if $speech_attitude is "meek">>
"Well, your glasses are important," you say.
<<elseif $speech_attitude is "bratty">>
"Better do what <<person2>><<he>> says, you need those," you say.
<<else>>
"Don't let <<person2>><<him>> break those," you say.
<</if>>
<br><br><<person1>>
<<if $corruptionRollover is 1>>
Sydney frowns in thought. After a moment, <<he>> casually
<<elseif _sydneyStatus.includes("corrupt")>>
Sydney shrugs, and casually
<<else>>
Sydney looks at the ground. After a moment's hesitation, <<he>> shakily
<</if>>
<<npcUndressText `C.npc.Sydney` "lower" "self">>.
<<if _sydneyStatus.includes("corrupt")>>
<span class="lewd"><<He>> isn't wearing any underwear.</span>
<<if _sydneyChastity and !$sydneyChastityKnown>>
<<set $sydneyChastityKnown to 1>>
<span class="lewd">You see a chastity belt wrapped around <<his>> waist.</span> "Well, now you know my dirty little secret."
<<elseif _sydneyChastity>>
<<His>> chastity belt is the only thing covering <<him>>.
<<else>>
You get an unobstructed view of <<his>> <<sydneyGenitals>>.
<</if>>
<<else>>
You and the <<person2>><<person>> get a glimpse of <<nnpc_his "Sydney">> underwear.
<</if>>
<<promiscuity1>>
The <<person2>><<person>> looks surprised, but smiles. "Alright, a deal's a deal. Thanks for the peek." <<He>> picks Sydney's glasses up off the ground and hands them to <<person1>><<him>> before leaving.
<br><br>
<<if $corruptionRollover is 1>>
Sydney sits back down and continues eating. "It saved me my glasses," <<he>> mutters. "And... you said it was a good idea." <<He>> swallows <<his>> food and smiles at you. "Is that what it's like to live in sin? It's... convenient. <span class="lewd">I feel like my eyes have been opened.</span>" <<He>> finishes <<his>> food.
<<elseif _sydneyStatus.includes("corrupt")>>
Sydney sits back down and finishes eating as if nothing had happened.
<<else>>
Sydney sits back down and finishes eating, trying to avoid eye contact.
<</if>>
<<if $sydneyromance is 1>>
"<<if $corruptionRollover is 1>>Of course, I'd still<<else>>I'd<</if>> prefer if you were the only one who could see that."
<</if>>
<<unset $corruptionRollover>>
<<He>> yawns. "I've got to get back to the library. Thanks for the company." <<He>> speedwalks out of the canteen<<if $sydneyromance is 1>>, blowing you a kiss on the way out<</if>>.
<br><br>
<<endevent>>
<<historyicon>><<link [[Go to your history lesson (0:01)|History Classroom]]>><<set $justEntered to true>><<pass 1>><</link>><br>
<<schoolicon "library">><<link [[Follow Sydney to the library (0:02)|School Library]]>><<pass 2>><</link>><br>
<<foodicon "eat">><<link [[Stay in the canteen|Canteen]]>><</link>>
<br><<run statusCheck("Sydney")>>
<<if $speech_attitude is "meek">>
"S-stop! <<person1>><<He>> needs those!"
<<elseif $speech_attitude is "bratty">>
You get right in the <<person2>><<person>>'s face. "Break those, and I break you."
<<else>>
You step forward. "Give the glasses back."
<</if>>
<<if _sydneyStatus.includes("corrupt")>>
<br><br>
Sydney takes advantage of the distraction and pushes the <<person2>><<person>> away, quickly picking up <<person1>><<his>> glasses. <<He>> then whips out a red marker, and before the <<person2>><<person>> can properly get <<his>> bearings, Sydney writes "<span class="teal">Bitch</span>" on <<his>> forehead.
<br><br>
Other students around the canteen notice the commotion, and many begin to laugh at <<him>>. <<He>> holds back tears and flees the canteen. <<status 1>><<gcool>><<person1>>
<br><br>
<<if $sydneyromance is 1>>
Sydney wraps <<his>> arms around you. "Thanks for that, love." <<He>> kisses you on the cheek. <<stress -6>><<trauma -6>><<lstress>><<ltrauma>>
<<else>>
Sydney pats you on the back. "Thank you. I could have handled myself, but it's nice to have someone looking out for me. I'll be sure to return the favour."
<</if>>
The two of you sit and finish your food. You chat with <<him>>, and <<hes>> happy to listen. "I've got to get back to the library. Thanks again." <<He>> speedwalks out of the canteen<<if $sydneyromance is 1>>, blowing you a kiss on the way out<</if>>.
<br><br>
<<endevent>>
<<historyicon>><<link [[Go to your history lesson (0:01)|History Classroom]]>><<set $justEntered to true>><<pass 1>><</link>><br>
<<schoolicon "library">><<link [[Follow Sydney to the library (0:02)|School Library]]>><<pass 2>><</link>><br>
<<foodicon "eat">><<link [[Stay in the canteen|Canteen]]>><</link>>
<br>
<<else>>
Sydney hides behind you, unable to see much without <<person1>><<his>> glasses.
<br><br>
"Aww, the church <<nnpc_gendery "Sydney">> found a <<girlfriend>>. In that case, you'd better start praying." <<person2>><<His>> fist clenches.
<br><br>
<<saveNPC 1 canteen_bully>>
<<endevent>>
<<loadNPC 0 canteen_bully>>
<<clearNPC canteen_bully>>
<<link [[Next|Sydney Canteen Fight]]>><<set $fightstart to 1>><</link>>
<br>
<</if>><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyhealthmax -= 100>>
<<set $enemyhealth -= 100>>
<<set $enemyanger += 150>>
<<npcidlegenitals>>
<<enableSchoolRescue "Whitney">>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Sydney Canteen Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Sydney Canteen Fight]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<run statusCheck("Sydney")>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The gathered students all begin laughing at <<him>>. <<His>> face turns red, and <<he>> flees the canteen. <<npcincr Sydney purity -2>><<lspurity>>
<br><br>
<<endevent>><<npc "Sydney">><<person1>>
Sydney's arms wrap around your waist. "You didn't have to, but... thank you," <<he>> says. "No one really stands up for me. You're really special. How did you even do that?" You feel your face flush. You hand <<his>> glasses back and finish eating. You chat with <<him>>, and <<hes>> happy to listen. "I've got to get back to the library. Thanks again." <<He>> speedwalks out of the canteen<<if $sydneyromance is 1>>, blowing you a kiss on the way out<</if>>.
<<ltrauma>><<lstress>><<trauma -2>><<stress -4>>
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $enemyhealth lte 0>>
"Agh! You're fucking crazy!" <<he>> yells. Many of the gathered students laugh as <<he>> leaves the canteen. <<tearful>> you stand tall and triumphant.
<<ltrauma>><<lstress>><<gcool>><<trauma -6>><<stress -12>><<status 1>>
<br><br>
<<endevent>><<npc "Sydney">><<person1>>
Sydney holds on to your arm with both of <<hers>>. "You didn't have to do that, but... thank you," <<he>> says. "No one really stands up for me. You're really special." You hand <<his>> glasses back and finish eating. You chat with <<him>>, and <<hes>> happy to listen. "I've got to get back to the library. Thanks again." <<He>> speedwalks out of the canteen<<if $sydneyromance is 1>>, blowing you a kiss on the way out<</if>>.
<<ltrauma>><<lstress>><<trauma -2>><<stress -4>>
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $alarm is 1 and $rescue gte 1>>
The <<person1>><<person>> is suddenly struck by
<<print either(
"a can of pop.",
"an empty tray.",
"a maths textbook.",
"a carton of milk.",
"a half-eaten pastry.",
"a glob of mashed potatoes."
)>>
"Hey! Who threw that?" <<he>> demands. <<His>> anger turns to panic when <<he>> sees Whitney and <<nnpc_his "Whitney">> goons descending on <<him>>. <<Hes>> swiftly chased out the canteen.<<status 1>><<gcool>>
<br><br>
<<clotheson>>
<<endcombat>>
<<npc "Sydney">><<person1>>
Sydney helps you to your feet.
"That was weird," <<he>> mutters.
<<if _sydneyStatus.includes("pure")>>
"Whitney's not usually so... selfless." <<He>> gives you a hopeful smile. "Do you think <<nnpc_hes "Whitney">> finally turning over a new leaf?"
<<else>>
"Since when did <<nnpc_he "Whitney">> care about anyone?" <<He>> gives you a nervous glance. "Hope <<nnpc_he "Whitney">> doesn't want anything in return.
<<if $sydneyromance is 1>>
You're off-limits."
<<else>>
You be careful, alright?"
<</if>>
<</if>>
<br><br>
You hand <<his>> glasses back and finish eating. You chat with <<him>>, and <<hes>> happy to listen. "I've got to get back to the library. Stay safe." <<He>> speedwalks out of the canteen<<if $sydneyromance is 1>>, blowing you a kiss on the way out<</if>>.
<<ltrauma>><<lstress>><<trauma -2>><<stress -4>>
<br><br>
<<endevent>>
<<else>>
You fall to the ground, too hurt to continue fighting. "That's right," the <<person1>><<person>> says. "Get on your knees and worship. Maybe your useless friend will still like you if you pray." The students all around laugh at you, and <span class="red"><<he>> brings <<his>> foot down on Sydney's glasses, shattering one of the lenses and breaking the frame.</span> <<He>> leaves the canteen, still laughing.
<<lcool>><<status -10>><<set $sydney.glasses to "broken">>
<br><br>
<<endevent>><<npc "Sydney">><<person1>>
Sydney stumbles over to you. "Are you okay?! Why did you do that? It's just a pair of glasses, that wasn't worth you getting hurt!" You see tears welling in <<his>> eyes as <<he>> struggles to focus. "I wouldn't forgive myself if you got really hurt. You didn't have to do that, but... thank you," <<he>> says. "No one really stands up for me. You're really special."
<br><br>
You hand <<his>> broken glasses back and finish eating. <<He>> smiles at you despite the damage. "I've got to get back to the library. Thanks again." <<He>> speedwalks out of the canteen<<if $sydneyromance is 1>>, blowing a kiss in your general direction on the way out<</if>>.
<<ltrauma>><<lstress>><<trauma -2>><<stress -4>>
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<<endevent>>
<<historyicon>><<link [[Go to your history lesson (0:01)|History Classroom]]>><<set $justEntered to true>><<pass 1>><</link>><br>
<<schoolicon "library">><<link [[Follow Sydney to the library (0:02)|School Library]]>><<pass 2>><</link>><br>
<<foodicon "eat">><<link [[Stay in the canteen|Canteen]]>><</link>>
<br><<run statusCheck("Sydney")>>
You shrug at Sydney.
<<if _sydneyStatus.includes("corrupt")>>
<<person1>><<He>> casually
<<npcUndressText `C.npc.Sydney` "lower" "self">>.
<span class="lewd"><<He>> isn't wearing any underwear.</span>
<<if _sydneyChastity and !$sydneyChastityKnown>>
<<set $sydneyChastityKnown to 1>>
<span class="lewd">You see a chastity belt wrapped around <<his>> waist.</span> "Well, now you know my dirty little secret."
<<elseif _sydneyChastity>>
<<His>> chastity belt is the only thing covering <<him>>.
<<else>>
You get an unobstructed view of <<his>> <<sydneyGenitals>>.
<</if>>
The <<person2>><<person>> looks surprised, but smiles. "Alright, a deal's a deal. Thanks for the show." <<He>> picks Sydney's glasses up off the ground and hands them to <<person1>><<him>> before leaving.
<br><br>
Sydney sits back down and finishes eating as if nothing had happened.
<<if $sydneyromance is 1>>
"I'd prefer if you were the only one who could see that."
<</if>>
<<He>> yawns. "I've got to get back to the library. Thanks for the company." <<He>> speedwalks out of the canteen<<if $sydneyromance is 1>>, blowing you a kiss on the way out<</if>>.
<<else>>
<<person1>><<He>> looks down in shame and shakes <<his>> head. The <<person2>><<person>> grins, and <span class="red"><<he>> brings <<his>> foot down on Sydney's glasses, shattering one of the lenses and breaking the frame.</span> <<He>> leaves the canteen, laughing.
<<set $sydney.glasses to "broken">>
<br><br>
Sydney looks dejected. "The rest of the week is going to be rough without being able to see." <<person1>><<He>> picks up the remains of <<his>> and puts them on, smiling at you despite the damage. "At least I kept my dignity though, right?" You're not sure if <<he>> believes <<his>> own words.
<br><br>
"I've got to get back to the library. Sorry about the trouble." <<He>> speedwalks out of the canteen<<if $sydneyromance is 1>>, blowing a kiss in your general direction on the way out<</if>>.
<</if>>
<br><br>
<<endevent>>
<<historyicon>><<link [[Go to your history lesson (0:01)|History Classroom]]>><<set $justEntered to true>><<pass 1>><</link>><br>
<<schoolicon "library">><<link [[Follow Sydney to the library (0:02)|School Library]]>><<pass 2>><</link>><br>
<<foodicon "eat">><<link [[Stay in the canteen|Canteen]]>><</link>>
<br><<schooleffects>><<effects>><<run statusCheck("Sydney")>><<set $corruptionEvent to 1>>
You get on your knees and crawl under the counter.
<<if _sydneyStatus.includes("corrupt")>>
Sydney grins. "I love the way you think, you know that?"
<br><br>
You grin back and part <<his>> knees, <<if $pronoun is "m">>pulling down <<his>> trousers<<else>>lifting <<his>> skirt<</if>>. <<sydneyExpose>>
<<if _sydneyChastity is 1>>You can see through <<his>> chastity device that <<hes>><<else>><<Hes>><</if>> already <<if C.npc.Sydney.gender is "m">>erect<<else>>dripping wet<</if>>.
<<npcincr Sydney purity -2>><<lspurity>>
<br>
<<promiscuity4>>
<<if ["early","late"].includes($schoolstate)>>
<!-- I'm not sure how necessary this is, since Sydney can't be in the library if $schoolstate is early or late. I'm hesitant to remove it, though. Worst case scenario, some lines can be salvaged for a different scene.-->
<<He>> glances around the library, noticing how empty it is, before sliding off <<his>> chair and joining you under the counter. "Wouldn't be fair if only I got off," <<he>> whispers. <<He>> clambers over you and gently pushes you into a lying position, before getting on top of you. "But if you're that eager to taste me, I can think of something."
<br><br>
<<He>> leans down and captures your lips with <<his>>, as you wrap your arms around <<him>>. <<takeKissVirginity "Sydney" `($sydneyromance is 1?"loveInterest":"romantic")`>>
<<sydneyLewd>>
<br><br>
<<link [[Next|Sydney Crawl Sex]]>><<set $sexstart to 1>><</link>>
<<else>>
<<He>> glances around the library, noticing the students milling about. "Don't worry, I'll be quiet. I'll be a good <<personsimple>>." <<He>> places a hand on your head and entwines <<his>> fingers in your hair, gently guiding you to <<his>> <<sydneyGenitals short>>.
<<sydneyLewd>>
<<npcincr Sydney purity -2>><<lspurity>>
<br><br>
<<link [[Next|Sydney Crawl Oral]]>><<set $sexstart to 1>><</link>>
<</if>>
<<else>>
<<if !["early","late"].includes($schoolstate)>>
<<set _modifier to 1.5>>
<<else>>
<<set _modifier to 1>>
<</if>>
Sydney frowns, confused. "What are you doing? Did you drop something?"
<br><br>
You ignore <<him>> and part <<his>> knees, <<if $pronoun is "m">>pulling down <<his>> trousers<<else>>lifting <<his>> skirt<</if>>. <<sydneyExpose>> <<He>> lets out a squeak. <<if _modifier is 1.5>>"H-here? Now?! B-but there's-" <<He>> looks nervously at the students milling about the library.<<else>>"H-here? Are you sure?"<</if>>
<<promiscuity4>>
<<set $seductiondifficulty to (6000 - ((C.npc.Sydney.love + C.npc.Sydney.lust) * 15) - C.npc.Sydney.purity) * _modifier>>
<<seductioncheck>>
<<if $seductionskill lt 1000>><span class="gold">You feel more confident in your powers of seduction.</span><</if>>
<br><br>
<<seductionskilluse>>
<br>
<<if $seductionrating gte $seductionrequired>>
Despite <<his>> shock, <span class="green"><<he>> makes no move to push you away</span>. You hear <<his>> breathing pick up.
<<sydneyLewd>>
<<npcincr Sydney purity -2>><<lspurity>>
<br><br>
<<link [[Next|Sydney Crawl Oral]]>><<set $sexstart to 1>><</link>>
<<else>>
"W-wait! I... I really don't know about this... I've..." <<He>> lightly trembles. "Y-you should get up from there. I'm... I'm sorry."
<<sydneySexFail>>
<br><br>
You crawl back out of the counter, and <<he>> takes a moment to fix <<his>> clothes. "Sorry, I'm just not... ready for that right now."
<br><br>
<<sydneyOptions>>
<</if>>
<</if>><<run statusCheck("Sydney")>>
<<set $corruptionEvent to 1>>
<<if $sexstart is 1>>
<<set $daily.sydney.sex = ($daily.sydney.sex || 0) + 1>><<set $sydney.sexTotal += 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 500>>
<<set $enemyarousalmax to 600>>
<<if _sydneyStatus.includes("corrupt")>>
<<set $enemyarousalmax += 100>>
<<elseif _sydneyStatus.includes("pure")>>
<<set $enemyarousalmax -= 100>>
<</if>>
<<if _sydneyChastity and C.npc.Sydney.chastity.anus.includes("shield")>>
<<set $enemyarousalmax -= 100>>
<</if>>
<<set $enemyarousalmax to $enemyarousalmax * ($npcArousalMult / 100)>>
<<npckiss>>
<</if>>
<<set $enemyanger to -10>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Sydney Crawl Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Sydney Crawl Sex]]>><</link>></span><<nexttext>>
<</if>><<effects>><<run statusCheck("Sydney")>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Imagine if someone was in the library now, listening to us fuck like rabbits," <<he>> giggles. "Not that there is anyone here." <<He>> pauses, and a look of uncertainty crosses <<his>> face. <<He>> quickly pokes <<his>> head over the counter, before sighing in relief and ducking back down.
<<if _sydneyChastity and $sydneyChastityKnown>>
<<sydneyChastityMessage>><<npcincr Sydney lust 3>><<ggslust>>
<<else>>
<<npcincr Sydney lust -20>><<lllslust>>
<</if>>
<<npcincr Sydney purity -2>><<lspurity>>
<br>
<<sydneyFinish>>
<<tearful>> you stand up. Sydney reluctantly separates from you.
<<elseif $enemyhealth lte 0>>
Sydney backs away from you, breathing heavily. "I love it when you're rough with me," <<he>> says, "but we should save the rest for later."
<<npcincr Sydney lust 5>><<gglust>>
<br><br>
<<tearful>> you stand up. Sydney does the same.
<<else>>
Sydney pouts, but steps away from you. "Bit rude to seduce someone and then put it on ice," <<he>> says. "Promise to finish this later?"
<<npcincr Sydney lust 5>><<npcincr Sydney purity 2>><<gglust>><<gspurity>>
<br><br>
<<tearful>> you stand up. Sydney does the same.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<npc "Sydney">><<person1>>
<<link [[Next|Sydney Crawl Sex End]]>><<set $phase to 1>><</link>>
<br><<schooleffects>><<effects>><<run statusCheck("Sydney")>><<set $corruptionEvent to 1>>
<<if $phase is 1>>
"Wasn't that so much better than just <<if C.npc.Sydney.gender is "m">>sucking me off<<else>>eating me out<</if>>?" <<he>> asks, face smug, as the two of you stand up. "I can't let me have all the pleasure."
<br><br>
<<He>> kisses you again, bracing the back of your head with <<his>> hand. <<He>> pulls away after a few seconds, gazing into your eyes. "Better be careful," <<he>> murmurs to <<himself>>. "If I get too carried away, might just drag you back down for round two. Not that I'd mind." <<He>> nips your upper lip one more time, before pulling away.
<br><br>
<<else>>
You stand back up, placing your hands on the counter.
<<if _sydneyStatus.includes("corrupt")>>
"Can we do that again tomorrow?" Sydney asks. "Please say yes. I'll love you forever if you say yes. Wait, I love you forever already. Um... double forever."
<<else>>
"That was so dangerous," <<he>> giggles. "Is this what it's like to sin?"
<</if>>
<br><br>
<</if>>
<<endevent>><<npc Sydney>><<person1>>
<<sydneyOptions>><<run statusCheck("Sydney")>><<set $corruptionEvent to 1>>
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<set $daily.sydney.sex = ($daily.sydney.sex || 0) + 1>><<set $sydney.sexTotal += 1>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>><<npcoral>><<set $NPCList[0].mouth to "none">><<set $speechdisable to 1>>
<<set $NPCList[0].lefthand to "hair">><<set $NPCList[0].righthand to "none">><<set $head to "grappled">>
<<set $enemytrust += 100>>
<<set $timer to random(6,10)>>
<<if !["early","late"].includes($schoolstate)>>
<<set $rescue to 1>>
<</if>>
<<set $sydneyOral to {Sound: 0, Student: 0, Book: 0}>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<if !["early","late"].includes($schoolstate)>>
<<if _sound is 1>>
<<set $sydneyOral.Sound to 1>>
<</if>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 3>>
<<set _sydneyArousal to "high">>
<<else>>
<<set _sydneyArousal to "low">>
<</if>>
<<if $timer is 4>>
<<set $sydneyOral.Student to 1>>
<<switch _sydneyArousal>>
<<case "high">>
<<if _sydneyStatus.includes("corrupt")>>
"Don't slow down," <<he>> whispers
<<else>>
<<He>> whimpers
<</if>>
<<default>>
<<if _sydneyStatus.includes("corrupt")>>
"Oop, it's getting interesting," <<he>> whispers
<<else>>
"Please keep quiet," <<he>> whispers
<</if>>
<</switch>>
as <span class="lewd">footsteps approach the counter</span>.
<br><br>
<<elseif $timer is 3>>
The student at the counter asks something.
<<switch _sydneyArousal>>
<<case "high">>
<<if _sound>>
<<if _sydneyStatus.includes("corrupt")>>
"M-maybe there's someone down there, maybe there isn't," Sydney moans, <<his>> voice wavering. "Now, you came to hand in a b-book?"
<<else>>
"Th-there's nobody down there!" Sydney yelps. "Y-y-you came to hand in a book, right?"
<</if>>
<<else>>
<<if _sydneyStatus.includes("corrupt")>>
"Y-yeah, I can ta-ake your ffffucking book," Sydney moans.
<<else>>
"Y-yes, I can take a-a book for you," Sydney speaks, <<his>> voice wavering.
<</if>>
<</if>>
<<default>>
<<if _sound>>
<<if _sydneyStatus.includes("corrupt")>>
"That's for me to know and you to wonder," Sydney giggles. "Now, you came to hand in a book?"
<<else>>
"There's nobody down there!" Sydney yelps. "You came to hand in a book, right?"
<</if>>
<<else>>
<<if _sydneyStatus.includes("corrupt")>>
"Yeah, I can take your book off your hands," Sydney says.
<<else>>
"Y-yes, I can take a book for you," Sydney speaks. "I hope you've been punctual."
<</if>>
<</if>>
<</switch>>
<br><br>
<<elseif $timer is 2>>
Something thumps onto the counter. A book, most likely.
<<switch _sydneyArousal>>
<<case "high">>
<<if _sound>>
The student asks something.
<<if _sydneyStatus.includes("corrupt")>>
"M-maybe there's someone down there, maybe there isn't," Sydney moans, <<his>> voice wavering.
<<else>>
"Th-there's nobody down there!" Sydney yelps.
<</if>>
<</if>>
<<He>> flips through the book.
<<if $rng gte 65>>
<<set $sydneyOral.Book to 2>>
<<if _sydneyStatus.includes("corrupt")>>
"This is late," Sydney giggles. "You've been naughty."
<<else>>
"Th-this is late," Sydney stammers, <<his>> voice wavering.
<</if>>
You hear <<him>> uncap a marker.
<<else>>
<<set $sydneyOral.Book to 1>>
<<if _sydneyStatus.includes("corrupt")>>
"Thanks for being punctu-" <<He>> cuts off with a lewd gasp.
<<else>>
"Th-thanks for b-being p... punctual," <<he>> gasps out.
<</if>>
<</if>>
<<default>>
<<if _sound>>
The student asks something.
<<if _sydneyStatus.includes("corrupt")>>
"That's for me to know and you to wonder," Sydney giggles.
<<else>>
"There's nobody down there!" Sydney yelps.
<</if>>
<</if>>
<<He>> flips through the book.
<<if $rng gte 85>>
<<set $sydneyOral.Book to 2>>
"Late," Sydney says. "You kn-know the rules." You hear <<him>> uncap a marker.
<<else>>
<<set $sydneyOral.Book to 1>>
"Th-thanks for being punctual," <<he>> says.
<</if>>
<</switch>>
<br><br>
<<elseif $timer is 1>>
<<if $sydneyOral.Book is 2>>
You feel Sydney lean forward, presumably writing something on the student. A few seconds pass, and you hear footsteps leading away from the counter.
<<else>>
You hear footsteps leading away from the counter.
<</if>>
<<set $sydneyOral.Book to 0>>
<<set $sydneyOral.Student to 0>>
<br><br>
<<elseif $timer is 0>>
<<set $timer to random(6, 10)>>
<<switch _sydneyArousal>>
<<case "high">>
<<if $sydneyOral.Sound is 1>>
<<if _sydneyStatus.includes("corrupt")>>
"You're bold, chattering so much," Sydney whispers. <<He>> holds your hair in a bunch. "If I pull, would you sing for me, lover<<girl>>? Don't stop licking."
<<else>>
"Pl-please don't make so much noise," Sydney pleads. "I don't want to get caught-" <<He>> squeaks and slaps a hand over <<his>> mouth.
<</if>>
<<else>>
<<if _sydneyStatus.includes("corrupt")>>
"That went well," Sydney whispers, stroking your cheek under the counter. "I almost wish <<he>> figured it out." <<He>> lets out an open moan.
<<else>>
"Th-that was too close," Sydney whispers. "I-if someone found out..."
<</if>>
<</if>>
<<default>>
<<if $sydneyOral.Sound is 1>>
<<if _sydneyStatus.includes("corrupt")>>
"Listen to you, begging to get caught," Sydney chides. <<He>> holds your hair in a bunch. "Maybe I should show everyone what you're up to, show the world how much you love me. Would you like that?"
<<else>>
"Please don't make so much noise," Sydney pleads. "<<He>> almost found you out."
<</if>>
<<else>>
<<if _sydneyStatus.includes("corrupt")>>
"This is so thrilling," Sydney whispers. "I wonder if we could get away with this in the canteen?"
<<else>>
"M-my heart is pounding," Sydney whimpers. "Everyone's so close. They could see us, and..."
<</if>>
<</if>>
<</switch>>
<br><br>
<<set $sydneyOral.Sound to 0>>
<</if>>
<</if>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Sydney Crawl Oral Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Sydney Crawl Oral]]>><</link>></span><<nexttext>>
<</if>><<schooleffects>><<effects>><<run statusCheck("Sydney")>><<set $corruptionEvent to 1>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation "short">>
<<if $sydneyOral.Student is 1>>
<<generatey2>>
<<if $sydneyOral.Book is 2>>
The student at the counter makes a disappointed sound. "You messed up my face," <<person2>><<he>> complains. "What's wrong with you?"
<<else>>
The student at the counter coughs. "Are you... okay? What's wrong?"
<</if>>
<br><br>
<<if _sydneyStatus.includes("corrupt")>>
"I'm fine," Sydney sighs happily. "My <<girlfriend>> was just <<if C.npc.Sydney.gender is "m">>sucking me off<<else>>eating me out<</if>> under the counter, sorry for the inconvenience."
<br><br>
<<tearful>> you climb to your feet. There's a <<person2>><<person>> standing at the counter<<if $sydneyOral.Book is 2>>, with "<span class="pink">Book Crimlax/xa&*gh=</span>" written on <<his>> forehead. You must have messed up Sydney's handwriting<</if>>. The <<person>> glances at you, then back at Sydney. <<He>> makes finger guns at you and walks away.
<<status 1>><<gcool>>
<br>
<<else>>
"I-I'm fine," Sydney stammers. "Just... a cold. That's all." <<person1>><<He>> waves the <<person2>><<personsimple>> off.
<<if $sydneyOral.Book is 2>>
"Please remember to be punctual next time!"
<<else>>
"Thank you for being punctual!"
<</if>>
<br><br>
<<tearful>> you climb to your feet. There's a <<person2>><<person>> walking away from the counter<<if $sydneyOral.Book is 2>>, with "<span class="pink">Book Crimlax/xa&*gh=</span>" written on <<his>> forehead. You must have messed up Sydney's handwriting<</if>>. <<He>> didn't notice you.
<br><br>
Sydney leans against you. "That was... with so many people around... So sinful..."
<<if $corruptionRollover is 1>>
<<unset $corruptionRollover>>
<<He>> gives you a surprisingly lascivious smile. "Can we do that again tomorrow? Please? I..." <<He>> gazes into your eyes. "<span class="lewd">I feel like you've opened a whole new world for me.</span>"
<</if>>
<</if>>
<<person1>>
<<else>>
<<if !["early","late"].includes($schoolstate)>>
<<if $corruptionRollover is 1>>
<<unset $corruptionRollover>>
"They'd never look at us the same way again if they knew..." <<he>> giggles. "There were so many people around. So many chances to..." <<He>> shivers. "Can we do that again tomorrow? Please? I..." <<He>> gazes into your eyes. "<span class="lewd">I feel like you've opened a whole new world for me.</span>"
<<else>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
"Th-that was... incredible," <<he>> murmurs. "And sinful... Anyone could've heard..."
<<case "corrupt" "corruptLust">>
"So many people around," <<he>> says in awe. "That makes it so much better. We need to try this in more populated places."
<<default>>
"They'd never look at us the same way again if they knew..." <<he>> giggles.
<</switch>>
<</if>>
<<else>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
"Th-that was... incredible," <<he>> murmurs. "And sinful..."
<<case "corrupt" "corruptLust">>
"I'm glad my love for you is finally being rewarded," <<he>> smugly proclaims.
<<default>>
"In my library, on my time, under my counter..." <<he>> giggles.
<</switch>>
<</if>>
<br><br>
<<tearful>> you climb to your feet. Sydney kisses you on the cheek.
<</if>>
<<if _sydneyChastity and $sydneyChastityKnown>>
<<sydneyChastityMessage>><<npcincr Sydney lust 3>><<ggslust>>
<<else>>
<<npcincr Sydney lust -20>><<lllslust>>
<</if>>
<<npcincr Sydney purity -2>><<lspurity>>
<br>
<<clotheson>>
<<endcombat>>
<<npc "Sydney">><<person1>>
<<link [[Next|Sydney Crawl Sex End]]>><<unset $sydneyOral>><<set $eventskip to 1>><</link>>
<<elseif $enemyhealth lte 0>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 2>>
Sydney lets out a pained moan, and quickly covers <<his>> mouth to stifle it.
<<else>>
Sydney hisses in pain.
<</if>>
You stand up from under the counter.
<<if $sydneyOral.Student is 1>>
<<generatey2>>
A <<person2>><<person>> at the counter gives you and Sydney a worried look, before walking away.
<<person1>>
<</if>>
<br><br>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 2>>
Sydney looks down in shame. "I... I think I've had enough..."
<<else>>
Sydney quickly separates from you. "Th-that really hurt... I mean, I still kind of liked it, but..." <<his>> face flushes, and <<he>> looks away. "M...maybe we can finish this some other time..."
<</if>>
<<case "corrupt" "corruptLust">>
Sydney backs away from you, breathing heavily. "I love it when you're rough with me," <<he>> says, "but maybe save it for a more private venue?"
<<default>>
Sydney frowns at you. "I think we need to set some guidelines on how much I can take... I forgive you, though."
<</switch>>
<br><br>
<<tearful>> you collect yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc "Sydney">><<person1>>
<<link [[Next|Sydney Crawl Sex End]]>><<unset $sydneyOral>><<set $eventskip to 1>><</link>>
<<elseif $alarm is 1 and $rescue is 1>>
<<set $rescued += 1>>
You scramble out from under the counter.
<<if $sydneyOral.Student is 1>>
<<generatey2>>
A <<person2>><<person>> at the counter gives you and Sydney a worried look, before walking away.
<</if>>
<<npcincr Sydney lust 5>><<gglust>>
<br><br>
"Sorry," Sydney mutters. <<tearful>> you collect yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc "Sydney">><<person1>>
<<link [[Next|Sydney Crawl Sex End]]>><<unset $sydneyOral>><<set $eventskip to 1>><</link>>
<<else>>
<<if $sydneyOral.Student is 1>>
<<tearful>> you wait for the student to leave, before climbing to your feet.
<<else>>
<<tearful>> you climb to your feet.
<</if>>
<br><br>
<<if _sydneyStatus.includes("corrupt")>>
"Lost your nerve?" Sydney asks, a sympathetic smile on <<his>> face. <<He>> kisses your cheek. "We can always finish next time."
<<else>>
"That was getting a bit dicey," Sydney says, a sympathetic smile on <<his>> face. <<He>> kisses your cheek. "Thank you for showing restraint."
<</if>>
<<npcincr Sydney lust 5>><<npcincr Sydney purity 2>><<gglust>><<gspurity>>
<<clotheson>>
<<endcombat>>
<<npc "Sydney">><<person1>>
<<link [[Next|Sydney Crawl Sex End]]>><<unset $sydneyOral>><<set $eventskip to 1>><</link>>
<</if>>/*Mostly placeholder, unfinished content. Needs to be replaced with talking options like in the library.*/
You help Sydney <<print either("manage customers","replenish merchandise","with filling some papers")>>.
<br><br>
<<link [[Next|Adult Shop]]>><</link>><<effects>>
<<if $location is "adult_shop">>
You nod your thanks to <<nnpc_him Sirris>>. You exit the building with <<nnpc_him Sirris>> and enter Sirris's car.
<br>
The ride to the orphanage doesn't take long. You exit the vehicle and Sirris watches from the car until you walk into the front door of the orphanage.
<br><br>
<<link [[Next|Orphanage]]>><</link>>
<<else>>
You nod your thanks to <<person2>><<him>>. You exit the building with them and enter Sirris's car.<br><br>
<<if !$sydneySeen.includes("ride")>>
<<set $sydneySeen.pushUnique("ride")>>
"So, where do you live?" Sirris leans back over the seat to look at you. Sydney's already asleep in the passenger seat.
<br><br>
You give Sirris directions to the orphanage. You think you see a sympathetic frown, but you're not sure.
<</if>>
The ride to the orphanage doesn't take long. Sirris nudges Sydney awake, and you both exit the vehicle. Sydney walks you to the front door of the orphanage, and <<if $sydneyromance is 1>>kisses you on the cheek<<else>>hugs you<</if>>.
<br><br>
You watch Sydney return to <<person1>><<his>> seat. They wait for you to go inside before leaving. From the doorway, you see them drive towards Danube Street.
<br><br>
<<link [[Next|Orphanage]]>><<pass 10>><<endevent>><</link>>
<</if>>
<br><<effects>>
<<if $location is "temple" and ($temple_rank is "monk" or $temple_rank is "priest")>>
You tell Sirris that you can sleep at the temple, but thank <<him>> for the offer.
<br><br>
<<else>>
You shake your head, but thank Sirris for the offer anyways.
<br>
"You shouldn't be walking around at this hour, but... Alright," <<he>> says,
<</if>>
<<if $location is "adult_shop">>
"We'll be closing the shop in a while."
Sydney hugs you<<if $sydneyromance is 1>> and kisses your cheek<</if>> before waving you goodbye.
<br><br>
<<link [[Next|Elk Street]]>><<endevent>><</link>>
<<else>>
<<if $temple_rank is "monk" or $temple_rank is "priest">>"Goodnight, then."<<else>>"Be careful."<</if>>
Sydney hugs you<<if $sydneyromance is 1>> and kisses your cheek<</if>> before the two of them leave the temple.
<br><br>
<<link [[Next|Temple]]>><<endevent>><</link>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<npc "Sydney">><<person1>><<wearProp "travel cup">>
You spend <<= $schoolstate is "lunch" ? "a portion" : "the remainder">> of your lunch break on a jaunt down to the cafe. You purchase a large coffee and bring it back to the library. Sydney's sleepily organising a stack of returned books.
<br><br>
<<if $speech_attitude is "meek">>
You place the coffee cup on the counter and push it over to <<him>>. "You always look so tired. I thought you might like some coffee."
<<elseif $speech_attitude is "bratty">>
You slide the coffee across <<his>> desk. "I bought you some coffee. You need more sleep."
<<else>>
You offer the coffee cup to <<him>>. "I bought some coffee for you. You should get some rest after school."
<</if>>
<br><br>
Sydney looks momentarily startled, then smiles. <<He>> brings the cup to <<his>> face, enjoying the warm aroma before taking a sip. <<He>> is quiet for a moment, then lets out a content sigh. "I really should get more sleep. Thanks so much, I needed that," <<he>> says, <<= $sydneyromance gte 1 ? "leaning over to kiss your cheek" : "reaching over to squeeze your hand">>. <<glove>><<npcincr Sydney love 2>>
<br><br>
<<link [[Next|School Library]]>><<endevent>><<set $eventskip to 1>><</link>><<if $phase is 0>>
You decline the request. Sydney sighs in frustration and tries to figure things out on <<nnpc_his "Sydney">> own.
<br><br>
<<sydneyOptions>>
<<else>>
<<switch $daily.sydneyBookStudent>>
<<case "Whitney">>
You tell Sydney it's a maths textbook rented by Whitney, and <<nnpc_he "Whitney">> left a £20<<if currentSkillValue('skulduggery') gte 200 and random(1, 100) is 1>> counterfeit<</if>> note. Sydney sighs. <<nnpc_He "Sydney">> writes it down and thanks you for your help.
<br><br>
<<sydneyOptions>>
<<case "Kylar">>
You flip through, inspect the pages, and notice the doodles on the margins.
<<if $kylarBookDoodle>>
One of them looks like the play you've done together.
<<switch $kylarBookDoodle>>
<<case "Cass">>
It depicts you and Kylar holding hands and staring into each other's eyes on a snowy street, with Sydney smiling in the background. You're dressed in torn, dirty clothes, while Kylar's outfit is freshly pressed and of high status.
<<case "Taylor">>
It depicts Kylar and Sydney glaring at each other in a well-decorated room, while you stand in the background covering your mouth in worry. Sydney's dressed in torn, dirty clothes, while you and Kylar have freshly pressed outfits of high status.
<<case "Sterling">>
It depicts you, Kylar and Sydney walking together down a snowy street. Sydney's dressed in torn, dirty clothes, while you and Kylar have freshly pressed outfits of high status.
<<case "Tragedy">>
It depicts Kylar and Sydney collapsed on the floor of a well-decorated room, pinned beneath a fallen Christmas tree, and you sobbing on your knees. You're holding a knife. Your outfit is freshly pressed and of high status, though it's hard to tell what Kylar and Sydney are wearing.
<</switch>>
The drawing brings warmth within you. <<trauma -6>><<stress -6>><<ltrauma>><<lstress>>
<<else>>
Some of them bear resemblances to you. <<stress 3>><<gstress>>
<</if>>
<br><br>
<<link [[Tell Sydney|Sydney Book Broken Glasses Kylar]]>><<set $phase to 0>><</link>>
<br>
<<link [[Lie for Kylar|Sydney Book Broken Glasses Kylar]]>><<set $phase to 1>><<npcincr Kylar rage -2>><</link>><<set $skulduggerydifficulty to (1000 - (C.npc.Sydney.love * 10))>><<skulduggerydifficulty>><<lksuspicion>>
<br>
<<case "Robin">>
You tell Sydney it's a history textbook rented by
<<if C.npc.Robin.trauma gte 20>>
Robin.
<br><br>
"Robin?" Sydney frowns, concerned. "Robin, this is late. You're normally perfectly punctual. Is everything alright?"
<<if C.npc.Robin.trauma gte 60>>
<<if $sydneySeen.includes("robinBookTrauma")>>
Robin doesn't respond, and Sydney sighs. <<He>> uncaps a marker, looks at Robin, then hesitates and puts the cap back on. "Please be more punctual in the future." Robin nods after a few seconds and walks away.
<<else>>
<<set $sydneySeen.pushUnique("robinBookTrauma")>>
Robin doesn't respond, and Sydney sighs. "I'm sorry, but you know the rules." <<He>> uncaps a marker and reaches for Robin's forehead. The moment the marker makes contact, <span class="red">Robin yelps</span> and backs away, waving <<nnpc_his "Robin">> arms furiously. <<nnpc_His "Robin">> breaths come out in short, panicked spurts. Sydney looks to you for help.
<<stress 3>><<gstress>>
<br><br>
Robin doesn't need this right now. You gently push Sydney's arm away and spend a few minutes rubbing Robin's back. <<nnpc_He "Robin">> eventually calms down. <<nnpc_He "Robin">> wordlessly hugs you for a moment before leaving the library.
<br><br>
"Poor <<nnpc_gendery "Robin">>," Sydney mutters. "Do you know what happened to <<nnpc_him "Robin">>? <<nnpc_Hes "Robin">> not like this."
<</if>>
<<else>>
"I'm sorry, I forgot," Robin mutters. <<nnpc_He "Robin">> leans forward.
<br><br>
"Mmm." After a moment of thought, Sydney uncaps a marker and reaches for Robin's forehead. "<span class="purple">Book Criminal >:(</span>" has been illegibly written on Robin's forehead. <<nnpc_He "Robin">> looks dejected, but soon cheers up as the three of you chat. Robin waves at you both as <<nnpc_he "Robin">> leaves. <<stress -3>><<lstress>>
<</if>>
<<elseif $balloonStand.robin.status is "helped" and !$sydneySeen.includes("robinhelp")>>
Robin.
<br><br>
"Robin? It's good to see you're renewing this time. You usually return them and check them out again a week or two later," Sydney says. <<He>> flips through the book for a few seconds and, seemingly satisfied, places it back on the counter. "That'll be £15 please," <<he>> says with a smile.
<br><br>
Robin passes the money across the counter. "Yeah, I've been making more sales lately, so I can actually renew this time!" <<nnpc_He "Robin">>
<<if $balloonStand.robin.knows>>
turns to you with a smile. "Thank you again. I don't know what I'd do without you in my life."
<<else>>
sounds excited.
<</if>>
<<llstress>><<stress -12>>
<br><br>
"That's great news!" Sydney says as <<he>> takes the money and stuffs it in the register. "I hope things keep improving for you." <<He>> matches Robin's cheerful energy, even as <<he>> stifles a yawn.
<br><br>
"Yeah, me too." Robin beams and waves at you both as <<nnpc_he "Robin">> leaves. Sydney smiles. "It's nice to see <<nnpc_hes "Robin">> doing well," <<he>> says as <<he>> turns back to you. <<He>> sits back down in the desk chair and picks up another returned book for processing.
<<else>>
<<if $balloonStand.robin.status is "helped">>
Robin, and <<nnpc_he "Robin">> passes £15 for renewal to <<nnpc_him "Sydney">>.
<<else>>
Robin.
<</if>>
"Robin?" Sydney lights up. "I can always count on you to be punctual, Robin. Keep up that perfect record." The three of you begin chatting for some time. Robin waves at you both as <<nnpc_he "Robin">> leaves. <<stress -3>><<lstress>>
<</if>>
<br><br>
<<sydneyOptions>>
<<default>>
You find the rental record, and tell Sydney the <<person>>'s name and which book <<he>> rented.
<<if $rng gte 95>>
"Late. You know the rules." The <<person>> sighs, and leans down. Sydney uncaps a red permanent marker, and writes illegible "<span class="purple">Book Criminal >:(</span>" on <<his>> forehead. <<He>> walks away, dejected.
<<else>>
"Thanks for being punctual on the return!" The <<person>> walks away without another word. Sydney frowns.
<</if>>
<<endevent>><<npc "Sydney">><<person1>>
<br><br>
<<sydneyOptions>>
<</switch>>
<</if>><<if $phase is 0>>
You tell Sydney there are some
<<if $kylarBookDoodle>>
doodles, including one depicting the play you've done together.
<br><br>
<<set $daily.sydney.kylarBook to "smile">>
"Really? What a shame I can't see it now... Still, rules are rules. I can make no exception. I'm... really happy about it though." Sydney uncaps a red marker and moves Kylar's fringe out of the way with <<his>> other hand. "<span class="purple">Book Criminal :)</span>" has been illegibly written on Kylar's forehead. Kylar spends a moment ruffling <<nnpc_his "Kylar">> own hair, before placing the money on the counter, waving at you, and leaving with the textbook again.
<<else>>
doodles.
<br><br>
Kylar looks down in shame and steps forward, presenting <<nnpc_his "Kylar">> forehead.
<br><br>
Sydney uncaps a red marker and moves Kylar's fringe out of the way with <<his>> other hand. "<span class="purple">Book Criminal >:(</span>" has been illegibly written on Kylar's forehead. Kylar spends a moment ruffling <<nnpc_his "Kylar">> own hair, before placing the money on the counter, waving at you, and leaving with the textbook again.
<br><br>
"<<nnpc_He "Kylar">> really needs to break that doodling habit." You stare at Sydney incredulously for a moment, but <<hes>> already back to work.
<</if>>
<<else>>
<<if $speech_attitude is "meek">>
"I-I don't think there's any," you say.
<<elseif $speech_attitude is "bratty">>
"Nah. I don't see any," you say.
<<else>>
"There's none I think," you say.
<</if>>
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
That's surprising. Keep on that, Kylar. Thanks for being punctual as well!" <span class= "green">Sydney passes the book back directly to Kylar.</span> Kylar looks at you in surprise, before placing the money on the counter, waving at you, and leaving with the textbook again.
<<else>>
"Really? That's surprising." <span class= "red">Sydney takes the book into <<his>> hand and tries to inspect the pages.</span> It is hard for <<him>> to see, but <<he>> isn't blind enough to not notice the drawings on the margins. "Seems like someone has lied to me." <<npcincr Sydney love -1>><<llove>>
<br><br>
Kylar looks down in shame and steps forward, presenting <<nnpc_his "Kylar">> forehead. Sydney uncaps a red marker and moves Kylar's fringe out of the way with <<his>> other hand. "<span class="purple">Book Criminal >:(</span>" has been illegibly written on Kylar's forehead. <<nnpc_He "Kylar">> spends a moment ruffling <<nnpc_his "Kylar">> own hair, before placing the money on the counter, waving at you, and leaving with the textbook again.
<br><br>
"You too. You're an accomplice." <<bookCriminal>>
<</if>>
<</if>>
<br><br>
<<sydneyOptions>><<set $outside to 0>><<set $location to "temple">><<sydneySchedule>><<temple_effects>><<effects>>
<<npc "Sydney">><<person1>>
<<if C.npc.Sydney.love gte 100 and C.npc.Sydney.lust gte 10 and $sydneyromance isnot 1 and !$sydneyFriendZoned>>
Sydney's eyes light up upon seeing you. <<He>> seems nervous, and looks away with a blush. <<set _sydneyRomanceConfront to true>>
<<elseif $sydneyChastityRemoveIntro>>
You sit next to Sydney. <<He>> looks anxious.
<<elseif $phase is 1>>
You sit next to Sydney on the pew. <<He>> opens one eye, and smiles at you before returning to <<his>> prayer. <<if $temple_spear_mission is 1 and !$sydneySeen.includes("spearMission") and $sydneyromance is 1>>You notice that <<his>> hands are fidgeting slightly.<</if>>
<<else>>
Sydney's eyes are closed in quiet supplication.
<</if>>
<<if !$sydneySeen.includes("initiate") and $temple_rank isnot undefined and $temple_rank isnot "prospective">>
<<set $sydneySeen.pushUnique("initiate")>>
"<<nnpc_Brother "Jordan">> Jordan told me the good news. Congratulations... initiate."
<<elseif $weekly.trialFailed>>
<<if $weekly.trialFailed is "Sydney">>
"Sorry about the trial," <<he>> says without prompting, while giving you a sad smile. "We'll do better next time, right?"
<<else>>
"I failed the trial too," <<he>> says without prompting, while giving you a sad smile.
<<switch $weekly.trialFailed>>
<<case "strip">>
"On my first try, I refused to strip, just like you."
<<case "cold">>
<<if $sydneyromance is 1>>
"I'll try to keep you warm next time."
<<else>>
"Remember your inner warmth. That's what gets me through it. That and the hot chocolate Jordan makes for us."
<</if>>
<<case "whisper">>
"Was it the wind? It's scary, I know."
<<default>>
"It's always the fire. That's always where I fail."
<</switch>>
<</if>>
<<run delete $weekly.trialFailed>>
<</if>>
<br><br>
<<sydneyOptions>><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
<<npc "Sydney">><<person1>><<unset $sydneyLate>><<set $daily.sydney.wake to true>>
You sit beside Sydney. You notice a pile of neatly folded clothes sat next to <<him>>. They look like <<his>> school clothes.
<br><br>
<<if $sydneyromance is 1>>
You gingerly plant a kiss on <<his>> cheek.
<<else>>
You gently place a hand on <<his>> shoulder.
<</if>>
<<His>> eyes flutter open. <<He>> looks around as panic sets in. However, <<his>> features soften when <<he>> sees you. <<sydneyGreeting>>
<br><br>
<<He>> stretches and yawns. "Thank you. I would have slept right through <<if $sydneySeen.includes("science")>>class again<<else>>school<</if>> had you not found me." <<if $sydneyromance is 1>><<He>> returns your cheek kiss, before pulling you into a tight hug.<</if>>
<br><br>
<<if Time.hour is 6>>
"There's still some time before I need to leave for school. We can walk together when the time comes, if you want." <<He>> returns to praying.
<br><br>
<<sydneyOptions>>
<<elseif Time.hour is 9 and $sydneySeen.includes("science")>>
<<He>> gathers <<his>> things and stands. <<He>> steadies <<himself>>, trying to shake away <<his>> exhaustion.
<<His>> eyes slowly widen. "Class! We're already late!" <<He>> scrambles around for a moment, before turning back to you. "Come on!" Without warning, <<he>> grabs you by the hand and drags you from the temple. <<takeHandholdingVirginity "Sydney" `($sydneyromance is 1?"romantic":"consensual")`>>
<br><br>
<<link [[Next (0:05)|Sydney Walk School]]>><<set $phase to 2>><</link>>
<br>
<<else>>
<<He>> gathers <<his>> things and stands. <<He>> steadies <<himself>>, trying to shake away <<his>> exhaustion.
"Want to walk to school with me?" <<He>> gives you a hopeful smile.
<br><br>
<<link [[Yes (0:10)|Sydney Walk School]]>><<set $phase to 0>><</link>>
<br>
<<link [[No|Temple]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>><<run statusCheck("Sydney")>>
<span class="red">Someone walks around the pillar.</span> <span @class="$sydneyromance is 1 ?'lewd':'red'">It's Sydney.</span> You try to cover yourself, but it's too late.
<br><br>
<<endmasturbation>>
<<clotheson>>
<<endcombat>>
<<npc "Sydney">><<person1>>
<<switch _sydneyStatus>>
<<case "pure" "neutral">>
<<He>> gasps, covering <<his>> eyes.
<<if $sydneyromance is 1>>
"Oh! Uhm... g... good day, my beloved." <<He>> looks around, nervous. "I... I'll let this slide, this time. I don't think anyone else saw you." <<npcincr Sydney lust 3>><<npcincr Sydney purity -2>><<ggslust>><<lspurity>>
<br><br>
<<link [[Seduce Sydney|Sydney Temple Seduce]]>><</link>><<promiscuous1>><<sydneyWarning corrupt>>
<br>
<<link [[Stop|Sydney Temple Masturbation End]]>><</link>>
<br>
<<elseif $temple_rank is "initiate" or $temple_rank is $sydney.rank>>
"You can't... you can't just do things like that here! This... this warrants disciplinary action, and as <<if $sydney.rank is "initiate">>an initiate<<else>>a <<temple_title "Sydney">><</if>>, it falls within my hands to discipline my peers. Come with me." <<He>> reaches a hand out, but seems hesitant to touch you. <<npcincr Sydney lust 3>><<npcincr Sydney purity -2>><<ggslust>><<lspurity>>
<br><br>
<<He>> grabs your arm with surprising strength, pulling you along into a side room. <<He>> nods to a <<generate2>><<person2>><<monk>> guarding the door, who understands and unlocks it. Sydney locks the door behind you, and guides you towards a table.
<br><br>
<<link [[Next|Sydney Temple Spank]]>><<endevent>><<npc "Sydney">><<person1>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
"Excuse me, you... you can't do things like that here! I... don't have the authority to punish you, I can't take disciplinary action, I... ohhh..." <<He>> runs off. <<npcincr Sydney lust 3>><<npcincr Sydney purity -2>><<ggslust>><<lspurity>>
<br><br>
<<link [[Next|Temple]]>><<endevent>><</link>>
<br>
<</if>>
<<case "pureLust" "neutralLust">>
<<He>> gasps, and <<his>> face turns a bright red. <<He>> seems to be unable to look away.
<<if $sydneyromance is 1>>
"Oh! Uhm... g... good day, my beloved." <<He>> looks around, nervous. "You... you seem to be having difficulties containing the sin of lust." <<He>> clears <<his>> throat and begins to whisper. "As... <<if $sydney.rank is "initiate">>an... initiate<<else>>a... <<temple_title "Sydney">><</if>>, it's... my job to help those taken by sin. There's a... room over there, we won't be interrupted... if you want..." <<npcincr Sydney lust 1>><<npcincr Sydney purity -5>><<gslust>><<llspurity>>
<br><br>
<<link [[Accept|Sydney Temple Sex]]>><<set $sexstart to 1>><</link>><<promiscuous1>><<sydneyWarning corrupt>>
<br>
<<link [[Refuse|Sydney Temple Masturbation End]]>><</link>>
<br>
<<elseif $temple_rank is "initiate" or $temple_rank is $sydney.rank>>
"You can't... you can't... just do things like that here! This... this warrants disciplinary..." <<He>> reaches a hand out, but seems hesitant to touch you. <<npcincr Sydney lust 1>><<npcincr Sydney purity -5>><<gslust>><<llspurity>>
<br><br>
<<He>> pulls <<his>> hand away, refusing to make eye contact with you. <<He>> walks away without another word, attempting to conceal <<his>> arousal.
<br><br>
<<link [[Next|Temple]]>><<endevent>><</link>>
<br>
<<else>>
"Excuse me, you... you can't do things like that here! I... don't have the authority to punish you, I can't take disciplinary action, I... ohhh..." <<He>> runs off. <<npcincr Sydney lust 1>><<npcincr Sydney purity -5>><<gslust>><<llspurity>>
<br><br>
<<link [[Next|Temple]]>><<endevent>><</link>>
<br>
<</if>>
<<case "corrupt" "corruptLust">>
<<He>> grins at you. "Nice."
<<if $sydneyromance is 1>>
<<He>> yanks you to your feet, and into a nearby side room. "You could have just come to me for help stifling your lust, darling." <<He>> kisses you on the neck. <<arousal 100>><<garousal>>
<<if !$sydneySeen.includes("lewd")>>
<br><br>
<<sydneyLewd>>
<</if>>
<br><br>
<<link [[Next|Sydney Temple Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<else>>
<<He>> crosses <<his>> arms. "By all means, you can continue, but others might see you." You decide to stop. Sydney giggles at you and spends some time teasing you before returning to <<his>> duties. <<npcincr Sydney lust 1>><<gslust>>
<br><br>
<<link [[Next|Temple]]>><<endevent>><</link>>
<br>
<</if>>
<</switch>><<effects>>
"I'm falling to lust. I need someone to help me," you say.
<br><br>
<<set $seductiondifficulty to 8000 - ((C.npc.Sydney.love + C.npc.Sydney.lust) * 15) - C.npc.Sydney.purity>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>><span class="gold">You feel more confident in your powers of seduction.</span><</if>><<seductionskilluse>>
<<if $seductionrating gte $seductionrequired>>
<<He>> looks around, nervous. "You... I may be... able to help." <<He>> clears <<his>> throat and begins to whisper. "As... <<if $sydney.rank is "initiate">>an... initiate<<else>>a... <<temple_title "Sydney">><</if>>, it's... my job to help those taken by sin. There's a... room over there, we won't be interrupted... if you want..." <<npcincr Sydney lust 1>><<npcincr Sydney purity -5>><<gslust>><<llspurity>>
<br><br>
<<link [[Next|Sydney Temple Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<else>>
<<His>> face turns red, and <<he>> stammers for a moment before running off.
<br><br>
<<sydneySexFail>>
<br><br>
<<link [[Next|Temple]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<He>> stands in front of you, facing away, allowing you to cover yourself up. <<He>> walks away when you're done, <<his>> face an intense red.
<br><br>
<<link [[Next|Temple]]>><<endevent>><</link>>
<br><<effects>><<run statusCheck("Sydney")>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<npcspank>><<npcidlegenitals>>
<<set $enemyanger += 150>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or $enemyanger lte 0>>
<span id="next"><<link [[Next|Sydney Temple Spank Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Sydney Temple Spank]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "temple">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> shakes out of the daze. "I... I think that's enough... just... don't do that again." <<npcincr Sydney lust 1>><<npcincr Sydney purity -5>><<gslust>><<llspurity>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Temple]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
Sydney recoils in pain and you squirm from <<his>> grip. <<He>> grabs you by the arm as you turn to run. <<His>> glare freezes you in place. "You'd better hit me twice as hard next time," <<he>> whispers. <<npcincr Sydney lust 1>><<glust>>
<br><br>
<<He>> releases you and appears to go limp, before looking around in confusion. You take the opportunity to escape.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Temple]]>><</link>>
<br>
<<else>>
Sydney releases you. "Lust is the most dangerous sin, don't you ever forget that. The pain will help you remember." <<He>> gestures for you to leave. <<tearful>> you do so. <<npcincr Sydney love 1>><<glove>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Temple]]>><</link>>
<br>
<</if>><<run statusCheck("Sydney")>><<set $corruptionEvent to 1>>
<<if $sexstart is 1>>
<<if !_sydneyStatus.includes("corrupt")>>
Sydney guides you into the room, and locks it behind you. You kiss <<him>> on the neck, and <<he>> melts into your embrace. <<sydneyLewd>>
<</if>>
<<set $daily.sydney.sex = ($daily.sydney.sex || 0) + 1>><<set $sydney.sexTotal += 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 500>>
<<set $enemyarousalmax to 600>>
<<if _sydneyStatus.includes("corrupt")>>
<<set $enemyarousalmax += 100>>
<<elseif _sydneyStatus.includes("pure")>>
<<set $enemyarousalmax -= 100>>
<</if>>
<<if _sydneyChastity and C.npc.Sydney.chastity.anus.includes("shield")>>
<<set $enemyarousalmax -= 100>>
<</if>>
<<set $enemyarousalmax to $enemyarousalmax * ($npcArousalMult / 100)>>
<</if>>
<<set $enemyanger to -10>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Sydney Temple Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Sydney Temple Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "temple">><<effects>><<run statusCheck("Sydney")>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<if $corruptionRollover is 1>>
<<unset $corruptionRollover>>
"Th-that was incredible," <<he>> murmurs. "I want... I want to do it again. And... again." <<He>> gazes into your eyes. "<span class="lewd">I feel like a whole world just opened up.</span>"
<br><br>
<<else>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
"Th-that was... incredible," <<he>> murmurs. "And sinful..."
<<case "corrupt" "corruptLust">>
"I'm glad my love for you is being rewarded," <<he>> proclaims with a smug smile.
<<default>>
"In the temple, of all places..." <<he>> giggles.
<</switch>>
<</if>>
<<if _sydneyChastity and $sydneyChastityKnown>>
<<sydneyChastityMessage>><<npcincr Sydney lust 3>><<ggslust>>
<<else>>
<<npcincr Sydney lust -20>><<lllslust>>
<</if>>
<<npcincr Sydney purity -2>><<lspurity>>
<br>
<<sydneyFinish>>
<<tearful>> you stand up. Sydney reluctantly separates from you.
<<elseif $enemyhealth lte 0>>
<<if $corruptionRollover is 1>>
<<unset $corruptionRollover>>
Sydney lets out a pained moan, and quickly covers <<his>> mouth to stifle it. "Th-that was..." <<He>> gazes into your eyes. "I think I like it when you're rough with me. <span class="lewd">I feel like a whole world just opened up.</span>"
<<else>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 2>>
Sydney lets out a pained moan, and quickly covers <<his>> mouth to stifle it. <<He>> looks down in shame. "I... I think I've had enough..."
<<else>>
"H-hey! Stop! Please!" Sydney quickly separates from you. "Th-that really hurt... I mean, I still kind of liked it, but..." <<his>> face flushes, and <<he>> looks away. "M...maybe we can finish this some other time..."
<</if>>
<<case "corrupt" "corruptLust">>
Sydney backs away from you, breathing heavily. "I love it when you're rough with me," <<he>> says, "but we should save the rest for later."
<<default>>
"Ouch! Okay, not so rough!" <<He>> quickly backs away from you. "I think we need to set some guidelines on how much I can take..."
<</switch>>
<</if>>
<<npcincr Sydney lust 5>><<gglust>>
<br><br>
<<tearful>> you stand up. Sydney does the same.
<<else>>
<<if $corruptionRollover is 1>>
<<unset $corruptionRollover>>
"S...stop? But we..." <<he>> pouts, disappointed. "Can we... finish this later? Please? I... <span class="lewd">I feel like a whole world just opened up.</span> I want to finish this."
<<else>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 2>>
"S...stop? But I... I'm..." <<he>> stammers off while still clinging on to you. "O-okay..."
<<else>>
Sydney looks at you nervously. "I didn't... do anything wrong, did I?"
<</if>>
<<case "corrupt">>
Sydney pouts, but steps away from you. "We need to finish this later," <<he>> says. "Please?"
<<case "corruptLust">>
Sydney groans and pouts. "You're so mean! But fine. We're finishing this later, though."
<<default>>
"Oh. Okay, we can stop." <<He>> looks disappointed for a brief moment, but still smiles at you.
<</switch>>
<</if>>
<<npcincr Sydney lust 5>><<npcincr Sydney purity 2>><<gglust>><<gspurity>>
<br><br>
<<tearful>> you stand up. Sydney does the same.
<</if>>
<br><br>
You sneak out of the secluded room, and Sydney returns to <<his>> duties.
<<clotheson>>
<<endcombat>>
<<link [[Next|Temple]]>><</link>>
<br><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
<<endevent>><<npc "Sydney">><<person1>>
You awaken on a bed in the temple quarters. You try to get up, but fall back down.
<<if $sydneyromance is 1>>
Something stirs next to you. It's Sydney, lying on the same bed.
<<else>>
A figure is sitting over you. Once your eyes focus, you realise it's Sydney.
<</if>>
"You're awake. You conked right out during prayer." <<He>> stands, and helps you to your feet. <<takeHandholdingVirginity "Sydney" `($sydneyromance is 1 ?'romantic':'consensual')`>>
<br><br>
"I was really worried. Have you been getting enough sleep recently? I fall asleep during prayer pretty often, so it worries me seeing it happen to someone else."
The two of you walk back to the main area of the temple. It takes some time, but you convince Sydney that you're alright. <<if $sydneyromance is 1>><<He>> kisses you on the cheek before returning to <<his>> work.<<else>><<He>> waves you off, looking over <<his>> shoulder at you before returning to <<his>> work.<</if>>
<br><br>
<<link [[Next|Temple]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set _sydneyPray to true>><<sydneySchedule>><<run statusCheck("Sydney")>><<temple_effects>><<effects>><<set $corruptionEvent to 1>>
<<switch $phase>>
<<case 2>>
You pray for salvation. Your thoughts drift to your hopes for the future, and how things could be better.
<br><br>
An hour passes, and you feel less burdened.
<<if _sydneyStatus.includes("corrupt")>>
Sydney seems anxious about something.
<<else>>
Sydney seems happy to have a prayer partner.
<</if>>
<<case 3>>
<<set _people to random(22, 34)>>
You open one eye and examine the room. There are others like you and Sydney, praying in the pews. <<if C.npc.Jordan.pronoun is "m">>Monks<<else>>Nuns<</if>> prowl the aisles, passing furtive messages to one another. There are many more than you'd expect. You count <<number _people>> coming and going.
<br><br>
<<if $awareness gte 400>>
You glance up at the shadowed ceiling, at the gaping abyss perched above. Terror shivers up your spine. Your gaze is forced away.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<</if>>
<<if _sydneyStatus.includes("corrupt")>>
You notice Sydney doing the same thing.
<<else>>
Sydney is taking deep breaths, seemingly trying to ignore something awful.
<</if>>
<<case 4 5>>
Your thoughts turn to your <<penis>>, and the mocking way people regard it. The torment returns. You pray for a bigger penis.
<br><br>
An hour passes, and your penis is no bigger.
<br><br>
<<if $acceptance_penis_small gte 1000>>
<<set _penisSize to setup.penisSizes[$player.penissize + 2].toUpperFirst()>>
<<set _acceptMessage to true>>
Realisation dawns as you lean back. Your <<penis>> is beautiful. Why should you care what other people say about it? You've gained the <span class="green">Acceptance: _penisSize Penis</span> trait.
<br><br>
<</if>>
Sydney keeps <<his>> head bowed, unaware of your <<if _acceptMessage>>revelation<<else>>thoughts<</if>>.
<<case 6>>
Your thoughts turn to your <<penis>>, and the mocking way people regard it. The torment returns. You pray for a smaller penis.
<br><br>
An hour passes, and your penis is no smaller.
<br><br>
<<if $acceptance_penis_big gte 1000>>
<<set _penisSize to setup.penisSizes[$player.penissize + 2].toUpperFirst()>>
<<set _acceptMessage to true>>
Realisation dawns as you lean back. Your <<penis>> is beautiful. Why should you care what other people say about it? You've gained the <span class="green">Acceptance: _penisSize Penis</span> trait.
<br><br>
<</if>>
Sydney keeps <<his>> head bowed, unaware of your <<if _acceptMessage>>revelation<<else>>thoughts<</if>>.
<<case 7>>
Your thoughts turn to your flat chest, and the mocking way people regard it. The torment returns. You pray for bigger breasts.
<br><br>
An hour passes, and your breasts are no bigger.
<br><br>
<<if $acceptance_breasts_small gte 1000>>
<<set _acceptMessage to true>>
Realisation dawns as you lean back. Your chest is beautiful. Why should you care what other people say about it? You've gained the <span class="green">Acceptance: Flat Chest</span> trait.
<br><br>
<</if>>
Sydney keeps <<his>> head bowed, unaware of your <<if _acceptMessage>>revelation<<else>>thoughts<</if>>.
<<case 8>>
Your thoughts turn to your <<breasts>>, and the mocking way people regard them. The torment returns. You try to remain detached.
<br><br>
An hour passes, and for a few moments the weight of scrutiny lifts.
<br><br>
<<if $acceptance_breasts_small gte 1000>>
<<set _breastSizeName to setup.breastsizes[$player.breastsize].toUpperFirst()>>
<<set _acceptMessage to true>>
Realisation dawns as you lean back. Your <<breasts>> are beautiful. Why should you care what other people say about them? You've gained the <span class="green">Acceptance: _breastSizeName Breasts</span> trait.
<br><br>
<</if>>
Sydney keeps <<his>> head bowed, unaware of your <<if _acceptMessage>>revelation<<else>>thoughts<</if>>.
<<case 9>>
Your thoughts turn to your <<breasts>>, and the mocking way people regard them. The torment returns. You pray for smaller breasts.
<br><br>
An hour passes, and your breasts are no smaller.
<br><br>
<<if $acceptance_breasts_big gte 1000>>
<<set _breastSizeName to setup.breastsizes[$player.breastsize].toUpperFirst()>>
<<set _acceptMessage to true>>
Realisation dawns as you lean back. Your <<breasts>> are beautiful. Why should you care what other people say about them? You've gained the <span class="green">Acceptance: _breastSizeName Breasts</span> trait.
<br><br>
<</if>>
Sydney keeps <<his>> head bowed, unaware of your <<if _acceptMessage>>revelation<<else>>thoughts<</if>>.
<<case 10>>
Your thoughts turn to your <<print playerAwareTheyArePregnant() ? "pregnant belly" : "pregnant looking belly">>, and the mocking way people regard it. The torment returns. You try to remain detached.
<br><br>
An hour passes, and for a few moments the weight of scrutiny lifts.
<br><br>
<<if $acceptance_pregnancy gte 1000>>
Realisation dawns as you lean back. Your belly is beautiful. Why should you care what other people say about it? You've gained the <span class="green"><<print playerAwareTheyArePregnant() ? "Acceptance: Pregnant Belly" : "Acceptance: Pregnant Looking Belly">></span> trait.
<br><br>
<</if>>
Sydney keeps <<his>> head bowed, unaware of your <<if _acceptMessage>>revelation<<else>>thoughts<</if>>.
<</switch>>
<<npcincr Sydney purity 1>><<gspurity>>
<br><br>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $stress gte $stressmax>>
<<passouttempleSydney>>
<<elseif $phase isnot 2 and $phase isnot 3 and random(1, 2) is 1 and $phase isnot 10>>
<<set $purityEvent to 1>>
Sydney opens <<his>> eyes and faces you. "So, what are you praying for?"
<br><br>
<<switch $phase>>
<<case 2>>
<<link [[Tell <<him>>|Temple Sydney Pray Tell]]>><<npcincr Sydney love 1>><<npcincr Sydney purity 2>><</link>><<glove>><<gspurity>>
<br>
<<case 3>>
<<link [[Tell <<him>>|Temple Sydney Pray Tell]]>><<npcincr Sydney purity -2>><</link>><<lspurity>><<sydneyWarning>>
<br>
<<case 4 5 6 7 8 9 10>>
<<if _acceptMessage>>
<<link [[Tell <<him>>|Temple Sydney Pray Tell Acceptance]]>><<stress -6>><<trauma -6>><</link>><<lstress>><<ltrauma>>
<br>
<<else>>
<<link [[Tell <<him>>|Temple Sydney Pray Tell]]>><<npcincr Sydney purity -5>><</link>><<llspurity>><<gacceptance>><<promiscuous1>><<sydneyWarning>>
<br>
<</if>>
<</switch>>
<<link [[Do not|Temple Sydney Pray Quiet]]>><</link>>
<br>
<<elseif $danger gte (9900 - $allure) and $eventskip isnot 1>>
<<if $rng gte 81>>
<<set $sydneyPresent to true>>
<<generateTemple 2>><<person2>> A <<monk>> carrying a donation plate walks by. <<He>> smiles at you.
<br><br>
<<link [[Look away|Temple Plate Look]]>><<npcincr Sydney love -1>><</link>><<llove>>
<br>
<<if $money gte 100>>
<<link [[Make a small donation (£1)|Temple Plate Donation]]>><<set $phase to 0>><<money -100>><<trauma -6>><<famegood 1>><<npcincr Sydney love 1>><</link>><<ltrauma>><<glove>>
<br>
<</if>>
<<if $money gte 500>>
<<link [[Make a reasonable donation (£5)|Temple Plate Donation]]>><<set $phase to 1>><<money -500>><<trauma -12>><<famegood 2>><<npcincr Sydney love 1>><</link>><<lltrauma>><<glove>>
<br>
<</if>>
<<if $money gte 2500>>
<<link [[Make a large donation (£25)|Temple Plate Donation]]>><<set $phase to 2>><<money -2500>><<trauma -18>><<famegood 3>><<npcincr Sydney love 1>><</link>><<llltrauma>><<glove>>
<br>
<</if>>
<<set $skulduggerydifficulty to 200>>
<<link [[Steal|Temple Plate Steal]]>><<crimeUp 5 "petty">><</link>><<crime "petty">><<skulduggerydifficulty>>
<br>
<<elseif $rng gte 71>>
<<generate2>><<generateyv3>>A door at the side of the temple creaks ajar. Through the gap you see a <<person3>><<persons>> head, lying on a table. <<Hes>> wearing a blindfold and gag.
<br><br>
You hear a solid whack, and the <<person>> jerks and winces. A moment later a stern-looking <<person2>><<monk>> appears at the gap, blocking your view. <<He>> closes the door.
<br><br>
<<if _sydneyStatus.includes("corrupt")>>
Sydney chuckles. "Putting the disciple in discipline, am I right?"
<<else>>
Sydney is looking in the opposite direction.
<</if>>
<<npcincr Sydney purity 1>><<gspurity>>
<br><br>
<<endevent>>
<<npc "Sydney">><<person1>>
<<sydneyOptions>>
<<elseif $rng gte 61>>
<<generate2>><<generateyv3>>You hear a <<person2>><<monk>> speak behind you. "We said there'd be consequences for breaking your oaths," <<he>> says, addressing someone behind <<him>>. "Now stand up straight." <<He>> holds a silk cord that trails after <<him>>. It binds the wrists of a younger <<person3>><<monk>>.
<br><br>
The junior <<monk>> wears a blindfold. <<His>> mouth is gagged by another span of cloth. The elder <<person2>><<monk>> directs <<person3>><<his>> steps by tugging on the cord. "Once you've faced penance." Those last words linger after they pass through one of the side doors, disappearing from view and earshot.
<br><br>
<<if _sydneyStatus.includes("corrupt")>>
Sydney shakes <<person1>><<his>> head. "All the other initiates here could learn a thing or two about keeping their heads down."
<<else>>
Sydney looks around nervously.
<</if>>
<<npcincr Sydney purity 1>><<gspurity>>
<br><br>
<<endevent>>
<<npc "Sydney">><<person1>>
<<sydneyOptions>>
<<elseif $rng gte 41>>
<<set $purityEvent to 1>>
Sydney opens <<his>> eyes and faces you. "So, what are you praying for?"
<br><br>
<<switch $phase>>
<<case 2>>
<<link [[Tell <<him>>|Temple Sydney Pray Tell]]>><<npcincr Sydney love 1>><<npcincr Sydney purity 2>><</link>><<glove>><<gspurity>><<sydneyWarning>>
<br>
<<case 3>>
<<link [[Tell <<him>>|Temple Sydney Pray Tell]]>><<npcincr Sydney purity -2>><</link>><<lspurity>><<sydneyWarning>>
<br>
<<case 4 5 6 7 8 9 10>>
<<if _acceptMessage>>
<<link [[Tell <<him>>|Temple Sydney Pray Tell Acceptance]]>><<stress -6>><<trauma -6>><</link>><<lstress>><<ltrauma>>
<br>
<<else>>
<<link [[Tell <<him>>|Temple Sydney Pray Tell]]>><<npcincr Sydney purity -5>><</link>><<llspurity>><<gacceptance>><<promiscuous1>><<sydneyWarning>>
<br>
<</if>>
<</switch>>
<<link [[Do not|Temple Sydney Pray Quiet]]>><</link>>
<br>
<<elseif $rng gte 21>>
<<endevent>><<npc "Sydney">><<person1>>
<<sydneyOptions>>
<<else>>
<<generateTemple 2>><<person2>>A <<person>> dressed as a <<monk>> sits close beside you. Very close. <<He>> rests a hand on your thigh. "Don't cause a fuss," <<he>> whispers. "Or I'll say you attacked me. Who will they believe?"
<br><br>
<<if $sydneyromance is 1>>
<<if _sydneyStatus.includes("corrupt")>>
Sydney lifts the hand off your thigh, holding it in a very tight grip. "Belief won't matter, because I'll attack you for real."
<<else>>
<<He>> freezes when <<he>> notices Sydney staring <<him>> down. You can't quite place the emotion on Sydney's face, but it makes you feel very small, even though it's not directed at you.
<</if>>
<br><br>
The <<person2>><<monk>> stands and walks away. You don't think <<he>> even knew Sydney was there, and you doubt <<he>>'ll bother you again.
<<else>>
"Me."
<br><br>
The <<person2>><<monk>> freezes at Sydney's word. All the colour drains from <<his>> face as Sydney stares <<him>> down. <<He>> stands, brushes <<himself>> off, and leaves without another sound.
<</if>>
<br><br>
<<endevent>><<npc "Sydney">><<person1>>
<<sydneyOptions>>
<</if>>
<<else>>
<<endevent>><<npc "Sydney">><<person1>>
<<sydneyOptions>>
<</if>>
<<set $eventskip to 0>><<run statusCheck("Sydney")>><<sydneySchedule>><<temple_effects>><<effects>>
<<switch $phase>>
<<case 2>>
You tell Sydney that you're praying for salvation, and a better future.
<<if $purityRollover is 1>>
<<unset $purityRollover>>
<<He>> gently smiles at you, before turning away. "Myself, I was... doing some thinking." <<He>> rubs <<his>> arm. "About myself. I... I had forgotten who I was. And praying here, with you... it helped me remember. I think..."
<br><br>
<<He>> smiles again, glowing. "<span class="gold">I think I found my own salvation.</span> Thank you."
<<elseif _sydneyStatus.includes("corrupt")>>
<<He>> almost looks nostalgic for a moment.
<<else>>
<<He>> happily smiles at you.
<</if>>
<<case 3>>
You begin to point out the subtle wrongs you see all around you. A few <<monks>> give you sideways glances as you do.
<br><br>
<<if _sydneyStatus.includes("corrupt")>>
<<He>> seems to realise something, but shakes <<his>> head and goes back to praying.
<<else>>
<<He>> doesn't seem to understand, and looks at you with concern.
<</if>>
<<case 4>>
<<if $player.gender is "m">>
<<set $genderknown.pushUnique("Sydney")>>
<</if>>
You tell Sydney about your insecurity in visceral detail, recalling the faces of everyone who's mentioned your tiny penis.
<br><br>
<<if $sydneyromance is 1>>
<<if _sydneyStatus.includes("corrupt")>>
<<He>> puts an arm around you. "I think I get it. If it makes you feel any better, I think it's really cute. What others say shouldn't matter."
<<else>>
<<He>> blushes and looks down. "I... well, I think it's cute, if that matters."
<</if>>
<<acceptance "penis_small" 20>>
<<else>>
<<if _sydneyStatus.includes("corrupt")>>
<<He>> shrugs. "It's not the size, it's how you use it. Or so I hear."
<<else>>
<<He>> blinks. "Many animals use things other than... size... to show off to a mate. Even in nature, the size isn't always what matters."
<</if>>
<<acceptance "penis_small" 10>>
<</if>>
<<if $acceptance_penis_small gte 1000>>
<<set _penisSize to setup.penisSizes[$player.penissize + 2].toUpperFirst()>>
Realisation dawns as you lean back. Your <<penis>> is beautiful. Why should you care what other people say about it? You've gained the <span class="green">Acceptance: _penisSize Penis</span> trait.
<br><br>
Sydney <<if $sydneyromance is 1>>kisses you on the cheek and <</if>> smiles. "I hope I was able to help you."
<</if>>
<<case 5>>
<<if $player.gender is "m">>
<<set $genderknown.pushUnique("Sydney")>>
<</if>>
You tell Sydney about your insecurity in visceral detail, recalling the faces of everyone who's mentioned your small penis.
<br><br>
<<if $sydneyromance is 1>>
<<if _sydneyStatus.includes("corrupt")>>
<<He>> puts an arm around you. "I think I get it. If it makes you feel any better, I think it's really cute. What others say shouldn't matter."
<<else>>
<<He>> blushes and looks down. "I... well, I think it's cute, if that matters."
<</if>>
<<acceptance "penis_small" 20>>
<<else>>
<<if _sydneyStatus.includes("corrupt")>>
<<He>> shrugs. "It's not the size, it's how you use it. Or so I hear."
<<else>>
<<He>> blinks. "Many animals use things other than... size... to show off to a mate. Even in nature, the size isn't always what matters."
<</if>>
<<acceptance "penis_small" 10>>
<</if>>
<<if $acceptance_penis_small gte 1000>>
<<set _penisSize to setup.penisSizes[$player.penissize + 2].toUpperFirst()>>
Realisation dawns as you lean back. Your <<penis>> is beautiful. Why should you care what other people say about it? You've gained the <span class="green">Acceptance: _penisSize Penis</span> trait.
<br><br>
Sydney <<if $sydneyromance is 1>>kisses you on the cheek and <</if>> smiles. "I hope I was able to help you."
<</if>>
<<case 6>>
<<if $player.gender is "m">>
<<set $genderknown.pushUnique("Sydney")>>
<</if>>
You tell Sydney about your insecurity in visceral detail, recalling the faces of everyone who's mentioned your oversized penis.
<br><br>
<<if $sydneyromance is 1>>
<<if _sydneyStatus.includes("corrupt")>>
<<He>> puts an arm around you. "I think I get it. If it makes you feel any better, I think it's really impressive. You should be proud."
<<else>>
<<He>> blushes and looks down. "I... well, I think it's really... fitting... if that matters."
<</if>>
<<acceptance "penis_big" 20>>
<<else>>
<<if _sydneyStatus.includes("corrupt")>>
<<He>> shrugs. "I see it as a net positive, but not a defining character trait."
<<else>>
<<He>> blinks. "Many animals use things other than... size... to show off to a mate. Even in nature, the size isn't always what matters."
<</if>>
<<acceptance "penis_big" 10>>
<</if>>
<<if $acceptance_penis_big gte 1000>>
<<set _penisSize to setup.penisSizes[$player.penissize + 2].toUpperFirst()>>
<<set _acceptMessage to true>>
Realisation dawns as you lean back. Your <<penis>> is beautiful. Why should you care what other people say about it? You've gained the <span class="green">Acceptance: _penisSize Penis</span> trait.
<br><br>
Sydney <<if $sydneyromance is 1>>kisses you on the cheek and <</if>> smiles. "I hope I was able to help you."
<</if>>
<<case 7>>
You tell Sydney about your insecurity in visceral detail, recalling the faces of everyone who's mentioned your flat chest.
<br><br>
<<if $sydneyromance is 1>>
<<if _sydneyStatus.includes("corrupt")>>
<<He>> puts an arm around you. "I think I get it. If it makes you feel any better, I think it is nothing to worry about, you're cute either way."
<<else>>
<<He>> blushes and looks down. "I... well, I think they're cute, if that matters."
<</if>>
<<acceptance "breasts_small" 20>>
<<else>>
<<if _sydneyStatus.includes("corrupt")>>
<<He>> shrugs. "Less back pain."
<<else>>
<<He>> blinks. "It's not a bad thing. If anything, they make physical activity a lot easier."
<</if>>
<<acceptance "breasts_small" 10>>
<</if>>
<<if $acceptance_breasts_small gte 1000>>
<<set _acceptMessage to true>>
Realisation dawns as you lean back. Your chest is beautiful. Why should you care what other people say about it? You've gained the <span class="green">Acceptance: Flat Chest</span> trait.
<br><br>
Sydney <<if $sydneyromance is 1>>kisses you on the cheek and <</if>> smiles. "I hope I was able to help you."
<</if>>
<<case 8>>
You tell Sydney about your insecurity in visceral detail, recalling the faces of everyone who's mentioned your small breasts.
<br><br>
<<if $sydneyromance is 1>>
<<if _sydneyStatus.includes("corrupt")>>
<<He>> puts an arm around you. "I think I get it. If it makes you feel any better, I think they're really cute. What others say shouldn't matter."
<<else>>
<<He>> blushes and looks down. "I... well, I think they're cute, if that matters."
<</if>>
<<acceptance "breasts_small" 20>>
<<else>>
<<if _sydneyStatus.includes("corrupt")>>
<<He>> shrugs. "Less back pain."
<<else>>
<<He>> blinks. "It's not a bad thing. If anything, they make physical activity a lot easier."
<</if>>
<<acceptance "breasts_small" 10>>
<</if>>
<<if $acceptance_breasts_small gte 1000>>
<<set _breastSizeName to setup.breastsizes[$player.breastsize].toUpperFirst()>>
<<set _acceptMessage to true>>
Realisation dawns as you lean back. Your <<breasts>> are beautiful. Why should you care what other people say about them? You've gained the <span class="green">Acceptance: _breastSizeName Breasts</span> trait.
<br><br>
Sydney <<if $sydneyromance is 1>>kisses you on the cheek and <</if>> smiles. "I hope I was able to help you."
<</if>>
<<case 9>>
You tell Sydney about your insecurity in visceral detail, recalling the faces of everyone who's mentioned your oversized breasts.
<br><br>
<<if $sydneyromance is 1>>
<<if _sydneyStatus.includes("corrupt")>>
<<He>> puts an arm around you. "I think I get it. If it makes you feel any better, I think they're really impressive. You should be proud."
<<else>>
<<He>> blushes and looks down. "I... well, I think they're really... fitting... if that matters."
<</if>>
<<acceptance "breasts_big" 20>>
<<else>>
<<if _sydneyStatus.includes("corrupt")>>
<<He>> shrugs. "I see them as a net positive, but not a defining character trait."
<<else>>
<<He>> blinks. "Many animals use things other than... size... to show off to a mate. Even in nature, the size isn't always what matters."
<</if>>
<<acceptance "breasts_big" 10>>
<</if>>
<<if $acceptance_breasts_big gte 1000>>
<<set _breastSizeName to setup.breastsizes[$player.breastsize].toUpperFirst()>>
<<set _acceptMessage to true>>
Realisation dawns as you lean back. Your <<breasts>> are beautiful. Why should you care what other people say about them? You've gained the <span class="green">Acceptance: _breastSizeName Breasts</span> trait.
<br><br>
Sydney <<if $sydneyromance is 1>>kisses you on the cheek and <</if>> smiles. "I hope I was able to help you."
<</if>>
<<case 10>>
You place your hands on your belly and tell Sydney about your insecurity and shame.
<br><br>
<<if $sydneyromance is 1>>
<<if getPregnancyObject().fetus[0].father is "Sydney">>
<<if _sydneyStatus.includes("corrupt")>>
<<He>> puts an arm around you. "If I was in your position, I wouldn't stop showing it off. 'Hey, everyone, look! My <<nnpc_girlfriend "Sydney">> knocked me up!'" <<He>> rubs your belly and blows a raspberry on your cheek. You can't help but giggle. <<stress -6>><<lstress>>
<<else>>
<<He>> blushes and looks down. "W-what's there to be ashamed of, beloved? I'm... excited for our child! Aren't you?"
<</if>>
<<acceptance "pregnancy" 20>>
<br><br>
<<else>>
<<He>> looks down uncomfortably. "R-right. I... sorry. I shouldn't have asked."
<</if>>
<<else>>
<<if _sydneyStatus.includes("corrupt")>>
<<He>> gives you a sad smile. "Look, shit happens. The others here might shame you endlessly for getting pregnant out of wedlock, but all you can do is... well, your best. For your child."
<<else>>
<<He>> blinks. "While pregnancy outside of wedlock is a sin... without sin, there can be no redemption. So long as you love your child, I'm certain you'll be redeemed!"
<</if>>
<<acceptance "pregnancy" 10>>
<</if>>
<<if $acceptance_pregnancy gte 1000>>
Realisation dawns as you lean back. Your belly is beautiful. Why should you care what other people say about it? You've gained the <span class="green"><<print playerAwareTheyArePregnant() ? "Acceptance: Pregnant Belly" : "Acceptance: Pregnant Looking Belly">></span> trait.
<br><br>
Sydney <<if $sydneyromance is 1>>kisses you on the cheek and <</if>> smiles. "I hope I was able to help you."
<</if>>
<</switch>>
<<if $phase isnot 2 and $phase isnot 3 and !_acceptMessage>>
<<promiscuity1>>
<<else>>
<br><br>
<</if>>
<<endevent>><<npc "Sydney">><<person1>>
<<sydneyOptions>><<sydneySchedule>><<temple_effects>><<effects>>
You smile at Sydney, and tell <<him>> that you just overcame a huge obstacle.
<br><br>
"That's great! I'm really happy for you. Prayer can do wonders, even if it's just reassurance."
<br><br>
<<endevent>><<npc "Sydney">><<person1>>
<<sydneyOptions>><<sydneySchedule>><<temple_effects>><<effects>>
You decide to keep it to yourself. Sydney frowns, but doesn't press it.
<br><br>
<<endevent>><<npc "Sydney">><<person1>>
<<sydneyOptions>><<set $outside to 0>><<set $location to "temple">><<run statusCheck("Sydney")>><<sydneySchedule>><<temple_effects>><<effects>><<set _sydneyPray to true>>
<<if $speech_attitude is "meek">>
"So, are we ready to... do what you said?" you ask quietly.
<<elseif $speech_attitude is "bratty">>
"Ready to break some vows?" you ask.
<<else>>
"Are we ready to execute your plan?" you whisper to <<him>>.
<</if>>
<br><br>
<<if !_sydneyStatus.includes("corrupt")>>
<<unset $sydneyChastityRemoveCorrupt>><<unset $sydneyChastityRemoveIntro>>
Sydney looks down in shame. "About that... I..." <<he>> sighs. "Maybe I spoke too soon. We should really take some time to think about if this is what we want."
<br><br>
<i><span class="pink">Sydney is no longer corrupt enough to consider removing <<his>> belt. You may need to drag <<him>> back down into the throes of lust.</span></i>
<br><br>
<<sydneyOptions>>
<<elseif playerChastity() and $worn.genitals.origin isnot "temple">>
Sydney smiles, but it soon fades. "I thought about something. Your device... it's not from the temple, is it?" You nod, and Sydney frowns.
"Then there's nothing we can do, at least not yet. The keys here are only for belts or cages issued by the temple. You'll need to find a way to remove your device before we can do anything."
<br><br>
<<sydneyOptions>>
<<elseif $temple_rank is undefined or $temple_rank is "prospective">>
Sydney smiles, but it soon fades. "There's no way we'll be able to sneak back there, since you're not even an initiate. You'll have to talk to <<nnpc_brother "Jordan">> Jordan and join the order before we can do this."
<br><br>
<<sydneyOptions>>
<<elseif Time.hour gte 21>>
Sydney takes a deep breath. "I'm ready." <<He>> begins to count the number of <<monks>> around. "Perfect. We should have an opening in a minute. I'll go first, follow me in about two minutes." <<He>> begins giving you a list of directions and subtle details to look out for in the temple's back halls.
<br><br>
<<He>> starts to get up, but stops <<himself>> and turns back to you. "Are you absolutely sure you're ready? Broken vows are taken very seriously here, and if we get caught..."
<br><br>
<<link [[Yes (0:02)|Sydney Temple Corrupt 2]]>><<pass 2>><</link>>
<br>
<<link [[No|Sydney Temple Corrupt Cancel]]>><</link>>
<br>
<<else>>
Sydney blushes, but nods. "We'll need to wait for it to get dark, though. Meet me here once the sun's down."
<br><br>
<<sydneyOptions>>
<</if>><<set $outside to 0>><<set $location to "temple">><<sydneySchedule>><<temple_effects>><<effects>>
Sydney nods in understanding. "Let me know when you're ready, then. I'll wait for you."
<br><br>
<<sydneyOptions>><<effects>>
You nod. Sydney kisses you on the cheek for reassurance. "I love you," <<he>> says. "I'll finally be able to show you just how much I do."
<br><br>
After a moment, <<he>> stands from the pew, and approaches a back door. You begin counting the seconds once <<he>> disappears behind it. After two minutes, you follow.
<br><br>
It seems like Sydney was correct, as you find all the other <<monks>> occupied with other matters as you wander down the temple's halls. No one even gives you a second glance. <<His>> instructions prove valuable, and you soon end up in a forbidden section of the temple.
<br><br>
Someone grabs you, covering your mouth as they pull you into a small crevice. You struggle and attempt to free yourself, until you realise it's just Sydney. A <<monk>> passes by, oblivious to your presence.
<br><br>
Sydney releases you. "That was close.
<<if $temple_rank is "initiate">>
Initiates aren't supposed to wander around this section, but the midnight vigils sometimes require us to anyways."
<<else>>
We're not subject to the normal restrictions, but we still look really suspicious."
<</if>>
Sydney takes you by the hand, and begins leading you further into the temple. <<takeHandholdingVirginity "Sydney" `($sydneyromance is 1 ?'romantic':'consensual')`>>
<br><br>
<<link [[Next|Sydney Temple Corrupt Lock]]>><<pass 10>><</link>>
<br><<effects>>
You soon lose track of where you're going, but Sydney knows the way. The halls are lit by weak torches. "That room's where they store the incense. The strong stuff and the regular stuff for the thuribles. I don't know what's down that hallway. Or that one." <<He>> pauses. "This place always feels bigger on the inside. I wonder what else feels that way." <<He>> nudges you playfully. <<arousal 50>><<garousal>>
<br><br>
The two of you reach a locked door. "I think this is the one." Sydney peers through the keyhole. "No good, no lights inside. We need to figure out how to get in." The door is old and in poor shape. The lock is more sturdy than the door itself.
<br><br>
<<set $lock to 600>>
<<if currentSkillValue('skulduggery') gte $lock>>
<span class="green">The lock looks easy to pick.</span>
<br><br>
<<link [[Pick lock (0:05)|Sydney Temple Corrupt Pick]]>><<set $phase to 1>><<pass 5>><<crimeUp 10 "trespassing">><</link>><<crime "trespassing">>
<br>
<<else>>
<span class="red">The lock looks beyond your ability to pick.</span> <<skulduggeryrequired>>
<br><br>
<</if>>
<<link [[Break the door down|Sydney Temple Corrupt Pick]]>><<set $phase to 2>><<if $temple_rank isnot undefined and $temple_rank isnot "prospective">><<grace -15>><</if>><</link>><<if $temple_rank isnot undefined and $temple_rank isnot "prospective">><<lllgrace>><</if>>
<br><<effects>>
<<if $phase is 1>>
You pick the lock with hardly a sound. Sydney gives you a silent clap before pulling a torch from the wall, and you both enter the room.
<<else>>
You step back, and deliver a fierce kick to the door.
<<if currentSkillValue('physique') gte 8000>>
It breaks free from its hinges, coming down to the ground with a loud thud that reverberates throughout the halls. "Someone will have heard that. We need to hurry." Sydney grabs a torch from the wall as you both dart into the room, and stand the door back up in place.
<<else>>
Your foot goes clean through the door, making a hole. You get caught on it and fall, landing right on your bum. <<stress 6>><<pain 5>><<gstress>><<gpain>>
<br><br>
Sydney helps you to your feet, stifling giggles. "Someone definitely would have heard that. We should hurry." <<He>> reaches through the hole you made in the door, unlocking it from the other side. <<He>> grabs a torch from the wall and you both enter.
<</if>>
<</if>>
<br><br>
"This is annoying. How hard would it be to just put a few light bulbs down here? Who even maintains these torches... Agh!" Sydney almost trips over something in the middle of the floor. "Alright, there should be some sconces here somewhere..." <<He>> travels along the edges of the room, and begins to light the snuffed torches.
<br><br>
As <<he>> does, you see many cabinets and hangers filled with various chastity devices and other restrictive or punitive equipment, such as blindfolds, belts, gags, and paddles. There's a few metallic pink canisters with cone-shaped nozzles piled up in a corner of the room. The two of you begin to search for keys in the dim light.
<br><br>
<<if $phase is 2>>
<<endevent>>
<<generateConfessor 1>><<person1>>
"<span class="red">You're not supposed to be here.</span>" Your blood runs cold. Two figures in black robes enter the room.
<<if $temple_confessor_intro>>
You recognise them. Confessors.
<</if>>
"You two have caused severe damage, and are trespassing. You must be purified." <<He>> turns to the other <<monk>>. "Punishment is in order. Handle this one." <<He>> approaches you while the other one makes a grab for Sydney.
<br><br>
<<link [[Next|Sydney Temple Corrupt Fight]]>><<set $fightstart to 1>><</link>>
<br>
<<else>>
<<link [[Search (0:10)|Sydney Temple Corrupt Search]]>><<pass 10>><<set $phase to 0>><</link>>
<br>
<</if>><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<set $enemyhealth += 200>>
<<npcidlegenitals>>
<<set $timer to 6>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<switch $timer>>
<<case 5>>
<span class="red">Sydney struggles against <<nnpc_his "Sydney">> assailant.</span>
<<case 4>>
<span class="pink">Sydney manages to push the <<monk>> away from <<nnpc_him "Sydney">>.</span>
<<case 3>>
<span class="purple">Sydney frantically looks around for something to fight the <<monk>> off with. <<nnpc_His "Sydney">> eyes settle on one of the pink canisters.</span>
<<case 2>>
<span class="blue">Sydney picks up the canister and fumbles with it. A spray of pink mist hits the <<monk>> right in the face. <<He>> stumbles, and looks disoriented.</span>
<<case 1>>
<span class="teal">Sydney rushes towards you.</span>
<<case 0>>
<span class="green">Sydney points the canister at the <<monk>> attacking you.</span>
<</switch>>
<br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or $timer lte 0>>
<span id="next"><<link [[Next|Sydney Temple Corrupt Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Sydney Temple Corrupt Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"N...no!" The <<monk>> falls to <<his>> knees. "I... I've sinned, I must-" <<Hes>> cut off as a blast of pink mist washes over <<him>>.
<<elseif $enemyhealth lte 0>>
You push the <<monk>> away, and follow up with a punch to the gut. <<He>> keels over. "How... how dare you! I can assure you, once they hear about this-" <<Hes>> cut off as a blast of pink mist washes over <<him>>.
<<else>>
A blast of pink mist washes over the <<monk>>, and <<he>> stumbles back.
<</if>>
<<His>> eyes slowly close, and <<he>> falls to the ground, sprawled out in a pile. You look over to see the other <<monk>> in the same state.
<<clotheson>>
<<endcombat>>
<<npc "Sydney">><<person1>>
Sydney tosses the canister aside. "That stuff's creepy. I'm glad that wasn't an aphrodisiac or something. Let's hope they don't remember us when they wake up." <<tearful>> you catch your breath, and <<he>> looks you over, examining the damage.
<<if $pain gte 15>>
"Did you get hurt? Here, let me help." Sydney wipes some tears from your face with <<his>> sleeve. <<violence -30>><<llpain>>
<<else>>
"You handled that pretty well."
<</if>>
<br><br>
<<He>> looks down to the two assailants scornfully, and produces a red marker from <<his>> robes before leaning down. "<span class="red">I assaulted an innocent <<temple_title "Sydney">>, I need to be purified</span>" has been written on both of their faces, with the words curving around the nose and mouth. Sydney smiles mischievously.
<br><br>
"Why are they keeping this... pink stuff in here with the belts and paddles? Let's hurry up and find what we came for. I don't feel safe down here anymore."
<br><br>
<<link [[Search (0:10)|Sydney Temple Corrupt Search]]>><<pass 10>><<set $phase to 0>><<set $phase2 to 1>><</link>>
<br><<effects>>
<<if !$templeSearch>>
<<set $templeSearch to []>>
<</if>>
<<switch $phase>>
<<case 0>>
You begin the search with Sydney.
<<case 1>>
You search by the cabinets full of chastity devices. One drawer is dedicated to broken ones, but the rest seem to be freshly cleaned or repaired.
<<if $fame.business gte 400>>
Under one of them, you find what looks like a delivery invoice. Someone spent a lot of money on these.
<<else>>
Under one of them, you find a piece of paper with various business jargon that you don't understand.
<</if>>
Much of it is inked out. It's signed "W" at the end.
<br><br>
Each of the belts, even the broken ones, have a matching key. However, none of them fit Sydney's belt.
<<case 2>>
You search by the paddle racks. You find some wood cleaning solution and a pile of dirty rags nearby. At least they seem to be cleaned after each use.
<br><br>
You pick one up. It's much heavier than expected. You shudder to think what being struck by one would feel like. <<if $masochism_level gte 1>><<arousal 50>><<garousal>><<else>><<stress 3>><<gstress>><</if>>
<<case 3>>
You search by the blindfolds. There's little of note around them, other than a few smaller disciplinary devices. They're pointy.
<<case 4>>
You search by the gags. They're all clean, as if brand new. You notice a few different designs. Ball gags, ring gags, simple strips of cloth, tape...
<<case 5>>
You search by the pink canisters. There's only a few<<if $phase2 is 1>>, and one of them is freshly emptied. "Careful with those, I don't want to have to carry you out of here." You place it back<</if>>. They smell faintly familiar.
<<case 6>>
You <<if $templeSearch.length is 3>>and Sydney <</if>> search the black robed figures. You quickly find a small brass key on one of them. <<if $templeSearch.length is 3>>It doesn't fit <<his>> belt, but <<he>> returns <<his>> gaze to the locked drawers.<</if>>
<</switch>>
<br><br>
<<if $templeSearch.length is 1>>
Sydney searches by a group of hangers, each one occupied by some kind of harness.
<br><br>
<<elseif $templeSearch.length is 2>>
Sydney encounters a locked drawer.
<<if $templeSearch.includes("figures")>>
You toss <<him>> the key you just found. It fits.
<<else>>
<<if $phase2 is 1>>
<<He>> eyes up one of the black robed figures on the ground.
<<else>>
<<He>> pauses to think for a moment.
<</if>>
<</if>>
<br><br>
<<elseif $templeSearch.length is 3>>
<<if $templeSearch.includes("figures")>>
Sydney begins searching through each locked drawer one by one.
<<else>>
<<if $phase2 is 1>>
Sydney finds a key on one of the figures. It doesn't fit <<his>> belt, but <<he>> returns <<his>> gaze to the locked drawers.
<<else>>
Sydney takes a small bladed instrument off the wall, and slips it into the drawer's lock. It clicks.
<</if>>
<</if>>
<br><br>
<</if>>
<<if $templeSearch.length gte 4>>
"I think I found it!" Sydney whisper-yells to you. You stop your searching and sneak over to <<him>>. <<Hes>> holding up a silver key. It's the same silver as <<his>> chastity belt<<if playerChastity() and $worn.genitals.origin is "temple">>, and the same type of key that you remember being used to lock yours. Sure enough, <<he>> quickly finds a second key<</if>>.
<br><br>
You reach for Sydney's belt, but <<he>> pulls away. "I want to," <<he>> says. "I really, really want to. But not here. We need somewhere private." <<He>> stares into your eyes, <<his>> own full of intensity. "Somewhere soundproof. I know a spot." Sydney takes your hand and pulls you back out into the hallway. <<takeHandholdingVirginity "Sydney" `($sydneyromance is 1?"romantic":"consensual")`>>
<br><br>
<<link [[Next (0:10)|Sydney Temple Corrupt 3]]>><<pass 10>><<unset $templeSearch>><</link>>
<br>
<<else>>
<<if !$templeSearch.includes("chastity")>>
<<link [[Search by the chastity belts (0:10)|Sydney Temple Corrupt Search]]>><<pass 10>><<set $templeSearch.push("chastity")>><<set $phase to 1>><</link>>
<br>
<</if>>
<<if !$templeSearch.includes("paddles")>>
<<link [[Search by the paddles (0:10)|Sydney Temple Corrupt Search]]>><<pass 10>><<set $templeSearch.push("paddles")>><<set $phase to 2>><</link>>
<br>
<</if>>
<<if !$templeSearch.includes("blindfolds")>>
<<link [[Search by the blindfolds (0:10)|Sydney Temple Corrupt Search]]>><<pass 10>><<set $templeSearch.push("blindfolds")>><<set $phase to 3>><</link>>
<br>
<</if>>
<<if !$templeSearch.includes("gags")>>
<<link [[Search by the gags (0:10)|Sydney Temple Corrupt Search]]>><<pass 10>><<set $templeSearch.push("gags")>><<set $phase to 4>><</link>>
<br>
<</if>>
<<if !$templeSearch.includes("canisters")>>
<<link [[Search by the pink canisters (0:10)|Sydney Temple Corrupt Search]]>><<pass 10>><<set $templeSearch.push("canisters")>><<set $phase to 5>><</link>>
<br>
<</if>>
<<if $phase2 is 1 and !$templeSearch.includes("figures") and $templeSearch.length lt 3>>
<<link [[Search the black robed figures (0:10)|Sydney Temple Corrupt Search]]>><<pass 10>><<set $templeSearch.push("figures")>><<set $phase to 6>><</link>>
<br>
<</if>>
<</if>><<effects>>
You creep back down the corridor you came from. Sydney searches the wall for a few seconds, before grabbing a crack. A door opens, built to resemble the surrounding stone bricks. The passageway is just tall enough to crawl through.
<<if $historytrait gte 3>>
You think you remember reading about secret passages in the temple, and it would seem they're real.
<</if>>
<br><br>
Sydney leads the way, and you follow behind, making sure the secret door shuts without sound. You don't have to crawl long before <<he>> reaches another door. <<He>> pushes it open and drops down, and you drop soon after.
You find yourself in a small hexagonal room, the edges ringed with steps leading nowhere. A single window decorates each wall, far above. A cushion sits in the middle.
<br><br>
"This room is one of the temple's best kept secrets," Sydney whispers. "A prayer room that's said to be closer to heaven than anywhere else. Prayers tend to get intense here, so it's completely soundproof. For the sake of the people outside."
<br><br>
<<link [[Next|Sydney Temple Corrupt 4]]>><</link>>
<br><<effects>>
With shaking hands, Sydney inserts the key into <<his>> chastity belt. It drops to the floor with a clatter. <<if playerChastity() and $worn.genitals.origin is "temple">><<He>> tosses you the other key, and you do the same to your own. <<set $worn.genitals.type.push("broken")>><<genitalsruined>><<if playerChastity("anus")>><<set $worn.genitals.anal_shield to 0>><</if>><</if>>
<br><br>
<<set C.npc.Sydney.chastity.anus to "">>
<<set C.npc.Sydney.chastity.vagina to "">>
<<set C.npc.Sydney.chastity.penis to "">>
<<unset $sydneyChastityRemoveIntro>><<unset $sydneyChastityRemoveCorrupt>>
<<endevent>>
<<defileSacredGround>>
<<npc "Sydney">><<person1>>
<<He>> walks toward you, then suddenly pulls you to the ground. <<He>> flips on top of you, laying you on the cushion in the centre.
"This is the most sacred place in town," <<he>> murmurs, <<his>> mouth just barely grazing yours. <<He>> grinds against you. "Won't you defile it with me?"
<br><br>
<<link [[Defile sacred ground|Sydney Temple Corrupt Sex]]>><<set $sexstart to 1>><</link>>
<br><<set $combat to 0>><<effects>>
<<endevent>>
<<defileSacredGround>>
<<npc "Sydney">><<person1>>
Sydney leads the way, and you follow behind, making sure the secret door shuts quietly behind you. You don't have to crawl long before <<he>> reaches another door. <<He>> pushes it open and drops down, and you drop soon after.
You find yourself in a small hexagonal room, the edges ringed with steps leading nowhere. A single window decorates each wall, far above. A cushion sits in the middle.
<br><br>
<<He>> walks toward you, then yanks you to the ground. <<He>> flips on top of you, laying you on the cushion in the centre.
"Ready to defile me again?"
<br><br>
<<link [[Defile sacred ground|Sydney Temple Corrupt Sex]]>><<set $sexstart to 1>><</link>>
<br><<run statusCheck("Sydney")>><<set $prayerRoom to true>>
<<if $sexstart is 1 or $molestationstart is 1>>
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<molested>>
<</if>>
<<set $daily.sydney.sex = ($daily.sydney.sex || 0) + 1>><<set $sydney.sexTotal += 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>>
<<set $enemyarousalmax to 600>>
<<set $enemyarousalmax to $enemyarousalmax * ($npcArousalMult / 100)>>
<<switch $loveDrunk>>
<<case 1>>
You feel as though some unseen force is pushing you and Sydney together. <<hallucinogen 60>>
<<case 2>>
You don't remember when it happened, <span class="lewd">but all of your clothes have vanished. Your mind feels fuzzy.</span> <<hallucinogen 60>>
<<undress "prayerroom">><<npcexpose>>
<<case 3>>
<span class="lewd">The room spirals out into nothingness, and only your lust remains.</span> <<hallucinogen 60>>
<<npcexpose>>
<<default>>
<<npcexpose>>
<</switch>>
<<if $loveDrunk>>
<<npc_attempt_sex>>
<</if>>
<<set $NPCList[0].pregnancyAvoidance to 0>><<set $NPCList[0].condom to false>>
<</if>>
<<switch $loveDrunk>>
<<case undefined>>
<span class="lewd">The incense makes you feel light and dizzy.</span><<hallucinogen 5>>
<<case 1>>
<span class="lewd">The temple is melting away.</span><<hallucinogen 5>>
<<case 2>>
<span class="lewd">The incense swirls around you both, binding you together.</span><<hallucinogen 10>>
<<default>>
<span class="lustful">As one.</span><<hallucinogen 10>>
<</switch>>
<<arousal 200>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend and !($finish is 1 and $loveDrunk)>>
<span id="next"><<link [[Next|Sydney Temple Corrupt Sex Finish]]>><</link>></span><<nexttext>>
<<elseif _combatend and $gamemode is "soft" and $finish is 1>>
<span id="next"><<link [[Next|Sydney Temple Corrupt Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Sydney Temple Corrupt Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "temple">><<effects>>
<<if !$loveDrunk>>
<<set $loveDrunk to 0>>
<</if>>
<<if $enemyarousal gte $enemyarousalmax>>
<<if $loveDrunk gte 3 and ((!$player.penisExist and C.npc.Sydney.gender is "f") or (!$player.vaginaExist and C.npc.Sydney.gender is "m" and $analdisable is "t") or C.npc.Sydney.virginity.penile isnot true or C.npc.Sydney.virginity.vaginal isnot true)>>
Sydney's moans of pleasure fill the prayer room, echoing off the nothingness. You feel as though you're being drained of something, but you don't care. You're filled with a primal heat that builds and builds, until your own moans fill the room, too. <<orgasm>>
<br><br>
<<He>> collapses on top of you, finally satisfied and spent. <<npcincr Sydney lust -20>><<llllust>>
<br><br>
A phantom howl fills the room as it comes back into focus around you. You feel your consciousness slipping, and your body gives in to exhaustion.
<br><br>
<<link [[Forever, As One... (0:30)|Sydney Temple Corrupt End]]>><<endcombat>><<npc "Sydney">><<person1>><<pass 30>><</link>>
<<elseif $loveDrunk gte 3 and playerChastity()>>
Sydney lets out a feral growl, pinning you to the cushion. "Why?!" <<he>> hisses. "You brought me back here with that thing on! That... damned mockery! It's between me and... I can't..." <<He>> dives to the floor and begins tearing at your $worn.genitals.name, digging <<his>> fingernails into it with a feverish passion.
<<set $worn.genitals.integrity -= 100>>
<br><br>
<<if $worn.genitals.integrity lte 0>>
<span class="blue">Your $worn.genitals.name shatters into pieces.</span>
<<set $worn.genitals.type.push("broken")>>
<<genitalsruined>>
Sydney's face freezes in shock for a moment, before twisting into a mad grin. "Finally," <<he>> says in an eerily calm tone. "Nowhere to run. And nothing to hide behind. You're mine. Mine to defile."
<br><br>
<<link [[Next|Sydney Temple Corrupt Sex]]>><<endcombat>><<npc "Sydney">><<person1>><<set $molestationstart to 1>><</link>>
<<else>>
<<His>> swipes grow weaker and weaker, and <<he>> collapses to the floor, finally spent. <<npcincr Sydney lust 10>><<gglust>>
<br><br>
A phantom howl fills the room as it comes back into focus around you. You feel your consciousness slipping, and your body gives in to exhaustion.
<br><br>
<<link [[Forever, As One... (0:30)|Sydney Temple Corrupt End]]>><<endcombat>><<npc "Sydney">><<person1>><<pass 30>><</link>>
<</if>>
<<else>>
<<ejaculation>>
<<if (!$player.penisExist and C.npc.Sydney.gender is "f") or (!$player.vaginaExist and C.npc.Sydney.gender is "m" and $analdisable is "t") or (C.npc.Sydney.virginity.penile isnot true or C.npc.Sydney.virginity.vaginal isnot true)>>
<<switch $loveDrunk>>
<<case 0>>
Sydney doesn't get up, and refuses to let you move. A manic expression crosses <<his>> face. "Where are you going, my love? We've only just started!" <<Hes>> on you again. <span class="red">The hallucinogens have driven <<him>> mad with lust!</span>
<<case 1>>
You and Sydney are both a mess. <<He>> looks at you through lust-crazed eyes. "More," <<he>> demands simply. <span class="lewd">The room begins to warp around you.</span>
<<default>>
"More!" Sydney pulls you back down again. <span class="lewd">There's nothing else in the world but you two.</span>
<</switch>>
<<else>>
<<switch $loveDrunk>>
<<case 0>>
Sydney doesn't get up, and refuses to let you move. "You didn't defile me. What are you waiting for? I need you to ravage me!" <<Hes>> on you again. <span class="red">The hallucinogens have driven <<him>> mad with lust!</span>
<<case 1>>
You and Sydney are both a mess. <<He>> looks at you through lust-crazed eyes. "Defile me! We must be as one! I won't let you go until you do!" The room begins to warp around you.
<<case 2>>
"You. You will make my body and yours as one. We will be bound forever. Just give in to me, and let me give in to you." Sydney pulls you back down again. There's nothing else in the world but you two.
<<default>>
Sydney pulls you back into <<his>> embrace each time. <span class="lewd">It seems <<he>> won't be satisfied until you are both defiled.</span>
<</switch>>
<</if>>
<br><br>
<<link [[Allow it|Sydney Temple Corrupt Sex]]>><<endcombat>><<npc "Sydney">><<person1>><<set $sexstart to 1>><</link>>
<br>
<<link [[Try to resist|Sydney Temple Corrupt Sex]]>><<endcombat>><<npc "Sydney">><<person1>><<set $molestationstart to 1>><</link>>
<br>
<<set $loveDrunk += 1>>
<</if>>
<<elseif $enemyhealth lte 0>>
You hit Sydney as hard as you can, trying to snap <<him>> out of this. <<He>> clings to your exhausted body, shuddering in the afterglow. Your assault seems to have just brought <<him>> more pleasure. <<He>> pins you down and whispers in your ear. "You better hit me twice as hard this time, lover. We're nowhere near done." <<if $loveDrunk is 0>><span class="red">The hallucinogens have driven <<him>> mad with lust!</span><</if>>
<<npcincr Sydney lust 1>><<glust>><<trauma 12>><<ggtrauma>>
<br><br>
<<tearful>> <<he>> continues <<his>> assault.
<br><br>
<<link [[Next|Sydney Temple Corrupt Sex]]>><<endcombat>><<npc "Sydney">><<person1>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
Sydney moves to get off of you, but it seems like something stops <<him>>. Before you can react, <<hes>> back on top of you. "Stop? No, no no no. I'll never stop. I've waited too long to stop now! We will both be defiled, my beloved!" <<if $loveDrunk is 0>><span class="red">The hallucinogens have driven <<him>> mad with lust!</span><</if>> <<trauma 12>><<ggtrauma>>
<br><br>
<<link [[Next|Sydney Temple Corrupt Sex]]>><<endcombat>><<npc "Sydney">><<person1>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "temple">><<effects>>
<<unset $prayerRoom>>
<<unset $loveDrunk>>
<<set $fakeFallenAngel to $fallenangel and !$defileSacredGroundStore.fallenangel>>
<<if $fakeFallenAngel>>
<<set $transformationParts.fallenAngel.halo to "disabled">>
<<set $transformationParts.fallenAngel.wings to "disabled">>
<<set $trauma to $defileSacredGroundStore.trauma>>
<</if>>
You awaken some time later, warm and comfortable in Sydney's embrace. The incense has cleared from the room, and although you still feel dizzy, you also feel profoundly refreshed.
<<tiredness -20>><<trauma -12>><<ltiredness>><<lltrauma>>
<br><br>
Sydney stirs and yawns. <<He>> stretches as <<he>> sits up, giving you an unobstructed view of <<his>> naked body. <<He>> makes no effort to cover <<himself>>. "I love you," <<he>> says as <<he>> drops back down to hug you. You sit in the afterglow, content to enjoy each other's touch.
<br><br>
The two of you reluctantly rise after what feels like far too short of a time. You gather up your scattered clothing, unsure of how it ended up so far away.
<<storeon "prayerroom">>
<<clotheson>>
<<link [[Next|Sydney Temple Corrupt End 2]]>>
<<if $sydneySeen.includes("corruptroom")>>
<<prayerRoomEnd>>
<</if>>
<</link>>
<br><<effects>>
Sydney wraps <<his>> arms around you, and
<<if $exposed gte 1>>
offers you a towel to cover yourself. "Sorry, I must have wrecked some of your clothes." <<towelup>> <<He>>
<</if>>
kisses you on the cheek.
<br><br>
<<if !$sydneySeen.includes("corruptroom")>>
<<set $sydneySeen.pushUnique("corruptroom")>>
<<world_corruption "hard" 1>>
"That really was... I... I don't even know if there are words to describe it. Absolutely worth any punishment they have in store for me,
<<if C.npc.Sydney.virginity.penile is true and C.npc.Sydney.virginity.vaginal is true>>
but it's not like I need to worry about my chastity exam.
<<else>>
but I think I have a few ideas on how to avoid my chastity exam.
<</if>>
I know how we can get out without anyone noticing, at least." <<He>> leads you back to the secret entrance, and you retrace your steps back through the temple.
<br><br>
You find yourselves blocked off by a group of <<monks>> in black robes, near the door to the room you found Sydney's key in. "Shit. Alright, plan B, we can get out by going into the garden." <<He>> grabs your hand and runs through an entirely different maze of hallways, and eventually, the two of you exit into the temple's garden.
<br><br>
The cool night air caresses your skin, and the smell of nature soothes your nerves. <<stress -3>><<lstress>>
<br><br>
<<link [[Next|Sydney Temple Corrupt End 3]]>><<pass 5>><</link>>
<br>
<<else>>
<<if $fakeFallenAngel>>
You catch a glimpse of yourself in a mirror on the way out. The feeling of loss quickly fades, and <span class="gold">you still look pure.</span>
<<unset $fakeFallenAngel>>
<br><br>
<</if>>
The two of you retrace your steps back through the halls, avoiding the <<monks>> and exiting back into the main area of the temple.
<br><br>
<<sydneyOptions>>
<</if>><<effects>>
"I still can't believe how good it was," Sydney whispers to you, chattering as you walk through the garden. "I knew it would be good, but... why are they trying to keep that from us? Because we won't reach heaven? Bullshit! We just found heaven!"
<br><br>
<<He>> tackles you to the grass, kissing your neck and all over your face. <<He>> pins you down and giggles. "I wanna go again. You wanna go again? <<if C.npc.Sydney.virginity.vaginal isnot true>>I want to feel you inside me<<elseif C.npc.Sydney.virginity.penile isnot true>>I want to be inside you<<else>>I want to feel you<</if>> again."
<br><br>
<<Hes>> halfway through hiking up <<his>> robes and straddling you, when you hear a voice from a pathway nearby. Sydney yelps and pushes <<himself>> off, then pulls you to your feet. A figure in a white cowl steps out of the darkness, looking around with curiosity. <<if C.npc.Jordan.init is 1>><span class="red">It's Jordan.</span><</if>>
<br><br>
"I thought I heard voices," <<nnpc_he "Jordan">> says. A gentle smile graces <<nnpc_his "Jordan">> face.
<<if $temple_rank isnot undefined and $temple_rank isnot "prospective">>
"Hello, <<if $player.gender_appearance is "m" and $pronoun is "m">>brothers<<elseif $player.gender_appearance is "f" and $pronoun is "f">>sisters<<else>>brother and sister<</if>>.
<<else>>
"Good evening, <<nnpc_brother "Sydney">> Sydney. Is this a friend of yours?
<</if>>
I would say you're up late, but I'm hardly one to talk. These midnight walks through the garden always help me when I can't sleep."
<br><br>
"J-Jordan," Sydney stammers. "Always nice to... to see you, <<nnpc_brother "Jordan">>."
<br><br>
<<link [[Next|Sydney Temple Corrupt End 4]]>><</link>>
<br><<effects>>
<<if C.npc.Sydney.virginity.penile is true and C.npc.Sydney.virginity.vaginal is true>>
<<if !$player.vaginaExist and C.npc.Sydney.gender is "m">>
<<set $examSafe to 1>>
<<else>>
<<set $examSafe to 2>>
<</if>>
<</if>>
Jordan frowns, before glancing over Sydney. <<He>> freezes, before pushing down <<his>> robe. <<He>> wasn't fast enough. "Your chastity belt," Jordan murmurs. "Did you remove it, or was it broken?"
<br><br>
"I-it wasn't!" Sydney gulps. "I didn't remove it. It wasn't broken. Wait, it was broken! It- I..." <<He>> trails off, looking around rapidly. You, <<him>> and Jordan are the only ones around.
<br><br>
Jordan glances at you, <<if $grace gte 1>>before shaking <<nnpc_his "Jordan">> head<<else>>eyeing you with suspicion<</if>>. <<nnpc_His "Jordan">> gaze returns to Sydney. "Would you mind if I inspected your virginity?"
<<if $examSafe>>
<br><br>
Sydney flinches, but looks relieved. "Of course not." <<He>> gingerly lifts <<his>> robe and exposes <<his>> <<sydneyGenitals "short">>.
<<else>>
<<stress 6>><<gstress>>
<br><br>
Sydney whimpers. "Why... why would you need to do that?" <<He>> laughs nervously. "It-it's not time for my monthly inspection yet, and I haven't done anything, and, and-"
<br><br>
"Sydney." Jordan's voice is kind, but firm. "I was caught off guard, as this is the first time in recent memory I've seen you without your chastity belt. I only wish to confirm your words. However, I'm sure you understand what you're admitting if you refuse an examination."
<br><br>
Sydney looks back and forth between you and Jordan, like a deer in headlights. <<His>> eyes are wide with panic. Eventually, <<he>> grits <<his>> teeth and nods, lifting <<his>> robe and exposing <<his>> <<sydneyGenitals "short">>.
<</if>>
<br><br>
<<link [[Next|Sydney Temple Corrupt End 5]]>><<pass 3>><</link>>
<br><<effects>>
Jordan produces a small container from <<nnpc_his "Jordan">> cowl and rubs a white powder between <<nnpc_his "Jordan">> hands, before kneeling in front of Sydney.
<<if $NPCList[0].penis isnot "none">>
<<nnpc_He "Jordan">> holds Sydney's penis between both forefingers and stares at it intently, gently manipulating the length. <<if !$examSafe>>Sydney sniffles.<</if>>
<</if>>
<<if $NPCList[0].vagina isnot "none">>
<<nnpc_He "Jordan">> places <<nnpc_his "Jordan">> thumbs against Sydney's pussy and gently opens <<his>> lips, investigating inside. <<if !$examSafe>>Sydney clenches <<his>> eyes shut.<</if>>
<</if>>
<br><br>
After a few minutes that feel too long, Jordan finishes <<nnpc_his "Jordan">> work. <<nnpc_he "Jordan">> steps back and looks at Sydney.
<<if !$examSafe>>
"I'm sorry," Sydney mutters. <<Hes>> close to tears.
<br><br>
"Sydney..." Jordan sighs, before giving a gentle smile. "What are you sorry for? <span class="green">You are unblemished, and may it stay that way.</span> I'm sorry I doubted you."
<<stress -12>><<llstress>>
<br><br>
Sydney's eyes snap open, and <<he>> glances at you in disbelief. "I can have a chastity belt refitted for you, if you would like," Jordan continues. "However, it may be best to save it for later. Tomorrow, perhaps?" <<nnpc_He "Jordan">> turns back to the path. "For now, I should return to bed. Perhaps I'll actually be able to get some sleep this time," <<nnpc_he "Jordan">> adds under <<nnpc_his "Jordan">> breath.
<br><br>
"What just happened?" Sydney whispers to you once Jordan is gone. "I... we did have sex, right? You- I know you took my virginity! We were as one! How..."
<br><br>
<<if $speech_attitude is "meek">>
"Maybe... <<nnpc_he "Jordan">> was wrong?" you suggest.
<<elseif $speech_attitude is "bratty">>
"<<nnpc_He "Jordan">> must've missed it," you say. "Happens all the time."
<<else>>
"<<nnpc_He "Jordan">> must have made a mistake," you say.
<</if>>
<br><br>
Sydney frowns. "I don't think that's it. Jordan knows <<nnpc_his "Jordan">> stuff. There must be..." <<He>> trails off, looking down at <<his>> <<sydneyGenitals "short">>.
<br><br>
<<link [[Next|Sydney Temple Corrupt End 6]]>><</link>>
<br>
<<else>>
"<span class="green">You are unblemished, and may it stay that way.</span> I'm sorry I doubted you. I can have a chastity belt refitted for you, if you would like," Jordan continues. "However, it may be best to save it for later. Tomorrow, perhaps?" <<nnpc_He "Jordan">> turns back to the path. "For now, I should return to bed. Perhaps I'll actually be able to get some sleep this time," <<nnpc_he "Jordan">> adds under <<nnpc_his "Jordan">> breath.
<br><br>
Sydney lets out a long breath.
<<if $examSafe is 2>>
"Good thing neither of us has a penis, right? I guess we never had anything to worry about." Sydney hugs you, and the two of you head back into the temple.
<<else>>
"I guess we're fine, as long as we don't go sticking our dicks where they don't belong." <<He>> gives your <<bottom>> a playful slap, then laughs as <<he>> pulls you into a hug. You head back into the temple with a smile on your face.
<</if>>
<br><br>
<<link [[Next|Sydney Temple Corrupt End Final]]>><<prayerRoomEnd>><<unset $fakeFallenAngel>><</link>>
<br>
<</if>><<effects>>
<<if $NPCList[0].penis isnot "none">>
<<He>> grabs <<his>> penis and examines it closely. "My foreskin," <<he>> mutters. "But I thought I..."
<<else>>
<<He>> gingerly pushes a finger inside <<his>> pussy and feels around. "My hymen is intact," <<he>> mutters. "But I thought you..."
<</if>>
<<He>> thinks for a moment, before gasping. "The prayer room!" <<He>> whirls to you, grabbing your shoulders. "We had sex in the secret prayer room," <<he>> says, <<his>> eyes wide. "I don't know if I mentioned this, but that room is known for its hallucinogenic effects. That's why prayers are so intense. What if it has to do with that?"
<br><br>
<<He>> starts to pace. "The sex happened- I know it happened, it felt too good. And my chastity belt is gone. But somehow, I'm still a virgin<<if $player.virginity.vaginal isnot true or $player.virginity.penile isnot true>>, and I bet you still are too<</if>>. If we do it in that room... does it not... count?"
<br><br>
Sydney comes to a stop, and grabs your shoulders again. "It... kinda sucks that you didn't actually defile me, but do you know what this means?" <<He>> leans <<his>> forehead against yours and lets out a breathless laugh. "We can have all the sex we want in that room, and the temple won't know! <span class="gold">We can cheat the system!</span>"
<<if $fakeFallenAngel>>
You rush to a small reflecting pool to look at your reflection. The feeling of loss quickly fades. <span class="gold">You still look pure.</span>
<</if>>
<br><br>
<<He>> wraps <<his>> arms around your neck and throws <<himself>> onto you. You and <<him>> tumble down to the grass again, <<him>> clinging to you in adoration. "I love you," <<he>> whispers with shimmering eyes. "And now I have a way to show you how much, whenever we want. This is the best day of my life."
<br><br>
You hold each other for some time. A part of you wants to stay like this forever, until the howl of a wolf startles you both. You decide to head back into the temple.
<br><br>
<<link [[Next|Sydney Temple Corrupt End Final]]>><<prayerRoomEnd>><<unset $fakeFallenAngel>><</link>><<effects>>
Sydney clings to you as you enter the temple. <<He>> yawns and stretches. "I think it's time for me to go home. This really was a magical night, thank you. Maybe we can do it aga-"
<br><br>
"There you are!" Someone comes marching up to the two of you. It's Sirris. <<npc "Sirris" 2>><<person2>>
<br>
"I wish you'd let me know when you plan on staying so late, I was worried sick!" <<He>> pauses when <<he>> sees you. <<He>> looks between you and Sydney, <<his>> demeanor changing when <<he>> notices how happy Sydney looks.
<br><br>
<<He>> places a hand on your shoulder. "Thanks for looking after <<person1>><<him>>. Really. I hope you two had fun." <<npcincr Sirris love 1>>
<<sydneySirrisResemble>>
<br>
"Sorry, <<sydneyMum>>. I-" Sydney yawns before <<he>> can finish.
<br>
Sirris raises <<person2>><<his>> hand. "It's okay, dear." <<He>> turns to you again. "Do you need a ride home? You shouldn't walk around at this hour."
<br><br>
<<link [[Go home|Sydney Ride Home]]>><</link>>
<br>
<<link [[Stay|Sydney Ride Home No]]>><</link>>
<br><<set $outside to 0>><<set $location to "temple">><<run statusCheck("Sydney")>><<sydneySchedule>><<temple_effects>><<effects>><<set _sydneyPray to true>>
<<if !_sydneyStatus.includes("pure")>>
<<unset $sydneyChastityRemovePure>><<unset $sydneyChastityRemoveIntro>>
You tell Sydney you're ready, but <<he>> looks down in shame. "We can't. I'm not as pure anymore, they would never permit our union."
<br><br>
<i><span class="pink">Sydney is no longer pure enough to be bound to you. You may need to shelter <<him>> and purify <<his>> mind once more.</span></i>
<br><br>
<<sydneyOptions>>
<<elseif Time.dayState is "night" or Time.dayState is "dusk">>
You tell Sydney you're ready. <<He>> nods. "It'll have to wait until Jordan's back, though... so tomorrow, probably."
<br><br>
<<sydneyOptions>>
<<elseif $temple_rank is undefined or $temple_rank is "prospective">>
You tell Sydney you're ready. <<He>> nods. "You should go talk to Jordan, first. The temple will only promise two full members, not a member and an outsider."
<br><br>
<<sydneyOptions>>
<<else>>
<<if !$sydneySeen.includes("evaluation")>>
You tell Sydney you're ready. <<He>> takes a deep breath, and the pair of you approach Jordan.
<br><br>
<<nnpc_He "Jordan">> turns to greet you as you near. "Welcome back," <<nnpc_he "Jordan">> says. Sydney's grip on your hand tightens.
<br><br>
"W-we'd like to make a request," Sydney stammers. You give <<him>> a reassuring look, and <<his>> doubt rapidly fades. "We... really love each other. A lot. We wanted to request a... a pardon from the First Vow, permission to..." Sydney looks down, <<his>> face heating up. Jordan smiles.
<br><br>
"I understand. You know the rules, Sydney. A union of two of our members will be permitted if, and only if, the love between the two is deemed to be absolutely pure of heart, and they undergo a rite of promise or marriage. Now, you're both still in school, yes? I'd personally advise against marriage at this time."
<br><br>
You can feel Sydney's pulse through <<his>> hand. "Y-yes, we agree." <<He>> steps forward, and motions for you to do the same. "We'd like to be evaluated for the rite of promise."
<<else>>
You tell Sydney you're ready. The two of you approach Jordan again. "Welcome back," <<nnpc_he "Jordan">> says. "I take it you're here to be evaluated again?" You both nod.
<</if>>
<br><br>
Jordan gives you both a solemn smile. "Please come with me. You're both up to date on your chastity exams, so we can skip that step. For now." <<nnpc_He "Jordan">> begins to lead you out of the main hall and into a small room.
<br><br>
<<link [[Next|Sydney Temple Pure 2]]>><<pass 5>><<set $temple_evaluation to 30>><</link>>
<br>
<</if>><<effects>>
<<set $jordanScore to 0>>
<<if $sydneyFirstSeen is "mass" or $sydneyFirstSeen is "anguish">>
<<set $jordanScore += 10>>
<</if>>
<<npc "Jordan" 2>><<person2>><<generate3>><<person3>>
"The evaluation will focus on the aspects of your bond with each other, as well as your individual contributions to the order," Jordan explains as <<person2>><<he>> shuts the door behind you. <<He>> motions for you and Sydney to take seats at an ornate table as <<he>> produces a small notebook from <<his>> robes.
<<if $sydneySeen.includes("evaluation")>>
"You've already answered these questions, but since this is a fresh evaluation, I must repeat them."
<<else>>
<<set $sydneySeen.pushUnique("evaluation")>>
<</if>>
<br><br>
<<He>> begins to ask both of you questions about your devotion to the temple. Sydney's answers all seem to please Jordan. <<He>> turns to you and asks you many of the same questions.
<br>
<<if $grace gte 90>>
"Your devotion is remarkable, as has been proven in the past. <span class="green">You're a credit to our faith, and every one of us could learn from you.</span> I have faith that you will pass this evaluation already, but we must continue on."
<<set $jordanScore += 20>>
<<elseif $grace gte 50>>
"<span class="teal">You've been an upstanding member of our faith.</span> I trust your words."
<<set $jordanScore += 10>>
<<elseif $grace gte 1>>
"<span class="lblue">You've been a satisfactory member of our faith.</span> I trust your dedication, but you must strive for improvement still."
<<set $jordanScore += 5>>
<<else>>
"<span class="red">I question your true devotion,</span>" <<he>> says. "We know you can do better."
<</if>>
<br><br>
<<He>> produces a small bell from <<his>> robes, and rings it four times. <<person3>>An older <<monk>> enters the room, and nods to Jordan. "Please stand," the <<monk>> says.
<<He>> examines Sydney very closely, although <<person1>><<he>> shows no discomfort.<<person3>>
<br>
<<if C.npc.Sydney.purity gte 90>>
"<span class="green">You are as pure as the day you joined us,</span> <<nnpc_brother "Sydney">> Sydney. May you stay this way forevermore," the <<monk>> says through a hearty smile.
<<set $jordanScore += 10>>
<<else>>
"<span class="blue">I sense your purity has begun to slip,</span> <<nnpc_brother "Sydney">> Sydney. Take care that your love for this <<temple_title>> does not corrupt you." Sydney flinches at <<his>> words.
<</if>>
<br><br>
The <<monk>> approaches you.
<br><br>
<<link [[Next|Sydney Temple Pure 3]]>><</link>>
<br><<effects>>
<<He>> begins to look you over.
<<if ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled"))>>
<<His>> eyes slowly widen, and after a moment, <<he>> steps back and regards you with awe. "<span class="gold">This one is... radiant.</span> A true beacon of purity." <<He>> turns to Jordan. "I have faith that this one will take the vow seriously." <<set $jordanScore += 20>>
<<elseif ($fallenangel gte 2 or ($transformationParts.fallenAngel.wings isnot "hidden" and $transformationParts.fallenAngel.wings isnot "disabled")) or ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled"))>>
<<He>> slowly frowns. "<span class="red">This one is... dirty.</span> Tragic."
<<if ($fallenangel gte 2 or ($transformationParts.fallenAngel.wings isnot "hidden" and $transformationParts.fallenAngel.wings isnot "disabled")) and $forgiveintro is 1>>
<br><br>
Jordan smiles faintly. "<<pShe>> has already confessed to me <<pher>> soil, and seeks to improve <<pherself>>. If anything, <span class="green"><<pher>> willingness to admit <<pher>> sin and desire to improve <<pherself>> is something to admire</span>."
<<set $jordanScore += 5>>
<<else>>
<<set $jordanScore -= 10>>
<</if>>
<<elseif $purity gte 999>>
<<His>> face brightens up as <<he>> examines you head to toe. "<span class="green">Your dedication to purity is impressive.</span>" <<set $jordanScore += 15>>
<<elseif $purity gte 900>>
<<He>> smiles as <<he>> examines you head to toe. "<span class="lblue">Your dedication to purity is commendable.</span>" <<set $jordanScore += 10>>
<<elseif $purity gte 500>>
<<His>> expression remains stern as <<he>> examines you head to toe. "<span class="purple">Your dedication to purity is... sub-par.</span> You should strive to improve yourself."
<<else>>
<<He>> frowns as <<he>> regards you. "<span class="red">A pity. Your purity has faded.</span>" <<He>> turns to Jordan. "This one should be made to atone before any such rite is permitted, but the say is not mine." <<set $jordanScore -= 5>>
<</if>>
<br><br>
Jordan nods to the <<monk>>, who bows and leaves the room. "The next section of the examination will require you two to be separated. Please come with me." Jordan leads you into a separate, adjacent room with an identical ornate table. "Please wait here while I administer Sydney's part of the exam."
<br><br>
<<endevent>><<npc "Sydney" 1>><<person1>><<npc "Jordan" 2>><<person2>>
<<link [[Wait (0:15)|Sydney Temple Pure 4]]>><<set $phase to 1>><<pass 15>><</link>>
<br>
<<set $skulduggerydifficulty to 700>>
<<link [[Eavesdrop on Jordan and Sydney|Sydney Temple Pure Eavesdrop]]>><</link>><<skulduggerydifficulty>>
<br><<effects>>
You creep up to the door.
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<span class="green">You hardly make a sound.</span>
<<skulduggeryuse>>
You press your ear to the door and do your best to listen in. You hear Jordan's voice.
<br><br>
"Where did you two first meet?"
<br>
Sydney speaks up.
<<switch $sydneyFirstSeen>>
<<case "mass">>
"We first talked on a day I was late for mass. <<pShe>> caught my attention."
<br>
"How fitting. Noted."
<<case "library">>
"We first talked at the school's library. For professional reasons."
<br>
"Noted."
<<case "libRescue">>
"I... we met when..." There's a brief pause. "I found <<phim>> unconscious at the school, and carried <<phim>> somewhere safe. That's where we first met."
<br>
"I'm sorry, that must have been traumatising. I'm glad you've come this far with <<phim>>."
<<case "science">>
"We met in our shared science class. I was late that day, and showed up in my robes."
<br>
"Noted."
<<case "shop">>
"We met when <<pshe>> showed up to my <<sydneymum>>'s shop." There's a long pause.
<br>
"Y...yes, it's the shop you're thinking of. The one on Elk Street."
<br>
"I see."
<<case "anguish">>
"We met during the trial of anguish."
<br>
"Noted. I remember the way you looked at <<phim>>, with such wonder in your eyes."
<</switch>>
You hear some shuffling of papers. "I seem to have misplaced my pen..."
<br>
"Oh! Here, I always have extras."
<br>
"Thank you, Sydney." A short pause follows.
<br><br>
<<link [[Next|Sydney Temple Pure Eavesdrop 2]]>><</link>>
<br>
<<else>>
<span class="red">You hear someone heading towards it. You weren't quiet enough.</span>
<br><br>
You rush back to your seat. Jordan opens the door a moment later, looking around the room until <<person2>><<his>> eyes settle on you.
<br><br>
"Forgive me, but I'll need to take measures to enforce the validity of the examination. Please place your arms on the table." As you do so, Jordan reaches under the table, and you hear a mechanical click. A pair of ivory restraints unfold from the patterns in the table, binding your arms to it and holding you in place.
<br><br>
"Please be patient, I will return shortly." <<He>> once again leaves the room, shutting the door and leaving you alone.
<br><br>
<<set $jordanScore -= 10>>
<<link [[Next (0:15)|Sydney Temple Pure 4]]>><<pass 15>><<set $phase to 2>><</link>>
<br>
<</if>><<effects>>
"You understand the requirements and restrictions of the vow of promise?"
<br>
"Yes."
<br>
"Would you be willing to submit to an off-schedule chastity exam to prove your devotion and purity?"
<br>
"Of course."
<br>
"Excellent." Another pause.
<<if $sydneySeen.includes("punch")>>
"I recall you entering the temple with a fresh bruise on your nose. Your wellbeing is my top priority. Was this caused by...?"
<br>
"No! No, it wasn't <<phim>>."
<br>
"Very well." Yet another.
<</if>>
<<if C.npc.Sydney.hairColour isnot "strawberryblond" or $sydney.hair isnot "ponytail" or $sydney.glasses isnot "glasses">>
"You've made some changes to your appearance recently.
<<if $sydney.glasses isnot "glasses">>
Your glasses..."
<br>
<<switch $sydney.glasses>>
<<case "playerbought">>
"<<pShe>> bought me these new ones! They're special to me."
<<case "broken" "playerbroken">>
"<<pShe>> didn't break them."
<<case "contacts">>
"<<pShe>> got me contacts instead. Much less burdensome."
<</switch>>
<br>
"I see." You hear some more paper shifting.
<<if C.npc.Sydney.hairColour isnot "strawberryblond" or $sydney.hair isnot "ponytail">>
"There's more.
<</if>>
<</if>>
<<if C.npc.Sydney.hairColour isnot "strawberryblond" or $sydney.hair isnot "ponytail">>
Your hair."
<br>
<<if $sydney.hair isnot "ponytail">>
"<<pShe>> told me it would look good loose like this." A chair squeaks.
<</if>>
<<if C.npc.Sydney.hairColour isnot "strawberryblond">>
"I think I like this colour."
<br>
"Let me guess. <<pShe>>...?"
<br>
"Yes."
<br>
"Noted."
<</if>>
<</if>>
<</if>>
You hear something drop on the other side of the door, which startles you. You prepare to rush back to your seat, until you hear Jordan speak again.
<br><br>
"Have you had any sexual contact with <<phim>>?" There's a very long pause.
<br>
"Y...y...yes. Not... not anything that would have broken my vow, though."
<br>
"Thank you for being honest. I trust your word. Your section of this evaluation is complete."
<br><br>
<<link [[Next|Sydney Temple Pure 4]]>><<pass 15>><<set $phase to 3>><</link>>
<br><<effects>>
<<if $phase is 1>>
You sit and wait for Jordan to return. You spend the time looking at the various ornate patterns carved into the table.
<<elseif $phase is 2>>
You sit and wait for Jordan to return, helpless to do much else. You spend the time looking at the various ornate patterns carved into the table, wondering what other tricks may be hidden within.
<<else>>
You hear Jordan approach the door, and you quickly return to your seat.
<</if>>
<br><br>
Jordan enters the room, still smiling. "Apologies for the wait. Please answer me honestly, no matter the question," <<person2>><<he>> says as <<he>> sits opposite to you. <<He>> flips <<his>> notebook to a fresh page.
<br><br>
"When did you and Sydney first meet?"
<br><br>
<<if $sydneySeen.includes("mass")>>
<<link [[At mass|Sydney Temple Pure 5]]>><<set $answer to "mass">><</link>>
<br>
<</if>>
<<if $sydneySeen.includes("library")>>
<<link [[At the school library|Sydney Temple Pure 5]]>><<set $answer to "library">><</link>>
<br>
<</if>>
<<if $sydneySeen.includes("libRescue")>>
<<link [[When Sydney rescued you at school|Sydney Temple Pure 5]]>><<set $answer to "libRescue">><</link>>
<br>
<</if>>
<<if $sydneySeen.includes("science")>>
<<link [[In science class|Sydney Temple Pure 5]]>><<set $answer to "science">><</link>>
<br>
<</if>>
<<if $sydneySeen.includes("shop")>>
<<link [[At Sirris' shop|Sydney Temple Pure 5]]>><<set $answer to "shop">><</link>>
<br>
<</if>>
<<if $sydneySeen.includes("anguish")>>
<<link [[During the trial of anguish|Sydney Temple Pure 5]]>><<set $answer to "anguish">><</link>>
<br>
<</if>>
<<link [[Say you don't remember|Sydney Temple Pure 5]]>><<set $answer to "forgot">><</link>><<effects>>
<<if $sydneyFirstSeen is $answer or $answer is $sydneySeen[0]>>
Jordan nods, writing in <<his>> notebook. "Your memory serves well." <<set $jordanScore += 10>>
<<elseif $answer is "forgot">>
Jordan pauses and frowns. "That seems important to remember." <<set $jordanScore -= 5>>
<<else>>
Jordan pauses and frowns. "Sydney told me something different."
<</if>>
<br><br>
<<He>> reaches for your hand, producing a ring sizer from <<his>> robes. "I need your ring size in the event you pass." You allow <<him>> to measure your ring finger as <<he>> continues.
<br><br>
"Do you understand the requirements and implications of the vow of promise?" You shake your head. "It's a sacred bond between two members of our order that show pure love between one another. It allows them to be exempt from their chastity vows, but only with each other. We will know if either of you is unfaithful."
<<He>> finds your ring size. "This bond does not protect your purity, hence the strict requirements. Such a privilege is reserved for marriage in our faith. Your chastity exams will be taken simultaneously, when possible. Should either one of you fail your chastity exam after your new vow, <span class="red">you will both be punished as one.</span>"
<br><br>
Jordan's face has become serious. "Tell me, my child. Are you certain it is not lust, but love that drives you to take this vow?"
<br><br>
<<link [[Yes|Sydney Temple Pure 6]]>><<set $phase to 1>><</link>>
<br>
<<link [[No|Sydney Temple Pure 6]]>><<set $phase to 2>><</link>>
<br><<effects>>
<<if $phase is 1>>
Jordan nods. "I trust your words."
<<else>>
Jordan nods. "I appreciate your honesty."
<</if>>
<<He>> stands up.
<br><br>
<<if $sydneySeen.includes("punch")>>
"Sydney has been seen coming into the temple with a bruised nose. Clearly caused by a physical altercation. Were you the cause of this?"
<br><br>
<<link [[Yes|Sydney Temple Pure Abuse]]>><<set $phase to 1>><</link>>
<br>
<<link [[No|Sydney Temple Pure Abuse]]>><<set $phase to 2>><</link>>
<br>
<<elseif C.npc.Sydney.hairColour isnot "strawberryblond" or $sydney.hair isnot "ponytail" or $sydney.glasses isnot "glasses">>
"Sydney has made changes to their appearance recently. Did you have any part in this?"
<br><br>
<<link [[Yes|Sydney Temple Pure Appearance]]>><<set $phase to 1>><</link>>
<br>
<<link [[No|Sydney Temple Pure Appearance]]>><<set $phase to 2>><</link>>
<br>
<<else>>
"One final question. Have you had any sexual contact of any kind with <<nnpc_brother "Sydney">> Sydney?"
<br><br>
<<link [[Yes|Sydney Temple Pure Final]]>><<set $phase to 1>><<stress 12>><</link>><<ggstress>>
<br>
<<link [[No|Sydney Temple Pure Final]]>><<set $phase to 2>><</link>>
<br>
<</if>><<effects>>
<<if $phase is 1>>
Jordan looks to you with a hint of surprise. "Fascinating. Sydney lied for you, then. <<nnpc_He "Sydney">> cares about your image and wellbeing a great deal."
<<else>>
Jordan nods. "Forgive me, but the wellbeing of my flock is extremely important to me."
<</if>>
<br><br>
<<He>> begins to pace.
<<if C.npc.Sydney.hairColour isnot "strawberryblond" or $sydney.hair isnot "ponytail" or $sydney.glasses isnot "glasses">>
"Sydney has made changes to their appearance recently. Did you have any part in this?"
<br><br>
<<link [[Yes|Sydney Temple Pure Appearance]]>><<set $phase to 1>><</link>>
<br>
<<link [[No|Sydney Temple Pure Appearance]]>><<set $phase to 2>><<stress 6>><</link>><<gstress>>
<br>
<<else>>
"One final question. Have you had any sexual contact of any kind with Sydney?"
<br><br>
<<link [[Yes|Sydney Temple Pure Final]]>><<set $phase to 1>><</link>>
<br>
<<link [[No|Sydney Temple Pure Final]]>><<set $phase to 2>><</link>>
<br>
<</if>><<effects>>
<<if $phase is 1>>
<<He>> smiles at you. "There's nothing wrong with that, I was merely making sure you could tell me the truth."
<<else>>
<<He>> frowns. "Sydney said otherwise." <<set $jordanScore -= 10>>
<</if>>
<br><br>
Jordan leans in. "One final question. Have you had any sexual contact of any kind with Sydney?"
<br><br>
<<link [[Yes|Sydney Temple Pure Final]]>><<set $phase to 1>><</link>>
<br>
<<link [[No|Sydney Temple Pure Final]]>><<set $phase to 2>><</link>>
<br><<effects>>
Jordan steps away from the table.
<<if $phase is 1>>
"Honesty is an important virtue. Thank you." <<set $jordanScore += 10>>
<<else>>
"Honesty is an important virtue. I'm disappointed that one of you has lied to me." <<set $jordanScore -= 10>>
<</if>>
<br><br>
<<if $jordanScore gte 60>>
"I have little doubt that you'll take this seriously. Congratulations. <span class="green">You've both passed</span><<if $phase isnot 1>>, despite that final lie<</if>>."
<br><br>
<<link [[Next|Sydney Temple Pure Pass]]>><</link>>
<br>
<<elseif $jordanScore gte 40>>
"You are devoted. That much is plain. However, I still question your true motivations. I will administer an off-schedule chastity exam, and should you still be found pure, you will pass this evaluation. Otherwise... <span class="blue">you will be purified, and allowed to take this test again in one month's time.</span>"
<br><br>
<<link [[Allow examination|Sydney Temple Pure Test]]>><</link>>
<br>
<<link [[Refuse examination|Sydney Temple Pure Test Refuse]]>><</link>>
<br>
<<link [[Say you are impure|Sydney Temple Pure Test Admission]]>><</link>>
<br>
<<else>>
"I am sorry, but <span class="red">you've failed this evaluation.</span> I can not in good faith allow your union in your current state. <span class="blue">However, you will be allowed to take this test again in one month's time.</span>"
<br><br>
<<link [[Next|Sydney Temple Pure Fail]]>><</link>>
<br>
<</if>>
<<unset $jordanScore>><<unset $answer>><<set $outside to 0>><<set $location to "temple">><<sydneySchedule>><<temple_effects>><<effects>>
Jordan leads you back into the other room, where Sydney waits. <<person1>><<He>> looks excited, but <<his>> expression quickly falters when <<he>> sees the look on your face.
<br><br>
"I'm sorry. I'll leave you two alone for as long as you need." Jordan begins to exit. "Should you need to talk, you know where to find me."
<br><br>
Sydney takes you by the hand. "It's... it's okay. I... can wait. As long as it takes. I promise." <<His>> eyes begin to water. You pull <<him>> into a tight hug, and stay there for what feels like hours.
<<tearful>> you exit back into the temple with <<him>>.
<br><br>
<<endevent>><<npc "Sydney">><<person1>>
<<sydneyOptions>><<effects>>
Jordan gives you a solemn nod. "Please undress."
You remove your clothing, wishing it wasn't quite so cold in here. Jordan rubs white powder between <<his>> hands, then kneels in front of you.
<<if playerChastity() and $worn.genitals.origin is "temple">>
<<He>> holds a strange rod against your $worn.genitals.name, and the device clatters to the floor.
<</if>>
<<if $player.penisExist>>
<<if playerChastity("penis") and $worn.genitals.origin isnot "temple">>
<<He>> holds your $worn.genitals.name between both forefingers, gently manipulating it while <<he>> inspects it. You try to distract yourself, but soon feel your <<penis>> attempt to harden under <<his>> scrutiny.
<<else>>
<<He>> holds your penis between both forefingers and stares at it, gently manipulating the length. You try to distract yourself, but soon feel it hardening under <<his>> scrutiny.
<</if>>
<</if>>
<<if $player.vaginaExist>>
<<if playerChastity("vagina") and $worn.genitals.origin isnot "temple">>
<<He>> places <<his>> thumbs against the side of your $worn.genitals.name and attempts to inspect your pussy.
<br>
<<else>>
<<He>> places <<his>> thumbs against your pussy and gently opens your
<<if setup.bodyliquid.combined("vagina") gte 2>>
<<if setup.bodyliquid.combined("vagina") gte 6>>
lips. Cum bursts out, spraying across Jordan's face and running in streams down both <<his>> arms.
<<He>> falls back in shock, hurriedly wiping cum from <<his>> eyes and mouth.
<br>
<<He>> looks at you.
<<elseif setup.bodyliquid.combined("vagina") gte 4>>
lips. A thick stream of lewd fluids gushes out. Some runs down Jordan's arm and disappears up <<his>> sleeve.
<<He>> jumps back with a yelp, shaking <<his>> arms in alarm.
<br>
<<else>>
lips. Cum runs out in a thin stream down your legs. Jordan withdraws <<his>> hands in surprise.
<br>
<</if>>
"That's a bad sign," <<he>> mutters.
<br><br>
<<else>>
lips, giving <<him>> a clear view inside.
<br>
<</if>>
<</if>>
You don't want to admit it, but your body responds lewdly to being examined like this.
<</if>>
<br><br>
The fondling continues for a few minutes. Finally, <<he>> finishes <<his>> work. <<He>> stands back and looks at you.
<<arousal 1000 "genitals">>
<<if $player.virginity.penile is true and $player.virginity.vaginal is true or $player.virginity.temple is true>>
"Congratulations. You are unblemished, and may it stay that way. This evaluation is complete, and you've passed."
<<if playerChastity() and $worn.genitals.origin is "temple">>
<<He>> doesn't return your chastity belt. "The next part will require this to be removed anyways." <<set $phase2 to 1>>
<<set $worn.genitals.type.push("broken")>>
<<genitalsruined>>
<<if $vaginalchastityparasite isnot 0>>
<span class="pink">With the chastity belt gone, the $vaginalchastityparasite fall out of your vagina.</span>
<br>
<<set $vaginalchastityparasite to 0>>
<</if>>
<<if $penilechastityparasite isnot 0>>
<span class="pink">With the chastity belt gone, the $penilechastityparasite fall off of your penis.</span>
<br>
<<set $penilechastityparasite to 0>>
<</if>>
<<if $analchastityparasite isnot 0>>
<span class="pink">With the chastity belt gone, the $analchastityparasite fall out of your anus.</span>
<br>
<<set $analchastityparasite to 0>>
<</if>>
<<if playerChastity("anus")>><<set $worn.genitals.anal_shield to 0>><</if>>
<</if>>
<br><br>
<<He>> turns away to let you dress.
<br><br>
<<link [[Next|Sydney Temple Pure Pass]]>><</link>>
<<else>>
<<set $templetest to "failed">>
"I'm sorry, but you are spoilt." <<His>> voice shakes slightly, you're not sure if you imagined it. "You must be purified. I will summon the specialists. Please cooperate with them." <<He>> produces a small bell from <<his>> robes, and rings. "Sydney will not be punished, or informed of this, for your sake."
<br><br>
<<endevent>>
<<link [[Next|Temple Arcade Intro]]>><</link>>
<br>
<</if>><<effects>>
"Then I must assume the worst," Jordan says, looking at <<his>> feet. "I'm sorry. You will be purified. I will summon the specialists. Please cooperate with them." <<He>> produces a small bell from <<his>> robes, and rings. "Sydney will not be punished, or informed of this, for your sake."
<br><br>
<<endevent>>
<<link [[Next|Temple Arcade Intro]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I-it was taken from me," you say. "I'm sorry."
<<elseif $speech_attitude is "bratty">>
"No need," you say. "I failed your dumb task."
<<else>>
"I'm sorry," you say. "But I didn't remain chaste."
<</if>>
<br><br>
"Thank you for your honesty," Jordan says, looking at <<his>> feet. "You must be purified. I will summon the specialists. Please cooperate with them." <<He>> produces a small bell from <<his>> robes, and rings. "Sydney will not be punished, or informed of this, for your sake."
<br><br>
<<endevent>>
<<link [[Next|Temple Arcade Intro]]>><</link>>
<br><<effects>>
<<unset $temple_evaluation>>
Jordan leads you back into the other room, where Sydney waits. <<person1>><<He>> excitedly hops up from <<his>> seat. "So? Did we...?"
<br><br>
"Yes. Congratulations, my children, you've passed. Your union will be permitted, with the full support of myself and every other member of the order. The bishop will be informed at once, and your rings are already being prepared."
<br><br>
Sydney barrels into you, hugging you with enough force to nearly knock you over. You hear a few gentle sobs, and find your own eyes watering. <<trauma -24>><<llltrauma>>
<br><br>
Jordan smiles. "While we wait for your rings, I'll ready the two of you for the ritual. Please undress fully." Sydney shows some hesitation, but follows your lead. <<npcincr Sydney lust 1>><<gslust>>
<br><br>
<<person2>>
<<if $phase2 is 1>>
With your chastity belt already removed, <<he>> moves to Sydney.
<<elseif playerChastity() and $worn.genitals.origin is "temple">>
<<He>> produces a sinister bladed instrument from <<his>> robes and kneels in front of you. Seconds later, the belt lies ruined on the floor and your <<genitals 1>>
<<if $player.penisExist and $player.vaginaExist>>
are
<<else>>
is
<</if>>
once again exposed and vulnerable. <<He>> stands up, and approaches Sydney.
<br><br>
<<set $worn.genitals.type.push("broken")>>
<<genitalsruined>>
<<if $vaginalchastityparasite isnot 0>>
<span class="pink">With the chastity belt gone, the $vaginalchastityparasite fall out of your vagina.</span>
<br>
<<set $vaginalchastityparasite to 0>>
<</if>>
<<if $penilechastityparasite isnot 0>>
<span class="pink">With the chastity belt gone, the $penilechastityparasite fall off of your penis.</span>
<br>
<<set $penilechastityparasite to 0>>
<</if>>
<<if $analchastityparasite isnot 0>>
<span class="pink">With the chastity belt gone, the $analchastityparasite fall out of your anus.</span>
<br>
<<set $analchastityparasite to 0>>
<</if>>
<<if playerChastity("anus")>><<set $worn.genitals.anal_shield to 0>><</if>>
<<else>>
<<He>> moves right to Sydney.
<</if>>
<br><br>
<<undress "ritual">>
<<link [[Next|Sydney Temple Pure Ritual]]>><</link>>
<br><<effects>>
Jordan kneels in front of <<person1>><<him>>, and seconds later, Sydney's belt lies on the floor. <<He>> gasps, the sensation of being unrestricted taking <<him>> by surprise. <span class="lewd">You can see some signs of arousal already.</span> <<arousal 50>><<garousal>>
<br><br>
<<set C.npc.Sydney.chastity.anus to "">>
<<set C.npc.Sydney.chastity.vagina to "">>
<<set C.npc.Sydney.chastity.penis to "">>
<<unset $sydneyChastityRemoveIntro>><<unset $sydneyChastityRemovePure>>
<<endevent>><<npc "Sydney" 1>><<person1>><<npc "Jordan" 2>><<person2>>
Jordan produces a bell from <<person2>><<his>> robes and rings it four times. Sydney quickly attempts to hide <<person1>><<his>> exposure with <<his>> hands. A moment later, four <<person2>><<monks>> enter the room. Two of them bear clear jars full of grey powder, and the other two bring in various cushions, blankets, and candles. They begin to place them on the table, and the candles are lit. All other lights in the room seem to become dimmer.
<br><br>
"Please lie on the altar," Jordan says, placing a hand on your shoulder. You comply, lying on your back, the blankets protecting you from the cold material underneath. The <<monks>> begin softly speaking, but you can't make out their words. "<<nnpc_Brother "Sydney">> Sydney. Please join your beloved on the altar. Take <<pher>> hands in yours, face to face." Sydney hesitates, but complies.
<br><br>
<<person1>><<He>> climbs on top of you, taking your hands in <<his>> own. <<His>> face is becoming more red by the second as you both maintain eye contact, trying to ignore your mutual exposure. <<takeHandholdingVirginity "Sydney" `($sydneyromance is 1?"romantic":"consensual")`>>
<br><br>
Jordan moves to touch something under the altar, and sets of ivory restraints emerge, binding your hands with Sydney's. "As those wish to be bound, so do we bind them."
<br>
The <<person2>><<monks>> repeat Jordan's words. "So do we bind them."
<br>
"Here they lie, as two, as one."
<br>
"As two, as one."
<br>
"May this pardon, this promise, this vow hold fast, forever, as one."
<br>
"Forever, as one."
<br><br>
One of the <<person2>><<monks>> picks up one of the candles, holding it over Sydney. "Should your love be pure, you will feel no pain." You both find your breathing becoming more laboured, and a heat begins to rise in you as Sydney's bare body is pressed against yours. <<arousal 100>><<garousal>>
<br><br>
You see the candle above Sydney melt at a faster rate. A drop of wax hits <<person1>><<his>> bare back. <<He>> flinches, but soon looks relieved. More wax begins to drip down, until it begins to drip from Sydney onto you. It's very hot, <span class="gold">yet you feel no pain.</span>
<br><br>
<<link [[Forever, as one|Sydney Temple Pure Ritual 2]]>><<set $templePromised to "Sydney">><<world_corruption "hard" -1>><<set $player.virginity.temple to true>><<set $virginityProtected to true>><</link>> /* TODO: virginityProtected should be removed from here after marriage is added */
<br><<effects>>
As the wax continues to pour down, it quickly slides off of you and onto the altar. One of the <<person2>><<monks>> begins to collect it in an empty jar. "Release." The restraints retract, freeing you. The <<monks>> help you both up, putting you in a sitting position on the edge of the altar.
<br><br>
"The ritual is done," Jordan says, "but there's just one final step. We must prepare you for your new chastity exams." A <<monk>> approaches you with a jar of grey powder. <<He>> opens it, begins to rub it on your <<genitals>>. You turn away, and see Sydney getting the same treatment from another <<monk>>. After a moment, they scrape the powder away into the jar of melted wax. It begins to sparkle.
<br><br>
"This powder will be used in your exams from now on," Jordan explains as another <<monk>> hands <<him>> a small box. <<He>> opens it, revealing two silver rings. <<He>> gingerly places one on your ring finger, and the other on Sydney's.
<br><br>
"You are bound. Congratulations again." You notice a pair of <<monks>> folding your clothes, before placing them on the altar. "We will give you two some... privacy, and clean up when you're done. The cushions and blankets will be burned to remove any impurities from this site. What you do now, the order will be blinded to." Jordan gives you both a gentle smile, and begins to leave with the other <<monks>>. "I hope you both find happiness in this decision."
<br><br>
You're left alone with Sydney, hearing the doors lock. "S...so, now we can just...?" Sydney looks to you, still attempting to keep <<person1>><<his>> eyes off your body.
<br><br>
<<if $speech_attitude is "meek">>
"I... I think so. Are you ready?" you ask quietly.
<<elseif $speech_attitude is "bratty">>
"About time. Ready?" you ask.
<<else>>
"I think so. Are you ready?" you ask.
<</if>>
<br>
Sydney smiles at you. "I'm ready." <<He>> wraps <<his>> arms around you and kisses you. You both fall back onto the cushioned altar. <<takeKissVirginity "Sydney" `($sydneyromance is 1?"loveInterest":"romantic")`>>
<br><br>
You've gained the <span class="blue">Rite of Promise: Sydney</span> trait.
<br><br>
<<endevent>><<npc "Sydney">><<person1>>
<<link [[Next|Sydney Temple Pure Sex]]>><<set $sexstart to 1>><</link>>
<br><<run statusCheck("Sydney")>>
<<if $sexstart is 1>>
<<set $daily.sydney.sex = ($daily.sydney.sex || 0) + 1>><<set $sydney.sexTotal += 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>><<npcexpose>>
<<set $enemytrust += 500>>
<<set $enemyarousalmax to 600>>
<<set $enemyarousalmax to $enemyarousalmax * ($npcArousalMult / 100)>>
<</if>>
<<set $enemyanger to -10>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Sydney Temple Pure Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Sydney Temple Pure Sex]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Sydney collapses on you, breathing heavily. "That.... that..." You hold <<him>> close, and continue to lie on the altar for some time. "I really, really love you. I'm so happy." <<He>> kisses you on the cheek again.
<<sydneyFinish>>
<br>
Sydney reluctantly separates from you. <<tearful>> you help <<him>> stand from the altar.
<<elseif $enemyhealth lte 0>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 2>>
Sydney lets out a pained moan, and quickly covers <<his>> mouth to stifle it. <<He>> looks down in shame. "I... I think I've had enough..."
<<else>>
"H-hey! Stop! Please!" Sydney clings to you. "Th-that really hurt... I mean, I still kind of liked it, but..." <<his>> face flushes, and <<he>> looks away. "M...maybe we can finish this some other time..."
<</if>>
<<npcincr Sydney lust 5>><<gglust>>
<br><br>
"I really, really love you. I'm so happy." <<He>> kisses you on the cheek again, and <<he>> reluctantly separates from you. <<tearful>> you help <<him>> stand from the altar.
<<else>>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 2>>
"S...stop? But I... I'm..." <<he>> stammers off while still clinging on to you. "O-okay..."
<<else>>
Sydney looks at you nervously. "I didn't... do anything wrong, did I?"
<</if>>
<<npcincr Sydney lust 5>><<npcincr Sydney purity 2>><<gglust>><<gspurity>>
<br><br>
"I really, really love you. I'm so happy." <<He>> kisses you on the cheek again, and <<he>> reluctantly separates from you. <<tearful>> you help <<him>> stand from the altar.
<</if>>
<br><br>
You retrieve your neatly folded clothing, and Sydney does the same. "It's almost hard to believe that we can just... do what we want now." <<He>> places <<his>> head on your shoulder.
<<storeon "ritual">>
<<clotheson>>
<<endcombat>>
<<npc "Sydney">><<person1>>
<<link [[Next|Sydney Temple Pure End]]>><</link>>
<br><<set $outside to 0>><<set $location to "temple">><<sydneySchedule>><<temple_effects>><<effects>>
You exit the room, hand-in-hand with Sydney. Jordan sees you and smiles again.
<br><br>
You take a seat with Sydney on a pew, and simply hold each other.
<<pass 15>>
<br><br>
<<sydneyOptions>><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>><<sydneySchedule>>
Jordan gives you a solemn nod. "Please come with me."
<<if _sydney_location is "temple">>
You and Sydney follow.
<</if>>
<br><br>
<<He>> leads you out of the main hall and into a small room. "There's a ritual to this, nothing complicated. It differs from the usual examination. I'll prepare while you undress."
<<if _sydney_location isnot "temple">>
The door opens behind you, giving you a start. A <<monk>> enters with Sydney in tow. <<nnpc_He "Sydney">> yawns, before smiling and waving at you.
<</if>>
<br><br>
<<npc "Sydney" 2>><<person2>>
You both remove your clothing, wishing it wasn't quite so cold in here. Jordan rubs grey powder between <<person1>><<his>> hands, then kneels in front of you.
<<if playerChastity() and $worn.genitals.origin is "temple">>
<<He>> holds a strange rod against your $worn.genitals.name, and the device clatters to the floor.
<</if>>
<<if $player.penisExist>>
<<if playerChastity("penis") and $worn.genitals.origin isnot "temple">>
<<He>> holds your $worn.genitals.name between both forefingers, gently manipulating it. <<He>> scatters grey powder over it as <<he>> inspects it. You try to distract yourself, but soon feel your <<penis>> attempt to harden under <<his>> scrutiny.
<<else>>
<<He>> holds your penis between both forefingers, and stares at it intently, gently manipulating the length and rubbing the grey powder along it. You try to distract yourself, but you soon feel it hardening under <<his>> scrutiny.
<</if>>
<</if>>
<<if $player.vaginaExist>>
<<if playerChastity("vagina") and $worn.genitals.origin isnot "temple">>
<<He>> places <<his>> thumbs against the side of your $worn.genitals.name and attempts to inspect your pussy. With some difficulty, <<he>> attempts to rub the grey powder over it.
<br>
<<else>>
<<He>> places <<his>> thumbs against your pussy and gently opens your
<<if setup.bodyliquid.combined("vagina") gte 2>>
<<if setup.bodyliquid.combined("vagina") gte 6>>
lips. Cum bursts out, spraying across Jordan's face and running in streams down both <<his>> arms.
<<He>> falls back in shock, hurriedly wiping cum from <<his>> eyes and mouth.
<br>
<<He>> looks at you.
<<elseif setup.bodyliquid.combined("vagina") gte 4>>
lips. A thick stream of lewd fluids gushes out. Some runs down Jordan's arm and quickly disappears up <<his>> sleeve.
<<He>> jumps back with a yelp, shaking <<his>> arms in alarm.
<br>
<<else>>
lips. Cum runs out in a thin stream down your legs. Jordan withdraws <<his>> hands in surprise.
<br>
<</if>>
"That's a bad sign," <<he>> mutters.
<br><br>
<<if $daily.sydney.cum>>
Sydney looks away and blushes. "That... that was my fault..."
<<else>>
Sydney's eyes widen in horror. <<npcincr Sydney love -5>><<lllove>>
<</if>>
<<else>>
lips, giving <<him>> a clear view inside. <<He>> rubs the grey powder around the entrance.
<br>
<</if>>
<</if>>
You don't want to admit it, but your body responds lewdly to being examined like this.
<</if>>
<br><br>
The fondling continues for a few minutes. At last, <<he>> finishes <<his>> work, scraping the grey powder into a small jar. <<He>> then approaches Sydney.
<<arousal 1000 "genitals">>
<br><br>
<<link [[Look away|Sydney Temple Test 2]]>><<set $phase to 1>><<npcincr Sydney purity 2>><</link>><<gspurity>>
<br>
<<link [[Watch|Sydney Temple Test 2]]>><<set $phase to 2>><<npcincr Sydney lust 1>><<npcincr Sydney purity -2>><</link>><<gslust>><<lspurity>>
<br><<effects>><<run statusCheck("Sydney")>><<sydneySchedule>>
<<if $phase is 1>>
You look away as Jordan repeats the examination on Sydney, only daring to look when it's finished.
<<else>>
You watch as Jordan rubs more grey powder on <<his>> hands.
<<if C.npc.Sydney.gender is "m">>
<<if $player.penisExist>>
<<He>> gives Sydney the same treatment, <<if _sydneyStatus.includes("Lust")>>and Sydney looks away as <<person2>><<he>> gradually hardens<<else>>but <<person2>><<he>> stays noticeably flaccid<</if>>.
<<else>>
<<He>> holds Sydney's penis between both forefingers, and stares at it intently, gently manipulating the length and rubbing the grey powder along it. <<if _sydneyStatus.includes("Lust")>>Sydney looks away as <<person2>><<he>> hardens<<else>><<person2>><<He>> stays flaccid<</if>>.
<</if>>
<<else>>
<<if $player.vaginaExist>>
<<He>> gives Sydney the same treatment.
<<else>>
<<He>> places <<his>> thumbs against Sydney's pussy and opens <<person2>><<his>> lips.
<</if>>
<<if $daily.sydney.sydneyCum>>
Cum runs out in a thin stream down <<person2>><<his>> legs. Jordan withdraws <<person1>><<his>> hands in surprise.
<br>
"That's a bad sign," <<person1>><<he>> mutters. Sydney covers <<person2>><<his>> rapidly reddening face, and you feel a swell of pride knowing you're responsible for it.
<br><br>
<</if>>
<<person1>> <<He>> rubs the grey powder around the entrance.
<<if _sydneyStatus.includes("Lust")>>
You can tell Sydney's body is responding lewdly, despite <<person2>><<his>> attempts to conceal it.
<<else>>
Sydney remains calm and placid.
<</if>>
<</if>>
<</if>>
<br><br>
Jordan scrapes away the grey powder into the same jar. You and Sydney watch with anticipation.
<<if (_sydneyVirgin and $player.virginity.penile is true and $player.virginity.vaginal is true) or ($player.virginity.temple is true and C.npc.Sydney.virginity.temple is true)>>
<span class="gold">It begins to intensely sparkle.</span> Jordan smiles.
"You have been faithful to one another, and may it stay that way."
<<if playerChastity() and $worn.genitals.origin is "temple">>
With one anxious motion, <<he>> returns your $worn.genitals.name to its place, guarding your crotch.
<</if>>
<br><br>
<<person1>><<He>> turns away to let you both dress.
<<if $grace gte 90>>
Without looking, <<he>> places an envelope on the shelf beside you. "Your monthly allowance. Your behaviour has been remarkable. <span class="green">You're a credit to our faith, and every one of us could learn from you.</span> Thank you."
<br><br>
You open the envelope. There's <span class="gold">£<<print ($grace * 40)>></span> inside.
<<money `($grace * 4000)`>>
<<elseif $grace gte 50>>
Without looking, <<he>> places an envelope on the shelf beside you. "Your monthly allowance. <span class="teal">You've been an upstanding member of our faith,</span> and deserve every penny."
<br><br>
You open the envelope. There's <span class="gold">£<<print ($grace * 40)>></span> inside.
<<money `($grace * 4000)`>>
<<elseif $grace gte 1>>
Without looking, <<he>> places an envelope on the shelf beside you. "Your monthly allowance. <span class="lblue">You've been an upstanding member of our faith.</span> There is room for improvement, but such is true of us all. We should strive to be better each day."
<br><br>
You open the envelope. There's <span class="gold">£<<print ($grace * 40)>></span> inside.
<<money `($grace * 4000)`>>
<<else>>
<span class="red">"Though pure, your behaviour hasn't been appropriate for a member of our faith,"</span> <<he>> says. "We know you can do better. As such, we've decided to withhold your allowance this month. I hope I can pay you next time."
<br><br>
<</if>>
Sydney hugs you. "I love you." <<stress -6>><<lstress>>
<br><br>
<<clotheson>>
<<endevent>>
<<link [[Next|Temple]]>><</link>>
<<else>>
<<set $templetest to "failed">>
<span class="red">It remains inert.</span> Jordan frowns.
"I'm sorry, but one of you is spoilt." <<His>> voice shakes slightly, you're not sure if you imagined it. "You must both be purified, as one. I will summon the specialists. Please cooperate with them." <<He>> produces a small bell from <<his>> robes, and rings.
<br><br>
Sydney looks panicked. <<nnpc_He "Sydney">> quickly clings to you.
<br><br>
<<endevent>>
<<link [[Next|Sydney Temple Punish Intro]]>><</link>>
<br>
<</if>><<effects>><<sydneySchedule>>
"Then I must assume the worst," Jordan says, looking at <<his>> feet.
<<if _sydney_location isnot "temple">>
The door opens, and Sydney is ushered in by another <<monk>>. <<nnpc_He "Sydney">> looks panicked.
<<else>>
Sydney looks to you, confused.
<</if>>
"I'm sorry. You will both be purified, as one. I will summon the specialists. Please cooperate with them." <<He>> produces a small bell from <<his>> robes, and rings.
<br><br>
Sydney quickly clings to you.
<br><br>
<<endevent>>
<<link [[Next|Sydney Temple Punish Intro]]>><</link>>
<br><<effects>><<sydneySchedule>>
<<if $speech_attitude is "meek">>
"I-it was taken from me," you say. "I'm sorry. I'm so sorry..."
<<elseif $speech_attitude is "bratty">>
"No need," you say. "I failed to stay faithful."
<<else>>
"I'm sorry," you say. "But I didn't remain faithful."
<</if>>
<br><br>
"Thank you for your honesty," Jordan says, looking at <<his>> feet.
<<if _sydney_location isnot "temple">>
The door opens, and Sydney is ushered in by another <<monk>>. <<nnpc_He "Sydney">> looks panicked.
<<else>>
Sydney looks to you with horror, but it quickly fades to pity. <<llove>>
<</if>>
"You must both be purified, as one. I will summon the specialists. Please cooperate with them." <<He>> produces a small bell from <<his>> robes, and rings.
<br><br>
Sydney quickly clings to you.
<br><br>
<<endevent>>
<<link [[Next|Sydney Temple Punish Intro]]>><</link>>
<br><<effects>><<run statusCheck("Sydney")>>
<<npc "Sydney">><<person1>>
<<effects>>
You're left waiting for some time. Part of you wonders if you should make a run for it, but you've already come this far.
<br><br>
<<generate2>><<person2>><<generate3>><<generate4>> A <<priest>> emerges from a door marked with a red cross. <<Hes>> flanked by many <<monks>>. One of them guides Sydney towards you. <<He>> breaks away to stand by your side.
<br><br>
The <<priest>> pulls a gag from <<his>> habit. "To make amends, you must <<if $templePromised is "Sydney">>prove your bond with each other remains strong.<<else>>rely on each other, as you've both sinned.<</if>> Stay still."
<br><br>
<<if _sydneyStatus.includes("corrupt")>>
Sydney tries to step between you and the <<monks>>.
<<else>>
Sydney holds on to you.
<</if>>
<<person1>>
"I... I forgive you... just... please don't leave me..."
<br><br>
You're already surrounded by enough <<monks>> to restrain both of you. They make no effort to separate you.
<br><br>
<<link [[Hold on to Sydney|Sydney Temple Punish Intro 2]]>><<set $phase to 1>><<npcincr Sydney love 1>><</link>><<glove>>
<br>
<<link [[Push Sydney away|Sydney Temple Punish Intro 2]]>><<set $phase to 2>><<npcincr Sydney love -5>><</link>><<lllove>>
<br><<effects>><<run statusCheck("Sydney")>>
<<npc "Sydney">><<person1>>
<<effects>>
<<if $speech_attitude is "meek">>
"I... I came to atone! Isn't that enough? I'm sorry!"
<<elseif $speech_attitude is "bratty">>
"Fuck. This isn't how I wanted to tell you. I'm sorry, I'm here to atone for it anyways."
<<else>>
"I'm here to atone. I'm sorry."
<</if>>
<br><br>
<<if $templePromised is "Sydney">>
<<if _sydneyStatus.includes("corrupt")>>
<<He>> simply stares at you, crossing <<his>> arms. "You came to atone? Did you also forget that we're bound together, for better or worse? We both need to atone."
<<else>>
<<His>> fists clench. "How could you?! I... I can't..." <<He>> staggers back, bumping into the confessional. "You want to atone? Then we both have to. It's in the scriptures. It's the only way we can be one again."
<</if>>
<<He>> rings the confessional's bell. "It's done. I hope you're ready. I'll forgive you... after our punishment. No sooner."
<br><br>
<<generate2>><<person2>><<generate3>><<generate4>> A <<priest>> emerges from a door marked with a red cross. <<Hes>> flanked by many <<monks>>.
<br><br>
The <<priest>> pulls a gag from <<his>> habit. "To make amends, you must prove your bond with each other remains strong. Stay still."
<br><br>
Sydney stands by you.
<br><br>
<<link [[Hold on to Sydney|Sydney Temple Punish Intro 2]]>><<set $phase to 1>><<npcincr Sydney love 1>><</link>><<glove>>
<br>
<<link [[Push Sydney away|Sydney Temple Punish Intro 2]]>><<set $phase to 2>><<npcincr Sydney love -5>><</link>><<lllove>>
<br>
<<else>>
<<if _sydneyStatus.includes("corrupt")>>
<<He>> simply stares at you, crossing <<his>> arms. "This stings. Really badly. I... I'm sorry, too."
<<else>>
<<His>> fists clench. "How could you?! I... I can't..." <<He>> staggers back, bumping into the confessional. "If... if you came to atone..."
<</if>>
<br><br>
<<He>> rings the confessional's bell. "It's done. I hope you're ready. I'll forgive you... after your punishment. No sooner."
<br><br>
<<endevent>><<generateConfessor 1>><<person1>><<generateConfessor 2>><<generateConfessor 3>>
A <<monk>> emerges from a door marked with a red cross. <<Hes>> flanked by two others. One of them assures Sydney that you'll be treated gently.
<br><br>
Sydney wipes <<nnpc_his "Sydney">> face and leaves the room as a <<monk>> pulls a gag from <<his>> habit. "To make amends you must perform a service. Stay still."
<br><br>
<<link [[Next|Temple Arcade Submit]]>><</link>>
<br>
<</if>><<effects>><<run statusCheck("Sydney")>>
<<npc "Sydney">><<person1>>
<<effects>>
<<if $speech_attitude is "meek">>
"I... I came to atone. We need to face the consequences of our actions."
<<elseif $speech_attitude is "bratty">>
"I felt guilty. We fucked up bad."
<<else>>
"I'm here to atone. It's the right thing for us to do."
<</if>>
<br><br>
<<if _sydneyStatus.includes("corrupt")>>
<<He>> simply stares at you, crossing <<his>> arms. "I guess it's better to do it now. They'd find out that we violated each other during monthly inspection anyways."
<<else>>
<<He>> smiles. "I was feeling guilty, too. We betrayed the temple's trust by... violating one another. It's only right for us to face our punishment."
<</if>>
<<He>> rings the confessional's bell. "It's done. I hope you're ready." <<He>> holds you by the arm.
<br><br>
<<generate2>><<person2>><<generate3>><<generate4>> A <<priest>> emerges from a door marked with a red cross. <<Hes>> flanked by many <<monks>>.
<br><br>
"We're both dirty," Sydney says. "Punish us both."
<br><br>
The <<priest>> nods and pulls a gag from <<his>> habit. "To make amends, you must prove your bond with each other remains strong. Stay still."
<br><br>
<<link [[Hold on to Sydney|Sydney Temple Punish Intro 2]]>><<set $phase to 1>><<npcincr Sydney love 1>><</link>><<glove>>
<br><<effects>><<run statusCheck("Sydney")>>
<<npc "Sydney">><<person1>>
<<effects>>
<<if $speech_attitude is "meek">>
"I-it wasn't my fault! Sydney, please, I'm begging you, don't tell anyone!"
<<elseif $speech_attitude is "bratty">>
"Shit. Please keep this between us, Sydney."
<<else>>
"I'm sorry, Sydney. Please don't tell anyone."
<</if>>
<br><br>
<<if $templePromised is "Sydney">>
<<if _sydneyStatus.includes("corrupt")>>
<<He>> simply stares at you, crossing <<his>> arms. "Yeah? I guess we'd both be punished. Although, they'll catch us during the exam anyways."
<br><br>
<<He>> thinks for a moment, running fingers through <<his>> hair. "Fine. But I expect you to come face the consequences later."
<br><br>
<<He>> leaves, avoiding eye contact with you.
<br><br>
<<link [[Next|Temple]]>><<endevent>><<set $daily.sydney.punish to 1>><</link>>
<br>
<<else>>
<<His>> fists clench. <<He>> stomps up to you, grabbing you by the shoulders. "You... have the nerve... to ask me to betray the rules of our faith after telling me that you've broken our sacred vow?!" Tears of rage flow down <<his>> face.
"No! We will face penance now, together, beloved. It is the only way we can ever be whole again." <<npcincr Sydney love -5>><<llove>>
<br><br>
<<He>> releases you to ring the confessional's bell. "It's done. I hope you're ready. I'll forgive you... after our punishment. No sooner."
<br><br>
<<generate2>><<person2>><<generate3>><<generate4>> A <<priest>> emerges from a door marked with a red cross. <<Hes>> flanked by many <<monks>>.
<br><br>
The <<priest>> pulls a gag from <<his>> habit. "To make amends, you must prove your bond with each other remains strong. Stay still."
<br><br>
Sydney stands by you.
<br><br>
<<link [[Hold on to Sydney|Sydney Temple Punish Intro 2]]>><<set $phase to 1>><<npcincr Sydney love 1>><</link>><<glove>>
<br>
<<link [[Push Sydney away|Sydney Temple Punish Intro 2]]>><<set $phase to 2>><<npcincr Sydney love -5>><</link>><<lllove>>
<br>
<</if>>
<<else>>
<<if _sydneyStatus.includes("corrupt")>>
<<He>> simply stares at you, crossing <<his>> arms. "I guess it makes no difference whether you get punished now or later. Fine. God, I want to scream at you right now for even having the audacity to ask me that." <<He>> grits <<his>> teeth.
<br><br>
"I expect you to come face the consequences for this later. Just... give me some time. I need to think." <<He>> leaves, avoiding eye contact with you.
<br><br>
<<link [[Next|Temple]]>><<endevent>><<set $daily.sydney.punish to 1>><</link>>
<br>
<<else>>
<<His>> fists clench. <<He>> stomps up to you, grabbing you by the shoulders. "You... have the nerve... to ask me to betray the rules of our faith after telling me that you've broken your sacred vow, and my trust?!" Tears of rage flow down <<his>> face.
"No! You will face penance now, beloved." <<npcincr Sydney love -5>><<llove>>
<br><br>
<<He>> releases you to ring the confessional's bell. "It's done. I hope you're ready. I'll forgive you... after your punishment. No sooner."
<br><br>
<<endevent>><<generateConfessor 1>><<person1>><<generateConfessor 2>><<generateConfessor 3>>
A <<monk>> emerges from a door marked with a red cross. <<Hes>> flanked by two others. One of them assures Sydney that you'll be treated gently.
<br><br>
Sydney wipes <<his>> face and leaves the room as a <<monk>> pulls a gag from <<his>> habit. "To make amends you must perform a service. Stay still."
<br><br>
<<link [[Next|Temple Arcade Submit]]>><</link>>
<br>
<</if>>
<</if>><<effects>><<run statusCheck("Sydney")>>
<<npc "Sydney">><<person1>>
<<effects>>
<<if _sydneyStatus.includes("corrupt")>>
<<He>> shrugs. "I'm in no rush to get punished. We'll have to deal with the consequences once it's time for monthly inspection, but... fuck our future selves, right?"
<<else>>
<<He>> stops to think. "We... we'll be punished later anyways, but... okay. It's okay."
<</if>>
<br><br>
<<He>> hugs you before leaving.
<br><br>
<<link [[Next|Temple]]>><<endevent>><</link>>
<br><<effects>><<run statusCheck("Sydney")>>
<<npc "Sydney">><<person1>>
<<effects>>
<<generate2>><<person2>><<generate3>><<generate4>> A <<priest>> emerges from a door marked with a red cross. <<Hes>> flanked by many <<monks>>. One of them assures Jordan that you'll both be treated gently.
<br><br>
Head bowed, Jordan leaves the room as the <<priest>> pulls a gag from <<his>> habit. "To make amends, you must <<if $templePromised is "Sydney">>prove your bond with each other remains strong.<<else>>rely on each other, as you've both sinned.<</if>> Stay still."
<br><br>
<<if _sydneyStatus.includes("corrupt")>>
Sydney tries to step between you and the <<monks>>.
<<else>>
Sydney holds you tighter.
<</if>>
<<person1>>
<<if C.npc.Sydney.virginity.temple isnot true>>
"I'm sorry. We should have been more careful. I tried to tell them it wasn't you, but they didn't buy it. I thought about running, but I don't want you getting punished alone."
<<else>>
"I... I forgive you... just... please don't leave me..."
<</if>>
<br><br>
You're already surrounded by enough <<monks>> to restrain both of you. They make no effort to separate you.
<br><br>
<<link [[Hold on to Sydney|Sydney Temple Punish Intro 2]]>><<set $phase to 1>><<npcincr Sydney love 1>><</link>><<glove>>
<br>
<<link [[Push Sydney away|Sydney Temple Punish Intro 2]]>><<set $phase to 2>><<npcincr Sydney love -5>><</link>><<lllove>>
<br><<effects>>
<<pass 20>><<facewear 4>><<leash 21>>
<<if $phase is 1>>
You hold on to Sydney, not daring to let go. You hold on for dear life. Whatever's coming, you know you'll be able to handle it together. <<nnpc_He "Sydney">> smiles through <<his>> panic.
<br><br>
The <<priest>> nods in approval. "A good start."
<<else>>
You lash out, pushing Sydney away. It's all <<nnpc_his "Sydney">> fault, why should you be punished for this? You can handle yourself. <<nnpc_He "Sydney">> looks to you with tears in <<nnpc_his "Sydney">> eyes, looking utterly betrayed.
<br><br>
The <<priest>> shakes <<his>> head. "Miserable. Refusing to take responsibility. Your punishment can't come sooner."
<</if>>
<<He>> pushes the gag into your mouth and ties it firm behind your head. <<He>> walks over to Sydney and does the same motion. Any sound you make will be muffled and unintelligible. A <<person2>><<monk>> to <<his>> side wraps a collar around your neck along with Sydney's. <<He>> holds the attached leashes, and tugs.
<br><br>
You're both led through the marked door and down a cramped passage. There are no lights bar the occasional torch on the wall.
After a few minutes, you emerge in a small round room with no windows. Various incense burners hang from the ceiling, and the room is bare save for some padding in the centre, and <span class="red">whips, belts and other disciplinary devices that adorn the walls.</span>
<br><br>
<<link [[Next|Sydney Temple Punish Intro 3]]>><<pass 3>><</link>>
<br><<effects>>
<<undress "duopunish">><<bindtemp>><<shackle_feet>>
<<if $punishmentTimer is undefined>>
<<set $punishmentTimer to 16>>
<<set $punishmentCounter to 0>>
<<set $sydneyPain to 2>>
<<set $sydneyArousal to 0>>
<<set $sydneyHold to 0>>
<<set $sydneyStop to 0>>
<<set $sydneyHit to 0>>
<<set $sydneyPlead to 0>>
<<set $sydneyTouch to 0>>
<</if>>
<<set $sydneySeen.pushUnique("punishment")>>
The <<monks>> strip you and Sydney bare, leaving only your gags and collars.
You're led to the padding and forced down onto your knees. The <<priest>> pulls out some belts and grabs ahold of your arms. Your arms are wrapped around Sydney's waist, and your wrists are bound behind <<person1>><<him>>. Sydney's arms are restrained similarly. The <<person2>><<priest>> acquires more belts and wraps them around you and Sydney's waists, pressing the two of you together. One more belt wraps around both of your backs, leaving little wriggle room. Finally, a pair of shackles bind your legs together.
<br><br>
"<<if $templePromised is "Sydney">>You have broken your promise to one another,<<else>>The both of you have succumbed to pleasure and desire with one another,<</if>>" the <<priest>> speaks, brandishing a whip with nine chords hanging from the cudgel. "Given your special bond, you'll experience pain with one another as the first step to make amends." You can feel Sydney's heart race. You're overcome with fear yourself at what's coming<<if $masochism_level gte 1>>, along with a hint of excitement<</if>>.
<br><br>
The whip strikes down onto your back first without warning, stinging tremendously. Another strike causes you to thrash in pain. You let out a scream into your gag while tears fill your eyes. You can feel Sydney's panicked breathing at your pain. <<person1>><<He>> lets out a garbled protest at the torment you're receiving. Another strike comes down onto your back, stinging your flesh from the heavy chords. <<violence_noncombat 40 0.3>><<gggpain>>
<br><br>
The <<person2>><<priest>> moves over to Sydney and, without hesitation, lashes the whip onto <<person1>><<his>> back. <<He>> squeals into <<his>> gag and then receives another strike. The whip strikes Sydney's back a third time, leaving <<him>> in tears. <<stress 12>><<ggstress>>
<br><br>
<<link [[Reassure Sydney|Sydney Temple Punish Intro 4]]>><<set $phase to 1>><<npcincr Sydney love 1>><<set $sydneyPain -= 1>><</link>><<glove>><<lspain>>
<br>
<<link [[Close your eyes|Sydney Temple Punish Intro 4]]>><<set $phase to 2>><<stress -3>><<pain -10>><</link>><<lstress>><<lpain>>
<br><<effects>>
<<if $phase is 1>>
You lock eyes with Sydney, nonverbally telling <<him>> to focus on you and nothing else. The tears don't stop, but you think <<hes>> trying to smile at you.
<<else>>
You tightly shut your eyes, trying to ignore Sydney's cries. After a few moments, you can't help but peek.
<</if>>
<br><br>
You see the <<person2>><<priest>> come into view. "Your bonds must be strong. Stronger than any desire and stronger than pain itself," <<he>> says in an instructive manner. Despite Sydney's sobs, you think the words have emboldened <<person1>><<him>>. Sydney clings onto you tighter, and you do the same around <<him>>. <span class="blue">You'll only get through this together.</span>
<br><br>
You receive more lashings on your back and then on your <<bottom>>. Sydney receives the same amount of lashes in return. After what feels like an eternity, the <<person2>><<priest>> holsters the whip. <<gpain>>
<br><br>
"Your atonement has only just begun. Ready yourselves." <<person2>><<His>> voice suddenly sounds muffled. You look over to see the <<priest>> and <<monks>> all donning strange masks, as they begin to light the incense burners. You start to feel a warmth building within you, and <span class="lewd">something inside the waist belts begins to vibrate.</span>
<br><br>
<<link [[Next|Sydney Temple Punish]]>><</link>>
<br><<effects>>
<i>If either yours or Sydney's pain or arousal max out, your punishment will continue.</i>
<br><br>
<<sydneyTortureOptions>><<effects>>
There's comfort in being alone like this, but it doesn't last.
You and Sydney both hold to each other tight as the doors open and light floods back into the room.
<br><br>
<<if $punishmentCounter gte 10>>
<<person2>>The <<priest>> bows to you. <<He>> slowly approaches you, and raises <<his>> hand, causing both you and Sydney to flinch in fear.
<br><br>
The strike never comes. Instead, you hear metal clattering to the ground. "Congratulations, my children," <<he>> says. "You have endured much suffering, and although you failed time and time again, you've shown your bond to be strong enough to last. <span class="green">You are pure once more.</span>" Your bindings are all released. A <<monk>> steps behind you and unties your gags. <<He>> also removes your collars. <<tearful>> you and Sydney remain clinging to each other, supporting each other to a standing position. Your knees tremble.
<br><br>
"A warning," the <<priest>> continues. "Breathe not a word of this to anyone. Not your friends. Not Jordan. Not your parents, should you be so blessed. I'd hate to consider you impure again."
<br><br>
The <<monks>> present you your neatly folded clothing.
<<if $player.virginity.penile isnot true or $player.virginity.vaginal isnot true>>
<<if $templePromised is "Sydney">>
You've gained the <span class="blue">Rite of Promise: Sydney</span> trait.
<br><br>
<<else>>
You've gained the <span class="blue">Chastity Vow</span> trait.
<br><br>
<</if>>
<</if>>
<br><br>
<<link [[Next|Sydney Temple Punish End]]>><</link>>
<br>
<<else>>
The <<monks>> light the incense burners once again, and the <<priest>> steps forward, whip in hand. "Hold fast. Your bond must be stronger than body and mind." <<He>> lowers <<his>> mask again.
<br><br>
<<set $punishmentTimer to 14>>
<<set $sydneyHold to 0>>
<<set $sydneyStop to 0>>
<<set $sydneyHit to 0>>
<<set $sydneyPlead to 0>>
<<set $sydneyTouch to 0>>
<<sydneyTortureOptions>>
<</if>><<effects>>
<<if $sydneyPain lte 0>>
<<set $sydneyPain to 0>>
<</if>>
<<if $sydneyArousal lte 0>>
<<set $sydneyArousal to 0>>
<</if>>
<<switch $sydneyHold>>
<<case 1>>
You hold on to Sydney tighter. <<person1>><<He>> does the same to you, and you brace each other.
<<case 2>>
You pull Sydney as close as you can, and brace yourself. <<person1>><<He>> does the same.
<<case 3>>
Sydney is your lifeline, and you refuse to let go. <<person1>><<He>> buries <<his>> head in your shoulder.
<<case 4>>
You're nearly squeezing the life out of each other, but it's keeping your minds off the pain.
<<case 5>>
You use every last ounce of strength to brace yourself with Sydney. <span class="red">You can't hold <<person1>><<him>> any tighter without hurting <<him>> more.</span>
<</switch>>
<br><br>
<<priestAttack>>
<br><br>
<<sydneyTortureOptions>><<if $sydneyPain lte 0>>
<<set $sydneyPain to 0>>
<</if>>
<<if $sydneyArousal lte 0>>
<<set $sydneyArousal to 0>>
<</if>>
<<effects>>
<<switch $sydneyStop>>
<<case 1>>
You wedge your hands into the belt, and hold it in place to stop the vibrations. Sydney copies you.
<<case 2>>
You push the belt away from Sydney's body. The <<person2>><<priest>> intensifies the vibrations in response.
<<case 3>>
You put your hands between the vibrating section of the belt and Sydney's body. They're getting more intense by the second.
<<case 4>>
You clench your fists, firmly grabbing the belt. The vibrations are making your hands feel numb.
<<case 5>>
You can't feel your hands anymore. <span class="red">You won't be able to effectively stop the vibrations any longer.</span>
<</switch>>
<br><br>
<<priestAttack>>
<br><br>
<<sydneyTortureOptions>><<if $sydneyPain lte 0>>
<<set $sydneyPain to 0>>
<</if>>
<<if $sydneyArousal lte 0>>
<<set $sydneyArousal to 0>>
<</if>>
<<effects>>
<<switch $sydneyHit>>
<<case 1>>
You bring your arms up to shield Sydney's back, taking the brunt of the hit. <<larousal>><<gpain>>
<<case 2>>
You brace your arms against Sydney's back, protecting <<person1>><<him>> from harm at your own cost. <<larousal>><<gpain>>
<<case 3>>
You refuse to let Sydney come to further harm, blocking the whip with your arms again. The pain is almost unbearable. <<larousal>><<gpain>>
<<case 4>>
With one final brutal lash, <span class="red">your arms fall limp.</span> <<larousal>><<gpain>>
<</switch>>
<<set _blocked to true>>
<<priestAttack>>
<br><br>
<<sydneyTortureOptions>><<if $sydneyPain lte 0>>
<<set $sydneyPain to 0>>
<</if>>
<<if $sydneyArousal lte 0>>
<<set $sydneyArousal to 0>>
<</if>>
<<effects>>
<<switch $sydneyPlead>>
<<case 1>>
You stare the <<person2>><<priest>> in the eyes. <<He>> falters.
<<case 2>>
You silently plead to the <<person2>><<priest>>. <<His>> whip doesn't raise with as much conviction.
<<case 3>>
The tears in your eyes seem to make the <<person2>><<priest>> pause for a moment.
<<case 4>>
The <<person2>><<priest>> shakes <<his>> head, and readies to strike with conviction again. <span class="red">Your pleading seems to have no further effect.</span>
<</switch>>
<br><br>
<<priestAttack>>
<br><br>
<<sydneyTortureOptions>><<if $sydneyPain lte 0>>
<<set $sydneyPain to 0>>
<</if>>
<<if $sydneyArousal lte 0>>
<<set $sydneyArousal to 0>>
<</if>>
<<effects>>
You close your eyes and try to shut the pain out.
<br><br>
<<priestAttack>>
<br><br>
<<sydneyTortureOptions>><<if $sydneyPain lte 0>>
<<set $sydneyPain to 0>>
<</if>>
<<if $sydneyArousal lte 0>>
<<set $sydneyArousal to 0>>
<</if>>
<<effects>>
<<switch $sydneyTouch>>
<<case 1>>
You give Sydney's bottom a squeeze with your bound hands. <<person1>><<He>> looks at you, confused. <<promiscuity1>>
<<case 2>>
You pull Sydney in and give <<person1>><<his>> bottom a tweak. It seems to help keep <<his>> mind off the pain. <<promiscuity2>>
<<case 3>>
You manage to make contact with <<person1>><<his>> <<sydneyGenitals>>. <<His>> eyes close. <<promiscuity3>>
<<case 4>>
You get one of your hands firm on <<person1>><<his>> <<sydneyGenitals>>. <<He>> suppresses moans, and the pain seems to be rapidly fading. <<promiscuity4>>
<<case 5>>
You fondle Sydney despite everything. <<person1>><<His>> cries of pain are replaced with moans of pleasure. <<promiscuity5>>
<</switch>>
<<priestAttack>>
<br><br>
<<sydneyTortureOptions>><<effects>>
<<set $worn.face.type.push("broken")>>
<<faceruined>>
<<set $worn.neck.type.push("broken")>>
<<neckruined>>
<<set $player.virginity.temple to true>>
<<set C.npc.Sydney.virginity.temple to true>>
<<remove_shackle>><<unbindtemp>><<storeon "duopunish">><<unset $punishmentCounter>><<unset $punishmentTimer>><<unset $sydneyPain>><<unset $sydneyArousal>><<unset $sydneyHold>><<unset $sydneyStop>><<unset $sydneyHit>><<unset $sydneyPlead>><<unset $sydneyTouch>>
<<clotheson>>
<<endevent>>
<<pass 20>>
<<npc "Sydney">><<person1>><<set $daily.sydney.punish to 1>>
You're led through the tunnel and back to the temple. Sydney clings to you the whole way.
<br><br>
<<He>> collapses onto you when you reach the main temple, and begins sobbing. You hold each other for what feels like forever. You can't help but begin to sob yourself, after everything you've been through.
<br><br>
"We... we made it..." <<He>> looks up to you with tears running down <<his>> face. "I love you."
<br><br>
You continue to hold each other. Eventually, though <<he>> still shakes, Sydney stands. "I... I need to go home. <<sydneyMum>> is probably worried sick. I'll... I'll see you tomorrow..." <<He>> walks away, your hands slowly parting from each other. <<He>> looks back to you before leaving the temple, and blows you a weak kiss. <<stress -3>><<lstress>>
<br><br>
<<link [[Next|Temple]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<set $outside to 0>><<set $location to "temple">><<sydneySchedule>><<temple_effects>><<effects>>
<<if $templePromised is "Sydney">>
<<set _sydneyText to "the one I'm promised to">>
<<elseif isLoveInterest("Sydney")>>
<<set _sydneyText to "my <<nnpc_gendery \"Sydney\">>friend">>
<<else>>
<<set _sydneyText to "my friend">>
<</if>>
<<generateTemple 1>><<person1>>
You approach a <<person1>><<person>> dressed as a <<monk>>. You tug on <<his>> <<npcClothesText $NPCList[0] "upper">>, and <<he>> turns and greets you with a warm smile.
<br><br>
<<if $speech_attitude is "meek">>
<<set _respond to "stammer">>
"I-I'm looking for _sydneyText," you say. "<<nnpc_Hes "Sydney">> usually here around now. Do you know Sydney?"
<<elseif $speech_attitude is "bratty">>
<<set _respond to "mutter">>
"Where's _sydneyText?" you ask, crossing your arms. "<<nnpc_Hes "Sydney">> always here around this time.
<<if $temple_rank is undefined>>
I swear, if you creeps did anything to Sydney-"
<<else>>
I swear, if anyone did anything to Sydney-"
<</if>>
<<else>>
<<set _respond to "say">>
"I'm looking for _sydneyText," you say. "Do you know where I can find Sydney?"
<</if>>
<br><br>
<<if _sydney_location_message is "shop">>
"Ah, Sydney! <<nnpc_He "Sydney">> spoke to Jordan earlier today. I believe <<nnpc_he "Sydney">> mentioned helping <<nnpc_his "Sydney">> <<sydneymother>>, somewhere in town... on <span class="gold">Elk Street</span>, if I'm not mistaken."
<<elseif _sydney_location_message is "rehearsal">>
"Ah, Sydney! <<nnpc_He "Sydney">> was telling us all about how <<nnpc_he "Sydney">> was <span class="blue">going to try to participate in a school play of some sort</span>. Christmas themed. Perhaps they're still at school?"
<<else>>
"Ah, Sydney! <<nnpc_He "Sydney">> left early, today. <span class="red"><<nnpc_He "Sydney">> looked quite upset about something</span>, and went home. I'm sure <<nnpc_he "Sydney">> will return tomorrow."
<</if>>
<br><br>
You _respond your thanks to <<him>>, and <<he>> returns to <<his>> duties.
<br><br>
<<endevent>>
<<link [[Next|Temple]]>><</link>>
<br><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
<<if $speech_attitude is "meek">>
"A-are you okay?" you whisper worriedly.
<<elseif $speech_attitude is "bratty">>
"Something wrong? Is someone bothering you?" you ask.
<<else>>
"What's wrong?" you whisper. "You don't really look okay right now."
<</if>>
<br><br>
"You noticed?" Sydney opens <<his>> eyes and sighs. "I heard Jordan telling you to retrieve something. I believe you can do it... but I don't know why I feel so... scared...?" <<He>> sighs again, <<his>> gaze downcast, and looks at <<his>> hands resting on <<his>> knees. "I just... ah... why does it have to be you, among all the other initiates here?"
<br><br>
<<link [[Reassure Sydney|Sydney Temple Spear 2]]>><<set $phase to 1>><</link>><br>
<<link [[Stay silent|Sydney Temple Spear 2]]>><<set $phase to 0>><</link>><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>><<run statusCheck("Sydney")>>
<<set $sydneySeen.pushUnique("spearMission")>>
<<if $phase is 1>>
<<if $speech_attitude is "meek">>
"Don't be so sad..." You gently hold Sydney's hand and give <<him>> a reassuring smile. "I'll be fine there."
<<elseif $speech_attitude is "bratty">>
"You got nothing to worry about." You pat Sydney's shoulder and give <<him>> a confident smile. "I'll make sure to beat down anyone who stands in my way."
<<else>>
"Don't worry." You gently hold Sydney's hand. "I'm sure I'll get it safely."
<</if>>
<br><br>
<<if _sydneyStatus.includes("corrupt")>>
"How can I not worry when you're in a dangerous situation and I, as your beloved, can't even help or protect you in the slightest!?" Sydney looks at you with frustration, <<his>> eyes tearing up a bit. "I can't imagine what it'll be like when you leave. What if something happens to you there? The worst case scenario, you could... you..."
<<else>>
"I... I know... but I'm still very worried." Sydney looks at you with a worried gaze, <<his>> eyes tearing up a bit. "I don't know how long you'll be gone, I don't know if you'll be okay there, I don't know if... if you..."
<</if>>
<<He>> stops <<himself>> and takes a deep breath.
<<else>>
You just sit there silently, staring at your hands resting on your knees. You understand that taking such a task could be very dangerous, but Jordan has entrusted you. You can't back down now.
<</if>>
<br><br>
"...S-sorry, I'm overthinking things," Sydney says with a trembling tone, trying to calm <<his>> erratic breathing. <<He>> wipes both <<his>> eyes. "I just... worry so much about you, your safety..." Before you can answer, Sydney looks up at you with a smile. You're not sure if that smile is reassuring or worried. "Just... make sure you're okay when you go, alright...? I'll be waiting for your return when you succeed."
<br><br>
You nod. Sydney heaves a sigh of relief once again before returning to <<his>> position to pray.
<br><br>
<<endevent>><<npc "Sydney">><<person1>>
<<sydneyOptions>><<effects>><<run statusCheck("Sydney")>>
<<if $phase is 0>>
You sit beside Sydney on the pew and wag your tail for <<him>>. <<He>> opens an eye as you let your tail rest beside <<him>> and you gently pat it.
<<if _sydneyStatus.includes("corrupt")>>
"I've earned a nap."
<<else>>
"I... Suppose I've earned a little rest."
<</if>>
<br><br>
<<He>> lies down on the pew, using your tail as a pillow. <<He>> only barely gets a nap before one of the monks scolds the two of you.
<<if _sydneyStatus.includes("corrupt")>>
<<He>> sighs as <<he>> sits back up, "Maybe next time. It's very fluffy and nice."
<<else>>
<<He>> sits back up sleepily. "Thank you... It made for a nice pillow, at least."
<</if>>
<<npcincr Sydney lust 1>><<arousal 300>><<gslust>><<garousal>>
<<elseif $phase is 1>>
You kneel beside Sydney and nudge against <<his>> knees. <<He>> gently pets your head, smiling down at you.
<<if _sydneyStatus.includes("corrupt")>>
"Hoping to catch a peek?"
<<else>>
"Saying a quick prayer?"
<</if>>
You offer your head to <<him>> and <<he>> pets you more. You sit back up beside <<him>> after a short while. "Did that feel nice?"
<<elseif $phase is 2>>
You nuzzle into Sydney's arm affectionately, disturbing <<his>> prayers.
<<if _sydneyStatus.includes("corrupt")>>
"Aww, hey there," <<he>> says, smiling
<<else>>
"H-hey! I was praying!" <<he>> says, pouting
<</if>>
before placing a hand on your head and gently scritching your ears. You purr and lie down on the pew as <<he>> pets you.
<<if _sydneyStatus.includes("corrupt")>>
"I saw a headband like that at the clothes shop, maybe I should try wearing them?"
<<else>>
"I'm surprised the clergy lets you wear those ears."
<</if>>
You go back to sitting normally.
<<elseif $phase is 3>>
You chirp a birdsong for Sydney. A few of the monks take notice and stop to listen. Once you finish, Sydney and the monks clap for you.
<<if _sydneyStatus.includes("corrupt")>>
"That was nice. But I'm sure you make even better sounds in bed." <<He>> smiles lewdly at you.
<<else>>
"That was beautiful. Have you thought about joining the choir?" <<He>> smiles cheerfully at you.
<</if>>
<<elseif $phase is 4>>
You wordlessly bump your head against Sydney's shoulder. <<He>> opens an eye and smiles at you.
<<if _sydneyStatus.includes("corrupt")>>
"Those ears are really cute. Reminds me of a onesie <<sydneyMum>> got a few years ago."
<<else>>
"Those ears are cute, but the others might get the wrong idea about those horns."
<</if>>
<<He>> gently pats your head, and you give a happy moo, much to <<his>> confusion.
<</if>>
<br><br>
<<if !$daily.sydney.tf>>
<<set $daily.sydney.tf to 0>>
<</if>>
<<set $daily.sydney.tf++>>
<<endevent>><<npc "Sydney">><<person1>>
<<sydneyOptions>><<set $outside to 0>><<if $location is "school">><<schooleffects>><</if>><<effects>><<set _sydneyPray to true>>
<<endevent>><<npc "Sydney">><<person1>>
<<if $sydney.glasses.includes("broken")>>
"You need new glasses. Come on." <<if $sydneyromance is 1>>You take <<him>> by the arm and help <<him>> stand.<<else>>You motion for Sydney to stand.<</if>>
<br><br>
<<if $location is "school">>
<<set $exit to "library">>
<<switch $schoolstate>>
<<case "early" "morning" "first">>
"Now? I still have one good lens.<<if $sydneyScience>> I hope <<sydneyMum>> understands if we're late.<</if>>"
<<case "second" "third" "fourth" "fifth">>
"Now? Aren't you supposed to be in a class? I don't want you to get in trouble, but..."
<<default>>
"I'd really appreciate that, my depth perception is non-existent right now."
<</switch>>
<<if $sydney.glasses is "playerbroken">>You feel a twinge of guilt as <<he>> almost trips trying to find the "away" sign.<<else>>After a moment, <<he>> manages to find the "away" sign and place it on the rental counter.<</if>>
<br><br>
<<if Weather.precipitation isnot "none">>
<<He>> stops by <<his>> locker on the way out to grab an umbrella.
<</if>>
You cut across the park and reach the shopping centre.
<<elseif $location is "temple">>
<<set $exit to "temple">>
<<if Time.weekDay is 1 and Time.hour gte 10 and Time.hour lte 12 and $daily.massAttended isnot 1>>
"I'd appreciate that, although I'd hate to miss mass. I guess this is more important."
<<else>>
"I'd really appreciate that, my depth perception is non-existent right now."
<</if>>
Sydney waves off a group of <<monks>>, and the two of you leave.
<br><br>
<<if Weather.precipitation isnot "none">>
<<He>> grabs an umbrella on the way out.
<</if>>
You reach the High Street quickly. It's a short walk.
<</if>>
<<set $location to "town">>
<<He>> gently holds your arm.
<br><br>
<<link [[Next|Sydney Shopping Glasses]]>><<set $phase to 1>><<set $daily.sydney.walk to true>><<set $daily.school.scienceExcused to true>><<pass 15>><</link>>
<<else>>
<<if $speech_attitude is "meek">>
"Would you like to go somewhere?" you ask.
<<elseif $speech_attitude is "bratty">>
"Let's ditch this place for a while," you say.
<<else>>
"You look like you could use a break and some fresh air," you say.
<</if>>
<br><br>
<<if $location is "school" and $detention gte 1 and $daily.school.detentionAttended isnot 1 and $headnodetention isnot 1 and $pillory.tenant.special.name isnot "Leighton">>
<<He>> perks up for a moment, but <<he>> frowns at you. "The <<nnpc_title "Leighton">> said you're not allowed to leave the premises until you serve your detention at the end of the day. Sorry."
<br>
<<else>>
<<He>> perks up. "What did you have in mind?"
<br><br>
<<highicon>><<link [[Shopping centre (0:15+)|Sydney Walk Shopping]]>><</link>>
<br>
<<if C.npc.Sydney.love gte 50>>
<<starfishicon>><<link [[Beach (0:50+)|Sydney Walk Beach]]>><</link>>
<br>
<</if>>
<<if $sydneyromance is 1 and $sydneySeen.includes("corruptroom")>>
<<ind>><<link [[Temple prayer room|Sydney Walk Prayer Room]]>><</link>>
<br>
<</if>>
<</if>>
<br>
<<sydneyOptions>>
<</if>><<set $outside to 0>><<if $location is "school">><<schooleffects>><</if>><<effects>><<run statusCheck("Sydney")>><<set _sydneyPray to true>>
<<if $speech_attitude is "meek">>
"How about the shopping centre?" you ask.
<<elseif $speech_attitude is "bratty">>
"Let's hit the shopping centre, maybe spruce up your look a bit," you say.
<<else>>
"We could go shopping," you say.
<</if>>
<br><br>
<<if $location is "school">>
<<switch $schoolstate>>
<<case "early" "morning" "first" "second" "third">>
<<if $sydneyScience and Time.hour is 8 and Time.minute gte 30>>
"I'd love to, but I wouldn't dare risk missing science class. We'd probably need at least... thirty minutes, right? Maybe next time, if we can leave earlier."
<<set _walk to false>>
<<else>>
"It's still early, there won't be too many students coming by... sure!"
<<set _walk to true>>
<</if>>
<<case "fourth" "fifth">>
"You're supposed to be in a class right now, aren't you?" <<He>> pauses to think for a moment.
<<if _sydneyStatus.includes("corrupt")>>
"Screw it, I'll take any time I can get with you."
<<set _walk to true>>
<<elseif $sydneyromance is 1>>
"If you're sure you don't mind getting in trouble. I like spending time with you."
<<set _walk to true>>
<<else>>
"I really don't want you to get in trouble. Can we wait until after school?"
<<set _walk to false>>
<</if>>
<<case "lunch">>
"That'll be cutting it close to your next class, won't it?" <<He>> pauses to think for a moment.
<<if Time.minute gte 30>>
<<if _sydneyStatus.includes("corrupt")>>
"Screw it, I'll take any time I can get with you."
<<set _walk to true>>
<<elseif $sydneyromance is 1>>
"If you're sure you don't mind getting in trouble. I like spending time with you."
<<set _walk to true>>
<<else>>
"We'd need at least thirty minutes, right? I really don't want you to get in trouble. Can we wait until after school?"
<<set _walk to false>>
<</if>>
<<else>>
"We should have enough time, actually. This'll be fun!"
<<set _walk to true>>
<</if>>
<<default>>
<<He>> puts <<his>> book down. "Sure thing, I could stretch my legs."
<<set _walk to true>>
<</switch>>
<<elseif $location is "temple">>
<<if Time.weekDay is 1 and Time.hour gte 10 and Time.hour lte 12 and $daily.massAttended isnot 1>>
"I'd love to, but can it wait until after mass?"<<set _walk to false>>
<<elseif Time.schoolDay and Time.hour is 6>>
"It's a bit early for that, isn't it?"<<set _walk to false>>
<<elseif Time.hour gte 18 or Time.hour lte 5>>
"It's a bit late for that, isn't it?"<<set _walk to false>>
<<elseif _sydneyStatus.includes("corrupt")>>
"Sure, I could use some time away."<<set _walk to true>>
<<elseif $temple_rank is undefined or $temple_rank is "prospective">>
Sydney looks excited. "Sure! Just let me inform <<nnpc_brother "Jordan">> Jordan that I'm leaving." <<He>> jogs off, and returns a few minutes later. "Ready."<<set _walk to true>><<pass 2>>
<<elseif $temple_garden gte 100 and $temple_quarters gte 100>>
"The temple's in perfect condition right now, so I don't think anyone will miss me. Let's go!"<<set _walk to true>>
<<elseif $temple_garden gte 100>>
"The garden's perfect, so I think they'll let me take a break."<<set _walk to true>>
<<elseif $temple_quarters gte 100>>
"The quarters are perfect, so I think they'll let me take a break."<<set _walk to true>>
<<elseif $temple_garden gte 50 or $temple_quarters gte 50>>
<<He>> seems hesitant. "There's still lots of work to do around here, but... a break shouldn't hurt."<<set _walk to true>>
<<else>>
<<He>> shakes <<his>> head sadly. "There's far too much to do around here, sorry."<<set _walk to false>>
<</if>>
<</if>>
<<if _walk is true>>
<<if $location is "school">>
<<set $exit to "library">><<set $location to "park">>
Sydney leaves an "away" sign on the rental counter, and<<if $sydneyromance is 1>> takes your arm as<</if>> the two of you leave.
<br><br>
<<if Weather.precipitation isnot "none">>
<<He>> stops by <<his>> locker on the way out to grab an umbrella.
<</if>>
You cut across the park and reach the shopping centre.
<<elseif $location is "temple">>
<<set $exit to "temple">><<set $location to "town">>
Sydney waves off a group of <<monks>>, and<<if $sydneyromance is 1>> takes your arm as<</if>> the two of you leave.
<br><br>
<<if Weather.precipitation isnot "none">>
<<He>> grabs an umbrella on the way out.
<</if>>
You reach High Street quickly. It's a short walk.
<</if>>
<br><br>
<<link [[Next|Sydney Shopping Centre]]>><<set $daily.sydney.walk to true>><<pass 15>><</link>>
<<else>>
<br><br>
<<sydneyOptions>>
<</if>><<set $outside to 0>><<if $location is "school">><<schooleffects>><</if>><<effects>><<run statusCheck("Sydney")>><<set _sydneyPray to true>>
<<if $speech_attitude is "meek">>
"How about the beach?" you ask.
<<elseif $speech_attitude is "bratty">>
"I'm thinking we could use a beach day," you say.
<<else>>
"We could go have some fun at the beach," you say.
<</if>>
<br><br>
<<if $location is "school">>
<<if Time.weekDay is 6>>
<<He>> looks excited for a moment, but frowns. "I have to help my <<sydneymum>> on Fridays, so I don't think we'd have enough time. Sorry."
<<set _walk to false>>
<<else>>
<<if $schoolstate is "afternoon">>
<<His>> face lights up. "That sounds great!"
<<set _walk to true>>
<<else>>
<<His>> face lights up. "That sounds great! Although, we can't just leave the school for hours like that. Maybe after school, today?"
<<set _walk to false>>
<</if>>
<</if>>
<<elseif $location is "temple">>
<<if Time.weekDay is 1 and Time.hour lte 12 and $daily.massAttended isnot 1>>
"I'd love to, but can it wait until after mass?"
<<set _walk to false>>
<<elseif Time.hour lte 8>>
"It's... a little early for the beach, isn't it?" <<He>> yawns.
<<elseif Time.hour gte 17>>
"It's a bit late for the beach, isn't it?"<<set _walk to false>>
<<elseif _sydneyStatus.includes("corrupt")>>
"Hell yes, do I get to see you in a skimpy swimsuit?"<<set _walk to true>>
<<elseif $temple_rank is undefined or $temple_rank is "prospective">>
Sydney looks excited. "Sure! Just let me inform <<nnpc_brother "Jordan">> Jordan that I'm leaving." <<He>> jogs off, and returns a few minutes later. "Ready."<<set _walk to true>>
<<elseif $temple_garden gte 100 and $temple_quarters gte 100>>
"The temple's in perfect condition right now, so maybe I've earned a little sloth. Let's go!"<<set _walk to true>>
<<elseif $temple_garden gte 100>>
"The garden's perfect, so I think they'll let me take a break."<<set _walk to true>>
<<elseif $temple_quarters gte 100>>
"The quarters are perfect, so I think they'll let me take a break."<<set _walk to true>>
<<elseif $temple_garden gte 50 or $temple_quarters gte 50>>
<<He>> seems hesitant. "There's still lots of work to do around here, but... a day off shouldn't hurt."<<set _walk to true>>
<<else>>
<<He>> shakes <<his>> head sadly. "There's far too much to do around here, sorry."<<set _walk to false>>
<</if>>
<</if>>
<<if _walk is true>>
<<if $location is "school">>
<<set $exit to "library">><<set $location to "town">>
Sydney packs up <<his>> things and tells the librarian that <<hes>> leaving early. <<He>> smiles at you, and<<if $sydneyromance is 1>> takes your arm as<</if>> the two of you leave.
<br><br>
<<if Weather.precipitation isnot "none">>
<<He>> stops by <<his>> locker on the way out to grab a large umbrella.
<</if>>
You cut through the park and reach Starfish Street.
<<elseif $location is "temple">>
<<set $exit to "temple">><<set $location to "town">>
Sydney waves off a group of <<monks>>, and<<if $sydneyromance is 1>> takes your arm as<</if>> the two of you leave.
<br><br>
<<if Weather.precipitation isnot "none">>
<<He>> grabs a large umbrella on the way out.
<</if>>
The walk to Starfish Street doesn't take long.
<</if>>
<br><br>
<<link [[Next|Sydney Beach Start]]>><<set $daily.sydney.walk to true>><<pass 25>><</link>>
<<else>>
<br><br>
<<sydneyOptions>>
<</if>><<set $outside to 0>><<if $location is "school">><<schooleffects>><</if>><<effects>><<run statusCheck("Sydney")>><<set _sydneyPray to true>>
<<if $speech_attitude is "meek">>
"We could... go to the prayer room again," you say, blushing.
<<elseif $speech_attitude is "bratty">>
"Let's defile the prayer room again," you say with a wink.
<<else>>
"We could mess around in the prayer room again," you say.
<</if>>
<br><br>
<<if _sydneyStatus.includes("corrupt")>>
<<if $location is "school">>
<<if Time.weekDay is 6>>
<<He>> looks excited for a moment, but frowns. "I'd say yes on any other day, but I have to help my <<sydneymum>> on Fridays, so I don't think we'd have enough time. Sorry."
<<set _walk to false>>
<<else>>
<<He>> looks to you with a wide grin. "Hell yes. Let's meet up at the temple tonight after school."
<<set _walk to false>>
<</if>>
<<elseif $location is "temple">>
<<if Time.weekDay is 1 and Time.hour gte 10 and Time.hour lte 12 and $daily.massAttended isnot 1>>
<<He>> shoots a wicked grin. "Screwing during mass? So sinful, I love it."
<<else>>
<<His>> face turns a little red, and <<he>> smiles. "Yes. I want to sin with you again."
<</if>>
<<set _walk to true>>
<</if>>
<<else>>
Sydney looks down in shame. "About that... I... my mind isn't in a good place. I've had my whole worldview turned upside down, and I'm really conflicted about these things. I'm sorry."
<<set _walk to false>>
<</if>>
<<if _walk is true>>
<<He>> takes you by the hand, and you sneak off through the halls of the temple towards the prayer room's hidden entrance. <<takeHandholdingVirginity "Sydney" "romantic">>
<br><br>
<<link [[Next|Sydney Temple Prayer Room]]>><<set $daily.sydney.walk to true>><<pass 5>><</link>>
<<else>>
<br><br>
<<sydneyOptions>>
<</if>><<set $outside to 0>><<set $location to "shopping_centre">><<effects>><<sydneySchedule>>
You are on the main floor of the shopping centre with Sydney. It's crowded with shoppers<<if $sydneyromance is 1>>, so you lock arms with <<him>> as to not get separated<</if>>.
<br><br>
<<if Time.schoolDay and $sydneyScience and ((Time.hour is 8 and Time.minute gte 44) or Time.hour is 9)>>
<<He>> sees a large electronic display that shows the time. "We should leave, we're going to be late for science class!"
<br><br>
<<link [[Leave (0:15)|Sydney Shopping Leave]]>><<pass 15>><</link>>
<<elseif _sydney_location is "shop" and Time.hour gte 17>>
<<He>> sees a large electronic display that shows the time. "I'm already a bit late. I need to go help my <<sydneymum>> do something. Thanks for taking me, though! I had fun."
<<if $sydneyromance is 1>><<He>> kisses you on the cheek before waving you off as <<he>> leaves the shopping centre.<<else>><<He>> waves you off as <<he>> leaves the shopping centre.<</if>>
<br><br>
<<link [[Next|Shopping Centre]]>><<unset $exit>><<endevent>><<set $eventskip to 1>><</link>>
<<elseif Time.hour gte 21>>
<<He>> sees a large electronic display that shows the time. "It's almost closing time, I should really head home. Thanks for taking me! I had fun."
<<if $sydneyromance is 1>><<He>> kisses you on the cheek before waving you off as <<he>> leaves the shopping centre.<<else>><<He>> waves you off as <<he>> leaves the shopping centre.<</if>>
<br><br>
<<link [[Next|Shopping Centre]]>><<unset $exit>><<endevent>><<set $eventskip to 1>><</link>>
<<elseif $phase is 1 and C.npc.Sydney.love lt 30>>
"We should... probably head back, now."
<br><br>
<<link [[Leave the shopping centre (0:15)|Sydney Shopping Leave]]>><<pass 15>><</link>>
<br>
<<else>>
<<if $phase is 1>>
<<set $phase to 0>>
<<He>> checks the time. "I suppose... we're already here, we don't have to leave yet if you don't want to."
<<else>>
"<<print either("It's always so busy here.", "So, what are we looking for?", "Even if we don't buy anything, it's nice to spend time with you.", "Crowds make me a little anxious.")>>"
<</if>>
<br><br>
<<if !$daily.sydney.shopGlasses>>
<<clothingcategoryicon "face">> <<link [[Optometrist (0:01)|Sydney Shopping Glasses]]>><<pass 1>><</link>>
<br>
<</if>>
<<if !$daily.sydney.shopHair>>
<<hairdressericon>><<link [[Hairdressers (0:01)|Sydney Shopping Hairdressers]]>><<pass 1>><</link>>
<br>
<</if>>
<<if !$daily.sydney.shopSwim and C.npc.Sydney.love gte 50>>
<<clothingcategoryicon "underoutfit">><<link [[Swimwear shop (0:01)|Sydney Shopping Swim]]>><<pass 1>><</link>>
<br>
<</if>>
<br>
<<link [[Leave the shopping centre (0:15)|Sydney Shopping Leave]]>><<pass 15>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "shopping_centre">><<effects>>
<<set $daily.sydney.shopGlasses to true>>
You reach the upper floor of the shopping centre with Sydney in tow.
<<if $sydneySeen.includes("glasses")>>
You find the optometrist much quicker, now that you know what to look for.
<<else>>
<<set $sydneySeen.pushUnique("glasses")>>
It takes you a few minutes to find the optometrist's area. <<pass 3>>
<</if>>
<br><br>
Sydney seems to recognise the person working the counter<<if $phase is 1>>, and begins giving the details of <<his>> prescription as <<he>> sets <<his>> <<sydneyGlasses>> aside<</if>>. You look around to the rotary stands filled with glasses, as well as a cabinet full of various contact lenses.
<br><br>
<<if $phase is 1>>
<<link [[Buy Sydney glasses (£15)|Sydney Shopping Buy Glasses]]>><<money -1500 "sydney">><</link>>
<br>
<<if $money gte 5000>>
<<link [[Buy Sydney contacts (£50)|Sydney Shopping Buy Contacts]]>><<money -5000 "sydney">><</link>>
<br>
<<else>>
<span class="purple">You can't afford to buy Sydney contacts.</span>
<</if>>
<<elseif $money gte 1500>>
<<link [[Buy Sydney new glasses (£15 0:10)|Sydney Shopping Buy Glasses]]>><<pass 10>><<money -1500 "sydney">><<npcincr Sydney love 1>><</link>><<glove>>
<br>
<<if $money gte 5000>>
<<link [[Buy Sydney contacts (£50 0:10)|Sydney Shopping Buy Contacts]]>><<pass 10>><<money -5000 "sydney">><<npcincr Sydney love 1>><</link>><<glove>>
<br>
<<else>>
<span class="purple">You can't afford to buy Sydney contacts.</span>
<</if>>
<br>
<<link [[Leave (0:01)|Sydney Shopping Centre]]>><<pass 1>><</link>>
<br>
<<else>>
<span class="purple">You can't afford to buy Sydney anything here.</span>
<br>
<<link [[Leave (0:01)|Sydney Shopping Centre]]>><<pass 1>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "shopping_centre">><<effects>>
You buy Sydney a new pair of glasses.
<<switch $sydney.glasses>>
<<case "broken">>
<<He>> pushes <<his>> <<sydneyGlasses>> to the person working the counter. "I'll miss these old things." <<He>> looks to you with a smile.
<<if $sydneyromance is 1>>"At least these new ones will remind me of you now."<<else>>"Thank you. You didn't have to do this for me."<</if>>
<<case "playerbroken">>
<<He>> pushes <<his>> <<sydneyGlasses>> to the person working the counter. "I'll miss these old things." <<He>> looks to you with a smile.
"Try not to break these on my face, please?" You look down guiltily, but <<he>> gives you a playful nudge.
<<case "glasses">>
"Are you sure? The ones I have now are fine."
<br><br>
<<if $sydneyromance is 1>>
"I think these ones will look cute on you," you say. <<He>> blushes.
<br><br>
"In that case, I accept."
<<else>>
"I think these ones fit you better," you say. <<He>> tilts <<his>> head.
<br><br>
"Well... alright. Thank you."
<</if>>
<<case "playerbought">>
"Are you sure? You're the one that bought these ones for me, and I've really started to like them."
<br><br>
<<if $sydneyromance is 1>>
"I changed my mind, these ones are even cuter," you say. <<He>> blushes.
<br><br>
"In that case, I accept."
<<else>>
"A little variety doesn't hurt," you say. <<He>> tilts <<his>> head.
<br><br>
"Well... alright. Thank you."
<</if>>
<<case "contacts">>
"I guess I did miss wearing glasses. Thank you!" <<He>> pushes <<his>> old glasses to the person working the counter.
<</switch>>
The optometrist gives Sydney a quick vision test with <<his>> new glasses. It goes well, and the two of you exit back into the shopping centre. <<trauma -3>><<ltrauma>><<npcincr Sydney love 1>><<glove>>
<br><br>
<<link [[Leave (0:01)|Sydney Shopping Centre]]>><<pass 1>><<set $sydney.glasses to "playerbought">><</link>>
<br><<set $outside to 0>><<set $location to "shopping_centre">><<effects>>
You buy Sydney a case of contact lenses, and everything needed to take care of them properly.
<br><br>
<<switch $sydney.glasses>>
<<case "broken">>
<<He>> pushes <<his>> <<sydneyGlasses>> to the person working the counter. "I'll miss these old things." <<He>> looks to you with a smile.
"At least I don't have to worry about these breaking on me. Thank you. You didn't have to do this for me."
<<case "playerbroken">>
<<He>> pushes <<his>> <<sydneyGlasses>> to the person working the counter. "I'll miss these old things." <<He>> looks to you with a smile.
"At least I don't have to worry about you being rough with me, now." <<npcincr Sydney lust 1>><<glust>>
<<case "glasses">>
"Well, glasses are pretty cumbersome... and <<sydneyMum>> has said I look cuter without them..."
<br><br>
<<if $sydneyromance is 1>>
"<<nnpc_Hes "Sirris">> right," you say. <<He>> blushes.
<br><br>
"In that case, I accept."
<<else>>
"There's nothing wrong with just trying," you say. <<He>> tilts <<his>> head.
<br><br>
"Well... alright. Thank you."
<</if>>
<<case "playerbought">>
"Are you sure? You bought these glasses for me, and I've really started to like them."
<br><br>
<<if $sydneyromance is 1>>
"I changed my mind, I think you'll look cute without glasses," you say. <<He>> blushes.
<br><br>
"In that case, I accept."
<<else>>
"A little variety doesn't hurt," you say. <<He>> tilts <<his>> head.
<br><br>
"Well... alright. Thank you."
<</if>>
<<case "contacts">>
<<He>> looks at you, confused. "I already have... I'm already wearing..." You refuse to elaborate, and purchase them anyways.
<</switch>>
The optometrist gives Sydney a quick vision test with <<his>> new contacts. It goes well, and the two of you exit back into the shopping centre. <<trauma -3>><<ltrauma>><<npcincr Sydney love 1>><<glove>>
<br><br>
<<link [[Leave (0:01)|Sydney Shopping Centre]]>><<pass 1>><<set $sydney.glasses to "contacts">><</link>>
<br><<set $outside to 0>><<set $location to "shopping_centre">><<effects>><<run statusCheck("Sydney")>>
<<set $daily.sydney.shopHair to true>>
You and Sydney enter the hairdressers. Here you can have your hair cut or dyed. There are a pair of seats available.
<br><br>
<<if !$sydneySeen.includes("hairchange")>>
<<if _sydneyStatus.includes("corrupt")>>
<<Hes>> almost jumping with excitement. "I've thought about getting my hair dyed or styled a few times. Are we actually doing this?"
<<else>>
<<He>> looks apprehensive. "<<nnpc_Brother "Jordan">> Jordan always praised my hair. It's why I've never gotten it dyed or cut. But, if you want me to..."
<</if>>
<<elseif C.npc.Sydney.hairColour isnot "strawberryblond">>
<<He>> pauses. "Are we getting my dye removed?"
<<else>>
<<He>> smiles. "It's oddly soothing to get my hair done by a professional. I like it here."
<</if>>
<br><br>
<<if $money gte 3000>>
<<link [[Take seats|Sydney Hairdressers Sit]]>><</link>>
<br>
<<else>>
<span class="purple">You don't have enough money.</span>
<</if>>
<br>
<<link [[Leave (0:01)|Sydney Shopping Centre]]>><<pass 1>><</link>>
<br><<run statusCheck("Sydney")>>
<<effects>>
You bring Sydney to one of the vacant seats, and take the seat next to <<him>>.
<<generate2>><<person2>>The hairdresser, a <<person>>, soon appears behind the two of you.<<person1>> "Alright, what'll it be for
<<if $sydneyromance is 1>>
this cute couple?" Sydney <<if _sydneyStatus.includes("corrupt")>>proudly smiles<<else>>blushes lightly<</if>>.
<<else>>
<<if $player.gender_appearance is "m" and $pronoun is "m">>
you two handsome gentlemen?"
<<elseif $player.gender_appearance is "f" and $pronoun is "f">>
you two lovely ladies?"
<<else>>
you two?"
<</if>>
<</if>>
<br><br>
<<if !$sydneySeen.includes("hairchange")>>
<<person2>><<He>> shows Sydney a few example hair designs and colours.<<person1>>
You notice <<his>> eyes catch on a picture of a <<personsimple>> with a black ponytail. <<He>> also eyes a <<personsimple>> with loose hair covering one eye.
<br><br>
<</if>>
<<hairdressersPricelist>>
<<set $sydneyHairOption to $sydney.hair>>
<<set $dyeOption to "noChange">>
<div id="currentCost" class="gold">
To pay: £0
</div>
<div id="hairDressersSydney">
<<hairDressersOptionsSydney>>
</div>
<<hairdressersResetAlt>>
<<if $money gte _currentCost>>
<<link [[Continue|Sydney Hairdressers Sit 2]]>><<money `-_currentCost` "hairdressers">><</link>>
<<elseif $money lt _currentCost>>
You don't have enough money to pay the hairdresser.
<</if>>
<br><br>
<<link [[Leave|Sydney Hairdressers Cancel]]>><<endevent>><</link>><<effects>>
<<set _sydneyPresent to true>><<set _pass to 0>>
<<if $sydneyHairOption is $sydney.hair and $dyeOption is "noChange">>
<<set _cancel to true>>
You and Sydney decide against having <<his>> hair treated. <<person2>><<He>> steps behind you. "Alright. What about you?"
<<else>>
<<set $sydneyHairDone to true>>
You hand over the money, and <<person2>><<he>> gets to work on Sydney.
<<if !$sydneySeen.includes("hairchange")>>
<<person1>><<His>> eyes widen. "Hey, are you sure? I could have paid for it."
<</if>>
<<if $sydneyHairOption isnot $sydney.hair>>
<<set $sydneyStyle to true>>
The hairdresser<<if $sydney.hair is "ponytail">> gently undoes Sydney's ponytail<<else>> begins to treat Sydney's hair<</if>> and starts combing.
<<set $sydney.hair to clone($sydneyHairOption)>>
<<set _pass += 5>>
<<unset $sydneyHairOption>>
<</if>>
<<if $dyeOption is "removeDye">>
<<set $sydneyDyeRemove to true>>
<<if _pass gt 0>>
<<He>> then begins the process of washing out Sydney's colour.
<<else>>
The hairdresser asks Sydney to tilt <<nnpc_his "Sydney">> head back, and starts washing out <<nnpc_his "Sydney">> colour.
<</if>>
<<set C.npc.Sydney.hairColour to "strawberryblond">>
<<set _pass += 15>>
<<unset $dyeOption>>
<<elseif $dyeOption isnot "noChange">>
<<set $sydneyDye to true>>
<<set C.npc.Sydney.hairColour to clone($dyeOption)>>
<<if _pass gt 0>>
<<He>> then starts applying colour.
<<else>>
The hairdresser begins carefully applying Sydney's chosen colour.
<</if>>
<<set _pass += 15>>
<<unset $dyeOption>>
<</if>>
<</if>>
<<pass _pass>>
<br><br>
Another hairdresser approaches you as Sydney is worked on. "And what about you?" <<hairdressersPricelist>>
<<set $hairOption to $hairlength>>
<<set $fringeOption to $fringelength>>
<<set $dyeOption to "noChange">>
<<set $browsDyeOption to "noChange">>
<<set $twoToneDyeOption1 to "noChange">>
<<set $twoToneDyeOption2 to "noChange">>
<<set $twoToneHairDye to false>>
<<set $twoToneStyle to $hairColourGradient.style>>
<div id="currentCost" class="gold">
To pay: £0
</div>
<div id="hairDressers">
<<hairDressersOptions>>
</div>
<<hairdressersReset>><<effects>>
<<if $hairOption is $hairlength and $fringeOption is $fringelength and $browsDyeOption is "noChange" and $dyeOption is "noChange" and !$twoToneHairDye>>
You shake your head, content to watch Sydney get <<person1>><<his>> hair get treated.
<br><br>
<<else>>
<<set $playerHairDone to true>>
<<hairdressersSession>>
<</if>>
<<link [[Next|Sydney Hairdressers End]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "shopping_centre">><<effects>>
<<npc "Sydney">><<person1>>
<<if $sydneyHairDone>>
<<set $sydneyHairChangedComment to true>>
You leap from your seat to get a better look at Sydney as <<his>> hair is finished. The hairdresser hands <<him>> a mirror.
<<if !$sydneySeen.includes("hairchange")>>
<<set $sydneySeen.pushUnique("hairchange")>>
<<His>> eyes widen. "It looks..." <<He>> pauses, examining <<his>><<if $sydneyDye>> <<npcHairColour "Sydney">><</if>> hair from every angle.
<br><br>
"I love it. I love it!" <<He>> suddenly stands and hugs you. <<npcincr Sydney love 5>><<gglove>>
<<else>>
<<He>> smiles as <<he>> examines <<his>> <<npcHairColour "Sydney">> hair<<if $sydneyDye and _text_output is "strawberry blond">> returned to its natural colour<</if>>.
"Thanks for taking me here. I'm never disappointed." <<npcincr Sydney love 1>><<glove>>
<</if>>
<br><br>
<<if $sydneyStyle>><<if $sydney.hair is "ponytail">><<He>> fluffs <<his>> freshly trimmed and straightened ponytail.<<else>><<He>> brushes <<his>> hair over <<his>> left eye.<</if>><</if>>
<<if $playerHairDone>>
"Yours looks really good too! You have good taste."
<</if>>
<<else>>
Sydney smiles as you stand from your seat. "That looks great! Maybe we should get mine done next time after all."
<</if>>
<<unset $sydneyDye>><<unset $sydneyDyeRemove>><<unset $sydneyHairDone>><<unset $sydneyStyle>><<unset $playerHairDone>>
The two of you exit back into the shopping centre.
<br><br>
<<link [[Next (0:01)|Sydney Shopping Centre]]>><</link>>
<br><<set $outside to 0>><<set $location to "shopping_centre">><<effects>>
<<npc "Sydney">><<person1>>
You exit the hairdressers with Sydney. "It's alright, it was nice to have a look at least."
<<unset $dyeOption>><<unset $sydneyHairOption>><<unset $browsDyeOption>><<unset $fringeOption>><<unset $hairOption>>
<br><br>
<<link [[Next (0:01)|Sydney Shopping Centre]]>><</link>>
<br><<set $outside to 0>><<set $location to "shopping_centre">><<effects>>
<<set $daily.sydney.shopSwim to true>>
You enter the swimwear shop with Sydney. "This almost feels like shopping in a competitor's store."
<br><br>
You approach the shelves of folded up swimwear. You can't help but think that some of these would look good on <<him>>.
<br><br>
<<if $money gte 2500>>
Buy Sydney a new set of swimwear?
<br>
<<else>>
<span class="purple">You can't afford to buy Sydney anything here.</span>
<</if>>
<<if C.npc.Sydney.pronoun is "m">>
<<if $sydney.swim isnot "school" and $money gte 8000>>
<<link [[Buy school swim shorts and swim shirt (£80)|Sydney Buy Swim]]>><<set $select to "school">><</link>><<gspurity>>
<br>
<</if>>
<<if $sydney.swim isnot "normal" and $money gte 3500>>
<<link [[Buy board shorts (£35)|Sydney Buy Swim]]>><<set $select to "normal">><</link>>
<br>
<</if>>
<<if $sydney.swim isnot "lewd" and $money gte 2500>>
<<link [[Buy speedo (£25)|Sydney Buy Swim]]>><<set $select to "lewd">><</link>><<lspurity>>
<br>
<</if>>
<<if $sydney.swim isnot "crossdress" and $money gte 4000>>
<<link [[Buy bikini (£40)|Sydney Buy Swim]]>><<set $select to "crossdress">><</link>><<llspurity>> <<note "Sydney might need some convincing to wear this." "italic">>
<br>
<</if>>
<<else>>
<<if $sydney.swim isnot "school" and $money gte 2500>>
<<link [[Buy school swimsuit (£25)|Sydney Buy Swim]]>><<set $select to "school">><</link>><<gspurity>>
<br>
<</if>>
<<if $sydney.swim isnot "normal" and $money gte 4000>>
<<link [[Buy bikini (£40)|Sydney Buy Swim]]>><<set $select to "normal">><</link>>
<br>
<</if>>
<<if $sydney.swim isnot "lewd" and $money gte 4800>>
<<link [[Buy microkini (£48)|Sydney Buy Swim]]>><<set $select to "lewd">><</link>><<lspurity>>
<br>
<</if>>
<<if $sydney.swim isnot "crossdress" and $money gte 3500>>
<<link [[Buy board shorts (£35)|Sydney Buy Swim]]>><<set $select to "crossdress">><</link>><<llspurity>> <<note "Sydney might need some convincing to wear this." "italic">>
<br>
<</if>>
<</if>>
<br><br>
<<link [[Leave (0:01)|Sydney Shopping Centre]]>><<unset $select>><</link>>
<br><<set $outside to 0>><<set $location to "shopping_centre">><<effects>><<run statusCheck("Sydney")>>
<<switch $select>>
<<case "school">>
You pick out the school-appropriate swimwear for Sydney.
<<if _sydneyStatus.includes("corrupt")>>
<<if $sydneyromance is 1>>
"That's a bit boring for my tastes, but... alright, sure. I guess it'd be better if you're the only one that can get an eyeful."
<<set _accept to true>>
<<else>>
Sydney frowns. "That's a bit boring, isn't it? I appreciate the offer, but I'll respectfully decline."
<br><br>
<</if>>
<<else>>
Sydney smiles. "I was a bit anxious about showing so much skin. I appreciate the change."
<<set _accept to true>>
<</if>>
<<case "normal">>
You pick out<<if $pronoun is "m">> the board shorts<<else>> the normal bikini<</if>> for Sydney.
<<if _sydneyStatus.includes("corrupt")>>
Sydney smirks.
<<if $sydney.swim is "lewd">>
"I'll miss showing so much skin. Oh well."
<<else>>
"I finally get to let loose. Nice."
<</if>>
<<else>>
Sydney nervously smiles. "That's not school appropriate, but... I suppose it wouldn't hurt to let loose a little."
<</if>>
<<set _accept to true>>
<<case "lewd">>
You pick out<<if $pronoun is "m">> the speedo<<else>> the microkini<</if>> for Sydney.
<<if _sydneyStatus.includes("corrupt")>>
<<He>> gives you a smug look. "I bet you've been waiting to see me wear something like this for a long time. Sure, I'll indulge your sinful mind, why not?"
<<set _accept to true>>
<<else>>
<<if $sydneyromance is 1 or _sydneyStatus.includes("Lust")>>
<<His>> face turns bright red. "Th-this is... there's so... it's so small, and revealing, and..." <<He>> gulps. "Is it... is it really okay to wear this?" You spend some time reassuring Sydney.
<<set _accept to true>>
<<else>>
<<His>> face turns bright red. "Th-there's no way I can wear this! It's too revealing! I'm sorry, but I'll have to decline."
<</if>>
<</if>>
<<case "crossdress">>
You pick out<<if $pronoun is "m">> the normal bikini<<else>> the board shorts<</if>> for Sydney.
<<if $daily.sydney.convince>>
"The answer is still no!" Sydney pouts at you as <<he>> raises <<his>> voice.
<<elseif $pronoun is "m">>
<<if $NPCList[0].penis isnot "none" and C.npc.Sydney.penissize gte 3>>
<<if _sydneyStatus.includes("corrupt")>>
<<He>> looks at it incredulously. "Sorry, but, uh... I'm a bit too... well-endowed down there for this to work." <<He>> pushes <<his>> pants against <<his>> groin. "It's a fun idea, though."
<<else>>
<<His>> face turns bright red. "Th-that's for girls! Everyone would see my... it's too... I'm sorry, I can't."
<</if>>
<<else>>
<<if $sydneySeen.includes("swimcross")>>
<<His>> face turns red briefly, but <<he>> nods.
<<set _accept to true>>
<<elseif _sydneyStatus.includes("corrupt")>>
<<His>> eyes widen as you hold the bikini in front of <<him>>. "You're shitting me, right? Oh, god, you're serious."
<br><br>
<<if $sydneyromance is 1 or _sydneyStatus.includes("Lust")>>
<<He>> seems to actually think about it for a moment. "You know what? I think it'll be fun. But it's only fair if you do it, too."
<<set _accept to true>>
<<else>>
<<He>> seems to actually think about it for a moment. "It sounds fun, but... I don't know, I'm not really comfortable doing that."
<<set _convince to true>>
<</if>>
<<else>>
<<He>> gulps as you hold the bikini in front of <<him>>. "B-but, that's for girls! I can't... I can't wear that. C...can I...?"
<<if $sydneyromance is 1 or _sydneyStatus.includes("Lust")>>
<<He>> thinks about it for a moment. "If... if that's what you want me to wear, I'll wear it." <<He>> hides <<his>> face.
<<set _accept to true>>
<<else>>
<<He>> thinks about it for a moment. "N...no. No no no, I just can't."
<<set _convince to true>>
<</if>>
<</if>>
<</if>>
<<else>>
<<if C.npc.Sydney.breastsize gte 4>>
<<if _sydneyStatus.includes("corrupt")>>
<<He>> looks at it incredulously. "Sorry, but, uh... I'm a bit too... well-endowed up here for this to work." <<He>> pushes <<his>> <<print C.npc.Sydney.breastsdesc>> up and lets them drop again. "It's a fun idea, though."
<<else>>
<<His>> face turns bright red. "I can't go topless! Everyone would see my... they're too... I'm sorry, we can't."
<</if>>
<<else>>
<<if $sydneySeen.includes("swimcross")>>
<<His>> face turns red briefly, but <<he>> nods.
<<set _accept to true>>
<<elseif _sydneyStatus.includes("corrupt")>>
<<His>> eyes widen as you hold the board shorts up in front of <<him>>. "You're shitting me, right? Oh, god, you're serious."
<br><br>
<<if $sydneyromance is 1 or _sydneyStatus.includes("Lust")>>
<<He>> seems to actually think about it for a moment. "You know what? I think it'll be fun. But it's only fair if you do it, too."
<<set _accept to true>>
<<else>>
<<He>> seems to actually think about it for a moment. "It sounds fun, but... I don't know, I'm not really comfortable going topless."
<<set _convince to true>>
<</if>>
<<else>>
<<He>> gulps as you hold the board shorts in front of <<him>>. "B-but, that's for boys! I'd be exposed, everyone would see my... I can't... I can't wear that. C...can I...?"
<<if $sydneyromance is 1 or _sydneyStatus.includes("Lust")>>
<<He>> seems to actually think about it for a moment. "If... if that's what you want me to wear, I'll wear it." <<He>> hides <<his>> face.
<<set _accept to true>>
<<else>>
<<He>> seems to actually think about it for a moment. "N...no. No no no, I just can't."
<<set _convince to true>>
<</if>>
<</if>>
<</if>>
<</if>>
<</switch>>
<<if _accept>>
<<trauma -3>><<npcincr Sydney love 1>><<ltrauma>><<glove>>
<<switch $select>>
<<case "school">>
<<if $pronoun is "m">>
<<money -8000>>
<<else>>
<<money -2500>>
<</if>>
<<npcincr Sydney purity 2>><<gspurity>>
<<case "normal">>
<<if $pronoun is "m">>
<<money -3500>>
<<else>>
<<money -4000>>
<</if>>
<<case "lewd">>
<<if $pronoun is "m">>
<<money -2500>>
<<else>>
<<money -4800>>
<</if>>
<<npcincr Sydney lust 1>><<gslust>><<npcincr Sydney purity -2>><<lspurity>>
<<case "crossdress">>
<<if $pronoun is "m">>
<<money -4000>>
<<else>>
<<money -3500>>
<</if>>
<<npcincr Sydney lust 3>><<ggslust>><<npcincr Sydney purity -5>><<llspurity>>
<</switch>>
<<set $sydney.swim to $select>>
<</if>>
<br><br>
<<if _accept>>
<<if _sydneyStatus.includes("corrupt")>>
<<He>> takes it from you,
<<else>>
You hand it to <<him>>. <<He>> gingerly takes it,
<</if>>
and heads off towards the changing room.
<br><br>
<<link [[Wait (0:05)|Sydney Shopping Swim Wait]]>><<pass 5>><</link>>
<br>
<<link [[Peek in on Sydney (0:05)|Sydney Shopping Swim Peek]]>><<npcincr Sydney lust 1>><<pass 5>><</link>><<glust>><<promiscuous1>>
<br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Walk in on Sydney|Sydney Shopping Swim Enter]]>><<npcincr Sydney lust 1>><</link>><<glust>><<promiscuous3>><<sydneyWarning corrupt>>
<br>
<</if>>
<<else>>
<<if _convince and !$daily.sydney.convince>>
<<link [[Convince Sydney|Sydney Shopping Swim Convince]]>><</link>><<promiscuous1>>
<br>
<</if>>
<<link [[Next|Sydney Shopping Swim]]>><<unset $select>><</link>>
<br>
<</if>><<effects>>
<<set $daily.sydney.convince to true>>
<<set $seductiondifficulty to 6000>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>><span class="gold">You feel more confident in your powers of seduction.</span><</if>><<seductionskilluse>>
<br><br>
You cross your arms. "I'd really like to see you wear this. You'd look really cute as a <<if $pronoun is "m">>girl<<else>>boy<</if>>!" You place a hand on Sydney's shoulder.
<<promiscuity1>>
<<if $seductionrating gte $seductionrequired>>
<span class="green"><<He>> blushes and hesitates, but nods.</span> "Okay... okay fine! I'll try it..." <<he>> manages. <<He>> takes the clothes from you with a pout, and storms off towards the changing room.
<br><br>
<<link [[Wait (0:05)|Sydney Shopping Swim Wait]]>><<pass 5>><</link>>
<br>
<<link [[Peek in on Sydney (0:05)|Sydney Shopping Swim Peek]]>><<npcincr Sydney lust 1>><<pass 5>><</link>><<glust>><<promiscuous1>>
<br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Walk in on Sydney|Sydney Shopping Swim Enter]]>><</link>><<glust>><<promiscuous3>><<sydneyWarning corrupt>>
<br>
<</if>>
<<else>>
<span class="red">Sydney frowns at you, almost betraying a hint of anger.</span> "No. I'm sorry, but no."
<br><br>
<<link [[Next|Sydney Shopping Swim]]>><<unset $select>><</link>>
<br>
<</if>><<effects>><<run statusCheck("Sydney")>>
You wait for Sydney. After a few minutes,
<<if _sydneyStatus.includes("corrupt")>>
<<he>> emerges wearing <<his>> new <<sydneySwimwear>>.
<<if $select is "lewd">>
<<His>> confident expression falters for a brief moment, as your eyes trail up <<his>> body. "Oh, like what you see?"
<<elseif $select is "crossdress" and !$sydneySeen.includes("swimcross")>>
<<set $sydneySeen.pushUnique("swimcross")>>
<<His>> confident expression falters for a brief moment, as you<<if $pronoun is "m">> stare at <<his>> groin. The bikini barely hides <<him>>, but <<he>> could easily pass as a girl like this.<<else>> stare at <<his>> bare chest, <<his>> holy pendant still hanging there. <<He>> could easily pass as a boy like this.<</if>> "This isn't so bad. I... I think I like how you're looking at me."
<<elseif $select is "crossdress">>
<<He>> flaunts in front of you, seemingly revelling in the exposure. "I was wondering if we'd try this again."
<</if>>
<br><br>
<<if $sydneyromance is 1 and _sydneyStatus.includes("Lust")>>
<<He>> bends forward, and <<his>> hands touch your shoulders as <<he>> does a few exaggerated stretches. "I seem to be sore for some reason. I don't suppose you could come help me get back into my <<if $exit is "library">>school clothes<<else>>robes<</if>>?" <<He>> winks. <<arousal 50>><<garousal>>
<br><br>
<<link [[Accept|Sydney Shopping Sex]]>><<npcincr Sydney purity -2>><<set $sexstart to 1>><<set $phase2 to 1>><</link>><<lspurity>><<sydneyWarning corrupt>>
<br>
<<link [[Refuse|Sydney Shopping Sex Refuse]]>><<npcincr Sydney purity 2>><</link>><<gspurity>>
<br>
<<else>>
<<He>> turns on the spot and gives <<his>> bottom a brief shake. "Gonna get back into my people clothes. Thanks again for the wardrobe change, hope you enjoyed the view." After a few more minutes, Sydney comes back out wearing <<his>> <<if $exit is "library">>school clothes<<else>>temple robes<</if>> again.
<br><br>
<<link [[Leave (0:01)|Sydney Shopping Centre]]>><<unset $select>><</link>>
<br>
<</if>>
<<else>>
<<he>> emerges, wearing <<his>> <<if $exit is "library">>school clothes<<else>>temple robes<</if>> again. "It fits. Thanks for getting it for me<<if $select is "lewd" or $select is "crossdress">>, even if it's... not my usual..." <<He>> looks down, blushing.<<else>>!"<</if>>
<br><br>
<<link [[Leave (0:01)|Sydney Shopping Centre]]>><<unset $select>><</link>>
<br>
<</if>><<effects>><<run statusCheck("Sydney")>>
You quietly approach the changing booth. You look around to make sure no one sees you, before grabbing a nearby step stool to peer over the door. Sydney is facing away from it, slowly removing <<his>> <<if $exit is "library">>school clothes<<else>>temple robes<</if>>.
<<if _sydneyStatus.includes("corrupt")>>
<<He>> isn't wearing anything underneath them.<<if _sydneyChastity and !$sydneyChastityKnown>> You think you catch a glint of something near <<his>> <<sydneyGenitals "short">>, but you're forced to duck back down before you can get a better look.<<else>> You get an unrestricted view of <<his>> <<sydneyGenitals>>. You duck back down before <<he>> can turn around.<</if>>
<<else>>
<<He>> hangs them up neat, and begins to remove <<his>> underwear. <<He>> turns, prompting you to duck out of view.
<</if>>
You feel your heart racing, but you don't think <<he>> saw you.
<<promiscuity1>>
After a few minutes,
<<if _sydneyStatus.includes("corrupt")>>
<<he>> emerges wearing <<his>> new <<sydneySwimwear>>.
<<if $select is "lewd">>
<<His>> confident expression falters for a moment, as your eyes trail up <<his>> body. "Oh, like what you see?"
<<elseif $select is "crossdress" and !$sydneySeen.includes("swimcross")>>
<<set $sydneySeen.pushUnique("swimcross")>>
<<His>> confident expression falters for a moment, as you<<if $pronoun is "m">> stare at <<his>> groin. The bikini barely hides <<him>>, but <<he>> could easily pass as a girl like this.<<else>> stare at <<his>> bare chest, <<his>> holy pendant still hanging there. <<He>> could easily pass as a boy like this.<</if>> "This isn't so bad. I... I think I like how you're looking at me."
<<elseif $select is "crossdress">>
<<He>> flaunts in front of you, seemingly revelling in the exposure. "I was wondering if we'd try this again."
<</if>>
<br><br>
<<if $sydneyromance is 1 and _sydneyStatus.includes("Lust")>>
<<He>> bends forward, and <<his>> hands touch your shoulders as <<he>> does a few exaggerated stretches. "I seem to be sore for some reason. I don't suppose you could come help me get back into my <<if $exit is "library">>school clothes<<else>>robes<</if>>?" <<He>> winks. <<arousal 50>><<garousal>>
<br><br>
<<link [[Accept|Sydney Shopping Sex]]>><<npcincr Sydney purity -2>><<set $sexstart to 1>><<set $phase2 to 1>><</link>><<lspurity>>
<br>
<<link [[Refuse|Sydney Shopping Sex Refuse]]>><<npcincr Sydney purity 2>><</link>><<gspurity>>
<br>
<<else>>
<<He>> turns on the spot and gives <<his>> bottom a brief shake. "Gonna get back into my people clothes. Thanks again for the wardrobe change, hope you enjoyed the view." After a few more minutes, Sydney comes back out wearing <<his>> <<if $exit is "library">>school clothes<<else>>temple robes<</if>> again.
<br><br>
<<link [[Leave (0:01)|Sydney Shopping Centre]]>><<unset $select>><</link>>
<br>
<</if>>
<<else>>
<<he>> emerges, wearing <<his>> <<if $exit is "library">>school clothes<<else>>temple robes<</if>> again. "It fits. Thanks for getting it for me<<if $select is "lewd" or $select is "crossdress">>, even if it's... not my usual..." <<He>> looks down, blushing.<<else>>!"<</if>>
<br><br>
<<link [[Leave (0:01)|Sydney Shopping Centre]]>><<unset $select>><</link>>
<br>
<</if>><<effects>><<run statusCheck("Sydney")>>
<<if $open>>
<<unset $open>>
You pick the lock, and throw the door open. <<set _continue to true>><<npcincr Sydney lust 1>><<promiscuity3>>
<<else>>
You stride up to the door of the changing booth, and tug on the handle.
<<if _sydneyStatus.includes("corrupt")>>
<span class="green">It isn't locked.</span> You throw the door open. <<set _continue to true>><<npcincr Sydney lust 1>><<promiscuity3>>
<<else>>
It's locked. You can almost hear Sydney jump on the other side. "Occupied!"
<br><br>
<<set $lock to 400>>
<<if currentSkillValue('skulduggery') gte $lock>>
<span class="green">The lock looks easy to pick.</span>
<br><br>
<<link [[Pick it (0:01)|Sydney Shopping Swim Enter]]>><<set $open to true>><</link>>
<br>
<<else>>
<span class="red">The lock looks beyond your ability to pick.</span> <<skulduggeryrequired>>
<br><br>
<</if>>
<<link [[Wait (0:05)|Sydney Shopping Swim Wait]]>><<pass 5>><</link>>
<br>
<<link [[Peek in on Sydney (0:05)|Sydney Shopping Swim Peek]]>><<npcincr Sydney lust 1>><<pass 5>><</link>><<glust>><<promiscuous1>>
<br>
<</if>>
<</if>>
<<if _continue>>
<<if _sydneyStatus.includes("corrupt")>>
<<if $sydneyromance is 1>>
Sydney is facing away from you, and <<he>> calmly turns towards you. "At least close it behind you." <<Hes>> nude, and makes no attempt to cover <<himself>>. <<if _sydneyChastity and !$sydneyChastityKnown>><<set $sydneyChastityKnown to 1>><span class="lewd">You see a chastity belt wrapped around <<his>> waist.</span> "Well, now you know my dirty little secret."<<elseif _sydneyChastity>><<His>> chastity belt is the only thing covering <<him>>.<</if>>
<br><br>
Sydney sits on the bench, and spreads <<his>> legs. "I assume you came in to get frisky. About damn time, too. What are you waiting for?"
<br><br>
<<link [[Lock the door behind you|Sydney Shopping Lock]]>><</link>>
<br>
<<else>>
You catch a glimpse of Sydney's bare chest before <<he>> covers <<himself>>. "Oh, I could have sworn I locked that!" <<He>> smiles, and does an exaggerated facepalm. "I'm just soooooo forgetful. Oh well, I hope you like what you see. If you'd be so kind as to let me finish changing, that'd be nice."
<br><br>
<</if>>
<<else>>
<<if $sydneyromance is 1>>
You get a glimpse of Sydney's underwear. <<He>> flinches and nearly screams, but calms <<himself>> when <<he>> realises it's you. "You scared me!" <<He>> throws <<his>> clothes at you, pouting. <<He>> quickly realises <<his>> mistake, as <<hes>> left with nothing to shield <<his>> exposure.
<br><br>
<<He>> lowers <<his>> hands, once again allowing you to see <<his>> underwear. "There. That's what you wanted to see, right?" <<His>> face turns even more red. "If... if you're going to stare, or do something else, at least close the door behind you..."
<br><br>
<<link [[Lock the door behind you|Sydney Shopping Lock]]>><</link>>
<br>
<<else>>
You catch a glimpse of Sydney in <<his>> underwear, before <<he>> covers <<himself>> and screams. "No! No no no! Out!" <<He>> pushes you out the door with one hand, covering <<himself>> with a bundle of clothes.
<br><br>
<</if>>
<</if>>
<<link [[Leave|Sydney Shopping Swim Enter Leave]]>><</link>>
<br>
<</if>><<effects>><<run statusCheck("Sydney")>>
You lock the door behind you, and approach Sydney.
<<if _sydneyStatus.includes("corrupt")>>
<<He>> quickly grabs you and pulls you close.
<<sydneyLewd>>
<br><br>
<<link [[Next|Sydney Shopping Sex]]>><<set $sexstart to 1>><</link>>
<<elseif _sydneyStatus.includes("Lust")>>
You place a hand on <<his>> chest, and gently push <<him>> into a lying position on the bench. <<He>> lets out a held breath, and embraces you.
<<sydneyLewd>>
<br><br>
<<link [[Next|Sydney Shopping Sex]]>><<set $sexstart to 1>><</link>>
<<else>>
<br><br>
<<set $seductiondifficulty to 8000 - ((C.npc.Sydney.love + C.npc.Sydney.lust) * 15) - C.npc.Sydney.purity>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>><span class="gold">You feel more confident in your powers of seduction.</span><</if>><<seductionskilluse>>
<br><br>
You place a hand on <<his>> chest, and ease <<him>> into a lying position on the bench.
<<if $seductionrating gte $seductionrequired>>
<span class="green"><<He>> lets out a held breath, and embraces you.</span>
<<sydneyLewd>>
<br><br>
<<link [[Next|Sydney Shopping Sex]]>><<set $sexstart to 1>><</link>>
<<else>>
"W-wait! I... I really don't know about this... I've..." <<He>> lightly trembles.
<<sydneySexFail>>
<br>
You decide to take it slow, in light of <<his>> hesitation.
You begin to <<handtext>> fondle <<his>> <<sydneyGenitals>> through <<his>> underwear<<if !$sydneyChastityKnown and _sydneyChastity>>, <span class="lewd">but you feel something obstructing you</span><</if>>. <<He>> looks nervous, but doesn't stop you. <<He>> gingerly spreads <<his>> legs to give you easier access. You remove <<his>> underwear.
<br><br>
<<sydneyExpose>> You waste no time pleasuring <<him>><<if _sydneyChastity>> through <<his>> belt<</if>>. <<He>> blushes and looks away as <<he>> gradually gets <<if $NPCList[0].penis isnot "none">>erect<<else>>wet<</if>> from your touch. You keep it up for a while, eventually leaning forward and kissing <<his>> neck, which elicits a moan.
<<if _sydneyChastity>>
However, with the belt in the way, there's no way you can bring <<him>> to orgasm. You settle for teasing <<him>>.
<<else>>
With nothing obstructing you, you
<<if $NPCList[0].penis isnot "none">>
take hold of <<his>> penis and begin rubbing the tip with your thumb.
<<else>>
slowly insert a finger. <<Hes>> surprisingly wet, and it goes in easily.
<</if>>
It doesn't take long. <<He>> grips you hard with one hand, using the other to cover <<his>> mouth and suppress <<his>> moans as you bring <<him>> to orgasm.
<</if>>
<br><br>
<<link [[Next|Sydney Shopping Lock End]]>><<set $phase2 to 2>><</link>>
<</if>>
<</if>><<run statusCheck("Sydney")>><<set $corruptionEvent to 1>>
<<if $sexstart is 1>>
<<if $phase2 is 1>>
You nod, and follow Sydney into the changing booth. <<He>> locks the door behind you, and embraces you.
<</if>>
<<set $corruptionEvent to 1>>
<<set $daily.sydney.sex = ($daily.sydney.sex || 0) + 1>><<set $sydney.sexTotal += 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 500>>
<<set $enemyarousalmax to 600>>
<<if _sydneyStatus.includes("corrupt")>>
<<set $enemyarousalmax += 100>>
<<elseif _sydneyStatus.includes("pure")>>
<<set $enemyarousalmax -= 100>>
<</if>>
<<if _sydneyChastity and C.npc.Sydney.chastity.anus.includes("shield")>>
<<set $enemyarousalmax -= 100>>
<</if>>
<<set $enemyarousalmax to $enemyarousalmax * ($npcArousalMult / 100)>>
<</if>>
<<set $enemyanger to -10>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Sydney Shopping Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Sydney Shopping Sex]]>><</link>></span><<nexttext>>
<</if>><<effects>><<run statusCheck("Sydney")>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<if $corruptionRollover is 1>>
<<unset $corruptionRollover>>
"Th-that was incredible," <<he>> murmurs. "I want... I want to do it again. And... again." <<He>> gazes into your eyes. "<span class="lewd">I feel like a whole world just opened up.</span>"
<<else>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
"Th-that was... incredible," <<he>> murmurs. "And sinful..."
<<case "corrupt" "corruptLust">>
"I'm glad my love for you is being rewarded," <<he>> proclaims with a smug smile.
<<default>>
"That was great, but someone could've heard us," <<he>> giggles.
<</switch>>
<</if>>
<<if _sydneyChastity and $sydneyChastityKnown>>
<<sydneyChastityMessage>><<npcincr Sydney lust 3>><<ggslust>>
<<else>>
<<npcincr Sydney lust -20>><<lllslust>>
<</if>>
<<npcincr Sydney purity -2>><<lspurity>>
<br>
<<sydneyFinish>>
<<tearful>> you stand up. Though reluctant, Sydney separates from you.
<<elseif $enemyhealth lte 0>>
<<if $corruptionRollover is 1>>
<<unset $corruptionRollover>>
Sydney lets out a pained moan, and quickly covers <<his>> mouth to stifle it. "Th-that was..." <<He>> gazes into your eyes. "I think I like it when you're rough with me. <span class="lewd">I feel like a whole world just opened up.</span>"
<<else>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 2>>
Sydney lets out a pained moan, and quickly covers <<his>> mouth to stifle it. <<He>> looks down in shame. "I... I think I've had enough..."
<<else>>
"H-hey! Stop! Please!" Sydney quickly separates from you. "Th-that really hurt... I mean, I still kind of liked it, but..." <<his>> face flushes, and <<he>> looks away. "M...maybe we can finish this some other time..."
<</if>>
<<case "corrupt" "corruptLust">>
Sydney backs away from you, breathing heavily. "I love it when you're rough with me," <<he>> says, "but we should save the rest for later."
<<default>>
"Ouch! Okay, not so rough!" <<He>> quickly backs away from you. "I think we need to set some guidelines on how much I can take..."
<</switch>>
<</if>>
<<npcincr Sydney lust 5>><<gglust>>
<br><br>
<<tearful>> you stand up. Sydney does the same.
<<else>>
<<if $corruptionRollover is 1>>
<<unset $corruptionRollover>>
"S...stop? But we..." <<he>> pouts, disappointed. "Can we... finish this later? Please? I... <span class="lewd">I feel like a whole world just opened up.</span> I want to finish this."
<<else>>
<<switch _sydneyStatus>>
<<case "pure" "pureLust">>
<<if $enemyarousal gte ($enemyarousalmax / 5) * 2>>
"S...stop? But I... I'm..." <<he>> stammers off while still clinging on to you. "O-okay..."
<<else>>
Sydney looks at you nervously. "I didn't... do anything wrong, did I?"
<</if>>
<<case "corrupt">>
Sydney pouts, but steps away from you. "We need to finish this later," <<he>> says. "Please?"
<<case "corruptLust">>
Sydney groans and pouts. "You're so mean! But fine. We're finishing this later, though."
<<default>>
"Oh. Okay, we can stop." <<He>> looks disappointed for a brief moment, but still smiles at you.
<</switch>>
<</if>>
<<npcincr Sydney lust 5>><<npcincr Sydney purity 2>><<gglust>><<gspurity>>
<br><br>
<<tearful>> you stand up. Sydney does the same.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<npc "Sydney">><<person1>>
<<link [[Next|Sydney Shopping Lock End]]>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>><<run statusCheck("Sydney")>>
<<if $phase2 is 2>>
<<switch _sydneyStatus>>
<<case "pure">>
<<if !_sydneyChastity>>
<<pass 2>><<He>> pants, clinging to you with every ounce of strength <<he>> has. "W...wow..." <<he>> whispers. You hold <<him>> until <<hes>> ready to move. <<npcincr Sydney lust 3>><<npcincr Sydney purity -2>><<ggslust>><<lspurity>>
<<else>>
<<Hes>> left panting by the time you're done. "That felt... I don't know. I... I think I liked it?" You help <<him>> to <<his>> feet, and <<he>> clings to you for a moment. <<sydneyChastityMessage>><<npcincr Sydney lust 3>><<npcincr Sydney purity -2>><<ggslust>><<lspurity>>
<</if>>
<<default>>
<<if !_sydneyChastity>>
<<pass 2>><<He>> moans out loud, working with your movements as you bring <<him>> to climax. You hold each other for a few moments. <<npcincr Sydney lust 3>><<npcincr Sydney purity -2>><<ggslust>><<lspurity>>
<<else>>
<<Hes>> left panting by the time you're done. "I don't think I finished, but... it was still good." You help <<him>> to <<his>> feet, and <<he>> clings to you for a moment. <<sydneyChastityMessage>><<npcincr Sydney lust 3>><<npcincr Sydney purity -2>><<ggslust>><<lspurity>>
<</if>>
<</switch>>
<br><br>
<</if>>
Sydney finishes dressing in front of you. You exit the changing booth, and Sydney waits a few minutes before following to avoid drawing suspicion. You both exit back into the main area of the shopping centre.
<br><br>
<<link [[Leave (0:01)|Sydney Shopping Centre]]>><<unset $select>><</link>>
<br><<effects>><<run statusCheck("Sydney")>>
You exit the changing booth.
<<if _sydneyStatus.includes("corrupt")>>
<<if $sydneyromance is 1>>
"And then <<pshe>> just leaves! Unbelievable!" Sydney says as <<he>> shuts and locks the door.
<<else>>
"Perv. You're lucky you're cute," Sydney says as <<he>> locks the door.
<</if>>
<<else>>
<<if $sydneyromance is 1>>
"Wh- you're leaving? I... okay?" Sydney closes the door behind you.
<<else>>
"Lust is a dangerous sin!" Sydney yells as <<he>> slams the door behind you.
<</if>>
<</if>>
You wait for <<him>> to come out.
<br><br>
<<link [[Next (0:05)|Sydney Shopping Swim Wait]]>><<pass 5>><</link>>
<br><<effects>>
You shake your head, and Sydney frowns. "Suit yourself, I guess." <<He>> turns on the spot and gives <<his>> bottom a brief shake. "Gonna get back into my people clothes. Thanks again for the wardrobe change, hope you enjoyed the view." After a few more minutes, Sydney comes back out wearing <<his>> <<if $exit is "library">>school clothes<<else>>temple robes<</if>> again.
<br><br>
<<link [[Leave (0:01)|Sydney Shopping Centre]]>><<unset $select>><</link>>
<br><<set $outside to 1>><<set $location to "town">><<effects>><<run statusCheck("Sydney")>><<sydneySchedule>>
<<if _sydney_location is "science">>
<<set $location to "park">>
You and Sydney cut across the park again. <<He>> bursts through the front doors of the school, and heads straight for Sirris' classroom with you in tow.
<br><br>
<<link [[Next|Science Classroom]]>><<endevent>><<set $daily.sydney.scienceWalk to 1>><</link>>
<br>
<<elseif Time.schoolDay and $sydneyScience and ((Time.hour is 8 and Time.minute gte 44) or Time.hour is 9)>>
<<set $location to "park">>
You and Sydney cut across the park again. You think you'll make it in time. You hurry through the front gate, through the halls, and towards Sirris' classroom.
<br><br>
<<link [[Next|Science Classroom]]>><<endevent>><<set $daily.sydney.scienceWalk to 1>><</link>>
<br>
<<elseif _sydney_location is "shop" or _sydney_location is "home">>
You exit the shopping centre with Sydney. <<if $sydneyromance is 1>><<if _sydneyStatus.includes("corrupt")>><<He>> takes your hands in <<hers>><<else>>You take <<his>> hands in yours<</if>>. <<takeHandholdingVirginity "Sydney" "romantic">><</if>>
<br><br>
"I've got to get going now. Thanks for taking me there!" <<He>> <<if $sydneyromance is 1>>kisses you on the cheek, and <</if>>waves you off as <<he>> walks towards Elk Street.
<br><br>
<<link [[Next|High Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<elseif $exit is "library">>
<<set $location to "school">><<set $bus to "schoollibrary">><<schooleffects>>
You exit the shopping centre with Sydney, and walk back towards Oxford Street. <<He>> settles back into <<his>> seat once you reach the library. "Thanks for taking me there! That was fun."
<br><br>
<<sydneyOptions>>
<<elseif $exit is "temple">>
<<set $location to "temple">><<set $bus to "wolf">>
You exit the shopping centre with Sydney, and walk back towards Wolf Street. You reach the temple without incident. "Thanks for taking me there! That was fun."
<br><br>
<<sydneyOptions>>
<<else>>
You exit the shopping centre with Sydney. "Thanks for taking me! I have to go off to the temple now. <<if $sydneyromance is 1>> Would you... mind walking me there?<<else>> There's plenty to be done, would you like to come with me?<</if>>"
<br><br>
<<link [[Walk Sydney to the temple (0:25)|Sydney Leave Temple]]>><<pass 25>><<npcincr Sydney love 1>><<stress -3>><</link>><<glove>><<lstress>>
<br>
<<link [[Leave|Sydney Shopping Leave 2]]>><</link>>
<br>
<</if>>
<<unset $exit>><<set $outside to 1>><<set $location to "town">><<effects>>
<<He>> <<if $sydneyromance is 1>>kisses you on the cheek, and <</if>>waves you off as <<he>> walks towards Wolf Street.
<br><br>
<<link [[Next|High Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<set $outside to 1>><<set $location to "town">><<effects>><<run statusCheck("Sydney")>>
<<if $phase is 2>>
The two of you make record time on the sprint from Wolf Street to Oxford Street, cutting through the park. <<physique 1>><<athletics 1>>
<br><br>
Sydney bursts through the front doors of the school, and heads straight for Sirris' classroom with you in tow.
<br><br>
<<link [[Next|Science Classroom]]>><<endevent>><<set $daily.sydney.scienceWalk to 1>><</link>>
<<pass 5>>
<br>
<<else>>
Sydney walks up to <<if C.npc.Jordan.init is 1>>Jordan<<else>>the figure<</if>>, and they talk for a brief moment. <<nnpc_He "Jordan">> smiles at you as Sydney runs back to your side, and you both leave the temple.
<br><br>
<<if $daily.sydney.wake is true>>
Sleepy, Sydney clings to your arm as you walk, almost nodding off a few times on the way. <<trauma -4>><<stress -6>><<ltrauma>><<lstress>>
<<else>>
<<if $sydneyromance is 1>>
<<if _sydneyStatus.includes("corrupt")>>
Sydney takes your hand as you walk.
<<else>>
Sydney gives your hand a nervous brush with <<hers>> as you walk. You take it in yours.
<</if>>
<<takeHandholdingVirginity "Sydney" "romantic">>
<br><br>
<</if>>
You chat with <<him>> on the way.
<<switch random(1, 3)>>
<<case 1>>
"<<nnpc_Brother "Jordan">> Jordan is amazing. I just wish <<nnpc_he "Jordan">> would wake me up when I fall asleep during prayer."
<<case 2>>
"Thank you for walking with me. I can get lonely on the way to school."
<<case 3>>
"I always pray before school. It helps keep my mind clear."
<</switch>>
<<ltrauma>><<lstress>><<trauma -2>><<stress -4>>
<</if>>
<br><br>
You arrive at the school, and Sydney waves goodbye as <<he>> walks towards the library.
<<pass 10>>
<br><br>
<<link [[Next|School Front Courtyard]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<location "promenade">><<effects>>
<<set $dateCount.Total++>><<set $dateCount.Sydney++>>
You arrive at the beach with Sydney.
<<if Weather.precipitation isnot "none">>
The beach itself is mostly deserted due to the <<print Weather.precipitation>>, but the violent waves have attracted surfers. You decide to stick to the promenade overlooking the ocean.
<br><br>
<<print $worn.handheld.type.includes("rainproof") ? "You and Sydney stand side-by-side under your respective umbrellas" : "Sydney makes sure to keep you under <<his>> umbrella">> as you watch the waves roll in. The sound of the<<if Weather.precipitation is "rain">> rain and<</if>> waves is relaxing. <<stress -12>><<llstress>>
<br><br>
You spot a large wave coming in. It will likely splash over the edge of the promenade and soak both of you if you don't move.
<br><br>
<<link [[Move with Sydney|Sydney Beach Promenade Move]]>><<npcincr Sydney love 1>><</link>><<glove>>
<br>
<<link [[Move and let it soak Sydney|Sydney Beach Promenade Soak]]>><<npcincr Sydney lust 1>><</link>><<glust>>
<br>
<<if hasSexStat("exhibitionism", 3) and ((!$worn.upper.type.includes("swim") and !$worn.upper.type.includes("naked") and !$worn.under_upper.type.includes("swim") and !$worn.under_upper.type.includes("naked")) or (!$worn.lower.type.includes("swim") and !$worn.lower.type.includes("naked") and !$worn.under_lower.type.includes("swim") and !$worn.under_lower.type.includes("naked")))>>
<<link [[Let it soak both of you|Sydney Beach Promenade Soak Both]]>><<npcincr Sydney lust 3>><<npcincr Sydney purity -2>><</link>><<ggslust>><<lspurity>><<exhibitionist3>>
<br>
<</if>>
<<else>>
<<if Weather.isOvercast>>
The clouds have driven away most would-be visitors, but there are still people strolling along the water's edge.
<<else>>
It is awash with visitors, children build sandcastles and play in the water while their parents bask in the sun. A group of students are playing volleyball.
<</if>>
Sydney takes a deep breath, seeming to enjoy the salty sea air. You both head towards the changing rooms.
<br><br>
<<link [[Next (0:05)|Sydney Beach Changing Room]]>><<pass 5>><</link>>
<br>
<</if>><<effects>><<run statusCheck("Sydney")>><<pass 10>>
You pull Sydney away from the edge of the promenade just as the massive wave makes contact. You both remain relatively dry.
<br><br>
<<His>> face is close to yours.
<<if _sydneyStatus.includes("corrupt") and $sydneyromance is 1>>
Before you can react, <<he>> kisses you. Another wave crashes into the promenade, sending a light mist of water over the two of you. <<takeKissVirginity "Sydney" `($sydneyromance is 1?"loveInterest":"romantic")`>><<npcincr Sydney lust 1>><<glust>>
<br><br>
<<if _npcKissVirginTemp>><<He>> smugly smiles. "That was my first kiss. I think you earned it."<</if>>
You separate after some time. "Thanks, that would have soaked my<<if $exit is "library">> uniform<<else>> robes<</if>> right through. Maybe we should stick to some shelter."
<br><br>
<<link [[Stick to shelter (0:10)|Sydney Beach Promenade Bench]]>><<pass 10>><</link>>
<br>
<<link [[Leave early (0:25)|Sydney Beach Leave]]>><<pass 25>><</link>>
<br>
<<elseif $sydneyromance is 1>>
<<He>> looks you in the eye and blushes.
<br><br>
<<link [[Kiss|Sydney Beach Promenade Move Kiss]]>><<npcincr Sydney lust 1>><</link>><<glust>><<kissvirginitywarning>>
<br>
<<link [[Let go|Sydney Beach Promenade Move Continue]]>><</link>>
<br>
<<else>>
<<He>> quickly lets go of you and brushes <<himself>> off. "Thanks, that would have soaked my<<if $exit is "library">> uniform<<else>> robes<</if>> right through. Maybe we should stick to some shelter."
<br><br>
<<link [[Stick to shelter (0:10)|Sydney Beach Promenade Bench]]>><<pass 10>><</link>>
<br>
<<link [[Leave early (0:25)|Sydney Beach Leave]]>><<pass 25>><</link>>
<br>
<</if>><<effects>>
You lean in and kiss Sydney right on the lips. <<He>> gasps, but melts in your arms. Another wave crashes into the promenade, sending a light mist of water over the two of you. <<takeKissVirginity "Sydney" `($sydneyromance is 1?"loveInterest":"romantic")`>><<npcincr Sydney lust 1>><<glust>>
<br><br>
<<if _npcKissVirginTemp>><<He>> giggles. "That was my first kiss. I'm so happy that it was you."<</if>>
You separate after some time. "Thank you, that would have soaked my<<if $exit is "library">> uniform<<else>> robes<</if>> right through. Maybe we should stick to some shelter."
<br><br>
<<link [[Stick to shelter (0:10)|Sydney Beach Promenade Bench]]>><<pass 10>><</link>>
<br>
<<link [[Leave early (0:25)|Sydney Beach Leave]]>><<pass 25>><</link>>
<br><<effects>>
You let go of Sydney and let <<him>> separate from you. <<He>> brushes <<himself>> off. "Thank you, that would have soaked my<<if $exit is "library">> uniform<<else>> robes<</if>> right through. Maybe we should stick to some shelter."
<br><br>
<<link [[Stick to shelter (0:10)|Sydney Beach Promenade Bench]]>><<pass 10>><</link>>
<br>
<<link [[Leave early (0:25)|Sydney Beach Leave]]>><<pass 25>><</link>>
<br><<effects>><<run statusCheck("Sydney")>>
You step away from the edge. Sydney looks over, before getting drenched as the wave crashes into the promenade.
<<His>> umbrella offers no protection from the deluge, and <<his>><<if $exit is "library">> school clothes<<else>> temple robes<</if>> get soaked through.
<<if _sydneyStatus.includes("corrupt")>>
You can see <<his>> <<sydneyGenitals "short">> pressed against the wet fabric, <<if _sydneyChastity and !$sydneyChastityKnown>>along with something else,<<elseif _sydneyChastity>>along with <<his>> chastity belt,<</if>> revealing that <<hes>> wearing no underwear. <<He>> looks down in annoyance, but doesn't attempt to cover <<himself>>. <<arousal 200>><<garousal>>
<br><br>
"That's a bit infuriating. A warning would have been nice, you know. You're lucky there's no one else around to see me like this." <<He>> glances around. "There's a changing room at the other end, but I can see a few people near it."
<<else>>
You can see <<his>> underwear through the fabric. <<He>> hastily tries to cover <<himself>> with the umbrella. <<arousal 50>><<garousal>>
<br><br>
"Shoot, shoot, shoot! They're completely see-through! I... I need a changing room..." <<His>> neck swivels until <<he>> spots one at the other end of the promenade. However, there are a few people near it.
<</if>>
<br><br>
<<link [[Accompany Sydney (0:10)|Sydney Beach Promenade Soak Accompany]]>><<pass 10>><</link>>
<br>
<<link [[Let Sydney go alone (0:10)|Sydney Beach Promenade Soak Ignore]]>><<pass 10>><<npcincr Sydney love -1>><</link>><<llove>>
<br><<effects>><<run statusCheck("Sydney")>>
You brace yourself for the wave's impact. Sydney looks over to you, and you're both drenched as it crashes into the promenade.
<<print $worn.handheld.type.includes("rainproof") ? "Your umbrellas offer" : "Sydney's umbrella offers">> no protection from the deluge, and <<his>><<if $exit is "library">> school clothes<<else>> temple robes<</if>> get soaked through.
<<outfitChecks>>
<<if _top and !waterproofCheck(_top)>>
<<upperwet 200>>
<</if>>
<<if _bottom and !waterproofCheck(_bottom)>>
<<lowerwet 200>>
<</if>>
<<effectswater>> <<exhibitionism3>>
<<if _sydneyStatus.includes("corrupt")>>
You can see <<his>> <<sydneyGenitals "short">> pressed against the wet fabric, <<if _sydneyChastity and !$sydneyChastityKnown>>along with something else,<<elseif _sydneyChastity>>along with <<his>> chastity belt,<</if>> revealing that <<hes>> wearing no underwear. <<He>> looks down in annoyance, but doesn't attempt to cover <<himself>>. <<He>> uses the umbrella to shield you from view. <<arousal 400>><<garousal>>
<br><br>
"I'd be upset, but getting to see you all exposed like that is pretty nice." <<He>> glances around. "There's a changing room at the other end, but I can see a few people near it."
<<else>>
You can see <<his>> underwear through the fabric. <<He>> hastily tries to cover both of you with <<his>> umbrella. <<arousal 400>><<garousal>>
<br><br>
"Shoot, shoot, shoot! They're completely see-through! We... we need a changing room..." <<His>> neck swivels until <<he>> spots one at the other end of the promenade. However, there are a few people near it.
<</if>>
<br><br>
<<link [[Accompany Sydney (0:10)|Sydney Beach Promenade Soak Accompany]]>><<pass 10>><</link>>
<br><<effects>><<run statusCheck("Sydney")>>
<<generate2>><<person2>>
<<if _sydneyStatus.includes("corrupt")>>
Sydney hands you <<his>> umbrella, and begins to saunter over to the changing rooms. You hear a few hoots and whistles get directed at <<him>> as <<he>> passes by the group of people.
<span class="red">One makes a grab for <<him>>.</span> Sydney turns on a dime and delivers a sharp kick right to <<person2>><<his>> groin. The <<person2>><<person>> crumbles. The rest of the crowd goes silent, and Sydney enters the changing room.
<br><br>
<<He>> exits after some time, fully covered and wringing the water from <<his>> hair<<if $sydney.hair is "ponytail">>, which has been let loose<</if>>. The crowd pays <<him>> no mind this time.
<br><br>
"Would have been nice if you came with me too, there were a lot of them. They could have overpowered me." <<He>> gives you a stern look. <<stress 3>><<gstress>>
<br><br>
<<His>> expression turns to a smile. "Oh, lighten up, it's fine. We should stick to shelter for now, I've had enough water for the day."
<<else>>
Sydney shuffles over to the changing room, doing <<his>> best to cover <<himself>> with the umbrella. You hear a few hoots and whistles get directed at <<him>> as <<he>> passes by the group of people.
<span class="red">One makes a grab for <<him>>.</span> Sydney spins and slaps the <<person2>><<person>> across <<person2>><<his>> face, seemingly by reflex. The rest of the crowd falls silent as Sydney runs to changing room.
<br><br>
<<He>> exits after some time, fully covered and wringing the water from <<his>> hair<<if $sydney.hair is "ponytail">>, which has been let loose<</if>>. The crowd pays <<him>> no mind this time, but <<he>> hurries back to you as if they'll attack any moment.
<br><br>
<<He>> gets very close to you, and puts <<his>> head on your shoulder. "One of them tried to grab me. I got really scared. Please come with me if something like that happens again." <<He>> gives you a pleading look.
<br><br>
You manage to calm <<him>> down. "Maybe we should stick to shelter for now."
<</if>>
<br><br>
<<endevent>><<npc "Sydney">><<person1>>
<<link [[Stick to shelter (0:10)|Sydney Beach Promenade Bench]]>><<pass 10>><</link>>
<br>
<<link [[Leave early (0:25)|Sydney Beach Leave]]>><<pass 25>><</link>>
<br><<effects>><<run statusCheck("Sydney")>>
You and Sydney walk over to the changing rooms,<<if $exposed gte 1>> using <<print $worn.handheld.type.includes("rainproof") ? "your umbrellas" : "the umbrella">> to hide your exposure<<else>> and you do your best to shield Sydney from view<</if>>. You hear some lewd remarks from the crowd as they notice your approach.
<br><br>
<<generate2>><<person2>>
<<if $exposed gte 1>>
One of them, a <<person>>, makes a grab for you.
<<if $sydneyromance is 1>>
"Hey, <<girl>>, why don't you take those soaked clothes off and-"
<br><br>
<<if _sydneyStatus.includes("corrupt")>>
<<Hes>> cut off as Sydney grabs <<his>> arm. <<Hes>> pulled in, coming face to face inches from Sydney. "Mine. No filthy sinner touches <<phim>> except me." Sydney stares at <<him>> for what feels like minutes, before releasing <<him>>. The crowd backs away.
<<else>>
<<He>> stops <<himself>> as <<he>> realises Sydney is staring right at <<him>>. You can't quite describe the look <<person1>><<hes>> giving the <<person2>><<person>>, but it's made <<him>> freeze in place. The noise of the crowd quickly dies out.
Sydney approaches, removing the <<person>>'s hand from your shoulder and tossing it aside like a soiled rag. "Disgusting. Perhaps you should try washing your sins away in the ocean; you might make good food for a passing whale, at the very least. Make yourself scarce, lustful cretin."
<</if>>
<br><br>
Sydney takes your arm and keeps walking.
<<else>>
"Hey, <<girl>>, why don't you take those soaked clothes off and let us warm you up?"
Sydney grabs your arm and pulls you away from <<him>>. You both break away from the crowd, but they cheer and holler after you, enjoying the view. <<stress 3>><<gstress>><<trauma 3>><<gtrauma>>
<</if>>
<<else>>
One of them, a <<person>>, makes a grab for Sydney. "Hey, <<person1>><<personsimple>>, why don't you take those soaked clothes off and let us warm you up?"
Sydney shakes free and pulls away from <<person2>><<him>>. You both break away from the crowd, but they cheer and holler after you, enjoying the view. <<stress 3>><<gstress>><<trauma 3>><<gtrauma>>
<</if>>
<br><br>
You enter the changing rooms without further incident.
<br><br>
<<endevent>><<npc "Sydney">><<person1>>
<<link [[Next|Sydney Beach Promenade Changing Rooms]]>><</link>>
<br><<effects>><<run statusCheck("Sydney")>>
<<if $exposed gte 1>>
You and Sydney begin the process of drying out your clothing.
<<else>>
Sydney begins the process of drying out <<his>> clothing.
<</if>>
<<if _sydneyStatus.includes("corrupt")>>
<<if $sydneyromance is 1>>
<<He>> strips naked in front of you, and wrings out <<his>> shirt. "Sure hope no one walks in right now." <<arousal 50>><<garousal>>
<<else>>
<<He>> starts to strip in front of you, before stopping <<himself>> and entering one of the booths.
<</if>>
<<else>>
<<He>> enters one of the changing booths to wring out <<his>> clothes. "That was a little scary," <<he>> says.
<</if>>
<br><br>
<<if $exposed gte 1>>
<<set $upperwet to 0>><<set $lowerwet to 0>><<set $underlowerwet to 0>><<set $underupperwet to 0>>
You squeeze the water from your clothes.
<<effectswater>>
<br><br>
<</if>>
You stick close to Sydney as you leave the changing rooms. The crowd has since dispersed. "I think we should stick to shelter, I really don't want that to happen again."
<br><br>
<<link [[Stick to shelter (0:10)|Sydney Beach Promenade Bench]]>><<pass 10>><</link>>
<br>
<<link [[Leave early (0:25)|Sydney Beach Leave]]>><<pass 25>><</link>>
<br><<effects>><<pass 20>>
<<if Weather.precipitation isnot "none">>You find a covered bench to take shelter from the <<print Weather.precipitation>>. <</if>><<if $sydneyromance is 1>>Sydney rests <<his>> arm on your shoulder.<</if>>
<br><br>
You chat with <<him>> as the two of you watch the waves. <<stress -6>><<trauma -3>><<lstress>><<ltrauma>><<npcincr Sydney love 1>><<glove>>
<br><br>
The wind begins to pick up as the weather worsens. You both decide that it's time to leave.
<br><br>
<<link [[Next|Sydney Beach Leave]]>><<pass 25>><</link>>
<br><<location "changingroom">><<effects>>
<<set $wardrobe_location to "changingRoom">>
<<wardrobeSelection>>
You are in a small wooden changing room. You can hear Sydney in the adjacent room. If you plan on swimming or tanning, you should be sure to dress appropriately.
<br><br>
<div id="wardrobewear"><<wardrobewear>></div>
<div id="wardrobeExits"><<wardrobeExits>></div>
<<wardrobe>><<effects>><<run statusCheck("Sydney")>><<set $outside to 1>>
You emerge from the changing room and wait for Sydney.
<<switch $sydney.swim>>
<<case "school" "normal">>
<<He>> exits <<his>> booth shortly after, wearing <<his>> <<sydneySwimwear>>.
<<case "lewd">>
<<He>> exits <<his>> booth after some time, wearing <<his>> <<sydneySwimwear>>.
<<if _sydneyStatus.includes("corrupt")>>
<<He>> seems to revel in the exposure granted by it.
<<else>>
<<He>> gingerly covers <<himself>>, but slowly becomes less cagey.
<</if>>
<<npcincr Sydney purity -2>><<lspurity>>
<<case "crossdress">>
<<if ($pronoun is "m" and $NPCList[0].penis isnot "none" and C.npc.Sydney.penissize gte 3) or ($pronoun is "f" and C.npc.Sydney.breastsize gte 4)>>
Much time passes, and <<he>> still doesn't come out. You knock on the door. It opens slightly, and you see Sydney peek out.
<br><br>
"Sorry. I can't wear what you bought me, it doesn't fit right. I..." <<He>> pauses. "I'm too big for it." You nod in understanding. <<set $sydney.swim to "school">><<set $swimChange to 1>>
After a few more minutes, <<he>> leaves the changing room, instead wearing <<his>> <<sydneySwimwear>>.
<<else>>
<<if !$sydneySeen.includes("swimcross")>>
<<set $sydneySeen.pushUnique("swimcross")>>
You begin counting the seconds out of boredom. At last, the door to Sydney's booth slowly opens. <<Hes>> wearing the <<sydneySwimwear>>.
<<Hes>> covering <<his>><<if $pronoun is "f">> bare<<else>> microkini-clad<</if>> chest with one arm, <<his>> holy pendant still hanging there. <<He>> refuses to make eye contact with you. "I can't believe I'm actually doing this..." <<He>> lightly trembles.
<br><br>
You can't help but giggle. "You look cute. I think everyone will be fooled." <<He>> fails to conceal a smile at your words.
<<else>>
Eventually, <<he>> comes out wearing <<his>> <<sydneySwimwear>>.
<<if _sydneyStatus.includes("corrupt")>>
<<He>> seems to revel in the exposure, <<if $pronoun is "f">>baring <<his>> <<print C.npc.Sydney.breastsdesc>> confidently<<else>>confident that <<he>> looks like a girl<</if>>.
<<else>>
<<He>> shyly covers <<his>><<if $pronoun is "f">> bare<<else>> microkini-clad<</if>> chest.
<</if>>
<</if>>
<<if C.npc.Sydney.crossdress is undefined>>
<<set C.npc.Sydney.crossdress to 1>>
<<else>>
<<set C.npc.Sydney.crossdress += 1>>
<</if>>
<<npcincr Sydney purity -2>><<lspurity>>
<</if>>
<</switch>>
<br><br>
<<outfitChecks>>
<<if _swimwear>>
/* Say Nothing */
<<if $sydney.swim is "crossdress" and $genderknown.includes("Sydney") and $player.gender isnot $player.gender_appearance>>
<<He>> notices your own choice of clothes. "At least I'm not doing it alone." <<npcincr Sydney love 1>><<glove>>
<</if>>
<<else>>
<<He>> looks down at your clothes and appears confused. "Not planning on swimming?"
<</if>>
The two of you begin to walk the beach.
<br><br>
<<link [[Next|Sydney Beach]]>><</link>><<location "beach">><<effects>>
You are on the beach with Sydney.
<<if Time.hour gte 20>>
The sun is beginning to set. Sydney stretches and yawns. "That was a lot of fun. We should probably head out soon." You both head back to the changing booths.
<br><br>
<<link [[Next|Sydney Beach Changing Room Leave]]>><<pass 25>><</link>>
<<else>>
<<if !Weather.isOvercast>>
It is awash with visitors, children build sandcastles and play in the water while their parents bask in the sun. A group of students are playing volleyball.
<<else>>
The clouds have driven away most would-be visitors, but there are still people strolling along the water's edge.
<</if>>
<br><br>
<<if getVisibleClothesList().some(item => item.type.includes("swim"))>>
<<link [[Go for a swim (0:20)|Sydney Beach Swim]]>><<pass 20>><</link>>
<br>
<<link [[<<print (Skin.Sunscreen.isApplied() ? 'Relax' : 'Tan')>> on the beach (1:00)|Sydney Beach Tanning]]>><<npcincr Sydney love 1>><</link>><<llstress>><<glove>>
<br>
<<else>>
<span class="blue">You are not wearing the proper attire to swim or tan.</span>
<br>
<</if>>
<<link [[Take a walk on the beach (0:30)|Sydney Beach Walk]]>><<athletics 1>><<pass 30>><<stress -6>><<npcincr Sydney love 1>><</link>><<gtiredness>><<gathletics>><<lstress>><<glove>>
<br>
<<if !Weather.isOvercast and Time.dayState isnot "night" and $exposed lte 0>>
<<link [[Volleyball|Sydney Beach Volleyball]]>><</link>>
<br>
<</if>>
<br>
<<link [[Change clothes and leave the beach (0:25)|Sydney Beach Changing Room Leave]]>><<pass 25>><</link>>
<br>
<</if>><<location "seabeach">><<water>><<effects>><<run statusCheck("Sydney")>>
<<if $phase is 1>>
You are swimming with Sydney along the beach.
<<else>>
<<set $phase to 1>>
You enter the water with Sydney.
<</if>>
<<if Time.hour gte 20>>
The sun is beginning to set. Sydney stretches and yawns. "We should probably dry up and leave soon." You both leave the water, and head for the changing booths.
<br><br>
<<link [[Next|Sydney Beach Changing Room Leave]]>><<pass 25>><</link>>
<<else>>
<br><br>
<<if $seaswim is 1>>
<<set $seaswim to 0>>
You spend some time swimming with Sydney.
<<physique 2>><<swimmingskilluse>>
<<pass 20>>
<br><br>
<</if>>
<<switch random(1, 15)>>
<<case 1 2 3>>
Sydney splashes you. You splash back, and get into an intense splash fight.
Suddenly, Sydney tackles you into the water, giggling. "Got you!" You both wash up on the sand, with Sydney on top of you.
<<if _sydneyStatus.includes("corrupt")>>
<<if $sydneyromance is 1 and C.npc.Sydney.virginity.kiss isnot true>>
<<He>> sits up and straddles you. "I love seeing you under me like this." <<He>> leans down and kisses you. <<arousal 200>><<garousal>><<takeKissVirginity "Sydney" `($sydneyromance is 1?"loveInterest":"romantic")`>><<npcincr Sydney lust 1>><<glust>>
<<else>>
<<He>> sits up and straddles you. "Huh. I could get used to being on top of you like this." <<arousal 100>><<garousal>><<npcincr Sydney lust 1>><<glust>>
<</if>>
<<else>>
<<if $sydneyromance is 1>>
<<He>> seems to get comfortable on top of you. "I could stay like this for a while." <<He>> kisses you on the cheek. <<npcincr Sydney lust 1>><<glust>>
<<else>>
<<He>> rolls off of you, blushing furiously. "Sorry! Sorry." <<npcincr Sydney lust 1>><<glust>>
<</if>>
<</if>>
<br><br>
The waves carry you both back into deeper water.
<<case 4 5>>
A large wave rolls towards you. You're both pulled into the wave and sucked upwards, before floating back down on the other side. That was fun!<<lstress>><<stress -6>>
<<case 6 7>>
Your waist becomes tangled in seaweed. Sydney quickly comes to your side and begins to free you. <<He>> gets very close, pressing against you as <<he>> tears the seaweed away. <<npcincr Sydney lust 1>><<glust>>
<<case 8>>
<<generate2>><<person2>>
Something grabs you firm by the ankle, and drags you beneath the water. A <<person>> rises from the murk, wearing a diving mask. <<His>> mask flies from <<his>> head as Sydney tackles <<him>>. Realising you're not alone, <<he>> flees in search of easier prey.
<br><br>
<<endevent>><<npc "Sydney">><<person1>><<set $phase to 1>>
"Are you okay? That absolute lunatic, I thought someone was trying to drown you!" Sydney spends some time fussing over you. You manage to convince <<him>> that you're fine after some time.
<<default>>
<<if currentSkillValue('swimmingskill') lte 100>>
<<He>> can tell that you're struggling, and stays by your side to make sure you stay above the water.
<<elseif currentSkillValue('swimmingskill') lte 300>>
<<He>> does laps around you, but encourages you to take breaks as you need them.
<<elseif currentSkillValue('swimmingskill') lte 500>>
You manage to keep pace with <<him>>, and you have a good time.
<<elseif currentSkillValue('swimmingskill') lte 900>>
<<Hes>> a good swimmer, but you keep up with <<him>>.
<<else>>
<<He>> seems impressed by your swimming skill. You have a great time.
<</if>>
<</switch>>
<br><br>
<<swimicon>><<link [[Swim with Sydney (0:20)|Sydney Beach Swim]]>><<stress -6>><<tiredness 6>><<set $seaswim to 1>><<npcincr Sydney love 1>><</link>><<gswimming>><<lstress>><<gtiredness>><<glove>>
<br>
<<beachicon>><<link [[Leave the water (0:01)|Sydney Beach]]>><<pass 1>><<endevent>><<npc "Sydney">><<person1>><</link>>
<br>
<</if>><<location "beach">><<effects>>
<<if Time.season is "summer">>
<<switch random(1, 3)>>
<<case 1>>
You lie on the beach beneath the blazing sun. Sydney lies next to you, and removes <<his>> holy pendant. "I got a cross tanned into my chest one time when I forgot to take this off. <<nnpc_Brother "Jordan">> Jordan thought it was funny, at least."
<<case 2>>
You lie out on the beach. The sound of the waves washes over you as the sun heats your skin. "I could fall asleep like this," Sydney says.
<<case 3>>
You lie down on the sand. You hear the sounds of the ocean, children playing and beach music as you relax. Sydney stays under <<his>> umbrella, but still sits next to you.
<</switch>>
<br><br>
You feel warm.
<<stress -12>><<llstress>>
<<elseif Time.season is "winter">>
<<switch random(1, 3)>>
<<case 1>>
You lie on the beach beneath the sun. A chill breeze caresses you. Sydney lies down close by<<if $sydneyromance is 1>>, huddling against you for warmth<</if>>.
<<case 2>>
You lie out on the beach. You can barely feel the sun through the cold wind.
<<case 3>>
You lie down on the sand. The sound of crashing waves washes over you. It's chilly.
<</switch>>
<br><br>
Sydney helps keep the chill away.
<<stress 3>><<gstress>>
<<else>>
<<switch random(1, 3)>>
<<case 1>>
You lie on the beach beneath the warm sun. Your mind drifts as the sun's rays caress your skin. Sydney lies next to you, and removes <<his>> holy pendant. "I got a cross tanned into my chest one time when I forgot to take this off. <<nnpc_Brother "Jordan">> Jordan thought it was funny, at least."
<<case 2>>
You lie out on the beach. The sound of the waves washes over you as the sun warms your skin. "I could fall asleep like this," Sydney says.
<<case 3>>
You lie down on the sand. You hear the sounds of the ocean, children playing and beach music as you relax. Sydney stays under <<his>> umbrella, but still sits next to you.
<</switch>>
<br><br>
You feel refreshed.
<<stress -12>><<llstress>>
<</if>>
<<set _tanningModifiers to Skin.getTanningFactor(true)>>
<<tanningGainOutput _tanningModifiers.result 90>>
<br><br>
<<tanningPenaltiesOutput _tanningModifiers>>
<<set Skin.tanningBonus = 0.5>>
<br>
You have a <<skincolourtext>>
<br><br>
<<endevent>><<npc "Sydney">><<person1>>
<<link [[Next|Sydney Beach]]>><<pass 60>><</link>><<location "beach">><<effects>>
<<run statusCheck("Sydney")>>
<<set _robin to statusCheck("Robin")>>
This passage should be unreachable. If you're seeing this, you've found a bug. Please report it to Vrelnir, and take this convenient portal to Starfish Street to escape.
<<link [[Next|Starfish Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<npc "Robin" 2>><<person2>>
<<if $robinlemonadeintro isnot 1>>
<<set $robinlemonadeintro to 1>>
You see Robin standing behind <<his>> lemonade stand. <<He>> waves when <<he>> sees the two of you.
<br><br>
"Hey," <<he>> says as you draw close. <<He>> beams. "It's nice to see you both. I want you to try my lemonade." <<He>> mixes together water, lemon juice, and sugar and hands you a glass, before preparing one for Sydney too. "On the house." It's very sweet.
<br><br>
Sydney beams. "This tastes fantastic, Robin."
<br><br>
<<elseif $sydney.swim is "crossdress" and !$sydneySeen.includes("lemonadecross")>>
<<set $sydneySeen.pushUnique("lemonadecross")>>
You see Robin standing behind <<his>> lemonade stand. <<Hes>> sipping a glass of lemonade, which <<he>> promptly spits out upon seeing Sydney.
"Ah, S-Sydney! You're... wearing, uh..."
<br>
<<if _sydneyStatus.includes("corrupt")>>
"I know." Sydney stares at <<him>> deadpan.
<<else>>
Sydney blushes and looks away from Robin.
<</if>>
<br><br>
<<if _robin.crossdress isnot undefined and _robin.cdquest is 0>>
"Let me guess. Did <<pshe>>..." Robin points at you.
<br>"Yes." Sydney <<if _sydneyStatus.includes("corrupt")>>says plainly<<else>>squeaks out<</if>>.
<br>"Ah." There's a moment of pause. "See, <<pshe>> also got me to..." Robin looks down. "A-anyways! What can I do for you two today?"
<<elseif _robin.crossdressing is 2>>
<br>Robin smiles warmly at Sydney. "You get used to it after a while," <<person2>><<he>> says gesturing to <<his>> own outfit.
<<if _sydneyStatus.includes("corrupt")>>
<br>"Cool."
<<if _robin.dom gte 40>>
<br>Robin pours a glass of lemonade. "Anyways, do you want a glass?"
<<else>>
<br>Robin flusters, stumbling over <<his>> words. "A-anyways do you want some lemonade?"
<</if>>
<<else>>
Sydney seems to perk up at Robin's words.
<br><br>
"Anyways, what can I do for you two?"
<</if>>
<<else>>
"Well. I can at least say that you... look good? You shouldn't be ashamed."
<<if _sydneyStatus.includes("corrupt")>>
<br>"I'm not."
<br>"Ah. Good. Good! Anyways, what can I do for you two?" Robin is visibly sweating.
<<else>>
Sydney seems to perk up at Robin's words.
<br><br>
"Anyways, what can I do for you two?"
<</if>>
<</if>>
<<else>>
You see Robin standing behind <<his>> lemonade stand. <<He>> waves when <<he>> sees you and Sydney.
<br><br>
<</if>>
<<link [[Offer help (0:30)|Sydney Robin's Lemonade Help]]>><<npcincr Robin love 1>><<pass 30>><</link>><<glove>>
<br>
<<link [[Leave|Sydney Beach]]>><<endevent>><<npc "Sydney">><<person1>><</link>>
<br><<location "beach">><<effects>><<run statusCheck("Sydney")>>
This passage should be unreachable. If you're seeing this, you've found a bug. Please report it to Vrelnir, and take this convenient portal to Starfish Street to escape.
<<link [[Next|Starfish Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<if Time.hour gte 17>>
"I'd ask for help carrying my things home, but I don't want to interrupt your day here. Can you just help me pack up?" Robin asks. "People don't buy much lemonade this late."
<br><br>
You, Robin and Sydney pack up <<his>> things. <<He>> waves you both off.
<br><br>
"Robin is pure of heart," Sydney suddenly says. "I wish there were more like <<him>> in this town."
<<endevent>><<npc "Sydney">><<person1>>
<<link [[Next|Sydney Beach]]>><</link>>
<br>
<</if>><<location "beach">><<effects>><<run statusCheck("Sydney")>>
You walk along the shore with Sydney.
<<if !Weather.isOvercast>>
<<switch Time.season>>
<<case "spring">>
A gentle breeze caresses, and the warm sunlight bathes upon you both.
<<case "summer">>
The sun's intensity wears on both of you, but you keep your minds off the heat with idle chatter.
<<case "autumn">>
The weather is no longer as sweltering, as a slight chill tinges the air.
<<case "winter">>
You immerse yourselves in chatting, as the sunlight appears to dispel the chill that lingers upon you.
<</switch>>
<<tiredness 3>><<gtiredness>>
<<else>>
<<switch Time.season>>
<<case "summer">>
The cool weather makes for a pleasant walk. You chat with <<him>> on the way.
<<default>>
The weather is chilly, causing both of you to involuntarily tighten your necks, exhaling white breath while chatting.
<</switch>>
<</if>>
<br>
<<physique 3>><<tiredness 3>>
<br><br>
<<if random(1, 2) is 1>>
<<if $sydney.swim is "lewd">>
You catch a few people staring at Sydney's skimpy outfit as you walk by. <<if _sydneyStatus.includes("corrupt")>><<He>> flaunts and twirls.<<else>><<He>> shyly covers <<himself>>.<</if>> <<npcincr Sydney purity -1>><<lspurity>>
<br><br>
<<elseif $sydney.swim is "crossdress">>
<<if $pronoun is "m">>
A few people take glances at Sydney's groin as you pass them. <<if _sydneyStatus.includes("corrupt")>><<He>> shakes <<his>> rear at them once you're both some distance ahead.<<else>><<He>> shyly covers <<himself>>.<</if>> <<npcincr Sydney purity -1>><<lspurity>>
<<else>>
A few people take second glances at Sydney's bare chest as you pass them. <<if _sydneyStatus.includes("corrupt")>><<He>> shakes <<his>> <<print C.npc.Sydney.breastsdesc>> at them.<<else>><<He>> shyly covers <<himself>>, until <<he>> realises that will likely draw more attention.<</if>> <<npcincr Sydney purity -1>><<lspurity>>
<</if>>
<br><br>
<</if>>
<</if>>
<<switch random(1, 7)>>
<<case 1>>
<<if !Weather.isOvercast>>
"What a day. Maybe I'll be a little less pale after this."
<<else>>
"I prefer cloudy days like this. I have a history of bad sunburns."
<</if>>
<<case 2>>
"My <<sydneyOtherParent>> used to bring me to the beach when I was a lot younger. This is nice."
<<case 3>>
"The sea life around here is... weird. <<sydneyMum>> says they have <<if _sydneyStatus.includes("corrupt")>>increased sex drives<<else>>more intense breeding cycles<</if>>."
<<case 4>>
"The sea is so beautiful. I used to fantasise about just drifting away in it forever."
<<case 5>>
"Saltwater is bad for treated metals. Remind me to take off my <<if $templePromised is "Sydney">>ring and <</if>>pendant if we go swimming, please."
<<case 6>>
<<if $sydneyromance is 1 and C.npc.Sydney.virginity.kiss isnot true>>
Sydney holds your arm with both of <<hers>>. <<He>> places a kiss on your lips without warning. <<takeKissVirginity "Sydney" `($sydneyromance is 1?"loveInterest":"romantic")`>><<npcincr Sydney lust 1>><<glust>>
<br><br>
"I just felt like I needed to remind you that I love you." <<He>> giggles.
<<else>>
Sydney takes your arm as you walk. "Let me know if that ever bothers you. I... I kind of just grab onto people that I like."
<</if>>
<<case 7>>
<<He>> tugs at <<his>> <<sydneySwimwear>>.
<<switch $sydney.swim>>
<<case "school">>
<<if _sydneyStatus.includes("corrupt")>>
"The school swimwear is surprisingly robust. I just wish it wasn't so plain."
<<else>>
"I feel out of place wearing school swimwear. I suppose there's nothing wrong with being modest, though."
<</if>>
<<case "normal">>
<<if $pronoun is "m">>
"I'm not used to going shirtless. My pendant heats up really fast, I usually can't feel it."
<<else>>
"I'm not used to showing so much skin. My pendant heats up really fast, I usually can't feel it."
<</if>>
<<case "lewd">>
<<if _sydneyStatus.includes("corrupt")>>
"It feels good being this exposed. Now I just need someone to help me take the rest of this off." <<He>> winks at you. <<garousal>><<arousal 50>>
<<else>>
"I can't believe I'm actually wearing something this revealing. People are staring..." <<He>> shifts to walk behind you, attempting to hide.
<</if>>
<<case "crossdress">>
<<if _sydneyStatus.includes("corrupt")>>
<<if random(1, 5) is 1>>
"I'm... <i>cross</i> dressing!" <<He>> looks at you with a wide smile, holding up <<his>> holy pendant.
<<else>>
"I'm almost annoyed at how easy this works. Should I be insecure? I feel like I should be insecure."
<</if>>
<<else>>
"This is so wrong, my heart is pounding..."
<</if>>
<</switch>>
<</switch>>
<br><br>
<<link [[Next|Sydney Beach]]>><</link>><<location "beach">><<effects>>
<<generatey2>><<generatey3>><<generatey4>><<generatey5>>
You approach a group of four playing volleyball. Sydney watches them. One, a <<person2>><<person>>, seems to be waving you over.
<br><br>
<<link [[Join in (0:30)|Sydney Beach Volleyball Play]]>><<athletics 3>><<physique 1>><<pass 30>><<stress -12>><<tiredness 6>><<status 1>><<npcincr Sydney love 1>><</link>><<gcool>><<gathletics>><<llstress>><<gtiredness>><<glove>>
<br>
<<link [[Leave|Sydney Beach]]>><<endevent>><<npc Sydney>><<person1>><</link>><<location "beach">><<effects>><<run statusCheck("Sydney")>>
The students are happy to have two more players, particularly the <<person2>><<person>>.
<br><br>
<<physique 3>>
<<set $eventcheck to random(1, 10000)>>
<<outfitChecks>>
<<if $eventcheck gte (9900 - ($allure))>>
<<if $rng gte 51>>
You are so focused on the opposing team you do not notice one of your own sneak up on you. A pair of hands grasp the rim of your _bottom.name.
<<if $sydneyromance is 1 and ((($worn.under_lower.name is "naked" or $worn.lower.name is "naked") and $uncomfortable.nude is true) or $uncomfortable.underwear is true)>>
However, <<his>> arms are caught in a vice grip by Sydney. <<person1>><<He>> manages to pull the <<person2>><<person>>'s hands away despite the clear gap in physique between the two of them.
<br><br>
<<if _sydneyStatus.includes("corrupt")>>
"Only I can do that. No touch."
<<else>>
"Lust is the most dangerous sin. Behave yourself or you can count us both out."
<</if>>
<<person1>><<He>> releases the <<person2>><<person>>, who backs off.
<br><br>
"Sorry, didn't know this was your <<girlfriend>>, <<sydneyBeachGender>>."
<<if $sydney.swim is "crossdress">>
Sydney seems to be taken aback at being called a <<sydneyBeachGender>>, but shakes it off.
<</if>>
<<else>>
<<if _bottomIsSkirt>>
Before you can react, the <<person2>><<person>> has lifted <<lowerit>>,
<<elseif _bottom?.set isnot _top?.set>>
Before you can react, the <<person2>><<person>> has pulled <<lowerit>> all the way to your knees,
<<else>>
Before you can react, the <<person2>><<person>> has pulled <<lowerit>> aside,
<</if>>
<<if $worn.under_lower.name is "naked" or $worn.lower.name is "naked">>
<<if $uncomfortable.nude is false>>
exposing your <<genitals>> for all to see. Laughter and lewd gestures erupt from both teams, yet you feel a thrill.
<br><br>
You fix your clothes, taking a bit longer than you need to. <<if _sydneyStatus.includes("corrupt")>>Sydney whistles and cheers.<<else>>Sydney shields <<person1>><<his>> eyes.<</if>>
<<garousal>><<arousal 300>><<npcincr Sydney lust 1>><<gslust>><<npcincr Sydney purity -2>><<lspurity>>
<<else>>
exposing your <<genitals>> for all to see. Laughter and lewd gestures erupt from both teams as your face turns red and you hasten to protect your dignity. Sydney helps you cover yourself, shooting glares at the other students.
<<garousal>><<gstress>><<gtrauma>><<arousal 300>><<stress 3>><<trauma 3>><<npcincr Sydney lust 1>><<gslust>><<npcincr Sydney purity -2>><<lspurity>>
<</if>>
<<else>>
<<if $uncomfortable.underwear is false>>
exposing your $worn.under_lower.name. Laughter erupts from both teams, <<if _sydneyStatus.includes("corrupt")>>including you and Sydney<<else>>including you. Sydney covers <<person1>><<his>> eyes at first, but uncovers them as <<he>> realises that everyone else seems fine with it<</if>>. It's just your $worn.under_lower.name_simple; you're not embarrassed.
<<gcool>><<status 5>><<garousal>><<gstress>><<npcincr Sydney lust 1>><<glust>>
<<else>>
exposing your $worn.under_lower.name. Laughter erupts from both teams, and you hasten to protect your dignity. Sydney helps you cover yourself, shooting glares all around.
<<lcool>><<status -10>><<garousal>><<gstress>><<gtrauma>><<arousal 100>><<stress 1>><<trauma 1>><<npcincr Sydney lust 1>><<glust>>
<</if>>
<</if>>
<</if>>
<br><br>
<<else>>
<<if $topless is 1 and $rng gte 15>>
Part-way through the match the ball collides with your bare chest, sending you sprawling.
<<if $player.breastsize gte 2>>
<br>
Your <<breasts>> hurt a little from the bare skin impact.
<<pain 1>><<gpain>>
<br><br>
<</if>>
Sydney rushes to your side and helps you up. It's embarrassing, but you soon dust yourself off.
<br><br>
<<else>>
Part-way through the match the ball collides with Sydney's <<person1>><<if ($pronoun is "m" and ["normal", "lewd"].includes($sydney.swim)) or ($pronoun is "f" and $sydney.swim is "crossdress")>>bare <</if>>chest, sending <<him>> sprawling and knocking <<his>> holy pendant off. <<He>> scrambles to pick it up from the sand.
<<if _sydneyStatus.includes("corrupt")>>
<<if ["glasses", "playerbought"].includes($sydney.glasses)>>"You're lucky that didn't break my glasses!" <</if>><<He>> jumps back to a standing position, and quickly grabs the ball before spiking it back at the perpetrator, a <<person3>><<person>>. <<person1>><<He>> aimed for the face, and it struck true. The group laughs at the <<person3>><<person>> as <<he>> clutches <<his>> face.
<<else>>
You rush to <<his>> side and help <<him>> stand. You brush <<him>> off, and <<if $sydneyromance is 1>><<he>> kisses you on the cheek. You hear the other students make various "aww"s at the display. <<stress -3>><<lstress>><<trauma -3>><<ltrauma>><<status 5>><<gcool>><<else>><<he>> smiles at you.<</if>>
<</if>>
<br><br>
<</if>>
<</if>>
<<else>>
<<switch random(1, 5)>>
<<case 1>>
You both have a good time.
<<case 2>>
You and Sydney dominate the game with teamwork.
<<case 3>>
Sydney is a lot faster than expected. <<person1>><<He>> hits the ball to you, and you spike it over the net for an easy point.
<<case 4>>
Sydney switches teams for a few rounds. The competition between the two of you is intense.
<<case 5>>
Sydney's holy pendant whips <<person1>><<him>> in the face during a particularly intense round. <<He>> takes a short break.
<</switch>>
<br><br>
<</if>>
<<if Time.hour gte 20>>
Sydney tugs on your arm. "It's getting late. We should get going." The other students seem disappointed, but wave their goodbyes to you.
<br><br>
<<link [[Next|Sydney Beach Changing Room Leave]]>><<pass 25>><<endevent>><<npc "Sydney">><<person1>><</link>>
<<else>>
<<link [[Play more (0:30)|Sydney Beach Volleyball Play]]>><<athletics 3>><<physique 1>><<pass 30>><<stress -12>><<tiredness 6>><<status 1>><<npcincr Sydney love 1>><</link>><<gcool>><<gathletics>><<llstress>><<gtiredness>><<glove>>
<br>
<<link [[Stop|Sydney Beach]]>><<endevent>><<npc "Sydney">><<person1>><</link>>
<br><br>
<</if>><<location "changingroom">><<effects>>
<<set $wardrobe_location to "changingRoom">>
<<wardrobeSelection>>
You are in a small wooden changing room. You can hear Sydney in the adjacent room. If you plan on swimming or tanning, you should be sure to dress appropriately.
<br><br>
<div id="wardrobewear"><<wardrobewear>></div>
<div id="wardrobeExits"><<wardrobeExits>></div>
<<wardrobe>><<set $outside to 1>><<set $location to "town">><<effects>><<run statusCheck("Sydney")>><<sydneySchedule>>
<<if $swimChange>>
<<unset $swimChange>><<set $sydney.swim to "crossdress">>
<</if>>
<<if Weather.precipitation is "none">>
Sydney exits the changing booth, wearing <<his>> <<if $exit is "library">>school uniform<<else>>temple robes<</if>>.
<</if>>
<<if ["shop", "home"].includes(_sydney_location)>>
You emerge back onto Starfish Street with <<him>>. <<if $sydneyromance is 1>><<if _sydneyStatus.includes("corrupt")>><<He>> takes your hands in <<hers>><<else>>You take <<his>> hands in yours<</if>>. <<takeHandholdingVirginity "Sydney" "romantic">><</if>>
<br><br>
"I've got to get going now. Thanks for taking me!" <<He>> <<if $sydneyromance is 1>>kisses you on the cheek, and <</if>>waves you off as <<he>> walks towards Elk Street.
<br><br>
<<link [[Next|Starfish Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<elseif $exit is "temple">>
<<set $location to "temple">><<set $bus to "wolf">>
You emerge back onto Starfish Street with <<him>> and walk back towards Wolf Street. You reach the temple without incident. "Thanks for taking me to the beach! It's nice to take a break from the responsibilities of the temple every now and then."
<br><br>
<<sydneyOptions>>
<<else>>
You emerge back onto Starfish Street with <<him>>. "Thanks for taking me! It's nice to be able to take a break from the responsibilities of the temple. Speaking of which, that's where I'm headed.<<if $sydneyromance is 1>> Would you... mind walking me there?<<else>> There's plenty to be done, would you like to come with me?<</if>>"
<br><br>
<<link [[Walk Sydney to the temple|Sydney Leave Temple]]>><<npcincr Sydney love 1>><<stress -3>><</link>><<glove>><<lstress>>
<br>
<<link [[Leave|Sydney Beach Leave 2]]>><</link>>
<br>
<</if>>
<<unset $exit>><<set $outside to 0>><<set $location to "temple">><<set $bus to "wolf">><<effects>><<run statusCheck("Sydney")>>
<<set $daily.sydney.templeSkip to true>>
You nod, and Sydney smiles at you. You and <<him>> walk towards Wolf Street.
<<if $sydneyromance is 1>>
<<if _sydneyStatus.includes("corrupt")>>
<<He>> takes your hand as you walk.
<<else>>
<<He>> gives your hand a nervous brush with <<hers>> as you walk. You take it in yours.
<</if>>
<<takeHandholdingVirginity "Sydney" "romantic">>
<br><br>
<</if>>
You chat with <<him>> on the way.
<<switch random(1, 3)>>
<<case 1>>
"I try to go to the temple after school every day. I can't do it on Fridays, though."
<<case 2>>
"Thank you for walking with me. The walks are usually lonely."
<<case 3>>
"I lose track of time easily. <<sydneyMum>> always fusses over how long I stay at the temple on weekdays."
<</switch>>
<br><br>
You reach the temple without incident.
<br><br>
<<sydneyOptions>><<set $outside to 1>><<set $location to "town">><<effects>><<sydneySchedule>>
<<He>> <<if $sydneyromance is 1>>kisses you on the cheek, and <</if>>waves you off as <<he>> walks towards Wolf Street.
<br><br>
<<link [[Next|Starfish Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<set $outside to 1>><<set $location to "temple">><<effects>><<run statusCheck("Sydney")>><<sydneySchedule>>
<<set $daily.sydney.templeSkip to true>>
You nod, and Sydney smiles at you.
<<if $bus isnot "rehearsal">>
<<He>> finishes cleaning up, and you walk to Wolf Street with <<him>>.
<<else>>
You walk to Wolf Street with <<him>>.
<</if>>
<<set $bus to "wolf">>
<<if $sydneyromance is 1>>
<<if _sydneyStatus.includes("corrupt")>>
<<He>> takes your hand as you walk.
<<else>>
<<He>> nervously touches your hand with <<hers>> as you walk. You take it in yours.
<</if>>
<<takeHandholdingVirginity "Sydney" "romantic">>
<br><br>
<</if>>
You chat with <<him>> on the way.
<<switch random(1, 3)>>
<<case 1>>
"I try to go to the temple after school every day. I can't do it on Fridays, though."
<<case 2>>
"Thank you for walking with me. I can get lonely walking alone."
<<case 3>>
"I lose track of time easily. <<sydneyMum>> always fusses over how long I stay at the temple on weekdays."
<</switch>>
<br><br>
You reach the temple without incident.
<br><br>
<<sydneyOptions>><<set $outside to 1>><<set $location to "adult_shop">><<effects>><<run statusCheck("Sydney")>><<sydneySchedule>>
You nod, and Sydney smiles at you.
<<if $bus isnot "rehearsal">>
<<He>> finishes cleaning up, and you walk to Elk Street with <<him>>.
<<else>>
You walk to Elk Street with <<him>>.
<</if>>
<<set $bus to "elk">>
<<if $sydneyromance is 1>>
<<if _sydneyStatus.includes("corrupt")>>
<<He>> takes your hand as you walk.
<<else>>
<<He>> nervously touches your hand with <<hers>> as you walk. You take it in yours.
<</if>>
<<takeHandholdingVirginity "Sydney" "romantic">>
<br><br>
<</if>>
You chat with <<him>> on the way.
<<if $adultshopunlocked is undefined>>
<<print either(
`"Thank you for walking with me. It can be lonely walking alone."`,
`"People are already talking about the shop. It's a little embarrassing."`,
`Sydney rubs <<his>> holy pendant every now and then.`
)>>
<<else>>
<<print either(
`"Thank you for walking with me. It can be lonely walking alone."`,
`"Our shop has a lot of customers. I guess I shouldn't be surprised."`,
`Sydney rubs <<his>> holy pendant every now and then.`
)>>
<</if>>
<br><br>
You reach Elk Street without incident. Sydney waves you goodbye as <<he>> enters Sirris's shop.
<br><br>
<<link [[Next|Elk Street]]>><<endevent>><<set $eventskip to 1>><</link>><<widget "sydneyMass">>
<<if $sydneySeen is undefined>>
<<endevent>><<npc "Sydney">><<person1>>
<<set $sydneySeen.pushUnique("mass")>><<set $sydneyFirstSeen to "mass">>
You hardly even notice the <<personsimple>> quickly taking a seat next to you, until you hear <<his>> exasperated breathing. It seems <<he>> was late.
<br><br>
<<His>> eyes meet yours, and <<he>> gives you a gentle smile. It's Sydney, a student from the local school known for <<his>> innocent nature, and for being overworked. A pair of reading glasses accents amber eyes, and <<npcHairColour "Sydney">> hair worn in a ponytail. A holy pendant hangs from <<his>> neck.
<<if $temple_rank isnot undefined and $temple_rank isnot "prospective">>
<<set $sydneySeen.pushUnique("initiate")>>
<<if $temple_rank is "initiate">>
"G-good morning. Haven't seen you here before, but I think I've seen you around at school. You're an initiate, right? I am, too!"
<<elseif $temple_rank is "priest">>
"G-good morning. Please forgive my tardiness, honoured one."
<<else>>
"G-good morning. Haven't seen you here before, but I think I've seen you around at school. You're a <<temple_title>>, right?"
<</if>>
<<else>>
"G-good morning. Haven't seen you here before, but I think I've seen you around at school. I'd ask if this was your first time attending mass, but here I am, being the late one."
<</if>>
<<He>> quickly hushes and puts <<his>> head down as Jordan's gaze passes over <<him>>.
<br><br>
You are called to the front for communion, and Sydney keeps <<his>> eyes on you the whole time.
<<endevent>><<npc "Jordan">><<person1>>
<<if ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled"))>>
You kneel in front of Jordan as the other <<monks>> watch. <<He>> pushes a small piece of bread into your mouth, and holds a cup in front of you. You take a sip of the sweet fluid and make way for the next person.
<<elseif ($fallenangel gte 2 or ($transformationParts.fallenAngel.wings isnot "hidden" and $transformationParts.fallenAngel.wings isnot "disabled"))>>
You kneel in front of Jordan, but the other <<monks>> refuse to look at you. The bread slips from Jordan's fingers before reaching your mouth. The wine evaporates before touching your lips. Despite that, you feel vindicated by your effort.
<<elseif ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled"))>>
You kneel in front of Jordan, but the other <<monks>> refuse to look at you. The bread tastes like ash. The wine like blood.
<<else>>
You kneel in front of Jordan as the other <<monks>> watch. <<He>> pushes a small piece of bread into your mouth, and holds a cup in front of you. You take a sip of the bitter fluid and make way for the next person.
<</if>>
<<endevent>><<npc "Sydney">><<person1>>
You take your seat next to Sydney, and <<he>> looks
<<if ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled"))>>
to you with great interest.
<<elseif ($fallenangel gte 2 or ($transformationParts.fallenAngel.wings isnot "hidden" and $transformationParts.fallenAngel.wings isnot "disabled"))>>
to you with pity.
<<elseif ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled"))>>
confused by the reactions of the clergy, before seeming to come to a sudden realisation. <<He>> briefly frowns, but quickly looks to you with a hopeful expression.
<<else>>
to you.
<</if>>
"My name's Sydney. Pleased to meet you," <<he>> whispers. "<span class="blue">I help out at the library at school.</span> Come and see me there sometime."
<br><br>
Jordan finishes with a prayer, and Sydney disappears towards the back of the temple as the mass begins to disperse.
<br><br>
<<elseif !$sydneySeen.includes("mass") and !$sydneySeen.includes("initiate")>>
<<endevent>><<npc "Sydney">><<person1>>
<<set $sydneySeen.pushUnique("mass")>>
You almost fail to notice the <<personsimple>> taking a seat next to you, until you hear <<his>> exasperated breathing. It's Sydney. It seems <<he>> was late.
<br><br>
<<His>> eyes meet yours, and <<he>> gives you a surprised smile.
<<if $temple_rank isnot undefined and $temple_rank isnot "prospective">>
<<set $sydneySeen.pushUnique("initiate")>>
"Oh, hi!<<if $sydneyFirstSeen.includes("Rescue") and $sydneyRescueMessage isnot 1>><<set $sydneyRescueMessage to 1>> I hope you're doing alright after what happened.<</if>>
<<if $temple_rank is "initiate">>
It didn't occur to me until now, but you're an initiate here too, aren't you?"
<<else>>
It didn't occur to me until now, but you're a <<temple_title>> here, aren't you?"
<</if>>
<<else>>
"Oh, hi!<<if $sydneyFirstSeen.includes("Rescue") and $sydneyRescueMessage isnot 1>><<set $sydneyRescueMessage to 1>> I hope you're doing alright after what happened.<</if>> I'm really happy to see you here. I'd ask if this was your first time attending mass, but here I am, being the late one."
<</if>>
<<He>> hushes and puts <<his>> head down as Jordan's gaze passes over <<him>>.
<br><br>
You are called to the front for communion. Sydney keeps <<his>> eyes on you the whole time.
<<endevent>><<npc "Jordan">><<person1>>
<<if ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled"))>>
You kneel in front of Jordan as the other <<monks>> watch. <<He>> pushes a small piece of bread into your mouth, and holds a cup in front of you. You take a sip of the sweet fluid and make way for the next person.
<<elseif ($fallenangel gte 2 or ($transformationParts.fallenAngel.wings isnot "hidden" and $transformationParts.fallenAngel.wings isnot "disabled"))>>
You kneel in front of Jordan, but the other <<monks>> refuse to look at you. The bread slips from Jordan's fingers before reaching your mouth. The wine evaporates before touching your lips. Despite that, you feel vindicated by your effort.
<<elseif ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled"))>>
You kneel in front of Jordan, but the other <<monks>> refuse to look at you. The bread tastes like ash. The wine like blood.
<<else>>
You kneel in front of Jordan as the other <<monks>> watch. <<He>> pushes a small piece of bread into your mouth, and holds a cup in front of you. You take a sip of the bitter fluid and make way for the next person.
<</if>>
<<endevent>><<npc "Sydney">><<person1>>
You take your seat next to Sydney, and <<he>> looks
<<if ($angel gte 6 or ($transformationParts.angel.wings isnot "hidden" and $transformationParts.angel.wings isnot "disabled"))>>
to you with great interest.
<<elseif ($fallenangel gte 2 or ($transformationParts.fallenAngel.wings isnot "hidden" and $transformationParts.fallenAngel.wings isnot "disabled"))>>
to you with pity.
<<elseif ($demon gte 6 or ($transformationParts.demon.wings isnot "hidden" and $transformationParts.demon.wings isnot "disabled"))>>
confused by the reactions of the clergy, before seeming to come to a sudden realisation. <<He>> frowns, then looks to you with a hopeful expression.
<<else>>
to you.
<</if>>
"I'm always glad to see the faith spreading," <<he>> whispers. "Let me know if there's anything you need here."
<br><br>
Jordan finishes with a prayer, and Sydney disappears towards the back of the temple as the mass begins to disperse.
<br><br>
<<else>>
<<switch random(1, 3)>>
<<case 1>>
Sydney stands with a crowd of <<monks>>, heads bowed. <<nnpc_He "Sydney">> spots you and smiles. <<npcincr Sydney love 1>><<glove>>
<<case 2>>
Sydney takes a seat next to you. <<npcincr Sydney love 1>><<glove>>
<<case 3>>
You spot Sydney on the other side of the temple. <<nnpc_He "Sydney">> sees you too, and waves. <<npcincr Sydney love 1>><<glove>>
<</switch>>
<br><br>
<</if>>
<</widget>>
<<widget "sydneyLibrary">>
<<npc "Sydney">><<person1>>
<<run statusCheck("Sydney")>>
<<if $schoolShopAction>>
<<if $schoolShopAction.includes("wear")>>
"Thank you for your purchase! That looks good on you."
<<elseif $schoolShopAction.includes("buy")>>
"Thank you for your purchase!"
<<elseif $schoolShopAction.includes("return")>>
"Couldn't find the right size? I'll inform the <<nnpc_title "Leighton">>."
<</if>>
Sydney leads you back to <<his>> post at the rental counter<<if $daily.sydney.peek>>, looking nervous and trying to conceal <<his>> blush all the while<</if>>.
<<unset $schoolShopAction>>
<br><br>
<<sydneyOptions>>
<<elseif $daily.sydney.classWarn and $daily.sydney.classWarn gte 3 and !_sydneyStatus.includes("corrupt") and Time.hour isnot 12 and Time.hour.between(9,14)>>
Sydney shoos you away. "If the <<nnpc_title "Leighton">> catches you skipping class, we'll both be in big trouble!"
<br><br>
<<getouticon>><<link [[Leave|School Library]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<elseif _counterApproach is 1>>
<<if $sydneyChastityRemoveIntro is 1>>
Sydney looks eager to talk to you about something.
<br><br>
<<sydneyOptions>>
<<elseif $leftarm is "bound" or $rightarm is "bound">>
Sydney notices your bound arms. "That isn't dress code." <<He>> walks behind you, and cuts your bindings with a pair of scissors. <<unbind>>
<br><br>
<<sydneyOptions>>
<<elseif ($studyBooks.stolen.count gte 1 and $sydneyStolenKnown isnot 1) or $sydneyLibraryEvent is 1>>
<<if $sydneyLibraryEvent is 1>>
<<set $sydneyLibraryEvent to 2>>
<<else>>
<<set $sydneyStolenKnown to 1>>
<</if>>
Sydney searches for something behind the counter. After a few moments, <<he>> stands up, sighs, and lets <<himself>> fall back into <<his>> chair in resignation. A few strands of <<npcHairColour "Sydney">> hair drift from <<his>> head. <<He>> slowly looks up at you.
<br><br>
"There's a book missing," <<he>> says. "And <<nnpc_title "Leighton">> Leighton is going to hold me responsible for it."
<br><br>
<<sydneyOptions>>
<<elseif $bookReturnedAbsent>>
Sydney looks up at you.
<<if $bookOverdue>>
"Thanks for returning that overdue book, even though I wasn't here." <<bookCriminal>>
<<else>>
"I respect your punctuality, but next time, just return your books up front.
<<if _sydneyStatus.includes("corrupt")>>
Don't be scared. I won't bite... hard."
<<else>>
You don't need to be shy!"
<</if>>
<</if>>
<<unset $bookReturnedAbsent>>
<<unset $bookOverdue>>
<br><br>
<<sydneyOptions>>
<<elseif $bookOverdue and !$daily.sydney.overdueMessage>>
Sydney looks up at you. "You've got a book overdue." <<bookCriminal>>
<<set $daily.sydney.overdueMessage to true>>
<br><br>
<<sydneyOptions>>
<<elseif $bookStolenAbsent and $sydneyStolenKnown>>
<<unset $bookStolenAbsent>><<unset $sydneyStolenKnown>>
Sydney is beaming. "That missing book turned up! I have no idea what happened, but it's back now. I'm so relieved." <<stress 2>><<gstress>>
<br><br>
<<sydneyOptions>>
<<elseif !$sydneySeen.includes("initiate") and $temple_rank is "initiate">>
<<set $sydneySeen.pushUnique("initiate")>>
Sydney beams at you. "I heard you joined the temple! I was so happy when I found out." <<He>> hugs you over the counter. <<stress -3>><<lstress>><<npcincr Sydney love 1>><<glove>>
<br><br>
<<sydneyOptions>>
<<elseif $englishPlay is "ongoing" and $englishPlayRoles.Sydney isnot "none" and !$englishPlayRoles.SydneyKnown>>
<<set $englishPlayRoles.SydneyKnown to true>>
Sydney waves you over, looking quite excited about something. You quickly approach.
<br><br>
<<if $englishPlayRoles.Player is "none">>
"I signed up for Doren's stage play!
I'll be playing that poor little beggar kid, Jazz... or, Jake?" <<He>> opens <<his>> booklet and takes a quick glance at it. "Cass! That's it!" <<He>> tries to laugh it off. "I won't mess it up, promise."
<br><br>
<<He>> pauses for a moment. "You didn't sign up, did you? That's alright. I hope you'll be there to watch, at least!"
<<else>>
"You're not going to believe it. I signed up for Doren's Christmas stage play, and it looks like we'll be performing together!
<<switch $englishPlayRoles.Sydney>>
<<case "Sterling">>
<<set _playPronoun to (C.npc.Sydney.pronoun is "m" ? "Mr" : "Mrs")>>
Looks like I get to be the villain, that rich kid's sibling!" <<He>> stops for a moment, opening the booklet and quickly shuffling through the pages. "No, that's not right... the parent, _playPronoun Sterling!" <<He>> gives you a nervous smile. "I... need to give it a few more reads..."
<<default>>
I'll be playing that poor little beggar kid, Jazz... or, Jake?" <<He>> opens <<his>> booklet and takes a quick glance at it. "Cass! That's it!" <<He>> tries to laugh it off. "I won't mess it up, promise."
<</switch>>
<br><br>
"Oh! Speaking of which." <<His>> eyes light up. "We should meet up one of these days, so we can practise our lines together! <span class="gold">I'll be in the English classroom after school.</span>"
<</if>>
<br><br>
<<sydneyOptions>>
<<elseif $sydney.glasses is "broken" or $sydney.glasses is "playerbroken">>
Sydney squints through <<his>> broken glasses as you approach, but smiles when <<he>> realises it's you. <<sydneyGreeting>>
<br><br>
<<sydneyOptions>>
<<elseif C.npc.Sydney.love gte 100 and C.npc.Sydney.lust gte 10 and $sydneyromance isnot 1 and !$sydneyFriendZoned>>
Sydney's eyes light up upon seeing you. <<He>> seems nervous about something, and looks away with a blush. <<set _sydneyRomanceConfront to true>> <<sydneyGreeting>>
<br><br>
<<sydneyOptions>>
<<elseif C.npc.Sydney.love gte 40>>
Sydney's eyes light up upon seeing you. <<sydneyGreeting>> <<He>> allows you to step behind the counter with <<him>>. "I can always make time for you."
<br><br>
<<sydneyOptions>>
<<elseif C.npc.Sydney.love gte 10>>
Sydney smiles upon seeing you. <<sydneyGreeting>>
<br><br>
<<sydneyOptions>>
<<else>>
Sydney nods to you. <<sydneyGreeting>>
<br><br>
<<sydneyOptions>>
<</if>>
<<else>>
<<switch random(1, 6)>>
<<case 1>>
Sydney tries to focus on <<his>> work, while also paying attention to you. <<if $sydney.glasses.includes("broken")>> <<His>> <<sydneyGlasses>> seem to be making it difficult.<</if>>
<<case 2>>
Sydney yawns.
<<case 3>>
Sydney stamps through a stack of papers.
<<default>>
/* Say Nothing */
<</switch>>
<br><br>
<<sydneyOptions>>
<</if>>
<</widget>>
<<widget "sydneyOptions">>
<<sydneySchedule>><<run statusCheck("Sydney")>>
<<if $bus is "schoollibrary" or $location is "school">>
<<switch _sydney_location>>
<<case "library">>
<<if ($sydneyScience isnot 1 and $schoolstate is "first") or ["fourth", "fifth"].includes($schoolstate)>>
<<if !$daily.sydney.classWarn>>
<<set $daily.sydney.classWarn to 0>>
<</if>>
<<set $daily.sydney.classWarn++>>
<<else>>
<<run delete $daily.sydney.classWarn>>
<</if>>
<<if $daily.sydney.classWarn gte 3 and !_sydneyStatus.includes("corrupt") and Time.hour isnot 12 and Time.hour.between(9,14)>>
<<He>> shoos you away from the rental counter. "If the <<nnpc_title "Leighton">> catches you skipping class, we'll both be in big trouble!"
<br><br>
<<getouticon>><<link [[Leave|School Library]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<if $daily.sydney.classWarn is 1>>
<<if $schoolstate is "first">>
<<He>> looks up at you. "Classes usually start around now. Aren't you going to be late?"
<<else>>
<<He>> checks the time. "You're going to be late for your next class."
<</if>>
<br><br>
<<elseif $daily.sydney.classWarn is 2>>
<<He>> looks up at you. "Are you... skipping class just to see me?"
<br><br>
<<elseif $daily.sydney.classWarn is 3 and _sydneyStatus.includes("corrupt")>>
<<He>> checks the time. "Screw it, you can stay. Just don't blame me if you get detention."
<br><br>
<</if>>
<<sydneyOptionsTalk>>
<br>
<<bookRentalOptions>>
<br>
You can purchase any school-sanctioned clothing here.
<br>
<<shopicon "clothing">><<link [[Buy clothes|School Library Shop]]>><<handheldon 1>><</link>>
<br><br>
<<getouticon>><<link [[Leave|School Library]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<case "science">>
Sydney's eyes grow wide. "Sh<<if _sydneyStatus.includes("corrupt")>>i<<else>>oo<</if>>t! We're late for science class!" <<He>> begins to pack up <<his>> things. "<<sydneyMum>>'s gonna kill me..."
<br><br>
<<scienceicon>><<link [[Go with Sydney|Science Classroom]]>><<endevent>><<set $daily.sydney.scienceWalk to 1>><</link>>
<br>
<<getouticon>><<link [[Leave|School Library]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<case "class">>
Sydney's eyes grow wide. "Sh<<if _sydneyStatus.includes("corrupt")>>i<<else>>oo<</if>>t! I'm late for class!" <<He>> begins to pack up <<his>> things.
<<if C.npc.Sydney.love gte 10>>
"Sorry, can we finish this later?"
<<else>>
<<He>> <<if $sydneyromance is 1>>blows you a kiss and <</if>>waves you off as <<he>> exits the library.
<</if>>
<br><br>
<<getouticon>><<link [[Leave|School Library]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<case "canteen">>
Sydney stands up, stretching, before placing a small sign on the front of the counter. <span class="blue">"At lunch"</span>.
<br><br>
<<if C.npc.Sydney.love gte 10>>
<<He>> begins gathering some books. "I'm going to get lunch. Would you like to come with me?"
<br><br>
<<foodicon "eat">><<link [[Go with Sydney|Canteen Lunch Sydney]]>><<endevent>><<set $daily.school.lunchEaten to 1>><<set $phase2 to 1>><<npcincr Sydney love 1>><</link>><<glove>>
<br>
<<else>>
<<He>> begins gathering some books. "I'm off to lunch, should only be about fifteen minutes."
<br><br>
<</if>>
<<getouticon>><<link [[Leave|School Library]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<case "temple">>
Sydney stands up, yawning.
<<if $detention gte 1 and $daily.school.detentionAttended isnot 1 and $headnodetention isnot 1 and $pillory.tenant.special.name isnot "Leighton">>
"It's closing time. The <<nnpc_title "Leighton">> said you're not allowed to leave the premises until you serve your detention at the end of the day. Sorry."
<br><br>
<<elseif $sydneySeen.includes("mass") or $sydneySeen.includes("initiate")>>
"It's closing time. I'm off to the temple.<<if $sydneyromance is 1>> Would you... mind walking me there?<<else>> There's plenty to be done, would you like to come with me?<</if>>"
<br><br>
<<wolficon>><<link [[Go with Sydney (0:25)|Temple Sydney Walk]]>><<clotheson>><<pass 25>><<stress -3>><<npcincr Sydney love 1>><</link>><<lstress>><<glove>>
<br>
<<else>>
"It's closing time."
<<if C.npc.Sydney.love gte 20>>
<<He>> begins gathering <<his>> things, but pauses. "I usually go to the temple after school. Would you like to come with me? I bet it'd be good for you!" <<He>> looks to you with a hopeful expression.
<br><br>
<<wolficon>><<link [[Go with Sydney (0:25)|Temple Sydney Walk]]>><<pass 25>><<stress -3>><<npcincr Sydney love 1>><<handheldon 1>><</link>><<lstress>><<glove>>
<br>
<<else>>
<<He>> gathers <<his>> things, and leads the lingering students out of the library.
<br><br>
<</if>>
<</if>>
<<getouticon>><<link [[Leave|School Library]]>><<clotheson>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<case "shop">>
<<if $adultshopgrandopening is true>>
<<set $adultshopopeningsydney to true>>
"It's closing time.
<<if _sydneyStatus.includes("corrupt") or _sydneyStatus.includes("corruptLust")>>
Come on, we're missing the grand opening of the shop!"
<<elseif _sydneyStatus.includes("pure") or _sydneyStatus.includes("pureLust")>>
I'm wanted at the grand opening at the adult shop. Would you like to accompany me? I'd feel less awkward with company."
<<else>>
I'm off to the grand opening at the adult shop. Wanna come along? It might be fun."
<</if>>
<br><br>
<<elkicon>><<link [[Go with Sydney (1:00)|Adult Shop Opening Walk]]>><<pass 10>><<handheldon 1>><</link>>
<br>
<<elseif $sydneySeen.includes("shop")>>
"It's closing time. I'm off to help my <<sydneymum>> with the shop. You can come too, if you want."
<<He>> gathers <<his>> things,<<if $sydneyromance is 1>> kisses you on the cheek,<</if>> and starts to lead any lingering students out of the library.
<br><br>
<<if C.npc.Sydney.love gte 20>>
<<elkicon>><<link [[Walk with Sydney (0:30)|Elk Sydney Walk]]>><<pass 30>><<npcincr Sydney love 1>><<stress -3>><<trauma -3>><</link>><<lstress>><<ltrauma>><<glove>>
<<else>>
<<elkicon>><<link [[Walk with Sydney (0:30)|Elk Sydney Walk]]>><<pass 30>><<npcincr Sydney love 1>><<handheldon 1>><</link>><<glove>>
<</if>>
<br><br>
<<else>>
"It's closing time. I'm off to help my <<sydneymum>> with some work." <<He>> gathers <<his>> things,<<if $sydneyromance is 1>> kisses you on the cheek,<</if>> and starts to lead any lingering students out of the library. <<if $sydneySeen.includes("mass") or $sydneySeen.includes("initiate")>>Once <<he>> exits, you notice that <<hes>> not heading towards the temple, and instead towards Elk Street.<</if>>
<br><br>
<</if>>
<<getouticon>><<link [[Leave|School Library]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<case "rehearsal">>
<<if $englishPlayLate>>
"Sorry to close up early, but I'm off to see if I can get a role for one of the school plays." <<He>> gathers <<his>> things, but pauses for a moment. "Have you thought about taking a role? It might be fun!" <<He>> <<if $sydneyromance is 1>> kisses you on the cheek, and<</if>> heads for the English classroom.
<<elseif $englishPlayRoles.SydneyKnown>>
"Time to close up early. I'll be in the English classroom rehearsing for the play." <<He>> gathers <<his>> things,<<if $sydneyromance is 1>> kisses you on the cheek,<</if>> and heads for the English classroom.
<<else>>
"Sorry to close up early, but I'm off to rehearse for the school play." <<He>> gathers <<his>> things,<<if $sydneyromance is 1>> kisses you on the cheek,<</if>> and heads for the English classroom.
<</if>>
<br><br>
<<getouticon>><<link [[Leave|School Library]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<case "englishPlay">>
<<if $englishPlayRoles.Player isnot "none">>
Sydney suddenly grabs you by the arm. "We're going to miss the stage plays, come on!"
<br><br>
<<walkicon>><<link [[Walk with Sydney (0:15)|English Play Attend]]>><<endevent>><<pass 15>><</link>>
<br>
<<else>>
Sydney stretches and stands. "It's time for me to go perform at the stage play. Would you like to come watch?"
<br><br>
<<walkicon>><<link [[Walk with Sydney (0:15)|English Play Attend]]>><<endevent>><<pass 15>><</link>>
<br>
<<getouticon>><<link [[Leave|School Library]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<default>>
<<getouticon>><<link [[Leave|School Library]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</switch>>
<<elseif $location is "temple">>
<<switch _sydney_location>>
<<case "temple">>
<<switch $sydney_templeWork>>
<<case "pray">>
<<set _sydneyPray to true>>
<<sydneyOptionsTalk>>
<br>
<<prayoptions>>
<<if canGiftFood("Sydney")>>
<<skinicon "give">><<link [[Give Sydney food|Sydney Gifts List]]>><</link>>
<br>
<</if>>
<<if $sydneyChastityKnown and $sydneyromance is 1 and checkSextoysGift("Sydney") and checkIfNPCHasCategorySextoy("Sydney","strap-on").length <= 5>>
<<sextoysicon "strap-on">><<link [[Gift Sydney a strap-on|Gift Strap-on Sydney Temple]]>><</link>>
<</if>>
<br><br>
<<getouticon>><<link [[Leave|Temple]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<case "anguish">>
Sydney stretches. "I need to get ready for tonight's vigil. Wish me luck!" <<if $sydneyromance is 1>><<He>> kisses you on the cheek before leaving.<</if>>
<br><br>
<<link [[Next|Temple]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<default>>
Sydney stretches. "Time to get back to work. I'll be around." <<if $sydneyromance is 1>><<He>> kisses you on the cheek before leaving.<</if>>
<br><br>
<<link [[Next|Temple]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</switch>>
<<case "library">>
Sydney yawns and stretches. "It's about time for school. Care to walk with me?"
<br><br>
<<link [[Walk to school with Sydney (0:10)|Sydney Walk School]]>><<npcincr Sydney love 1>><</link>><<glove>>
<br>
<<link [[Stay|Temple]]>><<endevent>><</link>>
<br>
<<case "home">>
<<if $sydneySeen.includes("parent")>>
<<npc "Sirris" 2>><<person2>>
Someone places a hand on your shoulder, and Sydney's. You turn and see Sirris smiling at you. "Thanks for looking after <<nnpc_him "Sydney">>. It's pretty late, do you need a ride home?"
<br><br>
Sydney sleepily stands up.
<br><br>
<<link [[Go home|Sydney Ride Home]]>><</link>>
<br>
<<link [[Stay|Sydney Ride Home No]]>><</link>>
<br>
<<else>>
Sydney yawns and stretches. "It's time for me to go home. Thanks for keeping me company." <<if $sydneyromance is 1>><<He>> kisses you on the cheek, and leaves the temple.<<else>><<He>> waves you off and leaves the temple.<</if>>
<br><br>
<<link [[Next|Temple]]>><<endevent>><</link>>
<br>
<</if>>
<<case "shop">>
<<if $adultshopgrandopening is true>>
<<set $adultshopopeningsydney to true>>
Sydney stretches.
<br><br>
<<if _sydneyStatus.includes("corrupt") or _sydneyStatus.includes("corruptLust")>>
"Come on, we're missing the grand opening!"
<br><br>
<<elseif _sydneyStatus.includes("pure") or _sydneyStatus.includes("pureLust")>>
"I'm wanted at the grand opening at the adult shop. Would you like to accompany me? I'd feel less awkward with company."
<br><br>
<<else>>
"I'm off to the grand opening at the adult shop. Wanna come along? It might be fun."
<br><br>
<</if>>
<<elkicon>><<link [[Go with Sydney (1:00)|Adult Shop Opening Walk]]>><<pass 10>><</link>>
<br>
<<elseif $sydneySeen.includes("shop")>>
Sydney stretches. "I'm off to <<if $adultshopunlocked is undefined>>help set up<<else>>work at<</if>> the shop... You can come too, if you want." <<He>> gathers <<his>> things<<if $sydneyromance is 1>>, and kisses you on the cheek before leaving<</if>>.
<br><br>
<<if C.npc.Sydney.love gte 20>>
<<elkicon>><<link [[Walk with Sydney (0:30)|Elk Sydney Walk]]>><<pass 30>><<npcincr Sydney love 1>><<stress -3>><<trauma -3>><</link>><<lstress>><<ltrauma>><<glove>>
<<else>>
<<elkicon>><<link [[Walk with Sydney (0:30)|Elk Sydney Walk]]>><<pass 30>><<npcincr Sydney love 1>><</link>><<glove>>
<</if>>
<<else>>
Sydney stretches. "I'm off to help my <<sydneymum>> with some work." <<He>> gathers <<his>> things<<if $sydneyromance is 1>>, and kisses you on the cheek before leaving<</if>>.
<</if>>
<br><br>
<<getouticon>><<link [[Leave|Temple]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<case "englishPlay">>
<<if $englishPlayRoles.Player isnot "none">>
Sydney suddenly grabs you by the arm. "We're going to miss the stage plays, come on!"
<br><br>
<<walkicon>><<link [[Walk with Sydney (0:15)|English Play Attend]]>><<endevent>><<pass 15>><</link>>
<br>
<<else>>
Sydney stretches and stands. "It's time for me to go perform at the stage play. Would you like to come watch?"
<br><br>
<<walkicon>><<link [[Walk with Sydney (0:15)|English Play Attend]]>><<endevent>><<pass 15>><</link>>
<br>
<<getouticon>><<link [[Leave|Temple]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<default>>
Sydney stretches. "Time to get back to work. I'll be around." <<if $sydneyromance is 1>><<He>> kisses you on the cheek before leaving.<</if>>
<br><br>
<<link [[Next|Temple]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</switch>>
<<elseif $location is "adult_shop">>
<<switch _sydney_location>>
<<case "home">>
<<if $sydneySeen.includes("parent")>>
<<npc "Sirris" 2>><<person2>>
Someone places a hand on your shoulder. You look behind and see Sirris. "Hey." <<He>> smiles. "It's pretty late, do you need a ride home?"
<br><br>
Sydney sleepily stands up.
<br><br>
<<ind>><<link [[Go home|Sydney Ride Home]]>><</link>>
<br>
<<ind>><<link [[Stay|Sydney Ride Home No]]>><</link>>
<br>
<</if>>
<<case "englishPlay">>
<<if $englishPlayRoles.Player isnot "none">>
Sydney suddenly grabs you by the arm. "We're going to miss the stage plays, come on!"
<br><br>
<<walkicon>><<link [[Walk with Sydney (0:15)|English Play Attend]]>><<endevent>><<pass 15>><</link>>
<br>
<<else>>
Sydney stretches and stands. "It's time for me to go perform at the stage play. Would you like to come watch?"
<br><br>
<<walkicon>><<link [[Walk with Sydney (0:15)|English Play Attend]]>><<endevent>><<pass 15>><</link>>
<br>
<<getouticon>><<link [[Leave|Adult Shop]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<default>>
<<sydneyOptionsTalk>>
<br>
<<if $sydneyChastityKnown and $sydneyromance is 1 and checkSextoysGift("Sydney") and checkIfNPCHasCategorySextoy("Sydney","strap-on").length <= 5>>
<<sextoysicon "strap-on">><<link [[Gift Sydney a strap-on|Gift Strap-on Sydney Temple]]>><</link>>
<br>
<</if>>
<<getouticon>><<link [[Back|Adult Shop]]>><<endevent>><<set $eventskip to 1>><</link>>
<</switch>>
<</if>>
<</widget>>
<!-- Use this one for when the current location is not a normal location for Sydney to stay, and thus should have no options other than leaving no matter what. -->
<<widget "sydneyOptionsLeave">>
<<sydneySchedule>><<run statusCheck("Sydney")>>
<<switch $bus>>
<<case "rehearsal">><<set $sydneyExit to "Oxford Street">><<set _templeTime to 15>><<set _templeTimePrint to "(0:15)">><<set _elkTime to 10>><<set _elkTimePrint to "(0:10)">>
<<case "cliff">><<set $sydneyExit to "Cliff Street">><<set _templeTime to 10>><<set _templeTimePrint to "(0:10)">><<set _elkTime to 25>><<set _elkTimePrint to "(0:25)">>
<<case "danube">><<set $sydneyExit to "Danube Street">><<set _templeTime to 5>><<set _templeTimePrint to "(0:05)">><<set _elkTime to 15>><<set _elkTimePrint to "(0:15)">>
<<case "nightingale">><<set $sydneyExit to "Nightingale Street">><<set _templeTime to 5>><<set _templeTimePrint to "(0:05)">><<set _elkTime to 5>><<set _elkTimePrint to "(0:05)">>
<<default>><span class="red">ERROR: Bus $bus invalid for Sydney exit. Please report this bug. Passage: $passage</span>
<</switch>>
<<switch _sydney_location>>
<<case "temple">>
<<if $sydneySeen.includes("mass") or $sydneySeen.includes("initiate")>>
"I'm off to the temple.<<if $sydneyromance is 1>> Would you... mind walking me there?<<else>> There's plenty to be done, would you like to come with me?<</if>>"
<br><br>
<<capture _templeTime>>
<<wolficon>><<link [["Go with Sydney " + _templeTimePrint|Temple Sydney Walk]]>><<unset $sydneyExit>><<pass _templeTime>><<stress -3>><<npcincr Sydney love 1>><</link>><<lstress>><<glove>>
<</capture>>
<<else>>
<<if C.npc.Sydney.love gte 20>>
"I usually go to the temple after school. Would you like to come with me? I bet it'd be good for you!" <<He>> looks to you with a hopeful expression.
<br><br>
<<capture _templeTime>>
<<wolficon>><<link [["Go with Sydney " + _templeTimePrint|Temple Sydney Walk]]>><<unset $sydneyExit>><<pass _templeTime>><<stress -3>><<npcincr Sydney love 1>><</link>><<lstress>><<glove>>
<</capture>>
<<else>>
<<He>> waves you off as <<he>> heads towards Wolf Street.
<</if>>
<</if>>
<<case "shop">>
<<if $adultshopgrandopening is true>>
<<set $adultshopopeningsydney to true>>
<<if _sydneyStatus.includes("corrupt") or _sydneyStatus.includes("corruptLust")>>
"Come on, we're missing the grand opening of the shop!"
<<elseif _sydneyStatus.includes("pure") or _sydneyStatus.includes("pureLust")>>
"I'm wanted at the grand opening at the adult shop. Would you like to accompany me? I'd feel less awkward with company."
<<else>>
"I'm off to the grand opening at the adult shop. Wanna come along? It might be fun."
<</if>>
<br><br>
<<set $_noLeave to true>>
<<link [[Go with Sydney (1:00)|Adult Shop Opening Walk]]>><<clotheson>><<unset $sydneyExit>><<pass 10>><</link>>
<<elseif $sydneySeen.includes("shop")>>
"I'm off to help my <<sydneymum>> with the shop. You can come too, if you want."
<br><br>
<<capture _elkTime>>
<<if C.npc.Sydney.love gte 20>>
<<elkicon>><<link [["Walk with Sydney " + _elkTimePrint|Elk Sydney Walk]]>><<unset $sydneyExit>><<pass _elkTime>><<npcincr Sydney love 1>><<stress -3>><<trauma -3>><</link>><<lstress>><<ltrauma>><<glove>>
<<else>>
<<elkicon>><<link [["Walk with Sydney " + _elkTimePrint|Elk Sydney Walk]]>><<unset $sydneyExit>><<pass _elkTime>><<npcincr Sydney love 1>><</link>><<glove>>
<</if>>
<</capture>>
<<else>>
"I'm off to help my <<sydneymum>> with some work." <<He>> <<if $sydneyromance is 1>> kisses you on the cheek,<</if>> and starts to walk towards Elk Street.
<</if>>
<<default>>
Sydney yawns and stretches. "It's time for me to go home. Thanks for sticking with me."
<<He>> <<if $sydneyromance is 1>>kisses you on the cheek, and <</if>>waves you off as <<he>>
<<if $sydneyExit is "Danube Street">>
enters a nearby building. It's on the more modest side for Danube Street.
<<else>>
heads towards Danube Street.
<</if>>
<</switch>>
<br><br>
<<if !$_noLeave>>
<<link [[Leave (0:01)|$sydneyExit]]>><<clotheson>><<unset $sydneyExit>><<endevent>><<pass 1>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<</widget>>
<<widget "sydneyOptionsTalk">>
<<if $bus is "schoollibrary" and $daily.sydney.peek and !$daily.sydney.peekConfront>>
<<ind>><<link [[Confront about changing room|Sydney Peek Confront]]>><<set $daily.sydney.peekConfront to true>><<handheldon 1>><</link>>
<br>
<</if>>
<<if $location is "school" and $sydneySeen.includes("science") and Time.hour is 8 and Time.minute gte 45>>
<<scienceicon>><<link [[Walk to science class with Sydney (0:05)|Science Classroom]]>><<pass 5>><<npcincr Sydney love 1>><<endevent>><<set $daily.sydney.scienceWalk to 1>><</link>><<glove>>
<br>
<</if>>
<<if $location is "adult_shop">> /*Placeholder. Unfinished.*/
<<if C.npc.Sydney.love gte 20>>
<<ind>><<link [[Help with work (0:30)|Sydney Shop Help]]>><<pass 30>><<npcincr Sydney love 1>><<stress -3>><<trauma -3>><<handheldon 1>><</link>><<lstress>><<ltrauma>><<glove>>
<br>
<<else>>
<<ind>><<link [[Help with work (0:30)|Sydney Shop Help]]>><<pass 30>><<npcincr Sydney love 1>><<handheldon 1>><</link>><<glove>>
<br>
<</if>>
<</if>>
<<if $location is "temple" and $temple_spear_mission is 1 and !$sydneySeen.includes("spearMission") and $sydneyromance is 1 and !$spear_vessel>>
<<socialiseicon "ask">><<link [[Ask <<him>> what's on <<his>> mind|Sydney Temple Spear]]>><<handheldon 1>><</link>>
<br>
<</if>>
<<if $location is "school">>
<<if $sydneyChastityRemoveIntro is 1>>
<<socialiseicon>><<link [[Chat (0:15)|Sydney Chastity Remove Intro]]>><<set $sydneyChastityRemoveIntro to 2>><<pass 15>><<handheldon 1>><</link>>
<br>
<<else>>
<<socialiseicon>><<link [[Chat (0:15)|Sydney Chat]]>><<pass 15>><<npcincr Sydney love 1>><<if C.npc.Sydney.love gte 20>><<stress -3>><<trauma -3>><<else>><<stress -2>><</if>><<handheldon 1>><</link>><<lstress>><<if C.npc.Sydney.love gte 20>><<ltrauma>><</if>><<glove>>
<br>
<</if>>
<<if C.npc.Sydney.love gte 10 and ($sydneyFlirt is 1 or $sydneyromance is 1)>>
<<if $sydneyChastityRemoveIntro is 1>>
<<brothelicon>><<link [[Flirt (0:15)|Sydney Chastity Remove Intro]]>><<set $sydneyChastityRemoveIntro to 2>><<pass 15>><</link>>
<br>
<<else>>
<<brothelicon>><<link [[Flirt (0:15)|Sydney Flirt]]>><<pass 15>><<npcincr Sydney purity -1>><<stress -2>><<handheldon 1>><</link>><<promiscuous1>><<lstress>><<lspurity>>
<br>
<</if>>
<</if>>
<<if $sydneyChastityKnown and $sydneyromance is 1 and checkSextoysGift("Sydney") and checkIfNPCHasCategorySextoy("Sydney","strap-on").length <= 5>>
<<sextoysicon "strap-on">><<link [[Gift Sydney a strap-on|Gift Strap-on Sydney Counter]]>><<handheldon 1>><</link>>
<br>
<</if>>
<<if C.npc.Sydney.love gte 10 and $milkshake gte 2>>
<<foodicon "milkshake">><<link [[Offer milkshake (0:15)|Sydney Give Milkshake]]>><<pass 15>><<set $milkshake -= 2>><<npcincr Sydney love 1>><<stress -5>><<handheldon 1>><</link>><<lstress>><<glove>>
<br>
<</if>>
<<if $sydneyromance is 1 and $milkshake gte 1>>
<<foodicon "milkshake">><<link [[Share milkshake (0:15)|Sydney Share Milkshake]]>><<pass 15>><<set $milkshake -= 1>><<npcincr Sydney love 2>><<stress -10>><<handheldon 1>><</link>><<lstress>><<gglove>>
<br>
<</if>>
<<if hasSexStat("promiscuity", 4) and $sydneyromance is 1 and !$daily.sydney.crawl>>
<<schoolicon "library desk">><<link [[Crawl under the counter|Sydney Crawl]]>><<set $daily.sydney.crawl to true>><<handheldon 1>><</link>><<promiscuous4>><<llspurity>><<sydneyWarning corrupt>>
<br>
<</if>>
<<if canGiftFood("Sydney")>>
<<skinicon "give">><<link [[Give Sydney food|Sydney Gifts List]]>><</link>>
<br>
<</if>>
<<set _tf to checkTFparts()>>
<<if !($daily.sydney.tf gte 3)>>
<<if C.npc.Sydney.love gte 10 and ($fox gte 6 or ($transformationParts.fox.tail isnot "hidden" and $transformationParts.fox.tail isnot "disabled")) and _tf.foxTail>>
<<tficon "fox">><<link [[Swish tail (0:10)|Sydney Library Transformation]]>><<pass 10>><<trauma -2>><<npcincr Sydney love 2>><<handheldon 1>><<set $phase to 0>><</link>><<fox>><<ltrauma>><<glove>>
<br>
<<elseif C.npc.Sydney.love gte 10 and ($wolfgirl gte 6 or ($transformationParts.wolf.tail isnot "hidden" and $transformationParts.wolf.tail isnot "disabled"))>>
<<tficon "wolf">><<link [[Nudge (0:10)|Sydney Library Transformation]]>><<pass 10>><<stress -2>><<npcincr Sydney love 2>><<handheldon 1>><<set $phase to 1>><</link>><<wolfgirl>><<lstress>><<glove>>
<br>
<<elseif C.npc.Sydney.love gte 10 and ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled")) and _tf.catEars>>
<<tficon "cat">><<link [[Nuzzle (0:10)|Sydney Library Transformation]]>><<pass 10>><<tiredness -2>><<npcincr Sydney love 2>><<handheldon 1>><<set $phase to 2>><</link>><<cat>><<ltiredness>><<glove>>
<br>
<<elseif C.npc.Sydney.love gte 10 and ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled"))>>
<<birdicon "sing">><<link [[Sing (0:10)|Sydney Library Transformation]]>><<pass 10>><<tiredness -1>><<npcincr Sydney love 2>><<handheldon 1>><<set $phase to 3>><</link>><<harpy>><<ltiredness>><<glove>>
<br>
<<elseif C.npc.Sydney.love gte 10 and ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled")) and _tf.cowEars and _tf.cowHorns>>
<<tficon "cow">><<link [[Gently headbutt (0:10)|Sydney Library Transformation]]>><<pass 10>><<trauma -2>><<npcincr Sydney love 2>><<handheldon 1>><<set $phase to 4>><</link>><<cow>><<ltrauma>><<glove>>
<br>
<</if>>
<</if>>
<<elseif $location is "temple">>
<<set _tf to checkTFparts()>>
<<if !($daily.sydney.tf gte 3)>>
<<if C.npc.Sydney.love gte 10 and ($fox gte 6 or ($transformationParts.fox.tail isnot "hidden" and $transformationParts.fox.tail isnot "disabled")) and _tf.foxTail>>
<<tficon "fox">><<link [[Swish tail (0:10)|Sydney Temple Transformation]]>><<pass 10>><<trauma -2>><<npcincr Sydney love 2>><<handheldon 1>><<set $phase to 0>><</link>><<fox>><<ltrauma>><<glove>>
<br>
<<elseif C.npc.Sydney.love gte 10 and ($wolfgirl gte 6 or ($transformationParts.wolf.tail isnot "hidden" and $transformationParts.wolf.tail isnot "disabled"))>>
<<tficon "wolf">><<link [[Nudge (0:10)|Sydney Temple Transformation]]>><<pass 10>><<stress -2>><<npcincr Sydney love 2>><<handheldon 1>><<set $phase to 1>><</link>><<wolfgirl>><<lstress>><<glove>>
<br>
<<elseif C.npc.Sydney.love gte 10 and ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled"))>>
<<tficon "cat">><<link [[Nuzzle (0:10)|Sydney Temple Transformation]]>><<pass 10>><<tiredness -2>><<npcincr Sydney love 2>><<handheldon 1>><<set $phase to 2>><</link>><<cat>><<ltiredness>><<glove>>
<br>
<<elseif C.npc.Sydney.love gte 10 and ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled"))>>
<<birdicon "sing">><<link [[Sing (0:10)|Sydney Temple Transformation]]>><<pass 10>><<tiredness -1>><<npcincr Sydney love 2>><<handheldon 1>><<set $phase to 3>><</link>><<harpy>><<ltiredness>><<glove>>
<br>
<<elseif C.npc.Sydney.love gte 10 and ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>
<<tficon "cow">><<link [[Gently headbutt (0:10)|Sydney Temple Transformation]]>><<pass 10>><<trauma -2>><<npcincr Sydney love 2>><<handheldon 1>><<set $phase to 4>><</link>><<cow>><<ltrauma>><<glove>>
<br>
<</if>>
<</if>>
<</if>>
<<if ($sydney.glasses is "broken" or $sydney.glasses is "playerbroken") and $money gte 1500 and ($sydneyChatState gte 3 or $sydneyromance is 1)>>
<<if Time.hour gte 21>>
<span class="blue">You can offer Sydney to replace <<his>> glasses when the shopping centre is open.</span>
<br>
<<else>>
<<highicon>><<link [[Offer to replace <<his>> glasses (£15 0:30)|Sydney Walk]]>><<npcincr Sydney love 3>><<handheldon 1>><</link>><<gglove>>
<br>
<</if>>
<<elseif ($sydney.glasses isnot "broken" and $sydney.glasses isnot "playerbroken") and C.npc.Sydney.love gte 30 and !$daily.sydney.walk>>
<<walkicon>><<link [[Ask to go somewhere together|Sydney Walk]]>><<handheldon 1>><</link>>
<br>
<</if>>
<<if _sydneyRomanceConfront>>
<<socialiseicon "ask">><<link [[Ask <<him>> what's wrong|Sydney Romance]]>><<handheldon 1>><</link>>
<br>
<<elseif $sydneyFriendZoned>>
<<loveicon>><<link [["Ask Sydney to be your " + $NPCList[0].pronouns.boy + "friend"|Sydney Romance Accept]]>><<handheldon 1>><</link>>
<br>
<</if>>
<<if $location is "temple" and $sydneyChastityRemoveIntro>>
<<if $sydneyChastityRemoveIntro is 1>>
<<lockicon "unlock">><<link [[Ask <<him>> about removing <<his>> belt (0:15)|Sydney Chastity Remove Intro]]>><<set $sydneyChastityRemoveIntro to 2>><<pass 15>><<handheldon 1>><</link>>
<br>
<<elseif $sydneyChastityRemoveCorrupt and !$sydneySeen.includes("corruptroom")>>
<<socialiseicon "ask">><<link [[Ask about Sydney's plan|Sydney Temple Corrupt]]>><<handheldon 1>><</link>>
<br>
<<elseif $sydneyChastityRemovePure and $templePromised isnot "Sydney" and !$temple_evaluation>>
<<socialiseicon "ask">><<link [[Ask about being promised|Sydney Temple Pure]]>><<handheldon 1>><</link>>
<br>
<<else>>
/* Do Nothing */
<</if>>
<</if>>
<<if $bus is "schoollibrary" and C.npc.Sydney.love gte 50 and $trauma gte ($traumamax / 7) * 3 and !$daily.sydney.breakdown>>
<<ind>><<link [[Break down (0:25)|Sydney Library Break]]>><<pass 25>><<stress -24>><<trauma -12>><<set $daily.sydney.breakdown to true>><<handheldon 1>><</link>><<llstress>><<lltrauma>>
<br>
<</if>>
<</widget>>
<<widget "sydneySexFail">>
<br><span class="lewd"><i>Perhaps Sydney would be more open to sex if you opened <<nnpc_his "Sydney">> mind to impure thoughts, or aroused <<nnpc_him "Sydney">> enough.</i></span><br>
<</widget>>
<<widget "sydneyChastityMessage">>
<<set $sydneyChastityKnown to true>>
<<if $sydneyromance is 1 and C.npc.Sydney.chastity.vagina.includes("chastity") or C.npc.Sydney.chastity.penis.includes("chastity")>>
<<if _sydneyStatus.includes("Lust") and C.npc.Sydney.love gte 90 and C.npc.Sydney.chastity.anus.includes("shield")>>
<span class="lewd"><<He>> looks down to <<his>> chastity belt with resentment.</span>
<<elseif _sydneyStatus.includes("Lust") and C.npc.Sydney.love gte 125 and (C.npc.Sydney.purity gte 80 or C.npc.Sydney.corruption gte 40)>>
<<He>> seems to be on the very edge of falling into sinful lust.
<<if _sydneyStatus.includes("corrupt")>>
"That does it. We need to talk later. <span class="gold">I'm getting this thing off of me, one way or another.</span>"
<<else>>
"I... I can't take it anymore! We need to talk later, <span class="gold">I want this belt off.</span>"
<</if>>
<<set $sydneyChastityRemoveIntro to 1>>
<<else>>
<br><span class="lewd"><i>Sydney might be willing to get <<nnpc_his "Sydney">> chastity device removed for someone completely pure, or if <<nnpc_his "Sydney">> mind was opened to lewdity. A very pure or very corrupt mindset, as well as a large amount of sinful lust, may be the key.</i></span><br>
<</if>>
<</if>>
<</widget>>
<<widget "sydneyLewd">>
<<if !$sydneySeen.includes("lewd")>>
<<set $sydneySeen.pushUnique("lewd")>>
<<if _sydneyStatus.includes("corrupt")>>
"<span class="green">I've been waiting a long time to do something like this with you.</span> I'd never imagine doing it with anyone else."
<<else>>
"<span class="green">I've never done anything like this before.</span> I'm scared." You spend some time reassuring <<him>>, telling <<him>> you'll stop if <<he>> asks. Eventually, <<he>> agrees. "I... I trust you."
<</if>>
<</if>>
<</widget>>
<<widget "sydneyExpose">>
<<if C.npc.Sydney.chastity.penis.includes("chastity") or C.npc.Sydney.chastity.vagina.includes("chastity")>>
<<if $sydneyChastityKnown>>
<<if $npcSub or $combat isnot 1>>You get a glimpse of <<his>> protected <<sydneyGenitals "short">>.<</if>>
<<if $sydneyAnalShieldComment>>
<<unset $sydneyAnalShieldComment>>
<<if _sydneyStatus.includes("corrupt")>>
"<span class="gold">I was able to convince them to remove my anal shield, at least.</span>"
<<else>>
"I... <span class="gold">I got my anal shield removed for you...</span>"
<</if>>
<</if>>
<<else>>
<<set $sydneyChastityKnown to true>>
<<if $npcSub or $combat isnot 1>><span class="lewd">You see a chastity belt protecting <<him>>.</span> <</if>>"I... should have mentioned that. Sorry."
<</if>>
<<else>>
You get an unobstructed view of <<his>> <<sydneyGenitals>>.
<</if>>
<</widget>>
<<widget "sydneyGenitals">>
<<set _text_output to "">>
<<if (C.npc.Sydney.chastity.penis.includes("chastity") or C.npc.Sydney.chastity.vagina.includes("chastity")) and _args[0] isnot 'short' and $sydneyChastityKnown>>
<<set _text_output += "protected ">>
<</if>>
<<if _args[0] isnot 'short' and ((C.npc.Sydney.virginity.penile is true and C.npc.Sydney.gender is "m") or (C.npc.Sydney.virginity.vaginal is true and C.npc.Sydney.gender is "f"))>>
<<set _text_output += "virgin ">>
<</if>>
<<if C.npc.Sydney.gender is "m">>
<<set _text_output += "penis">>
<<else>>
<<set _text_output += "pussy">>
<</if>>
<<print _text_output>><</widget>>
<<widget "sydneySchedule">>
<<if $sydney_location_override and $replayScene>>
<<set _sydney_location to $sydney_location_override>>
<<elseif $daily.sydney.punish is 1>>
<<set _sydney_location to "home">>
<<set _sydney_location_message to "home">>
<<elseif $englishPlay is "ongoing" and $englishPlayDays is 0 and Time.hour gte 17 and Time.hour lt 21>>
<<set _sydney_location to "englishPlay">>
<<elseif Time.weekDay is 1>>
<<set _sydney_location to "temple">>
<<elseif Time.weekDay is 7>>
<<if $adultshopopeningsydney is true and Time.hour lt 21>>
<<set _sydney_location to "shop">>
<<elseif Time.hour gte 6>>
<<set _sydney_location to "temple">>
<<else>>
<<set _sydney_location to "home">>
<</if>>
<<elseif Time.weekDay is 6 and Time.hour gte 16 and Time.hour lt 20>>
<<if $adultshophelped is 1>>
<<set _sydney_location to "temple">>
<<else>>
<<set _sydney_location to "shop">>
<</if>>
<<elseif $sydneySeen isnot undefined and $adultshopunlocked and C.npc.Sydney.corruption gt 10 and Time.hour gte 16 and Time.hour lt 20>>
<<set $_corruption to C.npc.Sydney.corruption>>
<<if $adultshophelped is 1>>
<<set _sydney_location to "temple">>
<<elseif $_corruption gt 10 and Time.weekDay is 4>>
<<set _sydney_location to "shop">>
<<set _sydney_location_message to "shop">>
<<elseif $_corruption gt 20 and Time.weekDay is 5>>
<<set _sydney_location to "shop">>
<<set _sydney_location_message to "shop">>
<<elseif $_corruption gt 30 and Time.weekDay is 3 and $sydney.rank is "initiate">>
<<set _sydney_location to "shop">>
<<set _sydney_location_message to "shop">>
<<elseif $_corruption gt 40 and Time.weekDay is 2 and $sydney.rank is "initiate">>
<<set _sydney_location to "shop">>
<<set _sydney_location_message to "shop">>
<<else>>
<<set _sydney_location to "temple">>
<<set _sydney_location_message to "temple">>
<</if>>
<<elseif !Time.schoolTerm>>
<<if Time.hour gte 6 and Time.hour lte 22>>
<<set _sydney_location to "temple">>
<<else>>
<<set _sydney_location to "home">>
<</if>>
<<elseif Time.schoolDay>>
<<silently>><<schooleffects>><</silently>>
<<if Time.hour lte 5>>
<<set _sydney_location to "home">>
<<elseif Time.hour gte 6 and Time.hour lte 9 and $sydneyLate is 1>>
<<set _sydney_location to "late">>
<<elseif Time.hour is 6>>
<<set _sydney_location to "temple">>
<<elseif Time.hour is 7 or Time.hour is 8 or (Time.hour is 9 and $sydneyScience isnot 1)>>
<<set _sydney_location to "library">>
<<elseif Time.hour is 9>>
<<set _sydney_location to "science">>
<<elseif ["second", "third"].includes($schoolstate)>>
<<set _sydney_location to "class">>
<<elseif $schoolstate is "lunch" and $daily.school.lunchEaten isnot 1 and Time.minute lte 15>>
<<set _sydney_location to "canteen">>
<<elseif $englishPlay is "ongoing" and $schoolstate is "afternoon">>
<<set _sydney_location_message to "rehearsal">>
<<set _sydney_location to "rehearsal">>
<<elseif Time.hour lte 15 or (Time.hour is 16 and Time.minute lte 40)>>
<<if $daily.sydney.templeSkip>>
<<set _sydney_location to "temple">>
<<else>>
<<set _sydney_location to "library">>
<</if>>
<<elseif Time.hour gte 16 and Time.hour lte 22>>
<<set _sydney_location to "temple">>
<<else>>
<<set _sydney_location to "home">>
<</if>>
<<else>>
<<set _sydney_location to "home">>
<</if>>
<<if _sydney_location is "temple">>
<<switch Time.hour>>
<<case 1 2 3 4 5>>
<<set $sydney_templeWork to (Time.weekDay is 1? "sleep" : "pray")>>
<<case 6>>
<<set $sydney_templeWork to "pray">>
<<case 7 8 9 10>>
<<set $sydney_templeWork to "garden">>
<<case 11 12>>
<<set $sydney_templeWork to (Time.weekDay is 1 && $daily.massAttended isnot 1? "mass" : "pray")>>
<<case 13 14 15 16>>
<<set $sydney_templeWork to "pray">>
<<case 17 18 19 20>>
<<set $sydney_templeWork to (Time.weekDay is 1 && V.sydney && V.sydney.rank === "initiate" ? "anguish" : "quarters")>>
<<case 21 22>>
<<set $sydney_templeWork to (Time.weekDay is 1 && V.sydney && V.sydney.rank === "initiate" ? "anguish" : "pray")>>
<<case 23 0>>
<<set $sydney_templeWork to (Time.weekDay is 7? "sleep" : "pray")>>
<<default>>
<<set $sydney_templeWork to "pray">>
<</switch>>
<</if>>
<</widget>>
<<widget "sydneyGreeting">>
<<if !$daily.sydney.greeting>>
<<set $daily.sydney.greeting to true>>
<<if $sydneyromance is 1>>
<<if Time.hour lte 3 or Time.hour gte 18>>
"Good evening, my beloved," <<he>> says before kissing you on the cheek.
<<elseif Time.hour lte 12>>
"Good morning, my beloved," <<he>> says before kissing you on the cheek.
<<else>>
"Good afternoon, my beloved," <<he>> says before kissing you on the cheek.
<</if>>
<<else>>
<<if Time.hour lte 3 or Time.hour gte 18>>
"Good evening," <<he>> says.
<<elseif Time.hour lte 12>>
"Good morning..." <<he>> yawns out.
<<else>>
"Good afternoon," <<he>> says.
<</if>>
<</if>>
<</if>>
<<if $sydneyGlassesNotice>>
<<unset $sydneyGlassesNotice>>
<<He>> seems to have gotten a new pair of glasses.
<</if>>
<</widget>>
<<widget "bookCriminal">>
<<if !$daily.sydney.overdueMessage>>
<<bodywritingExposureCheck>>
<<run statusCheck("Sydney")>>
<<if _bodywriting_exposed gte 1 and ($skin[_bodypart].writing is "Book Criminal >:(" or $skin[_bodypart].writing is "Book Criminal <3")>>
<<if $skin[_bodypart].pen is "tattoo">>
<<if $bookTattoo is undefined>>
<<set $bookTattoo to 1>>
<<He>> sighs, reaching out to you as <<he>> uncaps a red marker. <<He>> freezes, looking at you with incredulity as <<he>> runs <<his>> fingers over the <<tattoo _bodypart>> on your <<bodypart _bodypart>>.
<br><br>
"You... I... it's... permanent? Book... you've..." <<He>> stammers off<<if $bus is "schoollibrary">>, slowly sitting back<</if>>. <<He>> seems unsure of what to do.
<<else>>
Sydney eyes the <<tattoo _bodypart>> on your <<bodypart _bodypart>>. "You're a nut." <<He>> can't help but giggle.
<</if>>
<<else>>
Sydney eyes the <<tattoo _bodypart>> on your <<bodypart _bodypart>>. "I... guess my punishment isn't harsh enough." <<if _sydneyStatus is "corrupt" or _sydneyStatus is "corruptLust">><<He>> looks around before whispering in your ear. "Maybe you'll need to teach me how to punish you properly." <<arousal 500>><<garousal>><<else>><<detention 3>><<gdelinquency>><</if>>
<</if>>
<<elseif $skin.forehead.writing isnot "Book Criminal >:(" and $skin.forehead.writing isnot "Book Criminal <3" and $skin.left_cheek.writing isnot "Book Criminal >:(" and $skin.left_cheek.writing isnot "Book Criminal <3" and $skin.right_cheek.writing isnot "Book Criminal >:(" and $skin.right_cheek.writing isnot "Book Criminal <3">>
<<if $bookCriminal is undefined>>
<<set $bookCriminal to 1>>
<<He>> sighs. "I don't have the authority to punish you, so <<nnpc_Title "Leighton">> Leighton lets me do this instead."
Sydney brandishes a red permanent marker, and pulls you close with surprising strength.
<<else>>
<<if C.npc.Sydney.love lt 10>>
<<He>> suddenly reaches up and pulls your head down to <<his>> level with surprising strength. <<He>> brandishes a marker, removing the cap with <<his>> teeth.
<<elseif $sydneyromance is 1>>
<<He>> lets out an exaggerated sigh, but smiles. "Come here, you." <<He>> reaches for you as <<he>> uncaps a marker.
<<else>>
<<He>> sighs. "You know the rules." <<He>> brandishes a marker, and reaches for you.
<</if>>
<</if>>
<<if $bodywritingLvl is 0>>
<span class="red">You smack the marker away.</span> Sydney pouts at you. <<detention 3>><<gdelinquency>><<npcincr Sydney love -2>><<llove>>
<<else>>
<<if _bodywriting_exposed gte 1 and $skin[_bodypart].special is "Sydney">>
However, <<he>> stops upon seeing the <<tattoo _bodypart>> on your <<bodypart _bodypart>>. <<His>> face begins to turn a bright red. You catch <<him>> looking into your eyes, before looking away again. "B...be more courteous next time, please. You may go."
<<elseif !$skin.forehead.pen>>
<<He>> scribbles something on your forehead, and holds up a small pocket mirror. Your forehead now reads: <<bodywriting_npc_sydney_book forehead "marker">>
<<if $sydneyromance is 1>>
<<He>> finishes with a kiss on your forehead, pulling away with a loud "Mwah!"
<<if C.npc.Kylar.state is "active" and Weather.precipitation isnot "none" and $schoolstate is "lunch" and !$daily.kylar.leightonPunch>>
<br><br>
Kylar stares from across the library. <<gksuspicion>><<npcincr Kylar rage 1>><<set $kylarSeen.pushUnique("sydneyWriting")>>
<</if>>
<</if>>
<<elseif $skin.forehead.pen is "pen" or $skin.forehead.pen is "lipstick" or $skin.forehead.pen is "mud">>
<<if $skin[_bodypart].special is "Kylar">>
<<set _kylarPresent to true>>
<</if>>
<<He>> wipes away your <<tattoo forehead>> on your forehead, and scribbles something of <<his>> own. <<bodywriting_clear forehead>> Your forehead now reads: <<bodywriting_npc_sydney_book forehead "marker">>
<<if $sydneyromance is 1>>
<<He>> finishes with a kiss on your forehead, pulling away with a loud "Mwah!"
<<if C.npc.Kylar.state is "active" and Weather.precipitation isnot "none" and $schoolstate is "lunch" and !$daily.kylar.leightonPunch>>
<br><br>
<<if _kylarPresent>>
Kylar glowers from across the library. <<ggksuspicion>><<npcincr Kylar rage 3>><<set $kylarSeen.pushUnique("sydneyWriting")>>
<<else>>
Kylar stares from across the library. <<gksuspicion>><<npcincr Kylar rage 1>><<set $kylarSeen.pushUnique("sydneyWriting")>>
<</if>>
<</if>>
<</if>>
<<elseif !$skin.left_cheek.pen>>
<<He>> scribbles something on your left cheek, and holds up a small pocket mirror. Your left cheek now reads: <<bodywriting_npc_sydney_book left_cheek "marker">>
<<if $sydneyromance is 1>>
<<He>> finishes with a kiss on your cheek, pulling away with a loud "Mwah!"
<<if C.npc.Kylar.state is "active" and Weather.precipitation isnot "none" and $schoolstate is "lunch" and !$daily.kylar.leightonPunch>>
<br><br>
Kylar stares from across the library. <<gksuspicion>><<npcincr Kylar rage 1>><<set $kylarSeen.pushUnique("sydneyWriting")>>
<</if>>
<</if>>
<<elseif $skin.left_cheek.pen is "pen" or $skin.left_cheek.pen is "lipstick" or $skin.left_cheek.pen is "mud">>
<<if $skin[_bodypart].special is "Kylar">>
<<set _kylarPresent to true>>
<</if>>
<<He>> wipes away your <<tattoo left_cheek>> on your left cheek, and scribbles something of <<his>> own. <<bodywriting_clear left_cheek>> Your left cheek now reads: <<bodywriting_npc_sydney_book left_cheek "marker">>
<<if $sydneyromance is 1>>
<<He>> finishes with a kiss on your cheek, pulling away with a loud "Mwah!"
<<if C.npc.Kylar.state is "active" and Weather.precipitation isnot "none" and $schoolstate is "lunch" and !$daily.kylar.leightonPunch>>
<br><br>
Kylar stares from across the library. <<gksuspicion>><<npcincr Kylar rage 1>><<set $kylarSeen.pushUnique("sydneyWriting")>>
<</if>>
<</if>>
<<elseif !$skin.right_cheek.pen>>
<<He>> scribbles something on your right cheek, and holds up a small pocket mirror. Your right cheek now reads: <<bodywriting_npc_sydney_book right_cheek "marker">>
<<if $sydneyromance is 1>>
<<He>> finishes with a kiss on your cheek, pulling away with a loud "Mwah!"
<<if C.npc.Kylar.state is "active" and Weather.precipitation isnot "none" and $schoolstate is "lunch" and !$daily.kylar.leightonPunch>>
<br><br>
<<if _kylarPresent>>
Kylar glowers from across the library. <<ggksuspicion>><<npcincr Kylar rage 3>><<set $kylarSeen.pushUnique("sydneyWriting")>>
<<else>>
Kylar stares from across the library. <<gksuspicion>><<npcincr Kylar rage 1>><<set $kylarSeen.pushUnique("sydneyWriting")>>
<</if>>
<</if>>
<</if>>
<<elseif $skin.right_cheek.pen is "pen" or $skin.right_cheek.pen is "lipstick" or $skin.right_cheek.pen is "mud">>
<<if $skin[_bodypart].special is "Kylar">>
<<set _kylarPresent to true>>
<</if>>
<<He>> wipes away your <<tattoo right_cheek>> on your right cheek, and scribbles something of <<his>> own. <<bodywriting_clear right_cheek>> Your right cheek now reads: <<bodywriting_npc_sydney_book right_cheek "marker">>
<<if $sydneyromance is 1>>
<<He>> finishes with a kiss on your cheek, pulling away with a loud "Mwah!"
<<if C.npc.Kylar.state is "active" and Weather.precipitation isnot "none" and $schoolstate is "lunch" and !$daily.kylar.leightonPunch>>
<br><br>
<<if _kylarPresent>>
Kylar glowers from across the library. <<ggksuspicion>><<npcincr Kylar rage 3>><<set $kylarSeen.pushUnique("sydneyWriting")>>
<<else>>
Kylar stares from across the library. <<gksuspicion>><<npcincr Kylar rage 1>><<set $kylarSeen.pushUnique("sydneyWriting")>>
<</if>>
<</if>>
<</if>>
<<else>>
<<if $SydneyFace is undefined>>
<<set $SydneyFace to 1>>
<<He>> wipes at your <<tattoo forehead>> on your forehead and frowns. <<His>> face turns to bewilderment as <<he>> wipes at your <<tattoo left_cheek>> on your left cheek, and then your <<tattoo right_cheek>> on your right cheek. "Are these all permanent? Really?" <<He>> stares for a moment longer, before sighing and recapping the marker. "Fine, you get off easy this time."
<<else>>
<<He>> stares for a moment, glaring at your living canvas of a face. <<He>> pouts and relents. <<detention 3>><<gdelinquency>><<npcincr Sydney love -2>><<llove>>
<</if>>
<</if>>
<</if>>
<<else>>
<</if>>
<</if>>
<</widget>>
<<widget "sydneyBodywritingLocation">>
<<run statusCheck("Sydney")>>
<<set _targets to []>>
<<set _targets.pushUnique("forehead")>>
<<if !$worn.face.type.includes("mask")>>
<<set _targets.pushUnique("left_cheek")>>
<<set _targets.pushUnique("right_cheek")>>
<</if>>
<<set _targets.pushUnique("left_shoulder")>>
<<set _targets.pushUnique("right_shoulder")>>
<<if _sydneyStatus.includes("corrupt")>>
<<if $worn.upper.exposed gte 2 and ($worn.under_upper.exposed gte 1 or $worn.under_upper.open is 1)>>
<<set _targets.pushUnique("breasts")>>
<<set _targets.pushUnique("back")>>
<</if>>
<<if ($worn.lower.exposed gte 2 or $worn.lower.anus_exposed gte 1) and ($worn.under_lower.exposed gte 1 or !$worn.under_lower.type.includes("covered"))>>
<<set _targets.pushUnique("left_bottom")>>
<<set _targets.pushUnique("right_bottom")>>
<</if>>
<<if $worn.lower.exposed gte 1 and ($worn.under_lower.exposed gte 1 or !$worn.under_lower.type.includes("covered"))>>
<<set _targets.pushUnique("pubic")>>
<</if>>
<<if $worn.lower.vagina_exposed gte 1 and !$worn.under_lower.type.includes("covered")>>
<<set _targets.pushUnique("left_thigh")>>
<<set _targets.pushUnique("right_thigh")>>
<</if>>
<</if>>
<<set _targets to _targets.filter( target => !$skin[target].writing )>>
<<if _targets.length gt 0>>
<<rng 0 _targets.length-1>>
<<set _bodypart to _targets[$rng]>>
<<else>>
<<set _writingFail to 1>>
<</if>>
<</widget>>
<<widget "sydneyBodywriting">>
<<if _args[0]>>
<<add_bodywriting _bodypart _args[0] "marker">>
<<bodywriting_finalisation _bodypart>>
<</if>>
<</widget>>
<<widget "sydneymum">><<silently>>
<<if C.npc.Sirris.pronoun is "m">>
<<set _text_output to "dad">>
<<else>>
<<set _text_output to "mum">>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "sydneyMum">><<silently>>
<<sydneymum>><<capitalise>>
<</silently>><<print _text_output>><</widget>>
<<widget "sydneymother">><<silently>>
<<if C.npc.Sirris.pronoun is "m">>
<<set _text_output to "father">>
<<else>>
<<set _text_output to "mother">>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "sydneyMother">><<silently>>
<<sydneymother>><<capitalise>>
<</silently>><<print _text_output>><</widget>>
<<widget "sydneyOtherParent">><<silently>>
<<if C.npc.Sirris.pronoun is "m">>
<<set _text_output to "mother">>
<<else>>
<<set _text_output to "father">>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "sydneyOtherParentGender">><<silently>>
<<if C.npc.Sirris.pronoun is "m">>
<<set _text_output to "woman">>
<<else>>
<<set _text_output to "man">>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "sydneyGlasses">><<silently>>
<<switch $sydney.glasses>>
<<case "glasses" "playerbought">>
<<set _text_output to "glasses">>
<<case "broken" "playerbroken">>
<<set _text_output to "broken glasses">>
<<case "contacts">>
<<set _text_output to "contacts">>
<<default>>
<<set _text_output to "glasses">>
<</switch>>
<</silently>><<print _text_output>><</widget>>
<<widget "sydneySwimwear">><<silently>>
<<switch $sydney.swim>>
<<case "school">>
<<if $pronoun is "m">>
<<set _text_output to "school swim trunks and swim shirt">>
<<else>>
<<set _text_output to "school swimsuit">>
<</if>>
<<case "normal">>
<<if $pronoun is "m">>
<<set _text_output to "board shorts">>
<<else>>
<<set _text_output to "bikini">>
<</if>>
<<case "lewd">>
<<if $pronoun is "m">>
<<set _text_output to "speedo">>
<<else>>
<<set _text_output to "microkini">>
<</if>>
<<case "crossdress">>
<<if $pronoun is "m">>
<<set _text_output to "bikini">>
<<else>>
<<set _text_output to "board shorts">>
<</if>>
<</switch>>
<</silently>><<print _text_output>><</widget>>
<<widget "sydneySirrisResemble">>
<<if !$sydneySeen.includes("parent") and C.npc.Sydney.love gte 50>>
<<set $sydneySeen.pushUnique("parent")>>
It wasn't apparent to you at first, <span class="blue">but you can't help but notice the striking resemblance between the two.</span> Not just in the way they look, but in the way they carry themselves as well.
<</if>>
<</widget>>
<<widget "sydneyBeachGender">><<silently>>
<<if C.npc.Sydney.pronoun is "m">>
<<set _text_output to ($sydney.swim is "crossdress" ? "girl" : "dude")>>
<<else>>
<<set _text_output to ($sydney.swim is "crossdress" ? "dude" : "girl")>>
<</if>>
<</silently>><<print _text_output>><</widget>>
<<widget "sydneyFinish">>
<<if (($penisfucked is 1 and ($penisstate isnot "otheranus" or $temple_rank isnot undefined)) or $vaginafucked is 1 or $anusfucked is 1) and !$prayerRoom and $templePromised isnot "Sydney">>
<br>
"We... might be in trouble. We were careless."
<</if>>
<<if $orgasmcurrent is 0>>
<br>
<<if playerChastity()>>
<<He>> looks down at your $worn.genitals.name.
<<if _sydneyStatus.includes("corrupt")>>
"You didn't cum. I'm not sure how much I can do with your<<if $worn.genitals.name is "chastity parasite">>... device<<else>> $worn.genitals.name<</if>> in the way<<if $sydneyChastityKnown>>, I'm not used to working around it. That's what I <<if _sydneyChastity>>have<<else>>had<</if>> you for, after all! Sorry, though<</if>>."
<<else>>
"You... did it feel good? I don't know if I can do anything with your<<if $worn.genitals.name is "chastity parasite">>... device<<else>> $worn.genitals.name<</if>> in the way, I'm not as good at this as you are..."
<</if>>
You nod at <<him>> and tell <<him>> that it's okay.
<<else>>
<<He>> looks down at you,
<<switch _sydneyStatus>>
<<case "pure" "neutral">>
frowning. "You... you made me feel... really good, but it doesn't look like you felt good." <<He>> takes a deep breath. "I want to try."
<<case "pureLust" "neutralLust">>
blushing. "You made me feel good. I need to make you feel good, too. Let me try." <<He>> looks determined, and you can tell <<hes>> still pent up.
<<case "corrupt">>
smiling. "You made me a hot mess, and you didn't even get to cum. That's hardly fair."
<<case "corruptLust">>
and places a hand on your throat. <<He>> doesn't apply much pressure. "You didn't cum. Not fair. I'll squeeze it out of you if I have to."
<</switch>>
<br>
<<if $penisfucked is 1>>
<<He>> slowly drops down on you, taking your entire length again.
<<arousal 2500 "genitals">>
<<if $arousal gte $arousalmax>>
<<orgasm>>Sydney looks proud of <<himself>> as <<he>> gets off of you. <<npcincr Sydney purity -5>><<llspurity>><<set $sydneySeen.pushUnique("player climax")>>
<<else>>
<<He>> grabs your shoulders and begins to ride you. <<His>> pace quickly increases.
<<if _sydneyStatus.includes("corrupt")>>
<<He>> refuses to slow down, and buries <<his>> head in your shoulder as <<he>> nears a second climax.
<<set $arousal to 10000>>
<<if $arousal gte $arousalmax>><<orgasm>><</if>>
<<He>> kisses you as you both shudder. <<takeKissVirginity "Sydney" `($sydneyromance is 1?"loveInterest":"romantic")`>><<npcincr Sydney purity -5>><<llspurity>><<set $sydneySeen.pushUnique("player climax")>>
<br>
<<if _npcKissVirginTemp>>
<<He>> pulls away and gasps. "That was my first kiss. I guess we did it in a weird order, huh?"
<</if>>
<<else>>
<<His>> riding quickly gets weaker, and <<he>> seems to be drained.
<<arousal 4000 "genitals">>
<<if $arousal gte $arousalmax>>
<<orgasm>>Sydney breathes heavily. "I... I did it? I did it!" <<He>> hugs you, with you still inside <<him>>. <<npcincr Sydney purity -5>><<llspurity>><<set $sydneySeen.pushUnique("player climax")>>
<<else>>
<<He>> whimpers. "Sorry."
<br>
"You're determined," you tell <<him>>. "You just need more practice."
<</if>>
<</if>>
<</if>>
<<elseif $vaginafucked is 1 or $anusfucked is 1>>
<<He>> slowly thrusts into you again.
<<arousal 2500 "genitals">>
<<if $arousal gte $arousalmax>>
<<orgasm>>Sydney looks proud of <<himself>> as <<he>> pulls out of you. <<npcincr Sydney purity -2>><<lspurity>><<set $sydneySeen.pushUnique("player climax")>>
<<else>>
<<He>> grabs your shoulders and begins to thrust. <<His>> pace quickly increases.
<<if _sydneyStatus.includes("corrupt")>>
<<He>> refuses to slow down, and buries <<his>> head in your shoulder as <<he>> nears a second climax.
<<set $arousal to 10000>>
<<if $arousal gte $arousalmax>><<orgasm>><</if>>
<<He>> kisses you as you both shudder. <<takeKissVirginity "Sydney" `($sydneyromance is 1?"loveInterest":"romantic")`>><<npcincr Sydney purity -5>><<llspurity>><<set $sydneySeen.pushUnique("player climax")>>
<br>
<<if _npcKissVirginTemp>>
<<He>> pulls away and gasps. "That was my first kiss. I guess we did it in a weird order, huh?"
<</if>>
<<else>>
<<His>> thrusting quickly gets weaker, and <<he>> seems to be drained.
<<arousal 4000 "genitals">>
<<if $arousal gte $arousalmax>>
<<orgasm>>Sydney breathes heavily. "I... I did it? I did it!" <<He>> hugs you while still inside you. <<npcincr Sydney purity -2>><<lspurity>><<set $sydneySeen.pushUnique("player climax")>>
<<else>>
<<He>> whimpers. "Sorry."
<br>
"You're determined," you tell <<him>>. "You just need more practice."
<</if>>
<</if>>
<</if>>
<<else>>
<<He>> lowers <<himself>> down to your <<genitals>>.
<<if $player.penisExist>>
<<set $penisuse to 0>>
<</if>>
<<switch _sydneyStatus>>
<<case "pure" "neutral">>
<<He>> looks up at you, with a hint of fear in <<his>> eyes.
<<if $player.penisExist>>
<<He>> gently takes your penis in <<his>> hand, and licks the tip.
<<arousal 2500 "genitals">>
<<if $arousal gte $arousalmax>>
<<orgasm>>"I did it!" <<he>> exclaims before covering <<his>> mouth. <<npcincr Sydney purity -2>><<lspurity>><<set $sydneySeen.pushUnique("player climax")>>
<<else>>
<br>
<<He>> continues licking for a bit longer, but slows down and loses confidence. "Sorry," <<he>> whispers.
<br>
"You're determined," you tell <<him>>. "You just need more practice."
<</if>>
<<else>>
<<He>> gives your clit a gentle rub, and licks it.
<<arousal 2500 "genitals">>
<<if $arousal gte $arousalmax>>
<<orgasm>>"I did it!" <<he>> exclaims with joy before covering <<his>> mouth. <<npcincr Sydney purity -2>><<lspurity>><<set $sydneySeen.pushUnique("player climax")>>
<<else>>
<<He>> continues licking for a bit longer, but slows down and loses confidence. "Sorry," <<he>> whispers.
<br>
"You're determined," you tell <<him>>. "You just need more practice."
<</if>>
<</if>>
<<case "pureLust" "neutralLust">>
<<He>> looks up at you, and takes a deep breath. "I can... I can do this..."
<<if $player.penisExist>>
<<He>> gently takes your penis in <<his>> hand, and licks the tip.
<<arousal 2500 "genitals">>
<<if $arousal gte $arousalmax>>
<<orgasm>>"I did it!" <<he>> exclaims with joy before covering <<his>> mouth. <<npcincr Sydney purity -2>><<lspurity>><<set $sydneySeen.pushUnique("player climax")>>
<<else>>
<<set $NPCList[$npcrow[$npc.indexOf('Sydney')]].mouth to "penis">>
Without warning, <<he>> begins to take you into <<his>> mouth. <<set $penisuse to "othermouth">><<set $penisstate to "othermouth">><<takeNPCVirginity "Sydney" "oral">>
<br>
<<He>> bobs <<his>> head up and down, gradually increasing in speed.
<<set $arousal to 10000>>
<<if $arousal gte $arousalmax>><<orgasm>><</if>>
<<He>> pulls away and gasps. "Th-thank you for letting me do that." <<npcincr Sydney purity -5>><<llspurity>><<set $sydneySeen.pushUnique("player climax")>>
<</if>>
<<else>>
<<He>> gently rubs your clit, and licks it.
<<arousal 2500 "genitals">>
<<if $arousal gte $arousalmax>>
<<orgasm>>"I did it!" <<he>> exclaims with joy before covering <<his>> mouth. <<npcincr Sydney purity -2>><<lspurity>><<set $sydneySeen.pushUnique("player climax")>>
<<else>>
<<He>> increases in speed, determined to make you cum.
<<set $arousal to 10000>>
<<if $arousal gte $arousalmax>><<orgasm>><</if>>
<<He>> pulls away and gasps. "Th-thank you for letting me do that." <<npcincr Sydney purity -2>><<lspurity>>
<</if>>
<</if>>
<<case "corrupt" "corruptLust">>
<<He>> looks up at you, flashing a wicked smile at you.
<<if $player.penisExist>>
<<set $NPCList[$npcrow[$npc.indexOf('Sydney')]].mouth to "penis">>
<<He>> gently takes your penis in <<his>> hand, and takes it into <<his>> mouth without warning. <<set $penisuse to "othermouth">><<set $penisstate to "othermouth">><<takeNPCVirginity "Sydney" "oral">>
<<arousal 5000 "genitals">>
<<if $arousal gte $arousalmax>>
<<orgasm>>"That didn't take much," <<he>> teases. <<npcincr Sydney purity -2>><<lspurity>><<set $sydneySeen.pushUnique("player climax")>>
<<else>>
<<He>> begins to shake <<his>> head and pulls you forward, taking your entire length.
<<set $arousal to 10000>>
<<if $arousal gte $arousalmax>><<orgasm>><</if>>
<<He>> pulls away and gasps. "Yummy." <<npcincr Sydney purity -5>><<llspurity>><<set $sydneySeen.pushUnique("player climax")>>
<</if>>
<<else>>
<<He>> gently rubs your clit, and licks it. Without warning, <<he>> plunges <<his>> tongue in.
<<arousal 5000 "genitals">>
<<if $arousal gte $arousalmax>>
<<orgasm>>"That didn't take long," <<he>> teases. <<npcincr Sydney purity -2>><<lspurity>><<set $sydneySeen.pushUnique("player climax")>>
<<else>>
<<He>> increases in speed, determined to make you cum.
<<set $arousal to 10000>>
<<if $arousal gte $arousalmax>><<orgasm>><</if>>
<<He>> pulls away and gasps. "Yummy." <<npcincr Sydney purity -2>><<lspurity>><<set $sydneySeen.pushUnique("player climax")>>
<</if>>
<</if>>
<</switch>>
<</if>>
<</if>>
<br>
<</if>>
<</widget>>
<<widget "passouttempleSydney">>
You've pushed yourself too much. You hear someone yell your name as you black out.
<br><br>
<<passout>>
<<link [[Next|Temple Sydney Rescue]]>><</link>>
<br>
<<pass 1 hour>>
<<trauma 6>><<set $stress -= 2000>>
<</widget>>
<<widget "defileSacredGround">>
<<set $defileSacredGroundStore to {
playerVirginity: clone($player.virginity),
sydneyVirginity: clone(C.npc.Sydney.virginity),
angel: $angel,
angelbuild: $angelbuild,
fallenangel: $fallenangel,
demon: $demon,
transformationPartsAngel: clone($transformationParts.angel),
transformationPartsFallenAngel: clone($transformationParts.fallenAngel),
transformationPartsDemon: clone($transformationParts.demon),
purity: $purity,
trauma: $trauma,
}>>
<</widget>>
<<widget "prayerRoomEnd">>
<<set $player.virginity to clone($defileSacredGroundStore.playerVirginity)>>
<<set C.npc.Sydney.virginity to clone($defileSacredGroundStore.sydneyVirginity)>>
<<set $angel to $defileSacredGroundStore.angel>>
<<set $angelbuild to $defileSacredGroundStore.angelbuild>>
<<set $fallenangel to $defileSacredGroundStore.fallenangel>>
<<if $defileSacredGroundStore.demon isnot undefined>><<set $demon to $defileSacredGroundStore.demon>><</if>>
<<if $defileSacredGroundStore.transformationParts>>
/* For older saves that were restored incorrectly */
<<set $transformationParts to clone($defileSacredGroundStore.transformationParts)>>
<<validateTransformations>>
<<else>>
<<set $transformationParts.angel to clone($defileSacredGroundStore.transformationPartsAngel)>>
<<set $transformationParts.fallenAngel to clone($defileSacredGroundStore.transformationPartsFallenAngel)>>
<<set $transformationParts.demon to clone($defileSacredGroundStore.transformationPartsDemon)>>
<</if>>
<<set $purity to $defileSacredGroundStore.purity>>
<<set $trauma to $defileSacredGroundStore.trauma>>
<<unset $defileSacredGroundStore>>
<<endcombat>> /* legacy support for saves updated mid combat */
<<npc "Sydney">><<person1>>
<</widget>>
<<widget "sydneyTortureOptions">>
<span class="lewd">The incense fumes and vibrations make you feel warm.</span> <<hallucinogen 10>><<arousal 1000>><<set $sydneyArousal += 1>><<garousal>><<gsarousal>>
<br>
<<if $sydneyPain lte 0>>
<<set $sydneyPain to 0>>
<</if>>
<<if $sydneyArousal lte 0>>
<<set $sydneyArousal to 0>>
<</if>>
<<set $punishmentTimer -= 1>>
<<if $stress gte $stressmax>>
<<passout>>
You feel yourself slipping away. The last thing you see before losing consciousness is Sydney's face, becoming more and more panicked as your vision fades. <<trauma 100>><<gggtrauma>>
<br><br>
<<link [[Everything fades to black...|Ambulance Sydney]]>><<pain -8>><<set $arousal -= 2000>><<endevent>><<pass 1 hour>><</link>>
<br>
<<elseif $punishmentTimer lte 0>>
<<person2>>The <<priest>> holds up <<his>> hand. "Enough." The <<monks>> stop, and snuff the incense burners. <<He>> slowly approaches you, and raises <<his>> hand, causing both you and Sydney to flinch in fear.
<br><br>
The strike never comes. Instead, you hear metal clattering to the ground. "Congratulations, my children," <<he>> says. "You have endured lust and wrath, showing your bond to be stronger than both. <span class="green">You are pure once more.</span>" Your bindings are all released. A <<monk>> steps behind you and unties your gags. <<He>> also removes your collars. <<tearful>> you and Sydney remain clinging to each other, supporting each other to a standing position. Your knees tremble.
<br><br>
"A warning," the <<priest>> continues. "Breathe not a word of this to anyone. Not your friends. Not Jordan. Not your parents, should you be so blessed. I'd hate to consider you impure again."
<br><br>
The <<monks>> present you your neatly folded clothing.
<<if $player.virginity.penile isnot true or $player.virginity.vaginal isnot true>>
<<if $templePromised is "Sydney">>
You've gained the <span class="blue">Rite of Promise: Sydney</span> trait.
<<else>>
You've gained the <span class="blue">Chastity Vow</span> trait.
<</if>>
<</if>>
<br><br>
<<link [[Next|Sydney Temple Punish End]]>><</link>>
<br>
<<elseif $pain gte 100 and $willpowerpain is 0>>
<span class="red">The pain is too much.</span> You buckle and collapse, tumbling over with Sydney.
<br><br>
<<sydneyTortureFail>>
<<elseif $arousal gte $arousalmax>>
<span class="red">It's too much.</span>
<<orgasm>>
<<sydneyTortureFail>>
<<elseif $sydneyPain gte 6>>
<span class="red">Sydney lets out a blood-curdling cry through <<nnpc_his "Sydney">> gag.</span>
<br><br>
<<sydneyTortureFail>>
<<elseif $sydneyArousal gte 6>>
<span class="red">Sydney moans and shudders against you as <<nnpc_hes "Sydney">> forced to climax.</span> <<npcincr Sydney lust -1>><<npcincr Sydney purity -2>><<lslust>><<lspurity>>
<br><br>
<<sydneyTortureFail>>
<<else>>
Sydney looks
<<switch $sydneyPain>>
<<case 0>><span class="green">unharmed</span>
<<case 1>><span class="teal">uncomfortable</span>
<<case 2>><span class="lblue">stung</span>
<<case 3>><span class="blue">pained</span>
<<case 4>><span class="purple">hurt</span>
<<case 5>><span class="pink">like <<nnpc_he "Sydney">> can't take much more pain,</span>
<</switch>>
and
<<switch $sydneyArousal>>
<<case 0>><span class="green">calm.</span>
<<case 1>><span class="teal">stimulated.</span>
<<case 2>><span class="lblue">aroused.</span>
<<case 3>><span class="blue">horny.</span>
<<case 4>><span class="purple"><<nnpc_his "Sydney">> face is flushed with arousal.</span>
<<case 5>><span class="pink">like <<nnpc_hes "Sydney">> on the edge of climax.</span>
<</switch>>
<br>
<span class="red">
<<person2>>
<<switch $priestAction>>
<<case undefined>>
The <<priest>> prepares to whip you.
<<set $priestAction to "Player">>
<<case "Player">>
<<switch random(1, 3)>>
<<case 1>>
The <<priest>> prepares to whip you again.
<<case 2>>
The <<priest>> moves to whip Sydney.
<<set $priestAction to "Sydney">>
<<case 3>>
The <<priest>> begins to turn up the intensity of the vibrations.
<<set $priestAction to "Vibrate">>
<</switch>>
<<case "Sydney">>
<<switch random(1, 3)>>
<<case 1>>
The <<priest>> moves to whip you.
<<set $priestAction to "Player">>
<<case 2>>
The <<priest>> prepares to whip Sydney again.
<<case 3>>
The <<priest>> begins to turn up the intensity of the vibrations.
<<set $priestAction to "Vibrate">>
<</switch>>
<<case "Vibrate">>
<<switch random(1, 3)>>
<<case 1>>
The <<priest>> moves to whip you.
<<set $priestAction to "Player">>
<<case 2>>
The <<priest>> moves to whip Sydney.
<<set $priestAction to "Sydney">>
<<case 3>>
The <<priest>> maintains the increased vibrations.
<</switch>>
<</switch>>
</span>
<br><br>
<<if $sydneyHold lte 4>>
<<link [[Hold Sydney tighter|Sydney Temple Punish Hold]]>><<set $sydneyHold += 1>><<pain -3>><<set $sydneyPain -= 1>><</link>><<lpain>><<gspain>>
<br>
<</if>>
<<if $sydneyStop lte 4>>
<<link [[Stop belts from vibrating|Sydney Temple Punish Belt]]>><<set $sydneyStop += 1>><<set $sydneyArousal -= 2>><<arousal -2500>><</link>><<llarousal>><<llsarousal>>
<br>
<</if>>
<<if $sydneyHit lte 3 and $priestAction is "Sydney">>
<<link [[Block the hit|Sydney Temple Punish Hit]]>><<def 1>><<set $sydneyHit += 1>><<arousal -3000>><<violence_noncombat 30 0.3>><</link>><<llarousal>><<gpain>><<lspain>>
<br>
<</if>>
<<if $sydneyPlead lte 3 and $priestAction is "Player">>
<<link [[Plead|Sydney Temple Punish Plead]]>><<sub 1>><<set $sydneyPlead += 1>><<arousal 2000>><<pain -5>><</link>><<garousal>><<llpain>>
<br>
<</if>>
<<switch $sydneyTouch>>
<<case 0>>
<<link [[Grope Sydney|Sydney Temple Punish Touch]]>><<set $sydneyTouch += 1>><<arousal 1500>><<set $sydneyPain -= 4>><</link>><<garousal>><<gsarousal>><<lllspain>><<promiscuous1>>
<br>
<<case 1>>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Grope Sydney|Sydney Temple Punish Touch]]>><<set $sydneyTouch += 1>><<arousal 1500>><<set $sydneyPain -= 4>><</link>><<garousal>><<gsarousal>><<lllspain>><<promiscuous2>>
<br>
<</if>>
<<case 2>>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Grope Sydney|Sydney Temple Punish Touch]]>><<set $sydneyTouch += 1>><<arousal 1500>><<set $sydneyPain -= 4>><</link>><<garousal>><<gsarousal>><<lllspain>><<promiscuous3>>
<br>
<</if>>
<<case 3>>
<<if hasSexStat("promiscuity", 4)>>
<<link [[Grope Sydney|Sydney Temple Punish Touch]]>><<set $sydneyTouch += 1>><<arousal 1500>><<set $sydneyPain -= 4>><</link>><<garousal>><<gsarousal>><<lllspain>><<promiscuous4>>
<br>
<</if>>
<<case 4>>
<<if hasSexStat("promiscuity", 5)>>
<<link [[Grope Sydney|Sydney Temple Punish Touch]]>><<set $sydneyTouch += 1>><<arousal 1500>><<set $sydneyPain -= 4>><</link>><<garousal>><<gsarousal>><<lllspain>><<promiscuous5>>
<br>
<</if>>
<<default>>
<span class="red">You can't risk arousing Sydney any more intensely.</span>
<</switch>>
<br>
<<link [[Close your eyes|Sydney Temple Punish Close]]>><<arousal 3000>><<pain -3>><</link>><<ggarousal>><<lpain>>
<br>
<</if>>
<</widget>>
<<widget "priestAttack">>
<<switch $priestAction>>
<<case "Player">>
<<if $sydneyPain lte 3 and ($pain gte 50 or $sydneyArousal gte 4)>>
The <<person2>><<priest>> brings <<his>> whip down, but Sydney suddenly shifts <<person1>><<his>> weight and throws <<his>> body in the way, <span class="green">taking the hit for you.</span> <<He>> cries out in agony. <<set $sydneyPain += 2>><<set $sydneyArousal -= 1>><<ggspain>><<lsarousal>>
<<else>>
The <<person2>><<priest>> brings <<his>> whip down on you, causing you to scream into your gag.
<<if $pain gte 60>>
Sydney cries out, shaking <<his>> head and giving pleading eyes to the <<person2>><<priest>>.
<<else>>
Sydney glares at <<person2>><<him>>.
<</if>>
<<violence_noncombat 30 0.3>><<gpain>>
<</if>>
<<case "Sydney">>
<<if !_blocked>>
The <<person2>><<priest>> brings <<his>> whip down, striking Sydney.
<<if $sydneyPain gte 3>>
<<person1>><<He>> cries out into <<his>> gag.
<<else>>
<<person1>><<He>> holds back <<his>> cries.
<</if>>
<<set $sydneyPain += 2>><<set $sydneyArousal -= 1>><<ggspain>><<lsarousal>>
<</if>>
<<case "Vibrate">>
The vibrations get more intense.
<<if $sydneyArousal gte 3>>
Sydney moans into your shoulder.
<<else>>
Sydney stifles gasps and moans.
<</if>>
<<arousal 2000>><<set $sydneyArousal += 1>><<garousal>><<gsarousal>>
<</switch>>
<</widget>>
<<widget "sydneyTortureFail">>
<<set $punishmentCounter += 1>>
<<person2>>The <<priest>> holds up <<his>> hand. "Cease." The <<monks>> stop, and snuff the incense burners. "Your bodies betray you. You will be given time to recover, and then we will begin again." <<stress 24>><<gggstress>>
<br><br>
The <<monks>> dim the light in the room, and leave one by one. As the last one leaves, you and Sydney are left in total darkness.
<br><br>
You can feel Sydney's breath on your skin. Something about knowing <<nnpc_hes "Sydney">> still there calms you. <<nnpc_He "Sydney">> holds you tighter. You squeeze back. <<stress -1>><<lstress>>
<br><br>
<<if playerBellySize() gte 15>>
You feel a third, faint heartbeat between you.
<br><br>
<</if>>
<<link [[Rest (1:00)|Sydney Temple Punish Repeat]]>><<pass 1 hour>><<set $sydneyPain -= 4>><<set $sydneyArousal -= 4>><<pain -30>><</link>><<lllpain>>
<br>
<</widget>>
<<widget "gspain">>
<<if $statdisable is "f">> |
<span class="red">+ Sydney's Pain</span>
<</if>>
<</widget>>
<<widget "ggspain">>
<<if $statdisable is "f">> |
<span class="red">+ + Sydney's Pain</span>
<</if>>
<</widget>>
<<widget "gggspain">>
<<if $statdisable is "f">> |
<span class="red">+ + + Sydney's Pain</span>
<</if>>
<</widget>>
<<widget "lspain">>
<<if $statdisable is "f">> |
<span class="green">- Sydney's Pain</span>
<</if>>
<</widget>>
<<widget "llspain">>
<<if $statdisable is "f">> |
<span class="green">- - Sydney's Pain</span>
<</if>>
<</widget>>
<<widget "lllspain">>
<<if $statdisable is "f">> |
<span class="green">- - - Sydney's Pain</span>
<</if>>
<</widget>>
<<widget "gsarousal">>
<<if $statdisable is "f">> |
<span class="red">+ Sydney's Arousal</span>
<</if>>
<</widget>>
<<widget "ggsarousal">>
<<if $statdisable is "f">> |
<span class="red">+ + Sydney's Arousal</span>
<</if>>
<</widget>>
<<widget "gggsarousal">>
<<if $statdisable is "f">> |
<span class="red">+ + + Sydney's Arousal</span>
<</if>>
<</widget>>
<<widget "lsarousal">>
<<if $statdisable is "f">> |
<span class="green">- Sydney's Arousal</span>
<</if>>
<</widget>>
<<widget "llsarousal">>
<<if $statdisable is "f">> |
<span class="green">- - Sydney's Arousal</span>
<</if>>
<</widget>>
<<widget "lllsarousal">>
<<if $statdisable is "f">> |
<span class="green">- - - Sydney's Arousal</span>
<</if>>
<</widget>><<effects>>
What would you like to give Whitney?
<br><br>
<<food_gift_list>>
<<if _food_gift_found is true>>
<<skinicon "give">><<link [[Give gift (0:05)|Whitney Gifts]]>><<pass 5>><<give_gift Whitney>><</link>>
<br>
<</if>>
<<refuseicon>><<link [[Reconsider|Whitney Gifts Reconsider]]>><</link>>
<br><<effects>>
Whitney is too absorbed by <<his>> thoughts to notice your hesitation.
<br><br>
<<whitneyoptions>><<effects>>
<<if $phase is 1>>
"I've brought you something," you say.
<<elseif $phase is 2>>
"I made something," you say. "Just for you."
<<else>>
"I've made you a gift," you say. "I hope you like it."
<</if>>
<br><br>
<<if $gift.name is "pizza">>
You hold out the box, and open the lid. Whitney grins before <<he>> sees the pizza within. There's no hiding the aroma.
<br><br>
Whitney takes a slice without a word, and closes <<his>> eyes as <<he>> bites. "Nice," <<he>> says. "My slut's a chef, as well as a slut." <<He>> takes another bite, while snatching the box with <<his>> free hand.<<gglove>><<npcincr Whitney love 2>>
<br><br>
<<He>> pauses a moment after finishing the slice, then places the box, open, between you. "Help me finish this," <<he>> says. "Unless you want me to get fat."
<br><br>
<<earnFeat "The Bully's Tithe">>
<<link [[Eat pizza with Whitney (0:10)|Whitney Gifts Pizza Eat]]>><<pass 10>><<stress -6>><<npcincr Whitney love 1>><</link>><<lstress>><<glove>>
<br>
<<link [[Refuse|Whitney Gifts Pizza Refuse]]>><</link>>
<br>
<<elseif $gift.name is "chicken_vindaloo">>
You hold out the chicken vindaloo. Whitney's eyes light up. "I can feel the heat from here," <<he>> says, reaching for the plate.
<br><br>
<<He>> takes a bite. Tears start streaming from <<his>> face, but <<hes>> enjoying every moment. <<He>> doesn't stop until half the curry has vanished.<<glove>><<glust>><<npcincr Whitney love 1>><<npcincr Whitney lust 5>>
<br><br>
<<He>> looks at you, and an evil smirk spreads across <<his>> face. <<He>> spoons up some rice, along with a healthy dollop of spicy sauce, and holds it towards you. "I'm such a pig," <<he>> says. "Hogging all the food. Please, try some." <<His>> grin widens.
<br><br>
<<earnFeat "The Bully's Tithe">>
<<link [[Eat a mouthful|Whitney Gifts Vindaloo Eat]]>><<npcincr Whitney lust 10>><<pain 4>><</link>><<gpain>><<gglust>>
<br>
<<link [[Refuse|Whitney Gifts Vindaloo Refuse]]>><</link>>
<br>
<<elseif $gift.name is "flapjack">>
You hold out the small plate of flapjack. Whitney smiles. "Flapjack?" <<He>> leans closer. "Smells like what my <<if $pronoun is "m">>uncle<<else>>aunt<</if>> used to make."<<gglove>><<npcincr Whitney love 2>>
<br><br>
<<He>> seizes the plate, and takes a bite. "Tastes good too. Here." <<He>> holds the plate out to you.
<br><br>
<<earnFeat "The Bully's Tithe">>
<<link [["Say it is all for " + $NPCList[0].pronouns.him + ""|Whitney Gifts Flapjack Refuse]]>><</link>>
<br>
<<link [[Take a nibble|Whitney Gifts Flapjack Nibble]]>><</link>>
<br>
<<link [[Take a bite|Whitney Gifts Flapjack Bite]]>><</link>>
<br>
<<link [[Scoff the lot|Whitney Gifts Flapjack Scoff]]>><</link>>
<br>
<<elseif $gift.name is "belgian_bun">>
You hold out the belgian bun. Whitney grins. "When my friends steal food," <<he>> says. "This is usually what they get me." <<He>> leans closer. "You really did make this, didn't you."
<br><br>
<<He>> takes a bite, and <<his>> eyes light up. "It's alright," <<he>> says, playing it cool. "I'll tell my friends to rob you instead of a shop next time."<<gglove>><<npcincr Whitney love 2>>
<br><br>
<<earnFeat "The Bully's Tithe">>
<<link [[Say that will not be necessary|Whitney Gifts Belgian Necessary]]>><</link>>
<br>
<<link [["Say " + $NPCList[0].pronouns.his + " friends would take the buns for themselves"|Whitney Gifts Belgian Friends]]>><</link>>
<br>
<<elseif $gift.special.includes("spicy")>>
You hold out the <<recipe_name $gift.name>>. Whitney inhales. "Smells spicy," <<he>> says, helping <<himself>>. "You know the way to my heart."
<br><br>
<<He>> enjoys each mouthful, and doesn't slow, despite the spiciness bringing a tear to <<his>> eye. <<He>> pats your back when finished. "You're a good cook, slut."<<glove>><<npcincr Whitney love 1>>
<br><br>
<<whitneyoptions>>
<<elseif $gift.special.includes("drink")>>
You hold out the <<recipe_name $gift.name>>. Whitney takes it, and holds it up to the light. "Ah yes," <<he>> says, donning a mock posh accent. "A fine vintage." <<He>> takes a gulp.
<br><br>
"Thanks slut." The accent is gone already. <<He>> takes another swig. "It's refreshing. Just what I needed."<<glove>><<npcincr Whitney love 1>>
<br><br>
<<whitneyoptions>>
<<else>>
You hold out the <<recipe_name $gift.name>>. "You made this yourself?" Whitney asks. "You're a slut of many talents." <<He>> takes a bite. "It's good." <<He>> looks surprised.
<br><br>
<<He>> wolfs down the food, then leans back with a satisfied smile, <<his>> eyes closed. "Thanks, slut."<<glove>><<npcincr Whitney love 1>>
<br><br>
<<whitneyoptions>>
<</if>><<effects>>
You take a slice of pizza. Whitney leans back, and observes the sky between mouthfuls.
<br><br>
"It's better than restaurant pizza," <<he>> says. "Coming from you." <<He>> looks your way, just as a rogue string of cheese escapes to your chin. Whitney pounces, and licks your face clean.
<br><br>
<<whitneyoptions>><<effects>>
"Suit yourself," Whitney says, fetching another slice. "I'll just spend more time at the gym."
<br><br>
<<whitneyoptions>><<effects>>
You spoon the spicy sauce into your mouth. It's not too bad at first, but the spiciness only grows.
<br><br>
"Make sure you chew properly," Whitney says, holding back mirth. "Pain in your mouth is better than in your stomach." You keep chewing, but you feel tears begin to wet your cheeks.
<br><br>
<<link [[Swallow|Whitney Gifts Vindaloo Swallow]]>><<npcincr Whitney love 1>><<pain 4>><</link>><<gpain>><<glove>>
<br>
<<link [[Spit|Whitney Gifts Vindaloo Spit]]>><<npcincr Whitney lust 1>><</link>><<glust>>
<br><<effects>>
You finish chewing, and swallow the vindaloo. Whitney barely contains <<his>> joy as <<he>> gives you a congratulatory pat on your back.
<br><br>
"I knew my slut could take it," <<he>> says. "My friends would spit it out, the weaklings." <<He>> finishes the last of the plate, renewing <<his>> tears.
<br><br>
A passing dog-walker gives you and Whitney a funny look, but Whitney doesn't care.
<br><br>
<<whitneyoptions>><<effects>>
You spit the vindaloo out, and inhale cool air through your hot mouth. Whitney laughs so hard someone might think it the cause of <<his>> tears.
<br><br>
"Thanks for trying, slut," Whitney says. "It's hard to find someone who'll try to match me. My friends are weaklings." <<He>> finishes the last of the plate, renewing <<his>> tears.
<br><br>
<<He>> leans back, wearing a satisfied smile.
<br><br>
<<whitneyoptions>><<effects>>
"Ah," Whitney says. "Of course. Your mouth has another purpose." <<He>> finishes the last of the plate, renewing <<his>> tears.
<br><br>
"You know how to make it hot," <<he>> says, pausing to inhale a sharp breath to cool <<his>> mouth. "It's a good thing you didn't have any. You'd only run off to get milk."
<br><br>
<<He>> leans back, wearing a satisfied smile.
<br><br>
<<whitneyoptions>><<effects>>
<<if $speech_attitude is "meek">>
"It's too nice for me," you say.
<br><br>
Whitney laughs. "You're not wrong."
<<elseif $speech_attitude is "bratty">>
"Don't insult my cooking by refusing to eat it," you say.
<br><br>
"I'd never insult your cooking," Whitney says, taking another bite. "It's easier to just call you a slut."
<<else>>
"I made it for you," you say, turning down the plate.
<br><br>
"I won't complain," Whitney says.
<</if>>
<<He>> scoffs the lot, and licks the crumbs from <<his>> face.
<br><br>
<<whitneyoptions>><<effects>>
You take the tinniest nibble of the flapjack. Whitney laughs. "You eat like a mouse," <<he>> says, taking an oversized bite as if to illustrate the point.
<br><br>
"It's-" <<He>> pauses, a strange look on <<his>> face. Then <<he>> looks at you, and points at <<his>> throat. <<Hes>> choking.
<br><br>
<<link [[Help Whitney!|Whitney Gifts Flapjack Help]]>><<npcincr Whitney love 1>><</link>><<glove>>
<br>
<<link [[Laugh|Whitney Gifts Flapjack Laugh]]>><<npcincr Whitney love -1>><</link>><<llove>>
<br><<effects>>
You step behind Whitney, and give a solid whack to <<his>> back. <<He>> coughs up the flapjack at once, and gasps for breath.
<br><br>
<<He>> leans forward, <<his>> hands on <<his>> thighs, as <<he>> recovers. Then <<he>> smiles and stands upright, as if nothing had happened. "Thanks slut."
<br><br>
<<whitneyoptions>><<effects>>
You laugh aloud. Whitney turns away, and hunches over, trying to dislodge the flapjack in <<his>> throat. <<He>> succeeds with a cough, and gasps for air.
<br><br>
"Some help you are," <<he>> says once recovered. "You should just poison me next time."
<br><br>
<<whitneyoptions>><<effects>>
You take a bite. "It's only right you get to try some," Whitney says. "It's even more right that most is mine, though."
<br><br>
<<He>> scoffs the rest, and licks the crumbs from <<his>> face.
<br><br>
<<whitneyoptions>><<effects>>
You grasp the plate and shovel the flapjack into your mouth. "Hey!" Whitney says. "I didn't say you could have it all!" <<He>> tries to seize the plate again, but it flies awry. You end up on your back, with Whitney on top.
<br><br>
<<He>> licks the crumbs from your face before standing.
<br><br>
<<whitneyoptions>><<effects>>
<<if $speech_attitude is "meek">>
"I'll make you all the buns you want," you say. "You don't need to bully me."
<br><br>
"I like bullying you though," Whitney says, licking <<his>> fingers. "But I see your point. Some things are too important to delegate."
<<elseif $speech_attitude is "bratty">>
"Maybe if you asked politely you wouldn't need to rely on your friends," you say.
<br><br>
"I don't rely on my friends," <<he>> says, licking <<his>> plate clean. "But I see your point. Some things are too important to delegate."
<<else>>
"That won't be necessary," you say. "I'll make more buns."
<br><br>
"I doubt you'll make enough to satisfy," Whitney says, licking <<his>> fingers clean. "But I see your point. Some things are too important to delegate."
<</if>>
<br><br>
<<whitneyoptions>><<effects>>
<<if $speech_attitude is "meek">>
"I made this for you," you say. "Not your friends."
<br><br>
"My friends will do as I say," Whitney says, licking <<his>> fingers clean. "But I see your point. They wouldn't be able to resist."
<<elseif $speech_attitude is "bratty">>
"Your friends get up to all sorts behind your back," you say. "They'd take the buns for themselves."
<br><br>
"My friends do as I say," Whitney says, licking <<his>> fingers clean. "But I see your point. They wouldn't be able to resist."
<<else>>
"Your friends would eat the buns themselves," you say. "You'd never get any."
<br><br>
"My friends will do as I say," Whitney says, licking <<his>> fingers clean. "But I see your point. They wouldn't be able to resist."
<</if>>
<br><br>
<<whitneyoptions>><<widget "halloweenwhitney">>
<<npc Whitney>><<generatey2>>
You hear a screech from your left. A <<person2>><<person>> steps out from behind a tree, wearing a pair of horns and what look like blood-stained rags. <<His>> face is painted red. <<covered>> <<He>> holds a cricket bat above <<his>> head, as if about to swing.
<br><br>
You back away, but another screech erupts from behind you. Then from your left and right. More costumed villains emerge and rush around you, each with their own bat. They shriek and hiss, punctuated by laughter.
<br><br>
You spin around, looking for a way out. You're surrounded. Then the shrieks stop. Each figure turns and stares at something behind you.
<br><br>
<<link [[Next|Whitney Trick 1]]>><</link>>
<br>
<</widget>><<set $outside to 0>><<set $location to "home">><<effects>>
You turn and come face-to-face with a <<person1>><<personsimple>> in a terrifying mask. <<He>> wears bloody rags like the others, but <<his>> horns are larger. More of <<his>> skin is exposed, all of it painted red. <<His>> abdominal muscles are highlighted with a darker colour.
<br><br>
<<if $exposed gte 1>>
You feel <<his>> eyes feast on your lewdness. "Nice," <<he>> says. It's Whitney.
<<else>>
"Look who it is," <<he>> says. It's Whitney.
<</if>>
<<if $whitneyromance is 1>>
<<set $dateCount.Total++>><<set $dateCount.Whitney++>>
"My <<girlfriend>>." <<He>> steps forward and grasps the back of your neck, pulling you into a deep kiss. <<His>> friends screech until <<he>> pulls away.
<</if>>
<<set _costume to getHalloweenCostume()>>
<<switch _costume>>
<<case "vampire">>
"I like your jacket.
<<if $NPCList[0].penis isnot "none">>
I've got something you can suck out, alright."
<<else>>
Must be easy to keep clean."
<</if>>
<<case "witch">>
"I like your dress.
<<if $NPCList[0].penis isnot "none">>
Bet you ride more than just broomsticks."
<<else>>
Smells a bit, though."
<</if>>
<<case "scarecrow">>
<<if $whitneyromance is 1>>
"I like your costume. Are you looking for a new brain after I fucked yours out?"
<<else>>
"I like your costume. Are you looking for a new brain after getting yours fucked out?"
<</if>>
<<case "gothic">>
"Nice <<print (setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt ? "dress" : "coat")>>.
<<if $NPCList[0].penis isnot "none">>
Surprised you were able to get the cum stains out."
<<else>>
How much did you whore yourself out to pay for it?"
<</if>>
<<case "nun">>
"I like your habit. It makes me want to fuck you."
<<case "maid">>
"You're asking for it, dressed as a maid."
<<case "christmas">>
"Wrong holiday, moron."
<<case "cheerleader">>
"You're my personal cheerleader. Nice."
<<case "prison">>
"I like your jumpsuit. We're gonna have a riot."
<<case "karate">>
<<He>> eyes up your costume. "Trying to look tough or something?"
<<case "monk">>
"I like your robes. Doubt anyone would believe you're celibate, though."
<<case "football">>
<<He>> eyes up your costume. "Do you even know how to play football?"
<<case "belly dancer">>
"Costume suits you, slut. You'll have to give us a dance later."
<<case "cowboy" "riding">>
<<if $NPCList[0].penis isnot "none">>
<<He>> eyes up your costume. "You do a lot of riding, slut?" <<He>> grabs <<his>> crotch in a lewd gesture. "I have something for you to ride later."
<<else>>
"Nice costume. Makes me wanna try riding, myself." <<He>> smirks. "Maybe I'll start with your face."
<</if>>
<<case "cow onesie">>
"What a dorky costume. Why would anybody wear anything with udders on it?"
<<if $worn.head.name is "cow onesie hood" and !$hoodDown>>
<<He>> grabs your hood and pulls it down. <<set $hoodDown to 1>>
<<if $whitneyromance is 1>>
"That's better. It was blocking my view of your face."
<<else>>
"Not much better, but it gives me something pretty to look at."
<</if>>
<</if>>
<<case "mummy">>
"Nice 'cum rag' costume. That'll come in handy later."
<<case "sailor">>
"Nice costume.
<<if $NPCList[0].penis isnot "none">>
You must really like seamen." <<He>> grabs <<his>> crotch in a lewd gesture. "I've got a few I'd like you to meet later."
<<else>>
I'll bet you're used to taking orders."
<</if>>
<<case "futuresuit">>
"That looks like it tears easy." <<He>> smirks at the prospect.
<<case "rags">>
"Nice cum rag. Couldn't whore yourself out enough to get a real costume?"
<<case "nurse">>
"Sexy nurse costume, huh? Classic." <<He>> grabs <<his>> crotch in a lewd gesture. "Got some anatomy you can study later."
<<case "gasmask">>
<<He>> flicks your breathing apparatus. "Don't think that'll help you breathe better where it counts, <<if $NPCList[0].penis isnot "none">>cockslut<<else>>carpet muncher<</if>>."
<<case "medical eyepatch" "eyepatch">>
"What happened to you? Got cum in your eye?"
<!-- TF-related lines -->
<<case "angel TF">>
"Dunno how you get that halo to stay up."
<<case "wolf TF">>
"I like your costume. How does the tail stay in?"
<<case "fallen angel TF">>
"Dunno how you get all those bits above your head to stay up."
<<case "demon TF">>
"Cool costume. I'm impressed."
<<case "cat TF">>
"I like your costume. I may have something for you to lap up."
<<case "cow TF">>
<<if $player.gender_appearance is "f" or $player.breastsize gte 4>>
"I like your costume. Got any milk in those tits?"
<<else>>
"I like your costume. Hope your head's not the only horny thing about you."
<</if>>
<<case "harpy TF">>
"I like your costume. The eyes are a nice touch."
<<if $rng gte 91>>
<br><br>
"And look at the wings," the <<person2>><<person>> from before speaks up. "The way the colour shifts between the primaries, secondaries and tertiaries, and between the alula and scapulars, it's subtle but very accurate. You can see where the folds are meant to go." <<He>> grabs one of your wings, tracing <<his>> fingers across it with a surprising gentleness. "They're so soft too, what fabric did you use? You can actually feel how the secondaries change as they get closer to the ulna, and-"
<br><br>
Whitney abruptly elbows <<him>> away, glowering. The <<person>> clears <<his>> throat and lets out a half-hearted screech. "Fucking moron," Whitney mutters.
<<person1>>
<</if>>
<<case "fox TF">>
"I like your costume.
<<if $worn.head.name is "spirit mask">>
It's pretty dorky, but the mask is cute."
<<else>>
I hope you don't mind if I pull your tail."
<</if>>
<!-- Misc lines -->
<<case "mixed">>
"Dunno what you're supposed to be. At least you're dressed up."
<<case "fully naked">>
You feel <<his>> eyes taking in every inch of your bare skin. "I can't think of a better outfit."
<<case "exposed">>
"Dressing up as a slut for Halloween? Not very original, but I'm not complaining."
<<case "skeleton">>
<<if getSexesFromRandomGroup() gte SexTypes.BOTH or C.npc.Whitney.penis isnot "none">> <!-- if males are allowed / whitney has a penis -->
"Nice costume, slut. I guess you really are what you eat," <<he>> laughs, observing your costume.
<<else>>
"You need to eat more," <<he>> jeers, jabbing you in the ribs. "You're wasting away, slut."
<</if>>
<<default>>
"Couldn't you be bothered to dress up?" <<He>> looks around at <<his>> friends. "Maybe we should help dress <<phim>> as a slut." Hands reach from all around, grabbing, pulling, and tearing. Your clothes are torn to shreds, leaving you <span class="lewd">naked</span> in the street.<<upperruined>><<lowerruined>><<underupperruined>><<underlowerruined>>
<</switch>>
<br><br>
<<He>> prowls around you. "We're going trick-or-treating," <<he>> says at last. "You're coming too."
<br><br>
<<link [[Nod (2:00)|Whitney Trick 2]]>><<pass 15>><<npcincr Whitney love 1>><</link>><<glove>><<handholdingvirginitywarning>>
<br>
<<link [[Refuse (0:05)|Whitney Trick Refuse]]>><<pass 5>><<npcincr Whitney love -1>><<npcincr Whitney dom -1>><</link>><<llove>><<ldom>>
<br><<set $outside to 0>><<set $location to "home">><<effects>>
"Fine," Whitney says, looking at the orphanage. "That shithole's your home, right?" A <<generatey3>><<person3>><<person>> sits outside, tucking into a bag of sweets. Whitney grins, and <<person1>><<he>> and <<his>> entourage march over, ignoring you.
<br><br>
The <<person3>><<person>> is so engrossed <<he>> doesn't notice. Until Whitney snatches the bag from <<his>> hands. "Give that back!" the <<person>> shouts, but one of Whitney's friends knocks <<him>> down with <<person2>><<his>> bat.
<br><br>
"I really fancied sweets," Whitney says, unwrapping one. "'Course, if we go trick-or-treating I could get my own. But you don't want to. Unless you've changed your mind?"
<br><br>
<<link [[Nod (1:55)|Whitney Trick 2]]>><<pass 10>><<npcincr Whitney love 1>><</link>><<glove>><<handholdingvirginitywarning>>
<br>
<<link [[Refuse (0:05)|Whitney Trick Refuse 2]]>><<pass 5>><<hope -3>><<npcincr Whitney love -1>><<npcincr Whitney dom -1>><</link>><<llhope>><<llove>><<ldom>>
<br><<set $outside to 0>><<set $location to "home">><<effects>>
Whitney snarls, drops the bag, and stomps on it. The <<person3>><<person>> bursts into tears. Whitney doesn't care, and continues to stomp until the sweets are ground to dust.
<br><br>
The <<person3>><<person>> runs inside, chased by laughter. "See you around, slut." Whitney says, resting <<person1>><<his>> bat on <<his>> shoulder and marching away. <<His>> friends follow.
<br><br>
<<link [[Next|Domus Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<set $outside to 0>><<set $location to "home">><<effects>>
<<endevent>>
<<npc Whitney>><<person1>>
You nod. Whitney grasps your arm and pushes you in front of <<him>>. You're marched down the road while Whitney fondles your <<bottom>>.
<<if $exposed gte 1>>
<<covered>> Whitney laughs. "You shouldn't be ashamed. You were made to be seen."
<</if>>
<<if $halloween_trick_NPC>>
The police officer you saw earlier is gone.
<</if>>
<br><br>
<<link [[Next|Whitney Trick 3]]>><<pass 15>><</link>>
<br><<set $outside to 0>><<set $location to "home">><<effects>>
<<generate2>>
You stop at the first house without any decorations. "I bet these fucks have loads to give," Whitney says. "Just trying to keep it to themselves." Whitney marches you up to the front door. <<His>> friends hang back and rummage around the garden.
<br><br>
There's no answer. Whitney bashes <<his>> bat against the door. <<He>> doesn't stop. A minute passes until a <<person2>><<person>> answers. "I-I don't want any trouble," <<he>> stammers.
<br><br>
"Good evening," Whitney says. "I'm Whitney." <<person1>><<He>> gestures at you. "This is my babe. And those are my friends back there. Trick or treat."
<br><br>
"I don't have anything," the <<person2>><<person>> replies. "Please leave."
<br><br>
"Alright. Have a nice evening." Whitney takes your hand, and together you walk to the front of the garden.<<takeHandholdingVirginity "Whitney" "romantic">>
<br><br>
<<link [[Next|Whitney Trick 4]]>><</link>>
<br><<set $outside to 0>><<set $location to "home">><<effects>>
One of Whitney's friends passes <<person1>><<him>> a rock. Whitney wastes no time. <<He>> hurls it at the house, <span class="red">breaking a plant pot.</span> <<His>> friends follow suit, <span class="red">shattering windows and breaking tiles off the roof.</span> All the while screeching and laughing.
<br><br>
No one tries to stop them.
<br><br>
<<link [[Try to stop them|Whitney Trick Stop]]>><<pass 15>><</link>>
<br>
<<link [[Watch|Whitney Trick Watch]]>><<pass 15>><</link>>
<br><<set $outside to 0>><<set $location to "home">><<effects>>
<<if $speech_attitude is "meek">>
"Please stop," you say. "You might hurt someone."
<<elseif $speech_attitude is "bratty">>
"Stop, cowards," you say. "This isn't fair."
<<else>>
"Stop," you say. "You'll get in trouble."
<</if>>
<br><br>
Whitney's laughter redoubles. "Fucking what?" <<he>> howls, and throws another rock. It collides with a drainpipe, <span class="red">knocking it to the ground.</span>
<br><br>
<<His>> laughter subsides, and <<he>> pauses. "It's time to move on," <<he>> says. "It'll be more fun elsewhere." <<He>> grasps your arm and pulls you from the garden. <<His>> friends fall in behind you. "Where to next?" <<he>> muses. <<His>> gaze fixes on a house with a particularly extravagant display.
<<if $halloween_trick_NPC>>
The one you visited with Robin.
<</if>>
<br><br>
<<link [[Next|Whitney Trick 5]]>><<endevent>><<pass 15>><</link>>
<br><<set $outside to 0>><<set $location to "home">><<effects>>
You stand back and watch the destruction. There's no sign of the <<person2>><<person>>, but the front of <<his>> house is reduced to a ruin.
<br><br>
Satisfied, or bored, at last, Whitney grasps your arm and pulls you from the garden. <<person1>><<His>> friends fall in behind you. "Where to next?" <<he>> muses. <<His>> gaze fixes on a house with a particularly extravagant display.
<<if $halloween_trick_NPC>>
The one you visited with Robin.
<</if>>
<br><br>
<<link [[Next|Whitney Trick 5]]>><<endevent>><<pass 15>><</link>>
<br><<set $outside to 0>><<set $location to "home">><<effects>>
<<npc Whitney>><<if $halloween_trick_NPC>><<loadNPC 1 trick_or_treat>><<else>><<generate2>><</if>>
Whitney rings the doorbell. <<person1>><<His>> friends crowd around this time.
<<if $halloween_trick_NPC is "oral">>
The <<person2>><<person>> from earlier answers it. "Back for more?" <<He>> smirks when <<he>> sees you. "And you've brought friends to help."
<br><br>
"More what?" Whitney looks at you. "What's <<he>> talking about?"
<br><br>
"This little slut sells <<pher>> body for sweets," the <<person>> replies. "I got my money's worth."
<br><br>
Whitney stares a moment. Then swings <<nnpc_his "Whitney">> bat <span class="red">into the <<persons>> stomach.</span> <<He>> keels over, and Whitney <span class="red">delivers a second blow to <<his>> back.</span> Whitney's friends join in the pummelling, whacking <<him>> while <<he>> struggles to deflect the blows with <<his>> arms. Others move into the house. You hear a shatter.
<br><br>
Once back out on the street Whitney carries a bag full of stolen booze. "We got a treat for once," <<nnpc_he "Whitney">> laughs.
<br><br>
<<elseif $halloween_trick_NPC is "refused">>
The <<person2>><<person>> from earlier answers it. "Changed your mind?" <<He>> smirks when <<he>> sees you. "And you've brought friends to help."
<br><br>
"Changed <<pher>> mind?" Whitney looks at you. "What's <<he>> talking about?"
<br><br>
"This little slut wanted sweets, but refused to pay the price," the <<person>> replies, leering at you. "I don't mind an audience if that's what it takes."
<br><br>
Whitney stares a moment. Then swings <<nnpc_his "Whitney">> bat <span class="red">into the <<persons>> stomach.</span> <<He>> keels over, and Whitney <span class="red">delivers a second blow to <<his>> back.</span> Whitney's friends join in the pummelling, screeching and whacking <<him>> while <<he>> struggles to deflect the blows with <<his>> arms. Others move into the house. You hear a shatter.
<br><br>
Once back out on the street Whitney carries a bag full of stolen booze. "We got a treat for once," <<person1>><<he>> laughs. <<if $whitneyromance is 1>><<He>> hugs you with one arm. "Imagine trying to sleep with my <<girl>> without my permission."<</if>>
<br><br>
<<else>>
A <<person2>><<person>> answers the door. "What you want?"
<br><br>
"Trick or treat!" Whitney and <<person1>><<his>> friends shout, stroking their cricket bats.
<br><br>
The <<person2>><<person>> throws up <<his>> hands. "Alright. I got some sweets here-"
<br><br>
"Fuck your sweets," Whitney interrupts. "We want cash. Or drinks."
<br><br>
<<if $exposed gte 2 and ($uncomfortable.nude is false or ($leftarm is "bound" and $rightarm is "bound"))>>
The <<person>> stares at your uncovered <<lewdness>>. <<He>> nods. "Sure. I got booze." <<He>> disappears a moment, then returns with a clinking bag in one hand, and <<his>> phone in the other. <<He>> takes a picture of you.
<<garousal>><<arousal 600>><<fameexhibitionism 10>>
<br><br>
Once back out on the street, Whitney laughs. "We got a treat for once," <<person1>><<he>> says, carrying the bag full of booze.
<br><br>
<<else>>
The <<person>> thinks a moment, then smirks. "I got booze. But I want a little something in return." <<He>> nods at you. "Show me <<pher>> body."
<br><br>
<<set _skipLink to true>>
<<link [[Next|Whitney Trick Exhibitionism]]>><<pass 5>><</link>>
<</if>>
<</if>>
<<if !_skipLink>>
<<link [[Next|Whitney Trick 6]]>><<endevent>><<pass 30>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "home">><<effects>>
Whitney shrugs, and nods to <<person1>><<his>> friends.
<<if $exposed gte 2>>
Hands reach from all around, grabbing your arms and <span class="lewd">pulling them aside.</span> The <<person2>><<person>> looks about to salivate.
<<else>>
Hands reach from all around, grabbing your clothes and <span class="lewd">pulling them aside.</span> The <<person2>><<person>> leers at your exposed body. <<He>> looks about to salivate.
<</if>>
"The booze," Whitney says. The <<person>> nods and disappears for a moment, returning with a clinking bag.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
Whitney takes the bag, then jabs the <<person>> in the stomach with <<person1>><<his>> bat. "That's for asking for something in return," <<he>> says as the <<person2>><<person>> splutters.
<br><br>
"We got a treat for once," Whitney says once back on the road.
<br><br>
<<link [[Next|Whitney Trick 6]]>><<endevent>><<pass 25>><</link>>
<br><<set $outside to 0>><<set $location to "park">><<effects>>
<<npc Whitney>><<person1>>
You hear a police siren. Whitney grabs your arm and pushes you down an alleyway. "We're done anyway," <<he>> says. "Let's go to the park."
<br><br>
You journey through small streets and side roads, through Connudatus and the High Street, until you arrive at the park. Whitney leads you to a circle of tree stumps. <<His>> friends ransack the bag of booze once Whitney takes a couple of bottles for <<himself>>.
<br><br>
They drink and swap stories. It sounds like they got up to some mischief before you joined them tonight.
<br><br>
<<if playerBellyVisible()>>
Whitney offers you a bottle, but quickly retracts it.
<br><br>
<<link [[Next|Whitney Trick Drink]]>><<set $phase to 2>><</link>>
<br>
<<else>>
Whitney offers you a bottle.
<br><br>
<<if playerIsPregnant() and playerAwareTheyArePregnant()>>
<span class="blue">You can't bring yourself to drink while you know you're with child.</span>
<<else>>
<<link [[Accept|Whitney Trick Drink]]>><<wearProp "beer bottle">><<set $phase to 0>><<alcohol 180>><</link>>
<</if>>
<br>
<<link [[Refuse|Whitney Trick Drink]]>><<set $phase to 1>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "park">><<effects>>
<<if $phase is 0>>
You take a swig from the bottle. It's bitter. You suppress a gag. "Old fuck had bad taste," Whitney says. "We'll have to visit someone more refined next time."
<<elseif $phase is 1>>
Whitney shrugs, and takes a swig from the proffered bottle <<himself>>.
<<else>>
"I don't think you've earned it," <<he>> says. A quick look at your <<bellyDescription "pc">> betrays <<his>> true reasoning.
<</if>>
<br><br>
"There's a reason I wanted you along," <<he>> says, reclining. <<He>> flips over the rags covering <<his>> groin. <<Hes>> not wearing anything underneath. "On your knees, <<girl>>," <<he>> says. "Get to work."
<br><br>
<<if hasSexStat("promiscuity", 4)>>
<<link [[Kneel|Whitney Trick Sex]]>><<handheldon>><<pass 30>><<npcincr Whitney love 1>><<set $sexstart to 1>><</link>><<glove>><<promiscuous4>>
<br>
<</if>>
<<link [[Refuse|Whitney Trick Sex Refuse]]>><<handheldon>><<npcincr Whitney love -1>><<npcincr Whitney dom -1>><</link>><<llove>><<ldom>>
<br><<set $outside to 0>><<set $location to "park">><<effects>>
<<if $speech_attitude is "meek">>
"N-no," you say. "I'm sorry! I'm too shy."
<<elseif $speech_attitude is "bratty">>
"What? Kneeling in the dirt in front of your scummy friends?" you say. "Fuck off."
<<else>>
"No," you say. "Especially not with people watching."
<</if>>
<br><br>
Whitney's friends laugh at your brazen refusal. Whitney laughs too. "Suit yourself," <<he>> says. "My <<girl>> knows what <<pshe>> wants." <<He>> doesn't push you, instead simply taking another swig of <<his>> drink.
<br><br>
<<link [[Next|Whitney Trick 7]]>><<pass 30>><</link>>
<br><<set $outside to 0>><<set $location to "park">><<effects>>
Whitney stands and chucks <<his>> bottle at a nearby tree. "Done for tonight," <<he>> says. "Fuck off home." <<He>> gives your <<bottom>> a firm slap before walking away. <<His>> friends disperse into smaller groups.
<br><br>
<<link [[Next|Park]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
You drop to your knees in front of <<him>>. <<He>> clutches the back of your head and guides you closer to <<his>> <<npcGenitals>>.
<<His>> friends crowd closer and scramble for their phones.
<br><br>
<<npcoral>><<set $NPCList[0].lefthand to "hair">><<set $audienceforceteen to 1>>
<</if>>
<<effects>>
<<effectsman>>
<<audience>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Whitney Trick Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Whitney Trick Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<promiscuity4>>
Whitney's convulsions knock <<his>> horns askew. <<He>> doesn't notice or care.
<br><br>
<<tearful>> you rest your head on <<his>> stomach. <<He>> cradles your head with one arm.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Whitney>><<person1>>Whitney stands, knocking you aside. <<He>> chucks <<his>> bottle at a nearby tree. "Done for tonight," <<he>> says. "Fuck off home." <<He>> gives your <<bottom>> a firm slap before walking away. <<His>> friends disperse into smaller groups.
<br><br>
<<endevent>>
<<elseif $enemyhealth lte 0>>
You shove Whitney off <<his>> stump. <<tearful>> you run for the trees. You're not sure if you're pursued. If so, you manage to evade them.
<br><br>
<<clotheson>>
<<endcombat>>
<<else>>
Whitney shoves you to the ground. "Fine," <<he>> says. "You're lucky I don't choke you."
<br><br>
<<tearful>> you stagger to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Whitney>><<person1>>Whitney stands, then chucks <<his>> bottle at a nearby tree. "Done for tonight," <<he>> says. "Fuck off home." <<He>> gives your <<bottom>> a firm slap before walking away. <<His>> friends disperse into smaller groups.
<</if>>
<br><br>
<<link [[Next|Park]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
You're pushed into the locker. <<He>> slams it shut and you hear the lock click. "Maybe the time alone will teach you manners." They leave you trapped there.<<endevent>>
<br><br>
Half an hour passes before a <<generatey1>><<person1>><<person>> unwittingly frees you, jumping back in shock as you step out. <<covered>>
<<pass 30>>
<<if $speech_attitude is "meek">>
You scurry past <<him>> without looking.
<<elseif $speech_attitude is "bratty">>
"Took long enough," you say, leaving <<him>> dumbstruck.
<<else>>
"Thanks," you say as you hurry past <<him>>, leaving <<him>> dumbstruck.
<</if>>
<br><br>
<<clotheson>>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>><<hand_gag 0 left>>
<<if $bullyevent is 18>>
You shove <<him>> away and rise to your feet. <<He>> stumbles forwards, but quickly recovers <<his>> footing. <<His>> friends back up a few paces, but several of them pull out their phones.
<<else>>
You shove Whitney away and try to escape, but <<he>> grabs you from behind and wraps <<his>> arm around your mouth.
<</if>>
<br><br>
<<if $delinquency lt 400>><<enable_rescue>><</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate "<span class='red'>No one comes to your aid, likely due to your reputation as a delinquent.</span>">>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<<if $bullyevent is 18>>
<span id="next"><<link [[Next|Bully Analingus Punishment Fight End]]>><</link>></span><<nexttext>>
<<elseif $bullyevent is 20>>
<<if $phase is 0>> /* Refuse to go to toilet */
<span id="next"><<link [[Next|Bully Piss Fight Finish]]>><</link>></span><<nexttext>>
<<else>> /* Refuse to piss */
<span id="next"><<link [[Next|Bully Piss Refuse Fight Finish]]>><</link>></span><<nexttext>>
<</if>>
<<else>>
<span id="next"><<link [[Next|Bully Fight Finish]]>><</link>></span><<nexttext>>
<</if>>
<<else>>
<span id="next"><<link [[Next|Bully Fight]]>><</link>></span><<nexttext>>
<</if>><<if $enemyhealth lte 0>>
You push <<him>> to the ground, giving you a chance to escape. <<tearful>> you shove <<his>> friends aside and flee to safety.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation "short">>
"You... stupid..." <<he>> pants, leaning against a locker. <<His>> friends are so bemused by <<his>> state that they don't notice you slip away. <<tearful>> you escape to safety.
<<llust>><<npcincr Whitney lust -20>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<<elseif $alarm is 1 and $rescue is 1>>
Your cry echoes down the corridor. "Crybaby," Whitney says. "We'll get you next time." <<He>> and <<his>> friends leave. <<tearful>> you struggle to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<<else>>
You're too battered and bruised to resist.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Whitney>><<person1>>
<<if $bullyevent is 3>>
<<link [[Next|Bully Top]]>><</link>>
<<elseif $bullyevent is 4>>
<<link [[Next|Bully Strip]]>><</link>>
<<elseif $bullyevent is 5>>
<<link [[Next|Bully Strip]]>><</link>>
<<elseif $bullyevent is 6>>
<<link [[Next|Bully Oral]]>><<set $molestationstart to 1>><</link>>
<<elseif $bullyevent is 7>>
<<link [[Next|Bully Detention]]>><</link>>
<<elseif $bullyevent is 10>>
<<link [[Next|Bully Strip 2]]>><<strip>><</link>>
<<elseif $bullyevent is 11>>
<<link [[Next|Bully Panties]]>><</link>>
<<elseif $bullyevent is 12>>
<<if $whitney_toilet is undefined>>
<<link [[Next|Bully Toilets]]>><</link>>
<<elseif $whitneyCrossdressSwimwear is 0>>
<<link [[Next|Bully Changing Room]]>><</link>>
<</if>>
<<elseif $bullyevent is 14>>
<<link [[Next|Bully Textbooks]]>><<set $phase to 3>><</link>>
<<elseif $bullyevent is 16 and $whitneypantiescheck is 2 and !$whitneyskirtcheck and $forcedcrossdressingdisable is "f" and C.npc.Whitney.dom gte 18>>
<<link [[Next|Bully Skirt]]>><</link>>
<<else>>
<<link [[Next|Bully Locker]]>><</link>>
<</if>>
<</if>><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>><<hand_gag 0 left>>
You shove Whitney away and try to escape, but <<he>> grabs you from behind and wraps <<his>> arm around your mouth.
<br><br>
<<if $delinquency lt 400>><<enable_rescue>><</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate "<span class='red'>No one comes to your aid, likely due to your reputation as a delinquent.</span>">>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Bully Panties Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bully Panties Fight]]>><</link>></span><<nexttext>>
<</if>><<if $enemyhealth lte 0>>
You push <<him>> to the ground, giving you a chance to escape. <<tearful>> you shove <<his>> friends aside and flee to safety.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation "short">>
"You... stupid..." <<he>> pants, leaning against a locker. <<His>> friends are so bemused by <<his>> state that they don't notice you slip away. <<tearful>> you escape to safety.
<<llust>><<npcincr Whitney lust -20>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<<elseif $alarm is 1 and $rescue is 1>>
Your cry echoes down the corridor. "Crybaby," Whitney says. "We'll get you next time." <<He>> and <<his>> friends leave. <<tearful>> you struggle to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<<else>>
You're too battered and bruised to resist.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Whitney>><<person1>>
<<link [[Next|`$bullyPunishment ? $bullyPunishment : "Bully Panties"`]]>><</link>>
<</if>><<effects>>
<<outfitChecks>>
Whitney <<pullsup>> your <<allTops>>, revealing your <<undertop>> to <<him>> and <<his>> friends.
<<if $player.gender_appearance is "m">>
"Nice," <<he>> says as <<he>> holds your top, preventing you from covering back up.
<<if !$worn.under_upper.type.includes("naked")>>
<<if $worn.under_upper.name.includes("bra")>>"How can you call yourself a boy when you're wearing a bra?"<</if>> <<He>> pulls up your $worn.under_upper.name, exposing your <<breasts>> to cheers and applause.
<</if>>
"See this everyone? This is what a bitch boy's nipples look like."
<<elseif $player.breastsize is 0>>
"There's nothing there!" <<he>> exclaims as <<he>> holds your top, preventing you from covering back up.
<<if !$worn.under_upper.type.includes("naked")>>
"Why do you even bother with a bra?" But <<he>> doesn't bother exposing you further.
<<else>>
"How can you call yourself a girl with those little things?"
<</if>>
<<insecurity "breasts_small" 10>><<ginsecurity "breasts_small">>
<<elseif $player.breastsize lte 5>>
"<<pShes>> so small!" <<he>> exclaims as <<he>> holds your top, preventing you from covering back up<<if !$worn.under_upper.type.includes("naked")>>, then pulls your $worn.under_upper.name up so your <<breasts>> come free with a little bounce that gets a laugh<</if>>.
"How can you call yourself a girl with those little things?"
<<insecurity "breasts_small" 5>><<ginsecurity "breasts_small">>
<<elseif $player.breastsize lte 7>>
"You've got a nice pair," <<he>> says as <<he>> holds your top, preventing you from covering back up<<if !$worn.under_upper.type.includes("naked")>>, then pulls your $worn.under_upper.name up so your <<breasts>> bounce free to a small cheer<</if>>.
"Don't be shy, tits like these need to be shown off."
<<if $player.gender is "m">><<insecurity "breasts_big" 5>><<ginsecurity "breasts_big">><</if>>
<<else>>
"Did you escape from a barn?" <<he>> exclaims as <<he>> holds your top, preventing you from covering back up<<if !$worn.under_upper.type.includes("naked")>>, then pulls your $worn.under_upper.name up so your <<breasts>> flop out to whistles and applause<</if>>.
"Don't be shy, let me show off your cow tits."
<<insecurity "breasts_big" 5>><<ginsecurity "breasts_big">>
<</if>>
<br><br>
<<He>> shoves you aside. They jeer at you for a moment before leaving you to cover yourself.
<<npcincr Whitney lust 5>><<glust>>
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<upperstrip>>
<<lowerstrip>>
Whitney and <<his>> friends tear off your clothing. You <<if $leftarm is "bound" and $rightarm is "bound">>turn around, trying to<</if>> keep your <<crotch>> and <<undertop>> concealed as best you can.
<br><br>
<<if $bullyevent is 5>>
The crowd gawks at you, taking in your bare skin. Whitney beholds you, savouring the feel of having control of your clothing. "Let's go for a walk," <<he>> says. "You don't have to, but I'll be taking your clothes with me."
<br><br>
<<link [[Go along with it|Bully Walk]]>><<trauma 6>><<stress 6>><<status -10>><<npcincr Whitney dom 1>><</link>><<lcool>><<gtrauma>><<gstress>><<gdom>>
<br>
<<if $worn.under_lower.type.includes("naked") and hasSexStat("exhibitionism", 5)>>
<<link [[Flaunt|Bully Walk Flaunt]]>><<npcincr Whitney dom 1>><<npcincr Whitney love 1>><</link>><<exhibitionist5>><<glove>><<gdom>>
<br>
<<elseif hasSexStat("exhibitionism", 4)>>
<<link [[Flaunt|Bully Walk Flaunt]]>><<npcincr Whitney dom 1>><<npcincr Whitney love 1>><</link>><<exhibitionist4>><<glove>><<gdom>>
<br>
<</if>>
<<link [[Refuse|Bully Refuse]]>><</link>>
<br>
<<else>>
The crowd gawks at you, taking in your bare skin. Whitney beholds you, savouring the feel of having control of your clothing. "Don't forget your place." <<He>> tosses your clothes on top of a locker, high enough that you'll need to stretch. You manage to reach them, but your <<breasts>> are exposed in the process, eliciting a cheer from the audience.
<br><br>
They lose interest once you're dressed. "Come on, we've wasted enough time with this loser." They leave you in peace. For now.
<<npcincr Whitney lust 5>><<glust>>
<br><br>
<<link [[Next|Hallways]]>><<clotheson>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
You start walking with Whitney and <<his>> friends. They push you to the front, making sure you're exposed to anyone you meet. Whitney stands at your side, clutching your arm.
<<if $leftarm isnot "bound" and $rightarm isnot "bound">>You cover yourself with your other hand.<</if>>
<br><br>
You're steered round a corner and into a corridor full of <<peopley>>. <<covered>> A nearby <<persony>> looks at you and gasps in shock. Others have a similar reaction. As the noise grows, more turn to look, until everyone is watching you.
<br><br>
Some look away, going red in the face. Most though are keen to take in the sight of the <<if !$worn.under_lower.type.includes("naked")>>nearly<</if>> naked <<girl>> being marched down the centre.
<br><br>
"Don't be shy," Whitney says to the audience. "It's free to look." <<He>> stands behind you and grabs your other arm, forcing your hips forward to expose your body more completely to the hormone-addled crowd. At last, <<he>> pushes you to the ground and dumps your clothes on top of you. <<tearful>> you run from the corridor, and keep running until you find yourself alone once more.
<<npcincr Whitney lust 5>><<glust>>
<br><br>
<<fameexhibitionism 50>>
<<link [[Next|Hallways]]>><<clotheson>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
"Suit yourself," <<he>> says. "I'm sure we'll hear stories of the pervert <<girl>> wandering the halls." They leave you stood in the middle of the corridor with your <<lewdness>> on display. There's no one else around.
<<npcincr Whitney lust 5>><<glust>>
<br><br>
<<set $stealtextskip to 1>>
<<stealclothes>>
<<endevent>>
<<link [[Next|Hallways]]>><</link>>
<br><<effects>>
<<pass 10>>
Whitney drags you along the corridor straight to Leighton's office. <<He>> barges the door open and enters, still clutching your collar. "Good, the perv isn't here yet." <<He>> shoves you beneath a desk and sits down. As soon as you've struggled to your knees <<he>> grabs the back of your hair and forces your face
<<if $pronoun is "m">>
into <<his>> crotch. <<His>> fly is already open.
<<else>>
up <<his>> skirt. <<Hes>> not wearing panties.
<</if>>
<<if $NPCList[0].penis isnot "none">>
You feel <<if npcHasStrapon(0)>>a firm shape<<else>><<his>> penis erect<</if>> against your cheek.
<<else>>
<<His>> pussy is already wet.
<</if>>
<br><br>
You hear someone enter the room. "You again," says Leighton. "What was it this time?"
<br><br>
"I didn't do nothing," Whitney replies. <<He>> yanks your hair beneath the desk and rubs your mouth against <<his>> <<npcGenitals 0 "simple">>.
<br><br>
<<link [[Lick grudgingly|Bully Detention Oral]]>><<set $phase to 0>><<trauma 6>><<stress 6>><<npcincr Whitney dom 1>><<sub 1>><<set $molestationstart to 1>><</link>><<gtrauma>><<gstress>><<gdom>>
<br>
<<if hasSexStat("promiscuity", 4)>>
<<link [[Lick enthusiastically|Bully Detention Oral]]>><<set $phase to 1>><<npcincr Whitney dom 1>><<sub 1>><<set $sexstart to 1>><</link>><<promiscuous4>><<gdom>>
<br>
<</if>>
<<if $whitneyromance is 1>>
<<link [[Lick lovingly|Bully Detention Oral]]>><<set $phase to 2>><<trauma 6>><<npcincr Whitney dom 1>><<npcincr Whitney love 1>><<sub 1>><<set $sexstart to 1>><</link>><<promiscuous1>><<gtrauma>><<glove>><<gdom>>
<br>
<</if>>
<<link [[Refuse|Bully Detention Refuse]]>><<stress 6>><<detention 4>><<npcincr Whitney dom -1>><</link>><<gdelinquency>><<gstress>><<ldom>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<set _start to true>>
<</if>>
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set _start to true>>
<</if>>
<<if _start>>
<<set $enemyanger to ($phase is 2 ? 50 : 70)>>
<<if $phase is 0>> /*grudgingly */
<<if $NPCList[0].penis isnot "none">>
You try to get away with just licking the tip, but <<he>> shoves your lips against it.
<<else>>
You try to get away with some light licking, but <<he>> shoves your lips against <<his>> entrance.
<</if>>
<<elseif $phase is 1>>/*enthusiastic */
<<if $NPCList[0].penis isnot "none" and $NPCList[0].vagina isnot "none">>
You tease <<his>> clit with the tip of your tongue, then drag your tongue up along <<his>> shaft until you reach <<his>> glans.
<<elseif npcHasStrapon(0)>>
You lick the tip of <<his>> strap-on teasingly.
<<elseif $NPCList[0].penis isnot "none">>
You tease the base of <<his>> glans with the tip of your tongue.
<<else>>
You tease <<his>> clit with the tip of your tongue.
<</if>>
<<promiscuity4>>
<<elseif $phase is 2>>/*lovingly */
<<if $NPCList[0].penis isnot "none" and $NPCList[0].vagina isnot "none">>
You plant quick kisses on <<his>> labia, then work your way up the shaft. <<He>> eases <<his>> rough handling of your hair as you kiss <<his>> glans.
<<elseif $NPCList[0].penis isnot "none">>
You kiss the base of <<his>> <<npcGenitals 0 "simple">>, and work your way up the shaft. <<He>> eases <<his>> rough handling of your hair as you kiss <<his>> <<if npcHasStrapon(0)>>tip<<else>>glans<</if>>.
<<else>>
You plant quick kisses on <<his>> labia. <<He>> eases <<his>> rough handling of your hair as you kiss <<his>> clit.
<</if>>
<<promiscuity1>>
<</if>>
<br><br>
<<npcoral>><<set $NPCList[0].lefthand to "hair">><<set $NPCList[0].righthand to "none">><<set $head to "grappled">><<set $NPCList[0].mouth to "none">><<set $enemyhealthmax to 10>><<set $enemyhealth to 10>>
<<healthMultiplier>>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
Leighton lectures Whitney, unaware of your presence or what you're up to beneath the desk.
<br><br>
<<stateman>>
<br><br>
<<set $enemyarousal += 20>>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Bully Detention Oral Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bully Detention Oral]]>><</link>></span><<nexttext>>
<</if>><<effects>>
You keep your mouth shut. Whitney tugs on your hair, making you wince in pain, but you don't relent. <<He>> rubs your face against <<him>>, but you endure. <<He>> soon becomes frustrated and shoves you out from under the desk with <<his>> foot. You land on your back, facing up at a shocked Leighton.
<br><br>
"Well, this is a surprise," the headteacher says. "If you're so keen on detention, I can oblige. For now though, get out." <<nnpc_He "Leighton">> pushes you from the room.
<<detention 4>><<gdelinquency>>
<br><br>
<<endevent>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<npcincr Whitney lust -20>>
<<He>> forces your face into <<his>> crotch, making sure you <<if $NPCList[0].penis isnot "none" and !npcHasStrapon(0)>>catch every last drop<<else>>can't breathe until <<hes>> done cumming<</if>>.
<br><br>
"Y-yes," <<he>> says. "Fuck, yes."
<br><br>
Leighton isn't amused. The desk above you shakes as the headteacher leans on it. "Keep that up, and I'll keep you here all night."
<br><br>
"Yes," Whitney whispers as <<he>> continues to fill your face. It seems to satisfy Leighton.
<br><br>
"Good," the headteacher says, stepping towards the door. You hear it open, then slam shut.
<br><br>
Once alone, Whitney pulls your head up to face <<him>> and looks down at you. "You make a good sex toy," <<he>> says. <<He>> releases your hair and stands up. <<He>> leaves without looking back.
<<llust>>
<<else>>
<<if $enemyhealth lte 0>>
Whitney shouts in pain and kicks you out from under the desk. You land on your back, facing up at a shocked Leighton.
<<elseif $alarm is 1 and $rescue is 1>>
<<set $rescued += 1>>
A pair of hands grab your arms and pull you out from beneath the desk. You face up at a shocked Leighton.
<<else>>
Whitney kicks you out from beneath the desk. You face up at a shocked Leighton.
<</if>>
<br><br>
"Well, this is a surprise," the headteacher says. "If you're so keen on detention, I can oblige. For now though, get out." You're grabbed by the neck, pulled to your feet, and shoved from the room.
<<detention 4>><<gdelinquency>>
<</if>>
<br><br>
<<tearful>> you climb to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<set _start to true>>
<</if>>
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set _start to true>>
<</if>>
<<if _start>>
<<set _whitney to C.npc.Whitney>>
<<if _whitney.dom gte 15>>
<<set $position to "missionary">>
<<He>> kicks you onto your back and <<npcUndressText _whitney "lower" "self">>, <<npcRevealText $NPCList[0] "lower">>. <<He>> smirks.
<<if $NPCList[0].vagina isnot "none" and ($NPCList[0].penis is "none" or random(0,1))>>
<<if $facesitdisable is "f">>
"Better hold your breath."
<br><br>
Taking position above you, <<he>> throws <<his>> weight down, sitting comfortably on your face. <<He>> grinds your mouth into <<his>> cunt.
<<set $NPCList[0].vagina to "facesit">><<set $NPCList[0].location.genitals to "head">>
<<set $mouthuse to "facesit">><<set $mouthstate to "vagina">><<set $mouthtarget to 0>>
<<else>>
"Right where you belong."
<br><br>
<<He>> drops to <<his>> knees over you, pinning you down by the shoulders. <<He>> grabs your head and pulls it into <<his>> crotch.
<<set $NPCList[0].vagina to "mouth">><<set $NPCList[0].location.genitals to "head">>
<<set $mouthuse to "othervagina">><<set $mouthstate to "othervagina">><<set $mouthtarget to 0>>
<</if>>
<<else>>
"Right where you belong."
<br><br>
<<He>> drops to <<his>> knees over you, pinning you down by the shoulders. <<He>> grabs your head and pulls it into <<his>> crotch.
<<npcoral>>
<</if>>
<<violence 4>>
<<else>>
<<He>> forces you to your knees and <<npcUndressText _whitney "lower" "self">>, <<npcRevealText $NPCList[0] "lower">>.
"Open wide," <<he>> says. <<His>> friends cheer <<him>> on.
<<npcoral>>
<</if>>
<<if $consensual>>
<<promiscuity4>>
<<else>>
<br><br>
<</if>>
<<set $NPCList[0].lefthand to "hair">><<set $enemyanger to 70>>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Bully Oral Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bully Oral]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<npcincr Whitney lust -20>>
<<His>> friends applaud <<him>>. "See you later, slut," <<he>> sneers as <<he>> pulls a cigarette from <<his>> shirt pocket.
<<llust>>
<br><br>
<<tearful>> you climb to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<<elseif $enemyhealth lte 0>>
Whitney shouts in pain and staggers away from you.
<<npcincr Whitney dom -1>><<ldom>>
<br><br>
"I've had enough of you," Whitney says, a slight quiver in <<his>> voice. "What are you waiting for, you fucks? This slut has wasted enough of our time."
<br><br>
<<tearful>> you climb to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<<elseif $alarm is 1 and $rescue is 1>>
"Stop crying, slut," Whitney says. <<He>> shoves you to the ground. <<He>> starts kicking you, so you curl up and shield your body. The crowd jeers at you. You think some of them get kicks in of their own.
<<ggpain>><<pain 10>>
<br><br>
You hazard a peek once the kicking stops and see Whitney and <<his>> friends walking away.
<br><br>
<<tearful>> you climb to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<<else>>
"Aww," Whitney says. "Has the baby had enough?" <<He>> shoves you to the ground. "Whatever. I was bored anyway." <<He>> and <<his>> friends leave. <<tearful>> you climb to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<</if>><<effects>>
Whitney leads you over and pushes you up against the lockers. <<He>> puts more and more pressure on your shoulders until you're kneeling, then sitting down against them.
<br><br>
"No need to thank me," <<he>> says.
<br><br>
<<He>> kicks off <<his>> shoe and presses <<his>> foot against your crotch. The small crowd around you begins to grow as students stop to watch. <span class="blue">This wasn't what you were expecting.</span>
<br><br>
<<link [[Continue|Bully Foot Humiliation Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<link [[Get up|Bully Foot Humiliation Stop]]>><</link>><<run statusCheck("Whitney")>>
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<if $NPCList[0].vagina isnot "none">>
<<set $NPCList[0].vagina to "footjob">>
<<elseif $NPCList[0].penis isnot "none">>
<<set $NPCList[0].penis to "footjob">>
<</if>>
<<if $player.penisExist and (!$player.vaginaExist or random(1, 2) is 2)>>
<<set $penisuse to "feet">>
<<else>>
<<set $vaginause to "feet">>
<</if>>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<if $NPCList[0].vagina isnot "none">>
<<set $NPCList[0].vagina to "footjob">>
<<elseif $NPCList[0].penis isnot "none">>
<<set $NPCList[0].penis to "footjob">>
<</if>>
<<if $player.penisExist and (!$player.vaginaExist or random(1, 2) is 2)>>
<<set $penisuse to "feet">><<set $speechpenisfoot to 1>>
<<else>>
<<set $vaginause to "feet">><<set $speechvaginafoot to 1>>
<</if>>
<</if>>
<<print either(
"\"You're making such a stupid face. At least try to hide it.",
"\"Don't forget to say thank you.",
"\"This has got to be a new low for you.",
"\"Go ahead, slut. Cum all over my feet.",
"\"Are you even worth making my feet dirty?",
"\"Nice of the school to lay out a welcome mat for me.",
"\"This is where you belong, slut. Under my foot.",
"\"Yeah, <<pshes>> just letting me do this.",
"<<His>> phone flashes. \"Yeah, this is gonna go viral."
)>>"
<br>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or $orgasmdown gte 1>>
<span id="next"><<link [[Next|Bully Foot Humiliation Sex End]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bully Foot Humiliation Sex]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $orgasmdown gte 1>>
Your hips buck, prompting a few snickers among the crowd. Whitney puts <<his>> shoe back on, smiling mockingly. "Had fun?" <<he>> asks.
<br><br>
<<if $speech_attitude is "meek">>
You nod obediently despite your orgasm still subsiding. "Thank you," you manage to get out in a hoarse voice.
<<elseif $speech_attitude is "bratty">>
"N-no... I didn't..." you stammer out. You try to rise to your feet with some dignity, but your legs are shaking.
<<else>>
Your words are stuck in your throat. All you can manage is a few nods and some heavy breathing.
<</if>>
<br><br>
Whitney pats you on the head for your performance. Another click goes off from a phone in the dissipating audience.
<br><br>
"Good pet. Keep doing a good job, and maybe I'll do more nice things for you," <<he>> says.<<glove>><<glust>><<gdom>><<npcincr Whitney love 1>><<npcincr Whitney lust 1>><<npcincr Whitney dom 1>>
<br><br>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Whitney seizes up. <<He>> shivers, trying not to show it. "F-fuck..."
<br><br>
<<tearful>> you're free to get up while Whitney is busy having all <<his>> friends looking at <<him>> instead of you. <<He>> glares at you, and you take that as your cue to leave.<<gstress>><<ldom>><<stress 6>><<npcincr Whitney dom -1>>
<br><br>
<<elseif $enemyhealth lte 0>>
"Ow, what the hell!" Whitney recoils <<his>> leg away in pain.
<br><br>
<<tearful>> you scramble up and away before <<he>> can try and kick you.
<br><br>
You can hear <<his>> friends laughing at <<his>> expense as you disappear down the hall.
<br><br>
<<elseif $finish is 1>>
"What's wrong, had enough?" Whitney asks. <<tearful>> you stand back up.
<br><br>
"Couldn't even handle that much," <<he>> says, rolling <<his>> eyes. "That was me being nice. I might not be nice next time." <<He>> walks away, and <<his>> friends follow.
<br><br>
<</if>>
<<endcombat>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><<clotheson>><</link>><<effects>>
You try to stand and back out of the situation.
<br><br>
Someone among the group snickers. Whitney scowls at <<him>> to shut <<him>> up, then grabs your shoulder again.
<br><br>
"I'm trying to be nice. Maybe you need a reminder I don't have to be."
<br><br>
<<link [[Next|Bully Foot Humiliation Sex]]>><<set $molestationstart to 1>><</link>><<effects>>
This doesn't feel right. You try to work your way out from Whitney's grip.
<br><br>
Whitney holds onto you just a bit longer, and begrudgingly lets you go.
<br><br>
"Fine," <<he>> says. "Let's hope I still feel like being nice to you next time."
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>><<effects>>
<<if $phase is 1>>
You lean forward and plant a quick kiss on one of Whitney's cheeks. Several of <<his>> friends take pictures.
<br><br>
"That didn't feel very sincere," Whitney laughs, thrusting <<his>> hips back further. There's nowhere else for you to go thanks to the lockers, and <<he>> bumps into your face. "C'mon, slut. Show me how sorry you are."
<br><br>
<<He>> grinds <<his>> ass against your face for a moment before stepping away and <<if $pronoun is "m">>pulling <<his>> pants back up<<else>>flipping <<his>> skirt back down<</if>>. "Apology accepted," <<he>> laughs as <<he>> and <<his>> friends walk off.
<br><br>
<<else>>
You lean in, planting a long, passionate kiss first on one cheek, then the other. "Alright, apology accept-" Whitney starts, but you cut <<him>> off by moving in and slowly running your tongue along the rim of <<his>> asshole. <<He>> moans, clearly taken off guard, earning a few laughs from <<his>> friends.
<br><br>
<<He>> bites <<his>> lip, spreading <<his>> legs a little wider to give you a better angle. You dive in for real, running your tongue in short circles around <<his>> puckered hole. You reach up and grip <<his>> thighs for support, occasionally moving down a bit to lap teasingly at <<his>> <<if C.npc.Whitney.penis isnot "none">>sack<<else>>pussy<</if>>.
<br><br>
<<He>> takes half a step backwards, pinning your face between <<his>> ass and the locker, <<if C.npc.Whitney.penis isnot "none">>shaft hardening rapidly<<else>>pussy glistening with moisture<</if>> as you work. Pressing forward, you slowly worm your tongue into <<his>> tight hole, forcing a satisfied groan from <<his>> mouth.
<br><br>
<<He>> pulls out <<his>> phone, cranes <<his>> arm around behind <<him>>, and takes a picture. Several of <<his>> friends do the same, laughing and showing each other their phones.
<br><br>
After a few more moments of this, <<he>> shudders and pulls away, much to your disappointment. "Alright, slut, that's enough," <<he>> pants, trying to control <<his>> breathing. <<His>> face is totally flushed, <<if C.npc.Whitney.penis isnot "none">>cock dripping pre-cum<<else>>rivulets of moisture running down <<his>> thighs<</if>> as <<he>> fixes <<his>> <<if $pronoun is "m">>pants<<else>>skirt<</if>>. <<if $whitneyromance gte 1>><<He>> smirks down at you. "Glad you know what you're good for."<</if>><<promiscuity3>>
<<He>> turns to address <<his>> friends. "We're outta here."
<br><br>
The group of them walk off without so much as a glance back.
<br><br>
<</if>>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>><<effects>>
<<if $enemyhealth lte 0>>
You shove <<him>> back, knocking <<him>> onto <<his>> ass, and use the opportunity to push past one of <<his>> friends. They don't stop you.<<gcool>><<status 10>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation "short">>
You take advantage of <<his>> momentarily-dazed state to shove past one of <<his>> friends. They don't stop you.<<gcool>><<status 10>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<<elseif $alarm is 1 and $rescue is 1>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<<else>>
<<if $whitneyromance gte 1>>
Whitney manhandles you down onto your hands and knees, pressing your face down into the floor, and takes a picture. <<He>> and <<his>> friends burst out laughing, turn, and walk away.<<lcool>><<status -10>>
<<else>>
"Dumbass," <<he>> spits, kicking you hard in the side.<<ggpain>><<violence 15>>
<br><br>
<<He>> turns to address <<his>> friends. "We're outta here."
<br><br>
They leave without even a glance back.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<</if>><<effects>>
<<if C.npc.Robin.trauma lte 30>>
You approach Robin and wrap your arms around <<him>>. <<He>> whimpers into your chest. <<He>> starts to fix <<his>> clothing. "T-thank you..." Robin whispers. <<He>> keeps hugging you for a while. Eventually <<he>> lets go and walks away, looking embarrassed at the amount of eyes on <<him>>.
<<else>>
You approach Robin and carefully wrap your arms around <<him>>. <<He>> sobs into your chest as you softly stroke <<his>> head. You whisper comforting words into <<his>> ears and help <<him>> fix <<his>> clothes. Eventually, <<his>> crying begins to subside.
<br><br>
"T-Thanks..." <<he>> says with a whimper. You decide to take <<him>> to the nurse's office. <<He>> clings to you tightly as you walk. Robin is hesitant to let go of you, but <<he>> eventually goes to see the nurse.
<</if>>
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>><<set $outside to 0>><<set $location to "town">><<effects>>
<<set $leftarm to "bound">><<set $rightarm to "bound">>
<<npc Whitney>><<person1>>You wake up to cold water drenching your face. Whitney stands above you, holding an empty bucket. Your arms are bound and you're lying in an unfamiliar alley. <<if $worn.handheld.name isnot "naked">>You don't see your $worn.handheld.name anywhere. <<handheldruined>><</if>>
<br><br>
"Wakey-wakey," <<he>> says. "I knew if I followed you I'd get my chance." <<He>> bunches <<his>> fists. "They don't respect me any more, thanks to you. But that won't be a problem now." A van stops at the end of the alley. Whitney drags you to your feet. "You're going to disappear. So I don't have to see your stupid face ever again. And I'm even going to make some money from it."
<br><br>
<<generate2>><<generate3>><<person2>>
A <<person2>><<person>> and <<person3>><<person>> climb out the van and walk towards you. "Here you go," <<person1>>Whitney says. "One slut, as promised." <<He>> shoves you to the ground in front of <<him>>.
<br><br>
<<person2>>"Very nice," the <<person>> says, stepping over you. "You're just the boss' type."
<br><br>
<<person1>>"Let go of me!" Whitney protests as the <<person3>><<person>> grabs <<person1>><<his>> arms. "I'm not the <<girl>> you're getting. That's <<phim>> on the floor."
<br><br>
<<person2>>"How do I put this," the <<person>> says, before slapping Whitney's face. "Your days of making decisions are over."
<br><br>
The pair start dragging Whitney towards the van. <<person1>>Whitney struggles and screams. "I said let go. Stop. P-please stop." <<He>> starts to sob.
<br><br>
<<link [[Intervene|Whitney Abduction Intervene]]>><</link>>
<br>
<<link [[Stay out of it|Whitney Abduction Stay]]>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>><<famegood 20>>
You scramble to your feet. Your arms are still tied, but you charge at the <<person2>><<person>>. You run into <<him>>, catching <<him>> off guard and knocking <<him>> to the ground.
<br><br>
The <<person3>><<person>> stares dumbstruck. Whitney struggles free and together you run from the alley.
<br><br>
<<person1>>You feel safer once in public. Whitney leans against a wall and pants through <<his>> sobs. <<He>> looks at you with a conflicted expression on <<his>> face, then runs away.
<br><br>
<<set $whitneyrescued to true>>
<<set $whitneyRescueStatus to "humiliated">>
<<endevent>>
<<destinationeventend>><<set $outside to 0>><<set $location to "town">><<effects>>
You lie still on the floor. They open the back of the van and shove the crying Whitney in. The <<person3>><<person>> climbs in after <<person1>> <<him>>. The <<person2>><<person>> shuts the doors, cutting off the sound of Whitney's cries. <<He>> climbs in the front seat and drives away.
<br><br>
<<dismissWhitney>>
<<endevent>>
<<destinationeventend>><<effects>>
<<set _tf to checkTFparts()>>
You let <<him>> continue.
<<if ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled"))>>
<<He>> pats your head, <<his>> other hand sliding down to rub your chin. You melt into <<his>> touch and purr.
<<elseif ($wolfgirl gte 6 or ($transformationParts.wolf.tail isnot "hidden" and $transformationParts.wolf.tail isnot "disabled")) and _tf.wolfEars>>
<<He>> adds <<his>> other hand and starts rubbing your ears. You feel the need to kick, but you hold back. <<if _tf.wolfTail>>Your tail wags eagerly without you noticing.<</if>>
<<elseif ($fox gte 6 or ($transformationParts.fox.tail isnot "hidden" and $transformationParts.fox.tail isnot "disabled")) and _tf.foxTail and _tf.foxEars>>
As soon as <<his>> hand touches your ears, you shiver in delight and swish your tail. <<He>> glances down and takes it into <<his>> hand. <<He>> strokes your tail.
<<elseif ($cow gte 6 or ($transformationParts.cow.tail isnot "hidden" and $transformationParts.cow.tail isnot "disabled"))>>
<<He>> scratches the back of your ears. You suppress the urge to moo, but otherwise lean into <<his>> touch.
<<elseif ($harpy gte 6 or ($transformationParts.bird.wings isnot "hidden" and $transformationParts.bird.wings isnot "disabled")) and (_tf.birdTail or _tf.birdPlumage or _tf.birdWings)>>
You lower your head, allowing <<him>> to massage your scalp. Your feathers stand on end and ruffle in pleasure.
<<else>>
<<He>> adds <<his>> other hand and starts massaging your scalp. Your body reacts of its own accord, and you shiver with pleasure.
<</if>>
<<He>> grips your hair and pulls your face close to <<his>> own. "Don't forget who owns you." <<He>> licks your cheek before shoving you to the ground. <br><br>
<<tearful>> you climb to your feet. <<He>> leaves with <<his>> friends.
<br><br>
<<endevent>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
You shake <<him>> off. "Aww," <<he>> says. "The little <<bitch>> is sensitive. Later loser." <<He>> leaves with <<his>> friends.
<br><br>
<<endevent>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
You <<pullup>> your <<allTopsUnderwear>>.
<br><br>
<<if $player.gender_appearance is "m">>
"Nice," <<he>> says as you turn to give everyone a view of your chest. "You know how to give a show."
<<elseif $player.breastsize is 0>>
"<<pShes>> so small!" <<he>> exclaims. You cover your <<nipples>> with your fingers, but turn to give everyone a good view of your flat chest.
<<insecurity "breasts_small" 10>><<ginsecurity "breasts_small">>
<<elseif $player.breastsize lte 5>>
"<<pShes>> so small!" <<he>> exclaims. You cover your <<nipples>> with your fingers, but turn to give everyone a good view of your <<breasts>>.
<<insecurity "breasts_small" 5>><<ginsecurity "breasts_small">>
<<elseif $player.breastsize lte 7>>
"You've got a nice pair," <<he>> says. You cover your <<nipples>> with your fingers, but turn to give everyone a good view of your <<breasts>>.
<<if $player.gender is "m">><<insecurity "breasts_big" 5>><<ginsecurity "breasts_big">><</if>>
<<else>>
"Look at the size of those things," <<he>> says. You cover your <<nipples>> with your fingers, but turn to give everyone a good view of your <<breasts>>.
<<insecurity "breasts_big" 5>><<ginsecurity "breasts_big">>
<</if>>
<<exhibitionism2>>
"It's good that you know your place. See you later, slut," <<he>> says before leaving you to cover yourself.
<<npcincr Whitney lust 5>><<glust>>
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<if $worn.under_lower.type.includes("naked")>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You shuffle out of your clothing. <<flaunting>> you turn to keep your <<genitals>> and <<undertop>> concealed while giving everyone a good look at your <<bottom>>.
<<else>>
<<flaunting>> you take off your clothing and keep your <<genitals>> and <<undertop>> barely concealed with your hands.
<</if>>
<<exhibitionism4>>
<<else>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You shuffle out of your clothing. <<flaunting>> you turn to keep your <<undertop>> concealed and give them a good look at your <<bottom>>.
<<else>>
<<flaunting>> you take off your clothing and keep your <<undies>> and <<undertop>> barely concealed with your hands.
<</if>>
<<exhibitionism3>>
<</if>>
<<upperstrip>>
<<lowerstrip>>
<<if $bullyevent is 5>>
Whitney snatches your clothes away as the crowd gawks at you, taking in your bare skin. Whitney beholds you, savouring the feel of having control of your clothing. "Let's go for a walk," <<he>> says. "You don't have to, but I'll be taking your clothes with me."
<br><br>
<<link [[Go along with it|Bully Walk]]>><<trauma 6>><<stress 6>><<status -10>><<npcincr Whitney dom 1>><</link>><<lcool>><<gtrauma>><<gstress>><<gdom>>
<br>
<<if $worn.under_lower.type.includes("naked") and hasSexStat("exhibitionism", 5)>>
<<link [[Flaunt|Bully Walk Flaunt]]>><<npcincr Whitney dom 1>><<npcincr Whitney love 1>><</link>><<exhibitionist5>><<glove>><<gdom>>
<br>
<<elseif hasSexStat("exhibitionism", 4)>>
<<link [[Flaunt|Bully Walk Flaunt]]>><<npcincr Whitney dom 1>><<npcincr Whitney love 1>><</link>><<exhibitionist4>><<glove>><<gdom>>
<br>
<</if>>
<<link [[Refuse|Bully Refuse]]>><</link>>
<br>
<<else>>
Whitney snatches your clothes away as the crowd gawks at you, taking in your bare skin. Whitney beholds you, savouring the feel of having control of your clothing. "Don't forget your place." <<He>> tosses your clothes on top of a locker, high enough that you'll need to stretch. You manage to reach them, but your <<breasts>> are exposed in the process, eliciting a cheer from the audience.
<br><br>
They lose interest once you're dressed. "Come on, we've wasted enough time with this loser." They leave you in peace. For now.
<<npcincr Whitney lust 5>><<glust>>
<br><br>
<<link [[Next|Hallways]]>><<clotheson>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
You start walking with Whitney and <<his>> friends. They push you to the front, making sure you're exposed to anyone you meet. Whitney stands at your side, clutching your arm.
<<if $leftarm is "bound" and $rightarm is "bound">>
<<else>>
You cover yourself with your other hand.
<</if>>
<br><br>
You're steered round a corner and into a corridor full of <<peopley>>. <<covered>> A nearby <<persony>> looks at you and gasps in shock. Others have a similar reaction. As the noise grows more turn to look, until everyone is watching you.
<br><br>
<<flaunting>> you march down the corridor like it was a catwalk. Some look away, going red in the face. Most though are keen to take in the sight of the <<if $worn.under_lower.type.includes("naked")>>naked<<else>>nearly naked<</if>> <<girl>> marching down the centre.
<br><br>
"Feel free to look," you announce. "There's no shame in it."
<<if $worn.under_lower.type.includes("naked")>>
<<exhibitionism5>>
<<else>>
<<exhibitionism4>>
<</if>>
Whitney and <<his>> friends follow behind you. When you reach the end of the corridor you turn and face them. "You're shameless," <<he>> says. <<He>> throws your clothes at you. "I wish every slut was as keen as you." <<He>> leaves you to get dressed.
<<npcincr Whitney lust 5>><<glust>>
<br><br>
<<fameexhibitionism 50>>
<<link [[Next|Hallways]]>><<clotheson>><<endevent>><<set $eventskip to 1>><</link>>
<br><<set $outside to 1>><<set $location to "town">><<effects>>
<<pass 20>>
Whitney drags you through the school gates. "We're going to Elk Street," <<he>> says. "You're gonna help us find something." Someone keeps jabbing at your waist throughout the journey.
<br><br>
You arrive beside a walled compound. There's a small hole at the base of the wall. "I'm out of fags," Whitney says. "Go get me some." <<He>> shoves you to your knees and kicks your <<bottom>> several times, pushing you into the hole.
<br><br>
You stand on the other side. You're in an open space behind a large building. There's a vehicle not far away. Its back doors are wide open, revealing many large boxes of cigarettes. You walk over and pick up a couple of the boxes.
<br><br>
<<if C.npc.Whitney.lust gte 40>>
You make it back to the wall without issue. Until you try to crawl to the other side. You try to wriggle your way through, but you're stuck.
<br><br>
Whitney takes the boxes from your hands, but stops when <<he>> notices your predicament.
<<if $speech_attitude is "meek">>
"H-help," you say.
<<elseif $speech_attitude is "bratty">>
"Don't just stand there," you say.
<<else>>
"Please help," you say.
<</if>>
<br><br>
<<He>> smirks. "Help you? A thief?" <<He>> hums in thought as <<he>> creeps towards you. "Nah. Not unless..."
<br><br>
<<He>> stops in front of you, pressing <<his>> crotch against your helpless face. You feel
<<if $NPCList[0].penis isnot "none">>
<<his>> <<print $NPCList[0].penisdesc>>
<<else>>
the heat from <<his>> pussy
<</if>>
through <<his>> <<print setup.npcClothesSets.find(item => item.name === $NPCList[0].clothes.set).clothes["lower"].name>>. "Not unless you can convince me."
<br><br>
<<link [[Let it happen|Bully Theft Submit]]>><<set $molestationstart to 1>><<trauma 6>><<npcincr Whitney dom 1>><</link>><<gtrauma>><<gdom>>
<br>
<<if hasSexStat("promiscuity", 2) and $whitneyromance is 1>>
<<link [[Agree|Bully Theft Agree]]>><<npcincr Whitney love 1>><<npcincr Whitney dom 1>><</link>><<promiscuous2>><<glove>><<gdom>>
<br>
<</if>>
<<link [[Refuse|Bully Theft Refuse]]>><<npcincr Whitney love -1>><<npcincr Whitney dom -1>><</link>><<llove>><<ldom>>
<br>
<<else>>
<<endevent>>
<<beastNEWinit 1 dog>>
As you turn back to the wall however,
<<if $monster isnot 1 and $bestialitydisable is "t">>
<<endevent>><<generate1>><<person1>>
<<set _whitWall to ($NPCList[0].pronoun is "m" ? "man" : "woman")>>
you hear a shout behind you. Someone's coming.
<<else>>
<<set _whitWall to "dog">>
you hear a growl behind you. You run, and the growl becomes a bark.
<</if>>
<br><br>
You dive through the hole. Whitney takes the boxes from your hands. You try to crawl through but you're stuck.
<<if $speech_attitude is "meek">>
"H-help," you say.
<<elseif $speech_attitude is "bratty">>
"Don't just stand there," you say.
<<else>>
"Please help," you say.
<</if>>
<br><br>
<<if _whitwall is "dog" and $monster isnot 1 and $bestialitydisable is "t">>
<<endevent>>
<<npc Whitney>><<person1>>
Whitney laughs. "Nah, I'm not gonna be caught helping a thief. See you later, slut."
<<npcincr Whitney lust 5>><<glust>>
<br><br>
You wriggle and manage to get through the hole before the dog reaches you. The struggle hurt you and damaged your clothing.
<<npcincr Whitney lust 5>><<glust>><<beastescape>>
<br><br>
<<endevent>>
<<link [[Next|Elk Street]]>><<endevent>><</link>>
<br>
<<elseif $whitneyromance is 1>>
<<endevent>>
<<npc Whitney>><<person1>>
Whitney considers a moment, then grabs your arms. <<He>> pulls you through to safety.
<<if _whitWall is "dog">>
"Can't let that dog have its way with you. You'd smell all funny."
<<else>>
"Can't let some <<if _whitWall is "man">>perv have his<<else>>slut have her<</if>> way with you. You'd probably get off on it, too."
<</if>>
<<He>> and <<his>> friends laugh. "See you later, <<girl>>. Thanks for the help."
<<npcincr Whitney lust 5>><<glust>>
<br><br>
<<endevent>>
<<link [[Next|Elk Street]]>><<endevent>><</link>>
<br>
<<else>><!-- Modified for Beast People -->
Whitney laughs. "Nah, I'm not gonna be caught helping a thief. See you later, slut."
<<npcincr Whitney lust 5>><<glust>>
<br><br>
<<if _whitWall is "dog">>
You feel the <<beasttype>> prod your behind.
<br><br>
<<link [[Next|Bully Theft Dog]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You feel a hand on your behind. "You're gonna pay for those cigs, punk," <<he>> breathes. "One way or another."
<br><br>
<<link [[Next|Bully Theft No Dog]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<</if>>
<</if>><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>><<hand_gag 0 left>>
You shove Whitney away and try to escape, but <<he>> grabs you from behind and wraps <<his>> arm around your mouth.
<br><br>
<<if $delinquency lt 400>><<enable_rescue>><</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate "<span class='red'>No one comes to your aid, likely due to your reputation as a delinquent.</span>">>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Bully Outside Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bully Outside Fight]]>><</link>></span><<nexttext>>
<</if>><<set _phase to $phase>>
<<if $enemyhealth lte 0>>
You push <<him>> to the ground, giving you a chance to escape. <<tearful>> you shove <<his>> friends aside and flee to safety.
<br><br>
<<clotheson>>
<<endcombat>>
<<set $eventskip to 1>>
<<courtyard>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation "short">>
"You... stupid..." <<he>> pants, leaning against the wall. <<His>> friends are so bemused by <<his>> state that they don't notice you slip away. <<tearful>> you escape to safety.
<<llust>><<npcincr Whitney lust -20>>
<br><br>
<<clotheson>>
<<endcombat>>
<<set $eventskip to 1>>
<<courtyard>>
<<elseif $alarm is 1 and $rescue is 1>>
Your cries attract attention. "Crybaby," Whitney says. "We'll get you next time." <<He>> and <<his>> friends leave. <<tearful>> you struggle to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<set $eventskip to 1>>
<<courtyard>>
<<else>>
You're too battered and bruised to resist.
<br><br>
<<endcombat>>
<<npc Whitney>><<person1>>
<<if $bullyeventoutside is 1>>
<<link [[Next|Bully Theft]]>><</link>>
<<elseif $bullyeventoutside is 2>>
<<link [[Next|Bully Light]]>><</link>>
<<elseif $bullyeventoutside is 3>>
<<link [[Next|Bully Romance]]>><</link>>
<<elseif $bullyeventoutside is 4>>
<<link [[Next|Bully Strip Theft]]>><</link>>
<<elseif $bullyeventoutside is 5>>
<<link [[Next|Bully Whore]]>><</link>>
<<elseif $bullyeventoutside is 6>>
<<link [[Next|Bully Dog Walk 1]]>><<set $phase to 1>><</link>>
<<elseif _phase is 1>>
<<link [[Next|Bully Tattoo Write]]>><</link>>
<<else>>
<<link [[Next|Bully Tattoo]]>><</link>>
<</if>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<violence 1>>
<<neutral 1>>
<<maninit>>
You make no effort to resist as Whitney <<npcUndressText `C.npc.Whitney` "lower" "self">>.
<<stuck_in_wall_oral>><<molested>><<controlloss>>
<<set $enemytrust -= 40>><<set $position to "wall">><<set $walltype to "front">><<set $leftarm to "bound">><<set $rightarm to "bound">><<set $head to "bound">>
<<set $timer to 10>>
<<set $audienceforceteen to 1>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or $timer lte 0>>
<span id="next"><<link [[Next|Bully Theft Submit Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bully Theft Submit]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> leans <<his>> hand against the wall, panting above you.<<npcincr Whitney lust -20>><<llust>>
<br><br>
Once <<he>> recovers, <<he>> grabs your arms and yanks you free. <<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Whitney>><<person1>>
"Don't say I've never done anything nice for you," Whitney snickers as <<he>> leaves. You stand alone on Elk Street.
<br><br>
<<link [[Next|Elk Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
Whitney jumps back with a shout, one hand cupping <<his>> groin.
<br><br>
"Fucking <<bitch>>," <<he>> grunts in a pitch above <<his>> usual tone. <<He>> slams <<his>> knee into your head before staggering away.<<pain 2>><<npcincr Whitney dom -1>><<gpain>><<ldom>>
<br><br>
<<clotheson>>
<<endcombat>>
<<beastNEWinit 1 dog>>
Left alone, you struggle to free yourself. Before you can make any progress,
<<if $monster is 1 or $bestialitydisable is "f">>
something prods your behind.
<br><br>
<<link [[Next|Bully Theft Dog]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<endevent>><<generate1>><<person1>>
you feel a hand on your behind. "Stealing my shit, causing a racket," <<he>> growls. "Brats like you ought to learn some respect."
<br><br>
<<link [[Next|Bully Theft No Dog]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<<else>>
<span class="red">You hear movement behind you.</span> Whitney backs off with a curse. "God, you're slow," <<he>> says. "Later, slut."
<br><br>
<!-- Special case if Whitney came close to finishing before the timer went off -->
<<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
<<He>> turns to retreat with <<his>> friends, but <<he>> stops, smiling back at you. "You worked so hard. That deserves a treat."
<br><br>
<<if $NPCList[0].penis isnot "none" and !npcHasStrapon(0)>>
<<He>> thrusts <<his>> knee beneath your chin, forcing your head upright. Cock in hand, <<he>> begins stroking, slowly at first, then with vigour. You can only shut your eyes and brace yourself.
<br><br>
It doesn't take <<him>> long to finish. <<He>> grunts as <<he>> shoots <<his>> load right in your face, ejaculate splattering onto your forehead and dripping down your eyes and nose. <<He>> steps back, then bursts into laughter. "I like the new look. It suits you."<<trauma 6>><<stress 6>><<gtrauma>><<gstress>>
<<bodyliquid "face" "semen">>
<<else>>
<<He>><<if $worn.face.type.includes("mask")>> yanks down your $worn.face.name and<</if>> grabs the back of your head, pulling it against <<his>> crotch.
<<if npcHasStrapon(0)>>
<<He>> wraps a hand around the shaft of <<his>> strap, shifting it up to give you better access to <<his>> cunt. Fisting <<his>> free hand in your hair, <<he>> begins riding your tongue. <<He>> strokes <<his>> strap-on cock with each roll of <<his>> hips.
<<else>>
Fisting <<his>> hands in your hair, <<he>> begins bucking <<his>> hips. Your nose rubs against <<his>> clit as <<he>> grinds <<his>> cunt against your lips.
<</if>>
<br><br>
It doesn't take <<him>> long to finish, and <<he>> moans as <<he>> comes. <<He>> grabs your hair and buries your face into <<his>> pussy, slathering it with <<his>> fluids. You feel you're about to pass out from the pressure, but <<he>> finally backs off. You gasp for air.<<trauma 4>><<stress 4>><<pain 2>><<gtrauma>><<gstress>><<gpain>>
<<bodyliquid "face" "goo">>
<<ruffleHair>>
<</if>>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>>
<br><br>
<</if>>
<<clotheson>>
<<endcombat>>
<<beastNEWinit 1 dog>>
You're left alone with Whitney's laughter as <<nnpc_he "Whitney">> runs off. You struggle to free yourself. Before you can make any progress,
<<if $monster is 1 or $bestialitydisable is "f">>
something prods your behind.
<br><br>
<<link [[Next|Bully Theft Dog]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<endevent>><<generate1>><<person1>>
you feel a hand on your behind. "Stealing my shit, causing a racket," <<he>> growls. "Brats like you ought to learn some respect."
<br><br>
<<link [[Next|Bully Theft No Dog]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
In lieu of words, you simply open your mouth and stick out your tongue.
<br><br>
<<elseif $speech_attitude is "bratty">>
"All you had to do was ask," you say, rolling your eyes.
<br><br>
<<else>>
"For you? Anything," you respond.
<br><br>
<</if>>
"Good <<girl>>," Whitney laughs and <<npcUndressText `C.npc.Whitney` "lower" "self">>, <<npcRevealText $NPCList[0] "lower">>.
<br><br>
<<link [[Next|Bully Theft Agree Oral]]>><<set $sexstart to 1>><</link>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<stuck_in_wall_oral>>
<<set $enemytrust -= 40>><<set $position to "wall">><<set $walltype to "front">><<set $leftarm to "bound">><<set $rightarm to "bound">><<set $head to "bound">>
<<set $timer to 10>>
<<set $audienceforceteen to 1>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or $timer lte 0>>
<span id="next"><<link [[Next|Bully Theft Agree Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bully Theft Agree Oral]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> leans <<his>> hand against the wall, panting above you.<<npcincr Whitney lust -20>><<llust>>
<br><br>
Once <<he>> recovers, <<he>> grabs your arms and yanks you free. Before you can say anything, <<he>> pulls you to your feet and forces you into a deep kiss.
<br><br>
After a few moments, <<he>> lets you go. "Don't say I've never done anything nice for you," Whitney snickers as <<he>> leaves. You stand alone on Elk Street.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Whitney>><<person1>>
<<link [[Next|Elk Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<elseif $finish is 1>>
Whitney rolls <<his>> eyes. "Why the fuck'd you agree to it, then? Maybe I should leave you in there, dumbass."
<<He>> looks thoughtful for a moment, as if <<hes>> seriously considering it, but after a few moments sighs and pulls you free.
<<if $speech_attitude is "meek">>
"Th-thank you," you manage, getting to your feet.
<br><br>
<<elseif $speech_attitude is "bratty">>
"Took you long enough," you manage, getting to your feet.
<br><br>
<<else>>
"Thanks," you manage, getting to your feet.
<br><br>
<</if>>
"Yeah, yeah," <<he>> grumbles. "You owe me, slut."<<llove>><<glust>><<npcincr Whitney love -1>><<npcincr Whitney lust 1>>
<br><br>
Whitney and <<his>> friends stalk off, leaving you alone on Elk Street.
<<clotheson>>
<<endcombat>>
<<link [[Next|Elk Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<<else>>
You hear movement behind you. Whitney sighs. "God, you suck at this," <<he>> says, reaching down and yanking you free after a moment. <<He>> pulls you to your feet, dragging you along behind <<him>> as <<he>> and <<his>> friends flee around a corner into the alleyways.
<br><br>
<<He>> shoves you ahead of <<him>>, pinning you against a wall from behind. "You need more practice. Maybe next time I'll let my friends have a go before I pull you free--bet you'd learn something useful for a change."
<br><br>
<<He>> throws a glance back at you over <<his>> shoulder as <<he>> and <<his>> friends walk off. "Later, slut."
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Industrial alleyways]]>><<endevent>><<set $eventskip to 1>><</link>>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>>
<<if $speech_attitude is "meek">>
You look up at Whitney. "P-please, no," you whimper.
<<elseif $speech_attitude is "bratty">>
You wrench your head away from Whitney's crotch. "If my legs weren't stuck I'd kick your ass," you growl.
<<else>>
You pull away from Whitney as best as you can. "I think I'll take my chances," you say.
<</if>>
<br><br>
<<if $whitneyromance is 1>>
<<He>> stares down at you, arms crossed. After a moment's consideration, <span class="green"><<he>> grabs you by the shoulders and yanks you out.</span>
<br><br>
"You'll make it up to me," <<he>> mutters. <<He>> shoves you away and walks off.
<br><br>
<<link [[Next|Elk Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
"Don't need my help?" <<He>> shrugs. "If you say so. Later, slut." <span class="red"><<He>> leaves you stuck, laughing with <<his>> friends.</span>
<br><br>
<<endevent>>
<<beastNEWinit 1 dog>>
As their voices fade,
<<if $monster isnot 1 and $bestialitydisable is "t">>
<<endevent>><<generate1>><<person1>>
you hear a shout behind you. Before you can wriggle out, you feel a hand on your behind.
<br><br>
"You're gonna pay for those cigs, punk," <<he>> breathes. "One way or another."
<br><br>
<<link [[Next|Bully Theft No Dog]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
you hear a growl behind you. Before you can wriggle out, something prods your behind.
<br><br>
<<link [[Next|Bully Theft Dog]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<set $enemytrust -= 40>><<set $position to "wall">><<set $leftarm to "bound">><<set $rightarm to "bound">><<set $head to "bound">>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Bully Theft Dog Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bully Theft Dog]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
You hear the <<beasttype>> walk away from you, and manage to wriggle through the hole.
<br><br>
<<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Elk Street]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
You hear the <<beasttype>> yelp and run away. You manage to wriggle through the hole.
<br><br>
<<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Elk Street]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<set $enemytrust -= 40>><<set $position to "wall">><<set $leftarm to "bound">><<set $rightarm to "bound">><<set $head to "bound">>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Bully Theft No Dog Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bully Theft No Dog]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Let's keep this to ourselves," <<he>> whispers. "Wouldn't wanna worry the cops over a thief, would we?"
<br><br>
<<if $enemyanger gte 1>>
<<He>> plants <<his>> foot on your <<bottom>> and gives it a kick. The force pushes you to the other side.<<pain 4>><<gpain>>
<<else>>
<<He>> leaves you be with a smack to your <<bottom>>. You squeeze through the hole.
<</if>>
<<elseif $enemyhealth lte 0>>
You hear a crash from behind, followed by a groan. You squeeze through the hole before the <<person>> can recover.
<</if>>
<br><br>
<<tearful>> you rise to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Elk Street]]>><<set $eventskip to 1>><</link>>
<br><<set $outside to 1>><<set $location to "town">><<effects>>
<<pass 20>>
<<set _whitney to C.npc.Whitney>>
You're dragged by the arm through the school gates. "The breeze from the sea is nice," <<he>> says. "I'll show you what I mean."
<br><br>
You journey to Mer Street. When you arrive Whitney steps up to the edge of the pier. "This is nice," <<he>> says.
<<if $whitneyromance is 1 and _whitney.dom lt 10>>
<<set $dateCount.Total++>><<set $dateCount.Whitney++>>
<<He>> strolls out to the end, overlooking the ocean. Reclining against the guardrail, <<he>> beckons you over. You <<if $speech_attitude is "meek">>anxiously<<elseif $speech_attitude is "bratty">>cautiously<<else>>hesitantly<</if>> approach.
<br><br>
<<set $whitPierPhase to 0>>
<<if _whitney.penis isnot "none" and $player.vaginaExist>>
<<set $whitPierSex to "vaginal">>
<<elseif _whitney.vagina isnot "none" and $player.penisExist>>
<<set $whitPierSex to "penile">>
<<elseif _whitney.penis isnot "none" and $analdisable is "f">>
<<set $whitPierSex to "anal">>
<<elseif $player.penisExist>>
<<set $whitPierSex to "handjob">>
<<else>>
<<set $whitPierSex to "fingering">>
<</if>>
As soon as you're within arm's reach, <<he>> grabs you and
<<if $whitPierSex is "penile">>
pulls you against <<his>> body, one hand firm on your bottom to keep you in place.
<<else>>
bends you over the railing, facing you out to sea. You feel <<his>> breath in your ear.
<</if>>
<br><br>
"Fishing boats come in around this time. Bet they're bored out of their minds."
<<if $whitPierSex is "penile">>
<<He>> squeezes your rear.
<<else>>
<<His>> tongue flicks your ear.
<</if>>
"No sluts to play with out there."
<<switch $whitPierSex>>
<<case "vaginal">>
<<He>> grinds <<his>> hips against you. <span class="lewd">The tip of <<his>> <<print $NPCList[0].penisdesc>> pokes your <<pussy>>.</span>
<<case "penile">>
<<He>> grinds <<his>> hips against you, <span class="lewd">pointing your <<penis>> towards <<his>> crotch.</span>
<<case "anal">>
<<He>> grinds <<his>> hips against you. <span class="lewd">The length of <<his>> <<print $NPCList[0].penisdesc>> presses into your <<bottom>>.</span>
<<default>>
<<if $worn.over_lower.name isnot "naked">>
<<set _clothes to $worn.over_lower.name>> <<His>> hand snakes around your waist,
<<elseif setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>
<<set _clothes to $worn.under_lower.name>> <<His>> hand snakes beneath your skirt,
<<else>>
<<set _clothes to $worn.lower.name>> <<His>> hand snakes between your legs,
<</if>>
<span class="lewd">where it rests on your <<genitals>>.</span> <<He>> gives you a rough squeeze<<if _clothes isnot "naked">> through your _clothes<</if>>.
<</switch>>
"How about we give them a little entertainment?"
<br><br>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Comply willingly|Bully Pier Sex]]>><<set $sexstart to 1>><<npcincr Whitney love 1>><<npcincr Whitney dom 1>><</link>><<exhibitionist5>><<glove>><<gdom>>
<br>
<</if>>
<<link [[Comply reluctantly|Bully Pier Sex]]>><<set $molestationstart to 1>><<set $phase to 0>><<npcincr Whitney dom 1>><</link>><<gdom>>
<br>
<<if _whitney.lust gte random(1, 100)>>
<<link [[Refuse|Bully Pier Sex]]>><<set $molestationstart to 1>><<set $phase to 1>><<npcincr Whitney love -1>><</link>><<llove>>
<br>
<<else>>
<<link [[Refuse|Bully Pier Refuse]]>><<npcincr Whitney love -1>><</link>><<llove>>
<br>
<</if>>
<<else>>
<<He>> points at a street light. <<His>> friends grasp your arms and drag you over to it. Someone
<<if ["balloon", "heart balloon"].includes($worn.handheld.name)>><span class="red">pops your balloon</span> before tying your arms in place. The loud noise makes you flinch. <<gstress>><<stress 3>><<else>>ties your arms in place.<</if>>
<br><br>
Whitney saunters over to you. <<if !["naked", "balloon", "heart balloon"].includes($worn.handheld.name)>><<He>> picks up your $worn.handheld.name, studies it for a minute, then <span class="red">chucks it in the ocean</span>, causing <<his>> friends to laugh and applaud. <</if>><<bind>>"Think I'll leave you here awhile. You'll have company." <<He>> points at a fishing ship just landing. "Doesn't look like they caught much. They must be real frustrated. I know what'll cheer them up. A nice slut all tied and ready for them." <<He>> and <<his>> friends leave. You can't turn to tell if they're gone or watching from somewhere.
<br><br>
<<endevent>><<generateSailor 1>><<generateSailor 2>><<generateSailor 3>><<person1>>
A <<person>> on board the boat points at you. <<He>> comes ashore, followed by <<his>> crewmates.
<br><br>
<<rng>>
<<if $rng gte 81>>
"What do we have here?" the <<person>> says as <<he>> draws close. "Now who'd tie you up like that. I bet you did something naughty to deserve it."
<br><br>
<<person2>>A <<person>> arrives at <<person1>><<his>> side. "We should probably help punish <<phim>>. Civic duty and all that."
<br><br>
<<link [[Next|Bully Light Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<link [[Next|Bully Light 2]]>><</link>>
<br>
<</if>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Bully Light Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bully Light Molestation]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
They laugh and joke with each other as they head back to their boat.
<br><br>
<<endcombat>>
<<npc Whitney>><<person1>>
You hear Whitney's voice behind you. "I bet you made their day." Your hands<<if $feetuse is "bound">> and legs<</if>> come free. "Don't forget who owns your ass. If I want you servicing sailors twenty-four hours a day that's what'll happen." <<tearful>> you remove the remains of the rope from your arms. Whitney and <<his>> friends leave you by the pier.
<<npcincr Whitney lust 5>><<glust>>
<<elseif $enemyhealth lte 0>>
"Maybe paying a whore is worth it after all," the <<person1>><<person>> says. "They don't kick back." They grumble as they head back to their boat.
<br><br>
<<endcombat>>
<<npc Whitney>><<person1>>
You hear Whitney's voice behind you. "You sure showed them." Your hands<<if $feetuse is "bound">> and legs<</if>> come free. "Don't forget who owns your ass." <<tearful>> you remove the remains of the rope from your arms. Whitney and <<his>> friends leave you by the pier.
<</if>>
<br><br>
<<unbind>>
<<clotheson>>
<<endevent>>
<<link [[Next|Mer Street]]>><<set $eventskip to 1>><</link>><<location "promenade">><<effects>>
<<if $whitPierSex is "penile">>
<<He>> stands upright, eyes narrowed. <<His>> hand clenches into a fist. Finally, <<he>> pushes you away with a sigh.
<<else>>
<<He>> leans against you, eyes narrowed. You nearly tip over the guardrail. Finally, <<he>> pushes off you with a sigh.
<</if>>
"Fine. Come on."
<br><br>
Dragging you by the arm, <<he>> settles for an awkward walk along the promenade. <<He>> keeps silent. <<He>> doesn't look at you, instead staring out to sea. <<His>> friends ignore you too, only addressing you to mock your cowardice.
<<pass 10>>
<br><br>
You soon arrive back at the pier. Whitney wraps an arm around your neck and brings <<his>> lips to your ear. "You're making me look like a real bitch," <<he>> growls. "Next time, your ass is mine. Whether you like it or not."<<npcincr Whitney lust 5>><<glust>>
<br><br>
<<He>> crushes <<his>> cigarette out on your shoulder, then shoves you away. They leave you alone on Mer Street.<<stress 4>><<pain 4>><<gstress>><<gpain>>
<br><br>
<<link [[Next|Mer Street]]>><<endevent>><<unset $whitPierSex>><<unset $whitPierPhase>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set _start to true>>
You allow Whitney to position you as <<he>> pleases, heedless to the threat of onlookers.
<<exhibitionism5>>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<set _start to true>>
<<if $phase is 1>>
You try to pull away from Whitney, but <<he>>
<<if $whitPierSex is "penile">>
pulls you back, nails digging into your <<bottom>>.
<<else>>
bears down on you, keeping you in place.
<</if>>
"I didn't drag your ass out here to let you wuss out on me."
<<else>>
<<if $exhibitionism lt 75>>
You're horrified at the prospect of people seeing you like this,
<<else>>
You don't want to,
<</if>>
but you know better than to pick a fight with Whitney. You lie still.
<</if>>
<<controlloss>>
<br><br>
<</if>>
<<if _start>>
<<switch $whitPierSex>>
<<case "vaginal">>
<<set $position to "doggy">><<set $position_lock to 1>>
<<set $vaginause to "penis">><<set $NPCList[0].penis to "vaginaentrance">><<set $vaginastate to "entrance">><<set $vaginatarget to 0>>
<<set $NPCList[0].location.genitals = "genitals">>
<<case "penile">>
<<set $position to "missionary">><<set $position_lock to 1>>
<<set $penisuse to "othervagina">><<set $NPCList[0].vagina to "penisentrance">><<set $penisstate to "entrance">><<set $penistarget to 0>>
<<set $NPCList[0].location.genitals = "genitals">>
<<case "anal">>
<<set $position to "doggy">><<set $position_lock to 1>>
<<set $anususe to "penis">><<set $NPCList[0].penis to "anusentrance">><<set $anusstate to "entrance">><<set $anustarget to 0>>
<<set $NPCList[0].location.genitals = "genitals">>
<<case "handjob">>
<<set $position to "doggy">><<set $position_lock to 1>>
<<set $NPCList[0].lefthand to "penisentrance">><<set $penisuse to 1>><<set $penisstate to "otherhandentrance">>
<<case "fingering">>
<<set $position to "doggy">><<set $position_lock to 1>>
<<set $NPCList[0].lefthand to "vaginaentrance">><<set $vaginause to 1>><<set $vaginastate to "otherhandentrance">>
<</switch>>
<<set $timer to 9>>
<<set $audienceforceteen to 1>>
<</if>>
<<effects>>
<<if $whitPierPhase is 0>>
<<if $timer lte 1>>
<span class="red">The boat's captain is looking right at you!</span>
<<elseif $timer lte 3>>
<span class="pink">The boat is close enough to make out its captain.</span>
<<elseif $timer lte 5>>
<span class="purple">The boat draws closer.</span>
<<elseif $timer lte 7>>
<span class="blue">A boat comes in, just offshore.</span>
<<else>>
<span class="lblue">You see a speck on the horizon.</span>
<</if>>
<</if>>
<<effectsman>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($timer lte 0 and $whitPierPhase is 0)>>
<span id="next"><<link [[Next|Bully Pier Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bully Pier Sex]]>><</link>></span><<nexttext>>
<</if>><<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> steadies <<himself>> against the railing, eyes shut in contentment.<<npcincr Whitney lust -20>><<llust>>
<br><br>
<<if $whitPierPhase is 1>>
<<if $consensual is 0>>
<<set $whitPierForced to true>>
<</if>>
"Did you see their faces?" <<he>> laughs between breaths. <<He>> pulls you close. "Come on, before they get any ideas."
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Whitney>><<person1>>
<<link [[Next|Bully Pier End]]>><<unset $whitPierSex>><<unset $whitPierPhase>><</link>>
<br>
<<else>>
By the time <<he>> recovers, the boat is nearing the shoreline. <<He>> punches the railing. "Damn! Missed it." <<He>> turns to you, and <<his>> frown morphs into a smirk. <<He>> gives you a light shove. "Guess I didn't count on how much of a slut you are. Hope you're proud of yourself."<<npcincr Whitney dom -1>><<ldom>>
<br><br>
<<He>> laughs as <<he>> leaves you behind on the pier. <<tearful>> you make your way back to Mer Street.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Mer Street]]>><<unset $whitPierSex>><<unset $whitPierPhase>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<elseif $enemyhealth lte 0>>
You shove Whitney over the guardrail, sending <<him>> plummeting into the water below. <<His>> friends are too busy laughing to prevent your flight.<<npcincr Whitney dom -1>><<ldom>>
<br><br>
<<tearful>> you escape onto Mer Street.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Mer Street]]>><<unset $whitPierSex>><<unset $whitPierPhase>><<set $eventskip to 1>><</link>>
<br>
<<elseif $finish is 1>>
<<if $whitPierPhase is 1>>
Whitney <<if $whitPierSex is "penile">>kicks you away<<else>>backs off<</if>> with a sigh. "Whatever. I got what I wanted." <<He>> glances towards the moored ship, and smirks. "I'm not the only one, I bet."
<br><br>
<<He>> laughs as <<he>> leaves you behind on the pier. <<tearful>> you make your way back to Mer Street.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Mer Street]]>><<unset $whitPierSex>><<unset $whitPierPhase>><<set $eventskip to 1>><</link>>
<br>
<<else>>
Whitney <<if $whitPierSex is "penile">>shoves you away<<else>>backs off<</if>>, looking sullen. Then, <<he>> grins. "You know what? I just thought up something better."
<br><br>
<<He>> squats down and grabs you by the ankles, trying to force you over the railing. You resist, but <<his>> friends join in the effort. Combined, they manage to send you over the edge. "Have a nice swim!" Whitney calls out as you plunge into the sea.<<trauma 6>><<stress 20>><<gtrauma>><<gggstress>>
<<silently>><<water>><</silently>>
<br><br>
<<tearful>> you cling to a piling, trying to catch your breath. You're a ways off from shore.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Sea Docks]]>><<unset $whitPierSex>><<unset $whitPierPhase>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<else>>
<<if $whitPierSex is "penile">>
Whitney grins ear-to-ear
<<else>>
You hear Whitney snicker behind you
<</if>>
as the ship comes into view, clear as day. A <<generate2>><<person2>><<person>> stands at the helm, gaping at the sight of a <<girl>> being
<<if $consensual is 1>>
<<switch $whitPierSex>>
<<case "vaginal" "penile" "anal">>
fucked
<<case "fingering">>
finger-fucked
<<default>>
pleasured
<</switch>>
<<else>>
violated
<</if>>
in broad daylight. <<He>> calls out, <span class="lewd">and several more <<people>> emerge from below deck.</span> Their faces run the gamut from shock, to disgust, to lustful thirst. Not a single one takes their eyes off you as the vessel passes on.
<<clearsinglenpc 1>><<person1>>
<br><br>
<<fameexhibitionism 10>>
<<if $consensual is 1>>
<<famesex 10>>
<<if $face is "covered" or $worn.face.type.includes("mask")>>
A lewd shiver runs down your spine at the thought of being recognised, but with the distance and your <<if $face is "covered">>hands in the way<<else>><<print $worn.face.name>><</if>>, you doubt they'd be able to.
<<else>>
You hold your head high, content to let them gawk. <span class="green">You feel proud to have garnered such a response.</span>
<<trauma -6>><<stress -6>><<ltrauma>><<lstress>>
<</if>>
<<else>>
<<famerape 10>>
<<if hasSexStat("exhibitionism", 5)>>
Though you're no stranger to public indecency, being degraded in front of so many witnesses makes your stomach churn.
<<else>>
Your face pales at the thought of strangers seeing you so thoroughly abused.
<</if>>
<<if $face is "covered">>
At least you were able to keep your face covered.
<<trauma 6>><<stress 6>><<gtrauma>><<gstress>>
<<elseif $worn.face.type.includes("mask")>>
You're thankful for your <<print $worn.face.name>>.
<<trauma 6>><<stress 6>><<gtrauma>><<gstress>>
<<else>>
Unable to bear the humiliation, you hang your head, but Whitney has other ideas.
<<if $whitPierSex is "penile">>
<<He>> cups a hand under your chin and <span class="red">forces it in the direction of the boat.</span>
<<else>>
<<He>> grasps your hair and yanks it back, <span class="red">forcing it up to face the crowd.</span>
<</if>>
"That's right, <<bitch>>. Now they all know whose slut you are."
<<trauma 12>><<stress 12>><<ggtrauma>><<ggstress>>
<</if>>
<</if>>
<br><br>
The ship disappears from view, taking its leering passengers with it. But Whitney's not done with you.
<<if $whitPierSex is "penile">>
<<He>> grabs you by the collar and pulls you close.
<<else>>
<<He>> leans over your shoulder, <<his>> <<if $NPCList[0].breastsize gt 1>><<print $NPCList[0].breastsdesc>> pressing against your back<<else>>body weighing down on yours<</if>>.
<</if>>
"Shame they won't be here when I make you squeal," <<he>> whispers.
<<switch $whitPierSex>>
<<case "vaginal" "penile">>
<<He>> bucks against your hips.
<<case "anal">>
<<He>> bucks against your ass.
<<default>>
<<He>> squeezes your crotch.
<</switch>>
"Let's wrap this up."
<br><br>
<<link [[Next|Bully Pier Sex]]>><<set $whitPierPhase to 1>><</link>>
<br>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>>
You run until the sounds of the ocean give way to urban ambience. Whitney releases you and leans against a streetlamp, panting.
<br><br>
<<His>> buddies rush to <<his>> side to commend <<his>> audacity.
<<if $cool gte 160>>
Grinning, <<he>> pulls you to <<his>> side with a flourish. They cheer.
<<if $whitPierForced>>
You wince.
<<trauma 12>><<stress 6>><<status 5>><<ggtrauma>><<gstress>><<gcool>>
<<else>>
You take a bow.
<<trauma -12>><<stress -6>><<status 5>><<lltrauma>><<lstress>><<gcool>>
<</if>>
<<elseif $cool gte 40>>
Some break away from the crowd to pat you on the back.
<<if $whitPierForced>>
You flinch at their touch.
<<trauma 6>><<stress 4>><<status 5>><<gtrauma>><<gstress>><<gcool>>
<<else>>
And to sneak in some flirting while Whitney's distracted.
<<trauma -6>><<stress -4>><<status 5>><<ltrauma>><<lstress>><<gcool>>
<</if>>
<<else>>
<<if $whitPierForced>>
You sit off to the side, still shaken from the ordeal.
<<trauma 6>><<gtrauma>>
<<else>>
<<He>> sits back and soaks in their praise. They ignore you.
<</if>>
<</if>>
<br><br>
Steadily, the excitement dies down. Whitney yawns. "That was fun, but I'm bored. Later, slut." <<He>> turns to leave, but stops, eyeing you up and down. "You best fuck off, too. I'm sure someone's gonna want a taste now that you've thrown it all out there."
<br><br>
Laughter bursts from the group. It echoes down the street as they depart.
<br><br>
<<link [[Next|Mer Street]]>><<endevent>><<set $eventskip to 1>><<unset $whitPierForced>><</link>>
<br><<set $dateCount.Total++>><<set $dateCount.Whitney++>>
<<set $outside to 0>><<set $location to "town">><<effects>>
<<pass 20>>
<<He>> pushes you through the school gates, groping your <<bottom>> the whole time without caring who sees. "I have something romantic planned," <<he>> says. "Only the best for my <<bitch>>."
<br><br>
<<He>> takes you to Harvest Street, to a seedy pub. "Sit down. I'll get drinks."
<br><br>
<<He>> returns with two colourful looking glasses. "Drink up," <<he>> says.
<br><br>
<<if playerIsPregnant() and playerAwareTheyArePregnant()>>
<span class="blue">You can't bring yourself to drink while you know you're with child.</span>
<<else>>
<<link [[Drink|Bully Romance 2]]>><<wearProp "shotglass">><<set $phase to 0>><<npcincr Whitney dom 1>><</link>><<gdom>>
<</if>>
<br>
<<link [[Don't drink|Bully Romance 2]]>><<set $phase to 1>><<npcincr Whitney dom -1>><</link>><<ldom>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
<<if $phase is 0>>
You sip the drink. It's very sweet. You feel light-headed within moments.
<br><br>
<<alcohol 120>>
<</if>>
<<He>> sips <<his>> drink and stares at you. "Why don't you come over here? Sit on my lap."
<br><br>
<<link [[Sit on lap|Bully Romance 3]]>><<handheldon>><<set $phase to 0>><<npcincr Whitney dom 1>><<npcincr Whitney love 1>><</link>><<glove>><<gdom>>
<br>
<<link [[Refuse|Bully Romance 3]]>><<handheldon>><<set $phase to 1>><<npcincr Whitney love -1>><<npcincr Whitney dom -1>><</link>><<llove>><<ldom>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
<<if $phase is 0>>
You walk around the table and sit on <<his>> waiting lap. A few heads turn to look. <<He>> leans close.
<<else>>
You shake your head. <<He>> reaches forward and grabs your shoulders before pulling you onto the table. <<He>> leans close.
<</if>>
"I'm going to fuck you," <<he>> whispers. "Right here. Everyone will see and know you're mine."
<br><br>
<<link [[Nod|Bully Romance Sex]]>><<set $sexstart to 1>><<npcincr Whitney dom 1>><<npcincr Whitney love 1>><</link>><<promiscuous1>><<glove>><<gdom>>
<br>
<<link [[Refuse|Bully Romance Sex]]>><<set $molestationstart to 1>><<npcincr Whitney dom -1>><<npcincr Whitney love -1>><</link>><<llove>><<ldom>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<span class="red">"That's not your decision to make,"</span> <<he>> says.
<br><br>
<</if>>
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<promiscuity1>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Bully Romance Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bully Romance Sex]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<npcincr Whitney lust -20>>
The audience applauds. Whitney gasps and climbs off you.
<<if $orgasmcurrent is 0 and (($player.penisExist and (!playerChastity("penis") or $worn.genitals.name is "chastity parasite")) or ($player.vaginaExist and !playerChastity("hidden")))>>
<<whitneyFinish>>
<</if>>
<<clotheson>>
<<tearful>> you climb to your feet. Whitney takes your hand. "Let's leave before these perverts get any funny ideas." <<He>> drags you from the pub.<<takeHandholdingVirginity "Whitney" "romantic">>
<br><br>
<<He>> pulls a cigarette out of <<his>> shirt pocket once outside. "And they say I'm not romantic," <<he>> says. "Fuck off home or wherever, I've got things to do." <<He>> walks away from you.
<<llust>>
<br><br>
<<endcombat>>
<<elseif $enemyhealth lte 0>>
You shove Whitney off you. <<tearful>> you flee the pub. The audience cheers at the spectacle.
<<llove>><<ldom>><<npcincr Whitney love -1>><<npcincr Whitney dom -1>>
<br><br>
<<clotheson>>
<<endcombat>>
<<else>>
"You're showing me up in front of all these people," Whitney says. "You should treat your <<nnpc_girlfriend "Whitney">> better." <<He>> shoves you away, adjusts <<his>> clothes and leaves the pub.
<<llove>><<ldom>><<npcincr Whitney love -1>><<npcincr Whitney dom -1>>
<br><br>
<<clotheson>>
<<endcombat>>
<<tearful>> you leave the same way as Whitney, but don't see <<nnpc_him "Whitney">> anywhere.
<br><br>
<</if>>
<<link [[Next|Harvest Street]]>><<set $eventskip to 1>><</link>>
<br><<set $outside to 0>><<set $location to "town">><<effects>>
<<pass 20>><<outfitChecks>>
Whitney drags you by your hair, forcing you to bend forwards. <<He>> leads you through the school gates and down a nearby alley. <<He>> releases you in front of a <<endevent>><<generate1>><<person1>><<person>>.
<<if !_shirtless>>
Without warning, Whitney <<pullsup>> your _top.name.
<</if>>
"There. I've shown you a school <<girl>> shirtless. Now pay up."
<br><br>
The <<person>> reaches forward to grope your <<breasts>>. "No touching!" Whitney says.
<<if C.npc.Whitney.dom gte 20>>
"That's extra."
<br><br>
"How much extra?"
<br><br>
Whitney pauses, refusing to let you go. "£50."
<br><br>
"Done," the <<person>> says. <<He>> pulls some notes from <<his>> pocket. Whitney shoves you over while taking the money.
<br><br>
<<link [[Next|Bully Whore Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
"You haven't paid for that." You struggle free.
<br><br>
<<endevent>><<npc Whitney>><<person1>>
You leave the alley as Whitney takes <<his>> money. "Don't be upset," <<he>> shouts at you. "You've been productive for once."
<<npcincr Whitney lust 5>><<glust>><<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<<link [[Next|Oxford Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
Whitney counts the money.
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Bully Whore Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bully Whore Molestation]]>><</link>></span><<nexttext>>
<</if>><<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<set $forcedprostitutionstat += 1>>
"I hope you're satisfied," Whitney says. "Give another £20, and I'll let you have another go."
<br><br>
"I don't think my heart could take it," the <<person>> says. "Another time maybe."
<<tearful>> you stagger from the alley.
<<elseif $enemyhealth lte 0>>
"Fuck!" the <<person1>><<person>> shouts as <<he>> backs away from you. "I want my money back. This one has rabies or something."
<br><br>
Whitney laughs. "There's nothing wrong with it. You're just a weakling. Come back with more money, and you can have another go."
<br><br>
<<tearful>> you leave the alley.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Oxford Street]]>><<set $eventskip to 1>><</link>><<set $outside to 1>><<set $location to "park">><<effects>>
<<if $phase is 1>>
"Shouldn't have done that, slut. Now I'm really pissed." You feel Whitney's friends shove you towards the main gate, nodding in the direction of the park.
<<else>>
You let Whitney's friends shove you towards the main gate, nodding in the direction of the park.
<</if>>
<br><br>
Upon reaching the park, they direct you to the toilets. With a final shove, you're pushed inside and fall to your knees. "Strip," <<he>> demands.
<br><br>
Whitney snickers and leers with <<his>> friends as they eye you up. Whitney has <<his>> friends guard the door to the toilets. You notice them excitedly whispering to themselves as they shoot quick glances back at you.
<br><br>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Flaunt|Bully Dog Walk 2]]>><<npcincr Whitney dom 1>><<npcincr Whitney love 1>><<set $phase to 2>><</link>><<exhibitionist5>><<glove>><<gdom>>
<br>
<</if>>
<<link [[Strip|Bully Dog Walk 2]]>><<set $phase to 0>><</link>>
<br>
<<link [[Plead|Bully Dog Walk 2]]>><<set $phase to 1>><</link>><<set $outside to 1>><<set $location to "park">><<effects>>
<<if $phase is 1 and C.npc.Whitney.love gte random(10,20)>>
Whitney looks down at you and rolls <<his>> eyes. <<He>> sighs. "Alright, it was a stupid idea. This slut wouldn't be able to pull it off anyways." They walk away, but not before Whitney looks back at you with a disappointed glare.
<br><br>
<<link [[Next|Park]]>><<endevent>><<set $eventskip to 1>><</link>>
<<else>>
<<strip>>
<<if $phase is 1>>
Whitney looks down at you with anger. <<He>> shouts, "Think begging is going to change my mind? I said you're gonna help me, and that's what you're gonna do."
<br><br>
<</if>>
<<if $phase is 2>>
You eagerly take off your clothes piece by piece and hand them to Whitney, who takes them from you and balls them under <<his>> arm. "Good slut." <<He>> smirks. "I'm glad you're looking forward to it. I know I sure am."
<<else>>
You take off your clothes piece by piece and hand them to Whitney, who snatches them from you and balls them under <<his>> arm, grinning in delight. You try to cover yourself from the prying eyes of <<his>> friends and their mockery.
<</if>>
<br><br>
<<if $worn.neck.collared isnot 1>>
<<neckwear 35>><<set $whitneycollar to 1>>
"Alright, slut, hold still if you know what's good for you," <<he>> says, producing a collar that says Whitney's pet in bold letters. <<He>> places it around your neck, tightening it painfully. "Gotta keep it tight, so it reminds you of your place as a good doggie."
<br><br>
<</if>>
<<attach_leash>>
<<link [[Next|Bully Dog Walk 3]]>><</link>>
<</if>><<set $outside to 1>><<set $location to "park">><<effects>>
You go to step forward before Whitney places <<his>> hands on your shoulders and aggressively pushes you down. "Does a good dog walk on two legs?" <<His>> friends laugh at you in your degraded and vulnerable state. Whitney leans down and affixes a leash to the ring of the collar before violently tugging on it. "Does the doggie wanna go for a walk?"
<br><br>
You're led by the leash through the park. You feel the shocked stares of the few parkgoers that are there today as your naked body is led on all fours like an animal by a leash. You wonder if they'll come to your rescue, but none do. Whitney whispers to <<his>> friends before <<he>> points to a secluded area towards the back of the park near the treeline. You feel <<him>> tug at the collar once again, stopping you in your tracks. <<He>> nods in the direction <<he>> gestured to.
<br><br>
<<He>> says, "Okay, slut. We're going over here so you can help me out with that thing." You look up at Whitney quizzically, not understanding what <<he>> means. "You didn't think this was it? Did you?"
<br><br>
<<link [[Next|Bully Dog Walk 4]]>><</link>><<set $outside to 1>><<set $location to "park">><<effects>>
<<endevent>>
<<beastNEWinit 1 dog>>
As you turn back to the wall however,
<<if $monster isnot 1 and $bestialitydisable is "t">>
<<endevent>><<generate1>><<person1>>
<<set $whitWalk to ($NPCList[0].pronoun is "m" ? "man" : "woman")>>
<<else>>
<<set $whitWalk to "dog">>
<</if>>
<<switch $whitWalk>>
<<case "man">><<set _pronoun to "He">><<set _pronoun2 to "his">>
<<case "woman">><<set _pronoun to "She">><<set _pronoun2 to "her">>
<<case "dog">><<set _pronoun to "It">><<set _pronoun2 to "its">>
<</switch>>
Whitney guides you off the trail and walks towards the treeline. Upon reaching it, you find someone standing with <<if $whitWalk is "dog">>their dog, who is panting excitedly<<else>>another collared <<print $whitWalk>><</if>>. You see the other person checking over their shoulder nervously. "Come on, this is too risky! Let's get this over with!"
<br><br>
Whitney pulls at your collar. "What're ya waiting for? Doggies love playtime, don't they?" You pleadingly look up at Whitney, only to be met with <<nnpc_his "Whitney">> smug grin and icy stare.
You look back to the <<print $whitWalk>>. <<print _pronoun>> seems to be excited to see you. You can't help but notice <<print _pronoun2>> <<if $NPCList[0].penis isnot "none">>erect<<if $whitWalk is "dog">> knotted<</if>> cock<<else>>visibly aroused pussy<</if>>, and a chill runs over you as you realise what exactly Whitney has in mind for you.
<br><br>
Whitney's friends pull out their cell phones and begin filming. "This is gonna be so damn good!"
<br><br>
Whitney jabs them with <<nnpc_his "Whitney">> elbow and shushes them before grabbing the collar and dragging you towards the <<print $whitWalk>>, who is now eagerly tugging on the leash.
<br><br>
<<link [[Next|Bully Dog Walk Rape]]>><<set $molestationstart to 1>><</link>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<if $whitWalk is "dog">>
<<beastCombatInit>>
<<else>>
<<maninit>>
<</if>>
<<set $enemyanger += 60>>
<<set $rescue to 1>>
<<set $audienceforceteen to 1>>
<</if>>
<<effects>>
<<effectsman>>
<<if $whitWalk is "dog">>
<<beast $enemyno>>
<<else>>
<<man>>
<</if>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or $alarm is 1>>
<span id="next"><<link [[Next|Bully Dog Walk Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bully Dog Walk Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $alarm is 1 or $enemyhealth lte 0>>
<<if $alarm is 1>>
You scream as loud as you can.
<<else>>
The $whitWalk ends up making a lot of noise.
<</if>>
<br><br>
"What's going on over there?" You can hear footsteps rapidly approaching. Turning back you see Whitney and <<nnpc_his "Whitney">> friends running away.
<br><br>
You hear a person in the distance shouting, "What the hell do you think you're doing?!" as the person holding the leash pulls the <<print $whitWalk>> off you and flees the scene.
<br><br>
"Are you okay? Here, let me help," the stranger says, helping you gather your clothes and walking you back to the fountain.
<<elseif $enemyarousal gte $enemyarousalmax>>
<<if $whitWalk is "dog">>
<<beastejaculation>>
<<else>>
<<ejaculation>>
<</if>>
Too tired to look, you hear someone near Whitney say, "Alright, this went pretty well. The debt's erased, and make sure I get a copy of those videos!"
<br><br>
Whitney replies, "I always come through, and if you want a copy, that'll cost ya." The other person grunts before walking away with the $whitWalk on the leash.
<br><br>
You lay on the grass, panting, shaking, and embarrassed as you look up at Whitney. <<nnpc_He "Whitney">> has a sadistic and satisfied grin from ear to ear as <<nnpc_he "Whitney">> looks down on your lewd state.
<br><br>
"Here's your stuff, slut," <<nnpc_he "Whitney">> says as <<nnpc_he "Whitney">> tosses your bundled clothes onto you and walks away from you.
<</if>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Park]]>><<endevent>><<set $eventskip to 1>><<unset $whitWalk>><</link>><<set $outside to 1>><<set $location to "town">><<effects>>
<<He>> starts jogging towards you as <<he>> gets closer. "Hang on there, <<girl>>. Won't take long." <<He>> walks behind you. Your bonds come loose. "You alright?"
<br><br>
<<unbind>>
"Tha-" you begin, but Whitney interrupts you from the other side of the road. "What are you doing? Just fuck <<phim>> already."
<br><br>
One of the <<persons>> crewmates catches up and stares at Whitney. "Something's wrong with that <<print C.npc.Whitney.pronoun is "f" ? "gal" : "guy">>. Damn."
<br><br>
"You shouldn't tie your friend up like that," the <<person>> shouts back at Whitney. "Not in this town especially."
<br><br>
<<endevent>><<npc Whitney>><<person1>>
Whitney steps forward, fists clenched. <<His>> gang doesn't seem so eager to start a fight though. Two of them pull <<him>> back. "You weak fucks," <<he>> shouts, you're not sure at whom. "I hope you fish fuckers get raped by a whale." <<He>> turns with <<his>> friends and walks away.
<br><br>
The crew make sure you're okay, then head back to their ship.
<br><br>
<<endevent>>
<<link [[Next|Mer Street]]>><<set $eventskip to 1>><</link>>
<br><<set $outside to 1>><<set $location to "school">><<set $daily.whitney.bullyGate to 1>><<schooleffects>><<effects>>
<<npc Whitney>><<person1>>
<<if $whitneyReunionScene isnot undefined>>
<<unset $whitneyReunionScene>>
As you pass through the gate, something grabs your arm. Before you can react, you're yanked backwards and find yourself face-to-face with Whitney. <<His>> goons flank you, preventing escape. "There you are, bitch," Whitney says, looking aggravated. "What? You didn't think I'd notice when my favourite slut goes missing?" You're unable to respond as <<he>> presses <<his>> lips against your mouth, kissing you.<<takeKissVirginity "Whitney" "loveInterest">>
<br><br>
Whitney's arm wraps around your waist as <<he>> holds the back of your head still. <<He>> leans forward, forcing you to bend backward. Jeers erupt from <<his>> goons as they watch in anticipation.
<br><br>
"Fuck <<phim>>!"
<br>
"Beat <<phim>>!"
<br>
"Take <<pher>> clothes!"
<br><br>
Whitney glares at you, <<his>> grip the only thing keeping you from falling. You swear you see the faintest trace of a tear in <<his>> eye. Before it goes any further, <<he>> drops you on the floor.
<br><br>
Whitney's breathing is heavier. <<He>> speaks, "Only... I get to kidnap you. Got it?" <<He>> roughly shoves you through the gate, not taking <<his>> eyes off you.<<npcincr Whitney dom 3>><<stress 6>><<gstress>><<ggdom>>
<br><br>
<<link [[Next|Oxford Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<elseif $halloween is 1 and !$halloween_whitney>>
<<set $halloween_whitney to 1>>
An arm wraps around your neck. It's Whitney. <<He>> keeps walking, pushing you along. "<<if Time.monthDay is 31>>Happy Halloween<<else>>Halloween soon<</if>>," <<he>> says, squeezing. "<<if Time.monthDay is 31>>We're going<<else>>We'll be<</if>> trick-or-treating on <span class="gold">Domus Street after <<ampm 19 00>></span>. You better dress nice<<if $cool lte 40>> for once<</if>>." <<He>> doesn't wait for a response before turning and walking back to <<his>> friends.
<br><br>
<<link [[Next|Oxford Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<cleareventpool>>
<<if $whitneyromance is 1>>
<<addinlineevent "whitney_gate_kiss">>
Whitney spots you approaching the gate. <<He>> shoves one of <<his>> friends out of the way and marches towards you. <<He>> pushes you against a wall and holds your hands above your head in <<his>> own. <<takeHandholdingVirginity "Whitney" "romantic">>
<br><br>
"Almost missed you," <<he>> says. <<He>> kisses you, still pressing your arms against the wall. <<takeKissVirginity "Whitney" "loveInterest">>"You wouldn't do that to me, would you?" <<He>> kisses once more before releasing you. <<He>> slaps your <<bottom>> as you leave.<<stress 6>><<arousal 600>><<npcincr Whitney lust 5>><<gstress>><<garousal>><<glust>>
<br><br>
<<link [[Next|Oxford Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "whitney_gate_rape">>
Whitney's busy arguing with one of <<his>> friends and doesn't spot you. Another of <<his>> friends, a <<generatey2>><<person2>><<person>>, does though, and walks over to you. "You're Whitney's slut," <<he>> says. "Think I fancy a piece myself." You withdraw into a defensive posture as <<he>> tries to grope your <<genitals 2>>.
<br><br>
The <<person2>><<person>> turns just in time to get smacked in the face. Whitney grasps <<his>> collar and pulls <<him>> close. "Keep your <<= $pronoun is "m" ? "pervert hands" : "skanky ass">> away from my slut." Whitney shoves <<him>> aside. <<He>> turns away, red in the face as Whitney grabs your arm and tugs.
<br><br>
<<endevent>><<npc Whitney>><<person1>><<He>> pulls you away from <<his>> friends, behind the bike shed. "The nerve of that cunt," <<he>> says. "I need to vent." <<He>> shoves you to the ground and drops on top of you.
<br><br>
<<link [[Next|School Leave Whitney Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</addinlineevent>>
<<if $bodywritingLvl gte 1>>
<<addinlineevent "whitney_gate_writing">>
Whitney grins when <<he>> spots you. <<He>> stomps out <<his>> cigarette and marches over.
<<if $worn.face.type.includes("mask")>>
"Why hide your pretty face?" <<he>> asks. <<He>> reaches for your $worn.face.name.
<br><br>
<<link [[Allow it|School Leave Whitney Mask]]>><<npcincr Whitney love 1>><</link>><<glove>>
<br>
<<link [[Push Whitney's arm away|School Leave Whitney Mask Push]]>><<npcincr Whitney love -1>><<npcincr Whitney dom -1>><</link>><<llove>><<ldom>>
<br>
<<else>>
<<whitneyFaceWritingInspection>>
<</if>>
<</addinlineevent>>
<</if>>
<<if !$daily.whitney.shoppingCentre and !($weekly.whitneyShoppingCentre gte 2)>>
<<addinlineevent "whitney_gate_shopping_romance" 0.5>>
Whitney grins when <<he>> spots you. <<He>> stomps out <<his>> cigarette and marches over. "Hey slut! Stay right there!"
<br><br>
You turn around to see Whitney walking up to you, a mischievous look in <<his>> eyes. You brace yourself for whatever <<he>> has planned. "Come with me."
<br><br>
<<He>> reaches <<his>> hands towards your own.
<br><br>
<<link [[Remain still (0:30)|Whitney Shopping Centre]]>><<pass 30>><<sub 1>><<stress 6>><<trauma 6>><<npcincr Whitney dom 1>><<set $phase to 1>><</link>><<gstress>><<gtrauma>><<gdom>><<handholdingvirginitywarning>>
<br>
<<link [[Back away|Whitney Shopping Centre Refuse]]>><<def 1>><<npcincr Whitney dom -1>><<set $phase to 1>><</link>><<ldom>>
<br>
<</addinlineevent>>
<</if>>
<<else>> /* if $whitneyromance is 0 */
<<addinlineevent "whitney_gate_taunt">>
Whitney spots you approaching the gate. "Look who it is," <<he>> shouts. <<His>> friends turn to watch you. "Look at the way <<pshe>> walks. I bet <<pshes>> sore after fucking all the teachers." They laugh.<<stress 6>><<trauma 6>><<npcincr Whitney lust 5>><<gstress>><<gtrauma>><<glust>>
<br><br>
<<link [[Next|Oxford Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "whitney_gate_cigarette">>
You walk past Whitney. You feel a sting on your arm and turn to see Whitney putting <<his>> cigarette out on it. <<He>> gives you an innocent smile.<<pain 5>><<stress 6>><<trauma 6>><<npcincr Whitney lust 5>><<gpain>><<gstress>><<gtrauma>><<glust>>
<br><br>
<<link [[Next|Oxford Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "whitney_gate_toll">>
Whitney spots you approaching the gate. "Where do you think you're going?" <<he>> says. "You haven't paid the toll." <<He>> grasps <<his>> crotch, and <<his>> friends laugh.<<stress 6>><<trauma 6>><<npcincr Whitney lust 5>><<gstress>><<gtrauma>><<glust>>
<br><br>
<<link [[Next|Oxford Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</addinlineevent>>
<<addinlineevent "whitney_gate_toll_2">>
Whitney spots you approaching the gate. <<He>> blocks your path. "Where do you think you're going?" <<he>> says. "There's a toll for passing through." <<He>> holds out a hand. "Twenty quid. Or I'll take something else as payment."
<br><br>
<<if $money gte 2000>>
<<link [[Pay up|School Leave Whitney Pay]]>><<money -2000>><<sub 1>><<stress 6>><<trauma 6>><<npcincr Whitney dom 1>><</link>><<gstress>><<gtrauma>><<gdom>>
<br>
<</if>>
<<link [[Say you can't afford it|School Leave Whitney Strip]]>><<set $phase to 0>><<set $molestationstart to 1>><</link>>
<br>
<<link [[Shove|School Leave Whitney Strip]]>><<set $phase to 1>><<set $molestationstart to 1>><<def 1>><<npcincr Whitney dom -1>><</link>><<ldom>>
<br>
<</addinlineevent>>
<<addinlineevent "whitney_gate_ride">>
<<if currentSkillValue('physique') gte 15000>>
You hear footsteps behind you. Before you can turn, Whitney leaps on your back and wraps <<his>> arms around your neck. "Giddy up, <<bitch>>," <<he>> says.
<span class="green">You resist being knocked to your knees.</span> "You're a good horse. I should ride you more often."
<br><br>
<<link [[Go along with it (0:10)|School Leave Whitney Ride]]>><<pass 10>><<sub 1>><<npcincr Whitney love 1>><<npcincr Whitney dom 1>><</link>><<glove>><<gdom>>
<br>
<<link [[Take control (0:10)|School Leave Whitney Control]]>><<pass 10>><<def 1>><<npcincr Whitney dom -1>><</link>><<ldom>>
<br>
<<link [[Throw Whitney off|School Leave Whitney Throw]]>><<npcincr Whitney love -1>><</link>><<llove>>
<br>
<<else>>
You hear footsteps behind you. Before you can turn, Whitney leaps on your back and wraps <<his>> arms around your neck. "Giddy up, <<bitch>>," <<he>> says. <span class="red">The weight forces you to your knees.</span> "You're a shit horse. Maybe you need to be ridden more." <<He>> turns to <<his>> friends. "Any takers?" They laugh as you climb to your feet.<<stress 6>><<trauma 6>><<npcincr Whitney lust 5>><<gstress>><<gtrauma>><<glust>>
<br><br>
<<link [[Next|Oxford Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<</addinlineevent>>
<<if $whitneyskirtcheck gte 1 and $forcedcrossdressingdisable is "f" and C.npc.Whitney.dom gte 18 and !$daily.whitney.shoppingCentre and !($weekly.whitneyShoppingCentre gte 2)>>
<<addinlineevent "whitney_gate_shopping" 0.5>>
Whitney spots you approaching the gate. <<He>> blocks your path. "Hey slut! Stay right there!"
<br><br>
With a mischievous look in <<his>> eyes, you brace yourself for whatever <<he>> has planned. "Come with me."
<br><br>
<<He>> reaches <<his>> hands towards your own.
<br><br>
<<link [[Remain still (0:30)|Whitney Shopping Centre]]>><<pass 30>><<sub 1>><<stress 6>><<trauma 6>><<npcincr Whitney dom 1>><<set $phase to 1>><</link>><<gstress>><<gtrauma>><<gdom>><<handholdingvirginitywarning>>
<br>
<<link [[Back away|Whitney Shopping Centre Refuse]]>><<def 1>><<npcincr Whitney dom -1>><<set $phase to 1>><</link>><<ldom>>
<br>
<</addinlineevent>>
<</if>>
<<if Weather.temperature lte -10>>
<<addinlineevent "whitney_gate_freezing">>
"Hey there, how's my slut doing? Enjoying the cold weather?" Whitney says as <<he>> and <<his>> friends approach you. "I was just thinking you should lick that pole over there. You know, to demonstrate for us all how good you are at giving head."
<br><br>
You look at the metal post. With the air so frigid, you immediately guess Whitney's intentions.
<br><br>
<<if $speech_attitude is "meek">>
"But..." You hesitate. "Wouldn't that make my tongue freeze? I would get stuck!"
<<elseif $speech_attitude is "bratty">>
"Don't be a moron. Your friends might be dumb enough to try that, but I'm not going to freeze my tongue to a signpost."
<<else>>
"That would cause my tongue to freeze to the cold metal. I'm not falling for that."
<</if>>
<br><br>
"You're no fun," Whitney snorts, before <<his>> lips curl into a smile. "But don't worry, I thought of something better than that. Take off your shirt, now."
<br><br>
<<link [[Let it happen|School Leave Whitney Freezing]]>><<sub 1>><<npcincr Whitney dom 1>><</link>><<gdom>>
<br>
<<link [[Fight|School Leave Whitney Freezing Fight]]>><<set $fightstart to 1>><<def 1>><<npcincr Whitney dom -1>><</link>><<ldom>>
<br>
<</addinlineevent>>
<</if>>
<</if>>
<<runeventpool>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<set $enemyanger += 60>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|School Leave Whitney Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|School Leave Whitney Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<npcincr Whitney lust -20>>
"Maybe you'll smell like me now," <<he>> says. "I read somewhere that affects people subconsciously." <<He>> pulls a cigarette from <<his>> shirt pocket. "Later, <<girl>>."
<<llust>>
<br><br>
<<tearful>> you climb to your feet.
<<else>>
Whitney shouts in pain and staggers away from you. <<tearful>> you climb to you feet. <<He>> swipes at you but misses as you flee out from behind the shed. You leave the school.
<<npcincr Whitney dom -1>><<ldom>>
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Oxford Street]]>><<set $eventskip to 1>><</link>><<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>>
You hand Whitney the money. "Nice doing business," <<he>> says. <<He>> barges past you.<<npcincr Whitney lust 5>><<glust>>
<br><br>
<<link [[Next|Oxford Street]]>><<endevent>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<npcstrip>><<npcidlegenitals>>
<<if $phase is 0>>
"Oh, I think you can," <<he>> says. <<He>> lunges for you. <<His>> friends cheer <<him>> on.
<br><br>
<<elseif $phase is 1>>
You shove Whitney away. "Slut," <<he>> snarls. "I'm gonna show everyone." <<He>> lunges for you. <<His>> friends cheer <<him>> on.
<br><br>
<</if>>
<<if $delinquency lt 400>><<enable_rescue>><</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate "<span class='red'>No one comes to your aid, likely due to your reputation as a delinquent.</span>">>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($worn.upper.type.includes("naked") and $worn.lower.type.includes("naked") and ($worn.under_lower.type.includes("naked") or playerChastity()))>>
<span id="next"><<link [[Next|School Leave Whitney Strip Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|School Leave Whitney Strip]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyhealth lte 0>>
Whitney stumbles backwards. <<tearful>> you push past <<his>> friends and flee to safety.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<npcincr Whitney lust -20>>
<<tearful>> you push past <<his>> friends and flee to safety.
<<llust>>
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $alarm is 1 and $rescue is 1>>
<<endcombat>>
<<npc Doren>><<person1>>"Leave the <<lass>> alone," Doren shouts across the courtyard.<<endevent>><<npc Whitney>><<person1>> Whitney shoves you away. "I wasn't doing nothing," <<he>> protests. <<tearful>> you push past <<his>> friends and flee to safety.
<br><br>
<<endevent>>
<<clotheson>>
<<else>>
Whitney steps back to look at you. <<covered>> <<His>> friends jeer at you. "Hey everyone!" Whitney shouts, trying to attract more attention to your situation.
<<glust>><<npcincr Whitney lust 5>><<fameexhibitionism 30>>
<br><br>
<<endcombat>>
<<npc Doren>><<person1>>Doren pushes through the crowd. <<He>> scowls when <<he>> sees you and Whitney. "Give the <<lass>> <<pher>> clothes back," <<he>> says. "Now."
<br><br>
Whitney hesitates, but relents and throws the clothes on top of you. "Come on. I think we showed <<phim>>."
<br><br>
Doren holds <<his>> large coat around you and looks away as you dress.
<br><br>
"Are you alri-" <<he>> begins, but is cut off by a scream on the other side of the courtyard. <<He>> sighs. "Sorry." <<He>> leaves to investigate the noise.
<br><br>
<<clothesontowel>>
<<endevent>>
<</if>>
<<link [[Next|Oxford Street]]>><<set $eventskip to 1>><</link>><<effects>>
<<if $whitneypantiescheck is 0>>
<<set $whitneypantiescheck to 1>>
<<if $player.gender is "m" and !playerChastity("hidden") and ($player.penissize lte 0 or playerChastity("cage")) and $forcedcrossdressingdisable is "f">>
Whitney tears off your $worn.under_lower.name and pockets <<print $worn.under_lower.plural ? "them" : "it">>, before looking at your <<genitals>>.
<<if playerChastity("cage")>>
"You know, looking at your cage, you could just wear panties instead."
<<elseif $player.penissize lte 0>>
"You know, looking at how small you are, you could just wear panties instead."
<<else>>
"You know, looking at you now, you could just wear panties instead."
<</if>>
<br><br>
<<set $stealtextskip to 1>>
<<if $whitneyWilling>>
<<else>>
<<underlowersteal strip `$whitneyWilling ? "given" : undefined`>>
<</if>>
<<link [[Agree to wear panties|Bully Panties 2]]>><<set $whitneypantiescheck to 2>><<set $phase to 0>><</link>> <<if $statdisable is "f">> | <span class="pink">This may give Whitney other ideas</span><</if>>
<br>
<<link [[Refuse|Bully Panties 2]]>><<set $phase to 1>><<npcincr Whitney dom -1>><</link>><<ldom>>
<<else>>
Whitney tears off your $worn.under_lower.name and pockets <<print $worn.under_lower.plural ? "them" : "it">>. "I'll be keeping an eye out, slut."
<br><br>
<<set $stealtextskip to 1>>
<<underlowersteal strip `$whitneyWilling ? "given" : undefined`>>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<</if>>
<<unset $whitneyWilling>>
<<else>>
Whitney and <<his>> friends tear your clothes off, then shove you to the ground. <<tearful>> you pick yourself back up.
<br><br>
<<if $whitneyCrossdressSchool gte 1 and $forcedcrossdressingdisable is "f">>
<<ruined>>
<<else>>
<<clothesruined>>
<</if>>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<</if>>
<br><<effects>>
<<if $phase is 0>>
"Good decision," <<he>> says. "I'll be keeping an eye out, slut."
<br><br>
<<He>> whispers to one of <<his>> friends, who promptly runs off in the direction of the library and quickly returns with a new pair of plain panties. "Even got you a fresh pair, aren't I nice?"
<<underlowerwear 1>>
<<else>>
"Your choice," <<he>> says. "I'll be keeping an eye out, slut."
<<set $whitneypantiesoffered to true>>
<</if>>
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>><<effects>><<seenPassage>>
<<outfitChecks>>
<<npc Whitney>><<person1>>Whitney and <<his>> friends drag you out the rear doors of the school towards the back fence, drawing a small crowd of students with them as you go. They start by taping your arms behind your back and strip you of your <<if _middleOutfit>>$worn.upper.name,<<upperruined>><<lowerruined>><<else>>$worn.lower.name,<<lowerruined>><</if>> revealing your $worn.under_lower.name, much to the delight of the onlooking students. <<lowerruined>><<bindtemp>>
<br><br>
<<set $worn.under_lower.integrity -= 20>>
<<if $worn.under_lower.integrity lte 0>>
Whitney grabs the rear waistband of your $worn.under_lower.name and yanks up sharply, pulling the fabric taut between your <<bottom>> cheeks and lifting you off the ground. You hear a loud tearing sound as your underwear rips, dropping you to the dirt before Whitney can carry out <<his>> plan. <<pain 5>><<gpain>><<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<schoolrep_naked>>
<br><br>
"Huh. Well, that solves that problem then. So long, loser," Whitney says with a laugh, tossing the scraps of fabric at you. A few students take pictures, but most look disappointed that things did not go further.
<br><br>
<<link[[Next|School Rear Courtyard]]>><<endevent>><</link>>
<<exit>>
<<elseif random(0,100) gte 20>>
Whitney grabs the rear waistband of your $worn.under_lower.name and yanks up sharply, pulling the fabric taut between your <<bottom>> cheeks and lifting you off the ground. <<He>> pokes one of the metal fence spikes through your underwear, fixing you in place. There's a visible <<if $player.penisExist>>bulge<<else>>cameltoe<</if>> showing through your $worn.under_lower.name, stretched as tight as it can go.
<<pain 2>><<gpain>><<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
"Enjoy yourself up there, slut, and remember this next time you want to break the rules!" Whitney says, walking away. You look over your shoulder past the crowd and see there are no teachers in sight. You will either need to free yourself or ask your peers for help.
<<else>>
Whitney grabs the front waistband of your $worn.under_lower.name and yanks up sharply, pulling the fabric painfully taut
<<if $player.penisExist>>
against your <<if $player.ballsExist>>testes<<else>>penis<</if>>,
<<else>>
between your labia,
<</if>> and lifting you off the ground. <<He>> pokes one of the metal fence spikes through your underwear, fixing you in place with your <<bottom>> on display to the students in the yard.
<<pain 2>><<gpain>><<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
"Enjoy yourself up there slut, and remember this next time you want to break the rules!" Whitney says, walking away. You look over your shoulder past the crowd and see there are no teachers in sight. You will either need to free yourself or ask your peers for help.
<</if>>
<<endevent>>
/* Higher difficulty is this passage is intentional */
<br><br>
<<link [[Try to free yourself (0:05)|Bully Panties Wedgie 2]]>><<pass 5>><<set $phase to 0>><</link>><<physiquedifficulty 4000 $physiquemax>>
<br>
<<link [[Ask for help (0:05)|Bully Panties Wedgie 2]]>><<pass 5>><<set $phase to 1>><</link>><<englishdifficulty 800 1200>><<effects>>
<<if $arousal gte $arousalmax>>
The pain of the wedgie is momentarily forgotten as the fabric rubbing against your <<if $player.penisExist>>penis<<else>>clit<</if>> tips you over the edge.
<br><br>
<<orgasm>>
You moan, squirming as you ride out the orgasm.
<br><br>
A wet spot forms on your underwear as your <<if $player.penisExist>>cum<<else>>lewd fluid<</if>> seeps through the fabric. Your moans die down, replaced by a ripping sound as your underwear rips clean off your body. Your writhing must have been too much strain on the fabric. <<underlowerruined>>
<br><br>
Gasps and snickers ripple through the crowd as you flee the scene, finding somewhere private to rip the tape off your hands. <<fameexhibitionism 1>>
<br><br>
<<link [[Next|School Rear Courtyard]]>><<unbindtemp>><<clotheson>><<endevent>><</link>>
<<exit>>
<</if>>
<<set $worn.under_lower.integrity -= 20>>
<<if $worn.under_lower.integrity lte 0>>
You hear a loud tear as the fabric is stretched painfully tight through your ass crack. <<pain 2>><<gpain>>
<br><br>
You hear more tearing as your $worn.under_lower.name finally gives out, and you drop to the ground, completely exposed from the waist down. The crowd cheers as you try to cover up, looking for a place to hide and remove the tape binding your arms. <<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<underlowerruined>><<schoolrep_naked>>
<br><br>
<<link [[Next|School Rear Courtyard]]>><<unbindtemp>><<clotheson>><<endevent>><</link>>
<<elseif $phase is 0>>
Not wanting to rely on the other students, you try to leverage yourself out of the situation. With a tenuous grip on the bars of the iron fence, you push yourself upwards.
<br><br>
<<if $physiqueSuccess>>
You lift yourself upwards and off the fence spike,
<<if $dancing gte random(200, 500)>>
gracefully landing on the dirt below.
<<else>>
falling on your back. <<pain 5>><<gpain>>
<</if>>
<br><br>
You do what you can to fix your clothing as you break free from the crowd.
<br><br>
<<link [[Next|School Rear Courtyard]]>><<unbindtemp>><<clotheson>><<endevent>><</link>>
<<else>>
You flail a bit to recover your balance and collect yourself. You cannot help but notice a small twinge of arousal flow through you as the fabric of your $worn.under_lower.name rubs back and forth across your <<if $player.penisExist>>penis<<else>>clit<</if>>. The students around laugh and giggle at your failed attempt, continue to document the event with their phone cameras. <<arousal 500>><<pain 2>><<garousal>><<gpain>>
<br><br>
<<link [[Try to free yourself (0:05)|Bully Panties Wedgie 2]]>><<pass 5>><<set $phase to 0>><</link>><<physiquedifficulty 2000 $physiquemax>>
<br>
<<link [[Ask for help (0:05)|Bully Panties Wedgie 2]]>><<pass 5>><<set $phase to 1>><</link>><<englishdifficulty 200 800>>
<</if>>
<<elseif $phase is 1>>
<<if $speech_attitude is "meek">>
"P-P-please help me," you whimper to the nearby students.
<<elseif $speech_attitude is "bratty">>
"Hey you! Help me down, or you'll regret it later," you demand.
<<else>>
"Please help me!" you shout at the crowd.
<</if>>
<br><br>
<<endevent>>
<<generates1>><<person1>>
<<if $englishSuccess>>
One of the students, a <<person>>, approaches you, and mercifully moves under you to let you sit on <<his>> shoulders. With your bodyweight relieved, you are able to free your $worn.under_lower.name from the fence. <<He>> helps you free your arms, then hands you a bit of cloth to cover up with before moving about <<his>> business.
<br><br>
<<link [[Next|School Rear Courtyard]]>><<clotheson>><<towelup>><<unbindtemp>><<endevent>><</link>>
<<elseif random(0, 100) gte 50>>
<<endevent>>
<<generates1>><<person1>>One of the students, a <<person>>, approaches you, but rather than helping you down, <<he>> grabs your ankles and pulls down with all <<his>> might. You grit your teeth as your $worn.under_lower.name is forced even deeper into your crack. You hear a loud tear as the material is stretched to its limit, only rivalled in volume by the cheering crowd. <<pain 5>><<gpain>><<stress 3>><<gstress>>
<br><br>
<<set $worn.under_lower.integrity -= 20>>
<<if $worn.under_lower.integrity lte 0>>
The <<person>> gives your ankles one final tug, tearing your $worn.under_lower.name clean from your body! You fall back to the ground, grasping your reddened and sore <<bottom>>. The crowd gasps, before breaking out into laughter and applause. <<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<underlowerruined>><<schoolrep_naked>>
<br><br>
"See, I helped you down," <<he>> says with a malicious grin. You do your best to cover your exposed lower half as you try to find somewhere more private to free your hands.
<br><br>
<<link [[Next|School Rear Courtyard]]>><<clotheson>><<unbindtemp>><<endevent>><</link>>
<<else>>
The <<person>> gives one last tug, but your underwear holds firm. Frustrated, <<he>> returns to the crowd. You struggle to readjust, rubbing the fabric against your <<if $player.penisExist>>penis<<else>>clit<</if>> as you try to readjust. <<arousal 500>><<garousal>>
<br><br>
<<link [[Try to free yourself (0:05)|Bully Panties Wedgie 2]]>><<pass 5>><<set $phase to 0>><</link>><<physiquedifficulty 2000 $physiquemax>>
<br>
<<link [[Ask for help (0:05)|Bully Panties Wedgie 2]]>><<pass 5>><<set $phase to 1>><</link>><<englishdifficulty 200 800>>
<</if>>
<<else>>
<<endevent>>
<<generates1>><<person1>>One of the students, a <<person>>, walks up to you with a devilish smile on <<his>> face.
<br><br>
<<if !$worn.upper.exposed and !$worn.under_upper.exposed>>
<<set $worn.upper.exposed to 2>>
Rather than helping you get down, <<he>> grabs your $worn.upper.name and folds it over and behind your
head<<if !$worn.under_upper.type.includes("naked")>>.
<<set $worn.under_upper.exposed to 1>>
When <<he>> sees your $worn.under_upper.name, <<he>> grasps it and roughly moves it out of the way,
<</if>>
exposing your <<breasts>>.
<br><br>
<</if>>
<<He>> gropes and plays with your <<breasts>> for a couple of minutes, taking advantage of your wrists being taped behind your back. All the sudden, <<he>> switches from gentle fondling to roughly pinching and twisting your <<nipples>>. <<arousal 1000>><<ggarousal>>
<br><br>
<<if $speech_attitude is "meek">>
You scream in pain and start to sob,
<<elseif $speech_attitude is "bratty">>
You curse and spit at the jerk,
<<else>>
You yelp in pain,
<</if>> much to the delight of the students watching and filming. Satisfied with <<his>> work, <<he>> gives each of your <<breasts>> a hard slap before rejoining the crowd. <<pain 2>><<gpain>><<stress 3>><<gstress>>
<br><br>
<<link [[Try to free yourself (0:05)|Bully Panties Wedgie 2]]>><<pass 5>><<set $phase to 0>><</link>><<physiquedifficulty 2000 $physiquemax>>
<br>
<<link [[Ask for help (0:05)|Bully Panties Wedgie 2]]>><<pass 5>><<set $phase to 1>><</link>><<englishdifficulty 200 800>>
<</if>>
<</if>><<effects>><<seenPassage>>
Whitney and <<his>> friends lead you to a poorly maintained, open locker before taping your arms behind you. <<He>> tears your clothes from your body and hands the scraps to one of <<his>> friends. <<ruined>><<bindtemp>>
<br><br>
"Remember this locker?" <<He>> laughs. "Don't worry, I'll make it more exciting for you this time."
<br><br>
Whitney takes <span class="lewd">a trio of bullet vibrators</span> out of <<his>> bag. <<He>> tapes one to each of your nipples, before taping the final one
<<if !playerChastity("hidden")>>
directly onto your <<genitals 2>>.
<<else>>
to your <<genitals>>.
<</if>>
Whitney then grabs a small remote from <<his>> bag and presses a large red button at the top.
<br><br>
The vibrators spring to life, sending powerful arousing shivers through your body. Whitney then drops the remote on the floor and smashes it under <<his>> foot. The devices keep vibrating, and there is no longer any way to turn them off.
<<arousal 3000>><<ggarousal>>
<br><br>
<<if $arousal gte $arousalmax>>
<<orgasm>>
"Cumming already slut?" Whitney teases, "Save some for later, you're going to need it!"
<br><br>
<</if>>
<<His>> cronies shove you into the locker and slam the door shut. "Have fun in there, loser!" Whitney shouts as they leave.
<br><br>
While your arms are tied behind your back, you have no hope of removing the vibrator, but drawing attention to yourself in this vulnerable state may be worse. You may be able to work your arms free, but it will take some time.
<br><br>
<<if $backgroundTraits.includes("lustful") or $orgasmtrait is 1>>
<<link[[Enjoy it (0:30)|Bully Panties Vibrator 3]]>><<pass 30>><<set $phase to 1>><</link>><<if $orgasmtrait is 1>><<orgasmTrait>><<elseif $statdisable is "f">> | <span class="lewd">Lustful</span><</if>>
<br>
<<elseif hasSexStat("exhibitionism", 5)>>
<<link[[Enjoy it (0:30)|Bully Panties Vibrator 3]]>><<pass 30>><<set $phase to 0>><</link>><<exhibitionist5>>
<br>
<</if>>
<<link [[Call for help (0:05)|Bully Panties Vibrator 2]]>><<pass 5>><<set $phase to 0>><</link>><<willpowerdifficulty 1 `200 + ($arousal / 20)`>>
<br>
<<link [[Try to quietly escape (0:05)|Bully Panties Vibrator 2]]>><<pass 5>><<set $phase to 1>><</link>><<willpowerdifficulty 1 `300 + ($arousal / 20)`>>
<br><<effects>>
<<if $lockerResist is undefined>><<set $lockerResist to 0>><</if>>
<<if $phase is 0>>
<<willpowerdifficulty 1 `200 + ($arousal / 20)` true>>
<<if $willpowerSuccess>>
You call for help and bang your knee against the locker door, hoping to draw some attention to yourself. As you wait for someone sympathetic to come to your rescue, <span class="lewd">the vibrator continues to intensely stimulate your
<<if !playerChastity("hidden")>>
<<genitals 2>>.
<<else>>
<<genitals 2>> through your <<genitals>>.
<</if>>
</span><<arousal 1000>><<garousal>>
<<else>>
You try to call for help, but with the pulsing vibrator still taped to your <<if playerChastity("hidden")>><<genitals>><<else>><<genitals 2>><</if>>, <span class="lewd">all that comes out is a loud moan.</span> The overstimulation as the vibrator continues to assault your <<if $player.penisExist>>penis<<else>>clit<</if>>
<<if playerChastity("hidden")>> through your <<genitals>><</if>> causes you to writhe. Hopefully someone sympathetic hears the banging and comes to your aid. <<arousal 3000>><<ggarousal>><<gstress>><<stress 10>>
<</if>>
<<elseif $phase is 1>>
<<willpowerdifficulty 1 `300 + ($arousal / 20) - ($lockerResist * 50)` true>>
<<if $willpowerSuccess and $lockerResist lte 2>>
<<set $lockerResist++>>
You do your best to resist the vibrations pulsing through you. The passage of time is torturous, but you manage to stay quiet throughout. <<arousal 1000>><<garousal>>
<<elseif $willpowerSuccess and $lockerResist gte 3>>
You continue pushing the arousal to the back of your mind, instead focusing on freeing your hands. Your sweat has managed to weaken the adhesive, and with effort, you are able to slip your hands out of the tape around your wrists.
<br><br>
With your hands free, you carefully peel the vibrators off your nipples and
<<if !playerChastity("hidden")>>
<<if $player.penisExist>>penis<<else>>clit<</if>>.
<<else>>
<<genitals>>.
<</if>>
You let out a huge sigh of relief as you force the old locker open.
<br><br>
With no way to control the vibrators, you leave them on the floor with the trashed remains of the remote Whitney left behind. The batteries will run out in a couple of hours no doubt, but you are not going to wait here to see it happen.
<<unbindtemp>>
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><<unset $lockerResist>><</link>>
<<exit>>
<<else>>
You try your best to resist the vibrator, but you cannot keep the arousal contained. You let out a loud moan and spasm against the locker door, drawing plenty of attention. Hopefully someone sympathetic comes to your aid.<<arousal 3000>><<ggarousal>><<stress 10>><<gstress>>
<</if>>
<</if>>
<br><br>
<<if $arousal gte $arousalmax>>
<<if $phase is 0>>
Before anyone has a chance to come to your aid, the vibrations push you over the edge.
<<else>>
You feel yourself reaching your climax. You bite your lip hard and close your eyes as you desperately try to muffle your orgasm.
<</if>>
<br><br>
<<orgasm>>
<<elseif $phase is 1>>
<<if $backgroundTraits.includes("lustful") or $orgasmtrait is 1>>
<<link[[Give in to the pleasure (0:30)|Bully Panties Vibrator 3]]>><<pass 30>><<set $phase to 1>><</link>><<if $orgasmtrait is 1>><<orgasmTrait>><<elseif $statdisable is "f">> | <span class="lewd">Lustful</span><</if>>
<br>
<<elseif hasSexStat("exhibitionism", 5)>>
<<link[[Give in to the pleasure (0:30)|Bully Panties Vibrator 3]]>><<pass 30>><<set $phase to 0>><</link>><<exhibitionist5>>
<br>
<</if>>
<<link [[Call for help (0:05)|Bully Panties Vibrator 2]]>><<pass 5>><<set $phase to 0>><</link>><<willpowerdifficulty 1 `200 + ($arousal / 20)`>>
<br>
<<link [[Try to stay quiet (0:05)|Bully Panties Vibrator 2]]>><<pass 5>><<set $phase to 1>><</link>><<willpowerdifficulty 1 `300 + ($arousal / 20) - ($lockerResist * 50)`>>
<<exit>>
<</if>>
<<cleareventpool>>
<<addinlineevent "whitney_rulePunishment_3_1">>
<<clearnpc>><<generates1>><<person1>>You hear someone pull the locker handle, forcing the door open. You tumble out and nearly faceplant, but a <<person>> is there to catch you. <<He>> gives you a pitying look, then helps untape your arms and wraps a towel around you.
<br><br>
You briefly thank <<him>> before parting ways. You got quite lucky that time.
<<towelup>><<unbindtemp>>
<</addinlineevent>>
<<addinlineevent "whitney_rulePunishment_3_2">>
You hear footsteps outside the locker along with some hushed giggling. Suddenly, the door is forced open, and you tumble to the floor. <<gpain>><<pain 5>>
<br><br>
A small crowd of students has gathered around the locker. Laughing and jeering, they point their phones at you, taking photographs and videos of you in your vulnerable state. <<lcool>><<status -1>>
<br><br>
"Oh my god, <<pshes>> such a kinky slut!" one student says.
<br>
"I can't believe <<pshe>> would do that to <<pherself>> during school hours, what a whore!" says another one.
<br><br>
Now that you're out of the locker, you're able to free yourself, but not before a significant amount of evidence is collected by your peers.
<<schoolrep_naked>>
<<if hasSexStat("exhibitionism", 4)>>
The thrill of being exposed outweighs the embarrassment.
<<else>>
You flee down the hallway, trying to cover up the best you can. <<gstress>><<stress 10>>
<</if>>
<<unbindtemp>>
<</addinlineevent>>
<<addinlineevent "whitney_rulePunishment_3_3">>
You hear footsteps outside the locker, then the door is forcefully opened. You tumble face-first on the floor. <<gpain>><<pain 5>>
<br><br>
River stands above you, visibly recoiling and suppressing a gag. <<nnpc_He "River">> gawks at you as you wiggle on the ground, trying to free your arms.
<br><br>
"I don't know what possessed you to commit this perversion, but it is highly inappropriate!" River finally manages to say. "I will inform the head of this. You can expect a lengthy detention after class."
<br><br>
<<nnpc_He "River">> quickly makes an exit, leaving you to your own devices. <<gdelinquency>><<delinquency 5>><<fameexhibitionism 2>>
<<set _stillBound to true>>
<</addinlineevent>>
<<addinlineevent "whitney_rulePunishment_3_4">>
You hear footsteps outside the locker, along with hushed voices. You can't hear everything they're saying, but you catch the words "kinky slut" and "whore." It sounds like they're talking about you. Whitney or one of <<nnpc_his "Whitney">> friends must have bragged about their exploits to the students outside. <<lcool>><<status -1>>
<br><br>
Despite the attention, no one decides to let you out, content to let you suffer in the locker a little longer. <<gstress>><<stress 10>>
<<set _tryAgain to true>>
<</addinlineevent>>
<<addinlineevent "whitney_rulePunishment_3_5" 3>>
You hear footsteps outside the locker, along with hushed voices. It's not long before it's quiet outside again. <<gstress>><<stress 10>>
<<set _tryAgain to true>>
<</addinlineevent>>
<<runeventpool>>
<br><br>
<<if _tryAgain>>
<<if $backgroundTraits.includes("lustful") or $orgasmtrait is 1>>
<<link[[Give in to the pleasure (0:30)|Bully Panties Vibrator 3]]>><<pass 30>><<set $phase to 1>><</link>><<if $orgasmtrait is 1>><<orgasmTrait>><<elseif $statdisable is "f">> | <span class="lewd">Lustful</span><</if>>
<br>
<<elseif hasSexStat("exhibitionism", 5)>>
<<link[[Give in to the pleasure (0:30)|Bully Panties Vibrator 3]]>><<pass 30>><<set $phase to 0>><</link>><<exhibitionist5>>
<br>
<</if>>
<<link [[Call for help (0:05)|Bully Panties Vibrator 2]]>><<pass 5>><<set $phase to 0>><</link>><<willpowerdifficulty 1 `200 + ($arousal / 20)`>>
<br>
<<link [[Try to stay quiet (0:05)|Bully Panties Vibrator 2]]>><<pass 5>><<set $phase to 1>><</link>><<willpowerdifficulty 1 `300 + ($arousal / 20) - ($lockerResist * 50)`>>
<br>
<<elseif _stillBound>>
<<link [[Next|Bully Panties Vibrator 3]]>><<set $phase to 3>><</link>>
<br>
<<else>>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><<unset $lockerResist>><</link>>
<br>
<</if>><<effects>>
<<if $phase isnot 3>>
You close your eyes and slowly rock your hips, trying to get the most out of the vibrations.
<<if $phase is 0>>
<<exhibitionism5>>
<</if>>
Rubbing back and forth against the device sends waves of pleasure through your
<<if !playerChastity("hidden")>>
<<genitals 2>>.
<<else>>
<<genitals>> and into your <<genitals 2>>.
<</if>>
Your <<if $player.penisExist>>penis<<else>>clit<</if>> hardens in response to the intense stimulation, building as you quickly approach your climax. With a loud moan, you shudder, allowing yourself to cum. <<gggarousal>>
<br>
<<orgasm>>
You let out a sigh of relief. The respite is short lived however, as the vibrator has not run out of batteries yet! While you're still sensitive from your last orgasm, the arousal builds in you even faster this time. Your <<if $player.penisExist>>penis<<else>>clit<</if>> throbs as you once again gyrate your hips in time. Your body spasms and forces you to moan even louder as you climax once more. <<gggarousal>>
<br>
<<orgasm>>
The vibrator continues to relentlessly pleasure you. The stimulation is agonising, and you tremble in the confines of the locker. Soon you're screaming, spasming against the locker door as you orgasm for the third time. <<gggarousal>>
<br>
<<orgasm>>
Before you can attempt a fourth climax, the door is forcefully opened. You tumble face-first onto the floor. <<gpain>><<pain 10>>
<br><br>
River stands above you, along with a small crowd of students. <<nnpc_Hes "River">> steadying <<nnpc_himself "River">> against a locker, looking like <<nnpc_he "River">> might faint as you twitch, writhe, and moan on the floor in pleasure. The other students gasp and pull out phones to take pictures, clearly enjoying your lewd display. <<fameexhibitionism 2>>
<br><br>
"I don't know what possessed you to commit this perversion, but it is highly inappropriate!" River finally manages to say. "I will inform the head of this. You can expect a lengthy detention after class."
<br><br>
<<nnpc_He "River">> exits as quickly as <<nnpc_he "River">> can, leaving you to your own devices.<<ggdelinquency>><<delinquency 5>>
<<schoolrep_naked>>
<br><br>
<<link [[Next|Bully Panties Vibrator 3]]>><<set $phase to 3>><</link>>
<br>
<<else>>
<<generates1>>Now free of the locker, it's not long before a passing <<person1>><<personsimple>> takes pity on you and helps you get free of your restraints.
<br><br>
<<He>> hands you a towel with <<his>> eyes averted, and you gratefully wrap it around yourself.
<<towelup>><<unbindtemp>>
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
Hands reach from all around, helping to remove your clothes.
<br><br>
The crowd gawks at the naked <<girl>> wearing nothing but a collar. Whitney forces you onto your <<if $rightarm isnot "bound" and $leftarm isnot "bound">>hands and<</if>> knees. "Let's go for a walk," <<he>> says. "I want to show off my new pet."
<br><br>
<<link [[Go along with it|Bully Walk 2]]>><<trauma 6>><<stress 3>><<status -10>><<npcincr Whitney dom 1>><</link>><<lcool>><<gtrauma>><<gstress>><<gdom>>
<br>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Flaunt|Bully Walk Flaunt 2]]>><<npcincr Whitney dom 1>><<npcincr Whitney love 1>><</link>><<exhibitionist5>><<glove>><<gdom>>
<br>
<</if>>
<<link [[Refuse|Bully Refuse 2]]>><</link>>
<br><<effects>>
Whitney snatches your clothes away as the crowd gawks at you, taking in your bare skin. Whitney beholds you, savouring the feel of having control of your clothing. You happily drop to your knees, and pant like a dog<<if $rightarm isnot "bound" and $leftarm isnot "bound">> with your arms in a begging position<</if>>, butt wagging. "That collar clearly was made for you," <<he>> laughs. "Come along slut, I want to show off my new pet."
<<exhibitionism4>>
<<link [[Go along with it|Bully Walk 2]]>><<trauma 6>><<stress 3>><<status -10>><<npcincr Whitney dom 1>><</link>><<lcool>><<gtrauma>><<gstress>><<gdom>>
<br>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Flaunt|Bully Walk Flaunt 2]]>><<npcincr Whitney dom 1>><<npcincr Whitney love 1>><</link>><<exhibitionist5>><<glove>><<gdom>>
<br>
<</if>>
<<link [[Refuse|Bully Refuse 2]]>><</link>>
<br><<effects>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You shuffle across the floor on your knees, trying your hardest to keep up with Whitney and <<his>> friends without falling on your face.
<<else>>
You crawl across the floor on your hands and knees while Whitney walks along beside you.
<</if>>
<br><br>
You glance up at the whispering crowd of onlookers and gawkers. Several faces turn red and look away while others peer between their hands.
<br><br>
You're pulled around a corner and come face to face with a crowd of <<peopley>>. <<covered>> A nearby <<persony>> looks you up and down, leering as others gasp in horror.
<br><br>
"Here, <<girl>>," Whitney shouts, throwing your clothes down the hallway. "Fetch!"
<br><br>
You scramble after before anyone in the crowd steals them. You make it in time. You flee somewhere secluded to dress.
<<npcincr Whitney lust 5>><<glust>>
<br><br>
<<fameexhibitionism 70>>
<<endevent>>
<<link [[Next|Hallways]]>><<clotheson>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<flaunting>> you trot down the hallway on all fours with Whitney and <<his>> friends guiding you. You block their path once or twice, sitting down in front of them in a begging position<<if $leftarm is "bound" and $rightarm is "bound">> to the best of your ability<</if>>, barking and panting like an animal until they pat your head or scratch your chin and you purr.
<<exhibitionism5>>
"You can't decide if you're a dog or a cat," Whitney remarks. "Let's see you play fetch."
You're steered round a corner and into a corridor full of <<peopley>>. <<covered>> A nearby <<persony>><<person1>> looks at you and gasps in shock. Others have a similar reaction. As the noise grows more turn to look, until everyone is watching you.
<br><br>
Some look away, going red in the face. Most though are keen to take in the sight of the <<if $worn.under_lower.type.includes("naked")>>naked<<else>>nearly naked<</if>> <<girl>> crawling on the floor like an animal, barking and panting.
<br><br>
Whitney gathers your clothes and gestures for everyone to stand back. "Ready <<girl>>?"
<<if $leftarm is "bound" and $rightarm is "bound">>
You nod. <<He>> tosses the clothes down the hall, and you scramble after them. You pick them up with your mouth and find somewhere secluded to dress. Your heart thuds.
<<else>>
You give <<him>> a paw, eager to play. <<He>> tosses the clothes down the hall, and you scramble after them. You gather them and find somewhere secluded to dress. Your heart thuds.
<</if>>
<br><br>
<<fameexhibitionism 70>>
<<link [[Next|Hallways]]>><<clotheson>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
"What a shame," Whitney says. "Too bad you forfeited the right to wear clothes when you wore a collar." They leave you stood in the middle of the corridor with your <<lewdness>> on display. There's no one else around.
<<npcincr Whitney lust 5>><<glust>>
<br><br>
<<set $stealtextskip to 1>>
<<stealclothes>>
<<endevent>>
<<link [[Next|Hallways]]>><</link>>
<br><<set $outside to 1>><<set $location to "town">><<effects>>
<<pass 20>>
"We're going to Connudatus Street," <<he>> continues. "Got a plan I thought up, and you're going to be a part of it."
<br><br>
They bring you to the back alleys of Connudatus Street, out of sight from the public.
<br><br>
"You're gonna distract some poor rich sod while I rob them. But you're going to need to be a bit more eye-catching for this to work. Strip."
<br><br>
<<link [[Go along with it|Bully Rob]]>><<trauma 6>><<fameexhibitionism 5>><<stress 6>><<npcincr Whitney dom 1>><</link>><<gtrauma>><<gstress>><<gdom>>
<br>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Strip willingly|Willing Rob]]>><<fameexhibitionism 5>><<npcincr Whitney dom 1>><<npcincr Whitney love 1>><</link>><<exhibitionist5>><<glove>><<gdom>>
<br>
<</if>>
<<if $whitneyromance is 1>>
<<link [[Ask Whitney to Strip|Bully Rob Reversal]]>><<npcincr Whitney dom -1>><</link>><<ldom>>
<br>
<</if>>
<<link [[Refuse|Bully Strip Rob Refuse]]>><<set $fightstart to 1>><</link>>
<br>"Or..." You smirk. "If you want to see how it's really done, you be the bait. Get naked and I'll take the mark."
<br><br>
Whitney erupts into laughter, raising a hand to <<his>> hair and brushing it back. "Wait. You're serious," <<he>> says, eyeing you with surprise. "Alright slut. I hope you know what you're getting into."
<br><br>
You watch Whitney undress. In mere seconds <<hes>> already completely exposed. You think you see a faint blush on <<his>> face. "Like what you see, slut?" <<he>> asks. "I bet you do. After all, it's not every day you get to see me naked." <<He>> turns to face <<his>> astonished friends. "That goes for the rest of you too."
<br><br>
<<link [[Next|Bully Rob Reversal 2]]>><</link>>
<br><br><<endevent>>
<<generate1>><<person1>>
With Whitney at the ready, you move out of the alleyway and onto the main street. You look up and down the road, trying to find an easy target to fleece. A short while passes, and you manage to find your mark. A <<person>> walking down your side of the street. You wait until <<hes>> close, then gesture to Whitney. <<nnpc_He "Whitney">> jumps into the open.
<br><br>
<<if $rng gte 80>>
"Excuse me, does this outfit make me look fat?" Whitney says, keeping a straight face.
<<elseif $rng gte 51>>
"Excuse me, have you seen my clothing?" Whitney says, keeping a straight face.
<<else>>
"Is it draughty out or is it just me?" Whitney says, keeping a straight face.
<</if>>
The <<person>> gapes.
<br><br>
<<set $skulduggerydifficulty to 500>>
<<link [[Next|Bully Alley Rob]]>><</link>><<skulduggerydifficulty>>
<br><<effects>>
<<person1>>
<<if $pronoun is "m">>
You take your position next to the <<person>>, feigning surprise at Whitney's exposure as you look for the imprint of <<his>> <<wallet>>.
<<else>>
You take your position next to the <<person>>, feigning surprise at Whitney's exposure as you open <<his>> purse.
<</if>>
<br><br>
<<skulduggerycheck>>
<<outfitChecks>>
<<if $skulduggerysuccess is 1>>
<<money 3000>>
<span class="green">Some deft handiwork later and you find yourself in possession of the <<persons>> cash.</span> Your job done, you walk away, giving Whitney a surreptitious thumbs up as you do. You take a short loop around and return to the alleyway.<<endevent>><<npc Whitney>><<person1>> Whitney's still there, stark naked and without shame. <<His>> friends pretend not to look. You hand <<him>> half of the money you stole.
<br><br>
"That was too easy," <<he>> says, counting the money. "But cash is cash. Thanks, slut. Before I go..." <<His>> face lights up for a moment as <<he>> turns back towards you. "I have an idea." <<He>> reaches out and tugs at your _bottom.name. "Seeing as I'm already naked, let's have a bit of fun."
<br><br>
<<skulduggeryuse>>
<<link [[Accept|Bully Alley Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<link [[Refuse|Bully No Alley Sex]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<span class="red">You're too clumsy. The <<person>> whips around and grasps your arm.</span> Whitney vanishes into the alleyway as the <<person>> descends on you in a rage.
<br><br>
<<skulduggeryuse>>
<<link [[Next|Bully Rob Fail]]>><<set $fightstart to 1>><</link>>
<br>
<</if>><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Bully Rob Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bully Rob Fail]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<His>> breath ragged, the <<person>> falters. <<Hes>> too exerted to give chase as you make your escape.
<br><br>
<<tearful>> you come to a stop.
<<elseif $enemyhealth lte 0>>
You break out of the <<persons>> grasp, leaving <<him>> to nurse <<his>> bruises as you escape.
<br><br>
<<tearful>> you come to a stop.
<<else>>
You collapse to the ground. The <<person>> gives you a hard kick to the side for good measure.
<br><br>
<<tearful>> you stagger to your feet.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<set $eventskip to 1>>
<<link [[Next|Connudatus Street]]>><</link>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<npcexpose>>
<<set $audienceforceteen to 1>>
<span class="red">"That's not your decision to make,"</span> <<he>> says.
<br><br>
<<elseif $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<npcexpose>>
<<outfitChecks>>
"I'm surprised I had to wait that long," you flirt, pulling off your _bottom.name before Whitney does.
<<promiscuity1>>
<<set $audienceforceteen to 1>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Bully Alley Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bully Alley Sex]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<npcincr Whitney lust -20>>
You feel Whitney shudder as <<he>> leans against you, <<his>> panting muffled in your neck. "Thanks, slut. That's just what I needed," <<he>> pants as <<he>> puts <<his>> clothes back on. "Later."
<br><br>
<<tearful>> you watch <<him>> walk from the alley.
<br><br>
<<elseif $enemyhealth lte 0>>
Whitney recoils in pain and backs away from you. "The fuck is wrong with you?" <<he>> says, agitated. <<He>> tries <<his>> best to conceal a fresh bruise on <<his>> shoulder as <<he>> fixes <<his>> clothing.
<br><br>
<<tearful>> you watch <<him>> walk from the alley.
<br><br>
<<else>>
"Sorry, forgot I have to be somewhere," you say, pulling away from Whitney.
<br><br>
"Fine," Whitney remarks. "But next time I'm not stopping."
<br><br>
<<tearful>> you watch <<him>> dress and walk from the alley.
<br><br>
<</if>>
<<endcombat>>
<<clotheson>>
<<set $eventskip to 1>>
<<link [[Next|Connudatus Street]]>><</link>>
<br><<effects>>
"Some other time," you say.
<br><br>
"Your loss," Whitney says. "You're lucky I give you a choice." <<He>> fixes <<his>> clothes and walks from the alleyway.
<br><br>
<<clotheson>>
<<endevent>>
<<set $eventskip to 1>>
<<link [[Next|Connudatus Street]]>><</link>>
<br><<effects>>
<<clothesstrip>>
You slowly remove your clothes while keeping your <<genitals>> and <<breasts>> from the leering eyes of Whitney and <<his>> friends. "When I give the signal," <<he>> says to one of them. "Give <<phim>> a good push into the street."
<br><br>
A minute passes before Whitney makes an odd gesture. You are shoved naked into the open, right in the path of a well-dressed <<endevent>><<generate1>><<person1>><<person>>. <<He>> freezes when <<he>> see you, left completely speechless. <<covered>>
<br><br>
Whitney takes the opportunity and approaches from behind, reaching into the <<persons>> jacket and pulling out <<his>> <<wallet>>. The deed complete, Whitney vanishes around a corner as you run back into the alley.
<br><br>
Whitney's friends are already gone, but at least they left your clothes.
<br><br>
<<endevent>><<set $eventskip to 1>>
<<link [[Next|Connudatus Street]]>><<clotheson>><</link>>
<br><<effects>>
<<clothesstrip>>
<<endevent>>
<<npc Whitney>><<person1>>
You remove your clothes with enthusiasm, basking in the gaze of your audience. <<exhibitionism5>>
Whitney grins. "When I give the signal," <<he>> explains. "Jump in front of the nearest person. Make sure to show off that <<genitals>> of yours." <<He>> slinks away from the alley.
<br><br>
<<endevent>>
<<generate1>><<person1>>
A minute passes, and Whitney makes a gesture in your direction. <<flaunting>> you jump naked into the open, right into the path of a well-dressed <<endevent>><<generate1>><<person1>><<person>>.
<br><br>
<<if $rng gte 99>>
"Behold my fabulous <<genitals>>,"
<<elseif $rng gte 80>>
"Is there something on my face?"
<<elseif $rng gte 51>>
"Oops, I knew I left something at home,"
<<else>>
"Is there a problem? You're staring,"
<</if>>
you say to the astonished <<person>>. <<His>> eyes wander up and down your body. <<covered>>
<br><br>
Whitney walks behind the <<person>>, reaches into <<his>> jacket and successfully snatches <<his>> <<wallet>>. Once Whitney is clear, you blow a kiss and dart back into the alley, leaving the bewildered <<person>> behind you.
<br><br>
<<endevent>><<npc Whitney>><<person1>>
<<if $whitneyromance is 1>>
Whitney shows up as you dress.
"Good job slut." <<He>> grins at your undressed body. "You're a natural." <<He>> pulls out <<moneyGain 30>>. "Your cut." <<He>> hands you the amount and walks from the alley.
<br><br>
<<else>>
Whitney's friends have already cleared out, but they left your clothes behind.
<br><br>
<</if>>
<<clotheson>><<endevent>><<set $eventskip to 1>>
<<link [[Next|Connudatus Street]]>><</link>>
<br><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Bully Strip Rob Refuse Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bully Strip Rob Refuse]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"F-fuck, yes..." Whitney says, putting a hand on the alley wall. <<tearful>> you duck under <<his>> arm and escape onto Connudatus Street.
<br><br>
<<clotheson>>
<<endcombat>>
<<set $eventskip to 1>>
<<link [[Next|Connudatus Street]]>><</link>>
<<elseif $enemyhealth lte 0>>
<<tearful>> you successfully shove Whitney away from you, and make a break for it onto Connudatus Street. <<His>> friends watch your escape, and seem unwilling to stop you.
<br><br>
<<clotheson>>
<<endcombat>>
<<set $eventskip to 1>>
<<link [[Next|Connudatus Street]]>><</link>>
<<else>>
You double over in pain, collapsing onto the floor. You look up at Whitney, now towering over you. <<He>> nods, and <<he>> and <<his>> friends reach towards you, grabbing and pulling.
<<if $exposed lt 2>>
<<clothesruined>>
They tear off your clothing and toss it up onto a nearby roof. You're left helpless, with your <<lewdness>> on display.
<br><br>
<</if>>
"Next time," Whitney says. "When I tell you to do something, you do it." <<He>> saunters from the alley. <<His>> friends follow close behind.
<br><br>
<<tearful>> you climb to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<set $eventskip to 1>>
<<link [[Next|Connudatus Street]]>><</link>>
<</if>><<effects>>
<<person1>>
<<set $whitney_toilet to 1>>
Whitney shoves you into the <<if $player.gender is "m">>girls'<<elseif $player.gender is "h">><<nnpc_gendery "Whitney">>s'<<else>>boys'<</if>> toilets.
<br><br>
"The rest of you make sure <<pshe>> follows the rule," <<he>> says, turning to <<his>> friends. "Got it?" <<His>> friends nod, casting lecherous looks up and down your body. "Then it's settled." <<He>> turns back to you. "See you later, slut."
<br><br>
Not waiting for your response, <<he>> and <<his>> friends continue down the hallway, laughing and joking with each other.
<br><br>
<<endevent>>
<<link [[Next|Hallways]]>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<set $enemyanger += 30>><<set $enemytrust -= 50>>
Whitney shoves you into the cubicle. <<His>> hands find you as soon as the door shuts.
<<elseif $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
You go along with it, and enter the cubicle with Whitney. <<His>> hands find you as soon as the door shuts.
<<promiscuity2>>
<</if>>
<<effects>>
Whitney's friends jostle to peek over the cubicle door.
<br><br>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Bully Toilets Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bully Toilets Sex]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Later, slut," Whitney says, pulling a cigarette from <<his>> pocket. <<His>> friends cheer as <<he>> leaves the cubicle.
<br><br>
<<tearful>> you stagger to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<if $bus is "boys">>
<<link [[Next|"School Boy's Toilets"]]>><<set $eventskip to 1>><</link>>
<<else>>
<<link [[Next|"School Girl's Toilets"]]>><<set $eventskip to 1>><</link>>
<</if>>
<<else>>
You shove Whitney onto the toilet and flee the cubicle. <<His>> bemused friends let you past.
<br><br>
<<tearful>> you stagger away from the toilets.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|School Toilets]]>><</link>>
<</if>><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Bully Toilets Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bully Toilets Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation "short">>
Whitney falls to the floor, gasping. <<tearful>> you push past <<his>> bemused friends and away from the toilets.
<<set _outsideBathroom to true>>
<<elseif $enemyhealth lte 0>>
You shove Whitney into a cubicle and flee. <<His>> bemused friends let you past.
<br><br>
<<tearful>> you stagger away from the toilets.
<<set _outsideBathroom to true>>
<<else>>
You fall to the ground, too hurt to resist.
<br><br>
<<if $forcedcrossdressingdisable is "f" and $whitneyCrossdressSchool gte 1 and Object.keys($worn).find((slot) => $worn[slot].gender is "m" and !["genitals"].includes(slot))>>
Before <<his>> friends can join in, <<he>> starts removing your clothes. "Sluts don't dress like that. I said no boy's clothes, and I meant it. I'll have to take everything now."
<<ruined>>
<br><br>
Whitney's friends then
<<else>>
Whitney's friends
<</if>>
surround you and deliver blows with their feet. You curl up to protect yourself, until the bullies grow bored.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<<tearful>> you stagger to your feet.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<if _outsideBathroom>>
<<link [[Next|School Toilets]]>><</link>>
<<elseif $bus is "boys">>
<<link [[Next|"School Boy's Toilets"]]>><<set $eventskip to 1>><</link>>
<<else>>
<<link [[Next|"School Girl's Toilets"]]>><<set $eventskip to 1>><</link>>
<</if>><<effects>>
<<person1>>
<<set $whitneyCrossdressSwimwear to 1>>
Whitney shoves you into the girls' changing room.
<br><br>
"The rest of you make sure you tell me when <<pshe>> breaks the rule," <<he>> says, turning to <<his>> friends. "Got it?" <<His>> friends nod, casting lecherous looks up and down your body. "Then it's settled. I can't wait to hear how much you enjoy that swimwear I bought for you." <<He>> turns back to you. "See you later, slut."
<br><br>
Not waiting for your response, <<he>> and <<his>> friends continue down the hallway, laughing and joking with each other.
<br><br>
<<endevent>>
<<link [[Next|Hallways]]>><</link>>
<br><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Bully Changing Room Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bully Changing Room Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation "short">>
Whitney falls to the floor, gasping. <<tearful>> you push past <<his>> bemused friends and run away from the changing rooms.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><<run delete $daily.whitney.whitneyCrossdressSwimwear>><</link>>
<<elseif $enemyhealth lte 0>>
You shove Whitney away and flee. <<His>> bemused friends let you past.
<br><br>
<<tearful>> you stagger away from the changing rooms.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><<run delete $daily.whitney.whitneyCrossdressSwimwear>><</link>>
<<else>>
You fall to the ground, too hurt to resist.
<br><br>
<<if $whitneyCrossdressSchool gte 1 and Object.keys($worn).find((slot) => $worn[slot].gender is "m" and !["genitals"].includes(slot))>>
Before <<his>> friends can join in, <<he>> starts removing your clothes. "Sluts don't dress like that. I said no boy's clothes, and I meant it. I'll have to take everything now."
<<ruined>>
<br><br>
Whitney's friends then
<<else>>
Whitney's friends
<</if>>
surround you and deliver blows with their feet. You curl up to protect yourself, until the bullies grow bored.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<<tearful>> you stagger to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|School Pool Entrance]]>><<endevent>><<set $eventskip to 1>><<run delete $daily.whitney.whitneyCrossdressSwimwear>><</link>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<if $phase is 1>>
You drop to your knees. "P-please be gentle," you say. They glance in surprise at each other, but you think it had the desired effect.<<set $enemytrust += 50>>
<br><br>
<<else>>
<<set $enemytrust -= 50>><<set $enemyanger += 20>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Bully Friends Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bully Friends Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Whitney's friends laugh as they leave the toilets, leaving you lying on the floor.
<br><br>
<<tearful>> you stagger to your feet.
<<else>>
You shove the <<person1>><<person>> into a cubicle and flee the room. <<tearful>> you hide in a cupboard. Whitney's friends pass right by in their pursuit.
<<set _outsideBathroom to true>>
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<if _outsideBathroom>>
<<link [[Next|School Toilets]]>><</link>>
<<elseif $bus is "boys">>
<<link [[Next|"School Boy's Toilets"]]>><<set $eventskip to 1>><</link>>
<<else>>
<<link [[Next|"School Girl's Toilets"]]>><<set $eventskip to 1>><</link>>
<</if>><<effects>>
"Whitney said you could do whatever you want to me?" you say.
<br><br>
The <<person>> nods. "Anything."
<br><br>
"That doesn't sound like Whitney," you say. "But you'd know better. I guess I'll tell <<nnpc_him "Whitney">> what you did after. Just to make sure."
<br><br>
Anger flashes across the <<persons>> face. <<He>> pushes <<his>> arms against your back, shoving you against the mirror. "You've a smart mouth," <<he>> hisses. "You're lucky Whitney's soft for you. We'd be tugging you around like a chew toy if it were up to me."
<br><br>
You laugh. You don't feel threatened despite the force against your back. The <<person>> releases you, and the three of them leave the room.
<br><br>
<<endevent>>
<<if $bus is "boys">>
<<link [[Next|"School Boy's Toilets"]]>><<set $eventskip to 1>><</link>>
<<else>>
<<link [[Next|"School Girl's Toilets"]]>><<set $eventskip to 1>><</link>>
<</if>><<effects>><<outfitChecks>>
<<set $daily.whitney.bullyPissObey to 0>>
Whitney shoves you into one of the stalls, your <<bottom>> landing on the toilet. "You're gonna earn your keep today, slut," <<he>> says.
<br><br>
<<if $speech_attitude is "meek">>
"Wh-what do you mean?"
<<elseif $speech_attitude is "bratty">>
"What the fuck is that supposed to mean?"
<<else>>
"What do you mean?"
<</if>>
you <<= $phase2 is "lose" ? "sniffle" : "ask">>.
<br><br>
Whitney barks out a laugh. <<His>> friends exchange knowing looks. "Some pervert's offered me a lot of money just to see you piss," <<he>> explains. "I'd be stupid to turn down that kind of dosh, so we're gonna make a little home video.<<if C.npc.Whitney.love gte 20 and $phase2 isnot "lose">> I may even let you in on a cut if you put on a good show for us.<<set $daily.whitney.bullyPissCut to true>><</if>>"
<br><br>
Whitney points at the toilet. "Now squat down and <<= _bottomIsSkirt ? "lift up your skirt" : "drop 'em">>."
<br><br>
<<link [[Comply|Bully Piss 2]]>><<set $phase to 0>><<set $daily.whitney.bullyPissObey += 1>><<sub 1>><<stress 6>><<trauma 6>><<status -5>><<npcincr Whitney dom 1>><</link>><<gstress>><<gtrauma>><<lcool>><<gdom>>
<br>
<<if hasSexStat("exhibitionism", 4)>>
<<link [[Flaunt|Bully Piss 2]]>><<set $phase to 1>><<set $daily.whitney.bullyPissObey += 2>><<sub 1>><<npcincr Whitney love 1>><<status -5>><<npcincr Whitney dom 1>><</link>><<exhibitionist4>><<glove>><<lcool>><<gdom>>
<br>
<</if>>
<<link [[Refuse|Bully Piss Refuse]]>><<set $phase to 0>><<def 1>><<npcincr Whitney dom -1>><</link>><<ldom>>
<br><<effects>><<outfitChecks>>
<<if $phase is 0>> /* Comply */
<<tearful>> you <<= $speech_attitude is "meek" ? "shyly" : "begrudgingly">>
<<if !_bottomIsSkirt or (_bottomIsSkirt and $worn.under_lower.name isnot "naked")>>
pull your <<= _bottomIsSkirt ? "$worn.under_lower.name" : "<<allBottomsUnderwear>>">> down to your ankles<<= _bottomIsSkirt ? " and" : ",">>
<</if>>
<<if _bottomIsSkirt>>
lift your $worn.lower.name up,
<</if>>
<span class="lewd">exposing your <<genitals>>.</span>
<<else>> /* Flaunt */
<<= $phase2 is "lose" ? "<<tearful>> you enticingly sway your hips, still keen on giving them a good show. You" : "<<flaunting>> you">> tease your
<<if !_bottomIsSkirt or (_bottomIsSkirt and $worn.under_lower.name isnot "naked")>>
<<= _bottomIsSkirt ? "$worn.under_lower.name" : "<<allBottomsUnderwear>>">> down to your ankles<<if _bottomIsSkirt>>, lift your<</if>>
<</if>>
<<if _bottomIsSkirt>>
<<= $worn.lower.name>> up and over your thighs
<</if>>
<span class="lewd">to expose your <<genitals>>.</span> <<exhibitionism4>>
Whitney and <<his>> friends are completely captivated.<<npcincr Whitney lust 5>><<glust>>
<</if>>
<<lowerstrip>><<underlowerstrip>>
<br><br>
<<if playerChastity()>>
<<if $worn.genitals.origin is "Whitney">>
Whitney wears an eager grin until you reveal the <<= $worn.genitals.name>> <<he>> gave you. "Oh. Right. Well, whatever. You'd
<<else>>
Whitney grimaces when <<he>> sees your <<= $worn.genitals.name>>. "What the fuck?" <<He>> gives it a few sharp tugs, but it doesn't budge. "Ugh. Whatever, you'd
<</if>>
better hope the buyer doesn't dip out because of that." <<if $player.penisExist and $worn.genitals.name is "chastity parasite">><<arousal 600 "genitals">><<garousal>><</if>>
<br><br>
<<elseif $NudeGenderDC gt 0 and $player.gender isnot $player.gender_appearance and !$genderknown.includes("Whitney")>>
Whitney's eyebrows shoot up at the sight of your <<genitals>>. "Not what I was expecting, but sure. That works, too." <<He>> doesn't look disappointed.
<br><br>
<</if>>
<<if !$genderknown.includes("Whitney") and !playerChastity("hidden")>>
<<set $genderknown.pushUnique("Whitney")>>
<</if>>
<<set _liquid to $player.bodyliquid[$player.penisExist ? "penis" : "vagina"]>>
<<if ['slime', 'urchin'].some(p => [$parasite.penis.name, $parasite.clit.name].includes(p))>>
Whitney notices your <<= $parasite[$player.penisExist ? "penis" : "clit"].name>>.
<<if $parasite[$player.penisExist ? "penis" : "clit"].origin is "Whitney">>
"Glad you liked my gift," <<he>> jeers.
<<else>>
"That gives me an idea for next time," <<he>> says with a grin.
<</if>>
<<elseif _liquid.semen + _liquid.goo gte 5 or $skin.pubic.writing isnot undefined>>
Whitney notices your <<genitals>> covered in <span class="lewd"><<= $skin.pubic.writing isnot undefined ? '"$skin.pubic.writing"' : _liquid.semen gte _liquid.goo ? "semen" : "goo">></span>.
<<if $skin.pubic.special is "Whitney">>
"Damn, who left that there?" <<he>> jeers knowingly.
<<else>>
"Been slutting it up without me, huh?" <<he>> jeers.
<</if>>
<<elseif $pbdisable is "f">>
<<if !($pblevel gte 2 or $pblevelballs gte 2) or ($pblevel gte 1 and $pbstripName isnot undefined)>>
"This is nice," <<he>> says, pointing to your <<= $pblevel is 0 and $pblevelballs is 0 ? "clean pubic area" : $pbstripName isnot undefined ? "$pbstripName pubic hair" : "pubic hair">>. "Bet I could charge extra for it, too."
<<else>>
"Yikes," <<he>> says, pointing to your pubic hair. "Ever heard of a razor?"
<</if>>
<<else>>
"Perfect," Whitney grins.
<</if>>
<<He>> readies <<his>> phone camera, pointing it at your crotch. "Go on, then. Piss."
<br><br>
You take a deep breath and try to <<= $phase2 is "lose" ? "control your sobs and hiccoughing" : "relax">>. It's difficult with Whitney and <<his>> friends watching. They start to joke among themselves, but Whitney shushes them. Within moments, you feel a warmth building in your groin until it releases, trickling down into the toilet. <<His>> friends struggle to contain their chortles and whispers.
<br><br>
"<<= either ("Can't believe <<pshe>> did it","Shameless <<bastard>>","Good thing <<pshe>> doesn't have parents to disappoint")>>," you hear one of them say.
<br><br>
Whitney remains surprisingly professional, keeping a steady hand on the camera until your bladder empties. <<embarrassment>><<arousal 600>><<garousal>>
<br><br>
"Nice," <<he>> says as <<he>> checks the video on <<his>> phone. <<His>> friends jostle to peek at the footage over <<his>> shoulders.
<br><br>
<<if $arousal gte 6000>>
When <<he>> looks up at you, <<he>> seems surprised. "Fucking hell. Don't tell me you actually liked that," <<he>> says. <<He>> takes in your flushed face and chuckles. "That's foul, slut. Though I can't say I'm surprised."
<br><br>
<<if C.npc.Whitney.lust gte random(0, 40)>>
<<link [[Next|Bully Piss 3]]>><</link>>
<<exit>>
<</if>>
<</if>>
<<He>> pockets <<his>> phone. "Easy money," <<he>> says.
<br><br>
<<link [[Next|Bully Piss End]]>><</link>>
<br><<effects>>
<<He>> looks like <<hes>> about to step away, but an idea strikes <<him>>. "Actually..." <<He>> tugs you down to straddle the toilet. "If you liked that so much, then how about a bonus reel? Bet the buyer would pay twice over for the unrated director's cut."
<br><br>
Whitney's friends cheer in a mix of disgust and excitement as <<he>>
<<if $NPCList[0].penis isnot "none">>
<<if C.npc.Whitney.pronoun is "m">>
pulls <<his>> half-flaccid penis from <<his>> trousers.
<<else>>
lifts <<his>> skirt to reveal <<his>> half-flaccid penis.
<</if>>
<<else>>
<<if C.npc.Whitney.pronoun is "m">>
steps out of <<his>> trousers. <<He>> stands on the toilet and plants a foot on the back, <<his>> naked pussy hovering over you.
<<else>>
stands on the toilet and plants a foot on the back. <<He>> gathers <<his>> skirt up to reveal <<his>> naked pussy hovering over you.
<</if>>
<</if>>
<br><br>
Whitney flashes you a wicked grin. "How about it?" <span class="yellow"><<His>> intentions are very clear.</span>
<br><br>
<<link [[Go along with it|Bully Piss 4]]>><<set $phase to 0>><<set $daily.whitney.bullyPissObey += 3>><<stress 6>><<trauma 6>><<status -5>><<npcincr Whitney dom 1>><</link>><<gstress>><<gtrauma>><<lcool>><<gdom>>
<br>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Pose for the camera|Bully Piss 4]]>><<set $phase to 1>><<set $daily.whitney.bullyPissObey += 4>><<status -5>><<npcincr Whitney love 1>><<npcincr Whitney dom 3>><</link>><<exhibitionist5>><<lcool>><<glove>><<ggdom>>
<br>
<</if>>
<<link [[Refuse|Bully Piss Refuse]]>><<set $phase to 1>><<npcincr Whitney dom -1>><</link>><<ldom>>
<br><<effects>>
<<if $phase is 0>> /* Go with it */
<<if $speech_attitude is "meek">>
"F-fine," you whimper.
<<elseif $speech_attitude is "bratty">>
"<<= C.npc.Whitney.pronoun is "m" ? "Bastard" : "Bitch">>," you grumble. "Just do it."
<<else>>
"Just get it over with," you say.
<</if>>
<br><br>
"That's the spirit," <<he>> says, aiming the camera with one hand while <<= $NPCList[0].penis isnot "none" ? "holding" : "spreading">> <<his>> <<= $NPCList[0].penis isnot "none" ? "cock" : "pussy">> with the other.
<br><br>
You close your eyes and brace yourself. It only takes a second before a warm stream of fluid trails down your neck and chest, soaking your <<allTops>><<wet_upper>>.
<<else>> /* Pose for the camera */
<<if $speech_attitude is "meek">>
"P-please... G-go ahead... I don't mind..." you murmur.
<<elseif $speech_attitude is "bratty">>
"Go ahead," you say. "I'm literally asking for it."
<<else>>
"You act like I'm gonna say no." You smirk.
<</if>>
<br><br>
You stick out your chest and throw up a couple of peace signs, flashing a raunchy grin at the camera <<he>> still has pointed at you.<<exhibitionism5>>
"Fucking slut," Whitney laughs as <<he>> takes aim. "Of course you'd fucking like this."
<br><br>
A warm stream of piss splashes down your neck and chest, soaking your <<allTops>><<wet_upper>>. Your stomach flutters with humiliated delight. <<embarrassment>><<arousal 1200>><<ggarousal>>
<</if>>
<br><br>
<<if $arousal gte $arousalmax>>
<<orgasm>>
Whitney is gobsmacked. "Did you just fucking cum?" <<His>> friends burst into laughter. "There's something seriously fucking wrong with you," <<he>> says as <<he>> fixes <<his>> clothes. <<His>> eyes linger on you.
<<else>>
"There we go," Whitney sighs when <<hes>> done. <<He>> fixes <<his>> clothes, struggling to hold back <<his>> snickering.
<</if>>
<br><br>
"That's all you are, isn't it? A toilet for me <<if $fame.sex gte 600>>and the rest of the town<</if>> to piss on?" <<He>> pockets <<his>> phone as <<his>> friends sneak in their own pictures. "Let me know if you wanna do this again, slut. I don't mind marking my territory the old fashioned way."<<npcincr Whitney lust 5>><<glust>>
<br><br>
<<link [[Next|Bully Piss End]]>><</link>>
<br><<effects>>
<<He>> offers you a two-finger salute as <<he>> turns on <<his>> heels. "Later, slut."
<br><br>
<<if C.npc.Whitney.love gte 20 and $daily.whitney.bullyPissCut is true>>
<<if $speech_attitude is "meek">>
"W-wait," you manage to say before <<he>> gets too far. "You said... I would get a cut?"
<<elseif $speech_attitude is "bratty">>
"Not so fast," you call after <<him>>. "Didn't you say I would get a cut?"
<<else>>
"Wait! You said I would get a cut, didn't you?" you ask before <<he>> gets too far.
<</if>>
<br><br>
<<if $daily.whitney.bullyPissObey lte 2>> /* only Comply or Flaunt*/
Whitney pauses. "I did say that, didn't I? Whatever." <<He>> digs into <<his>> <<= C.npc.Whitney.pronoun is "m" ? "back pocket" : "bra">> and takes out a <<moneyGain 5>> note, dropping it on the floor. "Don't spend it all in one place!"
<<elseif $daily.whitney.bullyPissObey gte 6>> /* Flaunt + Pose */
Whitney stops mid-step. "Oh yeah." <<He>> reaches into <<his>> <<= C.npc.Whitney.pronoun is "m" ? "back pocket" : "bra">> and counts out <<moneyGain 50>>. <<He>> sticks it between your lips and pats your cheek. "For an honest slut's work. You earned it."
<<else>>
<<set _money to ($daily.whitney.bullyPissObey lte 4 ? 10 : 20)>>
Whitney sighs and rolls <<his>> eyes, but reaches into <<his>> <<= C.npc.Whitney.pronoun is "m" ? "back pocket" : "bra">> nonetheless. <<He>> tosses a <<moneyGain _money>> note on the floor. "<<= $daily.whitney.bullyPissObey lte 4 ? "This is all you get for phoning it in like that" : "A solid performance, but could have been better. I expected more from my slut, you know">>."
<</if>>
<br><br>
<</if>>
<<His>> friends chortle with <<him>> as they make their exit from the <<nnpc_gendery "Whitney">>s' toilets.
<br><br>
<<clotheson>>
<<if C.npc.Whitney.pronoun is "m">>
<<link [[Next|School Boy's Toilets]]>><<endevent>><<set $eventskip to 1>><</link>>
<<else>>
<<link [[Next|School Girl's Toilets]]>><<endevent>><<set $eventskip to 1>><</link>>
<</if>>
<br><<effects>>
<<if $enemyhealth lte 0>>
You slam Whitney against a locker bay, darting past <<his>> friends and making your escape. You don't look back.
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation "short">>
Whitney is left flushed and panting, slumped against a locker. "You... f-fucking cunt..."<<npcincr Whitney lust -20>><<llust>>
<br><br>
<<He>> scowls and stomps away, <<his>> friends following with poorly contained snickers.
<<elseif $alarm is 1 and $rescue is 1>>
<<generate2>><<person2>>
A teacher pokes <<his>> head out of a nearby classroom, drawn by the commotion. Cowed by the warning glare <<person1>><<he>> receives, Whitney releases you. "Rain check, bitch." <<He>> stomps off, friends in tow.
<br><br>
<<tearful>> you carry on as you were.
<<else>>
You fall to your knees. Whitney grabs a handful of your hair, dragging you into the toilets. "You just made it that much worse on yourself, slut."
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Whitney>><<person1>>
<<link [[Next (0:15)|Bully Piss]]>><<set $phase2 to "lose">><<pass 15>><</link>>
<<exit>>
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<if $phase is 0>> /* PC rejects piss */
<<if $speech_attitude is "meek">>
"N-no, p-please!" you beg <<him>>. "D-don't make me...!"
<<elseif $speech_attitude is "bratty">>
"You're fucking joking," you say. "No way in hell am I going to do that!"
<<else>>
"What? No! Absolutely not!" you say.
<</if>>
<br><br>
<<if $whitneyromance is 1 and C.npc.Whitney.love gte 25 and $phase2 isnot "lose">>
Whitney hesitates. "... Fine," <<he>> says, pocketing <<his>> phone. "Fucking killjoy. You'll make it up to me. I'll find you later to cash in." <<He>> makes a lewd gesture with <<his>> hand and mouth.
<br><br>
<<His>> friends chortle with <<him>> as they make their exit from the <<nnpc_gendery "Whitney">>s' toilets.
<br><br>
<<clotheson>>
<<if C.npc.Whitney.pronoun is "m">>
<<link [[Next|School Boy's Toilets]]>><<endevent>><<set $eventskip to 1>><</link>>
<<else>>
<<link [[Next|School Girl's Toilets]]>><<endevent>><<set $eventskip to 1>><</link>>
<</if>>
<br>
<<else>>
"That's cute," <<he>> says. "You thought this was optional."
<br><br>
<<if $phase2 is "lose">>
<<link [[Next|Bully Piss Lose End]]>><<set $phase to 0>><</link>>
<<else>>
<<link [[Next|Bully Fight]]>><<set $phase to 1>><<set $fightstart to 1>><</link>>
<</if>>
<br>
<</if>>
<<else>> /* PC rejects Whitney piss */
<<if $speech_attitude is "meek">>
"N-no, I can't...! That's unsanitary! Please don't...!" you beg.
<<elseif $speech_attitude is "bratty">>
You baulk at <<him>>. "You're fucking joking. No way in hell am I letting you piss on me!"
<<else>>
"What?" you shout frantically. "No! Absolutely not!"
<</if>>
<br><br>
<<if $whitneyromance is 1 and C.npc.Whitney.love gte 25 and $phase2 isnot "lose">>
Whitney shrugs, stepping back and fixing <<his>> clothes. "Fine. I'm making enough as it is."
<br><br>
<<link [[Next|Bully Piss End]]>><</link>>
<br>
<<else>>
Whitney's upper lip curls into a sneer. "Wrong answer."
<br><br>
<<if $phase2 is "lose">>
<<link [[Next|Bully Piss Lose End]]>><<set $phase to 1>><</link>>
<<else>>
<<link [[Next|Bully Fight]]>><<set $phase to 1>><<set $fightstart to 1>><</link>>
<</if>>
<br>
<</if>>
<</if>><<effects>>
<<if $enemyhealth lte 0>>
You slam Whitney against the stall, darting past <<his>> friends and out of the <<nnpc_gendery "Whitney">>s' toilets. You don't look back.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<<exit>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation "short">>
Whitney is left flushed and panting, slumped against a stall. "You... f-fucking cunt..."<<npcincr Whitney lust -20>><<llust>>
<br><br>
<<He>> scowls and stomps out the door, <<his>> friends following with poorly contained snickers.
<<elseif $alarm is 1 and $rescue is 1>>
One of Whitney's friends stationed outside the toilets pops <<nnpc_his "Whitney">> head in. "Oi, it's Doren!"
<br><br>
Whitney shoves you against the toilet with an annoyed snarl. "Bitch."
<br><br>
All of them make a swift exit from the toilets. A moment later,
<<if C.npc.Whitney.pronoun is C.npc.Doren.pronoun>>
Doren barges in. "You okay, <<lass>>?"
<br><br>
<<tearful>> you nod and pick yourself up. "Yes. Thank you."
<<else>>
Doren's voice calls out from the hallway. "You okay in there, <<lass>>?"
<br><br>
<<tearful>> you pick yourself up and meet Doren at the door. "I'm okay," you say. "Thank you."
<</if>>
<br><br>
Doren hesitates, but accepts your answer. "Alright. Run along <<if ["first","second","third","fourth","fifth"].includes($schoolstate)>>to class<</if>>, then."
<<else>>
You groan, curling up on the cold floor to protect your body from further harm.
<br><br>
<<endcombat>>
<<npc Whitney>><<person1>>
<<link [[Next|Bully Piss Lose End]]>><<set $phase to 1>><</link>>
<<exit>>
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<if C.npc.Whitney.pronoun is "m">>
<<link [[Next|School Boy's Toilets]]>><<set $eventskip to 1>><</link>>
<<else>>
<<link [[Next|School Girl's Toilets]]>><<set $eventskip to 1>><</link>>
<</if>>
<br><<effects>>
Whitney sneers.
<<if $phase is 0>> /* PC rejects piss */
<span class="red">"I got another idea, then."</span> <<He>> throws you to the floor and
<<else>> /* PC rejects Whitney piss */
<span class="red">"Now shut up and be a good little toilet, slut."</span> <<He>>
<</if>>
<<if $NPCList[0].penis isnot "none">>
<<if C.npc.Whitney.pronoun is "m">>
pulls <<his>> half flaccid penis from <<his>> trousers.
<<else>>
lifts <<his>> skirt to reveal <<his>> half flaccid penis.
<</if>>
<<else>>
<<if C.npc.Whitney.pronoun is "m">>
steps out of <<his>> trousers and widens <<his>> stance, revealing <<his>> naked pussy hovering over you.
<<else>>
gathers <<his>> skirt up and widens <<his>> stance, <<his>> naked pussy hovering over you.
<</if>>
<</if>>
<br><br>
Whitney's friends cheer in a mix of disgust and excitement as <<he>> takes a piss on your chest, filming every second of it. It soaks your <<allTops>>, and your skin crawls.<<wet_upper>>
<br><br>
<<He>> steps away when <<hes>> relieved <<himself>>, fixing <<his>> clothes. <<He>> motions to <<his>> friends. "Well, <<= C.npc.Whitney.pronoun is "m" ? "lads" : "girls">>? Help this slut learn <<pher>> place like the toilet <<pshe>> is."<<npcincr Whitney lust 5>><<glust>>
<br><br>
<<His>> friends take turns pissing on you. Whitney crouches down to better film your sobs.<<trauma 12>><<status -10>><<ggtrauma>><<llcool>>
<br><br>
When they finish, Whitney pockets <<his>> phone.
<<if $phase is 0>> /* PC rejects piss */
"It's not what the buyer asked for, so you better hope they don't dip out of the deal. Later, slut."
<br><br>
Their laughter fades away as they leave the toilets.
<<else>> /* PC rejects Whitney piss */
"Fucking nasty <<bitch>>." <<He>> grins. "If the buyer doesn't want it, I'll just sell it to the highest bidder. Later, slut."
<br><br>
<<He>> leaves the toilets with <<his>> friends.
<</if>>
<<tearful>> you manage to pick yourself off the floor.
<br><br>
<<clotheson>>
<<if C.npc.Whitney.pronoun is "m">>
<<link [[Next|School Boy's Toilets]]>><<endevent>><<set $eventskip to 1>><</link>>
<<else>>
<<link [[Next|School Girl's Toilets]]>><<endevent>><<set $eventskip to 1>><</link>>
<</if>>
<br><<effects>>
<<He>> freezes up when a hand lands on <<his>> shoulder. It's Leighton.
<br><br>
"Whitney. I was just starting to wonder why my office is so quiet today. Care to explain why I found another student's undergarments hanging from the flagpole this morning?"
<br><br>
Whitney and <<his>> friends snicker. "You didn't like the new flag I picked out?"
<br><br>
Leighton seems less than impressed. "My office. Now."
<br><br>
<<if $whitneyromance is 1 and C.npc.Whitney.love gte 20>>
Whitney scowls, then plants a quick kiss on your lips. "Rain check, slut."<<npcincr Whitney lust 5>><<glust>><<takeKissVirginity "Whitney" "loveInterest">>
<br><br>
<<He>> roughly shoves you into Leighton, sending you both against a wall of lockers.
<br><br>
Leighton is quick to throw you off, grumbling as <<nnpc_he "Leighton">> watches Whitney and <<his>> friends make a quick escape down the hall. <<nnpc_He "Leighton">> turns to you with a sharp look. "Stay away from that one. Nothing but trouble."
<br><br>
Leighton leaves in a huff.
<<else>>
Whitney scowls at you over <<his>> shoulder as <<he>> gets escorted away by Leighton. <<His>> friends are quick to disperse.
<</if>>
<br><br>
You're not sure what Whitney had planned, but you're glad you don't get to find out.
<br><br>
<<link [[Next|School Toilets]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
Whitney leans closer. <<He>> licks the side of your face from chin to cheekbone. <<His>> friends laugh harder.
<br><br>
"Tastes good," Whitney says, shoving you away. "Later, slut." <<He>> and <<his>> friends saunter away, leaving you to unruffle your hair.
<br><br>
<<endevent>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
You twist around and shove Whitney away from you, enduring the pain as <<his>> hand tugs free of your hair. <<His>> friends' laughter redoubles. "You're lucky I'm in a good mood," <<he>> says.
<br><br>
<<He>> and <<his>> friends walk down the hallway, leaving you to unruffle your hair.
<br><br>
<<endevent>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
You jump to your feet and kick Whitney in the back of the leg, sending <<him>> sprawling to the ground.
<br><br>
<<if $rng gte 50>>
You're around the corner before <<he>> can recover. <<His>> curses fade into the background as you run.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<<else>>
<<He>> recovers fast, grasping your leg on <<his>> way back up. "You're gonna pay for that one, <<bitch>>."
<br><br>
<<link [[Next|Bully Fight]]>><<set $fightstart to 1>><</link>>
<</if>><<effects>>
Whitney pulls your mask aside.
<<whitneyFaceWritingInspection>><<effects>>
You shove Whitney away. Some of <<his>> friends laugh. <<He>> silences them with a look.
<br><br>
"I don't like your attitude," <<he>> says, turning back to you. "But you can make it up to me later." <<He>> smacks your <<bottom>> as <<he>> returns to <<his>> friends.
<br><br>
<<link [[Next|Oxford Street]]>><<endevent>><</link>>
<br><<effects>>
<<set _cheek to ($phase is 1 ? "left_cheek" : "right_cheek")>>
<<He>> scrawls on your cheek, then steps back to observe <<his>> handiwork. <<He>> snatches a mirror from one of <<his>> friends and holds it up to you. Your cheek now reads: <<bodywriting_npc_whitney _cheek>>
<br><br>
"Like it?" <<he>> asks. "Of course you do." <<He>> chucks the mirror back to <<his>> friend. "No one has any excuse now. Later, slut." <<He>> smacks your <<bottom>> as <<he>> walks away.
<br><br>
<<link [[Next|Oxford Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
You shove Whitney away. Some of <<his>> friends laugh. <<He>> silences them with a look.
<br><br>
"I don't like your attitude," <<he>> says, turning back to you. "But you can make it up to me later." <<He>> smacks your <<bottom>> as <<he>> returns to <<his>> friends.
<br><br>
<<link [[Next|Oxford Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<set _loc to $daily.whitney.writingTarget>>
<<set _loc_text to _loc.replace(/(left_|right_)/, "")>> <!-- example: converts "left_cheek" to just "cheek", or "right_shoulder" to just "shoulder" -->
<<if $skin[_loc].special is "Whitney">>
Whitney examines your _loc_text with a satisfied smile.
<<elseif !$skin[_loc].writing>>
Whitney leans forward, pen in hand, and scrawls on your _loc_text. <<He>> steps back to admire <<his>> handiwork, before snatching a mirror from one of <<his>> friends. <<He>> holds it up for you. Your _loc_text now reads: <<bodywriting_npc_whitney _loc>>
<</if>>
<br><br>
<<if $pain gte 100>>
"Good," Whitney says. <<He>> grasps your arm and pulls you towards the street. You're too hurt to resist.
<<else>>
"Like it?" Whitney asks. "Good," <<he>> says before you can respond. <<He>> grasps your arm. "Let's make it permanent." <<He>> pulls you towards the street.
<</if>>
<br><br>
<<link [[Let it happen (0:20)|Bully Tattoo]]>><<sub 1>><<npcincr Whitney dom 1>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>><<gdom>>
<br>
<<if $pain lt 100>>
<<link [[Fight|Bully Outside Fight]]>><<def 1>><<npcincr Whitney dom -1>><<set $fightstart to 1>><</link>><<ldom>>
<br>
<</if>><<effects>><<set $outside to 0>>
<<pass 10>>
You're pulled from the courtyard and into the street by Whitney and <<his>> friends.
<<if $exposed gte 1>>
<<covered>> Whitney's friends maintain a circle formation around you, so you're not sure how much bystanders can see. Your face burns bright with shame.
<<else>>
A few bystanders glance your way, but most seem willing to ignore the delinquents.
<</if>>
<br><br>
Whitney drags you to the High Street, and into the shopping centre. You come to a stop outside the tattoo parlour.
<br><br>
"Here's what you're gonna do," Whitney says, stroking the ink on your <<print $daily.whitney.writingTarget.replace(/(left_|right_)/, "")>>.
"You're gonna go in there and get those words tattooed on." <<He>> shoves a crumpled bundle of banknotes against your chest. "I'll even pay for it. Aren't I nice?" <<He>> kicks you through the door.
<<money 20000 "whitney">>
<br><br>
<<generate2>><<person2>>
The interior is cramped. A <<person>> sits at a desk, reading a magazine. A row of seats runs along the wall behind <<him>>. One of them is occupied.
<br><br>
"How can I help you?" the <<person>> asks without looking up.
<br><br>
<<link [[Get the tattoo like Whitney demanded (£200 1:00)|Bully Tattoo Accept]]>><<money -20000 "tattoo">><<pass 60>><<npcincr Whitney dom 3>><<npcincr Whitney love 3>><<control -25>><<pain 6>><</link>><<gglove>><<ggdom>><<gpain>><<llcontrol>>
<br>
<<link [[Tell the artist you're being forced (0:10)|Bully Tattoo Tell]]>><<npcincr Whitney dom -3>><<npcincr Whitney love -3>><<control 25>><</link>><<lllove>><<lldom>><<ggcontrol>>
<br><<effects>>
<<set _loc to $daily.whitney.writingTarget>>
<<set $skin[_loc].pen to "tattoo">>
<<set _writing to $skin[_loc].writing>>
Blushing, you tell the artist what you want. <<Hes>> unfazed by the request. "Young lovers, eh?" <<he>> says. "Bit of a lewd one, but I won't judge. Please have a seat."
<br><br>
You sit as instructed. "This will sting a bit." <<Hes>> not wrong. Your <<bodypart _loc>> stings the whole way through, but you get used to it, becoming bored instead.
"There we go," <<he>> says at last, reaching for a mirror. You examine your new tattoo,
<span class="lewd">
<<if $skin[_loc].type is "text">>
"_writing"
<<else>>
a _writing
<</if>>
</span>
now permanently emblazoned on your <<bodypart _loc>>.
<br><br>
The artist explains how to care for your skin while the tattoo is still raw. You get the gist. "Thanks for your custom," <<he>> says at the end.
<br><br>
<<run delete $daily.whitney.writingTarget>>
<<link [[Next|Bully Tattoo Accept 2]]>><</link>>
<br><<effects>>
<<person1>>
You emerge from the tattoo parlour. Whitney sits on a bench opposite, alone. <<He>> jumps to <<his>> feet as soon as <<he>> sees you.
<br><br>
"What the fuck took you so long?" <<he>> asks. "Friends were getting bored. I sent them away." <<He>> looks at your new tattoo, the skin around it still red, and beams. "You actually fucking did it. Wait until they hear about this."
<br><br>
<<He>> pulls <<his>> phone from <<his>> pocket, wraps an arm around your neck, and poses for a shot. "Smile, slut."
<br><br>
<<if $whitneyromance is 1>>
<<link [[Kiss Whitney|Bully Tattoo Kiss]]>><<control 10>><<npcincr Whitney love 1>><<npcincr Whitney dom -1>><<npcincr Whitney lust 1>><</link>><<gcontrol>><<glove>><<ldom>><<glust>><<promiscuous1>><<kissvirginitywarning>>
<br>
<</if>>
<<link [[Smile|Bully Tattoo Smile]]>><<npcincr Whitney love 1>><<stress 6>><</link>><<glove>><<gstress>>
<br>
<<link [[Pull away|Bully Tattoo Pull]]>><<npcincr Whitney love -1>><</link>><<llove>>
<br><<effects>>
You grasp Whitney's hair and pull <<his>> head to face yours. <<He>> barely has time to look surprised before you push your tongue into <<his>> mouth.
<<promiscuity1>>
<<He>> kisses back after the initial shock. <<His>> pulse races by the time you pull away.
<<if $speech_attitude is "meek">>
"Thanks for paying for my tattoo," you say.
<br><br>
"D-don't mention it," <<he>> responds, looking flushed. "Anything for my slut."
<<elseif $speech_attitude is "bratty">>
"Are you blushing?" you tease. "Cute."
<br><br>
"F-fuck off," <<he>> says, blushing harder. "It's just warm in here."
<<else>>
"Thanks for paying for my tattoo," you say.
<br><br>
"D-don't mention it," <<he>> responds, looking flushed. "Anything for my slut."
<</if>>
<<He>> looks at <<his>> watch. "I've got places to be. See you later."
<br><br>
<<endevent>><<set $eventskip to 1>>
<<link [[Next|Shopping Centre]]>><</link>>
<br><<effects>>
You smile for the camera. Whitney demands a couple more takes, making sure <<he>> gets the new tattoo displayed prominently. Once satisfied, <<he>> gives your <<bottom>> a celebratory smack.
<br><br>
"Nice," <<he>> says. "Later, slut."
<br><br>
<<endevent>><<set $eventskip to 1>>
<<link [[Next|Shopping Centre]]>><</link>>
<br><<effects>>
You pull away from Whitney's grasp. <<He>> hounds you for a few moments, before calling you an ungrateful slut and sauntering off.
<br><br>
<<endevent>><<set $eventskip to 1>>
<<link [[Next|Shopping Centre]]>><</link>>
<br><<effects>>
<<if $trauma gte ($traumamax / 5) * 4>>
Despite a terrible fear that this'll only make things worse, you tell the <<person>> about your situation.
<<else>>
You tell the <<person>> about your situation.
<</if>>
About how a bully wrote on you, and is coercing you to get it made into a tattoo.
<<if $pain gte 100>>
You can't stop the tears.
<</if>>
<br><br>
<<He>> listens without speaking, but <<his>> expression becomes serious. <<He>> glances up and out the window, where Whitney and <<nnpc_his "Whitney">> friend maintain their vigil.
<br><br>
"Please take a seat," <<he>> says. "I'll sort this out."
<br><br>
<<link [[Next|Bully Tattoo Tell 2]]>><</link>>
<br><<effects>>
<<pass 10>>
You take a seat as the <<person>> disappears into a back room. <<Hes>> wielding a cricket bat when <<he>> returns. <<He>> marches outside.
<br><br>
You watch through the window. The <<person>> shouts, though the words are muffled and inaudible. Whitney laughs and doesn't seem intimidated, but <<person1>><<his>> friends back away. Whitney scowls at them, then follows suit. Together they turn and run.
<br><br>
The <<person2>><<person>> enters, looking relieved. "That's that," <<he>> says, placing the bat on <<his>> desk and collapsing on the chair. "I should call your parents. Could you give me their number?"
<br><br>
<<if $speech_attitude is "meek">>
"I can't," you say. "I live at the orphanage."
<<elseif $speech_attitude is "bratty">>
"No," you say. "I live at the orphanage."
<<else>>
You shake your head. "I live at the orphanage."
<</if>>
<br><br>
"Oh," the <<person>> says. "I'm sorry." There's an awkward pause, broken up only by the buzzing of the other artist at work. "I'll run you there if you like." <<He>> pulls a set of keys from <<his>> pocket. "Won't take me ten minutes."
<br><br>
<<link [[Accept (0:05)|Bully Tattoo Journey]]>><<pass 5>><</link>>
<br>
<<link [[Decline|Bully Tattoo Decline]]>><</link>>
<br><<effects>>
The <<person>> walks you to <<his>> car, and drives you to the orphanage. It's a short journey. You look out the window and see others returning from school.
<br><br>
<<He>> bids you goodbye and drives away.
<br><br>
<<endevent>><<set $eventskip to 1>>
<<link [[Next|Domus Street]]>><</link>>
<br><<effects>>
You refuse the <<persons>> offer, assuring <<him>> you'll be okay.
<br><br>
You step into the shopping centre proper.
<br><br>
<<endevent>><<set $eventskip to 1>>
<<link [[Next|Shopping Centre]]>><</link>>
<br><<effects>>
Whitney rides you down Oxford Street, <<his>> amused friends following behind. <<Hes>> not an easy passenger, leaning this way and that, forcing you to adapt lest you teeter over.
<br><br>
<<He>> gives your thighs a painful kick with <<his>> heels, and insists you enter a sweet shop. <<He>> makes you crouch so <<he>> can reach the penny sweets, before riding you to the bemused cashier.
<br><br>
"I'm bored," <<he>> says once outside.
<<if $whitneyromance gte 1>>
<<He>> climbs from your back, using your hair for purchase. <<He>> maintains <<his>> grip once back on <<his>> feet, and pulls your head back. "Maybe I'll let my friends ride you too." <<He>> pauses, then leans forward and kisses you, tongue-first. <<takeKissVirginity "Whitney" "loveInterest">>
<br><br>
"Later <<girlfriend>>," <<he>> says as <<he>> pulls away. <<He>> and <<his>> friends swagger away.
<br><br>
<<else>>
<<He>> climbs from your back, using your hair for purchase. "Maybe I'll let my friends ride you sometime. I bet you'd like that."
<br><br>
<<He>> and <<his>> friends swagger away.
<br><br>
<</if>>
<<link [[Next|Oxford Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
Whitney kicks your thighs and tries to steer you onto Oxford Street. You turn the other way. "Where the fuck do you think you're going?" <<He>> tries to kick your thighs again, but you grasp <<his>> ankles and hold them firm.
<br><br>
<<if $speech_attitude is "meek">>
You whinny in response, and enter the school, Whitney still on your back.
<<elseif $speech_attitude is "bratty">>
"Sorry," you say. "I'm just a dumb horse, right?" You enter the school, Whitney still on your back.
<<else>>
"Time to teach you a lesson," you say, entering the school with Whitney still on your back.
<</if>>
<<His>> friends follow, their expressions ranging from worry to amusement.
<br><br>
Other students watch as you pass. Whitney tries to save face, only protesting once you arrive at the deserted pool.
<br><br>
"Let me down, <<slut>>," <<he>> says. "Let me down right now."
<br>
<<if $speech_attitude is "meek">>
You whinny again, turn your back to the water, and throw <<him>> off.
<<elseif $speech_attitude is "bratty">>
"You are pretty heavy," you say. "Alright." You turn your back to the water, and throw <<him>> off.
<<else>>
"Okay," you say. You turn your back to the water, and throw <<him>> off.
<</if>>
<br><br>
<<link [[Next|School Leave Whitney Control 2]]>><</link>>
<br><<effects>>
<<earnFeat "Giddy Up">>
Whitney lands with a splash. <<His>> friends can't contain their laughter. Not while <<hes>> still submerged, anyway. <<He>> hauls <<himself>> out and faces you, <<his>> soaked fringe now covering <<his>> eyes completely.
<br><br>
<<He>> grasps the hem of <<his>> shirt and bunches it up to squeeze the water out, pulling it tight against the rest of <<his>> body. It's transparent, <<his>> <<if $pronoun is "f">>bra<<else>>chest<</if>> clearly visible beneath, but <<he>> doesn't care.
<br><br>
<<He>> runs <<his>> hand over <<his>> scalp, slicking back <<his>> hair. "You've done it now." Despite <<his>> words, <<he>> sounds more amused than angry. Impressed, even. "You'd better watch your back."
<br><br>
<<He>> turns and walks away, <<his>> friends in tow.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $bullytimeroutside to 0>><<set $eventskip to 1>><</link>>
<br><<effects>>
You rear back. Whitney tries to cling on, but you throw <<him>> to the ground.
<br><br>
"Stubborn <<bitch>>," <<he>> says, pushing <<himself>> to <<his>> feet. "But it's alright. I'll have fun breaking you in." <<He>> shoves past you, and <<his>> friends follow.
<br><br>
<<link [[Next|Oxford Street]]>><<endevent>><</link>>
<br><<effects>>
You remove your <<top>>.<<upperstrip>> <<if $worn.under_upper.name isnot "naked">>Whitney points at your <<undertop>><<underupperstrip>>. "Take that off too." Hesitantly, you remove it as well.<</if>>
<br><br>
One of Whitney's friends takes your clothing from you before returning to Whitney. <<outfitChecks>><<= _fullyNaked ? "Fully exposed" : _middleNaked ? "Fully exposed except for your <<undies>>" : "Exposed from the waist up">>, you cover up the best you can, but still shiver in the cold winter air.
<br><br>
<<link[[Next|School Leave Whitney Freezing 2]]>><</link>>
<br><<effects>><<outfitChecks>>
Whitney and <<his>> friends lead you over to an empty bicycle rack.
<br><br>
<<He>> turns to face you. Leaning towards your <<chest>>, Whitney takes your left nipple into <<his>> mouth, teasing you with <<his>> tongue. <<He>> licks, sucks, and gently bites until your nipple is hard and firm. Once satisfied, Whitney repeats the process with your right nipple, until both stand tall and hard, wet with saliva. <<arousal 1200 "breasts">><<ggarousal>>
<br><br>
Whitney's friends suddenly grab you from behind and force you to bend over the bike rack. Whitney guides your nipples to the horizontal metal bar, where the moisture instantly freezes your nipples to the bike rack! You gasp at the sudden cold sensation on your <<nipples>>. You instinctively jerk back, but quickly stop pulling as your <<breasts>> scream in pain.<<pain 8>><<ggpain>>
<br><br>
<<if !_bottomExposed>>Once you stop struggling, Whitney yanks your <<allBottomsUnderwear>> down to your ankles.<<lowerstrip>><<underlowerstrip>><</if>> You shiver with your naked body now completely exposed to the other students and the freezing air.<<stress 12>><<trauma 12>><<ggstress>><<ggtrauma>>
<br><br>
"Try not to enjoy the cold too much, slut," Whitney says, giving you one last slap on your ass. <<He>> and the others depart.
<br><br>
<<link[[Next|School Leave Whitney Freezing End]]>><<pass 3>><</link>>
<br><<effects>>
A few minutes go by, with many passing students giggling and taking photos. <<if $cool lte 150>>Some of your classmates even take the time to throw a few snowballs at your exposed ass.<</if>><<status -5>><<lcool>><<set Weather.bodyTemperature-->>
<br><br>
Eventually, one of your peers takes pity on you and returns with a teacher and a cordless hair dryer. With the right tools, it is easy to free you from the bike rack.
<br><br>
<<silently>><<clotheson>><</silently>>
<<if $exposed gte 1>>
The teacher offers you a towel before letting you go about your day.<<towelup>>
<<else>>
You fix your clothes and go about your day.
<</if>>
<br><br>
<<link[[Next|School Front Courtyard]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<<if $delinquency lt 400>><<enable_rescue>><</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate "<span class='red'>No one comes to your aid, likely due to your reputation as a delinquent.</span>">>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|School Leave Whitney Freezing Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|School Leave Whitney Freezing Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyhealth lte 0>>
You push Whitney's face into the snow and get up.
<br><br>
While the gathered crowd laughs at Whitney's expense, you seize the opportunity to flee the scene.
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation "short">>
Whitney lets out a loud moan before falling back on the snow.<<npcincr Whitney lust -20>><<llust>>
<br><br>
The gathered crowd laughs at Whitney's display, giving you the chance to flee the scene.
<<elseif $alarm is 1 and $rescue is 1>>
River emerges, apparently hearing the commotion from inside the school. "Cut that out, both of you, or I will give you each a detention. Just because you are outside does not mean the school's rules do not apply."
<br><br>
Whitney begrudgingly complies, dropping you in the snow. <<He>> and <<his>> friends stalk away as you get back on your feet.
<<else>>
You fall to the ground, clutching your injuries. Whitney towers over you, massaging <<his>> wrist. <<He>> and <<his>> friends tear off your clothing, discarding the scraps in the snow.<<clothesruined>>
<br><br>
"That's what you get for being a <<bitch>>. Pick <<pher>> up."
<br><br>
<<endcombat>>
<<npc Whitney>><<person1>>
<<link[[Next|School Leave Whitney Freezing 2]]>><<clotheson>><</link>>
<<exit>>
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link[[Next|School Front Courtyard]]>><<set $eventskip to 1>><</link>>
<br><<set $outside to 0>><<set $location to "park">><<effects>>
<<rng>>
<<npc Whitney>><<person1>>
You approach Whitney, and <<= Weather.precipitation isnot "none" ? "take shelter from the " + Weather.precipitation : "join <<him>>">> under the tree.
<<if $whitneyReunionScene isnot undefined>>
<<unset $whitneyReunionScene>>
<<He>> doesn't notice you at first. When <<he>> does, <<his>> eyes go wide and <<he>> almost drops <<his>> cigarette.
<br><br>
<<He>> grabs you and shoves you against the tree, the shock in <<his>> eyes giving way to anger. "There you are, bitch," Whitney says, looking aggravated. "What? You didn't think I'd notice when my favourite slut goes missing?" You're unable to respond as <<he>> presses <<his>> lips against your mouth, kissing you.<<takeKissVirginity "Whitney" "loveInterest">>
<br><br>
<<He>> pulls you back, <<his>> arm wrapped around your waist as <<he>> holds the back of your head still. <<He>> leans forward, forcing you to bend backward.
<br><br>
<<if !$worn.neck.type.includes("naked")>>
<<if ($worn.neck.name isnot "Whitney's collar with leash") and ($worn.neck.name isnot "Whitney's collar")>>
<<He>> turns you around, you can feel <<him>> pull at your $worn.neck.name and lets out a tsk. <<He>> digs around in <<his>> pocket
and before you know it the $worn.neck.name falls to the ground and gets replaced by something else.
<<set $worn.neck.type.push("broken")>>
<<neckruined>>
<<neckwear 36>><<set $whitneycollar to 1>>
<</if>>
<<elseif ($worn.neck.name isnot "Whitney's collar with leash") and ($worn.neck.name isnot "Whitney's collar")>>
<<He>> lets out a loud sigh and turns you around, you can something get pulled around your neck and hear a lock click shut.
<<set $worn.neck.type.push("broken")>>
<<neckruined>>
<<neckwear 36>><<set $whitneycollar to 1>>
<<else>>
<</if>>
Whitney glares at you, <<his>> grip the only thing keeping you from falling. You swear you see the faintest trace of a tear in <<his>> eye. Before it goes any further, <<he>> drops you on the floor.
<br><br>
Whitney's breathing is heavier. <<He>> speaks, "Only... I get to kidnap you. Got it?" <<He>> marches out of the park, sparing you one more glance over <<his>> shoulder.
<br><br>
<<if $worn.neck.name is "Whitney's collar with leash" or $worn.neck.name is "Whitney's collar">>
<<He>> points at you "AND DON'T TAKE THAT OFF!, YOU ARE MINE"
<</if>>
<<npcincr Whitney dom 3>><<stress 6>><<gstress>><<ggdom>>
<br><br>
<<endevent>>
<<whitneyexit>>
<<elseif C.npc.Whitney.love gte 20 and $whitneyromance isnot 1 and !["dungeon", "pillory"].includes(C.npc.Whitney.state)>>
<<set $whitneyromance to 1>>
<<He>> suddenly grabs you and bends you backwards over the fountain, <<= Weather.precipitation isnot "none" ? "letting the " + Weather.precipitation + " fall on your face" : "scowling down at you">>. <<He>> looks angrier than usual.
<br><br>
"Stupid slut," <<he>> says. <<He>> nearly lets you drop into the fountain. "You've been asking for this, don't try to deny it." <<He>> pulls you up and kisses you with surprising tenderness. <<takeKissVirginity "Whitney" "loveInterest">>
<br><br>
"You're my <<girlfriend>> now. You better be grateful." <<He>> kisses you again, this time biting your lip. <<He>> pulls away and leaves the park without looking back.
<<npcincr Whitney lust 5>><<glust>>
<br>
<<takeKissVirginity "Whitney" "loveInterest">>
<br><br>
<<tearful>> you steady yourself.
<<gstress>><<garousal>><<stress 6>><<arousal 600 "mouth">>
<br><br>
<<if $loveInterest.primary is "None">>
<<set $loveInterest.primary to "Whitney">>
<span class = "gold">Whitney is now your love interest! It seems you don't have a choice in the matter.</span>
<<else>>
<span class = "gold">Whitney can now be claimed as your love interest! It seems you don't have a choice in the matter.
<br>
You can change your love interest in the "Attitudes" menu.</span>
<</if>>
<<endevent>>
<br><br>
<<whitneyexit>>
<<elseif $whitney_smoke is undefined and $whitneyromance gte 1 and C.npc.Whitney.love gte 20 and !playerIsPregnant()>>
<<set $daily.whitney.textTrigger to false>>
"How's my <<girlfriend>> doing today, huh?" Whitney wraps an arm around your shoulder and pulls you <<print $worn.handheld.type.includes("rainproof") ? "closer" : "underneath <<his>> umbrella">>. <<He>> takes a drag of <<his>> cigarette before handing it to you. "Want some?"
<<if $rightarm is "bound" and $leftarm is "bound">>
<br><br>
<<He>> pauses when <<he>> sees your bound arms. "Huh. As hot as it is to see you tied up... can't really smoke like that, can you?" <<He>> sticks the cigarette back into <<his>> mouth, flips open a pocket knife, and slashes through your bindings. "Better," <<he>> says with a nod of approval. <<unbind>>
<</if>>
<br><br>
<<link [[Accept the cigarette|Whitney Park Cigarette Smoke]]>><<set $phase to 0>><</link>><br>
<<link [[Refuse|Whitney Park Cigarette Smoke]]>><<set $phase to 1>><</link>>
<<elseif $daily.whitney.text gte 3>>
<br><br>
"That's it, I warned you!" <<He>> closes <<his>> umbrella and grabs you.
<br><br>
<<link [[Next|Whitney Park Fight]]>><<set $fightstart to 1>><</link>>
<br>
<<else>>
<br><br>
<<whitneyoptions>>
<</if>><<if $phase is 1>>
/*Refuse*/
You shake your head. Whitney shrugs and slips the cigarette between <<his>> lips again. "Suit yourself," <<he>> says, sounding faintly disgruntled. "More for me."
<<if C.npc.Whitney.lust gte 40>>
<br><br>
Whitney draws in another lungful of smoke before suddenly tugging you in for a kiss. Just before your lips touch, <<he>> slowly exhales a thin stream of smoke, catching you off-guard. You cough in <<his>> face.
<br><br>
Whitney leans away from you and exhales the rest of the smoke in an annoyed huff. "Idiot," <<he>> grumbles. <<He>> tosses the cigarette onto the ground and crunches it beneath <<his>> heel. "Should've figured a dumb slut like you wouldn't even know how to shotgun."
<br><br>
<<if $speech_attitude is "meek">>
"S-sorry," you stammer out. "I just wasn't expecting the smoke."
<<elseif $speech_attitude is "bratty">>
"How's that my fault? I said I didn't want to smoke, and it's not like you gave me a warning that you were gonna pull something like that," you say.
<<else>>
"Sorry," you say. "I wasn't exactly prepared for you to do that."
<</if>>
<br><br>
<<He>> shakes <<his>> head. "Yeah, whatever. That was my last fag, anyway. I'm leaving." <<He>> walks off without another word. <<npcincr Whitney love -1>><<llove "Whitney">><<npcincr Whitney dom -1>><<ldom "Whitney">>
<<set $whitney_shotgun to 0>>
<br><br>
<<whitneyexit>>
<<else>>
<br><br>
You get the feeling <<he>> was looking forward to sharing a smoke with you.
<br><br>
<<whitneyoptions>>
<</if>>
<<set $whitney_smoke to 0>>
<<set $daily.whitney.smoke to true>>
<<else>>
/*Smoke*/
<<wearProp "cigarette">>
<<if $whitney_smoke isnot undefined>>
<<if $speech_attitude is "meek">>
"Um, would it be okay if we shared?" you ask, gesturing at Whitney's cigarette.
<<elseif $speech_attitude is "bratty">>
"Cool if I take a hit?" you ask, giving a nonchalant nod towards Whitney's cigarette.
<<else>>
"Mind if we share?" you ask, nodding at Whitney's cigarette.
<</if>>
<</if>>
<br><br>
<<if $whitney_smoke is undefined or $whitney_smoke is 0>>
<<print $whitney_smoke is undefined ? 'You take the offered cigarette.' : 'Whitney looks pleasantly surprised at your request. "Yeah? You finally grow a spine after wussing out last time?" <<He>> hands you <<his>> cigarette.'>> Whitney stares at your lips as you gingerly raise it to your mouth. You inhale and promptly choke on smoke. <<if $daily.hookah isnot undefined>>The burn of nicotine stands in sharp contrast to the sweet-smelling hookah juice you've smoked before.<</if>>
<br><br>
Whitney bursts into laughter. "What, don't tell me this was your first time?" You're coughing too hard to answer.
<<if $player.virginity.vaginal is "Whitney" or $player.virginity.penile is "Whitney">>
"What can I say, guess I'm just good at popping your cherry."
<<elseif $player.virginity.oral is "Whitney">>
"And here I thought I'd already taken care of that oral virginity of yours."
<<else>>
"Surprised a slut like you still has a virginity to lose."
<</if>>
<<He>> snickers to <<himself>> as you pass the cigarette back to <<him>>, your eyes watering.
<br><br>
<<if $speech_attitude is "meek">>
"You're so mean to me," you pout when you finally catch your breath.
<<elseif $speech_attitude is "bratty">>
"You're an asshole," you say when you finally catch your breath.
<<else>>
"Rude," you say when you finally catch your breath.
<</if>>
<br><br>
"You know it, babe." Whitney grins and plants a kiss on your forehead. <<npcincr Whitney love 1>><<glove "Whitney">>
<<set $whitney_smoke to 1>>
<<else>>
Whitney takes <<print either("a leisurely", "a pointed", "a quick", "one last")>> drag of <<his>> cigarette before handing it to you.
<br><br>
<<if $whitney_smoke gte 7>>
<<He>> watches as you smoothly slip the cigarette between your lips. You hold the breath for a long moment before slowly exhaling a thin stream of smoke. "<<print either("That's my <<girl>>,", "Hot,", "Hell yeah,", "That's how you use your mouth,",)>>" <<he>> says with a nod. "Bet you've got iron lungs from all that practice. C'mere, let's test that theory out."
<br><br>
<<if $science gte 400>>
You helpfully refrain from pointing out that if anything, your lung capacity has worsened.
<<else>>
Increased lung capacity from smoking doesn't sound right, but you don't know enough about science to dispute it.
<</if>>
<<elseif $whitney_smoke gte 5>>
<<He>> stares at your lips as you take a practised drag. "I guess your mouth might be good at more than just <<if $NPCList[0].penis isnot "none">>sucking me off<<else>>eating me out<</if>>," <<he>> comments. <<if C.npc.Whitney.lust gte 10>>"Gonna need you to refresh my memory here with a little demonstration." <<He>> grabs <<his>> crotch and gives a vulgar grin.<<else>>"You'll have to refresh my memory with a little demonstration some other time."<</if>>
<<elseif $whitney_smoke gte 3>>
<<His>> eyes linger on your lips as you take a pull of the cigarette.
<br><br>
<<if $speech_attitude is "meek">>
"Do you like what you see?" you say coyly. "You keep staring at my mouth when I smoke..."
<<elseif $speech_attitude is "bratty">>
"You're not slick, you know," you tease. "I can see you staring at my mouth."
<<else>>
"Subtle," you say with a grin. "I see you staring at my mouth."
<</if>>
<br><br>
Whitney flushes and looks away. "Dunno what you're talking about," <<he>> says, clearing <<his>> throat. <<He>> holds out <<his>> hand for the cigarette.
<<elseif $whitney_smoke gt 1>>
<<He>> eyes you as you carefully inhale. You hold the lungful of smoke for a moment before slowly exhaling. You successfully refrain from coughing. Whitney seems disappointed.
<br><br>
<<if $speech_attitude is "meek">>
"See?" you say. "I told you I could do better!"
<<elseif $speech_attitude is "bratty">>
"How do you like them apples? I told you, I just had to get warmed up," you say.
<<else>>
"Who's laughing now?" you say. "Like I said, I was just rusty."
<</if>>
<br><br>
"Uh-huh," Whitney says. <<He>> motions with <<his>> hand for you to pass the cigarette back to <<him>>. "Too bad, I was looking forward to a good laugh. Guess you're gonna have to find some other way to entertain me." <<He>> slides the cigarette between <<his>> lips once more.
<<else>>
<<He>> smirks as you put the cigarette in your mouth, clearly expecting another disastrous encounter. You keep it together for longer this time, but still end up coughing. "What's the matter? Poor baby can't handle <<pher>> smoke?" <<he>> mocks.
<br><br>
<<if $speech_attitude is "meek">>
"I-I can do better! Just you wait," you tell <<him>>.
<<elseif $speech_attitude is "bratty">>
"Yeah, yeah, laugh it up. I'm just getting warmed up," you tell <<him>>.
<<else>>
"I'm just rusty. We'll see who's laughing later," you tell <<him>>.
<</if>>
You pass the cigarette back to <<him>>.
<br><br>
"Right," <<he>> says knowingly. "Your body just needs to learn how to take it. You're used to that, right, slut?" <<He>> laughs, but rubs your back as you give one last cough. <<npcincr Whitney love 1>><<glove>>
<</if>>
<<set $whitney_smoke++>>
<</if>>
<<set $daily.whitney.smoke to true>>
<<if $whitney_smoke gt 3>>
<br><br>
<<if $whitney_smoke gt 7>>
<<if $whitney_shotgun gte 0>>
<<link [[Shotgun kiss Whitney|Whitney Park Cigarette Smoke Kiss]]>><<npcincr Whitney love 1>><<npcincr Whitney dom -1>><<npcincr Whitney lust 1>><<oralskill 1>><</link>><<gcontrol>><<glove>><<ldom>><<glust>><<goralskill>><<promiscuous1>><<kissvirginitywarning>>
<<else>>
<<link [[Kiss Whitney|Whitney Park Cigarette Smoke Kiss]]>><<npcincr Whitney love 1>><<npcincr Whitney lust 1>><</link>><<gcontrol>><<glove>><<glust>><<promiscuous1>><<kissvirginitywarning>>
<</if>>
<br>
<<elseif $whitney_smoke gt 5>>
<<if hasSexStat("promiscuity", 4)>>
<<link [[Kneel|Whitney Park Cigarette Smoke Oral]]>><<npcincr Whitney love 1>><</link>><<glove>><<promiscuous4>><<oralvirginitywarning>>
<<else>>
<<insufficientStat "promiscuity" "to take things further">>
<</if>>
<br>
<<else>>
<<link [[Tease|Whitney Park Cigarette Smoke Tease]]>><</link>>
<br>
<</if>>
<<link [[Hand the cigarette back|Whitney Park Cigarette Smoke 2]]>><<clotheson>><</link>>
<<else>>
<<whitneyoptions>>
<</if>>
<</if>><<set $outside to 0>><<effects>>
<<if $whitney_shotgun is 0>>
/*PC's learned how to shotgun */
On the other side of the park, a couple's making out. Whitney watches their groping with idle interest. You take advantage of <<his>> momentary distraction to quickly take a drag, holding the smoke in your mouth.
<br><br>
Whitney turns to you, mouth open like <<hes>> about to say something. You dip your head towards <<his>> before <<he>> can get the words out, and <<he>> smirks, leaning in to meet your lips.
<br><br>
You exhale the smoke before <<he>> can complete the kiss. <<He>> makes a noise of surprise but reacts quickly and inhales. <<ldom "Whitney">>
<br><br>
You seal the remaining distance, brushing your lips against <<his>>. <<takeKissVirginity "Whitney" "loveInterest">>
<br><br>
You pull away, blowing the rest of the smoke into the air, and smile at <<him>>.
<br><br>
"Look at you, full of surprises," <<he>> says. <<He>> looks impressed, but pleased, at your audacity.
<<set $whitney_shotgun to 1>>
<br><br>
<<whitneyoptions>>
<<elseif $whitney_shotgun gte 1>>
/*PC's shotgunned before */
Whitney watches with idle interest as you take a drag and hold the smoke in your mouth. <<He>> <<print C.npc.Whitney.dom lte 10 ? "leans in expectantly and waits" : "leans against the tree, waiting for you to come to <<him>>">>. You humour <<him>>, closing the distance between you. The cigarette dangles between your fingers, dangerously close to <<his>> face, as you run a thumb down <<his>> jawline.
<br><br>
<<His>> face is flushed, but <<he>> can't tear <<his>> gaze away from you as you nudge <<his>> chin until <<he>> parts <<his>> lips slightly. You tip your chin and exhale against <<his>> lips. <<His>> breath is hot against your skin as <<he>> inhales. The two of you stay like that, sharing your breath, as the heady rush of nicotine courses through you.
<br><br>
Whitney's mouth follows yours when you start to pull away, chasing a familiar high. <<He>> grabs your waist, <<print C.npc.Whitney.dom lte 10 ? "pulling you flush against <<his>> body. <<He>> backs up so <<his>> back is flat against the tree, hands firmly planted on your <<bottom>>" : "manhandling you until your back is pressed against the tree">>. You make out for a few minutes, until Whitney shoves <<print C.npc.Whitney.dom lte 10 ? "you away" : "off of the tree">>.
<br>
"Damn, slut," <<he>> says with a gasp. "You're good with that mouth." <<He>> straightens out <<his>> <<npcClothesText `C.npc.Whitney` "upper">> before holding <<his>> hand out for the cigarette. You pass it back to <<him>>.
<<whitneyoptions>>
<<else>>
/*PC doesn't know how to shotgun */
You lean in to kiss Whitney, but <<he>> stops you. "Hang on," <<he>> says, snatching the cigarette from your hand. <<He>> takes a drag before sealing the distance between you once more.
Just before your lips touch, <<he>> slowly exhales a thin stream of smoke, catching you off-guard.
<<set $whitney_shotgun to 0>>
<<willpowerdifficulty 1 300 no_text>>
<<if $willpowerSuccess>>
You weren't expecting it, but you're no stranger to smoking now. You inhale on reflex, allowing the smoke to pass from <<his>> mouth to yours. <<His>> lips brush against yours as the heady rush of nicotine courses through you.
<br><br>
<<He>> pulls away from you with a smirk. You're not sure what's more addictive, the cigarette or <<his>> lips. Judging by <<his>> flushed face, you guess <<he>> feels the same way. <<garousal>><<arousal 600>><<glust "Whitney">>
<br><br>
"Good to see my <<girl>> already knows how to shotgun," <<he>> comments. "You're not totally useless." <<He>> wraps an arm around you and finishes off the rest of the cigarette.
<<whitneyoptions>>
<<else>>
<<silently>><<clotheson>><</silently>>
You try to refrain, but you can't help but cough in <<his>> face.
<br><br>
Whitney leans away from you and exhales the rest of the smoke in an annoyed huff. "Idiot," <<he>> grumbles. <<He>> tosses the cigarette onto the ground and crunches it beneath <<his>> heel. "Should've figured a dumb slut like you wouldn't even know how to shotgun."
<br><br>
<<if $speech_attitude is "meek">>
"S-sorry," you stammer out. "I just wasn't expecting the smoke."
<<elseif $speech_attitude is "bratty">>
"How's that my fault? I was expecting a kiss, not a dumbass stunt like that," you say.
<<else>>
"Sorry," you say. "I wasn't exactly prepared for you to do that."
<</if>>
<br><br>
<<He>> shakes <<his>> head. "Yeah, whatever. That was my last fag, anyway. I'm leaving." <<He>> walks off without another word. <<npcincr Whitney love -1>><<llove "Whitney">><<npcincr Whitney dom -1>><<ldom "Whitney">>
<br><br>
<<whitneyexit>>
<</if>>
<</if>><<set $outside to 0>><<effects>>
You pull the cigarette back, holding it out of <<his>> reach. "Oh, I think you know exactly what I'm talking about," you purr. "I think someone has a little oral fixation and can't wait to get <<his>> mouth wrapped around something my lips have touched."
<br><br>
"Fuck you," <<he>> says, but there's no vitriol in <<his>> words, just a fond exasperation. "If that was all I wanted, I'd be going down on half the town."
<br><br>
You don't miss a beat as you continue, "So what do you want, then? Are you thinking about how much you wish my mouth was all over you instead?"
<br><br>
"What I want," Whitney says, "is for you to shut up already. I swear, one of these days I'm gonna gag you and fuck you until you can't walk straight. See how mouthy you are after that."
<br><br>
<<if $speech_attitude is "meek">>
"I think I'd like that, actually."
<<elseif $speech_attitude is "bratty">>
"Don't threaten me with a good time."
<<else>>
"Sounds fun."
<</if>>
<br><br>
Whitney gives a bark of laughter and pulls you in for a kiss. "You would be into that, slut. Now gimme my fag back." <<He>> snatches it back from you, looking away as <<he>> sucks in another lungful of smoke.
<<whitneyoptions>><<set $outside to 0>><<effects>>
Dropping the cigarette, you sink to your knees in front of Whitney, heedless of the wet grass. <<if $carried.handheld.type.includes("rainproof") or $worn.handheld.type.includes("rainproof")>>You put down your umbrella and<<else>>You<</if>> reach for the waistband of Whitney's <<npcClothesText `C.npc.Whitney` "lower">>.
<<if C.npc.Whitney.lust gte 10>>
Whitney gives a low chuckle. "Good to see you can take a hint," <<he>> says. <<He>> holds <<his>> umbrella over your head, keeping you dry as you <<npcUndressText `C.npc.Whitney` "lower">>. "Can't have you getting sick on me now," <<he>> says. If the rain bothers <<him>>, <<he>> doesn't show it; <<he>> simply spreads <<his>> legs to give you better access.
<<if $NPCList[0].penis is "none">>
<<if random(0, 99) lt $straponchance>>
<<npcstrapon 0>>
<</if>>
<</if>>
<<if $NPCList[0].penis isnot "none">>
You <<oraltext>> wrap your lips around the head of <<his>> <<if npcHasStrapon([0])>>$NPCList[0].penisdesc. It's silicone, of course, but Whitney's breath quickens as if <<he>> can feel it.<<else>>cock, flattening your tongue against <<his>> slit. A bead of precum trickles out, and you eagerly lap it up. Whitney sighs with pleasure.<</if>>
<br><br>
<<if $NPCList[0].penissize gte 4>>
You stroke the base of <<his>> shaft and swallow as much of <<his>> girth as you can manage.
<<elseif $NPCList[0].penissize gte 1>>
You grip the base of <<his>> shaft as you take <<him>> deeper, swallowing <<him>> to the hilt.
<<else>>
You grip the backs of <<his>> thighs, pulling <<him>> closer as you easily envelop <<his>> cock.
<</if>>
<br><br>
You lose yourself in the moment, head bobbing between Whitney's legs as you service <<him>>. As an involuntary moan of pleasure escapes you, Whitney's composure cracks entirely. <<He>> grabs the back of your head with <<his>> free hand, <<print C.npc.Whitney.dom gte 10 ? "fucking your throat to completion" : "anchoring you in place as <<he>> cums with a whimper">>. <<His>> hips jerk erratically as <<he>> <<if npcHasStrapon([0])>>grinds the base of the strap-on against <<his>> clit.<<else>>spurts cum down your throat.<<bodyliquid "mouth" "semen" 1>><</if>> Finally, <<he>> eases you back. <<npcincr Whitney lust -20>><<llust>>
<br><br>
<<if npcHasStrapon([0])>>
<<if $speech_attitude is "meek">>
"I had no idea it felt so good for me to touch this thing," you muse.
<<elseif $speech_attitude is "bratty">>
"I can't believe you came just from me sucking a hunk of silicone," you say with a snicker.
<<else>>
"Did sucking on this thing actually make you cum?" you ask.
<</if>>
<br><br>
"Shut it," Whitney says. "I don't need a real cock to get something out of you sucking me off. I just like seeing you on your knees where you belong, is all."
<<else>>
<<if $speech_attitude is "meek">>
You blush as you obediently open your mouth to show <<him>> that you've swallowed.
<<elseif $speech_attitude is "bratty">>
You stick out your tongue to show <<him>> <<his>> load before swallowing it in one exaggerated gulp.
<<else>>
You open your mouth to show <<him>> that you've swallowed <<his>> cum.
<</if>>
Whitney gives a breathy little laugh, still recovering from <<his>> orgasm. "Good <<girl>>," <<he>> says.
<<oralejacstat>><<ejacstat>><<cumswallow "human" null `npcSemenMod(C.npc.Whitney.penissize)`>>
<</if>>
<<if $player.virginity.oral is true>><<silently>><<takeVirginity "Whitney" "oral">><</silently>><</if>>
<<else>>
Whitney's already glistening with arousal. You drink it in, teasing your tongue between <<his>> slick folds to <<oraltext>> lap at <<his>> entrance. Whitney sighs with pleasure, carding <<his>> fingers through your hair. You give <<him>> a slow, sweet parting kiss before travelling further north.
<br><br>
You take a moment to tease <<him>>, exhaling against the stiff bud of <<his>> clit. <<He>> twitches in annoyance, canting <<his>> hips towards you and grumbling for you to get a move on. <<He>> glowers down at you, but <<his>> flushed face tells another story. You <<print $speech_attitude is "meek" ? "giggle" : $speech_attitude is "bratty" ? "snicker" : "smile">> and finally give <<him>> the direct stimulation <<he>> seeks.
<br><br>
With one smooth motion, you envelop <<him>>, flattening your tongue as you suck on <<his>> clit. You lose yourself in the moment, head bobbing between Whitney's legs as you service <<him>>. As an involuntary moan of pleasure escapes you, Whitney's composure cracks entirely. <<He>> grabs the back of your head with <<his>> free hand, anchoring you in place as <<he>> cums with a <<print C.npc.Whitney.dom gte 10 ? "moan. <<His>> hips jerk erratically as <<he>> smothers your face against <<his>> crotch" : "whimper. <<His>> hips jerk erratically as <<he>> rides your tongue to completion">>. Finally, <<he>> eases you back. <<npcincr Whitney lust -20>><<llust>>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">>
<</if>>
<br><br>
Whitney exhales. "Thanks, slut," <<he>> says as <<he>> fixes <<his>> clothes. "I needed that. C'mere." <<He>> pushes <<his>> wet fringe out of <<his>> eyes before tugging you to your feet. <<Hes>> soaked from the rain, and <<his>> wet clothes dampen your back as <<he>> presses up against you.
<br><br>
<<outfitChecks>>
<<He>> sucks a bruising kiss into your neck as <<his>> hand makes its way <<if _bottomIsSkirt>>under the hem of your _bottom.name<<elseif _bottom>>down the front of your _bottom.name<<else>>towards your crotch<</if>>.
<br><br>
<<if (($player.penisExist and !playerChastity("penis")) or ($player.vaginaExist and !playerChastity("hidden")))>>
<<whitneyFinish>>
"Can't have anyone saying I don't take care of my <<girl>>," Whitney says as <<he>> withdraws <<his>> hand.
<<else>>
"Don't think I wouldn't return the favour, slut." <<His>> hand brushes against your <<genitals>>, and you can feel <<him>> frowning into the crook of your neck.
<<if $worn.genitals.origin is "Whitney">>
After a moment's pause, <<he>> gives a low chuckle. "Oh, right, that's on me. Well, glad you're still listening to orders."
<<else>>
"The fuck you wearing this shit for?" <<He>> shrugs. "Well, I tried to be nice and get you off. Your loss."
<</if>>
<</if>>
<<He>> gives your ass a parting smack before sending you on your way. "Catch you later, slut." <<npcincr Whitney lust -20>><<llust>><<glove>><<npcincr Whitney love 1>>
<br><br>
<<whitneyexit>>
<<else>>
Whitney makes a noise of annoyance. "C'mon, slut, I said some other time," <<he>> says. <<He>> reaches for your hand and pulls you to your feet. "Not in the mood right now." <<He>> shakes <<his>> head. "God, you're insatiable."
<<whitneyoptions>>
<</if>><<set $outside to 0>><<effects>>
You pass the cigarette back to Whitney. As if on autopilot, <<he>> immediately takes another drag. You try to banter, but <<his>> answers are short, and the conversation peters out.
<<whitneyoptions>><<set $outside to 0>><<effects>>
<<set _whitney to statusCheck("Whitney")>>
<<if !$daily.whitney.parkWhore and (_whitney.dom - 5 gte _whitney.love or _whitney.dom gte 20) and random(1,10) is 10>>
<<set $daily.whitney.parkWhore to true>>
<<generate2>><<generate3>>
<<saveNPC 1 "park_whore1">><<saveNPC 2 "park_whore2">>
You try to talk with Whitney, but feel eyes on your back. You look around until you find a <<person2>><<person>> and <<person3>><<person>> leering at you from the other end of the park, under a tree.
<br><br>
"Hey," Whitney says, nudging you and pointing at the pair. "Know what that is?"
<br><br>
<<if $speech_attitude is "meek">>
"Uh..." You grin sheepishly. "A happy couple?"
<<elseif $speech_attitude is "bratty">>
"A couple perverted loons," you snort.
<<else>>
"A couple on a walk?" you ask.
<</if>>
<br><br>
Whitney smirks. <span class="pink">"Profit."</span> Before you know it, your arm is in <<person1>><<his>> grasp and you're being pulled towards the two onlookers.
<br><br>
<<link [[Go along with it|Whitney Park Whore]]>><<stress 6>><<npcincr Whitney dom 1>><</link>><<gdom>><<gstress>>
<br>
<<link [[Fight|Whitney Park Whore Fight]]>><<set $fightstart to 1>><<npcincr Whitney love -1>><<npcincr Whitney dom -1>><</link>><<llove "Whitney">><<ldom>>
/* <<if $submissive gte 1500>> */
<br>
<<link [[Beg <<him>> not to|Whitney Park Whore Beg]]>><<sub 3>><<npcincr Whitney dom 3>><<npcincr Whitney lust 1>><</link>><<ggdom>><<glust>><<submissivetext>>
/* <</if>> */
<<elseif $whitneyromance is 1>>
You talk with Whitney.
<<if ($rng gte 97) or ($rng lte 5)>>
<br><br>
<<if ($whitneycollar is 1) and ($worn.neck.name.includes("whitney's collar"))>>
<<He>> looks over at you and gives you a wide grin. <<He>> reaches forward and touches your collar. "Glad you are listening to me," <<He>> lets out a sigh.
<<elseif ($whitneycollar is 1) and (!$worn.neck.name.includes("whitney's collar"))>>
<<He>> looks over at you and <<his>> expression turns to annoyance. <<He>> tsk's and rolls <<his>> eyes.
<<else>>
<<He>> looks at you and gives you a grin, "Hey, come here for a bit. I got you a gift. Don't worry, I won't hurt you." You slowly walk up to <<him>> and <<he>> spins you around.
<br><br>
"Alright, now close your eyes for me." You do as <<he>> says and feel thick leather slowly encase your neck, hearing a lock click shut. <<He>> moves closely to your ear and whispers,<br><br> <span class="lewd">"This is for my favorite pet."</span>
<<neckwear 35>>
<<set $whitneycollar to 1>>
<</if>>
<<elseif $rng gte 91>>
<<if $worn.face.type.includes("mask")>>
<<He>> looks to you. "Trying to hide from someone? You're doing a pretty shit job of it," <<he>> says, touching your $worn.face.name.
"Or maybe you're just up to no good. You did come right up to me, after all." <<He>> lets you go, but not before ruffling your hair.
<br><br>
<<elseif $skin.left_cheek.special is "Whitney">>
<<He>> rubs <<his>> thumb on your left cheek, right on the <<tattoo left_cheek>>. "Looking good."
<<elseif $skin.right_cheek.special is "Whitney">>
<<He>> rubs <<his>> thumb on your right cheek, right on the <<tattoo right_cheek>>. "Perfect."
<<elseif $skin.forehead.special is "Whitney">>
<<He>> rubs <<his>> thumb on your forehead, right on the <<tattoo forehead>>. "Make sure everyone sees that."
<<else>>
<<He>> steps closer, <<print $worn.handheld.type.includes("rainproof") ? "causing <<his>> umbrella to bump against yours. <<He>> nudges your umbrella aside and drapes an arm around your shoulders" : "making sure you're covered by <<his>> umbrella">>.
<</if>>
<<elseif $rng gte 81>>
<<if C.npc.Robin.init is 1 and $robinmissing is 0 and C.npc.Robin.trauma lt 80 and Time.season is "winter">>
You see <<his>> gaze drift to the other side of the park,
<<if Time.isWeekEnd() and Time.hour gte 9 and Time.hour lte 16>>
at Robin's hot chocolate stand. "Sometimes I just want to trash that fucking eyesore," <<he>> says.
"But <<nnpc_his "Robin">> stuff is really good." <<print playerBellyVisible() ? "<<He>> chews <<his>> gum for a moment." : "<<He>> takes a drag of <<his>> cigarette">>.
"If you ever tell <<nnpc_him "Robin">> I said that, they'll never find your body."
<<else>>
at where Robin usually sets up <<nnpc_his "Robin">> hot chocolate stand. "Could really go for some of <<nnpc_his "Robin">> stuff right now."
<</if>>
<<elseif C.npc.Robin.init is 1 and Time.season is "winter">>
You see <<his>> gaze drift to the other side of the park, at where Robin used to set up <<nnpc_his "Robin">> hot chocolate stand. The emotion on <<his>> face is hard to read.
<<else>>
"Might hit up the pub later," <<he>> says. "You'd better not follow me."
<</if>>
<<elseif $rng gte 61>>
"You're getting way too comfortable around me," <<he>> says behind a smile.
<<elseif $rng gte 41>>
"Do you ever stop talking?" <<he>> asks. A few moments of silence pass. "It was a question, not a request, idiot!"
<<gstress>><<stress 1>>
<<elseif $rng gte 21>>
"Keep bothering me and I'll dunk you in the fountain," <<he>> says <<print playerBellyVisible() ? "as <<he>> chews <<his>> gum" : "in between drags">>. "Sure would like to see your clothes go see-through."
<<else>>
<<He>> stays silent, but seems to be listening.
<</if>>
<br><br>
<<whitneyoptions>>
<<else>>
<<if $rng gte 65>>
<<athleticsdifficulty 650 1000 true>>
Before you can react, Whitney grabs you. <<He>> starts running towards the fountain with you in tow.
<<if $athleticsSuccess>>
However, <span class="green">you steady yourself,</span> and manage to stop <<him>> from dunking you. <<He>> gives you one last frustrated pull before releasing you.
<br><br>
"You're no fun." <<He>> walks back to <<his>> spot under the tree.
<br><br>
<<whitneyoptions>>
<<else>>
You <span class="red">trip up, and <<he>> pushes you over the edge.</span> You fall right in,
<<if Weather.isFrozen("fountain")>>
<<if $weatherObj.ice["fountain"] gte 25>>
wincing as you hit a solid patch of ice. It creaks dangerously, but holds your weight. <<gpain>><<pain 1>>
<<else>>
breaking through the ice and getting drenched.
<<water>>
<</if>>
<<else>>
getting drenched.
<<water>>
<</if>>
<br><br>
"You only speak to me when I speak to you first." <<He>> leaves you in the fountain, laughing as <<he>> exits the park.
<br><br>
<<whitneyexit>>
<</if>>
<<elseif $rng gte 50>>
You ask Whitney to talk to you. "The fuck makes you think I want to?"
<br><br>
<<whitneyoptions>>
<<elseif $rng gte 40>>
You try to make small talk. <<He>> pretends you aren't there.
<br><br>
<<whitneyoptions>>
<<elseif $rng gte 20>>
You try to talk to Whitney. <<He>> gives you a threatening glare.
<br><br>
<<whitneyoptions>>
<<else>>
You try to chat with Whitney, but <<he>> keeps <<print playerBellyVisible() ? "chewing <<his>> gum" : "smoking">>, not uttering a word.
<br><br>
<<whitneyoptions>>
<</if>>
<</if>><<set $outside to 0>><<effects>>
<<if $speech_attitude is "meek">>
"I can... try to cheer you up..." you say,
<<elseif $speech_attitude is "bratty">>
"Come on, quit sulking, I know how to cheer you up," you say,
<<else>>
"I know what'll make you feel better," you say,
<</if>>
as you take a series of provocative poses in front of <<him>>.
<<promiscuity1>><<set _whitney_attention to 1>>
<<whitneyoptions>><<set $outside to 0>><<effects>>
<<set _whitney to C.npc.Whitney>>
You press forward, putting your hands on <<his>> waist and pulling yourself close.
<<if $speech_attitude is "meek">>
"I... really need you right now..." you whisper as you put your head on <<his>> shoulder.
<<elseif $speech_attitude is "bratty">>
"Hey! Hey! Hey! Pay attention to me!" you prod on.
<<else>>
"Are you really going to pass up this opportunity?" you ask, trailing your hands up <<his>> body.
<</if>>
<<promiscuity2>>
<<if _whitney.lust gte 40>>
Whitney smiles as <<he>> eyes you with hunger.
<<if _whitney.dom gte 16>>
<<He>> grabs your arm and pulls you to the bench behind <<him>>. <<He>> sits you down on top of <<him>>, and easily removes your
<<outfitChecks>>
<<if _top>>
<<allTops>><<overupperstrip>><<upperstrip>>
<<else>>
<<allBottoms>>.<<lowerstrip>>
<</if>>
<<elseif _whitney.dom gte 8>>
"How can I say no?" <<He>> grabs your hand, pulling you to the bench. <<takeHandholdingVirginity "Whitney" "romantic">>
<<else>>
"Sit. Now," <<he>> says, pointing to the bench behind <<him>>. You comply, and <<he>> straddles you.
<</if>>
<<garousal>><<arousal 400>>
<br><br>
<<link [[Next|Whitney Park Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<elseif _whitney.lust gte 20>>
Whitney looks you over for a moment and <<print playerBellyVisible() ? "spits <<his>> wad of gum onto the grass" : "tosses <<his>> cigarette aside">>.
<<if _whitney.dom gte 16>>
<<He>> grabs you by the wrists, pulling you along as <<he>> walks backwards towards the bench. <<He>> sits, pulling you down on top of <<him>>.
"You look even better this close up," <<he>> says before pulling you in for a kiss.
<<garousal>><<arousal 400 "mouth">>
<br><br>
You feel <<his>> hands on your <<bottom>>, and <<he>> begins to grind you against <<his>>
<<if $NPCList[0].penis isnot "none">>
<<print $NPCList[0].penisdesc>>.
<<else>>
pussy.
<</if>>
You <<if $player.penisExist>><<peniletext>><<else>><<vaginaltext>><</if>> begin to move on your own, being pushed on by the heat rising in you. <<ggarousal>><<arousal 1000 "genitals">>
<br><br>
<<if ($player.penisExist and currentSkillValue("penileskill") gte random(200, 600)) or ($player.vaginaExist and currentSkillValue("vaginalskill") gte random(200, 600))>>
You can feel Whitney approaching <<his>> peak as <<his>> pace increases, and you increase yours to match. In a matter of moments, <<hes>> fully pressed together with you, convulsing.
It pushes you over the edge. <<orgasm>>
<br><br>
Whitney gasps, and kisses you again. "Not bad, slut," <<he>> says as <<he>> pulls away.
<<npcincr Whitney love 1>><<npcincr Whitney dom -1>><<npcincr Whitney lust -10>><<glove>><<ldom>><<llust>>
<br><br>
<<He>> gently lifts you and helps you stand. "Look what you did, now I have to go home and clean up," <<he>> says with a hint of sarcasm, gesturing to <<his>> lower half. "See you around, <<bitch>>." <<He>> leaves the park.
<br><br>
<<whitneyexit>>
<<else>>
Whitney can feel your peak approaching, and <<he>> increases <<his>> pace. It pushes you over the edge. <<orgasm>>
<br><br>
<<He>> stifles your gasping with a kiss. "Good <<girl>>," <<he>> says as <<he>> pulls away.
<<npcincr Whitney dom 1>><<npcincr Whitney lust 5>><<gdom>><<glust>>
<br><br>
<<He>> gently lifts you and helps you stand. "Satisfied now? Can you piss off and leave me alone?"
<br><br>
<<whitneyoptions>>
<</if>>
<<elseif _whitney.dom gte 8>>
<<He>> lightly pushes you away, and turns to the bench behind <<him>>. <<He>> clears it off with <<his>> hand and sits, motioning for you to do the same.
Without warning, <<he>> runs <<his>> hand up your leg.
<<if !playerChastity()>>
<<He>> reaches your <<genitals>>, but doesn't let it stop <<him>> as <<his>> hand slips into your <<if $worn.under_lower.name isnot "naked">>$worn.under_lower.name<<else>>$worn.lower.name<</if>>.
<<else>>
<<He>> reaches your groin, and slips <<his>> hand into your <<if $worn.under_lower.name isnot "naked">>$worn.under_lower.name<<else>>$worn.lower.name<</if>>.
<</if>>
<<if !$genderknown.includes("Whitney") and ($player.penisExist and $player.vaginaExist) or ($player.gender_appearance is "m" and $player.gender isnot "m") or ($player.gender_appearance is "f" and $player.gender isnot "f")>>
<<set $genderknown.pushUnique("Whitney")>>
For a moment, <<he>> seems surprised by what <<he>> feels, but <<he>> smiles anyway.
<br><br>
<</if>>
<<He>> quickly grabs your <<genitals>> and
<<if $player.penisExist and $player.vaginaExist>>
starts to jerk you off with one hand, plunging a finger from <<his>> other hand into your <<pussy>>.
<<elseif $player.penisExist>>
starts to jerk you off, paying extra attention to the tip of your <<penis>>.
<<else>>
plunges a finger into your <<pussy>>, swirling it around.
<</if>>
<<arousal 5000 "genitals">><<ggarousal>>
<<if $arousal gte $arousalmax>>
<<orgasm>><<He>> smiles.
<br><br>
<<whitneyoptions>>
<<else>>
"Come on, hurry up and finish already, you useless shit."
<br><br>
<<He>> locks eyes with you, and the speed of <<his>> assault increases.
<<if $player.penisExist and $player.vaginaExist>>
<<He>> uses <<his>> thumb to rub your tip in circles, while sliding a second finger into your <<pussy>>.
<<elseif $player.penisExist>>
<<He>> uses <<his>> thumb to rub your tip in circles<<if _whitney.dom gte 16 and $analdisable is "f">>, and slowly slides a finger into your <<bottom>>. <<He>> grins as <<he>> reaches your prostate<<else>>, and uses <<his>> other hand to focus on your shaft<</if>>.
<<else>>
<<He>> plunges a second finger into your <<pussy>>, and uses <<his>> other hand to fondle your <<breasts>>.
<</if>>
<<He>> kisses you, muffling your involuntary moans. Someone on the far side of the park seems to notice you two, and they quickly turn away.
<br><br>
<<set $arousal to 10000>>
<<if $arousal gte $arousalmax>>
<<orgasm>>
<</if>>
<<He>> smiles, not even giving you a chance to steady yourself before pulling you to your feet. "Now fuck off." <<npcincr Whitney dom 1>><<npcincr Whitney lust 1>><<gdom>><<glust>>
<br><br>
<<whitneyoptions>>
<</if>>
<<else>>
"Sit," <<he>> says, pointing to the bench behind <<him>>. You comply, and <<he>> proceeds to sit on your lap, using you as a cushion.
"You make a nice bench," <<he>> says before turning around for a kiss. <<garousal>><<arousal 400 "mouth">>
<br><br>
<<He>> moves your hands to be wrapped around <<his>> waist, and <<he>> begins to grind on you.
You <<if $player.penisExist>><<peniletext>><<else>><<vaginaltext>><</if>> begin to help <<him>> move, being pushed on by the heat rising in you. <<ggarousal>><<arousal 1000 "genitals">>
<br><br>
<<if ($player.penisExist and currentSkillValue("penileskill") gte random(200, 600)) or ($player.vaginaExist and currentSkillValue("vaginalskill") gte random(200, 600))>>
You can feel Whitney approaching <<his>> peak as <<his>> pace increases, and you increase yours to match. In a matter of moments, <<hes>> fully pressed against you, convulsing.
It pushes you over the edge. <<orgasm>>
<br><br>
Whitney gasps, and kisses you again. "You're good," <<he>> says as <<he>> pulls away. <<npcincr Whitney love 1>><<npcincr Whitney dom -1>><<npcincr Whitney lust -10>><<glove>><<ldom>><<llust>>
<br><br>
<<He>> gets up and helps you stand. "Look what you did, now I have to go home and clean up," <<he>> says with a hint of sarcasm, gesturing to <<his>> lower half. "See you around, <<bitch>>." <<He>> leaves the park.
<br><br>
<<whitneyexit>>
<<else>>
Whitney can feel your peak approaching, and <<he>> increases <<his>> pace. It pushes you over the edge. <<orgasm>>
<br><br>
<<He>> stifles your gasping with a kiss. "Good <<girl>>," <<he>> says as <<he>> pulls away. <<npcincr Whitney dom 1>><<npcincr Whitney lust 5>><<gdom>><<glust>>
<br><br>
<<He>> gets up off you and helps you stand. "Satisfied now? Can you piss off and leave me alone?"
<br><br>
<<whitneyoptions>>
<</if>>
<</if>>
<<else>>
Whitney lets out a sigh and shakes you off. "Not today, you needy little shit. Not in the mood."
<br><br>
<<whitneyoptions>>
<</if>><<set $outside to 0>><<effects>>
<<if $speech_attitude is "meek">>
"Y...you're not usually alone. What's wrong?"
<<elseif $speech_attitude is "bratty">>
"You're awful quiet, for once. Is something troubling you?"
<<else>>
"What's got you so down?"
<</if>>
<br><br>
<<if $whitneyrescued and $whitneyRescueTalk is undefined>>
<<set $whitneyRescueTalk to 1>>
<<He>> <<print playerBellyVisible() ? "spits <<his>> wad of gum onto the ground" : "throws <<his>> cigarette to the ground, and steps on it.">> "Why?" <<He>> looks you right in the eyes.
<br><br>
<<if $speech_attitude is "meek">>
"W...well, I was just worr-"
<<elseif $speech_attitude is "bratty">>
"Most people don't mope under a tree in weather like this without a reas-"
<<else>>
"I was just concer-"
<</if>><<He>> grabs you, cutting you short.
<br><br>
"Why the fuck did you save me? After everything I did to you?" You think you can see tears welling in <<his>> eyes. "I tied you up, and got ready to sell you. You could have just let them take me, but you fucking didn't. What the fuck is wrong with you? Any sane person would have..."
<br><br>
<<He>> stops <<himself>> and slowly lets you go. <<He>> turns and starts to quickly walk away. "Honestly. You don't make any fucking sense." <<npcincr Whitney love 3>><<gglove>>
<br><br>
<<set $whitneyRescueStatus to "grateful">>
<<set $whitneyRescueTimer to 7>>
<<whitneyexit>>
<<elseif C.npc.Whitney.love gte 12 or $whitneyrescued>>
<<He>> looks at you for a moment, before walking out from under the tree and closer to the fountain. <<He>> gestures for you to follow <<him>>.
<<if C.npc.Whitney.dom gte 16>>
When you approach, <<he>> quickly grabs you and pulls you closer. "You're no use to me if you get sick."
<<elseif C.npc.Whitney.dom gte 8>>
You walk alongside <<him>>, and you can't help but notice how different the park's atmosphere is with so few people around.
<<else>>
"Make sure I don't get wet," <<he>> says, handing you the umbrella.
<</if>>
It's only a few steps to the fountain.
<<if Weather.isFrozen("fountain")>>
Snow slowly builds on the surface of the ice, and <<he>> reaches for an area that hasn't frozen over.
<<else>>
Rain drops shake the surface of the water.
<</if>>
Whitney begins to pilfer coins from the bottom. <<if $kylarSeen.includes("fountainIntro")>>"There's a lot more coins than there used to be. Losers."<<else>>"Can't believe people just throw these away. Superstitious morons."<</if>> <<He>> faintly smiles.
<br><br>
<<link [[Join in|Whitney Ask 2]]>><<set $phase to 0>><<npcincr Whitney love 1>><</link>><<crime "thievery">><<glove>>
<br>
<<link [[Watch|Whitney Ask 2]]>><<set $phase to 1>><</link>>
<br>
<<link [[Interfere|Whitney Ask 2]]>><<set $phase to 2>><<npcincr Whitney dom -1>><</link>><<ldom>>
<br>
<<else>>
<<set _shoveChance to random(0,100)>>
<<if _shoveChance gte 65>>
<<athleticsdifficulty 650 1000 true>>
Before you can react, Whitney grabs you. <<He>> starts running towards the fountain with you in tow.
<<if $athleticsSuccess>>
However, <span class="green">you steady yourself,</span> and manage to stop <<him>> from dunking you. <<He>> gives you one last frustrated pull before releasing you.
<br><br>
"You're no fun." <<He>> walks back to <<his>> spot under the tree.
<br><br>
<<whitneyoptions>>
<<else>>
You <span class="red">trip up, and <<he>> pushes you over the edge.</span> You fall right in, <<if Time.season is "winter">>breaking through the ice and<</if>> getting drenched.
<<water>>
<br><br>
"You know what? There's absolutely nothing wrong. I feel a lot better now. Thanks, <<bitch>>." <<He>> leaves you in the fountain, laughing as <<he>> exits the park.
<br><br>
<<whitneyexit>>
<</if>>
<<else>>
"Wouldn't you like to know?" <<He>> looks away dismissively. "Get the fuck out of my sight."
<br><br>
<<whitneyoptions>>
<</if>>
<</if>><<set $outside to 0>><<pass 20>><<effects>>
<<if $phase is 0>>
<<if $speech_attitude is "meek">>
"I guess there's no harm in it," you murmur, looking around to make sure no one's watching.
<<elseif $speech_attitude is "bratty">>
"Yeah, what a bunch of idiots," you say.
<<else>>
"They wouldn't have thrown these away if they wanted them," you say.
<</if>>
You stick your hand in the<<if Time.season is "winter">> freezing<</if>> water, hunting for the most valuable coins. You manage to find <<if $kylarSeen.includes("fountainIntro")>><<moneyGain 6 true true>><<else>><<moneyGain 3 true true>><</if>>.
<br><br>
Whitney pulls <<his>> hands out of the water, looking <<print either("proud", "disappointed", "annoyed", "blankly")>> at <<his>> haul.
<<He>> dries <<his>> hands off on your
<<if $worn.over_upper.name isnot "naked">>
$worn.over_upper.name.
<<elseif $worn.upper.name isnot "naked">>
$worn.upper.name.
<<elseif $worn.under_upper.name isnot "naked">>
$worn.under_upper.name.
<<else>>
chest.
<</if>>
<<elseif $phase is 1>>
You watch as Whitney snatches coins from the fountain.
<<if $speech_attitude is "meek">>
"That... doesn't answer my question..." you say softly.
<<elseif $speech_attitude is "bratty">>
"I asked you a question, are those cigs fucking up your ears too?" you spit.
<<else>>
"Just gonna ignore my question?" you say.
<</if>>
<br><br>
<<He>> flips you off in response, before pulling <<his>> other hand out of the water, looking <<print either("proud", "disappointed", "annoyed", "blankly")>> at <<his>> haul.
<<else>>
<<if $speech_attitude is "meek">>
"Hey, stealing is wrong!" you say<<if crimeSumCurrent("thievery","petty") gte 1000>>, trying not to think about your own acts of larceny<</if>>.
<<elseif $speech_attitude is "bratty">>
"Stealing from a fountain is pretty low, even for you," you taunt.
<<else>>
"This is wrong," you say<<if crimeSumCurrent("thievery","petty") gte 1000>>, trying not to think about your own acts of larceny<</if>>.
<</if>>
<br><br>
<<if $speech_attitude is "meek">>
"Stealing is wrong!"
<<elseif $speech_attitude is "bratty">>
"Stealing from a fountain is pretty low!"
<<else>>
"This is wrong!"
<</if>>
<<he>> says back in a mocking tone. "Fucking killjoy." <<He>> stops and looks at you for a moment, and drops the few coins <<he>> picked up back into the fountain.
<</if>>
<br><br>
The two of you walk back to the bench under the tree. <<He>> <<print playerBellyVisible() ? "sticks <<his>> bubblegum on the back of the bench. <<He>> stays silent as <<he>> unwraps a fresh piece of gum and pops it in <<his>> mouth." : "lights another cigarette, staying silent for the next few minutes.">>
<br><br>
<<if $whitneyromance is 1>>
<<set _whitneyLines to ["This town's fucked,", "Nice to be alone every now and then,", "I don't smoke indoors unless I know it'll piss someone off,", "Needed a break from some noise pollution,"]>>
<<if Weather.precipitation isnot "none">><<run _whitneyLines.push("I really like the " + Weather.precipitation + ",")>><</if>>
"<<= _whitneyLines[random(0,_whitneyLines.length-1)]>>" <<he>> says. "To answer your question."
<br><br>
<<whitneyoptions>>
<<else>>
"Mind your own business, slut," <<he>> finally answers. "And stop bothering me." <<He>> <<print playerBellyVisible() ? "spits <<his>> gum" : "throws <<his>> cigarette">> into the fountain, and walks away, leaving you alone under the tree.
<br><br>
<<whitneyexit>>
<</if>><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Whitney Park Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Whitney Park Fight]]>><</link>></span><<nexttext>>
<</if>><<if $enemyhealth lte 0>>
You push <<him>> into the fountain<<if Weather.isFrozen("fountain")>>, and the ice gives way under <<him>><</if>>. "You fucking <<bitch>>!" <<He>> yells. You take the opportunity to escape. When you turn around, you see <<him>> fleeing the park.
<<npcincr Whitney love -1>><<npcincr Whitney dom -1>><<llove>><<ldom>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Apology... accepted," <<he>> pants, leaning against the fountain. <<tearful>> you escape to safety. When you turn around, you see <<him>> leaving the park, covering <<his>> lower half with <<his>> umbrella.
<<llust>><<npcincr Whitney lust -20>>
<<else>>
Whitney brings you to your knees. "All I wanted was some fucking peace and quiet." <<He>> lifts you, and pushes you back <span class="red">directly into the fountain.</span>
<<if Weather.isFrozen("fountain")>>The ice gives way under you, dropping you into the freezing water. <<stress 20>><<ggstress>><</if>>
<<water>>
<br><br>
"Stupid <<bitch>>."
<<if $whitneyromance is 1>>
<<He>> grabs you by the arm, effortlessly lifting you out of the fountain. "Go dry yourself off before you get sick. Fucking idiot." <<He>> walks away without another word.
<<else>>
<<He>> leaves you soaked in the fountain as <<he>> walks out of the park.
<</if>>
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<whitneyexit>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<prop bench>>
<<if $NPCList[0].penis is "none">>
<<if random(0, 99) lt $straponchance>>
<<npcstrapon 0>>
<</if>>
<</if>>
<</if>>
<<if $rng gte 98>>
A <<if maleChance() lte random(1,100)>>man<<else>>woman<</if>> walking by takes notice, and quickly reverses direction. Whitney gives them a smug smile.
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Whitney Park Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Whitney Park Sex]]>><</link>></span><<nexttext>>
<</if>><<effects>><<set $location to "park">>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<npcincr Whitney lust -20>>
<<if C.npc.Whitney.dom gte 10 and $orgasmcurrent is 0 and (($player.penisExist and (!playerChastity("penis") or $worn.genitals.name is "chastity parasite")) or ($player.vaginaExist and !playerChastity("hidden")))>>
<<whitneyFinish>>
<</if>>
<<clotheson>>
<<tearful>> Whitney helps you stand from the bench. <<He>> pulls a <<print playerBellyVisible() ? "stick of gum" : "cigarette">> out of <<his>> shirt pocket, still holding you with <<his>> other arm.
<<llust>>
<br><br>
<<endcombat>>
<<npc Whitney>><<person1>>
<<if $exposed gte 1>>
<<He>> notices your exposure, and <<his>> eyes widen. "Oh, shit, whoops. Can't have you getting sick, or anyone getting any funny ideas. Come on."
<<He>> takes you by the hand and holds you close, walking you out of the park.<<takeHandholdingVirginity "Whitney" "romantic">>
<br><br>
<<link [[Next (0:20)|Whitney Park Sex Exposed]]>><</link>>
<br>
<<else>>
<br><br>
<<whitneyoptions>>
<</if>>
<<elseif $enemyhealth lte 0>>
You shove Whitney off you. <<tearful>> you flee the area. When you look back, Whitney is already gone.
<<llove>><<ldom>><<npcincr Whitney love -1>><<npcincr Whitney dom -1>>
<br><br>
<<clotheson>>
<<endcombat>>
<<whitneyexit>>
<<else>>
"You're such a shitty tease," Whitney mumbles as <<he>> shoves you away.
<<llove>><<ldom>><<npcincr Whitney love -1>><<npcincr Whitney dom -1>>
<br><br>
<<clotheson>>
<<endcombat>>
<<tearful>> you leave the same way as Whitney, but don't see <<nnpc_him "Whitney">> anywhere.
<br><br>
<<whitneyexit>>
<</if>><<set $outside to 1>><<effects>><<pass 15>><<set $location to "town">>
Whitney continues to hold you as the two of you walk to the orphanage. <<He>> needs frequent directions.
Whenever you happen across a passerby, <<he>> holds <<his>> umbrella to the side to conceal you.
<br><br>
Before long, you're home.
<<if $speech_attitude is "meek">>
"Th...thanks for the safe trip," you say.
<<elseif $speech_attitude is "bratty">>
"I didn't need your help, but thanks anyways," you say.
<<else>>
"Thanks," you say.
<</if>>
<br><br>
"Shut the fuck up," <<he>> says, as <<he>> suddenly pulls you into a deep kiss. <<He>> holds you there for a moment, before releasing you.
"I hope all your friends saw that." <<He>> walks away without another word. <<gstress>><<garousal>><<stress 6>><<arousal 600 "mouth">>
<br><br>
<<link [[Hurry inside|Orphanage]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $phase gte 2>>
<<if $phase is 3>>
Whitney drops <<his>> books onto your prone body. You gasp in pain. "Hurry the fuck up," <<he>> demands. "Unless you want another beating."<<trauma 3>><<stress 3>><<gtrauma>><<gstress>>
<br><br>
You're in too much pain to stand, but you're able to crawl after <<him>> on hands and knees. It's humiliating, but you don't have a choice.
<<else>>
You
<<if $speech_attitude is "meek">>
hang your head
<<elseif $speech_attitude is "bratty">>
grit your teeth
<<else>>
sigh in resignation
<</if>>
and crawl after Whitney. It's difficult to keep the books balanced on your back, especially with Whitney stopping every now and then to kick you, demanding that you hurry up.
<</if>>
<br><br>
It's not long before you hear onlookers gawking. You keep your head down and try to ignore the laughter. It doesn't help.<<trauma 6>><<stress 8>><<status -5>><<gtrauma>><<ggstress>><<lcool>>
<<elseif $phase is 1>>
<<if C.npc.Whitney.dom gte 15>>
<<set _whitneyCrawl to true>>
You start to stand, but Whitney presses <<his>> foot down hard on the back of your head, pushing your face against the cold tile.
<<if $whitneyromance is 1>>
<<pain 2>><<gpain>>
<<else>>
<<He>> grinds <<his>> heel for good measure.
<<pain 4>><<ggpain>>
<</if>>
<br><br>
"Who said you could walk?"
<<if $worn.neck.type.includes("leash")>>
<<He>> grasps your leash and gives it a tug. "Be a good <<bitch>> and stay down."<<npcincr Whitney lust 1>><<glust>>
<<else>>
<<he>> sneers. "Stay on the ground, where you belong."
<</if>>
<br><br>
<<link [[Crawl|Bully Textbooks]]>><<set $phase to 2>><<trauma 6>><<stress 3>><<sub 1>><<npcincr Whitney dom 1>><</link>><<gtrauma>><<gstress>><<gdom>>
<br>
<<link [[Fight|Bully Fight]]>><<set $fightstart to 1>><<def 1>><<npcincr Whitney dom -1>><</link>><<ldom>>
<br>
<<else>>
<<if $whitneyromance is 1>>
Whitney grabs you by the collar and yanks you to your feet. <<He>> spends most of the walk with <<his>> arm around your waist, fondling your <<bottom>>. Each pinch nearly causes you to drop the books, to Whitney's amusement.<<stress 2>><<arousal 500 "bottom">><<npcincr Whitney lust 1>><<gstress>><<garousal>><<glust>>
<<else>>
Whitney starts down the hallway without waiting for you. You scramble to your feet to keep up with the group. They spend most of the walk treating you as if you weren't there, Whitney only glancing over <<his>> shoulder every so often to bark orders at you.
<</if>>
<</if>>
<<else>>
You hold the books under your arm and follow after the group.
<<if $whitneyromance is 1>>
Whitney doesn't mind you walking by <<his>> side, wrapping an arm around your waist and resting it on your <<bottom>>. <<He>> spends most of the walk fondling you. Each pinch nearly causes you to drop the books, to Whitney's amusement.<<stress 2>><<arousal 500 "bottom">><<npcincr Whitney lust 1>><<gstress>><<garousal>><<glust>>
<<else>>
Whitney spends most of the walk ignoring you, only glancing over <<his>> shoulder every so often to bark orders at you.
<</if>>
<</if>>
<br><br>
<<if !_whitneyCrawl>>
You come to stop outside a beat-up locker. Whitney swings it open, snatches <<his>> books <<if $phase gte 2>>off your back<<else>>from you<</if>>, and tosses them inside.
<br><br>
<<if $whitneyromance is 1>>
Before you can leave, <<he>><<if $phase gte 2>> kneels down and<</if>> grabs you by your hair. Your body is slammed against the locker.
<br><br>
Still grasping your hair, <<he>> yanks it back, exposing your neck. In a smooth motion, <<he>> dives in and begins licking and sucking with a vicious fervour. You squirm against <<his>> assault.<<arousal 1000>><<npcincr Whitney lust 1>><<garousal>><<glust>>
<br><br>
<<He>> pulls away, panting. "There's your thanks, slut." <<He>> eyes up your neck, and smirks. "Left a nice mark, too." <<He>> pats you on the cheek as <<he>> leaves, <<his>> friends' laughter echoing after <<him>>.
<<else>>
"Don't worry, I'm not gonna shove you in this time," <<he>> laughs. "Aren't I nice?"
<br>
<<if $phase gte 2>>
<<He>> kicks you in the <<print playerBellyVisible() ? "nose" : "gut">> as <<he>> leaves, knocking you back down.<<pain 2>><<gpain>>
<<else>>
<<He>> shoves past you and disappears down the hallway.
<</if>>
<</if>>
<br><br>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<npc Whitney>><<person1>>
You wait until Whitney's hand dips between your thighs, then clamp them together as hard as you can.
<<if $physiqueSuccess>>
<span class="green"><<He>> pulls away with a loud curse,</span> drawing the room's attention.
<br><br>
River pierces Whitney with <<nnpc_his "River">> gaze. "Is there a problem over there?"
<br><br>
Whitney grunts dismissively. River scrutinises <<him>> for a moment, then points to the door. Whitney rubs <<his>> hand and stares over <<his>> shoulder as <<he>> leaves.<<npcincr Whitney lust 3>><<npcincr Whitney dom -1>><<set $exam_chance += 5>><<gglust>><<ldom>><<passPercent 10>>
<br><br>
<<set $whitneymaths to "sent">>
<<endevent>>
<<link [[Next|Maths Exam]]>><<set $phase to 1>><</link>>
<br>
<<elseif $worn.genitals.origin is "Whitney">>
You only succeed in guiding <<him>> to your <<genitals>>.
<br><br>
"You're lucky I don't have the key on me right now." <<He>> trails off into a quiet murmur when <<he>> reaches your $worn.genitals.name.
<br><br>
<<endevent>>
<<link [[Next|Maths Exam]]>><<set $phase to 1>><</link>>
<<else>>
<span class="red">You only succeed in guiding <<him>> to your <<genitals>>.</span> <<He>> doesn't hesitate to take advantage of your vulnerability.
<br><br>
<<if playerChastity() and $worn.genitals.name isnot "chastity parasite">>
"You asked for..." <<He>> trails off into a confused murmur when <<he>> reaches your crotch. <<He>> tugs your $worn.lower.name aside, and scowls at the sight of your $worn.genitals.name.
<br>
"Fucking prude," <<he>> mutters, withdrawing <<his>> hand. "You're getting off easy." <<He>> goes back to fondling your thighs. You ignore <<him>> as best you can and focus on the exam.
<br><br>
<<endevent>>
<<link [[Next|Maths Exam]]>><<set $phase to 1>><</link>>
<br>
<<else>>
"You asked for it, slut," <<he>> whispers,
<<if $worn.genitals.name is "chastity parasite">>
<span class="lewd">tracing a finger along your $worn.genitals.name through your $worn.lower.name.</span>
<<set $phase to 2>>
<<elseif $player.vaginaExist and (!$player.penisExist or $rng gte 51)>>
<span class="lewd">tracing a finger along your lips through your $worn.lower.name.</span>
<<set $phase to 1>>
<<else>>
<span class="lewd">stroking <<his>> thumb along your length through your $worn.lower.name.</span>
<<set $phase to 0>>
<</if>>
<<stress 6>><<arousal 500 "genitals">><<npcincr Whitney dom 1>><<gstress>><<garousal>><<gdom>>
<br><br>
<<link [[Beg <<him>> to stop|Whitney Maths Exam 2]]>><<set $phase2 to 1>><<sub 1>><<stress 6>><<npcincr Whitney lust 1>><<npcincr Whitney dom 3>><</link>><<gstress>><<glust>><<ggdom>>
<br>
<<link [[Let it happen|Whitney Maths Exam 2]]>><<set $phase2 to 0>><<trauma 3>><<npcincr Whitney love 1>><<npcincr Whitney lust 3>><<npcincr Whitney dom 1>><</link>><<gtrauma>><<glove>><<gglust>><<gdom>>
<br>
<</if>>
<</if>><<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>>
<<if $phase2 is 1>>
<<if $speech_attitude is "meek">>
Unable to manage more than a feeble squeak, you stare into Whitney's eyes and shake your head, lip quivering.
<<elseif $speech_attitude is "bratty">>
You clench your fists to steel yourself against the warmth taking hold over you. "C-cut it out, Whitney," you hiss.
<<else>>
You bite your lip and stare at Whitney with pleading eyes. "Please," you whisper. "Not now."
<</if>>
<br>
<<if C.npc.Whitney.dom gte 10>>
<<He>> doesn't say a word. <span class="red"><<His>> mischievous smirk does little to quell your fears.</span><<stress 2>><<gstress>>
<<set $phase2 to 0>>
<<else>>
<<He>> tenses, then sighs. "Fine," <<he>> spits. "You're lucky I like seeing you beg."
<br><br>
<<He>> pinches your <<if $phase is 1>>pussy<<else>>shaft<</if>>, then returns <<his>> hand to your thigh to resume <<his>> groping.<<arousal 100 "genitals">><<garousal>>
<</if>>
<br><br>
<</if>>
<<if $phase2 is 0>>
Whitney glances at River's desk before getting to work. Your $worn.lower.name offers little protection from <<his>> touch.
<br><br>
<<if $phase is 2>>
<<He>> starts off rubbing the parasite with <<his>> thumb and fingers, just slow enough that you're able to stay quiet. It's not long before <<he>> starts squeezing it, attempting to reach your <<penis>> within. Small waves of pleasure move through you, threatening to send you over the edge.
<<elseif $phase is 1>>
With a savage thrust of <<his>> wrist, <<he>> forces <<his>> fingers into your pussy through the fabric, roughly twisting them around. <<He>> prods <<his>> way along your folds until <<he>> reaches your clit, and pinches it. <<He>> tweaks it between <<his>> fingers while stroking <<his>> thumb up your slit. Each violent motion is a fresh assault on your senses.
<<else>>
<<He>> starts off rubbing the tip against the base of <<his>> thumb. You jerk your hips instinctively, but <<he>> isn't deterred. <<He>> wraps <<his>> fingers firm around your cock through the fabric, and roughly begins to pump it. The combined friction of <<his>> hand and your clothes rubbing against your <<penis>> is maddening.
<</if>>
<<if $phase is 2>><<arousal 3000 "genitals">><<ggarousal>><<else>><<arousal 2000 "genitals">><<garousal>><</if>>
<<if $arousal lt $arousalmax>>
<br><br>
<<if C.npc.Whitney.dom gte 15>>
You grip the edge of the desk and struggle to catch your breath. Your moment of reprieve comes to an end with a harsh squeeze to your crotch. "We're not done yet, <<bitch>>. Not even close."
<br><br>
<<He>> <<if $phase is 2>>alternates between rubbing and compressing the parasite<<elseif $phase is 1>>plunges <<his>> fingers in and out of you<<else>>strokes your penis<</if>> with renewed vigour, <<his>> motions increasingly barbaric. You press your face against the desk to conceal your moans, with mixed success. Murmurs start to echo around you, but River quiets them, oblivious to the cause.
<<if $phase is 2>><<arousal 5000 "genitals">><<gggarousal>><<else>><<arousal 3000 "genitals">><<ggarousal>><</if>>
<<if $arousal lt $arousalmax>>
<br><br>
By the end, Whitney's face is as red as yours. "Th-there," <<he>> pants. "You try fucking with me again, next time I won't be so nice."
<br><br>
<<He>> pulls <<his>> hand away from your <<genitals>> and goes back to fondling your thighs, this time with less force.<<npcincr Whitney lust 1>><<glust>>
<</if>>
<<else>>
You manage to weather out Whitney's assault. <<He>> seems satisfied all the same, and returns <<his>> hand to your thigh.
<br><br>
"Learnt your lesson, yet?" <<he>> quietly snickers. "In the end, you'll always give me what I want."<<npcincr Whitney lust 1>><<glust>>
<</if>>
<</if>>
<<if $arousal gte $arousalmax>>
<br><br>
<<orgasm>>
Your cries disrupt the silence of the classroom. "Is there a problem over there?" River demands.
<br>
"Everything's fine," Whitney answers with a smug grin. "Just fine."
<br>
River's eyes narrow suspiciously. <<nnpc_He "River">> points to an empty seat away from yours. "I want you two to separate. Now."
<br><br>
Satisfied with your torment, Whitney shrugs and sits up, throwing a wink over <<his>> shoulder.<<npcincr Whitney lust 3>><<npcincr Whitney dom 1>><<set $exam_chance += 5>><<gglust>><<gdom>><<passPercent 10>>
<<set $whitneymaths to "active">>
<</if>>
<br><br>
<</if>>
<<tearful>> you try to shift your focus back to the exam.
<br><br>
<<endevent>>
<<link [[Next|Maths Exam]]>><<set $phase to 1>><</link>>
<br><<set $location to "school">><<schooleffects>><<effects>>
<<set $rescued += 1>>
<<if $rescue is 3>>
<<set $whitneyRescueSafe to true>>
<</if>>
<<person1>>
You hear a shout.
<<switch random(1, 3)>>
<<case 3>>
The <<person>> looks up just in time to receive a sucker punch from Whitney,
<<case 2>>
The <<person>> is grabbed by the collar before <<he>> can turn, and brought face-to-face with a furious Whitney,
<<case 1>>
The <<person>> looks over <<his>> shoulder and freezes. It's Whitney, arms crossed as <<nnpc_he "Whitney">> swaggers towards you,
<</switch>>
flanked by <<nnpc_his "Whitney">> friends.
<<print either(
`"Fuck off, loser<<if $enemyno gte 2>>s<</if>>."`,
`"Did I give you permission to use <<phim>>?"`,
`"That's not yours."`,
`"<<pShes>> mine."`,
`"Hands off."`,
`"Get lost."`
)>>
<<status 1>><<gcool>>
<br><br>
After
<<print either(
"a short scrap,",
"a tense stare-down,",
"a brief verbal exchange,"
)>>
the <<person>>
<<print either(
"shoves Whitney to the ground",
"whimpers in terror",
"flips Whitney off"
)>>
and hastily flees the scene<<if $enemyno is 2>>, <<his>> friend trailing behind<<elseif $enemyno gte 3>>, the others trailing behind<</if>>.
<br><br>
<<if $whitneyRescueSlime>>
You feel a jolt of pain as the slime punishes you for defiance.
<<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>>
<br><br>
<</if>>
<<clotheson>>
<<endcombat>>
<<npc Whitney>><<person1>>
<<link [[Next|Whitney Rescue 2]]>><</link>>
<br><<set $location to "school">><<schooleffects>><<effects>>
<<if $exposed gte 1>>
Whitney eyes up your <<lewdness>>, grinning.
<<print either(
`"You can't keep your clothes on for five seconds, can you?"`,
`"You sure know how to get my attention."`,
`"You're just asking for it."`
)>>
<<npcincr Whitney lust 10>><<glust>>
<br><br>
<<He>> grabs you by the arm and pulls you to your feet. "Come on. I don't want anyone getting ideas."
<br><br>
<<link [[Next|Whitney Rescue Exposed]]>><<set $whitneyRescueExit to "hallways">><</link>>
<br>
<<elseif $whitneyRescueSafe>>
"You lucked out, slut," Whitney says, turning to you. "I-"
<br><br>
An angry voice rings out from
<<switch $whitneyRescueExit>>
<<case "canteen">>across the canteen,
<<case "courtyard">>a classroom's window,
<<case "classroom">>outside the classroom,
<<default>>down the corridor,
<</switch>>
cutting Whitney off. <<He>> grimaces. "Shit. Gotta go."
<<He>>
<<print either(
"ruffles your hair",
"slaps your <<bottom>>",
"gives you a quick pat on the cheek"
)>>
before darting away. <<tearful>> you gather yourself.
<br><br>
<<whitneyRescueEnd>>
<<elseif C.npc.Whitney.lust gte random(1, 80)>>
<<tearful>> you rise to your feet. Before you can get far, Whitney grabs you and shoves you against
<<switch $whitneyRescueExit>>
<<case "canteen">>the wall.
<<case "courtyard">>the fence.
<<case "classroom">>a chalkboard.
<<default>>a locker.
<</switch>>
<<He>> slams <<his>> hand beside your head, blocking your escape.
<br><br>
<<print either(
`"What, no reward for saving your ass?" <<he>> asks. "Not even a 'thank you'?"`,
`"Where do you think you're going?" <<he>> asks. "You owe me."`,
`"Forgetting something?" <<he>> asks. "Where's my thanks?"`
)>>
<br><br>
<<if $trauma gte ($traumamax / 5) * 4>>
<<link [[Break down (0:05)|Whitney Rescue Break]]>><<pass 5>><<npcincr Whitney dom 3>><</link>><<ggdom>>
<br>
<</if>>
<<link [[Get on your knees|Whitney Rescue Sex]]>><<set $sexstart to 1>><<stress 6>><<npcincr Whitney dom 1>><</link>><<promiscuous1>><<gstress>><<gdom>>
<br>
<<link [[Reward with a kiss|Whitney Rescue Kiss]]>><<npcincr Whitney dom 1>><<npcincr Whitney lust 5>><</link>><<promiscuous1>><<kissvirginitywarning>><<gdom>><<glust>>
<br>
<<link [[Just thank <<him>>|Whitney Rescue Sex]]>><<set $molestationstart to 1>><<set $phase to 0>><<npcincr Whitney dom -1>><</link>><<ldom>>
<br>
<<else>>
"Hold still." <<He>> grabs your chin, tilting it to face <<him>>.
<<if $pain gte 80>>
"You're such a crybaby," <<he>> scoffs. "Here."
<br><br>
<<He>> pulls some crumpled tissues from <<his>> shirt pocket and shoves them into your hands. "Hurry up before someone sees you." You quickly dry your tears.<<lpain>><<pain -4>>
<<else>>
<<He>> releases you with a
<<switch random(1, 3)>>
<<case 3>>smirk. "At least your mouth still works."
<<case 2>>sigh. "Good. They didn't fuck you up too bad."
<<case 1>>shove. "You dumbass. You got me worked up over nothing."
<</switch>>
<</if>>
<br><br>
<<He>> sends you on your way with a smack to your rear.
<<print either(
`"Keep that ass out of trouble," <<he>> laughs. "I like my sluts in one piece."`,
`"Stay safe," <<he>> warns. "I don't want people thinking my <<girl>>'s easy."`,
`"If I catch anyone else fooling around with you, I'll beat their ass," <<he>> says. "And yours."`
)>>
<<stress 2>><<npcincr Whitney lust 10>><<gstress>><<glust>>
<br><br>
<<whitneyRescueEnd>>
<</if>><<set $location to "school">><<schooleffects>><<effects>>
<<if $speech_attitude is "meek">>
You shut your eyes and pucker your lips. Almost immediately, you're forced into a violent kiss. Whitney's hands trail all over your body, from your chest to your bottom. You hold your arms behind your back, allowing <<him>> free reign.
<<elseif $speech_attitude is "bratty">>
You grab Whitney by the collar and pull <<him>> into a deep kiss. <<Hes>> surprised at first, but quickly reciprocates, your hands eagerly exploring each other's bodies as your tongues tangle.
<<else>>
You pucker your lips and lean in. Whitney meets you halfway, grabbing the back of your head and pulling you into a kiss. <<His>> free hand snakes around your waist, where it rests on your <<bottom>>, squeezing it as <<he>> invades your mouth.
<</if>>
<<takeKissVirginity "Whitney" "loveInterest">><br>
<<promiscuity1>>
Whitney pulls away from the kiss, finishing with a long, slow lick along your neck.
<<if C.npc.Whitney.lust gte random(20, 100)>>
You try to squirm free, but <<he>> holds you in place.
<<if $NPCList[0].penis isnot "none">>
<span class="lewd">You feel something firm pressing against you.</span>
<<else>>
<<He>> slides <<his>> thigh between your legs,
<<if $player.penisExist>>
<span class="lewd">pressing it against your <<penis>>.</span>
<<else>>
<span class="lewd">slowly grinding it against your <<pussy>>.</span>
<</if>>
<</if>>
<br><br>
"C'mon," <<he>> breathes in your ear. "You didn't really think that was gonna be enough, did you?" <<He>> places a hand atop your head, trying to force you to your knees.
<br><br>
<<link [[Go along with it|Whitney Rescue Sex]]>><<set $sexstart to 1>><<stress 6>><<npcincr Whitney dom 1>><</link>><<promiscuous1>><<gstress>><<gdom>>
<br>
<<link [[Comply grudgingly|Whitney Rescue Sex]]>><<set $molestationstart to 1>><<set $phase to 1>><<sub 1>><<trauma 6>><<stress 6>><<npcincr Whitney dom 1>><</link>><<gtrauma>><<gstress>><<gdom>>
<br>
<<link [[Refuse|Whitney Rescue Sex]]>><<set $molestationstart to 1>><<set $phase to 2>><<def 1>><<npcincr Whitney dom -1>><</link>><<ldom>>
<br>
<<else>>
"That'll do, slut."
<<if $whitneyRescueUniform>>
<<He>> shoves the bundle of clothes against your chest. "Hurry up and get dressed."
<br><br>
<<link [[Next|Whitney Rescue Exposed 2]]>><<set $phase to 2>><</link>>
<br>
<<else>>
<<He>> sends you on your way with a smack to your rear.
<<print either(
`"Keep that ass out of trouble," <<he>> laughs. "I like my sluts in one piece."`,
`"Stay safe," <<he>> warns. "I don't want people thinking my <<girl>>'s easy."`,
`"If I catch anyone else fooling around with you, I'll beat their ass," <<he>> says. "And yours."`
)>>
<<stress 2>><<npcincr Whitney lust 5>><<gstress>><<glust>>
<br><br>
<<whitneyRescueEnd>>
<</if>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
Whitney drags you through the halls until you arrive at a locker. Passing <<peopley>> leer, but <<he>>
<<if C.npc.Whitney.dom gte 15>>
cows them with a glare.
<<else>>
gives them no heed.
<</if>>
<br><br>
<<He>> pries the locker open and reaches inside, pulling out a
<<if $forcedcrossdressingdisable is "f">>
<<if random(1)>>
<<set $whitneyRescueUniform to "m">>
boy's uniform.
<<else>>
<<set $whitneyRescueUniform to "f">>
girl's uniform.
<</if>>
<<else>>
<<set $whitneyRescueUniform to $player.gender_appearance>>
<</if>>
<<if $player.gender_appearance isnot $whitneyRescueUniform>>
<<He>> smirks.
<<if $schoolrep.crossdress gte 3>>
"You should feel right at home in these."
<<else>>
"Better than nothing."
<</if>>
<</if>>
<br><br>
<<link [[Wear it|Whitney Rescue Exposed 2]]>><<set $phase to 1>><<npcincr Whitney dom 1>><</link>><<gdom>>
<br>
<<link [[Refuse|Whitney Rescue Exposed 2]]>><<set $phase to 0>><<npcincr Whitney dom -1>><<npcincr Whitney lust 10>><</link>><<ldom>><<gglust>>
<br><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $phase is 1 and C.npc.Whitney.lust gte random(1, 80)>>
You reach for the clothes, but Whitney holds them up high, out of reach.
<br><br>
"Not so fast." <<He>> smirks.
<<if $whitneyRescueSafe>>
"Now that I've saved your ass twice, it's time we talk about my rewar-"
<br><br>
An angry voice rings out from down the corridor, cutting Whitney off. <<He>> grimaces. "Shit. Gotta go."
<<He>>
<<print either(
"ruffles your hair",
"slaps your <<bottom>>",
"gives you a quick pat on the cheek"
)>>
before darting away, leaving the clothes behind. <<tearful>> you gather them and scurry to a secluded corner to get dressed.
<br><br>
<<set _rng to random(1, 100)>>
<<outfitChecks>>
<<if _shirtless>>
<<if $whitneyRescueUniform is "m">>
<<if _rng gte 40>>
<<upperwear 5>>
<<elseif _rng gte 20>>
<<upperwear 58>>
<<else>>
<<upperwear 37>>
<</if>>
<<else>>
<<if _rng gte 60>>
<<upperwear 5>>
<<elseif _rng gte 40>>
<<upperwear 59>>
<<elseif _rng gte 20>>
<<upperwear 60>>
<<else>>
<<upperwear 5>>
<</if>>
<</if>>
<<set $worn.upper.colour to either("black", "blue", "brown", "green", "pink", "purple", "red", "tangerine", "teal", "white", "yellow")>>
<</if>>
<<if _bottomExposed>>
<<if $whitneyRescueUniform is "m">>
<<if _rng gte 40>>
<<lowerwear 6>>
<<elseif _rng gte 20>>
<<lowerwear 53>>
<<else>>
<<lowerwear 28>>
<</if>>
<<else>>
<<if _rng gte 60>>
<<lowerwear 7>>
<<elseif _rng gte 40>>
<<lowerwear 54>>
<<elseif _rng gte 20>>
<<lowerwear 56>>
<<else>>
<<lowerwear 26>>
<</if>>
<</if>>
<<set $worn.lower.colour to either("black", "blue", "brown", "green", "pink", "purple", "red", "tangerine", "teal", "white", "yellow")>>
<</if>>
<<whitneyRescueEnd>>
<<else>>
"You still owe me."
<br><br>
<<if $trauma gte ($traumamax / 5) * 4>>
<<link [[Break down (0:05)|Whitney Rescue Break]]>><<pass 5>><<npcincr Whitney dom 3>><</link>><<ggdom>>
<br>
<</if>>
<<if hasSexStat("promiscuity", 4)>>
<<link [[Get on your knees|Whitney Rescue Sex]]>><<set $sexstart to 1>><<stress 6>><<npcincr Whitney dom 1>><</link>><<promiscuous1>><<gstress>><<gdom>>
<br>
<</if>>
<<link [[Reward <<him>> with a kiss|Whitney Rescue Kiss]]>><<npcincr Whitney dom 1>><<npcincr Whitney lust 5>><</link>><<promiscuous1>><<kissvirginitywarning>><<gdom>><<glust>>
<br>
<<link [[Just thank <<him>>|Whitney Rescue Sex]]>><<set $molestationstart to 1>><<set $phase to 0>><<npcincr Whitney dom -1>><</link>><<ldom>>
<br>
<</if>>
<<elseif $phase isnot 0>>
Whitney stands in front of you as you change<<if !$whitneyRescueAlone>>, shielding you from <<his>> friends' prying eyes<</if>> while stealing glances over <<his>> shoulder. <<He>> turns around once you're done.
<br><br>
<<if $player.gender_appearance isnot $whitneyRescueUniform and $whitneyRescueUniform isnot "n">>
"Nice," <<he>> snickers. "You make a pretty <<if $whitneyRescueUniform is "m">>hot guy<<else>>cute girl<</if>>."
<<else>>
"Cute," <<he>> snickers. "But I like your old look better."
<</if>>
<br><br>
<<set _rng to random(1, 100)>>
<<outfitChecks>>
<<if _shirtless>>
<<if $whitneyRescueUniform is "m">>
<<if _rng gte 40>>
<<upperwear 5>>
<<elseif _rng gte 20>>
<<upperwear 58>>
<<else>>
<<upperwear 37>>
<</if>>
<<else>>
<<if _rng gte 60>>
<<upperwear 5>>
<<elseif _rng gte 40>>
<<upperwear 59>>
<<elseif _rng gte 20>>
<<upperwear 60>>
<<else>>
<<upperwear 5>>
<</if>>
<</if>>
<<set $worn.upper.colour to either("black", "blue", "brown", "green", "pink", "purple", "red", "tangerine", "teal", "white", "yellow")>>
<</if>>
<<if _bottomExposed>>
<<if $whitneyRescueUniform is "m">>
<<if _rng gte 40>>
<<lowerwear 6>>
<<elseif _rng gte 20>>
<<lowerwear 53>>
<<else>>
<<lowerwear 28>>
<</if>>
<<else>>
<<if _rng gte 60>>
<<lowerwear 7>>
<<elseif _rng gte 40>>
<<lowerwear 54>>
<<elseif _rng gte 20>>
<<lowerwear 56>>
<<else>>
<<lowerwear 26>>
<</if>>
<</if>>
<<set $worn.lower.colour to either("black", "blue", "brown", "green", "pink", "purple", "red", "tangerine", "teal", "white", "yellow")>>
<</if>>
<<He>> sends you on your way with a smack to your rear.
<<print either(
`"Keep that ass out of trouble," <<he>> laughs. "I like my sluts in one piece."`,
`"Stay safe," <<he>> warns. "I don't want people thinking my <<girl>>'s easy."`,
`"If I catch anyone else fooling around with you, I'll beat their ass," <<he>> says. "And yours."`
)>>
<<stress 2>><<gstress>>
<br><br>
<<whitneyRescueEnd>>
<<else>>
You drop the clothes on the floor and scurry down the halls, keeping your <<lewdness>> concealed as best as you can. Whitney doesn't stop you, content to watch you leave.
<br><br>
<<whitneyRescueEnd>>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
You drop to your knees. Whitney doesn't hesitate to take advantage, grabbing the back of your head and forcing it against <<his>> crotch.
<<promiscuity1>>
<<maninit>>
<<silently>><<npcoral>><</silently>>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<violence 1>>
<<neutral 1>>
<<maninit>>
<<if $phase is 2>>
You shove Whitney away, but <<he>> grabs you and holds you in place, eyes narrowed.
<br><br>
"Ungrateful little shit," <<he>> snarls. "You need to learn your place."
<<set $enemyanger += 80>><<set $enemytrust -= 80>>
<<elseif $phase is 1>>
Arguing won't get you anywhere. You let Whitney push you to the ground. <<He>> immediately grabs the back of your head and forces it against <<his>> crotch.
<<silently>><<npcoral>><</silently>>
<<else>>
You give Whitney a <<if $speech_attitude is "meek">>polite<<elseif $speech_attitude is "bratty">>flippant<<else>>curt<</if>> "thank you" and nudge <<his>> arm away. <<His>> eyes narrow as <<he>> holds you in place.
<br><br>
"Not gonna cut it, slut," <<he>> growls.
<<set $enemyanger += 40>><<set $enemytrust -= 40>>
<</if>>
<<molested>><<controlloss>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<if !$whitneyRescueAlone>>
<<audience>>
<</if>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Whitney Rescue Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Whitney Rescue Sex]]>><</link>></span><<nexttext>>
<</if>><<set $location to "school">><<schooleffects>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Whitney lets out a sigh as <<he>> reclines against
<<switch $whitneyRescueExit>>
<<case "canteen">>the wall.
<<case "courtyard">>the fence.
<<case "classroom">>a desk.
<<default>>a locker.
<</switch>>
<<npcincr Whitney lust -20>><<llust>>
<br><br>
<<if $whitneyRescueUniform>>
<<He>> drops the clothes on top of you. "Better hurry up. You waste my time, and I'm gonna want another go."
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Whitney>><<person1>>
<<link [[Next|Whitney Rescue Exposed 2]]>><<set $phase to 2>><</link>>
<br>
<<else>>
<<He>> sends you on your way with a smack to your rear.
<<print either(
`"Keep that ass out of trouble," <<he>> laughs. "I like my sluts in one piece."`,
`"Stay safe," <<he>> warns. "I don't want people thinking my <<girl>>'s easy."`,
`"If I catch anyone else fooling around with you, I'll beat their ass," <<he>> says. "And yours."`
)>>
<<stress 2>><<gstress>>
<br><br>
<<clotheson>>
<<endcombat>>
<<whitneyRescueEnd>>
<</if>>
<<elseif $enemyhealth lte 0>>
Whitney staggers back.
<<if C.npc.Whitney.dom gte 15>>
"Fucking <<bitch>>," <<he>> snarls. "See if I save you next time."
<<else>>
"What the hell did you need me for?" <<he>> groans. "Take care of your own damn problems next time."
<</if>>
<<npcincr Whitney dom -1>><<ldom>>
<br><br>
<<He>> storms away<<if $whitneyRescueUniform>>, leaving the clothes in a heap on the floor<</if>>. <<if !$whitneyRescueAlone>>Bemused, <<his>> friends follow after <<him>>.<</if>> <<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<outfitChecks>>
<<if $whitneyRescueUniform>>
<<set _rng to random(1, 100)>>
<<if _shirtless>>
<<if $whitneyRescueUniform is "m">>
<<if _rng gte 40>>
<<upperwear 5>>
<<elseif _rng gte 20>>
<<upperwear 58>>
<<else>>
<<upperwear 37>>
<</if>>
<<else>>
<<if _rng gte 60>>
<<upperwear 5>>
<<elseif _rng gte 40>>
<<upperwear 59>>
<<elseif _rng gte 20>>
<<upperwear 60>>
<<else>>
<<upperwear 5>>
<</if>>
<</if>>
<<set $worn.upper.colour to either("black", "blue", "brown", "green", "pink", "purple", "red", "tangerine", "teal", "white", "yellow")>>
<</if>>
<<if _bottomExposed>>
<<if $whitneyRescueUniform is "m">>
<<if _rng gte 40>>
<<lowerwear 6>>
<<elseif _rng gte 20>>
<<lowerwear 53>>
<<else>>
<<lowerwear 28>>
<</if>>
<<else>>
<<if _rng gte 60>>
<<lowerwear 7>>
<<elseif _rng gte 40>>
<<lowerwear 54>>
<<elseif _rng gte 20>>
<<lowerwear 56>>
<<else>>
<<lowerwear 26>>
<</if>>
<</if>>
<<set $worn.lower.colour to either("black", "blue", "brown", "green", "pink", "purple", "red", "tangerine", "teal", "white", "yellow")>>
<</if>>
<</if>>
<<whitneyRescueEnd>>
<<else>>
"Whatever," <<he>> scoffs.
<<if $whitneyRescueUniform>>
"Guess you don't need these."
<br><br>
<<He>> storms off, taking the spare clothes with <<him>> and leaving you naked in the middle of the hallway. <<tearful>> you scurry for cover.
<<else>>
"I don't want your used goods, anyway."
<br><br>
<<He>> storms away. <<if !$whitneyRescueAlone>>Bemused, <<his>> friends follow after <<him>>.<</if>> <<tearful>> you gather yourself.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<whitneyRescueEnd>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
The weight of everything is too much for you. You throw yourself at Whitney, wrapping your arms around <<him>> and burying your head into <<his>> chest. You try to speak, but you're only able to muster a few feeble sobs. You overhear <<if $whitneyRescueAlone>>onlookers<<else>><<his>> friends<</if>> murmuring and snickering around you.
<br><br>
Finally, Whitney reacts.
<<if C.npc.Whitney.love gte 25>>
<<He>> grabs you by the wrist and pulls you off, <<his>> face twisted in contempt.
<<if $whitneyRescueAlone>>
"Guess I need to slap some sense into this slut," <<he>> announces with a smirk. Taunts and laughter follow you
<<else>>
"I'll be back," <<he>> tells the group. "I need to slap some sense into this slut." <<His>> friends' jeers follow you
<</if>>
as <<he>> pulls you away from the crowd, over to a secluded supply closet.<<stress 10>><<ggstress>>
<br><br>
<<link [[Next|Whitney Rescue Break 2]]>><</link>>
<br>
<<else>>
<<He>> shoves you away with a frown<<if $whitneyRescueUniform>>, dropping the clothes on top of you<</if>>. "You really are fucked," <<he>> mutters,
<<if $whitneyRescueAlone>>
turning away with distaste. "I don't play with broken toys."
<<else>>
before turning to <<his>> gang. "Come on. We don't play with broken toys."
<</if>>
<br><br>
<<if $whitneyRescueAlone>>
<<He>> hurriedly marches
<<else>>
<<He>> leads <<his>> goons
<</if>>
<<switch $whitneyRescueExit>>
<<case "canteen">>out of the canteen,
<<case "courtyard">>past the gate,
<<case "classroom">>out of the room,
<<default>>down the hall,
<</switch>>
casting a glance over <<his>> shoulder as <<he>> leaves.
<br><br>
<<if $whitneyRescueUniform>>
<<set _rng to random(1, 100)>>
<<if $worn.upper.name is "naked">>
<<if $whitneyRescueUniform is "m">>
<<if _rng gte 40>>
<<upperwear 5>>
<<elseif _rng gte 20>>
<<upperwear 58>>
<<else>>
<<upperwear 37>>
<</if>>
<<else>>
<<if _rng gte 60>>
<<upperwear 5>>
<<elseif _rng gte 40>>
<<upperwear 59>>
<<elseif _rng gte 20>>
<<upperwear 60>>
<<else>>
<<upperwear 5>>
<</if>>
<</if>>
<<set $worn.upper.colour to either("black", "blue", "brown", "green", "pink", "purple", "red", "tangerine", "teal", "white", "yellow")>>
<</if>>
<<if $worn.lower.name is "naked">>
<<if $whitneyRescueUniform is "m">>
<<if _rng gte 40>>
<<lowerwear 6>>
<<elseif _rng gte 20>>
<<lowerwear 53>>
<<else>>
<<lowerwear 28>>
<</if>>
<<else>>
<<if _rng gte 60>>
<<lowerwear 7>>
<<elseif _rng gte 40>>
<<lowerwear 54>>
<<elseif _rng gte 20>>
<<lowerwear 56>>
<<else>>
<<lowerwear 26>>
<</if>>
<</if>>
<<set $worn.lower.colour to either("black", "blue", "brown", "green", "pink", "purple", "red", "tangerine", "teal", "white", "yellow")>>
<</if>>
<</if>>
<<whitneyRescueEnd>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<He>> shoves you against a shelf, locks the door, then turns to face you.
<<if C.npc.Whitney.lust gte random(60, 100)>>
<<He>> points to the floor. "Down." You thoughtlessly do as you're told, slumping down to your knees.
<br><br>
"I know what'll cheer you up." <<He>> smirks as <<he>> <<npcUndressText `C.npc.Whitney` "lower" "self">>.
<<if $NPCList[0].penis isnot "none">>
<<He>> positions <<his>> <<print $NPCList[0].penisdesc>> in front of your face, hands on <<his>> hips as <<he>> stares down expectantly.
<<else>>
<<He>> wraps a leg around your neck and gently pulls your head towards <<his>> pussy. <<He>> stares down at you expectantly.
<</if>>
<br><br>
<<link [[Allow it|Whitney Rescue Break Sex]]>><<set $sexstart to 1>><</link>><<promiscuous1>><<glove>><<gdom>>
<br>
<<link [[Resist|Whitney Rescue Break Refuse]]>><<npcincr Whitney dom -5>><</link>><<lldom>>
<br>
<<else>>
You shut your eyes and brace yourself. You tense up as you feel Whitney's hand clench around your shoulder, but nothing comes. You slowly open your eyes, and realise you're in Whitney's arms.
<br><br>
"Fuckers," <<he>> murmurs. "If anyone's gonna break you, it'll be me." <<He>> slinks to the floor, pulling you down with <<him>>. You don't resist, settling into <<his>> embrace. It's oddly comforting.<<trauma -24>><<llltrauma>>
<br><br>
You stay like this for a moment, until Whitney pushes off you. <<He>> throws the door open<<if $whitneyRescueUniform>>, shoves the bundle of clothes against your chest <</if>> and kicks you outside. "Go. Bother me with this shit again, and I'll really give you something to cry about."
<br><br>
You numbly comply, staggering back towards the school grounds as you try to make sense of what just happened.
<br><br>
<<if $whitneyRescueUniform>>
<<set _rng to random(1, 100)>>
<<if $worn.upper.name is "naked">>
<<if $whitneyRescueUniform is "m">>
<<if _rng gte 40>>
<<upperwear 5>>
<<elseif _rng gte 20>>
<<upperwear 58>>
<<else>>
<<upperwear 37>>
<</if>>
<<else>>
<<if _rng gte 60>>
<<upperwear 5>>
<<elseif _rng gte 40>>
<<upperwear 59>>
<<elseif _rng gte 20>>
<<upperwear 60>>
<<else>>
<<upperwear 5>>
<</if>>
<</if>>
<<set $worn.upper.colour to either("black", "blue", "brown", "green", "pink", "purple", "red", "tangerine", "teal", "white", "yellow")>>
<</if>>
<<if $worn.lower.name is "naked">>
<<if $whitneyRescueUniform is "m">>
<<if _rng gte 40>>
<<lowerwear 6>>
<<elseif _rng gte 20>>
<<lowerwear 53>>
<<else>>
<<lowerwear 28>>
<</if>>
<<else>>
<<if _rng gte 60>>
<<lowerwear 7>>
<<elseif _rng gte 40>>
<<lowerwear 54>>
<<elseif _rng gte 20>>
<<lowerwear 56>>
<<else>>
<<lowerwear 26>>
<</if>>
<</if>>
<<set $worn.lower.colour to either("black", "blue", "brown", "green", "pink", "purple", "red", "tangerine", "teal", "white", "yellow")>>
<</if>>
<</if>>
<<set $whitneyRescueExit to "hallways">>
<<whitneyRescueEnd>>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
You don't resist as Whitney guides your head between <<his>> legs.
<<promiscuity1>>
<<maninit>>
<<npcoral>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Whitney Rescue Break Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Whitney Rescue Break Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> rests a hand on your head, running <<his>> fingers through your hair. "See? You're good as new."
<<npcincr Whitney lust -20>><<llust>>
<br><br>
<<He>> unlocks the door. <<He>> stands in the doorway for a moment, staring down at you, before slamming it shut. <<if $whitneyRescueUniform>><<He>> leaves behind the clothes in a heap on the floor.<</if>>
<<elseif $enemyhealth lte 0>>
Whitney curses in pain as <<he>> crashes into a shelf. "The hell's wrong with you?" <<he>> groans. "You seriously need your head checked." <<He>> throws the door open and storms outside without sparing so much as a glance at you. <<if $whitneyRescueUniform>><<He>> leaves behind the clothes in a heap on the floor.<</if>>
<<else>>
Whitney shoves you away, throwing <<his>> hands up in frustration. "Whatever. I was only trying to help." <<He>> throws the door open and storms outside, <<if $whitneyRescueUniform>>leaving the clothes in a heap on the floor.<<else>>shooting you a look over <<his>> shoulder.<</if>>
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<tearful>> you hasten outside after <<nnpc_him "Whitney">>.
<<if $whitneyRescueUniform>>
<<set _rng to random(1, 100)>>
<<if $worn.upper.name is "naked">>
<<if $whitneyRescueUniform is "m">>
<<if _rng gte 40>>
<<upperwear 5>>
<<elseif _rng gte 20>>
<<upperwear 58>>
<<else>>
<<upperwear 37>>
<</if>>
<<else>>
<<if _rng gte 60>>
<<upperwear 5>>
<<elseif _rng gte 40>>
<<upperwear 59>>
<<elseif _rng gte 20>>
<<upperwear 60>>
<<else>>
<<upperwear 5>>
<</if>>
<</if>>
<<set $worn.upper.colour to either("black", "blue", "brown", "green", "pink", "purple", "red", "tangerine", "teal", "white", "yellow")>>
<</if>>
<<if $worn.lower.name is "naked">>
<<if $whitneyRescueUniform is "m">>
<<if _rng gte 40>>
<<lowerwear 6>>
<<elseif _rng gte 20>>
<<lowerwear 53>>
<<else>>
<<lowerwear 28>>
<</if>>
<<else>>
<<if _rng gte 60>>
<<lowerwear 7>>
<<elseif _rng gte 40>>
<<lowerwear 54>>
<<elseif _rng gte 20>>
<<lowerwear 56>>
<<else>>
<<lowerwear 26>>
<</if>>
<</if>>
<<set $worn.lower.colour to either("black", "blue", "brown", "green", "pink", "purple", "red", "tangerine", "teal", "white", "yellow")>>
<</if>>
<<elseif $exposed gte 1>>
You grab some towels off a shelf on your way out.
<<towelup>>
<</if>>
<br><br>
<<set $whitneyRescueExit to "hallways">>
<<whitneyRescueEnd>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>>
You turn your head away and weakly kick at Whitney. It's hardly forceful, but it's enough to get <<him>> to back away. <<He>> leans against the door, staring down with a scowl. There's a moment of silence before <<he>> speaks.
<br><br>
"I don't know," <<he>> mutters. Even through <<his>> agitated tone, <<his>> voice is softer than usual. "I don't fucking know."
<br><br>
<<He>> throws the door open and storms outside<<if $whitneyRescueUniform>>, leaving the clothes in a heap on the floor<</if>>. You lie still for a moment before following suit.
<<if $whitneyRescueUniform>>
<<set _rng to random(1, 100)>>
<<if $worn.upper.name is "naked">>
<<if $whitneyRescueUniform is "m">>
<<if _rng gte 40>>
<<upperwear 5>>
<<elseif _rng gte 20>>
<<upperwear 58>>
<<else>>
<<upperwear 37>>
<</if>>
<<else>>
<<if _rng gte 60>>
<<upperwear 5>>
<<elseif _rng gte 40>>
<<upperwear 59>>
<<elseif _rng gte 20>>
<<upperwear 60>>
<<else>>
<<upperwear 5>>
<</if>>
<</if>>
<<set $worn.upper.colour to either("black", "blue", "brown", "green", "pink", "purple", "red", "tangerine", "teal", "white", "yellow")>>
<</if>>
<<if $worn.lower.name is "naked">>
<<if $whitneyRescueUniform is "m">>
<<if _rng gte 40>>
<<lowerwear 6>>
<<elseif _rng gte 20>>
<<lowerwear 53>>
<<else>>
<<lowerwear 28>>
<</if>>
<<else>>
<<if _rng gte 60>>
<<lowerwear 7>>
<<elseif _rng gte 40>>
<<lowerwear 54>>
<<elseif _rng gte 20>>
<<lowerwear 56>>
<<else>>
<<lowerwear 26>>
<</if>>
<</if>>
<<set $worn.lower.colour to either("black", "blue", "brown", "green", "pink", "purple", "red", "tangerine", "teal", "white", "yellow")>>
<</if>>
<<elseif $exposed gte 1>>
You grab some towels off a shelf on your way out.
<<towelup>>
<</if>>
<br><br>
<<set $whitneyRescueExit to "hallways">>
<<whitneyRescueEnd>><<effects>>
<<set _kylar to statusCheck("Kylar")>>
<<if $speech_attitude is "meek">>
"Y-yes," you say, your voice shaking. "Please don't be mad, I can't help it."
<<elseif $speech_attitude is "bratty">>
"You know it," you say, your voice firm. "You gonna do something about it?"
<<else>>
"Yes," you say. "What's it to you?"
<</if>>
<<promiscuity1>>
Whitney stares at you, <<his>> expression blank. <<His>> friends look nervous. Then Whitney laughs. "You're such a fucking slut," <<he>> says, smacking your <<bottom>>.
<br><br>
<<if _kylarStatus and _kylarStatus.includes("Love") and _kylar.state isnot "prison">>
"I hear you've even been hanging around that Kylar freak. You've no standards at all." <<He>> grasps your waist, and tries to push you towards an empty classroom. "If that scrawny freak can satisfy you, I'm about to blow your mind."
<br><br>
<<link [[Let it happen|Bully Accuse Let]]>><</link>>
<br>
<<link [[Refuse|Bully Accuse Refuse]]>><</link>>
<br>
<<else>>
"I'll take advantage later." <<He>> continues by, <<his>> friends close behind.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
<<set _kylar to statusCheck("Kylar")>>
<<if $speech_attitude is "meek">>
"Th-that's not true," you stammer.
<<elseif $speech_attitude is "bratty">>
"You're projecting," you say. "Slut."
<<else>>
"I'm not a slut," you say.
<</if>>
<br><br>
Whitney and <<his>> friends laugh. "Don't be modest." <<He>> smacks your <<bottom>>.
<br><br>
<<if _kylarStatus and _kylarStatus.includes("Love") and _kylar.state isnot "prison">>
"I hear you've even been hanging around Kylar. You've no standards at all." <<He>> grasps your waist, and tries to push you towards an empty classroom. "If that scrawny freak can satisfy you, I'm gonna blow your mind."
<br><br>
<<link [[Let it happen|Bully Accuse Let]]>><</link>>
<br>
<<link [[Refuse|Bully Accuse Refuse]]>><</link>>
<br>
<<else>>
"I'll take advantage later." <<He>> continues by, <<his>> friends close behind.
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
You enter the classroom with Whitney. <<His>> friends follow behind, eager to watch. "Don't mind them," Whitney says. "They won't touch unless I say so." <<He>> pushes you over a desk.
<br><br>
<<link [[Next|Bully Accuse Sex]]>><<set $sexstart to 1>><</link>>
<br><<effects>>
You pull away from Whitney. <<He>> grasps you again, harder this time, and whispers in your ear. "Don't show me up in front of my friends. You're gonna do this, <span class="blue">or I'm gonna go hold Kylar down and tell <<nnpc_him "Kylar">> who you belong to. How I make you squirm with pleasure.
<<if $bestialitydisable is "f">>
How everyone and their dog has had a go on you.
<<else>>
How everyone has had a go on you.
<</if>>
<<if $fame.sex gte 100 or $fame.rape gte 100 or $fame.bestiality gte 100 or $fame.prostitution gte 100>>
I won't even have to make anything up, slut."
<<else>>
I might embellish a little. But <<nnpc_he "Kylar">>'ll believe it."
<</if>>
</span> <<He>> licks your ear. "How do you think <<nnpc_he "Kylar">>'ll react?"
<br><br>
<<He>> pulls away. "Get in the fucking classroom," <<he>> says in a louder voice.
<br><br>
<<link [[Give in|Bully Accuse Let 2]]>><</link>>
<br>
<<link [[Refuse again|Bully Accuse Refuse 2]]>><<npcincr Whitney dom -1>><</link>><<ldom>>
<br><<effects>>
You give in, and enter the classroom with Whitney. <<His>> friends follow behind, eager to watch. "Don't mind them," Whitney says. "They won't touch unless I say so." <<He>> pushes you over a desk.
<br><br>
<<link [[Next|Bully Accuse Sex]]>><<set $molestationstart to 1>><</link>>
<br><<effects>>
You shove Whitney away from you. One of <<his>> friends smirks, but shrinks at a sharp glare from <<his>> leader. "Suit yourself," Whitney says. "Slut." <<He>> marches away, <<his>> friends close behind. <span class="blue">You shiver.</span>
<br><br>
<<set $kylar_mad to 1>>
<<link [[Next|Hallways]]>><<endevent>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $finish is 1>>
<span id="next"><<link [[Next|Bully Accuse Sex Finish]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0>>
<span id="next"><<link [[Next|Bully Accuse Sex Finish]]>><</link>></span><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Bully Accuse Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Bully Accuse Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Whitney fixes <<his>> clothing, leaving you lying on the desk. "Thanks slut," <<he>> says. "Just what I needed." <<He>> swaggers from the room. One of <<his>> friends lingers behind, leering at you, until Whitney returns to smack some sense into <<him>>.<<llust>><<npcincr Whitney lust -20>>
<br><br>
<<tearful>> you climb off the desk.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $enemyhealth lte 0>>
You shove Whitney against the whiteboard. "Damn slut," <<he>> says. "Why didn't you say you weren't in the mood?" <<He>> straightens <<his>> clothes. "Come on you cunts." <<He>> leaves the room. <<His>> friends hesitate before following.<<ldom>><<npcincr Whitney dom -1>>
<br><br>
<<tearful>> you climb off the desk.
<br><br>
<<clotheson>>
<<endcombat>>
<<else>>
"Why didn't you say you weren't in the mood?" Whitney asks. <<He>> straightens <<his>> clothes. "Come on you cunts." <<He>> leaves the room.
<br><br>
<<tearful>> you climb off the desk.
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<br><<set $outside to 0>><<effects>>
<<outfitChecks>>
Two of Whitney's friends hold your arms, while <<he>> pulls down your _bottom.name. Once <<print (_bottom.plural ? "they're" : "it's")>> off, <<he>> puts the short school skirt on you. "Perfect fit," <<he>> says, "Make sure you don't wear one that's too long. I'll be keeping an eye out, slut."
<<silently>><<lowersteal strip>><</silently>>
<<lowerwear 27>>
<<set $whitneyskirtcheck to 1>>
<br><br>
<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<set $outside to 0>><<effects>>
<<if $phase is 0>>
Before you can say anything else, <<he>> puts the $worn.genitals.name on your <<penis>> and locks it. "All sorted. Cover yourself up, <<bitch>>." <<He>> unlocks the door and leaves you alone.
<<elseif $pregnancyspeechdisable is "f">>
"Your choice," <<he>> says. "You better not get anyone pregnant, slut."
<<else>>
"Your choice," <<he>> says. "Just remember who you belong to, <<bitch>>."
<</if>>
<br><br>
<<link [[Next|Hallways]]>><<clotheson>><<endevent>><<set $eventskip to 1>><</link>>
<br><<set $outside to 0>><<set $location to "pub">><<effects>>
<<npc Whitney>><<person1>>
You approach the delinquents. They're noisier up close. Whitney leers at you,
<<if C.npc.Whitney.love gte 10>>
<<if playerBellyVisible()>>
then frowns. "What's a knocked up slut like you doing here? Fuck off somewhere else." <<He>> sneers and waves you off dismissively. <<His>> friends snicker.
<br><br>
<<link [[Next|Pub]]>><<endevent>><</link>>
<<else>>
then grins. You're not given a chance to speak before <<he>> pulls you into the booth.
<br><br>
Once you're seated, <<he>> slings <<his>> arm over your shoulder. "Good timing, slut. We were just talking about you." <<His>> friends snicker.
<br><br>
Glasses clatter aside as <<he>> slides <<his>> beer to you. "Drink up," <<he>> says. "Let's see how much you can take."
<br><br>
<<if playerIsPregnant() and playerAwareTheyArePregnant()>>
<span class="blue">You can't bring yourself to drink while you know you're with child.</span>
<<else>>
<<link [[Drink (0:05)|Whitney Pub Drink]]>><<wearProp "beer mug">><<pass 5>><<stress -6>><<alcohol 120>><<npcincr Whitney love 1>><<npcincr Whitney dom 1>><</link>><<lstress>><<galcohol>><<glove>><<gdom>>
<</if>>
<br>
<<link [[Refuse|Whitney Pub Refuse]]>><<npcincr Whitney dom -1>><<set $phase to 0>><</link>><<ldom>>
<br>
<</if>>
<<else>>
then whispers to <<his>> friends. They all smirk.
<br><br>
Before you can react, <<his>> goons lunge for you and grab your arms. Beer in hand, Whitney rises and <span class="red">pours the drink over your head.</span> <span class="lewd">It soaks through your clothes.</span>
<<silently>><<water>><</silently>><<stress 6>><<gstress>>
<br><br>
"Get lost, loser," <<he>> sneers. "We're trying to enjoy our evening. No one invited you."
<br><br>
<<tearful>> you flee, pursued by laughter.
<br><br>
<<link [[Next|Pub]]>><<endevent>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "pub">><<effects>>
<<outfitChecks>>
<<if $arousal gte $arousalmax>>
The delinquents prattle on, but it's all muddled. <span class="lewd">A haze washes over you.</span>
<br><br>
<<if $weekly.whitneyPub gte 6>>
Whitney doesn't relent. <<He>> follows a torturous rhythm, grinding into your <<genitals>>, then easing up just enough to let the sensation swell. <<His>> fist clenches around your <<print _bottom.name>>, ready to finish you proper. Your body doesn't give <<him>> the chance.
<br>
<<elseif $weekly.whitneyPub gte 4>>
On cue,
<<if $phase is "penis">>
Whitney's hands dig into your thighs, pulling you hard against <<his>> <<print $NPCList[0].penisdesc>>. Desperate for release, your body forces you to take it. You impulsively rub your <<bottom>> against <<him>>, each thrust pushing you further towards the edge, until it's too much to bear.
<<else>>
Whitney leans forward, pressing <<his>> ass hard against your <<genitals>>. Desperate for release, your body succumbs to instinct. You impulsively hump <<his>> ass, <<his>> grinding pushing you further towards the edge, until it's too much to bear.
<</if>>
<br>
<<elseif $weekly.whitneyPub gte 2>>
On cue, Whitney's hand dives back to your <<genitals>>. One finger strokes up, slowly, then back down. It's a cry from <<his>> earlier handling. <<He>> doesn't bother slipping into your <<print _bottom.name>>. <<He>> doesn't need to.
<br>
<</if>>
<<orgasm>>
Your cries silence the table. The whole pub must've heard. Once it sinks in, the silence turns to laughter.
<<if $weekly.whitneyPub lte 1>>
Whitney's rings the loudest. "I didn't even touch <<phim>> yet!"
<<else>>
Whitney reclines with <<his>> beer.
<</if>>
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 10>>
<br><br>
<<link [[Next|Whitney Pub End]]>><</link>>
<br>
<<else>>
<<switch $weekly.whitneyPub>>
<<case 6>>
Whitney's breath is sharp, audible over the din of the pub. You tense in anticipation of <<his>> next move. Before it can come, <span class="green"><<he>> stops,</span> scanning over the crowd.
<br><br>
"Fuck it," <<he>> mutters. "I'm not getting kicked out over a slut." <<He>> <<if $phase is "penis">>shoves you off <<his>> lap<<else>>slinks to your side<</if>>. "Finish your damn drink."
<br><br>
<<He>> snatches another shot to cover <<his>> fluster. If <<his>> friends notice, they make no mention of it.
<br><br>
<<link [[Next|Whitney Pub End]]>><</link>>
<br>
<<case 5>>
Heedless to <<his>> friends, <<he>> bucks <<his>> hips, <span class="lewd"><<if $phase is "penis" and !npcHasStrapon(0)>><<his>> <<print $NPCList[0].penisdesc>> erect against your crotch<<else>><<his>> skin hot against yours<</if>>.</span> <<Hes>> about as close to fucking you as <<he>> can get.
<br><br>
The others remain oblivious, even as Whitney pins you down by the shoulders and leans in close. <<His>> beer-tinged breath makes your skin crawl.
<br><br>
"One way or another," <<he>> growls, "you're getting smashed tonight."
<br><br>
<<if hasSexStat("promiscuity", 5)>>
<<if $player.penisExist and (!$player.vaginaExist or currentSkillValue("penileskill") gte currentSkillValue("vaginalskill"))>>
<<link [[Thrust|Whitney Pub Thrust]]>><<set $phase2 to "penis">><</link>><<skill_difficulty `currentSkillValue("penileskill")` "Penile Skill" 1 $drunk>><<note "Failure will increase arousal" "purple">>
<br>
<<else>>
<<link [[Thrust|Whitney Pub Thrust]]>><<set $phase2 to "pussy">><</link>><<skill_difficulty `currentSkillValue("vaginalskill")` "Vaginal Skill" 1 $drunk>><<note "Failure will increase arousal" "purple">>
<br>
<</if>>
<</if>>
<<link [[Resist|Whitney Pub Resist]]>><</link>><<willpowerdifficulty 1 $drunk>><<note "Failure will increase arousal" "purple">>
<br>
<<link [[Let it happen|Whitney Pub Let]]>><<arousal 7000 "genitals">><<npcincr Whitney dom 1>><</link>><<gggarousal>><<gdom>>
<br>
<<case 4>>
<<generatey2>><<person2>>
Whitney whispers to the <<person>> at <<person1>><<his>> side. <<person2>><<He>> stumbles out of <<his>> seat and over to the bar.
<br><br>
<<if $phase is "penis">>
Grabbed by the rear, you're picked up and spun around. Whitney settles you back in <<person1>><<his>> lap, where you're greeted with a smirk.
<<else>>
Still sat in your lap, Whitney turns to face you. <<person1>><<He>> leans in close, pinning you against the booth.
<</if>>
"This one's gonna fuck you up," <<he>> says. "But you're used to that."
<br><br>
The <<person2>><<person>> returns with a tray of shots. Whitney takes one for you, and one for <<person1>><<himself>>. "Bottoms up."
<br><br>
<<if playerIsPregnant() and playerAwareTheyArePregnant()>>
<span class="blue">You can't bring yourself to drink while you know you're with child.</span>
<<else>>
<<link [[Drink (0:05)|Whitney Pub Drink]]>><<handheldon>><<wearProp "shotglass">><<pass 5>><<stress -6>><<alcohol 240>><</link>><<lstress>><<galcohol>>
<</if>>
<br>
<<link [[That's enough|Whitney Pub Refuse]]>><<lcool>><<status -10>><<set $phase to 1>><</link>><<lcool>>
<br>
<<case 3>>
<<His>> hand smacks down on your thigh. Penned between bodies,
<<if $phase is "penis">>
you're helplessly whisked off your seat and onto <<his>> lap. <span class="lewd"><<His>> <<print $NPCList[0].penisdesc>> pokes your <<bottom>>.</span>
<br><br>
<<He>> yanks your hair back, bringing your ear to <<his>> lips.
<<else>>
you can only watch as <<he>> drops <<himself>> down on your lap. <span class="lewd"><<His>> butt presses against your <<genitals>>.</span>
<br><br>
<<He>> tilts <<his>> head back.
<</if>>
"Hope you're not out cold yet," <<he>> whispers. "I want you to feel this."
<br><br>
<<if hasSexStat("promiscuity", 4)>>
<<if $phase is "penis">>
<<link [[Rub back|Whitney Pub Rub]]>><<set $phase2 to "bottom">><</link>><<skill_difficulty `currentSkillValue("bottomskill")` "Bottom Skill" 1 $drunk>><<note "Failure will increase arousal" "purple">>
<br>
<<elseif $player.penisExist>>
<<link [[Rub back|Whitney Pub Rub]]>><<set $phase2 to "penile">><</link>><<skill_difficulty `currentSkillValue("penileskill")` "Penile Skill" 1 $drunk>><<note "Failure will increase arousal" "purple">>
<br>
<<else>>
<<link [[Rub back|Whitney Pub Rub]]>><<set $phase2 to "thigh">><</link>><<skill_difficulty `currentSkillValue("thighskill")` "Thigh Skill" 1 $drunk>><<note "Failure will increase arousal" "purple">>
<br>
<</if>>
<</if>>
<<link [[Resist|Whitney Pub Resist]]>><</link>><<willpowerdifficulty 1 $drunk>><<note "Failure will increase arousal" "purple">>
<br>
<<link [[Let it happen|Whitney Pub Let]]>><<arousal 5000 "genitals">><<npcincr Whitney dom 1>><</link>><<ggarousal>><<gdom>>
<br>
<<case 2>>
Another glass clinks onto the table. This one's taller than the last. Whitney slides it in front of you.
<br><br>
"Go on," <<he>> snickers. "If it's bitter, I got something you can wash it down with."
<br><br>
<<if playerIsPregnant() and playerAwareTheyArePregnant()>>
<span class="blue">You can't bring yourself to drink while you know you're with child.</span>
<<else>>
<<link [[Drink (0:05)|Whitney Pub Drink]]>><<pass 5>><<stress -6>><<alcohol 180>><</link>><<lstress>><<galcohol>>
<</if>>
<br>
<<link [[That's enough|Whitney Pub Refuse]]>><<lcool>><<status -10>><<set $phase to 1>><</link>><<lcool>>
<br>
<<case 1>>
<<if $NPCList[0].penis isnot "none">>
<<set $phase to "penis">>
<<else>>
<<set $phase to "pussy">>
<</if>>
Something brushes your thigh. Whitney's hand works its way past your <<print _bottom.name>>, <span class="lewd">towards your <<genitals 1>>.</span> <<He>> flashes a smirk.
<br><br>
<<if playerChastity() and $worn.genitals.name isnot "chastity parasite">>
<<if $worn.genitals.origin is "Whitney">>
When <<he>> reaches your <<print $worn.genitals.name>>, <<he>> stops. "Good to see you're still wearing it."
<br><br>
<<else>>
When <<he>> reaches your <<print $worn.genitals.name>>, <<he>> stops. Some rough handling, and <<his>> confusion gives way to a low chuckle. "You're shitting me."
<br><br>
<</if>>
<<link [[Next|Whitney Pub Chastity]]>><</link>>
<br>
<<else>>
"You're lucky," <<he>> whispers. "Got in a fight here last week. Almost got booted out. Now I gotta mind my manners." <<He>> sinks <<his>> hand lower and
<<if $worn.genitals.name is "chastity parasite">>
squeezes your chastity parasite.
<<elseif $player.penisExist>>
flicks the tip of your cock.
<<else>>
flicks your clit.
<</if>>
"I'd <<if $phase is "penis">>bend you over<<else>>pin you down on<</if>> the table if I could. But I'll settle on making you squeal."
<br><br>
Warmth spreads at <<his>> touch, accelerated by the alcohol. You can't think straight. <i><span class="blue">The more intoxicated you are, the harder it'll be to control yourself.</span></i>
<br><br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Return the favour|Whitney Pub Hand]]>><</link>><<skill_difficulty `currentSkillValue("handskill")` "Hand Skill" 1 $drunk>><<note "Failure will increase arousal" "purple">>
<br>
<</if>>
<<link [[Resist|Whitney Pub Resist]]>><</link>><<willpowerdifficulty 1 $drunk>><<note "Failure will increase arousal" "purple">>
<br>
<<link [[Let it happen|Whitney Pub Let]]>><<arousal 3000 "genitals">><<npcincr Whitney dom 1>><</link>><<garousal>><<gdom>>
<br>
<</if>>
<</switch>>
<<set $weekly.whitneyPub += 1>>
<</if>><<set $outside to 0>><<set $location to "pub">><<effects>>
<<outfitChecks>>
You're forced out of your seat. Whitney's right behind you with a hand in your <<print _bottom.name>>. With <<his>> friends' eyes on you,
<<if _bottomIsSkirt>>
<<he>> flicks <<lowerit>> up,
<<else>>
<<he>> pulls <<lowerit>> down to your ankles,
<</if>>
<span class="lewd">exposing your <<print $worn.genitals.name>>.</span>
<br><br>
Silence hangs over the table. Then, laughter. It rings through the whole pub. Someone across the room whistles. <<embarrassment>><<gtrauma>><<trauma 6>>
<br><br>
<<link [[Next|Whitney Pub Chastity 2]]>><</link>>
<br><<set $outside to 0>><<set $location to "pub">><<effects>>
You quickly cover up. Whitney slides back in <<his>> seat with a smirk.
<br><br>
<<if $worn.genitals.origin is "Whitney">>
"Who here guessed that I was the one who put this on <<phim>>?" <<he>> says. "Too much of a slut to not have it locked away." <<His>> friends snicker.
<<else>>
"What'd you do to get your junk muzzled?" <<he>> says. "I'd best not indulge you. Wouldn't want you going feral." <<His>> friends snicker.
<</if>>
<br><br>
<<tearful>> you <<if $speech_attitude is "meek">>shuffle<<elseif $speech_attitude is "bratty">>stomp<<else>>walk<</if>> away. Aside from a few leers, no one harasses you further.
<br><br>
<<link [[Next|Pub]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "pub">><<effects>>
<<if $phase is 1>>
<<if $speech_attitude is "meek">>
"I-" you hiccup. "I can't handle any more."
<<elseif $speech_attitude is "bratty">>
"That'll do," you belch. "No more."
<<else>>
"That's enough for me," you slur.
<</if>>
<<else>>
<<if $speech_attitude is "meek">>
You nudge the glass away. "I'm sorry," you say. "I'd rather not drink right now."
<<elseif $speech_attitude is "bratty">>
You wrinkle your nose. "I'm not drinking this shit."
<<else>>
You push the glass away. "Thanks, but I'm not thirsty."
<</if>>
<</if>>
<br><br>
Whitney rolls <<his>> eyes. <<His>> friends are just as annoyed.
<<if $phase is 1>>
"You're too easy to please."
<<else>>
"What? Scared you won't be able to keep your whore legs closed after one drink?"
<</if>>
<<He>> nabs your drink and downs it in a gulp. "Stop wasting our time, loser. You're boring us."
<br><br>
<<if $weekly.whitneyPub gte 4>>
<<if $NPCList[0].penis isnot "none">>
<<He>> heaves you off <<his>> lap and out of the booth.
<<else>>
<<He>> bumps you with <<his>> hip, knocking you off your seat.
<</if>>
<<else>>
<<He>> pulls <<his>> arm back and shoves you off the seat.
<</if>>
You land on your <<bottom>>.<<pain 2>><<gpain>>
<br><br>
<<link [[Next|Pub]]>><<endevent>><</link>>
<br><<set $outside to 0>><<set $location to "pub">><<effects>><<wearProp "shotglass">>
<<if $weekly.whitneyPub gte 5>>
All eyes are on you as you raise the glass to your lips. They're more interested in you than their own drinks. With a deep breath, you down it one go.
<br><br>
The shot's size belies its strength. Your throat burns, and you fight the urge to grimace. It's a struggle, but you manage to keep it down.
<br><br>
They all cheer as you set down the empty shot. All except Whitney.
<<elseif $weekly.whitneyPub gte 3>>
You steel yourself and guzzle it down. The others murmur. They clearly weren't expecting you to last so long. Whitney slams <<his>> own glass down.
<br><br>
"Still thirsty?" <<he>> slurs, arm slinking to your waist. "Let me fix that."
<<else>>
<<if $speech_attitude is "meek">>
You start with an experimental sip. The urge to spit it out is almost overwhelming. It takes you a lot longer than the others to finish your whole glass.
<<elseif $speech_attitude is "bratty">>
You knock your drink back as quickly as you can. Perhaps too quickly. You struggle to keep it down as Whitney and <<his>> friends finish theirs.
<<else>>
You cautiously sip your drink. It's strong, but you manage. You reach the bottom of the glass in time with the others.
<</if>>
<br><br>
Whitney watches you drink. Before you can set it down, <<he>> orders you a refill.
<</if>>
<br><br>
<<link [[Next|Whitney Pub]]>><<handheldon>><</link>>
<br><<set $outside to 0>><<set $location to "pub">><<effects>>
<<if $weekly.whitneyPub gte 6>>
<<if $phase is "penis" and $player.vaginaExist>>
You rest your body against <<hers>> as <<he>> teases your <<pussy>>.
<<if $NPCList[0].penissize gte 4>>
With <<his>> size and savagery, not an inch of <<him>> is left to your imagination.
<<elseif $NPCList[0].penissize lte 1>>
What <<he>> lacks in size, <<he>> makes up for in sheer ferocity.
<<else>>
The thin layer of protection between you does little against <<his>> harsh motions.
<</if>>
It's a wonder <<he>> doesn't tear through your clothes to fuck you on the spot.
<<elseif $phase is "penis">>
<<if $worn.genitals.name is "chastity parasite">>
You rest your body against <<hers>> as <<he>> frots <<his>> dick against your chastity parasite.
<<else>>
You rest your body against <<hers>> as <<he>> frots your dicks together.
<</if>>
<<if $NPCList[0].penissize gte 4>>
<<His>> <<print $NPCList[0].penisdesc>> dominates yours. The shaft grinds up and down your crotch, and the tip jabs your belly.
<<elseif $NPCList[0].penissize lte 1>>
<<He>> compensates <<his>> lack of size with dexterity,
<<if playerHasStrapon()>>
pushing past your <<print $worn.under_lower.name>> and grinding <<his>> tip against your
<<if $worn.genitals.name is "chastity parasite">>
chastity parasite.
<<elseif $player.penisExist>>
penis.
<<elseif $player.vaginaExist>>
clit.
<</if>>
<<else>>
teasing <<his>> tip against your
<<if $worn.genitals.name is "chastity parasite">>
chastity parasite
<<else>>
shaft
<</if>>
with sharp thrusts.
<</if>>
<<else>>
<<He>> starts slow, rubbing up and down your shaft, until <<his>> arousal spurs <<him>> to quicken <<his>> pace.
<</if>>
With <<his>> hands firm on your <<bottom>>, you're forced to sit still and take it.
<<elseif $phase is "pussy" and $player.penisExist>>
You hold <<him>> steady as <<he>> teases your
<<if $worn.genitals.name is "chastity parasite">>
chastity parasite.
<<else>>
<<penis>>.
<</if>>
<<if $worn.genitals.name is "chastity parasite">>
Straining to find your <<penis>> within your <<print $worn.genitals.name>>, <<he>> resorts to grinding <<his>> body into you.
<<elseif $player.penissize gte 3>>
Even with your clothes in the way, <<he>> has no trouble pushing up against your shaft.
<<elseif $player.penissize lte 0>>
Struggling to find it beneath your <<print $worn.lower.name>>, <<he>> resorts to grinding <<his>> body into you.
<<else>>
<<He>> rides you through your <<print $worn.lower.name>>, just rough enough to make you squirm without drawing looks.
<</if>>
<<He>> slams <<his>> pelvis down, pressing your bodies tight every time you connect.
<<if $NPCList[0].breastsize gte 1>>
<<His>> <<print $NPCList[0].breastsdesc>> squish against you,
<<else>>
<<His>> chest crushes yours,
<</if>>
<<his>> nails pierce your shoulders, and <<his>> breath rings heavy in your ear. It threatens to send you both over the edge.
<<else>>
You hold <<him>> steady as <<he>> rubs your pussies together. Between <<his>> tipsiness and growing thirst, it's a struggle to keep <<him>> upright. <<He>> gropes all over, from your hips to your chest, just to avoid falling off your lap. <<He>> has no such trouble finding your clit beneath your <<print $worn.lower.name>>, smashing it into <<his>> crotch.
<</if>>
<br><br>
With each thrust, <<he>> puts more pressure on you. You're still through it all, save for Whitney's throttling and the odd, involuntary twitch.<<gggarousal>>
<<elseif $weekly.whitneyPub gte 4>>
<<if $phase is "penis">>
You settle into Whitney's lap. With <<his>> <<print $NPCList[0].penisdesc>> between your cheeks, <<he>> begins to rub. You have to cover your mouth as the tip passes over your asshole.
<br><br>
By instinct, your body jerks against <<his>> probing. You're stopped when <<he>> seizes your <<bottom>> in both hands. "Sit that ass down," <<he>> snarls. <<He>> holds you down on <<his>> cock, groping in tandem with <<his>> grinding. You're not given an inch of reprieve.<<ggarousal>>
<<else>>
With a leer over <<his>> shoulder, Whitney rises from your lap, slow enough to stir your anticipation. <<He>> shakes <<his>> bottom, drops it back down, and grinds. From your position, all you can do is sit back and let your body succumb as <<he>> repeats <<his>> assault.
<br><br>
Sometimes <<his>> motions are quick and heavy. Sometimes they're painfully slow. Sometimes <<he>> doesn't move at all, content with the feeling of your <<genitals>> pressed beneath <<his>> ass. The only constant is the effect <<hes>> having on you.<<ggarousal>>
<</if>>
<<else>>
You spread your legs in invitation.
<<if $player.penisExist and (!$player.vaginaExist or random(1))>>
An invitation <<he>> eagerly accepts, sliding <<his>> hand to your
<<if $worn.genitals.name is "chastity parasite">>
chastity parasite. <<He>> holds it between <<his>> thumb and fingers, and repeatedly squeezes.
<<else>>
<<penis>>. <<He>> wraps tight around the shaft, takes <<his>> thumb to the tip, and rubs.
<</if>>
<<else>>
An invitation <<he>> eagerly accepts, sliding <<his>> hand to your <<pussy>>. <<He>> plunges <<his>> fingers in, takes <<his>> thumb to your clit, and rubs.
<</if>>
You lean back and bask in it.
<br><br>
A second order of drinks arrives, putting an end to Whitney's show. <<He>> pulls away with a wink. You're left trembling.<<garousal>>
<</if>>
<br><br>
<<link [[Next|Whitney Pub]]>><</link>>
<br><<set $outside to 0>><<set $location to "pub">><<effects>>
You try to tune out Whitney's molestation,
<<if $willpowerSuccess>>
<span class="green">and succeed.</span>
<br><br>
<<if $weekly.whitneyPub gte 6>>
You slowly drift your crotch away from <<hers>>. Oblivious, <<he>> humps your leg. By the time <<he>> notices, <<hes>> too caught up in <<his>> own arousal to slow down.
<br><br>
<<He>> makes a sudden thrust at your <<genitals>>. You weave aside. Another thrust, another dodge. You keep this up until <<hes>> red in the face.<<npcincr Whitney lust 5>><<glust>>
<<elseif $weekly.whitneyPub gte 4>>
<<if $phase is "penis">>
You swivel your hips in time with <<hers>>, keeping your <<bottom>> just out of reach. <<He>> thrusts harder in retaliation, but <<he>> struggles to stay on-target, <<his>> <<print $NPCList[0].penisdesc>> angled away from your anus.
<<else>>
You hold fast against the pressure on your <<genitals>>, to Whitney's annoyance. <<He>> jerks <<himself>> back and forth across your leg, desperate for a reaction.
<</if>>
Judging by <<his>> laboured breaths, <<hes>> only managed to get <<himself>> off.<<npcincr Whitney lust 5>><<glust>>
<br><br>
Frustrated, <<he>> <<if $phase is "penis">>shoves you off <<his>> lap, onto <<his>> leg,<<else>>settles down on your leg<</if>> and huffs into <<his>> drink.
<<else>>
You swing one leg over the other and trap <<his>> hand beneath your thigh. <<He>> smirks, until <<he>> tries pulling away. <<He>> can't. Just as <<he>> reels back, you release <<him>>. <<He>> nearly keels over, to <<his>> friends' confusion.
<br><br>
<<He>> laughs it off as simple intoxication. The look in <<his>> eyes tells a different story.<<npcincr Whitney lust 5>><<glust>>
<</if>>
<<else>>
<span class="red">but you can't focus.</span><<gwillpower>><<willpower 2>>
<br><br>
<<if $weekly.whitneyPub gte 6>>
You're so set on avoiding <<his>> <<print $phase>>, you fail to notice <<his>> hands on your hips. They pull you in and hold you down. Without the luxury of movement, you're forced to endure.<<arousal 7000 "genitals">><<gggarousal>>
<br><br>
<<He>> grinds into your <<if $worn.genitals.name is "chastity parasite">>parasite<<else>><<genitals>><</if>>, growing rougher by the second, all while you're powerless to resist. Not in your position. Not with the warmth overtaking your body. All you can do is sit still and take it.
<<elseif $weekly.whitneyPub gte 4>>
<<if $phase is "penis">>
<<He>> takes advantage of your immobility and pushes <<his>> <<print $NPCList[0].penisdesc>> closer to your anus. It's even more unbearable from this position. A fact <<he>> relishes in, if the snickering in your ear is any indication.
<br><br>
Relief finally comes as Whitney slides you down <<his>> leg, away from <<his>> <<print $NPCList[0].penisdesc>>, to finish <<his>> drink. <<He>> leaves a yearning feeling behind.<<arousal 5000 "genitals">><<ggarousal>>
<<else>>
You thrust your hips in an effort to buck <<him>> off. <<He>> doesn't budge. You try again, and again.
<<if $player.penisExist and !playerHasStrapon()>>
<<if $worn.genitals.name is "chastity parasite">>
Pleasure pulses through your <<penis>> as you inadvertently wedge the parasite deeper between <<his>> ass.
<<else>>
Blood pulses through your <<penis>> as you inadvertently wedge yourself deeper between <<his>> ass.
<</if>>
<<else>>
With each thrust, the heat between your legs grows.
<</if>>
<<arousal 5000 "genitals">><<ggarousal>>
<br><br>
<<He>> takes it with a smirk, no longer bothered to grind against you. You're doing plenty on your own. Face flushed, you give up and settle back in your seat. <<He>> doesn't push you further. For now.
<</if>>
<<else>>
In your effort to squirm away, your thigh shifts.
<<if $player.penisExist and (!$player.vaginaExist or random(1))>>
It gives <<him>> a straight shot to your
<<if $worn.genitals.name is "chastity parasite">>
chastity parasite. <<He>> holds it between <<his>> thumb and fingers, and repeatedly squeezes.
<<else>>
<<penis>>. <<He>> wraps tight around the shaft, takes <<his>> thumb to the tip, and rubs.
<</if>>
<<else>>
It gives <<him>> a straight shot to your <<pussy>>. <<He>> plunges <<his>> fingers in, takes <<his>> thumb to your clit, and rubs.
<</if>>
Your struggles only amplify the sensation.
<br><br>
A second order of drinks arrives, putting an end to Whitney's show. <<He>> pulls away with a wink. You're left trembling.<<arousal 3000 "genitals">><<garousal>>
<</if>>
<</if>>
<br><br>
<<link [[Next|Whitney Pub]]>><</link>>
<br><<set $outside to 0>><<set $location to "pub">><<effects>>
You slip your hand into <<his>> <<npcClothesText $NPCList[0] "lower">>, where it finds <<his>> <<print $phase>>.
<<promiscuity3>>
Shock flashes in <<his>> eyes, but it quickly turns to lust. <<He>> smiles, mouths "you're on," and quickens <<his>> pace.
<br><br>
<<if currentSkillValue("handskill") gte random(1, $drunk)>>
<span class="green">You're able to keep up, and then some.</span>
<<if $player.penisExist and (!$player.vaginaExist or random(1))>>
<<if $worn.genitals.name is "chastity parasite">>
<<His>> grip on your chastity parasite steadily weakens,
<<else>>
<<His>> grip on your cock steadily weakens,
<</if>>
<<else>>
<<His>> fingering degrades to quivering,
<</if>>
until <<hes>> forced to retract <<his>> hand just to pry yours away. Satisfied, you let <<him>> finish <<his>> beer.<<npcincr Whitney lust 5>><<glust>>
<<else>>
<<He>>
<<if $player.penisExist and (!$player.vaginaExist or random(1))>>
<<if $worn.genitals.name is "chastity parasite">>
squeezes your chastity parasite
<<else>>
pumps your cock
<</if>>
<<else>>
fingers your pussy
<</if>>
with increasing vigour. <span class="red">It's enough to overwhelm you.</span> The stimulation and your inebriation combine to drive all thought from your mind.
<br><br>
A second order of drinks arrives, putting an end to Whitney's show. <<He>> pulls away with a wink. You're left trembling.<<arousal 3000 "genitals">><<garousal>>
<</if>>
<br><br>
<<link [[Next|Whitney Pub]]>><</link>>
<br><<set $outside to 0>><<set $location to "pub">><<effects>>
<<if $phase2 is "bottom">>
You push back, catching <<his>> cock with your <<bottom>> and matching <<his>> movement.
<<promiscuity4>>
You're not sure <<he>> can even feel it through <<his>> <<npcClothesText $NPCList[0] "lower">>.
<<if currentSkillValue("bottomskill") gte random(1, $drunk)>>
<span class="green">Until a moan slips out.</span> <<He>> hides it in <<his>> beer, but <<he>> still catches looks.
<br><br>
You give <<his>> <<print $NPCList[0].penisdesc>> a parting squeeze before sliding off <<his>> lap. To your surprise, <<he>> holds you in place, though a distance from <<his>> groin.<<npcincr Whitney lust 5>><<glust>>
<<else>>
<span class="red">But you can.</span> With <<his>> <<print $NPCList[0].penisdesc>> rubbing up against your anus, you only succeed in exposing yourself to <<his>> assault.
<br><br>
<<Hes>> quick to take advantage, probing your asshole through your <<print $worn.lower.name>>. With no room to move, you're forced to endure, until <<he>> finally shoves you off with a smack.<<arousal 5000 "genitals">><<ggarousal>>
<</if>>
<<elseif $phase2 is "penile">>
As Whitney rises, you wedge your
<<if $worn.genitals.name is "chastity parasite">>
chastity parasite
<<else>>
<<penis>>
<</if>>
against <<his>> ass and begin to rub.
<<promiscuity4>>
You're not sure <<he>> can even feel it through <<his>> <<npcClothesText $NPCList[0] "lower">>.
<<if currentSkillValue("penileskill") gte random(1, $drunk)>>
<span class="green">Until a moan slips out.</span> <<He>> hides it in <<his>> beer, but <<he>> still catches looks.
<br><br>
<<He>> tries to keep up, but it's too much for <<him>>. <<He>> jerks away from your groin and seats <<himself>> on your leg. From the look <<hes>> giving you, you can't tell if <<hes>> upset.<<npcincr Whitney lust 5>><<glust>>
<<else>>
<span class="red">But you can.</span> Caught between <<his>> cheeks, your length is mercilessly pounded. You can't muster the strength to match <<him>>.
<br><br>
<<He>> doesn't relent, despite the change of position. If it weren't for a sly look over <<his>> shoulder, you'd think <<him>> oblivious to <<his>> torment. It's only through <<him>> pausing to finish <<his>> beer that you're able to stave off the rising warmth.<<arousal 5000 "genitals">><<ggarousal>>
<</if>>
<<else>>
You raise your thigh to <<his>> pussy and rub, hoping to redirect.
<<promiscuity4>>
<<He>> continues to grind,
<<if currentSkillValue("thighskill") gte random(1, $drunk)>>
<span class="green">but <<he>> falters.</span> Gradually, <<he>> drifts to your leg, until <<hes>> lost sight of your <<genitals>> completely.
<br><br>
A moan slips out, muffled in <<his>> beer. <<He>> catches <<himself>> and comes to a halt. <<His>> friends shoot <<him>> odd looks, but <<he>> brushes them off.<<npcincr Whitney lust 5>><<glust>>
<<else>>
<span class="red">unaffected by your effort.</span> It backfires entirely, the added friction making <<his>> teasing all the more unbearable.
<br><br>
<<He>> presses <<his>> ass down hard, torturing you with short, sharp motions. Your leg trembles beneath <<him>>, unable to keep up with <<his>> grinding and your own arousal. At last, <<he>> slows to a stop with a wink over <<his>> shoulder.<<arousal 5000 "genitals">><<ggarousal>>
<</if>>
<</if>>
<br><br>
<<link [[Next|Whitney Pub]]>><</link>>
<br><<set $outside to 0>><<set $location to "pub">><<effects>>
In an effort to quell <<him>>, you press your <<print $phase2>> to <<if $phase is $phase2>><<hers>><<else>><<his>> crotch<</if>>. <<He>> answers your challenge with a grunt and pushes back twice as hard.
<<promiscuity5>>
<<if $phase is "penis" and $phase2 is "penis">>
<<if $worn.genitals.name is "chastity parasite">>
You frot your chastity parasite against <<his>> dick.
<<else>>
You frot your dicks together.
<</if>>
<<if $NPCList[0].penissize gte 4>>
<<His>> <<print $NPCList[0].penisdesc>> dominates yours. The shaft grinds up and down your crotch, and the tip jabs your belly.
<<elseif $NPCList[0].penissize lte 1>>
<<He>> compensates <<his>> lack of size with dexterity,
<<if playerHasStrapon()>>
pushing past your <<print $worn.under_lower.name>> and grinding <<his>> tip into your
<<if $worn.genitals.name is "chastity parasite">>
chastity parasite.
<<elseif $player.penisExist>>
penis.
<<elseif $player.vaginaExist>>
clit.
<</if>>
<<elseif $worn.genitals.name is "chastity parasite">>
You frot your chastity parasite against <<his>> dick.
<<else>>
teasing <<his>> tip against your
<<if $worn.genitals.name is "chastity parasite">>
chastity parasite
<<else>>
shaft
<</if>>
with sharp thrusts.
<</if>>
<<else>>
<<He>> starts slow, rubbing up and down your shaft, until <<his>> arousal spurs <<his>> pace.
<</if>>
With <<his>> hands firm on your <<bottom>>, you're given no room to breathe, or escape. You can only hope to overwhelm <<him>>.
<<elseif $phase is "pussy" and $phase2 is "pussy">>
You rub your pussies together. Between <<his>> tipsiness and growing thirst, it's a struggle to keep <<him>> upright. <<He>> gropes all over, from your hips to your chest, just to avoid falling off your lap. <<He>> has no such trouble finding your clit beneath your <<print $worn.lower.name>>, smashing it into <<his>> crotch.
<<elseif $phase is "penis" and $phase2 is "pussy">>
You tease <<his>> <<print $NPCList[0].penisdesc>>, shivering at the feel of <<his>> length pressing into you.
<<if $NPCList[0].penissize gte 4>>
With <<his>> size and savagery, not an inch of <<him>> is left to your imagination.
<<elseif $NPCList[0].penissize lte 1>>
What <<he>> lacks in size, <<he>> makes up for in sheer ferocity.
<<else>>
The thin layer of fabric between you does little against <<his>> harsh motions.
<</if>>
It's a wonder <<he>> doesn't tear through your clothes to fuck you on the spot.
<<else>>
<<if $worn.genitals.name is "chastity parasite">>
Straining to find your <<penis>> within your <<print $worn.genitals.name>>, <<he>> resorts to grinding <<his>> body into you.
<<elseif $player.penissize gte 3>>
Even with your clothes in the way, you have no trouble rubbing your <<penis>> between <<his>> legs. Trying to keep up is another story.
<<elseif $player.penissize lte 0>>
Straining to find your <<penis>> beneath your <<print $worn.lower.name>>, <<he>> resorts to grinding <<his>> body into you.
<<else>>
<<He>> rides your <<penis>> through your <<print $worn.lower.name>>, just rough enough to make you squirm without drawing looks.
<</if>>
<<He>> slams <<his>> pelvis down, pressing your bodies tight every time you connect.
<<if $NPCList[0].breastsize gte 1>>
<<His>> <<print $NPCList[0].breastsdesc>> squish against you,
<<else>>
<<His>> chest crushes yours,
<</if>>
<<his>> nails pierce your shoulders, and <<his>> breath rings heavy in your ear. It threatens to send you both over the edge.
<</if>>
<br><br>
With each thrust,
<<if ($phase2 is "penis" and currentSkillValue("penileskill") gte random(1, $drunk)) or ($phase2 is "pussy" and currentSkillValue("vaginalskill") gte random(1, $drunk))>>
<span class="green"><<he>> gets sloppier.</span> You're not fighting to keep up with <<him>>, anymore. <<Hes>> fighting to keep up with you. Fighting and losing. Lacking a drink,
<<if $phase is "penis">>
<<he>> muffles <<himself>> in your chest.
<<else>>
<<he>> bites your neck to muffle <<himself>>.
<</if>>
<<npcincr Whitney lust 5>><<glust>>
<<else>>
<<he>> puts more pressure on you. <span class="red">It's overwhelming.</span> Despite your efforts, you're reduced to twitching <<if $phase is "pussy">>beneath<<else>>against<</if>> <<him>> as <<he>> pounds your <<genitals>>.<<arousal 7000 "genitals">><<gggarousal>>
<</if>>
<br><br>
<<link [[Next|Whitney Pub]]>><</link>>
<br><<set $outside to 0>><<set $location to "pub">><<effects>><<silently>><<handheldon>><</silently>>
<<if $weekly.whitneyPub gte 7>>
Whitney slumps back in <<his>> seat, face red. You doubt it has much to do with the alcohol. Despite <<his>> clear exhaustion, <<hes>> smiling.
<br><br>
<<if $whitneyromance is 1>>
"That's my babe,"
<<else>>
"This <<bitch>> is trained,"
<</if>>
<<he>> says, giving your thigh a squeeze.
<<if $NPCList[0].penis isnot "none">>
"And here I thought I'd have to teach you to take that kind of shot, too."
<<else>>
"You sure know how to use your mouth."
<</if>>
<<status 20>><<gggcool>>
<<else>>
Whitney lets you stew in <<his>> friends' mockery as <<he>> finishes <<his>> drink. <<He>> finally interrupts them with a clap on your back.
<br><br>
"I thought the liquor'd do you in first," <<he>> laughs, trailing <<his>> hand down. "Forgot who I was dealing with."<<npcincr Whitney lust 10>><<glust>>
<</if>>
<br><br>
<<He>> wipes <<his>> mouth on <<his>> sleeve and rises. You're pulled up with <<him>>. "Better take my slut to that shithole <<pshe>> calls home," <<he>> tells <<his>> friends. "Can't have <<phim>> getting in trouble without my permission."
<br><br>
<<link [[Next|Whitney Pub Walk]]>><<endevent>><</link>>
<br><<set $outside to 1>><<set $location to "pub">><<effects>>
<<npc Whitney>><<person1>>
You leave the pub with Whitney. You have some trouble walking straight, so <<he>> has to support you most of the way.
<br><br>
"I knew you were a lightweight," <<he>> scoffs. "You're lucky I'm here. I bet you're even easier when you're drunk."
<br><br>
The pub's ambience fades to the quiet of the night. You can't hear a thing, save your own footsteps. Suddenly, Whitney stops in <<his>> tracks.
<br><br>
<<link [[Next|Whitney Pub Walk 2]]>><</link>>
<br><<set $outside to 1>><<set $location to "pub">><<effects>>
You cling to <<him>>, lest you topple over in your drunken state. <<His>> arm snakes around your waist, pulling you closer.
<br><br>
"On second thought," <<he>> says. "Maybe I don't want to wait till you're home. Maybe I want to fuck you right here on the pavement."
<br><br>
<<link [[Let it happen|Whitney Pub Walk Sex]]>><<set $sexstart to 1>><<npcincr Whitney dom 1>><</link>><<promiscuous1>><<gdom>>
<br>
<<link [[Refuse|Whitney Pub Walk Refuse]]>><<npcincr Whitney dom -1>><</link>><<ldom>>
<br><<set $outside to 1>><<set $location to "town">><<set $bus to "domus">><<effects>>
<<if $speech_attitude is "meek">>
"I'm sorry," you say. "I really want to go home."
<<elseif $speech_attitude is "bratty">>
"I'm not in the mood," you snap. "Just take me home."
<<else>>
"I thought you were taking me home," you say.
<</if>>
<br><br>
<<if $weekly.whitneyPub gte 7>>
<span class="green"><<He>> releases you with a sigh.</span> "Can't even cut loose when you're wasted," <<he>> mutters. "Whatever. I got my fix back there, anyway."
<br><br>
You continue towards the orphanage in silence.
<br><br>
<<link [[Next|Whitney Pub Walk 3]]>><<pass 20>><</link>>
<br>
<<else>>
<span class="red"><<His>> grip tightens, and <<his>> face twists into a scowl.</span> "You think I need a whore's permission?"
<br><br>
<<link [[Next|Whitney Pub Walk Sex]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<He>> wasn't kidding. You barely get a word in before Whitney pulls you to the ground. <<Hes>> on you in an instant.
<<promiscuity1>>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<He>> throws you down, pressing your face to the pavement.
<<controlloss>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Whitney Pub Walk Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Whitney Pub Walk Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 1>><<set $location to "pub">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> lies atop you, <<his>> breath heavy against your skin.<<npcincr Whitney lust -20>><<llust>>
<br><br>
<<if $consensual is 1>><<set _walk to true>>
<<if $orgasmcurrent is 0 and (($player.penisExist and (!playerChastity("penis") or $worn.genitals.name is "chastity parasite")) or ($player.vaginaExist and !playerChastity("hidden")))>>
<<whitneyFinish>>
<</if>>
"Fuck," <<he>> pants. "I've been trying to keep it together all night, but you're pushing it, slut." <<He>> runs a hand through <<his>> fringe. "Not that I'm complaining."
<br><br>
<<He>> pulls you to your feet. <<tearful>> you steady yourself and continue on.
<<else>>
"That's what you get, <<bitch>>," <<he>> spits. "Have fun being easy prey." Without a second glance, <<he>> lights a cigarette and leaves.
<br><br>
<<tearful>> you rise to your feet.
<</if>>
<<elseif $enemyhealth lte 0>>
You shove <<him>> away and retreat into the night. You're not sure if <<hes>> behind you, and you don't care to find out.
<br><br>
<<tearful>> you keep running, until you're sure you're alone.
<<else>><<set _walk to true>>
You're left lying on the sidewalk, watching Whitney storm off. Halfway down the street, <<he>> throws a glare over <<his>> shoulder. <<He>> doesn't slow down.
<br><br>
"The fuck you waiting for?" <<he>> shouts. "Come on." <<tearful>> you hurry after <<him>>.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<if _walk>>
<<link [[Next|Whitney Pub Walk 3]]>><<pass 20>><<npc Whitney>><<person1>><</link>>
<br>
<<else>>
<<link [[Next|Harvest Street]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<set $outside to 1>><<set $location to "town">><<set $bus to "domus">><<effects>>
You arrive at the orphanage. Whitney walks you to the door. "Don't get used to this," <<he>> snaps. "I just don't want some perv's hands on my property."
<br><br>
<<if $whitneyromance is 1>>
<<He>> loiters on the doorstep. After a pause, <<he>> leans in for a kiss. You're pushed away before your lips meet.
<br><br>
"Go wash up," <<he>> says. "Your breath reeks." <<He>> lights a cigarette. "See you round, <<girl>>. Don't stay out."
<<else>>
<<He>> lights a cigarette and takes a deep drag. For a moment, <<hes>> quiet.
<br><br>
"Done with you for tonight," <<he>> says. "Don't bother us again."
<</if>>
<br><br>
You watch <<him>> skulk into an alley, leaving you alone.
<br><br>
<<link [[Next|Domus Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<set $outside to 0>><<effects>>
<<if $whitneyromance is 1 or random(3 * C.npc.Whitney.dom, 200) gte $arousal / $arousalmax * 100>>
<<if !$weekly.whitneyChastityRelief>>
<<if $player.penissize is -2>>
"No idea why you'd bother, it's not like you can use that tiny thing of yours."
<<else>>
"Fine, I'll unlock you. Just remember who owns you, <<bitch>>."
<</if>>
<<He>> pauses, before smirking. "You sure you want it gone? I could help relieve you in other ways."
<<else>>
"So, slut," <<he>> says with a smirk. "Do you need relief again, or are you gonna beg me to unlock you?"
<</if>>
<br><br>
<<link [[Say you want it unlocked|Whitney Chastity Beg 2]]>><<set $phase to 0>><</link>>
<br>
<<link [[Beg for relief|Whitney Chastity Beg 2]]>><<if !$weekly.whitneyChastityRelief>><<npcincr Whitney love 1>><</if>><<set $phase to 1>><<set $weekly.whitneyChastityRelief to 1>><</link>><<if !$weekly.whitneyChastityRelief>><<glove>><</if>>
<br>
<<link [[Say you'll manage for now|Whitney Chastity Beg 2]]>><<set $phase to 2>><</link>>
<<elseif $arousal gte $arousalmax / 2>>
"Sure you do, slut." <<He>> looks you in the eyes. "But I like how desperate you look right now, so the answer is no. I could help relieve you in other ways?"
<br><br>
<<link [[Beg for relief|Whitney Chastity Beg 2]]>><<if !$weekly.whitneyChastityRelief>><<npcincr Whitney love 1>><</if>><<set $phase to 1>><<set $weekly.whitneyChastityRelief to 1>><</link>><<if !$weekly.whitneyChastityRelief>><<glove>><</if>>
<br>
<<link [[Say you'll manage for now|Whitney Chastity Beg 2]]>><<set $phase to 2>><</link>>
<<else>>
"Sure you do, slut." <<He>> looks you in the eyes. "But you look like you're doing just fine to me."
<br><br>
<<whitneyoptions>>
<</if>><<set $outside to 0>><<effects>>
<<if $phase is 0>>
<<He>> pulls a key from around <<his>> neck before removing your <<print $worn.genitals.name>>. "Feel better now?" <<he>> asks before putting it in <<his>> pocket.
<<set $worn.genitals.type.push("broken")>>
<<genitalsruined>>
<br><br>
<<whitneyoptions>>
<<elseif $phase is 1>>
<<He>> grabs your wrist. "Let's go somewhere more comfortable," <<he>> says before dragging you to the public toilets.
<br><br>
<<link [[Next|Whitney Chastity Beg Relief]]>><<set $sexstart to 1>><</link>>
<<else>>
<<He>> raises an eyebrow and smirks. "Your choice, slut. Don't say I didn't offer."
<br><br>
<<whitneyoptions>>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<if $NPCList[0].penis isnot "none">><<npc_attempt_sex>><</if>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Whitney Chastity Beg Relief Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Whitney Chastity Beg Relief]]>><</link>></span><<nexttext>>
<</if>><<effects>><<set $location to "park">>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<npcincr Whitney lust -20>>
<<if $orgasmcurrent is 0>>
Despite Whitney finishing before you, the speed of <<his>> assault increases.
<<orgasm>>
Whitney gives you a wicked smile.
<</if>>
"Hope you're feeling better, slut," <<he>> says, "'Cause I sure am."
<<else>>
<<if $orgasmcurrent is 0>>
<<He>> frowns at you. "Make up your mind, you indecisive <<bitch>>."
<<else>>
<<He>> frowns at you. "Hope you're feeling better, slut." <<llove>><<npcincr Whitney love -1>>
<</if>>
<</if>>
<br><br>
<<He>> leaves you to tidy yourself up.
<<clotheson>>
<<endcombat>>
<<whitneyoptionsleave>><<effects>><<set $location to "park">>
<<if $weekly.whitneyChastityReplace>>
<<He>> inspects the $worn.genitals.name. "Looking a little worn. These things don't grow on trees, I can't replace them every time you fuck them up."
<br><br>
<<else>>
<<set $weekly.whitneyChastityReplace to 1>>
<<if $worn.genitals.name is "naked">>
<<He>> frowns, "And why didn't you ask me to replace it for you before it broke? Stupid slut."
<br><br>
<<if $player.penissize is -2>>
<<set _cageIndex to 7>>
<<set _cageColor to "pink">>
<<elseif $player.penissize lte 0>>
<<set _cageIndex to 6>>
<<set _cageColor to "pink">>
<<else>>
<<set _cageIndex to 2>>
<</if>>
<<genitalswear _cageIndex _cageColor>>
<<set $worn.genitals.origin to "Whitney">>
Before you can say anything else, <<he>> puts the $worn.genitals.name on your <<penis>> and locks it.
<<else>>
<<He>> inspects the $worn.genitals.name. "Looking a little worn, better replace it for you."
<br><br>
<<He>> unlocks the cage and holds your hips still. Before you know it, a new one clicks into place. <<He>> gives it a few pats for good measure. "All sorted."
<<set $worn.genitals.integrity to setup.clothes.genitals[clothesIndex('genitals',$worn.genitals)].integrity_max>>
<</if>>
<br><br>
<</if>>
<<whitneyoptions>><<effects>>
You tell Whitney about the orphanage loft. "Sounds like a good place to smoke," <<he>> says, half listening. "I've been thinking about that shithole you call a home. Here." <<He>> pulls an unopened packet of cigarettes from <<his>> pocket. "I bet you could light one of these up there without being bothered. Test it for me." <<He>> holds out the carton.
<br><br>
"You don't need to actually smoke any, slut," <<he>> adds. "Just open a loft window and set them alight."
<br><br>
Bailey doesn't allow cigarettes in the orphanage.
<br><br>
<<link [[Take it|Whitney Orphanage Loft Take]]>><<set $loft_whitney to 1>><</link>>
<br>
<<link [[Take it, but say you won't smoke any|Whitney Orphanage Loft No]]>><<set $loft_whitney to 1>><</link>>
<br>
<<link [[Refuse|Whitney Orphanage Loft Refuse]]>><<set $loft_whitney to 2>><</link>>
<br><<effects>>
You take the packet. <<print playerBellyVisible() ? "Whitney leans in close, blowing a bubble until it pops in your face. You flinch, causing <<him>> to laugh." : "Whitney blows smoke in your face and laughs as you cough.">>
<br><br>
<<whitneyoptions>><<effects>>
Whitney laughs as you take the packet. "Whatever you say, slut. Your mouth has other uses."
<br><br>
<<whitneyoptions>><<effects>>
"Suit yourself, slut." Whitney says, putting the packet away. "More fags for me."
<br><br>
<<whitneyoptions>><<effects>>
You tell Whitney that Bailey confiscated the cigarettes. <<He>> <<print playerBellyVisible() ? "chews <<his>> gum loudly" : "tilts <<his>> head up and blows a puff of smoke into the air above">>. "I knew a dumb slut like you would get caught," <<he>> says. "That's why I have another plan. My <<if $pronoun is "m">>uncle<<else>>aunt<</if>> is a handy sort, and said <<he>>'d help."
<br><br>
"<<Hes>> charging though. <span class="gold">£2000</span>. You'll need to fork up the cash."
<br><br>
<<if $money gte 200000>>
<<link [[Pay £2000|Whitney Orphanage Loft Pay]]>><<money -200000 "orphanageUpgrades">><</link>>
<br>
<<else>>
<span class="blue">You don't have the money.</span>
<br>
<</if>>
<<link [[Decline|Whitney Orphanage Loft Decline]]>><</link>>
<br><<effects>>
You tell Whitney about how Bailey seized the resident's cigarettes. <<He>> bursts into laughter, dispelling any doubt about the origin of the contraband. "I knew that idiot would get caught," <<he>> says. "That's why I have another plan. My <<if $pronoun is "m">>uncle<<else>>aunt<</if>> is a handy sort, and said they'd help."
<br><br>
"They're charging though. <span class="gold">£2000</span>. You'll need to fork up the cash."
<br><br>
<<if $money gte 200000>>
<<link [[Pay £2000|Whitney Orphanage Loft Pay]]>><<money -200000 "orphanageUpgrades">><</link>>
<br>
<<else>>
<span class="blue">You don't have the money.</span>
<br>
<</if>>
<<link [[Decline|Whitney Orphanage Loft Decline]]>><</link>>
<br><<effects>>
"My <<if $pronoun is "m">>uncle<<else>>aunt<</if>> is still in town," Whitney says. "If you fork up <span class="gold">£2000</span>, they'll give you a way to sneak things past <<if C.npc.Bailey.pronoun is "m">>daddy<<else>>mummy<</if>> Bailey."
<br><br>
<<if $money gte 200000>>
<<link [[Pay £2000|Whitney Orphanage Loft Pay]]>><<money -200000 "orphanageUpgrades">><</link>>
<br>
<<else>>
<span class="blue">You don't have the money.</span>
<br>
<</if>>
<<link [[Decline|Whitney Orphanage Loft Decline]]>><</link>>
<br><<effects>>
"Suit yourself," Whitney says. "But it wouldn't just be fags this would help smuggle in. Your <<if C.npc.Bailey.pronoun is "m">>daddy<<else>>mummy<</if>> Bailey confiscates all sorts of things, I bet."
<br><br>
<<whitneyoptions>><<effects>>
Whitney examines the money a moment before squirrelling it away. "Let's go see my <<if $pronoun is "m">>uncle<<else>>aunt<</if>> then," <<he>> says. "Barb Street. You lead the way. I wanna look at your ass."
<br><br>
You leave the park with Whitney, enduring the occasional grope. When you reach Cliff Street, <<he>> pushes you against a wall, in view of the customers in a nearby cafe.
<br><br>
"I know you were waving your ass like that intentionally," <<he>> says, grabbing your <<bottom>> and moving in to kiss you. Some in the cafe watch openly. One, a very tall <<if $pronoun is "m">>man<<else>>woman<</if>>, makes a tutting motion and looks away.
<br><br>
<<link [[Kiss|Whitney Orphanage Loft Kiss]]>><<arousal 600>><</link>><<kissvirginitywarning>><<garousal>>
<br>
<<link [[Pull away|Whitney Orphanage Loft Pull]]>><<pain 4>><</link>><<gpain>>
<br><<effects>>
You kiss Whitney, letting <<his>> tongue invade your mouth, and <<his>> fringe tickles your nose.<<takeKissVirginity "Whitney" `($whitneyromance is 1?"loveInterest":"romantic")`>>
<br><br>
<<He>> steps back, keeping one arm around you, and looks at the cafe. "Our <<personsimple>> is waiting in there," <<he>> says. "They're a cunt. Just keep that in mind."
<br><br>
<<link [[Next|Whitney Orphanage Loft Cafe]]>><</link>>
<br><<effects>>
You pull away from Whitney, but <<he>> bites your now-exposed neck instead, laughing as you yelp.
<br><br>
<<He>> steps back, keeping one arm around you, and looks at the cafe. "Our <<personsimple>> is waiting in there," <<he>> says. "<<Hes>> a cunt. Just keep that in mind."
<br><br>
<<link [[Next|Whitney Orphanage Loft Cafe]]>><</link>>
<br><<effects>>
The smell of fried fish and chips greets you as the door swings open. The tall <<if $pronoun is "m">>man<<else>>woman<</if>> glances at Whitney, then observes you.
<br><br>
<<if $pronoun is "m">>"Uncle,"<<else>>"Auntie,"<</if>> Whitney says, taking a seat opposite <<him>>. <<He>> pulls the chair out beside <<him>>, and sits you beneath a landscape portrait of a seafaring vessel. "This is my <<girlfriend>>."
<br><br>
Whitney's <<if $pronoun is "m">>uncle<<else>>aunt<</if>> watches you over a sip of <<his>> beer. One of <<his>> legs juts from beneath the table, with a lanky arm resting on <<his>> knee. The resemblance is subtle.
<br><br>
<<link [[Say hello|Whitney Orphanage Loft Cafe Hello]]>><</link>>
<br>
<<link [[Hold out your hand to shake|Whitney Orphanage Loft Cafe Shake]]>><</link>>
<br>
<<link [[Remain silent|Whitney Orphanage Loft Cafe Silent]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"Hello," you say. "Pleased to meet you."
<<elseif $speech_attitude is "bratty">>
"Hey," you say.
<<else>>
"Hello," you say.
<</if>>
<br><br>
Whitney's <<if $pronoun is "m">>uncle<<else>>aunt<</if>> nods in response.
<br><br>
"That thing we talked about," Whitney says. "I brought the money. Well, this whore did."
<br><br>
The older <<if $pronoun is "m">>man<<else>>woman<</if>> spits out <<his>> drink and glares at <<his>> <<if $pronoun is "m">>nephew<<else>>niece<</if>>. "What's the matter with you?" <<His>> voice is deep, rumbling like a distant ocean. "Don't talk about your <<girlfriend>> like <<pshes>> a piece of meat."
<br><br>
Whitney laughs. "You're not refusing the dosh, are you?" <<His>> <<if $pronoun is "m">>uncle<<else>>aunt<</if>> snatches it from <<his>> hands.
<br><br>
<<link [[Next|Whitney Orphanage Loft Cafe 2]]>><</link>>
<br><<effects>>
You hold out your hand. The older <<if $pronoun is "m">>man<<else>>woman<</if>> shakes it. You feel bones beneath calloused skin.
<br><br>
"That thing we talked about," Whitney says. "I brought the money. Well, this whore did."
<br><br>
The older <<if $pronoun is "m">>man<<else>>woman<</if>> spits out <<his>> drink and glares at <<his>> <<if $pronoun is "m">>nephew<<else>>niece<</if>>. "What's the matter with you?" <<His>> voice is deep, rumbling like a distant ocean. "Don't talk about your <<girlfriend>> like <<pshes>> a piece of meat."
<br><br>
Whitney laughs. "You're not refusing the dosh, are you?" <<His>> <<if $pronoun is "m">>uncle<<else>>aunt<</if>> snatches it from <<his>> hands.
<br><br>
<<link [[Next|Whitney Orphanage Loft Cafe 2]]>><</link>>
<br><<effects>>
You remain silent. "I didn't think you'd end up with a shy one." Whitney's <<if $pronoun is "m">>uncle<<else>>aunt<</if>> says, looking at <<his>> <<if $pronoun is "m">>nephew<<else>>niece<</if>>. <<His>> voice is deep, rumbling like a distant sea.
<br><br>
"That thing we talked about," Whitney says. "I brought the money. Well, this whore did."
<br><br>
The older <<if $pronoun is "m">>man<<else>>woman<</if>> spits out <<his>> drink, and glares at <<his>> <<if $pronoun is "m">>nephew<<else>>niece<</if>>. "What's the matter with you?" <<His>> voice is deep, rumbling like a distant ocean. "Don't talk about your <<girlfriend>> like <<pshes>> a piece of meat."
<br><br>
Whitney laughs. "You're not refusing the dosh, are you?" <<His>> <<if $pronoun is "m">>uncle<<else>>aunt<</if>> snatches it from <<his>> hands.
<br><br>
<<link [[Next|Whitney Orphanage Loft Cafe 2]]>><</link>>
<br><<effects>>
"I'll get straight to it," Whitney's <<if $pronoun is "m">>uncle<<else>>aunt<</if>> says. "After my food. I've already ordered."
<br><br>
Whitney plucks a menu from a nearby stand and passes it to you. "I fancy haddock," <<he>> says. "What about you? My treat."
<br><br>
You look at the menu.
<br><br>
<<link [[Order haddock|Whitney Orphanage Loft Cafe 3]]>><<set $phase to 1>><</link>>
<br>
<<link [[Order cod|Whitney Orphanage Loft Cafe 3]]>><<set $phase to 2>><</link>>
<br>
<<link [[Order a burger|Whitney Orphanage Loft Cafe 3]]>><<set $phase to 3>><</link>>
<br>
<<link [[Order spicy chicken|Whitney Orphanage Loft Cafe 3]]>><<set $phase to 4>><</link>>
<br>
<<link [[Ask if there's a vegetarian option|Whitney Orphanage Loft Cafe Vegetarian]]>><</link>>
<br>
<<link [[Say you're not hungry|Whitney Orphanage Loft Cafe 3]]>><<set $phase to 0>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I hate to be a bother," you say. "But is there a vegetarian option?"
<<elseif $speech_attitude is "bratty">>
"Everything has meat in it," you say.
<<else>>
"Is there a vegetarian option?" you ask.
<</if>>
<br><br>
Whitney's <<if $pronoun is "m">>uncle<<else>>aunt<</if>> shakes <<his>> head. "Even the chips are fried in animal fat." <<He>> reaches into <<his>> pocket and produces a half-full packet of mints. "You can have these."
<br><br>
<<link [[Eat the mints|Whitney Orphanage Loft Cafe 3]]>><<set $phase to 5>><</link>>
<br>
<<link [[Go hungry|Whitney Orphanage Loft Cafe 3]]>><<set $phase to 0>><</link>>
<br><<effects>>
<<if $phase is 1>>
<<wearProp "fish and chips">>
The food arrives, battered haddock for Whitney and you, cod for <<his>> <<if $pronoun is "m">>uncle<<else>>aunt<</if>>.
<br><br>
Each comes with a side of chips, most thick with a soft interior, but others small and crispy. The fish itself is delicious, the batter crunching away to yield the white flesh beneath.
<br><br>
<<link [[Eat some of Whitney's chips|Whitney Orphanage Loft Cafe Steal]]>><<handheldon>><</link>>
<br>
<<link [[Just eat your own food|Whitney Orphanage Loft Cafe 4]]>><</link>>
<br>
<<elseif $phase is 2>>
<<wearProp "fish and chips">>
The food arrives, battered haddock for Whitney, cod for <<his>> <<if $pronoun is "m">>uncle<<else>>aunt<</if>> and you.
<br><br>
Each comes with a side of chips, most thick with a soft interior, but others small and crispy. The fish itself is delicious, the batter crunching away to yield the white flesh beneath.
<br><br>
<<link [[Eat some of Whitney's chips|Whitney Orphanage Loft Cafe Steal]]>><<handheldon>><</link>>
<br>
<<link [[Just eat your own food|Whitney Orphanage Loft Cafe 4]]>><</link>>
<br>
<<elseif $phase is 3>>
<<wearProp "burger">>
The food arrives, battered haddock for Whitney, cod for <<his>> <<if $pronoun is "m">>uncle<<else>>aunt<</if>>, and a burger for you.
<br><br>
Each comes with a side of chips, most thick with a soft interior, but others small and crispy. The burger is heavy, a slab of meat slathered in melted cheddar and slapped between two pieces of bread.
<br><br>
<<link [[Eat some of Whitney's chips|Whitney Orphanage Loft Cafe Steal]]>><<handheldon>><</link>>
<br>
<<link [[Just eat your own food|Whitney Orphanage Loft Cafe 4]]>><</link>>
<br>
<<elseif $phase is 4>>
The food arrives, battered haddock for Whitney, cod for <<his>> <<if $pronoun is "m">>uncle<<else>>aunt<</if>>, and spicy chicken for you.
<br><br>
Each comes with a side of chips, most thick with a soft interior, but others small and crispy. The spicy chicken is battered like the fish, and arrived in a round bun. The spice itself is a powder sprinkled on top.
<br><br>
<<link [[Eat some of Whitney's chips|Whitney Orphanage Loft Cafe Steal]]>><<handheldon>><</link>>
<br>
<<link [[Just eat your own food|Whitney Orphanage Loft Cafe 4]]>><</link>>
<br>
<<elseif $phase is 5>>
<<wearProp "packet of sweets">>
The food arrives, battered haddock for Whitney, cod for <<his>> <<if $pronoun is "m">>uncle<<else>>aunt<</if>>. Each comes with a side of chips, most thick with a soft interior, but others small and crispy.
<br><br>
You satisfy yourself with the mints, though they seem rather sad compared to the other portions at the table.
<br><br>
<<link [[Eat some of Whitney's chips|Whitney Orphanage Loft Cafe Steal]]>><<handheldon>><</link>>
<br>
<<link [[Just eat your own food|Whitney Orphanage Loft Cafe 4]]>><</link>>
<br>
<<else>>
The food arrives, battered haddock for Whitney, cod for <<his>> <<if $pronoun is "m">>uncle<<else>>aunt<</if>>. Each comes with a side of chips, most thick with a soft interior, but others small and crispy.
<br><br>
They tuck in.
<br><br>
<<link [[Eat some of Whitney's chips|Whitney Orphanage Loft Cafe Steal]]>><</link>>
<br>
<<link [[Just wait|Whitney Orphanage Loft Cafe 4]]>><</link>>
<br>
<</if>><<effects>>
You reach over for one of Whitney's chips. Whitney stops, fork half-raised to <<his>> mouth, and watches your hand arc away, chip between thumb and forefinger.
<br><br>
<<He>> remains paused in thought for a moment, then continues eating as if nothing were amiss.
<br><br>
<<link [[Next|Whitney Orphanage Loft Cafe 4]]>><</link>>
<br><<effects>>
Whitney and <<his>> <<if $pronoun is "m">>uncle<<else>>aunt<</if>> eat in silence. It's hard to tell just how old the older <<if $pronoun is "m">>man<<else>>woman<</if>> is. <<His>> skin is rough and deeply tanned.
<br><br>
<<link [[Ask about <<him>>|Whitney Orphanage Loft Cafe Ask]]>><<handheldon>><</link>>
<br>
<<link [[Ask about Whitney|Whitney Orphanage Loft Cafe Ask 2]]>><<handheldon>><</link>>
<br>
<<link [[Keep to yourself|Whitney Orphanage Loft Cafe 5]]>><<handheldon>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I hope I'm not being intrusive," you say. "But can you tell me about yourself?"
<<elseif $speech_attitude is "bratty">>
"Who are you anyway?" you ask. "Aside from Whitney's family."
<<else>>
"Can you tell me about yourself?" you ask.
<</if>>
<br><br>
Whitney's <<if $pronoun is "m">>uncle<<else>>aunt<</if>> finishes chewing before speaking. "I work on a freighter," <<he>> says. "Not in town much. Don't care for it, truth be told."
<br><br>
<<if $phase is 5>>
"It's a shithole." Whitney nods, stealing one of your mints.
<<elseif $phase isnot 0>>
"It's a shithole." Whitney nods, stealing one of your chips despite having a plateful of <<his>> own.
<<else>>
"It's a shithole." Whitney nods.
<</if>>
<br><br>
<<His>> <<if $pronoun is "m">>uncle<<else>>aunt<</if>> doesn't respond, and continues eating <<his>> meal.
<br><br>
<<link [[Next|Whitney Orphanage Loft Cafe 5]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"Can you tell me a little about your <<if $pronoun is "m">>nephew<<else>>niece<</if>>?" you ask.
<<elseif $speech_attitude is "bratty">>
"Tell me something about Whitney," you say.
<<else>>
"Can you tell me anything about Whitney?" you ask.
<</if>>
<br><br>
Whitney glares at <<his>> <<if $pronoun is "m">>uncle<<else>>aunt<</if>>, who chuckles under <<his>> breath.
<br><br>
"You should see Whitney's collection of plush toys," <<he>> says.
<br><br>
Whitney's face turns bright red. "I don't have any plush toys, liar!"
<br><br>
<<His>> <<if $pronoun is "m">>uncle<<else>>aunt<</if>> just laughs harder, and returns <<his>> attention to <<his>> food.
<br><br>
<<link [[Next|Whitney Orphanage Loft Cafe 5]]>><</link>>
<br><<effects>>
Cutlery rattles onto empty plates. "Right," Whitney's <<if $pronoun is "m">>uncle<<else>>aunt<</if>> says. "No sense waiting. I'll get the tools from my van, then you can show me where this orphanage is."
You leave the cafe with the pair and, after a brief stop to collect equipment, soon arrive at Domus Street. The older <<if $pronoun is "m">>man<<else>>woman<</if>> recognises the old building as the orphanage at once. <<His>> eyes linger on it a moment, but then <<he>> looks up, and around.
<br><br>
Without further hesitation, <<he>> approaches the side of the orphanage, and clambers up a drainpipe. <<He>> disappears through an open window into the loft.
<br><br>
<<link [[Next|Whitney Orphanage Loft Cafe 6]]>><</link>>
<br><<effects>>
"Let's go up there," Whitney says. "I want to see what the old bugger is up to."
<br><br>
You enter the orphanage and show Whitney the way to the loft. "What a gloomy fucking place," <<he>> comments, staring up the ladder.
<br><br>
<<if $worn.lower.skirt_down is 1>>
<<He>> looks pointedly at your skirt and grins. "You first."
<br><br>
<<link [[Go first, but stay modest|Whitney Orphanage Loft Modest]]>><</link>>
<br>
<<if $worn.under_lower.type.includes("naked")>>
<<if hasSexStat("exhibitionism", 3)>>
<<link [[Go first, and flaunt|Whitney Orphanage Loft Flaunt Lewd]]>><</link>><<exhibitionist3>>
<br>
<</if>>
<<else>>
<<link [[Go first, and flaunt|Whitney Orphanage Loft Flaunt]]>><</link>><<exhibitionist1>>
<br>
<</if>>
<<link [[Insist Whitney go first|Whitney Orphanage Loft Insist]]>><</link>>
<br>
<<else>>
<<link [[Go first|Whitney Orphanage Loft Ladder]]>><</link>>
<br>
<<link [[Insist Whitney go first|Whitney Orphanage Loft Insist]]>><</link>>
<br>
<</if>><<effects>>
You climb up the ladder, ignoring the feeling of Whitney's eyes on your <<bottom>>.
<br><br>
<<He>> gives it a smack when <<he>> reaches the top.
<br><br>
<<link [[Next|Whitney Orphanage Loft 7]]>><</link>>
<br><<effects>>
You climb the ladder, but keep a hand between your legs so Whitney can't see up your skirt. You feel <<his>> eyes on your <<bottom>> regardless.
<br><br>
<<He>> gives it a smack when <<he>> reaches the top.
<br><br>
<<link [[Next|Whitney Orphanage Loft 7]]>><</link>>
<br><<effects>>
You climb the ladder, giving your <<bottom>> an exaggerated wiggle as you do, making sure your skirt flares revealingly, exposing your <<print $worn.under_lower.name>>.
<<exhibitionism1>>
As you reach the top, Whitney rushes behind you, pinning you between the ladder and <<his>> body. "You're in the way, slut," <<he>> says, grinding against your <<bottom>> and groping your <<breasts>>.<<gstress>><<ggarousal>><<stress 6>><<arousal 1200>>
<br><br>
You manage to squirm the rest of the way, leaving <<him>> to climb up after you.
<br><br>
<<link [[Next|Whitney Orphanage Loft 7]]>><</link>>
<br><<effects>>
You climb the ladder, giving your <<bottom>> an exaggerated wiggle as you do, making sure your skirt flares revealingly, exposing your <<genitals>>.
<<exhibitionism3>>
As you reach the top, Whitney rushes behind you, pinning you between the ladder and <<his>> body. "You're in the way, slut," <<he>> says, grinding against your <<bottom>> and groping your <<breasts>>.<<gstress>><<ggarousal>><<stress 6>><<arousal 1200>>
<br><br>
You manage to squirm the rest of the way, leaving <<him>> to climb up after you.
<br><br>
<<link [[Next|Whitney Orphanage Loft 7]]>><</link>>
<br><<effects>>
You insist that Whitney climbs first. "You wanna watch my ass, you perv?" <<he>> says before climbing.
<br><br>
There's no way that wiggling isn't deliberate.
<br><br>
<<link [[Slap|Whitney Orphanage Loft Slap]]>><</link>><<promiscuous1>>
<br>
<<link [[Just climb|Whitney Orphanage Loft 7]]>><</link>>
<br><<effects>>
You reach up and slap Whitney through <<his>> <<print $NPCList[0].clothes.lower.name>>. <<He>> doesn't flinch, but laughs. "I knew you couldn't resist, slut."
<<promiscuity1>>
<<link [[Next|Whitney Orphanage Loft 7]]>><</link>>
<br><<effects>>
Whitney strides through the gloomy loft, in the wrong direction at first, but at last finds the right room. <<His>> <<if $pronoun is "m">>uncle<<else>>aunt<</if>> is nowhere to be seen, but a length of cable has been attached to the wall opposite the window.
<br><br>
<<He>> looks outside, down at the hanging cable. It trails across the ground and disappears into a hedge.
<br><br>
The two of you are alone.
<br><br>
<<link [[Kiss|Whitney Orphanage Loft Flirt]]>><<npcincr Whitney love 3>><<npcincr Whitney lust 1>><</link>><<kissvirginitywarning>><<gglove>><<glust>>
<br>
<<link [[Wait|Whitney Orphanage Loft 8]]>><<set $phase to 0>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"You're all alone with me," you say. "Are you going to take advantage?"
<<elseif $speech_attitude is "bratty">>
"Good," you say, stepping closer. "Let's make the most of our alone time."
<<else>>
"Let's make the most of it," you say, stepping closer.
<</if>>
<br><br>
"You're such a slut," <<he>> says, wrapping an arm around your waist and pulling you into a kiss. It feels different to the other kisses you've shared with <<him>>. <<Hes>> more gentle, and less eager to use <<his>> tongue. You remain that way for a while, in each other's arms.<<takeKissVirginity "Whitney" `($whitneyromance is 1?"loveInterest":"romantic")`>>
<br><br>
<<link [[Next|Whitney Orphanage Loft 8]]>><<set $phase to 1>><</link>>
<br><<effects>>
<<if $phase is 1>>
Whitney pulls away, and looks like <<he>> wants to say something, but is interrupted by a whirring sound. The far end of the visible wire rises into the branches of a tree, joining a number of other cables.
<<else>>
Whitney looks like <<he>> wants to say something, but is interrupted by a whirring sound. The far end of the visible wire rises into the branches of a tree, joining a number of other cables.
<</if>>
<br><br>
There's a pause, then the wire shakes. A basket emerges from the branches, sliding down the gentle incline of the wire. It glides through the window, until it bumps against the opposite wall.
<br><br>
Whitney reaches in, and retrieves a packet of cigarettes. "Nice," <<he>> says. <<print playerBellyVisible() ? "<<He>> goes to light one, but after a sidelong glance at your belly, <<he>> reluctantly puts out the lighter" : "<<He>> lights up at once">>.
<br><br>
<<link [[Next|Whitney Orphanage Loft 9]]>><</link>>
<br><<effects>>
Whitney <<print playerBellyVisible() ? "looks out" : "smokes at">> the window, trying to peer through the branches of the tree. You can't see anything. "We should go see what the old bugger did on the other end," <<he>> says, <<print playerBellyVisible() ? "draping an arm across your shoulders" : "flicking the cigarette butt onto the grass outside">>.
<br><br>
You leave the orphanage with Whitney. <<Hes>> unaware of how to reach the other side of that tree, so you lead the way through the alleys, until you come to an old telegraph pole. Whitney's <<if $pronoun is "m">>uncle<<else>>aunt<</if>> hangs from the top.
<br><br>
<<He>> looks at you. "This wire here," <<he>> says, separating one from the mass of cables. "I've notched it, so you can tell it apart from the others. Just hang whatever you want from here and give it a good push. It'll find its way to the orphanage."
<br><br>
<<link [[Next|Whitney Orphanage Loft 10]]>><</link>>
<br><<effects>>
Whitney's <<if $pronoun is "m">>uncle<<else>>aunt<</if>> climbs down. "That should do it." <<He>> looks at Whitney, then at you. "Are you sure you're alright?"
<br><br>
Whitney throws an arm around your shoulder. "Course <<pshe>> is."
<br><br>
"Just go careful," <<his>> <<if $pronoun is "m">>uncle<<else>>aunt<</if>> continues, giving you one last look before departing.
<br><br>
"Gather some of your friends up in the loft," Whitney says. "I'll send something over as a demonstration."
<br><br>
<<link [[Next|Whitney Orphanage Loft 11]]>><</link>>
<br><<effects>>
You return to the orphanage, and tell the residents in the living room that you have something to show them. Others join as you pass their rooms, summoned by the sound of feet.
<br><br>
You reach the loft and crowd into the room with the new apparatus. A murmur of interest rises as the wire shakes, and a basket appears between the branches. You grasp it as it enters the window, and place it on the ground for all to see.
<br><br>
It's full of sweets. Chocolates, mints, sherbert, and others that you don't get a chance to see. The orphans empty the basket in a flash. They're so busy passing them out, they take a moment to recognise the firecrackers that were hidden beneath. The eyes of the more mischievous residents light up.
<br><br>
<<link [[Next|Whitney Orphanage Loft 12]]>><</link>>
<br><<effects>>
The residents leave once the basket is emptied, leaving you alone. You notice a scrap of paper at the bottom, marred by a cigarette burn. It otherwise appears blank, until you turn it over and find writing.
<br><br>
<<link [[Read|Whitney Orphanage Loft 13]]>><</link>>
<br><<effects>>
<i>"I love you, slut."</i>
<br><br>
<<link [[Next|Orphanage Loft]]>><<endevent>><<set $loft_whitney to 6>><<set $loft_upgrade += 1>><</link>>
<br><<npc Whitney>><<person1>>
"Hey, Whitney?" you say, a bit uncertainly, trying to get <<his>> attention. You glance over at <<him>>, taking a moment to gather your thoughts before deciding to speak up anyway.
<br><br>
"Hey, um... wanna..." you say, feeling your cheeks warm as you struggle to get the words out. Finally, you muster the nerve to finish your sentence, blurting out, "Want to do it?"
<br><br>
Whitney, with <<his>> usual smirk of superiority, looks at you, a mix of amusement and arrogance in <<his>> eyes. <<He>> raises <<his>> eyebrow, clearly forcing you to say it again.
<br><br>
<<if $speech_attitude is "meek">>
You close your eyes and turn away slightly, feeling your cheeks heat up, whispering, "<span style="font-size: small">Do you want to... um... have s-s-s-sex...?</span>"
<<elseif $speech_attitude is "bratty">>
With an exaggerated sigh, you close your eyes and turn away, muttering, "Ugh, do you want to fuck?"
<<else>>
You close your eyes and turn away slightly, muttering, "Do you want to have sex with me?"
<</if>>
<br><br>
Whitney locks eyes with you, a smirk playing on <<his>> lips as <<he>> speaks. "You're quite the horny slut, aren't you?" <<he>> remarks, teasingly. "I have an idea. Let's do it right here, where everybody can see what a good slut you are."
<br><br>
Glancing around, you realize there aren't many people nearby. You notice it's still pretty early, and the sun's still shining. While the risk of getting caught adds some excitement, you assume, with a bit of care, you might be able to keep things discreet and hidden.
<br><br>
<<if $exhibitionism gte 75>>
<<link [[Agree to do it out in the open|Whitney Park Public Sex Open]]>><</link>><<exhibitionist5>>
<br>
<<else>>
You're not brave enough to do it in public.
<br>
<</if>>
<<link [[Agree, but find somewhere hidden|Whitney Park Public Sex Hidden]]>><<set $phase to 1>><</link>>
<br>
<<link [[Refuse|Whitney Park Public Sex Refuse]]>><</link>><<set $outside to 1>>
<<if $speech_attitude is "meek">>
"Oh o-okay, i-i-if you say so,"
<<elseif $speech_attitude is "bratty">>
"Okay, let's do it right here,"
<<else>>
"Fine, but only because I want to,"
<</if>>
you agree, giving in to Whitney's proposition.<<exhibitionism5>>
Whitney's expression shifts from shock to amusement in a heartbeat, a brief laugh escaping <<his>> lips before <<he>> murmurs something under <<his>> breath. With a subtle gesture, <<he>> draws you closer, <<his>> arm wrapping around you as <<he>> leans in, <<his>> lips almost brushing against your ear. A shiver runs down your spine as you feel the warmth of <<his>> breath against your skin, sending tingles down your spine.
<br><br>
"Are you sure you want to do this outside, sweetheart?" <<he>> says, <<his>> tone dripping with mockery. "Are you that eager to get caught? Does the thought of being out in the open turn you on?" <<His>> words, whispered into your ear, send a thrill down your spine. You let out an involuntary moan, feeling your arousal grow stronger with each word <<he>> utters.
<br><br>
<<He>> hovers <<his>> lips close to yours, pausing just before they make contact. In a low murmur, you catch <<his>> words this time, "What a good whore." Whitney inches closer, on the brink of kissing you.
<br><br>
<<link [[Kiss Whitney|Whitney Park Public Sex Open Kiss]]>><<set $phase to 1>><</link>>
<br>
<<if $promiscuity gte 15>>
<<link [[Kiss Whitney excitedly|Whitney Park Public Sex Open Kiss]]>><<set $phase to 2>><</link>><<promiscuous2>>
<br>
<</if>>
<<link [[Pull away|Whitney Park Public Sex Open Kiss]]>><<set $phase to 3>><<npcincr Whitney love -1>><</link>><<llove>><<if $phase is 1>>
You close your eyes, and in an instant, Whitney's mouth is on yours. <<He>> grabs your hair and gives it a sharp tug, causing you to
<<if $masochism_level gte 1>>
moan out in pain and pleasure.<<arousal 600>><<garousal>>
<<else>>
gasp in pain.
<</if>>
<<violence 1>><<gpain>>
<<elseif $phase is 2>>
You close your eyes and lean in towards Whitney. <<He>> grabs your hair, giving it a playful tug that sends a shiver down your spine.<<violence 1>><<gpain>><<if $masochism_level gte 1>><<arousal 200>><<garousal>><</if>>
<br><br>
"A desperate little slut, aren't we?" <<he>> teases, earning a soft moan from you. Without missing a beat, <<he>> dives in with <<his>> tongue, and you eagerly respond, matching <<his>> enthusiasm. <<His>> mouth tastes like cigarettes and alcohol, with a hint of sweetness you can't quite place.
<br><br>
Your tongues dance together, fighting for dominance, but you're happy to let <<him>> take the lead. Whitney explores your mouth thoroughly. <<He>> doesn't give you any time to breathe as <<he>> grabs you by the waist, grinding you more into <<him>>.
<br><br>
Your moans are muffled by the soft rain and <<his>> mouth. All of this is getting too much for you. You try to pull back to catch your breath, but Whitney pulls you back by attacking your mouth once again, this time much deeper.
<br><br>
<<promiscuity2>>
<<else>>
You jerk back as Whitney leans in for a kiss, but <<he>> swiftly grabs your hair, tilting your head back. Before you can protest, <<he>>'s nipping and biting at your neck, leaving painful marks in <<his>> path.
<<if $mashochism_level gte 1>>
The sharp stings send a jolt of both pain and pleasure coursing through you, a confusing mix of sensations that leaves you breathless.<<arousal 600>><<garousal>>
<</if>>
<<violence 2>><<gpain>>
<</if>>
<<if random(0, 1) is 1>>
<<generatey2>>
<<else>>
<<generate2>>
<</if>>
<br><br>
<span class="red">You hear the soft click of a camera behind you</span>, but before you can turn around to see who it is, Whitney grabs your head and holds it in place with both of <<person1>><<his>> hands. <<He>> whispers in your ear, "Be a good girl and let's give <<person2>><<him>> a show."<<fameexhibitionism 10 "pic">>
<br><br>
<<if $promiscuity gte 75>>
<<link [[Goad|Whitney Park Public Sex Goad]]>><<control 25>><</link>><<promiscuous4>><<ggcontrol>>
<br>
<</if>>
<<link [[Accept|Whitney Park Public Sex Accept]]>><<control 10>><</link>><<gcontrol>>
<br>
<<link [[Ask to go somewhere else|Whitney Park Public Sex Hidden]]>><<set $phase to 2>><</link>>You blush and nod your head, your body instinctively leaning in, silently inviting the <<person2>><<person>> taking pictures to join the embrace.
<<if $speech_attitude is "meek">>
"I-I-I want you both," you stammer, your voice barely above a whisper, your cheeks flushing with embarrassment at your boldness.
<<elseif $speech_attiude is "bratty">>
"Come here!" you command, your tone dripping with confidence and entitlement.
<<else>>
"You can touch me too, if you want," you say shyly, offering an invitation with a soft smile.
<</if>>
<<promiscuity4>>
The <<person>> seems hesitant.
<br>
"Didn't you hear <<pher>>? Get the fuck over here!" Whitney shouts with a smirk on <<person1>><<his>> face.
<br><br>
As you envelop Whitney in a hug, you adjust your stance to subtly make space for the <<person2>><<personsimple>>, a gesture that shows your welcoming nature. The <<person>> rushes over, a wide smile on <<his>> face.
You feel the warmth of both their bodies pressing against yours. <<arousal 1000>><<ggarousal>>
<br><br>
<<link [[Next|Whitney Park Public Sex Start]]>><<set $sexstart to 1>><<set $phase to 1>><</link>><<person1>>
You blush and nod your head, surprised by the fact that <<he>> even allows you to hug <<him>>.
<br>
You hug <<him>> close, feeling the warmth of <<his>> body against yours, and whisper in <<his>> ear,
<<if $speech_attitude is "meek">>
"O-O-Okay. I trust you."
<<elseif $speech_attiude is "bratty">>
Fine, whatever you say.
<<else>>
"Okay."
<</if>>
<br><br>
Whitney gives your arm a tight squeeze before moving <<his>> mouth to your ear as <<he>> whispers, "Good <<girl>>."
<br><br>
<<link [[Next|Whitney Park Public Sex Start]]>><<set $sexstart to 1>><<set $phase to 2>><<sub 1>><</link>><<person1>>
<<set $outside to 1>>
<<if $phase is 1>>
You glance around nervously, the sight of people walking around the park making you hesitant to go through with it right here in the open. You tell Whitney that you agree, but suggest finding a less exposed spot.
<br><br>
Whitney takes a quick look around before flashing you a mischievous smile. "You really are a slut," <<he>> remarks, <<his>> tone teasing. "I should've known you'd come begging for it. Let's go, I know just the place."
<br><br>
<<He>> grabs your arm and leads you down a less-maintained path of the park. The narrow path forces Whitney to walk in front of you, guiding you along. You notice scattered cigarette butts and beer bottles, evidence of <<his>> previous visits to this secluded spot.
<br><br>
Suddenly, Whitney stops and pushes you into a bush, causing you to fall through and land in a small meadow you hadn't noticed before. As you catch your breath, you see <<him>> walk after you, planting <<his>> feet on both sides of your body. <<He>> smirks and says, "We're here," before pushing you fully down onto the grass.
<br><br>
<<if C.npc.Whitney.gender is "f">>
Whitney confidently straddles you, <<his>> weight pressing down on your hips as <<he>> leans in closer. <<His>> eyes darken with desire as <<he>> gazes down at you, <<his>> hands finding their way to your waist, holding you firmly in place. You feel a shiver run down your spine as <<his>> touch sends tingles of anticipation through your body.
<<else>>
Whitney positions <<himself>> between your legs, <<his>> body hovering just above yours. You can feel the heat radiating from <<him>> as <<he>> leans in, <<his>> breath warm against your skin. <<His>> hands find support on the ground beside you, <<his>> gaze fixed on you.
<</if>>
<br><br>
<<He>> takes one last drag of <<his>> cigarette, then casually tosses it aside. After a moment, you feel <<his>> lips hovering just inches away from yours, teasingly close, as if <<he>>'s about to close the gap and kiss you.
<br><br>
<<link [[Kiss Whitney|Whitney Park Public Sex Hidden Kiss]]>><<set $phase to 1>><</link>>
<br>
<<if $promiscuity gte 15>>
<<link [[Kiss Whitney excitedly|Whitney Park Public Sex Hidden Kiss]]>><<set $phase to 2>><</link>><<promiscuous2>>
<br>
<</if>>
<<link [[Pull away|Whitney Park Public Sex Hidden Kiss]]>><<set $phase to 3>><<npcincr Whitney love -1>><</link>><<llove>>
<<else>>
<<if C.npc.Whitney.love gte 21>>
You shake your head in disagreement and hug Whitney close to you,
<<if $speech_attitude is "meek">>
"P-please, I don't want them to see me like this," you whisper into <<his>> warm skin.
<<elseif $speech_attiude is "bratty">>
"He is looking at me weird," you murmur against <<his>> warm skin.
<<else>>
"I don't want to do this," you say against <<his>> warm skin.
<</if>>
<br><br>
You feel <<his>> grip loosen around your waist before pushing you away. "Let's go then," <<he>> says, with a slightly worried expression on <<his>> face, grasping you by the arm. <<He>> walks to the creep that took your photo and kicks <<him>> hard in the shins before walking off with you in hand.<<takeHandholdingVirginity Whitney consensual>>
<br><br>
<<He>> grabs your arm and leads you down a less-maintained path of the park. The narrow path forces Whitney to walk in front of you, guiding you along. You notice scattered cigarette butts and beer bottles, evidence of <<his>> previous visits to this secluded spot.
<br><br>
Suddenly, Whitney stops and pushes you into a bush, causing you to fall through and land in a small meadow you hadn't noticed before. As you catch your breath, you see <<him>> walk after you, planting <<his>> feet on both sides of your body. <<He>> smirks and says, "We're here," before pushing you fully down onto the grass.
<br><br>
<<link [[Next|Whitney Park Public Sex Start]]>><<set $sexstart to 1>><<set $phase to 3>><</link>>
<<else>>
You shake your head in disagreement and firmly state,
<<if $speech_attitude is "meek">>
"P-please, I don't want them to see me like this," you whisper.
<<elseif $speech_attitude is "bratty">>
"He is looking at me weird," you murmur.
<<else>>
"I don't want to do this," you say.
<</if>>
<br><br>
Whitney's expression twists into anger, and before you can react, <<he>> shoves you, causing you to hit your back against the grass, a sharp pang of pain shooting through you.<<violence 1>><<gpain>>
<br><br>
Hovering over you, <<he>> holds your hands down, <<his>> voice laced with resentment as <<he>> declares, "You wanted this, so we're finishing this."
<br><br>
<<link [[Next|Whitney Park Public Sex Start]]>><<set $molestationstart to 1>><<set $phase to 4>><</link>>
<</if>>
<</if>><<if C.npc.Whitney.love gte 21>>
You glance around briefly, before turning back to Whitney. "Actually, I changed my mind."
<br><br>
Whitney shoots you an annoyed look. "Fine, whatever, slut. Next time don't waste my time," <<he>> mutters, flicking <<his>> cigarette away.
<br>
<<He>> gets up and walks off without another word, leaving you to wonder why <<he>> didn't push harder. <<His>> lack of force leaves you feeling a bit puzzled, but you shake it off and move on.<<npcincr Whitney love -1>><<llove>>
<br><br>
As <<he>> disappears from view, you can't help but feel a rush of excitement mixed with the tension that still lingers. It's like a rollercoaster of emotions, leaving you a bit breathless but also kind of happy with how things turned out.<<arousal 600>><<npcincr Whitney lust 3>><<garousal>><<glust "Whitney">>
<br><br>
<<whitneyexit>>
<<else>>
You shake your head, a hint of defiance in your eyes.
<<if $speech_attitude is "meek">>
"Um…... I'm sorry... I can't do this."
<<elseif $speech_attitude is "bratty">>
"Nevermind, I don't want to do this."
<<else>>
"I changed my mind. I don't want this."
<</if>>
<br><br>
Whitney's face twists into a scowl, <<his>> frustration is evident as <<he>> brushes off your words.<<llove>><<npcincr Whitney love -1>>
<br>
With a sudden shove, you're knocked off balance, tumbling onto the grass with a painful thud. As you wince from the impact, a sharp pang shoots through your body.<<violence 1>><<gpain>>
<br><br>
Whitney hovers above you, keeping your hands pinned down with a firm grip, before tying a piece of rope around them. <<He>> looks down with a sneer and says, "You asked for this, remember?" <<His>> words feel weighty, reminding you who is in charge.<<gstress>><<gdom Whitney>><<stress 6>><<npcincr Whitney dom 2>>
<br><br>
<<link [[Next|Whitney Park Public Sex Start]]>><<set $molestationstart to 1>><<set $phase to 5>><</link>>
<</if>><<if $phase is 1>>
You close your eyes and lean towards <<him>>, and suddenly, Whitney's kissing you. <<He>> grabs your hair, giving it a tug that makes you gasp a bit. Before you can even process it, <<hes>> diving in with <<his>> tongue, exploring your mouth with a low groan. Then <<he>> pulls back, lightly biting your lip, leaving you kind of breathless and definitely wanting more.<<violence 1>><<if $masochism_level gte 1>><<arousal 800>><<else>><<arousal 600>><</if>><<npcincr Whitney dom 1>><<gpain>><<garousal>><<gdom>>
<<elseif $phase is 2>>
You close your eyes and lean in towards Whitney. <<He>> grabs your hair, giving it a playful tug that sends a shiver down your spine.<<violence 1>><<gpain>><<if $masochism_level gte 1>><<arousal 200>><<garousal>><</if>>
<br><br>
"A desperate little kitten, aren't we?" <<he>> teases, earning a soft moan from you. Without hesitation, <<he>> dives in with <<his>> tongue, and you eagerly respond, matching <<his>> enthusiasm. <<His>> mouth tastes like cigarettes and alcohol, with a hint of sweetness you can't quite place.
<br><br>
Your tongues dance together, fighting for dominance, but you're happy to let <<him>> take the lead. Whitney explores your mouth thoroughly, leaving you breathless and a bit dizzy.
<br><br>
<<He>> pulls back, lightly biting your lip. You let out one last moan before <<his>> lips leave yours. Now you're buzzing with excitement, craving more of <<his>> touch.<<violence 2>><<gpain>><<if $masochism_level gte 1>><<arousal 400>><<else>><<arousal 300>><</if>><<garousal>><<npcincr Whitney dom 2>><<gdom>>
<<else>>
You jerk back as Whitney leans in, but <<he>> quickly grabs your hair, pulling you closer. Before you can say anything, <<he>> starts nipping and biting at your neck, leaving marks behind.<<if $mashochism_level gte 1>> The mix of pain and pleasure makes you shiver, feeling a rush of sensations that leave you a bit dizzy.<<arousal 800>><<garousal>><</if>><<violence 2>><<gpain>>
<</if>>
<br><br>
You feel yourself getting
<<if $player.penisExist and $player.vaginaExist>>
harder and wetter.
<<elseif $player.penisExist>>
harder.
<<elseif $player.vaginaExist>>
wetter.
<</if>>
Whitney's weight on you makes it hard to get comfortable on the hard ground, but <<he>> doesn't let you move an inch. Instead, <<he>> grinds against you, amused by the reactions you give <<him>>. "Well," <<he>> says, "let's see how slutty you truly are."
<br><br>
<<link [[Next|Whitney Park Public Sex Start]]>><<set $sexstart to 1>><<set $phase to 6>><</link>><<if $sexstart is 1 or $molestationstart is 1>>
<<if $phase is 1 or $phase is 2>>
/* player doggy? idk can you make it gender specific so whitney girl is above and whitney boy is below */
<<fameexhibitionism 50>>
<<set $parkAudience to random(1, 2)>>
<<elseif $phase is 4>> /* Low love changed mind - Non-consensual, RNG audience, PC laying down */
<<fameexhibitionism 50>>
<<set $parkAudience to random(0, 1)>>
<<elseif $phase is 5>> /* Low love refused at start - Non-consensual, arms held, PC laying down, RNG audience*/
<<fameexhibitionism 50>>
<<set $parkAudience to random(0, 1)>>
<<bindtemp>>
<</if>>
<<if $NPCList[1].description and $phase isnot 1>>
<<clearsinglenpc 1>>
<</if>>
<</if>>
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<if $phase is 1 or $phase is 2>>
<<if C.npc.Whitney.gender is "f">>
<<set $position to "missionary">>
<<else>>
<<set $position to "doggy">>
<</if>>
<<set $positionlock to 1>>
<<elseif $phase is 3>>
<<set $position to "doggy">><<set $position_lock to 1>>
<<elseif $phase is 6>>
<<set $position to "missionary">><<set $position_lock to 1>>
<</if>>
<<set $enemytrust += 100>>
<</if>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<if $phase is 4>>
<<set $position to "missionary">><<set $position_lock to 1>>
<<elseif $phase is 5>>
<<set $position to "doggy">><<set $position_lock to 1>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<if $parkAudience>>
<<audience>>
<</if>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Whitney Park Public Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Whitney Park Public Sex Start]]>><</link>></span><<nexttext>>
<</if>><<effects>><<set $location to "park">>
<<unset $parkAudience>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<npcincr Whitney lust -20>>
<<if C.npc.Whitney.dom gte 10 and $orgasmcurrent is 0 and (($player.penisExist and (!playerChastity("penis") or $worn.genitals.name is "chastity parasite")) or ($player.vaginaExist and !playerChastity("hidden")))>>
<<whitneyFinish>>
<</if>>
<<clotheson>>
<<unbindtemp>>
<<person1>>
Whitney unties the rope from your hands.
<br>
<<if $consensual is 1>> /* Consensual finish dialogue */
<<tearful>> <<he>> helps you up from the ground.
<br>
"Good job, slut. That was nice. Come find me if you want to do that again."
<<else>> /* Non-consensual finish dialogue */
"That was nice, wasn't it? Next time don't come to me if you're not willing to go through with it."<<npcincr Whitney dom 1>><<npcincr Whitney love -1>><<gdom>><<llove>>
<</if>>
<<llust>>
<br><br>
<<if $consensual is 1>>
<<set _consensual to 1>>
<</if>>
<<endcombat>>
<<npc Whitney>>
<<if $exposed gte 1 and _consensual is 1>>
<<He>> notices your exposure, and <<his>> eyes widen. "Oh, shit, whoops. Can't have you getting sick, or anyone getting any funny ideas. Come on."
<<He>> takes you by the hand and holds you close, walking you out of the park.<<takeHandholdingVirginity "Whitney" "romantic">>
<br><br>
<<link [[Next (0:20)|Whitney Park Sex Exposed]]>><</link>>
<<else>>
After resting for a few minutes, you gather yourself and return to the park.
<br><br>
<<whitneyexit>>
<</if>>
<<elseif $enemyhealth lte 0>>
You shove Whitney off you. <<tearful>> you flee the area. When you look back, Whitney is already gone.
<<llove>><<ldom>><<npcincr Whitney love -1>><<npcincr Whitney dom -1>>
<br><br>
<<clotheson>>
<<endcombat>>
<<whitneyexit>>
<<else>>
"You're such a shitty tease," Whitney mumbles as <<he>> shoves you away.
<<llove>><<ldom>><<npcincr Whitney love -1>><<npcincr Whitney dom -1>>
<br><br>
<<clotheson>>
<<endcombat>>
<<tearful>> you leave the same way as Whitney, but don't see <<nnpc_him "Whitney">> anywhere.
<br><br>
<<whitneyexit>>
<</if>><<effects>><<set $location to "park">>
<<He>> looks at you and lets out a laugh, "Of course I can slut, now come here and turn around."
<br><br>
You walk over and spin around in front of <<him>>. <<if$hairlength gte 200>>You move your hair out of the way so <<he>> can put on your new collar.<<else>>You shift your weight
from foot to foot waiting on your new collar.<</if>> You can hear whitney grabbing something from <<his>> bag before you feel <<his>> warm hands on your back.
<<if $worn.neck.name is "naked">>
"Where did your last one go?, these are exspensive you slut."
<<elseif $worn.neck.name is "collar" or $worn.neck.name is "collar with leash">>
<<He>> gives a sharp pull on your collar, "Who gave this to you?!"
<<elseif $worn.neck.name.includes("free use collar")>>
<<He>> pulls your $worn.neck.name "'Free use'? We all know you are my slut."
<<elseif $worn.neck.name.includes("leather collar")>>
<<He>> smirks, "If you want a collar just come to me next time slut."
<<elseif $worn.neck.name.includes("spiked collar")>>
"Feisty little dog huh, don't worry I'll sort that out real quick."
<<elseif $worn.neck.name is "ringed collar">>
"Surprised you don't have a leash attached slut."
<<elseif $worn.neck.name is "heart choker">>
"How cute, but lets give you something better."
<<elseif $worn.neck.name is "cow bell">>
"Don't worry i'll be the one milking you."
<<elseif $worn.neck.name is "bunny choker">>
"Bunny choker mmh, Do wanna mate like rabbits?"
<<elseif $worn.neck.name is "gold choker">>
"Has someone been spoiling you? That better mean you will act like a 5 star slut."
<<elseif $worn.neck.name is "love locket">>
"It better is a picture of your master in there."
<<elseif $worn.neck.name is "cat bell collar">>
"Don't worry I'll make you purr all you want."
<<else>>
"Lets get this off of you first" <<He>> says.
<</if>>
<br><br>
<<if $worn.neck.name is (("free use collar") or ("free use collar with leash")) or $worn.neck.name is ((" collar") or ("collar with leash"))>>
"Alright, let's see what I can do with this." You hear the jingle of keys as Whitney fishes something out of <<his>> bag. "I think I have just the thing."
<br><br>
His warm hands reach into your $worn.neck.name, pulling it towards <<him>> and making you choke slightly from the pressure on your neck.
<br><br>
After a few seconds, you hear the sound of a lock clicking open and it falls to the ground along with collar. "There you go, slut." His hands travel up and down your neck, rubbing the marks left by the $worn.neck.name.
<br><br>
"Now, kneel for me." The hairs on your body stand upright the moment Whitney speaks.
<<set $worn.neck.type.push("broken")>><<neckruined true>><<set $worn.neck.collaredpolice to 0>>
<<else>>
"Let's take this off first." Whitney removes your $worn.neck.name with surprising care and places it in <<his>> bag. "I'm also keeping this as payment."
<br><br>
<<He>> rubs your neck, leaving lingering touches everywhere. Moving closer, <<he>> licks the back of your neck slowly before biting down.
"<span class="lewd">Now, kneel for me pet.</span>"<<garousal>><<arousal 600>> The hairs on your body stand upright the moment Whitney speaks.
<br><br>
<</if>>
<<set $worn.neck.type.push("broken")>><<neckruined true>><<set $worn.neck.collaredpolice to 0>>
<<link [[Kneel down|Whitney Collar Replace Kneel Dolp]]>><</link>><br>
<<link [[Run away|Whitney Collar Replace Run Dolp]]>><</link>><<athleticsdifficulty 650>><<effects>><<set $location to "park">>
You lower yourself and get on your knees <<if $weather is "rain">>on the wet ground<<else>>in the snow<</if>> before Whitney. <<He>> pushes your head down to look at the ground.
<br><br>
"Good <<girl>>," <<he>> says while trailing <<his>> fingers scratching your neck slightly.
<br><br>
"You will be a good pet, right? And do what your master asks you, right? I mean, of course you would, otherwise, you wouldn't be here on your
knees in front of me, right, pet?"
<br><br>
You feel your <<genitals>> pulse with each word <<he>> says, a blush creeping up more with every single word.
<br><br>
"<span class="lewd">Let's give you what you want. You've been a good pet, after all.</span>"<<garousal>><<arousal 600>><br>
<<link [[Next|Whitney Collar Replace Kneel 2 Dolp]]>><</link>><<effects>><<set $location to "park">>
You close your eyes as you feel the heavy leather of a collar on your throat, pulled tightly against your skin. The sound of a lock clicking shut makes you open your eyes and sigh.
<br><br>
"Now don't lose this one, I will punish you next time." You stand back up and brush the <<print Weather.precipitation>> off you.
<br><br>
<<neckwear 35>>
<<link [[Next|Whitney Collar Replace Kneel 3 Dolp]]>><</link>><<effects>><<set $location to "park">>
<<whitneyoptions>><<effects>><<set $location to "park">>
Before Whitney can say anything else you pull away hard from <<his>> hand on your neck
<<if $athleticsSuccess>>
<<He>> lets go from your sudden movement and you start running.<br><br> You look behind you and whitney is standing there with a grin on <<his>> face, <<He>> yells after you "Don't worry slut, I will destroy you."<br><br>
You see <<him>> pick up his bag and vanishes from your sight<br><br>
<<whitneyexit>>
<<else>>
<<He>> grips you harder. "What do you think you are doing, slut?" <<His>> grip gets even stronger. "Do you think you can leave, mmh?"
<br><br>
"What"
<br>
"A"
<br>
"Bad"
<br>
<<set _text_output to "girl">>
"<<capitalise>>"
<br><br>
<<He>> kicks your legs from under you, making you fall to the ground with a thud. <<He>> kneels next to you, grabs a handful of your hair, and pulls it so you look <<him>> in the eyes. "Not so tough now, are you?" <<He>> lets go and puts one of his knees on your back, forcing you onto your hands and knees.
<br><br>
You close your eyes as you feel the heavy leather of a collar on your throat, pulled tightly against your skin. A lock clicks in place and Whitney gives it a sharp tug, forcing you to stand back up. "Be good now." <<He>> gives you a slap on the ass.
<br><br>
<<neckwear 35>>
<<whitneyoptions>>
<</if>><<set $outside to 0>><<set $location to "park">><<effects>>
Whitney glances at you in surprise when <<he>> sees the milkshake in your hand. You think you saw a hint of a blush for a moment. "What a nice surprise, slut."
<br><br>
<<link [[Share|Whitney Milkshake Share]]>><</link>>
<br>
<<link [[Give|Whitney Milkshake Give]]>><</link>>
<br><<wearProp "milkshake">>
<<if $speech_attitude is "meek">>
"I-I thought we could maybe share?" You smile, offering <<him>> the drink.
<<elseif $speech_attitude is "bratty">>
"Haven't you seen a romance movie before?" you say. You take a sip before tipping the straw over to <<him>>.
<<else>>
"I thought we could share." You smile, offering <<him>> the straw.
<</if>>
<<if $rng gte 51>>
<<if $speech_attitude is "meek">>
Whitney wraps an arm around you. You spend the next twenty minutes leaning against <<him>>, occasionally taking sips.
<<elseif $speech_attitude is "bratty">>
Whitney rolls <<his>> eyes, and grabs the cup from your hands before taking a long sip.
<<else>>
<<He>> wraps an arm around you. You spend the next twenty minutes leaning against <<him>>, occasionally taking sips.
<</if>>
<br><br>
As you near the end, <<he>> leans away from you, holding the cup out of reach as you grab for it. <<He>> has a smug look on <<his>> face.
<br><br>
<<link [[Let it happen|Whitney Milkshake Allow]]>><<handheldon>><</link>>
<br>
<<link [[Protest|Whitney Milkshake Protest]]>><<handheldon>><</link>>
<br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Distract|Whitney Milkshake Distract]]>><<handheldon>><</link>><<promiscuous3>>
<br>
<</if>>
<<else>>
<br><br>
<<if Weather.temperature lte 0>>
Whitney baulks. "I'm freezing my <<= $NPCList[0].penis isnot "none" ? "balls" : C.npc.Whitney.pronoun is "m" ? "ass" : "tits">> off out here, and you wanna share a fuckin' milkshake?"
<br><br>
You nod.
<br><br>
<</if>>
"Fine," <<he>> relents after a beat. "<<= Weather.temperature gte 30 ? "It's muggy as shit out here" : "You caught me in a good mood">>, anyway."
<br><br>
<<if Weather.precipitation is "snow">>
You brush off the snow from the ledge of the park fountain and sit together under the light flurry.
<<else>>
You find a bench nearby protected by a canopy of leaves and sit together.
<</if>>
<br><br>
You lean against Whitney as you trade sips of the milkshake. You're content to spend your time together in silence, watching as passersby <<= Weather.precipitation isnot "none" ? "scurry through the " + Weather.precipitation : "stroll through the park">>.
<br><br>
Whitney absently offers the straw to you, <<his>> attention currently occupied by the <<= Weather.precipitation is "snow" and Weather.isFrozen("fountain") ? "snowflakes gathering in the fountain basin" : "fountain">>. You lean forward to take a sip, but the cherry on top catches your attention.
<br><br>
<<link [[Eat the cherry|Whitney Milkshake Cherry]]>><<set $phase to 0>><<handheldon>><<def 1>><<npcincr Whitney dom -1>><</link>><<ldom>>
<br>
<<link [[Ask <<him>> for the cherry|Whitney Milkshake Cherry]]>><<set $phase to 1>><<handheldon>><<sub 1>><<npcincr Whitney dom 1>><</link>><<gdom>>
<br>
<<link [[Ignore|Whitney Milkshake Cherry]]>><<set $phase to 2>><<handheldon>><</link>>
<br>
<</if>><<set _whitney to C.npc.Whitney>>
<<if _whitney.dom lte 5>>
Whitney starts taking sips as you watch, the straw making a loud grating noise as <<he>> polishes it off.
<<He>> tosses the cup to the ground, pushing you away.
<br><br>
<<link [[Next|Park]]>><<endevent>><</link>>
<<else>>
Whitney suddenly leers at you, and you can almost see the thought forming in <<his>> mind. In one swift tug, <<he>> <<npcUndressText $NPCList[0] "lower" true>>.
<<He>> dumps the lukewarm milkshake across <<his>> <<print (_whitney.penis isnot "none" ? "hardening cock" : "glistening pussy")>>
and expectantly spreads <<his>> legs further. "Well, slut? You gonna clean me up? Better make it fucking spotless and we'll see about a reward."
<br><br>
<<if hasSexStat("promiscuity", 4)>>
<<link [[Lick lovingly|Whitney Milkshake Lick Lovingly]]>><</link>><<promiscuous4>>
<br>
<</if>>
<<link [[Lick enthusiastically|Whitney Milkshake Lick Enthusiastically]]>><</link>>
<br>
<<link [[Lick grudgingly|Whitney Milkshake Lick Grudgingly]]>><</link>>
<br>
<<link [[Refuse|Whitney Milkshake Refuse]]>><</link>>
<br>
<</if>><<set _whitney to C.npc.Whitney>>
You slowly settle down to your knees, stroking <<his>> thighs.
You begin to lick <<his>> <<print (_whitney.penis isnot "none" ? "cock" : "pussy")>> with a gentleness Whitney wasn't expecting.
It doesn't take much of your licking before Whitney shoves your face against <<his>> crotch even further.
<<if _whitney.penis isnot "none">>
<<switch _whitney.penissize>>
<<case 4>>
Whitney's _whitney.penisdesc towers over your face as you lick across the shaft and shower it with attention,
doing your best to clean up all of the cream, even though it's hard to reach every inch.
Your own saliva begins to coat your face as the wet parts of <<his>> cock rub against it.
<<case 3>>
You slowly lick up and down Whitney's _whitney.penisdesc with your tongue, travelling across the shaft to clean the cream off of every last inch.
<<case 2>>
You slowly rub your tongue across <<his>> _whitney.penisdesc, using the friction of your tongue to search every inch for cream.
<<default>>
You cover <<his>> _whitney.penisdesc with your tongue, quickly licking it spotless and then slowing down to shower it with attention.
<</switch>>
<<else>>
You slowly drag your tongue across Whitney's pussy, collecting as much of the milkshake as you can,
licking it spotless before focusing your attention on <<his>> clit.
Your face quickly becomes wet with a combination of your own saliva and fluids from Whitney's pussy.
The friction of your tongue against <<his>> clit causes <<him>> to shiver, but <<he>> tries to hide it.
<</if>>
<<promiscuity4>>
<<if _whitney.penis isnot "none">>
Whitney pulls your head away as <<he>> reaches <<his>> peak,
grabbing <<his>> _whitney.penisdesc with <<his>> other hand and rapidly stroking it before <<his>> cum shoots from the tip.
You open your mouth obediently and stick out your tongue,
<<if random(1,100) lte (_whitney.dom * 5)>> <!-- max dom is 20, so * 5 for 100 -->
but a wicked grin spreads across <<his>> face, and instead <<he>> rubs <<his>> cock on your face and cheeks as <<he>> climaxes,
covering you with <<his>> cum.
<<bodyliquid "face" "semen">>
<<else>>
and <<he>> aims <<his>> cock at your mouth as <<he>> climaxes, quickly giving you a mouthful of <<his>> cum.
<br><br>
The taste of <<his>> cum mixes with what's left of the milkshake, and you swallow it quickly.
<<cumswallow "human">>
<</if>>
<<else>>
<<if random(1,100) lte (_whitney.dom * 5)>> <!-- max dom is 20, so * 5 for 100 -->
Whitney grinds against your tongue as <<he>> reaches <<his>> peak, but a wicked grin spreads across <<his>> face.
<<He>> forces your face against <<his>> groin and buries your nose and mouth in <<his>> pussy,
not allowing you to breathe until <<his>> orgasm runs its course.
<<bodyliquid "mouth" "goo">>
<<else>>
Whitney throws <<his>> legs over your shoulders as <<he>> reaches <<his>> peak,
paying no heed to your comfort as <<he>> angles as much of <<his>> clit against your tongue as possible.
The force of <<his>> legs would have toppled you over, if not for <<his>> hands keeping your head in place.
<<He>> orgasms with a low groan, <<his>> thighs trembling against your cheeks as <<his>> fluids drip down your chin.
<<bodyliquid "face" "goo">>
<</if>>
<</if>>
<br><br>
You start to look up, however Whitney shoves you to the ground and abruptly stalks off. You think you saw <<him>> blushing.
<<npcincr Whitney love 1>><<npcincr Whitney lust -5>><<glove>><<llust>>
<br><br>
<<link [[Next|Whitney Park]]>><<endevent>><</link>>
<br><<set _whitney to C.npc.Whitney>>
You smirk, dropping to your knees in front of <<him>>, and begin to lick the cream away.
You <<oraltext>> clean <<his>> <<print (_whitney.penis isnot "none" ? "cock" : "pussy")>> and Whitney pats your head approvingly as you finish.
"Good slut; now finish the job."
<br><br>
<<link [[Comply|Whitney Milkshake Fight]]>><<set $sexstart to 1>><</link>>
<br>
<<link [[Refuse|Whitney Milkshake Fight]]>><<set $molestationstart to 1>><</link>>
<br>You hesitate, dropping to your knees, and begin to reluctantly lick the milkshake off of <<him>>.
Whitney eventually gets frustrated with your slowness, pressing your face more firmly against <<his>> crotch.
<br><br>
<<link [[Refuse|Whitney Milkshake Fight]]>><<set $molestationstart to 1>><</link>>
<br>Whitney scowls, grabbing you forcefully and pulling you to your knees. "I don't think you heard me right, slut; start cleaning."
<br><br>
<<link [[Next|Whitney Milkshake Fight]]>><<set $molestationstart to 1>><<set $whitneyRefusal to true>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<npcoral>>
Whitney presses your face against <<his>> crotch, impatiently grinding against your face.
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<neutral 1>>
<<maninit>>
<<npcoral>>
<<if $whitneyRefusal>>
<<unset $whitneyRefusal>>
Whitney glares at you, grabbing you and shoving you to the ground. "I don't think you heard me right. Get to work, slut."
<<else>>
"You don't get to leave a job half done slut; get to work and don't make me say it again."
Whitney yanks your hair, impatiently grinding up against your face.
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or $alarm is 1>>
<span id="next"><<link [[Next|Whitney Milkshake Fight Finish]]>><</link>></span>
<<else>>
<span id="next"><<link [[Next|Whitney Milkshake Fight]]>><</link>></span>
<</if>>
<br><<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> leans back, shoving you backwards away from <<his>> lap.
"Get yourself cleaned up before somebody sees you, slut. Don't want anybody else getting any ideas."
Whitney <<print playerBellyVisible() ? "stands, fixing <<his>> clothes. <<He>> waits until you're a healthy distance away before lighting a cigarette" : "lights a cigarette and stands, fixing <<his>> clothes">>.
<<npcincr Whitney lust -20>><<llust>>
<<elseif $enemyhealth lte 0>>
You shove Whitney back, before scrambling backwards and getting to your feet. <<tearful>> you flee. Whitney is gone when you look back.
<<elseif $alarm is 1>>
Your cries for help attract attention, and Whitney shoves you backwards with a scowl.
"You're in luck this time," <<he>> says, fixing <<his>> clothes and storming off.
<br><br>
<<tearful>> you rise to your feet.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<if $enemyarousal gte $enemyarousalmax>>
<<link [[Next|Whitney Park]]>><</link>>
<<else>>
<<link [[Next|Park]]>><<endevent>><</link>>
<</if>>
<br><<if $speech_attitude is "meek">>
"P-please give that back," you say, pouting at Whitney.
<<elseif $speech_attitude is "bratty">>
"Give it back," you demand, glaring at Whitney. "Or else."
<<else>>
"Give that back," you protest, looking at Whitney.
<</if>>
<<He>> laughs, but relents and offers you the straw for the last sip.
You notice Whitney looks a little too closely at your lips as you suck on the straw, but <<hes>> pushing you off before you can say anything.
<<npcincr Whitney love 1>><<glove>><<npcincr Whitney lust 5>><<glust>>
<br><br>
<<link [[Next|Whitney Park]]>><<endevent>><</link>>
<br><<set _whitney to C.npc.Whitney>>
<<if $player.breastsize gte 3>>
You slowly straddle Whitney, planting your knees on either side of <<his>> lap and leaning back on <<his>> thighs.
<<set _chest to (_whitney.breastsize gte 2 ? _whitney.breastsdesc : "chest")>>
<<set _own to (_whitney.breastsize gte 2 ? "own" : "")>>
Then, you inch forward until your stomach touches <<his>> _chest,
<<if $player.breastsize gte 9>>
and your _own <<breasts>> hang heavily in front of <<his>> face. You drape yourself across Whitney, pressing <<his>> face firmly in your cleavage.
<<His>> breathing is heavy and hot against your chest.
<<elseif $player.breastsize gte 6>>
and your _own <<breasts>> sit against <<his>> collar. You lean forward, drawing <<his>> attention more firmly and prominently displaying yourself.
Whitney's eyes are glued to your chest.
<<else>>
and your _own <<breasts>> are pressed forward. You reach out and wrap your arms around <<his>> neck.
You lean forward, trying to draw attention to your <<breasts>> and puffing your chest out.
<<He>> watches with rapt attention, leering.
<</if>>
<<else>>
<<if _whitney.penis isnot "none">>
You slowly straddle Whitney, planting your knees on either side of <<his>> lap and leaning back on <<his>> thighs.
Next, you press your crotch against <<his>> _whitney.penisdesc, purposefully angling to cause the most friction through <<his>> clothes.
You can feel <<him>> getting hard as you press up against <<him>>, and Whitney's breathing grows laboured.
<<else>>
You slowly straddle Whitney, planting one of your knees between <<his>> thighs and pressing it up against <<his>> crotch.
You wrap one arm around <<his>> neck, pushing your chests together, and grab <<his>> hip,
digging your fingers into <<his>> ass cheek as you guide <<his>> pelvis so your knee presses directly against <<his>> clit.
Whitney rubs <<himself>> against you, and you watch <<him>> grow flushed as you firmly grind back,
first up and down, then back and forth, never letting <<him>> get used to the rhythm.
The fabric separating you from <<his>> pussy starts to feel warm and damp.
<</if>>
<</if>>
<<promiscuity3>>
Whitney loses focus for a second, and the hand holding the milkshake begins to droop. You're able to snatch it from <<his>> hand before <<he>> realises it.
Whitney barks a laugh as you lean back triumphantly and loudly sip the last of the treat before leisurely getting off of <<him>>.
<<npcincr Whitney love 2>><<npcincr Whitney lust 10>><<gglove>><<gglust>>
<br><br>
<<link [[Next|Whitney Park]]>><<endevent>><</link>>
<br>Whitney looks taken aback as you hand <<him>> the milkshake, and roughly wraps <<his>> arm around your shoulder.
You spend the next twenty minutes leaning against <<him>>, idly chatting while Whitney <<print playerBellyVisible() ? "drinks" : "drinks and smokes">>.
When <<hes>> done, <<he>> leans over and kisses you with a surprising softness. <<He>> tastes like vanilla and cigarettes.
<br><br>
This is immediately followed up by Whitney pushing you away.
<<npcincr Whitney love 1>><<glove>>
<br><br>
<<link [[Next|Whitney Park]]>><<endevent>><</link>>
<br><<set _whitney to C.npc.Whitney>>
Whitney eyes the milkshake in your hand. You hesitate, but brace yourself and wordlessly offer the drink. <<He>> stares at you silently.
You start to retract the drink, but in a flash, Whitney splashes it over your face.
<span class="red">It drips down to soak through your clothes.</span><<trauma 3>><<stress 8>><<gtrauma>><<ggstress>>
<br><br>
Whitney chuckles, evidently pleased with <<his>> handiwork, swiping <<his>> finger across your cheek and licking it clean.
"What a nice surprise, one dripping wet slut. You better go run off and clean up before somebody decides to take advantage."
<<npcincr Whitney love 2>><<npcincr Whitney lust 10>><<gglove>><<gglust>>
<br><br>
<<whitneyexit>>
<br><<effects>>
<<if $phase is 0>> /* Eat the cherry */
<<wearProp "cherry">>
While Whitney is distracted, you take the cherry and eat it. <<He>> catches you red-handed.
<br><br>
"Greedy little shit." <<He>> grins at you. "Maybe I wanted that."
<br><br>
<<if $speech_attitude is "meek">>
Guilt washes over you. "...Oh! I-I'm so sorry! D-did you?"<<stress 6>><<gstress>>
<<elseif $speech_attitude is "bratty">>
"I bought it. It's only fair that I get it," you huff.
<<else>>
"Sorry, I didn't think you'd want it," you say.
<</if>>
<br><br>
<<if $player.virginity.penile is true and $player.virginity.vaginal is true>>
<<His>> line of sight not-so-subtly flickers between your legs. "If anyone gets your cherry, it's gonna be me." <<He>> chews on the milkshake straw.<<npcincr Whitney lust 5>><<glust>>
<br><br>
"I get the next one."
<<else>>
"It's polite to ask, <<= $worn.face.type.includes("glasses") ? "four-eyes" : either("freak", "slut", "stupid", "idiot")>>. Learn some fucking manners. I get the next one."
<</if>>
<<He>> flicks your forehead. "Or else."<<pain 1>><<gpain>>
<br><br>
<<if $speech_attitude is "meek">>
"S-so... you're saying you want me to bring you another milkshake sometime?" you ask with a coy smile.
<<elseif $speech_attitude is "bratty">>
"So you're saying you don't totally hate this?" you ask, leaning against <<his>> arm. "And we can do it again sometime?"
<<else>>
"So you're saying we can do this again sometime?" You grin.
<</if>>
<br><br>
Whitney ignores you as <<he>> takes long sips from the shake, but doesn't move away. <<He>> soon finishes with a loud slurp, then shoves you off the <<= Weather.precipitation is "snow" ? "ledge" : "bench">>.
<br><br>
By the time you pick yourself up, <<hes>> returned to <<his>> spot under the tree.
<br><br>
<<link [[Next|Whitney Park]]>><<endevent>><</link>>
<br>
<<elseif $phase is 1>> /* Ask for the cherry */
<<if $speech_attitude is "meek">>
"H-hey, um... if it's okay, c-can I please have the cherry?" you ask.
<<elseif $speech_attitude is "bratty">>
"You gonna eat that or what?" you ask.
<<else>>
"Can I have the cherry?" you ask.
<</if>>
<br><br>
Whitney peeks inside the cup, then at you. "You want it, huh?" <<He>> grins. "<<= C.npc.Whitney.dom gte 8 ? "What makes you think you deserve it" : "And why should I let you have it">>, slut?"
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Convince <<him>>|Whitney Milkshake Cherry 2]]>><<set $phase to 0>><</link>><<skill_difficulty `currentSkillValue("oralskill")` "Oral Skill" 400 1200>><<promiscuous2>>
<br>
<</if>>
<<link [[Offer a kiss|Whitney Milkshake Cherry 2]]>><<set $phase to 1>><</link>><<promiscuous1>><<kissvirginitywarning>>
<br>
<<set $skulduggerydifficulty to 500>>
<<link [[Steal|Whitney Milkshake Cherry 2]]>><<set $phase to 2>><</link>><<skulduggerydifficulty>>
<br>
/* <<if $submissive gte 1500>> */
<<link [[Beg|Whitney Milkshake Cherry 2]]>><<set $phase to 3>><<sub 3>><</link>><<submissivetext>>
<br>
/* <</if>> */
<<else>> /* Ignore */
You decide to leave the cherry for <<him>> if <<he>> wants it.
<br><br>
When it does catch <<his>> attention, <<he>> spears it with the straw and eats it. <<He>> realises you're looking at <<him>>. "What?" <<he>> asks with <<his>> mouth full.
<br><br>
<<if $speech_attitude is "meek">>
"N-nothing!" you stutter.
<<elseif $speech_attitude is "bratty">>
"Not a damn thing." You smirk.
<<else>>
"Nothing," you say.
<</if>>
<br><br>
"Uh-huh. Then quit staring at me, <<= $worn.face.type.includes("glasses") ? "four-eyes" : either("freak", "slut", "stupid", "idiot")>>." <<He>> takes another sip to wash it down. "But I get it. I am <<= either("pretty fucking hot", "pretty damn sexy", "hot shit")>>, huh?" <<He>> flashes you a sly grin.<<npcincr Whitney love 1>><<glove>>
<br><br>
When you finish the treat, <<he>> thrusts the empty cup into your hands. "There. I shared your stupid milkshake. Now go bother someone else." <<He>> returns to <<his>> spot under the tree.
<br><br>
<<link [[Next|Whitney Park]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
<<if $phase is 0>> /* Convince */
<<wearProp "cherry">>
"I can tie the stem in my mouth, you know."
<<promiscuity2>>
Whitney's eyes light up. "Oh yeah? <<= either("Prove it", "This I gotta see")>>," <<he>> says, offering the cup to you.
<br><br>
You eat the cherry with a pleased hum, then pop the stem into your mouth.
<<if currentSkillValue("oralskill") gte random(400, 1200)>>
You manoeuvre it with your tongue. Whitney watches your lips with rapt attention. It's not long before you pluck it out of your mouth, <span class="green">twisted into a loose knot.</span>
<br><br>
"Ta-da!" You beam proudly.
<br><br>
"Nice," Whitney says as <<he>> inspects it. <<He>> looks genuinely impressed. "My slut really is the best with <<pher>> mouth, huh?" <<He>> draws you into <<his>> arms and kisses you with entirely too much tongue. "But we both already knew that."<<npcincr Whitney love 1>><<glove>>
<br><br>
<<if $speech_attitude is "meek">>
You bite your lip and lower your gaze demurely. "I-I, um... D-didn't realise I had a fan<<nnpc_gendery "Whitney">>..."
<<elseif $speech_attitude is "bratty">>
"Of course I'd expect my biggest fan<<nnpc_gendery "Whitney">> to know that," you say with a wink.
<<else>>
"It's still nice to hear it from my biggest fan<<nnpc_gendery "Whitney">>."
<</if>>
<br><br>
Whitney's cheeks go beet red. <<He>> hides it by pushing your face away with <<his>> palm. "You ever call me that again and I'll fucking gut you." <<He>> chews on the straw, refusing to make eye contact.
<br><br>
You finish the milkshake together within a few minutes. "Thanks for the show, slut," <<he>> says when it's gone. "Now go bother someone else." <<He>> returns to <<his>> spot under the tree.
<br><br>
<<link [[Next|Whitney Park]]>><<endevent>><</link>>
<br>
<<else>>
You manoeuvre the stem with your tongue. Whitney watches with a dubious smirk. It's unnerving to have <<him>> watching so intensely.<<stress 6>><<gstress>>
<br><br>
After a few failed attempts, you only succeed at biting your tongue. <span class="red">Hard.</span> You wince and curse under your breath.<<pain 4>><<gpain>>
<br><br>
Whitney sputters out a surprised laugh. "I would say I just got ripped off, but honestly it was worth it just to see that." <<He>> ruffles your hair. "Keep practising, slut. I still wanna see it one day."<<npcincr Whitney love 1>><<glove>>
<br><br>
<<He>> offers the milkshake to you in consolation. You sip it tentatively, the cool and creamy treat soothing your tongue.
<br><br>
<<if C.npc.Whitney.lust gte 40>>
"I can even help you practise, if you want." <<He>> grins, leading your hand <<= $rng gte 51 ? either("to <<his>> zipper", "to <<his>> groin") : (C.npc.Whitney.pronoun is "m" ? "to the waistband of <<his>> bottoms" : "under <<his>> skirt")>>. "Aren't I nice?"
<br><br>
<<link [[Give oral|Whitney Milkshake Cherry Oral]]>><<handheldon>><<set $phase to 0>><<sub 1>><<oralskill 5>><<npcincr Whitney love 1>><<npcincr Whitney dom 1>><</link>><<goralskill>><<glove>><<gdom>><<if $NPCList[0].penis isnot "none">><<oralvirginitywarning>><</if>>
<br>
<<link [[Refuse|Whitney Milkshake Cherry Oral]]>><<handheldon>><<set $phase to 1>><<def 1>><<npcincr Whitney love -1>><<npcincr Whitney dom -1>><</link>><<llove>><<ldom>>
<br>
<<else>>
You spend the next few minutes sharing what remains of the milkshake with light conversation. When it's gone, Whitney stands and stretches. You catch a glimpse of <<his>> midriff.
<br><br>
"Fuck," <<he>> laughs to <<himself>>, sticking an unlit cigarette between <<his>> lips. "Need a fag after that sorry display."
<<if playerBellyVisible()>>
<<He>> reaches for <<his>> lighter out of habit, but your baby bump stops <<him>>. <<He>> groans and rolls <<his>> eyes, tucking it away.
<br><br>
<</if>>
<<He>> collects <<his>> umbrella and returns to <<his>> spot under the tree.
<br><br>
<<link [[Next|Whitney Park]]>><<endevent>><</link>>
<br>
<</if>>
<</if>>
<<elseif $phase is 1>> /* Offer a kiss */
<<if $speech_attitude is "meek">>
"B-because... I'll kiss you for it?" you manage to eke out.
<<elseif $speech_attitude is "bratty">>
"How about a kiss from your hot <<girlfriend>>?" you purr.
<<else>>
"I'll give you a kiss for it," you say. "Fair trade!"
<</if>>
<<promiscuity1>>
<<if C.npc.Whitney.dom gte 10>>
<<if C.npc.Whitney.lust gte 60>>
<<wearProp "cherry">>
Whitney considers your offer for a moment.
<br><br>
"<span class="green">Deal,</span>" <<he>> says, offering the cup to you. You eat the cherry. It's just as tasty as you'd hoped. Whitney is already leaning in for the kiss. "But I get to decide when it's done."
<br><br>
Whitney smothers you in a searing kiss.<<takeKissVirginity "Whitney" `($whitneyromance is 1?"loveInterest":"romantic")`>> <<His>> free hand gathers in your hair, tugging near the roots to keep you in place. <<He>> knocks the milkshake to the ground somewhere in the midst of it to start groping your <<outfitChecks>><<= $player.breastsize gte 4 ? "chest over your _top.name" : "butt over your _bottom.name">>. <<He>> stuffs <<his>> tongue down your throat while <<his>> hands relentlessly paw at your body.<<arousal 600>><<npcincr Whitney lust 5>><<garousal>><<glust>>
<br><br>
When you manage to pry yourself away, Whitney yanks you right back. "Did I say I was fucking done?" <<he>> pants.
<br><br>
<<link [[Go with it|Whitney Milkshake Cherry Sex]]>><<handheldon>><<set $sexstart to 1>><<sub 1>><<npcincr Whitney dom 1>><</link>><<gdom>>
<br>
<<link [[Refuse|Whitney Milkshake Cherry Sex]]>><<handheldon>><<set $molestationstart to 1>><<def 1>><<stress 6>><<trauma 6>><<npcincr Whitney love -1>><<npcincr Whitney dom -1>><</link>><<gstress>><<gtrauma>><<llove>><<ldom>>
<br>
<<else>>
Whitney barks out a laugh, <span class="red">then eats the cherry <<himself>>.</span><<stress 6>><<npcincr Whitney dom 1>><<gstress>><<gdom>>
<br><br>
"Don't forget who owns you, slut. I can kiss you anytime I damn please," <<he>> says. "Think I fancy one right now, actually."
<br><br>
Whitney forcefully grabs your face in one hand, puckering your lips to pull you into a dizzying kiss. <<takeKissVirginity "Whitney" `($whitneyromance is 1?"loveInterest":"romantic")`>> Your lips are still touching as <<he>> murmurs, "Who owns you?"
<br><br>
<<if $speech_attitude is "meek">>
"Y-you, Whitney..."<<arousal 200 >><<garousal>>
<<elseif $speech_attitude is "bratty">>
You scowl and jerk out of <<his>> grip. <<He>> gives you a sharp look, and your defiance dies in your throat. "You do," you sigh, defeated.<<stress 6>><<gstress>>
<<else>>
"You, Whitney..."<<arousal 200 >><<garousal>>
<</if>>
<br><br>
<<He>> pats your cheek. "Good <<girl>>."<<npcincr Whitney lust 5>><<glust>>
<br><br>
Whitney goes back to sipping the milkshake with a self-satisfied grin while you quietly sulk. <<He>> rests <<his>> arm on <<= Weather.precipitation is "snow" ? "your shoulders" : "the back of the bench">> and plays with your hair. When <<hes>> done, <<he>> kisses your temple. "Thanks for that, slut," <<he>> says before sauntering over to <<his>> spot under the tree.<<npcincr Whitney love 1>><<glove>>
<br><br>
<<link [[Next|Whitney Park]]>><<endevent>><</link>>
<br>
<</if>>
<<else>>
<<wearProp "cherry">>
"On what planet is that a fair trade?" Whitney scoffs. "I'll need something better than that."
<br><br>
<<if $speech_attitude is "meek">>
"S-so... My kisses aren't good enough...?" You give <<him>> your best pout.
<<elseif $speech_attitude is "bratty">>
"What's better than my mouth on yours?" you scoff right back.
<<else>>
"Are you saying you don't want to kiss me?" you ask.
<</if>>
<br><br>
<<His>> eyes flicker to your lips. "Fine," <<he>> says, offering you the cup. You eat the cherry in one bite. "But you'd better make it a good one."
<br><br>
You draw <<him>> into a firm kiss that lasts for several minutes. Every time you try to pull away, Whitney presses <<his>> hand behind your head to stop you. <<He>> swipes <<his>> warm tongue along your bottom lip before slipping it inside your mouth. You slide your tongues together, lips sensually smacking and matching each other's pace. You're disappointed when <<he>> does finally withdraw.<<arousal 600 "mouth">><<npcincr Whitney lust 5>><<garousal>><<glust>>
<br><br>
<<if C.npc.Whitney.lust gte 40>>
You notice <<him>> <<= $NPCList[0].penis isnot "none" ? "adjust <<himself>> under <<his>> <<npcClothesText `C.npc.Whitney` 'lower'>>" : "squeezing <<his>> thighs together">>, and there's a warm flush across <<his>> cheeks.
<br><br>
<</if>>
<<if $speech_attitude is "meek">>
"U-um," you gulp. "Thank you... for the cherry... I hope that was okay."
<<elseif $speech_attitude is "bratty">>
Your wide grin reflects your hubris. "Well? I'm pretty damn good at kissing, huh?"
<<else>>
"Thank you for the cherry," you say. "Hope that was worth it."
<</if>>
<br><br>
<<He>> grunts dismissively.
<br><br>
You spend the next few minutes finishing the milkshake together in silence. When it's done, <<he>> hands the empty cup to you and walks off to <<his>> spot under the tree.
<br><br>
<<link [[Next|Whitney Park]]>><<endevent>><</link>>
<br>
<</if>>
<<elseif $phase is 2>> /* Steal */
<<wearProp "cherry">>
You tap <<his>> shoulder and point behind <<him>>. "Hey, aren't those your friends over there?"
<br><br>
<<if currentSkillValue('skulduggery') gte 500>>
Whitney's eyes widen. <<He>> twists around to look where you're pointing, and you snatch the milkshake out of <<his>> hand while <<hes>> distracted.
<br><br>
<<He>> turns back just in time to watch you eat the cherry. <<He>> looks pissed when <<he>> realises that <<hes>> been duped. <<if $speech_attitude is "bratty">>Feeling cocky, you wink at <<him>> and take a sip of the shake.<</if>>
<br><br>
"Wh–! You cheeky fucking cunt!" Whitney tries to stay mad, but <<his>> lips only end up twisting into a sardonic grin. "You really are getting too comfortable around me," <<he>> laughs.<<npcincr Whitney love 1>><<glove>>
<br><br>
You laugh with <<him>>, until <<he>> snatches the drink back and shoves you off the <<= Weather.precipitation is "snow" ? "fountain" : "bench">>. "Don't do that again."<<stress 6>><<gstress>>
<br><br>
You apprehensively take your seat next to <<him>> and continue sharing the milkshake until Whitney polishes it off with a loud slurp. <<He>> thrusts the empty cup into your hands. "There. I shared your stupid milkshake. Now go bother someone else." <<He>> returns to <<his>> spot under the tree.
<br><br>
<<link [[Next|Whitney Park]]>><<endevent>><</link>>
<br>
<<else>>
Whitney's eyes widen. <<He>> reacts faster than you expected, twisting around to look where you're pointing while shoving you off the <<= Weather.precipitation is "snow" ? "fountain ledge" : "bench">> in the same motion.
<br><br>
When <<he>> realises what you were trying to do, <<he>> looks livid. <<He>> raises <<his>> fist at you. "Do I look fucking stupid to you?"
<br><br>
<<He>> dumps the remainder of the shake on your head, soaking your clothes and ruining your hair. <<He>> gives a mean laugh. "Fuck around and find out, dumbass."
<<wet_upper>><<ruffleHair>>
<br><br>
<<He>> tosses the cup at your feet, collects <<his>> umbrella, and storms out of the park.<<trauma 6>><<npcincr Whitney love -2>><<gtrauma>><<lllove>>
<br><br>
<<endevent>>
<<whitneyexit>>
<</if>>
<<else>> /* Beg */
<<wearProp "cherry">>
You offer Whitney your best pout, leaning in close. "Pretty please, can I have the cherry? I-I need it so bad. I've been such a good <<girl>>, h-haven't I? P-please, Whitney?"
<br><br>
Whitney smirks, plucking the cherry from the cup <<himself>>. "What, this?" <<He>> dangles it over <<his>> mouth like <<hes>> going to eat it. "If you can't beg me any better than that, maybe I'll just eat it myself."
<br><br>
"N-no! Please!" you say. "I'll do anything you ask..."
<br><br>
That piques <<his>> interest. "Anything, huh? I dunno..." <<He>> snickers while you continue to mewl out pleas, but ultimately offers the cherry to you.
<br><br>
<<if C.npc.Whitney.dom gte 16>>
"Okay," <<he>> concedes.
<br><br>
Just before you go in for a bite, <<he>> tugs it away and <span class="red">eats it <<himself>>.</span> "Too bad I don't negotiate with needy <<= $worn.neck.collared is 1 ? "mutts" : "sluts">>."<<stress 6>><<gstress>>
<br><br>
Your shoulders slump in defeat, but Whitney <<if $worn.neck.collared is 1>>hooks a finger under your collar and<</if>> draws you into a bruising kiss. <<He>> tastes like candied cherries. "But I do reward them for being so <<= either("obedient", "submissive", "well-behaved")>>," <<he>> says.
<br><br>
<<link [[Next|Whitney Milkshake Cherry Reward]]>><<handheldon>><</link>>
<br>
<<else>>
"Ugh, fine," <<he>> concedes. "Here. You're lucky you're cute when you beg."
<br><br>
You mumble out your thanks after eating your prize. <<He>> pats your cheek, and you lean into <<his>> touch. <<if C.npc.Whitney.love gte 25>><<He>> spends a few seconds fondly caressing your cheek with <<his>> thumb. At least, until <<he>> realises what <<hes>> doing.<</if>>
<br><br>
With a grunt, <<he>> pushes you away and chews on the straw. You think <<his>> cheeks seem flushed, but <<= Weather.temperature lte 0 or Weather.temperature gte 30 ? "it could just be the weather" : "you could just be imagining it">>.
<br><br>
<<link [[Next|Whitney Park]]>><<endevent>><</link>>
<br>
<</if>>
<</if>><<effects>>
<<if $phase is 0>> /* Give Oral */
You quickly glance around the park, but no one seems to be watching.
<<if $NPCList[0].penis isnot "none">>
You properly displace <<his>> <<npcClothesText `C.npc.Whitney` "lower">> to reveal <<his>> <<print $NPCList[0].penisdesc>>, already eager for your lips. You lean over <<his>> lap and take <<him>> into your mouth. Whitney sighs and eases into <<his>> seat, <<his>> hands gathering in your hair. "I'll turn you into a world-class cocksucker yet."
<br><br>
<<switch C.npc.Whitney.penissize>>
<<case 4>>
You can barely fit the tip in your mouth, but your tongue laps at the beads of precum that leak from <<his>> slit. With enough determination and several deep breaths, you manage to fit a few inches, picking up the slack by pumping both hands around the shaft. "Can't even fit it all? Cute. Keep trying, slut. You'll learn to take me."
<<case 3>>
You struggle to take <<him>> more than a few inches, but Whitney isn't satisfied until your nose is flush against <<his>> groin. <<He>> holds you there, your throat convulsing from the intrusion. "Love it when you gag on me. Fuck..." You begin bobbing your head up and down as <<he>> guides you, keeping your hair out of the way as you work.
<<case 2>>
You hollow your cheeks around <<him>>. "God, you're warm. Fuck. Use your tongue more." <<His>> breath hitches when you flick your tongue along the sensitive underside. "S-shit..." <<He>> bucks a little into your mouth, and you feel <<his>> fingers tightening their grip in your hair.
<<default>>
<<He>> groans as you swirl your tongue along <<his>> penis. "That's it. Take it, fuck, just like that. Take it all." You resist telling <<him>> that it's not exactly a challenge given <<his>> size, instead focusing on surrounding the sensitive glans with your warm, wet mouth.
<</switch>>
<<if $player.virginity.oral is true>><<silently>><<takeVirginity "Whitney" "oral">><</silently>><</if>>
<br><br>
It's not long before Whitney doubles over when <<he>> cums, keeping <<his>> <<print $NPCList[0].penisdesc>> lodged in your mouth until <<hes>> finished pumping hot, thick ejaculate down your throat.<<arousal 600 "mouth">><<garousal>>
<<oralejacstat>><<ejacstat>><<cumswallow "human" null `npcSemenMod(C.npc.Whitney.penissize)`>>
<<else>>
You kneel on the ground and properly displace <<his>> <<npcClothesText `C.npc.Whitney` "lower">> to reveal <<his>> pussy, already eager for your tongue. You kiss <<his>> inner thigh before burying your nose and lips deep in <<his>> folds. Whitney sighs and eases into <<his>> seat, <<his>> hands gathering in your hair to forcefully guide you. "I'll turn you into a world class carpet muncher yet."
<br><br>
<<He>> gasps and moans as you switch between lapping and suckling at <<his>> swollen clit. "Oh, fuck, that's good. Use your tongue more, and your fingers, too." You stuff a single finger in <<his>> dripping pussy, then another, and begin pumping them in earnest. "D-damn it, when did you learn how to...?" <<His>> words devolve into sordid moans that have your own <<genitals>> eager for more.
<br><br>
It's not long before Whitney throws <<his>> head back as <<he>> cums, shoving your face into <<his>> pussy as <<he>> grinds against your nose and lips. <<His>> hot slick drenches your face, even running down your chin.<<arousal 600 "mouth">><<garousal>>
<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">>
<</if>>
<br><br>
<<if $arousal gte $arousalmax>>
<<orgasm>>
Whitney looks at you with a bewildered smirk. "Did you just cum from that? Should have known you'd get off on being used, slut."
<br><br>
<</if>>
<<He>> sighs in contentment.<<npcincr Whitney lust -20>><<llust>>
<br><br>
"Not a bad start, but you're still gonna need more guidance. "<<He>> thumbs at <<= $NPCList[0].penis isnot "none" ? "some stray semen near your lips" : "the slick on your cheek">> before pushing it back onto your tongue. "I'll make sure to drill you 'til you get it down."
<br><br>
<<He>> leans in for a kiss, then shoves you off the <<= Weather.precipitation is "snow" ? "ledge" : "bench">>. "Lesson over." By the time you pick yourself up, <<hes>> already stalking out of the park.
<br><br>
<<endevent>>
<<whitneyexit>>
<<else>> /* Refuse */
Whitney rolls <<his>> eyes, but releases your hand. "Whatever. Just trying to help."
<br><br>
You finish the milkshake in silence. Whitney thrusts the empty cup in your hands. "There. Happy? Now piss off already."
<br><br>
<<He>> collects <<his>> umbrella and returns to <<his>> spot under the tree.
<br><br>
<<link [[Next|Whitney Park]]>><<endevent>><</link>>
<br>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<if Weather.precipitation isnot "snow">>
<<prop bench>>
<</if>>
<<set $phase to 0>>
Whitney smirks and pushes you down onto the <<= Weather.precipitation is "snow" ? "ledge" : "bench">>, climbing on top of you. "That a <<girl>>. I knew my slut would be good for it."
<<promiscuity1>>
<<enable_rescue>>
<<elseif $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<if Weather.precipitation isnot "snow">>
<<prop bench>>
<</if>>
<<set $phase to 1>>
Whitney shoves you down onto the <<= Weather.precipitation is "snow" ? "ledge" : "bench">> and climbs on top of you. "A deal's a deal, slut. Shut up and pucker up."
<<if !$worn.face.type.includes("covered") and !$worn.face.type.includes("gag")>>
<<set $mouthuse to "kiss">><<set $mouthstate to "kissentrance">><<set $NPCList[0].mouth to "kissentrance">>
<</if>>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Whitney Milkshake Cherry Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Whitney Milkshake Cherry Sex]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyhealth lte 0>>
You manage to throw Whitney off of you.
<<if $phase is 0>> /* Go with it */
"What the fuck is your problem?" <<he>> shouts, but you've already leapt from the <<= Weather.precipitation is "snow" ? "fountain ledge" : "park bench">> to sprint across the park.
<<else>> /* Refuse */
<<tearful>> you leap from the <<= Weather.precipitation is "snow" ? "fountain ledge" : "park bench">> and take off in a sprint across the park.
<</if>>
You don't look back, and Whitney doesn't follow you.
<br><br>
<<clotheson>>
<<endcombat>>
<<whitneyexit>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Whitney sits back on the <<= Weather.precipitation is "snow" ? "fountain ledge" : "park bench">> with a contented sigh.
<<if $consensual is 1>>
"Fuck, I needed that."<<npcincr Whitney lust -20>><<llust>>
<br><br>
<<if C.npc.Whitney.dom gte 10 and $orgasmcurrent is 0 and (($player.penisExist and (!playerChastity("penis") or $worn.genitals.name is "chastity parasite")) or ($player.vaginaExist and !playerChastity("hidden")))>>
<<if $player.penisExist and $penisuse isnot 0>>
<<set $penisuse to 0>>
<</if>>
<<He>> runs <<his>> hand through <<his>> fringe. "Can't believe you didn't cum from that." <<He>> sighs and reaches between your legs. "Damn, you're high maintenance."
<br><br>
<<if $player.penisExist and (!$player.vaginaExist or random(1, 2) is 2) and (!playerChastity("penis") or $worn.genitals.name is "chastity parasite")>>
Whitney draws you into another kiss as <<he>> curls <<his>> fingers around your <<= $worn.genitals.name is "chastity parasite" ? "chastity parasite" : "<<penis>>">>. <<He>> <<= $worn.genitals.name is "chastity parasite" ? "squeezes lightly" : "pumps <<his>> fist up and down in long, practised strokes">> before building up the tempo. It doesn't take much more at this pace to send you over the edge.
<<else>>
Whitney draws you into another kiss as <<he>> stuffs <<his>> fingers in your <<pussy>>. <<He>> uses the heel of <<his>> palm to grind against your swollen <<clit>> while vigorously finger-fucking you to completion.
<</if>>
<<orgasm>>
You feel Whitney's smirk against your lips as
<<if ($parasite.penis.name and $parasite.penis.name isnot "parasite") or $worn.genitals.name is "chastity parasite" or ($player.penisExist and $femaleclimax is 1)>>
you convulse in orgasmic bliss.
<<else>>
your fluids gush over <<his>> hand. <<He>> wipes it clean on your <<outfitChecks>><<= !_shirtless ? "_top.name" : "chest">>.
<</if>>
<br><br>
<</if>>
<<He>> stands from the <<= Weather.precipitation is "snow" ? "fountain ledge" : "park bench">> and fixes <<his>> clothes.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Whitney>><<person1>>
<<if $exposed gte 1>>
<<link [[Next|Whitney Milkshake Cherry Sex Exposed]]>><</link>>
<br>
<<else>>
"Pleasure doing business, slut." <<He>> walks out of the park without another word.
<br><br>
<<whitneyexit>>
<</if>>
<<else>>
<<npcincr Whitney lust -20>><<llust>>
<br><br>
<<clotheson>>
<<endcombat>>
"There. That wasn't so bad, was it? Don't make deals you don't intend on keeping, <<girl>>. It won't end well for you."
<<if $exposed gte 1>>
<<= playerBellyVisible() ? "<<He>> places an unlit cigarette between <<his>> lips" : "<<He>> lights another cigarette and takes a lazy drag">>, admiring your exposed body.
<br><br>
"You better run home and grab something to cover up. The people that come around here don't mind sloppy seconds." <<He>> pats your thigh with a curt laugh before sauntering out of the park.
<<else>>
<<He>> pats your thigh before <<he>> saunters out of the park.
<</if>>
<br><br>
<<whitneyexit>>
<</if>>
<<elseif $alarm is 1 and $rescue is 1>>
Whitney's head snaps up when <<he>> notices a couple of park goers looking in your direction. "Damn, you've got a set of lungs," Whitney grumbles, fixing <<his>> clothes as <<he>> <<= $phase is 0 ? "climbs" : "crawls">> off of you. "You're in for it next time." <<He>> picks up <<his>> umbrella and makes <<his>> exit from the park without turning back.
<br><br>
<<clotheson>>
<<endcombat>>
<<whitneyexit>>
<<else>>
Whitney rolls <<his>> eyes and climbs off of you. "Fine. See if I ever let you have anything after this." <<He>> fixes <<his>> clothes and sticks an unlit cigarette between <<his>> lips. "You're gonna make it up to me later. Count on it." <<He>> shoves you off the bench and stalks out of the park without looking back.<<npcincr Whitney love -1>><<npcincr Whitney dom -1>><<llove>><<ldom>>
<br><br>
<<clotheson>>
<<endcombat>>
<<whitneyexit>>
<</if>><<effects>><<set $outside to 1>><<set $location to "town">><<pass 20>>
Whitney notices your exposed state. "Just can't keep your clothes on around me, huh? Figures. Come on." <<He>> takes your wrist and starts tugging you out of the park.<<takeHandholdingVirginity "Whitney" "romantic">>
<br><br>
"I'll take you home. Can't have you out and about like that." <<His>> grip tightens. "<<= C.npc.Whitney.dom gte 16 ? "For free, at least" : "Slut">>."
<br><br>
You cover your bits during the short journey as best you're able, but any lingering glances at you are cowed by one of Whitney's colourful threats. <<He>> sees you to the front door of the orphanage. "Now fuck off inside. I'm not a babysitter," is all <<he>> offers before storming off down the street.
<br><br>
<<link [[Hurry inside|Orphanage]]>><<endevent>><</link>>
<br><<effects>><<outfitChecks>>
Whitney hauls you into <<his>> lap and slips <<his>> hand under your <<= _bottomIsSkirt is 1 ? "skirt" : "waistband">>.
<<if playerChastity() and $worn.genitals.name isnot "chastity parasite">>
"When's the last time my slut had a..." <<He>> trails off when <<he>> reaches your <<print $worn.genitals.name>>.
<br><br>
<<if $worn.genitals.origin is "Whitney">>
"Oh. Right." Whitney shakes <<his>> head and sighs, but smirks nonetheless. "You really are a good slut, huh?" <<He>> gives you another kiss instead. It seems a little less aggressive than the last one. "Keep it up."<<npcincr Whitney love 1>><<npcincr Whitney lust 5>><<glove>><<glust>>
<br><br>
You go back to sharing the milkshake. When you finish the treat, <<he>> thrusts the empty cup into your hands. "There. I shared your stupid milkshake. Now go bother someone else." <<He>> returns to <<his>> spot under the tree.
<<else>>
<<He>> furrows <<his>> brows, then looks to you for an answer. You shrug sheepishly. <<He>> remains unamused, almost disappointed. "Whatever. Your loss." Whitney shoves you off <<his>> lap and retrieves <<his>> umbrella, returning to <<his>> spot under the tree.
<br><br>
"Wh-what about the milkshake?" you call after <<him>>. Whitney doesn't acknowledge you.
<</if>>
<br><br>
<<link [[Next|Whitney Park]]>><<endevent>><</link>>
<br>
<<else>>
<<if $player.penisExist and (!$player.vaginaExist or random(1, 2) is 2)>>
<<set _penisReward to 1>>
<</if>>
"When's the last time my slut had a good <<= _penisReward ? "handy" : "finger fuck">> huh?"
<br><br>
<<He>> <<= !_shirtless ? "uses <<his>> free hand to displace your <<allTopsUnderwear>>" : "trails <<his>> free hand to your exposed chest">>, kissing and fondling your <<breasts>>.
<<if _penisReward>>
<<if $worn.genitals.name is "chastity parasite">>
<<He>> slides <<his>> hand beneath your _bottom.name, trailing along your skin before grasping your chastity parasite.
<br><br>
"Your face says it all," <<he>> laughs. "Needy fucking slut." You start to rock your hips in time with <<his>> intense squeezing and groping.
<<else>>
<<His>> fingers trail along your length until you're hard enough for <<him>> to start stroking your <<penis>> in earnest.
<br><br>
"Such a <<= either("cute", "pretty")>> cock," <<he>> says. "You gonna cream all over my hand?" You start to rock your hips in time with <<his>> fist twisting up and down. Sensing that you're already getting close, <<he>> squeezes the base of the shaft to stave off your release.
<</if>>
You whimper at <<his>> touch. A few minutes is all it takes for <<him>> to draw a final shuddering gasp from your throat as you reach your peak.
<<else>>
<<His>> fingers skilfully circle your clit until you're wet enough for <<him>> to ease two fingers inside your pussy.
<br><br>
"Such a tight little cunt," <<he>> says. "You gonna cream all over my hand?" You start to rock your hips on <<his>> hand to meet <<his>> thrusts. <<He>> grinds the heel of <<his>> palm against your clit, sending sparks through your body. A few minutes is all it takes for <<him>> to draw a shuddering gasp from your throat as you reach your peak.
<</if>>
<br><br>
<<orgasm>>
<<if ($parasite.penis.name and $parasite.penis.name isnot "parasite") or $worn.genitals.name is "chastity parasite" or ($player.penisExist and $femaleclimax is 1)>>
Whitney seems disappointed at the lack of fluids on <<his>> hand. "Well, at least that fucked out expression on your face tells me you liked it. You're welcome, by the way," <<he>> says.
<<else>>
Whitney licks <<his>> fingers clean. "Thanks for the treat," <<he>> laughs. "My favourite flavour."
<</if>>
<<npcincr Whitney love 1>><<npcincr Whitney lust 5>><<glove>><<glust>>
<br><br>
Whitney retrieves <<his>> umbrella and saunters out of the park. Your legs are too shaky to follow <<him>>.
<br><br>
<<whitneyexit>>
<</if>><<effects>>
Whitney drags you to the pair and shoves you in front of them. They look over you, a hunger in their eyes.
<br><br>
"£50." <<He>> looks between the two of them. "Each."
<br><br>
<<endevent>><<loadNPC 0 "park_whore1">><<loadNPC 1 "park_whore2">>
The <<fullGroup>> look between each other, before hastily pulling out their wallets. They look like if they don't get their money out fast enough, you'll disappear.
<br><br>
<<link [[Just let it happen|Whitney Park Whore 2]]>><<set $phase to 0>><</link>>
<br>
<<if hasSexStat("promiscuity", 4)>>
<<link [[Encourage them|Whitney Park Whore 2]]>><<set $phase to 1>><</link>><<promiscuous4>>
<br>
<</if>>
<<link [[Run away|Whitney Park Whore Run]]>><<npcincr Whitney dom -1>><</link>><<athleticsdifficulty>><<ldom "Whitney">><<effects>><<set $daily.whitney.parkWhore to "paid">>
<<if $phase is 0>>
They practically throw the money at Whitney before setting their sights on you again. Whitney counts the cash carefully, then steps aside. "Have at it," <<nnpc_he "Whitney">> says.
<br><br>
The <<fullGroup>> pull you into a nearby alleyway. When you get there, they don't waste a second before pouncing on you.
<br><br>
<<link [[Next|Whitney Park Whore Sex]]>><<set $molestationstart to 1>><</link>>
<<else>>
You pretend to pick something up from the ground, letting them get a peek down your shirt in the process. "Do you see something you like?" you coo.
<br><br>
They practically throw the money at Whitney, who pockets it. "Have fun, slut," <<nnpc_he "Whitney">> laughs, smacking you in the ass as <<nnpc_he "Whitney">> walks away.
<br><br>
The <<fullGroup>> lead you into a nearby alleyway. When you get there, they don't waste a second before pouncing on you.
<br><br>
<<link [[Next|Whitney Park Whore Sex]]>><<set $phase to 0>><<set $sexstart to 1>><</link>>
<</if>><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<endevent>><<npc Whitney 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 150>>
<<npcidlegenitals>>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Whitney Park Whore Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Whitney Park Whore Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $pain gte 100 and $willpowerpain is 0>>
<<set $phase to 1>>
You collapse to the ground, too hurt to move.
<br><br>
Whitney drags you by your hair to the pair and dumps you to the ground in front of them.
<<elseif $alarm is 1 and $rescue is 1>>
<<set $phase to 1>>
The pair from before rush over at your shout. Smirking, Whitney shoves you into them.
<<elseif $enemyhealth lte 0>>
<<set $phase to 0>>
You shove Whitney away from you.
<<elseif $enemyarousal gte $enemyarousalmax>>
<<set $phase to 0>>
<<ejaculation>>
Whitney steps away from you, dazed.
<</if>>
<<if $phase is 0>> <!-- Victory -->
<<clearNPC "park_whore1">><<clearNPC "park_whore2">>
With a cry, <<he>> stumbles backwards into the <<if Weather.precipitation is "snow">>snow<<else>>mud<</if>>. <<tearful>> you put some distance between you and <<him>>. When you look back, Whitney is gone.
<<npcincr Whitney dom -1>><<ldom>>
<br><br>
<<endcombat>><<clotheson>>
<<whitneyexit>>
<<else>> <!-- Defeat -->
<<endevent>><<loadNPC 0 "park_whore1">><<loadNPC 1 "park_whore2">>
"You want the slut?" Whitney scowls. "£100 each." <<tearful>> you're dragged away from Whitney, who counts the money the <<person1>><<person>> gave <<nnpc_him "Whitney">>.
<br><br>
"You better be quiet and enjoy this," the <<person2>><<person>> says, dragging you into an alley. The pair advance.
<br><br>
<<link [[Next|Whitney Park Whore Sex]]>><<set $daily.whitney.parkWhore to "paid">><<set $molestationstart to 1>><<set $phase to 1>><</link>>
<</if>><<effects>>
<<if $athleticsSuccess>>
<<set $daily.whitney.parkWhore to "run">>
<<pass 5>>
You wait until they're distracted with handing Whitney the money, then bolt into a nearby alleyway, trying to put some distance between you and the park. You hear footsteps behind you, <span class="green">but they dwindle away as you leave the pair in the dust.</span>
<br><br>
After a few minutes, you stop to catch your breath. With a quick check of your surroundings to make sure no one is still chasing you, you fix your clothes and continue about your day.
<br><br>
<<link [[Next|Park]]>><<clearNPC "park_whore1">><<clearNPC "park_whore2">><<endevent>><</link>>
<<else>>
<<set $daily.whitney.parkWhore to "runFail">>
The moment their attention leaves you, you break into a sprint towards a nearby alley. You hear footsteps behind you, <span class="red">growing louder and louder.</span>
<br><br>
Soon, your legs give out beneath you and the <<person1>><<person>> grabs you, grappling at your clothes. "We'll show you what happens to stupid sluts who don't listen," the <<person2>><<person>> snarls.
<br><br>
<<link [[Next|Whitney Park Whore Sex]]>><<set $molestationstart to 1>><<set $phase to 1>><</link>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<if $phase is 1>>
<<set $enemyanger += 50>>
<</if>>
<<elseif $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<set $noFinish to 1>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Whitney Park Whore Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Whitney Park Whore Sex]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<if $enemyanger gte ($enemyangermax / 5) * 3>>
The <<person1>><<person>> throws you against the pavement. "I've half a mind to demand a refund." <<He>> storms in Whitney's direction, but the <<person2>><<person>> drags <<person1>><<him>> away.
<<violence 3>>
<<elseif $enemyanger gte 1>>
Without a word, they leave.
<<else>>
Smiling, the <<person1>><<person>> kisses you on the cheek. "This is for you. Consider it a tip." <<He>> gets up and leaves you lying on the ground. The <<person2>><<person>> follows.
<br>
You've gained <<printmoney 500>><<money 500 "prostitution">>.
<</if>>
<<elseif $enemyhealth lte 0>>
The <<person1>><<person>> collapses in pain, dragging the <<person2>><<person>> down with <<person1>><<him>>. <<tearful>> you escape into the park.
<</if>>
<br><br>
<<endcombat>><<clotheson>>
<<link [[Next|Park]]>><<clearNPC "park_whore1">><<clearNPC "park_whore2">><<endevent>><</link>><<effects>>
"Please, I don't want this!" you cry. You tug against <<his>> grasp, making <<him>> stop for a second. <<He>> turns to you with an annoyed look on <<his>> face. You glance at the pair, then back to <<him>>. "Please... they scare me. Don't make me go to them."
<br><br>
<<His>> face softens for a second, before <<he>> scoffs and looks away.
<<if $whitneyromance is 1>>
"Whatever, slut," <<he>> says. "But you owe me for this." <span class="green"><<He>> lets go of your arm</span> and leans back against the tree.
<br><br>
<<endevent>><<clearNPC "park_whore1">><<clearNPC "park_whore2">><<npc Whitney>>
<<whitneyoptions>>
<<else>>
"Save it for someone who cares," <<he>> mutters. <span class="red"><<He>> tightens <<his>> grip and keeps walking,</span> uninhibited by your protest.
<br><br>
<<link [[Next|Whitney Park Whore]]>><</link>>
<</if>><<effects>>
<<if $phase is 1>>
<<if $speech_attitude is "meek">>
"I didn't like that," you mumble. "Please don't do it again."
<br><br>
<<He>> laughs. "When did you grow a spine?"
<<elseif $speech_attitude is "bratty">>
"What the fuck was that?" you demand. "You scared you can't take me yourself?"
<br><br>
<<He>> laughs. "Careful what you wish for."
<<else>>
"I'm not a whore," you say. "Don't do that again."
<br><br>
<<He>> laughs. "Like you have a choice."
<</if>>
There's a long silence, interspersed with <<if Weather.precipitation is "rain">>rainfall and<</if>> Whitney <<print playerBellyVisible() ? "smacking <<his>> gum" : "taking deep drags of <<his>> cigarette">>. <<He>> breaks it with a sigh.
<br><br>
<<if $whitneyromance is 1>>
"Sorry."
<<else>>
"Tough shit."
<</if>>
<br><br>
<<He>> goes back to <<his>> <<print playerBellyVisible() ? "gum" : "cigarette">>. There's no further argument.
<<else>>
You quietly pocket the money. Whitney glances at you <<print playerBellyVisible() ? "between smacks of gum" : "between puffs of smoke">>.
<br><br>
<<if $whitneyromance is 1>>
"Should be grateful I'm giving up that much," <<he>> mutters.
<<else>>
"You can piss off, now," <<he>> says. "Not in the mood for a used slut."
<</if>>
<</if>>
<br><br>
<<whitneyoptions>><<effects>>
<<if $phase is 1>>
<<He>> doesn't hesitate to take advantage. Your neck is assaulted in a non-stop barrage of licking, sucking and biting. <<Hes>> rough with <<his>> fondling. Your <<print $worn.lower.name>> <<plural "lower">> nearly torn off your body as <<he>> squeezes your <<bottom>>.
<br><br>
<<He>> parts from you with a smack. "There's your share."
<br><br>
You feel around your backside and find a small roll of banknotes. You've gained <<printmoney 5000>><<money 5000 "prostitution">>.
<br><br>
<<whitneyoptions>>
<<else>>
<<if $speech_attitude is "meek">>
"I'm sorry," you say. "I think I've had enough for today."
<<elseif $speech_attitude is "bratty">>
"After what you just pulled?" you say. "Not happening."
<<else>>
"I'm not in the mood, anymore," you say.
<</if>>
<br><br>
<<He>> hardly flinches as you push <<him>> back. <<He>> starts to speak, but settles for a scoff. A roll of cash flicks over <<his>> shoulder as <<he>> turns to leave.
<br><br>
"Your cut," <<he>> says. "Don't thank me."
<br><br>
You scoop up the discarded bills. You've gained <<printmoney 5000>><<money 5000 "prostitution">>. By the time you gather it all, Whitney's gone.
<br><br>
<<whitneyexit>>
<</if>><<effects>>
<<if $phase is 2>>
<<if $speech_attitude is "meek">>
"I-I was scared," you stammer. "I'm sorry."
<<elseif $speech_attitude is "bratty">>
"Didn't think you cared," you say. "Sorry."
<<else>>
"I don't know what I was thinking," you say. "I'm sorry."
<</if>>
<br><br>
<<elseif $phase is 1>>
<<if $speech_attitude is "meek">>
"N-no," you murmur. "I don't wanna do that again."
<<elseif $speech_attitude is "bratty">>
"Try that again, and I'll fuck you up," you spit.
<<else>>
"Next time?" you say. "Don't even think about it."
<</if>>
<br><br>
<</if>>
<<He>> kicks off the tree and starts out of the park.
<<if $phase gte 1>>
You're not sure <<he>> even heard you,
<<else>>
You assume <<hes>> done with you,
<</if>>
until <<he>> snatches your wrist.
<br><br>
"Come on," <<he>> says, dragging you along. "You'll thank me for this."
<br><br>
<<link [[Go with <<him>> (0:10)|Whitney Park Run Advice 2]]>><<stress 4>><<npcincr Whitney love 1>><</link>><<gstress>><<glove>>
<br>
<<link [[Resist|Whitney Park Run Resist]]>><<def 1>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"P-please," you whimper. "Not again."
<<elseif $speech_attitude is "bratty">>
"Fuck off," you growl. "We're not doing this again."
<<else>>
"I'm not letting you sell me off again," you say.
<</if>>
<br><br>
"I'm not gonna-" <<He>> cuts <<himself>> off with a groan, then releases you. "Fuck it. You're not worth the trouble."
<br><br>
<<He>> storms out of the park without a second glance.
<br><br>
<<whitneyexit>><<set $location to "alley">><<set $bus to "commercial">><<set $outside to 0>><<effects>>
Against your better judgement, you follow <<him>> out of the park and into an alley. The same one you tried to escape to.
<br><br>
"Running makes you look like a bitch," <<he>> starts. "But getting caught makes us look like idiots. Both of us. So pay attention."
<br><br>
The next few minutes are spent taking pointers from Whitney. You feel silly, running back and forth,
<<if Weather.precipitation is "rain">>
slipping in puddles and
<<elseif Weather.precipitation is "snow">>
sliding on ice and
<</if>>
falling on your ass, but <<hes>> surprisingly patient. Or <<hes>> just too amused for anger.
<br><br>
<<link [[Next|Whitney Park Run Advice 3]]>><</link>>
<br><<set $outside to 1>><<effects>>
Despite the chill in the air, you're sweating by the end.
<<athletics 2>><<gathletics>><<pass 10>>
<br><br>
"And if that doesn't work," <<he>> says, marching up to you.
<<if $whitneyromance is 1>>
"Imagine you're running from me."
<br><br>
<<He>> follows the last word with a lunge. You nearly tumble into a gutter in shock, but <<he>> catches you. With a smirk, <<he>> leans in, pecks you on the forehead, then drops you to the ground.
<<npcincr Whitney lust 5>><<glust>>
<<else>>
"Play dirty."
<br><br>
<<He>> follows the last word with a shove. You land bottom-first in a gutter, <span class="lewd">soaked from the waist down in <<if Weather.precipitation is "snow">>slush<<else>>runoff<</if>>.</span>
<<water waist>><<if $uncomfortable.nude is true>><<trauma 6>><<stress 6>><<gtrauma>><<gstress>><<else>><<arousal 500>><<garousal>><</if>>
<</if>>
<br><br>
<<He>> leaves the alley, laughing. <<He>> doesn't wait for you.
<br><br>
<<endevent>>
<<destinationeventend>><<widget "eventsWhitneyStreet">>
<<npc Whitney>><<person1>>
<<outfitChecks>>
<<rng>>
<<if $whitneyReunionScene>><<unset $whitneyReunionScene>>
You round a corner when Whitney steps in front of your path. <<His>> goons flank you, preventing escape. "There you are, bitch," Whitney says, looking aggravated. "What? You didn't think I'd notice when my favourite slut goes missing?" You're unable to respond as <<he>> presses <<his>> lips against your mouth, kissing you.<<takeKissVirginity "Whitney" "loveInterest">>
<br><br>
Whitney's arm wraps around your waist as <<he>> holds the back of your head still. <<He>> leans forward, forcing you to bend backward. Jeers erupt from <<his>> goons as they watch in anticipation.
<br><br>
"Fuck <<phim>>!"
<br>
"Beat <<phim>>!"
<br>
"Take <<pher>> clothes!"
<br><br>
Whitney glares at you, <<his>> grip the only thing keeping you from falling. You swear you see the faintest trace of a tear in <<his>> eye.
<<if !$worn.neck.type.includes("naked")>>
<<if ($worn.neck.name isnot "Whitney's collar with leash") and ($worn.neck.name isnot "Whitney's collar")>>
<<He>> turns you around, you can feel <<him>> pull at your $worn.neck.name and lets out a tsk. <<He>> digs around in <<his>> pocket,
after a few seconds the $worn.neck.name falls to the ground and gets replaced by something else.
<<set $worn.neck.type.push("broken")>>
<<neckruined>>
<<neckwear 36>><<set $whitneycollar to 1>>
<</if>>
<<elseif ($worn.neck.name isnot "Whitney's collar with leash") and ($worn.neck.name isnot "Whitney's collar")>>
<<He>> lets out a loud sigh and turns you around, you can something get pulled around your neck and hear a lock click shut.
<<set $worn.neck.type.push("broken")>>
<<neckruined>>
<<neckwear 36>><<set $whitneycollar to 1>>
<<else>>
<</if>>
Before it goes any further, <<he>> drops you on the floor.
<br><br>
Whitney's breathing is heavier. <<He>> speaks, "Only... I get to kidnap you. Got it?" The group leaves with Whitney glancing back at you.
<<if $worn.neck.name is "Whitney's collar with leash" or $worn.neck.name is "Whitney's collar">>
<<He>> points at you "AND DON'T TAKE THAT OFF!, YOU ARE MINE"
<</if>>
<<npcincr Whitney dom 3>><<stress 6>><<gstress>><<ggdom>>
<br><br>
<<endevent>>
<<destinationeventend>>
<<elseif $bullyeventstreet is undefined>><<set $bullyeventstreet to 1>>
<<if $whitneyromance is 1>>
You're grabbed from behind and slammed against a wall, where you come face-to-face with Whitney. You don't get a word in before <<he>> forces <<his>> lips to yours.<<stress 6>><<arousal 600 "mouth">><<gstress>><<garousal>>
<br><br>
"Watch your step," <<he>> breathes between kisses. "Lots of nasty types around here." <<He>> finishes with a light peck.
<br><br>
<<He>> yanks you off the wall and slaps your <<bottom>>, sending you stumbling forth. <<Hes>> gone by the time you turn, the echo of <<his>> friends' laughter bouncing down the alley walls.<<npcincr Whitney lust 5>><<glust>>
<<else>>
You hear footsteps behind you. Before you can turn, you're shoved into a pile of rubbish. Laughter bellows around you. You look up to find Whitney grinning down at you, surrounded by <<his>> friends. "Right where you belong."<<trauma 6>><<stress 6>><<pain 4>><<gtrauma>><<gstress>><<gpain>>
<br><br>
They don't take things further, content to mock you. "I better not catch you around here again," Whitney threatens. <<He>> flicks <<his>> cigarette at you. "The alleys are our turf. Got it?"
<br><br>
<<He>> doesn't wait for an answer, instead turning back to <<his>> gang and leading them out of the alleyway. Their laughter slowly fades out.<<npcincr Whitney lust 5>><<glust>>
<</if>>
<br><br>
<<endevent>>
<<destinationeventend>>
<<elseif C.npc.Whitney.love gte 20 and $whitneyromance isnot 1>>
<<set $whitneyromance to 1>>
Whitney approaches you. <<He>> looks angrier than usual. You take a cautionary step back, and nearly tumble into a pile of rubbish. <<He>> grabs you by the <<if $worn.upper.name is "naked" and $worn.over_upper.name is "naked">>arm<<else>>collar<</if>> at the last second.
<br><br>
"Stupid slut," <<he>> says. <<He>> pulls you upright and shoves you against a wall. "You've been asking for this, don't try to deny it." <<He>> kisses you with surprising tenderness. <<takeKissVirginity "Whitney" "loveInterest">>
<br><br>
"You're my <<girlfriend>> now. You better be grateful." <<He>> kisses you again, this time biting your lip. <<He>> pulls away and leaves without looking back.
<br><br>
<<tearful>> you steady yourself.
<<gstress>><<garousal>><<stress 6>><<arousal 600 "mouth">>
<br><br>
<<if $loveInterest.primary is "None">>
<<set $loveInterest.primary to "Whitney">>
<span class = "gold">Whitney is now your love interest! It seems you don't have a choice in the matter.</span>
<<else>>
<span class = "gold">Whitney can now be claimed as your love interest! It seems you don't have a choice in the matter.
<br>
You can change your love interest in the "Attitudes" menu.</span>
<</if>>
<br><br>
<<endevent>>
<<destinationeventend>>
<<elseif $trauma gte (($traumamax / 5) * 3) and $rng gte 61>>
You stumble forward. As you approach the corner, you hear someone running towards you. You fail to dodge. Someone crashes into you, knocking you both to the ground. <<gpain>><<pain 6>>
<br><br>
There is a dull ache in your head, but you just sit numbly. Your vision slowly clears, and you see a furious face in front of you. <<if C.npc.Whitney.love gte 12>><span class="green">It's Whitney</span>.<<else>><span class="red">It's Whitney</span>.<</if>> "Bloody hell, you fucking idi-" You can barely hear <<his>> voice echoing in the alley.
<br><br>
<<if $whitneyromance is 1 and C.npc.Whitney.love gte 12>>
The weight of everything is too much for you. You pounce on <<him>>, cutting <<his>> words off. You wrap your arms around <<him>> and bury your head into <<his>> chest. You try to speak, but all you can manage are a few faint sobs.
<br><br>
<<link [[Next|Whitney Alleyway Breakdown]]>><</link>>
<<else>>
The weight of everything is too much for you, and tears begin to leak out of your eyes. You try to speak, but all you can manage are a few faint sobs.
<br><br>
Whitney grabs your shoulder and uses it for leverage as <<he>> stands up. <<He>> looks down at you. "What the fuck is your problem?" <<he>> says, clearly uncomfortable with your behaviour. "Crybaby bitch." <<He>> shakes <<his>> head and leaves.
<br><br>
<<tearful>> you collect yourself.
<br><br>
<<endevent>>
<<destinationeventend>>
<</if>>
<<else>>
<<switch $bullyeventstreet>>
<<case 1>><<set $bullyeventstreet += 1>>
Something clunks against your head.
<<if $whitneyromance is 1>>
Not with much force, but hard enough to get your attention. You turn and spot Whitney sat atop a dumpster. <<He>> winks.
<<if $worn.neck.name is "Whitney's collar with leash" or $worn.neck.name is "Whitney's collar">>
<<He>> glances over your collar and give you a smirk and says "Good <<girl.>>"
<</if>>
<<npcincr Whitney lust 5>><<glust>>
<br><br>
<<link [[Flirt|Street Bully Flirt]]>><<set $phase to 1>><<npcincr Whitney love 1>><<npcincr Whitney lust 5>><</link>><<promiscuous1>><<glove>><<glust>>
<br>
<<link [[Keep walking|Street Bully Flirt]]>><<set $phase to 0>><</link>>
<br>
<<else>>
You turn in the direction of the projectile, only to catch a tin can to the face.<<pain 4>><<gpain>>
<br><br>
Whitney and <<his>> friends loiter by a dumpster. <<He>> bounces a brick in <<his>> hand and takes aim. You make a break for it before it goes any further, chased by the group's laughter.<<trauma 6>><<stress 6>><<npcincr Whitney lust 5>><<gtrauma>><<gstress>><<glust>>
<br><br>
<<endevent>>
<<destinationeventend>>
<</if>>
<<case 2>><<set $bullyeventstreet += 1>>
An arm creeps over your shoulder and pulls you into a headlock. "Going somewhere?" It's Whitney. <<His>> friends jeer as <<he>> digs <<his>> knuckles into your scalp, mussing your hair as <<he>> does.<<pain 2>><<gpain>>
<<if $worn.neck.name is "Whitney's collar with leash" or $worn.neck.name is "Whitney's collar">>
<<He>> gives your collar a tug "Good that you know you are mine" Whitney smirks.
<</if>>
<<ruffleHair>>
<br><br>
<<if $asphyxiaLvl gte 2>>
You open your mouth to respond, but only manage a strangled wheeze. "What was that?" Whitney laughs, flexing against your throat. "Spit it out!"<<npcincr Whitney lust 5>><<glust>>
<br><br>
<<if $choketrait gte 1 or $submissive gte 1500>>
<<link [[Moan|Street Bully Choke]]>><<set $phase to 2>><<npcincr Whitney dom 1>><<npcincr Whitney lust 10>><</link>><<if $choketrait gte 1>><<chokeTrait>><<else>><<submissivetext>><</if>><<gdom>><<gglust>>
<br>
<</if>>
<<link [[Endure (0:05)|Street Bully Choke]]>><<set $phase to 1>><<pass 5>><<npcincr Whitney dom 1>><</link>><<gdom>>
<br>
<<link [[Struggle|Street Bully Choke]]>><<set $phase to 0>><<npcincr Whitney dom -1>><</link>><<physiquedifficulty 1 16000>><<ldom>>
<br>
<<else>>
<<pass 5>>
<<He>> doesn't hold you very hard, or for very long, and soon releases you with a shove. You continue on, trying to ignore their laughter.<<trauma 6>><<stress 12>><<npcincr Whitney lust 5>><<gtrauma>><<ggstress>><<glust>>
<br><br>
<<endevent>>
<<destinationeventend>>
<</if>>
<<case 3>><<set $bullyeventstreet += 1>>
<<if $whitneyromance is 1>>
A group of <<peopley>> jump from the shadows, and take turns shoving you from person to person. They finally toss you to Whitney, who catches you by your <<bottom>>.<<npcincr Whitney lust 5>><<glust>>
<br><br>
"<<if $player.gender_appearance is "m">>Hot hunks of meat<<else>>Pretty little things<</if>> like you shouldn't be walking these parts alone," <<he>> whispers as <<he>> gropes. "Never know who you'll run into."<<stress 4>><<arousal 500 "bottom">><<gstress>><<garousal>>
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Rub against <<him>>|Street Bully Fondle]]>><<set $phase to 2>><<npcincr Whitney love 1>><<npcincr Whitney dom 1>><</link>><<promiscuous2>><<glove>><<gdom>>
<br>
<</if>>
<<link [[Let it happen|Street Bully Fondle]]>><<set $phase to 1>><<sub 1>><<trauma 6>><<arousal 1000 "bottom">><<npcincr Whitney dom 1>><</link>><<gtrauma>><<garousal>><<gdom>>
<br>
<<link [[Shake <<him>> off|Street Bully Fondle]]>><<set $phase to 0>><<def 1>><<trauma -6>><<npcincr Whitney love -1>><<npcincr Whitney dom -1>><</link>><<ltrauma>><<llove>><<ldom>>
<br>
<<else>>
Whitney and <<his>> friends stand in your way. "Ew, look what crawled out of the bin," <<he>> says. "Let's clean it up. Civic duty, right?" They grab your arms and drag you to a nearby dumpster.
<br><br>
<<link [[Let it happen|Street Bully Bin]]>><<sub 1>><<trauma 6>><<stress 6>><<npcincr Whitney dom 1>><</link>><<gtrauma>><<gstress>><<gdom>>
<br>
<<link [[Fight|Street Bully Fight]]>><<def 1>><<set $fightstart to 1>><<set $phase to 0>><<npcincr Whitney dom -1>><</link>><<ldom>>
<br>
<</if>>
<<case 4>><<set $bullyeventstreet += 1>>
You feel a presence behind you. Before you can turn,
<<if $whitneyromance is 1>>
you're spun around and shoved against a wall.
<br><br>
"What's up, slut?" It's Whitney. <<He>> kisses you before you can answer.<<stress 2>><<arousal 500 "mouth">><<gstress>><<garousal>>
<br><br>
/* <<if $submissive lte 500>> */
<<link [[Take charge|Street Bully Makeout]]>><<set $phase to 2>><<def 3>><<npcincr Whitney dom -1>><</link>><<promiscuous1>><<ldom>>
<br>
/* <</if>> */
<<link [[Let it happen|Street Bully Makeout]]>><<set $phase to 1>><<sub 1>><<stress 4>><<arousal 1000 "mouth">><<npcincr Whitney dom 1>><</link>><<gstress>><<garousal>><<gdom>>
<br>
<<link [[Squirm free|Street Bully Makeout]]>><<set $phase to 0>><<def 1>><<npcincr Whitney love -1>><<npcincr Whitney dom -1>><</link>><<llove>><<ldom>>
<br>
<<else>>
a pair of hands worm their way <<= `into your ${_outfit ? _top?.name : _bottom?.name}` || "down to your <<genitals>>">>.
<br><br>
<<if !$worn.under_lower.type.includes("naked") and !$worn.under_lower.type.includes("covered")>>
"You're in my turf again." It's Whitney. <<His>> friends circle around you. "Let's make sure the lesson sticks this time."
<br><br>
<<His>> hands slide deeper, in search of your <<undies 1>>.
<br><br>
<<link [[Let it happen|Street Bully Undies]]>><<set $phase to 1>><<sub 1>><<trauma 6>><<stress 6>><<pain 6>><<npcincr Whitney dom 1>><</link>><<gtrauma>><<gstress>><<gpain>><<gdom>>
<br>
<<link [[Fight|Street Bully Fight]]>><<def 1>><<set $fightstart to 1>><<npcincr Whitney dom -1>><</link>><<ldom>>
<br>
<<else>>
"Real bold of you to come around my turf." It's Whitney. <<He>> lets <<his>> hands wander <<= _outfit ? "down your _top.name" : _bottom ? "through your _bottom.name" : "over your crotch">>, <span class="lewd">fingers brushing against your <<genitals>>.</span>
<<if $whitneypantiescheck is 1>>
"No panties? We're not even in school." <<He>> leans in close. "Or do you dress like this for fun?"
<<elseif $whitneypantiescheck is 2>>
"No undies? We're not even in school." <<He>> leans in close. "Or do you dress like this for fun?"
<<else>>
"Even bolder not wearing undies."
<</if>>
<<His>> friends laugh.
<<trauma 6>><<stress 6>><<arousal 800 "genitals">><<gtrauma>><<gstress>><<garousal>>
<br><br>
After a prolonged session of
<<if $player.penisExist and (!$player.vaginaExist or $rng gte 51)>>
stroking, squeezing, and the occasional pinch,
<<else>>
teasing, and constant threats to breach your <<pussy>>,
<</if>>
<<he>> sends you on your way with a shove. "Later, slut. Thanks for the free sample." <<tearful>> you gather yourself.<<npcincr Whitney lust 5>><<glust>>
<br><br>
<<endevent>>
<<destinationeventend>>
<</if>>
<</if>>
<<case 5>><<set $bullyeventstreet += 1>>
<<if Time.season is "winter">>
You pass by Whitney leaning against a wall. <<He>> doesn't make a move for you. "You look cold," <<he>> says.
<br><br>
<<He>> twists the lid off a thermos and holds it out. Steam billows from the top, trailed by the sweet scent of chocolate. "Want a sip?"
<<if $worn.neck.name is "Whitney's collar with leash" or $worn.neck.name is "Whitney's collar">>
<<He>> rubs your collar, "good to see you are listening to me."
<</if>>
<br><br>
<<link [[Accept|Street Bully Chocolate]]>><<set $phase to 1>><<npcincr Whitney dom 1>><</link>><<gdom>>
<br>
<<link [[Just keep walking|Street Bully Chocolate]]>><<set $phase to 0>><<npcincr Whitney dom -1>><</link>><<ldom>>
<br>
<<elseif Weather.isOvercast>>
You hear footsteps splashing behind you. You turn to catch Whitney leaping right at you.<<stress 10>><<ggstress>>
<<if $worn.neck.name is "Whitney's collar with leash" or $worn.neck.name is "Whitney's collar">>
<<He>> glances over your collar and give you a smirk.
<</if>>
<br><br>
You look down and realise you're standing in a puddle. <span class="lewd">You're about to be soaked!</span>
<br><br>
<<link [[Sidestep|Street Bully Puddle]]>><<set $phase to 1>><</link>><<dancedifficulty 1 1000>>
<br>
<<link [[Stay still|Street Bully Puddle]]>><<set $phase to 0>><<npcincr Whitney dom 1>><</link>><<gdom>>
<br>
<<else>>
You spot Whitney swaggering towards you. <<He>> takes a swig from a water bottle. "Sure is hot out." <<He>> nods to a <<generatey2>><<person2>><<person>>, who creeps up behind you and snatches your arms in a vice grip.
<br><br>
"Don't worry," Whitney says. "We're gonna help you cool off." <<person1>><span class="lewd"><<He>> aims the bottle at your chest.</span>
<br><br>
<<if $player.gender_appearance is "f" and hasSexStat("exhibitionism", 4)>>
<<link [[Flaunt|Street Bully Bottle]]>><<set $phase to 2>><<npcincr Whitney love 1>><<npcincr Whitney dom 1>><</link>><<exhibitionist4>><<glove>><<gdom>>
<br>
<<elseif $player.gender_appearance is "m">>
<<link [[Flaunt|Street Bully Bottle]]>><<set $phase to 2>><<npcincr Whitney love 1>><<npcincr Whitney dom 1>><</link>><<exhibitionist1>><<glove>><<gdom>>
<br>
<</if>>
<<link [[Stay still|Street Bully Bottle]]>><<set $phase to 0>><<npcincr Whitney dom 1>><</link>><<gdom>>
<br>
<<link [[Break free|Street Bully Bottle]]>><<set $phase to 1>><<npcincr Whitney dom -1>><</link>><<physiquedifficulty 1 $physiquemax>><<ldom>>
<br>
<</if>>
<<case 6>><<set $bullyeventstreet += 1>>
<<set $NPCList[0].skills to {athletics: random(1, 1000), security: random(1, 1000)}>>
You hear a <<personsimple>>'s laughter behind you. You turn and catch several bodies darting between the alleys.
<br><br>
<span class="purple">You are being followed.</span>
<br><br>
<<link [[Next|Street Bully Stalk]]>><<set $molestationstart to 1>><</link>>
<br>
<<case 7>><<set $bullyeventstreet += 1>>
You hear a rattle, then a hiss. Up ahead, Whitney and <<his>> friends deface the side of a building with graffiti.
<br><br>
<<if $whitneyromance is 1 or $delinquency gte 400>>
Sensing your approach, <<he>> turns around. <<He>> tosses you a can of spray paint. "Go on," <<He>> grins. "Make me something pretty."
<<if $worn.neck.name is "Whitney's collar with leash" or $worn.neck.name is "Whitney's collar">>
<<He>> looks at your collar and gives you a quick pet on the head.
<</if>>
<br><br>
<<link [[Comply|Street Bully Paint]]>><<set $phase to 1>><</link>><<glove>><<crime "destruction">>
<br>
<<link [[Refuse|Street Bully Paint]]>><<set $phase to 0>><<npcincr Whitney dom -1>><</link>>
<br>
<<else>>
As you pass, <<he>> suddenly spins around and sprays you in the face, laughing as you retch. You manage to <<if $leftarm is "bound" and $rightarm is "bound">>shake<<else>>wipe<</if>> the worst of it off, but the fumes leave you dizzy.<<hallucinogen 50>><<trauma 6>><<stress 6>><<npcincr Whitney lust 5>><<gtrauma>><<gstress>><<glust>>
<br><br>
<<endevent>>
<<destinationeventend>>
<</if>>
<<case 8>><<set $bullyeventstreet += 1>>
A group of <<peopley>> stand ahead, blocking your path. They part. Whitney comes sauntering out, arms crossed.
<br><br>
"Didn't you hear? There's a new toll." <<His>> eyes trail down your body. "If you wanna pass, give us a peek under those clothes."
<br><br>
<<He>> nods to <<his>> friends, who form a wall behind you. They block out your view of the street. "Don't worry," <<he>> says with a smile. "No one else will see."
<<if $worn.neck.name is "Whitney's collar with leash" or $worn.neck.name is "Whitney's collar">>
<<He>> glances over your collar and give you a smirk.
<</if>>
<br><br>
<<if hasSexStat("exhibitionism", 3)>>
<<link [[Strip flauntingly|Street Bully Strip]]>><<set $phase to 1>><<npcincr Whitney love 1>><<npcincr Whitney dom 1>><<npcincr Whitney lust 5>><</link>><<exhibitionist3>><<glove>><<gdom>><<glust>>
<br>
<</if>>
<<link [[Strip reluctantly|Street Bully Strip]]>><<set $phase to 0>><<trauma 6>><<stress 6>><<npcincr Whitney dom 1>><</link>><<gtrauma>><<gstress>><<gdom>>
<br>
<<link [[Refuse|Street Bully Strip Forced]]>><<def 1>><<set $molestationstart to 1>><<npcincr Whitney dom -1>><</link>><<ldom>>
<br>
<<case 9>><<set $bullyeventstreet += 1>>
You hear someone running towards you. A body slams into you, knocking you both to the ground.<<pain 2>><<gpain>>
<br><br>
You rub your head. Your vision slowly clears into an angry face. It's Whitney. "Watch where you're..." A shout echoes down the alleyway, cutting <<him>> off. <<He>> shoves off you and retreats with <<his>> friends.
<br><br>
<<link [[Next|Street Bully Chased]]>><<endevent>><</link>>
<br>
<<case 10>><<set $bullyeventstreet += 1>>
<<if $player.gender_appearance is "f">><<set $phase to random(1, 3)>><<else>><<set $phase to random(1, 2)>><</if>>
You spot Whitney up ahead. Mischief flashes in <<his>> eyes when <<he>> sees you. <<He>> <<if $whitneyromance is 1>>presses a hand to your back and marches you along<<else>>grabs you by the hair and yanks you along<</if>>, towards the street.
<<if $worn.neck.name is "Whitney's collar with leash" or $worn.neck.name is "Whitney's collar">>
<<He>> gives it a quick tug.
<</if>>
<br><br>
"Here's what's gonna happen," <<he>> says. "This street's real busy. <<if Time.dayState is "night">>Even<<else>>Especially<</if>> 'round this time. Next person who drives by, you're gonna jump out and show them your
<<switch $phase>>
<<case 3>>tits."
<<case 2>>junk."
<<case 1>>ass."
<</switch>>
<<His>> friends snicker behind <<him>>.
<br><br>
<<if $speech_attitude is "meek">>
You blush. "B-but why-"
<<elseif $speech_attitude is "bratty">>
You scoff. "Why the hell-"
<<else>>
You frown. "Why would-"
<</if>>
<br><br>
"Because <<print either("I'm bored","you're a slut","I said so")>>, that's why," <<he>> <<if $whitneyromance is 1>>laughs<<else>>snaps<</if>>.
<<switch $phase>>
<<case 3>><<He>> <<if $player.breastsize gt 0>>squeezes<<else>>pinches<</if>> your <<breasts>>.
<<case 2>><<He>> gropes your <<genitals>>.
<<case 1>><<He>> smacks your <<bottom>>.
<</switch>>
"Now make some perv's day."<<npcincr Whitney lust 5>><<glust>>
<br><br>
<<if $leftarm is "bound" and $rightarm is "bound">>
A <<persony>> whispers something in Whitney's ear. <<His>> brow furrows. <<He>> grasps your shoulders and spins you around, leering at your bound arms. "Guess I gotta do everything myself." <span class="purple"><<He>> begins dragging you into the street.</span>
<br><br>
<<link [[Let it happen|Street Bully Flash Forced]]>><<sub 1>><<npcincr Whitney dom 1>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>><<gdom>>
<br>
<<else>>
<<if ($phase is 3 and hasSexStat("exhibitionism", 4)) or ($phase is 2 and hasSexStat("exhibitionism", 5)) or ($phase is 1 and hasSexStat("exhibitionism", 3))>>
<<if $whitneyromance is 1>>
<<link [[Goad <<him>>|Street Bully Flash]]>><<set $phase2 to 2>><<npcincr Whitney dom -1>><<npcincr Whitney lust 10>><</link>>
<<switch $phase>>
<<case 3>><<exhibitionist4>>
<<case 2>><<exhibitionist5>>
<<case 1>><<exhibitionist3>>
<</switch>>
<<ldom>><<gglust>>
<br>
<</if>>
<<link [[Flaunt|Street Bully Flash]]>><<set $phase2 to 1>><<npcincr Whitney love 1>><<npcincr Whitney dom 1>><</link>>
<<switch $phase>>
<<case 3>><<exhibitionist4>>
<<case 2>><<exhibitionist5>>
<<case 1>><<exhibitionist3>>
<</switch>>
<<glove>><<gdom>>
<br>
<</if>>
<<link [[Comply|Street Bully Flash]]>><<set $phase2 to 0>><<sub 1>><<npcincr Whitney dom 1>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>><<gdom>>
<br>
<</if>>
<<link [[Fight|Street Bully Fight]]>><<def 1>><<set $fightstart to 1>><<npcincr Whitney dom -1>><</link>><<ldom>>
<br>
<<case 11>><<set $bullyeventstreet += 1>>
<<generateyv2>><<person2>>
You see a group of <<peopley>> up ahead, encircling a <<person>>. You recognise <<him>> from the orphanage. Whitney stands at the head of the pack.
<br><br>
<<person1>>
<<switch random(1, 4)>>
<<case 4>>
"Those were some nasty rumours you spread." <<He>> cracks <<his>> knuckles. "That's okay. I know how to shut that fat gob of yours up."
<<case 3>>
"You were supposed to get me good marks on that project." <<He>> cracks <<his>> knuckles. "Guess I gotta knock some brains into you."
<<case 2>>
"Here I was, bored out of my skull." <<He>> cracks <<his>> knuckles. "And some little orphan loser comes prancing into my turf."
<<default>>
"Couldn't scrape up a measly twenty quid?" <<He>> cracks <<his>> knuckles. "That's fine. You can pay me back another way."
<</switch>>
<<person2>>
<<switch random(1, 4)>>
<<case 4>>
The <<person>> sobs and blubbers out incoherent apologies, to the delight of <<his>> tormentors.
<<case 3>>
<<set _whitSpray to true>>
The <<person>> weakly struggles in Whitney's grasp, but it's clear <<hes>> not going anywhere.
<<case 2>>
<<set _whitSpray to true>>
The <<person>> crosses <<his>> arms in defiance, but <<his>> eyes betray <<his>> fear.
<<default>>
The <<person>> looks down at <<his>> feet, seeming resigned.
<</switch>>
<br><br>
<<if $whitneyromance is 1>>
<<link [[Offer yourself instead|Street Bully Orphan]]>><<set $phase to 3>><<npcincr Whitney love 1>><<npcincr Whitney dom 1>><</link>><<promiscuous1>><<glove>><<gdom>>
<br>
<<elseif hasSexStat("promiscuity", 3)>>
<<link [[Offer yourself instead|Street Bully Orphan]]>><<set $phase to 2>><<stress 6>><<npcincr Whitney love 1>><<npcincr Whitney dom 1>><</link>><<promiscuous3>><<gstress>><<glove>><<gdom>>
<br>
<</if>>
<<if ($loft_kylar or $loft_independentLab) and _whitSpray>>
<<link [[Fight|Street Bully Orphan Spray]]>><<def 1>><<reb 3>><<npcincr Whitney dom -3>><</link>><<ldom>><<greb>>
<br>
<<else>>
<<link [[Fight|Street Bully Orphan]]>><<set $phase to 1>><<def 1>><<reb 1>><<npcincr Whitney dom -1>><</link>><<ldom>><<greb>>
<br>
<</if>>
<<link [[Keep walking|Street Bully Orphan]]>><<set $phase to 0>><<sub 1>><<trauma 10>><<stress 6>><<hope -3>><</link>><<ggtrauma>><<gstress>><<llhope>>
<br>
<<case 12>><<set $bullyeventstreet += 1>>
"Hey, slut," slurs a voice from behind. You turn just as Whitney crashes into you,
<<if $whitneyromance is 1>>
taking you both to the ground. <<He>> lands on top of you.<<pain 2>><<npcincr Whitney lust 5>><<gpain>><<glust>>
<br><br>
"On my turf again," <<he>> says. The smell of smoke mingles with alcohol as <<he>> speaks. "Bad <<girl>>. Now I gotta teach you a lesson."
<br><br>
<<He>> clumsily paws at you, burying <<his>> face in your neck. <<His>> friends snicker from the sidelines.
<br><br>
<<link [[Scold|Street Bully Drunk]]>><<set $phase to 2>><<trauma -6>><<npcincr Whitney dom -1>><</link>><<ltrauma>><<ldom>><<difficulty 50>>
<br>
<<link [[Lie still|Street Bully Sex]]>><<set $phase to 2>><<set $sexstart to 1>><<npcincr Whitney dom 1>><</link>><<promiscuous1>><<gdom>>
<br>
<<else>>
<<wearProp "brown bag">>
nearly knocking you over.
<br><br>
"Where's a slut like you headed at this time of night?" <<he>> says. <<if Time.dayState isnot "night">>You don't bother to correct <<him>>.<</if>> "You shouldn't. Not without this." <<He>> fumbles for a paper bag at <<his>> side, and shoves it into your arms. <<He>> pats you on the cheek, then stumbles away without another word.
<br><br>
You tear into the bag to examine its contents. A bottle, half-full.
<<if random(1, 5) is 5>>
<<set $phase2 to 1>>
Colourful liquid swirls within.
<<else>>
<<set $phase2 to 0>>
You could hazard a guess as to its contents.
<</if>>
<br><br>
<<if playerIsPregnant() and playerAwareTheyArePregnant()>>
<span class="blue">You can't bring yourself to drink while you know you're with child.</span>
<<else>>
<<link [[Drink|Street Bully Drunk]]>><<set $phase to 1>><<wearProp "beer bottle">><<trauma -6>><<stress -12>><<alcohol 240>><<if $phase2 is 1>><<arousal 2000>><<drugs 120>><</if>><</link>><<ltrauma>><<lstress>><<galcohol>>
<</if>>
<br>
<<link [[Leave it|Street Bully Drunk]]>><<set $phase to 0>><</link>>
<br>
<</if>>
<<case 13>><<set $bullyeventstreet += 1>>
You hear footsteps approach from behind. Someone wraps their arm around your shoulder, and jerks you close to them. It's Whitney.
<br><br>
"Here's my slut," <<he>> says, groping beneath your clothing. "Bet you missed me." <<He>> steers you into an alley. There's a ladder up ahead, leading to the top of a three story building. "You first. It'll be romantic at the top."
<<if $worn.neck.name is "Whitney's collar with leash" or $worn.neck.name is "Whitney's collar">>
<<He>> glances at your collar, "What a good <<girl>>"
<</if>>
<br><br>
<<if $whitneyromance is 1>>
<<link [[Go along with it|Street Bully Roof]]>><</link>>
<br>
<<link [[Struggle free|Street Bully Roof Struggle]]>><</link>>
<br>
<<else>>
<<link [[Let it happen|Street Bully Roof]]>><<sub 1>><<trauma 6>><<stress 6>><<npcincr Whitney dom 1>><</link>><<gtrauma>><<gstress>><<gdom>>
<br>
<<link [[Fight|Street Bully Fight]]>><<def 1>><<set $fightstart to 1>><<set $phase to 0>><<npcincr Whitney dom -1>><</link>><<ldom>>
<br>
<</if>>
<!--Failsafe/temporary bugfix, as case 15 is not currently accessible except for the bugtester(s) who triggered the bug. Replace with case 14 and code in the 15th bullyeventstreet as normal, whenever that's added.-->
<<case 14 15>><<set $bullyeventstreet to 1>>
You spot Whitney round the corner just ahead. <<He>> spots you as well.
<<if $whitneyromance is 1>>
"Just the slut I was looking for," <<he>> says, "Come on. I'm visiting your home. The orphanage." <<He>> flicks a fresh cigarette butt into the gutter, and takes your arm in <<his>> own.
<br><br>
<<link [[Make Whitney promise to be nice to the other residents (0:25)|Street Bully Orphanage Promise]]>><<pass 25>><</link>>
<br>
<<link [[Go to the orphanage (0:25)|Street Bully Orphanage Go]]>><<npcincr Whitney love 1>><<pass 25>><</link>><<glove>>
<br>
<<link [[Refuse|Street Bully Orphanage Refuse]]>><<npcincr Whitney love -3>><</link>><<lllove>>
<br>
<<else>>
"Just the slut I was looking for," <<he>> says, groping beneath your clothing. "Just wanted to check up on you, that's all," <<he>> says. <<He>> kisses your temple with an exaggerated "mwah" sound, then shoves you aside.<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
"Later, slut," <<he>> says, swaggering away with <<his>> friends in tow.
<br><br>
<<endevent>>
<<destinationeventend>>
<</if>>
<<default>>
"Hey, slut," calls a <<personsimple>>. It's Whitney. <<He>> looks mad.
<br><br>
"I don't know what you did, <span class="red">but there's a bug and it's probably your fault.</span> But that's your problem. Go cry to Vrelnir about it." <<He>> leaves without another word.
<br><br>
<<endevent>>
<<destinationeventend>>
<</switch>>
<</if>>
<</widget>><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
You push Whitney away, but <<he>> isn't deterred. <<His>> friends cheer <<him>> on.
<br><br>
<<npcidlegenitals>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<set $audienceforceteen to 1>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Street Bully Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Street Bully Fight]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 1>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation "short">>
<<He>> rolls onto <<his>> back, panting.<<npcincr Whitney lust -20>><<llust>>
<br><br>
<<tearful>> you take advantage of <<his>> stupor to escape. <<His>> friends are too bemused to give chase.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<<elseif $enemyhealth lte 0>>
You shove Whitney into <<his>> friends. They hurl insults after you as you escape, but they don't follow.<<npcincr Whitney dom -1>>
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<<else>>
You fall to the ground, too hurt to continue.
<br><br>
<<clotheson>>
<<endcombat "phaseless">>
<<npc Whitney>><<person1>>
<<switch $bullyeventstreet>>
<<case 11>>
<<link [[Next|Street Bully Flash Forced]]>><<trauma 6>><<stress 6>><</link>>
<br>
<<case 7>>
<<link [[Next|Street Bully Sex]]>><<set $phase to 0>><<set $molestationstart to 1>><</link>>
<br>
<<case 5>>
<<link [[Next|Street Bully Undies]]>><<set $phase to 0>><<trauma 6>><<stress 6>><<pain 6>><</link>>
<br>
<<case 14>>
<<link [[Next|Street Bully Roof]]>><</link>>
<br>
<<default>>
<<link [[Next|Street Bully Bin]]>><<trauma 6>><<stress 6>><</link>>
<br>
<</switch>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<if $phase is 0>>
<<if C.npc.Whitney.dom gte 15>>
<<set $position to "missionary">>
<<He>> kicks you onto your back and <<npcUndressText `C.npc.Whitney` "lower" "self">>, <<npcRevealText $NPCList[0] "lower">>. <<He>> smirks.
<<if $NPCList[0].penis isnot "none">>
"Right where you belong."
<br><br>
<<He>> drops to <<his>> knees over you, pinning you down by the shoulders. <<He>> grabs your head and pulls it into <<his>> crotch.
<<npcoral>>
<<elseif $facesitdisable is "f">>
"Better hold your breath."
<br><br>
Taking position above you, <<he>> throws <<his>> weight down, sitting comfortably on your face. <<He>> grinds your mouth into <<his>> cunt.
<<set $NPCList[0].vagina to "facesit">><<set $NPCList[0].location.genitals = "head">>
<<set $mouthuse to "facesit">><<set $mouthstate to "vagina">><<set $mouthtarget to 0>>
<br><br>
<<else>>
"Right where you belong."
<br><br>
<<He>> drops to <<his>> knees over you, pinning you down by the shoulders. <<He>> grabs your head and pulls it into <<his>> crotch.
<<set $NPCList[0].vagina to "mouth">><<set $NPCList[0].location.genitals to "head">>
<<set $mouthuse to "othervagina">><<set $mouthstate to "othervagina">><<set $mouthtarget to 0>>
<</if>>
<<violence 4>>
<<else>>
<<He>> forces you to your knees and <<npcUndressText `C.npc.Whitney` "lower" "self">>, <<npcRevealText $NPCList[0] "lower">>.
"Open wide," <<he>> says. <<His>> friends cheer <<him>> on.
<<npcoral>>
<</if>>
<<set $NPCList[0].lefthand to "hair">>
<</if>>
<<set $enemyanger to 70>>
<<set $audienceforceteen to 1>>
<<elseif $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<if $phase is 2>>
<<promiscuity1>>
<<elseif $phase is 0>>
<<if C.npc.Whitney.dom gte 15>>
<<set $position to "missionary">>
<<He>> kicks you onto your back and <<npcUndressText `C.npc.Whitney` "lower" "self">>, <<npcRevealText $NPCList[0] "lower">>. <<He>> smirks.
<<if $NPCList[0].penis isnot "none">>
"Right where you belong."
<br><br>
<<He>> drops to <<his>> knees over you, pinning you down by the shoulders. <<He>> grabs your head and pulls it into <<his>> crotch.
<<npcoral>>
<<elseif $facesitdisable is "f">>
"Better hold your breath."
<br><br>
Taking position above you, <<he>> throws <<his>> weight down, sitting comfortably on your face. <<He>> grinds your mouth into <<his>> cunt.
<<set $NPCList[0].vagina to "facesit">><<set $NPCList[0].location.genitals = "head">>
<<set $mouthuse to "facesit">><<set $mouthstate to "vagina">><<set $mouthtarget to 0>>
<<else>>
"Right where you belong."
<br><br>
<<He>> drops to <<his>> knees over you, pinning you down by the shoulders. <<He>> grabs your head and pulls it into <<his>> crotch.
<<set $NPCList[0].vagina to "mouth">><<set $NPCList[0].location.genitals to "head">>
<<set $mouthuse to "othervagina">><<set $mouthstate to "othervagina">><<set $mouthtarget to 0>>
<</if>>
<<violence 4>>
<<else>>
<<He>> forces you to your knees and <<npcUndressText `C.npc.Whitney` "lower" "self">>, <<npcRevealText $NPCList[0] "lower">>.
"Open wide," <<he>> says. <<His>> friends cheer <<him>> on.
<<npcoral>>
<</if>>
<<promiscuity4>>
<<set $NPCList[0].lefthand to "hair">><<set $enemyanger to 70>>
<<set $audienceforceteen to 1>>
<</if>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<if Time.dayState isnot "night">>
<<switch random(1, 10)>>
<<case 10>>
<<if random(1, 100) lte maleChance()>><<set _whitAudience to "m">><<else>><<set _whitAudience to "f">><</if>>
A passing <<if _whitAudience is "m">>man<<else>>woman<</if>> stops to leer, then takes a step forward. Whitney's friends chase <<if _whitAudience is "m">>him<<else>>her<</if>> off.
<<stress 4>><<gstress>>
<<fameexhibitionism 1>><<famesex 1>>
<br><br>
<<case 9>>
A group of <<peopley>> pass by. They gasp and take pictures before hurrying on their way.
<<stress 2>><<gstress>>
<<if $whitneyromance is 1>>
<<status 1>><<gcool>>
<</if>>
<<fameexhibitionism 3 "pic">><<famesex 3 "pic">>
<br><br>
<<case 8>>
A car honks as it drives by.
<<stress 6>><<gstress>>
<<fameexhibitionism 1>><<famesex 1>>
<br><br>
<<case 7>>
<<if random(1, 100) lte maleChance()>><<set _whitAudience to "m">><<else>><<set _whitAudience to "f">><</if>>
A <<if _whitAudience is "m">>man<<else>>woman<</if>> emerges from a side door, a trash bag slung over <<if _whitAudience is "m">>his<<else>>her<</if>> shoulder. <<if _whitAudience is "m">>He<<else>>She<</if>> stops and gawks before hastening inside.
<<fameexhibitionism 1>><<famesex 1>>
<br><br>
<<case 6>>
<<if random(1, 100) lte maleChance()>><<set _whitAudience to "m">><<else>><<set _whitAudience to "f">><</if>>
A police officer steps into view, <<if _whitAudience is "m">>his<<else>>her<</if>> back to the alley. <<if _whitAudience is "m">>He<<else>>She<</if>> receives a call on <<if _whitAudience is "m">>his<<else>>her<</if>> radio, then marches on, none the wiser.
<<if $consensual is 1>>
<<stress 12>><<ggstress>>
<<else>>
<<trauma 6>><<gtrauma>>
<</if>>
<br><br>
<<default>>
/* Do nothing */
<</switch>>
<</if>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Street Bully Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Street Bully Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 1>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<if $whitneyromance is 1>>
<<He>> collapses atop you, <<his>> breath heavy in your ear.<<npcincr Whitney lust -20>><<llust>>
<br><br>
"Next time," <<he>> whispers. "I'm gonna drag your ass into the streets and fuck you raw, right in front of the whole town. Let everyone see how much of a slut you are."
<br><br>
<<He>> nips your ear and shoves you aside, laughing as <<he>> leaves.
<<else>>
<<He>> slumps against a wall and <<print playerBellyVisible() ? "pulls out a cigarette, but a glance at your belly convinces <<him>> not to light it" : "lights a cigarette">>. <<His>> breathing slowly steadies.<<npcincr Whitney lust -20>><<llust>>
<br><br>
"Thanks for the easy lay, slut." <<He>> leads <<his>> friends out of the alley, laughing as they go. You're left alone, lying on the pavement.
<</if>>
<<elseif $enemyhealth lte 0>>
You push Whitney away. <<His>> friends taunt you as you flee, but none give chase.<<npcincr Whitney dom -1>><<ldom>>
<<else>>
Whitney shoves you away. "Fine," <<he>> grumbles. <<He>> <<print playerBellyVisible() ? "pulls out" : "lights">> a cigarette and stomps off. <<His>> friends ridicule you, but otherwise leave you be.
<</if>>
<br><br>
<<tearful>> you dust yourself off.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>><<set $outside to 1>><<effects>>
<<if $phase gte 1>>
<<if $phase is 2>>
You bend over and grind your <<bottom>> into Whitney's crotch.
<<if $NPCList[0].penis isnot "none">>
You feel <<his>> <<print $NPCList[0].penisdesc>> hardening in response.
<<else>>
<<He>> grabs your hips and pulls you closer, rubbing against you in slow circles.
<</if>>
<<promiscuity2>>
<<else>>
You let Whitney have <<his>> fun. Despite your compliance, <<he>> doesn't take things further, keeping <<his>> hands at your rear.
<br><br>
<</if>>
<<He>> gropes with increasing fervour, pulling your body closer and closer against <<hers>>. <<He>> leans in and breathes down your neck, licking, biting, sometimes kissing. It doesn't last long, and <<he>> soon pulls away with a sigh.
<br><br>
"Thanks, <<bitch>>. I needed that." <<He>> smacks your ass, sending you stumbling back into the crowd. You dodge wayward hands and continue on your way.<<npcincr Whitney lust 5>><<glust>>
<<else>>
<<if $speech_attitude is "meek">>
You give Whitney a pleading look over your shoulder. <<He>> glares, but relents, sending you away with a shove. You scurry onwards.
<<elseif $speech_attitude is "bratty">>
<<if npcBellySize("Whitney") gte 8>>
You push Whitney away. <<He>> instinctively releases you.
<<else>>
You jab your elbow into Whitney's gut. <<He>> releases you with a wheeze.
<</if>>
<<He>> shoots you a sour look before leading <<his>> friends away.
<<else>>
You twist out of Whitney's grasp. <<He>> makes another grab for you, but you duck under <<his>> arm and hurry ahead. <<He>> doesn't follow.
<</if>>
<</if>>
<br><br>
<<endevent>>
<<destinationeventend>><<set $outside to 1>><<effects>>
<<if $phase is 1>>
<<if $speech_attitude is "meek">>
You look down and nudge the can with your foot. "It gets lonely, walking all by myself." You glance up at Whitney. "Won't you keep me company...?"
<<elseif $speech_attitude is "bratty">>
You kick the can back to Whitney.
<<if random(1, 5) gte 2>>
<<He>> narrowly dodges it.
<<else>>
It hits <<him>> on the head.
<</if>>
"Why don't you get off your ass and bring it over here instead?"
<<else>>
"You look so lonely up there," you purr, strutting towards Whitney. "Want some company?"
<</if>>
<<promiscuity1>>
<<if C.npc.Whitney.lust gte random(1, 100)>>
<<He>> looks thoughtful for a moment, then kicks off the dumpster and marches towards you. <<His>> friends follow behind.
<br><br>
"I was getting bored," <<he>> says. "Alright, <<girl>>. I'll play."
<br><br>
<<link [[Next|Street Bully Sex]]>><<set $phase to 1>><<set $sexstart to 1>><</link>>
<br>
<<else>>
"You're really insatiable," <<he>> laughs. <<He>> chucks another can at you, this time bouncing it off your <<if $player.breastsize is 0>>chest<<else>><<breasts>><</if>>. "But I'm not in the mood. Go find some other slut to screw."
<br><br>
<<He>> leans back and shuts <<his>> eyes, as if pretending you're not there. You decide not to waste your time and continue on your way.
<br><br>
<<endevent>>
<<destinationeventend>>
<</if>>
<<else>>
<<if $speech_attitude is "meek">>
You manage a smile and a wave as you shuffle past Whitney. <<He>> leers, but doesn't pursue.
<<elseif $speech_attitude is "bratty">>
You flip Whitney off over your shoulder. You hear <<him>> laugh, but <<he>> doesn't pursue.
<<else>>
You ignore Whitney and hurry on ahead. <<He>> jeers after you, but doesn't pursue.
<</if>>
<br><br>
<<endevent>>
<<destinationeventend>>
<</if>><<set $outside to 1>><<effects>>
<<if $phase is 2>>
<<if $speech_attitude is "meek">>
"S-so strong," you moan.
<<elseif $speech_attitude is "bratty">>
"F-fuck," you grunt. "Fuck, that feels good."
<<else>>
"H-harder!" you cry out.
<</if>>
<<His>> friends burst into laughter.
<br><br>
<<if $whitneyromance is 1>>
Whitney's breathing picks up as <<he>> tightens <<his>> hold on you. Your face is pressed firm between <<his>> <<if $NPCList[0].breastsize is 0>>chest<<else>><<print $NPCList[0].breastsdesc>><</if>> and <<his>> bicep.<<arousal 500>><<garousal>>
<br><br>
<<He>> jerks your head up, bringing <<his>> lips to your ear. "You would be into this, wouldn't you? Maybe I'll go 'til you pass out." <<He>> squeezes <<his>> arm around your throat. For a moment it seems <<he>> plans to do just that. Just as you're beginning to see stars, <<he>> releases you. You fall to your knees, gasping.
<br><br>
"Who says I don't give my <<girl>> what <<pshe>> wants?" <<His>> friends laugh. They leave you behind to catch your breath.
<<else>>
Whitney laughs along with them. "You really are a slut, getting off on this." <<He>> releases you and gives you a shove. You fall to your knees. "Oops, was that too rough? Sorry if that got you all hot and bothered."
<br><br>
They mock you as they leave. <<tearful>> you dust yourself off.
<</if>>
<<elseif $phase is 1>>
Resigned to your fate, you hold still and wait for the humiliation to end. Whitney's friends laugh at your defeated expression.
<br><br>
<<if $whitneyromance is 1>>
<<His>> grip remains tight, but gradually, the painful scraping softens into gentle stroking. <<His>> fingers weave through your hair, <<his>> thumb rubs the back of your head. You impulsively lean into <<his>> touch.
<<stress -4>><<arousal 1000>><<lstress>><<garousal>>
<<else>>
It doesn't take long for <<him>> to tire of grinding <<his>> fist into your head. It takes <<him>> a good bit longer to actually let you go. <<He>> gets a kick out of squeezing your neck whenever you let your guard down.
<<trauma 6>><<stress 6>><<pain 4>><<gtrauma>><<gstress>><<gpain>>
<</if>>
<br><br>
After some time, <<he>> releases you and leaves without a word. <<tearful>> you continue on.
<<else>>
<<if $physiqueSuccess>>
<<if $speech_attitude is "meek">>
You squirm in Whitney's grasp, trying to break free. <span class="green">You succeed,</span> wriggling out from under <<his>> arm and scampering away. <<He>> laughs, but doesn't give chase.
<<elseif $speech_attitude is "bratty">>
<<if ($leftarm is "bound" and $rightarm is "bound") or $transformationParts.traits.fangs isnot "disabled">>
You press your mouth to <<his>> forearm and chomp down.
<<else>>
You grab <<his>> forearm in both hands and twist as hard as you can.
<</if>>
<span class="green"><<He>> curses in pain.</span> <<He>> storms off to nurse <<his>> injury, leaving you be.
<<else>>
<span class="green">You manage to pry <<his>> arm off your neck and shove <<him>> against a wall.</span> <<He>> taunts you as you walk away, but otherwise keeps <<his>> distance.
<</if>>
<<npcincr Whitney dom -1>><<ldom>>
<<else>>
<<pass 10>>
You try and wriggle your head out from under <<his>> arm, <span class="red">but <<he>> tightens <<his>> grip and grinds <<his>> fist harder.</span> You feel short of breath.<<pain 8>><<ggpain>>
<br><br>
After what feels like ages, Whitney releases you. You fall on your <<bottom>>. Laughter follows as you scurry away.<<trauma 6>><<stress 12>><<gtrauma>><<ggstress>>
<</if>>
<</if>>
<br><br>
<<endevent>>
<<destinationeventend>><<set $outside to 1>><<effects>><<rngWraith 1>>
Held by the ankles, you're forced over the edge of the dumpster. Your fall is cushioned by a bed of garbage. "Be a good piece of trash and don't run off now, got it?" They laugh as <<he>> slams the lid shut, encasing you in darkness.<<npcincr Whitney lust 5>><<glust>>
<<ruffleHair>>
<br><br>
<<if _wraithEvent>>
You hear rustling beneath you. Suddenly, pale hands burst from below to grab you. Not one pair, but several.
<<if $wraith.state is "haunt">>
Fingernails dig deep into your flesh, dragging along your skin. They leave painful welts in their wake.
<br><br>
"<span class="wraith">At home, among the rats.</span>"<<trauma 12>><<stress 12>><<pain 6>><<ggtrauma>><<ggstress>><<gpain>>
<<else>>
They wrap around your body. You sink deeper into the detritus.
<br><br>
"<span class="wraith">A pearl before swine. Such a pity.</span>"<<trauma 6>><<stress 6>><<gtrauma>><<gstress>>
<</if>>
<br><br>
Panicked, you throw the lid open and scramble out.
<<if $wraith.state is "haunt">>
Cackling laughter echoes after you.
<</if>>
You collapse onto the pavement, chest heaving. Whitney and <<his>> friends are nowhere to be found.
<<else>>
<<if C.npc.Whitney.dom gte 15>>
You wait a moment before pushing the lid up. It doesn't budge. You hear Whitney and <<his>> friends laugh. <<Hes>> sat above you, trapping you inside. Unable to do much else, you <<if $speech_attitude is "meek">>curl up in a ball<<elseif $speech_attitude is "bratty">>sigh in frustration<<else>>lie back down<</if>> and wait for them to leave.
<<pass 10>><<trauma 6>><<stress 6>><<gtrauma>><<gstress>>
<br><br>
After a while, it grows quiet outside. You try the lid. It squeaks opens.
<br><br>
<<else>>
Fortunately, they don't stick around long.
<</if>>
<<tearful>> you climb out, picking scraps of paper and old wrappers out of your ruffled hair.
<</if>>
<br><br>
<<endevent>>
<<destinationeventend>><<set $outside to 1>><<effects>>
<<if $phase is 2>>
Without breaking the kiss, you push off the wall and tackle Whitney to the ground.
<<promiscuity1>>
<<He>> doesn't miss a beat,
<<if C.npc.Whitney.dom gte 10>>
grabbing your shoulders and throwing you on your back in turn. You grapple with each other for control, until
<<if C.npc.Whitney.dom gte 15 and !playerBellyVisible(true)>>
<<he>> sits on your stomach, pinning you down.<<arousal 1000>><<garousal>>
<br><br>
"That your best?" <<He>> smirks. <<He>> grabs you by the hair and yanks it up, returning your lips to <<hers>>.
<br><br>
A lengthy makeout later, and <<he>> pulls away with one last nip. <<He>> shoves off you and walks away without a word. <<tearful>> you dust yourself off.
<<else>>
you end up atop <<him>>. <<His>> face is red.<<arousal 1000>><<garousal>>
<br><br>
"The shit I let you get away with," <<he>> pants. <<He>> grabs you by the collar and brings your lips down to meet <<hers>>.
<br><br>
<<His>> mouth follows yours when you finally pull away, but <<he>> catches <<himself>> and shoves you off. <<He>> walks away without a word. <<tearful>> you dust yourself off.
<</if>>
<<else>>
folding <<his>> hands behind <<his>> head with a smile. <<He>> makes no effort to resist as you push your tongue past <<his>> lips, only moving to give your <<bottom>> a slap every now and then.<<arousal 800 "mouth">><<arousal 200 "bottom">><<garousal>>
<br><br>
"It's nice letting my bitches do the legwork, sometimes." <<He>> shifts <<his>> weight, flipping you onto your back. "Later, <<girl>>." <<He>> gets up and leaves without looking back. <<tearful>> you dust yourself off.
<</if>>
<<npcincr Whitney lust 10>><<gglust>>
<<elseif $phase is 1>>
You lie still and let Whitney's lips assault your own. Your body pressed between <<his>> and the wall, there's little else you can do.
<br><br>
You gasp for breath when <<he>> finally pulls away, but <<he>> immediately dives back in, this time forcing <<his>> tongue into your open mouth. After a lengthy makeout, <<he>> shoves off you and walks off without a word. You're left flustered.<<npcincr Whitney lust 5>><<glust>>
<<else>>
You turn your face away. <<He>> grasps your hair, trying to hold you still, but you're persistent. <<He>> takes the hint eventually.
<br><br>
"Fucking fine," <<he>> sighs, slouching against the wall. <<He>> <<print playerBellyVisible() ? "flips you off" : "lights a cigarette">> and turns away from you. You take it as permission to leave.
<</if>>
<br><br>
<<endevent>>
<<destinationeventend>><<set $outside to 1>><<effects>>
<<if $phase is 1>>
You know what's coming,
<<if $speech_attitude is "meek">>
but fear keeps you in place.
<<elseif $speech_attitude is "bratty">>
but self-preservation gets the better of you.
<<else>>
but you think better of picking a fight.
<</if>>
<<else>>
You're helpless to keep Whitney's hands off your <<print $worn.under_lower.name>>.
<</if>>
<<His>> fingers curl, then launch up in a swift motion.
<br><br>
A sudden, sharp pain shocks your <<genitals>> as the fabric of your <<print $worn.under_lower.name>> is yanked taut between your <<if $player.ballsExist>>testes<<else>>labia<</if>>.
<<if $speech_attitude is "meek">>
You squeal. <<His>> friends burst out laughing.
<<elseif $speech_attitude is "bratty">>
You grit your teeth, not giving them the satisfaction of a response.
<<else>>
You gasp. <<His>> friends taunt you.
<</if>>
<br><br>
<<set _whitStreetUndies to $worn.under_lower.name>>
<<set $worn.under_lower.integrity -= 30>>
<<integritycheck>>
<<exposure>>
<<if !$worn.under_lower.type.includes("naked")>>
Satisfied with your torment, Whitney releases you. You fall to the ground. <<He>> laughs as <<he>> steps over you. You struggle to stand.
<<if $whitneypantiescheck is 2 and $worn.under_lower.gender is "f">>
"Panties? We're not even in school." <<He>> leans in close. "Or do you dress like this for fun?"
<</if>>
<<else>>
"Thanks for the souvenir," Whitney laughs, waving the tattered remains of your <<print _whitStreetUndies>> in your face.
<<if $whitneypantiescheck is 2 and $worn.under_lower.gender is "f">>
"Panties? We're not even in school." <<He>> leans in close. "Or do you dress like this for fun?"
<</if>>
<<He>> drops you to the ground and runs off before you can snatch them back.
<<trauma 4>><<stress 4>><<gtrauma>><<gstress>>
<</if>>
<<npcincr Whitney lust 5>><<glust>>
<br><br>
<<endevent>>
<<destinationeventend>><<set $outside to 1>><<effects>>
<<if $phase is 1>>
Whitney yanks the thermos away just as you're about to grab it, <<if $whitneyromance is 1>>winking<<else>>smirking<</if>> as <<he>> takes a swig. <<He>> was teasing you.
<<if $speech_attitude is "meek">>
You look down and shuffle away.
<<elseif $speech_attitude is "bratty">>
You roll your eyes and walk away.
<<else>>
You sigh and walk away.
<</if>>
<<if $whitneyromance is 1>>
<br><br>
A hand on your shoulder pulls you back. You're too surprised to stop Whitney as <<he>> forces <<his>> lips to yours. <span class="lewd">A sweet, creamy taste fills your mouth,</span> flooding it with warmth. <<He>> pushes <<his>> tongue past your lips, forcing you to swallow. You nearly choke.
<br><br>
<<He>> wipes <<his>> mouth on <<his>> sleeve. "Here," <<he>> pants as <<he>> forces the thermos into your hands. <<His>> face is red. "I'm not thirsty."<<npcincr Whitney lust 10>><<gglust>><<wearProp "thermos" 0 "hot">>
<br><br>
<<He>> storms off. You feel heated, in more ways than one.<<stress -12>><<arousal 1000>><<lstress>><<garousal>>
<<else>>
<<stress 6>><<npcincr Whitney lust 5>><<gstress>><<glust>>
<</if>>
<<else>>
You ignore <<him>> and continue on. <<He>> watches you leave, but doesn't follow.
<</if>>
<br><br>
<<destinationeventend>><<set $outside to 1>><<effects>>
<<if $phase is 1>>
<<if $danceSuccess>>
<span class="green">You gracefully weave out of the way just as Whitney comes to a landing.</span> You're struck by a few stray droplets, but otherwise no worse for wear.<<stress -6>><<lstress>>
<br><br>
Whitney isn't so lucky. <<He>> ends up drenched from the waist down. <<He>> looks disappointed as <<he>> stomps off, kicking at puddles as <<he>> goes.<<npcincr Whitney dom -1>><<ldom>>
<<else>>
You stumble backwards, <span class="red">only to slip and fall on your <<bottom>> just as Whitney lands.</span> A wave sweeps over you, <span class="red">soaking you from head to toe.</span>
<<water>><<trauma 6>><<stress 12>><<gtrauma>><<ggstress>>
<br><br>
Whitney explodes into hysterics when <<he>> sees you. "Real smooth, loser." <<He>> wipes a tear from <<his>> eye as <<he>> leaves.<<npcincr Whitney lust 10>><<gglust>>
<</if>>
<<else>>
You shut your eyes and brace for impact. You hear a splash. Your clothes feel cold and heavy. Your heart skips a beat. <span class="lewd">Your <<allBottoms>> <<lowerhas>> completely soaked through.</span>
<<water waist>><<if $uncomfortable.nude is true>><<trauma 6>><<stress 6>><<gtrauma>><<gstress>><<else>><<arousal 500>><<garousal>><</if>>
<br><br>
Whitney saunters off with a smile, heedless to the fact that <<hes>> drenched, too. "Better hurry inside," <<he>> calls after you. "You'll catch a cold dressed like that."<<npcincr Whitney lust 5>><<glust>>
<</if>>
<br><br>
<<endevent>>
<<destinationeventend>><<set $outside to 1>><<effects>>
<<if $phase is 2>>
You stick your <<if $player.breastsize is 0>>chest<<else>><<breasts>><</if>> out, giving Whitney an easy target. <<person1>><<He>> grins as <<he>> squeezes the bottle. A torrent of water sprays out, <span class="lewd">soaking you from the waist up.</span>
<<if $player.gender_appearance is "f">>
<<exhibitionism4>>
<<else>>
<<exhibitionism1>>
<</if>>
<<wet_upper>>
The <<person2>><<person>> shoves you into Whitney's arms. <<person1>><<He>> pulls you close.
<br><br>
"You're my toy. Never forget it." <<He>> drags <<his>> tongue along your slick <<if $player.breastsize is 0>>chest<<else>><<breasts>><</if>>, then shoves you aside. They laugh their way out of the alley.<<npcincr Whitney lust 10>><<gglust>>
<<elseif $phase is 1>>
You twist and jerk, trying to wrench your arms out of the <<person2>><<persons>> grasp.
<<if $physiqueSuccess>>
<span class="green">You duck out of the way just in time,</span> and <<he>> ends up soaked in your stead.
<br><br>
<<if ($pronoun is "m" and random(1, 4) isnot 1) or ($pronoun is "f" and random(1, 4) is 1)>>
<<He>> growls in frustration, ripping off <<his>> shirt and leaping at Whitney. You use the ensuing scrap to cover your escape.
<<else>>
<<He>> squeals and covers <<his>> chest as <<he>> scurries into hiding. Whitney's amused enough to leave you alone.
<</if>>
<<else>>
<span class="red"><<His>> hold is too strong,</span> however, <span class="lewd">and you're soaked from the waist up.</span>
<<wet_upper>>
<<trauma 6>><<stress 12>><<gtrauma>><<ggstress>>
<br><br>
The <<person>> shoves you to the floor. Whitney bounces the empty bottle off your head. "Maybe now you won't be so hot under the collar." They laugh their way out of the alley.<<npcincr Whitney lust 5>><<glust>>
<</if>>
<<else>>
You lie still and shut your eyes. You hear the sound of plastic crunching. You're hit by sharp, cool sensation, right in the chest. <span class="lewd">You're soaked from the waist up.</span>
<<wet_upper>>
<<trauma 6>><<stress 6>><<gtrauma>><<gstress>>
<br><br>
The <<person2>><<person>> shoves you to Whitney. "No need to thank me." <<person1>><<He>> slaps your wet <<breasts>>. "This view's plenty thanks." They laugh their way out of the alley.<<npcincr Whitney lust 5>><<glust>>
<</if>>
<br><br>
<<endevent>>
<<destinationeventend>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<violence 1>>
<<neutral 1>>
<<maninit>>
<<stalk_init>>
<<set $combatgoal to "confront">>
<<set $NPCList[0].bold to (($allure / 10) + (C.npc.Whitney.lust * 2) + (C.npc.Whitney.dom * 20) + (C.npc.Whitney.love * 10))>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $stalk_end>>
<span id="next"><<link [[Next|Street Bully Stalk Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Street Bully Stalk]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 1>><<effects>>
<<if $stalk_end is "confront">>
<<if $feetaction is "confront">>
Whitney stares at you, arms crossed.
<<else>>
<<if !$stalk_assess>>A pair of hands grab<<else>>Whitney grabs<</if>> you from behind.
<</if>>
<<if $whitneyromance is 1>>
"You're just looking for trouble coming around here, aren't you?" <<if !$stalk_assess>>It's Whitney.<</if>> <<His>> friends peer over <<his>> shoulder. <<He>> smirks. "Well, you're in luck."
<<else>>
"There's a fine for trespassing, slut." <<if !$stalk_assess>>It's Whitney.<</if>> <<His>> friends pen you in. "Lucky for you, it's real cheap."
<</if>>
<br><br>
<<silently>><<endcombat>><</silently>>
<<npc Whitney>><<person1>>
<<if C.npc.Whitney.dom gte 15>>
<<He>> snaps <<his>> fingers and points down.
<<else>>
<<He>> puts a hand on your head and pushes down.
<</if>>
<<if Time.dayState isnot "night">>
<span class="lewd">You're in plain view of an adjacent street.</span>
<</if>>
<br><br>
<<if hasSexStat("promiscuity", 4)>>
<<link [[Give oral|Street Bully Sex]]>><<set $phase to 0>><<set $sexstart to 1>><<npcincr Whitney love 1>><<npcincr Whitney dom 1>><</link>><<promiscuous4>><<glove>><<gdom>>
<br>
<</if>>
<<if $whitneyromance is 1>>
<<link [[Ask to go somewhere private|Street Bully Private]]>><<npcincr Whitney dom -1>><</link>><<promiscuous1>><<ldom>>
<br>
<</if>>
<<link [[Let it happen|Street Bully Sex]]>><<set $phase to 0>><<set $molestationstart to 1>><<trauma 6>><<stress 6>><<npcincr Whitney dom 1>><</link>><<gtrauma>><<gstress>><<gdom>>
<br>
<<link [[Fight|Street Bully Fight]]>><<npcincr Whitney dom -1>><<set $fightstart to 1>><</link>>
<br>
<<elseif $stalk_end is "hide">>
You emerge from your hiding place. <<if $stalk_assess>>Whitney<<else>>Whoever was following you<</if>> is nowhere to be found. <<tearful>> you continue on your way.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<<else>>
You slow to a walk. <<tearful>> you continue your journey.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<</if>><<set $outside to 1>><<effects>>
<<if $speech_attitude is "meek">>
You sidle up to Whitney, wrapping your arms over <<his>> shoulders and pressing your chest to <<hers>>. "I-I want to make you happy," you whisper. "But I'm shy..."
<<elseif $speech_attitude is "bratty">>
You pull Whitney away from <<his>> friends, sliding a hand down <<his>> back. "Ditch the gawkers," you say. "Then we can really have some fun."
<<else>>
You strut towards Whitney, running your hands along your body. "Wouldn't you rather have this all to yourself?"
<</if>>
<<promiscuity1>>
<<if C.npc.Whitney.dom gte 15>>
<<He>> smiles. <span class="red">"Nice try, slut."</span> <<He>> forces you down.
<br><br>
<<link [[Next|Street Bully Sex]]>><<set $phase to 0>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<He>> looks around uneasily. <span class="green">"Fine,"</span> <<he>> mutters. "Less leeches that way."
<br><br>
<<He>> drags you to a secluded alcove. <<His>> friends follow, but Whitney fixes them with a glare. "That goes for you lot, too." They murmur their disappointment.
<br><br>
Once alone, Whitney shoves you to the ground. <<Hes>> on you in an instant.
<br><br>
<<link [[Next|Street Bully Private Sex]]>><<set $sexstart to 1>><</link>>
<br>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Street Bully Private Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Street Bully Private Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 1>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> rolls onto <<his>> back with a sigh.<<npcincr Whitney lust -20>><<llust>>
<br><br>
"Don't get used it, slut," <<he>> says. "Next time, we're going raw right in the streets."
<br><br>
<<He>> dusts <<himself>> off and returns to <<his>> gang. You're not sure if <<hes>> serious.<<stress 2>><<gstress>>
<<elseif $enemyhealth lte 0>>
You kick Whitney away from you. <<He>> skids out onto the street.<<npcincr Whitney love -1>><<npcincr Whitney dom -1>><<llove>><<ldom>>
<br><br>
"The fuck's your problem?" <<he>> spits. "See if I listen to you next time. Bitch." <<He>> dusts <<himself>> off and staggers away.
<<else>>
<<He>> dismounts you with a sigh. "Whatever. I was starting to fall asleep, anyway." <<He>> returns to <<his>> gang without looking back.
<</if>>
<br><br>
<<tearful>> you step out into the open.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>><<set $outside to 1>><<effects>><<wearProp "spray paint">>
<<if $phase is 1>>
<<if $speech_attitude is "meek">>
You gulp. "O-okay. As long as I don't get in trouble."
<<elseif $speech_attitude is "bratty">>
You shove past <<him>>. "Let me show you how it's done."
<<else>>
You step up to the wall. "I better not get in trouble for this."
<</if>>
Whitney and <<his>> friends crowd around, eager to see the finished product.
<br><br>
What do you draw?
<br><br>
<<link [[Something lewd|Street Bully Paint 2]]>><<crimeUp 100 "destruction">><<npcincr Whitney love 1>><<set $phase to 2>><</link>><<promiscuous1>>
<br>
<<link [[Something profane|Street Bully Paint 2]]>><<crimeUp 100 "destruction">><<npcincr Whitney love 1>><<trauma -6>><<stress -12>><<set $phase to 1>><</link>><<ltrauma>><<lstress>>
<br>
<<if $whitneyromance is 1>>
<<link [[Something romantic|Street Bully Paint 2]]>><<crimeUp 200 "destruction">><<npcincr Whitney love 3>><<set $phase to 0>><</link>><<gglove>>
<br>
<</if>>
<<else>>
<<if $speech_attitude is "meek">>
"You shouldn't vandalise public property," you say, holding out the spray can. <<His>> friends laugh in your face.
<<elseif $speech_attitude is "bratty">>
You toss the can at Whitney, who fumbles to catch it. "I'm not putting my ass on the line for this."
<<else>>
You hand the can back to Whitney. "This isn't worth getting in trouble over," you say.
<</if>>
<br><br>
<<He>> scowls, but doesn't push you. <<He>> goes back to <<his>> crude illustrations. You continue on your way.
<br><br>
<<endevent>>
<<destinationeventend>>
<</if>><<set $outside to 1>><<effects>>
You give the can a shake, then
<<if $phase is 2>>
paint the wall with the most depraved, carnal imagery you can imagine.
<<promiscuity1>>
<<if $awarelevel gte 2>>
Once you're done, Whitney steps up to admire your handiwork. <<He>> grins. "Is that...?"
<br><br>
You <<if $speech_attitude is "meek">>bashfully<<elseif $speech_attitude is "bratty">>confidently<<else>>eagerly<</if>> nod. Whitney shakes <<his>> head, snickering. "You know, if you wanna see the real thing, you could always ask." <<His>> friends laugh.<<npcincr Whitney lust 5>><<glust>>
<<else>>
Once you're done, Whitney steps up to admire your handiwork. <<He>> scratches <<his>> head. "The fuck is that?"
<br><br>
You explain your work as best you can. "That's what that is?" <<He>> cocks an eyebrow. "If you say so." <<His>> friends laugh.<<stress 6>><<gstress>>
<</if>>
<<elseif $phase is 1>>
plaster the wall with as many naughty words as you can think up.
<<if $awarelevel gte 1>>
It's oddly cathartic.
<<else>>
There aren't many, but it's cathartic nonetheless.
<</if>>
<br><br>
Once you're done, Whitney steps up to admire your handiwork. <<He>> gives a low whistle.
<br><br>
<<if C.npc.Whitney.love gte 25>>
"That's some choice language. Do you..." <<He>> stops short, shaking <<his>> head. "I mean, it's not bad."<<trauma -4>><<ltrauma>>
<<else>>
"That's some choice language. You kiss your mum with that mouth?" <<He>> covers <<his>> mouth, feigning remorse. "Oh, right. You don't."<<lcontrol>><<control -10>>
<</if>>
<<else>>
outline a heart. Inside, you write Whitney's name <<if $speech_attitude is "meek">>above<<elseif $speech_attitude is "bratty">>beneath<<else>>next to<</if>> your own.
<br><br>
Once you're done, Whitney steps up to admire your handiwork. <<His>> friends <<if $cool gte 40>>poke fun<<else>>pretend to gag<</if>>. <<He>> rolls <<his>> eyes.
<br><br>
"Sure," <<he>> says. "Make it real easy for the cops to trace." Despite <<his>> tone, <<hes>> smiling.
<</if>>
<br><br>
Once <<hes>> through with <<his>> critique, Whitney shoves you along.
<<if C.npc.Whitney.dom gte 15>>
"You run off and let the big <<peopley>> play," <<he>> says. "I can't have any fun with you in jail."
<<else>>
"Later, <<if $whitneyromance is 1>><<girl>><<else>>slut<</if>>," <<he>> calls after you. "Don't have too much fun without me."
<</if>>
<br><br>
<<endevent>>
<<destinationeventend>><<set $outside to 1>><<effects>>
<<if $phase is 1>>
<<flaunting>> you remove each article of clothing, one by one, until you're stood naked in front of Whitney and <<his>> gang.
<<exhibitionism3>>
<<else>>
You hesitantly strip for Whitney and <<his>> friends. Someone cheers. You feel uncomfortable under Whitney's gaze, but it's better than the alternative.
<br><br>
<</if>>
<<undressclothes "whitneyStreet">>
<<if $phase is 1>>
You're so busy putting on a show
<<else>>
You're so focused on tuning out their stares
<</if>>
that you fail to notice <<his>> friends stepping out of line behind you. They snatch up your clothes.
<<if Time.dayState is "night">>
"We're going for a walk," Whitney says. "You might wanna come with."
<br><br>
They start out of the alley, <span class="red">taking your clothes with them.</span>
<br><br>
<<link [[Follow|Street Bully Strip Walk]]>><<set $phase2 to 1>><<npcincr Whitney dom 1>><</link>><<gdom>>
<br>
<<link [[Stay put|Street Bully Strip Walk]]>><<set $phase2 to 0>><<npcincr Whitney dom -1>><</link>><<ldom>>
<br>
<<else>>
"Thanks for the show," Whitney says. "See you around."
<br><br>
<<His>> friends laugh as they bolt onto the street, <span class="red">taking your clothes with them.</span>
<br><br>
<<link [[Next|Street Bully Strip Streak]]>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
One of the <<persony>>s behind you shoves you to Whitney. "Wrong answer," <<he>> snarls.
<<controlloss>>
<<npcstrip>>
<<set $audienceforceteen to 1>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<outfitChecks>>
<<if _combatend or (_fullyNaked)>>
<span id="next"><<link [[Next|Street Bully Strip Forced Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Street Bully Strip Forced]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 1>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation "short">>
<<He>> collapses to the ground, panting.<<npcincr Whitney lust -20>><<llust>>
<br><br>
<<His>> haze offers the distraction you need. <<tearful>> you slip past.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<<elseif $enemyhealth lte 0>>
You shove Whitney into a <<generatey2>><<person2>><<person>>. They both collapse to the ground. The rest give you a wide berth.<<npcincr Whitney dom -1>><<ldom>>
<br><br>
<<tearful>> you flee the alley.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<<else>>
Whitney's friends cheer as <<he>> holds your clothes up high. <<He>> tosses each article to a different <<persony>>, dashing your hopes of getting them back.<<trauma 6>><<stress 12>><<gtrauma>><<ggstress>>
<br><br>
<<if $enemyanger gte ($enemyangermax / 5) * 1>>
"You know what's funny?" <<he>> says. "I was gonna let you keep them this time. I just wanted a peek, but you had to act like a <<bitch>>."
<br><br>
<<He>> shoves you to the ground. They run off, <span class="red">taking your clothes with them.</span> You follow the sound of their laughter, but soon lose them in the maze of alleys and alcoves.
<br><br>
<<tearful>> you take cover behind a bin.
<br><br>
<<set $stealtextskip to 1>>
<<stealclothes>>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<<else>>
<<silently>><<clotheson>><</silently>>
<<undressclothes "whitneyStreet">>
<<endcombat>>
<<npc Whitney>><<person1>>
"Now that's done," Whitney says, smirking.
<<if Time.dayState is "night">>
"Let's take you for a walk."
<br><br>
They start out of the alley, <span class="red">taking your clothes with them.</span>
<br><br>
<<link [[Follow|Street Bully Strip Walk]]>><<set $phase to 0>><<set $phase2 to 1>><</link>>
<br>
<<link [[Stay put|Street Bully Strip Walk]]>><<set $phase2 to 0>><</link>>
<br>
<<else>>
"We'll be leaving. See you around."
<br><br>
<<His>> friends laugh as they bolt onto the street, <span class="red">taking your clothes with them.</span>
<br><br>
<<link [[Next|Street Bully Strip Streak]]>><</link>>
<br>
<</if>>
<</if>>
<</if>><<set $outside to 1>><<effects>>
<<if $phase2 is 1>>
<<if $phase is 1>>
<<if $whitneyromance is 1>>
You saunter up to Whitney's side. <<He>> wraps an arm around your waist and pulls you closer.
<<else>>
You casually stroll to the head of the group. You can feel their eyes on your <<bottom>>.
<</if>>
You pay <<his>> friends' crude remarks no mind as you lead them out of the alley and into the street.
<br><br>
You take a deep breath as a cool night breeze caresses your skin, whisking you off your feet in a gust of pride. You're almost disappointed that the only ones around are Whitney and <<his>> friends.
<<else>>
<<if $whitneyromance is 1>>
You nervously trail behind Whitney. <<He>> grabs you by the arm and pulls you to <<his>> side.
<<else>>
You shrink to the back of the group, but Whitney drags you to the front, kicking your <<bottom>> to force you along.
<</if>>
<<His>> friends' laughter rings in your ears as you're led out of the alley, onto the street.<<trauma 6>><<stress 6>><<gtrauma>><<gstress>>
<br><br>
You shiver as the frigid nighttime air clings to your skin, chilling you to the bone. Your vulnerability may have something to do with your discomfort. You're thankful the streets are empty, save for you, Whitney, and <<his>> gang.
<</if>>
<br><br>
<span class="lewd">Until a <<generate2>><<person2>><<person>> emerges.</span> <<He>> hasn't noticed you yet. Whitney's friends snicker in anticipation.
<br><br>
<<if $whitneyromance is 1>>
<<link [[Hide behind Whitney|Street Bully Strip Walk 2]]>><<set $phase to 3>><<npcincr Whitney dom 1>><<npcincr Whitney lust 5>><</link>><<gdom>><<glust>>
<br>
<</if>>
<<if hasSexStat("exhibitionism", 4)>>
<<link [[Strut|Street Bully Strip Walk 2]]>><<set $phase to 2>><<npcincr Whitney love 1>><<npcincr Whitney lust 5>><</link>><<exhibitionist4>><<glove>><<glust>>
<br>
<</if>>
<<link [[Keep walking|Street Bully Strip Walk 2]]>><<set $phase to 1>><<trauma 6>><<stress 6>><<npcincr Whitney dom 1>><</link>><<gtrauma>><<gstress>><<gdom>>
<br>
<<link [[Run away|Street Bully Strip Walk 2]]>><<set $phase to 0>><<npcincr Whitney dom -1>><</link>><<ldom>>
<br>
<<else>>
You stay rooted in place. The sound of laughter fades.
<br><br>
<<storeon "whitneyStreet" "delete">>
<<clotheson>>
<<endevent>>
<<destinationeventend>>
<</if>><<set $outside to 1>><<effects>>
<<if $phase is 3>>
<<person1>>
<<if $speech_attitude is "meek">>
You squirm out of Whitney's grasp and move behind <<him>>, pressing your face to <<his>> back.
<<elseif $speech_attitude is "bratty">>
You grasp Whitney's shoulders and position <<him>> in front of you, shielding you from view.
<<else>>
You take cover behind Whitney.
<</if>>
<br><br>
<<if C.npc.Whitney.dom gte 18>>
<<He>> reaches around and grabs you. "Don't be shy." <<He>> smiles. "Let <<person2>><<him>> see that pretty face." <span class="red">You're pulled by the arm, back into the open.</span> With your arms held behind your back, you can't even cover up.<<trauma 6>><<stress 6>><<gtrauma>><<gstress>>
<br><br>
Whitney marches right up to the <<person>>, practically shoving you in <<his>> face. Your face flushes with humiliation, but there's nothing you can do to shield yourself from <<his>> prying eyes.
<br><br>
Whitney taunts the <<person>>, goading <<him>> to take it further, but <<he>> can't find the nerve. <<He>> stumbles away, leering over <<his>> shoulder. Whitney's not bothered. <<person1>><<He>> releases you and carries on with <<his>> walk.
<<fameexhibitionism 1>>
<<else>>
<<His>> friends laugh. Someone jabs you. Whitney scowls over <<his>> shoulder. The <<person2>><<person>> walks on by, oblivious to your presence.
<br><br>
Once <<hes>> gone, Whitney turns around and gives you a shove. "You're lucky it was just one idiot. Any more, and you bet your ass I'd be showing you off."<<stress 2>><<gstress>>
<</if>>
<br><br>
<<link [[Next|Street Bully Strip Walk 3]]>><<person1>><</link>>
<br>
<<elseif $phase is 2>>
<<if $whitneyromance is 1>>
You move in front of Whitney. Your bare, <<bottom>> brushes <<person1>><<his>> crotch.
<<else>>
You wave the group away. They slink back, letting you take the lead.
<</if>>
You make no effort to conceal your <<lewdness>>.
<<exhibitionism4>>
The <<person2>><<person>> perks at the sound of footsteps, then freezes at the sight of a naked <<girl>> <<if $whitneyromance is 1>>ushered along<<else>>flanked<</if>> by a gang of delinquents.
<br><br>
<<if $whitneyromance is 1>>
You lean into Whitney's chest. "Midnight strolls," you sigh. "So romantic." <<person1>><<He>> flashes a smirk as <<he>> shoves past the <<person2>><<person>>.
<<else>>
You wave to the <<person>>. "Don't stay out late, <<sir>>," you innocently chirp. "You'll catch a cold!"
<</if>>
<br><br>
<<switch random(1, 4)>>
<<case 4>>
Eyes wide, <<he>> reaches out to touch you. Whitney slaps <<his>> hand away. <<He>> shuffles off, muttering to <<himself>>.
<<case 3>>
<<He>> leers openly, craning <<his>> neck as <<he>> passes. <<He>> smacks straight into a streetlamp.
<<case 2>>
<<He>> looks concerned. Not enough to help, though. <<He>> hastens <<his>> steps.
<<case 1>>
<<He>> blinks and rubs <<his>> eyes as you dip down a corner, out of view.
<</switch>>
<<fameexhibitionism 2>>
<br><br>
As soon as you're all alone, Whitney's friends burst into laughter.
<br><br>
<<link [[Next|Street Bully Strip Walk 3]]>><<person1>><</link>>
<br>
<<elseif $phase is 1>>
You keep your hands over your <<lewdness>> as Whitney nudges you towards the <<person>>. It does little to distract from your exposure.
<br><br>
<<switch random(1, 5)>>
<<case 5>>
<<He>> gives a nonchalant smile and wave, then stops in <<his>> tracks. You round a corner before <<he>> can get another look.
<<case 4>>
Eyes wide, <<he>> reaches out to touch you. Whitney slaps <<his>> hand away. <<He>> shuffles off, muttering to <<himself>>.
<<case 3>>
<<He>> leers openly, craning <<his>> neck as <<he>> passes. <<He>> smacks straight into a streetlamp.
<<case 2>>
<<He>> looks concerned. Not enough to help, though. <<He>> hastens <<his>> steps.
<<case 1>>
<<He>> blinks and rubs <<his>> eyes as you dip down a corner, out of view.
<</switch>>
<<fameexhibitionism 1>>
<br><br>
Whitney's friends roar with laughter as you continue down the street.
<br><br>
<<link [[Next|Street Bully Strip Walk 3]]>><<person1>><</link>>
<br>
<<else>>
You break away from the group and retreat the way you came. Their mocking laughter soon fades out.
<br><br>
<<storeon "whitneyStreet" "delete">>
<<clotheson>>
<<endevent>>
<<destinationeventend>>
<</if>><<set $outside to 1>><<effects>>
Whitney takes you on one more loop around the street
<<if $whitneyromance is 1>>
before pulling you into an alley.
<br><br>
"Thanks for that, <<girl>>," <<he>> says, ruffling your hair. "You made my night."
<<ruffleHair>>
<br><br>
<<His>> friends toss your clothes at you, all bunched up. <<tearful>> you duck behind a bin to dress. When you emerge, Whitney and the others are gone.
<<else>>
before shoving you to the ground.
<br><br>
"Did you enjoy your walk, <<bitch>>?" <<he>> laughs. "I sure did."
<br><br>
<<His>> friends dump your clothes on the floor. Whitney stamps on them on <<his>> way down the street. <<tearful>> you duck into an alley to get dressed.
<</if>>
<br><br>
<<storeon "whitneyStreet">>
<<endevent>>
<<destinationeventend>><<set $outside to 1>><<effects>>
Hid behind a bin to conceal your <<lewdness>>, you peek out. Whitney and <<his>> friends stand across the street. <<He>> waves your clothes like a flag.
<br><br>
You'll have to cross traffic to reach <<him>>.
<<if Time.dayState is "day">>
It's busy. You'll have to be quick.
<<if hasSexStat("exhibitionism", 5)>>
<span class="lewd">Or bold.</span>
<</if>>
<<set _whitStreetDifficulty to 30>>
<<set _whitAthleticsDifficulty to 1200>>
<<else>>
It's not too busy, but you'll have to be quick.
<<if hasSexStat("exhibitionism", 5)>>
<span class="lewd">Or bold.</span>
<</if>>
<<set _whitStreetDifficulty to 50>>
<<set _whitAthleticsDifficulty to 800>>
<</if>>
<br><br>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Strut|Street Bully Strip Streak 2]]>><<set $phase to 3>><<npcincr Whitney love 1>><</link>><<exhibitionist5>><<glove>>
<br>
<</if>>
<<link [[Sprint|Street Bully Strip Streak 2]]>><<set $phase to 2>><</link>><<athleticsdifficulty 1 _whitAthleticsDifficulty>>
<br>
<<link [[Move carefully|Street Bully Strip Streak 2]]>><<set $phase to 1>><</link>><<difficulty _whitStreetDifficulty>>
<br>
<<link [[Give up|Street Bully Strip Streak 2]]>><<set $phase to 0>><<npcincr Whitney dom -1>><</link>><<ldom>>
<br><<set $outside to 1>><<effects>>
<<if $phase is 3>>
You <<nervously>> emerge from your hiding spot and start your way across the street.
<<exhibitionism5>>
You walk slowly, hips swaying and head held high. Joggers stop in their tracks. Drivers come screeching to a halt. Car horns blare down the road. You're not sure if they're upset over the traffic jam, or because they can't get a good view.
<<fameexhibitionism 30>>
<br><br>
Some of the onlookers start to follow.
<<if $innocencestate is 1>>
You wonder where they're headed.
<<else>>
You pick up your pace.
<</if>>
<<if $whitneyromance is 1>>
Whitney pulls you into the alley as you draw near.
<<else>>
You slide into the alley, where Whitney awaits.
<</if>>
<br><br>
<<link [[Next|Street Bully Strip Streak 3]]>><<set $phase to 2>><</link>>
<br>
<<elseif $phase is 2>>
You crouch low and wait for an opening, before flying out of the alley and onto the street. The wind buffets your bare skin and your heart races, but you don't dare slow down.
<br><br>
<<if $athleticsSuccess>>
<span class="green">You breathlessly zip across without obstruction.</span> Onlookers gasp, but you're quick enough that none catch more than a fleeting glimpse.
<br><br>
You're soon out of view and into the alleyway.
<<if $whitneyromance is 1>>
Whitney catches you in <<his>> arms
<<else>>
Whitney's friends cheer
<</if>>
as you come skidding to a stop.
<br><br>
<<link [[Next|Street Bully Strip Streak 3]]>><<set $phase to 0>><</link>>
<br>
<<else>>
You're halfway there when <span class="red">you trip,</span> landing with your <<bottom>> in the air. Before you can rise, <span class="red">a car comes right at you.</span> The driver swerves, narrowly avoiding you.<<trauma 18>><<stress 24>><<pain 6>><<gggtrauma>><<gggstress>><<gpain>>
<br><br>
Once your pulse settles, you realise you're laid in the street, completely nude and in a compromising position. A crowd of <<people>> gather around you. Some look horrified. Most don't. <<embarrassment>>
<<fameexhibitionism 10>>
<br><br>
<<if C.npc.Whitney.dom gte 15 and $whitneyromance is 1>>
Whitney shoves <<his>> way through the crowd. <<He>> grabs you and drags you towards the alley. You keep your head down and stumble after <<him>>.
<br><br>
<<link [[Next|Street Bully Strip Streak 3]]>><<set $phase to 1>><</link>>
<br>
<<else>>
You scramble to your feet and hurry the rest of the way before they get any ideas. Whitney's friends are too hysterical to notice you.
<br><br>
<<link [[Next|Street Bully Strip Streak 3]]>><<set $phase to 0>><</link>>
<br>
<</if>>
<</if>>
<<elseif $phase is 1>>
You crouch low and wait for an opening, before creeping out onto the street. You duck and dive between anything you can find, be it parked cars or rubbish bins, hoping no one notices.
<br><br>
<<if (Time.dayState is "day" and random(1, 10) lte 3) or (Time.dayState isnot "day" and random(1))>>
Taking advantage of a gap in traffic, <span class="green">you manage to cross without a hitch.</span> Commuters flood back onto the road shortly after, oblivious to the naked <<girl>> they narrowly missed.
<br><br>
You let out an uneasy breath as you slip into the alley where Whitney and <<his>> friends await.
<br><br>
<<link [[Next|Street Bully Strip Streak 3]]>><<set $phase to 0>><</link>>
<br>
<<else>>
You're halfway there when a car comes screeching to a halt right in front of you. The driver honks their horn, rattling you to the core. <span class="red">You freeze.</span><<trauma 12>><<stress 18>><<ggtrauma>><<gggstress>>
<br><br>
Once your pulse settles, you realise you're stood stock-still in the middle of the street, completely nude. A crowd of <<people>> gather around you. Some look horrified. Most don't. <<embarrassment>>
<<fameexhibitionism 10>>
<br><br>
<<if C.npc.Whitney.dom gte 15 and $whitneyromance is 1>>
Whitney shoves <<his>> way through the crowd. <<He>> grabs you and drags you towards the alley. You keep your head down and stumble after <<him>>.
<br><br>
<<link [[Next|Street Bully Strip Streak 3]]>><<set $phase to 1>><</link>>
<br>
<<else>>
You scramble to your feet and hurry the rest of the way before they get any ideas. Whitney's friends are too hysterical to notice you.
<br><br>
<<link [[Next|Street Bully Strip Streak 3]]>><<set $phase to 0>><</link>>
<br>
<</if>>
<</if>>
<<else>>
You slink into the alley, refusing to play Whitney's game. When you look back, <<hes>> gone. So are your clothes.
<br><br>
<<storeon "whitneyStreet" "delete">>
<<clotheson>>
<<endevent>>
<<destinationeventend>>
<</if>><<set $outside to 1>><<effects>>
<<if $phase is 2>>
You're greeted with cheers as you step into the alley. Whitney's friends flock around to pat you on the back, and elsewhere.
<br><br>
"You really are a slut," Whitney says as <<he>> tosses your clothes over. <<He>> nods over your shoulder and grins. "You've got fans."
<br><br>
A crowd of <<people>> line the street, eyes full of thirst. <<tearful>> you hurry away to get dressed.
<<elseif $phase is 1>>
Whitney drags you further down the alley, away from the street. <<His>> friends follow, bemused. Once you're alone, <<he>> pins you to a wall. <<He>> cups your chin and tilts it to meet <<his>> gaze. Then, <<he>> slaps you.<<pain 2>><<gpain>>
<br><br>
"What the fuck is your problem?" <<he>> demands, voice quaking slightly. "Fucking idiot. Don't get yourself killed over stupid shit."
<br><br>
<<He>> shoves your clothes into your arms and angrily herds <<his>> friends away, leaving you to get dressed in peace. <<tearful>> you do so. When you turn, Whitney's gone.
<<else>>
"Get a good workout, slut?" Whitney says. "Or maybe it's that slimming new outfit of yours."
<br><br>
You reach for your clothes.
<<if C.npc.Whitney.dom gte 10>>
Whitney holds them overhead, smirking. <<His>> friends laugh as you
<<if $bodysize lte 1>>
stand on tiptoe, straining to reach them. <<He>> eventually grows bored of this torment and dumps them on top of you.<<stress 2>><<npcincr Whitney lust 5>><<gstress>><<glust>>
<<elseif $bodysize lte 2>>
<<if $speech_attitude is "meek">>desperately<<elseif $speech_attitude is "bratty">>angrily<<else>>impatiently<</if>> leap to grab them.
<<else>>
<<if $speech_attitude is "meek">>desperately<<elseif $speech_attitude is "bratty">>angrily<<else>>impatiently<</if>> snatch them out of <<his>> grasp.
<</if>>
<<else>>
Whitney shoves them into your arms.
<</if>>
<br><br>
<<tearful>> you find a safe spot to get dressed.
<</if>>
<br><br>
<<storeon "whitneyStreet">>
<<endevent>>
<<destinationeventend>><<set $outside to 1>><<effects>>
Soon after, a <<generate1>><<person1>><<person>> comes rushing into the alley. <<He>> looks mad. <<He>> almost runs into you, too, but instead grabs you and holds you against the wall.
<br><br>
"Where'd the <<nnpc_gendery "Whitney">> go?" <<he>> demands. "I know you're with <<nnpc_him "Whitney">>, brat. Tell me the truth." <<He>> leans in close. "Or else."
<br><br>
Over <<his>> shoulder, you spy Whitney hiding under a parked car. <<nnpc_He "Whitney">> puts a finger to <<nnpc_his "Whitney">> lips.
<br><br>
<<link [[Fight|Street Bully Chased Fight]]>><<def 1>><<set $fightstart to 1>><<npcincr Whitney love 1>><<crimeUp 300 "assault">><</link>><<glove>><<crime "assault">>
<br>
<<set $skulduggerydifficulty to 400>>
<<link [[Lie|Street Bully Chased 2]]>><<set $phase to 1>><<npcincr Whitney love 1>><<npcincr Whitney dom 1>><</link>><<skulduggerydifficulty>><<glove>>
<br>
<<link [[Expose Whitney|Street Bully Chased 2]]>><<set $phase to 0>><<trauma -10>><<npcincr Whitney love -1>><<npcincr Whitney dom -1>><</link>><<ltrauma>><<llove>><<ldom "Whitney">>
<br><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
You point over the <<persons>> shoulder. "Look!" you cry out. "There <<nnpc_he "Whitney">> is!" As soon as <<hes>> turned around, you blindside <<him>> with a sucker punch.
<br><br>
Whitney and <<nnpc_his "Whitney">> friends emerge from their hiding spots as the <<person>> staggers back, crowding around and egging you on.
<br><br>
<<npcidlegenitals>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<set $audienceforceteen to 1>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Street Bully Chased Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Street Bully Chased Fight]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 1>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The sound of laughter snaps the <<person>> back to reality. Embarrassed, <<he>> flees the alley, <<his>> objective abandoned.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Whitney>><<person1>>
Whitney saunters up to you, resting a hand on your <<bottom>>. "Were you that keen on defending my honour, or are you just that much of a slut?" <<He>> squeezes. "Not like I care either way."<<arousal 100 "bottom">><<npcincr Whitney lust 5>><<garousal>><<glust>>
<br><br>
<<if $whitneyromance is 1>>
<<link [[Demand a reward|Street Bully Chased Reward]]>><<npcincr Whitney dom -1>><<set $phase to 1>><</link>><<promiscuous1>><<ldom>>
<br>
<<link [[Say nothing|Street Bully Chased Reward]]>><<set $phase to 0>><</link>>
<br>
<<else>>
They quickly tire of your "victory," and return to their antics. <<tearful>> you continue on your way.
<br><br>
<<endevent>>
<<destinationeventend>>
<</if>>
<<elseif $enemyhealth lte 0>>
The <<person>> staggers back. Whitney and <<nnpc_his "Whitney">> friends shout mockery after <<him>> as <<he>> flees the alley.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Whitney>><<person1>>
Whitney saunters up to you, slinging an arm over your shoulder.
<<if C.npc.Whitney.dom gte 10>>
"You're a scrappy little shit," <<he>> admits, grinning. "Doesn't change nothing between us."
<<else>>
"Good to know you're not a pain in the ass just for me," <<he>> says. "You're an all-around bitch."
<</if>>
<<status 1>><<npcincr Whitney love 1>><<glove>><<gcool>>
<br><br>
<<if $whitneyromance is 1>>
<<link [[Demand a reward|Street Bully Chased Reward]]>><<npcincr Whitney dom -1>><<set $phase to 1>><</link>><<promiscuous1>><<ldom>>
<br>
<<link [[Say nothing|Street Bully Chased Reward]]>><<set $phase to 0>><</link>>
<br>
<<else>>
They quickly tire of your victory, and return to their antics. <<tearful>> you continue on your way.
<br><br>
<<endevent>>
<<destinationeventend>>
<</if>>
<<else>>
You fall to the floor, too hurt to continue.
<<if C.npc.Whitney.dom gte 10 and $whitneyromance is 1>>
"Fucking brat," the <<person>> snarls. "That's what you get for-"
<br><br>
<<Hes>> cut off by a furious punch from Whitney, knocking <<him>> to the floor. The others join in, taking turns beating on the <<person>>. <<Hes>> swiftly chased from the premises.
<br><br>
Once <<hes>> gone, Whitney turns to you.
<<endevent>><<npc Whitney>><<person1>>
<<He>> looks just as angry as before. Perhaps angrier. "You dumbass." <<He>> forces you into a kiss. "No one's allowed to fuck you up unless I say so."<<npcincr Whitney dom 1>><<npcincr Whitney lust 5>><<gdom>><<glust>>
<br><br>
<<He>> makes sure you're not too hurt before sending you on your way. <<tearful>> you stagger along.<<pain -6>><<trauma -6>><<stress 6>><<ltrauma>><<lpain>><<gstress>>
<<else>>
"Fucking brats," the <<person>> snarls. <<He>> kicks you while you're down.<<trauma 6>><<stress 6>><<gtrauma>><<gstress>>
<br><br>
<<tearful>> you rise to your feet. The <<person>>, and Whitney, are nowhere to be found.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<</if>><<set $outside to 1>><<effects>>
<<if $phase is 1>>
You turn to Whitney with
<<if $speech_attitude is "meek">>
a shy smile. "I-it was a little scary. Maybe I'd feel better if-"
<br><br>
<<He>> shuts you up with a kiss before you can finish. You gasp into <<his>> mouth. <<His>> friends laugh.
<<elseif $speech_attitude is "bratty">>
your hands on your hips. "You still owe me for-"
<br><br>
<<He>> shuts you up with a kiss before you can finish. You push back, meeting <<his>> tongue halfway. <<His>> friends cheer.
<<else>>
a raised eyebrow. "Now that we're alone, how about-"
<br><br>
<<He>> shuts you up with a kiss before you can finish. You don't resist, letting <<him>> push <<his>> tongue past your lips.
<</if>>
<<promiscuity1>>
<<if C.npc.Whitney.dom gte 15>>
<<His>> hands retract from your body, but <<he>> doesn't pull away. <<He>> lets them dip lower, towards your <<bottom>>.
<br><br>
<<link [[Next|Street Bully Sex]]>><<set $sexstart to 1>><<set $phase to 1>><<npckiss>><</link>>
<br>
<<else>>
Eventually, <<he>> gives you a shove that rips you out of the kiss. "Satisfied, slut?" <<he>> says. "Too bad. That's all you're getting."
<br><br>
<<He>> laughs as <<he>> leads <<his>> friends back to their antics. <<tearful>> you continue on your way.
<br><br>
<<endevent>>
<<destinationeventend>>
<</if>>
<<else>>
Whitney and <<his>> friends quickly tire of your victory, and return to their antics. <<tearful>> you continue on your way.
<br><br>
<<endevent>>
<<destinationeventend>>
<</if>><<set $outside to 1>><<effects>>
<<if $phase is 1>>
<<if $speech_attitude is "meek">>
"I didn't see anyone, <<sir>>," you say. "Promise."
<<elseif $speech_attitude is "bratty">>
You shrug. "Dunno. At the rate you're going, <<nnpc_hes "Whitney">> probably skipped town by now."
<<else>>
"<<nnpc_He "Whitney">> went that way," you say, pointing down the street.
<</if>>
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<<if currentSkillValue('skulduggery') gte 400>>
The <<person>> nods and rushes past you, <span class="green">utterly fooled.</span>
<<else>>
The <<person>> eyes you suspiciously, <span class="green">but shoves you aside and continues down the alley.</span>
<</if>>
<<endevent>><<npc Whitney>><<person1>>
Whitney crawls out from underneath the car.
<br><br>
<<if currentSkillValue('skulduggery') gte 400>>
"I can't believe that idiot bought it," <<he>> says. "You've got a real silver tongue." <<He>> smirks. "Wonder what else that tongue can do."<<npcincr Whitney lust 5>><<glust>>
<<else>>
"You're a shit liar," <<he>> says. "I wouldn't have believed you for a second. Good thing that moron was even dumber than you."
<</if>>
<br><br>
<<He>> walks off, laughing. You continue on your path.
<<skulduggeryuse>>
<<endevent>>
<<destinationeventend>>
<<else>>
The <<person>> grits <<his>> teeth, eyes narrowed. <<He>> didn't buy it.
<<skulduggeryuse>>
"Was really looking forward to punishing that punk," <<he>> snarls. "But you'll do."
<br><br>
<<link [[Next|Street Bully Chased Spank]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<<else>>
You point to the parked car. Whitney only has a second to glare before <<nnpc_hes "Whitney">> dragged out, back in the direction <<nnpc_he "Whitney">> came.
<br><br>
Whitney's friends jump out of hiding and descend on the <<person>>. A fight breaks out. You don't stick around to see who wins.
<br><br>
<<endevent>>
<<destinationeventend>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<He>> pulls you off the wall and bends you over <<his>> knee.
<<controlloss>>
<br><br>
<<npcspank>>
<<set $enemyanger += 200>>
<<if C.npc.Whitney.dom gte 10 and $whitneyromance is 1>>
<<enable_rescue>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or $enemyanger lte 0>>
<span id="next"><<link [[Next|Street Bully Chased Spank Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Street Bully Chased Spank]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 1>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> sluggishly rises to <<his>> feet. "Well, now I sure as hell won't catch <<nnpc_him "Whitney">>." <<He>> shoves you to the ground and stumbles away.
<br><br>
<<tearful>> you look around. Whitney's gone. <<He>> must have slipped away in the confusion.
<<elseif $enemyhealth lte 0>>
You shove the <<person>> against the parked car. Its alarm blares. "Shit," <<he>> mutters, scurrying back the way <<he>> came.
<br><br>
<<tearful>> you look around. Whitney's gone. <<He>> must have slipped away in the confusion.
<<elseif $alarm is 1 and $rescue is 1>>
The <<person>> rears <<his>> hand back for another slap, but someone catches <<his>> wrist from behind. "No one makes <<phim>> cry but me." <span class="green">It's Whitney.</span>
<br><br>
<<nnpc_He "Whitney">> drags the <<person>> off the wall, over to <<nnpc_his "Whitney">> friends. They descend on <<him>> in a flurry of violence.
<br><br>
<<tearful>> you seize the chance to escape.
<<else>>
"Hope you've learnt your lesson," the <<person>> says. "Now to find that other brat." <<He>> stomps off, leaving you on the ground.
<br><br>
<<tearful>> you look around. Whitney's gone. <<He>> must have slipped away in the confusion.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>><<set $outside to 1>><<effects>>
<<if $phase2 is 2>>
<<if $speech_attitude is "meek">>
You shake your head. "I-I'm too scared." You give <<him>> a hopeful smile. "But if you came with me..."
<<elseif $speech_attitude is "bratty">>
"Afraid to do it yourself?" You pinch <<his>> <<if $phase is 3>>nipple<<elseif $phase is 2>>thigh<<else>>butt<</if>>. "No? Then prove it."
<<else>>
"All by myself? That won't do." You stroke <<if $phase is 3>>up <<his>> chest<<elseif $phase is 2>>along <<his>> thigh<<else>>down <<his>> back<</if>>. "Quit gawking and get out here."
<</if>>
<<switch $phase>>
<<case 3>><<exhibitionism4>>
<<case 2>><<exhibitionism5>>
<<case 1>><<exhibitionism3>>
<</switch>>
<<He>> turns to <<his>> friends, grinning. "See? Poor <<girl>> thinks everyone's as horny as <<phim>>." <<He>> takes another look at you. Your expression tells <<him>> you're serious. <<He>> turns away with a bark of laughter.
<<if C.npc.Whitney.dom gte 15>>
<<Hes>> blushing.
<<else>>
<<He>> tilts <<his>> head.
<</if>>
<br><br>
"Alright," <<he>> says. "Deal." <<His>> friends murmur. "But you go first. I'm not getting punked by a slut." <<He>> shoves you to the sidewalk, watching intently.
<<elseif $phase2 is 1>>
<<if $speech_attitude is "meek">>
You slide out of Whitney's grasp, giggling. "Whatever you say."
<<elseif $speech_attitude is "bratty">>
You pry Whitney's hand off you with a smirk. "Watch and learn."
<<else>>
You shake Whitney's hand off. "I like the way you think."
<</if>>
<<switch $phase>>
<<case 3>><<exhibitionism4>>
<<case 2>><<exhibitionism5>>
<<case 1>><<exhibitionism3>>
<</switch>>
<<His>> friends cheer as you swagger onto the sidewalk. Whitney watches with a grin.
<<else>>
You don't want to, but you make your way out of the alley. <<His>> friends cheer. Someone smacks your <<bottom>>.
<</if>>
<br><br>
<<link [[Next|Street Bully Flash 2]]>><</link>>
<br><<set $outside to 1>><<effects>>
<<outfitChecks>>
True to Whitney's word, it's not long before
<<if Time.dayState is "night">>
the flash of headlights around the corner
<<else>>
the sound of gravel under rubber
<</if>>
signals an oncoming vehicle. You get into position,
<<if $phase is 3>>
arching your back and grasping the hem of your _top.name.
<<elseif $phase is 2>>
<<if _bottomIsSkirt>>
<<if _bottomUnder and !_bottomUnderIsSkirt>>
sliding your _bottomUnder.name <<if _bottomUnder is $worn.lower and !$worn.under_lower.type.includes("naked")>>and $worn.under_lower.name <</if>>down to your ankles and
<</if>>
grasping the hem of your _bottom.name.
<<else>>
hooking your thumbs into the waist of your <<allBottomsUnderwear>>.
<</if>>
<<else>>
spinning around and bending over, fingers curled around the <<if _bottomIsSkirt>>hem<<else>>waist<</if>> of your _bottom.name.
<</if>>
<br><br>
<<if $phase2 is 2 and C.npc.Whitney.dom gte 18>>
You hear footsteps <<if $phase isnot 1>>from behind<</if>> before you can go through with it. Whitney marches towards you.
<<if C.npc.Whitney.lust gte 50>>
<<set $whitStreetNude to true>>
<span class="lewd"><<Hes>> stark naked.</span> <<His>> friends gawk behind <<him>>, but <<he>> gives them no acknowledgement.
<<arousal 200>><<garousal>>
<<else>>
<<He>> looks mad. <<His>> friends murmur their confusion.
<</if>>
<br><br>
"Move over," <<he>> barks. "You're not gonna show me up."
<br><br>
<<He>> saunters up to your side and bumps you with <<his>> hip, knocking you onto your
<<switch $phase>>
<<case 3>>back
<<case 2>>rear
<<case 1>>knees
<</switch>>
just as the vehicle comes into view. Whitney whistles, drawing the attention of the <<generate2>><<person2>><<person>> behind the wheel.
<br><br>
<<link [[Next|Street Bully Flash 3]]>><<set $phase2 to 3>><</link>>
<br>
<<else>>
The vehicle's in sight. You <<nervously>>
<<if $phase is 3>>
lift your <<allTopsUnderwear>>,
<<else>>
<<= _bottomIsSkirt ? "flick up your _bottom.name" : "pull down your <<allBottomsUnderwear>>">>
<</if>>
to the cheers of Whitney's friends.
<br><br>
The <<generate2>><<person2>><<person>> at the wheel nearly swerves off the road when <<he>> sees your
<<switch $phase>>
<<case 3>><<breasts>>
<<case 2>><<genitals>>
<<case 1>><<bottom>>
<</switch>>
shame<<if $phase2 gte 1>>less<<else>>ful<</if>>ly on display. Whitney's friends laugh as <<print either("a crash rings out", "a car horn blares", "a cheer echoes")>> down the street.
<br><br>
<<tearful>> you scurry back into the cover of the alleyway.
<<fameexhibitionism 1>>
<br><br>
<<link [[Next|Street Bully Flash 3]]>><<person1>><</link>>
<br>
<</if>><<set $outside to 1>><<effects>>
<<if $phase2 is 3>>
You remain on the ground,
<<switch $phase>>
<<case 3>>
folding your arms behind your back. <span class="lewd">Your <<breasts>> are laid bare for the <<person>>.</span>
<<person1>>
<<if $whitStreetNude>>
Whitney feigns a yawn and stretches <<his>> arms overhead, <<his>> <<print $NPCList[0].breastsdesc>> fully on display.
<<else>>
Whitney <<npcUndressText `C.npc.Whitney` "upper" "self">> to do the same.
<</if>>
<<case 2>>
<span class="lewd">spreading your legs to give the <<person>> a good look at your <<genitals>>.</span>
<<person1>>
<<if $whitStreetNude>>
Whitney props <<his>> foot on your shoulder,
<<if $NPCList[0].penis isnot "none">>
letting <<his>> erect <<print $NPCList[0].penisdesc>> swing free in front of your face.
<<else>>
<<his>> wet pussy glistening <<if Time.dayState is "night">>under the glow of a streetlamp<<else>>in the sunlight<</if>>.
<</if>>
<<else>>
Whitney <<npcUndressText `C.npc.Whitney` "lower" "self">> to do the same.
<</if>>
<<case 1>>
<span class="lewd">pointing your <<bottom>> in the air and giving it a little shake for the <<person>>.</span>
<<person1>>
<<if $whitStreetNude>>
Whitney spins on <<his>> heel and bends over, hands on <<his>> knees.
<<else>>
Whitney <<npcUndressText `C.npc.Whitney` "lower" "self">> to do the same.
<</if>>
<</switch>>
<br><br>
<<person2>>The <<person>> gapes at the <<person1>><<if $player.gender_appearance is $pronoun>>pair of <<girls>><<else>>boy and girl<</if>> stood exposed <<if Time.dayState is "night">>under a streetlight<<else>>in broad daylight<</if>>. <<person2>><<Hes>> too busy leering to stop a collision with another oncoming vehicle. A <<generate3>><<person3>><<person>> stumbles out of <<his>> car, unhurt but enraged.
<br><br>
The <<person2>><<person>> points an accusatory finger in your direction, but Whitney's already whisked you back into the alley, laughing hysterically. <<person1>><<His>> friends cover your tracks.
<<fameexhibitionism 5>>
<br><br>
<<link [[Next|Street Bully Flash 4]]>><<set $phase to 1>><</link>>
<br>
<<elseif $phase2 is 2>>
As you fix your clothes, a hand claps your shoulder from behind. It's Whitney.
<<if C.npc.Whitney.lust gte 50>>
<<set $whitStreetNude to true>>
<span class="lewd"><<Hes>> stark naked.</span>
<<switch random(1, 3)>>
<<case 3>>
"What?" <<he>> says. "It's hot out."
<<case 2>>
"Didn't think you were gonna show me up, did you?"
<<default>>
"What's with that face?" <<he>> laughs.
<<if $player.gender_appearance is $pronoun>>
"Don't you ever look at yourself in the mirror?"
<<else>>
"I'm sure you've seen a <<personsimple>> naked before, slut."
<</if>>
<</switch>>
<<His>> friends gawk behind <<him>>, but <<he>> gives them no acknowledgement.
<<else>>
<<He>> flashes a grin. <<His>> friends murmur in anticipation behind <<him>>.
<</if>>
<br><br>
"I'm up," <<he>> says. <<He>> smirks as <<he>> squeezes past you.
<<if $whitStreetNude>>
The tight confines of the alley force your bodies together, made especially awkward by <<his>> nudity. You squirm as <<his>>
<<if $NPCList[0].penis isnot "none">>
<<print $NPCList[0].penisdesc>> pokes your groin.
<<elseif $NPCList[0].breastsize gt 0>>
<<print $NPCList[0].breastsdesc>> squish against you.
<<else>>
bare skin brushes against you.
<</if>>
<<else>>
The tight confines of the alley force your bodies together.
<</if>>
"Try not to enjoy yourself too much."
<<arousal 500>><<garousal>>
<br><br>
<<if $whitStreetNude>>
<<He>> reclines against the wall, baring everything as a <<generate3>><<person3>><<person>> drives by. Whitney smiles and waves, only averting <<person1>><<his>> gaze to shoot you a wink over <<his>> shoulder.
<<else>>
<<switch $phase>>
<<case 3>>Whitney winks over <<his>> shoulder as <<he>> <<npcUndressText `C.npc.Whitney` "upper" "self">>, flashing <<his>> <<print $NPCList[0].breastsdesc>> to a passing <<generate3>><<person3>><<person>>.
<<case 2>>Whitney winks over <<his>> shoulder as <<he>> <<npcUndressText `C.npc.Whitney` "lower" "self">>, flashing <<his>> <<if $NPCList[0].penis isnot "none">>dick<<else>>pussy<</if>> to a passing <<generate3>><<person3>><<person>>.
<<case 1>>Whitney grins right at you as <<he>> <<npcUndressText `C.npc.Whitney` "lower" "self">>, baring <<his>> ass to a passing <<generate3>><<person3>><<person>>.
<</switch>>
<</if>>
The sound of <<print either("screeching tires", "enraged shouting", "a cheer", "a crash")>> spurs Whitney back into the alley, sporting a huge grin.
<br><br>
<<link [[Next|Street Bully Flash 4]]>><<person1>><<set $phase to 0>><</link>>
<br>
<<else>>
<<if $phase2 gte 1>>
"You're a natural-born slut,"
<<else>>
"That wasn't so bad, was it?"
<</if>>
Whitney jeers as you fix your clothes. <<He>> kicks off the wall and swaggers towards you. Grabbing you by the hair, <<he>> brings you close enough to feel <<his>> breath on your lips.
<br><br>
"But you got off easy," <<he>> whispers. "Next time, I'll make you bare it all. Not just for one lucky <<person2>><<if $pronoun is "m">>bastard<<else>>bitch<</if>>, either. Whole town's gonna see."
<<if $phase2 gte 1>>
<<arousal 200>><<garousal>>
<<else>>
<<stress 2>><<gstress>>
<</if>>
<<npcincr Whitney lust 5>><<glust>>
<br><br>
<<person1>><<He>> licks your cheek and shoves you aside. <<tearful>> you hurry down the alley.
<br><br>
<<endevent>>
<<destinationeventend>>
<</if>><<set $outside to 1>><<effects>>
<<if $phase is 1>>
Your heart's still pounding when you come to a stop along a side-street. Judging by <<his>> unusual silence, Whitney's is, too. <<He>> leans against a wall, head down, fringe hung over <<his>> face. It doesn't hide <<his>> smile.
<br><br>
<<if $whitStreetNude>>
<<He>> haphazardly throws on <<his>> clothes. You avert your gaze and straighten your own.
<<else>>
You straighten your clothes. Whitney does the same.
<</if>>
Confident you're properly covered, you start on your way out, but Whitney grabs you. <<He>> pulls you close and wraps <<his>> arms around you, keeping you in place.
<br><br>
"Hope that wasn't too much to handle." <<He>> leans in, <<his>> mouth near yours. "Because we're just getting started." You're unsure if that's a promise, or a threat.<<npcincr Whitney lust 5>><<glust>>
<br><br>
<<He>> flicks <<his>> tongue against your lips before shoving you aside, making <<his>> way back to the group.
<<else>>
Whitney swaggers <<his>> way back into the alley, head held high.
<<if $whitStreetNude>>
<<His>> friends are too stunned for the routine banter.
<<else>>
<<His>> friends cheer <<his>> return.
<</if>>
<<He>> walks right past them, pinning you to a wall.
<br><br>
"Taking notes, slut?" <<he>> says. "Follow that example next time. And you can bet your ass there's gonna be a next time."<<npcincr Whitney lust 5>><<glust>>
<br><br>
<<if $whitStreetNude>>
<<He>> throws <<his>> clothes on before leaving the alley, <<his>> friends murmuring behind.
<<else>>
<<He>> leaves the alley laughing. <<His>> friends follow suit.
<</if>>
<</if>>
<<tearful>> you continue on your way.
<br><br>
<<unset $whitStreetNude>>
<<endevent>>
<<destinationeventend>><<set $outside to 1>><<effects>>
<<set _whitney to C.npc.Whitney>>
<<outfitChecks>>
You're helpless to stop Whitney as <<he>> drags you out of the alley.
<<switch $phase>>
<<case 3>>
<<He>> twists your arms behind your back with one hand, and grasps the hem of your <<allTops>> in the other.
<br><br>
"What're you so shy about?" <<he>> laughs, squeezing your <<breasts>>.
<<if $player.breastsize is 0>>
"It's not like there's anything to see up here."
<<insecurity "breasts_small" 10>><<ginsecurity "breasts_small">>
<<elseif $player.breastsize lte 5>>
"You should be happy someone's giving these pathetic tits attention."
<<insecurity "breasts_small" 5>><<ginsecurity "breasts_small">>
<<elseif $player.breastsize lte 7>>
"These tits needs to be free."
<<else>>
"Your clothes couldn't hold these things for long, anyway."
<<insecurity "breasts_big" 5>><<ginsecurity "breasts_big">>
<</if>>
<<case 2>>
<<He>> twists your arms behind your back with one hand, and slides the other down to your _bottom.name.
<br><br>
<<if playerChastity()>>
<<if $worn.genitals.origin is "Whitney">>
"Good to know my slut's following orders, at least." <<He>> snickers, giving your $worn.genitals.name a light tug. "And soon, more will see that."
<<else>>
<<He>> sneers when <<his>> hand touches your $worn.genitals.name. "Got yourself locked up? Well, that's not gonna make you look any less like a slut."
<</if>>
<<elseif $player.gender isnot $player.gender_appearance and !$genderknown.includes("Whitney")>>
<<set $genderknown.pushUnique("Whitney")>>
<<He>> grabs your crotch, then suddenly stops. Then, with a more deliberate touch, <<he>>
<<if $player.penisExist and $player.vaginaExist>>
runs <<his>> fingers along the outline of your <<penis>>, before ramming them against your <<pussy>>.
<br><br>
<<if _whitney.penis isnot "none" and _whitney.vagina isnot "none">> /* whitney is also a herm */
"Well, well, well." <<He>> sounds pleasantly surprised, but not confused. "Next perv who shows up is in for quite a show."
<<else>>
"Whatever's going on down here," <<he>> chuckles, "some perv's in for a show."
<</if>>
<<elseif $player.penisExist>>
squeezes your shaft through your _bottom.name, chuckling.
<br><br>
<<if $player.penissize gte 4>>
"How'd I miss that?" <<he>> snickers. "Whatever. Next perv who shows up sure won't."
<<insecurity "penis_big" 1>><<ginsecurity "penis_big">>
<<elseif $player.penissize gte 1>>
"This supposed to be a secret?" <<he>> sneers. "Won't be for long."
<<else>>
"Guess I was wrong," <<he>> sneers sarcastically. "Nothing to see, after all."
<<insecurity "penis_small" 2>><<ginsecurity "penis_small">>
<</if>>
<<else>>
prods your entrance through your _bottom.name, chuckling.
<br><br>
"This supposed to be a secret?" <<he>> sneers. "Won't be for long."
<</if>>
<<else>>
"Scared?" <<he>> asks, roughly palming your crotch. "Some perv's gonna see your
<<set _hermText to (_whitney.gender is "h" ? "little secret" : "freaky junk")>>
<<print ($player.penisExist ? (!$player.vaginaExist ? "dick" : _hermText) : "cunt")>> and there's nothing you can do about it."
<</if>>
<<case 1>>
<<He>> grabs you by the waist and bends you over, your <<bottom>> facing the street. <<He>> curls <<his>> fingers around the <<if _bottomIsSkirt>>hem<<else>>waist<</if>> of your _bottom.name.
<br><br>
"Don't be shy," <<he>> laughs. "This ass was made to be seen." <<He>> gives you a spank.
<</switch>>
<br><br>
You can only clench your eyes shut as Whitney
<<if $phase is 3>>
yanks up your <<allTopsUnderwear>>,
<<else>>
<<if _bottomIsSkirt>>
flips up the hem of your <<allBottoms>><<if !$worn.under_lower.type.includes("naked")>>and yanks down your $worn.under_lower.name<</if>>,
<<else>>
yanks down your <<allBottomsUnderwear>>,
<</if>>
<</if>>
<<switch $phase>>
<<case 3>>
<span class="lewd">flashing your <<breasts>>.</span>
<<case 2>>
<span class="lewd">exposing your <<genitals>>.</span>
<<case 1>>
<span class="lewd">baring your <<bottom>>.</span>
<</switch>>
A <<generate2>><<person2>><<person>> drives by, honking <<his>> horn as <<he>> leers. Your humiliation is mercifully short, and Whitney soon <<if $phase is 1>>drops<<else>>shoves<</if>> you to the ground.
<<fameexhibitionism 2>>
<br><br>
<<link [[Next|Street Bully Flash 3]]>><<set $phase2 to 0>><<person1>><</link>>
<br><<set $outside to 1>><<effects>>
<<if $phase is 3>>
<<person1>>
<<if $speech_attitude is "meek">>
You tug on Whitney's sleeve. <<He>> turns around with a glare. <<His>> face softens when <<he>> sees you.
<br><br>
"No fair," you mumble. "You're only supposed to bully me."
<<elseif $speech_attitude is "bratty">>
You grab Whitney by the shoulder and spin <<him>> around. At first <<his>> eyes are wide with shock. <<He>> grins when <<he>> sees you.
<br><br>
"What're you playing with that loser for?" you say. "Your <<girlfriend>>'s right here."
<<else>>
You tap Whitney on the shoulder. <<He>> turns around with a glare. <<His>> eyebrows raise when <<he>> sees you.
<br><br>
"Keep fooling around with my friends," you say. "And I might just get jealous."
<</if>>
<<promiscuity1>>
Whitney smirks. "Looks like you're off the hook," <<he>> says to the <<person2>><<person>>. "You can thank my <<girl>> later. <<pShes>> got work to do." <<person1>><<He>> shoves <<person2>><<him>> away, letting <<him>> scamper out of the alley, afraid but safe.<<hope 3>><<gghope>>
<br><br>
You're shoved against the wall in the <<persons>> place. Whitney licks <<person1>><<his>> lips. "So much work to do."
<br><br>
<<endevent>>
<<npc Whitney>><<person1>>
<<link [[Next|Street Bully Orphan Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<elseif $phase is 2>>
<<if $speech_attitude is "meek">>
You strut towards Whitney, hands behind your back. "That looks fun," you giggle. "May I go next?"
<<elseif $speech_attitude is "bratty">>
You clear your throat. "Uh, hello?"
<<if $leftarm is "bound" and $rightarm is "bound">>
You thrust your hips out just so.
<<else>>
Hands on your hips, you thrust them out just so.
<</if>>
"I'm right here."
<<else>>
You tap Whitney on the shoulder. "C'mon," you coo, leaning against the wall. "You know who you really want."
<</if>>
<<promiscuity3>>
<<set $seductiondifficulty to 4000 - (C.npc.Whitney.lust * 50)>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>>
<span class="gold">You feel more confident in your powers of seduction.</span>
<br><br>
<</if>>
<<seductionskilluse>>
<<if $seductionrating gte $seductionrequired>>
<span class="green"><<person1>><<He>> loses all interest in the <<person2>><<person>>,</span> shoving <<him>> aside and marching towards you. The <<person>> scampers away, afraid but safe.<<hope 3>><<gghope>>
<br><br>
You're shoved against the wall in the <<persons>> place. "How stupid of me," Whitney says. "Going after some second-rate slut when the good shit's right here."
<br><br>
<<endevent>>
<<npc Whitney>><<person1>>
<<link [[Next|Street Bully Orphan Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<else>>
"Don't worry," <<person1>><<he>> laughs. "You'll get your turn sooner or later." <span class="red"><<He>> turns back to the <<person2>><<person>>.</span>
<br><br>
<<link [[Fight|Street Bully Orphan Fight]]>><<set $phase to 1>><<set $fightstart to 1>><<npcincr Whitney dom -1>><</link>><<ldom>>
<br>
<<link [[Walk away|Street Bully Orphan]]>><<set $phase to 0>><<sub 1>><<trauma 10>><<stress 6>><<hope -3>><<npcincr Whitney dom 1>><</link>><<ggtrauma>><<gstress>><<llhope>><<gdom>>
<br>
<</if>>
<<elseif $phase is 1>>
<<if $speech_attitude is "meek">>
You walk up to Whitney, legs quaking. "P-please don't pick on <<him>>," you stutter. "<<Hes>> my friend."
<<elseif $speech_attitude is "bratty">>
You walk up to Whitney, arms crossed. "Let <<him>> go," you demand. "You don't know who you're pissing off."
<<else>>
You walk up to Whitney. "Let my friend go," you say.
<</if>>
<br><br>
Whitney turns to you with a sneer. "Hold this," <<person1>><<he>> says to a <<generatey3>><<person3>><<person>>, who grabs the <<person2>><<person>>. The rest crowd around as Whitney advances on you.
<br><br>
<<saveNPC 1 whit_bully_victim>>
<<endevent>>
<<npc Whitney>><<person1>>
<<link [[Next|Street Bully Orphan Fight]]>><<set $phase to 0>><<set $fightstart to 1>><</link>>
<br>
<<else>>
There's nothing you can do for the <<person2>><<person>>. You leave the way you came. A shrill scream echoes behind you. You hasten your steps.
<br><br>
<<endevent>>
<<destinationeventend>>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $audienceforceteen to 1>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Street Bully Orphan Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Street Bully Orphan Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 1>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> leans against the wall, panting.<<npcincr Whitney lust -20>><<llust>>
<br><br>
"Damn, that was good," <<he>> sighs. "Think I'll mess with your little buddies more often." <<His>> friends laugh. You hope <<hes>> joking, but <<hes>> gone before you can pry.
<<elseif $enemyhealth lte 0>>
Whitney staggers away from you.<<npcincr Whitney dom -1>><<ldom>>
<br><br>
"I don't need your bastard friends, anyway," <<he>> spits. "You're a big enough slut for the whole lot of you." <<His>> friends laugh as they leave the alley.
<<else>>
Whitney hesitates before pushing off you. "Whatever," <<he>> grumbles. "Maybe that little shit's still hanging around."
<br><br>
They're gone before you can get a word in. You hope <<hes>> joking.<<stress 4>><<gstress>>
<</if>>
<br><br>
<<tearful>> you continue on your way.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<if $phase is 1>>
You catch Whitney in a running tackle. You both fall to the ground. The <<person2>><<person>> makes a break for it, but one of Whitney's friends grabs <<him>>.
<br><br>
<<saveNPC 1 whit_bully_victim>>
<<endevent>>
<<npc Whitney>><<person1>>
<</if>>
<<maninit>>
<<npcidlegenitals>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<set $audienceforceteen to 1>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Street Bully Orphan Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Street Bully Orphan Fight]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 1>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation "short">>
<<loadNPC 1 whit_bully_victim>>
Whitney leans against the wall, panting.<<npcincr Whitney lust -20>><<reb 1>><<llust>><<greb>>
<br><br>
<<Hes>> not out long. Just long enough for you to grab the <<person2>><<person>> and run. <<tearful>> you make your escape.
<br><br>
<<clotheson>>
<<endcombat>>
<<loadNPC 0 whit_bully_victim>><<person1>>
<<clearNPC whit_bully_victim>>
<<link [[Next|Street Bully Orphan Escape]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
<<loadNPC 1 whit_bully_victim>>
You heave Whitney away, sending <<him>> crashing into <<his>> friends. They fall to the ground in a heap.<<npcincr Whitney dom -1>><<reb 3>><<ldom>><<ggreb>>
<br><br>
You grab the <<person2>><<person>> and run while they're down. <<tearful>> you make your escape.
<br><br>
<<clotheson>>
<<endcombat>>
<<loadNPC 0 whit_bully_victim>><<person1>>
<<clearNPC whit_bully_victim>>
<<link [[Next|Street Bully Orphan Escape]]>><</link>>
<br>
<<else>>
<<loadNPC 1 whit_bully_victim>>
<<clearNPC whit_bully_victim>>
You collapse to the ground, too hurt to continue.
<br><br>
"Don't worry," Whitney sneers. "I'll make sure <<person2>><<he>> gets it just as good." The <<person2>><<person>> struggles in vain as <<hes>> dragged away, kicking and screaming.<<trauma 12>><<stress 12>><<hope -5>><<ggtrauma>><<ggstress>><<lllhope>>
<br><br>
<<tearful>> you rise to your feet. Whitney and the others are gone.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<</if>><<set $outside to 1>><<effects>>
<<if $speech_attitude is "meek">>
You walk up to Whitney, legs quaking. "P-please don't pick on <<him>>," you stutter. "<<Hes>> my friend."
<<elseif $speech_attitude is "bratty">>
You walk up to Whitney, arms crossed. "Let <<him>> go," you demand. "You don't know who you're pissing off."
<<else>>
You walk up to Whitney. "Let my friend go," you say.
<</if>>
<br><br>
Whitney turns to you with a sneer. "Hold this," <<person1>><<he>> says to <<his>> friends, releasing the <<person2>><<person>>. Only for a moment, but just long enough for <<him>> to grab something from <<his>> pocket. <span class="green">A canister of pepper spray.</span> <<He>> takes aim at Whitney and fires away.<<ggreb>>
<br><br>
Whitney cries out in pain, clutching <<person1>><<his>> face. <<He>> charges at the <<person2>><<person>>, only to blindly tumble into one of <<person1>><<his>> friends. They fall to the ground. You're grabbed by the arm and rushed out of the alley before they can recover.
<br><br>
<<link [[Next|Street Bully Orphan Escape]]>><<person2>><</link>>
<br><<set $outside to 1>><<effects>>
You run until you're sure Whitney and <<nnpc_his "Whitney">> friends won't follow.
<<switch random(1, 4)>>
<<case 4>>
The <<person>> clings to your arm. "I-is <<nnpc_he "Whitney">> gone?" <<he>> asks. "For real?"
<<case 3>>
The <<person>> looks away. "I can take care of myself," <<he>> says. <<He>> sniffles. "Thanks, though."
<<case 2>>
The <<person>> needs a moment to catch <<his>> breath. <<He>> doesn't speak, but <<he>> looks relieved.
<<default>>
As soon as you're alone, the <<person>> collapses into your arms. "I was so scared," <<he>> whimpers. "Th-thank you."
<</switch>>
<br><br>
<<He>> gives you a hug, and a kiss on the cheek, before departing.<<trauma -12>><<stress -12>><<hope 3>><<lltrauma>><<llstress>><<gghope>>
<br><br>
<<endevent>>
<<destinationeventend>><<set $outside to 1>><<effects>>
<<if $phase is 2>>
You push Whitney away.
<<if random(1)>>
<<He>> feebly gropes for you, but ends up falling back on the floor. A <<generatey2>><<person2>><<person>> helps <<person1>><<him>> to <<his>> feet.
<br><br>
<<if $speech_attitude is "meek">>
"You're Whitney's friend," you say. "Please don't let <<him>> get hurt."
<<elseif $speech_attitude is "bratty">>
"I'm not letting my <<personsimple>>friend make an ass of <<himself>> in public," you say. "Take <<him>> home."
<<else>>
"Look out for <<him>>," you say. "You'd be a lousy friend if you didn't."
<</if>>
<br><br>
<span class="green">The <<person2>><<person>> seems affected by your tone.</span> <<He>> holds Whitney steady as <<he>> leads <<person1>><<him>> out the alley. Their rowdy voices soon fade out.
<br><br>
<<destinationeventend>>
<<else>>
The mirth in <<his>> eyes dies out, giving way to anger.
<br><br>
<span class="red">"Stupid slut,"</span> <<he>> snarls. "You need to lighten up."
<br><br>
<<He>> casts <<his>> bottle aside and bounds towards you!
<br><br>
<<link [[Next|Street Bully Sex]]>><<set $phase to 1>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<<elseif $phase is 1>>
You uncap the bottle and take a swig.
<<if $phase2 is 1>>
It's sweet. Overwhelmingly so. You struggle to keep it down. An odd warmth settles in your belly as you swallow the last drop.
<<else>>
It's bitter. You gag, but swallow it down to the last drop. You're left feeling blissfully warm.
<</if>>
<br><br>
<<tearful>> you stumble along.
<br><br>
<<destinationeventend>>
<<else>>
You decide not to take your chances with the bottle. For all you know, Whitney could've tampered with it. You <<if $speech_attitude is "meek">>place it in a bin<<elseif $speech_attitude is "bratty">>chuck it at a wall<<else>>set it down<</if>> and continue on.
<br><br>
<<destinationeventend>>
<</if>><<effects>>
<<outfitChecks>>
"There's something I want you to show me," Whitney says, gesturing at the ladder. "At the top. Get climbing."
<br><br>
<<if _bottomIsSkirt and _skirtExposed and !_bottomUnder?.type.includes("covered")>>
<<if $worn.under_lower.exposed gte 1>>
You just know Whitney will look up your <<= _outfit ? _top.name : _bottom.name>>, <span class="pink">and you're wearing nothing beneath.</span> <<His>> friends crowd around as well. They'll all see.
<br><br>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Climb normally|Street Bully Roof Nude]]>><</link>><<exhibitionist5>>
<br>
<</if>>
<<else>>
You just know Whitney will look up your <<= _outfit ? _top.name : _bottom.name>>. <<His>> friends crowd around as well. They'll all see your $worn.under_lower.name.
<br><br>
<<link [[Climb normally|Street Bully Roof Undies]]>><</link>><<exhibitionist1>>
<br>
<</if>>
<<link [[Hold the fabric between your legs as you climb|Street Bully Roof Hold]]>><</link>>
<br>
<<else>>
<<link [[Next|Street Bully Roof Climb]]>><</link>>
<br>
<</if>><<effects>>
You climb the ladder. It shakes as Whitney steps on the bottom rung. "You lot wait here," <<he>> says. "This won't take long."
<br><br>
<<link [[Next|Street Bully Roof Top]]>><</link>>
<br><<effects>>
<<outfitChecks>>
You push a hand between your legs, keeping the fabric of your <<= _outfit ? _top.name : _bottom.name>> pressed to your <<undies 1>>. It makes it awkward to climb, but at least no one will peek.
<br><br>
That is until your thighs reach eye level with the onlookers. <span class="pink">Whitney flips up the back,</span> baring your <<bottom>> to everyone.<<gstress>>
<br><br>
"Nice."
<br>
"Spank <<phim>>!"
<br>
"Hope I get a turn with <<phim>> later."
<br><br>
Whitney smirks at you, more interested in your expression than your newly-exposed skin.
<br><br>
<<link [[Shout angrily|Street Bully Roof Angry]]>><<trauma -6>><</link>><<ltrauma>>
<br>
<<link [[Kick|Street Bully Roof Kick]]>><<stress -12>><</link>><<llstress>>
<br>
<<link [[Ignore|Street Bully Roof Ignore]]>><<trauma 6>><</link>><<gtrauma>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"P-put my skirt down!" you shout.
<<elseif $speech_attitude is "bratty">>
"Put my fucking skirt down," you shout. "Or else."
<<else>>
"Put that down at once!" you shout.
<</if>>
<br><br>
Whitney releases it, then bows to <<his>> friends. They applaud as you continue to climb. The ladder shakes as Whitney steps on the bottom rung. "You lot wait here," <<he>> says. "This won't take long."
<br><br>
<<link [[Next|Street Bully Roof Top]]>><</link>>
<br><<effects>>
<<outfitChecks>>
You kick at Whitney. <<He>> predicts your attack and steps aside, but is forced to release your <<= _outfit ? _top.name : _bottom.name>>, at least. <<His>> friends laugh, and Whitney bows as you continue to climb.
<br><br>
The ladder shakes as Whitney steps on the bottom rung. "You lot wait here," <<he>> says. "This won't take long."
<br><br>
<<link [[Next|Street Bully Roof Top]]>><</link>>
<br><<effects>>
You ignore Whitney's antics, and <<his>> leering friends, and continue to climb. You'll soon be out of reach anyway. Whitney manages to give you a smack before you leave arm's reach.
<br><br>
The ladder shakes as <<he>> steps on the bottom rung. "You lot wait here," <<he>> says. "This won't take long."
<br><br>
<<link [[Next|Street Bully Roof Top]]>><</link>>
<br><<effects>>
You climb normally. The ladder shakes as Whitney steps on the bottom rung. You glance down. <<Hes>> peeking straight up your skirt, as you expected.
<br><br>
"Nice knickers," Whitney laughs. <<His>> friends crowd around for a look. You stick your <<bottom>> out in one sharp movement, flaring your skirt and helping them out. They cheer.
<<exhibitionism1>>
"You lot wait here," <<he>> says as <<he>> climbs. "This won't take long."
<br><br>
<<link [[Next|Street Bully Roof Top]]>><</link>>
<br><<effects>>
You climb normally. The ladder shakes as Whitney steps on the bottom rung. You glance down. <<Hes>> peeking straight up your skirt, as you expected.
<br><br>
"Nice <<print ($player.penisExist and $player.vaginaExist) ? "pussy and dick" : $player.penisExist ? "dick" : "pussy">> you got there," Whitney laughs.
<<if $whitneypantiescheck gte 1>>
"We're not even in school. I guess you're just a slut like that."
<</if>>
<<His>> friends crowd around for a look. You stick your <<bottom>> out in one sharp movement, flaring your skirt and helping them out. They cheer.
<<exhibitionism5>>
"You lot wait here," <<he>> says as <<he>> climbs. "This won't take long."
<br><br>
<<link [[Next|Street Bully Roof Top]]>><</link>>
<br><<effects>>
Whitney hauls <<himself>> up right after you, and wraps an arm around your waist. <<He>> looks out over the rooftops. This part of the street is elevated above the rest, and you can see much of the town.
<br><br>
<<switch $bus>>
<<case "domus">>
"Your home is near here, right?" Whitney asks. "Point it out to me." You'd already spotted the orphanage, just down the road, visible between a couple of other buildings.
<br><br>
<<link [[Point at the orphange|Street Bully Roof Point]]>><<npcincr Whitney love 3>><</link>><<gglove>>
<br>
<<case "barb" "danube" "residential">>
"Can you see your home from here?" Whitney asks. "Point it out to me." You peer across the other houses. You can make out Domus Street easy enough, but the street's curvature and sight-obscuring foliage obscure the orphanage.
<br><br>
<<link [[Point at the general area of orphanage|Street Bully Roof Point]]>><<npcincr Whitney love 3>><</link>><<gglove>>
<br>
<<case "nightingale" "wolf" "high" "starfish" "cliff" "connudatus" "park" "commercial">>
"Can you see your home from here?" Whitney asks. "Point it out to me." You peer across town, towards Domus Street. You think you could point out the general area, but it's too far for better.
<br><br>
<<link [[Point out the general area of Domus Street|Street Bully Roof Point]]>><<npcincr Whitney love 3>><</link>><<gglove>>
<br>
<<default>>
"Can you see your home from here?" Whitney asks. "Point it out to me." You peer across to the other side of town. Most of Domus Street is obscured by hills and tall buildings. You'd need binoculars to spot the orphanage, if it's even visible.
<br><br>
<<link [[Point out the vague area|Street Bully Roof Point]]>><<npcincr Whitney love 3>><</link>><<gglove>>
<br>
<</switch>>
<<link [[Refuse|Street Bully Roof Point Refuse]]>><</link>>
<br><<effects>>
"Nice," Whitney says. <<He>> looks like <<he>> wants to say something else, but decides against it. <<He>> kisses your forehead, then hauls <<himself>> over the wall, onto the ladder. "Later, slut." <<He>> slides down.
<br><br>
You climb down yourself, and arrive at the bottom as Whitney and <<his>> friends round the corner, out of sight.
<br><br>
<<endevent>>
<<destinationeventend>><<effects>>
"What's the matter?" Whitney asks. "I already know where you live. Not like I'm gonna show up and smack your friends around." <<He>> pulls a cigarette from <<his>> pocket,
<<if $whitneyromance is 1>>
and gives your <<bottom>> a playful smack as <<he>> walks by.<<garousal>><<arousal 600 "bottom">>
<<else>>
and gives your <<bottom>> a hard smack as <<he>> walks by.<<gpain>><<gstress>><<pain 4>><<stress 6>>
<</if>>
<br><br>
<<He>> hauls <<himself>> over the wall, onto the ladder, and slides down. You climb down yourself, and arrive at the bottom as Whitney and <<his>> friends round the corner, out of sight.
<br><br>
<<endevent>>
<<destinationeventend>><<effects>>
You pull yourself free of Whitney. <<He>> doesn't stop you. "Places to be? I understand," <<he>> says. "I know you'll make it up to me later." <<He>> makes a lewd gesture with <<his>> hand and mouth. <<His>> friends laugh.
<br><br>
"Later, slut."
<br><br>
<<endevent>>
<<destinationeventend>><<effects>>
<<if $speech_attitude is "meek">>
"O-okay," you say. "Just don't hurt the orphans."
<<elseif $speech_attitude is "bratty">>
"Promise you won't hassle the orphans," you say. "Or you can walk."
<<else>>
"Promise you won't hassle the orphans," you say. "And you can visit."
<</if>>
<br><br>
"Like I care about anyone there but you," <<he>> says. "I have standards." <<He>> tugs you into a walk. That's not quite a promise. <<His>> friends follow behind.
<br><br>
<<link [[Next|Street Bully Orphanage Go]]>><</link>>
<br><<set $outside to 0>><<set $location to "home">><<effects>><<seenPassage>>
<<generate2>>
You walk a meandering path through the streets, arm locked with Whitney, with <<his>> friends following behind. They harass a few passersby, grabbing one frightened <<person2>><<personsimple>>'s rucksack and scattering the contents.
<br><br>
<<endevent>>
<<npc Whitney>><<person1>>
<<if Time.dayState is "night">>
You arrive outside the silent orphanage. "What a shithole," Whitney exclaims, kicking open the front door. The main hall is deserted. Whitney strides inside, and <<his>> friends follow.
<br><br>
"So where can we put our feet up?"
<br><br>
<<else>>
<<generateyv2>>
You arrive outside the orphanage. "What a shithole," Whitney exclaims, kicking open the front door. <<Hes>> greeted by a surprised resident, a <<person2>><<person>>, whose expression turns to horror at the sight of Whitney. <<He>> scurries deeper into the building. Whitney laughs.
<br><br>
"So where can we put our feet up?"
<br><br>
<<endevent>>
<<npc Whitney>><<person1>>
<</if>>
<<link [[Your bedroom|Street Bully Orphanage Bedroom]]>><</link>>
<br>
<<link [[The living room|Street Bully Orphanage Living]]>><</link>>
<br>
<<link [[Bailey's office|Street Bully Orphanage Office]]>><</link>>
<br><<effects>>
You pull your arm away from Whitney.
<<if $speech_attitude is "meek">>
"I-I don't want you in the orphanage!" you say. "You'll scare people."
<<elseif $speech_attitude is "bratty">>
"I don't trust you in the orphanage," you say. "People there have enough to worry about."
<<else>>
"I don't want you visiting the orphanage," you say.
<</if>>
<br><br>
Whitney frowns for just a moment. "Whatever," <<he>> says, pulling another cigarette from <<his>> pocket. "Remind me to punish you sometime. Later, slut." <<He>> walks on, <<his>> friends in tow.
<br><br>
<<endevent>>
<<destinationeventend>><<effects>>
You arrive outside your room. Whitney looks inside. "You live like this?" <<he>> laughs. "Fuck. I thought my room was shite. I'm not going in there. We wouldn't all fit anyway."
<br><br>
<<link [[The living room|Street Bully Orphanage Living]]>><</link>>
<br>
<<link [[Bailey's office|Street Bully Orphanage Office]]>><</link>>
<br><<effects>>
<<if Time.dayState is "night">>
You enter Bailey's office. There's little chance of Bailey being here, but that doesn't stop the nerves.
<br><br>
"Nice place," Whitney says, appreciating the decor. "Can't be yours." <<He>> lounges in the chair behind the desk as <<his>> friends walk in.
<<if $kylar_camera is 3>>
<span class="purple">Kylar's owl, the one you gave to the orphan, watches from atop a cabinet in the corner.</span> Bailey must have confiscated it.
<</if>>
<br><br>
"Well?" Whitney says. "What you waiting for?" <<He>> gestures for you to come closer.
<br><br>
<<link [[Get closer|Street Bully Orphanage Close]]>><<set $phase to 0>><</link>>
<br>
<<link [[Kiss|Street Bully Orphanage Kiss]]>><<set $phase to 1>><</link>>
<br>
<<if hasSexStat("promiscuity", 4)>>
<<link [[Give oral|Street Bully Orphanage Oral]]>><<set $phase to 2>><</link>><<promiscuous4>>
<br>
<</if>>
<<elseif $whitney_bailey_met gte 1>>
<<npc Bailey 2>><<generatey3>>
You enter Bailey's office, <<person2>><span class="red">and find <<him>> sitting at <<his>> desk.</span> <<He>> looks up with an annoyed expression. You try to back away, but Whitney barges into you, followed by <<person1>><<his>> friends.
<br><br>
<<person2>>
Bailey doesn't seem concerned by the gang of youths barging into <<his>> office. "I'm glad you're here," <<he>> says. "The rest of you leave us."
<br><br>
<<link [[Next|Street Bully Orphanage Office 2]]>><</link>>
<br>
<<else>>
<<npc Bailey 2>><<generatey3>>
You enter Bailey's office, <<person2>><span class="red">and find <<him>> sitting at <<his>> desk.</span> <<He>> looks up with an annoyed expression. You try to back away, but Whitney barges into you, followed by <<person1>><<his>> friends.
<br><br>
<<person2>>
Bailey doesn't seem concerned by the gang of youths barging into <<his>> office. "What is it?" <<he>> says. "Make it quick."
<br><br>
Whitney wasn't expecting to find anyone here, but takes it in stride. "You must be <<if $pronoun is "m">>'daddy'<<else>>'mummy'<</if>>. I'm here with your <<girl>>." <<person1>><<He>> gestures at you, then leans across Bailey's desk. "It's nice to meet you, <<person2>><<sir>>." Sarcasm drips off every word.
<br><br>
Bailey glares at Whitney, unblinking. <<He>> doesn't say anything.
<br><br>
<<link [[Next|Street Bully Orphanage Office 2]]>><</link>>
<br>
<</if>><<effects>>
<<person3>>
<<if $whitney_bailey_met gte 1>>
<<else>>
"Is that a fucking gun?!" says one of Whitney's friends. Whitney glares daggers at <<him>>, and <<he>> looks away.
<br><br>
"Yes," Bailey says, still staring at Whitney. "The rest of you, leave us."
<br><br>
<</if>>
Whitney's friends don't move. "You heard <<person2>><<him>>," Whitney says. "Fuck off until we're done. You too, slut."
<br><br>
<<link [[Leave|Street Bully Orphanage Leave]]>><</link>>
<br>
<<link [[Stay|Street Bully Orphanage Stay]]>><</link>>
<br><<effects>>
You leave with Whitney's friends. "And keep your hands off my slut," Whitney adds as the door closes behind you.
<br><br>
The teenagers hang around the main hall, scaring any residents who stumble upon them. You hear murmuring behind Bailey's door.
<br><br>
<<set $skulduggerydifficulty to 800>>
<<link [[Eavesdrop (0:05)|Street Bully Orphanage Eavesdrop]]>><</link>><<skulduggerydifficulty>>
<br>
<<link [[Wait (0:05)|Street Bully Orphanage Wait]]>><</link>>
<br><<effects>>
You wait until Whitney's friends exit. "And keep your hands off my slut," Whitney adds as the last leave.
<br><br><<person2>>
"Out." Bailey says. <<He>> means you. You leave the room, and join Whitney's friends outside.
<br><br>
The teenagers hang around the main hall, scaring any residents who stumble upon them. You hear murmuring behind Bailey's door.
<br><br>
<<set $skulduggerydifficulty to 800>>
<<link [[Eavesdrop (0:05)|Street Bully Orphanage Eavesdrop]]>><</link>><<skulduggerydifficulty>>
<br>
<<link [[Wait (0:05)|Street Bully Orphanage Wait]]>><</link>>
<br><<effects>>
You wait. Whitney's friends leer and pull faces at you, but no one tries to touch.
<br><br>
<<person1>>
The door to Bailey's office swings open, and Whitney steps out. "We made an arrangement," <<he>> says, taking your arm. "Come on slut." <<He>> pulls you deeper into the orphanage.
<br><br>
<<link [[Next|Street Bully Orphanage Living]]>><<set $whitney_bailey_met to 1>><<endevent>><<npc Whitney>><<person1>><</link>>
<br><<effects>>
You press your ear against the door. Whitney's friends laugh, but don't interrupt.
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<<if $whitney_bailey_met is 1>>
<<person2>>
"...Have it?" says Bailey. <span class="green">You hear <<him>> loud and clear.</span>
<br>
"Right here," Whitney replies. You hear a soft thud, then a pause.
<br>
"That'll do. Got something else for you."
<br>
"Can't you do it yourself?"
<br>
"Yes. Do you want to keep pretending my <<girl>> belongs to you?"
<br>
"I don't need your permission." Another pause. "Whatever. I'll do it. It's fun fucking people over anyway."
<br>
"Good."
<br><br>
It's hard to make out, but you think you hear the sound of a lighter. The rest of the conversation is obscured by Whitney's noisy friends.
<br><br>
<<else>>
<<person2>>
"...My property," says Bailey. <span class="green">You hear <<him>> loud and clear.</span> "I don't think you could afford <<phim>>."
<br>
"I'm skint," agrees Whitney. "But you can't stop me."
<br>
There's a pause. "There is something you could do for me. Something I'd take as payment. For now."
<br>
"Depends what 'something' is."
<br><br>
It's hard to make out, but you think you hear the sound of a lighter. The rest of the conversation is obscured by Whitney's noisy friends.
<br><br>
<</if>>
<<set $whitney_bailey_met to 1>>
<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">That was too easy. You didn't learn anything.</span>
<br><br>
<</if>>
<<link [[Next|Street Bully Orphanage Wait]]>><</link>>
<br>
<<else>>
"...My-" says Bailey. There's a pause, <span class="red">then the door swings open.</span> It's Bailey. <<He>> smacks your face with the back of <<his>> hand. You didn't hear <<him>> approach.<<gpain>><<pain 4>>
<br><br>
<<He>> slams the door. Music erupts inside a moment later. You won't be able to hear anything.
<br><br>
<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">That was too easy. You didn't learn anything.</span>
<br><br>
<</if>>
<<link [[Next|Street Bully Orphanage Wait]]>><</link>>
<br>
<</if>><<effects>>
<<if Time.dayState is "night">>
You enter the deserted living room.
<<else>>
You enter the living room. A group of frightened residents vacate at the sight of Whitney and <<his>> friends.
<</if>>
<<if $kylar_camera is 3>>
<<if Time.dayState is "night">>
Moonlight glints off a beady pair of eyes. <span class="purple">Kylar's plush owl sits abandoned by the television.</span>
<<else>>
<span class="purple">One leaves the soft owl toy lying by the television in their haste to escape.</span>
<</if>>
<<elseif Time.dayState isnot "night">>
One almost knocks over the television in their haste to escape.
<</if>>
<br><br>
"This'll do," Whitney says, taking an entire sofa to <<himself>>. <<His>> friends occupy the other seats. One sits on the windowsill.
<br><br>
"Well?" Whitney says. "What you waiting for?" <<He>> gestures for you to come closer.
<br><br>
<<link [[Get closer|Street Bully Orphanage Close]]>><<set $phase to 0>><</link>>
<br>
<<link [[Kiss|Street Bully Orphanage Kiss]]>><<set $phase to 1>><</link>>
<br>
<<if hasSexStat("promiscuity", 4)>>
<<link [[Give oral|Street Bully Orphanage Oral]]>><<set $phase to 2>><</link>><<promiscuous4>>
<br>
<</if>><<effects>>
You walk close to Whitney. <<He>> snatches you off your feet, pulling you on top of <<him>>.
<br><br>
<<link [[Next|Street Bully Orphanage Sex]]>><<set $sexstart to 1>><</link>>
<br><<effects>>
You climb atop Whitney, and lean in for a kiss. <<He>> leans forward to meet you, and licks your tongue. <<He>> gently gasps and shivers.<<takeKissVirginity "Whitney" `($whitneyromance is 1?"loveInterest":"romantic")`>>
<br><br>
<<link [[Next|Street Bully Orphanage Sex]]>><<set $sexstart to 1>><</link>>
<br><<effects>>
You kneel beside the sofa, and displace Whitney's <<npcClothesText `C.npc.Whitney` "lower">>, revealing <<his>>
<<if $NPCList[0].penis isnot "none">>
<<print $NPCList[0].penisdesc>>.
<<else>>
pussy.
<</if>>
"You know the way to my heart," <<he>> says, stroking your hair. "Slut."
<<promiscuity4>>
<<link [[Next|Street Bully Orphanage Sex]]>><<set $sexstart to 1>><</link>>
<br><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<if $phase is 2>>
<<npcoral>>
<<elseif $phase is 1>>
<<npckiss>>
<</if>>
<<set $enemytrust += 100>>
<<set $audienceforceteen to 1>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Street Bully Orphanage Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Street Bully Orphanage Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Whitney lounges. "I needed that."<<npcincr Whitney lust -20>><<llust>><<glove>><<npcincr Whitney love 1>>
<br>
"Can I have a go?" one of <<his>> friends asks.
<br>
"No. And stop asking. I say when it's time." <<He>> rises to <<his>> feet.
<<elseif $enemyhealth lte 0>>
Whitney puts <<his>> hands behind <<his>> head. "Whatever, slut," <<he>> says. "I'd have thought you'd be more grateful."<<llove>><<npcincr Whitney love -1>><<ldom>><<npcincr Whitney dom -1>>
<<else>>
Whitney puts <<his>> hands behind <<his>> head. "Whatever, slut," <<he>> says. "I'd have thought you'd be more grateful."
<</if>>
<br><br>
<<clotheson>>
<<tearful>> you escort Whitney and <<his>> friends outside. "Later, slut."
<br><br>
<<endcombat>>
<<if $kylar_camera is 3>>
<<if !$syndromekylar and C.npc.Kylar.state is "active">>
A dreadful shiver passes through you. <span class="blue">Something is watching you.</span><<set $kylar_mad to 1>>
<<elseif C.npc.Kylar.state is "active">>
The owl plushie watches you, judging you from its perch.<<gggksuspicion>><<npcincr Kylar rage 10>>
<</if>>
<br><br>
<</if>>
<<link [[Next|Orphanage]]>><</link>><<set $outside to 0>><<effects>>
Finally, Whitney reacts. <<He>> grabs your wrist and pulls you away. You can't read <<his>> expression. <<His>> gaze lands on your tear-stained face.
<br><br>
"You desperate slut," <<he>> says with something you don't understand in <<his>> tone. <<He>> seems about to say something else, but eventually just pinches your cheek and pulls you into a kiss.
<br><br>
It's different from any kiss you've ever had with <<him>>, not quite gentle, but strong enough. <<Hes>> not so passionate with <<his>> tongue anymore, just sucking on your lips one at a time. <<His>> fringe skims over your nose, tickling you.
<br><br>
<<link [[Next|Whitney Alleyway Break3]]>><</link>><<set $outside to 0>><<effects>>
You curl up in Whitney's arms, wrapping your arms around <<his>> waist and resting your head against <<his>> chest. You can hear <<his>> steady, strong heartbeat, and it makes you feel a strange sense of security. <<llltrauma>><<trauma -24>>
<br><br>
You stay in each other's arms for a long time. The sobbing gradually stops, and your breath calms.
<br><br>
Whitney pushes you away. "You look like shit. Go clean the snot off your face." <<He>> stands up. "I have other things to do. You've wasted enough of my time already."
<br><br>
You watch as <<he>> turns into the alleyway, and leaves without looking back.
<br><br>
<<endevent>>
<<destinationeventend>><<widget "whitneycollar">>
<</widget>><<widget "whitneyoptions">>
/*add <<handheldon 1>> to added links, so cigarettes are removed from the scene after the player smokes with Whitney*/
<<if $location is "park" and Time.dayState isnot "day">>
<<if C.npc.Whitney.love gte 15>>
"I'm leaving," <<he>> says suddenly. "Don't stay out in this weather." <<He>> leaves the park without another word.
<<else>>
<<He>> walks away, leaving the park without a word.
<</if>>
<br><br>
<<whitneyexit>>
<<else>>
<<if $daily.whitney.parkWhore is "run">>
<<set $daily.whitney.parkWhore to true>><<run delete $daily.whitney.textTrigger>>
"Nice getaway earlier," <<he>> suddenly says. "What, you thought I'd be mad?
<<if $whitneyromance is 1>><<set _noOptions to true>>
My <<girl>> knows who <<pshe>> wants."
<br><br>
<<He>> leans in, trapping you between <<himself>> and the tree. <<His>> lips brush your neck.
<br><br>
<<link [[Let it happen|Whitney Park Whore Romance]]>><<set $phase to 1>><<sub 1>><<arousal 600>><<npcincr Whitney lust 5>><<handheldon 1>><</link>><<garousal>><<glust>>
<br>
<<link [[Shove|Whitney Park Whore Romance]]>><<set $phase to 0>><<def 1>><<npcincr Whitney dom -1>><<handheldon 1>><</link>><<ldom>>
<br>
<<else>>
I got paid. Who cares if they didn't get what they wanted?"
<</if>>
<<elseif $daily.whitney.parkWhore is "paid" and C.npc.Whitney.love gte 10>>
<<set $daily.whitney.parkWhore to true>><<set _noOptions to true>><<run delete $daily.whitney.textTrigger>>
<<He>> rummages through <<his>> <<npcClothesText $NPCList[0] "upper">> for a handful of banknotes. <<He>> shoves them in your face without looking.
<br><br>
"Your cut," <<he>> says. "Don't thank me."
<br><br>
<<link [[Get angry|Whitney Park Whore Share]]>><<printmoney 5000>><<money 5000 "prostitution">><<set $phase to 1>><<def 1>><<npcincr Whitney dom -1>><<handheldon 1>><</link>><<ldom>>
<br>
<<link [[Stay silent|Whitney Park Whore Share]]>><<printmoney 5000>><<money 5000 "prostitution">><<set $phase to 0>><<handheldon 1>><</link>>
<br>
<<elseif $daily.whitney.parkWhore is "runFail" and C.npc.Whitney.love gte 10>>
<<set $daily.whitney.parkWhore to true>><<set _noOptions to true>><<run delete $daily.whitney.textTrigger>>
"Dumbass," <<he>> mutters. "You call that a getaway? Try running next time."
<br><br>
<<link [[Apologise|Whitney Park Run Advice]]>><<set $phase to 2>><<sub 1>><<npcincr Whitney dom 1>><<handheldon 1>><</link>><<gdom>>
<br>
<<link [[Get angry|Whitney Park Run Advice]]>><<set $phase to 1>><<def 1>><<npcincr Whitney dom -1>><<handheldon 1>><</link>><<ldom>>
<br>
<<link [[Stay silent|Whitney Park Run Advice]]>><<set $phase to 0>><<handheldon 1>><</link>>
<br>
<<elseif $daily.whitney.textTrigger is true>>
<<run delete $daily.whitney.textTrigger>>
<<if $daily.whitney.text is 1>>
"Again? Piss off already, would you?" <<He>> looks away.
<<elseif $daily.whitney.text is 2>>
"You're getting on my nerves, <<bitch>>." <<He>> looks away.
<<else>>
<<if $whitneyromance is 1 or C.npc.Whitney.dom gte 10>>
"What's my favourite slut doing here?"
<<print playerBellyVisible() ?
"<<He>> glances at your baby bump. Without you asking, <<he>> puts out the cigarette, popping a stick of gum in <<his>> mouth instead." :
"<<He>> offers up a smile."
>>
<<elseif $whitneyrescued>>
<<print playerBellyVisible() ?
"<<He>> looks at you just long enough to take in your baby bump, then quickly looks away. <<He>> drops <<his>> cigarette and pops a stick of gum in <<his>> mouth instead." :
"<<He>> looks at you, but quickly looks away."
>>
<<else>>
<<print playerBellyVisible() ?
"<<He>> looks annoyed, but <<he>> still puts out <<his>> cigarette when <<he>> catches sight of your baby bump. <<He>> wordlessly pops a stick of gum in <<his>> mouth instead." :
"<<He>> looks annoyed."
>>
<</if>>
<</if>>
<<elseif !$worn.handheld.type.includes("prop")>>
<<if _whitney_attention is 1>>
<<if C.npc.Whitney.lust gte 50>>
<span class="green">Whatever was on <<his>> mind is long gone. <<His>> eyes are glued to you.</span>
<<elseif C.npc.Whitney.lust gte 20>>
<span class="blue">You seem to have <<his>> attention, but not all of it.</span>
<<else>>
<span class="pink">Whitney tries to ignore you.</span>
<</if>>
<<elseif $location is "park" and $rng gte 50>>
<<He>> stares at the fountain.
<<else>>
<<He>> <<print playerBellyVisible() ? "blows a bubble. It pops with a snap" : "takes a drag of <<his>> cigarette">>.
<</if>>
<</if>>
<br><br>
<<if !_noOptions>>
<<if _whitney_attention is 1>>
<<if hasSexStat("promiscuity", 2)>>
<<brothelicon>><<link [[Take it further (0:15)|Whitney Flirt 2]]>><<handheldon 1>><<pass 15>><<npcincr Whitney lust 1>><<npcincr Whitney dom 1>><</link>><<glust>><<gdom>><<promiscuous2>>
<br>
<<else>>
<<insufficientStat "promiscuity" "to take it further">>
<br>
<</if>>
<</if>>
<<if $milkshake gte 1>>
<<if $whitneyromance is 1>>
<<foodicon "milkshake">><<link [[Offer milkshake (0:20)|Whitney Milkshake]]>><<pass 20>><<handheldon 1>><<npcincr Whitney love 1>><<set $milkshake -= 1>><</link>><<glove>>
<br>
<<else>>
<<foodicon "milkshake">><<link [[Offer milkshake (0:20)|Whitney Milkshake Fail]]>><<pass 20>><<handheldon 1>><<npcincr Whitney love 1>><<set $milkshake -= 1>><</link>><<glove>>
<br>
<</if>>
<</if>>
<<if $whitneyromance is 1 and $daily.whitney.flirt is undefined>>
<<brothelicon>><<link [[Flirt (0:15)|Whitney Flirt]]>><<set $daily.whitney.flirt to 1>><<pass 15>><<npcincr Whitney love 1>><<npcincr Whitney lust 1>><<handheldon 1>><</link>><<promiscuous1>><<glove>><<glust>>
<br>
<</if>>
<<if $whitneyromance is 1 and $daily.whitney.parkSex is undefined and $location is "park" and $promiscuity gte 35>>
<<brothelicon>><<link [[Ask for sex (0:30)|Whitney Park Public Sex Intro]]>><<set $daily.whitney.parkSex to 1>><<pass 30>><<npcincr Whitney love 3>><<npcincr Whitney dom 3>><<handheldon 1>><</link>><<promiscuous3>><<glove>><<gdom>>
<br>
<</if>>
<<if $daily.whitney.chat is undefined>>
<<if $whitneyromance is 1>>
<<socialiseicon>><<link [[Chat (0:15)|Whitney Chat]]>><<pass 15>><<stress -3>><<set $daily.whitney.chat to 1>><<npcincr Whitney love 1>><<handheldon 1>><</link>><<glove>><<lstress>>
<<else>>
<<socialiseicon>><<link [[Chat (0:15)|Whitney Chat]]>><<pass 15>><<stress 6>><<set $daily.whitney.chat to 1>><<npcincr Whitney love 1>><<handheldon 1>><</link>><<glove>><<gstress>>
<</if>>
<<else>>
<<if $whitneyromance is 1>>
<<socialiseicon>><<link [[Chat (0:15)|Whitney Chat]]>><<pass 15>><<stress -3>><<handheldon 1>><</link>><<lstress>>
<<else>>
<<socialiseicon>><<link [[Chat (0:15)|Whitney Chat]]>><<pass 15>><<stress 6>><<handheldon 1>><</link>><<gstress>>
<</if>>
<</if>>
<br>
<<if $daily.whitney.ask is undefined and $location is "park">>
<<socialiseicon "ask">><<link [[Ask if something's wrong|Whitney Ask]]>><<set $daily.whitney.ask to 1>><<handheldon 1>><</link>>
<br>
<</if>>
<<if !$daily.whitney.smoke and $whitney_smoke isnot undefined and $location is "park" and !playerIsPregnant()>>
<<smokeicon>><<link [[Ask for a smoke|Whitney Park Cigarette Smoke]]>><<set $phase to 2>><<npcincr Whitney love 1>><<handheldon 1>><</link>><<glove "Whitney">>
<br>
<</if>>
<<if !$daily.whitney.chastityBeg and $worn.genitals.origin is "Whitney">>
<<templeicon "pray">><<link [[Beg for release|Whitney Chastity Beg]]>><<set $daily.whitney.chastityBeg to 1>><<handheldon 1>><</link>>
<br>
<</if>>
<<if $whitneychastity is 1 and ($worn.genitals.name is "naked" or ($worn.genitals.integrity lte setup.clothes.genitals[clothesIndex('genitals',$worn.genitals)].integrity_max * 0.25 and $worn.genitals.origin is "Whitney"))>>
<<lockicon>><<link [[Ask if your chastity cage can be replaced|Whitney Chastity Replace]]>><<handheldon 1>><</link>>
<br>
<</if>>
<<if $whitneycollar is 1 and not ($worn.neck.name.includes("Whitney's collar"))>>
<<edenicon "collar">><<link [[Ask if your collar can be replaced|Whitney Collar Replace Dolp]]>><<handheldon 1>><</link>>
<br>
<</if>>
<<if $loft_known is 1 and $loft_whitney is undefined and $whitney_bailey_met gte 1>>
<<socialiseicon>><<link [[Tell Whitney about the orphanage loft|Whitney Orphanage Loft]]>><<handheldon 1>><</link>>
<br>
<</if>>
<<if $loft_whitney is 3>>
<<socialiseicon>><<link [[Tell Whitney that Bailey took the cigarettes|Whitney Orphanage Loft 3]]>><<set $loft_whitney to 5>><<handheldon 1>><</link>>
<br>
<<elseif $loft_whitney is 4>>
<<socialiseicon>><<link [[Tell Whitney about the cigarette incident at the orphanage|Whitney Orphanage Loft 4]]>><<set $loft_whitney to 5>><<handheldon 1>><</link>>
<br>
<<elseif $loft_whitney is 5>>
<<socialiseicon>><<link [[Remind Whitney about the orphanage loft|Whitney Orphanage Loft 5]]>><<handheldon 1>><</link>>
<br>
<</if>>
<<if canGiftFood("Whitney") and $whitneyromance gte 1>>
<<skinicon "give">><<link [[Give Whitney food|Whitney Gifts List]]>><<handheldon>><</link>>
<br>
<</if>>
<<whitneyoptionsleave>>
<</if>>
<</if>>
<</widget>>
<<widget "whitneyoptionsleave">>
<<if $bus is "park" or $location is "park">>
<<getouticon>><<link [[Leave|Park]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<</widget>>
<<widget "whitneyexit">>
<<if $bus is "park" or $location is "park">>
<<set $daily.whitney.park to 0>><<run delete $daily.whitney.text>><<run delete $daily.whitney.textTrigger>>
<<link [[Next|Park]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<</widget>>
<<widget "whitneyRescueEnd">>
<<endevent>>
<<if $whitneyRescueSpecial>>
<<switch $whitneyRescueSpecial>>
<<case "scienceDissection">>
You hasten back to Sirris' classroom and deliver your cargo, safe and sound.
<<if $schoolstate is "first">>
The rest of the class is busy dissecting frogs. Lacking a partner, you get one all to yourself.
<br><br>
<<gscience>><<scienceskill>>
<br><br>
<<link [[Next|Science Lesson]]>><</link>>
<br>
<<else>>
Class is already over by the time you get back. Sirris stands by the door.
<br><br>
"You didn't get lost, did you?" <<nnpc_He "Sirris">> takes the box with a smile. "It's no big deal. You just run off to class, okay?"
<br><br>
<<link [[Next|Hallways]]>><</link>>
<br>
<</if>>
<<case "mathsNote">>
You hurry back to the classroom. Whitney doesn't follow.
<br><br>
<<if $schoolstate is "second">>
<<link [[Next|Maths Lesson]]>><</link>>
<br>
<<else>>
By the time you get back, class is already over. River stands by the door.
<br><br>
"You took your time, didn't you?" <<nnpc_He "River">> scrutinises you for a moment, before sighing. "What's done is done, I suppose. Hurry off to class."
<br><br>
<<link [[Next|Hallways]]>><</link>>
<br>
<</if>>
<<case "mathsSent">>
You hasten back to your spot by the door before River notices your absence.
<<if $schoolstate is "second">>
You arrive just as <<nnpc_he "River">> emerges.
<br><br>
<<nnpc_He "River">> gives you a suspicious look, but doesn't press the matter. "It seems I made a mistake. Come back in."
<br><br>
<<link [[Next|Maths Lesson]]>><</link>>
<br>
<<else>>
By the time you get back, class is already over. River stands by the door.
<br><br>
"Where on earth did you run off to? You weren't even in trouble." <<nnpc_He "River">> sighs and shakes <<nnpc_his "River">> head. "No matter. Go to class, and don't let it happen again."
<br><br>
<<link [[Next|Hallways]]>><</link>>
<br>
<</if>>
<<default>>
/* failsafe - should be inaccessible */
You feel like you were doing something important, but you forgot what it was. You decide to aimlessly wander through the hallways instead.
<br><br>
<<link [[Next|Hallways]]>><</link>>
<br>
<</switch>>
<<else>>
<<switch $whitneyRescueExit>>
<<case "canteen">>
<<link [[Next|Canteen]]>><</link>>
<br>
<<case "courtyard">>
<<if $bus is "schoolfrontcourtyard">>
<<link [[Next|School Front Courtyard]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<link [[Next|School Rear Courtyard]]>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<default>>
<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>>
<br>
<</switch>>
<</if>>
<<unset $whitneyRescueAlone>>
<<unset $whitneyRescueExit>>
<<unset $whitneyRescueSafe>>
<<unset $whitneyRescueSlime>>
<<unset $whitneyRescueSpecial>>
<<unset $whitneyRescueUniform>>
<</widget>>
<<widget "whitneyFinish">>
<<if $player.penisExist and $penisuse isnot 0>>
<<set $penisuse to 0>>
<</if>>
<<if $audiencepresent gte 1>>
<<He>> pulls your head close and whispers. "Couldn't even fake it? You're embarrassing me in front of the crowd."
<<else>>
"Don't think I wouldn't return the favour, slut."
<</if>>
<<if !$genderknown.includes("Whitney") and ($player.penisExist and $player.vaginaExist) or ($player.gender_appearance is "m" and $player.gender isnot "m") or ($player.gender_appearance is "f" and $player.gender isnot "f")>>
<<set $genderknown.pushUnique("Whitney")>>
<<His>> hand trails down, until it makes contact with your <<genitals>>. For a moment, <<he>> seems surprised by what <<he>> feels, but <<he>> smiles anyway.
<br><br>
<</if>>
<<He>> quickly grabs your <<genitals>> and
<<if $player.penisExist and $worn.genitals.name is "chastity parasite">>
starts to roughly squeeze your chastity parasite<<if $player.vaginaExist>> with one hand, plunging a finger from <<his>> other hand into your <<pussy>><</if>>.
<<elseif $player.penisExist and $player.vaginaExist and !playerChastity("penis") and !playerChastity("vagina")>>
starts to jerk you off with one hand, plunging a finger from <<his>> other hand into your <<pussy>>.
<<elseif $player.penisExist and !playerChastity("penis")>>
starts to jerk you off, paying extra attention to the tip of your <<penis>>.
<<elseif $player.vaginaExist and !playerChastity("vagina")>>
plunges a finger into your <<pussy>>, swirling it around.
<</if>>
<<arousal 5000 "genitals">>
<<if $arousal gte $arousalmax>>
<<orgasm>><<He>> smiles.
<<else>>
<<if $audiencepresent gte 1>>
"I'll teach you to appreciate a good fuck."
<<else>>
"Can't have you leaving without a little gift."
<</if>>
<br><br>
<<He>> locks eyes with you, and the speed of <<his>> assault increases.
<<if $player.penisExist and $player.vaginaExist>>
<<He>> uses <<his>> thumb to rub your tip in circles, while sliding a second finger into your <<pussy>>.
<<elseif $player.penisExist>>
<<He>> uses <<his>> thumb to rub your tip in circles<<if C.npc.Whitney.dom gte 16 and $analdisable is "f">>, and slowly slides a finger into your <<bottom>>. <<He>> grins as <<he>> reaches your prostate<<else>>, giving your <<bottom>> a slap with <<his>> other hand<</if>>.
<<else>>
<<He>> plunges a second finger into your <<pussy>>, and uses <<his>> other hand to fondle your <<breasts>>.
<</if>>
<<He>> kisses you, muffling your involuntary moans.
<<if $location is "park">>
Someone on the far side of the park seems to notice you two, and they quickly turn away.
<</if>>
<br><br>
<<set $arousal to 10000>>
<<if $arousal gte $arousalmax>>
<<orgasm>>
<</if>>
Whitney gives you a wicked smile<<if $audiencepresent gte 1>>, and the crowd cheers once again<</if>>.
<</if>>
<br><br>
<</widget>>
<<widget "dismissWhitney">>
<<npcset Whitney state "dungeon">>
<<if $framed is "whitney">>
<<set $framed to 0>>
<</if>>
<<if $loveInterest.primary is "Whitney">>
<<if $loveInterest.secondary isnot "None">>
<<set $loveInterest.primary to $loveInterest.secondary>>
<<set $loveInterest.secondary to "None">>
<<elseif $loveInterest.tertiary isnot "None">>
<<set $loveInterest.secondary to $loveInterest.tertiary>>
<<set $loveInterest.tertiary to "None">>
<<elseif $loveInterest.quarternary isnot "None">>
<<set $loveInterest.tertiary to $loveInterest.quarternary>>
<<set $loveInterest.quarternary to "None">>
<<elseif $loveInterest.quinary isnot "None">>
<<set $loveInterest.quarternary to $loveInterest.quinary>>
<<set $loveInterest.quinary to "None">>
<<elseif $loveInterest.senary isnot "None">>
<<set $loveInterest.quinary to $loveInterest.senary>>
<<set $loveInterest.senary to "None">>
<<else>>
<<set $loveInterest.primary to "None">>
<</if>>
<span class = "red">Whitney is no longer your love interest.</span>
<<elseif $loveInterest.secondary is "Whitney">>
<<set $loveInterest.secondary to "None">>
<span class = "red">Whitney is no longer your love interest.</span>
<<elseif $loveInterest.tertiary is "Whitney">>
<<set $loveInterest.tertiary to "None">>
<span class = "red">Whitney is no longer your love interest.</span>
<<elseif $loveInterest.quarternary is "Whitney">>
<<set $loveInterest.quarternary to "None">>
<span class = "red">Whitney is no longer your love interest.</span>
<<elseif $loveInterest.quinary is "Whitney">>
<<set $loveInterest.quinary to "None">>
<span class = "red">Whitney is no longer your love interest.</span>
<<elseif $loveInterest.senary is "Whitney">>
<<set $loveInterest.senary to "None">>
<span class = "red">Whitney is no longer your love interest.</span>
<<elseif $whitneyromance is 1>>
<span class = "red">Whitney can no longer be claimed as your love interest.</span>
<<else>>
<span class = "red">Whitney has been taken away.</span>
<</if>>
<br><br>
<</widget>>
<<widget "whitneyFaceWritingInspection">>
<<set _targetLocs to ["left_cheek","right_cheek"].filter(loc => $skin[loc].special is "Whitney" or !$skin[loc].pen or ["pen","lipstick","mud"].includes($skin[loc].pen))>>
<<set _whitneySpecialLocs to _targetLocs.filter(loc => $skin[loc].special is "Whitney")>>
<<set _erasableWritingLocs to _targetLocs.filter(loc => ["pen","lipstick","mud"].includes($skin[loc].pen))>>
<<set _writableLocs to _targetLocs.filter(loc => !$skin[loc].pen)>>
<<if _whitneySpecialLocs.length gte 1>>
<<set _loc to _whitneySpecialLocs.random()>>
<<set _cheek to _loc.replace("_", " ")>>
<<He>> leans in and licks your _cheek, right on the <<tattoo _loc>>. "Just wanted to make sure you were still labelled." <<He>> gives your <<bottom>> a smack before returning to <<his>> friends.
<<gstress>><<garousal>><<glust>><<stress 6>><<arousal 600 "bottom">><<npcincr Whitney lust 5>>
<br><br>
<<link [[Next|Oxford Street]]>><<endevent>><</link>>
<br>
<<elseif _erasableWritingLocs.length gte 1>>
<<set _loc to _erasableWritingLocs.random()>>
<<set _cheek to _loc.replace("_", " ")>>
<<He>> leans in and licks your _cheek, right on the <<tattoo _loc>>. <<He>> rubs it with <<his>> sleeve, then pulls a pen from <<his>> pocket. "Time for a proper label. Hold still."
<br><br>
<<bodywriting_clear _loc>>
<<set $phase to (_loc is "left_cheek" ? 1 : 2)>>
<<link [[Allow it|School Leave Whitney Writing]]>><<set $phase to 1>><<npcincr Whitney love 1>><</link>><<glove>><<gbodywriting>>
<br>
<<link [[Push Whitney's arm away|School Leave Whitney Writing Push]]>><<npcincr Whitney love -1>><<npcincr Whitney dom -1>><</link>><<llove>><<ldom>>
<br>
<<elseif _writableLocs.length gte 1>>
<<set _loc to _writableLocs.random()>>
<<set _cheek to _loc.replace("_", " ")>>
<<He>> pulls a pen from <<his>> pocket. "Gonna let everyone know who you belong to. Hold still."
<br><br>
<<set $phase to (_loc is "left_cheek" ? 1 : 2)>>
<<link [[Allow it|School Leave Whitney Writing]]>><<set $phase to 2>><<npcincr Whitney love 1>><</link>><<glove>><<gbodywriting>>
<br>
<<link [[Push Whitney's arm away|School Leave Whitney Writing Push]]>><<npcincr Whitney love -1>><<npcincr Whitney dom -1>><</link>><<llove>><<ldom>>
<br>
<<else>>
<<set _cheek to (random(0,1) ? "left cheek" : "right cheek")>><<set _cheekType to _cheek.replace(" ", "_")>>
<<He>> leans in and licks your _cheek, right on the <<tattoo _cheekType>>
"Didn't think it would come off," <<he>> says as <<he>> pulls away. "Oh well. Later, slut." <<He>> smacks your <<bottom>> as <<he>> returns to <<his>> friends.
<<gstress>><<garousal>><<glust>><<stress 6>><<arousal 600 "bottom">><<npcincr Whitney lust 5>>
<br><br>
<<link [[Next|Oxford Street]]>><<endevent>><</link>>
<br>
<</if>>
<</widget>><<set $location to "underground">><<set $outside to 0>>
<<if $cave gte 50>>
<<elseif $cave gte 20>>
<<water waist>>
<<else>>
<<water>>
<</if>>
<<effects>>
<<set $cave = Math.clamp($cave, 0, 100)>>
You are in a cave along the coast. Bioluminescent lichen clings to the walls.
<br><br>
<<if $cave gte 100>>
<span class="lblue">You're at the back of the cave.</span> A decayed wooden throne sits in front of you.
<<if !$weekly.beachCaveCompass>>
A chest sits there.
<</if>>
<<elseif $cave gte 50>>
Your feet are submerged in rushing water.
<<elseif $cave gte 20>>
Water comes up to your waist.
<<elseif $cave gte 1>>
Water comes up to your neck.
<<else>>
Water comes up to your neck. The cave ceiling dips beneath the surface nearby. That way leads outside, but you'll need to swim.
<</if>>
<br><br>
<<if $cave gte 50 and $cave lt 54 and $smuggler_pub_known is 1>>
You hear an echo of voices, and see the passage to the smuggler's den hidden behind a rock.
<br><br>
<<elseif $cave gte 50 and $cave lt 54 and ($historytrait gte 4 or ($temple_spear_mission gte 1 and $temple_spear_mission_winter is 1))>>
You hear an echo of voices. You think of the smuggler's den you read about in history class. It was in a cave like this.
<br><br>
<</if>>
<<beach_cave_pursuit>>
<br><br>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $stress gte $stressmax>>
<<passoutcave>>
<<elseif $eventskip isnot 1 and $cave lt 100>>
<<if $historyTraitBuffs.improvedChances is 1>>
<<set _treasureChance to 20 + (1.5 * $historytrait)>>
<<rng>>
<<if _treasure isnot undefined>>
<<unset _treasure>>
<</if>>
<<if $rng lte _treasureChance>>
<<set _treasure to 1>>
<</if>>
<</if>>
<<if random(1, 4) is 4 or _treasure isnot undefined>>
<<eventscavetreasure>>
<<elseif $danger gte (9900 - $allure) and $eventskip is 0>>
<<eventscave>>
<<else>>
<<eventscavesafe>>
<</if>>
<<else>>
<<if $cave gte 50 and $cave lt 54 and $smuggler_pub_known is 1>>
<<ind>><<link [[Follow the tunnel to the smuggler's pub (0:05)|Smuggler Pub]]>><<pass 5>><<beach_cave_end>><</link>>
<br>
<<elseif $cave gte 50 and $cave lt 54 and ($historytrait gte 4 or ($temple_spear_mission gte 1 and $temple_spear_mission_winter is 1))>>
<<ind>><<link [[Follow the tunnel to the smuggler's pub (0:05)|Smuggler Pub Beach Cave Intro]]>><<pass 5>><<beach_cave_end>><</link>>
<br>
<</if>>
<<if $cave lt 100>>
<<caveicon "west">><<link [[Journey deeper (0:10)|Beach Cave]]>><<set $cave += 5>><<pass 10>><</link>>
<br>
<<elseif !$weekly.beachCaveCompass>>
<<caveicon "treasure">><<link [[Open chest|Beach Cave Open]]>><<set $weekly.beachCaveCompass to true>><</link>>
<br>
<</if>>
<<if $cave gt 0>>
<<caveicon "sea">><<link [[Journey towards the sea (0:10)|Beach Cave]]>><<set $cave -= 5>><<pass 10>><</link>>
<br>
<<else>>
<<swimicon "up">><<link [[Swim outside (0:05)|Beach Cave Up]]>><<pass 5>><</link>>
<br>
<</if>>
<</if>>
<<set $eventskip to 0>><<effects>><<wearProp "silver compass">>
You open the chest. Silver glints inside. A compass. It looks valuable. A collector would know more.
<<set $antiquemoney += 2200>><<museumAntiqueStatus "antiquesilvercompass" "found">>
<br><br>
<<set $pursuit += 1>>
<<if $museumAntiques.antiques.antiqueleathermap isnot "found" and $museumAntiques.antiques.antiqueleathermap isnot "talk" and $museumAntiques.antiques.antiqueleathermap isnot "museum">>
<<set $skulduggerydifficulty to 700>>
<<caveicon "treasure">><<handheldon>><<link [[Examine the chest more closely|Beach Cave Examine]]>><</link>><<skulduggerydifficulty>>
<br>
<</if>>
<<getouticon>><<link [[Leave|Beach Cave]]>><<handheldon>><<set $eventskip to 1>><</link>>
<br><<effects>>
You peer into the chest, then feel along the walls.
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<<earnFeat "X Marks the Spot">>
You feel a button, barely perceptible against the wood. You don't push it. Instead, you feel with your fingertip. There's a smaller button, set into the first. You push down with a nail, and <span class="green">a hidden compartment opens</span> from the base of the container.
<br><br>
<<wearProp "map">>
<<set $antiquemoney += 4000>><<museumAntiqueStatus "antiqueleathermap" "found">>
A leather scroll sits inside, bound by waxy string. You unfurl it. It's a map, and in good condition. A coastal settlement is depicted, squashed beside a forest. Lines criss-cross the sea, some of them dotted. A kraken has been drawn in the top left corner, and a dragon in the bottom right. A collector might know more.
<br><br>
<<skulduggeryuse>>
<<link [[Next|Beach Cave]]>><<handheldon>><</link>>
<br>
<<else>>
You feel a button, barely perceptible against the wood. You push it. The base of the chest snaps open, <span class="red">and a dart springs out.</span> It fires wide, but startles you. You drop the container. The water catches it, and sucks it down a thin crevice.<<gstress>><<stress 6>>
<br><br>
<<skulduggeryuse>>
<<link [[Next|Beach Cave]]>><</link>>
<br>
<</if>><<effects>>
You dive beneath the water, and swim. The cave curves upward.
<<if Time.dayState is "night">>
<<if !Weather.isOvercast>>
You swim toward the moonlight above, emerging in the cold night breeze.
<<elseif Weather.precipitation is "rain">>
Such is the darkness that it's hard to tell which way is up. You emerge into the sea-borne rain before panic sets in.<<gstress>><<stress 6>>
<<else>>
Such is the darkness that it's hard to tell which way is up. You emerge into the cold night breeze before panic sets in.<<gstress>><<stress 6>>
<</if>>
<<else>>
<<if !Weather.isOvercast>>
You swim toward the sun above, emerging in the cool sea breeze.
<<elseif Weather.precipitation is "rain">>
You swim toward the light above, emerging in the sea-borne rain.
<<else>>
You swim toward the light above, emerging in the cool sea breeze.
<</if>>
<</if>>
<br><br>
<<beach_cave_end>>
<<link [[Next|Rocks Pool]]>><</link>>
<br><<set $location to "underground">><<set $outside to 0>><<effects>>
You swim into the cave, towards the soft light. You grasp rock, and you pull yourself into a pocket of air. Bioluminescent lichen clings to the walls.
<br><br>
<<link [[Next|Beach Cave]]>><<set $cave to 0>><<beach_cave_init>><<set $eventskip to 1>><</link>>
<br><<set $location to "underground">><<set $outside to 0>><<effects>>
You walk through the cave, leaving the mirth of the pub behind you. You find a rush of ankle-high water. Bioluminescent lichen clings to the walls.
<br><br>
<<link [[Next|Beach Cave]]>><<pass 5>><<beach_cave_init>><<set $cave to 50>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<<wearProp "cutlass">>
You're not unfamiliar with locks from this period, but this one is cleverer than most. Not clever enough. <span class="green">It snaps open,</span> and you lift the lid.
<br><br>
The interior is dry.
<<if random(1, 3) is 3>>
Inside is a steel cutlass, mostly free of rust and other tarnish. Beside it is a dagger. It's made of silver. A collector would be interested in both.
<<set $antiquemoney += 120>><<museumAntiqueStatus "antiquecutlass" "found">>
<<set $antiquemoney += 240>><<museumAntiqueStatus "antiquesilverdagger" "found">>
<<else>>
Inside is a steel cutlass, mostly free of rust and other tarnish. A collector would be interested in this.
<<set $antiquemoney += 120>><<museumAntiqueStatus "antiquecutlass" "found">>
<</if>>
<br><br>
<<skulduggeryuse>>
<<beach_cave_caught>>
<<else>>
The lock is old, but strange and sturdy. You fiddle with it for a while, <span class="red">until you hear a snap.</span> Now it won't budge at all.
<br><br>
The chest is too heavy to carry with you, so you leave it in the water.
<br><br>
<<skulduggeryuse>>
<<link [[Next|Beach Cave]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<<wearProp "rusted cutlass">>
You're not unfamiliar with locks from this period, <span class="green">and manage to snap it open.</span> You lift the lid.
<br><br>
It's full of water.
<<if random(1, 3) is 3 and $cave gte 15>>
You find the remains of a cutlass, now rusted beyond repair. It won't be worth much, but beside it is a silver dagger. A collector would be interested in both.
<<set $antiquemoney += 10>><<museumAntiqueStatus "antiquerustedcutlass" "found">>
<<set $antiquemoney += 240>><<museumAntiqueStatus "antiquesilverdagger" "found">>
<<else>>
You find the remains of a cutlass, now rusted beyond repair. It won't be worth much, but a collector might be interested all the same.
<<set $antiquemoney += 10>><<museumAntiqueStatus "antiquerustedcutlass" "found">>
<</if>>
<br><br>
<<skulduggeryuse>>
<<beach_cave_caught>>
<<else>>
The lock is old, but strange and sturdy. You fiddle with it, <span class="red">until you hear a snap.</span> Now it won't budge at all.
<br><br>
The chest is too heavy to carry with you, so you leave it in the water.
<br><br>
<<skulduggeryuse>>
<<link [[Next|Beach Cave]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
<<if $phase is 0>>
You take the left passage.
<<else>>
You take the right passage.
<</if>>
<<set $phase to 0>>
You spot an unlocked chest half-concealed behind an outcrop.
<<if random(1, 2) is 2>>
<<wearProp "silver dagger">>
You find a silver dagger inside. It would be worth something to a collector.
<<set $antiquemoney += 240>><<museumAntiqueStatus "antiquesilverdagger" "found">>
<br><br>
<<else>>
<<wearProp "rusted cutlass">>
There's a rusty old cutlass inside. Might be worth a little to a collector.
<<set $antiquemoney += 10>><<museumAntiqueStatus "antiquerustedcutlass" "found">>
<br><br>
<</if>>
<<beach_cave_caught>><<effects>>
<<if $phase is 0>>
You take the right passage.
<<else>>
You take the left passage.
<</if>>
<<set $phase to 0>>
<<pass 5>><<set $cave -= 10>>
You follow it until the cave branches again. You feel an odd familiarity. You think you've been here before.
<br><br>
<<link [[Next|Beach Cave]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
You let the rushing water carry you through the cave.
<br><br>
<<link [[Next|Beach Cave]]>><<set $cave -= 10>><<set $eventskip to 1>><</link>>
<br><<effects>>
You swim against the current,
<<if $swimmingSuccess>>
<span class="green">and manage to resist its pull</span> until the water calms.
<br><br>
<<link [[Next|Beach Cave]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<span class="red">but the water is too vicious.</span> The rushing water carries you through the cave.
<br><br>
<<link [[Next|Beach Cave]]>><<set $cave -= 10>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>><<water>>
You dive beneath the water and follow the cave.
<<if $swimmingSuccess>>
<span class="green">You emerge from the water</span> on the other side, and look around. The air is warmer here. You see a lichen-light glint behind an outcrop. It's a dagger, made of silver and in good condition. A collector would be interested in this.
<br><br>
<<wearProp "silver dagger">>
<<set $antiquemoney += 240>><<museumAntiqueStatus "antiquesilverdagger" "found">>
You swim back to the main cave.
<br><br>
<<link [[Next|Beach Cave]]>><<handheldon>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You begin to run out of breath, <span class="red">and you see no end up ahead.</span> You turn back.<<gstress>><<stress 6>>
<br><br>
<<link [[Next|Beach Cave]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
<<covered>>
<<if $speech_attitude is "meek">>
"P-please d-don't stare," you say.
<<elseif $speech_attitude is "bratty">>
"Keep your eyes off," you say.
<<else>>
"D-don't stare," you say.
<</if>>
Your voice echoes through the cave. The eyes wink and shut.
<br><br>
<<link [[Next|Beach Cave]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<effects>>
<<if $struggle_start is 1>>
<<struggle_init>>
<<set $struggle.creature to "slug">>
<<struggle_creatures $pursuit 2>>
<<set $combat to 1>>
<<controlloss>>
<<violence 1>>
<<molested>>
<<unset $struggle_start>>
<</if>>
<<struggle>>
<<if $struggle.done gte $struggle.number>>
<span id="next"><<link [[Next|Beach Cave Struggle End]]>><</link>></span>
<br>
<<else>>
<span id="next"><<link [[Next|Beach Cave Struggle]]>><</link>></span>
<br>
<</if>><<effects>>
<<set $pursuit to 0>>
<<if $stress gte $stressmax>>
It's too much for you. Your consciousness fails, and the world blackens.
<br><br>
<<passout>>
<<endcombat>>
<<slug_cave_intro>>
<<else>>
The last of the slugs disappears beneath the rushing water.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Beach Cave]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
<<if $player.breastsize gte 3>>
The tentacle circles your <<breasts>>, squeezing them together and sliding over your nipples.
<<else>>
The tentacle squeezes your chest, sliding over your <<breasts>>.
<</if>>
<<garousal>><<arousal 600 "breasts">>
<br><br>
<<if random(1, 2) is 2 and $bestialitydisable is "f" and $slugdisable is "f">>
You hear a squelch, and the tentacle unravels. It points at the water, as if watching something. A shape lunges from the water. The tentacle unravels the rest of the way, dropping you and recoiling in fright.
<br><br>
You splash into the water. You're not alone.
<br><br>
<<link [[Next|Beach Cave Struggle]]>><<set $struggle_start to 1>><</link>>
<br>
<<else>>
<<generate1>><<generate2>>
<<if $pursuit gte 3>>
<<generate3>>
<</if>>
<<if $pursuit gte 4>>
<<generate4>>
<</if>>
<<if $pursuit gte 5>>
<<generate5>>
<</if>>
<<if $pursuit gte 6>>
<<generate6>>
<</if>>
<<person1>>You hear a <<personsimple>>'s laughter behind you. "Got ourselves a little more than dinner," says a gruff voice. A pair of hands grasp your hips, spinning you to face them.
A <<person>> <<if $cave gte 20>>stands<<else>>floats<</if>> there, a <<person2>><<person>> beside <<person1>><<him>>. Both wear wetsuits.
<<if $pursuit gte 4>>
You sense other figures lurking in the dark nearby.
<<elseif $pursuit gte 3>>
You sense another figure lurking in the dark nearby.
<<else>>
<</if>>
<br><br>
The <<person2>><<person>> unfastens a knife from <<his>> side, and moves to slice the tentacle. It recoils into the dark before the blade touches it, dropping you to the water.
<br><br>
Their hands are on you before you can recover.
<br><br>
<<link [[Next|Beach Cave Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<effects>>
<<outfitChecks>>
<<set _top.integrity -= 50>>
<<if _top.integrity lte 0>>
You squirm and twist free of the creature, splashing into the water below. You look up. The tentacle still clutches the remains of your _top.name. <<covered>> It carries it into the dark.
<br><br>
<<integritycheck no_text>>
<<exposure>>
<<link [[Next|Beach Cave]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You squirm and twist free of the creature, splashing into the water below. Your _top.name feels worse for wear, but you manage to escape down the tunnel.
<br><br>
<<link [[Next|Beach Cave]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
The presence draws closer.
<<if random(1, 2) is 2 and $bestialitydisable is "f" and $slugdisable is "f">>
You hear a squelch, and a shape lunges from the water, landing on your thigh. A slug, as large as a cat. Another joins it, wrapping around the rope. It gnaws through with disturbing speed, and you splash into the water.
<br><br>
<<link [[Next|Beach Cave Struggle]]>><<set $struggle_start to 1>><</link>>
<br>
<<else>>
<<generate1>><<generate2>>
<<if $pursuit gte 3>>
<<generate3>>
<</if>>
<<if $pursuit gte 4>>
<<generate4>>
<</if>>
<<if $pursuit gte 5>>
<<generate5>>
<</if>>
<<if $pursuit gte 6>>
<<generate6>>
<</if>>
<<person1>>You hear a <<personsimple>>'s laughter behind you. "Got ourselves a little more than dinner," says a gruff voice. A pair of hands grasp your hips, spinning you to face them.
A <<person>> <<if $cave gte 20>>stands<<else>>floats<</if>> there, a <<person2>><<person>> beside <<person1>><<him>>. Both wear wetsuits.
<<if $pursuit gte 4>>
You sense other figures lurking in the dark nearby.
<<elseif $pursuit gte 3>>
You sense another figure lurking in the dark nearby.
<<else>>
<</if>>
<br><br>
The <<person2>><<person>> unfastens a knife from <<his>> side, and slices the rope. You splash into the water.
<br><br>
Their hands are on you before you can recover.
<br><br>
<<link [[Next|Beach Cave Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<effects>>
<<outfitChecks>>
<<set _top.integrity -= 50>>
<<if _top.integrity lte 0>>
The rope tears at your _top.name as you squirm and twist, but you manage to free yourself, splashing into the water below. You look up. The tattered remains of your _top.name dangle above.
<br><br>
<<integritycheck no_text>>
<<exposure>>
<<link [[Next|Beach Cave]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
The rope tears at your _top.name as you squirm and twist, but you manage to free yourself, splashing into the water below.
<br><br>
<<link [[Next|Beach Cave]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Beach Cave Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Beach Cave Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Let's take <<phim>>," the <<person1>><<person>> says. "The others will want a turn." A blindfold is thrown over your head from behind, blinding you as your arms are bound with rope.
<br><br>
<<facewear 5>>
<<bind>>
<<pass 10>>
<<link [[Next|Beach Cave Rape Finish 2]]>><</link>>
<br>
<<else>>
<<set $pursuit to 0>>
You shove the <<group>> away from you, clearing some space.
<<if $cave lt 50>>
<<tearful>> you dive beneath the water. You hear their muffled shouts as they feel around for you. But the water is too violent, and too dark. You slip away.
<<else>>
<<tearful>> you run. You hear water slosh behind you, but you take cover behind a rocky outcrop around a corner. Your pursuers splash past, peering into the gloom ahead.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Beach Cave]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
<<pub_cave_arrival>><<effects>>
<<if $tendingSuccess>>
You sing a soothing tune, <span class="green">and the tentacles release their grip</span> before retracting to some unknown crevice.
<br><br>
<<link [[Next|Beach Cave]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You try to calm them, <span class="red">but your voice shakes</span> as a tendril prods your <<bottom>>.
<br><br>
<<link [[Next|Beach Cave Tentacles]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<effects>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<set $combat to 1>>
<<set $enemytype to "tentacles">>
<<molested>>
<<controlloss>>
<<tentaclestart 3 8>>
<</if>>
<<statetentacles>>
<<effects>>
<<effectstentacles>>
<<tentacles>>
<<actionstentacles>>
<<if $tentacles.active lte ($tentacles.max / 2)>>
<span id="next"><<link [[Next|Beach Cave Tentacles Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Beach Cave Tentacles]]>><</link>></span><<nexttext>>
<</if>><<effects>>
The tentacles retract, disappearing into some hidden crevice.
<br><br>
<<tearful>> you continue through the cave.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Beach Cave]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
You ignore your anxiety, and walk by the crack.
<<if $pursuit gt 0 and $rng gte (100 - ($pursuit * 15))>>
<<if $bestialitydisable is "f" and $slugdisable is "f" and random(1, 2) is 2>>
<span class="red">A slug leaps out as you pass,</span> narrowly missing you.<<set $pursuit += 1>>
<<if $pursuit gte 6>>
You break into a run as it splashes into the water, <span class="red">but others swim to the surface.</span> You're surrounded.
<br><br>
<<link [[Next|Beach Cave Struggle]]>><<set $struggle_start to 1>><</link>>
<br>
<<else>>
You break into a run as it splashes into the water.<<gtrauma>><<trauma 6>><<gstress>><<stress 6>>
<br><br>
<<link [[Next|Beach Cave]]>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<else>>
<span class="red">An arm grabs at you as you pass.</span> You back away from it, then break into a run.<<set $pursuit += 1>>
<<if $pursuit gte 6>>
<<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>><<person1>>
You hear laughter behind you as <span class="red">more figures emerge from the water.</span> They're wearing wetsuits.
<br><br>
You're surrounded.
<br><br>
<<link [[Next|Beach Cave Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You hear laughter behind you.<<gtrauma>><<trauma 6>><<gstress>><<stress 6>>
<br><br>
<<link [[Next|Beach Cave]]>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<</if>>
<<else>>
Nothing happens.<<lstress>><<stress -6>>
<br><br>
<<link [[Next|Beach Cave]]>><<set $eventskip += 1>><</link>>
<br>
<</if>><<effects>>
You rush past the crack, sloshing water as you go.
<<if $athleticsSuccess>>
<span class="green">Nothing happens.</span><<lstress>><<stress -6>>
<br><br>
<<link [[Next|Beach Cave]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<span class="red">Your foot catches on a rock right beside the crack,</span> and you splash into the water.
<br><br>
<<if $pursuit gte 6>>
<<if $bestialitydisable is "f" and $slugdisable is "f" and random(1, 2) is 2>>
<span class="red">A shape lunges from the water.</span> It misses, landing on the cave wall behind you. A large slug. Another swims towards you.
<br><br>
<<link [[Next|Beach Cave Struggle]]>><<set $struggle_start to 1>><</link>>
<br>
<<else>>
<<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>><<person1>>
A figure rounds a corner up ahead. A <<person>>, wearing a wetsuit. <<He>> stares at you, smiling. Two others join <<him>>.
<br><br>
"What's a cute <<lass>> like you doing in our cave?"
<br>
"I think <<pshe>> needs a lesson."
<br>
"Don't you think about going nowhere, <<girl>>."
<br><br>
They walk closer. You turn, and come face-to-face with a <<person4>><<person>>. Two others flank <<him>> as well. You're surrounded.
<br><br>
<<link [[Next|Beach Cave Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<<else>>
You feel like you've drawn attention to yourself. Like something's watching.<<set $pursuit += 1>>
<br><br>
<<link [[Next|Beach Cave]]>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<</if>><<effects>>
You wrench your leg out of the silt, freeing you.
<br><br>
<<link [[Next|Beach Cave]]>><<set $eventskip += 1>><</link>>
<br><<effects>>
You wiggle your foot while gently pulling against the silt. Bit by bit, your foot comes free.
<br><br>
<<beach_cave_caught>><<effects>>
<<set $pursuit = Math.clamp($pursuit, 0, 3)>>
You run as the slug slithers after you.
<br><br>
<<if $eventskip is 0>>
<<if $rng gte 76>>
You approach a pool of slime. You could run around, but that would cost precious time.
<br><br>
<<if $swarmdisable is "f">>
Something squirms beneath the surface.
<br><br>
<</if>>
<<link [[Jump over|Beach Slug Jump]]>><</link>><<athleticsdifficulty 400 1100>>
<br>
<<link [[Run around|Beach Slug Run]]>><<set $pursuit += 1>><</link>><<gpursuit>>
<br>
<<elseif $rng gte 51>>
The giant slug rears up and points its mouth at you. It shudders, and spits.
<br><br>
The projectile unfurls as it hurtles towards you. It's another slug.
<br><br>
<<link [[Dodge|Beach Slug Dodge]]>><</link>><<dancedifficulty 400 1100>>
<br>
<<link [[Brace|Beach Slug Brace]]>><<set $pursuit += 1>><</link>><<gpursuit>>
<br>
<<elseif $rng gte 26>>
The giant slug slams against the ground. The stone trembles, and you stagger into a slimy membrane hanging from the ceiling.
<br><br>
<<physiquedifficulty 1 18000 true>>
<<if $physiqueSuccess>>
<span class="green">You tug yourself free</span> before the slug gets much closer.
<br><br>
<<else>>
<span class="red">You struggle to tug yourself free.</span> You manage it, but the slug gets closer.<<gpursuit>><<set $pursuit += 1>>
<br><br>
<</if>>
<<link [[Next|Beach Slug]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
The rocky ground is smoother than normal up ahead.
<br><br>
<<link [[Sprint|Beach Slug Sprint]]>><</link>><<athleticsdifficulty 600 1200>>
<br>
<<link [[Be careful|Beach Slug Careful]]>><</link>>
<br>
<</if>>
<<else>>
You make it to the
<<if $cave_current is 1>>
lichen-filled tunnel.
<<elseif $cave_current is 2>>
mushroom-filled tunnel.
<<elseif $cave_current is 3>>
dark tunnel.
<<else>>
watery tunnel.
<</if>>
<<if $cave_current is $cave_exit>>
<span class="green">It leads away from the chamber!</span>
<<else>>
<span class="red">It's a dead end!</span> You'll have to look elsewhere.
<</if>>
<br><br>
<<slug_text>>
<br><br>
<<if $pursuit gte 3>>
<<slug_caught>>
<<else>>
<<set $cave_seen.pushUnique($cave_current)>>
<<if $cave_current is $cave_exit>>
<<link [[Escape|Beach Slug Escape]]>><</link>>
<br>
<</if>>
<<if $cave_current isnot 1>>
<<link [[Run to the lichen-filled tunnel|Beach Slug]]>><<set $cave_current to 1>><</link>> <<if $cave_seen.includes(1) and $cave_exit is 1>><<note "The exit is here" "green">><<elseif $cave_seen.includes(1)>><<note "(You've looked here)">><</if>>
<br>
<</if>>
<<if $cave_current isnot 2>>
<<link [[Run to the mushroom-filled tunnel|Beach Slug]]>><<set $cave_current to 2>><</link>> <<if $cave_seen.includes(2) and $cave_exit is 2>><<note "The exit is here" "green">><<elseif $cave_seen.includes(2)>><<note "(You've looked here)">><</if>>
<br>
<</if>>
<<if $cave_current isnot 3>>
<<link [[Run to the dark tunnel|Beach Slug]]>><<set $cave_current to 3>><</link>> <<if $cave_seen.includes(3) and $cave_exit is 3>><<note "The exit is here" "green">><<elseif $cave_seen.includes(3)>><<note "(You've looked here)">><</if>>
<br>
<</if>>
<<if $cave_current isnot 4>>
<<link [[Run to the watery tunnel|Beach Slug]]>><<set $cave_current to 4>><</link>> <<if $cave_seen.includes(4) and $cave_exit is 4>><<note "The exit is here" "green">><<elseif $cave_seen.includes(4)>><<note "(You've looked here)">><</if>>
<br>
<</if>>
<</if>>
<</if>>
<<set $eventskip to 0>><<effects>>
<<if $athleticsSuccess>>
You sprint away from the slug, <span class="green">and manage to gain some distance.</span><<lpursuit>><<set $pursuit -= 1>>
<br><br>
<<else>>
You try to sprint away from the slug, <span class="red">but lose your footing.</span> You tumble to the ground.<<gpain>><<gstress>><<pain 4>><<stress 6>>
<br><br>
You scramble to your feet, and keep running.<<gpursuit>><<set $pursuit += 1>>
<br><br>
<</if>>
<<link [[Next|Beach Slug]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
You continue to run with care, keeping to the solid-looking ground.
<br><br>
<<link [[Next|Beach Slug]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<if $danceSuccess>>
You step aside. <span class="green">The slug sails past you,</span> splashing into a pool. You continue running. It's a few moments before the giant slug is able to slither after you.<<lpursuit>><<set $pursuit -= 1>>
<br><br>
<<link [[Next|Beach Slug]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You try to step aside, <span class="red">but you're too slow.</span> The slug hits you square in the chest, knocking you to the floor. The giant slug slithers closer.
<br><br>
<<link [[Next|Beach Slug Struggle]]>><<set $struggle_start to 1>><</link>>
<br>
<</if>><<effects>>
You brace yourself. You stagger as the slug collides with your chest. You manage to keep your footing, but the giant slug is now closer.
<br><br>
<<link [[Next|Beach Slug]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<if $struggle_start is 1>>
<<struggle_init>>
<<set $struggle.creature to "slug">>
<<struggle_creatures 1 2>>
<<set $combat to 1>>
<<controlloss>>
<<violence 1>>
<<molested>>
<<set $struggle.chest.creature to "slug">><<set $chestuse to "struggle">><<set $cheststate to "struggle">><<set $struggle.enemy[0].location to "chest">>
<<set $timer to 10>>
<<unset $struggle_start>>
<</if>>
<<if $timer lte 0>>
<<set $pursuit += 1>>
<<set $timer to 0>>
<<elseif $timer is 8 and random(1, 2) is 2>>
<<struggle_add 1 1>>
<span class="pink">Another slug leaps from the slime!</span>
<br><br>
<</if>>
<<slug_text>>
<br><br>
<<struggle>>
<<if $struggle.done gte $struggle.number>>
<span id="next"><<link [[Next|Beach Slug Struggle End]]>><</link>></span>
<br>
<<elseif $pursuit gte 3>>
<span id="next"><<link [[Next|Beach Slug Struggle End]]>><</link>></span>
<br>
<<else>>
<span id="next"><<link [[Next|Beach Slug Struggle]]>><</link>></span>
<br>
<</if>><<effects>>
<<if $pursuit gte 3>>
The smaller slug jumps away as the giant approaches.
<br><br>
<<endcombat>>
<<clotheson>>
<<slug_caught>>
<<else>>
The slug dives into the slime. <<tearful>> you rise to your feet before the giant can bear down on you.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Beach Slug]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
<<if $athleticsSuccess>>
You leap, <span class="green">landing on the other side of the pool.</span> You keep running. The giant slug sloshes through without slowing.
<br><br>
<<link [[Next|Beach Slug]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You leap, <span class="red">and plunge into the pool of slime.</span>
<<drench "goo" 5>>
<br><br>
<<if $swarmdisable is "f">>
You manage to get your head above the surface, but feel a squirming against your skin.
<br><br>
<<link [[Next|Beach Slug Swarm]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You manage to get your head above the surface, pull yourself onto the opposite bank. The giant slug is close behind. It sloshes through without slowing<<gpursuit>><<set $pursuit += 1>>
<br><br>
<<if $pursuit gte 3>>
<<slug_caught>>
<<else>>
<<link [[Next|Beach Slug]]>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<</if>>
<</if>><<effects>>
<<effects>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<molested>>
<<controlloss>>
<<set $combat to 1>>
<<set $enemytype to "swarm">>
<<swarminit "eels" "swarm" "moving towards you" "encircle you" "fend off" 1 6>>
<<set $swimdistance to 10>>
<<set $water to 1>>
<<set $timer to 10>>
<</if>>
<<if $timer lte 0>>
<<set $pursuit += 1>>
<<set $timer to 10>>
<</if>>
<<slug_text>>
<br>
<<if $swimdistance gte 10>>
You need to start swimming toward the bank!
<<elseif $swimdistance gte 5>>
The bank is still a long way off.
<<elseif $swimdistance gte 3>>
You've passed halfway to the bank.
<<elseif $swimdistance gte 1>>
You're almost at the bank.
<<else>>
The bank is within arm's reach!
<</if>>
<br><br>
<<swarmeffects>>
<<swarm>>
<<swarmactions>>
<<if $stress gte $stressmax>>
<span id="next"><<link [[Next|Beach Slug Swarm Finish]]>><</link>></span><<nexttext>>
<<elseif $pursuit gte 3>>
<span id="next"><<link [[Next|Beach Slug Swarm Finish]]>><</link>></span><<nexttext>>
<<elseif $swimdistance lte 0>>
<span id="next"><<link [[Next|Beach Slug Swarm Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Beach Slug Swarm]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $stress gte $stressmax>>
It's all just too much for you. You pass out.
<br><br>
<<if $upperoff isnot 0>>
<<upperruined>>
<</if>>
<<if $loweroff isnot 0>>
<<lowerruined>>
<</if>>
<<if $underloweroff isnot 0>>
<<underlowerruined>>
<</if>>
<<if $underupperoff isnot 0>>
<<underupperruined>>
<</if>>
<<endcombat>>
<<slug_end>>
<<link [[Next|Passout Beach]]>><<pass 1 hour>><</link>>
<<elseif $pursuit gte 3>>
The giant slug sloshes into the pool, pushing the slime into a wave ahead of it and leaving you washed up on the bank.
<br><br>
<<endcombat>>
<<clotheson>>
<<slug_caught>>
<<else>>
<<tearful>> you haul yourself out of the slime. The slugs drop off as you stagger to your feet.
<br><br>
The giant slug sloshes through the slime without slowing.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Beach Slug]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
You run around the pool. The giant slug just sloshes through, and gains on you.
<br><br>
<<link [[Next|Beach Slug]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<if $physiqueSuccess>>
You tug against the sticky slime, <span class="green">and manage to pull yourself free.</span> You jump from the closing maw just in time.
<br><br>
You're in another cave, tall and well-lit by pink lichen. Slime drips from the ceiling, forming large pools.
<br><br>
The creature rises behind you. A gargantuan slug, larger than a horse. <span class="red">It slithers closer with alarming speed.</span>
<br><br>
<<link [[Run|Beach Slug Start]]>><</link>>
<br>
<<else>>
You tug against the sticky slime, <span class="red">but you can't get free.</span> The maw surrounds you, then closes in, engulfing you.
<br><br>
<<if $tentacledisable is "f" and $hallucinations gte 1>>
You feel a squirming against your skin.
<br><br>
<</if>>
<<link [[Next|Beach Slug Vore]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<effects>>
<<clothesruined>>
You struggle free from your clothes, and jump from the closing maw just in time.
<br><br>
You're in another cave, tall and well-lit by pink lichen. Slime drips from the ceiling, forming large pools.
<br><br>
The creature rises behind you. A gargantuan slug, larger than a horse. <span class="red">It slithers closer with alarming speed.</span>
<br><br>
<<link [[Run|Beach Slug Start]]>><</link>>
<br><<effects>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<set $combat to 1>>
<<molested>>
<<controlloss>>
<<if $tentacledisable is "f" and $hallucinations gte 1>>
<<set $enemytype to "tentacles">>
<<tentaclestart 4 15>>
<<else>>
<<set $enemytype to "vore">>
<</if>>
<<set $vorestage to 1>>
<<set $vorecreature to "slug">>
<<set $vorestrength to 1>><<set $position to "doggy">>
<<if $tentacledisable is "f" and $hallucinations gte 1>>
<<set $voretentacles to 1>>
<<else>>
<<set $voretentacles to 0>>
<</if>>
<<resetLastOptions>>
<<getCombatDefaultsType>>
<</if>>
<<if $tentacledisable is "f" and $enemytype is "tentacles">>
<<voreeffects>><<effectstentacles>>
<<vore>><<tentacles>>
<<statetentacles>>
<br><br>
<<actionsvorentacles>>
<<else>>
<<voreeffects>>
<<vore>>
<<voreactions>>
<</if>>
<<if $stress gte $stressmax>>
<span id="next"><<link [[Next|Beach Slug Vore Finish]]>><</link>></span><<nexttext>>
<<elseif $vorestage lte 0>>
<span id="next"><<link [[Next|Beach Slug Vore Finish]]>><</link>></span><<nexttext>>
<<elseif $vorestomach gte 5>>
<span id="next"><<link [[Next|Beach Slug Vore Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Beach Slug Vore]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $stress gte $stressmax or $vorestomach gte 5>>
It's too much for you. You pass out.
<br><br>
<<if $upperoff isnot 0>>
<<upperruined>>
<</if>>
<<if $loweroff isnot 0>>
<<lowerruined>>
<</if>>
<<if $underloweroff isnot 0>>
<<underlowerruined>>
<</if>>
<<if $underupperoff isnot 0>>
<<underupperruined>>
<</if>>
<<endcombat>>
<<slug_end>>
<<link [[Next|Passout Beach]]>><<clotheson>><<pass 1 hour>><</link>>
<<else>>
<<set $pursuit to 1>>
<<if $cave_exit>>
<<tearful>> you haul yourself out of the $vorecreature's maw. You stagger to your feet, and run. It slithers close behind.
<br><br>
<<else>>
<<tearful>> you haul yourself out of the $vorecreature's maw. You're in another cave, tall and well-lit by pink lichen. Slime drips from the ceiling, forming large pools.
<br><br>
The creature rises behind you. A gargantuan slug, larger than a horse. <span class="red">It slithers closer with alarming speed.</span>
<br><br>
<</if>>
<<clotheson>>
<<endcombat>>
<<if $cave_exit>>
<<link [[Next|Beach Slug]]>><</link>>
<br>
<<else>>
<<link [[Next|Beach Slug Start]]>><</link>>
<br>
<</if>>
<</if>><<effects>>
<<slug_init>>
You turn and run. Four tunnels lead away from the chamber.
<br>
The tunnel ahead is covered with bioluminescent lichen.
<br>
The tunnel to the right is full of mushrooms, some almost as tall as you. It seems to lead upward.
<br>
The tunnel to the left drops, leading deeper underground. You hear rushing water from that direction.
<br>
You glance back. There's another tunnel behind the slug, but no lichen, leaving it dark and foreboding. The slug blocks the path for now.
<br><br>
<<link [[Run to the lichen-filled tunnel|Beach Slug]]>><<set $cave_current to 1>><</link>>
<br>
<<link [[Run to the mushroom-filled tunnel|Beach Slug]]>><<set $cave_current to 2>><</link>>
<br>
<<link [[Run to the watery tunnel|Beach Slug]]>><<set $cave_current to 4>><</link>>
<br><<effects>>
<<earnFeat "Abnormal Mollusc">>
<<pass 10>>
<<if $cave_current is 1>>
You escape along the lichen-filled tunnel. You glance over your shoulder. The giant slug is reluctant to follow.
<br><br>
The tunnel slopes upwards as the pink hue gives way to a light blue.
<<if Time.dayState isnot "night">>
You hear waves, and see daylight pierce the gloom up ahead.
<<elseif !Weather.isOvercast>>
You hear waves, and see pale moonlight pierce the gloom up ahead.
<<else>>
You hear waves up ahead.
<</if>>
<br><br>
You emerge from the cliff facing the sea, and drop into the water. You're near the beach.
<br><br>
<<link [[Next|Sea Beach]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $cave_current is 2>>
You escape up the mushroom-filled tunnel. You glance over your shoulder. The giant slug is reluctant to follow.
<br><br>
The mushrooms grow denser as the tunnel continues. You step around a particularly large specimen, and almost step through a crack in the ground. You thought you heard a voice. You listen, but hear only rushing water.
<br><br>
<span class="red">The ground gives way,</span> and you tumble into darkness.
<br><br>
<<if $sewersintro is 1>>
<<link [[Next|Sewers Commercial]]>><<sewersstart>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<link [[Next|Sewers Intro]]>><</link>>
<</if>>
<br>
<<elseif $cave_current is 3>>
You escape into the dark tunnel. You glance over your shoulder. The giant slug is reluctant to follow.
<br><br>
You feel your way along the walls as the tunnel takes you higher,
<<if Time.dayState isnot "night">>
until daylight pierces the dark up ahead.
<<elseif !Weather.isOvercast>>
until moonlight pierces the dark up ahead.
<<else>>
until you feel a breeze. It smells of the forest.
<</if>>
Emboldened you continue, and emerge in the forest.
<br><br>
<<link [[Next|Forest]]>><<set $forest to 20>><<set $eventskip to 1>><</link>>
<br>
<<elseif $cave_current is 4>>
You escape down the watery tunnel. You glance over your shoulder. The giant slug is reluctant to follow.
<br><br>
The tunnel leads deeper into the earth. Water breaks through cracks in the walls, joining you in the journey downward.
<br><br>
The tunnel opens, revealing a black pool, disturbed only by the water rushing around your ankles. The dark hides the other side, and even the ceiling. For all you can tell, the pool could reach to the horizon.
<br><br>
You hear a roar behind you. A torrent thunders down the passage, snatching you off your feet and plunging you into the gloom.
<br><br>
<<link [[Next|Underground Lake]]>><</link>>
<br>
<</if>>
<<slug_end>>
<<beach_cave_end>><<effects>>
<<generate1>><<person1>>
<<generate2>><<generate3>><<generate4>><<generate5>><<generate6>>
You trip up a set of stairs. Voices jeer all around. <<covered>>
<br><br>
"Dance! Dance! Dance!"
<br><br>
<<link [[Say you can't dance with your arms bound|Smuggler Pub Arms]]>><<set $phase to 1>><</link>><<englishdifficulty 200 1000>>
<br>
<<link [[Dance|Smuggler Pub Dance]]>><<danceinit>><<set $dancing to 1>><<set $audience to 25>><<set $venuemod to 4>><<set $timer to 24>><<set $dancelocation to "smuggler_forced">><<set $forceddance to 1>><</link>>
<br>
<<link [[Refuse|Smuggler Pub Refuse]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I-I can't dance with my arms tied," you say.
<<elseif $speech_attitude is "bratty">>
"How the fuck am I supposed to dance with my arms tied?" you ask.
<<else>>
"Could you untie my arms first?" you ask. "So I can dance properly."
<</if>>
<br><br>
<<if $englishSuccess>>
The stage creaks as another steps onto it. "Alright, <<girl>>," says a <<personsimple>>'s voice. "But don't tire yourself. I don't want you passing out before my turn." A knife slices through the rope, <span class="green">freeing your arms.</span>
<br><br>
<<unbind>>
<<link [[Dance|Smuggler Pub Dance]]>><<danceinit>><<set $dancing to 1>><<set $audience to 25>><<set $venuemod to 4>><<set $timer to 24>><<set $dancelocation to "smuggler_forced">><<set $forceddance to 1>><</link>>
<br>
<<link [[Refuse|Smuggler Pub Refuse]]>><</link>>
<br>
/* <<if $submissive lte 500>> */
<<link [[Grab the knife|Smuggler Pub Knife]]>><</link>><<defianttext>><<dancedifficulty 200 1000>>
<br>
/* <</if>> */
<<else>>
<span class="red">They ignore you.</span> "Dance! Dance! Dance!" They start hammering the edge of the stage in anticipation.
<br><br>
<<link [[Dance|Smuggler Pub Dance]]>><<danceinit>><<set $dancing to 1>><<set $audience to 25>><<set $venuemod to 4>><<set $timer to 24>><<set $dancelocation to "smuggler_forced">><<set $forceddance to 1>><</link>>
<br>
<<link [[Refuse|Smuggler Pub Refuse]]>><</link>>
<br>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"I-I won't," you say. "I can't dance."
<<elseif $speech_attitude is "bratty">>
"Fuck off," you say. "I'm not dancing for scum like you."
<<else>>
"I won't dance," you say. "Let me go."
<</if>>
<br><br>
"Dance! Dance! Dance!" It's no good.
<br><br>
<<if ($leftarm is "bound" or $rightarm is "bound") and $phase isnot 1>>
<<link [[Say you can't dance with your arms bound|Smuggler Pub Arms]]>><<set $phase to 1>><</link>><<englishdifficulty 200 1000>>
<br>
<<elseif $phase is 1>>
<<link [[Grab the knife|Smuggler Pub Knife]]>><</link>><<defianttext>><<dancedifficulty 200 1000>>
<br>
<</if>>
<<link [[Dance|Smuggler Pub Dance]]>><<danceinit>><<set $dancing to 1>><<set $audience to 25>><<set $venuemod to 4>><<set $timer to 24>><<set $dancelocation to "smuggler_forced">><<set $forceddance to 1>><</link>>
<br>
<<link [[Refuse|Smuggler Pub Refuse 2]]>><</link>>
<br><<effects>>
You refuse again. The crowd boo, and the stage shakes as several bodies climb atop it.
<br><br>
<<link [[Next|Smuggler Pub Gang Rape]]>><<set $molestationstart to 1>><</link>>
<br><<effects>>
<<if $danceSuccess>>
<<wearProp "knife" 0 "sharp">>
You spin and <span class="green">twist the knife from the <<persons>> grip.</span> You predict <<his>> movements, ducking under <<his>> arms as you slice through your blindfold. You spin and push your knife against <<his>> throat.
<br><br>
<<set $worn.face.type.push("broken")>>
<<faceruined>>
The crowd roars with laughter as your eyes adjust to the light. You're stood on a stage in the middle of an open part of the cave. Tables and chairs surround you, all occupied by rough-looking <<people>>. Lights hang overhead, and the bar in the corner looks well-stocked.
<<if $smuggler_pub_known is 1>>
You're in the smuggler's pub.
<</if>>
<<set $smuggler_pub_known to 1>>
<br><br>
"I'm leaving," you say, prompting more laughter.
<br>
"Th-this isn't funny," the <<person>> stammers. "Do what <<pshe>> says."
<br><br>
Careful not to fall, you back from the stage towards one of the exits. The one strung with more lights.
<br><br>
<<link [[Next|Smuggler Pub Knife 2]]>><<handheldon>><</link>>
<br>
<<else>>
You spin and blindly reach for the knife. <span class="red">The <<persons>> fist connects with your face,</span> knocking you to the floor. The crowd roars with laughter.<<gtrauma>><<gstress>><<garousal>><<trauma 6>><<stress 6>><<pain 4>>
<br><br>
"<<pShes>> a spirited one,"
<br>
"Time to learn <<pher>> place."
<br><br>
Others climb the stage.
<br><br>
<<link [[Next|Smuggler Pub Gang Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<effects>>
The crowd parts to let you through, though they seem to play along for the amusement more than anything. You make it through the ring of tables, shove the <<person>> over one, and run.
<br><br>
<<endcombat>>
Echoing laughter chases you through the cave, but they don't seem to be following.
<br><br>
<<clotheson>>
<<earnFeat "Leverage">>
<<if $sewersintro is 1>>
You come to an old brick wall with a hole smashed through. You crawl to the other side, and almost slip on algae.
<br><br>
<<link [[Next|Sewers Algae]]>><<sewersstart>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You come to an old brick wall with a hole smashed through. You try to crawl through, but your hips get stuck.
<br><br>
"Need a hand?" asks a voice from behind. Before you can respond, a boot kicks your <<bottom>>, pushing you through and sending you skidding across algae-covered stone.
<br><br>
<<link [[Next|Sewers Intro]]>><</link>>
<</if>><<effects>>
<<set $venuemod to 0>>
<<if $stress gte $stressmax>>
<<set $danceevent to "rape">>
<</if>>
<<danceeffects>>
<<danceaudience>>
<<if $danceevent is 0 and $exhibitionism lte 74 and $exposed gte 2>>
Being so exposed is humiliating, but there's nothing you can do.
<br><br>
<<elseif $danceevent is 0 and $exhibitionism lte 34 and $exposed gte 1 and !$worn.under_lower.type.includes("dance")>>
Being so exposed is humiliating, but there's nothing you can do.
<br><br>
<</if>>
<<danceactions>>
<<if $danceevent is "finish">>
<<elseif $danceevent is "smuggler_rescue">>
<<link [[Next|Smuggler Pub Rescue]]>><<set $enemyno to 1>><<set $enemynomax to 1>><<set $molestationstart to 1>><</link>>
<br>
<<elseif $danceevent is "rape">>
<<link [[Next|Smuggler Pub Gang Rape]]>><<set $molestationstart to 1>><</link>>
<</if>><<effects>>
<<endcombat>>
<span class="blue">You hear a whistle,</span> and the room quiets. "Calm down guys," says a <<nnpc_gender "Wren">>'s voice. <<if $wrenSeen?.length>><span class="blue">A voice you recognise, but can't place.</span><</if>> It's coming from above. "I think that's a good enough show. Besides, we don't know who <<pshe>> is. Someone might come looking."
<br><br>
The owner of the voice doesn't sound much older than you, but the others heed <<nnpc_him "Wren">>.
<br><br>
<<link [[Next|Smuggler Pub Blindfold]]>><</link>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Smuggler Pub Gang Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Smuggler Pub Gang Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<set $bus to "commercial">>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<tearful>> you struggle to stand. The <<group>> vacate the stage, only to be replaced by others.
<br><br>
<<endcombat>>
<<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>><<person1>>
<<link [[Next|Smuggler Pub Gang Rape 2]]>><<set $molestationstart to 1>><</link>>
<<else>>
You hear the <<person1>><<person>> tumble from the stage and smash into something. <<tearful>> you jump after <<him>>. <<He>> shouts as your foot lands, and you run. It's no use. You can't see a thing, and have no clue where the exit is. You run straight into someone's arms.
<br><br>
<<endcombat>>
<span class="blue">You hear a whistle,</span> and the room quiets. "Calm down guys," says a <<nnpc_gender "Wren">>'s voice. <<if $wrenSeen?.length>><span class="blue">A voice you recognise, but can't place.</span><</if>> It's coming from above. "Putting up a fight like that, I think <<pshes>> earned a chance."
<br><br>
The owner of the voice doesn't sound much older than you, but the others heed <<nnpc_him "Wren">>.
<br><br>
<<link [[Next|Smuggler Pub Blindfold]]>><</link>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Smuggler Pub Gang Rape 2 Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Smuggler Pub Gang Rape 2]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<tearful>> you struggle to stand. The <<group>> vacate the stage, only to be replaced by others.
<br><br>
<<endcombat>>
<span class="blue">You hear a whistle,</span> and the room quiets. "Calm down guys," says a <<nnpc_gender "Wren">>'s voice. <<if $wrenSeen?.length>><span class="blue">A voice you recognise, but can't place.</span><</if>> "We don't know who <<pshe>> is. Someone might come looking for <<phim>>."
<br><br>
The owner of the voice doesn't sound much older than you, but the others heed <<nnpc_him "Wren">>.
<br><br>
<<link [[Next|Smuggler Pub Blindfold]]>><</link>>
<br>
<<else>>
You hear the <<person1>><<person>> tumble from the stage and smash into something. <<tearful>> you jump after <<him>>. <<He>> shouts as your foot lands, and you run. It's no use. You can't see a thing, and have no clue where the exit is. You run straight into someone's arms.
<br><br>
<<endcombat>>
<span class="blue">You hear a whistle,</span> and the room quiets. "Calm down guys," says a <<nnpc_gender "Wren">>'s voice. <<if $wrenSeen?.length>><span class="blue">A voice you recognise, but can't place.</span><</if>> It's coming from above. "Putting up a fight like that, I think <<pshes>> earned some leniency."
<br><br>
The owner of the voice doesn't sound much older than you, but the others heed <<nnpc_him "Wren">>.
<br><br>
<<link [[Next|Smuggler Pub Blindfold]]>><</link>>
<br>
<</if>><<effects>>
<<pass 5>>
<<set $bus to "commercial">>
They leave the blindfold on as they push you down another tunnel. You hear the shuffling of feet either side, as well as behind.
<br><br>
<<set $stress -= 3000>>
"Climb," says the young <<nnpc_gender "Wren">>. "Before I change my mind." You reach forward and feel a ladder.
<br><br>
You climb until your head bumps against something. "Watch your head," laughs the voice. "Just push it." You do so, climbing atop the ladder. You feel a breeze and hear traffic all around. There's a metallic thud behind you.
<br><br>
<<if $rightarm is "bound" or $leftarm is "bound" or $feetuse is "bound">>
<<blindfoldintro>>
<<else>>
Now that you're in the clear, you pull the blindfold off and toss it aside.
<br><br>
<<set $worn.face.type.push("broken")>>
<<faceruined>>
<</if>>
<<clotheson>>
<<endevent>>
<<set $eventskip to 1>>
<<if $worn.face.type.includes("blindfold")>>
<<destinationbondage>>
<<else>>
<<destinationeventend>>
<</if>><<effects>>
<<set $smuggler_pub_known to 1>>
You crawl through the hole in the brick walls, and find a natural cave on the other side. You follow the passage. It reminds you of the smuggler passages you've read about in history class.
<br><br>
You hear voices. They sound like they're enjoying themselves. Artificial light shines on the walls up ahead. You walk around a corner, and emerge in an open space, full of lively people. Wooden platforms and walls have been erected over and around natural rock, supporting numerous tables and chairs, most occupied. There's a bar in the corner, and it looks well-stocked.
<br><br>
<<if $exposed gte 1>>
A cheer erupts from the nearby table as the occupants notice your <<lewdness>>. It draws attention, and the room reverberates with the resulting sound.<<covered>><<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
You take cover behind one of the wooden walls.
<br><br>
<<else>>
Some of the <<people>> sat at the tables throw lascivious glances your way, but most don't pay your arrival any attention.
<br><br>
<</if>>
<<link [[Next|Smuggler Pub]]>><</link>>
<br><<effects>>
<<set $smuggler_pub_known to 1>>
You walk through the passage, leaving the water behind, following the sound of the voices. They sound like they're enjoying themselves. The tunnel reminds you of the smuggler passages you've read about in history class.
<br><br>
Artificial light shines on the walls up ahead. You walk around a corner, and emerge in an open space, full of lively people. Wooden platforms and walls have been erected over and around natural rock, supporting numerous tables and chairs, most occupied. There's a bar in the corner, and it looks well-stocked.
<br><br>
<<if $exposed gte 1>>
A cheer erupts from the nearby table as the occupants notice your <<lewdness>>. It draws more attention. The room reverberates with the sound.<<covered>><<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
You take cover behind one of the wooden walls.
<br><br>
<<else>>
Some of the <<people>> sat at the tables throw lascivious glances your way, but most don't pay your arrival any attention.
<br><br>
<</if>>
<<link [[Next|Smuggler Pub]]>><</link>>
<br><<set $location to "underground">><<set $outside to 0>><<effects>>
You are in the smuggler's pub, hidden underground. Wooden platforms and walls have been erected within a natural cave. It's full of people, some carousing, others more guarded.
<br><br>
<<if $exposed gte 1>>
You hide behind one of the wooden walls to conceal your <<nudity>>. You peer through a crack between planks.
<br><br>
<</if>>
<<if $temple_spear_mission gte 1 and !$smuggler_pub_zephyr>>
<<npc "Zephyr">>
<<generate2>><<person2>><span class="pink">A pair of strong arms lifts you from behind.</span>
<br><br>
<<link [[Struggle|Smuggler Pub Zephyr Struggle]]>><</link>><<physiquedifficulty 12000 16000>>
<br>
<<link [[Wait|Smuggler Pub Zephyr Wait]]>><</link>>
<br>
<<else>>
<<if $debug is 1>>
<<if $exposed lte 0>>
<<stripclubicon>><<link [[Work as a dancer|Smuggler Pub Work Dance]]>><<set $dancestart to 1>><<stress -4>><<tiredness 4>><</link>><<lstress>><<gtiredness>>
<br>
<</if>>
<</if>>
<<if $pubtask is "sewers" and $pubtask2 isnot 1 and [undefined, "smuggler"].includes($sewersBox)>>
<<crimeicon "black box">><<link [[Search for Landry's black box|Smuggler Pub Box]]>><</link>><<set $sewersBox to "smuggler">>
<br>
<</if>>
<<if $smuggler_pub_zephyr is 1>>
<<socialiseicon>><<link [[Speak to Zephyr|Smuggler Pub Zephyr]]>><</link>>
<br>
<</if>>
<<sewericon>><<link [[Enter sewers (0:05)|Sewers Algae]]>><<pass 5>><<sewersstart>><</link>>
<br>
<<if $historytrait gte 4>>
<<ind>><<link [[Follow the tunnel to the watery cave (0:05)|Beach Cave Pub Entrance]]>><</link>>
<br>
<</if>>
<</if>><<effects>>
You squirm and kick against the <<personsimple>> holding you as <<he>> tries to take you somewhere. Eyes are drawn from around the pub.
<<if $physiqueSuccess>>
Your size alone is enough to make it hard for <<him>>, and with your kicking and squirming <span class="green"><<he>> soon loses <<his>> grip.</span>
<br><br>
<<person1>>
<<if $pirate_intro is 1>>
"I knew it was ye, <<lass>>!" says a familiar voice. Captain Zephyr watches you from a table, a tall mug of dark liquid gripped in one hand. "I said this one had some fight in <<phim>>."
<br><br>
Zephyr leans back, and kicks the chair opposite <<him>> away from the table. "Have a seat."
<br><br>
<<link [[Sit|Smuggler Pub Zephyr Known]]>><<set $phase to 0>><</link>>
<br>
<<link [[Stand|Smuggler Pub Zephyr Known]]>><<set $phase to 1>><</link>>
<br>
<<else>>
"That's it <<lass>>!" shouts a <<personsimple>> with black braided hair. "You're just what I need for me crew." <<He>> leans back, and kicks the chair opposite away from the table. "Have a seat."
<br><br>
<<link [[Sit|Smuggler Pub Zephyr Unknown]]>><<set $phase to 0>><</link>>
<br>
<<link [[Stand|Smuggler Pub Zephyr Unknown]]>><<set $phase to 1>><</link>>
<br>
<</if>>
<<else>>
<<He>> grunts as your foot connects with some weak spot on <<his>> shin, <span class="red">but it's not enough to break <<his>> grip.</span>
<br><br>
<<person1>>
<<if $pirate_intro is 1>>
"I knew it was ye, <<lass>>!" says a familiar voice. Captain Zephyr watches you from a table, a tall mug of dark liquid grasped in one hand. "What are ye waiting for?" <<He>> leans back, and kicks the chair opposite away from the table. "Put <<phim>> down."
<br><br>
The <<person2>><<person>> does as bid, almost dropping you across from Zephyr.
<br><br>
<<link [[Next|Smuggler Pub Zephyr Known]]>><<set $phase to 0>><</link>>
<br>
<<else>>
"This <<lass>> has some fight in <<phim>>!" says a <<person1>><<personsimple>> sat at a nearby table. <<His>> black braided hair swings as <<he>> takes a swig of dark liquid from a mug. "What are ye waiting for?" <<He>> leans back, and kicks the chair opposite away from the table. "Put <<phim>> down."
<br><br>
The <<person2>><<person>> does as bid, almost dropping you on the chair opposite.
<br><br>
<<link [[Next|Smuggler Pub Zephyr Unknown]]>><<set $phase to 0>><</link>>
<br>
<</if>>
<</if>><<effects>>
You allow yourself to be carried through the pub, enduring the glances of the patrons.
<br><br>
<<person1>>
<<if $pirate_intro is 1>>
"Well if it ain't my favourite <<lass>>," says a familiar voice. Captain Zephyr sits nearby, a mug of dark liquid in one hand. "Ye look a might silly being carried. Here." <<He>> leans back, and kicks the chair opposite away from the table. "Have a seat."
<br><br>
The <<person2>><<person>> drops you on the chair, and slides it back in.
<br><br>
<<link [[Next|Smuggler Pub Zephyr Known]]>><<set $phase to 1>><</link>>
<br>
<<else>>
"Well what do we have here," says a <<personsimple>> sat nearby. <<His>> black braided hair swings as <<he>> takes a swig of dark liquid from a mug. "Why don't ye have a seat." <<He>> leans back, and kicks the chair opposite away from the table. "Put <<phim>> down."
<br><br>
<<link [[Next|Smuggler Pub Zephyr Unknown]]>><<set $phase to 0>><</link>>
<br>
<</if>><<effects>>
<<set $smuggler_pub_zephyr to 1>>
<<person1>>
<<if $phase is 1>>
"Stand if ye must," the <<personsimple>> says. "I won't keep ye long. The name's Captain Zephyr," <<he>> says, watching your face for a glimmer of recognition. <<He>> hides <<his>> disappointment with a swig from <<his>> mug.
<<else>>
"I won't keep ye long. The name's Captain Zephyr," <<he>> says, watching your face for a glimmer of recognition. <<He>> hides <<his>> disappointment with a swig from <<his>> mug.
<</if>>
The liquid dribbles over <<his>> <<if $pronoun is "m">>beard<<else>>chin<</if>>.
<br><br>
"A little bird told me ye be looking for a way to that legendary island. Hah! I'm just the <<personsimple>> ye need. See, I have a ship that can take ye there. All I ask in return is that ye help look after me ship and its crew on the journey."
<br><br>
"Or," <<he>> continues. "If ye like, ye can pay me upfront for a cushier experience. Ye'll still be expected to help out, but we'll leave the rougher work to others. <span class="gold">£15000</span> should cover expenses. It's up to ye."
<br><br>
"Ye'll find me here," <<he>> says, downing the rest of the drink and slamming the mug on the table. "Another!"
<br><br>
<<link [[Next|Smuggler Pub]]>><</link>>
<br><<effects>>
<<set $smuggler_pub_zephyr to 1>>
<<person1>>
<<if $phase is 1>>
"Stand if ye must," Zephyr says, taking another swig from <<his>> mug.
<</if>>
"Just thought I'd introduce ye to a, ah, drier way to come aboard me ship. It's docked not far from here. Better than searching for me on the open water, aye? A little bird told me ye be looking for a way to that legendary island. I know the way."
<br><br>
<<if $pirate_rank gte 1>>
"Just let me know if ye be feeling a yearning for the salty breeze in your hair, and I'll show ye to it."
<<else>>
"I'll even give ye an upgrade to your station. For a price of <span class="gold">£15000.</span> Or you can sail as the scum ye are. Hah!"
<</if>>
<br><br>
<<He>> downs the last of <<his>> drink, and shouts for another.
<br><br>
<<link [[Next|Smuggler Pub]]>><<endevent>><</link>>
<br><<effects>>
<<npc "Zephyr">><<person1>>
You sit at Zephyr's table. "Well if it isn't me old chum," <<he>> says. "Fancy a trip aboard me vessel?"
<br><br>
<<if $pirate_rank gte 1>>
<<link [[Board|Pirate Smuggler Entrance]]>><</link>>
<br>
<<else>>
"For <span class="gold">£15000</span> you can sail first class. Or you can sail second class for no money at all. A bargain!"
<br><br>
"Oh," <<he>> adds. "One more thing. <span class="pink">This trip won't be a short one.</span> I'd say it'll take us a week to get to the island, and who's telling how long ye'll be staying there. Make sure ye have your business seen to before ye set off."
<br><br>
<<if $money gte 1500000>>
<<link [[Ride first class (£15000)|Pirate Smuggler Entrance]]>><<set $phase to 1>><<money -1500000>><<set $pirate_rank to 1>><</link>>
<br>
<<else>>
<span class="blue">You can't afford to sail first class.</span>
<br>
<</if>>
<<if $pirate_rank is 0>>
<<link [[Ride second class|Pirate Smuggler Entrance]]>><</link>>
<br>
<<else>>
<<link [[Ride second class|Pirate Smuggler Entrance]]>><<set $phase to 1>><<set $pirate_rank to 0>><</link>>
<br>
<</if>>
<</if>>
<<link [[Leave|Smuggler Pub]]>><<endevent>><</link>>
<br><<effects>>
<<if $dancestart is 1>>
<<unset $dancestart>>
<<danceinit>>
<<set $dancing to 1>>
<<set $venuemod to 3>>
<<set $dancelocation to "smuggler_pub">>
<</if>>
<<if $stress gte $stressmax>>
<<set $danceevent to "rape">>
<</if>>
<<danceeffects>>
<<danceaudience>>
<<danceactions>>
<<if $corruptionDancing gt 0 and $danceevent is 0 and (($exhibitionism lte 74 and $exposed gte 2) or ($exhibitionism lte 34 and $exposed gte 1))>>
There's no way you could normally continue dancing while so exposed.
<<elseif $danceevent is 0 and $exhibitionism lte 74 and $exposed gte 2>>
There's no way you can continue dancing while so exposed! Face reddening, you flee the scene.
<br><br>
<<elseif $danceevent is 0 and $exhibitionism lte 34 and $exposed gte 1 and !$worn.under_lower.type.includes("dance")>>
There's no way you can continue dancing while so exposed! Face reddening, you flee the scene.
<br><br>
<</if>>
<<if $danceevent is "finish">>
<<unset $corruptionDancing>>
<<link [[Next|Smuggler Pub]]>><<clotheson>><<endevent>><</link>>
<<elseif $danceevent is "rape">>
<<link [[Next|Smuggler Pub Work Dance Rape]]>><<set $molestationstart to 1>><<unset $corruptionDancing>><</link>>
<<elseif $danceevent is 0>>
<<if $corruptionDancing isnot undefined>>
The slime in your ear is forcing you.
<<elseif $exposed gte 2 and !hasSexStat("exhibitionism", 5)>>
<<link [[Flee|Smuggler Pub]]>><<clotheson>><<endevent>><<unset $corruptionDancing>><</link>>
<<elseif $exposed gte 1 and !hasSexStat("exhibitionism", 3)>>
<<link [[Flee|Smuggler Pub]]>><<clotheson>><<endevent>><<unset $corruptionDancing>><</link>>
<<else>>
<<link [[Stop|Smuggler Pub]]>><<clotheson>><<endevent>><<unset $corruptionDancing>><</link>>
<</if>>
<</if>><<if $corruptionDancing is 2>>
<<unset $corruptionDancing>>
<<set $molestationstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<elseif $molestationstart is 1>>
<<unset $corruptionDancing>>
<<set $molestationstart to 0>>
<<controlloss>>
<br>
<<violence 1>>
<<neutral 1>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $alarm is 1>>
<<if $rescue is 0>>
<<set $alarm to 0>>
<br><br>
<<if $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Smuggler Pub Dance Rape Finish]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0>>
<span id="next"><<link [[Next|Smuggler Pub Dance Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Smuggler Pub Dance Rape]]>><</link>></span><<nexttext>>
<</if>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Smuggler Pub Dance Rape Finish]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0>>
<span id="next"><<link [[Next|Smuggler Pub Dance Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Smuggler Pub Dance Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyhealth lte 0>>
<<if Time.dayState isnot "night">>
<<He>> recoils in pain, giving you the chance you need. <<tearful>> you escape into the dressing room.
<br><br>
<<else>>
<<He>> recoils in pain, giving you the chance you need. <<tearful>> you escape into the dressing room.
<br><br>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<if $audience is 1>>
A cheer erupts from the crowd as the <<person1>><<person>> climaxes. <<tearful>> you manage to stagger away before anyone else gets ideas.
<<elseif $audience lte 6>>
The <<person1>><<person>> and <<person2>><<person>> high-five each other. <<tearful>> you manage to stagger away while the audience congratulates each other.
<<else>>
A cheer erupts from the crowd, seems they enjoyed the show. <<tearful>> you manage to stagger away before anyone else gets any ideas.
<</if>>
<br><br>
<<stealclothes>>
<</if>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Smuggler Pub]]>><</link>>
<br><<effects>>
<<generate1>><<generate2>><<generate3>><<generate4>><<generate5>>
<<if $smugglerBox is true>>
<<unset $smugglerBox>>
"Look who's back," the <<person1>><<person>> says.
<br><br>
"We won't be as generous with our offer this time," the <<person3>><<person>> says. Several pairs of arms grab you before you can react, and you're hurled onto a table. More people arrive to watch, drawn by the commotion.
<br><br>
<<link [[Next|Smuggler Pub Box Sex]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You are looking around when a group of smugglers approach you.
<br><br>
"We know why you're here, <<girl>>," a <<person1>><<person>> says.
<br><br>
A <<person2>><<person>> holds up the black box and shakes it lightly in front of you. "This is what you want, isn't it?"
<br><br>
"We'll give it to you, but not without something in exchange," a <<person3>><<person>> says with a grin, groping you.
<br><br>
<<if hasSexStat("promiscuity", 4)>>
<<link [[Allow it|Smuggler Pub Box 2]]>><<set $phase to 0>><</link>><<promiscuous4>>
<br>
<</if>>
/* <<if $submissive gte 1500>> */
<<link [[Beg|Smuggler Pub Box 2]]>><<set $phase to 1>><</link>><<submissivetext>>
<br>
/* <</if>> */
<<link [[Walk away|Smuggler Pub Box 2]]>><<set $phase to 2>><<set $smugglerBox to true>><</link>>
<br>
<</if>><<effects>>
<<if $phase is 0>> /* Accept */
The <<group>> surround you. You don't resist as they hurl you onto a table.<<promiscuity4>>
"I'm going to enjoy this," a <<person5>><<person>> says. More people crowd around to watch, drawn by the noise.
<br><br>
<<link [[Next|Smuggler Pub Box Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<elseif $phase is 1>> /* Beg */
"Please." You drop to your knees, hands clasping together. <<if $pain gte 20>>More tears well in your eyes.<</if>> The <<person3>><<person>> is taken by surprise, <<he>> withdraws <<his>> hand and backs away from you, almost bumping into a <<person4>><<person>>.
<br><br>
You continue, "I really, really need it. I-if you could be so kind and let me have the black box..." Your voice fades into a soft sob. Some other people notice the commotion, starting to gather around you.
<br><br>
"Fine," the <<person2>><<person>> sighs. <<He>> glances at the black box in <<his>> hand, then glances to you. "You can have it, just go." <<He>> drops it on the ground before you.
<br><br>
"Thank you so much, <<print ($pronoun is "m" ? "sir" : "ma'am")>>." You pick up the black box and give the <<person>> a small smile. <<He>> doesn't look at you as you leave.
<br><br>
<<wearProp "black box">>
<<set $pubtask2 to 1>>
<<link [[Next|Smuggler Pub]]>><<handheldon>><<unset $sewersBox>><<endevent>><</link>>
<br>
<<else>> /* Walk away */
Deciding not to take any risks, you leave from where you entered.
<br><br>
The box remains in the smugglers' possession.
<br><br>
<<link [[Next|Smuggler Pub]]>><<endevent>><</link>>
<br>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<</if>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Smuggler Pub Box Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Smuggler Pub Box Sex]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyhealth lte 0>>
They trip and fall over each other in a heap of tangled limbs. The audience is so bemused, none make attempt to block your escape.
<br><br>
<<tearful>> you take advantage of the chaos to dart in, grab the black box, and leave.
<br><br>
<<clotheson>>
<<endcombat>>
<<wearProp "black box">>
<<set $pubtask2 to 1>>
<<link [[Next|Smuggler Pub]]>><<handheldon>><<unset $sewersBox>><</link>>
<br>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Man, that was great," the <<person3>><<person>> says.
<br><br>
The <<person2>><<person>> hands you the box. "Thanks for the release, <<girl>>." The audience cheers.
<br><br>
<<if $consensual is 1>>
<<tearful>> you turn back to the pub.
<<else>>
<<tearful>> you walk away, leaving their laughs and jeers behind.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<wearProp "black box">>
<<set $pubtask2 to 1>>
<<link [[Next|Smuggler Pub]]>><<handheldon>><<unset $sewersBox>><</link>>
<br>
<<else>>
<<set $smugglerBox to true>>
"You little <<cunt>>," the <<person1>><<person>> says. "Fine. But don't expect us to be so generous next time." The audience boos and soon disperses.
<br><br>
The <<person3>><<person>> makes a show of putting the box back on the table.
<br><br>
<<tearful>> you leave empty handed.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Smuggler Pub]]>><</link>>
<br>
<</if>><<widget "eventscavetreasure">>
<<if $rng gte 91 and $cave gte 30>>
Your foot kicks something hard and hollow. You lift it from the water. It's a chest, long and thin.
<br><br>
<<set $skulduggerydifficulty to 600>>
<<caveicon "treasure">><<link [[Open it (0:10)|Beach Cave Hollow Open]]>><<pass 10>><</link>><<skulduggerydifficulty>>
<br>
<<getouticon>><<link [[Leave it|Beach Cave]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $rng gte 51>>
Your foot kicks something heavy, but not as hard as a rock. You lift it to the surface of the water. It's a chest, long and thin.
<br><br>
<<set $skulduggerydifficulty to 400>>
<<caveicon "treasure">><<link [[Open it (0:10)|Beach Cave Heavy Open]]>><<pass 10>><</link>><<skulduggerydifficulty>>
<br>
<<getouticon>><<link [[Leave it|Beach Cave]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $rng gte 31>>
A tunnel leads away from the main cave, the ceiling dipping below the surface of the water.
<br><br>
<<caveicon "west">><<link [[Explore (0:05)|Beach Cave Explore]]>><<pass 5>><</link>><<swimmingdifficulty 400 1000>>
<br>
<<getouticon>><<link [[Ignore|Beach Cave]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
The cave branches in two directions.
<<if random(1, 2) is 2>>
<<if currentSkillValue('history') gte random(1, 1000)>>
<span class="green">You recognise the markings along the walls.</span> Something was hidden down the left passage, while the right leads towards the sea.
<br><br>
<<else>>
<br><br>
<</if>>
<<set $phase to 0>>
<<caveicon "left">><<link [[Go left|Beach Cave Treasure]]>><</link>>
<br>
<<caveicon "right">><<link [[Go right|Beach Cave Back]]>><</link>>
<br>
<<else>>
<<if currentSkillValue('history') gte random(1, 1000)>>
<span class="green">You recognise the markings along the walls.</span> Something was hidden down the right passage, while the left leads towards the sea.
<br><br>
<<else>>
<br><br>
<</if>>
<<set $phase to 1>>
<<caveicon "left">><<link [[Go left|Beach Cave Back]]>><</link>>
<br>
<<caveicon "right">><<link [[Go right|Beach Cave Treasure]]>><</link>>
<br>
<</if>>
<</if>>
<</widget>>
<<widget "eventscavesafe">>
<<if $rng gte 61>>
<<if $cave gte 50>>
The water around your feet surges, tripping you.
<<dancedifficulty 1 1000 true>>
<<if $danceSuccess>>
<span class="green">You manage to keep your footing.</span>
<<elseif playerIsPregnant() and playerAwareTheyArePregnant()>>
<span class="red">You fall to the cave floor, breaking your fall with one arm and shielding your <<bellyDescription "pc">> with the other.</span><<gstress>><<gpain>><<stress 6>><<pain 6>>
<<else>>
<span class="red">You fall to the cave floor, breaking your fall with your arms.</span><<gstress>><<gpain>><<stress 6>><<pain 6>>
<</if>>
<br><br>
<<link [[Next|Beach Cave]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $cave gte 20>>
The water surges beneath your waist. You grasp an outcrop to avoid being swept away.
<<if $worn.lower.name is "naked" and $worn.over_lower is "naked">>
<<if $worn.under_lower.name is "naked">>
<<if $worn.genitals.name is "naked">>
<<else>>
<<set $worn.genitals.integrity -= 10>>
<<if $worn.genitals.integrity lte 0>>
The last of the material gives away, and the device <span class="pink">is ripped from your body.</span>
<<integritycheck no_text>><<exposure>>
<<else>>
You feel the water tear at your $worn.genitals.name.
<</if>>
<</if>>
<<else>>
<<set $worn.under_lower.integrity -= 10>>
<<if $worn.under_lower.integrity lte 0>>
The rushing water <span class="pink">tears the $worn.under_lower.name off your body, exposing your <<genitals>>.</span>
<<integritycheck no_text>><<exposure>>
<<else>>
The rushing water tears at your $worn.under_lower.name.
<</if>>
<</if>>
<<elseif $worn.over_lower is "naked">>
<<set $worn.lower.integrity -= 10>>
<<if $worn.lower.integrity lte 0>>
The rushing water <span class="pink">tears the $worn.lower.name off your body, exposing your <<undies>>.</span>
<<else>>
The rushing water tears at your $worn.lower.name.
<</if>>
<<elseif $worn.lower is "naked">>
<<set $worn.over_lower.integrity -= 10>>
<<if $worn.over_lower.integrity lte 0>>
The rushing water <span class="pink">tears the $worn.over_lower.name off your body<<if $worn.lower.exposed gte 2>>, exposing your <<undies>><</if>>.</span>
<<else>>
The rushing water tears at your $worn.lower.name.
<</if>>
<</if>>
<br><br>
<<link [[Next|Beach Cave]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
The water surges around you, pushing you toward the coast.
<br><br>
<<link [[Be carried along|Beach Cave Carry]]>><</link>>
<br>
<<link [[Swim against the current|Beach Cave Swim]]>><</link>><<swimmingdifficulty 400 1000>>
<br>
<</if>>
<br><br>
<<elseif $rng gte 41>>
You hear a weighty groan above, as if the cave were about to collapse. Fortunately, it does not.<<gstress>><<stress 6>>
<br><br>
<<link [[Next|Beach Cave]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $rng gte 21>>
Something brushes against your ankle. You look down, but see nothing.<<stress 6>><<gstress>>
<br><br>
<<link [[Next|Beach Cave]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
There are gems embedded in the walls here.
<br><br>
<<if $awareness gte 400>>
Like a thousand watching eyes.<<gstress>><<stress 6>>
<br><br>
<<link [[Tell them to stop staring|Beach Cave Eyes]]>><<awareness 1>><<trauma -6>><</link>><<gawareness>><<ltrauma>>
<br>
<<link [[Ignore them|Beach Cave]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
They look pretty in the lichen light.<<lstress>><<stress -6>>
<br><br>
<<link [[Next|Beach Cave]]>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<</if>>
<</widget>>
<<widget "eventscave">>
<<if $rng gte 81>>
<<beach_cave_caught>>
<<elseif $rng gte 61>>
<<if $pursuit is 0>>
<<set $pursuit += 1>>
Your hair bristles. <span class="purple">Something is watching you.</span>
<br><br>
<<link [[Next|Beach Cave]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $pursuit is 1>>
<<set $pursuit += 1>>
You shiver. <span class="pink">Something is following you. It's not alone.</span>
<br><br>
<<link [[Next|Beach Cave]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $tentacledisable is "f" and $hallucinations gte 2>>
<<if currentSkillValue('skulduggery') gte random(400, 1200)>>
<span class="green">Your hair bristles.</span> You pause, and examine the ground ahead. Then you see it. The tendril of some creature, hanging in the gloom above.
<br><br>
You step around it, unharmed.
<br><br>
<<link [[Next|Beach Cave]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You hear a squish, then a coil drops around you. <span class="red">It seizes your arms,</span> pushing them to your side, and hoists you into the air.<<gstress>><<stress 6>>
<br><br>
The coil slithers against your skin, glistening in the little light of the cave.
<<outfitChecks>>
<<if _top>>
It worms beneath your <<allTopsUnderwear>>, heading for your <<breasts>>.
<br><br>
<span class="pink">You feel a presence close in.</span><<set $pursuit += 1>>
<br><br>
<<link [[Wait|Beach Cave Tentacle]]>><</link>>
<br>
<<link [[Squirm free|Beach Cave Tentacle Top]]>><</link>>
<br>
<<else>>
<br><br>
<span class="pink">You feel a presence close in.</span><<set $pursuit += 1>>
<br><br>
<<link [[Next|Beach Cave Tentacle]]>><</link>>
<br>
<</if>>
<</if>>
<<else>>
<<if currentSkillValue('skulduggery') gte random(400, 1200)>>
<span class="green">Your hair bristles.</span> You pause, and examine the ground ahead. Then you see it. A coiled rope, hanging in the gloom above. Beneath it is a suspicious-looking stone.
<br><br>
You step around it, unharmed.
<br><br>
<<link [[Next|Beach Cave]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
Your foot presses down on something. You hear a swish, then a coil drops around you. <span class="red">It seizes your arms,</span> pushing them to your side, and hoists you into the air.
<br><br>
The rope is tight.
<<outfitChecks>>
<<if _shirtless>>
<<if $worn.under_upper.type.includes("naked")>>
<br><br>
<span class="pink">You feel a presence close in.</span><<set $pursuit += 1>>
<br><br>
<<link [[Next|Beach Cave Rope]]>><</link>>
<br>
<<else>>
It worms beneath your $worn.under_upper.name, heading for your <<breasts>>.
<br><br>
<span class="pink">You feel a presence close in.</span><<set $pursuit += 1>>
<br><br>
<<link [[Wait|Beach Cave Rope]]>><</link>>
<br>
<<link [[Squirm free|Beach Cave Rope Top]]>><</link>>
<br>
<</if>>
<<else>>
It worms beneath your <<allTopsUnderwear>>, heading for your <<breasts>>.
<br><br>
<span class="pink">You feel a presence close in.</span><<set $pursuit += 1>>
<br><br>
<<link [[Wait|Beach Cave Rope]]>><</link>>
<br>
<<link [[Squirm free|Beach Cave Rope Top]]>><</link>>
<br>
<</if>>
<</if>>
<</if>>
<<elseif $rng gte 41>>
<<if $tentacledisable is "f" and $hallucinations gte 2>>
Something seizes your ankles. Tendrils wrap around them. A third rises through the water, between your legs.<<gstress>>
<br><br>
<<link [[Soothe|Beach Cave Soothe]]>><</link>><<tendingdifficulty 200 1200>>
<br>
<<link [[Struggle|Beach Cave Tentacles]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
Something seizes your ankle. You look down. It's a harmless jellyfish. You shake it off.<<gstress>><<stress 6>>
<br><br>
<<link [[Next|Beach Cave]]>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<elseif $rng gte 21>>
You notice a crack in the wall up ahead. Anything could be lurking in the dark.<<gstress>><<stress 6>>
<br><br>
<<set _difficulty to (100 - ($pursuit * 15))>>
<<set _difficulty to Math.clamp(_difficulty, 0, 100)>>
<<link [[Walk normally|Beach Cave Ignore]]>><</link>><<difficulty _difficulty>>
<br>
<<link [[Rush by|Beach Cave Rush]]>><<stress 6>><</link>><<athleticsdifficulty 200 1200>><<gstress>>
<br>
<<else>>
The floor gives way, and your foot sinks several inches into silt.<<gstress>><<stress 6>>
<br><br>
<<link [[Wrest it free|Beach Cave Wrest]]>><<pain 10>><</link>><<ggpain>>
<br>
<<link [[Take your time (0:05)|Beach Cave Take]]>><<pass 5>><</link>>
<br>
<</if>>
<</widget>>
<<widget "beach_cave_init">>
<<set $pursuit to 0>>
<</widget>>
<<widget "beach_cave_end">>
<<unset $pursuit>>
<<unset $cave>>
<</widget>>
<<widget "beach_cave_pursuit">>
<<switch $pursuit>>
<<case 0>>
<span class="green">You're alone in the cave.</span>
<<case 1>>
<span class="teal">You feel watched.</span>
<<case 2>>
<span class="lblue">You feel followed.</span>
<<case 3>>
<span class="blue">You feel followed.</span>
<<case 4>>
<span class="purple">You feel pursued.</span>
<<case 5>>
<span class="pink">You feel pursued.</span>
<<default>>
<span class="red">You feel a presence bearing down on you.</span>
<</switch>>
<</widget>>
<<widget "slug_init">>
<<set $pursuit to 1>>
<<set $cave_exit to random(1, 4)>>
<<set $cave_current to 0>>
<<set $cave_seen to []>>
<<set $stress -= 3000>>
<</widget>>
<<widget "slug_end">>
<<unset $cave_exit>>
<<unset $cave_current>>
<<unset $cave_seen>>
<<set $pursuit to 0>>
<</widget>>
<<widget "slug_text">>
<<if $pursuit gte 3>>
<span class="red">The giant slug is right behind you!</span>
<<elseif $pursuit is 2>>
<span class="pink">The giant slug is very close!</span>
<<elseif $pursuit is 1>>
<span class="purple">The giant slug is close.</span>
<<else>>
<span class="blue">The giant slug is some distance away.</span>
<</if>>
<</widget>>
<<widget "gpursuit">> |
<span class="red"> - Distance</span>
<</widget>>
<<widget "lpursuit">> |
<span class="green"> + Distance</span>
<</widget>>
<<widget "slug_caught">>
<<if $voredisable is "f">>
With a final leap, the giant slug catches up, and forces you to the ground. Its maw wraps around you, and it sucks you inside.
<br><br>
<<link [[Next|Beach Slug Vore]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
With a final leap, the giant slug catches up, and forces you to the ground. The world blackens, and you lose consciousness.
<br><br>
<<slug_end>>
<<link [[Next|Passout Beach]]>><<clotheson>><<pass 1 hour>><</link>>
<</if>>
<</widget>>
<<widget "passoutcave">>
<<if isPregnancyEnding()>>
<<pregnancyPassout "cave">>
<<else>>
It's too much. You pass out.
<br><br>
<<passout>>
<<pass 1 hour>>
<<trauma 6>><<set $stress -= 2000>>
<<set $danger to random(1, 10000)>>
<<if $danger gte (9900 - $allure)>>
<<if random(1, 2) is 2 and ($bestialitydisable is "f" or $voredisable is "f" or $swarmdisable is "f") and $slugdisable is "f">>
<<slug_cave_intro>>
<<else>>
<<pub_cave_intro>>
<</if>>
<<else>>
<<beach_cave_end>>
<<ambulance>>
<</if>>
<</if>>
<</widget>>
<<widget "slug_cave_intro">>
You awake in time to feel yourself be pulled beneath the surface. The rushing water takes you, dragging you through some hidden crevice. You soon emerge, plummeting several feet, your fall broken by something soft. Soft, and slimy.
<br><br>
<<if $voredisable is "f">>
The ground shudders. You try to stand, but the slime is sticky.<<gstress>><<stress 6>>
<br><br>
Fleshy walls rise around you, separating you from the rest of the cave. <span class="red">You're going to be eaten.</span>
<br><br>
<<outfitChecks>>
<<if _fullyNaked>>
You pull yourself to your feet, and jump from the closing maw. You're in another cave, tall and well-lit by pink lichen. Slime drips from the ceiling, forming large pools.
<br><br>
The creature rises behind you. A gargantuan slug, larger than a horse. <span class="red">It slithers closer with alarming speed.</span>
<br><br>
<<link [[Run|Beach Slug Start]]>><</link>>
<br>
<<else>>
You try to pull yourself free, but the slime has a particular grip on your clothes. You tug, but you can't get free.
<br><br>
<<link [[Keep trying|Beach Slug Try]]>><</link>><<physiquedifficulty 1 20000>>
<br>
<<link [[Remove your clothes|Beach Slug Remove]]>><</link>>
<br>
<</if>>
<<else>>
You stand. You're in another cave, tall and well-lit by pink lichen. Slime drips from the ceiling, forming large pools.
<br><br>
The ground shudders, knocking you forward. You scramble to your feet as a colossal form rises in front of you. A gargantuan slug, larger than a horse. <span class="red">It slithers closer with alarming speed.</span>
<br><br>
<<link [[Run|Beach Slug Start]]>><</link>>
<br>
<</if>>
<</widget>>
<<widget "pub_cave_intro">>
<<facewear 5>>
You awake to find yourself being dragged through the water by a strong arm. You've been blindfolded, and your arms bound. <<if $worn.handheld.name isnot "naked">>Your $worn.handheld.name is nowhere to be found.<</if>><<bind>>
<br><br>
<<generate1>><<generate2>><<person1>>
"<<pShes>> awake," says a gruff <<personsimple>>'s voice. "Good. We can speed this up." A hand grasps your hair. You feel breath on your ear. "Found you passed out. Snooping around our cave were you? Naughty. Well, you're safe now." Another <<personsimple>> laughs.
<br><br>
<<link [[Next|Beach Cave Rape Finish 2]]>><</link>>
<br>
<</widget>>
<<widget "pub_cave_arrival">>
<<tearful>> you're pushed through the tunnel. Your captors chat on either side of you, until the <<person1>><<person>> points out that you're probably listening.
<br><br>
The water becomes shallow, then disappears entirely. It still sounds like you're in the cave, but you can hear voices up ahead. Many voices. You walk closer, and your captors pull you to a stop. A great cheer erupts. You catch some words through the babble.
<br><br>
"Fucking nice."
<br>
"Where'd you find <<phim>>?"
<br>
"I'm first."
<br><br>
You're pushed forward again, into the middle of the crowd.
<br><br>
<<beach_cave_end>>
<<endcombat>>
<<link [[Next|Smuggler Pub Intro]]>><</link>>
<</widget>>
<<widget "beach_cave_caught">>
<<if $pursuit gte 6>>
<<if $bestialitydisable is "f" and $slugdisable is "f" and random(1, 2) is 2>>
<span class="red">A shape lunges from the water.</span> It misses, landing on the cave wall behind you. A giant slug. Another swims towards you.
<br><br>
<<link [[Next|Beach Cave Struggle]]>><<endevent>><<set $struggle_start to 1>><</link>>
<br>
<<else>>
<<endevent>>
<<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>><<person1>>
A figure rounds a corner up ahead. A <<person>>, wearing a wetsuit. <<He>> stares at you, smiling. Two others join <<him>>.
<br><br>
"What's a cute <<lass>> like you doing in our cave?"
<br>
"I think <<pshe>> needs a lesson."
<br>
"Don't you think about going nowhere, <<girl>>."
<br><br>
They walk closer. You turn, and come face-to-face with a <<person4>><<person>>. Two others flank <<him>> as well. You're surrounded.
<br><br>
<<link [[Next|Beach Cave Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<<elseif $pursuit is 0>>
<<set $pursuit += 1>>
Your hair bristles. <span class="purple">Something is watching you.</span>
<br><br>
<<link [[Next|Beach Cave]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<elseif $pursuit is 1>>
<<set $pursuit += 1>>
You shiver. <span class="pink">Something is following you. It's not alone.</span>
<br><br>
<<link [[Next|Beach Cave]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<set $pursuit += 1>>
You shiver. <span class="pink">Another threat follows.</span>
<br><br>
<<link [[Next|Beach Cave]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<</widget>><<set $outside to 0>><<effects>>
<<generate1>><<generate2>><<person1>>
Most of the walls, floor and ceiling look hewn from natural rock, but one portion looks like concrete. A metal door opens, and a <<person>> and <<person2>><<person>> march through. You glimpse a table and playing cards behind them.
<br><br>
"Welcome to your new home," the <<person1>><<person>> says while the <<person2>><<person>> appraises you. "We mine crystals here. Well, the slaves mine them. Our job is to keep the slaves in line. But that's none of your concern. Your job is to clean, and keep us entertained. Lucky you."
<br><br>
The <<person2>><<person>> turns back to the room with the playing guards. "New toy is here," <<he>> shouts. An approving murmur answers. <<He>> grabs your arm, and pulls you through.
<br><br>
<<link [[Next|Mines Intro 2]]>><</link>>
/*Alternative for low $flats_auction result, when done.
"Right," the <<person1>><<person>> one says. The <<person2>><<person>> jabs your <<bottom>> to keep you moving. "Here's how this works. We mine crystals here. These." <<He>> holds up a tiny, blue rock between thumb and forefinger. "We expect each prisoner to find 10 a day. If they want to eat, that is. Make sure you're in the canteen at <<ampm 18 00>>."
<br><br>
You walk down one of the tunnels, and arrive at a gate. Ragged <<people>> walk by the other side, carrying pickaxes. They don't spare you a glance.
<br><br>
The <<person2>><<person>> slices through your bindings, shoves a pick against your chest, and pushes you through the gate. It clatters shut behind you.
<br><br>
<<link [[Next|Mines Intro 2]]>><<endevent>><<mines_init>><</link>>
<br>
*/<<effects>>
You enter the room with the playing cards. It stretches a great distance to your left and right, with other passages leading away.
<br><br>
A dozen <<people>> sit around the room. They look up as you enter. One licks <<his>> lips.
<br><br>
The <<person1>><<person>> unholsters <<his>> baton, and prods your cheek. "Kiss it," <<he>> says.
<br><br>
<<link [[Kiss it|Mines Intro Kiss]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>
<br>
<<link [[Refuse|Mines Intro Kiss Refuse]]>><<pain 8>><<stress 6>><</link>><<gpain>><<gstress>>
<br><<effects>>
You plant a kiss on the tip of the baton. "You'll do well," the <<person1>><<person>>. "Better than the last, anyway. Just do as you're told."
<br><br>
<<link [[Next|Mines Guards]]>><<endevent>><<mines_init>><</link>>
<br><<effects>>
You turn your head away from the baton. The <<person1>><<person>> retaliates with a blow to your shoulder. "Best learn to as you're told," <<he>> says. "Or you'll end up like the last."
<br><br>
<<link [[Next|Mines Guards]]>><<endevent>><<mines_init>><</link>>
<br><<effects>>
You are in the staff room in the old mines. Guards come and go, joining a game of cards or putting their feet up in front of the television.
<br><br>
<<mines_suspicion_text>>
<br><br>
<<if $stress gte $stressmax>>
It's too much for you. You pass out.
<br><br>
<<link [[Next|Mines Passout]]>><<passout>><</link>>
<br>
<<elseif $exposed gte 1>>
<<covered>> There's a pile of cloth scraps in an adjoining room. Some are large enough to wear.
<br><br>
<<ragup>>
<<link [[Next|Mines Guards]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<elseif random(1, 3) is 3 and $eventskip isnot 1>>
<<if $rng gte 81>>
<<generate1>><<person1>>
A <<person>> puts <<his>> arm around your waist, and tries to steer you towards an unoccupied room.
<br><br>
<<link [[Go quietly|Mines Guards Room]]>><<stress 6>><</link>><<gstress>>
<br>
<<link [[Pull away|Mines Guards Refuse]]>><</link>><<difficulty `100 - $mines_suspicion`>> <i>Difficulty increases with suspicion.</i>
<br>
<<elseif $rng gte 61>>
<<generate1>><<person1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>>
You notice a <<person>> eyeing you up. <<He>> meets your gaze, grins, and swaggers over, pulling a length of cord from a pocket. Others turn to watch.
<br><br>
"Hold out your wrists," <<he>> says. <<He>> waits, expecting you to obey.
<br><br>
<<link [[Hold out your wrists|Mines Guards Bondage]]>><</link>>
<br>
<<link [[Pull away|Mines Guards Refuse]]>><</link>><<difficulty `100 - $mines_suspicion`>> <i>Difficulty increases with suspicion.</i>
<br>
<<elseif $rng gte 41>>
<<generate1>><<person1>>
A <<person>> puts an arm around your shoulder, and steers you towards a table of waiting colleagues. "Climb up," <<he>> says. "We want a better look at you."
<br><br>
<<link [[Climb|Mines Guards Climb]]>><<mines_suspicion -5>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>><<lsuspicion>>
<br>
<<link [[Pull away|Mines Guards Refuse]]>><</link>><<difficulty `100 - $mines_suspicion`>> <i>Difficulty increases with suspicion.</i>
<br>
<<elseif $rng gte 21 and !playerBellyVisible()>>
<<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>><<person1>>
A <<person>> wraps an arm around your waist, and tries to pull you towards a table of <<his>> colleagues, where a <<person2>><<person>> fills a jug with beer.
<br><br>
"Feeding time," the <<person1>><<person>> says. <<He>> tries to push a funnel into your mouth.
<br><br>
<<link [[Endure|Mines Guards Beer]]>><<trauma 6>><<set $drunk += 180>><</link>><<gtrauma>>
<br>
<<link [[Pull away|Mines Guards Refuse]]>><</link>><<difficulty `100 - $mines_suspicion`>> <i>Difficulty increases with suspicion.</i>
<br>
<<else>>
<<generate1>><<person1>>
A <<person>> accosts you, wrapping one arm around your waist from behind, and grabbing your neck with the other. <<He>> pulls you in for a kiss.
<br><br>
<<link [[Endure|Mines Guards Kiss]]>><<trauma 6>><<stress 6>><</link>><<kissvirginitywarning>><<gtrauma>><<gstress>>
<br>
<<link [[Pull away|Mines Guards Refuse]]>><</link>><<difficulty `100 - $mines_suspicion`>> <i>Difficulty increases with suspicion.</i>
<br>
<</if>>
<<else>>
<<edenicon "broom">><<link [[Clean (1:00)|Mines Guards Clean]]>><<pass 60>><<mines_suspicion -10>><</link>><<llsuspicion>>
<br>
<<if $mines_guards_dig is 0>>
<<investigateicon>><<link [[Search for a way to escape (1:00)|Mines Guards Dig]]>><<pass 60>><<mines_suspicion 5>><</link>><<gsuspicion>>
<br>
<<else>>
<<getouticon "dig">><<link [[Dig (1:00)|Mines Guards Dig]]>><<pass 60>><<mines_suspicion 5>><</link>><<gsuspicion>>
<br>
<</if>>
<</if>>
<<set $eventskip to 0>><<effects>>
<<He>> pulls your face against <<his>>, and invades your mouth with <<his>> tongue while one hand remains firm around your neck, and the other roams your body.<<takeKissVirginity "mine guard" "rape" "human">>
<br><br>
<<He>> releases you, and walks away as if it didn't happen.
<br><br>
<<link [[Next|Mines Guards]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
The <<person1>><<person>> pushes the funnel between your lips, grasps your hair, and tilts back your head. The <<person2>><<person>> pours in the beer.
<br><br>
The liquid gushes down your throat, but you manage to swallow it all. The <<person2>><<person>> pulls the funnel away, letting the last of it spill over your face and chest. "Better?" <<he>> asks, shoving you away. You keep your footing, but it's not long before you feel unsteady.
<br><br>
<<link [[Next|Mines Guards]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<generate2>><<generate3>><<generate4>><<generate5>><<generate6>>
You climb the table as instructed. You're surrounded by <<people>>. Their eyes search your body, and discuss your proportions in humiliating detail.
<br><br>
<<if $worn.lower.skirt_down is 1>>
"Let's see what <<pshes>> got under here," the <<person1>><<person>> says, reaching for your <<print $worn.lower.name>>.
<br><br>
<<link [[Slap hand away|Mines Guards Skirt]]>><<mines_suspicion 10>><<def 1>><</link>><<ggsuspicion>>
<br>
<<link [[Endure|Mines Guards Skirt Endure]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>
<br>
<<else>>
"A fine arse as well," the <<person1>><<person>> says, reaching forward and giving you a spank.<<gpain>><<pain 4>>
<br><br>
"That's enough, slut," <<he>> continues, motioning for you to step down. You do so, though their gaze follows you a while longer.
<br><br>
<<link [[Next|Mines Guards]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
You slap the <<person1>><<person>>'s hand away. "Careful, <<girl>>," <<he>> cautions, though <<his>> colleagues laugh.
<<pass 3>>
<br><br>
<<He>> motions for you to step off the table after a few minutes of discussion. You do so, though their gaze follows you a while longer.
<br><br>
<<link [[Next|Mines Guards]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
The <<person1>><<person>> lifts your <<print $worn.lower.name>>, baring your
<<if $worn.under_lower.type.includes("naked")>>
<<if $worn.genitals.type.includes("chastity")>>
<<print $worn.genitals.name>> to the room.
<br><br>
"Do we have the key?" asks a <<person2>><<person>>. No one replies.
<br>
"Maybe we could break it off with mining equipment," a <<person3>><<person>> suggests.<<gstress>><<stress 6>>
<br>
"That could work," the <<person1>><<person>> says. "Who wants to try? If you damage the slave, it's coming out of your paycheck." That quells any interest.
<br><br>
<<link [[Next|Mines Guards Skirt Endure 2]]>><</link>>
<br>
<<else>>
<<genitals>> to the room. It naturally becomes the new topic of discussion. They comment on its size, and its shape.
<br><br>
"I wonder how often it's been used," a <<person2>><<person>> wonders.
<br>
<<if $famesex gte 1000>>
"You don't know?" the <<person3>><<person>> replies. "This slut's been ridden by half the town. <<pShes>> infamous."
<br>
"Pardon me for not keeping up with famous sluttery," the <<person2>><<person>> says. "I spend too much time in this hole."
<<else>>
"I bet <<pshe>> was an innocent virgin before being brought here," a <<person2>><<person>> says.
<br>
"No way," a <<person3>><<person>> replies. "Everyone and their dog has had a go."
<</if>>
<br><br>
They argue for a while, as the rest of the audience ogles.
<<if $player.penisExist>>
<<if $player.penissize gte 3>>
<<insecurity "penis_big" 1>><<ginsecurity "penis_big">>
<<else>>
<<insecurity "penis_small" 1>><<ginsecurity "penis_small">>
<</if>>
<</if>>
<br><br>
<<link [[Next|Mines Guards Skirt Endure 2]]>><</link>>
<br>
<</if>>
<<else>>
<<print $worn.under_lower.name>> to the room.
<br><br>
"Cute," a <<person2>><<person>> says.
<br>
"Very cute," a <<person3>><<person>> agree. "I was hoping for nothing, but this is somehow better."
<br>
The pair discuss the virtues of underwear over nudity while the rest of the audience ogles.
<br><br>
<<link [[Next|Mines Guards Skirt Endure 2]]>><</link>>
<br>
<</if>><<effects>>
"That's enough slut," the <<person1>><<person>> says, motioning for you to step from the table. You do so, though their gaze follows you a while longer.
<br><br>
<<link [[Next|Mines Guards]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<bind>>
You hold out your wrists. The <<person>> soon has them bound together. <<He>> keeps the other side of the cord in <<his>> hand, and jerks you forwards.
<br><br>
The other guards watch as <<he>> leads you around the room. <<He>> seems content to pull you around.
<br><br>
<<link [[Endure (0:05)|Mines Guards Bondage Endure]]>><<pass 5>><<trauma 6>><<stress 6>><<mines_suspicion -5>><<pain 4>><</link>><<gpain>><<gtrauma>><<gstress>><<lsuspicion>>
<br>
<<link [[Overpower|Mines Guards Bondage Overpower]]>><</link>><<physiquedifficulty 1 16000>>
<br><<effects>>
<<unbind>>
You endure the <<persons>> antics, until <<he>> gives a final tug that leaves you sprawled on the ground. <<He>> removes the cord, and returns to work.
<br><br>
<<link [[Next|Mines Guards]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<if $physiqueSuccess>>
With a deft movement, you step forward and whirl more of the cord around your wrists. Then you stop, brace your legs, and pull as hard as you can.
<br><br>
<span class="green">The <<person>> is caught unprepared.</span> You pull <<him>> off <<his>> feet, and leave <<him>> sprawled on the ground.
<br><br>
"You'll pay for that." <<He>> clutches <<his>> arm, and looks at <<his>> colleagues for support. <<He>> finds none. They're too busy laughing.<<lllsuspicion>><<mines_suspicion -20>>
<br><br>
<<unbind>>
<<link [[Next|Mines Guards]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You pull against the <<person>>, <span class="red">but <<he>> braces <<his>> feet and yanks you off yours,</span> leaving you sprawled on the ground. <<His>> colleagues burst into laughter.<<trauma 6>><<stress 6>><<mines_suspicion 5>><<pain 4>><<gpain>><<gtrauma>><<gstress>><<gsuspicion>>
<br><br>
<<link [[Next|Mines Guards]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
The <<person>> shoves you through the doorway, and feels around the wall for a switch. A fluorescent lamp flickers on above you. <<He>> closes the door and advances, lust in <<his>> eyes.
<br><br>
<<link [[Next|Mines Guards Rape]]>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Mines Guards Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Mines Guards Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<llsuspicion>><<mines_suspicion -10>>
<<He>> swaggers back to work without another glance at you.
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $enemyhealth lte 0>>
The <<person>> trips and falls, grabbing the fluorescent light for purchase, but only bringing it with <<him>>. It shatters against the rock ground.<<gggsuspicion>><<mines_suspicion 20>>
<br><br>
<<tearful>> you escape the darkness.
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<<link [[Next|Mines Guards]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<if $mines_suspicion gte random(12, 100)>>
You refuse the <<persons>> advances. <<He>> whistles, drawing attention from all over. "I've had enough of this <<girl>>'s impudence," <<he>> says. <span class="red">"Who wants to put <<phim>> in <<pher>> place?"</span>
<br><br>
Chair legs grind against rock as <<his>> colleagues rise. They surround you, lust in their eyes.
<br><br>
<<endevent>>
<<link [[Next|Mines Guards Gangrape]]>><<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>><<person1>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You refuse the <<persons>> advances. "Careful, <<girl>>," <<he>> says. "You better start playing along, or things will get unpleasant."<<ggsuspicion>><<mines_suspicion 10>>
<br><br>
<span class="green"><<He>> leaves you unmolested.</span>
<br><br>
<<link [[Next|Mines Guards]]>><<set $eventskip to 1>><<endevent>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Mines Guards Gangrape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Mines Guards Gangrape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Let that be a lesson," the <<person1>><<person>> says. They leave you lying on the floor.<<lllsuspicion>><<mines_suspicion -30>>
<br><br>
<<tearful>> you struggle to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Mines Guards]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
The <<person1>><<person>> falls backwards, stumbling and crashing through the table. Drinks and snacks fly through the air. The other guards step back to avoid being dirtied. You see the exit through the empty space. In the excitement, someone left it wide open.
<br><br>
<<tearful>> you hop over the broken remains of the table. You're almost at the door before anyone notices their error.
<br><br>
You rush into the cavern outside, and run towards the lift. You reach it and smack the "up" button. A metal grate rattles between you and your pursuers, just in time to stop them. They can only grasp the metal and stare as you ascend from the mines.
<<clotheson>>
<<endcombat>>
<<link [[Next|Mines Escape]]>><</link>>
<br>
<</if>><<effects>><<wearProp "broom">>
You focus on cleaning up after the guards, hoping to blend into the background.
<<set $rng to random(1, 3)>>
<<if $rng gte 3>>
They traipse dirt into the room. You sweep up after them.
<<elseif $rng gte 2>>
You clear a table of empty bottles, and clean up a spillage.
<<else>>
You sweep up crumbs and bin empty snack packets.
<</if>>
<br><br>
<<link [[Next|Mines Guards]]>><<handheldon>><</link>>
<br><<effects>>
<<if $mines_guards_dig gte 1>><<wearProp "pickaxe">><</if>>
<<if $mines_guards_dig gte 20>>
You return to the hidden tunnel, lift the pickaxe, and dig into the wall for as long as you dare.
<br><br>
<span class="red">A trickle of water pierces the stone.</span> Then another, and another. You step back. The wall trembles. You turn and run.
<br><br>
A great torrent bursts into the tunnel behind you. You clamber up a tall rock, just in time. You sit and watch the water rush by. Their voices are almost swallowed by the river, but you hear the guards screaming.
<br><br>
<<link [[Escape|Mines Guards Escape]]>><</link>>
<br>
<<elseif $mines_guards_dig gte 15>>
You return to the hidden tunnel, lift the pickaxe, and dig into the wall for as long as you dare.
<br><br>
<span class="teal">You hear rushing water through the stone.</span> There's something up ahead.
<br><br>
<<link [[Next|Mines Guards]]>><<endevent>><</link>>
<br>
<<elseif $mines_guards_dig gte 10>>
You return to the hidden tunnel, lift the pickaxe, and dig into the wall for as long as you dare.
<br><br>
<span class="lblue">The wall is softer here.</span> There's a lot of sandstone. You make good progress.
<br><br>
<<link [[Next|Mines Guards]]>><<endevent>><</link>>
<br>
<<elseif $mines_guards_dig gte 5>>
You return to the hidden tunnel, lift the pickaxe, and dig into the wall for as long as you dare.
<br><br>
<span class="blue">The tunnel is a bit longer than you found it,</span> but you've no idea how far you have left.
<br><br>
<<link [[Next|Mines Guards]]>><<endevent>><</link>>
<br>
<<elseif $mines_guards_dig gte 1>>
You return to the hidden tunnel, lift the pickaxe, and chip away at the wall. It's slow going. You hope whoever started this tunnel went in this direction for a reason.
<br><br>
<span class="purple">The tunnel isn't much longer than you found it, </span>but you don't want to risk digging too long. They've overlooked this tunnel for now, but a dedicated search would find it, and you, fast.
<br><br>
<<link [[Next|Mines Guards]]>><<endevent>><</link>>
<br>
<<else>>
You search the adjoining tunnels. Some are short, more like rooms, but others stretch some distance before winding back in on themselves.
<br><br>
You're searching the last, a deserted corridor, when you notice a gap in the wall. You squeeze through, and find a hidden passage leading to a dead end. A pickaxe lies against the wall. It looks like someone already started digging here, but was interrupted.
<br><br>
<<link [[Next|Mines Guards]]>><<endevent>><</link>>
<br>
<</if>>
<<set $mines_guards_dig += 1>><<effects>><<earnFeat "Down Below">>
<<badEndTrackingEnd "Mines" { reason: "minesEscapedDrain" }>>
The water diminishes, until it's a gentle stream. The shouting hasn't stopped, and it won't be long until someone arrives to investigate the source of the noise.
<br><br>
You return to the tunnel you were digging. <span class="green">It now opens onto the storm drains.</span> You step through the gap before you're caught.
<br><br>
<<link [[Next|Residential Drain]]>><<mines_end>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<mines_crystals>>
<br><br>
<<if $stress gte $stressmax>>
<<passout_mines>>
<<else>>
<<link [[Sleeping Quarters (0:01)|Mines Sleeping Quarters]]>><<pass 1>><</link>>
<br>
<<link [[Canteen (0:01)|Mines Canteen]]>><<pass 1>><</link>>
<br>
<</if>><<effects>><<effects>><<effects>>
<<bind>><<facewear 4>>
<<generate1>><<person1>>
A jostling movement awakens you. You're lying in a metal container. Lights float by overhead. <span class="pink">A ballgag has been stuffed in your mouth, and your arms are tied.</span>
<br><br>
A <<person>> peers at you over the rim. "Just in time," <<he>> says. The container comes to a halt, and <<he>> grasps your shoulders. "Wanted some privacy with the public whore." Now higher, you can see more of your surroundings. You were lying in a mine cart, on a track in some forgotten corner of the mines. The only light comes from a lamp at the <<persons>> hip.
<br><br>
<<He>> pulls you from the cart. While you're still unsteady from the movement, <<he>> trips you up and pushes <<himself>> atop you.
<br><br>
<<link [[Next|Mines Passout Rape]]>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Mines Passout Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Mines Passout Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<set $worn.face.type.push("broken")>>
<<faceruined>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> leans against the minecart to catch <<his>> breath, but puts too much weight on it, and pushes it into motion. It runs down an incline, disappearing in the dark.
<br><br>
"I'll be right back," the <<person>> sighs as <<he>> <span class="teal">removes your ball gag.</span> <<He>> walks after the cart.
<br><br>
<<tearful>> you steady yourself against the wall.
<br><br>
<<elseif $enemyhealth lte 0>>
<<He>> falls away from you, colliding with the minecart and pushing it into motion. It runs down an incline, disappearing in the dark.
<br><br>
"Look what you made me do," <<he>> says, <span class="teal">tearing the ballgag from your face.</span> "You'll be sorry. Wait here." <<He>> walks after the cart.
<br><br>
<<tearful>> you steady yourself against the wall.
<br><br>
<</if>>
<<clotheson>>
<<link [[Next|Mines Passout Rape Finish 2]]>><</link>>
<br><<effects>>
<<if $wolfgirl gte 2>>
<span class="green">Your wolf ears tingle,</span> and turn in the direction of the <<person>>. You hear something, <span class="red">A deep breathing.</span>
<br><br>
The <<person>> continues into the dark, deaf to the danger.
<br><br>
<<link [[Warn|Mines Passout Warn]]>><<famegood 20>><<stress 12>><</link>><<ggstress>>
<br>
<<link [[Run|Mines Passout Run]]>><</link>>
<br>
<<elseif $cat gte 2>>
<span class="green">Your cat ears tingle,</span> and turn in the direction of the <<person>>. You hear something, <span class="red">A deep breathing.</span>
<br><br>
The <<person>> continues into the dark, deaf to the danger.
<br><br>
<<link [[Warn|Mines Passout Warn]]>><<famegood 20>><<stress 12>><</link>><<ggstress>>
<br>
<<link [[Run|Mines Passout Run]]>><</link>>
<br>
<<elseif $fox gte 2>>
<span class="green">Your fox ears tingle,</span> and turn in the direction of the <<person>>. You hear something, <span class="red">A deep breathing.</span>
<br><br>
The <<person>> continues into the dark, deaf to the danger.
<br><br>
<<link [[Warn|Mines Passout Warn]]>><<famegood 20>><<stress 12>><</link>><<ggstress>>
<br>
<<link [[Run|Mines Passout Run]]>><</link>>
<br>
<<else>>
The <<person1>><<person>> disappears in the dark. A few moments pass, <span class="red">then a terrible roar reverberates through the tunnel.</span> The <<person>> screams, and reappears, running as fast as <<he>> can. <<He>> shoves you to the ground as <<he>> passes.
<br><br>
You rise to your feet. An inhuman number of eyes stare at you from the dark.
<<if $tentacledisable is "f">>
Tentacles snake across the ground, towards you.
<br><br>
<<endcombat>>
<<link [[Next|Mines Passout Tentacles]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
Panic strikes you. You turn and flee, every muscle straining to put distance between yourself and the creature. You run until you collapse from exhaustion. <<beastescape>>
<br><br>
You lie still, still terrified, listening for any sign of the creature. You don't hear a thing. Your breathing subsides, and you rise to your feet. You're alone in forgotten tunnels. Perhaps you can find a way out.
<br><br>
<<link [[Next|Mines Passout Run 2]]>><</link>>
<br>
<</if>>
<</if>><<effects>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<set $combat to 1>>
<<set $enemytype to "tentacles">>
<<molested>>
<<controlloss>>
<<tentaclestart 6 12>>
<</if>>
<<statetentacles>>
<<effects>>
<<effectstentacles>>
<<tentacles>>
<<actionstentacles>>
<<if $tentacles.active lte ($tentacles.max / 2)>>
<span id="next"><<link [[Next|Mines Passout Tentacles Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Mines Passout Tentacles]]>><</link>></span><<nexttext>>
<</if>><<effects>>
The tentacles slink into the dark, and the eyes fade.
<br><br>
<<tearful>> you set off, alone, into the tunnels. Perhaps you can find a way out.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Mines Passout Run 2]]>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"St-stop," you hiss. "There's something over there. Something dangerous."
<<elseif $speech_attitude is "bratty">>
"Keep going," you hiss. "If you want to end up as some monster's lunch."
<<else>>
"You'd better get back," you hiss. "We're not alone. There's something over there."
<</if>>
<br><br>
The <<person>> stops and turns towards you, bemusement on <<his>> face. "There's no-" <span class="red">A growl reverberates through the tunnel.</span> Even <<he>> heard that. <<He>> freezes for just a moment before breaking into a run. You join <<him>>.
<br><br>
<<link [[Next|Mines Passout Warn 2]]>><<pass 5>><</link>>
<br><<effects>>
You run for several minutes, until you're certain you're safe. You haven't heard the monster for a long time.
<br><br>
"Why are you stopping?" the <<person>> asks, slowing a little ahead of you.
<br>
"We should be safe now," you reply.
<br>
<<He>> leans against the wall, and shuts <<his>> eyes. "You might have saved me," <<he>> says. "How can I ever repay you?"
<br>
<<if $speech_attitude is "meek">>
"Y-you could help me escape," you say.
<<elseif $speech_attitude is "bratty">>
"Show me the exit," you say. "And I'll consider us even."
<<else>>
"Show me a way out of these mines," you say.
<</if>>
<br>
<<He>> laughs. "Sorry. Running off with you is one thing, but I didn't cover my tracks very well, and if I don't bring you back it'll be coming out of my salary."
<br><br>
You inhale. "Monster!" you say. "Dinner's ready!"
<br>
"What the fuck are you doing?!" the <<person>> hisses. "Stop! Where the fuck did I leave that gag?!"
<br>
"We're over here!" you say, louder, almost shouting now. You're well away from danger, but the <<person>> doesn't know that.
<br><br>
"Stop!" <<he>> cries, casting an anxious glance down the tunnel. "I yield. I know an exit. I'll lead you there. Just stop."
<br><br>
<<link [[Next|Mines Passout Warn 3]]>><<pass 15>><</link>>
<br><<effects>><<earnFeat "Down Below">>
<<badEndTrackingEnd "Mines" { reason: "minesEscapedDrain" }>>
The <<person>> leads you through the tunnels, winding this way and that, until you reach a steep incline.
<br><br>
"This connects to the drains below town," <<he>> says. "The mines flooded one winter, during a storm. We traced the source of the flood here."
<br><br>
You peer up the incline. It's pitch black, but you hear the sound of running water. The <<person>> walks away, muttering about money.
<br><br>
You climb the slope. The hewn rock walls give way to cement, and you emerge in the storm drains.
<br><br>
<<link [[Next|Residential Drain]]>><<endcombat>><<mines_end>><<set $eventskip to 1>><<set $mines_entrance_drains to 1>><</link>>
<br><<effects>>
You turn and run, leaving the <<person>> behind. A few moments later a terrible roar reverberates through the tunnel, followed by a high-pitched scream.
<br><br>
<<link [[Next|Mines Passout Run 2]]>><<pass 15>><</link>>
<br><<effects>><<earnFeat "Down Below">>
<<badEndTrackingEnd "Mines" { reason: "minesEscapedPassoutDrain" }>>
The tunnels wind this way and that, until you reach a steep incline. You hear running water somewhere above.
<br><br>
You climb the pitch black slope. The hewn rock walls give way to cement, and you emerge in the storm drains.
<br><br>
<<link [[Next|Residential Drain]]>><<endcombat>><<mines_end>><<set $eventskip to 1>><<set $mines_entrance_drains to 1>><</link>>
<br><<effects>><<earnFeat "Down Below">>
<<badEndTrackingEnd "Mines" { reason: "minesEscapedBasement" }>>
The lift arrives in a gloomy basement, far above. You hop off the platform as soon as the grate opens.
<br><br>
You wind between tall shelves, until you find a staircase leading up. You climb, step through a door, and emerge at the bottom of the flats on Barb Street.
<br><br>
<<link [[Next|Flats]]>><<endcombat>><<mines_end>><<set $eventskip to 1>><</link>>
<br><<widget "mines_init">>
<<set $mines_crystals to 10>>
<<if $prof.pickaxe is undefined>>
<<set $prof.pickaxe to 0>>
<</if>>
<<set $mines_suspicion to 61>>
<<set $mines_guards_dig to 0>>
<</widget>>
<<widget "mines_end">>
<<unset $mines_crystals>>
<<unset $mines_suspicion>>
<</widget>>
<<widget "mines_crystals">>
<<number $mines_crystals "silent">>
<<set $_color to ["red","pink","purple","purple","blue","blue","lblue","lblue","teal","teal","green"][Math.clamp($mines_crystals,0,10)]>>
<<set $_count to $mines_crystals gte 1 ? _text_output : "no">>
<<set $_crystals to $mines_crystals is 1 ? "crystal" : "crystals">>
You have <span @class="$_color">$_count</span> $_crystals.
<</widget>>
<<widget "passout_mines">>
<<passout>>
<<link [[Next|Mines Passout]]>><</link>>
<br>
<</widget>>
<<widget "mines_suspicion_text">>
<<if $mines_suspicion gte 100>>
<span class="red">The guards don't take their eyes off you.</span>
<<elseif $mines_suspicion gte 80>>
<span class="pink">The guards throw searching glances in your direction.</span>
<<elseif $mines_suspicion gte 60>>
<span class="purple">The guards eye you warily.</span>
<<elseif $mines_suspicion gte 40>>
<span class="blue">The guards are keeping an eye on you.</span>
<<elseif $mines_suspicion gte 20>>
<span class="lblue">The guards pay you little attention.</span>
<<elseif $mines_suspicion gte 1>>
<span class="teal">The guards don't pay you any attention.</span>
<<else>>
<span class="green">You might as well be invisible for all the guards pay attention to you.</span>
<</if>>
<</widget>>
<<widget "mines_suspicion">>
<<if _args[0] and $statFreeze isnot true>>
<<set $mines_suspicion += (_args[0])>>
<<set $mines_suspicion to Math.clamp($mines_suspicion, 0, 100)>>
<</if>>
<</widget>><<set $outside to 0>><<set $location to "drain">><<effects>><<set $bus to "industrialdrain">><<wPersist>><<getTarget true>>
You are within the storm drain system beneath the industrial district.
<<draindescription>>
<<drainlinks>>
<<set $eventskip to 0>><<set $outside to 0>><<set $location to "drain">><<effects>><<set $bus to "commercialdrain">><<wPersist>><<getTarget true>>
You are within the storm drain system beneath the commercial district.
<<draindescription>>
<<drainlinks>>
<<set $eventskip to 0>><<set $outside to 0>><<set $location to "drain">><<effects>><<set $bus to "residentialdrain">><<wPersist>><<getTarget true>>
You are within the storm drain system beneath the residential district.
<<draindescription>>
<<drainlinks>>
<<set $eventskip to 0>><<if isPregnancyEnding()>>
<<pregnancyPassout "drain">>
<<else>>
You've pushed yourself too much.
<br><br>
<<passout>>
<<beastNEWinit 4 lizard>>
<<set $danger to random(1, 10000)>>
<<if $danger gte (9900 - $allure)>>
<<if $rng gte 51 and ($monster is 1 or $bestialitydisable is "f")>><!-- Modified for Beast People -->
<<link [[Wake up|Passout Beast Drain]]>><<set $molestationstart to 1>><</link>>
<<elseif $rng gte 1>>
<<link [[Wake up|Passout Drain Abduction]]>><<endevent>><<set $molestationstart to 1>><</link>>
<</if>>
<<else>>
<<ambulance>>
<</if>>
<<pass 1 hour>>
<<trauma 6>><<set $stress -= 2000>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<beastTrainGenerate>>
You awaken to the sound of hissing. Four <<beastsplural>> tower above you!
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if $alarm is 1 and _combatend is true>>
<<if $rescue is 0>>
<<set $alarm to 0>>
<br><br>
<<if $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Passout Beast Drain Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0>>
<span id="next"><<link [[Next|Passout Beast Drain Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Passout Beast Drain]]>><</link>></span><<nexttext>>
<</if>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax and _combatend is true>>
<span id="next"><<link [[Next|Passout Beast Drain Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0 and _combatend is true>>
<span id="next"><<link [[Next|Passout Beast Drain Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Passout Beast Drain]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<beastejaculation>>
<<if $combatTrain.length gt 0>>
Satisfied, the <<beasttype>> leaves you be. Another takes its place.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Passout Beast Drain]]>><</link>>
<<else>>
Satisfied, the <<beasttype>> leaves you be.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Passout Beast Drain End]]>><</link>>
<</if>><<effects>>
<<beastwound>>
<<if $combatTrain.length gt 0>>
The <<beasttype>> recoils in pain and fear, but another takes its place.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Passout Beast Drain]]>><</link>>
<<else>>
The <<beasttype>> recoils in pain and fear.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Passout Beast Drain End]]>><</link>>
<</if>><<effects>>
<<if $enemywounded is 1 and $enemyejaculated is 0>>
The <<beasttype>> hisses and flees into the darkness.
<<elseif $enemywounded is 0 and $enemyejaculated is 1>>
The <<beasttype>> leaves you lying on the cement.
<<elseif $enemywounded gte 2 and $enemyejaculated is 0>>
Feeling that you're more trouble than you're worth, the <<beastsplural>> flee into the darkness.
<<elseif $enemywounded is 0 and $enemyejaculated gte 2>>
The <<beastsplural>> leave you spent and shivering in the dark.
<<elseif $enemywounded gte 1 and $enemyejaculated gte 1>>
The <<beastsplural>> leave you spent and shivering in the dark. One seems to be limping.
<</if>>
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<set $stress -= 1000>>
<<destinationeventend>><<set $outside to 1>><<effects>>
You peer down the manhole. It leads to the network of storm drains beneath the town.
<<if Weather.precipitation is "rain">>
You hear a torrent of water.
<</if>>
<br><br>
<<switch $bus>>
<<case "nightingale">>
<<commercialdrainquick>>
<<case "domus">>
<<residentialdrainquick>>
<<case "elk">>
<<industrialdrainquick>>
<<case "high">>
<<commercialdrainquick>>
<<case "starfish">>
<<commercialdrainquick>>
<<case "barb">>
<<residentialdrainquick>>
<<case "connudatus">>
<<commercialdrainquick>>
<<case "wolf">>
<<residentialdrainquick>>
<<case "harvest">>
<<industrialdrainquick>>
<<case "oxford">>
<<commercialdrainquick>>
<<case "danube">>
<<residentialdrainquick>>
<<case "mer">>
<<industrialdrainquick>>
<<case "cliff">>
<<commercialdrainquick>>
<<case "industrial">>
<<industrialdrainquick>>
<<case "residential">>
<<residentialdrainquick>>
<<case "commercial">>
<<commercialdrainquick>>
<<case "park">>
<<commercialdrainquick>>
<</switch>>
<br>
<<destination>><<set $outside to 0>><<set $location to "drain">><<effects>><<set $bus to "drainexit">><<wPersist>><<getTarget true>>
You are within the storm drain system, close to where it flows out into the sea.
<<if Weather.precipitation is "rain">>
Water rushes down the centre, erupting over the thin walkway on each side.
<<else>>
Water rushes down the centre, flanked by a thin walkway on each side.
<</if>>
<<wHunt "drain">>
<br><br>
<<drainlinks>>
<<set $eventskip to 0>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<generate1>><<generate2>><<maninit>>
<<npcClothesType $NPCList[0] "worker">><<npcClothesType $NPCList[1] "worker">>
<<set $leftarm to "bound">><<set $rightarm to "bound">><<upperruined>><<lowerruined>><<underruined>>
You awaken in a windowless room. A length of tubing is wrapped around your waist, binding your arms behind your back and suspending you from the ceiling. A <<fullGroup>> sit in front of you.<<if $worn.handheld.name isnot "naked">>Your $worn.handheld.name is nowhere to be found.<<handheldruined>><</if>> "<<pShes>> awake," the <<person>> walks behind you and gives you a firm smack on your rear. "We get to keep anything we find on the job. So we're just gonna help ourselves to you. Don't try to resist."
<br><br>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $enemyarousal lt $enemyarousalmax and $enemyhealth gt 0>>
<span id="next"><<link [[Next|Passout Drain Abduction]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Passout Drain Abduction Finish]]>><</link>></span><<nexttext>>
<</if>><<if $enemyhealth lte 0>>
<<set $stress -= 1000>>
<<effects>>
You push the <<fullGroup>> away from you. Before they can recover, you twist free of the tubing and escape from the room. <<tearful>> you run up a flight of stairs and another door later you find yourself outside.
<br><br>
<<endcombat>>
<<industrialeventend>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<clotheson>>
<<if $enemyanger gte 1>>
The <<person1>><<person>> starts untying you from the ceiling while the <<person2>><<person>> opens a hatch on the floor beneath you. You plunge through the hatch and into icy water.
<br><br>
<<endcombat>>
<<link [[Next|Drain Water]]>><<set $bus to "industrialdrain">><</link>>
<<else>>
Having had their fun, they untie you from the ceiling and shove you outside. "Good luck!" They slam the door behind you.
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<endcombat>>
<<industrialeventend>>
<</if>>
<</if>>
<<set $stress -= 1000>><<set $outside to 0>><<set $location to "drain">><<effects>><<water>><<wPersist>>
You are within the storm drain system, being pulled along by the <<if Weather.precipitation is "rain">>violent<<else>>rushing<</if>> water.
<br><br>
<<if $unbindattempt is 1>><<set $unbindattempt to 0>>
<<if $rng gte 51>>
<<unbind>>You try to weaken your bonds against the side of the tunnel. They loosen, and you manage to free your arms!
<<else>>
You try to weaken your bonds against the side of the tunnel, but fail to free your arms.
<</if>>
<br><br>
<</if>>
<<if $stress gte $stressmax>>
You can't take any more. You pass out.
<br><br>
<<link [[Next|Drain Water Passout]]>><</link>>
<<else>>
<<set $danger to random(1, 10000)>>
<<if $danger gte (9900 - $allure) and $eventskip isnot 1>>
<<rng>>
<<if $rng gte 75 and $slimedisable is "f" and $hallucinations gte 2>>
The water starts congealing around you.
<br><br>
<<link [[Next|Drain Water Slime]]>><<set $molestationstart to 1>><</link>>
<br>
<<elseif $rng gte 51 and $swarmdisable is "f">>
A swarm of eels moves towards you.
<br><br>
<<link [[Next|Drain Water Eels]]>><<set $molestationstart to 1>><</link>>
<<elseif $rng gte 26 and $worn.upper.exposed gte 2 and $parasite.nipples.name is undefined and $parasitedisable is "f">>
You try to swim to the walkway, but you're interrupted by a pinching sensation on your <<nipples>>. Two strange molluscs have attached themselves to you, and suckle as if trying to nurse. They cling more tightly when you touch them, eliciting shameful feelings. You'll need help removing them.
<<parasite nipples urchin>><<garousal>><<arousal 600 "breasts">>
<br><br>
<<link [[Next|Drain Water]]>>
<<movealongdrainwater>>
<</link>>
<br>
<<elseif $rng gte 10>><!-- Modified for Beast People -->
<<beastNEWinit 1 lizard>>
<<if $monster is 1 or $bestialitydisable is "f">>
A shadow in the water moves towards you.
<br><br>
<<link [[Next|Drain Water Lizard]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
A shadow in the water moves towards you. You splash at it, and manage to scare it away, whatever it was.<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<<link [[Next|Drain Water]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<else>>
You try to swim to the walkway, but the water is too strong.
<<if $bus is "drainexit">>
You are carried into the open air and plummet into the sea below.
<br><br>
<<link [[Next|Sea Cliffs]]>><<set $worn.over_upper.integrity -= 20>><<set $worn.over_lower.integrity -= 20>><<set $worn.upper.integrity -= 20>><<set $worn.lower.integrity -= 20>><<set $worn.under_lower.integrity -= 20>><</link>>
<<else>>
It pulls you further along the drain system.
<br><br>
<<link [[Next|Drain Water]]>><</link>>
<br>
<</if>>
<<movealongdrainwater>>
<</if>>
<<else>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You struggle to stay above the surface.
<<if $bus isnot "drainexit">>
<br><br>
<<link [[Free your arms|Drain Water]]>>
<<movealongdrainwater>>
<<set $unbindattempt to 1>>
<</link>>
<<else>>
The water carries you toward the end of the drain. You try to cling to the side with your restricted arms, but to no avail. You are carried into the open air and plummet into the sea below.
<br><br>
<<link [[Next|Sea Cliffs]]>><<set $worn.over_upper.integrity -= 20>><<set $worn.over_lower.integrity -= 20>><<set $worn.upper.integrity -= 20>><<set $worn.lower.integrity -= 20>><<set $worn.under_lower.integrity -= 20>><</link>>
<</if>>
<<else>>
You cling to the edge of the tunnel and haul yourself to safety.
<br><br>
<<if $bus is "residentialdrain">>
<<residentialdraineventend>>
<br>
<<elseif $bus is "commercialdrain">>
<<commercialdraineventend>>
<br>
<<elseif $bus is "industrialdrain">>
<<industrialdraineventend>>
<br>
<<elseif $bus is "drainexit">>
<<drainexiteventend>>
<br>
<</if>>
<</if>>
<</if>>
<</if>>
<<set $eventskip to 0>><<set $outside to 0>><<set $location to "drain">><<effects>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<molested>>
<<controlloss>>
<<set $combat to 1>>
<<set $enemytype to "swarm">>
<<swarminit "eels" "swarm" "moving towards you" "encircle you" "fend off" 1 9>>
<<if $bus is "residentialdrain">>
<<set $timer to 40>>
<<elseif $bus is "commercialdrain">>
<<set $timer to 30>>
<<elseif $bus is "industrialdrain">>
<<set $timer to 20>>
<<else>>
<<set $timer to 10>>
<</if>>
<<set $water to 1>>
<<set $swimdistance to 8>>
<</if>>
<<if $bus is "drainexit">>
You see the exit of the drains up ahead. If you don't reach safety soon, you'll be carried into the ocean!
<br><br>
<</if>>
<<swarmeffects>>
<<set $swimdistance += 1>><<if $swimdistance gte 20>><<set $swimdistance to 20>><</if>>
The water pulls you further along the tunnel.
<<if $swimdistancecheck is $swimdistance>>
You fight against the current, but it is too strong to make headway. You need to use both arms.
<<elseif $swimdistancecheck gt $swimdistance>>
You fight against the current and move closer to safety.
<<elseif $swimdistancecheck lt $swimdistance>>
You are dragged further away from safety.
<</if>>
<<if $swimdistance gte 15>>
You've been pulled away from the walkway.
<<elseif $swimdistance gte 10>>
The walkway is some distance away from you.
<<elseif $swimdistance gte 5>>
The walkway is close.
<<elseif $swimdistance gte 2>>
The walkway is almost within reach.
<<else>>
<span class="teal">The walkway is within reach!</span>
<</if>>
<<set $swimdistancecheck to $swimdistance>>
<br><br>
<<swarm>>
<<swarmactions>>
<<if $stress gte $stressmax>>
<span id="next"><<link [[Next|Drain Water Eels Finish]]>><</link>></span><<nexttext>>
<<elseif $timer lte 0>>
<span id="next"><<link [[Next|Drain Water Eels Finish]]>><</link>></span><<nexttext>>
<<elseif $swimdistance lte 1>>
<span id="next"><<link [[Next|Drain Water Eels Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Drain Water Eels]]>><</link>></span><<nexttext>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
A large <<beasttype>> rears out of the water!
<<if $bus is "residentialdrain">>
<<set $timer to 40>>
<<elseif $bus is "commercialdrain">>
<<set $timer to 30>>
<<elseif $bus is "industrialdrain">>
<<set $timer to 20>>
<<else>>
<<set $timer to 10>>
<</if>>
<</if>>
<<if $bus is "drainexit">>
You see the exit of the drains up ahead.
<br><br>
<</if>>
<<effects>>
<<effectsman>>
<br><br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or $timer lte 0>>
<span id="next"><<link [[Next|Drain Water Lizard Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Drain Water Lizard]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $swimdistance lte 1>>
<<tearful>> you haul yourself out of the water, leaving the swarm behind you. The eels wriggle off of you to escape the open air.
<br><br>
<<if $timer gte 30>>
<<set $bus to "residentialdrain">>
<<elseif $timer gte 20>>
<<set $bus to "commercialdrain">>
<<elseif $timer gte 10>>
<<set $bus to "industrialdrain">>
<<else>>
<<set $bus to "drainexit">>
<</if>>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<<elseif $timer lte 0>>
The water carries you toward the end of the drain. You try to cling to the side of the tunnel, but to no avail. You are carried into the open air and plummet into the sea below. <<tearful>> you struggle to the surface.
<br><br>
<<if $upperoff isnot 0>>
<<upperruined>>
<</if>>
<<if $loweroff isnot 0>>
<<lowerruined>>
<</if>>
<<if $underloweroff isnot 0>>
<<underlowerruined>>
<</if>>
<<if $underupperoff isnot 0>>
<<underupperruined>>
<</if>>
<<clotheson>>
<<endcombat>>
<<seacliffseventend>>
<<else>>
It's all just too much for you. You pass out.
<br><br>
<<if $upperoff isnot 0>>
<<upperruined>>
<</if>>
<<if $loweroff isnot 0>>
<<lowerruined>>
<</if>>
<<if $underloweroff isnot 0>>
<<underlowerruined>>
<</if>>
<<if $underupperoff isnot 0>>
<<underupperruined>>
<</if>>
<<endcombat>>
<<link [[Next|Drain Water Passout]]>><<pass 1 hour>><</link>>
<</if>><<effects>>
<<if isPregnancyEnding()>>
<<pregnancyPassout "drain">>
<<else>>
<<passout>>
Your unconscious body is carried along the drains until you are dropped into the sea. The shock wakes you.
<br><br>
<<link [[Next|Sea Cliffs]]>><</link>>
<<set $stress -= 2000>><<trauma 6>>
<</if>><<effects>>
<<if $timer gte 30>>
<<set $bus to "residentialdrain">>
<<elseif $timer gte 20>>
<<set $bus to "commercialdrain">>
<<elseif $timer gte 10>>
<<set $bus to "industrialdrain">>
<<else>>
<<set $bus to "drainexit">>
<</if>>
<<if $timer lte 0>>
The water carries you toward the end of the drain. You try to cling to the side of the tunnel, but to no avail. You are carried into the open air and plummet into the sea below. <<tearful>> you struggle to the surface.
<br><br>
<<if $upperoff isnot 0>>
<<upperruined>>
<</if>>
<<if $loweroff isnot 0>>
<<lowerruined>>
<</if>>
<<if $underloweroff isnot 0>>
<<underlowerruined>>
<</if>>
<<if $underupperoff isnot 0>>
<<underupperruined>>
<</if>>
<<clotheson>>
<<endcombat>>
<<seacliffseventend>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
Satisfied, the <<beasttype>> loses interest in you.
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Drain Water]]>><<set $eventskip to 1>><</link>>
<<else>>
<<bHe>> whimpers and flees into the darkness.
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Drain Water]]>><<set $eventskip to 1>><</link>>
<</if>><<set $outside to 0>><<set $location to "drain">><<effects>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<molested>>
<<controlloss>>
<<set $combat to 1>>
<<set $enemytype to "swarm">>
<<swarminit "slimes" "slime mass" "moving towards you" "encircle you" "fend off" 1 10>>
<<if $bus is "residentialdrain">>
<<set $timer to 40>>
<<elseif $bus is "commercialdrain">>
<<set $timer to 30>>
<<elseif $bus is "industrialdrain">>
<<set $timer to 20>>
<<else>>
<<set $timer to 10>>
<</if>>
<<set $water to 1>>
<<set $swimdistance to 10>>
<</if>>
<<if $bus is "drainexit">>
You see the exit of the drains up ahead. If you don't reach safety soon, you'll be carried into the ocean!
<br><br>
<</if>>
<<swarmeffects>>
<<set $swimdistance += 1>>
<<if $swimdistance gte 20>><<set $swimdistance to 20>><</if>>
The water pulls you further along the tunnel.
<<if $swimdistancecheck is $swimdistance>>
You fight against the current, but it is too strong to make headway. You need to use both arms.
<<elseif $swimdistancecheck gt $swimdistance>>
You fight against the current and move closer to safety.
<<elseif $swimdistancecheck lt $swimdistance>>
You are dragged further away from safety.
<</if>>
<<if $swimdistance gte 15>>
You've been pulled away from the walkway.
<<elseif $swimdistance gte 10>>
The walkway is some distance away from you.
<<elseif $swimdistance gte 5>>
The walkway is close.
<<elseif $swimdistance gte 2>>
The walkway is almost within reach.
<<else>>
<span class="teal">The walkway is within reach!</span>
<</if>>
<<set $swimdistancecheck to $swimdistance>>
<br><br>
<<swarm>>
<<swarmactions>>
<<if $stress gte $stressmax>>
<span id="next"><<link [[Next|Drain Water Slime Finish]]>><</link>></span><<nexttext>>
<<elseif $timer lte 0>>
<span id="next"><<link [[Next|Drain Water Slime Finish]]>><</link>></span><<nexttext>>
<<elseif $swimdistance lte 1>>
<span id="next"><<link [[Next|Drain Water Slime Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Drain Water Slime]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $swimdistance lte 1>>
<<tearful>> you haul yourself out of the water, leaving the slime behind you.
<br><br>
<<if $timer gte 30>>
<<set $bus to "residentialdrain">>
<<elseif $timer gte 20>>
<<set $bus to "commercialdrain">>
<<elseif $timer gte 10>>
<<set $bus to "industrialdrain">>
<<else>>
<<set $bus to "drainexit">>
<</if>>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<<elseif $timer lte 0>>
The water carries you toward the end of the drain. You try to cling to the side of the tunnel, but to no avail. You are carried into the open air and plummet into the sea below. <<tearful>> you struggle to the surface.
<br><br>
<<if $upperoff isnot 0>>
<<upperruined>>
<</if>>
<<if $loweroff isnot 0>>
<<lowerruined>>
<</if>>
<<if $underloweroff isnot 0>>
<<underlowerruined>>
<</if>>
<<if $underupperoff isnot 0>>
<<underupperruined>>
<</if>>
<<clotheson>>
<<endcombat>>
<<seacliffseventend>>
<<else>>
It's all just too much for you. You pass out.
<br><br>
<<if $upperoff isnot 0>>
<<upperruined>>
<</if>>
<<if $loweroff isnot 0>>
<<lowerruined>>
<</if>>
<<if $underloweroff isnot 0>>
<<underlowerruined>>
<</if>>
<<if $underupperoff isnot 0>>
<<underupperruined>>
<</if>>
<<endcombat>>
<<link [[Next|Drain Water Passout]]>><<pass 1 hour>><</link>>
<</if>><<set $outside to 0>><<set $location to "drain">>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<set $combat to 1>>
<<set $enemytype to "tentacles">>
<<molested>>
<<controlloss>>
<<tentaclestart 8 15>>
<<set $timer to 30>>
<</if>>
<<effects>>
<<effectstentacles>>
<<tentacles>>
<<statetentacles>>
<<actionstentacles>>
<<if $tentacles.active lte ($tentacles.max / 2)>>
<span id="next"><<link [[Next|Drain Tentacles Finish]]>><</link>></span><<nexttext>>
<<elseif $timer lte 1>>
<span id="next"><<link [[Next|Drain Tentacles Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Drain Tentacles]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $tentacles.active lte ($tentacles.max / 2)>>
The creature loses interest in you, and returns to the depths. <<tearful>> you struggle to your feet.
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<<else>>
The walkway beneath you gives way under the strain, and you tumble into the water below.
<br><br>
<<if $upperoff isnot 0>>
<<upperruined>>
<</if>>
<<if $loweroff isnot 0>>
<<lowerruined>>
<</if>>
<<if $underloweroff isnot 0>>
<<underlowerruined>>
<</if>>
<<if $underupperoff isnot 0>>
<<underupperruined>>
<</if>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Drain Water]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "drain">><<effects>><<set $bus to "drainexit">>
<<wearProp "lichen" "violet">>
The walls are covered in a violet lichen. You peel some off. <span class="gold">You can add it to your science project in your room or the school library.</span>
<br><br>
<<link [[Next|Drain Exit]]>><<handheldon>><</link>>
<br><<effects>><<set $location to "sewers">>
<<if $historytrait gte 1>>
You've read about the old sewers beneath the storm drains. They haven't been used in over a century, and are said to be dangerous. There are rumours of monsters and treasure.
<<else>>
You remember rumours about the old sewers beneath the storm drains. Apparently there are treasure and monsters down there. You doubt it, but keep on your guard anyway.
<</if>>
<br><br>
<<laddericon>><<link [[Descend|Sewers Descend]]>><</link>>
<br>
<<if $bus is "residentialdrain">>
<<getouticon>><<link [[Leave|Residential Drain]]>><</link>>
<br>
<<elseif $bus is "commercialdrain">>
<<getouticon>><<link [[Leave|Commercial Drain]]>><</link>>
<br>
<<else>>
<<getouticon>><<link [[Leave|Industrial Drain]]>><</link>>
<br>
<</if>><<effects>>
<<if $struggle_start is 1>>
<<struggle_init>>
<<set $struggle.creature to "slime">>
<<struggle_creatures 1 1>>
<<set $combat to 1>>
<<controlloss>>
<<violence 1>>
<<molested>>
<<if $phase is 1>>
<<set $struggle.anus.creature to "slime">><<set $anususe to "struggle">><<set $anusstate to "struggle">><<set $struggle.enemy[0].location to "anus">>
<<elseif $player.penisExist>>
<<set $struggle.penis.creature to "slime">><<set $penisuse to "struggle">><<set $penisstate to "struggle">><<set $struggle.enemy[0].location to "penis">>
<<else>>
<<set $struggle.vagina.creature to "slime">><<set $vaginause to "struggle">><<set $vaginastate to "struggle">><<set $struggle.enemy[0].location to "vagina">>
<</if>>
<<unset $struggle_start>>
<</if>>
<<struggle>>
<<if $struggle.done gte $struggle.number>>
<span id="next"><<link [[Next|Drain Struggle End]]>><</link>></span>
<br>
<<else>>
<span id="next"><<link [[Next|Drain Struggle]]>><</link>></span>
<br>
<</if>><<effects>>
The slime jumps in the canal, disappearing underwater.
<br><br>
<<clotheson>>
<<endcombat>>
<<set $eventskip to 1>>
<<destinationstormdrain>><<effects>>
<<if $physiqueSuccess>>
You reach over your shoulder, dig your fingers into the slime's warm mass, and pull. It resists, sticking to you with increased force, <span class="green">before peeling off all at once.</span> The force sends it flying across the walkway, where it splatters against the wall and disappears into another drain.
<br><br>
<<destinationstormdrain>>
<<else>>
You reach over your shoulder, dig your fingers into the slime's warm mass, and pull. It resists, sticking to you with increased force, <span class="red">and ensnaring your hand.</span>
<br><br>
While you struggle, the slime spreads over your back,
<<if !$worn.upper.type.includes("naked")>>
<span class="pink">dissolving your <<print $worn.upper.name>> with a steaming hiss.</span>
<<set $worn.upper.integrity -= 1000>>
<<integritycheck>>
<<exposure>>
<br><br>
<<elseif !$worn.under_upper.type.includes("naked")>>
<span class="pink">dissolving your <<print $worn.under_upper.name>> with a steaming hiss.</span>
<<set $worn.under_upper.integrity -= 1000>>
<<integritycheck>>
<<exposure>>
<br><br>
<<else>>
tickling your skin.<<garousal>><<arousal 600>>
<br><br>
<</if>>
<<link [[Tug it off|Drain Slime Physique 2]]>><</link>><<physiquedifficulty 1 30000>>
<br>
<<link [[Watch for an opening|Drain Slime Watch]]>><<arousal 1800>><</link>><<ggarousal>>
<br>
<<if !$worn.under_upper.type.includes("naked")>>
<<link [[Sacrifice your top|Drain Slime Sacrifice Under]]>><</link>>
<br>
<</if>>
<</if>><<effects>>
<<if $physiqueSuccess>>
You grasp the slime with your other hand, and try once more. This time <span class="green">you manage to tear it from your body.</span> The force sends it sailing over the waterway, where it splats against the wall and escapes into a drain.
<br><br>
<<destinationstormdrain>>
<<else>>
You grasp the slime with your other hand, and try once more. <span class="red">It snares you again, leaving your arms helpless</span> as it spreads further down your body,
<<if !$worn.under_upper.type.includes("naked")>>
dissolving your <<print $worn.under_upper.name>> with a hiss.
<<set $worn.under_upper.integrity -= 1000>>
<<integritycheck>>
<<exposure>>
<<else>>
tickling your skin.<<garousal>><<arousal 600>>
<</if>>
When it reaches your <<bottom>>, it clings to the nearby wall for leverage, and forces you to the ground.
<br><br>
<<link [[Next|Drain Struggle]]>><<set $phase to 1>><<set $struggle_start to 1>><</link>>
<br>
<</if>><<effects>>
You observe the slime as it spreads down your back.
<<if !$worn.upper.type.includes("naked")>>
<span class="pink">It dissolves your <<print $worn.upper.name>> with a steaming hiss.</span>
<<set $worn.upper.integrity -= 1000>>
<<integritycheck>>
<<exposure>>
<<elseif !$worn.under_upper.type.includes("naked")>>
<span class="pink">It dissolves your <<print $worn.under_upper.name>> with a steaming hiss.</span>
<<set $worn.under_upper.integrity -= 1000>>
<<integritycheck>>
<<exposure>>
<<else>>
It tickles your skin.<<ggarousal>><<arousal 600>>
<br>
<</if>>
<br>
You notice a pattern. It spreads by jumping, flattening itself each time.
<br><br>
<<if $arousal gte 10000>>
You wait for your moment, but a fell warmth spreads through your skin. <<orgasm>>
Your knees buckle, and you collapse to the ground. The slime takes advantage of your weakness.
<br><br>
<<link [[Next|Drain Struggle]]>><<set $phase to 1>><<set $struggle_start to 1>><</link>>
<br>
<<else>>
You wait for your moment, and catch it at a moment of weakness, throwing it across the waterway. It splats against the far wall, and disappears into another drain.
<br><br>
<<destinationstormdrain>>
<</if>><<effects>>
You tear off your <<print $worn.upper.name>>, and the slime with it. The fabric dissolves in a hiss as you make your escape.
<br><br>
<<set $worn.upper.integrity -= 1000>>
<<integritycheck>>
<<exposure>>
<<destinationstormdrain>><<effects>>
You tear off your <<print $worn.under_upper.name>>, and the slime with it. The fabric dissolves in a hiss as you make your escape.
<br><br>
<<set $worn.under_upper.integrity -= 1000>>
<<integritycheck>>
<<exposure>>
<<destinationstormdrain>><<widget "draindescription">>
<<if Weather.precipitation is "rain">>
Water surges down the centre, almost flooding the thin walkways on each side.
<<elseif Weather.isFreezing>>
Water rushes down the centre, carrying chunks of ice.
<<else>>
Water rushes down the centre, flanked by a thin walkway on each side.
<</if>>
<<wHunt "drain">>
<br><br>
You can access several parts of town from here.
<br><br>
<<if isPubfameTaskAccepted("morgan")>>
'Mickey' said the USB was somewhere in the sewer system, and that they think <<if $sewersintro is 1>>Morgan has it.<<else>>someone down there has it. You notice a ladder leading down.<</if>>
<br><br>
<</if>>
<</widget>>
<<widget "drainlinks">>
<<if $stress gte $stressmax and !$possessed>>
<<passoutdrain>>
<<else>>
<<rng>>
<<if Weather.precipitation isnot "none" and $rng gte 75 and $eventskip is 0>>
<<eventsdrain>>
<<elseif ($rng gte 92 or $eventforced) and $eventskip is 0>>
<<eventsdrain>>
<<else>>
<<if $arousal gte $arousalmax and $bus isnot "drainexit">>
<<orgasmLocation "sewers">>
<</if>>
<<switch $bus>>
<<case "industrialdrain">>
<<industrialdrainlinks>>
<<case "commercialdrain">>
<<commercialdrainlinks>>
<<case "residentialdrain">>
<<residentialdrainlinks>>
<<case "drainexit">>
<<drainexitlinks>>
<</switch>>
<</if>>
<<displayLinks>>
<</if>>
<</widget>>
<<widget "industrialdrainlinks">>
<<drainladderdownlink "industrial">>
<<commercialdrain>>
<br>
<<drainexit>>
<br>
<<if $exposed gte 1 and Time.dayState isnot "night">>
<<else>>
<<elk>>
<<mer>>
<<harvest>>
<</if>>
<br>
<<industrial>>
<</widget>>
<<widget "commercialdrainlinks">>
<<drainladderdownlink "commercial">>
<<residentialdrain>>
<br>
<<industrialdrain>>
<<if $exposed gte 1 and Time.dayState isnot "night">>
<<else>>
<<high>>
<<connudatus>>
<<cliff>>
<<nightingale>>
<<starfish>>
<<oxford>>
<</if>>
<br>
<<commercial>>
<<park>>
<br>
<<if $historytrait gte 2 and $schooldrainintro gte 1>>
<<schoolicon "building">><<link [[Secret tunnel to school (0:02)|School Toilets]]>><<pass 2>><</link>>
<br>
<</if>>
<</widget>>
<<widget "residentialdrainlinks">>
<<drainladderdownlink "residential">>
<<commercialdrain>>
<br>
<<if $exposed gte 1 and Time.dayState isnot "night">>
<<else>>
<<domus>>
<<barb>>
<<danube>>
<<wolf>>
<</if>>
<br>
<<residential>>
<</widget>>
<<widget "drainexitlinks">>
<<if $scienceproject is "ongoing" and $sciencelichendrain is 0>>
<<scienceicon "violet lichen">><<link [[Examine lichen|Drain Lichen]]>><<set $sciencelichendrain to 1>><</link>>
<br>
<</if>>
<<industrialdrain>>
<br><br>
<</widget>>
<<widget "drainladderdownlink">>
<<if $sewersintro is 1>>
<<laddericon>>
<<set _dest to "Sewers " + _args[0].toLocaleUpperFirst()>>
<<link [[Climb down|_dest]]>> <<sewersstart>><<set $eventskip to 1>><</link>>
<br><br>
<<elseif $historytrait gte 1 or isPubfameTaskAccepted("morgan")>>
<<laddericon>><<link [[Examine a ladder leading down|Drain Ladder]]>><</link>>
<br><br>
<</if>>
<</widget>><<widget "movealongdrainwater">>
<<if $bus is "residentialdrain">>
<<set $bus to "commercialdrain">>
<<elseif $bus is "commercialdrain">>
<<set $bus to "industrialdrain">>
<<elseif $bus is "industrialdrain">>
<<set $bus to "drainexit">>
<</if>>
<</widget>><<effects>><<set $location to "sewers">>
You climb the ladder down into the dark. The weight is too much, and the ladder snaps free. You fall the rest of the way. It isn't far, but you're left sprawled on the cold stone.
<br><br>
<<link [[Next|Sewers Intro]]>><</link>>
<br><<effects>><<set $location to "sewers">>
<<set $sewersintro to 1>>
<<sewersstart>>
<<npc Morgan>><<person1>>
Light-headed, you try and fail to stand up without collapsing. You hear footsteps. Odd, uneven footsteps nearing closer and closer until you see a figure in the darkness. The figure screams.
<br><br>
"My child! <<charles>>, you're alive!" <<he>> says. "<<Mummy>> has missed you so much!" <<He>> steps into the dim light. Unkempt ginger hair tumbles around <<his>> face. There's a badge on <<his>> ruined <<if $pronoun is "f">>gown<<else>>suit<</if>>, "Morgan."
<br><br>
<<link [[Say nothing|Sewers Intro Play Along]]>><</link>>
<br>
<<link [[Say that's not your name|Sewers Intro Refuse]]>><</link>>
<br><<effects>><<set $location to "sewers">>
You nod. The figure outstretches <<his>> arms, and grabs you in a hug. "I knew it," <<he>> cries. "They lied to me." <<He>> runs <<his>> hands over your body.
<br><br>
<<link [[Allow|Sewers Intro Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<<link [[Push away|Sewers Intro Fight]]>><<set $fightstart to 1>><</link>>
<br><<effects>><<set $location to "sewers">><<set $outside to 0>>
<<if $speech_attitude is "meek">>
"T-that's not me," you say. "<<charles>> isn't my name."
<<elseif $speech_attitude is "bratty">>
"Don't touch me," you say. "You're crazy."
<<else>>
"That's not my name," you say. "You've got me confused with someone else."
<</if>>
<br><br>
<<He>> grabs your arm and pulls you closer. <<He>> examines your scalp. "Yes, yes, good, looks good," <<he>> babbles, running <<his>> fingers over your head. "My child, you're beginning to upset me. You didn't lose your memory, right?" <<He>> runs <<his>> hands over your body.
<br><br>
<<link [[Allow|Sewers Intro Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<<link [[Push away|Sewers Intro Fight]]>><<set $fightstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<npcidlegenitals>>
<<set $timer to 10>>
<</if>>
<<effects>>
<<effectsman>>
<<if $timer is 9>>
"Good <<girl>>."
<<elseif $timer is 7>>
"You have a body befitting our family."
<<elseif $timer is 5>>
"This is for your own good darling."
<<elseif $timer is 3>>
"Such smooth, supple skin."
<</if>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Sewers Intro Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Sewers Intro Molestation]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Y-yes," <<he>> stammers. "Good <<girl>>."
<br><br>
<<tearful>> you try to crawl away, but <<he>> grips your waist.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Morgan>><<person1>>
<<link [[Next|Sewers Feeding]]>><</link>>
<<elseif $enemyhealth lte 0>>
You shove Morgan away from you, dodge <<his>> clutching grasp and stumble to your feet.
<br><br>
<<if isPubfameTaskAccepted("morgan")>>
Something falls from <<his>> pocket and clatters on the floor. <span class="green">It's the USB stick.</span> <<tearful>> you snatch it and escape into another tunnel, chased by <<his>> howls.
<br><br>
<<pubfameComplete "morgan">>
<<else>>
<<tearful>> you escape into another tunnel, chased by <<his>> howls.
<</if>>
<br><br>
<<set $sewerschased to 1>>
<<set $sewerschasedstep to 3>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Sewers Residential]]>><</link>>
<</if>><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<<set $timer to 10>>
"Don't you dare refuse me," <<he>> snarls.
<br><br>
<<set $enemyhealthmax += 100>><<set $enemyhealth += 100>>
<</if>>
<<effects>>
<<effectsman>>
<<if $timer is 9>>
"Never refuse me again!"
<<elseif $timer is 7>>
"This is for your own good."
<<elseif $timer is 5>>
"The other students are a bad influence."
<<elseif $timer is 3>>
"You were never like this before."
<</if>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Sewers Intro Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Sewers Intro Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Y-yes," <<he>> stammers. "Good <<girl>>."
<br><br>
<<tearful>> you try to crawl away, but <<he>> grips your waist.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Morgan>><<person1>>
<<link [[Next|Sewers Feeding]]>><</link>>
<<elseif $enemyhealth lte 0>>
You shove Morgan away from you, dodge <<his>> clutching grasp and stumble to your feet.
<br><br>
<<if isPubfameTaskAccepted("morgan")>>
Something falls from <<his>> pocket and clatters on the floor. <span class="green">It's the USB stick.</span> <<tearful>> you snatch it and escape into another tunnel, chased by <<his>> howls.
<br><br>
<<pubfameComplete "morgan">>
<<else>>
<<tearful>> you escape into another tunnel, chased by <<his>> howls.
<</if>>
<br><br>
<<set $sewerschased to 1>>
<<set $sewerschasedstep to 3>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Sewers Escape]]>><</link>>
<<else>>
<<tearful>> you collapse, too hurt to continue fighting. "Oh my child," <<he>> says, having vented the worst of <<his>> anger. "Look what you made me do. I know what will make you feel better."
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Morgan>><<person1>>
<<link [[Next|Sewers Feeding]]>><</link>>
<</if>><<effects>><<set $location to "sewers">><<set $outside to 0>>
<<set $daily.morgan.feeding to 1>>
<<if $worn.face.type.includes("gag")>>
Noticing the $worn.face.name, Morgan reaches around the back of your head and tears it off, freeing your mouth. <<He>> tosses it into a drain. A clatter echoes through the vacant tunnel.
<<set $worn.face.type.push("broken")>>
<<faceruined>>
<br><br>
<</if>>
<<if $breastfeedingdisable is "f" and $pronoun is "f">>
Morgan loosens <<his>> sash, and exposes <<his>> <<print $NPCList[0].breastsdesc>> from underneath <<his>> tattered and discoloured gown. "Come, dear. I know you're a bit old for this, but it was always your favourite."
<br><br>
<<link [[Feed|Sewers Breastfeed]]>><<breastfed>><<npcincr Morgan love 1>><<npcincr Morgan dom 1>><</link>>
<br>
<<link [[Refuse|Sewers Breastfeed Refuse]]>><<npcincr Morgan love -1>><<npcincr Morgan dom -1>><</link>><<llove>>
<br>
<<else>>
"You must be hungry dear," Morgan says. "I have just the thing. Tea and scones." <<He>> disappears around a corner for a moment, before emerging with a basket in hand. <<He>> empties it in front of you. Three boiled rats, and a chipped teacup containing a tarry substance. <<if $NPCList[0].penis isnot "none">>A mysterious white fluid floats on the surface.<</if>>
<br><br>
<<link [[Eat|Sewers Rats]]>><<trauma 6>><<stress 6>><<npcincr Morgan love 1>><<npcincr Morgan dom 1>><</link>><<gtrauma>><<gstress>>
<br>
<<set $skulduggerydifficulty to 200>>
<<link [[Pretend to eat|Sewers Rats Pretend]]>><<npcincr Morgan love 1>><<npcincr Morgan dom -1>><</link>><<skulduggerydifficulty>><<glove>>
<br>
<<link [[Refuse|Sewers Spank]]>><<npcincr Morgan love -1>><<npcincr Morgan dom -1>><<set $molestationstart to 1>><</link>><<llove>>
<br>
<</if>><<effects>><<set $location to "sewers">><<set $outside to 0>>
You wrap your lips around <<his>> nipple and suckle while Morgan cradles your head. A sweet warmth fills your mouth. After a few minutes, <<his>> other hand traces down your torso. <<He>> fondles your groin.
<<garousal>><<arousal 600 "genitals">>
<br><br>
"There," <<he>> says after a few moments. "Did <<charles>> enjoy? I missed doing that with you. You're never too old for <<mummy>>'s milk. Now maybe you won't be so grouchy." <<He>> laughs. "There are chores you can help me with, or maybe we'll take a nap."
<br><br>
<<link [[Next|Sewers Morgan]]>><</link>>
<br><<effects>><<set $location to "sewers">><<set $outside to 0>>
<<He>> looks hurt. "Well, you must eat something," <<he>> says. "I have just the thing. Tea and scones." <<He>> disappears around a corner for a moment, before emerging with a basket in hand. <<He>> empties it in front of you. Three boiled rats, and a chipped teacup containing a tarry substance. <<if $NPCList[0].penis isnot "none">>A mysterious white fluid floats on the surface.<</if>>
<br><br>
<<link [[Eat|Sewers Rats]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>
<br>
<<set $skulduggerydifficulty to 200>>
<<link [[Pretend to eat|Sewers Rats Pretend]]>><</link>><<skulduggerydifficulty>>
<br>
<<link [[Refuse|Sewers Spank]]>><<npcincr Morgan love -1>><<npcincr Morgan dom -1>><<set $molestationstart to 1>><</link>><<llove>>
<br><<effects>><<set $location to "sewers">><<set $outside to 0>>
<<wearProp "rat">>
You feign the most polite smile you can muster, and manage to power through the first rat. The second rat proves challenging, and you gag after the third rat. Alarmed, Morgan pours the tea sludge down your throat, making it worse.
<br><br>
"There," <<he>> says after a few moments. "Now maybe you won't be so grouchy. There are chores you can help me with, or maybe we'll take a nap."
<br><br>
<<link [[Next|Sewers Morgan]]>><<handheldon>><</link>>
<br><<effects>><<set $location to "sewers">><<set $outside to 0>>
<<wearProp "rat">>
You wait for Morgan to become distracted.
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
You toss the rats and pour the sludge down a drain, while making exaggerated chomping and sipping noises. You force a burp.
<br><br>
"I hope you enjoyed the meal," Morgan says. "It has been quite a while since I've been able to cook for somebody else, much less my own flesh and blood. Now, there are chores you can help me with, or maybe we'll take a nap."
<br><br>
<<skulduggeryuse>>
<<link [[Next|Sewers Morgan]]>><<handheldon>><</link>>
<br>
<<else>>
You try to toss the rats down a drain, but they splat against the bars. You lift the teacup to pour away, but the slimy handle slips from your hand and it shatters on the ground.
<br><br>
Morgan turns, and <<his>> face twists with anger. "I made that for you!" <<he>> says. "You spoilt brat."
<br><br>
<<skulduggeryuse>>
<<link [[Next|Sewers Spank]]>><<handheldon>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<npcspank>><<set $enemyanger += 200>><<set $timer to 10>>
<<He>> lunges at you and bends you over <<his>> knee.
<br><br>
<</if>>
<<if $timer is 9>>
"What did <<mummy>> tell you about saying no."
<<elseif $timer is 7>>
"You dare disrespect our family."
<<elseif $timer is 5>>
"<<Mummy>> only wants you to be the best you can."
<<elseif $timer is 3>>
"This hurts me more than you."
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or $enemyanger lte 40>>
<span id="next"><<link [[Next|Sewers Spank Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Sewers Spank]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"I can't stay mad at you," Morgan sighs. "But you have to work extra hard at your chores."
<br><br>
<<tearful>> you squirm from <<his>> grasp.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Morgan>><<person1>>
<<link [[Next|Sewers Morgan]]>><</link>>
<<elseif $enemyhealth lte 0>>
You shove Morgan away from you, dodge <<his>> clutching grasp and stumble to your feet.
<br><br>
<<if isPubfameTaskAccepted("morgan")>>
Something falls from <<his>> pocket and clatters on the floor. <span class="green">It's the USB stick.</span> <<tearful>> you snatch it and escape into another tunnel, chased by <<his>> howls.
<br><br>
<<pubfameComplete "morgan">>
<<else>>
<<tearful>> you escape into another tunnel, chased by <<his>> howls.
<</if>>
<br><br>
<<set $sewerschased to 1>>
<<set $sewerschasedstep to 3>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Sewers Escape]]>><</link>>
<<else>>
"That hurt me more than you," Morgan says. "Do as you're told in the future."
<br><br>
<<tearful>> you squirm from <<his>> grasp.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Morgan>><<person1>>
<<link [[Next|Sewers Morgan]]>><</link>>
<</if>><<effects>><<set $location to "sewers">><<set $outside to 0>>
<<if $stress gte $stressmax>>
It's all too much for you. You pass out.
<br><br>
<<sewersend>>
<<sewerspassout>>
<<elseif Time.hour lte 7>>
<<set $sewersSleepSex to 0>>
Morgan yawns, stretches and falls back on a pile of blankets. <<He>> snores.
<br><br>
Now could be your chance to escape.
<<if isPubfameTaskAccepted("morgan")>>
You could also use the time to search Morgan for the USB.
<</if>>
<br><br>
<<link [[Sleep|Sewers Sleep]]>><</link>>
<br>
<<if isPubfameTaskAccepted("morgan")>>
<<set $skulduggerydifficulty to 600>>
<<link [[Search Morgan|Sewers Search]]>><</link>><<skulduggerydifficulty>>
<br>
<</if>>
<<link [[Escape|Sewers Escape Night]]>><</link>>
<br>
<<elseif Time.hour is 18 and !$daily.morgan.feeding>>
Morgan stares at you and smiles.
<br><br>
<<link [[Next|Sewers Feeding]]>><</link>>
<br>
<<elseif Time.hour is 9 and !$daily.morgan.history>>
"Now, sweetie," Morgan says. "It's important for people of our status to be educated about the finer things in life. Allow me to begin by telling you again of our family history." <<He>> prattles, gibbers, and mumbles <<his>> way through what <<he>> calls a history lesson.
<br><br>
<<link [[Pay attention (1:00)|Sewers History]]>><<pass 60>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>><<note "+ History?" "blue">>
<br>
<<link [[Daydream (1:00)|Sewers History Daydream]]>><<pass 60>><</link>>
<br>
<<link [[Resist (1:00)|Sewers History Resist]]>><<pass 60>><</link>>
<br>
<<if isPubfameTaskAccepted("morgan")>>
<<link [[Ask Morgan for the USB|Sewers Ask]]>><</link>>
<br>
<</if>>
<<elseif Time.hour is 12 and !$daily.morgan.maths>>
"Mathematics," Morgan says. "My favourite subject." <<He>> licks <<his>> lips and hands you an old receipt to write on.
<br><br>
<<link [[Pay attention (1:00)|Sewers Maths]]>><<pass 60>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>><<note "+ Maths?" "blue">>
<br>
<<link [[Daydream (1:00)|Sewers Maths Daydream]]>><<pass 60>><</link>>
<br>
<<link [[Resist (1:00)|Sewers Maths Resist]]>><<pass 60>><</link>>
<br>
<<if isPubfameTaskAccepted("morgan")>>
<<link [[Ask Morgan for the USB|Sewers Ask]]>><</link>>
<br>
<</if>>
<<elseif Time.hour is 15 and !$daily.morgan.english>>
"Now pay attention," Morgan says. "You must be the quintessential socialite."
<br><br>
<<link [[Pay attention (1:00)|Sewers English]]>><<pass 60>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>><<note "+ English?" "blue">>
<br>
<<link [[Daydream (1:00)|Sewers English Daydream]]>><<pass 60>><</link>>
<br>
<<link [[Resist (1:00)|Sewers English Resist]]>><<pass 60>><</link>>
<br>
<<if isPubfameTaskAccepted("morgan")>>
<<link [[Ask Morgan for the USB|Sewers Ask]]>><</link>>
<br>
<</if>>
<<elseif Time.hour is 17 and !$daily.morgan.science>>
"Listen carefully <<charles>>," Morgan says. "This is important." <<He>> instructs you on the nutritional value of food in the old sewers.
<br><br>
<<link [[Pay attention (1:00)|Sewers Science]]>><<pass 60>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>><<note "+ Science?" "blue">>
<br>
<<link [[Daydream (1:00)|Sewers Science Daydream]]>><<pass 60>><</link>>
<br>
<<link [[Resist (1:00)|Sewers Science Resist]]>><<pass 60>><</link>>
<br>
<<if isPubfameTaskAccepted("morgan")>>
<<link [[Ask Morgan for the USB|Sewers Ask]]>><</link>>
<br>
<</if>>
<<elseif Time.hour is 20 and !$daily.morgan.sex>>
<<if $exposed gte 2>>
"I-It's time," Morgan says. "For special learning. Lie down."
<br><br>
<<link [[Lie down|Sewers Sex Ed]]>><<trauma 6>><<stress 6>><<npcincr Morgan love 1>><<set $daily.morgan.sex to 1>><</link>><<gtrauma>><<gstress>><<glove>>
<br>
<<else>>
"I-It's time," Morgan says. "For special learning. Undress and lie down."
<br><br>
<<link [[Undress and lie down|Sewers Sex Ed]]>><<trauma 6>><<stress 6>><<npcincr Morgan love 1>><<set $daily.morgan.sex to 1>><</link>><<gtrauma>><<gstress>><<glove>>
<br>
<</if>>
<<link [[Refuse|Sewers Sex Ed Refuse]]>><<npcincr Morgan love -1>><<set $daily.morgan.sex to 1>><</link>><<llove>>
<br>
<<if isPubfameTaskAccepted("morgan")>>
<<link [[Ask Morgan for the USB|Sewers Ask]]>><</link>>
<br>
<</if>>
<<elseif $rng gte 91 and $worn.neck.collared is 1>>
"<<charles>>," Morgan says. "What's that around your neck? I can get that off for you." <<He>> produces a bobby pin, lubricant, and a crowbar. "Now, be a big <<girl>> and come here."
<br><br>
<<link [[Allow|Sewers Collar]]>><<set $worn.neck.cursed to 0>><<neckruined>><<trauma 6>><<stress 6>><<pain 6>><</link>><<gtrauma>><<gstress>><<gpain>>
<br>
<<link [[Refuse|Sewers Collar Refuse]]>><</link>>
<br>
<<elseif $rng gte 81 and $worn.feet.type.includes("shackle")>>
"Oh, <<charles>>, your feet!" Morgan exclaims. "It's dangerous to be locked up like that down here. What if you trip into the water?" <<He>> produces a tea plate and a screwdriver. "<<Mummy>> will get those nasty things off you."
<br><br>
<<link [[Allow|Sewers Shackles]]>><<remove_shackle>><<trauma 6>><<stress 6>><<pain 6>><</link>><<gtrauma>><<gstress>><<gpain>>
<br>
<<link [[Refuse|Sewers Collar Refuse]]>><</link>>
<br>
<<elseif $rng gte 71 and ($leftarm is "bound" or $rightarm is "bound")>>
"Now how'd you get like that, <<charles>>?" Morgan asks, poking at your bindings. "You shouldn't be playing with rope, you could hurt yourself." <<He>> produces a pair of rusty gardening shears. "Don't be shy, let <<mummy>> take care of it."
<br><br>
<<link [[Allow|Sewers Bindings]]>><<unbind>><<trauma 6>><<stress 6>><<pain 6>><</link>><<gtrauma>><<gstress>><<gpain>>
<br>
<<link [[Refuse|Sewers Collar Refuse]]>><</link>>
<br>
<<elseif $rng gte 51>>
"I'm going to bake scones," Morgan says, clutching a number of rats by their tails. "You put the kettle on."
<br><br>
<<link [[Help (1:00)|Sewers Scones]]>><<trauma 6>><<stress 6>><<npcincr Morgan love 1>><<pass 60>><</link>><<gtrauma>><<gstress>>
<br>
<<link [[Refuse|Sewers Spank]]>><<set $molestationstart to 1>><<npcincr Morgan love -1>><</link>>
<br>
<<if isPubfameTaskAccepted("morgan")>>
<<link [[Ask Morgan for the USB|Sewers Ask]]>><</link>>
<br>
<</if>>
<<elseif $rng gte 41>>
Morgan offers some advice. "Don't go swimming here without a top on," <<he>> says. "There are nasty parasites living in the water."
<br><br>
<<He>> turns away from you. "Help me search through these antiques," <<he>> says as <<he>> rummages through a pile of rubbish. "Don't be a bad <<girl>>, come help."
<br><br>
<<link [[Help (1:00)|Sewers Rummage]]>><<trauma 6>><<stress 6>><<npcincr Morgan love 1>><<pass 60>><</link>><<gtrauma>><<gstress>>
<br>
<<link [[Refuse|Sewers Spank]]>><<set $molestationstart to 1>><<npcincr Morgan love -1>><</link>>
<br>
<<if isPubfameTaskAccepted("morgan")>>
<<link [[Ask Morgan for the USB|Sewers Ask]]>><</link>>
<br>
<</if>>
<<elseif $rng gte 31>>
"<<charles>>," Morgan hesitates. "Since we've been reunited, darling, I've wanted you to have this." <<He>> hands you a pristine <<if $player.gender_appearance is "m">>shirt and shorts<<else>>sundress<</if>>. "I-It's your favourite little outfit. W-would you wear it for me?"
<br><br>
<<set $phase to ($player.gender_appearance is "m" ? 0 : 1)>>
<<link [[Wear|Sewers Outfit]]>><</link>>
<br>
<<link [[Refuse|Sewers Outfit Refuse]]>><</link>>
<br>
<<elseif $rng gte 21>>
"How are your grades in school, sweetie?" Morgan asks. "Are <<mummy>>'s lessons helping?"
<br><br>
<<link [[Tell Morgan|Sewers Review]]>><<set $phase to 0>><</link>>
<br>
<<link [[Lie|Sewers Review]]>><<set $phase to 1>><</link>><<englishdifficulty 1 1000>>
<br>
<<link [[Refuse to say|Sewers Spank]]>><<set $molestationstart to 1>><<npcincr Morgan love -1>><</link>>
<<else>>
"Help me search through these antiques," Morgan says as <<he>> rummages through a pile of rubbish. "Don't be a bad <<girl>>, come help."
<br><br>
<<link [[Help (1:00)|Sewers Rummage]]>><<trauma 6>><<stress 6>><<npcincr Morgan love 1>><<pass 60>><</link>><<gtrauma>><<gstress>>
<br>
<<link [[Refuse|Sewers Spank]]>><<set $molestationstart to 1>><<npcincr Morgan love -1>><</link>>
<br>
<<if isPubfameTaskAccepted("morgan")>>
<<link [[Ask Morgan for the USB|Sewers Ask]]>><</link>>
<br>
<</if>>
<</if>><<effects>><<set $location to "sewers">><<set $outside to 0>>
You follow Morgan's recipe as best you can and prepare a fresh batch of "tea" while Morgan prepares the "scones." You're relieved that the tea has actual tea in it.
<br><br>
<<link [[Next|Sewers Morgan]]>><</link>>
<br><<effects>><<set $location to "sewers">><<set $outside to 0>>
You help Morgan search for salvage, doing your best to avoid anything too gross. A rat jumps out of a tin can and startles you. Morgan grabs it from the air. "Another scone," <<he>> laughs. "Still fresh."
<br><br>
<<link [[Next|Sewers Morgan]]>><</link>>
<br><<set _autosavehere to true>>
<<effects>><<set $location to "sewers">><<set $outside to 0>>
You lie down beside Morgan. <<He>> wraps an arm around you.
<br><br>
<<sewerssleep>>
<<if $sewersSleepSex is 0>>
<<set $sewersSleepSex to 1>>
You awaken some time later. A pair of hands grope you from behind. "I've seen how you've look at me," <<he>> whispers. "I remember how much of a struggle you would put up. I still have that scar."
<br><br>
<<link [[Next|Sewers Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You awaken some time later. A pair of hands strokes your hair. "Good morning, <<charles>>," Morgan whispers. <<He>> gestures to the crumbled stone walls. "Isn't the sunrise beautiful?"
<br><br>
<<link [[Next|Sewers Morgan]]>><</link>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Sewers Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Sewers Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<if $phase is 1>>
Morgan leans over to give you a kiss on the cheek. "<<charles>>...that was spectacular. An A+ for sure."
<<elseif $phase is 2>>
"There's room for improvement, dear," <<he>> whispers. "But that was good." <<He>> kisses you on your forehead.
<<elseif $phase is 3>>
<<set _linkSkip to true>>
Morgan brushes your cheek with a smile. "If you ever need me, <<charles>>, I'll always be there to satisfy you." <<He>> dozes off again.
<<tearful>> you squirm from <<his>> grasp. Now could be your chance to escape.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Morgan>><<person1>>
<<link [[Sleep|Sewers Sleep]]>><</link>>
<br>
<<link [[Escape|Sewers Escape Night]]>><</link>>
<br>
<<else>>
"You're a bad <<girl>>," <<he>> says. "Provoking your <<if $pronoun is "m">>father<<else>>mother<</if>> like that."
<</if>>
<<if !_linkSkip>>
<br><br>
<<tearful>> you squirm from <<his>> grasp.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Morgan>><<person1>>
<<link [[Next|Sewers Morgan]]>><</link>>
<</if>>
<<else>>
You shove Morgan away from you, dodge <<his>> clutching grasp and stumble to your feet.
<br><br>
<<if isPubfameTaskAccepted("morgan")>>
Something falls from <<his>> pocket and clatters on the floor. <span class="green">It's the USB stick.</span> <<tearful>> you snatch it and escape into another tunnel, chased by <<his>> howls.
<br><br>
<<pubfameComplete "morgan">>
<<else>>
<<tearful>> you escape into another tunnel, chased by <<his>> howls.
<</if>>
<br><br>
<<set $sewerschased to 1>>
<<set $sewerschasedstep to 3>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Sewers Escape]]>><</link>>
<</if>><<effects>><<set $location to "sewers">><<set $outside to 0>><<water>>
There's no way out, except a river running along a canal into darkness. One side is blocked by a metal grate.
<br><br>
Morgan lurches after you, <<nnpc_his "Morgan">> legs tangled in <<nnpc_his "Morgan">> decaying outfit. You drop into the water and swim.
<br><br>
You swim against the gentle current and emerge in a large room. You climb onto the shore. "I'm coming <<charles>>," Morgan's voice shouts behind you. You hear a splash of water. <span class="red">You are being hunted.</span>
<br><br>
<<link [[Next|Sewers Residential]]>><<sewersend>><</link>>
<br><<effects>><<set $location to "sewers">><<set $outside to 0>><<water>>
There's no way out, except a river running along a canal into darkness. One side is blocked by a metal grate. You lower yourself into the water and swim against the gentle current, emerging in a large room. You climb onto the shore.
<br><br>
<<set $sewersevent to random(5, 12)>>
<<link [[Next|Sewers Residential]]>><<sewersend>><</link>>
<br><<effects>><<set $location to "sewers">><<set $outside to 0>><<set $daily.morgan.history to 1>>
Morgan explains your family origins. That you're of a proud and noble house.
<br><br>
<<if $rng gte 75>>
<<His>> take on things seems strange.
<<lhistory>><<historyskill -1>>
<br><br>
<<elseif $rng gte 50>>
<<His>> take on things seems strange.
<<gghistory>><<historyskill>><<historyskill>>
<br><br>
<<else>>
<<He>> rambles a lot, but has moments of greater lucidity.
<<ghistory>><<historyskill>>
<br><br>
<</if>>
<<link [[Next|Sewers Morgan]]>><</link>>
<br><<effects>><<set $location to "sewers">><<set $outside to 0>>
You watch Morgan's lips move, but your mind is elsewhere.
<br><br>
<<link [[Next|Sewers Morgan]]>><</link>>
<br><<effects>><<set $location to "sewers">><<set $outside to 0>>
You put up with <<his>> rambling for a time, then blow a raspberry and tell <<him>> you don't care, and that <<hes>> crazy. <<He>> isn't amused.
<br><br>
<<link [[Next|Sewers Spank]]>><<set $molestationstart to 1>><</link>>
<br><<effects>><<set $location to "sewers">><<set $outside to 0>><<set $daily.morgan.maths to 1>>
Morgan inundates you with facts and formulae.
<br><br>
<<if $rng gte 75>>
<<His>> take on things seems strange.
<<lmaths>><<mathsskill -1>>
<<elseif $rng gte 50>>
<<His>> take on things seems strange.
<<ggmaths>><<mathsskill>><<mathsskill>>
<<else>>
<<He>> rambles a lot, but has moments of greater lucidity.
<<gmaths>><<mathsskill>>
<</if>>
<br><br>
<<link [[Next|Sewers Morgan]]>><</link>>
<br><<effects>><<set $location to "sewers">><<set $outside to 0>>
You roll your eyes and go through the motions as Morgan tries to explain a theory to you. You nod, mumble, and doodle on the back of the receipt Morgan gave you.
<br><br>
<<link [[Next|Sewers Morgan]]>><</link>>
<br><<effects>><<set $location to "sewers">><<set $outside to 0>>
You put up with <<his>> rambling for a while, then crumble up the receipt and throw it in <<his>> face. <<He>> glares at you.
<br><br>
<<link [[Next|Sewers Spank]]>><<set $molestationstart to 1>><</link>>
<br><<effects>><<set $location to "sewers">><<set $outside to 0>><<set $daily.morgan.english to 1>>
You do your best to keep up with Morgan in conversation. <<He>> speaks of commoners with disdain.
<br><br>
<<if $rng gte 75>>
<<His>> take on things seems strange.
<<lenglish>><<englishskill -1>>
<<elseif $rng gte 50>>
<<His>> take on things seems strange.
<<ggenglish>><<englishskill>><<englishskill>>
<<else>>
<<He>> rambles a lot, but has moments of greater lucidity.
<<genglish>><<englishskill>>
<</if>>
<br><br>
<<link [[Next|Sewers Morgan]]>><</link>>
<br><<effects>><<set $location to "sewers">><<set $outside to 0>>
You don't put your heart into the lesson, and mumble vague affirmations to Morgan.
<br><br>
<<link [[Next|Sewers Morgan]]>><</link>>
<br><<effects>><<set $location to "sewers">><<set $outside to 0>>
You tell <<him>> this is a stupid waste of your time, which infuriates <<him>>.
<br><br>
<<link [[Next|Sewers Spank]]>><<set $molestationstart to 1>><</link>>
<br><<effects>><<set $location to "sewers">><<set $outside to 0>><<set $daily.morgan.science to 1>>
Morgan is delighted by your interest in scones.
<br><br>
<<if $rng gte 75>>
<<His>> take on things seems strange.
<<lscience>><<scienceskill -1>>
<<elseif $rng gte 50>>
<<His>> take on things seems strange.
<<ggscience>><<scienceskill 2>>
<<else>>
<<He>> rambles a lot, but has moments of greater lucidity.
<<gscience>><<scienceskill>>
<</if>>
<br><br>
<<link [[Next|Sewers Morgan]]>><</link>>
<br><<effects>><<set $location to "sewers">><<set $outside to 0>>
You sit through the lecture. Rats good, tentacle creatures are okay too, you guess.
<br><br>
<<link [[Next|Sewers Morgan]]>><</link>>
<br><<effects>><<set $location to "sewers">><<set $outside to 0>>
You tell Morgan that this is disgusting and that you hate <<his>> cooking. This enrages <<him>>.
<br><br>
<<link [[Next|Sewers Spank]]>><<set $molestationstart to 1>><</link>>
<br><<effects>><<set $location to "sewers">><<set $outside to 0>>
<<if $exposed gte 2>>
You do as instructed. Morgan strips <<his>> clothing, and climbs on top of you. "Now, dear, stretch your legs back," <<he>> says. "Work hard and I'm sure you can get an A+."
<<else>>
You do as instructed, blushing as you undress. Morgan strips too, and climbs on top of you. "Now, dear, stretch your legs back," <<he>> says. "Work hard and I'm sure you can get an A+."
<<clothesstrip>>
<</if>>
<br><br>
<<link [[Next|Sewers Rape]]>><<set $phase to 1>><<set $molestationstart to 1>><</link>>
<br><<effects>><<set $location to "sewers">><<set $outside to 0>>
You try to move away from Morgan, but <<he>> grasps your arm and pulls you to the cold stone floor.
<br><br>
<<link [[Next|Sewers Rape]]>><<set $phase to 2>><<set $molestationstart to 1>><</link>>
<br><<effects>><<set $location to "sewers">><<set $outside to 0>>
<<if $phase is 0>>
<<upperwear 4>>
<<lowerwear 5>>
<<else>>
<<upperwear 1>>
<</if>>
You turn away from Morgan to dress. You feel <<his>> eyes on your back.
<br><br>
<<link [[Next|Sewers Morgan]]>><</link>>
<br><<effects>><<set $location to "sewers">><<set $outside to 0>>
You push the clothes back at Morgan. <<He>> sighs and shakes <<his>> head.
<br><br>
<<link [[Next|Sewers Morgan]]>><</link>>
<br><<effects>><<set $location to "sewers">><<set $outside to 0>>
<<if $syndromeeden is 1>>
<<set $edencollarremove to 1>>
<</if>>
Morgan pulls you close, and sticks the greased bobby pin down between a gap between your neck and the collar. With a few swift motions, you feel it loosen. "Now that I've got the delicate parts exposed," Morgan lays you down. "I need to smash it! Now, be brave for <<mummy>>." The crowbar comes down on the collar, releasing it from your neck. <<tearful>> you rise to your feet as Morgan snatches and examines the remains.
<br><br>
<<link [[Next|Sewers Morgan]]>><</link>>
<br><<effects>><<set $location to "sewers">><<set $outside to 0>>
Morgan shrugs. "Have it your way, dear."
<br><br>
<<link [[Next|Sewers Morgan]]>><</link>>
<br><<effects>><<set $location to "sewers">><<set $outside to 0>>
Morgan pulls you close, and sticks the plate between your ankle and one of the shackles. It digs uncomfortably into your skin. "I can't have it moving while doing this," Morgan rambles, "and there's enough room around your leg for it to wiggle. That won't do, it needs a tight fit." <<He>> shakes the shackle to make sure it's flush against the plate, before inserting the screwdriver into the keyhole. <<He>> jams it in and out, the shackle unable to move with the plate holding it in place. "When you don't have a key, brute force does the trick! Remember it well, <<charles>>!"
<br><br>
Eventually, you hear a snap, and the shackle pops open. <<tearful>> you rise to your feet as Morgan snatches and examines the remains.
<br><br>
<<link [[Next|Sewers Morgan]]>><</link>>
<br><<effects>><<set $location to "sewers">><<set $outside to 0>>
Morgan pulls you close, and wedges one end of the shears between your wrists. "These old things can't cut anymore," Morgan grumbles. "It's a shame, but that's what happens when you don't buy things with a warranty. Let that be a lesson, <<charles>>." <<He>> wiggles the blade back and forth, loosening your restraints. When they're loose enough, Morgan drops the shears and rips the ropes apart with <<his>> bare hands. <<tearful>> you rise to your feet as Morgan snatches and examines the remains.
<br><br>
<<link [[Next|Sewers Morgan]]>><</link>>
<br><<effects>><<set $location to "sewers">><<set $outside to 0>>
<<skulduggerycheck>>
You uncover Morgan from <<his>> nest of blankets and carefully peel <<his>> <<if $pronoun is "m">>suit<<else>>gown<</if>> away from <<him>>. <<Hes>> a fitful sleeper, tossing and turning at unpredictable times.
<br><br>
You feel something solid in an inside pocket, and reach in for it. It's a USB stick, plain black. This must be what Mickey was looking for.
<br><br>
<<pubfameComplete "morgan">>
<<skulduggeryuse>>
<<if $skulduggerysuccess is 1>>
Morgan snorts in <<his>> sleep and you quickly extract your hand, holding your breath. You wait a few seconds, before hearing Morgan snore again. <span class="green">You weren't noticed.</span>
<br><br>
Now could be your chance to escape.
<br><br>
<<link [[Sleep|Sewers Sleep]]>><</link>>
<br>
<<link [[Escape|Sewers Escape Night]]>><</link>>
<br>
<<else>>
<<set $sewersSleepSex to 1>>
Morgan snorts in <<his>> sleep and you yank your hand back, bumping against <<his>> shoulder. <span class="red"><<He>> blearily opens <<his>> eyes.</span>
<br><br>
"<<charles>>?" <<he>> asks. "Are you... undressing me?" A fond smile spreads across <<his>> face. "If you're that desperate for me, I won't deny you, darling."
<br><br>
<<link [[Next|Sewers Rape]]>><<set $molestationstart to 1>><<set $phase to 3>><</link>>
<</if>><<effects>><<set $location to "sewers">><<set $outside to 0>>
<<if $speech_attitude is "meek">>
"E-excuse me, Morgan?" you ask, raising your hand. "There's something I'm trying to find, c-could you help me?"
<<elseif $speech_attitude is "bratty">>
"Hey, old <<if $pronoun is "f">>lady<<else>>man<</if>>," you say. "Help me out with something."
<<else>>
"Hey, Morgan," you say. "Could you help me find something down here?"
<</if>>
<br><br>
<<if Time.hour is 9 or Time.hour is 12 or Time.hour is 15 or Time.hour is 20>>
Morgan looks annoyed, but nods. "I suppose the lesson can wait. What did you need, <<charles>>?"
<<else>>
Morgan nods. "Of course, <<charles>>, what else is <<mummy>> here for?"
<</if>>
<br><br>
<<if $pubfame.seen.includes("morganDrive")>>
You remember the last time you went through this, and decide to cut to the chase. "Have you seen anything called a 'USB flash drive' down here?"
<br><br>
Morgan digs around their clothes, before pulling something out of a pocket. "Saw this floating in the mouldy passage south of here just the other day! It says 'USB flash drive' on the side, I'm sure it's what you're talking about. Why, <<charles>>?"
<<else>>
<<set $pubfame.seen.pushUnique("morganDrive")>>
You frown, trying to think of a way to explain a USB stick to Morgan in a way <<he>> would understand. "It's small, square-ish, with a little metal bit at the end. The non-metal part is probably plastic, and a little thicker than the rest of-"
<br><br>
Morgan cuts you off with a laugh. "Oh, that!" <<He>> pulls something out of a pocket. "If you were looking for this 32 GB USB flash drive, you should've just said so."
<br><br>
You blink. "You know what a USB is?"
"Now, <<charles>>." Morgan gives you a stern look. <<He>> turns it to show the side to you, where <i>"32GB USB flash drive"</i> is written in small text. "I know how to read, dear. You shouldn't look down on <<mummy>> like that." The sternness fades away. "Why did you need it?"
<</if>>
<br><br>
<<if $speech_attitude is "meek">>
"W-well..." You look at <<him>> hopefully. "Could I have it?"
<<elseif $speech_attitude is "bratty">>
"Yeah, I need it," you say. "Hand it over."
<<else>>
"Since you won't need it, can I have it?" you ask.
<</if>>
<br><br>
<<if C.npc.Morgan.love gte 10>>
Morgan laughs. "<span class="green">Of course, <<charles>>!</span> What's mine is yours, and I can't get any use out of it anyway. Too short to stir my tea with." <<He>> gives it to you, gently closing your hand around it.
<br><br>
<<pubfameComplete "morgan">>
<<if !$daily.morgan.sex>>
Morgan smiles at you. "Now, <<charles>>, since I've done that for you, don't you think you should do something for me? I know I raised you to be polite." <<He>> reaches for you.
<br><br>
<<link [[Allow <<him>>|Sewers Rape]]>><<trauma 6>><<npcincr Morgan love 1>><<set $phase to 1>><<set $molestationstart to 1>><</link>><<gtrauma>><<glove>>
<br>
<<link [[Push <<him>> away|Sewers Ask Refuse]]>><<npcincr Morgan love -5>><</link>><<lllove>>
<<else>>
Morgan smiles at you. "Now, come along. There's plenty of chores for you still."
<br><br>
<<link [[Next|Sewers Morgan]]>><</link>>
<</if>>
<<else>>
Morgan clicks <<his>> tongue. "<span class="red">What would you need this silly thing for, <<charles>>?</span> You need to focus on the more important things." <<He>> turns away from you.
<<if Time.hour is 9 or Time.hour is 12 or Time.hour is 15 or Time.hour is 20>>
"Now, let's continue our lesson, shall we?"
<<else>>
"Now, come along. There's plenty of chores for you still."
<</if>>
<br><br>
<span class="purple">If Morgan liked you more, <<he>> may trust you enough to give you the USB.</span> <span class="blue">There may also be other ways to get it off <<him>>.</span>
<br><br>
<<link [[Next|Sewers Morgan]]>><</link>>
<</if>><<effects>><<set $location to "sewers">><<set $outside to 0>>
You gently push Morgan away, and <<he>> frowns in confusion. "<<charles>>, what are you... why?"
<br><br>
<<if $speech_attitude is "meek">>
"I-I'm just... not in the mood," you say.
<<elseif $speech_attitude is "bratty">>
"I'm not yours to molest any time you want," you say.
<<else>>
"It's my choice," you ask. "I don't feel like it."
<</if>>
<br><br>
"Even... even after..." Morgan continues muttering to <<himself>>. "You just wanted the flash stick, didn't you, <<charles>>? You wanted it, so you lead me on, took advantage of my love, you... you thief!"
<br><br>
<<He>> suddenly screams at you. "You rotten, abhorrent, miserable child! Using your own <<if $pronoun is "m">>father<<else>>mother<</if>> like that! Stealing from your own kin! I'll teach you to use me!" <<He>> lunges for you, fury in <<his>> eyes.
<br><br>
<<link [[Next|Sewers Ask Rape]]>><<set $molestationstart to 1>><</link>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<set $timer to 10>>
"I'll show you what thieving brats like you get!" <<he>> snarls.
<br><br>
<<set $enemyhealthmax += 100>><<set $enemyhealth += 100>>
<</if>>
<<effects>>
<<effectsman>>
<<if $timer is 9>>
"Stealing from <<mummy>>!"
<<elseif $timer is 7>>
"Miserable! Terrible!"
<<elseif $timer is 5>>
"What will you steal next, <<charles>>? My badge? My dreams?"
<<elseif $timer is 3>>
"I'll rip that thievery right from your heart!"
<</if>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Sewers Ask Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Sewers Ask Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"<<charles>>, you..." <<he>> wheezes. "<<Mummy>> forgives you..."
<br><br>
<<tearful>> you try to crawl away, but <<he>> grips your waist. "No, <<charles>>, stay with me. You still have a lot to make up for."
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Morgan>><<person1>>
<<link [[Next|Sewers Morgan]]>><</link>>
<<elseif $enemyhealth lte 0>>
You shove Morgan away from you, dodge <<his>> clutching grasp and stumble to your feet.
<br><br>
<<tearful>> you escape into another tunnel, chased by <<his>> howls.
<br><br>
<<set $sewerschased to 1>>
<<set $sewerschasedstep to 3>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Sewers Residential]]>><</link>>
<</if>><<effects>><<set $location to "sewers">><<set $outside to 0>><<getTarget true>>
<<npc Morgan>><<person1>>
Just as you reach for the ladder to haul yourself up, it retracts upwards. You stumble backwards, almost falling over. "There you are, <<charles>>," Morgan exclaims as <<he>> stumbles in from a nearby tunnel. "Don't run from me, insolent-" <<He>> reaches toward you, but suddenly stops, staring at you in confusion.
<br><br>
<<Hes>> silent for a few seconds, before hissing. <<His>> eyes are filled with a sudden, uncharacteristic clarity. "I can see you in there, you know. Lurking behind <<pher>> eyes, stealing what's not yours. Leave. This place is not yours, nor is that body. You hold no claim down here."
<br><br>
With a feral screech, Morgan charges at you, <<his>> face twisted in anger. "Be brave for <<mummy>>, <<charles>>! I'll fix this!"
<br><br>
<span class="nextLink"><<link [[Fight|Sewers Possessed Fight]]>><<set $fightstart to 1>><</link>></span><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust to -100>>
<<set $enemyanger to 200>>
<<npcidlegenitals>>
<<set $noAdmire to true>><<set $noBodyWriting to true>>
Your body is made to laugh. "<span class="wraith">Those who interrupt ghosts shall join them.</span>"
<br><br>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or _controlRegain is 1>>
<span id="next" class="nextWraith"><<link [[Next|Sewers Possessed Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next" class="nextWraith"><<link [[Next|Sewers Possessed Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>><<getTarget true>>
<<if $enemyhealth lte 0>>
Morgan is shoved away from you, and collapses to the ground. "<<charles>>!" <<he>> shouts, <<his>> voice hoarse.
<br><br>
You turn your head up to the ladder, and reach toward it. An extra arm extends out and grabs the ladder, pulling you up and away from Morgan's howls.
<br><br>
<<endcombat>><<clotheson>>
<<set $wraith.exit to "town">>
<<if $bus is "sewersresidential">>
<span class="nextLink"><<link [[Climb.|Residential Drain]]>><</link>></span>
<<elseif $bus is "sewerscommercial">>
<span class="nextLink"><<link [[Climb.|Commercial Drain]]>><</link>></span>
<<else>>
<span class="nextLink"><<link [[Climb.|Industrial Drain]]>><</link>></span>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation "short">>
Morgan collapses to the ground. "<<charles>>!" <<he>> shouts, <<his>> voice wavering.
<br><br>
You turn your head up to the ladder, and reach toward it. An extra arm extends out and grabs the ladder, pulling you up and away from Morgan's howls.
<br><br>
<<endcombat>><<clotheson>>
<<set $wraith.exit to "town">>
<<if $bus is "sewersresidential">>
<span class="nextLink"><<link [[Climb.|Residential Drain]]>><</link>></span>
<<elseif $bus is "sewerscommercial">>
<span class="nextLink"><<link [[Climb.|Commercial Drain]]>><</link>></span>
<<else>>
<span class="nextLink"><<link [[Climb.|Industrial Drain]]>><</link>></span>
<</if>>
<<else>>
<<wraithExorcise true true>><<clearWraith>><<endWraith>>
<span class="gold">You stop.</span> You can feel it pushing you to keep going, to keep fighting, but you dig your heels in and focus. You have your body back, and you don't plan on giving it up.
<br><br>
You double over in agony. It's pulling itself out of you, knowing it's been bested. You see a pair of pale, translucent arms erupt from your chest. With a great amount of effort, it expels itself out of you.
<br><br>
Its head snaps back, and it dissipates into nothingness with a brief shriek that echoes in your mind. Your ears ring, and you hear its voice all around you. "<span class="wraith">A gilded cage is still a cage.</span>" Morgan staggers back, clutching <<nnpc_his "Morgan">> ears in pain. <<tearful>> you run to the ladder, which returned back to the ground, and claw your way out of the sewers.
<br><br>
<<endcombat>><<clotheson>>
<<if $bus is "sewersresidential">>
<<link [[Next|Residential Drain]]>><</link>>
<<elseif $bus is "sewerscommercial">>
<<link [[Next|Commercial Drain]]>><</link>>
<<else>>
<<link [[Next|Industrial Drain]]>><</link>>
<</if>>
<</if>><<if $phase is 0>>
<<= $school gte 1600 ? "You tell" : "You sigh before telling">> Morgan that your performance in school is
<<if $school gte 8000>>
<span class="gold">exceptional.</span>
<<set _result to "exceptional">>
<<elseif $school gte 6000>>
<span class="green">distinguished.</span>
<<set _result to "distinguished">>
<<elseif $school gte 4000>>
<span class="green">exemplary</span>.
<<set _result to "good">>
<<elseif $school gte 2800>>
<span class="teal">excellent</span>.
<<set _result to "good">>
<<elseif $school gte 1600>>
<span class="lblue">good</span>.
<<set _result to "okay">>
<<elseif $school gte 800>>
<span class="blue">okay</span>.
<<set _result to "okay">>
<<elseif $school gte 400>>
<span class="purple">bad</span>.
<<set _result to "bad">>
<<elseif $school gte 1>>
<span class="pink">awful</span>.
<<set _result to "bad">>
<<else>>
<span class="red">appalling</span>.
<<set _result to "naked">>
<</if>>
<<else>>
<<if $englishSuccess>>
You tell Morgan that your grades are excellent, and all the teachers are proud of you. <span class="green">Morgan buys it.</span>
<<set _result to "good">>
<<else>>
You tell Morgan that your grades are horrible. Horribly amazing, you mean. As in, it's amazing how horrible they are. <span class="red">You trip over your tongue too much to convince <<him>>.</span>
<<set _result to "bad">>
<</if>>
<</if>>
<br><br>
<<if _result is "exceptional">>
<<npcincr Morgan love 5>>
"Incredible! You've reached heights no one could imagine!" Morgan exclaims, eyes sparkling with joy. <<He>> sweeps you into a tight hug. "You're an inspiration to our family, <<charles>>! I'm so proud, I can barely express it! Our noble name will be remembered because of you!"
<<stress -15>><<lstress>>
<br><br>
<<link [[Next|Sewers Morgan]]>><</link>>
<<elseif _result is "distinguished">>
<<npcincr Morgan love 3>>
"Outstanding! You've truly exceeded all expectations!" Morgan says, his voice full of pride. <<He>> places both hands on your shoulders, beaming down at you. "You're living up to our noble name, <<charles>>, and making your <<mummy>> proud every single day!"
<<stress -10>><<lstress>>
<br><br>
<<link [[Next|Sewers Morgan]]>><</link>>
<<elseif _result is "good">>
<<npcincr Morgan love 1>>
"Wonderful! I knew my lovely child was brilliant!" Morgan says ecstatically. <<He>> puts <<his>> hand on your head and ruffles your hair. "I'm happy <<charles>>, you made your <<mummy>> proud! You're living up to our noble name!"
<<stress -6>><<lstress>>
<br><br>
<<link [[Next|Sewers Morgan]]>><</link>>
<<elseif _result is "okay">>
"I expect better out of you." Morgan lets out a sigh of frustration, and you can see the disappointment on <<his>> face. "We'll just have to do more lessons then, starting now."
<br><br>
<<He>> steps toward you.
<<set _eventsDone to Object.keys($daily.morgan)>>
<<if $rng gte 51 and _eventsDone lte 3>>
<<set _lessons to []>>
<<run ["history", "maths", "science", "english"].forEach(n => _eventsDone.includes(n) ? false : _lessons.push(n))>>
<<set _lesson to _lessons.random().toUpperFirst()>>
Morgan grabs you by the wrist and pulls you over to an abandoned desk, forcing you into the seat. "Now," <<he>> says, "time for review. _lesson will be our focus, so pay attention this time."
<br><br>
/* these passage names are constructed:
|Sewers Maths], |Sewers History], |Sewers Science], |Sewers English] */
<<link [[Next|"Sewers " + _lesson]]>><</link>>
<<else>>
"Lets review a subject you're good at, <<charles>>." Morgan gets close and starts pawing at your body while undressing <<himself>>.
<br><br>
<<link [[Next|Sewers Rape]]>><<set $phase to 1>><<set $molestationstart to 1>><<set $daily.morgan.sex to 1>><</link>>
<</if>>
<<elseif _result is "bad">>
<<npcincr Morgan love -1>>
Morgan becomes furious and approaches you quickly, <<his>> fists clenched. "After all the lessons we've had and you dare to do bad in school!" <<He>> grips your arms extremely tight. "Bad <<girl>> <<charles>>!"
<br><br>
You are forcefully bent over <<his>> knee. You grit your teeth, preparing for the worst.
<br><br>
<<link [[Refuse|Sewers Spank]]>><<set $molestationstart to 1>><</link>>
<<else>>
Morgan taps <<his>> chin in thought. "There are rumours that studying in the nude helps you retain information," <<he>> muses. "Oh, but it's probably poppycock."
<br><br>
<<link [[Next|Sewers Morgan]]>><</link>>
<</if>><<effects>><<set $location to "sewers">><<set $outside to 0>>
You walk forward, careful not to make any sudden movements. You grind your <<genitals>> against the <<beasttype>>'s mouth. <<bHe>> pushes you onto your back, turning you over and grasping your crotch with <<bhis>> teeth<<if $monster is 1>>, <<bhis>> hands firmly holding onto your hips<</if>>.<<deviancy3>>
<<if hasSexStat("deviancy", 4)>>
<<link [[Give <<bhim>> more|Sewers Lizard Vore 2]]>><</link>><<deviant4>>
<br>
<</if>>
<<link [[Struggle|Sewers Lizard Rape]]>><<set $molestationstart to 1>><<set $phase to 1>><</link>>
<br><<effects>><<set $location to "sewers">><<set $outside to 0>>
You thrust your <<genitals>> against the beast's tongue as it twists and folds underneath your crotch. The tongue fondles your <<if $player.penisExist>>penis, squeezing and twirling around it, jerking you<<else>>clit, flicking it<</if>> again and again.
<<deviancy4>>
The <<beasttype>> continues <<bhis>> assault, and begins <<if $monster is 1>>shoving<<else>>lowering<</if>> your body into <<bhis>> mouth, swallowing you down.
<br><br>
<<if hasSexStat("deviancy", 4)>>
<<link [[Give <<bhim>> more|Sewers Lizard Vore 3]]>><</link>><<deviant4>>
<br>
<</if>>
<<link [[Struggle|Sewers Lizard Rape]]>><<set $molestationstart to 1>><<set $phase to 1>><</link>>
<br><<effects>><<set $location to "sewers">><<set $outside to 0>>
The tongue continues to move as you go deeper, caressing your <<nipples>> and sweeping your body, while the <<beasttype>>'s tight throat squeezes and grinds your crotch. <<bHe>> rumbles, enjoying the feeling, as <<bhis>> throat clenches tight around your lower body.<<deviancy4>>
<<if hasSexStat("deviancy", 5)>>
<<link [[Let <<bhim>> swallow you|Sewers Lizard Vore 4]]>><</link>><<deviant5>>
<br>
<</if>>
<<link [[Struggle|Sewers Lizard Rape]]>><<set $molestationstart to 1>><<set $phase to 2>><</link>>
<br><<effects>><<set $location to "sewers">><<set $outside to 0>>
The beast pushes you down <<bhis>> throat in a single, powerful, swallow. You land in a small, tight chamber, with pulsing walls. They press in on you, squeezing and caressing your body with each movement. Viscous fluids seep into the stomach, making your body slippery with slime.
<<deviancy5>>
The <<beasttype>> starts to move, and with each step the walls of the stomach compress your body, rubbing against your <<breasts>> and your slime-covered <<genitals>>. Your body arches from the pleasure, straining against the smothering flesh around you while your <<if $player.penisExist>>penis<<else>>clit<</if>> presses into the folds of the <<beasttype>>'s stomach. The stomach tightens around your shaking body, as if responding to your thrashes.
<br><br>
The stimulation is too much for you. You pass out.
<<passout>>
<br><br>
<<link [[Next|Sewers Lizard Vore 5]]>><</link>>
<br><<location "forest">><<effects>>
<<swallowedstat>><<outergoo>>
You awaken in the woods, lying inside the <<beasttype>>'s mouth. <<bHes>> sleeping. You wiggle out, shivering in pleasure as your <<genitals>> slides along <<bhis>> tongue once more.
<br><br>
<<sewersend>>
<<link [[Next|Forest]]>><<set $eventskip to 1>><<set $forest to 20>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<if $phase is 1>>
You struggle free of the <<beasttype>>'s maw. <<bHe>> hisses.
<br><br>
<<elseif $phase is 2>>
You whack at the <<beasttype>>'s mouth. <<bHe>> spits you out and hisses.
<br><br>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<br><br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Sewers Lizard Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Sewers Lizard Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
Satisfied, the <<beasttype>> loses interest in you.
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<set $eventskip to 1>>
<<destinationsewers>>
<<else>>
<<bHe>> hisses and flees into the darkness.
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<set $eventskip to 1>>
<<destinationsewers>>
<</if>><<effects>><<set $location to "sewers">><<set $outside to 0>>
Morgan drags you back to <<his>> lair. "I was worried, so worried," <<he>> says. "You're a bad <<girl>> <<charles>>. There's only one thing for it."
<br><br>
<<link [[Next|Sewers Spank]]>><<set $molestationstart to 1>><</link>>
<br><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<set $enemyhealthmax += 100>><<set $enemyhealth += 100>><<set $enemyarousalmax += 100>>
<<npcidlegenitals>>
"Don't you dare," Morgan snarls. "Your bottom will be red when I'm done."
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Sewers Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Sewers Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<set $sewersevent to random(5, 12)>>
You seize the opportunity. <<tearful>> you escape into the tunnels.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationsewers>>
<<elseif $enemyhealth lte 0>>
<<set $sewersevent to random(10, 18)>>
Morgan recoils, giving you the chance you need. <<tearful>> you escape into the tunnels.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationsewers>>
<<else>>
<<tearful>> you fall to the ground, too hurt to continue.
<br><br>
<<clotheson>>
<<endcombat>>
<<npc Morgan>><<person1>>
<<link [[Next|Sewers Return]]>><</link>>
<</if>><<effects>><<set $location to "sewers">><<set $outside to 0>>
<<if $sewerschasedstep lte 0>>
<<npc Morgan>><<person1>>"Oh, you poor little thing. This simply won't do," Morgan says, stepping out of the shadows. <<He>> twists a pin at the base of the shackle, freeing you. "Now <<charles>>, don't make things harder on yourself than they need to be." <<He>> grasps your arm and pulls.
<br><br>
<<set $sewerschased to 0>>
<<link [[Go quietly|Sewers Return]]>><</link>>
<br>
<<link [[Fight|Sewers Fight]]>><<set $fightstart to 1>><</link>>
<br>
<<elseif $physiqueSuccess and $phase is 0>>
<<set $phase += 1>>
You rip the shackle open and run.
<br><br>
You hear Morgan screech, and the clang of metal soon after.
<br><br>
<<endevent>>
<<destinationsewers>>
<<set $sewerschased to 0>>
<<elseif $physiqueSuccess and $phase is 1>>
<<set $phase += 1>>
You rip the shackle open and run.
<br><br>
You hear Morgan screech, and the clang of metal soon after.
<br><br>
<<endevent>>
<<destinationsewers>>
<<set $sewerschased to 0>>
<<elseif $physiqueSuccess and $phase gte 2>>
<<set $phase += 1>>
You rip the shackle open and run.
<br><br>
You hear Morgan screech, and the clang of metal soon after.
<br><br>
<<set $sewerschased to 0>>
<<endevent>>
<<destinationsewers>>
<<else>>
You try to rip the shackle off. It gives a little, but remains stuck. Further attempts should be more likely to succeed. <<morganhunt>>
<br><br>
<<set $phase += 1>>
<<link [[Struggle|Sewers Shackle Struggle]]>><</link>>
<<if $phase is 1>>
<<physiquedifficulty 6000 16000>>
<<elseif $phase gte 2>>
<<physiquedifficulty 1 10000>>
<<else>>
<<physiquedifficulty 10000 20000>>
<</if>>
<br>
<<set $skulduggerydifficulty to 600>>
<<link [[Pick the lock|Sewers Shackle Pick]]>><</link>><<skulduggerydifficulty>>
<br>
<</if>><<effects>><<set $location to "sewers">><<set $outside to 0>>
<<effects>>
You crouch and try to pick the lock.
<br><br>
<<if $sewerschasedstep gt 0>>
<<skulduggerycheck>>
<</if>>
<<if $sewerschasedstep lte 0>>
<<npc Morgan>><<person1>>"Oh, you poor little thing. This simply won't do," Morgan says, stepping out of the shadows. <<He>> twists a pin at the base of the shackle, freeing you. "Now <<charles>>, don't make things harder on yourself than they need to be." <<He>> grasps your arm and pulls.
<br><br>
<<set $sewerschased to 0>>
<<link [[Go quietly|Sewers Return]]>><</link>>
<br>
<<link [[Fight|Sewers Fight]]>><<set $fightstart to 1>><</link>>
<br>
<<elseif $skulduggerysuccess is 1>>
You unlock the shackle and run.
<br><br>
<<skulduggeryuse>>
You hear Morgan screech, and the clang of metal soon after.
<br><br>
<<set $sewerschased to 0>>
<<destinationsewers>>
<<else>>
Your fingers fumble under the pressure. <<morganhunt>>
<br><br>
<<skulduggeryuse>>
<<link [[Struggle|Sewers Shackle Struggle]]>><</link>>
<<if $phase is 1>>
<<physiquedifficulty 6000 16000>>
<<elseif $phase gte 2>>
<<physiquedifficulty 1 10000>>
<<else>>
<<physiquedifficulty 10000 20000>>
<</if>>
<br>
<<set $skulduggerydifficulty to 600>>
<<link [[Pick the lock|Sewers Shackle Pick]]>><</link>><<skulduggerydifficulty>>
<br>
<</if>><<effects>><<set $location to "sewers">><<set $outside to 0>>
You try to pull yourself free. The muck, slimy and suspiciously warm, coats you from your hands to your elbows. It's a strange feeling, being unable to pull away from the stuff. To make matters worse, your feet, ankles, and calves are also stuck in the substance. You are trapped, unable to free yourself no matter how much you twist and turn.
<br><br>
The light down here is minimal, making it difficult to see. The fact that much of the blob is cast in the shadows is alarming as well, and you wonder just how big this mountain of goo really is. It could stretch out a dozen or more feet into the darkness, making you shiver at the thought. Something about this stuff gives you chills.
<br><br>
Suddenly, and without warning, the slime covering your arms and legs tighten around your appendages and lift you off the ground, your momentum pulling you above to the substance. Staring down, your eyes rise in horror as this new angle lets you see more of the slime. More of the creature.
<br><br>
<<link [[Next|Sewers Slime 2]]>><</link>>
<br><<effects>><<set $location to "sewers">><<set $outside to 0>>
The wide mouth below you opens and you yell in alarm as you are pulled into it. Though you struggle, it makes no difference. First your thighs disappear. Then your waist. Then your stomach. Then your chest. Before you know it, all but your head is swallowed up and you close your eyes in terror, expecting to feel pain. Slime pushes against every part of you and you just know you are done for.
<br><br>
Your end doesn't come. Instead, air begins rushing past your ears as you and the creature move at a rapid pace down the tunnel, into the darkness. You exhale for a moment, cautiously optimistic.
<<if !$worn.upper.type.includes("naked") or !$worn.lower.type.includes("naked") or !$worn.under_lower.type.includes("naked")>>
Your optimism only lasts a moment, though, as you shout in alarm while your clothing dissolves.
<br><br>
It happens so fast, you almost don't realise it. Within the span of a few heartbeats, every stitch of clothing you were wearing simply breaks apart and the goo comes crashing down onto your nude body.
Every bit of skin feels the slick warm substance pressed against it and you wonder if you will be dissolved next.
<<upperruined>><<lowerruined>><<underruined>>
<</if>>
<br><br>
Then the slime begins to tease your body.
<br><br>
<<link [[Next|Sewers Slime 3]]>><</link>>
<br><<effects>><<set $location to "sewers">><<set $outside to 0>>
It starts between your fingers and toes, the goo vibrating as the slick stuff forces itself between your clenched digits. Next comes a gentle suckling of your underarms and the back of your knees. Your <<nipples>> experience tingles as the slime pinches them, causing you to let out a low moan.
<br><br>
Emboldened, the slime slides between your thighs, teasing your taint as your rear is parted and the slime begins to lap at your hole. You groan, feeling your <<genitals 1>> react to the attention. This warmth spreads all across your skin, this creature playing with your body as you move through the darkness.
<br><br>
Then the slime pressed up against your <<genitals>> seems to come alive, the goo
<<if playerChastity("hidden")>>
finds its way inside of your $worn.genitals.name and despite the lack of space, causes immense pleasure to your <<genitals 1>>.
<<else>>
<<if $player.penisExist>>
feeling as if it is stroking you from <<if $player.ballsExist>>your balls<<else>>the bottom<</if>> to the tip of your
cock<<if $player.vaginaExist>>, while rubbing up, down, and between your pussy lips<</if>>.
<<elseif $player.vaginaExist>>
vibrating right on top of your excited clit as it rubs up, down, and between your pussy lips.
<</if>>
<</if>>
You let out a cry of surprise as sharp pleasurable sensations run up your spine. You struggle weakly, causing the creature to redouble its attentions.
<br><br>
Your nude body is engulfed almost entirely, and being teased mercilessly. It's too much. With a loud squeak, you cum. Hard.
<br><br>
<<arousal 10000>><<orgasm>>
<<link [[Next|Sewers Slime 4]]>><</link>>
<br><<effects>><<set $location to "sewers">><<set $outside to 0>>
<<if playerChastity("hidden")>>
<<elseif $femaleclimax or _deniedOrgasm>>
The creature's movement pauses for just a moment as you spasm and jerk around helplessly. Before you can recover from your <<if _deniedOrgasm>>ruined <</if>>orgasm, the slime resumes its assault, even more ruthlessly than prior. Every inch of your body is massaged by the undulating mass at a maddening intensity. It continues futilely trying to drain you of your fluids, rubbing and twisting against your most sensitive parts with rough squeezes.
<br><br>
<<elseif $player.penisExist>>
Your cum erupts from your throbbing cock, the blast firing deep into the slime before it is stopped. You watch in dazed fascination as your cum begins to dissolve into nothingness. Almost, you realise, as if the creature is feeding on it. The creature does not relent its assault as your climax fades, though, and you soon find yourself back in the darkness as you and the creature move through the tunnels at breakneck speed.
<br><br>
<<else>>
A powerful suction suddenly engulfs your spasming cunt, forcing any of your juices out and into the eager creature. It's almost as if it is feeding off your powerful orgasm, gorging on your wetness. The creature does not relent its assault as your climax fades, though, and you soon find yourself back in the darkness as you and the creature move through the tunnels at breakneck speed.
<br><br>
<</if>>
<<arousal 10000>><<orgasm>>
You cum again quickly, the pinching of your <<nipples>> and licking of your asshole merging with the stimulation of your <<genitals 1>> to send you over the edge once more. Your moans echo off the tunnels, filling your ears. Your third climax happens a short while later and you swoon. The stimulation is too much.
<br><br>
<<arousal 10000>><<orgasm>>
So disoriented by this point, you hardly register that you are back in the light and the slime creature is gently laying you on the ground. You watch through lidded eyes as it moves away, into the darkness. Several minutes pass, while you catch your breath and gain your strength. Then, you stand and brush off your nude body. Where are you?
<br><br>
<<destinationsewersrandom>><<effects>><<set $location to "sewers">><<set $outside to 0>>
Your tear free from Morgan's clutches, leaving <<him>> grasping your ruined $worn.over_upper.name. <<tearful>> you escape into the darkness. <<He>> buries <<his>> face in the garment and sniffs. <<covered>>
<br><br>
<<overupperruined>>
<<endevent>>
<<destinationsewers>><<effects>><<set $location to "sewers">><<set $outside to 0>>
Your tear free from Morgan's clutches, leaving <<him>> grasping your ruined $worn.over_lower.name. <<tearful>> you escape into the darkness. <<He>> buries <<his>> face in the garment and sniffs. <<covered>>
<br><br>
<<overlowerruined>>
<<endevent>>
<<destinationsewers>><<effects>><<set $location to "sewers">><<set $outside to 0>>
Your tear free from Morgan's clutches, leaving <<him>> grasping your ruined $worn.upper.name. <<tearful>> you escape into the darkness. <<He>> buries <<his>> face in the garment and sniffs. <<covered>>
<br><br>
<<upperruined>>
<<endevent>>
<<destinationsewers>><<effects>><<set $location to "sewers">><<set $outside to 0>>
Your tear free from Morgan's clutches, leaving <<him>> grasping your ruined $worn.lower.name. <<tearful>> you escape into the darkness. <<He>> buries <<his>> face in the garment and sniffs. <<covered>>
<br><br>
<<lowerruined>>
<<endevent>>
<<destinationsewers>><<effects>><<set $location to "sewers">><<set $outside to 0>>
Your tear free from Morgan's clutches, leaving <<him>> grasping your ruined $worn.under_lower.name. <<tearful>> you escape into the darkness. <<He>> buries <<his>> face in the garment and sniffs. <<covered>>
<br><br>
<<underlowerruined>>
<<endevent>>
<<destinationsewers>><<effects>><<set $location to "sewers">><<set $outside to 0>>
<<if $worn.lower.outfitSecondary is undefined>>
You struggle free from your $worn.lower.name, and leave it on the sticky floor. You shiver.<<lowerruined>>
<<elseif $worn.lower.outfitSecondary[1] is "broken" or $worn.lower.outfitSecondary[1] is "split">>
You struggle free from your $worn.lower.name, and leave it on the sticky floor. You shiver.<<lowerruined>>
<<else>>
You struggle free from your <<print $worn[$worn.lower.outfitSecondary[0]].name>>, and leave it on the sticky floor. You shiver.<<generalRuined $worn.lower.outfitSecondary[0]>>
<</if>>
<<exposure>> You're conscious of your <<nudity>>.
<br><br>
<<destinationsewers>><<effects>><<set $location to "sewers">><<set $outside to 0>>
You try to work your $worn.lower.name free from the sticky floor. You make progress, until you're able to free yourself with a tear.
<br><br>
<<set $worn.lower.integrity -= 20>>
<<if $worn.lower.integrity lte 0>>
You feel a breeze. You look down, and see your clothes still stuck to the floor.<<integritycheck>>
<br>
<<else>>
The struggle left your clothes a little worse for wear.
<br><br>
<</if>>
<<destinationsewers>><<effects>>
You turn away from the source of the noise. At least you think you are. The voices echo all around.
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
You keep walking, <span class="green">until the voices fade.</span>
<br><br>
<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">That was too easy. You didn't learn anything.</span>
<br><br>
<</if>>
<<destinationsewers>>
<<else>>
You keep walking, but the voices grow louder. Suspecting you're going the wrong direction, you turn a corner, then another, but no matter where you turn, <span class="red">the voices grow.</span>
<br><br>
<<link [[Next|Sewers Cult Investigate]]>><</link>>
<br>
<</if>><<effects>>
The voices draw you in. They lead you through shadowed alcoves you might not have otherwise noticed, until you enter a large circular room. The walls and floor are similar to the stone elsewhere in the sewers, but the ceiling rises much higher, forming a dome. Your eyes are drawn elsewhere.
<br><br>
Several robed figures stand equidistant from each other, arms raised in supplication. You can hear the words clearly now, but it's no language you understand. The room is bathed in a flickering purple light. You can't see the shifting source.
<br><br>
<<link [[Next|Sewers Cult Lizard]]>><</link>>
<br><<effects>>
A crate between the robed figures shakes. You hear a snarl within, then one of the wooden panels bursts free.
<br><br>
The figures cease their chanting, and dash for the tunnel opposite you. The wet bottoms of their skirts drag behind them as they run, leaving a trail of moisture.
<br><br>
<<beastNEWinit 1 lizard>>
<<if $monster is 1 or $bestialitydisable is "f">>
A <<beasttype>> claws <<bhis>> way from the crate. There's something unusual about <<bhis>> eyes. <<bHe>> takes an instant to regard and measure you, then snakes across the floor, lust on <<bhis>> mind.
<br><br>
<<link [[Next|Sewers Cult Lizard Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
A lizard claws its way from the crate. There's something unusual about its eyes. It takes an instant to regard and measure you, then snakes across the floor, violence on its mind.
<br><br>
You turn and run through the tunnels. You hear feet patter after you. You manage to escape, but not unscathed.<<beastescape>>
<br><br>
<<endevent>>
<<destinationsewers>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<</if>>
<<effects>>
<<effectsman>>
<br><br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if $enemyhealth lte 0>>
<span id="next"><<link [[Next|Sewers Cult Lizard Rape Finish]]>><</link>></span><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Sewers Cult Lizard Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Sewers Cult Lizard Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
The <<beasttype>> races into the dark, in search of fresh prey.
<<else>>
Defeated, the <<beasttype>> flees into the dark.
<</if>>
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationsewers>><<effects>>
<<if $physiqueSuccess>>
You grasp the tendril, <span class="green">and pull it away from your leg.</span> You move on before its groping finds you again.
<br><br>
<<destinationsewers>>
<<else>>
You grasp the tendril and pull, <span class="red">but its grip remains firm.</span> More emerge from the dark, grasping your arms and pulling them back.
<br><br>
<<link [[Next|Sewers Floor Slime Tentacles]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<effects>>
<<if $tendingSuccess>>
You sing a soothing serenade. The tendril quivers, <span class="green">and returns to the dark,</span> leaving you free to continue.
<br><br>
<<destinationsewers>>
<<else>>
You coo at the tendril, trying to lull it to slumber, <span class="red">but your voice attracts more creatures.</span> They emerge from the dark, seeking to bind you.
<br><br>
<<link [[Next|Sewers Floor Slime Tentacles]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<effects>>
You try to kick the tendril off, but it's stuck firm. More emerge from the dark, seeking your skin.
<br><br>
<<link [[Next|Sewers Floor Slime Tentacles]]>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<set $combat to 1>>
<<set $enemytype to "tentacles">>
<<molested>>
<<controlloss>>
<<tentaclestart 6 15 "tendril">>
<</if>>
<<statetentacles>>
<<effects>>
<<effectstentacles>>
<<tentacles>>
<<actionstentacles>>
<<if $tentacles.active lte ($tentacles.max / 2)>>
<span id="next"><<link [[Next|Sewers Floor Slime Tentacles Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Sewers Floor Slime Tentacles]]>><</link>></span><<nexttext>>
<</if>><<effects>>
The tendrils retreat, vanishing into the dark.
<br><br>
<<tearful>> you continue down the tunnel.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationsewers>><<effects>>
<<if $pubtasksetting is "lizard">>
<<loadNPC 0 box_lizard_1>>
<<loadNPC 1 box_lizard_2>>
<<loadNPC 2 box_lizard_3>>
<<loadNPC 3 box_lizard_4>>
You return to where the black box is. The <<beastsplural>> still prowl around it.
<<else>>
<<beastNEWinit 4 lizard>>
<<saveNPC 0 box_lizard_1>>
<<saveNPC 1 box_lizard_2>>
<<saveNPC 2 box_lizard_3>>
<<saveNPC 3 box_lizard_4>>
<<set $pubtasksetting to "lizard">>
You search through the tunnel, carefully lifting pieces of broken logs and branches. As you turn around a corner, a glimmer in the gloom catches your eyes. You spot the black box, lodged inside the soft mass of decomposing wood. But a group of <<beastsplural>> is guarding it.
<</if>>
<br><br>
<<if $monster is 1 or $bestialitydisable is "f">>
<<link [[Approach|Sewers Box Lizard Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<link [[Approach|Sewers Box Lizard Rape Finish]]>><<set $phase to 1>><</link>>
<br>
<</if>>
<<link [[Leave|Sewers Wood]]>><<endevent>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<beastTrainGenerate>>
Their scaled faces turn to you at once; one of them lunges at you!
<br><br>
<</if>>
<<effects>>
<<effectsman>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Sewers Box Lizard Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Sewers Box Lizard Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $phase is 1>> /* Autoresolve when bestiality disabled */
<<unset $phase>>
You try to sneak around the beasts. But your foot lands in a pile of mushy substance with a squelch, alerting the lizards. Cold-blooded eyes snap to your direction at once. They hiss, long tails whipping against the floor as they lunge at you!<<gstress>>
<br><br>
A jaw snaps near your ankle. You narrowly dodge it, then jump aside to avoid a claw scratching at your side and sprint towards the black box. You pull it free, clutching it firmly in your arms as you make your escape, leaving the lizards' screech echoing in the tunnel.<<gstress>><<ggtrauma>><<ggpain>>
<br><br>
<<tearful>> you lean against a stone wall to catch your breath.<<silently>><<beastescape>><<beastescape>><</silently>>
<br><br>
<<wearProp "black box">>
<<set $pubtask2 to 1>>
<<clearNPC box_lizard_1>>
<<clearNPC box_lizard_2>>
<<clearNPC box_lizard_3>>
<<clearNPC box_lizard_4>>
<<endevent>>
<<link [[Next|Sewers Wood]]>><<handheldon>><<unset $sewersBox>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<if $enemyhealth lte 0>>
<<beastwound>>
The <<beasttype>> hisses and rears back. There's fear in <<bhis>> eyes. <<bHe>> turns and disappears underneath the sewage, in search of easier prey.
<<elseif $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
Satisfied, the <<beasttype>> licks your cheek with <<bhis>> forked tongue. Then <<bhe>> darts underneath the sewage in search of more prey.
<</if>>
<br><br>
<<if $combatTrain.length gt 0>>
Another <<beasttype>> mounts you.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Sewers Box Lizard Rape]]>><</link>>
<br>
<<else>>
<<tearful>> you gather yourself, keeping your guard up.
<br><br>
<<clotheson>>
<<endcombat>>
After making sure the coast is clear, you retrieve the black box from its resting place.
<<wearProp "black box">>
<<set $pubtask2 to 1>>
<br><br>
<<clearNPC box_lizard_1>>
<<clearNPC box_lizard_2>>
<<clearNPC box_lizard_3>>
<<clearNPC box_lizard_4>>
<<link [[Next|Sewers Wood]]>><<handheldon>><<unset $sewersBox>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<</if>><<effects>><<set $location to "sewers">><<set $outside to 0>><<set $bus to "sewersresidential">><<getTarget true>>
<<set $sewersevent -= 1>>
You are in the old sewers. A canal runs past, disappearing through a metal grate. Water rushes through gaps in the ceiling, carrying litter to join the river. The current looks gentle.
<<wPersist>><<wHunt "sewers">>
<br><br>
There's a ladder leading up to the town's drain system<<if $sewerschased is 1>>, but it's retracted and out of reach<</if>>.
<br><br>
<<if $stress gte $stressmax>>
It's too much for you. You pass out.
<br><br>
<<sewersend>>
<<sewerspassout>>
<<elseif $sewerschased is 1 and $sewerschasedstep lte 0>>
<<morgancaught>>
<<elseif ($sewersevent lte 0 or $wraith.hunt and $eventforced) and $sewerschased isnot 1 and $eventskip is 0>>
<<eventssewers>>
<<else>>
<<set $eventskip to 0>>
<<if $sewerschased is 1 and $sewerschasedstep gte 0>>
<<morganhunt>>
<br><br>
<</if>>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "sewers" `($sewerschased is 1 ? true : false)`>>
<</if>>
<<sewericon "scrap">><<link [[Tunnel filled with scrap (0:05)|Sewers Scrap]]>><<pass 5>><</link>>
<br>
<<sewericon "wood">><<link [[Tunnel filled with wood (0:05)|Sewers Wood]]>><<pass 5>><</link>>
<br><br>
<<swimicon "back">><<link [[Swim against the current (0:05)|Sewers Residential Swim]]>><<pass 5>><<tiredness 1>><</link>><<swimmingdifficulty 1 200>><<gtiredness>>
<br><br>
<<if $nextPassageCheck is "Sewers Possessed">>
<<laddericon>><span class="nextLink"><<link [[Climb out.|Sewers Possessed]]>><<pass 4>><</link>></span>
<br>
<<elseif $sewerschased isnot 1>>
<<laddericon>><<link [[Climb out of the sewers|Residential Drain]]>><<sewersend>><</link>>
<br>
<</if>>
<</if>><<effects>><<set $location to "sewers">><<set $outside to 0>><<set $bus to "sewerscommercial">><<getTarget true>>
<<set $sewersevent -= 1>>
You are in the old sewers. A canal runs past, disappearing into the dark. Piles of rubbish line the sides. The current looks rough.
<<wPersist>><<wHunt "sewers">>
<br><br>
There's a ladder leading up to the town's drain system<<if $sewerschased is 1>>, but it's retracted and out of reach<</if>>.
<br><br>
<<if $stress gte $stressmax>>
It's too much for you. You pass out.
<br><br>
<<sewersend>>
<<sewerspassout>>
<<elseif $sewerschased is 1 and $sewerschasedstep lte 0>>
<<morgancaught>>
<<elseif ($sewersevent lte 0 or $wraith.hunt and $eventforced) and $sewerschased isnot 1 and $eventskip is 0>>
<<eventssewers>>
<<else>>
<<set $eventskip to 0>>
<<if $sewerschased is 1 and $sewerschasedstep gte 0>>
<<morganhunt>>
<br><br>
<</if>>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "sewers" `($sewerschased is 1 ? true : false)`>>
<</if>>
<<sewericon "mud">><<link [[Muddy tunnel (0:05)|Sewers Mud]]>><<pass 5>><</link>>
<br>
<<sewericon "ruins">><<link [[Ruined tunnel (0:05)|Sewers Ruins]]>><<pass 5>><</link>>
<br><br>
<<swimicon "back">><<link [[Swim against the current (0:05)|Sewers Commercial Swim]]>><<pass 5>><<tiredness 1>><</link>><<swimmingdifficulty 1 400>><<gtiredness>>
<br>
<<swimicon>><<link [[Swim with the current (0:01)|Sewers Residential]]>><<pass 1>><<water>><</link>>
<br><br>
<<if $nextPassageCheck is "Sewers Possessed">>
<<laddericon>><span class="nextLink"><<link [[Climb out.|Sewers Possessed]]>><<pass 4>><</link>></span>
<br>
<<elseif $sewerschased isnot 1>>
<<laddericon>><<link [[Climb out of the sewers|Commercial Drain]]>><<sewersend>><</link>>
<br>
<</if>>
<</if>><<effects>><<set $location to "sewers">><<set $outside to 0>><<set $bus to "sewersindustrial">><<getTarget true>>
<<set $sewersevent -= 1>>
You are in the old sewers. A canal runs past, disappearing into the dark. Much of the ceiling and walls have collapsed, almost damming the water. The current looks violent.
<<wPersist>><<wHunt "sewers">>
<br><br>
There's a ladder leading up to the town's drain system<<if $sewerschased is 1>>, but it's retracted and out of reach<</if>>.
<br><br>
<<if $stress gte $stressmax>>
It's too much for you. You pass out.
<br><br>
<<sewersend>>
<<sewerspassout>>
<<elseif $sewerschased is 1 and $sewerschasedstep lte 0>>
<<morgancaught>>
<<elseif ($sewersevent lte 0 or $wraith.hunt and $eventforced) and $sewerschased isnot 1 and $eventskip is 0>>
<<eventssewers>>
<<else>>
<<set $eventskip to 0>>
<<if $sewerschased is 1 and $sewerschasedstep gte 0>>
<<morganhunt>>
<br><br>
<</if>>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "sewers" `($sewerschased is 1 ? true : false)`>>
<</if>>
<<sewericon "algae">><<link [[Algae-coated tunnel (0:05)|Sewers Algae]]>><<pass 5>><</link>>
<br>
<<sewericon "rubble">><<link [[Crumbling tunnel (0:05)|Sewers Rubble]]>><<pass 5>><</link>>
<br><br>
<<swimicon "back">><<link [[Swim against the current (0:05)|Sewers Industrial Swim]]>><<pass 5>><<tiredness 1>><</link>><<swimmingdifficulty 1 800>><<gtiredness>>
<br>
<<swimicon>><<link [[Swim with the current (0:01)|Sewers Commercial]]>><<pass 1>><<water>><</link>>
<br><br>
<<if $nextPassageCheck is "Sewers Possessed">>
<<laddericon>><span class="nextLink"><<link [[Climb out.|Sewers Possessed]]>><<pass 4>><</link>></span>
<br>
<<elseif $sewerschased isnot 1>>
<<laddericon>><<link [[Climb out of the sewers|Industrial Drain]]>><<sewersend>><</link>>
<br>
<</if>>
<</if>><<effects>><<set $location to "sewers">><<set $outside to 0>><<set $bus to "sewerswaterfall">><<getTarget true>>
<<set $sewersevent -= 1>>
You are in the old sewers. Torrents of water crash down from multiple breaches in the ceiling.
<<wPersist>><<wHunt "sewers">>
<br><br>
<<if $stress gte $stressmax>>
It's too much for you. You pass out.
<br><br>
<<sewersend>>
<<sewerspassout>>
<<elseif $sewerschased is 1 and $sewerschasedstep lte 0>>
<<morgancaught>>
<<elseif ($sewersevent lte 0 or $wraith.hunt and $eventforced) and $sewerschased isnot 1 and $eventskip is 0>>
<<eventssewers>>
<<else>>
<<set $eventskip to 0>>
<<if $sewerschased is 1 and $sewerschasedstep gte 0>>
<<morganhunt>><<set _hideOption to true>>
<br><br>
<</if>>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "sewers" `($sewerschased is 1 ? true : false)`>>
<</if>>
<<if _hideOption>>
<<sewericon "waterfall">><<link [[Hide behind the waterfalls|Sewers Waterfall Hide]]>><</link>>
<br>
<</if>>
<<sewericon "main">><<link [[Wet tunnel (0:05)|Sewers Lake]]>><<pass 5>><</link>>
<br>
<<if $nextPassageCheck is "Sewers Industrial">>
<<swimicon>><span class="nextLink"><<link [[Swim with the current|Sewers Industrial]]>><<pass 5>><<water>><</link>></span>
<<else>>
<<swimicon>><<link [[Swim with the current (0:01)|Sewers Industrial]]>><<pass 1>><<water>><</link>>
<</if>>
<br><br>
<</if>><<effects>><<set $location to "sewers">><<set $outside to 0>>
<<set $sewerschased to 0>>
<<set $sewersevent to random(5,12)>>
<<npc Morgan>><<person1>>You hide behind the waterfalls. The noise masks the sound of Morgan's footsteps, but you see their shadow cast on the stone floor. You crouch and creep around the pillar of water, keeping it between you and where you hope Morgan walks. The shadow retracts as Morgan leaves. You're safe for now.
<<lstress>><<stress -6>>
<br><br>
<<endevent>>
<<destinationsewers>><<effects>><<set $location to "sewers">><<set $outside to 0>><<set $bus to "sewerslake">><<getTarget true>>
<<set $sewersevent -= 1>>
You are in a cavern near the old sewers, beside a pool of water. The pool stretches into darkness.
<<if $hallucinations gte 2>>
You see shapes moving out there, at the edge of your awareness, but you can't focus on them. You forget as soon as you turn away.
<</if>>
<<wPersist>><<wHunt "sewers">>
<br><br>
<<if !$weekly.sewers.antiqueCrystal>>
A rough crystal lies washed up on the shore.
<br><br>
<</if>>
<<if $sewersspray isnot 1>>
A strange cylinder lies on the shore, clutched by a glove.
<br><br>
<</if>>
<<if $stress gte $stressmax>>
It's too much for you. You pass out.
<br><br>
<<sewersend>>
<<sewerspassout>>
<<elseif $sewerschased is 1 and $sewerschasedstep lte 0>>
<<morgancaught>>
<<elseif ($sewersevent lte 0 or $wraith.hunt and $eventforced) and $sewerschased isnot 1 and $eventskip is 0>>
<<eventssewers>>
<<else>>
<<set $eventskip to 0>>
<<if $sewerschased is 1 and $sewerschasedstep gte 0>>
<<morganhunt>>
<br><br>
<</if>>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "sewers" `($sewerschased is 1 ? true : false)`>>
<</if>>
<<if $sewersspray isnot 1>>
<<peppersprayicon>><<link [[Take the cylinder|Sewers Lake Cylinder]]>><<handheldon>><<set $sewersspray to 1>><<set $spraymax += 1>><<spray 5>><</link>><<gspraymax>>
<br>
<</if>>
<<if !$weekly.sewers.antiqueCrystal>>
<<antiqueicon "crystal_pink">><<link [[Take the crystal|Sewers Lake]]>><<wearProp "crystal pink">><<arousal 600>><<set $weekly.sewers.antiqueCrystal to true>><<set $antiquemoney += 200>><<museumAntiqueStatus "antiquecrystal" "found">><</link>><<garousal>>
<br><br>
<</if>>
<<if $nextPassageCheck is "Sewers Waterfall">>
<<sewericon "waterfall">><span class="nextLink"><<link [[Wet tunnel (0:05)|Sewers Waterfall]]>><<pass 5>><<handheldon>><</link>></span>
<<else>>
<<sewericon "waterfall">><<link [[Wet tunnel (0:05)|Sewers Waterfall]]>><<pass 5>><<handheldon>><</link>>
<</if>>
<br><br>
<</if>><<effects>><<set $location to "sewers">><<set $outside to 0>><<wearProp "pepperspray">>
It looks like a charge for your pepper spray, but with an exposed computer chip at the base. You put it in.
<br><br>
<span class="gold">You've gained an additional pepper spray charge.</span>
<br><br>
<<link [[Next|Sewers Lake]]>><<handheldon>><</link>>
<br><<effects>><<set $location to "sewers">><<set $outside to 0>><<set $bus to "sewersscrap">><<getTarget true>>
<<set $sewersevent -= 1>>
You are in the old sewers. The tunnel is full of metal scrap.
<<wPersist>><<wHunt "sewers">>
<br><br>
<<if $stress gte $stressmax>>
It's too much for you. You pass out.
<br><br>
<<sewersend>>
<<sewerspassout>>
<<elseif $sewerschased is 1 and $sewerschasedstep lte 0>>
<<morgancaught>>
<<elseif ($sewersevent lte 0 or $wraith.hunt and $eventforced) and $sewerschased isnot 1 and $eventskip is 0>>
<<eventssewers>>
<<else>>
<<set $eventskip to 0>>
<<if $sewerschased is 1 and $sewerschasedstep gte 0>>
<<morganhunt>><<set _hideOption to true>>
<br><br>
<</if>>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "sewers" `($sewerschased is 1 ? true : false)`>>
<</if>>
<<if _hideOption>>
<<sewericon "scrap">><<link [[Hide under scrap|Sewers Scrap Hide]]>><</link>>
<br>
<</if>>
<<if $nextPassageCheck is "Sewers Residential">>
<<sewericon "main">><span class="nextLink"><<link [[Tunnel filled with litter (0:05)|Sewers Residential]]>><<pass 5>><</link>></span>
<<else>>
<<sewericon "main">><<link [[Tunnel filled with litter (0:05)|Sewers Residential]]>><<pass 5>><</link>>
<</if>>
<br>
<<sewericon "sculpture">><<link [[Tunnel filled with sculptures (0:05)|Sewers Workshop]]>><<pass 5>><</link>>
<br><br>
<</if>><<effects>><<set $location to "sewers">><<set $outside to 0>>
<<set $sewerschased to 0>>
<<set $sewersevent to random(5,12)>>
<<npc Morgan>><<person1>>You hide beneath some scrap and peek through a small hole. Morgan enters the tunnel, sweeping <<his>> gaze over the metal as <<he>> walks. <<He>> stops near you, has a loud sniff, but then moves on. You're safe for now.
<<lstress>><<stress -6>>
<br><br>
<<endevent>>
<<destinationsewers>><<effects>><<set $location to "sewers">><<set $outside to 0>><<set $bus to "sewerswood">><<getTarget true>>
<<set $sewersevent -= 1>>
You are in the old sewers. Decaying logs litter the tunnel.
<<wPersist>><<wHunt "sewers">>
<br><br>
<<if $stress gte $stressmax>>
It's too much for you. You pass out.
<br><br>
<<sewersend>>
<<sewerspassout>>
<<elseif $sewerschased is 1 and $sewerschasedstep lte 0>>
<<morgancaught>>
<<elseif ($sewersevent lte 0 or $wraith.hunt and $eventforced) and $sewerschased isnot 1 and $eventskip is 0>>
<<eventssewers>>
<<else>>
<<set $eventskip to 0>>
<<if $sewerschased is 1 and $sewerschasedstep gte 0>>
<<morganhunt>><<set _hideOption to true>>
<br><br>
<</if>>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "sewers" `($sewerschased is 1 ? true : false)`>>
<</if>>
<<if _hideOption>>
<<sewericon "wood">><<link [[Hide in a log|Sewers Wood Hide]]>><</link>>
<br>
<</if>>
<<if $pubtask is "sewers" and $pubtask2 isnot 1 and [undefined, "sewersWood"].includes($sewersBox) and $sewerschased isnot 1>>
<<crimeicon "black box">><<link [[Search for Landry's black box|Sewers Box Lizard]]>><</link>><<set $sewersBox to "sewersWood">>
<br>
<</if>>
<<sewericon "webs">><<link [[Tunnel covered in webs (0:05)|Sewers Webs]]>><<pass 5>><</link>>
<br>
<<if $nextPassageCheck is "Sewers Residential">>
<<sewericon "main">><span class="nextLink"><<link [[Tunnel filled with litter (0:05)|Sewers Residential]]>><<pass 5>><</link>></span>
<<else>>
<<sewericon "main">><<link [[Tunnel filled with litter (0:05)|Sewers Residential]]>><<pass 5>><</link>>
<</if>>
<br><br>
<</if>><<effects>><<set $location to "sewers">><<set $outside to 0>>
<<set $sewerschased to 0>>
<<set $sewersevent to random(5,12)>>
<<npc Morgan>><<person1>>
You crawl into a hollow log. Morgan enters the tunnel, creeping between the decaying wood.
<<if $rng gte 51>>
<<He>> disappears from view, and a few moments later you peek out. You're safe for now.
<<lstress>><<stress -6>>
<br><br>
<<endevent>>
<<destinationsewers>>
<<else>>
<<He>> disappears from view, and you almost think you're in the clear, when <<his>> face appears at the entrance. <<He>> grasps your hair and tugs you from your hiding place.
<br><br>
<<morganoptions>>
<</if>><<effects>><<set $location to "sewers">><<set $outside to 0>><<set $bus to "sewerswebs">><<getTarget true>>
<<set $sewersevent -= 1>>
You are in the old sewers. The walls are covered in huge spider webs.
<<wPersist>><<wHunt "sewers">>
<br><br>
<<if !$weekly.sewers.antiqueCandlestick>>
An antique candlestick is suspended in one.
<br><br>
<</if>>
<<if $stress gte $stressmax>>
It's too much for you. You pass out.
<br><br>
<<sewersend>>
<<sewerspassout>>
<<elseif $sewerschased is 1 and $sewerschasedstep lte 0>>
<<morgancaught>>
<<elseif ($sewersevent lte 0 or $wraith.hunt and $eventforced) and $sewerschased isnot 1 and $eventskip is 0>>
<<eventssewers>>
<<else>>
<<set $eventskip to 0>>
<<if $sewerschased is 1 and $sewerschasedstep gte 0>>
<<morganhunt>>
<br><br>
<</if>>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "sewers" `($sewerschased is 1 ? true : false)`>>
<</if>>
<<if !$weekly.sewers.antiqueCandlestick>>
<<antiqueicon "candlestick">><<link [[Take the candlestick|Sewers Candlestick]]>><</link>>
<br>
<</if>>
<<if $nextPassageCheck is "Sewers Wood">>
<<sewericon "wood">><span class="nextLink"><<link [[Tunnel filled with wood (0:05)|Sewers Wood]]>><<pass 5>><</link>></span>
<<else>>
<<sewericon "wood">><<link [[Tunnel filled with wood (0:05)|Sewers Wood]]>><<pass 5>><</link>>
<</if>>
<br><br>
<</if>><<effects>><<set $location to "sewers">><<set $outside to 0>>
<<set $weekly.sewers.antiqueCandlestick to true>>
<<wearProp "candlestick">>
<<set $antiquemoney += 50>><<museumAntiqueStatus "antiquecandlestick" "found">>
You reach into the web and tug out the candlestick.
<<if $rng gte 81>>
It's covered with sticky web. You pull it off, but it sticks to your hand. You try to pull it off your hand, but get your hands stuck together.
<<bind>>
<</if>>
<br><br>
<<link [[Next|Sewers Webs]]>><<handheldon>><</link>>
<br><<effects>><<set $location to "sewers">><<set $outside to 0>><<set $bus to "sewersshrooms">><<getTarget true>>
<<set $sewersevent -= 1>>
You are in the old sewers. The walls and floor here are covered in fungus. Some of the mushrooms are larger than you.
<<wPersist>><<wHunt "sewers">>
<br><br>
<<if !$weekly.sewers.antiqueDildo>>
A strange antique glints from behind several mushrooms. You'll need to squeeze through to reach.
<br><br>
<</if>>
<<if $stress gte $stressmax>>
It's too much for you. You pass out.
<br><br>
<<sewersend>>
<<sewerspassout>>
<<elseif $sewerschased is 1 and $sewerschasedstep lte 0>>
<<morgancaught>>
<<elseif ($sewersevent lte 0 or $wraith.hunt and $eventforced) and $sewerschased isnot 1 and $eventskip is 0>>
<<eventssewers>>
<<else>>
<<set $eventskip to 0>>
<<if $sewerschased is 1 and $sewerschasedstep gte 0>>
<<morganhunt>>
<br><br>
<</if>>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "sewers" `($sewerschased is 1 ? true : false)`>>
<</if>>
<<if !$weekly.sewers.antiqueDildo>>
<<antiqueicon "dildo">><<link [[Take the antique|Sewers Dildo]]>><</link>>
<br>
<</if>>
<<if $nextPassageCheck is "Sewers Mud">>
<<sewericon "mud">><span class="nextLink"><<link [[Muddy tunnel (0:05)|Sewers Mud]]>><<pass 5>><</link>></span>
<<else>>
<<sewericon "mud">><<link [[Muddy tunnel (0:05)|Sewers Mud]]>><<pass 5>><</link>>
<</if>>
<br><br>
<</if>><<effects>><<set $location to "sewers">><<set $outside to 0>>
<<wearProp "antique dildo">>
<<set $weekly.sewers.antiqueDildo to true>>
<<set $antiquemoney += 50>><<museumAntiqueStatus "antiquedildo" "found">>
You squeeze between the mushrooms and grasp the object. <<if $museumAntiques.antiques.antiquedildo isnot "museum">>Even up close you've no clue what it is. A cucumber ornament?<<else>>You remember Winter mentioning that it's an old medical aid.<</if>>
<br><br>
You squeeze out of the mushroom forest and sneeze. You feel warm.
<<drugs 360>><<garousal>><<arousal 600>>
<br><br>
<<link [[Next|Sewers Shrooms]]>><<handheldon>><</link>>
<br><<effects>><<set $location to "sewers">><<set $outside to 0>><<set $bus to "sewershole">><<getTarget true>>
<<set $sewersevent -= 1>>
You are in a cavern at the edge of the old sewers. A gaping pit has opened in the ground, dropping into an abyss. You can't see the other side.
<<wPersist>><<wHunt "sewers">>
<br><br>
<<if !$weekly.sewers.antiqueHorn>>
A white horn sits atop a pillar several metres away from the edge. A thin walkway leads to it. You should be able to cross, as long as you can stay focused.
<br><br>
<</if>>
A breeze emerges from the pit. It makes your <<genitals 1>> tingle.
<br><br>
<<if $stress gte $stressmax>>
It's too much for you. You pass out.
<br><br>
<<sewersend>>
<<sewerspassout>>
<<elseif $sewerschased is 1 and $sewerschasedstep lte 0>>
<<morgancaught>>
<<elseif ($sewersevent lte 0 or $wraith.hunt and $eventforced) and $sewerschased isnot 1 and $eventskip is 0>>
<<eventssewers>>
<<else>>
<<set $eventskip to 0>>
<<if $sewerschased is 1 and $sewerschasedstep gte 0>>
<<morganhunt>>
<br><br>
<</if>>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "sewers" `($sewerschased is 1 ? true : false)`>>
<</if>>
<<if !$weekly.sewers.antiqueHorn>>
<<antiqueicon "horn">><<link [[Take the antique|Sewers Horn]]>><<arousal 1800>><</link>><<ggarousal>>
<br>
<</if>>
<<if $nextPassageCheck is "Sewers Ruins">>
<<sewericon "ruins">><span class="nextLink"><<link [[Ruined tunnel (0:05)|Sewers Ruins]]>><<pass 5>><</link>></span>
<<else>>
<<sewericon "ruins">><<link [[Ruined tunnel (0:05)|Sewers Ruins]]>><<pass 5>><</link>>
<</if>>
<br><br>
<</if>><<effects>><<set $location to "sewers">><<set $outside to 0>>
<<if $arousal gte $arousalmax>>
Arms stretched out either side, you walk across the gap. A warm air gushes up from the pit and caresses you. It's too much. Your knees buckle.
<br><br>
<<orgasm>>
You fall from the walkway, plunging into dark water below.
<br><br>
<<sewersend>>
<<link [[Next|Underground Lake]]>><</link>>
<br>
<<else>>
<<set $weekly.sewers.antiqueHorn to true>>
<<wearProp "horn">>
<<set $antiquemoney += 100>><<museumAntiqueStatus "antiquehorn" "found">>
Arms stretched out either side, you walk across the gap. A warm air gushes up from the pit and caresses you, but you make it to the other side.
<br><br>
You take the horn and walk back the way you came.
<br><br>
<<link [[Next|Sewers Hole]]>><<handheldon>><</link>>
<br>
<</if>><<effects>><<set $location to "sewers">><<set $outside to 0>><<set $bus to "sewersalgae">><<getTarget true>>
<<set $sewersevent -= 1>>
You are in the old sewers. You can't walk too fast, lest you slip on the algae covering the walls and floor.
<<wPersist>><<wHunt "sewers">>
<br><br>
<<if $smuggler_location is "sewer" and $smuggler_timer is 0 and Time.dayState is "night" and Time.hour gte 18 and !$possessed>>
<<if $sewerschased is 1 and $sewerschasedstep gte 0>>
There's a fire burning beside a stool. Looks like someone left in a hurry. <span class="gold">Perhaps they're just hiding from Morgan.</span>
<br><br>
<<else>>
<<smugglerdifficultytext>>
<</if>>
<</if>>
<<if $sewerschased is 1>>
<<if $smuggler_pub_known is 1>>
The passage to the smuggler's pub is blocked by a crisscross of metal bars, preventing passage, for now.
<br><br>
<<elseif $historytrait gte 4 or ($temple_spear_mission gte 1 and $temple_spear_mission_winter is 1)>>
You notice a hole in a brick wall, large enough to squeeze through. Metal bars crisscross the opening, preventing access, for now.
<br><br>
<</if>>
<</if>>
<<if $stress gte $stressmax>>
It's too much for you. You pass out.
<br><br>
<<sewersend>>
<<sewerspassout>>
<<elseif $sewerschased is 1 and $sewerschasedstep lte 0>>
<<morgancaught>>
<<elseif ($sewersevent lte 0 or $wraith.hunt and $eventforced) and $sewerschased isnot 1 and $eventskip is 0>>
<<eventssewers>>
<<else>>
<<set $eventskip to 0>>
<<if $sewerschased is 1 and $sewerschasedstep gte 0>>
<<morganhunt>><<set _hideOption to true>>
<br><br>
<</if>>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "sewers" `($sewerschased is 1 ? true : false)`>>
<</if>>
<<if _hideOption>>
<<sewericon "algae">><<link [[Hide in the algae|Sewers Algae Hide]]>><</link>>
<br>
<</if>>
<<if $smuggler_location is "sewer" and $smuggler_timer is 0 and Time.dayState is "night" and Time.hour gte 18 and !$possessed>>
<<if $sewerschased is 1 and $sewerschasedstep gte 0>>
<<else>>
<<smugglerdifficultyactions>>
<</if>>
<</if>>
<<if $smuggler_pub_known is 1 and $sewerschased isnot 1>>
<<ind>><<link [[Crawl through passage to smuggler's pub (0:05)|Smuggler Pub]]>><<pass 5>><<sewersend>><</link>>
<br>
<<elseif ($historytrait gte 4 or ($temple_spear_mission gte 1 and $temple_spear_mission_winter is 1)) and $sewerschased isnot 1>>
<<ind>><<link [[Crawl through the hole in the broken wall (0:05)|Smuggler Pub Sewer Intro]]>><<pass 5>><<sewersend>><</link>>
<br>
<</if>>
<<sewericon "mud">><<link [[Muddy tunnel (0:05)|Sewers Mud]]>><<pass 5>><</link>>
<br>
<<if $nextPassageCheck is "Sewers Industrial">>
<<sewericon "main">><span class="nextLink"><<link [[Tunnel filled with detritus (0:05)|Sewers Industrial]]>><<pass 5>><</link>></span>
<<else>>
<<sewericon "main">><<link [[Tunnel filled with detritus (0:05)|Sewers Industrial]]>><<pass 5>><</link>>
<</if>>
<br><br>
<</if>><<effects>><<set $location to "sewers">><<set $outside to 0>>
<<set $sewerschased to 0>>
<<set $sewersevent to random(5,12)>>
<<npc Morgan>><<person1>>
You crawl beneath a pile of algae, just before Morgan enters the tunnel.
<<if $rng gte 51>>
<<He>> almost steps on you, but doesn't notice. You're safe for now.
<<lstress>><<stress -6>>
<br><br>
<<endevent>>
<<destinationsewers>>
<<else>>
<<He>> steps on your arm, eliciting a muffled cry. Enough for <<him>> to hear. "<<charles>>," <<he>> says. "What are you doing down there?" <<He>> grasps your hair and tugs you from your hiding place.
<br><br>
<<morganoptions>>
<</if>><<effects>><<set $location to "sewers">><<set $outside to 0>><<set $bus to "sewersmud">><<getTarget true>>
<<set $sewersevent -= 1>>
You are in the old sewers. You're up to your ankles in mud.
<<wPersist>><<wHunt "sewers">>
<br><br>
<<if $stress gte $stressmax>>
It's too much for you. You pass out.
<br><br>
<<sewersend>>
<<sewerspassout>>
<<elseif $sewerschased is 1 and $sewerschasedstep lte 0>>
<<morgancaught>>
<<elseif ($sewersevent lte 0 or $wraith.hunt and $eventforced) and $sewerschased isnot 1 and $eventskip is 0>>
<<eventssewers>>
<<else>>
<<set $eventskip to 0>>
<<if $sewerschased is 1 and $sewerschasedstep gte 0>>
<<morganhunt>><<set _hideOption to true>>
<br><br>
<</if>>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "sewers" `($sewerschased is 1 ? true : false)`>>
<</if>>
<<if _hideOption>>
<<sewericon "mud">><<link [[Hide in the mud|Sewers Mud Hide]]>><</link>>
<br>
<</if>>
<<tendingicon "mushroom">><<link [[Fungus-coated tunnel (0:05)|Sewers Shrooms]]>><<pass 5>><</link>>
<br>
<<sewericon "algae">><<link [[Algae-coated tunnel (0:05)|Sewers Algae]]>><<pass 5>><</link>>
<br>
<<if $nextPassageCheck is "Sewers Commercial">>
<<sewericon "main">><span class="nextLink"><<link [[Tunnel filled with rubbish (0:05)|Sewers Commercial]]>><<pass 5>><</link>></span>
<<else>>
<<sewericon "main">><<link [[Tunnel filled with rubbish (0:05)|Sewers Commercial]]>><<pass 5>><</link>>
<</if>>
<br><br>
<</if>><<effects>><<set $location to "sewers">><<set $outside to 0>>
<<set $sewerschased to 0>>
<<set $sewersevent to random(5,12)>>
<<npc Morgan>><<person1>>
The mud is deeper in places. You lie in one such place and await Morgan's arrival.
<<if $rng gte 51>>
<<He>> sloshes through. "Where are you, <<charles>>," <<he>> says. "I heard you." <<He>> passes through. You're safe for now.
<<lstress>><<stress -6>>
<br><br>
<<endevent>>
<<destinationsewers>>
<<else>>
<<He>> stares straight at your hiding place. "I see you, <<charles>>," <<he>> cackles. You try to stand, but slip and fall back down. <<He>> grasps your hair and tugs you from your hiding place.
<br><br>
<<morganoptions>>
<</if>><<effects>><<set $location to "sewers">><<set $outside to 0>><<set $bus to "sewersruins">><<getTarget true>>
<<set $sewersevent -= 1>>
You are in the old sewers. The tunnels have collapsed here, revealing ancient stonework. A strange breeze blows.
<<wPersist>><<wHunt "sewers">>
<br><br>
<<if $stress gte $stressmax>>
It's too much for you. You pass out.
<br><br>
<<sewersend>>
<<sewerspassout>>
<<elseif $sewerschased is 1 and $sewerschasedstep lte 0>>
<<morgancaught>>
<<elseif ($sewersevent lte 0 or $wraith.hunt and $eventforced) and $sewerschased isnot 1 and $eventskip is 0>>
<<eventssewers>>
<<else>>
<<set $eventskip to 0>>
<<if $sewerschased is 1 and $sewerschasedstep gte 0>>
<<morganhunt>><<set _hideOption to true>>
<br><br>
<</if>>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "sewers" `($sewerschased is 1 ? true : false)`>>
<</if>>
<<if _hideOption>>
<<sewericon "ruins">><<link [[Hide in the ruins|Sewers Ruins Hide]]>><</link>>
<br>
<</if>>
<<sewericon "rubble">><<link [[Crumbling tunnel (0:05)|Sewers Rubble]]>><<pass 5>><</link>>
<br>
<<sewericon "breeze">><<link [[Follow the breeze (0:05)|Sewers Hole]]>><<pass 5>><</link>>
<br>
<<if $nextPassageCheck is "Sewers Commercial">>
<<sewericon "main">><span class="nextLink"><<link [[Tunnel filled with rubbish (0:05)|Sewers Commercial]]>><<pass 5>><</link>></span>
<<else>>
<<sewericon "main">><<link [[Tunnel filled with rubbish (0:05)|Sewers Commercial]]>><<pass 5>><</link>>
<</if>>
<br><br>
<</if>><<effects>><<set $location to "sewers">><<set $outside to 0>>
<<set $sewerschased to 0>>
<<set $sewersevent to random(5,12)>>
<<npc Morgan>><<person1>>You climb into the remains on an ancient building and crouch. Morgan walks by, <<his>> head scanning this way and that. "Insolent child," <<he>> says. "<<Mummy>> has needs." <<He>> passes through. You're safe for now.
<<lstress>><<stress -6>>
<br><br>
<<endevent>>
<<destinationsewers>><<effects>><<set $location to "sewers">><<set $outside to 0>><<set $bus to "sewersrubble">><<getTarget true>>
<<set $sewersevent -= 1>>
You are in the old sewers. Rubble is strewn throughout this tunnel. The stone is different to that which makes up the walls and floor.
<<wPersist>><<wHunt "sewers">>
<br><br>
<<if $stress gte $stressmax>>
It's too much for you. You pass out.
<br><br>
<<sewersend>>
<<sewerspassout>>
<<elseif $sewerschased is 1 and $sewerschasedstep lte 0>>
<<morgancaught>>
<<elseif ($sewersevent lte 0 or $wraith.hunt and $eventforced) and $sewerschased isnot 1 and $eventskip is 0>>
<<eventssewers>>
<<else>>
<<set $eventskip to 0>>
<<if $sewerschased is 1 and $sewerschasedstep gte 0>>
<<morganhunt>><<set _hideOption to true>>
<br><br>
<</if>>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "sewers" `($sewerschased is 1 ? true : false)`>>
<</if>>
<<if _hideOption>>
<<sewericon "rubble">><<link [[Hide behind rubble|Sewers Rubble Hide]]>><</link>>
<br>
<</if>>
<<sewericon "ruins">><<link [[Ruined tunnel (0:05)|Sewers Ruins]]>><<pass 5>><</link>>
<br>
<<if $nextPassageCheck is "Sewers Industrial">>
<<sewericon "main">><span class="nextLink"><<link [[Tunnel filled with detritus (0:05)|Sewers Industrial]]>><<pass 5>><</link>></span>
<<else>>
<<sewericon "main">><<link [[Tunnel filled with detritus (0:05)|Sewers Industrial]]>><<pass 5>><</link>>
<</if>>
<br><br>
<</if>><<effects>><<set $location to "sewers">><<set $outside to 0>>
<<set $sewerschased to 0>>
<<set $sewersevent to random(5,12)>>
<<npc Morgan>><<person1>>
You hide behind the rubble. Morgan enters the tunnel.
<<if $rng gte 51>>
<<He>> searches behind some of the rubble, but becomes impatient and walks away, babbling. You're safe for now.
<<lstress>><<stress -6>>
<br><br>
<<endevent>>
<<destinationsewers>>
<<else>>
A piece of stone breaks and falls behind you, drawing <<his>> attention. <<He>> spots you, grasps your hair and tugs you from your hiding place.
<br><br>
<<morganoptions>>
<</if>><<effects>><<set $location to "sewers">><<set $outside to 0>><<set $bus to "sewersworkshop">><<getTarget true>>
<<set $sewersevent -= 1>>
You are in the old sewers. You are surrounded by metal scrap, twisted into a parody of famous sculptures. There are several tables covered in tools. A chute is built into one of the walls, leading down.
<<wPersist>><<wHunt "sewers">>
<br><br>
<<if !$weekly.sewers.antiqueWatch>>
You hear a faint ticking.
<br><br>
<</if>>
<<if $stress gte $stressmax>>
It's too much for you. You pass out.
<br><br>
<<sewersend>>
<<sewerspassout>>
<<elseif $sewerschased is 1 and $sewerschasedstep lte 0>>
<<morgancaught>>
<<elseif ($sewersevent lte 0 or $wraith.hunt and $eventforced) and $sewerschased isnot 1 and $eventskip is 0>>
<<eventssewers>>
<<else>>
<<set $eventskip to 0>>
<<if $sewerschased is 1 and $sewerschasedstep gte 0>>
<<morganhunt>>
<br><br>
<</if>>
<<if $arousal gte $arousalmax>>
<<orgasmLocation "sewers" `($sewerschased is 1 ? true : false)`>>
<</if>>
<<if !$weekly.sewers.antiqueWatch>>
<<crimeicon "safe">><<link [[Investigate the ticking|Sewers Ticking]]>><</link>>
<br><br>
<</if>>
<<if $nextPassageCheck is "Sewers Scrap">>
<<sewericon "scrap">><span class="nextLink"><<link [[Tunnel filled with scrap (0:05)|Sewers Scrap]]>><<pass 5>><</link>></span>
<<else>>
<<sewericon "scrap">><<link [[Tunnel filled with scrap (0:05)|Sewers Scrap]]>><<pass 5>><</link>>
<</if>>
<br>
<<getouticon "hole">><<link [[Drop down the chute|Sewers Chute]]>><</link>>
<br><br>
<</if>><<effects>><<set $location to "sewers">><<set $outside to 0>>
You lower yourself into the chute, and slide down. You roll out at the bottom onto soft ground. That was fun.
<<lstress>><<stress -6>>
<br><br>
<<link [[Next|Sewers Shrooms]]>><</link>>
<br><<effects>><<set $location to "sewers">><<set $outside to 0>>
<<set $weekly.sewers.antiqueWatch to true>>
<<set $sewerswatchnumber to random(0, 9)>>
<<set $sewerscountdown to 3>>
You find a safe sat on one of the tables. Something inside is ticking. At your touch, lights spring into life. It's a countdown.
<br><br>
"40...39...38..."
<br><br>
There's a keypad and a note with the numbers <<print String(random(0, 999)).padStart(3, '0')>> beside the safe. The last number has been torn off.
<br><br>
You type in the three numbers, but what of the fourth?
<br><br>
<<sewerscountdown>><<effects>><<set $location to "sewers">><<set $outside to 0>>
<<if $slimedisable is "f" and $hallucinations gte 1 and $sewerscountdown isnot 3>>
You peel off the slime, run and hide around the corner.
<<else>>
You run and hide around the corner.
<</if>>
You wait. Nothing happens. You peek, then walk back to the safe. It's still locked, and the numbers won't reappear. The ticking hasn't stopped.
<br><br>
<<link [[Next|Sewers Workshop]]>><</link>>
<br><<effects>><<set $location to "sewers">><<set $outside to 0>>
<<if $sewerswatchattempt is $sewerswatchnumber>>
You press $sewerswatchattempt and the door swings open. Inside is an antique watch. You take it.
<<set $antiquemoney += 200>><<museumAntiqueStatus "antiquewatch" "found">>
<<wearProp "watch">>
<br><br>
<<if $slimedisable is "f" and $hallucinations gte 1 and $sewerscountdown is 0>>
The slime spreads to your other arm.
<br><br>
<<link [[Next|Sewers Slime]]>><<handheldon>><</link>>
<br>
<<else>>
<<if $slimedisable is "f" and $hallucinations gte 1 and $sewerscountdown lt 3>>
You peel the slime off your limbs.
<br><br>
<</if>>
<<link [[Next|Sewers Workshop]]>><<handheldon>><</link>>
<br>
<</if>>
<<elseif $sewerscountdown is 0>>
You brace yourself as the countdown reaches 0. The safe clicks, and the lights turn off. The ticking hasn't stopped, but the safe won't open.
<br><br>
<<if $slimedisable is "f" and $hallucinations gte 1>>
The slime spreads to your other arm.
<br><br>
<<link [[Next|Sewers Slime]]>><<handheldon>><</link>>
<br>
<<else>>
<<link [[Next|Sewers Workshop]]>><<handheldon>><</link>>
<br>
<</if>>
<<elseif $sewerscountdown is 1>>
Nothing happens. You're running out of time.
<br><br>
"10...9...8..."
<br><br>
<<if $slimedisable is "f" and $hallucinations gte 1>>
One of your arms gets caught up in the slime.
<br><br>
<</if>>
<<sewerscountdown>>
<<elseif $sewerscountdown is 2>>
Nothing happens. You could try again.
<br><br>
"20...19...18..."
<br><br>
<<if $slimedisable is "f" and $hallucinations gte 1>>
The slime spreads to your other leg.
<br><br>
<</if>>
<<sewerscountdown>>
<<else>>
Nothing happens. You could try again.
<br><br>
"30...29...28..."
<br><br>
<<if $slimedisable is "f" and $hallucinations gte 1>>
Something crawls up your leg. It's a tendril of slime. It trails off into the darkness. Its grip is firm, but you should be able to pry it off. If you weren't distracted.
<br><br>
<</if>>
<<sewerscountdown>>
<</if>>
<<set $sewerscountdown -= 1>><<effects>><<set $location to "sewers">><<set $outside to 0>><<water>>
<<set $swimmingdifficulty to random(1, 200)>>
You lower yourself into the water and try to swim against the current.
<<if currentSkillValue('swimmingskill') gte $swimmingdifficulty>>
<span class="green">You succeed,</span> and climb onto the bank some way up.
<br><br>
<<link [[Next|Sewers Commercial]]>><</link>>
<br>
<<else>>
<span class="red">The water proves too violent,</span> and you are forced back with the flow until you manage to find purchase on the shore and haul yourself up.
<br><br>
<<link [[Next|Sewers Residential]]>><</link>>
<br>
<</if>><<effects>><<set $location to "sewers">><<set $outside to 0>><<water>>
<<set $swimmingdifficulty to random(1, 400)>>
You lower yourself into the water and try to swim against the current.
<<if currentSkillValue('swimmingskill') gte $swimmingdifficulty>>
<span class="green">You succeed,</span> and climb onto the bank some way up.
<br><br>
<<link [[Next|Sewers Industrial]]>><</link>>
<br>
<<else>>
<span class="red">The water proves too violent,</span> and you are forced back with the flow until you manage to find purchase on the shore and haul yourself up.
<br><br>
<<link [[Next|Sewers Residential]]>><</link>>
<br>
<</if>><<effects>><<set $location to "sewers">><<set $outside to 0>><<water>>
<<set $swimmingdifficulty to random(1, 800)>>
You lower yourself into the water and try to swim against the current.
<<if currentSkillValue('swimmingskill') gte $swimmingdifficulty>>
<span class="green">You succeed,</span> and climb onto the bank some way up.
<br><br>
<<link [[Next|Sewers Waterfall]]>><</link>>
<br>
<<else>>
<span class="red">The water proves too violent,</span> and you are forced back with the flow until you manage to find purchase on the shore and haul yourself up.
<br><br>
<<link [[Next|Sewers Commercial]]>><</link>>
<br>
<</if>><<widget "industrialdrain">>
<<if $nextPassageCheck is "Industrial Drain">>
<<sewericon>><span class="nextLink"><<link [[Industrial drain system (0:05)|Industrial Drain]]>><<pass 5>><</link>></span>
<<else>>
<<sewericon>><<link [[Industrial drain system (0:05)|Industrial Drain]]>><<pass 5>><</link>>
<</if>>
<</widget>>
<<widget "industrialdrainquick">>
<<sewericon>><<link [[Industrial drain system|Industrial Drain]]>><</link>>
<</widget>>
<<widget "industrialdraineventend">>
<<link [[Next|Industrial Drain]]>><<endevent>><<set $eventskip to 1>><</link>>
<</widget>><<widget "commercialdrain">>
<<if $nextPassageCheck is "Commercial Drain">>
<<sewericon>><span class="nextLink"><<link [[Commercial drain system (0:05)|Commercial Drain]]>><<pass 5>><</link>></span>
<<else>>
<<sewericon>><<link [[Commercial drain system (0:05)|Commercial Drain]]>><<pass 5>><</link>>
<</if>>
<</widget>>
<<widget "commercialdrainquick">>
<<sewericon>><<link [[Commercial drain system|Commercial Drain]]>><</link>>
<</widget>>
<<widget "commercialdraineventend">>
<<link [[Next|Commercial Drain]]>><<endevent>><<set $eventskip to 1>><</link>>
<</widget>><<widget "residentialdrain">>
<<if $nextPassageCheck is "Residential Drain">>
<<sewericon>><span class="nextLink"><<link [[Residential drain system (0:05)|Residential Drain]]>><<pass 5>><</link>></span>
<<else>>
<<sewericon>><<link [[Residential drain system (0:05)|Residential Drain]]>><<pass 5>><</link>>
<</if>>
<</widget>>
<<widget "residentialdrainquick">>
<<sewericon>><<link [[Residential drain system|Residential Drain]]>><</link>>
<</widget>>
<<widget "residentialdraineventend">>
<<link [[Next|Residential Drain]]>><<endevent>><<set $eventskip to 1>><</link>>
<</widget>><<widget "passoutdrain">>
<<if isPregnancyEnding()>>
<<pregnancyPassout "drain">>
<<else>>
<<link [[Everything fades to black...|Passout Drain]]>><</link>>
<</if>>
<</widget>><<widget "stormdrain">>
<<add_link "<<sewericon>><<link [[Manhole (0:05)|Storm Drain Entrance]]>><<pass 5>><</link>><br>">><<hideDisplay>>
<</widget>><<widget "drainexit">>
<<sewericon "drain">><<link [[Drain ocean exit (0:05)|Drain Exit]]>><<pass 5>><</link>>
<</widget>>
<<widget "drainexitquick">>
<<sewericon "drain">><<link [[Drain ocean exit|Drain Exit]]>><</link>>
<</widget>>
<<widget "drainexiteventend">>
<<link [[Next|Drain Exit]]>><<endevent>><<set $eventskip to 1>><</link>>
<</widget>><<widget "eventsdrain">>
<<rng>>
<<if $wraith.state and $wraith.hunt gte 10 and $wraithIntro is true and Time.isBloodMoon()>>
The water congeals and warps, forming translucent tendrils that burst from the water. One collides with you, sending you sprawling. <<pain 4>><<gpain>>
<br><br>
A pale figure rises from the water, creating no disturbance on the surface. It wears a mad smile.
<br><br>
"<span class="wraith">You will never get away.</span>" <<rainWraith>>
<br><br>
<<generateWraith 1 true>><<initWraith>><<set $wraith.exit to "town">>
<<switch $wraith.gen>>
<<case "man">>
<<He>> raises <<his>> hand to the air, and an unseen force pushes you to the ground.
<<case "tentacles" "abomination" "slimetentacles">>
The tendrils become a solid white, and shoot towards you!
<<case "slime">>
<<He>> raises <<his>> hands to the air, and a swarm of pale slimes jump onto the walkway from the water.
<<case "arms">>
Several additional pairs of arms spring from <<his>> back, each one gesturing in strange patterns.
<</switch>>
<br><br>
<<link [[Next|Wraith Caught]]>><</link>>
<br>
<<elseif $rng gte 80 and $hallucinations gte 2 and $tentacledisable is "f">>
Several tentacles rise from the water, blocking your path and trapping you on the walkway.
<br><br>
<<link [[Next|Drain Tentacles]]>><<set $molestationstart to 1>><</link>>
<br>
<<elseif $rng gte 60 and $hallucinations gte 2 and $slimedisable is "f">>
A torrent of water rushes through a pipe to your right, colliding with you and knocking you to the ground.
<br>
<<silently>><<water>><</silently>>
<br>
You feel a weight on your groin. The water passes, leaving a living slime sat atop you.
<br><br>
<<link [[Next|Drain Struggle]]>><<set $struggle_start to 1>><</link>>
<br>
<<elseif $rng gte 40 and $hallucinations gte 2 and $slimedisable is "f">>
You feel a weight on your shoulder. A slime oozes through a set of bars in the drain wall, and climbs over your shoulders with a life of its own.
<br><br>
<<if $leftarm is "bound" and $rightarm is "bound">>
<span class="blue">With your arms bound, there's nothing you can do to defend yourself.</span>
It spreads over your back,
<<if !$worn.upper.name isnot "naked">>
<<if $worn.under_upper.name isnot "naked">>
dissolving your <<print $worn.upper.name>> and <<print $worn.under_upper.name>> with a hiss.
<<set $worn.upper.integrity -= 1000>>
<<set $worn.under_upper.integrity -= 1000>>
<<else>>
dissolving your <<print $worn.upper.name>> with a hiss.
<<set $worn.upper.integrity -= 1000>>
<</if>>
<<integritycheck>>
<<exposure>>
<<elseif !$worn.under_upper.name isnot "naked">>
dissolving your <<print $worn.under_upper.name>> with a hiss.
<<set $worn.under_upper.integrity -= 1000>>
<<integritycheck>>
<<exposure>>
<<else>>
tickling your skin.<<garousal>><<arousal 600>>
<br><br>
<</if>>
When it reaches your <<bottom>>, it clings to the nearby wall for leverage, and forces you to the ground.
<br><br>
<<link [[Next|Drain Struggle]]>><<set $phase to 1>><<set $struggle_start to 1>><</link>>
<br>
<<else>>
<<link [[Tug it off|Drain Slime Physique]]>><</link>><<physiquedifficulty 1 20000>>
<br>
<<link [[Watch for an opening|Drain Slime Watch]]>><<arousal 1800>><</link>><<ggarousal>>
<br>
<<if !$worn.upper.type.includes("naked")>>
<<link [[Sacrifice your top|Drain Slime Sacrifice Upper]]>><</link>>
<br>
<<elseif !$worn.under_upper.type.includes("naked")>>
<<link [[Sacrifice your top|Drain Slime Sacrifice Under]]>><</link>>
<br>
<</if>>
<</if>>
<<elseif $rng gte 20>>
A torrent of water rushes through a pipe to your right, colliding with you and knocking you into the canal!
<br>
<<silently>><<water>><</silently>>
<br>
<<set $worn.over_upper.integrity -= 10>><<set $worn.over_lower.integrity -= 10>><<set $worn.upper.integrity -= 10>><<set $worn.lower.integrity -= 10>><<set $worn.under_lower.integrity -= 10>><<pain 1>>
<<link [[Next|Drain Water]]>><</link>>
<<else>>
A torrent of water rushes through a pipe to your right, colliding with you and knocking you into the canal!
<br>
<<silently>><<water>><</silently>>
<br>
<<set $worn.over_upper.integrity -= 10>><<set $worn.over_lower.integrity -= 10>><<set $worn.upper.integrity -= 10>><<set $worn.lower.integrity -= 10>><<set $worn.under_lower.integrity -= 10>><<pain 1>>
You are sucked to the drain floor, and through a gap in the concrete. You are pulled deeper through the dark until you emerge in a dim light. The water leaves you sprawled on the stone floor.
<br><br>
<<sewersstart>>
<<if $sewersintro is 1>>
<<if $bus is "residentialdrain">>
<<laddericon>><<link [[Climb down|Sewers Residential]]>><</link>>
<br><br>
<<elseif $bus is "commercialdrain">>
<<laddericon>><<link [[Climb down|Sewers Commercial]]>><</link>>
<br><br>
<<else>>
<<laddericon>><<link [[Climb down|Sewers Industrial]]>><</link>>
<br><br>
<</if>>
<<else>>
<<link [[Next|Sewers Intro]]>><</link>>
<br>
<</if>>
<</if>>
<<if $eventforced>>
<<unset $eventforced>>
<</if>>
<</widget>><<widget "sewerssleep">>
<<sewerssleephour>>
<<sewerssleephour>>
<<sewerssleephour>>
<<sewerssleephour>>
<<sewerssleephour>>
<<sewerssleephour>>
<<sewerssleephour>>
<<sewerssleephour>>
<</widget>>
<<widget "sewerssleephour">>
<<if Time.hour lte 7>>
<<pass 60>>
<<tiredness -12>>
<<set $sleepStat++>>
<</if>>
<</widget>>
<<widget "sewerscountdown">>
<<ind>><<link [[Press 1|Sewers Ticking Number]]>><<set $sewerswatchattempt to 1>><</link>>
<br>
<<ind>><<link [[Press 2|Sewers Ticking Number]]>><<set $sewerswatchattempt to 2>><</link>>
<br>
<<ind>><<link [[Press 3|Sewers Ticking Number]]>><<set $sewerswatchattempt to 3>><</link>>
<br>
<<ind>><<link [[Press 4|Sewers Ticking Number]]>><<set $sewerswatchattempt to 4>><</link>>
<br>
<<ind>><<link [[Press 5|Sewers Ticking Number]]>><<set $sewerswatchattempt to 5>><</link>>
<br>
<<ind>><<link [[Press 6|Sewers Ticking Number]]>><<set $sewerswatchattempt to 6>><</link>>
<br>
<<ind>><<link [[Press 7|Sewers Ticking Number]]>><<set $sewerswatchattempt to 7>><</link>>
<br>
<<ind>><<link [[Press 8|Sewers Ticking Number]]>><<set $sewerswatchattempt to 8>><</link>>
<br>
<<ind>><<link [[Press 9|Sewers Ticking Number]]>><<set $sewerswatchattempt to 9>><</link>>
<br>
<<ind>><<link [[Press 0|Sewers Ticking Number]]>><<set $sewerswatchattempt to 0>><</link>>
<br>
<<runicon>><<link [[Run (0:01)|Sewers Ticking Run]]>><<pass 1>><</link>>
<br>
<</widget>>
<<widget "sewerspassout">>
<<sewersend>>
<<if isPregnancyEnding()>>
<<pregnancyPassout "sewers">>
<<else>>
<<link [[Next|Drain Water Passout]]>><</link>>
<br>
<</if>>
<</widget>>
<<widget "morgancaught">>
<<set $sewerschased to 0>>
<<npc Morgan>><<person1>>Morgan lurches from the darkness, smiling in anger. "<<charles>> my sweet," <<he>> says. "Come home with <<mummy>>."
<<morganoptions>>
<</widget>>
<<widget "morganoptions">>
<<if !$worn.over_upper.type.includes("naked")>>
<<He>> grasps your $worn.over_upper.name.
<<elseif !$worn.over_lower.type.includes("naked")>>
<<He>> grasps your $worn.over_lower.name.
<<elseif !$worn.upper.type.includes("naked")>>
<<He>> grasps your $worn.upper.name.
<<elseif !$worn.lower.type.includes("naked")>>
<<He>> grasps your $worn.lower.name.
<<elseif !$worn.under_lower.type.includes("naked")>>
<<He>> grasps your $worn.under_lower.name.
<<else>>
<<He>> grasps your arm.
<</if>>
<br><br>
<<link [[Go quietly|Sewers Return]]>><</link>>
<br>
<<if !$worn.over_upper.type.includes("naked")>>
<<link [[Struggle free|Sewers Over Upper Struggle]]>><</link>>
<br>
<<elseif !$worn.over_lower.type.includes("naked")>>
<<link [[Struggle free|Sewers Over Lower Struggle]]>><</link>>
<br>
<<elseif !$worn.upper.type.includes("naked")>>
<<link [[Struggle free|Sewers Upper Struggle]]>><</link>>
<br>
<<elseif !$worn.lower.type.includes("naked")>>
<<link [[Struggle free|Sewers Lower Struggle]]>><</link>>
<br>
<<elseif !$worn.under_lower.type.includes("naked")>>
<<link [[Struggle free|Sewers Under Struggle]]>><</link>>
<br>
<</if>>
<<link [[Fight|Sewers Fight]]>><<set $fightstart to 1>><</link>>
<br>
<</widget>>
<<widget "morgantext">>
<<if $morgantext is 0>>
<<set $morgantext += 1>>
"I'm sorry for hurting you, beloved."
<<elseif $morgantext is 1>>
<<set $morgantext += 1>>
"I promise I'll be gentle this time."
<<elseif $morgantext is 2>>
<<set $morgantext += 1>>
"I have a present for you."
<<elseif $morgantext is 3>>
<<set $morgantext += 1>>
"Where are you? I can smell you."
<<elseif $morgantext is 4>>
<<set $morgantext += 1>>
"Don't hide from me."
<<elseif $morgantext is 5>>
<<set $morgantext += 1>>
"I know you can hear me <<charles>>. Come here."
<<elseif $morgantext is 6>>
<<set $morgantext += 1>>
"I have sweets for you."
<<else>>
<<set $morgantext to 0>>
"Darling, please come home."
<</if>>
<</widget>>
<<widget "morganhunt">>
<<if $sewerschasedstep is 3>>
<span class="purple">Morgan is getting closer.</span><<morgantext>>
<<elseif $sewerschasedstep is 2>>
<span class="pink">Morgan is getting closer.</span><<morgantext>>
<<elseif $sewerschasedstep is 1>>
<span class="red">Morgan is close.</span><<morgantext>>
<<else>>
<</if>>
<<set $sewerschasedstep -= 1>>
<</widget>>
<<widget "sewersend">>
<<set $sewerschasedstep to 0>>
<<set $sewerschased to 0>>
<<endevent>>
<</widget>>
<<widget "sewersstart">>
<<set $sewersevent to random(2, 5)>>
<</widget>>
<<widget "destinationsewers">>
<<switch $bus>>
<<case "sewersresidential">>
<<link [[Next|Sewers Residential]]>><<endevent>><</link>>
<<case "sewerscommercial">>
<<link [[Next|Sewers Commercial]]>><<endevent>><</link>>
<<case "sewersindustrial">>
<<link [[Next|Sewers Industrial]]>><<endevent>><</link>>
<<case "sewersalgae">>
<<link [[Next|Sewers Algae]]>><<endevent>><</link>>
<<case "sewersworkshop">>
<<link [[Next|Sewers Workshop]]>><<endevent>><</link>>
<<case "sewerswood">>
<<link [[Next|Sewers Wood]]>><<endevent>><</link>>
<<case "sewerswebs">>
<<link [[Next|Sewers Webs]]>><<endevent>><</link>>
<<case "sewersruins">>
<<link [[Next|Sewers Ruins]]>><<endevent>><</link>>
<<case "sewersshrooms">>
<<link [[Next|Sewers Shrooms]]>><<endevent>><</link>>
<<case "sewersrubble">>
<<link [[Next|Sewers Rubble]]>><<endevent>><</link>>
<<case "sewershole">>
<<link [[Next|Sewers Hole]]>><<endevent>><</link>>
<<case "sewersscrap">>
<<link [[Next|Sewers Scrap]]>><<endevent>><</link>>
<<case "sewersmud">>
<<link [[Next|Sewers Mud]]>><<endevent>><</link>>
<<case "sewerswaterfall">>
<<link [[Next|Sewers Waterfall]]>><<endevent>><</link>>
<<case "sewerslake">>
<<link [[Next|Sewers Lake]]>><<endevent>><</link>>
<</switch>>
<br>
<<set $eventskip to 1>>
<</widget>>
<<widget "destinationsewersrandom">>
<<rng>>
<<if $rng gte 90>>
<<link [[Next|Sewers Wood]]>><</link>>
<<elseif $rng gte 80>>
<<link [[Next|Sewers Webs]]>><</link>>
<<elseif $rng gte 70>>
<<link [[Next|Sewers Algae]]>><</link>>
<<elseif $rng gte 60>>
<<link [[Next|Sewers Rubble]]>><</link>>
<<elseif $rng gte 50>>
<<link [[Next|Sewers Waterfall]]>><</link>>
<<elseif $rng gte 40>>
<<link [[Next|Sewers Hole]]>><</link>>
<<elseif $rng gte 30>>
<<link [[Next|Sewers Lake]]>><</link>>
<<elseif $rng gte 20>>
<<link [[Next|Sewers Ruins]]>><</link>>
<<elseif $rng gte 10>>
<<link [[Next|Sewers Shrooms]]>><</link>>
<<else>>
<<link [[Next|Sewers Mud]]>><</link>>
<</if>>
<br>
<<set $eventskip to 1>>
<</widget>>
<<widget "eventssewers">>
<<set $sewersevent to random(5,12)>><!-- Candidate for eventpool conversion -->
<<rng>>
<<outfitChecks>>
<<if $wraith.state and $eventforced and Time.isBloodMoon() and !_wraithEventSkipped>>
<<wraithEventSewers>>
<<elseif $rng gte 91>>
You hear chanting echo through the tunnels. It's hard to pinpoint the direction.
<br><br>
<<link [[Investigate|Sewers Cult Investigate]]>><</link>>
<br>
<<set $skulduggerydifficulty to 500>>
<<link [[Avoid|Sewers Cult Ignore]]>><</link>><<skulduggerydifficulty>>
<br>
<<elseif $rng gte 81>><!-- Modified for Beast People -->
<<beastNEWinit 1 lizard>>
<<if $monster is 1 or $bestialitydisable is "f">>
An enormous <<beasttype>> stalks out of the darkness in front of you! <<if $monster is 1>><<bHe>> licks <<bhis>> lips and lets out a low hiss. "Looks tasty."<<else>>Its mouth is wide open.<</if>>
<br><br>
<<if hasSexStat("deviancy", 3) and $voredisable is "f" and $monster isnot 1>>
<<link [[Give <<bhim>> a taste|Sewers Lizard Vore]]>><</link>><<deviant3>>
<br>
<</if>>
<<link [[Fight|Sewers Lizard Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
An enormous <<beasttype>> stalks out of the darkness in front of you! You manage to escape, but not unscathed.<<beastescape>>
<br><br>
<<destinationsewers>>
<</if>>
<<elseif $rng gte 71>>
You hear a click as your feet sink into the ground. A metal shackle clamps round your ankle. The sound echoes down the tunnel. A chain ties it to the ground.
<<gstress>><<stress 6>>
<br><br>
<<if $wraith.hunt>>
<<pass 5>><<set $wraith.hunt++>>
It takes you a few minutes to get your feet free. You feel whatever's hunting you draw closer.
<br><br>
<<destinationsewers>>
<<else>>
<<set $sewerschased to 1>>
<<set $sewerschasedstep to 3>>
Morgan's voice echoes in response. "I'm coming <<charles>>," followed by a clatter as the ladders leading up to the drains retract. <span class="red">You are being hunted.</span>
<br><br>
<<set $phase to 0>>
<<link [[Struggle|Sewers Shackle Struggle]]>><</link>><<physiquedifficulty 10000 20000>>
<br>
<<set $skulduggerydifficulty to 600>>
<<link [[Pick the lock|Sewers Shackle Pick]]>><</link>><<skulduggerydifficulty>>
<br>
<</if>>
<<elseif $rng gte 61>>
You walk through a rope suspended a foot off the ground. A log hurtles out of the dark and collides with you, knocking you to the ground and leaving you winded.
<<gtrauma>><<gstress>><<gpain>><<trauma 6>><<stress 6>><<pain 6>>
<br><br>
<<if $wraith.hunt>>
<<set $wraith.hunt++>>
<<tearful>> you stand up. Nothing responds to you, but you still feel the presence of whatever's hunting you grow stronger.
<<else>>
<<set $sewerschasedstep to 3>>
<<set $sewerschased to 1>>
"Can you hear me, <<charles>>?" Morgan's voice rings out. "Are you hurt? Stay where you are." <span class="red">You are being hunted.</span>
<</if>>
<br><br>
<<destinationsewers>>
<<elseif $rng gte 56 and $slimedisable is "f">>
A warm, slimy and sticky liquid sprays you from a nearby pipe.
<<if !_bottomless>>
It gets all over your _bottom.name.
<<set _bottom.integrity -= 20>>
<<if _bottom.integrity lte 0>>
You try to wipe it off, but your fingers get stuck. You keep tugging, until your _bottom.name rips from your body with a tear.
<<integritycheck>>
<br>
<<else>>
You try to wipe it off, but your fingers get stuck. You keep tugging, until you free yourself with a tear.
<br><br>
<</if>>
<<destinationsewers>>
<<else>>
<<if $player.penisExist>>
<<if !$parasite.penis.name>>
It gets all over your <<penis>>.
<<if $parasitedisable is "f" and !($parasite.penis.name is "parasite" or $parasite.clit.name is "parasite")>>
You try to wipe it off, but it's stuck. You'll need help to remove it.
<<parasite penis slime>>
<br><br>
You take another step, and the fluid on your penis squirms. It starts to suck and tease your length.
<</if>>
<<else>>
It gets all over the $parasite.penis.name on your <<penis>>, which shakes it off.
<</if>>
<br><br>
<<destinationsewers>>
<<else>>
<<if !$parasite.clit.name>>
It gets all over your <<pussy>>. You try to wipe it off, but it sticks firm to your clitoris. You'll need help to remove it.
<<parasite clit slime and !($parasite.penis.name is "parasite" or $parasite.clit.name is "parasite")>>
<br><br>
You take another step, and the fluid on your clit squirms. It starts to suck and tease you.
<<else>>
It gets all over the $parasite.clit.name on your <<pussy>>, which shakes it off.
<</if>>
<br><br>
<<destinationsewers>>
<</if>>
<</if>>
<<elseif $rng gte 51 and $slimedisable is "f">>
You notice the ceiling glisten.
<<if !_topless>>
It drips on your _top.name. It's thick, slimy and sticky. You try to pull it off, but it's stuck. So are your fingers.
<<set _top.integrity -= 20>>
<<if _top.integrity lte 0>>
You keep tugging, until your whole top comes off with a tear.<<integritycheck>>
<br>
<<else>>
You keep tugging, until it comes away with a tear.
<br><br>
<</if>>
<<destinationsewers>>
<<else>>
<<if $parasite.nipples.name>>
It drips on the $parasite.nipples.name attached to your <<breasts>>, which shakes the moisture off.
<<else>>
It drips on your bare <<breasts>>, right on your nipples. It's thick, slimy and sticky.
<<if $parasitedisable is "f">>
You try to pull it off, but it's stuck firm. You'll need help to remove it.
<<parasite nipples slime>>
<br><br>
You take another step, and the slime moves against your skin, sucking and teasing.
<<garousal>><<arousal 600 "breasts">>
<</if>>
<</if>>
<br><br>
<<destinationsewers>>
<</if>>
<<elseif $rng gte 46 and $slimedisable is "f">>
You slip on something slimy, and land on your <<bottom>>.
<br><br>
<<if !_bottomless>>
<<if _bottomIsSkirt and _skirtExposed>>
<<if !$parasite.bottom.name>>
You try to stand up, but your butt is stuck firm. Your _bottom.name flares as you fell, leaving your bare skin exposed to the sticky substance. You keep tugging, until you manage to pull yourself to your feet.
<br><br>
<<if $parasitedisable is "f">>
Something squirms against your bottom. Some of the sticky substance remains on your skin. You'll need help to remove it.
<<parasite bottom slime>>
<br><br>
It squirms with more fervour. You feel warm.
<<garousal>><<arousal 600 "bottom">>
<br><br>
<</if>>
<<else>>
Your _bottom.name flares as you fell, leaving your bare skin exposed to the sticky substance. Fortunately, the $parasite.bottom.name stuck to your butt broke your fall.
<br><br>
<</if>>
<<destinationsewers>>
<<else>>
You try to stand up, but your _bottom.name is stuck. You tug at it, but it won't budge.
<br><br>
<<link [[Leave your clothes behind|Sewers Slime Lower Lost]]>><</link>>
<br>
<<link [[Keep trying (0:30)|Sewers Slime Lower Try]]>><<pass 30>><</link>>
<br>
<</if>>
<<else>>
You try to stand up, but your butt is stuck firm. You keep tugging, until you manage to pull yourself to your feet.
<br><br>
<<if !$parasite.bottom.name>>
<<if $parasitedisable is "f">>
Something squirms against your bottom. You feel behind you, and find that some of the sticky substance remains on your skin. You'll need help to remove it.
<<garousal>><<arousal 600 "bottom">><<parasite bottom slime>>
<br><br>
<</if>>
<<else>>
Your bare bottom lands on the sticky substance. Fortunately, the $parasite.bottom.name stuck to your butt broke your fall.
<br><br>
<</if>>
<<destinationsewers>>
<</if>>
<<elseif $rng gte 41 and $slimedisable is "f" and $tentacledisable is "f" and $hallucinations gte 2>>
You feel a squelch beneath your foot. A living slime rises from the dark, twisting around your leg and climbing higher.<<gstress>><<stress 6>>
<br><br>
<<if $leftarm isnot "bound" or $rightarm isnot "bound">>
<<link [[Reach down and tug it free|Sewers Floor Slime Physique]]>><</link>><<physiquedifficulty 1 16000>>
<br>
<</if>>
<<link [[Soothe|Sewers Floor Slime Soothe]]>><</link>><<tendingdifficulty 1 1000>>
<br>
<<link [[Struggle|Sewers Floor Slime Struggle]]>><</link>>
<br>
<<elseif $rng is 1>>
The sounds of the sewers cut off. The dripping of water ceases, and even the canal seems to hold still. Your ears ring briefly.
<br><br>
You hear a voice echo off the winding walls, its distance from you impossible to determine. After a moment, you realise that it's singing. <span class="teal">The melody is faintly familiar,</span> but you're not sure where you've heard it.
<br><br>
You feel profoundly calm. The imposing darkness seems just a little bit brighter, and you let out a breath you didn't know you were holding. Eventually, the song stops. <<stress -6>><<lstress>>
<br><br>
<<destinationsewers>>
<<else>>
<<if $wraith.hunt>>
A scream echoes through the tunnels. It doesn't sound like Morgan.
<<set $wraith.hunt++>>
<<else>>
<<set $sewerschasedstep to 3>>
<<set $sewerschased to 1>>
A scream echoes through the tunnels. <span class="red">You are being hunted.</span>
<</if>>
<<gstress>><<stress 6>>
<br><br>
<<destinationsewers>>
<</if>>
<<if $eventforced>>
<<unset $eventforced>>
<</if>>
<</widget>><<widget "destinationdrain">>
<<switch $bus>>
<<case "nightingale" "high" "starfish" "connudatus" "oxford" "cliff" "commercial" "park">>
<<commercialdrainquick>>
<<case "domus" "barb" "wolf" "danube" "residential">>
<<residentialdrainquick>>
<<case "elk" "harvest" "mer" "industrial">>
<<industrialdrainquick>>
<</switch>>
<br>
<</widget>>
<<widget "destinationstormdrain">>
<<switch $bus>>
<<case "residentialdrain">>
<<link [[Next|Residential Drain]]>><</link>>
<<case "commercialdrain">>
<<link [[Next|Commercial Drain]]>><</link>>
<<case "industrialdrain">>
<<link [[Next|Industrial Drain]]>><</link>>
<<default>>
<<link [[Next|Drain Exit]]>><</link>>
<</switch>>
<br>
<</widget>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<if $phase is 1>>
<<set $enemytrust -= 80>>
<<set $enemyanger += 120>>
<<else>>
<<set $enemytrust -= 40>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Underground Cell Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Underground Cell Molestation]]>><</link>></span><<nexttext>>
<</if>><<if $enemyhealth lte 0>>
The <<person>> recoils from you in pain and hobbles over to where <<he>> entered. <<He>> slams <<his>> fist into the door.
"Let me out," <<he>> shouts. "You locked me in with a psycho." The door opens and <<he>> leaves.
<br><br>
<<endevent>>
<<generate1>><<person1>>
<<if $undergroundbrothel.water gte 1>>
The door opens again, and a <<person>> stands in the doorway. "You'll give in," <<he>> says.
"And if you don't, you'll become too weak to fight back. Why make it harder on yourself?" <<He>> slams the door shut.
<<else>>
The door opens again, and a <<person>> stands in the doorway. "So that's how it's gonna be?" <<he>> says, looking disappointed.
"Fine. We'll see how stubborn you are without water." <<He>> slams the door shut.
<<set $undergroundbrothel.water to 1>>
<</if>>
<<undergroundReturnToCell "skip">>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<set $forcedprostitutionstat += 1>><<fameprostitution 1>>
Satisfied, <<he>> leaves you on the mattress and exits the way <<he>> came in.
<<undergroundReturnToCell false>>
<<if $undergroundbrothel.water gte 22>>
<<generate1>><<person1>>
The door opens again, and a <<person>> stands in the doorway. "Good <<girl>>," <<he>> says, smiling.
<<if $undergroundbrothel.water gte 6>>
<<if $NPCList[0].penis isnot "none">>
<<He>> enters the room, closing the door behind <<him>>. "We'll turn your tap back on. But first a treat. You get to drink straight from my cock."
<br><br>
<<link [[Next|Underground Cell Oral]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
"We'll turn your tap back on. You're gonna make us lots of money." <<He>> shuts the door, once more plunging you into darkness.
<<set $undergroundbrothel.water to 0>>
<br><br>
<<link [[Next|Underground Cell]]>><<set $eventskip to 1>><</link>>
<</if>>
<<else>> <!-- unreachable because water is always greater than 6, if water is greater than 22. -->
"We're not gonna give you back your water just yet, you haven't suffered enough for your disobedience. Keep up the good work though."
<<He>> slams the door shut.
<br><br>
<<link [[Next|Underground Cell]]>><<set $eventskip to 1>><</link>>
<</if>>
<<else>>
<<link [[Next|Underground Cell]]>><<set $eventskip to 1>><</link>>
<</if>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<npcoral>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Underground Cell Oral Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Underground Cell Oral]]>><</link>></span><<nexttext>>
<</if>><<if $enemyhealth lte 0>>
You shove the <<person1>><<person>> away from you. "You still haven't learned your place," <<he>> says, nursing a bruise.
"We'll see how long you can keep it up."
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Good <<girl>>," <<he>> says. "I'll switch your water back on. Hopefully you've learned your lesson."
<<set $undergroundbrothel.water to 0>>
<</if>>
The door slams shut behind <<him>>, plunging you into darkness.
<<undergroundReturnToCell "skip">><<set $outside to 0>><<set $location to "underground">><<effects>>
You are led from your cell into a corridor outside. It looks medieval like your cell but with modern furnishings.
You round a corner and see a large group of <<people>> surrounding a stage. You see a staircase on the opposite side of the room, which might be the way out.
<<covered>>
All eyes are on you as you are led up to the central platform. There's music playing.
<br><br>
<<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>>
"Go on," a <<person1>><<person>> says. "Do something."
<br><br>
<<set $audiencearousal to 51>>
<<link [[Dance for them|Underground Dance]]>>
<<danceinit>>
<<set $audience to 50>>
<<set $venuemod to 0>>
<<set $dancelocation to "underground">>
<<set $forceddance to 1>>
<</link>><<gstress>><<gtiredness>>
<br>
<<link [[Refuse|Underground Stage Refuse]]>><<endevent>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<set $enemytrust -= 120>>
<<set $enemyanger += 120>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Underground Cell Resist Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Underground Cell Resist]]>><</link>></span><<nexttext>>
<</if>><<if $enemyhealth lte 0>>
The <<person>> staggers away from you.
<<if $undergroundbrothel.water gte 1>>
"You'll give in," <<he>> says. "And if you don't, you'll become too weak to fight back. Why make it harder on yourself?" <<He>> slams the door shut.
<<else>>
"So that's how it's gonna be?" <<he>> says, looking disappointed. "Fine. We'll see how stubborn you are without water." <<He>> slams the door shut.
<<set $undergroundbrothel.water to 1>>
<</if>>
<<undergroundReturnToCell>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> pants. "Maybe... maybe another time. I need a lie down." The door slams shut behind <<him>>, plunging you into darkness.
<br><br>
<<undergroundReturnToCell>>
<<elseif $pain gte 1>>
You're too badly beaten to put up a fight. The <<person>> drags your helpless body from the cell.
<br><br>
<<endcombat>>
<<set $phase to $phaselast>>
<<if $phase is 1>>
<<if $undergroundbrothel.robin>>
<<link [[Next|Underground Robin Dice Intro]]>><</link>>
<<else>>
<<link [[Next|Underground Dance Intro]]>><</link>>
<</if>>
<<elseif $phase is 2>>
<<if $undergroundbrothel.robin>>
<<if $tentacledisable is "t">>
<<link [[Go quietly|Underground Robin Stage Intro]]>><</link>>
<<else>>
<<link [[Go quietly|Underground Robin Tentacles Intro]]>><</link>>
<</if>>
<<else>>
<<link [[Next|Underground Presentation]]>><</link>>
<</if>>
<<elseif $phase is 3>>
<<if $undergroundbrothel.robin>>
<<link [[Next|Underground Robin Machine Intro]]>><</link>>
<<else>>
<<link [[Next|Underground Stage Intro]]>><</link>>
<</if>>
<<elseif $phase is 4>>
<<if $undergroundbrothel.robin>>
<<link [[Go quietly|Underground Robin Kiss Intro]]>><</link>>
<<else>>
<<link [[Next|Underground Film Intro]]>><</link>>
<</if>>
<<elseif $phase is 5>>
<<if $undergroundbrothel.robin>>
<<link [[Next|Underground Robin Hunt Intro]]>><</link>>
<<else>>
<<link [[Next|Underground Hunt Intro]]>><</link>>
<</if>>
<</if>>
<</if>><<set $outside to 0>><<set $location to "Underground">><<effects>>
<<if $stress gte $stressmax>>
<<set $danceevent to "rape">>
<</if>>
<<danceeffects>>
<<danceaudience>>
<<if $danceevent is 0>>
<<if $exposed gte 2 and !hasSexStat("exhibitionism", 5)>>
Being so exposed is humiliating, but there's nothing you can do.
<br><br>
<<elseif $exposed gte 1 and $exhibitionism lte 34 and !$worn.under_lower.type.includes("dance")>>
Being so exposed is humiliating, but there's nothing you can do.
<br><br>
<</if>>
<</if>>
<<danceactions>>
<<if $danceevent is "finish">>
<<elseif $danceevent is "private">>
<<link [[Next|Underground Dance Oral]]>><<dance_private_init>><<set $molestationstart to 1>><</link>>
<br>
<<elseif $danceevent is "rape">>
<<link [[Next|Underground Dance Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "underground">><<effects>>
<<if $speech_attitude is "meek">>
You stare meekly at your feet, but refuse their demand.
<<elseif $speech_attitude is "bratty">>
You stare out at the crowd in defiance, and refuse their demand.
<<else>>
Though afraid, you refuse their demand.
<</if>>
The crowd starts booing. A <<generate1>><<person1>><<person>> runs on stage. "Please accept our apologies," <<he>> says, picking up your leash.
<<if $rng gte 51 and ($monster is 1 or $bestialitydisable is "f")>><!-- Modified for Beast People -->
<<endevent>>
<<beastNEWinit 1 pig>>
"Instead of our scheduled show, we have a special treat for you." A metal shutter opens behind you, revealing a gigantic <<beasttype>>.
<br><br>
<<link [[Next|Underground Stage Pig]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
"Instead of our scheduled show, we invite you to watch our punishment of this insolent <<bitch>>."
<br><br>
<<link [[Next|Underground Stage Molestation]]>><<set $molestationstart to 1>><<set $phase to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<</if>>
<<effects>>
<<effectsman>>
<br>
<<beast $enemyno>>
<br><br>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Underground Stage Pig Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Underground Stage Pig]]>><</link>></span><<nexttext>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<if $phase is 1>>
<<set $enemytrust -= 200>>
<<set $enemyanger += 200>>
<<else>>
<<set $enemytrust -= 120>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Underground Stage Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Underground Stage Molestation]]>><</link>></span><<nexttext>>
<</if>><<if $enemyhealth lte 0>>
The <<person1>><<person>> recoils in pain and tumbles from the stage. <<tearful>> you jump over <<him>> and run for the stairs.
The audience is so bemused they make no move to stop you.
You climb the stairs as fast as you can, footsteps thundering beneath you.
You emerge in the forest and run in a random direction, aware you are still being pursued.
<br><br>
<<undergroundEscapeForestStart>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The crowd applauds as you are led off the stage and back to your cell.
<<undergroundReturnToCell>>
<</if>><<if $enemyhealth lte 0>>
The <<beasttype>> flees in pain and fear, running amok among the audience in an attempt to find an exit.
<<tearful>> you leap from the stage and run for the stairs.
The audience is so distracted they make no move to stop you.
You climb the stairs as fast as you can, footsteps thundering beneath you.
You emerge in the forest and run in a random direction, aware you are still being pursued.
<br><br>
<<undergroundEscapeForestStart>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>><<famebestiality 50>>
The crowd applauds as you are led off the stage and back to your cell.
<<undergroundReturnToCell>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>The <<person>> climbs on stage.<<npcoral>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Underground Dance Oral Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Underground Dance Oral]]>><</link>></span><<nexttext>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Underground Dance Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Underground Dance Rape]]>><</link>></span><<nexttext>>
<</if>><<if $enemyhealth lte 0>>
The <<person1>><<person>> recoils in pain and tumbles from the stage. <<tearful>> you jump over <<him>> and run for the stairs.
The audience is so bemused they make no move to stop you.
You climb the stairs as fast as you can, footsteps thundering beneath you.
You emerge in the forest and run in a random direction, aware you are still being pursued.
<br><br>
<<undergroundEscapeForestStart>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The crowd applauds and the <<person>> holds <<his>> arms in the air, as if abusing you were some sort of triumph.
You are led off the stage and back to your cell.
<<undergroundReturnToCell>>
<</if>><<if $enemyhealth lte 0>>
The <<person1>><<person>> recoils in pain and tumbles from the stage, and the others back off in instinctive fear.
<<tearful>> you jump over <<him>> and run for the stairs.
The audience is so bemused they make no move to stop you.
You climb the stairs as fast as you can, footsteps thundering beneath you.
You emerge in the forest and run in a random direction, aware you are still being pursued.
<br><br>
<<undergroundEscapeForestStart>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
A voice rings out. "We hope you enjoyed our product, but we need to ask you to vacate the stage." The crowd does as instructed.
<br><br>
You are led off the stage and back to your cell.
<<undergroundReturnToCell>>
<</if>><<set $outside to 0>><<set $location to "underground">><<effects>>
<<beastNEWinit 1 pig>>
You are led once more to the stage, where the crowd awaits. <<covered>>
<<if $rng gte 51 and ($monster is 1 or $bestialitydisable is "f")>><!-- Modified for Beast People -->
<<beastNEWinit 1 pig>>
Once there, a metal shutter rattles open behind you, and a gigantic <<beasttype>> steps out. The audience cheers <<bhim>> on.
<br><br>
<<link [[Next|Underground Stage Pig]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<endevent>>
There's a <<generate1>><<person1>><<person>> already waiting for you. <<He>> takes hold of you leash and pulls you closer while looking at the audience.
"What shall I do with <<phim>> my friends?"
<br><br>
<<link [[Next|Underground Stage Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "underground">><<effects>>
<<generate1>><<generate2>>
You are led to the stage where four <<victimgirls>> stand in a line, eyes downcast. Each wears a collar similar to your own.
As soon as you take your place among them, a pair of large wooden doors opens and a <<person1>><<person>> strides into the room.
<<He>> is flanked by a <<person2>><<person>> who struggles to keep up.
"We have a nice selection for you today <<person1>><<sir>>. Just the sort of thing you like." Says the <<person2>><<person>>.
<br><br>
"I'll see for myself," the <<person1>><<person>> responds. <<He>> stops in front of the stage and eyes the <<victimgirls>> up, including you. <<covered>>
"This one's all skin and bone," <<he>> says, pointing at the <<victimgirl>> on the far side from you. "<<pShe>> looks likely to faint at any moment."
<br><br>
"Our <<victimgirls>> are all fed a-"
<br><br>
<<if $attractiveness gte 3000>>
"Spare me." <<He>> turns to you and smiles. "This one will do nicely. Bring <<phim>> in."
<br><br>
<<link [[Next|Underground Presentation2]]>><</link>>
<br>
<<else>>
"Spare me." <<He>> turns to you, but looks away dismissively. "I've made my choice." <<He>> lunges for the <<person2>><<person>> and drags <<him>> to the ground.
<br><br>
"I-I'm not... Stop!"
The protestations are no use. You hear a loud smack and the <<person>> yelp in pain as you are led back to your cell.
<br><br>
<<endevent>>
<<link [[Next|Underground Cell]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "underground">><<effects>>
The <<person1>><<person>> leaves the way they came as the <<person2>><<person>> climbs the stage and picks up your leash.
<<He>> pulls you after the <<person1>><<person>>, through the same wooden doors. The room beyond is spacious and decorated like the abode of a monarch.
A four-poster bed sits opposite you, on which the <<person1>><<person>> lounges.
<br><br>
The <<person2>><<person>> moves to leave but is interrupted.
"Did I say you could leave? You're gonna help me discipline this little thing, or I'll punish you next. Both of you come here."
<br><br>
As you walk close to <<person1>><<him>>, <<he>> grabs you and bends you over <<his>> thighs.
<br><br>
<<link [[Next|Underground Presentation Molestation]]>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<npcspank>>
<<set $enemytrust -= 120>>
<<set $timer to 30>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or $timer lte 0>>
<span id="next"><<link [[Next|Underground Presentation Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Underground Presentation Molestation]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "underground">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The <<person1>><<person>> falls backward on the bed and lies still, apparently asleep.
The <<person2>><<person>> picks up your leash and leads you back to your cell. <<He>> avoids looking at you the whole time.
<br><br>
<<undergroundReturnToCell>>
<<elseif $enemyhealth lte 0>>
The <<person1>><<person>> falls against one of the bed posts, breaking it.
<<tearful>> you jump over <<him>> and run out the room, towards the stairs. You climb as fast as you can, footsteps thundering beneath you.
You emerge in the forest and run in a random direction, aware you are still being pursued.
<br><br>
<<clotheson>>
<<endcombat>>
<<badEndTrackingEnd "Underground Dungeon" { reason: "uDungeonPresented" }>>
<<dungeonescape>>
<<link [[Next|Forest]]>><<set $forest to 40>><</link>>
<<elseif $timer lte 0>>
The <<person1>><<person2>> reclines on the bed. "It's been a long day," <<he>> says as <<he>> waves both of you from the room.
The <<person2>><<person>> picks up your leash and leads you back to your cell. <<He>> avoids looking at you the whole time.
<br><br>
<<undergroundReturnToCell>>
<</if>><<location "forest">><<effects>>
You are led past the empty stage and up the flight of stairs. The air becomes cooler and fresher as you ascend, and you soon emerge outside.
<<if Weather.dayState is "dawn">>
The sun is hidden behind trees, but you think it's dawn.
<<elseif Weather.dayState is "dusk">>
The sun is hidden behind trees, but you think it's dusk.
<<elseif Weather.dayState is "day">>
You have to shield your eyes from the sunlight, and you realise just how dim those lights were.
<<elseif Weather.dayState is "night">>
The cool night air blows against your skin.
<</if>>
It looks like you're in a forest clearing.
<br><br>
<<if $rng gte 51 and $plantdisable is "f" and $tentacledisable is "f" and ($hallucinations gte 2 or $backgroundTraits.includes("plantlover"))>>
<<generatePlant1>><<generate2>><<generate3>>
<<saveNPC 0 underground_plant>><<saveNPC 1 underground_guard_1>><<saveNPC 2 underground_guard_2>>
You see a <<person2>><<person>> and a <<person1>><<person "normal">> talking up ahead, with a <<person3>><<person>> nearby smoking while watching the door.
The <<person2>><<person>> cuts <<himself>> off as you approach, gesturing to you. "See, <<pshes>> right here. We upheld our end."
<br><br>
The <<person1>><<person "normal">> ignores <<person2>><<him>> and examines you. "Ooh, I like this one!"
<<person1>><<He>> has <<plant_details>> braided into <<his>> hair, and a collection of vines protruding from <<his>> back.
<br><br>
The <<person>> prances toward you and smiles. "Hey! Do you want to have sex with me?"
<br><br>
<<set _link to true>>
<span id="choice">
<<if hasSexStat("deviancy", 3)>>
<<link "Yes">><<replace "#choice">><<undergroundPlantFakeChoice>><</replace>><<run Links.generateLinkNumbers($(".passage"))>><</link>><<deviant3>>
<<else>>
<<insufficientStat "deviancy" "to agree to such an offer">>
<</if>>
<br>
<<link "No">><<replace "#choice">><<undergroundPlantFakeChoice>><</replace>><<run Links.generateLinkNumbers($(".passage"))>><</link>>
</span>
<<else>>
Several naked <<victimgirls>> are lined up, with a rope suspended in front of them. There's a large crowd stood around them, leering.
The <<victimgirls>> stare at their feet. <<covered>> You're dragged to the end of the line.
<<if $worn.feet.type.includes("shackle")>>
You hear a click as the cuffs around your ankles are unlocked and removed.
<<remove_shackle>>
<</if>>
<br><br>
<<beastNEWinit 1 dog>>
<<generate2>>
<<person2>> A <<person>> in a waistcoat enters the clearing, holding three <<beasttype 0>>s on leashes.
They strain against <<person2>><<him>>, practically pulling <<him>> along. "We're ready," <<he>> says, brandishing a pistol.
"First shot, the prey run. Second shot, we hunt!" The crowd cheers. You hear one of the <<victimgirls>> sob.
<br><br>
<<link [[Next|Underground Hunt]]>><</link>><<athleticsdifficulty 1 1200>>
<</if>><<location "forest">><<effects>>
The pistol sounds off, and you run.
<br><br>
You've barely reached the trees when the second shot rings out. You run as fast you can. You hear the <<victimgirls>> scream as they are caught, one by one.
<<if $athleticsSuccess>>
<<rng>>
Eventually your legs give out and you collapse against a tree. You hear nothing but your beating heart and the wind rustling through leaves.
<span class="green">You got away</span>.
<<pass 5>>
<br><br>
<<endevent>>
<<badEndTrackingEnd "Underground Dungeon" { reason: "uDungeonOutran" }>>
<<dungeonescape>>
<<link [[Next|Forest]]>><<set $forest to 1>><</link>>
<<else>>
<<if $rng gte 51 and ($monster is 1 or $bestialitydisable is "f")>><!-- Modified for BeastPeople -->
You hear something running through the grass behind you, and <span class="red">feel <<print ($monster is 1 ? "hands" : "paws")>> on your back as you are forced to your knees</span>.
The <<beasttype 0>> starts humping<<if $NPCList[0].penis isnot "none">>, you feel <<bhis 0>> penis prodding your <<bottom>><</if>>.
<br><br>
"Looks like <<bhe 0>> likes you," you hear the <<person>> say as <<he>> catches up. <<He>> is not alone, much of the crowd follows behind <<him>>.
"And it's only fair <<bhe 0>> gets to do as <<bhe 0>> likes with <<bhis 0>> quarry." The crowd forms a circle around you.
<br><br>
<<link [[Next|Underground Hunt Dog]]>><<set $molestationstart to 1>><</link>>
<<else>>
You hear something running through the grass behind you right before you are tackled to the ground.
<br><br>
"Got you," the <<person>> says. A number of others from the crowd arrive, panting. "Now the <<if $pronoun is "f">>huntress<<else>>hunter<</if>> devours <<his>> prey."
<br><br>
<<saveNPC 1 "underground_hunt_1">>
<<endevent>>
<<loadNPC 0 "underground_hunt_1">>
<<clearNPC "underground_hunt_1">>
<<link [[Next|Underground Hunt Molestation]]>><<set $molestationstart to 1>><</link>>
<</if>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<set $enemytrust -= 80>>
<</if>>
<<effects>>
<<effectsman>>
<br>
<<beast>>
<br><br>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Underground Hunt Dog Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Underground Hunt Dog]]>><</link>></span><<nexttext>>
<</if>><<location "forest">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation knot>>
<<if _knotted>>
<<pass 5>>
The audience gather around you, some have taken out their phones and started filming you, stuck by the <<beasttype>>'s <<print $NPCList[0].penisdesc>>.
<br><br>
"Nice to see this <<bitch>> getting <<bred>> proper."
<br>
"Just what a worthless slut deserves."
<br>
"I bet <<pshe>> is enjoying it."
<br><br>
The jeers and comments continue as the <<beasttype>> forces you prone on the forest ground with <<bhis>> weight. At last, the knot empties enough for <<bhim>> to wriggle it out with a plop. Semen oozes down your <<if $pain gte 60 or $arousal gte ($arousalmax / 5) * 4>>trembling<</if>> thighs.
<br><br>
<</if>>
The <<beasttype 0>> barks happily. "Good dog," says the <<person2>><<person>>.
The crowd whisper among themselves as <<he>> grabs your leash and pulls you to your feet.
<<if !$worn.feet.type.includes("shackle")>>
You're held still as cold metal is clamped around your ankles once more.
<<shackle_feet>>
<</if>>
"I hope the other groups had as much fun with their prey as we did."
<br><br>
A scream erupts nearby, and the crowd rushes away to investigate, leaving the <<person>> to drag you back into the dungeon and down to your cell.
<<undergroundReturnToCell>>
<<elseif $enemyhealth lte 0>>
The <<beasttype 0>> whimpers and flees. <<tearful>> you jump to your feet and run for it.
The <<person2>><<person>> tries to stop you, but you dodge <<him>> and escape into the forest.
<br><br>
<<undergroundEscapeForestStart>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Underground Hunt Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Underground Hunt Molestation]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "underground">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
You hear the crowd whisper among themselves as the <<person>> grabs your leash and pulls you to your feet.
<<if !$worn.feet.type.includes("shackle")>>
You're held still as cold metal is clamped around your ankles once more.
<<shackle_feet>>
<</if>>
"I hope the other groups had as much fun with their prey as we did."
<br><br>
A scream erupts nearby, and the crowd rushes away to investigate, leaving the <<person>> to drag you back into the dungeon and down to your cell.
<<undergroundReturnToCell>>
<<elseif $enemyhealth lte 0>>
The <<person>> falls against a tree. <<tearful>> you jump to your feet and run for it.
<<He>> tries to stop you, but you dodge <<him>> and escape into the forest.
<br><br>
<<undergroundEscapeForestStart>>
<</if>><<set $outside to 0>><<set $location to "underground">><<effects>>
<<generate1>><<generate2>>
You are led to another part of the dungeon, and into a well-lit room. A <<person2>><<person>> is already here, holding a camera.
Stood beside <<him>> is a <<person1>><<person>>.
<<if $rng gte 51 and $swarmdisable is "f">>
There's a bath sitting in the middle of the room. The <<person1>><<person>> pulls you over to it and pushes you inside.
Before you get your bearings, <<he>> attaches a clip on the bottom of the bath to your collar, locking you in place.
You look up at the <<person>>, now holding a bucket, and <<person2>><<person>> and wonder what they intend.
<br><br>
The <<person1>><<person>> tips the bucket over you, covering you in thick, long worms. They wriggle all over you, inciting shameful feelings.
<br><br>
<<link [[Next|Underground Film Worms]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
The <<person>> walks right up behind you, uncomfortably close. The <<person2>><<person>> nods, and the <<person1>><<person>> starts to grope you.
<br><br>
<<link [[Next|Underground Film Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<set $outside to 1>><<set $location to "underground">><<effects>><<set $bus to "danube">>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<molested>>
<<controlloss>>
<<set $combat to 1>>
<<set $enemytype to "swarm">>
<<swarminit "worms" "container" "shaking" "shatter" "steady" 2 0>>
<<set $timer to 24>>
<</if>>
<<if $timer is 21>>
The <<person2>><<person>> moves to get a better shot of your face.
You feel more self-conscious about your reactions, but there's little you can do to control them.
<<elseif $timer is 18>>
<span class="pink">The <<person1>><<person>> tips another bucket of worms into the bath.</span>
<<set $swarm.amount.active[0] += 2>>
<<set $swarm.amount.active[4] += 2>>
<<elseif $timer is 15>>
The <<person2>><<person>> moves to get a better shot of your <<breasts>>.
<<elseif $timer is 12>>
<span class="pink">The <<person1>><<person>> tips another bucket of worms into the bath.</span>
<<set $swarm.amount.active[0] += 2>>
<<set $swarm.amount.active[4] += 2>>
<<elseif $timer is 9>>
The <<person2>><<person>> moves to get a better shot of your <<genitals>>.
<<elseif $timer is 6>>
<span class="pink">The <<person1>><<person>> tips another bucket of worms into the bath.</span>
<<set $swarm.amount.active[0] += 2>>
<<set $swarm.amount.active[4] += 2>>
<<elseif $timer is 3>>
The <<person2>><<person>> moves to get a better shot of your face.
<<else>>
The <<person2>><<person>> continues to film your ordeal.
<</if>>
<br><br>
<<if $face isnot "covered">>
<<fameexhibitionism 1>>
<</if>>
<<swarmeffects>>
<<swarm>>
<<swarmactions>>
<<if $timer lte 0>>
<span id="next"><<link [[Next|Underground Film Worms Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Underground Film Worms]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "underground">><<effects>>
"That should do it," says the <<person2>><<person>> as <<he>> stops filming.
The <<person1>><<person>> unplugs your collar from the bath and you scramble to you feet.
The worms tumble off you, but you still shiver in horror and disgust.
<br><br>
The <<person>> tugs on your leash, and you almost trip as you leave the bath.
You're horrified at the thought of more people seeing what just happened to you,
but there's nothing you can do as the <<person1>><<person>> takes you back to your cell.
<br><br>
<<undergroundReturnToCell>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $enemyno to 1>><<set $enemynomax to 1>><<maninit>>
<<set $timer to 24>>
<<set $NPCList[1].penis to "none">>
<<set $NPCList[1].lefthand to "none">>
<<set $NPCList[1].righthand to "none">>
<<set $NPCList[1].mouth to "none">>
<<set $NPCList[1].vagina to "none">>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<if $timer is 21>>
The <<person2>><<person>> moves to get a close shot of your face.
<<elseif $timer is 18>>
The <<person2>><<person>> moves to get a close shot of your <<bottom>>.
<<elseif $timer is 15>>
The <<person2>><<person>> moves to get a close shot of your <<breasts>>.
<<elseif $timer is 12>>
The <<person2>><<person>> moves to get a close shot of your <<genitals>>
<<elseif $timer is 9>>
The <<person2>><<person>> moves to get a close shot of your face.
<<elseif $timer is 6>>
The <<person2>><<person>> steps back to get a shot of your whole body.
<<elseif $timer is 3>>
The <<person2>><<person>> continues to film.
<<else>>
The <<person2>><<person>> continues to film.
<</if>>
<br><br>
<<if $face isnot "covered">>
<<fameexhibitionism 1>><<famerape 1>>
<</if>>
<<person1>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or $timer lte 0>>
<span id="next"><<link [[Next|Underground Film Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Underground Film Molestation]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "underground">><<effects>>
<<if $enemyhealth lte 0>>
The <<person1>><<person>> trips and falls against the <<person2>><<person>>.
The camera drops to the ground and shatters. "You idiot," says the <<person2>><<person>>.
<br><br>
The <<person1>><<person>> struggles to <<his>> feet. "Shut up," <<he>> says. "Before <<pshe>> gets away."
But you're already well ahead of them. You run down the corridor, past your cell, then into the empty theatre.
You run towards the stairs on the far side, and climb as fast as you can, footsteps thundering beneath you.
You emerge in the forest and run in a random direction, aware you are still being pursued.
<br><br>
<<undergroundEscapeForestStart>>
<<else>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<</if>>
"That'll do," says the <<person2>><<person>> as <<he>> stops filming.
You're horrified at the thought of other people seeing what happened to you,
but there's nothing you can do as the <<person1>><<person>> leads you back to your cell.
<br><br>
<<undergroundReturnToCell>>
<br>
<</if>><<effects>>
You struggle against the chains as the <<person>> pushes a button. The rails bow above you, and the chains tighten.
Worse, a light flickers on the machine behind the needle, and it shudders into life.
<br><br>
The <<person>> and the others step back, leaving the machine to work.
<br><br>
<<endevent>>
<<link [[Next|Underground Tattoo Machine]]>><<set $molestationstart to 1>><</link>>
<br><<effects>>
You lie still, eyes focused on the contraption in front of you. "Maybe we don't need restraints after all!" the <<person3>><<person>> <<print ($pronoun is "f" ? "giggles" : "chuckles")>>.
The <<person1>><<person>> pushes a button. The rails bow above you, and the chains tighten. Worse, a light flickers on the machine behind the needle, and it shudders into life.
<br><br>
The <<person>> and the others step back, leaving the machine to work.
<br><br>
<<endevent>>
<<link [[Next|Underground Tattoo Machine]]>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<set $machine_health to 15>><<set $machine_ammo to 3>>
<<machine_init tattoo arm_chains leg_chains>>
<<set $machine.tattoo.armed to 1>>
<<prop rails table neck_shackle>>
<<set $bodywriting_special to "dungeon">>
<</if>>
<<effects>>
Your captors watch with mild interest, as if accustomed to this.
<br><br>
<<machine_effects>><<machine_combat>>
<<machine_state>>
<<machine_actions>>
<<if $machine.number lte 0 or $finish is 1>>
<span id="next"><<link [[Next|Underground Tattoo Machine End]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Underground Tattoo Machine]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<generate1>><<person1>>
<<if $machine_tattoo_success>>
"So you don't forget," a <<person>> says as the machine falls silent.
<<else>>
"Got some fight this one," a <<person>> says as the machine falls silent.
<</if>>
Your captors leave the room, taking the machine with them. You're plunged into darkness once more.
<br><br>
<<tearful>> you sit upright.
<br><br>
<<clotheson>>
<<machine_end>>
<<link [[Next|Underground Cell]]>><</link>>
<br><<effects>>
The <<person1>><<person>> hovers the needle over your pelvis, then gets to work.
<br><br>
It stings.
<<gpain>><<pain 6>>
<br><br>
<<pass 60>>
<<if !["brand", "magic", "tattoo"].includes($skin.left_shoulder.pen)>>
The <<person2>><<person>> lifts a needle of <<his>> own and, holding your arm down with <<his>> knees, gets to work on your shoulder.
<br><br>
<</if>>
You remain held down through the procedure. By the end you've grown accustomed to the pain, and even your anxiety has subsided a little.
It flares back up when the <<person1>><<person>> pulls away, wearing an evil smile ear-to-ear.
<br><br>
You look down.
<<if !["brand", "magic", "tattoo"].includes($skin.left_shoulder.pen)>>
They've tattooed <span class="pink">"Slave"</span> onto your pelvis, and <span class="pink">"163"</span> onto your shoulder.
<<add_bodywriting left_shoulder one_six_three tattoo>>
<<else>>
They've tattooed <span class="pink">"Slave"</span> onto your pelvis.
<</if>>
<<add_bodywriting pubic slave tattoo>>
"So you don't forget," the <<person1>><<person>> says as the others release you.
<br><br>
They leave the room, taking their machine with them. You're once more plunged into darkness.
<br><br>
<<endevent>>
<<link [[Next|Underground Cell]]>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit "plant">><<npcexpose>>
<<set $enemyarousalmax to 800>>
<<set $enemyarousalmax to $enemyarousalmax * ($npcArousalMult / 100)>>
<<set $enemyanger to 20>>
<<set $apologised to 1>>
<<set _randomtentacles to random(6, 10)>>
<<makeAbomination _randomtentacles 6 "vine" "vine" true>>
<<set $timer to 3>><<set $plantFame to 0>>
<</if>>
<<if $timer is 3>>
<br>
<span class="blue">You see the <<person3>><<person>> setting up a camera.</span>
<<elseif $timer is 2>>
<br>
<span class="purple">You see the <<person3>><<person>> turning the camera on.</span>
"So how are you gonna sell this footage without people freaking out over that thing?" the <<person2>><<person>> asks. "Public's not supposed to know."
<<elseif $timer is 1>>
<br>
<span class="pink">You see the <<person3>><<person>> facing the camera your way.</span>
"We'll just crop it out in post," the <<person3>><<person>> replies. "Keep the <<girl>> and the vines in the shot, people will assume it's CG."
<<if $face isnot "covered">>
<<fameexhibitionism 1>><<famerape 1>><<famebestiality 1>>
<<set $plantFame -= 1>>
<</if>>
<<elseif $timer lte 0>>
<br>
<span class="pink">The <<person3>><<person>> films you.</span>
<<if $face isnot "covered">>
<<fameexhibitionism 1>><<famerape 1>><<famebestiality 1>>
<<set $plantFame -= 1>>
<</if>>
<</if>>
<<person1>>
<br>
<<effects>>
<<effectsabomination>><<abomination>>
<<stateabomination>>
<br><br>
<<actionsabomination>>
<<if _combatend>>
<span id="next"><<link [[Next|Underground Plant Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Underground Plant Molestation]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation "short">>
<<if $enemyanger lte 0>>
<<location "forest">>
"That was great!" the <<person1>><<person>> squeals, flinging <<his>> arms around your neck. "You were one of the best ones yet. I like you!"
<<He>> begins planting syrupy kisses on your neck.
<<bodyliquid "neck" "goo">>
<br><br>
"That'll do," the <<person2>><<person>> says as <<he>> walks toward you.
The moment <<he>> gets close, the <<person1>><<person>> clutches you close to <<his>> body and growls. <<His>> vines flick at the guard threateningly.
<br><br>
The <<person2>><<person>> steps back, while the <<person3>><<person>> rubs <<his>> face.
"Never take a toy from these things, how many times have we told you this?"
<br><br>
The <<person1>><<personsimple>> makes a content sound once the guard backs off, and nuzzles back into your neck. "I like you."
<br><br>
<<clotheson>>
<<endcombat>>
<<loadNPC 0 underground_plant>><<loadNPC 1 underground_guard_1>><<loadNPC 2 underground_guard_2>>
<<link [[Next|Underground Plant Escape 1]]>><</link>>
<<else>>
<<set $outside to 0>><<set $location to "underground">>
"That was pretty good!" the <<person>> says, grinning. "You guys know how to pick 'em."
<br><br>
"As per our agreement, you'll supply us with your nectar now," the <<person3>><<person>> says, as the <<person2>><<person>> leads you away.
You hear the <<person1>><<person>> let out an exaggerated groan.
<br><br>
The <<person2>><<person>> leads you back to your cell.
<<undergroundReturnToCell>>
<<unset $plantFame>>
<</if>>
<<elseif $enemyhealth lte 0>>
<<if $tentacles.active lte $tentacles.max/2>>
<<set $outside to 0>><<set $location to "underground">>
The <<person>> falls back with a wince. You scramble to your feet and try to run, but <span class="red">a vine ensnares your leg.</span>
<br><br>
"You said this one would be good!" <<he>> pouts, restraining your leg. "You keep lying to me. I hate you guys."
<br><br>
"We'll send you a better one," the <<person3>><<person>> says, holding <<his>> hands in front of <<him>> placatingly,
while the <<person2>><<person>> grabs your arm and marches you back down the stairs. You're led past the stage and back to your cell.
<br><br>
<<if $undergroundbrothel.water gte 1>>
<<He>> reaches your cell, opens the door and throws you in. "You'll give in," <<he>> says.
"And if you don't, you'll become too weak to fight back. Why make it harder on yourself?" <<He>> slams the door shut.
<<else>>
<<He>> reaches your cell, opens the door and throws you in. "So that's how it's gonna be?" <<he>> says, looking disappointed.
"Fine. We'll see how stubborn you are without water." <<He>> slams the door shut.
<<set $undergroundbrothel.water to 1>>
<</if>>
<<undergroundReturnToCell>>
<<else>>
<<location "forest">>
The <<person>> falls back with a wince. <<tearful>> you jump to your feet and run for it.
<<He>> sends a vine to try to catch you, <span class="green">but it falters midair and <<he>> hisses in pain</span>.
The <<person3>><<person>> shouts something into a walkie-talkie.
<br><br>
<<undergroundEscapeForestStart>>
<</if>>
<<unset $plantFame>>
<</if>>
<<clearNPC underground_plant>><<clearNPC underground_guard_1>><<clearNPC underground_guard_2>><<location "forest">><<effects>>
The <<person1>><<person>> holds you close and continues to lick along your neck, while the guards watch with bemused expressions.
<<He>> shifts, and you feel <<his>> breath on your ear.
<br><br>
"Keep your voice down," <<he>> whispers.
"I like you. But you know who I don't like? Those lumps of compost. Calling me a thing and using me for my nectar. I'm tired of them."
<<He>> strokes your head. "You wanna ditch this joint? Let's get out of here."
<br><br>
<<link [[Nod|Underground Plant Escape 2]]>><<set $phase to 0>><<badEndTrackingEnd "Underground Dungeon" { reason: "uDungeonSaved" }>><<dungeonescape>><</link>>
<br>
<<link [[Shake your head|Underground Plant Escape Refuse]]>><<set $phase to 1>><</link>><<set $outside to 0>><<set $location to "underground">><<effects>>
The <<person1>><<person>> blinks, before frowning. "Aw... well, if you're sure, I guess. Would've loved to keep you for myself..." <<He>> reluctantly lets you go.
<br><br>
"We'll take <<phim>> from here," the <<person3>><<person>> says, walking toward you. "As per our agreement, you'll supply us with your nectar now-"
<br><br>
The <<person1>><<person>> lazily flips <<person3>><<him>> off. A vine whips forward and <span class="green">smashes the camera, wrecking it</span>.
"You shit!" the <<person3>><<person>> shouts. "We just lost the footage, you-"
<<fameexhibitionism $plantFame>><<famerape $plantFame>><<famebestiality $plantFame>>
<<unset $plantFame>>
The <<persons>> shouting fades away as you're led back to your cell. You sit on the mattress.
<br><br>
<<link [[Next|Underground Cell]]>><<endevent>><</link>><<location "forest">><<effects>>
"Sweet." The <<person>> stiffens slightly. "Now, on my mark..."
<br><br>
<<He>> snaps <<his>> fingers, and <<his>> vines surge toward the guards.
The <<person2>><<person>> shouts in alarm as <<hes>> restrained. The <<person3>><<person>> grimaces and reaches for <<his>> walkie-talkie. "It went rogue, we need-"
<br><br>
A vine slaps the radio out of <<his>> hand and entangles <<him>>. Another vine <span class="green">smashes the camera, wrecking it</span>.
The <<person1>><<person>> lets you go and waves at the forest. "Go, go, go! I'll catch up!"
<<fameexhibitionism $plantFame>><<famerape $plantFame>><<famebestiality $plantFame>>
<<unset $plantFame>>
<br><br>
You scramble to your feet and bolt in a random direction into the forest.
The <<person2>><<person>> and <<person3>><<person>> shouts expletives at the <<person1>><<person>>, their voices fading away as you run.
<br><br>
<<link [[Next|Underground Plant Escape 3]]>><</link>><<location "forest">><<effects>>
You are in the forest, surrounded by nature. You don't hear the guards anymore, but the hairs on the back of your neck stand up.
<span class="red">Something is following you.</span>
<br><br>
A bush nearby rustles and you tense up. Somebody pops their head out the top. <span class="green">It's the <<person>> that helped you escape.</span>
<<stress -6>><<lstress>>
<br><br>
"Told you I'd catch up," <<he>> says with a wink. "Those clowns can find another <<personsimple>> to use. I'm done with them."
<br><br>
<<if $worn.feet.type.includes("shackle")>>
You feel something shifting around your feet. You look down to see vines coiling around your shackles.
The <<person>> grunts and the vines pull taut, snapping the shackles.
<<remove_shackle>>
<br><br>
<</if>>
<<He>> eyes you up for a moment. "Hey, now that we're away from them, do you want to have sex with me?" <<He>> shrugs.
"I know we technically just did, but... for real this time."
<br><br>
<<if hasSexStat("deviancy", 3)>>
<<link [[Yes|Underground Plant Escape 4]]>><<set $phase to 2>><</link>><<deviant3>>
<<else>>
<<insufficientStat "deviancy" "to agree to usch an offer">>
<</if>>
<br>
<<link [[No|Underground Plant Escape 4]]>><</link>><<location "forest">><<effects>>
<<if $phase is 2>>
You step forward and open your mouth. Before you can say anything, the <<person>> grins and tugs you to the forest floor, flipping on top of you.
<<He>> caresses your face with one of <<his>> vines.
<<deviancy3>>
"You know why those guys wanted me to work with them?" <<he>> whispers. "It's because of my nectar. It's very special."
<<He>> gives you a sultry smile. "Let me show you why."
<br><br>
<<link [[Next|Forest Plant Sex]]>><<set $sexstart to 1>><<set $phase to 2>><</link>>
<<else>>
The <<person>> frowns in disappointment, but nods. "Still tired out, huh? That makes sense."
<<He>> shakes <<his>> head, dislodging a few <<plant_details>>. "Well, good luck out here."
<br><br>
<<He>> plants one more kiss on your cheek, then departs into the forest. One of <<his>> vines waves at you.
<<stress -6>><<trauma -6>><<lstress>><<ltrauma>>
<br><br>
<<link [[Next|Forest]]>><<endevent>><</link>>
<</if>><<effects>>
You wear the shirt. It's better than nothing.
<br><br>
<<link [[Next|Underground Cell]]>><<endevent>><</link>>
<br><<effects>>
You tear the fabric to pieces, and throw the remains into the corner. You won't give in to the humiliation.
<br><br>
<<link [[Next|Underground Cell]]>><<endevent>><</link>>
<br><<effects>>
You are led to a stage surrounded by a large group of <<group>>. The crowd catcalls when you enter. With hungry eyes, they watch as you are led up to the central platform. "We've a special show for you today. One fresh virgin about to be ruined," the <<person1>><<person>> announces.
<br><br>
<<endevent>><<generate2>><<generate3>><<generate4>>
"Are you sure <<pshe>> is a virgin?" asks a <<person2>><<person>>.
<br><br>
"<<pShe>> better be, or <<pshe>> is going to regret it," a <<person3>><<person>> grunts.
<br><br>
"Either way, <<pshe>> won't be when we're done with <<phim>>," a <<person4>><<person>> adds. The crowd laughs cruelly.
<br><br>
<<endevent>><<generatetakevirginity 1>><<person1>>
You try to back away once you realise what is about to happen, but a <<personsimple>> advances on you, offering no chance of escape.
<br><br>
<<link [[Next|Underground Virgin Rape]]>><<set $molestationstart to 1>><<set $virginityShowPhase to 0>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<if playerChastity()>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 250>>
<</if>>
<<npctakevirginity>>
<<set $encounterDialogue to "undergroundBrothelVirginityShow">>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<if $player.virginity.penile isnot true or $player.virginity.vaginal isnot true>>
The crowd jeers, pleased to see you get what you deserved. They snap more pictures of your once virgin <<genitals>>, now dripping with cum.
<</if>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Underground Virgin Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Underground Virgin Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyhealth lte 0>>
<<switch $virginityShowPhase>>
<<case 0>>
You manage to kick the <<person>> off you and back away.
<br><br>
"You fucking bitch," <<he>> shouts. <<He>> picks <<himself>> up and limps from the stage.
<br><br>
<<if $player.virginity.penile isnot true or $player.virginity.vaginal isnot true>>
"I guess it was worth it," <<he>> mutters. "At least I got <<pher>> cherry out of that."
<<else>>
"I guess <<pshe>> really doesn't want to lose <<pher>> cherry," someone says.
<br><br>
"Too bad. It's my turn now."
<</if>>
<<case 1>>
The <<person>> drops you and backs away angry. "Fuck you, you'll get what's coming to you."
<<case 2>>
The <<person>> staggers back, cursing you as <<he>> nurses <<his>> bruises.
<<case 3>>
The <<person>> attempts to punch you in retaliation, but <<he>> misses. <<He>> walks off the stage, shooting you an angry glare. "Fuck <<phim>> up," <<he>> says to a <<person>>.
<<case 4>>
You cannot handle any more as you shove the <<person>> away. You have lost count of how many have had their way with you.
<</switch>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<switch $virginityShowPhase>>
<<case 0>>
The <<person>> rolls off of you as <<he>> moans in pleasure. You scramble away as quickly as you can.
<br><br>
The audience laughs. "You couldn't even outlast a virgin? Pathetic."
<br><br>
<<if $player.virginity.penile isnot true or $player.virginity.vaginal isnot true>>
"Whatever," <<he>> scoffs. "At least I still got <<pher>> cherry."
<<else>>
"Think <<pshe>>'ll make the rest of us cum if we try for <<pher>> cherry too?" someone asks.
<br><br>
"Let's find out, shall we?"
<</if>>
<<case 1>>
The <<person>> drops you as <<he>> moans out the last of <<his>> orgasm.
<<case 2>>
The <<person>> fumbles off the stage, panting at the intensity of <<his>> orgasm.
<<case 3>>
The <<person>> wipes <<his>> cum off on you. "I guess this is all you are good for, you dirty cum rag."
<br><br>
"Have fun." You hear <<him>> speak to another person as <<he>> walks off the stage.
<<case 4>>
You cannot handle any more as the <<person>> finishes cleaning <<himself>> with you. You have lost count of how many have had their way with you.
<</switch>>
<</if>>
<br><br>
<<if $player.virginity.penile isnot true or $player.virginity.vaginal isnot true or $virginityShowPhase gte 4>>
"What a show. I hope everyone enjoyed it. We'll be seeing more of <<pher>>, mark my words."
<br><br>
<<clotheson>>
<<endcombat>>
<<generate1>><<generate2>>
<<link [[Next|Underground Intro2]]>><<set $phase to 2>><<unset $virginityShowPhase>><</link>>
<br>
<<else>>
<<endcombat>>
<<generatetakevirginity 1>><<generatetakevirginity 2>><<generatetakevirginity 3>><<generatetakevirginity 4>>
<<person1>>
<<switch $virginityShowPhase>>
<<case 0>>
A <<person>> steps onto the stage with a sinister smile. "It's my turn."
<br><br>
You glance around the room wildly, but there is nowhere to run.
<<case 1>>
A <<person>> takes <<his>> place. Despair sets in as you look out into the crowd. This is far from over.
<<case 2>>
It is a short lived victory, as a <<person>> climbs up to the stage. You brace yourself for more abuse.
<<case 3>>
The <<person>> gives you a predatory look before pouncing.
<</switch>>
<br><br>
<<link [[Next|Underground Virgin Rape]]>><<set $molestationstart to 1>><<set $virginityShowPhase += 1>><</link>>
<br>
<</if>><<widget "dungeonescape">>
<<if $baileySold>>
<<set $baileyReunionScene to "dungeon">>
<</if>>
<<if $whitneyromance is 1>>
<<set $whitneyReunionScene to "dungeon">>
<</if>>
<<if C.npc.Robin.init is 1>>
<<if $home_gone gte 4 and !$undergroundbrothel.robin>>
<<set $robinReunionScene to "dungeon">>
<<elseif $undergroundbrothel.robinGone>>
<<set $robinReunionScene to "dungeonRobin">>
<</if>>
<</if>>
<<if $undergroundbrothel.robin>>
<<set $robinmissing to 0>>
<</if>>
<<unset $baileySold>>
<<unset $wraithUnderground>>
<<set $undergroundbrothelescaped to true>>
<<set $undergroundbrothel to {"escape": $undergroundbrothel.escape}>>
<<unset $underground_shirt>>
<</widget>>
<<widget "undergroundCellOptions">>
<<bedicon "zzz">><<link [[Rest (1:00)|Underground Cell Rest]]>><<pass 1 hour>><<set $tiredness -= 1000>><</link>><<ltiredness>>
<br>
<<if $undergroundbrothel.robin and !$undergroundbrothel.robinSpoke>>
<<ind>><<link [[Talk to Robin (0:10)|Underground Cell Robin Talk]]>><<pass 10>><<stress -4>><<trauma -4>><<npcincr Robin trauma -2>><</link>><<lstress>><<ltrauma>><<lrtrauma>>
<br>
<</if>>
<<if $undergroundbrothel.escape is 0>>
<<investigateicon>><<link [[Look for a way out|Underground Cell Look]]>><</link>>
<<elseif $undergroundbrothel.escape gte 19>>
<<getouticon "hole">><<link [[Escape|Underground Escape]]>><</link>>
<<elseif $undergroundbrothel.escape gte 18 and $physiquesize lte 12000>>
<<getouticon "hole">><<link [[Escape|Underground Escape]]>><</link>><<small_text>>
<<elseif $undergroundbrothel.escape gte 17 and $physiquesize lte 10000>>
<<getouticon "hole">><<link [[Escape|Underground Escape]]>><</link>><<small_text>>
<<elseif $undergroundbrothel.escape gte 16 and $physiquesize lte 6000>>
<<getouticon "hole">><<link [[Escape|Underground Escape]]>><</link>><<small_text>>
<<else>>
<<getouticon "dig">><<link [[Dig (1:00)|Underground Cell Dig]]>><<pass 1 hour>><</link>>
<</if>>
<br>
<<investigateicon>><<link [[Examine the door|Underground Cell Lock]]>><</link>>
<</widget>>
<<widget "undergroundEscapeForestStart">>
<<clotheson>>
<<endcombat>>
A chill runs up your spine, a warning from some primal instinct. <span class="red">Something is hunting you.</span>
<<set $foresthunt to 1>><<badEndTrackingEnd "Underground Dungeon" { reason: "uDungeonDefeated" }>><<dungeonescape>>
<br><br>
<<link [[Next|Forest]]>><<set $forest to 40>><</link>>
<</widget>>
<<widget "undergroundReturnToCell">>
<<clearNPC handler>>
<<tearful>> you sit on the mattress.
<<if _args[0] is "Robin">>
At least Robin got away.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<if _args[0] is "skip">>
<<set $eventskip to 1>>
<</if>>
<<if _args[0] is undefined or _args[0]>>
<<link [[Next|Underground Cell]]>><</link>>
<br>
<</if>>
<</widget>>
<<widget "undergroundPlantFakeChoice">>
"Did you hit your head?" the <<person2>><<person>> grunts. "It doesn't matter if <<pshe>> wants to or not. <<pShes>> yours."
<br><br>
"Oh yeah! I forgot this place worked like that!" The <<person1>><<person>> claps <<his>> hands together and lunges for you.
<br><br>
<<link [[Next|Underground Plant Molestation]]>><<set $molestationstart to 1>><</link>>
<</widget>><<set $outside to 0>><<set $location to "underground">><<effects>>
<<if $phase is 1>>
/* endevent was called before setting phase to 1, regen all npcs */
<<set _withRobin to 1>>
<<set _robin to statusCheck("Robin")>>
<<npc Robin 1>><<generate2>><<generate3>><<generate4>>
<</if>>
<<if $player.virginity.penile is true and $player.virginity.vaginal is true>>
<<if ($player.vaginaExist and !unableTakeVirginity("vaginal")) or ($player.penisExist and !unableTakeVirginity("penile"))>>
<<set _virginityShow to true>>
<</if>>
<</if>>
<<if _withRobin>>
You and Robin are dragged through a door and down a flight of stairs. You hear the sound of rushing water.
At the bottom, the person dragging you, a <<person2>><<person>>, takes off your hoods. <<He>> turns on a torch, revealing an old stone corridor leading away into darkness.
<<pass 15>>
<br><br>
After walking awhile you come to a metal door. The <<person2>><<person>> knocks, and is answered by a thin opening sliding apart near the top.
It closes promptly, and the door opens.
<br><br>
You are forced through the door and to your knees before a <<person4>><<person>>, who crouches and grabs your neck.
<<He>> turns your head to examine one side of your face, then the other, then forces your mouth open and looks inside.
"<<pShe>> will do," <<he>> says, standing up. <<if _virginityShow>>"You said <<pshe>> was a virgin? Let's get <<pher>> on stage."<</if>>
<br><br>
<<He>> then looks at Robin and does the same before making a sly grin in the torchlight.<<person1>>"<<He>>'ll be popular, I can tell."
<<else>>
You are dragged through a door and down a flight of steps. You hear the sound of rushing water.
At the bottom the <<person>> turns on a torch, revealing an old stone corridor leading away into darkness.
<<pass 15>>
<br><br>
After walking awhile you come to a metal door.
The <<person2>><<person>> knocks, and is answered by a thin opening sliding apart near the top. It closes promptly, and the door opens.
<br><br>
<<endcombat>>
<<generate1>><<person1>>
You are forced through the door and to your knees before a <<person>>, who crouches and grabs your neck.
<<He>> turns your head to examine one side of your face, then the other, then forces your mouth open and looks inside.
"<<pShe>> will do," <<he>> says, standing up. <<if _virginityShow>>"You said <<pshe>> was a virgin? Let's get <<pher>> on stage."<</if>>
<</if>>
<br><br>
<<if $worn.neck.collared isnot 1>>
<<neckwear 21>>
Your neck is freed only briefly. Someone closes something hard and cold around it before you are yanked to your feet and pulled away.
<<else>>
<<attach_leash>>
Someone attaches a leash to your collar, yanks you to your feet, and pulls you away.
<</if>>
<<if !$worn.feet.type.includes("shackle")>>
You feel cold metal clamp around your ankles.
<<shackle_feet>>
<</if>>
<<if _withRobin>>
<br><br>
<<if _robin.dom gte 70>>
Robin doesn't make a sound, and in the dim light you can see <<his>> eyes are full of determination.
<br><br>
"A lot of people love the types who need to be broken in," the <<person4>><<person>> chuckles as <<he>> clamps Robin's ankles.
<<else>>
Robin whimpers. "Get used to it," the <<person4>><<person>> snaps. "You're never leaving this place."
<</if>>
<br><br>
<<if _virginityShow>>You're helplessly watching Robin being taken away by the <<person>>.<<set $undergroundbrothelwithRobin to true>><</if>>
A <<person3>><<person>> holds the other end of your leash<<if !_virginityShow>> in one hand, and Robin's in the other<</if>>.<<He>> leads you towards a door at the far end of the room.
<<else>>
<<generate2>><<person2>>
A <<person>> holds the other end of your leash. <<He>> leads you towards a door at the far end of the room.
<</if>>
<br><br>
<<stealclothes>>
<<if _virginityShow>>
<<link [[Next|Underground Virgin]]>><</link>>
<<else>>
<<link [[Next|Underground Intro2]]>><</link>>
<</if>>
<br><<set $outside to 0>><<set $location to "underground">><<effects>>
<<if $phase is 1>>
<<set _withRobin to 1>>
<<set _robin to statusCheck("Robin")>>
<</if>>
<<if $phase is 2>>
<<if $player.virginity.penile is true and $player.virginity.vaginal is true>>
Someone grabs your leash and tugs harshly, causing you to stumble and the crowd to laugh.<<pain 4>><<gpain>>
<<else>>
You look around the room, but to your astonishment, no one else is trying to rape you. You try to sit up but slip in a puddle of cum, causing the crowd to laugh. Before you can finish getting up, someone pulls on your leash. They drag you on your back for several paces while you stumble to try and stand up.<<pain 2>><<gpain>>
<</if>>
<br><br>
<</if>>
<<if _withRobin is 1>>/* 4 npcs are generated so far, person1 is robin */
You and Robin enter another corridor, lined on one side with metal floor hatches. The <<person3>><<person>> opens one of them, and shoves you inside. You land on something soft at least.
Soon you hear an adjacent hatch open and <<person1>>Robin lets out a yelp as you assume <<hes>> tossed in as well.
<br><br>
<<person3>>"Both of you, your role here is simple. Do as you're told. You don't want to know what happened to the last <<girl>> who made a fuss."
<<He>> slams the hatch shut, plunging you into complete darkness as you hear <<his>> receding footsteps.
<br><br>
You fumble around in the dark, and find you fell on what feels like a mattress. There's also a locked metal door and a tap in the corner, but the room is otherwise bare.
<br><br>
<<person1>>"Are you there?" You hear Robin's<<if _robin.dom lte 40>> trembling<</if>> voice coming from nearby.
As you trace the location of <<his>> voice, you find that there is a small hole in the wall that connects you.
<<else>>/* 2 npcs are present */
You enter another corridor, lined on one side with metal floor hatches. <<person2>><<He>> opens one of them, and shoves you inside. You land on something soft at least.
<br><br>
"Your role here is simple. Do as you're told. You don't want to know what happened to the last <<girl>> who made a fuss." <<He>> slams the hatch shut, plunging you into complete darkness.
<br><br>
You fumble around in the dark, and find you fell on what feels like a mattress. There's also a locked metal door and a tap in the corner, but the room is otherwise bare.
<</if>>
<br><br>
<<set $undergroundbrothel to {
"active": true,
"time": 0,
"timepass": true,
"water": 0,
"escape": 0
}>>
<<if _withRobin or $undergroundbrothelwithRobin>>
<<set $undergroundbrothel.robin to true>>
<<set $undergroundbrothel.robinTopics to {
"cold": "undiscussed",
"lonely": "undiscussed",
"dark": "undiscussed",
"scared": "undiscussed",
"touch": "undiscussed"
}>>
<<set $undergroundbrothel.robinTalk to 0>>
<<seenPassage "RobinUnderground">>
<<unset $undergroundbrothelwithRobin>>
<</if>>
<<link [[Next|Underground Cell]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<set $outside to 0>><<set $location to "underground">><<effects>>
You are in an underground cell. You can't see a thing but can tell that the walls and floor are made of cold stone.
<<if $undergroundbrothel.water is 0>>
There's a tap in the corner which barely dribbles water.
<<else>>
<<if $undergroundbrothel.timepass isnot false>>
<<set $undergroundbrothel.water += 1>>
<</if>>
There's a tap in the corner, which they turned off to punish your disobedience.
<<if $undergroundbrothel.water gte 25>>
<span class="red">You're dying of thirst!</span>
<<pain 15>><<stress 6>><<trauma 6>><<gtrauma>><<gstress>><<rngWraith>>
<<elseif $undergroundbrothel.water gte 20>>
<span class="pink">You really need water.</span>
<<pain 8>>
<<elseif $undergroundbrothel.water gte 15>>
<span class="purple">You're very thirsty.</span>
<<pain 5>>
<<elseif $undergroundbrothel.water gte 10>>
<span class="blue">You're thirsty.</span>
<<pain 2>>
<<elseif $undergroundbrothel.water gte 5>>
<span class="lblue">You feel a bit thirsty.</span>
<</if>>
<</if>>
<br><br>
<<if $undergroundbrothel.timepass isnot false>>
<<set $undergroundbrothel.time += 1>>
<</if>>
<<outfitChecks>>
<<if isPregnancyEnding()>>
<<pregnancyPassout "dungeon">>
<<elseif $undergroundbrothel.timepass is false>>
<<undergroundCellOptions>>
<<elseif _wraithEvent and !$wraithUnderground>>
<<set $wraithUnderground to true>>
<<set $undergroundbrothel.water to 1>>
The lights flicker on for a moment. You brace yourself, but your room remains sealed. A dim white light hovers above you.
You look, and see a cloaked pale figure looking down to you with <<wraithEyes>> eyes.
<<if $wraith.state is "active">>
It rubs a necklace of ivory around its neck.
<</if>>
<br><br>
It puts a hand behind your head, and tilts it up. Its other hand clenches into a fist, and from it, water begins to flow.
Your body goes limp in relief as you drink. <<stress -12>><<trauma -12>><<pain -50>><<lstress>><<ltrauma>><<lpain>>
<br><br>
<<if $wraith.state is "haunt">>
<<if $wraithPrison and $wraithPrison.vision is true>>
"<span class="wraith">Disappear. Drown. Don't make me repeat myself.</span>"
<<else>>
"<span class="wraith">Alone. Desolate. Your suffering hasn't ended.</span>"
<</if>>
<<elseif $wraith.state is "despair">>
"<span class="wraith">Our suffering isn't over. <<pcPetname "Wraith">>.</span>"
<<else>>
"<span class="wraith">No one deserves to die in a cage.</span>"
<</if>>
<br><br>
You cough. You're standing in front of the tap. No water runs from it, but you feel better.
<br><br>
<<link [[Next|Underground Cell]]>><</link>>
<br>
<<elseif $undergroundbrothel.time is 2 and $bodywritingLvl gte 3>>
<<undergroundRobinTopic "tattoo" "undiscussed">><<run delete $undergroundbrothel.robinSpoke>>
<<if $undergroundbrothel.robin>>
<<set $robinTattoo.pushUnique("164")>>
<</if>>
Dim pink-hued lights turn on, bathing the room in light. Before your eyes can adjust, one of the doors opens and a number of people enter.
You think there are four of them.
<<generate1>><<generate2>><<generate3>><<generate4>>
They grab your arms and legs, and force you onto your back.
<br><br>
<<person1>>
<<outfitChecks>>
<<if !_fullyNaked>>
Hands grope at your clothing, pulling and tugging them off your body while a <<person>> hefts a machine to the ground.
Metal rails protrude from the top, and various apparatus from the middle. <<He>> examines what looks like a needle.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<<else>>
A <<person>> hefts a machine to the ground. Metal rails protrude from the top, and various apparatus from the middle.
<<He>> examines what looks like a needle.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
<</if>>
More shackles are clasped around your wrists and ankles, attached to chains connected to the rails.
<br><br>
<<strip>>
<<link [[Struggle|Underground Tattoo Struggle]]>><<def 1>><</link>>
<br>
<<link [[Lie still|Underground Tattoo Still]]>><<sub 1>><</link>>
<br>
<<elseif $undergroundbrothel.time is 4>>
<<run delete $undergroundbrothel.robinSpoke>>
<<generate1>><<person1>>
<<if $undergroundbrothel.robin>>
The lights turn on once more, and a <<person>> enters. "Time for your performance," <<he>> says, yanking your leash. "Your friend will be accompanying us. Hope you're feeling lucky."
<br><br>
<<link [[Go quietly|Underground Robin Dice Intro]]>><<endevent>><</link>>
<<else>>
The lights turn on once more, and a <<person>> enters. "Time for your performance," <<he>> says, yanking your leash.
"Make sure you dance sexy. If you don't attract a customer we'll just let the whole audience have a piece." <<He>> tries to pull you from the room.
<br><br>
<<link [[Go quietly|Underground Dance Intro]]>><<endevent>><</link>>
<</if>>
<br>
<<link [[Resist|Underground Cell Resist]]>><<set $molestationstart to 1>><<set $phase to 1>><</link>>
<br>
<<elseif $undergroundbrothel.time is 8>>
<<run delete $undergroundbrothel.robinSpoke>>
<<generate1>><<person1>><<saveNPC 0 handler>>
<<if $undergroundbrothel.robin>>
The lights turn on once more, and a <<person1>><<person>> enters. "Time for another performance," <<he>> says, yanking your leash.
<br><br>
<<if $tentacledisable is "t">>
<<link [[Go quietly|Underground Robin Stage Intro]]>><<endevent>><</link>>
<<else>>
<<link [[Go quietly|Underground Robin Tentacles Intro]]>><<endevent>><</link>>
<</if>>
<<else>>
The lights turn on once more, and a <<person>> enters. "You're needed," <<he>> says, yanking your leash.
<br><br>
<<link [[Go quietly|Underground Presentation]]>><<endevent>><</link>>
<</if>>
<br>
<<link [[Resist|Underground Cell Resist]]>><<set $molestationstart to 1>><<set $phase to 2>><</link>>
<br>
<<elseif $undergroundbrothel.time is 12>>
<<run delete $undergroundbrothel.robinSpoke>>
<<generate1>><<person1>>
<<if $undergroundbrothel.robin>>
The lights turn on once more, and a <<person>> enters. "Time for another performance," <<he>> says, yanking your leash.
<br><br>
<<link [[Go quietly|Underground Robin Machine Intro]]>><<endevent>><</link>>
<<else>>
The lights turn on once more, and a <<person>> enters. "Time for another performance," <<he>> says, yanking your leash.
<br><br>
<<link [[Go quietly|Underground Stage Intro]]>><<endevent>><</link>>
<</if>>
<br>
<<link [[Resist|Underground Cell Resist]]>><<set $molestationstart to 1>><<set $phase to 3>><</link>>
<br>
<<elseif $undergroundbrothel.time is 16>>
<<run delete $undergroundbrothel.robinSpoke>>
<<generate1>><<person1>>
<<if $undergroundbrothel.robin>>
The lights turn on once more, and a <<person>> enters. "Time for another performance," <<he>> says, yanking your leash.
<br><br>
<<link [[Go quietly|Underground Robin Kiss Intro]]>><<endevent>><</link>>
<<else>>
The lights turn on once more, and a <<person>> enters. "Time for another performance," <<he>> says, yanking your leash.
<br><br>
<<link [[Go quietly|Underground Film Intro]]>><<endevent>><</link>>
<</if>>
<br>
<<link [[Resist|Underground Cell Resist]]>><<set $molestationstart to 1>><<set $phase to 4>><</link>>
<br>
<<elseif $undergroundbrothel.time is 20>>
<<run delete $undergroundbrothel.robinSpoke>>
<<generate1>><<person1>>
<<if $undergroundbrothel.robin>>
The lights turn on once more, and a <<person>> enters. "Time for some fresh air," <<he>> says, yanking your leash.
<br><br>
<<link [[Go quietly|Underground Robin Hunt Intro]]>><<endevent>><</link>>
<<else>>
The lights turn on once more, and a <<person>> enters. "Time for some fresh air," <<he>> says, yanking your leash.
<br><br>
<<link [[Go quietly|Underground Hunt Intro]]>><<endevent>><</link>>
<</if>>
<br>
<<link [[Resist|Underground Cell Resist]]>><<set $molestationstart to 1>><<set $phase to 5>><</link>>
<br>
<<elseif $undergroundbrothel.time is 24>>
<<set $undergroundbrothel.time to 0>><<run delete $undergroundbrothel.robinSpoke>>
<<if $trauma gte $traumamax>>
<<generate1>><<generate2>>
The lights turn on once more, and a <<fullGroup>> enter.
The <<person1>><<person>> crouches beside you, grabs your neck and turns you to face <<him>>.
"Yep," <<he>> says. "<<pHer>> lights are out. Shame, <<pshes>> a pretty little thing."
<br><br>
Together they lift you by the shoulders and carry you from the room.
They take you down a flight of steps to a large hole in the ground. They dump you in.
<br><br>
You fall through darkness for several seconds before splashing into cold water.<<silently>><<water>><</silently>>
<br><br>
<<endevent>>
<<badEndTrackingEnd "Underground Dungeon" { reason: "uDungeonDumped" }>>
<<dungeonescape>>
<<link [[Next|Underground Lake]]>><</link>>
<<else>>
<<generate1>>
The lights turn on once more, and a <<person1>><<person>> enters, holding a hose.
Water shoots from the tip, knocking you prone and drenching you.
<<He>> walks closer and continues spraying you from multiple angles, before finally turning it off.
"There we go," <<he>> says. "Nice and clean." The door slams shut behind <<him>>, plunging you into darkness.
<br><br>
<<wash>><<water>>
<<endevent>>
<<link [[Next|Underground Cell]]>><</link>>
<br>
<</if>>
<<elseif $underground_shirt isnot 1 and _shirtless>>
<<set $underground_shirt to 1>>
<<generate1>>
The lights turn on once more, and a <<person1>><<person>> steps inside. <<He>> hurls a bundle of fabric at you. "Here you go, slut," <<he>> says. "Don't want you catching a chill." <<He>> laughs and slams the door.
<br><br>
You unfurl the fabric. It's a shirt, with the word "Slut" emblazoned on the front.
<br><br>
<<link [[Wear|Underground Shirt]]>><<upperwear 27>><</link>>
<br>
<<link [[Tear it up|Underground Shirt Tear]]>><<trauma -12>><</link>><<lltrauma>>
<br>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>><<set _allure to $allure / 2>>
<<if $danger gte (9900 - _allure) and $eventskip is 0>>
Dim pink-hued lights turn on, bathing the room in light.
One of the doors opens and a <<generate1>><<person1>><<person>> walks in, closing the door behind <<him>>.
<<covered>>
<<He>> sizes you up as <<he>> approaches.
<<switch random(1,5)>>
<<case 1>> "You're adorable. Don't worry, I'll be gentle."
<<case 2>> "Good enough. Hold still."
<<case 3>> "Yes, just my style."
<<case 4>> "You better be worth it <<bitch>>." <<set $phase to 1>>
<<default>> "I paid good money for you. You better be worth it." <<set $phase to 1>>
<</switch>>
<br><br>
<<link [[Next|Underground Cell Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<undergroundCellOptions>>
<</if>>
<</if>>
<<set $undergroundbrothel.timepass to true>>
<<set $eventskip to 0>><<set $outside to 0>><<set $location to "underground">><<effects>>
You lie on the uncomfortable mattress and close your eyes. You're not sure how long you were lying there, but you feel refreshed.
<br><br>
<<link [[Next|Underground Cell]]>><</link>>
<br><<set $outside to 0>><<set $location to "underground">><<effects>>
<<if $undergroundbrothel.robin>>
You carefully feel around the edge of the room, looking for anything that might help you get out. You don't find anything. Feeling helpless, you press your back against the wall of Robin's cell and slide down.
<br><br>
"Psst!" You hear Robin's voice, and turn to look at the hole between your cells. "There are cracks under my mattress," Robin whispers. "If you dig into my cell, I could dig through the floor and get us out."
<br><br>
You shift yourself to peer through the tiny hole into Robin's cell. <<nnpc_His "Robin">> mattress has been shifted aside. You can barely make out cracks in the floor. It might be your imagination, but you think you can see a tiny amount of light through them too.
<<else>>
You carefully feel around the edge of the room, looking for anything that might help you get out. You don't find anything.
Feeling helpless, you sit back down on the mattress, and feel a cool breeze caress your leg.
You put your hands against the floor and feel it again, coming from beneath the mattress.
<br><br>
You shunt it aside and the breeze becomes unmistakable. You can feel small cracks in the ground.
It might be your imagination, but you think you can see a tiny amount of light through them too.
<</if>>
<br><br>
<<set $undergroundbrothel.timepass to false>>
<<set $undergroundbrothel.escape to 1>>
<<link [[Next|Underground Cell]]>><</link>>
<br><<set $outside to 0>><<set $location to "underground">><<effects>>
<<if $undergroundbrothel.robin>>
You pick at the hole connecting your cell to Robin's.
<<else>>
You pick at the loose stone beneath the mattress.
<</if>>
<<set $undergroundbrothel.escape += 1>>
<<if $undergroundbrothel.escape gte 19>>
It'll be a squeeze, but you think you can fit.
<br><br>
<<getouticon "hole">><<link [[Escape|Underground Escape]]>><</link>>
<<elseif $undergroundbrothel.escape gte 18 and $physiquesize lte 12000>>
It'll be a squeeze, but you think you can fit.
<br><br>
<<getouticon "hole">><<link [[Escape|Underground Escape]]>><</link>><<small_text>>
<<elseif $undergroundbrothel.escape gte 17 and $physiquesize lte 10000>>
It'll be a squeeze, but you think you can fit.
<br><br>
<<getouticon "hole">><<link [[Escape|Underground Escape]]>><</link>><<small_text>>
<<elseif $undergroundbrothel.escape gte 16 and $physiquesize lte 6000>>
It'll be a squeeze, but you think you can fit.
<br><br>
<<getouticon "hole">><<link [[Escape|Underground Escape]]>><</link>><<small_text>>
<<elseif $undergroundbrothel.escape gte 15>>
The hole needs to be just a bit bigger and you'll be able to fit through.
<<elseif $undergroundbrothel.escape gte 12>>
<<if $undergroundbrothel.robin>>
You can definitely break through, it just needs to be bigger.
<<else>>
There's definitely a way out here, it just needs to be bigger.
<</if>>
<<elseif $undergroundbrothel.escape gte 8>>
The hole grows wider.
<<elseif $undergroundbrothel.escape gte 4>>
Some of the cracks grow into a small hole.
<<else>>
You make the cracks a bit bigger.
<</if>>
<br><br>
<<getouticon>><<link [[Stop|Underground Cell]]>><</link>>
<br><<set $outside to 0>><<set $location to "underground">><<effects>><<set $lock to 1000>>
The metal door is locked tight. It uses an advanced electronic lock.
<br><br>
<<if currentSkillValue('skulduggery') gte $lock>>
<span class="green">You think you could manipulate it.</span>
<br><br>
<<link [[Open it (0:05)|Underground Cell Sneak]]>><<pass 5>><</link>>
<br>
<<else>>
<span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>>
<br><br>
<</if>>
<<set $undergroundbrothel.timepass to false>>
<<link [[Stop|Underground Cell]]>><</link>>
<br><<set $outside to 0>><<set $location to "underground">><<effects>>
No lock is going to stop you. You open the door and sneak out, tiptoeing across the plush carpet. You hear laughter and music up ahead.
You peek round the corner and see
<<if C.npc.Whitney.state is "dungeon">>
Whitney
<<else>>
a <<persony>>
<</if>>
getting brutally fucked on stage as a crowd of <<people>> watch.
With the exception of the stage, the lights have been switched off, leaving the edge of the room in darkness.
<br><br>
<<if $undergroundbrothel.robin>>
<<set _robin to statusCheck("Robin")>><<npc "Robin">><<person1>>
You sneak back to Robin's cell. It's unlocked from this side, fortunately.
<<if _robin.dom lte 20 or _robin.trauma gte 70>>
Robin cringes and turns <<his>> head away, as if expecting to be beaten,
<<else>>
Robin gulps and shrinks away as the door opens,
<</if>>
but relief floods <<his>> face when <<he>> sees that it's you. You raise your finger to your lips, but <<he>> seemingly already knows to be quiet.
<br><br>
<</if>>
You slink into the room and round the side. No one notices you. You make it to the other side and up the stairs, emerging in the forest.
<br><br>
<<badEndTrackingEnd "Underground Dungeon" { reason: _robin ? "uDungeonLakeRobin" : "uDungeonLake" }>>
<<dungeonescape>>
<<if _robin>>
<<link [[Next|Underground Robin Escape Orphanage]]>><<set $phase to 1>><<set $stress -= 1000>><</link>>
<<else>>
<<link [[Next|Forest]]>><<set $forest to 40>><<set $stress -= 1000>><</link>>
<</if>><<set $outside to 0>><<set $location to "underground">><<effects>>
<<if $undergroundbrothel.robin>>
"I'm done on my end," Robin calls out, half-whispered. "Can you make it through?"
<br><br>
<<if $speech_attitude is "bratty">>
"Y-yeah! Let's hurry!"
<<elseif $speech_attitude is "meek">>
"Don't give them a chance to stop us!"
<<else>>
"Let's go!"
<</if>>
You quickly squeeze through the hole and into Robin's cell.
<br><br>
Robin immediately hugs you as you enter. "Let's get out of here!" Robin helps you into the hole and as you carefully lower yourself down you see Robin squeezing in after you.
<<nnpc_He "Robin">> makes sure to use the mattress to hide the hole as <<nnpc_he "Robin">> does so.
<<else>>
You sit on the edge with your legs hanging over the hole. You feel a slope. You carefully lower yourself down, pulling the mattress over as you do.
Relying on your hands at least as much as your feet, you scramble downwards.
<</if>>
<br><br>
The stone gives way and you fall several feet into cold water.
<br><br>
<<link [[Next|Underground Lake]]>><<set $stress -= 1000>><</link>>
<br><<set $outside to 0>><<set $location to "underground">><<silently>><<water>><</silently>><<water>><<effects>>
<<set _fromUB to $undergroundbrothel?.active>>
<<set _withRobin to _fromUB ? $undergroundbrothel.robin : false>>
<<rngWraith>>
<<if _wraithEvent>>
<<set _drown to ($wraith.state is "haunt" ? "Drown" : "Don't")>>
<<ind>><<ind>><<ind>><span class="wraith-flicker">_drown</span>
<br><br>
<</if>>
<<set $stress -= 1000>>
<<if $historytrait gte 4 and !_withRobin>>
You are pulled through the dark by a current. You've read about these tunnels, and should be able to influence where you end up.
<br><br>
<<link [[Near the shore|Underground Lake2]]>><<set $sea to 10>><</link>>
<br>
<<link [[Further out at sea|Underground Lake2]]>><<set $sea to 50>><</link>>
<br><br>
<<else>>
You are pulled through the dark by a current. Without warning, you are sucked underwater.
You try to fight it, but the force is too strong. After a few moments, the darkness gives way to light, and you are pushed upwards.
You struggle further up, and emerge into the <<print Time.dayState>>.
<br><br>
<<if _withRobin>>
<<set _robin to statusCheck("Robin")>>
<<npc Robin 1>>
Robin eventually bobs to the surface next to you.
<br><br>
<<if _robin.dom gte 40>>
<<set _swimtestdiff to 400>>
<<He>> does <<his>> best to stay afloat, but <<his>> rapid breathing doesn't help <<him>>.
"Grab on!" <<he>> shouts as you drift closer to <<him>>. "We can't get separated out here!"
You get close and let <<him>> latch on to you.
<<else>>
<<set _swimtestdiff to 600>>
<<He>> seems to be struggling to stay afloat against the waves.
"H-help!" <<he>> coughs out as you get close and let <<him>> latch onto you.
<</if>>
<br><br>
<<link [[Swim to shore|Underground Robin Escape Swim]]>><</link>><<swimmingdifficulty 1 _swimtestdiff>>
<br>
<<else>>
<<link [[Next|Sea]]>><<set $sea to 50>><</link>>
<br>
<</if>>
<</if>>
<<if _fromUB>>
<<badEndTrackingEnd "Underground Dungeon" { reason: _robin ? "uDungeonLakeRobin" : "uDungeonLake" }>>
<<dungeonescape>>
<</if>>
<<if _wraithEvent and !_withRobin>>
<<ind>><<ind>><<ind>><<ind>><<ind>><<ind>><span class="wraith-flicker">_drown</span>
<br><br><br><br><br><br><span class="wraith-flicker">_drown</span>
<</if>><<set $outside to 0>><<set $location to "underground">><<effects>>
The current sucks you underwater. After a few moments, the darkness gives way to light, and you are pushed upwards.
You struggle further, and emerge into the <<print Time.dayState>>.
<br><br>
<<link [[Next|Sea]]>><</link>>
<br><<widget "undergroundRobinTopic">>
<<if $undergroundbrothel.robin>>
<<set $_state to _args[1] ? _args[1] : "discussed">>
<<set $undergroundbrothel.robinTopics[_args[0]] to $_state>>
<</if>>
<</widget>>
<<widget "undergroundEscapeForestRobin">>
<<clearNPC handler>>
<<endcombat>>
<<clotheson>>
You emerge in the forest and run in a random direction, Robin following close behind you. <span class="red"><<nnpc_Hes "Robin">> not the only one following you.</span>
<br><br>
<<link [[Next|Underground Robin Escape Stalk]]>><<set $molestationstart to 1>><</link>>
<</widget>>
<<widget "undergroundRobinTopicRefresh">>
<<if Object.entries(V.undergroundbrothel.robinTopics).filter(pair => pair[1] === "undiscussed").length lte 0>>
<<set $undergroundbrothel.robinTopics to {
"cold": "undiscussed",
"lonely": "undiscussed",
"dark": "undiscussed",
"scared": "undiscussed",
"touch": "undiscussed"
}>>
<</if>>
<</widget>>
<<widget "undergroundRobinInterlude">>
<<set _rRNG to random(1,3)>>
<<if _rRNG gte 2>>
<<print either(
"You hear Robin shouting.",
"Robin yells in pain.",
"Robin whimpers."
)>>
<<npcincr Robin trauma 1>><<grtrauma true>>
<br><br>
<</if>>
<</widget>>
<<widget "undergroundRobinKiss">>
<<set $speechdisable to 1>>
<<if $robinFucked>>
<<if _args[0] is "kissback">>
<<print either(
"<<He>> hesitantly kisses you back, whimpering as the <<person3>><<person>> pounds <<person2>><<him>>.",
"<<He>> squeezes <<his>> eyes shut as you kiss <<him>>, jerking every time the <<person3>><<person>> thrusts.",
"<<He>> shrieks into your mouth in time with the <<person3>><<persons>> savage thrusts."
)>>
<<else>>
<<print either(
"<<He>> sobs, and the <<person3>><<person>> laughs.",
"<<He>> whimpers each time the <<person3>><<person>> thrusts into <<person2>><<him>>.",
"<<He>> clings to you, shaking and wailing. <<His>> body trembles every time the <<person3>><<person>> yanks on <<person2>><<his>> leash."
)>>
<</if>>
<<npcincr Robin trauma 3>><<grtrauma true>>
<<elseif $timer gte 5>>
<<if _args[0] is "kissback">>
<<He>> squirms in the <<person3>><<person>>'s grasp, leaning into your kiss.
<<else>>
Robin squirms in the <<person3>><<persons>> grip.
<</if>>
<<elseif $timer gte 3>>
<<if _args[0] is "kissback">>
The <<person3>><<person>> yanks Robin's leash, and <<person2>><<he>> yelps into your mouth.
<<else>>
The <<person3>><<person>> yanks Robin's leash, and <<person2>><<he>> yelps.
<</if>>
<<elseif $timer gte 1>>
<<if _args[0] is "kissback">>
Robin squeezes <<his>> eyes shut in fear, trying to focus on your lips.
<<else>>
Robin tries to shake <<his>> head, sobbing against your mouth in fear.
<</if>>
<<else>>
<<set $robinFucked to 1>>
<span class="red">Robin screams as the <<person3>><<person>> thrusts <<his>> <<npcPenis>> into Robin's
<<if _robin.vagina isnot "none">>
<<NPCVirginityTakenByOther "Robin" "vaginal" $NPCList[2].fullDescription>>
<<if _npcVirgin.vaginal is true>>
pussy for the first time.
<<else>>
pussy.
<</if>>
<<else>>
<<NPCVirginityTakenByOther "Robin" "anal" $NPCList[2].fullDescription>>
<<if _npcVirgin.vaginal is true>>
ass for the first time.
<<else>>
ass.
<</if>>
<</if>>
</span>
<<npcincr Robin trauma 5>><<ggrtrauma true>><<control -10>><<lcontrol>>
<</if>>
<<if _args[0] is "kissback">>
<<set $kissTurns++>>
<</if>>
<</widget>><<set $outside to 0>><<set $location to "underground">><<effects>>
<<set _robin to statusCheck("Robin")>>
<<npc Robin>>
<<if $undergroundbrothel.robin>>
You go towards the hole that connects yours to Robin's cell and call out to <<person1>><<him>>.
<</if>>
<<switch $undergroundbrothel.robinTalk>>
<<case 0>> /* First interaction */
"Do you know where we are?" Robin asks. You can hear <<him>> shifting towards you.
<br><br>
"Some kind of underground prison," you respond as you slump against the wall.
<br><br>
You hear Robin fumbling around <<his>> cell. "There has to be a way we can get out of here..."
<<He>> shuffles around again. "I'm not gonna let this happen to <<print (_robin.dom gte 60 ? "you" : "us")>>."
<<case 6>> /* Sixth interaction. They'll have been here a while by this point. */
<<if $undergroundbrothel.escape is 0>>
Robin responds, "I'm still looking for a way out of this place. Would help if they gave us some light though."
<<else>>
Robin responds, "I'm still working on the hole under the mattress. I think if they knew about it, they'd have done something to stop me by now." There's a glimmer of hope in <<his>> voice.
<</if>>
<<default>>
<!-- select a random topic from robinTopics that is undiscussed. Priority topics always happen before undiscussed -->
<<set _topicList to Object.entries(V.undergroundbrothel.robinTopics)>>
<<if _topicList.filter(pair => pair[1] === "priority").length gte 1>>
<<set _topic to _topicList.filter(pair => pair[1] === "priority").random()[0]>>
<<elseif _topicList.filter(pair => pair[1] === "undiscussed").length gte 1>>
<<set _topic to _topicList.filter(pair => pair[1] === "undiscussed").random()[0]>>
<</if>>
<<if _topic>>
<<undergroundRobinTopic _topic>>
<</if>>
<<switch _topic>>
<<case "scared">>
"This can't be happening..." Robin's voice is low and weak.
<br><br>
<<if $speech_attitude is "meek">>
"A-are you alright?" You place your hand against the wall.
<<elseif $speech_attitude is "bratty">>
"What's wrong? Did they do something to you?" Your voice rises.
<<else>>
"Robin? Are you okay?" you ask.
<</if>>
<br><br>
<<if _robin.dom gte 70>>
"Sorry, I just. I got overwhelmed for a minute there," Robin says shakily.
"I need to be strong." <<He>> seems to say it for <<his>> own benefit more than anything else.
<<else>>
"I don't want to die here." You hear Robin sob.
<br><br>
<<if $speech_attitude is "meek">>
"Please don't give up hope, we're going to make it," you say gently.
<<elseif $speech_attitude is "bratty">>
"That's what they want you to think. They want you to give up and accept this." You hit the wall with your hand.
<<else>>
"Don't worry. We'll make it out. I promise," you say.
<</if>>
<br><br>
"Thank you. That really helps." Robin's sobbing slows to a stop.
<</if>>
<<case "touch">>
"Can I... touch you?" Robin's voice is shaking. "I feel starved of real affection."
<br><br>
You stick your finger in the hole that connects the two of you. It's all you can fit through. You immediately feel a warmth press against it.
After a few moments of this you feel Robin softly kiss your fingertip before <<he>> returns your finger.
<br><br>
"Thanks... I needed that more than you know."
<<case "dark">>
"Getting around in the dark is really hard to get used to," Robin chuckles dryly. "I keep tripping on the mattress when I get water."
<br><br>
<<if $speech_attitude is "meek">>
"I feel like I'm going to go blind," you say sympathetically.
<<elseif $speech_attitude is "bratty">>
"They don't want their merchandise getting too comfy in here." You fold your arms.
<<else>>
"I'm in the same boat," you say sympathetically.
<</if>>
<br><br>
"Maybe we'll get night vision eventually! Or sonar! Like a bat!" You can tell Robin's trying to cheer you up. It's working.
<<case "lonely">>
"Hey..." Robin sounds despondent.
<<if _robin.dom gte 60>>
"I miss the other orphans. I hope they're doing okay."
<br><br>
<<if $speech_attitude is "meek">>
"I'm sure they're doing alright," you try to cheer <<him>> up.
<<elseif $speech_attitude is "bratty">>
"We just have to get out of here and check on them then," you say.
<<else>>
"Let's get back to them then as soon as we can," you say.
<</if>>
<br><br>
"You're right. I'm sure they'd hate to see me all down like this. I have to stay strong." Robin sounds more like <<his>> usual self.
<<else>>
"I miss hanging out with you. I wish we were back home."
<br><br>
<<if $speech_attitude is "meek">>
"Hey, don't lose hope okay?" you say softly.
<<elseif $speech_attitude is "bratty">>
"Don't let them get inside your head. We will make it out of here. I promise," you say with confidence.
<<else>>
"We will soon. Don't worry." You smile in the darkness.
<</if>>
<br><br>
"Thank you," Robin says. "I don't know what I'd do if I was here alone."
<</if>>
<<case "cold">>
"H-hey, how are you h-holding up?" You can hear Robin's teeth chatter as <<he>> talks.
<br><br>
<<if $speech_attitude is "meek">>
"A-are you alright?" you ask.
<<elseif $speech_attitude is "bratty">>
"Robin, are you okay?" You get closer to the wall.
<<else>>
"What's wrong?" you ask.
<</if>>
<br><br>
"M-my clothing's a bit worse for wear," Robin replies. "Doesn't help against the chill." <<He>> pauses before continuing.
<<if _robin.dom gte 60>>
"Don't worry about me. It's just like when I sell hot chocolate!"
<<else>>
"I wish they'd warm these rooms at least."
<</if>>
<<case "tattoo">>
"Did you get a tattoo too?" Robin's voice is strained. "I'm number 164." <<He>> pauses.
"Do you think we'll be able to get them off <<print (_robin.trauma gte 70 ? "if" : "when")>> we get out? I rather like my name as is."
<<He>> gives a pained laugh.
<br><br>
<<if $speech_attitude is "meek">>
"I'm sorry you had to go through that as well," you say, voice quivering.
<<elseif $speech_attitude is "bratty">>
"The damn bastards marked me too. Must've been right before you." You run a hand along the number '163' etched on your skin.
<<else>>
"'163'." Your voice is hollow.
<</if>>
<<case "pig">>
<<if $bestialitydisable is "t" or $monsterchance gte 100>>
<<set _animals to "monsters">>
<<else>>
<<set _animals to "animals">>
<</if>>
"Hey," Robin says. <<He>> sounds upbeat, but you can tell <<hes>> faking it. "Did you know pigs are some of the smartest _animals out there?
They can learn things really fast, and have really good memories. They're also clean, despite their muddy stereotypes. I really liked them when I was growing up."
<br><br>
<<Hes>> silent for a few seconds. "I don't think I like pigs anymore," <<he>> says, <<his>> voice weak.
<<case "dice">>
"I don't think I'll be able to look at dice the same way," Robin says, <<if _robin.trauma gte 40>><<his>> voice trembling<<else>>forcing a laugh<</if>>. "Was that their idea of a game?"
<br><br>
<<if $speech_attitude is "meek">>
"I don't think I can look at dice the same way either," you whisper.
<<elseif $speech_attitude is "bratty">>
"Would've loved to clock them with those giant dice," you mutter.
<<else>>
"Of course it's a game," you mutter. "That's how this place is."
<</if>>
<br><br>
<<if _robin.trauma gte 70>>
"It's a game to them," Robin repeats. <<He>> lets out a hollow laugh. "I guess this is game over."
<<else>>
"If only it was a video game," <<he>> says. "Then we could bust out with laser swords and feather cannons. And that one combo you keep spamming." <<He>> sounds more cheerful, thinking about home again.
<</if>>
<<case "tentacles">>
"I'm sorry you had to do that," Robin mutters. "Getting me off, I mean. With those metal things attacking you."
<br><br>
<<if $speech_attitude is "meek">>
"I like doing it with you," you say in response. "Just... not like that."
<<elseif $speech_attitude is "bratty">>
"Wasn't much of a punishment," you boast. "I mean, having sex with my <<nnpc_girlfriend "Robin">>? They expect that to be a bad thing?"
<<if $trauma gte ($traumamax * 0.6)>>
You try to keep the tremor out of your voice. You're mostly successful.
<</if>>
<<else>>
"I'm just glad they didn't hurt you," you say.
<</if>>
<br><br>
Robin is silent for a few seconds. "They made me take something. This thick, sour drink of some kind. It made me numb and cold... like I couldn't feel anything you were doing."
<<case "machineHigh">>
<<set _noOptions to true>>
<<He>> takes a moment to respond. When <<he>> does, <<his>> voice is hollow. "It hurt."
<br><br>
You wait for <<him>> to elaborate, and <<he>> sniffles. "The machine hurt me. It was so fast, and so rough, and I can't even sit down now. So why? Why did you make them turn mine up?" Robin's voice becomes clouded with tears. "You knew it would hurt me, right? Why?"
<br><br>
<<if $speech_attitude is "meek">>
"I-I'm sorry," you murmur. You can't think of anything else to say.
<<elseif $speech_attitude is "bratty">>
You try to think of something to say. The words congeal in your throat.
<<else>>
"I was scared," you say quietly.
<</if>>
<br><br>
"Why?" Robin continues, <<his>> voice raising in volume. "You knew it would hurt me! It hurt so much! Why did you do that to me? What's wrong with you?!"
<<stress 6>><<gstress>>
<br><br>
You gulp. "Robin-"
<br><br>
"You're supposed to protect me!" <<he>> spits. "Some protector you are!"
<<stress 12>><<trauma 12>><<ggstress>><<ggtrauma>>
<br><br>
<<link [[Apologise|Underground Cell Robin Talk 2]]>><<stress 6>><<npcincr Robin love 1>><<npcincr Robin dom 1>><<set $phase to "machineHighApologise">><</link>><<gstress>><<glove>><<gdom>>
<br>
<<link [[Stay silent|Underground Cell Robin Talk 2]]>><<trauma -6>><<npcincr Robin dom -10>><<set $phase to "machineHighSilent">><</link>><<ltrauma>><<lldom>>
<<case "machineNormal">>
Robin responds after a moment with a shaky voice, "H-hey.
<<if _robin.dom gte 50>>
Are you alright?" <<He>> consoles you. "I hope you're not hurt too badly."
<<else>>
That really hurt." You hear audible pain as <<he>> talks. <<He>> pauses before continuing, "Are you okay?"
<</if>>
<br><br>
<<if $pain gte 60>>
<<if $speech_attitude is "meek">>
You let it out, sobbing to release the pain.
<<elseif $speech_attitude is "bratty">>
"I'm f-fine." Your voice betrays you, cracking as tears run down your cheeks.
<<else>>
"N-no," you say, tears streaming down your cheeks.
<</if>>
<br><br>
Robin seems surprised at first, but quickly adapts. "It's going to be alright. We're going to make it out of here, and then they won't be able to hurt us anymore."
After a pause <<he>> whispers, "I'm going to be strong enough for both of us."
<<pain -20>><<lpain>><<npcincr Robin dom 2>><<gdom>>
<<else>>
<<if $speech_attitude is "meek">>
"I'll be okay, thank you for asking though." You find yourself smiling at <<his>> concern.
<<elseif $speech_attitude is "bratty">>
"It'll take more than that to take me down." You put on a brave face for Robin.
<<else>>
"Yeah I am. I'm glad you're okay too," you say as you lean your back against the connecting wall.
<</if>>
<br><br>
<<if _robin.trauma gte 70>>
Robin sniffles, "I'm just glad it's over."
<<else>>
Robin calms down. "We can make it out of this, I know we can."
<</if>>
<</if>>
<<case "machineLow">>
"Are you okay?" Robin responds almost immediately, concern clear in <<his>> voice.
<<if _robin.dom gte 50>>
"I should've known they wouldn't have waited for an answer," <<he>> says.
<<else>>
"I'm so sorry, I didn't know they wouldn't wait for you to answer," <<he>> says.
<</if>>
"Is there anything I can do to make you feel better?" Robin tries to comfort you.
<br><br>
<<if $pain gte 60>>
<<if $speech_attitude is "meek">>
"P-please hold me." You stick your finger through the hole. Robin softly grabs it.
<br><br>
"It's okay." <<He>> holds your finger, lightly rubbing it as you start to sob. "Shhhh, it's all going to be okay."
<<elseif $speech_attitude is "bratty">>
"I'll be okay," you choke out the words, but Robin clearly isn't convinced.
<br><br>
"How about I get you some ice cream when we get out?" You can almost hear the smile in Robin's voice.
"My treat."
<<else>>
"Can we go h-home?" you sob.
<br><br>
"Just let it out," Robin encourages as you softly cry. "When we get home I'm gonna make you smile so hard that you'll forget all this ever happened."
<</if>>
<<pain -20>><<lpain>><<trauma -5>><<ltrauma>><<npcincr Robin dom 2>><<gdom>>
<<else>>
<<if $speech_attitude is "meek">>
"I think so, thank you," you say, trembling slightly.
<<elseif $speech_attitude is "bratty">>
"I'm gonna be sore for a bit, but other than that. I'll live," you say.
<<else>>
"I'm glad it's over, that was really rough," you say.
<</if>>
"I'm glad you're okay. If you need anything let me know, alright?" Robin sounds relieved.
<</if>>
<<case "machinePlayer">>
"Are you okay?" Robin responds almost immediately, concern clear in <<his>> voice.
"I'm glad they stopped, I just wish they had stopped sooner. Before they..." <<He>> doesn't finish.
<br><br>
<<if $speech_attitude is "meek">>
You hug the wall, and for a moment it's almost as if you can feel Robin's warmth on the other side.
"I t-think I'll be okay. Thank you."
<<elseif $speech_attitude is "bratty">>
"I'm just glad they didn't get to you." You shake your head at the intrusive memories and force a smile.
<<else>>
"I'll be okay," you say, placing your hand on the wall connecting the two of you. "Promise."
<</if>>
<<case "machineNone">>
<<if _robin.trauma lte 40>>
"We sure showed them!" Robin's voice is giddy. "Maybe they'll think twice before trying to torture us again."
<<else>>
"I'm just glad we're safe. I don't think I could've handled having that machine b-break me." Robin sounds relieved but still stressed.
<</if>>
<br><br>
<<if $speech_attitude is "meek">>
"I'm glad we're both intact. Those machines were scary." You breathe a sigh of relief.
<<elseif $speech_attitude is "bratty">>
"That's what they get for trying to do that to us." Despite it all you feel yourself smiling.
<<else>>
"I'm glad they gave up. I was worried they'd try again for a moment there." You smile.
<</if>>
<<case "kissBack">>
"Thanks for kissing me, back there," <<he>> says. There's a brief pause. "I know that sounds weird, but... it helped me ignore what was happening. It distracted me."
<br><br>
<<if $speech_attitude is "meek">>
"I should thank you just as much," you say.
<<elseif $speech_attitude is "bratty">>
"I should've done more," you say, gritting your teeth. "I hate them."
<<else>>
"It was the least I could do," you say.
<</if>>
<<case "hunt">>
<<if _robin.dom gte 70>>
"We were right there," <<he>> mutters. "We were in the forest, we could've..." <<He>> sighs. "I should've been stronger. Then I could've saved you, and we'd be out of here."
<br><br>
<<if $speech_attitude is "meek">>
"Y-you shouldn't need to protect me," you say quietly.
<<elseif $speech_attitude is "bratty">>
"You're not the only one that dropped the ball," you mutter.
<<else>>
"Don't blame yourself," you say. "We're in it together. I'm as much to blame as you are."
<</if>>
<br><br>
Robin is silent for a few seconds. "We're getting out of here. Next time they make the mistake of showing us the sun, we're leaving."
<<else>>
"It was nice to see the sun again," <<he>> says, trying to sound cheerful. "And to feel the grass. That was... nice."
<br><br>
<<if $speech_attitude is "meek">>
"I-it was warm," you say, trying to find a bright side. It's hard to stay hopeful. "I wish this place wasn't so cold."
<<elseif $speech_attitude is "bratty">>
"It beats this place," you mutter, kicking the wall slightly. "Can't see shit down here. Wish they'd at least turn on a light."
<<else>>
"I wish we'd been able to stay out longer," you say.
<</if>>
<br><br>
"Yeah," Robin agrees. "And I..." <<He>> trails off. "I wish we were out of here."
<</if>>
<<default>>
<<Hes>> quiet. "Are you alright?" you ask.
<br><br>
There's a pause before Robin responds.
<<if _robin.trauma gte 70>>
"W-we have to get out of here..." Robin's voice is shaking.
<<else>>
"I'll be fine." <<He>> gives a weak laugh. "I just need to keep my head up." Robin's voice is clashing with <<his>> words.
<</if>>
<<undergroundRobinTopicRefresh>>
<</switch>>
<</switch>>
<<set $undergroundbrothel.timepass to false>><<set $undergroundbrothel.robinTalk++>><<set $undergroundbrothel.robinSpoke to true>>
<br><br>
<<if !_noOptions>>
<<link [[Next|Underground Cell]]>><<endevent>><</link>>
<</if>><<effects>><<run statusCheck("Robin")>>
<<switch $phase>>
<<case "machineHighApologise">>
"Robin, I'm sorry," you say. You explain that you were scared, and weren't thinking straight, and how you regretted it. The words come spilling out faster than you can control them, until your throat is hoarse.
<br><br>
Robin doesn't answer for moment, before hiccuping. "We need to get out of here. Together. Then we won't need to worry about this, because it'll... it'll never happen again."
<br><br>
<<He>> pauses. "I-I forgive you. And I'm sorry for yelling. This place is getting to me."
<<case "machineHighSilent">>
You remain quiet, filling the cell with an uncomfortable silence. After a few minutes, Robin starts to cry.
<br><br>
"I'm sorry," <<he>> whispers. "Don't hate me. I shouldn't have said that. I'm sorry, I'm sorry, please." <<His>> voice is punctuated by hiccups and shaky breaths. "I need you. I love you. Don't hate me."
<br><br>
You tell Robin you forgive <<him>>, and <<he>> starts to cry again. This time in relief. After a few minutes, <<his>> voice trails off.
<<default>>
"Huh?" Robin says. "What?"
<br><br>
You consider telling Robin that the scene is bugged and that $$phase is incorrectly set to $phase, but decide against it. Informing Vrelnir would be more worth your time.
<</switch>>
<br><br>
<<link [[Next|Underground Cell]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "underground">><<effects>>
<<beastNEWinit 1 pig>>
You are led once more to the stage, where the crowd awaits. Robin is already on stage. <<covered>>
<<if $rng gte 51 and ($monster is 1 or $bestialitydisable is "f")>>
Once there, a metal shutter rattles open behind you, and two gigantic <<beastsplural>> step out. The first charges at Robin, while the second makes <<bhis>> way towards you. The audience cheers them on.
<br><br>
<<link [[Next|Underground Robin Stage Pig]]>><<set $molestationstart to 1>><</link>>
<<else>>
<<endevent>><<generate1>><<generate2>>
There's a <<fullGroup>> already waiting for you. The <<person2>><<person>> takes Robin's leash, while the <<person1>><<person>> takes yours. They pull you apart from each other and look at the audience. "Who do you think will cum first? Make your bets, my friends."
<br><br>
<<link [[Next|Underground Robin Stage Molestation]]>><<set $molestationstart to 1>><</link>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<</if>>
<<effects>>
<<effectsman>>
<br>
<<beast $enemyno>>
<br>
<<undergroundRobinInterlude>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Underground Robin Stage Pig Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Underground Robin Stage Pig]]>><</link>></span><<nexttext>>
<</if>><<if $enemyhealth lte 0>>
The <<beasttype>> flees in pain and fear, running amok among the audience in an attempt to find an exit. The second one becomes startled and runs away too, leaving Robin free to stand up.
<br><br>
<<tearful>> you and Robin leap from the stage and run for the stairs. The audience is so distracted they make no move to stop you. You climb the stairs as fast as you can, footsteps thundering beneath you.
<br><br>
<<undergroundEscapeForestRobin>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<undergroundRobinTopic "pig" "undiscussed">>
<<beastejaculation>><<famebestiality 50>>
The crowd applauds as you are led off the stage and back to your cell. Robin follows soon after.
<<undergroundReturnToCell>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $enemyno to 1>><<set $enemynomax to 1>>
<<maninit>>
<<set $enemytrust -= 120>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<undergroundRobinInterlude>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Underground Robin Stage Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Underground Robin Stage Molestation]]>><</link>></span><<nexttext>>
<</if>><<if $enemyhealth lte 0>>
The <<person1>><<person>> recoils in pain and tumbles from the stage. The <<person2>><<person>> startles from the sudden thud. <<tearful>> you yank <<him>> off of Robin and run for the stairs. The audience is so bemused they make no move to stop you.
<br><br>
You climb the stairs as fast as you can, footsteps thundering beneath you.
<<undergroundEscapeForestRobin>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The <<person2>><<person>> looks over at you, annoyed. The crowd applauds as you are led off the stage and back to your cell. Robin follows soon after.
<<undergroundReturnToCell>>
<</if>><<effects>>
<<generate1>><<generate2>><<person1>>
You are led from your cell into a corridor outside. It looks medieval like your cell but with modern furnishings. You round a corner and see a large group of <<people>> surrounding a stage. Robin is already on-stage, being watched by a <<person>>. You see a staircase on the opposite side of the room, which might be the way out.
<<covered>>
<br><br>
Most of the audience was staring at Robin, but all eyes snap to you as you are led up to the central platform. There's music playing.
<br><br>
"We're going to roll these," the <<person2>><<person>> says, holding a large pair of stone dice. "To decide how this works. Pray for a low number."
<br><br>
"High rolls! High rolls!" the audience chants.
<br><br>
<<link [[Next|Underground Robin Dice Intro 2]]>><</link>><<effects>>
<<He>> rolls the stone dice. They crash uncomfortably loud on the stage.
<br><br>
<<set $uDice1 to random(1, 6)>>
<<set $uDice2 to random(1, 6)>>
<<set _d1Color to ["","green","blue","red"][Math.ceil($uDice1/2)]>>
<<set _d2Color to ["","green","blue","red"][Math.ceil($uDice2/2)]>>
<div id="die_text">
<span id="die_1">
<<if $options.images is 1>>
<img src="img/misc/die_stone_roll.gif">
<<else>>
?
<</if>>
</span>
<span id="die_2">
<<if $options.images is 1>>
<img src="img/misc/die_stone_roll.gif">
<<else>>
?
<</if>>
</span>
<br>
=
<br>
</div>
<<timed 2s>>
<<replace "#die_1">>
<<if $options.images is 1>>
<img @src="'img/misc/die_stone_' + $uDice1 + '.png'">
<<else>>
$uDice1
<</if>>
<</replace>>
<</timed>>
<<timed 4s>>
<<replace "#die_2">>
<<if $options.images is 1>>
<img @src="'img/misc/die_stone_' + $uDice2 + '.png'">
<<else>>
$uDice2
<</if>>
<</replace>>
<</timed>>
<<timed 5s>>
<span id="die_text">
<<if $uDice1 is $uDice2>>
<<switch $uDice1>>
<<case 1>>
<span @class="_d1Color">Snake eyes</span>
<<case 6>>
<span @class="_d1Color">Boxcars</span>
<<default>>
<span @class="_d1Color">Double <<number $uDice1>>s</span>
<</switch>>
<<else>>
<span @class="_d1Color"><<Number $uDice1>></span> and <span @class="_d2Color"><<number $uDice2>></span>
<</if>>
</span>
<<replace "#temp_br">>
<br>
<</replace>>
<</timed>>
<<timed 6s>>
<<replace "#temp_br">>
<br>
($uDice1, $uDice2)
<</replace>>
<</timed>>
<span id="temp_br">
<br><br>
</span>
<br><br>
<<link [[Next|Underground Robin Dice Intro 3]]>><</link>>
<br><<effects>>
<<if $uDice1 lte 3 and $uDice2 lte 3>>
The crowd boos and jeers at your low rolls, with some throwing garbage on the stage.
<<if $uDice1 + $uDice2 lte 4>>
"Bullshit!" one particularly frustrated audience member shouts.
<</if>>
<<elseif $uDice1 gte 4 and $uDice2 gte 4>>
The crowd roars in excitement at the high numbers.
<<if $uDice1 + $uDice2 gte 10>>
A few begin to stomp their feet in unison.
<</if>>
<<elseif $uDice1 gte 5 and $uDice2 lte 2 or $uDice1 lte 2 and $uDice2 gte 5>>
The crowd 'oohs' at the sight of the vastly different numbers.
<<else>>
The crowd murmurs as they see the results.
<</if>>
<br><br>
The <<person>> steps forward.
<<set $diceAnnouncer to _text_output>>
<<endevent>>
<<if $uDice1 is $uDice2>>
"It's decided," the $diceAnnouncer announces. "No room for deliberation."
<<for _d to 1; _d lte $uDice1; _d++>>
<<generateNPC _d>>
<</for>>
<<person1>>
<<if $uDice1 is 1>>
From the audience, two people climb onto the stage. The first, a <<person>>, approaches you, while the second goes for Robin.
<<else>>
From the audience, two groups of <<number $uDice1>> people climb onto the stage. The first group, a <<fullGroup>>, approach you, while the second goes for Robin.
<</if>>
<br><br>
<<link [[Next|Underground Robin Dice Molestation]]>><<set $robinDice to $playerDice to $uDice1>><<set $molestationstart to 1>><</link>>
<<else>>
"Now, you have a choice," the $diceAnnouncer says to you. "Will you take the <<number $uDice1>>, or the <<number $uDice2>>? Whichever you don't take, your friend gets the other amount."
<br><br>
You notice the audience giving you lecherous glares, and it clicks in your head. The $diceAnnouncer is asking you to choose how many people attack you, and how many attack Robin. You consider running, but there are too many eyes on you. Robin looks terrified.
<br><br>
<<silently>><<number $uDice1>><<set _option1 to _text_output>><<number $uDice2>><<set _option2 to _text_output>><</silently>>
<<link [["The " + _option1|Underground Robin Dice Intro 4]]>>
<<set $playerDice to $uDice1>><<set $robinDice to $uDice2>>
<<if $uDice1 gt $uDice2>><<stress 6>><<else>><<npcincr Robin love -1>><</if>>
<</link>><<if $uDice1 gt $uDice2>><<gstress>><<else>><<llove>><</if>>
<br>
<<link [["The " + _option2|Underground Robin Dice Intro 4]]>>
<<set $playerDice to $uDice2>><<set $robinDice to $uDice1>>
<<if $uDice2 gt $uDice1>><<stress 6>><<else>><<npcincr Robin love -1>><</if>>
<</link>><<if $uDice2 gt $uDice1>><<gstress>><<else>><<llove>><</if>>
<</if>><<effects>>
"The <<number $playerDice>>," the $diceAnnouncer says. "Then <<nnpc_he "Robin">> will get the <<number $robinDice>>." Robin gives you a <<print $playerDice gt $robinDice ? "grateful" : "betrayed">> look.
<br><br>
<<for _d to 1; _d lte $playerDice; _d++>>
<<generateNPC _d>>
<</for>>
<<person1>>
<<if $playerDice is 1>>
From the audience, a <<person>> climbs to the stage and approaches you.
<<else>>
From the audience, a <<fullGroup>> climb to the stage and approach you.
<</if>>
<<if $robinDice is 1>>
Another person climbs to the stage and approaches Robin.
<<else>>
<<Number $robinDice>> more people climb to the stage and approach Robin.
<</if>>
<br><br>
<<link [[Next|Underground Robin Dice Molestation]]>><<set $molestationstart to 1>><</link>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<set $enemytrust -= 80>>
<<set $enemyanger += 60>>
<<set _rTrauma to [0,4,8,12,16,20,25][$robinDice]>>
<<npcincr Robin trauma _rTrauma>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<undergroundRobinInterlude>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Underground Robin Dice Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Underground Robin Dice Molestation]]>><</link>></span><<nexttext>>
<</if>><<if $enemyhealth lte 0>>
The <<person1>><<person>> recoils in pain and tumbles from the stage.
<<if $playerDice gt 2>>
The others get tangled in <<his>> flailing limbs and fall as well.
<<elseif $playerDice is 2>>
The <<person2>><<person>> get tangled in <<his>> flailing limbs and falls as well.
<</if>>
The group surrounding Robin pause their assault and turn at the commotion.
<br><br>
<<tearful>> you push them away and grab Robin's arm, and run for the stairs. The audience is so bemused they make no move to stop you.
<br><br>
<<undergroundEscapeForestRobin>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<undergroundRobinTopic "dice" "undiscussed">>
<<ejaculation>>
The crowd applauds as you are led off the stage and back to your cell. Robin follows shortly.
<<undergroundReturnToCell>>
<</if>>
<<unset $uDice1>><<unset $uDice2>><<unset $playerDice>><<unset $robinDice>><<unset $diceAnnouncer>><<effects>><<set $robinMetal to true>><<undergroundRobinTopic "tentacles" "undiscussed">>
<<loadNPC 0 handler>><<person1>>
You are led once more to the stage, where the crowd awaits. Robin is already there. <<covered>>
<br><br>
You notice Robin is stripped naked, and held to the wall by metal cuffs. <<nnpc_He "Robin">> looks up at you pleadingly.
<br><br>
"Do your best to get <<nnpc_him "Robin">> off," the <<person>> says. "For your own sake." The metal shutter doors open, and a swarm of metallic red tentacles surge toward you. Robin squeezes <<nnpc_his "Robin">> eyes shut.
<br><br>
<<link [[Next|Underground Robin Tentacles]]>><<endevent>><<set $molestationstart to 1>><</link>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<npc Robin>><<person1>>
<<maninit>>
<<silently>><<npc_submissive>><</silently>>
<<npcexpose>>
<<set $breakIgnore to true>>
<<set $fightTargets to []>>
<<tentaclestart 10 15 "tentacle" "metal">>
<<set $enemyarousalmax to 800>>
<<set $enemyarousalmax to $enemyarousalmax * ($beastArousalMult / 100)>>
<</if>>
<<set $enemyanger to 0>><<set $enemytrust to 100>>
<<effects>>
<<effectsman>>
<<man>>
<<effectstentacles>>
<<tentacles>>
<<audience>>
<<statetentacles>>
<<stateman>>
<<actionsOmni>>
<<if _combatend or ($tentacles.active lte ($tentacles.max / 2))>>
<span id="next"><<link [[Next|Underground Robin Tentacles Finish]]>><</link>><<endevent>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Underground Robin Tentacles]]>><</link>></span><<nexttext>>
<</if>>
<br><<effects>><<unset $robinMetal>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The audience cheers, and the metal tentacles retract from you. Robin is untied from the wall, and the two of you are led off the stage and back to your cells.
<br><br>
<<undergroundReturnToCell>>
<<else>>
<<loadNPC 0 handler>><<person1>>
The metal tentacles shudder, spark, and fall inert. The cuffs around Robin automatically retract.
<br><br>
The <<person>> shouts something into a walkie-talkie about damaged systems. <<tearful>> you grab Robin's arm and run for the stairs while <<hes>> distracted. The audience is so bemused they make no move to stop you.
<br><br>
<<undergroundEscapeForestRobin>>
<</if>><<effects>>
<<set _robin to statusCheck("Robin")>>
<<generate1>><<person1>>
<<set $machineHandler to $NPCList[0].fullDescription>>
You are led once more to the stage, where the crowd awaits. Robin is already there, being watched by a <<person>>. <<covered>>
<br><br>
You notice a pair of odd machines being wheeled in. Attached to them are chains and phallic instruments. Robin is grabbed and dragged into one, and you are in short order. You're set up facing away from each other.
<br><br>
"If it gets too much for you," the <<person>> says. "<span class="gold">Just let us know.</span> <span class="red">We'll redirect power to the other one.</span>"
<<if _robin.trauma gte 60 or _robin.dom lte 20>>
Robin lets out a panicked choke.
<<else>>
You hear Robin's chains clank against each other as <<nnpc_he "Robin">> struggles.
<</if>>
<br><br>
<<link [[Next|Underground Robin Machine]]>><<endevent>><<set $molestationstart to 1>><</link>><<set _robin to statusCheck("Robin")>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<set $machine_health to 6>><<set $machine_ammo to 8>>
<<if $player.vaginaExist and $analdisable is "f">>
<<machine_init vaginal anal arm_chains leg_chains>>
<<set $machine.vaginal.armed to 1>><<set $machine.anal.armed to 1>>
<<elseif $player.vaginaExist>>
<<machine_init vaginal arm_chains leg_chains>>
<<set $machine.vaginal.armed to 1>>
<<else>>
<<machine_init anal arm_chains leg_chains>>
<<set $machine.anal.armed to 1>>
<</if>>
<<if _robin.dom gte 80 and _robin.trauma lte 20>>
<<set $timer to 12>>
<<elseif _robin.dom gte 60 and _robin.trauma lte 40>>
<<set $timer to 10>>
<<elseif _robin.dom gte 40 and _robin.trauma lte 60>>
<<set $timer to 9>>
<<else>>
<<set $timer to 8>>
<</if>>
<<set $robinFucked to false>><<set $robinMachineSpeed to 2>>
<</if>>
<<effects>>
<<machine_effects>>
<<machine_combat>>
<<if $phase is 1>>
You ask them to slow down your machine. The $machineHandler flips a switch, and your sex machine slows down to a more reasonable level.
<<if $robinFucked>>
Robin lets out a cry of distress as <<nnpc_his "Robin">> machine speeds up again.
<<npcincr Robin trauma 1>><<grtrauma true>>
<<else>>
Robin makes a sound between relief and worry.
<</if>>
<<machine_speed 2>>
<<set $timer to random(2,4)>>
<<elseif $phase is 2>>
You ask them to slow down your machine. The $machineHandler flips a switch, and your sex machine slows down to a crawl.
<<if $robinFucked>>
Robin lets out a shriek as <<nnpc_his "Robin">> machine starts whirring louder. You can hear it thrusting into <<nnpc_him "Robin">>.
<<npcincr Robin trauma 3>><<npcincr Robin dom -5>><<ggrtrauma true>><<lldom "Robin">>
<<else>>
Robin cries out in alarm.
<</if>>
<<npcincr Robin love -1>><<llove>>
<<machine_speed 1>>
<<set $timer to random(2,4)>>
<<else>>
<<if $robinFucked is true>>
<<if $anusfucked is 1 or $vaginafucked is 1 or $penisfucked is 1>>
<<set _fucking to "fucking">>
<<else>>
<<set _fucking to "threatening">>
<</if>>
<<switch $robinMachineSpeed>>
<<case 3>>
<<if random(-100,60) gte (_robin.dom - _robin.trauma) and $timer lte 0>>
"<span class="red">Slower!</span>" Robin yells, in tears. "Slower, please! I can't take it!"
<br><br>
The $machineHandler flips a switch, and the machine _fucking you speeds up to a regular speed. Robin breaths a sigh of relief, punctuated by a sob.
<<machine_speed 2>>
<<set $timer to random(3,5)>>
<<else>>
<<print either(
"Robin screams in pain.",
"You hear Robin let out agonised wails.",
"The machine knocks Robin's breath out of <<nnpc_him \"Robin\">>, and <<nnpc_he \"Robin\">> struggles to breathe for a few seconds."
)>>
<<npcincr Robin trauma 3>><<ggrtrauma true>>
<</if>>
<<case 2>>
<<if random(-100,30) gte (_robin.dom - _robin.trauma) and $timer lte 0>>
"Hey," Robin calls to you weakly. "Do you mind if they make mine slower? You don't need to-"
<br><br>
The $machineHandler flips a switch before you can respond, and the machine _fucking you <span class="red">speeds up.</span> Robin cries out in protest. "Hey, <<pshe>> didn't answer! Hey!"
<<machine_speed 3>>
<<set $timer to random(3,5)>>
<<else>>
<<print either(
"Robin shouts for help.",
"You hear Robin struggling against <<nnpc_his \"Robin\">> chains.",
"Robin sobs, <<nnpc_his \"Robin\">> voice interrupted by the thrusts of the machine."
)>>
<<npcincr Robin trauma 1>><<grtrauma true>>
<</if>>
<<case 1>>
<<print either(
"Robin groans in discomfort.",
"Robin weakly struggles, but doesn't seem terrified.",
"Robin grunts as <<nnpc_he \"Robin\">> tries to break free."
)>>
<</switch>>
<<else>>
<<if $timer gte 8>>
<span class="green">Robin shouts in defiance. You hear impacts against plastic.</span>
<<elseif $timer gte 6>>
<span class="lblue">You hear Robin struggle, as <<nnpc_he "Robin">> kicks the machine.</span>
<<elseif $timer gte 4>>
<span class="blue">You hear Robin struggle. The sounds of the machine being hit become weaker.</span>
<<elseif $timer gte 2>>
<span class="purple">You hear Robin shout, alongside jingling chains.</span>
<<elseif $timer is 1>>
<span class="pink">Robin cries out in fear.</span>
<<else>>
<<set $robinFucked to true>>
<<NPCVirginityTakenByOther "Robin" "anal" "sex machine">>
<<if _robin.vagina isnot "none">>
<<NPCVirginityTakenByOther "Robin" "vaginal" "sex machine">>
<</if>>
<span class="red">You hear Robin scream in agony as the machine penetrates <<nnpc_his "Robin">>
<<if _npcVirgin.vaginal and _npcVirgin.anal>>
pussy and ass for the first time.
<<elseif _npcVirgin.vaginal>>
pussy for the first time, as well as <<nnpc_his "Robin">> ass.
<<elseif _npcVirgin.anal>>
<<if _robin.vagina isnot "none">>
ass for the first time, as well as <<nnpc_his "Robin">> pussy.
<<else>>
ass for the first time.
<</if>>
<<else>>
<<if _robin.vagina isnot "none">>
pussy and ass.
<<else>>
ass.
<</if>>
<</if>>
</span>
The crowd roars in excitement.
<<npcincr Robin trauma 5>><<ggrtrauma true>><<control -10>><<lcontrol>>
<</if>>
<</if>>
<</if>>
<br><br>
<<audience>>
<<set $phase to 0>>
<<machine_state>>
<<if $orgasmdown gte 1 or $pain gte 100 and $willpowerpain is undefined>>
<<else>>
<br>
Your mouth is free.
<<if ($anusfucked is 1 or $vaginafucked is 1 or $penisfucked is 1) and $machine.speed gte 2>>
You could ask them to slow your machine down, but Robin will suffer.
<</if>>
<br>
<label><<radiobutton "$phase" 0 autocheck>> Rest</label> |
<<if $anusfucked is 1 or $vaginafucked is 1 or $penisfucked is 1>>
<<if $machine.speed is 3>>
<label><<radiobutton "$phase" 1 autocheck>> <span class="brat">Ask them to slow down</span></label> |
<<elseif $machine.speed is 2>>
<label><<radiobutton "$phase" 2 autocheck>> <span class="brat">Ask them to slow down</span></label> |
<</if>>
<</if>>
<br><br>
<</if>>
<<machine_actions>>
<<if $machine.number lte 0>>
<span id="next"><<link [[Next|Underground Robin Machine End]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Underground Robin Machine]]>><</link>></span><<nexttext>>
<</if>>
<br><<effects>>
<<if ($anusfucked is 1 or $vaginafucked is 1 or $penisfucked is 1) and $robinFucked>>
The crowd applauds and shouts as the machines come to a halt.
<<else>>
The crowd boos as the machines come to a halt.
<<if !$robinFucked>>
Robin looks relieved.
<</if>>
<</if>>
The $machineHandler unhooks you and Robin, and leads you off the stage and back to your cells.
<<if $robinMachineSpeed is 3>>
Robin won't look at you.
<<elseif $robinMachineSpeed is 1>>
Robin glances at you, before quickly looking away.
<</if>>
<br>
<<machine_end>>
<<switch $robinMachineSpeed>>
<<case 1>>
<<undergroundRobinTopic "machineLow" "undiscussed">>
<<case 2>>
<<undergroundRobinTopic "machineNormal" "undiscussed">>
<<case 3>>
<<undergroundRobinTopic "machineHigh" "priority">>
<<default>>
<<if $anusfucked is 1 or $vaginafucked is 1 or $penisfucked is 1>>
<<undergroundRobinTopic "machinePlayer" "undiscussed">>
<<else>>
<<undergroundRobinTopic "machineNone" "undiscussed">>
<</if>>
<</switch>>
<<unset $machineHandler>><<unset $robinFucked>><<unset $robinMachineSpeed>>
<<undergroundReturnToCell>><<effects>>
<<set _robin to statusCheck("Robin")>>
<<generate1>><<npc Robin 2>><<generate3>><<generate4>>
<<if $NPCList[0].penis is "none">>
<<npcstrapon 0>>
<</if>>
<<if $NPCList[2].penis is "none">>
<<npcstrapon 2>>
<</if>>
You are led to another part of the dungeon, and into a well-lit room. A <<person4>><<person>> is already here, holding a camera. Stood beside <<him>> is a <<person1>><<person>> and <<person3>><<person>>, the <<person>> holding Robin's leash.
<br><br>
The <<person4>><<person>> nods, and the other two drag you and Robin close together.
<<if $worn.face.type.includes("covered")>>
The <<person>> removes your $worn.face.name.
<<faceruined>><<set $worn.face.type.push("broken")>>
<</if>>
The <<person1>><<person>> grabs your hair and mashes your face into Robin's. Robin yelps.<<pain 1>><<gpain>>
<br><br>
<<He>> and the <<person3>><<person>> adjust your heads like you're mannequins, until your mouths are pressed against each other. They hold you there as you struggle, and the <<person4>><<person>> hooks your collars together. You try to pull away, and Robin tries the same, but you're locked together. There's barely any space between you two.
<<takeKissVirginity "Robin" "loveRape">>
<br><br>
Robin looks at you in confusion, before <<if _robin.trauma gte 70>>yelling<<else>>whimpering<</if>> as the <<person3>><<person>> yanks <<his>> collar and positions <<himself>> behind Robin. The <<person1>><<person>> does the same to you, pressing <<his>> <<print $NPCList[0].penisdesc>> against your <<bottom>>. The <<person4>><<person>> sets up <<his>> camera.
<br><br>
<<link [[Next|Underground Robin Kiss Molestation]]>><<set $molestationstart to 1>><</link>><<set _robin to statusCheck("Robin")>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $enemyno to 2>><<set $enemynomax to 2>><<maninit>><<npcexpose>>
<<set $enemyhealth to $NPCList[0].health>><<set $enemyhealthmax to $enemyhealth>>
<<healthMultiplier>>
<<npc_attempt_sex>>
<<set $fightTargets to [0]>><<set $robinDungeonKiss to true>><<set $robinFucked to false>>
<<set $kissTurns to 0>>
<<set $position to "doggy">>
<<set $NPCList[0].lefthand to "hair">>
<<set $NPCList[1].lefthand to "idle">><<set $NPCList[1].righthand to "idle">>
<<if $NPCList[1].penis isnot "none">><<set $NPCList[1].penis to "idle">><</if>>
<<if $NPCList[1].vagina isnot "none">><<set $NPCList[1].vagina to "idle">><</if>>
<<set $NPCList[1].location.head to "head">><<set $NPCList[1].mouth to "kiss">>
<<set $mouthstate to "kiss">><<set $mouthuse to "kiss">><<set $mouthtarget to 0>><<set $head to "bound">>
<<if _robin.dom gte 80 and _robin.trauma lte 20>>
<<set $timer to 6>>
<<elseif _robin.dom gte 60 and _robin.trauma lte 40>>
<<set $timer to 5>>
<<elseif _robin.dom gte 40 and _robin.trauma lte 60>>
<<set $timer to 4>>
<<else>>
<<set $timer to 3>>
<</if>>
<<set $turnCount to 0>>
<</if>>
<<effects>>
<<effectsman>><<man>>
<<set $turnCount++>>
The <<person4>><<person>>
<<if $timer % 3 is 0 or random(1,4) is 4>>
moves to get a closer shot of
<<print either(
"yours and Robin's faces.",
"yours and Robin's faces.",
"your <<breasts>>.",
"your <<bottom>>.",
"your <<genitals>>.",
"Robin's " + _robin.breastsdesc + ".",
"Robin's bottom.",
"Robin's <<nnpc_genitals \"Robin\">>.",
)>>
<<else>>
continues to film.
<</if>>
<<if $face isnot "covered">>
<<fameexhibitionism 1>><<famerape 1>>
<</if>>
<<if $timer is 0>>
<<set $timer to 3>>
<</if>>
<<set $speechdisable to 0>>
<br><br>
<<if $enemyno lte 1>>
<<set $enemyhealthmax to 1>>
<</if>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Underground Robin Kiss Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Underground Robin Kiss Molestation]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<set _robin to statusCheck("Robin")>>
<<if $enemyhealth lte 0>>
The <<person1>><<person>> trips and falls against the <<person3>><<person>>. Amused, the <<person4>><<person>> turns the camera to watch the two of them flounder on the ground.
<br><br>
The <<person1>><<person>> struggles to <<his>> feet. "Shut up," <<he>> says. "Before they get away." But you're already well ahead of them. By the time they stand up, you've already unhooked your collar from Robin's and run down the corridor, past your cell, then into the empty theatre. You run towards the stairs on the far side, and climb as fast as you can, footsteps thundering beneath you.
<br><br>
<<undergroundEscapeForestRobin>>
<br><br>
<<else>>
<<if $kissTurns gte $turnCount/2>>
<<undergroundRobinTopic "kissBack" "undiscussed">>
<</if>>
<<set $enemynomax to 1>>
<<if $robinFucked>>
The <<person3>><<person>> moans as <<he>> cums, hilting <<himself>> inside Robin.
<<if npcHasStrapon(2)>>
<<He>> unhooks <<his>> $NPCList[2].penisdesc and swats Robin in the ass with it, making <<nnpc_him "Robin">> <<print _robin.trauma gte 70 ? "flinch" : "yelp">>.
<<else>>
<<He>> pulls out, letting <<his>> semen drip down Robin's legs.
<<if _robin.vagina isnot "none" and false>>
/*
Included the expected check and widget call if it's decided that Robin can get pregnant this way
<<recordSperm `{target: "Robin", spermOwner: $NPCList[2], spermType: "human"}`>>
*/
<</if>>
<</if>>
<<else>>
The <<person3>><<person>> convulses before <<he>> can penetrate Robin.
<<if npcHasStrapon(2)>>
Enraged, <<he>> unhooks <<his>> $NPCList[2].penisdesc and swats Robin in the back of the head with it, making <<nnpc_him "Robin">> <<print _robin.trauma gte 70 ? "flinch" : "yelp">>.
<<else>>
Enraged, <<he>> smacks the back of Robin's head.
<<if _robin.vagina isnot "none" and false>>
/*
Included the expected check and widget call if it's decided that Robin can get pregnant this way
<<recordSperm `{target: "Robin", spermOwner: $NPCList[2], spermType: "human", rngModifier: 15}`>>
*/
<</if>>
<</if>>
<</if>>
<<npcincr Robin trauma 3>><<grtrauma true>>
<br><br>
<<ejaculation>>
"That'll do," says the <<person4>><<person>> as <<he>> stops filming. You're horrified at the thought of other people seeing what happened to you and Robin, but there's nothing you can do as the <<person1>><<person>> leads you back to your cell. You can faintly hear Robin weeping.
<br><br>
<<undergroundReturnToCell>>
<br>
<</if>>
<<unset $robinDungeonKiss>><<unset $robinFucked>><<unset $kissTurns>><<unset $turnCount>><<location "forest">><<effects>>
You are led past the empty stage and up the flight of stairs. The air becomes cooler and fresher as you ascend, and you soon emerge outside.
<<if Weather.dayState is "dawn">>
The sun is hidden behind trees, but you think it's dawn.
<<elseif Weather.dayState is "dusk">>
The sun is hidden behind trees, but you think it's dusk.
<<elseif Weather.dayState is "day">>
You have to shield your eyes from the sunlight, and you realise just how dim those lights were.
<<elseif Weather.dayState is "night">>
The cool night air blows against your skin.
<</if>>
It looks like you're in a forest clearing.
<br><br>
Robin, as well as several naked <<victimgirls>>, are lined up, with a rope suspended in front of them. There's a large crowd stood around them, leering. The <<victimgirls>> stare at their feet. <<covered>> You're dragged to the end of the line.
<<if $worn.feet.type.includes("shackle")>>
You hear a click as the cuffs around your ankles are unlocked and removed.
<<remove_shackle>>
<</if>>
<br><br>
<<beastNEWinit 1 dog>><<generate2>>
<<person2>> A <<person>> in a waistcoat enters the clearing, holding three <<beasttype 0>>s on leashes. They strain against <<person2>><<him>>, practically pulling <<him>> along. "We're ready," <<he>> says, brandishing a pistol. "First shot, the prey run. Second shot, we hunt!" The crowd cheers. You hear one of the <<victimgirls>> sob.
<br><br>
<<silently>><<beasttype 0>><<set $robinBeast to _text_output>><</silently>>
<<link [[Run|Underground Robin Hunt]]>><</link>><<athleticsdifficulty 1 1200>><<location "forest">><<effects>>
<<set _robin to statusCheck("Robin")>>
The pistol sounds off, and you and Robin run.
<br><br>
You've barely reached the trees when the second shot rings out.
<<if $athleticsSuccess>>
<<pass 5>>
You run as fast you can. You hear the <<victimgirls>> scream as they are caught, one by one.
<<if _robin.dom gte 70>>
You keep sprinting, and Robin catches up to you. You stumble, and <<nnpc_he "Robin">> grabs your arm and keeps running.
<br><br>
Eventually both of you collapse against a tree, your breaths heavy. You hear nothing but your beating heart, Robin's panting and the wind rustling through leaves.
<br><br>
Robin gives you a teary smile. "We got away." <<nnpc_He "Robin">> crushes you in a hug. "We got away!"
<br><br>
<<badEndTrackingEnd "Underground Dungeon" { reason: "uDungeonOutranRobin" }>>
<<endevent>><<dungeonescape>>
<<link [[Next|Underground Robin Escape Orphanage]]>><<set $phase to 1>><<unset $robinBeast>><</link>>
<<else>>
<<if $rng gte 51 and ($monster is 1 or $bestialitydisable is "f")>>
<span class="red">Robin cries out as a <<beasttype 0>> tackles <<nnpc_him "Robin">>.</span> You quickly turn around and charge at the <<beasttype 0>>, who turns to you at your arrival.
<br><br>
"We have a hero over here," you hear the <<person>> say as <<he>> catches up. <<He>> is not alone, much of the crowd follows behind <<him>>. "You know what happens to heroes? They have examples made out of them." The crowd forms a circle around you.
<br><br>
<<link [[Next|Underground Robin Hunt Dog]]>><<set $molestationstart to 1>><<set $phase to 1>><</link>>
<<else>>
<span class="red">Robin cries out as the <<person>> tackles <<nnpc_him "Robin">>.</span> You quickly turn around and charge at the <<person>>, who turns to you at your arrival.
<br><br>
"How brave," the <<person>> says. A number of others from the crowd arrive, panting. "I've always wanted to ruin a hero."
<br><br>
<<saveNPC 1 "underground_hunt_1">>
<<endevent>>
<<loadNPC 0 "underground_hunt_1">>
<<clearNPC "underground_hunt_1">>
<<link [[Next|Underground Robin Hunt Molestation]]>><<set $molestationstart to 1>><<set $phase to 1>><</link>>
<</if>>
<</if>>
<<else>>
<<if $rng gte 51 and ($monster is 1 or $bestialitydisable is "f")>><!-- Modified for BeastPeople -->
You run as fast you can. You hear the <<victimgirls>> scream as they are caught, one by one.
You hear something running through the grass behind you, and feel <<print ($monster is 1 ? "hands" : "paws")>> on your back as you are forced to your knees.
The <<beasttype 0>> starts humping<<if $NPCList[0].penis isnot "none">>, you feel <<bhis 0>> penis prodding your <<bottom>><</if>>.
<br><br>
"Looks like <<bhe 0>> likes you," you hear the <<person>> say as <<he>> catches up. <<He>> is not alone, much of the crowd follows behind <<him>>.
"And it's only fair <<bhe 0>> gets to do as <<bhe 0>> likes with <<bhis 0>> quarry." The crowd forms a circle around you.
<br><br>
<<link [[Next|Underground Robin Hunt Dog]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You run as fast you can. You hear the <<victimgirls>> scream as they are caught, one by one.
You hear something running through the grass behind you right before you are tackled to the ground.
<br><br>
"Got you," the <<person>> says. A number of others from the crowd arrive, panting. "Now the <<if $pronoun is "f">>huntress<<else>>hunter<</if>> devours <<his>> prey."
<br><br>
<<saveNPC 1 "underground_hunt_1">>
<<endevent>>
<<loadNPC 0 "underground_hunt_1">>
<<clearNPC "underground_hunt_1">>
<<link [[Next|Underground Robin Hunt Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<</if>><<set _robin to statusCheck("Robin")>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<set $enemytrust -= 80>>
<<if _robin.dom gte 70>>
<<enable_rescue>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<br>
<<beast>>
<br>
<<if _robin.dom lt 70 and $phase is 0>>
<<undergroundRobinInterlude>>
<</if>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Underground Robin Hunt Dog Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Underground Robin Hunt Dog]]>><</link>></span><<nexttext>>
<</if>><<location "forest">><<effects>>
<<set _robin to statusCheck("Robin")>>
<<if $enemyarousal gte $enemyarousalmax>>
<<undergroundRobinTopic "hunt" "undiscussed">>
<<beastejaculation knot>>
<<if _knotted>>
<<pass 5>>
The audience gather around you, some have taken out their phones and started filming you, stuck by the <<beasttype>>'s <<print $NPCList[0].penisdesc>>.
<br><br>
"Nice to see this <<bitch>> getting <<bred>> proper."
<br>
"Just what a worthless slut deserves."
<br>
"I bet <<pshe>> is enjoying it."
<br><br>
The jeers and comments continue as the <<beasttype>> forces you prone on the forest ground with <<bhis>> weight. You can't see Robin from this angle, but you hear <<nnpc_him "Robin">> cry out in horror.<<grtrauma>><<npcincr Robin trauma 1>>
<br><br>
At last, the knot empties enough for <<bhim>> to wriggle it out with a plop. Semen oozes down your <<if $pain gte 60 or $arousal gte ($arousalmax / 5) * 4>>trembling<</if>> thighs.
<br><br>
<</if>>
The <<beasttype 0>> barks happily. "Good dog," says the <<person2>><<person>>. The crowd whisper among themselves as <<he>> grabs your leash and pulls you to your feet.
<<if !$worn.feet.type.includes("shackle")>>
You're held still as cold metal is clamped around your ankles once more.
<<shackle_feet>>
<</if>>
"I hope the other groups had as much fun with their prey as we did."
<br><br>
A scream erupts nearby, and the crowd rushes away to investigate, leaving the <<person>> to drag you back into the dungeon and down to your cell. Robin is brought down shortly.
<<undergroundReturnToCell>>
<<elseif $enemyhealth lte 0>>
The <<beasttype 0>> whimpers and flees. <<tearful>> you jump to your feet.
<<if _robin.dom gte 70>>
Robin pushes off <<if $rng gte 51>>a $robinBeast<<else>>the <<person2>><<person>><</if>> attacking <<nnpc_him "Robin">> and grabs your hand,
<<else>>
You push <<if $rng gte 51>>a $robinBeast<<else>>the <<person2>><<person>><</if>> off of Robin and grab <<nnpc_his "Robin">> hand,
<</if>>
and together you run for it. The <<person2>><<person>> tries to stop you, but you dodge <<him>> and escape into the forest.
<br><br>
<<undergroundEscapeForestRobin>>
<<else>>
Robin pushes off <<if $rng gte 51>>a $robinBeast<<else>>the <<person2>><<person>><</if>> attacking <<nnpc_him "Robin">> and kicks the <<beasttype 0>> away from you, before grabbing your hand.
Together you run for it. The <<person2>><<person>> tries to stop you, but you dodge <<him>> and escape into the forest.
<br><br>
<<undergroundEscapeForestRobin>>
<</if>>
<<unset $robinBeast>><<set _robin to statusCheck("Robin")>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<if _robin.dom gte 70>>
<<enable_rescue>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<if _robin.dom lt 70>>
<<undergroundRobinInterlude>>
<</if>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Underground Robin Hunt Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Underground Robin Hunt Molestation]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "underground">><<effects>>
<<set _robin to statusCheck("Robin")>>
<<if $enemyarousal gte $enemyarousalmax>>
<<undergroundRobinTopic "hunt" "undiscussed">>
<<ejaculation>>
You hear the crowd whisper among themselves as the <<person>> grabs your leash and pulls you to your feet.
<<if !$worn.feet.type.includes("shackle")>>
You're held still as cold metal is clamped around your ankles once more.
<<shackle_feet>>
<</if>>
"I hope the other groups had as much fun with their prey as we did."
<br><br>
A scream erupts nearby, and the crowd rushes away to investigate, leaving the <<person>> to drag you back into the dungeon and down to your cell. Robin is brought down shortly.
<<undergroundReturnToCell>>
<<elseif $enemyhealth lte 0>>
The <<person>> falls against a tree. <<tearful>> you jump to your feet.
<<if _robin.dom gte 70>>
Robin pushes off a $robinBeast attacking <<nnpc_him "Robin">> and grabs your hand,
<<else>>
You push a $robinBeast off of Robin and grab <<nnpc_his "Robin">> hand,
<</if>>
and together you run for it. The <<person1>><<person>> tries to stop you, but you dodge <<him>> and escape into the forest.
<br><br>
<<undergroundEscapeForestRobin>>
<<else>>
Robin pushes off a $robinBeast attacking <<nnpc_him "Robin">> and pushes the <<person>> away, before grabbing your hand.
Together you run for it. The <<person2>><<person>> tries to stop you, but you dodge <<him>> and escape into the forest.
<br><br>
<<undergroundEscapeForestRobin>>
<</if>>
<<unset $robinBeast>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<location "forest">>
<<violence 1>>
<<neutral 1>>
<<generate1>><<generate2>><<generate3>>
<<maninit>>
<<stalk_init>>
<<stalk_run>>
<<set $combatgoal to "confront">>
<<set $NPCList[0].bold to 10000>>
Tightly holding Robin's hand, you run through the forest. <span class="pink">You are being pursued.</span>
<</if>>
<<effects>>
<<effectsman>><<man>>
<br><br>
<<print either(
"Robin grips your hand tightly.",
"Robin looks back.",
"Robin's hand is shaking."
)>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $stalk_end>>
<span id="next"><<link [[Next|Underground Robin Escape Stalk End]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Underground Robin Escape Stalk]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>>
<<run statusCheck("Robin")>>
<<person1>>
<<if $stalk_end is "confront">>
<<if $feetaction is "confront">>
<<if $speech_attitude is "meek">>
"I can do this," you reassure yourself. "Robin, stay safe, okay?" You turn to face your pursuer.
<<elseif $speech_attitude is "bratty">>
"Keep going! I'll catch up." You give Robin a smile before turning towards your pursurer.
<<else>>
"Robin, keep moving and don't stop until you're home," you say before facing your pursuer.
<</if>>
<<else>>
<<if !$stalk_assess>>A pair of hands grab you<<else>>The <<person1>><<person>> grabs you<</if>> from behind.
<br><br>
You motion for Robin to keep running.
<</if>>
Robin nods hesitantly before vanishing between the trees.
<br><br>
With Robin safe, you breathe a sigh of relief.
<br><br>
<<saveNPC 0 dungeon_1>><<saveNPC 1 dungeon_2>><<saveNPC 2 dungeon_3>>
<<endcombat>>
<<loadNPC 0 dungeon_1>><<loadNPC 1 dungeon_2>><<loadNPC 2 dungeon_3>>
<<clearNPC dungeon_1>><<clearNPC dungeon_2>><<clearNPC dungeon_3>>
<<run delete $NPCList[0].state>><<run delete $NPCList[1].state>><<run delete $NPCList[2].state>>
The <<person1>><<person>> cracks <<his>> neck, as the <<person2>><<person>> and <<person3>><<person>> step beside <<him>>. "I guess you'll just need to work twice as hard in <<nnpc_his "Robin">> stead." They advance on you.
<br><br>
<<link [[Next|Underground Robin Escape Fight]]>><<set $fightstart to 1>><</link>>
<<elseif $stalk_end is "hide">>
You emerge from your hiding place. <<if $stalk_assess>>The <<person1>><<person>><<else>>Whoever was following you<</if>> is nowhere to be found. <<tearful>> you turn to Robin. <<nnpc_He "Robin">> hugs you tightly.
<br><br>
Robin peeks <<nnpc_his "Robin">> head out. "Are they gone?"
<br><br>
You nod and grab Robin's hand as you continue through the forest.
<br><br>
<<endcombat>><<clotheson>>
<<link [[Next|Underground Robin Escape Orphanage]]>><<set $phase to 1>><</link>>
<<else>>
Robin pants as you lose your pursuers. "I need... a second," <<nnpc_he "Robin">> wheezes. <<tearful>> you pull <<nnpc_him "Robin">> into a hug, which <<nnpc_he "Robin">> reciprocates.
<br><br>
After Robin leans on you for a few minutes, you hold <<nnpc_his "Robin">> hand and take <<nnpc_him "Robin">> to the orphanage.
<br><br>
<<endcombat>><<clotheson>>
<<link [[Next|Underground Robin Escape Orphanage]]>><<set $phase to 1>><</link>>
<</if>><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<set $enemyanger += 200>>
<<set $enemytrust -= 100>>
<<set $position to ["missionary","doggy"].pluck()>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Underground Robin Escape Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Underground Robin Escape Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyhealth lte 0>>
The <<person>> stumbles backward, trips over a root and sends all three of your attackers to the ground. While they're down, you make a run for it.
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation "short">>
They stop to catch their breath, and you take the opportunity to run for it.
<<else>>
<<set _defeat to true>>
You collapse to the ground, too hurt to move.
<br><br>
The <<fullGroup>> pick you up and drag you through the forest, rocks and roots scratching against your face as you go. You eventually find yourself underground again.
<br><br>
They reach Robin's old cell and throw you in.
<<if $undergroundbrothel.water gte 1>>
"You'll give in," <<he>> says. "And if you don't, you'll become too weak to fight back. Why make it harder on yourself?" <<He>> slams the door shut.
<<else>>
"So that's how it's gonna be?" <<he>> says, looking disappointed. "Fine. We'll see how stubborn you are without water." <<He>> slams the door shut.
<<set $undergroundbrothel.water to 1>>
<</if>>
<br><br>
<<run delete $undergroundbrothel.robin>>
<<run delete $undergroundbrothel.robinSpoke>>
<<run delete $undergroundbrothel.robinTalk>>
<<run delete $undergroundbrothel.robinTopics>>
<<set $undergroundbrothel.robinGone to true>>
<<undergroundReturnToCell "Robin">>
<</if>>
<br><br>
<<if !_defeat>>
<<tearful>> you make your way back to the orphanage.
<<endcombat>><<clotheson>>
<<link [[Next|Underground Robin Escape Orphanage]]>><<set $phase to 0>><</link>>
<</if>><<location "sea">><<silently>><<water>><</silently>><<effects>>
<<if $swimmingSuccess>>
It's rough going, swimming while helping Robin, but you eventually manage to reach the shore with <<him>> in tow.
<<else>>
You try your best, but neither you or Robin is the best swimmer. You try to make your way to shore but end up blacking out on the way.
<<pass 120>>
You wake up an unknown amount of time later collapsed on the beach. Robin is groaning a few feet away. <<stress 6>><<gstress>><<npcincr Robin trauma 5>><<grtrauma true>>
<</if>>
<br><br>
<<link [[Next|Underground Robin Escape Shore]]>><</link>>
<br><<location "beach">><<effects>>
<<set _robin to statusCheck("Robin")>>
You are on the beach.
<br><br>
<<if $exposed gte 1>>
<<towelup>>
Robin runs into a nearby changing room before returning with a towel. <<He>> gently wraps it around you before hugging you.
<<else>>
Robin approaches you and engulfs you in a hug.
<</if>>
<<if _robin.dom gte 40>>
"I'm so glad we're out of there!" <<He>> holds your head against <<his>> shoulder and runs a hand through your hair.
<<else>>
"We did it! We're free!" <<He>> buries <<his>> head in your shoulder.
<</if>>
<<He>> breaks the hug, taking your hand in <<his>>. "Let's go home," <<he>> says, pulling you towards the orphanage.
<br><br>
<<link [[Follow Robin (1:00)|Underground Robin Escape Orphanage]]>><<endevent>><<set $phase to 1>><<pass 60>><<npcincr Robin dom 1>><</link>><<gdom>>
<br>
<<link [[Stay here|Underground Robin Escape Stay]]>><<npcincr Robin dom -1>><</link>><<ldom>>
<br><<set $outside to 0>><<set $location to "home">>
<<npc Robin>>
<<if $phase is 1>>
Robin leads the way back to the orphanage and into the main hall. Once there <<he>> ushers you into <<his>> room and tackles you onto the bed in a big hug.
"We're free!" <<He>> laughs happily.
<<if $home_gone gte 72>>
Tears of joy run down <<his>> face and onto you. Robin hugs you tighter.
<<elseif $home_gone gte 24>>
"I'd never thought I'd miss my room this much," Robin says, still hugging you.
<<else>>
Robin smiles. "It's good to be back."
<</if>>
<<else>>
You enter the orphanage and knock on Robin's room. The door opens almost instantly. Robin pulls you inside and gives you a long hug.
"You're back!"
<</if>>
<<npcincr Robin trauma -10>><<npcincr Robin love 5>><<llrtrauma>><<glove>>
<<home_effects>>
<br><br>
You both chat for a while. Robin says that <<hes>> going to hug you once for every time <<he>> wanted to while imprisoned. <<He>> keeps <<his>> word.
<<stress -4>><<trauma -4>><<lstress>><<ltrauma>>
<br><br>
<<if $replayScene>>
/* Link to leave to go back to the scene viewer */
<<link [[Next|Beach]]>><</link>>
<<else>>
<<robinoptions>>
<</if>><<location "beach">><<effects>>
<<run statusCheck("Robin")>>
Robin releases your hand. "Well, if you're sure you'll be okay."
<<He>> waves you a reluctant goodbye, and starts to make <<his>> way towards the orphanage.
<br><br>
<<link [[Next|Beach]]>><</link>><<effects>>
<<smugglerdifficultynpcs>>
You sneak toward the open bag. Now closer, you see the figure is a <<person>>.
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<<if $smuggler_stolen_stat gte 4>>
You wait nearby, hiding in the dark until each of <<his>> friends are looking away. The <<person>> <span class="green">doesn't look up</span> as you slip a hand inside the bag. You grasp a warm object. You pull it out, and creep away.
<<elseif $smuggler_stolen_stat gte 2>>
You pause in the dark, waiting for <<his>> friend to look away. Your chance comes. The <<person>> <span class="green">doesn't look up</span> as you slip a hand inside the bag. You grasp a warm object. You pull it out, and creep away.
<<else>>
<<He>> looks relaxed, <span class="green">and doesn't look up</span> as you slip a hand inside the bag. You grasp a warm object. You pull it out, and creep away.
<</if>>
<br><br>
<<skulduggeryuse>>
<<smugglerobject>>
<<endevent>>
<<destinationsmuggler>>
<<else>>
<<if $smuggler_stolen_stat gte 4>>
You wait nearby, hiding in the dark until each of <<his>> friends are looking away. As you reach into the bag, <span class="red">the <<person>> jerks around and grasps your arm.</span> "We've been looking out for you," <<he>> says. "Our little thief." <<His>> friends close in.
<<elseif $smuggler_stolen_stat gte 2>>
You pause in the dark, waiting for <<his>> friend to look away. Your chance comes. As you reach into the bag however, <span class="red">the <<person>> jerks around and grasps your arm.</span> "Look what I caught," <<he>> says to the <<person2>><<person>>. "Bet this is the blighter that robbed the others. Let's have some fun."<<person1>>
<<else>>
<<He>> looks relaxed, <span class="red">but jerks around</span> when you reach into the bag, grasping your arm.
<</if>>
<br><br>
<<skulduggeryuse>>
<<link [[Next|Smuggler Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>><<effects>>
You walk towards the flickering.
<<smugglerdifficultytext>>
<<smugglerdifficultyactions>>
<br>
<<link [[Leave|Forest]]>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<set $enemyanger += 150>>
<<set $enemytrust -= 200>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Smuggler Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Smuggler Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<if $smuggler_stolen_stat gte 4>>
The <<person1>><<person>> seals the bag, and together they swagger away.
<<elseif $smuggler_stolen_state gte 2>>
The <<person1>><<person>> seals the bag, and together they swagger away.
<<else>>
The <<person1>><<person>> seals the bag and swaggers away.
<</if>>
<br><br>
<<tearful>> you stagger to your feet.
<br><br>
<<set $smuggler_timer to -1>>
<<clotheson>>
<<endcombat>>
<<destinationsmuggler>>
<<elseif $enemyhealth lte 0>>
<<person1>>
<<if $smuggler_stolen_stat gte 4>>
The <<person>> steps backwards, trying to get distance between you and <<him>>. <<He>> eyes you intently, so intently <<he>> steps right into the fire.
<br><br>
<<if $location is "sea">>
<<He>> leaps away with a cry, and hops towards the sea.
<<else>>
<<He>> leaps away with a cry, and searches for anything to douse <<his>> foot.
<</if>>
<<His>> friends run after <<him>>, your presence forgotten for the moment.
<<elseif $smuggler_stolen_stat gte 2>>
The <<person>> steps backwards, trying to get distance between you and <<him>>. <<He>> eyes you intently, so intently <<he>> steps right into the fire.
<br><br>
<<if $location is "sea">>
<<He>> leaps away with a cry, and hops towards the sea.
<<else>>
<<He>> leaps away with a cry, and searches for anything to douse <<his>> foot.
<</if>>
<<His>> friend runs after <<him>>, your presence forgotten for the moment.
<<else>>
The <<person>> steps backwards, trying to get distance between you and <<him>>. <<He>> eyes you intently, so intently <<he>> steps right into the fire.
<br><br>
<<if $location is "sea">>
<<He>> leaps away with a cry, and hops towards the sea.
<<else>>
<<He>> leaps away with a cry, and searches for anything to douse <<his>> foot.
<</if>>
<</if>>
<br><br>
<<tearful>> you seize the opportunity and rifle through the bag. You clutch something hard and warm. Prize in hand, you run to safety.
<br><br>
<<smugglerobject>>
<<clotheson>>
<<endcombat>>
<<destinationsmuggler>>
<</if>><<widget "smugglerdifficultytext">>
You see a figure sat on a stool, warming their hands over a makeshift fire. An open bag lies beside them. <span class="gold">Something glows within.</span>
<br><br>
<<if $smuggler_stolen_stat is 0>>
<span class="green">They're alone.</span>
<<elseif $smuggler_stolen_stat is 1>>
<span class="green">They're alone,</span> <span class="blue">but they cast the occasional wary glance over their shoulder.</span>
<<elseif $smuggler_stolen_stat is 2>>
<span class="blue">Another figure sits beside them.</span>
<<elseif $smuggler_stolen_stat is 3>>
<span class="blue">Another figure stands beside them,</span> one hand on what could be a weapon.
<<elseif $smuggler_stolen_stat is 4>>
<span class="purple">Two other figures sit beside them.</span>
<<elseif $smuggler_stolen_stat is 5>>
<span class="purple">Two other figures stand beside them,</span> like guards.
<<elseif $smuggler_stolen_stat is 6>>
<span class="pink">Three other figures sit near them,</span> staring into the fire.
<<elseif $smuggler_stolen_stat is 7>>
<span class="pink">Three other figures pace nearby,</span> one of them barely visible in the shadows.
<<elseif $smuggler_stolen_stat is 8>>
<span class="red">Four others sit with them,</span> forming a circle around the flames.
<<else>>
<span class="red">You see four other figures</span> pacing around the fire, as if on patrol.
<</if>>
<br><br>
<</widget>>
<<widget "smugglerdifficultyactions">>
<<if $smuggler_stolen_stat is 0>>
<<set $skulduggerydifficulty to 100>>
<<elseif $smuggler_stolen_stat is 1>>
<<set $skulduggerydifficulty to 200>>
<<elseif $smuggler_stolen_stat is 2>>
<<set $skulduggerydifficulty to 300>>
<<elseif $smuggler_stolen_stat is 3>>
<<set $skulduggerydifficulty to 400>>
<<elseif $smuggler_stolen_stat is 4>>
<<set $skulduggerydifficulty to 500>>
<<elseif $smuggler_stolen_stat is 5>>
<<set $skulduggerydifficulty to 600>>
<<elseif $smuggler_stolen_stat is 6>>
<<set $skulduggerydifficulty to 700>>
<<elseif $smuggler_stolen_stat is 7>>
<<set $skulduggerydifficulty to 800>>
<<elseif $smuggler_stolen_stat is 8>>
<<set $skulduggerydifficulty to 900>>
<<else>>
<<set $skulduggerydifficulty to 1000>>
<</if>>
<<link [[Steal the glowing object|Smuggler Steal]]>><</link>><<skulduggerydifficulty>>
<br>
<</widget>>
<<widget "smugglerdifficultynpcs">>
<<if $smuggler_stolen_stat is 0>>
<<generate1>><<person1>>
<<elseif $smuggler_stolen_stat is 1>>
<<generate1>><<person1>>
<<elseif $smuggler_stolen_stat is 2>>
<<generate1>><<person1>><<generate2>>
<<elseif $smuggler_stolen_stat is 3>>
<<generate1>><<person1>><<generate2>>
<<elseif $smuggler_stolen_stat is 4>>
<<generate1>><<person1>><<generate2>><<generate3>>
<<elseif $smuggler_stolen_stat is 5>>
<<generate1>><<person1>><<generate2>><<generate3>>
<<elseif $smuggler_stolen_stat is 6>>
<<generate1>><<person1>><<generate2>><<generate3>><<generate4>>
<<elseif $smuggler_stolen_stat is 7>>
<<generate1>><<person1>><<generate2>><<generate3>><<generate4>>
<<elseif $smuggler_stolen_stat is 8>>
<<generate1>><<person1>><<generate2>><<generate3>><<generate4>><<generate5>>
<<else>>
<<generate1>><<person1>><<generate2>><<generate3>><<generate4>><<generate5>>
<</if>>
<</widget>>
<<widget "smugglerobject">>
You examine the object.
<<if $smuggler_stolen_stat is 0>>
It's a thick, grey metal tube. A thin glass window runs down one side, letting out a purple light. There's writing, but in a language you aren't familiar with. You're not sure what's inside, and you've no idea how to open it. <span class="gold">Someone with underworld connections might give you something for it.</span>
<<elseif $smuggler_stolen_stat is 1>>
It's another grey tube, identical to the one you stole before. It's a little warm.
<<else>>
Another grey metal tube. You wonder what they're for.
<</if>>
<br><br>
<<set $blackmoney += 2000>>
<<set $smuggler_stolen_stat += 1>>
<<set $smuggler_timer to -1>>
<</widget>>
<<widget "destinationsmuggler">>
<<if $location is "forest">>
<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $location is "sea">>
<<link [[Next|Rocks]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $location is "sewers">>
<<link [[Next|Sewers Algae]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<link [[Next|Bus Station]]>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<</widget>><<widget "danceactions">>
<<exposure>>
<<if $danceevent is 0>>
<<if $exposed gte 2 and $exhibitionism lte 74 and $forceddance isnot 1 and ($corruptionDancing is undefined or $dancelocation isnot "brothel")>>
<!--
No dancing if:
Under 75 exhib, fully exposed, not forced, (not at brothel or not corrupt dance)
-->
<<elseif $exposed gte 1 and $exhibitionism lte 34 and $forceddance isnot 1 and ($corruptionDancing is undefined or $dancelocation isnot "brothel") and !$worn.under_lower.type.includes("dance")>>
<!--
No dancing if:
Under 35 exhib, half exposed, not forced,
not wearing dance clothes, (not at brothel or not corrupt Dancing)
-->
<<else>>
<!-- Generate "dance near" boxes -->
<<if $audience gte 1>>
<<for $_audienceMemberIndex to 0; $_audienceMemberIndex lt $enemyno; $_audienceMemberIndex++>> <!-- For each audience member 1-6 -->
<<personselect $_audienceMemberIndex>>
<div class="dance_box"><label>
<<if $NPCList[$_audienceMemberIndex].masturbating gte 1>>
<<if $NPCList[$_audienceMemberIndex].traits.includes("relaxed") and _danceaction is "sophisticated">>
<span class="pink">The <<person>> masturbates.</span>
<<elseif $NPCList[$_audienceMemberIndex].traits.includes("sociable") and _danceaction is "cool">>
<span class="pink">The <<person>> masturbates.</span>
<<elseif $NPCList[$_audienceMemberIndex].traits.includes("brooding") and _danceaction is "sensual">>
<span class="pink">The <<person>> masturbates.</span>
<<elseif $NPCList[$_audienceMemberIndex].traits.includes("lecher") and _danceaction is "sexual">>
<span class="pink">The <<person>> masturbates.</span>
<<else>>
The <<person>> masturbates.
<</if>>
<<dance_npc_masturbation_chance $_audienceMemberIndex>>
<<else>>
The <<person>> watches.
<</if>>
<<capture $_audienceMemberIndex>>
| Dance near <<him>>. <<radiobutton "$dance_place" $_audienceMemberIndex autocheck>>
<</capture>>
</label></div>
<br>
<</for>>
<br>
<</if>>
<!-- Generate general dance actions -->
<<if $danceactiondefault is "cool">>
<label>Cool Dance (0:01) <<radiobutton "$danceaction" "cool" checked>></label> |
<<elseif $danceactiondefault is 0>>
<label>Cool Dance (0:01) <<radiobutton "$danceaction" "cool" checked>></label> |
<<else>>
<label>Cool Dance (0:01) <<radiobutton "$danceaction" "cool">></label> |
<</if>>
<br>
<<if $danceactiondefault is "sophisticated">>
<label>Sophisticated Dance (0:01) <<radiobutton "$danceaction" "sophisticated" checked>></label> |
<<else>>
<label>Sophisticated Dance (0:01) <<radiobutton "$danceaction" "sophisticated">></label> |
<</if>>
<br>
<<if $danceactiondefault is "seductive">>
<label><span class="meek">Seductive Dance</span> (0:01) <<combatexhibitionist1>> <<radiobutton "$danceaction" "seductive" checked>></label> |
<<else>>
<label><span class="meek">Seductive Dance</span> (0:01) <<combatexhibitionist1>> <<radiobutton "$danceaction" "seductive">></label> |
<</if>>
<br>
<<if hasSexStat("exhibitionism", 2)>>
<<if $danceactiondefault is "sexual">>
<label><span class="sub">Sexual Dance</span> (0:01) <<combatexhibitionist2>> <<radiobutton "$danceaction" "sexual" checked>></label> |
<<else>>
<label><span class="sub">Sexual Dance</span> (0:01) <<combatexhibitionist2>> <<radiobutton "$danceaction" "sexual">></label> |
<</if>>
<br>
<</if>>
<<goocount>>
<<if ($cat gte 6 or ($transformationParts.cat.tail isnot "hidden" and $transformationParts.cat.tail isnot "disabled")) and $liquidoutsidecount gte 1 and $leftarm isnot "bound" and $rightarm isnot "bound">>
<<if $danceactiondefault is "groom">>
<label><span class="sub">Groom</span> (0:01) <span class="blue">Cat</span> <<radiobutton "$danceaction" "groom" checked>></label> |
<<else>>
<label><span class="sub">Groom</span> (0:01) <span class="blue">Cat</span> <<radiobutton "$danceaction" "groom">></label> |
<</if>>
<</if>>
<!-- Generate stripping dance actions -->
<<dancestripactions>>
<br><br>
<<link [[Continue|$passage]]>><</link>>
<br>
<</if>>
<<elseif $danceevent is "vip">>
<<link [[Allow|$passage]]>><<set $danceaction to "vipallow">><</link>>
<br>
<<link [[Push away|$passage]]>><<set $danceaction to "vippush">><</link>>
<br>
<<elseif $danceevent is "darryl">>
<<link [[Reassure|$passage]]>><<set $danceaction to "darrylreassure">><<npcincr Darryl love 1>><</link>><<glove>>
<br>
<<link [[Pull Darryl onto the stage|$passage]]>><<set $danceaction to "darrylpull">><</link>>
<br>
<<elseif $danceevent is "briar">>
<<link [[Wink at Briar|$passage]]>><<set $danceaction to "briarwink">><<npcincr Briar love 1>><</link>><<glove>>
<br>
<<if hasSexStat("promiscuity", 3)>>
<<link [[Seduce Briar|$passage]]>><<set $danceaction to "briarseduce">><</link>><<promiscuous3>>
<br>
<<else>>
<span class="blue">The thought of seducing Briar strikes your mind, but you're not promiscuous enough.</span>
<br>
<</if>>
<<elseif $danceevent is "strippertrouble">>
<<link [[Intervene|$passage]]>><<set $danceaction to "stripperhelp">><</link>>
<br>
<<link [[Ignore|$passage]]>><<set $danceaction to "stripperignore">><</link>>
<br>
<<elseif $danceevent is "note">>
<<link [[Approach|$passage]]>><<set $danceaction to "noteapproach">><</link>>
<br>
<<link [[Ignore|$passage]]>><<set $danceaction to "noteignore">><</link>>
<br>
<<elseif $danceevent is "rape">>
<<elseif $danceevent is "molest">>
<<link [[Let them cop a feel|$passage]]>><<set $danceaction to "cop">><</link>>
<br>
<<if $dancelocation is "brothel" and $corruptionDancing isnot undefined>>
The slime in your ear prevents you from ending the show.
<<elseif $forceddance is not 1>>
<<link [["It's too dangerous, time to end the show"|$passage]]>><<set $danceaction to "finish">><</link>>
<br>
<</if>>
<<elseif $danceevent is "skirtstrip">>
<<link [[Struggle for your clothes|$passage]]>><<set $danceaction to "skirtstruggle">><</link>>
<br>
<<link [[Surrender your clothes|$passage]]>><<set $danceaction to "skirtsurrender">><</link>>
<br>
<<elseif $danceevent is "overlowerstrip">>
<<link [[Struggle for your clothes|$passage]]>><<set $danceaction to "overlowerstruggle">><</link>>
<br>
<<link [[Surrender your clothes|$passage]]>><<set $danceaction to "overlowersurrender">><</link>>
<br>
<<elseif $danceevent is "lowerstrip">>
<<link [[Struggle for your clothes|$passage]]>><<set $danceaction to "lowerstruggle">><</link>>
<br>
<<link [[Surrender your clothes|$passage]]>><<set $danceaction to "lowersurrender">><</link>>
<br>
<<elseif $danceevent is "overupperstrip">>
<<link [[Struggle for your clothes|$passage]]>><<set $danceaction to "overupperstruggle">><</link>>
<br>
<<link [[Surrender your clothes|$passage]]>><<set $danceaction to "overuppersurrender">><</link>>
<br>
<<elseif $danceevent is "upperstrip">>
<<link [[Struggle for your clothes|$passage]]>><<set $danceaction to "upperstruggle">><</link>>
<br>
<<link [[Surrender your clothes|$passage]]>><<set $danceaction to "uppersurrender">><</link>>
<br>
<<elseif $danceevent is "understrip">>
<<link [[Struggle for your clothes|$passage]]>><<set $danceaction to "understruggle">><</link>>
<br>
<<link [[Surrender your clothes|$passage]]>><<set $danceaction to "undersurrender">><</link>>
<br>
<<elseif $danceevent is "underupperstrip">>
<<link [[Struggle for your clothes|$passage]]>><<set $danceaction to "underupperstruggle">><</link>>
<br>
<<link [[Surrender your clothes|$passage]]>><<set $danceaction to "underuppersurrender">><</link>>
<br>
<<elseif $danceevent is "private" and $dancelocation isnot "underground">>
<<link [[Ignore|$passage]]>><<set $danceaction to "privaterefuse">><</link>>
<br>
<<elseif $danceevent is "leighton">>
<<link [[Ignore|$passage]]>><<set $weekly.leightonDanceRefused to true>><</link>>
<br>
<<elseif $danceevent is "robin">>
<<link [[Ignore|$passage]]>><<set $danceaction to "robinignore">><<npcincr Robin love -5>><<npcincr Robin dom -20>><</link>>
<br>
<<elseif $danceevent is "drink">>
<<if playerIsPregnant() and playerAwareTheyArePregnant()>>
<span class="blue">You can't bring yourself to drink while you know you're with child.</span>
<br>
<<else>>
<<link [[Drink|$passage]]>><<set $danceaction to "drink">><</link>><<dancedifficulty 1 `800 + $drunk`>>
<br>
<<link [[Drink carefully|$passage]]>><<set $danceaction to "drink_careful">><</link>>
<br>
<</if>>
<<link [[Ignore|$passage]]>><<set $danceaction to "drink_ignore">><</link>>
<br>
<<elseif $danceevent is "light">>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Flaunt|$passage]]>><<set $danceaction to "light_flaunt">><</link>><<ginterest>>
<br>
<</if>>
<<if $forceddance is 1>>
<<link [[Cover yourself|$passage]]>><<set $danceaction to "light_cover">><</link>>
<br>
<</if>>
<<elseif $danceevent is "corruptionDance">>
<<if hasSexStat("promiscuity", 5) and $submissive gte 1900>>
<<link [[Submit willingly|$passage]]>>
<<corruption 3>><<pain -8>><<stress -12>><<trauma -24>><<sub 2>>
<<set $corruptionResult to "submit">><<set $danceaction to "corruptionResult">>
<</link>><<promiscuous5>><<ggcorruption>><<llpain>><<llltrauma>><<llstress>>
<br>
<</if>>
<<link [[Obey|$passage]]>>
<<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 1>>
<<set $corruptionResult to "obey">><<set $danceaction to "corruptionResult">>
<</link>><<gcorruption>><<lpain>><<lltrauma>><<lstress>>
<br>
<<link [[Defy|$passage]]>>
<<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>>
<<set $corruptionResult to "defy">><<set $danceaction to "corruptionResult">>
<</link>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>>
<br>
<</if>>
<</widget>><<widget "danceaudience">>
<<if $danceevent is 0>>
<<if $worn.feet.type.includes("heels")>>
<<set _heelBonus to $worn.feet.reveal / 100>>
<<else>>
<<set _heelBonus to -4>>
<</if>>
<<rng>>
<<if ($allure / 100 + currentSkillValue('danceskill') / 20 + $audienceexcitement / 5 + $audiencearousal / 5 + _heelBonus) gte $rng>>
<<if $audience gte 0 and $audience lte 5>>
<<generatel>><<personselect $audience>>
A <<person>> starts watching you.
<<else>>
Someone else joins the audience.
<</if>>
<<set $audience += 1>>
<<person_dance>>
<</if>>
<<if $audience is 0>>
Nobody is paying attention to you.
<<elseif $audience is 1>>
The <<person>> is watching you intently.
<<elseif $audience is 2>>
A couple of people are watching you.
<<elseif $audience is 3>>
A few people are watching you.
<<elseif $audience is 4>>
Four people are watching you.
<<elseif $audience is 5>>
Five people are watching you.
<<elseif $audience is 6>>
Six people are watching you.
<<elseif $audience is 7>>
Seven people are watching you.
<<elseif $audience is 8>>
Eight people are watching you.
<<elseif $audience is 9>>
Nine people are watching you.
<<elseif $audience is 10>>
Ten people are watching you.
<<elseif $audience is 11>>
Eleven people are watching you.
<<elseif $audience is 12>>
A dozen people are watching you.
<<elseif $audience lte 24>>
There's a small crowd watching you.
<<elseif $audience lte 36>>
You've attracted quite a crowd.
<<else>>
There's a large crowd of people watching you. Those at the back struggle to get a good view.
<</if>>
<<dancespeech>>
<<dance_npc_masturbation>>
<<person_dance>>
<br><br>
<<if $audience gte 1>>
Your audience look
<<if $audienceexcitement is 0>>
<span class="red">distracted</span>
<<elseif $audienceexcitement lte 20>>
<span class="pink">indifferent</span>
<<elseif $audienceexcitement lte 40>>
<span class="purple">attentive</span>
<<elseif $audienceexcitement lte 60>>
<span class="blue">interested</span>
<<elseif $audienceexcitement lte 80>>
<span class="lblue">impressed</span>
<<elseif $audienceexcitement lte 99>>
<span class="teal">engrossed</span>
<<else>>
<span class="green">obsessed</span>
<</if>>
and
<<if $audiencearousal is 0>>
<span class="blue">chaste.</span>
<<elseif $audiencearousal lte 20>>
<span class="lblue">reserved.</span>
<<elseif $audiencearousal lte 40>>
<span class="teal">temperate.</span>
<<elseif $audiencearousal lte 60>>
<span class="green">excited.</span>
<<elseif $audiencearousal lte 80>>
<span class="purple">lustful.</span>
<<elseif $audiencearousal lte 99>>
<span class="pink">lecherous.</span>
<<else>>
<span class="red">filled with carnal desire.</span>
<</if>>
<<if $dance_stage_cum gte 10>>
<span class="red">Not an inch</span> of the stage is free of semen.
<<elseif $dance_stage_cum gte 8>>
The stage is <span class="pink">drenched</span> with semen.
<<elseif $dance_stage_cum gte 6>>
The stage is <span class="purple">coated</span> in semen.
<<elseif $dance_stage_cum gte 4>>
The stage is <span class="blue">wet</span> with semen.
<<elseif $dance_stage_cum gte 2>>
There's a <span class="lblue">large</span> pool of semen on the stage.
<<elseif $dance_stage_cum gte 1>>
There's a <span class="teal">small</span> pool of semen on the stage.
<</if>>
<<set $audiencemod to Math.clamp($audiencemod, 1, 10)>>
<br>
Awe: <<statbarinverted $audiencemod 10>>
<<rng>>
<<if ($allure / 100 + currentSkillValue('danceskill') / 20 + $audienceexcitement / 5 + $audiencearousal / 5) gte $rng + 50>>
<<rng 10>>
<<set $dancetip to ($rng * $audience * $venuemod * $audiencemod)>>
<<if $worn.feet.type.includes("heels")>>
<<set $dancetip *= (1 + $worn.feet.reveal / 3000)>>
<<else>>
<<set $dancetip *= 0.9>>
<</if>>
<<set $dancetip *= 1 + ($mathstrait / 4)>>
<<if $dancetip gte 5000>>
Thrilled with the display, your audience showers you with cash.
<<elseif $dancetip gte 500>>
Someone throws a decent tip at you.
<<else>>
Someone throws a modest tip at you.
<</if>>
<<set $dancetip = Math.trunc($dancetip)>>
<<if $dancetip gte 50>>
<<set $dancetip to 100 * Math.round( $dancetip / 100.0 )>>
<<else>>
<<set $dancetip to 5 * Math.round( $dancetip / 5.0 )>>
<</if>>
<<set $dancetip to Math.max( $dancetip, 5 )>>
<<if $venuemod is 0>>
They won't let you keep it.
<<else>>
You've gained <<printmoney $dancetip>>.
<<if $dancelocation>>
<<switch $dancelocation>>
<<case "stage">><<set _tipSource to "danube">>
<<case "club">><<set _tipSource to "stripClub">>
<<default>><<set _tipSource to $dancelocation>>
<</switch>>
<<set _tipSource += "DanceTips">>
<<else>>
<<set _tipSource to "danceTips">>
<</if>>
<<money $dancetip _tipSource>>
<</if>>
<</if>>
<br><br>
<<rng>><<rngWraith 2 "night">>
<<if ($wraith.state is "haunt" or $wraith.offspring is "dead") and _wraithEvent and $rng lte 10>>
<<danceWraith>>
<<set $_blockDancingEvents to true>>
<<elseif currentSkillValue('danceskill') lt ( ($dance_stage_cum * 50) + random(1,250) )>>
<<if currentSkillValue('danceskill') gte ( ($dance_stage_cum * 40) + random(1,100) )>>
Your feet slip on the semen-covered stage, <span class="green">but you're able to recover,</span> incorporating the move into the dance.
<<else>>
Your feet slip on the semen-covered stage, <span class="red">and you fall on your <<bottom>>.</span>
<<dancefall>>
<<set $_blockDancingEvents to true>>
<</if>>
<</if>>
<<if $_blockDancingEvents>>
<!-- No other events can trigger -->
<<elseif $dancelocation is 0>>
<<if $audiencearousal gte 100>>
<<if $rng gte 91>>
<<dancerape>>
<<elseif $rng gte 71>>
<<dancemolest>>
<<elseif $rng gte 51>>
<<dancestrip>>
<</if>>
<<elseif $audiencearousal gte 81>>
<<if $rng gte 91>>
<<dancemolest>>
<<elseif $rng gte 71>>
<<dancestrip>>
<</if>>
<<elseif $audiencearousal gte 41>>
<<if $rng gte 91>>
<<dancestrip>>
<</if>>
<</if>>
<<elseif $dancelocation is "club">>
<<if $rng lte 8 and $worn.feet.type.includes("heels") and currentSkillValue("feetskill") lt $worn.feet.reveal>>
<<dancetripfinish>>
<<elseif $audiencearousal gte 100>>
<<dancefinish>>
<<elseif $audiencearousal gte 60>>
<<if $rng gte 81 and $privatedanceoffered isnot 1>>
<<danceprivate>>
<<elseif $rng gte 91>>
<<dancelonging>>
<<elseif $rng gte 76>>
<<dancenote>>
<<elseif $rng gte 71 and $enemyno gte 2>>
<<dancevip>>
<<elseif $rng gte 61>>
<<dancestrippertrouble>>
<<elseif $rng gte 51>>
<<dancesalivate>>
<<elseif $rng gte 49>>
<<dancedarryl>>
<</if>>
<<else>>
<<if $rng gte 99>>
<<dancedarryl>>
<</if>>
<</if>>
<<elseif $dancelocation is "cafe">>
<<if $timer lte 0>>
<<dancesamfinish>>
<<else>>
<<if $audiencearousal gte 81>>
<<if $rng gte 71>>
<<dancestrip>>
<</if>>
<<elseif $audiencearousal gte 41>>
<<if $rng gte 91>>
<<dancestrip>>
<</if>>
<</if>>
<</if>>
<<elseif $dancelocation is "brothel">>
<<if $rng lte 8 and $worn.feet.type.includes("heels") and currentSkillValue("feetskill") lt $worn.feet.reveal>>
<<dancetriprape>>
<<elseif $audiencearousal gte 100>>
<<if $rng gte 101 - ($earSlime.corruption / 20) and $corruptionDancing is undefined>>
<<danceCorruption>>
<<elseif $rng gte 99>>
<<dancebriar>>
<<elseif $rng gte 91>>
<<dancerape>>
<<elseif $rng gte 71>>
<<dancemolest>>
<<elseif $rng gte 66 and $enemyno gte 2>>
<<dancevip>>
<<elseif $rng gte 51>>
<<dancestrip>>
<<elseif $rng gte 31 and $privatedanceoffered isnot 1>>
<<danceprivate>>
<<elseif $rng gte 21 and $daily.leightonDanceOffered isnot 1 and Time.weekDay gte 6 and $leightonbrothel is 1 and $pillory.tenant.special.name isnot "Leighton">>
<<danceleighton>>
<<elseif $rng gte 11 and $robinBrothel>>
<<dancebrothelrobin>>
<</if>>
<<elseif $audiencearousal gte 81>>
<<if $rng gte 101 - ($earSlime.corruption / 25) and $corruptionDancing is undefined>>
<<danceCorruption>>
<<elseif $rng gte 99>>
<<dancebriar>>
<<elseif $rng gte 91>>
<<dancemolest>>
<<elseif $rng gte 86 and $enemyno gte 2>>
<<dancevip>>
<<elseif $rng gte 71>>
<<dancestrip>>
<<elseif $rng gte 51 and $privatedanceoffered isnot 1>>
<<danceprivate>>
<<elseif $rng gte 41 and $daily.leightonDanceOffered isnot 1 and Time.weekDay gte 6 and $leightonbrothel is 1 and $pillory.tenant.special.name isnot "Leighton">>
<<danceleighton>>
<<elseif $rng gte 31 and $robinBrothel>>
<<dancebrothelrobin>>
<</if>>
<<elseif $audiencearousal gte 41>>
<<if $rng gte 102 - ($earSlime.corruption / 25) and $corruptionDancing is undefined>>
<<danceCorruption>>
<<elseif $rng gte 99>>
<<dancebriar>>
<<elseif $rng gte 91>>
<<dancestrip>>
<<elseif $rng gte 86 and $enemyno gte 2>>
<<dancevip>>
<<elseif $rng gte 71 and $privatedanceoffered isnot 1>>
<<danceprivate>>
<<elseif $rng gte 61 and $daily.leightonDanceOffered isnot 1 and Time.weekDay gte 6 and $leightonbrothel is 1 and $pillory.tenant.special.name isnot "Leighton">>
<<danceleighton>>
<<elseif $rng gte 51 and $robinBrothel>>
<<dancebrothelrobin>>
<</if>>
<<else>>
<<if $rng gte 103 - ($earSlime.corruption / 25) and $corruptionDancing is undefined>>
<<danceCorruption>>
<</if>>
<</if>>
<<elseif $dancelocation is "underground">>
<<if $audiencearousal gte 100>>
<<if $rng gte 91>>
<<dancerape>>
<<elseif $rng gte 71>>
<<dancemolest>>
<<elseif $rng gte 51>>
<<dancestrip>>
<<elseif $rng gte 31 and $privatedanceoffered isnot 1>>
<<danceprivate>>
<</if>>
<<elseif $audiencearousal gte 81>>
<<if $rng gte 91>>
<<dancemolest>>
<<elseif $rng gte 71>>
<<dancestrip>>
<<elseif $rng gte 51 and $privatedanceoffered isnot 1>>
<<danceprivate>>
<</if>>
<<elseif $audiencearousal gte 41>>
<<if $rng gte 91>>
<<dancestrip>>
<<elseif $rng gte 71 and $privatedanceoffered isnot 1>>
<<danceprivate>>
<</if>>
<</if>>
<<elseif $dancelocation is "smuggler_forced">>
<<if $audiencearousal gte 100>>
<<if $rng gte 91>>
<<dancerape>>
<<elseif $rng gte 71>>
<<dancemolest>>
<<elseif $rng gte 51>>
<<dancestrip>>
<<elseif $rng gte 31 and $privatedanceoffered isnot 1>>
<<set $danceevent to "smuggler_rescue">>
<</if>>
<<elseif $audiencearousal gte 81>>
<<if $rng gte 91>>
<<dancemolest>>
<<elseif $rng gte 71>>
<<dancestrip>>
<<elseif $rng gte 51 and $privatedanceoffered isnot 1>>
<<set $danceevent to "smuggler_rescue">>
<</if>>
<<elseif $audiencearousal gte 41>>
<<if $rng gte 91>>
<<dancestrip>>
<<elseif $rng gte 71 and $privatedanceoffered isnot 1>>
<<set $danceevent to "smuggler_rescue">>
<</if>>
<</if>>
<<elseif $dancelocation is "party">>
<<if $audiencearousal gte 90>>
<<dancepull>>
<<elseif $drunk gte random(1, 1000)>>
<<dancedrunktrip>>
<<else>>
<<if $audiencearousal gte 41>>
<<if $rng gte 51 and $drinkskip isnot undefined>>
<<dancedrink>>
<<else>>
<<dancelonging>>
<</if>>
<</if>>
<</if>>
<<elseif $dancelocation is "stage">>
<<if $audiencearousal gte 100>>
<<if $rng gte 91>>
<<dancerape>>
<<elseif $rng gte 71>>
<<dancemolest>>
<<elseif $rng gte 51>>
<<dancestrip>>
<<elseif $rng gte 31>>
<<dancelight>>
<</if>>
<<elseif $audiencearousal gte 81>>
<<if $rng gte 91>>
<<dancemolest>>
<<elseif $rng gte 71>>
<<dancestrip>>
<<elseif $rng gte 51>>
<<dancelight>>
<</if>>
<<elseif $audiencearousal gte 41>>
<<if $rng gte 91>>
<<dancestrip>>
<<dancestrip>>
<<elseif $rng gte 71>>
<<dancelight>>
<</if>>
<</if>>
<<elseif $dancelocation is "smuggler_pub">>
<<if $audiencearousal gte 100>>
<<if $rng gte 91>>
<<dancerape>>
<<elseif $rng gte 71>>
<<dancemolest>>
<<elseif $rng gte 51>>
<<dancestrip>>
<</if>>
<<elseif $audiencearousal gte 81>>
<<if $rng gte 91>>
<<dancemolest>>
<<elseif $rng gte 71>>
<<dancestrip>>
<</if>>
<<elseif $audiencearousal gte 41>>
<<if $rng gte 91>>
<<dancestrip>>
<</if>>
<</if>>
<<elseif $dancelocation is "pirate_cruise">>
<<if $audiencearousal gte 100>>
<<if $rng gte 71>>
<<dancemolest>>
<<elseif $rng gte 51>>
<<dancestrip>>
<</if>>
<<elseif $audiencearousal gte 81>>
<<if $rng gte 91>>
<<dancemolest>>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<br><br>
<</widget>>
<<widget "dancelight">>
<<exposure>>
<<if $exposed gte 2>>
The spotlight changes hue and brightens, forcing you to squint.
<<else>>
<<set $danceevent to "light">>
The spotlight changes hue, piercing the fabric of your clothes, and illuminating the skin beneath. <span class="lewd">It's as if you're naked!</span>
<</if>>
<</widget>>
<<widget "dancedrink">>
<<set $danceevent to "drink">>
<<if $drinkskip is undefined>>
<<set $drinkskip to 1>>
<<else>>
<<unset $drinkskip>>
<</if>>
The <<person>> offers you a glass of wine.
<<if $drunk gte currentSkillValue('danceskill') - 800>>
You feel unsteady already.
<</if>>
<</widget>>
<<widget "dancepull">>
<<set $danceevent to "dancepull">>
Driven mad with lust, <span class="pink">the <<person>> grasps your leg, and tries to pull you off the stage.</span>
<</widget>>
<<widget "dancedrunktrip">>
You <span class="purple">drunkenly</span> trip and stumble, falling from the table.
<<outfitChecks>>
<<if (!_shirtless) and random(1)>>
<<set _top.integrity -= 10>>
You're caught, but your _top.name <<= _top.plural is 1 ? "snag" : "snags">>.
<<if _top.integrity lte 0>>
<span class="pink">You hear a tear,</span> and look down to find its tattered remains vanishing in the crowd.
<<arousal 100>><<if _top is $worn.over_upper>><<overupperruined>><<else>><<upperruined>><</if>><<set $audiencearousal += 5>><<set $audienceexcitement += 5>>
<<else>>
Someone cops a feel of your chest as you climb back up.
<</if>>
<<elseif !_bottomless>>
<<set _bottom.integrity -= 10>>
You're caught, but your _bottom.name snags.
<<if _bottom.integrity lte 0>>
<span class="pink">You hear a tear,</span> and look down to find its tattered remains vanishing in the crowd.
<<arousal 100>><<if _bottom is $worn.over_lower>><<overlowerruined>><<else>><<lowerruined>><</if>><<set $audiencearousal += 5>><<set $audienceexcitement += 5>>
<<else>>
Someone cops a feel of your <<bottom>> as you climb back up.
<</if>>
<<else>>
The <<person>> catches you. Someone cops a feel of your <<bottom>> as you climb back up.
<</if>>
<</widget>>
<<widget "dancerape">>
<<set $danceevent to "rape">>
Driven wild by their lust, your audience surges toward you, their eyes filled with a primal hunger.
<</widget>>
<<widget "dancefall">>
<<set $danceevent to "rape">>
Driven wild by your vulnerability, your audience surges toward you, their eyes filled with a primal hunger.
<</widget>>
<<widget "dancemolest">>
<<set $danceevent to "molest">><<molested>>
The <<person>> reaches out and grasps your waist!<<trauma 6>><<stress 6>><<gtrauma>><<gstress>>
<</widget>>
<<widget "dancestrip">>
<<outfitChecks>>
<<if $worn.under_lower.name isnot "naked" and _skirtExposed>>
You spin, your skirt flaring up. Lacking in decency, a member of your audience seizes the opportunity and lunges for your $worn.under_lower.name.
<<set $danceevent to "skirtstrip">><<molested>>
<<elseif $worn.over_lower.name isnot "naked">>
Lacking in decency, a member of your audience seizes the opportunity and lunges for your $worn.over_lower.name.
<<set $danceevent to "overlowerstrip">><<molested>>
<<elseif $worn.lower.name isnot "naked">>
Lacking in decency, a member of your audience seizes the opportunity and lunges for your $worn.lower.name.
<<set $danceevent to "lowerstrip">><<molested>>
<<elseif $worn.over_upper.name isnot "naked">>
Lacking in decency, a member of your audience seizes the opportunity and lunges for your $worn.over_upper.name.
<<set $danceevent to "overupperstrip">><<molested>>
<<elseif $worn.upper.name isnot "naked">>
Lacking in decency, a member of your audience seizes the opportunity and lunges for your $worn.upper.name.
<<set $danceevent to "upperstrip">><<molested>>
<<elseif $worn.under_lower.name isnot "naked">>
Lacking in decency, a member of your audience seizes the opportunity and lunges for your $worn.under_lower.name.
<<set $danceevent to "understrip">><<molested>>
<<elseif $worn.under_upper.name isnot "naked">>
Lacking in decency, a member of your audience seizes the opportunity and lunges for your $worn.under_upper.name.
<<set $danceevent to "underupperstrip">><<molested>>
<</if>>
<<trauma 6>><<stress 6>>
<</widget>>
<<widget "dancefinish">>
<<if $security_aware>>
A member of security motions for you to step off the stage. You need only glance at the rowdy and aroused audience to know why.
<<else>><<set $security_aware to 1>>
A member of security motions for you to step off the stage. You open your mouth to ask why, but you are interrupted, "The crowd is getting a bit rowdy. We need to let them cool off, or we won't be able to protect you." Looking at your audience, you can't help but agree.
<</if>>
<<set $danceevent to "finish">>
<br><br>
<</widget>>
<<widget "dancetripfinish">>
You clumsily botch a move and stumble in your heels, falling forwards and hurtling your body off the stage. Luckily, a member of security manages to catch you, but your ankle is left feeling sore.
<<pain 10>><<ggpain>><<bruise full>>
<br><br>
<<set $danceevent to "finish">>
<br><br>
<</widget>>
<<widget "dancetriprape">>
You clumsily botch a move and stumble in your heels, falling forwards and hurtling your body off the stage. You land in a crowd of people, hitting your head on the way down.
<<pain 25>><<ggpain>>
<br><br>
<<dancerape>>
<</widget>>
<<widget "danceprivate">>
The <<person>> raises <<his>> <<if $pronoun is "m">>wallet<<else>>purse<</if>>, indicating <<he>> wants to hire your services.
<<set $danceevent to "private">>
<<if !hasSexStat("promiscuity", 3) and $uncomfortable.prostituting is true>>
However, you are not promiscuous enough to take up <<his>> offer.
<<set $privatedanceoffered to 1>>
<</if>>
<<if !hasSexStat("promiscuity", 3) and $uncomfortable.prostituting is false>>
<<His>> offer repulses you, but you need the money.
<</if>>
<</widget>>
<<widget "dancelonging">>
The <<person>> gazes at you with longing.
<</widget>>
<<widget "dancenote">>
<<set $danceevent to "note">>
The <<person>> holds up a banknote.
<</widget>>
<<widget "dancevip">>
<<set $danceevent to "vip">>
A <<person>> wearing an expensive <<if $pronoun is "f">>gown<<else>>suit<</if>> grasps your arm and tugs you closer. Security look away. "They won't bother us," <<he>> says. "They know who I am."
<</widget>>
<<widget "dancedarryl">>
<<set $danceevent to "darryl">>
You notice Darryl roam between stages, checking in on the dancers. <<nnpc_He "Darryl">> arrives at yours, and watches you.
<</widget>>
<<widget "dancebriar">>
<<set $danceevent to "briar">>
You notice Briar in the audience, whispering in their ears while watching you.
<</widget>>
<<widget "dancestrippertrouble">>
<<set $danceevent to "strippertrouble">>
The <<person>> tries to drag another employee off <<if maleChance() gte random(1,100)>>his<<else>>her<</if>> stage.
<</widget>>
<<widget "dancesalivate">>
Some of the audience salivate watching you, but a glance at security quells any violent ambitions.
<</widget>>
<<widget "dancesamfinish">>
<<endevent>><<npc Sam>>Sam appears beside your table-stage. "That's enough everyone, this <<girl>> has had enough." <<He>> takes you by the arm and leads you into a back room. "Good job today. Here's a little something extra." You earn <<printmoney 1000>><<money 1000 "cafeWaiter">>.
<<npcincr Sam love 2>><<glove>><<set $danceevent to "finish">>
<</widget>>
<<widget "danceleighton">>
<<set $daily.leightonDanceOffered to 1>><<set $danceevent to "leighton">>
<<if $headblackmailed is 1>>
"I knew I'd find you here,"
<<elseif $delinquency gte 400>>
"So this is why you're missing classes,"
<<elseif $exposed gte 2 and hasSexStat("exhibitionism", 5)>>
"I knew you were a slut,"
<<else>>
"You look cute up there,"
<</if>>
says a familiar voice. It's Leighton, raising a stack of bills.
<br><br>
<</widget>>
<<widget "dancebrothelrobin">>
<<set $danceevent to "robin">>
You hear a familiar voice call your name. Without halting your dance, you scan the crowd for the source. <span class="pink">It's Robin.</span> <<nnpc_He "Robin">> looks worried and beckons you to come with <<nnpc_him "Robin">>.
<<set $weekly.robinBrothel to true>><<unset $robinBrothel>>
<br><br>
<</widget>>
<<widget "danceCorruption">>
<<set $danceevent to "corruptionDance">>
<span class="lewd">You feel the slime in your head command you to not stop dancing for the crowd.</span> It promises rewards if you comply, and threatens consequences if you do not.
<</widget>>
<<widget "danceWraith">>
<<set $danceevent to 0>><<set $audiencearousal -= 5>><<set $audienceexcitement -= 5>>
You feel a hand on your body. Then another. Then a third, and a fourth. You look around frantically, <span class="red">and see countless pale limbs emerging from below, grabbing at you wherever they can.</span> You try to scream, but one covers your mouth.
<br><br>
You blink, and they all vanish. You get strange glances. <<stress 12>><<trauma 4>><<ggstress>><<gtrauma>>
<</widget>><<widget "danceeffects">>
<<handheldon 1>>
<<person_dance>>
<<set $danceevent to 0>>
<<set $audiencemod -= 1>><<set $audiencemod to Math.clamp($audiencemod, 1, 10)>>
<<set _danceaction to $danceaction>>
<<if $danceaction is "vippush">>
<<set $danceaction to 0>><<set $audienceexcitement -= 5>>
You push and twist away from the <<person>>. "I'm not refused often," <<he>> warns.
<</if>>
<<if $danceaction is "vipallow">>
<<set $danceaction to 0>><<set $audiencearousal += 5>><<set $audienceexcitement += 5>>
<<outfitChecks>>
The <<person>> pulls you to a sitting position and wraps an arm around your waist.
<<outfitChecks>>
<<if $worn.under_lower.type.includes("naked") and _skirtExposed>>
<<His>> hand crawls beneath your skirt, where it finds your exposed <<genitals>>.
<<if playerChastity("hidden")>>
<<He>> grasps it, and tugs, to no avail. The pressure on your <<genitals 1>> makes you squirm. "You're such a tease," <<he>> says. "All these people slavering over you, but they haven't a chance." <<He>> steps aside to give the rest of the audience a better look, but doesn't stop fondling you. <<He>> leans close and whispers. "Maybe I should lift this cute skirt of yours. Then everyone will see."
<<elseif $player.penisExist and $player.vaginaExist>>
<<He>> pulls <<his>> hand away in surprise, but soon recovers, reaching in again. The light touch is enough to make you squirm. "You have a special secret indeed," <<he>> teases. <<He>> steps aside to give the rest of the audience a better look, but doesn't stop fondling you. <<He>> leans close and whispers. "Maybe I should lift this cute skirt of yours. Then everyone will see."
<<ggarousal>><<arousal 1200 "genitals">>
<br><br>
<<else>>
<<He>> brushes <<his>> fingers against it, and the light touch is enough to make you squirm. "Sensitive, aren't you?" <<he>> teases. <<He>> steps aside to give the rest of the audience a better look, but doesn't stop fondling you. <<He>> leans close and whispers. "Maybe I should lift this cute skirt of yours. Then everyone will see."
<<ggarousal>><<arousal 1200 "genitals">>
<br><br>
<</if>>
<<elseif _bottomless>>
<<His>> hand crawls over your exposed <<genitals>>. <<He>> brushes <<his>> fingers against it, and the light touch is enough to make you squirm. "Sensitive, aren't you?" <<he>> teases. <<He>> steps aside to give the rest of the audience a better look, but doesn't stop fondling you.
<<ggarousal>><<arousal 1200 "genitals">>
<br><br>
<<elseif _top>>
<<His>> hand crawls over your chest, and <<if $player.perceived_breastsize gte 2>>cups your <<breasts>>.<<else>>rests above your <<breasts>>.<</if>> <<He>> brushes <<his>> fingers against your buds, enough to make you squirm even through your _top.name. <<He>> steps aside to give the rest of the audience a better look, but doesn't stop fondling you. "Maybe I should <<pullup>> this top of yours." <<He>> whispers. "Let everyone see."
<<garousal>><<arousal 600 "breasts">>
<br><br>
<<else>>
<<His>> hand crawls over your bare chest, and <<if $player.breastsize gte 2>>cups your <<breasts>>.<<else>>rests above your <<breasts>>.<</if>> <<He>> brushes <<his>> fingers against your buds, enough to make you squirm. <<He>> steps aside to give the rest of the audience a better look, but doesn't stop fondling you.
<<garousal>><<arousal 600 "breasts">>
<br><br>
<</if>>
<<if $arousal gte $arousalmax>>
<<orgasm>>
<<if $worn.under_lower.type.includes("naked") and _skirtExposed and $player.penisExist>>
<<if $femaleclimax or _deniedOrgasm>>
Your lack of cum causes several to laugh at you. The <<person>> grins as <<he>> releases you. <<tearful>> you clamber to your feet.
<<set $audiencearousal += 15>><<set $audienceexcitement += 15>><<set $audiencemod += 4>><<set $dancespeech to "nocum">>
<<else>>
Your cum arcs towards the audience. A <<personsimple>> drops to <<his>> knees and tries to catch it with <<his>> mouth. The <<person>> laughs as <<he>> releases you. <<tearful>> you clamber to your feet.
<<set $audiencearousal += 15>><<set $audienceexcitement += 15>><<set $audiencemod += 4>><<set $dancespeech to "cum">>
<</if>>
<<else>>
The audience cheers. "Cumming in front of all these people," the <<person>> tuts as <<he>> releases you. <<tearful>> you clamber to your feet.
<<set $audiencearousal += 5>><<set $audienceexcitement += 5>><<set $audiencemod += 2>><<set $dancespeech to "cum">>
<</if>>
<<else>>
The audience grows more excited. They suggest the <<person>> perform all sorts of lewd acts, but <<he>> releases you after a few moments. <<tearful>> you clamber to your feet.
<<set $audiencemod += 1>>
<</if>>
<</if>>
<<if $danceaction is "darrylreassure">>
<<set $danceaction to 0>>
You smile at Darryl. <<nnpc_He Darryl>> nods in acknowledgement, and moves to the next stage.
<</if>>
<<if $danceaction is "briarwink">>
<<set $danceaction to 0>>
You wink at Briar.
<<if C.npc.Briar.love gte 40>>
<<nnpc_He Briar>> winks back, and licks the patron's ear.
<<elseif C.npc.Briar.love gte 20>>
<<nnpc_He Briar>> winks back and adopts a seductive smile, still whispering in the patron's ear.
<<elseif C.npc.Briar.love gte 1>>
<<nnpc_He Briar>> winks back, still whispering in the patron's ear.
<<else>>
<<nnpc_He Briar>> looks at the stage, reminding you to stay focused on your job.
<</if>>
<</if>>
<<if $danceaction is "briarseduce">>
<<if C.npc.Briar.love gte 40>>
<<set $seductiondifficulty to 10000>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>>
<span class="gold">You feel more confident in your powers of seduction.</span>
<br><br>
<</if>>
<<seductionskilluse>>
You drop to your knees and thrust your arm towards Briar, beckoning <<nnpc_him Briar>> to join you.
<<promiscuity3>>
<<if $seductionrating gte $seductionrequired>>
<<set $danceevent to "briarseduce">>
Briar hesitates a moment, <span class="green">then strides to the stage.</span> A cheer erupts from the audience, attracting more attention, as <<nnpc_he Briar>> climbs atop it, and atop you. "Forward of you, darling," <<nnpc_he Briar>> says. "Let's give them a real show."
<<else>>
<<set $danceaction to 0>>
Briar hesitates. "Forward of you, darling!" <<nnpc_he Briar>> shouts above the din. "But my performing days are behind me." <<nnpc_He Briar>> walks towards another stage, bobbing with the music.
<</if>>
<<else>>
<<set $danceaction to 0>>
Briar laughs loud enough that you can hear it above the din, before walking towards the next stage, bobbing with the music. <span class="blue">Briar must be pretty inured to lewdity. You'll need to endear yourself to <<nnpc_him Briar>> before your charms have a chance of working.</span>
<</if>>
<</if>>
<<if $danceaction is "darrylpull">>
<<set $danceaction to 0>>
You step to the edge of the stage, and lean down. A frown of concern crosses Darryl's face, until you grasp <<nnpc_his Darryl>> arm and pull <<nnpc_him Darryl>> up.
<br><br>
<<if $audience gte 2>>
The audience cheers.
<</if>>
<<if C.npc.Darryl.love gte 40>>
<<set $audiencemod += 3>>
Darryl takes the sudden limelight in <<nnpc_his Darryl>> stride, and <span class="lewd">removes <<nnpc_his Darryl>> <<print $NPCList[0].clothes.upper.name>></span> as <<nnpc_he Darryl>> dances alongside you. <<nnpc_He Darryl>> jumps from the stage and covers after a moment, smiling and sporting a furious blush. "Thank you," <<nnpc_he Darryl>> says. "It's fun to let my hair down now and then."
<<elseif C.npc.Darryl.love gte 20>>
<<set $audiencemod += 2>>
Darryl looks surprised and flustered to be the centre of attention, but <<nnpc_he Darryl>> dances alongside you all the same. <<nnpc_His Darryl>> movements are careful and stiff, unpractised. <<nnpc_He Darryl>> flashes the room a smile, and climbs from the stage. "I'm glad you're doing okay," <<nnpc_he Darryl>> says.
<<elseif C.npc.Darryl.love gte 1>>
<<set $audiencemod += 1>>
Darryl looks surprised and flustered to be the centre of attention, but <<nnpc_he Darryl>> flashes the room a shy smile before climbing from the stage. "I'm glad you're doing okay," <<nnpc_he Darryl>> says.
<<else>>
Darryl looks flustered, and carefully climbs from the stage. "Sorry," <<nnpc_he Darryl>> says. "I-I have others to check up on."
<</if>>
<</if>>
<<if $danceaction is "stripperhelp">>
<<set $danceaction to 0>><<set $audiencearousal -= 10>><<set $audienceexcitement -= 1>>
You stop your dance, fold your arms and stare at the <<person>>. It disrupts the flow of your performance, but <<he>> gets the hint and stops bothering the other dancer. The dancer gives you a grateful smile.
<<trauma -6>><<ltrauma>><<famegood 1>>
<</if>>
<<if $danceaction is "stripperignore">>
<<set $danceaction to 0>>
You turn away from the other dancer.
<</if>>
<<if $danceaction is "noteapproach">>
<<set $danceaction to 0>>
<<set $tipmod to 0.6>><<tipset>>
The <<person>> makes a twirling motion with <<his>> finger. You turn around.
<<outfitChecks>>
<<if $rng gte 91>>
<<if $audience gte 6>>
Cheered on by the crowd, <<he>>
<<else>>
<<He>>
<</if>>
reaches up and seizes you by the thighs. <<He>> leans in and kisses your <<bottom>>.
<</if>>
<<if !$worn.over_lower.type.includes("naked") or !$worn.lower.type.includes("naked")>>
<<if _skirtExposed>>
<<He>> reaches beneath your skirt and pushes the note
<<if playerChastity() and $worn.under_lower.type.includes("naked")>>
beneath your <<print $worn.genitals.name>>.
<<elseif $worn.under_lower.type.includes("naked")>>
between your bare cheeks.
<<else>>
into your $worn.under_lower.name.
<</if>>
<<else>>
<<He>> pushes the note into your <<if !$worn.over_lower.type.includes("naked")>>$worn.over_lower.name<<else>>$worn.lower.name<</if>>.
<</if>>
<<else>>
<<He>> pushes the note
<<if playerChastity() and $worn.under_lower.type.includes("naked")>>
beneath your <<print $worn.genitals.name>>.
<<elseif $worn.under_lower.type.includes("naked")>>
between your bare cheeks.
<<else>>
into your $worn.under_lower.name.
<</if>>
<</if>>
It attracts attention, and others throw money onto the stage.
<<tipreceive "dancing">><<garousal>><<arousal 600>>
<</if>>
<<if $danceaction is "noteignore">>
<<set $danceaction to 0>>
You ignore the <<person>> and <<his>> banknote.
<</if>>
<<if $danceaction is "cop">>
<<set $danceaction to 0>>
<<arousal 300 "breasts">><<set $dancespeech to "cop">>
You let the <<person>> feel you up.
<<if $audience gte 6>>
Cheered on by the crowd, <<he>>
<<else>>
<<He>>
<</if>>
reaches round and grips both your nipples between thumb and forefinger while massaging your <<breasts>> with <<his>> remaining digits. <<He>> pinches and fondles for a few moments, before running <<his>> fingers down your tummy. You tense in anticipation as <<his>> hands draw closer to your <<genitals>>. However, <<he>> releases you before things become too lewd, giving your <<bottom>> a swift spank as <<he>> does.
<</if>>
<<if $danceaction is "rape">>
<<set $danceaction to 0>>
<<arousal 300 "breasts">><<set $danceevent to "rape">>
You let the <<person>> feel you up.
<<if $audience gte 6>>
Cheered on by the crowd, <<he>>
<<else>>
<<He>>
<</if>>
reaches round and grips both your nipples between thumb and forefinger while massaging your <<breasts>> with <<his>> remaining digits. <<He>> pinches and fondles for a few moments, before running <<his>> fingers down your tummy. Suddenly, <<he>> snatches you from the stage!
<</if>>
<<if $danceaction is "finish">>
<<set $danceevent to "finish">>
<<set $danceaction to 0>>
You decide it's best to quit before the audience becomes too brave. They're disappointed, but leave you unmolested.
<br><br>
<<clotheson>>
<</if>>
<<if $danceaction is "skirtstruggle">>
<<set $danceaction to 0>>
You try to hold up your $worn.under_lower.name with one hand while holding down the hem of your skirt with the other.
<<if !$worn.lower.type.includes("dance")>>
You twist the flexible material free, regaining control with <span class="teal">no damage done,</span> and your dignity mostly intact.
<<else>>
After a brief struggle, you manage to regain control of your clothes, dignity mostly intact.
<<set $worn.under_lower.integrity -= 10>>
<</if>>
<<arousal 100>><<set $dancespeech to "struggle">>
<<if $worn.under_lower.integrity lte 0>>
Your $worn.under_lower.name <<underlowerplural>> damaged by the struggle however. The ruined fabric soon gives way and the tatters fall to the ground between your legs. A breeze caresses your <<genitals>>, covered now only by your $worn.lower.name.
<<set $audiencemod += 2>><<arousal 100>><<underruined>><<set $audiencearousal += 5>><<set $audienceexcitement += 5>><<set $dancespeech to "strip">>
<<if $audience gte 3>>
The audience cheers as they realise your predicament.
<</if>>
<</if>>
<</if>>
<<if $danceaction is "skirtsurrender">>
<<set $danceaction to 0>>
You hold down the hem of your skirt to give yourself some protection as your $worn.under_lower.name <<underlowerplural>> torn from your thighs. Now bare beneath your $worn.lower.name you move away from further prying, conscious of the fact that your <<genitals_are>> dangerously close to being displayed for all to see.
<<set $audiencemod += 2>><<arousal 200>><<underlowerruined>><<set $audiencearousal += 5>><<set $audienceexcitement += 5>><<set $dancespeech to "strip">>
<</if>>
<<if $danceaction is "overupperstruggle">>
<<set $danceaction to 0>>
You struggle to prevent your $worn.over_upper.name being ripped clean from your body.
<<if !$worn.over_upper.type.includes("dance")>>
You twist the flexible material free, regaining control with <span class="teal">no damage done,</span> and your dignity mostly intact.
<<else>>
After a brief tussle, you manage to regain control of your clothes, dignity mostly intact.
<<set $worn.over_upper.integrity -= 10>>
<</if>>
<<arousal 100>><<set $dancespeech to "struggle">>
<<if $worn.over_upper.integrity lte 0>>
Your $worn.over_upper.name <<overupperplural>> damaged by the struggle however.
<<overupperruined>>
The ruined fabric soon falls apart, leaving your <<exposedupper>> exposed for the world to leer at.
<<arousal 100>><<set $audiencemod += 2>><<set $leftactiondefault to "uppercover">><<set $audiencearousal += 5>><<set $audienceexcitement += 5>><<set $dancespeech to "strip">>
<</if>>
<</if>>
<<if $danceaction is "overuppersurrender">>
<<set $danceaction to 0>>
Your $worn.over_upper.name <<overupperplural>> torn from your body, leaving your <<overupperruined>><<exposedupper>> exposed for the world to see.
<<set $audiencemod += 2>><<set $leftactiondefault to "uppercover">><<arousal 200>><<set $audiencearousal += 5>><<set $audienceexcitement += 5>><<set $dancespeech to "strip">>
<</if>>
<<if $danceaction is "upperstruggle">>
<<set $danceaction to 0>>
You struggle to prevent your $worn.upper.name being ripped clean from your body.
<<if !$worn.upper.type.includes("dance")>>
You twist the flexible material free, regaining control with <span class="teal">no damage done,</span> and your dignity mostly intact.
<<else>>
After a brief tussle, you manage to regain control of your clothes, dignity mostly intact.
<<set $worn.upper.integrity -= 10>>
<</if>>
<<arousal 100>><<set $dancespeech to "struggle">>
<<if $worn.upper.integrity lte 0>>
Your $worn.upper.name <<upperplural>> damaged by the struggle however. The ruined fabric soon falls apart, leaving your <<breasts>> exposed for the world to leer at.
<<arousal 100>><<set $audiencemod += 2>><<set $leftactiondefault to "uppercover">><<upperruined>><<set $audiencearousal += 5>><<set $audienceexcitement += 5>><<set $dancespeech to "strip">>
<</if>>
<</if>>
<<if $danceaction is "uppersurrender">>
<<set $danceaction to 0>>
Your $worn.upper.name <<upperplural>> torn from your body, leaving your <<upperruined>><<exposedupper>> exposed for the world to see.
<<set $audiencemod += 2>><<set $leftactiondefault to "uppercover">><<arousal 200>><<set $audiencearousal += 5>><<set $audienceexcitement += 5>><<set $dancespeech to "strip">>
<</if>>
<<if $danceaction is "overlowerstruggle">>
<<set $danceaction to 0>>
You struggle to keep hold of your $worn.over_lower.name and
<<if !$worn.over_lower.type.includes("dance")>>
regain control with <span class="teal">no damage done,</span> and your dignity mostly intact.
<<else>>
manage to prevent it from being ripped from your body.
<<set $worn.over_lower.integrity -= 10>>
<</if>>
<<arousal 100>><<set $dancespeech to "struggle">>
<<if $worn.over_lower.integrity lte 0>>
However, the struggle was fierce and you soon find your $worn.over_lower.name falling from your body in tatters.
<<arousal 100>><<set $audiencemod += 2>><<set $rightactiondefault to "lowercover">><<overlowerruined>><<set $audiencearousal += 5>><<set $audienceexcitement += 5>><<set $dancespeech to "strip">>
<<if $worn.lower.name isnot "naked">>
Your breath catches in your throat as your $worn.lower.name <<lowerplural>> revealed for all to see.
<<set $audiencearousal += 3>><<set $audienceexcitement += 3>><<set $audiencemod += 1>><<arousal 100>>
<<elseif $worn.under_lower.name is "naked">>
Your breath catches in your throat as your <<genitals_are>> revealed for all to see.
<<set $audiencearousal += 5>><<set $audienceexcitement += 5>><<set $audiencemod += 2>><<arousal 100>>
<<if $audience gte 2>>
<<dance_crossdress_reveal>>
<</if>>
<<else>>
Your $worn.under_lower.name <<underlowerplural>> now exposed, becoming the only thing protecting your <<genitals>>.
<</if>>
<</if>>
<</if>>
<<if $danceaction is "overlowersurrender">>
<<set $danceaction to 0>>
Your $worn.over_lower.name <<lowerplural>> ripped from your body.
<<arousal 100>><<set $audiencemod += 2>><<set $rightactiondefault to "lowercover">><<overlowerruined>><<set $audiencearousal += 5>><<set $audienceexcitement += 5>><<set $dancespeech to "strip">>
<<if $worn.lower.name is "naked">>
Your breath catches in your throat as your $worn.lower.name <<lowerplural>> revealed for all to see.
<<set $audiencearousal += 3>><<set $audienceexcitement += 3>><<set $audiencemod += 1>><<arousal 100>>
<<elseif $worn.under_lower.name is "naked">>
Your breath catches in your throat as your <<genitals_are>> revealed for all to see.
<<set $audiencearousal += 5>><<set $audienceexcitement += 5>><<set $audiencemod += 2>><<arousal 100>>
<<if $audience gte 2>>
<<dance_crossdress_reveal>>
<</if>>
<<else>>
Your $worn.under_lower.name <<underlowerplural>> now exposed, becoming the only thing protecting your <<genitals>>.
<</if>>
<</if>>
<<if $danceaction is "lowerstruggle">>
<<set $danceaction to 0>>
You struggle to keep hold of your $worn.lower.name and
<<if !$worn.over_lower.type.includes("dance")>>
regain control with <span class="teal">no damage done,</span> and your dignity mostly intact.
<<else>>
manage to prevent it from being ripped from your body.
<<set $worn.lower.integrity -= 10>>
<</if>>
<<arousal 100>><<set $dancespeech to "struggle">>
<<if $worn.lower.integrity lte 0>>
However, the struggle was fierce and you soon find your $worn.lower.name falling from your body in tatters.
<<arousal 100>><<set $audiencemod += 2>><<set $rightactiondefault to "lowercover">><<lowerruined>><<set $audiencearousal += 5>><<set $audienceexcitement += 5>><<set $dancespeech to "strip">>
<<if $worn.under_lower.name is "naked">>
Your breath catches in your throat as your <<genitals_are>> revealed for all to see.
<<set $audiencearousal += 5>><<set $audienceexcitement += 5>><<set $audiencemod += 2>><<arousal 100>>
<<if $audience gte 2>>
<<dance_crossdress_reveal>>
<</if>>
<<else>>
Your $worn.under_lower.name <<underlowerplural>> now exposed, becoming the only thing protecting your <<genitals>>.
<</if>>
<</if>>
<</if>>
<<if $danceaction is "lowersurrender">>
<<set $danceaction to 0>>
Your $worn.lower.name <<lowerplural>> ripped from your body.
<<arousal 100>><<set $audiencemod += 2>><<set $rightactiondefault to "lowercover">><<lowerruined>><<set $audiencearousal += 5>><<set $audienceexcitement += 5>><<set $dancespeech to "strip">>
<<if $worn.under_lower.name is "naked">>
Your breath catches in your throat as your <<genitals_are>> revealed for all to see.
<<set $audiencearousal += 5>><<set $audienceexcitement += 5>><<set $audiencemod += 2>><<arousal 100>>
<<if $audience gte 2>>
<<dance_crossdress_reveal>>
<</if>>
<<else>>
Your $worn.under_lower.name <<underlowerplural>> now exposed, becoming the only thing protecting your <<genitals>>.
<</if>>
<</if>>
<<if $danceaction is "understruggle">>
<<set $danceaction to 0>>
<<if !$worn.under_lower.type.includes("dance")>>
You fight desperately to keep your $worn.under_lower.name held up. <span class="teal">The flexible material is able to withstand such a struggle.</span>
<<else>>
You fight desperately to keep your $worn.under_lower.name held up.
<<set $worn.under_lower.integrity -= 10>>
<</if>>
<<arousal 100>><<set $dancespeech to "struggle">>
<<if $worn.under_lower.integrity lte 0>>
You are starting to win the tug of war when the fabric tears, throwing you onto the ground minus your underwear. Your breath catches in your throat as your <<genitals_are>> revealed for all to see.
<<set $audiencearousal += 5>><<set $audienceexcitement += 5>><<set $audiencemod += 4>><<arousal 100>><<underlowerruined>><<set $rightactiondefault to "undercover">><<set $dancespeech to "strip">>
<<if $audience gte 2>>
<<dance_crossdress_reveal>>
<</if>>
<</if>>
<</if>>
<<if $danceaction is "undersurrender">>
<<set $danceaction to 0>>
Your $worn.under_lower.name <<underlowerplural>> torn from you, freeing your <<genitals>> for the world to see. Your heart pounds at the humiliation.
<<set $audiencearousal += 10>><<set $audienceexcitement += 10>><<set $audiencemod += 4>><<arousal 300>><<underlowerruined>><<set $rightactiondefault to "undercover">><<set $dancespeech to "strip">>
<<if $audience gte 2>>
<<dance_crossdress_reveal>>
<</if>>
<</if>>
<<if $danceaction is "underupperstruggle">>
<<set $danceaction to 0>>
<<if !$worn.under_upper.type.includes("dance")>>
You fight desperately to keep your $worn.under_upper.name held up. <span class="teal">The flexible material is able to withstand such a struggle.</span>
<<else>>
You fight desperately to keep your $worn.under_upper.name held up.
<<set $worn.under_upper.integrity -= 10>>
<</if>>
<<arousal 100>><<set $dancespeech to "struggle">>
<<if $worn.under_upper.integrity lte 0>>
You are starting to win the tug of war when the fabric tears, throwing you onto the ground minus your underwear. Your breath catches in your throat as your <<breasts>> revealed for all to see.
<<set $audiencearousal += 5>><<set $audienceexcitement += 5>><<set $audiencemod += 4>><<arousal 100>><<underupperruined>><<set $rightactiondefault to "undercover">><<set $dancespeech to "strip">>
<</if>>
<</if>>
<<if $danceaction is "underuppersurrender">>
<<set $danceaction to 0>>
Your $worn.under_upper.name <<underupperplural>> torn from you, freeing your <<breasts>> for the world to see. Your heart pounds at the humiliation.
<<set $audiencearousal += 10>><<set $audienceexcitement += 10>><<set $audiencemod += 4>><<arousal 300>><<underupperruined>><<set $rightactiondefault to "undercover">><<set $dancespeech to "strip">>
<</if>>
<<if $danceaction is "robinignore">>
You avert your gaze and pretend not to notice Robin's presence. <<nnpc_He "Robin">> continues to call out your name, sounding increasingly desperate.
<br>
In a last ditch effort, <<nnpc_he "Robin">> tries to shove <<nnpc_his "Robin">> way through the crowd, but <<nnpc_he "Robin">> only ends up getting violently jostled about. <<nnpc_He "Robin">> gives you a dejected look before sulking away.
<</if>>
<<if ($danceaction is "cool" or $danceaction is "sexual" or $danceaction is "sophisticated" or $danceaction is "seductive") and $arousal gte $arousalmax>>
<<orgasmstage>>
<<elseif $danceaction is "cool">>
<<set $danceaction to 0>><<set $danceactiondefault to "cool">>
<<stress -2>><<tiredness 1>><<dancestat>><<set $dancespeech to "dance">>
<<if $audience gte 1>>
<<if $dancingRebalance is 1>>
<<set $audiencearousal += $allure / 2000 - currentSkillValue('danceskill') / 250>>
<<set $audienceexcitement += currentSkillValue('danceskill') / 200>>
<<else>>
<<set $audiencearousal += $allure / 2000 + currentSkillValue('danceskill') / 100>>
<<set $audienceexcitement += currentSkillValue('danceskill') / 100>>
<</if>>
<</if>>
<<if currentSkillValue('danceskill') lte 200>>
Not knowing what else to do, you just bob along rhythmically.
<<elseif currentSkillValue('danceskill') lte 400>>
You try to mimic a fashionable dance you've seen on the internet. You end up feeling and looking a little silly.
<<elseif currentSkillValue('danceskill') lte 600>>
You decide to keep things simple, and focus on making sure you dance with competence.
<<elseif currentSkillValue('danceskill') lte 800>>
You try to mimic a fashionable dance you've seen, and pull it off.
<<elseif currentSkillValue('danceskill') lte 999>>
You dance energetically yet smoothly, each move flowing naturally into the next.
<<else>>
You dominate the area with your moves.
<</if>>
<br><br>
<<danceskilluse>><<pass 1>>
<<set $dancephysique += 1>>
<<if $dancephysique gte 10>>
<<set $dancephysique -= 10>>
<<physique>>
<</if>>
<<elseif $danceaction is "sophisticated">>
<<set $danceaction to 0>><<set $danceactiondefault to "sophisticated">>
<<stress -2>><<tiredness 1>><<dancestat>><<set $dancespeech to "dance">>
<<if $audience gte 1>>
<<if $dancingRebalance is 1>>
<<set $audiencearousal += $allure / 3000 - currentSkillValue('danceskill') / 100>>
<<else>>
<<set $audiencearousal += $allure / 3000 + currentSkillValue('danceskill') / 100>>
<</if>>
<<set $audienceexcitement += currentSkillValue('danceskill') / 100>>
<</if>>
<<if currentSkillValue('danceskill') lte 200>>
You sway around in what you hope is a refined manner.
<<elseif currentSkillValue('danceskill') lte 400>>
You assume a refined posture, then sway around in what you hope is a refined manner.
<<elseif currentSkillValue('danceskill') lte 600>>
You focus on maintaining balance as you twirl and glide.
<<elseif currentSkillValue('danceskill') lte 800>>
Without sacrificing poise, you move with speed and confidence.
<<elseif currentSkillValue('danceskill') lte 999>>
You move with a serenity that conceals the confidence and focus of your mind.
<<else>>
You are the very model of dignity as you pirouette.
<</if>>
<br><br>
<<danceskilluse>><<pass 1>>
<<set $dancephysique += 1>>
<<if $dancephysique gte 10>>
<<set $dancephysique -= 10>>
<<physique>>
<</if>>
<<elseif $danceaction is "seductive">>
<<set $danceaction to 0>><<set $danceactiondefault to "seductive">>
<<stress -2>><<tiredness 1>><<exhibitionism1>><<dancestat>><<set $dancespeech to "dance">>
<<if $audience gte 1>>
<<if $dancingRebalance is 1>>
<<set $audiencearousal += $allure / 1000 + currentSkillValue('danceskill') / 250>>
<<set $audienceexcitement += currentSkillValue('danceskill') / 65>>
<<set $audiencemod += Math.floor(currentSkillValue('danceskill') / 1000)>>
<<else>>
<<set $audiencearousal += $allure / 1000 + currentSkillValue('danceskill') / 100>>
<<set $audienceexcitement += currentSkillValue('danceskill') / 100>>
<</if>>
<</if>>
<<if currentSkillValue('danceskill') lte 200>>
You try to dance seductively, but look more silly than sexy.
<<elseif currentSkillValue('danceskill') lte 400>>
You dance slowly and daintily, trying to emphasise your beauty.
<<elseif currentSkillValue('danceskill') lte 600>>
Your dance moves emphasise the beauty of your body.
<<elseif currentSkillValue('danceskill') lte 800>>
You dance smoothly yet suggestively.
<<elseif currentSkillValue('danceskill') lte 999>>
You dance with grace and eroticism, showcasing your body.
<<else>>
Your beguiling movements give little away yet promise the world.
<</if>>
<br><br>
<<danceskilluse>><<pass 1>>
<<set $dancephysique += 1>>
<<if $dancephysique gte 10>>
<<set $dancephysique -= 10>>
<<physique>>
<</if>>
<<elseif $danceaction is "sexual">>
<<set $danceaction to 0>><<set $danceactiondefault to "sexual">>
<<stress -2>><<tiredness 1>><<exhibitionism2>><<dancestat>><<set $dancespeech to "dance">>
<<if $audience gte 1>>
<<set $audiencearousal += $allure / 500 + currentSkillValue('danceskill') / 100>>
<<if $dancingRebalance is 1>>
<<set $audienceexcitement += currentSkillValue('danceskill') / 50>>
<<set $audiencemod += Math.floor(currentSkillValue('danceskill') / 500)>>
<<else>>
<<set $audienceexcitement += currentSkillValue('danceskill') / 100>>
<</if>>
<</if>>
<<if currentSkillValue('danceskill') lte 200>>
You try to dance provocatively. Due to your lack of skill, this amounts to little more than waving your buttocks around.
<<elseif currentSkillValue('danceskill') lte 400>>
You shake your assets, giving a show to anyone who looks.
<<elseif currentSkillValue('danceskill') lte 600>>
You dance flirtatiously, your movements emphasising your lewder parts.
<<elseif currentSkillValue('danceskill') lte 800>>
You dance skilfully and provocatively, your movements emphasising your lewder parts.
<<elseif currentSkillValue('danceskill') lte 999>>
You dance skilfully and provocatively, your entire body advertising a raw sexual energy.
<<else>>
Your moves radiate a primal and intoxicating sexuality.
<</if>>
<<danceskilluse>>
<<pass 1>>
<<set $dancephysique += 1>>
<<if $dancephysique gte 10>>
<<set $dancephysique -= 10>>
<<physique>>
<</if>>
<<elseif $danceaction is "orgasm">>
<<orgasmstage>>
<<elseif $danceaction is "groom">>
<<set $audiencearousal += 4>><<set $audienceexcitement += 4>><<set $audiencemod += 1>><<set $danceactiondefault to "groom">>
<<set _bl to []>><<set _nectar to []>>
<<for _bodypart range setup.bodyliquid.bodyparts>>
<<if !["vagina","anus","mouth"].includes(_bodypart)>>
<<if setup.bodyliquid.combined(_bodypart) gte 1>>
<<set _bl.pushUnique(_bodypart)>>
<<if $player.bodyliquid[_bodypart].nectar gte 1>>
<<set _nectar.pushUnique(_bodypart)>>
<</if>>
<</if>>
<</if>>
<</for>>
<<if $backgroundTraits.includes("plantlover") and _nectar.length gte 1>>
<<set _part to _nectar.random()>>
<<set _nectarPriority to true>>
<<else>>
<<set _part to _bl.random()>>
<</if>>
<<if _nectarPriority>>
<<set _liq to "nectar">>
<<else>>
<<if $player.bodyliquid[_part].nectar gte 1 and (random(1,3) is 1 or $player.bodyliquid[_part].goo is 0 and $player.bodyliquid[_part].semen is 0)>>
<<set _liq to "nectar">>
<<elseif $player.bodyliquid[_part].goo gte 1 and random(1,3) is 2 or ($player.bodyliquid[_part].semen is 0 and $player.bodyliquid[_part].nectar is 0)>>
<<set _liq to "slime">>
<<else>>
<<set _liq to "semen">>
<</if>>
<</if>>
You groom yourself,
<<switch _part>>
<<case "leftarm">>
lapping _liq off your left arm.
<<case "rightarm">>
lapping _liq off your right arm.
<<case "bottom">>
scooping up the _liq on your <<bottom>> and lapping it off your hands.
<<case "vaginaoutside">>
scooping up the _liq on your <<pussy>> and lapping it off your hands.
<<case "penis">>
scooping up the _liq on your <<penis>> and lapping it off your hands.
<<case "thigh">>
scooping up the _liq on your thighs and lapping it off your hands.
<<default>>
scooping up the _liq on your _part and lapping it off your hands.
<</switch>>
<<if _liq is "nectar">><<nectarfed 4>><</if>>
<<bodyliquid _part _liq -1>><<goocount>>
<<if $liquidoutsidecount lt 1>>
<<set $danceactiondefault to "cool">>
<</if>>
<<pass 1>>
<<elseif $danceaction is "drink">>
<<wearProp "wine">>
<<if $danceSuccess>>
You take the drink, <span class="green">weaving the motion into the dance,</span> and down it. The audience cheers.
<<if random(1, 10) is 10>>
<span class="pink">You feel warm.</span><<drugs 60>>
<<else>>
You feel dizzier.
<</if>>
<<set $audiencemod += 4>><<alcohol 60>>
<<else>>
You try to take the drink without breaking the flow of the dance, <span class="red">but knock the glass from the <<persons>> hand instead</span> spilling wine over <<him>>. The audience seems amused.<<set $audiencemod += 1>>
<</if>>
<<elseif $danceaction is "drink_careful">>
<<wearProp "wine">>
<<set $danceaction to 0>>
You slow your moves as you safely take the drink. You feel dizzier, but the audience is pleased.<<alcohol 60>><<set $audiencemod += 2>>
<<elseif $danceaction is "drink_ignore">>
<<set $danceaction to 0>>
You ignore the drink, and continue dancing. The <<person>> looks disappointed, and <<hes>> not alone.<<set $audienceexcitement -= 5>>
<<elseif $danceaction is "light_flaunt">>
<<set $danceaction to 0>>
You strut to the edge of the stage, turn, and bend over with one hand on your shin and your legs a little splayed. You slowly rise, running your hand over your knee and up your thigh as you do. An arm reaches from the dark, but you strut away, leaving it to grope the air.
<<dance_job_interest 5>>
<<set $audienceexcitement += 5>>
<<set $audiencearousal += 5>>
<<elseif $danceaction is "light_cover">>
<<set $danceaction to 0>>
You dance as best you can with your arms covering your body, waiting for the light's hue to change and become safe again.
<<set $audiencearousal += 5>>
<<elseif $danceaction is "privaterefuse">>
You ignore the potential client.
<<elseif $danceaction is "corruptionResult">>
<<if $corruptionResult is "defy">>
<<if $earSlime.growth gte (currentSkillValue('willpower') / 10)>>
<span class="red">Fearing the slime's control, you attempt to leave the stage. The slime doesn't allow it.</span>
<<set $corruptionDancing to 1>>
<<else>>
Fearing the slime's control, you decide to leave the stage to give yourself a chance to calm down.
<<set $danceevent to "finish">>
<</if>>
<<elseif $corruptionResult is "obey">>
You allow the slime to prevent you from leaving the stage.
<<set $corruptionDancing to 1>>
<<elseif $corruptionResult is "submit">>
You willfully follow the slimes order.
<<promiscuity5>>
<<set $corruptionDancing to 2>>
<</if>>
<<unset $corruptionResult>>
<</if>>
<<dancestripeffects>>
<br><br>
<</widget>>
<<widget "person_dance">>
<<if $dance_place gte 0 and $dance_place lte 5 and $dance_place lt $enemyno>>
<<personselect $dance_place>>
<</if>>
<</widget>>
<<widget "dance_crossdress_reveal">>
<<if $crossdressing is 2>>
<<if $rng gte 96>>
<span class="red">Your audience recoils in horror at the sight!</span> They pelt you with bottles and shout profanities, but seem no less entertained.
<<pain 6>><<stress 6>><<trauma 6>><<set $audiencemod += 3>><<set $dancespeech to "hermangry">>
<<elseif $rng gte 85>>
<span class="purple">Your audience cheers at the sight,</span> an emboldened lust in their eyes.
<<set $audienceexcitement += 20>><<set $audiencearousal += 20>><<set $audiencemod += 3>><<set $dancespeech to "hermaroused">>
<<elseif $rng gte 50>>
<span class="blue">They recoil in shock at the sight.</span>
<<set $audienceexcitement -= 20>><<set $audiencearousal -= 20>><<set $dancespeech to "hermshock">>
<<elseif $rng gte 30>>
They're taken aback by your <<genitals>>. <<if $audience gte 7>>Someone sighs and walks away.<<set $audience -= 1>><</if>>
<<set $dancespeech to "hermdisappointed">>
<<else>>
Your audience jeers and taunts, pleased at seeing you in such a vulnerable state despite your genitals.
<</if>>
<<elseif $crossdressing is 1>>
<<if $rng gte 96>>
<span class="red">Your audience recoils in horror at the sight!</span> They pelt you with bottles and shout profanities, but seem no less entertained.
<<pain 6>><<stress 6>><<trauma 6>><<set $audiencemod += 3>><<set $dancespeech to "crossdressangry">>
<<elseif $rng gte 85>>
<span class="purple">Your audience cheers at the sight,</span> an emboldened lust in their eyes.
<<set $audienceexcitement += 20>><<set $audiencearousal += 20>><<set $audiencemod += 3>><<set $dancespeech to "crossdressaroused">>
<<elseif $rng gte 50>>
<span class="blue">They recoil in shock at the sight.</span>
<<set $audienceexcitement -= 20>><<set $audiencearousal -= 20>><<set $dancespeech to "crossdressshock">>
<<elseif $rng gte 30>>
They're taken aback by your <<genitals>>. <<if $audience gte 7>>Someone sighs and walks away.<<set $audience -= 1>><</if>>
<<set $dancespeech to "crossdressdisappointed">>
<<else>>
Your audience jeers and taunts, pleased at seeing you in such a vulnerable state despite your gender.
<</if>>
<<else>>
Your audience jeers and taunts, pleased at seeing you in such a vulnerable state.
<</if>>
<</widget>><<widget "dancespeech">>
<<rng>>
<<if $audience is 1>>
<<person1>><<He>> shouts.
<<elseif $audience is 2>>
<<if $rng gte 51>>
The <<person1>><<person>> shouts.
<<else>>
The <<person2>><<person>> shouts.
<</if>>
<<elseif $audience is 3>>
<<if $rng gte 71>>
The <<person1>><<person>> shouts.
<<elseif $rng gte 41>>
The <<person2>><<person>> shouts.
<<else>>
The <<person3>><<person>> shouts.
<</if>>
<<elseif $audience gte 4>>
<<if $rng gte 71>>
A <<person1>><<person>> shouts.
<<elseif $rng gte 36>>
A <<person2>><<person>> shouts.
<<else>>
A <<person3>><<person>> shouts.
<</if>>
<</if>>
<<if $dancespeechselector is 1>>
<<set $dancespeechselector to 2>>
<<elseif $dancespeechselector is 2>>
<<set $dancespeechselector to 3>>
<<elseif $dancespeechselector is 3>>
<<set $dancespeechselector to 4>>
<<else>>
<<set $dancespeechselector to 1>>
<</if>>
<<if $audience isnot 0>>
<<rng>>
<<if $dancespeech is "hermangry">>
<<if $rng gte 76>>
"<<pShes>> a freak!"
<<elseif $rng gte 51>>
"I shouldn't have thrown that. They charge a lot for drinks."
<<elseif $rng gte 26>>
"I wasn't expecting a freak show. Nice."
<<else>>
"Do you think anyone would care if we raped it?"
<</if>>
<<elseif $dancespeech is "hermaroused">>
<<if $rng gte 76>>
"Both a cock and pussy? That's hot."
<<elseif $rng gte 51>>
"I never thought I'd see a hermaphrodite. I don't think I can hold back."
<<elseif $rng gte 26>>
"I want to fuck <<pher>> cock and pussy both."
<<else>>
"Both! No one will believe me."
<</if>>
<<elseif $dancespeech is "hermshock">>
<<if $rng gte 76>>
"I wasn't expecting both a cock and pussy."
<<elseif $rng gte 51>>
"<<pShes>> still cute, but that's just weird."
<<elseif $rng gte 26>>
"I wasn't expecting something so exotic."
<<else>>
"Fuck. I don't know where to look."
<</if>>
<<elseif $dancespeech is "hermdisappointed">>
<<if $rng gte 76>>
"I thought <<pshe>> was normal."
<<elseif $rng gte 51>>
"Still cute, I guess."
<<elseif $rng gte 26>>
"Never seen a cock and pussy on one person before. Dunno what to think."
<<else>>
"This might be too exotic for me."
<</if>>
<<elseif $dancespeech is "crossdressangry">>
<<if $rng gte 76>>
"Fucking crossdressing pervert."
<<elseif $rng gte 51>>
"I bet you're real happy you tricked us."
<<elseif $rng gte 26>>
"I'd throw more, but the drinks are expensive."
<<else>>
"Anyone else up for punishing this crossdressing slut?"
<</if>>
<<elseif $dancespeech is "crossdressaroused">>
<<if $rng gte 76>>
<<if $player.penisExist>>
"The cock makes it better."
<<else>>
"The pussy makes it better."
<</if>>
<<elseif $rng gte 51>>
<<if $player.penisExist>>
"Surprise cock is the best."
<<else>>
"Surprise pussy is the best."
<</if>>
<<elseif $rng gte 26>>
"I was fooled. So hot."
<<else>>
"Best reveal ever."
<</if>>
<<elseif $dancespeech is "crossdressshock">>
<<if $rng gte 76>>
"I wasn't expecting that."
<<elseif $rng gte 51>>
"I need to lie down."
<<elseif $rng gte 26>>
"I was completely fooled."
<<else>>
<<if $player.penisExist>>
"A penis? No way."
<<else>>
"A pussy? No way."
<</if>>
<</if>>
<<elseif $dancespeech is "crossdressdisappointed">>
<<if $rng gte 76>>
"This isn't what I'm normally into. Still cute though."
<<elseif $rng gte 51>>
<<if $player.penisExist>>
"Dunno what to make of that cock."
<<else>>
"Dunno what to make of that pussy."
<</if>>
<<elseif $rng gte 26>>
"I was hoping for something else. It's okay I guess."
<<else>>
"Not what I was expecting."
<</if>>
<<elseif $dancespeechselector is 1>>
<<rng>>
<<if $dancespeech is "cop">>
<<if $rng gte 76>>
"I bet you love being groped."
<<elseif $rng gte 51>>
"Aww, I think <<pshes>> shy."
<<elseif $rng gte 26>>
"You can't display yourself like this without people wanting a taste."
<<else>>
"You like being fondled, don't you."
<</if>>
<<elseif $dancespeech is "cum">>
<<if $rng gte 76>>
"<<pShe>> must be a right slut to cum on stage like that."
<<elseif $rng gte 51>>
"Did <<pshe>> really just cum?"
<<elseif $rng gte 26>>
"Seeing lewd <<girls>> orgasm is so much better in person."
<<else>>
"I bet you got another orgasm in you."
<</if>>
<<elseif $dancespeech is "nocum">>
<<if $rng gte 76>>
"<<pShe>> must be a real slut to have a dry orgasm like that."
<<elseif $rng gte 51>>
"Did <<pshe>> really just cum like a girl?"
<<elseif $rng gte 26>>
"Seeing lewd <<girls>> orgasm is so much better in person."
<<else>>
"I wonder if <<pshe>> has been having a little too much fun."
<</if>>
<<elseif $dancespeech is "struggle">>
<<if $rng gte 76>>
"I love it when they struggle."
<<elseif $rng gte 51>>
"Come on! Take it off!"
<<elseif $rng gte 26>>
"Hurry up and strip, I don't have all day."
<<else>>
"Don't be a tease, let's see some skin."
<</if>>
<<elseif $dancespeech is "strip">>
<<if $rng gte 76>>
"I bet you wish you had something to cover up with."
<<elseif $rng gte 51>>
"<<pShe>> looks better with less clothes."
<<elseif $rng gte 26>>
"You must be a massive perv to strip in front of strangers."
<<else>>
"Getting stripped on stage, you have no dignity."
<</if>>
<<elseif $dancespeech is "dance">>
<<if currentSkillValue('danceskill') gte 800>>
<<if $rng gte 76>>
"This <<girl>> can really move."
<<elseif $rng gte 51>>
"<<pShe>> really knows how to show it all off."
<<elseif $rng gte 26>>
"You're a fantastic dancer."
<<else>>
"Think <<pshe>> fucks as well as <<pshe>> dances?"
<</if>>
<<elseif currentSkillValue('danceskill') gte 400>>
<<if $rng gte 76>>
"You'd almost be worth watching even if you weren't hot."
<<elseif $rng gte 51>>
"This <<girl>> ain't a bad dancer."
<<elseif $rng gte 26>>
"Love watching these sluts shake their assets around."
<<else>>
"I bet <<pshes>> loving the attention."
<</if>>
<<elseif currentSkillValue('danceskill') gte 200>>
<<if $rng gte 76>>
"You can keep to a rhythm, at least."
<<elseif $rng gte 51>>
"<<pHer>> dancing is so boring."
<<elseif $rng gte 26>>
"Stop dancing and do something lewd."
<<else>>
"You can't really dance <<bitch>>. You might be an acceptable fucktoy."
<</if>>
<<else>>
<<if $rng gte 76>>
"I could do a better job than this <<bitch>>. I have some dignity though."
<<elseif $rng gte 51>>
"Where'd this slut learn to dance? The zoo?"
<<elseif $rng gte 26>>
"They must let anyone up there."
<<else>>
"You'd be pretty hot if it weren't for the awful dancing."
<</if>>
<</if>>
<<else>>
<<if $rng gte 76>>
"You must be a right slut to get up on stage like that."
<<elseif $rng gte 51>>
"You're pretty hot, <<girl>>, but I bet you know that."
<<elseif $rng gte 26>>
"I think this <<bitch>> is in need of a good seeing to."
<<else>>
"Do something naughty."
<</if>>
<</if>>
<<elseif $dancespeechselector is 2>>
<<rng>>
<<outfitChecks>>
<<if $rng gte 51>>
<<if _shirtless>>
<<if $player.perceived_breastsize lte 0>>
<<if $player.gender_appearance is "m">>
<<rng>>
<<if $rng gte 76>>
"Imagine that sleek chest being fondled from all angles."
<<elseif $rng gte 51>>
"I wanna lick the sweat off his chest."
<<elseif $rng gte 26>>
"He must like being exposed in front of a crowd."
<<else>>
"I bet you love having your nipples toyed with."
<</if>>
<<else>>
<<rng>>
<<if $rng gte 76>>
"Your chest is so sleek, I'd think you a boy if I didn't know better."
<<insecurity "breasts_small" 2>><<ginsecurity "breasts_small">>
<<elseif $rng gte 51>>
"Small tits are delicious."
<<insecurity "breasts_small" 2>><<ginsecurity "breasts_small">>
<<elseif $rng gte 26>>
"Such small boobs must make dancing easier."
<<insecurity "breasts_small" 2>><<ginsecurity "breasts_small">>
<<else>>
"I bet you love having your nipples toyed with."
<</if>>
<</if>>
<<elseif $player.perceived_breastsize lte 5>>
<<rng>>
<<if $rng gte 76>>
"Nice tits."
<<elseif $rng gte 51>>
"Those are some nicely shaped breasts. A bit small though."
<<insecurity "breasts_small" 1>><<ginsecurity "breasts_small">>
<<elseif $rng gte 26>>
"<<pHer>> small tits really add to the dance."
<<insecurity "breasts_small" 1>><<ginsecurity "breasts_small">>
<<else>>
"<<pShes>> so confident, exposing <<pher>> small breasts like that."
<<insecurity "breasts_small" 1>><<ginsecurity "breasts_small">>
<</if>>
<<elseif $player.perceived_breastsize lte 7>>
<<rng>>
<<if $rng gte 76>>
"I wonder what those breasts feel like."
<<if $player.gender is "m">><<insecurity "breasts_big" 1>><<ginsecurity "breasts_big">><</if>>
<<elseif $rng gte 51>>
"I bet your tits make great pillows."
<<if $player.gender is "m">><<insecurity "breasts_big" 1>><<ginsecurity "breasts_big">><</if>>
<<elseif $rng gte 26>>
"You're such a slut, shaking your tits around like this."
<<if $player.gender is "m">><<insecurity "breasts_big" 1>><<ginsecurity "breasts_big">><</if>>
<<else>>
"I bet your tits taste wonderful."
<<if $player.gender is "m">><<insecurity "breasts_big" 1>><<ginsecurity "breasts_big">><</if>>
<</if>>
<<else>>
<<rng>>
<<if $rng gte 76>>
"Shake those udders!"
<<insecurity "breasts_big" 1>><<ginsecurity "breasts_big">>
<<elseif $rng gte 51>>
"Dancing with tits that big must be difficult."
<<insecurity "breasts_big" 1>><<ginsecurity "breasts_big">>
<<elseif $rng gte 26>>
"Those huge tits are mesmerising."
<<insecurity "breasts_big" 1>><<ginsecurity "breasts_big">>
<<else>>
"Those breasts were made to be shown off."
<<insecurity "breasts_big" 1>><<ginsecurity "breasts_big">>
<</if>>
<</if>>
<<else>>
<<rng>>
<<if $rng gte 76>>
"Take your _top.name off, <<girls>> like you don't need clothes anyway."
<<elseif $rng gte 51>>
"Let's see some more skin."
<<elseif $rng gte 26>>
"Are you some sort of prude? Take your _top.name off."
<<else>>
"Strip your _top.name. I wanna see your chest."
<</if>>
<</if>>
<<elseif $rng gte 1>>
<<if $worn.over_lower.type.includes("naked") and $worn.lower.type.includes("naked")>>
<<if $worn.under_lower.type.includes("naked") and !playerChastity("hidden")>>
<<if $player.penisExist and $player.vaginaExist and random(1, 2) is 2>>
<<rng 10>>
<<switch $rng>>
<<case 1>>
"Hermaphrodite freaks like <<phim>> should be sex slaves."
<<case 2>>
"I didn't know hermaphrodites were real."
<<case 3>>
"I bet <<pshe>> loves flaunting <<pher>> penis and pussy."
<<case 4>>
"Two lickable sets of genitals."
<<case 5>>
"Both? I bet <<pshe>> can charge extra."
<<case 6>>
"I wonder if <<pshes>> ever used both cock and pussy at the same time."
<<case 7>>
"Both a pussy and cock? I'm glad I didn't miss this."
<<case 8>>
"I don't know if I want to taste <<pher>> cock or pussy more."
<<case 9>>
"I thought hermaphrodites were a myth."
<<default>>
"Do you think <<pshe>> was born with both genitals?"
<</switch>>
<<elseif $player.penisExist>>
<<rng>>
<<if playerChastity("cage")>>
<<if $rng gte 76>>
"Look at <<pher>> poor penis all caged up!"
<<elseif $rng gte 51>>
"<<pHer>> penis is so cute being caged like that. I can't look away."
<<elseif $rng gte 26>>
"I want to suck that <<penis>>, but I don't have the key."
<<else>>
"I bet you would love having a free <<penis>>."
<</if>>
<<elseif $player.penissize gte 4>>
<<if $rng gte 76>>
"Look at <<pher>> gigantic penis flop around!"
<<insecurity "penis_big" 1>><<ginsecurity "penis_big">>
<<elseif $rng gte 51>>
"<<pHer>> penis is so big. I can't look away."
<<insecurity "penis_big" 1>><<ginsecurity "penis_big">>
<<elseif $rng gte 26>>
"I want to suck that <<penis>>, but I don't think it would fit."
<<insecurity "penis_big" 1>><<ginsecurity "penis_big">>
<<else>>
"I bet you love showing off your <<penis>>."
<<insecurity "penis_big" 1>><<ginsecurity "penis_big">>
<</if>>
<<elseif $player.penissize is 3>>
<<if $rng gte 76>>
"Look at <<pher>> <<penis>> flop around!"
<<if $player.penisExist and $player.vaginaExist>><<insecurity "penis_big" 1>><<ginsecurity "penis_big">><</if>>
<<elseif $rng gte 51>>
"What's it like having your <<penis>> out in front of all these strangers?"
<<if $player.penisExist and $player.vaginaExist>><<insecurity "penis_big" 1>><<ginsecurity "penis_big">><</if>>
<<elseif $rng gte 26>>
"Your <<penis>> is so cute. I want to taste it."
<<if $player.penisExist and $player.vaginaExist>><<insecurity "penis_big" 1>><<ginsecurity "penis_big">><</if>>
<<else>>
"I bet you love having your <<penis>> ogled."
<<if $player.penisExist and $player.vaginaExist>><<insecurity "penis_big" 1>><<ginsecurity "penis_big">><</if>>
<</if>>
<<elseif $player.penissize is 2>>
<<if $rng gte 76>>
"Look at <<pher>> <<penis>> flop around!"
<<elseif $rng gte 51>>
"What's it like having your <<penis>> out in front of all these strangers?"
<<elseif $rng gte 26>>
"You've such a cute <<penis>>, I want to taste it."
<<else>>
"I bet you love having your <<penis>> ogled."
<</if>>
<<elseif $player.penissize is 1>>
<<if $rng gte 76>>
"<<pHer>> penis is so small!"
<<insecurity "penis_small" 1>><<ginsecurity "penis_small">>
<<elseif $rng gte 51>>
"What's it like having your <<penis>> out in front of all these strangers?"
<<insecurity "penis_small" 1>><<ginsecurity "penis_small">>
<<elseif $rng gte 26>>
"You've such a cute <<penis>>, I want to taste it."
<<insecurity "penis_small" 1>><<ginsecurity "penis_small">>
<<else>>
"I bet you love having your <<penis>> ogled."
<<insecurity "penis_small" 1>><<ginsecurity "penis_small">>
<</if>>
<<else>>
<<if $rng gte 76>>
"<<pHer>> penis is so tiny!"
<<insecurity "penis_small" 2>><<ginsecurity "penis_small">>
<<elseif $rng gte 51>>
"What's it like having your <<penis>> out in front of all these strangers?"
<<insecurity "penis_small" 2>><<ginsecurity "penis_small">>
<<elseif $rng gte 26>>
"I've never seen such a tiny cock."
<<insecurity "penis_small" 2>><<ginsecurity "penis_small">>
<<else>>
"I bet you love having your <<penis>> ogled."
<<insecurity "penis_small" 2>><<ginsecurity "penis_small">>
<</if>>
<</if>>
<<else>>
<<rng>>
<<if setup.bodyliquid.combined("vaginaoutside") gte 1>>
<<if $rng gte 76>>
"Is that cum coming out of <<pher>> <<pussy>>? What a slut!"
<<elseif $rng gte 51>>
"I love <<pher>> cum-covered <<pussy>>."
<<elseif $rng gte 26>>
"All that cum in <<pher>> pussy. How many cocks do you think are responsible?"
<<else>>
"Look at how drenched that <<pussy>> is."
<</if>>
<<else>>
<<if $rng gte 76>>
"You love showing off your <<pussy>>, don't you."
<<elseif $rng gte 51>>
"What's it like having your <<pussy>> out in front of all these strangers?"
<<elseif $rng gte 26>>
"You've such a cute <<pussy>>, I want to taste it."
<<else>>
"I bet you love having your <<pussy>> ogled."
<</if>>
<</if>>
<</if>>
<<elseif $worn.under_lower.type.includes("naked") and playerChastity("hidden")>>
<<rng>>
<<if $rng gte 76>>
"Where's your <<master>> keep the key?"
<<elseif $rng gte 51>>
"Nice belt. Are you being punished for being a slut?"
<<elseif $rng gte 26>>
"<<pShes>> locked up tight."
<<else>>
"I bet you're aching for someone to rip that belt off and fuck you senseless."
<</if>>
<<elseif $worn.under_lower.type.includes("naked") and playerChastity("cage")>>
<<rng>>
<<if $rng gte 76>>
"Where's your <<master>> keep the key?"
<<elseif $rng gte 51>>
"Nice cage. Are you being punished for being a slut?"
<<elseif $rng gte 26>>
"<<pShes>> locked up tight."
<<else>>
"I bet you're aching for someone to rip that cage and fuck you senseless."
<</if>>
<<else>>
<<rng>>
<<if $rng gte 76>>
"I wonder what <<pher>> <<print $worn.under_lower.name_simple>> <<print ($worn.under_lower.plural is 1 ? "smell" : "smells")>> like."
<<elseif $rng gte 51>>
"Hey <<bitch>>, chuck us your <<print $worn.under_lower.name_simple>>."
<<elseif $rng gte 26>>
<<if $worn.under_lower.plural is 1>>
"Those <<print $worn.under_lower.name_simple>> don't conceal much."
<<else>>
"That <<print $worn.under_lower.name_simple>> doesn't conceal much."
<</if>>
<<else>>
"<<pShes>> so exposed, I love it."
<</if>>
<</if>>
<<else>>
<<outfitChecks>>
<<if _skirtExposed>>
<<rng>>
<<if $rng gte 76>>
"Give us a peek beneath your skirt."
<<elseif $rng gte 51>>
"Twirl faster, <<girl>>, let's see that skirt flare."
<<elseif $rng gte 26>>
"I love it when they dance in skirts."
<<else>>
"Let me get closer, I want to look up <<pher>> skirt."
<</if>>
<<else>>
<<rng>>
<<if $rng gte 76>>
"Take
<<if !$worn.over_lower.type.includes("naked")>>
<<if $worn.over_lower.plural is 1>>those<<else>>that<</if>> $worn.over_lower.name
<<else>>
<<if $worn.lower.plural is 1>>those<<else>>that<</if>> $worn.lower.name
<</if>>off, <<girl>>."
<<elseif $rng gte 51>>
"I bet you aren't wearing underwear. Prove me wrong."
<<elseif $rng gte 26>>
"You must be getting warm with all that movement, why not take off your <<if !$worn.over_lower.type.includes("naked")>>$worn.over_lower.name<<else>>$worn.lower.name<</if>>?"
<<else>>
<<if !$worn.over_lower.type.includes("naked")>>
"<<if $worn.over_lower.plural is 1>>Those<<else>>That<</if>> $worn.over_lower.name <<overlowerplural>>
<<else>>
"<<if $worn.lower.plural is 1>>Those<<else>>That<</if>> $worn.lower.name <<lowerplural>>
<</if>>cute, but you'd be cuter without <<if !$worn.over_lower.type.includes("naked")>><<if $worn.over_lower.plural is 1>>them<<else>>it<</if>><<else>><<if $worn.lower.plural is 1>>them<<else>>it<</if>><</if>>."
<</if>>
<</if>>
<</if>>
<</if>>
<<elseif $dancespeechselector is 3>>
<<if $worn.over_lower.type.includes("naked") and $worn.lower.type.includes("naked") and playerHasButtPlug()>>
<<rng>>
<<if $rng gte 76>>
"<<pShes>> got a toy in <<pher>> ass!"
<<elseif $rng gte 51>>
"<<pShe>> really has a toy up <<pher>> ass, how lewd!"
<<elseif $rng gte 26>>
"I'd take that toy out and lick it."
<<else>>
"You like things in your ass? I can help."
<</if>>
<<elseif $worn.over_lower.type.includes("naked") and $worn.lower.type.includes("naked") and $vaginaWetness gte 75>>
<<rng>>
<<if $rng gte 76>>
"Look at how wet <<pshe>> is!"
<<elseif $rng gte 51>>
"<<pShes>> fucking dripping everywhere."
<<elseif $rng gte 26>>
"I volunteer to mop all that up!"
<<else>>
"You're making a mess, don't slip up!"
<</if>>
<<elseif ["collar", "free use collar", "leather collar", "spiked collar"].includes($worn.neck.name)>>
<<rng>>
<<if $rng gte 76>>
"Who owns you, <<girl>>?"
<<elseif $rng gte 51>>
"I'd take <<phim>> on a walk!"
<<elseif $rng gte 26>>
"Nice collar, did you get it yourself!?"
<<else>>
"I also have a <<master>>!"
<</if>>
<<elseif ["Whitney's collar"].includes($worn.neck.name)>>
<<rng>>
<<if $rng gte 76>>
"You are whitney's <<girl>>?"
<<elseif $rng gte 51>>
"I'd take <<phim>> on a walk!"
<<elseif $rng gte 26>>
"Nice collar, Did you Master Whitney get it for you!?"
<<else>>
"I also have a <<master>>!"
<</if>>
<<else>>
<<rng>>
<<if $rng gte 76>>
"We should get another <<girl>> up with <<phim>>."
<<elseif $rng gte 51>>
"Dance, <<girl>>, dance!"
<<elseif $rng gte 26>>
"Move it, slut!"
<<else>>
"Shake that body!"
<</if>>
<</if>>
<<else>>
<<rng>>
<<if $audienceexcitement gte 100>>
<<if $audiencearousal gte 100>>
"You're an angel, <<girl>>. Have you come down for a rough fucking?"
<<elseif $audiencearousal gte 80>>
"I want to fuck <<phim>> but don't want to interrupt <<pher>> dance."
<<elseif $audiencearousal gte 60>>
"<<pShes>> the perfect <<girl>>."
<<elseif $audiencearousal gte 40>>
"<<pShes>> so beautiful."
<<elseif $audiencearousal gte 20>>
"I wonder if <<pshes>> for sale."
<<else>>
"<<pShes>> so graceful, I'm entranced."
<</if>>
<<elseif $audienceexcitement gte 81>>
<<if $audiencearousal gte 100>>
"<<pShes>> so lovely, I don't think I can hold back."
<<elseif $audiencearousal gte 80>>
"I want <<phim>> all to myself."
<<elseif $audiencearousal gte 60>>
"More! Show us more!"
<<elseif $audiencearousal gte 40>>
"I bet you know lewder moves than this."
<<elseif $audiencearousal gte 20>>
"I don't think you're as innocent as you look."
<<else>>
<<if $dancelocation is "party" or $dancelocation is "smuggler_forced">>
"Let's see some real dancing, <<girl>>."
<<else>>
"<<pShes>> a lot better than the usual sluts we get here."
<</if>>
<</if>>
<<elseif $audienceexcitement gte 61>>
<<if $audiencearousal gte 100>>
"This <<girl>> needs a good fuck."
<<elseif $audiencearousal gte 80>>
"I wonder how much <<pshe>> is."
<<elseif $audiencearousal gte 60>>
"You're pretty hot, <<girl>>."
<<elseif $audiencearousal gte 40>>
"Damn, I need to get me a <<girl>> like this."
<<elseif $audiencearousal gte 20>>
"Shake that <<bottom>> for me!"
<<else>>
"This <<girl>> is pretty good."
<</if>>
<<elseif $audienceexcitement gte 41>>
<<if $audiencearousal gte 100>>
"Anyone else feel like dragging <<phim>> off the stage and giving <<phim>> a good fucking?"
<<elseif $audiencearousal gte 80>>
"Really wish I could afford this slut."
<<elseif $audiencearousal gte 60>>
"I bet <<pshes>> an easy fuck."
<<elseif $audiencearousal gte 40>>
"<<pShes>> pretty cool, I guess."
<<elseif $audiencearousal gte 20>>
"Where can I get me a <<bitch>> like this?"
<<else>>
"You can dance, but how about you show us a bit more?"
<</if>>
<<elseif $audienceexcitement gte 21>>
<<if $audiencearousal gte 100>>
"I got something for you, <<bitch>>." <<He>> gestures at <<his>> crotch.
<<elseif $audiencearousal gte 80>>
"I really want to see <<phim>> get ravaged."
<<elseif $audiencearousal gte 60>>
"Do you think <<pshe>> would be cheap to fuck?"
<<elseif $audiencearousal gte 40>>
"Dance harder, let's see some sweat."
<<elseif $audiencearousal gte 20>>
"Do something lewder."
<<else>>
<<if $dancelocation is "party" or $dancelocation is "smuggler_forced">>
"Do something, <<bitch>>. I'm getting bored."
<<else>>
"That other <<girl>> was better."
<</if>>
<</if>>
<<else>>
<<if $audiencearousal gte 100>>
"<<pShe>> can't dance for shit, but I'd fuck <<pher>> brains out anyway."
<<elseif $audiencearousal gte 80>>
"It's always funny when these pretty <<girls>> think they can dance."
<<elseif $audiencearousal gte 60>>
"<<pShe>> can't dance, but at least <<pshes>> hot."
<<elseif $audiencearousal gte 40>>
"<<pShes>> boring, but at least <<pshes>> cute."
<<elseif $audiencearousal gte 20>>
<<if $dancelocation is "party" or $dancelocation is "smuggler_forced">>
"Are we really settling on this slut?"
<<else>>
"Where'd that cute <<girl>> go? Put <<phim>> back on."
<</if>>
<<else>>
<<if $rng gte 76>>
<<if $dancelocation is "party" or $dancelocation is "smuggler_forced">>
"What hole did this useless slut crawl from?"
<<else>>
"Where'd they find these useless sluts anyway?"
<</if>>
<<elseif $rng gte 51>>
"Just fuck off and let someone better on."
<<elseif $rng gte 26>>
"Who let this idiot up there?"
<<else>>
"Get off the stage, <<bitch>>."
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<<set $dancespeech to 0>>
<</widget>>
<<widget "dance_npc_masturbation">>
<<if ["brothel", "underground", "smuggler_forced", "stage"].includes($dancelocation)>>
<<for $_index to 0; $_index lt $enemyno; $_index++>>
<<if ($NPCList[$_index].lefthand is 0 or $NPCList[$_index].righthand is 0)>>
<<personselect $_index>>
<<if $NPCList[$_index].masturbating is undefined>>
<<if $audiencearousal gte random(1, 300)>>
<br>
The <<print $NPCList[$_index].fullDescription>> reveals <<his>>
<<if $NPCList[$_index].penis isnot "none">>
<<print $NPCList[$_index].penisdesc>>,
<<else>>
pussy,
<</if>>
and starts masturbating.
<<set $NPCList[$_index].masturbating to 1>>
<</if>>
<<else>>
<<if $NPCList[$_index].masturbating gte random(1, 25)>>
<br>
<<set $NPCList[$_index].masturbating to 1>>
The <<print $NPCList[$_index].fullDescription>> shakes as <<he>> reaches climax.
<<if $NPCList[$_index].penis isnot "none" and !$NPCList[$_index].penisdesc.includes("strap-on")>>
A thick rope of cum erupts from <<his>> <<print $NPCList[$_index].penisdesc>>.
<<if $dance_place is $_index>>
<<random_semen>><<set $audiencemod += 2>>
<<else>>
It splatters the <span class="blue">stage.</span>
<<dance_stage_cum 1>>
<</if>>
<</if>>
<<else>>
<<if $NPCList[$_index].traits.includes("relaxed") and _danceaction is "sophisticated">>
<<set $NPCList[$_index].masturbating += 2>>
<<elseif $NPCList[$_index].traits.includes("sociable") and _danceaction is "cool">>
<<set $NPCList[$_index].masturbating += 2>>
<<elseif $NPCList[$_index].traits.includes("brooding") and _danceaction is "sensual">>
<<set $NPCList[$_index].masturbating += 2>>
<<elseif $NPCList[$_index].traits.includes("lecher") and _danceaction is "sexual">>
<<set $NPCList[$_index].masturbating += 2>>
<</if>>
<<set $NPCList[$_index].masturbating += 1>>
<</if>>
<</if>>
<</if>>
<</for>>
<</if>>
<</widget>>
<<widget "dance_npc_masturbation_chance">>
Orgasm chance:
<<set $_npcMast to $NPCList[_args[0]].masturbating>>
<<set $_orgasmChance to $_npcMast * 4>>
<<if $_orgasmChance gte 30>>
<span class="red">Dangerous</span>
<<elseif $_orgasmChance gte 25>>
<span class="pink">Risky</span>
<<elseif $_orgasmChance gte 20>>
<span class="purple">Very High</span>
<<elseif $_orgasmChance gte 15>>
<span class="blue">High</span>
<<elseif $_orgasmChance gte 10>>
<span class="lblue">Moderate</span>
<<elseif $_orgasmChance gte 5>>
<span class="teal">Low</span>
<<else>>
<span class="green">Very low</span>
<</if>>
/*<<if $_npcMast gte 16>>
<<set $_spanColour to "red">>
<<elseif $_npcMast gte 13>>
<<set $_spanColour to "pink">>
<<elseif $_npcMast gte 10>>
<<set $_spanColour to "purple">>
<<elseif $_npcMast gte 7>>
<<set $_spanColour to "blue">>
<<elseif $_npcMast gte 4>>
<<set $_spanColour to "lblue">>
<<elseif $_npcMast gte 2>>
<<set $_spanColour to "teal">>
<<else>>
<<set $_spanColour to "green">>
<</if>>
<span class="$_spanColour"><<print $_orgasmChance>>%</span>*/
<</widget>><<widget "dance_job_init">>
/*First argument is how long the job should last in minutes. Second argument is the starting interest of the audience, out of 100. Higher is easier. */
<<if Time.hour gte 20>>
<<set $dance_job_time to 1>>
<<else>>
<<if _args[0]>>
<<set $dance_job_time to $timeStamp + (_args[0] * 60)>>
<<else>>
<<set $dance_job_time to $timeStamp + (180 * 60)>>
<</if>>
<</if>>
<<if _args[1]>>
<<set $dance_job_interest to _args[1]>>
<<else>>
<<set $dance_job_interest to 50>>
<</if>>
<<set $dance_job_stage to 1>>
<<set $dance_job_stage_explore to 0>>
<</widget>>
<<widget "dance_job_end">>
<<unset $dance_job_time>>
<<unset $dance_job_interest>>
<<unset $dance_job_bunny>>
<<unset $dance_job_exhib>>
<<unset $dance_job_stage>>
<<unset $dance_job_exposed>>
<<unset $dance_job_stage_explore>>
<<set $weekly.danceJob to "done">>
<<timeTrackingEndDanceJobs>>
<</widget>>
<<widget "dance_job_text">>
The audience seems
<<if $dance_job_interest gte 100>>
<span class="green">enthralled.</span>
<<elseif $dance_job_interest gte 80>>
<span class="teal">captivated.</span>
<<elseif $dance_job_interest gte 60>>
<span class="lblue">eager.</span>
<<elseif $dance_job_interest gte 40>>
<span class="blue">interested.</span>
<<elseif $dance_job_interest gte 20>>
<span class="purple">bored.</span>
<<elseif $dance_job_interest gte 1>>
<span class="pink">upset.</span>
<<else>>
<span class="red">angry.</span>
<</if>>
<br><br>
<</widget>>
<<widget "dance_job_interest">>
<<if _args[0]>>
<<set $dance_job_interest += _args[0]>>
<</if>>
<</widget>>
<<widget "timeTrackingStartDanceJobs">>
<<if _args[0]>>
<<timeTrackingStart "danceJobs">><<timeTrackingStart `_args[0] + "DanceJob"`>><<timeTrackingStart `_args[0] + "DanceTips"`>>
<</if>>
<</widget>>
<<widget "timeTrackingEndDanceJobs">>
<<timeTrackingEnd "danceJobs">>
<<timeTrackingEnd "partyDanceJob">><<timeTrackingEnd "docksDanceJob">><<timeTrackingEnd "danubeDanceJob">>
<<timeTrackingEnd "partyDanceTips">><<timeTrackingEnd "docksDanceTips">><<timeTrackingEnd "danubeDanceTips">>
<</widget>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "connudatus">>
You drop to your hands and knees and sneak up to the end of the alleyway. There's a stall carrying fruit very close by, sneaking under it shouldn't be a problem. There's no way to see how easy it will be from that point on though.
<br><br>
You dart beneath the sheet covering the stall. There's another stall adjacent to this one, so you sneak under that one next, leaving the dubious safety of the alley further behind. The market is closely packed so you are able to move quite far, but eventually you come to a gap in the middle of the road. Surrounded by voices, you feel very conscious of your <<nudity>>.
<br><br>
You peek up and down the road, and see a car parked between the rows of stalls. The owner is busy loading it with boxes. The vehicle barely fits, so you should be able to cross by sneaking beneath it, if you're quick. You hasten toward it.
<br><br>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure)>>
<<rng>>
<<if $rng gte 51>>
<<generate1>><<person1>>You don't get far. A <<person>> picks this moment to look beneath their stall, and immediately spots you. Their initial look of bewilderment quickly turns mischievous. "I didn't know I had any of you in stock. Here's what's going to happen. You're going to <<if $NPCList[0].penis isnot "none">>suck my dick<<else>>lick my pussy<</if>>, and whatever else I feel like, or everyone here will find out what a little harlot you are."
<br><br>
<<link [[Nod|Stalls Ex Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<<link [[Refuse|Stalls Ex Caught]]>><<set $phase to 1>><</link>><<garousal>><<gstress>><<gtrauma>>
<<else>>
You arrive at the stall beside the car, but find it gone. You didn't hear it move above the clamour of the market. What you do hear, however, is the stall behind you being moved. You lean over a storm drain and peek beneath the sheet, and see it being carried away by a group of people. You look around for another way out, but this stall now stands alone; you're trapped. The group soon return and surround the stall. You hear one of them speak. "On the count of three..." They're going to move this one too!
<br><br>
Your only options are to grab hold of the underside of the stall and be carried with it, or take your chances in the storm drain.
<br><br>
<<commercialdrainquick>>
<br>
<<if $rng gte 26>>
<<stallicon>><<link [[Grab hold of the stall|Stalls Ex Caught]]>><</link>>
<<else>>
<<stallicon>><<link [[Grab hold of the stall|Stalls Ex Safe]]>><</link>>
<</if>>
<</if>>
<<else>>
You manage to get there in time and, lying prone, shuffle beneath it. You continue to the other side and slink beneath another stall. From there, it's easy to remain concealed as you make your way across the street. Placing your head against the ground, you flick up the cover of the final stall to make sure the way forward is safe. Heart thumping in your chest, you dart into the alleyway, leaving the bustle behind you.
<br><br>
<<residentialquick>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<npcoral>>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate 1>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if $alarm is 1 and _combatend is true>>
<<if $rescue is 1>>
<span id="next"><<link [[Next|Stalls Ex Caught]]>><<set $phase to 1>><<endcombat>><</link>></span><<nexttext>>
<<else>>
<<set $alarm to 0>>
<br><br>
<<if $enemyarousal gte $enemyarousalmax>>
<span id="next"><<link [[Next|Stalls Ex Molestation Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0>>
<span id="next"><<link [[Next|Stalls Ex Molestation Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Stalls Ex Molestation]]>><</link>></span><<nexttext>>
<</if>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax and _combatend is true>>
<span id="next"><<link [[Next|Stalls Ex Molestation Ejaculation]]>><</link>></span><<nexttext>>
<<elseif $enemyhealth lte 0 and _combatend is true>>
<span id="next"><<link [[Next|Stalls Ex Molestation Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Stalls Ex Molestation]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "connudatus">>
<<fameexhibitionism 10>><<arousal 600>><<stress 6>><<trauma 6>>
<<if $phase is 1>>
"Fine," the <<person>> grabs you by the neck and drags you into the daylight. "Look everyone," <<he>> shouts. "Look what I found!" Both hawkers and customers turn to investigate, and see you struggling to stand up, exposed and vulnerable. With nowhere to hide, there's not much you can do but flee.
<br><br>
<<else>>
You grab the underside of the stall and are hoisted into the air with it. The ride is too bumpy and your grip slips, causing you to drop painfully to the ground. The stall moves on without you, leaving you uncovered in the middle of the crowded street. With nowhere to hide, there's not much you can do but flee.
<<fameexhibitionism 50>><<pain 4>><<gpain>><<garousal>><<gstress>><<gtrauma>>
<br><br>
<</if>>
You move as quickly as your legs will carry you, trying to escape the laughter, whistling and jeers. You run into an alleyway and round a corner, out of sight of the road, before feeling safe enough to process what just happened. So many people saw you. Your feelings of disgrace are made all the worse by the fluid you feel leaking from your <<genitals>>.
<br><br>
<<endevent>>
<<residentialquick>><<ejaculation>>
"You're a fun toy. Okay, you can go." <<He>> leaves you lying beneath the stall. You look around, and see the car still there.
<br><br>
<<clotheson>>
<<endcombat>>
You manage to get there in time and, lying prone, shuffle beneath it. You continue to the other side and slink beneath another stall. From there, it's easy to remain concealed as you make your way across the street. Placing your head against the ground, you flick up the cover of the final stall to make sure the way forward is safe. Heart thumping in your chest, you dart into the alleyway, leaving the bustle behind you.
<br><br>
<<residentialquick>><<effects>>
<<He>> recoils in pain, falling backwards out from beneath the stall. By the time <<he>> recovers, you've managed to make it to the vehicle. Lying prone, you shuffle beneath it.
<br><br>
<<clotheson>>
<<endcombat>>
You continue to the other side and slink beneath another stall. From there, it's easy to remain concealed as you make your way across the street. Placing your head against the ground, you flick up the cover of the final stall to make sure the way forward is safe. Heart thumping in your chest, you dart into the alleyway, leaving the bustle behind you.
<br><br>
<<residentialquick>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "connudatus">>
You grip the underside of the stall as it is hoisted into the air. The journey is smooth, and you are soon placed back onto the ground. Placing your head against the ground, you flick up the cover to see where you were taken. Fortunately, you've been carried the rest of the way across the street. Heart thumping in your chest, you dart into the alleyway, leaving the bustle behind you.
<br><br>
<<residentialquick>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "park">>
When no one is looking, you sneak up to the fence between the park and depot. You squeeze through the bars and peer into the nearest open crate. There are several ceramic containers. It'll be tight, but there should be room for you to hide.
<br><br>
You climb into the crate and pull the lid on after you. It's a snug fit, but that might make the journey easier. You wait.
<br><br>
Without warning, the crate lurches into movement.
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure)>>
The movements jerk you around for a short while before coming to a stop. That wasn't long enough for you to have crossed the road, surely. A heavy thud above you signals that this may have been a mistake. You push against the lid, and find it completely immovable. You hear an engine rev and you lurch into movement once more.
<br><br>
<<if $rng gte 81>>
You try to keep calm, surely you won't be moved far. You aren't wrong. The vehicle comes to a stop and you hear the object above you lifted off. You dare a peek, and see your house! The coast looks clear, so you gingerly lift the lid and climb free.
<br><br>
<<domusquick>>
<br>
<<elseif $rng gte 61>>
You try to keep calm, surely you won't be moved far. You aren't wrong. The vehicle comes to a stop and you hear the object above you lifted off. You dare a peek, and see the forest. The coast looks clear, so you gingerly lift the lid and climb free.
<br><br>
<<wolfquick>>
<br>
<<elseif $rng gte 41>>
You try to keep calm, surely you won't be moved far. You aren't wrong. The vehicle comes to a stop and you hear the object above you lifted off. You dare a peek, and see the ocean. The coast looks clear, so you gingerly lift the lid and climb free.
<br><br>
<<starfishquick>>
<br>
<<elseif $rng gte 21>>
You try to keep calm, surely you won't be moved far. Those crates had arrived from outside town after all. You aren't wrong. The vehicle comes to a stop and you hear the object above you lifted off. You dare a peek, and see the road out of town. You've moved in the opposite of your intended direction, but you count yourself lucky considering the circumstances. The coast looks clear, so you gingerly lift the lid and climb free.
<br><br>
<<harvestquick>>
<br>
<<else>>
<<if $swarmdisable is "t">>
You try to keep calm, surely you won't be moved far. Your thoughts are cut short by a bump in the road; your head bashes against the side of the crate, knocking you out.
<br><br>
<<link [[Next|Danube Meal]]>><<pass 1 hour>><</link>>
<br>
<<else>>
You try to keep calm, surely you won't be moved far. Your thoughts are cut short by a bump in the road, one of the ceramic containers bashes against the side of the crate, shattering it into pieces and disgorging its contents all over you. In the tumult, you don't realise what the contents are until you feel them wriggling; it was full of thick, long worms! What's more, the remaining containers sway menacingly now that extra space has been cleared. If they too contain worms, you need to act or you'll soon be swimming in them.
<br><br>
The worms aren't just wriggling on top of you, they press against you as if trying to find a way inside. The movement is making your body respond in a way you don't want to admit, you start to heat up.
<br><br>
<<link [[Next|Crate Worms]]>><<set $molestationstart to 1>><</link>>
<</if>>
<</if>>
<<else>>
You hear the traffic growing louder, a sign you are moving in the right direction. The crate soon comes to a stop. You gingerly lift the lid and peek out. You are at the mouth of an alleyway on the other side of the street, perfect! You wait until you're sure the coast is clear before slinking out and heading deeper into the alley.
<br><br>
<<commercialquick>>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "danube">>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<molested>>
<<controlloss>>
<<set $combat to 1>>
<<set $enemytype to "swarm">>
<<swarminit "worms" "container" "shaking" "shatter" "steady" 1 9>>
<<set $timer to 30>>
<</if>>
<<if $timer gte 25>>
The entire crate shakes from the movement of the vehicle.
<<elseif $timer gte 20>>
You've stopped, but the engine is still running.
<<elseif $timer gte 10>>
The entire crate shakes from the movement of the vehicle. How long will this go on for?
<<elseif $timer gte 1>>
The vehicle has stopped and the engine switched off! The weight above still keeps the crate locked down however. They'll move it soon, right?
<<else>>
You hear someone move the weight off the top of the crate!
<</if>>
<br><br>
<<swarmeffects>>
<<swarm>>
<<swarmactions>>
<<if $stress gte $stressmax>>
<span id="next"><<link [[Next|Crate Worms Passout]]>><</link>></span><<nexttext>>
<<elseif $timer lte 0>>
<span id="next"><<link [[Next|Crate Worms Escape]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Crate Worms]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "danube">>
It's all just too much for you. You pass out.
<br><br>
<<endcombat>>
<<link [[Next|Danube Meal]]>><<pass 1 hour>><</link>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "danube">>
<<if hasSexStat("deviancy", 5)>>
You grasp the top of the crate and haul yourself up, pushing the lid off as you do. Worms cascade from you as you come out of your writhing cell, but many remain on you which you actually don't mind.
<br><br>
Fortunately whoever freed you didn't stick around to see you in this state; you're alone. You glance around at your surroundings as you reluctantly brush off the remaining worms. You appear to be on Danube Street, at the delivery entrance of a stately manor. You hear voices in front of the truck that delivered you, and realise you should leave. You suspect worms will be turning up in strange places for a while. Your thought doesn't bother you.
<<else>>
<<tearful>> you grasp the top of the crate and haul yourself up, pushing the lid off as you do. Worms cascade from you as you struggle out of your writhing cell, but many remain on you. Fortunately whoever freed you didn't stick around to see you in this state; you're alone. You glance around at your surroundings as you brush off the remaining worms. You appear to be on Danube Street, at the delivery entrance of a stately manor. You hear voices in front of the truck that delivered you, and realise you should leave. You suspect worms will be turning up in strange places for a while.
<</if>>
<br><br>
<<endcombat>>
<<danubequick>><<set $outside to 1>><<set $location to "town">><<effects>>
<<if Time.dayState is "night">>
You flee through the darkness, the <<beasttype>> close on your heels. <<bHis>> barking slowly fades in intensity as you outpace <<bhim>>, until you can hear it no more. You don't think you were seen.
<<else>>
You flee through the park, the <<beasttype>> close on your heels. The noise attracts attention, and soon all eyes in the vicinity are on you. <<if $leftarm is "bound" and $rightarm is "bound">>With your arms bound, there's nothing you can do to keep your <<lewdness>> covered.<<else>>You do your best to cover your <<lewdness>> with your hands.<</if>> The beast's barking fades in intensity as you outpace <<bhim>>, until you can hear it no more. You dive behind a hedge as someone whistles at you, and crawl away to safety.
<<fameexhibitionism 50>>
<</if>>
<<gathletics>><<athletics 1>><<pass 5>>
<br><br>
<<endevent>>
<<parkeventend>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<if Time.dayState isnot "night">>
<<enable_rescue>>
<</if>>
<<beastCombatInit>>
The growl came from a stray <<beasttype>>. Seeing you stay still, <<bhe>> advances on you.
<br><br>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Park Ex Dog Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Park Ex Dog Molestation]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 1>><<set $location to "park">><<effects>>
<<if $rescue is 1 and $alarm is 1>>
<<generate2>><<generate3>><<generate4>><<generate5>><<person2>>
"It came from over there." You hear a <<personsimple>>'s voice say. A <<person>> and three others appear from behind the bush.
<<if $NPCList[0].stance is "top">>
They stare at the <<beasttype 0>> humping you briefly, not sure what to do. The <<person2>><<person>> is the first to speak. "Sorry to bother you two. We thought we heard a scream. But it looks like you're just having some fun." <<He>> smirks.
<br><br>
<<if $speech_attitude is "bratty">>
You glare at the <<person>>. "Shut up, and get this thing off me!" The <<person>> looks dumbfounded at your response, but a <<person3>><<person>> laughs and pushes the <<beasttype 0>> off of you.
<<else>>
You stare at the ground as you speak. "Please help me." A <<person3>><<person>> steps forward and pushes the <<beasttype 0>> off of you.
<</if>>
<br><br>
"Where are your clothes?" <<he>> says. "I have some towels you can have, but you shouldn't be walking around like that in the first place. Someone will hurt you." <<tearful>> you cover up and thank the <<person>>, before walking away. You hear them talking about you before you leave earshot.
<<famebestiality 50>>
<br><br>
<<set $rescued += 1>>
<<clothesontowel>>
<<endcombat>>
<<parkeventend>>
<<else>>
They pause briefly when they see you, before the <<person>> shouts at the <<beasttype 0>>, who whimpers and bounds away.
<<fameexhibitionism 10>>
<br><br>
A <<person3>><<person>> steps forward. "Where are your clothes?" <<he>> says. "I have some towels you can have, but you shouldn't be walking around like that in the first place. Someone will hurt you." <<tearful>> you cover up and thank the <<person>>, before walking away. You hear them talking about you before you leave earshot.
<br><br>
<<set $rescued += 1>>
<<clothesontowel>>
<<endcombat>>
<<parkeventend>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
The <<beasttype>> grunts in satisfaction, and leaves you lying on the grass. <<tearful>> you look around to see if anyone saw you. You don't think they did.
<br><br>
<<clotheson>>
<<endcombat>>
<<parkeventend>>
<<else>>
The <<beasttype>> yelps and flees, <<bhis>> tail between <<bhis>> legs. <<tearful>> you look around to see if anyone saw you. You don't think they did.
<br><br>
<<clotheson>>
<<endcombat>>
<<parkeventend>>
<</if>>
<<set $eventskip to 1>><<effects>>
You take a deep breath, and dash across the bridge.
<br><br>
<<if $rng gte 81>>
<<generate1>><<generate2>>
You're halfway along when a <<fullGroup>> walk around a hedge, heading this way. You'll be seen.
<br><br>
<<link [[Jump off the bridge|Park Ex Bridge Jump]]>><<pain 6>><</link>><<gpain>>
<br>
<<link [[Cover yourself and continue|Park Ex Bridge Cover]]>><<stress 6>><</link>><<gstress>>
<br>
<<else>>
You make it to the other side and take cover within the trees.
<br><br>
<<destinationeventend>>
<</if>><<water>><<effects>>
You haul yourself over the railing, and plummet into cool water. The current seizes you, and pulls you downstream.
<br><br>
<<if random(1, 2) is 2>>
The water carries you through the park, and into more populated parts of town. You don't see anyone, but still keep low in the water to conceal your <<lewdness>>.
<br><br>
You manage to cling to a dock, and haul yourself from the water.
<br><br>
<<endevent>>
<<link [[Next|Starfish Street]]>><</link>>
<br>
<<else>>
Something sucks you below the water, towards a dark crevice in the riverbed. You're pulled into darkness, until you fall through air and land, sprawling, on cold stone.
<br><br>
<<endevent>>
<<link [[Next|Sewers Intro]]>><</link>>
<br>
<</if>><<effects>>
<<covered>> You keep your eyes downcast. The <<fullGroup>> notice you.
<<fameexhibitionism 2>>
<<if $rng gte 81>>
They leer at you openly, and reach out as you pass them at the end of the bridge.
<br><br>
"Where'd you think you're going?" the <<person1>><<person>> says, tugging you closer. "This bridge has a toll for little sluts."
<br><br>
<<link [[Next|Park Ex Bridge Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<elseif $rng gte 41>>
They pretend to ignore you, breaking their conversation and keeping their eyes fixed ahead as you pass at the end of the bridge.
<br><br>
<<endevent>>
<<destinationeventend>>
<<else>>
They leer at you openly, but don't try anything as you pass at the end of the bridge.
<br><br>
<<endevent>>
<<destinationeventend>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<if Time.dayState isnot "night">>
<<enable_rescue>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Park Ex Bridge Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Park Ex Bridge Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
They bend you over the railing and give your <<bottom>> one last fondle before moving on.
<br><br>
<<tearful>> you dart down a nearby path.
<<elseif $enemyhealth lte 0>>
You shove the <<person1>><<person>> down the river bank, where <<he>> splashes into the water. <<His>> friend seems amused, until you push <<person2>><<him>> down too.
<br><br>
<<tearful>> you dart down a nearby path.
<<else>>
<<set $rescued += 1>><<if $exposed gte 1>><<fameexhibitionism 10>><</if>>
Several people round the nearby hedge to investigate your scream. Others come running from the other side of the bridge. The <<person2>><<person>> notices first, and whacks <<his>> friend's arm. Both step away from you, and make a hurried escape.
<br><br>
<<tearful>> you dart down a nearby path. <<if $exposed gte 1>>Hopefully you weren't seen by too many people.<</if>>
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>><<water>><<effects>>
You climb down the bank beside the bridge, and lower yourself into the cool water.
<<if $swimmingSuccess>>
<span class="green">You manage to remain steady against the current,</span> and make it to the other side.
<br><br>
<<destinationeventend>>
<<else>>
The current is more violent than you expected, <span class="red">and you're swept downstream.</span>
<br><br>
<<if random(1, 2) is 2>>
The water carries you through the park, and into more populated parts of town. You don't see anyone, but still keep low in the water to conceal your <<lewdness>>.
<br><br>
You manage to cling to a dock, and haul yourself from the water.
<br><br>
<<link [[Next|Starfish Street]]>><</link>>
<br>
<<else>>
Something sucks you below the water, towards a dark crevice in the riverbed. You're pulled into darkness, until you fall through air and land, sprawling, on cold stone.
<br><br>
<<link [[Next|Sewers Intro]]>><</link>>
<br>
<</if>>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>>
You <<nervously>> line up beside the mannequins. Hoping to blend in. <<generate1>><<generate2>>A <<fullGroup>> round the corner. The <<person1>><<person>> stares at your <<lewdness>> as <<he>> walks by. "That one looks a little... accurate." You feel self-conscious, but dare not move an inch.
<br><br>
<<endevent>>
<<generate1>><<generate2>>Before the first pair leave view, a <<fullGroup>> pass them by, heading your way. The <<person1>><<person>> stops in front of you. "Look at this one. It's so lifelike. Do you think anyone would notice if we took it?"
<br><br>
<<if $rng gte 81>>
The <<person2>><<person>> looks up and down the alley. "Alright. But we need to be quick." <<He>> grabs you by the ankles and tries to lift you. "Why is it so heavy? Give us a hand here," the <<person1>><<person>> moves in to help. This isn't what you planned, but you don't know how they'll react if they find out the truth.
<br><br>
<<link [[Struggle|Commercial Ex Mannequin Molestation]]>><<set $molestationstart to 1>><</link>>
<br>
<<link [[Keep playing the part|Commercial Ex Mannequin 2]]>><</link>>
<br>
<<else>>
"Don't be stupid," the <<person2>><<person>> responds without stopping. The <<person1>><<person>> gives you a longing look, then follows.
<br><br>
Once they're out of sight, you're free to continue.
<<gstress>><<garousal>><<stress 2>><<arousal 200>>
<br><br>
<<endevent>>
<<commercialeventend>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You crouch to keep your body somewhat concealed as you <<nervously>> continue.
<<else>>
You cover your body with your hands as you <<nervously>> continue.
<</if>>
<<generate1>><<generate2>>A <<fullGroup>> walk round the corner and smile as they behold you in your undressed state. As they pass you, the <<person1>><<person>> grabs you by the mouth and shoves you against a wall.
<br><br>
<<maninit>><<hand_gag 0 left>>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Commercial Ex Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Commercial Ex Molestation]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You crouch to keep your body somewhat concealed as you <<nervously>> continue.
<<else>>
You cover your body with your hands as you <<nervously>> continue.
<</if>>
<<generate1>><<generate2>>A <<fullGroup>> walk round the corner and smile as they behold you in your undressed state. They don't say anything, but you can feel their eyes on your body as you round the corner out of view.
<<gtrauma>><<gstress>><<trauma 2>><<stress 2>><<fameexhibitionism 2>>
<br><br>
<<endevent>>
<<commercialeventend>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Satisfied, the <<person1>><<person>> shoves you to the ground. "Serves you right." <<He>> spits. "Walk around like a fucktoy, don't cry when you're treated like one." <<tearful>> you rise to your feet as the pair leave.
<br><br>
<<clotheson>>
<<endcombat>>
<<commercialeventend>>
<<elseif $enemyhealth lte 0>>
The pair recoil in pain. <<tearful>> you take the chance to run, escaping down the alley.
<br><br>
<<clotheson>>
<<endcombat>>
<<commercialeventend>>
<<elseif $alarm is 1 and $rescue is 1>>
<<set $rescued += 1>>
You hear a voice call out. "Is someone in trouble over there?" The pair glance at each other, then drop you to the ground. <<tearful>> you rise to your feet while the pair flee.
<br><br>
<<clotheson>>
<<endcombat>>
<<commercialeventend>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
You squirm free from their grip. Startled, they shove you against the wall and back off for a moment. The <<person1>><<person>> recovers first. "You think that's funny? I know just the thing to do with a <<bitch>> like you."
<br><br>
<<set $enemyanger += 80>>
<</if>>
<<enable_rescue>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Commercial Ex Molestation Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Commercial Ex Mannequin Molestation]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>>
The pair grip you by your arms and legs, and start carrying you. <<generate3>><<person3>>They don't get far before a <<person>> arrives at the end of the alley. <<He>> doesn't look amused. "What are you doing with that? It doesn't belong to you." You slump to the ground as the startled pair release you and run away. The <<person>> walks up and kneels beside you. "Oh, this is peculiar," <<he>> says. <<He>> leans forward, until <<his>> breath tickles your face. "You're a pretty little thing. I think I have a place for you." <<He>> presses something soft against your mouth, and you lose consciousness.
<br><br>
<<link [[Next|Abduction Shop]]>><<endevent>><</link>><<effects>>
You lift the box over your head,
<<if $player.gender is "m">>
<<if $player.gender_appearance is "m">>
and tug it down to your thighs. It's a snug fit, but that's for the best. It covers your <<undies>> comfortably.
<<else>>
and tug it over your <<breastsaside>> and <<undies>>. You pull it as low as you can without going past your <<breastsaside>>, but it only reaches your thighs. You're not sure if you're concealing anything down there. You consider pulling it further, but if people think you're a topless girl you'll attract all sorts of attention.
<</if>>
<<else>>
<<if $player.gender_appearance is "m">>
and tug it over your <<breastsaside>> and <<undies>>. You pull it as low as you can without going past your <<breastsaside>>, but it only reaches your thighs. You're not sure if you're concealing anything down there. With a shudder, you pull the box down your chest, exposing your <<breasts>> once more. It's covering your <<undies>> comfortably. You hope people assume you're a boy.
<<else>>
and tug it over your <<breastsaside>> and <<undies>>. You pull it as low as you can without going past your <<breastsaside>>, but it only reaches your thighs. You're not sure if you're concealing anything down there. You have to hope you are.
<</if>>
<</if>>
<br><br>
You barely feel better with the box than without. People will assume you're exposed beneath, but at least they won't know for sure.
<br><br>
You take a deep breath. <<flaunting>> you walk towards the restaurant.
<br><br>
<<link [[Next|Commercial Ex Box 2]]>><</link>>
<br><<effects>>
<<generate1>><<generate2>><<generate3>>
<<person1>>
<<if random(1, 2) is 2>>
A <<person>> is the first to notice. <<He>> points at you, and the <<person2>><<person>> next to <<him>> looks over too. They seem amused, but keep it to themselves. No one else notices you.
<br><br>
<<if random(1, 2) is 2>>
You feel the cardboard box come loose at the back. <span class="red">The box is disintegrating.</span> <<if $leftarm is "bound" and $rightarm is "bound">>You run faster, hoping to make it to safety before it falls apart and exposes you.<<else>>You clutch it to your front and walk faster<</if>>.
<<gstress>><<stress 6>>
<br><br>
You arrive at the restaurant proper, close enough that those above can't see you. You dash down another alley before the pair decide to come out and see you close-up. The cardboard box falls to pieces as you run.
<br><br>
<<else>>
You arrive at the restaurant proper, close enough that those above can't see you. You dash down another alley before the pair decide to come out and see you close-up. The cardboard box falls to pieces as you run.
<br><br>
<</if>>
<<else>>
A <<person>> is the first to notice. <<He>> points at you and laughs, attracting more attention to your situation. Others arrive from deeper in the restaurant to investigate the fuss.
<<gstress>><<stress 6>>
<br><br>
<<if random(1, 2) is 2>>
You feel the cardboard box come loose at the back. <span class="red">The box is disintegrating.</span> <<if $leftarm is "bound" and $rightarm is "bound">>You run faster, hoping to make it to safety before it falls apart and exposes you.<<else>>You clutch it to your front and walk faster<</if>>.
<<gstress>><<stress 6>>
<br><br>
Though humiliating, at least they don't do anything worse than watch. You hear someone say something about vagrancy as you arrive at the restaurant proper, close enough that those above can't see you.
<br><br>
You dash down another alley before anyone in the building decides to come see you close-up. The cardboard box doesn't last much longer.
<br><br>
<<else>>
Though humiliating, at least they don't do anything worse than watch. You hear someone say something about vagrancy as you arrive at the restaurant proper, close enough that those above can't see you.
<br><br>
You dash down another alley before anyone in the building decides to come see you close-up. The cardboard box doesn't last much longer.
<br><br>
<</if>>
<</if>>
<<endevent>>
<<destinationeventend>><<effects>>
You pull up the grate and slip into the damp darkness beneath, pulling the grate atop you.
<br><br>
<<generate1>><<person1>>
A <<person>> walks closer, pulling a dumpster behind <<him>>. <<if $pronoun is "f">>You can see up <<his>> skirt.<</if>>
<<garousal>><<arousal 600>>
<br><br>
<<if $rng gte 81>>
<<He>> pulls the dumpster right above the drain, and leaves it there. You hear <<him>> walk away.
<<gstress>><<stress 6>>
<br><br>
Lacking options, you slink deeper into the drains.
<br><br>
<<link [[Next|Commercial Drain]]>><<endevent>><</link>>
<br>
<<elseif $rng gte 61 and $tentacledisable is "f" and $hallucinations gte 2>>
<<He>> doesn't look down as <<he>> passes. You're about to climb out, when you <span class="pink">feel something slither over your shoulder.</span>
<<endevent>>
<br><br>
<<link [[Next|Commercial Ex Tentacles]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<He>> doesn't look down as <<he>> passes. You climb back out once the sound of the wheels fades.
<br><br>
<<endevent>>
<<destinationeventend>>
<</if>><<effects>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<set $combat to 1>>
<<set $enemytype to "tentacles">>
<<molested>>
<<controlloss>>
<<tentaclestart 6 15>>
<</if>>
<<statetentacles>>
<<effects>>
<<effectstentacles>>
<<tentacles>>
<<actionstentacles>>
<<if $tentacles.active lte ($tentacles.max / 2)>>
<span id="next"><<link [[Next|Commercial Ex Tentacles Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Commercial Ex Tentacles]]>><</link>></span><<nexttext>>
<</if>><<effects>>
The tentacles retract into the darkness.
<br><br>
<<tearful>> you push up the grate and climb back out.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>><<set $outside to 1>><<set $location to "town">><<effects>>
<<if $rng gte 81>>
You drop to your knees and look through the hole. You see another alley, similar to this one, on the other side. Hearing the voices grow louder, you start crawling through the hole.
<<set $stripintegrity to 10>><<set $stripobject to "broken brick">><<stripobject>>
<br><br>
It goes well at first. You get your top half through, but your hips are a little too wide. No matter how hard you push, you cannot do it. You try to wiggle backwards, but find you can't move in either direction. You're stuck!
<br><br>
<<generate1>><<generate2>>You realise the voices have stopped just before something pinches your butt.
<br><br>
<<link [[Next|Industrial Ex Hole Rape]]>><<set $molestationstart to 1>><</link>>
<<else>>
You drop to your knees and look through the hole. You see another alley, similar to this one, on the other side. Hearing the voices grow louder, you start crawling through the hole.
<<set $stripintegrity to 10>><<set $stripobject to "broken brick">><<stripobject>>
A few moments later and you're free on the other side.
<br><br>
<<endevent>>
<<industrialeventend>>
<</if>><<set $outside to 1>><<set $location to "town">><<effects>>
You crouch behind a dumpster and wait for the voices to pass. Unfortunately, they decide to stop right in front of your hiding place. You peek out and see a <<generate1>><<generate2>><<fullGroup>>. You stay as still as possible, not wanting to be caught in such a state. They eventually move on, allowing you to continue.
<br><br>
<<endevent>>
<<industrialeventend>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<set $position to "wall">><<set $leftarm to "bound">><<set $rightarm to "bound">><<set $head to "bound">>
<<set $timer to 16>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or $timer lte 0>>
<span id="next"><<link [[Next|Industrial Ex Hole Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Industrial Ex Hole Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
You hear fading laughter behind you, then silence. <<tearful>> you continue to struggle. You feel the wall give way slightly, and you manage to scramble through to the other side.
<br><br>
<<clotheson>>
<<endcombat>>
<<industrialeventend>>
<<elseif $enemyhealth lte 0>>
Fed up with your attitude, one of the <<group>> kicks your <<bottom>>, forcing you through the hole to the other side. <<tearful>> you scramble to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<industrialeventend>>
<<else>>
You feel the wall give way slightly. <<tearful>> you manage to struggle through to the other side. "Come back here <<bitch>>," says the <<person1>><<person>>. "We're not done yet." A hand chases you through, but you manage to avoid it.
<<clotheson>>
<<endcombat>>
<<industrialeventend>>
<</if>><<effects>>
You climb into one of the barrels, and wait.
<<if $rng gte 61>>
The van pulls up nearby. You hear the heavy sound of metal on metal. The barrel lurches as you are lifted. You lose sight of the sky as you are carried into the van.
<br><br>
<<link [[Call out|Industrial Ex Barrel Call]]>><</link>>
<br>
<<link [[Remain silent|Industrial Ex Barrel Silent]]>><</link>>
<br>
<<else>>
You hear the van drive by. You emerge once the sound fades, and continue your journey.
<br><br>
<<destinationeventend>>
<</if>><<effects>>
<<fameexhibitionism 1>>
<<pass 2>>
<<if $speech_attitude is "meek">>
"St-stop," you say, your voice echoing within the barrel. "I'm in here."
<<elseif $speech_attitude is "bratty">>
"Put me down," you say, your voice echoing within the barrel. "At once."
<<else>>
"Wait," you say, your voice echoing within the barrel. "I'm in here."
<</if>>
<br><br>
<<generate1>><<person1>>
The barrel stops, then thuds to the van floor. A <<person>> peers down from above.
<<if $rng gte 61>>
<<He>> glances around, then leers down at you. "Nice." Before you can move, <<he>> pulls a lid over the top of the barrel. You hear it clip shut.
<br><br>
<<pass 10>>
You're trapped in darkness as the van rumbles for several minutes. The barrel lurches once more as someone lifts it. It's upturned soon after, sending you sprawling onto something rough. You're lying on a mattress in a warehouse.
<br><br>
<<generate2>><<generate3>>
Before your eyes can adjust, or you can move, a hand clamps down on your neck. <<person2>>"Here's what's gonna happen," says an unfamiliar <<personsimple>>'s voice. "You're gonna be nice to us, and no one's gonna get hurt."
<br><br>
Another hand starts groping your thigh.
<br><br>
<<link [[Next|Industrial Ex Gang Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
"What's gotten into you <<girl>>?" <<he>> asks as a hand reaches in and clasps yours. <<He>> pulls you out, but steps away when <<he>> sees your state of undress. <<covered>> "I-I, erm," <<he>> stammers, averting <<his>> eyes. "I-I need to get back to work."
<br><br>
<<He>> climbs into the front of the van and drives away.
<br><br>
<<endevent>>
<<destinationeventend>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Industrial Ex Gang Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Industrial Ex Gang Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The three walk away, leaving you on the mattress.
<br><br>
<<tearful>> you climb to your feet. You stagger from the warehouse, emerging near Harvest Street.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Harvest Street]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
The three of them back away from you, cursing and nursing injuries. You seize the opportunity. <<tearful>> you escape the warehouse, emerging near Harvest Street.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Harvest Street]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<set $outside to 0>><<effects>>
You remain silent as you are loaded onto the van with the barrels. The doors shut, and the van lurches into motion.
<<pass 10>>
The van comes to a stop after several minutes, and you once more find yourself being lifted. This time you are carried indoors. You hear voices beneath the din of industrial equipment.
<br><br>
<<endevent>>
<<generate1>><<generate2>><<person1>>
"I'm telling ya," says a <<personsimple>>'s voice. "No one will notice if you take some. Slip it into their food, and they'll be gagging for it."
<br>
A <<person2>><<personsimple>> laughs in response. "I prefer sticking to traditional drugs," <<he>> says.
<br>
"Traditional drugs? And you're worried about risk? This stuff makes them proper want it. They aren't gonna be running to the police. It turns anyone into a perfect slut."
<br><br>
A hand reaches into the barrel, and leaves a metal hose. It spews a pink, sweet-smelling liquid. It splashes over your skin, building feelings of lewd warmth where it touches. The smell goes to your head, soothing but making you light-headed.
<<garousal>><<arousal 600>><<drugs 60>><<if $pain gte 1>><<lpain>><<set $pain to 0>><</if>>
<br><br>
Fantasies intrude unbidden, and you think about what the pair would do to you should they find you. You barely manage to suppress a moan. You realise how dangerous making any noise could be, but the barrel keeps filling. Perhaps the pair will leave if you can tough it out long enough.
<br><br>
<<link [[Next|Industrial Ex Aphrodisiac]]>><<set $phase to 0>><</link>>
<br><<effects>>
<<if $phase gte 8>>
The fluid laps at your face. You're preparing to hold your breath when the hose retracts. You hear the pair walking away.
<br><br>
You pull yourself from the barrel with shaking arms, climbing free of the fluid. You're inside a factory. Large machines work all around you, fed by conveyor belts carrying twisted purple plants. There's no one around.
<br><br>
<<tearful>> you stagger towards the exit. You don't meet anyone, but the lewd thoughts haven't dissipated. You imagine they'll linger for a while.
<br><br>
<<endevent>>
<<earnFeat "Neck Deep">>
<<link [[Next|Elk Street]]>><<set $eventskip to 1>><</link>>
<br>
<<elseif $arousal gte $arousalmax>>
<<orgasm>> Your moans echo within the barrel. The pair outside fall quiet, then two pairs of arms reach in. They haul you out, leaving you sprawled and panting on the floor.
<br><br>
"Well what do we have here?" says a <<person1>><<person>>. "The perfect opportunity to show you just what I mean."
<br><br>
<<link [[Next|Industrial Ex Aphrodisiac Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<elseif $pain gte 100>>
You cry out in pain, unable to keep it in any longer. The pair outside fall quiet, then two pairs of arms reach in. They haul you outside, leaving you sprawled and panting on the floor.
<br><br>
"Well what do we have here?" says a <<person1>><<person>>. "The perfect opportunity to show you just what I mean."
<br><br>
<<link [[Next|Industrial Ex Aphrodisiac Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<if $phase is 0>>
The pair continue their discussion. "What if I'm caught taking it?" The pink fluid spills over the floor of the barrel.
<<elseif $phase is 1>>
"No one will notice a little missing." The pink fluid rises to your ankles.
<<elseif $phase is 2>>
"Don't they sell it in pill form? That sounds safer." The pink fluid rises to your knees.
<<elseif $phase is 3>>
"That shit's watered down. They send the good stuff somewhere else." The pink fluid laps at your <<bottom>>.
<<elseif $phase is 4>>
"Where?" The pink fluid reaches your waist.
<<elseif $phase is 5>>
"Fuck if I know. Someone must be buying it." The pink fluid engulfs your <<breasts>>.
<<elseif $phase is 6>>
"Stop asking questions. I don't know much more than you." The pink fluid reaches your neck.
<<else>>
"Shift's over anyway." The pink fluid almost engulfs you completely. You point your nose up in order to breathe.
<</if>>
<<set $phase += 1>><<drugs 60>>
<br><br>
<<if $arousal gte ($arousalmax / 5) * 4>>
<span class="red">The liquid seeps into your skin, confusing your senses and assaulting your mind with thoughts of unspeakable lust. You're on the verge of climax.</span>
<<elseif $arousal gte ($arousalmax / 5) * 3>>
<span class="pink">Your thoughts become harder and harder to control. You can't keep this up much longer.</span>
<<elseif $arousal gte ($arousalmax / 5) * 2>>
<span class="purple">Your heart beats faster as the fluid works its wickedness on your senses.</span>
<<elseif $arousal gte $arousalmax / 5>>
<span class="blue">An unnatural lewd warmth builds within you.</span>
<<else>>
<span class="lblue">You feel calm and collected, considering the circumstances.</span>
<</if>>
<br><br>
<<link [[Try not to think lewd thoughts|Industrial Ex Aphrodisiac Willpower]]>><</link>><<willpowerdifficulty>>
<br>
<<link [[Distract yourself with pain|Industrial Ex Aphrodisiac Pain]]>><<pain 12>><</link>><<ggpain>>
<br>
<</if>><<effects>>
<<if $willpowerSuccess>>
You focus on your thoughts, and <span class="green">succeed</span> in keeping your mind free of the encroaching lewdity.
<br><br>
<<else>>
You try to focus on your thoughts, but <span class="red">fail</span> to keep your mind free of the encroaching lewdity.
<<garousal>><<arousal 2000>><<gwillpower>><<willpower 3>>
<br><br>
<</if>>
<<link [[Next|Industrial Ex Aphrodisiac]]>><</link>>
<br><<effects>>
You pinch yourself.
<<if $masochism_level gte 1>>
The pain takes your mind off the unnatural thoughts forced on you by the fluid, but your masochism spurs lewd thoughts of your own. You need to be careful. You'll be caught just as readily should you start crying.
<<else>>
The pain takes your mind off your arousal, but you need to be careful. You'll be caught just as readily should you start crying.
<</if>>
<br><br>
<<link [[Next|Industrial Ex Aphrodisiac]]>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Industrial Ex Aphrodisiac Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Industrial Ex Aphrodisiac Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The barrel overflows, spilling the pink fluid over the floor. The sweet heady smell is palpable. Others arrive from other parts of the factory, drawn by the noise or by the smell.
<br><br>
<<tearful>> you climb to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
You try to escape, but you slip on the slick fluid. They're on top of you before you can recover, driven to lust by the fumes.
<br><br>
<<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>><<person1>>
<<link [[Next|Industrial Ex Aphrodisiac Gang Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You shove the <<person1>><<person>> away from you. <<He>> slips on the spilled fluid, taking <<his>> colleague down with <<him>>.
<br><br>
You seize the opportunity. <<tearful>> you run for the exit, and emerge near Elk Street.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Elk Street]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Industrial Ex Aphrodisiac Gang Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Industrial Ex Aphrodisiac Gang Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"What do we do with <<phim>>, now?"
<br>
"Just throw <<phim>> out. No one will investigate."
<br>
"Can't we keep <<phim>> chained up somewhere?"
<br>
"Pretty sure that's against regulations."
<br><br>
They argue for a while, before deciding to dump you in the alley behind the factory.
<<clotheson>>
<<endcombat>>
<<tearful>> you try to get your bearings.
<br><br>
<<link [[Next|Elk Street]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You shove the <<person1>><<person>> away from you. <<He>> slips on the slick fluid, and takes a couple of <<his>> colleagues with <<him>>, creating an opening.
<br><br>
You seize the opportunity. <<tearful>> you run for the exit, and emerge near Elk Street.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Elk Street]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
You turn and run.
<<if $athleticsSuccess>>
<span class="green">You make it around the corner just as the van pulls into view.</span>
<br><br>
<<destinationeventend>>
<<else>>
<span class="red">You're still out in the open when the van pulls into view.</span>
<<if random(1, 2) is 2>>
<<fameexhibitionism 1>>
Your cheeks flush as the owner honks at you, but they don't pursue.
<<gstress>><<stress 6>>
<br><br>
<<destinationeventend>>
<<else>>
You hear the van accelerate behind you. You run as fast as you can, but it's no use. You're forced to take cover to avoid being run over.
<br><br>
<<generate1>><<person1>>
The driver, a <<person>>, pulls up in front of you. <<He>> climbs out. <<covered>> "What do we have here?" <<he>> says, grinning. "Don't struggle. Let's make this easy."
<br><br>
<<link [[Next|Industrial Ex Run Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<if Time.dayState isnot "night">>
<<enable_rescue>>
<</if>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Industrial Ex Run Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Industrial Ex Run Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"Serves you right," <<he>> says. "Distracting people like that." <<He>> climbs back in <<his>> van, and drives away.
<br><br>
<<tearful>> you try to get your bearings.
<<elseif $enemyhealth lte 0>>
The <<person1>><<person>> crashes backwards into the barrels.
<br><br>
<<tearful>> you continue on your journey.
<<else>>
<<set $rescued += 1>>
A window opens, far above. A head pokes out. "Everything okay down there?"
<br><br>
The <<person1>><<person>> backs away from you. "Everything's fine," <<he>> says, stepping towards <<his>> van. "You didn't see nothing." <<He>> climbs in, and drives away.
<br><br>
<<tearful>> you continue your journey.
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>><<set $outside to 1>><<set $location to "town">><<effects>>
You drop to the ground and shuffle beneath a parked car. The vehicle is soon surrounded by people, their feet stepping just inches from you.
<br><br>
<<if $rng gte 81>>
A few minutes have passed when the engine rumbles into life above you, and the car beings to move. Afraid of being caught surrounded in public with your <<lewdness>> on display, you cling to the underside, allowing it to carry you along. The journey is over soon, and once the driver has vacated you shuffle out into the daylight. You're in the clear for now.
<br><br>
<<rng 13>>
<<switch $rng>>
<<case 1>>
<<set $bus to "nightingale">>
<<case 2>>
<<set $bus to "domus">>
<<case 3>>
<<set $bus to "elk">>
<<case 4>>
<<set $bus to "high">>
<<case 5>>
<<set $bus to "starfish">>
<<case 6>>
<<set $bus to "barb">>
<<case 7>>
<<set $bus to "connudatus">>
<<case 8>>
<<set $bus to "wolf">>
<<case 9>>
<<set $bus to "harvest">>
<<case 10>>
<<set $bus to "oxford">>
<<case 11>>
<<set $bus to "danube">>
<<case 12>>
<<set $bus to "mer">>
<<case 13>>
<<set $bus to "cliff">>
<</switch>>
<<else>>
The crowd disperses after a short time. You shuffle back out from beneath the car. You're in the clear for now.
<br><br>
<</if>>
<<endevent>>
<<destinationeventend>><<set $outside to 1>><<set $location to "town">><<effects>>
<<if $leftarm is "bound" and $rightarm is "bound">>
Your arms bound, you can do nothing to cover your <<lewdness>> as you dash for cover. A few heads turn your way, and you hear gasps and laughter as you round a corner to relative safety.
<<else>>
You cover your <<lewdness>> with your hands and dash for cover. A few heads turn your way, and you hear gasps and laughter as you round a corner to relative safety.
<</if>>
<br><br>
<<endevent>>
<<destinationeventend>><<effects>>
You crouch in the corner of the bus station. You hear the bus doors open, followed by the thump of feet.
<<if $rng gte 81>>
<<generate1>><<person1>>
Several people walk right by you. The first few pass without noticing, <span class="red">until a <<person>> turns.</span> <<covered>>
<br><br>
<<fameexhibitionism 10>>
<<He>> shrieks at the sight of you, attracting more attention. Lacking options, you run for the safety of a nearby alley as surprised onlookers stop and gawk.
<br><br>
<<endevent>>
<<destinationeventend>>
<<else>>
Several people walk right by you, but they do not turn, and <span class="green">remain unaware of your presence.</span> You exhale as the last passes.
<br><br>
<<destinationeventend>>
<br>
<</if>><<effects>>
<<if $athleticsSuccess>>
Knowing you have little time to decide, you run out of your hiding place towards a nearby alleyway. <span class="green">You make it.</span> You just hope no one spotted you.
<br><br>
<<destinationeventend>>
<<else>>
Knowing you have little time to decide, you run out of your hiding place towards a nearby alleyway. <span class="red">You trip,</span> and fall to your knees with your <<bottom>> stuck in the air. Between your legs you see the bus pull up. Its occupants point in your direction, looking excited and reaching for their phones.
<<fameexhibitionism 20>>
<br><br>
You jump to your feet. <<covered>> You continue to the alleyway, and can only hope no one caught you on film.
<br><br>
<<destinationeventend>>
<</if>><<effects>>
You hide behind tree at the edge of the park, and peek out at Oxford Street. The road is busy with cars, and the occasional pedestrian walks by, unaware of your presence.
<br><br>
A nearby staircase leads to a flyover crossing the road. You could get to the industrial district that way, but you'd need to stay low to remain concealed once up there. Getting that far would be difficult, given how exposed the stairs are.
<br><br>
The thought of crossing with your <<lewdness>> exposed, of such danger, sends a shiver down your spine.
<br><br>
<<set $skulduggerydifficulty to 1000>>
<<link [[Wait for a good moment to cross (0:05)|Flyover Ex Naked Wait]]>><<pass 5>><</link>><<skulduggerydifficulty>>
<br>
<<link [[Make a mad dash (0:05)|Flyover Ex Naked Dash]]>><<pass 5>><</link>>
<br>
<<link [[Back away (0:01)|Park]]>><<pass 1>><<set $eventskip to 1>><</link>>
<br><<effects>>
You hide behind tree at the edge of the park, and peek out at Oxford Street. The road is busy with cars, and the occasional pedestrian walks by, unaware of your presence.
<br><br>
A nearby staircase leads to a flyover crossing the road. You could get to the industrial district that way, but you'd need to stay low to remain concealed once up there. Getting that far would be difficult, given how exposed the stairs are.
<br><br>
The thought of crossing while so scantily clad, of such danger, sends a shiver down your spine.
<br><br>
<<link [[Cross (0:05)|Flyover Ex Undies Dash]]>><<pass 5>><</link>>
<br>
<<link [[Back away (0:01)|Park]]>><<pass 1>><<set $eventskip to 1>><</link>>
<br><<effects>>
You wait a moment, looking carefully from side to side, waiting for a gap in the traffic.
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
<<if $rng gte 51>>
Confident there's no one around, you run out from behind the tree and into the street. Reaching the top of the staircase can't have taken more than a dozen seconds, but it feels much longer.
<br><br>
You crouch once at the top, hidden from the street by the short barrier on either side. Your heart thunders in your chest.
<<if $daily.ex.flyover is undefined>>
<<set $daily.ex.flyover to 1>>
<<exhibitionism5>>
<<else>>
<br><br>
<</if>>
<<skulduggeryuse>>
<<link [[Next|Flyover Ex Top]]>><</link>>
<br>
<<else>>
You're about to move, <span class="green">when you notice a plume of smoke waft between you and the stairs.</span> You wait an extra moment, and a <<generatey1>><<person1>><<person>> walks from behind the tree, stomping out <<his>> cigarette as <<he>> does.
<br><br>
Heart thudding, you wait for the <<person>> to disappear around a corner before making your move. You run out from behind the tree and into the street. Reaching the top of the staircase can't have taken more than a dozen seconds, but it feels much longer.
<br><br>
You crouch once at the top, hidden from the street by the short barrier on either side. Your heart thunders in your chest.
<<if $daily.ex.flyover is undefined>>
<<set $daily.ex.flyover to 1>>
<<exhibitionism5>>
<<else>>
<br><br>
<</if>>
<<skulduggeryuse>>
<<link [[Next|Flyover Ex Top]]>><<endevent>><</link>>
<br>
<</if>>
<<else>>
<<if $rng gte 51>>
You're not confident, but you take a deep breath, then run out from behind the tree and into the street. Reaching the top of the staircase can't have taken more than a dozen seconds, but it feels much longer.
<br><br>
You crouch once at the top, hidden from the street by the short barrier on either side. Your heart thunders in your chest.
<<if $daily.ex.flyover is undefined>>
<<set $daily.ex.flyover to 1>>
<<exhibitionism5>>
<<else>>
<br><br>
<</if>>
<<skulduggeryuse>>
<<link [[Next|Flyover Ex Top]]>><</link>>
<br>
<<else>>
<<generatey1>><<person1>>
You take a deep breath, then run out from behind the tree and into the street.
<<if $daily.ex.flyover is undefined>>
<<set $daily.ex.flyover to 1>>
<<exhibitionism5>>
<<else>>
<br><br>
<</if>>
You're halfway up the staircase <span class="red">when you hear a voice behind you say,</span> "Nice view." <<covered>> You look over your shoulder, and see a <<person>> leaning against the same tree you hid behind. <<He>> stomps on a cigarette as <<he>> walks closer, looking up at you.
<<gstress>><<stress 6>><<garousal>><<arousal 600>>
<br><br>
<<skulduggeryuse>>
<<link [[Next|Flyover Ex Naked Caught]]>><</link>>
<br>
<</if>>
<</if>><<effects>>
<<generatey1>><<person1>>
You take a deep breath, then run out from behind the tree and into the street.
<<if $daily.ex.flyover is undefined>>
<<set $daily.ex.flyover to 1>>
<<exhibitionism5>>
<<else>>
<br><br>
<</if>>
You're halfway up the staircase <span class="red">when you hear a voice behind you say,</span> "Nice view." <<covered>> You look over your shoulder, and see a <<person>> leaning against the same tree you hid behind. <<He>> stomps on a cigarette as <<he>> walks closer, looking up at you. <<He>> holds a phone, the camera pointed right at you.
<<gstress>><<stress 6>><<garousal>><<arousal 600>>
<br><br>
<<link [[Next|Flyover Ex Naked Caught]]>><</link>>
<br><<effects>>
You don't think there's anyone around. You take a deep breath, then run out from behind the tree and into the street. Reaching the top of the staircase can't have taken more than a dozen seconds, but it feels much longer.
<br><br>
You crouch once at the top, hidden from the street by the short barrier on either side. Your heart thunders in your chest.
<<if $daily.ex.flyover is undefined>>
<<exhibitionism3>><<set $daily.ex.flyover to 1>>
<<else>>
<br><br>
<</if>>
<<link [[Next|Flyover Ex Top]]>><</link>>
<br><<effects>>
"Don't move," the <<person>> says. "Or I'll show the rest of school. Do what I say and I'll delete the evidence. Promise."
<<if $leftarm is "bound" and $rightarm is "bound">>
You keep your legs pressed firm together, protecting your <<genitals>> from <<his>> leering. It does little to protect your <<bottom>> though.
<br><br>
"You can walk," <<he>> says, grinning. "But slowly, and bend over as you do."
<br><br>
"The quicker you move the quicker you'll get away from the street. Others could show up any moment now."
<<else>>
You stretch your arm down behind you, protecting your <<genitals>> and <<bottom>> from <<his>> leering.
<br><br>
"You can walk," <<he>> says, grinning. "But you'll need to grasp the railings with both hands. For safety. Oh, you'll need to bend over as well."
<br><br>
"The quicker you move the quicker you'll get away from the street. Others could show up any moment now."
<br><br>
<</if>>
<br><br>
<<link [[Comply|Flyover Ex Naked Comply]]>><</link>>
<br>
<<link [[Run|Flyover Ex Naked Run]]>><</link>>
<br><<effects>>
<<fameschoolex 30>>
<<if $worn.face.type.includes("mask")>>
<<set $flyover_caught to "mask">>
<<else>>
<<set $flyover_caught to "naked">>
<</if>>
You refuse the <<persons>> blackmail, and break into a run. You climb the rest of the stairs and hurtle across the bridge. You hear <<his>> footsteps close behind, but they taper off at the midway point. You see <<him>> stood, filming as you climb down the other stairs.
<br><br>
You dart into an alley, then around another corner. You lean against the wall, panting.
<<if $worn.face.type.includes("mask")>>
You doubt anyone <<he>> shows will recognise you, but the thought makes you shiver nonetheless.
<<garousal 6>>
<<else>>
You wonder how many people the <<person>> will show. The thought makes you shiver.<<fameexhibitionism 10 "pic">>
<<garousal>><<arousal 600>>
<</if>>
<br><br>
<<tearful>> you climb to your feet, and continue.
<br><br>
<<link [[Next|Industrial alleyways]]>><<endevent>><</link>>
<br><<effects>>
You know complying will give the <<person>> more time to film you, but <<he>> already has you on camera. You hope <<hes>> true to <<his>> word.
<br><br>
<<if $leftarm is "bound" and $rightarm is "bound">>
You stick out your <<bottom>>. <<He>> whistles, which you try to ignore as you climb the stairs.
<<else>>
You move your arms out of the way. <<He>> whistles, which you try to ignore as you climb the stairs.
<</if>>
<br><br>
<<if $player.penisExist>>
<<if $player.vaginaExist>>
"Your cock hangs so delightfully beside your pussy," <<he>> says behind you. Your legs close in response. "Open them up," <<he>> adds. "That's what we agreed to, and I'm not missing this opportunity."
<<else>>
"Your cock hangs so delightfully between your thighs," <<he>> says behind you. Your legs close in response. "Open them up," <<he>> adds. "That's what we agreed to."
<</if>>
<<else>>
"Your pussy looks so cute from down here," <<he>> says behind you. Your legs close in response. "Open them up," <<he>> adds. "That's what we agreed to."
<</if>>
<br><br>
You make your way up the rest of the stairs as quick as the <<person>> will allow.
<br><br>
<<link [[Next|Flyover Ex Naked Comply 2]]>><</link>>
<br><<effects>>
You feel so exposed up here. You crouch. "No you don't," the <<person>> says. "Walk upright, nice and slowly. You don't want to slip and fall."
<br><br>
The barrier at the sides is tall enough to cover your <<genitals>> from below. Maybe. It does nothing to stop anyone looking from the many tall buildings across the street. You wonder if you're being watched right now.
<<garousal>><<arousal 600>>
<br><br>
"Hey, look," <<he>> says when you're most of the way across. "A car." <<He>> grasps your arms from behind and pushes you toward the barrier. "Don't squirm. They can't see anything."
<br><br>
<<if $player.gender_appearance is "f" and $worn.upper.exposed gte 2 and $worn.under_upper.exposed gte 1>>
"M-my breasts," you manage.
<br><br>
<<if $player.breastsize gte 3>>
"You're right. We don't want people thinking you're a pervert. Here." <<He>> grasps your <<breasts>> with both hands, and squeezes. "Much better."
<<garousal>><<arousal 600>><<incgbreastinsecurity>>
<br><br>
<<else>>
"Those little things?" <<he>> scoffs. "They aren't worth worrying about." <<incgbreastinsecurity>>
<br><br>
<</if>>
<<else>>
<</if>>
The car honks as it drives beneath. Can people see your <<genitals>> after all? You look down, and remember that the floor is made of a metal grate. Anyone beneath could see right through it. You were juggling threats from so many angles, you forgot about the floor.
<<gstress>><<stress 6>>
<br><br>
<<link [[Next|Flyover Ex Naked Comply 3]]>><</link>>
<br><<effects>>
The <<person>> holds out <<his>> phone once at the base of the stairs on the other side. "I'm a <<if $pronoun is "m">>man<<else>>woman<</if>> of my word," <<he>> says, deleting the footage. "See you around school, perv."
<br><br>
You dart into the relative safety of a nearby alley. You run around another corner, then lean against a wall, only now realising how fast your pulse races.
<<garousal>><<arousal 600>>
<br><br>
<<link [[Next|Industrial alleyways]]>><<endevent>><</link>>
<br><<effects>>
You crawl across the flyover, hidden from view by the short barriers on either side. The mesh floor would do little to protect you from anyone watching below, however.
<br><br>
<<if $rng gte 76>>
<<generate1>><<generate2>>
You're halfway across when a <<fullGroup>> emerge from an alley near the opposite stairs. They start to climb them.
<<gstress>><<stress 6>>
<br><br>
<<if $exposed gte 2>>
<<link [[Run back to the park (0:05)|Flyover Ex Run]]>><</link>><<pass 5>><<athleticsdifficulty 1 500>>
<br>
<<link [[Keep walking (0:05)|Flyover Ex Walk]]>><</link>><<pass 5>><<exhibitionist5>>
<br>
<<else>>
<<link [[Run back to the park (0:05)|Flyover Ex Run]]>><</link>><<pass 5>><<athleticsdifficulty 1 500>>
<br>
<<link [[Keep walking (0:05)|Flyover Ex Walk]]>><</link>><<pass 5>><<exhibitionist3>>
<br>
<</if>>
<<elseif $rng gte 51>>
<<generate1>><<person1>>
You're halfway across when a car honks beneath you. <<covered>> Did they see you?
<<gstress>><<garousal>><<stress 6>><<arousal 600>>
<<if random(1, 2) is 2>>
<<fameexhibitionism 1>>
<</if>>
<br><br>
At least you don't meet anyone on the walkway. Once on the other side, you wait for a lull in traffic, then dash down the stairs and into the relative safety of a nearby alley.
<br><br>
You lean against a wall, your heart thundering in your chest.
<br><br>
<<link [[Next|Industrial alleyways]]>><<endevent>><</link>>
<br>
<<else>>
Several cars pass beneath, but no one looks up as far as you can tell. Nor do you meet anyone on the walkway. Once on the other side, you wait for a lull in traffic, then dash down the stairs and into the relative safety of a nearby alley.
<br><br>
You lean against a wall, your heart thundering in your chest.
<br><br>
<<link [[Next|Industrial alleyways]]>><</link>>
<br>
<</if>><<effects>>
You turn and run the way you came, hoping the barrier is tall enough to protect your <<lewdness>> from anyone looking below. If the pair ahead will see everything if they reach the top of the stairs before you reach the end of the bridge.
<br><br>
<<if $athleticsSuccess>>
<span class="green">You make it to the stairs in time.</span> You dart down the steps and into the park, where you slump to the ground behind a tree. Your heart thunders in your chest.
<br><br>
<<link [[Next|Park]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<fameexhibitionism 2>>
You're almost there, when you <span class="red">trip</span> and fall to your knees, sticking your <<bottom>> in the hair. Between your legs you see the <<fullGroup>>, stood still and staring right at you.
<<gstress>><<garousal>><<stress 6>><<arousal 600>>
<br><br>
You scramble the rest of the way, and dash down the stairs.
<br><br>
You hide behind a tree and slump to the ground, your heart thundering in your chest.
<br><br>
<<link [[Next|Park]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
You stand up straight, hold your head high, and strut the rest of the way. You don't know if the people below can see your <<lewdness>> over the barrier. The thought makes you shiver.
<br><br>
The <<fullGroup>> stop when they reach the top of the stairs, stunned at the <<if $exposed gte 2>>naked<<else>>exposed<</if>> <<girl>> marching towards them.
<<if $rng gte 81>>
You pass them by, surprised that your knees haven't buckled. <span class="red">They reach out and grasp your arms.</span> "You can't walk around like that without expecting trouble," the <<person1>><<person>> says. "This is your fault."
<br><br>
<<link [[Next|Flyover Ex Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You pass them by, surprised that your knees haven't buckled, and walk down the stairs. Your nerve falters once out of immediate danger, and you dart for the relative safety of a nearby alley.
<br><br>
You round a corner and lean against a wall, your heart thundering in your chest.
<br><br>
<<link [[Next|Industrial alleyways]]>><<endevent>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<enable_rescue>>/*Remove line if rescue is impossible*/
<</if>>
<<if random(1, 5)>>
<span class="lewd">A car honks below.</span><<fameexhibitionism 1>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Flyover Ex Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Flyover Ex Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The pair saunter off, leaving you lying on the mesh floor.
<br><br>
<<tearful>> you stagger down the stairs, and duck into the relative safety of a nearby alley.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Industrial alleyways]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
You shove the <<person1>><<person>> against the barrier. <<He>> almost tumbles off the edge, and requires <<his>> friend's help to regain <<his>> footing. By then, you're gone.
<br><br>
<<tearful>> you dart into the relative safety of a nearby alley..
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Industrial alleyways]]>><</link>>
<<else>>
<<set $rescued += 1>>
<<generate3>><<person3>>A car pulls up several metres from the staircase. A <<person>> climbs out, and dials a number into <<his>> phone.
<br><br>
The <<person1>><<person>> nudges <<his>> colleague, and the two stare at the newcomer. They share a glance, then break into a run.
<br><br>
<<tearful>> you stumble down the stairs and dart into the relative safety of a nearby alley. You round another corner and lean against a wall, your heart thundering in your chest.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Industrial alleyways]]>><</link>>
<</if>><<widget "cream_init">>
<<if $worn.over_upper.type.includes("naked") and $worn.upper.exposed gte 1>>
<<overupperwear 2>>
<</if>>
<<if $worn.over_lower.type.includes("naked") and $worn.lower.exposed gte 1>>
<<overlowerwear 2>>
<</if>>
<<set $walk_timer to 100>>
<</widget>>
<<widget "cream_end">>
<<if $worn.over_upper.name is "cream">>
<<overupperruined>>
<</if>>
<<if $worn.over_lower.name is "cream">>
<<overlowerruined>>
<</if>>
<<unset $walk_timer>>
<<unset $cream_warning>>
<</widget>>
<<widget "cream_description">>
<<if ($worn.over_upper.integrity gte 80 and $worn.over_upper.name is "cream") or ($worn.over_lower.integrity gte 80 and $worn.over_lower.name is "cream")>>
<span class="lblue">Your body is covered with cream.</span>
<<elseif ($worn.over_upper.integrity gte 60 and $worn.over_upper.name is "cream") or ($worn.over_lower.integrity gte 60 and $worn.over_lower.name is "cream")>>
<span class="blue">Gaps have appeared in the cream, showing the skin beneath.</span>
<<elseif ($worn.over_upper.integrity gte 40 and $worn.over_upper.name is "cream") or ($worn.over_lower.integrity gte 40 and $worn.over_lower.name is "cream")>>
<span class="purple">More and more cream drips from your body, revealing more of your skin.</span>
<<elseif ($worn.over_upper.integrity gte 10 and $worn.over_upper.name is "cream") or ($worn.over_lower.integrity gte 10 and $worn.over_lower.name is "cream")>>
<span class="pink">There's little cream left. You worry people can tell how exposed you are beneath.</span>
<<else>>
<span class="red">The cream barely covers your essentials!</span>
<</if>>
<<if $walk_timer gte 80>>
<span class="pink">The park is still a long way off.</span>
<<elseif $walk_timer gte 60>>
<span class="purple">You're making progress, but still a long way from the park.</span>
<<elseif $walk_timer gte 40>>
<span class="blue">You're about halfway to the park.</span>
<<elseif $walk_timer gte 20>>
<span class="lblue">You're close to the park, but you've still a ways to go.</span>
<<elseif $walk_timer gte 1>>
<span class="teal">You're almost at the park.</span>
<<else>>
<span class="green">You've made it to the park!</span>
<</if>>
<</widget>>
<<widget "cream_walk">>
<<link [[Walk quickly|Cream Ex Naked Walk Quick]]>><<endevent>><<set $walk_timer -= 20>><<cream_damage 15>><</link>><<gharass>>
<br>
<<link [[Walk carefully|Cream Ex Naked Walk Careful]]>><<endevent>><<set $walk_timer -= 12>><<cream_damage 15>><</link>>
<br>
<</widget>>
<<widget "cream_damage">>
<<if _args[0]>>
<<if $worn.over_upper.name is "cream">>
<<set $worn.over_upper.integrity -= _args[0]>>
<</if>>
<<if $worn.over_lower.name is "cream">>
<<set $worn.over_lower.integrity -= _args[0]>>
<</if>>
<</if>>
<</widget>>
<<widget "cream_events">>
<<rng 8>>
<<if $rng is 8>>
<<generatey1>><<person1>>You spot a <<person>> you recognise from school. <<He>> grins as recognition dawns on <<his>> face. <<He>> darts into a nearby shop.
<br><br>
Your attention is taken by the other onlookers, but a moment later water sprays over your shoulder. You turn, and see the <<person>> wielding a water pistol. <<He>> takes aim, the grin still on <<his>> face.
<br><br>
<<link [[Jump|Cream Ex Naked Walk Jump]]>><</link>><<athleticsdifficulty 1 1000>>
<br>
<<link [[Dodge|Cream Ex Naked Walk Dodge]]>><</link>><<dancedifficulty 1 1000>>
<br>
<<elseif $rng is 7>>
<<beastNEWinit 1 dog>>
You hear a rapid patter of footsteps. A <<beasttype>> runs through the crowd, locked onto the cream covering your body. <<bHis>> owner runs behind it, straining to pull <<bhim>> back.
<br><br>
<<if $monster is 1 or $bestialitydisable is "f">>
<!-- Modified for Beast People -->
<<link [[Soothe|Cream Ex Naked Walk Soothe]]>><</link>><<tendingdifficulty 1 1000>>
<br>
<<link [[Run|Cream Ex Naked Walk Run]]>><</link>>
<br>
<<else>>
You're forced into a run to avoid getting licked. The owner manages to get the dog under control, but the activity loosened the cream.
<<cream_damage 15>>
<br><br>
<<endevent>>
<<cream_walk>>
<</if>>
<<elseif $rng is 6>>
<<generate1>><<generate2>><<generate3>>
You pass by a popular shop. A queue of people trail down the road, and each turns to observe you. A <<person1>><<person>> and <<his>> friends seem particularly keen. Your face becomes even more flushed.
<<ggarousal>><<arousal 1000>>
<br><br>
<<endevent>>
<<cream_walk>>
<<elseif $rng is 5>>
<<generate1>><<person1>>
A <<person>> reaches out from a crowd as you pass it by.
<br><br>
<<link [[Smack the hand away|Cream Ex Naked Walk Smack]]>><<trauma -6>><<def 1>><<famescrap 10>><</link>><<ltrauma>>
<br>
<<link [[Endure|Cream Ex Naked Walk Endure]]>><<arousal 2000>><<trauma 6>><<stress 6>><<sub 1>><</link>><<gtrauma>><<gstress>><<gggarousal>>
<br>
<<elseif $rng is 4>>
<<generatey1>><<generatey2>><<generatey3>>
A gaggle of students emerge from a nearby clothes shop. They stop when they see you, looking bewildered.
<<garousal>><<arousal 500>><<gstress>><<stress 6>>
<br><br>
<<endevent>>
<<cream_walk>>
<<elseif $rng is 3>>
<<generate1>><<person1>>
A <<person>> runs in front of you, a camera in hand.
<br><br>
<<if $worn.under_lower.type.includes("naked")>>
<<link [[Pose|Cream Ex Naked Walk Pose]]>><<arousal 500>><</link>><<exhibitionist5>>
<<else>>
<<link [[Pose|Cream Ex Naked Walk Pose]]>><<arousal 500>><</link>><<exhibitionist3>>
<</if>>
<br>
<<if !$worn.face.type.includes("mask") and ($leftarm isnot "bound" or $rightarm isnot "bound")>>
<<link [[Cover your face|Cream Ex Naked Walk Cover]]>><<arousal 500>><</link>><<garousal>>
<br>
<</if>>
<<link [[Lose them in the crowd|Cream Ex Naked Walk Lose]]>><</link>>
<br>
<<elseif $rng is 2>>
<<generatev1>><<person1>>
A <<person>> is so startled by the sight of you that <<he>> trips.
<br><br>
<<link [[Help <<him>> up|Cream Ex Naked Walk Help]]>><<trauma -6>><</link>><<ltrauma>>
<br>
<<cream_walk>>
<<else>>
<<generate1>><<generate2>><<generate3>><<person1>>
A <<person>> lunges from the crowd, overwhelmed by lust. <<His>> fingers grasp the air in front of you, as a <<person2>><<person>> and <<person3>><<person>> hold <<person1>><<him>> back.
<br><br>
That was close.
<<garousal>><<arousal 500>><<stress 6>><<gstress>>
<br><br>
<<endevent>>
<<cream_walk>>
<</if>>
<</widget>>
<<widget "cream_audience">>
<<rng 5>>
You hear a snippet from the crowd.
<<if ($worn.over_upper.integrity gte 60 and $worn.over_upper.name is "cream") or ($worn.over_lower.integrity gte 60 and $worn.over_lower.name is "cream")>>
<<switch $rng>>
<<case 5>>
"I want to lick <<phim>> all over."
<<case 4>>
"Is <<pshe>> advertising a shop?"
<<case 3>>
"Cute."
<<case 2>>
"I didn't expect a show like this."
<<default>>
"Wish I had a spoon."
<</switch>>
<<elseif ($worn.over_upper.integrity gte 10 and $worn.over_upper.name is "cream") or ($worn.over_lower.integrity gte 10 and $worn.over_lower.name is "cream")>>
<<switch $rng>>
<<case 5>>
"Come quick, you're missing the show!"
<<case 4>>
"<<pShe>> looks tasty."
<<case 3>>
"I wish I had fruit to dip."
<<case 2>>
"<<pShe>> can't have much on under that."
<<default>>
"Is <<pshe>> advertising something?"
<</switch>>
<<else>>
<<switch $rng>>
<<case 5>>
"What a lewd <<girl>>!"
<<case 4>>
"Is <<pshe>> wearing anything at all?"
<<case 3>>
"What a time to leave my camera at home."
<<case 2>>
"Someone call the police."
<<default>>
"These perverts are getting bold."
<</switch>>
<</if>>
<<if $worn.over_lower.integrity lte 0 and $worn.over_lower.name is "cream" or $worn.over_upper.integrity lte 0 and $worn.over_upper.name is "cream">>
<<if $worn.over_lower.name is "cream">>
<<overlowerruined>>
<</if>>
<<if $worn.over_upper.name is "cream">>
<<overupperruined>>
<</if>>
<<elseif $worn.over_lower.integrity lte 10 and $worn.over_lower.name is "cream" or $worn.over_upper.integrity lte 10 and $worn.over_upper.name is "cream">>
<<if $cream_warning is undefined>>
<<set $cream_warning to 1>>
You look down at the cream covering your body. What's left of it. <span class="pink">There's barely any left.</span> If you don't make it soon, you'll be left exposed in the middle of the street!
<</if>>
<</if>>
<</widget>>
<<widget "cream_arousal">>
The thrill of walking so exposed, attracting so much attention, with only a thin veneer of cream to cover your modesty is too much. <<orgasm>>
You drop to your knees as the crowd gather closer.
<br>
"Did <<pshe>> just cum?"
<br>
"I can't believe how lewd <<pshe>> is."
<br>
"I think someone should call an ambulance."
<br><br>
You struggle to your feet and continue on before the crowd can encircle you completely.
<br><br>
<<if $walk_timer lte 0>>
<<cream_finish>>
<<else>>
<<cream_walk>>
<</if>>
<</widget>>
<<widget "cream_finish">>
The buildings on one side of the street give way to the green of the park. Your legs move quicker with your goal so close. You dash off the street as the last of the cream drips away.
<br><br>
Several people follow you, but you soon lose them in the maze of tall bushes and trees. You crouch beside one, your breathing heavy.
<br><br>
<<cream_end>>
<<link [[Next|Park]]>><</link>>
<br>
<</widget>>
<<widget "cream_fail">>
<<if $exposed gte 2>>
<<fameexhibitionism 20>>
<<else>>
<<fameexhibitionism 40>>
<</if>>
<<if $leftarm isnot "bound" or $rightarm isnot "bound">>
You try to clump the remaining cream together, but there's not enough.
<</if>>
<span class="red">You're left exposed in the middle of the street.</span> <<covered>>
<br><br>
The crowd surrounds you, too thick to pass through. More and more people arrive to investigate the commotion.
<br><br>
"Why is that <<girl>> so exposed? Was <<pshe>> attacked?"
<br>
"I think <<pshes>> just a pervert."
<br>
"I can see everything."
<br>
"I bet <<pshe>> loves the attention."
<br>
"I'm telling you, perverts are getting bolder."
<br><br>
<<beastNEWinit 3 dog>>
<<if $exposed gte 2>>
<<if random(1, 2) is 2 and ($monster is 1 or $bestialitydisable is "f")>><!-- Modified for Beast People -->
A <<beasttype>> emerges from the crowd, running right at you. <<bHe>> pounces, knocking you to the ground and licking you for what little cream remains. More <<beasttype>>s appear, drawn by the smell.
<br><br>
You writhe as the <<beasttype>>s lick you all over. You could try to stand, but doing so would put you in a mating posture. The crowd watches, not sure how to respond to the strange sight.
<br><br>
<<link [[Try to stand anyway|Cream Ex Dog Stand]]>><</link>>
<br>
<<link [[Endure|Cream Ex Dog Endure]]>><<arousal 2000>><<stress 6>><<trauma 6>><</link>><<gggarousal>><<gtrauma>><<gstress>>
<br>
<<else>>
<<endevent>>
<<generate1>><<generate2>><<generate3>><<generate4>>
You crouch, surrounded by leering eyes, until a <<person1>><<person>> steps forward. A cruel smile contorts <<his>> face. Others follow <<his>> example.
<br><br>
<<link [[Next|Cream Ex Naked Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<</if>>
<<else>>
<<endevent>>
<<generate1>><<person1>>
You crouch, surrounded by leering eyes, until at last a <<person>> steps forward with a towel.
<br><br>
Still vulnerable, but at least covered, you walk to the edge of the crowd. At first you're not sure if they'll let you leave, but then they step aside, giving you an avenue through. The crowd follows you the rest of the way. Your legs move quicker as you reach the park. Some follow you in, but you soon lose them in the maze of tall bushes and trees.
<br><br>
<<cream_end>>
<<towelup>>
<<link [[Next|Park]]>><<endevent>><</link>>
<br>
<</if>>
<</widget>><<effects>>
You crouch behind a box next to a small supermarket and peek out from an alley, looking down the High Street. You can see the green of the park up ahead.
<<if $weekly.policeHigh>>
You duck as a pair of police officers walk by. The street is full of them, concerned about another brawl. <span class="purple">You won't be able to cross while they're on such high alert.</span>
<br><br>
<<else>>
You duck as a couple walk by, shunting the box with a rattle. The street is busy. You're not getting over without being seen.
<br><br>
The box opened as you knocked it. Inside are numerous identical tins. Whipped cream. <span class="lewd">A lewd idea strikes you.</span>
<br><br>
<<parkicon>><<link [[Cover yourself in whipped cream and walk to the park|Cream Ex Undies Walk]]>><<pass 5>><</link>>
<br>
<</if>>
<<getouticon>><<link [[Leave|Commercial alleyways]]>><</link>>
<br><<effects>>
You crouch behind a box next to a small supermarket and peek out from an alley, looking down the High Street. You can see the green of the park up ahead.
<<if $weekly.policeHigh>>
You duck as a pair of police officers walk by. The street is full of them, concerned about another brawl. <span class="purple">You won't be able to cross while they're on such high alert.</span>
<br><br>
<<else>>
You duck as a couple walk by, shunting the box with a rattle. The street is busy. You're not getting over without being seen.
<br><br>
The box opened as you knocked it. Inside are numerous identical tins. Whipped cream. <span class="lewd">A lewd idea strikes you.</span>
<br><br>
<<parkicon>><<link [[Cover yourself in whipped cream and walk to the park|Cream Ex Naked Walk]]>><<pass 5>><</link>>
<br>
<</if>>
<<getouticon>><<link [[Leave|Commercial alleyways]]>><</link>>
<br><<effects>>
<<cream_init>>
You spray yourself with the cream, until everything below your neck is covered. With the exception of your back, which you struggle to reach.
<br><br>
Everyone's going to see you, but maybe they'll assume you're not wearing so little underneath.
<br><br>
<<flaunting>> you swallow your anxiety, and step into the street.
<<if $daily.ex.cream is 1>>
<br><br>
<<else>>
<<set $daily.ex.cream to 1>><<exhibitionism3>>
<</if>>
<<link [[Next|Cream Ex Naked Walk 2]]>><</link>>
<br><<effects>>
<<cream_init>>
You spray yourself with the cream, until everything below your neck is covered. With the exception of your back, which you struggle to reach.
<br><br>
Everyone's going to see you, but maybe they'll assume you're wearing something underneath.
<br><br>
<<flaunting>> you swallow your anxiety, and step into the street.
<<if $daily.ex.cream is 1>>
<br><br>
<<else>>
<<set $daily.ex.cream to 1>>
<<exhibitionism5>>
<</if>>
<<link [[Next|Cream Ex Naked Walk 2]]>><</link>>
<br><<effects>>
You attract attention at once. Glances become stares as you make your way down the road. People talk to each other, though you can make out little above the din of the street.
<br><br>
"What a strange <<girl>>."
<br>
"Is that foam?"
<br>
"I think it's cream."
<br><br>
You can't imagine how red your face is. You look down. The cream is dripping down your body, leaving a trail of it behind you. The longer you take, the more uncovered you'll be before making it to safety.
<br><br>
<<cream_walk>><<effects>>
You walk as fast as you can without agitating the cream. It's hard to manoeuvre through the bustle.
<br><br>
<<cream_description>>
<br><br>
<<cream_audience>>
<br><br>
<<if $arousal gte $arousalmax>>
<<cream_arousal>>
<<elseif $walk_timer lte 0>>
<<cream_finish>>
<<elseif $worn.over_upper.name isnot "cream" and $worn.over_lower.name isnot "cream">>
<<cream_fail>>
<<else>>
<<rng>>
<<if $rng gte 21>>
<<cream_events>>
<<else>>
No one bothers you, content to watch.
<br><br>
<<cream_walk>>
<</if>>
<</if>><<effects>>
You walk with deliberate steps. Tripping now would be a disaster, after all.
<br><br>
<<cream_description>>
<br><br>
<<cream_audience>>
<br><br>
<<if $arousal gte $arousalmax>>
<<cream_arousal>>
<<elseif $walk_timer lte 0>>
<<cream_finish>>
<<elseif $worn.over_upper.name isnot "cream" and $worn.over_lower.name isnot "cream">>
<<cream_fail>>
<<else>>
<<rng>>
<<if $rng gte 71>>
<<cream_events>>
<<else>>
No one bothers you, content to watch.
<br><br>
<<cream_walk>>
<</if>>
<</if>><<effects>>
<<if $athleticsSuccess>>
You <span class="green">jump</span> in the air, over the water, before landing with grace. Someone applauds.
<br><br>
The <<person>> lines up another shot, but a <<generate2>><<person2>><<person>> snatches it from <<person1>><<his>> hands, before berating <<him>> for stealing.
<br><br>
<<endevent>>
<<cream_walk>>
<<else>>
You jump in the air, <span class="red">but not high enough.</span> The water splashes you, <span class="pink">clearing away much of your cream.</span>
<<cream_damage 15>><<ggarousal>><<arousal 1000>>
<br><br>
The <<person>> lines up another shot, but a <<generate2>><<person2>><<person>> snatches it from <<person1>><<his>> hands, before berating <<him>> for stealing.
<br><br>
<<endevent>>
<<cream_walk>>
<</if>><<effects>>
<<if $danceSuccess>>
You <span class="green">twirl</span> out of the way, and the water arcs harmlessly past you.
<br><br>
The <<person>> lines up another shot, but a <<generate2>><<person2>><<person>> snatches it from <<person1>><<his>> hands, before berating <<him>> for stealing.
<br><br>
<<endevent>>
<<cream_walk>>
<<else>>
You try to dodge, <span class="red">but the water hits you square.</span> <span class="pink">It clears away much of the cream covering you.</span>
<<cream_damage 15>><<garousal>><<arousal 500>>
<br><br>
The <<person>> lines up another shot, but a <<generate2>><<person2>><<person>> snatches it from <<person1>><<his>> hands, before berating <<him>> for stealing.
<br><br>
<<endevent>>
<<cream_walk>>
<</if>><<effects>>
<<if $tendingSuccess>>
You crouch and offer your arm. <span class="green">The <<beasttype>> stops and sniffs it.</span> It licks your fingers, content with the remaining cream there.
<br><br>
The <<beasttypes>> owner manages to pull <<bhim>> away, and you rise to your feet.
<br><br>
<<cream_walk>>
<<else>>
You crouch and offer your arm. <span class="red">The <<beasttype>> leaps right past it,</span> knocking you to your back and covering your <<if $worn.over_upper.name is "cream">><<breasts>><<else>>thighs<</if>> in licks.
<<garousal>><<arousal 500>>
<br><br>
The <<beasttypes>> owner manages to pull <<bhim>> away from you, an apologetic look on <<generate1>><<person1>><<his>> face. You rise to your feet and assess the damage. Much of the cream is gone.
<<cream_damage 15>>
<br><br>
<<endevent>>
<<cream_walk>>
<</if>><<effects>>
You run to avoid getting licked. The owner manages to get the <<beasttype>> under control, but the activity loosened your cream.
<<cream_damage 15>>
<br><br>
<<cream_walk>><<effects>>
You smack the <<person1>><<persons>> hand away.
<<if $rng gte 21>>
<<He>> takes the hint.
<br><br>
<<endevent>>
<<cream_walk>>
<<else>>
<span class="red">Enraged,</span> <<he>> lunges at you from the crowd, tackling you to the ground.
<br><br>
<<link [[Call for help|Cream Ex Naked Walk Call]]>><</link>>
<br>
<<link [[Endure|Cream Ex Naked Walk Endure 2]]>><<arousal 2000>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>><<gggarousal>>
<br>
<</if>><<effects>>
The <<person>> reaches across your chest, blocking your path. <<He>> gropes your <<nipples>>, until someone else in the crowd pulls <<his>> arm away, letting you continue.
<br><br>
<<He>> rubbed off some of the cream.
<<cream_damage 15>>
<br><br>
<<endevent>>
<<cream_walk>><<effects>>
<<if $speech_attitude is "meek">>
"S-someone help," you whimper.
<<elseif $speech_attitude is "bratty">>
"Don't just stand there," you shout. "Someone get this freak off me!"
<<else>>
"Someone help!" you shout.
<</if>>
<br><br>
<<set $rescued += 1>>
The <<person>> gropes your <<if $worn.over_upper.name is "cream">><<breasts>><<else>>thighs<</if>>, until a <<generate2>><<person2>><<person>> emerges from the crowd to drag the assailant off.
<br><br>
You climb to your feet. Much of the cream is gone.
<<cream_damage 15>>
<br><br>
<<endevent>>
<<cream_walk>><<effects>>
The <<person>> straddles you and fondles your <<if $worn.over_upper.name is "cream">><<breasts>><<else>>thighs<</if>>, until at last a <<generate2>><<person2>><<person>> emerges from the crowd and drags the assailant off.
<br><br>
You climb to your feet. Much of the cream is gone.
<br><br>
<<endevent>>
<<cream_walk>><<effects>>
You can't resist it. You stand with your legs some way apart, make a peace sign with your hands, and smile for the camera. The <<person>> is overjoyed as <<he>> snaps away.
<<if $worn.under_lower.type.includes("naked")>>
<<fameexhibitionism 5 "pic">>
<<exhibitionism5>>
<<else>>
<<fameexhibitionism 10 "pic">>
<<exhibitionism3>>
<</if>>
You wink, and continue walking.
<br><br>
<<endevent>>
<<cream_walk>><<effects>>
You keep walking, and cover your face with your hands. You see the <<person>> snap away between your fingers, until at last content with <<his>> pictures.
<br><br>
You continue walking.
<br><br>
<<endevent>>
<<cream_walk>><<effects>>
You change your direction, pushing through the growing crowd of onlookers. They move to let you pass, but some of the cream rubs off as you brush by.
<<cream_damage 15>>
<br><br>
<<endevent>>
<<cream_walk>><<effects>>
You lean down and offer the <<person>> your arm. <<He>> takes it, and you help <<him>> to <<his>> feet. "Th-thank you," <<he>> manages, glancing at the cream slipping down your body before looking away with a blush. "I'd, ah, best be on my way."
<<famegood 10>><<cream_damage 15>>
<br><br>
<<endevent>>
<<cream_walk>><<effects>>
<<if $rng gte 51>>
You rise to your feet. The <<beasttype>>s almost knock you back down in their eagerness to keep licking, but you manage to remain upright.
<br><br>
You walk to the edge of the crowd. At first you're not sure if they'll let you leave, but then they step aside, giving you an avenue through. They even grab the <<beasttype>>s by their collars.
<br><br>
The crowd follows you the rest of the way. Your legs move quicker as you reach the park. Some follow you in, but you soon lose them in the maze of tall bushes and trees.
<br><br>
<<cream_end>>
<<link [[Next|Park]]>><<endevent>><</link>>
<br>
<<else>>
You try to climb to your feet, <span class="red">but one of the <<beasttype>>s jumps atop you,</span> a different hunger on its mind.
<br><br>
The crowd continue to watch. Many look horrified, but others push to the front, eager for a closer look.
<br><br>
<<link [[Next|Cream Ex Dog Rape]]>><<set $molestationstart to 1>><</link>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastCombatInit>>
<<beastTrainGenerate>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<beast $enemyno>>
<br><br>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Cream Ex Dog Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Cream Ex Dog Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyhealth lte 0>>
<<beastwound>><<famescrap 10>>
<<if $combatTrain.length gt 0>>
The <<beasttype>> recoils in pain and fear, but another is eager for a go.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Cream Ex Dog Rape]]>><</link>>
<<else>>
The <<beasttype>> recoils in pain and fear.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Cream Ex Dog Rape Finish]]>><<set $finish to 1>><</link>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>><<famebestiality 10>>
<<if $combatTrain.length gt 0>>
Satisfied, the <<beasttype>> moves and another takes its turn.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Cream Ex Dog Rape]]>><</link>>
<<else>>
Satisfied, the <<beasttype>> moves away from you.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Cream Ex Dog Rape Finish]]>><<set $finish to 1>><</link>>
<</if>>
<<else>>
<<if $alarm is 1 and $rescue is 1>>
Your screams stir some of the crowd, and they rush forward to help. There's a brief tussle as those enjoying it try to stop them, but soon the <<beastsplural>> are grabbed by their collars and hauled off you.
<br><br>
<<else>>
<<if $enemywounded gte 2 and $enemyejaculated is 0>>
The <<beastsplural>> whimper and flee.
<<elseif $enemywounded is 0 and $enemyejaculated gte 2>>
The <<beastsplural>> leave you spent and shivering as the audience applauds.
<<elseif $enemywounded gte 1 and $enemyejaculated gte 1>>
The <<beastsplural>> leave you spent and shivering as the audience applauds.
<</if>>
<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<tearful>> you struggle to your feet. You walk to the edge of the crowd. At first you're not sure if they'll let you leave, but then they step aside, giving you an avenue through. The crowd follows you the rest of the way. Your legs move quicker as you reach the park. Some follow you in, but you soon lose them in the maze of tall bushes and trees.
<br><br>
<<cream_end>>
<<link [[Next|Park]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
You cover yourself as best you can as the <<beasttype>>s lick you all over. Their tickling tongues are maddening.
<br><br>
<<if $arousal gte $arousalmax>>
It's too much. <<orgasm>> The crowd watches, some amused, others horrified, as you writhe and spasm.
<br><br>
<</if>>
At last, someone from the crowd intervenes, grasping one of the <<beasttype>>s by the collar and hauling it off you. Others follow suit, and you stagger to your feet.
<br><br>
You walk to the edge of the crowd. At first you're not sure if they'll let you leave, but then they step aside, giving you an avenue through. The crowd follows you the rest of the way. Your legs move quicker as you reach the park. Some follow you in, but you soon lose them in the maze of tall bushes and trees.
<br><br>
<<cream_end>>
<<link [[Next|Park]]>><<endevent>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Cream Ex Naked Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Cream Ex Naked Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<famerape 30>>
They leave you spent and shivering in the middle of the street.
<br><br>
<<tearful>> you struggle to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
You walk to the edge of the crowd. At first you're not sure if they'll let you leave, but then they step aside, giving you an avenue through. The crowd follows you the rest of the way. Your legs move quicker as you reach the park. Some follow you in, but you soon lose them in the maze of tall bushes and trees.
<br><br>
<<cream_end>>
<<link [[Next|Park]]>><<endevent>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
<<famescrap 30>>
The <<group>> back away from you, afraid, though they would never admit it. None wants to make the first move. Their situation is made worse by the audience, now turned well against them, for not only attacking an innocent <<girl>>, but for failing to overpower <<phim>>.
<br><br>
<<tearful>> you get your bearings.
<br><br>
<<clotheson>>
<<endcombat>>
You walk to the edge of the crowd. At first you're not sure if they'll let you leave, but then they step aside, giving you an avenue through. The crowd follows you the rest of the way. Your legs move quicker as you reach the park. Some follow you in, but you soon lose them in the maze of tall bushes and trees.
<br><br>
<<cream_end>>
<<link [[Next|Park]]>><<endevent>><</link>>
<br>
<<else>>
<<set $rescued += 1>>
Much of the crowd is horrified by what they're witnessing. They were afraid to speak up, but your screams give them the push they need.
<br><br>
"Leave <<phim>> alone!"
<br>
"Rapist scum."
<br>
"I'm calling the police."
<br><br>
Not everyone in crowd is happy for the interruption, and several tussles break out. The <<group>> are caught up in one such fight as a couple of bystanders try to interpose themselves between you.
<<tearful>> you stagger to your feet. The tussles have become an outright brawl.
<br><br>
<<link [[Run|Cream Ex Naked Run]]>><<crimeUp 100 "resisting">><<pain 12>><</link>><<crime "resisting">><<ggpain>>
<br>
<<link [[Join in|Cream Ex Naked Brawl]]>><</link>><<physiquedifficulty 8000 $physiquemax>>
<br>
<<if $physiquesize lt 16000>>
<<link [[Slink away|Cream Ex Naked Slink]]>><</link>><<small_text>>
<br>
<</if>>
<</if>><<effects>>
<<set $weekly.policeHigh to true>><<earnFeat "A Thunderous Response">>
You run through the crowd, its members now too focused on each other to bother you much. You take a few hits, but make it to the edge and run the rest of the way to the park.
<br><br>
Before you can make it, you hear a thundering of hooves. Several horses round the corner, each ridden by a baton-wielding police officer. They charge toward the brawl, which scatters at their approach.
<br><br>
<<generate1>><<person1>>
You turn as you reach the safety of the trees, in time to see a <<person>>, blood dribbling from <<his>> nose, point in your direction. One of the police officers watches you escape.
<br><br>
<<endevent>>
<<cream_end>>
<<link [[Next|Park]]>><</link>>
<br><<effects>>
<<set $weekly.policeHigh to true>><<earnFeat "A Thunderous Response">>
<<if $physiqueSuccess>>
<<famescrap 50>>
You throw yourself into the crowd, your <<lewdness>> forgotten, and avenge yourself against the <<group>>. They're caught up in their own fights, <span class="green">and you catch them off guard.</span> <<if $leftarm is "bound" and $rightarm is "bound">>You attack with a flurry of kicks<<else>>You attack with a flurry of punches<</if>>, until each lies curled up on the ground.
<<ltrauma>><<lstress>><<trauma -6>><<stress -6>>
<br><br>
The ones who egged them on scatter, leaving you and the more benevolent members of the crowd victorious.
<br><br>
You hear the thunder of approaching hooves. Several horses arrive from Cliff Street, each ridden by a baton-wielding police officer. You and the other victors turn and run, finding safety among the trees of the park.
<br><br>
<<clotheson>>
<<endcombat>>
<<cream_end>>
<<link [[Next|Cream Ex Naked Brawl 2]]>><</link>>
<br>
<<else>>
You throw yourself into the crowd, your <<lewdness>> forgotten, and avenge yourself against the <<group>>. You get <span class="red">bogged down</span> in the brawl, and take a few hits.
<<gggpain>><<pain 18>><<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
<br><br>
You hear the thunder of approaching hooves. Several horses arrive from Cliff Street, each ridden by a baton-wielding police officer. The combatants scatter in all directions, you among them. You run for the park.
<br><br>
<<generate1>><<person1>>
You turn as you reach the safety of the trees, in time to see a <<person>>, blood dribbling from <<his>> nose, point in your direction. One of the police officers watches you escape.
<<crime "assault">><<crimeUp 300 "assault">>
<br><br>
<<clotheson>>
<<endcombat>>
<<cream_end>>
<<link [[Next|Park]]>><</link>>
<</if>><<effects>>
<<generate1>><<generate2>><<person1>>
"W-we showed em," a <<person>> says, leaning against a tree. <<He>> looks at you, then down at your body, and <<his>> face flushes. <<covered>> <<He>> forgot how undressed you were.
<br><br>
"You really shouldn't walk around like that," a <<person2>><<person>> says, too shy to look at you directly. "You could've gotten hurt."
<br><br>
<<if $speech_attitude is "meek">>
"But I had you looking out for me," you say.
<<elseif $speech_attitude is "bratty">>
"I can handle myself," you say.
<<else>>
"Thanks for your concern," you say.
<</if>>
<br><br>
The group go their separate ways, some sneaking glances when they think you aren't looking, while others avoid looking in your direction.
<br><br>
<<endevent>>
<<cream_end>>
<<link [[Next|Park]]>><</link>>
<br><<effects>>
<<set $weekly.policeHigh to true>><<earnFeat "A Thunderous Response">>
You drop to the ground and crawl between the legs of the bystanders, now focused on each other. You weave your way to the edge of the fight, dodging footfalls and making it through unharmed.
<br><br>
You climb to your feet once clear of the crowd, and dash the rest of the way to the park. No one stops you. You make it to the safety of the trees and high bushes. You hear the heavy clop of hooves as mounted police arrive to break up the fight.
<br><br>
<<cream_end>>
<<link [[Next|Park]]>><<endevent>><</link>>
<br><<effects>>
You peek over a short fence, and look at Connudatus Street beyond. The market bustles with activity<<if Weather.precipitation is "rain">>, despite the rain<<elseif Weather.precipitation is "snow">>, despite the snow<</if>>.
<br><br>
There are lulls in the crowds, and many laden, sight-blocking stalls. You might be seen were you to run across, but no one would have time to glean your identity. Maybe. The thought makes you shiver.
<br><br>
<<link [[Run across (0:05)|Road Ex Run]]>><<pass 5>><</link>>
<br>
<<link [[Leave|Residential alleyways]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
You wait for a gap in the crowds. <<flaunting>> you clamber over the fence, and run.
<<if $exposed gte 2>>
<<if $daily.ex.road is undefined>>
<<set $daily.ex.road to 1>>
<<exhibitionism5>>
<<else>>
<br><br>
<</if>>
<<else>>
<<if $daily.ex.road is undefined>>
<<set $daily.ex.road to 1>>
<<exhibitionism3>>
<<else>>
<br><br>
<</if>>
<</if>>
The stalls pass in a blur. <<covered>> You don't know how many people can see you.
<br><br>
<<if $rng gte 81>>
You're halfway across when a cat runs in your path!
<br><br>
<<link [[Jump|Road Ex Jump]]>><</link>><<athleticsdifficulty 1 1000>>
<br>
<<link [[Stop|Road Ex Cat Stop]]>><</link>>
<br>
<<elseif $rng gte 61>>
<<generatey1>><<generatey2>><<generatey3>><<generatey4>><<generatey5>>
A gaggle of students emerge from a cafe opposite. You recognise them from school. They're distracted by each other. For now.
<br><br>
<<link [[Keep running|Road Ex Keep]]>><<stress 6>><<arousal 600>><</link>><<gstress>><<garousal>>
<br>
<<set $skulduggerydifficulty to 300>>
<<link [[Hide|Road Ex Hide]]>><</link>><<skulduggerydifficulty>>
<br>
<<elseif $rng gte 41>>
A van pulls up in front of you. You couldn't see it coming behind all the stalls, nor hear it over the din of the market.
<br><br>
<<link [[Go under|Road Ex Under]]>><</link>>
<br>
<<link [[Go around|Road Ex Around]]>><</link>>
<br>
<<link [[Stop|Road Ex Stop]]>><</link>>
<br>
<<elseif $rng gte 21>>
In your haste, you didn't realise just how littered the street is.
<br><br>
<<link [[Keep up the pace|Road Ex Pace]]>><</link>><<dancedifficulty 1 400>>
<br>
<<link [[Go carefully|Road Ex Careful]]>><</link>>
<br>
<<else>>
You make it to the other side, round a corner, then lean against a wall. Your whole body shakes.
<br><br>
<<link [[Next|Commercial alleyways]]>><</link>>
<br>
<</if>><<effects>>
<<if $danceSuccess>>
You keep up the pace, your feet <span class="green">deftly landing between each piece of rubbish.</span> You make it to the opposite alley, round a corner, and lean against a wall. Your whole body shakes.
<br><br>
<<link [[Next|Commercial alleyways]]>><</link>>
<br>
<<else>>
You try to step between the rubbish, <span class="red">but your foot lands right on a banana peel.</span> You slip forward, landing on your knees.
<<gpain>><<pain 6>>
<br><br>
<<link [[Next|Road Ex Ground]]>><</link>>
<</if>><<effects>>
You slow down to make sure you feet fall between the rubbish. This works, but you're now moving too slowly.
<<fameexhibitionism 1>>
<<generate1>><<person1>>
<<if $rng gte 81>>
A <<person>> looks up from <<his>> stall, and gapes.
<<elseif $rng gte 61>>
A <<person>> emerges from a cafe. The sight of you startles <<him>>, and <<he>> drops <<his>> coffee.
<<elseif $rng gte 41>>
A sitting <<person>> looks up from <<his>> phone. <<He>> holds the camera up, but doesn't have time to take a picture.
<<elseif $rng gte 21>>
A <<person>> tries to grasp you as a you pass a fish stall, but misses.
<<else>>
You spot a <<person>> leering at you from a window.
<</if>>
<br><br>
You make it to the other side and dart down the alley before the situation gets any worse. You round a corner and lean against a wall, your whole body shaking.
<<gstress>><<stress 6>><<garousal>><<arousal 600>>
<br><br>
<<link [[Next|Commercial alleyways]]>><<endevent>><</link>>
<br><<effects>>
You drop to your knees and crawl beneath it.
<<if $rng gte 51>>
<span class="red">You're halfway across when the van begins to move.</span> You stay still to avoid the wheels as you are once more exposed to daylight.
<br><br>
<<link [[Next|Road Ex Ground]]>><</link>>
<br>
<<else>>
You hear the driver's door open above, then two pairs of feet land in front of you. The door shuts, and the driver walks to the back of the van.
<br><br>
You shuffle the rest of the way, climb to your feet, and dart down the nearby alley. You round a corner and come to a stop against a wall. Your whole body shakes.
<br><br>
<<link [[Next|Commercial alleyways]]>><</link>>
<br>
<</if>><<effects>>
You run around the back of the van to avoid the driver.
<<fameexhibitionism 1>><<generate1>><<generate2>><<person1>>
<<if $rng gte 81>>
By the time you reach the other side, <<hes>> already climbed out. <<He>> blinks and rubs <<his>> eyes when <<he>> spots you.
<<elseif $rng gte 61>>
A <<person>> spots you as <<he>> climbs into <<his>> car, dropping <<his>> keys in shock.
<<elseif $rng gte 41>>
A <<person>> running a meat stall spots you, staring with wide eyes.
<<elseif $rng gte 21>>
You almost run right into a <<person>>. <<He>> tries to grab you, but <<hes>> too far away. <<He>> clutches the empty air.
<<else>>
A <<person>> spots you, and holds <<his>> hand over the eyes of the <<person2>><<person>> walking beside <<him>>.
<</if>>
<br><br>
You continue into the nearby alley before the situation gets any worse, only stopping once around the next corner. You lean against a wall, your whole body shaking.
<<gstress>><<stress 6>><<garousal>><<arousal 600>>
<br><br>
<<link [[Next|Commercial alleyways]]>><<endevent>><</link>>
<br><<effects>>
<<fameschoolex 5>>You resist the urge to hide, and keep running. A <<person1>><<person>> spots you first, dropping <<his>> milkshake. The others looks up just as you pass them by. You run into the alley, but their voices echo behind you.
"What was that?"
<br>
"It was a <<girl>> from school. I recognised <<phim>>."
<br>
<<if $exposed gte 2 and random(1, 2) is 2>>
"I wanna see more!"
<br><br>
You hear their footsteps. <span class="red">They're chasing you.</span>
<br><br>
<<link [[Confront|Road Ex Confront]]>><</link>>
<br>
<<link [[Keep running|Road Ex Keep 2]]>><</link>><<athleticsdifficulty 1 1000>>
<br>
<<elseif $exposed gte 2>>
"I saw <<pher>> <<if $player.penisExist>>cock<<else>>pussy<</if>>!"
<br><br>
You round a corner, and come to rest against a wall. Your whole body shakes.
<br><br>
<<link [[Next|Commercial alleyways]]>><<endevent>><</link>>
<br>
<<else>>
"Why was <<pshe>> dressed like that?"
<br><br>
You round a corner, and come to rest against a wall. Your whole body shakes.
<br><br>
<<link [[Next|Commercial alleyways]]>><<endevent>><</link>>
<br>
<</if>><<effects>>
You duck beneath a nearby stall, and listen. You hear the students chat, getting closer. They stop beside you.
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
The table above shifts as someone sits on it, <span class="green">but they don't stay long.</span> An empty milkshake cup lands beside you, and you hear them walk away.
<br><br>
<<skulduggeryuse>>
You peek out, waiting for another lull in the crowds. You seize your chance, dashing the rest of the way and disappearing down an alley.
<br><br>
You round a corner and lean against a wall, your whole body shaking.
<br><br>
<<link [[Next|Commercial alleyways]]>><<endevent>><</link>>
<br>
<<else>>
Without warning, <span class="red">arms reach beneath the table,</span> grabbing your shoulders and pulling you into the light. They push you back against the stall.
<br><br>
"I told you I saw someone hide," a <<person2>><<person>> says.
<br>
"I recognise <<phim>> from school," a <<person3>><<person>> says.
<br>
<<if $exposed gte 2>>
"I can't wait to tell the others about this," a <<person1>><<person>> adds.
<<else>>
<<if $fame.exhibitionism gte 1000>>
"Me too," a <<person1>><<person>> adds. "I've heard <<pshes>> a huge pervert."
<<elseif $fame.exhibitionism gte 400>>
"Me too," a <<person1>><<person>> adds. "I'd heard <<pshe>> was a pervert. Now I know for sure."
<<else>>
"Me too," a <<person1>><<person>> adds. "I didn't know <<pshe>> was a pervert."
<</if>>
<</if>>
<br><br>
They surround you, holding you down and eyeing you up.
<br><br>
<<link [[Struggle|Road Ex Struggle]]>><<def 1>><</link>>
<br>
<<link [[Endure|Road Ex Endure]]>><<sub 1>><</link>>
<br>
<</if>><<effects>>
You kick the <<person3>><<person>> away from you. The others back off.
<br><br>
<<if $exposed gte 2>>
The <<person1>><<person>> leers at your body, then, in a moment of boldness, grasps you by the shoulders. The other students follow suit, and they pull you from the table. They drag you into a nearby alley, away from sight.
<br><br>
You wrestle free of their grasp and shove them away from you, before turning to stare them down.
<br><br>
<<link [[Next|Road Ex Examine]]>><</link>>
<br>
<<else>>
<<generate6>><<person6>>"What you brats up to?" a <<person>> shouts, peering between the fish hanging from the roof of <<his>> stall.
<br><br>
"Shit," the <<person1>><<person>> says, glancing over. <<He>> turns and runs. The other students follow suit.
<br><br>
You push yourself to your feet and dart into a nearby alleyway, only stopping once around another corner. You lean against a wall, your whole body shaking.
<br><br>
<<link [[Next|Commercial alleyways]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
You endure their leering gaze.
<<if $exposed gte 2>>
The <<person>> reaches forward, but then looks around, as if expecting trouble. "Got a better idea," <<he>> says, grasping you by the shoulders. The others follow suit, and they drag you from the table and into a nearby alley.
<br><br>
Once out of sight, they form a circle around you.
<br><br>
<<link [[Next|Road Ex Examine]]>><</link>>
<br>
<<else>>
The <<person1>><<person>> reaches forward, but is interrupted. <<generate6>><<person6>>"What you brats up to?" a <<person>> shouts, peering between the fish hanging from the roof of <<his>> stall.
<br><br>
"Shit," the <<person1>><<person>> says, glancing over. <<He>> turns and runs. The other students follow suit.
<br><br>
You push yourself to your feet and dart into a nearby alleyway, only stopping once around another corner. You lean against a wall, your whole body shaking.
<br><br>
<<link [[Next|Commercial alleyways]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
You stop running, and turn. The students come to a stop themselves some way away, as if surprised and afraid to approach.
<br><br>
<<link [[Next|Road Ex Examine]]>><</link>>
<br><<effects>>
<<if $athleticsSuccess>>
You run around a corner, and then another. You stop at the next, peeking back and looking out for your pursuers. <span class="green">You see no one.</span>
<br><br>
You lean against the wall, your whole body shaking.
<br><br>
<<link [[Next|Commercial alleyways]]>><<endevent>><</link>>
<br>
<<else>>
You run around a corner, and then another. You stop at the next, peeking back and looking out for your pursuers. You think you're in the clear, <span class="red">until a hand taps your shoulder.</span>
<br><br>
You turn. It's the students. <<covered>>
<br><br>
<<link [[Next|Road Ex Examine]]>><</link>>
<br>
<</if>><<effects>>
The students examine you from head to toe, but there's no denying what they're really interested in.
<br><br>
<<if $fame.exhibitionism gte 1000>>
"Everyone knows you're a pervert," the <<person1>><<person>> says. "I'm glad I finally got to see it for myself."
<<elseif $fame.exhibitionism gte 400>>
"I'd heard you were a pervert," the <<person1>><<person>> says. "Now I know for sure."
<<else>>
"I've seen you around school," the <<person1>><<person>> says. "But I didn't know you were a pervert."
<</if>>
<br><br>
<<link [[Flaunt|Road Ex Flaunt]]>><</link>><<exhibitionist5>>
<br>
<<link [[Protest|Road Ex Protest]]>><</link>>
<br><<effects>>
You turn and press your hands against the wall while spreading your legs and sticking out your <<bottom>>.
<<if $speech_attitude is "meek">>
"D-don't tell anyone I do this," you say. "I can't help it."
<<elseif $speech_attitude is "bratty">>
"You think you've seen everything?" you ask. "Cute."
<<else>>
"Do you like how I look?" you ask.
<</if>>
<<exhibitionism5>>
<<if $rng gte 51>>
The students can't resist. They lunge for you.
<br><br>
<<link [[Next|Road Ex Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
One of the students, a <<person2>><<person>>, steps forward, hands outstretched. The <<person1>><<person>> holds <<person2>><<him>> back.<<person1>> "Don't," <<he>> says. "You'll get us in trouble." <<He>> turns back to you. "Later perv."
<br><br>
<<He>> walks away, and the others grudgingly follow. You lean against a wall, your whole body shaking. You've no doubt they'll tell anyone who'll listen about this.
<<garousal>><<arousal 600>>
<br><br>
<<link [[Next|Commercial alleyways]]>><</link>>
<br>
<</if>><<effects>>
<<if $speech_attitude is "meek">>
"Please don't look," you say. "You're scaring me."
<<elseif $speech_attitude is "bratty">>
"I'm not the one leering," you say. "Fuck off."
<<else>>
"Please don't look," you say.
<</if>>
<br><br>
The students look thoughtful. The <<person1>><<person>> speaks up first.
<<if $leftarm is "bound" and $rightarm is "bound">>
"Let's let <<phim>> go," <<he>> says. The others look surprised. "Running around with <<pher>> arms bound like that. We've seen everything anyway."
<br><br>
The others grudgingly accept the <<persons>> logic, and the students turn and walk back to Connudatus Street.
<br><br>
You lean against the wall, your whole body shaking.
<br><br>
<<link [[Next|Commercial alleyways]]>><<endevent>><</link>>
<br>
<<else>>
"Tell you what," <<he>> says. "You move your arms so we can see you properly, and we'll let you go."
<br><br>
<<link [[Accept|Road Ex Accept]]>><<trauma 6>><<stress 6>><<arousal 600>><</link>><<gtrauma>><<gstress>><<garousal>>
<br>
<<link [[Refuse|Road Ex Refuse]]>><</link>>
<br>
<</if>><<effects>>
You move your arms, exposing your <<lewdness>> to the leering students. They're not shy about how much they're enjoying this. One of them, a <<person2>><<person>> reaches for <<his>> phone. You cover back up.
<br><br>
<<if $speech_attitude is "meek">>
"N-no pictures," you say.
<<elseif $speech_attitude is "bratty">>
"No pictures," you say.
<<else>>
"I didn't agree to that," you say.
<</if>>
<br><br>
"That's fair," the <<person1>><<person>> says. The <<person2>><<person>> puts <<his>> phone away with a grumble. <<person1>>"We said we'd leave <<phim>> alone. Later, perv."
<br><br>
They return to Connudatus Street. You lean against a wall, your whole body shaking. They don't have photographic evidence, but that won't stop them telling everyone who'll listen.
<<garousal>><<arousal 600>>
<br><br>
<<link [[Next|Commercial alleyways]]>><<endevent>><</link>>
<br><<effects>>
<<if $speech_attitude is "meek">>
"I-I don't want to," you say.
<<elseif $speech_attitude is "bratty">>
"Fuck off," you say. "Or I'll make you."
<<else>>
"I'm not showing you a thing," you say.
<</if>>
<br><br>
"Suit yourself," the <<person1>><<person>> responds. "The hard way it is." They lunge for you.
<br><br>
<<link [[Next|Road Ex Rape]]>><<set $molestationstart to 1>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<enable_rescue>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Road Ex Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Road Ex Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The students swagger back to Connudatus Street. You've no doubt they'll talk about this to anyone they can.
<br><br>
<<tearful>> you lean against a wall until you catch your breath.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Commercial alleyways]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
You shove the <<person1>><<person>> away from you, and run deeper into the maze of alleys. You hear their footsteps behind you, but you soon manage to lose them.
<br><br>
<<tearful>> you lean against a wall until you catch your breath.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Commercial alleyways]]>><</link>>
<br>
<<else>>
Your screams are followed by a police siren. "Sh-shit," the <<person1>><<person>> says, backing away from you and turning to run. The other students follow suit.
<br><br>
<<tearful>> you lean against the wall. The sirens fade. <<if $awarelevel gte 1>>It's fortunate the <<group>> were so naive.<<else>>They weren't coming to your rescue after all.<</if>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Commercial alleyways]]>><</link>>
<br>
<</if>><<effects>>
<<if $athleticsSuccess>>
You deftly <span class="green">leap over the startled cat</span> without slowing down. You continue down an alley between two shops.
<br><br>
You round a corner and come to a stop, your whole body shaking.
<br><br>
<<link [[Next|Commercial alleyways]]>><</link>>
<<else>>
You jump a moment too late, <span class="red">and trip over the cat,</span> falling to your knees. The cat meows as it runs away, and seems unharmed.
<<gpain>><<pain 6>>
<br><br>
<<link [[Next|Road Ex Ground]]>><</link>>
<br>
<</if>><<effects>>
You're stood in the middle of the street, your <<lewdness>> on display. You hear more than one gasp. Your shaking knees buckle, and you fall to the ground.
<br><br>
<<link [[Next|Road Ex Ground]]>><</link>>
<br><<effects>>
You come to stop, right in front of the errant cat. It looks up at you, and meows.
<br><br>
You're stood in the middle of the street, your <<lewdness>> on display. You hear more than one gasp. Your shaking knees buckle, and you fall to the ground.
<br><br>
<<link [[Next|Road Ex Ground]]>><</link>>
<br><<effects>>
You're left in the middle of the street, <span class="lewd">on your knees with your <<bottom>> stuck in the air.</span> Worse, the noise attracted attention.
<<if $exposed gte 2>>
<<fameexhibitionism 40>>
<<else>>
<<fameexhibitionism 20>>
<</if>>
<br>
<<rng 3>>
<<if $rng is 3>>
"What's that <<girl>> doing?"
<<elseif $rng is 2>>
"I need to visit the market more often."
<<else>>
"Nice."
<</if>>
<br>
<<rng 3>>
<<if $rng is 3>>
"That's no way to dress in public."
<<elseif $rng is 2>>
"That's a nice sight."
<<else>>
"What a slut."
<</if>>
<br>
<<rng 3>>
<<if $rng is 3>>
"I don't know what this town's coming to."
<<elseif $rng is 2>>
"Someone call the police."
<<else>>
"Is this for a film? Is there a camera crew around?"
<</if>>
<br><br>
You push yourself to your feet, but your legs are shaking so hard you fall once more.
<br><br>
Trying to ignore the numerous eyes running all over, you run the rest of the way, taking shelter around a corner down an alley.
<br><br>
You lean against a wall, your whole body shaking. So many people saw you.
<br><br>
<<link [[Next|Commercial alleyways]]>><</link>>
<br><<effects>>
The street is busy with traffic, occasionally stopping for lights. If you timed it right, you might be able to make it over without being seen.
<br><br>
You duck for cover as a couple emerge from a nearby building. They walk right by, so close, but unaware of you. Crossing with your <<lewdness>> exposed could be dangerous. Avoiding the drivers would be difficult.
<br><br>
<<link [[Crawl under (0:05)|Lorries Ex Naked Crawl]]>><<pass 5>><</link>><<athleticsdifficulty 500 1200>>
<br>
<<link [[Back away (0:01)|Industrial alleyways]]>><<set $eventskip to 1>><<pass 1>><</link>>
<br><<effects>>
The street is busy with traffic, occasionally stopping for lights. If you timed it right, you might be able to make it over without being seen.
<br><br>
Someone honks a horn, startling you into cover. It had nothing to do with you, but your heart thunders all the same. Crossing while so scantily dressed could be dangerous. Avoiding the drivers would be difficult.
<br><br>
<<link [[Run across (0:05)|Lorries Ex Undies Run]]>><<pass 5>><</link>><<athleticsdifficulty 500 1200>>
<br>
<<link [[Back away (0:01)|Industrial alleyways]]>><<set $eventskip to 1>><<pass 1>><</link>>
<br><<effects>>
You wait for the traffic to back up on both sides of the road, halting the lorries. The drivers in front stare idly ahead. You'll be spotted if you just ran across.
<br><br>
<<covered>> You peek out of the alley and glance down the street, making sure there are no pedestrians. Then you dive beneath the closest vehicle, and crawl as fast as you can.
<<if $daily.ex.lorries is undefined>>
<<exhibitionism5>>
<<set $daily.ex.lorries to 1>>
<<else>>
<br><br>
<</if>>
You scurry beneath the rumbling lorry, and emerge in the middle of the road. Two walls tower either side of you, if either were to move, you'd be in trouble.
<<if $athleticsSuccess>>
You crawl beneath the second without slowing, <span class="green">and emerge on the far side of the street just before the lorries rumble into motion.</span> You rush into an alley. You don't think you were seen.
<br><br>
<<link [[Next|Farm Road 1]]>><</link>>
<br>
<<else>>
You crawl beneath the second without slowing, <span class="red">but it rumbles into motion before you make it to the other side.</span> It'll leave you exposed in the middle of the road!
<br><br>
<<link [[Cling on (0:05)|Lorries Ex Naked Cling]]>><<pass 5>><</link>>
<br>
<<link [[Curl up|Lorries Ex Naked Curl]]>><</link>>
<br>
<</if>><<effects>>
You grasp the underside of the lorry, and cling tight as it carries you through the streets. It's hard to tell where you're going, you can only make out the edge of the pavement.
<br><br>
<<if random(1, 2) is 2>>
The vehicle comes to a halt. You hear the door open, then shut.
<br><br>
It's hard to tell, but you don't think anyone is around. You shuffle from beneath the lorry, peeking out before making a mad dash to a nearby alley. You were carried some distance.
<br><br>
<<rng 13>>
<<switch $rng>>
<<case 1>>
<<set $bus to "nightingale">>
<<case 2>>
<<set $bus to "domus">>
<<case 3>>
<<set $bus to "elk">>
<<case 4>>
<<set $bus to "high">>
<<case 5>>
<<set $bus to "starfish">>
<<case 6>>
<<set $bus to "barb">>
<<case 7>>
<<set $bus to "connudatus">>
<<case 8>>
<<set $bus to "wolf">>
<<case 9>>
<<set $bus to "harvest">>
<<case 10>>
<<set $bus to "oxford">>
<<case 11>>
<<set $bus to "danube">>
<<case 12>>
<<set $bus to "mer">>
<<case 13>>
<<set $bus to "cliff">>
<</switch>>
<<destinationeventend>>
<<else>>
The vehicle carries you through a large gate, which rattles shut behind you. It comes to a stop, and the engine cuts. The door above opens, shuts, and a pair of feet walk away. You don't think anyone else is around, so you shuffle out from beneath, peeking out before making a mad dash for another hiding place.
<br><br>
<<link [[Next|Lorries Naked Ex Cling 2]]>><</link>>
<br>
<</if>><<effects>>
You're in a yard outside a factory, taking cover behind stacked crates. Grinding machinery can be heard within. There's a large gate not far from you, but it's shut tight. The bars are far apart.
<br><br>
<<link [[Climb over the wall|Lorries Naked Ex Climb]]>><</link>>
<br>
<<link [[Squeeze through the gate|Lorries Naked Ex Squeeze]]>><</link>>
<br><<effects>>
You dart across the yard, and haul yourself up the wall. It looks like you're near the outskirts of town.
<<if random(1, 2) is 2>>
<<generate1>><<generate2>><<person1>>
There's no one on the other side, so you climb the rest of the way.
<br><br>
As your feet touch the ground, <span class="pink">a <<person>> and <<person2>><<person>> round a corner.</span> <<covered>> They grin and hasten their steps at the sight of you.
<br><br>
<<link [[Next|Lorries Naked Ex Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
There's no one on the other side, so you climb the rest of the way, and drop to your feet.
<br><br>
<<link [[Next|Farm Road 1]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Lorries Naked Ex Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Lorries Naked Ex Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
They leave you lying near the side of the road. <<tearful>> you climb to your feet.
<br><br>
<<clotheson>>
<<endcombat>>
<<else>>
You smack the <<person1>><<person>> against the wall, and kick the <<person2>><<person>> into the gutter. Cowed, they don't try to stop you as you make your escape.
<br><br>
<<tearful>> you round the corner. You're still in danger, but you have a little space.
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<<link [[Next|Farm Road 1]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<if $physiquesize lte random(3000, 20000)>>
<<covered>> You dart across the yard, and peer through the bars to make sure the way is clear. Seeing no one around, you squeeze through the bars, <span class="red">but your <<bottom>> gets stuck!</span><<gstress>><<stress 6>>
<br><br>
<<generate1>><<person1>>
"What have we here?" muses a voice behind you. A <<person>> rests hand on your back. "Don't worry, I know just how to lube you up." <<His>> hand wanders down your body.
<br><br>
<<link [[Next|Lorries Naked Ex Wall]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<covered>> You dart across the yard, peer through the bars to make sure the way is clear, <span class="green">and squeeze through to the other side.</span> <<if $physiquesize lte 10000>><<small_text>><<else>>| <span class="teal">Barely Fit</span><</if>>
<br><br>
You're near the entrance to town.
<br><br>
<<link [[Next|Farm Road 1]]>><<set $eventskip to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<set $position to "wall">><<bindtemp>><<set $head to "bound">>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Lorries Naked Ex Wall Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Lorries Naked Ex Wall]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<He>> shoves you through the rest of the way with <<his>> foot. "You're welcome," <<he>> says, lighting a cigarette and walking away.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $enemyhealth lte 0>>
<<He>> gives you an angry kick, forcing you the rest of the way through the hole.<<gpain>><<pain 4>>
<br><br>
"You're welcome," <<he>> says, lighting a cigarette and walking away.
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<<tearful>> you look around. You're near the outskirts of town.
<br><br>
<<link [[Next|Farm Road 1]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
You curl up as the lorry passes, preparing to spring onto your feet once it's clear. You do so, but almost stumble as a double decker bus is revealed, passing the other way. A honk helps alert the passengers to your presence, though you suspect your exposed body was hard to miss.
<br><br>
You turn and run, giving them a look at your <<bottom>> as you flee into an alley, but hopefully little else.
<<fameexhibitionism 20>>
<br><br>
<<link [[Next|Farm Road 1]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<generate1>><<generate2>>
You wait for traffic to back up, halting the vehicles. The drivers of both lorries in front of you are distracted, one looking at <<person1>><<his>> phone, the other at something beneath <<him>>.<<person2>>
<br><br>
<<covered>> You peek out of the alley and glance down the street, making sure there are no pedestrians. Then you run.
<<if $daily.ex.lorries is undefined>>
<<exhibitionism3>>
<<set $daily.ex.lorries to 1>>
<</if>>
<<if $athleticsSuccess>>
You dash across the road, past both lorries and into the alley opposite <span class="green">without being seen.</span> The <<person1>><<person>> glances up without urgency, but doesn't see you in your hiding place.
<br><br>
<<link [[Next|Farm Road 1]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
You dash across the road. You're in front of the second <span class="red">when the <<person>> honks <<his>> horn,</span> startling you and <span class="red">making you trip.</span><<gpain>><<gstress>><<pain 4>><<stress 6>>
<br><br>
You scramble to your feet. The <<person1>><<person>> is watching you too. So is <<his>> camera. You rush to the safety of the alley opposite, cheeks aflame.<<gtrauma>><<trauma 6>><<fameexhibitionism 10>>
<br><br>
<<link [[Next|Farm Road 1]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<set $outside to 0>><<effects>>
<<generate1>><<person1>>
<<flaunting>> you approach the service station. You take a deep breath, and step through the automatic doors.
<<exhibitionism4>>
<<if $rng gte 51>>
<<generate2>>
A <<person1>><<person>> reads a magazine at the counter. <<He>> doesn't look up as you enter.
<br><br>
You explore the aisles, looking for the sweets. You hear the doors open again as you find them. Someone else is in the shop.
<<garousal>><<arousal 600>>
<br><br>
You walk to the end of the aisle, and peek around the corner, unsure if you'll find the newcomer. You hear a thud behind you. A <<person2>><<person>> stands there, <<his>> shopping basket on the floor beside <<him>> and <<his>> mouth agape. <<covered>>
<br><br>
<<He>> glances in the direction of the counter, then smiles and walks towards you. "A naked <<girl>> in a shop," <<he>> says. "In the middle of the night to boot. I'd best satisfy you before you get yourself hurt."
<br><br>
<<fameexhibitionism 1>>
<<link [[Allow it|Service Allow]]>><<arousal 5000>><</link>><<gggarousal>>
<br>
<<link [[Refuse|Service Refuse]]>><</link>>
<br>
<<else>>
A <<person>> reads a magazine at the counter. <<He>> glances up as you enter, then looks again, a shocked expression on <<his>> face.
<<covered>>
<<fameexhibitionism 1>>
<<if $speech_attitude is "meek">>
"Sorry to bother you," you say, approaching the <<person>>. You try to remain nonchalant, but you feel your knees shake. "Do you sell sweets?"
<<elseif $speech_attitude is "bratty">>
"Yo," you say, approaching the <<person>>. You try to remain nonchalant, but you feel your knees shake. "You sell sweets?"
<<else>>
"Excuse me," you say, approaching the <<person>>. You try to remain nonchalant, but you feel your knees shake. "Do you sell sweets?"
<</if>>
<br><br>
"I-I-", the <<person>> stutters, trying to remain focused on your face. "S-sure. I mean, y-yes. Just there." <<He>> points at one of the aisles.
<br><br>
You find a selection of penny sweets. You bend over to examine the labels, sticking your <<bottom>> in the <<persons>> direction. You return to the <<person>> once your bag is filled. <<He>> wipes <<his>> brow.
<br><br>
"W-would you like some money?" <<he>> asks. <<He>> fumbles in the register, and puts <span class="gold">£100</span> in front of you. "I'll give you some if you pose for me. On the counter."
<br><br>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Accept|Service Pose]]>><</link>><<exhibitionist5>>
<br>
<<else>>
<<insufficientStat "exhibitionism" "to take up such an offer">>
<br>
<</if>>
<<link [[Refuse|Service Pose Refuse]]>><</link>>
<br>
<</if>><<set $outside to 1>><<effects>>
<<generate1>><<person1>>
<<flaunting>> you approach the service station. You take a deep breath, and step through the automatic doors.
<<exhibitionism2>>
<<if $rng gte 51>>
<<wearProp "sucker">>
<<generate2>>
A <<person1>><<person>> reads a magazine at the counter. <<He>> doesn't look up as you enter.
<br><br>
You explore the aisles, looking for the sweets. You hear the doors open again as you find them. Someone else is in the shop.
<<garousal>><<arousal 600>>
<br><br>
You walk to the end of the aisle, and peek around the corner, unsure if you'll find the newcomer. You hear a thud behind you. A <<person2>><<person>> stands there, <<his>> shopping basket on the floor beside <<him>> and <<his>> mouth agape. <<covered>>
<br><br>
A minute later you're back outside, a lollipop in your mouth, paid for by the <<person>>.
<<lstress>><<stress -6>>
<br><br>
<<link [[Next|High Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<wearProp "chocolate bar">>
<<fameexhibitionism 1>>
A <<person>> reads a magazine at the counter. <<He>> glances up as you enter, then looks again, a shocked expression on <<his>> face. <<covered>>
<<if $speech_attitude is "meek">>
"Sorry to bother you," you say, approaching the <<person>>. You try to remain nonchalant, but you feel your knees shake. "Do you sell sweets?"
<<elseif $speech_attitude is "bratty">>
"Yo," you say, approaching the <<person>>. You try to remain nonchalant, but you feel your knees shake. "You sell sweets?"
<<else>>
"Excuse me," you say, approaching the <<person>>. You try to remain nonchalant, but you feel your knees shake. "Do you sell sweets?"
<</if>>
<br><br>
"I-I-", the <<person>> stutters, trying to remain focused on your face. "S-sure. I mean, y-yes. Just there." <<He>> points at one of the aisles.
<br><br>
You find a selection of penny sweets. You bend over to examine the labels, sticking your <<bottom>> in the <<persons>> direction. You return to the <<person>> once your bag is filled. Sweat rolls down the side of <<his>> face.
<br><br>
<<He>> lets you have the sweets without charge. You thank <<him>> before leaving the service station, a boiled sweet in your mouth.
<<lstress>><<stress 6>>
<br><br>
<<link [[Next|High Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<effects>>
You remain where you're stood, and don't protest as the <<person2>><<person>> reaches for your <<breasts>>.
<<if $player.breastsize gte 6>>
"These are a nice size," <<he>> whispers as <<he>> cups and fondles them.
<<elseif $player.breastsize gte 3>>
"These are so cute," <<he>> whispers as <<he>> fondles and teases.
<<else>>
"I bet these are sensitive, aren't they?" <<he>> whispers as <<he>> teases and pinches.
<</if>>
"Walking around exposed like this. It's foolish, but I'm not gonna complain." <<His>> fingers wander down your abdomen, until they brush your <<genitals>>.
<br><br>
<<if playerChastity("hidden")>>
"I guess you're a bit safer with this thing on," <<he>> says, holding the rim and tugging it up, against your <<genitals 1>>.
<<elseif $player.penisExist and $player.vaginaExist and playerChastity("cage")>>
"You're not worried to be enticing people? With a cock and pussy, only your penis being protected?" <<he>> whispers, running <<his>> fingers over the length of your caged <<penis>>.
<<elseif $player.penisExist and $player.vaginaExist>>
"You're not worried to be enticing people? With a cock and pussy, both unprotected?" <<he>> whispers, running <<his>> fingers over the length of your <<penis>>.
<<elseif $player.penisExist and playerChastity("cage")>>
"I guess you're a bit safer with this cage on," <<he>> says, holding the end and lifting you <<penis>> up.
<<elseif $player.penisExist>>
"You're not worried to be enticing people? With your cock so unprotected?" <<he>> whispers, running <<his>> fingers over the length of your <<penis>>.
<<else>>
"You're not worried to be enticing people? With your pussy so unprotected?" <<he>> whispers, running <<his>> fingers over your <<pussy>>.
<</if>>
<br><br>
<<if $arousal gte $arousalmax>>
<<orgasm>> "Such a lewd <<girl>>. Cumming in the middle of a shop."
<br><br>
<<fameexhibitionism 1>>
"Is everything okay over there?" says a voice from the front of the service station, likely the <<person1>><<person>>. You hear <<him>> walk around the counter.
<br><br>
You're still shuddering when <<he>> arrives at the end of the aisle. "Out!" <<he>> shouts. "No perverts allowed on the premises. Get going before I call the police."
<br><br>
You and the <<person2>><<person>> leave the shop. <<He>> winks as the cool night air greets you. "See you around, lewd <<girl>>."
<br><br>
<<else>>
"Is everything okay over there?" says a voice from the front of the service station, likely the <<person1>><<person>>. You hear <<him>> walk around the counter.
<br><br>
The <<person2>><<person>> grabs your arm and pulls you from the shop. "Don't want to get caught," <<he>> says as the cool night air greets you. "I have a reputation to uphold. See you around, lewd <<girl>>."
<br><br>
<</if>>
<<endevent>>
<<link [[Next|High Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
You turn and run from the shop, heart thumping in your chest. You run into an alley and peek around the corner. You aren't followed.
<br><br>
<<link [[Next|High Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
You push your <<bottom>> onto the counter, and swing your legs round to face the <<person>>. "Like this?" you ask, opening your legs.
<<exhibitionism5>>
"Y-Yes," the <<person>> says, eyes fixed on your <<genitals>>.
<<if playerChastity("hidden")>>
"Is that to stop people taking advantage of you?" <<he>> says.
<br><br>
<<elseif $player.penisExist and $player.vaginaExist>>
"You have both," <<he>> gasps.
<<if $fame.exhibitionism gte 1000>>
"You're the exhibitionist I keep hearing about."
<<elseif $fame.exhibitionism gte 400>>
"I thought it was a myth."
<<else>>
"I didn't know such a thing was possible."
<</if>>
<<elseif $player.penisExist>>
<<if $player.penissize gte 3>>
"It's so big," <<he>> says.
<<elseif $player.penissize lte 2>>
"It's so lovely," <<he>> says.
<<else>>
"It's so cute," <<he>> says.
<</if>>
<<else>>
"It's so cute," <<he>> says.
<</if>>
You take the cash <<he>> left on the counter, and close your legs. "Thanks for the money," you say, wheeling your <<bottom>> around and dropping to the floor. You feel <<his>> eyes on you as you leave the shop.
<<money 10000>>
<br><br>
<<link [[Next|High Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
You refuse the <<persons>> offer, but <<he>> doesn't charge you for the sweets regardless. You're sucking a boiled sweet as the cool night air greets you.
<<lstress>><<stress 6>>
<br><br>
<<link [[Next|High Street]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
You peer from your hiding place. The street is full of bodies. There'll be no avoiding sight once out there. The thought steals your breath. <<flaunting>> you run into the open.
<<exhibitionism2>>
Eyes are on you at once. <<covered>> Someone whistles, attracting yet more attention. The street is bathed by the glow of neon lights, bright enough that people see you running by, but perhaps not enough to get a good look at your face. Not at your speed.
<br><br>
<<if $rng gte 81>>
"Yeah <<girl>>!"
<br>
"Look at <<phim>> go!"
<br>
"Wish I was so brave."
<br><br>
<<elseif $rng gte 61>>
"Nice arse."
<br>
"Nicer tits."
<br>
"Oi! I was looking at the streaker!"
<br><br>
<<elseif $rng gte 41>>
"Someone's having fun."
<br>
"Shall we join in?"
<br>
"I'd be too embarrassed!"
<br><br>
<<elseif $rng gte 21>>
"You go <<girl>>!"
<br>
"Look at that butt run."
<br>
"Gotta get me some."
<br><br>
<<else>>
"Best party ever."
<br>
"Shit, I don't have my camera."
<br>
"I ain't forgetting this."
<br><br>
<</if>>
<<if random(1, 2) is 2>>
<<generate1>><<person1>>
You weave between packed tables arrayed outside a restaurant, towards an alley and relative safety. A <<person>> tries to swat your <<bottom>>, but you're too quick.
<br><br>
<<endevent>>
<<destinationeventend>>
<<else>>
<<set $connudatus_stripped to 1>>
<<generate1>><<person1>>A <<person>> ahead rips off <<his>> shirt and twirls it in the air. Others follow suit, stripping down to their underwear.
<br><br>
You arrive at the end of the street. There's no need to run. So many people are as undressed as yourself. Some have stripped further.<<garousal>><<arousal 600>>
<br><br>
<<endevent>>
<<destinationeventend>>
<</if>><<effects>>
You peer from your hiding place. The street is full of people, mostly young adults. There'll be no hiding from sight once out there. The thought steals your breath. <<flaunting>> you run into the open.
<<exhibitionism4>>
Eyes are on you at once. <<covered>> Someone whistles, attracting yet more attention. The street is bathed by the glow of neon lights, bright enough that people see you running by, but perhaps not enough to get a good look at your face. Not at your speed.
<br><br>
<<if $rng gte 81>>
"Yeah <<girl>>!"
<br>
"Look at <<phim>> go!"
<br>
"Wish I was so brave."
<br><br>
<<elseif $rng gte 61>>
"Nice arse."
<br>
"Nicer tits."
<br>
"Oi! Look at the streaker!"
<br><br>
<<elseif $rng gte 41>>
"Someone's having fun."
<br>
"Shall we join in?"
<br>
"I'd be too embarrassed!"
<br><br>
<<elseif $rng gte 21>>
"You go <<girl>>!"
<br>
"Look at that butt run."
<br>
"Gotta get me some."
<br><br>
<<else>>
"Best party ever."
<br>
"Shit, I don't have my camera."
<br>
"I ain't forgetting this."
<br><br>
<</if>>
<<if random(1, 2) is 2>>
<<generate1>><<person1>>
You weave between packed tables arrayed outside a restaurant, towards an alley and relative safety. A <<person>> tries to swat your <<bottom>>, but you're too quick.
<br><br>
<<endevent>>
<<generate1>><<generate2>><<generate3>><<person1>>
As you arrive at the alley however, a <<person>>, <<person2>><<person>>, and <<person3>><<person>> emerge, bumping into you. The <<person1>><<person>> <span class="purple">grasps your shoulders.</span>
<br><br>
"What we got here?" <<he>> asks.
<br>
"Looks like a pervert," replies the <<person2>><<person>>.
<br>
"Well now, best help <<phim>> along!"
<br><br>
The three of them try to lift you onto their shoulders!
<br><br>
<<link [[Resist|Streak Naked Resist]]>><</link>><<physiquedifficulty 1 20000>>
<br>
<<link [[Allow|Streak Naked Allow]]>><<stress 6>><<arousal 3000>><</link>><<gstress>><<gggarousal>>
<br>
<<else>>
You arrive at the end of the street, at a grassy patch hosting a hedge. You hide behind it, trembling at your daring.
<br><br>
<<endevent>>
<<destinationeventend>>
<</if>><<effects>>
<<if $physiqueSuccess>>
You kick the <<person1>><<person>> in the shin. <span class="green"><<His>> arms slacken, and your feet find the ground,</span> giving you a chance to dart into the nearby alley.
<br><br>
You run a minute before stopping to catch your breath, your heart pounding from your daring.
<br><br>
<<endevent>>
<<destinationeventend>>
<<else>>
You try to pull away from the <<person1>><<person>>, <span class="red">but <<he>> and <<his>> friends soon have your feet well off the ground.</span> They haul you onto their shoulders, and march you back towards the street.
<br><br>
More hands find you, stroking and groping, taking your weight and carrying you further from the alley. Everywhere you look you find a sea of faces, cheering and jeering, lit by the neon lights.<<gstress>><<stress 6>><<gggarousal>><<arousal 4500>>
<br><br>
<<link [[Next|Street Naked 2]]>><</link>>
<br>
<</if>><<effects>>
You allow yourself to be lifted. The <<person1>><<person>> and <<his>> friends soon have your feet well off the ground. They haul you onto their shoulders, and march you back towards the street.
<br><br>
More hands find you, stroking and groping, taking your weight and carrying you further from the alley. Everywhere you look you find a sea of faces, cheering and jeering, lit by the neon lights.
<br><br>
<<link [[Next|Street Naked 2]]>><</link>>
<br><<effects>>
<<fameexhibitionism 20>>
<<if $arousal gte 10000>>
The fondling is too much to bear. <<orgasm>>
They lower you to the ground as you convulse. The <<person1>><<person>> and <<his>> friends push through the crowd, lust in their eyes.
<br><br>
<<link [[Next|Street Naked Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
Red and blue lights up the faces. It's a police car, the occupants disturbed by the gathering. Spooked, the crowd lower you to the ground and disperse. You hide among them, hoping to avoid being seen by the police, and make it to a shadowed alley at the edge of the street.
<br><br>
You dash round another corner, and peek to make sure you weren't followed.
<br><br>
<<endevent>>
<<destinationeventend>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Street Naked Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Street Naked Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>><<famerape 10>>
Red and blue lights up the faces. It's a police car, the occupants disturbed by the gathering. Spooked, the crowd disperse. You hide among them, hoping to avoid being seen by the police, and make it to a shadowed alley at the edge of the street.
<br><br>
You dash round another corner, and peek to make sure you weren't followed.
<br><br>
<<else>>
<<famescrap 10>>
Red and blue lights up the faces. It's a police car, the occupants disturbed by the gathering. Spooked, the crowd disperse. You hide among them, hoping to avoid being seen by the police, and make it to a shadowed alley at the edge of the street.
<br><br>
You dash round another corner, and peek to make sure you weren't followed.
<br><br>
<</if>>
<br><br>
<<endevent>>
<<destinationeventend>><<effects>>
You approach the central fountain, looking around the deserted park for any sign of movement. A distant engine is the only indication of other people.
<br><br>
<<outfitChecks>>
<<if _fullyNaked>>
<<set $phase to 0>>
<<else>>
You remove your clothing, and place it in a bundle on the rim.
<<set $phase to 1>>
<<strip>>
<</if>>
<<covered>> You put one foot into the water.
<<if Time.season is "winter">>
It's chilly, but warmer than the surrounding air.
<<elseif Time.season is "summer">>
It's cold, and takes you a moment to get used to it.
<<else>>
It's chilly, but not too bad.
<</if>>
<<if currentSkillValue("history") gte 600>>
You remember your history teacher droning something about this fountain's water source. There's a natural aquifer below.
<</if>>
Your second leg follows. The water comes up to your waist. You wade out, naked and exposed in the middle of the park, until you reach the waterfall in the centre.
<<exhibitionism4>>
<<link [[Next|Park Fountain 2]]>><<pass 10>><</link>>
<br><<effects>>
<<wash>>
You wash until you're squeaky clean, keeping eyes and ears alert for anyone out late at night. This is a very central location, after all.
<br><br>
<<if $rng gte 61>>
No one appears, however. A lone bat flutters back and forth overhead. You step from the fountain, and let the breeze dry you<<if $phase is 1>> for a few minutes before getting dressed<</if>>.
<br><br>
<<clotheson>>
<<link [[Next|Park]]>><<set $eventskip to 1>><</link>>
<br>
<<else>>
<<generate1>><<generate2>>
<span class="purple">You hear a voice.</span> You peek around the central pillar, and see two figures approaching, a <<person1>><<person>> and <<person2>><<person>>. Being caught could be dangerous.
<br><br>
<<link [[Hide underwater|Park Fountain Hide]]>><</link>><<swimmingdifficulty 1 1000>>
<br>
<<if hasSexStat("exhibitionism", 5)>>
<<link [[Flaunt|Park Fountain Flaunt]]>><</link>><<exhibitionist5>>
<br>
<</if>>
<</if>><<effects>>
They haven't seen you yet, but even the pillar won't be able to hide you up close. You inhale, and duck beneath the water, lying prone beneath the churning surface.
<br><br>
You hear the muffled voices grow louder, until the pair arrive at the edge, and sit on the rim.
<br><br>
They chat, only a few feet away from you, oblivious to your presence.
<<if $swimmingSuccess>>
You continue to hold your breath, <span class="green">and manage to stay calm</span> until they rise and walk away.
<br><br>
<<if $rng gte 51 and $phase is 1>>
They stop a moment, discussing something. Then the <<person1>><<person>> crouches, and rises <span class="pink">with your clothes in <<his>> arms.</span> They start walking away!
<br><br>
<<link [[Rise|Park Fountain Rise]]>><</link>>
<br>
<<link [[Wait|Park Fountain Wait]]>><</link>>
<br>
<<else>>
You wait a few more moments, then lift your head to gasp for air. You see the pair some distance away, their backs turned.
<br><br>
You hide for a while longer, and when you emerge again, the pair are gone. You step from the fountain, and let the breeze dry you<<if $phase is 1>> for a few minutes before getting dressed<</if>>.
<br><br>
<<clotheson>>
<<link [[Next|Park]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<<else>>
You continue to hold your breath, but they take their time. <span class="red">You can't hold it any longer.</span>
<br><br>
<<link [[Next|Park Fountain Rise]]>><</link>>
<br>
<</if>><<effects>>
You jump from your hiding place, and gasp for air. The pair turn to face you, surprise soon replaced by lechery. <<covered>>
<br><br>
<<if $phase is 1>>
"Explains the clothes,"
<<else>>
"Ain't this a surprise,"
<</if>>
the <<person1>><<person>> says as the pair reach across the water, grasping your shoulders. "Don't pretend you weren't hoping this would happen."
<br><br>
<<link [[Next|Park Fountain Rape]]>><<set $molestationstart to 1>><</link>>
<br><<effects>>
You wait a few more moments, then lift your head to gasp for air. You see the pair some distance away, their backs turned, your clothes still in the <<persons>> hands.
<br><br>
You hide for a while longer, and when you emerge again, the pair, and your clothes, are gone.
<br><br>
<<steal>>
<br>
<<link [[Next|Park]]>><<endevent>><<set $eventskip to 1>><</link>>
<br><<effects>>
You step out from behind the pillar, eyes closed above a smiling mouth, as if oblivious to your whereabouts and without a care in the world. The voices, and footsteps, stop at once.
<br><br>
You run your hands down your body and turn, giving your audience a good look from different angles. You open your eyes, and see the <<person1>><<person>> and <<person2>><<person>> watching you. With a theatric shriek, you hide your body behind the pillar.
<<exhibitionism5>>
<<if $rng gte 51>>
You dodge around the pillar as they try to get another look, until lust overcomes them, <span class="pink">and they wade after you.</span>
<br><br>
<<link [[Next|Park Fountain Rape]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
You dodge around the pillar as they try to get another look, until they decide to move on. They'll be thinking about this for a while.
<br><br>
You step from the fountain, and let the breeze dry you<<if $phase is 1>> for a few minutes before getting dressed<</if>>.
<br><br>
<<clotheson>>
<<link [[Next|Park]]>><<endevent>><<set $eventskip to 1>><</link>>
<br>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Park Fountain Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Park Fountain Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<if $phase is 1>>
The <<person>> throws your clothes into the fountain, <span class="purple">drenching the fabric.</span> The pair laugh, and leave you to retrieve your sodden clothes.
<br><br>
<<tearful>> you gather your clothes and climb from the water.
<br><br>
<<clotheson>>
<<wet_all>>
<<else>>
The pair laugh, and walk away. <<tearful>> you climb from the fountain.
<br><br>
<<clotheson>>
<</if>>
<<endcombat>>
<<else>>
The <<person1>><<person>> loses <<his>> footing. You grasp <<his>> shoulder, and pull <<him>> into the water, splashing the <<person2>><<person>>.
<<if $phase is 1>>
You climb from the fountain while they're disoriented, grab your clothes, and run into the night.
<<else>>
You climb from the fountain while they're disoriented, and run into the night.
<</if>>
<br><br>
<<tearful>> you hide behind a hedge.
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<<link [[Next|Park]]>><<set $eventskip to 1>><</link>>
<br><<effects>>
<<if $masturbationstart is 1>>
<<set $masturbationstart to 0>>
<<set $masturbationstat += 1>>
<<masturbationstart>>
<<set $timer to $rng>>
<</if>>
<<masturbationeffects>>
<<masturbationactions>>
<<if $corruptionMasturbation>>
<span class="red">The slime in your ear will not allow you to stop.</span>
<</if>>
<div id="masturbationButtons">
<<if $timer lte 0>>
<div id="next"><<link [[Continue|Nude Cat]]>><<set $finish to 1>><</link>><<nexttext>></div>
<<else>>
<div id="next"><<link [[Continue|$passage]]>><</link>><<nexttext>></div>
<</if>>
<<masturbationStopControls>>
</div>
<br><br><br><br><br><<effects>>
You lie back on the grass, panting.
<br><br>
<<endmasturbation>>
<<endcombat>>
<br><br>
<<link [[Next|Nude Bask]]>><</link>>
<br><<effects>>
<<if $masturbationstart is 1>>
/* clear soap prop and any reequipped handheld items */
<<handheldon>><<handheldstrip>>
<<set $masturbationstart to 0>>
<<set $masturbationstat += 1>>
<<masturbationstart>>
<</if>>
<<masturbationeffects>>
<<masturbationactions>>
<<masturbationControls>><<effects>>
Doing this here means you can wash away the evidence.<<wash>>
<br><br>
<<endmasturbation>>
<<endcombat>>
<<handheldstrip>>
<<wash>>You climb from the bath.
<br><br>
<<link [[Next|Bath Finish]]>><</link>>
<br><<effects>><<set _enableSexToys to true>>
<<if $masturbationstart is 1>>
<<set $masturbationstart to 0>>
<<set $masturbationstat += 1>>
<<masturbationstart>>
You feel safer doing this here than at the orphanage. Bailey isn't going to be barging the door down.
<br><br>
<</if>>
<<masturbationeffects>>
<<masturbationactions>>
<<masturbationControls>><<effects>>
<<if playerChastity()>>
You try to keep the noise down as you are afraid of being caught.
<br><br>
<</if>>
<<endmasturbation>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Men's Toilets]]>><</link>>
<br><<effects>><<set _enableSexToys to true>>
<<if $masturbationstart is 1>>
<<set $masturbationstart to 0>>
<<set $masturbationstat += 1>>
<<masturbationstart>>
You feel safer doing this here than at the orphanage. Bailey isn't going to be barging the door down.
<br><br>
<</if>>
<<masturbationeffects>>
<<masturbationactions>>
<<masturbationControls>><<effects>>
<<if playerChastity()>>
You try to keep the noise down as you are afraid of being caught.
<br><br>
<</if>>
<<endmasturbation>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Women's Toilets]]>><</link>>
<br><<effects>><<set _enableSexToys to true>>
<<if $masturbationstart is 1>>
<<set $masturbationstart to 0>>
<<set $masturbationstat += 1>>
<<masturbationstart>>
You wonder what the other students would think of you if you were caught.
<br><br>
<</if>>
<<masturbationeffects>>
<<masturbationactions>>
<<masturbationControls>><<effects>>
You listen out in case anyone snuck in while you were distracted. You don't hear anything.
<br><br>
<<endmasturbation>>
<<clotheson>>
<<endcombat>>
<<link [[Next|School Boy's Toilets]]>><</link>>
<br><<effects>><<set _enableSexToys to true>>
<<if $masturbationstart is 1>>
<<set $masturbationstart to 0>>
<<set $masturbationstat += 1>>
<<masturbationstart>>
You wonder what the other students would think of you if you were caught.
<br><br>
<</if>>
<<masturbationeffects>>
<<masturbationactions>>
<<masturbationControls>><<effects>>
You listen out in case anyone snuck in while you were distracted. You don't hear anything.
<br><br>
<<endmasturbation>>
<<clotheson>>
<<endcombat>>
<<link [[Next|School Girl's Toilets]]>><</link>>
<br><<effects>><<set _enableSexToys to true>>
<<if $masturbationstart is 1>>
<<set $masturbationstart to 0>>
<<set $masturbationstat += 1>>
<<masturbationstart>>
You lie back and allow your hands to wander.
<br><br>
<</if>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if (!$edenpush and $danger gte (9900 - $allure) and (between(Time.hour, 6, 11) or Time.hour gt 14)) or $edenpush is 2>>
<<if $edenpush is 2>><<unset $edenpush>><</if>>
<<npc Eden>><<person1>>Out of nowhere, you feel your hands being grabbed by someone else's.
<br><br>
<<if C.npc.Eden.dom gte 75>>
"Let me," Eden says, as <<he>> guides your arms out of the way and
<<if $player.penisExist>>
grabs your <<penis>> in <<his>> hand.
<<elseif $player.vaginaExist>>
rubs <<his>> fingers over your <<clit>>.
<</if>>
<<else>>
"Let me," Eden says, as <<he>> guides your arms out of the way and slides <<his>> hand up your thigh.
<</if>>
<br><br>
<<link [[Push away|Clearing Spring Masturbation Push]]>><<npcincr Eden love -1>><<npcincr Eden dom -1>><</link>>
<br>
<<link [[Lean into Eden|Clearing Spring Masturbation Pre Sex]]>><<npcincr Eden love 1>><<npcincr Eden dom 1>><</link>><<promiscuous1>>
<br>
<<else>>
<<masturbationeffects>>
<<masturbationactions>>
<<masturbationControls "edenPush">>
<</if>><<effects>>
<<set $edenpush to 1>>
<<npc Eden>><<person1>> You gently push Eden away from you. <<He>> raises <<his>> eyebrows and shoots you an incredulous look, before shrugging and walking away from the spring.
<<masturbationControls undefined "Clearing Spring Masturbation">><<effects>>
<<endmasturbation>>
<br>
<<npc Eden>><<person1>> You gently pull Eden closer to you. <<He>> shoots you a surprised yet lustful look as <<he>> matches your movements. <<promiscuity1>>
<<link [[Next|Clearing Spring Masturbation Sex]]>><<set $sexstart to 1>><</link>><<effects>>
The gentle waters caress you as you open your eyes.
<br><br>
<<endmasturbation>>
<<clotheson>>
<<endcombat>>
<<ind>><<link [[Stay in the spring (0:30)|Clearing Spring]]>><<endevent>><<pass 30>><<stress -6>><<set $phase to 1>><</link>><<lstress>>
<br>
<<getouticon>><<link [[Get out|Eden Clearing]]>><<clotheson>><</link>><<effects>>
<<if $masturbationstart is 1>>
<<set $masturbationstart to 0>>
<<set $masturbationstat += 1>>
You want to touch yourself, here in the middle of your maths lesson. You look around. Everyone's distracted.
<<if $whitneymaths is "seat">>
Only Whitney would notice.<<exhibitionism5>>
<<else>>
No one would notice.<<exhibitionism4>>
<</if>>
<<masturbationstart>>
<<set $timer to 20>>
<<set $mouth to "disabled">>
<</if>>
<<if $whitneymaths is "seat">>
You fondle yourself. Whitney watches with a smirk, interested in seeing how far you go.<<npcincr Whitney lust 1>><<glust>>
<<else>>
You fondle yourself. The other students are so near, they could so easily see what you're doing.
<</if>>
<<garousal>><<arousal 100 "genitals">>
<br>
<<masturbationeffects>>
<<masturbationactions>>
<<masturbationControls `"timer|arousal100" + ($whitneymaths is "seat" ? "|whitneySeat" : "")`>><<set $outside to 0>><<set $location to "school">><<effects>>
<<if $timer lte 0 and $orgasmdown gte 1>>
<<npc River>><<person1>>You hear River marching towards you mid-climax! You try to rearrange your clothing and sit upright, but you can't stop the spasms. When <<he>> realises what you're doing, <<his>> eyes widen and face drains of colour. "You... D-Deten..." <<His>> eyes roll backwards and <<he>> crumples into a heap.
<<ggdelinquency>><<detention 6>>
<br><br>
<<endmasturbation>>
<<endcombat>>
<<if $whitneymaths is "seat">>
<<npc Whitney>><<person1>>
"Fucking nice," Whitney says, grabbing your arm and pushing you over the desk. Unsure what just happened, the rest of the class watch as Whitney climbs on top of you.
<br><br>
<<link [[Next|Maths Whitney Sex]]>><<set $sexstart to 1>><</link>>
<br>
<<else>>
<<if hasSexStat("promiscuity", 5)>>
<<link [[Goad the class into a gang bang|Maths Lesson Gang Bang]]>><<endevent>><<set $sexstart to 1>><</link>><<promiscuous5>>
<br>
<</if>>
<<link [[Feign innocence|Maths Lesson Feign]]>><<clotheson>><<endevent>><</link>>
<br>
<</if>>
<<else>>
<<if $timer lte 0>>
You hear River marching towards you! You quickly rearrange your clothing and sit upright. River stops beside you. "You're looking rather flushed," the teacher says. "You should see the nurse after class." You exhale as River walks away.
<<else>>
Not wanting to risk it further, you rearrange your clothing and sit upright. You don't think anyone noticed.
<</if>>
<<if $whitneymaths is "seat">>
<br><br>
"Don't worry," Whitney grins. "Your secret's safe with me, <<slut>>."
<</if>>
<br><br>
<<endmasturbation>>
<<clotheson>>
<<endcombat>>
<<towelup>>
Touching yourself in front of so many unaware people feels fantastic. It takes a while for your racing heart and flushed face to return to normal.
<br><br>
<<advancelesson>>
<<if $phase is 1>>
<<lessonEnd "mathsClassroom">>
<<else>>
<<lessonEvents "maths">>
<</if>>
<</if>><<effects>>
<<if $masturbationstart is 1>>
<<set $masturbationstart to 0>>
<<set $masturbationstat += 1>>
You want to touch yourself, here in the middle of your science lesson. You look around. Everyone's distracted. No one would notice.
<<exhibitionism4>>
<<masturbationstart>>
<<set $timer to 20>>
<<set $mouth to "disabled">>
<</if>>
You fondle yourself. The other students are so near, they could so easily see what you're doing.
<<garousal>><<arousal 100 "genitals">>
<br>
<<masturbationeffects>>
<<masturbationactions>>
<<masturbationControls "timer|arousal100">><<set $outside to 0>><<set $location to "school">><<effects>>
<<if $timer lte 0 and $orgasmdown gte 1>>
A loud bang sounds right behind you, mid-climax. Someone mixed something they shouldn't have, and it's drawing attention your way. You try to rearrange your clothing and act natural, but you can't stop the spasms. You find yourself the centre of attention, with everyone wondering what's wrong with you.
<br><br>
<<npc Sirris>><<person1>>Sirris rushes over to you, completely unaware of what you were doing. <<He>> looks at the <<generates2>><<person2>><<person>> behind you. "What were you mixing? Did you get any on <<phim>> or anything?" <<person1>><<he>> says. "Answer me!"
<br><br>
<<person2>>The <<person>> stares at Sirris, mouth agape. <<person1>>"Everyone, listen," the teacher says. "Your classmate may have something dangerous on <<phim>>. You, get the hose ready. Quick! I'm going to strip <<phim>>, then we need to wash <<phim>> down before the chemicals do any more damage!"
<br><br>
You try to protest, but the thought of being stripped renews your orgasm, sending you into another twitching fit. Sirris tugs your $worn.upper.name, pulling it up your chest and off your body. The class watches, astounded by the spectacle. Some are clearly eyeing up your <<breasts>>.
<br><br>
Sirris goes for your $worn.lower.name next, revealing your <<undies>> to the whole room.
<<if $worn.under_lower.type.includes("naked")>>
The class gasp as you're exposed in front of them.
<<else>>
<<He>> doesn't waste time and tugs your $worn.under_lower.name down your thighs. The class gasp as your <<genitals_are>> exposed to them.
<</if>>
<<if playerChastity()>>
<<He>> looks at your $worn.genitals.name in bewilderment. "What is this?" <<He>> tugs. "It won't come off. There's no time, we'll make do." <<He>> shakes <<his>> head.
<</if>>
<<upperruined>><<lowerruined>><<underruined>><<exposure>>
<<covered>>
<br><br>
"Done. Now the hose. Everyone stand back." <<He>> blasts you with cold water, knocking you off your seat. "I said stand back!" <<He>> continues to hose you down as the class watches, those at the back craning their necks to see.
<br><br>
<<wash>>
"Turn off the hose please," <<he>> says at last. The hose ceases its discharge and Sirris kneels beside you. <<He>> covers you with towels. "How are you feeling?" You can't find the words.
<<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<gpain>><<pain 5>>
<br><br>
<<link [[Next|Science Lesson Masturbate Hose]]>><</link>>
<br>
<<else>>
<<if $timer lte 0>>
A loud bang sounds right behind you. Someone mixed something they shouldn't have, and it's drawing attention your way. You quickly rearrange your clothing and hope your flushed and dishevelled look is put down to shock.
<<else>>
Not wanting to risk it further, you rearrange your clothing and sit upright. You don't think anyone noticed.
<</if>>
<br><br>
<<endmasturbation>>
<<clotheson>>
<<endcombat>>
<<towelup>>
Touching yourself in front of so many unaware people feels fantastic. It takes a while for your racing heart and flushed face to return to normal.
<br><br>
<<advancelesson>>
<<if $phase is 1>>
<<lessonEnd "scienceClassroom">>
<<else>>
<<lessonEvents "science">>
<</if>>
<</if>><<effects>>
<<if $masturbationstart is 1>>
<<set $masturbationstart to 0>>
<<set $masturbationstat += 1>>
<<if $kylarenglishstate is "active">>
You want to touch yourself, here in the middle of your English lesson. You look around. Everyone's distracted. No one would notice. Except Kylar.
<<exhibitionism5>>
<<else>>
You want to touch yourself, here in the middle of your English lesson. You look around. Everyone's distracted. No one would notice.
<<exhibitionism4>>
<</if>>
<br><br>
<<masturbationstart>>
<<set $timer to 20>>
<<set $mouth to "disabled">>
<</if>>
<<if $kylarenglishstate is "active">>
You fondle yourself. The other students are so near, they could so easily see what you're doing. Kylar watches, completely enthralled.
<<garousal>><<arousal 100 "genitals">>
<<else>>
You fondle yourself. The other students are so near, they could so easily see what you're doing.
<<garousal>><<arousal 100 "genitals">>
<</if>>
<br>
<<masturbationeffects>>
<<masturbationactions>>
<<if $orgasmdown gte 1 and $kylarenglishstate is "active">>
Kylar watches your climax with awe.
<<glust>><<npcincr Kylar lust 5>>
<br><br>
<</if>>
<<masturbationControls `"timer|arousal100" + ($kylarenglishstate is "active" ? "|kylarSeat" : "")`>><<set $outside to 0>>
<<set $location to "school">>
<<effects>>
<<if $kylarenglishstate is "active" and $worn.under_lower.exposed gte 1 and $worn.lower.exposed gte 2 and !playerChastity("hidden")>>
<<set $genderknown.pushUnique("Kylar")>>
<</if>>
<<if $timer lte 0 and $orgasmdown gte 1>>
<!-- time ran out and successfully came -->
<<if $kylarenglishstate is "active">>
<<npc Kylar>><<generates2>><<person2>>A <<person>> leans over your desk to chat across the room. You try to stop touching yourself, but you can't control your spasms. <<He>> sees what you're doing. <<His>> mouth gapes for a moment, then <<he>> smiles. "Wow, you're a real pervert," <<he>> whispers. "I should let everyone know. Unless-" <<He>> shunts <<his>> desk closer to yours. "Unless you-"
<br><br>
<<Hes>> interrupted. Kylar lunges over your desk and drags <<him>> to the ground. <<person1>><<He>> straddles the <<person2>><<person>>, with one hand around <<his>> throat and the other clutching a knife. Someone screams.
"<<pShes>> mine," Kylar says, moving the knife closer to the <<persons>> face. "Mine."
<br><br>
Doren leaps over the table and grabs Kylar by the waist and wrist, hauling <<person1>><<him>> off the <<person2>><<person>>. <<person1>><<He>> is pulled backwards towards the exit. <<person1>><<He>> doesn't struggle.
<br><br>
The <<person2>><<person>> whimpers on the floor. <<His>> friends form a protective ring and shoot you evil looks. The rest of the class whisper amongst themselves until Doren's return. Kylar isn't with <<endevent>><<npc Doren>><<person1>><<him>>.
<br><br>
<<set $kylarenglishstate to "absent">>
<<clotheson>>
<<endmasturbation>>
<<endcombat>>
<<link [[Next|English Lesson Daydream]]>><</link>>
<br>
<<else>>
<!-- kylar is not in class -->
<<generates1>><<person1>>A <<person>> leans over your desk to chat across the room. You try to stop touching yourself, but you can't control your spasms. <<He>> sees what you're doing. <<His>> mouth gapes for a moment, then <<he>> smiles. "Wow, you're a real pervert," <<he>> whispers. "I should let everyone know. Unless-" <<He>> shunts <<his>> desk closer to yours. "Unless you wanna be nice to me." <<He>> grabs your wrist and places your hand on <<his>> crotch.
<br><br>
<<link [[Rub|English Rub]]>><<trauma 6>><<stress 6>><<sub 1>><</link>><<gtrauma>><<gstress>>
<br>
<<if hasSexStat("promiscuity", 4)>>
<<link [[Punish|English Punish]]>><<def 1>><</link>><<promiscuous4>>
<br>
<</if>>
<<link [[Refuse|English Rub Refuse]]>><<trauma 6>><<stress 6>><<detention 3>><<status -10>><</link>><<lcool>><<gdelinquency>><<gtrauma>><<gstress>>
<br>
<</if>>
<<else>>
<!-- didn't come or didn't ran out of time -->
<<if $timer lte 0>>
Another student leans over your desk and starts chatting across the room. You cover yourself and look away. You hope no one noticed.
<<if $kylarenglishstate is "active">>
"Y-you're so lewd," Kylar gulps. "And brave."
<</if>>
<<else>>
<<if $kylarenglishstate is "active">>
Not wanting to risk it further, you rearrange your clothing and sit upright. "Y-you're so lewd," Kylar gulps. "And brave."
<<else>>
Not wanting to risk it further, you rearrange your clothing and sit upright. You don't think anyone noticed.
<</if>>
<</if>>
<<endmasturbation>>
<<clotheson>>
<<endcombat>>
<<towelup>>
<br><br>
Touching yourself in front of so many unaware people feels fantastic. It takes a while for your racing heart and flushed face to return to normal.
<br><br>
<<advancelesson>>
<<if $phase is 1>>
<<lessonEnd "englishClassroom">>
<<else>>
<<lessonEvents "english">>
<</if>>
<</if>><<effects>>
<<set $robin.stopmastur to 1>>
You fondle yourself. Robin glances at you, then swats your hands away from your body. "You can't do that here," <<nnpc_he Robin>> says, <<nnpc_his Robin>> voice stern. "Only in private." <<nnpc_He Robin>> looks back to the front of the class.
<br><br>
<<nnpc_He Robin>> attracted too much attention. You won't be able to get away with it now.
<br><br>
<<link [[Next|History Lesson Daydream]]>><</link>>
<br><<effects>>
<<if $masturbationstart is 1>>
<<set $masturbationstart to 0>>
<<set $masturbationstat += 1>>
You want to touch yourself, here in the middle of your history lesson. You look around. Everyone's distracted. No one would notice.
<<if $robinhistory is "seat">>
Except for Robin.
<<exhibitionism5>>
<<else>>
<<exhibitionism4>>
<</if>>
<br><br>
<<masturbationstart>>
<<set $timer to 20>>
<<set $mouth to "disabled">>
<</if>>
You continue to fondle yourself.
<<if $robinhistory is "seat">>
<<if $timer is 20>>
Robin glances at you, and blushes as <<nnpc_he Robin>> realises what you're up to. "You can't do that here!" <<nnpc_he Robin>> says.
<br><br>
"Eyes up front," Winter interjects. Robin jolts upright, startled.
<<elseif $rng gte 67>>
Robin keeps a close eye on Winter.
<<elseif $rng gte 33>>
<<if $robinromance is 1>>
Robin can't keep <<nnpc_his Robin>> eyes away.
<<else>>
Robin tries to keep <<nnpc_his Robin>> gaze away from you, but does a poor job.
<</if>>
<<else>>
Robin blushes beside you.
<</if>>
<<if $orgasmdown gte 1>>
<<glust>><<npcincr Robin lust 1>>
<</if>>
<</if>>
<br><br>
The other students are so near, they could so easily see what you're doing.
<<garousal>><<arousal 100 "genitals">>
<br>
<<masturbationeffects>>
<<masturbationactions>>
<<masturbationControls `"timer|arousal100" + ($robinhistory is "seat" ? "|robinSeat" : "")`>><<set $outside to 0>><<set $location to "school">><<effects>>
<<if $timer lte 0 and $orgasmdown gte 1>>
<<npc Winter>><<person1>>Winter decides to stand by your desk while lecturing, right in the middle of your orgasm. <<He>> stands with <<his>> back to you. You don't think anyone noticed.
<br><br>
<<endmasturbation>>
<<clotheson>>
<<endcombat>>
<<if !playerBellyVisible()>>
<<npc Winter>><<person1>>As your orgasm subsides, Winter turns to you and leans in close. "So you like touching yourself," <<he>> whispers. "I know just what to do with dirty <<girls>> like you. Come with me."
<br><br>
<<He>> stands upright. "Turn to page 117 please," <<he>> announces to the class. "I shan't be long." You follow <<him>> from the classroom, and into a storage room. It contains various antiques and props that you recognise from <<his>> lessons. <<He>> reaches into a wooden box and produces a metal chastity <<if $player.penisExist>>cage<<else>>belt<</if>>.
<br><br>
"Strip," <<he>> commands. <<He>> blows dust off the device. "You clearly can't control yourself. This is for your own good."
<br><br>
<<link [[Strip|History Masturbate Strip]]>><<sub 1>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>
<br>
<<link [[Refuse|History Masturbate Refuse]]>><<def 1>><<detention 3>><</link>><<gdelinquency>>
<br>
<<else>>
<<npc Winter>><<person1>>As your orgasm subsides, Winter turns to you and leans in close. "I understand that being with child can cause some hormonal issues," <<he>> says, glancing at your <<bellyDescription "pc">>. "Even so, please try to keep those things to a minimum. It's inappropriate." <<He>> turns away and leaves you to recover.
<br><br>
<<advancelesson>>
<<endevent>>
<<if $phase is 1>>
<<lessonEnd "historyClassroom">>
<<else>>
<<lessonEvents "history">>
<</if>>
<</if>>
<<else>>
<<if $timer lte 0>>
Winter decides to stand by your desk while lecturing. You almost decide to continue and hope no one is paying attention, but you think better of it.
<<else>>
Not wanting to risk it further, you rearrange your clothing and sit upright. You don't think anyone noticed.
<</if>>
<<if $robinhistory is "seat">>
Robin looks relieved.
<</if>>
<br><br>
<<endmasturbation>>
<<clotheson>>
<<endcombat>>
<<towelup>>
Touching yourself in front of so many unaware people feels fantastic. It takes a while for your racing heart and flushed face to return to normal.
<br><br>
<<advancelesson>>
<<if $phase is 1>>
<<lessonEnd "historyClassroom">>
<<else>>
<<lessonEvents "history">>
<</if>>
<</if>><<effects>>
<<if $masturbationstart is 1>>
<<set $masturbationstart to 0>>
<<set $masturbationstat += 1>>
You want to touch yourself, here in the middle of the pool. You look around. Everyone's distracted. No one would notice what you're up to beneath the water.
<<exhibitionism4>>
<<masturbationstart>>
<<set $timer to 20>>
<<set $mouth to "disabled">>
<</if>>
You fondle yourself. The other students are so near, they could so easily see what you're doing.
<<garousal>><<arousal 100 "genitals">>
<br>
<<masturbationeffects>>
<<masturbationactions>>
<<masturbationControls "timer|arousal100">><<set $outside to 0>><<set $location to "pool">><<effects>>
<<if $timer lte 0 and $orgasmdown gte 1>>
<<npc Mason>><<person1>>Mason asks the class to line up at one side of the pool. You're still shaking from your climax and struggle to keep up.
<<clotheson>>
Mason spots you shivering in the water. <<He>> dives in and shoots towards you, scooping you into <<his>> arms and onto the side of the pool. <<He>> clambers up after you and leans close. "Are you alright?" <<he>> asks.
<br><br>
<<link [[Nod|Swimming Masturbate Nod]]>><</link>>
<br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Kiss|Swimming Masturbate Kiss]]>><<status 1>><<detention 2>><</link>><<promiscuous2>><<gdelinquency>><<gcool>>
<br>
<</if>>
<<else>>
<<if $timer lte 0>>
Mason asks the class to line up at one side of the pool. You won't continue to get away with it while packed so close to the other students.
<<else>>
Not wanting to risk it further, you stop. You don't think anyone noticed.
<</if>>
<br><br>
<<endmasturbation>>
<<clotheson>>
<<endcombat>>
Touching yourself in front of so many unaware people feels fantastic. It takes a while for your racing heart and flushed face to return to normal.
<br><br>
<<water>>
<<advancelesson>>
<<if $phase is 1>>
<<set $phase to 0>>
The bell rings, signifying the end of the lesson. You leave the classroom.
<br><br>
<<if $exposed lte 0>>
<<maleicon>><<link [[Boys' changing room|School Boy Changing Room]]>><</link>>
<br>
<<femaleicon>><<link [[Girls' changing room|School Girl Changing Room]]>><</link>>
<br><br>
<<elseif $exposed gte 1>>
<<maleicon>><<link [[Grab some towels and enter the boys' changing room|School Boy Changing Room]]>><<towelupm>><</link>>
<br>
<<femaleicon>><<link [[Grab some towels and enter the girls' changing room|School Girl Changing Room]]>><<towelup>><</link>>
<br><br>
<</if>>
<<else>>
<<if $exposed gte 1>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (8900 - ($allure / 2))>>
<<eventsswimming>>
<<else>>
<<eventsswimmingsafe>>
<</if>>
<<elseif $exposed lte 0>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (8900 - ($allure / 10))>>
<<eventsswimming>>
<<else>>
<<eventsswimmingsafe>>
<</if>>
<</if>>
<</if>>
<</if>><<set $outside to 0>><<set $location to "school">><<effects>>
"I'll have to dispose of your clothes," Sirris says. "You'll need to see the head after class for some spares." <<He>> helps you to your seat, making sure the towels remain covering you.
<br><br>
Sirris sends the <<person2>><<person>> to the headteacher, and the class commences. You shiver.
<br><br>
<<towelup>>
<<endcombat>>
<<advancelesson>>
<<if $phase is 1>>
<<lessonEnd "scienceClassroom">>
<<else>>
<<lessonEvents "science">>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<generates1>><<generates2>><<generates3>><<generates4>><<generates5>><<generates6>><<maninit>>
<<set $enemytrust += 100>>
Still flushed from your play, you sprawl yourself across your desk. You fix a <<person1>><<person>> with your gaze, knowing <<hes>> more curious than most. "The teacher is gone, we should make the most of it. Why don't you come over here," you say. "I need someone to scratch my itch."
<br><br>
<<He>> walks over to you, you take <<his>> hand and place it on your <<breasts>>. <<Hes>> hesitant at first, but soon becomes more bold. You invite others to join, and soon a ring has formed around you. Other students remain seated, more embarrassed than aroused by your behaviour.<<famesex 30>><<promiscuity5>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<audience>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Maths Lesson Gang Bang Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Maths Lesson Gang Bang]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $finish is 1>>
The crowd backs away from you as you sit back up. You wonder if they might start doing things to each other, but they don't seem comfortable with the idea.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
The other students lie around your desk in a satisfied pile.
<br><br>
<<clotheson>>
<<endcombat>>
<<elseif $enemyhealth lte 0>>
You knock the students away from you. They get the hint, and cease pestering you.
<br><br>
<<clotheson>>
<<endcombat>>
<</if>>
<<npc River>><<person1>>
River soon comes to and looks around with bleary eyes. <<He>> fixes you with a gaze, but doesn't say anything. <<He>> climbs to <<his>> feet and continues the lesson as if nothing happened.
<br><br>
<<link [[Next|Maths Lesson Daydream]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "school">><<effects>>
<<if $pronoun is "m">>You unzip <<his>> fly<<else>>You lift up <<his>> skirt<</if>> and rub <<his>> <<if $NPCList[0].penis isnot "none">>penis<<else>>pussy<</if>>. <<He>> leans forward and faces <<his>> desk to conceal <<his>> reaction. <<He>> doesn't last long, and cums on your fingers before anyone notices.
<br><br>
You pull your hand away. "S-see," <<he>> gasps. "That wasn't so bad, was it? Don't worry pervert, your secret's safe with me."
<br><br>
<<clotheson>>
<<endmasturbation>>
<<endcombat>>
<<link [[Next|English Lesson Daydream]]>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<effects>>
<<if $pronoun is "m">>You unzip <<his>> fly<<else>>You lift up <<his>> skirt<</if>> and rub <<his>> <<if $NPCList[0].penis isnot "none">>penis<<else>>pussy<</if>>. <<He>> leans forward and faces <<his>> desk to conceal <<his>> reaction. <<He>> doesn't last long, and cums on your fingers before anyone notices.
<br><br>
"S-see," <<he>> gasps. "That wasn't so bad, was it? Don't worry pervert, your secret's safe with me."
<br><br>
<<He>> tries to pull <<his>> desk and chair away, but you grab <<his>> <<if $NPCList[0].penis isnot "none">>penis<<else>>pussy<</if>> and stop <<him>>. You lean closer, "I'm not done yet," you coo into <<his>> ear. You recommence rubbing.
<br><br>
<<He>> lasts a bit longer this time, but still cums pretty quickly. You keep teasing <<him>> through <<his>> orgasm, making <<him>> squirm. "Careful," you whisper. "You don't want people to see you like this, right?"
<br><br>
After a minute <<he>> cums again. "That was the third time," you say as <<he>> stops shaking. "Right in the middle of the classroom. Who's the pervert now?"
<br><br>
"P-please," <<he>> whimpers. "No more."
<br><br>
Doren is getting close, so you pull away. The <<person>> shunts <<his>> chair far away from you. You think <<he>> learned <<his>> lesson.
<<promiscuity4>>
<<clotheson>>
<<endmasturbation>>
<<endcombat>>
<<link [[Next|English Lesson Daydream]]>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<effects>>
"Suit yourself," <<he>> says. "Hey everyone." <<He>> lifts your arm into the air as heads turn to look. "I caught this perv masturbating."
<br><br>
You try to protest, but your flushed face gives the truth away. <<if $exposed gte 1>>Not to mention your dishevelled clothing.<</if>> You wrench your arm away from the <<person>> as the class bursts into laughter.
<br><br>
<<fameexhibitionism 30>>
<<clotheson>>
<<endmasturbation>>
<<endcombat>>
<<npc Doren>><<person1>>Doren makes <<his>> way over and stands beside your desk. "I can't ignore this I'm afraid. Leighton will want to see you in detention." <<He>> looks concerned.
<br><br>
<<link [[Nod|English Lesson Daydream]]>><<endevent>><</link>>
<br>
<<link [[Stare down in shame|English Events Masturbation Stare]]>><<trauma 6>><<stress 6>><<status -10>><<npcincr Doren love 1>><</link>><<gtrauma>><<gstress>><<lcool>>
<br><<set $outside to 0>><<set $location to "school">><<effects>>
Doren looks around the classroom. "Be quiet!" <<he>> bellows. The class falls silent.
<br><br>
<<if $dorenhonest isnot 1>>
<<person1>>Doren looks back at you. "I'd like to speak to you outside. Come on." You follow <<him>> from the classroom, keeping your head bowed and knowing everyone must be staring at you.
<br><br>
<<He>> shuts the door behind you and speaks in an uncharacteristically quiet tone. "Is everything alright <<lass>>, or is there something you want to tell me about?"
<br><br>
<<link [[Be honest|English Events Honest]]>><<npcincr Doren love 1>><<stress 6>><<trauma -6>><</link>><<gstress>><<ltrauma>>
<br>
<<link [[Say you're fine|English Events Masturbation Fine]]>><</link>>
<br>
<<else>>
<<endevent>>
<<link [[Next|English Lesson Daydream]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "school">><<effects>>
You put on a brave face and tell <<him>> you're fine. "Okay. If you say so," <<he>> says. "Now let's get back to class before they break a window."
<br><br>
<<endevent>>
<<link [[Next|English Lesson Daydream]]>><</link>>
<br><<set $outside to 0>><<set $location to "school">><<effects>>
<<if $player.penisExist and $worn.genitals.name is "chastity cage" and $worn.genitals.origin is "Winter">>
<<if $worn.under_lower.type.includes("naked")>>
You <<nervously>> remove your $worn.lower.name while trying to keep your <<genitals>> concealed from the teacher. "I'll overlook your lack of underwear, this time," <<he>> says.
<<else>>
You <<nervously>> remove your $worn.lower.name and $worn.under_lower.name while trying to keep your <<genitals>> concealed from the teacher.
<<underlowerstrip>>
<</if>>
<<if playerBellySize() lte 7>>
As Winter moves your hands <<his>> eyes widen. "Oh," <<he>> says. "You're already locked up, and it wasn't enough?" <<He>> thinks for a moment. "I found the key to the chastity cage you're wearing, let's take this a step further." <<He>> pulls a key from <<his>> pocket and unlocks the cage from around your penis.
<<set $worn.genitals.type.push("broken")>>
<<genitalsruined>>
<<if $vaginalchastityparasite isnot 0>>
<span class="pink">With the chastity belt gone, the $vaginalchastityparasite fall out of your vagina.</span>
<<set $vaginalchastityparasite to 0>>
<</if>>
<<if $penilechastityparasite isnot 0>>
<span class="pink">With the chastity belt gone, the $penilechastityparasite fall off of your penis.</span>
<<set $penilechastityparasite to 0>>
<</if>>
<br><br>
<<genitalswear 1>>
<<set $worn.genitals.origin to "Winter">>
<<He>> wraps the belt around your waist. The lock shuts with a loud click. "There," <<he>> says. "No more temptation for you, I wouldn't let others see it if I were you."
<br><br>
<<if $speech_attitude is "meek">>
"Will you let me out?" you ask.
<<elseif $speech_attitude is "bratty">>
"This is humiliating," you say. "Where's the key?"
<<else>>
"When will you let me out?" you ask.
<</if>>
<br><br>
<<He>> shrugs. "The key to the belt is long lost. Hopefully by the time you get out you'll have developed some self control." <<He>> stands up. "Now let's get back to class."
<br><br>
<<else>>
"I understand that being with child can cause some hormonal needs," <<he>> says, glancing at your <<bellyDescription "pc">>. "Even so, please try to keep those things to a minimum. It's inappropriate." <<He>> stands up. "Now let's get back to class."
<br><br>
<</if>>
<<endevent>>
<<link [[Next|History Lesson Daydream]]>><<clotheson>><</link>>
<<elseif playerChastity()>>
<<if $worn.under_lower.type.includes("naked")>>
You <<nervously>> remove your $worn.lower.name while trying to keep your <<genitals>> concealed from the teacher. "I'll overlook your lack of underwear, this time," <<he>> says.
<<else>>
You <<nervously>> remove your $worn.lower.name and $worn.under_lower.name while trying to keep your <<genitals>> concealed from the teacher.
<<underlowerstrip>>
<</if>>
As Winter moves your hands <<his>> eyes widen. "Oh," <<he>> says. "You're already locked up, and it wasn't enough?" <<He>> thinks for a moment. "There's only one thing for it." <<He>> sits on the box and bends you over <<his>> knee.
<<lowerstrip>>
<br><br>
<<link [[Next|History Masturbate Spank]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<if $worn.under_lower.type.includes("naked")>>
You remove your $worn.lower.name while trying to keep your <<genitals>> concealed from the teacher. "I'll overlook your lack of underwear, this time," <<he>> says.
<<else>>
You remove your $worn.lower.name and $worn.under_lower.name while trying to keep your <<genitals>> concealed from the teacher.
<<underlowerstrip>>
<</if>>
<<lowerstrip>>
<<if $player.penisExist and $player.vaginaExist>>
If <<hes>> surprised by your unique genitalia, <<he>> gives no sign.
<</if>>
<<if playerBellySize() lte 7 or $player.gender isnot "f">>
<<if $player.gender is "f">>
<<genitalswear 1>>
<<else>>
<<genitalswear 2>>
<</if>>
<<set $worn.genitals.origin to "Winter">>
<<set $genderknown.pushUnique("Winter")>>
Once naked from the waist down, <<he>> wraps the <<if $player.penisExist>>cage<<else>>belt<</if>> around your waist. The lock shuts with a loud click. "There," <<he>> says. "No more temptation for you."
<br><br>
<<if $speech_attitude is "meek">>
"Will you let me out?" you ask.
<<elseif $speech_attitude is "bratty">>
"This is humiliating," you say. "Where's the key?"
<<else>>
"When will you let me out?" you ask.
<</if>>
<br><br>
<<if $player.penisExist>>
<<He>> shrugs. "Maybe, not sure where the key is though.
<<else>>
<<He>> shrugs. "The key is long lost.
<</if>>
Hopefully by the time you get out you'll have developed some self control." <<He>> stands up. "Now let's get back to class."
<br><br>
<<else>>
"I understand that being with child can cause some hormonal needs," <<he>> says, glancing at your <<bellyDescription "pc">>. "Even so, please try to keep those things to a minimum. It's inappropriate." <<He>> stands up. "Now let's get back to class."
<br><br>
<</if>>
<<endevent>>
<<link [[Next|History Lesson Daydream]]>><<clotheson>><</link>>
<</if>><<set $outside to 0>><<set $location to "school">><<effects>>
<<if $speech_attitude is "meek">>
"N-no," you say, unable to make eye contact.
<<elseif $speech_attitude is "bratty">>
"Fuck off you old pervert," you say.
<<else>>
"No," you say. "I don't want to wear it."
<</if>>
<br><br>
"I insist," <<he>> says, and lunges for you. You dodge out the way and flee the room. "We'll see how quick you are once Leighton is through with you," <<he>> shouts as you run down the corridor.
<<pass 10>>
<br><br>
<<endevent>>
<<link [[Next|Hallways]]>><</link>>
<br><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>><<npcspank>><<npcidlegenitals>>
<<set $enemyanger += 150>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or $enemyanger lte 20>>
<span id="next"><<link [[Next|History Masturbate Spank Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|History Masturbate Spank]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<set $location to "school">><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
"You're an energetic one," <<he>> pants. <<tearful>> you follow <<him>> back to class.
<br><br>
<<clothesontowel>>
<<endcombat>>
<<link [[Next|History Lesson Daydream]]>><</link>>
<br>
<<elseif $enemyhealth lte 0>>
<<He>> recoils in pain and you squirm from <<his>> grip. "You can't run from punishment forever," <<he>> shouts. <<tearful>> you run from the room and down the corridor.
<<pass 10>>
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Hallways]]>><</link>>
<br>
<<else>>
<<He>> releases you. "I hope you've learnt your lesson. Masturbation causes all sorts of health problems." <<tearful>> you follow <<him>> back to class.
<br><br>
<<clothesontowel>>
<<endcombat>>
<<link [[Next|History Lesson Daydream]]>><</link>>
<br>
<</if>><<set $outside to 0>><<set $location to "pool">><<effects>>
You nod. <<He>> still looks concerned. "If you're sure," <<he>> says. "Tell me if you start shivering like that again. It could be dangerous." <<He>> helps you back into the pool and continues the lesson.
<br><br>
<<endcombat>>
<<link [[Next|Swimming Lesson Daydream]]>><</link>>
<br><<set $outside to 0>><<set $location to "pool">><<effects>>
You plant a kiss on <<his>> lips. <<takeKissVirginity "Mason">><<He>> recoils with a mix of confusion and horror on <<his>> face. The other students laugh and cheer. <<His>> face turns red. "Okay then," <<he>> says. "Back in the pool." <<He>> avoids looking at you for the rest of the lesson.
<<promiscuity2>>
<<endcombat>>
<<link [[Next|Swimming Lesson Daydream]]>><</link>>
<br><<effects>>
<<if $masturbationstart is 1>>
<<set $masturbationstart to 0>>
<<set $masturbationstat += 1>>
You want to touch yourself, here in the middle of your housekeeping lesson. You look around. Everyone's distracted. No one would notice.<<exhibitionism4>>
<<masturbationstart>>
<<set $timer to 20>>
<<set $mouth to "disabled">>
<</if>>
You fondle yourself. The other students are so near, they could so easily see what you're doing.
<<garousal>><<arousal 100 "genitals">>
<br>
<<masturbationeffects>>
<<masturbationactions>>
<<masturbationControls "timer|arousal100">><<set $outside to 0>><<set $location to "school">><<effects>>
<<if $timer lte 0 and $orgasmdown gte 1>>
<<npc River>><<person1>>You hear River marching towards you mid-climax! You try to rearrange your clothing and sit upright, but you can't stop the spasms. With a final desperate flail, you knock over a bag of flour, covering yourself.
<br><br>
"Clumsy fool," River says, looking at your powdery body. "Go wipe yourself down. Then I want you to clean up this mess." <<Hes>> too distracted by the mess to notice the other peculiarities.
<<gdelinquency>><<detention 3>>
<br><br>
<<endmasturbation>>
<<endcombat>>
<<link [[Next|Housekeeping Lesson Masturbate Caught]]>><</link>>
<br>
<<else>>
<<if $timer lte 0>>
You hear River marching towards you! You quickly rearrange your clothing and sit upright. River stops beside you. "You're looking rather flushed," the teacher says. "You should inform me if you have any allergies." You exhale as River walks away.
<<else>>
Not wanting to risk it further, you rearrange your clothing and sit upright. You don't think anyone noticed.
<</if>>
<br><br>
<<endmasturbation>>
<<clotheson>>
<<endcombat>>
<<towelup>>
Touching yourself in front of so many unaware people feels fantastic. It takes a while for your racing heart and flushed face to return to normal.
<br><br>
<<advancelesson>>
<<if $phase is 1>>
<<lessonEnd "housekeepingClassroom">>
<<else>>
<<lessonEvents "housekeeping">>
<</if>>
<</if>><<effects>>
<<if $masturbationstart is 1>>
<<set $masturbationstart to 0>>
<<set $masturbationstat += 1>>
<<masturbationstart>>
<<set $timer to random(5, 50)>>
<</if>>
You fondle yourself. <<if $phase2 is 1>>They watch<<else>>The <<person1>><<person>> watches<</if>> with great interest.
<<garousal>><<arousal 50 "genitals">>
<br><br>
<<if $orgasmdown gte 1>>
<<set $timer -= 5>>
<<if $phase2 is 1>>They watch<<else>>The <<person1>><<person>> watches<</if>> your climax with awe. "Look at <<phim>> go!"
<</if>>
<<masturbationeffects>>
<<masturbationactions>>
<<masturbationControls "timer|arousal50">><<effects>>
<<if $timer lte 0>>
The <<person1>><<person>> steps forward. "I think <<if $phase2 is 1>>we<<else>>I<</if>>'ve seen enough. Time to get hands-on." You try to stop touching yourself, but you can't control your spasms. <<if $phase2 is 1>>They block<<else>><<He>> blocks<</if>> you in the stall.
<<saveNPC 0 toilets_1>>
<<if $phase2 is 1>>
<<set _phasetemp to 1>>
<<saveNPC 1 toilets_2>>
<</if>>
<<endmasturbation>>
<<endcombat>>
<<loadNPC 0 toilets_1>>
<<if _phasetemp is 1>>
<<set $phase2 to 1>>
<<loadNPC 1 toilets_2>>
<</if>>
<br><br>
<<link [[Next|Toilets Molestation]]>><<set $molestationstart to 1>><</link>>
<<else>>
You decide <<if $phase2 is 1>>they've<<else>><<hes>><</if>> seen enough.
<<if $orgasmcurrent is 0>>
<<saveNPC 0 toilets_1>>
<<if $phase2 is 1>>
<<set _phasetemp to 1>>
<<saveNPC 1 toilets_2>>
<</if>>
<<endmasturbation>>
<<endcombat>>
<<loadNPC 0 toilets_1>>
<<if _phasetemp is 1>>
<<set $phase2 to 1>>
<<loadNPC 1 toilets_2>>
<</if>>
"That was pretty pathetic, you didn't even finish!" <<if $phase2 is 1>>The <<person2>><<person>> nods in agreement.<</if>> "I think <<print ($phase2 is 1 ? "we" : "I")>> need to punish you for teasing us." <<if $phase2 is 1>>They step to<<else>><<person1>><<He>> steps<</if>> toward you, blocking you in the stall.
<br><br>
<<link [[Next|Toilets Molestation]]>><<set $molestationstart to 1>><</link>>
<<else>>
<<endmasturbation>>
<br>
You spread your legs wide, giving <<if $phase2 is 1>>them<<else>><<him>><</if>> a perfect view of the aftermath. <<if $phase2 is 1>>They stand<<else>><<He>> stands<</if>> stunned.
<br><br>
You stand up, and make sure to rub right up against the <<person1>><<person>> as you exit the stall. <<flaunting>> <<if $phase2 is 1>>they eye<<else>><<he>> eyes<</if>> you closely as you
<<storeon $bus "check">>
<<if _store_check is 1>>
<<storeon $bus>>
retrieve your clothes, and slowly dress in front of <<if $phase2 is 1>>them<<else>><<him>><</if>>,
<<else>>
look at yourself in the mirror, giving <<if $phase2 is 1>>one of them<<else>><<him>><</if>> a wink and
<</if>>giving your <<bottom>> a wiggle as you do so. They make no other moves towards you.
<<clotheson>>
<<endcombat>>
<<link [[Leave|Park]]>><<set $eventskip to 1>><</link>>
<br>
<</if>>
<</if>>
<!-- This passage contains contextual elements which require it to be used in conjunction with furniture.
See: [[Masturbate in bed|Home Masturbation]] --><<set $outside to 0>><<set $location to "home">><<effects>><<set _robin to statusCheck("Robin")>>
<<if $masturbationstart is 1>>
You sink into the plush mattress and let your hands roam.
<<if hasSexStat("exhibitionism", 3)>>
You wonder how thin the walls are.
<<else>>
Hopefully no one barges in.
<</if>>
<br><br>
<<set $masturbationstart to 0>>
<<set $masturbationstat += 1>>
<<masturbationstart>>
<</if>>
<<masturbationeffects>>
<<if C.npc.Robin.init is 1 and !$daily.robin.masturbation and $rng gte 91 and _robin_location is "orphanage" and _robin.lust gte 2 and _robin.love gte 50 and _robin.trauma lt 20>>
<<set $daily.robin.masturbation to true>>
<<if $robinromance and _robin.lust gte 30 and _robin.love gte 80>>
<<set $timer to 20>>
<<set $robinWatchingMasturbation to 1>>
<<set $robinWatchingMasturbationCount to ($robinWatchingMasturbationCount or 0) + 1>>
<<else>>
<<npc Robin>><<person1>>
You hear a creak, then a gasp. <span @class="$robinromance ? 'lewd' : 'red'">Robin stands in the doorway,</span>
<<if $worn.over_lower.vagina_exposed gte 1 and $worn.lower.vagina_exposed gte 1 and $worn.under_lower.vagina_exposed gte 1>>
eyes on your <<genitals>>.
<<if hasSexStat("exhibitionism", 3)>>
You don't bother covering up. <<Hes>> probably more embarrassed than you.
<<else>>
You pull the covers over your nudity, face flushed with shame.<<stress 6>><<gstress>>
<</if>>
<<arousal 500>><<npcincr Robin lust 2>><<garousal>><<glust>>
<<else>>
eyes wide in shock.
<<if hasSexStat("exhibitionism", 2)>>
You pay the interruption little mind. <<Hes>> probably more embarrassed than you.
<<else>>
You jolt upright, face flushed with shame.<<stress 6>><<gstress>>
<</if>>
<<arousal 200>><<npcincr Robin lust 1>><<garousal>><<glust>>
<</if>>
<br><br>
"I-I'm sorry!" <<he>> stutters. <<He>> closes your door in a hurry.
<br><br>
<</if>>
<</if>>
<<if $robinWatchingMasturbation and $timer gt 0>>
<span class="lewd">You feel like you're being watched.</span>
<br><br>
<</if>>
<<masturbationactions>>
<<if $robinWatchingMasturbation and $timer gt 0 and $orgasmdown is 3>><<set $robinWatchingMasturbation++>><</if>>
<<masturbationControls "robinWatching">><<effects>>
<<npcincr Robin lust `Math.clamp(($robinWatchingMasturbation or 0) * 3, 0, 15)`>>
<<if $robinWatchingMasturbation and $timer gt 0>>
As you finish, you can hear the door close. You wonder who was there? <<arousal 500>><<garousal>><<if $exhibitionism lt 55>><<stress 2>><<gstress>><</if>>
<br><br>
<<endmasturbation>>
<<endcombat>>
<br>
<<link [[Next|Bedroom]]>><<clotheson>><<endevent>><</link>>
<br><br>
<<else>>
There's not much of a thrill doing this here, but at least you feel refreshed.
<<endmasturbation>>
<<endcombat>>
<br>
<<if isLoveInterest("Kylar") and $kylar_camera is 7>>
You look at the owl plushie on your wardrobe and wink.
<br><br>
<</if>>
<<link [[Next|Bedroom]]>><<clotheson>><</link>>
<br>
<</if>>
<<unset $robinWatchingMasturbation>><<set $outside to 0>><<set $location to "alex_cottage">><<effects>><<set _enableSexToys to true>>
<<if $masturbationstart is 1>>
<<set $masturbationstart to 0>>
<<set $masturbationstat += 1>>
<<masturbationstart>>
You sink into the plush mattress and let your hands roam.
<<if $exhibitionism gte 35>>
You wonder how thin the walls are.
<<else>>
Hopefully no one barges in.
<</if>>
<br><br>
<</if>>
<<masturbationeffects>>
<<masturbationactions>>
<<masturbationControls>><<effects>>
There's not much of a thrill doing this here, but at least you feel refreshed.
<<endmasturbation>>
<<endcombat>>
<br>
<<if isLoveInterest("Kylar") and $kylar_camera is 7>>
You look at the owl plushie on your wardrobe and wink.
<br><br>
<</if>>
<<link [[Next|Farm Bedroom]]>><<clotheson>><</link>>
<br><<effects>><<set _enableSexToys to true>>
<<if $masturbationstart is 1>>
You wonder what Alex would say if <<nnpc_he "Alex">> caught you doing this.
<<set $masturbationstart to 0>>
<<set $masturbationstat += 1>>
<<masturbationstart>>
<</if>>
<<masturbationeffects>>
<<masturbationactions>>
<<masturbationControls>><<effects>>
<<if random(0,100) gte Math.clamp(108 - ($masturbationorgasm * 4),60,100) and Time.dayState isnot "night">>
<<endmasturbation>>
<<endcombat>>
<<npc Alex>><<person1>>As you get up, you notice the open door with a blushing Alex holding onto the handle.
<<if C.npc.Alex.dom gte 20>>
<<He>> hesitates, then steps forward and closes the door behind <<him>>. "You sure looked like you were having fun there, may I join in?" <<he>> says, pushing you against the wall.
<br><br>
<<if hasSexStat("promiscuity", 2)>>
<<link [[Allow|Farm Shower Masturbation Sex]]>><<set $sexstart to 1>><<npcincr Alex dom 1>><<npcincr Alex love 1>><</link>><<gdom>><<glove>>
<br>
<</if>>
<<link [[Rush past|Farm Work]]>><<clotheson>><<npcincr Alex lust 5>><<endevent>><</link>><<gglust>>
<<else>>
<<He>> hesitates, then shuts the door. You get up and wash until you're squeaky clean again.<<wash>>
<br><br>
<<link [[Next|Farm Work]]>><<clotheson>><<npcincr Alex lust 2>><<endevent>><</link>><<glust>>
<br>
<</if>>
<<else>>
<<endmasturbation>>
<<endcombat>>
You get up and wash until you're squeaky clean again.<<wash>>
<br><br>
<<link [[Next|Farm Work]]>><<clotheson>><</link>>
<</if>><<effects>><<set _enableSexToys to true>>
<<if $masturbationstart is 1 || $masturbationstart is 2>>
<<if hasSexStat("exhibitionism", 5)>>
You do nothing to stifle your voice or hide what you're doing in the hopes that someone watches you. <<if $masturbationstart is 2>><<exhibitionism4>><</if>>
<<elseif hasSexStat("exhibitionism", 4)>>
You couldn't care less who's in the room as long as they don't pay too close attention to you. <<if $masturbationstart is 2>><<exhibitionism3>><</if>>
<<elseif hasSexStat("exhibitionism", 3)>>
You're not entirely comfortable around this many people, but you're not overly concerned with them glancing your way. <<if $masturbationstart is 2>><<exhibitionism2>><</if>>
<<else>>
You try your best not to look at any of the other dancers and hide what you're doing in the hopes that no one looks your way. <<if $masturbationstart is 2>><<exhibitionism1>><</if>>
<</if>>
<<set $masturbationstart to 0>>
<<set $masturbationstat += 1>>
<<masturbationstart>>
<</if>>
<<masturbationeffects>>
<<masturbationactions>>
<<masturbationControls>><<effects>>
<<endmasturbation>>
<<endcombat>>
You pull yourself away from the wall on unsteady legs and wash until you're squeaky clean again.<<wash>>
<br><br>
<<link [[Next|Brothel Bathroom]]>><<clotheson>><</link>><<effects>><<set _enableSexToys to true>>
<<if $masturbationstart is 1>>
You can't stop yourself from thinking about all the people on the other side of the cubicle and what it would be like if they were watching you.
<<set $masturbationstart to 0>>
<<set $masturbationstat += 1>>
<<masturbationstart>>
<</if>>
<<masturbationeffects>>
<<masturbationactions>>
<<masturbationControls>><<effects>>
<<endmasturbation>>
<<endcombat>>
You pull yourself away from the wall on unsteady legs and wash until you're squeaky clean again.<<wash>>
<br><br>
<<link [[Next|Strip Club Bathroom]]>><<clotheson>><</link>><<effects>><<set _enableSexToys to true>>
<<if $masturbationstart is 1>>
<<noClothingCheck>>
You <<if !_nude>>remove your clothing and <</if>>slip into the water, the gentle warmth enveloping you. You let your hands wander.
<<set $masturbationstart to 0>>
<<set $masturbationstat += 1>>
<<masturbationstart>>
<</if>>
<<masturbationeffects>>
<<masturbationactions>>
<<masturbationControls>><<effects>>
<<endmasturbation>>
<<endcombat>>
You clean yourself up and climb out of the rainwater pool.<<wash>>
<br><br>
<<link [[Next|Bird Tower]]>><<clotheson>><</link>><<widget "endmasturbation">>
<<if $possessed>>
<<if $masturbationorgasm is 0>>
You didn't cum. You feel relieved.
<<lstress>><<stress -6>>
<</if>>
<<else>>
<<set _masturbationorgasm to Math.clamp($masturbationorgasm - $masturbationRuinedOrgasm, 0, Infinity)>>
<<if _masturbationorgasm is 0 and $masturbationRuinedOrgasm gt 0>>
<<if ($earSlime.event is "masturbate and orgasm at least five times" and $masturbationorgasm gte 5) or ($earSlime.event is "masturbate and orgasm at least ten times" and $masturbationorgasm gte 10)>>
You didn't cum, every one of them was ruined, <span class="green">but a forgiven warmth fills you.</span> You can tell it's the slime in your ear, rewarding you for having the <<number $masturbationRuinedOrgasm>> ruined orgasms.
<<pain `$masturbationRuinedOrgasm * -1`>><<trauma `$masturbationRuinedOrgasm * -1`>><<stress `$masturbationRuinedOrgasm * -2`>>
<<if $masturbationRuinedOrgasm gte 15>>
<<llpain>><<lltrauma>><<llstress>>
<<else>>
<<lpain>><<ltrauma>><<lstress>>
<</if>>
<<set $earSlime.event to "">>
<<set $earSlime.defyCooldown to 0>>
<<else>>
<span class="red">You didn't cum, every one of them was ruined by the slime in your ear.</span><<gstress>><<stress 10>>
<</if>>
<<elseif _masturbationorgasm is 0>>
<<if $purity gte 990 and playerChastity()>>
You didn't cum, but you feel guilty regardless.
<<elseif $purity gte 900>>
You didn't cum, but that's okay.
<<else>>
You didn't cum. You feel aggravated.
<<gstress>><<stress 6>>
<</if>>
<<elseif _masturbationorgasm is 1>>
You feel satisfied.
<<elseif _masturbationorgasm is 2>>
You came twice. You feel satisfied.
<<elseif _masturbationorgasm lte 4>>
You came <<number _masturbationorgasm>> times. You feel a warm glow.
<<elseif _masturbationorgasm lte 6>>
You came <<number _masturbationorgasm>> times. You pant.
<<elseif _masturbationorgasm lte 10>>
You came <<number _masturbationorgasm>> times. Your body is tired.
<<elseif _masturbationorgasm lte 15>>
You came <<number _masturbationorgasm>> times. You're quite the trooper.
<<elseif _masturbationorgasm lte 20>>
You came <<number _masturbationorgasm>> times. This is getting silly.
<<elseif _masturbationorgasm lte 30>>
You came <<number _masturbationorgasm>> times. Are you sure your body can handle it?
<<elseif _masturbationorgasm lte 50>>
You came <<number _masturbationorgasm>> times. There are other ways to cope with stress, you know.
<<elseif _masturbationorgasm lte 100>>
You came <<number _masturbationorgasm>> times. Tentacle monsters could learn a thing or two about endurance from you.
<<else>>
You came <<number _masturbationorgasm>> times. You might be trying to ascend to tentacle godhood. You might be crazy.
<</if>>
<<if _masturbationorgasm and $masturbationRuinedOrgasm>>
<br><br>
<span class="red"><<Number $masturbationRuinedOrgasm>> orgasms were ruined by the slime in your ear.</span>
<</if>>
<<if $earSlime.event is "masturbate to orgasm" and $masturbationorgasm gte 1>>
<span class="green">The slime in your ear is pleased that you completed its task of masturbating and having an orgasm.</span>
<<pain -4>><<stress -6>><<trauma -12>><<lpain>><<lltrauma>><<lstress>>
<<set $earSlime.event to "">>
<br>
<</if>>
<</if>>
<<if _masturbationorgasm gt 50>>
<<earnFeat "Producer of Lewd Fluids">>
<</if>>
<<if _masturbationorgasm gt 100 or ($masturbation_bowl is 1 and Math.floor(($masturbation_fluid / 30)) gte 15)>>
<<earnFeat "Literally Buckets">>
<</if>>
<<if $purity gte 990 and playerChastity()>>
Do other <<if $NudeGenderDC is -1>><<gender_posture>>s<<else>><<gender>>s<</if>> do this, or are you a freak?
<</if>>
<br>
<<if $masturbation_oralSkill and $oralskill lt 200>>
<<if !$masturbation_oralSkillMax>><<set $masturbation_oralSkillMax to 0>><</if>>
<<set _oralSkillUp to Math.clamp(Math.ceil($masturbation_oralSkill / 3),0,20 - $masturbation_oralSkillMax)>>
<<if $oralskill + _oralSkillUp gt 200>><<set _oralSkillUp to 200 - $oralskill>><</if>>
<<if _oralSkillUp gt 0>>
<<oralskill _oralSkillUp>>
<span class="gold">You feel more confident in your ability to give pleasure with your mouth.</span>
<br>
<</if>>
<<set $masturbation_oralSkillMax to $masturbation_oralSkillMax + _oralSkillUp>>
<</if>>
<<set $masturbation_fluid to ($masturbation_semen + $masturbation_milk + $masturbation_vaginaFluid)>>
<<if $masturbation_bowl is 1>>
<<masturbationbowlimage>>
<<if $masturbation_fluid gt $creamstat>>
<<set $creamstat to $masturbation_fluid>>
<</if>>
<<if $masturbation_fluid gt 0>>
<<set $_liquids to []>>
<<if $masturbation_milk gt 0>><<set $_liquids.push("milk")>><</if>>
<<if $masturbation_semen gt 0>><<set $_liquids.push("semen")>><</if>>
<<if $masturbation_vaginaFluid gt 0>><<set $_liquids.push("lewd fluids")>><</if>>
<span class="gold">You gathered <<print ($masturbation_fluid).toFixed(1)>> mL of <<print $_liquids.formatList({"useOxfordComma":true})>>.</span>
<<else>>
You've failed to produce any milk or other lewd fluids.
<</if>>
<br>
<<elseif $bottledMilk>>
<span class="gold">You bottled <<print ($bottledMilk).toFixed(1)>> mL of breast milk.</span>
<<if $bottledMilk gte 100>>
<<wearProp "milk bottle" 0 "baby">>
<<set $_bottles to Math.floor(parseFloat(($bottledMilk).toFixed(1)) / 100)>>
<<tending_give baby_bottle_of_breast_milk $_bottles>>
Enough to fill <<print $_bottles>> bottle<<print $_bottles gt 1 ? "s" : "">>.
<<else>>
Not enough for a full bottle.
<</if>>
<br>
<</if>>
<<if $reformChastityParasite and $worn.genitals.name is "naked" and $player.penisExist and $earSlime.focus is "pregnancy">>
<span class="purple">The chastity parasite re-forms around your penis.</span>
<<genitalswear 8>>
<<set $worn.genitals.origin to "ear slime">>
<br>
<</if>>
<<unset $reformChastityParasite>>
<<unset $masturbation_oralSkill>>
<<set $masturbating to 0>>
<<set $masturbation_bowl to 0>>
<!-- temporary variables to allow for referencing these values after this widget is run -->
<<set _masturbation_semen to $masturbation_semen>>
<<set _masturbation_milk to $masturbation_milk>>
<<set _masturbation_vaginaFluid to $masturbation_vaginaFluid>>
<<set $masturbation_semen to 0>>
<<set $masturbation_milk to 0>>
<<set $masturbation_vaginaFluid to 0>>
<<set $leftactiondefault to 0>>
<<set $rightactiondefault to 0>>
<<set $leftaction to 0>>
<<set $rightaction to 0>>
<<set $mouthactiondefault to 0>>
<<set $mouthaction to 0>>
<<set $mouth to 0>>
<<set $mouthstate to 0>>
<<set $penisuse to ($player.penisExist ? 0 : "none")>>
<<set $penisstate to ($player.penisExist ? 0 : "none")>>
<<set $vaginaactiondefault to 0>>
<<set $vaginaaction to 0>>
<<set $vaginause to ($player.vaginaExist ? 0 : "none")>>
<<set $vaginastate to ($player.vaginaExist ? 0 : "none")>>
<<set $anusactiondefault to 0>>
<<set $anusaction to 0>>
<<set $anususe to 0>>
<<set $anusstate to 0>>
<<if $leftarm isnot "bound">>
<<set $leftarm to 0>>
<</if>>
<<if $rightarm isnot "bound">>
<<set $rightarm to 0>>
<</if>>
<<unset $corruptionMasturbation>>
<<unset $corruptionMasturbationCount>>
<<unset $leftFingersSemen>>
<<unset $rightFingersSemen>>
<<set $masturbationorgasmsemen to 0>>
<<if $semenInVagina is true>>
<<recordVaginalSperm "pc" "pc" "human">>
<<fertiliseParasites "vagina">>
<<unset $semenInVagina>>
<</if>>
<<if $semenInAnus is true>>
<<recordAnusSperm "pc" "pc" "human">>
<<fertiliseParasites>>
<<unset $semenInAnus>>
<</if>>
<<fetishPregnancyImg>>
<<unset $ballsText>>
<<unset $fingersInVagina>>
<<unset $vaginaFingerLimit>>
<<unset $selfsuckDepth>>
<<unset $selfsuckLimit>>
<<unset $penisHeight>>
<<unset $canSelfSuckPenis>>
<<unset $canSelfSuckVagina>>
<<unset $currentToyLeft>>
<<unset $currentToyRight>>
<<unset $currentToyVagina>>
<<unset $currentToyAnus>>
<<unset $bottledMilk>>
<<unset $masturbationAudience>>
<<unset $masturbationAudienceReactions>>
<<unset $masturbationActions>>
<<unset $masturbationAudience>>
<<unset $masturbationAudienceMutualAllowed>>
<</widget>>
<<widget "masturbationstart">>
<<set $masturbating to 1>>
<<if $leftarm isnot "bound">>
<<set $leftarm to 0>>
<<set $leftaction to 0>>
<</if>>
<<set $leftactiondefault to "mrest">>
<<if $rightarm isnot "bound">>
<<set $rightarm to 0>>
<<set $rightaction to 0>>
<</if>>
<<set $rightactiondefault to "mrest">>
<<set $mouth to 0>>
<<set $mouthactiondefault to "mrest">>
<<set $mouthaction to 0>>
<<if $player.penisExist>>
<<set $penisuse to 0>>
<<else>>
<<set $penisuse to "none">>
<</if>>
<<if $player.vaginaExist>>
<<set $vaginause to 0>>
<<else>>
<<set $vaginause to "none">>
<</if>>
<<set $vaginaactiondefault to "mrest">>
<<set $vaginaaction to 0>>
<<set $anusactiondefault to "mrest">>
<<set $anusaction to 0>>
<<set $anususe to 0>>
<<set $masturbationorgasmsemen to 0>>
<<set $masturbation_oralSkill to 0>>
<<set $masturbation_semen to 0>>
<<set $masturbation_milk to 0>>
<<set $masturbation_vaginaFluid to 0>>
<<set $masturbationRuinedOrgasm to 0>>
<<set $masturbationAudience to 0>>
<<set $masturbationTimeStat to Time.date.timeStamp>>
<<set $fingersInVagina to 0>>
<<if $player.virginity.vaginal is true and $sexStats.vagina.pregnancy.totalBirthEvents is 0>>
<!-- if virgin, limit is 2 -->
<<set $vaginaFingerLimit to 2>>
<<else>>
<<if currentSkillValue("vaginalskill") gte 600 or $demon gte 3>> <!-- Demons are stretchy. -->
<<set $vaginaFingerLimit to 5>>
<<elseif currentSkillValue("vaginalskill") gte 200 or $demon gte 1>>
<<set $vaginaFingerLimit to 4>>
<<else>>
<<set $vaginaFingerLimit to 3>>
<</if>>
<</if>>
/* note: we're setting $ballssize here because the variable exists but isn't used anywhere else YET. when a true implementation is attempted, remove this. */
<<set $ballssize to $player.penissize>>
<<silently>>
<<ballsize>><<set $ballsText to _text_output + " ">>
<<testicles>><<set $ballsText += _text_output>>
<</silently>>
<<selfsuckchecks>>
<<if $earSlime.event.includes("get your own sperm into your") and $worn.genitals.name is "chastity parasite">>
<span class="lewd">Your <<penis>> is freed from your chastity parasite.</span>
<br><br>
<<set $worn.genitals.type.push("broken")>>
<<genitalsruined>>
<<set $reformChastityParasite to true>>
<</if>>
<<if $possessed>>
It fondles your body with your hands.
<<if $purity gte 990>>
You feel disgusting, but you're not in control.
<<elseif $purity gte 900>>
You don't want it to continue.
<<else>>
Despite your better judgement, you yearn to be touched.
<</if>>
<<elseif !playerChastity()>>
You fondle your <<genitals 1>>.
<<if $purity gte 990>>
You know you'd feel guilty if you went further, but it feels so good.
<<elseif $purity gte 900>>
Would it be so bad if you went a bit further?
<<else>>
You feel it yearn to be touched.
<</if>>
<</if>>
<<if playerHeatMinArousal() + playerRutMinArousal() gte 3000>>
<span class="red">You feel that masturbating will be unable to sate the cause of your current aroused state.</span>
<<elseif playerHeatMinArousal() + playerRutMinArousal() gte 1500>>
<span class="red">You feel that masturbating will not be enough.</span>
<<elseif playerHeatMinArousal() + playerRutMinArousal() gte 500>>
<span class="red">You feel that masturbating will not feel as good as normal.</span>
<</if>>
<br><br>
<</widget>>
<<widget "masturbationbowl">>
<<set $masturbation_fluid to ($masturbation_semen + $masturbation_milk + $masturbation_vaginaFluid)>>
<<if $masturbation_fluid gt $creamstat>>
<<set $creamstat to $masturbation_fluid>>
<</if>>
<<masturbationbowlimage>>
You've gathered <<print ($masturbation_fluid).toFixed(1)>> mL of fluid.
<</widget>>
<<widget "masturbationbowlimage">>
<<if $options.images is 1>>
<<set _masturbation_temp to Math.floor(($masturbation_fluid / 30))>>
<div id="divbowl">
<img id="map" src="img/misc/icon/masturbationbowl.png">
<<if $masturbation_fluid gte 900>>
<img id="maparrow" src="img/misc/icon/masturbationbowl30.png">
<<elseif $masturbation_fluid gte 30>>
<img id="maparrow" @src="'img/misc/icon/masturbationbowl' + _masturbation_temp + '.png'">
<</if>>
</div>
<</if>>
<</widget>>
/* these checks only determine if it could be possible. they do not check for current obstructions like clothing or hands. */
<<widget "selfsuckchecks">>
<<set $_danceSkillLimit to Math.clamp(Math.ceil((800 - currentSkillValue("danceskill"))/200) + Math.floor(playerBellySize() / 3), -1, 4)>>
<<set $_catFlexLimit to Math.clamp((6 - $cat) + Math.floor(playerBellySize() / 3), -2, 4)>>
<<set $_limit to Math.min($_danceSkillLimit, $_catFlexLimit)>>
<<if $player.penisExist>>
/* <<set setup.penisHeightLevels to ["base", "waist", "midriff", "chest"]>> */
/* the above comment is a reminder of how high the player's penis can reach. however, it's not useful in the code at the moment. */
<<if $worn.genitals.name is "chastity parasite">>
<<set $penisHeight to [0,0,0,0,0,1,2][$player.penissize + 2]>>
<<set $canSelfSuckPenis to $penisHeight gte $_limit>>
<<elseif !playerChastity("penis")>>
/* lower number means harder to reach; the player has to get their head lower down to reach it. */
<<set $penisHeight to [0,0,0,1,1,2,3][$player.penissize + 2]>>
<<set $canSelfSuckPenis to $penisHeight gte $_limit>>
<<set $selfsuckLimit to $penisHeight - Math.clamp($_limit, 0, 4)>>
<<set $selfsuckDepth to 0>>
<<else>>
<<set $canSelfSuckPenis to false>>
<</if>>
<<else>>
<<set $canSelfSuckPenis to false>>
<</if>>
<<if $player.vaginaExist and !playerChastity("vagina")>>
<<set $_pussyLimit to $worn.genitals.name is "chastity parasite" ? Math.clamp($player.penissize * -1, -3, 0) : 0>>
<<set $canSelfSuckVagina to $_pussyLimit gte $_limit>>
<<else>>
<<set $canSelfSuckVagina to false>>
<</if>>
<</widget>>
<<widget "addVaginalWetness">>
<<if _args[0] and _args[0] gt 0 and $player.vaginaExist>>
<!-- Scale the wetness change based on arousal -->
<<set $_change to _args[0] * Math.pow(($arousal+6000)/10000, 2)>>
<!-- Make it harder to build up wetness the closer you are to max wetness. -->
<<set $_wetnessPercent to Math.clamp($vaginaArousalWetness / 100, 0, 1)>>
<<set $_change to Math.floor($_change * (1 - $_wetnessPercent))>>
<!-- In summery: Having high arousal causes larger wetness gains, while being near max wetness causes lower wetness gains -->
<<set $vaginaArousalWetness += $_change>>
<<set $vaginaArousalWetness to Math.clamp($vaginaArousalWetness, 0, 100)>>
<</if>>
<</widget>>
<<widget "masturbationControls">>
<<set $_passage to _args[1] or $passage>>
<<if $corruptionMasturbation>>
<span class="red">The slime in your ear will not allow you to stop.</span>
<</if>>
<div id="masturbationButtons">
<<if _args[0] and ((_args[0].includes("timer") and $timer lte 0) or (_args[0].includes("orgasmcurrent") and $orgasmcurrent) or (_args[0].includes("corruptionMasturbation") and $corruptionMasturbationCount lte 0))>>
<div id="next"><<link [[Continue|$_passage + " Finish"]]>><</link>><<nexttext>></div>
<<if !$possessed>>
<div id="skip">
<<link [[To orgasm|$_passage + " Finish"]]>><</link>>
</div>
<</if>>
<<else>>
<div id="next"><<link [[Continue|$_passage]]>><</link>><<nexttext>></div>
<<if !$possessed>>
<div id="skip">
<<link [[To orgasm|$_passage]]>>
<<skipToOrgasm _args[0]>>
<</link>>
</div>
<</if>>
<</if>>
<<masturbationStopControls _args[1]>>
</div>
<br><br><br><br><br>
<</widget>>
/* Used in situations with custom continue controls, but standard stop controls. Usage should be similar to <<masturbationControls>> above */
<<widget "masturbationStopControls">>
<<set $_passage to _args[0] or $passage>>
<<if $corruptionMasturbation isnot true and random(0,3) gt $orgasmcurrent and $earSlime.corruption gt (currentSkillValue('willpower') / 10)>>
<div id="stop"><<link [[Stop|$_passage]]>><<set $corruptionMasturbation to true>><</link>></div>
<<elseif $corruptionMasturbation isnot true>>
<div id="stop"><<link [[Stop|$_passage + " Finish"]]>><<set $finish to 1>><</link>></div>
<<else>>
<div id="noStop">Unable to stop</div>
<</if>>
<</widget>><<set $location to "pirate_ship">><<set $outside to 0>><<effects>>
<<endcombat>><<set $options.historyControls to true>><<set $options.maxStates to 20>>
<<for _key range setup.plants>>
<<set _prop to _key.handheld>>
<<wearProp _prop>>
<</for>>
<<link [[Avery Cards Quinn Offered]]>><</link>>
<br><br>
<<bottoms>>
<<link [[Supermarket]]>><</link>>
<br>
<<link [[Kitchen]]>><</link>>
<br>
<<link [[Orphanage Loft]]>><<set $loft_river to 1>><</link>>
<br>
<<link [[Hallways]]>><</link>>
<br>
<<link [[Eden Kitchen]]>><</link>>
<br>
<<link [[Farm Kitchen]]>><</link>>
<br>
<<link [[Soup Kitchen]]>><</link>>
<br>
/*<<set _food_keys to Object.keys(setup.plants)>>
<<for _i to 0; _i lt _food_keys.length; _i++>>
<<set _food to _food_keys[_i]>>
<<if setup.plants[_food].type is "food">>
<<wearProp setup.plants[_food].handheld>>
<</if>>
<</for>>*/
<<npc Avery>><<person1>><<set C.npc.Robin.love to 50>>
<<if C.npc.Robin.love gte 50>>
<</if>>
<<nnpc_he Robin>>
<<link [[Ask <<him>> how <<he>> gets in and out|Prison Wren Ask 2]]>><</link>>
<<run Furniture.set('owlplushie', 'owlplushie', {
name : 'owl plushie',
nameCap : 'Owl plushie'
})>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust += 100>><<promiscuity5>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Sex]]>><</link>></span><<nexttext>>
<</if>><<set $outside to 0>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Text about the aftermath of them cumming.
<br><br>
<<tearful>> you recover.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Sex]]>><</link>>/*Point links wherever you want the player to end up*/
<<elseif $enemyhealth lte 0>>
Text about escaping.
<br><br>
<<tearful>> you recover.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Sex]]>><</link>>
<<else>>
Text about the encounter stopping because you ended it.
<br><br>
<<tearful>> you recover.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Sex]]>><</link>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<maninit>>
<<enable_rescue>>/*Remove line if rescue is impossible*/
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Text about the aftermath of them cumming.
<br><br>
<<tearful>> you recover.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Rape]]>><<set $molestationstart to 1>><</link>>/*Link points wherever you want the player to end up*/
<<elseif $enemyhealth lte 0>>
Text about escaping.
<br><br>
<<tearful>> you recover.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Rape]]>><<set $molestationstart to 1>><</link>>
<<else>>
<<set $rescued += 1>>/*Unnecessary if rescue is impossible*/
Text about being rescued.
<br><br>
<<tearful>> you recover.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Rape]]>><<set $molestationstart to 1>><</link>>
<</if>><<if $fightstart is 1>>
<<set $fightstart to 0>>
<<neutral 1>>
<<maninit>>
<<set $enemytrust -= 100>>
<<set $enemyanger += 200>>
<<npcidlegenitals>>
<</if>>
<<effects>>
<<effectsman>>
<<man>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or ($pain gte 100 and $willpowerpain is 0)>>
<span id="next"><<link [[Next|Fight Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Fight]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
Text about the aftermath of them cumming.
<br><br>
<<tearful>> you recover.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Fight]]>><</link>>/*Point links wherever you want the player to end up*/
<<elseif $enemyhealth lte 0>>
Text about escaping.
<br><br>
<<tearful>> you recover.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Fight]]>><</link>>
<<else>>
Text about being too hurt to fight.
<br><br>
<<tearful>> you recover.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Fight]]>><</link>>
<</if>><<effects>>
<<set $skulduggerydifficulty to 200>>
<<link [[Next|Skulduggery 2]]>><</link>><<skulduggerydifficulty>>
<br><<effects>>
Possible text describing your attempt.
<br><br>
<<skulduggerycheck>>
<<if $skulduggerysuccess is 1>>
Text describing your success.
<br><br>
<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">That was too easy. You didn't learn anything.</span>
<br><br>
<</if>>
<<link [[Next|Skulduggery]]>><</link>>
<br>
<<else>>
Text describing your failure.
<br><br>
<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">That was too easy. You didn't learn anything.</span>
<br><br>
<</if>>
<<link [[Next|Skulduggery]]>><</link>>
<br>
<</if>><<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<beastNEWinit 1 dog>>/* - Delete if beasts are already generated*/
<<beastCombatInit>>
<<beastTrainGenerate>>/* - Delete if there aren't multiple beasts*/
<</if>>
<<effects>>
<<effectsman>>
<br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Beast Sex Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Beast Sex]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
Insert text about the aftermath of the beast cumming.
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Beast Rape]]>><<set $eventskip to 1>><</link>>
<<elseif $enemyhealth lte 0>>
Insert text about the beast running.
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Beast Rape]]>><<set $eventskip to 1>><</link>>
<<else>>
Insert text about the beast stopping because you asked it to.
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Beast Rape]]>><<set $eventskip to 1>><</link>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastNEWinit 2 dog>>/* - Delete if beasts are already generated*/
<<beastCombatInit>>
<<beastTrainGenerate>>/* - Delete if there aren't multiple beasts*/
<</if>>
<<effects>>
<<effectsman>>
<br><br>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Beast Rape Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Beast Rape]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
Insert text about the aftermath of the beast cumming.
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Beast Rape]]>><<set $eventskip to 1>><</link>>
<<elseif $enemyhealth lte 0>>
Insert text about the beast running.
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Beast Rape]]>><<set $eventskip to 1>><</link>>
<<else>><<set $rescued += 1>>
Insert text about being rescued.
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Beast Rape]]>><<set $eventskip to 1>><</link>>
<</if>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<beastNEWinit 1 wolf>>
<<beastCombatInit>>
<<beastTrainGenerate>>
<<enable_rescue>>/*optional*/
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<beast $enemyno>>
<br><br>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend>>
<span id="next"><<link [[Next|Beast Gang End]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Beast Gang]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyhealth lte 0>>
<<beastwound>>
<<if $combatTrain.length gt 0>>
The <<beasttype>> recoils in pain and fear, but another is eager for a go.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Beast Gang]]>><</link>>
<<else>>
The <<beasttype>> recoils in pain and fear.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Beast Gang End]]>><<set $finish to 1>><</link>>
<</if>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<beastejaculation>>
<<if $combatTrain.length gt 0>>
Satisfied, the <<beasttype>> moves and another takes its turn.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Beast Gang]]>><</link>>
<<else>>
Satisfied, the <<beasttype>> moves away from you.
<<combatTrainAdvance>>
<br><br>
<<link [[Next|Beast Gang End]]>><<set $finish to 1>><</link>>
<</if>>
<<elseif $finish is 1>>
<<if $enemywounded is 1 and $enemyejaculated is 0>>
The <<beasttype>> whimpers and flees.
<<elseif $enemywounded is 0 and $enemyejaculated is 1>>
Satisfied, the <<beasttype>> leaves.
<<elseif $enemywounded gte 2 and $enemyejaculated is 0>>
Feeling that you're more trouble than you're worth, the beasts flee.
<<elseif $enemywounded is 0 and $enemyejaculated gte 2>>
The beasts leave you spent and shivering.
<<elseif $enemywounded gte 1 and $enemyejaculated gte 1>>
The beasts leave you spent and shivering.
<</if>>
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<<elseif $alarm is 1 and $rescue is 1>>
<<set $rescued += 1>>
You are rescued.
<br><br>
<<tearful>> you gather yourself.
<br><br>
<<clotheson>>
<<endcombat>>
<<destinationeventend>>
<</if>><<effects>>
<<set $seductiondifficulty to 6000>>
<<seductioncheck>>
<br><br>
<<if $seductionskill lt 1000>>
<span class="gold">You feel more confident in your powers of seduction.</span>
<br><br>
<</if>>
<<seductionskilluse>>
Text detailing your seduction attempt.
<<promiscuity3>>
<<if $seductionrating gte $seductionrequired>>
Text detailing your seduction success.
<br><br>
<<else>>
Text detailing your seduction failure.
<br><br>
<</if>><<set $lock to 300>>
The door is locked tight.
<br><br>
<<if currentSkillValue('skulduggery') gte $lock>>
<<if $leftarm is "bound" and $rightarm is "bound">>
You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span>
<br><br>
<<else>>
<<wearProp "lockpick">>
<span class="green">The lock looks easy to pick.</span>
<br><br>
<<lockicon "pick">><<link [[Break in (0:05)|Elk Compound Interior]]>><<handheldon>><<pass 5>><<crimeUp 10 "trespassing">><</link>><<crime "trespassing">>
<br>
<</if>>
<<else>>
<span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>>
<br><br>
<</if>>
You successfully pick the lock and enter the building.
<<set $compoundcentre to 1>><<set $compoundalarm += 1>>
<<if $skulduggery lt 400>>
<<skulduggeryskilluse>>
<<else>>
<span class="blue">There's nothing more you can learn from locks this simple.</span>
<br><br>
<</if>><<widget "widgetname">>
<<exposure>>/*Makes sure your clothing state is up to date*/
<<if $optionalvariable is "something">>
<<if $trauma gte (($traumamax / 5) * 4)>>
<<if $stress gte (($stressmax / 5) * 4)>>
<<if $arousal gte (($arousalmax / 5) * 4)>>
<<elseif $arousal gte (($arousalmax / 5) * 1)>>
<<else>>
<</if>>
<<elseif $stress gte (($stressmax / 5) * 1)>>
<<if $arousal gte (($arousalmax / 5) * 4)>>
<<elseif $arousal gte (($arousalmax / 5) * 1)>>
<<else>>
<</if>>
<<else>>
<<if $arousal gte (($arousalmax / 5) * 4)>>
<<elseif $arousal gte (($arousalmax / 5) * 1)>>
<<else>>
<</if>>
<</if>>
<<elseif $trauma gte (($traumamax / 5) * 1)>>
<<if $stress gte (($stressmax / 5) * 4)>>
<<if $arousal gte (($arousalmax / 5) * 4)>>
<<elseif $arousal gte (($arousalmax / 5) * 1)>>
<<else>>
<</if>>
<<elseif $stress gte (($stressmax / 5) * 1)>>
<<if $arousal gte (($arousalmax / 5) * 4)>>
<<elseif $arousal gte (($arousalmax / 5) * 1)>>
<<else>>
<</if>>
<<else>>
<<if $arousal gte (($arousalmax / 5) * 4)>>
<<elseif $arousal gte (($arousalmax / 5) * 1)>>
<<else>>
<</if>>
<</if>>
<<else>>
<<if $stress gte (($stressmax / 5) * 4)>>
<<if $arousal gte (($arousalmax / 5) * 4)>>
<<elseif $arousal gte (($arousalmax / 5) * 1)>>
<<else>>
<</if>>
<<elseif $stress gte (($stressmax / 5) * 1)>>
<<if $arousal gte (($arousalmax / 5) * 4)>>
<<elseif $arousal gte (($arousalmax / 5) * 1)>>
<<else>>
<</if>>
<<else>>
<<if $arousal gte (($arousalmax / 5) * 4)>>
<<elseif $arousal gte (($arousalmax / 5) * 1)>>
<<else>>
<</if>>
<</if>>
<</if>>
<<else>>
<<if $trauma gte (($traumamax / 5) * 4)>>
<<if $stress gte (($stressmax / 5) * 4)>>
<<if $arousal gte (($arousalmax / 5) * 4)>>
<<elseif $arousal gte (($arousalmax / 5) * 1)>>
<<else>>
<</if>>
<<elseif $stress gte (($stressmax / 5) * 1)>>
<<if $arousal gte (($arousalmax / 5) * 4)>>
<<elseif $arousal gte (($arousalmax / 5) * 1)>>
<<else>>
<</if>>
<<else>>
<<if $arousal gte (($arousalmax / 5) * 4)>>
<<elseif $arousal gte (($arousalmax / 5) * 1)>>
<<else>>
<</if>>
<</if>>
<<elseif $trauma gte (($traumamax / 5) * 1)>>
<<if $stress gte (($stressmax / 5) * 4)>>
<<if $arousal gte (($arousalmax / 5) * 4)>>
<<elseif $arousal gte (($arousalmax / 5) * 1)>>
<<else>>
<</if>>
<<elseif $stress gte (($stressmax / 5) * 1)>>
<<if $arousal gte (($arousalmax / 5) * 4)>>
<<elseif $arousal gte (($arousalmax / 5) * 1)>>
<<else>>
<</if>>
<<else>>
<<if $arousal gte (($arousalmax / 5) * 4)>>
<<elseif $arousal gte (($arousalmax / 5) * 1)>>
<<else>>
<</if>>
<</if>>
<<else>>
<<if $stress gte (($stressmax / 5) * 4)>>
<<if $arousal gte (($arousalmax / 5) * 4)>>
<<elseif $arousal gte (($arousalmax / 5) * 1)>>
<<else>>
<</if>>
<<elseif $stress gte (($stressmax / 5) * 1)>>
<<if $arousal gte (($arousalmax / 5) * 4)>>
<<elseif $arousal gte (($arousalmax / 5) * 1)>>
<<else>>
<</if>>
<<else>>
<<if $arousal gte (($arousalmax / 5) * 4)>>
<<elseif $arousal gte (($arousalmax / 5) * 1)>>
<<else>>
<</if>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
<<if $danger gte (9900 - $allure)>>
<<else>>
<</if>>
<<if $test is "" or $test is undefined>><<set $test to "default">><</if>>
<<textbox "$test" $test>>
<<if currentSkillValue('physique') gte $rng * 100 + 6000>>
<</if>>
<<if $npcspeechcycle is 0>>
<<He>> speaks. ""
<<elseif $npcspeechcycle is 1>>
<<He>> speaks. ""
<<elseif $npcspeechcycle is 2>>
<<He>> speaks. ""
<<elseif $npcspeechcycle is 3>>
<<He>> speaks. ""
<<elseif $npcspeechcycle is 4>>
<<He>> speaks. ""
<<elseif $npcspeechcycle is 5>>
<<He>> speaks. ""
<<else>>
<<He>> speaks. ""
<</if>><<generate1>><<generate2>>
<<saveNPC 0 "john">>
<<saveNPC 1 "jane">>
<<endevent>>
<<loadNPC 0 "john">><<person1>>
<<loadNPC 1 "jane">><<person2>>
<<endevent>>
<<if $per_npc.john isnot undefined>>
<<loadNPC 0 "john">><<person1>>
<<endevent>>
<</if>>
<<if $per_npc.jane isnot undefined>>
<<loadNPC 0 "jane">><<person1>>
<<endevent>>
<</if>>
<<clearNPC "john">>
<<clearNPC "jane">>C.npc.Robin.love
<<npcincr Robin love 1>>
<<for _i to 0; _i lt $NPCName.length; _i++>>
<</for>>
<<set $antiquemoney += 40>><<museumAntiqueStatus "antiqueforestdagger" "found">>
/*To capitalise the first letter of a string:*/
<<print $string.toLocaleUpperFirst()>>
/*Using .length with a generic object*/
<<set _skin_keys to Object.keys(setup.bodywriting)>>
<<for _s to 0; _s lt _skin_keys.length; _s++>>
<<print setup.bodywriting[_skin_keys[_s]].writing>>
<br>
<</for>><<effects>>
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<set $combat to 1>>
<<set $enemytype to "tentacles">>
<<molested>>
<<controlloss>>
<<tentaclestart 8 15>>
<</if>>
<<statetentacles>>
<<effects>>
<<effectstentacles>>
<<tentacles>>
<<actionstentacles>>
<<if $tentacles.active lte ($tentacles.max / 2)>>
<span id="next"><<link [[Next|Tentacles Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Tentacles]]>><</link>></span><<nexttext>>
<</if>><<effects>>
Description of escaping/being left alone by the tentacles.
<br><br>
<<tearful>> you escape.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Tentacles]]>><</link>>
<br>
/*How to destroy a cursed item, replacing "face" with the slot in question:*/
<<set $worn.face.type.push("broken")>>
<<faceruined>>
<<if $exposed gte 2 and $exhibitionism lt 95 or $exposed gte 2 and $uncomfortable.nude is true>>
<<else>>
<</if>><<effects>>
<<if $masturbationstart is 1>>
<<set $masturbationstart to 0>>
<<set $masturbationstat += 1>>
<<masturbationstart>>
<</if>>
<<masturbationeffects>>
<<masturbationactions>>
<<masturbationControls>><<effects>>
Optional text about finishing masturbating.
<br><br>
<<endmasturbation>>
<<endcombat>>
<<tearful>> you continue on your adventure.
<br><br>
<<link [[Next|Masturbation]]>><<clotheson>><</link>>
<br>
/*Splits text by NPC genitals and breastsize*/
<<if $NPCList[0].penis isnot "none">>
<<if $NPCList[0].breastsize gte 3>>
They have a penis and reasonably sized breasts.
<<else>>
They have a penis and small/no breasts.
<</if>>
<<else>>
<<if $NPCList[0].breastsize gte 3>>
They have no penis and reasonably sized breasts.
<<else>>
They have no penis and small/no breasts.
<</if>>
<</if>><<physiquedifficulty arg1 arg2>>/*On previous passage after link. Displays the difficulty. First argument is the physique required to have any chance of success. Second argument is the physique required to have a 100% chance of success. Argument 1 defaults to 1 if left blank. Argument 2 defaults to $physiquemax if left blank, which is 20000 as of 0.2.9.0. Argument 3 accepts true and prevents any text from showing in cases where there are multiple checks of the same time in the previous passage*/
/*<<physiquedifficulty arg1 arg2 true>>Optional check just before here when there are multiple checks*/
<<if $physiqueSuccess>>/*Replace 1 and $physiquemax with whatever numbers/variables used as arguments in <<physiquedifficulty>>*/
Text about passing the physique check.
<<else>>
Text about failing the physique check.
<</if>><span class="blue"><<He>> positions <<his>> $NPCList[_n].penisdesc in front of your mouth.</span>
<<neutral 5 "mouth">><<set $mouthuse to "penis">><<set $NPCList[_n].penis to "mouthentrance">><<set $mouthstate to "entrance">><<set $speechmouthentrance to 1>><<set $mouthtarget to _n>>
<span class="purple"><<He>> wraps <<his>> legs around your head and presses <<his>> pussy against your mouth.</span>
<<submission 5>><<set $mouthuse to "othervagina">><<set $NPCList[_n].vagina to "mouth">><<set $mouthstate to "othervagina">><<violence 3>><<bruise face>><<set $speechvaginamouth to 1>><<set $mouthtarget to _n>>
<span class="blue"><<He>> moves between your legs, positioning <<his>> $NPCList[_n].penisdesc in front of your <<pussy>>.</span>
<<neutral 5 "genitals">><<set $vaginause to "penis">><<set $NPCList[_n].penis to "vaginaentrance">><<set $vaginastate to "entrance">><<set $speechvaginaentrance to 1>><<set $vaginatarget to _n>>
<<set $penisuse to "othervagina">><<set $NPCList[_n].vagina to "penisentrance">><<set $penisstate to "entrance">><<set $penistarget to _n>>
<span class="blue"><<He>> straddles you, <<his>> pussy hovering close to your <<penis>>.</span>
<span class="blue"><<He>> moves between your legs, positioning <<his>> $NPCList[_n].penisdesc in front of your <<bottom>>.</span>
<<neutral 5 "bottom">><<set $anususe to "penis">><<set $NPCList[_n].penis to "anusentrance">><<set $anusstate to "entrance">><<set $speechanusentrance to 1>><<set $anustarget to _n>><!-- Modified for Monster People -->
<<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f")>>
<<if maleChance() lt random(1, 100)>>
Monstergirl
<<else>>
Monsterboy
<</if>>
<<else>>
Beast
<</if>><<set _garden_location to "garden">>
<<for _i to 0; _i lt $plots[_garden_location].length; _i++>>
<<set _tending_temp to _i>>
<<set $plots[_garden_location][_tending_temp].water to 1>>
<</for>><<tending_harvest red_rose medium 3>><<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<set $machine_health to 10>><<set $machine_ammo to 3>>/*Used by following widget. Must be set.*/
<<machine_init tattoo vaginal anal arm_chains leg_chains>>/*Include each machine type you want present as an argument*/
<<set $machine.tattoo.armed to 1>>/*Remove if there's no tattoo gun, or you don't want the tattoo gun to be able to remove tattoos*/
<<set $machine.vaginal.armed to 1>>/*Remove if there's no vaginal sex machine, or you don't want the sex machine to be able to easily destroy clothes.*/
<<set $machine.anal.armed to 1>>
<<prop rails table milk neck_shackle>>/*Delete props as appropriate*/
<<set $bodywriting_special to "dungeon">>/*Makes all tattoos appropriate for dungeon. Remove for a broader range of tattoos.*/
<</if>>
<<effects>>
<<machine_effects>><<machine_combat>>
<<machine_state>>
/*Debug info. Remove from playable events*/
Number of active machines: <<print $machine.number>><br>
<br>
<<if $machine.tattoo>>
Tattoo gun use: <<print $machine.tattoo.use>><br>
Tattoo gun state: <<print $machine.tattoo.state>><br>
Tattoo gun health: <<print $machine.tattoo.health>><br>
Tattoo gun hack: <<print $machine.tattoo.hack>><br>
<</if>>
<br>
<<if $machine.vaginal>>
Phallic machine use: <<print $machine.vaginal.use>><br>
Phallic machine state: <<print $machine.vaginal.state>><br>
Phallic machine health: <<print $machine.vaginal.health>><br>
Phallic machine hack: <<print $machine.vaginal.hack>><br>
Phallic machine ammo: <<print $machine.vaginal.ammo>><br>
Phallic machine speed: <<print $machine.speed>><br>
<</if>>
<br>
<<if $machine.anal>>
Small phallic machine use: <<print $machine.anal.use>><br>
Small phallic machine state: <<print $machine.anal.state>><br>
Small phallic machine health: <<print $machine.anal.health>><br>
Small phallic machine hack: <<print $machine.anal.hack>><br>
Small phallic machine ammo: <<print $machine.anal.ammo>><br>
Small phallic machine speed: <<print $machine.speed>><br>
<</if>>
<br>
<<if $machine.arm_chains>>
Arm chains use: <<print $machine.arm_chains.use>><br>
Arm chains state: <<print $machine.arm_chains.state>><br>
Arm chains health: <<print $machine.arm_chains.health>><br>
Arm chains hack: <<print $machine.arm_chains.hack>><br>
<</if>>
<br>
<<if $machine.leg_chains>>
Leg chains use: <<print $machine.leg_chains.use>><br>
Leg chains state: <<print $machine.leg_chains.state>><br>
Leg chains health: <<print $machine.leg_chains.health>><br>
Leg chains hack: <<print $machine.leg_chains.hack>><br>
<</if>>
/*Debug info end*/
<br><br>
<<machine_actions>>
<<if $machine.number lte 0 or $finish is 1>>
<<link [[Next|Machine End]]>><</link>>
<<else>>
<<link [[Next|Machine]]>><</link>>
<<if $machine.vaginal or $machine.anal>>
<br>
<<if $machine.vaginal.speed is "high" or $machine.anal.speed is "high">>
<<link [[Slow down|Machine]]>><<machine_speed "normal">><</link>>
<<else>>
<<link [[Speed up|Machine]]>><<machine_speed "high">><</link>>
<</if>>
<</if>>
<</if>>
<br>
<<link [[End|Machine End]]>><</link>>
<br><<effects>>
<<machine_end>>
<<clotheson>>
<<link [[Machine]]>><<set $molestationstart to 1>><</link>>
<br><<effects>>
<<if $struggle_start is 1>>
<<struggle_init>>
<<set $struggle.creature to "lurker">>/*Creature species*/
<<struggle_creatures 5 2>>/*How many creatures will be involved, and their health.*/
<<set $combat to 1>>
<<controlloss>>
<<violence 1>>
<<molested>>
<<set $struggle.mouth.creature to "lurker">><<set $mouthuse to "struggle">><<set $mouthstate to "struggle">><<set $struggle.enemy[0].location to "mouth">>/*Encounters can begin with a creature already attached to a body part. Optional.*/
<<unset $struggle_start>>
<</if>>
<<if $condition is "met">>
<<struggle_add 1 1>>/*Adds more creatures, with a specific health.*/
<span class="pink">Another creature attacks!</span>
<br><br>
<</if>>
<<struggle>>
<<if $struggle.done gte $struggle.number>>
<span id="next"><<link [[Next|Struggle End]]>><</link>></span>
<br>
<<else>>
<span id="next"><<link [[Next|Struggle]]>><</link>></span>
<br>
<</if>><<effects>>
Stuff happens.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Struggle]]>><<set $struggle_start to 1>><</link>>
<br>
/*Farm stage reminders:
$farm_stage = 1: Alex met, farm work explained.
$farm_stage = 2: Farm work accepted. 1 field clear
$farm_stage = 3: Worked at the farm a little, harasser appeared.
$farm_stage = 4: 2 fields clear. Alex offered booze.
$farm_stage = 5: 3 fields clear. Remy threatened Alex.
$farm_stage = 6: 4 fields clear. Alex's parent visits.
$farm_stage = 7: Time passed since Alex's parent's visit. Bailey visits. Fields are now controlled by the player, steeds can be saddled, and Alex can be chosen as a love interest. Attacks begin. Wall can be upgraded.
$farm_stage = 8: 5 fields clear. More upgrades can be bought.
$farm_stage = 9: 6 fields clear. Lab unlocked. 1 phial available for PC to sell to compound.
$farm_stage = 10: 7 fields clear. "Hurl net" ability unlocked, and more phials can now be produced.
$farm_stage = 11: 8 fields clear. Strange flowers can now be grown.
$farm_stage = 12: 9 fields clear. Remy threatens again.
*/
/*
$kylar_camera = undefined: Event not started.
$kylar_camera = 0: Gift offered, not opened.
$kylar_camera = 1: Gift opened, not accepted.
$kylar_camera = 2: Gift accepted.
$kylar_camera = 3: Given to orphan.
$kylar_camera = 4: Camera discovered in bedroom.
$kylar_camera = 5: Camera discovered in living room.
$kylar_camera = 6: Camera removed.
$kylar_camera = 7: Camera left.
*/<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<violence 1>>
<<neutral 1>>
<<maninit>>
<<stalk_init>>
<<if Time.dayState isnot "night">>
<<enable_rescue>>/*Remove if rescue is impossible*/
<</if>>
<<set $location to "town">>
<</if>>
<<effects>>
<<effectsman>>
<<alarmstate>>
<<man>>
<<if $audience_active>>
<<audience>>
<</if>>
<<stateman>>
<br><br>
<<actionsman>>
<<if _combatend or $stalk_end>>
<span id="next"><<link [[Next|Stalk Finish]]>><</link>></span><<nexttext>>
<<else>>
<span id="next"><<link [[Next|Stalk]]>><</link>></span><<nexttext>>
<</if>><<effects>>
<<if $enemyarousal gte $enemyarousalmax>>
<<ejaculation>>
<<if $combat_end_text>>
<<print $combat_end_text>>
<<else>>
Text about the aftermath of them cumming.
<</if>>
<br><br>
<<tearful>> you recover.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Stalk]]>><<set $molestationstart to 1>><</link>>/*Link points wherever you want the player to end up*/
<<elseif $enemyhealth lte 0>>
Text about escaping.
<br><br>
<<tearful>> you recover.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Stalk]]>><<set $molestationstart to 1>><</link>>
<<elseif $stalk_end is "escaped">>
You slow to a walk. <<tearful>> you continue your journey.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Stalk]]>><<set $molestationstart to 1>><</link>>
<br>
<<elseif $stalk_end is "passed">>
You take a deep breath. <<tearful>> you continue your journey.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Stalk]]>><<set $molestationstart to 1>><</link>>
<br>
<<elseif $stalk_end is "hide">>
<<covered>> <<tearful>> you emerge from your hiding place. You continue your journey.
<br><br>
<<set $stealtextskip to 1>>
<<stealclothes>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Stalk]]>><<set $molestationstart to 1>><</link>>
<br>
<<elseif $stalk_end is "outpaced">>/*Unnecessary if the PC can't become the pursuer */
<<if $exposed gte 1>>
<<switch $location>>
<<case alley>>
<<tearful>> you slow to a stop. <<covered>> There's no one around, but this is still a public place.
<<case forest lake>>
<<tearful>> you slow to a stop. <<covered>> There's no one around right now, but there's no knowing who you could meet in the woods.
<<case moor>>
<<tearful>> you slow to a stop. <<covered>> There's no one around, but being exposed in such an open place is frightening regardless.
<<default>>
<<covered>> <<tearful>> you dive down an alley, hoping to shield your body from any prying eyes.
<</switch>>
<<else>>
<<tearful>> you slow to stop.
<</if>>
<br><br>
<<set $stealtextskip to 1>>
<<stealclothes>>
<<clotheson>>
<<endcombat>>
<<link [[Next|Stalk]]>><<set $molestationstart to 1>><</link>>
<br>
<<else>>
<<set $rescued += 1>>/*Unnecessary if rescue is impossible*/
<<if $position is "stalk">>
Text about being rescued while pursued.
<<else>>
Text about being rescued while assaulted.
<</if>>
<br><br>
<<tearful>> you recover.
<br><br>
<<clotheson>>
<<endcombat>>
<<link [[Next|Stalk]]>><<set $molestationstart to 1>><</link>>
<</if>>
<br><br>
<<link [[Escape!|Domus Street]]>><<endevent>><</link>>
<br><<effects>>
<<if $dancestart is 1>>
<<unset $dancestart>>
<<danceinit>>
<<set $dancing to 1>>
<<set $audience to 25>>
<<set $venuemod to 1>>
<<set $dancelocation to "party">>
<</if>>
<<if $stress gte $stressmax>>
<<set $danceevent to "rape">>
<</if>>
<<danceeffects>>
<<danceaudience>>
<<danceactions>>
<<if $corruptionDancing gt 0 and $danceevent is 0 and (($exhibitionism lte 74 and $exposed gte 2) or ($exhibitionism lte 34 and $exposed gte 1))>>
There's no way you could normally continue dancing while so exposed.
<<elseif $danceevent is 0 and $exhibitionism lte 74 and $exposed gte 2>>
There's no way you can continue dancing while so exposed! Face reddening, you flee the scene.
<br><br>
<<elseif $danceevent is 0 and $exhibitionism lte 34 and $exposed gte 1 and !$worn.under_lower.type.includes("dance")>>
There's no way you can continue dancing while so exposed! Face reddening, you flee the scene.
<br><br>
<</if>>
<<if $danceevent is "finish">>
<<unset $corruptionDancing>>
<<link [[Next|Brothel]]>><<clotheson>><<endevent>><</link>>
<<elseif $danceevent is "private">>
<<if $corruptionDancing is 2>>
The slime wants you to have fun with more than an individual.
<<elseif hasSexStat("promiscuity", 3)>>
<<link [[Private room|Brothel Private]]>><<set $phase to 0>><<set $enemyno to 1>><<set $enemynomax to 1>><<unset $corruptionDancing>><</link>><<promiscuous3>>
<<elseif $uncomfortable.prostituting is false>>
<<link [[Private room|Brothel Private]]>><<set $phase to 0>><<set $enemyno to 1>><<set $enemynomax to 1>><<unset $corruptionDancing>><<set $desperateaction to 1>><</link>><<promiscuous3>>
<br>
<</if>>
<<elseif $danceevent is "rape">>
<<link [[Next|Brothel Dance Rape]]>><<set $molestationstart to 1>><<unset $corruptionDancing>><</link>>
<<elseif $danceevent is "leighton">>
<<if $corruptionDancing is 2>>
The slime wants you to have fun with more than an individual.
<<elseif hasSexStat("promiscuity", 3)>>
<<link [[Private room|Leighton Private]]>><<clotheson>><<endevent>><<unset $corruptionDancing>><</link>><<promiscuous3>>
<br>
<</if>>
<<elseif $danceevent is "robin">>
<<if $corruptionDancing is 2>>
The slime wants you to have fun with more than an individual.
<<else>>
<<link [[Private room|Robin Brothel]]>><<clotheson>><<endevent>><<unset $corruptionDancing>><</link>>
<</if>>
<<elseif $danceevent is 0>>
<<if $corruptionDancing isnot undefined>>
The slime in your ear is forcing you.
<<elseif $exposed gte 2 and !hasSexStat("exhibitionism", 5)>>
<<link [[Flee|Brothel Dressing Room]]>><<clotheson>><<endevent>><<unset $corruptionDancing>><</link>>
<<elseif $exposed gte 1 and !hasSexStat("exhibitionism", 3)>>
<<link [[Flee|Brothel Dressing Room]]>><<clotheson>><<endevent>><<unset $corruptionDancing>><</link>>
<<else>>
<<link [[Stop|Brothel]]>><<clotheson>><<endevent>><<unset $corruptionDancing>><</link>>
<</if>>
<</if>>
/*More simple setup below */
<<if $danceevent is "rape">>
<<link [[Next|Beach Party Dance Rape]]>><<set $molestationstart to 1>><</link>>
<<elseif $danceevent is "finish">>
<<link [[Next|Beach Party]]>><<clotheson>><<endevent>><</link>>
<<elseif $danceevent is 0>>
<<if $exposed gte 2 and !hasSexStat("exhibitionism", 5)>>
<<link [[Flee|Changing Room]]>><<clotheson>><<endevent>><</link>>
<<elseif $exposed gte 1 and !hasSexStat("exhibitionism", 3)>>
<<link [[Flee|Changing Room]]>><<clotheson>><<endevent>><</link>>
<<else>>
<<link [[Stop|Beach Party]]>><<clotheson>><<endevent>><</link>>
<</if>>
<</if>><<print $sexStats.vagina.sperm["plump man"].count>><br>
Menstruation state: <<print $sexStats.vagina.menstruation.currentState>><br>
Menstruation day: <<print $sexStats.vagina.menstruation.currentDay>><br><<effects>>
<<npc "Jordan">><<person1>>
Jordan materialises from the background radiation of the universe.
<br><br>
"I'm glad you're here," <<he>> says. "There's a holiday approaching, one that happens just once a century. Each century a member of our order is chosen to go on a pilgrimage to an island off the coast, to retrieve an artefact spear. The spear is the centrepiece of the holiday. We'd like to give this role to you."
<br><br>
"There is a problem though," <<he>> continues. "There's no record of the island existing. We've lots of records here at the temple, but we seem to be the only ones. The historian at the museum suggested that our tales have confused it with the prison, or with somewhere along the shore."
<br><br>
"Your first task is to find where the island is, and how to get there. I'm sorry I can't be more helpful. Perhaps this is part of the pilgrimage. I have every faith in you."
<br><br>
<<set $spearQuestions to []>>
<<link [[Ask why they're sending you in particular|Temple Spear Questions]]>><<set $temple_spear_mission to 1>><<set $spearQuestion to "why">><<set $spearQuestions.push("why")>><</link>>
<br>
<<link [[Ask what the festival involves|Temple Spear Questions]]>><<set $temple_spear_mission to 1>><<set $spearQuestion to "what">><<set $spearQuestions.push("what")>><</link>>
<br>
<<link [[Ask where you should look|Temple Spear Questions]]>><<set $spearQuestion to "where">><<set $spearQuestions.push("where")>><</link>>
<br><br>